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2429efbf6a
| Author | SHA1 | Date | |
|---|---|---|---|
| 2429efbf6a | |||
| bf3c008777 | |||
| 157b77ebfa |
21 changed files with 453 additions and 7 deletions
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14
Assets/_Project/Scripts/Core/BuilderEffectKind.cs
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Assets/_Project/Scripts/Core/BuilderEffectKind.cs
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||||||
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// Assets/_Project/Scripts/Core/BuilderEffectKind.cs
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namespace TD.Core
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{
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/// <summary>
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/// Identifies which builder effect a
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/// <see cref="TD.Gameplay.BuilderEffects.BuilderEffectDefinition"/> represents. Backs a
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/// bitmask on <see cref="TD.Gameplay.BuilderUpgradeManager"/>, so keep this to 32 entries
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/// or fewer (or widen the mask to ulong if it ever needs more).
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/// </summary>
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public enum BuilderEffectKind : byte
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||||||
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{
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||||||
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GoldPerKill = 0,
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}
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}
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Assets/_Project/Scripts/Core/BuilderEffectKind.cs.meta
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Assets/_Project/Scripts/Gameplay/BuilderEffects.meta
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// Assets/_Project/Scripts/Gameplay/BuilderEffects/BuilderEffectDefinition.cs
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using UnityEngine;
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using TD.Core;
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namespace TD.Gameplay.BuilderEffects
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{
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/// <summary>
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/// Base class for one builder effect — a passive perk that applies to every tower a
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/// player's Builder constructs (e.g. "kills yield bonus gold"). Granted via the draft
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/// (<see cref="TD.Gameplay.Draft.BuilderEffectDraftOption"/>) and tracked per-player by
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/// <see cref="BuilderUpgradeManager"/>.
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/// </summary>
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/// <remarks>
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/// <para><b>One asset per kind.</b> <see cref="Kind"/> is fixed per subclass (each concrete
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/// type overrides it to its own <see cref="BuilderEffectKind"/>), so there's no way to
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/// mis-tag an asset in the inspector. <see cref="BuilderEffectPool"/> uses it to build a
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/// fixed-size, enum-indexed lookup table — no scanning to resolve a kind to its data.</para>
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///
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/// <para><b>No shared "Apply" contract.</b> Concrete subclasses (e.g.
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/// <see cref="GoldPerKillEffectDefinition"/>) carry whatever payload they need. Effects with
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/// different application shapes — a simple value read at an existing game-event hook vs.
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/// behavior that needs its own component on the tower — are still just subclasses; consumers
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/// query the concrete type they care about directly (see
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/// <see cref="BuilderUpgradeManager.GetTotalGoldPerKillBonus"/>).</para>
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/// </remarks>
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public abstract class BuilderEffectDefinition : ScriptableObject
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{
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/// <summary>Which builder effect this asset's data belongs to.</summary>
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public abstract BuilderEffectKind Kind { get; }
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[Tooltip("Name shown wherever a player's active builder effects are listed.")]
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public string DisplayName;
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}
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||||||
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}
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||||||
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@ -0,0 +1,66 @@
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// Assets/_Project/Scripts/Gameplay/BuilderEffects/BuilderEffectPool.cs
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using System;
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using UnityEngine;
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using TD.Core;
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namespace TD.Gameplay.BuilderEffects
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{
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/// <summary>
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/// Scene singleton holding every <see cref="BuilderEffectDefinition"/> available this match,
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/// authored as a flat array in the inspector for convenience. Internally it builds a
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/// fixed-size table indexed by <see cref="BuilderEffectKind"/> so lookups are a single array
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/// access, not a scan.
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/// </summary>
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/// <remarks>
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/// Plain MonoBehaviour: identical on every peer (same assets), so there is nothing to sync.
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/// The server reads it to resolve grants; clients read it to render an "active effects" list.
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/// </remarks>
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public class BuilderEffectPool : MonoBehaviour
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{
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public static BuilderEffectPool Instance { get; private set; }
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[Tooltip("Every BuilderEffectDefinition asset available this match. One entry per " +
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"BuilderEffectKind — order doesn't matter, Kind on the asset itself decides " +
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"its slot.")]
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[SerializeField] private BuilderEffectDefinition[] effects;
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// Fixed-size, enum-indexed lookup built once in Awake. Sized to the enum's entry count,
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// not authored count, so an out-of-range Kind is a compile-time impossibility rather
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// than a bounds check we'd otherwise need on every Get().
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private BuilderEffectDefinition[] byKind;
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private void Awake()
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{
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if (Instance != null && Instance != this)
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{
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Debug.LogError("[BuilderEffectPool] Multiple instances detected. Only one per scene.");
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return;
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}
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Instance = this;
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int kindCount = Enum.GetValues(typeof(BuilderEffectKind)).Length;
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byKind = new BuilderEffectDefinition[kindCount];
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if (effects == null) return;
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for (int i = 0; i < effects.Length; i++)
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{
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var def = effects[i];
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if (def == null) continue;
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byKind[(int)def.Kind] = def;
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}
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}
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private void OnDestroy()
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{
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if (Instance == this) Instance = null;
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}
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/// <summary>Returns the effect asset for <paramref name="kind"/>, or null if none is
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/// authored in this pool.</summary>
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public BuilderEffectDefinition Get(BuilderEffectKind kind)
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{
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int i = (int)kind;
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return (byKind != null && i >= 0 && i < byKind.Length) ? byKind[i] : null;
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}
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}
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}
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@ -0,0 +1,22 @@
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// Assets/_Project/Scripts/Gameplay/BuilderEffects/GoldPerKillEffectDefinition.cs
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using UnityEngine;
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using TD.Core;
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namespace TD.Gameplay.BuilderEffects
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{
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/// <summary>
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/// Builder effect #1 — every tower the player owns yields extra gold per kill.
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/// Read by <see cref="BuilderUpgradeManager.GetTotalGoldPerKillBonus"/>, which
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/// <see cref="TD.Gameplay.WaveManager"/> queries when awarding kill gold.
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/// </summary>
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[CreateAssetMenu(fileName = "GoldPerKillEffect", menuName = "TD/Builder Effects/Gold Per Kill")]
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public class GoldPerKillEffectDefinition : BuilderEffectDefinition
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{
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public override BuilderEffectKind Kind => BuilderEffectKind.GoldPerKill;
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[Tooltip("Flat bonus gold awarded on top of the normal kill reward, for every kill by " +
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"any of this player's towers.")]
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[Min(0)]
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public int BonusGoldPerKill = 1;
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}
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}
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|
@ -0,0 +1,2 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 5ce77a7f27ed228a0ad0494dfc1a4749
|
||||||
122
Assets/_Project/Scripts/Gameplay/BuilderUpgradeManager.cs
Normal file
122
Assets/_Project/Scripts/Gameplay/BuilderUpgradeManager.cs
Normal file
|
|
@ -0,0 +1,122 @@
|
||||||
|
// Assets/_Project/Scripts/Gameplay/BuilderUpgradeManager.cs
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using Unity.Netcode;
|
||||||
|
using UnityEngine;
|
||||||
|
using TD.Core;
|
||||||
|
using TD.Gameplay.BuilderEffects;
|
||||||
|
|
||||||
|
namespace TD.Gameplay
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Per-player set of granted builder effects. Lives on the Player prefab alongside
|
||||||
|
/// <see cref="PlayerGoldManager"/>, <see cref="PlayerTowerDeck"/>, and
|
||||||
|
/// <see cref="PlayerBuffManager"/>.
