439 lines
17 KiB
C#
439 lines
17 KiB
C#
// Assets/_Project/Scripts/Gameplay/WaveManager.cs
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using System.Collections;
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using Unity.Netcode;
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using UnityEngine;
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using TD.Core;
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using TD.Levels;
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using TD.UI;
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namespace TD.Gameplay
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{
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/// <summary>
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/// Server-authoritative wave controller. Spawns enemies across all player zones,
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/// tracks wave completion, awards kill gold, and manages the shared lives pool.
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/// </summary>
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/// <remarks>
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/// <b>Wave lifecycle:</b>
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/// <list type="bullet">
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/// <item>When <see cref="MatchPhase.Playing"/> is entered,
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/// <see cref="StartNextWave"/> advances <see cref="MatchState.CurrentWave"/>
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/// immediately (so the HUD shows the wave number during prep), then waits
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/// <see cref="WaveDefinition.PrepTime"/> before spawning.</item>
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/// <item>Each <see cref="WaveEntry"/> spawns <c>Count</c> enemies per player zone,
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/// one zone per frame-group, with <c>SpawnInterval</c> seconds between
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/// individual enemies in the group.</item>
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/// <item>After all entries are spawned, the wave is considered complete only when
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/// every active enemy is either killed or has reached the goal.</item>
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/// <item>All waves exhausted → <see cref="MatchPhase.Victory"/>.</item>
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/// <item>Lives drop to 0 → <see cref="MatchPhase.Defeat"/>.</item>
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/// </list>
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///
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/// <b>Kill gold:</b> When an enemy dies, <see cref="EnemyHealth.LastHitOwner"/> names
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/// the tower's player. <see cref="PlayerMatchState.GetForSlot"/> resolves the
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/// <c>OwnerClientId</c>, and <see cref="PlayerGoldManager.GetForClient"/> awards
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/// the gold.
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///
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/// <b>Zone leak counts:</b> <see cref="zoneLeakCounts"/> is a <c>NetworkList</c>
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/// indexed by <c>(int)PlayerSlot</c> (indices 0–8). It is incremented when an enemy
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/// crosses from one player zone into another, giving the HUD a per-player leak score.
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/// Index 0 corresponds to <see cref="PlayerSlot.None"/> and is unused.
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///
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/// <b>Inspector setup:</b>
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/// <list type="bullet">
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/// <item>Assign <see cref="waveDefinitions"/> in order (Wave 1 at index 0).</item>
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/// <item>Set <see cref="startingLives"/> to match your level design intent.</item>
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/// </list>
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/// </remarks>
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public class WaveManager : NetworkBehaviour
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{
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// ----- Singleton --------------------------------------------------
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public static WaveManager Instance { get; private set; }
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// ----- Inspector --------------------------------------------------
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[Tooltip("Wave definitions in order. Index 0 = Wave 1.")]
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[SerializeField] private WaveDefinition[] waveDefinitions;
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[Tooltip("Shared lives pool at the start of a match.")]
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[SerializeField] private int startingLives = 20;
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// ----- Networked state --------------------------------------------
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// Per-slot zone-leak counters. Index = (int)PlayerSlot; size = 10 (0-9).
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// Index 0 (PlayerSlot.None) is allocated but never written.
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// Replicated so the HUD can show per-player leak scores on all peers.
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private readonly NetworkList<int> zoneLeakCounts = new NetworkList<int>();
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// ----- Server-local runtime state ---------------------------------
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private int remainingLives;
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private int activeEnemyCount;
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private bool spawningComplete;
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private int currentWaveIndex = -1; // -1 = not yet started
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private Coroutine activeWaveCoroutine;
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// ----- NGO lifecycle ----------------------------------------------
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public override void OnNetworkSpawn()
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{
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if (Instance != null && Instance != this)
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{
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Debug.LogError("[WaveManager] Duplicate WaveManager detected. " +
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"Only one may exist per scene.");
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return;
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}
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Instance = this;
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if (!IsServer) return;
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// Populate the NetworkList with 10 zeros (indices 0-9 for PlayerSlot.None..Player9).
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for (int i = 0; i < 10; i++)
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zoneLeakCounts.Add(0);
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remainingLives = startingLives;
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// NGO's scene-object spawn sweep calls all OnNetworkSpawn methods
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// synchronously in a single call stack. Yielding one frame guarantees
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// every sibling NetworkBehaviour (including MatchState) has finished
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// its own OnNetworkSpawn before we try to read MatchState.Instance.
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StartCoroutine(InitAfterSpawn());
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}
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private System.Collections.IEnumerator InitAfterSpawn()
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{
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yield return null; // wait one frame
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var ms = MatchState.Instance;
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if (ms == null)
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{
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Debug.LogWarning("[WaveManager] MatchState not found after spawn. " +
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"Waves will not start automatically.");
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yield break;
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}
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ms.SetLives(remainingLives);
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ms.OnPhaseChanged += HandlePhaseChanged;
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if (ms.Phase == MatchPhase.Playing)
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StartNextWave();
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}
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public override void OnNetworkDespawn()
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{
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if (Instance == this) Instance = null;
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if (MatchState.Instance != null)
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MatchState.Instance.OnPhaseChanged -= HandlePhaseChanged;
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}
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// ----- Public accessors -------------------------------------------
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/// <summary>
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/// Total number of waves in this match. Same on every peer because
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/// <see cref="waveDefinitions"/> is a serialized prefab field, identical
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/// on host and clients. Returns 0 if the array is unassigned.
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/// </summary>
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public int TotalWaves => waveDefinitions?.Length ?? 0;
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/// <summary>
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/// Number of times enemies have leaked out of the given player's zone.
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/// Replicated — safe to call on any peer.
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/// </summary>
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public int GetZoneLeakCount(PlayerSlot slot)
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{
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int idx = (int)slot;
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return (idx >= 0 && idx < zoneLeakCounts.Count) ? zoneLeakCounts[idx] : 0;
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}
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// ----- Phase handling ---------------------------------------------
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private void HandlePhaseChanged(MatchPhase previous, MatchPhase next)
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{
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if (!IsServer) return;
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if (next == MatchPhase.Playing && currentWaveIndex < 0)
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StartNextWave();
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}
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// ----- Wave coroutine ---------------------------------------------
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private void StartNextWave(bool skipPrep = false)
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{
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currentWaveIndex++;
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if (waveDefinitions == null || currentWaveIndex >= waveDefinitions.Length)
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{
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Debug.Log("[WaveManager] All waves complete. Victory.");
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MatchState.Instance?.SetPhase(MatchPhase.Victory);
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return;
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}
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// Advance the replicated wave counter at the START of prep so the HUD
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// shows the upcoming wave number during the countdown.
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MatchState.Instance?.SetCurrentWave(currentWaveIndex + 1); // 1-based
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activeEnemyCount = 0;
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spawningComplete = false;
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activeWaveCoroutine = StartCoroutine(
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RunWave(waveDefinitions[currentWaveIndex], skipPrep));
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}
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// ----- Dev / cheats -----------------------------------------------
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/// <summary>
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/// Dev cheat: skip the rest of the current wave (despawn any remaining
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/// enemies, kill the prep timer) and start the next wave immediately.
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/// Server-only — silently no-ops on clients. Safe to call during prep,
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/// mid-spawn, or while enemies are alive.
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/// </summary>
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public void ForceAdvanceToNextWave()
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{
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if (!IsServer) return;
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// Stop the current wave's coroutine (cancels prep timer + remaining spawns).
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if (activeWaveCoroutine != null)
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{
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StopCoroutine(activeWaveCoroutine);
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activeWaveCoroutine = null;
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}
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// Despawn anything still running around. Iterate a snapshot since
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// EnemyHealth.HandleDeath will despawn the NetworkObject, mutating
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// the live collection.
