mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-23 06:17:58 +01:00
111 lines
2.9 KiB
C#
111 lines
2.9 KiB
C#
using Fie.Enemies;
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using Fie.Object;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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namespace Fie.Manager
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{
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[FieManagerExists(FieManagerExistSceneFlag.ANYTIME_DESTROY)]
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public class FieInGameEnemyManager : FieManagerBehaviour<FieInGameEnemyManager>
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{
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private Dictionary<Type, GameObject> _resouceCache = new Dictionary<Type, GameObject>();
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private List<FieGameCharacter> _currentEnemies = new List<FieGameCharacter>();
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protected override void StartUpEntity()
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{
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_currentEnemies = new List<FieGameCharacter>();
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}
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private void CleanupEnemyList()
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{
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_currentEnemies.RemoveAll((FieGameCharacter enemy) => enemy == null);
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}
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public void Assign(FieGameCharacter enemy)
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{
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CleanupEnemyList();
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int index = -1;
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for (int i = 0; i < _currentEnemies.Count; i++)
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{
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if (_currentEnemies[i] == null)
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{
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_currentEnemies[index] = enemy;
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return;
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}
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}
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_currentEnemies.Add(enemy);
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}
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public FieGameCharacter GetNearestEnemy(Vector3 worldPosition)
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{
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CleanupEnemyList();
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Dictionary<int, float> dictionary = new Dictionary<int, float>();
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for (int i = 0; i < _currentEnemies.Count; i++)
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{
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if (!(_currentEnemies[i] == null))
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{
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dictionary[i] = Vector3.Distance(worldPosition, _currentEnemies[i].position);
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}
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}
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return _currentEnemies[(from x in dictionary
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select (x)).Min().Key];
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}
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public FieGameCharacter CreateEnemyOnlyMasterClienty(Type enemyType, Vector3 position)
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{
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if (!PhotonNetwork.isMasterClient)
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{
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return null;
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}
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return CreateEnemy(enemyType, position);
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}
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public FieGameCharacter CreateEnemy(Type enemyType, Vector3 position)
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{
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if (!enemyType.IsSubclassOf(typeof(FieObjectEnemies)))
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{
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return null;
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}
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FiePrefabInfo fiePrefabInfo = (FiePrefabInfo)Attribute.GetCustomAttribute(enemyType, typeof(FiePrefabInfo));
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if (fiePrefabInfo == null)
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{
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return null;
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}
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GameObject gameObject = null;
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if (PhotonNetwork.offlineMode)
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{
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GameObject gameObject2 = null;
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if (!_resouceCache.ContainsKey(enemyType))
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{
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gameObject2 = (Resources.Load(fiePrefabInfo.path) as GameObject);
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_resouceCache[enemyType] = gameObject2;
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}
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else
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{
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gameObject2 = _resouceCache[enemyType];
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}
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gameObject = UnityEngine.Object.Instantiate(gameObject2, position, Quaternion.identity);
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}
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else
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{
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gameObject = PhotonNetwork.InstantiateSceneObject(fiePrefabInfo.path, position, Quaternion.identity, 0, null);
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}
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if (gameObject != null)
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{
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FieObjectEnemies component = gameObject.GetComponent<FieObjectEnemies>();
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if (component != null)
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{
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component.InitializeIntelligenceSystem(FieGameCharacter.IntelligenceType.AI);
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component.gameObject.SetActive(value: true);
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component.RequestArrivalState();
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component.forces = FieEmittableObjectBase.EmitObjectTag.ENEMY;
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}
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return component;
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}
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return null;
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}
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}
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}
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