添加 CombatNodeComponent 及相关类

- CombatNodeComponent:节点组件,负责提取并开始关卡
- CombatScheduler:关卡调度器,负责关卡的生命周期调度
- MapEntity:地图实体,提供地图相关的数据
- Spawner:出生点,负责标记地图上的敌人出生点坐标
- House:基地,负责标记地图上的敌人目标点坐标
This commit is contained in:
SepComet
2026-02-28 15:44:22 +08:00
parent d9c118ace3
commit dd9cedef5f
91 changed files with 37977 additions and 651 deletions
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: c942b083720d4d588063c5f1dde93428
timeCreated: 1772165636
@@ -8,7 +8,7 @@ using UnityGameFramework.Runtime;
namespace GeometryTD.CustomComponent
{
/// <summary>
/// 战斗节点组件
/// 鎴樻枟鑺傜偣缁勪欢
/// </summary>
public class CombatNodeComponent : GameFrameworkComponent
{
@@ -20,19 +20,25 @@ namespace GeometryTD.CustomComponent
// LevelPhase.Id => LevelSpawnEntries
private readonly Dictionary<int, List<DRLevelSpawnEntry>> _spawnEntriesByPhaseId = new();
private readonly Dictionary<int, IReadOnlyList<DRLevelSpawnEntry>> _selectedSpawnEntriesByPhaseId = new();
private readonly List<int> _levelIdBuffer = new();
private readonly CombatScheduler _combatScheduler = new CombatScheduler();
private bool _runtimeInitialized;
public LevelThemeType CurrentThemeType { get; private set; }
public DRLevel CurrentLevel { get; private set; }
public void OnInit(LevelThemeType themeType)
{
ShutdownBattleRuntime();
CurrentThemeType = themeType;
CurrentLevel = null;
_levelsById.Clear();
_phasesByLevelId.Clear();
_spawnEntriesByPhaseId.Clear();
_selectedSpawnEntriesByPhaseId.Clear();
_levelIdBuffer.Clear();
IDataTable<DRLevel> dtLevel = GameEntry.DataTable.GetDataTable<DRLevel>();
@@ -45,8 +51,9 @@ namespace GeometryTD.CustomComponent
}
DRLevel[] levels = dtLevel.GetAllDataRows();
foreach (var level in levels)
for (int i = 0; i < levels.Length; i++)
{
DRLevel level = levels[i];
if (level.LevelThemeType != themeType)
{
continue;
@@ -58,8 +65,9 @@ namespace GeometryTD.CustomComponent
}
DRLevelPhase[] levelPhases = dtLevelPhase.GetAllDataRows();
foreach (var phase in levelPhases)
for (int i = 0; i < levelPhases.Length; i++)
{
DRLevelPhase phase = levelPhases[i];
int levelId = phase.Id / 1000;
if (!_levelsById.ContainsKey(levelId))
{
@@ -96,28 +104,130 @@ namespace GeometryTD.CustomComponent
entries.Add(spawnEntry);
}
foreach (List<DRLevelPhase> phaseList in _phasesByLevelId.Values)
{
phaseList.Sort((left, right) => left.Id.CompareTo(right.Id));
}
foreach (List<DRLevelSpawnEntry> phaseSpawnEntries in _spawnEntriesByPhaseId.Values)
{
phaseSpawnEntries.Sort((left, right) =>
{
int timeCompare = left.StartTime.CompareTo(right.StartTime);
if (timeCompare != 0)
{
return timeCompare;
}
return left.Id.CompareTo(right.Id);
});
}
Log.Info(
"CombatNodeComponent initialized. Theme={0}, Levels={1}, Phases={2}, Entries={3}",
"CombatNodeComponent initialized. Theme={0}, Levels={1}, Phases={2}, Entries={3}.",
themeType,
_levelsById.Count,
CountPhases(),
CountEntries());
EnsureBattleRuntimeInitialized();
}
public void StartCombat()
{
if (_levelIdBuffer.Count <= 0)
if (!EnsureBattleRuntimeInitialized())
{
Log.Warning("CombatNodeComponent start failed. Missing scheduler runtime.");
return;
}
if (!TrySelectRandomLevel(out DRLevel selectedLevel))
{
Log.Warning("CombatNodeComponent has no level cache. Call OnInit(levelThemeType) first.");
return;
}
int randomIndex = Random.Range(0, _levelIdBuffer.Count);
int randomLevelId = _levelIdBuffer[randomIndex];
CurrentLevel = _levelsById[randomLevelId];
