Adding tons of new functionality

Decals, ghost textures, placement functionality, builder stub ins, a new camera system,  and more.
This commit is contained in:
Matt F 2026-05-04 00:01:30 -07:00
parent 56dc775c68
commit a63cce53e2
54 changed files with 4817 additions and 238 deletions

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// Assets/_Project/Scripts/Gameplay/BuildRangeIndicator.cs
using UnityEngine;
using UnityEngine.Rendering.Universal;
namespace TD.Gameplay
{
/// <summary>
/// Visualizes a builder's build range as a decal projector circle on the ground.
/// Visible only to the owning client, and only while placement mode is active.
/// </summary>
/// <remarks>
/// <para>Sits as a child of the <see cref="Builder"/> GameObject. The
/// <see cref="DecalProjector"/> renders a circular texture onto whatever ground
/// geometry is below — flat plane or sloped terrain alike, no special handling needed.</para>
///
/// <para><b>Owner-only.</b> Non-owning clients should not see other players' build
/// range indicators (would be visual clutter). The decal projector is force-disabled
/// for non-owners on spawn.</para>
///
/// <para><b>Toggling.</b> The indicator is only visible when the local player is in
/// placement mode. It checks <c>TowerPlacementController.IsPlacing</c> each frame
/// and toggles the projector accordingly. When sized correctly the projector size
/// matches <c>buildRange * 2</c> (diameter).</para>
/// </remarks>
public class BuildRangeIndicator : MonoBehaviour
{
[Tooltip("DecalProjector child component to drive. Auto-found in Awake if empty.")]
[SerializeField] private DecalProjector projector;
[Tooltip("Vertical thickness of the decal projector's projection volume. Should " +
"exceed your map's vertical range so the decal projects onto terrain at any height.")]
[SerializeField] private float projectionDepth = 50f;
// Cached references resolved lazily.
private Builder cachedBuilder;
private TowerPlacementController cachedPlacementController;
// ----- Lifecycle --------------------------------------------------
private void Awake()
{
if (projector == null) projector = GetComponentInChildren<DecalProjector>();
if (projector == null)
{
Debug.LogError("[BuildRangeIndicator] No DecalProjector found. Add one as a " +
"child of this GameObject.");
enabled = false;
return;
}
// Start hidden; visibility is updated each frame.
projector.enabled = false;
}
private void Start()
{
cachedBuilder = GetComponentInParent<Builder>();
if (cachedBuilder == null)
{
Debug.LogError("[BuildRangeIndicator] No Builder found in parents. " +
"Disabling indicator.");
enabled = false;
return;
}
// Hide for non-owners — other players don't see your range indicator.
if (!cachedBuilder.IsOwner)
{
enabled = false;
if (projector != null) projector.enabled = false;
return;
}
// Size the projector to match the builder's range (diameter = 2 * range).
// Modern URP DecalProjector exposes width/height/pivot as separate properties
// rather than a single Vector3 size. Width and Height are the ground-plane extents
// of the projection; pivot.z is the volume's depth offset (0 = volume centered
// on the projector position, projecting equally above and below).
float diameter = cachedBuilder.BuildRange * 2f;
// The DecalProjector exposes a `size` Vector3 on its API even though the
// inspector splits it into Width/Height/ProjectionDepth — assignment is still
// valid in current URP. We use it here to set all three at once.
projector.size = new Vector3(diameter, diameter, projectionDepth);
projector.pivot = new Vector3(0f, 0f, 0f);
// Center the projection volume on the builder. The decal projector projects
// along its local +Z axis by default; rotate to project downward (look down).
//
// CRITICAL: rotate the PROJECTOR's transform, not this component's transform.
// BuildRangeIndicator lives on the Builder root (so it can find Builder via
// GetComponentInParent), but `transform` here is the Builder's transform —
// rotating it tips the cylinder onto its side. The projector lives on a child
// GameObject; that's the one that needs the 90° X rotation.
projector.transform.localRotation = Quaternion.Euler(90f, 0f, 0f);
projector.transform.localPosition = Vector3.zero;
}
private void Update()
{
if (cachedBuilder == null) return;
bool shouldShow = IsLocalPlayerPlacing();
if (projector.enabled != shouldShow)
projector.enabled = shouldShow;
}
// ----- Helpers ----------------------------------------------------
private bool IsLocalPlayerPlacing()
{
if (cachedPlacementController == null)
{
cachedPlacementController =
UnityEngine.Object.FindAnyObjectByType<TowerPlacementController>();
if (cachedPlacementController == null) return false;
}
return cachedPlacementController.IsPlacing;
}
}
}

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// Assets/_Project/Scripts/Gameplay/Builder.cs
using System.Collections.Generic;
using Unity.Netcode;
using UnityEngine;
using TD.Core;
using TD.Levels;
namespace TD.Gameplay
{
/// <summary>
/// Per-player avatar that gates tower placement by proximity. Server-authoritative
/// position; clients submit move requests via Rpc and the server validates and applies.
/// </summary>
/// <remarks>
/// <para><b>Pure visual avatar.</b> Builders have no collider for gameplay purposes —
/// they don't block enemies, can't be attacked, and aren't selected as targets. They
/// are visible to all players but only their owner can move them.</para>
///
/// <para><b>Terrain-aware height.</b> Each frame the server casts a ray straight down
/// from the builder against the <see cref="terrainLayerMask"/> and sets Y to
/// <c>hit.point.y + heightOffset</c>. If the ray misses, falls back to the buildable
/// plane Y. Towers are not on the terrain layer, so they don't influence height.</para>
///
/// <para><b>Range gating.</b> <see cref="IsTileWithinBuildRange"/> is the public query
/// that <c>TowerPlacementManager</c> uses to validate placement requests. Builder range
/// is measured center-of-builder to center-of-anchor-tile in world units.</para>
///
/// <para><b>Static registry.</b> Like <see cref="PlayerGoldManager"/>, builders register
/// themselves in a static dictionary keyed by <c>OwnerClientId</c> on spawn, so server
/// gameplay code (notably <c>TowerPlacementManager</c>) can find a player's builder without
/// scene traversal.</para>
/// </remarks>
[RequireComponent(typeof(NetworkObject))]
public class Builder : NetworkBehaviour
{
// ----- Static registry --------------------------------------------
private static readonly Dictionary<ulong, Builder> s_byClientId
= new Dictionary<ulong, Builder>();
/// <summary>
/// Returns the Builder owned by the given client, or null if none is currently spawned.
/// Safe to call on server or client.
/// </summary>
public static Builder GetForClient(ulong clientId)
{
s_byClientId.TryGetValue(clientId, out var builder);
return builder;
}
/// <summary>
/// Convenience: the local client's own builder. Returns null on a dedicated server
/// or before the local player has spawned.
/// </summary>
public static Builder Local
{
get
{
var nm = NetworkManager.Singleton;
if (nm == null || !nm.IsClient) return null;
return GetForClient(nm.LocalClientId);
}
}
// ----- Inspector --------------------------------------------------
[Header("Movement")]
[Tooltip("Speed at which the builder moves toward its target position, in world " +
"units per second.")]
[SerializeField] private float moveSpeed = 8f;
[Tooltip("Distance below which the builder is considered to have arrived at its " +
"target. Smaller = more precise but more jitter; larger = less precise " +
"but smoother.")]
[SerializeField] private float arrivalThreshold = 0.05f;
[Header("Height tracking")]
[Tooltip("Vertical offset above the terrain at which the builder hovers. " +
"Re-evaluated every server tick by raycasting straight down.")]
[SerializeField] private float heightOffset = 2f;
[Tooltip("Maximum distance to cast downward when sampling terrain height. Should " +
"exceed your map's vertical range.")]
[SerializeField] private float terrainRaycastMaxDistance = 100f;
[Tooltip("Physics layer mask used for terrain height sampling. Towers MUST NOT be " +
"on this layer — only ground geometry. Falls back to the buildable plane Y " +
"if no terrain hit.")]
[SerializeField] private LayerMask terrainLayerMask;
[Header("Build range")]
[Tooltip("Maximum distance from the builder's center to a tower's anchor tile center " +
"for placement to be allowed, measured in world units (== tiles).")]
[SerializeField] private float buildRange = 6f;
// ----- Networked state --------------------------------------------
// Server-authoritative target position. The server moves the builder toward this
// each frame; clients render the builder smoothly via NetworkTransform's interpolation.
// We replicate the target (not the live position) so the server's intent is visible
// to clients, but the rendered position is whatever NetworkTransform interpolates to.
private readonly NetworkVariable<Vector3> targetPosition = new NetworkVariable<Vector3>(
value: Vector3.zero,
readPerm: NetworkVariableReadPermission.Everyone,
writePerm: NetworkVariableWritePermission.Server);
// ----- Public accessors -------------------------------------------
/// <summary>The builder's current world position (its actual transform position,
/// not the target).</summary>
public Vector3 CurrentPosition => transform.position;
/// <summary>The builder's target position. Server moves toward this each frame.</summary>
public Vector3 TargetPosition => targetPosition.Value;
/// <summary>True if the builder has arrived at its target (within
/// <see cref="arrivalThreshold"/>).</summary>
public bool IsAtTarget =>
Vector3.SqrMagnitude(transform.position - targetPosition.Value)
< arrivalThreshold * arrivalThreshold;
/// <summary>Build range in world units.</summary>
public float BuildRange => buildRange;
// ----- Lifecycle --------------------------------------------------
public override void OnNetworkSpawn()
{
s_byClientId[OwnerClientId] = this;
if (IsServer)
{
// Set initial target = current position so the builder doesn't drift on spawn.
// The spawner is responsible for placing this builder at a sensible position
// BEFORE Spawn() — see PlayerSpawnHelper / Player.OnNetworkSpawn.
targetPosition.Value = transform.position;
Debug.Log($"[Builder] Spawned for client {OwnerClientId} at " +
$"{transform.position}.");
}
ApplyOwnerColor();
}
// ----- Owner color tinting ----------------------------------------
// Lazily allocated; reused across renderers. Construction in a field initializer
// would throw on this MonoBehaviour at scene load.
private MaterialPropertyBlock colorPropertyBlock;
// Both _Color (legacy Standard) and _BaseColor (URP Lit) — writing both lets the
// tint apply regardless of which shader the prefab uses. Unknown property writes
// are silently ignored by the shader.
private static readonly int ColorPropertyId = Shader.PropertyToID("_Color");
private static readonly int BaseColorPropertyId = Shader.PropertyToID("_BaseColor");
private void ApplyOwnerColor()
{
// Owner color comes from the slot mapping. Same stub mapping as elsewhere —
// replaced when MatchState lands.
byte slotByte = (byte)(OwnerClientId + 1);
PlayerSlot slot = (slotByte >= 1 && slotByte <= 9) ? (PlayerSlot)slotByte : PlayerSlot.None;
Color c = PlayerColors.Get(slot);
c.a = 1f;
colorPropertyBlock ??= new MaterialPropertyBlock();
colorPropertyBlock.SetColor(ColorPropertyId, c);
colorPropertyBlock.SetColor(BaseColorPropertyId, c);
foreach (var rend in GetComponentsInChildren<MeshRenderer>())
rend.SetPropertyBlock(colorPropertyBlock);
}
public override void OnNetworkDespawn()
{
if (s_byClientId.TryGetValue(OwnerClientId, out var registered) && registered == this)
s_byClientId.Remove(OwnerClientId);
}
// ----- Per-frame movement (server only) ---------------------------
private void Update()
{
if (!IsServer) return;
// Move toward target on the XZ plane.
Vector3 current = transform.position;
Vector3 target = targetPosition.Value;
// Flatten to XZ for distance/movement calculations; Y is driven by terrain raycast.
Vector3 currentXZ = new Vector3(current.x, 0f, current.z);
Vector3 targetXZ = new Vector3(target.x, 0f, target.z);
Vector3 newXZ;
if (Vector3.SqrMagnitude(currentXZ - targetXZ) <= arrivalThreshold * arrivalThreshold)
{
newXZ = targetXZ;
}
else
{
newXZ = Vector3.MoveTowards(currentXZ, targetXZ, moveSpeed * Time.deltaTime);
}
// Resolve Y from terrain.
float groundY = SampleTerrainY(new Vector3(newXZ.x, 0f, newXZ.z));
transform.position = new Vector3(newXZ.x, groundY + heightOffset, newXZ.z);
}
/// <summary>
/// Casts a ray straight down at <paramref name="xzPos"/> and returns the hit Y, or
/// <see cref="GridCoordinates.BUILDABLE_PLANE_Y"/> if nothing was hit on the
/// terrain layer.
/// </summary>
private float SampleTerrainY(Vector3 xzPos)
{
// Ray origin: high above the map. terrainRaycastMaxDistance defines how far to cast.
Vector3 origin = new Vector3(xzPos.x, terrainRaycastMaxDistance, xzPos.z);
if (Physics.Raycast(origin, Vector3.down, out RaycastHit hit,
terrainRaycastMaxDistance * 2f, terrainLayerMask))
{
return hit.point.y;
}
// Fallback: builder hovers above the buildable plane.
return GridCoordinates.BUILDABLE_PLANE_Y;
}
// ----- Server move API --------------------------------------------
/// <summary>
/// Server-side entry point: directly sets the move target. Called by the input
/// controller's Rpc handler after validation. Out-of-map positions are clamped
/// to the current position (no-op).
/// </summary>
public void ServerSetMoveTarget(Vector3 worldPos)
{
if (!IsServer)
{
Debug.LogError("[Builder] ServerSetMoveTarget called on a client.");
return;
}
// Clamp to map area: convert XZ to a tile and check IsInMap.
var loader = LevelLoader.Instance;
if (loader != null && loader.IsLoaded)
{
Vector2Int tile = GridCoordinates.WorldToGrid(worldPos);
if (!loader.IsInMap(tile))
{
// Out-of-map move requests are rejected silently. Could log if useful for
// debugging client/server mismatch, but otherwise this is normal.
return;
}
}
// Y is overwritten by terrain raycast each Update; we only honor X and Z here.
targetPosition.Value = new Vector3(worldPos.x, 0f, worldPos.z);
}
// ----- Owner-only move RPC ----------------------------------------
/// <summary>
/// Owner-only Rpc: a client requests their builder move to a world position.
/// Server validates (in-map check) and applies via <see cref="ServerSetMoveTarget"/>.
/// </summary>
[Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Owner)]
public void RequestMoveRpc(Vector3 worldPos)
{
ServerSetMoveTarget(worldPos);
}
// ----- Range query (used by TowerPlacementManager) ----------------
/// <summary>
/// True if the tower with the given anchor and footprint size is within build range
/// of this builder's CURRENT position. Range is measured from builder center to the
/// nearest point of the tower footprint, in world units.
/// </summary>
/// <remarks>
/// "Nearest point of the footprint" rather than "footprint center" so that a tower
/// is reachable when ANY of its tiles is within range, even if the center is
/// slightly outside. Aligns with player intuition that "I can reach this tile."
/// </remarks>
public bool IsTileWithinBuildRange(Vector2Int anchor, Vector2Int footprintSize)
{
Vector3 builderXZ = new Vector3(transform.position.x, 0f, transform.position.z);
// Find the point on the footprint rectangle nearest to the builder.
float minX = anchor.x * GridCoordinates.TILE_SIZE - GridCoordinates.TILE_SIZE * 0.5f;
float maxX = (anchor.x + footprintSize.x - 1) * GridCoordinates.TILE_SIZE
+ GridCoordinates.TILE_SIZE * 0.5f;
float minZ = anchor.y * GridCoordinates.TILE_SIZE - GridCoordinates.TILE_SIZE * 0.5f;
float maxZ = (anchor.y + footprintSize.y - 1) * GridCoordinates.TILE_SIZE
+ GridCoordinates.TILE_SIZE * 0.5f;
float nearestX = Mathf.Clamp(builderXZ.x, minX, maxX);
float nearestZ = Mathf.Clamp(builderXZ.z, minZ, maxZ);
Vector3 nearestPoint = new Vector3(nearestX, 0f, nearestZ);
return Vector3.SqrMagnitude(builderXZ - nearestPoint)
<= buildRange * buildRange;
}
}
}

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// Assets/_Project/Scripts/Gameplay/BuilderInputController.cs
using Unity.Netcode;
using UnityEngine;
using UnityEngine.InputSystem;
using TD.Core;
namespace TD.Gameplay
{
/// <summary>
/// Owner-only client-side controller for builder input. Handles right-click-to-move,
/// deferring to placement mode (right-click cancels placement instead).
/// </summary>
/// <remarks>
/// <para><b>Owner-only.</b> This component lives on the same GameObject as
/// <see cref="Builder"/> but only its owning client processes input. Non-owner clients
/// have this component but its Update is a no-op. The owner sends move requests via
/// <see cref="Builder.RequestMoveRpc"/>.</para>
///
/// <para><b>Right-click priority.</b> If <c>TowerPlacementController.IsPlacing</c> is
/// true, right-click cancels placement (handled by <c>TowerPlacementController</c>
/// itself). When NOT placing, right-click moves the builder.</para>
///
/// <para><b>Raycast target.</b> The cursor is raycast against the BuildablePlane layer
/// (same as placement). The hit point's XZ is sent as the target; Y is recomputed by
/// the server via terrain raycast.</para>
/// </remarks>
public class BuilderInputController : NetworkBehaviour
{
// ----- Inspector --------------------------------------------------
[Tooltip("Physics layer mask for the BuildablePlane collider. Cursor is raycast " +
"against this layer to determine the move target.")]
[SerializeField] private LayerMask buildablePlaneLayerMask;
[Tooltip("Maximum raycast distance for cursor → world conversion.")]
[SerializeField] private float raycastMaxDistance = 500f;
// Cached reference to the sibling Builder component.
private Builder builder;
// Cached reference to the local TowerPlacementController, looked up lazily because
// it may not exist at OnNetworkSpawn time.
private TowerPlacementController cachedPlacementController;
// ----- Lifecycle --------------------------------------------------
public override void OnNetworkSpawn()
{
builder = GetComponent<Builder>();
if (builder == null)
{
Debug.LogError("[BuilderInputController] Missing Builder component on the " +
"same GameObject. Disabling input.");
enabled = false;
return;
}
// Non-owners do nothing.
if (!IsOwner)
{
enabled = false;
}
}
// ----- Input handling ---------------------------------------------
private void Update()
{
// Defensive: enabled is set false for non-owners in OnNetworkSpawn, but keep
// the IsOwner check here in case order-of-operations changes.
if (!IsOwner) return;
var mouse = Mouse.current;
if (mouse == null) return;
if (!mouse.rightButton.wasPressedThisFrame) return;
// Defer to placement mode: if the player is placing a tower, right-click cancels
// placement rather than moving the builder. TowerPlacementController handles
// the cancel itself; we just don't process the click here.
if (IsLocalPlayerPlacing()) return;
// Cursor → world.
if (!TryGetBuildablePlaneHit(mouse.position.ReadValue(), out Vector3 worldPoint))
return;
// Submit to server.
builder.RequestMoveRpc(worldPoint);
}
// ----- Helpers ----------------------------------------------------
private bool IsLocalPlayerPlacing()
{
if (cachedPlacementController == null)
{
// Find lazily — controller may have been added after this component spawned.
cachedPlacementController =
UnityEngine.Object.FindAnyObjectByType<TowerPlacementController>();
if (cachedPlacementController == null) return false;
}
return cachedPlacementController.IsPlacing;
}
private bool TryGetBuildablePlaneHit(Vector2 screenPos, out Vector3 hitPoint)
{
hitPoint = Vector3.zero;
var cam = Camera.main;
if (cam == null) return false;
Ray ray = cam.ScreenPointToRay(new Vector3(screenPos.x, screenPos.y, 0f));
if (Physics.Raycast(ray, out RaycastHit hit, raycastMaxDistance, buildablePlaneLayerMask))
{
hitPoint = hit.point;
return true;
}
return false;
}
}
}

