void readLevelWave()
    {
        MapLevelInfo = new Dictionary <int, MapGameData>();

        XmlDocument xmlDoc = new XmlDocument();
        TextAsset   path   = Resources.Load <TextAsset>(GameConfig.DatabasePathPlay);

        xmlDoc.LoadXml(path.text);

        XmlNodeList listMap = xmlDoc.GetElementsByTagName("Map");

        foreach (XmlNode infoMap in listMap)
        {
            MapGameData map = new MapGameData();
            map.EnemyTotal = 0;

            map.Name      = infoMap.SelectSingleNode("Name").InnerText.ToString();
            map.Heart     = int.Parse(infoMap.SelectSingleNode("Heart").InnerText.ToString());
            map.Money     = int.Parse(infoMap.SelectSingleNode("Money").InnerText.ToString());
            map.StarTotal = int.Parse(infoMap.SelectSingleNode("StarTotal").InnerText.ToString());
            map.TowerUsed = infoMap.SelectSingleNode("TowerUsed").InnerText.ToString();

            XmlNode     nodeWaves = infoMap.SelectSingleNode("Waves");
            XmlNodeList listWave  = nodeWaves.SelectNodes("Wave");

            map.WaveLength = listWave.Count;

            foreach (XmlNode waveInfo in listWave)
            {
                SWave wave = new SWave(0);

                wave.WaveID    = int.Parse(waveInfo.Attributes["WaveID"].InnerText.ToString());
                wave.TimeWave  = float.Parse(waveInfo.SelectSingleNode("TimeWave").InnerText.ToString());
                wave.TimeEnemy = float.Parse(waveInfo.SelectSingleNode("TimeEnemy").InnerText.ToString());
                wave.hasBoss   = bool.Parse(waveInfo.Attributes["hasBoss"].InnerText.ToString());

                XmlNodeList listEnemy = waveInfo.SelectNodes("Enemy");
                foreach (XmlNode enemyInfo in listEnemy)
                {
                    string[] arr = enemyInfo.InnerText.ToString().Split('-');

                    SEnemyWave enemy = new SEnemyWave();
                    enemy.ID        = arr[0].ToString();
                    enemy.Quantity  = int.Parse(arr[1].ToString());
                    enemy.TimeSpawn = float.Parse(arr[2].ToString());

                    wave.Enemies.Add(enemy);
                    wave.TotalEnemy += enemy.Quantity;
                    map.EnemyTotal  += enemy.Quantity;
                }
                // add wave into map
                map.Waves.Add(wave);
            }
            // add map into array map
            MapLevelInfo.Add(int.Parse(infoMap.Attributes["MapID"].InnerText.ToString()), map);
        }
    }
Example #2
0
    float countTimeWave(SWave wave)
    {
        float count = wave.TimeEnemy * wave.Enemies.Count;

        foreach (SEnemyWave infoEnemy in wave.Enemies)
        {
            count += infoEnemy.Quantity * infoEnemy.TimeSpawn;
        }
        return(count);
    }
    void readLevelWave()
    {
        MapLevelInfo = new Dictionary<int, MapGameData>();

        XmlDocument xmlDoc = new XmlDocument();
        TextAsset path = Resources.Load<TextAsset>(GameConfig.DatabasePathPlay);
        xmlDoc.LoadXml(path.text);

        XmlNodeList listMap = xmlDoc.GetElementsByTagName("Map");

        foreach (XmlNode infoMap in listMap)
        {
            MapGameData map = new MapGameData();
            map.EnemyTotal = 0;

            map.Name = infoMap.SelectSingleNode("Name").InnerText.ToString();
            map.Heart = int.Parse(infoMap.SelectSingleNode("Heart").InnerText.ToString());
            map.Money = int.Parse(infoMap.SelectSingleNode("Money").InnerText.ToString());
            map.StarTotal = int.Parse(infoMap.SelectSingleNode("StarTotal").InnerText.ToString());
            map.TowerUsed = infoMap.SelectSingleNode("TowerUsed").InnerText.ToString();

            XmlNode nodeWaves = infoMap.SelectSingleNode("Waves");
            XmlNodeList listWave = nodeWaves.SelectNodes("Wave");

            map.WaveLength = listWave.Count;

            foreach (XmlNode waveInfo in listWave)
            {
                SWave wave = new SWave(0);

                wave.WaveID = int.Parse(waveInfo.Attributes["WaveID"].InnerText.ToString());
                wave.TimeWave = float.Parse(waveInfo.SelectSingleNode("TimeWave").InnerText.ToString());
                wave.TimeEnemy = float.Parse(waveInfo.SelectSingleNode("TimeEnemy").InnerText.ToString());
                wave.hasBoss = bool.Parse(waveInfo.Attributes["hasBoss"].InnerText.ToString());

