Files
broberry/Assets/Scripts/Systems/EnemyWavesManager.cs

68 lines
2.1 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using Data;
using KBCore.Refs;
using Sirenix.OdinInspector;
using Sirenix.Serialization;
using UnityEngine;
using Random = UnityEngine.Random;
namespace Systems
{
public class EnemyWavesManager : MonoBehaviour
{
[OdinSerialize, ListDrawerSettings(NumberOfItemsPerPage = 20), SerializeField]
private List<EnemyWave> waves = new();
[OdinSerialize, SerializeField] private Transform[] spawnPoints;
private Coroutine spawnCoroutine;
private List<GameObject> aliveEnemies = new();
[Self, SerializeField] private GameManager gameManager;
private void OnEnable()
{
gameManager.OnRoundStart += StartWave;
gameManager.OnRoundEnd += EndWave;
}
private void OnDisable()
{
gameManager.OnRoundStart -= StartWave;
gameManager.OnRoundEnd -= EndWave;
}
private void StartWave(int round)
{
if (spawnCoroutine != null) StopCoroutine(spawnCoroutine);
if (round - 1 < waves.Count) spawnCoroutine = StartCoroutine(SpawnWave(waves[round - 1]));
}
private void EndWave(int round)
{
foreach (var enemy in aliveEnemies)
{
if (!enemy) continue;
Destroy(enemy);
}
aliveEnemies.Clear();
if (spawnCoroutine != null) StopCoroutine(spawnCoroutine);
}
private IEnumerator SpawnWave(EnemyWave wave)
{
foreach (var spawn in wave.spawns)
{
for (var i = 0; i < spawn.count; i++)
{
var spawnPoint = spawnPoints[Random.Range(0, spawnPoints.Length)];
var enemy = Instantiate(spawn.enemyPrefab, spawnPoint.position, Quaternion.identity);
aliveEnemies.Add(enemy);
yield return new WaitForSeconds(spawn.spawnInterval);
}
}
}
}
}