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// Assets/_Project/Scripts/Gameplay/CameraController.cs
using UnityEngine;
using UnityEngine.InputSystem;
using TD.Core;
using TD.Levels;
namespace TD.Gameplay
{
/// <summary>
/// Per-client RTS-style camera controller. Lives on a "camera rig" GameObject (the pivot)
/// with a child <see cref="Camera"/> GameObject. The pivot tracks the focus point on the
/// buildable plane; the camera child orbits the pivot at a configurable pitch and dolly
/// distance. Yaw is fixed.
/// </summary>
/// <remarks>
/// <para><b>Rig math.</b> The pivot's world rotation is set to <c>(pitch, 0, 0)</c>. The
/// camera child sits at local position <c>(0, 0, -dolly)</c> with identity local rotation.
/// When the pivot rotates, the child's world position rotates with it, placing the camera
/// up-and-back from the pivot at the right angle to look down at it. At pitch 0° the camera
/// is horizontal (worm's-eye); at 90° it's directly overhead (top-down).</para>
///
/// <para><b>Inputs.</b>
/// <list type="bullet">
/// <item><b>WASD or Arrow keys</b> — pan the pivot across the buildable plane.</item>
/// <item><b>Mouse near screen edge</b> — edge-pan, when enabled.</item>
/// <item><b>Scroll wheel</b> — dolly zoom (cursor-anchored).</item>
/// <item><b>Alt + Scroll wheel</b> — adjust pitch.</item>
/// </list></para>
///
/// <para><b>Bounds clamping.</b> The pivot's tile is required to satisfy
/// <see cref="LevelLoader.IsInMap"/>. When a frame's combined movement would leave the map,
/// the controller tries each axis independently and applies whichever still lands in-map —
/// producing wall-sliding behavior. If the loader isn't ready yet, clamping is skipped.</para>
///
/// <para><b>Speed scaling.</b> Pan speed scales linearly with the current dolly distance, so
/// zoomed-out panning covers more ground per second and zoomed-in panning is precise.</para>
///
/// <para><b>Public API for minimap.</b> <see cref="JumpTo"/>, <see cref="BeginDrag"/>,
/// <see cref="UpdateDrag"/>, <see cref="EndDrag"/> exist so the minimap (when implemented)
/// can drive the camera without this controller knowing about it.</para>
/// </remarks>
public class CameraController : MonoBehaviour
{
// ----- Inspector --------------------------------------------------
[Header("Rig")]
[Tooltip("The camera GameObject that lives as a child of this rig pivot. " +
"Auto-found via GetComponentInChildren if left empty.")]
[SerializeField] private Camera cameraChild;
[Header("Pan")]
[Tooltip("Base pan speed in world units per second at minimum zoom. " +
"Effective speed scales linearly with current dolly distance.")]
[SerializeField] private float basePanSpeed = 12f;
[Tooltip("Distance in pixels from each screen edge that triggers edge-pan. " +
"Smaller = needs precise mouse positioning; larger = activates more easily.")]
[SerializeField] private float edgePanMarginPixels = 16f;
[Tooltip("Whether edge-panning is enabled. Toggleable at runtime via " +
"EdgePanEnabled property — wire this to a settings menu when one exists.")]
[SerializeField] private bool edgePanEnabled = true;
[Header("Zoom")]
[Tooltip("Closest zoom (smallest dolly distance from pivot to camera).")]
[SerializeField] private float minDollyDistance = 5f;
[Tooltip("Farthest zoom (largest dolly distance from pivot to camera).")]
[SerializeField] private float maxDollyDistance = 50f;
[Tooltip("Starting dolly distance at match start.")]
[SerializeField] private float startDollyDistance = 20f;
[Tooltip("Dolly distance change per scroll wheel tick (positive value; sign is " +
"applied based on scroll direction). Tuned for ±1-per-click scroll input. " +
"Adjust to taste.")]
[SerializeField] private float zoomSpeed = 3f;
[Tooltip("If true, zooming pulls the world toward the cursor — the screen point under " +
"the cursor stays roughly anchored to the same world point. If false, zoom " +
"centers on the screen midpoint.")]
[SerializeField] private bool cursorAnchoredZoom = true;
[Header("Pitch")]
[Tooltip("Minimum pitch angle in degrees. 0° is horizontal; 90° is top-down.")]
[SerializeField] private float minPitchDegrees = 30f;
[Tooltip("Maximum pitch angle in degrees. 0° is horizontal; 90° is top-down.")]
[SerializeField] private float maxPitchDegrees = 75f;
[Tooltip("Starting pitch angle at match start.")]
[SerializeField] private float startPitchDegrees = 60f;
[Tooltip("Pitch change in degrees per Alt+Scroll tick. Tuned for ±1-per-click scroll " +
"input. Adjust to taste.")]
[SerializeField] private float pitchSpeed = 4f;
// ----- Runtime state ----------------------------------------------
private float currentDolly;
private float currentPitch;
// True between BeginDrag and EndDrag (minimap drag mode). Suppresses normal
// input handling so minimap-driven movement isn't fighting keyboard/edge-pan.
private bool isExternalDragActive;
// ----- Public API -------------------------------------------------
/// <summary>Whether edge-panning is currently active. Wire to settings UI.</summary>
public bool EdgePanEnabled
{
get => edgePanEnabled;
set => edgePanEnabled = value;
}
/// <summary>Snaps the pivot to <paramref name="worldPos"/>. Y is ignored. Used by the
/// minimap for click-to-jump.</summary>
public void JumpTo(Vector3 worldPos)
{
Vector3 newPivot = new Vector3(worldPos.x, GridCoordinates.BUILDABLE_PLANE_Y, worldPos.z);
TryMovePivotTo(newPivot);
ApplyTransform();
}
/// <summary>Begins external drag mode (e.g., from the minimap). Subsequent
/// <see cref="UpdateDrag"/> calls drive the pivot directly, bypassing keyboard/edge
/// input until <see cref="EndDrag"/>.</summary>
public void BeginDrag() => isExternalDragActive = true;
/// <summary>Updates the pivot to the dragged world position. Same effect as
/// <see cref="JumpTo"/> but intended to be called every frame during a drag.</summary>
public void UpdateDrag(Vector3 worldPos) => JumpTo(worldPos);
/// <summary>Ends external drag mode. Normal input handling resumes.</summary>
public void EndDrag() => isExternalDragActive = false;
// ----- Lifecycle --------------------------------------------------
private void Start()
{
if (cameraChild == null) cameraChild = GetComponentInChildren<Camera>();
if (cameraChild == null)
{
Debug.LogError("[CameraController] No child Camera found. Place a Camera as " +
"a child of this GameObject or assign it in the inspector.");
enabled = false;
return;
}
currentDolly = Mathf.Clamp(startDollyDistance, minDollyDistance, maxDollyDistance);
currentPitch = Mathf.Clamp(startPitchDegrees, minPitchDegrees, maxPitchDegrees);
// Compute initial pivot position. Falls back to current transform if loader or
// local-player data isn't ready (e.g., editor preview before Start Host).
Vector3 startPivot = ComputeStartPivot(transform.position);
transform.position = startPivot;
ApplyTransform();
}
private void Update()
{
if (isExternalDragActive)
{
// Minimap or other external system is driving — don't fight it.
return;
}
HandleZoomAndPitch();
HandlePan();
}
// ----- Input handlers ---------------------------------------------
private void HandlePan()
{
Vector2 dir = Vector2.zero;
// Keyboard: WASD + arrow keys
var kb = Keyboard.current;
if (kb != null)
{
if (kb.aKey.isPressed || kb.leftArrowKey.isPressed) dir.x -= 1f;
if (kb.dKey.isPressed || kb.rightArrowKey.isPressed) dir.x += 1f;
if (kb.sKey.isPressed || kb.downArrowKey.isPressed) dir.y -= 1f;
if (kb.wKey.isPressed || kb.upArrowKey.isPressed) dir.y += 1f;
}
// Edge-pan: mouse near screen edge adds to keyboard direction.
if (edgePanEnabled && Mouse.current != null)
{
Vector2 mousePos = Mouse.current.position.ReadValue();
if (mousePos.x <= edgePanMarginPixels) dir.x -= 1f;
if (mousePos.x >= Screen.width - edgePanMarginPixels) dir.x += 1f;
if (mousePos.y <= edgePanMarginPixels) dir.y -= 1f;
if (mousePos.y >= Screen.height - edgePanMarginPixels) dir.y += 1f;
}
if (dir.sqrMagnitude < 0.0001f) return;
// Normalize to prevent diagonal speed boost when both axes active.
if (dir.sqrMagnitude > 1f) dir.Normalize();
// Scale speed by current zoom: at min zoom multiplier=1, at max zoom multiplier
// is the ratio of max-to-min dolly distance.
float speedMultiplier = currentDolly / minDollyDistance;
float distance = basePanSpeed * speedMultiplier * Time.deltaTime;
// dir.x maps to world X, dir.y maps to world Z (since pivot is on XZ plane).
Vector3 desired = transform.position + new Vector3(dir.x, 0f, dir.y) * distance;
TryMovePivotTo(desired);
ApplyTransform();
}
private void HandleZoomAndPitch()
{
var mouse = Mouse.current;
var kb = Keyboard.current;
if (mouse == null) return;
// Scroll wheel values are inconsistent across platforms and devices:
// - Windows click-wheel mice: ±120 per click (legacy Win32 convention)
// - Free-spin wheels and trackpads: small fractional values per tick
// - macOS / Linux mice: typically ±1 per click
// We use the raw value with no normalization. Speed defaults are tuned for
// ±1-per-click hardware (Steam Deck, macOS, many Linux/Windows mice). On
// ±120-per-click hardware, scroll naturally feels faster — which usually
// matches the "discrete tick" feel users expect from those mice anyway.
float scrollDelta = mouse.scroll.ReadValue().y;
if (Mathf.Abs(scrollDelta) < 0.0001f) return;
bool altHeld = kb != null &&
(kb.leftAltKey.isPressed || kb.rightAltKey.isPressed);
if (altHeld)
{
// Alt + scroll: adjust pitch.
currentPitch = Mathf.Clamp(currentPitch - scrollDelta * pitchSpeed,
minPitchDegrees, maxPitchDegrees);
ApplyTransform();
}
else
{
// Plain scroll: dolly zoom. Negative scroll = zoom out.
ApplyZoom(scrollDelta * zoomSpeed, mouse.position.ReadValue());
}
}
// ----- Zoom with cursor anchor ------------------------------------
private void ApplyZoom(float zoomDelta, Vector2 cursorScreen)
{
if (!cursorAnchoredZoom)
{
currentDolly = Mathf.Clamp(currentDolly - zoomDelta,
minDollyDistance, maxDollyDistance);
ApplyTransform();
return;
}
// Cursor-anchored zoom:
// 1. Find the world point under the cursor BEFORE the zoom.
// 2. Apply zoom (changes dolly).
// 3. Find the world point under the cursor AFTER the zoom.
// 4. Translate the pivot by (before - after) so the cursor's world point stays put.
if (!TryGroundPlanePoint(cursorScreen, out Vector3 before))
{
// Cursor not over the ground plane — fall back to non-anchored zoom.
currentDolly = Mathf.Clamp(currentDolly - zoomDelta,
minDollyDistance, maxDollyDistance);
ApplyTransform();
return;
}
currentDolly = Mathf.Clamp(currentDolly - zoomDelta,
minDollyDistance, maxDollyDistance);
ApplyTransform();
if (!TryGroundPlanePoint(cursorScreen, out Vector3 after))
{
return;
}
Vector3 desiredPivot = transform.position + (before - after);
TryMovePivotTo(desiredPivot);
ApplyTransform();
}
// ----- Pivot movement with bounds clamping ------------------------
/// <summary>
/// Attempts to move the pivot to <paramref name="desired"/>. If the new position would
/// leave the map, tries each axis independently and applies whichever still lands in
/// the map (wall-sliding). If neither axis works, the pivot doesn't move.
/// </summary>
private void TryMovePivotTo(Vector3 desired)
{
// If LevelLoader isn't loaded, accept the move as-is (editor preview, early frames).
var loader = LevelLoader.Instance;
if (loader == null || !loader.IsLoaded)
{
transform.position = new Vector3(desired.x, GridCoordinates.BUILDABLE_PLANE_Y, desired.z);
return;
}
Vector3 current = transform.position;
if (IsPositionInMap(loader, desired))
{
transform.position = new Vector3(desired.x, GridCoordinates.BUILDABLE_PLANE_Y, desired.z);
return;
}
// Try X-only move (slide along the Z wall).
Vector3 xOnly = new Vector3(desired.x, current.y, current.z);
if (IsPositionInMap(loader, xOnly))
{
transform.position = new Vector3(xOnly.x, GridCoordinates.BUILDABLE_PLANE_Y, xOnly.z);
return;
}
// Try Z-only move (slide along the X wall).
Vector3 zOnly = new Vector3(current.x, current.y, desired.z);
if (IsPositionInMap(loader, zOnly))
{
transform.position = new Vector3(zOnly.x, GridCoordinates.BUILDABLE_PLANE_Y, zOnly.z);
return;
}
// Both axes blocked — don't move.
}
private static bool IsPositionInMap(LevelLoader loader, Vector3 worldPos)
{
Vector2Int tile = GridCoordinates.WorldToGrid(worldPos);
return loader.IsInMap(tile);
}
// ----- Transform composition --------------------------------------
/// <summary>
/// Applies <see cref="currentPitch"/> to the pivot rotation and
/// <see cref="currentDolly"/> to the camera's local Z offset. Yaw stays at 0.
/// </summary>
private void ApplyTransform()
{
transform.rotation = Quaternion.Euler(currentPitch, 0f, 0f);
cameraChild.transform.localPosition = new Vector3(0f, 0f, -currentDolly);
cameraChild.transform.localRotation = Quaternion.identity;
}
// ----- Ground-plane raycast helper --------------------------------
/// <summary>
/// Casts a ray from the camera through <paramref name="screenPos"/> against the
/// buildable plane (Y = <see cref="GridCoordinates.BUILDABLE_PLANE_Y"/>). Returns
/// false if the ray is parallel to the plane or the cursor is above the horizon.
/// </summary>
private bool TryGroundPlanePoint(Vector2 screenPos, out Vector3 worldPos)
{
worldPos = default;
Ray ray = cameraChild.ScreenPointToRay(new Vector3(screenPos.x, screenPos.y, 0f));
Plane ground = new Plane(Vector3.up, new Vector3(0f, GridCoordinates.BUILDABLE_PLANE_Y, 0f));
if (!ground.Raycast(ray, out float enter)) return false;
worldPos = ray.GetPoint(enter);
return true;
}
// ----- Initial position -------------------------------------------
/// <summary>
/// Computes the initial pivot position as the centroid of the local player's owned
/// tiles. Falls back to the map center, and finally to <paramref name="fallback"/>
/// (the rig's authoring-time position) if neither is available yet.
/// </summary>
private Vector3 ComputeStartPivot(Vector3 fallback)
{
var loader = LevelLoader.Instance;
if (loader == null || !loader.IsLoaded) return fallback;
PlayerSlot localSlot = GetLocalPlayerSlot();
if (localSlot != PlayerSlot.None)
{
if (TryComputeZoneCentroid(loader, localSlot, out Vector3 centroid))
return centroid;
}
// Fall back to map center.
return ComputeMapCenter(loader.LevelData);
}
private static bool TryComputeZoneCentroid(LevelLoader loader, PlayerSlot slot,
out Vector3 centroid)
{
centroid = default;
var levelData = loader.LevelData;
if (levelData == null || levelData.OwnerGrid == null) return false;
// Sum the world positions of every tile owned by this slot.
// Using Vector2 sums to avoid Y precision drift.
Vector2 sum = Vector2.zero;
int count = 0;
for (int y = 0; y < levelData.GridSize.y; y++)
{
for (int x = 0; x < levelData.GridSize.x; x++)
{
int idx = y * levelData.GridSize.x + x;
if (levelData.OwnerGrid[idx] != slot) continue;
Vector2Int tile = new Vector2Int(
levelData.GridOriginTile.x + x,
levelData.GridOriginTile.y + y);
Vector3 world = GridCoordinates.GridToWorld(tile);
sum.x += world.x;
sum.y += world.z;
count++;
}
}
if (count == 0) return false;
centroid = new Vector3(sum.x / count, GridCoordinates.BUILDABLE_PLANE_Y, sum.y / count);
return true;
}
private static Vector3 ComputeMapCenter(LevelData levelData)
{
if (levelData == null) return Vector3.zero;
float cx = (levelData.GridOriginTile.x + (levelData.GridSize.x - 1) * 0.5f)
* GridCoordinates.TILE_SIZE;
float cz = (levelData.GridOriginTile.y + (levelData.GridSize.y - 1) * 0.5f)
* GridCoordinates.TILE_SIZE;
return new Vector3(cx, GridCoordinates.BUILDABLE_PLANE_Y, cz);
}
// ----- Player slot ------------------------------------------------
/// <summary>
/// Returns the local player's PlayerSlot.
/// STUB: same trivial mapping used elsewhere; replaced when MatchState lands.
/// </summary>
private static PlayerSlot GetLocalPlayerSlot()
{
var nm = Unity.Netcode.NetworkManager.Singleton;
if (nm == null || !nm.IsClient) return PlayerSlot.None;
ulong clientId = nm.LocalClientId;
byte slotByte = (byte)(clientId + 1);
if (slotByte < 1 || slotByte > 9) return PlayerSlot.None;
return (PlayerSlot)slotByte;
}
}
}

View file

@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 1e670a36689801e428873c5712ea3679

View file

@ -74,15 +74,30 @@ namespace TD.Gameplay
// The mutable walkability grid. Initialized from LevelData.WalkabilityGrid // The mutable walkability grid. Initialized from LevelData.WalkabilityGrid
// and mutated by tower placement at runtime. Stays in lockstep with the // and mutated by tower placement at runtime. Stays in lockstep with the
// baked grid until towers are placed (none yet, since tower placement // baked grid until towers are placed.
// isn't implemented).
// //
// This is intentionally NOT exposed through a property yet -- consumers // Consumers query through IsWalkable(Vector2Int) and mutate through
// will query through IsWalkable(Vector2Int) instead, hiding the array // SetWalkable(Vector2Int, bool), which hide the flat-array indexing.
// indexing. When tower placement needs to mutate it, we'll expose a //
// SetWalkable method then. Easier to add than to take away. // NOTE: This grid will move to MatchState when that NetworkBehaviour is
// implemented, so server-authoritative mutation is co-located with other
// match-wide state. For now it lives here because no consumer needed it
// to live elsewhere.
private bool[] runtimeWalkability; private bool[] runtimeWalkability;
// Per-tile tower occupancy. True when a tower's footprint covers this tile.
// Distinct from runtimeWalkability because:
// (a) spawner and leak-exit tiles are walkable but can never be occupied
// by a tower — tracking them separately avoids ambiguity.
// (b) the placement ghost needs to detect tile conflicts independently
// of walkability (a tile is walkable until the tower is placed,
// but the ghost should turn red as soon as a prior placement
// reserves it).
//
// Initialized to all-false on Awake. Mutated via SetOccupied; queried
// via IsOccupied. Will move to MatchState alongside runtimeWalkability.
private bool[] runtimeOccupied;
// The buildable-plane GameObject we instantiated as our child. // The buildable-plane GameObject we instantiated as our child.
// Cached for inspector debugging and future destruction. // Cached for inspector debugging and future destruction.
private GameObject buildablePlaneGO; private GameObject buildablePlaneGO;
@ -113,6 +128,7 @@ namespace TD.Gameplay
} }
InitializeRuntimeWalkability(); InitializeRuntimeWalkability();
InitializeRuntimeOccupied();
SpawnBuildablePlane(); SpawnBuildablePlane();
IsLoaded = true; IsLoaded = true;
@ -190,6 +206,13 @@ namespace TD.Gameplay
level.WalkabilityGrid, runtimeWalkability, level.WalkabilityGrid.Length); level.WalkabilityGrid, runtimeWalkability, level.WalkabilityGrid.Length);
} }
private void InitializeRuntimeOccupied()
{
// All tiles start unoccupied. bool[] default-initializes to false,
// so Array.Clear is redundant but makes intent explicit.
runtimeOccupied = new bool[level.WalkabilityGrid.Length];
}
private void SpawnBuildablePlane() private void SpawnBuildablePlane()
{ {
// Compute the world-space center and size of the grid. // Compute the world-space center and size of the grid.
@ -314,6 +337,59 @@ namespace TD.Gameplay
return level.OwnerGrid[idx]; return level.OwnerGrid[idx];
} }
/// <summary>
/// True if <paramref name="tile"/> is currently occupied by a placed tower footprint.
/// Returns false for out-of-bounds tiles. Unlike <see cref="IsWalkable"/>, this grid
/// starts all-false and only becomes true when a tower is successfully placed.
/// </summary>
/// <remarks>
/// The placement ghost uses this (alongside <see cref="GetPlacement"/> and
/// <see cref="GetOwner"/>) to decide whether to render as valid (white) or invalid (red).
/// The server uses it as part of the tile-availability check before path validation.
/// </remarks>
public bool IsOccupied(Vector2Int tile)
{
if (!TryFlatIndex(tile, out int idx)) return false;
return runtimeOccupied[idx];
}
// ----- Runtime mutators -------------------------------------------
//
// Called by TowerPlacementManager (server-side) when a tower placement
// is accepted. Both mutators must be called for every tile in the tower's
// footprint so the two grids stay in sync.
//
// These are not RPCs — LevelLoader is a plain MonoBehaviour, not a
// NetworkBehaviour. The server calls these directly after authoritative
// validation; clients learn about the change when the TowerInstance
// NetworkObject spawns and its Start/OnNetworkSpawn stamps its own
// footprint locally.
/// <summary>
/// Sets the runtime walkability of <paramref name="tile"/>. Called by
/// <c>TowerPlacementManager</c> on the server when a tower is accepted (pass
/// <c>false</c>) and when a tower is sold/destroyed (pass <c>true</c>).
/// No-ops silently for out-of-bounds tiles.
/// </summary>
public void SetWalkable(Vector2Int tile, bool walkable)
{
if (!TryFlatIndex(tile, out int idx)) return;
runtimeWalkability[idx] = walkable;
}
/// <summary>
/// Sets the runtime occupancy of <paramref name="tile"/>. Called alongside
/// <see cref="SetWalkable"/> — always update both grids together so they
/// stay in sync. Pass <c>true</c> when a tower is placed, <c>false</c> when
/// it is sold or destroyed.
/// No-ops silently for out-of-bounds tiles.
/// </summary>
public void SetOccupied(Vector2Int tile, bool occupied)
{
if (!TryFlatIndex(tile, out int idx)) return;
runtimeOccupied[idx] = occupied;
}
// Translates world-tile coordinates to a flat-array index, returning // Translates world-tile coordinates to a flat-array index, returning
// false if the tile is out of bounds. Used by all query methods. // false if the tile is out of bounds. Used by all query methods.
private bool TryFlatIndex(Vector2Int tile, out int idx) private bool TryFlatIndex(Vector2Int tile, out int idx)
@ -332,9 +408,9 @@ namespace TD.Gameplay
// Gizmos run in both edit mode and play mode. In edit mode we use the // Gizmos run in both edit mode and play mode. In edit mode we use the
// baked walkability/owner grids from the LevelData asset directly, // baked walkability/owner grids from the LevelData asset directly,
// because runtimeWalkability hasn't been initialized yet. In play mode // because runtimeWalkability hasn't been initialized yet. In play mode
// we use runtimeWalkability so the visualization reflects any future // we use runtimeWalkability so the visualization reflects tower stamps.
// tower stamps. Owner and placement grids are immutable, so we read // Owner and placement grids are immutable, so we read them from the
// them from the asset in both modes. // asset in both modes.
private void OnDrawGizmos() private void OnDrawGizmos()
{ {

View file

@ -0,0 +1,141 @@
// Assets/_Project/Scripts/Gameplay/PlayerBuilderSpawner.cs
using Unity.Netcode;
using UnityEngine;
using TD.Core;
using TD.Levels;
namespace TD.Gameplay
{
/// <summary>
/// Lives on the Player Prefab. On the server, when the player NetworkObject spawns,
/// instantiates and spawns a separate <see cref="Builder"/> NetworkObject owned by that
/// player. The builder is positioned at the centroid of the player's zone before spawn.
/// </summary>
/// <remarks>
/// <para><b>Why a separate NetworkObject?</b> Multi-builder races (Path E) become "spawn
/// N builder NetworkObjects" without restructuring the Player Prefab. See the design
/// discussion in Path D scoping.</para>
///
/// <para><b>Server-only.</b> Spawning is server-authoritative. Non-server peers are
/// no-ops; they just receive the resulting Builder NetworkObject like any other
/// replicated spawn.</para>
///
/// <para><b>Lifetime.</b> The spawned builder is destroyed when the player NetworkObject
/// despawns (e.g., disconnect). NGO does this automatically because we set
/// <c>destroyWithScene</c> and store no other references — the builder's despawn cleans
/// up the static registry in <see cref="Builder.OnNetworkDespawn"/>.</para>
/// </remarks>
public class PlayerBuilderSpawner : NetworkBehaviour
{
[Tooltip("Builder prefab to instantiate. Must be registered with the NetworkManager " +
"as a network prefab.")]
[SerializeField] private GameObject builderPrefab;
// Cached reference so we can despawn the builder if needed (e.g., player disconnects).
private NetworkObject spawnedBuilder;
public override void OnNetworkSpawn()
{
if (!IsServer) return;
if (builderPrefab == null)
{
Debug.LogError("[PlayerBuilderSpawner] No Builder prefab assigned. " +
"Cannot spawn builder for client " + OwnerClientId + ".");
return;
}
SpawnBuilderForOwner();
}
public override void OnNetworkDespawn()
{
// When the player despawns (disconnect), also despawn their builder if it still exists.
if (IsServer && spawnedBuilder != null && spawnedBuilder.IsSpawned)
{
spawnedBuilder.Despawn(destroy: true);
}
spawnedBuilder = null;
}
private void SpawnBuilderForOwner()
{
// Compute initial position: centroid of this player's zone.
// Falls back to origin if loader/zone data isn't available.
Vector3 spawnPos = ComputeZoneCentroid(OwnerToSlot(OwnerClientId));
var go = Instantiate(builderPrefab, spawnPos, Quaternion.identity);
var netObj = go.GetComponent<NetworkObject>();
if (netObj == null)
{
Debug.LogError("[PlayerBuilderSpawner] Builder prefab is missing a " +
"NetworkObject component. Cannot spawn.");
Destroy(go);
return;
}
netObj.SpawnWithOwnership(OwnerClientId, destroyWithScene: true);
spawnedBuilder = netObj;
// Tell NetworkTransform to teleport to the spawn position, so clients don't
// interpolate from the prefab's authoring position (typically the origin) to
// the spawn position over the first few sync ticks. Without this, clients see
// the builder smoothly drift from world origin to its spawn point — which is
// exactly what we don't want for a brand-new spawn.
//
// Teleport sets a one-frame "no interpolation" flag that NetworkTransform
// honors on its next sync, so clients snap to the position instead.
var netTransform = go.GetComponent<Unity.Netcode.Components.NetworkTransform>();
if (netTransform != null)
{
netTransform.Teleport(spawnPos, Quaternion.identity, go.transform.localScale);
}
}
// ----- Helpers ----------------------------------------------------
/// <summary>
/// Stub mapping: client 0 = Player1, client 1 = Player2, etc.
/// Replaced by MatchState's authoritative assignment when that lands.
/// </summary>
private static PlayerSlot OwnerToSlot(ulong clientId)
{
byte slotByte = (byte)(clientId + 1);
if (slotByte < 1 || slotByte > 9) return PlayerSlot.None;
return (PlayerSlot)slotByte;
}
private static Vector3 ComputeZoneCentroid(PlayerSlot slot)
{
var loader = LevelLoader.Instance;
if (loader == null || !loader.IsLoaded) return Vector3.zero;
if (slot == PlayerSlot.None) return Vector3.zero;
var levelData = loader.LevelData;
if (levelData == null || levelData.OwnerGrid == null) return Vector3.zero;
Vector2 sum = Vector2.zero;
int count = 0;
for (int y = 0; y < levelData.GridSize.y; y++)
{
for (int x = 0; x < levelData.GridSize.x; x++)
{
int idx = y * levelData.GridSize.x + x;
if (levelData.OwnerGrid[idx] != slot) continue;
Vector2Int tile = new Vector2Int(
levelData.GridOriginTile.x + x,
levelData.GridOriginTile.y + y);
Vector3 world = GridCoordinates.GridToWorld(tile);
sum.x += world.x;
sum.y += world.z;
count++;
}
}
if (count == 0) return Vector3.zero;
return new Vector3(sum.x / count, GridCoordinates.BUILDABLE_PLANE_Y, sum.y / count);
}
}
}

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@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 0f4c46f8263f72541b0f782b446de941

View file

@ -143,6 +143,25 @@ namespace TD.Gameplay
currentGold.Value += amount; currentGold.Value += amount;
} }
/// <summary>
/// Server-side entry point for deducting gold (tower placement, other costs).
/// Direct call — not Rpc-wrapped — because deductions always originate from
/// server-authoritative validation (e.g., <c>TowerPlacementManager</c> after
/// all checks have passed). Clamps to zero; gold cannot go negative.
/// </summary>
public void DeductGold(int amount)
{
if (!IsServer)
{
Debug.LogError("[PlayerGoldManager] DeductGold called on a client. " +
"Only server code should call this directly.");
return;
}
if (amount <= 0) return;
currentGold.Value = Mathf.Max(0, currentGold.Value - amount);
}
// --- Server-side Rpc --------------------------------------------- // --- Server-side Rpc ---------------------------------------------
// InvokePermission = Owner: only the client that owns this NetworkObject // InvokePermission = Owner: only the client that owns this NetworkObject

View file

@ -0,0 +1,273 @@
// Assets/_Project/Scripts/Gameplay/TowerInstance.cs
using Unity.Collections;
using Unity.Netcode;
using UnityEngine;
using TD.Core;
using TD.Towers;
namespace TD.Gameplay
{
/// <summary>
/// Per-tower runtime component. Lives on the tower's NetworkObject prefab root.
///
/// Responsibilities:
/// <list type="bullet">
/// <item>Hold the network-replicated identity of this tower: which
/// <see cref="TowerDefinition"/> it is and which <see cref="PlayerSlot"/> owns it.</item>
/// <item>On <see cref="OnNetworkSpawn"/>, stamp the tower's footprint into
/// <see cref="LevelLoader"/> on every client so local grids stay in sync
/// with the server-authoritative state.</item>
/// <item>Apply the owner's player color to the tower mesh, so towers are
/// visually distinct by zone during testing.</item>
/// </list>
/// </remarks>
/// <remarks>
/// <para><b>Grid stamping split.</b> The server stamps the footprint in
/// <c>TowerPlacementManager.ProcessRequest</c> (before <c>NetworkObject.Spawn</c>)
/// so the path-validity check in the same frame sees the updated grid. Non-host
/// clients stamp in <see cref="OnNetworkSpawn"/> when NGO replicates the
/// NetworkObject to them. The server's <see cref="OnNetworkSpawn"/> also runs,
/// but by then the footprint is already stamped — <see cref="SetWalkable"/> and
/// <see cref="SetOccupied"/> are idempotent writes, so double-stamping is safe.</para>
///
/// <para><b>Definition reference replication.</b> TowerDefinition assets live in the
/// project on all clients. We replicate the asset by name via a
/// <see cref="NetworkVariable{T}"/> holding a <c>FixedString64Bytes</c>, then look
/// up the asset locally. This avoids serializing the full ScriptableObject over the
/// network. The lookup uses a <see cref="TowerRegistry"/> singleton that must be
/// present in the scene. (Temporary: will be driven by RaceDefinition in Path E.)</para>
///
/// <para><b>Combat.</b> No combat logic here yet. Combat fields live stubbed on
/// <see cref="TowerDefinition"/>; they will be consumed by a future
/// <c>TowerCombat</c> component added to the same prefab.</para>
/// </remarks>
[RequireComponent(typeof(NetworkObject))]
public class TowerInstance : NetworkBehaviour
{
// ----- Networked state ------------------------------------------------
// The name of the TowerDefinition asset for this tower. Replicated so all
// clients can look up the full definition locally without sending the whole
// ScriptableObject over the wire.
private readonly NetworkVariable<FixedString64Bytes> definitionName =
new NetworkVariable<FixedString64Bytes>(
default,
readPerm: NetworkVariableReadPermission.Everyone,
writePerm: NetworkVariableWritePermission.Server);
// The footprint anchor (SW corner, world-tile coords). Replicated so
// clients can stamp the correct tiles in OnNetworkSpawn.
private readonly NetworkVariable<Vector2Int> anchorTile =
new NetworkVariable<Vector2Int>(
default,
readPerm: NetworkVariableReadPermission.Everyone,
writePerm: NetworkVariableWritePermission.Server);
// The PlayerSlot that placed this tower. Replicated for the HUD context
// panel and for view-selection by non-owning clients.
private readonly NetworkVariable<PlayerSlot> ownerSlot =
new NetworkVariable<PlayerSlot>(
PlayerSlot.None,
readPerm: NetworkVariableReadPermission.Everyone,
writePerm: NetworkVariableWritePermission.Server);
// ----- Local resolved state -------------------------------------------
// Resolved on every client in OnNetworkSpawn from definitionName.
// Null if the lookup fails (missing TowerRegistry or unknown name).
private TowerDefinition resolvedDefinition;
// ----- Pre-spawn initialization data ----------------------------------
//
// Set by InitializeServer (called by TowerPlacementManager BEFORE Spawn).
// Read by the server's OnNetworkSpawn to populate the NetworkVariables.
//
// Why this two-step dance: NGO 2.x disallows writing NetworkVariables
// before NetworkObject.Spawn() — those writes produce warnings and may
// not replicate reliably. The supported pattern is to set NVs inside
// OnNetworkSpawn on the server; NGO captures those writes and includes
// them in the initial sync message sent to clients, so every client
// sees correct values on its very first OnNetworkSpawn callback.
private TowerDefinition pendingDefinition;
private Vector2Int pendingAnchor;
private PlayerSlot pendingOwner = PlayerSlot.None;
private bool hasPendingInit;
// ----- Public accessors -----------------------------------------------
/// <summary>The TowerDefinition for this tower, resolved locally. Null until
/// <see cref="OnNetworkSpawn"/> runs and the definition lookup succeeds.</summary>
public TowerDefinition Definition => resolvedDefinition;
/// <summary>The PlayerSlot that placed this tower.</summary>
public PlayerSlot Owner => ownerSlot.Value;
/// <summary>The footprint anchor tile (SW corner, world-tile coords).</summary>
public Vector2Int AnchorTile => anchorTile.Value;
// ----- Server-only initialization -------------------------------------
/// <summary>
/// Called by <c>TowerPlacementManager</c> on the server immediately after
/// instantiation and before <c>NetworkObject.Spawn</c>. Stores the data that
/// the server's <see cref="OnNetworkSpawn"/> will copy into the
/// NetworkVariables. NetworkVariables themselves are NOT written here —
/// see the comment on the pending-init fields above for why.
/// </summary>
public void InitializeServer(TowerDefinition def, Vector2Int anchor, PlayerSlot owner)
{
var nm = NetworkManager.Singleton;
if (nm == null || !nm.IsServer)
{
Debug.LogError("[TowerInstance] InitializeServer called when not running " +
"as a server. This must only be called by " +
"TowerPlacementManager on the server.");
return;
}
pendingDefinition = def;
pendingAnchor = anchor;
pendingOwner = owner;
hasPendingInit = true;
// Cache the resolved definition on the server immediately — clients
// will resolve via the registry lookup once definitionName arrives.
resolvedDefinition = def;
}
// ----- NGO lifecycle --------------------------------------------------
public override void OnNetworkSpawn()
{
// Server-only step: now that the NetworkObject is fully spawned,
// write the pending init values to the NetworkVariables. These writes
// will be captured in the initial sync message sent to clients, so
// every client sees correct values on its very first OnNetworkSpawn.
if (IsServer && hasPendingInit)
{
definitionName.Value = new FixedString64Bytes(pendingDefinition.name);
anchorTile.Value = pendingAnchor;
ownerSlot.Value = pendingOwner;
// Clear the pending data — it's now committed to NetworkVariables.
hasPendingInit = false;
}
// Resolve the TowerDefinition from the (now-available) replicated name.
// On the server this is already set by InitializeServer; the lookup is
// redundant but harmless and keeps the code path uniform.
ResolveDefinition();
// Stamp the footprint into the local LevelLoader grids.
// The server already stamped in TowerPlacementManager before Spawn(),
// but SetWalkable/SetOccupied are idempotent — double-stamping is safe.
StampFootprint(walkable: false, occupied: true);
// Apply owner color to the mesh renderer.
ApplyOwnerColor();
if (resolvedDefinition != null)
{
Debug.Log($"[TowerInstance] Spawned '{resolvedDefinition.DisplayName}' " +
$"for {ownerSlot.Value} at anchor {anchorTile.Value}. " +
$"IsServer={IsServer}");
}
}
public override void OnNetworkDespawn()
{
// Un-stamp the footprint when the tower is destroyed (sold, wave end, etc.)
// so the tiles become walkable and buildable again.
StampFootprint(walkable: true, occupied: false);
}
// ----- Private helpers ------------------------------------------------
private void ResolveDefinition()
{
// Already resolved (server path via InitializeServer).
if (resolvedDefinition != null) return;
string defName = definitionName.Value.ToString();
if (string.IsNullOrEmpty(defName))
{
Debug.LogError($"[TowerInstance] NetworkObject {NetworkObjectId}: " +
$"definitionName is empty. Cannot resolve TowerDefinition.");
return;
}
var registry = TowerRegistry.Instance;
if (registry == null)
{
Debug.LogError($"[TowerInstance] NetworkObject {NetworkObjectId}: " +
$"No TowerRegistry found in scene. Cannot resolve '{defName}'.");
return;
}
resolvedDefinition = registry.Get(defName);
if (resolvedDefinition == null)
{
Debug.LogError($"[TowerInstance] NetworkObject {NetworkObjectId}: " +
$"TowerRegistry does not contain a definition named '{defName}'.");
}
}
private void StampFootprint(bool walkable, bool occupied)
{
var loader = LevelLoader.Instance;
if (loader == null || !loader.IsLoaded)
{
Debug.LogWarning($"[TowerInstance] NetworkObject {NetworkObjectId}: " +
$"LevelLoader not available during footprint stamp. " +
$"Grids may be out of sync.");
return;
}
// Determine footprint size from the resolved definition, falling back to
// 2×2 if the definition hasn't resolved yet (shouldn't happen, but defensive).
Vector2Int footprintSize = resolvedDefinition != null
? resolvedDefinition.FootprintSize
: new Vector2Int(2, 2);
foreach (var tile in GridCoordinates.GetFootprintTiles(anchorTile.Value, footprintSize))
{
loader.SetWalkable(tile, walkable);
loader.SetOccupied(tile, occupied);
}
}
// Reused per-instance across color updates to avoid per-call GC allocation.
// MaterialPropertyBlock is not thread-safe but all rendering runs on the
// main thread, so a single instance per TowerInstance is fine.
private MaterialPropertyBlock colorPropertyBlock;
private static readonly int ColorPropertyId = Shader.PropertyToID("_Color");
// URP Lit uses _BaseColor, not _Color. Writing both ensures the tint applies
// regardless of which shader the prefab uses; unknown property writes are
// silently ignored.
private static readonly int BaseColorPropertyId = Shader.PropertyToID("_BaseColor");
private void ApplyOwnerColor()
{
Color ownerColor = PlayerColors.Get(ownerSlot.Value);
ownerColor.a = 1f;
// MaterialPropertyBlock sets per-renderer properties without allocating
// a new Material object. Safe to reuse across calls on the same instance.
// All Unity standard/URP shaders expose _Color or _BaseColor, so no shader changes needed.
colorPropertyBlock ??= new MaterialPropertyBlock();
colorPropertyBlock.SetColor(ColorPropertyId, ownerColor);
colorPropertyBlock.SetColor(BaseColorPropertyId, ownerColor);
var renderers = GetComponentsInChildren<MeshRenderer>();
foreach (var rend in renderers)
rend.SetPropertyBlock(colorPropertyBlock);
if (renderers.Length == 0)
{
Debug.LogWarning($"[TowerInstance] NetworkObject {NetworkObjectId}: " +
$"No MeshRenderers found for owner color tinting.");
}
}
}
}

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// Assets/_Project/Scripts/Gameplay/TowerPlacementController.cs
using UnityEngine;
using UnityEngine.InputSystem;
using TD.Core;
using TD.Towers;
namespace TD.Gameplay
{
/// <summary>
/// Per-client controller for the tower placement UX. Handles hover raycasts against
/// the BuildablePlane collider, drives the placement ghost, and dispatches placement
/// requests to <see cref="TowerPlacementManager"/> via RPC.
/// </summary>
/// <remarks>
/// <para><b>Plain MonoBehaviour.</b> Placement visuals (ghost, cursor color) are
/// purely cosmetic and local. This component does not need to be a NetworkBehaviour.
/// All server-authoritative logic lives in <see cref="TowerPlacementManager"/>.</para>
///
/// <para><b>Ghost validity check.</b> The ghost checks ownership, placement state,
/// and tile occupancy only. It does NOT run a local path check. If the server rejects
/// because the tower would block the path, the ghost disappears and a rejection
/// message is shown. This avoids the complexity of maintaining a client-side BFS
/// that may be slightly stale.</para>
///
/// <para><b>Ghost colors.</b>
/// <list type="bullet">
/// <item>White — all local checks pass.</item>
/// <item>Red — any local check fails (wrong zone, not buildable, already occupied).</item>
/// </list>
/// Green "pending construction" ghost is a separate system implemented in Path D.</para>
///
/// <para><b>Placement activation.</b> The controller is idle until
/// <see cref="BeginPlacement"/> is called (e.g., from a HUD tower button). The player
/// right-clicks or the placement is confirmed/rejected to return to idle.</para>
///
/// <para><b>Input System.</b> Uses the New Input System package. Mouse position and
/// button state are read from <c>Mouse.current</c> each frame.</para>
///
/// <para><b>Player slot.</b> The local player slot is currently a stub
/// (client 0 = Player1, etc.) matching <c>TowerPlacementManager.ClientIdToPlayerSlot</c>.
/// This will be replaced when MatchState carries the authoritative slot assignment.</para>
/// </remarks>
public class TowerPlacementController : MonoBehaviour
{
// ----- Inspector --------------------------------------------------
[Tooltip("Project-wide placement settings: ghost materials and rejection messages.")]
[SerializeField] private TowerPlacementSettings settings;
[Tooltip("Physics layer mask for the BuildablePlane collider. Set this to the " +
"'BuildablePlane' layer. Raycasts only hit this layer so stray colliders " +
"in the scene don't interfere.")]
[SerializeField] private LayerMask buildablePlaneLayerMask;
[Tooltip("Maximum raycast distance from the camera to the buildable plane. " +
"Should be at least as large as the camera's far clip plane.")]
[SerializeField] private float raycastMaxDistance = 500f;
// ----- Active-placement state -------------------------------------
// Null when placement mode is inactive.
private TowerDefinition activeDef;
private int activeTowerTypeId;
// The ghost GameObject: the tower prefab instantiated with transparent materials.
// Null when placement mode is inactive.
private GameObject ghostGO;
// Cached renderers on the ghost, populated when the ghost is created.
private Renderer[] ghostRenderers = System.Array.Empty<Renderer>();
// Reused each frame to avoid allocation. Lazily constructed on first use because
// Unity disallows MaterialPropertyBlock construction in field initializers.
private MaterialPropertyBlock ghostPropertyBlock;
private static readonly int ColorPropertyId = Shader.PropertyToID("_Color");
// The anchor tile computed last frame (used to avoid re-evaluating when the
// cursor hasn't moved to a new tile).
private Vector2Int lastAnchor;
private bool lastAnchorValid; // false until first raycast succeeds
private bool lastPlacementValid; // result of the last local validity check
// ----- Events -----------------------------------------------------
/// <summary>
/// Fired on the local client when the server rejects a placement request.
/// Payload is the human-readable rejection message from
/// <see cref="TowerPlacementSettings"/>. Subscribe here to display feedback UI.
/// </summary>
public static event System.Action<string> OnRejectionMessageReady;
// ----- Lifecycle --------------------------------------------------
private void OnEnable()
{
TowerPlacementManager.OnPlacementRejected += HandlePlacementRejected;
}
private void OnDisable()
{
TowerPlacementManager.OnPlacementRejected -= HandlePlacementRejected;
CancelPlacement();
}
private void Update()
{
if (activeDef == null) return; // idle — nothing to do
var mouse = Mouse.current;
if (mouse == null) return; // no mouse device connected
// Right-click cancels placement.
if (mouse.rightButton.wasPressedThisFrame)
{
CancelPlacement();
return;
}
// Raycast mouse position against the BuildablePlane.
if (!TryGetBuildablePlaneHit(mouse.position.ReadValue(), out Vector3 hitPoint))
{
// Cursor is off the buildable plane — hide the ghost but stay in
// placement mode so the player can move back onto the plane.
SetGhostVisible(false);
lastAnchorValid = false;
return;
}
SetGhostVisible(true);
// Compute the footprint anchor from the hit point.
Vector2Int anchor = ComputeAnchor(hitPoint, activeDef.FootprintSize);
// Position the ghost at the footprint center.
Vector3 ghostPos = GridCoordinates.GetFootprintCenterWorld(anchor, activeDef.FootprintSize);
ghostPos.y = 0.5f; // lift off the plane so the cube base sits flush
ghostGO.transform.position = ghostPos;
// Only re-evaluate validity when the anchor tile changes, to avoid
// re-running grid lookups every frame when the cursor is stationary.
if (!lastAnchorValid || anchor != lastAnchor)
{
lastAnchor = anchor;
lastAnchorValid = true;
lastPlacementValid = EvaluateLocalValidity(anchor, activeDef);
}
// Update ghost color.
ApplyGhostColor(lastPlacementValid);
// Left-click to attempt placement.
if (mouse.leftButton.wasPressedThisFrame)
{
TrySubmitPlacement(anchor);
}
}
// ----- Public API -------------------------------------------------
/// <summary>
/// Activates placement mode for the given tower type. The ghost appears
/// immediately under the cursor. Call this from HUD tower buttons.
/// </summary>
/// <param name="def">The TowerDefinition to place.</param>
/// <param name="towerTypeId">The type ID registered in
/// <see cref="TowerPlacementManager"/>.</param>
public void BeginPlacement(TowerDefinition def, int towerTypeId)
{
if (def == null)
{
Debug.LogError("[TowerPlacementController] BeginPlacement called with null " +
"TowerDefinition.");
return;
}
// Cancel any existing placement before starting a new one.
CancelPlacement();
activeDef = def;
activeTowerTypeId = towerTypeId;
CreateGhost(def);
}
/// <summary>
/// Cancels placement mode and destroys the ghost. Safe to call when idle.
/// </summary>
public void CancelPlacement()
{
activeDef = null;
activeTowerTypeId = 0;
lastAnchorValid = false;
DestroyGhost();
}
/// <summary>
/// True when placement mode is currently active.
/// </summary>
public bool IsPlacing => activeDef != null;
// ----- Ghost management -------------------------------------------
private void CreateGhost(TowerDefinition def)
{
if (def.TowerPrefab == null)
{
Debug.LogWarning($"[TowerPlacementController] '{def.DisplayName}' has no " +
$"TowerPrefab — ghost cannot be created.");
return;
}
ghostGO = Instantiate(def.TowerPrefab);
ghostGO.name = $"Ghost_{def.name}";
// Disable all NetworkObject, TowerInstance, and Collider components on
// the ghost — it must not participate in networking or physics.
DisableGhostComponents();
ghostRenderers = ghostGO.GetComponentsInChildren<Renderer>();
// Apply ghost valid material to all renderers initially.
// ApplyGhostColor will update each frame.
if (settings != null && settings.GhostValidMaterial != null)
{
foreach (var rend in ghostRenderers)
rend.sharedMaterial = settings.GhostValidMaterial;
}
// Start invisible; shown on the first successful raycast.
SetGhostVisible(false);
}
private void DestroyGhost()
{
if (ghostGO != null)
{
Destroy(ghostGO);
ghostGO = null;
}
ghostRenderers = System.Array.Empty<Renderer>();
}
private void SetGhostVisible(bool visible)
{
if (ghostGO != null)
ghostGO.SetActive(visible);
}
/// <summary>
/// Disables components on the ghost that must not run: NetworkObject,
/// TowerInstance, Colliders, and Rigidbodies. The ghost is purely visual.
/// </summary>
private void DisableGhostComponents()
{
// NetworkObject — must be disabled so NGO doesn't try to register it.
var netObj = ghostGO.GetComponent<Unity.Netcode.NetworkObject>();
if (netObj != null) netObj.enabled = false;
// TowerInstance — must not stamp grids or fire OnNetworkSpawn.
var towerInstance = ghostGO.GetComponent<TowerInstance>();
if (towerInstance != null) towerInstance.enabled = false;
// Colliders — ghost must not block raycasts or physics queries.
foreach (var col in ghostGO.GetComponentsInChildren<Collider>())
col.enabled = false;
// Rigidbodies — ghost must not fall or interact with physics.
foreach (var rb in ghostGO.GetComponentsInChildren<Rigidbody>())
rb.isKinematic = true;
}
/// <summary>
/// Sets the ghost material color using <see cref="MaterialPropertyBlock"/>.
/// Switches between valid (white) and invalid (red) materials.
/// </summary>
private void ApplyGhostColor(bool valid)
{
if (settings == null) return;
Material ghostMat = valid ? settings.GhostValidMaterial : settings.GhostInvalidMaterial;
if (ghostMat == null) return;
foreach (var rend in ghostRenderers)
{
rend.sharedMaterial = ghostMat;
// Property block is set empty here — color comes from the material itself.
// If the ghost materials use _Color, override it via the block instead:
// ghostPropertyBlock.SetColor(ColorPropertyId, valid ? Color.white : Color.red);
// rend.SetPropertyBlock(ghostPropertyBlock);
}
}
// ----- Raycasting -------------------------------------------------
private bool TryGetBuildablePlaneHit(Vector2 screenPos, out Vector3 hitPoint)
{
hitPoint = Vector3.zero;
var cam = Camera.main;
if (cam == null) return false;
Ray ray = cam.ScreenPointToRay(new Vector3(screenPos.x, screenPos.y, 0f));
if (Physics.Raycast(ray, out RaycastHit hit, raycastMaxDistance, buildablePlaneLayerMask))
{
hitPoint = hit.point;
return true;
}
return false;
}
// ----- Anchor computation -----------------------------------------
/// <summary>
/// Converts a world hit point to the footprint anchor tile (SW corner) such
/// that the footprint center is as close as possible to the hit point.
/// </summary>
/// <remarks>
/// For a 2×2 footprint: anchor = (Round(hitX - 0.5), Round(hitZ - 0.5))
/// For a 1×1 footprint: anchor = (Round(hitX), Round(hitZ))
/// For a 3×3 footprint: anchor = (Round(hitX - 1.0), Round(hitZ - 1.0))
/// </remarks>
private static Vector2Int ComputeAnchor(Vector3 hitPoint, Vector2Int footprintSize)
{
float t = GridCoordinates.TILE_SIZE;
float halfW = (footprintSize.x - 1) * 0.5f;
float halfH = (footprintSize.y - 1) * 0.5f;
int anchorX = Mathf.RoundToInt(hitPoint.x / t - halfW);
int anchorY = Mathf.RoundToInt(hitPoint.z / t - halfH);
return new Vector2Int(anchorX, anchorY);
}
// ----- Local validity check ---------------------------------------
/// <summary>
/// Evaluates the local (client-side) placement validity. Checks ownership,
/// placement state, and occupancy. Does NOT check gold or run a path BFS —
/// those are server-side only.
/// </summary>
private bool EvaluateLocalValidity(Vector2Int anchor, TowerDefinition def)
{
var loader = LevelLoader.Instance;
if (loader == null || !loader.IsLoaded) return false;
PlayerSlot localSlot = GetLocalPlayerSlot();
foreach (var tile in GridCoordinates.GetFootprintTiles(anchor, def.FootprintSize))
{
if (loader.GetOwner(tile) != localSlot) return false;
if (loader.GetPlacement(tile) != PlacementState.Buildable) return false;
if (loader.IsOccupied(tile)) return false;
}
return true;
}
// ----- Placement submission ---------------------------------------
private void TrySubmitPlacement(Vector2Int anchor)
{
var manager = TowerPlacementManager.Instance;
if (manager == null)
{
Debug.LogWarning("[TowerPlacementController] No TowerPlacementManager in " +
"scene. Cannot submit placement request.");
return;
}
// Send the RPC regardless of local validity state — the server is
// authoritative. The local check drives the ghost color only.
// The server will reject and send back a reason if invalid.
manager.RequestPlaceTowerRpc(anchor.x, anchor.y, activeTowerTypeId);
// Exit placement mode immediately after submitting. If the server
// rejects, the rejection message fires via HandlePlacementRejected.
// If it accepts, the TowerInstance NetworkObject spawns and the
// placed tower appears — no ghost lingering is needed.
CancelPlacement();
}
// ----- Rejection feedback -----------------------------------------
private void HandlePlacementRejected(PlacementRejectionReason reason)
{
if (settings == null)
{
Debug.LogWarning($"[TowerPlacementController] Placement rejected: {reason} " +
$"(no TowerPlacementSettings assigned — cannot show message).");
return;
}
string message = settings.GetRejectionMessage(reason);
Debug.Log($"[TowerPlacementController] Placement rejected: {reason} → \"{message}\"");
// Fire the event so HUD components can display the message on screen.
// The HUD that subscribes and renders this is implemented in a later path.
OnRejectionMessageReady?.Invoke(message);
}
// ----- Player slot ------------------------------------------------
/// <summary>
/// Returns the local player's PlayerSlot.
/// STUB: Uses the same trivial client-ID → slot mapping as
/// <c>TowerPlacementManager.ClientIdToPlayerSlot</c>. Will be replaced
/// when MatchState carries the authoritative assignment.
/// </summary>
private static PlayerSlot GetLocalPlayerSlot()
{
var nm = Unity.Netcode.NetworkManager.Singleton;
if (nm == null || !nm.IsClient) return PlayerSlot.None;
ulong clientId = nm.LocalClientId;
byte slotByte = (byte)(clientId + 1);
if (slotByte < 1 || slotByte > 9) return PlayerSlot.None;
return (PlayerSlot)slotByte;
}
}
}

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// Assets/_Project/Scripts/Gameplay/TowerPlacementManager.cs
using System.Collections.Generic;
using Unity.Netcode;
using UnityEngine;
using TD.Core;
using TD.Levels;
using TD.Towers;
namespace TD.Gameplay
{
/// <summary>
/// Server-authoritative manager for tower placement requests. Receives placement
/// requests from clients via RPC, validates them in order, and either spawns the
/// tower or rejects the request with a reason code.
/// </summary>
/// <remarks>
/// <para><b>Queue-based processing.</b> Incoming RPCs enqueue a
/// <see cref="PlacementRequest"/> rather than validating inline. Each server
/// Update drains up to <see cref="RequestsPerFrame"/> requests. At 60 fps this
/// gives ~180 validations/second, comfortably above the worst-case 90/second
/// (9 players × 10 placements/second). Queuing keeps the server frame budget
/// predictable regardless of burst traffic.</para>
///
/// <para><b>Server-only logic.</b> All validation and mutation runs on the server.
/// Clients learn about accepted placements when the <see cref="TowerInstance"/>
/// NetworkObject spawns (NGO replicates it automatically). Clients learn about
/// rejections via <see cref="PlacementRejectedRpc"/>.</para>
///
/// <para><b>Validation order:</b>
/// <list type="number">
/// <item>Ownership — every footprint tile must be owned by the requesting player.</item>
/// <item>Placement state — every footprint tile must be <c>Buildable</c> and unoccupied.</item>
/// <item>Gold — the placing player must have enough gold.</item>
/// <item>Path — a BFS confirms every spawner in the placing player's zone still reaches
/// an exit after the footprint is stamped as non-walkable.</item>
/// </list></para>
///
/// <para><b>Path-check BFS.</b> The server temporarily stamps the footprint,
/// runs BFS per spawner, then un-stamps if the check fails. This is O(tiles in zone)
/// per spawner per request — acceptable for low-frequency gameplay actions and the
/// queue-rate-limited processing model.</para>
///
/// <para><b>Builder range check.</b> Deliberately omitted in Path B. The builder
/// system does not exist yet. When Path D is implemented, add a range check between
/// steps 2 and 3 above, gated on the requesting player's Builder position.</para>
/// </remarks>
public class TowerPlacementManager : NetworkBehaviour
{
// ----- Singleton --------------------------------------------------
/// <summary>
/// The active TowerPlacementManager. Null before the scene loads or after it unloads.
/// Always null-check before use. Only meaningful on the server; clients route all
/// placement through RPC.
/// </summary>
public static TowerPlacementManager Instance { get; private set; }
// ----- Inspector --------------------------------------------------
[Tooltip("Maximum number of placement requests processed per server Update tick. " +
"At 60 fps, 3 requests/frame = 180 validations/second, well above the " +
"worst-case 90/second (9 players × 10 placements/second).")]
[SerializeField] private int requestsPerFrame = 3;
[Tooltip("Tower definitions available in this match, indexed by TowerTypeId. " +
"Populate this with every TowerDefinition asset the current race roster " +
"contains. Index 0 is reserved; valid IDs start at 1. " +
"(Temporary: will be driven by RaceDefinition once Path E is complete.)")]
[SerializeField] private TowerDefinition[] towerDefinitions = new TowerDefinition[0];
// ----- Internal request queue -------------------------------------
private struct PlacementRequest
{
public ulong SenderClientId;
public Vector2Int Anchor; // SW corner of the footprint, in world-tile coords.
public int TowerTypeId; // Index into towerDefinitions[].
}
private readonly Queue<PlacementRequest> pendingRequests = new Queue<PlacementRequest>();
// Reusable scratch collections for BFS — allocated once and cleared per
// check to avoid per-frame GC pressure. Only used on the server.
private readonly Queue<Vector2Int> bfsQueue = new Queue<Vector2Int>();
private readonly HashSet<Vector2Int> bfsVisited = new HashSet<Vector2Int>();
// ----- Lifecycle --------------------------------------------------
public override void OnNetworkSpawn()
{
if (IsServer)
{
if (Instance != null && Instance != this)
{
Debug.LogError("[TowerPlacementManager] Multiple instances detected. " +
"Only one TowerPlacementManager should exist per scene.");
}
Instance = this;
Debug.Log("[TowerPlacementManager] Server ready.");
}
}
public override void OnNetworkDespawn()
{
if (Instance == this) Instance = null;
}
// ----- Server Update — queue drain --------------------------------
private void Update()
{
if (!IsServer) return;
int processed = 0;
while (pendingRequests.Count > 0 && processed < requestsPerFrame)
{
ProcessRequest(pendingRequests.Dequeue());
processed++;
}
}
// ----- RPC: client → server (placement request) -------------------
/// <summary>
/// Client entry point. Call this on the local client to request placing a tower.
/// The server will validate and either spawn the tower (visible to all clients)
/// or call back with <see cref="PlacementRejectedRpc"/>.
/// </summary>
/// <param name="anchorX">X component of the footprint anchor tile (world-tile coords).</param>
/// <param name="anchorY">Y component of the footprint anchor tile (world-tile coords).</param>
/// <param name="towerTypeId">Index into the server's towerDefinitions array.</param>
[Rpc(SendTo.Server)]
public void RequestPlaceTowerRpc(int anchorX, int anchorY, int towerTypeId,
RpcParams rpcParams = default)
{
pendingRequests.Enqueue(new PlacementRequest
{
SenderClientId = rpcParams.Receive.SenderClientId,
Anchor = new Vector2Int(anchorX, anchorY),
TowerTypeId = towerTypeId,
});
}
// ----- RPC: server → client (rejection notification) --------------
/// <summary>
/// Sent by the server to the placing client when a placement request is rejected.
/// The client uses the reason to display a feedback message to the player.
/// </summary>
[Rpc(SendTo.SpecifiedInParams)]
private void PlacementRejectedRpc(PlacementRejectionReason reason,
RpcParams rpcParams = default)
{
// This executes on the target client.
Debug.Log($"[TowerPlacementManager] Placement rejected: {reason}");
// TowerPlacementController listens for this via the static event below.
OnPlacementRejected?.Invoke(reason);
}
/// <summary>
/// Fired on the local client when the server rejects this client's placement request.
/// <see cref="TowerPlacementController"/> subscribes to this to display rejection
/// feedback messages.
/// </summary>
public static event System.Action<PlacementRejectionReason> OnPlacementRejected;
// ----- Core validation and placement logic ------------------------
private void ProcessRequest(PlacementRequest req)
{
// Resolve the TowerDefinition first — needed by every subsequent check.
if (!TryGetDefinition(req.TowerTypeId, out TowerDefinition def))
{
Reject(req, PlacementRejectionReason.InvalidTowerType);
return;
}
var loader = LevelLoader.Instance;
if (loader == null || !loader.IsLoaded)
{
Reject(req, PlacementRejectionReason.ServerError);
return;
}
// Collect the footprint tiles once; used by all subsequent checks.
var footprint = new List<Vector2Int>(def.FootprintSize.x * def.FootprintSize.y);
foreach (var tile in GridCoordinates.GetFootprintTiles(req.Anchor, def.FootprintSize))
footprint.Add(tile);
// ------------------------------------------------------------------
// Check 1: Ownership
// Every footprint tile must be owned by the placing player's zone.
// ------------------------------------------------------------------
PlayerSlot placingSlot = ClientIdToPlayerSlot(req.SenderClientId);
if (placingSlot == PlayerSlot.None)
{
Reject(req, PlacementRejectionReason.ServerError);
return;
}
foreach (var tile in footprint)
{
if (loader.GetOwner(tile) != placingSlot)
{
Reject(req, PlacementRejectionReason.WrongOwner);
return;
}
}
// ------------------------------------------------------------------
// Check 2: Placement state + occupancy
// Every footprint tile must be Buildable and not already occupied.
// ------------------------------------------------------------------
foreach (var tile in footprint)
{
if (loader.GetPlacement(tile) != PlacementState.Buildable)
{
Reject(req, PlacementRejectionReason.TileNotBuildable);
return;
}
if (loader.IsOccupied(tile))
{
Reject(req, PlacementRejectionReason.TileOccupied);
return;
}
}
// ------------------------------------------------------------------
// Check 3: Build range
// Tower must be within the placing player's builder's build range.
// Cheap to check; runs before gold and path so we don't burn cycles
// on out-of-range placements.
// ------------------------------------------------------------------
var builder = Builder.GetForClient(req.SenderClientId);
if (builder == null)
{
// No builder spawned for this client — server-side error, not a player-facing one.
Reject(req, PlacementRejectionReason.ServerError);
return;
}
if (!builder.IsTileWithinBuildRange(req.Anchor, def.FootprintSize))
{
Reject(req, PlacementRejectionReason.OutOfRange);
return;
}
// ------------------------------------------------------------------
// Check 4: Gold
// Validate before the path check — cheaper, and no point running BFS
// if the player can't afford the tower.
// ------------------------------------------------------------------
var goldManager = PlayerGoldManager.GetForClient(req.SenderClientId);
if (goldManager == null || goldManager.CurrentGold < def.GoldCost)
{
Reject(req, PlacementRejectionReason.InsufficientGold);
return;
}
// ------------------------------------------------------------------
// Check 5: Path validity
// Temporarily stamp the footprint, run BFS per spawner in the placing
// player's zone, then un-stamp if any spawner loses its exit route.
// ------------------------------------------------------------------
StampFootprint(loader, footprint, walkable: false, occupied: true);
bool pathValid = CheckPathValidity(loader, placingSlot);
if (!pathValid)
{
// Un-stamp — the placement is rejected, grid stays as it was.
StampFootprint(loader, footprint, walkable: true, occupied: false);
Reject(req, PlacementRejectionReason.BlocksPath);
return;
}
// ------------------------------------------------------------------
// All checks passed — commit the placement.
// The footprint stamp is already applied (walkable=false, occupied=true).
// Deduct gold and spawn the tower NetworkObject.
// ------------------------------------------------------------------
goldManager.DeductGold(def.GoldCost);
SpawnTower(def, req.Anchor, placingSlot);
Debug.Log($"[TowerPlacementManager] Placed '{def.DisplayName}' for " +
$"client {req.SenderClientId} ({placingSlot}) at anchor {req.Anchor}.");
}
// ----- Path-validity BFS ------------------------------------------
/// <summary>
/// Returns true if every spawner in <paramref name="placingSlot"/>'s zone can still
/// reach an exit tile (any leak exit tile OR any goal tile) via walkable tiles,
/// given the current state of <c>LevelLoader</c>'s runtime walkability grid.
/// </summary>
/// <remarks>
/// Mirrors bake-time P5-4. Runs a BFS per spawner against the runtime walkability
/// grid. Reuses <see cref="bfsQueue"/> and <see cref="bfsVisited"/> scratch
/// collections (cleared between BFS runs) to avoid GC allocation per call.
/// </remarks>
private bool CheckPathValidity(LevelLoader loader, PlayerSlot slot)
{
var levelData = loader.LevelData;
// Find the PlayerZoneData for this slot.
PlayerZoneData zoneData = null;
foreach (var zone in levelData.PlayerZones)
{
if (zone.Owner == slot) { zoneData = zone; break; }
}
if (zoneData == null || zoneData.Spawners == null || zoneData.Spawners.Length == 0)
{
// No spawners means nothing to block — treat as valid.
return true;
}
// Build the exit tile set: union of all leak exit tiles and all goal tiles.
// This is built fresh per call because it doesn't change within a match
// (tiles never move), but the allocation cost is small and correctness
// is more important than micro-optimization here.
var exitTiles = BuildExitTileSet(levelData, slot);
if (exitTiles.Count == 0)
{
// Zone has no exits at all — this would have been caught at bake time (P5-8).
// Treat as valid so a bake-side error doesn't cause all placements to fail.
Debug.LogWarning($"[TowerPlacementManager] Zone {slot} has no exit tiles. " +
$"This should have been caught at bake time (P5-8).");
return true;
}
// BFS per spawner: each spawner's tile area is the BFS seed set.
foreach (var spawner in zoneData.Spawners)
{
if (!SpawnerCanReachExit(loader, spawner, exitTiles))
return false;
}
return true;
}
/// <summary>
/// Builds the set of tiles that count as "exits" for the given player zone:
/// all tiles of every LeakExit FROM this zone, plus all goal tiles.
/// </summary>
private HashSet<Vector2Int> BuildExitTileSet(LevelData levelData, PlayerSlot slot)
{
var exits = new HashSet<Vector2Int>();
// Leak exit tiles for this zone.
foreach (var zone in levelData.PlayerZones)
{
if (zone.Owner != slot) continue;
if (zone.LeakExits == null) continue;
foreach (var leak in zone.LeakExits)
foreach (var tile in leak.TileArea)
exits.Add(tile);
}
// Goal tiles (all goals count as exits for the final defender zone).
if (levelData.Goals != null)
foreach (var goal in levelData.Goals)
foreach (var tile in goal.TileArea)
exits.Add(tile);
return exits;
}
/// <summary>
/// BFS from <paramref name="spawner"/>'s tile area. Returns true if any exit tile
/// is reachable via walkable tiles. Uses the shared scratch queue and visited set.
/// </summary>
private bool SpawnerCanReachExit(LevelLoader loader, SpawnerData spawner,
HashSet<Vector2Int> exitTiles)
{
bfsQueue.Clear();
bfsVisited.Clear();
// Seed the BFS with the spawner's full tile area (not just its center tile),
// matching bake-time P5-4 exactly.
foreach (var tile in spawner.TileArea)
{
if (bfsVisited.Add(tile))
bfsQueue.Enqueue(tile);
}
while (bfsQueue.Count > 0)
{
var current = bfsQueue.Dequeue();
if (exitTiles.Contains(current))
return true;
foreach (var neighbor in GridCoordinates.GetNeighbors(current))
{
if (bfsVisited.Contains(neighbor)) continue;
if (!loader.IsWalkable(neighbor)) continue;
bfsVisited.Add(neighbor);
bfsQueue.Enqueue(neighbor);
}
}
return false;
}
// ----- Helpers ----------------------------------------------------
/// <summary>
/// Stamps or un-stamps all tiles in <paramref name="footprint"/> on both the
/// walkability and occupancy grids simultaneously. Always update both together.
/// </summary>
private static void StampFootprint(LevelLoader loader, List<Vector2Int> footprint,
bool walkable, bool occupied)
{
foreach (var tile in footprint)
{
loader.SetWalkable(tile, walkable);
loader.SetOccupied(tile, occupied);
}
}
/// <summary>
/// Spawns the tower NetworkObject at the footprint center and records the
/// placing player's slot on the <see cref="TowerInstance"/> component.
/// </summary>
private void SpawnTower(TowerDefinition def, Vector2Int anchor, PlayerSlot owner)
{
if (def.TowerPrefab == null)
{
Debug.LogError($"[TowerPlacementManager] TowerDefinition '{def.DisplayName}' " +
$"has no TowerPrefab assigned. Cannot spawn.");
return;
}
Vector3 spawnPos = GridCoordinates.GetFootprintCenterWorld(anchor, def.FootprintSize);
// Towers sit on the buildable plane (Y=0); raise slightly so the mesh base
// sits flush rather than half-clipped. A cube of scale 1 needs +0.5 on Y.
spawnPos.y = 0.5f;
var go = Instantiate(def.TowerPrefab, spawnPos, Quaternion.identity);
var instance = go.GetComponent<TowerInstance>();
if (instance == null)
{
Debug.LogError($"[TowerPlacementManager] TowerPrefab '{def.TowerPrefab.name}' " +
$"is missing a TowerInstance component.");
Destroy(go);
return;
}
// Set data before network spawn so TowerInstance.OnNetworkSpawn sees it.
instance.InitializeServer(def, anchor, owner);
var netObj = go.GetComponent<NetworkObject>();
if (netObj == null)
{
Debug.LogError($"[TowerPlacementManager] TowerPrefab '{def.TowerPrefab.name}' " +
$"is missing a NetworkObject component.");
Destroy(go);
return;
}
netObj.Spawn(destroyWithScene: true);
}
// ----- Utility ----------------------------------------------------
private static bool TryGetDefinition(int typeId, out TowerDefinition def)
{
def = null;
// typeId 0 is reserved; valid IDs start at 1.
if (typeId <= 0) return false;
// Instance check for the static helper path — callers that have a
// direct reference use the instance array directly.
if (Instance == null) return false;
if (typeId >= Instance.towerDefinitions.Length) return false;
def = Instance.towerDefinitions[typeId];
return def != null;
}
/// <summary>
/// Maps a client ID to the PlayerSlot assigned to that client.
/// </summary>
/// <remarks>
/// STUB: Currently uses a trivial mapping where client 0 = Player1, client 1 = Player2,
/// etc. This will be replaced when MatchState / PlayerMatchState is implemented and
/// carries the authoritative client-to-slot assignment.
/// </remarks>
private static PlayerSlot ClientIdToPlayerSlot(ulong clientId)
{
// NGO client IDs start at 0 (host). PlayerSlot values start at 1.
// Cast is safe for up to 9 players; beyond that returns None.
byte slotByte = (byte)(clientId + 1);
if (slotByte < 1 || slotByte > 9) return PlayerSlot.None;
return (PlayerSlot)slotByte;
}
private void Reject(PlacementRequest req, PlacementRejectionReason reason)
{
Debug.Log($"[TowerPlacementManager] Rejected request from client " +
$"{req.SenderClientId} at anchor {req.Anchor}: {reason}");
// Send the rejection RPC back to only the requesting client.
PlacementRejectedRpc(reason,
new RpcParams
{
Send = new RpcSendParams
{
Target = RpcTarget.Single(req.SenderClientId, RpcTargetUse.Temp)
}
});
}
}
/// <summary>
/// Reason codes sent to the client when the server rejects a placement request.
/// Used by <see cref="TowerPlacementController"/> to display the appropriate
/// feedback message to the player.
/// </summary>
public enum PlacementRejectionReason
{
/// <summary>One or more footprint tiles belong to a different player's zone.</summary>
WrongOwner,
/// <summary>One or more footprint tiles are not in a Buildable state
/// (they are Restricted or Outside the map).</summary>
TileNotBuildable,
/// <summary>One or more footprint tiles are already occupied by an existing tower.</summary>
TileOccupied,
/// <summary>The placing player does not have enough gold.</summary>
InsufficientGold,
/// <summary>The placing player's builder is too far from the requested location.</summary>
OutOfRange,
/// <summary>Placing this tower would block all valid paths from at least one
/// spawner to its exit. The maze must remain passable.</summary>
BlocksPath,
/// <summary>The requested tower type ID is not in the server's definition list.</summary>
InvalidTowerType,
/// <summary>An unexpected server-side error occurred (e.g., LevelLoader not loaded,
/// client not mapped to a PlayerSlot). Check server logs.</summary>
ServerError,
}
}

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fileFormatVersion: 2
guid: d369496ba7887b844b1c220b524a507d

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// Assets/_Project/Scripts/Gameplay/TowerPlacementSettings.cs
using UnityEngine;
namespace TD.Gameplay
{
/// <summary>
/// Project-wide settings for the tower placement system. One asset shared across all
/// tower types — assign it to <see cref="TowerPlacementController"/> in the scene.
/// </summary>
/// <remarks>
/// <para><b>Why not on TowerDefinition?</b> Ghost materials and rejection messages are
/// identical for every tower type. Putting them on TowerDefinition would mean 100+
/// assets each holding two redundant material references that must be kept in sync.
/// A single shared settings asset is easier to maintain and impossible to accidentally
/// de-sync.</para>
///
/// <para><b>Rejection messages.</b> These are the strings shown on screen when the
/// server rejects a placement. Kept here so designers can tune the wording without
/// touching code.</para>
/// </remarks>
[CreateAssetMenu(fileName = "TowerPlacementSettings",
menuName = "TD/Tower Placement Settings",
order = 3)]
public class TowerPlacementSettings : ScriptableObject
{
// ----- Ghost visuals -----------------------------------------------
[Header("Ghost Materials")]
[Tooltip("Material applied to the placement ghost when placement is valid. " +
"Should be a transparent/unlit white material so the tower mesh is " +
"recognizable but clearly distinct from a placed tower.")]
public Material GhostValidMaterial;
[Tooltip("Material applied to the placement ghost when placement is invalid. " +
"Should be a transparent/unlit red material.")]
public Material GhostInvalidMaterial;
// ----- Rejection messages ------------------------------------------
[Header("Rejection Messages")]
[Tooltip("Shown when the server rejects a placement because tiles belong to " +
"another player's zone.")]
public string MessageWrongOwner = "You can only place towers in your own zone.";
[Tooltip("Shown when the server rejects because one or more tiles are " +
"Restricted or Outside the map.")]
public string MessageTileNotBuildable = "That location is not buildable.";
[Tooltip("Shown when the server rejects because a tile is already occupied " +
"by an existing tower.")]
public string MessageTileOccupied = "A tower already occupies that location.";
[Tooltip("Shown when the server rejects because the player cannot afford " +
"the tower.")]
public string MessageInsufficientGold = "Not enough gold.";
[Tooltip("Shown when the server rejects because the builder is too far away " +
"from the requested location.")]
public string MessageOutOfRange = "Your builder is too far away.";
[Tooltip("Shown when the server rejects because placing the tower would block " +
"all valid paths through the player's zone.")]
public string MessageBlocksPath = "That placement would block the path.";
[Tooltip("Shown for unexpected server-side errors (invalid tower type, etc.). " +
"Should rarely appear in normal play.")]
public string MessageServerError = "Placement failed. Please try again.";
// ----- Helpers -----------------------------------------------------
/// <summary>
/// Returns the human-readable rejection message for the given reason.
/// </summary>
public string GetRejectionMessage(PlacementRejectionReason reason)
{
switch (reason)
{
case PlacementRejectionReason.WrongOwner: return MessageWrongOwner;
case PlacementRejectionReason.TileNotBuildable: return MessageTileNotBuildable;
case PlacementRejectionReason.TileOccupied: return MessageTileOccupied;
case PlacementRejectionReason.InsufficientGold: return MessageInsufficientGold;
case PlacementRejectionReason.OutOfRange: return MessageOutOfRange;
case PlacementRejectionReason.BlocksPath: return MessageBlocksPath;
case PlacementRejectionReason.InvalidTowerType:
case PlacementRejectionReason.ServerError:
default: return MessageServerError;
}
}
}
}

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guid: 141062cbf116c924e8b63dd458262795

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// Assets/_Project/Scripts/Gameplay/TowerPlacementTestTrigger.cs
using UnityEngine;
using UnityEngine.InputSystem;
using TD.Towers;
namespace TD.Gameplay
{
/// <summary>
/// TEMPORARY test helper. Press 1 to begin placing the assigned tower.
/// Will be replaced by HUD tower buttons in a later path. Delete this script
/// once the HUD is wired up.
/// </summary>
public class TowerPlacementTestTrigger : MonoBehaviour
{
[Tooltip("The TowerDefinition to place when '1' is pressed.")]
[SerializeField] private TowerDefinition towerToPlace;
[Tooltip("The tower type ID. Must match the index of this TowerDefinition in " +
"TowerPlacementManager.towerDefinitions[]. Default 1 (slot 0 is reserved).")]
[SerializeField] private int towerTypeId = 1;
[Tooltip("The TowerPlacementController to drive.")]
[SerializeField] private TowerPlacementController controller;
private void Update()
{
var kb = Keyboard.current;
if (kb == null || controller == null || towerToPlace == null) return;
if (kb.digit1Key.wasPressedThisFrame)
{
controller.BeginPlacement(towerToPlace, towerTypeId);
Debug.Log($"[TestTrigger] BeginPlacement({towerToPlace.DisplayName}, id={towerTypeId})");
}
}
}
}

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fileFormatVersion: 2
guid: ea0e3a4681be19e4e9c359c1123bf68d

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// Assets/_Project/Scripts/Gameplay/TowerRegistry.cs
using System.Collections.Generic;
using UnityEngine;
using TD.Towers;
namespace TD.Gameplay
{
/// <summary>
/// Scene singleton that holds every <see cref="TowerDefinition"/> available in the
/// current match and lets any code look one up by asset name.
/// </summary>
/// <remarks>
/// <para><b>Why this exists.</b> <see cref="TowerInstance"/> replicates a tower's
/// definition by name (a <c>FixedString64Bytes</c> over the network), then resolves
/// the full ScriptableObject locally on every client. TowerRegistry is the lookup
/// table that makes that resolution possible without hard-coding asset paths.</para>
///
/// <para><b>Auto-discovery.</b> On Awake, all <see cref="TowerDefinition"/> assets
/// under <c>Resources/TowerDefinitions/</c> are loaded automatically. No inspector
/// drag-and-drop required — add a new asset to that folder and it is registered at
/// runtime with no other changes needed. This scales cleanly to 100+ tower types.</para>
///
/// <para><b>Path E upgrade path.</b> In Path E the registry will filter to only the
/// definitions belonging to the active match's <c>RaceDefinition</c> rosters. For now
/// all assets in the Resources folder are registered.</para>
///
/// <para><b>Plain MonoBehaviour.</b> Not a NetworkBehaviour — the registry is
/// identical on every peer (same assets, same names), so there is nothing to sync.</para>
/// </remarks>
public class TowerRegistry : MonoBehaviour
{
// ----- Singleton --------------------------------------------------
/// <summary>
/// The active TowerRegistry. Null before Awake or after the scene unloads.
/// Always null-check before use.
/// </summary>
public static TowerRegistry Instance { get; private set; }
// ----- Constants --------------------------------------------------
/// <summary>
/// Resources-relative folder path that TowerDefinition assets must live under
/// to be auto-discovered. Create this folder if it doesn't exist.
/// Full path: Assets/Resources/TowerDefinitions/
/// </summary>
private const string ResourcesFolder = "TowerDefinitions";
// ----- Internal lookup table --------------------------------------
// Keyed by TowerDefinition.name (the asset name, not DisplayName).
private readonly Dictionary<string, TowerDefinition> byName
= new Dictionary<string, TowerDefinition>();
// ----- Lifecycle --------------------------------------------------
private void Awake()
{
if (Instance != null && Instance != this)
{
Debug.LogError("[TowerRegistry] Multiple instances detected. " +
"Only one TowerRegistry should exist per scene.");
return;
}
Instance = this;
BuildLookupTable();
}
private void OnDestroy()
{
if (Instance == this) Instance = null;
}
// ----- Public API -------------------------------------------------
/// <summary>
/// Returns the <see cref="TowerDefinition"/> whose asset name equals
/// <paramref name="assetName"/>, or null if no match is found.
/// </summary>
public TowerDefinition Get(string assetName)
{
byName.TryGetValue(assetName, out var def);
return def;
}
/// <summary>
/// Returns all registered tower definitions. Enumerates the internal
/// dictionary values — do not modify the returned collection.
/// </summary>
public IEnumerable<TowerDefinition> All => byName.Values;
// ----- Private ----------------------------------------------------
private void BuildLookupTable()
{
byName.Clear();
// Resources.LoadAll finds every TowerDefinition asset anywhere under
// Assets/Resources/TowerDefinitions/ (including sub-folders).
// No manual registration needed — drop an asset in the folder and it
// is available on the next play session.
var loaded = Resources.LoadAll<TowerDefinition>(ResourcesFolder);
if (loaded.Length == 0)
{
Debug.LogWarning($"[TowerRegistry] No TowerDefinition assets found under " +
$"Resources/{ResourcesFolder}/. " +
$"Create the folder and add TowerDefinition assets to it.");
return;
}
foreach (var def in loaded)
{
if (def == null) continue;
if (byName.ContainsKey(def.name))
{
Debug.LogWarning($"[TowerRegistry] Duplicate asset name '{def.name}'. " +
$"Only the first entry will be used. Rename one of the assets.");
continue;
}
byName[def.name] = def;
}
Debug.Log($"[TowerRegistry] Auto-discovered and registered " +
$"{byName.Count} tower definition(s) from Resources/{ResourcesFolder}/.");
}
}
}

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using UnityEngine;
namespace TD.Towers
{
/// <summary>
/// Data definition for a single tower type. One asset per tower type; shared across all
/// instances of that tower in a match. Consumed by tower placement, construction, and
/// (eventually) combat systems.
/// </summary>
/// <remarks>
/// TowerDefinitions are authored as ScriptableObject assets and referenced by
/// <see cref="RaceDefinition"/> (tower roster) and <see cref="TowerInstance"/> (which
/// definition this placed tower corresponds to). Clients load the full asset locally
/// from the project's ScriptableObject pool; only the asset reference (not the full data)
/// is replicated over the network.
///
/// Fields marked STUBBED are defined here to lock in the data shape but are not yet
/// consumed by any runtime system. They will be wired in during the sessions noted.
/// </remarks>
[CreateAssetMenu(fileName = "TowerDefinition", menuName = "TD/Tower Definition", order = 2)]
public class TowerDefinition : ScriptableObject
{
// -------------------------------------------------------------------
// Identity
// -------------------------------------------------------------------
[Header("Identity")]
[Tooltip("Human-readable name shown in the HUD tower grid and context panel.")]
public string DisplayName;
[Tooltip("Short description shown in the HUD context panel when this tower is selected.")]
[TextArea(2, 4)]
public string Description;
// -------------------------------------------------------------------
// Placement
// -------------------------------------------------------------------
[Header("Placement")]
[Tooltip("Footprint size in tiles. Default 2×2. The anchor tile is the south-west corner " +
"of the footprint (minimum x, minimum y). Every tile in the footprint must be " +
"Buildable and owned by the placing player for placement to succeed.")]
public Vector2Int FootprintSize = new Vector2Int(2, 2);
[Tooltip("Gold cost to place this tower. Deducted from the placing player's pool on " +
"successful server-side placement validation.")]
public int GoldCost;
// -------------------------------------------------------------------
// Construction
// -------------------------------------------------------------------
[Header("Construction")]
[Tooltip("STUBBED — not consumed until Path D (Builder system). " +
"Time in seconds from construction start to tower becoming active. " +
"A Builder must be within build range for construction to proceed. " +
"Set to 0 for instant construction (placeholder behaviour during Path B testing).")]
public float BuildTime = 0f;
// -------------------------------------------------------------------
// Visuals
// -------------------------------------------------------------------
[Header("Visuals")]
[Tooltip("Prefab instantiated in the world when this tower is placed. Must have a " +
"TowerInstance component at its root. During Path B this is a colored cube; " +
"replace with a real mesh when art is available.")]
public GameObject TowerPrefab;
// -------------------------------------------------------------------
// Combat — STUBBED
// -------------------------------------------------------------------
[Header("Combat (Stubbed — not consumed until combat system is implemented)")]
[Tooltip("STUBBED. Damage dealt per hit to a single target.")]
public float Damage;
[Tooltip("STUBBED. Attack range in world units. Enemies within this radius are targetable.")]
public float Range;
[Tooltip("STUBBED. Attacks per second.")]
public float FireRate;
[Tooltip("STUBBED. Radius of splash damage around the impact point. 0 = single target.")]
public float SplashRadius;
[Tooltip("STUBBED. Fraction by which enemy movement speed is multiplied on hit. " +
"1.0 = no slow. 0.5 = 50% slow.")]
[Range(0f, 1f)]
public float SlowFactor = 1f;
[Tooltip("STUBBED. Projectile prefab fired at targets. Null = hitscan (instant hit, no " +
"projectile travel).")]
public GameObject ProjectilePrefab;
}
}

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