Path and enemy spawner done

This commit is contained in:
BOT Alex 2024-04-21 05:59:29 +02:00
parent 8567144c9e
commit 704c52e460
33 changed files with 1712 additions and 244 deletions

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--- !u!1001 &8480757413362724446 --- !u!1001 &8480757413362724446
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@ -0,0 +1,16 @@
using UnityEngine;
[CreateAssetMenu(fileName = "EnemyCollection", menuName = "Tower Defense/Enemy Enemies")]
public class EnemyCollection : ScriptableObject
{
public EnemyInfo[] Enemies;
}
[System.Serializable]
public struct EnemyInfo
{
public string name;
public float moveSpeed;
public bool FlyPath;
public GameObject prefab;
}

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using UnityEngine;
[CreateAssetMenu(fileName = "New LevelDefinition", menuName = "Tower Defense/Level Definition")]
public class LevelDefinition : ScriptableObject
{
public Wave[] Waves;
}
[System.Serializable]
public struct Wave
{
public float spawnTime;
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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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);
}
}
}

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@ -1,6 +1,6 @@
using UnityEngine; 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 class TowerCollection : ScriptableObject
{ {
public TowerInfo[] Towers; public TowerInfo[] Towers;

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@ -4,33 +4,13 @@ using UnityEngine;
using System.Linq; using System.Linq;
using System; using System;
public class WaypointSystemManager : MonoBehaviour public class WaypointPath : MonoBehaviour
{ {
public static WaypointSystemManager Instance;
[SerializeField] private float WaypointRadiusTolerence = 0.01f; [SerializeField] private float WaypointRadiusTolerence = 0.01f;
[SerializeField] private List<Transform> Waypoints; [SerializeField] private List<Transform> Waypoints;
[SerializeField] public List<WaypointEntityData> activeEntities = new(); [SerializeField] public List<WaypointEntityData> activeEntities = new();
public GameObject DebugPrefab;
private void OnEnable()
{
if (Instance != null)
Destroy(Instance);
Instance = this;
}
private void Start()
{
var data = new WaypointEntityData();
data.Entity = Instantiate(DebugPrefab).transform;
data.MoveSpeed = 1;
AddObjectToPath(data);
}
private void Update() private void Update()
{ {
for (int i = 0; i < activeEntities.Count; i++) for (int i = 0; i < activeEntities.Count; i++)
@ -85,4 +65,10 @@ public class WaypointEntityData
public Transform Entity; public Transform Entity;
public Transform NextTargetPosition; public Transform NextTargetPosition;
public float MoveSpeed; public float MoveSpeed;
public WaypointEntityData(Transform entity, float moveSpeed)
{
Entity = entity;
MoveSpeed = moveSpeed;
}
} }