从 EnemyManager 里拆分出敌人的生成
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using System;
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using System.Collections.Generic;
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using SepCore.DataTable;
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using SepCore.Definition;
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using UnityEngine;
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namespace SepCore.EnemyManager
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{
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public class EnemySpawnScheduler
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{
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private const float MinSpawnRateScale = 0.1f;
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private float _elapsedTime;
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private float[] _baseIntervals;
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private float[] _currentIntervals;
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private EnemyType[] _enemyTypes;
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private int[] _spawnCounts;
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private float[] _nextSpawnTimes;
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private float _spawnRateScale = 1f;
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public float SpawnRateScale => _spawnRateScale;
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public float ElapsedTime => _elapsedTime;
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public int WaveCount => _enemyTypes?.Length ?? 0;
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public void Init(DRLevel level)
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{
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_baseIntervals = (float[])level.Intervals.Clone();
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_currentIntervals = (float[])_baseIntervals.Clone();
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_enemyTypes = level.EntityTypes;
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_spawnCounts = level.EntityCounts;
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SetSpawnRateScale(_spawnRateScale);
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}
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public List<SpawnRequest> Tick(float deltaTime)
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{
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_elapsedTime += deltaTime;
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var requests = new List<SpawnRequest>();
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if (_nextSpawnTimes == null) return requests;
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for (int i = 0; i < _nextSpawnTimes.Length; i++)
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{
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if (_elapsedTime < _nextSpawnTimes[i]) continue;
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requests.Add(new SpawnRequest
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{
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EnemyType = _enemyTypes[i],
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Count = _spawnCounts[i],
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WaveIndex = i
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});
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_nextSpawnTimes[i] += _currentIntervals[i];
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}
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return requests;
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}
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public void SetSpawnRateScale(float scale)
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{
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float newScale = Mathf.Max(MinSpawnRateScale, scale);
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if (_baseIntervals == null || _baseIntervals.Length == 0)
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{
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_spawnRateScale = newScale;
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return;
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}
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bool hasRuntimeState = _nextSpawnTimes != null && _currentIntervals != null &&
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_nextSpawnTimes.Length == _baseIntervals.Length &&
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_currentIntervals.Length == _baseIntervals.Length;
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float oldScale = _spawnRateScale;
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_spawnRateScale = newScale;
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if (!hasRuntimeState)
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{
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for (int i = 0; i < _baseIntervals.Length; i++)
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{
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_currentIntervals[i] = GetScaledInterval(_baseIntervals[i], _spawnRateScale);
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}
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_nextSpawnTimes = (float[])_currentIntervals.Clone();
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return;
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}
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for (int i = 0; i < _baseIntervals.Length; i++)
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{
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float oldInterval = GetScaledInterval(_baseIntervals[i], oldScale);
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float newInterval = GetScaledInterval(_baseIntervals[i], _spawnRateScale);
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float remainTime = Mathf.Max(0f, _nextSpawnTimes[i] - _elapsedTime);
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float remainRatio = oldInterval > Mathf.Epsilon ? Mathf.Clamp01(remainTime / oldInterval) : 0f;
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_currentIntervals[i] = newInterval;
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_nextSpawnTimes[i] = _elapsedTime + newInterval * remainRatio;
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}
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}
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public void Reset()
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{
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_elapsedTime = 0;
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_baseIntervals = null;
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_currentIntervals = null;
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_enemyTypes = null;
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_spawnCounts = null;
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_nextSpawnTimes = null;
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_spawnRateScale = 1f;
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}
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private static float GetScaledInterval(float baseInterval, float scale)
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{
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float safeScale = Mathf.Max(MinSpawnRateScale, scale);
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return baseInterval / safeScale;
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}
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}
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public struct SpawnRequest
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{
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public EnemyType EnemyType;
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public int Count;
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public int WaveIndex;
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}
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}
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