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195 lines
5.6 KiB
195 lines
5.6 KiB
using BigFloatNumerics;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using static BattleMgr;
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public class DevelopTheJungleDg : GameMod
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{
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[SerializeField] DevelopTheJungleDgView view;
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BattleMgr battleMgr => BattleMgr.Instance;
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float modElapsedTime;
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IVCharacter player;
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Dictionary<uint, IMonoObjectPool<Character>> normalEnemyPoolMap;
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public DevelopTheJungleDgData Data { get; private set; }
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public int CurrentWave { get; private set; }
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public int CurEnemyCount { get; private set; }
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public float ModRemainingTime => Mathf.Max(Data.LimitTime - modElapsedTime, 0f);
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protected override void OnInitialize()
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{
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if (GameModDataGroup.Instance.TryGetModData(ModID, out DevelopTheJungleDgData modData))
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{
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Data = modData;
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}
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Debug.Assert(Data != null, Logger.LogMessage(LogType.Assert, nameof(Data), "Data is null"));
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normalEnemyPoolMap = new Dictionary<uint, IMonoObjectPool<Character>>();
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}
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protected override void OnStartMod()
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{
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//Set enemy pool
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foreach (var creator in Data.NormalEnemyCreators)
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{
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var pool = new DynamicMonoObjectPool<Character>();
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pool.Initialize(() => InstantiateEnemy(pool, creator.property, () => creator.GetHp(Data.Level), () => creator.GetAtk(Data.Level)), DestroyEnemy);
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normalEnemyPoolMap.Add(creator.property.id, pool);
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}
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//Summon player
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player = battleMgr.GetPlayer();
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var buffMgr = BuffMgr.Instance;
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player.ResetDebuff();
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player.SetStatus(
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buffMgr.GetCharAtk(),
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buffMgr.GetCharHp(),
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buffMgr.GetCharCrtDam(),
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buffMgr.GetCharCrtRate(),
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buffMgr.GetCharMov(),
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buffMgr.GetCharSpd(),
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GameProperty.Instance.PlayerCharacterAttackRange);
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//TODO : set player position
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player.Summon();
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battleMgr.SetPetsSummonState(true);
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battleMgr.SetGudiansSummonState(true);
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battleMgr.ShowTalkBox(TalkType.Summon);
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CurrentWave = 0;
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CurEnemyCount = 0;
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modElapsedTime = 0f;
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//Set UI
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GameUIMgr.OnOffStageInfo(false);
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view?.SetDungeon(this);
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view?.Show();
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}
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private Character InstantiateEnemy(DynamicMonoObjectPool<Character> targetPool, CharacterProperty prop, Func<BigFloat> getHpFunc, Func<BigFloat> getAtkFunc)
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{
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var enemyData = new CharacterData(prop);
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if (enemyData.TryGetStat(StatID.Hp, out var hpStat))
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hpStat.DefaultValue = getHpFunc();
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if (enemyData.TryGetStat(StatID.Attack, out var atkStat))
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atkStat.DefaultValue = getAtkFunc();
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var enemy = Instantiate(enemyData.Prefab);
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enemy.SetData(enemyData);
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enemy.AddTags(EntityTag.Enemy);
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enemy.SetTargetTags(LayerMask.GetMask(GameProperty.Instance.CharacterLayerName), EntityTag.Player);
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enemy.OnDamaged += (obj, damage) =>
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{
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if (obj.CurrentHp <= 0)
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{
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CurEnemyCount--;
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}
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};
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enemy.OnDisposed += (obj) =>
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{
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BattleMgr.Instance.UnregistBattleEntities(obj);
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targetPool.Return(obj);
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};
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return enemy;
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}
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private void DestroyEnemy(Character enemy)
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{
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BattleMgr.Instance.UnregistBattleEntities(enemy);
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CoroutineHandler.Instance.DelayCall(1f, () => Destroy(enemy.gameObject));
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}
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protected override void OnUpdate()
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{
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if(BattleMgr.Instance.BattlePause) return;
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modElapsedTime += Time.deltaTime;
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if (modElapsedTime >= Data.LimitTime)
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{
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battleMgr.ShowTalkBox(TalkType.Die);
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FireOnDone(Result.Timeout);
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}
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else
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{
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if (player.IsDead)
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{
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battleMgr.ShowTalkBox(TalkType.Die);
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FireOnDone(Result.Dead);
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}
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else if (CurEnemyCount <= 0)
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{
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if (CurrentWave < Data.WaveCount)
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{
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CurrentWave++;
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SpawnWave();
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}
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else
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{
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battleMgr.ShowTalkBox(TalkType.Attack);
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Data.SetLevel(Data.Level + 1);
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Data.TryGetReward((totalReward, result) =>
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{
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if (!result) return;
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GameUIMgr.SOpenPopupGoods(totalReward);
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Data.EnterTicketCount--;
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GameUIMgr.RefreshDevelopTheJungleDgTicket();
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});
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FireOnDone(Result.Success);
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}
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}
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}
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}
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private void SpawnWave()
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{
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var areaSize = BattleMgr.Instance.GetBgSize();
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CurEnemyCount = 0;
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foreach (var creator in Data.NormalEnemyCreators)
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{
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var rndPositions = TargetFinder.GetRandom(areaSize.bounds, (int)creator.countPerWave);
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var pool = normalEnemyPoolMap[creator.property.id];
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for (int i = 0; i < creator.countPerWave; i++)
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{
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var enemy = pool.Get();
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enemy.Spawn(rndPositions[i]);
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enemy.ChangeLookDirection(player.transform);
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BattleMgr.Instance.RegistBattleEntities(enemy);
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CurEnemyCount++;
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}
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}
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}
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protected override void OnEndMod()
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{
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view?.Hide();
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GameUIMgr.OnOffStageInfo(true);
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foreach (var pool in normalEnemyPoolMap.Values)
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{
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pool.Dispose();
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}
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normalEnemyPoolMap.Clear();
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}
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}
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