if (!_phasesByLevelId.TryGetValue(selectedLevel.Id, out List<DRLevelPhase> phaseList) ||
phaseList == null ||
phaseList.Count <= 0)
{
Log.Warning("CombatNodeComponent start failed. Level '{0}' has no phase data.", selectedLevel.Id);
return;
}
// TODO: 在这里接入真实战斗节点玩法启动流程(场景进入、敌人生成、结算等)。
Log.Info("StartCombat selected level '{0}' (Theme={1}).", CurrentLevel.Id, CurrentThemeType);
_selectedSpawnEntriesByPhaseId.Clear();
foreach (var phase in phaseList)
{
if (_spawnEntriesByPhaseId.TryGetValue(phase.Id, out List<DRLevelSpawnEntry> entries) &&
entries != null)
{
_selectedSpawnEntriesByPhaseId[phase.Id] = entries;
}
else
{
_selectedSpawnEntriesByPhaseId[phase.Id] = new List<DRLevelSpawnEntry>();
}
}
CurrentLevel = selectedLevel;
_combatScheduler.Start(selectedLevel, phaseList, _selectedSpawnEntriesByPhaseId);
}
public void OnUpdate(float elapseSeconds, float realElapseSeconds)
{
if (!_runtimeInitialized)
{
return;
}
_combatScheduler.OnUpdate(elapseSeconds, realElapseSeconds);
}
public void OnShutdown()
{
CurrentLevel = null;
ShutdownBattleRuntime();
}
private void OnDestroy()
{
OnShutdown();
}
private bool EnsureBattleRuntimeInitialized()
{
if (_runtimeInitialized)
{
return true;
}
_combatScheduler.OnInit();
_runtimeInitialized = true;
return true;
}
private void ShutdownBattleRuntime()
{
if (!_runtimeInitialized)
{
return;
}
_combatScheduler.OnDestroy();
_runtimeInitialized = false;
}
private bool TrySelectRandomLevel(out DRLevel level)
{
level = null;
if (_levelIdBuffer.Count <= 0)
{
return false;
}
int selectedIndex = Random.Range(0, _levelIdBuffer.Count);
int selectedLevelId = _levelIdBuffer[selectedIndex];
return _levelsById.TryGetValue(selectedLevelId, out level);
}
private int CountPhases()
@@ -134,7 +244,7 @@ namespace GeometryTD.CustomComponent
private int CountEntries()
{
int count = 0;
foreach (var list in _spawnEntriesByPhaseId.Values)
foreach (List<DRLevelSpawnEntry> list in _spawnEntriesByPhaseId.Values)
{
count += list.Count;
}
@@ -142,4 +252,4 @@ namespace GeometryTD.CustomComponent
return count;
}
}
}
}
@@ -0,0 +1,422 @@
using System.Collections.Generic;
using System.Globalization;
using GameFramework.Event;
using GameFramework.Resource;
using GeometryTD.CustomUtility;
using GeometryTD.DataTable;
using GeometryTD.Definition;
using GeometryTD.Entity;
using GeometryTD.Entity.EntityData;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace GeometryTD.CustomComponent
{
public class CombatScheduler
{
private enum SchedulerState : byte
{
Idle = 0,
WaitingForMap = 1,
RunningPhase = 2,
Completed = 3,
Failed = 4
}
private readonly List<DRLevelPhase> _phaseBuffer = new List<DRLevelPhase>();
private readonly Dictionary<int, IReadOnlyList<DRLevelSpawnEntry>> _spawnEntriesByPhaseId =
new Dictionary<int, IReadOnlyList<DRLevelSpawnEntry>>();
private readonly EnemyManager _enemyManager = new EnemyManager();
private EntityComponent _entity;
private DRLevel _currentLevel;
private DRLevelPhase _currentPhase;
private int _currentPhaseIndex;
private float _currentPhaseElapsed;
private SchedulerState _state = SchedulerState.Idle;
private int _loadingMapEntityId;
private int _loadedMapEntityId;
private bool _initialized;
private bool _isEntityEventSubscribed;
private MapEntity _currentMap;
public bool IsRunning => _state == SchedulerState.WaitingForMap || _state == SchedulerState.RunningPhase;
