Adding Match State controller
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13 changed files with 445 additions and 99 deletions
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@ -8,6 +8,38 @@ namespace TD.Core
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/// Player1..Player9 cover the maximum supported player count. Maps using fewer players use a
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/// contiguous prefix (e.g., a 3-player map uses Player1, Player2, Player3 only).
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/// </remarks>
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/// <summary>
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/// Global phase of a match, driven by <c>MatchState</c>.
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/// </summary>
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/// <remarks>
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/// Transitions are server-authoritative. Clients react to
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/// <c>NetworkVariable<MatchPhase>.OnValueChanged</c>.
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/// </remarks>
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public enum MatchPhase : byte
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{
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/// <summary>Pre-match; players are connecting and the server hasn't started the countdown.</summary>
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Lobby = 0,
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/// <summary>Brief count-down before waves begin. Placement is still allowed.</summary>
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CountDown = 1,
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/// <summary>Waves are in progress; normal gameplay.</summary>
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Playing = 2,
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/// <summary>All waves cleared; co-op win state.</summary>
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Victory = 3,
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/// <summary>All lives lost; co-op defeat state.</summary>
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Defeat = 4,
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}
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/// <summary>
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/// Identifies the race a player has chosen in the race-pick phase.
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/// Backed by byte. Specific race values are defined in Phase 1.8.
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/// </summary>
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public enum RaceId : byte
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{
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/// <summary>No race selected yet (lobby / pre-pick).</summary>
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None = 0,
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// Race entries added in Phase 1.8.
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}
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public enum PlayerSlot : byte
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{
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None = 0,
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