ReisenYoumuOuting/Assets/Scripts/WaveManager.cs

181 lines
4.1 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using Random = UnityEngine.Random;
public class WaveManager : MonoBehaviour
{
#region Statication
public static WaveManager instance;
private void Awake()
{
if (instance != null && instance != this)
{
Destroy(gameObject);
return;
}
instance = this;
}
#endregion
[System.Serializable]
public class Wave
{
public Enemy[] enemies;
public bool bossWave;
public Enemy bossEnemy; //optional
public string bossName;
public string bossDescription;
//public DialogueScript bossDialogue;
}
[Header("Player Point")]
public Player player; //only for continues lol
[SerializeField] private Transform tlPoint;
[SerializeField] private Transform brPoint;
[Header("Enemy Point")]
[SerializeField] private Transform enemyTLPoint;
[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 Transform bossHPBar;
[SerializeField] private TextMeshProUGUI bossHPText;
[Header("Enemies")]
public Transform enemyFolder;
public List<Enemy> enemiesInPlay = new();
[SerializeField] private float enemyCheckRadius;
[SerializeField] private LayerMask enemyLayer;
[Header("Audio")]
public AudioSource audioSource;
[SerializeField] private AudioSource musicSource;
[SerializeField] private AudioClip musicIntro;
public float musicVolume;
private void Start()
{
SpawnWave();
musicSource.volume = musicVolume;
musicSource.PlayOneShot(musicIntro, musicVolume);
StartCoroutine(WaitForLoop());
}
public Vector3 GetRandomPlayerPoint()
{
return new Vector3(Random.Range(tlPoint.position.x, brPoint.position.x),
Random.Range(brPoint.position.y, tlPoint.position.y), 0);
}
public Vector3 GetRandomEnemyPoint()
{
Vector3 randomPoint;
do
{
randomPoint = new Vector3(Random.Range(enemyTLPoint.position.x, enemyBRPoint.position.x),
Random.Range(enemyBRPoint.position.y, enemyTLPoint.position.y), 0);
} while (CheckEnemyOverlap(randomPoint));
return randomPoint;
}
private bool CheckEnemyOverlap(Vector3 areaToCheck)
{
if (Physics2D.OverlapCircle(areaToCheck, enemyCheckRadius, enemyLayer))
{
return true;
}
return false;
}
protected virtual void SpawnWave()
{
waveUI.text = $"Wave: {wave}";
foreach (Enemy enemy in waveList[wave-1].enemies)
{
SpawnEnemy(enemy);
}
if (waveList[wave-1].bossWave)
{
SpawnBoss(waveList[wave-1].bossEnemy);
}
wave++;
}
protected void SpawnBoss(Enemy boss)
{
Enemy newBoss = SpawnEnemy(boss);
bossInstance = newBoss;
bossUI.SetActive(true);
bossNameUI.text = waveList[wave - 1].bossName;
bossDescriptionUI.text = waveList[wave - 1].bossDescription;
UpdateBossUI();
player.isStalled = true; //wait for boss to enter then start dialogue
player.invulnerable = true;
}
public Enemy SpawnEnemy(Enemy enemy)
{
Enemy newEnemy = Instantiate(enemy, 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);
}
public virtual void UpdateKills()
{
if (enemiesInPlay.Count == 0)
{
if (wave > waveList.Length)
{
GameManager.instance.WinGame();
}
else
{
SpawnWave();
}
}
}
private IEnumerator WaitForLoop()
{
bool stopped = false;
while (!stopped)
{
if (musicSource.isPlaying)
{
yield return null;
}
else
{
stopped = true;
musicSource.Play();
}
}
}
}