Compare commits
4 Commits
feature-en
...
f70aa57166
Author | SHA1 | Date | |
---|---|---|---|
f70aa57166 | |||
bb81e283dd | |||
41ceb7a01c | |||
505b292718 |
2
Assets/Prefabs/Hero.prefab
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2
Assets/Prefabs/Hero.prefab
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15
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311
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7
Assets/Scenes/ZephyrDev.unity.meta
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m_Script: {fileID: 11500000, guid: bb718e52728142e4a8db081fd6a36a70, type: 3}
|
m_Script: {fileID: 11500000, guid: bb718e52728142e4a8db081fd6a36a70, type: 3}
|
||||||
m_Name:
|
m_Name:
|
||||||
m_EditorClassIdentifier:
|
m_EditorClassIdentifier:
|
||||||
startNewSpawnWaveEvent: {fileID: 11400000, guid: 3f9039af54fd5d240b144e1ab3bbeb72, type: 2}
|
startNewSpawnWaveEventChannel: {fileID: 11400000, guid: 3f9039af54fd5d240b144e1ab3bbeb72, type: 2}
|
||||||
endSpawnWaveEventEvent: {fileID: 11400000, guid: b8a8049e92364834ebac76909a03324b, type: 2}
|
endSpawnWaveEventChannel: {fileID: 11400000, guid: b8a8049e92364834ebac76909a03324b, type: 2}
|
||||||
activeEnemies: {fileID: 11400000, guid: 7c32c32e039cdda409e8a56d2e320f2d, type: 2}
|
enemyRuntimeSet: {fileID: 11400000, guid: 7c32c32e039cdda409e8a56d2e320f2d, type: 2}
|
||||||
spawnCenter: {fileID: 19609788}
|
spawnCenter: {fileID: 19609788}
|
||||||
minimumSpawnRadius: 10
|
minimumSpawnRadius: 10
|
||||||
timeBetweenClearedWaves: 0
|
timeBetweenClearedWaves: 0
|
||||||
|
@@ -1,181 +1,11 @@
|
|||||||
using RuntimeSet;
|
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.Assertions;
|
|
||||||
|
|
||||||
namespace DefaultNamespace
|
namespace DefaultNamespace
|
||||||
{
|
{
|
||||||
|
// TODO (Michael): Empty behavior until we decide more on how enemies should be structured. Mainly being used for
|
||||||
|
// other systems to have something to reference.
|
||||||
public class Enemy : MonoBehaviour
|
public class Enemy : MonoBehaviour
|
||||||
{
|
{
|
||||||
private enum BehaviorState
|
|
||||||
{
|
|
||||||
Create,
|
|
||||||
Spawning,
|
|
||||||
Chasing,
|
|
||||||
Attacking,
|
|
||||||
Feared,
|
|
||||||
Dead,
|
|
||||||
}
|
|
||||||
|
|
||||||
[SerializeField] private EnemyAttributesSO attributes;
|
|
||||||
[SerializeField] private EnemyRuntimeSetSO enemySet;
|
|
||||||
[SerializeField] private HeroUnitRuntimeSetSO heroSet;
|
|
||||||
[SerializeField] private GameObject target;
|
|
||||||
// TODO(zeph): Having behavior as a serialized member is convenient for
|
|
||||||
// experimentation early on so we can change it mid-play through the
|
|
||||||
// inspector, but later we'll more likely want it to be a property.
|
|
||||||
[SerializeField] private BehaviorState _behavior = BehaviorState.Spawning;
|
|
||||||
[SerializeField] private float _behaviorTime = 0;
|
|
||||||
[SerializeField] private float _fear = 0;
|
|
||||||
[SerializeField] private long _hp;
|
|
||||||
|
|
||||||
private void Update()
|
|
||||||
{
|
|
||||||
// When the current behavior indicates movement, we do it in Update
|
|
||||||
// to ensure it is smooth at all framerates.
|
|
||||||
if (_behavior != BehaviorState.Chasing && _behavior != BehaviorState.Feared)
|
|
||||||
{
|
|
||||||
// No movement.
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
if (target == null)
|
|
||||||
{
|
|
||||||
// No target. Find a new one.
|
|
||||||
Retarget();
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
// TODO(zeph): how do we actually,, get SPD attribute
|
|
||||||
var spd = SpaceSpeed(1000, Time.deltaTime);
|
|
||||||
var to = Vector3.MoveTowards(transform.position, target.transform.position, spd);
|
|
||||||
if (_behavior == BehaviorState.Feared)
|
|
||||||
{
|
|
||||||
// Move away rather than toward.
|
|
||||||
// TODO(zeph): this will limit speed moving away by distance
|
|
||||||
// to target if we're close
|
|
||||||
to = transform.position - 2 * (transform.position - to);
|
|
||||||
}
|
|
||||||
transform.position = to;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void FixedUpdate()
|
|
||||||
{
|
|
||||||
// We do behavior changes in the fixed update so that enemy actions
|
|
||||||
// do not depend on the framerate. Since movement happens in
|
|
||||||
// Update, the overall effect as framerate varies is that enemies
|
|
||||||
// might change their behaviors at slightly different distances,
|
|
||||||
// but they'll always be in a given state for the same duration.
|
|
||||||
// TODO(zeph): we could probably do this with coroutines instead,
|
|
||||||
// also i still haven't read anything about the actual fsm system
|
|
||||||
_behaviorTime += Time.fixedDeltaTime;
|
|
||||||
float dd;
|
|
||||||
switch (_behavior)
|
|
||||||
{
|
|
||||||
case BehaviorState.Create:
|
|
||||||
// TODO(zeph): calculate starting hp from CON attribute
|
|
||||||
_hp = 1;
|
|
||||||
SetBehavior(BehaviorState.Spawning);
|
|
||||||
break;
|
|
||||||
case BehaviorState.Spawning:
|
|
||||||
// TODO(zeph): move spawn time to an asset
|
|
||||||
if (_behaviorTime >= 0.5)
|
|
||||||
{
|
|
||||||
Retarget();
|
|
||||||
SetBehavior(BehaviorState.Chasing);
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
case BehaviorState.Chasing:
|
|
||||||
dd = SquareDistanceToTarget();
|
|
||||||
// TODO(zeph): RNG attribute
|
|
||||||
if (dd <= SpaceRange(20000))
|
|
||||||
{
|
|
||||||
SetBehavior(BehaviorState.Attacking);
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
case BehaviorState.Attacking:
|
|
||||||
dd = SquareDistanceToTarget();
|
|
||||||
if (dd > SpaceRange(20000))
|
|
||||||
{
|
|
||||||
SetBehavior(BehaviorState.Chasing);
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
case BehaviorState.Feared:
|
|
||||||
if (_behaviorTime > _fear)
|
|
||||||
{
|
|
||||||
SetBehavior(BehaviorState.Chasing);
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
case BehaviorState.Dead:
|
|
||||||
// do nothing
|
|
||||||
break;
|
|
||||||
default:
|
|
||||||
// TODO(zeph): unreachable
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
if (_behavior != BehaviorState.Dead && _hp == 0)
|
|
||||||
{
|
|
||||||
SetBehavior(BehaviorState.Dead);
|
|
||||||
// TODO(zeph): put a dead time constant somewhere
|
|
||||||
Destroy(gameObject, 10f);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnEnable()
|
|
||||||
{
|
|
||||||
Assert.IsNotNull(enemySet);
|
|
||||||
enemySet.Add(this);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnDisable()
|
|
||||||
{
|
|
||||||
enemySet.Remove(this);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void Retarget()
|
|
||||||
{
|
|
||||||
if (heroSet.IsEmpty)
|
|
||||||
{
|
|
||||||
// No heroes to target.
|
|
||||||
// TODO(zeph): switch to a special behavior?
|
|
||||||
target = null;
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
// TODO(zeph): target based on threat, once threat exists
|
|
||||||
var k = Random.Range(0, heroSet.Count);
|
|
||||||
target = heroSet[k].gameObject;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void SetBehavior(BehaviorState behavior)
|
|
||||||
{
|
|
||||||
_behavior = behavior;
|
|
||||||
_behaviorTime = 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
private float SquareDistanceToTarget()
|
|
||||||
{
|
|
||||||
return Vector3.Magnitude(transform.position - target.transform.position);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Fear(float dur)
|
|
||||||
{
|
|
||||||
// If the enemy is already feared for a longer duration, don't
|
|
||||||
// shorten it.
|
|
||||||
if (_behavior == BehaviorState.Feared && _fear - _behaviorTime >= dur)
|
|
||||||
{
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
_fear = dur;
|
|
||||||
SetBehavior(BehaviorState.Feared);
|
|
||||||
}
|
|
||||||
|
|
||||||
private static float SpaceSpeed(long spd, float dt)
|
|
||||||
{
|
|
||||||
// For now, treat SPD as units of ten thousandths of a unit per second.
|
|
||||||
return (spd / 10000) * dt;
|
|
||||||
}
|
|
||||||
|
|
||||||
private static float SpaceRange(long rng)
|
|
||||||
{
|
|
||||||
// Treat RNG as units of ten thousandths of a sqrt-meter.
|
|
||||||
return rng / 10000;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
11
Assets/Scripts/EnemyRuntimeSetSO.cs
Normal file
11
Assets/Scripts/EnemyRuntimeSetSO.cs
Normal file
@@ -0,0 +1,11 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace DefaultNamespace
|
||||||
|
{
|
||||||
|
[CreateAssetMenu(menuName = "Enemy Runtime Set", fileName =
|
||||||
|
"EnemyRuntimeSet")]
|
||||||
|
public class EnemyRuntimeSetSO : RuntimeSetSO<Enemy>
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
@@ -4,8 +4,8 @@ using Wave;
|
|||||||
|
|
||||||
namespace Events
|
namespace Events
|
||||||
{
|
{
|
||||||
[CreateAssetMenu(menuName = "Events/Spawn Wave Event")]
|
[CreateAssetMenu(menuName = "Events/Spawn Wave SO Event Channel")]
|
||||||
public class SpawnWaveEventSO : ScriptableObject
|
public class SpawnWaveSOEventChannelSO : ScriptableObject
|
||||||
{
|
{
|
||||||
public event UnityAction<SpawnWaveSO> OnEventRaised;
|
public event UnityAction<SpawnWaveSO> OnEventRaised;
|
||||||
|
|
16
Assets/Scripts/HeroPartySO.cs
Normal file
16
Assets/Scripts/HeroPartySO.cs
Normal file
@@ -0,0 +1,16 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System.Collections.ObjectModel;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
[CreateAssetMenu(fileName = "HeroParty", menuName = "Hero Party")]
|
||||||
|
public class HeroPartySO : ScriptableObject
|
||||||
|
{
|
||||||
|
[SerializeField]
|
||||||
|
private List<HeroUnit> unitList = new List<HeroUnit>();
|
||||||
|
public ReadOnlyCollection<HeroUnit> UnitList => unitList.AsReadOnly();
|
||||||
|
|
||||||
|
public void Add(HeroUnit unit) { unitList.Add(unit); }
|
||||||
|
public void Remove(HeroUnit unit) { unitList.Remove(unit); }
|
||||||
|
public int Count => unitList.Count;
|
||||||
|
}
|
11
Assets/Scripts/HeroPartySO.cs.meta
generated
Normal file
11
Assets/Scripts/HeroPartySO.cs.meta
generated
Normal file
@@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: f0603cf6e7f1d884e89c3eb6a478a96c
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@@ -1,8 +1,9 @@
|
|||||||
using System.Runtime.CompilerServices;
|
using System.Collections;
|
||||||
using RuntimeSet;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.Assertions;
|
using UnityEngine.Assertions;
|
||||||
|
|
||||||
|
using System.Runtime.CompilerServices;
|
||||||
[assembly: InternalsVisibleTo("TestsPlaymode")]
|
[assembly: InternalsVisibleTo("TestsPlaymode")]
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@@ -16,8 +17,8 @@ public class HeroUnit : MonoBehaviour
|
|||||||
[SerializeField] private long level;
|
[SerializeField] private long level;
|
||||||
[SerializeField] private long xp;
|
[SerializeField] private long xp;
|
||||||
[SerializeField] private HeroAttributesSO attrs;
|
[SerializeField] private HeroAttributesSO attrs;
|
||||||
[SerializeField] private HeroUnitRuntimeSetSO _party;
|
[SerializeField] private HeroPartySO _party;
|
||||||
internal HeroUnitRuntimeSetSO party => _party;
|
internal HeroPartySO party => _party;
|
||||||
|
|
||||||
private void OnEnable()
|
private void OnEnable()
|
||||||
{
|
{
|
||||||
|
3
Assets/Scripts/RuntimeSet.meta
generated
3
Assets/Scripts/RuntimeSet.meta
generated
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: e9f6f30f3d8e4445a4a25d03245b2645
|
|
||||||
timeCreated: 1691632737
|
|
@@ -1,10 +0,0 @@
|
|||||||
using DefaultNamespace;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
namespace RuntimeSet
|
|
||||||
{
|
|
||||||
[CreateAssetMenu(fileName = "EnemyRuntimeSet",menuName = "Runtime Set/Enemy")]
|
|
||||||
public class EnemyRuntimeSetSO : RuntimeSetSO<Enemy>
|
|
||||||
{
|
|
||||||
}
|
|
||||||
}
|
|
@@ -1,9 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
|
|
||||||
namespace RuntimeSet
|
|
||||||
{
|
|
||||||
[CreateAssetMenu(fileName = "EnemyRuntimeSet",menuName = "Runtime Set/Hero Unit")]
|
|
||||||
public class HeroUnitRuntimeSetSO : RuntimeSetSO<HeroUnit>
|
|
||||||
{
|
|
||||||
}
|
|
||||||
}
|
|
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 0ec1a0df7a5949a2959596c722680f76
|
|
||||||
timeCreated: 1691632762
|
|
@@ -1,43 +0,0 @@
|
|||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
namespace RuntimeSet
|
|
||||||
{
|
|
||||||
public abstract class RuntimeSetSO<T> : ScriptableObject, IEnumerable<T>
|
|
||||||
{
|
|
||||||
[HideInInspector] [SerializeField] private List<T> items = new();
|
|
||||||
|
|
||||||
protected IReadOnlyCollection<T> Items => items;
|
|
||||||
public bool IsEmpty => items.Count == 0;
|
|
||||||
public int Count => items.Count;
|
|
||||||
|
|
||||||
public void Add(T item)
|
|
||||||
{
|
|
||||||
if (!items.Contains(item))
|
|
||||||
{
|
|
||||||
items.Add(item);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Remove(T item)
|
|
||||||
{
|
|
||||||
if (items.Contains(item))
|
|
||||||
{
|
|
||||||
items.Remove(item);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public IEnumerator<T> GetEnumerator()
|
|
||||||
{
|
|
||||||
return items.GetEnumerator();
|
|
||||||
}
|
|
||||||
|
|
||||||
IEnumerator IEnumerable.GetEnumerator()
|
|
||||||
{
|
|
||||||
return GetEnumerator();
|
|
||||||
}
|
|
||||||
|
|
||||||
public T this[int index] { get { return items[index]; } }
|
|
||||||
}
|
|
||||||
}
|
|
26
Assets/Scripts/RuntimeSetSO.cs
Normal file
26
Assets/Scripts/RuntimeSetSO.cs
Normal file
@@ -0,0 +1,26 @@
|
|||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public abstract class RuntimeSetSO<T> : ScriptableObject
|
||||||
|
{
|
||||||
|
[HideInInspector] [SerializeField] private List<T> items = new();
|
||||||
|
|
||||||
|
public IReadOnlyCollection<T> Items => items;
|
||||||
|
public bool IsEmpty => items.Count == 0;
|
||||||
|
|
||||||
|
public void Add(T thing)
|
||||||
|
{
|
||||||
|
if (!items.Contains(thing))
|
||||||
|
{
|
||||||
|
items.Add(thing);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Remove(T thing)
|
||||||
|
{
|
||||||
|
if (items.Contains(thing))
|
||||||
|
{
|
||||||
|
items.Remove(thing);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
@@ -4,7 +4,7 @@ using UnityEngine.Serialization;
|
|||||||
|
|
||||||
namespace Wave
|
namespace Wave
|
||||||
{
|
{
|
||||||
[CreateAssetMenu(fileName = "SpawnWave", menuName = "Spawn/Wave", order = 0)]
|
[CreateAssetMenu(fileName = "SpawnWave", menuName = "Spawn Wave", order = 0)]
|
||||||
public class SpawnWaveSO : ScriptableObject
|
public class SpawnWaveSO : ScriptableObject
|
||||||
{
|
{
|
||||||
[SerializeField] private List<SpawnPackSO> packs;
|
[SerializeField] private List<SpawnPackSO> packs;
|
||||||
|
@@ -4,7 +4,6 @@ using System.Collections.Generic;
|
|||||||
using System.Linq;
|
using System.Linq;
|
||||||
using DefaultNamespace;
|
using DefaultNamespace;
|
||||||
using Events;
|
using Events;
|
||||||
using RuntimeSet;
|
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.Assertions;
|
using UnityEngine.Assertions;
|
||||||
using Random = UnityEngine.Random;
|
using Random = UnityEngine.Random;
|
||||||
@@ -13,8 +12,8 @@ namespace Wave
|
|||||||
{
|
{
|
||||||
public class WaveSpawner : MonoBehaviour
|
public class WaveSpawner : MonoBehaviour
|
||||||
{
|
{
|
||||||
[SerializeField] private SpawnWaveEventSO startNewSpawnWaveEventChannel;
|
[SerializeField] private SpawnWaveSOEventChannelSO startNewSpawnWaveEventChannel;
|
||||||
[SerializeField] private SpawnWaveEventSO endSpawnWaveEventChannel;
|
[SerializeField] private SpawnWaveSOEventChannelSO endSpawnWaveEventChannel;
|
||||||
|
|
||||||
[SerializeField] private EnemyRuntimeSetSO enemyRuntimeSet;
|
[SerializeField] private EnemyRuntimeSetSO enemyRuntimeSet;
|
||||||
[SerializeField] private Transform spawnCenter;
|
[SerializeField] private Transform spawnCenter;
|
||||||
|
@@ -1,4 +1,5 @@
|
|||||||
using System.Collections;
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
using NUnit.Framework;
|
using NUnit.Framework;
|
||||||
using UnityEditor;
|
using UnityEditor;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
@@ -17,6 +18,6 @@ public class HeroPartyTest
|
|||||||
Assert.AreEqual(1, hero.party.Count);
|
Assert.AreEqual(1, hero.party.Count);
|
||||||
Object.Destroy(instance);
|
Object.Destroy(instance);
|
||||||
yield return null;
|
yield return null;
|
||||||
Assert.IsEmpty(hero.party);
|
Assert.IsEmpty(hero.party.UnitList);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
Reference in New Issue
Block a user