Swapping cylinder for default human and adding animation states

This commit is contained in:
Matt F 2026-05-05 23:23:32 -07:00
parent f05734e19b
commit ab35ad0e32
33 changed files with 513 additions and 137 deletions

View file

@ -78,45 +78,11 @@ namespace TD.Gameplay
// ----- 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;
[Tooltip("Degrees per second the builder rotates to face its movement direction. " +
"Lower = lazier turns; higher = snappier. The builder only rotates while " +
"moving; it keeps its last facing when idle.")]
[SerializeField] private float turnRateDegPerSec = 540f;
[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;
[Header("Settings")]
[Tooltip("Shared tunable values for all builders. Create via TD/Builder Settings.")]
[SerializeField] private BuilderSettings settings;
[Header("Build queue")]
[Tooltip("Maximum number of pending build jobs. Bounds memory and prevents a player " +
"from spamming queue entries faster than the server can process them.")]
[SerializeField] private int maxQueueDepth = 32;
[Tooltip("Build-site visual prefab. Spawned at queue-time as a green ghost; " +
"transitions to staged-construction visuals on arrival; despawned on " +
"completion (replaced by the real TowerInstance) or cancellation.")]
@ -128,7 +94,12 @@ namespace TD.Gameplay
"BuildRangeIndicator, or any other visual that has its own color rules. " +
"If left empty, the builder will not be tinted (other meshes' colors " +
"from the prefab are preserved).")]
[SerializeField] private MeshRenderer[] tintedRenderers;
[SerializeField] private SkinnedMeshRenderer[] tintedRenderers;
[Header("Animation")]
[Tooltip("Animator on the character model child. Drives IsMoving and IsConstructing " +
"bool parameters each frame on all clients.")]
[SerializeField] private Animator animator;
// ----- Networked state --------------------------------------------
@ -173,16 +144,16 @@ namespace TD.Gameplay
public Vector3 TargetPosition => targetPosition.Value;
/// <summary>True if the builder has arrived at its target (within
/// <see cref="arrivalThreshold"/>).</summary>
/// <see cref="BuilderSettings.arrivalThreshold"/>).</summary>
public bool IsAtTarget =>
Vector3.SqrMagnitude(transform.position - targetPosition.Value)
< arrivalThreshold * arrivalThreshold;
< settings.arrivalThreshold * settings.arrivalThreshold;
/// <summary>Build range in world units.</summary>
public float BuildRange => buildRange;
public float BuildRange => settings.buildRange;
/// <summary>Maximum jobs allowed in the queue.</summary>
public int MaxQueueDepth => maxQueueDepth;
public int MaxQueueDepth => settings.maxQueueDepth;
/// <summary>True if a tile is currently part of any queued or constructing job.</summary>
/// <remarks>
@ -299,17 +270,37 @@ namespace TD.Gameplay
}
}
// ----- Per-frame movement (server only) ---------------------------
// ----- Animation parameter hashes (cached to avoid per-frame string lookup) ---
private static readonly int IsMovingHash = Animator.StringToHash("IsMoving");
private static readonly int IsConstructingHash = Animator.StringToHash("IsConstructing");
// ----- Per-frame update -------------------------------------------
private void Update()
{
if (!IsServer) return;
if (IsServer)
{
ServerDriveQueue();
ServerStepMovement();
}
// Step 1: drive movement target from the queue head, if appropriate.
ServerDriveQueue();
UpdateAnimatorState();
}
// Step 2: move toward the target on XZ, sample terrain Y.
ServerStepMovement();
private void UpdateAnimatorState()
{
if (animator == null) return;
Vector3 flatCurrent = new Vector3(transform.position.x, 0f, transform.position.z);
Vector3 flatTarget = new Vector3(targetPosition.Value.x, 0f, targetPosition.Value.z);
bool isMoving = Vector3.SqrMagnitude(flatCurrent - flatTarget)
> settings.arrivalThreshold * settings.arrivalThreshold;
bool isConstructing = jobs.Count > 0 && jobs[0].Stage == BuildStage.Constructing;
animator.SetBool(IsMovingHash, isMoving);
animator.SetBool(IsConstructingHash, isConstructing);
}
private void ServerStepMovement()
@ -323,20 +314,20 @@ namespace TD.Gameplay
Vector3 newXZ;
bool moving;
if (Vector3.SqrMagnitude(currentXZ - targetXZ) <= arrivalThreshold * arrivalThreshold)
if (Vector3.SqrMagnitude(currentXZ - targetXZ) <= settings.arrivalThreshold * settings.arrivalThreshold)
{
newXZ = targetXZ;
moving = false;
}
else
{
newXZ = Vector3.MoveTowards(currentXZ, targetXZ, moveSpeed * Time.deltaTime);
newXZ = Vector3.MoveTowards(currentXZ, targetXZ, settings.moveSpeed * Time.deltaTime);
moving = true;
}
// Resolve Y from terrain.
float groundY = SampleTerrainY(new Vector3(newXZ.x, 0f, newXZ.z));
transform.position = new Vector3(newXZ.x, groundY + heightOffset, newXZ.z);
transform.position = new Vector3(newXZ.x, groundY + settings.heightOffset, newXZ.z);
// Smoothly face the movement direction. We rotate on the server only;
// NetworkTransform replicates the rotation to clients alongside position.
@ -348,7 +339,7 @@ namespace TD.Gameplay
{
Quaternion desired = Quaternion.LookRotation(dir, Vector3.up);
transform.rotation = Quaternion.RotateTowards(
transform.rotation, desired, turnRateDegPerSec * Time.deltaTime);
transform.rotation, desired, settings.turnRateDegPerSec * Time.deltaTime);
}
}
}
@ -361,9 +352,9 @@ namespace TD.Gameplay
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);
Vector3 origin = new Vector3(xzPos.x, settings.terrainRaycastMaxDistance, xzPos.z);
if (Physics.Raycast(origin, Vector3.down, out RaycastHit hit,
terrainRaycastMaxDistance * 2f, terrainLayerMask))
settings.terrainRaycastMaxDistance * 2f, settings.terrainLayerMask))
{
return hit.point.y;
}
@ -448,7 +439,7 @@ namespace TD.Gameplay
Vector3 nearestPoint = new Vector3(nearestX, 0f, nearestZ);
return Vector3.SqrMagnitude(builderXZ - nearestPoint)
<= buildRange * buildRange;
<= settings.buildRange * settings.buildRange;
}
// ===================================================================
@ -466,7 +457,7 @@ namespace TD.Gameplay
{
jobId = 0;
if (!IsServer) return false;
if (jobs.Count >= maxQueueDepth) return false;
if (jobs.Count >= settings.maxQueueDepth) return false;
jobId = nextJobId++;
var job = BuildJob.CreateQueued(jobId, anchor, towerTypeId, goldSpent);