public bool IsCompleted => _state == SchedulerState.Completed;
public DRLevel CurrentLevel => _currentLevel;
public DRLevelPhase CurrentPhase => _currentPhase;
public MapEntity CurrentMap => _currentMap;
public void OnInit()
{
if (!_initialized)
{
_entity = GameEntry.Entity;
EnsureEntityEventSubscribed();
_enemyManager.OnInit(this);
_initialized = true;
}
ResetRuntime();
}
public void Start(
DRLevel level,
IReadOnlyList<DRLevelPhase> phases,
IReadOnlyDictionary<int, IReadOnlyList<DRLevelSpawnEntry>> spawnEntriesByPhaseId)
{
if (!_initialized || _entity == null)
{
_state = SchedulerState.Failed;
Log.Warning("CombatScheduler start failed. Runtime is not initialized.");
return;
}
if (level == null || phases == null || phases.Count <= 0)
{
_state = SchedulerState.Failed;
Log.Warning("CombatScheduler start failed. Invalid level or phase data.");
return;
}
_enemyManager.EndPhase();
HideCurrentMapIfNeeded();
ResetRuntime();
_currentLevel = level;
foreach (var phase in phases)
{
_phaseBuffer.Add(phase);
}
if (spawnEntriesByPhaseId != null)
{
foreach (var pair in spawnEntriesByPhaseId)
{
_spawnEntriesByPhaseId[pair.Key] = pair.Value;
}
}
if (_phaseBuffer.Count <= 0)
{
_state = SchedulerState.Failed;
Log.Warning("CombatScheduler start failed. Level '{0}' has no phase data.", level.Id);
return;
}
if (!TryShowMap(level))
{
_state = SchedulerState.Failed;
return;
}
_currentPhase = null;
_currentPhaseIndex = -1;
_currentPhaseElapsed = 0f;
_state = SchedulerState.WaitingForMap;
Log.Info("CombatScheduler started. Level={0}, PhaseCount={1}.", _currentLevel.Id, _phaseBuffer.Count);
}
public void OnUpdate(float elapseSeconds, float realElapseSeconds)
{
switch (_state)
{
case SchedulerState.WaitingForMap:
if (_currentMap == null)
{
return;
}
BeginNextPhase();
return;
case SchedulerState.RunningPhase:
UpdateCurrentPhase(elapseSeconds, realElapseSeconds);
return;
default:
return;
}
}
public void OnDestroy()
{
if (!_initialized)
{
return;
}
_enemyManager.OnDestroy();
HideCurrentMapIfNeeded();
ResetRuntime();
UnsubscribeEntityEvents();
_entity = null;
_initialized = false;
}
private bool TryShowMap(DRLevel level)
{
string mapAssetName = level.Id.ToString();
string mapAssetPath = AssetUtility.GetLevelMapAsset(mapAssetName);
if (GameEntry.Resource.HasAsset(mapAssetPath) == HasAssetResult.NotExist)
{
Log.Warning(
"CombatScheduler start failed. Level '{0}' map asset not found: '{1}'.",
level.Id,
mapAssetPath);
return false;
}
_loadingMapEntityId = _entity.GenerateSerialId();
_entity.ShowMap(new MapData(_loadingMapEntityId, level.Id, Vector3.zero), mapAssetName);
Log.Info(
"CombatScheduler loading map. Level={0}, Asset='{1}', EntityId={2}.",
level.Id,
mapAssetPath,
_loadingMapEntityId);
return true;
}
private void UpdateCurrentPhase(float elapseSeconds, float realElapseSeconds)
{
if (_currentPhase == null)
{
_state = SchedulerState.Failed;
Log.Warning("CombatScheduler update failed. Current phase is null.");
return;
}
_currentPhaseElapsed += elapseSeconds;
_enemyManager.OnUpdate(elapseSeconds, realElapseSeconds);
if (!ShouldEndCurrentPhase())
{
return;
}
CompleteCurrentPhase();
}
private bool ShouldEndCurrentPhase()
{
switch (_currentPhase.EndType)
{
case PhaseEndType.TimeElapsed:
return _currentPhaseElapsed >= ResolveTimeElapsedThreshold(_currentPhase);
case PhaseEndType.EnemiesCleared:
case PhaseEndType.BossDead:
return _enemyManager.IsPhaseSpawnCompleted && _enemyManager.AliveEnemyCount <= 0;
case PhaseEndType.None:
default:
if (_currentPhase.DurationSeconds > 0 && _currentPhaseElapsed >= _currentPhase.DurationSeconds)
{
return true;
}
return _enemyManager.IsPhaseSpawnCompleted && _enemyManager.AliveEnemyCount <= 0;
}
}
private float ResolveTimeElapsedThreshold(DRLevelPhase phase)
{
if (!string.IsNullOrWhiteSpace(phase.EndParam) &&
float.TryParse(phase.EndParam, NumberStyles.Float, CultureInfo.InvariantCulture,
out float parsedSeconds))
{
return parsedSeconds;
}
if (phase.DurationSeconds > 0)
{
return phase.DurationSeconds;
}
return 0f;
}
private void CompleteCurrentPhase()
{
_enemyManager.EndPhase();
Log.Info(
"CombatScheduler phase completed. Level={0}, Phase={1}, Elapsed={2:F2}s.",
_currentLevel != null ? _currentLevel.Id : 0,
_currentPhase != null ? _currentPhase.Id : 0,
_currentPhaseElapsed);
BeginNextPhase();
}
private void BeginNextPhase()
{
_currentPhaseIndex++;
if (_currentPhaseIndex >= _phaseBuffer.Count)
{
_state = SchedulerState.Completed;
_currentPhase = null;
Log.Info("CombatScheduler level completed. Level={0}.", _currentLevel != null ? _currentLevel.Id : 0);
return;
}
_currentPhase = _phaseBuffer[_currentPhaseIndex];
_currentPhaseElapsed = 0f;
IReadOnlyList<DRLevelSpawnEntry> spawnEntries = null;
_spawnEntriesByPhaseId.TryGetValue(_currentPhase.Id, out spawnEntries);
_enemyManager.BeginPhase(_currentPhase, spawnEntries);
_state = SchedulerState.RunningPhase;
Log.Info(
"CombatScheduler phase started. Level={0}, Phase={1}, EndType={2}, Entries={3}.",
_currentLevel != null ? _currentLevel.Id : 0,
_currentPhase.Id,
_currentPhase.EndType,
spawnEntries != null ? spawnEntries.Count : 0);
}
private void HideCurrentMapIfNeeded()
{
if (_entity == null)
{
_currentMap = null;
_loadingMapEntityId = 0;
_loadedMapEntityId = 0;
return;
}
if (_loadingMapEntityId != 0)
{
EntityBase loadingMap = _entity.GetGameEntity(_loadingMapEntityId);
if (loadingMap != null)
{
_entity.HideEntity(loadingMap);
}
}
if (_loadedMapEntityId != 0)
{
EntityBase loadedMap = _entity.GetGameEntity(_loadedMapEntityId);
if (loadedMap != null)
{
_entity.HideEntity(loadedMap);
}
}
_loadingMapEntityId = 0;
_loadedMapEntityId = 0;
_currentMap = null;
}
private void EnsureEntityEventSubscribed()
{
if (_isEntityEventSubscribed)
{
return;
}
GameEntry.Event.Subscribe(ShowEntitySuccessEventArgs.EventId, OnShowEntitySuccess);
GameEntry.Event.Subscribe(ShowEntityFailureEventArgs.EventId, OnShowEntityFailure);
GameEntry.Event.Subscribe(HideEntityCompleteEventArgs.EventId, OnHideEntityComplete);
_isEntityEventSubscribed = true;
}
private void UnsubscribeEntityEvents()
{
if (!_isEntityEventSubscribed)
{
return;
}
GameEntry.Event.Unsubscribe(ShowEntitySuccessEventArgs.EventId, OnShowEntitySuccess);
GameEntry.Event.Unsubscribe(ShowEntityFailureEventArgs.EventId, OnShowEntityFailure);
GameEntry.Event.Unsubscribe(HideEntityCompleteEventArgs.EventId, OnHideEntityComplete);
_isEntityEventSubscribed = false;
}
private void ResetRuntime()
{
_phaseBuffer.Clear();
_spawnEntriesByPhaseId.Clear();
_currentLevel = null;
_currentPhase = null;
_currentPhaseIndex = -1;
_currentPhaseElapsed = 0f;
_state = SchedulerState.Idle;
}
#region Event Handlers
private void OnShowEntitySuccess(object sender, GameEventArgs e)
{
if (!(e is ShowEntitySuccessEventArgs ne))
{
return;
}
if (ne.EntityLogicType != typeof(MapEntity) || ne.Entity.Id != _loadingMapEntityId)
