mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-25 06:58:00 +01:00
362 lines
9.6 KiB
C#
362 lines
9.6 KiB
C#
|
using Fie.Manager;
|
||
|
using Fie.Portal;
|
||
|
using Fie.Scene;
|
||
|
using Fie.Utility;
|
||
|
using GameDataEditor;
|
||
|
using Photon;
|
||
|
using System.Collections;
|
||
|
using System.Collections.Generic;
|
||
|
using UnityEngine;
|
||
|
|
||
|
public class FieWaveController : Photon.MonoBehaviour
|
||
|
{
|
||
|
private const float FIRST_WAVE_INTERVAL = 8f;
|
||
|
|
||
|
private const float NEXT_WAVE_INTERVAL = 6f;
|
||
|
|
||
|
[SerializeField]
|
||
|
private List<Transform> _enemySpawnPoint = new List<Transform>();
|
||
|
|
||
|
[SerializeField]
|
||
|
private int _totalEnemyCapacity;
|
||
|
|
||
|
[SerializeField]
|
||
|
private int _eachWaveEnemyCapacity;
|
||
|
|
||
|
[SerializeField]
|
||
|
private float _IncreasedEachWaveCapacityRate = 0.1f;
|
||
|
|
||
|
[SerializeField]
|
||
|
private List<ValueList> _spawnableEnemies = new List<ValueList>();
|
||
|
|
||
|
[SerializeField]
|
||
|
private float _firstInterval = 8f;
|
||
|
|
||
|
[SerializeField]
|
||
|
private float _nextInterval = 6f;
|
||
|
|
||
|
[SerializeField]
|
||
|
public bool _isEnable;
|
||
|
|
||
|
[SerializeField]
|
||
|
public bool _willStartWithCllider = true;
|
||
|
|
||
|
[SerializeField]
|
||
|
public bool _nonEffectiveDifficulty;
|
||
|
|
||
|
[SerializeField]
|
||
|
public FieVisualizedPortal _activatePortal;
|
||
|
|
||
|
private int _currentEnemyCapacity;
|
||
|
|
||
|
private int _latestEnemyCapacity;
|
||
|
|
||
|
private int _currentAllivedEnemyNum;
|
||
|
|
||
|
private float _waveInterval = 8f;
|
||
|
|
||
|
private float _enemyCheckInterval;
|
||
|
|
||
|
private float _everyoneDiedCounter;
|
||
|
|
||
|
private Dictionary<int, FieGameCharacter> _currentEnemies = new Dictionary<int, FieGameCharacter>();
|
||
|
|
||
|
private Dictionary<FieConstValues.FieEnemy, int> _spawnedNum = new Dictionary<FieConstValues.FieEnemy, int>();
|
||
|
|
||
|
private IEnumerator enemySpawnTask;
|
||
|
|
||
|
private bool _isGenerating;
|
||
|
|
||
|
private bool _prepareForActivity;
|
||
|
|
||
|
private bool _isEnd;
|
||
|
|
||
|
private int _totalEnemyCapacityModifyed;
|
||
|
|
||
|
private int _eachWaveEnemyCapacityModifyed;
|
||
|
|
||
|
private int _currentWaveCount;
|
||
|
|
||
|
private int _latestWaveCount;
|
||
|
|
||
|
public void Initialize()
|
||
|
{
|
||
|
_isEnable = false;
|
||
|
_waveInterval = _firstInterval;
|
||
|
_enemyCheckInterval = 0f;
|
||
|
_everyoneDiedCounter = 0f;
|
||
|
_currentEnemies = new Dictionary<int, FieGameCharacter>();
|
||
|
_spawnedNum = new Dictionary<FieConstValues.FieEnemy, int>();
|
||
|
_isGenerating = false;
|
||
|
_prepareForActivity = false;
|
||
|
_isEnd = false;
|
||
|
_currentAllivedEnemyNum = 2147483647;
|
||
|
_currentEnemyCapacity = _latestEnemyCapacity;
|
||
|
_currentWaveCount = _latestWaveCount;
|
||
|
ApplyDifficultyDataToEnemyCap();
|
||
|
_currentEnemyCapacity = (_latestEnemyCapacity = _totalEnemyCapacityModifyed);
|
||
|
}
|
||
|
|
||
|
private void ApplyDifficultyDataToEnemyCap()
|
||
|
{
|
||
|
if (_nonEffectiveDifficulty)
|
||
|
{
|
||
|
_totalEnemyCapacityModifyed = _totalEnemyCapacity;
|
||
|
_eachWaveEnemyCapacityModifyed = _eachWaveEnemyCapacity;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
GDEDifficultyListData difficultyData = FieManagerBehaviour<FieEnvironmentManager>.I.GetDifficultyData(FieManagerBehaviour<FieEnvironmentManager>.I.currentDifficulty);
|
||
|
_totalEnemyCapacityModifyed = Mathf.RoundToInt((float)_totalEnemyCapacity * difficultyData.enemyCostCapMagnify);
|
||
|
_eachWaveEnemyCapacityModifyed = Mathf.RoundToInt((float)_eachWaveEnemyCapacity * difficultyData.enemyCostCapMagnify);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
|
||
|
{
|
||
|
if (stream.isWriting)
|
||
|
{
|
||
|
stream.SendNext(_currentEnemyCapacity);
|
||
|
stream.SendNext(_latestEnemyCapacity);
|
||
|
stream.SendNext(_currentWaveCount);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
_currentEnemyCapacity = (int)stream.ReceiveNext();
|
||
|
_latestEnemyCapacity = (int)stream.ReceiveNext();
|
||
|
_currentWaveCount = (int)stream.ReceiveNext();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private void Start()
|
||
|
{
|
||
|
ApplyDifficultyDataToEnemyCap();
|
||
|
_currentEnemyCapacity = (_latestEnemyCapacity = _totalEnemyCapacityModifyed);
|
||
|
_waveInterval = _firstInterval;
|
||
|
if (_activatePortal != null)
|
||
|
{
|
||
|
_activatePortal.gameObject.SetActive(value: false);
|
||
|
}
|
||
|
FieManagerBehaviour<FieInGameStateManager>.I.RetryEvent += RetryEvent;
|
||
|
}
|
||
|
|
||
|
private void RetryEvent()
|
||
|
{
|
||
|
Initialize();
|
||
|
}
|
||
|
|
||
|
private void Update()
|
||
|
{
|
||
|
if (_isEnable)
|
||
|
{
|
||
|
WatchEnemyState();
|
||
|
UpdateWaveState();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private void WatchEnemyState()
|
||
|
{
|
||
|
if (!_isEnd && base.photonView.isMine)
|
||
|
{
|
||
|
if (_enemyCheckInterval > 0f)
|
||
|
{
|
||
|
_enemyCheckInterval -= Time.deltaTime;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (_currentEnemies.Count > 0)
|
||
|
{
|
||
|
_currentAllivedEnemyNum = 0;
|
||
|
foreach (KeyValuePair<int, FieGameCharacter> currentEnemy in _currentEnemies)
|
||
|
{
|
||
|
if (currentEnemy.Value != null && !currentEnemy.Value.damageSystem.isDead)
|
||
|
{
|
||
|
_currentAllivedEnemyNum++;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
_currentAllivedEnemyNum = 0;
|
||
|
}
|
||
|
_enemyCheckInterval = 1f;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private void OnTriggerEnter(Collider collider)
|
||
|
{
|
||
|
if (_willStartWithCllider && !_isEnable)
|
||
|
{
|
||
|
FieCollider component = collider.gameObject.GetComponent<FieCollider>();
|
||
|
if (component != null && component.getParentGameCharacter() != null && collider.gameObject.tag == "Player")
|
||
|
{
|
||
|
