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a26d0acbfb
| Author | SHA1 | Date | |
|---|---|---|---|
| a26d0acbfb | |||
| 2de6d85b2f | |||
| db9c828e63 |
19 changed files with 351 additions and 5 deletions
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@ -25,7 +25,7 @@ MonoBehaviour:
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areaSound:
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clip: {fileID: 8300000, guid: 038ff3eab9aa0034bac26ccb648ef2a1, type: 3}
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volume: 0.632
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minPitch: 1.14
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minPitch: 1.04
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maxPitch: 0.96
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SlowFactor: 0.5
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EffectDuration: 8
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@ -0,0 +1,31 @@
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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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MonoBehaviour:
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m_GameObject: {fileID: 0}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 37cc60a4a6e53e24cb6d1c0be310868a, type: 3}
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m_Name: SlowAreaUpgradedSpell
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m_EditorClassIdentifier: Assembly-CSharp::TD.Gameplay.BuilderSpells.SlowAreaUpgradedSpellDefinition
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DisplayName: Slow Area II
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Description: Upgraded Slow Area. Slows for 50% longer.
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Icon: {fileID: 0}
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Cooldown: 10
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TargetType: 1
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Radius: 5
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enemyLayerMask:
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serializedVersion: 2
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m_Bits: 1152
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areaVfxPrefab: {fileID: 1462673130280185047, guid: bf2f1f2a9a54e9162b80673e3f7eeaf6, type: 3}
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areaSound:
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clip: {fileID: 8300000, guid: 038ff3eab9aa0034bac26ccb648ef2a1, type: 3}
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volume: 0.632
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minPitch: 1.04
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maxPitch: 0.96
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SlowFactor: 0.5
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EffectDuration: 12
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@ -0,0 +1,8 @@
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userData:
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@ -0,0 +1,20 @@
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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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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_Script: {fileID: 11500000, guid: 7b1c5b562f39c72eea3bafd0165af078, type: 3}
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m_Name: Draft_BuilderSpellOption_SlowAreaUpgrade
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||||
m_EditorClassIdentifier: Assembly-CSharp::TD.Gameplay.Draft.BuilderSpellUpgradeDraftOption
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DisplayName: Slow Area II
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Description: Slows enemies in the area for 50% longer than the default slow area.
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Icon: {fileID: 0}
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Weight: 1
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BaseKind: 1
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UpgradedKind: 2
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@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: d180030b68a9a5e1da497bf6f83451d4
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@ -13428,6 +13428,7 @@ MonoBehaviour:
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spells:
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- {fileID: 11400000, guid: 051c48f416e5366b59d49b0e062333ac, type: 2}
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- {fileID: 11400000, guid: d893f46b037536b4ba91307e184cecfe, type: 2}
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- {fileID: 11400000, guid: 364edf6abc3c31e33b53d0a01142b8ab, type: 2}
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--- !u!4 &914832726
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Transform:
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m_ObjectHideFlags: 0
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@ -28786,6 +28787,7 @@ MonoBehaviour:
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- {fileID: 11400000, guid: 65ff25c1c8a89f7df8e88f71968c1c98, type: 2}
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- {fileID: 11400000, guid: 5f390de69ba43b2a6a0d89cf09580320, type: 2}
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- {fileID: 11400000, guid: 29b35841f7e5db454903798cb5d83434, type: 2}
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- {fileID: 11400000, guid: d180030b68a9a5e1da497bf6f83451d4, type: 2}
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--- !u!4 &2139601601
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Transform:
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m_ObjectHideFlags: 0
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@ -11,5 +11,6 @@ namespace TD.Core
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{
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Fireball = 0,
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SlowArea = 1,
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SlowAreaUpgraded = 2,
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}
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}
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@ -0,0 +1,21 @@
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// Assets/_Project/Scripts/Gameplay/BuilderSpells/SlowAreaUpgradedSpellDefinition.cs
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using TD.Core;
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using UnityEngine;
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namespace TD.Gameplay.BuilderSpells
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{
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/// <summary>
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/// Draft upgrade for <see cref="SlowAreaSpellDefinition"/> — identical behavior, just a
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/// distinct <see cref="BuilderSpellKind"/> so <see
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/// cref="TD.Gameplay.Draft.BuilderSpellUpgradeDraftOption"/> can replace the base spell
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/// with this one in the player's loadout. All fields (SlowFactor, EffectDuration, etc.)
