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absg/Source/SpaceBattler/Private/WaveSubsystem.cpp

52 lines
1.2 KiB

12 months ago
// Fill out your copyright notice in the Description page of Project Settings.
#include "WaveSubsystem.h"
void UWaveSubsystem::Init(TArray<UWave*> InWaves, int32 CurrWave = 0)
{
CurrentWave = CurrWave;
Waves = InWaves;
}
int32 UWaveSubsystem::SpawnWave(float InVerticalSpacing, float InHorizontalOffset, int InNumRows)
{
NumRows = InNumRows;
HorizontalOffset = InHorizontalOffset;
VerticalSpacing = InVerticalSpacing;
SpawnQueue = Waves[CurrentWave]->GetUnits();
const auto NumUnits = SpawnQueue.Num();
SpawnUnits();
GetWorld()->GetTimerManager().SetTimer(
SpawnTimerHandle,
this,
&UWaveSubsystem::SpawnUnits,
0.5f,
true);
CurrentWave++;
return NumUnits;
}
void UWaveSubsystem::SpawnUnits()
{
for(auto i = 0; i < NumRows; i++)
{
if(i + LastSpawnIndex >= SpawnQueue.Num())
{
GetWorld()->GetTimerManager().ClearTimer(SpawnTimerHandle);
return;
}
FVector Location = FVector(VerticalSpacing * i - VerticalSpacing, HorizontalOffset, 0);
AActor* NewEnemy = GetWorld()->SpawnActor(SpawnQueue[i + LastSpawnIndex]->GetCharacterClass(), &Location);
if(NewEnemy != nullptr)
{
NewEnemy->Tags.Add(TEXT("enemy"));
}
}
LastSpawnIndex += NumRows;
}