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Author SHA1 Message Date
7b93137216 Feature: per-tower construction-phase build bisuals
Adding the correct pipeline for creating the different building phases for towers. Adding a default set with primitive cubes.
2026-06-25 11:33:23 -07:00
a87b221d87 Refactor: Remove TowerRegistry, replicate towers by TypeID
Removing redundant workflow and making sure there's just once source of truth for the list of available towers.
2026-06-25 11:21:43 -07:00
21 changed files with 627 additions and 195 deletions

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// Assets/_Project/Scripts/Gameplay/BuildSiteVisual.cs // Assets/_Project/Scripts/Gameplay/BuildSiteVisual.cs
using Unity.Collections;
using Unity.Netcode; using Unity.Netcode;
using UnityEngine; using UnityEngine;
using TD.Core; using TD.Core;
@ -63,27 +62,25 @@ namespace TD.Gameplay
"Suggested: muted/grey-tinted variant of the constructing material.")] "Suggested: muted/grey-tinted variant of the constructing material.")]
[SerializeField] private Material pausedMaterial; [SerializeField] private Material pausedMaterial;
[Header("Construction stages")] [Header("Construction phases")]
[Tooltip("Number of discrete growth stages while constructing. 4 matches the " + [Tooltip("Project-default construction-stage visuals used when the tower being built " +
"design doc (1/4 → 2/4 → 3/4 → 4/4 height).")] "doesn't define its own ConstructionPhases. When this (or the tower's set) " +
"has phases, the build site swaps between those phase prefabs as it builds. " +
"Leave empty to fall back to the legacy cube Y-scale growth below.")]
[SerializeField] private ConstructionPhaseSet defaultPhaseSet;
[Header("Construction stages (cube fallback)")]
[Tooltip("FALLBACK ONLY (no phase set assigned): number of discrete growth stages " +
"while constructing. 4 = 1/4 → 2/4 → 3/4 → 4/4 height.")]
[SerializeField] private int stageCount = 4; [SerializeField] private int stageCount = 4;
[Tooltip("Y-scale applied to scaleTarget when Stage == Queued. Visually " + [Tooltip("FALLBACK ONLY: Y-scale applied to scaleTarget when Stage == Queued. " +
"distinct from any constructing height so the queued ghost reads as " + "Visually distinct from any constructing height so the queued ghost reads " +
"'intent, not progress'.")] "as 'intent, not progress'.")]
[SerializeField] private float queuedYScale = 0.15f; [SerializeField] private float queuedYScale = 0.15f;
// ----- Networked state -------------------------------------------- // ----- Networked state --------------------------------------------
// Replicated definition name so clients can resolve the source TowerDefinition
// (matches TowerInstance's pattern). Used for footprint size only — the visual
// prefab is the same regardless of tower type for now.
private readonly NetworkVariable<FixedString64Bytes> definitionName =
new NetworkVariable<FixedString64Bytes>(
default,
readPerm: NetworkVariableReadPermission.Everyone,
writePerm: NetworkVariableWritePermission.Server);
// Replicated owner slot for color tinting. Mirrors TowerInstance. // Replicated owner slot for color tinting. Mirrors TowerInstance.
private readonly NetworkVariable<PlayerSlot> ownerSlot = private readonly NetworkVariable<PlayerSlot> ownerSlot =
new NetworkVariable<PlayerSlot>( new NetworkVariable<PlayerSlot>(
@ -232,7 +229,6 @@ namespace TD.Gameplay
// ----- Pre-spawn init data (server) ------------------------------- // ----- Pre-spawn init data (server) -------------------------------
private string pendingDefName;
private PlayerSlot pendingOwner = PlayerSlot.None; private PlayerSlot pendingOwner = PlayerSlot.None;
private float pendingBuildTime; private float pendingBuildTime;
private Vector2Int pendingAnchor; private Vector2Int pendingAnchor;
@ -240,6 +236,17 @@ namespace TD.Gameplay
private int pendingGoldSpent; private int pendingGoldSpent;
private bool hasPendingInit; private bool hasPendingInit;
// ----- Construction-phase runtime (local, all peers) --------------
// Resolved on spawn from the tower's ConstructionPhases or the defaultPhaseSet.
// When non-null with PhaseCount > 0, the build site swaps between these
// instantiated phase prefabs instead of Y-scaling the fallback cube.
private ConstructionPhaseSet effectivePhaseSet;
private GameObject[] phaseInstances; // one instantiated child per phase
private MeshRenderer[][] phaseRenderers; // cached renderers per phase, for tinting
private int activePhaseIndex = -1;
private bool usePhases;
// ----- Lifecycle -------------------------------------------------- // ----- Lifecycle --------------------------------------------------
/// <summary> /// <summary>
@ -261,7 +268,6 @@ namespace TD.Gameplay
return; return;
} }
pendingDefName = def != null ? def.name : string.Empty;
pendingOwner = owner; pendingOwner = owner;
pendingBuildTime = def != null ? def.BuildTime : 0f; pendingBuildTime = def != null ? def.BuildTime : 0f;
pendingAnchor = anchorTile; pendingAnchor = anchorTile;
@ -281,7 +287,6 @@ namespace TD.Gameplay
// message so clients see correct values on their first OnNetworkSpawn. // message so clients see correct values on their first OnNetworkSpawn.
if (IsServer && hasPendingInit) if (IsServer && hasPendingInit)
{ {
definitionName.Value = new FixedString64Bytes(pendingDefName ?? string.Empty);
ownerSlot.Value = pendingOwner; ownerSlot.Value = pendingOwner;
buildTime.Value = pendingBuildTime; buildTime.Value = pendingBuildTime;
anchor.Value = pendingAnchor; anchor.Value = pendingAnchor;
@ -290,6 +295,10 @@ namespace TD.Gameplay
hasPendingInit = false; hasPendingInit = false;
} }
// Resolve and instantiate the construction-phase visuals (or fall back to the
// cube). Depends on towerTypeId, which is replicated by now on every peer.
ResolvePhaseSet();
// Subscribe to value changes so visual updates are reactive. // Subscribe to value changes so visual updates are reactive.
currentStage.OnValueChanged += HandleStageChanged; currentStage.OnValueChanged += HandleStageChanged;
@ -344,14 +353,25 @@ namespace TD.Gameplay
private void Update() private void Update()
{ {
// While constructing, smoothly interpolate Y-scale through the stages // While constructing, advance the visual based on server time. Runs on every
// based on server time. This runs on every peer (server + clients) so // peer so visuals stay synchronized. Paused does NOT update — the visual is
// visuals stay synchronized regardless of who's looking. // frozen at the pause point.
// Paused stage does NOT update — Y-scale is frozen at the pause point.
if (currentStage.Value != BuildStage.Constructing) return; if (currentStage.Value != BuildStage.Constructing) return;
float yScale = ComputeConstructingYScale(); if (usePhases)
ApplyYScale(yScale); {
int index = PhaseIndexFromProgress();
if (index != activePhaseIndex)
{
ShowPhase(index);
// Renderers changed with the swap — re-apply material + owner tint.
ApplyStageMaterialAndTint(BuildStage.Constructing);
}
return;
}
// Fallback: smoothly grow the cube's Y-scale through the stages.
ApplyYScale(ComputeConstructingYScale());
} }
// ----- Server API ------------------------------------------------- // ----- Server API -------------------------------------------------
@ -498,33 +518,117 @@ namespace TD.Gameplay
} }
private void ApplyStageVisual(BuildStage stage) private void ApplyStageVisual(BuildStage stage)
{
if (usePhases)
{
// Queued shows the first phase; constructing/paused show the phase
// matching current progress. ShowPhase repoints tintedRenderers at the
// active phase instance, so material + tint are applied AFTER it.
int index = stage == BuildStage.Queued ? 0 : PhaseIndexFromProgress();
ShowPhase(index);
ApplyStageMaterialAndTint(stage);
return;
}
// Fallback: legacy cube Y-scale growth (no phase set wired).
ApplyStageMaterialAndTint(stage);
switch (stage)
{
case BuildStage.Queued: ApplyYScale(queuedYScale); break;
case BuildStage.Constructing: ApplyYScale(ComputeConstructingYScale()); break;
// ComputePausedYScale uses accumulatedConstructionTime alone when
// constructionStartServerTime is -1 (the pause sentinel).
case BuildStage.Paused: ApplyYScale(ComputePausedYScale()); break;
}
}
// Applies the stage's material + owner tint to whatever renderers are currently
// active — the cube fallback, or the active phase instance's renderers. Paused
// falls back to the constructing material if no paused material is assigned.
private void ApplyStageMaterialAndTint(BuildStage stage)
{ {
switch (stage) switch (stage)
{ {
case BuildStage.Queued: case BuildStage.Queued:
SwapMaterial(queuedMaterial); SwapMaterial(queuedMaterial); // green ghost — no owner tint
ApplyYScale(queuedYScale);
break; break;
case BuildStage.Constructing: case BuildStage.Constructing:
SwapMaterial(constructingMaterial); SwapMaterial(constructingMaterial);
ApplyOwnerTint(); ApplyOwnerTint();
ApplyYScale(ComputeConstructingYScale());
break; break;
case BuildStage.Paused: case BuildStage.Paused:
// Use paused material if assigned; fall back to constructing
// material if not (still readable, just less distinct).
SwapMaterial(pausedMaterial != null ? pausedMaterial : constructingMaterial); SwapMaterial(pausedMaterial != null ? pausedMaterial : constructingMaterial);
ApplyOwnerTint(); ApplyOwnerTint();
// Freeze Y-scale at whatever the accumulated progress represents.
// ComputeConstructingYScale uses accumulatedConstructionTime alone
// when constructionStartServerTime is -1 (the pause sentinel).
ApplyYScale(ComputePausedYScale());
break; break;
} }
} }
// ----- Construction phases ----------------------------------------
// Resolves the effective phase set (tower's own, else the project default) and
// instantiates one inactive child per phase. Sets usePhases=false (cube fallback)
// if neither set has any phases. Runs on every peer in OnNetworkSpawn.
private void ResolvePhaseSet()
{
var def = TowerPlacementManager.GetDefinition(towerTypeId.Value);
effectivePhaseSet =
(def != null && def.ConstructionPhases != null && def.ConstructionPhases.PhaseCount > 0)
? def.ConstructionPhases
: defaultPhaseSet;
int n = effectivePhaseSet != null ? effectivePhaseSet.PhaseCount : 0;
if (n <= 0)
{
usePhases = false;
return;
}
usePhases = true;
phaseInstances = new GameObject[n];
phaseRenderers = new MeshRenderer[n][];
// Hide the legacy fallback cube — the instantiated phase prefabs replace it.
if (scaleTarget != null) scaleTarget.gameObject.SetActive(false);
for (int i = 0; i < n; i++)
{
var prefab = effectivePhaseSet.GetPhase(i);
if (prefab == null) continue;
var go = Instantiate(prefab, transform);
go.transform.localPosition = Vector3.zero;
go.transform.localRotation = Quaternion.identity;
go.SetActive(false);
phaseInstances[i] = go;
phaseRenderers[i] = go.GetComponentsInChildren<MeshRenderer>(true);
}
}
// Activates only phase <paramref name="index"/> and points tintedRenderers at its
// renderers so the existing material/tint helpers drive the active phase.
private void ShowPhase(int index)
{
if (phaseInstances == null) return;
index = Mathf.Clamp(index, 0, phaseInstances.Length - 1);
for (int i = 0; i < phaseInstances.Length; i++)
if (phaseInstances[i] != null)
phaseInstances[i].SetActive(i == index);
activePhaseIndex = index;
tintedRenderers = phaseRenderers[index];
}
// Maps current normalized progress to a phase index (0..PhaseCount-1).
private int PhaseIndexFromProgress()
{
int n = effectivePhaseSet != null ? effectivePhaseSet.PhaseCount : 1;
if (n <= 1) return 0;
float p = ComputeProgressNormalized();
return Mathf.Clamp(Mathf.FloorToInt(p * n), 0, n - 1);
}
// Stage index 0..stageCount-1 based on elapsed server time PLUS any accumulated // Stage index 0..stageCount-1 based on elapsed server time PLUS any accumulated
// time from previous Constructing runs (resume support). // time from previous Constructing runs (resume support).
// Returned Y-scale is (stageIndex + 1) / stageCount, so stage 0 = 1/4, // Returned Y-scale is (stageIndex + 1) / stageCount, so stage 0 = 1/4,

View file

@ -68,8 +68,8 @@ namespace TD.Gameplay
"the prefab based on the player's RaceSelection.")] "the prefab based on the player's RaceSelection.")]
public GameObject BuilderPrefab; public GameObject BuilderPrefab;
[Tooltip("STUB (Phase 1.8): tower roster available to this race. TowerRegistry will " + [Tooltip("STUB: tower roster available to this race/builder. The draft pool or " +
"filter to this list when the active player belongs to this race.")] "starting deck will eventually filter to this list for this race.")]
public TowerDefinition[] Towers; public TowerDefinition[] Towers;
} }
} }

View file

@ -1,5 +1,4 @@
// Assets/_Project/Scripts/Gameplay/TowerInstance.cs // Assets/_Project/Scripts/Gameplay/TowerInstance.cs
using Unity.Collections;
using Unity.Netcode; using Unity.Netcode;
using UnityEngine; using UnityEngine;
using TD.Core; using TD.Core;
@ -32,11 +31,11 @@ namespace TD.Gameplay
/// <see cref="SetOccupied"/> are idempotent writes, so double-stamping is safe.</para> /// <see cref="SetOccupied"/> are idempotent writes, so double-stamping is safe.</para>
/// ///
/// <para><b>Definition reference replication.</b> TowerDefinition assets live in the /// <para><b>Definition reference replication.</b> TowerDefinition assets live in the
/// project on all clients. We replicate the asset by name via a /// project on all clients. We replicate the tower's <c>TowerTypeId</c> (its index in
/// <see cref="NetworkVariable{T}"/> holding a <c>FixedString64Bytes</c>, then look /// <see cref="TowerPlacementManager"/>'s catalog) via a <see cref="NetworkVariable{T}"/>,
/// up the asset locally. This avoids serializing the full ScriptableObject over the /// then resolve the full asset locally with <see cref="TowerPlacementManager.GetDefinition"/>.
/// network. The lookup uses a <see cref="TowerRegistry"/> singleton that must be /// This avoids serializing the ScriptableObject over the network and reuses the same
/// present in the scene. (Temporary: will be driven by RaceDefinition in Path E.)</para> /// identifier placement and the deck already use — a single source of truth.</para>
/// ///
/// <para><b>Combat.</b> No combat logic here yet. Combat fields live stubbed on /// <para><b>Combat.</b> No combat logic here yet. Combat fields live stubbed on
/// <see cref="TowerDefinition"/>; they will be consumed by a future /// <see cref="TowerDefinition"/>; they will be consumed by a future
@ -58,12 +57,13 @@ namespace TD.Gameplay
// ----- Networked state ------------------------------------------------ // ----- Networked state ------------------------------------------------
// The name of the TowerDefinition asset for this tower. Replicated so all // The TowerTypeId (index into TowerPlacementManager's catalog) for this tower.
// clients can look up the full definition locally without sending the whole // Replicated so every client resolves the full definition locally via the catalog —
// ScriptableObject over the wire. // the same identifier placement and the deck already use. 0 = unset/invalid (the
private readonly NetworkVariable<FixedString64Bytes> definitionName = // reserved catalog index). Replaces the old replicate-by-name + TowerRegistry path.
new NetworkVariable<FixedString64Bytes>( private readonly NetworkVariable<int> definitionTypeId =
default, new NetworkVariable<int>(
0,
readPerm: NetworkVariableReadPermission.Everyone, readPerm: NetworkVariableReadPermission.Everyone,
writePerm: NetworkVariableWritePermission.Server); writePerm: NetworkVariableWritePermission.Server);
@ -95,8 +95,8 @@ namespace TD.Gameplay
// ----- Local resolved state ------------------------------------------- // ----- Local resolved state -------------------------------------------
// Resolved on every client in OnNetworkSpawn from definitionName. // Resolved on every client in OnNetworkSpawn from definitionTypeId via the catalog.
// Null if the lookup fails (missing TowerRegistry or unknown name). // Null if the lookup fails (TypeId not in the catalog on this peer).
private TowerDefinition resolvedDefinition; private TowerDefinition resolvedDefinition;
// ----- Pre-spawn initialization data ---------------------------------- // ----- Pre-spawn initialization data ----------------------------------
@ -192,7 +192,7 @@ namespace TD.Gameplay
hasPendingInit = true; hasPendingInit = true;
// Cache the resolved definition on the server immediately — clients // Cache the resolved definition on the server immediately — clients
// will resolve via the registry lookup once definitionName arrives. // resolve from the replicated TowerTypeId via the catalog once it arrives.
resolvedDefinition = def; resolvedDefinition = def;
} }
@ -206,7 +206,17 @@ namespace TD.Gameplay
// every client sees correct values on its very first OnNetworkSpawn. // every client sees correct values on its very first OnNetworkSpawn.
if (IsServer && hasPendingInit) if (IsServer && hasPendingInit)
{ {
definitionName.Value = new FixedString64Bytes(pendingDefinition.name); // Resolve the catalog index for this definition and replicate that.
int typeId = 0;
var pm = TowerPlacementManager.Instance;
if (pm == null || !pm.TryGetTypeId(pendingDefinition, out typeId))
{
Debug.LogError($"[TowerInstance] Could not resolve a TowerTypeId for " +
$"'{pendingDefinition?.name}'. Ensure it is in the " +
$"TowerPlacementManager catalog (towerDefinitions).");
}
definitionTypeId.Value = typeId;
anchorTile.Value = pendingAnchor; anchorTile.Value = pendingAnchor;
ownerSlot.Value = pendingOwner; ownerSlot.Value = pendingOwner;
@ -331,27 +341,13 @@ namespace TD.Gameplay
// Already resolved (server path via InitializeServer). // Already resolved (server path via InitializeServer).
if (resolvedDefinition != null) return; if (resolvedDefinition != null) return;
string defName = definitionName.Value.ToString(); int typeId = definitionTypeId.Value;
if (string.IsNullOrEmpty(defName)) resolvedDefinition = TowerPlacementManager.GetDefinition(typeId);
{
Debug.LogError($"[TowerInstance] NetworkObject {NetworkObjectId}: " +
$"definitionName is empty. Cannot resolve TowerDefinition.");
return;
}
var registry = TowerRegistry.Instance;
if (registry == null)
{
Debug.LogError($"[TowerInstance] NetworkObject {NetworkObjectId}: " +
$"No TowerRegistry found in scene. Cannot resolve '{defName}'.");
return;
}
resolvedDefinition = registry.Get(defName);
if (resolvedDefinition == null) if (resolvedDefinition == null)
{ {
Debug.LogError($"[TowerInstance] NetworkObject {NetworkObjectId}: " + Debug.LogError($"[TowerInstance] NetworkObject {NetworkObjectId}: " +
$"TowerRegistry does not contain a definition named '{defName}'."); $"no TowerDefinition for TypeId {typeId}. Is the " +
$"TowerPlacementManager catalog populated on this peer?");
} }
} }

View file

@ -1,120 +0,0 @@
// Assets/_Project/Scripts/Gameplay/TowerRegistry.cs
using System.Collections.Generic;
using UnityEngine;
using TD.Towers;
namespace TD.Gameplay
{
/// <summary>
/// Scene singleton that holds every <see cref="TowerDefinition"/> available in the
/// current match and lets any code look one up by asset name.
/// </summary>
/// <remarks>
/// <para><b>Why this exists.</b> <see cref="TowerInstance"/> replicates a tower's
/// definition by name (a <c>FixedString64Bytes</c> over the network), then resolves
/// the full ScriptableObject locally on every client. TowerRegistry is the lookup
/// table that makes that resolution possible without hard-coding asset paths.</para>
///
/// <para><b>Registration.</b> Drag every <see cref="TowerDefinition"/> asset into the
/// <c>Definitions</c> list on this component in the inspector. Assets can live anywhere
/// in the project — no special folder required.</para>
///
/// <para><b>Path E upgrade path.</b> In Path E the registry will filter to only the
/// definitions belonging to the active match's <c>RaceDefinition</c> rosters. For now
/// all assigned assets are registered.</para>
///
/// <para><b>Plain MonoBehaviour.</b> Not a NetworkBehaviour — the registry is
/// identical on every peer (same assets, same names), so there is nothing to sync.</para>
/// </remarks>
public class TowerRegistry : MonoBehaviour
{
// ----- Singleton --------------------------------------------------
/// <summary>
/// The active TowerRegistry. Null before Awake or after the scene unloads.
/// Always null-check before use.
/// </summary>
public static TowerRegistry Instance { get; private set; }
// ----- Inspector --------------------------------------------------
[Tooltip("All TowerDefinition assets available in this match. " +
"Drag assets here from Assets/_Project/Data/TowerDefinitions/ " +
"(or wherever they live). Asset name is used as the registry key.")]
[SerializeField] private TowerDefinition[] definitions;
// ----- Internal lookup table --------------------------------------
// Keyed by TowerDefinition.name (the asset name, not DisplayName).
private readonly Dictionary<string, TowerDefinition> byName
= new Dictionary<string, TowerDefinition>();
// ----- Lifecycle --------------------------------------------------
private void Awake()
{
if (Instance != null && Instance != this)
{
Debug.LogError("[TowerRegistry] Multiple instances detected. " +
"Only one TowerRegistry should exist per scene.");
return;
}
Instance = this;
BuildLookupTable();
}
private void OnDestroy()
{
if (Instance == this) Instance = null;
}
// ----- Public API -------------------------------------------------
/// <summary>
/// Returns the <see cref="TowerDefinition"/> whose asset name equals
/// <paramref name="assetName"/>, or null if no match is found.
/// </summary>
public TowerDefinition Get(string assetName)
{
byName.TryGetValue(assetName, out var def);
return def;
}
/// <summary>
/// Returns all registered tower definitions. Enumerates the internal
/// dictionary values — do not modify the returned collection.
/// </summary>
public IEnumerable<TowerDefinition> All => byName.Values;
// ----- Private ----------------------------------------------------
private void BuildLookupTable()
{
byName.Clear();
if (definitions == null || definitions.Length == 0)
{
Debug.LogWarning("[TowerRegistry] No TowerDefinition assets assigned. " +
"Drag assets into the Definitions list on the TowerRegistry component.");
return;
}
foreach (var def in definitions)
{
if (def == null) continue;
if (byName.ContainsKey(def.name))
{
Debug.LogWarning($"[TowerRegistry] Duplicate asset name '{def.name}'. " +
$"Only the first entry will be used. Rename one of the assets.");
continue;
}
byName[def.name] = def;
}
Debug.Log($"[TowerRegistry] Registered {byName.Count} tower definition(s).");
}
}
}

View file

@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: a9dc0fbbe4422bc479ab8db7658c082b

