diff options
Diffstat (limited to 'td/Assets/Scripts/waveSpawner.cs')
-rw-r--r-- | td/Assets/Scripts/waveSpawner.cs | 125 |
1 files changed, 125 insertions, 0 deletions
diff --git a/td/Assets/Scripts/waveSpawner.cs b/td/Assets/Scripts/waveSpawner.cs new file mode 100644 index 0000000..3a6d7d4 --- /dev/null +++ b/td/Assets/Scripts/waveSpawner.cs @@ -0,0 +1,125 @@ +using System.Collections; +using System; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +public class WaveSpawner : MonoBehaviour { + + [Header("Attributes")] + public float TimeBetweenWaves; + public float SpawnRate; + + [Header("Objects")] + public Transform SpawnPoint; + public Transform PathWay; + public Text WaveCountdownText; + + [Header("Every possible enemy")] + public EnemyType[] Enemies; + + [Header("Scripting vars")] + public Player Player; // Reference to the player object, should be set in designer + + private Transform _parentObject; + private List<Vector3> _waypoints = new List<Vector3>(); + + public static int EnemiesAlive = 0; + private float _countdown = 2f; + private int _waveIndex = 0; + + void Awake() { + foreach (Transform child in PathWay) { + _waypoints.Add (child.position); + } + } + + void Start() { + _parentObject = transform.Find ("enemies").gameObject.GetComponent <Transform> (); + } + + void Update () { + if (EnemiesAlive > 0) { + return; + } + + if (_countdown <= 0f) { + StartCoroutine(SpawnWave()); + _countdown = TimeBetweenWaves; + return; + } + + _countdown -= Time.deltaTime; + _countdown = Mathf.Clamp(_countdown, 0f, Mathf.Infinity); + //waveCountdownText.text = string.Format("{0:00.00}", countdown); + } + + private int WaveEnemyCount(int waveNum) { + // 10.64 * e^0,57x + float pow = (float) Math.Pow( Math.E, 0.57f * waveNum); + return (int) Math.Floor(10.64f * pow); + } + + private float EnemyAmountThing(int currentEnemy, int maxTypes) { + // TODO Change the for loop into a faster method + float rest = 1; + + for (int i=1; i <= maxTypes; i++) { + if (i != maxTypes) { rest = rest / 2; } + if (i == currentEnemy + 1) { return rest; } + } + + return 0; + } + + IEnumerator SpawnWave () { + int enemiesToSpawn = WaveEnemyCount(_waveIndex); + EnemiesAlive = enemiesToSpawn; + List<WaveElement> wave = new List<WaveElement>(); + + for (int i = 0; i < Enemies.Length; i++) { + EnemyType enemy = Enemies[i]; + + float amount = enemiesToSpawn * EnemyAmountThing(i, Enemies.Length); + if (amount >= 1) { + wave.Add(new WaveElement {Prefab = enemy.Enemy, Amount = (int)Math.Floor(amount)} ); + } + + } + + foreach (var enemyType in wave) { + for (int i = 0; i < enemyType.Amount; i++) { + SpawnEnemy(enemyType.Prefab); + yield return new WaitForSeconds(1f / SpawnRate); + } + yield return new WaitForSeconds(1f / 100f); + } + + SpawnRate = SpawnRate * 2; + _waveIndex++; + } + + void SpawnEnemy (GameObject enemyPrefab) { + GameObject newEnemy = Instantiate (enemyPrefab, new Vector3(0, 0, 0), Quaternion.identity, _parentObject); + Enemy script = newEnemy.GetComponent <Enemy> (); + Transform transform = newEnemy.GetComponent <Transform>(); + + script.Waypoints = _waypoints; + script.Player = Player; + transform.position = new Vector3 (0.93f, 0.483f, 0f); + } + + [System.Serializable] + public class EnemyType { + public string Name; + public GameObject Enemy; + [Range(0, 1)] + public float Percentage; + } + + public class WaveElement { + public GameObject Prefab { get; set; } + public int Amount { get; set; } + } + +}
\ No newline at end of file |