{
return;
}
_loadedMapEntityId = _loadingMapEntityId;
_loadingMapEntityId = 0;
_currentMap = ne.Entity.Logic as MapEntity;
if (_currentMap == null)
{
_state = SchedulerState.Failed;
Log.Error("Loaded map entity logic is invalid. EntityId={0}.", ne.Entity.Id);
return;
}
Log.Info(
"Map ready. LevelId={0}, PathCells={1}, FoundationCells={2}, Spawners={3}, House={4}.",
_currentLevel != null ? _currentLevel.Id : 0,
_currentMap.PathCells.Count,
_currentMap.FoundationCells.Count,
_currentMap.Spawners.Length,
_currentMap.House != null ? _currentMap.House.name : "None");
}
private void OnShowEntityFailure(object sender, GameEventArgs e)
{
if (!(e is ShowEntityFailureEventArgs ne))
{
return;
}
if (ne.EntityLogicType != typeof(MapEntity) || ne.EntityId != _loadingMapEntityId)
{
return;
}
_loadingMapEntityId = 0;
_currentMap = null;
_state = SchedulerState.Failed;
Log.Error(
"Map load failed. LevelId={0}, Asset='{1}', Error='{2}'.",
_currentLevel != null ? _currentLevel.Id : 0,
ne.EntityAssetName,
ne.ErrorMessage);
}
private void OnHideEntityComplete(object sender, GameEventArgs e)
{
if (!(e is HideEntityCompleteEventArgs ne))
{
return;
}
if (ne.EntityId == _loadedMapEntityId)
{
_loadedMapEntityId = 0;
_currentMap = null;
}
if (ne.EntityId == _loadingMapEntityId)
{
_loadingMapEntityId = 0;
}
}
#endregion
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 9f43fd8050fd4239b4407a4fedcf0b7a
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,465 @@
using System.Collections.Generic;
using GameFramework.DataTable;
using GameFramework.Event;
using GeometryTD.DataTable;
using GeometryTD.Definition;
using GeometryTD.Entity;
using GeometryTD.Entity.EntityData;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace GeometryTD.CustomComponent
{
public class EnemyManager
{
private sealed class SpawnEntryRuntime
{
public DRLevelSpawnEntry Entry;
public bool Completed;
public float NextTriggerTime;
public float EndTime;
public int RemainingCount;
}
private const int DefaultEnemyConfigId = 1;
private const float MinStreamInterval = 0.05f;
private const float MinBurstGap = 0.01f;
private readonly List<Spawner> _spawners = new List<Spawner>();
private readonly Dictionary<int, Spawner> _spawnerByOrder = new Dictionary<int, Spawner>();
private readonly List<Vector3> _pathBuffer = new List<Vector3>();
private readonly List<SpawnEntryRuntime> _spawnRuntimes = new List<SpawnEntryRuntime>();
private CombatScheduler _combatScheduler;
private EntityComponent _entity;
private IDataTable<DREnemy> _drEnemy;
private int _spawnEnemyMaxCount = 5000;
private int _currentEnemyCount;
private int _nextSpawnerIndex;
private int _currentMapEntityId;
private bool _initialized;
private bool _enemyConfigMissingLogged;
private float _phaseElapsed;
private bool _isPhaseRunning;
public int AliveEnemyCount => _currentEnemyCount;
public bool IsPhaseSpawnCompleted { get; private set; } = true;
public bool IsPhaseRunning => _isPhaseRunning;
public void OnInit(CombatScheduler combatScheduler)
{
_combatScheduler = combatScheduler;
if (_initialized)
{
return;
}
_entity = GameEntry.Entity;
_drEnemy = GameEntry.DataTable.GetDataTable<DREnemy>();
_currentEnemyCount = 0;
_nextSpawnerIndex = 0;
_currentMapEntityId = 0;
_enemyConfigMissingLogged = false;
_spawners.Clear();
_spawnerByOrder.Clear();
_pathBuffer.Clear();
_spawnRuntimes.Clear();
