Added new levels
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||||||
|
m_ObjectHideFlags: 0
|
||||||
|
m_CorrespondingSourceObject: {fileID: 0}
|
||||||
|
m_PrefabInstance: {fileID: 0}
|
||||||
|
m_PrefabAsset: {fileID: 0}
|
||||||
|
m_GameObject: {fileID: 0}
|
||||||
|
m_Enabled: 1
|
||||||
|
m_EditorHideFlags: 0
|
||||||
|
m_Script: {fileID: 11500000, guid: a1b5d958ab856164e99bbef104aebeff, type: 3}
|
||||||
|
m_Name: Level 2
|
||||||
|
m_EditorClassIdentifier:
|
||||||
|
objectives:
|
||||||
|
- Go to the marked objective
|
||||||
|
- Kill all the enemies
|
||||||
|
startObjectiveIndex: 0
|
||||||
|
autoAdvanceOnComplete: 1
|
||||||
|
clearWavesObjectiveIndex: -1
|
||||||
|
waves: []
|
||||||
|
timeBetweenWaves: 3
|
8
Assets/ScriptableObjects/Levels/Level 2.asset.meta
Normal file
8
Assets/ScriptableObjects/Levels/Level 2.asset.meta
Normal file
@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: ea09559078458d7499b761746cb99810
|
||||||
|
NativeFormatImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
mainObjectFileID: 11400000
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
22
Assets/ScriptableObjects/Levels/Level 3.asset
Normal file
22
Assets/ScriptableObjects/Levels/Level 3.asset
Normal file
@ -0,0 +1,22 @@
|
|||||||
|
%YAML 1.1
|
||||||
|
%TAG !u! tag:unity3d.com,2011:
|
||||||
|
--- !u!114 &11400000
|
||||||
|
MonoBehaviour:
|
||||||
|
m_ObjectHideFlags: 0
|
||||||
|
m_CorrespondingSourceObject: {fileID: 0}
|
||||||
|
m_PrefabInstance: {fileID: 0}
|
||||||
|
m_PrefabAsset: {fileID: 0}
|
||||||
|
m_GameObject: {fileID: 0}
|
||||||
|
m_Enabled: 1
|
||||||
|
m_EditorHideFlags: 0
|
||||||
|
m_Script: {fileID: 11500000, guid: a1b5d958ab856164e99bbef104aebeff, type: 3}
|
||||||
|
m_Name: Level 3
|
||||||
|
m_EditorClassIdentifier:
|
||||||
|
objectives:
|
||||||
|
- Go to the marked objective
|
||||||
|
- Kill all the enemies
|
||||||
|
startObjectiveIndex: 0
|
||||||
|
autoAdvanceOnComplete: 1
|
||||||
|
clearWavesObjectiveIndex: -1
|
||||||
|
waves: []
|
||||||
|
timeBetweenWaves: 3
|
8
Assets/ScriptableObjects/Levels/Level 3.asset.meta
Normal file
8
Assets/ScriptableObjects/Levels/Level 3.asset.meta
Normal file
@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 7cc25368e2334ad4cb6dfeebce7379b2
|
||||||
|
NativeFormatImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
mainObjectFileID: 11400000
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -29,6 +29,8 @@ public class GameplayManager : MonoBehaviour
|
|||||||
{
|
{
|
||||||
if (lvl != null) lvl.gameObject.SetActive(false);
|
if (lvl != null) lvl.gameObject.SetActive(false);
|
||||||
}
|
}
|
||||||
|
var upcomingLevel = levels[0];
|
||||||
|
ObjectiveManager.Instance.SetList(upcomingLevel.config.objectives);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void StartLevel(int index)
|
public void StartLevel(int index)
|
||||||
@ -63,9 +65,11 @@ public class GameplayManager : MonoBehaviour
|
|||||||
currentLevel.OnLevelEnd();
|
currentLevel.OnLevelEnd();
|
||||||
currentLevel.gameObject.SetActive(false);
|
currentLevel.gameObject.SetActive(false);
|
||||||
currentLevel = null;
|
currentLevel = null;
|
||||||
|
|
||||||
// If you want to auto-progress:
|
// If you want to auto-progress:
|
||||||
int next = currentLevelIndex + 1;
|
int next = currentLevelIndex + 1;
|
||||||
|
var upcomingLevel = levels[currentLevelIndex];
|
||||||
|
ObjectiveManager.Instance.SetList(upcomingLevel.config.objectives);
|
||||||
if (next < levels.Count)
|
if (next < levels.Count)
|
||||||
{
|
{
|
||||||
StartLevel(next);
|
StartLevel(next);
|
||||||
@ -76,6 +80,12 @@ public class GameplayManager : MonoBehaviour
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void LoadUpNextLevel()
|
||||||
|
{
|
||||||
|
int next = currentLevelIndex + 1;
|
||||||
|
var upcomingLevel = levels[currentLevelIndex];
|
||||||
|
ObjectiveManager.Instance.SetList(upcomingLevel.config.objectives);
|
||||||
|
}
|
||||||
// Optional: callable by a trigger to start Level 1 specifically
|
// Optional: callable by a trigger to start Level 1 specifically
|
||||||
public void StartLevelOne()
|
public void StartLevelOne()
|
||||||
{
|
{
|
||||||
|
@ -19,16 +19,11 @@ public abstract class Level : MonoBehaviour
|
|||||||
|
|
||||||
public virtual void OnLevelStart()
|
public virtual void OnLevelStart()
|
||||||
{
|
{
|
||||||
if (config != null && ObjectiveManager.Instance != null)
|
ObjectiveManager.Instance.Advance();
|
||||||
{
|
|
||||||
ObjectiveManager.Instance.SetList(config.objectives, config.startObjectiveIndex);
|
|
||||||
ObjectiveManager.Instance.autoAdvanceOnComplete = config.autoAdvanceOnComplete;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public virtual void OnLevelEnd()
|
public virtual void OnLevelEnd()
|
||||||
{
|
{
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
126
Assets/Scripts/Levels/Level2.cs
Normal file
126
Assets/Scripts/Levels/Level2.cs
Normal file
@ -0,0 +1,126 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class Level2 : Level
|
||||||
|
{
|
||||||
|
[Header("Wave Flow")]
|
||||||
|
public WaveSpawner spawner; // Assign in Inspector
|
||||||
|
[Min(0.05f)] public float checkInterval = 0.25f;
|
||||||
|
|
||||||
|
private bool _running;
|
||||||
|
private Coroutine _monitorCo;
|
||||||
|
|
||||||
|
// Optional: simple counters for UI hooks
|
||||||
|
private int _currentWaveIdx = -1;
|
||||||
|
private int _totalWaves = 0;
|
||||||
|
private int _currentAlive = 0;
|
||||||
|
|
||||||
|
private void OnEnable()
|
||||||
|
{
|
||||||
|
if (spawner != null)
|
||||||
|
{
|
||||||
|
spawner.OnWaveStarted += HandleWaveStarted;
|
||||||
|
spawner.OnWaveCompleted += HandleWaveCompleted;
|
||||||
|
spawner.OnAllWavesCompleted += HandleAllWavesCompleted;
|
||||||
|
spawner.OnAliveCountChanged += HandleAliveChanged;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnDisable()
|
||||||
|
{
|
||||||
|
if (spawner != null)
|
||||||
|
{
|
||||||
|
spawner.OnWaveStarted -= HandleWaveStarted;
|
||||||
|
spawner.OnWaveCompleted -= HandleWaveCompleted;
|
||||||
|
spawner.OnAllWavesCompleted -= HandleAllWavesCompleted;
|
||||||
|
spawner.OnAliveCountChanged -= HandleAliveChanged;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void OnLevelStart()
|
||||||
|
{
|
||||||
|
base.OnLevelStart();
|
||||||
|
|
||||||
