geometry-tower-defense/Assets/GameMain/Scripts/CustomComponent/EnemyManager/EnemyManagerComponent.cs

101 lines
3.3 KiB
C#

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--;
}
}
}
}
}