Merge remote-tracking branch 'origin/master'

This commit is contained in:
TjgL 2025-03-14 19:20:22 +01:00
commit 48933a4796
16 changed files with 73 additions and 53 deletions

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@ -133,6 +133,7 @@ ManualIPAddress=
+Profiles=(Name="UI",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility"),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,DefaultResponse=ECR_Block,bTraceType=True,bStaticObject=False,Name="Bullet")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel2,DefaultResponse=ECR_Block,bTraceType=True,bStaticObject=False,Name="Enemy")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel3,DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False,Name="Hitbox")
+EditProfiles=(Name="NoCollision",CustomResponses=((Channel="Bullet",Response=ECR_Ignore)))
+EditProfiles=(Name="OverlapAll",CustomResponses=((Channel="Bullet",Response=ECR_Overlap)))
+EditProfiles=(Name="CharacterMesh",CustomResponses=((Channel="Bullet",Response=ECR_Ignore)))

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Content/Legumix/Levels/LVL_TEST_003.umap (Stored with Git LFS)

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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;
}
@ -59,7 +59,7 @@ bool ALMSpawnPosition::IsPlayerVisible() const
if (bHit)
{
//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"));
@ -69,12 +69,14 @@ bool ALMSpawnPosition::IsPlayerVisible() const
void ALMSpawnPosition::StarCooldown()
{
IsOnCooldow = true;
UE_LOG(LogTemp, Warning, TEXT("Spawner Cooldown"));
GetWorld()->GetTimerManager().SetTimer(ProcessCooldown, this, &ALMSpawnPosition::EndCooldown, TimerCooldown, false);
}
void ALMSpawnPosition::EndCooldown()
{
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)
{
UE_LOG(LogTemp, Error, TEXT("Failed to spawn enemy!"));
//UE_LOG(LogTemp, Error, TEXT("Failed to spawn enemy!"));
return;
}
spawnPosition->StarCooldown();
@ -50,7 +50,7 @@ void ALMWaveManager::SpawnEnemy(ALMSpawnPosition* spawnPosition)
//bind la method ennemydead à la death de l'ennemis
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++;
EnemiesPerType[RandomIndex]--;
@ -65,15 +65,9 @@ void ALMWaveManager::EnemyDead(ALMEnemy* enemyToRemoveFromLife)
bool ALMWaveManager::RemainsEnemyToSpawn()
{
int TotalEnemies = 0;
for (int EnemyCount : EnemiesPerType)
{
TotalEnemies += EnemyCount;
}
bool stillToSpawn = TotalEnemies !=0;
bool no = EnemyAliveList.Num() < MaxEnemyInstantiate;
return EnemyNumberInWave != EnemySpawned && no && stillToSpawn;
bool StillToSpawn = TotalOfEnemyToStillSpawn() !=0;
bool NoEnemyLeftToSpawn = EnemyAliveList.Num() < MaxEnemyInstantiate;
return EnemyNumberInWave != EnemySpawned && NoEnemyLeftToSpawn && StillToSpawn;
}
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()
{
TArray<FName> RowNames = WaveDatePreset->GetRowNames();
@ -98,16 +103,17 @@ void ALMWaveManager::GetRandomDataWaveRow()
CurrentWaveName = WaveName.ToString();
FLMWaveStructure* InfoWaveRow = WaveDatePreset->FindRow<FLMWaveStructure>(WaveName, "");
//InternalEnemyRatio = InfoWaveRow->WaveComposition;
EnemyNumberInWave = InfoWaveRow->EnemyCount;
MaxEnemyInstantiate = InfoWaveRow->MaxEnemyCount;
AllEnemyType.Empty();
for (const FLMEnemyRatio& EnemyRatio : InfoWaveRow->WaveComposition)
{
// Ajoute chaque EnemyType à la liste
AllEnemyType.Add(EnemyRatio.EnemyType);
}
EnemiesPerType.Empty();
// Récupère les ratios (NbEnemy) et calcule leur somme
int32 TotalRatio = 0;
for (const FLMEnemyRatio& EnemyRatio : InfoWaveRow->WaveComposition)
@ -140,23 +146,29 @@ void ALMWaveManager::GetRandomDataWaveRow()
void ALMWaveManager::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
if(RemainsEnemyToSpawn())
if(!OnCooldown)
{
CheckForSpawnerOK();
if(SpawnPositionsOK.Num() > 0)
if(RemainsEnemyToSpawn())
{
//Choose spawnpoint to spawn
int32 RandomIndex = FMath::RandRange(0, SpawnPositionsOK.Num() - 1);
SpawnEnemy(SpawnPositionsOK[RandomIndex]);
EnemySpawned++;
CheckForSpawnerOK();
if(SpawnPositionsOK.Num() > 0)
{
//Choose spawnpoint to spawn
int32 RandomIndex = FMath::RandRange(0, SpawnPositionsOK.Num() - 1);
SpawnEnemy(SpawnPositionsOK[RandomIndex]);
}
return;
}
if(TotalOfEnemyToStillSpawn() == 0 && EnemyAliveList.Num() == 0)
{
//lauch break time
// 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);
}
}
else
{
//lauch break time
// Lance un timer de 3 secondes avant d'appeler StartWave()
GetWorld()->GetTimerManager().SetTimer(BreakTimer, this, &ALMWaveManager::StartWave, BreakTime, false);
}
}
@ -164,4 +176,5 @@ void ALMWaveManager::StartWave()
{
GetRandomDataWaveRow();
EnemySpawned = 0;
OnCooldown = false;
}

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

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