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map-pipeli
| Author | SHA1 | Date | |
|---|---|---|---|
| 2b1aee3e03 |
37 changed files with 5418 additions and 30 deletions
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@ -51,6 +51,16 @@ namespace TD.Levels
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[Tooltip("Optional author/credit text. Empty triggers a soft warning at bake time.")]
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[Tooltip("Optional author/credit text. Empty triggers a soft warning at bake time.")]
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public string author = "";
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public string author = "";
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[Header("Rules")]
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[Tooltip("OwnerOnly: players can only build inside their own PlayerZoneVolume — the classic " +
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"one-maze-each layout.\n\n" +
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"Shared: any player can build on any Buildable tile, so the whole map is one " +
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"cooperative maze. Zones still define territory for leak attribution, camera " +
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"start, builder spawn and minimap tinting — only the build restriction lifts.\n\n" +
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"Towers always belong to whoever paid for them; sell and upgrade stay owner-gated " +
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"under both modes.")]
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public BuildAccess buildAccess = BuildAccess.OwnerOnly;
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// -------------------------------------------------------------------
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// -------------------------------------------------------------------
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// Gizmo visibility toggles. Each volume type reads its own toggle to decide whether to
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// Gizmo visibility toggles. Each volume type reads its own toggle to decide whether to
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// draw always-on or only-when-selected.
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// draw always-on or only-when-selected.
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@ -63,6 +63,17 @@ namespace TD.Levels
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public BakeOutcome LastBakeOutcome;
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public BakeOutcome LastBakeOutcome;
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public int LastBakeWarningCount;
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public int LastBakeWarningCount;
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// -------------------------------------------------------------------
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// Match rules.
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// -------------------------------------------------------------------
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[Header("Rules")]
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[Tooltip("Whether players are restricted to building in their own zone (OwnerOnly) or can " +
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"build anywhere on the map's buildable area (Shared). Affects placement permission " +
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"only — OwnerGrid still drives leak attribution, camera start, builder spawn and " +
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"minimap tinting under both modes.")]
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public BuildAccess BuildAccess;
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// -------------------------------------------------------------------
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// -------------------------------------------------------------------
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// Grid metadata.
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// Grid metadata.
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// -------------------------------------------------------------------
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// -------------------------------------------------------------------
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8
Assets/_Project/Prefabs/MatchCore.meta
Normal file
8
Assets/_Project/Prefabs/MatchCore.meta
Normal file
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@ -0,0 +1,8 @@
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483
Assets/_Project/Prefabs/MatchCore/MatchNetwork.prefab
Normal file
483
Assets/_Project/Prefabs/MatchCore/MatchNetwork.prefab
Normal file
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@ -0,0 +1,483 @@
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--- !u!114 &1710569614611447900
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327
Assets/_Project/Scenes/Levels/3Player.asset
Normal file
327
Assets/_Project/Scenes/Levels/3Player.asset
Normal file
File diff suppressed because one or more lines are too long
8
Assets/_Project/Scenes/Levels/3Player.asset.meta
Normal file
8
Assets/_Project/Scenes/Levels/3Player.asset.meta
Normal file
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assetBundleVariant:
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1682
Assets/_Project/Scenes/Levels/3Player.unity
Normal file
1682
Assets/_Project/Scenes/Levels/3Player.unity
Normal file
File diff suppressed because it is too large
Load diff
7
Assets/_Project/Scenes/Levels/3Player.unity.meta
Normal file
7
Assets/_Project/Scenes/Levels/3Player.unity.meta
Normal file
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assetBundleVariant:
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BIN
Assets/_Project/Scenes/Levels/3Player_TerrainData.asset
Normal file
BIN
Assets/_Project/Scenes/Levels/3Player_TerrainData.asset
Normal file
Binary file not shown.
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@ -0,0 +1,8 @@
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assetBundleVariant:
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BIN
Assets/_Project/Scenes/Levels/3Player_Thumbnail.png
(Stored with Git LFS)
Normal file
BIN
Assets/_Project/Scenes/Levels/3Player_Thumbnail.png
(Stored with Git LFS)
Normal file
Binary file not shown.
117
Assets/_Project/Scenes/Levels/3Player_Thumbnail.png.meta
Normal file
117
Assets/_Project/Scenes/Levels/3Player_Thumbnail.png.meta
Normal file
|
|
@ -0,0 +1,117 @@
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alphaTestReferenceValue: 0.5
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seamlessCubemap: 0
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|
textureFormat: 1
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|
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|
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|
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|
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|
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|
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|
swizzle: 50462976
|
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|
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|
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|
platformSettings:
|
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|
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|
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|
buildTarget: DefaultTexturePlatform
|
||||||
|
maxTextureSize: 2048
|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
buildTarget: Standalone
|
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|
maxTextureSize: 2048
|
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|
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|
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|
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|
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|
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|
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|
outline: []
|
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customData:
|
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|
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|
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bones: []
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|
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spriteCustomMetadata:
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|
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nameFileIdTable: {}
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mipmapLimitGroupName:
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|
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userData:
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|
assetBundleName:
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|
assetBundleVariant:
|
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|
|
@ -638,6 +638,7 @@ MonoBehaviour:
|
||||||
maps:
|
maps:
|
||||||
- {fileID: 11400000, guid: e65cce766e92f604f85ab939cf374abd, type: 2}
|
- {fileID: 11400000, guid: e65cce766e92f604f85ab939cf374abd, type: 2}
|
||||||
- {fileID: 11400000, guid: 9cc56fbc3ae460a4b862f8510fdf5f09, type: 2}
|
- {fileID: 11400000, guid: 9cc56fbc3ae460a4b862f8510fdf5f09, type: 2}
|
||||||
|
- {fileID: 11400000, guid: 4ca1d0054e9d3744e8802817bf0b69e2, type: 2}
|
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--- !u!4 &976902011
|
--- !u!4 &976902011
|
||||||
Transform:
|
Transform:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
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||||||
|
|
@ -203,6 +203,31 @@ namespace TD.Core
|
||||||
Restricted = 2,
|
Restricted = 2,
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Whether a map restricts tower placement to each player's own zone, or lets everyone build
|
||||||
|
/// anywhere on the map's buildable area.
