Path and enemy spawner done
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using UnityEngine;
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||||
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[CreateAssetMenu(fileName = "EnemyCollection", menuName = "Tower Defense/Enemy Enemies")]
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||||
public class EnemyCollection : ScriptableObject
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||||
{
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public EnemyInfo[] Enemies;
|
||||
}
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||||
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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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@ -0,0 +1,22 @@
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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]
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||||
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;
|
||||
|
|
|
@ -4,33 +4,13 @@ using UnityEngine;
|
|||
using System.Linq;
|
||||
using System;
|
||||
|
||||
public class WaypointSystemManager : MonoBehaviour
|
||||
public class WaypointPath : MonoBehaviour
|
||||
{
|
||||
public static WaypointSystemManager Instance;
|
||||
|
||||
[SerializeField] private float WaypointRadiusTolerence = 0.01f;
|
||||
[SerializeField] private List<Transform> Waypoints;
|
||||
|
||||
[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()
|
||||
{
|
||||
for (int i = 0; i < activeEntities.Count; i++)
|
||||
|
@ -85,4 +65,10 @@ public class WaypointEntityData
|
|||
public Transform Entity;
|
||||
public Transform NextTargetPosition;
|
||||
public float MoveSpeed;
|
||||
|
||||
public WaypointEntityData(Transform entity, float moveSpeed)
|
||||
{
|
||||
Entity = entity;
|
||||
MoveSpeed = moveSpeed;
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue