draft options working; spells won't cast though
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226
Assets/_Project/Scripts/Gameplay/BuilderSpellCastController.cs
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226
Assets/_Project/Scripts/Gameplay/BuilderSpellCastController.cs
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// Assets/_Project/Scripts/Gameplay/BuilderSpellCastController.cs
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using UnityEngine;
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using UnityEngine.InputSystem;
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using UnityEngine.Rendering.Universal;
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using TD.Core;
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using TD.UI;
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using TD.Gameplay.BuilderSpells;
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namespace TD.Gameplay
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{
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/// <summary>
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/// Per-client controller for the builder-spell casting UX. Watches
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/// <see cref="SpellHotkeys"/> to enter aim mode, raycasts against a broad ground layer
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/// (must cover the enemy path, not just buildable tiles), previews the aim point, and
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/// dispatches the cast to <see cref="PlayerSpellLoadout"/> via RPC on confirm.
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/// </summary>
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/// <remarks>
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/// <para><b>Plain MonoBehaviour.</b> Aiming visuals are purely cosmetic and local, same
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/// rationale as <see cref="TowerPlacementController"/>. All server-authoritative
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/// resolution lives in <see cref="PlayerSpellLoadout.RequestCastSpellRpc"/>.</para>
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///
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/// <para><b>Point vs. area preview.</b> <see cref="SpellTargetType.PointTarget"/> shows a
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/// small fixed-size reticle, even if the spell has an internal splash radius.
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/// <see cref="SpellTargetType.AreaOfEffect"/> scales the same decal to the spell's
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/// <see cref="BuilderSpellDefinition.Radius"/>, mirroring <see cref="BuildRangeIndicator"/>'s
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/// diameter-sizing idiom.</para>
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///
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/// <para><b>Single-shot only.</b> Unlike tower placement, there is no chained/shift-held
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/// casting — one keypress aims one cast.</para>
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/// </remarks>
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public class BuilderSpellCastController : MonoBehaviour
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{
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// ----- Inspector --------------------------------------------------
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[Tooltip("Physics layer(s) the aim raycast hits. Must cover the whole level's ground " +
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"(including over the enemy path), not just buildable tiles — set this to " +
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"'TerrainGeometry', not 'BuildablePlane'.")]
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[SerializeField] private LayerMask groundLayerMask;
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[Tooltip("Maximum raycast distance from the camera to the ground.")]
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[SerializeField] private float raycastMaxDistance = 500f;
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[Tooltip("Ground decal used for both the point reticle and the area-of-effect " +
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"radius preview. Auto-found in children if empty.")]
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[SerializeField] private DecalProjector aimDecal;
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[Tooltip("Fixed diameter of the reticle shown for PointTarget spells, regardless of " +
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"any internal splash radius the spell may use server-side.")]
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[SerializeField] private float pointReticleDiameter = 1.5f;
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[Tooltip("Vertical thickness of the decal projector's projection volume. Should " +
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"exceed the map's vertical range so it projects onto terrain at any height.")]
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[SerializeField] private float projectionDepth = 50f;
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// ----- Active-aim state ---------------------------------------------
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// -1 when not aiming.
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private int activeSlot = -1;
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private BuilderSpellDefinition activeDefinition;
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private bool lastHitValid;
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private Vector3 lastHitPoint;
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// ----- Lifecycle ----------------------------------------------------
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private void Awake()
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{
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if (aimDecal == null) aimDecal = GetComponentInChildren<DecalProjector>();
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if (aimDecal != null)
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{
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aimDecal.transform.localRotation = Quaternion.Euler(90f, 0f, 0f);
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aimDecal.enabled = false;
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}
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}
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private void OnDisable()
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{
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ExitAimMode();
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}
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private void Update()
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{
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if (!HUDController.IsTextInputActive)
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ScanHotkeys();
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if (activeSlot < 0) return; // idle — nothing to aim
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var keyboard = Keyboard.current;
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if (keyboard != null && keyboard.escapeKey.wasPressedThisFrame)
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{
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ExitAimMode();
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return;
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}
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var mouse = Mouse.current;
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if (mouse == null) return;
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if (mouse.rightButton.wasPressedThisFrame)
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{
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ExitAimMode();
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return;
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}
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if (TryGetGroundHit(mouse.position.ReadValue(), out Vector3 hitPoint))
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{
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lastHitValid = true;
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lastHitPoint = hitPoint;
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ShowAimDecal(hitPoint);
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}
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else
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{
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lastHitValid = false;
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HideAimDecal();
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}
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if (mouse.leftButton.wasPressedThisFrame && lastHitValid)
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{
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TrySubmitCast();
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}
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}
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// ----- Hotkey scan --------------------------------------------------
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private void ScanHotkeys()
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{
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if (activeSlot >= 0) return; // already aiming — hotkeys re-scanned only when idle
