FiE-Game/src/FieWaveController.cs

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C#
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2018-11-20 20:10:49 +01:00
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);
}
}