enemies spawn with offsets in positions and animations
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parent
d1930a6b00
commit
53e7fc78a7
4 changed files with 35 additions and 12 deletions
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@ -16,4 +16,6 @@ MonoBehaviour:
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Entries:
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- EnemyType: {fileID: 11400000, guid: a05af37e2256f164d80a66cc2a582466, type: 2}
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Count: 50
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SpawnInterval: 0.5
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ChunkSize: 5
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SpawnInterval: 2.5
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SpawnSpread: 10
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@ -120,6 +120,13 @@ namespace TD.Gameplay
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{
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status = GetComponent<EnemyStatus>();
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// Randomize the walk-cycle phase on every peer independently. Animations
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// are purely visual and not replicated, so each client picks its own offset —
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// the result looks correct everywhere without any network traffic.
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var animator = GetComponentInChildren<Animator>();
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if (animator != null)
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animator.Update(Random.Range(0f, 2f));
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if (!IsServer) return;
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if (!hasPendingInit)
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@ -17,9 +17,18 @@ namespace TD.Gameplay
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[Tooltip("How many enemies of this type to spawn.")]
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public int Count;
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[Tooltip("Seconds between each individual spawn within this group. " +
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"0 = all spawn simultaneously.")]
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[Tooltip("How many enemies spawn per burst. 1 (default) = original one-at-a-time " +
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"behaviour. Values > 1 spawn that many simultaneously before waiting SpawnInterval.")]
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public int ChunkSize;
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[Tooltip("Seconds between each burst. With ChunkSize > 1 this is the pause between " +
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"groups rather than between individual enemies.")]
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public float SpawnInterval;
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[Tooltip("Max X-axis world-unit offset applied randomly to each enemy's spawn position. " +
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"0 = all spawn at the exact tile centre. Spreads enemies left/right without " +
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"affecting their forward/backward position or A* pathfinding.")]
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public float SpawnSpread;
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}
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/// <summary>
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@ -336,9 +336,12 @@ namespace TD.Gameplay
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{
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if (entry.EnemyType == null || entry.Count <= 0) continue;
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for (int i = 0; i < entry.Count; i++)
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int chunkSize = Mathf.Max(1, entry.ChunkSize);
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for (int i = 0; i < entry.Count; i += chunkSize)
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{
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SpawnEnemyInAllZones(entry.EnemyType);
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int burst = Mathf.Min(chunkSize, entry.Count - i);
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for (int j = 0; j < burst; j++)
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SpawnEnemyInAllZones(entry.EnemyType, entry.SpawnSpread);
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if (entry.SpawnInterval > 0f)
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yield return new WaitForSeconds(entry.SpawnInterval);
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@ -355,7 +358,7 @@ namespace TD.Gameplay
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// ----- Spawn helpers ----------------------------------------------
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private void SpawnEnemyInAllZones(EnemyDefinition def)
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private void SpawnEnemyInAllZones(EnemyDefinition def, float spawnSpread = 0f)
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{
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var loader = LevelLoader.Instance;
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if (loader?.LevelData?.PlayerZones == null) return;
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@ -376,11 +379,12 @@ namespace TD.Gameplay
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// this enemy for leak attribution — can't be derived from the spawner
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// tile's owner-grid entry because SpawnerVolume sits outside
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// PlayerZoneVolume (so OwnerGrid[spawnerTile] = None).
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SpawnEnemy(def, zone.Spawners[0].TilePosition, zone.Owner);
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SpawnEnemy(def, zone.Spawners[0].TilePosition, zone.Owner, spawnSpread);
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}
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}
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private void SpawnEnemy(EnemyDefinition def, Vector2Int spawnerTile, PlayerSlot ownerSlot)
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private void SpawnEnemy(EnemyDefinition def, Vector2Int spawnerTile, PlayerSlot ownerSlot,
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float spawnSpread = 0f)
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{
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if (def.EnemyPrefab == null)
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{
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@ -388,10 +392,11 @@ namespace TD.Gameplay
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return;
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}
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var go = Instantiate(
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def.EnemyPrefab,
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GridCoordinates.GridToWorld(spawnerTile),
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Quaternion.identity);
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Vector3 spawnPos = GridCoordinates.GridToWorld(spawnerTile);
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if (spawnSpread > 0f)
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spawnPos.x += Random.Range(-spawnSpread, spawnSpread);
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var go = Instantiate(def.EnemyPrefab, spawnPos, Quaternion.identity);
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var health = go.GetComponent<EnemyHealth>();
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var movement = go.GetComponent<EnemyMovement>();
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