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/// are inherited; author this asset with a longer EffectDuration than the base spell.
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/// </summary>
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[CreateAssetMenu(fileName = "SlowAreaUpgradedSpell",
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menuName = "TD/Builder Spells/Slow Area (Upgraded)")]
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public class SlowAreaUpgradedSpellDefinition : SlowAreaSpellDefinition
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{
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public override BuilderSpellKind Kind => BuilderSpellKind.SlowAreaUpgraded;
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}
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||||
}
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@ -0,0 +1,2 @@
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|||
fileFormatVersion: 2
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||||
guid: 37cc60a4a6e53e24cb6d1c0be310868a
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@ -20,8 +20,9 @@ namespace TD.Gameplay
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/// same constraint on a struct); <c>byte</c> already does, for free.</para>
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///
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/// <para><b>Granted via draft.</b> <see cref="TD.Gameplay.Draft.BuilderEffectDraftOption"/>
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/// calls <see cref="ServerGrantEffect"/> when a player picks it. Effects are permanent for
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/// the match — there is no revoke.</para>
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/// calls <see cref="ServerGrantEffect"/> when a player picks it. Effects are otherwise
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/// permanent for the match — the only way one leaves the granted set is
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/// <see cref="ServerUpgradeEffect"/> swapping it for its upgraded replacement.</para>
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///
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/// <para><b>Query, don't snapshot.</b> Consumers (e.g. <see cref="WaveManager"/> awarding
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/// kill gold) query this manager live at the point of use rather than towers caching their
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@ -117,5 +118,24 @@ namespace TD.Gameplay
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grantedKinds.Add(value);
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return true;
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}
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/// <summary>
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/// Server-only: replaces a previously granted effect with a different one (an upgrade
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/// pick). No-op if the old effect isn't currently granted or the new one already is.
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/// Returns true if the swap happened.
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/// </summary>
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public bool ServerUpgradeEffect(BuilderEffectKind oldKind, BuilderEffectKind newKind)
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{
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if (!IsServer) return false;
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||||
byte newValue = (byte)newKind;
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if (grantedKinds.Contains(newValue)) return false;
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||||
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||||
byte oldValue = (byte)oldKind;
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||||
if (!grantedKinds.Remove(oldValue)) return false;
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||||
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grantedKinds.Add(newValue);
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||||
return true;
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||||
}
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||||
}
|
||||
}
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||||
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|||
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@ -0,0 +1,42 @@
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|||
// Assets/_Project/Scripts/Gameplay/Draft/BuilderEffectUpgradeDraftOption.cs
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using UnityEngine;
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||||
using TD.Core;
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using TD.Gameplay.BuilderEffects;
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namespace TD.Gameplay.Draft
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{
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/// <summary>
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/// Draft choice — "upgrade a builder effect you already have". Replaces
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/// <see cref="BaseKind"/> with <see cref="UpgradedKind"/> in the player's
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/// <see cref="BuilderUpgradeManager"/>.
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/// </summary>
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||||
/// <remarks>
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/// Mirrors <see cref="BuilderEffectDraftOption"/>, but swaps rather than adds. Only offered
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/// while the player currently has <see cref="BaseKind"/> granted — once taken,
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/// <see cref="BaseKind"/> is removed, which automatically makes this option (and any sibling
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/// upgrade branching off the same base) invalid for future drafts.
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/// </remarks>
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[CreateAssetMenu(fileName = "BuilderEffectUpgradeOption",
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menuName = "TD/Draft/Builder Effect Upgrade Option")]
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public class BuilderEffectUpgradeDraftOption : DraftOption
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{
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[Header("Payload")]
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[Tooltip("The builder effect this option upgrades from.")]
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public BuilderEffectKind BaseKind;
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[Tooltip("The builder effect this option upgrades to.")]
