Commit ec88adb8 authored by 15김민규's avatar 15김민규

enemyManager가 data를 읽어들이는 것 수정. 이젠 droptable만 읽을 것임. 현재 방의 enemy 소환 위치를 긁어오는데 성공.

parent dc8a1958
스테이지,ID,이름,드랍하지 않음,생명석 1개,생명석 2개,생명석 3개,생명석 4개,생명석 5개,금 포션,자수정 포션,습작 아이템,범작,수작,걸작 아이템,습작 애드온,범작,수작,걸작 애드온
고대유적,,,,,,,,,,,,,,,,,,
고대유적,42,전갈,7,4,1,0,0,0,0,0,2,0,0,0,2,1,0,0
고대유적,101,고블린,7,4,1,0,0,0,0,0,2,0,0,0,2,1,0,0
고대유적,102,고블린 보초병,4,3,0,0,0,0,0,0,0,0,0,0,1,0,0,0
고대유적,103,날쌘 고블린,3,5,1,0,0,0,0,0,2,0,0,0,2,1,0,0
고대유적,1050,나태한 고블린,3,5,1,0,0,0,0,0,1,0,0,0,1,3,0,0
고대유적,104,고블린 챔피언,1,8,4,2,0,0,3,0,2,4,2,0,2,1,0,0
고대유적,1060,밤의 사제,0,2,1,0,0,0,3,0,2,6,3,0,1,5,2,0
고대유적,1070,고물 보블린,0,3,0,0,0,0,3,0,1,7,5,1,2,6,4,1
고대유적,111,거대 거미,2,4,3,1,0,0,0,0,2,1,0,0,2,2,0,0
고대유적,112,독 거미,3,4,1,0,0,0,0,0,1,0,0,0,1,1,0,0
고대유적,121,도둑 까마귀,0,3,1,0,0,0,4,0,5,2,1,0,7,4,1,0
고대유적,113,야생 늑대,1,2,4,1,0,0,0,0,1,3,1,0,2,3,1,0
고대유적,1140,고블린 라이더,1,3,5,1,0,0,3,0,3,4,1,0,3,3,1,0
고대유적,122,흡혈 박쥐,3,3,1,0,0,0,0,0,2,1,0,0,3,1,0,0
고대유적,1230,새끼 박쥐,5,4,0,0,0,0,0,0,1,0,0,0,2,0,0,0
고대유적,115,엘리게이터-1,1,4,6,3,1,0,2,0,5,5,3,1,3,1,1,0
고대유적,116,엘리게이터-2,1,4,6,3,1,0,2,0,5,5,3,1,3,1,1,0
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도시,,,,,,,,,,,,,,,,,,
도시,,고위 마법사,,,,,,,,,,,,,,,,
도시,,황실 기사,,,,,,,,,,,,,,,,
도시,,학자,,,,,,,,,,,,,,,,
도시,,보초병,,,,,,,,,,,,,,,,
도시,,일반 마법사,,,,,,,,,,,,,,,,
도시,,폰,,,,,,,,,,,,,,,,
도시,,나이트,,,,,,,,,,,,,,,,
도시,,비숍,,,,,,,,,,,,,,,,
도시,,룩,,,,,,,,,,,,,,,,
도시,,심복,,,,,,,,,,,,,,,,
도시,,성직자,,,,,,,,,,,,,,,,
도시,,고위 성직자,,,,,,,,,,,,,,,,
도시,,정예 기사,,,,,,,,,,,,,,,,
폐허,,,,,,,,,,,,,,,,,,
폐허,,용암 융합체,,,,,,,,,,,,,,,,
폐허,,백골 야수,,,,,,,,,,,,,,,,
폐허,,백골 마법사,,,,,,,,,,,,,,,,
폐허,,언데드 학자,,,,,,,,,,,,,,,,
폐허,,언데드 성직자,,,,,,,,,,,,,,,,
폐허,,묘비왕자,,,,,,,,,,,,,,,,
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...@@ -3,126 +3,69 @@ using System.Collections.Generic; ...@@ -3,126 +3,69 @@ using System.Collections.Generic;
using System.IO; using System.IO;
using System.Text; using System.Text;
using UnityEngine; using UnityEngine;
using UnityEngine.Assertions;
public class EnemyManager : Singleton<EnemyManager> public class EnemyManager : Singleton<EnemyManager>
{ {
// static variable
// about action
public enum State
{
Idle,
Track,
Attack
} // 상속을 통해 수정할 가능성 높음. 염두만 해 두자.
