more changes, i guess

This commit is contained in:
Ian Woods 2026-06-23 20:00:23 -07:00
parent 8170f8d5e0
commit 53f2a3e8a8

View file

@ -1,10 +1,13 @@
// Assets/_Project/Scripts/Combat/TowerCombat.cs // Assets/_Project/Scripts/Combat/TowerCombat.cs
using System;
using System.Collections.Generic; using System.Collections.Generic;
using Unity.Netcode;
using UnityEngine;
using TD.Core; using TD.Core;
using TD.Gameplay; using TD.Gameplay;
using TD.Towers; using TD.Towers;
using Unity.Netcode;
using UnityEngine;
using Object = UnityEngine.Object;
namespace TD.Combat namespace TD.Combat
{ {
@ -75,17 +78,17 @@ namespace TD.Combat
/// fired in <see cref="OnNetworkSpawn"/> for late-joining clients so visual /// fired in <see cref="OnNetworkSpawn"/> for late-joining clients so visual
/// consumers always initialise from the correct state. /// consumers always initialise from the correct state.
/// </summary> /// </summary>
public event System.Action<NetworkObjectReference> OnTargetAcquired; public event Action<NetworkObjectReference> OnTargetAcquired;
/// <summary>Fired locally on ALL peers when the tower loses its target.</summary> /// <summary>Fired locally on ALL peers when the tower loses its target.</summary>
public event System.Action OnTargetLost; public event Action OnTargetLost;
/// <summary> /// <summary>
/// Fired locally on ALL peers each time the tower attacks. /// Fired locally on ALL peers each time the tower attacks.
/// Argument is the world-space position of the primary target at the moment /// Argument is the world-space position of the primary target at the moment
/// of fire — use it to aim muzzle flash, spawn a tracer, etc. /// of fire — use it to aim muzzle flash, spawn a tracer, etc.
/// </summary> /// </summary>
public event System.Action<Vector3> OnFire; public event Action<Vector3> OnFire;
// ----- NGO lifecycle ----------------------------------------------- // ----- NGO lifecycle -----------------------------------------------
@ -143,7 +146,7 @@ namespace TD.Combat
if (currentTarget == null) return; if (currentTarget == null) return;
bool dead = currentTarget.IsDead; bool dead = currentTarget.IsDead;
bool destroyed = (currentTarget as UnityEngine.Object) == null; bool destroyed = (currentTarget as Object) == null;
bool outOfRange = Vector3.Distance( bool outOfRange = Vector3.Distance(
transform.position, transform.position,
currentTarget.transform.position) > def.Range; currentTarget.transform.position) > def.Range;