Compare commits
4 Commits
a811e2bc70
...
729a71ea98
Author | SHA1 | Date | |
---|---|---|---|
729a71ea98 | |||
204d25f657 | |||
d096c20cf5 | |||
1804d2d4b3 |
File diff suppressed because it is too large
Load Diff
@ -124,7 +124,7 @@ MonoBehaviour:
|
||||
m_EditorClassIdentifier:
|
||||
maxHealth: 100
|
||||
health: 100
|
||||
enableRegen: 1
|
||||
enableRegen: 0
|
||||
regenPerSecond: 1.5
|
||||
regenDelayAfterDamage: 4
|
||||
healthFillImage: {fileID: 0}
|
||||
|
@ -13,6 +13,7 @@ MonoBehaviour:
|
||||
m_Name: Channel Heal Ability
|
||||
m_EditorClassIdentifier:
|
||||
displayName: Channel Heal
|
||||
key: E
|
||||
icon: {fileID: 10913, guid: 0000000000000000f000000000000000, type: 0}
|
||||
manaCost: 10
|
||||
cooldown: 2
|
||||
|
@ -13,12 +13,13 @@ MonoBehaviour:
|
||||
m_Name: Fireball Ability
|
||||
m_EditorClassIdentifier:
|
||||
displayName: Fireball
|
||||
key: Q
|
||||
icon: {fileID: 10913, guid: 0000000000000000f000000000000000, type: 0}
|
||||
manaCost: 20
|
||||
manaCost: 5
|
||||
cooldown: 2
|
||||
description:
|
||||
projectilePrefab: {fileID: 3827511859912074849, guid: 7cd636e775c99374a9b0878b0d4d09c3,
|
||||
type: 3}
|
||||
speed: 22
|
||||
damage: 20
|
||||
damage: 50
|
||||
lifeTime: 4
|
||||
|
@ -13,6 +13,7 @@ MonoBehaviour:
|
||||
m_Name: Freeze Shard Ability
|
||||
m_EditorClassIdentifier:
|
||||
displayName: Freeze Shard
|
||||
key: R
|
||||
icon: {fileID: 10901, guid: 0000000000000000f000000000000000, type: 0}
|
||||
manaCost: 10
|
||||
cooldown: 2
|
||||
|
@ -4,6 +4,7 @@ public abstract class Ability : ScriptableObject
|
||||
{
|
||||
[Header("Meta")]
|
||||
public string displayName = "Ability";
|
||||
public string key = "";
|
||||
public Sprite icon;
|
||||
|
||||
[Header("Cost & Cooldown")]
|
||||
|
84
Assets/Scripts/GameplayManager.cs
Normal file
84
Assets/Scripts/GameplayManager.cs
Normal file
@ -0,0 +1,84 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
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||||
|
||||
public class GameplayManager : MonoBehaviour
|
||||
{
|
||||
public static GameplayManager Instance = null;
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||||
|
||||
[Header("Assign levels in order (Level 1 at index 0)")]
|
||||
public List<Level> levels;
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||||
|
||||
private int currentLevelIndex = -1;
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||||
private Level currentLevel;
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||||
|
||||
private void Awake()
|
||||
{
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||||
if (Instance == null)
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||||
Instance = this;
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||||
else if (Instance != this)
|
||||
{
|
||||
DestroyImmediate(gameObject);
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||||
return;
|
||||
}
|
||||
|
||||
DontDestroyOnLoad(gameObject);
|
||||
|
||||
// Ensure all levels are disabled initially
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||||
foreach (var lvl in levels)
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||||
{
|
||||
if (lvl != null) lvl.gameObject.SetActive(false);
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||||
}
|
||||
}
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||||
|
||||
public void StartLevel(int index)
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||||
{
|
||||
if (index < 0 || index >= levels.Count)
|
||||
{
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||||
Debug.LogError($"GameplayManager: Invalid level index {index}");
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||||
return;
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||||
}
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||||
|
||||
// End previous level if any
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||||
if (currentLevel != null)
|
||||
{
|
||||
currentLevel.OnLevelEnd();
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||||
currentLevel.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
currentLevelIndex = index;
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||||
currentLevel = levels[currentLevelIndex];
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||||
|
||||
currentLevel.gameObject.SetActive(true);
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||||
currentLevel.OnLevelStart();
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||||
Debug.Log($"GameplayManager: Started Level {currentLevelIndex + 1}");
|
||||
}
|
||||
|
||||
public void CompleteCurrentLevel()
|
||||
{
|
||||
if (currentLevel == null) return;
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||||
|
||||
Debug.Log($"GameplayManager: Level {currentLevelIndex + 1} completed.");
|
||||
|
||||
currentLevel.OnLevelEnd();
|
||||
currentLevel.gameObject.SetActive(false);
|
||||
currentLevel = null;
|
||||
|
||||
// If you want to auto-progress:
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||||
int next = currentLevelIndex + 1;
|
||||
if (next < levels.Count)
|
||||
{
|
||||
StartLevel(next);
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||||
}
|
||||
else
|
||||
{
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||||
Debug.Log("GameplayManager: All levels completed!");
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||||
}
|
||||
}
|
||||
|
||||
// Optional: callable by a trigger to start Level 1 specifically
|
||||
public void StartLevelOne()
|
||||
{
|
||||
StartLevel(0);
|
||||
}
|
||||
}
|
11
Assets/Scripts/GameplayManager.cs.meta
Normal file
11
Assets/Scripts/GameplayManager.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4497af8e23ccf414794a5808125f4aa5
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
29
Assets/Scripts/Level.cs
Normal file
29
Assets/Scripts/Level.cs
Normal file
@ -0,0 +1,29 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public abstract class Level : MonoBehaviour
|
||||
{
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public virtual void OnLevelStart()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public virtual void OnLevelEnd()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
}
|
11
Assets/Scripts/Level.cs.meta
Normal file
11
Assets/Scripts/Level.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8afbbb6c328f08d44bd0e79d228ec1c8
|
||||
MonoImporter:
|
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externalObjects: {}
|
||||
serializedVersion: 2
|
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defaultReferences: []
|
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executionOrder: 0
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||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
125
Assets/Scripts/Level1.cs
Normal file
125
Assets/Scripts/Level1.cs
Normal file
@ -0,0 +1,125 @@
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
public class Level1 : 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/Level1.cs.meta
Normal file
11
Assets/Scripts/Level1.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 42850bd66917c2648a04c287cd0fa78f
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
52
Assets/Scripts/LevelStartTrigger.cs
Normal file
52
Assets/Scripts/LevelStartTrigger.cs
Normal file
@ -0,0 +1,52 @@
|
||||
using UnityEngine;
|
||||
|
||||
[RequireComponent(typeof(Collider))]
|
||||
public class LevelStartTrigger : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private string playerTag = "Player";
|
||||
[SerializeField] private int levelIndexToStart = 0; // Level 1 = 0
|
||||
[Tooltip("Disable the trigger after first use")]
|
||||
[SerializeField] private bool oneShot = true;
|
||||
|
||||
private bool _used;
|
||||
|
||||
private void Reset()
|
||||
{
|
||||
var col = GetComponent<Collider>();
|
||||
if (col) col.isTrigger = true;
|
||||
}
|
||||
|
||||
private void OnTriggerEnter(Collider other)
|
||||
{
|
||||
if (_used) return;
|
||||
if (!other.CompareTag(playerTag)) return;
|
||||
|
||||
_used = true;
|
||||
|
||||
// Prefer using GameplayManager
|
||||
if (GameplayManager.Instance != null)
|
||||
{
|
||||
GameplayManager.Instance.StartLevel(levelIndexToStart);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Fallback: find any Level component at index and start manually
|
||||
// (only used if your manager doesn't have StartLevel yet)
|
||||
var level = FindObjectOfType<Level1>();
|
||||
if (level != null)
|
||||
{
|
||||
level.gameObject.SetActive(true);
|
||||
level.OnLevelStart();
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("LevelStartTrigger: No GameplayManager and no Level1 found.");
|
||||
}
|
||||
}
|
||||
|
||||
if (oneShot)
|
||||
{
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Scripts/LevelStartTrigger.cs.meta
Normal file
11
Assets/Scripts/LevelStartTrigger.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0b4302f1f4adaa7459679bfdb9c36650
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
8
Assets/Scripts/Managers.meta
Normal file
8
Assets/Scripts/Managers.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b753d8c903a3aa449bf601c2ef7de570
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
95
Assets/Scripts/Managers/ObjectiveManager.cs
Normal file
95
Assets/Scripts/Managers/ObjectiveManager.cs
Normal file
@ -0,0 +1,95 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using TMPro;
|
||||
|
||||
public class ObjectiveManager : MonoBehaviour
|
||||
{
|
||||
[System.Serializable]
|
||||
public class Objective
|
||||
{
|
||||
[TextArea] public string text;
|
||||
public bool completed;
|
||||
}
|
||||
|
||||
public static ObjectiveManager Instance { get; private set; }
|
||||
|
||||
[Header("UI")]
|
||||
public TextMeshProUGUI objectiveText; // Assign a TMP Text in Canvas
|
||||
[Tooltip("Prefix/suffix for visual flair")]
|
||||
public string prefix = "Objective: ";
|
||||
public string completedPrefix = "✔ ";
|
||||
public string incompletePrefix = "• ";
|
||||
|
||||
[Header("Data")]
|
||||
public List<Objective> objectives = new List<Objective>();
|
||||
public int activeIndex = 0; // Which objective is currently shown
|
||||
public bool autoAdvanceOnComplete = true;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
if (Instance != null && Instance != this) { Destroy(gameObject); return; }
|
||||
Instance = this;
|
||||
}
|
||||
|
||||
void Start() => RefreshUI();
|
||||
|
||||
// ----- Public API -----
|
||||
public void SetSingle(string text)
|
||||
{
|
||||
objectives.Clear();
|
||||
objectives.Add(new Objective { text = text, completed = false });
|
||||
activeIndex = 0;
|
||||
RefreshUI();
|
||||
}
|
||||
|
||||
public void SetList(IEnumerable<string> list, int startIndex = 0)
|
||||
{
|
||||
objectives.Clear();
|
||||
foreach (var s in list) objectives.Add(new Objective { text = s, completed = false });
|
||||
activeIndex = Mathf.Clamp(startIndex, 0, Mathf.Max(0, objectives.Count - 1));
|
||||
RefreshUI();
|
||||
}
|
||||
|
||||
public void SetActive(int index)
|
||||
{
|
||||
activeIndex = Mathf.Clamp(index, 0, Mathf.Max(0, objectives.Count - 1));
|
||||
RefreshUI();
|
||||
}
|
||||
|
||||
public void MarkComplete(int index)
|
||||
{
|
||||
if (index < 0 || index >= objectives.Count) return;
|
||||
objectives[index].completed = true;
|
||||
|
||||
if (autoAdvanceOnComplete && index == activeIndex)
|
||||
Advance();
|
||||
|
||||
RefreshUI();
|
||||
}
|
||||
|
||||
public void Advance()
|
||||
{
|
||||
// Jump to next incomplete objective if any
|
||||
for (int i = activeIndex + 1; i < objectives.Count; i++)
|
||||
{
|
||||
if (!objectives[i].completed) { activeIndex = i; RefreshUI(); return; }
|
||||
}
|
||||
// Nothing left → keep last shown as completed
|
||||
RefreshUI();
|
||||
}
|
||||
|
||||
public void RefreshUI()
|
||||
{
|
||||
if (objectiveText == null) return;
|
||||
|
||||
if (objectives.Count == 0)
|
||||
{
|
||||
objectiveText.text = "";
|
||||
return;
|
||||
}
|
||||
|
||||
var o = objectives[Mathf.Clamp(activeIndex, 0, objectives.Count - 1)];
|
||||
var statePrefix = o.completed ? completedPrefix : incompletePrefix;
|
||||
objectiveText.text = prefix + statePrefix + o.text;
|
||||
}
|
||||
}
|
11
Assets/Scripts/Managers/ObjectiveManager.cs.meta
Normal file
11
Assets/Scripts/Managers/ObjectiveManager.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 56157be1953f02648967607499db7db9
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -14,6 +14,6 @@ public class AbilityUIItem : MonoBehaviour
|
||||
{
|
||||
this.abilityIcon.sprite = ability.icon;
|
||||
this.abilityName.text = ability.displayName;
|
||||
this.abilityKeyText = abilityKeyText;
|
||||
this.abilityKeyText.text = ability.key;
|
||||
}
|
||||
}
|
||||
|
192
Assets/Scripts/WaveSpawner.cs
Normal file
192
Assets/Scripts/WaveSpawner.cs
Normal file
@ -0,0 +1,192 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class WaveSpawner : MonoBehaviour
|
||||
{
|
||||
[Serializable]
|
||||
public class Wave
|
||||
{
|
||||
public GameObject enemyPrefab;
|
||||
[Min(1)] public int count = 5;
|
||||
[Tooltip("Enemies per second. 1 = spawn every 1s, 5 = every 0.2s")]
|
||||
[Min(0.0001f)] public float spawnRate = 1f;
|
||||
}
|
||||
|
||||
[Header("Setup")]
|
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public Wave[] waves;
|
||||
public Transform spawnPoint;
|
||||
[Tooltip("Optional parent to keep hierarchy clean")]
|
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public Transform containerParent;
|
||||
[Min(0f)] public float timeBetweenWaves = 3f;
|
||||
|
||||
public int CurrentWaveIndex { get; private set; } = -1; // 0-based, -1 = none yet
|
||||
public bool IsSpawning { get; private set; }
|
||||
public bool AllWavesCompleted { get; private set; }
|
||||
public int CurrentAlive => _alive.Count;
|
||||
|
||||
// EVENTS (subscribe from Level1 or any other listener)
|
||||
public event Action<int, Wave> OnWaveStarted; // args: waveIndex, waveDef
|
||||
public event Action<int> OnWaveCompleted; // args: waveIndex
|
||||
public event Action OnAllWavesCompleted;
|
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public event Action<GameObject> OnEnemySpawned; // args: instance
|
||||
public event Action<int> OnAliveCountChanged; // args: currentAlive
|
||||
|
||||
// Internals
|
||||
private readonly List<GameObject> _alive = new List<GameObject>();
|
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private Coroutine _routine;
|
||||
|
||||
public int TotalWaves => waves != null ? waves.Length : 0;
|
||||
|
||||
public void StartSpawning()
|
||||
{
|
||||
if (IsSpawning || AllWavesCompleted) return;
|
||||
if (spawnPoint == null || waves == null || waves.Length == 0)
|
||||
{
|
||||
Debug.LogWarning("[WaveSpawner] Missing spawnPoint or waves.");
|
||||
return;
|
||||
}
|
||||
_routine = StartCoroutine(SpawnRoutine());
|
||||
}
|
||||
|
||||
public void StopSpawning()
|
||||
{
|
||||
if (_routine != null)
|
||||
{
|
||||
StopCoroutine(_routine);
|
||||
_routine = null;
|
||||
}
|
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IsSpawning = false;
|
||||
}
|
||||
|
||||
private IEnumerator SpawnRoutine()
|
||||
{
|
||||
IsSpawning = true;
|
||||
AllWavesCompleted = false;
|
||||
|
||||
for (int w = 0; w < waves.Length; w++)
|
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{
|
||||
CurrentWaveIndex = w;
|
||||
var wave = waves[w];
|
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OnWaveStarted?.Invoke(w, wave);
|
||||
|
||||
// spawn phase
|
||||
for (int i = 0; i < wave.count; i++)
|
||||
{
|
||||
SpawnEnemyOnce(wave.enemyPrefab);
|
||||
yield return new WaitForSeconds(1f / wave.spawnRate);
|
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}
|
||||
|
||||
// wait until wave cleared (no alive remaining from all spawns so far)
|
||||
yield return StartCoroutine(WaitUntilCleared());
|
||||
|
||||
OnWaveCompleted?.Invoke(w);
|
||||
|
||||
if (w < waves.Length - 1 && timeBetweenWaves > 0f)
|
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yield return new WaitForSeconds(timeBetweenWaves);
|
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}
|
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|
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IsSpawning = false;
|
||||
AllWavesCompleted = true;
|
||||
OnAllWavesCompleted?.Invoke();
|
||||
}
|
||||
|
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private IEnumerator WaitUntilCleared()
|
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{
|
||||
var wait = new WaitForSeconds(0.25f);
|
||||
while (true)
|
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{
|
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CompactAliveList();
|
||||
if (_alive.Count == 0) break;
|
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yield return wait;
|
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}
|
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}
|
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|
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private void SpawnEnemyOnce(GameObject prefab)
|
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{
|
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if (prefab == null) return;
|
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var go = Instantiate(prefab, spawnPoint.position, spawnPoint.rotation, containerParent);
|
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|
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// Attach relay so we detect destruction/disable cleanly
|
||||
var relay = go.AddComponent<_EnemyLifeRelay>();
|
||||
relay.Init(this);
|
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|
||||
_alive.Add(go);
|
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OnEnemySpawned?.Invoke(go);
|
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OnAliveCountChanged?.Invoke(_alive.Count);
|
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}
|
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private void CompactAliveList()
|
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{
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for (int i = _alive.Count - 1; i >= 0; i--)
|
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{
|
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var go = _alive[i];
|
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if (go == null)
|
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{
|
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_alive.RemoveAt(i);
|
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continue;
|
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}
|
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|
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// Consider not-alive when:
|
||||
// 1) Destroyed (handled by null above), OR
|
||||
// 2) Inactive in hierarchy, OR
|
||||
// 3) Has EnemyBase and IsDead() is true.
|
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bool alive = go.activeInHierarchy;
|
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if (alive)
|
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{
|
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var eb = go.GetComponent<EnemyBase>();
|
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if (eb != null && eb.IsDead()) alive = false;
|
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}
|
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|
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if (!alive)
|
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{
|
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_alive.RemoveAt(i);
|
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}
|
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}
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}
|
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|
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// Called by relay on death/destroy/disable
|
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private void NotifyGone(GameObject go)
|
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{
|
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if (go == null) return;
|
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int idx = _alive.IndexOf(go);
|
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if (idx >= 0)
|
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{
|
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_alive.RemoveAt(idx);
|
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OnAliveCountChanged?.Invoke(_alive.Count);
|
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}
|
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}
|
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|
||||
// Helper component placed on each spawned enemy
|
||||
private class _EnemyLifeRelay : MonoBehaviour
|
||||
{
|
||||
private WaveSpawner _owner;
|
||||
private EnemyBase _enemyBase;
|
||||
private bool _notified;
|
||||
|
||||
public void Init(WaveSpawner owner)
|
||||
{
|
||||
_owner = owner;
|
||||
_enemyBase = GetComponent<EnemyBase>();
|
||||
// If your EnemyBase has an OnDeath event, you can hook it here:
|
||||
// _enemyBase.OnDeath += HandleGone;
|
||||
}
|
||||
|
||||
private void OnDisable() => HandleGone();
|
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private void OnDestroy() => HandleGone();
|
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|
||||
private void HandleGone()
|
||||
{
|
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if (_notified || _owner == null) return;
|
||||
|
||||
// If EnemyBase exists and isn't actually dead yet (e.g., pooled), skip.
|
||||
// We'll rely on spawner's periodic compaction in that case.
|
||||
if (_enemyBase != null && !_enemyBase.IsDead() && gameObject.activeInHierarchy)
|
||||
return;
|
||||
|
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_owner.NotifyGone(gameObject);
|
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_notified = true;
|
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}
|
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}
|
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}
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|
||||
Thanks for purchase UGUI MiniMap!.
|
||||
|
||||
For documentation and tutorials unzip the file called "documentation" in the package out side of unity project for avoid errors
|
||||
or see the online documentation: http://lovattostudio.com/documentations/ugui-minimap/
|
||||
|
||||
Any problem or question, feel free to contact us:
|
||||
|
||||
Contact Form: http://www.lovattostudio.com/en/support/
|
||||
Forum:http://lovattostudio.com/forum/index.php
|
||||
|
||||
If you have a problem or bug, please contact us before leave a bad review, we respond in no time.
|
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