_phaseElapsed = 0f;
_isPhaseRunning = false;
IsPhaseSpawnCompleted = true;
GameEntry.Event.Subscribe(ShowEntitySuccessEventArgs.EventId, OnShowEntitySuccess);
GameEntry.Event.Subscribe(ShowEntityFailureEventArgs.EventId, OnShowEntityFailure);
GameEntry.Event.Subscribe(HideEntityCompleteEventArgs.EventId, OnHideEntityComplete);
_initialized = true;
}
public void BeginPhase(DRLevelPhase phase, IReadOnlyList<DRLevelSpawnEntry> spawnEntries)
{
if (!_initialized || _combatScheduler == null)
{
return;
}
_ = phase;
EndPhase();
_phaseElapsed = 0f;
_isPhaseRunning = true;
IsPhaseSpawnCompleted = false;
RefreshSpawnerCache(true);
if (spawnEntries != null)
{
for (int i = 0; i < spawnEntries.Count; i++)
{
SpawnEntryRuntime runtime = BuildSpawnRuntime(spawnEntries[i]);
if (runtime != null)
{
_spawnRuntimes.Add(runtime);
}
}
}
IsPhaseSpawnCompleted = _spawnRuntimes.Count <= 0;
}
public void OnUpdate(float elapseSeconds, float realElapseSeconds)
{
if (!_initialized || _combatScheduler == null || !_isPhaseRunning)
{
return;
}
RefreshSpawnerCache(false);
_phaseElapsed += elapseSeconds;
UpdateSpawnRuntimes();
}
public void EndPhase()
{
_isPhaseRunning = false;
_phaseElapsed = 0f;
_spawnRuntimes.Clear();
IsPhaseSpawnCompleted = true;
}
public void OnDestroy()
{
if (!_initialized)
{
_combatScheduler = null;
return;
}
EndPhase();
GameEntry.Event.Unsubscribe(ShowEntitySuccessEventArgs.EventId, OnShowEntitySuccess);
GameEntry.Event.Unsubscribe(ShowEntityFailureEventArgs.EventId, OnShowEntityFailure);
GameEntry.Event.Unsubscribe(HideEntityCompleteEventArgs.EventId, OnHideEntityComplete);
_spawners.Clear();
_spawnerByOrder.Clear();
_pathBuffer.Clear();
_currentMapEntityId = 0;
_nextSpawnerIndex = 0;
_combatScheduler = null;
_initialized = false;
}
private SpawnEntryRuntime BuildSpawnRuntime(DRLevelSpawnEntry entry)
{
if (entry == null || entry.EntryType == EntryType.None)
{
return null;
}
SpawnEntryRuntime runtime = new SpawnEntryRuntime
{
Entry = entry,
Completed = false,
NextTriggerTime = Mathf.Max(0f, entry.StartTime),
EndTime = Mathf.Max(0f, entry.StartTime),
RemainingCount = Mathf.Max(0, entry.Count)
};
switch (entry.EntryType)
{
case EntryType.Stream:
{
float duration = Mathf.Max(0f, entry.Duration);
runtime.EndTime = duration > 0f ? runtime.NextTriggerTime + duration : runtime.NextTriggerTime;
runtime.Completed = entry.Count <= 0;
return runtime;
}
case EntryType.Burst:
case EntryType.Boss:
runtime.Completed = runtime.RemainingCount <= 0;
return runtime;
default:
return null;
}
}
private void UpdateSpawnRuntimes()
{
bool allCompleted = true;
for (int i = 0; i < _spawnRuntimes.Count; i++)
{
SpawnEntryRuntime runtime = _spawnRuntimes[i];
if (runtime.Completed)
{
continue;
}
switch (runtime.Entry.EntryType)
{
case EntryType.Stream:
ProcessStreamRuntime(runtime);
break;
case EntryType.Burst:
case EntryType.Boss:
ProcessBurstRuntime(runtime);
break;
default:
runtime.Completed = true;
break;
}
if (!runtime.Completed)
{
allCompleted = false;
}
}
IsPhaseSpawnCompleted = allCompleted;
}
private void ProcessStreamRuntime(SpawnEntryRuntime runtime)
{
if (_phaseElapsed < runtime.NextTriggerTime)
{
return;
}
int countPerWave = Mathf.Max(0, runtime.Entry.Count);
if (countPerWave <= 0)
{
runtime.Completed = true;
return;
}
float interval = runtime.Entry.Interval > 0f ? runtime.Entry.Interval : MinStreamInterval;
