Major pipeline changes to map building, introducing 3player map, and adding Shared build mode to level authoring options
This commit is contained in:
parent
749c9203de
commit
2b1aee3e03
37 changed files with 5418 additions and 30 deletions
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@ -203,6 +203,31 @@ namespace TD.Core
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Restricted = 2,
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}
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/// <summary>
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/// Whether a map restricts tower placement to each player's own zone, or lets everyone build
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/// anywhere on the map's buildable area.
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/// </summary>
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/// <remarks>
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/// <para>This governs placement PERMISSION only. Zone ownership keeps doing everything else it
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/// does today under both modes — leak attribution, camera start position, builder spawn point,
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/// minimap tinting. A shared-build map still has distinct player territories; they are simply
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/// all buildable by everyone.</para>
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///
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/// <para>Backed by byte with <c>OwnerOnly = 0</c> so <c>LevelData</c> assets baked before this
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/// existed deserialize to the pre-existing behaviour without needing a re-bake.</para>
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///
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/// <para>Tower OWNERSHIP is unaffected: a tower belongs to whoever paid for it, and sell /
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/// upgrade stay owner-gated in both modes.</para>
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/// </remarks>
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public enum BuildAccess : byte
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{
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/// <summary>A player may only build on tiles covered by their own PlayerZoneVolume.</summary>
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OwnerOnly = 0,
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/// <summary>Any player may build on any Buildable tile, whichever zone owns it.</summary>
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Shared = 1,
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}
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/// <summary>
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/// Outcome of a bake operation, recorded on the baked <see cref="TD.Levels.LevelData"/> asset.
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/// </summary>
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@ -802,17 +802,33 @@ namespace TD.Levels.Editor
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}
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// P5-8: zones with neither outgoing leak nor goal adjacency.
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var zonesWithLeaks = new HashSet<PlayerSlot>();
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foreach (var l in ctx.LeakExitVolumes) zonesWithLeaks.Add(l.sourceZone);
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foreach (var owner in ctx.DeclaredOwners)
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//
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// OwnerOnly maps only. The rule asserts the lane-chain topology those maps are built
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// around: each player's zone either hands off to the next or is the final defender.
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//
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// On a Shared map that assertion is wrong, not merely unnecessary. Zones there are
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// typically directly adjacent with no gate between them, so most have no outgoing leak
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// and are not goal-adjacent — and that is the intended shape, because the whole map is
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// one contiguous maze. The property P5-8 actually protects ("enemies from this zone have
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// somewhere to go") is enforced more strictly by P5-4 above, which runs a real BFS from
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// every spawner to the exit set — and with no leak volumes present, that exit set is the
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// goal tiles, which is exactly the right requirement. Zones with no spawners can't
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// strand anything: WaveManager skips them.
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if (ctx.Authoring.buildAccess == BuildAccess.OwnerOnly)
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{
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bool hasLeak = zonesWithLeaks.Contains(owner);
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bool isGoalAdj = goalAdjacentZones.Contains(owner);
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if (!hasLeak && !isGoalAdj)
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var zonesWithLeaks = new HashSet<PlayerSlot>();
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foreach (var l in ctx.LeakExitVolumes) zonesWithLeaks.Add(l.sourceZone);
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foreach (var owner in ctx.DeclaredOwners)
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{
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report.Error("P5-8", $"Player zone {owner} has no outgoing leak exit AND is not goal-adjacent. " +
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"Every zone must either lead somewhere or be a final defender.");
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bool hasLeak = zonesWithLeaks.Contains(owner);
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bool isGoalAdj = goalAdjacentZones.Contains(owner);
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if (!hasLeak && !isGoalAdj)
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{
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report.Error("P5-8", $"Player zone {owner} has no outgoing leak exit AND is not goal-adjacent. " +
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"Every zone must either lead somewhere or be a final defender. " +
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"(This rule is skipped on Shared-build maps.)");
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}
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}
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}
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@ -919,6 +935,7 @@ namespace TD.Levels.Editor
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data.PlayerCount = ctx.Authoring.playerCount;
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data.MapDescription = ctx.Authoring.mapDescription;
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data.Author = ctx.Authoring.author;
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data.BuildAccess = ctx.Authoring.buildAccess;
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data.GridOriginTile = ctx.GridOriginTile;
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data.GridSize = ctx.GridSize;
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@ -1152,7 +1169,10 @@ namespace TD.Levels.Editor
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sb.Append("playerCount=").Append(ctx.Authoring.playerCount.ToString(inv)).Append('|');
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sb.Append("expectedGoalCount=").Append(ctx.Authoring.expectedGoalCount.ToString(inv)).Append('|');
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sb.Append("mapDescription=").Append(ctx.Authoring.mapDescription ?? "").Append('|');
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sb.Append("author=").Append(ctx.Authoring.author ?? "").Append('\n');
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sb.Append("author=").Append(ctx.Authoring.author ?? "").Append('|');
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// By NAME, matching the per-volume enum convention below — a future reordering of the
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// enum must not silently produce a matching hash for different rules.
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sb.Append("buildAccess=").Append(ctx.Authoring.buildAccess.ToString()).Append('\n');
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// Volume blocks, ordered by canonical path.
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var rootTransform = ctx.Authoring.transform;
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@ -1354,6 +1374,7 @@ namespace TD.Levels.Editor
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target.PlayerCount = src.PlayerCount;
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target.MapDescription = src.MapDescription;
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target.Author = src.Author;
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target.BuildAccess = src.BuildAccess;
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target.ScenePath = src.ScenePath;
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target.AuthoringHash = src.AuthoringHash;
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target.LastBakeTimestamp = src.LastBakeTimestamp;
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356
Assets/_Project/Scripts/Editor/Levels/MapCoreExtractor.cs
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356
Assets/_Project/Scripts/Editor/Levels/MapCoreExtractor.cs
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@ -0,0 +1,356 @@
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// Assets/_Project/Scripts/Editor/Levels/MapCoreExtractor.cs
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEditor.SceneManagement;
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using UnityEditorInternal;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using TD.Audio;
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using TD.Dev;
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using TD.Gameplay;
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using TD.Gameplay.BuilderEffects;
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using TD.Gameplay.BuilderSpells;
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using TD.Gameplay.Draft;
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using TD.Gameplay.EnemyAbilities;
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using TD.Gameplay.EnemyUpgrades;
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using TD.Gameplay.Waves;
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using TD.UI;
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using TD.VFX;
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namespace TD.Levels.Editor
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{
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/// <summary>
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/// One-time (re-runnable) utility that lifts every map-independent scene object out of a
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/// reference match scene and bakes it into the two prefabs <c>TD/New Map…</c> instantiates.
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/// </summary>
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/// <remarks>
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/// <para><b>Why extract instead of generating from scratch?</b> Several of these components hold
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/// ORDER-SENSITIVE arrays that double as network identity — <c>EnemyUpgradePool.options</c>
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/// indices are card network ids, and <c>TowerPlacementManager.towerDefinitions</c> indices are
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/// <c>TowerTypeId</c>. Re-deriving those from an AssetDatabase scan would produce a different
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/// order than the shipping map and desync peers. Copying the live components preserves them
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/// exactly.</para>
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///
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/// <para><b>Two prefabs, two lifetimes.</b> <c>MatchServices</c> contains no NetworkObject, so
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/// new maps keep it as a LINKED prefab instance and later edits propagate everywhere.
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/// <c>MatchNetwork</c> holds the six scene-placed NetworkBehaviours and is UNPACKED on use, so
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/// what NGO sees in a generated scene is indistinguishable from a hand-authored one.</para>
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///
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/// <para><b>This does not modify the reference scene's contents</b> — temporary objects are
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/// created and destroyed — but Unity still marks the scene dirty. Don't save it afterwards.</para>
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/// </remarks>
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public static class MapCoreExtractor
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{
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private const string PrefabFolder = "Assets/_Project/Prefabs/MatchCore";
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private const string ServicesPrefabPath = PrefabFolder + "/MatchServices.prefab";
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private const string NetworkPrefabPath = PrefabFolder + "/MatchNetwork.prefab";
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// Plain (non-networked, no UIDocument) singleton services, collapsed onto the
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// _MatchServices ROOT GameObject in this order.
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//
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// Order matters in exactly one place: AudioSource must precede MusicPlayer, whose
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// [RequireComponent(typeof(AudioSource))] would otherwise auto-add a second, default-valued
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// AudioSource before we get a chance to copy the authored one.
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private static readonly System.Type[] RootServiceTypes =
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{
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typeof(LevelLoader),
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typeof(PathfindingService),
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typeof(SelectionState),
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typeof(SelectionVisualizer),
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typeof(TowerPlacementController),
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typeof(TowerPaintController),
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typeof(BuilderSpellCastController),
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typeof(FloatingTextSpawner),
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typeof(SellEffectSpawner),
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typeof(AudioManager),
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typeof(AudioSource), // must come before MusicPlayer — see note above
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typeof(MusicPlayer),
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typeof(BuilderEffectPool),
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typeof(BuilderSpellPool),
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typeof(EnemyAbilityPool),
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typeof(EnemyUpgradePool),
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typeof(DraftPool),
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typeof(DraftService),
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typeof(DevWaveControls),
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};
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// Scene-placed NetworkBehaviours. Each keeps its own GameObject and its own NetworkObject —
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// they are only re-parented under a shared root, so network topology is unchanged.
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private static readonly System.Type[] NetworkServiceTypes =
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{
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typeof(ChatService),
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typeof(MatchState),
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typeof(RunState),
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typeof(TowerPlacementManager),
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typeof(WaveManager),
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typeof(WaveVote),
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};
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// -------------------------------------------------------------------
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// Menu entry
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// -------------------------------------------------------------------
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[MenuItem("TD/Map Pipeline/Build Core Prefabs From Open Scene", false, 200)]
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public static void BuildCorePrefabs()
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{
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Scene scene = EditorSceneManager.GetActiveScene();
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if (!scene.IsValid() || string.IsNullOrEmpty(scene.path))
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{
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EditorUtility.DisplayDialog(
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"No saved scene open",
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"Open a fully-wired match scene (9Player) before running this. The extractor " +
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"reads its components to build the core prefabs.",
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"OK");
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return;
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}
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// Pre-scan so a missing service aborts before we create anything.
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if (!TryResolveSources(scene, out var rootSources, out var missing))
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{
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EditorUtility.DisplayDialog(
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"Reference scene is incomplete",
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$"'{scene.name}' is missing {missing.Count} component(s) the core prefabs need:\n\n" +
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string.Join("\n", missing) +
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"\n\nOpen a complete match scene (9Player) and try again.",
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"OK");
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return;
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}
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bool proceed = EditorUtility.DisplayDialog(
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"Build core prefabs",
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$"Read '{scene.name}' and (re)write:\n\n" +
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$" {ServicesPrefabPath}\n" +
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$" {NetworkPrefabPath}\n\n" +
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"The scene's own contents are not changed, but Unity will mark it dirty. " +
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"Don't save it afterwards.\n\nProceed?",
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"Build Prefabs",
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"Cancel");
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if (!proceed) return;
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MapTemplate.EnsureFolder(PrefabFolder);
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GameObject servicesPrefab = BuildServicesPrefab(scene, rootSources);
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GameObject networkPrefab = BuildNetworkPrefab(scene);
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var template = MapTemplate.LoadOrCreate();
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template.matchServicesPrefab = servicesPrefab;
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template.matchNetworkPrefab = networkPrefab;
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CaptureTerrainDefaults(scene, template);
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EditorUtility.SetDirty(template);
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AssetDatabase.SaveAssets();
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AssetDatabase.Refresh();
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Debug.Log(
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$"[MapPipeline] Core prefabs built from '{scene.name}'.\n" +
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$" MatchServices: {RootServiceTypes.Length} components on the root + HUD / DebugConsole / " +
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$"CameraRig / lighting children.\n" +
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$" MatchNetwork: {NetworkServiceTypes.Length} NetworkBehaviours under one root.\n" +
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$" Template: {MapTemplate.AssetPath}\n" +
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$" '{scene.name}' is now marked dirty by the temporary objects — do NOT save it.");
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EditorGUIUtility.PingObject(template);
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}
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// -------------------------------------------------------------------
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// Source resolution
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// -------------------------------------------------------------------
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// Resolves every root-service component up front. Returns false (with a human-readable list)
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// if anything is absent, so we never write a half-populated prefab.
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private static bool TryResolveSources(Scene scene, out List<Component> rootSources,
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out List<string> missing)
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{
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rootSources = new List<Component>(RootServiceTypes.Length);
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missing = new List<string>();
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// AudioSource is resolved from MusicPlayer's GameObject rather than "first in scene",
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// so we copy the music source's authored volume rather than some unrelated emitter.
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var musicPlayer = FindOne(scene, typeof(MusicPlayer)) as MusicPlayer;
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foreach (var type in RootServiceTypes)
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{
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Component found = type == typeof(AudioSource)
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? (musicPlayer != null ? musicPlayer.GetComponent<AudioSource>() : null)
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: FindOne(scene, type);
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if (found == null) missing.Add(" • " + type.Name);
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rootSources.Add(found);
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}
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foreach (var type in NetworkServiceTypes)
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{
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if (FindOne(scene, type) == null) missing.Add(" • " + type.Name);
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}
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if (FindOne(scene, typeof(HUDController)) == null) missing.Add(" • HUDController");
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if (FindOne(scene, typeof(CameraController)) == null) missing.Add(" • CameraController");
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return missing.Count == 0;
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}
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// Scans the scene's root objects rather than Object.FindObjectsByType: the FindObjectsByType
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// overload set has churned across Unity 6.x (FindObjectsSortMode deprecation), and walking
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// roots is stable across all of them.
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private static Component FindOne(Scene scene, System.Type type)
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{
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foreach (var root in scene.GetRootGameObjects())
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{
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var found = root.GetComponentInChildren(type, true);
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if (found != null) return found;
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}
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return null;
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}
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private static Light FindDirectionalLight(Scene scene)
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{
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foreach (var root in scene.GetRootGameObjects())
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{
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foreach (var light in root.GetComponentsInChildren<Light>(true))
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{
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if (light.type == LightType.Directional) return light;
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}
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}
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return null;
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}
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// -------------------------------------------------------------------
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// MatchServices prefab
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// -------------------------------------------------------------------
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private static GameObject BuildServicesPrefab(Scene scene, List<Component> rootSources)
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{
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var root = new GameObject("_MatchServices");
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// Flatten every plain service onto the root. CopyComponent/PasteComponentAsNew carries
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// all serialized values, including the order-sensitive asset arrays.
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for (int i = 0; i < rootSources.Count; i++)
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{
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var src = rootSources[i];
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if (src == null) continue;
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ComponentUtility.CopyComponent(src);
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ComponentUtility.PasteComponentAsNew(root);
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}
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// Components that need their own GameObject: UIDocument is [DisallowMultipleComponent],
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// so HUD and DebugConsole can't share one; CameraRig needs an independently-moving
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// transform with the Camera as its child.
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GameObject hud = CloneUnder(FindOne(scene, typeof(HUDController)), root, "HUD");
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CloneUnder(FindOne(scene, typeof(DebugConsole)), root, "DebugConsole");
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GameObject cameraRig = CloneUnder(FindOne(scene, typeof(CameraController)), root, "CameraRig");
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CloneUnder(FindDirectionalLight(scene), root, "Directional Light");
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// Post-processing volume is optional — 9Player doesn't have one, Main does.
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CloneUnder(FindOne(scene, typeof(UnityEngine.Rendering.Volume)), root, "Global Volume");
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RewireHudReferences(hud, root, cameraRig);
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ClearBakedLevelReference(root);
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var prefab = PrefabUtility.SaveAsPrefabAsset(root, ServicesPrefabPath);
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Object.DestroyImmediate(root);
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return prefab;
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}
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// Instantiate() remaps references that point INSIDE the copied hierarchy but leaves
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// references that point outside it aimed at the original scene objects. Saving a prefab
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// silently nulls those, so re-aim them at the prefab-internal equivalents first.
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private static void RewireHudReferences(GameObject hud, GameObject root, GameObject cameraRig)
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{
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if (hud == null) return;
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var controller = hud.GetComponent<HUDController>();
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if (controller == null) return;
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var so = new SerializedObject(controller);
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SetRef(so, "placementController", root.GetComponent<TowerPlacementController>());
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SetRef(so, "paintController", root.GetComponent<TowerPaintController>());
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SetRef(so, "cameraController",
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cameraRig != null ? cameraRig.GetComponent<CameraController>() : null);
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// TowerPlacementManager lives in the OTHER prefab (it's a NetworkBehaviour), so this
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// reference cannot be satisfied here. HUDController already falls back to
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// TowerPlacementManager.Instance and retries per-frame until the object spawns, so
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// leaving it null is the correct wiring, not a gap.
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SetRef(so, "placementManager", null);
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so.ApplyModifiedPropertiesWithoutUndo();
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}
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// The reference scene's LevelLoader points at that map's LevelData. The prefab is map-
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// independent, so blank it — NewMapBuilder sets it per-instance as a prefab override.
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private static void ClearBakedLevelReference(GameObject root)
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{
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var loader = root.GetComponent<LevelLoader>();
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if (loader == null) return;
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var so = new SerializedObject(loader);
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SetRef(so, "level", null);
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so.ApplyModifiedPropertiesWithoutUndo();
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}
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// -------------------------------------------------------------------
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// MatchNetwork prefab
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// -------------------------------------------------------------------
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private static GameObject BuildNetworkPrefab(Scene scene)
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{
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var root = new GameObject("_MatchNetwork");
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foreach (var type in NetworkServiceTypes)
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{
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CloneUnder(FindOne(scene, type), root, type.Name);
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}
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var prefab = PrefabUtility.SaveAsPrefabAsset(root, NetworkPrefabPath);
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Object.DestroyImmediate(root);
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return prefab;
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}
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// -------------------------------------------------------------------
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// Terrain defaults
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// -------------------------------------------------------------------
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private static void CaptureTerrainDefaults(Scene scene, MapTemplate template)
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{
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var terrain = FindOne(scene, typeof(Terrain)) as Terrain;
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if (terrain == null) return;
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if (terrain.materialTemplate != null) template.terrainMaterial = terrain.materialTemplate;
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if (terrain.terrainData != null && terrain.terrainData.terrainLayers != null &&
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terrain.terrainData.terrainLayers.Length > 0)
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{
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template.terrainLayers = terrain.terrainData.terrainLayers;
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}
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}
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// -------------------------------------------------------------------
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// Helpers
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// -------------------------------------------------------------------
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// Clones the component's whole GameObject subtree and parents it under root.
|
||||
// Returns null (silently) when source is null — callers treat those as optional.
|
||||
private static GameObject CloneUnder(Component source, GameObject root, string name)
|
||||
{
|
||||
if (source == null) return null;
|
||||
|
||||
var clone = Object.Instantiate(source.gameObject);
|
||||
clone.name = name;
|
||||
clone.transform.SetParent(root.transform, worldPositionStays: false);
|
||||
return clone;
|
||||
}
|
||||
|
||||
private static void SetRef(SerializedObject so, string propertyPath, Object value)
|
||||
{
|
||||
var prop = so.FindProperty(propertyPath);
|
||||
if (prop == null)
|
||||
{
|
||||
Debug.LogWarning($"[MapPipeline] Serialized field '{propertyPath}' not found on " +
|
||||
$"{so.targetObject.GetType().Name}. It was probably renamed — " +
|
||||
"update MapCoreExtractor.");
|
||||
return;
|
||||
}
|
||||
prop.objectReferenceValue = value;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,2 @@
|
|||
fileFormatVersion: 2
|
||||
guid: d1b948bcbbe8d8b4788f2056372280b3
|
||||
292
Assets/_Project/Scripts/Editor/Levels/MapTemplate.cs
Normal file
292
Assets/_Project/Scripts/Editor/Levels/MapTemplate.cs
Normal file
|
|
@ -0,0 +1,292 @@
|
|||
// Assets/_Project/Scripts/Editor/Levels/MapTemplate.cs
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
namespace TD.Levels.Editor
|
||||
{
|
||||
/// <summary>
|
||||
/// Editor-only settings asset that drives <c>TD/New Map…</c>. Holds the two core prefabs
|
||||
/// produced by <see cref="MapCoreExtractor"/> plus every default the new-map generator needs,
|
||||
/// so tuning the starter layout is an inspector edit rather than a code change.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Lives in the Editor assembly deliberately — nothing at runtime reads it, and keeping the
|
||||
/// type editor-only stops it from being pulled into a player build.
|
||||
///
|
||||
/// The asset is created on demand at <see cref="AssetPath"/>. If it goes missing, both
|
||||
/// <c>TD/New Map…</c> and the extractor recreate it with defaults; only the prefab references
|
||||
/// and captured terrain settings are lost, and re-running the extractor restores those.
|
||||
/// </remarks>
|
||||
public class MapTemplate : ScriptableObject
|
||||
{
|
||||
public const string AssetPath = "Assets/_Project/Settings/MapTemplate.asset";
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
// Core prefabs. Populated by MapCoreExtractor; consumed by NewMapBuilder.
|
||||
// -------------------------------------------------------------------
|
||||
|
||||
[Header("Core Prefabs (built by TD/Map Pipeline/Build Core Prefabs)")]
|
||||
[Tooltip("Every map-independent, non-networked service collapsed onto one GameObject " +
|
||||
"(plus HUD / DebugConsole / CameraRig / light children). Instantiated as a LINKED " +
|
||||
"prefab instance so edits here propagate to every map.")]
|
||||
public GameObject matchServicesPrefab;
|
||||
|
||||
[Tooltip("The six scene-placed NetworkBehaviours, parented under one root. Instantiated " +
|
||||
"and immediately UNPACKED so the scene contains plain GameObjects — network " +
|
||||
"topology stays byte-identical to hand-authored maps.")]
|
||||
public GameObject matchNetworkPrefab;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
// Output locations.
|
||||
// -------------------------------------------------------------------
|
||||
|
||||
[Header("Output Locations")]
|
||||
[Tooltip("Folder new map scenes, their LevelData, and their TerrainData are written to. " +
|
||||
"Drag the folder itself here — an asset reference follows renames and moves, " +
|
||||
"which a path string does not.")]
|
||||
public DefaultAsset sceneFolderAsset;
|
||||
|
||||
[Tooltip("Scene holding the MapRegistry that the lobby's map browser reads. New maps are " +
|
||||
"appended to its Maps array automatically.")]
|
||||
public SceneAsset mainMenuScene;
|
||||
|
||||
// Legacy path strings, superseded by the asset references above. Kept so an existing
|
||||
// template migrates itself (see MigratePathsToAssets) and as a last resort if a reference
|
||||
// is cleared. Hidden so there's exactly one obvious place to edit.
|
||||
[HideInInspector] public string sceneFolder = "Assets/_Project/Scenes/Levels";
|
||||
[HideInInspector] public string mainMenuScenePath = "Assets/_Project/Scenes/UI/MainMenu.unity";
|
||||
|
||||
/// <summary>
|
||||
/// Folder new maps are written to. Prefers <see cref="sceneFolderAsset"/>; falls back to the
|
||||
/// legacy path string if the reference is unset or doesn't point at a folder.
|
||||
/// </summary>
|
||||
public string SceneFolderPath
|
||||
{
|
||||
get
|
||||
{
|
||||
if (sceneFolderAsset != null)
|
||||
{
|
||||
string path = AssetDatabase.GetAssetPath(sceneFolderAsset);
|
||||
if (AssetDatabase.IsValidFolder(path)) return path;
|
||||
|
||||
Debug.LogWarning($"[MapPipeline] MapTemplate's Scene Folder Asset points at " +
|
||||
$"'{path}', which is not a folder. Falling back to '{sceneFolder}'.");
|
||||
}
|
||||
return sceneFolder;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Scene containing the MapRegistry. Prefers <see cref="mainMenuScene"/>; falls back to the
|
||||
/// legacy path string. Returns empty if neither resolves.
|
||||
/// </summary>
|
||||
public string MainMenuScenePath
|
||||
{
|
||||
get
|
||||
{
|
||||
if (mainMenuScene != null)
|
||||
{
|
||||
string path = AssetDatabase.GetAssetPath(mainMenuScene);
|
||||
if (!string.IsNullOrEmpty(path)) return path;
|
||||
}
|
||||
return mainMenuScenePath ?? string.Empty;
|
||||
}
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
// Terrain defaults. Captured from the reference scene by the extractor.
|
||||
// -------------------------------------------------------------------
|
||||
|
||||
[Header("Terrain Defaults")]
|
||||
[Tooltip("Material applied to new terrain. Captured from the reference scene's Terrain.")]
|
||||
public Material terrainMaterial;
|
||||
|
||||
[Tooltip("Terrain layers (splat textures) applied to new terrain.")]
|
||||
public TerrainLayer[] terrainLayers;
|
||||
|
||||
[Tooltip("Heightmap resolution. Must be 2^n + 1 (129, 257, 513, 1025…).")]
|
||||
public int terrainHeightmapResolution = 513;
|
||||
|
||||
[Tooltip("Total vertical range of the terrain in world units.")]
|
||||
public float terrainHeight = 60f;
|
||||
|
||||
[Tooltip("How far the terrain extends past the map bounds on each side, in tiles. Gives " +
|
||||
"the camera something to look at beyond the playable area.")]
|
||||
public int terrainSkirtTiles = 20;
|
||||
|
||||
[Tooltip("Terrain is created flattened to this height above its own base, and its transform " +
|
||||
"is dropped by the same amount — so the flat surface lands exactly on the buildable " +
|
||||
"plane (Y=0) while leaving headroom to carve DOWN as well as up. Set 0 to match the " +
|
||||
"older 9Player setup (surface at the very bottom of the height range).")]
|
||||
public float terrainCarveDepth = 5f;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
// Starter layout. All values in tiles.
|
||||
// -------------------------------------------------------------------
|
||||
|
||||
[Header("Starter Layout (tiles)")]
|
||||
[Tooltip("Default map width for the New Map dialog.")]
|
||||
public int defaultMapWidth = 60;
|
||||
|
||||
[Tooltip("Default map height for the New Map dialog.")]
|
||||
public int defaultMapHeight = 70;
|
||||
|
||||
[Tooltip("Gap between the map edge (MapAreaVolume) and the gameplay volumes. The map area " +
|
||||
"must fully contain every gameplay volume, and the buffer gives the camera room " +
|
||||
"to pan past the playfield.")]
|
||||
public int playAreaMargin = 4;
|
||||
|
||||
[Tooltip("Depth (north-south) of the GoalVolume.")]
|
||||
public int goalDepth = 5;
|
||||
|
||||
[Tooltip("Width (east-west) of the GoalVolume.")]
|
||||
public int goalWidth = 10;
|
||||
|
||||
[Tooltip("Depth of each SpawnerVolume, measured from the south edge of its owner's band.")]
|
||||
public int spawnerDepth = 3;
|
||||
|
||||
[Tooltip("Width of each SpawnerVolume.")]
|
||||
public int spawnerWidth = 10;
|
||||
|
||||
[Tooltip("Width of the one-tile-deep LeakExitVolume gate between adjacent player bands.")]
|
||||
public int leakGateWidth = 8;
|
||||
|
||||
[Tooltip("Smallest acceptable north-south depth for a player band. The New Map dialog " +
|
||||
"refuses to generate a layout thinner than this and tells you the map height needed.")]
|
||||
public int minBandDepth = 8;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
// Loading
|
||||
// -------------------------------------------------------------------
|
||||
|
||||
/// <summary>
|
||||
/// Returns the template asset, creating it with defaults if it doesn't exist yet.
|
||||
/// Never returns null.
|
||||
/// </summary>
|
||||
public static MapTemplate LoadOrCreate()
|
||||
{
|
||||
var existing = AssetDatabase.LoadAssetAtPath<MapTemplate>(AssetPath);
|
||||
if (existing != null)
|
||||
{
|
||||
existing.MigratePathsToAssets();
|
||||
return existing;
|
||||
}
|
||||
|
||||
EnsureFolder(System.IO.Path.GetDirectoryName(AssetPath).Replace("\\", "/"));
|
||||
|
||||
var created = CreateInstance<MapTemplate>();
|
||||
AssetDatabase.CreateAsset(created, AssetPath);
|
||||
created.MigratePathsToAssets();
|
||||
AssetDatabase.SaveAssets();
|
||||
Debug.Log($"[MapPipeline] Created default map template at '{AssetPath}'.");
|
||||
return created;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Upgrades a template that still stores locations as path strings, resolving each to an
|
||||
/// asset reference. Idempotent and cheap — safe to call on every load.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// If the recorded path no longer resolves (the folder was renamed out from under it, which
|
||||
/// is exactly the failure the asset references exist to prevent), falls back to searching
|
||||
/// the project for a uniquely-named match. An ambiguous match is left unresolved on purpose:
|
||||
/// guessing which of several same-named scenes holds the MapRegistry would be worse than
|
||||
/// asking.
|
||||
/// </remarks>
|
||||
private void MigratePathsToAssets()
|
||||
{
|
||||
bool changed = false;
|
||||
|
||||
if (sceneFolderAsset == null && !string.IsNullOrEmpty(sceneFolder)
|
||||
&& AssetDatabase.IsValidFolder(sceneFolder))
|
||||
{
|
||||
sceneFolderAsset = AssetDatabase.LoadAssetAtPath<DefaultAsset>(sceneFolder);
|
||||
changed |= sceneFolderAsset != null;
|
||||
}
|
||||
|
||||
if (mainMenuScene == null && !string.IsNullOrEmpty(mainMenuScenePath))
|
||||
{
|
||||
var scene = AssetDatabase.LoadAssetAtPath<SceneAsset>(mainMenuScenePath);
|
||||
|
||||
if (scene == null)
|
||||
{
|
||||
string wanted = System.IO.Path.GetFileNameWithoutExtension(mainMenuScenePath);
|
||||
scene = FindUniqueSceneNamed(wanted);
|
||||
if (scene != null)
|
||||
{
|
||||
Debug.Log($"[MapPipeline] MapTemplate's recorded Main Menu path " +
|
||||
$"'{mainMenuScenePath}' no longer exists; relinked to " +
|
||||
$"'{AssetDatabase.GetAssetPath(scene)}'.");
|
||||
}
|
||||
}
|
||||
|
||||
if (scene != null)
|
||||
{
|
||||
mainMenuScene = scene;
|
||||
changed = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (changed)
|
||||
{
|
||||
EditorUtility.SetDirty(this);
|
||||
AssetDatabase.SaveAssets();
|
||||
}
|
||||
}
|
||||
|
||||
// Returns the one SceneAsset whose file name matches exactly, or null if there are zero or
|
||||
// several. Name search only — the caller has already failed to resolve by path.
|
||||
private static SceneAsset FindUniqueSceneNamed(string sceneName)
|
||||
{
|
||||
if (string.IsNullOrEmpty(sceneName)) return null;
|
||||
|
||||
string[] guids = AssetDatabase.FindAssets($"{sceneName} t:SceneAsset");
|
||||
SceneAsset first = null;
|
||||
int matches = 0;
|
||||
|
||||
foreach (string guid in guids)
|
||||
{
|
||||
string path = AssetDatabase.GUIDToAssetPath(guid);
|
||||
if (!string.Equals(System.IO.Path.GetFileNameWithoutExtension(path), sceneName,
|
||||
System.StringComparison.OrdinalIgnoreCase))
|
||||
{
|
||||
continue; // FindAssets does substring matching; we want an exact file name.
|
||||
}
|
||||
|
||||
matches++;
|
||||
if (first == null) first = AssetDatabase.LoadAssetAtPath<SceneAsset>(path);
|
||||
}
|
||||
|
||||
if (matches > 1)
|
||||
{
|
||||
Debug.LogWarning($"[MapPipeline] Found {matches} scenes named '{sceneName}'. " +
|
||||
"Assign Main Menu Scene on MapTemplate manually.");
|
||||
return null;
|
||||
}
|
||||
|
||||
return first;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates <paramref name="folder"/> and any missing ancestors. Path is asset-relative and
|
||||
/// uses forward slashes ("Assets/_Project/Prefabs/MatchCore"). No-op if it already exists.
|
||||
/// </summary>
|
||||
public static void EnsureFolder(string folder)
|
||||
{
|
||||
if (string.IsNullOrEmpty(folder) || AssetDatabase.IsValidFolder(folder)) return;
|
||||
|
||||
string[] parts = folder.Split('/');
|
||||
// parts[0] is always "Assets" for a valid asset path; walk down creating as needed.
|
||||
string running = parts[0];
|
||||
for (int i = 1; i < parts.Length; i++)
|
||||
{
|
||||
string next = running + "/" + parts[i];
|
||||
if (!AssetDatabase.IsValidFolder(next))
|
||||
{
|
||||
AssetDatabase.CreateFolder(running, parts[i]);
|
||||
}
|
||||
running = next;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,2 @@
|
|||
fileFormatVersion: 2
|
||||
guid: fb7355881928ea146a26471078f207c2
|
||||
578
Assets/_Project/Scripts/Editor/Levels/NewMapBuilder.cs
Normal file
578
Assets/_Project/Scripts/Editor/Levels/NewMapBuilder.cs
Normal file
|
|
@ -0,0 +1,578 @@
|
|||
// Assets/_Project/Scripts/Editor/Levels/NewMapBuilder.cs
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text.RegularExpressions;
|
||||
using UnityEditor;
|
||||
using UnityEditor.SceneManagement;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
using TD.Core;
|
||||
using TD.Gameplay;
|
||||
|
||||
namespace TD.Levels.Editor
|
||||
{
|
||||
/// <summary>
|
||||
/// Everything the <c>TD/New Map…</c> command does once the designer presses Create: build the
|
||||
/// scene, generate a starter volume layout that bakes clean, create and wire the LevelData, and
|
||||
/// perform the three registration steps that otherwise fail silently (Build Settings, the
|
||||
/// LevelLoader reference, and the lobby's MapRegistry).
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// The generated scene has four roots — <c>_LevelAuthoring</c>, <c>_MatchServices</c>,
|
||||
/// <c>_MatchNetwork</c>, <c>Terrain</c> — replacing the ~30 the hand-authored maps carry.
|
||||
/// </remarks>
|
||||
public static class NewMapBuilder
|
||||
{
|
||||
// The physics layer terrain must sit on. Builder.SampleTerrainY and
|
||||
// BuilderSpellCastController both raycast against it; terrain left on Default silently
|
||||
// falls back to Y=0 and the builder walks through hills instead of over them.
|
||||
private const string TerrainLayerName = "TerrainGeometry";
|
||||
|
||||
// Vertical size of every authoring volume's BoxCollider. Any value works so long as the
|
||||
// bounds straddle Y=0 (bake rule P2-18); 1 unit centred on zero matches 9Player.
|
||||
private const float VolumeHeight = 1f;
|
||||
|
||||
private static readonly Regex ValidName = new Regex(@"^[A-Za-z0-9_]+$");
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
// Request
|
||||
// -------------------------------------------------------------------
|
||||
|
||||
public class Request
|
||||
{
|
||||
public string MapName = "NewMap";
|
||||
public int PlayerCount = 3;
|
||||
public int MapWidth = 60;
|
||||
public int MapHeight = 70;
|
||||
public string Author = "";
|
||||
public string Description = "";
|
||||
public BuildAccess BuildAccess = BuildAccess.OwnerOnly;
|
||||
public bool CreateTerrain = true;
|
||||
public bool AddToBuildSettings = true;
|
||||
public bool AddToMapRegistry = true;
|
||||
public bool BakeImmediately = true;
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
// Starter layout
|
||||
// -------------------------------------------------------------------
|
||||
|
||||
/// <summary>
|
||||
/// Tile rectangles for a generated starter map. Zones are stacked south-to-north as
|
||||
/// full-width bands; enemies spawn at the south edge of their owner's band and travel north
|
||||
/// through a one-tile leak gate into the next player's band, with the goal north of the
|
||||
/// final band.
|
||||
/// </summary>
|
||||
public struct Layout
|
||||
{
|
||||
public RectInt MapArea;
|
||||
public RectInt[] Zones; // index 0 = Player1
|
||||
public RectInt[] Spawners; // parallel to Zones
|
||||
public RectInt[] Leaks; // Zones.Length - 1 entries; Leaks[i] runs zone i -> zone i+1
|
||||
public RectInt Goal;
|
||||
public int BandDepth;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Computes the starter layout, or explains why the requested dimensions can't hold one.
|
||||
/// Pure — safe to call every OnGUI frame for live validation.
|
||||
/// </summary>
|
||||
public static bool TryComputeLayout(MapTemplate template, int mapWidth, int mapHeight,
|
||||
int playerCount, BuildAccess buildAccess,
|
||||
out Layout layout, out string error)
|
||||
{
|
||||
layout = default;
|
||||
error = null;
|
||||
|
||||
// OwnerOnly maps get a one-tile leak gate between bands: it is the only walkable
|
||||
// connection, which is what forces enemies through a chokepoint and makes the handoff
|
||||
// between lanes legible. Shared maps skip gates entirely and butt the bands together —
|
||||
// the whole map is one maze, so a gate would just be an arbitrary pinch, and with no
|
||||
// LeakExitVolume the gap row would not be walkable at all.
|
||||
bool useLeakGates = buildAccess == BuildAccess.OwnerOnly;
|
||||
int gapRows = useLeakGates ? playerCount - 1 : 0;
|
||||
|
||||
int margin = Mathf.Max(0, template.playAreaMargin);
|
||||
int playX0 = margin;
|
||||
int playY0 = margin;
|
||||
int playW = mapWidth - margin * 2;
|
||||
int playH = mapHeight - margin * 2;
|
||||
|
||||
int widestFeature = Mathf.Max(template.goalWidth,
|
||||
Mathf.Max(template.spawnerWidth, template.leakGateWidth));
|
||||
if (playW < widestFeature)
|
||||
{
|
||||
error = $"Map is too narrow. The play area is {playW} tiles wide after the " +
|
||||
$"{margin}-tile margin, but the widest starter feature needs {widestFeature}. " +
|
||||
$"Use a width of at least {widestFeature + margin * 2}.";
|
||||
return false;
|
||||
}
|
||||
|
||||
// Vertical budget: N bands + the gate rows (if any) + the goal.
|
||||
int budget = playH - gapRows - template.goalDepth;
|
||||
int bandDepth = playerCount > 0 ? budget / playerCount : 0;
|
||||
|
||||
int minBand = Mathf.Max(template.minBandDepth, template.spawnerDepth + 1);
|
||||
if (bandDepth < minBand)
|
||||
{
|
||||
int required = playerCount * minBand + gapRows
|
||||
+ template.goalDepth + margin * 2;
|
||||
error = $"Map is too shallow for {playerCount} player band(s). Each band would be " +
|
||||
$"{Mathf.Max(bandDepth, 0)} tiles deep; the minimum is {minBand}. " +
|
||||
$"Use a height of at least {required}.";
|
||||
return false;
|
||||
}
|
||||
|
||||
layout.MapArea = new RectInt(0, 0, mapWidth, mapHeight);
|
||||
layout.BandDepth = bandDepth;
|
||||
layout.Zones = new RectInt[playerCount];
|
||||
layout.Spawners = new RectInt[playerCount];
|
||||
layout.Leaks = new RectInt[useLeakGates ? Mathf.Max(0, playerCount - 1) : 0];
|
||||
|
||||
int y = playY0;
|
||||
for (int i = 0; i < playerCount; i++)
|
||||
{
|
||||
layout.Zones[i] = new RectInt(playX0, y, playW, bandDepth);
|
||||
|
||||
// Spawner sits at the south edge of its own band, so enemies always have the full
|
||||
// band depth to walk through before reaching the exit (bake rule P5-5 wants it
|
||||
// inside the owner's zone).
|
||||
int spawnW = Mathf.Min(template.spawnerWidth, playW);
|
||||
layout.Spawners[i] = new RectInt(
|
||||
CenteredStart(playX0, playW, spawnW), y, spawnW, template.spawnerDepth);
|
||||
|
||||
y += bandDepth;
|
||||
|
||||
if (useLeakGates && i < playerCount - 1)
|
||||
{
|
||||
// One-tile gate wedged between two bands: its south neighbours are band i and
|
||||
// its north neighbours are band i+1, satisfying both adjacency rules (P5-6/P5-7).
|
||||
int gateW = Mathf.Min(template.leakGateWidth, playW);
|
||||
layout.Leaks[i] = new RectInt(
|
||||
CenteredStart(playX0, playW, gateW), y, gateW, 1);
|
||||
y += 1;
|
||||
}
|
||||
}
|
||||
|
||||
int goalW = Mathf.Min(template.goalWidth, playW);
|
||||
layout.Goal = new RectInt(
|
||||
CenteredStart(playX0, playW, goalW), y, goalW, template.goalDepth);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private static int CenteredStart(int areaStart, int areaWidth, int featureWidth)
|
||||
{
|
||||
return areaStart + (areaWidth - featureWidth) / 2;
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
// Creation
|
||||
// -------------------------------------------------------------------
|
||||
|
||||
/// <summary>
|
||||
/// Creates the map. Returns false with a human-readable reason on any precondition failure;
|
||||
/// nothing is written to disk in that case.
|
||||
/// </summary>
|
||||
public static bool Create(Request request, out string error)
|
||||
{
|
||||
error = null;
|
||||
var template = MapTemplate.LoadOrCreate();
|
||||
|
||||
if (!ValidatePreconditions(request, template, out error)) return false;
|
||||
|
||||
if (!TryComputeLayout(template, request.MapWidth, request.MapHeight,
|
||||
request.PlayerCount, request.BuildAccess,
|
||||
out Layout layout, out error))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
string folder = template.SceneFolderPath;
|
||||
string scenePath = $"{folder}/{request.MapName}.unity";
|
||||
string dataPath = $"{folder}/{request.MapName}.asset";
|
||||
|
||||
// Give the designer a chance to save whatever they had open — NewScene(Single) would
|
||||
// otherwise discard it.
|
||||
if (!EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo())
|
||||
{
|
||||
error = "Cancelled while saving the currently open scene.";
|
||||
return false;
|
||||
}
|
||||
|
||||
MapTemplate.EnsureFolder(folder);
|
||||
|
||||
Scene scene = EditorSceneManager.NewScene(NewSceneSetup.EmptyScene, NewSceneMode.Single);
|
||||
|
||||
// ---- Core objects -------------------------------------------
|
||||
var services = (GameObject)PrefabUtility.InstantiatePrefab(template.matchServicesPrefab);
|
||||
services.name = "_MatchServices";
|
||||
|
||||
var network = (GameObject)PrefabUtility.InstantiatePrefab(template.matchNetworkPrefab);
|
||||
network.name = "_MatchNetwork";
|
||||
// Unpack so the six NetworkObjects are plain scene objects. NGO treats in-scene placed
|
||||
// NetworkObjects that are prefab instances differently from loose ones; unpacking keeps
|
||||
// generated maps structurally identical to the hand-authored ones.
|
||||
PrefabUtility.UnpackPrefabInstance(
|
||||
network, PrefabUnpackMode.Completely, InteractionMode.AutomatedAction);
|
||||
|
||||
// ---- LevelData ----------------------------------------------
|
||||
var levelData = ScriptableObject.CreateInstance<LevelData>();
|
||||
AssetDatabase.CreateAsset(levelData, dataPath);
|
||||
|
||||
// ---- Authoring hierarchy ------------------------------------
|
||||
LevelAuthoring authoring = BuildAuthoring(request, layout, levelData);
|
||||
|
||||
// ---- Terrain -------------------------------------------------
|
||||
if (request.CreateTerrain)
|
||||
{
|
||||
CreateTerrain(request, template);
|
||||
}
|
||||
|
||||
// ---- Wire the runtime loader ---------------------------------
|
||||
// LevelLoader lives inside the linked MatchServices prefab; assigning here records a
|
||||
// per-instance override, which is exactly the intent — the asset differs per map.
|
||||
WireLevelLoader(services, levelData);
|
||||
|
||||
// ---- Save + register -----------------------------------------
|
||||
EditorSceneManager.SaveScene(scene, scenePath);
|
||||
|
||||
var notes = new List<string>();
|
||||
|
||||
if (request.AddToBuildSettings) notes.Add(RegisterInBuildSettings(scenePath));
|
||||
if (request.AddToMapRegistry) notes.Add(RegisterInMapRegistry(template, levelData));
|
||||
|
||||
// Bake last: it stamps LevelData.ScenePath from the ACTIVE scene, so the scene has to
|
||||
// be saved (and therefore have a path) before this runs.
|
||||
if (request.BakeImmediately)
|
||||
{
|
||||
notes.Add(LevelBakePipeline.Bake(authoring)
|
||||
? "Baked LevelData (see console for the bake report)."
|
||||
: "Bake FAILED — see console. The scene and assets were still created.");
|
||||
}
|
||||
|
||||
AssetDatabase.SaveAssets();
|
||||
AssetDatabase.Refresh();
|
||||
|
||||
Selection.activeGameObject = authoring.gameObject;
|
||||
if (SceneView.lastActiveSceneView != null) SceneView.lastActiveSceneView.FrameSelected();
|
||||
|
||||
Debug.Log(
|
||||
$"[MapPipeline] Created map '{request.MapName}' " +
|
||||
$"({request.PlayerCount} player(s), {request.MapWidth}×{request.MapHeight} tiles, " +
|
||||
$"band depth {layout.BandDepth}).\n" +
|
||||
$" Scene: {scenePath}\n" +
|
||||
$" LevelData: {dataPath}\n" +
|
||||
string.Join("\n", notes.Where(n => !string.IsNullOrEmpty(n)).Select(n => " " + n)));
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private static bool ValidatePreconditions(Request request, MapTemplate template,
|
||||
out string error)
|
||||
{
|
||||
error = null;
|
||||
|
||||
if (string.IsNullOrWhiteSpace(request.MapName) || !ValidName.IsMatch(request.MapName))
|
||||
{
|
||||
error = "Map name must be letters, digits and underscores only — it becomes the " +
|
||||
"scene file name and the string NGO uses to load the scene.";
|
||||
return false;
|
||||
}
|
||||
|
||||
if (template.matchServicesPrefab == null || template.matchNetworkPrefab == null)
|
||||
{
|
||||
error = "Core prefabs are missing. Open the 9Player scene and run " +
|
||||
"TD → Map Pipeline → Build Core Prefabs From Open Scene first.";
|
||||
return false;
|
||||
}
|
||||
|
||||
string folder = template.SceneFolderPath;
|
||||
if (string.IsNullOrEmpty(folder))
|
||||
{
|
||||
error = "MapTemplate has no output folder. Assign Scene Folder Asset on " +
|
||||
MapTemplate.AssetPath + ".";
|
||||
return false;
|
||||
}
|
||||
|
||||
string scenePath = $"{folder}/{request.MapName}.unity";
|
||||
if (System.IO.File.Exists(scenePath))
|
||||
{
|
||||
error = $"A scene already exists at '{scenePath}'. Pick a different name.";
|
||||
return false;
|
||||
}
|
||||
|
||||
string dataPath = $"{folder}/{request.MapName}.asset";
|
||||
if (System.IO.File.Exists(dataPath))
|
||||
{
|
||||
error = $"A LevelData asset already exists at '{dataPath}'. Pick a different name.";
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
// Authoring hierarchy
|
||||
// -------------------------------------------------------------------
|
||||
|
||||
private static LevelAuthoring BuildAuthoring(Request request, Layout layout,
|
||||
LevelData levelData)
|
||||
{
|
||||
var rootGO = new GameObject("_LevelAuthoring");
|
||||
var authoring = rootGO.AddComponent<LevelAuthoring>();
|
||||
|
||||
authoring.targetAsset = levelData;
|
||||
authoring.mapName = request.MapName;
|
||||
authoring.playerCount = request.PlayerCount;
|
||||
authoring.expectedGoalCount = 1;
|
||||
authoring.mapDescription = request.Description ?? "";
|
||||
authoring.author = request.Author ?? "";
|
||||
authoring.buildAccess = request.BuildAccess;
|
||||
|
||||
// Default every gizmo category on. A designer opening a fresh map wants to SEE the
|
||||
// starter layout without hunting for toggles; turning them off is the deliberate act.
|
||||
authoring.alwaysShowPlayerZones = true;
|
||||
authoring.alwaysShowSpawners = true;
|
||||
authoring.alwaysShowLeakExits = true;
|
||||
authoring.alwaysShowGoals = true;
|
||||
authoring.alwaysShowMapArea = true;
|
||||
|
||||
CreateVolume<MapAreaVolume>("MapArea", rootGO.transform, layout.MapArea);
|
||||
|
||||
var goal = CreateVolume<GoalVolume>("Goal", rootGO.transform, layout.Goal);
|
||||
goal.GetComponent<GoalVolume>().placementValidity = PlacementValidity.Invalid;
|
||||
|
||||
for (int i = 0; i < request.PlayerCount; i++)
|
||||
{
|
||||
int playerNumber = i + 1;
|
||||
var slot = (PlayerSlot)(byte)playerNumber;
|
||||
|
||||
var group = new GameObject($"Player {playerNumber}");
|
||||
group.transform.SetParent(rootGO.transform, worldPositionStays: false);
|
||||
|
||||
var zone = CreateVolume<PlayerZoneVolume>(
|
||||
$"Player{playerNumber}Zone", group.transform, layout.Zones[i]);
|
||||
var zoneVolume = zone.GetComponent<PlayerZoneVolume>();
|
||||
zoneVolume.owner = slot;
|
||||
zoneVolume.placementValidity = PlacementValidity.Allowed;
|
||||
|
||||
var spawn = CreateVolume<SpawnerVolume>(
|
||||
$"Player{playerNumber}Spawn", group.transform, layout.Spawners[i]);
|
||||
var spawnVolume = spawn.GetComponent<SpawnerVolume>();
|
||||
spawnVolume.owner = slot;
|
||||
spawnVolume.spawnerIdInZone = 0;
|
||||
spawnVolume.spawnFacing = Direction.North; // bands run south -> north
|
||||
spawnVolume.placementValidity = PlacementValidity.Invalid;
|
||||
|
||||
// The northernmost band has no leak — it's the final defender, and its zone is
|
||||
// goal-adjacent instead (bake rule P5-8).
|
||||
if (i < layout.Leaks.Length)
|
||||
{
|
||||
var leak = CreateVolume<LeakExitVolume>(
|
||||
$"Player{playerNumber}Leak", group.transform, layout.Leaks[i]);
|
||||
var leakVolume = leak.GetComponent<LeakExitVolume>();
|
||||
leakVolume.sourceZone = slot;
|
||||
leakVolume.target = (PlayerSlot)(byte)(playerNumber + 1);
|
||||
leakVolume.weight = 1f;
|
||||
leakVolume.placementValidity = PlacementValidity.Invalid;
|
||||
}
|
||||
}
|
||||
|
||||
return authoring;
|
||||
}
|
||||
|
||||
// Builds one authoring volume covering the given tile rectangle. Tiles are edge-aligned, so
|
||||
// a rect spanning tiles [x0..x1] occupies world X [x0, x1+1] — which is exactly
|
||||
// RectInt.xMin..RectInt.xMax. Geometry goes on the BoxCollider (centre zero, size = extent)
|
||||
// with the transform at the volume's centre, matching the existing maps and keeping
|
||||
// VolumeEditTool's edge-drag behaviour predictable.
|
||||
private static GameObject CreateVolume<T>(string name, Transform parent, RectInt tiles)
|
||||
where T : VolumeBase
|
||||
{
|
||||
var go = new GameObject(name);
|
||||
go.transform.SetParent(parent, worldPositionStays: false);
|
||||
go.transform.localPosition = new Vector3(
|
||||
(tiles.xMin + tiles.xMax) * 0.5f * GridCoordinates.TILE_SIZE,
|
||||
0f,
|
||||
(tiles.yMin + tiles.yMax) * 0.5f * GridCoordinates.TILE_SIZE);
|
||||
|
||||
// Added before the volume component so VolumeBase's [RequireComponent] doesn't add a
|
||||
// second, default-sized collider.
|
||||
var collider = go.AddComponent<BoxCollider>();
|
||||
collider.center = Vector3.zero;
|
||||
collider.size = new Vector3(
|
||||
tiles.width * GridCoordinates.TILE_SIZE,
|
||||
VolumeHeight,
|
||||
tiles.height * GridCoordinates.TILE_SIZE);
|
||||
|
||||
go.AddComponent<T>();
|
||||
return go;
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
// Terrain
|
||||
// -------------------------------------------------------------------
|
||||
|
||||
private static void CreateTerrain(Request request, MapTemplate template)
|
||||
{
|
||||
int skirt = Mathf.Max(0, template.terrainSkirtTiles);
|
||||
float carve = Mathf.Clamp(template.terrainCarveDepth, 0f, template.terrainHeight);
|
||||
|
||||
var data = new TerrainData { name = request.MapName + "_TerrainData" };
|
||||
// Resolution before size: changing heightmapResolution resets size.
|
||||
data.heightmapResolution = template.terrainHeightmapResolution;
|
||||
data.size = new Vector3(
|
||||
request.MapWidth + skirt * 2f,
|
||||
Mathf.Max(1f, template.terrainHeight),
|
||||
request.MapHeight + skirt * 2f);
|
||||
|
||||
if (template.terrainLayers != null && template.terrainLayers.Length > 0)
|
||||
{
|
||||
data.terrainLayers = template.terrainLayers;
|
||||
}
|
||||
|
||||
// Start the surface partway up its own height range and drop the transform to match, so
|
||||
// the flat ground lands on the buildable plane (Y=0) with room to carve downwards.
|
||||
if (carve > 0f)
|
||||
{
|
||||
int res = data.heightmapResolution;
|
||||
float normalized = carve / Mathf.Max(1f, template.terrainHeight);
|
||||
var heights = new float[res, res];
|
||||
for (int y = 0; y < res; y++)
|
||||
{
|
||||
for (int x = 0; x < res; x++) heights[y, x] = normalized;
|
||||
}
|
||||
data.SetHeights(0, 0, heights);
|
||||
}
|
||||
|
||||
AssetDatabase.CreateAsset(
|
||||
data, $"{template.SceneFolderPath}/{request.MapName}_TerrainData.asset");
|
||||
|
||||
var terrainGO = Terrain.CreateTerrainGameObject(data);
|
||||
terrainGO.name = "Terrain";
|
||||
terrainGO.transform.position = new Vector3(-skirt, -carve, -skirt);
|
||||
|
||||
int layer = LayerMask.NameToLayer(TerrainLayerName);
|
||||
if (layer >= 0)
|
||||
{
|
||||
terrainGO.layer = layer;
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning(
|
||||
$"[MapPipeline] Layer '{TerrainLayerName}' does not exist, so the new terrain was " +
|
||||
"left on Default. The builder's ground raycast and spell targeting both filter " +
|
||||
"on that layer and will ignore this terrain until it's fixed.");
|
||||
}
|
||||
|
||||
if (template.terrainMaterial != null)
|
||||
{
|
||||
terrainGO.GetComponent<Terrain>().materialTemplate = template.terrainMaterial;
|
||||
}
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
// Wiring and registration
|
||||
// -------------------------------------------------------------------
|
||||
|
||||
private static void WireLevelLoader(GameObject services, LevelData levelData)
|
||||
{
|
||||
var loader = services.GetComponentInChildren<LevelLoader>(true);
|
||||
if (loader == null)
|
||||
{
|
||||
Debug.LogError("[MapPipeline] MatchServices prefab has no LevelLoader — the map " +
|
||||
"will not load at runtime. Re-run Build Core Prefabs.");
|
||||
return;
|
||||
}
|
||||
|
||||
var so = new SerializedObject(loader);
|
||||
var prop = so.FindProperty("level");
|
||||
if (prop == null)
|
||||
{
|
||||
Debug.LogError("[MapPipeline] LevelLoader has no serialized field 'level'. It was " +
|
||||
"renamed — update NewMapBuilder.");
|
||||
return;
|
||||
}
|
||||
prop.objectReferenceValue = levelData;
|
||||
so.ApplyModifiedPropertiesWithoutUndo();
|
||||
}
|
||||
|
||||
private static string RegisterInBuildSettings(string scenePath)
|
||||
{
|
||||
var scenes = EditorBuildSettings.scenes.ToList();
|
||||
if (scenes.Any(s => s.path == scenePath))
|
||||
{
|
||||
return "Already in Build Settings.";
|
||||
}
|
||||
|
||||
scenes.Add(new EditorBuildSettingsScene(scenePath, true));
|
||||
EditorBuildSettings.scenes = scenes.ToArray();
|
||||
return $"Added to Build Settings (index {scenes.Count - 1}).";
|
||||
}
|
||||
|
||||
// MapRegistry lives in the MainMenu scene, not the map scene — the one registration step
|
||||
// that isn't visible from where the designer is working, and therefore the one most often
|
||||
// forgotten. Open it additively, append, save, close.
|
||||
private static string RegisterInMapRegistry(MapTemplate template, LevelData levelData)
|
||||
{
|
||||
string path = template.MainMenuScenePath;
|
||||
if (string.IsNullOrEmpty(path) || !System.IO.File.Exists(path))
|
||||
{
|
||||
return $"SKIPPED MapRegistry — no scene at '{path}'. Assign Main Menu Scene on " +
|
||||
$"{MapTemplate.AssetPath}, then add this LevelData to the registry by hand.";
|
||||
}
|
||||
|
||||
Scene menu = default;
|
||||
bool opened = false;
|
||||
try
|
||||
{
|
||||
menu = EditorSceneManager.OpenScene(path, OpenSceneMode.Additive);
|
||||
opened = true;
|
||||
|
||||
MapRegistry registry = null;
|
||||
foreach (var root in menu.GetRootGameObjects())
|
||||
{
|
||||
registry = root.GetComponentInChildren<MapRegistry>(true);
|
||||
if (registry != null) break;
|
||||
}
|
||||
|
||||
if (registry == null)
|
||||
{
|
||||
return $"SKIPPED MapRegistry — none found in '{menu.name}'. Add the LevelData by hand.";
|
||||
}
|
||||
|
||||
var so = new SerializedObject(registry);
|
||||
var maps = so.FindProperty("maps");
|
||||
if (maps == null)
|
||||
{
|
||||
return "SKIPPED MapRegistry — serialized field 'maps' not found (renamed?).";
|
||||
}
|
||||
|
||||
for (int i = 0; i < maps.arraySize; i++)
|
||||
{
|
||||
if (maps.GetArrayElementAtIndex(i).objectReferenceValue == levelData)
|
||||
{
|
||||
return "Already in MapRegistry.";
|
||||
}
|
||||
}
|
||||
|
||||
maps.InsertArrayElementAtIndex(maps.arraySize);
|
||||
maps.GetArrayElementAtIndex(maps.arraySize - 1).objectReferenceValue = levelData;
|
||||
so.ApplyModifiedPropertiesWithoutUndo();
|
||||
|
||||
EditorSceneManager.MarkSceneDirty(menu);
|
||||
EditorSceneManager.SaveScene(menu);
|
||||
return $"Added to MapRegistry in '{menu.name}' (slot {maps.arraySize - 1}).";
|
||||
}
|
||||
finally
|
||||
{
|
||||
if (opened && menu.IsValid())
|
||||
{
|
||||
EditorSceneManager.CloseScene(menu, removeScene: true);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,2 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 5eda54745c5c78c489eb2cf9aa6265b7
|
||||
205
Assets/_Project/Scripts/Editor/Levels/NewMapWindow.cs
Normal file
205
Assets/_Project/Scripts/Editor/Levels/NewMapWindow.cs
Normal file
|
|
@ -0,0 +1,205 @@
|
|||
// Assets/_Project/Scripts/Editor/Levels/NewMapWindow.cs
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
using TD.Core;
|
||||
|
||||
namespace TD.Levels.Editor
|
||||
{
|
||||
/// <summary>
|
||||
/// The <c>TD/New Map…</c> dialog. Collects the handful of decisions only a designer can make,
|
||||
/// validates the resulting layout live, and hands off to <see cref="NewMapBuilder"/>.
|
||||
/// </summary>
|
||||
public class NewMapWindow : EditorWindow
|
||||
{
|
||||
// Mirrors LevelBakePipeline's accepted set — anything else is a hard bake error (P2-15),
|
||||
// so there's no point offering it here.
|
||||
private static readonly int[] PlayerCountValues = { 1, 2, 3, 4, 5, 9 };
|
||||
private static readonly string[] PlayerCountLabels =
|
||||
{ "1 player", "2 players", "3 players", "4 players", "5 players", "9 players" };
|
||||
|
||||
private const string AuthorPrefKey = "TD.MapPipeline.LastAuthor";
|
||||
|
||||
private readonly NewMapBuilder.Request request = new NewMapBuilder.Request();
|
||||
private bool initialized;
|
||||
private Vector2 scroll;
|
||||
|
||||
[MenuItem("TD/New Map...", false, 100)]
|
||||
public static void Open()
|
||||
{
|
||||
var window = GetWindow<NewMapWindow>(utility: true, title: "New Map", focus: true);
|
||||
window.minSize = new Vector2(420f, 460f);
|
||||
window.Show();
|
||||
}
|
||||
|
||||
private void Initialize()
|
||||
{
|
||||
if (initialized) return;
|
||||
initialized = true;
|
||||
|
||||
var template = MapTemplate.LoadOrCreate();
|
||||
request.MapWidth = template.defaultMapWidth;
|
||||
request.MapHeight = template.defaultMapHeight;
|
||||
request.Author = EditorPrefs.GetString(AuthorPrefKey, "");
|
||||
}
|
||||
|
||||
private void OnGUI()
|
||||
{
|
||||
Initialize();
|
||||
var template = MapTemplate.LoadOrCreate();
|
||||
|
||||
scroll = EditorGUILayout.BeginScrollView(scroll);
|
||||
|
||||
bool prefabsReady = template.matchServicesPrefab != null
|
||||
&& template.matchNetworkPrefab != null;
|
||||
if (!prefabsReady)
|
||||
{
|
||||
EditorGUILayout.HelpBox(
|
||||
"Core prefabs haven't been built yet.\n\n" +
|
||||
"Open the 9Player scene, then run:\n" +
|
||||
"TD → Map Pipeline → Build Core Prefabs From Open Scene",
|
||||
MessageType.Error);
|
||||
EditorGUILayout.Space(6);
|
||||
}
|
||||
|
||||
EditorGUILayout.LabelField("Identity", EditorStyles.boldLabel);
|
||||
request.MapName = EditorGUILayout.TextField(
|
||||
new GUIContent("Map Name",
|
||||
"Becomes the scene file name, the LevelData asset name, and the string NGO " +
|
||||
"uses to load the scene. Letters, digits and underscores only."),
|
||||
request.MapName);
|
||||
request.Author = EditorGUILayout.TextField("Author", request.Author);
|
||||
|
||||
EditorGUILayout.LabelField(new GUIContent("Description",
|
||||
"Shown in the lobby's map browser. Empty produces a bake warning."));
|
||||
request.Description = EditorGUILayout.TextArea(
|
||||
request.Description, GUILayout.Height(38f));
|
||||
|
||||
EditorGUILayout.Space(8);
|
||||
EditorGUILayout.LabelField("Shape", EditorStyles.boldLabel);
|
||||
request.PlayerCount = EditorGUILayout.IntPopup(
|
||||
"Players", request.PlayerCount, PlayerCountLabels, PlayerCountValues);
|
||||
request.MapWidth = Mathf.Max(8, EditorGUILayout.IntField(
|
||||
new GUIContent("Width (tiles)", "1 tile = 1 world unit."), request.MapWidth));
|
||||
request.MapHeight = Mathf.Max(8, EditorGUILayout.IntField(
|
||||
new GUIContent("Height (tiles)", "1 tile = 1 world unit."), request.MapHeight));
|
||||
|
||||
request.BuildAccess = (BuildAccess)EditorGUILayout.EnumPopup(
|
||||
new GUIContent("Build Access",
|
||||
"OwnerOnly: each player builds only in their own zone.\n" +
|
||||
"Shared: everyone builds anywhere on the map's buildable area.\n\n" +
|
||||
"Changeable later on _LevelAuthoring — it just needs a re-bake."),
|
||||
request.BuildAccess);
|
||||
|
||||
if (request.BuildAccess == BuildAccess.Shared)
|
||||
{
|
||||
EditorGUILayout.HelpBox(
|
||||
"Shared: every band forms one cooperative maze. Zones still define " +
|
||||
"territory for leak attribution, camera start and builder spawn. Towers stay " +
|
||||
"owned by whoever paid — only that player can sell or upgrade them.",
|
||||
MessageType.None);
|
||||
}
|
||||
|
||||
EditorGUILayout.Space(8);
|
||||
EditorGUILayout.LabelField("On Create", EditorStyles.boldLabel);
|
||||
request.CreateTerrain = EditorGUILayout.Toggle(
|
||||
new GUIContent("Create Terrain",
|
||||
"Adds a Terrain sized to the map plus a skirt, on the TerrainGeometry layer, " +
|
||||
"flattened onto the buildable plane."),
|
||||
request.CreateTerrain);
|
||||
request.AddToBuildSettings = EditorGUILayout.Toggle(
|
||||
new GUIContent("Add to Build Settings",
|
||||
"Required — NGO cannot load a scene that isn't in the build list."),
|
||||
request.AddToBuildSettings);
|
||||
request.AddToMapRegistry = EditorGUILayout.Toggle(
|
||||
new GUIContent("Add to MapRegistry",
|
||||
"Opens the MainMenu scene, appends the LevelData to the lobby's map browser, " +
|
||||
"and saves it."),
|
||||
request.AddToMapRegistry);
|
||||
request.BakeImmediately = EditorGUILayout.Toggle(
|
||||
new GUIContent("Bake immediately",
|
||||
"Runs the bake on the generated starter layout so the map is valid and " +
|
||||
"playable the moment it's created."),
|
||||
request.BakeImmediately);
|
||||
|
||||
// Registry wiring is the one step that reaches into a scene the designer isn't looking
|
||||
// at, so a broken reference should be visible BEFORE Create, not in the summary after.
|
||||
if (request.AddToMapRegistry && !System.IO.File.Exists(template.MainMenuScenePath))
|
||||
{
|
||||
EditorGUILayout.HelpBox(
|
||||
"Main Menu Scene isn't resolving, so the new map won't be added to the lobby's " +
|
||||
"map browser. Assign it on MapTemplate, or add the LevelData to MapRegistry.Maps " +
|
||||
"by hand afterwards.",
|
||||
MessageType.Warning);
|
||||
}
|
||||
|
||||
EditorGUILayout.Space(8);
|
||||
DrawLayoutPreview(template);
|
||||
|
||||
EditorGUILayout.EndScrollView();
|
||||
|
||||
EditorGUILayout.Space(6);
|
||||
bool canCreate = prefabsReady &&
|
||||
NewMapBuilder.TryComputeLayout(
|
||||
template, request.MapWidth, request.MapHeight,
|
||||
request.PlayerCount, request.BuildAccess, out _, out _);
|
||||
|
||||
using (new EditorGUI.DisabledScope(!canCreate))
|
||||
{
|
||||
if (GUILayout.Button("Create Map", GUILayout.Height(30f)))
|
||||
{
|
||||
CreateMap();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void DrawLayoutPreview(MapTemplate template)
|
||||
{
|
||||
EditorGUILayout.LabelField("Starter Layout", EditorStyles.boldLabel);
|
||||
|
||||
if (!NewMapBuilder.TryComputeLayout(template, request.MapWidth, request.MapHeight,
|
||||
request.PlayerCount, request.BuildAccess,
|
||||
out var layout, out string error))
|
||||
{
|
||||
EditorGUILayout.HelpBox(error, MessageType.Error);
|
||||
return;
|
||||
}
|
||||
|
||||
string routing = layout.Leaks.Length > 0
|
||||
? $"through {layout.Leaks.Length} one-tile leak gate(s) " +
|
||||
$"{Mathf.Min(template.leakGateWidth, layout.Zones[0].width)} tiles wide"
|
||||
: "across directly-adjacent band borders (no leak gates)";
|
||||
|
||||
EditorGUILayout.HelpBox(
|
||||
$"{request.PlayerCount} full-width band(s), {layout.BandDepth} tiles deep each, " +
|
||||
$"stacked south to north.\n" +
|
||||
$"Each band gets a spawner at its south edge; enemies travel north " +
|
||||
$"{routing} to the goal.\n\n" +
|
||||
$"Grid will bake to {layout.MapArea.width}×{layout.MapArea.height} with its " +
|
||||
$"south-west corner at tile (0, 0).",
|
||||
MessageType.Info);
|
||||
|
||||
EditorGUILayout.LabelField(
|
||||
"Tune the starter proportions on the MapTemplate asset:",
|
||||
EditorStyles.miniLabel);
|
||||
if (GUILayout.Button("Select MapTemplate", EditorStyles.miniButton))
|
||||
{
|
||||
Selection.activeObject = template;
|
||||
EditorGUIUtility.PingObject(template);
|
||||
}
|
||||
}
|
||||
|
||||
private void CreateMap()
|
||||
{
|
||||
EditorPrefs.SetString(AuthorPrefKey, request.Author ?? "");
|
||||
|
||||
if (NewMapBuilder.Create(request, out string error))
|
||||
{
|
||||
Close();
|
||||
return;
|
||||
}
|
||||
|
||||
EditorUtility.DisplayDialog("Could not create map", error, "OK");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,2 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 50a9cf35b1b63204da8774b8afe7003e
|
||||
|
|
@ -355,6 +355,39 @@ namespace TD.Gameplay
|
|||
return level.OwnerGrid[idx];
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This map's build-permission rule. <see cref="BuildAccess.OwnerOnly"/> for an unloaded
|
||||
/// or unbaked level, which is the safe default (it can only ever reject more).
|
||||
/// </summary>
|
||||
public BuildAccess BuildAccess => level != null ? level.BuildAccess : BuildAccess.OwnerOnly;
|
||||
|
||||
/// <summary>
|
||||
/// True if <paramref name="slot"/> is permitted to build on <paramref name="tile"/> under
|
||||
/// this map's <see cref="BuildAccess"/> rule.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// <para>Permission ONLY — the caller still has to check <see cref="GetPlacement"/> and
|
||||
/// <see cref="IsOccupied"/>. Keeping them separate is deliberate: each produces a different
|
||||
/// <c>PlacementRejectionReason</c>, and collapsing them would cost the player a useful
|
||||
/// message.</para>
|
||||
///
|
||||
/// <para>Both the client's ghost preview and the server's authoritative check call this, so
|
||||
/// they cannot drift apart and show a white ghost that then gets rejected.</para>
|
||||
///
|
||||
/// <para>Under <see cref="BuildAccess.Shared"/> the tile must still belong to SOME player
|
||||
/// zone. In practice every Buildable tile does, but stating it here keeps the method
|
||||
/// meaningful on its own rather than relying on a caller's later check.</para>
|
||||
/// </remarks>
|
||||
public bool HasBuildPermission(Vector2Int tile, PlayerSlot slot)
|
||||
{
|
||||
if (slot == PlayerSlot.None) return false;
|
||||
|
||||
PlayerSlot owner = GetOwner(tile); // PlayerSlot.None when out of bounds
|
||||
return BuildAccess == BuildAccess.Shared
|
||||
? owner != PlayerSlot.None
|
||||
: owner == slot;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// True if <paramref name="tile"/> is currently occupied by a placed tower footprint.
|
||||
/// Returns false for out-of-bounds tiles. Unlike <see cref="IsWalkable"/>, this grid
|
||||
|
|
|
|||
|
|
@ -353,7 +353,7 @@ namespace TD.Gameplay
|
|||
|
||||
foreach (var tile in GridCoordinates.GetFootprintTiles(anchor, def.FootprintSize))
|
||||
{
|
||||
if (loader.GetOwner(tile) != localSlot) return false;
|
||||
if (!loader.HasBuildPermission(tile, localSlot)) return false;
|
||||
if (loader.GetPlacement(tile) != PlacementState.Buildable) return false;
|
||||
if (loader.IsOccupied(tile)) return false;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -217,8 +217,10 @@ namespace TD.Gameplay
|
|||
footprint.Add(tile);
|
||||
|
||||
// ------------------------------------------------------------------
|
||||
// Check 1: Ownership
|
||||
// Every footprint tile must be owned by the placing player's zone.
|
||||
// Check 1: Build permission
|
||||
// On an OwnerOnly map every footprint tile must be owned by the placing
|
||||
// player's zone; on a Shared map any zone's tile will do. LevelLoader owns
|
||||
// that rule so the client's ghost preview can't disagree with us.
|
||||
// ------------------------------------------------------------------
|
||||
PlayerSlot placingSlot = ClientIdToPlayerSlot(req.SenderClientId);
|
||||
if (placingSlot == PlayerSlot.None)
|
||||
|
|
@ -229,7 +231,7 @@ namespace TD.Gameplay
|
|||
|
||||
foreach (var tile in footprint)
|
||||
{
|
||||
if (loader.GetOwner(tile) != placingSlot)
|
||||
if (!loader.HasBuildPermission(tile, placingSlot))
|
||||
{
|
||||
Reject(req, PlacementRejectionReason.WrongOwner);
|
||||
return;
|
||||
|
|
@ -533,37 +535,67 @@ namespace TD.Gameplay
|
|||
// ----- Path-validity BFS ------------------------------------------
|
||||
|
||||
/// <summary>
|
||||
/// Returns true if every spawner in <paramref name="placingSlot"/>'s zone can still
|
||||
/// reach an exit tile (any leak exit tile OR any goal tile) via walkable tiles,
|
||||
/// given the current state of <c>LevelLoader</c>'s runtime walkability grid.
|
||||
/// Returns true if the map's mazes are still solvable with the candidate footprint in
|
||||
/// place — every spawner can still reach an exit tile (any leak exit from its own zone,
|
||||
/// OR any goal tile) via walkable tiles, given <c>LevelLoader</c>'s runtime grid.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Mirrors bake-time P5-4. Runs a BFS per spawner against the runtime walkability
|
||||
/// grid. Reuses <see cref="bfsQueue"/> and <see cref="bfsVisited"/> scratch
|
||||
/// collections (cleared between BFS runs) to avoid GC allocation per call.
|
||||
/// <para>Mirrors bake-time P5-4. Reuses <see cref="bfsQueue"/> and <see cref="bfsVisited"/>
|
||||
/// scratch collections (cleared between BFS runs) to avoid GC allocation per call.</para>
|
||||
///
|
||||
/// <para><b>Scope depends on the map's build rule.</b> Under
|
||||
/// <see cref="BuildAccess.OwnerOnly"/> a player can only build inside their own zone, so
|
||||
/// their footprint can only ever strand their OWN spawners — checking
|
||||
/// <paramref name="placingSlot"/>'s zone alone is both sufficient and cheapest. Under
|
||||
/// <see cref="BuildAccess.Shared"/> anyone can wall off anyone's lane, so every zone has to
|
||||
/// be checked or a player could strand a teammate's spawner and leave its enemies with no
|
||||
/// route at all.</para>
|
||||
/// </remarks>
|
||||
private bool CheckPathValidity(LevelLoader loader, PlayerSlot slot,
|
||||
private bool CheckPathValidity(LevelLoader loader, PlayerSlot placingSlot,
|
||||
HashSet<Vector2Int> virtualBlocked = null)
|
||||
{
|
||||
var levelData = loader.LevelData;
|
||||
if (levelData?.PlayerZones == null) return true;
|
||||
|
||||
if (loader.BuildAccess == BuildAccess.Shared)
|
||||
{
|
||||
foreach (var zone in levelData.PlayerZones)
|
||||
{
|
||||
if (!ZoneSpawnersCanReachExit(loader, levelData, zone, virtualBlocked))
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
// Find the PlayerZoneData for this slot.
|
||||
PlayerZoneData zoneData = null;
|
||||
foreach (var zone in levelData.PlayerZones)
|
||||
{
|
||||
if (zone.Owner == slot) { zoneData = zone; break; }
|
||||
if (zone.Owner == placingSlot)
|
||||
return ZoneSpawnersCanReachExit(loader, levelData, zone, virtualBlocked);
|
||||
}
|
||||
if (zoneData == null || zoneData.Spawners == null || zoneData.Spawners.Length == 0)
|
||||
|
||||
// Placing player has no zone — nothing of theirs to strand.
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Runs the reachability BFS for every spawner in one zone. Returns true if they can all
|
||||
/// still reach an exit (or the zone has no spawners to strand).
|
||||
/// </summary>
|
||||
private bool ZoneSpawnersCanReachExit(LevelLoader loader, LevelData levelData,
|
||||
PlayerZoneData zoneData,
|
||||
HashSet<Vector2Int> virtualBlocked)
|
||||
{
|
||||
if (zoneData?.Spawners == null || zoneData.Spawners.Length == 0)
|
||||
{
|
||||
// No spawners means nothing to block — treat as valid.
|
||||
return true;
|
||||
}
|
||||
|
||||
// Build the exit tile set: union of all leak exit tiles and all goal tiles.
|
||||
var exitTiles = BuildExitTileSet(levelData, slot);
|
||||
// Build the exit tile set: this zone's leak exits, plus all goal tiles.
|
||||
var exitTiles = BuildExitTileSet(levelData, zoneData.Owner);
|
||||
if (exitTiles.Count == 0)
|
||||
{
|
||||
Debug.LogWarning($"[TowerPlacementManager] Zone {slot} has no exit tiles. " +
|
||||
Debug.LogWarning($"[TowerPlacementManager] Zone {zoneData.Owner} has no exit tiles. " +
|
||||
$"This should have been caught at bake time (P5-8).");
|
||||
return true;
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue