Moved from swarm to NavMesh - need to fix the enemy navigation! Review the animation controller to see if anything is being triggered.

This commit is contained in:
2026-06-19 16:20:36 +01:00
parent 14371de4e6
commit e058a7984f
705 changed files with 2046326 additions and 219 deletions

View File

@@ -1,4 +1,5 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Jobs;
using Unity.Jobs;
@@ -25,6 +26,7 @@ public class WaveDefinition
public class EnemySwarmManager : MonoBehaviour
{
public static EnemySwarmManager Instance;
private List<EnemyAI> activeEnemiesList = new List<EnemyAI>();
[Header("Swarm Settings")]
public float enemySpeed = 3.5f;
@@ -34,7 +36,7 @@ public class EnemySwarmManager : MonoBehaviour
public Transform[] spawnPoints;
public float timeBetweenWaves = 5.0f;
[Tooltip("Delay between individual enemy spawns to prevent lag spikes")]
public float spawnStagger = 0.05f;
public float spawnStagger = 0.05f;
private int currentWaveIndex = 0;
private int activeEnemyCount = 0;
@@ -49,8 +51,8 @@ public class EnemySwarmManager : MonoBehaviour
void Awake()
{
Instance = this;
transformAccessArray = new TransformAccessArray(1000);
targetPositions = new NativeArray<float3>(1, Allocator.Persistent);
transformAccessArray = new TransformAccessArray(1000);
//targetPositions = new NativeArray<float3>(1, Allocator.Persistent);
}
void Start()
@@ -73,9 +75,9 @@ public class EnemySwarmManager : MonoBehaviour
{
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]));
}
@@ -91,11 +93,11 @@ public class EnemySwarmManager : MonoBehaviour
{
// 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),
0f,
UnityEngine.Random.Range(-2f, 2f)
);
@@ -107,35 +109,38 @@ public class EnemySwarmManager : MonoBehaviour
}
isSpawning = false;
// Failsafe: Check if the player somehow killed them all before the spawning even finished
CheckWaveClear();
}
public void RegisterEnemy(Transform enemyTransform)
public void RegisterEnemy(EnemyAI enemy) // <-- Changed parameter from Transform to EnemyAI
{
movementJobHandle.Complete();
transformAccessArray.Add(enemyTransform);
transformAccessArray.Add(enemy.transform);
activeEnemiesList.Add(enemy); // Keep a parallel list on the main thread
activeEnemyCount++;
if (UIManager.Instance != null) UIManager.Instance.UpdateEnemiesRemaining(activeEnemyCount);
}
public void RemoveEnemy(Transform enemyTransform)
public void RemoveEnemy(EnemyAI enemy) // <-- Changed parameter from Transform to EnemyAI
{
movementJobHandle.Complete();
for (int i = 0; i < transformAccessArray.length; i++)
int index = activeEnemiesList.IndexOf(enemy);
if (index >= 0)
{
if (transformAccessArray[i] == enemyTransform)
{
transformAccessArray.RemoveAtSwapBack(i);
activeEnemyCount--;
if (UIManager.Instance != null) UIManager.Instance.UpdateEnemiesRemaining(activeEnemyCount);
CheckWaveClear();
break;
}
// Swap-back deletion keeps arrays perfectly aligned and highly performant
transformAccessArray.RemoveAtSwapBack(index);
activeEnemiesList[index] = activeEnemiesList[activeEnemiesList.Count - 1];
activeEnemiesList.RemoveAt(activeEnemiesList.Count - 1);
activeEnemyCount--;
if (UIManager.Instance != null) UIManager.Instance.UpdateEnemiesRemaining(activeEnemyCount);
CheckWaveClear();
}
}
@@ -166,11 +171,19 @@ public class EnemySwarmManager : MonoBehaviour
// --- BURST COMPILER MOVEMENT ---
void Update()
/*void Update()
{
if (SamplePlayerAnimationController.Instance == null || transformAccessArray.length == 0) return;
targetPositions[0] = SamplePlayerAnimationController.Instance.transform.position;
// --- NEW TARGETING LOGIC ---
// Feed every single enemy's unique target into the NativeArray before the Job runs
for (int i = 0; i < activeEnemiesList.Count; i++)
{
if (activeEnemiesList[i].currentTarget != null)
targetPositions[i] = activeEnemiesList[i].currentTarget.position;
else
targetPositions[i] = SamplePlayerAnimationController.Instance.transform.position; // Fallback
}
SwarmJob swarmJob = new SwarmJob
{
@@ -180,21 +193,9 @@ public class EnemySwarmManager : MonoBehaviour
};
movementJobHandle = swarmJob.Schedule(transformAccessArray);
}
}*/
void LateUpdate()
{
movementJobHandle.Complete();
}
void OnDestroy()
{
movementJobHandle.Complete();
if (transformAccessArray.isCreated) transformAccessArray.Dispose();
if (targetPositions.IsCreated) targetPositions.Dispose();
}
[BurstCompile]
/*[BurstCompile]
struct SwarmJob : IJobParallelForTransform
{
[ReadOnly] public NativeArray<float3> targetPos;
@@ -204,7 +205,8 @@ public class EnemySwarmManager : MonoBehaviour
public void Execute(int index, TransformAccess transform)
{
float3 currentPos = transform.position;
float3 dir = targetPos[0] - currentPos;
// The Job now looks up the SPECIFIC target for this specific index!
float3 dir = targetPos[index] - currentPos;
if (math.lengthsq(dir) > 4.0f)
{
@@ -215,7 +217,42 @@ public class EnemySwarmManager : MonoBehaviour
transform.rotation = targetRot;
}
}
}
}*/
/*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();