Esempio n. 1
0
        //called to generate a spawn wave using the procedural generation parameter
        Wave GenerateWave(int waveIDX)
        {
            Wave wave=new Wave();

            wave.waveID=waveIDX;
            wave.spawnArea=spawnAreaList[Random.Range(0, spawnAreaList.Count)];

            wave.creditGain=startingCredit+creditIncrement*waveIDX;
            wave.scoreGain=startingScore+scoreIncrement*waveIDX;

            int subWaveCount=Random.Range(1, waveIDX);
            subWaveCount=Mathf.Clamp(subWaveCount, 1, maxSubWaveCount);
            subWaveCount=Mathf.Clamp(subWaveCount, 1, spawnUnitList.Count);

            List<int> countList=new List<int>();
            for(int i=0; i<subWaveCount; i++) countList.Add(1);

            int totalUnitCount=unitCount+unitCountInc*waveIDX-subWaveCount;
            if(subWaveCount<=0) totalUnitCount=0;

            int count=0;
            while(totalUnitCount>0){
                int rand=Random.Range(1, totalUnitCount);
                countList[count]+=rand;
                totalUnitCount-=rand;
                if((count+=1)>=subWaveCount) count=0;
            }

            List<Unit> unitList=new List<Unit>( spawnUnitList );

            wave.subWaveList=new List<SubWave>();
            for(int i=0; i<subWaveCount; i++){
                SubWave subWave=new SubWave();
                subWave.count=countList[i];

                int rand=Random.Range(0, unitList.Count);
                subWave.unitPrefab=unitList[rand];
                unitList.RemoveAt(rand);

                subWave.startDelay=0.5f;
                subWave.interval=Random.Range(1f, 2f);
                wave.subWaveList.Add(subWave);
            }

            return wave;
        }