Merge branch 'main' into new-effects-work
This commit is contained in:
commit
4f21f8a99b
25 changed files with 451 additions and 226 deletions
8
Assets/_Project/Scripts/Audio.meta
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Assets/_Project/Scripts/Audio.meta
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fileFormatVersion: 2
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guid: d11cb1aeddfee3009879738a45665945
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
|
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5
Assets/_Project/Scripts/Audio/AudioCategory.cs
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5
Assets/_Project/Scripts/Audio/AudioCategory.cs
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|||
// Assets/_Project/Scripts/Audio/AudioCategory.cs
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||||
namespace TD.Audio
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||||
{
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||||
public enum AudioCategory { TowerFire, EnemyHitDeath, UI, Music }
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||||
}
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||||
2
Assets/_Project/Scripts/Audio/AudioCategory.cs.meta
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Assets/_Project/Scripts/Audio/AudioCategory.cs.meta
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fileFormatVersion: 2
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guid: 2f652b06e3d150798895893892820cc7
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74
Assets/_Project/Scripts/Audio/AudioManager.cs
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Assets/_Project/Scripts/Audio/AudioManager.cs
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|||
// Assets/_Project/Scripts/Audio/AudioManager.cs
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||||
using System.Collections.Generic;
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||||
using UnityEngine;
|
||||
|
||||
namespace TD.Audio
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||||
{
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||||
public class AudioManager : MonoBehaviour
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||||
{
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||||
[System.Serializable]
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||||
public struct CategoryConfig
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||||
{
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||||
public AudioCategory category;
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||||
public int maxVoices;
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||||
[Range(0f, 1f)]
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||||
public float volume;
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||||
}
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||||
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||||
public static AudioManager Instance { get; private set; }
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||||
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||||
[SerializeField] private CategoryConfig[] categories;
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||||
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||||
private Dictionary<AudioCategory, AudioSource[]> pools;
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||||
private Dictionary<AudioCategory, int> indices;
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||||
|
||||
private void Awake()
|
||||
{
|
||||
if (Instance != null)
|
||||
{
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||||
Destroy(gameObject);
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||||
return;
|
||||
}
|
||||
Instance = this;
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||||
InitializePools();
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
if (Instance == this) Instance = null;
|
||||
}
|
||||
|
||||
private void InitializePools()
|
||||
{
|
||||
pools = new Dictionary<AudioCategory, AudioSource[]>();
|
||||
indices = new Dictionary<AudioCategory, int>();
|
||||
|
||||
foreach (var config in categories)
|
||||
{
|
||||
var pool = new AudioSource[config.maxVoices];
|
||||
for (int i = 0; i < config.maxVoices; i++)
|
||||
{
|
||||
var src = gameObject.AddComponent<AudioSource>();
|
||||
src.playOnAwake = false;
|
||||
src.volume = config.volume;
|
||||
pool[i] = src;
|
||||
}
|
||||
pools[config.category] = pool;
|
||||
indices[config.category] = 0;
|
||||
}
|
||||
}
|
||||
|
||||
public void Play(AudioClip clip, AudioCategory category, float pitch = 1f)
|
||||
{
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||||
if (clip == null) return;
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||||
if (!pools.TryGetValue(category, out var pool)) return;
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||||
|
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int idx = indices[category];
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||||
var src = pool[idx % pool.Length];
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||||
src.pitch = pitch;
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||||
src.clip = clip;
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src.Play();
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indices[category] = idx + 1;
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||||
}
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||||
}
|
||||
}
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||||
2
Assets/_Project/Scripts/Audio/AudioManager.cs.meta
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Assets/_Project/Scripts/Audio/AudioManager.cs.meta
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|||
fileFormatVersion: 2
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guid: 9ec21c01769ef58d1ac26ba89668eeaa
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36
Assets/_Project/Scripts/Audio/README.md
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Assets/_Project/Scripts/Audio/README.md
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@ -0,0 +1,36 @@
|
|||
# Audio System
|
||||
|
||||
Centralised voice-limited audio for the game. Lives in `Assets/_Project/Scripts/Audio/`.
