Adding new Races, Main Menu -> Lobby flow, and what's needed to set up multiplayer testing.

This commit is contained in:
Matt F 2026-05-17 23:31:02 -07:00
parent 60fa58b07f
commit fdada6f132
29 changed files with 2581 additions and 176 deletions

View file

@ -0,0 +1,152 @@
// Assets/_Project/Scripts/Gameplay/RaceRegistry.cs
using System.Collections.Generic;
using UnityEngine;
using TD.Core;
namespace TD.Gameplay
{
/// <summary>
/// Persistent (DontDestroyOnLoad) singleton that holds every
/// <see cref="RaceDefinition"/> available in the current build and lets
/// any code look one up by <see cref="RaceId"/>.
/// </summary>
/// <remarks>
/// <para><b>Inspector setup.</b> Place ONE <c>RaceRegistry</c> GameObject in
/// the <b>MainMenu scene</b> only. Drag every <c>RaceDefinition</c> asset
/// into the <c>Definitions</c> array. The registry marks itself
/// <c>DontDestroyOnLoad</c> on Awake, so it survives the scene transitions
/// MainMenu → Lobby → Match → back to Lobby and is available to all of
/// them through <see cref="Instance"/>.</para>
///
/// <para><b>Why not also in Lobby/Match scenes?</b> Maintaining the
/// <c>Definitions</c> array in multiple places is a designer trap — update
/// one, forget the other, runtime mismatch. Single source of truth in
/// MainMenu eliminates that class of bug. Duplicate instances in other
/// scenes are detected in <see cref="Awake"/> and self-destruct, so an
/// accidental copy doesn't break anything but does log a warning.</para>
///
/// <para><b>Editor-only standalone testing.</b> If you open the Lobby or
/// Match scene directly from the editor (without going through MainMenu
/// first), no RaceRegistry will exist and race-dependent code falls back
/// gracefully (<see cref="Get"/> returns null; UI shows "Coming Soon" or
/// the default builder is used). For standalone-scene testing, you can
/// temporarily add a registry to whatever scene you're testing — but don't
/// commit it as part of normal play flow.</para>
///
/// <para><b>Slot model.</b> The lobby grid shows 16 slots (one per
/// <see cref="RaceId"/> value 1-16) regardless of how many are filled.
/// <see cref="Get"/> returns null for unregistered slots, which the UI
/// renders as a "Coming Soon" placeholder.</para>
///
/// <para><b>Plain MonoBehaviour.</b> Not a NetworkBehaviour — the registry
/// is identical on every peer (same ScriptableObject assets), so nothing
/// to sync. Network state tracks only the chosen <see cref="RaceId"/> on
/// <c>PlayerMatchState</c>; the rest is local lookup.</para>
/// </remarks>
public class RaceRegistry : MonoBehaviour
{
// ----- Singleton -------------------------------------------------
public static RaceRegistry Instance { get; private set; }
// ----- Inspector --------------------------------------------------
[Tooltip("All RaceDefinition assets available in this build. Drag each asset " +
"into the array. Duplicate Ids are rejected with a warning; null entries " +
"are skipped.")]
[SerializeField] private RaceDefinition[] definitions;
// ----- Internal lookup -------------------------------------------
private readonly Dictionary<RaceId, RaceDefinition> byId
= new Dictionary<RaceId, RaceDefinition>();
// ----- Lifecycle --------------------------------------------------
private void Awake()
{
// Persistent-singleton pattern: the FIRST instance to wake up wins
// and survives scene loads. Subsequent instances (e.g. a stale
// copy left over in the Lobby or Match scene) are self-destroyed,
// not just ignored — we want the scene to "self-heal" if someone
// accidentally drops a second copy in.
if (Instance != null && Instance != this)
{
Debug.LogWarning(
$"[RaceRegistry] Persistent instance already exists. " +
$"Destroying duplicate in scene '{gameObject.scene.name}'. " +
$"Keep RaceRegistry in the MainMenu scene only.");
Destroy(gameObject);
return;
}
Instance = this;
DontDestroyOnLoad(gameObject);
BuildLookup();
}
private void OnDestroy()
{
if (Instance == this) Instance = null;
}
// ----- Public API -------------------------------------------------
/// <summary>
/// Returns the <see cref="RaceDefinition"/> for the given id, or null
/// if no asset is registered for that id (e.g. "Coming Soon" slots).
/// </summary>
public RaceDefinition Get(RaceId id)
{
byId.TryGetValue(id, out var def);
return def;
}
/// <summary>
/// Iterates the canonical 16 lobby slots (Race1..Race16). For each
/// slot returns either the registered <see cref="RaceDefinition"/> or
/// null. UI consumers use this to render a stable 16-cell grid where
/// unfilled slots show a placeholder.
/// </summary>
public IEnumerable<(RaceId id, RaceDefinition def)> AllSlots()
{
for (int i = (int)RaceId.Race1; i <= (int)RaceId.Race16; i++)
{
var id = (RaceId)i;
yield return (id, Get(id));
}
}
// ----- Private ----------------------------------------------------
private void BuildLookup()
{
byId.Clear();
if (definitions == null || definitions.Length == 0)
{
Debug.LogWarning("[RaceRegistry] No RaceDefinition assets assigned. " +
"Drag assets into the Definitions array.");
return;
}
foreach (var def in definitions)
{
if (def == null) continue;
if (def.Id == RaceId.None)
{
Debug.LogWarning($"[RaceRegistry] '{def.name}' has Id=None — set it to " +
"an unused Race1..Race16 value.");
continue;
}
if (byId.ContainsKey(def.Id))
{
Debug.LogWarning($"[RaceRegistry] Duplicate Id '{def.Id}' detected on " +
$"'{def.name}'. Earlier registration kept; rename one.");
continue;
}
byId[def.Id] = def;
}
Debug.Log($"[RaceRegistry] Registered {byId.Count} race(s).");
}
}
}