remove deprecated buff system
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35ea90f71b
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22 changed files with 11 additions and 615 deletions
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m_Name: ExtraDamage25
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m_EditorClassIdentifier: Assembly-CSharp::TD.Gameplay.BuffDefinition
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DisplayName: 25% Increased Damage
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Stat: 0
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Multiplier: 1.25
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m_Script: {fileID: 11500000, guid: 516e8faec948a4b3d977ec019376c438, type: 3}
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m_Name: OffensiveBuffs
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m_EditorClassIdentifier: Assembly-CSharp::TD.Gameplay.BuffCategory
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DisplayName: Offensive Buffs
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Cost: 5
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Pool:
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@ -20,7 +20,7 @@ MonoBehaviour:
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Radius: 5
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enemyLayerMask:
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m_Bits: 1024
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@ -13,7 +13,6 @@ GameObject:
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@ -53,7 +52,7 @@ MonoBehaviour:
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@ -107,21 +106,6 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier: Assembly-CSharp::TD.Gameplay.PlayerMatchState
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@ -67,11 +67,6 @@ namespace TD.Combat
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// Cached on OnNetworkSpawn — avoids GetComponent every Update.
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private TowerInstance towerInstance;
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// Lazily resolved on first attack — the owner's slot isn't guaranteed to be
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// set at spawn time, so we defer the lookup until combat actually begins.
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private PlayerBuffManager ownerBuffManager;
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private bool buffManagerResolved;
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// Shared OverlapSphere result buffer. 32 covers any realistic enemy
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// density; size up if profiling reveals overflow.
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private static readonly Collider[] s_overlapBuffer = new Collider[32];
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@ -239,25 +234,6 @@ namespace TD.Combat
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ClearTarget();
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}
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// ----- Buff multiplier lookup -------------------------------------
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// Resolved lazily on the first attack because the owner slot NetworkVariable
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// may not yet have replicated by the time OnNetworkSpawn runs.
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private PlayerBuffManager GetOwnerBuffManager()
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{
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if (buffManagerResolved) return ownerBuffManager;
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var slot = towerInstance.Owner;
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if (slot == PlayerSlot.None) return null;
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var matchState = PlayerMatchState.GetForSlot(slot);
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if (matchState == null) return null;
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ownerBuffManager = matchState.GetComponent<PlayerBuffManager>();
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buffManagerResolved = true;
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return ownerBuffManager;
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}
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// ----- Attack tick -------------------------------------------------
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private void TickAttack(TowerDefinition def)
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@ -265,9 +241,7 @@ namespace TD.Combat
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attackCooldown -= Time.deltaTime;
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if (attackCooldown > 0f) return;
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float effectiveFireRate = def.AttacksPerSecond
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* (GetOwnerBuffManager()?.GetMultiplier(BuffStat.AttackSpeed) ?? 1f);
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attackCooldown = 1f / effectiveFireRate;
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attackCooldown = 1f / def.AttacksPerSecond;
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Fire(def);
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}
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@ -484,9 +458,7 @@ namespace TD.Combat
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private void HitEnemy(in CombatProfile p, EnemyHealth target, PlayerSlot owner)
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{
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var multiplier = GetOwnerBuffManager()?.GetMultiplier(BuffStat.Damage) ?? 1f;
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float effectiveDamage = p.Damage * multiplier;
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target.TakeDamage(effectiveDamage, p.DamageType, owner);
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target.TakeDamage(p.Damage, p.DamageType, owner);
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ApplyStatusEffect(p, target, owner);
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}
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@ -525,11 +497,9 @@ namespace TD.Combat
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return;
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}
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float effectiveDamage = def.Damage
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* (GetOwnerBuffManager()?.GetMultiplier(BuffStat.Damage) ?? 1f);
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proj.InitializeServer(
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target,
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effectiveDamage,
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def.Damage,
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p.DamageType,
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p.TargetType,
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p.SplashRadius,
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@ -1,12 +0,0 @@
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// Assets/_Project/Scripts/Core/BuffStat.cs
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namespace TD.Core
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{
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/// <summary>
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/// Identifies which tower stat a <see cref="TD.Gameplay.BuffDefinition"/> modifies.
