Files
daluandou/Assets/Script/DefenseWaveLevelController.cs
T
huadexuan 1abd0de32f ```
feat(player): 添加玩家阵型保存功能

新增savedFormation字段用于存储玩家的阵型配置,
包括角色ID列表和对应的格子索引位置信息。
```
2026-09-29 23:21:44 +08:00

236 lines
8.4 KiB
C#

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 = 25f;
public float spawnY = 0.16f;
public float waveCompleteDelay = 3f;
private LevelWaveFile level;
private readonly List<GameObject> activeEnemies = new List<GameObject>();
private Slider progressSlider;
private Text progressText;
private int currentWaveIndex = -1;
private int totalEnemies;
private int defeatedEnemies;
private void Start()
{
if (!LoadLevel()) return;
CreateProgressBar();
if (autoStart) StartCoroutine(RunLevel());
}
private bool LoadLevel()
{
if (levelJson == null)
{
Debug.LogError("DefenseWaveLevelController: 未配置关卡 JSON。");
return false;
}
level = JsonUtility.FromJson<LevelWaveFile>(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();
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。");
}
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";
// 增大敌人的寻敌距离
UnitBase unitBase = enemy.GetComponent<UnitBase>();
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++;
}
}
if (activeEnemies.Count == 0) yield break;
yield return new WaitForSeconds(0.25f);
}
}
private void ApplyCharacterData(GameObject enemy, string characterId)
{
var data = Resources.Load<CharacterData>("Data/" + characterId);
var unit = enemy.GetComponent<UnitBase>();
if (data == null || unit == null) return;
unit.InitializeFromPlayerData(data.GetMaxHealth(1), data.GetAttackPower(1), data.GetMoveSpeed(1));
}
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 CreateProgressBar()
{
var canvasObject = new GameObject("WaveProgressHUD", typeof(Canvas), typeof(CanvasScaler), typeof(GraphicRaycaster));
var canvas = canvasObject.GetComponent<Canvas>();
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
canvas.sortingOrder = 500;
var root = canvasObject.GetComponent<RectTransform>();
var panel = new GameObject("WaveProgressPanel", typeof(RectTransform), typeof(Image));
panel.transform.SetParent(root, false);
var panelRect = panel.GetComponent<RectTransform>();
panelRect.anchorMin = new Vector2(0.5f, 1f);
panelRect.anchorMax = new Vector2(0.5f, 1f);
panelRect.pivot = new Vector2(0.5f, 1f);
panelRect.anchoredPosition = new Vector2(0f, -20f);
panelRect.sizeDelta = new Vector2(420f, 64f);
panel.GetComponent<Image>().color = new Color(0f, 0f, 0f, 0.45f);
var sliderObject = new GameObject("WaveProgress", typeof(RectTransform), typeof(Slider));
sliderObject.transform.SetParent(panel.transform, false);
var sliderRect = sliderObject.GetComponent<RectTransform>();
sliderRect.anchorMin = new Vector2(0.5f, 0f);
sliderRect.anchorMax = new Vector2(0.5f, 0f);
sliderRect.pivot = new Vector2(0.5f, 0f);
sliderRect.anchoredPosition = new Vector2(0f, 10f);
sliderRect.sizeDelta = new Vector2(360f, 16f);
progressSlider = sliderObject.GetComponent<Slider>();
progressSlider.minValue = 0f;
progressSlider.maxValue = 1f;
progressSlider.value = 0f;
progressSlider.interactable = false;
var textObject = new GameObject("WaveProgressText", typeof(RectTransform), typeof(Text));
textObject.transform.SetParent(panel.transform, false);
var textRect = textObject.GetComponent<RectTransform>();
textRect.anchorMin = new Vector2(0.5f, 1f);
textRect.anchorMax = new Vector2(0.5f, 1f);
textRect.pivot = new Vector2(0.5f, 1f);
textRect.anchoredPosition = new Vector2(0f, -8f);
textRect.sizeDelta = new Vector2(390f, 28f);
progressText = textObject.GetComponent<Text>();
progressText.alignment = TextAnchor.MiddleCenter;
progressText.font = Resources.GetBuiltinResource<Font>("LegacyRuntime.ttf");
progressText.fontSize = 18;
progressText.color = Color.white;
}
private void UpdateProgress(int waveNumber, int waveCount, string text)
{
if (progressSlider != null)
{
float defeatedRatio = totalEnemies > 0 ? (float)defeatedEnemies / totalEnemies : 0f;
progressSlider.value = Mathf.Clamp01((waveNumber - 1 + defeatedRatio) / Mathf.Max(1, waveCount));
}
if (progressText != null) progressText.text = text;
}
}