UnityTowerDefense/Assets/_Project/Scripts/Gameplay/WaveManager.cs

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// Assets/_Project/Scripts/Gameplay/WaveManager.cs
using System.Collections;
using Unity.Netcode;
using UnityEngine;
using TD.Core;
using TD.Levels;
using TD.UI;
namespace TD.Gameplay
{
/// <summary>
/// Server-authoritative wave controller. Spawns enemies across all player zones,
/// tracks wave completion, awards kill gold, and manages the shared lives pool.
/// </summary>
/// <remarks>
/// <b>Wave lifecycle:</b>
/// <list type="bullet">
/// <item>When <see cref="MatchPhase.Playing"/> is entered,
/// <see cref="StartNextWave"/> advances <see cref="MatchState.CurrentWave"/>
/// immediately (so the HUD shows the wave number during prep), then waits
/// <see cref="WaveDefinition.PrepTime"/> before spawning.</item>
/// <item>Each <see cref="WaveEntry"/> spawns <c>Count</c> enemies per player zone,
/// one zone per frame-group, with <c>SpawnInterval</c> seconds between
/// individual enemies in the group.</item>
/// <item>After all entries are spawned, the wave is considered complete only when
/// every active enemy is either killed or has reached the goal.</item>
/// <item>All waves exhausted → <see cref="MatchPhase.Victory"/>.</item>
/// <item>Lives drop to 0 → <see cref="MatchPhase.Defeat"/>.</item>
/// </list>
///
/// <b>Kill gold:</b> When an enemy dies, <see cref="EnemyHealth.LastHitOwner"/> names
/// the tower's player. <see cref="PlayerMatchState.GetForSlot"/> resolves the
/// <c>OwnerClientId</c>, and <see cref="PlayerGoldManager.GetForClient"/> awards
/// the gold.
///
/// <b>Zone leak counts:</b> <see cref="zoneLeakCounts"/> is a <c>NetworkList</c>
/// indexed by <c>(int)PlayerSlot</c> (indices 08). It is incremented when an enemy
/// crosses from one player zone into another, giving the HUD a per-player leak score.
/// Index 0 corresponds to <see cref="PlayerSlot.None"/> and is unused.
///
/// <b>Inspector setup:</b>
/// <list type="bullet">
/// <item>Assign <see cref="waveDefinitions"/> in order (Wave 1 at index 0).</item>
/// <item>Set <see cref="startingLives"/> to match your level design intent.</item>
/// </list>
/// </remarks>
public class WaveManager : NetworkBehaviour
{
// ----- Singleton --------------------------------------------------
public static WaveManager Instance { get; private set; }
// ----- Inspector --------------------------------------------------
[Tooltip("Wave definitions in order. Index 0 = Wave 1.")]
[SerializeField] private WaveDefinition[] waveDefinitions;
[Tooltip("Shared lives pool at the start of a match.")]
[SerializeField] private int startingLives = 20;
[Tooltip("Single source of truth for every gold tunable: starting gold, per-wave " +
"kill rewards, completion bonus, no-leak bonus. Required for a real match; " +
"if unset the game falls back to per-player startingGold defaults and grants " +
"no kill/wave rewards (designer-error indicator, not a supported runtime mode).")]
[SerializeField] private GoldConfig goldConfig;
// ----- Networked state --------------------------------------------
// Per-slot total leak counters across the whole match. Index = (int)PlayerSlot;
// size = 10 (0-9). Index 0 (PlayerSlot.None) is allocated but never written.
// Replicated so the HUD scoreboard can show total leaks per player.
//
// Semantics: zoneLeakCounts[P] is incremented exactly once per enemy that
// ORIGINATED in player P's spawn AND escaped P's zone (crossed P's leak
// volume). Transit through other zones (e.g. a P1 enemy passing through
// P4 on its way to the goal) does NOT increment any counter — this is the
// "enemies I failed to stop in my own maze" metric, not a transit count.
private readonly NetworkList<int> zoneLeakCounts = new NetworkList<int>();
// Per-slot leak counter for the CURRENT wave only. Same shape as zoneLeakCounts;
// server resets every entry to 0 at the start of each wave. Used to determine
// who earns the NoLeaksBonus on wave completion. Not currently surfaced in UI
// separately from zoneLeakCounts — could be exposed if a "this wave: 0 leaks"
// indicator becomes desirable.
private readonly NetworkList<int> waveLeakCounts = new NetworkList<int>();
// Networked prep-phase countdown. Counts down from WaveDefinition.PrepTime to
// zero during prep; 0 while the wave is active or being mopped up. Read by the
// HUD (next-wave-label) to render "next: 0:12". Server is the only writer.
private readonly NetworkVariable<float> prepCountdown = new NetworkVariable<float>(
value: 0f,
readPerm: NetworkVariableReadPermission.Everyone,
writePerm: NetworkVariableWritePermission.Server);
// ----- Server-local runtime state ---------------------------------
private int remainingLives;
private int activeEnemyCount;
private bool spawningComplete;
private int currentWaveIndex = -1; // -1 = not yet started
private Coroutine activeWaveCoroutine;
// ----- NGO lifecycle ----------------------------------------------
public override void OnNetworkSpawn()
{
if (Instance != null && Instance != this)
{
Debug.LogError("[WaveManager] Duplicate WaveManager detected. " +
"Only one may exist per scene.");
return;
}
Instance = this;
if (!IsServer) return;
// Populate the NetworkLists with 10 zeros (indices 0-9 for PlayerSlot.None..Player9).
for (int i = 0; i < 10; i++)
{
zoneLeakCounts.Add(0);
waveLeakCounts.Add(0);
}
remainingLives = startingLives;
// NGO's scene-object spawn sweep calls all OnNetworkSpawn methods
// synchronously in a single call stack. Yielding one frame guarantees
// every sibling NetworkBehaviour (including MatchState) has finished
// its own OnNetworkSpawn before we try to read MatchState.Instance.
StartCoroutine(InitAfterSpawn());
}
private System.Collections.IEnumerator InitAfterSpawn()
{
yield return null; // wait one frame
var ms = MatchState.Instance;
if (ms == null)
{
Debug.LogWarning("[WaveManager] MatchState not found after spawn. " +
"Waves will not start automatically.");
yield break;
}
ms.SetLives(remainingLives);
ms.OnPhaseChanged += HandlePhaseChanged;
// Apply StartingGold from the config to every connected player, overwriting
// whatever fallback the PlayerGoldManager set during its own OnNetworkSpawn.
// PlayerGoldManager spawns once per client connection (in MainMenu/Lobby),
// before the Match scene exists — so this is where the config-driven init
// actually lands. Skipped silently if no goldConfig is assigned; the per-
// player fallback startingGold stays.
if (goldConfig != null)
{
foreach (var pms in PlayerMatchState.AllPlayers)
{
var gm = PlayerGoldManager.GetForClient(pms.OwnerClientId);
if (gm != null) gm.ServerSetGold(goldConfig.StartingGold);
}
}
if (ms.Phase == MatchPhase.Playing)
StartNextWave();
}
public override void OnNetworkDespawn()
{
if (Instance == this) Instance = null;
if (MatchState.Instance != null)
MatchState.Instance.OnPhaseChanged -= HandlePhaseChanged;
}
// ----- Public accessors -------------------------------------------
/// <summary>
/// Total number of waves in this match. Same on every peer because
/// <see cref="waveDefinitions"/> is a serialized prefab field, identical
/// on host and clients. Returns 0 if the array is unassigned.
/// </summary>
public int TotalWaves => waveDefinitions?.Length ?? 0;
/// <summary>
/// Number of times enemies have leaked out of the given player's zone over the
/// entire match. Replicated — safe to call on any peer.
/// </summary>
public int GetZoneLeakCount(PlayerSlot slot)
{
int idx = (int)slot;
return (idx >= 0 && idx < zoneLeakCounts.Count) ? zoneLeakCounts[idx] : 0;
}
/// <summary>
/// The <see cref="GoldConfig"/> assigned to this wave manager, or null if unset.
/// Exposed so other systems (HUD, future income panels) can read its values.
/// </summary>
public GoldConfig GoldConfig => goldConfig;
/// <summary>
/// Seconds remaining in the prep phase before the next wave starts spawning.
/// Zero outside of the prep phase. Replicated; safe to call on any peer.
/// HUD reads this each frame to render the countdown label.
/// </summary>
public float PrepCountdown => prepCountdown.Value;
// ----- Phase handling ---------------------------------------------
private void HandlePhaseChanged(MatchPhase previous, MatchPhase next)
{
if (!IsServer) return;
if (next == MatchPhase.Playing && currentWaveIndex < 0)
StartNextWave();
}
// ----- Wave coroutine ---------------------------------------------
private void StartNextWave(bool skipPrep = false)
{
currentWaveIndex++;
if (waveDefinitions == null || currentWaveIndex >= waveDefinitions.Length)
{
Debug.Log("[WaveManager] All waves complete. Victory.");
MatchState.Instance?.SetPhase(MatchPhase.Victory);
return;
}
// Advance the replicated wave counter at the START of prep so the HUD
// shows the upcoming wave number during the countdown.
MatchState.Instance?.SetCurrentWave(currentWaveIndex + 1); // 1-based
// Reset per-wave bookkeeping for the wave that's about to begin:
// - waveLeakCounts: per-slot leaks this wave, used for the no-leak bonus.
// - PlayerGoldManager.goldEarnedThisWave: HUD top-bar resets so the
// "+N g/wave" counter starts at 0.
for (int i = 0; i < waveLeakCounts.Count; i++)
waveLeakCounts[i] = 0;
foreach (var pms in PlayerMatchState.AllPlayers)
{
var gm = PlayerGoldManager.GetForClient(pms.OwnerClientId);
if (gm != null) gm.ServerResetWaveEarnings();
}
activeEnemyCount = 0;
spawningComplete = false;
activeWaveCoroutine = StartCoroutine(
RunWave(waveDefinitions[currentWaveIndex], skipPrep));
}
// ----- Dev / cheats -----------------------------------------------
/// <summary>
/// Dev cheat: skip the rest of the current wave (despawn any remaining
/// enemies, kill the prep timer) and start the next wave immediately.
/// Server-only — silently no-ops on clients. Safe to call during prep,
/// mid-spawn, or while enemies are alive.
/// </summary>
public void ForceAdvanceToNextWave()
{
if (!IsServer) return;
// Stop the current wave's coroutine (cancels prep timer + remaining spawns).
if (activeWaveCoroutine != null)
{
StopCoroutine(activeWaveCoroutine);
activeWaveCoroutine = null;
}
// Despawn anything still running around. Iterate a snapshot since
// EnemyHealth.HandleDeath will despawn the NetworkObject, mutating
// the live collection.
var spawnManager = NetworkManager.Singleton?.SpawnManager;
if (spawnManager != null)
{
var snapshot = new System.Collections.Generic.List<NetworkObject>(
spawnManager.SpawnedObjectsList);
foreach (var no in snapshot)
{
if (no == null || !no.IsSpawned) continue;
var movement = no.GetComponent<EnemyMovement>();
if (movement == null) continue;
// Unsubscribe so the despawn doesn't deduct lives or fire side effects.
var h = no.GetComponent<EnemyHealth>();
UnsubscribeEnemy(h);
no.Despawn();
}
}
// Reset bookkeeping and start the next wave's RunWave coroutine,
// skipping the prep timer so spawning starts immediately.
activeEnemyCount = 0;
spawningComplete = false;
StartNextWave(skipPrep: true);
}
private IEnumerator RunWave(WaveDefinition def, bool skipPrep = false)
{
// Prep phase — players build while the countdown ticks. Skipped when
// a dev cheat forces the wave to start immediately. We tick the
// replicated prepCountdown each frame so every HUD can render the
// remaining time consistently. Server is the only writer; clients
// observe the value via NetworkVariable replication.
if (!skipPrep)
{
prepCountdown.Value = def.PrepTime;
float remaining = def.PrepTime;
// Throttle network sync to ~10 Hz. NetworkVariable replicates on every
// mutation; at 60 fps we'd send ~600 deltas per 10s prep purely to
// animate text that only changes once per second on the HUD. 0.1s
// gives a smooth-enough fall while keeping bandwidth minimal.
const float NetworkSyncInterval = 0.1f;
float nextSync = def.PrepTime - NetworkSyncInterval;
while (remaining > 0f)
{
yield return null;
remaining = Mathf.Max(0f, remaining - Time.deltaTime);
if (remaining <= nextSync || remaining <= 0f)
{
prepCountdown.Value = remaining;
nextSync = remaining - NetworkSyncInterval;
}
}
}
// Ensure the countdown reads zero entering the spawn phase, regardless of
// whether prep was skipped or just expired.
prepCountdown.Value = 0f;
// Spawn phase.
if (def.Entries != null)
{
foreach (var entry in def.Entries)
{
if (entry.EnemyType == null || entry.Count <= 0) continue;
for (int i = 0; i < entry.Count; i++)
{
SpawnEnemyInAllZones(entry.EnemyType);
if (entry.SpawnInterval > 0f)
yield return new WaitForSeconds(entry.SpawnInterval);
}
}
}
spawningComplete = true;
// If every spawned enemy was already resolved before this coroutine finished
// (edge case: SpawnInterval = 0 and enemies die instantly), complete the wave now.
