Replace square with cone for Basic Arrow Tower.

This commit is contained in:
Ben Calegari 2026-06-23 21:02:40 -07:00
parent 90fd1c23d3
commit 430e66bfbf
7 changed files with 167 additions and 6 deletions

View file

@ -10,11 +10,11 @@ MonoBehaviour:
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 7b353a757b6e6774d97e6fb8ba138fcc, type: 3}
m_Name: BasicTower
m_Name: BasicArrowTower
m_EditorClassIdentifier: Assembly-CSharp::TD.Towers.TowerDefinition
DisplayName: Basic Arrow
Description: Targets ground and air. Fires single-target arrows. The bread and butter
of any maze.
DisplayName: Basic Arrow Tower
Description: Single-target tower that fires arrows at ground and air enemies. The
backbone of any maze.
FootprintSize: {x: 2, y: 2}
GoldCost: 25
BuildTime: 0.5

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@ -69,8 +69,9 @@ GameObject:
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- component: {fileID: 805962841523123163}
- component: {fileID: 8853488620519990682}
- component: {fileID: 5360241685303413177}
m_Layer: 0
m_Name: Tower_Basic
m_Name: Tower_BasicArrow
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
@ -100,7 +101,7 @@ MeshFilter:
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m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 6482414459531823157}
m_Mesh: {fileID: 10202, guid: 0000000000000000e000000000000000, type: 0}
m_Mesh: {fileID: 0}
--- !u!23 &4028055828417179692
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@ -241,6 +242,21 @@ MonoBehaviour:
m_EditorClassIdentifier: Assembly-CSharp::TD.Combat.TowerRangeIndicator
rangeProjector: {fileID: 8255517343120954594}
projectionDepth: 50
--- !u!114 &5360241685303413177
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m_Enabled: 1
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m_Script: {fileID: 11500000, guid: 93bc533262394e1e8b122bbfad89391a, type: 3}
m_Name:
m_EditorClassIdentifier: Assembly-CSharp::TD.Visuals.ConeMesh
sides: 16
radius: 0.5
height: 1
--- !u!1 &7580197837852108944
GameObject:
m_ObjectHideFlags: 0

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@ -0,0 +1,126 @@
// Assets/_Project/Scripts/Visuals/ConeMesh.cs
using UnityEngine;
namespace TD.Visuals
{
/// <summary>
/// Procedurally generates a cone mesh and assigns it to the GameObject's
/// <see cref="MeshFilter"/>. Unity ships no built-in cone primitive, so this
/// fills that gap for tower visuals (e.g. the Basic Arrow Tower).
/// </summary>
/// <remarks>
/// <b>Visual only.</b> No networking, no collision — the mesh is purely cosmetic.
/// The existing MeshRenderer + material (and any owner/paint tinting via
/// <c>TowerInstance.tintedRenderers</c>) keep working unchanged.
///
/// <b>Pivot.</b> The cone is centred on the local origin: its base ring sits at
/// <c>y = -height/2</c> and its apex at <c>y = +height/2</c>, matching the vertical
/// extents of a unit cube so it sits on a build tile the same way the old cube did.
///
/// <b>Edit-time.</b> <c>[ExecuteAlways]</c> rebuilds the mesh in the editor so the
/// cone is visible without entering play mode. The generated mesh is flagged
/// <c>HideFlags.DontSave</c> so it is never written out as a project asset.
/// </remarks>
[ExecuteAlways]
[RequireComponent(typeof(MeshFilter))]
public class ConeMesh : MonoBehaviour
{
[Tooltip("Number of radial segments around the base. Higher = smoother circle.")]
[Range(3, 64)]
[SerializeField] private int sides = 16;
[Tooltip("Radius of the cone's base in local units.")]
[Min(0.001f)]
[SerializeField] private float radius = 0.5f;
[Tooltip("Height of the cone from base to apex in local units.")]
[Min(0.001f)]
[SerializeField] private float height = 1f;
private Mesh mesh;
private void OnEnable() => Rebuild();
private void OnValidate()
{
// OnValidate can fire before OnEnable in the editor; guard the component.
if (isActiveAndEnabled) Rebuild();
}
private void OnDisable()
{
// Clean up the generated mesh so it doesn't linger when the object is destroyed.
if (mesh != null)
{
if (Application.isPlaying) Destroy(mesh);
else DestroyImmediate(mesh);
mesh = null;
}
}
private void Rebuild()
{
var filter = GetComponent<MeshFilter>();
if (filter == null) return;
if (mesh == null)
{
mesh = new Mesh { name = "ProceduralCone", hideFlags = HideFlags.DontSave };
}
BuildCone(mesh);
filter.sharedMesh = mesh;
}
private void BuildCone(Mesh target)
{
target.Clear();
float halfHeight = height * 0.5f;
// Vertex layout:
// [0 .. sides-1] base ring
// [sides] apex
// [sides + 1] base centre (for the bottom cap)
int baseRingStart = 0;
int apexIndex = sides;
int baseCentreIndex = sides + 1;
var vertices = new Vector3[sides + 2];
for (int i = 0; i < sides; i++)
{
float angle = (i / (float)sides) * Mathf.PI * 2f;
vertices[baseRingStart + i] = new Vector3(
Mathf.Cos(angle) * radius,
-halfHeight,
Mathf.Sin(angle) * radius);
}
vertices[apexIndex] = new Vector3(0f, halfHeight, 0f);
vertices[baseCentreIndex] = new Vector3(0f, -halfHeight, 0f);
// Side faces (base ring -> apex) + base cap (fan from centre).
// Wind both so they face outward / downward respectively.
var triangles = new int[sides * 3 * 2];
int t = 0;
for (int i = 0; i < sides; i++)
{
int next = (i + 1) % sides;
// Side triangle, outward-facing.
triangles[t++] = baseRingStart + i;
triangles[t++] = apexIndex;
triangles[t++] = baseRingStart + next;
// Base cap triangle, downward-facing.
triangles[t++] = baseCentreIndex;
triangles[t++] = baseRingStart + next;
triangles[t++] = baseRingStart + i;
}
target.vertices = vertices;
target.triangles = triangles;
target.RecalculateNormals();
target.RecalculateBounds();
}
}
}

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