while (_phaseElapsed >= runtime.NextTriggerTime && runtime.NextTriggerTime <= runtime.EndTime)
{
SpawnEnemies(runtime.Entry, countPerWave);
runtime.NextTriggerTime += interval;
}
if (runtime.NextTriggerTime > runtime.EndTime)
{
runtime.Completed = true;
}
}
private void ProcessBurstRuntime(SpawnEntryRuntime runtime)
{
if (_phaseElapsed < runtime.NextTriggerTime)
{
return;
}
if (runtime.RemainingCount <= 0)
{
runtime.Completed = true;
return;
}
float gap = runtime.Entry.Gap;
if (gap <= 0f)
{
SpawnEnemies(runtime.Entry, runtime.RemainingCount);
runtime.RemainingCount = 0;
runtime.Completed = true;
return;
}
gap = Mathf.Max(gap, MinBurstGap);
while (_phaseElapsed >= runtime.NextTriggerTime && runtime.RemainingCount > 0)
{
SpawnEnemies(runtime.Entry, 1);
runtime.RemainingCount--;
runtime.NextTriggerTime += gap;
}
runtime.Completed = runtime.RemainingCount <= 0;
}
private void SpawnEnemies(DRLevelSpawnEntry entry, int spawnCount)
{
if (spawnCount <= 0)
{
return;
}
Spawner spawner = ResolveSpawner(entry.SpawnPointId);
if (spawner == null)
{
return;
}
MapEntity currentMap = _combatScheduler != null ? _combatScheduler.CurrentMap : null;
if (currentMap == null ||
!currentMap.TryFindPathWorldPoints(spawner, null, _pathBuffer) ||
_pathBuffer.Count <= 0)
{
return;
}
DREnemy enemyConfig = GetEnemyConfig(entry.EnemyId);
if (enemyConfig == null)
{
return;
}
for (int i = 0; i < spawnCount; i++)
{
if (_currentEnemyCount >= _spawnEnemyMaxCount)
{
break;
}
int enemyEntityId = _entity.GenerateSerialId();
EnemyData enemyData = new EnemyData(
enemyEntityId,
enemyConfig.EntityId,
_pathBuffer[0],
enemyConfig.BaseHp,
enemyConfig.Speed,
_pathBuffer);
_entity.ShowEnemy(enemyData);
}
}
private DREnemy GetEnemyConfig(int enemyId)
{
if (_drEnemy == null)
{
_drEnemy = GameEntry.DataTable.GetDataTable<DREnemy>();
if (_drEnemy == null)
{
if (!_enemyConfigMissingLogged)
{
Log.Warning("EnemyManagerComponent can not find DREnemy data table.");
_enemyConfigMissingLogged = true;
}
return null;
}
}
if (enemyId > 0)
{
DREnemy targetConfig = _drEnemy.GetDataRow(enemyId);
if (targetConfig != null)
{
return targetConfig;
}
}
DREnemy defaultConfig = _drEnemy.GetDataRow(DefaultEnemyConfigId);
if (defaultConfig != null)
{
return defaultConfig;
}
DREnemy[] allConfigs = _drEnemy.GetAllDataRows();
if (allConfigs.Length > 0)
{
return allConfigs[0];
}
if (!_enemyConfigMissingLogged)
{
Log.Warning("EnemyManagerComponent found no enemy configs.");
_enemyConfigMissingLogged = true;
}
return null;
}
private Spawner ResolveSpawner(int spawnPointId)
{
if (spawnPointId > 0 && _spawnerByOrder.TryGetValue(spawnPointId, out Spawner mappedSpawner))
{
return mappedSpawner;
}
if (_spawners.Count <= 0)
{
return null;
}
Spawner fallbackSpawner = _spawners[_nextSpawnerIndex % _spawners.Count];
_nextSpawnerIndex++;
return fallbackSpawner;
}
private void RefreshSpawnerCache(bool force)
{
MapEntity currentMap = _combatScheduler != null ? _combatScheduler.CurrentMap : null;
if (currentMap == null)
{
_spawners.Clear();
_spawnerByOrder.Clear();
_currentMapEntityId = 0;
_nextSpawnerIndex = 0;
return;
}
if (!force && _currentMapEntityId == currentMap.Id && _spawners.Count > 0)
{
return;
}
_spawners.Clear();
_spawnerByOrder.Clear();
_nextSpawnerIndex = 0;
_currentMapEntityId = currentMap.Id;
Spawner[] mapSpawners = currentMap.Spawners;
for (int i = 0; i < mapSpawners.Length; i++)
{
Spawner spawner = mapSpawners[i];
