using System.Collections; using System.Collections.Generic; using Invector; // Assuming this is for vDamage, if not used, can be removed using Invector.vCharacterController.AI; using PixelCrushers; // For Saver and SaveSystem using UnityEngine; using UnityEngine.Events; using UnityEngine.AI; // Required for NavMesh namespace Beyond { public class EnemySpawner : Saver { [Header("Spawning Configuration")] public GameObject m_prefab; public int m_enemiesPerSpawnWave = 3; public float m_spawnRadius = 5f; public int m_maxSpawnAttemptsPerEnemy = 10; public float m_navMeshSampleDistance = 1.0f; [Header("Activation & Respawn")] public Transform m_distanceFrom; public float m_spawnCheckInterval = .5f; public float m_distance = 20f; [Tooltip("Maximum number of times a full wave can be (re)spawned. Set to -1 for infinite respawns. This count increments each time a wave is successfully initiated.")] public int m_maxWaveRespawns = -1; public bool m_respawnOnPlayersDeath = true; public LayerMask raycastMask = 1; // Default layer [Header("Events")] public UnityEvent m_OnDead; // Invoked when an enemy spawned by THIS spawner dies public UnityEvent m_onReceivedDamage; // Invoked when an enemy from THIS spawner receives damage private SaveData m_spawnData; private List m_activeEnemies = new List(); private bool _initialWaveCheckPassedThisActivation = false; // Flag to control CheckSpawn behavior per activation cycle const float RAY_Y_OFFSET = 30f; // How high above candidate point to start raycast const float GROUND_Y_OFFSET = .1f; // How high above ground to place enemy pivot // Internal class for saving spawner state class SaveData { public int wavesSpawnedCount; public bool waveActive; // Note: _initialWaveCheckPassedThisActivation is transient and reset based on game state, not directly saved. } public override void Awake() { #if ENEMIES_DISABLED && UNITY_EDITOR enabled = false; return; #endif base.Awake(); // Important: Call Saver's Awake m_spawnData = new SaveData { wavesSpawnedCount = 0, waveActive = false }; m_activeEnemies = new List(); _initialWaveCheckPassedThisActivation = false; // Initialize flag } public override void Start() { base.Start(); // Important: Call Saver's Start // Set up m_distanceFrom if (Player.Instance != null) m_distanceFrom = Player.Instance.transform; else if (Camera.main != null) m_distanceFrom = Camera.main.transform; else { Debug.LogError($"EnemySpawner ({name}): m_distanceFrom could not be set (Player.Instance and Camera.main are null). Disabling spawner.", this); enabled = false; return; } // Subscribe to player respawn events if (m_respawnOnPlayersDeath && Player.Instance != null) { var respawner = Player.Instance.GetComponent(); // Assuming PixelCrushers Respawner if (respawner != null) { respawner.m_onRespawned.AddListener(OnPlayerRespawned); } else { Debug.LogWarning($"EnemySpawner ({name}): Player.Instance does not have a Respawner component. m_respawnOnPlayersDeath will not function fully.", this); } } // Start checking for spawn conditions InvokeRepeating("CheckSpawn", m_spawnCheckInterval + (Random.value * m_spawnCheckInterval), m_spawnCheckInterval); } void OnDestroy() { // Unsubscribe from player respawn events if (m_respawnOnPlayersDeath && Player.Instance != null) { var respawner = Player.Instance.GetComponent(); if (respawner != null) { respawner.m_onRespawned.RemoveListener(OnPlayerRespawned); } } // Clean up listeners from active enemies foreach (var ai in m_activeEnemies) { if (ai != null) { ai.onDead.RemoveListener(OnEnemyDead); ai.onReceiveDamage.RemoveListener(OnEnemyReceiveDamage); } } m_activeEnemies.Clear(); CancelInvoke("CheckSpawn"); // Ensure InvokeRepeating is stopped } private void OnPlayerRespawned() { if (!m_respawnOnPlayersDeath) return; // If a wave was previously active and its enemies are now gone, mark the wave as inactive. if (m_spawnData.waveActive && m_activeEnemies.Count == 0) { m_spawnData.waveActive = false; } // Reset the flag to allow CheckSpawn (or direct spawn here) to work for this new "life" _initialWaveCheckPassedThisActivation = false; // Attempt to spawn a new wave if conditions are met if (!m_spawnData.waveActive && CanSpawnMoreWaves()) { if (IsPlayerInRange()) { SpawnWave(); if (m_spawnData.waveActive) // If wave was successfully spawned by this call { _initialWaveCheckPassedThisActivation = true; // Mark as done for this cycle } } // else Debug.Log($"Player respawned, but spawner {name} is out of range. No wave spawned immediately by OnPlayerRespawned."); } // else if (m_spawnData.waveActive) Debug.Log($"Player respawned, but spawner {name} still has an active wave."); // else if (!CanSpawnMoreWaves()) Debug.Log($"Player respawned, but spawner {name} has reached its wave limit."); } public override string RecordData() { return SaveSystem.Serialize(m_spawnData); } public override void ApplyData(string s) { var data = SaveSystem.Deserialize(s); if (data != null) { m_spawnData = data; // If loaded save indicates a wave was active but no enemies are present (they weren't saved/restored), // mark wave as inactive. if (m_spawnData.waveActive && m_activeEnemies.Count == 0) // m_activeEnemies is runtime only { m_spawnData.waveActive = false; } // Determine the state of _initialWaveCheckPassedThisActivation based on loaded data // If a wave was active, or any waves had been spawned, assume the "initial check" for the // current game session (before this load) effectively passed. // A Reset or PlayerRespawn will clear this flag if needed for a new cycle. if (m_spawnData.waveActive || m_spawnData.wavesSpawnedCount > 0) { _initialWaveCheckPassedThisActivation = true; } else { _initialWaveCheckPassedThisActivation = false; } } } public bool IsAnyEnemyAlive() { return m_activeEnemies.Count > 0; } public bool CanSpawnMoreWaves() { if (m_spawnData == null) return false; return m_maxWaveRespawns < 0 || m_spawnData.wavesSpawnedCount < m_maxWaveRespawns; } public bool IsExhausted() { return !CanSpawnMoreWaves() && !IsAnyEnemyAlive(); } public int GetWavesSpawnedCount() { if (m_spawnData != null) { return m_spawnData.wavesSpawnedCount; } return 0; // Should ideally not happen if Awake ran } public void SpawnWave() { if (m_prefab == null) { Debug.LogError($"EnemySpawner ({name}): m_prefab is not set!", this); return; } if (!CanSpawnMoreWaves()) { // This check is also in CheckSpawn/OnPlayerRespawned, but good for direct calls too // Debug.Log($"EnemySpawner ({name}): Max wave respawn limit reached or cannot spawn more waves.", this); return; } if (m_spawnData.waveActive) { // Debug.Log($"EnemySpawner ({name}): Wave already active, not spawning another.", this); return; } int enemiesSuccessfullySpawned = 0; for (int i = 0; i < m_enemiesPerSpawnWave; i++) { Vector3 spawnPosition = Vector3.zero; bool foundValidPosition = false; for (int attempt = 0; attempt < m_maxSpawnAttemptsPerEnemy; attempt++) { Vector2 randomCircleOffset = Random.insideUnitCircle * m_spawnRadius; Vector3 candidateBasePosition = transform.position + new Vector3(randomCircleOffset.x, 0, randomCircleOffset.y); Vector3 raycastStartPos = candidateBasePosition + Vector3.up * RAY_Y_OFFSET; RaycastHit hit; if (Physics.Raycast(raycastStartPos, Vector3.down, out hit, RAY_Y_OFFSET * 2, raycastMask)) { Vector3 potentialSpawnPoint = hit.point + Vector3.up * GROUND_Y_OFFSET; NavMeshHit navHit; if (NavMesh.SamplePosition(potentialSpawnPoint, out navHit, m_navMeshSampleDistance, NavMesh.AllAreas)) { spawnPosition = navHit.position; foundValidPosition = true; break; } } } if (foundValidPosition) { GameObject enemyGO = Instantiate(m_prefab, spawnPosition, transform.rotation, transform); vControlAI spawnedAI = enemyGO.GetComponent(); if (spawnedAI != null) { m_activeEnemies.Add(spawnedAI); spawnedAI.onDead.AddListener(OnEnemyDead); spawnedAI.onReceiveDamage.AddListener(OnEnemyReceiveDamage); enemiesSuccessfullySpawned++; } else { Debug.LogError($"EnemySpawner ({name}): Spawned prefab '{m_prefab.name}' does not have a vControlAI component!", enemyGO); Destroy(enemyGO); } } else { Debug.LogWarning($"EnemySpawner ({name}): Failed to find a valid spawn position for an enemy after {m_maxSpawnAttemptsPerEnemy} attempts.", this); } } if (enemiesSuccessfullySpawned > 0) { m_spawnData.waveActive = true; m_spawnData.wavesSpawnedCount++; Debug.Log($"EnemySpawner ({name}): Spawned wave {m_spawnData.wavesSpawnedCount}/{(m_maxWaveRespawns < 0 ? "infinite" : m_maxWaveRespawns.ToString())} with {enemiesSuccessfullySpawned} enemies.", this); } else { // No enemies were spawned in this attempt, so the wave isn't truly "active". // And we shouldn't count it towards wavesSpawnedCount if nothing came out. m_spawnData.waveActive = false; Debug.LogWarning($"EnemySpawner ({name}): Attempted to spawn a wave, but no enemies were successfully placed.", this); } } private void OnEnemyReceiveDamage(vDamage damageData) // Assuming vDamage from Invector { m_onReceivedDamage?.Invoke(this); } private void OnEnemyDead(GameObject deadEnemyObject) { vControlAI deadAI = deadEnemyObject.GetComponent(); if (deadAI != null && m_activeEnemies.Contains(deadAI)) { deadAI.onDead.RemoveListener(OnEnemyDead); deadAI.onReceiveDamage.RemoveListener(OnEnemyReceiveDamage); m_activeEnemies.Remove(deadAI); m_OnDead?.Invoke(this); } if (m_activeEnemies.Count == 0 && m_spawnData.waveActive) { m_spawnData.waveActive = false; // Mark wave as inactive // DO NOT call CheckSpawn() here to prevent immediate respawn. // DO NOT reset _initialWaveCheckPassedThisActivation here. That's for new cycles (player respawn/reset). Debug.Log($"EnemySpawner ({name}): All enemies in wave died. Wave inactive. Waiting for player respawn or manual reset.", this); } } private bool IsPlayerInRange() { if (m_distanceFrom == null) // Should be set in Start, but as a fallback { if (Player.Instance != null) m_distanceFrom = Player.Instance.transform; else if (Camera.main != null) m_distanceFrom = Camera.main.transform; else { // Debug.LogWarning($"EnemySpawner ({name}): Cannot check range, m_distanceFrom is null.", this); return false; } } return (transform.position - m_distanceFrom.position).sqrMagnitude < m_distance * m_distance; } public void CheckSpawn() // Called by InvokeRepeating { if (!enabled || !gameObject.activeInHierarchy || m_prefab == null) return; // If the "initial" spawn for this activation cycle has already happened (or attempted), // CheckSpawn should not try again until the cycle is reset (by player death or ResetSpawner). if (_initialWaveCheckPassedThisActivation) { // If a wave is active, great, CheckSpawn's job for this cycle is done. // If no wave is active BUT wavesSpawnedCount > 0, it means the wave spawned by this cycle died. // In this case, CheckSpawn also shouldn't immediately respawn. // It waits for OnPlayerRespawned or ResetSpawner to clear the flag. return; } // Try to spawn if: no wave active, can spawn more, player in range, AND initial check hasn't passed. if (!m_spawnData.waveActive && CanSpawnMoreWaves() && IsPlayerInRange()) { SpawnWave(); if (m_spawnData.waveActive) // If wave was successfully spawned { _initialWaveCheckPassedThisActivation = true; // Mark as done for this cycle } // If SpawnWave failed to actually spawn anyone (e.g. no valid spots), // waveActive will be false, and _initialWaveCheckPassedThisActivation will remain false, // allowing CheckSpawn to try again on the next interval. } } public void ResetSpawner() { CancelInvoke("CheckSpawn"); // Stop existing repeating call // Destroy active enemies for (int i = m_activeEnemies.Count - 1; i >= 0; i--) { if (m_activeEnemies[i] != null) { m_activeEnemies[i].onDead.RemoveListener(OnEnemyDead); m_activeEnemies[i].onReceiveDamage.RemoveListener(OnEnemyReceiveDamage); Destroy(m_activeEnemies[i].gameObject); } } m_activeEnemies.Clear(); // Reset spawn data if (m_spawnData != null) { m_spawnData.wavesSpawnedCount = 0; m_spawnData.waveActive = false; } else // Should not happen if Awake ran { m_spawnData = new SaveData { wavesSpawnedCount = 0, waveActive = false }; } _initialWaveCheckPassedThisActivation = false; // Reset the flag for a new cycle // Restart InvokeRepeating if spawner is active if (enabled && gameObject.activeInHierarchy) { // Re-initialize m_distanceFrom if (Player.Instance != null) m_distanceFrom = Player.Instance.transform; else if (Camera.main != null) m_distanceFrom = Camera.main.transform; InvokeRepeating("CheckSpawn", m_spawnCheckInterval + (Random.value * m_spawnCheckInterval), m_spawnCheckInterval); Debug.Log($"Spawner ({name}) has been reset. CheckSpawn restarted. Will attempt to spawn when conditions met.", this); } else { Debug.Log($"Spawner ({name}) has been reset but is currently disabled or inactive. CheckSpawn not restarted.", this); } } } }