Fix : Wave manager not starting new wave
This commit is contained in:
parent
ce3c0cb3f3
commit
1b78a027c4
BIN
Content/Legumix/Spawner/DT_WavePreset.uasset
(Stored with Git LFS)
BIN
Content/Legumix/Spawner/DT_WavePreset.uasset
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Legumix/Spawner/LVL_TestSpawn.umap
(Stored with Git LFS)
BIN
Content/Legumix/Spawner/LVL_TestSpawn.umap
(Stored with Git LFS)
Binary file not shown.
@ -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"));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
@ -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();
|
||||||
@ -148,15 +156,19 @@ 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);
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
@ -164,4 +176,5 @@ void ALMWaveManager::StartWave()
|
|||||||
{
|
{
|
||||||
GetRandomDataWaveRow();
|
GetRandomDataWaveRow();
|
||||||
EnemySpawned = 0;
|
EnemySpawned = 0;
|
||||||
|
OnCooldown = false;
|
||||||
}
|
}
|
||||||
|
@ -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();
|
||||||
|
@ -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;
|
||||||
};
|
};
|
||||||
|
Reference in New Issue
Block a user