Updates to spells, HUD, Gold, and Camera Controls. New sound effects!

This commit is contained in:
Matt F 2026-07-18 18:12:56 -07:00
parent 689fe7be88
commit a33d951abd
27 changed files with 578 additions and 68 deletions

View file

@ -1,4 +1,5 @@
// Assets/_Project/Scripts/Gameplay/PlayerSpellLoadout.cs
using System.Collections;
using System.Collections.Generic;
using Unity.Netcode;
using UnityEngine;
@ -20,9 +21,12 @@ namespace TD.Gameplay
/// 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>
/// <see cref="BuilderSpellDefinition"/> via <see cref="BuilderSpellPool"/>. An <b>instant</b>
/// spell (<see cref="BuilderSpellDefinition.ImpactDelay"/> == 0) resolves on cast: a hit starts
/// the cooldown and fires <see cref="PlayVfxClientRpc"/>; a miss is a no-op. A <b>delayed</b>
/// spell (a projectile, e.g. the Fireball meteor) commits on the throw — cooldown + the falling
/// visual fire immediately — while its damage and impact sound are held until the projectile
/// lands <see cref="BuilderSpellDefinition.ImpactDelay"/> seconds later.</para>
/// </remarks>
public class PlayerSpellLoadout : NetworkBehaviour
{
@ -142,7 +146,7 @@ namespace TD.Gameplay
/// <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)]
[Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Owner)]
public void RequestCastSpellRpc(int slot, Vector3 targetPoint)
{
if (MatchState.Instance == null || MatchState.Instance.Phase != MatchPhase.Playing)
@ -160,18 +164,69 @@ namespace TD.Gameplay
return;
}
if (!definition.ServerCast(OwnerClientId, targetPoint)) return;
if (definition.ImpactDelay <= 0f)
{
// Instant spell (e.g. Slow Area): resolve on cast. A miss (hit nothing) is a no-op
// and does NOT start the cooldown — unchanged behavior.
if (!definition.ServerCast(OwnerClientId, targetPoint)) return;
StartCooldown(slot, definition);
PlayVfxClientRpc(slotValue.Kind, targetPoint);
}
else
{
// Delayed spell (e.g. the Fireball meteor): the projectile has to fall before it
// lands, so the cast is COMMITTED on the throw — cooldown starts and the falling
// visual spawns now — while damage and the impact sound wait until it hits the
// ground (ImpactDelay later). Enemies are re-scanned at impact, so movement during
// the fall resolves correctly.
StartCooldown(slot, definition);
PlayVfxClientRpc(slotValue.Kind, targetPoint);
StartCoroutine(ServerResolveImpactAfterDelay(
slotValue.Kind, OwnerClientId, targetPoint, definition.ImpactDelay));
}
}
// Server-only: stamp the slot's cooldown from the definition and replicate it.
private void StartCooldown(int slot, BuilderSpellDefinition definition)
{
var slotValue = spells[slot];
slotValue.CooldownEndServerTime = NetworkManager.ServerTime.Time + definition.Cooldown;
spells[slot] = slotValue;
}
PlayVfxClientRpc(slotValue.Kind, targetPoint);
// Server-only: apply a delayed spell's effect once its projectile has landed. Re-resolves
// targets at impact — the enemy set may have shifted during the fall.
private IEnumerator ServerResolveImpactAfterDelay(
BuilderSpellKind kind, ulong clientId, Vector3 targetPoint, float delay)
{
yield return new WaitForSeconds(delay);
if (!IsServer) yield break;
BuilderSpellPool.Instance?.Get(kind)?.ServerCast(clientId, targetPoint);
}
[ClientRpc]
private void PlayVfxClientRpc(BuilderSpellKind kind, Vector3 targetPoint)
{
BuilderSpellPool.Instance?.Get(kind)?.ClientPlayVfx(targetPoint);
var def = BuilderSpellPool.Instance?.Get(kind);
if (def == null) return;
def.ClientSpawnVfx(targetPoint); // spawn the (possibly falling) visual now
if (def.ImpactDelay <= 0f)
def.ClientPlayImpact(targetPoint);
else
StartCoroutine(ClientPlayImpactAfterDelay(kind, targetPoint, def.ImpactDelay));
}
// Client-side: play the impact (sound + any contact visual) when the projectile lands.
// Timed locally off the same ImpactDelay so it stays in lockstep with this peer's own
// falling visual — no second RPC, no double latency.
private IEnumerator ClientPlayImpactAfterDelay(
BuilderSpellKind kind, Vector3 targetPoint, float delay)
{
yield return new WaitForSeconds(delay);
BuilderSpellPool.Instance?.Get(kind)?.ClientPlayImpact(targetPoint);
}
}
}