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FootprintSize: {x: 2, y: 2} GoldCost: 50 - BuildTime: 1 + BuildTime: 0.5 TowerPrefab: {fileID: 6482414459531823157, guid: 85ad5cd50543454891b343720f3048d6, type: 3} - ConstructionPhases: {fileID: 0} - Icon: {fileID: 21300000, guid: 1423e4bda9704c3b826b0eb847c29c1c, type: 3} DamageType: 0 TargetPriority: 0 TargetType: 1 @@ -37,3 +35,4 @@ MonoBehaviour: ProjectilePrefab: {fileID: 2664719039363295382, guid: dc2e4a4108e03874a8b2dab88dcc8fba, type: 3} ProjectileSpeed: 10 UpgradePaths: [] + Icon: {fileID: 21300000, guid: 1423e4bda9704c3b826b0eb847c29c1c, type: 3} diff --git a/Assets/_Project/Definitions/Towers/TeslaCoilTower.asset b/Assets/_Project/Definitions/Towers/TeslaCoilTower.asset index aa5b2b6..cfcc419 100644 --- a/Assets/_Project/Definitions/Towers/TeslaCoilTower.asset +++ b/Assets/_Project/Definitions/Towers/TeslaCoilTower.asset @@ -17,7 +17,7 @@ MonoBehaviour: Rapid, low per-hit damage; targets ground and air. FootprintSize: {x: 2, y: 2} GoldCost: 40 - BuildTime: 2 + BuildTime: 0.5 TowerPrefab: {fileID: 6482414459531823157, guid: 5a9e31f20d023e44dbd1c6d7dcdf4f71, type: 3} ConstructionPhases: {fileID: 0} Icon: {fileID: 0} diff --git a/Assets/_Project/Prefabs/Towers/Tower Construction Sets/BuildSiteVisual.prefab b/Assets/_Project/Prefabs/Towers/Tower Construction Sets/BuildSiteVisual.prefab index b77e65d..6b3815f 100644 --- a/Assets/_Project/Prefabs/Towers/Tower Construction Sets/BuildSiteVisual.prefab +++ b/Assets/_Project/Prefabs/Towers/Tower Construction Sets/BuildSiteVisual.prefab @@ -299,7 +299,6 @@ MonoBehaviour: constructingMaterial: {fileID: 2100000, guid: 88f1dd7b174716645953857b38fb6948, type: 2} pausedMaterial: {fileID: 0} defaultPhaseSet: {fileID: 11400000, guid: ed951755c09d6d0479b4fd924b6915da, type: 2} - dropReticlePrefab: {fileID: 4110617398237858862, guid: f2a37509f5f2e4d4e86cdaf12f99c6c4, type: 3} stageCount: 4 queuedYScale: 0.15 --- !u!65 &6259437393614329336 diff --git a/Assets/_Project/Scripts/Gameplay/BuildSiteVisual.cs b/Assets/_Project/Scripts/Gameplay/BuildSiteVisual.cs index be09946..3ba4d76 100644 --- a/Assets/_Project/Scripts/Gameplay/BuildSiteVisual.cs +++ b/Assets/_Project/Scripts/Gameplay/BuildSiteVisual.cs @@ -3,7 +3,6 @@ using Unity.Netcode; using UnityEngine; using TD.Core; using TD.Towers; -using TD.VFX; namespace TD.Gameplay { @@ -70,13 +69,6 @@ namespace TD.Gameplay "Leave empty to fall back to the legacy cube Y-scale growth below.")] [SerializeField] private ConstructionPhaseSet defaultPhaseSet; - [Header("Drop reticle FX")] - [Tooltip("Optional targeting-reticle effect (ground decal + beam + motes) shown for the " + - "life of this build. Spawned as a child on every peer and fed construction " + - "progress each frame so it shrinks as the tower builds, then destroyed with " + - "this visual at completion/cancel. Leave empty to build with no reticle.")] - [SerializeField] private TowerDropReticle dropReticlePrefab; - [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.")] @@ -255,10 +247,6 @@ namespace TD.Gameplay private int activePhaseIndex = -1; private bool usePhases; - // Spawned child targeting-reticle effect (local, all peers). Fed progress in Update; - // destroyed automatically with this NetworkObject at completion/cancel. - private TowerDropReticle dropReticleInstance; - // ----- Lifecycle -------------------------------------------------- /// @@ -311,15 +299,6 @@ namespace TD.Gameplay // cube). Depends on towerTypeId, which is replicated by now on every peer. ResolvePhaseSet(); - // Spawn the targeting-reticle FX as a local child. It reads this build site's - // replicated progress (fed in Update) and dies with us at completion/cancel. - if (dropReticlePrefab != null) - { - dropReticleInstance = Instantiate(dropReticlePrefab, transform); - dropReticleInstance.transform.localPosition = Vector3.zero; - dropReticleInstance.transform.localRotation = Quaternion.identity; - } - // Subscribe to value changes so visual updates are reactive. currentStage.OnValueChanged += HandleStageChanged; @@ -374,13 +353,6 @@ namespace TD.Gameplay private void Update() { - // Drive the targeting reticle on every peer, every stage: 0 while Queued - // (full-size reticle, awaiting a builder), shrinking while Constructing, frozen - // while Paused. Kept before the Constructing early-return so it also animates - // the queued/paused states. - if (dropReticleInstance != null) - dropReticleInstance.SetProgress(ComputeProgressNormalized()); - // While constructing, advance the visual based on server time. Runs on every // peer so visuals stay synchronized. Paused does NOT update — the visual is // frozen at the pause point. diff --git a/Assets/_Project/Scripts/VFX.meta b/Assets/_Project/Scripts/VFX.meta deleted file mode 100644 index eb2e1b6..0000000 --- a/Assets/_Project/Scripts/VFX.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: ba7743153560abe4c8b69fb6e86ec013 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/_Project/Scripts/VFX/TowerDropReticle.cs b/Assets/_Project/Scripts/VFX/TowerDropReticle.cs deleted file mode 100644 index ef56a7a..0000000 --- a/Assets/_Project/Scripts/VFX/TowerDropReticle.cs +++ /dev/null @@ -1,96 +0,0 @@ -// Assets/_Project/Scripts/VFX/TowerDropReticle.cs -using UnityEngine; -using UnityEngine.Rendering.Universal; - -namespace TD.VFX -{ - /// - /// Local visual for a tower-drop targeting reticle — the ground decal, the vertical - /// energy beam, and the rising motes, bundled under one root. It is spawned as a child - /// of a BuildSiteVisual, which feeds it construction progress via - /// each frame. The decal (and optionally the beam) shrink/fade - /// as progress climbs toward 1 through the shader's _Progress property. - /// - /// - /// Pure visualization — no networking. It runs on every peer because the owning - /// BuildSiteVisual spawns on every peer, and it reads the build site's already- - /// replicated progress. It is destroyed automatically when the build site despawns at - /// construction-complete or cancel (it's a child of that NetworkObject). - /// - /// Per-instance materials. Several towers can build at once, so each reticle - /// needs its own material — a shared material would make every reticle share one - /// _Progress value and shrink in lockstep. The decal's material is cloned here; - /// beam renderers use , which auto-instantiates. - /// - public class TowerDropReticle : MonoBehaviour - { - [Tooltip("Ground decal projector. Its material's _Progress drives the reticle shrink/fade. " + - "Auto-found in children if left empty.")] - [SerializeField] private DecalProjector decal; - - [Tooltip("Optional extra renderers (e.g. the beam) whose material also exposes _Progress " + - "so they fade with construction. Renderers without the property are skipped.")] - [SerializeField] private Renderer[] progressRenderers; - - [Tooltip("Shader float property that drives the shrink: 0 = full size, 1 = complete/gone.")] - [SerializeField] private string progressProperty = "_Progress"; - - private int progressId; - private Material decalMaterialInstance; - private Material[] rendererMaterialInstances; - - private void Awake() - { - progressId = Shader.PropertyToID(progressProperty); - - if (decal == null) decal = GetComponentInChildren(); - - // Clone the decal material so this reticle animates independently of any other - // build site sharing the same source material asset. - if (decal != null && decal.material != null) - { - decalMaterialInstance = new Material(decal.material); - decal.material = decalMaterialInstance; - } - - // Renderer.material returns a per-renderer instance, so these are already unique. - if (progressRenderers != null && progressRenderers.Length > 0) - { - rendererMaterialInstances = new Material[progressRenderers.Length]; - for (int i = 0; i < progressRenderers.Length; i++) - if (progressRenderers[i] != null) - rendererMaterialInstances[i] = progressRenderers[i].material; - } - } - - /// - /// Feed normalized construction progress. 0 = build just started (reticle full size); - /// 1 = complete (reticle shrunk away). Safe to call every frame on any peer. - /// - public void SetProgress(float t01) - { - t01 = Mathf.Clamp01(t01); - - if (decalMaterialInstance != null) - decalMaterialInstance.SetFloat(progressId, t01); - - if (rendererMaterialInstances != null) - { - for (int i = 0; i < rendererMaterialInstances.Length; i++) - { - var mat = rendererMaterialInstances[i]; - if (mat != null && mat.HasProperty(progressId)) - mat.SetFloat(progressId, t01); - } - } - } - - private void OnDestroy() - { - // The cloned decal material is ours to free. Renderer material instances are - // owned by their renderers and cleaned up when those GameObjects are destroyed. - if (decalMaterialInstance != null) - Destroy(decalMaterialInstance); - } - } -} diff --git a/Assets/_Project/Scripts/VFX/TowerDropReticle.cs.meta b/Assets/_Project/Scripts/VFX/TowerDropReticle.cs.meta deleted file mode 100644 index f03d9dd..0000000 --- a/Assets/_Project/Scripts/VFX/TowerDropReticle.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: baac389882e721248bb426ee40fbf74f \ No newline at end of file diff --git a/Packages/manifest.json b/Packages/manifest.json index 6269d02..97b2681 100644 --- a/Packages/manifest.json +++ b/Packages/manifest.json @@ -20,7 +20,6 @@ "com.unity.toolchain.linux-x86_64-linux": "1.1.0", "com.unity.toolchain.win-x86_64-linux": "1.0.2", "com.unity.ugui": "2.0.0", - "com.unity.visualeffectgraph": "17.4.0", "com.unity.modules.accessibility": "1.0.0", "com.unity.modules.adaptiveperformance": "1.0.0", "com.unity.modules.ai": "1.0.0", diff --git a/Packages/packages-lock.json b/Packages/packages-lock.json index a89bbf9..9394995 100644 --- a/Packages/packages-lock.json +++ b/Packages/packages-lock.json @@ -441,15 +441,6 @@ "com.unity.modules.imgui": "1.0.0" } }, - "com.unity.visualeffectgraph": { - "version": "17.4.0", - "depth": 0, - "source": "builtin", - "dependencies": { - "com.unity.shadergraph": "17.4.0", - "com.unity.render-pipelines.core": "17.4.0" - } - }, "com.unity.modules.accessibility": { "version": "1.0.0", "depth": 0, diff --git a/ProjectSettings/Packages/com.unity.probuilder/Settings.json b/ProjectSettings/Packages/com.unity.probuilder/Settings.json index f70e4ce..ebf0b37 100644 --- a/ProjectSettings/Packages/com.unity.probuilder/Settings.json +++ b/ProjectSettings/Packages/com.unity.probuilder/Settings.json @@ -109,43 +109,23 @@ { "type": "UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null", "key": "ShapeBuilder.LastSize.Cube", - "value": "{\"m_Value\":{\"x\":-0.8617095947265625,\"y\":1.0079753398895264,\"z\":3.049813747406006}}" - }, - { - "type": "UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null", - "key": "ShapeBuilder.LastSize.Stairs", - "value": "{\"m_Value\":{\"x\":-2.007598876953125,\"y\":2.0233278274536135,\"z\":2.0208892822265627}}" + "value": "{\"m_Value\":{\"x\":5.5,\"y\":3.0,\"z\":-2.5}}" }, { "type": "UnityEngine.Quaternion, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null", "key": "ShapeBuilder.LastRotation.Cube", "value": "{\"m_Value\":{\"x\":0.0,\"y\":0.0,\"z\":0.0,\"w\":1.0}}" }, - { - "type": "UnityEngine.Quaternion, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null", - "key": "ShapeBuilder.LastRotation.Stairs", - "value": "{\"m_Value\":{\"x\":0.0,\"y\":0.0,\"z\":0.0,\"w\":1.0}}" - }, { "type": "UnityEngine.ProBuilder.PivotLocation, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null", "key": "ShapeBuilder.PivotLocation.Cube", "value": "{\"m_Value\":0}" }, - { - "type": "UnityEngine.ProBuilder.PivotLocation, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null", - "key": "ShapeBuilder.PivotLocation.Stairs", - "value": "{\"m_Value\":0}" - }, { "type": "UnityEngine.ProBuilder.Shapes.Shape, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null", "key": "ShapeBuilder.Cube", "value": "{}" }, - { - "type": "UnityEngine.ProBuilder.Shapes.Shape, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null", - "key": "ShapeBuilder.Stairs", - "value": "{}" - }, { "type": "UnityEngine.ProBuilder.SelectMode, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null", "key": "s_SelectMode", diff --git a/ProjectSettings/VFXManager.asset b/ProjectSettings/VFXManager.asset index 0462703..3a95c98 100644 --- a/ProjectSettings/VFXManager.asset +++ b/ProjectSettings/VFXManager.asset @@ -3,18 +3,10 @@ --- !u!937362698 &1 VFXManager: m_ObjectHideFlags: 0 - m_IndirectShader: {fileID: 7200000, guid: 84a17cfa13e40ae4082ef42714f0a81c, type: 3} - m_CopyBufferShader: {fileID: 7200000, guid: 23c51f21a3503f6428b527b01f8a2f4e, type: 3} - m_PrefixSumShader: {fileID: 7200000, guid: 783e0fdc1a277f54bb851fd2ceab1e7f, type: 3} - m_SortShader: {fileID: 7200000, guid: ea257ca3cfb12a642a5025e612af6b2a, type: 3} - m_StripUpdateShader: {fileID: 7200000, guid: 8fa6c4009fe2a4d4486c62736fc30ad8, type: 3} - m_EmptyShader: {fileID: 4800000, guid: 33a2079f6a2db4c4eb2e44b33f4ddf6b, type: 3} + m_IndirectShader: {fileID: 0} + m_CopyBufferShader: {fileID: 0} + m_SortShader: {fileID: 0} + m_StripUpdateShader: {fileID: 0} m_RenderPipeSettingsPath: m_FixedTimeStep: 0.016666668 m_MaxDeltaTime: 0.05 - m_MaxScrubTime: 30 - m_MaxCapacity: 100000000 - m_CompiledVersion: 7 - m_RuntimeVersion: 39 - m_RuntimeResources: {fileID: 11400000, guid: bc10b42afe3813544bffd38ae2cd893d, type: 2} - m_BatchEmptyLifetime: 300