Adding major combat changes and features
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28 changed files with 1653 additions and 46 deletions
177
Assets/_Project/Scripts/Combat/Projectile.cs
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177
Assets/_Project/Scripts/Combat/Projectile.cs
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// Assets/_Project/Scripts/Combat/Projectile.cs
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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.Gameplay;
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namespace TD.Combat
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{
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/// <summary>
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/// A traveling projectile spawned by <see cref="TowerCombat"/> when a tower has
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/// a non-null <c>ProjectilePrefab</c> configured.
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/// </summary>
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/// <remarks>
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/// <b>Authority:</b> Movement and hit detection run server-only.
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/// <c>NetworkTransform</c> (required on the prefab) replicates the position to
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/// clients so the projectile is visible on all peers.
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///
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/// <b>Initialization:</b> Mirrors the <c>TowerInstance.InitializeServer</c> pattern —
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/// <see cref="InitializeServer"/> is called by <c>TowerCombat</c> immediately after
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/// <c>Instantiate</c> and before <c>NetworkObject.Spawn()</c>, which avoids writing
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/// to NetworkVariables before spawn.
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///
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/// <b>Target loss:</b> If the target dies or is destroyed before the projectile
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/// arrives, the projectile despawns silently (no hit, no damage).
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///
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/// <b>Chain + Projectile:</b> By design, TargetType.Chain is hitscan. If a designer
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/// sets TargetType = Chain on a tower that has a ProjectilePrefab, the projectile
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/// will hit the primary target only and ignore the chain. Log a warning to surface
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/// the misconfiguration.
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///
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/// <b>Prefab requirements:</b> Must have <c>NetworkObject</c>, <c>NetworkTransform</c>,
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/// and this <c>Projectile</c> component at the root.
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/// </remarks>
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[RequireComponent(typeof(NetworkObject))]
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public class Projectile : NetworkBehaviour
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{
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// Hit threshold: squared distance at which the projectile considers itself
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// to have reached the target. 0.09 = 0.3 world units; small enough to
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// feel accurate, large enough to survive a high-speed frame where the
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// projectile could skip past the target's transform in one step.
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private const float HitThresholdSq = 0.09f;
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// All fields are server-local. Set by InitializeServer before Spawn.
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private EnemyHealth target;
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private float damage;
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private DamageType damageType;
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private TargetType targetType;
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private float splashRadius;
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private float slowFactor;
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private float dotDamagePerSecond;
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private float effectDuration;
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private float speed;
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private LayerMask enemyLayerMask;
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private bool initialized;
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// Shared with TowerCombat's overlap calls. Both components run on the
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// server main thread so there is no concurrent access.
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private static readonly Collider[] s_overlapBuffer = new Collider[32];
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// ----- Initialization (server-only, called before Spawn) -----------
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/// <summary>
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/// Stores all data this projectile needs to travel and apply damage.
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/// Call this immediately after <c>Instantiate</c> and before
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/// <c>NetworkObject.Spawn()</c>.
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/// </summary>
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public void InitializeServer(
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EnemyHealth target,
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float damage,
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DamageType damageType,
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TargetType targetType,
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float splashRadius,
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float slowFactor,
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float dotDamagePerSecond,
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float effectDuration,
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float speed,
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LayerMask enemyLayerMask)
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{
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this.target = target;
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this.damage = damage;
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this.damageType = damageType;
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this.targetType = targetType;
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this.splashRadius = splashRadius;
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this.slowFactor = slowFactor;
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this.dotDamagePerSecond = dotDamagePerSecond;
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this.effectDuration = effectDuration;
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this.speed = speed;
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this.enemyLayerMask = enemyLayerMask;
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initialized = true;
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if (targetType == TargetType.Chain)
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Debug.LogWarning("[Projectile] TargetType.Chain is hitscan-only. " +
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"This projectile will hit the primary target only. " +
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"Consider using hitscan (null ProjectilePrefab) for chain towers.");
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}
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// ----- Server movement + hit detection -----------------------------
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private void Update()
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{
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if (!IsServer || !initialized) return;
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// Target gone — silently despawn, no damage applied.
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if (target == null
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|| target.IsDead
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|| (target as UnityEngine.Object) == null)
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{
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NetworkObject.Despawn();
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return;
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}
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Vector3 toTarget = target.transform.position - transform.position;
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if (toTarget.sqrMagnitude <= HitThresholdSq)
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{
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ApplyHit();
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NetworkObject.Despawn();
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return;
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}
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// Rotate to face the target so the projectile mesh looks correct
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// on all clients (NetworkTransform replicates both position and rotation).
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transform.rotation = Quaternion.LookRotation(toTarget);
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transform.position += toTarget.normalized * (speed * Time.deltaTime);
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}
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// ----- Hit application ---------------------------------------------
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private void ApplyHit()
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{
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switch (targetType)
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{
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case TargetType.Single:
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case TargetType.Chain: // chain falls back to single-target on projectiles
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HitEnemy(target);
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break;
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case TargetType.Splash:
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HitEnemy(target);
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if (splashRadius > 0f)
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{
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int count = Physics.OverlapSphereNonAlloc(
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transform.position, splashRadius,
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s_overlapBuffer, enemyLayerMask);
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for (int i = 0; i < count; i++)
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{
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var eh = s_overlapBuffer[i].GetComponent<EnemyHealth>();
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if (eh == null || eh.IsDead || (object)eh == (object)target) continue;
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HitEnemy(eh);
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}
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}
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break;
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}
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}
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private void HitEnemy(EnemyHealth eh)
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{
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eh.TakeDamage(damage, damageType);
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if (effectDuration > 0f)
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{
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float magnitude = damageType switch
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{
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DamageType.Cold => slowFactor,
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DamageType.Fire => dotDamagePerSecond,
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DamageType.Poison => dotDamagePerSecond,
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_ => 0f,
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};
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if (magnitude > 0f)
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eh.GetComponent<EnemyStatus>()
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?.ApplyEffect(damageType, magnitude, effectDuration);
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}
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}
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}
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}
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2
Assets/_Project/Scripts/Combat/Projectile.cs.meta
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2
Assets/_Project/Scripts/Combat/Projectile.cs.meta
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fileFormatVersion: 2
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guid: a6854f71c9fdcda42b297c397f96c8be
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409
Assets/_Project/Scripts/Combat/TowerCombat.cs
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409
Assets/_Project/Scripts/Combat/TowerCombat.cs
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// Assets/_Project/Scripts/Combat/TowerCombat.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.Gameplay;
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using TD.Towers;
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namespace TD.Combat
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{
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/// <summary>
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/// Per-tower combat controller. Handles target acquisition, attack timing,
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/// damage application, and projectile spawning.
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/// </summary>
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/// <remarks>
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/// <b>Authority:</b> All combat logic (targeting, damage, projectile spawn) runs
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/// on the server only. Clients receive two signals for visual feedback:
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/// <list type="bullet">
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/// <item><see cref="replicatedTarget"/> — NetworkVariable clients can read to know
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/// what the tower is aiming at (drives future rotation/lean visuals).</item>
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/// <item><see cref="FireClientRpc"/> — one-shot broadcast at each attack, carrying
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/// the target world position for muzzle flash, tracer FX, etc.</item>
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/// </list>
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///
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/// <b>Component coupling:</b> Reads all stats from <see cref="TowerInstance.Definition"/>
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/// on the same GameObject. Does not modify TowerInstance.
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///
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/// <b>Inspector setup required:</b>
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/// <list type="bullet">
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/// <item>Assign <see cref="enemyLayerMask"/> to the "Enemy" physics layer.</item>
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/// </list>
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/// </remarks>
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[RequireComponent(typeof(TowerInstance))]
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public class TowerCombat : NetworkBehaviour
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{
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[Tooltip("Physics layer(s) that enemies occupy. " +
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"OverlapSphere uses this to find targets efficiently without " +
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"touching non-enemy colliders.")]
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[SerializeField] private LayerMask enemyLayerMask;
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// Replicated so all peers know the current aim target.
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// Visual consumers (barrel rotation, etc.) subscribe to OnValueChanged.
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// Default (NetworkObjectId = 0) = no target.
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private readonly NetworkVariable<NetworkObjectReference> replicatedTarget =
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new NetworkVariable<NetworkObjectReference>(
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default,
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NetworkVariableReadPermission.Everyone,
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NetworkVariableWritePermission.Server);
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// Server-local reference — cleared when the target dies or leaves range.
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// Clients should use replicatedTarget.Value instead.
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private EnemyHealth currentTarget;
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// Attack cooldown decrements each server frame. When ≤ 0 and a target
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// is in range, the tower fires and the timer resets to 1 / FireRate.
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private float attackCooldown;
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// Cached on OnNetworkSpawn — avoids GetComponent every Update.
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private TowerInstance towerInstance;
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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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// ----- Public API --------------------------------------------------
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/// <summary>
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/// Server-local reference to the current attack target.
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/// Null on clients — use <see cref="replicatedTarget"/> there.
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/// </summary>
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public EnemyHealth CurrentTarget => currentTarget;
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/// <summary>
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/// Fired locally on ALL peers when the tower acquires a new target.
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/// Driven by <see cref="replicatedTarget"/>.<c>OnValueChanged</c>, and also
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/// fired in <see cref="OnNetworkSpawn"/> for late-joining clients so visual
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/// consumers always initialise from the correct state.
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/// </summary>
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public event System.Action<NetworkObjectReference> OnTargetAcquired;
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/// <summary>Fired locally on ALL peers when the tower loses its target.</summary>
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public event System.Action OnTargetLost;
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/// <summary>
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/// Fired locally on ALL peers each time the tower attacks.
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/// Argument is the world-space position of the primary target at the moment
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/// of fire — use it to aim muzzle flash, spawn a tracer, etc.
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/// </summary>
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public event System.Action<Vector3> OnFire;
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// ----- NGO lifecycle -----------------------------------------------
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public override void OnNetworkSpawn()
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{
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towerInstance = GetComponent<TowerInstance>();
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replicatedTarget.OnValueChanged += HandleReplicatedTargetChanged;
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// Late-joining clients receive the NV's current value in the initial
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// sync message but won't get an OnValueChanged callback for it.
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// Fire OnTargetAcquired here so visual consumers initialise correctly
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// regardless of when this client connected.
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if (replicatedTarget.Value.TryGet(out _))
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OnTargetAcquired?.Invoke(replicatedTarget.Value);
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}
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public override void OnNetworkDespawn()
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{
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replicatedTarget.OnValueChanged -= HandleReplicatedTargetChanged;
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// Unsubscribe from the current target's death event to prevent
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// a dangling delegate on the enemy after this tower despawns.
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if (currentTarget != null)
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currentTarget.OnDied -= HandleTargetDied;
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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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TowerDefinition def = towerInstance?.Definition;
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if (def == null || def.Range <= 0f || def.FireRate <= 0f) return;
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// Only fire during active gameplay.
