Adding Text Mesh Pro, new enemies, new enemy waves, new HUD functionality, New animators, a retry function, and floating text for gold earned and lives lost.
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110 changed files with 62003 additions and 251 deletions
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@ -4,6 +4,7 @@ using Unity.Netcode;
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using UnityEngine;
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using TD.Core;
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using TD.Levels;
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using TD.UI;
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namespace TD.Gameplay
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{
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@ -66,10 +67,11 @@ namespace TD.Gameplay
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// ----- Server-local runtime state ---------------------------------
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private int remainingLives;
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private int activeEnemyCount;
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private bool spawningComplete;
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private int currentWaveIndex = -1; // -1 = not yet started
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private int remainingLives;
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private int activeEnemyCount;
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private bool spawningComplete;
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private int currentWaveIndex = -1; // -1 = not yet started
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private Coroutine activeWaveCoroutine;
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// ----- NGO lifecycle ----------------------------------------------
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@ -127,6 +129,13 @@ namespace TD.Gameplay
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// ----- Public accessors -------------------------------------------
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/// <summary>
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/// Total number of waves in this match. Same on every peer because
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/// <see cref="waveDefinitions"/> is a serialized prefab field, identical
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/// on host and clients. Returns 0 if the array is unassigned.
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/// </summary>
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public int TotalWaves => waveDefinitions?.Length ?? 0;
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/// <summary>
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/// Number of times enemies have leaked out of the given player's zone.
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/// Replicated — safe to call on any peer.
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@ -148,7 +157,7 @@ namespace TD.Gameplay
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// ----- Wave coroutine ---------------------------------------------
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private void StartNextWave()
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private void StartNextWave(bool skipPrep = false)
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{
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currentWaveIndex++;
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@ -166,13 +175,63 @@ namespace TD.Gameplay
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activeEnemyCount = 0;
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spawningComplete = false;
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StartCoroutine(RunWave(waveDefinitions[currentWaveIndex]));
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activeWaveCoroutine = StartCoroutine(
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RunWave(waveDefinitions[currentWaveIndex], skipPrep));
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}
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private IEnumerator RunWave(WaveDefinition def)
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// ----- Dev / cheats -----------------------------------------------
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/// <summary>
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/// Dev cheat: skip the rest of the current wave (despawn any remaining
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/// enemies, kill the prep timer) and start the next wave immediately.
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/// Server-only — silently no-ops on clients. Safe to call during prep,
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/// mid-spawn, or while enemies are alive.
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/// </summary>
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public void ForceAdvanceToNextWave()
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{
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// Prep phase — players build while the countdown ticks.
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yield return new WaitForSeconds(def.PrepTime);
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if (!IsServer) return;
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// Stop the current wave's coroutine (cancels prep timer + remaining spawns).
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if (activeWaveCoroutine != null)
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{
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StopCoroutine(activeWaveCoroutine);
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activeWaveCoroutine = null;
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}
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// Despawn anything still running around. Iterate a snapshot since
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// EnemyHealth.HandleDeath will despawn the NetworkObject, mutating
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// the live collection.
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var spawnManager = NetworkManager.Singleton?.SpawnManager;
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if (spawnManager != null)
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{
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var snapshot = new System.Collections.Generic.List<NetworkObject>(
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spawnManager.SpawnedObjectsList);
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foreach (var no in snapshot)
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{
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if (no == null || !no.IsSpawned) continue;
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var movement = no.GetComponent<EnemyMovement>();
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if (movement == null) continue;
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// Unsubscribe so the despawn doesn't deduct lives or fire side effects.
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var h = no.GetComponent<EnemyHealth>();
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UnsubscribeEnemy(h);
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no.Despawn();
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}
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}
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// Reset bookkeeping and start the next wave's RunWave coroutine,
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// skipping the prep timer so spawning starts immediately.
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activeEnemyCount = 0;
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spawningComplete = false;
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StartNextWave(skipPrep: true);
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}
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private IEnumerator RunWave(WaveDefinition def, bool skipPrep = false)
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{
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// Prep phase — players build while the countdown ticks. Skipped when
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// a dev cheat forces the wave to start immediately.
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if (!skipPrep)
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yield return new WaitForSeconds(def.PrepTime);
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// Spawn phase.
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if (def.Entries != null)
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@ -209,6 +268,13 @@ namespace TD.Gameplay
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{
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if (zone.Spawners == null || zone.Spawners.Length == 0) continue;
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// Skip zones whose owning slot is empty. Until a lobby exists,
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// this means a 1-player test session only spawns enemies in
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// Player 1's zone; Player 2/3/... zones stay quiet until those
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// slots are actually filled. PlayerMatchState.GetForSlot returns
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// null for unoccupied slots (and for PlayerSlot.None).
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if (PlayerMatchState.GetForSlot(zone.Owner) == null) continue;
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// Use the first spawner in the zone. Future: round-robin through Spawners.
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SpawnEnemy(def, zone.Spawners[0].TilePosition);
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}
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@ -264,6 +330,13 @@ namespace TD.Gameplay
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?.AwardGold(health.GoldReward);
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}
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// Show a "+N" gold popup above the corpse on every peer. Capture the
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// position here on the server — by the time the RPC fires on clients
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// the death sequence will be moving the corpse, but the spawn point
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// is good enough and we want the popup to anchor where the kill happened.
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if (health.GoldReward > 0)
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ShowGoldRewardClientRpc(health.transform.position, health.GoldReward);
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UnsubscribeEnemy(health);
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DecrementAndCheckComplete();
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}
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@ -278,6 +351,13 @@ namespace TD.Gameplay
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private void HandleEnemyReachedGoal(EnemyMovement movement, int livesCost)
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{
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// Capture the leak position BEFORE the enemy NetworkObject despawns
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// (HandleGoalReached on the enemy calls Despawn right after firing the
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// event we're handling here). Show the "-N" popup on every peer.
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Vector3 leakPos = movement.transform.position;
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if (livesCost > 0)
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ShowLifeLossClientRpc(leakPos, livesCost);
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UnsubscribeEnemy(movement.GetComponent<EnemyHealth>());
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remainingLives = Mathf.Max(0, remainingLives - livesCost);
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@ -293,6 +373,22 @@ namespace TD.Gameplay
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DecrementAndCheckComplete();
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}
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// ----- Floating-text ClientRpcs -----------------------------------
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// Fired on every peer (server + clients) so each one spawns its own local
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// FloatingText. The spawned GameObjects are not networked — purely visual.
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[ClientRpc]
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private void ShowGoldRewardClientRpc(Vector3 worldPos, int amount)
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{
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FloatingTextSpawner.Instance?.SpawnGoldReward(worldPos, amount);
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}
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[ClientRpc]
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private void ShowLifeLossClientRpc(Vector3 worldPos, int amount)
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{
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FloatingTextSpawner.Instance?.SpawnLifeLoss(worldPos, amount);
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}
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// ----- Helpers ----------------------------------------------------
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private void UnsubscribeEnemy(EnemyHealth health)
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