if (spawner == null)
{
continue;
}
if (!currentMap.TryGetDefaultPathCells(spawner, out _))
{
continue;
}
_spawners.Add(spawner);
if (spawner.SpawnOrder > 0 && !_spawnerByOrder.ContainsKey(spawner.SpawnOrder))
{
_spawnerByOrder[spawner.SpawnOrder] = spawner;
}
}
_spawners.Sort((left, right) => left.SpawnOrder.CompareTo(right.SpawnOrder));
}
private void OnShowEntitySuccess(object sender, GameEventArgs e)
{
if (e is ShowEntitySuccessEventArgs ne)
{
if (ne.EntityLogicType == typeof(EnemyEntity))
{
_currentEnemyCount++;
}
}
}
private void OnShowEntityFailure(object sender, GameEventArgs e)
{
}
private void OnHideEntityComplete(object sender, GameEventArgs e)
{
if (!(e is HideEntityCompleteEventArgs ne))
{
return;
}
if (ne.EntityGroup.Name != "Enemy")
{
return;
}
_currentEnemyCount = Mathf.Max(0, _currentEnemyCount - 1);
}
}
}
@@ -1,101 +0,0 @@
using GeometryTD.Entity;
using GeometryTD.Entity.EntityData;
using GameFramework.Event;
using GeometryTD;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace GeometryTD.CustomComponent
{
public class EnemyManagerComponent : GameFrameworkComponent
{
private EntityComponent _entity;
private float _spawnEnemyInterval = 5f;
private float _spawnEnemyTimer;
private float _spawnEnemyAccelerate = 0.5f;
private int _spawnEnemyCount = 5;
private int _spawnEnemyMaxCount = 5000;
private int _currentEnemyCount;
private int _spawnDistanceFromPlayer = 10;
private int _currentSpawnEnemyId = 0;
private Transform _player;
public void OnInit()
{
_entity = GameEntry.Entity;
GameEntry.Event.Subscribe(ShowEntitySuccessEventArgs.EventId, OnShowEntitySuccess);
GameEntry.Event.Subscribe(ShowEntityFailureEventArgs.EventId, OnShowEntityFailure);
GameEntry.Event.Subscribe(HideEntityCompleteEventArgs.EventId, OnHideEntityComplete);
}
public void OnUpdate(float elapseSeconds, float realElapseSeconds)
{
_spawnEnemyTimer += elapseSeconds;
if (_spawnEnemyTimer < _spawnEnemyInterval) return;
SpawnEnemy();
_spawnEnemyTimer = 0;
_spawnEnemyInterval = Mathf.Max(0.1f, _spawnEnemyInterval - _spawnEnemyAccelerate);
}
public void OnDestroy()
{
GameEntry.Event.Unsubscribe(ShowEntitySuccessEventArgs.EventId, OnShowEntitySuccess);
GameEntry.Event.Unsubscribe(ShowEntityFailureEventArgs.EventId, OnShowEntityFailure);
GameEntry.Event.Unsubscribe(HideEntityCompleteEventArgs.EventId, OnHideEntityComplete);
}
private void SpawnEnemy()
{
if (_player == null) return;
for (int i = 0; i < _spawnEnemyCount; i++)
{
if (_currentEnemyCount >= _spawnEnemyMaxCount) break;
_entity.ShowEnemy(new EnemyData(_currentSpawnEnemyId % _spawnEnemyMaxCount, 1001, _player,
GetRandomPosition(), 10, 2));
_currentSpawnEnemyId++;
}
}
private Vector3 GetRandomPosition()
{
float x = Random.Range(-1f, 1f);
float z = Random.Range(-1f, 1f);
Vector3 dir = new Vector3(x, 0, z).normalized;
return _player.position + dir * _spawnDistanceFromPlayer;
}
private void OnShowEntitySuccess(object sender, GameEventArgs e)
{
if (e is ShowEntitySuccessEventArgs ne)
{
if (ne.EntityLogicType == typeof(Enemy))
{
_currentEnemyCount++;
}
if (ne.EntityLogicType == typeof(Player))
{
_player = ne.Entity.transform;
}
}
}
private void OnShowEntityFailure(object sender, GameEventArgs e)
{
}
private void OnHideEntityComplete(object sender, GameEventArgs e)
{
if (e is HideEntityCompleteEventArgs ne)
{
if (ne.EntityGroup.Name == "Enemy")
{
_currentEnemyCount--;
}
}
}
}
}