Пример #1
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);
                }
            }

            return(0);
        }
Пример #2
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.overrideShield > 0)
                {
                    unit.defaultShield = subWave.overrideShield;
                }
                if (subWave.overrideMoveSpd > 0)
                {
                    unit.moveSpeed = subWave.overrideMoveSpd;
                }

                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();
                    }
                }
            }
        }