                XmlNodeList listEnemy = waveInfo.SelectNodes("Enemy");
                foreach (XmlNode enemyInfo in listEnemy)
                {
                    string[] arr = enemyInfo.InnerText.ToString().Split('-');

                    SEnemyWave enemy = new SEnemyWave();
                    enemy.ID = arr[0].ToString();
                    enemy.Quantity = int.Parse(arr[1].ToString());
                    enemy.TimeSpawn = float.Parse(arr[2].ToString());

                    wave.Enemies.Add(enemy);
                    wave.TotalEnemy += enemy.Quantity;
                    map.EnemyTotal += enemy.Quantity;
                }
                // add wave into map
                map.Waves.Add(wave);
            }
            // add map into array map
            MapLevelInfo.Add(int.Parse(infoMap.Attributes["MapID"].InnerText.ToString()), map);
        }
    }
Example #4
0
    IEnumerator initEnemy()
    {
        int wave_lenght = infoMap.Waves.Count;

        for (int k = 0; k < wave_lenght; k++)
        {
            WaveCurrent++;
            SWave wave = (SWave)infoMap.Waves[k];

            enemy_of_wave.Add(wave.WaveID, wave.TotalEnemy);

            // time show of wave
            if (wave.TimeWave > 0)
            {
                yield return(new WaitForSeconds(wave.TimeWave));
            }

            PlayInfo.Instance.Wave++;
            checkItemBuffAvailable();

            countEnemy = 0;

            if (k + 1 < infoMap.Waves.Count)
            {
                StartCoroutine(nextWaveCooldown(countTimeWave(wave), ((SWave)infoMap.Waves[k + 1]).hasBoss));
            }

            GameObject      model           = Resources.Load <GameObject>("Prefab/Enemy/Enemy");
            EnemyController enemyController = model.GetComponent <EnemyController>();

            // show enemy
            foreach (SEnemyWave infoEnemy in wave.Enemies)
            {
                //Set attribute
                EnemyData tempData = ReadDatabase.Instance.EnemyInfo.ContainsKey(infoEnemy.ID)? ReadDatabase.Instance.EnemyInfo[infoEnemy.ID] : null;

                if (tempData == null)
                {
                    break;
                }
                GameSupportor.transferEnemyData(enemyController, tempData);

                int routine = Random.Range(0, enemyRoutine.Length);

                if (SceneState.Instance.State != ESceneState.BLUETOOTH)
                {
                    checkVisibleEnemy(enemyController);
                }

                for (int i = 0; i < infoEnemy.Quantity; i++)
                {
                    GameObject enemy = Instantiate(model, enemyStartPos[routine].transform.position, Quaternion.identity) as GameObject;

                    enemy.transform.parent        = enemyStartPos[routine].transform;
                    enemy.transform.localScale    = Vector3.one;
                    enemy.transform.localPosition = Vector3.zero;
                    enemy.GetComponentInChildren <SpriteRenderer>().material.renderQueue = GameConfig.RenderQueueEnemy - countEnemy;

                    EnemyController ec = enemy.GetComponent <EnemyController>();

                    ec.stateMove.PathGroup = enemyRoutine[routine].transform;
                    ec.waveID = wave.WaveID;

                    //Set depth cho thanh hp, xu ly thanh mau xuat hien sau phai? ve~ sau
                    foreach (Transform health in enemy.transform)
                    {
                        if (health.name == PlayNameHashIDs.Health)
                        {
                            foreach (Transform child in health)
                            {
                                if (child.name == PlayNameHashIDs.Foreground)
                                {
                                    child.GetComponent <UISprite>().depth -= countEnemy;
                                }
                                else if (child.name == PlayNameHashIDs.Background)
                                {
                                    child.GetComponent <UISprite>().depth -= (countEnemy + 1);
                                }
                            }
                            break;
                        }
                    }

                    countEnemy++;
                    if (countEnemy >= 100)
                    {
                        countEnemy = 0;
                    }

                    yield return(new WaitForSeconds(infoEnemy.TimeSpawn));
                }
                yield return(new WaitForSeconds(wave.TimeEnemy));
            }
        }
    }