vampire-like/Assets/GameMain/Scripts/CustomComponent/EnemyManager/EnemyManagerComponent.cs

288 lines
9.3 KiB
C#

using System.Collections.Generic;
using Components;
using DataTable;
using Definition.Enum;
using Entity;
using Entity.EntityData;
using GameFramework.Event;
using Procedure;
using Simulation;
using StarForce;
using UnityEngine;
using UnityGameFramework.Runtime;
using Random = UnityEngine.Random;
namespace CustomComponent
{
public class EnemyManagerComponent : GameFrameworkComponent
{
private const float MinSpawnRateScale = 0.1f;
private EntityComponent _entity;
private List<EntityBase> _enemies;
public List<EntityBase> Enemies => _enemies;
private float _spawnEnemyTimer;
[SerializeField] private int _spawnEnemyMaxCount = 5000;
private int _currentEnemyCount;
[SerializeField] private int _spawnDistanceFromPlayer = 20;
private int _currentSpawnEnemyId;
private int _currentLevel;
private float[] _baseSpawnEnemyIntervals;
private float[] _spawnEnemyIntervals;
private EnemyType[] _spawnEnemyTypes;
private int[] _spawnEnemyCounts;
private float _duration;
private float _baseDuration;
private float[] _nextSpawnTimes;
private float _spawnRateScale = 1f;
private Transform _player;
public float SpawnRateScale => _spawnRateScale;
public float BattleDuration => _duration;
public float ElapsedBattleTime => _spawnEnemyTimer;
public int CurrentEnemyCount => _currentEnemyCount;
#region FSM
private void Start()
{
_entity = GameEntry.Entity;
_enemies = new List<EntityBase>();
GameEntry.Event.Subscribe(ShowEntitySuccessEventArgs.EventId, OnShowEntitySuccess);
GameEntry.Event.Subscribe(HideEntityCompleteEventArgs.EventId, OnHideEntityComplete);
}
private void OnDestroy()
{
GameEntry.Event.Unsubscribe(ShowEntitySuccessEventArgs.EventId, OnShowEntitySuccess);
GameEntry.Event.Unsubscribe(HideEntityCompleteEventArgs.EventId, OnHideEntityComplete);
_enemies = null;
_entity = null;
}
public void OnInit(DRLevel level)
{
_baseSpawnEnemyIntervals = (float[])level.Intervals.Clone();
_spawnEnemyIntervals = (float[])_baseSpawnEnemyIntervals.Clone();
_spawnEnemyTypes = level.EntityTypes;
_spawnEnemyCounts = level.EntityCounts;
_baseDuration = level.Duration;
_duration = _baseDuration;
SetSpawnRateScale(_spawnRateScale);
_currentEnemyCount = 0;
_currentSpawnEnemyId = 0;
}
public void OnUpdate(float elapseSeconds, float realElapseSeconds)
{
_spawnEnemyTimer += elapseSeconds;
for (int i = 0; i < _nextSpawnTimes.Length; i++)
{
float nextSpawnTime = _nextSpawnTimes[i];
if (_spawnEnemyTimer < nextSpawnTime) continue;
for (int j = 0; j < _spawnEnemyCounts[i]; j++)
{
SpawnEnemy(_spawnEnemyTypes[i]);
}
_nextSpawnTimes[i] += _spawnEnemyIntervals[i];
}
}
public void OnReset()
{
_spawnEnemyTimer = 0;
_currentSpawnEnemyId = 0;
_currentLevel = 0;
_baseSpawnEnemyIntervals = null;
_spawnEnemyIntervals = null;
_spawnEnemyTypes = null;
_spawnEnemyCounts = null;
_baseDuration = 0;
_duration = 0;
_nextSpawnTimes = null;
ClearEnemies();
_currentEnemyCount = 0;
}
#endregion
private void SpawnEnemy(EnemyType enemyType)
{
if (_player == null) return;
if (_currentEnemyCount >= _spawnEnemyMaxCount) return;
int entityPoolId = _currentSpawnEnemyId % _spawnEnemyMaxCount;
var enemyData = new EnemyData(entityPoolId, enemyType, _currentLevel)
{
Position = GetRandomPosition()
};
_entity.ShowEnemy(enemyData);
_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;
}
public void ClearEnemies()
{
foreach (var enemy in _enemies)
{
if (enemy == null || !enemy.Available) continue;
_entity.HideEntity(enemy);
}
_enemies.Clear();
}
public void SetSpawnRateScale(float scale)
{
float newScale = Mathf.Max(MinSpawnRateScale, scale);
if (_baseSpawnEnemyIntervals == null || _baseSpawnEnemyIntervals.Length == 0)
{
_spawnRateScale = newScale;
return;
}
bool hasRuntimeState = _nextSpawnTimes != null && _spawnEnemyIntervals != null &&
_nextSpawnTimes.Length == _baseSpawnEnemyIntervals.Length &&
_spawnEnemyIntervals.Length == _baseSpawnEnemyIntervals.Length;
float oldScale = _spawnRateScale;
_spawnRateScale = newScale;
if (!hasRuntimeState)
{
for (int i = 0; i < _baseSpawnEnemyIntervals.Length; i++)
{
_spawnEnemyIntervals[i] = GetScaledInterval(_baseSpawnEnemyIntervals[i], _spawnRateScale);
}
_nextSpawnTimes = (float[])_spawnEnemyIntervals.Clone();
return;
}
for (int i = 0; i < _baseSpawnEnemyIntervals.Length; i++)
{
float oldInterval = GetScaledInterval(_baseSpawnEnemyIntervals[i], oldScale);
float newInterval = GetScaledInterval(_baseSpawnEnemyIntervals[i], _spawnRateScale);
float remainTime = Mathf.Max(0f, _nextSpawnTimes[i] - _spawnEnemyTimer);
float remainRatio = oldInterval > Mathf.Epsilon ? Mathf.Clamp01(remainTime / oldInterval) : 0f;
_spawnEnemyIntervals[i] = newInterval;
_nextSpawnTimes[i] = _spawnEnemyTimer + newInterval * remainRatio;
}
}
private static float GetScaledInterval(float baseInterval, float scale)
{
float safeScale = Mathf.Max(MinSpawnRateScale, scale);
return baseInterval / safeScale;
}
#region Event Handler
private void OnShowEntitySuccess(object sender, GameEventArgs e)
{
if (!(e is ShowEntitySuccessEventArgs ne)) return;
if (ne.Entity.Logic is EnemyBase enemy)
{
_currentEnemyCount++;
enemy.SetTarget(_player);
RemoveEnemyFromCache(enemy.Id);
_enemies.Add(enemy);
if (ne.UserData is EnemyData enemyData)
{
GameEntry.SimulationWorld?.UpsertEnemy(CreateEnemySimData(enemy, enemyData));
}
else
{
GameEntry.SimulationWorld?.UpsertEnemy(CreateEnemySimData(enemy, null));
}
}
if (ne.EntityLogicType == typeof(Player))
{
_player = ne.Entity.transform;
}
}
private void OnHideEntityComplete(object sender, GameEventArgs e)
{
if (e is HideEntityCompleteEventArgs ne)
{
if (ne.EntityGroup.Name == "Enemy")
{
if (_currentEnemyCount > 0)
{
_currentEnemyCount--;
}
RemoveEnemyFromCache(ne.EntityId);
GameEntry.SimulationWorld?.RemoveEnemyByEntityId(ne.EntityId);
}
}
}
private static EnemySimData CreateEnemySimData(EnemyBase enemy, EnemyData enemyData)
{
MovementComponent movementComponent = enemy != null ? enemy.GetComponent<MovementComponent>() : null;
return new EnemySimData
{
EntityId = enemy.Id,
Position = enemy.CachedTransform.position,
Forward = enemy.CachedTransform.forward,
Speed = enemyData != null ? enemyData.SpeedBase : 0f,
AttackRange = 1f,
AvoidEnemyOverlap = movementComponent != null && movementComponent.AvoidEnemyOverlap,
EnemyBodyRadius = movementComponent != null ? movementComponent.EnemyBodyRadius : 0.45f,
SeparationIterations = movementComponent != null ? movementComponent.SeparationIterations : 2,
TargetType = 0,
State = 0
};
}
private void RemoveEnemyFromCache(int entityId)
{
for (int i = _enemies.Count - 1; i >= 0; i--)
{
EntityBase cachedEnemy = _enemies[i];
if (cachedEnemy == null || cachedEnemy.Id == entityId)
{
_enemies.RemoveAt(i);
}
}
}
#endregion
}
}