CheckWaveComplete();
}
// ----- Spawn helpers ----------------------------------------------
private void SpawnEnemyInAllZones(EnemyDefinition def)
{
var loader = LevelLoader.Instance;
if (loader?.LevelData?.PlayerZones == null) return;
foreach (var zone in loader.LevelData.PlayerZones)
{
if (zone.Spawners == null || zone.Spawners.Length == 0) continue;
// Skip zones whose owning slot is empty. Until a lobby exists,
// this means a 1-player test session only spawns enemies in
// Player 1's zone; Player 2/3/... zones stay quiet until those
// slots are actually filled. PlayerMatchState.GetForSlot returns
// null for unoccupied slots (and for PlayerSlot.None).
if (PlayerMatchState.GetForSlot(zone.Owner) == null) continue;
// Use the first spawner in the zone. Future: round-robin through Spawners.
// Pass zone.Owner explicitly so EnemyMovement knows which player owns
// this enemy for leak attribution — can't be derived from the spawner
// tile's owner-grid entry because SpawnerVolume sits outside
// PlayerZoneVolume (so OwnerGrid[spawnerTile] = None).
SpawnEnemy(def, zone.Spawners[0].TilePosition, zone.Owner);
}
}
private void SpawnEnemy(EnemyDefinition def, Vector2Int spawnerTile, PlayerSlot ownerSlot)
{
if (def.EnemyPrefab == null)
{
Debug.LogWarning($"[WaveManager] EnemyDefinition '{def.name}' has no EnemyPrefab assigned.");
return;
}
var go = Instantiate(
def.EnemyPrefab,
GridCoordinates.GridToWorld(spawnerTile),
Quaternion.identity);
var health = go.GetComponent<EnemyHealth>();
var movement = go.GetComponent<EnemyMovement>();
if (health == null || movement == null)
{
Debug.LogError($"[WaveManager] Enemy prefab '{def.EnemyPrefab.name}' is missing " +
$"EnemyHealth or EnemyMovement. Enemy will not be spawned.");
Destroy(go);
return;
}
health.InitializeServer(def.MaxHp, def.LivesCost, def.IsFlying);
movement.InitializeServer(def.MoveSpeed, spawnerTile, ownerSlot);
health.OnDied += HandleEnemyKilled;
movement.OnZoneLeaked += HandleZoneLeak;
movement.OnReachedGoal += HandleEnemyReachedGoal;
activeEnemyCount++;
go.GetComponent<NetworkObject>().Spawn();
}
// ----- Enemy event handlers (server-only) -------------------------
private void HandleEnemyKilled(EnemyHealth health)
{
// Kill reward comes from GoldConfig for the current wave — same value for
// every enemy in the wave regardless of EnemyDefinition type. Missing config
// or out-of-range wave → 0 reward (gold flow disabled, designer-error mode).
int killReward = 0;
var goldEntry = goldConfig?.GetWaveEntry(currentWaveIndex + 1);
if (goldEntry != null) killReward = goldEntry.GoldPerEnemy;
// Award kill gold to the tower owner that landed the killing blow.
PlayerSlot killerSlot = health.LastHitOwner;
if (killerSlot != PlayerSlot.None && killReward > 0)
{
var pms = PlayerMatchState.GetForSlot(killerSlot);
if (pms != null)
PlayerGoldManager.GetForClient(pms.OwnerClientId)
?.AwardGold(killReward);
}
// Show a "+N" gold popup above the corpse on every peer. Capture the
// position here on the server — by the time the RPC fires on clients
// the death sequence will be moving the corpse, but the spawn point
// is good enough and we want the popup to anchor where the kill happened.
if (killReward > 0)
ShowGoldRewardClientRpc(health.transform.position, killReward);
UnsubscribeEnemy(health);
DecrementAndCheckComplete();
}
private void HandleZoneLeak(PlayerSlot leavingZone)
{
// EnemyMovement fires this exactly once per enemy, when it escapes its
// origin zone. We increment both the match-total and the per-wave counter
// for the originating player. Per-wave count drives the no-leak bonus
// eligibility check at wave completion.
int idx = (int)leavingZone;
if (idx >= 0 && idx < zoneLeakCounts.Count)
zoneLeakCounts[idx]++;
if (idx >= 0 && idx < waveLeakCounts.Count)
waveLeakCounts[idx]++;
}
private void HandleEnemyReachedGoal(EnemyMovement movement, int livesCost)
{
// Capture the leak position BEFORE the enemy NetworkObject despawns
// (HandleGoalReached on the enemy calls Despawn right after firing the
// event we're handling here). Show the "-N" popup on every peer.
Vector3 leakPos = movement.transform.position;
if (livesCost > 0)
ShowLifeLossClientRpc(leakPos, livesCost);
UnsubscribeEnemy(movement.GetComponent<EnemyHealth>());
remainingLives = Mathf.Max(0, remainingLives - livesCost);
MatchState.Instance?.SetLives(remainingLives);
if (remainingLives <= 0)
{
Debug.Log("[WaveManager] Lives depleted. Defeat.");
MatchState.Instance?.SetPhase(MatchPhase.Defeat);
return;
}
DecrementAndCheckComplete();
}
// ----- Floating-text ClientRpcs -----------------------------------
// Fired on every peer (server + clients) so each one spawns its own local
// FloatingText. The spawned GameObjects are not networked — purely visual.
[ClientRpc]
private void ShowGoldRewardClientRpc(Vector3 worldPos, int amount)
{
FloatingTextSpawner.Instance?.SpawnGoldReward(worldPos, amount);
}
[ClientRpc]
private void ShowLifeLossClientRpc(Vector3 worldPos, int amount)
{
FloatingTextSpawner.Instance?.SpawnLifeLoss(worldPos, amount);
OnLifeLost?.Invoke(amount);
}
// ----- Local-only notification events -----------------------------
/// <summary>
/// Fired on every peer immediately after a life-loss popup spawns.
/// HUD subscribes to flash a centered banner; gameplay code can also
/// hook this for audio cues, screen-shake, etc. Argument is the number
/// of lives lost (usually 1, but boss enemies with LivesCost &gt; 1
/// fire a single event carrying the larger value).
/// </summary>
public static event System.Action<int> OnLifeLost;
// ----- Helpers ----------------------------------------------------
private void UnsubscribeEnemy(EnemyHealth health)
{
if (health == null) return;
health.OnDied -= HandleEnemyKilled;
var movement = health.GetComponent<EnemyMovement>();
if (movement != null)
{
movement.OnZoneLeaked -= HandleZoneLeak;
movement.OnReachedGoal -= HandleEnemyReachedGoal;
}
}
private void DecrementAndCheckComplete()
{
activeEnemyCount--;
CheckWaveComplete();
}
private void CheckWaveComplete()
{
if (!spawningComplete) return;
if (activeEnemyCount > 0) return;
// Guard: don't start the next wave if the match is already decided.
var ms = MatchState.Instance;
if (ms == null || ms.Phase == MatchPhase.Defeat || ms.Phase == MatchPhase.Victory)
return;
// Award per-wave bonuses BEFORE advancing the wave (so waveLeakCounts still
// reflects this wave's leaks, and goldEarnedThisWave still accumulates this
// wave's bonus on top of kill gold). Completion bonus is unconditional;
// no-leak bonus only if the player's waveLeakCounts entry is exactly 0.
AwardWaveCompletionBonuses();
Debug.Log($"[WaveManager] Wave {currentWaveIndex + 1} complete. Starting next wave.");
StartNextWave();
}
// Server-only. Iterates active players, awards CompletionBonus to each, plus
// NoLeaksBonus to those whose per-wave leak counter is zero. Floating-text popups
// are spawned at each player's builder position so the reward is visible in-world.
// Skipped silently if no goldConfig or no entry for this wave.
private void AwardWaveCompletionBonuses()
{
var entry = goldConfig?.GetWaveEntry(currentWaveIndex + 1);
if (entry == null) return;
int completionBonus = entry.CompletionBonus;
int noLeaksBonus = entry.NoLeaksBonus;
if (completionBonus <= 0 && noLeaksBonus <= 0) return;
foreach (var pms in PlayerMatchState.AllPlayers)
{
var gm = PlayerGoldManager.GetForClient(pms.OwnerClientId);
if (gm == null) continue;
int award = 0;
if (completionBonus > 0) award += completionBonus;
int slotIdx = (int)pms.Slot;
bool zeroLeaks = slotIdx >= 0 && slotIdx < waveLeakCounts.Count
&& waveLeakCounts[slotIdx] == 0;
if (zeroLeaks && noLeaksBonus > 0) award += noLeaksBonus;
if (award > 0)
{
gm.AwardGold(award);
// Surface the bonus in-world so players see it land. Position the
// popup at the player's builder if we can find one; otherwise the
// origin (popups still spawn, just centered on world origin).
Vector3 popupPos = Vector3.zero;
var builder = Builder.GetForClient(pms.OwnerClientId);
if (builder != null) popupPos = builder.CurrentPosition;
ShowGoldRewardClientRpc(popupPos, award);
}
}
}
}
}