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public BuilderEffectKind UpgradedKind;
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public override bool IsValidFor(ulong clientId)
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{
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var upgrades = BuilderUpgradeManager.GetForClient(clientId);
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return upgrades != null && upgrades.PlayerHasEffect(BaseKind);
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||||
}
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||||
public override bool ServerApply(ulong clientId)
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{
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var upgrades = BuilderUpgradeManager.GetForClient(clientId);
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return upgrades != null && upgrades.ServerUpgradeEffect(BaseKind, UpgradedKind);
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||||
}
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||||
}
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||||
}
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||||
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@ -0,0 +1,2 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 717648113e8090fc6856744d898ab375
|
||||
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@ -15,7 +15,9 @@ namespace TD.Gameplay.Draft
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|||
/// <see cref="PlayerSpellLoadout"/> and <see cref="BuilderSpellPool"/> already key off of.
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||||
/// <see cref="IsValidFor"/> also checks slot capacity — once
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||||
/// <see cref="PlayerSpellLoadout.MaxSpellSlots"/> is reached, no further spell options are
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||||
/// offered.
|
||||
/// offered. Gates on <see cref="PlayerSpellLoadout.PlayerHasEverGranted"/> rather than
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||||
/// current possession, so a base spell already upgraded past (see
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||||
/// <see cref="BuilderSpellUpgradeDraftOption"/>) is never re-offered.
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||||
/// </remarks>
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||||
[CreateAssetMenu(fileName = "BuilderSpellOption", menuName = "TD/Draft/Builder Spell Option")]
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public class BuilderSpellDraftOption : DraftOption
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@ -29,7 +31,7 @@ namespace TD.Gameplay.Draft
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var loadout = PlayerSpellLoadout.GetForClient(clientId);
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if (loadout == null) return false;
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if (loadout.SlotCount >= PlayerSpellLoadout.MaxSpellSlots) return false;
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return !loadout.PlayerHasSpell(Kind);
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return !loadout.PlayerHasEverGranted(Kind);
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||||
}
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||||
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||||
public override bool ServerApply(ulong clientId)
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||||
|
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|||
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@ -0,0 +1,52 @@
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|||
// Assets/_Project/Scripts/Gameplay/Draft/BuilderSpellUpgradeDraftOption.cs
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using UnityEngine;
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using TD.Core;
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using TD.Gameplay.BuilderSpells;
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||||
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||||
namespace TD.Gameplay.Draft
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||||
{
|
||||
/// <summary>
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||||
/// Draft choice — "upgrade a builder spell you already have". Replaces
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||||
/// <see cref="BaseKind"/> with <see cref="UpgradedKind"/> in the player's
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/// <see cref="PlayerSpellLoadout"/>, in place — the upgraded spell keeps the same hotkey
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/// slot the base spell occupied.
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/// </summary>
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||||
/// <remarks>
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/// Mirrors <see cref="BuilderSpellDraftOption"/>, but swaps rather than adds (so it doesn't
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/// consume a slot). Only offered while the player currently has <see cref="BaseKind"/>
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||||
/// granted — once taken, <see cref="BaseKind"/> is removed, which automatically makes this
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||||
/// option (and any sibling upgrade branching off the same base) invalid for future drafts.
|
||||
/// </remarks>
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||||
[CreateAssetMenu(fileName = "BuilderSpellUpgradeOption",
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menuName = "TD/Draft/Builder Spell Upgrade Option")]
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public class BuilderSpellUpgradeDraftOption : DraftOption
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{
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[Header("Payload")]
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[Tooltip("The builder spell this option upgrades from.")]
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public BuilderSpellKind BaseKind;
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[Tooltip("The builder spell this option upgrades to.")]
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public BuilderSpellKind UpgradedKind;
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public override bool IsValidFor(ulong clientId)
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{
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var loadout = PlayerSpellLoadout.GetForClient(clientId);
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return loadout != null && loadout.PlayerHasSpell(BaseKind);
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}
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public override bool ServerApply(ulong clientId)
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{
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var loadout = PlayerSpellLoadout.GetForClient(clientId);
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return loadout != null && loadout.ServerUpgradeSpell(BaseKind, UpgradedKind);
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}
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/// <summary>Inherits the upgraded spell's icon (resolved from the pool by
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/// <see cref="UpgradedKind"/>) unless this option assigns an override.</summary>
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public override Sprite ResolveIcon()
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{
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if (Icon != null) return Icon;
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var def = BuilderSpellPool.Instance != null ? BuilderSpellPool.Instance.Get(UpgradedKind) : null;
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return def != null ? def.Icon : null;
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||||
}
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||||
}
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||||
}
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||||
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@ -0,0 +1,2 @@
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|||
fileFormatVersion: 2
|
||||
guid: 7b1c5b562f39c72eea3bafd0165af078
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||||
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@ -0,0 +1,70 @@
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|||
// Assets/_Project/Scripts/Gameplay/Draft/TowerUpgradeDraftOption.cs
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using UnityEngine;
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using TD.Towers;
|
||||
|
||||
namespace TD.Gameplay.Draft
|
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{
|
||||
/// <summary>
|
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/// Draft choice — "upgrade a tower you already have". Replaces <see cref="BaseTower"/>
|
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/// with <see cref="UpgradedTower"/> in the player's <see cref="PlayerTowerDeck"/>: every
|
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/// tower of that type placed from now on is the upgraded version. Already-placed towers
|
||||
/// are unaffected.
|
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/// </summary>
|
||||
/// <remarks>
|
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/// Mirrors <see cref="NewTowerDraftOption"/>, but swaps rather than adds. Only offered
|
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/// while the player currently has <see cref="BaseTower"/> unlocked — once taken,
|
||||
/// <see cref="BaseTower"/> is removed from the deck, which automatically makes this option
|
||||
/// (and any sibling upgrade branching off the same base) invalid for future drafts.
|
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/// </remarks>
|
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[CreateAssetMenu(fileName = "TowerUpgradeOption", menuName = "TD/Draft/Tower Upgrade Option")]
|
||||
public class TowerUpgradeDraftOption : DraftOption
|
||||
{
|
||||
[Header("Payload")]
|
||||
[Tooltip("The tower this option upgrades from. Must be present in the player's deck " +
|
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"for this option to be offered.")]
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public TowerDefinition BaseTower;
|
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|
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[Tooltip("The tower this option upgrades to. Must also be present in the " +
|
||||
"TowerPlacementManager catalog (that's where its TowerTypeId comes from).")]
|
||||
public TowerDefinition UpgradedTower;
|
||||
|
||||
public override bool IsValidFor(ulong clientId)
|
||||
{
|
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var deck = PlayerTowerDeck.GetForClient(clientId);
|
||||
var pm = TowerPlacementManager.Instance;
|
||||
if (deck == null || pm == null || BaseTower == null || UpgradedTower == null) return false;
|
||||
|
||||
if (!pm.TryGetTypeId(BaseTower, out int baseTypeId)) return false;
|
||||
|
||||
return deck.Contains(baseTypeId);
|
||||
}
|
||||
|
||||
public override bool ServerApply(ulong clientId)
|
||||
{
|
||||
var deck = PlayerTowerDeck.GetForClient(clientId);
|
||||
var pm = TowerPlacementManager.Instance;
|
||||
if (deck == null || pm == null || BaseTower == null || UpgradedTower == null) return false;
|
||||
|
||||
if (!pm.TryGetTypeId(BaseTower, out int baseTypeId))
|
||||
{
|
||||
Debug.LogError($"[TowerUpgradeDraftOption] '{BaseTower.name}' is not in the tower " +
|
||||
$"catalog; cannot apply. Add it to TowerPlacementManager.towerDefinitions.");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!pm.TryGetTypeId(UpgradedTower, out int upgradedTypeId))
|
||||
{
|
||||
Debug.LogError($"[TowerUpgradeDraftOption] '{UpgradedTower.name}' is not in the " +
|
||||
$"tower catalog; cannot apply. Add it to " +
|
||||
$"TowerPlacementManager.towerDefinitions.");
|
||||
return false;
|
||||
}
|
||||
|
||||
return deck.ServerUpgradeTower(baseTypeId, upgradedTypeId);
|
||||
}
|
||||
|
||||
/// <summary>Inherits the upgraded tower's icon unless this option assigns an override.</summary>
|
||||
public override Sprite ResolveIcon()
|
||||
=> Icon != null ? Icon : (UpgradedTower != null ? UpgradedTower.Icon : null);
|
||||
}
|
||||
}
|
||||
|
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@ -0,0 +1,2 @@
|
|||
fileFormatVersion: 2
|
||||
guid: aeec22f152a57ef5798eae035c091543
|
||||
|
|
@ -60,6 +60,10 @@ namespace TD.Gameplay
|
|||
|
||||
private readonly NetworkList<SpellSlot> spells = new NetworkList<SpellSlot>();
|
||||
|
||||
// Every kind ever granted this match, including ones since upgraded away. Unlike
|
||||
// `spells`, entries here are never removed — see PlayerHasEverGranted.
|
||||
private readonly NetworkList<byte> everGrantedKinds = new NetworkList<byte>();
|
||||
|
||||
/// <summary>Fired on every peer when a spell is granted or a cooldown changes.</summary>
|
||||
public event System.Action OnLoadoutChanged;
|
||||
|
||||
|
|
@ -100,6 +104,14 @@ namespace TD.Gameplay
|
|||
public BuilderSpellKind? GetKind(int slot)
|
||||
=> (slot >= 0 && slot < spells.Count) ? spells[slot].Kind : (BuilderSpellKind?)null;
|
||||
|
||||
/// <summary>
|
||||
/// True if this player has ever been granted the given spell this match, whether or
|
||||
/// not it's still occupying a slot (e.g. it may have since been upgraded away). Used
|
||||
/// by <see cref="TD.Gameplay.Draft.BuilderSpellDraftOption"/> so a base spell already
|
||||
/// upgraded past is never re-offered.
|
||||
/// </summary>
|
||||
public bool PlayerHasEverGranted(BuilderSpellKind kind) => everGrantedKinds.Contains((byte)kind);
|
||||
|
||||
/// <summary>True if <paramref name="slot"/> is out of range, empty, or still cooling down.</summary>
|
||||
public bool IsSlotOnCooldown(int slot)
|
||||
{
|
||||
|
|
@ -136,9 +148,33 @@ namespace TD.Gameplay
|
|||
if (PlayerHasSpell(kind)) return false;
|
||||
|
||||
spells.Add(SpellSlot.CreateReady(kind));
|
||||
if (!everGrantedKinds.Contains((byte)kind)) everGrantedKinds.Add((byte)kind);
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Server-only: replaces a previously granted spell with a different one (an upgrade
|
||||
/// pick), in place — the upgraded spell keeps the base spell's hotkey slot and starts
|
||||
/// off cooldown. No-op if the old spell isn't currently granted or the new one already
|
||||
/// is. Returns true if the swap happened.
|
||||
/// </summary>
|
||||
public bool ServerUpgradeSpell(BuilderSpellKind oldKind, BuilderSpellKind newKind)
|
||||
{
|
||||
if (!IsServer) return false;
|
||||
if (PlayerHasSpell(newKind)) return false;
|
||||
|
||||
for (int i = 0; i < spells.Count; i++)
|
||||
{
|
||||
if (spells[i].Kind == oldKind)
|
||||
{
|
||||
spells[i] = SpellSlot.CreateReady(newKind);
|
||||
if (!everGrantedKinds.Contains((byte)newKind)) everGrantedKinds.Add((byte)newKind);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
// ----- Cast RPC -----------------------------------------------------
|
||||
|
||||
/// <summary>
|
||||
|
|
|
|||
|
|
@ -146,5 +146,30 @@ namespace TD.Gameplay
|
|||
unlockedTypeIds.Add(towerTypeId);
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Server-only: replaces a previously unlocked tower type with a different one (an
|
||||
/// upgrade pick) — every tower of that type placed from now on uses the new definition.
|
||||
/// Already-placed towers keep whatever type they were placed with; this only changes
|
||||
/// what's placeable going forward. No-op if the old type isn't currently unlocked or
|
||||
/// the new one already is. Returns true if the swap happened.
|
||||
/// </summary>
|
||||
public bool ServerUpgradeTower(int oldTypeId, int newTypeId)
|
||||
{
|
||||
if (!IsServer) return false;
|
||||
if (newTypeId <= 0) return false;
|
||||
if (Contains(newTypeId)) return false;
|
||||
|
||||
for (int i = 0; i < unlockedTypeIds.Count; i++)
|
||||
{
|
||||
if (unlockedTypeIds[i] == oldTypeId)
|
||||
{
|
||||
unlockedTypeIds.RemoveAt(i);
|
||||
unlockedTypeIds.Add(newTypeId);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue