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@ -1,5 +1,6 @@
// Assets/_Project/Scripts/Gameplay/BuilderSpells/FireballSpellDefinition.cs // Assets/_Project/Scripts/Gameplay/BuilderSpells/FireballSpellDefinition.cs
using UnityEngine; using UnityEngine;
using TD.Audio;
using TD.Core; using TD.Core;
namespace TD.Gameplay.BuilderSpells namespace TD.Gameplay.BuilderSpells
@ -10,7 +11,7 @@ namespace TD.Gameplay.BuilderSpells
/// </summary> /// </summary>
/// <remarks> /// <remarks>
/// <see cref="BuilderSpellDefinition.TargetType"/> is <see cref="SpellTargetType.PointTarget"/> /// <see cref="BuilderSpellDefinition.TargetType"/> is <see cref="SpellTargetType.PointTarget"/>
/// — the cast controller shows only a fixed-size reticle, even though /// — the cast controller shows only a fixed-size reticule, even though
/// <see cref="BuilderSpellDefinition.Radius"/> is still used internally here as the splash /// <see cref="BuilderSpellDefinition.Radius"/> is still used internally here as the splash
/// radius (0 = no splash, direct hit only). /// radius (0 = no splash, direct hit only).
/// </remarks> /// </remarks>
@ -19,6 +20,20 @@ namespace TD.Gameplay.BuilderSpells
{ {
public override BuilderSpellKind Kind => BuilderSpellKind.Fireball; 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("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")] [Header("Fireball")]
[Tooltip("Damage dealt to every enemy within Radius of the target point.")] [Tooltip("Damage dealt to every enemy within Radius of the target point.")]
[Min(0f)] [Min(0f)]
@ -43,5 +58,15 @@ namespace TD.Gameplay.BuilderSpells
return hitAny; return hitAny;
} }
public override void ClientPlayVfx(Vector3 targetPoint)
{
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);
}
} }
} }

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// Assets/_Project/Scripts/VFX/FallFromSkyVisual.cs
using System.Collections;
using UnityEngine;
namespace TD.VFX
{
/// <summary>
/// Animates this object falling from the sky down to its own spawn position. Intended for
/// a one-shot placeholder VFX prefab (e.g. <c>FireballSpellDefinition.impactVfxPrefab</c>)
/// that gets instantiated already at the correct landing point — on <c>Start</c>, it snaps
/// itself up by <see cref="dropHeight"/> and animates back down over
/// <see cref="duration"/> seconds.
/// </summary>
/// <remarks>
/// Mirrors <see cref="TD.Combat.TowerLandingVisual"/>'s fall coroutine, minus the
/// <c>TowerInstance</c> coupling — this is a plain local one-shot visual, not tied to any
/// networked gameplay state, so it can run from <c>Start()</c> instead of waiting on a
/// spawn event.
/// </remarks>
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
}
}
}

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