Fix : Wave manager not starting new wave

This commit is contained in:
sSebster 2025-03-14 18:25:10 +01:00
parent ce3c0cb3f3
commit 1b78a027c4
6 changed files with 54 additions and 35 deletions

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Content/Legumix/Spawner/LVL_TestSpawn.umap (Stored with Git LFS)

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@ -14,7 +14,7 @@ ALMSpawnPosition::ALMSpawnPosition()
} }
bool ALMSpawnPosition::CanSpawn() const bool ALMSpawnPosition::CanSpawn()
{ {
return !IsPlayerVisible() && !IsOnCooldow; return !IsPlayerVisible() && !IsOnCooldow;
} }
@ -59,7 +59,7 @@ bool ALMSpawnPosition::IsPlayerVisible() const
if (bHit) if (bHit)
{ {
//UE_LOG(LogTemp, Warning, TEXT("LineTrace Hit: %s"), *HitResult.GetActor()->GetName()); //UE_LOG(LogTemp, Warning, TEXT("LineTrace Hit: %s"), *HitResult.GetActor()->GetName());
return HitResult.GetActor() == Player; // Retourne true uniquement si l'acteur touché est le joueur return (HitResult.GetActor() == Player && !IsOnCooldow); // Retourne true uniquement si l'acteur touché est le joueur
} }
//UE_LOG(LogTemp, Warning, TEXT("LineTrace: No Hit")); //UE_LOG(LogTemp, Warning, TEXT("LineTrace: No Hit"));
@ -69,12 +69,14 @@ bool ALMSpawnPosition::IsPlayerVisible() const
void ALMSpawnPosition::StarCooldown() void ALMSpawnPosition::StarCooldown()
{ {
IsOnCooldow = true; IsOnCooldow = true;
UE_LOG(LogTemp, Warning, TEXT("Spawner Cooldown"));
GetWorld()->GetTimerManager().SetTimer(ProcessCooldown, this, &ALMSpawnPosition::EndCooldown, TimerCooldown, false); GetWorld()->GetTimerManager().SetTimer(ProcessCooldown, this, &ALMSpawnPosition::EndCooldown, TimerCooldown, false);
} }
void ALMSpawnPosition::EndCooldown() void ALMSpawnPosition::EndCooldown()
{ {
IsOnCooldow = false; IsOnCooldow = false;
UE_LOG(LogTemp, Warning, TEXT("Spawner End Cooldown"));
} }

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@ -37,7 +37,7 @@ void ALMWaveManager::SpawnEnemy(ALMSpawnPosition* spawnPosition)
if (!tempEnemy) if (!tempEnemy)
{ {
UE_LOG(LogTemp, Error, TEXT("Failed to spawn enemy!")); //UE_LOG(LogTemp, Error, TEXT("Failed to spawn enemy!"));
return; return;
} }
spawnPosition->StarCooldown(); spawnPosition->StarCooldown();
@ -50,7 +50,7 @@ void ALMWaveManager::SpawnEnemy(ALMSpawnPosition* spawnPosition)
//bind la method ennemydead à la death de l'ennemis //bind la method ennemydead à la death de l'ennemis
tempEnemy->OnEnemyDeath.AddDynamic(this, &ALMWaveManager::EnemyDead); tempEnemy->OnEnemyDeath.AddDynamic(this, &ALMWaveManager::EnemyDead);
UE_LOG(LogTemp, Error, TEXT("Succes to spawn and bind on death method")); //UE_LOG(LogTemp, Error, TEXT("Succes to spawn and bind on death method"));
EnemySpawned++; EnemySpawned++;
EnemiesPerType[RandomIndex]--; EnemiesPerType[RandomIndex]--;
@ -65,15 +65,9 @@ void ALMWaveManager::EnemyDead(ALMEnemy* enemyToRemoveFromLife)
bool ALMWaveManager::RemainsEnemyToSpawn() bool ALMWaveManager::RemainsEnemyToSpawn()
{ {
int TotalEnemies = 0; bool StillToSpawn = TotalOfEnemyToStillSpawn() !=0;
bool NoEnemyLeftToSpawn = EnemyAliveList.Num() < MaxEnemyInstantiate;
for (int EnemyCount : EnemiesPerType) return EnemyNumberInWave != EnemySpawned && NoEnemyLeftToSpawn && StillToSpawn;
{
TotalEnemies += EnemyCount;
}
bool stillToSpawn = TotalEnemies !=0;
bool no = EnemyAliveList.Num() < MaxEnemyInstantiate;
return EnemyNumberInWave != EnemySpawned && no && stillToSpawn;
} }
void ALMWaveManager::CheckForSpawnerOK() void ALMWaveManager::CheckForSpawnerOK()
@ -88,6 +82,17 @@ void ALMWaveManager::CheckForSpawnerOK()
} }
} }
int ALMWaveManager::TotalOfEnemyToStillSpawn()
{
int TotalEnemies = 0;
for (int EnemyCount : EnemiesPerType)
{
TotalEnemies += EnemyCount;
}
return TotalEnemies;
}
void ALMWaveManager::GetRandomDataWaveRow() void ALMWaveManager::GetRandomDataWaveRow()
{ {
TArray<FName> RowNames = WaveDatePreset->GetRowNames(); TArray<FName> RowNames = WaveDatePreset->GetRowNames();
@ -98,16 +103,17 @@ void ALMWaveManager::GetRandomDataWaveRow()
CurrentWaveName = WaveName.ToString(); CurrentWaveName = WaveName.ToString();
FLMWaveStructure* InfoWaveRow = WaveDatePreset->FindRow<FLMWaveStructure>(WaveName, ""); FLMWaveStructure* InfoWaveRow = WaveDatePreset->FindRow<FLMWaveStructure>(WaveName, "");
//InternalEnemyRatio = InfoWaveRow->WaveComposition;
EnemyNumberInWave = InfoWaveRow->EnemyCount; EnemyNumberInWave = InfoWaveRow->EnemyCount;
MaxEnemyInstantiate = InfoWaveRow->MaxEnemyCount; MaxEnemyInstantiate = InfoWaveRow->MaxEnemyCount;
AllEnemyType.Empty();
for (const FLMEnemyRatio& EnemyRatio : InfoWaveRow->WaveComposition) for (const FLMEnemyRatio& EnemyRatio : InfoWaveRow->WaveComposition)
{ {
// Ajoute chaque EnemyType à la liste // Ajoute chaque EnemyType à la liste
AllEnemyType.Add(EnemyRatio.EnemyType); AllEnemyType.Add(EnemyRatio.EnemyType);
} }
EnemiesPerType.Empty();
// Récupère les ratios (NbEnemy) et calcule leur somme // Récupère les ratios (NbEnemy) et calcule leur somme
int32 TotalRatio = 0; int32 TotalRatio = 0;
for (const FLMEnemyRatio& EnemyRatio : InfoWaveRow->WaveComposition) for (const FLMEnemyRatio& EnemyRatio : InfoWaveRow->WaveComposition)
@ -140,6 +146,8 @@ void ALMWaveManager::GetRandomDataWaveRow()
void ALMWaveManager::Tick(float DeltaTime) void ALMWaveManager::Tick(float DeltaTime)
{ {
Super::Tick(DeltaTime); Super::Tick(DeltaTime);
if(!OnCooldown)
{
if(RemainsEnemyToSpawn()) if(RemainsEnemyToSpawn())
{ {
CheckForSpawnerOK(); CheckForSpawnerOK();
@ -148,20 +156,25 @@ void ALMWaveManager::Tick(float DeltaTime)
//Choose spawnpoint to spawn //Choose spawnpoint to spawn
int32 RandomIndex = FMath::RandRange(0, SpawnPositionsOK.Num() - 1); int32 RandomIndex = FMath::RandRange(0, SpawnPositionsOK.Num() - 1);
SpawnEnemy(SpawnPositionsOK[RandomIndex]); SpawnEnemy(SpawnPositionsOK[RandomIndex]);
EnemySpawned++;
} }
return;
} }
else if(TotalOfEnemyToStillSpawn() == 0 && EnemyAliveList.Num() == 0)
{ {
//lauch break time //lauch break time
// Lance un timer de 3 secondes avant d'appeler StartWave() // Lance un breaktime avant de relancer une wave
UE_LOG(LogTemp, Warning, TEXT("Start a new wave"));
OnCooldown = true;
GetWorld()->GetTimerManager().SetTimer(BreakTimer, this, &ALMWaveManager::StartWave, BreakTime, false); GetWorld()->GetTimerManager().SetTimer(BreakTimer, this, &ALMWaveManager::StartWave, BreakTime, false);
} }
} }
}
void ALMWaveManager::StartWave() void ALMWaveManager::StartWave()
{ {
GetRandomDataWaveRow(); GetRandomDataWaveRow();
EnemySpawned = 0; EnemySpawned = 0;
OnCooldown = false;
} }

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@ -16,7 +16,7 @@ public:
ALMSpawnPosition(); ALMSpawnPosition();
// Méthode pour vérifier si le spawn est possible // Méthode pour vérifier si le spawn est possible
bool CanSpawn() const; virtual bool CanSpawn();
UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (AllowPrivateAccess = "true"), Category = "Legumix") UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (AllowPrivateAccess = "true"), Category = "Legumix")
float TimerCooldown = 1.5; float TimerCooldown = 1.5;
void StarCooldown(); void StarCooldown();

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@ -43,6 +43,9 @@ public:
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Legumix") UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Legumix")
TArray<TSubclassOf<ALMEnemy>> AllEnemyType; TArray<TSubclassOf<ALMEnemy>> AllEnemyType;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Legumix")
int EnemySpawned = 0;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Legumix") UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Legumix")
TArray<int> EnemiesPerType; TArray<int> EnemiesPerType;
@ -55,6 +58,7 @@ protected:
virtual void EnemyDead(ALMEnemy* enemyToRemoveFromLife); virtual void EnemyDead(ALMEnemy* enemyToRemoveFromLife);
virtual bool RemainsEnemyToSpawn(); virtual bool RemainsEnemyToSpawn();
virtual void CheckForSpawnerOK(); virtual void CheckForSpawnerOK();
virtual int TotalOfEnemyToStillSpawn();
virtual void GetRandomDataWaveRow(); virtual void GetRandomDataWaveRow();
@ -64,7 +68,7 @@ public:
private: private:
TArray<ALMSpawnPosition*> SpawnPositionsOK; TArray<ALMSpawnPosition*> SpawnPositionsOK;
int EnemySpawned = 0;
FTimerHandle BreakTimer; FTimerHandle BreakTimer;
bool OnCooldown;
}; };