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-rw-r--r--td/Assets/Scripts/waveSpawner.cs125
1 files changed, 125 insertions, 0 deletions
diff --git a/td/Assets/Scripts/waveSpawner.cs b/td/Assets/Scripts/waveSpawner.cs
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+++ b/td/Assets/Scripts/waveSpawner.cs
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+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