EnemyCreater.cs 21 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. using System.IO;
  8. using OfficeOpenXml;
  9. public class EnemyCreater : MonoBehaviour
  10. {
  11. public LevelSelect levelSelect;
  12. private CancellationTokenSource _cancellationTokenSource;
  13. public static EnemyCreater instance;
  14. public SoldierEXP soldierEXP;
  15. public List<SingleCreateEnemyConfig> cfgCreateEnemy;
  16. public List<SingleCreateEnemyConfig> cfgCreateEnemy1;
  17. public List<bool> createdEnemy;
  18. public List<bool> createdEnemy1;
  19. public List<List<float>> createEnemyTime = new();
  20. public List<List<float>> createEnemyTime1 = new();
  21. public Dictionary<string, List<Enemy>> enemyDic;
  22. public Dictionary<string, List<GameObject>> buildingDic;
  23. public Vector2Int idRange; //当前关卡为出怪表[x,y]行
  24. public Vector2Int idRange1; //当前关卡为出怪表[x,y]行
  25. public Dictionary<string, EnemyTower> enemyCreateTowerDic;
  26. public List<string> createdEnemyTower = new();
  27. public List<string> createdEnemyTower1 = new();
  28. public List<float> createdEnemyTowerHp = new();
  29. public List<float> createdEnemyTowerHp1 = new();
  30. public int nowLevel;
  31. public int[] levelTypes; //“承”“转”关卡的类型
  32. private void Awake()
  33. {
  34. if (!instance)
  35. {
  36. instance = this;
  37. }
  38. else
  39. {
  40. DestroyImmediate(gameObject);
  41. return;
  42. }
  43. soldierEXP = GetComponent<SoldierEXP>();
  44. }
  45. private void Start()
  46. {
  47. levelSelect.ReloadCfg();
  48. _cancellationTokenSource = new CancellationTokenSource();
  49. Init();
  50. ////把所有怪物prefab生成一遍防止后面初次生成卡顿
  51. ////foreach (var item in createCharacter)
  52. ////{
  53. //// for(int i = 0; i < item.tile.spawnTime[item.spawnTimeId].num; i++)
  54. //// {
  55. //// CreateEnemy(item.tile, Vector3.zero, 1, 1,false);
  56. //// }
  57. ////}
  58. }
  59. public void Init()
  60. {
  61. if (LevelSelect.instance.isDebug)
  62. {
  63. if (LevelSelect.instance.isAddLevel_debug)
  64. {
  65. levelTypes[1] = LevelSelect.instance.levelIdB_debug;
  66. GameManager.instance.leveType = LeveType.Conclusion;
  67. }
  68. nowLevel = LevelSelect.instance.levelIdA_debug;
  69. }
  70. else
  71. {
  72. switch (GameManager.instance.leveType)
  73. {
  74. case LeveType.Introduction:
  75. nowLevel = 0;
  76. break;
  77. case LeveType.Development:
  78. nowLevel = levelTypes[0];
  79. break;
  80. case LeveType.Transition:
  81. nowLevel = levelTypes[1];
  82. break;
  83. case LeveType.Conclusion:
  84. nowLevel = levelTypes[0];
  85. break;
  86. case LeveType.Boss:
  87. nowLevel = 0;
  88. levelSelect.curLevelID = 4;
  89. break;
  90. }
  91. }
  92. enemyDic = new Dictionary<string, List<Enemy>>();
  93. buildingDic = new Dictionary<string, List<GameObject>>();
  94. enemyCreateTowerDic = new Dictionary<string, EnemyTower>();
  95. createdEnemy = new List<bool>();
  96. createEnemyTime = new List<List<float>>();
  97. createdEnemyTower = new List<string>();
  98. createdEnemyTowerHp = new List<float>();
  99. float waveTime = 0;
  100. float id = 0;
  101. int startId;
  102. int endId;
  103. cfgCreateEnemy = GameManager.instance.createEnemyConfigs[nowLevel].DataList;
  104. startId = levelSelect.levelsId[nowLevel][levelSelect.curLevelID];
  105. endId = levelSelect.curLevelID < levelSelect.levels.Count - 1 ?
  106. levelSelect.levelsId[nowLevel][levelSelect.curLevelID + 1]
  107. : cfgCreateEnemy.Count;
  108. if (cfgCreateEnemy[startId].WaveID != -1 || endId != cfgCreateEnemy.Count && cfgCreateEnemy[endId].WaveID != -1)
  109. {
  110. Debug.LogError("关卡导入出错");
  111. }
  112. FileInfo fileInfo = new FileInfo($"Luban/Config/Datas/EnemyCreater/出怪表{nowLevel}.xlsx");
  113. using (ExcelPackage package = new ExcelPackage(fileInfo))
  114. {
  115. List<string> excelWorksheets = ExcelEditor.ReadExcelSheetsInfo(package);
  116. float.TryParse(ExcelEditor.GetCellData(package, excelWorksheets[levelSelect.curLevelID], "F5"), out LevelSelect.EXPRatio);
  117. }
  118. idRange = new Vector2Int(startId, endId);
  119. for (int i = startId + 1; i < endId; i++)
  120. {
  121. if (cfgCreateEnemy[i].WaveID == 0)
  122. {
  123. createdEnemy.Add(false);
  124. createEnemyTime.Add(new List<float> { cfgCreateEnemy[i].StartTime, cfgCreateEnemy[i].EndTime });
  125. createdEnemyTower.Add("");
  126. createdEnemyTowerHp.Add(0);
  127. waveTime = cfgCreateEnemy[i].WaveTime;
  128. }
  129. else if (cfgCreateEnemy[i].WaveID < 1)
  130. {
  131. createdEnemy.Add(false);
  132. createEnemyTime.Add(new List<float> { 0, 0 });
  133. if (id != cfgCreateEnemy[i].WaveID)
  134. {
  135. createdEnemyTower.Add(cfgCreateEnemy[i].BuildingID);
  136. createdEnemyTowerHp.Add(cfgCreateEnemy[i].BuildingHP);
  137. id = cfgCreateEnemy[i].WaveID;
  138. }
  139. else
  140. {
  141. int l = createdEnemyTower.Count;
  142. createdEnemyTower.Add(createdEnemyTower[l - 1]);
  143. createdEnemyTowerHp.Add(createdEnemyTowerHp[l - 1]);
  144. }
  145. }
  146. else
  147. {
  148. if (id != cfgCreateEnemy[i].WaveID)
  149. {
  150. if(i - 1 >= 0)
  151. {
  152. waveTime += cfgCreateEnemy[i - 1].WaveTime;
  153. }
  154. id = cfgCreateEnemy[i].WaveID;
  155. }
  156. createdEnemy.Add(false);
  157. createEnemyTime.Add(new List<float> { waveTime + cfgCreateEnemy[i].StartTime, waveTime + cfgCreateEnemy[i].EndTime });
  158. createdEnemyTower.Add("");
  159. createdEnemyTowerHp.Add(0);
  160. }
  161. }
  162. if (GameManager.instance.leveType == LeveType.Conclusion
  163. || LevelSelect.instance.isDebug && LevelSelect.instance.isAddLevel_debug)
  164. {
  165. createdEnemy1 = new List<bool>();
  166. createEnemyTime1 = new List<List<float>>();
  167. createdEnemyTower1 = new List<string>();
  168. createdEnemyTowerHp1 = new List<float>();
  169. int startId1;
  170. int endId1;
  171. cfgCreateEnemy1 = GameManager.instance.createEnemyConfigs[levelTypes[1]].DataList;
  172. startId1 = levelSelect.levelsId[levelTypes[1]][levelSelect.curLevelID];
  173. endId1 = levelSelect.curLevelID < levelSelect.levels.Count ?
  174. levelSelect.levelsId[levelTypes[1]][levelSelect.curLevelID + 1]
  175. : cfgCreateEnemy.Count;
  176. id = 0;
  177. waveTime = 0;
  178. for (int i = startId1 + 1; i < endId1; i++)
  179. {
  180. if (cfgCreateEnemy1[i].WaveID != 0)
  181. {
  182. startId1 = i - 1;
  183. break;
  184. }
  185. }
  186. idRange1 = new Vector2Int(startId1, endId1);
  187. for (int i = startId1 + 1; i < endId1; i++)
  188. {
  189. if (cfgCreateEnemy1[i].WaveID == 0)
  190. {
  191. Debug.LogError("出怪表导入数据异常");
  192. }
  193. else if (cfgCreateEnemy1[i].WaveID < 1)
  194. {
  195. createdEnemy1.Add(false);
  196. createEnemyTime1.Add(new List<float> { 0, 0 });
  197. if (id != cfgCreateEnemy1[i].WaveID)
  198. {
  199. createdEnemyTower1.Add(cfgCreateEnemy1[i].BuildingID);
  200. createdEnemyTowerHp1.Add(cfgCreateEnemy1[i].BuildingHP);
  201. id = cfgCreateEnemy1[i].WaveID;
  202. }
  203. else
  204. {
  205. int l = createdEnemyTower1.Count;
  206. createdEnemyTower1.Add(createdEnemyTower1[l - 1]);
  207. createdEnemyTowerHp1.Add(createdEnemyTowerHp1[l - 1]);
  208. }
  209. }
  210. else
  211. {
  212. createdEnemy1.Add(false);
  213. createEnemyTime1.Add(new List<float>
  214. { waveTime + cfgCreateEnemy1[i].StartTime, waveTime + cfgCreateEnemy1[i].EndTime });
  215. createdEnemyTower1.Add("");
  216. createdEnemyTowerHp1.Add(0);
  217. if (id != cfgCreateEnemy1[i].WaveID)
  218. {
  219. waveTime += cfgCreateEnemy1[i].WaveTime;
  220. id = cfgCreateEnemy1[i].WaveID;
  221. }
  222. }
  223. }
  224. }
  225. }
  226. //计算是九个出怪表中的哪个出怪表
  227. public void GetLevelOrientation(int id)
  228. {
  229. List<int> soldierRank = new List<int>();
  230. for(int i = 0; i < 3; i++)
  231. {
  232. soldierRank.Add(SoldierEXP.expInstance.ssexp[i].level);
  233. }
  234. List<List<int>> idSort = new List<List<int>>();
  235. if (soldierRank[0] == soldierRank[1])
  236. {
  237. idSort.Add(new List<int> { 0, 1 });
  238. if (soldierRank[2] == idSort[0][0])
  239. {
  240. idSort[0].Add(2);
  241. }
  242. else if (soldierRank[2] > idSort[0][0])
  243. {
  244. idSort.Insert(0, new List<int> { 2 });
  245. }
  246. else
  247. {
  248. idSort.Add(new List<int> { 2 });
  249. }
  250. }
  251. else
  252. {
  253. if (soldierRank[0] > soldierRank[1])
  254. {
  255. idSort.Add(new List<int> { 0 });
  256. idSort.Add(new List<int> { 1 });
  257. }
  258. else
  259. {
  260. idSort.Add(new List<int> { 1 });
  261. idSort.Add(new List<int> { 0 });
  262. }
  263. for(int i = 0; i < 2; i++)
  264. {
  265. if(soldierRank[2] > soldierRank[idSort[i][0]])
  266. {
  267. idSort.Insert(i, new List<int> { 2 });
  268. break;
  269. }
  270. if(soldierRank[2] == soldierRank[idSort[i][0]])
  271. {
  272. idSort[i].Add(2);
  273. break;
  274. }
  275. if(i == 1)
  276. {
  277. idSort.Add(new List<int> { 2 });
  278. }
  279. }
  280. }
  281. List<int> idList = new List<int> { 6,4,1 };
  282. int x0 = -1;
  283. int x1 = -1;
  284. switch (idSort.Count)
  285. {
  286. case 1:
  287. levelTypes[id] = Random.Range(1, 9);
  288. break;
  289. case 2:
  290. switch (idSort[id].Count)
  291. {
  292. case 1:
  293. levelTypes[id] = idList[idSort[id][0]];
  294. break;
  295. case 2:
  296. x0 = idSort[id][0];
  297. x1 = idSort[id][1];
  298. if(x0 == 0 && x1 == 2)
  299. {
  300. levelTypes[id] = Random.Range(7, 9);
  301. }
  302. else
  303. {
  304. levelTypes[id] = Random.Range(idList[x1] + 1, idList[x0]);
  305. }
  306. break;
  307. }
  308. break;
  309. case 3:
  310. x0 = Mathf.Min(idSort[0 + id * 2][0], idSort[1][0]);
  311. x1 = Mathf.Max(idSort[0 + id * 2][0], idSort[1][0]);
  312. if (x0 == 0 && x1 == 2)
  313. {
  314. levelTypes[id] = Random.Range(7, 9);
  315. }
  316. else
  317. {
  318. levelTypes[id] = Random.Range(idList[x1] + 1, idList[x0]);
  319. }
  320. break;
  321. }
  322. if (id == 1 && levelTypes[1] == levelTypes[0])
  323. {
  324. GetLevelOrientation(1);
  325. }
  326. }
  327. public void OnGameTimeChange(float gameTime)
  328. {
  329. for (int i = idRange[0] + 1; i < idRange[1]; i++)
  330. {
  331. int id = i - idRange[0] - 1;
  332. if (!createdEnemy[id])
  333. {
  334. if (cfgCreateEnemy[i].WaveID == 0)
  335. {
  336. createdEnemy[id] = true;
  337. StartCreateEnemy(cfgCreateEnemy[i]);
  338. }
  339. else if (cfgCreateEnemy[i].WaveID < 1)
  340. {
  341. EnemyTower enemyTower = enemyCreateTowerDic[createdEnemyTower[id]];
  342. if (enemyTower != null && enemyTower.hp <= enemyTower.totalHp * createdEnemyTowerHp[id] / 100f)
  343. {
  344. createdEnemy[id] = true;
  345. StartCreateEnemy(cfgCreateEnemy[i]);
  346. }
  347. }
  348. else
  349. {
  350. if (createEnemyTime[id][0] <= gameTime)
  351. {
  352. createdEnemy[id] = true;
  353. StartCreateEnemy(cfgCreateEnemy[i]);
  354. }
  355. }
  356. }
  357. }
  358. if (GameManager.instance.leveType == LeveType.Conclusion)
  359. {
  360. for (int i = idRange1[0] + 1; i < idRange1[1]; i++)
  361. {
  362. int id = i - idRange1[0] - 1;
  363. if (!createdEnemy1[id])
  364. {
  365. if (cfgCreateEnemy1[i].WaveID == 0)
  366. {
  367. Debug.LogError("出怪表导入数据异常");
  368. }
  369. else if (cfgCreateEnemy1[i].WaveID < 1)
  370. {
  371. EnemyTower enemyTower = enemyCreateTowerDic[createdEnemyTower1[id]];
  372. if (enemyTower != null && enemyTower.hp <= enemyTower.totalHp * createdEnemyTowerHp1[id] / 100f)
  373. {
  374. createdEnemy1[id] = true;
  375. StartCreateEnemy(cfgCreateEnemy1[i]);
  376. }
  377. }
  378. else
  379. {
  380. if (createEnemyTime1[id][0] <= gameTime)
  381. {
  382. createdEnemy1[id] = true;
  383. StartCreateEnemy(cfgCreateEnemy1[i]);
  384. }
  385. }
  386. }
  387. }
  388. }
  389. }
  390. //每一行怪
  391. public async void StartCreateEnemy(SingleCreateEnemyConfig cfgCreateEnemy)
  392. {
  393. if (!instance)
  394. {
  395. return;
  396. }
  397. if (cfgCreateEnemy.Count == 0 || cfgCreateEnemy.Position.Count < 2)
  398. {
  399. return;
  400. }
  401. if (cfgCreateEnemy.Count == 1)
  402. {
  403. int randId = Random.Range(0, cfgCreateEnemy.Position.Count / 2 - 1);
  404. Vector3 pos = new Vector3(cfgCreateEnemy.Position[randId * 2], cfgCreateEnemy.Position[randId * 2 + 1], 0);
  405. CreateEnemy(cfgCreateEnemy, pos, true);
  406. return;
  407. }
  408. int num1 = cfgCreateEnemy.Count / (cfgCreateEnemy.Position.Count / 2);
  409. int num2 = cfgCreateEnemy.Count % (cfgCreateEnemy.Position.Count / 2);
  410. float TimeInterval = cfgCreateEnemy.StartTime >= cfgCreateEnemy.EndTime
  411. ? 0
  412. : (float)(cfgCreateEnemy.EndTime - cfgCreateEnemy.StartTime) / (num2 == 0 ? num1 - 1 : num1);
  413. for (int i = 0; i < num1; i++)
  414. {
  415. for (int j = 0; j < cfgCreateEnemy.Position.Count; j += 2)
  416. {
  417. Vector3 pos = new Vector3(cfgCreateEnemy.Position[j], cfgCreateEnemy.Position[j + 1], 0);
  418. CreateEnemy(cfgCreateEnemy, pos, true);
  419. }
  420. await Task.Delay((int)(TimeInterval * 1000), _cancellationTokenSource.Token);
  421. if (this == null || !this.isActiveAndEnabled || !GameManager.instance.isGaming)
  422. {
  423. Debug.Log("取消任务");
  424. return; // 如果对象已被销毁,直接返回
  425. }
  426. }
  427. List<int> randomPos = new(cfgCreateEnemy.Position);
  428. for (int i = 0; i < num2; i++)
  429. {
  430. int randId = Random.Range(0, randomPos.Count / 2 - 1);
  431. Vector3 pos = new Vector3(randomPos[randId * 2], randomPos[randId * 2 + 1], 0);
  432. randomPos.Remove(randId * 2 + 1);
  433. randomPos.Remove(randId * 2);
  434. CreateEnemy(cfgCreateEnemy, pos, true);
  435. }
  436. }
  437. //出怪表每一行怪
  438. public void CreateEnemy(SingleCreateEnemyConfig cfg, Vector3 pos, bool active = false)
  439. {
  440. float ratio = GameManager.instance.levelRatio;
  441. CreateEnemyInit(cfg.EnemyName,
  442. cfg.WaveName,
  443. cfg.HPRatio * ratio,
  444. cfg.AttackRatio * ratio,
  445. cfg.SpeedRatio,
  446. cfg.ArmorRatio,
  447. cfg.ArmorPiercingRatio,
  448. pos, active);
  449. }
  450. public GameObject CreateEnemyInit(string EnemyName, string WaveName,
  451. float HPRatio, float AttackRatio, float SpeedRatio, float ArmorRatio, float ArmorPiercingRatio,
  452. Vector3 pos, bool active = false)
  453. {
  454. SingleEnemyConfig cfgEnemy = GameManager.instance.allCfgData.CfgEnemy.Get(EnemyName);
  455. if (cfgEnemy.Type == "ESpirits" && GameManager.instance.leveType == LeveType.Development)
  456. {
  457. return null;
  458. }
  459. string enemyStr = $"Prefab/{cfgEnemy.Type}/{cfgEnemy.EnemyPrefab}";
  460. float posx = pos.x + Random.Range(-cfgEnemy.Radius[0], cfgEnemy.Radius[0]);
  461. float posy = pos.y + Random.Range(-cfgEnemy.Radius[1], cfgEnemy.Radius[1]) - 1;
  462. pos = new Vector3(posx, posy <= 0 ? 0 : posy, 0);
  463. GameObject enemyObj = Util.Instantiate(enemyStr, pos, active: active);
  464. AttackInfo attackInfo;
  465. if(cfgEnemy.Type == "Tower")
  466. {
  467. EnemyTower enemyTower = enemyObj.GetComponent<EnemyTower>();
  468. Tower tower = enemyObj.GetComponent<Tower>();
  469. if (enemyTower != null)
  470. {
  471. enemyTower.name = cfgEnemy.Name;
  472. enemyTower.totalHp = (int)(cfgEnemy.HP * HPRatio);
  473. enemyTower.hp = enemyTower.totalHp;
  474. attackInfo = enemyTower.attackController.attackInfo;
  475. attackInfo.damage = (int)(cfgEnemy.AttackMarch[0] * AttackRatio);
  476. enemyTower.attackController.attackInfo = attackInfo;
  477. enemyTower.Init();
  478. }
  479. if (tower != null)
  480. {
  481. tower.name = cfgEnemy.Name;
  482. tower.totalHp = (int)(cfgEnemy.HP * HPRatio);
  483. tower.hp = tower.totalHp;
  484. attackInfo = tower.attackController.attackInfo;
  485. attackInfo.damage = (int)(cfgEnemy.AttackMarch[0] * AttackRatio);
  486. tower.attackController.attackInfo = attackInfo;
  487. tower.Init();
  488. }
  489. if (!buildingDic.ContainsKey(cfgEnemy.Name))
  490. {
  491. buildingDic.Add(cfgEnemy.Name, new List<GameObject>());
  492. }
  493. buildingDic[cfgEnemy.Name].Add(enemyObj);
  494. enemyCreateTowerDic[WaveName] = enemyTower;
  495. }
  496. else
  497. {
  498. Enemy enemy = enemyObj.GetComponent<Enemy>();
  499. enemy.name = cfgEnemy.Name;
  500. if (!enemyDic.ContainsKey(cfgEnemy.Name))
  501. {
  502. enemyDic.Add(cfgEnemy.Name, new List<Enemy>());
  503. }
  504. enemyDic[cfgEnemy.Name].Add(enemy);
  505. enemy.totalHp = (int)(cfgEnemy.HP * HPRatio);
  506. enemy.hp = enemy.totalHp;
  507. enemy.minMoveSpeed = cfgEnemy.MinMoveSpeed * SpeedRatio;
  508. enemy.maxMoveSpeed = cfgEnemy.MaxMoveSpeed * SpeedRatio;
  509. enemy.attributeStatus.resistances.armor = (int)(enemy.attributeStatus.resistances.armor * ArmorRatio + 0.5f);
  510. foreach (var item in enemy.attackController.attackMethod)
  511. {
  512. if(item.id == 0)
  513. {
  514. item.attackInfo.damage = (int)(cfgEnemy.AttackSummon * AttackRatio);
  515. }
  516. else
  517. {
  518. item.attackInfo.damage = (int)(cfgEnemy.AttackMarch[item.id - 1] * AttackRatio);
  519. }
  520. item.attackInfo.armorPiercing.rate = (int)(item.attackInfo.armorPiercing.rate * ArmorPiercingRatio);
  521. }
  522. if (enemy.canFly)
  523. {
  524. enemy.flyHeight = enemy.transform.position.y;
  525. }
  526. enemy.Init();
  527. enemy.SetSortingOrder(enemy.baseSortingOrder + enemyDic[cfgEnemy.Name].Count);
  528. }
  529. enemyObj.transform.position = pos;
  530. return enemyObj;
  531. }
  532. public void OnEnemyRecycle(Enemy enemy)
  533. {
  534. if (!enemyDic.ContainsKey(enemy.name))
  535. {
  536. return;
  537. }
  538. enemyDic[enemy.name].Remove(enemy);
  539. for (int i = 0; i < enemyDic[enemy.name].Count; i++)
  540. {
  541. enemyDic[enemy.name][i].SetSortingOrder(enemy.baseSortingOrder + i);
  542. }
  543. }
  544. public Enemy GetMinDisOtherEnemy(Enemy self)
  545. {
  546. Enemy minDisEnemy = null;
  547. foreach (var item in enemyDic)
  548. {
  549. for (int i = 0; i < item.Value.Count; i++)
  550. {
  551. if (item.Value[i] != self && !item.Value[i].isDie && item.Value[i].gameObject.activeInHierarchy)
  552. {
  553. if (!minDisEnemy || (minDisEnemy.transform.position - self.transform.position).magnitude
  554. > (item.Value[i].transform.position - self.transform.position).magnitude)
  555. {
  556. minDisEnemy = item.Value[i];
  557. }
  558. }
  559. }
  560. }
  561. return minDisEnemy;
  562. }
  563. }