using System.Collections; using UnityEngine; using TMPro; using UnityEngine.UI; using UnityEngine.SceneManagement; public class EnemySpawner : MonoBehaviour { const int WavesPerStage = 15; const string CurrentStageKey = "CurrentStage"; public GameObject enemyPrefab; public Transform tower; public TextMeshProUGUI waveText; public Button startWaveButton; public float spawnRadius = 10f; private int currentWave = 0; private int currentStage = 1; private bool isSpawning = false; private bool stageComplete = false; private int enemiesRemaining = 0; private int baseEnemyCount = 5; private int enemyCountIncrease = 3; private float enemySpeed = 1.5f; private int enemyBaseHP = 1; private float maxEnemySpeed = 6f; private int maxEnemyHP = 20; void Start() { currentStage = Mathf.Max(1, PlayerPrefs.GetInt(CurrentStageKey, 1)); EnsureWaveText(); StyleStartWaveButton(); UpdateWaveText(); } public void StartWave() { if (isSpawning || stageComplete || currentWave >= WavesPerStage) return; currentWave++; isSpawning = true; UpdateWaveText(); enemiesRemaining = GetEnemyCountForWave(currentWave); if (startWaveButton != null) startWaveButton.gameObject.SetActive(false); StartCoroutine(SpawnWave()); } IEnumerator SpawnWave() { int enemiesToSpawn = GetNormalEnemyCount(currentWave); for (int i = 0; i < enemiesToSpawn; i++) { SpawnEnemy(false); yield return new WaitForSeconds(1f); } if (IsBossWave(currentWave)) { SpawnEnemy(true); } isSpawning = false; } void SpawnEnemy(bool boss) { Vector2 spawnPos = GetRandomSpawnPosition(); GameObject newEnemy = Instantiate(enemyPrefab, spawnPos, Quaternion.identity); Enemy enemyComponent = newEnemy.GetComponent(); if (enemyComponent != null) { // Lower speed scale to 0.1f float waveSpeedBonus = currentWave * 0.1f; float stageSpeedBonus = (currentStage - 1) * 0.08f; enemyComponent.speed = Mathf.Min(maxEnemySpeed, enemySpeed + waveSpeedBonus + stageSpeedBonus); if (boss) enemyComponent.speed *= 0.72f; } EnemyHealth enemyHealth = newEnemy.GetComponent(); if (enemyHealth != null) { // For HP: baseHP + wave * 0.3 (round it) int scaledHP = enemyBaseHP + Mathf.RoundToInt(currentWave * 0.3f) + Mathf.RoundToInt((currentStage - 1) * 0.5f); if (boss) scaledHP = Mathf.RoundToInt((scaledHP + currentStage + currentWave) * 4.5f); scaledHP = Mathf.Min(boss ? maxEnemyHP * 4 : maxEnemyHP, scaledHP); enemyHealth.SetHealth(scaledHP); enemyHealth.spawner = this; } if (boss) { newEnemy.name = $"Boss Wave {currentWave}"; newEnemy.transform.localScale *= 1.8f; SpriteRenderer spriteRenderer = newEnemy.GetComponent(); if (spriteRenderer != null) spriteRenderer.color = new Color(0.95f, 0.32f, 0.28f, 1f); } } Vector2 GetRandomSpawnPosition() { float angle = Random.Range(0, 360) * Mathf.Deg2Rad; return (Vector2)tower.position + new Vector2(Mathf.Cos(angle), Mathf.Sin(angle)) * spawnRadius; } void UpdateWaveText() { if (waveText != null) { int displayWave = Mathf.Clamp(isSpawning ? currentWave : currentWave + 1, 1, WavesPerStage); waveText.text = $"Wave {displayWave}/{WavesPerStage}"; } } public void EnemyDefeated() { if (stageComplete) return; enemiesRemaining--; if (enemiesRemaining <= 0) { if (currentWave >= WavesPerStage) { CompleteStage(); return; } UpgradeManager upgradeManager = FindAnyObjectByType(); if (upgradeManager != null) { upgradeManager.ShowWaveUpgradeChoice(PrepareNextWave); return; } PrepareNextWave(); } } void PrepareNextWave() { if (startWaveButton != null) startWaveButton.gameObject.SetActive(true); UpdateWaveText(); } int GetNormalEnemyCount(int wave) { return baseEnemyCount + wave * enemyCountIncrease + Mathf.Max(0, currentStage - 1); } int GetEnemyCountForWave(int wave) { return GetNormalEnemyCount(wave) + (IsBossWave(wave) ? 1 : 0); } static bool IsBossWave(int wave) { return wave == 5 || wave == 10 || wave == 15; } void CompleteStage() { stageComplete = true; isSpawning = false; int nextStage = currentStage + 1; PlayerPrefs.SetInt(CurrentStageKey, nextStage); PlayerPrefs.Save(); ShowWinScreen(nextStage); } void ShowWinScreen(int nextStage) { Time.timeScale = 0f; Canvas canvas = FindAnyObjectByType(); if (canvas == null) return; GameObject overlay = new GameObject("WinOverlay", typeof(RectTransform), typeof(CanvasRenderer), typeof(Image)); RectTransform rect = overlay.GetComponent(); rect.SetParent(canvas.transform, false); rect.anchorMin = Vector2.zero; rect.anchorMax = Vector2.one; rect.offsetMin = Vector2.zero; rect.offsetMax = Vector2.zero; rect.SetAsLastSibling(); Image background = overlay.GetComponent(); background.color = new Color(0f, 0f, 0f, 0.78f); background.raycastTarget = true; TextMeshProUGUI title = CreateOverlayText("Title", rect, "YOU WIN", 46f, FontStyles.Bold); PlaceOverlayRect(title.rectTransform, 0f, 76f, 420f, 70f); TextMeshProUGUI subtitle = CreateOverlayText("Subtitle", rect, $"Stage {currentStage} complete. Stage {nextStage} unlocked.", 20f, FontStyles.Normal); PlaceOverlayRect(subtitle.rectTransform, 0f, 22f, 520f, 42f); Button menuButton = CreateOverlayButton("MenuButton", rect, "MAIN MENU", ReturnToMenu); PlaceOverlayRect(menuButton.GetComponent(), 0f, -58f, 220f, 54f); } void ReturnToMenu() { Time.timeScale = 1f; SceneManager.LoadScene("MainMenu"); } void EnsureWaveText() { if (waveText != null) return; Canvas canvas = FindAnyObjectByType(); if (canvas == null) return; Transform existing = canvas.transform.Find("WaveCounter"); if (existing != null) { waveText = existing.GetComponentInChildren(); if (waveText != null) return; } GameObject panelObject = new GameObject("WaveCounter", typeof(RectTransform), typeof(CanvasRenderer), typeof(Image)); RectTransform panel = panelObject.GetComponent(); panel.SetParent(canvas.transform, false); panel.anchorMin = new Vector2(0.5f, 1f); panel.anchorMax = new Vector2(0.5f, 1f); panel.pivot = new Vector2(0.5f, 1f); panel.anchoredPosition = new Vector2(0f, -24f); panel.sizeDelta = new Vector2(150f, 42f); Image panelImage = panelObject.GetComponent(); panelImage.color = new Color(0.05f, 0.06f, 0.08f, 0.84f); GameObject textObject = new GameObject("Text", typeof(RectTransform), typeof(CanvasRenderer), typeof(TextMeshProUGUI)); RectTransform textRect = textObject.GetComponent(); textRect.SetParent(panel, false); textRect.anchorMin = Vector2.zero; textRect.anchorMax = Vector2.one; textRect.offsetMin = Vector2.zero; textRect.offsetMax = Vector2.zero; waveText = textObject.GetComponent(); waveText.alignment = TextAlignmentOptions.Center; waveText.fontSize = 21f; waveText.fontStyle = FontStyles.Bold; waveText.color = new Color(0.92f, 0.95f, 1f, 1f); waveText.raycastTarget = false; } void StyleStartWaveButton() { if (startWaveButton == null) return; RectTransform rect = startWaveButton.GetComponent(); if (rect != null) { rect.anchorMin = new Vector2(0.5f, 1f); rect.anchorMax = new Vector2(0.5f, 1f); rect.pivot = new Vector2(0.5f, 1f); rect.anchoredPosition = new Vector2(0f, -76f); rect.sizeDelta = new Vector2(180f, 44f); } Image image = startWaveButton.GetComponent(); if (image != null) { image.color = new Color(0.2f, 0.66f, 0.9f, 1f); } ColorBlock colors = startWaveButton.colors; colors.normalColor = new Color(0.2f, 0.66f, 0.9f, 1f); colors.highlightedColor = new Color(0.33f, 0.78f, 1f, 1f); colors.pressedColor = new Color(0.12f, 0.48f, 0.7f, 1f); colors.selectedColor = colors.highlightedColor; colors.disabledColor = new Color(0.18f, 0.22f, 0.27f, 0.7f); colors.colorMultiplier = 1f; startWaveButton.colors = colors; TextMeshProUGUI label = startWaveButton.GetComponentInChildren(); if (label != null) { label.text = "START WAVE"; label.fontSize = 20f; label.fontStyle = FontStyles.Bold; label.color = Color.white; label.raycastTarget = false; } } static TextMeshProUGUI CreateOverlayText(string name, Transform parent, string text, float fontSize, FontStyles style) { GameObject obj = new GameObject(name, typeof(RectTransform), typeof(CanvasRenderer), typeof(TextMeshProUGUI)); RectTransform rect = obj.GetComponent(); rect.SetParent(parent, false); TextMeshProUGUI label = obj.GetComponent(); label.text = text; label.fontSize = fontSize; label.fontStyle = style; label.alignment = TextAlignmentOptions.Center; label.color = new Color(0.94f, 0.96f, 1f, 1f); label.textWrappingMode = TextWrappingModes.Normal; label.raycastTarget = false; return label; } static Button CreateOverlayButton(string name, Transform parent, string label, UnityEngine.Events.UnityAction onClick) { GameObject obj = new GameObject(name, typeof(RectTransform), typeof(CanvasRenderer), typeof(Image), typeof(Button)); RectTransform rect = obj.GetComponent(); rect.SetParent(parent, false); Image image = obj.GetComponent(); image.color = new Color(0.18f, 0.5f, 0.74f, 1f); Button button = obj.GetComponent