| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594 |
- using System.Collections.Generic;
- using UnityEngine;
- using cfg;
- using System.Threading.Tasks;
- using Base.Common;
- using System.Threading;
- using System.IO;
- using OfficeOpenXml;
- public class EnemyCreater : MonoBehaviour
- {
- public LevelSelect levelSelect;
- private CancellationTokenSource _cancellationTokenSource;
- public static EnemyCreater instance;
- public SoldierEXP soldierEXP;
- public List<SingleCreateEnemyConfig> cfgCreateEnemy;
- public List<SingleCreateEnemyConfig> cfgCreateEnemy1;
- public List<bool> createdEnemy;
- public List<bool> createdEnemy1;
- public List<List<float>> createEnemyTime = new();
- public List<List<float>> createEnemyTime1 = new();
- public Dictionary<string, List<Enemy>> enemyDic;
- public Dictionary<string, List<GameObject>> buildingDic;
- public Vector2Int idRange; //当前关卡为出怪表[x,y]行
- public Vector2Int idRange1; //当前关卡为出怪表[x,y]行
- public Dictionary<string, EnemyTower> enemyCreateTowerDic;
- public List<string> createdEnemyTower = new();
- public List<string> createdEnemyTower1 = new();
- public List<float> createdEnemyTowerHp = new();
- public List<float> createdEnemyTowerHp1 = new();
- public int nowLevel;
- public int[] levelTypes; //“承”“转”关卡的类型
- private void Awake()
- {
- if (!instance)
- {
- instance = this;
- }
- else
- {
- DestroyImmediate(gameObject);
- return;
- }
- soldierEXP = GetComponent<SoldierEXP>();
- }
- private void Start()
- {
- levelSelect.ReloadCfg();
- _cancellationTokenSource = new CancellationTokenSource();
- Init();
- ////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);
- //// }
- ////}
- }
- public void Init()
- {
- if (LevelSelect.instance.isDebug)
- {
- if (LevelSelect.instance.isAddLevel_debug)
- {
- levelTypes[1] = LevelSelect.instance.levelIdB_debug;
- GameManager.instance.leveType = LeveType.Conclusion;
- }
- nowLevel = LevelSelect.instance.levelIdA_debug;
- }
- else
- {
- switch (GameManager.instance.leveType)
- {
- case LeveType.Introduction:
- nowLevel = 0;
- break;
- case LeveType.Development:
- nowLevel = levelTypes[0];
- break;
- case LeveType.Transition:
- nowLevel = levelTypes[1];
- break;
- case LeveType.Conclusion:
- nowLevel = levelTypes[0];
- break;
- case LeveType.Boss:
- nowLevel = 0;
- levelSelect.curLevelID = 4;
- break;
- }
- }
- enemyDic = new Dictionary<string, List<Enemy>>();
- buildingDic = new Dictionary<string, List<GameObject>>();
- enemyCreateTowerDic = new Dictionary<string, EnemyTower>();
- createdEnemy = new List<bool>();
- createEnemyTime = new List<List<float>>();
- createdEnemyTower = new List<string>();
- createdEnemyTowerHp = new List<float>();
- float waveTime = 0;
- float id = 0;
- int startId;
- int endId;
- cfgCreateEnemy = GameManager.instance.createEnemyConfigs[nowLevel].DataList;
- startId = levelSelect.levelsId[nowLevel][levelSelect.curLevelID];
- endId = levelSelect.curLevelID < levelSelect.levels.Count - 1 ?
- levelSelect.levelsId[nowLevel][levelSelect.curLevelID + 1]
- : cfgCreateEnemy.Count;
- if (cfgCreateEnemy[startId].WaveID != -1 || endId != cfgCreateEnemy.Count && cfgCreateEnemy[endId].WaveID != -1)
- {
- Debug.LogError("关卡导入出错");
- }
- FileInfo fileInfo = new FileInfo($"Luban/Config/Datas/EnemyCreater/出怪表{nowLevel}.xlsx");
- using (ExcelPackage package = new ExcelPackage(fileInfo))
- {
- List<string> excelWorksheets = ExcelEditor.ReadExcelSheetsInfo(package);
- float.TryParse(ExcelEditor.GetCellData(package, excelWorksheets[levelSelect.curLevelID], "F5"), out LevelSelect.EXPRatio);
- }
- idRange = new Vector2Int(startId, endId);
- for (int i = startId + 1; i < endId; i++)
- {
- if (cfgCreateEnemy[i].WaveID == 0)
- {
- createdEnemy.Add(false);
- createEnemyTime.Add(new List<float> { cfgCreateEnemy[i].StartTime, cfgCreateEnemy[i].EndTime });
- createdEnemyTower.Add("");
- createdEnemyTowerHp.Add(0);
- waveTime = cfgCreateEnemy[i].WaveTime;
- }
- else if (cfgCreateEnemy[i].WaveID < 1)
- {
- createdEnemy.Add(false);
- createEnemyTime.Add(new List<float> { 0, 0 });
- if (id != cfgCreateEnemy[i].WaveID)
- {
- createdEnemyTower.Add(cfgCreateEnemy[i].BuildingID);
- createdEnemyTowerHp.Add(cfgCreateEnemy[i].BuildingHP);
- id = cfgCreateEnemy[i].WaveID;
- }
- else
- {
- int l = createdEnemyTower.Count;
- createdEnemyTower.Add(createdEnemyTower[l - 1]);
- createdEnemyTowerHp.Add(createdEnemyTowerHp[l - 1]);
- }
- }
- else
- {
- if (id != cfgCreateEnemy[i].WaveID)
- {
- if(i - 1 >= 0)
- {
- waveTime += cfgCreateEnemy[i - 1].WaveTime;
- }
- id = cfgCreateEnemy[i].WaveID;
- }
- createdEnemy.Add(false);
- createEnemyTime.Add(new List<float> { waveTime + cfgCreateEnemy[i].StartTime, waveTime + cfgCreateEnemy[i].EndTime });
- createdEnemyTower.Add("");
- createdEnemyTowerHp.Add(0);
- }
- }
- if (GameManager.instance.leveType == LeveType.Conclusion
- || LevelSelect.instance.isDebug && LevelSelect.instance.isAddLevel_debug)
- {
- createdEnemy1 = new List<bool>();
- createEnemyTime1 = new List<List<float>>();
- createdEnemyTower1 = new List<string>();
- createdEnemyTowerHp1 = new List<float>();
- int startId1;
- int endId1;
- cfgCreateEnemy1 = GameManager.instance.createEnemyConfigs[levelTypes[1]].DataList;
- startId1 = levelSelect.levelsId[levelTypes[1]][levelSelect.curLevelID];
- endId1 = levelSelect.curLevelID < levelSelect.levels.Count ?
- levelSelect.levelsId[levelTypes[1]][levelSelect.curLevelID + 1]
- : cfgCreateEnemy.Count;
- id = 0;
- waveTime = 0;
- for (int i = startId1 + 1; i < endId1; i++)
- {
- if (cfgCreateEnemy1[i].WaveID != 0)
- {
- startId1 = i - 1;
- break;
- }
- }
- idRange1 = new Vector2Int(startId1, endId1);
- for (int i = startId1 + 1; i < endId1; i++)
- {
- if (cfgCreateEnemy1[i].WaveID == 0)
- {
- Debug.LogError("出怪表导入数据异常");
- }
- else if (cfgCreateEnemy1[i].WaveID < 1)
- {
- createdEnemy1.Add(false);
- createEnemyTime1.Add(new List<float> { 0, 0 });
- if (id != cfgCreateEnemy1[i].WaveID)
- {
- createdEnemyTower1.Add(cfgCreateEnemy1[i].BuildingID);
- createdEnemyTowerHp1.Add(cfgCreateEnemy1[i].BuildingHP);
- id = cfgCreateEnemy1[i].WaveID;
- }
- else
- {
- int l = createdEnemyTower1.Count;
- createdEnemyTower1.Add(createdEnemyTower1[l - 1]);
- createdEnemyTowerHp1.Add(createdEnemyTowerHp1[l - 1]);
- }
- }
- else
- {
- createdEnemy1.Add(false);
- createEnemyTime1.Add(new List<float>
- { waveTime + cfgCreateEnemy1[i].StartTime, waveTime + cfgCreateEnemy1[i].EndTime });
- createdEnemyTower1.Add("");
- createdEnemyTowerHp1.Add(0);
- if (id != cfgCreateEnemy1[i].WaveID)
- {
- waveTime += cfgCreateEnemy1[i].WaveTime;
- id = cfgCreateEnemy1[i].WaveID;
- }
- }
- }
- }
- }
- //计算是九个出怪表中的哪个出怪表
- public void GetLevelOrientation(int id)
- {
- List<int> soldierRank = new List<int>();
- for(int i = 0; i < 3; i++)
- {
- soldierRank.Add(SoldierEXP.expInstance.ssexp[i].level);
- }
- List<List<int>> idSort = new List<List<int>>();
- if (soldierRank[0] == soldierRank[1])
- {
- idSort.Add(new List<int> { 0, 1 });
- if (soldierRank[2] == idSort[0][0])
- {
- idSort[0].Add(2);
- }
- else if (soldierRank[2] > idSort[0][0])
- {
- idSort.Insert(0, new List<int> { 2 });
- }
- else
- {
- idSort.Add(new List<int> { 2 });
- }
- }
- else
- {
- if (soldierRank[0] > soldierRank[1])
- {
- idSort.Add(new List<int> { 0 });
- idSort.Add(new List<int> { 1 });
- }
- else
- {
- idSort.Add(new List<int> { 1 });
- idSort.Add(new List<int> { 0 });
- }
- for(int i = 0; i < 2; i++)
- {
- if(soldierRank[2] > soldierRank[idSort[i][0]])
- {
- idSort.Insert(i, new List<int> { 2 });
- break;
- }
- if(soldierRank[2] == soldierRank[idSort[i][0]])
- {
- idSort[i].Add(2);
- break;
- }
- if(i == 1)
- {
- idSort.Add(new List<int> { 2 });
- }
- }
- }
-
- List<int> idList = new List<int> { 6,4,1 };
- int x0 = -1;
- int x1 = -1;
- switch (idSort.Count)
- {
- case 1:
- levelTypes[id] = Random.Range(1, 9);
- break;
- case 2:
- switch (idSort[id].Count)
- {
- case 1:
- levelTypes[id] = idList[idSort[id][0]];
- break;
- case 2:
- x0 = idSort[id][0];
- x1 = idSort[id][1];
- if(x0 == 0 && x1 == 2)
- {
- levelTypes[id] = Random.Range(7, 9);
- }
- else
- {
- levelTypes[id] = Random.Range(idList[x1] + 1, idList[x0]);
- }
- break;
- }
- break;
- case 3:
- x0 = Mathf.Min(idSort[0 + id * 2][0], idSort[1][0]);
- x1 = Mathf.Max(idSort[0 + id * 2][0], idSort[1][0]);
- if (x0 == 0 && x1 == 2)
- {
- levelTypes[id] = Random.Range(7, 9);
- }
- else
- {
- levelTypes[id] = Random.Range(idList[x1] + 1, idList[x0]);
- }
- break;
- }
- if (id == 1 && levelTypes[1] == levelTypes[0])
- {
- GetLevelOrientation(1);
- }
- }
- public void OnGameTimeChange(float gameTime)
- {
- for (int i = idRange[0] + 1; i < idRange[1]; i++)
- {
- int id = i - idRange[0] - 1;
- if (!createdEnemy[id])
- {
- if (cfgCreateEnemy[i].WaveID == 0)
- {
- createdEnemy[id] = true;
- StartCreateEnemy(cfgCreateEnemy[i]);
- }
- else if (cfgCreateEnemy[i].WaveID < 1)
- {
- EnemyTower enemyTower = enemyCreateTowerDic[createdEnemyTower[id]];
- if (enemyTower != null && enemyTower.hp <= enemyTower.totalHp * createdEnemyTowerHp[id] / 100f)
- {
- createdEnemy[id] = true;
- StartCreateEnemy(cfgCreateEnemy[i]);
- }
- }
- else
- {
- if (createEnemyTime[id][0] <= gameTime)
- {
- createdEnemy[id] = true;
- StartCreateEnemy(cfgCreateEnemy[i]);
- }
- }
- }
- }
- if (GameManager.instance.leveType == LeveType.Conclusion)
- {
- for (int i = idRange1[0] + 1; i < idRange1[1]; i++)
- {
- int id = i - idRange1[0] - 1;
- if (!createdEnemy1[id])
- {
- if (cfgCreateEnemy1[i].WaveID == 0)
- {
- Debug.LogError("出怪表导入数据异常");
- }
- else if (cfgCreateEnemy1[i].WaveID < 1)
- {
- EnemyTower enemyTower = enemyCreateTowerDic[createdEnemyTower1[id]];
- if (enemyTower != null && enemyTower.hp <= enemyTower.totalHp * createdEnemyTowerHp1[id] / 100f)
- {
- createdEnemy1[id] = true;
- StartCreateEnemy(cfgCreateEnemy1[i]);
- }
- }
- else
- {
- if (createEnemyTime1[id][0] <= gameTime)
- {
- createdEnemy1[id] = true;
- StartCreateEnemy(cfgCreateEnemy1[i]);
- }
- }
- }
- }
- }
- }
- //每一行怪
- public async void StartCreateEnemy(SingleCreateEnemyConfig cfgCreateEnemy)
- {
- if (!instance)
- {
- return;
- }
- if (cfgCreateEnemy.Count == 0 || cfgCreateEnemy.Position.Count < 2)
- {
- 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, 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, pos, true);
- }
- await Task.Delay((int)(TimeInterval * 1000), _cancellationTokenSource.Token);
- if (this == null || !this.isActiveAndEnabled || !GameManager.instance.isGaming)
- {
- Debug.Log("取消任务");
- return; // 如果对象已被销毁,直接返回
- }
- }
- 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, pos, true);
- }
- }
- //出怪表每一行怪
- public void CreateEnemy(SingleCreateEnemyConfig cfg, Vector3 pos, bool active = false)
- {
- float ratio = GameManager.instance.levelRatio;
- CreateEnemyInit(cfg.EnemyName,
- cfg.WaveName,
- cfg.HPRatio * ratio,
- cfg.AttackRatio * ratio,
- cfg.SpeedRatio,
- cfg.ArmorRatio,
- cfg.ArmorPiercingRatio,
- pos, active);
- }
- public GameObject CreateEnemyInit(string EnemyName, string WaveName,
- float HPRatio, float AttackRatio, float SpeedRatio, float ArmorRatio, float ArmorPiercingRatio,
- Vector3 pos, bool active = false)
- {
- SingleEnemyConfig cfgEnemy = GameManager.instance.allCfgData.CfgEnemy.Get(EnemyName);
- if (cfgEnemy.Type == "ESpirits" && GameManager.instance.leveType == LeveType.Development)
- {
- return null;
- }
- 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 * HPRatio);
- enemyTower.hp = enemyTower.totalHp;
- attackInfo = enemyTower.attackController.attackInfo;
- attackInfo.damage = (int)(cfgEnemy.AttackMarch[0] * AttackRatio);
- enemyTower.attackController.attackInfo = attackInfo;
- enemyTower.Init();
- }
- if (tower != null)
- {
- tower.name = cfgEnemy.Name;
- tower.totalHp = (int)(cfgEnemy.HP * HPRatio);
- tower.hp = tower.totalHp;
- attackInfo = tower.attackController.attackInfo;
- attackInfo.damage = (int)(cfgEnemy.AttackMarch[0] * AttackRatio);
- tower.attackController.attackInfo = attackInfo;
- tower.Init();
- }
- if (!buildingDic.ContainsKey(cfgEnemy.Name))
- {
- buildingDic.Add(cfgEnemy.Name, new List<GameObject>());
- }
- buildingDic[cfgEnemy.Name].Add(enemyObj);
- enemyCreateTowerDic[WaveName] = enemyTower;
- }
- else
- {
- 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 * HPRatio);
- enemy.hp = enemy.totalHp;
- enemy.minMoveSpeed = cfgEnemy.MinMoveSpeed * SpeedRatio;
- enemy.maxMoveSpeed = cfgEnemy.MaxMoveSpeed * SpeedRatio;
- enemy.attributeStatus.resistances.armor = (int)(enemy.attributeStatus.resistances.armor * ArmorRatio + 0.5f);
- foreach (var item in enemy.attackController.attackMethod)
- {
- if(item.id == 0)
- {
- item.attackInfo.damage = (int)(cfgEnemy.AttackSummon * AttackRatio);
- }
- else
- {
- item.attackInfo.damage = (int)(cfgEnemy.AttackMarch[item.id - 1] * AttackRatio);
- }
- item.attackInfo.armorPiercing.rate = (int)(item.attackInfo.armorPiercing.rate * ArmorPiercingRatio);
- }
- 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;
- }
- }
|