new builder option per draft - first one is gold per kill

This commit is contained in:
Ian Woods 2026-07-07 22:55:35 -07:00
parent 4a37d3747c
commit 157b77ebfa
21 changed files with 456 additions and 7 deletions

View file

@ -0,0 +1,66 @@
// Assets/_Project/Scripts/Gameplay/BuilderEffects/BuilderEffectPool.cs
using System;
using UnityEngine;
using TD.Core;
namespace TD.Gameplay.BuilderEffects
{
/// <summary>
/// Scene singleton holding every <see cref="BuilderEffectDefinition"/> available this match,
/// authored as a flat array in the inspector for convenience. Internally it builds a
/// fixed-size table indexed by <see cref="BuilderEffectKind"/> so lookups are a single array
/// access, not a scan.
/// </summary>
/// <remarks>
/// Plain MonoBehaviour: identical on every peer (same assets), so there is nothing to sync.
/// The server reads it to resolve grants; clients read it to render an "active effects" list.
/// </remarks>
public class BuilderEffectPool : MonoBehaviour
{
public static BuilderEffectPool Instance { get; private set; }
[Tooltip("Every BuilderEffectDefinition asset available this match. One entry per " +
"BuilderEffectKind — order doesn't matter, Kind on the asset itself decides " +
"its slot.")]
[SerializeField] private BuilderEffectDefinition[] effects;
// Fixed-size, enum-indexed lookup built once in Awake. Sized to the enum's entry count,
// not authored count, so an out-of-range Kind is a compile-time impossibility rather
// than a bounds check we'd otherwise need on every Get().
private BuilderEffectDefinition[] byKind;
private void Awake()
{
if (Instance != null && Instance != this)
{
Debug.LogError("[BuilderEffectPool] Multiple instances detected. Only one per scene.");
return;
}
Instance = this;
int kindCount = Enum.GetValues(typeof(BuilderEffectKind)).Length;
byKind = new BuilderEffectDefinition[kindCount];
if (effects == null) return;
for (int i = 0; i < effects.Length; i++)
{
var def = effects[i];
if (def == null) continue;
byKind[(int)def.Kind] = def;
}
}
private void OnDestroy()
{
if (Instance == this) Instance = null;
}
/// <summary>Returns the effect asset for <paramref name="kind"/>, or null if none is
/// authored in this pool.</summary>
public BuilderEffectDefinition Get(BuilderEffectKind kind)
{
int i = (int)kind;
return (byKind != null && i >= 0 && i < byKind.Length) ? byKind[i] : null;
}
}
}