Merge branch 'enemy-upgrades'
This commit is contained in:
commit
7e5c3a8279
19 changed files with 484 additions and 4 deletions
8
Assets/_Project/Scripts/Gameplay/EnemyAbilities.meta
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8
Assets/_Project/Scripts/Gameplay/EnemyAbilities.meta
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fileFormatVersion: 2
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guid: 1c918164b61faf1d5af9f782c5237a60
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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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@ -0,0 +1,55 @@
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// Assets/_Project/Scripts/Gameplay/EnemyAbilities/EnemyAbilityDefinition.cs
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using UnityEngine;
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using TD.Core;
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namespace TD.Gameplay.EnemyAbilities
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{
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/// <summary>
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/// Base class for one enemy ability (e.g. "split into smaller enemies on death"). Rolled
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/// at random for each spawned enemy by <see cref="EnemyAbilityPool.RollRandom"/> and applied
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/// via <see cref="EnemyAbility.InitializeServer"/>.
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/// </summary>
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/// <remarks>
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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="BuilderSpells.BuilderSpellDefinition"/>. <see cref="EnemyAbilityPool"/> 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 hooks.</b> All three hooks below only ever run on the server —
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/// <see cref="EnemyAbility"/> only calls them when <c>IsServer</c> is true. <see
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/// cref="ServerOnSpawn"/> and <see cref="ServerTick"/> are no-ops for abilities that don't
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/// need spawn-time setup or a per-frame timer (e.g. Split on Death uses neither); they exist
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/// so a future cooldown-driven ability (disable towers, teleport) doesn't need a base-class
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/// change.</para>
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/// </remarks>
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public abstract class EnemyAbilityDefinition : ScriptableObject
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{
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/// <summary>Which enemy ability this asset's data belongs to.</summary>
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public abstract EnemyAbilityKind Kind { get; }
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[Header("Presentation")]
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[Tooltip("Name shown in debug logs and future enemy-info UI.")]
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public string DisplayName;
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[Tooltip("Short description shown in future enemy-info UI.")]
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[TextArea(2, 4)]
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public string Description;
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[Header("Selection")]
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[Tooltip("Relative weight of this ability being rolled, vs. the pool's other abilities " +
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"and its no-ability chance. Same semantics as DraftOption.Weight.")]
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[Min(0f)]
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public float Weight = 1f;
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/// <summary>Server-only: called once, right after this ability is assigned (before the
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/// enemy's NetworkObject is spawned to clients). Default no-op.</summary>
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public virtual void ServerOnSpawn(EnemyAbility instance) { }
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/// <summary>Server-only: called every frame this ability is active on a live enemy.
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/// Default no-op.</summary>
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public virtual void ServerTick(EnemyAbility instance, float dt) { }
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/// <summary>Server-only: called the instant the enemy's HP reaches zero, before the
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/// death animation/despawn sequence plays. Default no-op.</summary>
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public virtual void ServerOnDeath(EnemyAbility instance, EnemyHealth health) { }
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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: 855f7f0848d3086868816d25295fcdd6
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@ -0,0 +1,102 @@
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// Assets/_Project/Scripts/Gameplay/EnemyAbilities/EnemyAbilityPool.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.EnemyAbilities
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{
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/// <summary>
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/// Scene singleton holding every <see cref="EnemyAbilityDefinition"/> 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="EnemyAbilityKind"/> so lookups are a single array
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/// access, not a scan. Mirrors <see cref="BuilderSpells.BuilderSpellPool"/> exactly.
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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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/// Only the server calls <see cref="RollRandom"/> (at enemy spawn time, in
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/// <c>WaveManager.SpawnEnemy</c>).
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/// </remarks>
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public class EnemyAbilityPool : MonoBehaviour
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{
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public static EnemyAbilityPool Instance { get; private set; }
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[Tooltip("Every EnemyAbilityDefinition asset available this match. One entry per " +
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"EnemyAbilityKind — order doesn't matter, Kind on the asset itself decides " +
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"its slot.")]
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[SerializeField] private EnemyAbilityDefinition[] abilities;
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[Tooltip("Relative weight of an enemy rolling no ability at all, vs. the combined " +
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"weight of every entry in 'abilities'. Higher = abilities are rarer.")]
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[Min(0f)]
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[SerializeField] private float noAbilityWeight = 100f;
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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 EnemyAbilityDefinition[] byKind;
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|
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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("[EnemyAbilityPool] 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(EnemyAbilityKind)).Length;
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byKind = new EnemyAbilityDefinition[kindCount];
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if (abilities == null) return;
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for (int i = 0; i < abilities.Length; i++)
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{
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var def = abilities[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 ability asset for <paramref name="kind"/>, or null if none is
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/// authored in this pool.</summary>
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public EnemyAbilityDefinition Get(EnemyAbilityKind 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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/// <summary>
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/// Server-only: weighted random draw across every authored ability plus the
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/// no-ability bucket. Returns null when "no ability" is drawn, or when the pool has
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/// nothing authored.
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/// </summary>
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public EnemyAbilityDefinition RollRandom()
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{
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if (abilities == null || abilities.Length == 0) return null;
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float total = noAbilityWeight;
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for (int i = 0; i < abilities.Length; i++)
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if (abilities[i] != null) total += abilities[i].Weight;
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if (total <= 0f) return null;
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float roll = UnityEngine.Random.Range(0f, total);
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if (roll < noAbilityWeight) return null;
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roll -= noAbilityWeight;
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for (int i = 0; i < abilities.Length; i++)
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{
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var def = abilities[i];
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if (def == null) continue;
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if (roll < def.Weight) return def;
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roll -= def.Weight;
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}
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return 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: 4409eb25a8be555de8dc3a73d4ed95db
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@ -0,0 +1,52 @@
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// Assets/_Project/Scripts/Gameplay/EnemyAbilities/SplitOnDeathAbilityDefinition.cs
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using UnityEngine;
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using TD.Core;
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namespace TD.Gameplay.EnemyAbilities
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{
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/// <summary>
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/// On death, spawns <see cref="SplitCount"/> smaller copies of the dying enemy's own type at
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/// the corpse's position, continuing on toward the goal instead of restarting from the wave's
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/// spawner. There's no separate "minion" EnemyDefinition to author — the mini copies reuse
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/// whichever EnemyDefinition/prefab the dying enemy itself was spawned from, scaled down by
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/// <see cref="HpMultiplier"/>/<see cref="ScaleMultiplier"/>.
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/// </summary>
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[CreateAssetMenu(fileName = "SplitOnDeathAbility", menuName = "TD/Enemy Abilities/Split On Death")]
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public class SplitOnDeathAbilityDefinition : EnemyAbilityDefinition
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{
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public override EnemyAbilityKind Kind => EnemyAbilityKind.SplitOnDeath;
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[Header("Split")]
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[Tooltip("How many mini copies spawn on death.")]
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[Min(1)]
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public int SplitCount = 2;
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[Tooltip("Each mini copy's MaxHp = the dying enemy's own MaxHp * this multiplier.")]
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[Range(0.01f, 1f)]
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public float HpMultiplier = 0.5f;
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[Tooltip("Uniform transform scale applied to each mini copy, relative to the normal " +
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"prefab scale. Requires the enemy prefab's NetworkTransform to sync scale, " +
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"or the mini will render full-size on remote peers.")]
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[Range(0.1f, 1f)]
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public float ScaleMultiplier = 0.6f;
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[Tooltip("Random scatter radius (world units) applied to each split spawn so they don't " +
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"spawn exactly on top of each other.")]
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[Min(0f)]
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public float ScatterRadius = 0.5f;
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public override void ServerOnDeath(EnemyAbility instance, EnemyHealth health)
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{
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var def = health.Definition;
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if (def == null) return;
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var movement = instance.GetComponent<EnemyMovement>();
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var atTile = GridCoordinates.WorldToGrid(instance.transform.position);
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var ownerSlot = movement != null ? movement.OriginZone : PlayerSlot.None;
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WaveManager.Instance?.ServerSpawnSplitEnemies(
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def, SplitCount, atTile, ownerSlot, ScatterRadius, HpMultiplier, ScaleMultiplier);
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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: 21543cb1b54f0b16e9c80584f68988b3
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||||
87
Assets/_Project/Scripts/Gameplay/EnemyAbility.cs
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87
Assets/_Project/Scripts/Gameplay/EnemyAbility.cs
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@ -0,0 +1,87 @@
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// Assets/_Project/Scripts/Gameplay/EnemyAbility.cs
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using Unity.Netcode;
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using UnityEngine;
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using TD.Core;
|
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using TD.Gameplay.EnemyAbilities;
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|
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namespace TD.Gameplay
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{
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/// <summary>
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/// Per-enemy ability slot. Holds the <see cref="EnemyAbilityDefinition"/> rolled for this
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/// instance (if any) and drives its server-only hooks.
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/// </summary>
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/// <remarks>
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/// <b>Initialization:</b> Call <see cref="InitializeServer"/> on the server immediately after
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/// <c>Instantiate</c> and before <c>NetworkObject.Spawn()</c>, following the same pattern as
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/// <c>EnemyHealth.InitializeServer</c> / <c>EnemyMovement.InitializeServer</c>.
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///
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/// <b>Optional component:</b> Not required by <c>EnemyHealth</c> or <c>EnemyMovement</c> —
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/// <c>WaveManager.SpawnEnemy</c> only rolls and assigns an ability when this component is
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/// present on the prefab, so existing enemy prefabs are unaffected until it's added to them.
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///
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/// <b>On-death hook is not event-driven:</b> <c>WaveManager.HandleEnemyKilled</c> calls
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/// <see cref="EnemyAbilityDefinition.ServerOnDeath"/> directly (via <see cref="Definition"/>)
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/// rather than this component subscribing to <c>EnemyHealth.OnDied</c> itself — that keeps a
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/// split-spawn's <c>activeEnemyCount</c> increment ordered before the triggering kill's
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/// decrement, regardless of NetworkBehaviour subscription order.
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/// </remarks>
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[RequireComponent(typeof(NetworkObject))]
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public class EnemyAbility : NetworkBehaviour
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{
|
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private readonly NetworkVariable<byte> kind = new NetworkVariable<byte>(
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(byte)EnemyAbilityKind.None,
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NetworkVariableReadPermission.Everyone,
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NetworkVariableWritePermission.Server);
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// ----- Pre-spawn init (server-local) ----------------------------------
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private EnemyAbilityDefinition pendingDefinition;
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private bool hasPendingInit;
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// ----- Public state -----------------------------------------------------
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/// <summary>The ability rolled for this enemy, or null if none was rolled.</summary>
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public EnemyAbilityDefinition Definition { get; private set; }
|
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|
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/// <summary>Replicated kind of the rolled ability. <see cref="EnemyAbilityKind.None"/> if
|
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/// none was rolled.</summary>
|
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public EnemyAbilityKind Kind => (EnemyAbilityKind)kind.Value;
|
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|
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// ----- Server-only pre-spawn init -------------------------------------
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|
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/// <summary>
|
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/// Called by <c>WaveManager</c> on the server after <c>Instantiate</c> and before
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/// <c>NetworkObject.Spawn()</c>. <paramref name="definition"/> may be null, meaning no
|
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/// ability was rolled for this enemy.
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/// </summary>
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public void InitializeServer(EnemyAbilityDefinition definition)
|
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{
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pendingDefinition = definition;
|
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hasPendingInit = true;
|
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}
|
||||
|
||||
// ----- NGO lifecycle --------------------------------------------------
|
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|
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public override void OnNetworkSpawn()
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{
|
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if (!IsServer || !hasPendingInit) return;
|
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|
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Definition = pendingDefinition;
|
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kind.Value = (byte)(Definition != null ? Definition.Kind : EnemyAbilityKind.None);
|
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hasPendingInit = false;
|
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if (Definition != null)
|
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Debug.Log($"[EnemyAbility] {name} rolled {Definition.Kind}.");
|
||||
|
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Definition?.ServerOnSpawn(this);
|
||||
}
|
||||
|
||||
// ----- Server tick ------------------------------------------------
|
||||
|
||||
private void Update()
|
||||
{
|
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if (!IsServer || Definition == null) return;
|
||||
Definition.ServerTick(this, Time.deltaTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
2
Assets/_Project/Scripts/Gameplay/EnemyAbility.cs.meta
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2
Assets/_Project/Scripts/Gameplay/EnemyAbility.cs.meta
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@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 9d1a26a32e8969cd29bce6010126a5f6
|
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|
|
@ -73,6 +73,11 @@ namespace TD.Gameplay
|
|||
// the goal). Without this, every zone crossing was counted as a leak; only
|
||||
// the originating player should be credited a leak per the design.
|
||||
private PlayerSlot originZone = PlayerSlot.None;
|
||||
|
||||
/// <summary>The zone (player) this enemy was originally spawned for — see
|
||||
/// <see cref="InitializeServer"/>. Used by on-death abilities (e.g. Split on Death) so
|
||||
/// spawned children preserve the same leak attribution as their parent.</summary>
|
||||
public PlayerSlot OriginZone => originZone;
|
||||
// Latches once the enemy has crossed its origin zone's leak volume, so we
|
||||
// never double-count a leak if the enemy re-enters its origin (rare but
|
||||
// possible if pathing is dynamic).
|
||||
|
|
|
|||
|
|
@ -5,6 +5,7 @@ using UnityEngine;
|
|||
using TD.Core;
|
||||
using TD.Gameplay.BuilderEffects;
|
||||
using TD.Gameplay.Draft;
|
||||
using TD.Gameplay.EnemyAbilities;
|
||||
using TD.Levels;
|
||||
using TD.UI;
|
||||
|
||||
|
|
@ -456,7 +457,8 @@ namespace TD.Gameplay
|
|||
|
||||
private void SpawnEnemy(EnemyDefinition def, Vector2Int spawnerTile, PlayerSlot ownerSlot,
|
||||
float xHalfExtent = 0f, float zHalfExtent = 0f, bool held = false,
|
||||
Direction facing = Direction.South)
|
||||
Direction facing = Direction.South, bool canRollAbility = true,
|
||||
float hpMultiplier = 1f, float visualScale = 1f)
|
||||
{
|
||||
if (def.EnemyPrefab == null)
|
||||
{
|
||||
|
|
@ -490,6 +492,12 @@ namespace TD.Gameplay
|
|||
spawnPos,
|
||||
Quaternion.Euler(0f, yaw, 0f));
|
||||
|
||||
// Scales the whole prefab hierarchy uniformly (used for split-on-death minions).
|
||||
// Relies on the enemy prefab's NetworkTransform syncing scale to clients — verify
|
||||
// that's enabled if a scaled spawn doesn't look smaller on remote peers.
|
||||
if (visualScale != 1f)
|
||||
go.transform.localScale *= visualScale;
|
||||
|
||||
var health = go.GetComponent<EnemyHealth>();
|
||||
var movement = go.GetComponent<EnemyMovement>();
|
||||
|
||||
|
|
@ -501,8 +509,17 @@ namespace TD.Gameplay
|
|||
return;
|
||||
}
|
||||
|
||||
health.InitializeServer(def.MaxHp, def.LivesCost, def.IsFlying, held);
|
||||
health.InitializeServer(def.MaxHp * hpMultiplier, def.LivesCost, def.IsFlying, held);
|
||||
movement.InitializeServer(def.MoveSpeed, spawnerTile, ownerSlot, def.IsFlying);
|
||||
|
||||
// Optional — only prefabs with an EnemyAbility component roll an ability. See
|
||||
// EnemyAbility's remarks for why on-death abilities aren't event-subscription driven.
|
||||
// canRollAbility is false for split-spawned minions (see ServerSpawnSplitEnemies) so
|
||||
// they can never chain into further splits or pick up any other ability.
|
||||
var ability = go.GetComponent<EnemyAbility>();
|
||||
if (ability != null)
|
||||
ability.InitializeServer(canRollAbility ? EnemyAbilityPool.Instance?.RollRandom() : null);
|
||||
|
||||
if (held) heldEnemies.Add(health);
|
||||
|
||||
health.OnDied += HandleEnemyKilled;
|
||||
|
|
@ -514,6 +531,29 @@ namespace TD.Gameplay
|
|||
go.GetComponent<NetworkObject>().Spawn();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Server-only: spawns <paramref name="count"/> copies of <paramref name="def"/> at
|
||||
/// <paramref name="atTile"/>, continuing that tile's A* path onward rather than
|
||||
/// restarting from a wave spawner. Used by on-death abilities (e.g.
|
||||
/// <c>SplitOnDeathAbilityDefinition</c>) to spawn smaller enemies from a corpse's
|
||||
/// position. Reuses <see cref="SpawnEnemy"/> so split children get the same
|
||||
/// <c>activeEnemyCount</c>/event-wiring bookkeeping as any other spawn.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Split-spawned minions never roll an ability of their own — they're always plain,
|
||||
/// so a split can't chain into further splits (or any other ability) regardless of
|
||||
/// which EnemyDefinition/prefab is used for <paramref name="def"/>.
|
||||
/// </remarks>
|
||||
public void ServerSpawnSplitEnemies(EnemyDefinition def, int count, Vector2Int atTile,
|
||||
PlayerSlot ownerSlot, float scatterRadius,
|
||||
float hpMultiplier = 1f, float visualScale = 1f)
|
||||
{
|
||||
if (!IsServer) return;
|
||||
for (int i = 0; i < count; i++)
|
||||
SpawnEnemy(def, atTile, ownerSlot, scatterRadius, scatterRadius, canRollAbility: false,
|
||||
hpMultiplier: hpMultiplier, visualScale: visualScale);
|
||||
}
|
||||
|
||||
// ----- Enemy event handlers (server-only) -------------------------
|
||||
|
||||
private void HandleEnemyKilled(EnemyHealth health)
|
||||
|
|
@ -551,6 +591,13 @@ namespace TD.Gameplay
|
|||
if (totalReward > 0)
|
||||
ShowGoldRewardClientRpc(health.transform.position, totalReward);
|
||||
|
||||
// Resolve any on-death ability BEFORE unsubscribing/decrementing. A split-spawn's
|
||||
// activeEnemyCount++ (inside ServerSpawnSplitEnemies -> SpawnEnemy) must land before
|
||||
// this kill's activeEnemyCount-- below, or a split on a wave's last enemy could let
|
||||
// CheckWaveComplete see activeEnemyCount hit 0 and advance the wave prematurely.
|
||||
var ability = health.GetComponent<EnemyAbility>();
|
||||
ability?.Definition?.ServerOnDeath(ability, health);
|
||||
|
||||
UnsubscribeEnemy(health);
|
||||
DecrementAndCheckComplete();
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue