Merge branch 'main' of https://gitea.deprived.dev/Sveskejuice/ColorDefense
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@ -0,0 +1,16 @@
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using UnityEngine;
|
||||
|
||||
[CreateAssetMenu(fileName = "EnemyCollection", menuName = "Tower Defense/Enemy Enemies")]
|
||||
public class EnemyCollection : ScriptableObject
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||||
{
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public EnemyInfo[] Enemies;
|
||||
}
|
||||
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[System.Serializable]
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public struct EnemyInfo
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{
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public string name;
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public float moveSpeed;
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public bool FlyPath;
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public GameObject prefab;
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}
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@ -0,0 +1,22 @@
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using UnityEngine;
|
||||
|
||||
[CreateAssetMenu(fileName = "New LevelDefinition", menuName = "Tower Defense/Level Definition")]
|
||||
public class LevelDefinition : ScriptableObject
|
||||
{
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public Wave[] Waves;
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||||
}
|
||||
|
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[System.Serializable]
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public struct Wave
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||||
{
|
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public float spawnTime;
|
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public SpawnGroup[] groups;
|
||||
}
|
||||
|
||||
[System.Serializable]
|
||||
public struct SpawnGroup
|
||||
{
|
||||
public int enemyIndex; // Check in enemy collection
|
||||
public int num;
|
||||
public float spawnInterval;
|
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}
|
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@ -0,0 +1,11 @@
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userData:
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|
@ -0,0 +1,68 @@
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using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
|
||||
public class EnemySpawnManager : MonoBehaviour
|
||||
{
|
||||
private float time = 0f;
|
||||
[SerializeField] private LevelDefinition levelDefinition;
|
||||
[SerializeField] private EnemyCollection enemyCollection;
|
||||
|
||||
[SerializeField] private WaypointPath groundPath;
|
||||
[SerializeField] private WaypointPath skyPath;
|
||||
|
||||
private Queue<Wave> waveQueue;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
waveQueue = new Queue<Wave>(levelDefinition.Waves);
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (waveQueue.Count <= 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
time += Time.deltaTime;
|
||||
|
||||
if (waveQueue.Peek().spawnTime < time)
|
||||
{
|
||||
PopWave();
|
||||
}
|
||||
}
|
||||
|
||||
void PopWave()
|
||||
{
|
||||
Wave spawnWave = waveQueue.Dequeue();
|
||||
for (int i = 0; i < spawnWave.groups.Length; i++)
|
||||
{
|
||||
var group = spawnWave.groups[i];
|
||||
StartCoroutine(StartSpawnGroup(group));
|
||||
}
|
||||
}
|
||||
|
||||
IEnumerator StartSpawnGroup(SpawnGroup group)
|
||||
{
|
||||
for (int i = 0; i < group.num; i++)
|
||||
{
|
||||
EnemyInfo enemyInfo = enemyCollection.Enemies[group.enemyIndex];
|
||||
|
||||
GameObject spawned = Instantiate(enemyInfo.prefab);
|
||||
WaypointEntityData data = new WaypointEntityData(spawned.transform, enemyInfo.moveSpeed);
|
||||
|
||||
if (enemyInfo.FlyPath)
|
||||
{
|
||||
skyPath.AddObjectToPath(data);
|
||||
}
|
||||
else
|
||||
{
|
||||
groundPath.AddObjectToPath(data);
|
||||
}
|
||||
|
||||
yield return new WaitForSecondsRealtime(group.spawnInterval);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
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userData:
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assetBundleName:
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assetBundleVariant:
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|
@ -1,6 +1,6 @@
|
|||
using UnityEngine;
|
||||
|
||||
[CreateAssetMenu(fileName = "New TowerCollection", menuName = "Tower Defense/Tower Collection")]
|
||||
[CreateAssetMenu(fileName = "New TowerCollection", menuName = "Tower Defense/Tower Enemies")]
|
||||
public class TowerCollection : ScriptableObject
|
||||
{
|
||||
public TowerInfo[] Towers;
|
||||
|
|
|
@ -0,0 +1,74 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using System.Linq;
|
||||
using System;
|
||||
|
||||
public class WaypointPath : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private float WaypointRadiusTolerence = 0.01f;
|
||||
[SerializeField] private List<Transform> Waypoints;
|
||||
|
||||
[SerializeField] public List<WaypointEntityData> activeEntities = new();
|
||||
|
||||
private void Update()
|
||||
{
|
||||
for (int i = 0; i < activeEntities.Count; i++)
|
||||
{
|
||||
var data = activeEntities[i];
|
||||
|
||||
// Check if entity still exists
|
||||
if (data.Entity == null)
|
||||
{
|
||||
activeEntities.RemoveAt(i);
|
||||
continue;
|
||||
}
|
||||
|
||||
// Set target if no target
|
||||
if (data.NextTargetPosition == null)
|
||||
data.NextTargetPosition = Waypoints[0];
|
||||
|
||||
// Changes target if within tolerence
|
||||
if (Vector3.Distance(data.Entity.position, data.NextTargetPosition.position) < WaypointRadiusTolerence)
|
||||
{
|
||||
int index = Waypoints.IndexOf(data.NextTargetPosition);
|
||||
|
||||
if (index + 1 >= Waypoints.Count)
|
||||
{
|
||||
Destroy(data.Entity.gameObject); // Destroy object when finish waypoints
|
||||
}
|
||||
else
|
||||
{
|
||||
data.NextTargetPosition = Waypoints[index + 1];
|
||||
}
|
||||
}
|
||||
|
||||
// Move object by speed
|
||||
Vector3 targetDirection = data.NextTargetPosition.position - data.Entity.position;
|
||||
Vector3 normTargetDir = targetDirection.normalized;
|
||||
|
||||
float dist = Vector3.Distance(data.Entity.position, data.NextTargetPosition.position);
|
||||
float minDist = Math.Min(dist, data.MoveSpeed * Time.deltaTime);
|
||||
|
||||
data.Entity.position += normTargetDir * minDist;
|
||||
}
|
||||
}
|
||||
|
||||
public void AddObjectToPath(WaypointEntityData data)
|
||||
{
|
||||
activeEntities.Add(data);
|
||||
}
|
||||
}
|
||||
|
||||
public class WaypointEntityData
|
||||
{
|
||||
public Transform Entity;
|
||||
public Transform NextTargetPosition;
|
||||
public float MoveSpeed;
|
||||
|
||||
public WaypointEntityData(Transform entity, float moveSpeed)
|
||||
{
|
||||
Entity = entity;
|
||||
MoveSpeed = moveSpeed;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 7355133f21643b44e8b997303686916c
|
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MonoImporter:
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externalObjects: {}
|
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|
||||
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|
||||
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|
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userData:
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assetBundleName:
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assetBundleVariant:
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|
@ -59,14 +59,14 @@ public class CameraSlotClickDetect : MonoBehaviour
|
|||
else
|
||||
Debug.LogWarning("TowerCam scpritet is not assigned, assign in the inspector");
|
||||
}
|
||||
else
|
||||
/* else
|
||||
{
|
||||
GameManager.Instance.SelectedTower = null;
|
||||
if (towerCam != null)
|
||||
towerCam.ChangeToTarget(null);
|
||||
else
|
||||
Debug.LogWarning("TowerCam scpritet is not assigned, assign in the inspector");
|
||||
}
|
||||
} */
|
||||
}
|
||||
|
||||
void ShootHoverRay()
|
||||
|
|
|
@ -117,6 +117,7 @@ public class TowerPlacementManager : MonoBehaviour
|
|||
Quaternion newRotation = Quaternion.AngleAxis(CurrentRotation * 90f, transform.up);
|
||||
spawnedTower.transform.localRotation = newRotation;
|
||||
|
||||
spawnedTower.GetComponent<Tower>().Placed();
|
||||
FinishBuild();
|
||||
}
|
||||
|
||||
|
@ -145,6 +146,7 @@ public class TowerPlacementManager : MonoBehaviour
|
|||
{
|
||||
Destroy(SilhouettedObject);
|
||||
OnTowerPlaced?.Invoke(SelectedTowerInfo);
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -26,9 +26,9 @@ public class AimTower : Tower
|
|||
public float HorizontalRotation => horizontalArc.Value;
|
||||
public float VerticalRotation => verticalArc.Value;
|
||||
|
||||
protected override void Awake()
|
||||
public override void Placed()
|
||||
{
|
||||
base.Awake();
|
||||
base.Placed();
|
||||
|
||||
horizontalArc.Value.AddListener(UpdateBarrelRotation);
|
||||
verticalArc.Value.AddListener(UpdateBarrelRotation);
|
||||
|
@ -40,10 +40,6 @@ public class AimTower : Tower
|
|||
|
||||
UpdateTrajectory();
|
||||
UpdateBarrelRotation();
|
||||
|
||||
// dont ask me why but this makes sure everything is initialized lol
|
||||
TowerSelected(true);
|
||||
TowerSelected(false);
|
||||
}
|
||||
|
||||
public override void TowerSelected(bool selected)
|
||||
|
|
|
@ -15,6 +15,11 @@ public class BeamTower : AimTower
|
|||
protected override void Awake()
|
||||
{
|
||||
base.Awake();
|
||||
}
|
||||
|
||||
public override void Placed()
|
||||
{
|
||||
base.Placed();
|
||||
|
||||
horizontalArc.Value.AddListener(UpdateBeam);
|
||||
verticalArc.Value.AddListener(UpdateBeam);
|
||||
|
|
|
@ -18,11 +18,6 @@ public class GravityTower : Tower
|
|||
private string audioName;
|
||||
private AudioSource audioSc;
|
||||
|
||||
public override void TowerSelected(bool selected)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
protected override void Awake()
|
||||
{
|
||||
base.Awake();
|
||||
|
@ -54,7 +49,8 @@ public class GravityTower : Tower
|
|||
{
|
||||
base.OnDestroy();
|
||||
|
||||
audioSc.Stop();
|
||||
if (audioSc != null)
|
||||
audioSc.Stop();
|
||||
}
|
||||
|
||||
protected override void Update()
|
||||
|
|
|
@ -18,6 +18,12 @@ public class ProjectileTower : AimTower
|
|||
projectileSpawner = GetComponent<ProjectileSpawner>();
|
||||
Assert.IsNotNull(projectileSpawner);
|
||||
|
||||
}
|
||||
|
||||
public override void Placed()
|
||||
{
|
||||
base.Placed();
|
||||
|
||||
StartCoroutine(AttackLoop());
|
||||
}
|
||||
|
||||
|
|
|
@ -25,6 +25,13 @@ public abstract class Tower : MonoBehaviour
|
|||
selectedUI.SetActive(selected);
|
||||
}
|
||||
|
||||
public virtual void Placed()
|
||||
{
|
||||
// dont ask me why but this makes sure everything is initialized lol
|
||||
TowerSelected(true);
|
||||
TowerSelected(false);
|
||||
}
|
||||
|
||||
protected virtual void Awake()
|
||||
{
|
||||
healthComp = GetComponent<HealthComponent>();
|
||||
|
|
|
@ -9,14 +9,14 @@ TagManager:
|
|||
- Default
|
||||
- TransparentFX
|
||||
- Ignore Raycast
|
||||
-
|
||||
- Cell
|
||||
- Water
|
||||
- UI
|
||||
- Projectile
|
||||
-
|
||||
- Tower
|
||||
-
|
||||
- Cell
|
||||
-
|
||||
-
|
||||
-
|
||||
-
|
||||
|
@ -42,3 +42,9 @@ TagManager:
|
|||
- name: Default
|
||||
uniqueID: 0
|
||||
locked: 0
|
||||
- name: Overlay
|
||||
uniqueID: 3527279329
|
||||
locked: 0
|
||||
- name: TowerUI
|
||||
uniqueID: 3950310997
|
||||
locked: 0
|
||||
|
|
Loading…
Reference in New Issue