EnemyCreater.cs 9.6 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using cfg;
  5. using System.Threading.Tasks;
  6. using Base.Common;
  7. using System.Linq;
  8. using System.Threading;
  9. public class EnemyCreater : MonoBehaviour
  10. {
  11. private CancellationTokenSource _cancellationTokenSource;
  12. public static EnemyCreater instance;
  13. [SerializeField] public List<SingleCreateEnemyConfig> cfgCreateEnemy;
  14. public List<bool> createdEnemy;
  15. public List<List<float>> createEnemyTime = new();
  16. public Dictionary<string, List<Enemy>> enemyDic;
  17. public Dictionary<string, List<GameObject>> buildingDic;
  18. private int curLevel;
  19. public Vector2Int idRange; //当前关卡为出怪表[x,y]行
  20. private void Awake()
  21. {
  22. if (!instance)
  23. {
  24. instance = this;
  25. }
  26. else
  27. {
  28. DestroyImmediate(gameObject);
  29. return;
  30. }
  31. enemyDic = new Dictionary<string, List<Enemy>>();
  32. buildingDic = new Dictionary<string, List<GameObject>>();
  33. }
  34. private void Start()
  35. {
  36. _cancellationTokenSource = new CancellationTokenSource();
  37. curLevel = GetComponent<LevelSelect>().curLevelID;
  38. cfgCreateEnemy = GameManager.instance.allCfgData.CfgCreateEnemy.DataList;
  39. createdEnemy = new List<bool>();
  40. float waveTime = 0;
  41. int id = 0;
  42. int mapId = 1;
  43. int start = -1;
  44. int end = -1;
  45. bool haveStart = false;
  46. for(int i = 0; i < cfgCreateEnemy.Count; i++)
  47. {
  48. if (cfgCreateEnemy[i].WaveID == -1)
  49. {
  50. if (curLevel == mapId)
  51. {
  52. haveStart = true;
  53. start = i;
  54. }
  55. else if (curLevel + 1 == mapId)
  56. {
  57. end = i - 1;
  58. break;
  59. }
  60. mapId++;
  61. continue;
  62. }
  63. if (haveStart)
  64. {
  65. createdEnemy.Add(false);
  66. createEnemyTime.Add(new List<float> { waveTime + cfgCreateEnemy[i].StartTime, waveTime + cfgCreateEnemy[i].EndTime });
  67. if (id != cfgCreateEnemy[i].WaveID)
  68. {
  69. waveTime += cfgCreateEnemy[i].WaveTime;
  70. id = cfgCreateEnemy[i].WaveID;
  71. }
  72. }
  73. }
  74. if(end == -1)
  75. {
  76. end = cfgCreateEnemy.Count - 1;
  77. }
  78. idRange = new Vector2Int(start, end);
  79. //把所有怪物prefab生成一遍防止后面初次生成卡顿
  80. //foreach (var item in createCharacter)
  81. //{
  82. // for(int i = 0; i < item.tile.spawnTime[item.spawnTimeId].num; i++)
  83. // {
  84. // CreateEnemy(item.tile, Vector3.zero, 1, 1,false);
  85. // }
  86. //}
  87. }
  88. void OnDestroy()
  89. {
  90. // 当 GameObject 销毁(如游戏停止)时取消任务
  91. _cancellationTokenSource?.Cancel();
  92. _cancellationTokenSource?.Dispose();
  93. }
  94. public void OnGameTimeChange(float gameTime)
  95. {
  96. int waveId = -1;
  97. int waveIndex = -1;
  98. for (int i = idRange[0] + 1; i <= idRange[1]; i++)
  99. {
  100. int id = i - idRange[0] - 1;
  101. if(waveId != cfgCreateEnemy[i].WaveID)
  102. {
  103. waveId = cfgCreateEnemy[i].WaveID;