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var spawnManager = NetworkManager.Singleton?.SpawnManager;
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if (spawnManager != null)
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{
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var snapshot = new System.Collections.Generic.List<NetworkObject>(
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spawnManager.SpawnedObjectsList);
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foreach (var no in snapshot)
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{
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if (no == null || !no.IsSpawned) continue;
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var movement = no.GetComponent<EnemyMovement>();
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if (movement == null) continue;
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// Unsubscribe so the despawn doesn't deduct lives or fire side effects.
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var h = no.GetComponent<EnemyHealth>();
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UnsubscribeEnemy(h);
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no.Despawn();
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}
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}
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// Reset bookkeeping and start the next wave's RunWave coroutine,
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// skipping the prep timer so spawning starts immediately.
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activeEnemyCount = 0;
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spawningComplete = false;
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StartNextWave(skipPrep: true);
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}
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private IEnumerator RunWave(WaveDefinition def, bool skipPrep = false)
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{
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// Prep phase — players build while the countdown ticks. Skipped when
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// a dev cheat forces the wave to start immediately.
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if (!skipPrep)
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yield return new WaitForSeconds(def.PrepTime);
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// Spawn phase.
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if (def.Entries != null)
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{
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foreach (var entry in def.Entries)
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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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{
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SpawnEnemyInAllZones(entry.EnemyType);
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if (entry.SpawnInterval > 0f)
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yield return new WaitForSeconds(entry.SpawnInterval);
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}
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}
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}
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spawningComplete = true;
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// If every spawned enemy was already resolved before this coroutine finished
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// (edge case: SpawnInterval = 0 and enemies die instantly), complete the wave now.
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CheckWaveComplete();
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}
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// ----- Spawn helpers ----------------------------------------------
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private void SpawnEnemyInAllZones(EnemyDefinition def)
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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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foreach (var zone in loader.LevelData.PlayerZones)
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{
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if (zone.Spawners == null || zone.Spawners.Length == 0) continue;
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// Skip zones whose owning slot is empty. Until a lobby exists,
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// this means a 1-player test session only spawns enemies in
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// Player 1's zone; Player 2/3/... zones stay quiet until those
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// slots are actually filled. PlayerMatchState.GetForSlot returns
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// null for unoccupied slots (and for PlayerSlot.None).
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if (PlayerMatchState.GetForSlot(zone.Owner) == null) continue;
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// Use the first spawner in the zone. Future: round-robin through Spawners.
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SpawnEnemy(def, zone.Spawners[0].TilePosition);
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}
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}
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private void SpawnEnemy(EnemyDefinition def, Vector2Int spawnerTile)
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{
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if (def.EnemyPrefab == null)
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{
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Debug.LogWarning($"[WaveManager] EnemyDefinition '{def.name}' has no EnemyPrefab assigned.");
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return;
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}
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var go = Instantiate(
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def.EnemyPrefab,
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GridCoordinates.GridToWorld(spawnerTile),
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Quaternion.identity);
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var health = go.GetComponent<EnemyHealth>();
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var movement = go.GetComponent<EnemyMovement>();
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if (health == null || movement == null)
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{
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Debug.LogError($"[WaveManager] Enemy prefab '{def.EnemyPrefab.name}' is missing " +
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$"EnemyHealth or EnemyMovement. Enemy will not be spawned.");
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Destroy(go);
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return;
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}
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health.InitializeServer(def.MaxHp, def.GoldReward, def.LivesCost, def.IsFlying);
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movement.InitializeServer(def.MoveSpeed, spawnerTile);
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health.OnDied += HandleEnemyKilled;
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movement.OnZoneLeaked += HandleZoneLeak;
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movement.OnReachedGoal += HandleEnemyReachedGoal;
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activeEnemyCount++;
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go.GetComponent<NetworkObject>().Spawn();
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}
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// ----- Enemy event handlers (server-only) -------------------------
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private void HandleEnemyKilled(EnemyHealth health)
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{
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// Award kill gold to the tower owner that landed the killing blow.
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PlayerSlot killerSlot = health.LastHitOwner;
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if (killerSlot != PlayerSlot.None)
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{
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var pms = PlayerMatchState.GetForSlot(killerSlot);
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if (pms != null)
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PlayerGoldManager.GetForClient(pms.OwnerClientId)
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?.AwardGold(health.GoldReward);
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}
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// Show a "+N" gold popup above the corpse on every peer. Capture the
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// position here on the server — by the time the RPC fires on clients
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// the death sequence will be moving the corpse, but the spawn point
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// is good enough and we want the popup to anchor where the kill happened.
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if (health.GoldReward > 0)
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ShowGoldRewardClientRpc(health.transform.position, health.GoldReward);
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UnsubscribeEnemy(health);
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DecrementAndCheckComplete();
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}
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private void HandleZoneLeak(PlayerSlot leavingZone)
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{
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// Increment the per-slot leak counter for the zone the enemy is leaving.
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int idx = (int)leavingZone;
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if (idx >= 0 && idx < zoneLeakCounts.Count)
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zoneLeakCounts[idx]++;
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}
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private void HandleEnemyReachedGoal(EnemyMovement movement, int livesCost)
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{
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// Capture the leak position BEFORE the enemy NetworkObject despawns
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// (HandleGoalReached on the enemy calls Despawn right after firing the
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// event we're handling here). Show the "-N" popup on every peer.
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Vector3 leakPos = movement.transform.position;
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if (livesCost > 0)
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ShowLifeLossClientRpc(leakPos, livesCost);
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UnsubscribeEnemy(movement.GetComponent<EnemyHealth>());
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remainingLives = Mathf.Max(0, remainingLives - livesCost);
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MatchState.Instance?.SetLives(remainingLives);
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if (remainingLives <= 0)
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{
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Debug.Log("[WaveManager] Lives depleted. Defeat.");
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MatchState.Instance?.SetPhase(MatchPhase.Defeat);
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return;
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}
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DecrementAndCheckComplete();
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}
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// ----- Floating-text ClientRpcs -----------------------------------
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// Fired on every peer (server + clients) so each one spawns its own local
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// FloatingText. The spawned GameObjects are not networked — purely visual.
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[ClientRpc]
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private void ShowGoldRewardClientRpc(Vector3 worldPos, int amount)
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{
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FloatingTextSpawner.Instance?.SpawnGoldReward(worldPos, amount);
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}
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[ClientRpc]
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private void ShowLifeLossClientRpc(Vector3 worldPos, int amount)
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{
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FloatingTextSpawner.Instance?.SpawnLifeLoss(worldPos, amount);
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OnLifeLost?.Invoke(amount);
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}
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// ----- Local-only notification events -----------------------------
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/// <summary>
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/// Fired on every peer immediately after a life-loss popup spawns.
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/// HUD subscribes to flash a centered banner; gameplay code can also
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/// hook this for audio cues, screen-shake, etc. Argument is the number
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/// of lives lost (usually 1, but boss enemies with LivesCost > 1
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/// fire a single event carrying the larger value).
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/// </summary>
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public static event System.Action<int> OnLifeLost;
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// ----- Helpers ----------------------------------------------------
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private void UnsubscribeEnemy(EnemyHealth health)
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{
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if (health == null) return;
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health.OnDied -= HandleEnemyKilled;
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var movement = health.GetComponent<EnemyMovement>();
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if (movement != null)
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{
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movement.OnZoneLeaked -= HandleZoneLeak;
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movement.OnReachedGoal -= HandleEnemyReachedGoal;
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}
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}
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private void DecrementAndCheckComplete()
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{
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activeEnemyCount--;
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CheckWaveComplete();
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}
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private void CheckWaveComplete()
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{
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if (!spawningComplete) return;
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if (activeEnemyCount > 0) return;
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// Guard: don't start the next wave if the match is already decided.
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var ms = MatchState.Instance;
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if (ms == null || ms.Phase == MatchPhase.Defeat || ms.Phase == MatchPhase.Victory)
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return;
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Debug.Log($"[WaveManager] Wave {currentWaveIndex + 1} complete. Starting next wave.");
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StartNextWave();
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}
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}
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}
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