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No commits in common. "3f3ad71741f08329fd2ba79a3ebf3cda6e68d926" and "54f11d91ffbd53f6966796b40869ea8741ae61c7" have entirely different histories.
3f3ad71741
...
54f11d91ff
16 changed files with 19 additions and 463 deletions
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@ -20,7 +20,4 @@ MonoBehaviour:
|
|||
LoreText: Crucified and brought back by God because her job wasn't finished. She's
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||||
here to bring death to to Xenos scum.
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||||
BuilderPrefab: {fileID: 116861493430507844, guid: 3398cc5831880954487717577f61b6d7, type: 3}
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||||
Towers:
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||||
- {fileID: 11400000, guid: 0f693e29ca953e1439e10cb8f12e4b30, type: 2}
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||||
- {fileID: 11400000, guid: c4a1f7e92b6d8a4e3f0c9b1d6e5a2f80, type: 2}
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||||
- {fileID: 11400000, guid: d5b2e8fa3c7e9b5f4a1d0c2e7f6b3a91, type: 2}
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Towers: []
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||||
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@ -20,7 +20,4 @@ MonoBehaviour:
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LoreText: King of the protoss, he's here to kick bubblegum and chew ass, and he's
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||||
all out of ass.
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BuilderPrefab: {fileID: 116861493430507844, guid: 3398cc5831880954487717577f61b6d7, type: 3}
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||||
Towers:
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||||
- {fileID: 11400000, guid: 0f693e29ca953e1439e10cb8f12e4b30, type: 2}
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||||
- {fileID: 11400000, guid: c4a1f7e92b6d8a4e3f0c9b1d6e5a2f80, type: 2}
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||||
- {fileID: 11400000, guid: d5b2e8fa3c7e9b5f4a1d0c2e7f6b3a91, type: 2}
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Towers: []
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||||
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@ -12,9 +12,8 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 7b353a757b6e6774d97e6fb8ba138fcc, type: 3}
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m_Name: BasicTower
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||||
m_EditorClassIdentifier: Assembly-CSharp::TD.Towers.TowerDefinition
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DisplayName: Basic Arrow
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Description: Targets ground and air. Fires single-target arrows. The bread and butter
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of any maze.
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DisplayName: A basic tower for testing.
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Description:
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FootprintSize: {x: 2, y: 2}
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GoldCost: 25
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BuildTime: 0.5
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@ -1,37 +0,0 @@
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m_Script: {fileID: 11500000, guid: 7b353a757b6e6774d97e6fb8ba138fcc, type: 3}
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m_Name: SiegeCannon
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m_EditorClassIdentifier: Assembly-CSharp::TD.Towers.TowerDefinition
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DisplayName: Siege Cannon
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Description: Ground-only. Lobs a ballistic shell that deals splash damage around the
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point of impact.
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FootprintSize: {x: 2, y: 2}
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GoldCost: 60
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BuildTime: 0.5
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TowerPrefab: {fileID: 6482414459531823157, guid: 1511641f145758b469e64376d2a0d434, type: 3}
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DamageType: 0
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TargetPriority: 0
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TargetType: 1
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GroundedOnly: 1
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Damage: 25
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Range: 16
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FireRate: 1
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SplashRadius: 4
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ChainRange: 0
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ProjectilePrefab: {fileID: 2664719039363295382, guid: dc2e4a4108e03874a8b2dab88dcc8fba, type: 3}
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ProjectileSpeed: 12
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@ -1,36 +0,0 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &11400000
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m_Script: {fileID: 11500000, guid: 7b353a757b6e6774d97e6fb8ba138fcc, type: 3}
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m_Name: Wall
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m_EditorClassIdentifier: Assembly-CSharp::TD.Towers.TowerDefinition
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DisplayName: Wall
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Description: Deals no damage and costs next to nothing. Use it to shape your maze.
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FootprintSize: {x: 2, y: 2}
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GoldCost: 1
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BuildTime: 0.5
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TowerPrefab: {fileID: 6482414459531823157, guid: 1511641f145758b469e64376d2a0d434, type: 3}
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DamageType: 0
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TargetPriority: 0
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TargetType: 0
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GroundedOnly: 0
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@ -1,8 +0,0 @@
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@ -14,7 +14,6 @@ GameObject:
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- component: {fileID: 7845089877743661692}
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- component: {fileID: 4336209376377567030}
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- component: {fileID: 2806524246861401760}
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- component: {fileID: 2806524246861401799}
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m_Layer: 0
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m_Name: Player
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m_TagString: Untagged
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@ -118,16 +117,3 @@ MonoBehaviour:
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ShowTopMostFoldoutHeaderGroup: 1
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categories:
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- {fileID: 11400000, guid: d8ed3b9535538f7fc82be878cc307d26, type: 2}
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--- !u!114 &2806524246861401799
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m_Script: {fileID: 11500000, guid: b7e4c91a08f5d2461a3f8e6c25b09d74, type: 3}
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m_Name:
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||||
m_EditorClassIdentifier: Assembly-CSharp::TD.Gameplay.PlayerTowerDeck
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ShowTopMostFoldoutHeaderGroup: 1
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@ -19772,12 +19772,6 @@ MonoBehaviour:
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towerDefinitions:
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- {fileID: 0}
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- {fileID: 11400000, guid: 0f693e29ca953e1439e10cb8f12e4b30, type: 2}
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- {fileID: 11400000, guid: c4a1f7e92b6d8a4e3f0c9b1d6e5a2f80, type: 2}
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- {fileID: 11400000, guid: d5b2e8fa3c7e9b5f4a1d0c2e7f6b3a91, type: 2}
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||||
startingDeck:
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||||
- {fileID: 11400000, guid: d5b2e8fa3c7e9b5f4a1d0c2e7f6b3a91, type: 2}
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- {fileID: 11400000, guid: 0f693e29ca953e1439e10cb8f12e4b30, type: 2}
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- {fileID: 11400000, guid: c4a1f7e92b6d8a4e3f0c9b1d6e5a2f80, type: 2}
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--- !u!4 &1507514109
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Transform:
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@ -22526,7 +22520,6 @@ MonoBehaviour:
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|||
m_Name:
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||||
m_EditorClassIdentifier: Assembly-CSharp::TD.Dev.DevWaveControls
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hotkey: 94
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grantTowerHotkey: 101
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--- !u!4 &1731269687
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Transform:
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m_ObjectHideFlags: 0
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@ -28,21 +28,15 @@ namespace TD.Dev
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|||
"Set to Key.None to use the OnGUI button only.")]
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||||
[SerializeField] private Key hotkey = Key.F9;
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||||
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[Tooltip("Keyboard shortcut to grant the local player the next catalog tower not " +
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||||
"yet in their deck. Stand-in for the draft system so deck growth can be " +
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||||
"verified now. Set to Key.None to use the OnGUI button only.")]
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[SerializeField] private Key grantTowerHotkey = Key.F8;
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||||
private void Update()
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{
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if (hotkey == Key.None) return;
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var kb = Keyboard.current;
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if (kb == null) return; // no keyboard connected (e.g. headless server)
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if (!kb[hotkey].wasPressedThisFrame) return;
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if (hotkey != Key.None && kb[hotkey].wasPressedThisFrame)
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TryForceNextWave();
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if (grantTowerHotkey != Key.None && kb[grantTowerHotkey].wasPressedThisFrame)
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TryGrantNextTower();
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TryForceNextWave();
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}
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private void OnGUI()
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@ -54,44 +48,9 @@ namespace TD.Dev
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// Anchored below the top HUD bar so it doesn't overlap gold/wave/lives.
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const float topOffset = 90f;
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GUI.Box(new Rect(10, topOffset, 180, 95), "Dev: Wave Controls");
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GUI.Box(new Rect(10, topOffset, 180, 60), "Dev: Wave Controls");
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if (GUI.Button(new Rect(20, topOffset + 25, 160, 28), "Force Next Wave"))
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TryForceNextWave();
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if (GUI.Button(new Rect(20, topOffset + 58, 160, 28), "Grant Next Tower"))
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TryGrantNextTower();
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}
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// Dev stand-in for the draft system: grants the local player the first catalog
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// tower they haven't unlocked yet, so deck growth + the HUD's live rebuild can be
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// verified before the real draft exists. Server-only (host); ServerGrantTower
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// no-ops elsewhere.
