Adding the feature to sell towers with VFX and audio included

This commit is contained in:
Matt F 2026-07-14 23:15:34 -07:00
parent 1794f65b19
commit 0b4cde4590
16 changed files with 5394 additions and 13 deletions

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@ -21,8 +21,10 @@ namespace TD.Gameplay
/// and stores the tile waypoint list.</item>
/// <item>Each frame: moves toward the world center of <c>remainingPath[0]</c>.
/// When within snap distance, pops the waypoint and checks for zone transitions.</item>
/// <item>When <see cref="PathfindingService.OnPathsInvalidated"/> fires (tower placed /
/// sold), <see cref="RecomputePath"/> reruns A* from the current tile.</item>
/// <item>When the maze changes (tower placed / sold), <see cref="PathfindingService"/>'s
/// budgeted scheduler calls <see cref="RecomputePath"/> (registered via
/// <see cref="PathfindingService.RegisterMover"/>), rerunning A* from the current
/// tile — spread across frames so a full wave never spikes.</item>
/// <item>When <c>remainingPath</c> is empty after a pop, the enemy has reached the
/// goal — <see cref="OnReachedGoal"/> fires and the enemy is despawned.</item>
/// </list>
@ -168,15 +170,18 @@ namespace TD.Gameplay
// Recompute when a tower is placed or sold — grounded enemies only.
// Flyers path on the static baked grid, so tower changes can never affect
// their route; subscribing would just trigger needless recomputes.
// their route; registering would just trigger needless recomputes.
// Registration (not a direct event subscription) lets PathfindingService
// spread the recomputes across frames under a per-frame budget, so a maze
// change with a full wave present never spikes a single frame.
if (!isFlying && PathfindingService.Instance != null)
PathfindingService.Instance.OnPathsInvalidated += RecomputePath;
PathfindingService.Instance.RegisterMover(this);
}
public override void OnNetworkDespawn()
{
if (PathfindingService.Instance != null)
PathfindingService.Instance.OnPathsInvalidated -= RecomputePath;
PathfindingService.Instance.UnregisterMover(this);
}
// ----- Server update --------------------------------------------------
@ -274,8 +279,9 @@ namespace TD.Gameplay
// ----- Path invalidation ----------------------------------------------
// Called on server when LevelLoader.OnWalkabilityChanged fires (tower placed/sold).
private void RecomputePath()
// Called by PathfindingService's budgeted scheduler after a walkability change
// (tower placed/sold). Public so the scheduler can drive it across frames.
public void RecomputePath()
{
if (!IsServer) return;

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@ -26,13 +26,15 @@ namespace TD.Gameplay
/// <b>Who calls this:</b>
/// <list type="bullet">
/// <item><see cref="EnemyMovement"/> calls <see cref="ComputePath"/> once on
/// spawn and again whenever <see cref="OnPathsInvalidated"/> fires.</item>
/// spawn, then registers via <see cref="RegisterMover"/> to be re-pathed when
/// the maze changes.</item>
/// </list>
///
/// <b>Invalidation:</b> Subscribes to <see cref="LevelLoader.OnWalkabilityChanged"/>.
/// When a tower is placed or sold, <c>LevelLoader.SetWalkable</c> fires that event
/// and <see cref="OnPathsInvalidated"/> is relayed to all active enemies, which
/// each recompute their own path from their current tile.
/// When a tower is placed or sold, <c>LevelLoader.SetWalkable</c> fires that event; the
/// service then enqueues every registered grounded enemy and recomputes them under a
/// per-frame time budget (<c>recomputeBudgetMs</c>), draining across frames so a maze
/// change with a full wave present never spikes a single frame.
///
/// <b>Goal tile set:</b> Built once on <c>Start</c> from
/// <c>LevelLoader.LevelData.Goals[].TileArea</c>. Goal tiles never change at
@ -52,7 +54,10 @@ namespace TD.Gameplay
/// <summary>
/// Fired on every peer when the walkability grid changes (tower placed/sold).
/// <see cref="EnemyMovement"/> subscribes per-instance to recompute its path.
/// Enemies no longer subscribe here — they register with the budgeted re-path
/// scheduler (<see cref="RegisterMover"/>) so recomputes spread across frames.
/// This event remains as an extension point for any non-enemy listener that wants
/// immediate notification of a maze change.
/// </summary>
public event System.Action OnPathsInvalidated;
@ -79,6 +84,28 @@ namespace TD.Gameplay
private readonly Dictionary<Vector2Int, float> gScore = new Dictionary<Vector2Int, float>();
private readonly SimplePriorityQueue openSet = new SimplePriorityQueue();
// ----- Deferred re-path scheduler ---------------------------------
//
// Grounded enemies register here (flyers never re-path — baked grid). On a
// walkability change we enqueue every registered enemy and recompute a
// TIME-BUDGETED number of them per frame, draining the backlog over subsequent
// frames. Recomputing them all synchronously on the change frame spiked to ~0.5s
// with a full wave on this large grid whenever a tower was sold/placed — this
// caps the per-frame cost so no single frame ever hitches. The maze can only be
// opened (sell) or narrowed with a guaranteed remaining route (placement, BFS-
// validated), so an enemy briefly following its slightly-stale path for a few
// frames until its turn comes up is safe and visually negligible.
[Tooltip("Max wall-clock milliseconds spent recomputing enemy paths per frame " +
"after a maze change. The backlog drains over following frames; at least " +
"one enemy is always processed per frame so it converges. Lower = smoother " +
"but slower to fully update; higher = faster to update but larger frame cost.")]
[SerializeField] private float recomputeBudgetMs = 1.5f;
private readonly HashSet<EnemyMovement> movers = new HashSet<EnemyMovement>();
private readonly Queue<EnemyMovement> recomputeQueue = new Queue<EnemyMovement>();
private readonly HashSet<EnemyMovement> queued = new HashSet<EnemyMovement>();
// ----- Lifecycle --------------------------------------------------
private void Awake()
@ -115,6 +142,48 @@ namespace TD.Gameplay
loader.OnWalkabilityChanged -= HandleWalkabilityChanged;
}
// Drains the deferred re-path backlog under a per-frame time budget. Runs on all
// peers, but the queue is only ever populated on the server (clients never register
// movers), so this is a no-op cost on clients. At least one enemy is processed per
// frame whenever the queue is non-empty, so it always converges.
private void Update()
{
if (recomputeQueue.Count == 0) return;
double startMs = Time.realtimeSinceStartupAsDouble * 1000.0;
do
{
var mover = recomputeQueue.Dequeue();
if (!queued.Remove(mover)) continue; // unregistered/cancelled after enqueue
if (mover != null) mover.RecomputePath(); // reads the CURRENT grid state
}
while (recomputeQueue.Count > 0
&& Time.realtimeSinceStartupAsDouble * 1000.0 - startMs < recomputeBudgetMs);
}
// ----- Deferred re-path scheduler API -----------------------------
/// <summary>
/// Registers a grounded enemy to be re-pathed (budgeted, over following frames)
/// whenever the maze changes. Flyers must NOT register — their baked-grid route
/// never changes. Called on the server from <see cref="EnemyMovement"/>.
/// </summary>
public void RegisterMover(EnemyMovement mover)
{
if (mover != null) movers.Add(mover);
}
/// <summary>
/// Removes an enemy from the scheduler (on despawn). Any stale entry still sitting
/// in the pending queue is skipped when dequeued (the <c>queued</c> membership check).
/// </summary>
public void UnregisterMover(EnemyMovement mover)
{
if (mover == null) return;
movers.Remove(mover);
queued.Remove(mover);
}
// ----- Public API -------------------------------------------------
/// <summary>
@ -471,7 +540,16 @@ namespace TD.Gameplay
private void HandleWalkabilityChanged()
{
// Notify any non-enemy listeners immediately (kept for API compatibility).
OnPathsInvalidated?.Invoke();
// Enqueue every registered grounded enemy for a budgeted, deferred recompute
// instead of recomputing them all on this frame. Already-queued enemies are
// deduped, so rapid successive maze changes just lengthen the drain rather
// than compounding into a spike.
foreach (var mover in movers)
if (queued.Add(mover))
recomputeQueue.Enqueue(mover);
}
}

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@ -65,7 +65,15 @@ namespace TD.VFX
if (coinBurstPrefab != null)
{
Instantiate(coinBurstPrefab, spawnPos, Quaternion.identity);
var instance = Instantiate(coinBurstPrefab, spawnPos, Quaternion.identity);
// Force the burst to play. The spawner's whole job is to play this effect, so
// it shouldn't depend on the prefab's ParticleSystem having "Play On Awake"
// ticked — if that's off, the effect would silently never appear. Harmless when
// Play On Awake is already on (a freshly instantiated one-shot just restarts at
// t=0). VFX Graph effects play from their own settings, so a null PS is fine.
var ps = instance.GetComponentInChildren<ParticleSystem>();
if (ps != null) ps.Play(withChildren: true);
}
else
{

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@ -0,0 +1,30 @@
// Assets/_Project/Scripts/VFX/TransientEffect.cs
using UnityEngine;
namespace TD.VFX
{
/// <summary>
/// Destroys its GameObject a fixed time after it spawns. Drop this onto any one-shot
/// effect prefab — a particle burst, a VFX Graph effect, a sound-only object — so it
/// cleans itself up without any bespoke code. Designed for prefabs spawned by
/// <see cref="SellEffectSpawner"/> (and any future effect spawner) that fire once and
/// should disappear.
/// </summary>
/// <remarks>
/// <b>Shuriken shortcut:</b> a plain <see cref="ParticleSystem"/> can instead self-destroy
/// with no component at all — set <i>Main → Stop Action → Destroy</i> and make sure Looping
/// is off. Use this component for <b>VFX Graph</b> effects (which have no Stop Action) or for
/// prefabs that combine several systems and need one predictable lifetime.
///
/// <para>Set <see cref="lifetime"/> to comfortably exceed the effect's visible duration so it
/// isn't cut off mid-play.</para>
/// </remarks>
public class TransientEffect : MonoBehaviour
{
[Tooltip("Seconds after spawn before this GameObject destroys itself. Set it a little " +
"longer than the effect's visible length so nothing is cut off.")]
[SerializeField, Min(0f)] private float lifetime = 1.5f;
private void Start() => Destroy(gameObject, lifetime);
}
}

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