slow area persists as an area rather than instantaneously applying once to enemies in the area

This commit is contained in:
Ian Woods 2026-07-18 21:58:34 -07:00
parent e25a691ad9
commit 7419e9a140
2 changed files with 97 additions and 20 deletions

View file

@ -0,0 +1,80 @@
// Assets/_Project/Scripts/Gameplay/BuilderSpells/SlowZoneRuntime.cs
using UnityEngine;
using TD.Core;
namespace TD.Gameplay.BuilderSpells
{
/// <summary>
/// Server-only runtime object for a Slow Area cast. Re-scans its radius every frame for the
/// rest of the zone's lifetime, continuously refreshing the Cold status on whatever enemies
/// currently overlap it.
/// </summary>
/// <remarks>
/// <para><b>Zone, not a snapshot.</b> Replaces <see cref="SlowAreaSpellDefinition"/>'s old
/// single <c>OverlapSphereNonAlloc</c> call at cast time, which slowed whoever was standing
/// there for a fixed duration regardless of whether they walked out. This ticks continuously
/// instead, so only enemies currently inside the radius are ever affected.</para>
///
/// <para><b>Refresh, not enter/exit events.</b> Each tick re-applies
/// <see cref="EnemyStatus.ApplyEffect"/> with a short fixed window (<see cref="RefreshWindow"/>),
/// not the zone's remaining lifetime. An enemy that walks out of the zone simply stops being
/// refreshed and the slow expires on its own <see cref="RefreshWindow"/> seconds later —
/// no explicit exit detection needed.</para>
///
/// <para><b>Not a NetworkObject.</b> It only ever runs where <see
/// cref="SlowAreaSpellDefinition.ServerCast"/> runs (the server), and it never needs to exist
/// on clients — the zone's visual is spawned independently on every peer via
/// <see cref="SlowAreaSpellDefinition.ClientSpawnVfx"/>.</para>
/// </remarks>
public class SlowZoneRuntime : MonoBehaviour
{
// Comfortably longer than one frame so a single missed tick doesn't let the slow
// visibly drop while an enemy is still inside, but short enough that leaving the
// zone reads as an almost-immediate loss of the slow.
private const float RefreshWindow = 0.35f;
private static readonly Collider[] s_overlapBuffer = new Collider[64];
private float radius;
private float slowFactor;
private float remainingLifetime;
private LayerMask enemyLayerMask;
private PlayerSlot owner;
/// <summary>Positions and configures the zone. Call immediately after AddComponent.</summary>
public void Initialize(Vector3 position, float radius, float slowFactor, float lifetime,
LayerMask enemyLayerMask, PlayerSlot owner)
{
transform.position = position;
this.radius = radius;
this.slowFactor = slowFactor;
this.remainingLifetime = lifetime;
this.enemyLayerMask = enemyLayerMask;
this.owner = owner;
}
private void Update()
{
remainingLifetime -= Time.deltaTime;
if (remainingLifetime <= 0f)
{
Destroy(gameObject);
return;
}
int count = Physics.OverlapSphereNonAlloc(
transform.position, radius, s_overlapBuffer, enemyLayerMask);
for (int i = 0; i < count; i++)
{
var enemyHealth = s_overlapBuffer[i].GetComponent<EnemyHealth>();
if (enemyHealth == null || enemyHealth.IsDead) continue;
var enemyStatus = s_overlapBuffer[i].GetComponent<EnemyStatus>();
if (enemyStatus == null) continue;
enemyStatus.ApplyEffect(DamageType.Cold, slowFactor, RefreshWindow, owner);
}
}
}
}