Compare commits

..

8 commits

25 changed files with 451 additions and 226 deletions

View file

@ -105,7 +105,7 @@ Material:
- _AddPrecomputedVelocity: 0
- _AlphaClip: 0
- _AlphaToMask: 0
- _Blend: 0
- _Blend: 2
- _BlendModePreserveSpecular: 1
- _BumpScale: 1
- _ClearCoatMask: 0
@ -114,8 +114,8 @@ Material:
- _Cutoff: 0.5
- _DetailAlbedoMapScale: 1
- _DetailNormalMapScale: 1
- _DstBlend: 10
- _DstBlendAlpha: 10
- _DstBlend: 1
- _DstBlendAlpha: 1
- _EnvironmentReflections: 1
- _GlossMapScale: 0
- _Glossiness: 0

View file

@ -25,7 +25,7 @@ MonoBehaviour:
GroundedOnly: 0
Damage: 10
Range: 20
FireRate: 5
AttacksPerSecond: 5
SplashRadius: 0
ChainCount: 0
ChainRange: 0

View file

@ -27,7 +27,7 @@ MonoBehaviour:
GroundedOnly: 1
Damage: 25
Range: 16
AttacksPerSecond: 0
AttacksPerSecond: 0.8
SplashRadius: 3
ChainCount: 0
ChainRange: 0

View file

@ -27,7 +27,7 @@ MonoBehaviour:
GroundedOnly: 0
Damage: 5
Range: 10
AttacksPerSecond: 0
AttacksPerSecond: 1.5
SplashRadius: 0
ChainCount: 0
ChainRange: 0

View file

@ -24,7 +24,7 @@ MonoBehaviour:
GroundedOnly: 0
Damage: 0
Range: 0
FireRate: 0
AttacksPerSecond: 0
SplashRadius: 0
ChainCount: 0
ChainRange: 0

View file

@ -99,7 +99,6 @@ GameObject:
- component: {fileID: 805962841523123163}
- component: {fileID: 8853488620519990682}
- component: {fileID: 4524938955752569428}
- component: {fileID: 42814861218671054}
- component: {fileID: -2590971686077483651}
m_Layer: 0
m_Name: Tower_TeslaCoil
@ -147,7 +146,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: d5a57f767e5e46a458fc5d3c628d0cbb, type: 3}
m_Name:
m_EditorClassIdentifier: Unity.Netcode.Runtime::Unity.Netcode.NetworkObject
GlobalObjectIdHash: 280718094
GlobalObjectIdHash: 1363936954
InScenePlacedSourceGlobalObjectIdHash: 0
DeferredDespawnTick: 0
Ownership: 1
@ -224,103 +223,6 @@ MonoBehaviour:
arcDuration: 0.12
segmentsPerArc: 6
jitter: 0.2
--- !u!82 &42814861218671054
AudioSource:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 6482414459531823157}
m_Enabled: 1
serializedVersion: 4
OutputAudioMixerGroup: {fileID: 0}
m_audioClip: {fileID: 0}
m_Resource: {fileID: 0}
m_PlayOnAwake: 0
m_Volume: 0.5
m_Pitch: 1
Loop: 0
Mute: 0
Spatialize: 0
SpatializePostEffects: 0
Priority: 128
DopplerLevel: 1
MinDistance: 1
MaxDistance: 500
Pan2D: 0
rolloffMode: 0
BypassEffects: 0
BypassListenerEffects: 0
BypassReverbZones: 0
rolloffCustomCurve:
serializedVersion: 2
m_Curve:
- serializedVersion: 3
time: 0
value: 1
inSlope: 0
outSlope: 0
tangentMode: 0
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 1
value: 0
inSlope: 0
outSlope: 0
tangentMode: 0
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
panLevelCustomCurve:
serializedVersion: 2
m_Curve:
- serializedVersion: 3
time: 0
value: 0
inSlope: 0
outSlope: 0
tangentMode: 0
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
spreadCustomCurve:
serializedVersion: 2
m_Curve:
- serializedVersion: 3
time: 0
value: 0
inSlope: 0
outSlope: 0
tangentMode: 0
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
reverbZoneMixCustomCurve:
serializedVersion: 2
m_Curve:
- serializedVersion: 3
time: 0
value: 1
inSlope: 0
outSlope: 0
tangentMode: 0
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
--- !u!114 &-2590971686077483651
MonoBehaviour:
m_ObjectHideFlags: 0

View file

@ -2222,6 +2222,63 @@ Transform:
m_Children: []
m_Father: {fileID: 1097152085}
m_LocalEulerAnglesHint: {x: 0, y: 90, z: 0}
--- !u!1 &176580460
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 176580462}
- component: {fileID: 176580461}
m_Layer: 0
m_Name: AudioManager
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!114 &176580461
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 176580460}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 9ec21c01769ef58d1ac26ba89668eeaa, type: 3}
m_Name:
m_EditorClassIdentifier: Assembly-CSharp::TD.Audio.AudioManager
categories:
- category: 0
maxVoices: 4
volume: 0.5
- category: 1
maxVoices: 4
volume: 0.5
- category: 2
maxVoices: 4
volume: 0.5
- category: 3
maxVoices: 4
volume: 0.5
--- !u!4 &176580462
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 176580460}
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 0}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!43 &203092944
Mesh:
m_ObjectHideFlags: 0
@ -12226,55 +12283,6 @@ Mesh:
- serializedVersion: 1
m_IndexStart: 0
m_IndexCount: 0
--- !u!1 &832575517
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 832575519}
- component: {fileID: 832575518}
m_Layer: 0
m_Name: Global Volume
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!114 &832575518
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 832575517}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 172515602e62fb746b5d573b38a5fe58, type: 3}
m_Name:
m_EditorClassIdentifier:
m_IsGlobal: 1
priority: 0
blendDistance: 0
weight: 1
sharedProfile: {fileID: 11400000, guid: 10fc4df2da32a41aaa32d77bc913491c, type: 2}
--- !u!4 &832575519
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 832575517}
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 0}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &839198900
GameObject:
m_ObjectHideFlags: 0
@ -28745,7 +28753,6 @@ SceneRoots:
m_ObjectHideFlags: 0
m_Roots:
- {fileID: 410087041}
- {fileID: 832575519}
- {fileID: 441239881}
- {fileID: 167151709}
- {fileID: 1507514109}
@ -28764,3 +28771,4 @@ SceneRoots:
- {fileID: 1097152085}
- {fileID: 1889390964}
- {fileID: 2139601601}
- {fileID: 176580462}

View file

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: d11cb1aeddfee3009879738a45665945
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View file

@ -0,0 +1,5 @@
// Assets/_Project/Scripts/Audio/AudioCategory.cs
namespace TD.Audio
{
public enum AudioCategory { TowerFire, EnemyHitDeath, UI, Music }
}

View file

@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 2f652b06e3d150798895893892820cc7

View file

@ -0,0 +1,74 @@
// Assets/_Project/Scripts/Audio/AudioManager.cs
using System.Collections.Generic;
using UnityEngine;
namespace TD.Audio
{
public class AudioManager : MonoBehaviour
{
[System.Serializable]
public struct CategoryConfig
{
public AudioCategory category;
public int maxVoices;
[Range(0f, 1f)]
public float volume;
}
public static AudioManager Instance { get; private set; }
[SerializeField] private CategoryConfig[] categories;
private Dictionary<AudioCategory, AudioSource[]> pools;
private Dictionary<AudioCategory, int> indices;
private void Awake()
{
if (Instance != null)
{
Destroy(gameObject);
return;
}
Instance = this;
InitializePools();
}
private void OnDestroy()
{
if (Instance == this) Instance = null;
}
private void InitializePools()
{
pools = new Dictionary<AudioCategory, AudioSource[]>();
indices = new Dictionary<AudioCategory, int>();
foreach (var config in categories)
{
var pool = new AudioSource[config.maxVoices];
for (int i = 0; i < config.maxVoices; i++)
{
var src = gameObject.AddComponent<AudioSource>();
src.playOnAwake = false;
src.volume = config.volume;
pool[i] = src;
}
pools[config.category] = pool;
indices[config.category] = 0;
}
}
public void Play(AudioClip clip, AudioCategory category, float pitch = 1f)
{
if (clip == null) return;
if (!pools.TryGetValue(category, out var pool)) return;
int idx = indices[category];
var src = pool[idx % pool.Length];
src.pitch = pitch;
src.clip = clip;
src.Play();
indices[category] = idx + 1;
}
}
}

View file

@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 9ec21c01769ef58d1ac26ba89668eeaa

View file

@ -0,0 +1,36 @@
# Audio System
Centralised voice-limited audio for the game. Lives in `Assets/_Project/Scripts/Audio/`.
## How it works
`AudioManager` is a per-scene MonoBehaviour singleton. On `Awake` it pre-allocates a pool of `AudioSource` components (on its own GameObject) for each sound category. Callers request playback via `AudioManager.Instance.Play(clip, category, pitch)` — the manager picks the next source in that category's pool using round-robin, interrupting the oldest sound if all voices are busy.
## Categories (`AudioCategory` enum)
| Category | Typical use |
|---|---|
| `TowerFire` | Tower attack sounds |
| `EnemyHitDeath` | Enemy damage and death sounds |
| `UI` | Button clicks, placement confirmation, etc. |
| `Music` | Background music |
Voice limits and volume per category are configured in the Inspector on the `AudioManager` scene GameObject.
## Scene setup
An empty GameObject named `AudioManager` must exist in each gameplay scene with the `AudioManager` component attached. Configure the `Categories` array in the Inspector — one entry per `AudioCategory` value.
Suggested defaults:
- TowerFire: 4 voices, volume 1.0
- EnemyHitDeath: 8 voices, volume 1.0
- UI: 4 voices, volume 1.0
- Music: 2 voices, volume 0.8
## Adding a new sound-emitting component
1. Get a reference to an `AudioClip` via `[SerializeField]`
2. Call `AudioManager.Instance?.Play(clip, AudioCategory.YourCategory)` at the point the sound should trigger
3. Pitch randomization (if desired) is the caller's responsibility: `Random.Range(minPitch, maxPitch)` passed as the third argument
See `TeslaTowerFireSound.cs` in `Scripts/Combat/` as a reference implementation.

View file

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 4acf87ebbb79a6ce482e6e4767d27b41
TextScriptImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View file

@ -6,35 +6,92 @@ namespace TD.Combat
{
/// <summary>
/// Local-only electrical-arc visual for <see cref="TD.Core.TargetType.AllInRange"/>
/// towers (Tesla Coil). Subscribes to <see cref="TowerCombat.OnAreaFired"/> and draws a
/// jagged line from the tower's emitter point to every enemy hit, flashed for a moment.
/// towers (Tesla Coil). Subscribes to <see cref="TowerCombat.OnAreaFired"/> and draws an
/// arced, jittering bolt from the tower's emitter to every enemy hit, re-randomized each
/// frame so it crackles, then hidden after a short flash.
/// </summary>
/// <remarks>
/// Pure visualization — runs on every peer from the replicated fire broadcast; nothing
/// here is networked. Arcs are pooled <see cref="LineRenderer"/>s reused across ticks.
/// here is networked. Bolts are pooled <see cref="LineRenderer"/>s reused across ticks.
/// The glow (bloom) comes from the material + an HDR color above the bloom threshold; see
/// <see cref="emissionIntensity"/> and the project's post-processing Volume.
/// </remarks>
[RequireComponent(typeof(TowerCombat))]
public class TeslaArcVisual : MonoBehaviour
{
[Tooltip("Point the arcs originate from — the central top of the coil. " +
[Tooltip("Point the bolts originate from — the central top of the coil. " +
"If unset, falls back to one unit above the tower root.")]
[SerializeField] private Transform emitter;
[Tooltip("Material for the arc lines. Assign an unlit/additive material for a glow. " +
"If unset, a fallback Sprites/Default material is created at runtime.")]
[Tooltip("Material for the bolts. Use an UNLIT ADDITIVE material for a convincing " +
"glow (a Lit material won't bloom well on a thin line). If unset, a fallback " +
"additive material is created at runtime.")]
[SerializeField] private Material arcMaterial;
[SerializeField] private Color arcColor = new Color(0.6f, 0.85f, 1f, 1f);
[Tooltip("Base bolt color. Multiplied by Emission Intensity to push it into HDR so " +
"Bloom picks it up.")]
[ColorUsage(true, true)]
[SerializeField] private Color arcColor = new Color(0.55f, 0.8f, 1f, 1f);
[Tooltip("HDR multiplier on the color. Must exceed the Bloom threshold (>1) for the " +
"bolt to glow. Raise for a hotter, brighter arc.")]
[SerializeField] private float emissionIntensity = 4f;
[SerializeField] private float arcWidth = 0.06f;
[Tooltip("How long each arc flash stays visible, in seconds.")]
[Tooltip("How long each flash stays visible, in seconds.")]
[SerializeField] private float arcDuration = 0.12f;
[Tooltip("Number of points per arc. More = more jagged detail.")]
[SerializeField] private int segmentsPerArc = 6;
[Tooltip("Random offset applied to interior arc points for the lightning look.")]
[SerializeField] private float jitter = 0.2f;
[Tooltip("Points per bolt. More = smoother arc and finer crackle. ~12-20 looks good.")]
[SerializeField] private int segmentsPerArc = 16;
[Tooltip("Overall arc/bow as a fraction of bolt length (0 = straight line). The bolt " +
"lifts toward the middle for an electrical-arc curve.")]
[SerializeField] private float arcHeight = 0.18f;
[Tooltip("Random crackle displacement (world units) at the middle of the bolt, " +
"tapering to 0 at both ends so it stays anchored to the coil and enemy.")]
[SerializeField] private float jitter = 0.18f;
[Header("Light flash")]
[Tooltip("Pulse a real point light at the emitter when firing so the bolts actually " +
"illuminate nearby enemies (emission/bloom alone don't cast light).")]
[SerializeField] private bool castLight = true;
[Tooltip("Color of the flash light.")]
[SerializeField] private Color lightColor = new Color(0.6f, 0.85f, 1f);
[Tooltip("Peak intensity of the flash. The light flickers between this and ~70% of " +
"it while firing for an electrical pulse.")]
[SerializeField] private float lightIntensity = 8f;
[Tooltip("Range of the emitter flash light — covers enemies near the coil.")]
[SerializeField] private float lightRange = 12f;
[Tooltip("Also flash a small light at each bolt's IMPACT point, so enemies struck at " +
"the far edge of range get lit by the bolt — not just those near the coil.")]
[SerializeField] private bool castImpactLight = true;
[Tooltip("Peak intensity of each impact light (usually lower than the emitter flash).")]
[SerializeField] private float impactLightIntensity = 4f;
[Tooltip("Range of each impact light — only needs to cover the struck enemy, so keep it small.")]
[SerializeField] private float impactLightRange = 5f;
[Tooltip("Performance cap on simultaneous impact lights. URP limits how many lights " +
"affect each object, and many towers add up — targets beyond this cap rely on " +
"the emitter flash. Raise carefully.")]
[SerializeField] private int maxImpactLights = 8;
private TowerCombat combat;
private readonly List<LineRenderer> pool = new List<LineRenderer>();
private Light flashLight;
private readonly List<Light> impactLightPool = new List<Light>();
// Snapshot of the current flash so Update can re-randomize the bolts each frame.
private Vector3[] activeTargets;
private int activeCount;
private bool active;
private float hideAt = -1f;
private void Awake() => combat = GetComponent<TowerCombat>();
@ -51,31 +108,120 @@ namespace TD.Combat
private void Update()
{
if (hideAt >= 0f && Time.time >= hideAt)
if (!active) return;
if (Time.time >= hideAt)
{
for (int i = 0; i < pool.Count; i++) pool[i].enabled = false;
hideAt = -1f;
HideAll();
active = false;
return;
}
// Re-draw every frame with fresh jitter so the bolts crackle while visible.
RedrawBolts();
}
private void HandleAreaFired(Vector3[] positions)
{
if (positions == null) return;
if (positions == null || positions.Length == 0) return;
activeTargets = positions; // RPC hands us a fresh array each call — safe to keep
activeCount = positions.Length;
active = true;
hideAt = Time.time + arcDuration;
RedrawBolts();
}
private void RedrawBolts()
{
Vector3 origin = emitter != null ? emitter.position : transform.position + Vector3.up;
for (int i = 0; i < positions.Length; i++)
for (int i = 0; i < activeCount; i++)
{
var lr = GetLine(i);
DrawArc(lr, origin, positions[i]);
DrawBolt(lr, origin, activeTargets[i]);
lr.enabled = true;
}
// Disable any leftover lines from a previous, larger tick.
for (int i = positions.Length; i < pool.Count; i++)
// Disable any leftover bolts from a previous, larger tick.
for (int i = activeCount; i < pool.Count; i++)
pool[i].enabled = false;
hideAt = Time.time + arcDuration;
// Pulse the emitter light so the coil/source lights nearby enemies.
if (castLight)
{
var fl = GetFlashLight();
fl.intensity = lightIntensity * Random.Range(0.7f, 1f); // electrical flicker
fl.enabled = true;
}
// Pulse a light at each bolt's impact point so far-struck enemies get lit by the
// bolt itself. Capped for performance; extra targets rely on the emitter flash.
if (castImpactLight)
{
int lit = Mathf.Min(activeCount, maxImpactLights);
for (int i = 0; i < lit; i++)
{
var il = GetImpactLight(i);
il.transform.position = activeTargets[i];
il.intensity = impactLightIntensity * Random.Range(0.7f, 1f);
il.enabled = true;
}
for (int i = lit; i < impactLightPool.Count; i++)
impactLightPool[i].enabled = false;
}
}
private void HideAll()
{
for (int i = 0; i < pool.Count; i++)
pool[i].enabled = false;
if (flashLight != null) flashLight.enabled = false;
for (int i = 0; i < impactLightPool.Count; i++)
impactLightPool[i].enabled = false;
}
// Lazily creates a small world-space point light for a bolt's impact point.
private Light GetImpactLight(int index)
{
while (impactLightPool.Count <= index)
{
var go = new GameObject($"ArcImpactLight_{impactLightPool.Count}");
go.transform.SetParent(transform, worldPositionStays: true);
var l = go.AddComponent<Light>();
l.type = LightType.Point;
l.color = lightColor;
l.range = impactLightRange;
l.shadows = LightShadows.None;
l.intensity = 0f;
l.enabled = false;
impactLightPool.Add(l);
}
return impactLightPool[index];
}
// Lazily creates the point light at the emitter (parented so it tracks the coil).
private Light GetFlashLight()
{
if (flashLight == null)
{
var go = new GameObject("ArcFlashLight");
Transform parent = emitter != null ? emitter : transform;
go.transform.SetParent(parent, worldPositionStays: false);
go.transform.localPosition = Vector3.zero;
flashLight = go.AddComponent<Light>();
flashLight.type = LightType.Point;
flashLight.color = lightColor;
flashLight.range = lightRange;
flashLight.shadows = LightShadows.None; // perf: brief flashes don't need shadows
flashLight.intensity = 0f;
flashLight.enabled = false;
}
return flashLight;
}
private LineRenderer GetLine(int index)
@ -84,33 +230,74 @@ namespace TD.Combat
{
var go = new GameObject($"Arc_{pool.Count}");
go.transform.SetParent(transform, worldPositionStays: false);
var lr = go.AddComponent<LineRenderer>();
lr.useWorldSpace = true;
lr.widthMultiplier = arcWidth;
lr.numCapVertices = 2;
lr.textureMode = LineTextureMode.Stretch;
lr.useWorldSpace = true;
lr.widthMultiplier = arcWidth;
lr.numCapVertices = 4;
lr.numCornerVertices = 4;
lr.alignment = LineAlignment.View; // face the camera, like a billboard
lr.textureMode = LineTextureMode.Stretch;
lr.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
lr.material = arcMaterial != null
? arcMaterial
: new Material(Shader.Find("Sprites/Default"));
lr.startColor = lr.endColor = arcColor;
lr.enabled = false;
lr.material = arcMaterial != null ? arcMaterial : CreateFallbackMaterial();
// HDR color so Bloom in the post stack picks the bolt up as a glow.
Color hdr = arcColor * Mathf.Max(1f, emissionIntensity);
hdr.a = 1f;
lr.startColor = lr.endColor = hdr;
lr.enabled = false;
pool.Add(lr);
}
return pool[index];
}
private void DrawArc(LineRenderer lr, Vector3 a, Vector3 b)
// Additive unlit fallback so bolts still glow if no material is assigned. Prefer
// assigning a real material in the inspector.
private static Material CreateFallbackMaterial()
{
var shader = Shader.Find("Universal Render Pipeline/Particles/Unlit")
?? Shader.Find("Sprites/Default");
return new Material(shader);
}
// Builds an arced, jagged bolt from a to b. A smooth sine bow gives the overall arc;
// tapered random perpendicular offsets give the electrical crackle. Endpoints stay
// exactly on the coil and the enemy.
private void DrawBolt(LineRenderer lr, Vector3 a, Vector3 b)
{
int n = Mathf.Max(2, segmentsPerArc);
lr.positionCount = n;
Vector3 delta = b - a;
float len = delta.magnitude;
Vector3 dir = len > 1e-4f ? delta / len : Vector3.forward;
// Bow toward world-up, projected perpendicular to the bolt (any perpendicular for
// near-vertical bolts), plus a sideways axis for 3D crackle.
Vector3 bowDir = Vector3.up - dir * Vector3.Dot(Vector3.up, dir);
if (bowDir.sqrMagnitude < 1e-4f) bowDir = Vector3.Cross(dir, Vector3.right);
bowDir.Normalize();
Vector3 sideDir = Vector3.Cross(dir, bowDir);
float bow = arcHeight * len;
for (int s = 0; s < n; s++)
{
float t = s / (float)(n - 1);
Vector3 p = Vector3.Lerp(a, b, t);
// Jitter interior points only — endpoints stay anchored to the coil and enemy.
Vector3 p = a + delta * t;
// Smooth arc — sine peaks at the middle, zero at both ends.
float curve = Mathf.Sin(t * Mathf.PI);
p += bowDir * (bow * curve);
// Crackle on interior points, tapered to nothing at the ends.
if (s != 0 && s != n - 1)
p += Random.insideUnitSphere * jitter;
{
p += bowDir * (Random.Range(-jitter, jitter) * curve);
p += sideDir * (Random.Range(-jitter, jitter) * curve);
}
lr.SetPosition(s, p);
}
}

View file

@ -1,4 +1,5 @@
// Assets/_Project/Scripts/Combat/TeslaTowerFireSound.cs
using TD.Audio;
using UnityEngine;
namespace TD.Combat
@ -14,7 +15,6 @@ namespace TD.Combat
/// as the Tesla Coil gains more audio (idle hum, charge-up, etc.).
/// </remarks>
[RequireComponent(typeof(TowerCombat))]
[RequireComponent(typeof(AudioSource))]
public class TeslaTowerFireSound : MonoBehaviour
{
[Tooltip("Sound played each time the coil discharges.")]
@ -25,12 +25,10 @@ namespace TD.Combat
[SerializeField] private float maxPitch = 1.07f;
private TowerCombat combat;
private AudioSource audioSource;
private void Awake()
{
combat = GetComponent<TowerCombat>();
audioSource = GetComponent<AudioSource>();
combat = GetComponent<TowerCombat>();
}
private void OnEnable()
@ -45,12 +43,7 @@ namespace TD.Combat
private void HandleAreaFired(Vector3[] positions)
{
if (fireClip != null)
{
audioSource.pitch = Random.Range(minPitch, maxPitch);
audioSource.clip = fireClip;
audioSource.Play();
}
AudioManager.Instance?.Play(fireClip, AudioCategory.TowerFire, Random.Range(minPitch, maxPitch));
}
}
}

View file

@ -473,8 +473,6 @@ namespace TD.Combat
{
var multiplier = GetOwnerBuffManager()?.GetMultiplier(BuffStat.Damage) ?? 1f;
float effectiveDamage = p.Damage * multiplier;
Debug.Log("multiplier: " + multiplier);
Debug.Log("Effective damage: " + effectiveDamage);
target.TakeDamage(effectiveDamage, p.DamageType, owner);
ApplyStatusEffect(p, target, owner);
}

View file

@ -37,13 +37,13 @@ MonoBehaviour:
active: 1
shadows:
m_OverrideState: 1
m_Value: {r: 0.5, g: 0.5, b: 0.5, a: 1}
m_Value: {r: 0.5458793, g: 0.6841803, b: 0.8207547, a: 1}
highlights:
m_OverrideState: 1
m_Value: {r: 0.5, g: 0.5, b: 0.5, a: 1}
m_Value: {r: 0.9811321, g: 0.7474893, b: 0.50445, a: 1}
balance:
m_OverrideState: 1
m_Value: 0
m_Value: -25
--- !u!114 &-8104416584915340131
MonoBehaviour:
m_ObjectHideFlags: 3
@ -161,10 +161,10 @@ MonoBehaviour:
active: 1
postExposure:
m_OverrideState: 1
m_Value: 0
m_Value: -0.2
contrast:
m_OverrideState: 1
m_Value: 0
m_Value: 20
colorFilter:
m_OverrideState: 1
m_Value: {r: 1, g: 1, b: 1, a: 1}
@ -173,7 +173,7 @@ MonoBehaviour:
m_Value: 0
saturation:
m_OverrideState: 1
m_Value: 0
m_Value: -25
--- !u!114 &-6288072647309666549
MonoBehaviour:
m_ObjectHideFlags: 3
@ -192,7 +192,7 @@ MonoBehaviour:
m_Value: 0
intensity:
m_OverrideState: 1
m_Value: 0
m_Value: 0.3
response:
m_OverrideState: 1
m_Value: 0.8
@ -214,7 +214,7 @@ MonoBehaviour:
active: 1
mode:
m_OverrideState: 1
m_Value: 0
m_Value: 2
neutralHDRRangeReductionMode:
m_OverrideState: 1
m_Value: 2
@ -363,10 +363,10 @@ MonoBehaviour:
m_Value: 1
threshold:
m_OverrideState: 1
m_Value: 0.9
m_Value: 0.7
intensity:
m_OverrideState: 1
m_Value: 0
m_Value: 1
scatter:
m_OverrideState: 1
m_Value: 0.7
@ -410,10 +410,10 @@ MonoBehaviour:
active: 1
temperature:
m_OverrideState: 1
m_Value: 0
m_Value: -8
tint:
m_OverrideState: 1
m_Value: 0
m_Value: 5
--- !u!114 &-581120513425526550
MonoBehaviour:
m_ObjectHideFlags: 3
@ -855,7 +855,7 @@ MonoBehaviour:
active: 1
intensity:
m_OverrideState: 1
m_Value: 0
m_Value: 0.1
--- !u!114 &6940869943325143175
MonoBehaviour:
m_ObjectHideFlags: 3
@ -890,7 +890,7 @@ MonoBehaviour:
m_Value: {x: 0.5, y: 0.5}
intensity:
m_OverrideState: 1
m_Value: 0
m_Value: 0.35
smoothness:
m_OverrideState: 1
m_Value: 0.2

View file

@ -45,7 +45,7 @@ MonoBehaviour:
m_MainLightShadowsSupported: 1
m_MainLightShadowmapResolution: 4096
m_AdditionalLightsRenderingMode: 1
m_AdditionalLightsPerObjectLimit: 2
m_AdditionalLightsPerObjectLimit: 6
m_AdditionalLightShadowsSupported: 1
m_AdditionalLightsShadowmapResolution: 4096
m_AdditionalLightsShadowResolutionTierLow: 256

View file

@ -45,7 +45,7 @@ MonoBehaviour:
m_MainLightShadowsSupported: 1
m_MainLightShadowmapResolution: 2048
m_AdditionalLightsRenderingMode: 1
m_AdditionalLightsPerObjectLimit: 2
m_AdditionalLightsPerObjectLimit: 4
m_AdditionalLightShadowsSupported: 1
m_AdditionalLightsShadowmapResolution: 2048
m_AdditionalLightsShadowResolutionTierLow: 256

View file

@ -45,7 +45,7 @@ MonoBehaviour:
m_MainLightShadowsSupported: 1
m_MainLightShadowmapResolution: 8192
m_AdditionalLightsRenderingMode: 1
m_AdditionalLightsPerObjectLimit: 2
m_AdditionalLightsPerObjectLimit: 8
m_AdditionalLightShadowsSupported: 1
m_AdditionalLightsShadowmapResolution: 8192
m_AdditionalLightsShadowResolutionTierLow: 256

8
Assets/_Recovery.meta Normal file
View file

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 4da4faa336600407eba8a8b842ddebe1
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View file

@ -4,7 +4,7 @@
"com.unity.cinemachine": "3.1.6",
"com.unity.collab-proxy": "2.12.4",
"com.unity.entities.graphics": "6.4.0",
"com.unity.ide.rider": "3.0.39",
"com.unity.ide.rider": "3.0.40",
"com.unity.ide.visualstudio": "2.0.27",
"com.unity.inputsystem": "1.19.0",
"com.unity.multiplayer.center": "1.0.1",

View file

@ -86,7 +86,7 @@
"dependencies": {}
},
"com.unity.ide.rider": {
"version": "3.0.39",
"version": "3.0.40",
"depth": 0,
"source": "registry",
"dependencies": {

View file

@ -155,11 +155,6 @@
"type": "UnityEngine.ProBuilder.RectSelectMode, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
"key": "editor.dragSelectRectMode",
"value": "{\"m_Value\":0}"
},
{
"type": "UnityEditor.ProBuilder.Actions.ExportAssetOptions, Unity.ProBuilder.Editor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
"key": "export.assetOptions",
"value": "{\"m_Value\":{\"makePrefab\":false,\"replaceOriginal\":false}}"
}
]
}