Painted units correspond to damage types

This commit is contained in:
Ben Calegari 2026-06-09 21:50:03 -07:00
parent 04ead32846
commit 2be2e52fe4
3 changed files with 242 additions and 75 deletions

View file

@ -1,4 +1,5 @@
// Assets/_Project/Scripts/Combat/Projectile.cs
using Unity.Netcode;
using UnityEngine;
using TD.Core;
@ -47,6 +48,21 @@ namespace TD.Combat
private PlayerSlot sourceOwner;
private bool initialized;
// Paint tint. Set pre-spawn (pendingTint), committed to the replicated
// NetworkVariable in OnNetworkSpawn on the server, and applied as a mesh tint
// on every client so a painted tower's projectiles match its color.
private PaintColor pendingTint;
private readonly NetworkVariable<PaintColor> tintColor =
new(
PaintColor.None,
NetworkVariableReadPermission.Everyone,
NetworkVariableWritePermission.Server);
private MaterialPropertyBlock tintBlock;
private static readonly int ColorPropertyId = Shader.PropertyToID("_Color");
private static readonly int BaseColorPropertyId = Shader.PropertyToID("_BaseColor");
private static readonly Collider[] s_overlapBuffer = new Collider[32];
// ----- Pre-spawn init ---------------------------------------------
@ -67,7 +83,8 @@ namespace TD.Combat
float effectDuration,
float speed,
LayerMask enemyLayerMask,
PlayerSlot sourceOwner)
PlayerSlot sourceOwner,
PaintColor tint = PaintColor.None)
{
this.target = target;
this.damage = damage;
@ -80,6 +97,7 @@ namespace TD.Combat
this.speed = speed;
this.enemyLayerMask = enemyLayerMask;
this.sourceOwner = sourceOwner;
this.pendingTint = tint;
initialized = true;
if (targetType == TargetType.Chain)
@ -87,6 +105,43 @@ namespace TD.Combat
"This projectile will hit the primary target only.");
}
// ----- Spawn lifecycle (tint) -------------------------------------
public override void OnNetworkSpawn()
{
// Commit the pre-spawn tint on the server; NGO includes this write in the
// initial sync so every client reads the right value in its OnNetworkSpawn.
if (IsServer)
tintColor.Value = pendingTint;
tintColor.OnValueChanged += HandleTintChanged;
ApplyTint();
}
public override void OnNetworkDespawn()
{
tintColor.OnValueChanged -= HandleTintChanged;
}
private void HandleTintChanged(PaintColor previous, PaintColor current) => ApplyTint();
// Tints all renderers to the paint color via a MaterialPropertyBlock. No-op when
// unpainted so the prefab's authored projectile material shows through.
private void ApplyTint()
{
if (tintColor.Value == PaintColor.None) return;
Color c = PaintColors.Get(tintColor.Value);
c.a = 1f;
tintBlock ??= new MaterialPropertyBlock();
tintBlock.SetColor(ColorPropertyId, c);
tintBlock.SetColor(BaseColorPropertyId, c);
foreach (var rend in GetComponentsInChildren<Renderer>())
rend.SetPropertyBlock(tintBlock);
}
// ----- Server movement + hit detection ----------------------------
private void Update()
@ -138,6 +193,7 @@ namespace TD.Combat
HitEnemy(eh);
}
}
break;
}
}

View file

@ -226,73 +226,162 @@ namespace TD.Combat
{
Vector3 targetPos = currentTarget.transform.position;
// Resolve the effective combat profile for this shot: the tower's authored
// stats, overridden by its Paint color (Red = splash, Green = poison DoT,
// Blue = slow). Unpainted towers fire exactly as authored.
PaintColor paint = towerInstance.Paint;
CombatProfile profile = BuildProfile(def, paint);
if (def.ProjectilePrefab == null)
{
// Hitscan — apply damage this frame.
ApplyDamageToTarget(def, currentTarget, targetPos);
ApplyDamageToTarget(profile, currentTarget, targetPos);
}
else
{
SpawnProjectile(def, currentTarget);
SpawnProjectile(def, profile, paint, currentTarget);
}
FireClientRpc(targetPos);
}
// ----- Paint → combat effect tuning --------------------------------
//
// Paint overrides the tower's effect profile (paint takes precedence over any
// authored effect). Centralized here so the numbers are easy to find and tweak;
// promote to a ScriptableObject if designers need to tune them without a recompile.
private const float PaintSplashRadius = 2.0f; // world units (tiles)
private const float PaintPoisonDpsFraction = 0.5f; // DoT/sec = base Damage × this
private const float PaintPoisonDuration = 3.0f; // seconds
private const float PaintSlowSpeedRetained = 0.5f; // Cold magnitude: 0.5 = half speed
private const float PaintSlowDuration = 2.0f; // seconds
// The firing-relevant stats for a single shot, after applying paint overrides.
// Mirrors the TowerDefinition fields the firing path reads so the rest of the
// code is agnostic to whether a value came from the asset or from paint.
private readonly struct CombatProfile
{
public readonly float Damage;
public readonly DamageType DamageType;
public readonly TargetType TargetType;
public readonly float SplashRadius;
public readonly float SlowFactor;
public readonly float DotDamagePerSecond;
public readonly float EffectDuration;
public readonly float ProjectileSpeed;
public readonly int ChainCount;
public readonly float ChainRange;
public CombatProfile(float damage, DamageType damageType, TargetType targetType,
float splashRadius, float slowFactor, float dotDamagePerSecond,
float effectDuration, float projectileSpeed, int chainCount, float chainRange)
{
Damage = damage;
DamageType = damageType;
TargetType = targetType;
SplashRadius = splashRadius;
SlowFactor = slowFactor;
DotDamagePerSecond = dotDamagePerSecond;
EffectDuration = effectDuration;
ProjectileSpeed = projectileSpeed;
ChainCount = chainCount;
ChainRange = chainRange;
}
}
private static CombatProfile BuildProfile(TowerDefinition def, PaintColor paint)
{
// Start from the tower's authored stats.
float damage = def.Damage;
DamageType damageType = def.DamageType;
TargetType targetType = def.TargetType;
float splash = def.SplashRadius;
float slow = def.SlowFactor;
float dot = def.DotDamagePerSecond;
float duration = def.EffectDuration;
switch (paint)
{
case PaintColor.Red: // area splash
targetType = TargetType.Splash;
splash = PaintSplashRadius;
break;
case PaintColor.Green: // poison damage-over-time
damageType = DamageType.Poison;
dot = def.Damage * PaintPoisonDpsFraction;
duration = PaintPoisonDuration;
break;
case PaintColor.Blue: // chilling slow
damageType = DamageType.Cold;
slow = PaintSlowSpeedRetained;
duration = PaintSlowDuration;
break;
case PaintColor.None:
default:
break; // fire as authored
}
return new CombatProfile(damage, damageType, targetType, splash, slow, dot,
duration, def.ProjectileSpeed, def.ChainCount, def.ChainRange);
}
// ----- Damage application ------------------------------------------
private void ApplyDamageToTarget(TowerDefinition def, EnemyHealth primary, Vector3 primaryPos)
private void ApplyDamageToTarget(in CombatProfile p, EnemyHealth primary, Vector3 primaryPos)
{
PlayerSlot owner = towerInstance.Owner;
switch (def.TargetType)
switch (p.TargetType)
{
case TargetType.Single:
HitEnemy(def, primary, owner);
HitEnemy(p, primary, owner);
break;
case TargetType.Splash:
HitEnemy(def, primary, owner);
ApplySplash(def, primary, primaryPos, owner);
HitEnemy(p, primary, owner);
ApplySplash(p, primary, primaryPos, owner);
break;
case TargetType.Chain:
ApplyChain(def, primary, owner);
ApplyChain(p, primary, owner);
break;
}
}
private void ApplySplash(TowerDefinition def, EnemyHealth primary,
private void ApplySplash(in CombatProfile p, EnemyHealth primary,
Vector3 origin, PlayerSlot owner)
{
if (def.SplashRadius <= 0f) return;
if (p.SplashRadius <= 0f) return;
int count = Physics.OverlapSphereNonAlloc(
origin, def.SplashRadius, s_overlapBuffer, enemyLayerMask);
origin, p.SplashRadius, s_overlapBuffer, enemyLayerMask);
for (int i = 0; i < count; i++)
{
var eh = s_overlapBuffer[i].GetComponent<EnemyHealth>();
if (eh == null || eh.IsDead || (object)eh == (object)primary) continue;
HitEnemy(def, eh, owner);
HitEnemy(p, eh, owner);
}
}
private void ApplyChain(TowerDefinition def, EnemyHealth primary, PlayerSlot owner)
private void ApplyChain(in CombatProfile p, EnemyHealth primary, PlayerSlot owner)
{
var hitPositions = new List<Vector3> { primary.transform.position };
var alreadyHit = new HashSet<EnemyHealth> { primary };
HitEnemy(def, primary, owner);
HitEnemy(p, primary, owner);
EnemyHealth current = primary;
for (int jump = 0; jump < def.ChainCount; jump++)
for (int jump = 0; jump < p.ChainCount; jump++)
{
EnemyHealth next = null;
float bestSqr = float.MaxValue;
int count = Physics.OverlapSphereNonAlloc(
current.transform.position, def.ChainRange, s_overlapBuffer, enemyLayerMask);
current.transform.position, p.ChainRange, s_overlapBuffer, enemyLayerMask);
for (int i = 0; i < count; i++)
{
@ -307,40 +396,41 @@ namespace TD.Combat
alreadyHit.Add(next);
hitPositions.Add(next.transform.position);
HitEnemy(def, next, owner);
HitEnemy(p, next, owner);
current = next;
}
ChainFiredClientRpc(hitPositions.ToArray());
}
private void HitEnemy(TowerDefinition def, EnemyHealth target, PlayerSlot owner)
private void HitEnemy(in CombatProfile p, EnemyHealth target, PlayerSlot owner)
{
target.TakeDamage(def.Damage, def.DamageType, owner);
ApplyStatusEffect(def, target, owner);
target.TakeDamage(p.Damage, p.DamageType, owner);
ApplyStatusEffect(p, target, owner);
}
private void ApplyStatusEffect(TowerDefinition def, EnemyHealth target, PlayerSlot owner)
private void ApplyStatusEffect(in CombatProfile p, EnemyHealth target, PlayerSlot owner)
{
if (def.EffectDuration <= 0f) return;
if (p.EffectDuration <= 0f) return;
float magnitude = def.DamageType switch
float magnitude = p.DamageType switch
{
DamageType.Cold => def.SlowFactor,
DamageType.Fire => def.DotDamagePerSecond,
DamageType.Poison => def.DotDamagePerSecond,
DamageType.Cold => p.SlowFactor,
DamageType.Fire => p.DotDamagePerSecond,
DamageType.Poison => p.DotDamagePerSecond,
_ => 0f,
};
if (magnitude <= 0f) return;
target.GetComponent<EnemyStatus>()
?.ApplyEffect(def.DamageType, magnitude, def.EffectDuration, owner);
?.ApplyEffect(p.DamageType, magnitude, p.EffectDuration, owner);
}
// ----- Projectile spawning -----------------------------------------
private void SpawnProjectile(TowerDefinition def, EnemyHealth target)
private void SpawnProjectile(TowerDefinition def, in CombatProfile p,
PaintColor tint, EnemyHealth target)
{
var go = Instantiate(def.ProjectilePrefab, transform.position, Quaternion.identity);
@ -356,16 +446,17 @@ namespace TD.Combat
proj.InitializeServer(
target,
def.Damage,
def.DamageType,
def.TargetType,
def.SplashRadius,
def.SlowFactor,
def.DotDamagePerSecond,
def.EffectDuration,
def.ProjectileSpeed,
p.Damage,
p.DamageType,
p.TargetType,
p.SplashRadius,
p.SlowFactor,
p.DotDamagePerSecond,
p.EffectDuration,
p.ProjectileSpeed,
enemyLayerMask,
towerInstance.Owner);
towerInstance.Owner,
tint);
go.GetComponent<NetworkObject>().Spawn();
}

View file

@ -155,10 +155,30 @@ Flagged for revisit; not blocking anything.
- Center-on-builder hotkey (e.g., Space)
- Initial camera position taking race or match phase into account
### 1.10 Tower Customization & Meta-Progression (DEFERRED — DESIGN CAPTURED)
### 1.10 Tower Customization & Meta-Progression (DEFERRED — DESIGN CAPTURED; IN-MATCH PAINT v1 + EFFECTS IMPLEMENTED)
Long-term cross-match progression loop. Recorded here so Phase 1.8 race-system design and Phase 2 visual prototype work can anticipate the customization data model when they're scheduled. Not blocking Phase 1 exit criteria — a single match is fully playable without it.
**Implemented — in-match paint v1 + paint-driven effects (2026-06-03 / 2026-06-09)**
A first-pass, in-match paint mechanic is built, verified in-engine, and now drives both tower visuals **and** projectile behavior.
Paint UI + recolor (2026-06-03):
- **Build / Paint tabs** in the command grid (shown when the builder is selected). Build tab is the existing tower menu.
- **Paint tab:** Red / Green / Blue swatches plus a **Reset** (clear) brush, selectable by click or **Q / W / E / R** hotkeys. The active brush swaps the cursor to a tinted paint circle.
- **Click a tower you own → recolors it**; Reset reverts it to its owner color.
- **Server-authoritative & networked:** `PaintColor` enum + `paintColor` `NetworkVariable` on `TowerInstance`, set via `RequestPaintServerRpc` (own-tower-only validation), replicated to all clients. Tint applied through the existing `MaterialPropertyBlock` path (`TowerInstance.ApplyTint`, which falls back to all child `MeshRenderer`s when none are explicitly listed).
- **New code:** `TowerPaintController` (client-local, mirrors `TowerPlacementController`), `PaintColors` palette in Core, Paint tab + swatches in `HUDController`.
Paint-driven combat effects (2026-06-09):
- `TowerCombat` resolves an effective **`CombatProfile`** per shot from the tower's `TowerDefinition` overridden by its `Paint` color, threaded through both the projectile and hitscan paths (unpainted towers fire as authored).
- **Red = Splash** (radius 2 tiles), **Green = Poison DoT** (½ base damage/sec for 3s), **Blue = Cold slow** (50% speed for 2s). Reuses the existing `EnemyStatus.ApplyEffect` / splash systems. Magnitudes are named constants in `TowerCombat` (promote to a ScriptableObject if designer tuning without recompile is needed).
- **Projectiles tint to the paint color**, replicated via a `PaintColor` `NetworkVariable` on `Projectile` (same pre-spawn → `OnNetworkSpawn` pattern as `TowerInstance`).
Still pending for the full meta-progression:
- Persistence / player profile, end-of-match reward rolls, decals, stat-modifier stack, layering / set bonuses, and the customization menu — all remain deferred as described below.
- The current paint→effect mapping is **override** (paint replaces authored effects) and a fixed 3-color set; the eventual customization system will generalize this to a layered modifier stack drawn from a reward pool.
**Core concept**
- Every player starts each match with the same **base tower set** — a small fixed roster (universal or per-race; see open question below).