using System.Collections; using System.Collections.Generic; using System.Linq; using UnityEngine; using UnityEngine.UI; public class DefenseWaveLevelController : MonoBehaviour { [System.Serializable] private class LevelWaveFile { public string levelId; public string levelName; public WaveEntry[] waves; } [System.Serializable] private class WaveEntry { public int waveIndex; public float restBeforeWave = 2f; public float spawnInterval = 1f; public string[] enemyIds; public int[] counts; public float[] spawnX; } [System.Serializable] public class EnemyPrefabEntry { public string id; public GameObject prefab; } [Header("关卡 JSON")] public TextAsset levelJson; [Header("JSON enemyId 对应 Prefab")] public EnemyPrefabEntry[] enemyPrefabs; [Header("自动模拟")] public bool autoStart = true; public float spawnZ = 20f; // 敌人生成的Z位置 public float spawnY = 0.16f; public float waveCompleteDelay = 3f; [Header("UI 绑定")] public Text waveTextUI; // 绑定 TowerDefenseCanvas/TopBar/WaveText public Text killCountTextUI; // 绑定 TowerDefenseCanvas/TopBar/KillCountText private LevelWaveFile level; private readonly List activeEnemies = new List(); private int currentWaveIndex = -1; private int totalEnemies; private int defeatedEnemies; private void Start() { if (!LoadLevel()) return; EnsureUIReferences(); UpdateProgress(0, level.waves.Length, "准备中"); if (autoStart) StartCoroutine(RunLevel()); } /// /// 外部调用:开始关卡(用于游戏流程控制) /// public IEnumerator StartLevel() { if (level == null || level.waves == null || level.waves.Length == 0) { Debug.LogError("DefenseWaveLevelController: 无法启动关卡,波次数据未加载"); yield break; } yield return RunLevel(); } private bool LoadLevel() { if (levelJson == null) { Debug.LogError("DefenseWaveLevelController: 未配置关卡 JSON。"); return false; } level = JsonUtility.FromJson(levelJson.text); if (level == null || level.waves == null || level.waves.Length == 0) { Debug.LogError("DefenseWaveLevelController: JSON 没有有效波次。"); return false; } totalEnemies = level.waves.Sum(w => TotalCount(w)); defeatedEnemies = 0; return true; } private IEnumerator RunLevel() { for (int i = 0; i < level.waves.Length; i++) { currentWaveIndex = i; var wave = level.waves[i]; yield return new WaitForSeconds(Mathf.Max(0f, wave.restBeforeWave)); yield return SpawnWave(wave); yield return WaitForWaveCleared(); // 每波结束后,让英雄回到初始位置 ResetHeroPositionsAfterWave(); // 每 2 波结束(第 2、4、6、8...波)触发 3 选 1 战术增益弹窗 if ((currentWaveIndex + 1) % 2 == 0) { BuffSelectionController.Instance.ShowBuffSelection(); } yield return new WaitForSeconds(Mathf.Max(0f, waveCompleteDelay)); } UpdateProgress(level.waves.Length, level.waves.Length, "通关"); Debug.Log("DefenseWaveLevelController: 第一关波次全部完成。"); } /// /// 每波结束后让英雄回到初始位置 /// private void ResetHeroPositionsAfterWave() { DefenseGameFlowController flowController = FindObjectOfType(); if (flowController != null) { flowController.ResetHeroPositions(); Debug.Log($"第 {currentWaveIndex + 1} 波结束,英雄回到初始位置"); } } private IEnumerator SpawnWave(WaveEntry wave) { int total = TotalCount(wave); int spawned = 0; UpdateProgress(wave.waveIndex, level.waves.Length, $"第 {wave.waveIndex} 波 0/{total}"); for (int typeIndex = 0; typeIndex < wave.enemyIds.Length; typeIndex++) { var prefab = FindPrefab(wave.enemyIds[typeIndex]); if (prefab == null) continue; int count = wave.counts != null && typeIndex < wave.counts.Length ? wave.counts[typeIndex] : 0; for (int i = 0; i < count; i++) { float x = wave.spawnX != null && wave.spawnX.Length > 0 ? wave.spawnX[(spawned) % wave.spawnX.Length] : (spawned % 2 == 0 ? -3f : 3f); var enemy = Instantiate(prefab, new Vector3(x, spawnY, spawnZ), Quaternion.identity); enemy.tag = "Enemy"; // 设置敌方阵营(teamId=1),否则会被当成友军 UnitTeam enemyTeam = enemy.GetComponent(); if (enemyTeam == null) enemyTeam = enemy.AddComponent(); enemyTeam.teamId = 1; // 增大敌人的寻敌距离 UnitBase unitBase = enemy.GetComponent(); if (unitBase != null) { unitBase.detectionRange = 100f; // 从默认30增加到100 } ApplyCharacterData(enemy, wave.enemyIds[typeIndex]); activeEnemies.Add(enemy); spawned++; UpdateProgress(wave.waveIndex, level.waves.Length, $"第 {wave.waveIndex} 波 {spawned}/{total}"); yield return new WaitForSeconds(Mathf.Max(0.1f, wave.spawnInterval)); } } } private IEnumerator WaitForWaveCleared() { while (true) { for (int i = activeEnemies.Count - 1; i >= 0; i--) { var enemy = activeEnemies[i]; if (enemy == null || !enemy.activeInHierarchy) { activeEnemies.RemoveAt(i); defeatedEnemies++; // 击杀金币奖励 (基础 15 金币 * 战术增益倍率) if (GoldManager.Instance != null) { float killMult = BuffSelectionController.KillGoldMultiplier; int goldAmount = Mathf.RoundToInt(15f * killMult); GoldManager.Instance.AddGold(goldAmount); } UpdateProgress(currentWaveIndex + 1, level.waves.Length); } } if (activeEnemies.Count == 0) yield break; yield return new WaitForSeconds(0.25f); } } private void ApplyCharacterData(GameObject enemy, string characterId) { // 从所有 CharacterData 中按 characterId 字段查找,而不是按文件名 var allData = Resources.LoadAll("Data"); CharacterData data = null; foreach (var d in allData) { if (d != null && d.characterId == characterId) { data = d; break; } } var unit = enemy.GetComponent(); if (data == null) { Debug.LogWarning($"ApplyCharacterData: 找不到 characterId={characterId} 的 CharacterData"); return; } if (unit == null) return; // 小怪等级根据波次索引动态计算(前几波 Lv.1,随着波次推进适度成长,如 1~3 波 Lv.1,4~6 波 Lv.2,7~10 波 Lv.3) int enemyLevel = Mathf.Clamp((currentWaveIndex / 3) + 1, 1, 10); unit.InitializeFromPlayerData(data.GetMaxHealth(enemyLevel), data.GetAttackPower(enemyLevel), data.GetMoveSpeed(enemyLevel), enemyLevel); } private int TotalCount(WaveEntry wave) { if (wave == null || wave.counts == null) return 0; return wave.counts.Sum(c => Mathf.Max(0, c)); } private GameObject FindPrefab(string id) { if (enemyPrefabs == null) return null; var entry = enemyPrefabs.FirstOrDefault(e => e != null && e.id == id); if (entry == null || entry.prefab == null) { Debug.LogError("DefenseWaveLevelController: 找不到小怪 Prefab: " + id); return null; } return entry.prefab; } private void EnsureUIReferences() { if (waveTextUI != null && killCountTextUI != null) return; var canvasObject = GameObject.Find("TowerDefenseCanvas"); if (canvasObject == null) return; var topBar = canvasObject.transform.Find("TopBar"); if (topBar == null) return; if (waveTextUI == null) { var waveObj = topBar.Find("WaveText"); if (waveObj != null) waveTextUI = waveObj.GetComponent(); } if (killCountTextUI == null) { var killObj = topBar.Find("KillCountText"); if (killObj != null) killCountTextUI = killObj.GetComponent(); } } private void UpdateProgress(int waveNumber, int waveCount, string statusHint = "") { EnsureUIReferences(); int currentDisplayWave = Mathf.Clamp(waveNumber > 0 ? waveNumber : 1, 1, waveCount); if (waveTextUI != null) { waveTextUI.text = $"波次 {currentDisplayWave}/{waveCount}"; } if (killCountTextUI != null) { killCountTextUI.text = $"击杀 {defeatedEnemies}/{totalEnemies}"; } } }