EnemyQueue.cs 5.6 KB

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  1. using System;
  2. using System.Collections;
  3. using GameWorld;
  4. using UnityEngine;
  5. public class EnemyQueue : MonoBehaviour
  6. {
  7. private void OnEnable()
  8. {
  9. EventManager.RegisterEvent<EventArgs>("EnemyKilled", new EventManager.FBEventHandler<EventArgs>(this.EnemyDie), EventManager.ListenerQueue.Game);
  10. }
  11. private void OnDisable()
  12. {
  13. EventManager.UnregisterEvent<EventArgs>("EnemyKilled", new EventManager.FBEventHandler<EventArgs>(this.EnemyDie), EventManager.ListenerQueue.Game);
  14. }
  15. private bool EnemyDie(string eventName, object sender, EventArgs msg)
  16. {
  17. EnemyAttribute enemyAttribute = sender as EnemyAttribute;
  18. base.StartCoroutine(this.CheckEnemy(enemyAttribute.baseData.enemyType));
  19. return true;
  20. }
  21. public int GetEnemyCount()
  22. {
  23. return this.queueData.EnemyType.Count;
  24. }
  25. private bool CheckEnemyExist(EnemyType type)
  26. {
  27. foreach (EnemyType enemyType in this.queueData.EnemyType)
  28. {
  29. if (type == enemyType)
  30. {
  31. return true;
  32. }
  33. }
  34. return false;
  35. }
  36. private void CheckEnemyDie(object sender)
  37. {
  38. EnemyAttribute eAttr = sender as EnemyAttribute;
  39. base.StartCoroutine(this.GenerateEnemyDelay(eAttr));
  40. }
  41. private IEnumerator GenerateEnemyDelay(EnemyAttribute eAttr)
  42. {
  43. GameObject e = R.Enemy.GetEnemyByType(this.queueData.CheckEnemy);
  44. yield return new WaitForSeconds(this.queueData.DelayTime);
  45. if (this.queueData.CheckEnemy != EnemyType.未定)
  46. {
  47. if (e != null && !e.GetComponent<EnemyAttribute>().isDead)
  48. {
  49. this.GenerateEnemy(eAttr.baseData.enemyType);
  50. }
  51. }
  52. else
  53. {
  54. this.GenerateEnemy(eAttr.baseData.enemyType);
  55. }
  56. yield break;
  57. }
  58. private void GenerateEnemy()
  59. {
  60. int index = UnityEngine.Random.Range(0, this.queueData.EnemyType.Count);
  61. if (!this.queueData.Random)
  62. {
  63. index = 0;
  64. }
  65. Rect rect = this.queueData.enemyQueueArea.ToRect();
  66. Vector2 value = new Vector2(UnityEngine.Random.Range(rect.x - rect.width / 2f, rect.x + rect.width / 2f), UnityEngine.Random.Range(rect.y - rect.height / 2f, rect.y + rect.height / 2f));
  67. Singleton<EnemyGenerator>.Instance.GenerateEnemy(this.queueData.EnemyType[index], new Vector2?(value), true, true);
  68. this.queueData.EnemyType.RemoveAt(index);
  69. }
  70. private void GenerateEnemy(EnemyType type)
  71. {
  72. int index = UnityEngine.Random.Range(0, this.queueData.EnemyType.Count);
  73. if (this.queueData.EnemyType.Count == 1)
  74. {
  75. index = 0;
  76. }
  77. Rect rect = this.queueData.enemyQueueArea.ToRect();
  78. Vector2 value = new Vector2(UnityEngine.Random.Range(rect.x - rect.width / 2f, rect.x + rect.width / 2f), UnityEngine.Random.Range(rect.y - rect.height / 2f, rect.y + rect.height / 2f));
  79. if (this.queueData.Random && this.queueData.EnemyType.Count > 0)
  80. {
  81. Singleton<EnemyGenerator>.Instance.GenerateEnemy(this.queueData.EnemyType[index], new Vector2?(value), true, true);
  82. if (this.queueData.Limited)
  83. {
  84. foreach (EnemyType enemyType in this.queueData.EnemyType)
  85. {
  86. if (this.queueData.EnemyType[index] == enemyType)
  87. {
  88. this.queueData.EnemyType.Remove(enemyType);
  89. break;
  90. }
  91. }
  92. }
  93. }
  94. else
  95. {
  96. Singleton<EnemyGenerator>.Instance.GenerateEnemy(type, new Vector2?(value), true, true);
  97. }
  98. }
  99. private IEnumerator CheckEnemy(EnemyType type)
  100. {
  101. yield return new WaitForSeconds(this.queueData.DelayTime);
  102. if (this.queueData.CheckEnemy == EnemyType.未定)
  103. {
  104. this.CheckSuppleType(type);
  105. }
  106. else
  107. {
  108. GameObject enemyByType = R.Enemy.GetEnemyByType(this.queueData.CheckEnemy);
  109. if (enemyByType != null && !enemyByType.GetComponent<EnemyAttribute>().isDead)
  110. {
  111. this.CheckSuppleType(type);
  112. }
  113. }
  114. yield break;
  115. }
  116. private void CheckSuppleType(EnemyType type)
  117. {
  118. if (this.queueData.Random)
  119. {
  120. this.RandomSuppleEnemy();
  121. }
  122. else
  123. {
  124. this.GivenTypeSuppleEnemy(type);
  125. }
  126. }
  127. private void RandomSuppleEnemy()
  128. {
  129. int index = UnityEngine.Random.Range(0, this.queueData.EnemyType.Count);
  130. if (this.queueData.EnemyType.Count == 1)
  131. {
  132. index = 0;
  133. }
  134. Vector2 spwanPosition = this.GetSpwanPosition();
  135. if (this.queueData.Limited)
  136. {
  137. if (this.queueData.EnemyType.Count > 0)
  138. {
  139. Singleton<EnemyGenerator>.Instance.GenerateEnemy(this.queueData.EnemyType[index], new Vector2?(spwanPosition), true, true);
  140. this.queueData.EnemyType.RemoveAt(index);
  141. }
  142. }
  143. else if (this.queueData.EnemyType.Count > 0)
  144. {
  145. Singleton<EnemyGenerator>.Instance.GenerateEnemy(this.queueData.EnemyType[index], new Vector2?(spwanPosition), true, true);
  146. }
  147. else
  148. {
  149. Log.Alert("怪物池为空!!!" + LevelManager.SceneName);
  150. }
  151. }
  152. private void GivenTypeSuppleEnemy(EnemyType type)
  153. {
  154. if (!this.CheckEnemyExist(type))
  155. {
  156. return;
  157. }
  158. Vector2 spwanPosition = this.GetSpwanPosition();
  159. if (this.queueData.Limited)
  160. {
  161. if (this.queueData.EnemyType.Count > 0)
  162. {
  163. Singleton<EnemyGenerator>.Instance.GenerateEnemy(type, new Vector2?(spwanPosition), true, true);
  164. this.RemoveEnemyFromPool(type);
  165. }
  166. }
  167. else
  168. {
  169. Singleton<EnemyGenerator>.Instance.GenerateEnemy(type, new Vector2?(spwanPosition), true, true);
  170. }
  171. }
  172. private Vector2 GetSpwanPosition()
  173. {
  174. Rect rect = this.queueData.enemyQueueArea.ToRect();
  175. return new Vector2(UnityEngine.Random.Range(rect.x - rect.width / 2f, rect.x + rect.width / 2f), UnityEngine.Random.Range(rect.y - rect.height / 2f, rect.y + rect.height / 2f));
  176. }
  177. private void RemoveEnemyFromPool(EnemyType type)
  178. {
  179. foreach (EnemyType enemyType in this.queueData.EnemyType)
  180. {
  181. if (type == enemyType)
  182. {
  183. this.queueData.EnemyType.Remove(enemyType);
  184. break;
  185. }
  186. }
  187. }
  188. [SerializeField]
  189. public EnemyQueueData queueData;
  190. }