More major updates to tools, added map area volume, made gold manager network managed per player.
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18 changed files with 632 additions and 283 deletions
178
Assets/_Project/Scripts/Gameplay/PlayerGoldManager.cs
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178
Assets/_Project/Scripts/Gameplay/PlayerGoldManager.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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namespace TD.Gameplay
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{
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/// <summary>
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/// Per-player gold pool. One instance is spawned per connected client (via
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/// <see cref="NetworkManager.PlayerPrefab"/>) and owned by that client.
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///
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/// Replaces the earlier singleton-style GoldManager. Same server-authoritative
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/// pattern (NetworkVariable + server-validated Rpc), but every player has their
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/// own pool instead of sharing one.
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///
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/// Three-beat pattern (unchanged from the original template):
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/// 1. State lives in NetworkVariables (server-only writes).
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/// 2. The owning client REQUESTS spends via a server-targeted Rpc.
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/// 3. The server VALIDATES before applying.
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/// </summary>
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/// <remarks>
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/// Lookup ergonomics: each instance registers itself in a static dictionary
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/// keyed by OwnerClientId during OnNetworkSpawn and removes itself during
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/// OnNetworkDespawn. Server code that needs to award gold to a specific
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/// player can call <see cref="GetForClient(ulong)"/>.
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///
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/// This component is expected to live on the Player Prefab assigned to
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/// NetworkManager. NGO handles spawn-on-connect and ownership assignment
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/// automatically.
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/// </remarks>
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public class PlayerGoldManager : NetworkBehaviour
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{
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// --- Static registry ---------------------------------------------
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// Keyed by OwnerClientId. Populated on every peer when an instance
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// spawns; the same client can be looked up on the server (for awards)
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// and on clients (for UI). Kept private — access goes through GetForClient.
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private static readonly Dictionary<ulong, PlayerGoldManager> s_byClientId
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= new Dictionary<ulong, PlayerGoldManager>();
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/// <summary>
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/// Returns the PlayerGoldManager owned by the given client, or null if
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/// none is currently spawned. Safe to call on server or client.
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/// </summary>
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public static PlayerGoldManager GetForClient(ulong clientId)
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{
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s_byClientId.TryGetValue(clientId, out var manager);
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return manager;
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}
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/// <summary>
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/// Convenience: the local client's own gold manager. Returns null on a
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/// dedicated server or before the local player has spawned.
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/// </summary>
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public static PlayerGoldManager Local
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{
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get
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{
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var nm = NetworkManager.Singleton;
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if (nm == null || !nm.IsClient) return null;
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return GetForClient(nm.LocalClientId);
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}
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}
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// --- Tunables ----------------------------------------------------
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[Tooltip("How much gold this player starts with when the match begins.")]
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[SerializeField] private int startingGold = 100;
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// --- Networked state ---------------------------------------------
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// readPerm = Everyone so any client can read any other player's gold
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// (needed for scoreboard / opponent UI). writePerm = Server keeps
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// authority where it belongs.
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private readonly NetworkVariable<int> currentGold = new NetworkVariable<int>(
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value: 0,
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readPerm: NetworkVariableReadPermission.Everyone,
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writePerm: NetworkVariableWritePermission.Server
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);
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public int CurrentGold => currentGold.Value;
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// --- Lifecycle ---------------------------------------------------
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public override void OnNetworkSpawn()
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{
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Debug.Log($"[PlayerGoldManager] OnNetworkSpawn. OwnerClientId={OwnerClientId}, " +
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$"IsOwner={IsOwner}, IsServer={IsServer}");
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currentGold.OnValueChanged += HandleGoldChanged;
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s_byClientId[OwnerClientId] = this;
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if (IsServer)
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{
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currentGold.Value = startingGold;
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}
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}
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public override void OnNetworkDespawn()
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{
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currentGold.OnValueChanged -= HandleGoldChanged;
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// Only remove if the entry still points to this instance — guards
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// against the (unlikely) case where a new instance for the same
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// client has already overwritten the slot.
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if (s_byClientId.TryGetValue(OwnerClientId, out var registered) && registered == this)
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{
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s_byClientId.Remove(OwnerClientId);
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}
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}
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private void HandleGoldChanged(int previous, int current)
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{
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Debug.Log($"[PlayerGoldManager] Client {OwnerClientId} gold: {previous} -> {current}");
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}
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// --- Public API --------------------------------------------------
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/// <summary>
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/// Owning-client entry point for spending gold. Sends a server Rpc;
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/// the server validates and applies. Calling this on a non-owning
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/// client will be rejected by the Rpc's Owner permission.
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/// </summary>
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public void RequestSpendGold(int amount)
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{
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SpendGoldRpc(amount);
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}
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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.
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/// </summary>
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public void AwardGold(int amount)
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{
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if (!IsServer)
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{
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Debug.LogError("[PlayerGoldManager] AwardGold called on a client. " +
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"Only server code should call this directly.");
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return;
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}
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if (amount <= 0) return;
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currentGold.Value += amount;
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}
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// --- Server-side Rpc ---------------------------------------------
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// InvokePermission = Owner: only the client that owns this NetworkObject
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// can invoke the Rpc. NGO will reject calls from anyone else, so a
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// malicious client can't spend another player's gold.
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//
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// This replaces the old "RequireOwnership = false" + the implicit
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// shared-pool semantics. The deprecation warning is gone.
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[Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Owner)]
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private void SpendGoldRpc(int amount, RpcParams rpcParams = default)
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{
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// Validation 1: positive amount.
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if (amount <= 0)
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{
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Debug.LogWarning($"[PlayerGoldManager] Rejected spend of {amount} " +
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$"from client {rpcParams.Receive.SenderClientId}: " +
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$"amount must be positive.");
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return;
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}
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// Validation 2: sufficient funds.
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if (currentGold.Value < amount)
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{
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Debug.LogWarning($"[PlayerGoldManager] Rejected spend of {amount} " +
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$"from client {rpcParams.Receive.SenderClientId}: " +
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$"insufficient funds (have {currentGold.Value}).");
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return;
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}
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currentGold.Value -= amount;
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}
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}
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}
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