Adding VFX package, cleaning up texture on terrain slightly, and adding new build FX asset for orbital drop visuals.

This commit is contained in:
Matt F 2026-06-30 22:22:58 -07:00
parent 2fbee5fd99
commit 28b0e2cdf2
24 changed files with 15522 additions and 10 deletions

View file

@ -0,0 +1,96 @@
// Assets/_Project/Scripts/VFX/TowerDropReticle.cs
using UnityEngine;
using UnityEngine.Rendering.Universal;
namespace TD.VFX
{
/// <summary>
/// Local visual for a tower-drop targeting reticle — the ground decal, the vertical
/// energy beam, and the rising motes, bundled under one root. It is spawned as a child
/// of a <c>BuildSiteVisual</c>, which feeds it construction progress via
/// <see cref="SetProgress"/> each frame. The decal (and optionally the beam) shrink/fade
/// as progress climbs toward 1 through the shader's <c>_Progress</c> property.
/// </summary>
/// <remarks>
/// <para>Pure visualization — no networking. It runs on every peer because the owning
/// <c>BuildSiteVisual</c> spawns on every peer, and it reads the build site's already-
/// replicated progress. It is destroyed automatically when the build site despawns at
/// construction-complete or cancel (it's a child of that NetworkObject).</para>
///
/// <para><b>Per-instance materials.</b> Several towers can build at once, so each reticle
/// needs its own material — a shared material would make every reticle share one
/// <c>_Progress</c> value and shrink in lockstep. The decal's material is cloned here;
/// beam renderers use <see cref="Renderer.material"/>, which auto-instantiates.</para>
/// </remarks>
public class TowerDropReticle : MonoBehaviour
{
[Tooltip("Ground decal projector. Its material's _Progress drives the reticle shrink/fade. " +
"Auto-found in children if left empty.")]
[SerializeField] private DecalProjector decal;
[Tooltip("Optional extra renderers (e.g. the beam) whose material also exposes _Progress " +
"so they fade with construction. Renderers without the property are skipped.")]
[SerializeField] private Renderer[] progressRenderers;
[Tooltip("Shader float property that drives the shrink: 0 = full size, 1 = complete/gone.")]
[SerializeField] private string progressProperty = "_Progress";
private int progressId;
private Material decalMaterialInstance;
private Material[] rendererMaterialInstances;
private void Awake()
{
progressId = Shader.PropertyToID(progressProperty);
if (decal == null) decal = GetComponentInChildren<DecalProjector>();
// Clone the decal material so this reticle animates independently of any other
// build site sharing the same source material asset.
if (decal != null && decal.material != null)
{
decalMaterialInstance = new Material(decal.material);
decal.material = decalMaterialInstance;
}
// Renderer.material returns a per-renderer instance, so these are already unique.
if (progressRenderers != null && progressRenderers.Length > 0)
{
rendererMaterialInstances = new Material[progressRenderers.Length];
for (int i = 0; i < progressRenderers.Length; i++)
if (progressRenderers[i] != null)
rendererMaterialInstances[i] = progressRenderers[i].material;
}
}
/// <summary>
/// Feed normalized construction progress. 0 = build just started (reticle full size);
/// 1 = complete (reticle shrunk away). Safe to call every frame on any peer.
/// </summary>
public void SetProgress(float t01)
{
t01 = Mathf.Clamp01(t01);
if (decalMaterialInstance != null)
decalMaterialInstance.SetFloat(progressId, t01);
if (rendererMaterialInstances != null)
{
for (int i = 0; i < rendererMaterialInstances.Length; i++)
{
var mat = rendererMaterialInstances[i];
if (mat != null && mat.HasProperty(progressId))
mat.SetFloat(progressId, t01);
}
}
}
private void OnDestroy()
{
// The cloned decal material is ours to free. Renderer material instances are
// owned by their renderers and cleaned up when those GameObjects are destroyed.
if (decalMaterialInstance != null)
Destroy(decalMaterialInstance);
}
}
}

View file

@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: baac389882e721248bb426ee40fbf74f