EnemyCreater.cs 19 KB

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  1. using System.Collections.Generic;
  2. using UnityEngine;
  3. using cfg;
  4. using System.Threading.Tasks;
  5. using Base.Common;
  6. using System.Threading;
  7. public class EnemyCreater : MonoBehaviour
  8. {
  9. private CancellationTokenSource _cancellationTokenSource;
  10. public static EnemyCreater instance;
  11. public SoldierEXP soldierEXP;
  12. [SerializeField] public List<SingleCreateEnemyConfig> cfgCreateEnemy;
  13. public List<bool> createdEnemy;
  14. public List<List<float>> createEnemyTime = new();
  15. public Dictionary<string, List<Enemy>> enemyDic;
  16. public Dictionary<string, List<GameObject>> buildingDic;
  17. private int curLevel;
  18. public Vector2Int idRange; //当前关卡为出怪表[x,y]行
  19. public Dictionary<string, EnemyTower> enemyCreateTowerDic;
  20. public List<string> createdEnemyTower = new();
  21. public List<float> createdEnemyTowerHp = new();
  22. public List<List<List<SingleDynamicEnemyConfig>>> cfgDynamicEnemy;
  23. private void Awake()
  24. {
  25. if (!instance)
  26. {
  27. instance = this;
  28. }
  29. else
  30. {
  31. DestroyImmediate(gameObject);
  32. return;
  33. }
  34. enemyDic = new Dictionary<string, List<Enemy>>();
  35. buildingDic = new Dictionary<string, List<GameObject>>();
  36. enemyCreateTowerDic = new Dictionary<string, EnemyTower>();
  37. soldierEXP = GetComponent<SoldierEXP>();
  38. }
  39. private void Start()
  40. {
  41. _cancellationTokenSource = new CancellationTokenSource();
  42. curLevel = GetComponent<LevelSelect>().curLevelID;
  43. cfgCreateEnemy = GameManager.instance.allCfgData.CfgCreateEnemy.DataList;
  44. createdEnemy = new List<bool>();
  45. float waveTime = 0;
  46. float id = 0;
  47. int mapId = 1;
  48. int start = -1;
  49. int end = -1;
  50. bool haveStart = false;
  51. for(int i = 0; i < cfgCreateEnemy.Count; i++)
  52. {
  53. if (cfgCreateEnemy[i].WaveID == -1)
  54. {
  55. if (curLevel == mapId)
  56. {
  57. haveStart = true;
  58. start = i;
  59. }
  60. else if (curLevel + 1 == mapId)
  61. {
  62. end = i - 1;
  63. break;
  64. }
  65. mapId++;
  66. continue;
  67. }
  68. if (haveStart)
  69. {
  70. if(cfgCreateEnemy[i].WaveID == 0)
  71. {
  72. createdEnemy.Add(false);
  73. createEnemyTime.Add(new List<float> { cfgCreateEnemy[i].StartTime, cfgCreateEnemy[i].EndTime });
  74. createdEnemyTower.Add("");
  75. createdEnemyTowerHp.Add(0);
  76. waveTime = cfgCreateEnemy[i].WaveTime;
  77. }
  78. else if(cfgCreateEnemy[i].WaveID < 1)
  79. {
  80. createdEnemy.Add(false);
  81. createEnemyTime.Add(new List<float> { 0,0});
  82. if(id != cfgCreateEnemy[i].WaveID)
  83. {
  84. createdEnemyTower.Add(cfgCreateEnemy[i].BuildingID);
  85. createdEnemyTowerHp.Add(cfgCreateEnemy[i].BuildingHP);
  86. id = cfgCreateEnemy[i].WaveID;
  87. }
  88. else
  89. {
  90. int l = createdEnemyTower.Count;
  91. createdEnemyTower.Add(createdEnemyTower[l - 1]);
  92. createdEnemyTowerHp.Add(createdEnemyTowerHp[l - 1]);
  93. }
  94. }
  95. else
  96. {
  97. createdEnemy.Add(false);
  98. createEnemyTime.Add(new List<float> { waveTime + cfgCreateEnemy[i].StartTime, waveTime + cfgCreateEnemy[i].EndTime });
  99. createdEnemyTower.Add("");
  100. createdEnemyTowerHp.Add(0);
  101. if (id != cfgCreateEnemy[i].WaveID)
  102. {
  103. waveTime += cfgCreateEnemy[i].WaveTime;
  104. id = cfgCreateEnemy[i].WaveID;
  105. }
  106. }
  107. }
  108. }
  109. if(end == -1)
  110. {
  111. end = cfgCreateEnemy.Count - 1;
  112. }
  113. idRange = new Vector2Int(start, end);
  114. List<SingleDynamicEnemyConfig> cfg = GameManager.instance.allCfgData.CfgDynamicEnemy.DataList;
  115. cfgDynamicEnemy = new();
  116. int sheet = -1;
  117. for(int i = 0; i < cfg.Count; i++)
  118. {
  119. if(cfg[i].WaveID == -1)
  120. {
  121. sheet++;
  122. cfgDynamicEnemy.Add(new List<List<SingleDynamicEnemyConfig>>());
  123. for (int j = 0; j < 3; j++)
  124. {
  125. cfgDynamicEnemy[sheet].Add(new List<SingleDynamicEnemyConfig>());
  126. }
  127. continue;
  128. }
  129. cfgDynamicEnemy[sheet][cfg[i].WaveID - 1].Add(cfg[i]);
  130. }
  131. //把所有怪物prefab生成一遍防止后面初次生成卡顿
  132. //foreach (var item in createCharacter)
  133. //{
  134. // for(int i = 0; i < item.tile.spawnTime[item.spawnTimeId].num; i++)
  135. // {
  136. // CreateEnemy(item.tile, Vector3.zero, 1, 1,false);
  137. // }
  138. //}
  139. }
  140. void OnDestroy()
  141. {
  142. // 当 GameObject 销毁(如游戏停止)时取消任务
  143. _cancellationTokenSource?.Cancel();
  144. _cancellationTokenSource?.Dispose();
  145. }
  146. public void OnGameTimeChange(float gameTime)
  147. {
  148. for (int i = idRange[0] + 1; i <= idRange[1]; i++)
  149. {
  150. int id = i - idRange[0] - 1;
  151. if (!createdEnemy[id])
  152. {
  153. if (cfgCreateEnemy[i].WaveID == 0)
  154. {
  155. createdEnemy[id] = true;
  156. StartCreateEnemy(cfgCreateEnemy[i]);
  157. }
  158. else if(cfgCreateEnemy[i].WaveID < 1)
  159. {
  160. EnemyTower enemyTower = enemyCreateTowerDic[createdEnemyTower[id]];
  161. if (enemyTower != null && enemyTower.hp <= enemyTower.totalHp * createdEnemyTowerHp[id]/100f)
  162. {
  163. createdEnemy[id] = true;
  164. StartCreateEnemy(cfgCreateEnemy[i]);
  165. }
  166. }
  167. else
  168. {
  169. if (createEnemyTime[id][0] <= gameTime)
  170. {
  171. createdEnemy[id] = true;
  172. if(cfgCreateEnemy[i].Dynamic == 0)
  173. {
  174. StartCreateEnemy(cfgCreateEnemy[i]);
  175. }
  176. else
  177. {
  178. int maxID = MaxSoldierLevel();
  179. foreach(var item in cfgDynamicEnemy[cfgCreateEnemy[i].Dynamic][maxID])
  180. {
  181. StartCreateEnemy(item);
  182. }
  183. }
  184. }
  185. }
  186. }
  187. }
  188. }
  189. //每一行怪
  190. public async void StartCreateEnemy(SingleCreateEnemyConfig cfgCreateEnemy)
  191. {
  192. if (!instance)
  193. {
  194. return;
  195. }
  196. if(cfgCreateEnemy.Count == 0 || cfgCreateEnemy.Position.Count < 2)
  197. {
  198. return;
  199. }
  200. if (cfgCreateEnemy.Count == 1)
  201. {
  202. int randId = Random.Range(0, cfgCreateEnemy.Position.Count / 2 - 1);
  203. Vector3 pos = new Vector3(cfgCreateEnemy.Position[randId * 2], cfgCreateEnemy.Position[randId * 2 + 1], 0);
  204. CreateEnemy(cfgCreateEnemy, pos, true);
  205. return;
  206. }
  207. int num1 = cfgCreateEnemy.Count / (cfgCreateEnemy.Position.Count / 2);
  208. int num2 = cfgCreateEnemy.Count % (cfgCreateEnemy.Position.Count / 2);
  209. float TimeInterval = cfgCreateEnemy.StartTime >= cfgCreateEnemy.EndTime
  210. ? 0
  211. : (float)(cfgCreateEnemy.EndTime - cfgCreateEnemy.StartTime) / (num2 == 0 ? num1 - 1 : num1);
  212. for (int i = 0; i < num1; i++)
  213. {
  214. for (int j = 0; j < cfgCreateEnemy.Position.Count; j += 2)
  215. {
  216. Vector3 pos = new Vector3(cfgCreateEnemy.Position[j], cfgCreateEnemy.Position[j + 1], 0);
  217. CreateEnemy(cfgCreateEnemy, pos, true);
  218. }
  219. try
  220. {
  221. await Task.Delay((int)(TimeInterval * 1000), _cancellationTokenSource.Token);
  222. }
  223. catch (TaskCanceledException)
  224. {
  225. return;
  226. }
  227. }
  228. List<int> randomPos = new(cfgCreateEnemy.Position);
  229. for (int i = 0; i < num2; i++)
  230. {
  231. int randId = Random.Range(0, randomPos.Count / 2 - 1);
  232. Vector3 pos = new Vector3(randomPos[randId * 2], randomPos[randId * 2 + 1], 0);
  233. randomPos.Remove(randId * 2 + 1);
  234. randomPos.Remove(randId * 2);
  235. CreateEnemy(cfgCreateEnemy, pos, true);
  236. }
  237. }
  238. //动态每一行怪
  239. public async void StartCreateEnemy(SingleDynamicEnemyConfig cfgCreateEnemy)
  240. {
  241. if (!instance)
  242. {
  243. return;
  244. }
  245. if (cfgCreateEnemy.Count == 1)
  246. {
  247. int randId = Random.Range(0, cfgCreateEnemy.Position.Count / 2 - 1);
  248. Vector3 pos = new Vector3(cfgCreateEnemy.Position[randId * 2], cfgCreateEnemy.Position[randId * 2 + 1], 0);
  249. CreateEnemy(cfgCreateEnemy, pos, true);
  250. return;
  251. }
  252. int num1 = cfgCreateEnemy.Count / (cfgCreateEnemy.Position.Count / 2);
  253. int num2 = cfgCreateEnemy.Count % (cfgCreateEnemy.Position.Count / 2);
  254. float TimeInterval = cfgCreateEnemy.StartTime >= cfgCreateEnemy.EndTime
  255. ? 0
  256. : (float)(cfgCreateEnemy.EndTime - cfgCreateEnemy.StartTime) / (num2 == 0 ? num1 - 1 : num1);
  257. for (int i = 0; i < num1; i++)
  258. {
  259. for (int j = 0; j < cfgCreateEnemy.Position.Count; j += 2)
  260. {
  261. Vector3 pos = new Vector3(cfgCreateEnemy.Position[j], cfgCreateEnemy.Position[j + 1], 0);
  262. CreateEnemy(cfgCreateEnemy, pos, true);
  263. }
  264. try
  265. {
  266. await Task.Delay((int)(TimeInterval * 1000), _cancellationTokenSource.Token);
  267. }
  268. catch (TaskCanceledException)
  269. {
  270. return;
  271. }
  272. }
  273. List<int> randomPos = new(cfgCreateEnemy.Position);
  274. for (int i = 0; i < num2; i++)
  275. {
  276. int randId = Random.Range(0, randomPos.Count / 2 - 1);
  277. Vector3 pos = new Vector3(randomPos[randId * 2], randomPos[randId * 2 + 1], 0);
  278. randomPos.Remove(randId * 2 + 1);
  279. randomPos.Remove(randId * 2);
  280. CreateEnemy(cfgCreateEnemy, pos, true);
  281. }
  282. }
  283. public int MaxSoldierLevel()
  284. {
  285. SoldierEXP.SingleSoldierEXP[] singleSoldierEXP = soldierEXP.ssexp;
  286. if (singleSoldierEXP[0].level == singleSoldierEXP[1].level)
  287. {
  288. if (singleSoldierEXP[1].level == singleSoldierEXP[2].level)
  289. {
  290. return Random.Range(0, 3);
  291. }
  292. else
  293. {
  294. return Random.Range(0, 2);
  295. }
  296. }
  297. else
  298. {
  299. if (singleSoldierEXP[1].level == singleSoldierEXP[2].level)
  300. {
  301. return Random.Range(1, 3);
  302. }
  303. else if (singleSoldierEXP[0].level == singleSoldierEXP[2].level)
  304. {
  305. return Random.Range(0, 2) == 0 ? 0 : 2;
  306. }
  307. else
  308. {
  309. if (singleSoldierEXP[1].level > singleSoldierEXP[0].level)
  310. {
  311. if (singleSoldierEXP[2].level > singleSoldierEXP[1].level)
  312. {
  313. return 2;
  314. }
  315. else
  316. {
  317. return 1;
  318. }
  319. }
  320. else
  321. {
  322. if (singleSoldierEXP[2].level > singleSoldierEXP[0].level)
  323. {
  324. return 2;
  325. }
  326. else
  327. {
  328. return 0;
  329. }
  330. }
  331. }
  332. }
  333. }
  334. public GameObject CreateEnemy(SingleCreateEnemyConfig cfgCreateEnemy, Vector3 pos, bool active = false)
  335. {
  336. SingleEnemyConfig cfgEnemy = GameManager.instance.allCfgData.CfgEnemy.Get(cfgCreateEnemy.EnemyName);
  337. string enemyStr = $"Prefab/{cfgEnemy.Type}/{cfgEnemy.EnemyPrefab}";
  338. float posx = pos.x + Random.Range(-cfgEnemy.Radius[0], cfgEnemy.Radius[0]);
  339. float posy = pos.y + Random.Range(-cfgEnemy.Radius[1], cfgEnemy.Radius[1]) - 1;
  340. pos = new Vector3(posx, posy <= 0 ? 0 : posy, 0);
  341. GameObject enemyObj = Util.Instantiate(enemyStr, pos, active: active);
  342. AttackInfo attackInfo;
  343. if(cfgEnemy.Type == "Tower")
  344. {
  345. EnemyTower enemyTower = enemyObj.GetComponent<EnemyTower>();
  346. Tower tower = enemyObj.GetComponent<Tower>();
  347. if (enemyTower != null)
  348. {
  349. enemyTower.name = cfgEnemy.Name;
  350. enemyTower.totalHp = (int)(cfgEnemy.HP * cfgCreateEnemy.HPRatio);
  351. enemyTower.hp = enemyTower.totalHp;
  352. attackInfo = enemyTower.attackController.attackInfo;
  353. attackInfo.damage = (int)(cfgEnemy.AttackMarch * cfgCreateEnemy.AttackRatio);
  354. enemyTower.attackController.attackInfo = attackInfo;
  355. enemyTower.Init();
  356. }
  357. if (tower != null)
  358. {
  359. tower.name = cfgEnemy.Name;
  360. tower.totalHp = (int)(cfgEnemy.HP * cfgCreateEnemy.HPRatio);
  361. tower.hp = tower.totalHp;
  362. attackInfo = tower.attackController.attackInfo;
  363. attackInfo.damage = (int)(cfgEnemy.AttackMarch * cfgCreateEnemy.AttackRatio);
  364. tower.attackController.attackInfo = attackInfo;
  365. tower.Init();
  366. }
  367. if (!buildingDic.ContainsKey(cfgEnemy.Name))
  368. {
  369. buildingDic.Add(cfgEnemy.Name, new List<GameObject>());
  370. }
  371. buildingDic[cfgEnemy.Name].Add(enemyObj);
  372. enemyCreateTowerDic[cfgCreateEnemy.WaveName] = enemyTower;
  373. }
  374. else if(cfgEnemy.Type == "Enemy")
  375. {
  376. Enemy enemy = enemyObj.GetComponent<Enemy>();
  377. enemy.name = cfgEnemy.Name;
  378. if (!enemyDic.ContainsKey(cfgEnemy.Name))
  379. {
  380. enemyDic.Add(cfgEnemy.Name, new List<Enemy>());
  381. }
  382. enemyDic[cfgEnemy.Name].Add(enemy);
  383. enemy.totalHp = (int)(cfgEnemy.HP * cfgCreateEnemy.HPRatio);
  384. enemy.hp = enemy.totalHp;
  385. enemy.minMoveSpeed = cfgEnemy.MinMoveSpeed * cfgCreateEnemy.SpeedRatio;
  386. enemy.maxMoveSpeed = cfgEnemy.MaxMoveSpeed * cfgCreateEnemy.SpeedRatio;
  387. attackInfo = enemy.attackController.attackMethod[0].attackInfo;
  388. attackInfo.damage = (int)(cfgEnemy.AttackMarch * cfgCreateEnemy.AttackRatio);
  389. enemy.attackController.attackMethod[0].attackInfo = attackInfo;
  390. if (enemy.canFly)
  391. {
  392. enemy.flyHeight = enemy.transform.position.y;
  393. }
  394. enemy.Init();
  395. enemy.SetSortingOrder(enemy.baseSortingOrder + enemyDic[cfgEnemy.Name].Count);
  396. }
  397. enemyObj.transform.position = pos;
  398. return enemyObj;
  399. }
  400. public GameObject CreateEnemy(SingleDynamicEnemyConfig cfgCreateEnemy, Vector3 pos, bool active = false)
  401. {
  402. SingleEnemyConfig cfgEnemy = GameManager.instance.allCfgData.CfgEnemy.Get(cfgCreateEnemy.EnemyName);
  403. string enemyStr = $"Prefab/{cfgEnemy.Type}/{cfgEnemy.EnemyPrefab}";
  404. float posx = pos.x + Random.Range(-cfgEnemy.Radius[0], cfgEnemy.Radius[0]);
  405. float posy = pos.y + Random.Range(-cfgEnemy.Radius[1], cfgEnemy.Radius[1]) - 1;
  406. pos = new Vector3(posx, posy <= 0 ? 0 : posy, 0);
  407. GameObject enemyObj = Util.Instantiate(enemyStr, pos, active: active);
  408. AttackInfo attackInfo;
  409. if (cfgEnemy.Type == "Tower")
  410. {
  411. EnemyTower enemyTower = enemyObj.GetComponent<EnemyTower>();
  412. Tower tower = enemyObj.GetComponent<Tower>();
  413. if (enemyTower != null)
  414. {
  415. enemyTower.name = cfgEnemy.Name;
  416. enemyTower.totalHp = (int)(cfgEnemy.HP * cfgCreateEnemy.HPRatio);
  417. enemyTower.hp = enemyTower.totalHp;
  418. attackInfo = enemyTower.attackController.attackInfo;
  419. attackInfo.damage = (int)(cfgEnemy.AttackMarch * cfgCreateEnemy.AttackRatio);
  420. enemyTower.attackController.attackInfo = attackInfo;
  421. enemyTower.Init();
  422. }
  423. if (tower != null)
  424. {
  425. tower.name = cfgEnemy.Name;
  426. tower.totalHp = (int)(cfgEnemy.HP * cfgCreateEnemy.HPRatio);
  427. tower.hp = tower.totalHp;
  428. attackInfo = tower.attackController.attackInfo;
  429. attackInfo.damage = (int)(cfgEnemy.AttackMarch * cfgCreateEnemy.AttackRatio);
  430. tower.attackController.attackInfo = attackInfo;
  431. tower.Init();
  432. }
  433. if (!buildingDic.ContainsKey(cfgEnemy.Name))
  434. {
  435. buildingDic.Add(cfgEnemy.Name, new List<GameObject>());
  436. }
  437. buildingDic[cfgEnemy.Name].Add(enemyObj);
  438. enemyCreateTowerDic[cfgCreateEnemy.WaveName] = enemyTower;
  439. }
  440. else if (cfgEnemy.Type == "Enemy")
  441. {
  442. Enemy enemy = enemyObj.GetComponent<Enemy>();
  443. enemy.name = cfgEnemy.Name;
  444. if (!enemyDic.ContainsKey(cfgEnemy.Name))
  445. {
  446. enemyDic.Add(cfgEnemy.Name, new List<Enemy>());
  447. }
  448. enemyDic[cfgEnemy.Name].Add(enemy);
  449. enemy.totalHp = (int)(cfgEnemy.HP * cfgCreateEnemy.HPRatio);
  450. enemy.hp = enemy.totalHp;
  451. enemy.minMoveSpeed = cfgEnemy.MinMoveSpeed * cfgCreateEnemy.SpeedRatio;
  452. enemy.maxMoveSpeed = cfgEnemy.MaxMoveSpeed * cfgCreateEnemy.SpeedRatio;
  453. attackInfo = enemy.attackController.attackMethod[0].attackInfo;
  454. attackInfo.damage = (int)(cfgEnemy.AttackMarch * cfgCreateEnemy.AttackRatio);
  455. enemy.attackController.attackMethod[0].attackInfo = attackInfo;
  456. if (enemy.canFly)
  457. {
  458. enemy.flyHeight = enemy.transform.position.y;
  459. }
  460. enemy.Init();
  461. enemy.SetSortingOrder(enemy.baseSortingOrder + enemyDic[cfgEnemy.Name].Count);
  462. }
  463. enemyObj.transform.position = pos;
  464. return enemyObj;
  465. }
  466. public void OnEnemyRecycle(Enemy enemy)
  467. {
  468. if (!enemyDic.ContainsKey(enemy.name))
  469. {
  470. return;
  471. }
  472. enemyDic[enemy.name].Remove(enemy);
  473. for (int i = 0; i < enemyDic[enemy.name].Count; i++)
  474. {
  475. enemyDic[enemy.name][i].SetSortingOrder(enemy.baseSortingOrder + i);
  476. }
  477. }
  478. public Enemy GetMinDisOtherEnemy(Enemy self)
  479. {
  480. Enemy minDisEnemy = null;
  481. foreach (var item in enemyDic)
  482. {
  483. for (int i = 0; i < item.Value.Count; i++)
  484. {
  485. if (item.Value[i] != self && !item.Value[i].isDie && item.Value[i].gameObject.activeInHierarchy)
  486. {
  487. if (!minDisEnemy || (minDisEnemy.transform.position - self.transform.position).magnitude
  488. > (item.Value[i].transform.position - self.transform.position).magnitude)
  489. {
  490. minDisEnemy = item.Value[i];
  491. }
  492. }
  493. }
  494. }
  495. return minDisEnemy;
  496. }
  497. }