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using System;
using System.Collections.Generic;
using UnityEngine;
[Serializable]
public class Wave
{
[TextArea]
public string warningText;
public List<Spawn> spawns = new List<Spawn>();
public Wave()
{
}
public Wave(List<Spawn> _spawns)
{
spawns = _spawns;
}
public Wave(Spawn _spawn)
{
spawns.Clear();
spawns.Add(_spawn);
}
public void Reset(bool _resetGold = true)
{
for (int i = 0; i < spawns.Count; i++)
{
spawns[i].Reset(_resetGold);
}
}
public void Update()
{
for (int i = 0; i < spawns.Count; i++)
{
spawns[i].Update();
}
}
public bool HasFinished()
{
int num = 0;
for (int i = 0; i < spawns.Count; i++)
{
if (spawns[i].Finished)
{
num++;
}
}
if (num >= spawns.Count)
{
return true;
}
return false;
}
public void ReduceMaxDelayTillNextSpawn()
{
float num = 5f;
float num2 = float.MaxValue;
foreach (Spawn spawn in spawns)
{
if (!spawn.Finished)
{
num2 = Mathf.Min(num2, spawn.waitBeforeNextSpawn);
}
}
float num3 = Mathf.Max(0f, num2 - num);
foreach (Spawn spawn2 in spawns)
{
if (!spawn2.Finished)
{
spawn2.waitBeforeNextSpawn -= num3;
}
}
}
public void AddInfoToExisting(ref WaveInfo waveInfo)
{
foreach (Spawn spawn in spawns)
{
if (spawn.enemyPrefab == null)
{
continue;
}
ScreenMarkerIcon component = spawn.enemyPrefab.GetComponent<ScreenMarkerIcon>();
string unitDescription = component.UnitDescription;
string unitName = component.UnitName;
Sprite sprite = component.sprite;
WaveEnemyInfo waveEnemyInfo = null;
foreach (WaveEnemyInfo enemy in waveInfo.enemies)
{
if (enemy.enemyIcon == sprite && enemy.enemyName == unitName && enemy.eliteEnemy == spawn.eliteEnemies)
{
waveEnemyInfo = enemy;
break;
}
}
if (waveEnemyInfo == null)
{
waveEnemyInfo = new WaveEnemyInfo();
waveEnemyInfo.enemyDescription = unitDescription;
waveEnemyInfo.enemyName = unitName;
waveEnemyInfo.enemyIcon = sprite;
waveEnemyInfo.eliteEnemy = spawn.eliteEnemies;
waveInfo.enemies.Add(waveEnemyInfo);
}
waveInfo.goldReward += spawn.goldCoins;
waveEnemyInfo.enemyCount += spawn.count;
}
}
public WaveInfo GetWaveInfo()
{
WaveInfo waveInfo = new WaveInfo();
foreach (Spawn spawn in spawns)
{
if (spawn.enemyPrefab == null)
{
continue;
}
ScreenMarkerIcon component = spawn.enemyPrefab.GetComponent<ScreenMarkerIcon>();
string unitDescription = component.UnitDescription;
string unitName = component.UnitName;
Sprite sprite = component.sprite;
WaveEnemyInfo waveEnemyInfo = null;
foreach (WaveEnemyInfo enemy in waveInfo.enemies)
{
if (enemy.enemyIcon == sprite && enemy.enemyName == unitName && enemy.eliteEnemy == spawn.eliteEnemies)
{
waveEnemyInfo = enemy;
break;
}
}
if (waveEnemyInfo == null)
{
waveEnemyInfo = new WaveEnemyInfo();
waveEnemyInfo.enemyDescription = unitDescription;
waveEnemyInfo.enemyName = unitName;
waveEnemyInfo.enemyIcon = sprite;
waveEnemyInfo.eliteEnemy = spawn.eliteEnemies;
waveInfo.enemies.Add(waveEnemyInfo);
}
waveInfo.goldReward += spawn.goldCoins;
waveEnemyInfo.enemyCount += spawn.count;
}
return waveInfo;
}
}
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