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/// </summary>
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public enum BuffStat : byte
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{
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Damage = 0,
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AttackSpeed = 1,
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}
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}
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@ -1,2 +0,0 @@
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fileFormatVersion: 2
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guid: fc84fec503f24bc7693ee29558f45d27
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@ -1,61 +0,0 @@
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// Assets/_Project/Scripts/Gameplay/ActiveBuff.cs
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using System;
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using Unity.Collections;
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using Unity.Netcode;
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using TD.Core;
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namespace TD.Gameplay
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{
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/// <summary>
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/// One buff currently held by a player. Stored in
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/// <see cref="PlayerBuffManager"/>'s NetworkList so all peers see the same set.
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/// </summary>
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/// <remarks>
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/// <para><b>IEquatable.</b> NGO's NetworkList indexer setter short-circuits when
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/// Equals returns true, silently dropping the write. Every mutable field
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/// (only <see cref="IsActive"/>) is included in the comparison so toggling a
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/// buff correctly propagates to clients.</para>
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/// </remarks>
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public struct ActiveBuff : INetworkSerializable, IEquatable<ActiveBuff>
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{
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/// <summary>Which tower stat this buff multiplies.</summary>
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public BuffStat Stat;
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/// <summary>Multiplicative factor, e.g. 1.25 for +25%.</summary>
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public float Multiplier;
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/// <summary>
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/// False when disabled (e.g. by an enemy ability). Excluded from
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/// <see cref="PlayerBuffManager.GetMultiplier"/> while false.
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/// </summary>
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public bool IsActive;
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/// <summary>Human-readable name for the HUD buff list.</summary>
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public FixedString64Bytes DisplayName;
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// ----- INetworkSerializable ---------------------------------------
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public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
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{
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byte statByte = (byte)Stat;
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serializer.SerializeValue(ref statByte);
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Stat = (BuffStat)statByte;
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serializer.SerializeValue(ref Multiplier);
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serializer.SerializeValue(ref IsActive);
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serializer.SerializeValue(ref DisplayName);
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}
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// ----- IEquatable -------------------------------------------------
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public bool Equals(ActiveBuff other)
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=> Stat == other.Stat
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&& Multiplier == other.Multiplier
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&& IsActive == other.IsActive
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&& DisplayName == other.DisplayName;
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public override bool Equals(object obj) => obj is ActiveBuff other && Equals(other);
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public override int GetHashCode() => HashCode.Combine((int)Stat, Multiplier, IsActive);
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}
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}
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@ -1,2 +0,0 @@
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fileFormatVersion: 2
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guid: b09203f8acc450bf3b3c4bd8ef3fe84e
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@ -1,23 +0,0 @@
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// Assets/_Project/Scripts/Gameplay/BuffCategory.cs
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using UnityEngine;
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namespace TD.Gameplay
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{
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/// <summary>
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/// A purchasable category of buffs. The player pays <see cref="Cost"/> gold
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/// and receives a randomly chosen <see cref="BuffDefinition"/> from <see cref="Pool"/>.
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/// </summary>
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[CreateAssetMenu(fileName = "BuffCategory", menuName = "TD/Buffs/Buff Category")]
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public class BuffCategory : ScriptableObject
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{
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[Tooltip("Name shown on the buff menu purchase button.")]
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public string DisplayName;
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[Tooltip("Gold cost to purchase one random buff from this category.")]
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[Min(0)]
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public int Cost;
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[Tooltip("Set of buffs the player can receive. One is chosen uniformly at random.")]
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public BuffDefinition[] Pool;
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}
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}
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@ -1,2 +0,0 @@
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fileFormatVersion: 2
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guid: 516e8faec948a4b3d977ec019376c438
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@ -1,24 +0,0 @@
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// Assets/_Project/Scripts/Gameplay/BuffDefinition.cs
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using UnityEngine;
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using TD.Core;
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namespace TD.Gameplay
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{
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/// <summary>
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/// One possible buff that can be awarded to a player. Lives in a
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/// <see cref="BuffCategory"/>'s pool and is drawn randomly on purchase.
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/// </summary>
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[CreateAssetMenu(fileName = "BuffDefinition", menuName = "TD/Buffs/Buff Definition")]
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public class BuffDefinition : ScriptableObject
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{
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[Tooltip("Name shown in the buff menu and tooltip.")]
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public string DisplayName;
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[Tooltip("Which tower stat this buff multiplies.")]