|
||||||
|
/// </summary>
|
||||||
|
/// <remarks>
|
||||||
|
/// <para><b>List of granted kinds.</b> A builder effect carries no per-grant state (no
|
||||||
|
/// level, no enable/disable toggle) — it's either granted or it isn't — so the granted set
|
||||||
|
/// is a <see cref="NetworkList{T}"/> of <see cref="BuilderEffectKind"/> values. Stored as
|
||||||
|
/// <c>byte</c> because <c>NetworkList<T></c> requires <c>T : IEquatable<T></c>
|
||||||
|
/// and plain enums don't implement that (see <see cref="TD.Gameplay.BuildJob"/> for the
|
||||||
|
/// same constraint on a struct); <c>byte</c> already does, for free.</para>
|
||||||
|
///
|
||||||
|
/// <para><b>Granted via draft.</b> <see cref="TD.Gameplay.Draft.BuilderEffectDraftOption"/>
|
||||||
|
/// calls <see cref="ServerGrantEffect"/> when a player picks it. Effects are permanent for
|
||||||
|
/// the match — there is no revoke.</para>
|
||||||
|
///
|
||||||
|
/// <para><b>Query, don't snapshot.</b> Consumers (e.g. <see cref="WaveManager"/> awarding
|
||||||
|
/// kill gold) query this manager live at the point of use rather than towers caching their
|
||||||
|
/// own copy — every tower a player owns benefits immediately, including ones built before
|
||||||
|
/// the effect was granted.</para>
|
||||||
|
///
|
||||||
|
/// <para><b>Generic accessor, not one method per effect.</b>
|
||||||
|
/// <see cref="GetEffectDefinition{T}"/> is the only way to read an effect's tunable data.
|
||||||
|
/// This keeps the API surface fixed as the effect roster grows — a new effect kind adds a
|
||||||
|
/// call site where it's consumed (e.g. a new line in <c>WaveManager</c>), not a new method
|
||||||
|
/// here.</para>
|
||||||
|
/// </remarks>
|
||||||
|
public class BuilderUpgradeManager : NetworkBehaviour
|
||||||
|
{
|
||||||
|
// ----- Static registry (mirrors PlayerGoldManager / PlayerTowerDeck) -----
|
||||||
|
|
||||||
|
private static readonly Dictionary<ulong, BuilderUpgradeManager> s_byClientId
|
||||||
|
= new Dictionary<ulong, BuilderUpgradeManager>();
|
||||||
|
|
||||||
|
/// <summary>Returns the manager owned by the given client, or null.</summary>
|
||||||
|
public static BuilderUpgradeManager GetForClient(ulong clientId)
|
||||||
|
{
|
||||||
|
s_byClientId.TryGetValue(clientId, out var mgr);
|
||||||
|
return mgr;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>Convenience: the local client's own manager.</summary>
|
||||||
|
public static BuilderUpgradeManager Local
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
var nm = NetworkManager.Singleton;
|
||||||
|
if (nm == null || !nm.IsClient) return null;
|
||||||
|
return GetForClient(nm.LocalClientId);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// ----- Networked state --------------------------------------------
|
||||||
|
|
||||||
|
// Granted effect kinds, stored as byte (see class remarks for why not the enum
|
||||||
|
// directly). readPerm Everyone (consistent with the other per-player managers);
|
||||||
|
// writePerm Server — both are NetworkList's defaults.
|
||||||
|
private readonly NetworkList<byte> grantedKinds = new NetworkList<byte>();
|
||||||
|
|
||||||
|
/// <summary>Fired on every peer when a new effect is granted.</summary>
|
||||||
|
public event System.Action OnUpgradesChanged;
|
||||||
|
|
||||||
|
// ----- NGO lifecycle ------------------------------------------------
|
||||||
|
|
||||||
|
public override void OnNetworkSpawn()
|
||||||
|
{
|
||||||
|
s_byClientId[OwnerClientId] = this;
|
||||||
|
grantedKinds.OnListChanged += HandleGrantedKindsChanged;
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void OnNetworkDespawn()
|
||||||
|
{
|
||||||
|
grantedKinds.OnListChanged -= HandleGrantedKindsChanged;
|
||||||
|
|
||||||
|
if (s_byClientId.TryGetValue(OwnerClientId, out var registered) && registered == this)
|
||||||
|
s_byClientId.Remove(OwnerClientId);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void HandleGrantedKindsChanged(NetworkListEvent<byte> change) => OnUpgradesChanged?.Invoke();
|
||||||
|
|
||||||
|
// ----- Read API -----------------------------------------------------
|
||||||
|
|
||||||
|
/// <summary>True if this player has been granted the given effect.</summary>
|
||||||
|
public bool PlayerHasEffect(BuilderEffectKind kind) => grantedKinds.Contains((byte)kind);
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Returns this player's <see cref="BuilderEffectDefinition"/> for <paramref name="kind"/>
|
||||||
|
/// as <typeparamref name="T"/>, or null if the player doesn't have it (or the pool has no
|
||||||
|
/// asset for it). Callers extract whatever field they need — see the "generic accessor"
|
||||||
|
/// note above for why this isn't a per-effect method.
|
||||||
|
/// </summary>
|
||||||
|
public T GetEffectDefinition<T>(BuilderEffectKind kind) where T : BuilderEffectDefinition
|
||||||
|
=> PlayerHasEffect(kind) ? BuilderEffectPool.Instance?.Get(kind) as T : null;
|
||||||
|
|
||||||
|
// ----- Server mutation -----------------------------------------------
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Server-only: grants the given effect (a draft pick). No-op if already granted.
|
||||||
|
/// Returns true if it was actually granted.
|
||||||
|
/// </summary>
|
||||||
|
public bool ServerGrantEffect(BuilderEffectKind kind)
|
||||||
|
{
|
||||||
|
if (!IsServer) return false;
|
||||||
|
|
||||||
|
byte value = (byte)kind;
|
||||||
|
if (grantedKinds.Contains(value)) return false;
|
||||||
|
|
||||||
|
grantedKinds.Add(value);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@ -0,0 +1,2 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 72dac94cde24af07ea0b5c77b228be34
|
||||||
|
|
@ -0,0 +1,37 @@
|
||||||
|
// Assets/_Project/Scripts/Gameplay/Draft/BuilderEffectDraftOption.cs
|
||||||
|
using UnityEngine;
|
||||||
|
using TD.Core;
|
||||||
|
using TD.Gameplay.BuilderEffects;
|
||||||
|
|
||||||
|
namespace TD.Gameplay.Draft
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Draft choice #2 — "gain a builder effect". Grants the player a passive effect that
|
||||||
|
/// applies to every tower they own, adding it to their <see cref="BuilderUpgradeManager"/>.
|
||||||
|
/// </summary>
|
||||||
|
/// <remarks>
|
||||||
|
/// Unlike <see cref="NewTowerDraftOption"/>, this carries the <see cref="BuilderEffectKind"/>
|
||||||
|
/// directly rather than an asset reference — there's no id to resolve, the enum value is the
|
||||||
|
/// stable identifier <see cref="BuilderUpgradeManager"/> and <see cref="BuilderEffectPool"/>
|
||||||
|
/// already key off of.
|
||||||
|
/// </remarks>
|
||||||
|
[CreateAssetMenu(fileName = "BuilderEffectOption", menuName = "TD/Draft/Builder Effect Option")]
|
||||||
|
public class BuilderEffectDraftOption : DraftOption
|
||||||
|
{
|
||||||
|
[Header("Payload")]
|
||||||
|
[Tooltip("The builder effect this option grants.")]
|
||||||
|
public BuilderEffectKind Kind;
|
||||||
|
|
||||||
|
public override bool IsValidFor(ulong clientId)
|
||||||
|
{
|
||||||
|
var upgrades = BuilderUpgradeManager.GetForClient(clientId);
|
||||||
|
return upgrades != null && !upgrades.PlayerHasEffect(Kind);
|
||||||
|
}
|
||||||
|
|
||||||
|
public override bool ServerApply(ulong clientId)
|
||||||
|
{
|
||||||
|
var upgrades = BuilderUpgradeManager.GetForClient(clientId);
|
||||||
|
return upgrades != null && upgrades.ServerGrantEffect(Kind);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@ -0,0 +1,2 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 4eaef3264612070c48fbc6a987c89858
|
||||||
|
|
@ -3,6 +3,7 @@ using System.Collections;
|
||||||
using Unity.Netcode;
|
using Unity.Netcode;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using TD.Core;
|
using TD.Core;
|
||||||
|
using TD.Gameplay.BuilderEffects;
|
||||||
using TD.Gameplay.Draft;
|
using TD.Gameplay.Draft;
|
||||||
using TD.Levels;
|
using TD.Levels;
|
||||||
using TD.UI;
|
using TD.UI;
|
||||||
|
|
@ -524,22 +525,31 @@ namespace TD.Gameplay
|
||||||
var goldEntry = goldConfig?.GetWaveEntry(currentWaveIndex + 1);
|
var goldEntry = goldConfig?.GetWaveEntry(currentWaveIndex + 1);
|
||||||
if (goldEntry != null) killReward = goldEntry.GoldPerEnemy;
|
if (goldEntry != null) killReward = goldEntry.GoldPerEnemy;
|
||||||
|
|
||||||
// Award kill gold to the tower owner that landed the killing blow.
|
// Award kill gold to the tower owner that landed the killing blow. The builder's
|
||||||
|
// "gold per kill" effect (if granted) is queried live here rather than cached on
|
||||||
|
// the killing tower — see BuilderUpgradeManager's "query, don't snapshot" note.
|
||||||
PlayerSlot killerSlot = health.LastHitOwner;
|
PlayerSlot killerSlot = health.LastHitOwner;
|
||||||
|
int totalReward = killReward;
|
||||||
if (killerSlot != PlayerSlot.None && killReward > 0)
|
if (killerSlot != PlayerSlot.None && killReward > 0)
|
||||||
{
|
{
|
||||||
var pms = PlayerMatchState.GetForSlot(killerSlot);
|
var pms = PlayerMatchState.GetForSlot(killerSlot);
|
||||||
if (pms != null)
|
if (pms != null)
|
||||||
|
{
|
||||||
|
var gpk = BuilderUpgradeManager.GetForClient(pms.OwnerClientId)
|
||||||
|
?.GetEffectDefinition<GoldPerKillEffectDefinition>(BuilderEffectKind.GoldPerKill);
|
||||||
|
totalReward = killReward + (gpk?.BonusGoldPerKill ?? 0);
|
||||||
|
|
||||||
PlayerGoldManager.GetForClient(pms.OwnerClientId)
|
PlayerGoldManager.GetForClient(pms.OwnerClientId)
|
||||||
?.AwardGold(killReward);
|
?.AwardGold(totalReward);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Show a "+N" gold popup above the corpse on every peer. Capture the
|
// Show a "+N" gold popup above the corpse on every peer. Capture the
|
||||||
// position here on the server — by the time the RPC fires on clients
|
// position here on the server — by the time the RPC fires on clients
|
||||||
// the death sequence will be moving the corpse, but the spawn point
|
// the death sequence will be moving the corpse, but the spawn point
|
||||||
// is good enough and we want the popup to anchor where the kill happened.
|
// is good enough and we want the popup to anchor where the kill happened.
|
||||||
if (killReward > 0)
|
if (totalReward > 0)
|
||||||
ShowGoldRewardClientRpc(health.transform.position, killReward);
|
ShowGoldRewardClientRpc(health.transform.position, totalReward);
|
||||||
|
|
||||||
UnsubscribeEnemy(health);
|
UnsubscribeEnemy(health);
|
||||||
DecrementAndCheckComplete();
|
DecrementAndCheckComplete();
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue