From fb945db8723a611f5e57583029c9070beffd9365 Mon Sep 17 00:00:00 2001 From: Ian Woods Date: Tue, 14 Jul 2026 22:04:08 -0700 Subject: [PATCH 1/4] serialize some fields --- .../BuilderSpells/FireballSpell.asset | 6 +++--- .../BuilderSpells/SlowAreaSpell.asset | 2 +- .../BuilderSpells/FireballSpellDefinition.cs | 16 +++++++++++++++- 3 files changed, 19 insertions(+), 5 deletions(-) diff --git a/Assets/_Project/Definitions/BuilderSpells/FireballSpell.asset b/Assets/_Project/Definitions/BuilderSpells/FireballSpell.asset index f813362..d505a3a 100644 --- a/Assets/_Project/Definitions/BuilderSpells/FireballSpell.asset +++ b/Assets/_Project/Definitions/BuilderSpells/FireballSpell.asset @@ -12,13 +12,13 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 22b36bfcd0ae4af4098d908138e874e1, type: 3} m_Name: FireballSpell m_EditorClassIdentifier: Assembly-CSharp::TD.Gameplay.BuilderSpells.FireballSpellDefinition - DisplayName: - Description: + DisplayName: Fireball + Description: Shoot a fireball Icon: {fileID: 0} Cooldown: 5 TargetType: 0 Radius: 3 enemyLayerMask: serializedVersion: 2 - m_Bits: 128 + m_Bits: 1024 Damage: 50 diff --git a/Assets/_Project/Definitions/BuilderSpells/SlowAreaSpell.asset b/Assets/_Project/Definitions/BuilderSpells/SlowAreaSpell.asset index d45c506..74694ff 100644 --- a/Assets/_Project/Definitions/BuilderSpells/SlowAreaSpell.asset +++ b/Assets/_Project/Definitions/BuilderSpells/SlowAreaSpell.asset @@ -20,6 +20,6 @@ MonoBehaviour: Radius: 5 enemyLayerMask: serializedVersion: 2 - m_Bits: 128 + m_Bits: 1024 SlowFactor: 0.5 EffectDuration: 3 diff --git a/Assets/_Project/Scripts/Gameplay/BuilderSpells/FireballSpellDefinition.cs b/Assets/_Project/Scripts/Gameplay/BuilderSpells/FireballSpellDefinition.cs index b21e70c..5fe9ee9 100644 --- a/Assets/_Project/Scripts/Gameplay/BuilderSpells/FireballSpellDefinition.cs +++ b/Assets/_Project/Scripts/Gameplay/BuilderSpells/FireballSpellDefinition.cs @@ -10,7 +10,7 @@ namespace TD.Gameplay.BuilderSpells /// /// /// is - /// — the cast controller shows only a fixed-size reticle, even though + /// — the cast controller shows only a fixed-size reticule, even though /// is still used internally here as the splash /// radius (0 = no splash, direct hit only). /// @@ -19,6 +19,14 @@ namespace TD.Gameplay.BuilderSpells { public override BuilderSpellKind Kind => BuilderSpellKind.Fireball; + [Header("Impact VFX")] + [Tooltip("Prefab spawned at the target point on a successful cast. Optional — leave empty for no visual.")] + [SerializeField] private GameObject impactVfxPrefab; + + [Tooltip("Seconds before the spawned VFX instance is destroyed.")] + [Min(0f)] + [SerializeField] private float impactVfxLifetime = 2f; + [Header("Fireball")] [Tooltip("Damage dealt to every enemy within Radius of the target point.")] [Min(0f)] @@ -43,5 +51,11 @@ namespace TD.Gameplay.BuilderSpells return hitAny; } + + public override void ClientPlayVfx(Vector3 targetPoint) + { + if (impactVfxPrefab != null) + Destroy(Instantiate(impactVfxPrefab, targetPoint, Quaternion.identity), impactVfxLifetime); + } } } From dd87fd6d0ae6d69b1b217979bf3925cbb330e6c8 Mon Sep 17 00:00:00 2001 From: Ian Woods Date: Tue, 14 Jul 2026 23:10:32 -0700 Subject: [PATCH 2/4] terrible looking placeholder for firework --- Assets/_Project/Art/VFX/spells.meta | 8 + .../_Project/Art/VFX/spells/Fireball.prefab | 133 + .../Art/VFX/spells/Fireball.prefab.meta | 7 + .../Art/VFX/spells/FireballMaterial.mat | 137 + 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a/Assets/_Project/Scripts/VFX/FallFromSkyVisual.cs b/Assets/_Project/Scripts/VFX/FallFromSkyVisual.cs new file mode 100644 index 0000000..c287b16 --- /dev/null +++ b/Assets/_Project/Scripts/VFX/FallFromSkyVisual.cs @@ -0,0 +1,82 @@ +// Assets/_Project/Scripts/VFX/FallFromSkyVisual.cs +using System.Collections; +using UnityEngine; + +namespace TD.VFX +{ + /// + /// Animates this object falling from the sky down to its own spawn position. Intended for + /// a one-shot placeholder VFX prefab (e.g. FireballSpellDefinition.impactVfxPrefab) + /// that gets instantiated already at the correct landing point — on Start, it snaps + /// itself up by and animates back down over + /// seconds. + /// + /// + /// Mirrors 's fall coroutine, minus the + /// TowerInstance coupling — this is a plain local one-shot visual, not tied to any + /// networked gameplay state, so it can run from Start() instead of waiting on a + /// spawn event. + /// + public class FallFromSkyVisual : MonoBehaviour + { + [Tooltip("How high above the landing point this object starts.")] + [SerializeField] private float dropHeight = 20f; + + [Tooltip("Seconds for the fall animation to complete.")] + [Min(0.01f)] + [SerializeField] private float duration = 0.5f; + + [Tooltip("Eases the fall over Duration. X = normalized time, Y = normalized fraction " + + "of DropHeight already descended (0 = still at drop height, 1 = landed).")] + [SerializeField] private AnimationCurve fallCurve = AnimationCurve.EaseInOut(0f, 0f, 1f, 1f); + + [Header("Angle (optional — 0 = straight down)")] + [Tooltip("Angle from vertical, in degrees. 0 = falls straight down. Higher values = " + + "a shallower, more meteor-like diagonal approach. Capped below 90 — at 90 the " + + "object would never actually descend.")] + [Range(0f, 80f)] + [SerializeField] private float fallAngleDegrees = 0f; + + [Tooltip("Horizontal direction the object travels as it falls (only used when " + + "FallAngleDegrees > 0). Magnitude is ignored — normalized automatically.")] + [SerializeField] private Vector3 fallDirection = Vector3.forward; + + private void Start() + { + StartCoroutine(AnimateDrop()); + } + + private IEnumerator AnimateDrop() + { + Vector3 landedPosition = transform.position; // already correct — spawned at the target point + + // Split dropHeight into a vertical component (unchanged from the straight-down case) + // plus a horizontal component derived from the angle via basic trig: at angle θ from + // vertical, horizontal distance = dropHeight * tan(θ). At θ = 0 this is 0, so the + // whole angle path collapses back to the original straight-down offset. + float angleRad = fallAngleDegrees * Mathf.Deg2Rad; + float horizontalDistance = dropHeight * Mathf.Tan(angleRad); + + // Only the horizontal (XZ) part of fallDirection matters — a Y component would just + // be double-counting dropHeight, so it's dropped before normalizing. + Vector3 flatDirection = new Vector3(fallDirection.x, 0f, fallDirection.z); + Vector3 horizontalDir = flatDirection.sqrMagnitude > 0.0001f + ? flatDirection.normalized + : Vector3.zero; + + Vector3 startOffset = Vector3.up * dropHeight - horizontalDir * horizontalDistance; + transform.position = landedPosition + startOffset; + + float t = 0f; + while (t < duration) + { + t += Time.deltaTime; + float u = fallCurve.Evaluate(Mathf.Clamp01(t / duration)); + transform.position = landedPosition + startOffset * (1f - u); + yield return null; + } + + transform.position = landedPosition; // snap exactly, avoid float drift + } + } +} diff --git a/Assets/_Project/Scripts/VFX/FallFromSkyVisual.cs.meta b/Assets/_Project/Scripts/VFX/FallFromSkyVisual.cs.meta new file mode 100644 index 0000000..33fa527 --- /dev/null +++ b/Assets/_Project/Scripts/VFX/FallFromSkyVisual.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 883bd1d14f70a623ea1b252cf7015a92 \ No newline at end of file From adfc6c106cc1213738d09b6e1a1a9cafa794eb83 Mon Sep 17 00:00:00 2001 From: Ian Woods Date: Tue, 14 Jul 2026 23:24:29 -0700 Subject: [PATCH 3/4] little bit of sound --- Assets/_Project/Scenes/Levels/9Player.unity | 177 ------------------ .../BuilderSpells/FireballSpellDefinition.cs | 13 +- 2 files changed, 12 insertions(+), 178 deletions(-) diff --git a/Assets/_Project/Scenes/Levels/9Player.unity b/Assets/_Project/Scenes/Levels/9Player.unity index 6ccdbcb..98a6d5e 100644 --- a/Assets/_Project/Scenes/Levels/9Player.unity +++ b/Assets/_Project/Scenes/Levels/9Player.unity @@ -22163,124 +22163,6 @@ Mesh: - 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+ + [Header("Impact Sound")] + [Tooltip("Sound played on every peer when this spell resolves successfully. Same " + + "SoundConfig struct TowerBuiltSound uses — reuse a tower's clip directly if " + + "you want the same sound.")] + [SerializeField] private SoundConfig impactSound; + [Header("Fireball")] [Tooltip("Damage dealt to every enemy within Radius of the target point.")] [Min(0f)] @@ -56,6 +63,10 @@ namespace TD.Gameplay.BuilderSpells { if (impactVfxPrefab != null) Destroy(Instantiate(impactVfxPrefab, targetPoint, Quaternion.identity), impactVfxLifetime); + + if (impactSound.clip != null) + AudioManager.Instance?.Play(impactSound.clip, AudioCategory.TowerFire, + impactSound.RandomPitch(), impactSound.volume); } } } From c0e963fbeb10b8925b9c48305fc92680642af031 Mon Sep 17 00:00:00 2001 From: Ian Woods Date: Thu, 16 Jul 2026 20:26:12 -0700 Subject: [PATCH 4/4] fireball looks like a big stupid fuckin meatball now --- .../_Project/Definitions/BuilderSpells/FireballSpell.asset | 5 +++++ 1 file changed, 5 insertions(+) diff --git a/Assets/_Project/Definitions/BuilderSpells/FireballSpell.asset b/Assets/_Project/Definitions/BuilderSpells/FireballSpell.asset index 4dcb8a2..5f45c46 100644 --- a/Assets/_Project/Definitions/BuilderSpells/FireballSpell.asset +++ b/Assets/_Project/Definitions/BuilderSpells/FireballSpell.asset @@ -23,4 +23,9 @@ MonoBehaviour: m_Bits: 1024 impactVfxPrefab: {fileID: 158073311046191680, guid: 80eaad6d0b024835482b64625b63053c, type: 3} impactVfxLifetime: 2 + impactSound: + clip: {fileID: 8300000, guid: 4ee1b63f27ea04451802bafd35ecef89, type: 3} + volume: 0.5 + minPitch: 1.048 + maxPitch: 0.969 Damage: 50