mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-22 22:07:59 +01:00
111 lines
2.9 KiB
C#
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;
|
|
}
|
|
}
|
|
}
|