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.

This commit is contained in:
Matt F 2026-05-13 17:39:16 -07:00
parent 3287e8ea43
commit f6cc6a7102
110 changed files with 62003 additions and 251 deletions

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// Assets/_Project/Scripts/UI/FloatingTextSpawner.cs
using UnityEngine;
namespace TD.UI
{
/// <summary>
/// Scene singleton that spawns <see cref="FloatingText"/> instances above
/// world positions for gold-reward and life-loss feedback.
/// </summary>
/// <remarks>
/// <b>Why a singleton:</b> the spawner is shared by every caller (kills, leaks,
/// future status pop-ups) and holds inspector-tunable colors and a prefab
/// reference. Plain <c>MonoBehaviour</c> — visual-only, no networking required.
///
/// <b>Who calls this:</b> <see cref="TD.Gameplay.WaveManager"/> invokes
/// <see cref="SpawnGoldReward"/> and <see cref="SpawnLifeLoss"/> via ClientRpc
/// so every peer shows the popup locally.
///
/// <b>Inspector setup:</b> drop this on any scene GameObject (e.g. a
/// <c>FloatingTextSpawner</c> empty), assign the floating-text prefab, tune
/// colors to match the HUD.
/// </remarks>
public class FloatingTextSpawner : MonoBehaviour
{
// ----- Singleton --------------------------------------------------
public static FloatingTextSpawner Instance { get; private set; }
// ----- Inspector --------------------------------------------------
[Tooltip("Prefab to instantiate for each pop-up. Must have a FloatingText " +
"component and a TextMeshPro renderer.")]
[SerializeField] private FloatingText prefab;
[Tooltip("Color used for kill-reward gold pop-ups. Tune to match the HUD's " +
"gold label color.")]
[SerializeField] private Color goldColor = new Color(1f, 0.84f, 0.2f);
[Tooltip("Color used for life-loss pop-ups (enemies reaching the goal).")]
[SerializeField] private Color livesColor = new Color(0.95f, 0.25f, 0.25f);
[Tooltip("Default vertical offset above the source position. Tunes how high " +
"above the enemy the text starts.")]
[SerializeField] private float verticalOffset = 2.0f;
[Tooltip("Maximum random horizontal jitter applied to the spawn position so " +
"consecutive pop-ups don't stack visually.")]
[SerializeField] private float positionJitter = 0.4f;
[Tooltip("Maximum random vertical jitter applied on top of verticalOffset.")]
[SerializeField] private float verticalJitter = 0.2f;
// ----- Lifecycle --------------------------------------------------
private void Awake()
{
if (Instance != null && Instance != this)
{
Debug.LogWarning("[FloatingTextSpawner] Duplicate instance detected. " +
"Only one should exist per scene.");
return;
}
Instance = this;
}
private void OnDestroy()
{
if (Instance == this) Instance = null;
}
// ----- Public API -------------------------------------------------
/// <summary>Spawns a gold-reward popup (e.g. "+10") at the given world position.</summary>
public void SpawnGoldReward(Vector3 worldPos, int amount)
=> SpawnInternal(worldPos, $"+{amount}", goldColor);
/// <summary>Spawns a life-loss popup (e.g. "-1") at the given world position.</summary>
public void SpawnLifeLoss(Vector3 worldPos, int amount)
=> SpawnInternal(worldPos, $"-{amount}", livesColor);
/// <summary>Lower-level overload: arbitrary content and color.</summary>
public void SpawnCustom(Vector3 worldPos, string text, Color color)
=> SpawnInternal(worldPos, text, color);
// ----- Internal ---------------------------------------------------
private void SpawnInternal(Vector3 worldPos, string text, Color color)
{
if (prefab == null)
{
Debug.LogWarning("[FloatingTextSpawner] No prefab assigned. " +
"Pop-up will not be shown.");
return;
}
Vector3 jitter = new Vector3(
Random.Range(-positionJitter, positionJitter),
Random.Range(0f, verticalJitter),
Random.Range(-positionJitter, positionJitter));
Vector3 spawnPos = worldPos + Vector3.up * verticalOffset + jitter;
var instance = Instantiate(prefab, spawnPos, Quaternion.identity);
instance.Init(text, color);
}
}
}