Exemple #1
0
    void DisplayWave(int number, WaveManagement.Army.Wave wave)
    {
        EditorGUILayout.BeginVertical();
        GUILayout.Label("Wave " + number);
        GUILayout.Label("Worth " + wave.Bounty);
        for (int i = 0; i < wave.units.Count; i++)
        {
            if (wave.units[i].qty == 0)
            {
                wave.units.RemoveAt(i);
            }
            else if (wave.units[i].enemy != null)
            {
                DisplayUnit(wave.units[i]);
            }
            else
            {
                wave.units.RemoveAt(i);
            }
        }

        wave.units.Add(new WaveManagement.Army.Unit());

        GameObject newUnit = EditorGUILayout.ObjectField(null, typeof(GameObject), false) as GameObject;

        if (newUnit != null)
        {
            wave.units.Add(new WaveManagement.Army.Unit()
            {
                enemy = newUnit,
                qty   = 1,
            });
        }
        EditorGUILayout.EndVertical();
    }
Exemple #2
0
        IEnumerator SpawnWave(float startDelay, Army.Wave wave, float waveGap = 0f, int repetitions = 1)
        {
            runningSpawns++;
            if (startDelay > 0f)
            {
                yield return(new WaitForSeconds(startDelay));
            }
            for (int r = 0; r < repetitions; r++)
            {
                foreach (var unit in wave.units)
                {
                    for (int i = 0; i < unit.qty; i++)
                    {
                        var enemy = Instantiate(unit.enemy);
                        enemy.transform.position = new Vector3(-25, -25);
                        enemy.GetComponent <Attack.Enemy>().Level = unit.level;

                        yield return(new WaitForSeconds(delayFor(unit.spawnRate) * SpawnRateFactor));
                    }
                    if (waveGap > 0f)
                    {
                        yield return(new WaitForSeconds(waveGap));
                    }
                }
            }

            runningSpawns--;
        }
Exemple #3
0
        public void ShowWave(Army.Wave wave)
        {
            int hpMult = 100;

            if (DifficultySelector.Difficulty == Difficulty.easy)
            {
                hpMult = 70;
            }
            if (DifficultySelector.Difficulty == Difficulty.medium)
            {
                hpMult = 80;
            }

            Hide();
            for (int i = 0; i < wave.units.Count; i++)
            {
                var enemy = wave.units[i].enemy.GetComponent <Attack.Enemy>();
                if (enemy == false)
                {
                    var rando = wave.units[i].enemy.GetComponent <SpawnRandom>();
                    if (rando)
                    {
                        enemy = rando.prefabs[0].GetComponent <Attack.Enemy>();
                    }
                }
                images[i].sprite = enemy.GetComponentInChildren <SpriteRenderer>(true).sprite;
                images[i].gameObject.SetActive(true);
                var text = images[i].GetComponentInChildren <Text>(true);
                if (text)
                {
                    var tooltip = $"<b>{wave.units[i].qty}x lvl {wave.units[i].level} {enemy.name}</b> ({Attack.Enemy.HPFor(enemy.hits, wave.units[i].level)} hp)";
                    if (enemy.GetComponent <Attack.Enemy>().armor)
                    {
                        tooltip += "\nArmor: \u00BD Physical Damage.";
                    }
                    var regen = enemy.GetComponent <Attack.Regeration>();
                    if (regen)
                    {
                        tooltip += $"\nRegeneration 30% per second";
                    }
                    text.text = tooltip;
                }
            }
        }
Exemple #4
0
        public Army GetArmy(int level, int complexity, int waves, int seed)
        {
            var rng = new System.Random(seed);

            var options = new List <ArmyCell>();

            for (int i = 0; i < complexity; i++)
            {
                if (i == 0)
                {
                    var list = new List <ArmyCell>(Enemies
                                                   .Where(cell => cell.complexity == 0)
                                                   .Where(cell => cell.minimumLevel <= level));
                    options.Add(list[rng.Next(list.Count)]);
                }
                else if (i == complexity - 1)
                {
                    var list = new List <ArmyCell>(Enemies
                                                   .Where(cell => cell.complexity > 0)
                                                   .Where(cell => cell.minimumLevel <= level + waves / 3 && cell.minimumLevel > 1));
                    if (list.Count > 0)
                    {
                        options.Add(list[rng.Next(list.Count)]);
                    }
                    else
                    {
                        options.Add(Enemies
                                    .Where(cell => cell.complexity > 0)
                                    .Where(cell => cell.minimumLevel <= level)
                                    .First());
                    }
                }
                else
                {
                    var list = new List <ArmyCell>(Enemies
                                                   .Where(cell => cell.complexity < 2)
                                                   .Where(cell => cell.minimumLevel <= level));
                    options.Add(list[rng.Next(list.Count)]);
                }
            }

            var army = CreateInstance <Army>();

            army.waves = new List <Army.Wave>();
            for (int i = 0; i < waves; i++)
            {
                int waveLevel = level + i / 2;
                var max       = i < waves / 2 ? options.Count - 1 : options.Count;
                var wave      = new Army.Wave();
                if (i == waves - 1)
                {
                    wave.units.Add(options[options.Count - 1].GetUnit(waveLevel));
                    wave.units.Add(options[0].GetUnit(level));
                }
                else if (i < complexity - 1)
                {
                    wave.units.Add(options[i].GetUnit(waveLevel));
                }
                else
                {
                    wave.units.Add(options[rng.Next(max)].GetUnit(waveLevel, rng.Next()));
                }
                army.waves.Add(wave);
            }
            return(army);
        }