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var loadout = PlayerSpellLoadout.Local;
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if (loadout == null) return;
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var keyboard = Keyboard.current;
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if (keyboard == null) return;
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var layout = SpellHotkeys.Layout;
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int slotCount = Mathf.Min(loadout.SlotCount, layout.Length);
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for (int i = 0; i < slotCount; i++)
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{
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if (!keyboard[layout[i]].wasPressedThisFrame) continue;
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if (loadout.IsSlotOnCooldown(i)) continue;
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BeginAiming(i, loadout);
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break;
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}
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}
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private void BeginAiming(int slot, PlayerSpellLoadout loadout)
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{
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var kind = loadout.GetKind(slot);
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if (kind == null) return;
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var definition = BuilderSpellPool.Instance?.Get(kind.Value);
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if (definition == null)
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{
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Debug.LogWarning($"[BuilderSpellCastController] No BuilderSpellDefinition for {kind.Value}.");
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return;
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}
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activeSlot = slot;
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activeDefinition = definition;
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lastHitValid = false;
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}
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private void ExitAimMode()
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{
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activeSlot = -1;
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activeDefinition = null;
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lastHitValid = false;
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HideAimDecal();
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}
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// ----- Raycasting ---------------------------------------------------
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private bool TryGetGroundHit(Vector2 screenPos, out Vector3 hitPoint)
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{
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hitPoint = Vector3.zero;
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var cam = Camera.main;
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if (cam == null) return false;
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Ray ray = cam.ScreenPointToRay(new Vector3(screenPos.x, screenPos.y, 0f));
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if (Physics.Raycast(ray, out RaycastHit hit, raycastMaxDistance, groundLayerMask))
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{
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hitPoint = hit.point;
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return true;
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}
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return false;
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}
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// ----- Aim decal -----------------------------------------------------
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private void ShowAimDecal(Vector3 point)
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{
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if (aimDecal == null) return;
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float diameter = activeDefinition.TargetType == SpellTargetType.AreaOfEffect
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? activeDefinition.Radius * 2f
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: pointReticleDiameter;
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aimDecal.size = new Vector3(diameter, diameter, projectionDepth);
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aimDecal.pivot = Vector3.zero;
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aimDecal.transform.position = point;
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aimDecal.enabled = true;
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}
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private void HideAimDecal()
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{
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if (aimDecal != null) aimDecal.enabled = false;
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}
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// ----- Cast submission ------------------------------------------------
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private void TrySubmitCast()
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{
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var loadout = PlayerSpellLoadout.Local;
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if (loadout == null)
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{
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ExitAimMode();
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return;
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}
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loadout.RequestCastSpellRpc(activeSlot, lastHitPoint);
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ExitAimMode();
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}
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}
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}
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fileFormatVersion: 2
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guid: cc99a2b3d3e8d8178a74e1d68a34553c
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8
Assets/_Project/Scripts/Gameplay/BuilderSpells.meta
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8
Assets/_Project/Scripts/Gameplay/BuilderSpells.meta
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@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 7f64edca739cf31bfbdf58e2403b4a74
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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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// Assets/_Project/Scripts/Gameplay/BuilderSpells/BuilderSpellDefinition.cs
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using UnityEngine;
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using TD.Core;
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namespace TD.Gameplay.BuilderSpells
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{
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/// <summary>
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/// Base class for one builder spell — a player-cast, key-triggered ability (e.g. "drop a
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/// fireball on a point", "slow enemies in a radius"). Granted via the draft (<see
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/// cref="TD.Gameplay.Draft.BuilderSpellDraftOption"/>) and tracked per-player by <see
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/// cref="PlayerSpellLoadout"/>, which owns the hotkey slot and cooldown state.
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/// </summary>
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/// <remarks>
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/// <para><b>Contrast with <see cref="BuilderEffects.BuilderEffectDefinition"/>.</b> Effects
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/// are passive and queried by consumers; spells are active and resolve themselves.
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/// <see cref="ServerCast"/> is that resolution — it IS the "apply the effect" method,
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/// replacing the effect system's <c>IsValidFor</c>-only gate pattern (grant-time validity
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/// still lives on <see cref="TD.Gameplay.Draft.BuilderSpellDraftOption.IsValidFor"/>).</para>
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///
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/// <para><b>One asset per kind.</b> <see cref="Kind"/> is fixed per subclass, same as
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/// <see cref="BuilderEffects.BuilderEffectDefinition"/>. <see cref="BuilderSpellPool"/> uses
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/// it to build a fixed-size, enum-indexed lookup table.</para>
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///
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/// <para><b>Server-only resolution, client-only visual.</b> <see cref="ServerCast"/> runs on
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/// the server and applies damage/status via the same <c>Physics.OverlapSphereNonAlloc</c> +
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/// <c>EnemyHealth</c>/<c>EnemyStatus</c> pattern <c>TowerCombat</c> already uses.
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/// <see cref="ClientPlayVfx"/> runs on every peer (including the server) after a successful
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/// cast, purely for presentation.</para>
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/// </remarks>
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public abstract class BuilderSpellDefinition : ScriptableObject
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{
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/// <summary>Which builder spell this asset's data belongs to.</summary>
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public abstract BuilderSpellKind Kind { get; }
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[Header("Presentation")]
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[Tooltip("Name shown on the draft card and the cast hotbar.")]
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public string DisplayName;
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[Tooltip("Short description shown on the draft card.")]
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[TextArea(2, 4)]
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public string Description;
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[Tooltip("Icon shown on the draft card and the cast hotbar.")]
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public Sprite Icon;
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[Header("Casting")]
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[Tooltip("Seconds before this spell can be cast again after a successful cast.")]
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[Min(0f)]
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public float Cooldown = 5f;
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[Tooltip("How the cast controller aims this spell. AreaOfEffect previews Radius as a " +
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"decal while aiming; PointTarget does not, even if Radius is used internally " +
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"(e.g. a splash radius).")]
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public SpellTargetType TargetType;
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[Tooltip("AreaOfEffect: the resolution radius AND the client-side preview size. " +
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"PointTarget: optional internal-only radius (e.g. splash) with no preview.")]
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[Min(0f)]
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public float Radius;
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[Tooltip("Physics layer(s) enemies occupy, queried by this spell's own OverlapSphere " +
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"call. Each spell asset authors its own mask — same convention as " +
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"TowerCombat/Projectile's per-instance enemyLayerMask.")]
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[SerializeField]
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protected LayerMask enemyLayerMask;
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// Shared scratch buffer for OverlapSphereNonAlloc queries. The server processes casts
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// sequentially (one RPC handler at a time), so a static buffer shared across all spell
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// assets is safe — mirrors TowerCombat.s_overlapBuffer, but sized larger (64 vs. 32):
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// OverlapSphereNonAlloc silently truncates past the buffer length with no way to
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// detect the truncation, and spells are more likely than a single tower's splash/chain
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// radius to catch a dense horde. TowerCombat's buffer is intentionally left at 32 —
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// out of scope here, flagged separately for the team to revisit.
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protected static readonly Collider[] s_overlapBuffer = new Collider[64];
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/// <summary>
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/// Server-only: resolve this spell's effect at <paramref name="targetPoint"/> for the
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/// casting player. Returns false if the cast could not be applied (e.g. hit nothing) —
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/// <see cref="PlayerSpellLoadout"/> treats a false return as a no-op and does not start
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/// the cooldown.
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/// </summary>
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public abstract bool ServerCast(ulong clientId, Vector3 targetPoint);
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/// <summary>
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/// Runs on every peer (via <see cref="PlayerSpellLoadout"/>'s ClientRpc) after a
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/// successful <see cref="ServerCast"/>. Default no-op; override to spawn an impact VFX
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/// prefab and self-destroy it, the same idiom used elsewhere for one-off visuals.
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/// </summary>
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public virtual void ClientPlayVfx(Vector3 targetPoint) { }
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}
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}
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fileFormatVersion: 2
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guid: 9fca3191d98aa2652a9c5475d5c6b153
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@ -0,0 +1,68 @@
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// Assets/_Project/Scripts/Gameplay/BuilderSpells/BuilderSpellPool.cs
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using System;
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using UnityEngine;
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using TD.Core;
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namespace TD.Gameplay.BuilderSpells
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{
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/// <summary>
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/// Scene singleton holding every <see cref="BuilderSpellDefinition"/> available this match,
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/// authored as a flat array in the inspector for convenience. Internally it builds a
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/// fixed-size table indexed by <see cref="BuilderSpellKind"/> so lookups are a single array
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/// access, not a scan.
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/// </summary>
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/// <remarks>
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/// Plain MonoBehaviour: identical on every peer (same assets), so there is nothing to sync.
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/// The server reads it to resolve casts; clients read it to resolve <see
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/// cref="BuilderSpellDefinition.ClientPlayVfx"/> and to render the cast hotbar. Mirrors
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/// <see cref="BuilderEffects.BuilderEffectPool"/> exactly.
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/// </remarks>
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public class BuilderSpellPool : MonoBehaviour
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{
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public static BuilderSpellPool Instance { get; private set; }
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[Tooltip("Every BuilderSpellDefinition asset available this match. One entry per " +
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"BuilderSpellKind — order doesn't matter, Kind on the asset itself decides " +
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"its slot.")]
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[SerializeField] private BuilderSpellDefinition[] spells;
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// Fixed-size, enum-indexed lookup built once in Awake. Sized to the enum's entry count,
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// not authored count, so an out-of-range Kind is a compile-time impossibility rather
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// than a bounds check we'd otherwise need on every Get().
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private BuilderSpellDefinition[] byKind;
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private void Awake()
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{
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if (Instance != null && Instance != this)
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{
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Debug.LogError("[BuilderSpellPool] Multiple instances detected. Only one per scene.");
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return;
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}
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Instance = this;
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int kindCount = Enum.GetValues(typeof(BuilderSpellKind)).Length;
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byKind = new BuilderSpellDefinition[kindCount];
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if (spells == null) return;
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for (int i = 0; i < spells.Length; i++)
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{
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var def = spells[i];
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if (def == null) continue;
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byKind[(int)def.Kind] = def;
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}
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}
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private void OnDestroy()
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{
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if (Instance == this) Instance = null;
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}
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/// <summary>Returns the spell asset for <paramref name="kind"/>, or null if none is
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/// authored in this pool.</summary>
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public BuilderSpellDefinition Get(BuilderSpellKind kind)
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{
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int i = (int)kind;
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return (byKind != null && i >= 0 && i < byKind.Length) ? byKind[i] : null;
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}
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}
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}
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@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 36a7be1b3824682b8a183fbcf8564652
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@ -0,0 +1,47 @@
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// Assets/_Project/Scripts/Gameplay/BuilderSpells/FireballSpellDefinition.cs
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using UnityEngine;
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using TD.Core;
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namespace TD.Gameplay.BuilderSpells
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{
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/// <summary>
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/// Builder spell #1 — drop a fireball on a point, dealing direct damage to whatever's
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/// there plus splash damage to nearby enemies.
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/// </summary>
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/// <remarks>
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/// <see cref="BuilderSpellDefinition.TargetType"/> is <see cref="SpellTargetType.PointTarget"/>
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/// — the cast controller shows only a fixed-size reticle, even though
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/// <see cref="BuilderSpellDefinition.Radius"/> is still used internally here as the splash
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/// radius (0 = no splash, direct hit only).
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/// </remarks>
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[CreateAssetMenu(fileName = "FireballSpell", menuName = "TD/Builder Spells/Fireball")]
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public class FireballSpellDefinition : BuilderSpellDefinition
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{
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public override BuilderSpellKind Kind => BuilderSpellKind.Fireball;
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[Header("Fireball")]
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[Tooltip("Damage dealt to every enemy within Radius of the target point.")]
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[Min(0f)]
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public float Damage = 50f;
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public override bool ServerCast(ulong clientId, Vector3 targetPoint)
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{
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PlayerSlot owner = PlayerMatchState.SlotForClient(clientId);
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int count = Physics.OverlapSphereNonAlloc(
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targetPoint, Mathf.Max(Radius, 0.01f), s_overlapBuffer, enemyLayerMask);
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bool hitAny = false;
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for (int i = 0; i < count; i++)
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{
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var enemyHealth = s_overlapBuffer[i].GetComponent<EnemyHealth>();
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if (enemyHealth == null || enemyHealth.IsDead) continue;
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enemyHealth.TakeDamage(Damage, DamageType.Fire, owner);
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hitAny = true;
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}
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return hitAny;
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}
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}
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}
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@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 22b36bfcd0ae4af4098d908138e874e1
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@ -0,0 +1,55 @@
|
|||
// Assets/_Project/Scripts/Gameplay/BuilderSpells/SlowAreaSpellDefinition.cs
|
||||
using UnityEngine;
|
||||
using TD.Core;
|
||||
|
||||
namespace TD.Gameplay.BuilderSpells
|
||||
{
|
||||
/// <summary>
|
||||
/// Builder spell #2 — slow every enemy within an area for a duration.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// <see cref="BuilderSpellDefinition.TargetType"/> is <see cref="SpellTargetType.AreaOfEffect"/>
|
||||
/// — the cast controller previews <see cref="BuilderSpellDefinition.Radius"/> as a decal
|
||||
/// while aiming, and this spell resolves against that same radius (no separate field).
|
||||
/// Reuses the existing slow/DoT system (<see cref="EnemyStatus.ApplyEffect"/>) rather than
|
||||
/// introducing a new status mechanism.