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private void TryGrantNextTower()
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{
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if (NetworkManager.Singleton == null || !NetworkManager.Singleton.IsServer)
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{
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Debug.LogWarning("[DevWaveControls] Grant-tower requested off the server. Ignored.");
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return;
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}
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var placement = TowerPlacementManager.Instance;
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var deck = PlayerTowerDeck.Local;
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if (placement == null || deck == null)
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{
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Debug.LogWarning("[DevWaveControls] Cannot grant tower — TowerPlacementManager " +
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"or local PlayerTowerDeck is not ready.");
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return;
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}
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foreach (var (def, typeId) in placement.GetAvailableDefinitions())
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{
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if (deck.Contains(typeId)) continue;
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if (deck.ServerGrantTower(typeId))
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Debug.Log($"[DevWaveControls] Granted '{def.DisplayName}' (typeId {typeId}) " +
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$"to the local deck.");
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return;
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}
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Debug.Log("[DevWaveControls] Local deck already contains every catalog tower.");
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}
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private void TryForceNextWave()
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@ -1,150 +0,0 @@
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// Assets/_Project/Scripts/Gameplay/PlayerTowerDeck.cs
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using System.Collections.Generic;
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using Unity.Netcode;
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using UnityEngine;
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namespace TD.Gameplay
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{
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/// <summary>
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/// Per-player set of unlocked tower types — the player's "deck". Lives on the
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/// Player prefab alongside <see cref="PlayerGoldManager"/>,
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/// <see cref="PlayerMatchState"/>, and <see cref="PlayerBuffManager"/>.
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/// </summary>
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/// <remarks>
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/// <para><b>Roguelike keystone.</b> Players no longer see every tower in the match
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/// catalog. Each starts with a small base set (the starter towers) and grows the
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/// deck through draft choices. This component is the data structure that growth
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/// targets.</para>
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///
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/// <para><b>Identity.</b> The deck stores <c>TowerTypeId</c>s — indices into
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/// <see cref="TowerPlacementManager"/>'s catalog (<c>towerDefinitions[]</c>), the
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/// same identifier the placement RPC, <see cref="Builder"/>, and
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/// <see cref="BuildJob"/> already use. No new network identifier is introduced.</para>
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///
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/// <para><b>Authority.</b> Server-only mutation (<see cref="ServerInitialize"/> /
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/// <see cref="ServerGrantTower"/>). The owning client reads its own deck to build
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||||
/// the HUD command grid; the server reads it to gate placement
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/// (<see cref="TowerPlacementManager"/> rejects a requested tower that isn't in the
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/// requesting player's deck — the anti-cheat seam).</para>
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///
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/// <para><b>Persistence caveat.</b> <c>TowerTypeId</c> is a catalog index — stable
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/// within a single match but NOT across sessions. Cross-match deck persistence (a
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/// later keystone) will need a stable per-tower id (asset GUID or a serialized
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/// StableId on <c>TowerDefinition</c>).</para>
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/// </remarks>
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public class PlayerTowerDeck : NetworkBehaviour
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{
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// ----- Static registry (mirrors PlayerGoldManager) ----------------
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private static readonly Dictionary<ulong, PlayerTowerDeck> s_byClientId
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= new Dictionary<ulong, PlayerTowerDeck>();
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/// <summary>Returns the deck owned by the given client, or null.</summary>
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public static PlayerTowerDeck GetForClient(ulong clientId)
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{
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s_byClientId.TryGetValue(clientId, out var deck);
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return deck;
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}
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/// <summary>Convenience: the local client's own deck. Null on a dedicated
|
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/// server or before the local player has spawned.</summary>
|
||||
public static PlayerTowerDeck Local
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||||
{
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||||
get
|
||||
{
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var nm = NetworkManager.Singleton;
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||||
if (nm == null || !nm.IsClient) return null;
|
||||
return GetForClient(nm.LocalClientId);
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||||
}
|
||||
}
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||||
// ----- Networked state --------------------------------------------
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// Unlocked tower type ids (indices into TowerPlacementManager's catalog).
