Initial commit
This commit is contained in:
237
Assets/Scripts/EnemySwarmManager.cs
Normal file
237
Assets/Scripts/EnemySwarmManager.cs
Normal file
@@ -0,0 +1,237 @@
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Jobs;
|
||||
using Unity.Jobs;
|
||||
using Unity.Burst;
|
||||
using Unity.Mathematics;
|
||||
using Unity.Collections;
|
||||
using Synty.AnimationBaseLocomotion.Samples;
|
||||
|
||||
// --- WAVE DATA STRUCTURES ---
|
||||
[System.Serializable]
|
||||
public class WaveSpawnData
|
||||
{
|
||||
public GameObject enemyPrefab;
|
||||
public int count;
|
||||
}
|
||||
|
||||
[System.Serializable]
|
||||
public class WaveDefinition
|
||||
{
|
||||
public string waveName = "New Wave";
|
||||
public WaveSpawnData[] enemyGroups;
|
||||
}
|
||||
|
||||
public class EnemySwarmManager : MonoBehaviour
|
||||
{
|
||||
public static EnemySwarmManager Instance;
|
||||
|
||||
[Header("Swarm Settings")]
|
||||
public float enemySpeed = 3.5f;
|
||||
|
||||
[Header("Wave Management")]
|
||||
public WaveDefinition[] waves;
|
||||
public Transform[] spawnPoints;
|
||||
public float timeBetweenWaves = 5.0f;
|
||||
[Tooltip("Delay between individual enemy spawns to prevent lag spikes")]
|
||||
public float spawnStagger = 0.05f;
|
||||
|
||||
private int currentWaveIndex = 0;
|
||||
private int activeEnemyCount = 0;
|
||||
private bool isSpawning = false;
|
||||
private bool gameEnded = false;
|
||||
|
||||
// Burst Compiler variables
|
||||
private TransformAccessArray transformAccessArray;
|
||||
private NativeArray<float3> targetPositions;
|
||||
private JobHandle movementJobHandle;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
Instance = this;
|
||||
transformAccessArray = new TransformAccessArray(1000);
|
||||
targetPositions = new NativeArray<float3>(1, Allocator.Persistent);
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
if (waves.Length > 0)
|
||||
{
|
||||
UIManager.Instance.UpdateWaveProgress(1, waves.Length);
|
||||
UIManager.Instance.UpdateEnemiesRemaining(0);
|
||||
StartCoroutine(WaveCooldownRoutine());
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("No waves defined in the Swarm Manager!");
|
||||
}
|
||||
}
|
||||
|
||||
// --- WAVE LOGIC ---
|
||||
|
||||
private IEnumerator WaveCooldownRoutine()
|
||||
{
|
||||
isSpawning = true; // Prevent accidental wave-clears during cooldown
|
||||
Debug.Log($"<color=cyan>Next wave starting in {timeBetweenWaves} seconds...</color>");
|
||||
|
||||
yield return new WaitForSeconds(timeBetweenWaves);
|
||||
|
||||
StartCoroutine(SpawnWaveRoutine(waves[currentWaveIndex]));
|
||||
}
|
||||
|
||||
private IEnumerator SpawnWaveRoutine(WaveDefinition wave)
|
||||
{
|
||||
Debug.Log($"<color=yellow>Starting {wave.waveName}</color>");
|
||||
isSpawning = true;
|
||||
|
||||
// Iterate through each type of enemy requested in this wave
|
||||
foreach (WaveSpawnData spawnGroup in wave.enemyGroups)
|
||||
{
|
||||
for (int i = 0; i < spawnGroup.count; i++)
|
||||
{
|
||||
// Pick a random spawn point from the array
|
||||
Transform randomSpawnPoint = spawnPoints[UnityEngine.Random.Range(0, spawnPoints.Length)];
|
||||
|
||||
// Add a tiny random offset so they don't spawn perfectly inside each other
|
||||
Vector3 spawnPos = randomSpawnPoint.position + new Vector3(
|
||||
UnityEngine.Random.Range(-2f, 2f),
|
||||
0f,
|
||||
UnityEngine.Random.Range(-2f, 2f)
|
||||
);
|
||||
|
||||
Instantiate(spawnGroup.enemyPrefab, spawnPos, randomSpawnPoint.rotation);
|
||||
|
||||
// Yield briefly to spread the Instantiation load across multiple frames
|
||||
yield return new WaitForSeconds(spawnStagger);
|
||||
}
|
||||
}
|
||||
|
||||
isSpawning = false;
|
||||
|
||||
// Failsafe: Check if the player somehow killed them all before the spawning even finished
|
||||
CheckWaveClear();
|
||||
}
|
||||
|
||||
public void RegisterEnemy(Transform enemyTransform)
|
||||
{
|
||||
movementJobHandle.Complete();
|
||||
transformAccessArray.Add(enemyTransform);
|
||||
|
||||
activeEnemyCount++;
|
||||
if (UIManager.Instance != null) UIManager.Instance.UpdateEnemiesRemaining(activeEnemyCount);
|
||||
}
|
||||
|
||||
public void RemoveEnemy(Transform enemyTransform)
|
||||
{
|
||||
movementJobHandle.Complete();
|
||||
for (int i = 0; i < transformAccessArray.length; i++)
|
||||
{
|
||||
if (transformAccessArray[i] == enemyTransform)
|
||||
{
|
||||
transformAccessArray.RemoveAtSwapBack(i);
|
||||
|
||||
activeEnemyCount--;
|
||||
if (UIManager.Instance != null) UIManager.Instance.UpdateEnemiesRemaining(activeEnemyCount);
|
||||
|
||||
CheckWaveClear();
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void CheckWaveClear()
|
||||
{
|
||||
// Don't trigger a clear if we are currently spawning, or if the game is over
|
||||
if (isSpawning || gameEnded) return;
|
||||
|
||||
if (activeEnemyCount <= 0)
|
||||
{
|
||||
Debug.Log($"<color=green>Wave {currentWaveIndex + 1} Cleared!</color>");
|
||||
currentWaveIndex++;
|
||||
|
||||
if (currentWaveIndex < waves.Length)
|
||||
{
|
||||
// Update UI for the upcoming wave
|
||||
UIManager.Instance.UpdateWaveProgress(currentWaveIndex + 1, waves.Length);
|
||||
StartCoroutine(WaveCooldownRoutine());
|
||||
}
|
||||
else
|
||||
{
|
||||
gameEnded = true;
|
||||
Debug.Log("<color=gold>VICTORY! All waves cleared!</color>");
|
||||
// TODO: Trigger Victory UI
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// --- BURST COMPILER MOVEMENT ---
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (SamplePlayerAnimationController.Instance == null || transformAccessArray.length == 0) return;
|
||||
|
||||
targetPositions[0] = SamplePlayerAnimationController.Instance.transform.position;
|
||||
|
||||
SwarmJob swarmJob = new SwarmJob
|
||||
{
|
||||
targetPos = targetPositions,
|
||||
speed = enemySpeed,
|
||||
dt = Time.deltaTime
|
||||
};
|
||||
|
||||
movementJobHandle = swarmJob.Schedule(transformAccessArray);
|
||||
}
|
||||
|
||||
void LateUpdate()
|
||||
{
|
||||
movementJobHandle.Complete();
|
||||
}
|
||||
|
||||
void OnDestroy()
|
||||
{
|
||||
movementJobHandle.Complete();
|
||||
if (transformAccessArray.isCreated) transformAccessArray.Dispose();
|
||||
if (targetPositions.IsCreated) targetPositions.Dispose();
|
||||
}
|
||||
|
||||
[BurstCompile]
|
||||
struct SwarmJob : IJobParallelForTransform
|
||||
{
|
||||
[ReadOnly] public NativeArray<float3> targetPos;
|
||||
public float speed;
|
||||
public float dt;
|
||||
|
||||
public void Execute(int index, TransformAccess transform)
|
||||
{
|
||||
float3 currentPos = transform.position;
|
||||
float3 dir = targetPos[0] - currentPos;
|
||||
|
||||
if (math.lengthsq(dir) > 4.0f)
|
||||
{
|
||||
dir = math.normalize(dir);
|
||||
transform.position = currentPos + (dir * speed * dt);
|
||||
|
||||
quaternion targetRot = quaternion.LookRotationSafe(dir, math.up());
|
||||
transform.rotation = targetRot;
|
||||
}
|
||||
}
|
||||
}
|
||||
public void PauseEnemyMovement(Transform enemyTransform)
|
||||
{
|
||||
movementJobHandle.Complete();
|
||||
for (int i = 0; i < transformAccessArray.length; i++)
|
||||
{
|
||||
if (transformAccessArray[i] == enemyTransform)
|
||||
{
|
||||
transformAccessArray.RemoveAtSwapBack(i);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void ResumeEnemyMovement(Transform enemyTransform)
|
||||
{
|
||||
movementJobHandle.Complete();
|
||||
transformAccessArray.Add(enemyTransform);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user