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component: {fileID: 1057011346} m_Layer: 9 m_Name: Tilemap untagged - m_TagString: Untagged + m_TagString: Ground m_Icon: {fileID: 0} m_NavMeshLayer: 0 m_StaticEditorFlags: 0 @@ -19771,9 +19771,23 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 481676f31fc794c4b93848b442416f2c, type: 3} m_Name: m_EditorClassIdentifier: - _monsterLocations: [] - _monsterId: - _spawnDistance: 10 + spawnPoints: + - {fileID: 1877559506} + - {fileID: 897622737} + currentWave: 0 + waveDataArray: + - monsterPrefabA: {fileID: 9096056522544909490, guid: 53f5c583c440aa546bde473536a2ead1, type: 3} + monsterPrefabB: {fileID: 5532926939721588456, guid: b4cf92d97c6e476458cfc19779d644d0, type: 3} + bossPrefab: {fileID: 552750714948243596, guid: b5a25c8b3779cf64fb2ce4137b923934, type: 3} + - monsterPrefabA: {fileID: 1572774641510885509, guid: 9e33f09b69def354b97c2dab989ff5a0, type: 3} + monsterPrefabB: {fileID: 3763998402670485858, guid: 2151274950f0a5848b4a51f328ef6a76, type: 3} + bossPrefab: {fileID: 8816565783318691943, guid: 6aa4e890ef61e8340a0913d21ef8b769, type: 3} + - monsterPrefabA: {fileID: 5723786479962814242, guid: 32e162a1c8f5e97418bfde9de9a34472, type: 3} + monsterPrefabB: {fileID: 7872183108645210487, guid: a1014c89b622fee45b5d0bf0db78b302, type: 3} + bossPrefab: {fileID: 4336427122757065448, guid: 69c66b62d5d42aa48b34c97c6131188f, type: 3} + - monsterPrefabA: {fileID: 0} + monsterPrefabB: {fileID: 0} + bossPrefab: {fileID: 3667660097767351871, guid: ef14281ca23119941b755a7bff7ff6c8, type: 3} --- !u!4 &1103604663 Transform: m_ObjectHideFlags: 0 diff --git a/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterBase.cs b/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterBase.cs index a7aa11e2..1a8de118 100644 --- a/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterBase.cs +++ b/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterBase.cs @@ -99,6 +99,7 @@ namespace TON if (prevHP > 0 && currentHP <= 0) { _stateMachine.SetTransition(new DeathState()); + //TODO : 현재 웨이브 값, 경험치, 골드 MonsterSpawner.WaveData; } else if (prevHP > 0 && currentHP > 0) { diff --git a/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterSpawner.cs b/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterSpawner.cs index 6b5988d4..38547427 100644 --- a/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterSpawner.cs +++ b/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterSpawner.cs @@ -1,3 +1,4 @@ +using System.Collections; using System.Collections.Generic; using UnityEngine; @@ -5,148 +6,162 @@ namespace TON { public class MonsterSpawner : MonoBehaviour { - [SerializeField] - private List _monsterLocations = new List(); - [SerializeField] - private List _monsterId = new List(); - [SerializeField] - private float _spawnDistance = 10f; - - private CharacterBase _player; - private List _spawnedMonsters = new List(); - private Dictionary _spawnPoints = new Dictionary(); + public Transform[] spawnPoints; // 스폰 위치 배열 - private void Start() + private List monsterPool; // 몬스터 오브젝트 풀 + private List availableSpawnPoints; // 스폰 가능한 위치 인덱스 리스트 + + public int currentWave = 0; + private const int TOTAL_WAVES = 10; + private const int NORMAL_MONSTER_COUNT = 6; + + private float nextWaveDelay = 5f; // 다음 웨이브 시작 전 대기 시간 + private bool isWaitingForNextWave = false; + + [System.Serializable] + public class WaveData { - InitializeSpawner(); + public GameObject monsterPrefabA; // 첫 번째 일반 몬스터 프리팹 + public GameObject monsterPrefabB; // 두 번째 일반 몬스터 프리팹 + public GameObject bossPrefab; // 보스 몬스터 프리팹 } - - private void InitializeSpawner() + + public WaveData[] waveDataArray; // 크기 4로 설정 (1-3웨이브, 4-6웨이브, 7-9웨이브, 10웨이브) + + private List activeMonsters; // 현재 활성화된 몬스터 리스트 + + // Start is called before the first frame update + void Start() { - // 플레이어 찾기 - GameObject playerObj = GameObject.FindGameObjectWithTag("Player"); - if (playerObj != null) + monsterPool = new List(); + availableSpawnPoints = new List(); + activeMonsters = new List(); + + StartNextWave(); + } + + // Update is called once per frame + void Update() + { + // 활성화된 몬스터 리스트에서 파괴된 몬스터 제거 + activeMonsters.RemoveAll(monster => monster == null); + + // 모든 몬스터가 죽었는지 확인하고 다음 웨이브 준비 + if (activeMonsters.Count == 0 && currentWave > 0 && !isWaitingForNextWave) { - _player = playerObj.GetComponent(); - Debug.Log("플레이어 찾음: " + playerObj.name); - } - - // 스폰 포인트 초기화 - foreach (var location in _monsterLocations) - { - if (location != null) - { - _spawnPoints[location] = false; - Debug.Log($"스폰 포인트 초기화: {location.name}"); - } + isWaitingForNextWave = true; + StartCoroutine(StartNextWaveWithDelay()); } } - - private void Update() + + private void SpawnBossMonster() { - if (_player == null) return; - - CheckSpawnConditions(); + // 랜덤한 스폰 포인트 선택 + int spawnPointIndex = Random.Range(0, spawnPoints.Length); + GameObject bossPrefab = GetBossPrefabForWave(currentWave); + + GameObject boss = Instantiate(bossPrefab, spawnPoints[spawnPointIndex].position, Quaternion.identity); + monsterPool.Add(boss); + activeMonsters.Add(boss); + + // 보스 웨이브에서는 자동으로 다음 웨이브로 넘어가지 않음 + // 보스가 죽으면 Update에서 체크하여 다음 웨이브로 넘어감 } - - private void CheckSpawnConditions() + + private void StartNextWave() { - for (int i = 0; i < _monsterLocations.Count; i++) + currentWave++; + if (currentWave > TOTAL_WAVES) { - Transform spawnPoint = _monsterLocations[i]; - if (spawnPoint == null || _spawnPoints[spawnPoint]) continue; - - float distance = Vector2.Distance(_player.transform.position, spawnPoint.position); - if (distance <= _spawnDistance) - { - SpawnMonster(i); - _spawnPoints[spawnPoint] = true; - } - } - } - - private void SpawnMonster(int index) - { - if (index >= _monsterId.Count) - { - Debug.LogError($"유효하지 않은 인덱스: {index}"); + // Debug.Log("모든 웨이브 완료!"); return; } - try + // 스폰 포인트 초기화 + availableSpawnPoints.Clear(); + for (int i = 0; i < spawnPoints.Length; i++) { - int monsterId = _monsterId[index]; - - // MonsterDataManager에서 데이터 가져오기 - MonsterData monsterData = MonsterDataManager.Singleton.GetMonsterData(monsterId); - if (monsterData == null) - { - Debug.LogError($"몬스터 ID {monsterId}에 대한 데이터를 찾을 수 없습니다."); - return; - } - - // 몬스터 프리팹 경로 결정 - string prefabPath = GetMonsterPrefabPath(monsterData); - - // 프리팹 로드 - MonsterBase monsterPrefab = Resources.Load(prefabPath); - if (monsterPrefab == null) - { - Debug.LogError($"몬스터 프리팹을 찾을 수 없습니다: {prefabPath}"); - return; - } - - // 몬스터 생성 - Vector3 spawnPosition = _monsterLocations[index].position; - MonsterBase newMonster = Instantiate(monsterPrefab, spawnPosition, Quaternion.identity); - - // 몬스터 초기화 - newMonster.id = monsterId; - _spawnedMonsters.Add(newMonster); - - Debug.Log($"몬스터 생성 완료: ID {monsterId}, 위치 {spawnPosition}"); + availableSpawnPoints.Add(i); } - catch (System.Exception e) + + // 현재 웨이브에 따른 몬스터 스폰 + if (IsBossWave(currentWave)) { - Debug.LogError($"몬스터 생성 중 오류 발생: {e.Message}"); + SpawnBossMonster(); + } + else + { + SpawnNormalMonsters(); } } - - private string GetMonsterPrefabPath(MonsterData monsterData) + + private bool IsBossWave(int wave) { - // 몬스터 데이터에 따른 프리팹 경로 결정 - string basePath = "MonsterPrefabs/"; - - // 일반 몬스터인 경우 - if (monsterData.id == 6) + return wave == 3 || wave == 6 || wave == 9 || wave == 10; + } + + private GameObject GetBossPrefabForWave(int wave) + { + switch (wave) { - return basePath + "Nomal/BlackTroll"; + case 3: return waveDataArray[0].bossPrefab; // 첫 번째 보스 + case 6: return waveDataArray[1].bossPrefab; // 두 번째 보스 + case 9: return waveDataArray[2].bossPrefab; // 세 번째 보스 + case 10: return waveDataArray[3].bossPrefab; // 최종 보스 + default: return null; + } + } + + private void SpawnNormalMonsters() + { + if (currentWave == 7 || currentWave == 8) + { + for (int i = 0; i < NORMAL_MONSTER_COUNT + 2; i++) + { + foreach (Transform spawnPoint in spawnPoints) + { + GameObject normalMonster = Instantiate(GetNormalMonsterPrefab(), spawnPoint.position, Quaternion.identity); + monsterPool.Add(normalMonster); + activeMonsters.Add(normalMonster); + } + } + } + else + { + // 각 스폰 포인트에 일반 몬스터 6마리씩 한 번만 스폰 + for (int i = 0; i < NORMAL_MONSTER_COUNT; i++) + { + foreach (Transform spawnPoint in spawnPoints) + { + GameObject normalMonster = Instantiate(GetNormalMonsterPrefab(), spawnPoint.position, Quaternion.identity); + monsterPool.Add(normalMonster); + activeMonsters.Add(normalMonster); + } + } } - // 기타 몬스터들 - Dictionary monsterNames = new Dictionary - { - { 1, "BlueDragon" }, - { 2, "BrownWerewolf" }, - { 3, "GreenDragon" }, - { 4, "PurpleOgre" }, - { 5, "RedWerewolf" } - }; - - if (monsterNames.TryGetValue(monsterData.id, out string monsterName)) - { - return basePath + monsterName; - } - - throw new System.Exception($"알 수 없는 몬스터 ID: {monsterData.id}"); + // 일반 웨이브에서는 자동으로 다음 웨이브로 넘어가지 않음 + // 몬스터가 모두 죽으면 Update에서 체크하여 다음 웨이브로 넘어감 } - public void OnMonsterDestroyed(MonsterBase monster) + private GameObject GetNormalMonsterPrefab() { - if (_spawnedMonsters.Contains(monster)) - { - _spawnedMonsters.Remove(monster); - } + // 현재 웨이브에 해당하는 일반 몬스터 프리팹 반환 + int waveSetIndex = (currentWave - 1) / 3; // 웨이브 세트 인덱스 (0-2) + + // 각 세트의 두 번째 웨이브인 경우 monsterPrefabB 반환 + bool isSecondWave = (currentWave % 3) == 2; + + return isSecondWave ? + waveDataArray[waveSetIndex].monsterPrefabB : + waveDataArray[waveSetIndex].monsterPrefabA; + } + + private IEnumerator StartNextWaveWithDelay() + { + yield return new WaitForSeconds(nextWaveDelay); + isWaitingForNextWave = false; + StartNextWave(); } } }