We've got enemies and movement!!
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Assets/_Project/Scripts/Gameplay/EnemyMovement.cs
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Assets/_Project/Scripts/Gameplay/EnemyMovement.cs
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// Assets/_Project/Scripts/Gameplay/EnemyMovement.cs
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using System.Collections.Generic;
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using Unity.Netcode;
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using UnityEngine;
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using TD.Core;
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using TD.Levels;
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namespace TD.Gameplay
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{
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/// <summary>
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/// Server-authoritative enemy movement along a dynamically computed A* path.
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/// </summary>
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/// <remarks>
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/// <b>Initialization:</b> Call <see cref="InitializeServer"/> after <c>Instantiate</c>
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/// and before <c>NetworkObject.Spawn()</c>. Provides the base move speed (from
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/// <see cref="EnemyDefinition.MoveSpeed"/>) and the tile the enemy spawned on.
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///
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/// <b>Path lifecycle:</b>
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/// <list type="bullet">
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/// <item><see cref="OnNetworkSpawn"/> (server): queries <see cref="PathfindingService"/>
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/// and stores the tile waypoint list.</item>
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/// <item>Each frame: moves toward the world center of <c>remainingPath[0]</c>.
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/// When within snap distance, pops the waypoint and checks for zone transitions.</item>
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/// <item>When <see cref="PathfindingService.OnPathsInvalidated"/> fires (tower placed /
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/// sold), <see cref="RecomputePath"/> reruns A* from the current tile.</item>
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/// <item>When <c>remainingPath</c> is empty after a pop, the enemy has reached the
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/// goal — <see cref="OnReachedGoal"/> fires and the enemy is despawned.</item>
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/// </list>
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///
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/// <b>Zone leak tracking:</b> Each time a waypoint is popped, <see cref="LevelLoader.GetOwner"/>
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/// is compared against <c>currentZone</c>. A change means the enemy has crossed a zone
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/// boundary. <see cref="OnZoneLeaked"/> fires with the zone being LEFT so <c>WaveManager</c>
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/// can debit the correct player's life pool.
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///
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/// <b>Speed:</b> Effective speed = <c>moveSpeed * EnemyStatus.GetSpeedMultiplier()</c>.
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/// <c>EnemyStatus</c> replicates the multiplier as a NetworkVariable so movement looks
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/// correct on all peers.
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///
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/// <b>Movement replication:</b> Requires a <c>NetworkTransform</c> on the prefab.
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/// Position is written by the server; <c>NetworkTransform</c> interpolates on clients.
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/// </remarks>
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[RequireComponent(typeof(NetworkObject))]
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[RequireComponent(typeof(EnemyHealth))]
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[RequireComponent(typeof(EnemyStatus))]
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public class EnemyMovement : NetworkBehaviour
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{
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// Snap threshold in world units. When sqrMagnitude to the waypoint center
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// drops below this, we count the tile as reached and pop it.
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private const float WaypointSnapSq = 0.04f; // 0.2 world units
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// ----- Pre-spawn init (server-local) ----------------------------------
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private float pendingMoveSpeed;
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private Vector2Int pendingSpawnerTile;
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private bool hasPendingInit;
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// ----- Server-local runtime state -------------------------------------
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private float moveSpeed;
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private List<Vector2Int> remainingPath = new List<Vector2Int>();
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private PlayerSlot currentZone = PlayerSlot.None;
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private EnemyStatus status;
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// ----- Events ---------------------------------------------------------
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/// <summary>
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/// Fired on the server when this enemy crosses from one player zone into another
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/// (or from a neutral zone into a player zone). The argument is the zone being
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/// LEFT — the zone that should be debited a life.
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/// <c>WaveManager</c> subscribes to deduct from the correct player's life pool.
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/// </summary>
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public event System.Action<PlayerSlot> OnZoneLeaked;
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/// <summary>
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/// Fired on the server when the enemy reaches the goal tile.
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/// Carries this component and the enemy's <see cref="EnemyHealth.LivesCost"/>
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/// so <c>WaveManager</c> can deduct the right number of lives in one call.
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/// The NetworkObject is despawned immediately after subscribers return.
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/// </summary>
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public event System.Action<EnemyMovement, int> OnReachedGoal;
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// ----- Server-only pre-spawn init -------------------------------------
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/// <summary>
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/// Called by <c>WaveManager</c> on the server after <c>Instantiate</c> and
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/// before <c>NetworkObject.Spawn()</c>. <paramref name="speed"/> comes from
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/// <see cref="EnemyDefinition.MoveSpeed"/>; <paramref name="spawnerTile"/> is
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/// the tile the enemy spawns on (used as the A* start node).
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/// </summary>
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public void InitializeServer(float speed, Vector2Int spawnerTile)
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{
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pendingMoveSpeed = speed;
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pendingSpawnerTile = spawnerTile;
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hasPendingInit = true;
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}
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// ----- NGO lifecycle --------------------------------------------------
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public override void OnNetworkSpawn()
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{
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status = GetComponent<EnemyStatus>();
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if (!IsServer) return;
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if (!hasPendingInit)
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{
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Debug.LogError("[EnemyMovement] OnNetworkSpawn reached without InitializeServer " +
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"having been called. Enemy will not move.");
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return;
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}
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moveSpeed = pendingMoveSpeed;
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// Resolve starting zone from the spawner tile.
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var loader = LevelLoader.Instance;
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if (loader != null)
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currentZone = loader.GetOwner(pendingSpawnerTile);
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// Compute the initial path from the spawn tile to the nearest goal.
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ComputeAndStorePath(pendingSpawnerTile);
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// Recompute when a tower is placed or sold.
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if (PathfindingService.Instance != null)
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PathfindingService.Instance.OnPathsInvalidated += RecomputePath;
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}
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public override void OnNetworkDespawn()
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{
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if (PathfindingService.Instance != null)
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PathfindingService.Instance.OnPathsInvalidated -= RecomputePath;
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}
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// ----- Server update --------------------------------------------------
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private void Update()
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{
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if (!IsServer) return;
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if (remainingPath.Count == 0) return;
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float effectiveSpeed = moveSpeed * (status != null ? status.GetSpeedMultiplier() : 1f);
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Vector3 targetWorld = GridCoordinates.GridToWorld(remainingPath[0]);
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Vector3 toTarget = targetWorld - transform.position;
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if (toTarget.sqrMagnitude <= WaypointSnapSq)
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{
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// Snap to the tile center then handle the waypoint transition.
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transform.position = targetWorld;
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AdvanceWaypoint();
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}
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else
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{
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transform.position += toTarget.normalized * (effectiveSpeed * Time.deltaTime);
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// Face the direction of travel.
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if (toTarget.sqrMagnitude > 0.0001f)
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transform.rotation = Quaternion.LookRotation(toTarget);
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}
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}
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// ----- Path management ------------------------------------------------
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private void AdvanceWaypoint()
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{
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Vector2Int arrivedTile = remainingPath[0];
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remainingPath.RemoveAt(0);
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CheckZoneTransition(arrivedTile);
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if (remainingPath.Count == 0)
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HandleGoalReached();
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}
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private void CheckZoneTransition(Vector2Int tile)
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{
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var loader = LevelLoader.Instance;
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if (loader == null) return;
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PlayerSlot newZone = loader.GetOwner(tile);
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if (newZone == currentZone) return;
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// The enemy is leaving currentZone — debit that player's life pool.
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if (currentZone != PlayerSlot.None)
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OnZoneLeaked?.Invoke(currentZone);
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currentZone = newZone;
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}
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private void HandleGoalReached()
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{
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var health = GetComponent<EnemyHealth>();
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int livesCost = health != null ? health.LivesCost : 1;
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OnReachedGoal?.Invoke(this, livesCost);
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NetworkObject.Despawn();
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}
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// ----- Path invalidation ----------------------------------------------
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// Called on server when LevelLoader.OnWalkabilityChanged fires (tower placed/sold).
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private void RecomputePath()
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{
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if (!IsServer) return;
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// Recompute from the enemy's current tile position.
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Vector2Int currentTile = GridCoordinates.WorldToGrid(transform.position);
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ComputeAndStorePath(currentTile);
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}
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private void ComputeAndStorePath(Vector2Int fromTile)
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{
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var service = PathfindingService.Instance;
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if (service == null)
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{
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Debug.LogWarning("[EnemyMovement] PathfindingService not found. Enemy will not move.");
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return;
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}
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remainingPath = service.ComputePath(fromTile);
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if (remainingPath.Count == 0)
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Debug.LogWarning($"[EnemyMovement] No path found from {fromTile}. " +
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"TowerPlacementManager should have prevented a full block.");
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}
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}
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}
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