Example #1
0
        void SpawnSubCreep(UnitCreep prefab, float orHP = -1, float orSH = -1, float orSpd = -1, int orRscExp = -1, List <int> orRsc = null)
        {
            Vector3 dir      = (subPath[subWpIdx] - GetPos()).normalized;
            Vector3 spawnPos = GetPos() + dir * Random.Range(-.5f, .5f);

            //~ GameObject unitObj=(GameObject)Instantiate(prefab.gameObject, spawnPos, thisT.rotation);
            GameObject unitObj      = ObjectPoolManager.Spawn(prefab.gameObject, spawnPos, thisT.rotation);
            UnitCreep  unitInstance = unitObj.GetComponent <UnitCreep>();

            unitInstance.SetHP(orHP);
            unitInstance.SetSH(orSH);
            unitInstance.SetSpeed(orSpd);
            if (orRsc != null)
            {
                unitInstance.rscGainOnDestroyed = orRsc;
            }

            //~ if(orHP>0) unitInstance.SetHP(orHP);
            //~ if(orSH>0) unitInstance.SetSH(orSH);
            //~ if(orSpd>0) unitInstance.SetSpeed(orSpd);
            //~ if(orRsc!=null) unitInstance.rscGainOnDestroyed=orRsc;

            unitInstance.Init(waveIdx, path, wpIdx, subWpIdx, false, reverse, new List <Path>(prevPathList), subPath);

            SpawnManager.SubUnitSpawned(unitInstance);
            //SpawnManager.SubUnitSpawned(unitInstance, waveIdx);
        }
Example #2
0
        public float CreepDestroyed()
        {
            List <int> rscGain = new List <int>();

            for (int i = 0; i < valueRscMin.Count; i++)
            {
                rscGain.Add(Random.Range(valueRscMin[i], valueRscMax[i]));
            }
            ResourceManager.GainResource(rscGain, PerkManager.GetRscCreepKilled());

            AbilityManager.GainEnergy(valueEnergyGain + (int)PerkManager.GetEnergyWaveClearedModifier());

            if (spawnUponDestroyed != null && spawnUponDestroyedCount > 0)
            {
                for (int i = 0; i < spawnUponDestroyedCount; i++)
                {
                    Vector3    posOffset = new Vector3(Random.Range(-0.5f, 0.5f), 0, Random.Range(-0.5f, 0.5f));
                    GameObject obj       = ObjectPoolManager.Spawn(spawnUponDestroyed, thisT.position + posOffset, thisT.rotation);
                    UnitCreep  unit      = obj.GetComponent <UnitCreep>();

                    unit.waveID = waveID;
                    int ID = SpawnManager.AddDestroyedSpawn(unit);
                    unit.Init(path, ID, waveID, this);
                }
            }

            if (aniInstance != null)
            {
                return(aniInstance.PlayDead());
            }

            return(0);
        }
Example #3
0
        public override void Destroyed(float delay = 0)
        {
            if (destroyed)
            {
                return;
            }

            destroyed = true;

            List <int> rscGain = new List <int>();

            for (int i = 0; i < valueRscMin.Count; i++)
            {
                rscGain.Add(Random.Range(valueRscMin[i], valueRscMax[i]));
            }
            ResourceManager.GainResource(rscGain, PerkManager.GetRscCreepKilled());

            AbilityManager.GainEnergy(valueEnergyGain + (int)PerkManager.GetEnergyWaveClearedModifier());
            if (lifeValue > 0)
            {
                GameControl.GainLife(lifeValue);
            }

            if (spawnUponDestroyed != null && spawnUponDestroyedCount > 0)
            {
                for (int i = 0; i < spawnUponDestroyedCount; i++)
                {
                    Vector3    posOffset = new Vector3(Random.Range(-0.5f, 0.5f), 0, Random.Range(-0.5f, 0.5f));
                    GameObject obj       = ObjectPoolManager.Spawn(spawnUponDestroyed.gameObject, thisT.position + posOffset, thisT.rotation);
                    UnitCreep  unit      = obj.GetComponent <UnitCreep>();

                    unit.waveID = waveID;
                    int ID = SpawnManager.AddDestroyedSpawn(unit);
                    unit.Init(path, ID, waveID, this);
                }
            }

            SpawnManager.OnUnitDestroyed(this);
            TDTK.OnUnitCreepDestroyed(this);

            base.Destroyed(PlayAnimDestroyed());
        }
Example #4
0
        public UnitCreep SpawnUnit(UnitCreep creep, int waveIdx, Path path, SubWave subWave = null)
        {
            //~ GameObject unitObj=(GameObject)Instantiate(creep.gameObject, path.GetSpawnPoint(), Quaternion.identity);
            GameObject unitObj      = ObjectPoolManager.Spawn(creep.gameObject, path.GetSpawnPoint(), Quaternion.identity);
            UnitCreep  unitInstance = unitObj.GetComponent <UnitCreep>();

            unitInstance.ResetHP();
            unitInstance.ResetSH();
            unitInstance.ResetSpeed();
            unitInstance.ResetRscGainOnDestroy();

            if (subWave != null)
            {
                //if(subWave.HP>0) unitInstance.SetHP(subWave.HP);
                //if(subWave.SH>0) unitInstance.SetSH(subWave.SH);
                //if(subWave.speed>0) unitInstance.SetSpeed(subWave.speed);
                //if(subWave.overrideRscGain) unitInstance.rscGainOnDestroyed=subWave.rscGain;
                unitInstance.SetHP(subWave.HP > 0 ? subWave.HP : -1);
                unitInstance.SetSH(subWave.SH > 0 ? subWave.SH : -1);
                unitInstance.SetSpeed(subWave.speed > 0 ? subWave.speed : -1);
                unitInstance.SetRscGainOnDestroy(subWave.overrideRscGain ? subWave.rscGain : null);
            }
            else                //reset the unit value to default value
            {
                unitInstance.SetHP();
                unitInstance.SetSH();
                unitInstance.SetSpeed();
                unitInstance.SetRscGainOnDestroy(null);
            }

            unitInstance.Init(waveIdx, path);

            totalCreepCount += 1;     unitInstance.instanceID = totalCreepCount;

            return(unitInstance);
        }
Example #5
0
        IEnumerator SpawnSubWave(SubWave subWave, Wave parentWave)
        {
            yield return(new WaitForSeconds(subWave.delay));

            PathTD path = defaultPath;

            if (subWave.path != null)
            {
                path = subWave.path;
            }

            Vector3    pos = path.GetSpawnPoint().position;
            Quaternion rot = path.GetSpawnPoint().rotation;

            int spawnCount = 0;

            while (spawnCount < subWave.count)
            {
                GameObject obj  = ObjectPoolManager.Spawn(subWave.unit, pos, rot);
                UnitCreep  unit = obj.GetComponent <UnitCreep>();

                if (subWave.overrideHP > 0)
                {
                    unit.OverrideByHP(subWave.overrideHP);
                }
                else
                {
                    unit.OverrideByWave(parentWave.waveID, developPerWave);
                }

                unit.Init(path, totalSpawnCount, parentWave.waveID);

                totalSpawnCount            += 1;
                activeUnitCount            += 1;
                parentWave.activeUnitCount += 1;

                spawnCount += 1;
                if (spawnCount == subWave.count)
                {
                    break;
                }

                yield return(new WaitForSeconds(subWave.interval));
            }

            parentWave.subWaveSpawnedCount += 1;
            if (parentWave.subWaveSpawnedCount == parentWave.subWaveList.Count)
            {
                parentWave.spawned = true;
                spawning           = false;
                Debug.Log("wave " + (parentWave.waveID + 1) + " has done spawning");

                yield return(new WaitForSeconds(0.5f));

                if (currentWaveID <= waveList.Count - 2)
                {
                    //for UI to show spawn button again
                    if (spawnMode == _SpawnMode.Continous && allowSkip && onEnableSpawnE != null)
                    {
                        onEnableSpawnE();
                    }
                    if (spawnMode == _SpawnMode.WaveCleared && allowSkip && onEnableSpawnE != null)
                    {
                        onEnableSpawnE();
                    }
                }
            }
        }
Example #6
0
        IEnumerator SpawnSubWave(SubWave subWave, Wave parentWave)
        {
            if (subWave.unit == null)
            {
                Debug.LogWarning("No creep prefab has been assigned to sub-wave", this);
                yield break;
            }

            yield return(new WaitForSeconds(subWave.delay));

            PathTD path = defaultPath;

            if (subWave.path != null)
            {
                path = subWave.path;
            }

            Vector3    pos = path.GetSpawnPoint().position;
            Quaternion rot = path.GetSpawnPoint().rotation;

            int spawnCount = 0;

            if (subWave.unitC == null)
            {
                subWave.unitC = subWave.unit.GetComponent <UnitCreep>();
            }

            while (spawnCount < subWave.count)
            {
                if (subWave.unit == null)
                {
                    Debug.LogWarning("no creep has been assigned to subwave", this);
                    break;
                }

                GameObject obj  = ObjectPoolManager.Spawn(subWave.unit, pos, rot);
                UnitCreep  unit = obj.GetComponent <UnitCreep>();

                if (subWave.overrideHP > 0)
                {
                    unit.defaultHP = subWave.overrideHP;
                }
                else
                {
                    unit.defaultHP = subWave.unitC.defaultHP;
                }

                if (subWave.overrideShield > 0)
                {
                    unit.defaultShield = subWave.overrideShield;
                }
                else
                {
                    unit.defaultShield = subWave.unitC.defaultShield;
                }

                if (subWave.overrideMoveSpd > 0)
                {
                    unit.moveSpeed = subWave.overrideMoveSpd;
                }
                else
                {
                    unit.moveSpeed = subWave.unitC.moveSpeed;
                }

                unit.Init(path, totalSpawnCount, parentWave.waveID);

                totalSpawnCount += 1;
                activeUnitCount += 1;

                parentWave.activeUnitCount += 1;

                spawnCount += 1;
                if (spawnCount == subWave.count)
                {
                    break;
                }

                yield return(new WaitForSeconds(subWave.interval));
            }

            parentWave.subWaveSpawnedCount += 1;
            if (parentWave.subWaveSpawnedCount == parentWave.subWaveList.Count)
            {
                parentWave.spawned = true;
                spawning           = false;
                Debug.Log("wave " + (parentWave.waveID + 1) + " has done spawning");

                yield return(new WaitForSeconds(0.5f));

                if (currentWaveID <= waveList.Count - 2)
                {
                    if ((spawnMode == _SpawnMode.WaveCleared || spawnMode == _SpawnMode.Continous) && allowSkip)
                    {
                        TDTK.OnEnableSpawn();
                    }
                }
            }
        }