132 lines
3.0 KiB
C#
132 lines
3.0 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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using System.Threading.Tasks;
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using UnityEngine.Rendering;
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public class SpawnMonster : Base
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{
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public static SpawnMonster intance;
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[Header("生成位置")]
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public List<Transform> SpawnLocations;
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[Header("临时索引")]
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private int index=1;
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public int Index
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{
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get => index;
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set
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{
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index=value;
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StartSpawning();
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}
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}
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public List<GameObject> enemysList=new List<GameObject>();
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private void Awake()
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{
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intance = this;
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}
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void Start()
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{
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Base.GlobalObj.GetComponent<gameGlobal>().OnGamePlay += this.StartSpawning;
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//StartSpawning();
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}
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public void UpdateNodeList()
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{
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// 获取所有带有 SortingGroup 组件的敌人对象
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List<GameObject> gameObjectsList = new List<GameObject>();
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foreach (GameObject go in enemysList)
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{
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// 获取该物体上的 SortingGroup 组件
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if (go != null)
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{
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SortingGroup sortingGroup = go.GetComponent<SortingGroup>();
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if (sortingGroup != null && go.activeSelf)
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{
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// 添加到列表中
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gameObjectsList.Add(go);
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}
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}
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}
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// 按照 y 轴排序
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gameObjectsList.Sort((a, b) => a.transform.position.y.CompareTo(b.transform.position.y));
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// 设置 SortingGroup 和子 Canvas 的 sortingOrder
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for (int i = 0; i < gameObjectsList.Count; i++)
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{
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SortingGroup sortingGroup = gameObjectsList[i].GetComponent<SortingGroup>();
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if (sortingGroup != null)
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{
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// 计算排序顺序
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int order = gameObjectsList.Count - i + 2;
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sortingGroup.sortingOrder = order;
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// 获取子 Canvas 并设置其 sortingOrder
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Canvas canvas = gameObjectsList[i].GetComponentInChildren<Canvas>();
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if (canvas != null)
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{
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canvas.sortingOrder = order;
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}
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}
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}
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}
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void Update()
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{
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UpdateNodeList();
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}
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public async void StartSpawning()
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{
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foreach (Wave value in MapLevelJsonRead.instance.waves)
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{
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if (value.wave == index)
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{
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foreach (var enemy in value.enemies)
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{
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await Task.Delay(enemy.startTime * 3);
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GameObject go = GameObject.Instantiate(Monster_Infos.instance.GetMonster(enemy.id), SpawnLocations[value.spawnPoint - 1].position, Quaternion.identity);
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go.GetComponent<enemy>().index = value.spawnPoint-1;
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go.GetComponent<Role>().gold = enemy.Reward;
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enemysList.Add(go);
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}
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}
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}
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}
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// public void
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private void OnDisable()
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{
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Base.GlobalObj.GetComponent<gameGlobal>().OnGamePlay -= this.StartSpawning;
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}
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}
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