Esempio n. 1
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    public void RemoveEnemySpawnProbability(WaveEnemy _wep)
    {
        float i_difference = _wep.probability;

        currentEnemies.Remove(_wep);
        float i_totalProba = 0;

        foreach (WaveEnemy wep in currentEnemies)
        {
            i_totalProba += wep.probability;
        }

        //Reduce or improve all the other probabilities (So it keep a maximum of 1)
        foreach (WaveEnemy wep in currentEnemies)
        {
            if (i_totalProba != 0)
            {
                float force = wep.probability / i_totalProba;
                wep.probability += force * i_difference;
                wep.probability  = Mathf.Clamp(wep.probability, 0f, 1f);
            }
            else
            {
                wep.probability = 1;
            }
        }
    }
Esempio n. 2
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 public void AddWaveEnemy(WaveEnemy waveEnemyToAdd)
 {
     if (!m_WaveEnemies.Contains(waveEnemyToAdd))
     {
         m_WaveEnemies.Add(waveEnemyToAdd);
     }
 }
Esempio n. 3
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        public WaveEnemy GetWaveEnemy()
        {
            WaveEnemy enemy = null;

            if (!spawnRandom)
            {
                int maxDiff = -1;
                // Get enemy with less spawns
                foreach (WaveEnemy e in enemies)
                {
                    if (e.Count - e.counter > maxDiff)
                    {
                        maxDiff = e.Count - e.counter;
                        enemy   = e;
                    }
                }
            }
            // Get random enemy
            if (spawnRandom || enemy == null)
            {
                int random = UnityEngine.Random.Range(0, 100);
                if (enemies != null && enemies.Length > 0)
                {
                    enemy = enemies[random % enemies.Length];
                }
            }
            if (enemy != null)
            {
                enemy.counter++;
            }
            return(enemy);
        }
Esempio n. 4
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    private void SpawnAIEnemy(WaveEnemy enemy)
    {
        bool switched = exchange.arePlacesSwitched;

        if (switched)
        {
            // Player Room
            GameObject playerRoomEnemy = Instantiate(waveManager.enemy, new Vector3(0, 25, 0), Quaternion.identity);
            playerRoomEnemy.GetComponent <Enemy>().globals   = switched ? AIGlobals.Instance : PlayerGlobals.Instance;
            playerRoomEnemy.GetComponent <Enemy>().maxHealth = enemy.health;
            playerRoomEnemy.GetComponent <Enemy>().damage    = enemy.damage;
            playerRoomEnemy.GetComponent <Enemy>().level     = enemy.level;
            PlayerGlobals.Instance.enemies.Add(playerRoomEnemy);
            waveManager.enemies.Add(playerRoomEnemy);
        }
        else
        {
            // AI Room
            GameObject aiRoomEnemy = Instantiate(waveManager.aiEnemy, new Vector3(20, 25, 0), Quaternion.identity);
            aiRoomEnemy.GetComponent <Enemy>().globals   = switched ? PlayerGlobals.Instance : AIGlobals.Instance;
            aiRoomEnemy.GetComponent <Enemy>().maxHealth = enemy.health;
            aiRoomEnemy.GetComponent <Enemy>().damage    = enemy.damage;
            aiRoomEnemy.GetComponent <Enemy>().level     = enemy.level;
            AIGlobals.Instance.enemies.Add(aiRoomEnemy);
            waveManager.enemies.Add(aiRoomEnemy);
        }
    }
Esempio n. 5
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    void CreateWavePool(Wave currentWave)
    {
        for (int i = 0; i < currentWave.enemies.Count; i++)
        {
            // für jeden Enemy in WaveDB
            WaveEnemy currentWaveEnemy = currentWave.enemies[i];
            if (currentWaveEnemy != null)
            {
                Enemy currentEnemy = currentWaveEnemy.Enemy;
                if (currentEnemy != null)
                {
                    if (currentWaveEnemy.Amount <= 0)
                    {
                        // überspringen
                        Debug.Log(this.ToString() + " " + currentWaveEnemy.Enemy.Prefab.name + " wave Amount =" + currentWaveEnemy.Amount + ". dont need to create pool.");
                        continue;
                    }
                    List <GameObject> currentEnemyPool = null;
                    int initAmount = 0;

                    if (objectsPool.TryGetValue(currentEnemy.Prefab, out currentEnemyPool))
                    {
                        // bereits vorhanden, anzahl überprüfen und ggf. neue hinzufügen
                        initAmount = currentWaveEnemy.Amount - currentEnemyPool.Count;
                    }
                    else
                    {
                        // noch nicht in pool db vorhanden
                        initAmount = currentWaveEnemy.Amount;
                        // liste erzeugen
                        currentEnemyPool = new List <GameObject> ();
                        // liste in dictionary eintragen
                        objectsPool.Add(currentEnemy.Prefab, currentEnemyPool);
                    }

                    // erzeuge falls notwendig restliche GameObject instancen von Prefab, deaktivieren und in pool laden
                    if (initAmount > 0)
                    {
                        for (int a = 0; a < initAmount; a++)
                        {
                            GameObject newPooledObject = Instantiate(currentEnemy.Prefab);
                            newPooledObject.SetActive(false);
                            currentEnemyPool.Add(newPooledObject);
                        }
                    }
                    Debug.Log(this.ToString() + " " + initAmount + " " + currentWaveEnemy.Enemy.Prefab.name + " pooled.");
                }
                else
                {
                    Debug.LogError("WaveEnemy " + currentWaveEnemy.ToString() + " has no Enemy set");
                }
            }
            else
            {
                Debug.LogError("error in currentWave " + currentWave.waveName + " @ EnemyField " + i);
            }
        }
    }
Esempio n. 6
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    public void RemoveWaveEnemy(WaveEnemy waveEnemyToRemove)
    {
        if (!m_WaveEnemies.Contains(waveEnemyToRemove))
            return;
        else
            m_WaveEnemies.Remove(waveEnemyToRemove);

        if (m_WaveEnemies.Count == 0)
            SpawnWave(); // Go to next wave
    }
Esempio n. 7
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    public void InstantiateEnemy(WaveEnemy _enemy)
    {
        if (_enemy.spawnIndexes.Count <= 0)
        {
            Debug.LogWarning("Can't spawn enemy: no spawn assigned"); return;
        }
        int i_chosenSpawnerIndex = Random.Range(0, _enemy.spawnIndexes.Count);

        i_chosenSpawnerIndex = _enemy.spawnIndexes[i_chosenSpawnerIndex];
        GameObject i_spawner = spawnList[i_chosenSpawnerIndex].transform.gameObject;

        Spawner i_spawnerScript = i_spawner.GetComponent <Spawner>();

        if (i_spawnerScript != null && !i_spawnerScript.IsFree())
        {
            return;
        }

        //A custom spawner is assigned, it can be used to spawn enemy
        if (i_spawnerScript != null)
        {
            if (!i_spawnerScript.IsFree())
            {
                return;
            }
            EnemyBehaviour spawnedEnemy = i_spawnerScript.SpawnEnemy(EnemyDatas.GetEnemyDatas().GetEnemyByID(_enemy.enemyType.name), true);
            RegisterEnemy(spawnedEnemy);
        }

        //No custom spawner found, it'll spawn the enemy instantly on the assigned position
        else
        {
            GameObject     i_newEnemy       = Instantiate(_enemy.enemyType.prefab).gameObject;
            EnemyBehaviour i_enemyBehaviour = i_newEnemy.GetComponent <EnemyBehaviour>();
            if (i_enemyBehaviour == null)
            {
                Destroy(i_newEnemy); Debug.LogWarning("Wave can't instantiate enemy: invalid prefab"); return;
            }
            if (i_enemyBehaviour.GetNavMesh() != null)
            {
                i_enemyBehaviour.GetNavMesh().enabled = false;
            }
            i_newEnemy.transform.position = spawnList[i_chosenSpawnerIndex].transform.position;
            i_enemyBehaviour.GetNavMesh().enabled = true;
            RegisterEnemy(i_enemyBehaviour);
        }
        UpdateCurrentPowerLevel();
        nextEnemyToSpawn = null;
    }
Esempio n. 8
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    public void RemoveWaveEnemy(WaveEnemy waveEnemyToRemove)
    {
        if (!m_WaveEnemies.Contains(waveEnemyToRemove))
        {
            return;
        }
        else
        {
            m_WaveEnemies.Remove(waveEnemyToRemove);
        }

        if (m_WaveEnemies.Count == 0)
        {
            SpawnWave(); // Go to next wave
        }
    }
Esempio n. 9
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    void PopulateEnemyList(int maxPoints)
    {
        int pointsLeft = maxPoints;

        while (pointsLeft > 0)
        {
            WaveEnemy tempEnemy = GetRandomEnemy(pointsLeft);
            if (tempEnemy != null)
            {
                pointsLeft -= tempEnemy.pointCost;
                enemiesToSpawn.Enqueue(tempEnemy);
            }
            else
            {
                break;
            }
        }
    }
Esempio n. 10
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    void SpawnEnemy(WaveEnemy waveEnemy)
    {
        Debug.Log("Spawning Enemy " + waveEnemy.enemy.name);
        Transform spawnTransform = waveEnemy.GetSpawn(CheckSpawnOverlap);

        if (spawnTransform == null)
        {
            Debug.LogWarning("Spawn transform is null. It may overlap with other physical gameobject");
            return;
            //spawnTransform = _transform;
        }