|
||||
/// </remarks>
|
||||
[CreateAssetMenu(fileName = "SlowAreaSpell", menuName = "TD/Builder Spells/Slow Area")]
|
||||
public class SlowAreaSpellDefinition : BuilderSpellDefinition
|
||||
{
|
||||
public override BuilderSpellKind Kind => BuilderSpellKind.SlowArea;
|
||||
|
||||
[Header("Slow Area")]
|
||||
[Tooltip("Speed multiplier applied to affected enemies for EffectDuration " +
|
||||
"(e.g. 0.5 = half speed).")]
|
||||
[Range(0f, 1f)]
|
||||
public float SlowFactor = 0.5f;
|
||||
|
||||
[Tooltip("Seconds the slow lasts. Re-casting on an already-slowed enemy refreshes it.")]
|
||||
[Min(0f)]
|
||||
public float EffectDuration = 3f;
|
||||
|
||||
public override bool ServerCast(ulong clientId, Vector3 targetPoint)
|
||||
{
|
||||
PlayerSlot owner = PlayerMatchState.SlotForClient(clientId);
|
||||
|
||||
int count = Physics.OverlapSphereNonAlloc(
|
||||
targetPoint, Mathf.Max(Radius, 0.01f), s_overlapBuffer, enemyLayerMask);
|
||||
|
||||
bool hitAny = false;
|
||||
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, EffectDuration, owner);
|
||||
hitAny = true;
|
||||
}
|
||||
|
||||
return hitAny;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,2 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 249c65067c3bac80693255e594d844c7
|
||||
|
|
@ -0,0 +1,41 @@
|
|||
// Assets/_Project/Scripts/Gameplay/Draft/BuilderSpellDraftOption.cs
|
||||
using UnityEngine;
|
||||
using TD.Core;
|
||||
using TD.Gameplay.BuilderSpells;
|
||||
|
||||
namespace TD.Gameplay.Draft
|
||||
{
|
||||
/// <summary>
|
||||
/// Draft choice — "gain a builder spell". Grants the player a key-triggered active ability,
|
||||
/// adding it to their <see cref="PlayerSpellLoadout"/>.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Mirrors <see cref="BuilderEffectDraftOption"/>: carries the <see cref="BuilderSpellKind"/>
|
||||
/// directly rather than an asset reference, since the enum value is the stable identifier
|
||||
/// <see cref="PlayerSpellLoadout"/> and <see cref="BuilderSpellPool"/> already key off of.
|
||||
/// <see cref="IsValidFor"/> also checks slot capacity — once
|
||||
/// <see cref="PlayerSpellLoadout.MaxSpellSlots"/> is reached, no further spell options are
|
||||
/// offered.
|
||||
/// </remarks>
|
||||
[CreateAssetMenu(fileName = "BuilderSpellOption", menuName = "TD/Draft/Builder Spell Option")]
|
||||
public class BuilderSpellDraftOption : DraftOption
|
||||
{
|
||||
[Header("Payload")]
|
||||
[Tooltip("The builder spell this option grants.")]
|
||||
public BuilderSpellKind Kind;
|
||||
|
||||
public override bool IsValidFor(ulong clientId)
|
||||
{
|
||||
var loadout = PlayerSpellLoadout.GetForClient(clientId);
|
||||
if (loadout == null) return false;
|
||||
if (loadout.SlotCount >= PlayerSpellLoadout.MaxSpellSlots) return false;
|
||||
return !loadout.PlayerHasSpell(Kind);
|
||||
}
|
||||
|
||||
public override bool ServerApply(ulong clientId)
|
||||
{
|
||||
var loadout = PlayerSpellLoadout.GetForClient(clientId);
|
||||
return loadout != null && loadout.ServerGrantSpell(Kind);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,2 @@
|
|||
fileFormatVersion: 2
|
||||
guid: a574e8aa74d8787f2b949300932af485
|
||||
177
Assets/_Project/Scripts/Gameplay/PlayerSpellLoadout.cs
Normal file
177
Assets/_Project/Scripts/Gameplay/PlayerSpellLoadout.cs
Normal file
|
|
@ -0,0 +1,177 @@
|
|||
// Assets/_Project/Scripts/Gameplay/PlayerSpellLoadout.cs
|
||||
using System.Collections.Generic;
|
||||
using Unity.Netcode;
|
||||
using UnityEngine;
|
||||
using TD.Core;
|
||||
using TD.Gameplay.BuilderSpells;
|
||||
|
||||
namespace TD.Gameplay
|
||||
{
|
||||
/// <summary>
|
||||
/// Per-player set of granted builder spells and their cooldowns. Lives on the Player
|
||||
/// prefab alongside <see cref="BuilderUpgradeManager"/> and <see cref="PlayerDraft"/>.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// <para><b>Slot == grant order == hotkey.</b> <see cref="spells"/> is append-only; a
|
||||
/// slot's index in the list is both its identity and the index into
|
||||
/// <see cref="SpellHotkeys.Layout"/>. There is no player-configurable rebinding.</para>
|
||||
///
|
||||
/// <para><b>Cast flow.</b> The owning client calls <see cref="RequestCastSpellRpc"/> with a
|
||||
/// slot index and an aimed world point. The server re-validates everything (slot exists,
|
||||
/// off cooldown, <see cref="MatchPhase.Playing"/>) since client-side checks in
|
||||
/// <see cref="BuilderSpellCastController"/> are UX-only, resolves the
|
||||
/// <see cref="BuilderSpellDefinition"/> via <see cref="BuilderSpellPool"/>, and calls
|
||||
/// <see cref="BuilderSpellDefinition.ServerCast"/>. A successful cast starts the cooldown
|
||||
/// and fires <see cref="PlayVfxClientRpc"/> so every peer plays the same visual.</para>
|
||||
/// </remarks>
|
||||
public class PlayerSpellLoadout : NetworkBehaviour
|
||||
{
|
||||
/// <summary>Hard cap on granted spells, matching the number of hotkey slots available.</summary>
|
||||
public const int MaxSpellSlots = 4;
|
||||
|
||||
// ----- Static registry (mirrors BuilderUpgradeManager) -----
|
||||
|
||||
private static readonly Dictionary<ulong, PlayerSpellLoadout> s_byClientId
|
||||
= new Dictionary<ulong, PlayerSpellLoadout>();
|
||||
|
||||
/// <summary>Returns the loadout owned by the given client, or null.</summary>
|
||||
public static PlayerSpellLoadout GetForClient(ulong clientId)
|
||||
{
|
||||
s_byClientId.TryGetValue(clientId, out var loadout);
|
||||
return loadout;
|
||||
}
|
||||
|
||||
/// <summary>Convenience: the local client's own loadout.</summary>
|
||||
public static PlayerSpellLoadout Local
|
||||
{
|
||||
get
|
||||
{
|
||||
var nm = NetworkManager.Singleton;
|
||||
if (nm == null || !nm.IsClient) return null;
|
||||
return GetForClient(nm.LocalClientId);
|
||||
}
|
||||
}
|
||||
|
||||
// ----- Networked state --------------------------------------------
|
||||
|
||||
private readonly NetworkList<SpellSlot> spells = new NetworkList<SpellSlot>();
|
||||
|
||||
/// <summary>Fired on every peer when a spell is granted or a cooldown changes.</summary>
|
||||
public event System.Action OnLoadoutChanged;
|
||||
|
||||
// ----- NGO lifecycle ------------------------------------------------
|
||||
|
||||
public override void OnNetworkSpawn()
|
||||
{
|
||||
s_byClientId[OwnerClientId] = this;
|
||||
spells.OnListChanged += HandleSpellsChanged;
|
||||
}
|
||||
|
||||
public override void OnNetworkDespawn()
|
||||
{
|
||||
spells.OnListChanged -= HandleSpellsChanged;
|
||||
|
||||
if (s_byClientId.TryGetValue(OwnerClientId, out var registered) && registered == this)
|
||||
s_byClientId.Remove(OwnerClientId);
|
||||
}
|
||||
|
||||
private void HandleSpellsChanged(NetworkListEvent<SpellSlot> change) => OnLoadoutChanged?.Invoke();
|
||||
|
||||
// ----- Read API -----------------------------------------------------
|
||||
|
||||
/// <summary>Number of spells currently granted.</summary>
|
||||
public int SlotCount => spells.Count;
|
||||
|
||||
/// <summary>True if this player has already been granted the given spell.</summary>
|
||||
public bool PlayerHasSpell(BuilderSpellKind kind)
|
||||
{
|
||||
for (int i = 0; i < spells.Count; i++)
|
||||
{
|
||||
if (spells[i].Kind == kind) return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>The spell kind occupying <paramref name="slot"/>, or null if out of range.</summary>
|
||||
public BuilderSpellKind? GetKind(int slot)
|
||||
=> (slot >= 0 && slot < spells.Count) ? spells[slot].Kind : (BuilderSpellKind?)null;
|
||||
|
||||
/// <summary>True if <paramref name="slot"/> is out of range, empty, or still cooling down.</summary>
|
||||
public bool IsSlotOnCooldown(int slot)
|
||||
{
|
||||
if (slot < 0 || slot >= spells.Count) return true;
|
||||
|
||||
var nm = NetworkManager.Singleton;
|
||||
if (nm == null) return false;
|
||||
|
||||
return spells[slot].CooldownEndServerTime > nm.ServerTime.Time;
|
||||
}
|
||||
|
||||
/// <summary>Seconds remaining on <paramref name="slot"/>'s cooldown, or 0 if ready/invalid.</summary>
|
||||
public float GetCooldownRemaining(int slot)
|
||||
{
|
||||
if (slot < 0 || slot >= spells.Count) return 0f;
|
||||
|
||||
var nm = NetworkManager.Singleton;
|
||||
if (nm == null) return 0f;
|
||||
|
||||
double remaining = spells[slot].CooldownEndServerTime - nm.ServerTime.Time;
|
||||
return remaining > 0d ? (float)remaining : 0f;
|
||||
}
|
||||
|
||||
// ----- Server mutation -----------------------------------------------
|
||||
|
||||
/// <summary>
|
||||
/// Server-only: grants the given spell (a draft pick) into the next free slot.
|
||||
/// No-op if already granted or slots are full. Returns true if actually granted.
|
||||
/// </summary>
|
||||
public bool ServerGrantSpell(BuilderSpellKind kind)
|
||||
{
|
||||
if (!IsServer) return false;
|
||||
if (spells.Count >= MaxSpellSlots) return false;
|
||||
if (PlayerHasSpell(kind)) return false;
|
||||
|
||||
spells.Add(SpellSlot.CreateReady(kind));
|
||||
return true;
|
||||
}
|
||||
|
||||
// ----- Cast RPC -----------------------------------------------------
|
||||
|
||||
/// <summary>
|
||||
/// Owning-client entry point. Requests the server resolve a cast of the spell in
|
||||
/// <paramref name="slot"/> at <paramref name="targetPoint"/>. All validation happens
|
||||
/// here on the server; the client only uses this to trigger an attempt.
|
||||
/// </summary>
|
||||
[Rpc(SendTo.Server, RequireOwnership = true)]
|
||||
public void RequestCastSpellRpc(int slot, Vector3 targetPoint)
|
||||
{
|
||||
if (MatchState.Instance == null || MatchState.Instance.Phase != MatchPhase.Playing)
|
||||
return;
|
||||
|
||||
if (slot < 0 || slot >= spells.Count) return;
|
||||
|
||||
var slotValue = spells[slot];
|
||||
if (slotValue.CooldownEndServerTime > NetworkManager.ServerTime.Time) return;
|
||||
|
||||
var definition = BuilderSpellPool.Instance?.Get(slotValue.Kind);
|
||||
if (definition == null)
|
||||
{
|
||||
Debug.LogWarning($"[PlayerSpellLoadout] No BuilderSpellDefinition for {slotValue.Kind}.");
|
||||
return;
|
||||
}
|
||||
|
||||
if (!definition.ServerCast(OwnerClientId, targetPoint)) return;
|
||||
|
||||
slotValue.CooldownEndServerTime = NetworkManager.ServerTime.Time + definition.Cooldown;
|
||||
spells[slot] = slotValue;
|
||||
|
||||
PlayVfxClientRpc(slotValue.Kind, targetPoint);
|
||||
}
|
||||
|
||||
[ClientRpc]
|
||||
private void PlayVfxClientRpc(BuilderSpellKind kind, Vector3 targetPoint)
|
||||
{
|
||||
BuilderSpellPool.Instance?.Get(kind)?.ClientPlayVfx(targetPoint);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,2 @@
|
|||
fileFormatVersion: 2
|
||||
guid: dfa83208b02c50b40866bb1846240c4a
|
||||
29
Assets/_Project/Scripts/Gameplay/SpellHotkeys.cs
Normal file
29
Assets/_Project/Scripts/Gameplay/SpellHotkeys.cs
Normal file
|
|
@ -0,0 +1,29 @@
|
|||
// Assets/_Project/Scripts/Gameplay/SpellHotkeys.cs
|
||||
using UnityEngine.InputSystem;
|
||||
|
||||
namespace TD.Gameplay
|
||||
{
|
||||
/// <summary>
|
||||
/// The fixed key bound to each spell hotkey slot (slot index == grant order ==
|
||||
/// <see cref="PlayerSpellLoadout"/> list index). Shared by
|
||||
/// <see cref="BuilderSpellCastController"/> (reads input) and the HUD hotbar (renders key
|
||||
/// labels) so the two can never drift apart.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// <see cref="TD.UI.HUDController"/>'s <c>HotkeyLayout</c> already claims the entire
|
||||
/// Q/W/E/R/T/A/S/D/F/G/Z/X/C/V/B block for the build command grid, so spell casting uses
|
||||
/// the number row instead.
|
||||
/// </remarks>
|
||||
public static class SpellHotkeys
|
||||
{
|
||||
public static readonly Key[] Layout =
|
||||
{
|
||||
Key.Digit1,
|
||||
Key.Digit2,
|
||||
Key.Digit3,
|
||||
Key.Digit4,
|
||||
};
|
||||
|
||||
public static int MaxSpellSlots => Layout.Length;
|
||||
}
|
||||
}
|
||||
2
Assets/_Project/Scripts/Gameplay/SpellHotkeys.cs.meta
Normal file
2
Assets/_Project/Scripts/Gameplay/SpellHotkeys.cs.meta
Normal file
|
|
@ -0,0 +1,2 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 360482837f8c85d5abe29870dcf9cf1a
|
||||
63
Assets/_Project/Scripts/Gameplay/SpellSlot.cs
Normal file
63
Assets/_Project/Scripts/Gameplay/SpellSlot.cs
Normal file
|
|
@ -0,0 +1,63 @@
|
|||
// Assets/_Project/Scripts/Gameplay/SpellSlot.cs
|
||||
using System;
|
||||
using Unity.Netcode;
|
||||
using TD.Core;
|
||||
|
||||
namespace TD.Gameplay
|
||||
{
|
||||
/// <summary>
|
||||
/// One granted builder spell in a <see cref="PlayerSpellLoadout"/>. Replicated as part of
|
||||
/// a <see cref="NetworkList{T}"/>; the entry's index in that list IS the hotkey slot
|
||||
/// (grant order == key order), so no separate slot index field is needed.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// <b>One struct, not parallel lists.</b> <see cref="Kind"/> is set once at grant time;
|
||||
/// <see cref="CooldownEndServerTime"/> is rewritten on every cast. <c>NetworkList{T}</c>'s
|
||||
/// indexer setter (<c>spells[i] = newValue</c>) short-circuits the write when
|
||||
/// <c>Equals</c> on the old value returns true (see <see cref="BuildJob"/> for the
|
||||
/// documented case that first surfaced this). Comparing only <see cref="Kind"/> would mean
|
||||
/// a cooldown update — same Kind, new CooldownEndServerTime — never actually replicates.
|
||||
/// <see cref="Equals"/> therefore compares every field.
|
||||
/// </remarks>
|
||||
[Serializable]
|
||||
public struct SpellSlot : INetworkSerializable, IEquatable<SpellSlot>
|
||||
{
|
||||
/// <summary>Which spell occupies this slot. Fixed for the slot's lifetime.</summary>
|
||||
public BuilderSpellKind Kind;
|
||||
|
||||
/// <summary>
|
||||
/// <c>NetworkManager.ServerTime.Time</c> at which this slot is next ready to cast.
|
||||
/// 0 (or any value <= current server time) means ready now.
|
||||
/// </summary>
|
||||
public double CooldownEndServerTime;
|
||||
|
||||
public static SpellSlot CreateReady(BuilderSpellKind kind)
|
||||
{
|
||||
return new SpellSlot { Kind = kind, CooldownEndServerTime = 0d };
|
||||
}
|
||||
|
||||
// ----- INetworkSerializable ---------------------------------------
|
||||
|
||||
public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
|
||||
{
|
||||
byte kindByte = (byte)Kind;
|
||||
serializer.SerializeValue(ref kindByte);
|
||||
Kind = (BuilderSpellKind)kindByte;
|
||||
|
||||
serializer.SerializeValue(ref CooldownEndServerTime);
|
||||
}
|
||||
|
||||
// ----- IEquatable -------------------------------------------------
|
||||
//
|
||||
// Full-field comparison — see remarks above. Without this, cooldown writes
|
||||
// (Kind unchanged, only CooldownEndServerTime updated) would be silently dropped
|
||||
// by NetworkList's indexer setter.
|
||||
|
||||
public bool Equals(SpellSlot other) =>
|
||||
Kind == other.Kind && CooldownEndServerTime == other.CooldownEndServerTime;
|
||||
|
||||
public override bool Equals(object obj) => obj is SpellSlot other && Equals(other);
|
||||
|
||||
public override int GetHashCode() => (int)Kind;
|
||||
}
|
||||
}
|
||||
2
Assets/_Project/Scripts/Gameplay/SpellSlot.cs.meta
Normal file
2
Assets/_Project/Scripts/Gameplay/SpellSlot.cs.meta
Normal file
|
|
@ -0,0 +1,2 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 9c8fdabdb3c89204ab28f9e031678db4
|
||||
Loading…
Add table
Add a link
Reference in a new issue