Files

510 lines
18 KiB
C#

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";
const string TeslaTowerUnlockedKey = "TeslaTowerUnlocked";
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 = 9;
private int enemyCountIncrease = 5;
private float enemySpeed = 1.05f;
private int enemyBaseHP = 1;
private float maxEnemySpeed = 5.2f;
private int maxEnemyHP = 32;
private RectTransform bossHealthBar;
private Image bossHealthFill;
private TextMeshProUGUI bossHealthText;
private EnemyHealth activeBoss;
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(0.72f);
}
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<Enemy>();
if (enemyComponent != null)
{
float waveSpeedBonus = currentWave * 0.022f;
float stageSpeedBonus = (currentStage - 1) * 0.018f;
enemyComponent.speed = Mathf.Min(maxEnemySpeed, enemySpeed + waveSpeedBonus + stageSpeedBonus);
if (boss)
enemyComponent.speed *= 0.72f;
}
EnemyHealth enemyHealth = newEnemy.GetComponent<EnemyHealth>();
if (enemyHealth != null)
{
int scaledHP = enemyBaseHP
+ Mathf.RoundToInt((currentWave - 1) * 0.15f)
+ Mathf.RoundToInt((currentStage - 1) * 0.45f);
if (boss)
scaledHP = Mathf.RoundToInt((scaledHP + currentStage + currentWave * 0.4f) * 2.6f);
scaledHP = Mathf.Min(boss ? maxEnemyHP * 4 : maxEnemyHP, scaledHP);
enemyHealth.SetHealth(scaledHP);
enemyHealth.spawner = this;
enemyHealth.isBoss = boss;
}
if (boss)
{
newEnemy.name = $"Boss Wave {currentWave}";
newEnemy.transform.localScale *= 1.8f;
SpriteRenderer spriteRenderer = newEnemy.GetComponent<SpriteRenderer>();
if (spriteRenderer != null)
spriteRenderer.color = new Color(0.95f, 0.32f, 0.28f, 1f);
activeBoss = enemyHealth;
EnsureBossHealthBar();
UpdateBossHealth(enemyHealth, enemyHealth.GetCurrentHealth(), enemyHealth.GetCurrentHealth());
}
else
{
ApplyEnemyVariant(newEnemy, enemyComponent, enemyHealth);
}
}
void ApplyEnemyVariant(GameObject enemyObject, Enemy enemyComponent, EnemyHealth enemyHealth)
{
if (enemyComponent == null || enemyHealth == null)
return;
float waveFactor = Mathf.Clamp01(currentWave / 15f);
float fastChance = Mathf.Lerp(0.08f, 0.24f, waveFactor);
float tankChance = Mathf.Lerp(0.05f, 0.2f, waveFactor);
float roll = Random.value;
SpriteRenderer spriteRenderer = enemyObject.GetComponent<SpriteRenderer>();
if (roll < fastChance)
{
enemyObject.name = "Fast Enemy";
enemyComponent.speed *= 1.55f;
enemyObject.transform.localScale *= 0.82f;
if (spriteRenderer != null)
spriteRenderer.color = new Color(0.35f, 0.78f, 1f, 1f);
}
else if (roll < fastChance + tankChance)
{
enemyObject.name = "Tank Enemy";
enemyComponent.speed *= 0.62f;
enemyObject.transform.localScale *= 1.32f;
enemyHealth.SetHealth(Mathf.Max(2, Mathf.RoundToInt(enemyHealth.GetCurrentHealth() * 1.8f)));
if (spriteRenderer != null)
spriteRenderer.color = new Color(0.78f, 0.56f, 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<UpgradeManager>();
if (upgradeManager != null)
{
StartCoroutine(ShowUpgradeChoiceAfterIntermission(upgradeManager, IsBossWave(currentWave)));
return;
}
PrepareNextWave();
}
}
void PrepareNextWave()
{
if (startWaveButton != null)
startWaveButton.gameObject.SetActive(true);
UpdateWaveText();
}
IEnumerator ShowUpgradeChoiceAfterIntermission(UpgradeManager upgradeManager, bool bossWave)
{
yield return new WaitForSeconds(1f);
if (upgradeManager != null)
upgradeManager.ShowWaveUpgradeChoice(PrepareNextWave, bossWave);
else
PrepareNextWave();
}
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;
HideBossHealth(activeBoss);
int nextStage = currentStage + 1;
bool unlockedTeslaTower = currentStage == 1 && PlayerPrefs.GetInt(TeslaTowerUnlockedKey, 0) == 0;
PlayerPrefs.SetInt(CurrentStageKey, nextStage);
if (unlockedTeslaTower)
PlayerPrefs.SetInt(TeslaTowerUnlockedKey, 1);
PlayerPrefs.Save();
ShowWinScreen(nextStage, unlockedTeslaTower);
}
public void UpdateBossHealth(EnemyHealth boss, int currentHealth, int maxHealth)
{
if (boss == null)
return;
activeBoss = boss;
EnsureBossHealthBar();
if (bossHealthBar != null)
bossHealthBar.gameObject.SetActive(true);
float percent = maxHealth <= 0 ? 0f : Mathf.Clamp01((float)Mathf.Max(0, currentHealth) / maxHealth);
if (bossHealthFill != null)
{
bossHealthFill.fillAmount = 1f;
bossHealthFill.color = Color.Lerp(new Color(0.48f, 0.035f, 0.055f, 1f), UITheme.Red, percent);
RectTransform fillRect = bossHealthFill.rectTransform;
fillRect.anchorMax = new Vector2(percent, fillRect.anchorMax.y);
fillRect.offsetMax = Vector2.zero;
}
if (bossHealthText != null)
bossHealthText.text = $"BOSS {Mathf.Max(0, currentHealth)}/{maxHealth}";
}
public void HideBossHealth(EnemyHealth boss)
{
if (boss != null && activeBoss != null && boss != activeBoss)
return;
activeBoss = null;
if (bossHealthBar != null)
bossHealthBar.gameObject.SetActive(false);
}
void ShowWinScreen(int nextStage, bool unlockedTeslaTower)
{
Time.timeScale = 0f;
Canvas canvas = FindAnyObjectByType<Canvas>();
if (canvas == null)
return;
GameObject overlay = new GameObject("WinOverlay", typeof(RectTransform), typeof(CanvasRenderer), typeof(Image));
RectTransform rect = overlay.GetComponent<RectTransform>();
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<Image>();
background.color = new Color(0.005f, 0.012f, 0.022f, 0.9f);
background.raycastTarget = true;
UITheme.AddAccent(rect, "VictoryLine", UITheme.Green, new Vector2(0.5f, 0.5f), new Vector2(0.5f, 0.5f), new Vector2(-220f, 118f), new Vector2(220f, 121f));
TextMeshProUGUI title = CreateOverlayText("Title", rect, "STAGE SECURED", 46f, FontStyles.Bold);
title.color = UITheme.Green;
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, unlockedTeslaTower ? 30f : 22f, 520f, 42f);
if (unlockedTeslaTower)
{
TextMeshProUGUI unlockText = CreateOverlayText("UnlockText", rect, "You unlocked: Tesla Tower", 22f, FontStyles.Bold);
unlockText.color = UITheme.CyanBright;
PlaceOverlayRect(unlockText.rectTransform, 0f, -14f, 520f, 42f);
}
Button menuButton = CreateOverlayButton("MenuButton", rect, "MAIN MENU", ReturnToMenu);
PlaceOverlayRect(menuButton.GetComponent<RectTransform>(), 0f, unlockedTeslaTower ? -86f : -58f, 220f, 54f);
}
void ReturnToMenu()
{
Time.timeScale = 1f;
SceneManager.LoadScene("MainMenu");
}
void EnsureBossHealthBar()
{
if (bossHealthBar != null)
return;
Canvas canvas = FindAnyObjectByType<Canvas>();
if (canvas == null)
return;
Transform existing = canvas.transform.Find("BossHealthBar");
bossHealthBar = existing != null ? existing.GetComponent<RectTransform>() : CreateRect("BossHealthBar", canvas.transform);
bossHealthBar.anchorMin = new Vector2(0.5f, 1f);
bossHealthBar.anchorMax = new Vector2(0.5f, 1f);
bossHealthBar.pivot = new Vector2(0.5f, 1f);
bossHealthBar.anchoredPosition = new Vector2(0f, -126f);
bossHealthBar.sizeDelta = new Vector2(360f, 48f);
bossHealthBar.gameObject.SetActive(false);
Image panel = bossHealthBar.GetComponent<Image>();
if (panel == null)
panel = bossHealthBar.gameObject.AddComponent<Image>();
UITheme.StylePanel(panel, new Color(0.12f, 0.035f, 0.05f, 0.94f), new Color(0.9f, 0.18f, 0.22f, 0.9f));
UITheme.AddTopAccent(bossHealthBar, UITheme.Red, 3f);
RectTransform track = bossHealthBar.Find("Track")?.GetComponent<RectTransform>();
if (track == null)
{
track = CreateRect("Track", bossHealthBar);
track.anchorMin = new Vector2(0f, 0f);
track.anchorMax = new Vector2(1f, 0f);
track.pivot = new Vector2(0.5f, 0f);
track.anchoredPosition = new Vector2(0f, 8f);
track.sizeDelta = new Vector2(-24f, 16f);
Image trackImage = track.gameObject.AddComponent<Image>();
trackImage.color = new Color(0.2f, 0.06f, 0.08f, 1f);
}
bossHealthFill = track.Find("Fill")?.GetComponent<Image>();
if (bossHealthFill == null)
{
RectTransform fill = CreateRect("Fill", track);
fill.anchorMin = Vector2.zero;
fill.anchorMax = Vector2.one;
fill.offsetMin = Vector2.zero;
fill.offsetMax = Vector2.zero;
bossHealthFill = fill.gameObject.AddComponent<Image>();
}
bossHealthFill.type = Image.Type.Simple;
bossHealthText = bossHealthBar.Find("Text")?.GetComponent<TextMeshProUGUI>();
if (bossHealthText == null)
{
bossHealthText = CreateOverlayText("Text", bossHealthBar, "BOSS", 15f, FontStyles.Bold);
bossHealthText.rectTransform.anchorMin = new Vector2(0f, 1f);
bossHealthText.rectTransform.anchorMax = new Vector2(1f, 1f);
bossHealthText.rectTransform.pivot = new Vector2(0.5f, 1f);
bossHealthText.rectTransform.anchoredPosition = new Vector2(0f, -4f);
bossHealthText.rectTransform.sizeDelta = new Vector2(-16f, 20f);
}
}
void EnsureWaveText()
{
if (waveText != null)
return;
Canvas canvas = FindAnyObjectByType<Canvas>();
if (canvas == null)
return;
Transform existing = canvas.transform.Find("WaveCounter");
if (existing != null)
{
waveText = existing.GetComponentInChildren<TextMeshProUGUI>();
if (waveText != null)
return;
}
GameObject panelObject = new GameObject("WaveCounter", typeof(RectTransform), typeof(CanvasRenderer), typeof(Image));
RectTransform panel = panelObject.GetComponent<RectTransform>();
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<Image>();
UITheme.StylePanel(panelImage, UITheme.Panel, UITheme.Border);
UITheme.AddTopAccent(panel, UITheme.Cyan, 3f);
GameObject textObject = new GameObject("Text", typeof(RectTransform), typeof(CanvasRenderer), typeof(TextMeshProUGUI));
RectTransform textRect = textObject.GetComponent<RectTransform>();
textRect.SetParent(panel, false);
textRect.anchorMin = Vector2.zero;
textRect.anchorMax = Vector2.one;
textRect.offsetMin = Vector2.zero;
textRect.offsetMax = Vector2.zero;
waveText = textObject.GetComponent<TextMeshProUGUI>();
waveText.alignment = TextAlignmentOptions.Center;
waveText.fontSize = 21f;
waveText.fontStyle = FontStyles.Bold;
waveText.color = UITheme.Text;
waveText.raycastTarget = false;
}
void StyleStartWaveButton()
{
if (startWaveButton == null)
return;
RectTransform rect = startWaveButton.GetComponent<RectTransform>();
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<Image>();
if (image != null)
{
image.color = new Color(0.08f, 0.42f, 0.61f, 1f);
}
UITheme.StyleButton(startWaveButton);
TextMeshProUGUI label = startWaveButton.GetComponentInChildren<TextMeshProUGUI>();
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<RectTransform>();
rect.SetParent(parent, false);
TextMeshProUGUI label = obj.GetComponent<TextMeshProUGUI>();
label.text = text;
label.fontSize = fontSize;
label.fontStyle = style;
label.alignment = TextAlignmentOptions.Center;
UITheme.StyleText(label);
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<RectTransform>();
rect.SetParent(parent, false);
Button button = obj.GetComponent<Button>();
UITheme.StyleButton(button);
button.onClick.AddListener(onClick);
TextMeshProUGUI text = CreateOverlayText("Text", rect, label, 18f, FontStyles.Bold);
text.rectTransform.anchorMin = Vector2.zero;
text.rectTransform.anchorMax = Vector2.one;
text.rectTransform.offsetMin = Vector2.zero;
text.rectTransform.offsetMax = Vector2.zero;
return button;
}
static RectTransform CreateRect(string name, Transform parent)
{
GameObject obj = new GameObject(name, typeof(RectTransform));
RectTransform rect = obj.GetComponent<RectTransform>();
rect.SetParent(parent, false);
return rect;
}
static void PlaceOverlayRect(RectTransform rect, float x, float y, float width, float height)
{
rect.anchorMin = new Vector2(0.5f, 0.5f);
rect.anchorMax = new Vector2(0.5f, 0.5f);
rect.pivot = new Vector2(0.5f, 0.5f);
rect.anchoredPosition = new Vector2(x, y);
rect.sizeDelta = new Vector2(width, height);
}
}