_isEnable = true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private void UpdateWaveState()
|
||
|
{
|
||
|
if (!_isEnd && base.photonView.isMine && !_isGenerating && _currentAllivedEnemyNum <= 0)
|
||
|
{
|
||
|
if (_waveInterval > 0f)
|
||
|
{
|
||
|
_waveInterval -= Time.deltaTime;
|
||
|
_prepareForActivity = false;
|
||
|
}
|
||
|
else if (_currentEnemyCapacity <= 0)
|
||
|
{
|
||
|
if (_activatePortal != null)
|
||
|
{
|
||
|
_activatePortal.gameObject.SetActive(value: true);
|
||
|
}
|
||
|
_isEnd = true;
|
||
|
base.photonView.RPC("SetActivePortalRPC", PhotonTargets.Others, null);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
_latestEnemyCapacity = _currentEnemyCapacity;
|
||
|
_latestWaveCount = _currentWaveCount;
|
||
|
StartCoroutine(EnemiesSpawnCoroutine(_spawnableEnemies));
|
||
|
_waveInterval = _nextInterval;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
[PunRPC]
|
||
|
public void SetActivePortalRPC()
|
||
|
{
|
||
|
if (_activatePortal != null)
|
||
|
{
|
||
|
_activatePortal.gameObject.SetActive(value: true);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private void ShowResult()
|
||
|
{
|
||
|
if (!PhotonNetwork.offlineMode)
|
||
|
{
|
||
|
base.photonView.RPC("ShowResultRPC", PhotonTargets.All, null);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ShowResultRPC();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public void ShowActivity(string titleKey, string noteKey, string fromString, string toString)
|
||
|
{
|
||
|
if (!PhotonNetwork.offlineMode)
|
||
|
{
|
||
|
object[] parameters = new object[4]
|
||
|
{
|
||
|
titleKey,
|
||
|
noteKey,
|
||
|
fromString,
|
||
|
toString
|
||
|
};
|
||
|
base.photonView.RPC("ShowActivityRPC", PhotonTargets.All, parameters);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ShowActivityRPC(titleKey, noteKey, fromString, toString);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
[PunRPC]
|
||
|
public void ShowActivityRPC(string titleKey, string noteKey, string fromString, string toString)
|
||
|
{
|
||
|
FieManagerBehaviour<FieActivityManager>.I.RegistReplaceString(fromString, toString);
|
||
|
FieManagerBehaviour<FieActivityManager>.I.RequestActivity(FieMasterData<GDEConstantTextListData>.I.GetMasterData(titleKey), FieMasterData<GDEConstantTextListData>.I.GetMasterData(noteKey));
|
||
|
}
|
||
|
|
||
|
[PunRPC]
|
||
|
public void ShowResultRPC()
|
||
|
{
|
||
|
FieManagerBehaviour<FieSceneManager>.I.LoadScene(new FieSceneResult(), allowSceneActivation: true, FieFaderManager.FadeType.OUT_TO_WHITE, 1f);
|
||
|
}
|
||
|
|
||
|
private IEnumerator EnemiesSpawnCoroutine(List<ValueList> _enemies)
|
||
|
{
|
||
|
_isGenerating = true;
|
||
|
Lottery<ValueList> _spawnerLot = new Lottery<ValueList>();
|
||
|
Lottery<Transform> _spawnPoinLot = new Lottery<Transform>();
|
||
|
_spawnerLot.InitializeFromListData(_enemies);
|
||
|
_spawnPoinLot.InitializeFromListData(_enemySpawnPoint);
|
||
|
_spawnedNum.Clear();
|
||
|
int currentCap = _eachWaveEnemyCapacityModifyed + Mathf.RoundToInt((float)_eachWaveEnemyCapacityModifyed * (_IncreasedEachWaveCapacityRate * (float)_currentWaveCount));
|
||
|
int consumedCap = 0;
|
||
|
int retryCount = 0;
|
||
|
while (currentCap > 0 && _spawnerLot.IsExecutable())
|
||
|
{
|
||
|
ValueList hittedEnemy = _spawnerLot.Lot();
|
||
|
FieConstValues.FieEnemy hittedEnemyTypeID = hittedEnemy._enemy.GetEnemyMasterDataID();
|
||
|
int capNum = 0;
|
||
|
switch (FieManagerBehaviour<FieEnvironmentManager>.I.currentDifficulty)
|
||
|
{
|
||
|
case FieEnvironmentManager.Difficulty.EASY:
|
||
|
capNum = hittedEnemy._spawnableCapForEasy;
|
||
|
break;
|
||
|
case FieEnvironmentManager.Difficulty.NORMAL:
|
||
|
capNum = hittedEnemy._spawnableCapForNormal;
|
||
|
break;
|
||
|
case FieEnvironmentManager.Difficulty.HARD:
|
||
|
capNum = hittedEnemy._spawnableCapForHard;
|
||
|
break;
|
||
|
case FieEnvironmentManager.Difficulty.VERY_HARD:
|
||
|
capNum = hittedEnemy._spawnableCapForVeryHard;
|
||
|
break;
|
||
|
case FieEnvironmentManager.Difficulty.NIGHTMARE:
|
||
|
capNum = hittedEnemy._spawnableCapForNightmare;
|
||
|
break;
|
||
|
case FieEnvironmentManager.Difficulty.CHAOS:
|
||
|
capNum = hittedEnemy._spawnableCapForChaos;
|
||
|
break;
|
||
|
}
|
||
|
if (capNum <= 0 || (_spawnedNum.ContainsKey(hittedEnemyTypeID) && _spawnedNum[hittedEnemyTypeID] >= capNum))
|
||
|
{
|
||
|
retryCount++;
|
||
|
if (retryCount < 200)
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
if (currentCap >= consumedCap + hittedEnemy._enemy.GetEnemyMasterData().Cost)
|
||
|
{
|
||
|
FieGameCharacter createdEnemy = CreateEnemy(position: (!_spawnPoinLot.IsExecutable()) ? Vector3.zero : _spawnPoinLot.Lot().position, waveObject: hittedEnemy._enemy);
|
||
|
_currentEnemies[createdEnemy.GetInstanceID()] = createdEnemy;
|
||
|
if (!_spawnedNum.ContainsKey(hittedEnemyTypeID))
|
||
|
{
|
||
|
_spawnedNum[hittedEnemyTypeID] = 0;
|
||
|
}
|
||
|
Dictionary<FieConstValues.FieEnemy, int> spawnedNum;
|
||
|
FieConstValues.FieEnemy key;
|
||
|
(spawnedNum = _spawnedNum)[key = hittedEnemyTypeID] = spawnedNum[key] + 1;
|
||
|
consumedCap += hittedEnemy._enemy.GetEnemyMasterData().Cost;
|
||
|
if (consumedCap >= currentCap)
|
||
|
{
|
||
|
break;
|
||
|
}
|
||
|
yield return (object)new WaitForSeconds(1f);
|
||
|
/*Error: Unable to find new state assignment for yield return*/;
|
||
|
}
|
||
|
retryCount++;
|
||
|
if (retryCount >= 200)
|
||
|
{
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
_currentEnemyCapacity = Mathf.Max(0, _currentEnemyCapacity - consumedCap);
|
||
|
_currentWaveCount++;
|
||
|
_isGenerating = false;
|
||
|
_prepareForActivity = true;
|
||
|
}
|
||
|
|
||
|
private FieGameCharacter CreateEnemy(FieGameCharacter waveObject, Vector3 position)
|
||
|
{
|
||
|
FieGameCharacter component = waveObject.GetComponent<FieGameCharacter>();
|
||
|
return FieManagerBehaviour<FieInGameEnemyManager>.I.CreateEnemy(waveObject.GetType(), position);
|
||
|
}
|
||
|
}
|