public enum EnemyData { Health, Weight, Height, Width, DetectRange,
AtkRange, AtkDistance, AtkDelay, PjtSpeed, MoveSpeed,
Damage } //Atk = Attack, Pjt = Projectile(투사체)
/* 기본적으로 각 경우에 대해 가지는 값은 양수일 것
* 하지만 특별한 경우가 있음
* 1. DetectRange(감지 범위) : DetectRange가 -1이면 방 전체를 감지한다는 뜻. -2이면 현재 에너미가 있는 플랫폼 전체, -3이면 플랫폼 전방만 감지를 뜻 함.
* 2. AtkRange(공격 범위) : -1이면 현재 위치한 플랫폼 전체를 의미, -2이면 플랫폼 전방만 의미.
* 3. AtkDistance(공격 사거리) : -1이면 현재 위치한 플랫폼 끝까지 의미.
* 4. AtkDelay(공격 딜레이) : -1이면 무한 즉, 단 1회 공격함.
*/
public delegate void Action();
// data // data
// dictionary // data of drop item
public readonly Dictionary<int, Dictionary<ItemType, int>> dropTableByID; public TextAsset dropTableData;
public readonly Dictionary<int, Dictionary<State, Action>> actionDictByID; public Dictionary<int, int[]> dropTableByID = new Dictionary<int, int[]>();
public readonly Dictionary<int, Dictionary<EnemyData, float>> enemyDataByID; public GameObject[] dropItemList; // insert drop item here(on right order)
public GameObject enemyPrefab; // enemy prefab
// method public GameObject[] enemyPrefab;
// constructor
protected EnemyManager()
{
string dropTableDataPath = "";
string actionTableDataPath = "";
LoadDropTable(dropTableDataPath);
}
// Load Dictionary // method
private void LoadDropTable(string dataPath) // Constructor - protect calling raw constructor
{ protected EnemyManager() { }
StreamReader strReader = new StreamReader(dataPath, Encoding.UTF8);
string[] cellValue = null;
string tableLine = null;
strReader.ReadLine();
Dictionary<ItemType, int> dropItemInfo = new Dictionary<ItemType, int>();
while ((tableLine = strReader.ReadLine()) != null)
{
if (string.IsNullOrEmpty(tableLine)) return;
cellValue = tableLine.Split(',');
int enemyID = -1;
int[] weight = {-1};
int sum = 0;
int[] cumulatedWeight = { -1 };
int.TryParse(cellValue[0], out enemyID); // Awake
for(int i=1;i<17;i++) private void Awake()
{ {
int.TryParse(cellValue[i+1], out weight[i]); LoadDropTable(dropTableData);
} }
for(int i=0;i<16;i++) // Spawn Enemy to Map
public void SpawnEnemy()
{ {
sum += weight[i]; GameObject spawnLocation = MapManager.currentRoom.roomInGame.transform.Find("enemy location").gameObject;
cumulatedWeight[i] = sum;
} }
for(int i=0;i<16;i++) // Load Dictionary
private void LoadDropTable(TextAsset dataFile)
{ {
dropItemInfo.Add((ItemType)i, cumulatedWeight[i]); string[] linesFromText = dataFile.text.Split('\n');
} string[] cellValue = null;
dropTableByID.Add(enemyID, dropItemInfo);
}
}
int IDindex = 1; // index of monster ID is 1
int skipDistance = 3; // (Reason for 3): skip StageName, MonsterID, MonsterName (3 elements)
// Load ALL CSV Data for (int i = 1; i < linesFromText.Length; i++) // (Reason i = 1): skip first line
private void LoadEnemyData(string dataPath)
{ {
StreamReader strReader = new StreamReader(dataPath, Encoding.UTF8); cellValue = linesFromText[i].Split(',');
string[] cellValue = null;
string tableLine = null;
strReader.ReadLine();
Dictionary<EnemyData, float> EnemyInfo = new Dictionary<EnemyData, float>();
while ((tableLine = strReader.ReadLine()) != null)
{
cellValue = tableLine.Split(',');
int enemyID = -1; int enemyID = -1;
float[] enemyData = { 0.0f }; int.TryParse(cellValue[IDindex], out enemyID);
Assert.AreNotEqual(-1, enemyID); // case -1: read error
if (enemyID == 0) { continue; } // case 0: blank
int.TryParse(cellValue[0], out enemyID); int dropTableLength = cellValue.Length - skipDistance;
for(int i = 0;i<11;i++) Assert.AreEqual(dropTableLength, dropItemList.Length);
{ int[] dropTable = new int[dropTableLength];
float.TryParse(cellValue[i + 2], out enemyData[i]);
}
for(int i=0;i<12;i++) int cumulated = 0;
for (int j = 0; j < dropTableLength; j++)
{ {
EnemyInfo.Add((EnemyData)i, enemyData[i]); int weight = -1;
int.TryParse(cellValue[j + skipDistance], out weight);
Assert.AreNotEqual(-1, weight);
cumulated += weight;
dropTable[j] = cumulated;
} }
enemyDataByID.Add(enemyID, EnemyInfo); dropTableByID.Add(enemyID, dropTable);
}
} }
// called by gameManager to Spawn enemy
// little temporary. Many change will be exist.
public void SpawnEnemy()
{
Vector2 playerPosition = GameObject.Find("Player").transform.position;
Instantiate(enemyPrefab, playerPosition + new Vector2(7, 0), Quaternion.identity);
} }
} }
...@@ -6,6 +6,7 @@ using UnityEngine.UI; ...@@ -6,6 +6,7 @@ using UnityEngine.UI;
public class Test : MonoBehaviour { public class Test : MonoBehaviour {
MapManager mapManager; MapManager mapManager;
EnemyManager enemyManager;
TetriminoSpawner tetriminoSpawner; TetriminoSpawner tetriminoSpawner;
public static Vector3 tetrisCameraCoord = new Vector3(180, 0, -1); public static Vector3 tetrisCameraCoord = new Vector3(180, 0, -1);
public static float tetrisMapSize = 300; public static float tetrisMapSize = 300;
...@@ -50,6 +51,10 @@ public class Test : MonoBehaviour { ...@@ -50,6 +51,10 @@ public class Test : MonoBehaviour {
{ {
MapManager.currentRoom.ClearRoom(); MapManager.currentRoom.ClearRoom();
} }
public void SummonEnemy()
{
enemyManager.SpawnEnemy();
}
public GameObject upDoor; public GameObject upDoor;
public GameObject downDoor; public GameObject downDoor;
...@@ -108,7 +113,7 @@ public class Test : MonoBehaviour { ...@@ -108,7 +113,7 @@ public class Test : MonoBehaviour {
private void Awake() private void Awake()
{ {
//leftDoor.GetComponent<Animator>().SetInteger("doorPosition", 3); //leftDoor.GetComponent<Animator>().SetInteger("doorPosition", 3);
enemyManager = EnemyManager.Instance;
mapManager = GameObject.Find("MapManager").GetComponent<MapManager>(); mapManager = GameObject.Find("MapManager").GetComponent<MapManager>();
tetriminoSpawner = GameObject.Find("TetriminoSpawner").GetComponent<TetriminoSpawner>(); tetriminoSpawner = GameObject.Find("TetriminoSpawner").GetComponent<TetriminoSpawner>();
} }
......
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