Fix : Wave manager not starting new wave
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Content/Legumix/Spawner/DT_WavePreset.uasset
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Content/Legumix/Spawner/DT_WavePreset.uasset
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Content/Legumix/Spawner/LVL_TestSpawn.umap
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Content/Legumix/Spawner/LVL_TestSpawn.umap
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@ -14,7 +14,7 @@ ALMSpawnPosition::ALMSpawnPosition()
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}
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bool ALMSpawnPosition::CanSpawn() const
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bool ALMSpawnPosition::CanSpawn()
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{
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return !IsPlayerVisible() && !IsOnCooldow;
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}
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@ -59,7 +59,7 @@ bool ALMSpawnPosition::IsPlayerVisible() const
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if (bHit)
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{
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//UE_LOG(LogTemp, Warning, TEXT("LineTrace Hit: %s"), *HitResult.GetActor()->GetName());
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return HitResult.GetActor() == Player; // Retourne true uniquement si l'acteur touché est le joueur
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return (HitResult.GetActor() == Player && !IsOnCooldow); // Retourne true uniquement si l'acteur touché est le joueur
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}
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//UE_LOG(LogTemp, Warning, TEXT("LineTrace: No Hit"));
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@ -69,12 +69,14 @@ bool ALMSpawnPosition::IsPlayerVisible() const
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void ALMSpawnPosition::StarCooldown()
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{
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IsOnCooldow = true;
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UE_LOG(LogTemp, Warning, TEXT("Spawner Cooldown"));
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GetWorld()->GetTimerManager().SetTimer(ProcessCooldown, this, &ALMSpawnPosition::EndCooldown, TimerCooldown, false);
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}
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void ALMSpawnPosition::EndCooldown()
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{
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IsOnCooldow = false;
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UE_LOG(LogTemp, Warning, TEXT("Spawner End Cooldown"));
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}
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@ -37,7 +37,7 @@ void ALMWaveManager::SpawnEnemy(ALMSpawnPosition* spawnPosition)
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if (!tempEnemy)
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{
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UE_LOG(LogTemp, Error, TEXT("Failed to spawn enemy!"));
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//UE_LOG(LogTemp, Error, TEXT("Failed to spawn enemy!"));
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return;
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}
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spawnPosition->StarCooldown();
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@ -50,7 +50,7 @@ void ALMWaveManager::SpawnEnemy(ALMSpawnPosition* spawnPosition)
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//bind la method ennemydead à la death de l'ennemis
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tempEnemy->OnEnemyDeath.AddDynamic(this, &ALMWaveManager::EnemyDead);
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UE_LOG(LogTemp, Error, TEXT("Succes to spawn and bind on death method"));
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//UE_LOG(LogTemp, Error, TEXT("Succes to spawn and bind on death method"));
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EnemySpawned++;
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EnemiesPerType[RandomIndex]--;
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@ -65,15 +65,9 @@ void ALMWaveManager::EnemyDead(ALMEnemy* enemyToRemoveFromLife)
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bool ALMWaveManager::RemainsEnemyToSpawn()
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{
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int TotalEnemies = 0;
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for (int EnemyCount : EnemiesPerType)
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{
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TotalEnemies += EnemyCount;
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}
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bool stillToSpawn = TotalEnemies !=0;
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bool no = EnemyAliveList.Num() < MaxEnemyInstantiate;
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return EnemyNumberInWave != EnemySpawned && no && stillToSpawn;
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bool StillToSpawn = TotalOfEnemyToStillSpawn() !=0;
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bool NoEnemyLeftToSpawn = EnemyAliveList.Num() < MaxEnemyInstantiate;
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return EnemyNumberInWave != EnemySpawned && NoEnemyLeftToSpawn && StillToSpawn;
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}
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void ALMWaveManager::CheckForSpawnerOK()
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@ -88,6 +82,17 @@ void ALMWaveManager::CheckForSpawnerOK()
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}
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}
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int ALMWaveManager::TotalOfEnemyToStillSpawn()
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{
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int TotalEnemies = 0;
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for (int EnemyCount : EnemiesPerType)
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{
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TotalEnemies += EnemyCount;
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}
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return TotalEnemies;
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}
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void ALMWaveManager::GetRandomDataWaveRow()
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{
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TArray<FName> RowNames = WaveDatePreset->GetRowNames();
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@ -98,16 +103,17 @@ void ALMWaveManager::GetRandomDataWaveRow()
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CurrentWaveName = WaveName.ToString();
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FLMWaveStructure* InfoWaveRow = WaveDatePreset->FindRow<FLMWaveStructure>(WaveName, "");
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//InternalEnemyRatio = InfoWaveRow->WaveComposition;
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EnemyNumberInWave = InfoWaveRow->EnemyCount;
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MaxEnemyInstantiate = InfoWaveRow->MaxEnemyCount;
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AllEnemyType.Empty();
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for (const FLMEnemyRatio& EnemyRatio : InfoWaveRow->WaveComposition)
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{
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// Ajoute chaque EnemyType à la liste
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AllEnemyType.Add(EnemyRatio.EnemyType);
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}
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EnemiesPerType.Empty();
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// Récupère les ratios (NbEnemy) et calcule leur somme
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int32 TotalRatio = 0;
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for (const FLMEnemyRatio& EnemyRatio : InfoWaveRow->WaveComposition)
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@ -140,6 +146,8 @@ void ALMWaveManager::GetRandomDataWaveRow()
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void ALMWaveManager::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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if(!OnCooldown)
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{
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if(RemainsEnemyToSpawn())
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{
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CheckForSpawnerOK();
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@ -148,15 +156,19 @@ void ALMWaveManager::Tick(float DeltaTime)
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//Choose spawnpoint to spawn
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int32 RandomIndex = FMath::RandRange(0, SpawnPositionsOK.Num() - 1);
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SpawnEnemy(SpawnPositionsOK[RandomIndex]);
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EnemySpawned++;
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}
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return;
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}
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else
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if(TotalOfEnemyToStillSpawn() == 0 && EnemyAliveList.Num() == 0)
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{
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//lauch break time
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// Lance un timer de 3 secondes avant d'appeler StartWave()
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// Lance un breaktime avant de relancer une wave
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UE_LOG(LogTemp, Warning, TEXT("Start a new wave"));
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OnCooldown = true;
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GetWorld()->GetTimerManager().SetTimer(BreakTimer, this, &ALMWaveManager::StartWave, BreakTime, false);
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}
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}
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}
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@ -164,4 +176,5 @@ void ALMWaveManager::StartWave()
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{
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GetRandomDataWaveRow();
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EnemySpawned = 0;
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OnCooldown = false;
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}
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@ -16,7 +16,7 @@ public:
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ALMSpawnPosition();
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// Méthode pour vérifier si le spawn est possible
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bool CanSpawn() const;
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virtual bool CanSpawn();
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UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (AllowPrivateAccess = "true"), Category = "Legumix")
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float TimerCooldown = 1.5;
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void StarCooldown();
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@ -43,6 +43,9 @@ public:
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Legumix")
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TArray<TSubclassOf<ALMEnemy>> AllEnemyType;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Legumix")
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int EnemySpawned = 0;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Legumix")
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TArray<int> EnemiesPerType;
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@ -55,6 +58,7 @@ protected:
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virtual void EnemyDead(ALMEnemy* enemyToRemoveFromLife);
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virtual bool RemainsEnemyToSpawn();
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virtual void CheckForSpawnerOK();
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virtual int TotalOfEnemyToStillSpawn();
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virtual void GetRandomDataWaveRow();
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@ -64,7 +68,7 @@ public:
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private:
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TArray<ALMSpawnPosition*> SpawnPositionsOK;
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int EnemySpawned = 0;
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FTimerHandle BreakTimer;
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bool OnCooldown;
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};
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