Merge pull request 'tower-sell' (#12) from tower-sell into main
Reviewed-on: #12
This commit is contained in:
commit
52f7bfdf51
28 changed files with 5746 additions and 33 deletions
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@ -137,7 +137,7 @@ namespace TD.Gameplay.Draft
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// ----- Owner → server RPCs ----------------------------------------
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/// <summary>Owning client: pick one of the offered options by id.</summary>
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[Rpc(SendTo.Server, RequireOwnership = true)]
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[Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Owner)]
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public void RequestPickRpc(int optionId)
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{
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ServerResolve(optionId);
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@ -148,7 +148,7 @@ namespace TD.Gameplay.Draft
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/// afford it or already has an unresolved draft (resolve the current one first so a
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/// free pick is never silently overwritten).
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/// </summary>
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[Rpc(SendTo.Server, RequireOwnership = true)]
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[Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Owner)]
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public void RequestBuyRerollRpc()
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{
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if (HasActiveDraft) return; // resolve the pending draft before buying another
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@ -21,8 +21,10 @@ namespace TD.Gameplay
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/// and stores the tile waypoint list.</item>
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/// <item>Each frame: moves toward the world center of <c>remainingPath[0]</c>.
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/// When within snap distance, pops the waypoint and checks for zone transitions.</item>
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/// <item>When <see cref="PathfindingService.OnPathsInvalidated"/> fires (tower placed /
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/// sold), <see cref="RecomputePath"/> reruns A* from the current tile.</item>
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/// <item>When the maze changes (tower placed / sold), <see cref="PathfindingService"/>'s
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/// budgeted scheduler calls <see cref="RecomputePath"/> (registered via
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/// <see cref="PathfindingService.RegisterMover"/>), rerunning A* from the current
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/// tile — spread across frames so a full wave never spikes.</item>
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/// <item>When <c>remainingPath</c> is empty after a pop, the enemy has reached the
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/// goal — <see cref="OnReachedGoal"/> fires and the enemy is despawned.</item>
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/// </list>
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@ -168,15 +170,18 @@ namespace TD.Gameplay
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// Recompute when a tower is placed or sold — grounded enemies only.
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// Flyers path on the static baked grid, so tower changes can never affect
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// their route; subscribing would just trigger needless recomputes.
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// their route; registering would just trigger needless recomputes.
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// Registration (not a direct event subscription) lets PathfindingService
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// spread the recomputes across frames under a per-frame budget, so a maze
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// change with a full wave present never spikes a single frame.
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if (!isFlying && PathfindingService.Instance != null)
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PathfindingService.Instance.OnPathsInvalidated += RecomputePath;
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PathfindingService.Instance.RegisterMover(this);
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}
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public override void OnNetworkDespawn()
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{
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if (PathfindingService.Instance != null)
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PathfindingService.Instance.OnPathsInvalidated -= RecomputePath;
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PathfindingService.Instance.UnregisterMover(this);
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}
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// ----- Server update --------------------------------------------------
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@ -274,8 +279,9 @@ namespace TD.Gameplay
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// ----- Path invalidation ----------------------------------------------
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// Called on server when LevelLoader.OnWalkabilityChanged fires (tower placed/sold).
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private void RecomputePath()
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// Called by PathfindingService's budgeted scheduler after a walkability change
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// (tower placed/sold). Public so the scheduler can drive it across frames.
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public void RecomputePath()
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{
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if (!IsServer) return;
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@ -26,13 +26,15 @@ namespace TD.Gameplay
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/// <b>Who calls this:</b>
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/// <list type="bullet">
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/// <item><see cref="EnemyMovement"/> calls <see cref="ComputePath"/> once on
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/// spawn and again whenever <see cref="OnPathsInvalidated"/> fires.</item>
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/// spawn, then registers via <see cref="RegisterMover"/> to be re-pathed when
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/// the maze changes.</item>
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/// </list>
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///
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/// <b>Invalidation:</b> Subscribes to <see cref="LevelLoader.OnWalkabilityChanged"/>.
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/// When a tower is placed or sold, <c>LevelLoader.SetWalkable</c> fires that event
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/// and <see cref="OnPathsInvalidated"/> is relayed to all active enemies, which
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/// each recompute their own path from their current tile.
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/// When a tower is placed or sold, <c>LevelLoader.SetWalkable</c> fires that event; the
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/// service then enqueues every registered grounded enemy and recomputes them under a
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/// per-frame time budget (<c>recomputeBudgetMs</c>), draining across frames so a maze
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/// change with a full wave present never spikes a single frame.
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///
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/// <b>Goal tile set:</b> Built once on <c>Start</c> from
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/// <c>LevelLoader.LevelData.Goals[].TileArea</c>. Goal tiles never change at
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@ -52,7 +54,10 @@ namespace TD.Gameplay
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/// <summary>
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/// Fired on every peer when the walkability grid changes (tower placed/sold).
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/// <see cref="EnemyMovement"/> subscribes per-instance to recompute its path.
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/// Enemies no longer subscribe here — they register with the budgeted re-path
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/// scheduler (<see cref="RegisterMover"/>) so recomputes spread across frames.
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/// This event remains as an extension point for any non-enemy listener that wants
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/// immediate notification of a maze change.
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/// </summary>
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public event System.Action OnPathsInvalidated;
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@ -79,6 +84,28 @@ namespace TD.Gameplay
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private readonly Dictionary<Vector2Int, float> gScore = new Dictionary<Vector2Int, float>();
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private readonly SimplePriorityQueue openSet = new SimplePriorityQueue();
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// ----- Deferred re-path scheduler ---------------------------------
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//
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// Grounded enemies register here (flyers never re-path — baked grid). On a
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// walkability change we enqueue every registered enemy and recompute a
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// TIME-BUDGETED number of them per frame, draining the backlog over subsequent
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// frames. Recomputing them all synchronously on the change frame spiked to ~0.5s
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// with a full wave on this large grid whenever a tower was sold/placed — this
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// caps the per-frame cost so no single frame ever hitches. The maze can only be
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// opened (sell) or narrowed with a guaranteed remaining route (placement, BFS-
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// validated), so an enemy briefly following its slightly-stale path for a few
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// frames until its turn comes up is safe and visually negligible.
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[Tooltip("Max wall-clock milliseconds spent recomputing enemy paths per frame " +
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"after a maze change. The backlog drains over following frames; at least " +
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"one enemy is always processed per frame so it converges. Lower = smoother " +
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"but slower to fully update; higher = faster to update but larger frame cost.")]
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[SerializeField] private float recomputeBudgetMs = 1.5f;
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private readonly HashSet<EnemyMovement> movers = new HashSet<EnemyMovement>();
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private readonly Queue<EnemyMovement> recomputeQueue = new Queue<EnemyMovement>();
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private readonly HashSet<EnemyMovement> queued = new HashSet<EnemyMovement>();
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// ----- Lifecycle --------------------------------------------------
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private void Awake()
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@ -115,6 +142,48 @@ namespace TD.Gameplay
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loader.OnWalkabilityChanged -= HandleWalkabilityChanged;
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}
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// Drains the deferred re-path backlog under a per-frame time budget. Runs on all
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// peers, but the queue is only ever populated on the server (clients never register
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// movers), so this is a no-op cost on clients. At least one enemy is processed per
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// frame whenever the queue is non-empty, so it always converges.
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private void Update()
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{
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if (recomputeQueue.Count == 0) return;
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double startMs = Time.realtimeSinceStartupAsDouble * 1000.0;
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do
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{
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var mover = recomputeQueue.Dequeue();
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if (!queued.Remove(mover)) continue; // unregistered/cancelled after enqueue
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if (mover != null) mover.RecomputePath(); // reads the CURRENT grid state
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}
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while (recomputeQueue.Count > 0
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&& Time.realtimeSinceStartupAsDouble * 1000.0 - startMs < recomputeBudgetMs);
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}
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// ----- Deferred re-path scheduler API -----------------------------
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/// <summary>
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/// Registers a grounded enemy to be re-pathed (budgeted, over following frames)
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/// whenever the maze changes. Flyers must NOT register — their baked-grid route
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/// never changes. Called on the server from <see cref="EnemyMovement"/>.
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/// </summary>
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public void RegisterMover(EnemyMovement mover)
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{
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if (mover != null) movers.Add(mover);
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}
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/// <summary>
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/// Removes an enemy from the scheduler (on despawn). Any stale entry still sitting
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/// in the pending queue is skipped when dequeued (the <c>queued</c> membership check).
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/// </summary>
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public void UnregisterMover(EnemyMovement mover)
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{
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if (mover == null) return;
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movers.Remove(mover);
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queued.Remove(mover);
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}
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// ----- Public API -------------------------------------------------
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/// <summary>
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@ -471,7 +540,16 @@ namespace TD.Gameplay
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private void HandleWalkabilityChanged()
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{
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// Notify any non-enemy listeners immediately (kept for API compatibility).
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OnPathsInvalidated?.Invoke();
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// Enqueue every registered grounded enemy for a budgeted, deferred recompute
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// instead of recomputing them all on this frame. Already-queued enemies are
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// deduped, so rapid successive maze changes just lengthen the drain rather
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// than compounding into a spike.
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foreach (var mover in movers)
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if (queued.Add(mover))
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recomputeQueue.Enqueue(mover);
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}
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}
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@ -146,7 +146,7 @@ namespace TD.Gameplay
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/// a random buff from the category at <paramref name="categoryIndex"/>.
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/// The server validates gold and adds the buff if the purchase succeeds.
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/// </summary>
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[Rpc(SendTo.Server, RequireOwnership = true)]
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[Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Owner)]
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public void RequestPurchaseBuffRpc(int categoryIndex)
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{
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if (categories == null || categoryIndex < 0 || categoryIndex >= categories.Length)
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@ -143,11 +143,17 @@ namespace TD.Gameplay
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/// <summary>
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/// Server-side entry point for awarding gold (wave clear, enemy kill).
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/// Direct call — not Rpc-wrapped — because awards always originate
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/// from server-authoritative game events. Also increments
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/// <see cref="GoldEarnedThisWave"/> so the HUD's per-wave counter reflects
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/// it; spending does not decrement that counter (it tracks earnings, not balance).
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/// from server-authoritative game events. When <paramref name="countAsEarned"/>
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/// is true (the default) it also increments <see cref="GoldEarnedThisWave"/> so the
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/// HUD's per-wave counter reflects it; spending does not decrement that counter (it
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/// tracks earnings, not balance).
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/// </summary>
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public void AwardGold(int amount)
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/// <param name="countAsEarned">
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/// Pass false for gold returned to the player that isn't income — e.g. a tower-sell
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/// refund. The player's balance still rises, but the per-wave "earned" counter does not,
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/// so refunds don't inflate round-income stats.
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/// </param>
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public void AwardGold(int amount, bool countAsEarned = true)
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{
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if (!IsServer)
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{
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@ -158,7 +164,7 @@ namespace TD.Gameplay
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if (amount <= 0) return;
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currentGold.Value += amount;
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goldEarnedThisWave.Value += amount;
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if (countAsEarned) goldEarnedThisWave.Value += amount;
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}
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/// <summary>
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@ -1,4 +1,5 @@
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// Assets/_Project/Scripts/Gameplay/TowerInstance.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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@ -105,6 +106,24 @@ namespace TD.Gameplay
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readPerm: NetworkVariableReadPermission.Everyone,
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writePerm: NetworkVariableWritePermission.Server);
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// Total gold sunk into this tower: its placement cost plus any gold later spent
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// upgrading it. Set on the server at spawn (= placement cost) and grown by the
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// (future) upgrade system via ServerAddUpgradeInvestment. Replicated so the HUD's
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// Sell button can preview the exact refund without a server round-trip.
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private readonly NetworkVariable<int> goldInvested =
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new NetworkVariable<int>(
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0,
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readPerm: NetworkVariableReadPermission.Everyone,
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writePerm: NetworkVariableWritePermission.Server);
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// Number of upgrades applied to this tower. 0 = never upgraded. Drives the Wall's
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// "full refund only while un-upgraded" rule and will back tier display later.
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private readonly NetworkVariable<int> upgradeCount =
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new NetworkVariable<int>(
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0,
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readPerm: NetworkVariableReadPermission.Everyone,
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writePerm: NetworkVariableWritePermission.Server);
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// ----- Local resolved state -------------------------------------------
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// Resolved on every client in OnNetworkSpawn from definitionTypeId via the catalog.
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@ -144,6 +163,12 @@ namespace TD.Gameplay
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/// <summary>The footprint anchor tile (SW corner, world-tile coords).</summary>
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public Vector2Int AnchorTile => anchorTile.Value;
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/// <summary>Total gold sunk into this tower so far (placement + upgrades).</summary>
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public int GoldInvested => goldInvested.Value;
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/// <summary>How many upgrades have been applied to this tower (0 = never upgraded).</summary>
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public int UpgradeCount => upgradeCount.Value;
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/// <summary>World-unit height the post-construction drop animation falls from.</summary>
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public float DropHeight => dropHeight;
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@ -254,6 +279,11 @@ namespace TD.Gameplay
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anchorTile.Value = pendingAnchor;
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ownerSlot.Value = pendingOwner;
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// Seed invested gold with the placement cost — the same amount
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// TowerPlacementManager deducted to build this tower. The upgrade system
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// grows this later via ServerAddUpgradeInvestment.
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goldInvested.Value = pendingDefinition != null ? pendingDefinition.GoldCost : 0;
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// Clear the pending data — it's now committed to NetworkVariables.
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hasPendingInit = false;
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}
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@ -345,6 +375,84 @@ namespace TD.Gameplay
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// Re-tint on every client (and the server) when the replicated paint color changes.
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private void HandlePaintColorChanged(PaintColor previous, PaintColor current) => ApplyTint();
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// ----- Selling --------------------------------------------------------
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// Server-only guard: a fast double-click could deliver two sell RPCs before the
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// despawn propagates. Mirrors BuildSiteVisual.serverCancelled.
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private bool serverSold;
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/// <summary>
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/// Gold returned if this tower is sold right now. Single source of truth for both
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/// the server (which awards it) and the HUD (which labels the Sell button). By
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/// default this is <see cref="TowerDefinition.SellRefundPercent"/> of everything
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/// invested; a tower flagged <see cref="TowerDefinition.FullRefundIfUnupgraded"/>
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/// (the Wall) returns the full amount while it has never been upgraded.
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/// </summary>
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public int ComputeSellRefund()
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{
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int invested = goldInvested.Value;
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if (resolvedDefinition == null)
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return Mathf.RoundToInt(invested * 0.75f);
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if (resolvedDefinition.FullRefundIfUnupgraded && upgradeCount.Value == 0)
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return invested;
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return Mathf.RoundToInt(invested * resolvedDefinition.SellRefundPercent);
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}
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/// <summary>
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/// Server-only: records gold spent upgrading this tower (so a later sell refunds a
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/// share of it) and marks the tower upgraded — which forfeits any
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/// full-refund-while-unupgraded rule. The upgrade system calls this when it lands.
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/// </summary>
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public void ServerAddUpgradeInvestment(int cost)
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{
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if (!IsServer) return;
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if (cost > 0) goldInvested.Value += cost;
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upgradeCount.Value += 1;
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}
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/// <summary>
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/// Client → server request to sell this tower. Accepted only from the tower's owner
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/// (same ownership rule as placement and paint). The server refunds gold, broadcasts
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/// the sell VFX/SFX from a persistent object, then despawns the tower —
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/// <see cref="OnNetworkDespawn"/> restores the footprint's grid state and clears
|
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/// selection on every peer.
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/// </summary>
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[Rpc(SendTo.Server)]
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public void RequestSellServerRpc(RpcParams rpcParams = default)
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{
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if (!IsServer) return;
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if (serverSold) return; // idempotent guard against a double-click
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ulong senderClientId = rpcParams.Receive.SenderClientId;
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PlayerSlot senderSlot = PlayerMatchState.SlotForClient(senderClientId);
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if (senderSlot == PlayerSlot.None || senderSlot != ownerSlot.Value)
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{
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Debug.Log($"[TowerInstance] Sell rejected: client {senderClientId} " +
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$"({senderSlot}) does not own tower owned by {ownerSlot.Value}.");
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return;
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}
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serverSold = true;
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int refund = ComputeSellRefund();
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var goldManager = PlayerGoldManager.GetForClient(senderClientId);
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if (goldManager != null && refund > 0)
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// countAsEarned: false — a sell refund returns spent gold, it is not round
|
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// income, so it must not inflate the per-wave "earned" counter.
