Files
project-reset/Assets/Scripts/Units/Enemy/EnemySpawn.cs

98 lines
3.2 KiB
C#

using System.Collections.Generic;
using Drawing;
using Pathfinding;
using Sirenix.OdinInspector;
using UnityEngine;
namespace Reset.Units{
public class EnemySpawn : MonoBehaviour{
public float radius = 30f;
public int minimumEnemies = 1;
public int maximumEnemies = 5;
public Vector2 enemyCount;
// TODO: Replace this with an Enemy selector based on difficulty, random chance, etc?
public GameObject enemy;
public List<GameObject> enemies;
public GridGraph relatedGraph;
void Start(){
CreateAstarGraph();
SpawnEnemies();
}
void CreateAstarGraph(){
relatedGraph = AstarPath.active.data.AddGraph(typeof(GridGraph)) as GridGraph;
relatedGraph.SetDimensions(Mathf.FloorToInt(radius) * 2, Mathf.FloorToInt(radius) * 2, 1f);
relatedGraph.collision.diameter = 3f;
AstarPath.active.Scan(relatedGraph);
GetComponent<ProceduralGraphMover>().graph = relatedGraph;
}
void SpawnEnemies(){
int count = Random.Range(minimumEnemies, maximumEnemies + 1);
for (int i = 0; i < count; i++) {
Vector3 newPosition = transform.position;
float randomX = Random.Range(-(radius / 2f), radius / 2f);
float randomZ = Random.Range(-(radius / 2f), radius / 2f);
newPosition += new Vector3(randomX, transform.position.y, randomZ);
float randomRot = Random.Range(0f, 360f);
GameObject newEnemy = Instantiate(enemy, newPosition, Quaternion.AngleAxis(randomRot, Vector3.up));
newEnemy.GetComponent<Enemy>().relatedSpawner = this;
enemies.Add(newEnemy);
}
}
// Update is called once per frame
void Update(){
Draw.WireCylinder(transform.position, transform.position + Vector3.up * 7f, radius);
if (PlayerIsInRange()) {
SetPlayerAsTarget();
}
}
GameObject PlayerIsInRange(){
// TODO: Make compatible with all players
Vector3 playerPos = PlayerManager.Player.transform.position;
// Skip checking and return null/false if the player is nowhere near the spawn
if (Vector3.Distance(playerPos, transform.position) < radius * 1.5f) {
return null;
}
// If they are in range, check if the player is close enough to either an enemy or the spawn center
if (Vector3.Distance(playerPos, transform.position) < radius * .33f) {
return PlayerManager.Player;
}
foreach (GameObject thisEnemy in enemies) {
if (Vector3.Distance(playerPos, thisEnemy.transform.position) < radius / 2f) {
return PlayerManager.Player;
}
}
return null;
}
void SetPlayerAsTarget(){
foreach (GameObject thisEnemy in enemies) {
thisEnemy.GetComponent<EnemyCombat>().SetNewTarget(PlayerManager.Player);
}
}
}
}