コード例 #1
0
		void Awake(){
			instance = (SpawnManager)target;
			
			int enumLength = Enum.GetValues(typeof(SpawnManager._SpawnLimit)).Length;
			spawnLimitLabel=new string[enumLength];
			spawnLimitTooltip=new string[enumLength];
			for(int i=0; i<enumLength; i++){
				spawnLimitLabel[i]=((SpawnManager._SpawnLimit)i).ToString();
				if((SpawnManager._SpawnLimit)i==SpawnManager._SpawnLimit.Finite) spawnLimitTooltip[i]="Finite number of waves";
				if((SpawnManager._SpawnLimit)i==SpawnManager._SpawnLimit.Infinite) spawnLimitTooltip[i]="Infinite number of waves (for survival or endless mode)";
			}
			
			
			enumLength = Enum.GetValues(typeof(SpawnManager._SpawnMode)).Length;
			spawnModeLabel=new string[enumLength];
			spawnModeTooltip=new string[enumLength];
			for(int i=0; i<enumLength; i++){
				spawnModeLabel[i]=((SpawnManager._SpawnMode)i).ToString();
				if((SpawnManager._SpawnMode)i==SpawnManager._SpawnMode.Continous) 
					spawnModeTooltip[i]="A new wave is spawn upon every wave duration countdown (with option to skip the timer)";
				if((SpawnManager._SpawnMode)i==SpawnManager._SpawnMode.WaveCleared) 
					spawnModeTooltip[i]="A new wave is spawned when the current wave is cleared (with option to spawn next wave in advance)";
				if((SpawnManager._SpawnMode)i==SpawnManager._SpawnMode.Round) 
					spawnModeTooltip[i]="Each wave is treated like a round. a new wave can only take place when the previous wave is cleared. Each round require initiation from user";
			}
		}
コード例 #2
0
ファイル: SpawnEditorWindow.cs プロジェクト: toooooooo/BEER
        private static void GetSpawnManager()
        {
            instance=(SpawnManager)FindObjectOfType(typeof(SpawnManager));

            if(instance!=null){
                window.waveFoldList=new List<bool>();
                for(int i=0; i<instance.waveList.Count; i++) window.waveFoldList.Add(true);

                //if path is empty, get a path
                if(instance.defaultPath==null) instance.defaultPath=(PathTD)FindObjectOfType(typeof(PathTD));

                //verify and setup the procedural wave generation unit list
                List<ProceduralUnitSetting> unitSettingList=instance.waveGenerator.unitSettingList;
                List<ProceduralUnitSetting> newSettingList=new List<ProceduralUnitSetting>();
                for(int i=0; i<creepList.Count; i++){
                    bool match=false;
                    for(int n=0; n<unitSettingList.Count; n++){
                        if(unitSettingList[n].unit==creepList[i].gameObject){
                            newSettingList.Add(unitSettingList[n]);
                            match=true;
                            break;
                        }
                    }
                    if(!match){
                        ProceduralUnitSetting unitSetting=new ProceduralUnitSetting();
                        unitSetting.unit=creepList[i].gameObject;
                        newSettingList.Add(unitSetting);
                    }
                }
                instance.waveGenerator.unitSettingList=newSettingList;

                instance.waveGenerator.CheckPathList();
                if(instance.defaultPath!=null && instance.waveGenerator.pathList.Count==0)
                    instance.waveGenerator.pathList.Add(instance.defaultPath);

                List<ProceduralVariable> rscSettingList=instance.waveGenerator.rscSettingList;
                while(rscList.Count>rscSettingList.Count) rscSettingList.Add(new ProceduralVariable(10, 500));
                while(rscList.Count<rscSettingList.Count) rscSettingList.RemoveAt(rscSettingList.Count-1);

                EditorUtility.SetDirty(instance);
            }
        }
コード例 #3
0
 void Awake()
 {
     instance=this;
 }
コード例 #4
0
        private static void GetSpawnManager()
        {
            instance = (SpawnManager)FindObjectOfType(typeof(SpawnManager));

            if (instance != null)
            {
                window.waveFoldList = new List <bool>();
                for (int i = 0; i < instance.waveList.Count; i++)
                {
                    window.waveFoldList.Add(true);
                }

                //if path is empty, get a path
                if (instance.defaultPath == null)
                {
                    instance.defaultPath = (PathTD)FindObjectOfType(typeof(PathTD));
                }

                //verify and setup the procedural wave generation unit list
                List <ProceduralUnitSetting> unitSettingList = instance.waveGenerator.unitSettingList;
                List <ProceduralUnitSetting> newSettingList  = new List <ProceduralUnitSetting>();
                for (int i = 0; i < creepList.Count; i++)
                {
                    bool match = false;
                    for (int n = 0; n < unitSettingList.Count; n++)
                    {
                        if (unitSettingList[n].unit == creepList[i].gameObject)
                        {
                            newSettingList.Add(unitSettingList[n]);
                            match = true;
                            break;
                        }
                    }
                    if (!match)
                    {
                        ProceduralUnitSetting unitSetting = new ProceduralUnitSetting();
                        unitSetting.unit = creepList[i].gameObject;
                        newSettingList.Add(unitSetting);
                    }
                }
                instance.waveGenerator.unitSettingList = newSettingList;

                instance.waveGenerator.CheckPathList();
                if (instance.defaultPath != null && instance.waveGenerator.pathList.Count == 0)
                {
                    instance.waveGenerator.pathList.Add(instance.defaultPath);
                }

                List <ProceduralVariable> rscSettingList = instance.waveGenerator.rscSettingList;
                while (rscList.Count > rscSettingList.Count)
                {
                    rscSettingList.Add(new ProceduralVariable(10, 500));
                }
                while (rscList.Count < rscSettingList.Count)
                {
                    rscSettingList.RemoveAt(rscSettingList.Count - 1);
                }

                EditorUtility.SetDirty(instance);
            }
        }
コード例 #5
0
ファイル: SpawnManager.cs プロジェクト: lusia8500/2019.10.23
 void Awake()
 {
     instance = this;
 }
コード例 #6
0
 void OnSpawnButton(GameObject butObj, int pointerID = -1)
 {
     SpawnManager.Spawn();
     buttonSpawn.SetActive(false);
 }
コード例 #7
0
ファイル: Ability.cs プロジェクト: asd540578/TD_Project
        IEnumerator AbilityEffect(Vector3 pos)
        {
            if (effectDelay > 0)
            {
                yield return(new WaitForSeconds(effectDelay));
            }

            List <Unit> tgtList = new List <Unit>();

            if (targetType == _TargetType.Hostile)
            {
                if (!requireTargetSelection)
                {
                    tgtList = SpawnManager.GetActiveUnitList();
                }
                else
                {
                    tgtList = SpawnManager.GetUnitsWithinRange(pos, stats.aoeRange);
                }
            }
            else if (targetType == _TargetType.Friendly)
            {
                if (!requireTargetSelection)
                {
                    tgtList = TowerManager.GetActiveUnitList();
                }
                else
                {
                    tgtList = TowerManager.GetUnitsWithinRange(pos, stats.aoeRange);
                }
            }
            else
            {
                if (!requireTargetSelection)
                {
                    tgtList = SpawnManager.GetActiveUnitList();
                    List <Unit> towerList = TowerManager.GetActiveUnitList();
                    for (int i = 0; i < towerList.Count; i++)
                    {
                        tgtList.Add(towerList[i]);
                    }
                }
                else
                {
                    tgtList = SpawnManager.GetUnitsWithinRange(pos, stats.aoeRange);
                    List <Unit> towerList = TowerManager.GetUnitsWithinRange(pos, stats.aoeRange);
                    for (int i = 0; i < towerList.Count; i++)
                    {
                        tgtList.Add(towerList[i]);
                    }
                }
            }

            for (int i = 0; i < tgtList.Count; i++)
            {
                tgtList[i].ApplyAttack(new AttackInfo(this, tgtList[i], false));
                effectOnTarget.Spawn(tgtList[i].GetTargetPoint(), Quaternion.identity);
            }

            yield return(null);
        }
コード例 #8
0
ファイル: UIHUD.cs プロジェクト: asd540578/TD_Project
 void UpdateWaveDisplay(int wave)
 {
     //lbWave.text="wave-"+wave+(!SpawnManager.IsEndlessMode() ? "/"+SpawnManager.GetTotalWaveCount() : "" );
     waveItem.lbMain.text = wave + (!SpawnManager.IsEndlessMode() ? "/" + SpawnManager.GetTotalWaveCount() : "");
     //buttonSpawn.SetActive(false);
 }
コード例 #9
0
 public void OnSpawnButton()
 {
     SpawnManager.Spawn();
     butSpawn.rectT.localPosition = new Vector3(0, 99999, 0);
     butSpawn.label.text          = "Next Wave";
 }
コード例 #10
0
 private bool GetSpawnManager()
 {
     instance = (SpawnManager)FindObjectOfType(typeof(SpawnManager));
     return(instance == null ? false : true);
 }
コード例 #11
0
        public BuildInfo _CheckBuildPoint(Vector3 pointer, int towerID)
        {
            BuildInfo buildInfo = new BuildInfo();

            if (disableBuildWhenInPlay && SpawnManager.GetActiveUnitCount() > 0)
            {
                buildInfo.status = _TileStatus.NotInBuildPhase;
                return(buildInfo);
            }

            Camera mainCam = Camera.main;

            if (mainCam != null)
            {
                Ray        ray = mainCam.ScreenPointToRay(pointer);
                RaycastHit hit;
                if (Physics.Raycast(ray, out hit, Mathf.Infinity, maskPlatform))
                {
                    for (int i = 0; i < buildPlatforms.Count; i++)
                    {
                        if (hit.transform == buildPlatforms[i].thisT)
                        {
                            PlatformTD platform = buildPlatforms[i];

                            //calculating the build center point base on the input position
                            Vector3 pos = GetTilePos(platform, hit.point);

                            buildInfo.position = pos;
                            buildInfo.platform = platform;

                            //checking if tower can be built on the platform, for dragNdrop mode
                            if (towerID >= 0 && !platform.availableTowerIDList.Contains(towerID))
                            {
                                buildInfo.status = _TileStatus.Unavailable;
                            }

                            if (buildInfo.status == _TileStatus.Available)
                            {
                                //check if the position is blocked, by any other obstabcle other than the baseplane itself
                                Collider[] cols = Physics.OverlapSphere(pos, gridSize / 2 * 0.9f, ~maskAll);
                                if (cols.Length > 0)
                                {
                                    buildInfo.status = _TileStatus.NoPlatform;
                                }
                                else
                                {
                                    buildInfo.status = _TileStatus.Available;
                                }

                                if (buildInfo.status == _TileStatus.Available)
                                {
                                    //check if the platform is walkable, if so, check if building on the point wont block all possible path
                                    if (platform.IsWalkable())
                                    {
                                        if (platform.CheckForBlock(pos))
                                        {
                                            buildInfo.status = _TileStatus.Blocked;
                                        }
                                    }

                                    //map platform availableTowerIDList (which is the towers' prefabID) to the list elements' ID in towerList
                                    buildInfo.availableTowerIDList = new List <int>();
                                    for (int m = 0; m < platform.availableTowerIDList.Count; m++)
                                    {
                                        for (int n = 0; n < towerList.Count; n++)
                                        {
                                            if (platform.availableTowerIDList[m] == towerList[n].prefabID)
                                            {
                                                buildInfo.availableTowerIDList.Add(n);
                                                break;
                                            }
                                        }
                                    }
                                }
                            }

                            break;
                        }
                    }
                }
                else
                {
                    buildInfo.status = _TileStatus.NoPlatform;
                }
            }
            else
            {
                buildInfo.status = _TileStatus.NoPlatform;
            }

            //reverse block status for mine
            if (buildInfo.status == _TileStatus.Blocked)
            {
                //for drag n drop mode
                if (towerID >= 0 && GetTowerPrefab(towerID).type == _TowerType.Mine)
                {
                    buildInfo.status = _TileStatus.Available;
                }
                if (towerID < 0)
                {
                    bool gotMineInList = false;
                    for (int i = 0; i < buildInfo.availableTowerIDList.Count; i++)
                    {
                        if (towerList[buildInfo.availableTowerIDList[i]].type == _TowerType.Mine)
                        {
                            gotMineInList = true;
                        }
                        else
                        {
                            buildInfo.availableTowerIDList.RemoveAt(i);
                            i -= 1;
                        }
                    }
                    if (gotMineInList)
                    {
                        buildInfo.status = _TileStatus.Available;
                    }
                }
            }


            if (!UseDragNDrop())             //for PointNClick
            {
                if (buildInfo.status != _TileStatus.Available)
                {
                    IndicatorControl.ClearBuildTileIndicator();
                }
                else
                {
                    IndicatorControl.SetBuildTileIndicator(buildInfo);
                }
            }

            return(buildInfo);
        }
コード例 #12
0
ファイル: Unit.cs プロジェクト: asd540578/TD_Project
        public void ApplyAttack(AttackInfo aInfo)
        {
            if (aInfo.aoeRange > 0)
            {
                if (aInfo.srcUnit.IsTower())
                {
                    List <Unit> tgtList = SpawnManager.GetUnitsWithinRange(this, aInfo.aoeRange);
                    for (int i = 0; i < tgtList.Count; i++)
                    {
                        if (tgtList[i] == this)
                        {
                            continue;
                        }
                        tgtList[i].ApplyAttack(new AttackInfo(aInfo.srcUnit, tgtList[i], false));
                    }
                }
            }

            if (IsDestroyed())
            {
                return;
            }

            if (aInfo.damage > 0)
            {
                if (aInfo.hit)
                {
                    TDTK.TextOverlay(aInfo.damage.ToString(), GetTargetPoint());

                    AnimPlayHit();

                    //~ if(sh>0){
                    //~ if(aInfo.damage<sh){
                    //~ sh-=aInfo.damage;
                    //~ aInfo.damage=0;
                    //~ }
                    //~ else{
                    //~ aInfo.damage-=sh;
                    //~ sh=0;
                    //~ }
                    //~ }
                    aInfo.damage = ApplyShieldDamage(aInfo.damage);
                    shStagger    = GetSHStagger();

                    hp -= aInfo.damage;
                }
                else
                {
                    TDTK.TextOverlay("missed", GetTargetPoint());
                }

                if (hp <= 0)
                {
                    Destroyed();
                    return;
                }
            }

            if (aInfo.UseEffect())
            {
                ApplyEffect(aInfo.effect);
            }
        }
コード例 #13
0
ファイル: Unit.cs プロジェクト: asd540578/TD_Project
        public void ScanForTarget()
        {
            if (attackTarget != null)
            {
                if (attackTarget.IsDestroyed())
                {
                    attackTarget = null;
                }
                else
                {
                    float dist = Vector3.Distance(GetPos(), attackTarget.GetPos());
                    if (dist > GetDetectionRange(attackTarget))
                    {
                        attackTarget = null;
                    }
                    else
                    {
                        return;
                    }
                }
            }

            if (CreepIsOnAttackCD())
            {
                return;                                 //for creep only
            }
            //if(cooldownAttack>0) return;

            List <Unit> unitList = null;

            if (IsTower())
            {
                unitList = SpawnManager.GetUnitsWithinRange(this, GetAttackRange(), GetTargetGroup());
            }
            else
            {
                unitList = TowerManager.GetUnitsWithinRange(this, GetAttackRange());
            }

            if (targetingFov > 0 && targetingFov < 360)
            {
                Quaternion curDir = thisT.rotation * Quaternion.Euler(0, targetingDir, 0);
                for (int i = 0; i < unitList.Count; i++)
                {
                    Quaternion dirToTarget = Quaternion.LookRotation(unitList[i].GetPos() - GetPos());
                    if (Quaternion.Angle(curDir, dirToTarget) > targetingFov * 0.5f)
                    {
                        unitList.RemoveAt(i);      i -= 1;
                    }
                }
            }

            if (unitList.Count <= 0)
            {
                return;
            }

            if (IsCreep() && targetMode == _TargetMode.NearestToDestination)
            {
                targetMode = _TargetMode.Random;
            }

            int newTargetIdx = -1;

            if (unitList.Count == 1)
            {
                newTargetIdx = 0;
            }
            else if (targetMode == _TargetMode.Random)
            {
                newTargetIdx = Random.Range(0, unitList.Count);
            }
            else if (targetMode == _TargetMode.NearestToSelf)
            {
                float nearest = Mathf.Infinity;
                for (int i = 0; i < unitList.Count; i++)
                {
                    float dist = Vector3.Distance(GetPos(), unitList[i].GetPos());
                    if (dist < nearest)
                    {
                        newTargetIdx = i; nearest = dist;
                    }
                }
            }
            else if (targetMode == _TargetMode.MostHP)
            {
                float mostHP = 0;
                for (int i = 0; i < unitList.Count; i++)
                {
                    if (unitList[i].hp + unitList[i].sh > mostHP)
                    {
                        newTargetIdx = i; mostHP = unitList[i].hp + unitList[i].sh;
                    }
                }
            }
            else if (targetMode == _TargetMode.LeastHP)
            {
                float leastHP = Mathf.Infinity;
                for (int i = 0; i < unitList.Count; i++)
                {
                    if (unitList[i].hp + unitList[i].sh < leastHP)
                    {
                        newTargetIdx = i; leastHP = unitList[i].hp + unitList[i].sh;
                    }
                }
            }
            else if (targetMode == _TargetMode.NearestToDestination)
            {
                float pathDist = Mathf.Infinity; int furthestWP = 0; int furthestSubWP = 0; float distToDest = Mathf.Infinity;
                for (int i = 0; i < unitList.Count; i++)
                {
                    float pDist         = unitList[i].GetPathDist();
                    int   wpIdx         = unitList[i].GetWPIdx();
                    int   subWpIdx      = unitList[i].GetSubWPIdx();
                    float tgtDistToDest = unitList[i].GetDistToTargetPos();

                    if (pDist < pathDist)
                    {
                        newTargetIdx = i; pathDist = pDist; furthestWP = wpIdx; furthestSubWP = subWpIdx; distToDest = tgtDistToDest;
                    }
                    else if (pDist == pathDist)
                    {
                        if (furthestWP < wpIdx)
                        {
                            newTargetIdx = i; pathDist = pDist; furthestWP = wpIdx; furthestSubWP = subWpIdx; distToDest = tgtDistToDest;
                        }
                        else if (furthestWP == wpIdx)
                        {
                            if (furthestSubWP < subWpIdx)
                            {
                                newTargetIdx = i; pathDist = pDist; furthestWP = wpIdx; furthestSubWP = subWpIdx; distToDest = tgtDistToDest;
                            }
                            else if (furthestSubWP == subWpIdx && tgtDistToDest < distToDest)
                            {
                                newTargetIdx = i; pathDist = pDist; furthestWP = wpIdx; furthestSubWP = subWpIdx; distToDest = tgtDistToDest;
                            }
                        }
                    }
                }
            }


            if (newTargetIdx >= 0)
            {
                attackTarget = unitList[newTargetIdx];
                if (snapAiming)
                {
                    Aim();
                }
            }
        }
コード例 #14
0
 //Check Auto Spawn
 public void CheckSpawn()
 {
     SpawnManager.Spawn();
 }