Ejemplo n.º 1
0
        public Wave Generate(int waveID)
        {
            if (pathList.Count == 0)
            {
                Debug.Log("no path at all");
                return(null);
            }

            Wave wave = new Wave();

            wave.waveID = waveID;

            waveID += 1;

            int _subWaveCount  = Mathf.Max(1, (int)subWaveCount.GetValueAtWave(waveID));
            int totalUnitCount = (int)unitCount.GetValueAtWave(waveID);

            _subWaveCount = Mathf.Min(totalUnitCount, _subWaveCount);

            //filter thru all the units, only use the one that meets the wave requirement (>minWave)
            List <ProceduralUnitSetting> availableUnitList = new List <ProceduralUnitSetting>();
            int nearestAvailableID = 0;       float currentNearestValue = Mathf.Infinity;

            for (int i = 0; i < unitSettingList.Count; i++)
            {
                if (!unitSettingList[i].enabled)
                {
                    continue;
                }
                if (unitSettingList[i].minWave <= waveID)
                {
                    availableUnitList.Add(unitSettingList[i]);
                }
                //while we are at it, check which unit has the lowest wave requirement, just in case
                if (availableUnitList.Count == 0 && unitSettingList[i].minWave < currentNearestValue)
                {
                    currentNearestValue = unitSettingList[i].minWave;
                    nearestAvailableID  = i;
                }
            }
            //if no unit available, simply uses the one with lowest requirement
            if (availableUnitList.Count == 0)
            {
                availableUnitList.Add(unitSettingList[nearestAvailableID]);
            }

            wave.subWaveList = new List <SubWave>();

            if (similarSubWave)
            {
                wave.subWaveList.Add(GenerateSubWave(waveID, 0, availableUnitList));
                for (int i = 1; i < _subWaveCount; i++)
                {
                    wave.subWaveList.Add(wave.subWaveList[0].Clone());
                }
            }
            else
            {
                for (int i = 0; i < _subWaveCount; i++)
                {
                    wave.subWaveList.Add(GenerateSubWave(waveID, i, availableUnitList));
                }
            }


            //we are going to just iterate thru the pathlist and assign them to each subwave.
            //So here we introduce an offset so it doesnt always start from the first path in the list
            int        startingPathID = Random.Range(0, pathList.Count);
            List <int> usedPathIdx = new List <int>();

            for (int i = 0; i < wave.subWaveList.Count; i++)
            {
                //iterate through the path, randomly skip one
                int pathID = startingPathID + (Random.Range(0f, 1f) > 0.75f ? 1 : 0);
                while (pathID >= pathList.Count)
                {
                    pathID -= pathList.Count;
                }
                if (utiliseAllPath)
                {
                    if (usedPathIdx.Count < pathList.Count && usedPathIdx.Contains(pathID))
                    {
                        pathID += 1;
                        if (pathID >= pathList.Count)
                        {
                            pathID = 0;
                        }
                    }
                }
                wave.subWaveList[i].path = pathList[pathID];
                usedPathIdx.Add(pathID);
            }


            //fill up the unit count
            if (similarSubWave)
            {
                int count = (int)Mathf.Floor(totalUnitCount / wave.subWaveList.Count);
                for (int i = 0; i < wave.subWaveList.Count; i++)
                {
                    wave.subWaveList[i].count = count;
                }
            }
            else
            {
                int remainingUnitCount = totalUnitCount;
                while (remainingUnitCount > 0)
                {
                    for (int i = 0; i < _subWaveCount; i++)
                    {
                        if (wave.subWaveList[i].count == 0)
                        {
                            wave.subWaveList[i].count = 1;
                            remainingUnitCount       -= 1;
                        }
                        else
                        {
                            int rand = Random.Range(0, 3);
                            rand = Mathf.Min(rand, remainingUnitCount);
                            wave.subWaveList[i].count += rand;
                            remainingUnitCount        -= rand;
                        }
                    }
                }
            }

            wave.duration = wave.CalculateSpawnDuration() + Random.Range(waveSpacingTimeMin, waveSpacingTimeMax);

            //get the slowest moving unit and the longest path so we know which subwave is going to take the longest to finish
            float longestDuration = 0;

            for (int i = 0; i < _subWaveCount; i++)
            {
                float pathDist  = wave.subWaveList[i].path.GetPathDistance();
                float moveSpeed = wave.subWaveList[i].overrideMoveSpd;
                float duration  = pathDist / moveSpeed;
                if (duration > longestDuration)
                {
                    longestDuration = duration;
                }
            }
            //add the longest to the existing duration
            wave.duration += longestDuration * Random.Range(0.5f, 0.8f);

            for (int i = 0; i < rscSettingList.Count; i++)
            {
                wave.rscGainList.Add((int)rscSettingList[i].GetValueAtWave(waveID));
            }

            return(wave);
        }
Ejemplo n.º 2
0
        public Wave Generate(int waveID)
        {
            if (pathList.Count == 0)
            {
                Debug.Log("no path at all");
                return(null);
            }

            Wave wave = new Wave();

            wave.waveID = waveID;

            waveID += 1;

            int _subWaveCount  = Mathf.Max(1, (int)subWaveCount.GetValueAtWave(waveID));
            int totalUnitCount = (int)unitCount.GetValueAtWave(waveID);

            _subWaveCount = Mathf.Min(totalUnitCount, _subWaveCount);

            //filter thru all the units, only use the one that meets the wave requirement (>minWave)
            List <ProceduralUnitSetting> availableUnitList = new List <ProceduralUnitSetting>();
            int nearestAvailableID = 0;       float currentNearestValue = Mathf.Infinity;

            for (int i = 0; i < unitSettingList.Count; i++)
            {
                if (unitSettingList[i].minWave <= waveID)
                {
                    availableUnitList.Add(unitSettingList[i]);
                }
                //while we are at it, check which unit has the lowest wave requirement, just in case
                if (availableUnitList.Count == 0 && unitSettingList[i].minWave < currentNearestValue)
                {
                    currentNearestValue = unitSettingList[i].minWave;
                    nearestAvailableID  = i;
                }
            }
            //if no unit available, simply uses the one with lowest requirement
            if (availableUnitList.Count == 0)
            {
                availableUnitList.Add(unitSettingList[nearestAvailableID]);
            }

            //we are going to just iterate thru the pathlist and assign them to each subwave.
            //So here we introduce an offset so it doesnt always start from the first path in the list
            int startingPathID = Random.Range(0, pathList.Count);


            for (int i = 0; i < _subWaveCount; i++)
            {
                SubWave subWave = new SubWave();

                int unitID = Random.Range(0, availableUnitList.Count);
                ProceduralUnitSetting unitSetting = availableUnitList[unitID];

                subWave.unit = unitSetting.unit.gameObject;

                subWave.overrideHP      = unitSetting.HP.GetValueAtWave(waveID);
                subWave.overrideShield  = unitSetting.shield.GetValueAtWave(waveID);
                subWave.overrideMoveSpd = unitSetting.speed.GetValueAtWave(waveID);

                //limit the minimum interval to 0.25f
                subWave.interval = Mathf.Max(0.25f, unitSetting.interval.GetValueAtWave(waveID));

                //iterate through the path, randomly skip one
                int pathID = startingPathID + (Random.Range(0f, 1f) > 0.75f ? 1 : 0);
                while (pathID >= pathList.Count)
                {
                    pathID -= pathList.Count;
                }
                subWave.path = pathList[pathID];

                subWave.delay = i * Random.Range(2f, 3f);

                wave.subWaveList.Add(subWave);
            }

            //fill up the unit count
            int remainingUnitCount = totalUnitCount;

            while (remainingUnitCount > 0)
            {
                for (int i = 0; i < _subWaveCount; i++)
                {
                    if (wave.subWaveList[i].count == 0)
                    {
                        wave.subWaveList[i].count = 1;
                        remainingUnitCount       -= 1;
                    }
                    else
                    {
                        int rand = Random.Range(0, 3);
                        rand = Mathf.Min(rand, remainingUnitCount);
                        wave.subWaveList[i].count += rand;
                        remainingUnitCount        -= rand;
                    }
                }
            }

            wave.duration = wave.CalculateSpawnDuration();

            //get the slowest moving unit and the longest path so we know which subwave is going to take the longest to finish
            float longestDuration = 0;

            for (int i = 0; i < _subWaveCount; i++)
            {
                float pathDist  = wave.subWaveList[i].path.GetPathDistance();
                float moveSpeed = wave.subWaveList[i].overrideMoveSpd;
                float duration  = pathDist / moveSpeed;
                if (duration > longestDuration)
                {
                    longestDuration = duration;
                }
            }
            //add the longest to the existing duration
            wave.duration += longestDuration * Random.Range(0.5f, 0.8f);

            for (int i = 0; i < rscSettingList.Count; i++)
            {
                wave.rscGainList.Add((int)rscSettingList[i].GetValueAtWave(waveID));
            }

            return(wave);
        }