  104. waveIndex = i;
  105. }
  106. if (!createdEnemy[id] && createEnemyTime[id][0] <= gameTime)
  107. {
  108. createdEnemy[id] = true;
  109. StartCreateEnemy(cfgCreateEnemy[i], cfgCreateEnemy[waveIndex]);
  110. }
  111. }
  112. }
  113. //每一行怪
  114. public async void StartCreateEnemy(SingleCreateEnemyConfig cfgCreateEnemy, SingleCreateEnemyConfig cfgCreateWave)
  115. {
  116. if (!instance)
  117. {
  118. return;
  119. }
  120. if (cfgCreateEnemy.Count == 1)
  121. {
  122. int randId = Random.Range(0, cfgCreateEnemy.Position.Count / 2 - 1);
  123. Vector3 pos = new Vector3(cfgCreateEnemy.Position[randId * 2], cfgCreateEnemy.Position[randId * 2 + 1], 0);
  124. CreateEnemy(cfgCreateEnemy, cfgCreateWave, pos, true);
  125. return;
  126. }
  127. int num1 = cfgCreateEnemy.Count / (cfgCreateEnemy.Position.Count / 2);
  128. int num2 = cfgCreateEnemy.Count % (cfgCreateEnemy.Position.Count / 2);
  129. float TimeInterval = cfgCreateEnemy.StartTime >= cfgCreateEnemy.EndTime
  130. ? 0
  131. : (float)(cfgCreateEnemy.EndTime - cfgCreateEnemy.StartTime) / (num2 == 0 ? num1 - 1 : num1);
  132. for (int i = 0; i < num1; i++)
  133. {
  134. for (int j = 0; j < cfgCreateEnemy.Position.Count; j += 2)
  135. {
  136. Vector3 pos = new Vector3(cfgCreateEnemy.Position[j], cfgCreateEnemy.Position[j + 1], 0);
  137. CreateEnemy(cfgCreateEnemy, cfgCreateWave, pos, true);
  138. }
  139. try
  140. {
  141. await Task.Delay((int)(TimeInterval * 1000), _cancellationTokenSource.Token);
  142. }
  143. catch(TaskCanceledException)
  144. {
  145. return;
  146. }
  147. }
  148. List<int> randomPos = new(cfgCreateEnemy.Position);
  149. for (int i = 0; i < num2; i++)
  150. {
  151. int randId = Random.Range(0, randomPos.Count / 2 - 1);
  152. Vector3 pos = new Vector3(randomPos[randId * 2], randomPos[randId * 2 + 1], 0);
  153. randomPos.Remove(randId * 2 + 1);
  154. randomPos.Remove(randId * 2);
  155. CreateEnemy(cfgCreateEnemy, cfgCreateWave, pos, true);
  156. }
  157. }
  158. public GameObject CreateEnemy(SingleCreateEnemyConfig cfgCreateEnemy, SingleCreateEnemyConfig cfgCreateWave, Vector3 pos, bool active = false)
  159. {
  160. SingleEnemyConfig cfgEnemy = GameManager.instance.allCfgData.CfgEnemy.Get(cfgCreateEnemy.EnemyName);
  161. string enemyStr = $"Prefab/{cfgEnemy.Type}/{cfgEnemy.EnemyPrefab}";
  162. float posx = pos.x + Random.Range(-cfgEnemy.Radius[0], cfgEnemy.Radius[0]);
  163. float posy = pos.y + Random.Range(-cfgEnemy.Radius[1], cfgEnemy.Radius[1]) - 1;
  164. pos = new Vector3(posx, posy <= 0 ? 0 : posy, 0);
  165. GameObject enemyObj = Util.Instantiate(enemyStr, pos, active: active);
  166. AttackInfo attackInfo;
  167. if(cfgEnemy.Type == "Tower")
  168. {
  169. EnemyTower enemyTower = enemyObj.GetComponent<EnemyTower>();
  170. Tower tower = enemyObj.GetComponent<Tower>();
  171. if (enemyTower != null)
  172. {
  173. enemyTower.name = cfgEnemy.Name;
  174. enemyTower.totalHp = (int)(cfgEnemy.HP * cfgCreateWave.HPRatio);
  175. enemyTower.hp = enemyTower.totalHp;
  176. attackInfo = enemyTower.attackController.attackInfo;
  177. attackInfo.damage = (int)(cfgEnemy.AttackMarch * cfgCreateWave.AttackRatio);
  178. enemyTower.attackController.attackInfo = attackInfo;
  179. enemyTower.Init();
  180. }
  181. if (tower != null)
  182. {
  183. tower.name = cfgEnemy.Name;
  184. tower.totalHp = (int)(cfgEnemy.HP * cfgCreateWave.HPRatio);
  185. tower.hp = tower.totalHp;
  186. attackInfo = tower.attackController.attackInfo;
  187. attackInfo.damage = (int)(cfgEnemy.AttackMarch * cfgCreateWave.AttackRatio);
  188. tower.attackController.attackInfo = attackInfo;
  189. tower.Init();
  190. }
  191. if (!buildingDic.ContainsKey(cfgEnemy.Name))
  192. {
  193. buildingDic.Add(cfgEnemy.Name, new List<GameObject>());
  194. }
  195. buildingDic[cfgEnemy.Name].Add(enemyObj);
  196. }
  197. else if(cfgEnemy.Type == "Enemy")
  198. {
  199. Enemy enemy = enemyObj.GetComponent<Enemy>();
  200. enemy.name = cfgEnemy.Name;
  201. if (!enemyDic.ContainsKey(cfgEnemy.Name))
  202. {
  203. enemyDic.Add(cfgEnemy.Name, new List<Enemy>());
  204. }
  205. enemyDic[cfgEnemy.Name].Add(enemy);
  206. enemy.totalHp = (int)(cfgEnemy.HP * cfgCreateWave.HPRatio);
  207. enemy.hp = enemy.totalHp;
  208. enemy.minMoveSpeed = cfgEnemy.MinMoveSpeed * cfgCreateWave.SpeedRatio;
  209. enemy.maxMoveSpeed = cfgEnemy.MaxMoveSpeed * cfgCreateWave.SpeedRatio;
  210. attackInfo = enemy.attackController.attackMethod[0].attackInfo;
  211. attackInfo.damage = (int)(cfgEnemy.AttackMarch * cfgCreateWave.AttackRatio);
  212. enemy.attackController.attackMethod[0].attackInfo = attackInfo;
  213. if (enemy.canFly)
  214. {
  215. enemy.flyHeight = enemy.transform.position.y;
  216. }
  217. enemy.Init();
  218. enemy.SetSortingOrder(enemy.baseSortingOrder + enemyDic[cfgEnemy.Name].Count);
  219. }
  220. enemyObj.transform.position = pos;
  221. return enemyObj;
  222. }
  223. public void OnEnemyRecycle(Enemy enemy)
  224. {
  225. if (!enemyDic.ContainsKey(enemy.name))
  226. {
  227. return;
  228. }
  229. enemyDic[enemy.name].Remove(enemy);
  230. for (int i = 0; i < enemyDic[enemy.name].Count; i++)
  231. {
  232. enemyDic[enemy.name][i].SetSortingOrder(enemy.baseSortingOrder + i);
  233. }
  234. }
  235. public Enemy GetMinDisOtherEnemy(Enemy self)
  236. {
  237. Enemy minDisEnemy = null;
  238. foreach (var item in enemyDic)
  239. {
  240. for (int i = 0; i < item.Value.Count; i++)
  241. {
  242. if (item.Value[i] != self && !item.Value[i].isDie && item.Value[i].gameObject.activeInHierarchy)
  243. {
  244. if (!minDisEnemy || (minDisEnemy.transform.position - self.transform.position).magnitude
  245. > (item.Value[i].transform.position - self.transform.position).magnitude)
  246. {
  247. minDisEnemy = item.Value[i];
  248. }
  249. }
  250. }
  251. }
  252. return minDisEnemy;
  253. }
  254. }