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goldManager.AwardGold(refund, countAsEarned: false);
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// Broadcast VFX/SFX from the persistent placement manager, capturing the world
|
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// position NOW — this NetworkObject despawns below, so it can't carry the RPC to
|
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// remote peers itself (same reason WaveManager routes kill/leak popups).
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var pm = TowerPlacementManager.Instance;
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if (pm != null) pm.BroadcastSellEffect(transform.position);
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if (NetworkObject != null && NetworkObject.IsSpawned)
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NetworkObject.Despawn(destroy: true);
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}
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// ----- IMinimapEntity -------------------------------------------------
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//
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// Towers are static, so WorldPosition is cheap (no movement to track). Color reflects
|
||||
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@ -404,11 +512,20 @@ namespace TD.Gameplay
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? resolvedDefinition.FootprintSize
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: new Vector2Int(2, 2);
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// Collect the footprint, then stamp walkability as a BATCH so a single
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// OnWalkabilityChanged fires for the whole footprint. Per-tile SetWalkable fires
|
||||
// that event once PER TILE — on despawn (sell) that meant up to 4 full enemy A*
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||||
// re-paths for a 2×2 tower in one frame, which was the sell hitch. Placement
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// batches for the same reason (TowerPlacementManager.StampWalkable). Occupancy
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// doesn't fire walkability events, so it stays per-tile.
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var footprint = new List<Vector2Int>(footprintSize.x * footprintSize.y);
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foreach (var tile in GridCoordinates.GetFootprintTiles(anchorTile.Value, footprintSize))
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{
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loader.SetWalkable(tile, walkable);
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footprint.Add(tile);
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loader.SetOccupied(tile, occupied);
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}
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loader.SetWalkableBatch(footprint, walkable);
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}
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||||
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||||
// Reused per-instance across color updates to avoid per-call GC allocation.
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||||
|
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@ -5,6 +5,7 @@ using UnityEngine;
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using TD.Core;
|
||||
using TD.Levels;
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||||
using TD.Towers;
|
||||
using TD.VFX;
|
||||
|
||||
namespace TD.Gameplay
|
||||
{
|
||||
|
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@ -350,6 +351,43 @@ namespace TD.Gameplay
|
|||
$"client {req.SenderClientId} ({placingSlot}) at anchor {req.Anchor}.");
|
||||
}
|
||||
|
||||
// ----- Sell effects (persistent broadcaster) ----------------------
|
||||
|
||||
/// <summary>
|
||||
/// Server-only: tells every peer to play the tower-sold VFX/SFX at
|
||||
/// <paramref name="worldPos"/>. Called by <see cref="TowerInstance"/> as it sells,
|
||||
/// because the tower's own NetworkObject despawns the same frame — a persistent
|
||||
/// object must carry the broadcast so it isn't dropped.
|
||||
/// </summary>
|
||||
public void BroadcastSellEffect(Vector3 worldPos)
|
||||
{
|
||||
if (!IsServer) return;
|
||||
PlaySellEffectRpc(worldPos);
|
||||
}
|
||||
|
||||
// One-time guard so a missing spawner warns once per peer instead of on every sale.
|
||||
private static bool s_warnedNoSellSpawner;
|
||||
|
||||
[Rpc(SendTo.Everyone)]
|
||||
private void PlaySellEffectRpc(Vector3 worldPos)
|
||||
{
|
||||
var spawner = SellEffectSpawner.Instance;
|
||||
if (spawner == null)
|
||||
{
|
||||
if (!s_warnedNoSellSpawner)
|
||||
{
|
||||
Debug.LogWarning("[TowerPlacementManager] A tower was sold, but there is no " +
|
||||
"SellEffectSpawner in the scene — no coin VFX or sell sound " +
|
||||
"will play. Add a SellEffectSpawner GameObject to each Match " +
|
||||
"scene (assign its Sell Sound clip; the coin burst works even " +
|
||||
"with no VFX prefab).");
|
||||
s_warnedNoSellSpawner = true;
|
||||
}
|
||||
return;
|
||||
}
|
||||
spawner.Play(worldPos);
|
||||
}
|
||||
|
||||
// ----- Server-side commit hooks called by Builder ------------------
|
||||
|
||||
/// <summary>
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue