190 lines
5.4 KiB
C#
190 lines
5.4 KiB
C#
using System.Collections.Generic;
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using DataTable;
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using Entity;
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using Entity.EntityData;
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using GameFramework.Event;
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using Procedure;
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using StarForce;
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using UnityEngine;
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using UnityGameFramework.Runtime;
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using Random = UnityEngine.Random;
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namespace CustomComponent
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{
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public class EnemyManagerComponent : GameFrameworkComponent
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{
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private EntityComponent _entity;
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private List<EntityBase> _enemies;
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public List<EntityBase> Enemies => _enemies;
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private float _spawnEnemyTimer;
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private int _spawnEnemyMaxCount = 5000;
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private int _currentEnemyCount;
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private int _spawnDistanceFromPlayer = 20;
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private int _currentSpawnEnemyId;
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private int _currentLevel;
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private float[] _spawnEnemyIntervals;
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private int[] _spawnEnemyIds;
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private int[] _spawnEnemyCounts;
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private float _duration;
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private float[] _nextSpawnTimes;
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private Transform _player;
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private GameStateBattle _battle;
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#region FSM
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private void Start()
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{
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_entity = GameEntry.Entity;
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_enemies = new List<EntityBase>();
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GameEntry.Event.Subscribe(ShowEntitySuccessEventArgs.EventId, OnShowEntitySuccess);
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GameEntry.Event.Subscribe(HideEntityCompleteEventArgs.EventId, OnHideEntityComplete);
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}
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private void OnDestroy()
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{
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GameEntry.Event.Unsubscribe(ShowEntitySuccessEventArgs.EventId, OnShowEntitySuccess);
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GameEntry.Event.Unsubscribe(HideEntityCompleteEventArgs.EventId, OnHideEntityComplete);
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_enemies = null;
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_entity = null;
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}
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public void OnInit(int level, GameStateBattle battle)
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{
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_battle = battle;
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_currentLevel = level;
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DRLevel levelData = GameEntry.DataTable.GetDataTableRow<DRLevel>(_currentLevel);
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_spawnEnemyIntervals = levelData.Intervals;
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_spawnEnemyIds = levelData.EntityIds;
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_spawnEnemyCounts = levelData.EntityCounts;
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_duration = levelData.Duration;
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_nextSpawnTimes = (float[])_spawnEnemyIntervals.Clone();
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_currentSpawnEnemyId = 0;
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}
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public void OnUpdate(float elapseSeconds, float realElapseSeconds)
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{
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_spawnEnemyTimer += elapseSeconds;
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// if (_spawnEnemyTimer < _spawnEnemyInterval) return;
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// SpawnEnemy();
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// _spawnEnemyTimer = 0;
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// _spawnEnemyInterval = Mathf.Max(0.1f, _spawnEnemyInterval - _spawnEnemyAccelerate);
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if (_spawnEnemyTimer > _duration)
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{
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_battle.LevelOver();
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return;
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}
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for (int i = 0; i < _nextSpawnTimes.Length; i++)
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{
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float nextSpawnTime = _nextSpawnTimes[i];
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if (_spawnEnemyTimer < nextSpawnTime) continue;
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for (int j = 0; j < _spawnEnemyCounts[i]; j++)
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{
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SpawnEnemy(_spawnEnemyIds[i]);
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}
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_nextSpawnTimes[i] += _spawnEnemyIntervals[i];
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}
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}
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public void OnReset()
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{
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_currentEnemyCount = 0;
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_spawnEnemyTimer = 0;
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_currentSpawnEnemyId = 0;
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_currentLevel = 0;
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_spawnEnemyIntervals = null;
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_spawnEnemyIds = null;
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_spawnEnemyCounts = null;
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_duration = 0;
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_nextSpawnTimes = null;
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_battle = null;
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ClearEnemies();
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}
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#endregion
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private void SpawnEnemy(int entityId)
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{
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if (_player == null) return;
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if (_currentEnemyCount >= _spawnEnemyMaxCount) return;
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int entityPoolId = _currentSpawnEnemyId % _spawnEnemyMaxCount;
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var enemyData = new EnemyData(entityPoolId, entityId)
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{
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Position = GetRandomPosition()
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};
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_entity.ShowEnemy(enemyData);
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_currentSpawnEnemyId++;
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}
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private Vector3 GetRandomPosition()
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{
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float x = Random.Range(-1f, 1f);
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float z = Random.Range(-1f, 1f);
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Vector3 dir = new Vector3(x, 0, z).normalized;
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return _player.position + dir * _spawnDistanceFromPlayer;
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}
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public void ClearEnemies()
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{
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foreach (var enemy in _enemies)
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{
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if (enemy == null || !enemy.Available) continue;
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_entity.HideEntity(enemy);
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}
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_enemies.Clear();
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}
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#region Event Handler
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private void OnShowEntitySuccess(object sender, GameEventArgs e)
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{
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if (!(e is ShowEntitySuccessEventArgs ne)) return;
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if (ne.Entity.Logic is EnemyBase enemy)
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{
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_currentEnemyCount++;
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enemy.SetTarget(_player);
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_enemies.Add(enemy);
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}
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if (ne.EntityLogicType == typeof(Player))
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{
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_player = ne.Entity.transform;
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}
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}
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private void OnHideEntityComplete(object sender, GameEventArgs e)
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{
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if (e is HideEntityCompleteEventArgs ne)
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{
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if (ne.EntityGroup.Name == "Enemy")
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{
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_currentEnemyCount--;
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}
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}
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}
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#endregion
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}
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} |