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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- using cfg;
- using System.Threading.Tasks;
- using Base.Common;
- using System.Linq;
- using System.Threading;
- public class EnemyCreater : MonoBehaviour
- {
- private CancellationTokenSource _cancellationTokenSource;
- public static EnemyCreater instance;
- [SerializeField] public List<SingleCreateEnemyConfig> cfgCreateEnemy;
- public List<bool> createdEnemy;
- public List<List<float>> createEnemyTime = new();
- public Dictionary<string, List<Enemy>> enemyDic;
- public Dictionary<string, List<GameObject>> buildingDic;
- private int curLevel;
- public Vector2Int idRange; //当前关卡为出怪表[x,y]行
- private void Awake()
- {
- if (!instance)
- {
- instance = this;
- }
- else
- {
- DestroyImmediate(gameObject);
- return;
- }
- enemyDic = new Dictionary<string, List<Enemy>>();
- buildingDic = new Dictionary<string, List<GameObject>>();
- }
- private void Start()
- {
- _cancellationTokenSource = new CancellationTokenSource();
- curLevel = GetComponent<LevelSelect>().curLevelID;
- cfgCreateEnemy = GameManager.instance.allCfgData.CfgCreateEnemy.DataList;
- createdEnemy = new List<bool>();
- float waveTime = 0;
- int id = 0;
- int mapId = 1;
- int start = -1;
- int end = -1;
- bool haveStart = false;
- for(int i = 0; i < cfgCreateEnemy.Count; i++)
- {
- if (cfgCreateEnemy[i].WaveID == -1)
- {
- if (curLevel == mapId)
- {
- haveStart = true;
- start = i;
- }
- else if (curLevel + 1 == mapId)
- {
- end = i - 1;
- break;
- }
- mapId++;
- continue;
- }
- if (haveStart)
- {
- createdEnemy.Add(false);
- createEnemyTime.Add(new List<float> { waveTime + cfgCreateEnemy[i].StartTime, waveTime + cfgCreateEnemy[i].EndTime });
- if (id != cfgCreateEnemy[i].WaveID)
- {
- waveTime += cfgCreateEnemy[i].WaveTime;
- id = cfgCreateEnemy[i].WaveID;
- }
- }
- }
- if(end == -1)
- {
- end = cfgCreateEnemy.Count - 1;
- }
- idRange = new Vector2Int(start, end);
- //把所有怪物prefab生成一遍防止后面初次生成卡顿
- //foreach (var item in createCharacter)
- //{
- // for(int i = 0; i < item.tile.spawnTime[item.spawnTimeId].num; i++)
- // {
- // CreateEnemy(item.tile, Vector3.zero, 1, 1,false);
- // }
- //}
- }
- void OnDestroy()
- {
- // 当 GameObject 销毁(如游戏停止)时取消任务
- _cancellationTokenSource?.Cancel();
- _cancellationTokenSource?.Dispose();
- }
- public void OnGameTimeChange(float gameTime)
- {
- int waveId = -1;
- int waveIndex = -1;
- for (int i = idRange[0] + 1; i <= idRange[1]; i++)
- {
- int id = i - idRange[0] - 1;
- if(waveId != cfgCreateEnemy[i].WaveID)
- {
- waveId = cfgCreateEnemy[i].WaveID;
- waveIndex = i;
- }
- if (!createdEnemy[id] && createEnemyTime[id][0] <= gameTime)
- {
- createdEnemy[id] = true;
- StartCreateEnemy(cfgCreateEnemy[i], cfgCreateEnemy[waveIndex]);
- }
- }
-
- }
- //每一行怪
- public async void StartCreateEnemy(SingleCreateEnemyConfig cfgCreateEnemy, SingleCreateEnemyConfig cfgCreateWave)
- {
- if (!instance)
- {
- return;
- }
- if (cfgCreateEnemy.Count == 1)
- {
- int randId = Random.Range(0, cfgCreateEnemy.Position.Count / 2 - 1);
- Vector3 pos = new Vector3(cfgCreateEnemy.Position[randId * 2], cfgCreateEnemy.Position[randId * 2 + 1], 0);
- CreateEnemy(cfgCreateEnemy, cfgCreateWave, pos, true);
- return;
- }
- int num1 = cfgCreateEnemy.Count / (cfgCreateEnemy.Position.Count / 2);
- int num2 = cfgCreateEnemy.Count % (cfgCreateEnemy.Position.Count / 2);
- float TimeInterval = cfgCreateEnemy.StartTime >= cfgCreateEnemy.EndTime
- ? 0
- : (float)(cfgCreateEnemy.EndTime - cfgCreateEnemy.StartTime) / (num2 == 0 ? num1 - 1 : num1);
- for (int i = 0; i < num1; i++)
- {
- for (int j = 0; j < cfgCreateEnemy.Position.Count; j += 2)
- {
- Vector3 pos = new Vector3(cfgCreateEnemy.Position[j], cfgCreateEnemy.Position[j + 1], 0);
- CreateEnemy(cfgCreateEnemy, cfgCreateWave, pos, true);
- }
- try
- {
- await Task.Delay((int)(TimeInterval * 1000), _cancellationTokenSource.Token);
- }
- catch(TaskCanceledException)
- {
- return;
- }
-
- }
- List<int> randomPos = new(cfgCreateEnemy.Position);
- for (int i = 0; i < num2; i++)
- {
- int randId = Random.Range(0, randomPos.Count / 2 - 1);
- Vector3 pos = new Vector3(randomPos[randId * 2], randomPos[randId * 2 + 1], 0);
- randomPos.Remove(randId * 2 + 1);
- randomPos.Remove(randId * 2);
- CreateEnemy(cfgCreateEnemy, cfgCreateWave, pos, true);
- }
- }
- public GameObject CreateEnemy(SingleCreateEnemyConfig cfgCreateEnemy, SingleCreateEnemyConfig cfgCreateWave, Vector3 pos, bool active = false)
- {
- SingleEnemyConfig cfgEnemy = GameManager.instance.allCfgData.CfgEnemy.Get(cfgCreateEnemy.EnemyName);
- string enemyStr = $"Prefab/{cfgEnemy.Type}/{cfgEnemy.EnemyPrefab}";
- float posx = pos.x + Random.Range(-cfgEnemy.Radius[0], cfgEnemy.Radius[0]);
- float posy = pos.y + Random.Range(-cfgEnemy.Radius[1], cfgEnemy.Radius[1]) - 1;
- pos = new Vector3(posx, posy <= 0 ? 0 : posy, 0);
- GameObject enemyObj = Util.Instantiate(enemyStr, pos, active: active);
- AttackInfo attackInfo;
- if(cfgEnemy.Type == "Tower")
- {
- EnemyTower enemyTower = enemyObj.GetComponent<EnemyTower>();
- Tower tower = enemyObj.GetComponent<Tower>();
- if (enemyTower != null)
- {
- enemyTower.name = cfgEnemy.Name;
- enemyTower.totalHp = (int)(cfgEnemy.HP * cfgCreateWave.HPRatio);
- enemyTower.hp = enemyTower.totalHp;
- attackInfo = enemyTower.attackController.attackInfo;
- attackInfo.damage = (int)(cfgEnemy.AttackMarch * cfgCreateWave.AttackRatio);
- enemyTower.attackController.attackInfo = attackInfo;
- enemyTower.Init();
- }
- if (tower != null)
- {
- tower.name = cfgEnemy.Name;
- tower.totalHp = (int)(cfgEnemy.HP * cfgCreateWave.HPRatio);
- tower.hp = tower.totalHp;
- attackInfo = tower.attackController.attackInfo;
- attackInfo.damage = (int)(cfgEnemy.AttackMarch * cfgCreateWave.AttackRatio);
- tower.attackController.attackInfo = attackInfo;
- tower.Init();
- }
- if (!buildingDic.ContainsKey(cfgEnemy.Name))
- {
- buildingDic.Add(cfgEnemy.Name, new List<GameObject>());
- }
- buildingDic[cfgEnemy.Name].Add(enemyObj);
- }
- else if(cfgEnemy.Type == "Enemy")
- {
- Enemy enemy = enemyObj.GetComponent<Enemy>();
- enemy.name = cfgEnemy.Name;
- if (!enemyDic.ContainsKey(cfgEnemy.Name))
- {
- enemyDic.Add(cfgEnemy.Name, new List<Enemy>());
- }
- enemyDic[cfgEnemy.Name].Add(enemy);
- enemy.totalHp = (int)(cfgEnemy.HP * cfgCreateWave.HPRatio);
- enemy.hp = enemy.totalHp;
- enemy.minMoveSpeed = cfgEnemy.MinMoveSpeed * cfgCreateWave.SpeedRatio;
- enemy.maxMoveSpeed = cfgEnemy.MaxMoveSpeed * cfgCreateWave.SpeedRatio;
- attackInfo = enemy.attackController.attackMethod[0].attackInfo;
- attackInfo.damage = (int)(cfgEnemy.AttackMarch * cfgCreateWave.AttackRatio);
- enemy.attackController.attackMethod[0].attackInfo = attackInfo;
- if (enemy.canFly)
- {
- enemy.flyHeight = enemy.transform.position.y;
- }
- enemy.Init();
- enemy.SetSortingOrder(enemy.baseSortingOrder + enemyDic[cfgEnemy.Name].Count);
- }
- enemyObj.transform.position = pos;
- return enemyObj;
- }
- public void OnEnemyRecycle(Enemy enemy)
- {
- if (!enemyDic.ContainsKey(enemy.name))
- {
- return;
- }
- enemyDic[enemy.name].Remove(enemy);
- for (int i = 0; i < enemyDic[enemy.name].Count; i++)
- {
- enemyDic[enemy.name][i].SetSortingOrder(enemy.baseSortingOrder + i);
- }
- }
- public Enemy GetMinDisOtherEnemy(Enemy self)
- {
- Enemy minDisEnemy = null;
- foreach (var item in enemyDic)
- {
- for (int i = 0; i < item.Value.Count; i++)
- {
- if (item.Value[i] != self && !item.Value[i].isDie && item.Value[i].gameObject.activeInHierarchy)
- {
- if (!minDisEnemy || (minDisEnemy.transform.position - self.transform.position).magnitude
- > (item.Value[i].transform.position - self.transform.position).magnitude)
- {
- minDisEnemy = item.Value[i];
- }
- }
- }
- }
- return minDisEnemy;
- }
- }
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