786 lines
28 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace BulletHellTemplate
{
/// <summary>
/// Manages the gameplay, including the survival timer, spawning waves of monsters, handling perk levels, and pooling system.
/// </summary>
public class GameplayManager : MonoBehaviour
{
public static GameplayManager Singleton { get; private set; }
public enum WinCondition
{
SurvivalTime, // Win by surviving until the time runs out
KillBoss, // Win by killing a specific boss monster within the time limit
SurvivalTimeAndKillBoss // Win by surviving until the time runs out and then killing the final boss
}
public enum UpgradeMode
{
UpgradeOnLevelUp,
UpgradeOnButtonClick,
UpgradeRandom
}
public WinCondition winCondition; // The selected win condition for this game
public UpgradeMode upgradeMode = UpgradeMode.UpgradeOnLevelUp;
public MonsterEntity bossPrefab; // The boss to spawn in KillBoss or SurvivalTimeAndKillBoss modes
public int survivalTime = 600; // Survival time in seconds (10 minutes)
public List<Wave> waves; // List of configured waves
private int currentWaveIndex = 0; // Index of the current wave
private float timeRemaining; // Time remaining for the next wave or win condition
private bool gameRunning = true; // Control the game state
private bool isPaused = false; // Tracks if the game is paused
private float waveStartTime; // Time when the current wave started
private Coroutine waveSpawner; // Reference to the wave spawning coroutine
private int monstersKilled; // Tracks the number of monsters killed
private int goldGain; // Tracks the total gold gained
private int xpGain; // Tracks the total XP gained
public int[] xpToNextLevel; // Array to store XP required for each level
public int maxLevel; // Maximum level a character can reach
public int minDamage = 5;
[Header("Perks Settings")]
public int maxLevelStatPerks = 5;
public int maxLevelSkillPerks = 5;
public int maxSkills = 5;
public int maxStats = 5;
public List<SpawnPoints> spawnPointsList; // List of available spawn points
[HideInInspector] public CharacterEntity character;
private Dictionary<object, int> perkLevels = new Dictionary<object, int>();
private Dictionary<SkillPerkData, int> skillLevels = new Dictionary<SkillPerkData, int>(); // Tracks the levels of each skill
private Dictionary<SkillData, int> skillBaseLevels = new Dictionary<SkillData, int>(); // Tracks levels of base skills
public enum TimeFormat
{
Seconds,
MinutesSeconds
}
public SkillPerkData[] skillPerkData;
public StatPerkData[] statPerkData;
public TimeFormat timeDisplayFormat = TimeFormat.Seconds; // Default time display format
[Header("Pooling Settings")]
[Tooltip("Enable pooling system for mobs.")]
public bool usePooling = true;
private Dictionary<MonsterEntity, Queue<MonsterEntity>> mobPools = new Dictionary<MonsterEntity, Queue<MonsterEntity>>();
private int totalMobsToSpawn = 0; // Total number of mobs to pre-instantiate
private int mobsInstantiated = 0; // Mobs instantiated so far
private bool isPoolingReady = false; // Indicates if pooling is completed
private void Awake()
{
// Implement singleton pattern
if (Singleton == null)
{
Singleton = this;
}
else
{
Destroy(gameObject);
}
// Initialize perk levels dictionary
perkLevels = new Dictionary<object, int>();
}
void Start()
{
StartCoroutine(FindCharacterEntity());
timeRemaining = survivalTime;
// Start the pooling process
if (usePooling)
{
StartCoroutine(InitializePooling());
}
else
{
isPoolingReady = true;
StartGameplay(); // Start the game immediately if pooling is not used
}
}
/// <summary>
/// Coroutine that finds the CharacterEntity in the scene and sets up related gameplay settings.
/// </summary>
/// <returns>An IEnumerator for coroutine execution.</returns>
private IEnumerator FindCharacterEntity()
{
// Loop until the CharacterEntity is found in the scene
while (character == null)
{
character = FindObjectOfType<CharacterEntity>();
if (character == null)
{
yield return new WaitForSeconds(0.1f); // Wait for a short period before retrying
}
}
if (character.GetCharacterData().autoAttack != null)
{
var aaSkill = character.GetCharacterData().autoAttack;
if (!skillBaseLevels.ContainsKey(aaSkill))
{
skillBaseLevels[aaSkill] = 0;
}
}
foreach (var skill in character.GetCharacterData().skills)
{
if (!skillBaseLevels.ContainsKey(skill))
{
skillBaseLevels[skill] = 0;
}
}
// Ensure that the UIGameplay Singleton is initialized
while (UIGameplay.Singleton == null)
{
yield return new WaitForSeconds(0.1f);
}
// Now that the character is found, set maxSkills and maxStats based on the character's current stats
maxSkills = (int)character.GetCurrentMaxSkills();
maxStats = (int)character.GetCurrentMaxStats();
// Update the UI to reflect the new perk settings
UIGameplay.Singleton.UpdateSkillPerkUI();
UIGameplay.Singleton.UpdateStatPerkUI();
}
public CharacterEntity GetCharacterEntity()
{
return character;
}
/// <summary>
/// Coroutine to initialize the pooling system by pre-instantiating mobs.
/// Calculates the total number of mobs needed and instantiates them.
/// </summary>
/// <returns>An IEnumerator for coroutine execution.</returns>
private IEnumerator InitializePooling()
{
// Calculate total mobs needed
CalculateTotalMobsToSpawn();
// Instantiate mobs
foreach (Wave wave in waves)
{
foreach (MonsterConfig monsterConfig in wave.monsters)
{
MonsterEntity monsterPrefab = monsterConfig.monsterPrefab;
int mobsNeeded = Mathf.FloorToInt(wave.waveDuration / monsterConfig.spawnInterval);
if (!mobPools.ContainsKey(monsterPrefab))
{
mobPools[monsterPrefab] = new Queue<MonsterEntity>();
}
for (int i = 0; i < mobsNeeded; i++)
{
MonsterEntity mobInstance = Instantiate(monsterPrefab);
mobInstance.gameObject.SetActive(false);
mobPools[monsterPrefab].Enqueue(mobInstance);
mobsInstantiated++;
yield return null; // Yield to allow loading progress to update
}
}
}
isPoolingReady = true;
StartGameplay(); // Start the game after pooling is ready
}
/// <summary>
/// Starts the gameplay by initiating the survival countdown and spawning waves.
/// </summary>
private void StartGameplay()
{
StartCoroutine(SurvivalCountdown());
waveSpawner = StartCoroutine(SpawnWaves());
}
/// <summary>
/// Checks if the pooling is ready.
/// </summary>
/// <returns>True if pooling is ready; otherwise, false.</returns>
public bool IsPoolingReady()
{
return isPoolingReady;
}
/// <summary>
/// Calculates the total number of mobs that need to be spawned across all waves.
/// </summary>
private void CalculateTotalMobsToSpawn()
{
totalMobsToSpawn = 0;
foreach (Wave wave in waves)
{
foreach (MonsterConfig monsterConfig in wave.monsters)
{
int mobsNeeded = Mathf.FloorToInt(wave.waveDuration / monsterConfig.spawnInterval);
totalMobsToSpawn += mobsNeeded;
}
}
}
/// <summary>
/// Returns the current loading progress percentage of the pooling system.
/// </summary>
/// <returns>A float value between 0 and 1 representing the loading progress.</returns>
public float GetLoadingProgress()
{
if (totalMobsToSpawn == 0)
return 1f;
return (float)mobsInstantiated / totalMobsToSpawn;
}
IEnumerator SurvivalCountdown()
{
while (timeRemaining > 0 && gameRunning)
{
if (!isPaused)
{
yield return new WaitForSeconds(1f);
timeRemaining--;
}
else
{
yield return null; // Wait for next frame while paused
}
}
if (gameRunning && (winCondition == WinCondition.SurvivalTime || winCondition == WinCondition.SurvivalTimeAndKillBoss))
{
HandleWinCondition();
}
}
IEnumerator SpawnWaves()
{
// Wait until pooling is ready
while (usePooling && !isPoolingReady)
{
yield return null;
}
while (currentWaveIndex < waves.Count && gameRunning)
{
Wave currentWave = waves[currentWaveIndex];
waveStartTime = Time.time;
List<float> nextSpawnTimes = new List<float>(new float[currentWave.monsters.Count]);
List<int> remainingSpawns = new List<int>(new int[currentWave.monsters.Count]);
// Initialize spawn times for each monster configuration and set remaining spawns to initial value
for (int i = 0; i < currentWave.monsters.Count; i++)
{
nextSpawnTimes[i] = waveStartTime + currentWave.monsters[i].spawnInterval;
remainingSpawns[i] = Mathf.FloorToInt(currentWave.waveDuration / currentWave.monsters[i].spawnInterval); // Calculate total possible spawns in the wave duration
}
// Continue spawning monsters while the wave duration is not reached or until all spawns are completed
while (Time.time - waveStartTime < currentWave.waveDuration && remainingSpawns.Exists(spawnCount => spawnCount > 0) && gameRunning)
{
if (!isPaused)
{
float currentTime = Time.time;
for (int i = 0; i < currentWave.monsters.Count; i++)
{
// Check if it's time to spawn the next monster of this type and if there are remaining spawns
if (currentTime >= nextSpawnTimes[i] && remainingSpawns[i] > 0)
{
SpawnMonster(currentWave.monsters[i].monsterPrefab, currentWave.monsters[i].goldPerMonster, currentWave.monsters[i].xpPerMonster);
// Update the next spawn time for this monster type
nextSpawnTimes[i] = currentTime + currentWave.monsters[i].spawnInterval;
remainingSpawns[i]--; // Decrease the count of remaining spawns
}
}
}
yield return null; // Yield to keep the game responsive and check the next frame
}
// Mark this wave as completed
currentWaveIndex++;
// If there's another wave, start the next wave
if (currentWaveIndex < waves.Count && gameRunning)
{
StopCoroutine(waveSpawner); // Ensure that the previous coroutine stops before starting a new one
waveSpawner = StartCoroutine(SpawnWaves());
}
else if (winCondition != WinCondition.SurvivalTime) // Only handle win condition here if it's not SurvivalTime
{
// If there are no more waves, ensure the spawning stops
StopCoroutine(waveSpawner);
waveSpawner = null;
HandleWinCondition();
}
}
}
/// <summary>
/// Handles the win condition logic based on the selected game mode.
/// </summary>
private void HandleWinCondition()
{
if (winCondition == WinCondition.SurvivalTime)
{
EndGame();
}
else if (winCondition == WinCondition.KillBoss)
{
// Spawn the boss immediately and show the final boss message
SpawnMonster(bossPrefab, 0, 0);
UIGameplay.Singleton.ShowFinalBossMessage(); // Show the final boss message
StartCoroutine(CheckForBossDefeat());
}
else if (winCondition == WinCondition.SurvivalTimeAndKillBoss)
{
// Stop spawning waves when time ends and spawn the boss
if (waveSpawner != null)
{
StopCoroutine(waveSpawner);
}
if (timeRemaining <= 0)
{
SpawnMonster(bossPrefab, 0, 0);
UIGameplay.Singleton.ShowFinalBossMessage(); // Show the final boss message
StartCoroutine(CheckForBossDefeat());
}
}
}
/// <summary>
/// Coroutine that checks if the boss has been defeated.
/// </summary>
/// <returns>An IEnumerator for coroutine execution.</returns>
private IEnumerator CheckForBossDefeat()
{
// Continuously check for any boss entity with isFinalBoss == true
while (true)
{
var bossInstances = FindObjectsOfType<MonsterEntity>();
bool bossDefeated = true;
foreach (var boss in bossInstances)
{
if (boss.isFinalBoss && boss.gameObject.activeSelf)
{
bossDefeated = false;
break;
}
}
if (bossDefeated)
{
// When the final boss is defeated, end the game
EndGame();
yield break;
}
yield return null; // Wait for the next frame and recheck
}
}
void SpawnMonster(MonsterEntity monsterPrefab, int gold, int xp)
{
MonsterEntity monsterInstance = null;
if (usePooling && isPoolingReady)
{
// Get an inactive mob from the pool
if (mobPools.ContainsKey(monsterPrefab) && mobPools[monsterPrefab].Count > 0)
{
monsterInstance = mobPools[monsterPrefab].Dequeue();
monsterInstance.transform.position = GetRandomSpawnPoint();
monsterInstance.gameObject.SetActive(true);
}
else
{
// Instantiate a new one if pool is empty
monsterInstance = Instantiate(monsterPrefab, GetRandomSpawnPoint(), Quaternion.identity);
}
}
else
{
// Instantiate normally
monsterInstance = Instantiate(monsterPrefab, GetRandomSpawnPoint(), Quaternion.identity);
}
if (monsterInstance.isFinalBoss)
{
UIGameplay.Singleton.SetFinalBoss(monsterInstance);
}
monsterInstance.SetMonsterGoldValue(gold);
monsterInstance.SetMonsterXPValue(xp);
}
/// <summary>
/// Gets a random spawn point from the available spawn points and returns a random position within that point's radius.
/// </summary>
/// <returns>A random Vector3 position from a random spawn point in the list.</returns>
Vector3 GetRandomSpawnPoint()
{
if (spawnPointsList == null || spawnPointsList.Count == 0)
{
Debug.LogWarning("No spawn points available.");
return Vector3.zero;
}
// Select a random spawn point from the list
int randomIndex = Random.Range(0, spawnPointsList.Count);
SpawnPoints selectedSpawnPoint = spawnPointsList[randomIndex];
// Get a random position from the selected spawn point
return selectedSpawnPoint.GetRandomSpawnPoint();
}
public void EndGame()
{
gameRunning = false;
PauseGame();
GameManager.Singleton.EndGame(true);
}
public string GetFormattedTime()
{
if (timeDisplayFormat == TimeFormat.Seconds)
{
return Mathf.CeilToInt(timeRemaining).ToString() + "s";
}
else if (timeDisplayFormat == TimeFormat.MinutesSeconds)
{
int minutes = Mathf.FloorToInt(timeRemaining / 60);
int seconds = Mathf.FloorToInt(timeRemaining % 60);
return string.Format("{0:00}:{1:00}", minutes, seconds);
}
return timeRemaining.ToString();
}
/// <summary>
/// Toggles the pause state of the game, stopping or resuming waves accordingly.
/// </summary>
public void TogglePause()
{
isPaused = !isPaused;
// The SpawnWaves coroutine handles the pause internally, so no need to stop/restart it here.
}
/// <summary>
/// Explicitly pauses the game, intended to be used for direct calls when pausing is needed without toggling.
/// </summary>
public void PauseGame()
{
if (!isPaused) // Only pause if not already paused.
{
isPaused = true;
// The SpawnWaves coroutine will automatically respect the isPaused state.
}
}
/// <summary>
/// Explicitly resumes the game, intended to be used for direct calls when resuming is needed without toggling.
/// </summary>
public void ResumeGame()
{
if (isPaused) // Only resume if the game is currently paused.
{
isPaused = false;
// The SpawnWaves coroutine will automatically resume respecting the isPaused state.
}
}
/// <summary>
/// Checks if the game is currently paused.
/// </summary>
/// <returns>True if the game is paused; otherwise, false.</returns>
public bool IsPaused()
{
return isPaused;
}
public int GetMonstersKilled()
{
return monstersKilled;
}
public void IncrementMonstersKilled()
{
monstersKilled++;
}
public int GetGainGold()
{
return goldGain;
}
public void IncrementGainGold(int amount)
{
goldGain += amount;
}
public int GetGainXP()
{
return xpGain;
}
public void IncrementGainXP(int amount)
{
xpGain += amount;
}
/// <summary>
/// Retrieves a list of available perks, filtering out any skill levels marked as evolved that the player cannot access yet.
/// </summary>
/// <returns>A list of perks available for the player to choose from.</returns>
public List<object> GetRandomPerks()
{
List<object> availablePerks = new List<object>();
foreach (var skill in character.GetCharacterData().skills)
{
int currentLevel = GetBaseSkillLevel(skill);
int maxLevelIndex = skill.skillLevels.Count - 1;
int nextLevel = currentLevel + 1;
if (nextLevel <= maxLevelIndex)
{
bool isNextLevelEvolved = skill.skillLevels[nextLevel].isEvolved;
bool hasRequiredStatPerk = skill.requireStatForEvolve == null || character.HasStatPerk(skill.requireStatForEvolve);
if (!isNextLevelEvolved || hasRequiredStatPerk)
{
availablePerks.Add(skill);
}
}
}
if (character.GetCharacterData().autoAttack != null)
{
SkillData aaSkill = character.GetCharacterData().autoAttack;
int currentLevel = GetBaseSkillLevel(aaSkill);
int maxLevelIndex = aaSkill.skillLevels.Count - 1;
int nextLevel = currentLevel + 1;
if (nextLevel <= maxLevelIndex)
{
bool isNextLevelEvolved = aaSkill.skillLevels[nextLevel].isEvolved;
bool hasRequiredStatPerk = aaSkill.requireStatForEvolve == null || character.HasStatPerk(aaSkill.requireStatForEvolve);
if (!isNextLevelEvolved || hasRequiredStatPerk)
{
availablePerks.Add(aaSkill);
}
}
}
foreach (var skillPerk in skillPerkData)
{
int currentLevel = GetSkillLevel(skillPerk);
int maxLevel = skillPerk.maxLevel;
if (currentLevel < maxLevel)
{
// SkillPerk can be leveled up
availablePerks.Add(skillPerk);
}
else if (currentLevel == maxLevel)
{
if (skillPerk.hasEvolution && character.HasStatPerk(skillPerk.perkRequireToEvolveSkill))
{
// SkillPerk can be evolved
availablePerks.Add(skillPerk);
}
}
}
foreach (var statPerk in statPerkData)
{
int currentLevel = GetPerkLevel(statPerk);
if (currentLevel < maxLevelStatPerks)
{
availablePerks.Add(statPerk);
}
}
ShufflePerks(availablePerks);
return availablePerks.GetRange(0, Mathf.Min(3, availablePerks.Count));
}
private void ShufflePerks(List<object> perks)
{
for (int i = perks.Count - 1; i > 0; i--)
{
int j = Random.Range(0, i + 1);
object temp = perks[i];
perks[i] = perks[j];
perks[j] = temp;
}
}
/// <summary>
/// Gets the current level of a given perk.
/// </summary>
/// <param name="perk">The perk whose level is to be retrieved.</param>
/// <returns>The current level of the perk. Returns 0 if the perk is not found.</returns>
public int GetPerkLevel(object perk)
{
if (perk is SkillPerkData skillPerk)
{
if (skillLevels.TryGetValue(skillPerk, out int level))
{
return level;
}
}
else if (perk is StatPerkData statPerk)
{
if (perkLevels.TryGetValue(statPerk, out int level))
{
return level;
}
}
return 0;
}
/// <summary>
/// Sets the level of a given perk, handling skill and stat perks separately.
/// </summary>
/// <param name="perk">The perk whose level is to be set.</param>
/// <param name="level">The new level of the perk.</param>
public void SetPerkLevel(object perk)
{
if (perk is SkillPerkData skillPerk)
{
LevelUpSkill(skillPerk);
}
else if (perk is StatPerkData statPerk)
{
if (perkLevels.ContainsKey(statPerk))
{
perkLevels[statPerk]++;
}
else
{
perkLevels.Add(statPerk, 1);
}
}
else
{
Debug.LogError("Unsupported perk type.");
}
}
/// <summary>
/// Levels up a skill to a specified level, including checks for evolution requirements.
/// </summary>
/// <param name="skillPerk">The skill perk to level up.</param>
/// <param name="level">The new level to set, if requirements are met.</param>
private void LevelUpSkill(SkillPerkData skillPerk)
{
if (skillPerk == null)
{
Debug.LogWarning("SkillPerkData is null.");
return;
}
if (!skillLevels.ContainsKey(skillPerk))
{
skillLevels[skillPerk] = 0;
}
int currentLevel = skillLevels[skillPerk];
if (currentLevel >= skillPerk.maxLevel)
{
Debug.LogWarning($"Attempting to level up {skillPerk.name} beyond max level {skillPerk.maxLevel}.");
return;
}
if (currentLevel == skillPerk.maxLevel - 1 && skillPerk.hasEvolution && !character.HasStatPerk(skillPerk.perkRequireToEvolveSkill))
{
Debug.LogWarning($"Cannot level up {skillPerk.name} to max level without having {skillPerk.perkRequireToEvolveSkill.name}.");
return;
}
skillLevels[skillPerk] = currentLevel + 1;
}
/// <summary>
/// Gets the current level of a specific skill.
/// </summary>
/// <param name="skillPerk">The skill perk to check the level for.</param>
/// <returns>The current level of the skill.</returns>
public int GetSkillLevel(SkillPerkData skillPerk)
{
if (skillPerk == null)
{
return 0;
}
if (skillLevels.ContainsKey(skillPerk))
{
return skillLevels[skillPerk];
}
return 0;
}
/// <summary>
/// Levels up a base skill of the character.
/// </summary>
/// <param name="skill">The skill to level up.</param>
public void LevelUpBaseSkill(SkillData skill)
{
if (!skillBaseLevels.ContainsKey(skill))
{
skillBaseLevels[skill] = 0;
}
int currentLevel = skillBaseLevels[skill];
int maxLevelIndex = skill.skillLevels.Count - 1;
if (currentLevel <= maxLevelIndex)
{
skillBaseLevels[skill]++;
Debug.Log($"Skill {skill.skillName} leveled up to {skillBaseLevels[skill]}.");
}
}
/// <summary>
/// Gets the current level of a base skill.
/// </summary>
/// <param name="skill">The skill to check.</param>
/// <returns>The current level of the skill.</returns>
public int GetBaseSkillLevel(SkillData skill)
{
if (skillBaseLevels.TryGetValue(skill, out int level))
{
return level;
}
return 0;
}
}
}