|
||||
|
||||
## How it works
|
||||
|
||||
`AudioManager` is a per-scene MonoBehaviour singleton. On `Awake` it pre-allocates a pool of `AudioSource` components (on its own GameObject) for each sound category. Callers request playback via `AudioManager.Instance.Play(clip, category, pitch)` — the manager picks the next source in that category's pool using round-robin, interrupting the oldest sound if all voices are busy.
|
||||
|
||||
## Categories (`AudioCategory` enum)
|
||||
|
||||
| Category | Typical use |
|
||||
|---|---|
|
||||
| `TowerFire` | Tower attack sounds |
|
||||
| `EnemyHitDeath` | Enemy damage and death sounds |
|
||||
| `UI` | Button clicks, placement confirmation, etc. |
|
||||
| `Music` | Background music |
|
||||
|
||||
Voice limits and volume per category are configured in the Inspector on the `AudioManager` scene GameObject.
|
||||
|
||||
## Scene setup
|
||||
|
||||
An empty GameObject named `AudioManager` must exist in each gameplay scene with the `AudioManager` component attached. Configure the `Categories` array in the Inspector — one entry per `AudioCategory` value.
|
||||
|
||||
Suggested defaults:
|
||||
- TowerFire: 4 voices, volume 1.0
|
||||
- EnemyHitDeath: 8 voices, volume 1.0
|
||||
- UI: 4 voices, volume 1.0
|
||||
- Music: 2 voices, volume 0.8
|
||||
|
||||
## Adding a new sound-emitting component
|
||||
|
||||
1. Get a reference to an `AudioClip` via `[SerializeField]`
|
||||
2. Call `AudioManager.Instance?.Play(clip, AudioCategory.YourCategory)` at the point the sound should trigger
|
||||
3. Pitch randomization (if desired) is the caller's responsibility: `Random.Range(minPitch, maxPitch)` passed as the third argument
|
||||
|
||||
See `TeslaTowerFireSound.cs` in `Scripts/Combat/` as a reference implementation.
|
||||
7
Assets/_Project/Scripts/Audio/README.md.meta
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7
Assets/_Project/Scripts/Audio/README.md.meta
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fileFormatVersion: 2
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guid: 4acf87ebbb79a6ce482e6e4767d27b41
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TextScriptImporter:
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externalObjects: {}
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userData:
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||||
assetBundleName:
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assetBundleVariant:
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@ -6,35 +6,92 @@ namespace TD.Combat
|
|||
{
|
||||
/// <summary>
|
||||
/// Local-only electrical-arc visual for <see cref="TD.Core.TargetType.AllInRange"/>
|
||||
/// towers (Tesla Coil). Subscribes to <see cref="TowerCombat.OnAreaFired"/> and draws a
|
||||
/// jagged line from the tower's emitter point to every enemy hit, flashed for a moment.
|
||||
/// towers (Tesla Coil). Subscribes to <see cref="TowerCombat.OnAreaFired"/> and draws an
|
||||
/// arced, jittering bolt from the tower's emitter to every enemy hit, re-randomized each
|
||||
/// frame so it crackles, then hidden after a short flash.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Pure visualization — runs on every peer from the replicated fire broadcast; nothing
|
||||
/// here is networked. Arcs are pooled <see cref="LineRenderer"/>s reused across ticks.
|
||||
/// here is networked. Bolts are pooled <see cref="LineRenderer"/>s reused across ticks.
|
||||
/// The glow (bloom) comes from the material + an HDR color above the bloom threshold; see
|
||||
/// <see cref="emissionIntensity"/> and the project's post-processing Volume.
|
||||
/// </remarks>
|
||||
[RequireComponent(typeof(TowerCombat))]
|
||||
public class TeslaArcVisual : MonoBehaviour
|
||||
{
|
||||
[Tooltip("Point the arcs originate from — the central top of the coil. " +
|
||||
[Tooltip("Point the bolts originate from — the central top of the coil. " +
|
||||
"If unset, falls back to one unit above the tower root.")]
|
||||
[SerializeField] private Transform emitter;
|
||||
|
||||
[Tooltip("Material for the arc lines. Assign an unlit/additive material for a glow. " +
|
||||
"If unset, a fallback Sprites/Default material is created at runtime.")]
|
||||
[Tooltip("Material for the bolts. Use an UNLIT ADDITIVE material for a convincing " +
|
||||
"glow (a Lit material won't bloom well on a thin line). If unset, a fallback " +
|
||||
"additive material is created at runtime.")]
|
||||
[SerializeField] private Material arcMaterial;
|
||||
|
||||
[SerializeField] private Color arcColor = new Color(0.6f, 0.85f, 1f, 1f);
|
||||
[Tooltip("Base bolt color. Multiplied by Emission Intensity to push it into HDR so " +
|
||||
"Bloom picks it up.")]
|
||||
[ColorUsage(true, true)]
|
||||
[SerializeField] private Color arcColor = new Color(0.55f, 0.8f, 1f, 1f);
|
||||
|
||||
[Tooltip("HDR multiplier on the color. Must exceed the Bloom threshold (>1) for the " +
|
||||
"bolt to glow. Raise for a hotter, brighter arc.")]
|
||||
[SerializeField] private float emissionIntensity = 4f;
|
||||
|
||||
[SerializeField] private float arcWidth = 0.06f;
|
||||
[Tooltip("How long each arc flash stays visible, in seconds.")]
|
||||
|
||||
[Tooltip("How long each flash stays visible, in seconds.")]
|
||||
[SerializeField] private float arcDuration = 0.12f;
|
||||
[Tooltip("Number of points per arc. More = more jagged detail.")]
|
||||
[SerializeField] private int segmentsPerArc = 6;
|
||||
[Tooltip("Random offset applied to interior arc points for the lightning look.")]
|
||||
[SerializeField] private float jitter = 0.2f;
|
||||
|
||||
[Tooltip("Points per bolt. More = smoother arc and finer crackle. ~12-20 looks good.")]
|
||||
[SerializeField] private int segmentsPerArc = 16;
|
||||
|
||||
[Tooltip("Overall arc/bow as a fraction of bolt length (0 = straight line). The bolt " +
|
||||
"lifts toward the middle for an electrical-arc curve.")]
|
||||
[SerializeField] private float arcHeight = 0.18f;
|
||||
|
||||
[Tooltip("Random crackle displacement (world units) at the middle of the bolt, " +
|
||||
"tapering to 0 at both ends so it stays anchored to the coil and enemy.")]
|
||||
[SerializeField] private float jitter = 0.18f;
|
||||
|
||||
[Header("Light flash")]
|
||||
[Tooltip("Pulse a real point light at the emitter when firing so the bolts actually " +
|
||||
"illuminate nearby enemies (emission/bloom alone don't cast light).")]
|
||||
[SerializeField] private bool castLight = true;
|
||||
|
||||
[Tooltip("Color of the flash light.")]
|
||||
[SerializeField] private Color lightColor = new Color(0.6f, 0.85f, 1f);
|
||||
|
||||
[Tooltip("Peak intensity of the flash. The light flickers between this and ~70% of " +
|
||||
"it while firing for an electrical pulse.")]
|
||||
[SerializeField] private float lightIntensity = 8f;
|
||||
|
||||
[Tooltip("Range of the emitter flash light — covers enemies near the coil.")]
|
||||
[SerializeField] private float lightRange = 12f;
|
||||
|
||||
[Tooltip("Also flash a small light at each bolt's IMPACT point, so enemies struck at " +
|
||||
"the far edge of range get lit by the bolt — not just those near the coil.")]
|
||||
[SerializeField] private bool castImpactLight = true;
|
||||
|
||||
[Tooltip("Peak intensity of each impact light (usually lower than the emitter flash).")]
|
||||
[SerializeField] private float impactLightIntensity = 4f;
|
||||
|
||||
[Tooltip("Range of each impact light — only needs to cover the struck enemy, so keep it small.")]
|
||||
[SerializeField] private float impactLightRange = 5f;
|
||||
|
||||
[Tooltip("Performance cap on simultaneous impact lights. URP limits how many lights " +
|
||||
"affect each object, and many towers add up — targets beyond this cap rely on " +
|
||||
"the emitter flash. Raise carefully.")]
|
||||
[SerializeField] private int maxImpactLights = 8;
|
||||
|
||||
private TowerCombat combat;
|
||||
private readonly List<LineRenderer> pool = new List<LineRenderer>();
|
||||
private Light flashLight;
|
||||
private readonly List<Light> impactLightPool = new List<Light>();
|
||||
|
||||
// Snapshot of the current flash so Update can re-randomize the bolts each frame.
|
||||
private Vector3[] activeTargets;
|
||||
private int activeCount;
|
||||
private bool active;
|
||||
private float hideAt = -1f;
|
||||
|
||||
private void Awake() => combat = GetComponent<TowerCombat>();
|
||||
|
|
@ -51,31 +108,120 @@ namespace TD.Combat
|
|||
|
||||
private void Update()
|
||||
{
|
||||
if (hideAt >= 0f && Time.time >= hideAt)
|
||||
if (!active) return;
|
||||
|
||||
if (Time.time >= hideAt)
|
||||
{
|
||||
for (int i = 0; i < pool.Count; i++) pool[i].enabled = false;
|
||||
hideAt = -1f;
|
||||
HideAll();
|
||||
active = false;
|
||||
return;
|
||||
}
|
||||
|
||||
// Re-draw every frame with fresh jitter so the bolts crackle while visible.
|
||||
RedrawBolts();
|
||||
}
|
||||
|
||||
private void HandleAreaFired(Vector3[] positions)
|
||||
{
|
||||
if (positions == null) return;
|
||||
if (positions == null || positions.Length == 0) return;
|
||||
|
||||
activeTargets = positions; // RPC hands us a fresh array each call — safe to keep
|
||||
activeCount = positions.Length;
|
||||
active = true;
|
||||
hideAt = Time.time + arcDuration;
|
||||
|
||||
RedrawBolts();
|
||||
}
|
||||
|
||||
private void RedrawBolts()
|
||||
{
|
||||
Vector3 origin = emitter != null ? emitter.position : transform.position + Vector3.up;
|
||||
|
||||
for (int i = 0; i < positions.Length; i++)
|
||||
for (int i = 0; i < activeCount; i++)
|
||||
{
|
||||
var lr = GetLine(i);
|
||||
DrawArc(lr, origin, positions[i]);
|
||||
DrawBolt(lr, origin, activeTargets[i]);
|
||||
lr.enabled = true;
|
||||
}
|
||||
|
||||
// Disable any leftover lines from a previous, larger tick.
|
||||
for (int i = positions.Length; i < pool.Count; i++)
|
||||
// Disable any leftover bolts from a previous, larger tick.
|
||||
for (int i = activeCount; i < pool.Count; i++)
|
||||
pool[i].enabled = false;
|
||||
|
||||
hideAt = Time.time + arcDuration;
|
||||
// Pulse the emitter light so the coil/source lights nearby enemies.
|
||||
if (castLight)
|
||||
{
|
||||
var fl = GetFlashLight();
|
||||
fl.intensity = lightIntensity * Random.Range(0.7f, 1f); // electrical flicker
|
||||
fl.enabled = true;
|
||||
}
|
||||
|
||||
// Pulse a light at each bolt's impact point so far-struck enemies get lit by the
|
||||
// bolt itself. Capped for performance; extra targets rely on the emitter flash.
|
||||
if (castImpactLight)
|
||||
{
|
||||
int lit = Mathf.Min(activeCount, maxImpactLights);
|
||||
for (int i = 0; i < lit; i++)
|
||||
{
|
||||
var il = GetImpactLight(i);
|
||||
il.transform.position = activeTargets[i];
|
||||
il.intensity = impactLightIntensity * Random.Range(0.7f, 1f);
|
||||
il.enabled = true;
|
||||
}
|
||||
for (int i = lit; i < impactLightPool.Count; i++)
|
||||
impactLightPool[i].enabled = false;
|
||||
}
|
||||
}
|
||||
|
||||
private void HideAll()
|
||||
{
|
||||
for (int i = 0; i < pool.Count; i++)
|
||||
pool[i].enabled = false;
|
||||
|
||||
if (flashLight != null) flashLight.enabled = false;
|
||||
for (int i = 0; i < impactLightPool.Count; i++)
|
||||
impactLightPool[i].enabled = false;
|
||||
}
|
||||
|
||||
// Lazily creates a small world-space point light for a bolt's impact point.
|
||||
private Light GetImpactLight(int index)
|
||||
{
|
||||
while (impactLightPool.Count <= index)
|
||||
{
|
||||
var go = new GameObject($"ArcImpactLight_{impactLightPool.Count}");
|
||||
go.transform.SetParent(transform, worldPositionStays: true);
|
||||
|
||||
var l = go.AddComponent<Light>();
|
||||
l.type = LightType.Point;
|
||||
l.color = lightColor;
|
||||
l.range = impactLightRange;
|
||||
l.shadows = LightShadows.None;
|
||||
l.intensity = 0f;
|
||||
l.enabled = false;
|
||||
impactLightPool.Add(l);
|
||||
}
|
||||
return impactLightPool[index];
|
||||
}
|
||||
|
||||
// Lazily creates the point light at the emitter (parented so it tracks the coil).
|
||||
private Light GetFlashLight()
|
||||
{
|
||||
if (flashLight == null)
|
||||
{
|
||||
var go = new GameObject("ArcFlashLight");
|
||||
Transform parent = emitter != null ? emitter : transform;
|
||||
go.transform.SetParent(parent, worldPositionStays: false);
|
||||
go.transform.localPosition = Vector3.zero;
|
||||
|
||||
flashLight = go.AddComponent<Light>();
|
||||
flashLight.type = LightType.Point;
|
||||
flashLight.color = lightColor;
|
||||
flashLight.range = lightRange;
|
||||
flashLight.shadows = LightShadows.None; // perf: brief flashes don't need shadows
|
||||
flashLight.intensity = 0f;
|
||||
flashLight.enabled = false;
|
||||
}
|
||||
return flashLight;
|
||||
}
|
||||
|
||||
private LineRenderer GetLine(int index)
|
||||
|
|
@ -84,33 +230,74 @@ namespace TD.Combat
|
|||
{
|
||||
var go = new GameObject($"Arc_{pool.Count}");
|
||||
go.transform.SetParent(transform, worldPositionStays: false);
|
||||
|
||||
var lr = go.AddComponent<LineRenderer>();
|
||||
lr.useWorldSpace = true;
|
||||
lr.widthMultiplier = arcWidth;
|
||||
lr.numCapVertices = 2;
|
||||
lr.textureMode = LineTextureMode.Stretch;
|
||||
lr.useWorldSpace = true;
|
||||
lr.widthMultiplier = arcWidth;
|
||||
lr.numCapVertices = 4;
|
||||
lr.numCornerVertices = 4;
|
||||
lr.alignment = LineAlignment.View; // face the camera, like a billboard
|
||||
lr.textureMode = LineTextureMode.Stretch;
|
||||
lr.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
|
||||
lr.material = arcMaterial != null
|
||||
? arcMaterial
|
||||
: new Material(Shader.Find("Sprites/Default"));
|
||||
lr.startColor = lr.endColor = arcColor;
|
||||
lr.enabled = false;
|
||||
lr.material = arcMaterial != null ? arcMaterial : CreateFallbackMaterial();
|
||||
|
||||
// HDR color so Bloom in the post stack picks the bolt up as a glow.
|
||||
Color hdr = arcColor * Mathf.Max(1f, emissionIntensity);
|
||||
hdr.a = 1f;
|
||||
lr.startColor = lr.endColor = hdr;
|
||||
|
||||
lr.enabled = false;
|
||||
pool.Add(lr);
|
||||
}
|
||||
return pool[index];
|
||||
}
|
||||
|
||||
private void DrawArc(LineRenderer lr, Vector3 a, Vector3 b)
|
||||
// Additive unlit fallback so bolts still glow if no material is assigned. Prefer
|
||||
// assigning a real material in the inspector.
|
||||
private static Material CreateFallbackMaterial()
|
||||
{
|
||||
var shader = Shader.Find("Universal Render Pipeline/Particles/Unlit")
|
||||
?? Shader.Find("Sprites/Default");
|
||||
return new Material(shader);
|
||||
}
|
||||
|
||||
// Builds an arced, jagged bolt from a to b. A smooth sine bow gives the overall arc;
|
||||
// tapered random perpendicular offsets give the electrical crackle. Endpoints stay
|
||||
// exactly on the coil and the enemy.
|
||||
private void DrawBolt(LineRenderer lr, Vector3 a, Vector3 b)
|
||||
{
|
||||
int n = Mathf.Max(2, segmentsPerArc);
|
||||
lr.positionCount = n;
|
||||
|
||||
Vector3 delta = b - a;
|
||||
float len = delta.magnitude;
|
||||
Vector3 dir = len > 1e-4f ? delta / len : Vector3.forward;
|
||||
|
||||
// Bow toward world-up, projected perpendicular to the bolt (any perpendicular for
|
||||
// near-vertical bolts), plus a sideways axis for 3D crackle.
|
||||
Vector3 bowDir = Vector3.up - dir * Vector3.Dot(Vector3.up, dir);
|
||||
if (bowDir.sqrMagnitude < 1e-4f) bowDir = Vector3.Cross(dir, Vector3.right);
|
||||
bowDir.Normalize();
|
||||
Vector3 sideDir = Vector3.Cross(dir, bowDir);
|
||||
|
||||
float bow = arcHeight * len;
|
||||
|
||||
for (int s = 0; s < n; s++)
|
||||
{
|
||||
float t = s / (float)(n - 1);
|
||||
Vector3 p = Vector3.Lerp(a, b, t);
|
||||
// Jitter interior points only — endpoints stay anchored to the coil and enemy.
|
||||
Vector3 p = a + delta * t;
|
||||
|
||||
// Smooth arc — sine peaks at the middle, zero at both ends.
|
||||
float curve = Mathf.Sin(t * Mathf.PI);
|
||||
p += bowDir * (bow * curve);
|
||||
|
||||
// Crackle on interior points, tapered to nothing at the ends.
|
||||
if (s != 0 && s != n - 1)
|
||||
p += Random.insideUnitSphere * jitter;
|
||||
{
|
||||
p += bowDir * (Random.Range(-jitter, jitter) * curve);
|
||||
p += sideDir * (Random.Range(-jitter, jitter) * curve);
|
||||
}
|
||||
|
||||
lr.SetPosition(s, p);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,4 +1,5 @@
|
|||
// Assets/_Project/Scripts/Combat/TeslaTowerFireSound.cs
|
||||
using TD.Audio;
|
||||
using UnityEngine;
|
||||
|
||||
namespace TD.Combat
|
||||
|
|
@ -14,7 +15,6 @@ namespace TD.Combat
|
|||
/// as the Tesla Coil gains more audio (idle hum, charge-up, etc.).
|
||||
/// </remarks>
|
||||
[RequireComponent(typeof(TowerCombat))]
|
||||
[RequireComponent(typeof(AudioSource))]
|
||||
public class TeslaTowerFireSound : MonoBehaviour
|
||||
{
|
||||
[Tooltip("Sound played each time the coil discharges.")]
|
||||
|
|
@ -25,12 +25,10 @@ namespace TD.Combat
|
|||
[SerializeField] private float maxPitch = 1.07f;
|
||||
|
||||
private TowerCombat combat;
|
||||
private AudioSource audioSource;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
combat = GetComponent<TowerCombat>();
|
||||
audioSource = GetComponent<AudioSource>();
|
||||
combat = GetComponent<TowerCombat>();
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
|
|
@ -45,12 +43,7 @@ namespace TD.Combat
|
|||
|
||||
private void HandleAreaFired(Vector3[] positions)
|
||||
{
|
||||
if (fireClip != null)
|
||||
{
|
||||
audioSource.pitch = Random.Range(minPitch, maxPitch);
|
||||
audioSource.clip = fireClip;
|
||||
audioSource.Play();
|
||||
}
|
||||
AudioManager.Instance?.Play(fireClip, AudioCategory.TowerFire, Random.Range(minPitch, maxPitch));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -473,8 +473,6 @@ namespace TD.Combat
|
|||
{
|
||||
var multiplier = GetOwnerBuffManager()?.GetMultiplier(BuffStat.Damage) ?? 1f;
|
||||
float effectiveDamage = p.Damage * multiplier;
|
||||
Debug.Log("multiplier: " + multiplier);
|
||||
Debug.Log("Effective damage: " + effectiveDamage);
|
||||
target.TakeDamage(effectiveDamage, p.DamageType, owner);
|
||||
ApplyStatusEffect(p, target, owner);
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue