FiE-Game/Assets/Scripts/Fie/Manager/FieInGameEnemyManager.cs

111 lines
2.9 KiB
C#

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