Added new levels
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22
Assets/ScriptableObjects/Levels/Level 2.asset
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22
Assets/ScriptableObjects/Levels/Level 2.asset
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- Kill all the enemies
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autoAdvanceOnComplete: 1
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clearWavesObjectiveIndex: -1
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waves: []
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8
Assets/ScriptableObjects/Levels/Level 2.asset.meta
Normal file
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22
Assets/ScriptableObjects/Levels/Level 3.asset
Normal file
22
Assets/ScriptableObjects/Levels/Level 3.asset
Normal file
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%YAML 1.1
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8
Assets/ScriptableObjects/Levels/Level 3.asset.meta
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8
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@ -29,6 +29,8 @@ public class GameplayManager : MonoBehaviour
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{
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if (lvl != null) lvl.gameObject.SetActive(false);
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}
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var upcomingLevel = levels[0];
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ObjectiveManager.Instance.SetList(upcomingLevel.config.objectives);
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}
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public void StartLevel(int index)
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@ -66,6 +68,8 @@ public class GameplayManager : MonoBehaviour
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// If you want to auto-progress:
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int next = currentLevelIndex + 1;
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var upcomingLevel = levels[currentLevelIndex];
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ObjectiveManager.Instance.SetList(upcomingLevel.config.objectives);
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if (next < levels.Count)
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{
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StartLevel(next);
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@ -76,6 +80,12 @@ public class GameplayManager : MonoBehaviour
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}
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}
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private void LoadUpNextLevel()
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{
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int next = currentLevelIndex + 1;
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var upcomingLevel = levels[currentLevelIndex];
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ObjectiveManager.Instance.SetList(upcomingLevel.config.objectives);
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}
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// Optional: callable by a trigger to start Level 1 specifically
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{
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@ -19,16 +19,11 @@ public abstract class Level : MonoBehaviour
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public virtual void OnLevelStart()
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{
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if (config != null && ObjectiveManager.Instance != null)
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{
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ObjectiveManager.Instance.SetList(config.objectives, config.startObjectiveIndex);
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}
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ObjectiveManager.Instance.Advance();
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}
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public virtual void OnLevelEnd()
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{
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}
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}
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126
Assets/Scripts/Levels/Level2.cs
Normal file
126
Assets/Scripts/Levels/Level2.cs
Normal file
@ -0,0 +1,126 @@
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using System.Collections;
|
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using System.Collections.Generic;
|
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using UnityEngine;
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public class Level2 : Level
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{
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[Header("Wave Flow")]
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public WaveSpawner spawner; // Assign in Inspector
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[Min(0.05f)] public float checkInterval = 0.25f;
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private bool _running;
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private Coroutine _monitorCo;
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// Optional: simple counters for UI hooks
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private int _currentWaveIdx = -1;
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private int _currentAlive = 0;
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private void OnEnable()
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{
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if (spawner != null)
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{
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spawner.OnWaveStarted += HandleWaveStarted;
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spawner.OnWaveCompleted += HandleWaveCompleted;
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spawner.OnAllWavesCompleted += HandleAllWavesCompleted;
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spawner.OnAliveCountChanged += HandleAliveChanged;
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}
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private void OnDisable()
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{
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if (spawner != null)
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{
|
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spawner.OnWaveStarted -= HandleWaveStarted;
|
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spawner.OnWaveCompleted -= HandleWaveCompleted;
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spawner.OnAllWavesCompleted -= HandleAllWavesCompleted;
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spawner.OnAliveCountChanged -= HandleAliveChanged;
|
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}
|
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|
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public override void OnLevelStart()
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{
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base.OnLevelStart();
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|
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if (spawner == null)
|
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{
|
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Debug.LogError("[Level1] No WaveSpawner assigned.");
|
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CompleteLevelImmediate();
|
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return;
|
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}
|
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|
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_totalWaves = spawner.TotalWaves;
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_running = true;
|
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|
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// Kick off waves
|
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spawner.StartSpawning();
|
||||
|
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// As an extra safeguard, monitor completion state
|
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_monitorCo = StartCoroutine(MonitorForCompletion());
|
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Debug.Log("[Level1] Level started, waves spawning…");
|
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}
|
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|
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public override void OnLevelEnd()
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{
|
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base.OnLevelEnd();
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_running = false;
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if (_monitorCo != null)
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{
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StopCoroutine(_monitorCo);
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_monitorCo = null;
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}
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}
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private IEnumerator MonitorForCompletion()
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{
|
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var wait = new WaitForSeconds(checkInterval);
|
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while (_running)
|
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{
|
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// Complete when spawner reports all waves completed AND no alive remain
|
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if (spawner.AllWavesCompleted && spawner.CurrentAlive == 0)
|
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{
|
||||
CompleteLevelImmediate();
|
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yield break;
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}
|
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yield return wait;
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}
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}
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private void CompleteLevelImmediate()
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{
|
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_running = false;
|
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Debug.Log("[Level1] All waves cleared. Level complete!");
|
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|
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if (GameplayManager.Instance != null)
|
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GameplayManager.Instance.CompleteCurrentLevel();
|
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else
|
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gameObject.SetActive(false);
|
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}
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// ===== Event handlers (useful for UI/logs/hook-ins) =====
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private void HandleWaveStarted(int waveIdx, WaveSpawner.Wave wave)
|
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{
|
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_currentWaveIdx = waveIdx;
|
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Debug.Log($"[Level1] Wave {waveIdx + 1}/{_totalWaves} started. Count={wave.count}, Rate={wave.spawnRate:F2}/s");
|
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// TODO: Update UI: “Wave X/Y starting”
|
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}
|
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|
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private void HandleWaveCompleted(int waveIdx)
|
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{
|
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Debug.Log($"[Level1] Wave {waveIdx + 1}/{_totalWaves} completed.");
|
||||
// TODO: UI “Wave complete”
|
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}
|
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|
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private void HandleAllWavesCompleted()
|
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{
|
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Debug.Log("[Level1] All waves spawned. Waiting for last enemies to die…");
|
||||
// Completion is finalized in MonitorForCompletion once alive == 0
|
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}
|
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|
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private void HandleAliveChanged(int currentAlive)
|
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{
|
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_currentAlive = currentAlive;
|
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// TODO: UI “Enemies Left: currentAlive”
|
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}
|
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}
|
11
Assets/Scripts/Levels/Level2.cs.meta
Normal file
11
Assets/Scripts/Levels/Level2.cs.meta
Normal file
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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
|
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[Min(0.05f)] public float checkInterval = 0.25f;
|
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|
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private bool _running;
|
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private Coroutine _monitorCo;
|
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|
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// Optional: simple counters for UI hooks
|
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private int _currentWaveIdx = -1;
|
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private int _totalWaves = 0;
|
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private int _currentAlive = 0;
|
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|
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private void OnEnable()
|
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{
|
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if (spawner != null)
|
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{
|
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spawner.OnWaveStarted += HandleWaveStarted;
|
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spawner.OnWaveCompleted += HandleWaveCompleted;
|
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|
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spawner.OnAliveCountChanged += HandleAliveChanged;
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}
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}
|
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|
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private void OnDisable()
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{
|
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if (spawner != null)
|
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{
|
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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;
|
||||
|
||||
[RequireComponent(typeof(Collider))]
|
||||
@ -7,7 +8,7 @@ public class LevelStartTrigger : MonoBehaviour
|
||||
[SerializeField] private int levelIndexToStart = 0; // Level 1 = 0
|
||||
[Tooltip("Disable the trigger after first use")]
|
||||
[SerializeField] private bool oneShot = true;
|
||||
|
||||
[SerializeField] private Level targetLevel;
|
||||
private bool _used;
|
||||
|
||||
private void Reset()
|
||||
@ -16,6 +17,17 @@ public class LevelStartTrigger : MonoBehaviour
|
||||
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)
|
||||
{
|
||||
if (_used) return;
|
||||
|
@ -66,12 +66,14 @@ public class bl_MiniMapItem : MonoBehaviour {
|
||||
/// </summary>
|
||||
void Start()
|
||||
{
|
||||
// MiniMap = bl_MiniMapUtils.GetMiniMap();
|
||||
// if (bl_MiniMap.MapUIRoot != null)
|
||||
// {
|
||||
// CreateIcon();
|
||||
// }
|
||||
// else { Debug.Log("You need a MiniMap in scene for use MiniMap Items."); }
|
||||
if (cacheItem == null)
|
||||
{
|
||||
MiniMap = bl_MiniMapUtils.GetMiniMap();
|
||||
if (bl_MiniMap.MapUIRoot != null)
|
||||
{
|
||||
CreateIcon();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
Loading…
x
Reference in New Issue
Block a user