|
if (spawner == null)
|
||||||
|
{
|
||||||
|
Debug.LogError("[Level1] No WaveSpawner assigned.");
|
||||||
|
CompleteLevelImmediate();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
_totalWaves = spawner.TotalWaves;
|
||||||
|
_running = true;
|
||||||
|
|
||||||
|
// Kick off waves
|
||||||
|
spawner.StartSpawning();
|
||||||
|
|
||||||
|
// As an extra safeguard, monitor completion state
|
||||||
|
_monitorCo = StartCoroutine(MonitorForCompletion());
|
||||||
|
Debug.Log("[Level1] Level started, waves spawning…");
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void OnLevelEnd()
|
||||||
|
{
|
||||||
|
base.OnLevelEnd();
|
||||||
|
_running = false;
|
||||||
|
|
||||||
|
if (_monitorCo != null)
|
||||||
|
{
|
||||||
|
StopCoroutine(_monitorCo);
|
||||||
|
_monitorCo = null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private IEnumerator MonitorForCompletion()
|
||||||
|
{
|
||||||
|
var wait = new WaitForSeconds(checkInterval);
|
||||||
|
while (_running)
|
||||||
|
{
|
||||||
|
// Complete when spawner reports all waves completed AND no alive remain
|
||||||
|
if (spawner.AllWavesCompleted && spawner.CurrentAlive == 0)
|
||||||
|
{
|
||||||
|
CompleteLevelImmediate();
|
||||||
|
yield break;
|
||||||
|
}
|
||||||
|
yield return wait;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void CompleteLevelImmediate()
|
||||||
|
{
|
||||||
|
_running = false;
|
||||||
|
Debug.Log("[Level1] All waves cleared. Level complete!");
|
||||||
|
|
||||||
|
if (GameplayManager.Instance != null)
|
||||||
|
GameplayManager.Instance.CompleteCurrentLevel();
|
||||||
|
else
|
||||||
|
gameObject.SetActive(false);
|
||||||
|
}
|
||||||
|
|
||||||
|
// ===== Event handlers (useful for UI/logs/hook-ins) =====
|
||||||
|
private void HandleWaveStarted(int waveIdx, WaveSpawner.Wave wave)
|
||||||
|
{
|
||||||
|
_currentWaveIdx = waveIdx;
|
||||||
|
Debug.Log($"[Level1] Wave {waveIdx + 1}/{_totalWaves} started. Count={wave.count}, Rate={wave.spawnRate:F2}/s");
|
||||||
|
// TODO: Update UI: “Wave X/Y starting”
|
||||||
|
}
|
||||||
|
|
||||||
|
private void HandleWaveCompleted(int waveIdx)
|
||||||
|
{
|
||||||
|
Debug.Log($"[Level1] Wave {waveIdx + 1}/{_totalWaves} completed.");
|
||||||
|
// TODO: UI “Wave complete”
|
||||||
|
}
|
||||||
|
|
||||||
|
private void HandleAllWavesCompleted()
|
||||||
|
{
|
||||||
|
Debug.Log("[Level1] All waves spawned. Waiting for last enemies to die…");
|
||||||
|
// Completion is finalized in MonitorForCompletion once alive == 0
|
||||||
|
}
|
||||||
|
|
||||||
|
private void HandleAliveChanged(int currentAlive)
|
||||||
|
{
|
||||||
|
_currentAlive = currentAlive;
|
||||||
|
// TODO: UI “Enemies Left: currentAlive”
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/Levels/Level2.cs.meta
Normal file
11
Assets/Scripts/Levels/Level2.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 7b3075cc0e92b0f46ac59e94d973e996
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
126
Assets/Scripts/Levels/Level3.cs
Normal file
126
Assets/Scripts/Levels/Level3.cs
Normal file
@ -0,0 +1,126 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class Level3 : Level
|
||||||
|
{
|
||||||
|
[Header("Wave Flow")]
|
||||||
|
public WaveSpawner spawner; // Assign in Inspector
|
||||||
|
[Min(0.05f)] public float checkInterval = 0.25f;
|
||||||
|
|
||||||
|
private bool _running;
|
||||||
|
private Coroutine _monitorCo;
|
||||||
|
|
||||||
|
// Optional: simple counters for UI hooks
|
||||||
|
private int _currentWaveIdx = -1;
|
||||||
|
private int _totalWaves = 0;
|
||||||
|
private int _currentAlive = 0;
|
||||||
|
|
||||||
|
private void OnEnable()
|
||||||
|
{
|
||||||
|
if (spawner != null)
|
||||||
|
{
|
||||||
|
spawner.OnWaveStarted += HandleWaveStarted;
|
||||||
|
spawner.OnWaveCompleted += HandleWaveCompleted;
|
||||||
|
spawner.OnAllWavesCompleted += HandleAllWavesCompleted;
|
||||||
|
spawner.OnAliveCountChanged += HandleAliveChanged;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnDisable()
|
||||||
|
{
|
||||||
|
if (spawner != null)
|
||||||
|
{
|
||||||
|
spawner.OnWaveStarted -= HandleWaveStarted;
|
||||||
|
spawner.OnWaveCompleted -= HandleWaveCompleted;
|
||||||
|
spawner.OnAllWavesCompleted -= HandleAllWavesCompleted;
|
||||||
|
spawner.OnAliveCountChanged -= HandleAliveChanged;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void OnLevelStart()
|
||||||
|
{
|
||||||
|
base.OnLevelStart();
|
||||||
|
|
||||||
|
if (spawner == null)
|
||||||
|
{
|
||||||
|
Debug.LogError("[Level1] No WaveSpawner assigned.");
|
||||||
|
CompleteLevelImmediate();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
_totalWaves = spawner.TotalWaves;
|
||||||
|
_running = true;
|
||||||
|
|
||||||
|
// Kick off waves
|
||||||
|
spawner.StartSpawning();
|
||||||
|
|
||||||
|
// As an extra safeguard, monitor completion state
|
||||||
|
_monitorCo = StartCoroutine(MonitorForCompletion());
|
||||||
|
Debug.Log("[Level1] Level started, waves spawning…");
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void OnLevelEnd()
|
||||||
|
{
|
||||||
|
base.OnLevelEnd();
|
||||||
|
_running = false;
|
||||||
|
|
||||||
|
if (_monitorCo != null)
|
||||||
|
{
|
||||||
|
StopCoroutine(_monitorCo);
|
||||||
|
_monitorCo = null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private IEnumerator MonitorForCompletion()
|
||||||
|
{
|
||||||
|
var wait = new WaitForSeconds(checkInterval);
|
||||||
|
while (_running)
|
||||||
|
{
|
||||||
|
// Complete when spawner reports all waves completed AND no alive remain
|
||||||
|
if (spawner.AllWavesCompleted && spawner.CurrentAlive == 0)
|
||||||
|
{
|
||||||
|
CompleteLevelImmediate();
|
||||||
|
yield break;
|
||||||
|
}
|
||||||
|
yield return wait;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void CompleteLevelImmediate()
|
||||||
|
{
|
||||||
|
_running = false;
|
||||||
|
Debug.Log("[Level1] All waves cleared. Level complete!");
|
||||||
|
|
||||||
|
if (GameplayManager.Instance != null)
|
||||||
|
GameplayManager.Instance.CompleteCurrentLevel();
|
||||||
|
else
|
||||||
|
gameObject.SetActive(false);
|
||||||
|
}
|
||||||
|
|
||||||
|
// ===== Event handlers (useful for UI/logs/hook-ins) =====
|
||||||
|
private void HandleWaveStarted(int waveIdx, WaveSpawner.Wave wave)
|
||||||
|
{
|
||||||
|
_currentWaveIdx = waveIdx;
|
||||||
|
Debug.Log($"[Level1] Wave {waveIdx + 1}/{_totalWaves} started. Count={wave.count}, Rate={wave.spawnRate:F2}/s");
|
||||||
|
// TODO: Update UI: “Wave X/Y starting”
|
||||||
|
}
|
||||||
|
|
||||||
|
private void HandleWaveCompleted(int waveIdx)
|
||||||
|
{
|
||||||
|
Debug.Log($"[Level1] Wave {waveIdx + 1}/{_totalWaves} completed.");
|
||||||
|
// TODO: UI “Wave complete”
|
||||||
|
}
|
||||||
|
|
||||||
|
private void HandleAllWavesCompleted()
|
||||||
|
{
|
||||||
|
Debug.Log("[Level1] All waves spawned. Waiting for last enemies to die…");
|
||||||
|
// Completion is finalized in MonitorForCompletion once alive == 0
|
||||||
|
}
|
||||||
|
|
||||||
|
private void HandleAliveChanged(int currentAlive)
|
||||||
|
{
|
||||||
|
_currentAlive = currentAlive;
|
||||||
|
// TODO: UI “Enemies Left: currentAlive”
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/Levels/Level3.cs.meta
Normal file
11
Assets/Scripts/Levels/Level3.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: d3d3d65dc057e5d469b7ecb693589516
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -1,3 +1,4 @@
|
|||||||
|
using System;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
[RequireComponent(typeof(Collider))]
|
[RequireComponent(typeof(Collider))]
|
||||||
@ -7,7 +8,7 @@ public class LevelStartTrigger : MonoBehaviour
|
|||||||
[SerializeField] private int levelIndexToStart = 0; // Level 1 = 0
|
[SerializeField] private int levelIndexToStart = 0; // Level 1 = 0
|
||||||
[Tooltip("Disable the trigger after first use")]
|
[Tooltip("Disable the trigger after first use")]
|
||||||
[SerializeField] private bool oneShot = true;
|
[SerializeField] private bool oneShot = true;
|
||||||
|
[SerializeField] private Level targetLevel;
|
||||||
private bool _used;
|
private bool _used;
|
||||||
|
|
||||||
private void Reset()
|
private void Reset()
|
||||||
@ -16,6 +17,17 @@ public class LevelStartTrigger : MonoBehaviour
|
|||||||
if (col) col.isTrigger = true;
|
if (col) col.isTrigger = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void OnEnable()
|
||||||
|
{
|
||||||
|
if (targetLevel != null && targetLevel.config != null && ObjectiveManager.Instance != null)
|
||||||
|
{
|
||||||
|
ObjectiveManager.Instance.SetList(
|
||||||
|
targetLevel.config.objectives,
|
||||||
|
targetLevel.config.startObjectiveIndex
|
||||||
|
);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
private void OnTriggerEnter(Collider other)
|
private void OnTriggerEnter(Collider other)
|
||||||
{
|
{
|
||||||
if (_used) return;
|
if (_used) return;
|
||||||
|
@ -66,12 +66,14 @@ public class bl_MiniMapItem : MonoBehaviour {
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
// MiniMap = bl_MiniMapUtils.GetMiniMap();
|
if (cacheItem == null)
|
||||||
// if (bl_MiniMap.MapUIRoot != null)
|
{
|
||||||
// {
|
MiniMap = bl_MiniMapUtils.GetMiniMap();
|
||||||
// CreateIcon();
|
if (bl_MiniMap.MapUIRoot != null)
|
||||||
// }
|
{
|
||||||
// else { Debug.Log("You need a MiniMap in scene for use MiniMap Items."); }
|
CreateIcon();
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
Loading…
x
Reference in New Issue
Block a user