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// readPerm defaults to Everyone (consistent with the other per-player
|
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// managers); only the owner consumes it for the HUD. writePerm Server.
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private NetworkList<int> unlockedTypeIds;
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||||
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||||
/// <summary>
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/// Fired on every peer when the deck contents change (server init, tower
|
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/// granted). The HUD subscribes to rebuild the command grid live when a draft
|
||||
/// grant lands while the builder is already selected.
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/// </summary>
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||||
public event System.Action OnDeckChanged;
|
||||
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||||
private void Awake()
|
||||
{
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||||
unlockedTypeIds = new NetworkList<int>();
|
||||
}
|
||||
|
||||
// ----- NGO lifecycle ----------------------------------------------
|
||||
|
||||
public override void OnNetworkSpawn()
|
||||
{
|
||||
s_byClientId[OwnerClientId] = this;
|
||||
unlockedTypeIds.OnListChanged += HandleListChanged;
|
||||
}
|
||||
|
||||
public override void OnNetworkDespawn()
|
||||
{
|
||||
unlockedTypeIds.OnListChanged -= HandleListChanged;
|
||||
|
||||
if (s_byClientId.TryGetValue(OwnerClientId, out var registered) && registered == this)
|
||||
s_byClientId.Remove(OwnerClientId);
|
||||
}
|
||||
|
||||
private void HandleListChanged(NetworkListEvent<int> _) => OnDeckChanged?.Invoke();
|
||||
|
||||
// ----- Read API ---------------------------------------------------
|
||||
|
||||
/// <summary>Number of towers unlocked in this deck.</summary>
|
||||
public int Count => unlockedTypeIds.Count;
|
||||
|
||||
/// <summary>The TowerTypeId at the given deck slot (0..Count-1).</summary>
|
||||
public int GetTypeIdAt(int index) => unlockedTypeIds[index];
|
||||
|
||||
/// <summary>True if the given TowerTypeId is unlocked in this deck.</summary>
|
||||
public bool Contains(int towerTypeId)
|
||||
{
|
||||
for (int i = 0; i < unlockedTypeIds.Count; i++)
|
||||
if (unlockedTypeIds[i] == towerTypeId) return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
// ----- Server mutation --------------------------------------------
|
||||
|
||||
/// <summary>
|
||||
/// Server-only: replace the deck with the given starting set. Called at match
|
||||
/// start (<see cref="WaveManager"/>) so Retry / return-to-lobby cycles reset
|
||||
/// the deck cleanly. Ignores ids <= 0 (the reserved catalog index) and
|
||||
/// silently de-dupes.
|
||||
/// </summary>
|
||||
public void ServerInitialize(IReadOnlyList<int> startingTypeIds)
|
||||
{
|
||||
if (!IsServer) return;
|
||||
|
||||
unlockedTypeIds.Clear();
|
||||
if (startingTypeIds == null) return;
|
||||
|
||||
for (int i = 0; i < startingTypeIds.Count; i++)
|
||||
{
|
||||
int id = startingTypeIds[i];
|
||||
if (id > 0 && !Contains(id)) unlockedTypeIds.Add(id);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Server-only: add a tower type to this deck (a draft grant). No-op if the id
|
||||
/// is invalid or already present. Returns true if it was actually added.
|
||||
/// </summary>
|
||||
public bool ServerGrantTower(int towerTypeId)
|
||||
{
|
||||
if (!IsServer) return false;
|
||||
if (towerTypeId <= 0) return false;
|
||||
if (Contains(towerTypeId)) return false;
|
||||
|
||||
unlockedTypeIds.Add(towerTypeId);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
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@ -1,11 +0,0 @@
|
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fileFormatVersion: 2
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serializedVersion: 2
|
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defaultReferences: []
|
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executionOrder: 0
|
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userData:
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assetBundleName:
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|
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@ -71,17 +71,12 @@ namespace TD.Gameplay
|
|||
"worst-case 90/second (9 players × 10 placements/second).")]
|
||||
[SerializeField] private int requestsPerFrame = 3;
|
||||
|
||||
[Tooltip("Tower CATALOG for this match, indexed by TowerTypeId. This is the full " +
|
||||
"pool of towers that can exist (be drafted) this match — NOT what any one " +
|
||||
"player can build. Per-player buildable sets live in PlayerTowerDeck. " +
|
||||
"Index 0 is reserved; valid IDs start at 1.")]
|
||||
[Tooltip("Tower definitions available in this match, indexed by TowerTypeId. " +
|
||||
"Populate this with every TowerDefinition asset the current race roster " +
|
||||
"contains. Index 0 is reserved; valid IDs start at 1. " +
|
||||
"(Temporary: will be driven by RaceDefinition once Path E is complete.)")]
|
||||
[SerializeField] private TowerDefinition[] towerDefinitions = new TowerDefinition[0];
|
||||
|
||||
[Tooltip("The starter towers every player begins the match with. Each must also " +
|
||||
"appear in the catalog above (that's where its TowerTypeId comes from). " +
|
||||
"Resolved to TypeIds and granted to each PlayerTowerDeck at match start.")]
|
||||
[SerializeField] private TowerDefinition[] startingDeck = new TowerDefinition[0];
|
||||
|
||||
// ----- Internal request queue -------------------------------------
|
||||
|
||||
private struct PlacementRequest
|
||||
|
|
@ -193,16 +188,6 @@ namespace TD.Gameplay
|
|||
return;
|
||||
}
|
||||
|
||||
// Deck membership — the requesting player must have unlocked this tower.
|
||||
// Authoritative gate: a modded client cannot place a tower it hasn't drafted,
|
||||
// even though every tower exists in the shared catalog.
|
||||
var deck = PlayerTowerDeck.GetForClient(req.SenderClientId);
|
||||
if (deck == null || !deck.Contains(req.TowerTypeId))
|
||||
{
|
||||
Reject(req, PlacementRejectionReason.TowerNotInDeck);
|
||||
return;
|
||||
}
|
||||
|
||||
var loader = LevelLoader.Instance;
|
||||
if (loader == null || !loader.IsLoaded)
|
||||
{
|
||||
|
|
@ -667,46 +652,6 @@ namespace TD.Gameplay
|
|||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Reverse lookup: returns the TowerTypeId (catalog index) for a given
|
||||
/// definition asset, or false if it isn't in the catalog. Used to resolve the
|
||||
/// <see cref="startingDeck"/> assets into the TypeIds a <see cref="PlayerTowerDeck"/>
|
||||
/// stores.
|
||||
/// </summary>
|
||||
public bool TryGetTypeId(TowerDefinition def, out int typeId)
|
||||
{
|
||||
typeId = 0;
|
||||
if (def == null) return false;
|
||||
for (int i = 1; i < towerDefinitions.Length; i++)
|
||||
{
|
||||
if (towerDefinitions[i] == def) { typeId = i; return true; }
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resolves the configured <see cref="startingDeck"/> assets to their catalog
|
||||
/// TypeIds. Logs an error for any starter tower missing from the catalog (it
|
||||
/// would have no TypeId and couldn't be placed). Called once at match start.
|
||||
/// </summary>
|
||||
public List<int> GetStartingDeckTypeIds()
|
||||
{
|
||||
var ids = new List<int>();
|
||||
if (startingDeck == null) return ids;
|
||||
|
||||
foreach (var def in startingDeck)
|
||||
{
|
||||
if (def == null) continue;
|
||||
if (TryGetTypeId(def, out int id))
|
||||
ids.Add(id);
|
||||
else
|
||||
Debug.LogError($"[TowerPlacementManager] Starting-deck tower '{def.name}' " +
|
||||
$"is not in the towerDefinitions catalog. Add it to the catalog " +
|
||||
$"so it has a TowerTypeId, or it can't be granted/placed.");
|
||||
}
|
||||
return ids;
|
||||
}
|
||||
|
||||
private static PlayerSlot ClientIdToPlayerSlot(ulong clientId)
|
||||
=> PlayerMatchState.SlotForClient(clientId);
|
||||
|
||||
|
|
@ -762,10 +707,6 @@ namespace TD.Gameplay
|
|||
/// <summary>The requested tower type ID is not in the server's definition list.</summary>
|
||||
InvalidTowerType,
|
||||
|
||||
/// <summary>The requested tower exists in the catalog but the placing player has
|
||||
/// not unlocked it in their deck. Draft it first.</summary>
|
||||
TowerNotInDeck,
|
||||
|
||||
/// <summary>An unexpected server-side error occurred (e.g., LevelLoader not loaded,
|
||||
/// client not mapped to a PlayerSlot). Check server logs.</summary>
|
||||
ServerError,
|
||||
|
|
|
|||
|
|
@ -72,10 +72,6 @@ namespace TD.Gameplay
|
|||
"Player must cancel pending jobs or wait for one to complete.")]
|
||||
public string MessageJobLimitReached = "Builder queue is full.";
|
||||
|
||||
[Tooltip("Shown when the player tries to place a tower they haven't unlocked in " +
|
||||
"their deck yet. Draft it first.")]
|
||||
public string MessageTowerNotInDeck = "You haven't unlocked that tower yet.";
|
||||
|
||||
[Tooltip("Shown for unexpected server-side errors (invalid tower type, etc.). " +
|
||||
"Should rarely appear in normal play.")]
|
||||
public string MessageServerError = "Placement failed. Please try again.";
|
||||
|
|
@ -96,7 +92,6 @@ namespace TD.Gameplay
|
|||
case PlacementRejectionReason.OutOfRange: return MessageOutOfRange;
|
||||
case PlacementRejectionReason.BlocksPath: return MessageBlocksPath;
|
||||
case PlacementRejectionReason.JobLimitReached: return MessageJobLimitReached;
|
||||
case PlacementRejectionReason.TowerNotInDeck: return MessageTowerNotInDeck;
|
||||
case PlacementRejectionReason.InvalidTowerType:
|
||||
case PlacementRejectionReason.ServerError:
|
||||
default: return MessageServerError;
|
||||
|
|
|
|||
|
|
@ -160,26 +160,6 @@ namespace TD.Gameplay
|
|||
}
|
||||
}
|
||||
|
||||
// Seed each player's tower deck with the starter set. Runs here (after the
|
||||
// one-frame yield) so the TowerPlacementManager catalog is guaranteed spawned
|
||||
// and its starting-deck assets resolve to valid TypeIds. Clearing-and-setting
|
||||
// means Retry / return-to-lobby cycles reset the deck cleanly.
|
||||
var placement = TowerPlacementManager.Instance;
|
||||
if (placement != null)
|
||||
{
|
||||
var startingTypeIds = placement.GetStartingDeckTypeIds();
|
||||
foreach (var pms in PlayerMatchState.AllPlayers)
|
||||
{
|
||||
var deck = PlayerTowerDeck.GetForClient(pms.OwnerClientId);
|
||||
if (deck != null) deck.ServerInitialize(startingTypeIds);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("[WaveManager] TowerPlacementManager not found at match start. " +
|
||||
"Player decks were not seeded.");
|
||||
}
|
||||
|
||||
if (ms.Phase == MatchPhase.Playing)
|
||||
StartNextWave();
|
||||
}
|
||||
|
|
|
|||
|
|
@ -137,8 +137,6 @@ namespace TD.UI
|
|||
private bool uiInitialized;
|
||||
private bool selectionSubscribed; // true once we've successfully hooked SelectionState.OnSelectionChanged
|
||||
private bool matchStateSubscribed; // true once OnPhaseChanged is hooked
|
||||
private bool deckSubscribed; // true once we've hooked the local PlayerTowerDeck.OnDeckChanged
|
||||
private PlayerTowerDeck subscribedDeck; // the deck we hooked, so we can unsubscribe the same instance
|
||||
private MinimapView minimapView;
|
||||
private IPanel myPanel; // tracked separately so OnDestroy only clears the static if it still points at us
|
||||
|
||||
|
|
@ -247,26 +245,6 @@ namespace TD.UI
|
|||
matchStateSubscribed = true;
|
||||
}
|
||||
|
||||
// Hook the local player's deck so the command grid rebuilds live when a draft
|
||||
// grant lands while the builder is already selected. The local deck may not
|
||||
// exist for the first few frames (spawn race) — retried each Update until it does.
|
||||
private void TrySubscribeDeck()
|
||||
{
|
||||
var deck = PlayerTowerDeck.Local;
|
||||
if (deck == null) return;
|
||||
deck.OnDeckChanged += HandleDeckChanged;
|
||||
subscribedDeck = deck;
|
||||
deckSubscribed = true;
|
||||
// The deck may have populated before we subscribed — rebuild now so the
|
||||
// grid reflects the current contents.
|
||||
PopulateGridForSelection(SelectionState.Instance?.SelectedObject);
|
||||
}
|
||||
|
||||
private void HandleDeckChanged()
|
||||
{
|
||||
PopulateGridForSelection(SelectionState.Instance?.SelectedObject);
|
||||
}
|
||||
|
||||
private void InitializeUI()
|
||||
{
|
||||
var doc = GetComponent<UIDocument>();
|
||||
|
|
@ -396,13 +374,6 @@ namespace TD.UI
|
|||
MatchState.Instance.OnPhaseChanged -= HandlePhaseChanged;
|
||||
matchStateSubscribed = false;
|
||||
}
|
||||
|
||||
if (deckSubscribed && subscribedDeck != null)
|
||||
{
|
||||
subscribedDeck.OnDeckChanged -= HandleDeckChanged;
|
||||
}
|
||||
deckSubscribed = false;
|
||||
subscribedDeck = null;
|
||||
}
|
||||
|
||||
private void TrySubscribeSelection()
|
||||
|
|
@ -423,9 +394,6 @@ namespace TD.UI
|
|||
if (!matchStateSubscribed)
|
||||
TrySubscribeMatchState();
|
||||
|
||||
if (!deckSubscribed)
|
||||
TrySubscribeDeck();
|
||||
|
||||
RefreshGoldDisplay();
|
||||
RefreshMatchStateDisplays();
|
||||
UpdateBuildProgressIfShown();
|
||||
|
|
@ -795,23 +763,14 @@ namespace TD.UI
|
|||
}
|
||||
else
|
||||
{
|
||||
// Build buttons come from the LOCAL player's deck — the per-player
|
||||
// unlocked set — not the global catalog. Each deck entry is a
|
||||
// TowerTypeId resolved back to its definition via the catalog. The
|
||||
// last grid slot is reserved for the Buffs button, so towers fill
|
||||
// slots 0..GRID_MAX-2.
|
||||
var deck = PlayerTowerDeck.Local;
|
||||
if (deck != null)
|
||||
int i = 0;
|
||||
foreach (var (def, typeId) in placementManager.GetAvailableDefinitions())
|
||||
{
|
||||
int count = Mathf.Min(deck.Count, GRID_MAX - 1);
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
int typeId = deck.GetTypeIdAt(i);
|
||||
var def = TowerPlacementManager.GetDefinition(typeId);
|
||||
if (def != null)
|
||||
cells[i] = CreateTowerButton(def, typeId, HotkeyLayout[i]);
|
||||
}
|
||||
if (i >= GRID_MAX) break;
|
||||
cells[i] = CreateTowerButton(def, typeId, HotkeyLayout[i]);
|
||||
i++;
|
||||
}
|
||||
|
||||
}
|
||||
cells[GRID_MAX - 1] = CreateBuffMenuButton(HotkeyLayout[GRID_MAX - 1]);
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue