using BigFloatNumerics; using System; using System.Collections.Generic; using UnityEngine; using static BattleMgr; public class TrainDg : GameMod { [SerializeField] Transform playerSpawnPos; [SerializeField] TrainDgView view; BattleMgr battleMgr => BattleMgr.Instance; float modElapsedTime; IVCharacter player; Dictionary> normalEnemyPoolMap; public new TrainDgData Data => base.Data as TrainDgData; public int CurrentWave { get; private set; } public int CurEnemyCount { get; private set; } public float ModRemainingTime => Mathf.Max(Data.LimitTime - modElapsedTime, 0f); protected override void OnInitialize() { normalEnemyPoolMap = new Dictionary>(); } protected override void OnStartMod() { BattleMgr.Instance.SetBackGround(Data.BackGroundPath); //Set enemy pool foreach (var creator in Data.NormalEnemyCreators) { var pool = new DynamicMonoObjectPool(); pool.Initialize(() => InstantiateEnemy(pool, creator.property, () => creator.GetHp(Data.Level), () => creator.GetAtk(Data.Level)), DestroyEnemy); normalEnemyPoolMap.Add(creator.property.id, pool); } //Summon player player = battleMgr.GetPlayer(); var buffMgr = BuffMgr.Instance; player.ResetDebuff(); player.SetStatus( buffMgr.GetCharAtk(), buffMgr.GetCharHp(), buffMgr.GetCharCrtDam(), buffMgr.GetCharCrtRate(), buffMgr.GetCharMov(), buffMgr.GetCharSpd(), GameProperty.Instance.PlayerCharacterAttackRange); player.transform.position = playerSpawnPos.position; player.Summon(); MateMgr.Instance.EndAllSettedMateSkillCool(); MateMgr.Instance.SetAcitveMateToFirst(); MateMgr.Instance.ActiveMate?.Spawn(player, player.LookDirection); battleMgr.SetPetsSummonState(true); battleMgr.SetGudiansSummonState(true); battleMgr.ShowTalkBox(TalkType.Summon); CurrentWave = 0; CurEnemyCount = 0; modElapsedTime = 0f; IVCameraController.SMoveCamera(player.transform.position); //Set UI GameUIMgr.OnOffStageInfo(false); view?.SetDungeon(this); view?.Show(); } private Character InstantiateEnemy(DynamicMonoObjectPool targetPool, CharacterProperty prop, Func getHpFunc, Func getAtkFunc) { var enemyData = new CharacterData(prop); if (enemyData.TryGetStat(StatID.Hp, out var hpStat)) hpStat.DefaultValue = getHpFunc(); if (enemyData.TryGetStat(StatID.Attack, out var atkStat)) atkStat.DefaultValue = getAtkFunc(); var enemy = Instantiate(enemyData.Prefab); enemy.SetData(enemyData); enemy.AddTags(EntityTag.Enemy); enemy.SetTargetTags(LayerMask.GetMask(GameProperty.Instance.CharacterLayerName), EntityTag.Player); enemy.OnDamaged += (obj, damage) => { if (obj.CurrentHp <= 0) { BattleMgr.Instance.UnregistBattleEntities(obj); CurEnemyCount--; } }; enemy.OnDisposed += (obj) => targetPool.Return(obj); return enemy; } private void DestroyEnemy(Character target) { if (target == null || target.gameObject == null) return; battleMgr.UnregistBattleEntities(target); CoroutineHandler.Instance.DelayCall(1f, () => Destroy(target.gameObject)); } protected override void OnUpdate() { if (BattleMgr.Instance.BattlePause) return; modElapsedTime += Time.deltaTime; if (modElapsedTime >= Data.LimitTime) { battleMgr.ShowTalkBox(TalkType.Die); FireOnDone(Result.Timeout); } else { if (player.IsDead) { battleMgr.ShowTalkBox(TalkType.Die); FireOnDone(Result.Dead); } else if (CurEnemyCount <= 0) { if (CurrentWave < Data.WaveCount) { CurrentWave++; SpawnWave(); } else { battleMgr.ShowTalkBox(TalkType.Attack); Data.SetLevel(Data.Level + 1); Data.TryUnlockPlayerAwaken((result) => { if (!result) return; BattleMgr.Instance.ShowTrainDgSuccWindow(); BuffMgr.Instance.ChangeAwakenDungeonStat((int)Data.Level); }); FireOnDone(Result.Success); } } } } private void SpawnWave() { var areaSize = BattleMgr.Instance.GetBgSize(); CurEnemyCount = 0; foreach (var creator in Data.NormalEnemyCreators) { var rndPositions = TargetFinder.GetRandom(areaSize.bounds, (int)creator.countPerWave); var pool = normalEnemyPoolMap[creator.property.id]; for (int i = 0; i < creator.countPerWave; i++) { var enemy = pool.Get(); enemy.Spawn(rndPositions[i]); enemy.ChangeLookDirection(player.transform); BattleMgr.Instance.RegistBattleEntities(enemy); CurEnemyCount++; } } } protected override void OnEndMod() { view?.Hide(); GameUIMgr.OnOffStageInfo(true); foreach (var pool in normalEnemyPoolMap.Values) { pool.Dispose(); } normalEnemyPoolMap.Clear(); } public void QuitDungeon() { battleMgr.ShowTalkBox(TalkType.Die); FireOnDone(Result.Quit); } }