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var ms = MatchState.Instance;
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if (ms == null || ms.Phase != MatchPhase.Playing)
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{
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if (currentTarget != null) ClearTarget();
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return;
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}
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ValidateTarget(def);
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if (currentTarget == null)
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AcquireTarget(def);
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if (currentTarget != null)
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TickAttack(def);
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}
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// ----- Target management -------------------------------------------
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private void ValidateTarget(TowerDefinition def)
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{
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if (currentTarget == null) return;
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bool dead = currentTarget.IsDead;
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bool destroyed = (currentTarget as UnityEngine.Object) == null;
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bool outOfRange = Vector3.Distance(
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transform.position,
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currentTarget.transform.position) > def.Range;
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if (dead || destroyed || outOfRange)
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ClearTarget();
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}
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private void AcquireTarget(TowerDefinition def)
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{
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int count = Physics.OverlapSphereNonAlloc(
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transform.position, def.Range, s_overlapBuffer, enemyLayerMask);
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EnemyHealth best = null;
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float bestScore = 0f;
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for (int i = 0; i < count; i++)
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{
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var eh = s_overlapBuffer[i].GetComponent<EnemyHealth>();
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if (eh == null || eh.IsDead) continue;
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if (def.GroundedOnly && eh.IsFlying) continue;
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float score = ScoreTarget(eh, def.TargetPriority);
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bool isBetter = best == null
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|| (def.TargetPriority == TargetPriority.Strongest
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? score > bestScore // higher HP wins
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: score < bestScore); // lower score wins for Closest/Weakest
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if (isBetter) { best = eh; bestScore = score; }
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}
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if (best != null)
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SetTarget(best);
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}
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// Returns a scalar used to rank candidates.
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// Closest → sqrMagnitude (lower = better).
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// Weakest → CurrentHp (lower = better).
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// Strongest → CurrentHp (higher = better — caller inverts the comparison).
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private float ScoreTarget(EnemyHealth eh, TargetPriority priority)
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{
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return priority switch
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{
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TargetPriority.Closest => (transform.position - eh.transform.position).sqrMagnitude,
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TargetPriority.Weakest => eh.CurrentHp,
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TargetPriority.Strongest => eh.CurrentHp,
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_ => 0f,
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};
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}
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private void SetTarget(EnemyHealth eh)
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{
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currentTarget = eh;
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currentTarget.OnDied += HandleTargetDied;
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replicatedTarget.Value = new NetworkObjectReference(eh.NetworkObject);
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}
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private void ClearTarget()
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{
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if (currentTarget != null)
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currentTarget.OnDied -= HandleTargetDied;
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currentTarget = null;
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replicatedTarget.Value = default;
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}
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private void HandleTargetDied(EnemyHealth dead)
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{
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if ((object)dead == (object)currentTarget)
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ClearTarget();
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}
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// ----- Attack tick -------------------------------------------------
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private void TickAttack(TowerDefinition def)
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{
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attackCooldown -= Time.deltaTime;
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if (attackCooldown > 0f) return;
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attackCooldown = 1f / def.FireRate;
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Fire(def);
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}
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private void Fire(TowerDefinition def)
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{
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Vector3 targetPos = currentTarget.transform.position;
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if (def.ProjectilePrefab == null)
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{
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// Hitscan — apply damage this frame.
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ApplyDamageToTarget(def, currentTarget, targetPos);
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}
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else
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{
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SpawnProjectile(def, currentTarget, targetPos);
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}
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FireClientRpc(targetPos);
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}
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// ----- Damage application ------------------------------------------
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private void ApplyDamageToTarget(TowerDefinition def, EnemyHealth primary, Vector3 primaryPos)
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{
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switch (def.TargetType)
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{
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case TargetType.Single:
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HitEnemy(def, primary);
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break;
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case TargetType.Splash:
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HitEnemy(def, primary);
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ApplySplash(def, primary, primaryPos);
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break;
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case TargetType.Chain:
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ApplyChain(def, primary);
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break;
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}
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}
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private void ApplySplash(TowerDefinition def, EnemyHealth primary, Vector3 origin)
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{
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if (def.SplashRadius <= 0f) return;
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int count = Physics.OverlapSphereNonAlloc(
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origin, def.SplashRadius, s_overlapBuffer, enemyLayerMask);
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for (int i = 0; i < count; i++)
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{
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var eh = s_overlapBuffer[i].GetComponent<EnemyHealth>();
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if (eh == null || eh.IsDead || (object)eh == (object)primary) continue;
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HitEnemy(def, eh);
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}
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}
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private void ApplyChain(TowerDefinition def, EnemyHealth primary)
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{
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// Chain hit positions are collected and sent to clients for the
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// future lightning-arc visual. The list is per-fire, so allocation
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// here is acceptable; optimise to a pool if chain towers become hot.
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var hitPositions = new List<Vector3> { primary.transform.position };
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var alreadyHit = new HashSet<EnemyHealth> { primary };
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HitEnemy(def, primary);
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EnemyHealth current = primary;
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for (int jump = 0; jump < def.ChainCount; jump++)
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{
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EnemyHealth next = null;
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float bestSqr = float.MaxValue;
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int count = Physics.OverlapSphereNonAlloc(
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current.transform.position, def.ChainRange, s_overlapBuffer, enemyLayerMask);
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for (int i = 0; i < count; i++)
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{
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var eh = s_overlapBuffer[i].GetComponent<EnemyHealth>();
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if (eh == null || eh.IsDead || alreadyHit.Contains(eh)) continue;
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float sqr = (current.transform.position - eh.transform.position).sqrMagnitude;
|
||||
if (sqr < bestSqr) { next = eh; bestSqr = sqr; }
|
||||
}
|
||||
|
||||
if (next == null) break;
|
||||
|
||||
alreadyHit.Add(next);
|
||||
hitPositions.Add(next.transform.position);
|
||||
HitEnemy(def, next);
|
||||
current = next;
|
||||
}
|
||||
|
||||
ChainFiredClientRpc(hitPositions.ToArray());
|
||||
}
|
||||
|
||||
private void HitEnemy(TowerDefinition def, EnemyHealth target)
|
||||
{
|
||||
target.TakeDamage(def.Damage, def.DamageType);
|
||||
ApplyStatusEffect(def, target);
|
||||
}
|
||||
|
||||
private void ApplyStatusEffect(TowerDefinition def, EnemyHealth target)
|
||||
{
|
||||
if (def.EffectDuration <= 0f) return;
|
||||
|
||||
float magnitude = def.DamageType switch
|
||||
{
|
||||
DamageType.Cold => def.SlowFactor,
|
||||
DamageType.Fire => def.DotDamagePerSecond,
|
||||
DamageType.Poison => def.DotDamagePerSecond,
|
||||
_ => 0f,
|
||||
};
|
||||
|
||||
if (magnitude <= 0f) return;
|
||||
|
||||
target.GetComponent<EnemyStatus>()
|
||||
?.ApplyEffect(def.DamageType, magnitude, def.EffectDuration);
|
||||
}
|
||||
|
||||
// ----- Projectile spawning -----------------------------------------
|
||||
|
||||
private void SpawnProjectile(TowerDefinition def, EnemyHealth target, Vector3 targetPos)
|
||||
{
|
||||
var go = Instantiate(def.ProjectilePrefab, transform.position, Quaternion.identity);
|
||||
|
||||
var proj = go.GetComponent<Projectile>();
|
||||
if (proj == null)
|
||||
{
|
||||
Debug.LogError($"[TowerCombat] ProjectilePrefab '{def.ProjectilePrefab.name}' " +
|
||||
$"has no Projectile component. The prefab must have Projectile, " +
|
||||
$"NetworkObject, and NetworkTransform at its root.");
|
||||
Destroy(go);
|
||||
return;
|
||||
}
|
||||
|
||||
proj.InitializeServer(
|
||||
target,
|
||||
def.Damage,
|
||||
def.DamageType,
|
||||
def.TargetType,
|
||||
def.SplashRadius,
|
||||
def.SlowFactor,
|
||||
def.DotDamagePerSecond,
|
||||
def.EffectDuration,
|
||||
def.ProjectileSpeed,
|
||||
enemyLayerMask);
|
||||
|
||||
go.GetComponent<NetworkObject>().Spawn();
|
||||
}
|
||||
|
||||
// ----- ClientRpcs --------------------------------------------------
|
||||
|
||||
[ClientRpc]
|
||||
private void FireClientRpc(Vector3 targetPos)
|
||||
{
|
||||
// Visual consumers subscribe to OnFire for muzzle flash, tracers, etc.
|
||||
OnFire?.Invoke(targetPos);
|
||||
}
|
||||
|
||||
[ClientRpc]
|
||||
private void ChainFiredClientRpc(Vector3[] hitPositions)
|
||||
{
|
||||
// STUB: lightning-arc visual between hitPositions goes here.
|
||||
// A future visual component will subscribe to an OnChainFired event
|
||||
// and draw a line renderer through these world positions.
|
||||
}
|
||||
|
||||
// ----- NV callback (fires on all peers) ----------------------------
|
||||
|
||||
private void HandleReplicatedTargetChanged(
|
||||
NetworkObjectReference prev, NetworkObjectReference next)
|
||||
{
|
||||
bool hadTarget = prev.TryGet(out _);
|
||||
bool hasTarget = next.TryGet(out _);
|
||||
|
||||
if (hasTarget)
|
||||
OnTargetAcquired?.Invoke(next);
|
||||
else if (hadTarget)
|
||||
OnTargetLost?.Invoke();
|
||||
}
|
||||
}
|
||||
}
|
||||
2
Assets/_Project/Scripts/Combat/TowerCombat.cs.meta
Normal file
2
Assets/_Project/Scripts/Combat/TowerCombat.cs.meta
Normal file
|
|
@ -0,0 +1,2 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 7eb6cce6cd96b23478b7d2173cebf74d
|
||||
135
Assets/_Project/Scripts/Combat/TowerRangeIndicator.cs
Normal file
135
Assets/_Project/Scripts/Combat/TowerRangeIndicator.cs
Normal file
|
|
@ -0,0 +1,135 @@
|
|||
// Assets/_Project/Scripts/Combat/TowerRangeIndicator.cs
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering.Universal;
|
||||
using TD.Gameplay;
|
||||
|
||||
namespace TD.Combat
|
||||
{
|
||||
/// <summary>
|
||||
/// Displays a translucent decal circle representing this tower's attack range
|
||||
/// when the local player selects the tower.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// <b>Visual only.</b> No networking — selection is a local UI concept.
|
||||
/// All clients independently show the range indicator for whatever tower
|
||||
/// they have selected.
|
||||
///
|
||||
/// <b>Prefab setup:</b>
|
||||
/// <list type="number">
|
||||
/// <item>Add this component to the tower prefab root (alongside TowerInstance).</item>
|
||||
/// <item>Add a child GameObject named "RangeIndicator".</item>
|
||||
/// <item>Add a <c>DecalProjector</c> to that child and assign it to
|
||||
/// <see cref="rangeProjector"/> (or leave it unassigned — auto-found
|
||||
/// via <c>GetComponentInChildren</c> in Start).</item>
|
||||
/// <item>Assign a translucent range-circle material to the DecalProjector.</item>
|
||||
/// </list>
|
||||
///
|
||||
/// <b>Sizing:</b> The projector diameter is set once in <c>Start</c> from
|
||||
/// <c>TowerDefinition.Range</c>. Towers are static, so no per-frame resize is needed.
|
||||
///
|
||||
/// <b>Subscription timing:</b> Follows the same deferred-subscribe pattern as
|
||||
/// <see cref="SelectionVisualizer"/> — retries until <see cref="SelectionState"/>
|
||||
/// is available, then stops polling.
|
||||
/// </remarks>
|
||||
public class TowerRangeIndicator : MonoBehaviour
|
||||
{
|
||||
[Tooltip("DecalProjector used to render the range circle on the ground. " +
|
||||
"Auto-found via GetComponentInChildren if left empty.")]
|
||||
[SerializeField] private DecalProjector rangeProjector;
|
||||
|
||||
[Tooltip("Vertical extent of the decal projection volume in world units. " +
|
||||
"Must be tall enough to project onto terrain at any height in your map.")]
|
||||
[SerializeField] private float projectionDepth = 50f;
|
||||
|
||||
private TowerInstance towerInstance;
|
||||
private bool subscribed;
|
||||
|
||||
// ----- Lifecycle ---------------------------------------------------
|
||||
|
||||
private void Start()
|
||||
{
|
||||
towerInstance = GetComponent<TowerInstance>();
|
||||
if (towerInstance == null)
|
||||
{
|
||||
Debug.LogError("[TowerRangeIndicator] No TowerInstance found on this " +
|
||||
"GameObject. TowerRangeIndicator must sit on the same " +
|
||||
"prefab root as TowerInstance.");
|
||||
enabled = false;
|
||||
return;
|
||||
}
|
||||
|
||||
if (rangeProjector == null)
|
||||
rangeProjector = GetComponentInChildren<DecalProjector>();
|
||||
if (rangeProjector == null)
|
||||
{
|
||||
Debug.LogError("[TowerRangeIndicator] No DecalProjector found. " +
|
||||
"Add one as a child of this GameObject and assign it " +
|
||||
"to the rangeProjector field.");
|
||||
enabled = false;
|
||||
return;
|
||||
}
|
||||
|
||||
// TowerInstance resolves its Definition in OnNetworkSpawn, which runs
|
||||
// before Start, so Definition is guaranteed available here.
|
||||
float range = towerInstance.Definition != null ? towerInstance.Definition.Range : 0f;
|
||||
float diameter = range * 2f;
|
||||
|
||||
rangeProjector.size = new Vector3(diameter, diameter, projectionDepth);
|
||||
rangeProjector.pivot = Vector3.zero;
|
||||
|
||||
// DecalProjector projects along its local +Z axis; rotate 90° around X
|
||||
// to project downward onto the ground plane.
|
||||
rangeProjector.transform.localRotation = Quaternion.Euler(90f, 0f, 0f);
|
||||
rangeProjector.transform.localPosition = Vector3.zero;
|
||||
|
||||
rangeProjector.enabled = false;
|
||||
|
||||
TrySubscribe();
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
Unsubscribe();
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
// Retry subscription each frame until SelectionState is ready.
|
||||
// Once subscribed the branch short-circuits immediately.
|
||||
if (!subscribed) TrySubscribe();
|
||||
}
|
||||
|
||||
// ----- Subscription -----------------------------------------------
|
||||
|
||||
private void TrySubscribe()
|
||||
{
|
||||
if (subscribed) return;
|
||||
var sel = SelectionState.Instance;
|
||||
if (sel == null) return;
|
||||
|
||||
sel.OnSelectionChanged += HandleSelectionChanged;
|
||||
subscribed = true;
|
||||
|
||||
// Catch whatever is already selected before we subscribed.
|
||||
HandleSelectionChanged(sel.SelectedObject);
|
||||
}
|
||||
|
||||
private void Unsubscribe()
|
||||
{
|
||||
if (!subscribed) return;
|
||||
var sel = SelectionState.Instance;
|
||||
if (sel != null) sel.OnSelectionChanged -= HandleSelectionChanged;
|
||||
subscribed = false;
|
||||
}
|
||||
|
||||
// ----- Selection handler ------------------------------------------
|
||||
|
||||
private void HandleSelectionChanged(ISelectable newSelection)
|
||||
{
|
||||
if (rangeProjector == null) return;
|
||||
|
||||
// Show only when THIS tower's TowerInstance is the selected object.
|
||||
rangeProjector.enabled = (object)newSelection == (object)towerInstance;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,2 @@
|
|||
fileFormatVersion: 2
|
||||
guid: c0edb0c5206ca454bbd7c300c6cc7574
|
||||
Loading…
Add table
Add a link
Reference in a new issue