        Transform enemy = Instantiate(waveEnemy.enemy, spawnTransform.position, spawnTransform.rotation) as Transform;

        if (SetEnemyRotationOnSpawn)
        {
            SetTargetOrientation(GetTarget(), enemy);
        }
    }
Esempio n. 11
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    void AddEnemy(WaveData _wave, int _index)
    {
        if (enemyAvailable[_wave][_index] == null)
        {
            return;
        }
        WaveEnemy i_newWEP = new WaveEnemy();

        i_newWEP.enemyType = enemyAvailable[_wave][_index];
        if (_wave.currentEnemies.Count <= 0)
        {
            i_newWEP.probability = 1;
        }
        else
        {
            i_newWEP.probability = 0;
        }
        i_newWEP.spawnIndexes = new List <int>();
        _wave.currentEnemies.Add(i_newWEP);
        UpdateAvailableEnemies(_wave);
    }
Esempio n. 12
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    private void GenerateWave(int waveNumber)
    {
        int minEnemies = waveNumber, maxEnemies = waveNumber + waveNumber / 2;
        int enemiesCount         = (int)Random.Range(minEnemies, maxEnemies);
        List <WaveEnemy> enemies = new List <WaveEnemy>();

        for (int i = 0; i < enemiesCount; i++)
        {
            WaveEnemy enemyType = new WaveEnemy
            {
                health = 100f + (waveNumber > 10 ? waveNumber * 0.75f : waveNumber * 0.35f),
                damage = 0.023f + (waveNumber > 5 ? waveNumber * 0.045f : waveNumber * 0.01f),
                color  = new Color(waveNumber * .35f, waveNumber * .75f, waveNumber * .4f),
                level  = Mathf.FloorToInt(waveNumber / 1.5f)
            };
            enemies.Add(enemyType);
        }

        wave             = gameObject.AddComponent <Wave>();
        wave.enemies     = enemies.ToArray();
        wave.waveManager = this;
    }
Esempio n. 13
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    //TODO: Fix enemyScript.SetTarget(tempTarget);
    void SpawnEnemy(WaveEnemy waveEnemy)
    {
        Debug.Log("Spawning Enemy " + waveEnemy.enemy.name);
        Transform spawnTransform;

        spawnTransform = waveEnemy.GetRandomSpawn();

        if (spawnTransform == null)
        {
            spawnTransform = _transform;
        }

        Transform enemy = Instantiate(waveEnemy.enemy, spawnTransform.position, spawnTransform.rotation) as Transform;

        if (SetEnemyRotation)
        {
            /// Calculating rotation;
            GameObject obj = GameManager.Instance.GetPlayer(spawnTransform.position);
            float      targetOrientation = 0;
            if (obj)
            {
                Vector3 direction = obj.transform.position - spawnTransform.position;
                targetOrientation  = Mathf.Atan2(direction.y, direction.x);
                targetOrientation *= Mathf.Rad2Deg;

                AI.Agent2D agent = enemy.GetComponent <AI.Agent2D>();
                if (agent)
                {
                    agent.rotation = targetOrientation;
                }
                else
                {
                    enemy.transform.eulerAngles = new Vector3(0, 0, targetOrientation);
                }
            }
        }
    }
Esempio n. 14
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 private void Update()
 {
     if (arenaFinished)
     {
         return;
     }
     if (waveStarted)
     {
         if (nextEnemyToSpawn == null)
         {
             nextEnemyToSpawn = GetRandomEnemy();
         }
         else
         {
             if (nextEnemyToSpawn.enemyType.prefab.GetComponent <EnemyBehaviour>().powerLevel + currentPowerLevel <= currentMaxPowerLevel)
             {
                 InstantiateEnemy(nextEnemyToSpawn);
             }
         }
     }
     else
     {
         if (currentWaveIndex >= 0)
         {
             if (currentPowerLevel <= 0)
             {
                 EndWave();
                 delayBeforeNextWave -= Time.deltaTime;
                 if (delayBeforeNextWave <= 0)
                 {
                     StartNextWave();
                 }
             }
         }
     }
 }