View file

@ -0,0 +1,32 @@
// Assets/_Project/Scripts/Towers/ConstructionPhaseSet.cs
using UnityEngine;
namespace TD.Towers
{
/// <summary>
/// An ordered set of construction-stage visuals a build site transitions between as a
/// tower is built — typically 3 assets (early → mid → late). A tower references its own
/// set via <see cref="TowerDefinition.ConstructionPhases"/>; build sites fall back to a
/// project-default set when a tower doesn't define one.
/// </summary>
/// <remarks>
/// The entries are <b>shape</b> prefabs only. <c>BuildSiteVisual</c> applies the
/// queued (green) / constructing / paused materials and the owner tint on top, so the
/// phase assets don't need their own build-state materials. Keep them simple
/// (single material) — the build site swaps the active phase's renderer material.
/// </remarks>
[CreateAssetMenu(fileName = "ConstructionPhaseSet", menuName = "TD/Construction Phase Set")]
public class ConstructionPhaseSet : ScriptableObject
{
[Tooltip("Ordered construction-stage prefabs. Shown in sequence as the build " +
"progresses — e.g. 3 entries = early / mid / late thirds of the build.")]
[SerializeField] private GameObject[] phases;
/// <summary>Number of construction phases in this set.</summary>
public int PhaseCount => phases != null ? phases.Length : 0;
/// <summary>The phase prefab at <paramref name="index"/>, or null if out of range.</summary>
public GameObject GetPhase(int index)
=> (phases != null && index >= 0 && index < phases.Length) ? phases[index] : null;
}
}

View file

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: c8f2a4e1b9d6437052a1e8c4f7b3d069
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View file

@ -68,6 +68,11 @@ namespace TD.Towers
"replace with a real mesh when art is available.")] "replace with a real mesh when art is available.")]
public GameObject TowerPrefab; public GameObject TowerPrefab;
[Tooltip("Optional per-tower construction-stage visuals shown while this tower is " +
"being built. Leave empty to use the project-default set assigned on the " +
"BuildSiteVisual prefab.")]
public ConstructionPhaseSet ConstructionPhases;
[Tooltip("Icon shown on this tower's tile in the HUD build menu. Auto-generated from " + [Tooltip("Icon shown on this tower's tile in the HUD build menu. Auto-generated from " +
"the TowerPrefab by the 'TD/Generate Tower Icons' menu item, or assign a " + "the TowerPrefab by the 'TD/Generate Tower Icons' menu item, or assign a " +
"Sprite manually. Null falls back to the grey placeholder icon.")] "Sprite manually. Null falls back to the grey placeholder icon.")]

View file

@ -90,7 +90,7 @@ Unity **6.4 (6000.4.4f1)**, URP, IL2CPP, .NET Standard 2.1, Linear color space,
- **Visuals are placeholder** throughout (primitive/cone towers, sourced enemy models). See roadmap art TODOs. - **Visuals are placeholder** throughout (primitive/cone towers, sourced enemy models). See roadmap art TODOs.
- **Enemies lack idle animation support** — needs adding across all enemy prefabs. - **Enemies lack idle animation support** — needs adding across all enemy prefabs.
- **Tower footprint visuals don't fill their 2×2 space** — the cone/mesh sits centered and reads smaller than the tile area it occupies; should visually reflect the full footprint. - **Tower footprint visuals don't fill their 2×2 space** — the cone/mesh sits centered and reads smaller than the tile area it occupies; should visually reflect the full footprint.
- **Two redundant tower lists:** `TowerPlacementManager.towerDefinitions[]` (by-index catalog) and `TowerRegistry.definitions[]` (by-name, for instance resolution). Candidate for consolidation. - **Tower catalog is now a single source of truth:** `TowerPlacementManager.towerDefinitions[]` (by-index, = `TowerTypeId`). `TowerInstance` replicates that index and resolves via `TowerPlacementManager.GetDefinition`. *(The old by-name `TowerRegistry` was removed 2026-06-24 — add new towers only to `towerDefinitions` + `DraftPool`.)*
- **Catalog index 0 is a reserved sentinel** (valid `TowerTypeId`s start at 1) — easy to forget when wiring the catalog in the inspector. - **Catalog index 0 is a reserved sentinel** (valid `TowerTypeId`s start at 1) — easy to forget when wiring the catalog in the inspector.
- **Catalog-index identifiers aren't session-stable** — blocks cross-match persistence until a stable ID is added. - **Catalog-index identifiers aren't session-stable** — blocks cross-match persistence until a stable ID is added.
- **Paint system frozen**; **Race vs Builder** naming unresolved; the gold **"Buy Roll available any time"** rule is provisional and may change. - **Paint system frozen**; **Race vs Builder** naming unresolved; the gold **"Buy Roll available any time"** rule is provisional and may change.