Adding VFX package, cleaning up texture on terrain slightly, and adding new build FX asset for orbital drop visuals.
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24 changed files with 15522 additions and 10 deletions
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Assets/_Project/Scripts/VFX/TowerDropReticle.cs
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Assets/_Project/Scripts/VFX/TowerDropReticle.cs
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// Assets/_Project/Scripts/VFX/TowerDropReticle.cs
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using UnityEngine;
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using UnityEngine.Rendering.Universal;
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namespace TD.VFX
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{
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/// <summary>
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/// Local visual for a tower-drop targeting reticle — the ground decal, the vertical
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/// energy beam, and the rising motes, bundled under one root. It is spawned as a child
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/// of a <c>BuildSiteVisual</c>, which feeds it construction progress via
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/// <see cref="SetProgress"/> each frame. The decal (and optionally the beam) shrink/fade
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/// as progress climbs toward 1 through the shader's <c>_Progress</c> property.
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/// </summary>
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/// <remarks>
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/// <para>Pure visualization — no networking. It runs on every peer because the owning
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/// <c>BuildSiteVisual</c> spawns on every peer, and it reads the build site's already-
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/// replicated progress. It is destroyed automatically when the build site despawns at
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/// construction-complete or cancel (it's a child of that NetworkObject).</para>
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///
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/// <para><b>Per-instance materials.</b> Several towers can build at once, so each reticle
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/// needs its own material — a shared material would make every reticle share one
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/// <c>_Progress</c> value and shrink in lockstep. The decal's material is cloned here;
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/// beam renderers use <see cref="Renderer.material"/>, which auto-instantiates.</para>
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/// </remarks>
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public class TowerDropReticle : MonoBehaviour
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{
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[Tooltip("Ground decal projector. Its material's _Progress drives the reticle shrink/fade. " +
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"Auto-found in children if left empty.")]
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[SerializeField] private DecalProjector decal;
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[Tooltip("Optional extra renderers (e.g. the beam) whose material also exposes _Progress " +
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"so they fade with construction. Renderers without the property are skipped.")]
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[SerializeField] private Renderer[] progressRenderers;
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[Tooltip("Shader float property that drives the shrink: 0 = full size, 1 = complete/gone.")]
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[SerializeField] private string progressProperty = "_Progress";
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private int progressId;
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private Material decalMaterialInstance;
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private Material[] rendererMaterialInstances;
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private void Awake()
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{
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progressId = Shader.PropertyToID(progressProperty);
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if (decal == null) decal = GetComponentInChildren<DecalProjector>();
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// Clone the decal material so this reticle animates independently of any other
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// build site sharing the same source material asset.
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if (decal != null && decal.material != null)
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{
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decalMaterialInstance = new Material(decal.material);
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decal.material = decalMaterialInstance;
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}
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// Renderer.material returns a per-renderer instance, so these are already unique.
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if (progressRenderers != null && progressRenderers.Length > 0)
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{
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rendererMaterialInstances = new Material[progressRenderers.Length];
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for (int i = 0; i < progressRenderers.Length; i++)
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if (progressRenderers[i] != null)
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rendererMaterialInstances[i] = progressRenderers[i].material;
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}
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}
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/// <summary>
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/// Feed normalized construction progress. 0 = build just started (reticle full size);
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/// 1 = complete (reticle shrunk away). Safe to call every frame on any peer.
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/// </summary>
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public void SetProgress(float t01)
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{
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t01 = Mathf.Clamp01(t01);
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if (decalMaterialInstance != null)
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decalMaterialInstance.SetFloat(progressId, t01);
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if (rendererMaterialInstances != null)
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{
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for (int i = 0; i < rendererMaterialInstances.Length; i++)
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{
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var mat = rendererMaterialInstances[i];
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if (mat != null && mat.HasProperty(progressId))
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mat.SetFloat(progressId, t01);
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}
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}
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}
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private void OnDestroy()
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{
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// The cloned decal material is ours to free. Renderer material instances are
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// owned by their renderers and cleaned up when those GameObjects are destroyed.
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if (decalMaterialInstance != null)
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Destroy(decalMaterialInstance);
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}
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}
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}
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