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public BuffStat Stat;
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[Tooltip("Multiplicative factor applied to the stat. 1.25 = +25%.")]
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[Min(1f)]
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public float Multiplier = 1.25f;
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}
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}
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fileFormatVersion: 2
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guid: b01f9aea62ee8a1c1991bb2a097de224
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@ -151,13 +151,6 @@ namespace TD.Gameplay
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// controllers handle right-click as cancel there) and when over HUD.
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if (isModal) return;
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// B: toggle buff menu.
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if (keyboard != null && keyboard.bKey.wasPressedThisFrame
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&& !HUDController.IsTextInputActive)
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{
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HUDController.Instance?.ToggleBuffMenu();
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}
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// Tab: select the builder, or (if already selected) recenter the camera on it.
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if (keyboard != null && keyboard.tabKey.wasPressedThisFrame
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&& !HUDController.IsTextInputActive)
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@ -9,8 +9,7 @@ namespace TD.Gameplay
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{
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/// <summary>
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/// Per-player set of granted builder effects. Lives on the Player prefab alongside
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/// <see cref="PlayerGoldManager"/>, <see cref="PlayerTowerDeck"/>, and
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/// <see cref="PlayerBuffManager"/>.
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/// <see cref="PlayerGoldManager"/> and <see cref="PlayerTowerDeck"/>.
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/// </summary>
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/// <remarks>
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/// <para><b>List of granted kinds.</b> A builder effect carries no per-grant state (no
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@ -1,195 +0,0 @@
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// Assets/_Project/Scripts/Gameplay/PlayerBuffManager.cs
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using System.Collections.Generic;
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using Unity.Collections;
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using Unity.Netcode;
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using UnityEngine;
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using TD.Core;
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namespace TD.Gameplay
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{
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/// <summary>
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/// Holds all buffs currently owned by one player. Lives on the Player prefab
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/// alongside <see cref="PlayerGoldManager"/> and <see cref="PlayerMatchState"/>.
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/// </summary>
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/// <remarks>
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/// <para><b>Purchase flow.</b> The owning client calls
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/// <see cref="RequestPurchaseBuffRpc"/> with a category index. The server
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/// validates gold, deducts the cost, picks a random
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/// <see cref="BuffDefinition"/> from the category's pool, and appends an
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/// <see cref="ActiveBuff"/> to the replicated <see cref="buffs"/> list.</para>
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///
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/// <para><b>Multiplier query.</b> <see cref="GetMultiplier"/> is called by
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/// <see cref="TD.Combat.TowerCombat"/> on the server each time a tower fires.
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/// It multiplies all active buffs for the requested stat together.</para>
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///
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/// <para><b>Enable / disable.</b> Enemies can call <see cref="ServerDisableBuff"/>
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/// and <see cref="ServerEnableBuff"/> by index to temporarily suppress buffs
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/// without removing them from the list.</para>
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/// </remarks>
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public class PlayerBuffManager : NetworkBehaviour
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{
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// ----- Static registry (mirrors PlayerGoldManager pattern) -----------
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private static readonly Dictionary<ulong, PlayerBuffManager> s_byClientId
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= new Dictionary<ulong, PlayerBuffManager>();
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/// <summary>Returns the PlayerBuffManager owned by the given client, or null.</summary>
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public static PlayerBuffManager GetForClient(ulong clientId)
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{
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s_byClientId.TryGetValue(clientId, out var mgr);
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return mgr;
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}
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/// <summary>Convenience: the local client's own buff manager.</summary>
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public static PlayerBuffManager Local
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{
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get
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{
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var nm = NetworkManager.Singleton;
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if (nm == null) return null;
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return GetForClient(nm.LocalClientId);
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}
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}
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// ----- Inspector ------------------------------------------------------
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[Tooltip("Purchasable buff categories shown in the buff menu. Index in this " +
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"array is the categoryIndex passed to RequestPurchaseBuffRpc.")]
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[SerializeField] private BuffCategory[] categories;
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private NetworkList<ActiveBuff> buffs;
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private void Awake()
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{
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buffs = new NetworkList<ActiveBuff>();
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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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s_byClientId[OwnerClientId] = this;
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}
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public override void OnNetworkDespawn()
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{
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if (s_byClientId.TryGetValue(OwnerClientId, out var registered) && registered == this)
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s_byClientId.Remove(OwnerClientId);
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}
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// ----- Public API -------------------------------------------------
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/// <summary>
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/// Returns the combined multiplier for <paramref name="stat"/> across all
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/// active buffs owned by this player. Returns 1.0 if no matching buffs
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/// are active. Safe to call from any peer.
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/// </summary>
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public float GetMultiplier(BuffStat stat)
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{
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float result = 1f;
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for (int i = 0; i < buffs.Count; i++)
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{
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var buff = buffs[i];
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if (buff.Stat == stat && buff.IsActive)
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result *= buff.Multiplier;
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}
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return result;
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}
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/// <summary>
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/// Returns the number of buff categories available, for building the UI.
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/// </summary>
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public int CategoryCount => categories?.Length ?? 0;
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||||
|
||||
/// <summary>Returns the category at the given index, or null.</summary>
|
||||
public BuffCategory GetCategory(int index)
|
||||
=> (categories != null && index >= 0 && index < categories.Length)
|
||||
? categories[index]
|
||||
: null;
|
||||
|
||||
/// <summary>Read-only access to the buff list for UI rendering.</summary>
|
||||
public NetworkList<ActiveBuff> Buffs => buffs;
|
||||
|
||||
// ----- Server helpers ---------------------------------------------
|
||||
|
||||
/// <summary>
|
||||
/// Server-only: disables the buff at <paramref name="index"/>.
|
||||
/// The buff remains in the list and can be re-enabled.
|
||||
/// </summary>
|
||||
public void ServerDisableBuff(int index)
|
||||
{
|
||||
if (!IsServer) return;
|
||||
if (index < 0 || index >= buffs.Count) return;
|
||||
|
||||
var b = buffs[index];
|
||||
if (!b.IsActive) return;
|
||||
b.IsActive = false;
|
||||
buffs[index] = b;
|
||||
}
|
||||
|
||||
/// <summary>Server-only: re-enables the buff at <paramref name="index"/>.</summary>
|
||||
public void ServerEnableBuff(int index)
|
||||
{
|
||||
if (!IsServer) return;
|
||||
if (index < 0 || index >= buffs.Count) return;
|
||||
|
||||
var b = buffs[index];
|
||||
if (b.IsActive) return;
|
||||
b.IsActive = true;
|
||||
buffs[index] = b;
|
||||
}
|
||||
|
||||
// ----- Purchase RPC -----------------------------------------------
|
||||
|
||||
/// <summary>
|
||||
/// Owning-client entry point. Sends a request to the server to purchase
|
||||
/// a random buff from the category at <paramref name="categoryIndex"/>.
|
||||
/// The server validates gold and adds the buff if the purchase succeeds.
|
||||
/// </summary>
|
||||
[Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Owner)]
|
||||
public void RequestPurchaseBuffRpc(int categoryIndex)
|
||||
{
|
||||
if (categories == null || categoryIndex < 0 || categoryIndex >= categories.Length)
|
||||
{
|
||||
Debug.LogWarning("[PlayerBuffManager] RequestPurchaseBuff: invalid category index.");
|
||||
return;
|
||||
}
|
||||
|
||||
var category = categories[categoryIndex];
|
||||
if (category == null || category.Pool == null || category.Pool.Length == 0)
|
||||
{
|
||||
Debug.LogWarning("[PlayerBuffManager] RequestPurchaseBuff: category has no buffs.");
|
||||
return;
|
||||
}
|
||||
|
||||
var goldManager = PlayerGoldManager.GetForClient(OwnerClientId);
|
||||
if (goldManager == null)
|
||||
{
|
||||
Debug.LogError("[PlayerBuffManager] RequestPurchaseBuff: no PlayerGoldManager found.");
|
||||
return;
|
||||
}
|
||||
|
||||
if (goldManager.CurrentGold < category.Cost)
|
||||
{
|
||||
Debug.Log($"[PlayerBuffManager] Client {OwnerClientId} cannot afford " +
|
||||
$"'{category.DisplayName}' (cost {category.Cost}, " +
|
||||
$"gold {goldManager.CurrentGold}).");
|
||||
return;
|
||||
}
|
||||
|
||||
goldManager.DeductGold(category.Cost);
|
||||
|
||||
var def = category.Pool[Random.Range(0, category.Pool.Length)];
|
||||
buffs.Add(new ActiveBuff
|
||||
{
|
||||
Stat = def.Stat,
|
||||
Multiplier = def.Multiplier,
|
||||
IsActive = true,
|
||||
DisplayName = new FixedString64Bytes(def.DisplayName ?? string.Empty),
|
||||
});
|
||||
|
||||
Debug.Log($"[PlayerBuffManager] Client {OwnerClientId} purchased buff " +
|
||||
$"'{def.DisplayName}' ({def.Stat} ×{def.Multiplier}).");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1,2 +0,0 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 7775ee3a2f441b52480aabf54be6c1b6
|
||||
|
|
@ -7,8 +7,8 @@ namespace TD.Gameplay
|
|||
{
|
||||
/// <summary>
|
||||
/// Per-player set of unlocked tower types — the player's "deck". Lives on the
|
||||
/// Player prefab alongside <see cref="PlayerGoldManager"/>,
|
||||
/// <see cref="PlayerMatchState"/>, and <see cref="PlayerBuffManager"/>.
|
||||
/// Player prefab alongside <see cref="PlayerGoldManager"/> and
|
||||
/// <see cref="PlayerMatchState"/>.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// <para><b>Roguelike keystone.</b> Players no longer see every tower in the match
|
||||
|
|
|
|||
|
|
@ -101,10 +101,6 @@ namespace TD.UI
|
|||
|
||||
// Match-end overlay — built once on Start and toggled on Phase changes.
|
||||
private VisualElement matchEndOverlay;
|
||||
|
||||
// Buff menu overlay — toggled by the B key via ToggleBuffMenu().
|
||||
private VisualElement buffMenuOverlay;
|
||||
private VisualElement buffMenuContent;
|
||||
private Label matchEndTitle;
|
||||
|
||||
// Draft overlay (roguelike between-waves draft). Non-modal: the card row floats at
|
||||
|
|
@ -698,9 +694,6 @@ namespace TD.UI
|
|||
// MatchState.OnPhaseChanged fires Victory or Defeat.
|
||||
BuildMatchEndOverlay(root);
|
||||
|
||||
// Build the buff menu overlay. Hidden until the player presses B.
|
||||
BuildBuffMenuOverlay(root);
|
||||
|
||||
// Build the draft overlay (roguelike between-waves draft). Hidden until the
|
||||
// local player has an active draft (or to show the paid "Buy Roll" button).
|
||||
BuildDraftOverlay(root);
|
||||
|
|
@ -1173,13 +1166,11 @@ namespace TD.UI
|
|||
{
|
||||
// Build buttons come from the LOCAL player's deck — the per-player
|
||||
// unlocked set — not the global catalog. Each deck entry is a
|
||||
// TowerTypeId resolved back to its definition via the catalog. The
|
||||
// last grid slot is reserved for the Buffs button, so towers fill
|
||||
// slots 0..GRID_MAX-2.
|
||||
// TowerTypeId resolved back to its definition via the catalog.
|
||||
var deck = PlayerTowerDeck.Local;
|
||||
if (deck != null)
|
||||
{
|
||||
int count = Mathf.Min(deck.Count, GRID_MAX - 1);
|
||||
int count = Mathf.Min(deck.Count, GRID_MAX);
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
int typeId = deck.GetTypeIdAt(i);
|
||||
|
|
@ -1189,7 +1180,6 @@ namespace TD.UI
|
|||
}
|
||||
}
|
||||
}
|
||||
cells[GRID_MAX - 1] = CreateBuffMenuButton(HotkeyLayout[GRID_MAX - 1]);
|
||||
}
|
||||
else if (selection is TowerInstance tower)
|
||||
{
|
||||
|
|
@ -1374,9 +1364,7 @@ namespace TD.UI
|
|||
|
||||
// Sell action for a completed tower. Refund is computed on the TowerInstance (single
|
||||
// source of truth shared with the server) so the badge shows exactly what the player
|
||||
// gets back. Hotkey is Key.None: the bottom-right slot's letter (B) is already the
|
||||
// global buff-menu toggle — see CreateBuffMenuButton — so binding it here would fire
|
||||
// both. The button stays click-only.
|
||||
// gets back. The button stays click-only (Key.None).
|
||||
private VisualElement CreateSellButton(TowerInstance tower, Key hotkey)
|
||||
{
|
||||
// Only the tower's owner can sell it (the server enforces this too). A non-owner
|
||||
|
|
@ -1399,17 +1387,6 @@ namespace TD.UI
|
|||
return btn;
|
||||
}
|
||||
|
||||
private VisualElement CreateBuffMenuButton(Key hotkey)
|
||||
{
|
||||
// Key.None so HandleHotkeys doesn't register B here — BuilderInputController
|
||||
// already fires ToggleBuffMenu on B globally. Registering it in both places
|
||||
// causes a double-toggle on the same frame when the builder is selected.
|
||||
return CreateActionButton(
|
||||
costText: "Buffs [B]",
|
||||
hotkey: Key.None,
|
||||
onClick: () => ToggleBuffMenu());
|
||||
}
|
||||
|
||||
// Cancel action for an in-progress build. Fires the owner-only RPC; the
|
||||
// server cancels the matching job (or, for shelved sites, refunds + despawns
|
||||
// directly), full gold is refunded, the BuildSiteVisual is despawned, and
|
||||
|
|
@ -1712,149 +1689,6 @@ namespace TD.UI
|
|||
|
||||
// ----- Chat feed + input -----------------------------------------
|
||||
|
||||
// ----- Buff menu overlay ------------------------------------------
|
||||
|
||||
private void BuildBuffMenuOverlay(VisualElement root)
|
||||
{
|
||||
buffMenuOverlay = new VisualElement();
|
||||
buffMenuOverlay.style.position = Position.Absolute;
|
||||
buffMenuOverlay.style.left = 0;
|
||||
buffMenuOverlay.style.right = 0;
|
||||
buffMenuOverlay.style.top = 0;
|
||||
buffMenuOverlay.style.bottom = 0;
|
||||
buffMenuOverlay.style.alignItems = Align.Center;
|
||||
buffMenuOverlay.style.justifyContent = Justify.Center;
|
||||
buffMenuOverlay.style.backgroundColor = new Color(0f, 0f, 0f, 0.5f);
|
||||
buffMenuOverlay.style.display = DisplayStyle.None;
|
||||
buffMenuOverlay.pickingMode = PickingMode.Position;
|
||||
|
||||
var panel = new VisualElement();
|
||||
panel.style.minWidth = 340;
|
||||
panel.style.paddingTop = 20;
|
||||
panel.style.paddingBottom = 20;
|
||||
panel.style.paddingLeft = 28;
|
||||
panel.style.paddingRight = 28;
|
||||
panel.style.backgroundColor = new Color(0.08f, 0.08f, 0.10f, 0.95f);
|
||||
panel.style.borderTopWidth = panel.style.borderBottomWidth =
|
||||
panel.style.borderLeftWidth = panel.style.borderRightWidth = 2;
|
||||
var border = new Color(0.4f, 0.4f, 0.45f);
|
||||
panel.style.borderTopColor = panel.style.borderBottomColor =
|
||||
panel.style.borderLeftColor = panel.style.borderRightColor = border;
|
||||
|
||||
var title = new Label("Buffs");
|
||||
title.style.fontSize = 24;
|
||||
title.style.color = Color.white;
|
||||
title.style.unityFontStyleAndWeight = FontStyle.Bold;
|
||||
title.style.marginBottom = 12;
|
||||
panel.Add(title);
|
||||
|
||||
// Scrollable content area: current buffs + purchase buttons.
|
||||
// Rebuilt each time the menu is shown via RefreshBuffMenuContent().
|
||||
buffMenuContent = new VisualElement();
|
||||
panel.Add(buffMenuContent);
|
||||
|
||||
var closeBtn = new Button(() => SetBuffMenuVisible(false)) { text = "Close [B]" };
|
||||
closeBtn.style.marginTop = 16;
|
||||
closeBtn.style.height = 32;
|
||||
panel.Add(closeBtn);
|
||||
|
||||
buffMenuOverlay.Add(panel);
|
||||
root.Add(buffMenuOverlay);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Toggles the buff menu overlay. Called by <see cref="TD.Gameplay.BuilderInputController"/>
|
||||
/// when the player presses B.
|
||||
/// </summary>
|
||||
public void ToggleBuffMenu()
|
||||
{
|
||||
bool nowVisible = buffMenuOverlay?.style.display == DisplayStyle.None;
|
||||
SetBuffMenuVisible(nowVisible);
|
||||
}
|
||||
|
||||
private void SetBuffMenuVisible(bool visible)
|
||||
{
|
||||
if (buffMenuOverlay == null) return;
|
||||
buffMenuOverlay.style.display = visible ? DisplayStyle.Flex : DisplayStyle.None;
|
||||
if (visible) RefreshBuffMenuContent();
|
||||
}
|
||||
|
||||
private void RefreshBuffMenuContent()
|
||||
{
|
||||
if (buffMenuContent == null) return;
|
||||
buffMenuContent.Clear();
|
||||
|
||||
var buffManager = TD.Gameplay.PlayerBuffManager.Local;
|
||||
|
||||
// Current buffs section.
|
||||
var buffsHeader = new Label("Active Buffs");
|
||||
buffsHeader.style.color = new Color(0.7f, 0.9f, 0.7f);
|
||||
buffsHeader.style.fontSize = 14;
|
||||
buffsHeader.style.marginBottom = 4;
|
||||
buffMenuContent.Add(buffsHeader);
|
||||
|
||||
if (buffManager == null || buffManager.Buffs.Count == 0)
|
||||
{
|
||||
var none = new Label("None");
|
||||
none.style.color = new Color(0.55f, 0.55f, 0.55f);
|
||||
none.style.marginBottom = 8;
|
||||
buffMenuContent.Add(none);
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int i = 0; i < buffManager.Buffs.Count; i++)
|
||||
{
|
||||
var buff = buffManager.Buffs[i];
|
||||
string statName = buff.Stat == TD.Core.BuffStat.Damage ? "Damage" : "Attack Speed";
|
||||
string activeTag = buff.IsActive ? "" : " [DISABLED]";
|
||||
var row = new Label($"• {buff.DisplayName} ({statName} ×{buff.Multiplier:F2}){activeTag}");
|
||||
row.style.color = buff.IsActive ? Color.white : new Color(0.5f, 0.5f, 0.5f);
|
||||
row.style.fontSize = 13;
|
||||
buffMenuContent.Add(row);
|
||||
}
|
||||
buffMenuContent.style.marginBottom = 12;
|
||||
}
|
||||
|
||||
// Purchase buttons section.
|
||||
var buyHeader = new Label("Purchase");
|
||||
buyHeader.style.color = new Color(0.9f, 0.8f, 0.5f);
|
||||
buyHeader.style.fontSize = 14;
|
||||
buyHeader.style.marginTop = 8;
|
||||
buyHeader.style.marginBottom = 4;
|
||||
buffMenuContent.Add(buyHeader);
|
||||
|
||||
int categoryCount = buffManager?.CategoryCount ?? 0;
|
||||
if (categoryCount == 0)
|
||||
{
|
||||
var none = new Label("No categories available.");
|
||||
none.style.color = new Color(0.55f, 0.55f, 0.55f);
|
||||
buffMenuContent.Add(none);
|
||||
return;
|
||||
}
|
||||
|
||||
int localGold = TD.Gameplay.PlayerGoldManager.Local?.CurrentGold ?? 0;
|
||||
for (int i = 0; i < categoryCount; i++)
|
||||
{
|
||||
var category = buffManager.GetCategory(i);
|
||||
if (category == null) continue;
|
||||
|
||||
int idx = i; // capture for lambda
|
||||
var btn = new Button(() =>
|
||||
{
|
||||
TD.Gameplay.PlayerBuffManager.Local?.RequestPurchaseBuffRpc(idx);
|
||||
RefreshBuffMenuContent();
|
||||
})
|
||||
{
|
||||
text = $"{category.DisplayName} — {category.Cost}g"
|
||||
};
|
||||
btn.style.height = 34;
|
||||
btn.style.fontSize = 13;
|
||||
btn.style.marginBottom = 4;
|
||||
btn.SetEnabled(localGold >= category.Cost);
|
||||
buffMenuContent.Add(btn);
|
||||
}
|
||||
}
|
||||
|
||||
// Bottom-left chat panel. Anchored 12px from the left edge, with the
|
||||
// bottom edge sitting above the 220px bottom-ui. Layout uses a flex
|
||||
// column: scrollable feed on top, input below. The feed clips at
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue