Commit 9a61c8e8 authored by 15김민규's avatar 15김민규

적 소환 수 / 죽은 수 카운트 됨. enemyManager의 isClear()를 통해 몹을 전부 잡았는지 알 수 있다. 테스트를 위해 일부 프리팹에 고블린 소환위치 찍음.

parent f1f2c0ff
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...@@ -24,7 +24,7 @@ public class EnemyDamaged : StateMachineBehaviour { ...@@ -24,7 +24,7 @@ public class EnemyDamaged : StateMachineBehaviour {
} }
knockbackSpeed = animator.GetFloat("knockbackDistance") / knockbackTime; knockbackSpeed = animator.GetFloat("knockbackDistance") / knockbackTime;
Transform playerTransform = EnemyManager.Instance.player.transform; Transform playerTransform = EnemyManager.Instance.Player.transform;
pivotTransform = animator.transform.parent; pivotTransform = animator.transform.parent;
pivotTransform.eulerAngles = (playerTransform.position.x - pivotTransform.position.x < 0) ? leftsideAngle : rightsideAngle; pivotTransform.eulerAngles = (playerTransform.position.x - pivotTransform.position.x < 0) ? leftsideAngle : rightsideAngle;
knockbackDir = (playerTransform.position.x - pivotTransform.position.x < 0) ? 1 : -1; knockbackDir = (playerTransform.position.x - pivotTransform.position.x < 0) ? 1 : -1;
......
...@@ -16,7 +16,7 @@ public class EnemyMeleeTrack : StateMachineBehaviour { ...@@ -16,7 +16,7 @@ public class EnemyMeleeTrack : StateMachineBehaviour {
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
trackSpeed = animator.GetComponent<Enemy>().trackSpeed; trackSpeed = animator.GetComponent<Enemy>().trackSpeed;
attackRange = animator.GetComponent<Enemy>().attackRange; attackRange = animator.GetComponent<Enemy>().attackRange;
player = EnemyManager.Instance.player; player = EnemyManager.Instance.Player;
pivotTransform = animator.transform.parent; pivotTransform = animator.transform.parent;
float halfHeight = pivotTransform.gameObject.GetComponent<BoxCollider2D>().size.y / 2.0f; float halfHeight = pivotTransform.gameObject.GetComponent<BoxCollider2D>().size.y / 2.0f;
......
...@@ -56,13 +56,13 @@ public class Enemy : MonoBehaviour { ...@@ -56,13 +56,13 @@ public class Enemy : MonoBehaviour {
private void Start() private void Start()
{ {
this.currHealth = maxHealth; this.currHealth = maxHealth;
dropTable = enemyManager.dropTableByID[monsterID]; dropTable = enemyManager.DropTableByID[monsterID];
Physics2D.IgnoreCollision(enemyManager.player.gameObject.GetComponent<Collider2D>(), transform.parent.GetComponent<Collider2D>()); Physics2D.IgnoreCollision(enemyManager.Player.gameObject.GetComponent<Collider2D>(), transform.parent.GetComponent<Collider2D>());
} }
private void Update() private void Update()
{ {
playerDistance = Vector2.Distance(enemyManager.player.transform.position, transform.parent.position); playerDistance = Vector2.Distance(enemyManager.Player.transform.position, transform.parent.position);
} }
// hit by player or debuff // hit by player or debuff
...@@ -84,6 +84,7 @@ public class Enemy : MonoBehaviour { ...@@ -84,6 +84,7 @@ public class Enemy : MonoBehaviour {
public void DeadEvent() public void DeadEvent()
{ {
transform.parent.gameObject.SetActive(false); transform.parent.gameObject.SetActive(false);
enemyManager.EnemyDeadCount++; // 다른 enemy로 인해 소환되는 enemy가 추가될 경우 여기를 건드려야 함
// Drop 아이템 결정. 인덱스 별 아이템은 맨 밑에 서술 // Drop 아이템 결정. 인덱스 별 아이템은 맨 밑에 서술
float denominator = dropTable[dropTable.Length - 1]; float denominator = dropTable[dropTable.Length - 1];
......
...@@ -9,22 +9,30 @@ public class EnemyManager : Singleton<EnemyManager> ...@@ -9,22 +9,30 @@ public class EnemyManager : Singleton<EnemyManager>
{ {
// data // data
// static // static
private readonly int poolSize = 10;
public static readonly float goldPer = 0.5f; public static readonly float goldPer = 0.5f;
public static readonly int ameNum = 0; public static readonly int ameNum = 0;
public static readonly float dropObjStrength = 1f; public static readonly float dropObjStrength = 1f;
// hold player for animation // hold player for animation
public GameObject player; public GameObject Player { get; private set; }
// data of drop item // data of drop item
public TextAsset dropTableData; [SerializeField]
public Dictionary<int, int[]> dropTableByID = new Dictionary<int, int[]>(); private TextAsset dropTableData;
public Dictionary<int, int[]> DropTableByID { get; private set; }
// enemy prefab and pool
[SerializeField]
private GameObject[] enemyPrefab;
private readonly int poolSize = 10;
public Dictionary<GameObject, GameObject[]> EnemyPool { get; private set; }
// enemy count
[SerializeField]
private uint EnemySpawnCount;
public uint EnemyDeadCount;
// enemy prefab
public GameObject[] enemyPrefab;
public Dictionary<GameObject, GameObject[]> enemyPool = new Dictionary<GameObject, GameObject[]>();
// method // method
// Constructor - protect calling raw constructor // Constructor - protect calling raw constructor
...@@ -33,14 +41,15 @@ public class EnemyManager : Singleton<EnemyManager> ...@@ -33,14 +41,15 @@ public class EnemyManager : Singleton<EnemyManager>
// Awake // Awake
private void Awake() private void Awake()
{ {
player = GameObject.Find("Player"); Player = GameObject.Find("Player");
LoadDropTable(dropTableData); LoadDropTable(dropTableData);
CreateEnemyPool(); CreateEnemyPool();
} }
// Spawn Enemy to Map // Spawn Enemy to Map
public void SpawnEnemy() public void SpawnEnemyToMap()
{ {
EnemySpawnCount = EnemyDeadCount = 0;
Transform enemySpots = MapManager.currentRoom.roomInGame.transform.Find("enemy spot"); Transform enemySpots = MapManager.currentRoom.roomInGame.transform.Find("enemy spot");
foreach(Transform enemySpot in enemySpots) foreach(Transform enemySpot in enemySpots)
{ {
...@@ -53,10 +62,16 @@ public class EnemyManager : Singleton<EnemyManager> ...@@ -53,10 +62,16 @@ public class EnemyManager : Singleton<EnemyManager>
} }
} }
public bool IsClear()
{
return (EnemyDeadCount == EnemySpawnCount);
}
// Object Pool // Object Pool
private void CreateEnemyPool() private void CreateEnemyPool()
{ {
foreach(GameObject eachEnemy in enemyPrefab) EnemyPool = new Dictionary<GameObject, GameObject[]>();
foreach (GameObject eachEnemy in enemyPrefab)
{ {
GameObject[] pool = new GameObject[poolSize]; GameObject[] pool = new GameObject[poolSize];
for(int i = 0; i < pool.Length; i++) for(int i = 0; i < pool.Length; i++)
...@@ -64,14 +79,14 @@ public class EnemyManager : Singleton<EnemyManager> ...@@ -64,14 +79,14 @@ public class EnemyManager : Singleton<EnemyManager>
pool[i] = Instantiate(eachEnemy); pool[i] = Instantiate(eachEnemy);
pool[i].SetActive(false); pool[i].SetActive(false);
} }
enemyPool.Add(eachEnemy, pool); EnemyPool.Add(eachEnemy, pool);
} }
} }
private GameObject PickFromPool(GameObject enemy) private GameObject PickFromPool(GameObject enemy)
{ {
Debug.Log(enemy.name); EnemySpawnCount += 1;
GameObject[] pool = enemyPool[enemy]; GameObject[] pool = EnemyPool[enemy];
foreach(GameObject obj in pool) foreach(GameObject obj in pool)
{ {
if (!obj.activeSelf) if (!obj.activeSelf)
...@@ -88,7 +103,7 @@ public class EnemyManager : Singleton<EnemyManager> ...@@ -88,7 +103,7 @@ public class EnemyManager : Singleton<EnemyManager>
pool[i] = Instantiate(enemy); pool[i] = Instantiate(enemy);
pool[i].SetActive(false); pool[i].SetActive(false);
} }
enemyPool[enemy] = pool; EnemyPool[enemy] = pool;
pool[beforeExtend].SetActive(true); pool[beforeExtend].SetActive(true);
return pool[beforeExtend]; return pool[beforeExtend];
...@@ -97,6 +112,7 @@ public class EnemyManager : Singleton<EnemyManager> ...@@ -97,6 +112,7 @@ public class EnemyManager : Singleton<EnemyManager>
// Load Dictionary // Load Dictionary
private void LoadDropTable(TextAsset dataFile) private void LoadDropTable(TextAsset dataFile)
{ {
DropTableByID = new Dictionary<int, int[]>();
string[] linesFromText = dataFile.text.Split('\n'); string[] linesFromText = dataFile.text.Split('\n');
string[] cellValue = null; string[] cellValue = null;
...@@ -126,7 +142,7 @@ public class EnemyManager : Singleton<EnemyManager> ...@@ -126,7 +142,7 @@ public class EnemyManager : Singleton<EnemyManager>
dropTable[j] = cumulated; dropTable[j] = cumulated;
} }
dropTableByID.Add(enemyID, dropTable); DropTableByID.Add(enemyID, dropTable);
} }
} }
} }
...@@ -881,7 +881,7 @@ public class MapManager : MonoBehaviour { ...@@ -881,7 +881,7 @@ public class MapManager : MonoBehaviour {
if(!room.isRoomCleared) if(!room.isRoomCleared)
{ {
if(room.specialRoomType == RoomType.Normal) if(room.specialRoomType == RoomType.Normal)
GameObject.Find("EnemyManager").GetComponent<EnemyManager>().SpawnEnemy(); GameObject.Find("EnemyManager").GetComponent<EnemyManager>().SpawnEnemyToMap();
else if(room.specialRoomType == RoomType.Item) else if(room.specialRoomType == RoomType.Item)
{ {
InventoryManager inventoryManager = GameObject.Find("InventoryManager").GetComponent<InventoryManager>(); InventoryManager inventoryManager = GameObject.Find("InventoryManager").GetComponent<InventoryManager>();
......
...@@ -56,7 +56,7 @@ public class Test : MonoBehaviour { ...@@ -56,7 +56,7 @@ public class Test : MonoBehaviour {
} }
public void SummonEnemy() public void SummonEnemy()
{ {
enemyManager.SpawnEnemy(); enemyManager.SpawnEnemyToMap();
} }
......
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