add all mechanics

This commit is contained in:
Sylvia 2026-07-13 17:46:02 -07:00
parent 87383d5b8c
commit 0e2a7cc7c3
434 changed files with 238349 additions and 2092 deletions

View file

@ -3,6 +3,7 @@ using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using Random = UnityEngine.Random;
public class WaveManager : MonoBehaviour
@ -31,8 +32,7 @@ public class WaveManager : MonoBehaviour
public Enemy[] enemies;
public bool bossWave;
public Enemy bossEnemy; //optional
public string bossName;
public string bossDescription;
public Texture bossName;
//public DialogueScript bossDialogue;
}
@ -46,30 +46,46 @@ public class WaveManager : MonoBehaviour
[SerializeField] private Transform enemyBRPoint;
public Transform enemySpawnPoint;
[Header("Waves")]
[SerializeField] protected TextMeshProUGUI waveUI;
public int wave = 1;
public Wave[] waveList;
[Header("Boss")]
public Enemy bossInstance;
public GameObject bossUI;
[SerializeField] private TextMeshProUGUI bossNameUI;
[SerializeField] private TextMeshProUGUI bossDescriptionUI;
[SerializeField] private RawImage bossNameUI;
[SerializeField] private Transform bossHPBar;
[SerializeField] private TextMeshProUGUI bossHPText;
[Header("Final Boss")]
[SerializeField] private Prismriver lunasa;
[SerializeField] private Prismriver merlin;
[SerializeField] private Prismriver lyrica;
public Prismriver lunasaInstance;
public Prismriver merlinInstance;
public Prismriver lyricaInstance;
public int prismMaxHP;
public int prismHP;
public DialogueScript prismriverDialogue;
[Header("Enemies")]
public Transform enemyFolder;
public List<Enemy> enemiesInPlay = new();
[SerializeField] private float enemyCheckRadius;
[SerializeField] private LayerMask enemyLayer;
[Header("Audio")]
public AudioClip bossDialogueLoop;
public AudioClip bossMusic;
public float bossVolume;
public AudioClip finalDialogueLoop;
public AudioClip finalMusic;
public float finalVolume;
public AudioSource audioSource;
[SerializeField] private AudioSource musicSource;
public AudioSource musicSource;
[SerializeField] private AudioClip musicIntro;
public AudioClip musicLoop;
public float musicVolume;
private void Start()
{
SpawnWave();
//SpawnFinalBoss();
musicSource.volume = musicVolume;
musicSource.PlayOneShot(musicIntro, musicVolume);
StartCoroutine(WaitForLoop());
@ -84,10 +100,17 @@ public class WaveManager : MonoBehaviour
public Vector3 GetRandomEnemyPoint()
{
Vector3 randomPoint;
int currentAttempts = 0;
do
{
randomPoint = new Vector3(Random.Range(enemyTLPoint.position.x, enemyBRPoint.position.x),
Random.Range(enemyBRPoint.position.y, enemyTLPoint.position.y), 0);
currentAttempts++;
if (currentAttempts > 50)
{
return new Vector3(Random.Range(enemyTLPoint.position.x, enemyBRPoint.position.x),
Random.Range(enemyBRPoint.position.y, enemyTLPoint.position.y), 0);
}
} while (CheckEnemyOverlap(randomPoint));
return randomPoint;
}
@ -104,13 +127,16 @@ public class WaveManager : MonoBehaviour
protected virtual void SpawnWave()
{
waveUI.text = $"Wave: {wave}";
foreach (Enemy enemy in waveList[wave-1].enemies)
{
SpawnEnemy(enemy);
}
if (waveList[wave-1].bossWave)
if (wave == waveList.Length)
{
SpawnFinalBoss();
Debug.Log("here");
}
else if (waveList[wave-1].bossWave)
{
SpawnBoss(waveList[wave-1].bossEnemy);
}
@ -121,14 +147,26 @@ public class WaveManager : MonoBehaviour
{
Enemy newBoss = SpawnEnemy(boss);
bossInstance = newBoss;
bossUI.SetActive(true);
bossNameUI.text = waveList[wave - 1].bossName;
bossDescriptionUI.text = waveList[wave - 1].bossDescription;
bossNameUI.texture = waveList[wave - 1].bossName;
bossNameUI.SetNativeSize();
UpdateBossUI();
player.isStalled = true; //wait for boss to enter then start dialogue
player.invulnerable = true;
}
private void SpawnFinalBoss()
{
lunasaInstance = SpawnPrism(lunasa);
merlinInstance = SpawnPrism(merlin);
lyricaInstance = SpawnPrism(lyrica);
//DialogueManager.instance.StartDialogue(prismriverDialogue);
lunasaInstance.isStalled = true;
merlinInstance.isStalled = true;
lyricaInstance.isStalled = true;
player.isStalled = true; //wait for boss to enter then start dialogue
player.invulnerable = true;
bossNameUI.texture = waveList[wave - 1].bossName;
bossNameUI.SetNativeSize();
}
public Enemy SpawnEnemy(Enemy enemy)
{
Enemy newEnemy = Instantiate(enemy, enemyFolder);
@ -141,24 +179,40 @@ public class WaveManager : MonoBehaviour
return newEnemy;
}
public Prismriver SpawnPrism(Prismriver prism)
{
Prismriver newEnemy = Instantiate(prism, enemyFolder);
Vector3 movepos = GetRandomEnemyPoint();
newEnemy.currentMovementRoutine = newEnemy.StartCoroutine(newEnemy.MoveToPosition(enemySpawnPoint.position,movepos, newEnemy.moveSpeed));
newEnemy.originalPosition = movepos;
enemiesInPlay.Add(newEnemy);
newEnemy.isStalled = true;
newEnemy.invulnerable = true;
return newEnemy;
}
public void UpdateBossUI()
{
bossHPText.text = $"{bossInstance.health}/{bossInstance.maxHealth}";
bossHPBar.localScale = new Vector3((float)bossInstance.health / bossInstance.maxHealth, 1f, 1f);
if (lyricaInstance)
{
bossHPBar.localScale = new Vector3(1 - (float)prismHP / prismMaxHP, 1f, 1f);
return;
}
bossHPBar.localScale = new Vector3(1 - (float)bossInstance.health / bossInstance.maxHealth, 1f, 1f);
}
public virtual void UpdateKills()
{
if (enemiesInPlay.Count == 0)
{
if (wave > waveList.Length)
if (waveList[wave - 1].bossEnemy)
{
GameManager.instance.WinGame();
}
else
{
SpawnWave();
}
SpawnWave();
}
if (lunasaInstance && prismHP <= 0)
{
GameManager.instance.WinGame();
}
}