add wiring for offensive buffs

This commit is contained in:
Ian Woods 2026-06-02 23:40:00 -07:00
parent 04ead32846
commit 3737ad517c
12 changed files with 338 additions and 3 deletions

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@ -13,6 +13,7 @@ GameObject:
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m_Layer: 0
m_Name: Player
m_TagString: Untagged
@ -101,3 +102,19 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier: Assembly-CSharp::TD.Gameplay.PlayerMatchState
ShowTopMostFoldoutHeaderGroup: 1
--- !u!114 &2806524246861401760
MonoBehaviour:
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m_Name:
m_EditorClassIdentifier: Assembly-CSharp::TD.Gameplay.PlayerBuffManager
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categories:
- {fileID: 0}
- {fileID: 0}

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@ -58,6 +58,11 @@ namespace TD.Combat
// Cached on OnNetworkSpawn — avoids GetComponent every Update.
private TowerInstance towerInstance;
// Lazily resolved on first attack — the owner's slot isn't guaranteed to be
// set at spawn time, so we defer the lookup until combat actually begins.
private PlayerBuffManager ownerBuffManager;
private bool buffManagerResolved;
// Shared OverlapSphere result buffer. 32 covers any realistic enemy
// density; size up if profiling reveals overflow.
private static readonly Collider[] s_overlapBuffer = new Collider[32];
@ -211,6 +216,25 @@ namespace TD.Combat
ClearTarget();
}
// ----- Buff multiplier lookup -------------------------------------
// Resolved lazily on the first attack because the owner slot NetworkVariable
// may not yet have replicated by the time OnNetworkSpawn runs.
private PlayerBuffManager GetOwnerBuffManager()
{
if (buffManagerResolved) return ownerBuffManager;
buffManagerResolved = true;
var slot = towerInstance.Owner;
if (slot == PlayerSlot.None) return null;
var matchState = PlayerMatchState.GetForSlot(slot);
if (matchState == null) return null;
ownerBuffManager = matchState.GetComponent<PlayerBuffManager>();
return ownerBuffManager;
}
// ----- Attack tick -------------------------------------------------
private void TickAttack(TowerDefinition def)
@ -218,7 +242,9 @@ namespace TD.Combat
attackCooldown -= Time.deltaTime;
if (attackCooldown > 0f) return;
attackCooldown = 1f / def.FireRate;
float effectiveFireRate = def.FireRate
* (GetOwnerBuffManager()?.GetMultiplier(BuffStat.AttackSpeed) ?? 1f);
attackCooldown = 1f / effectiveFireRate;
Fire(def);
}
@ -316,7 +342,9 @@ namespace TD.Combat
private void HitEnemy(TowerDefinition def, EnemyHealth target, PlayerSlot owner)
{
target.TakeDamage(def.Damage, def.DamageType, owner);
float effectiveDamage = def.Damage
* (GetOwnerBuffManager()?.GetMultiplier(BuffStat.Damage) ?? 1f);
target.TakeDamage(effectiveDamage, def.DamageType, owner);
ApplyStatusEffect(def, target, owner);
}
@ -340,6 +368,8 @@ namespace TD.Combat
// ----- Projectile spawning -----------------------------------------
// TODO this seems wacky. Why do we calculate effective damage twice? Are they both used?
// Spawn projectile is void. Should it return a projectile?
private void SpawnProjectile(TowerDefinition def, EnemyHealth target)
{
var go = Instantiate(def.ProjectilePrefab, transform.position, Quaternion.identity);
@ -354,9 +384,11 @@ namespace TD.Combat
return;
}
float effectiveDamage = def.Damage
* (GetOwnerBuffManager()?.GetMultiplier(BuffStat.Damage) ?? 1f);
proj.InitializeServer(
target,
def.Damage,
effectiveDamage,
def.DamageType,
def.TargetType,
def.SplashRadius,

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@ -0,0 +1,12 @@
// Assets/_Project/Scripts/Core/BuffStat.cs
namespace TD.Core
{
/// <summary>
/// Identifies which tower stat a <see cref="TD.Gameplay.BuffDefinition"/> modifies.
/// </summary>
public enum BuffStat : byte
{
Damage = 0,
AttackSpeed = 1,
}
}

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@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: fc84fec503f24bc7693ee29558f45d27

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@ -0,0 +1,61 @@
// Assets/_Project/Scripts/Gameplay/ActiveBuff.cs
using System;
using Unity.Collections;
using Unity.Netcode;
using TD.Core;
namespace TD.Gameplay
{
/// <summary>
/// One buff currently held by a player. Stored in
/// <see cref="PlayerBuffManager"/>'s NetworkList so all peers see the same set.
/// </summary>
/// <remarks>
/// <para><b>IEquatable.</b> NGO's NetworkList indexer setter short-circuits when
/// Equals returns true, silently dropping the write. Every mutable field
/// (only <see cref="IsActive"/>) is included in the comparison so toggling a
/// buff correctly propagates to clients.</para>
/// </remarks>
public struct ActiveBuff : INetworkSerializable, IEquatable<ActiveBuff>
{
/// <summary>Which tower stat this buff multiplies.</summary>
public BuffStat Stat;
/// <summary>Multiplicative factor, e.g. 1.25 for +25%.</summary>
public float Multiplier;
/// <summary>
/// False when disabled (e.g. by an enemy ability). Excluded from
/// <see cref="PlayerBuffManager.GetMultiplier"/> while false.
/// </summary>
public bool IsActive;
/// <summary>Human-readable name for the HUD buff list.</summary>
public FixedString64Bytes DisplayName;
// ----- INetworkSerializable ---------------------------------------
public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
{
byte statByte = (byte)Stat;
serializer.SerializeValue(ref statByte);
Stat = (BuffStat)statByte;
serializer.SerializeValue(ref Multiplier);
serializer.SerializeValue(ref IsActive);
serializer.SerializeValue(ref DisplayName);
}
// ----- IEquatable -------------------------------------------------
public bool Equals(ActiveBuff other)
=> Stat == other.Stat
&& Multiplier == other.Multiplier
&& IsActive == other.IsActive
&& DisplayName == other.DisplayName;
public override bool Equals(object obj) => obj is ActiveBuff other && Equals(other);
public override int GetHashCode() => HashCode.Combine((int)Stat, Multiplier, IsActive);
}
}

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@ -0,0 +1,2 @@
fileFormatVersion: 2
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@ -0,0 +1,23 @@
// Assets/_Project/Scripts/Gameplay/BuffCategory.cs
using UnityEngine;
namespace TD.Gameplay
{
/// <summary>
/// A purchasable category of buffs. The player pays <see cref="Cost"/> gold
/// and receives a randomly chosen <see cref="BuffDefinition"/> from <see cref="Pool"/>.
/// </summary>
[CreateAssetMenu(fileName = "BuffCategory", menuName = "TD/Buffs/Buff Category")]
public class BuffCategory : ScriptableObject
{
[Tooltip("Name shown on the buff menu purchase button.")]
public string DisplayName;
[Tooltip("Gold cost to purchase one random buff from this category.")]
[Min(0)]
public int Cost;
[Tooltip("Set of buffs the player can receive. One is chosen uniformly at random.")]
public BuffDefinition[] Pool;
}
}

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@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 516e8faec948a4b3d977ec019376c438

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@ -0,0 +1,24 @@
// Assets/_Project/Scripts/Gameplay/BuffDefinition.cs
using UnityEngine;
using TD.Core;
namespace TD.Gameplay
{
/// <summary>
/// One possible buff that can be awarded to a player. Lives in a
/// <see cref="BuffCategory"/>'s pool and is drawn randomly on purchase.
/// </summary>
[CreateAssetMenu(fileName = "BuffDefinition", menuName = "TD/Buffs/Buff Definition")]
public class BuffDefinition : ScriptableObject
{
[Tooltip("Name shown in the buff menu and tooltip.")]
public string DisplayName;
[Tooltip("Which tower stat this buff multiplies.")]
public BuffStat Stat;
[Tooltip("Multiplicative factor applied to the stat. 1.25 = +25%.")]
[Min(1f)]
public float Multiplier = 1.25f;
}
}

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@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: b01f9aea62ee8a1c1991bb2a097de224

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@ -0,0 +1,156 @@
// Assets/_Project/Scripts/Gameplay/PlayerBuffManager.cs
using Unity.Collections;
using Unity.Netcode;
using UnityEngine;
using TD.Core;
namespace TD.Gameplay
{
/// <summary>
/// Holds all buffs currently owned by one player. Lives on the Player prefab
/// alongside <see cref="PlayerGoldManager"/> and <see cref="PlayerMatchState"/>.
/// </summary>
/// <remarks>
/// <para><b>Purchase flow.</b> The owning client calls
/// <see cref="RequestPurchaseBuffRpc"/> with a category index. The server
/// validates gold, deducts the cost, picks a random
/// <see cref="BuffDefinition"/> from the category's pool, and appends an
/// <see cref="ActiveBuff"/> to the replicated <see cref="buffs"/> list.</para>
///
/// <para><b>Multiplier query.</b> <see cref="GetMultiplier"/> is called by
/// <see cref="TD.Combat.TowerCombat"/> on the server each time a tower fires.
/// It multiplies all active buffs for the requested stat together.</para>
///
/// <para><b>Enable / disable.</b> Enemies can call <see cref="ServerDisableBuff"/>
/// and <see cref="ServerEnableBuff"/> by index to temporarily suppress buffs
/// without removing them from the list.</para>
/// </remarks>
public class PlayerBuffManager : NetworkBehaviour
{
[Tooltip("Purchasable buff categories shown in the buff menu. Index in this " +
"array is the categoryIndex passed to RequestPurchaseBuffRpc.")]
[SerializeField] private BuffCategory[] categories;
private NetworkList<ActiveBuff> buffs;
private void Awake()
{
buffs = new NetworkList<ActiveBuff>();
}
// ----- Public API -------------------------------------------------
/// <summary>
/// Returns the combined multiplier for <paramref name="stat"/> across all
/// active buffs owned by this player. Returns 1.0 if no matching buffs
/// are active. Safe to call from any peer.
/// </summary>
public float GetMultiplier(BuffStat stat)
{
float result = 1f;
for (int i = 0; i < buffs.Count; i++)
{
var buff = buffs[i];
if (buff.Stat == stat && buff.IsActive)
result *= buff.Multiplier;
}
return result;
}
/// <summary>
/// Returns the number of buff categories available, for building the UI.
/// </summary>
public int CategoryCount => categories?.Length ?? 0;
/// <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, RequireOwnership = true)]
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}).");
}
}
}

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