Adding a ton of funcitonality to the builder's movement and build queue

This commit is contained in:
Matt F 2026-05-05 22:01:40 -07:00
parent a63cce53e2
commit f05734e19b
31 changed files with 3104 additions and 339 deletions

View file

@ -17,25 +17,31 @@ namespace TD.Gameplay
/// <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>
///
/// <para><b>Note on build-site visuals.</b> The green queued-ghost material and the
/// constructing-stage material live on the <c>BuildSiteVisual</c> prefab, not here.
/// Those materials are prefab-local (the build-site visual prefab references them
/// directly), so promoting them to a shared settings asset would just add an
/// indirection without simplifying anything.</para>
/// </remarks>
[CreateAssetMenu(fileName = "TowerPlacementSettings",
menuName = "TD/Tower Placement Settings",
order = 3)]
public class TowerPlacementSettings : ScriptableObject
{
// ----- Ghost visuals -----------------------------------------------
// ----- Cursor ghost visuals ---------------------------------------
[Header("Ghost Materials")]
[Tooltip("Material applied to the placement ghost when placement is valid. " +
[Header("Cursor Ghost Materials")]
[Tooltip("Material applied to the cursor 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. " +
[Tooltip("Material applied to the cursor placement ghost when placement is invalid. " +
"Should be a transparent/unlit red material.")]
public Material GhostInvalidMaterial;
// ----- Rejection messages ------------------------------------------
// ----- Rejection messages -----------------------------------------
[Header("Rejection Messages")]
[Tooltip("Shown when the server rejects a placement because tiles belong to " +
@ -47,8 +53,8 @@ namespace TD.Gameplay
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.";
"by an existing tower or by a queued/constructing build job.")]
public string MessageTileOccupied = "A tower is already there or queued there.";
[Tooltip("Shown when the server rejects because the player cannot afford " +
"the tower.")]
@ -62,6 +68,10 @@ namespace TD.Gameplay
"all valid paths through the player's zone.")]
public string MessageBlocksPath = "That placement would block the path.";
[Tooltip("Shown when the server rejects because the builder's queue is full. " +
"Player must cancel pending jobs or wait for one to complete.")]
public string MessageJobLimitReached = "Builder queue is full.";
[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.";
@ -81,6 +91,7 @@ namespace TD.Gameplay
case PlacementRejectionReason.InsufficientGold: return MessageInsufficientGold;
case PlacementRejectionReason.OutOfRange: return MessageOutOfRange;
case PlacementRejectionReason.BlocksPath: return MessageBlocksPath;
case PlacementRejectionReason.JobLimitReached: return MessageJobLimitReached;
case PlacementRejectionReason.InvalidTowerType:
case PlacementRejectionReason.ServerError:
default: return MessageServerError;