|
||||||
|
/// </summary>
|
||||||
|
/// <remarks>
|
||||||
|
/// <para>This governs placement PERMISSION only. Zone ownership keeps doing everything else it
|
||||||
|
/// does today under both modes — leak attribution, camera start position, builder spawn point,
|
||||||
|
/// minimap tinting. A shared-build map still has distinct player territories; they are simply
|
||||||
|
/// all buildable by everyone.</para>
|
||||||
|
///
|
||||||
|
/// <para>Backed by byte with <c>OwnerOnly = 0</c> so <c>LevelData</c> assets baked before this
|
||||||
|
/// existed deserialize to the pre-existing behaviour without needing a re-bake.</para>
|
||||||
|
///
|
||||||
|
/// <para>Tower OWNERSHIP is unaffected: a tower belongs to whoever paid for it, and sell /
|
||||||
|
/// upgrade stay owner-gated in both modes.</para>
|
||||||
|
/// </remarks>
|
||||||
|
public enum BuildAccess : byte
|
||||||
|
{
|
||||||
|
/// <summary>A player may only build on tiles covered by their own PlayerZoneVolume.</summary>
|
||||||
|
OwnerOnly = 0,
|
||||||
|
|
||||||
|
/// <summary>Any player may build on any Buildable tile, whichever zone owns it.</summary>
|
||||||
|
Shared = 1,
|
||||||
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Outcome of a bake operation, recorded on the baked <see cref="TD.Levels.LevelData"/> asset.
|
/// Outcome of a bake operation, recorded on the baked <see cref="TD.Levels.LevelData"/> asset.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
|
|
||||||
|
|
@ -802,17 +802,33 @@ namespace TD.Levels.Editor
|
||||||
}
|
}
|
||||||
|
|
||||||
// P5-8: zones with neither outgoing leak nor goal adjacency.
|
// P5-8: zones with neither outgoing leak nor goal adjacency.
|
||||||
var zonesWithLeaks = new HashSet<PlayerSlot>();
|
//
|
||||||
foreach (var l in ctx.LeakExitVolumes) zonesWithLeaks.Add(l.sourceZone);
|
// OwnerOnly maps only. The rule asserts the lane-chain topology those maps are built
|
||||||
|
// around: each player's zone either hands off to the next or is the final defender.
|
||||||
foreach (var owner in ctx.DeclaredOwners)
|
//
|
||||||
|
// On a Shared map that assertion is wrong, not merely unnecessary. Zones there are
|
||||||
|
// typically directly adjacent with no gate between them, so most have no outgoing leak
|
||||||
|
// and are not goal-adjacent — and that is the intended shape, because the whole map is
|
||||||
|
// one contiguous maze. The property P5-8 actually protects ("enemies from this zone have
|
||||||
|
// somewhere to go") is enforced more strictly by P5-4 above, which runs a real BFS from
|
||||||
|
// every spawner to the exit set — and with no leak volumes present, that exit set is the
|
||||||
|
// goal tiles, which is exactly the right requirement. Zones with no spawners can't
|
||||||
|
// strand anything: WaveManager skips them.
|
||||||
|
if (ctx.Authoring.buildAccess == BuildAccess.OwnerOnly)
|
||||||
{
|
{
|
||||||
bool hasLeak = zonesWithLeaks.Contains(owner);
|
var zonesWithLeaks = new HashSet<PlayerSlot>();
|
||||||
bool isGoalAdj = goalAdjacentZones.Contains(owner);
|
foreach (var l in ctx.LeakExitVolumes) zonesWithLeaks.Add(l.sourceZone);
|
||||||
if (!hasLeak && !isGoalAdj)
|
|
||||||
|
foreach (var owner in ctx.DeclaredOwners)
|
||||||
{
|
{
|
||||||
report.Error("P5-8", $"Player zone {owner} has no outgoing leak exit AND is not goal-adjacent. " +
|
bool hasLeak = zonesWithLeaks.Contains(owner);
|
||||||
"Every zone must either lead somewhere or be a final defender.");
|
bool isGoalAdj = goalAdjacentZones.Contains(owner);
|
||||||
|
if (!hasLeak && !isGoalAdj)
|
||||||
|
{
|
||||||
|
report.Error("P5-8", $"Player zone {owner} has no outgoing leak exit AND is not goal-adjacent. " +
|
||||||
|
"Every zone must either lead somewhere or be a final defender. " +
|
||||||
|
"(This rule is skipped on Shared-build maps.)");
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -919,6 +935,7 @@ namespace TD.Levels.Editor
|
||||||
data.PlayerCount = ctx.Authoring.playerCount;
|
data.PlayerCount = ctx.Authoring.playerCount;
|
||||||
data.MapDescription = ctx.Authoring.mapDescription;
|
data.MapDescription = ctx.Authoring.mapDescription;
|
||||||
data.Author = ctx.Authoring.author;
|
data.Author = ctx.Authoring.author;
|
||||||
|
data.BuildAccess = ctx.Authoring.buildAccess;
|
||||||
data.GridOriginTile = ctx.GridOriginTile;
|
data.GridOriginTile = ctx.GridOriginTile;
|
||||||
data.GridSize = ctx.GridSize;
|
data.GridSize = ctx.GridSize;
|
||||||
|
|
||||||
|
|
@ -1152,7 +1169,10 @@ namespace TD.Levels.Editor
|
||||||
sb.Append("playerCount=").Append(ctx.Authoring.playerCount.ToString(inv)).Append('|');
|
sb.Append("playerCount=").Append(ctx.Authoring.playerCount.ToString(inv)).Append('|');
|
||||||
sb.Append("expectedGoalCount=").Append(ctx.Authoring.expectedGoalCount.ToString(inv)).Append('|');
|
sb.Append("expectedGoalCount=").Append(ctx.Authoring.expectedGoalCount.ToString(inv)).Append('|');
|
||||||
sb.Append("mapDescription=").Append(ctx.Authoring.mapDescription ?? "").Append('|');
|
sb.Append("mapDescription=").Append(ctx.Authoring.mapDescription ?? "").Append('|');
|
||||||
sb.Append("author=").Append(ctx.Authoring.author ?? "").Append('\n');
|
sb.Append("author=").Append(ctx.Authoring.author ?? "").Append('|');
|
||||||
|
// By NAME, matching the per-volume enum convention below — a future reordering of the
|
||||||
|
// enum must not silently produce a matching hash for different rules.
|
||||||
|
sb.Append("buildAccess=").Append(ctx.Authoring.buildAccess.ToString()).Append('\n');
|
||||||
|
|
||||||
// Volume blocks, ordered by canonical path.
|
// Volume blocks, ordered by canonical path.
|
||||||
var rootTransform = ctx.Authoring.transform;
|
var rootTransform = ctx.Authoring.transform;
|
||||||
|
|
@ -1354,6 +1374,7 @@ namespace TD.Levels.Editor
|
||||||
target.PlayerCount = src.PlayerCount;
|
target.PlayerCount = src.PlayerCount;
|
||||||
target.MapDescription = src.MapDescription;
|
target.MapDescription = src.MapDescription;
|
||||||
target.Author = src.Author;
|
target.Author = src.Author;
|
||||||
|
target.BuildAccess = src.BuildAccess;
|
||||||
target.ScenePath = src.ScenePath;
|
target.ScenePath = src.ScenePath;
|
||||||
target.AuthoringHash = src.AuthoringHash;
|
target.AuthoringHash = src.AuthoringHash;
|
||||||
target.LastBakeTimestamp = src.LastBakeTimestamp;
|
target.LastBakeTimestamp = src.LastBakeTimestamp;
|
||||||
|
|
|
||||||
356
Assets/_Project/Scripts/Editor/Levels/MapCoreExtractor.cs
Normal file
356
Assets/_Project/Scripts/Editor/Levels/MapCoreExtractor.cs
Normal file
|
|
@ -0,0 +1,356 @@
|
||||||
|
// Assets/_Project/Scripts/Editor/Levels/MapCoreExtractor.cs
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEditor;
|
||||||
|
using UnityEditor.SceneManagement;
|
||||||
|
using UnityEditorInternal;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.SceneManagement;
|
||||||
|
|
||||||
|
using TD.Audio;
|
||||||
|
using TD.Dev;
|
||||||
|
using TD.Gameplay;
|
||||||
|
using TD.Gameplay.BuilderEffects;
|
||||||
|
using TD.Gameplay.BuilderSpells;
|
||||||
|
using TD.Gameplay.Draft;
|
||||||
|
using TD.Gameplay.EnemyAbilities;
|
||||||
|
using TD.Gameplay.EnemyUpgrades;
|
||||||
|
using TD.Gameplay.Waves;
|
||||||
|
using TD.UI;
|
||||||
|
using TD.VFX;
|
||||||
|
|
||||||
|
namespace TD.Levels.Editor
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// One-time (re-runnable) utility that lifts every map-independent scene object out of a
|
||||||
|
/// reference match scene and bakes it into the two prefabs <c>TD/New Map…</c> instantiates.
|
||||||
|
/// </summary>
|
||||||
|
/// <remarks>
|
||||||
|
/// <para><b>Why extract instead of generating from scratch?</b> Several of these components hold
|
||||||
|
/// ORDER-SENSITIVE arrays that double as network identity — <c>EnemyUpgradePool.options</c>
|
||||||
|
/// indices are card network ids, and <c>TowerPlacementManager.towerDefinitions</c> indices are
|
||||||
|
/// <c>TowerTypeId</c>. Re-deriving those from an AssetDatabase scan would produce a different
|
||||||
|
/// order than the shipping map and desync peers. Copying the live components preserves them
|
||||||
|
/// exactly.</para>
|
||||||
|
///
|
||||||
|
/// <para><b>Two prefabs, two lifetimes.</b> <c>MatchServices</c> contains no NetworkObject, so
|
||||||
|
/// new maps keep it as a LINKED prefab instance and later edits propagate everywhere.
|
||||||
|
/// <c>MatchNetwork</c> holds the six scene-placed NetworkBehaviours and is UNPACKED on use, so
|
||||||
|
/// what NGO sees in a generated scene is indistinguishable from a hand-authored one.</para>
|
||||||
|
///
|
||||||
|
/// <para><b>This does not modify the reference scene's contents</b> — temporary objects are
|
||||||
|
/// created and destroyed — but Unity still marks the scene dirty. Don't save it afterwards.</para>
|
||||||
|
/// </remarks>
|
||||||
|
public static class MapCoreExtractor
|
||||||
|
{
|
||||||
|
private const string PrefabFolder = "Assets/_Project/Prefabs/MatchCore";
|
||||||
|
private const string ServicesPrefabPath = PrefabFolder + "/MatchServices.prefab";
|
||||||
|
private const string NetworkPrefabPath = PrefabFolder + "/MatchNetwork.prefab";
|
||||||
|
|
||||||
|
// Plain (non-networked, no UIDocument) singleton services, collapsed onto the
|
||||||
|
// _MatchServices ROOT GameObject in this order.
|
||||||
|
//
|
||||||
|
// Order matters in exactly one place: AudioSource must precede MusicPlayer, whose
|
||||||
|
// [RequireComponent(typeof(AudioSource))] would otherwise auto-add a second, default-valued
|
||||||
|
// AudioSource before we get a chance to copy the authored one.
|
||||||
|
private static readonly System.Type[] RootServiceTypes =
|
||||||
|
{
|
||||||
|
typeof(LevelLoader),
|
||||||
|
typeof(PathfindingService),
|
||||||
|
typeof(SelectionState),
|
||||||
|
typeof(SelectionVisualizer),
|
||||||
|
typeof(TowerPlacementController),
|
||||||
|
typeof(TowerPaintController),
|
||||||
|
typeof(BuilderSpellCastController),
|
||||||
|
typeof(FloatingTextSpawner),
|
||||||
|
typeof(SellEffectSpawner),
|
||||||
|
typeof(AudioManager),
|
||||||
|
typeof(AudioSource), // must come before MusicPlayer — see note above
|
||||||
|
typeof(MusicPlayer),
|
||||||
|
typeof(BuilderEffectPool),
|
||||||
|
typeof(BuilderSpellPool),
|
||||||
|
typeof(EnemyAbilityPool),
|
||||||
|
typeof(EnemyUpgradePool),
|
||||||
|
typeof(DraftPool),
|
||||||
|
typeof(DraftService),
|
||||||
|
typeof(DevWaveControls),
|
||||||
|
};
|
||||||
|
|
||||||
|
// Scene-placed NetworkBehaviours. Each keeps its own GameObject and its own NetworkObject —
|
||||||
|
// they are only re-parented under a shared root, so network topology is unchanged.
|
||||||
|
private static readonly System.Type[] NetworkServiceTypes =
|
||||||
|
{
|
||||||
|
typeof(ChatService),
|
||||||
|
typeof(MatchState),
|
||||||
|
typeof(RunState),
|
||||||
|
typeof(TowerPlacementManager),
|
||||||
|
typeof(WaveManager),
|
||||||
|
typeof(WaveVote),
|
||||||
|
};
|
||||||
|
|
||||||
|
// -------------------------------------------------------------------
|
||||||
|
// Menu entry
|
||||||
|
// -------------------------------------------------------------------
|
||||||
|
|
||||||
|
[MenuItem("TD/Map Pipeline/Build Core Prefabs From Open Scene", false, 200)]
|
||||||
|
public static void BuildCorePrefabs()
|
||||||
|
{
|
||||||
|
Scene scene = EditorSceneManager.GetActiveScene();
|
||||||
|
|
||||||
|
if (!scene.IsValid() || string.IsNullOrEmpty(scene.path))
|
||||||
|
{
|
||||||
|
EditorUtility.DisplayDialog(
|
||||||
|
"No saved scene open",
|
||||||
|
"Open a fully-wired match scene (9Player) before running this. The extractor " +
|
||||||
|
"reads its components to build the core prefabs.",
|
||||||
|
"OK");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Pre-scan so a missing service aborts before we create anything.
|
||||||
|
if (!TryResolveSources(scene, out var rootSources, out var missing))
|
||||||
|
{
|
||||||
|
EditorUtility.DisplayDialog(
|
||||||
|
"Reference scene is incomplete",
|
||||||
|
$"'{scene.name}' is missing {missing.Count} component(s) the core prefabs need:\n\n" +
|
||||||
|
string.Join("\n", missing) +
|
||||||
|
"\n\nOpen a complete match scene (9Player) and try again.",
|
||||||
|
"OK");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool proceed = EditorUtility.DisplayDialog(
|
||||||
|
"Build core prefabs",
|
||||||
|
$"Read '{scene.name}' and (re)write:\n\n" +
|
||||||
|
$" {ServicesPrefabPath}\n" +
|
||||||
|
$" {NetworkPrefabPath}\n\n" +
|
||||||
|
"The scene's own contents are not changed, but Unity will mark it dirty. " +
|
||||||
|
"Don't save it afterwards.\n\nProceed?",
|
||||||
|
"Build Prefabs",
|
||||||
|
"Cancel");
|
||||||
|
if (!proceed) return;
|
||||||
|
|
||||||
|
MapTemplate.EnsureFolder(PrefabFolder);
|
||||||
|
|
||||||
|
GameObject servicesPrefab = BuildServicesPrefab(scene, rootSources);
|
||||||
|
GameObject networkPrefab = BuildNetworkPrefab(scene);
|
||||||
|
|
||||||
|
var template = MapTemplate.LoadOrCreate();
|
||||||
|
template.matchServicesPrefab = servicesPrefab;
|
||||||
|
template.matchNetworkPrefab = networkPrefab;
|
||||||
|
CaptureTerrainDefaults(scene, template);
|
||||||
|
EditorUtility.SetDirty(template);
|
||||||
|
|
||||||
|
AssetDatabase.SaveAssets();
|
||||||
|
AssetDatabase.Refresh();
|
||||||
|
|
||||||
|
Debug.Log(
|
||||||
|
$"[MapPipeline] Core prefabs built from '{scene.name}'.\n" +
|
||||||
|
$" MatchServices: {RootServiceTypes.Length} components on the root + HUD / DebugConsole / " +
|
||||||
|
$"CameraRig / lighting children.\n" +
|
||||||
|
$" MatchNetwork: {NetworkServiceTypes.Length} NetworkBehaviours under one root.\n" +
|
||||||
|
$" Template: {MapTemplate.AssetPath}\n" +
|
||||||
|
$" '{scene.name}' is now marked dirty by the temporary objects — do NOT save it.");
|
||||||
|
|
||||||
|
EditorGUIUtility.PingObject(template);
|
||||||
|
}
|
||||||
|
|
||||||
|
// -------------------------------------------------------------------
|
||||||
|
// Source resolution
|
||||||
|
// -------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Resolves every root-service component up front. Returns false (with a human-readable list)
|
||||||
|
// if anything is absent, so we never write a half-populated prefab.
|
||||||
|
private static bool TryResolveSources(Scene scene, out List<Component> rootSources,
|
||||||
|
out List<string> missing)
|
||||||
|
{
|
||||||
|
rootSources = new List<Component>(RootServiceTypes.Length);
|
||||||
|
missing = new List<string>();
|
||||||
|
|
||||||
|
// AudioSource is resolved from MusicPlayer's GameObject rather than "first in scene",
|
||||||
|
// so we copy the music source's authored volume rather than some unrelated emitter.
|
||||||
|
var musicPlayer = FindOne(scene, typeof(MusicPlayer)) as MusicPlayer;
|
||||||
|
|
||||||
|
foreach (var type in RootServiceTypes)
|
||||||
|
{
|
||||||
|
Component found = type == typeof(AudioSource)
|
||||||
|
? (musicPlayer != null ? musicPlayer.GetComponent<AudioSource>() : null)
|
||||||
|
: FindOne(scene, type);
|
||||||
|
|
||||||
|
if (found == null) missing.Add(" • " + type.Name);
|
||||||
|
rootSources.Add(found);
|
||||||
|
}
|
||||||
|
|
||||||
|
foreach (var type in NetworkServiceTypes)
|
||||||
|
{
|
||||||
|
if (FindOne(scene, type) == null) missing.Add(" • " + type.Name);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (FindOne(scene, typeof(HUDController)) == null) missing.Add(" • HUDController");
|
||||||
|
if (FindOne(scene, typeof(CameraController)) == null) missing.Add(" • CameraController");
|
||||||
|
|
||||||
|
return missing.Count == 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Scans the scene's root objects rather than Object.FindObjectsByType: the FindObjectsByType
|
||||||
|
// overload set has churned across Unity 6.x (FindObjectsSortMode deprecation), and walking
|
||||||
|
// roots is stable across all of them.
|
||||||
|
private static Component FindOne(Scene scene, System.Type type)
|
||||||
|
{
|
||||||
|
foreach (var root in scene.GetRootGameObjects())
|
||||||
|
{
|
||||||
|
var found = root.GetComponentInChildren(type, true);
|
||||||
|
if (found != null) return found;
|
||||||
|
}
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
private static Light FindDirectionalLight(Scene scene)
|
||||||
|
{
|
||||||
|
foreach (var root in scene.GetRootGameObjects())
|
||||||
|
{
|
||||||
|
foreach (var light in root.GetComponentsInChildren<Light>(true))
|
||||||
|
{
|
||||||
|
if (light.type == LightType.Directional) return light;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
// -------------------------------------------------------------------
|
||||||
|
// MatchServices prefab
|
||||||
|
// -------------------------------------------------------------------
|
||||||
|
|
||||||
|
private static GameObject BuildServicesPrefab(Scene scene, List<Component> rootSources)
|
||||||
|
{
|
||||||
|
var root = new GameObject("_MatchServices");
|
||||||
|
|
||||||
|
// Flatten every plain service onto the root. CopyComponent/PasteComponentAsNew carries
|
||||||
|
// all serialized values, including the order-sensitive asset arrays.
|
||||||
|
for (int i = 0; i < rootSources.Count; i++)
|
||||||
|
{
|
||||||
|
var src = rootSources[i];
|
||||||
|
if (src == null) continue;
|
||||||
|
ComponentUtility.CopyComponent(src);
|
||||||
|
ComponentUtility.PasteComponentAsNew(root);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Components that need their own GameObject: UIDocument is [DisallowMultipleComponent],
|
||||||
|
// so HUD and DebugConsole can't share one; CameraRig needs an independently-moving
|
||||||
|
// transform with the Camera as its child.
|
||||||
|
GameObject hud = CloneUnder(FindOne(scene, typeof(HUDController)), root, "HUD");
|
||||||
|
CloneUnder(FindOne(scene, typeof(DebugConsole)), root, "DebugConsole");
|
||||||
|
GameObject cameraRig = CloneUnder(FindOne(scene, typeof(CameraController)), root, "CameraRig");
|
||||||
|
CloneUnder(FindDirectionalLight(scene), root, "Directional Light");
|
||||||
|
|
||||||
|
// Post-processing volume is optional — 9Player doesn't have one, Main does.
|
||||||
|
CloneUnder(FindOne(scene, typeof(UnityEngine.Rendering.Volume)), root, "Global Volume");
|
||||||
|
|
||||||
|
RewireHudReferences(hud, root, cameraRig);
|
||||||
|
ClearBakedLevelReference(root);
|
||||||
|
|
||||||
|
var prefab = PrefabUtility.SaveAsPrefabAsset(root, ServicesPrefabPath);
|
||||||
|
Object.DestroyImmediate(root);
|
||||||
|
return prefab;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Instantiate() remaps references that point INSIDE the copied hierarchy but leaves
|
||||||
|
// references that point outside it aimed at the original scene objects. Saving a prefab
|
||||||
|
// silently nulls those, so re-aim them at the prefab-internal equivalents first.
|
||||||
|
private static void RewireHudReferences(GameObject hud, GameObject root, GameObject cameraRig)
|
||||||
|
{
|
||||||
|
if (hud == null) return;
|
||||||
|
var controller = hud.GetComponent<HUDController>();
|
||||||
|
if (controller == null) return;
|
||||||
|
|
||||||
|
var so = new SerializedObject(controller);
|
||||||
|
SetRef(so, "placementController", root.GetComponent<TowerPlacementController>());
|
||||||
|
SetRef(so, "paintController", root.GetComponent<TowerPaintController>());
|
||||||
|
SetRef(so, "cameraController",
|
||||||
|
cameraRig != null ? cameraRig.GetComponent<CameraController>() : null);
|
||||||
|
|
||||||
|
// TowerPlacementManager lives in the OTHER prefab (it's a NetworkBehaviour), so this
|
||||||
|
// reference cannot be satisfied here. HUDController already falls back to
|
||||||
|
// TowerPlacementManager.Instance and retries per-frame until the object spawns, so
|
||||||
|
// leaving it null is the correct wiring, not a gap.
|
||||||
|
SetRef(so, "placementManager", null);
|
||||||
|
|
||||||
|
so.ApplyModifiedPropertiesWithoutUndo();
|
||||||
|
}
|
||||||
|
|
||||||
|
// The reference scene's LevelLoader points at that map's LevelData. The prefab is map-
|
||||||
|
// independent, so blank it — NewMapBuilder sets it per-instance as a prefab override.
|
||||||
|
private static void ClearBakedLevelReference(GameObject root)
|
||||||
|
{
|
||||||
|
var loader = root.GetComponent<LevelLoader>();
|
||||||
|
if (loader == null) return;
|
||||||
|
|
||||||
|
var so = new SerializedObject(loader);
|
||||||
|
SetRef(so, "level", null);
|
||||||
|
so.ApplyModifiedPropertiesWithoutUndo();
|
||||||
|
}
|
||||||
|
|
||||||
|
// -------------------------------------------------------------------
|
||||||
|
// MatchNetwork prefab
|
||||||
|
// -------------------------------------------------------------------
|
||||||
|
|
||||||
|
private static GameObject BuildNetworkPrefab(Scene scene)
|
||||||
|
{
|
||||||
|
var root = new GameObject("_MatchNetwork");
|
||||||
|
|
||||||
|
foreach (var type in NetworkServiceTypes)
|
||||||
|
{
|
||||||
|
CloneUnder(FindOne(scene, type), root, type.Name);
|
||||||
|
}
|
||||||
|
|
||||||
|
var prefab = PrefabUtility.SaveAsPrefabAsset(root, NetworkPrefabPath);
|
||||||
|
Object.DestroyImmediate(root);
|
||||||
|
return prefab;
|
||||||
|
}
|
||||||
|
|
||||||
|
// -------------------------------------------------------------------
|
||||||
|
// Terrain defaults
|
||||||
|
// -------------------------------------------------------------------
|
||||||
|
|
||||||
|
private static void CaptureTerrainDefaults(Scene scene, MapTemplate template)
|
||||||
|
{
|
||||||
|
var terrain = FindOne(scene, typeof(Terrain)) as Terrain;
|
||||||
|
if (terrain == null) return;
|
||||||
|
|
||||||
|
if (terrain.materialTemplate != null) template.terrainMaterial = terrain.materialTemplate;
|
||||||
|
if (terrain.terrainData != null && terrain.terrainData.terrainLayers != null &&
|
||||||
|
terrain.terrainData.terrainLayers.Length > 0)
|
||||||
|
{
|
||||||
|
template.terrainLayers = terrain.terrainData.terrainLayers;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// -------------------------------------------------------------------
|
||||||
|
// Helpers
|
||||||
|
// -------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Clones the component's whole GameObject subtree and parents it under root.
|
||||||
|
// Returns null (silently) when source is null — callers treat those as optional.
|
||||||
|
private static GameObject CloneUnder(Component source, GameObject root, string name)
|
||||||
|
{
|
||||||
|
if (source == null) return null;
|
||||||
|
|
||||||
|
var clone = Object.Instantiate(source.gameObject);
|
||||||
|
clone.name = name;
|
||||||
|
clone.transform.SetParent(root.transform, worldPositionStays: false);
|
||||||
|
return clone;
|
||||||
|
}
|
||||||
|
|
||||||
|
private static void SetRef(SerializedObject so, string propertyPath, Object value)
|
||||||
|
{
|
||||||
|
var prop = so.FindProperty(propertyPath);
|
||||||
|
if (prop == null)
|
||||||
|
{
|
||||||
|
Debug.LogWarning($"[MapPipeline] Serialized field '{propertyPath}' not found on " +
|
||||||
|
$"{so.targetObject.GetType().Name}. It was probably renamed — " +
|
||||||
|
"update MapCoreExtractor.");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
prop.objectReferenceValue = value;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@ -0,0 +1,2 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: d1b948bcbbe8d8b4788f2056372280b3
|
||||||
292
Assets/_Project/Scripts/Editor/Levels/MapTemplate.cs
Normal file
292
Assets/_Project/Scripts/Editor/Levels/MapTemplate.cs
Normal file
|
|
@ -0,0 +1,292 @@
|
||||||
|
// Assets/_Project/Scripts/Editor/Levels/MapTemplate.cs
|
||||||
|
using UnityEditor;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace TD.Levels.Editor
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Editor-only settings asset that drives <c>TD/New Map…</c>. Holds the two core prefabs
|
||||||
|
/// produced by <see cref="MapCoreExtractor"/> plus every default the new-map generator needs,
|
||||||
|
/// so tuning the starter layout is an inspector edit rather than a code change.
|
||||||
|
/// </summary>
|
||||||
|
/// <remarks>
|
||||||
|
/// Lives in the Editor assembly deliberately — nothing at runtime reads it, and keeping the
|
||||||
|
/// type editor-only stops it from being pulled into a player build.
|
||||||
|
///
|
||||||
|
/// The asset is created on demand at <see cref="AssetPath"/>. If it goes missing, both
|
||||||
|
/// <c>TD/New Map…</c> and the extractor recreate it with defaults; only the prefab references
|
||||||
|
/// and captured terrain settings are lost, and re-running the extractor restores those.
|
||||||
|
/// </remarks>
|
||||||
|
public class MapTemplate : ScriptableObject
|
||||||
|
{
|
||||||
|
public const string AssetPath = "Assets/_Project/Settings/MapTemplate.asset";
|
||||||
|
|
||||||
|
// -------------------------------------------------------------------
|
||||||
|
// Core prefabs. Populated by MapCoreExtractor; consumed by NewMapBuilder.
|
||||||
|
// -------------------------------------------------------------------
|
||||||
|
|
||||||
|
[Header("Core Prefabs (built by TD/Map Pipeline/Build Core Prefabs)")]
|
||||||
|
[Tooltip("Every map-independent, non-networked service collapsed onto one GameObject " +
|
||||||
|
"(plus HUD / DebugConsole / CameraRig / light children). Instantiated as a LINKED " +
|
||||||
|
"prefab instance so edits here propagate to every map.")]
|
||||||
|
public GameObject matchServicesPrefab;
|
||||||
|
|
||||||
|
[Tooltip("The six scene-placed NetworkBehaviours, parented under one root. Instantiated " +
|
||||||
|
"and immediately UNPACKED so the scene contains plain GameObjects — network " +
|
||||||
|
"topology stays byte-identical to hand-authored maps.")]
|
||||||
|
public GameObject matchNetworkPrefab;
|
||||||
|
|
||||||
|
// -------------------------------------------------------------------
|
||||||
|
// Output locations.
|
||||||
|
// -------------------------------------------------------------------
|
||||||
|
|
||||||
|
[Header("Output Locations")]
|
||||||
|
[Tooltip("Folder new map scenes, their LevelData, and their TerrainData are written to. " +
|
||||||
|
"Drag the folder itself here — an asset reference follows renames and moves, " +
|
||||||
|
"which a path string does not.")]
|
||||||
|
public DefaultAsset sceneFolderAsset;
|
||||||
|
|
||||||
|
[Tooltip("Scene holding the MapRegistry that the lobby's map browser reads. New maps are " +
|
||||||
|
"appended to its Maps array automatically.")]
|
||||||
|
public SceneAsset mainMenuScene;
|
||||||
|
|
||||||
|
// Legacy path strings, superseded by the asset references above. Kept so an existing
|
||||||
|
// template migrates itself (see MigratePathsToAssets) and as a last resort if a reference
|
||||||
|
// is cleared. Hidden so there's exactly one obvious place to edit.
|
||||||
|
[HideInInspector] public string sceneFolder = "Assets/_Project/Scenes/Levels";
|
||||||
|
[HideInInspector] public string mainMenuScenePath = "Assets/_Project/Scenes/UI/MainMenu.unity";
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Folder new maps are written to. Prefers <see cref="sceneFolderAsset"/>; falls back to the
|
||||||
|
/// legacy path string if the reference is unset or doesn't point at a folder.
|
||||||
|
/// </summary>
|
||||||
|
public string SceneFolderPath
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
if (sceneFolderAsset != null)
|
||||||
|
{
|
||||||
|
string path = AssetDatabase.GetAssetPath(sceneFolderAsset);
|
||||||
|
if (AssetDatabase.IsValidFolder(path)) return path;
|
||||||
|
|
||||||
|
Debug.LogWarning($"[MapPipeline] MapTemplate's Scene Folder Asset points at " +
|
||||||
|
$"'{path}', which is not a folder. Falling back to '{sceneFolder}'.");
|
||||||
|
}
|
||||||
|
return sceneFolder;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Scene containing the MapRegistry. Prefers <see cref="mainMenuScene"/>; falls back to the
|
||||||
|
/// legacy path string. Returns empty if neither resolves.
|
||||||
|
/// </summary>
|
||||||
|
public string MainMenuScenePath
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
if (mainMenuScene != null)
|
||||||
|
{
|
||||||
|
string path = AssetDatabase.GetAssetPath(mainMenuScene);
|
||||||
|
if (!string.IsNullOrEmpty(path)) return path;
|
||||||
|
}
|
||||||
|
return mainMenuScenePath ?? string.Empty;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// -------------------------------------------------------------------
|
||||||
|
// Terrain defaults. Captured from the reference scene by the extractor.
|
||||||
|
// -------------------------------------------------------------------
|
||||||
|
|
||||||
|
[Header("Terrain Defaults")]
|
||||||
|
[Tooltip("Material applied to new terrain. Captured from the reference scene's Terrain.")]
|
||||||
|
public Material terrainMaterial;
|
||||||
|
|
||||||
|
[Tooltip("Terrain layers (splat textures) applied to new terrain.")]
|
||||||
|
public TerrainLayer[] terrainLayers;
|
||||||
|
|
||||||
|
[Tooltip("Heightmap resolution. Must be 2^n + 1 (129, 257, 513, 1025…).")]
|
||||||
|
public int terrainHeightmapResolution = 513;
|
||||||
|
|
||||||
|
[Tooltip("Total vertical range of the terrain in world units.")]
|
||||||
|
public float terrainHeight = 60f;
|
||||||
|
|
||||||
|
[Tooltip("How far the terrain extends past the map bounds on each side, in tiles. Gives " +
|
||||||
|
"the camera something to look at beyond the playable area.")]
|
||||||
|
public int terrainSkirtTiles = 20;
|
||||||
|
|
||||||
|
[Tooltip("Terrain is created flattened to this height above its own base, and its transform " +
|
||||||
|
"is dropped by the same amount — so the flat surface lands exactly on the buildable " +
|
||||||
|
"plane (Y=0) while leaving headroom to carve DOWN as well as up. Set 0 to match the " +
|
||||||
|
"older 9Player setup (surface at the very bottom of the height range).")]
|
||||||
|
public float terrainCarveDepth = 5f;
|
||||||
|
|
||||||
|
// -------------------------------------------------------------------
|
||||||
|
// Starter layout. All values in tiles.
|
||||||
|
// -------------------------------------------------------------------
|
||||||
|
|
||||||
|
[Header("Starter Layout (tiles)")]
|
||||||
|
[Tooltip("Default map width for the New Map dialog.")]
|
||||||
|
public int defaultMapWidth = 60;
|
||||||
|
|
||||||
|
[Tooltip("Default map height for the New Map dialog.")]
|
||||||
|
public int defaultMapHeight = 70;
|
||||||
|
|
||||||
|
[Tooltip("Gap between the map edge (MapAreaVolume) and the gameplay volumes. The map area " +
|
||||||
|
"must fully contain every gameplay volume, and the buffer gives the camera room " +
|
||||||
|
"to pan past the playfield.")]
|
||||||
|
public int playAreaMargin = 4;
|
||||||
|
|
||||||
|
[Tooltip("Depth (north-south) of the GoalVolume.")]
|
||||||
|
public int goalDepth = 5;
|
||||||
|
|
||||||
|
[Tooltip("Width (east-west) of the GoalVolume.")]
|
||||||
|
public int goalWidth = 10;
|
||||||
|
|
||||||
|
[Tooltip("Depth of each SpawnerVolume, measured from the south edge of its owner's band.")]
|
||||||
|
public int spawnerDepth = 3;
|
||||||
|
|
||||||
|
[Tooltip("Width of each SpawnerVolume.")]
|
||||||
|
public int spawnerWidth = 10;
|
||||||
|
|
||||||
|
[Tooltip("Width of the one-tile-deep LeakExitVolume gate between adjacent player bands.")]
|
||||||
|
public int leakGateWidth = 8;
|
||||||
|
|
||||||
|
[Tooltip("Smallest acceptable north-south depth for a player band. The New Map dialog " +
|
||||||
|
"refuses to generate a layout thinner than this and tells you the map height needed.")]
|
||||||
|
public int minBandDepth = 8;
|
||||||
|
|
||||||
|
// -------------------------------------------------------------------
|
||||||
|
// Loading
|
||||||
|
// -------------------------------------------------------------------
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Returns the template asset, creating it with defaults if it doesn't exist yet.
|
||||||
|
/// Never returns null.
|
||||||
|
/// </summary>
|
||||||
|
public static MapTemplate LoadOrCreate()
|
||||||
|
{
|
||||||
|
var existing = AssetDatabase.LoadAssetAtPath<MapTemplate>(AssetPath);
|
||||||
|
if (existing != null)
|
||||||
|
{
|
||||||
|
existing.MigratePathsToAssets();
|
||||||
|
return existing;
|
||||||
|
}
|
||||||
|
|
||||||
|
EnsureFolder(System.IO.Path.GetDirectoryName(AssetPath).Replace("\\", "/"));
|
||||||
|
|
||||||
|
var created = CreateInstance<MapTemplate>();
|
||||||
|
AssetDatabase.CreateAsset(created, AssetPath);
|
||||||
|
created.MigratePathsToAssets();
|
||||||
|
AssetDatabase.SaveAssets();
|
||||||
|
Debug.Log($"[MapPipeline] Created default map template at '{AssetPath}'.");
|
||||||
|
return created;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Upgrades a template that still stores locations as path strings, resolving each to an
|
||||||
|
/// asset reference. Idempotent and cheap — safe to call on every load.
|
||||||
|
/// </summary>
|
||||||
|
/// <remarks>
|
||||||
|
/// If the recorded path no longer resolves (the folder was renamed out from under it, which
|
||||||
|
/// is exactly the failure the asset references exist to prevent), falls back to searching
|
||||||
|
/// the project for a uniquely-named match. An ambiguous match is left unresolved on purpose:
|
||||||
|
/// guessing which of several same-named scenes holds the MapRegistry would be worse than
|
||||||
|
/// asking.
|
||||||
|
/// </remarks>
|
||||||
|
private void MigratePathsToAssets()
|
||||||
|
{
|
||||||
|
bool changed = false;
|
||||||
|
|
||||||
|
if (sceneFolderAsset == null && !string.IsNullOrEmpty(sceneFolder)
|
||||||
|
&& AssetDatabase.IsValidFolder(sceneFolder))
|
||||||
|
{
|
||||||
|
sceneFolderAsset = AssetDatabase.LoadAssetAtPath<DefaultAsset>(sceneFolder);
|
||||||
|
changed |= sceneFolderAsset != null;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (mainMenuScene == null && !string.IsNullOrEmpty(mainMenuScenePath))
|
||||||
|
{
|
||||||
|
var scene = AssetDatabase.LoadAssetAtPath<SceneAsset>(mainMenuScenePath);
|
||||||
|
|
||||||
|
if (scene == null)
|
||||||
|
{
|
||||||
|
string wanted = System.IO.Path.GetFileNameWithoutExtension(mainMenuScenePath);
|
||||||
|
scene = FindUniqueSceneNamed(wanted);
|
||||||
|
if (scene != null)
|
||||||
|
{
|
||||||
|
Debug.Log($"[MapPipeline] MapTemplate's recorded Main Menu path " +
|
||||||
|
$"'{mainMenuScenePath}' no longer exists; relinked to " +
|
||||||
|
$"'{AssetDatabase.GetAssetPath(scene)}'.");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (scene != null)
|
||||||
|
{
|
||||||
|
mainMenuScene = scene;
|
||||||
|
changed = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (changed)
|
||||||
|
{
|
||||||
|
EditorUtility.SetDirty(this);
|
||||||
|
AssetDatabase.SaveAssets();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Returns the one SceneAsset whose file name matches exactly, or null if there are zero or
|
||||||
|
// several. Name search only — the caller has already failed to resolve by path.
|
||||||
|
private static SceneAsset FindUniqueSceneNamed(string sceneName)
|
||||||
|
{
|
||||||
|
if (string.IsNullOrEmpty(sceneName)) return null;
|
||||||
|
|
||||||
|
string[] guids = AssetDatabase.FindAssets($"{sceneName} t:SceneAsset");
|
||||||
|
SceneAsset first = null;
|
||||||
|
int matches = 0;
|
||||||
|
|
||||||
|
foreach (string guid in guids)
|
||||||
|
{
|
||||||
|
string path = AssetDatabase.GUIDToAssetPath(guid);
|
||||||
|
if (!string.Equals(System.IO.Path.GetFileNameWithoutExtension(path), sceneName,
|
||||||
|
System.StringComparison.OrdinalIgnoreCase))
|
||||||
|
{
|
||||||
|
continue; // FindAssets does substring matching; we want an exact file name.
|
||||||
|
}
|
||||||
|
|
||||||
|
matches++;
|
||||||
|
if (first == null) first = AssetDatabase.LoadAssetAtPath<SceneAsset>(path);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (matches > 1)
|
||||||
|
{
|
||||||
|
Debug.LogWarning($"[MapPipeline] Found {matches} scenes named '{sceneName}'. " +
|
||||||
|
"Assign Main Menu Scene on MapTemplate manually.");
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
return first;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Creates <paramref name="folder"/> and any missing ancestors. Path is asset-relative and
|
||||||
|
/// uses forward slashes ("Assets/_Project/Prefabs/MatchCore"). No-op if it already exists.
|
||||||
|
/// </summary>
|
||||||
|
public static void EnsureFolder(string folder)
|
||||||
|
{
|
||||||
|
if (string.IsNullOrEmpty(folder) || AssetDatabase.IsValidFolder(folder)) return;
|
||||||
|
|
||||||
|
string[] parts = folder.Split('/');
|
||||||
|
// parts[0] is always "Assets" for a valid asset path; walk down creating as needed.
|
||||||
|
string running = parts[0];
|
||||||
|
for (int i = 1; i < parts.Length; i++)
|
||||||
|
{
|
||||||
|
string next = running + "/" + parts[i];
|
||||||
|
if (!AssetDatabase.IsValidFolder(next))
|
||||||
|
{
|
||||||
|
AssetDatabase.CreateFolder(running, parts[i]);
|
||||||
|
}
|
||||||
|
running = next;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@ -0,0 +1,2 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: fb7355881928ea146a26471078f207c2
|
||||||
578
Assets/_Project/Scripts/Editor/Levels/NewMapBuilder.cs
Normal file
578
Assets/_Project/Scripts/Editor/Levels/NewMapBuilder.cs
Normal file
|
|
@ -0,0 +1,578 @@
|
||||||
|
// Assets/_Project/Scripts/Editor/Levels/NewMapBuilder.cs
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System.Linq;
|
||||||
|
using System.Text.RegularExpressions;
|
||||||
|
using UnityEditor;
|
||||||
|
using UnityEditor.SceneManagement;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.SceneManagement;
|
||||||
|
|
||||||
|
using TD.Core;
|
||||||
|
using TD.Gameplay;
|
||||||
|
|
||||||
|
namespace TD.Levels.Editor
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Everything the <c>TD/New Map…</c> command does once the designer presses Create: build the
|
||||||
|
/// scene, generate a starter volume layout that bakes clean, create and wire the LevelData, and
|
||||||
|
/// perform the three registration steps that otherwise fail silently (Build Settings, the
|
||||||
|
/// LevelLoader reference, and the lobby's MapRegistry).
|
||||||
|
/// </summary>
|
||||||
|
/// <remarks>
|
||||||
|
/// The generated scene has four roots — <c>_LevelAuthoring</c>, <c>_MatchServices</c>,
|
||||||
|
/// <c>_MatchNetwork</c>, <c>Terrain</c> — replacing the ~30 the hand-authored maps carry.
|
||||||
|
/// </remarks>
|
||||||
|
public static class NewMapBuilder
|
||||||
|
{
|
||||||
|
// The physics layer terrain must sit on. Builder.SampleTerrainY and
|
||||||
|
// BuilderSpellCastController both raycast against it; terrain left on Default silently
|
||||||
|
// falls back to Y=0 and the builder walks through hills instead of over them.
|
||||||
|
private const string TerrainLayerName = "TerrainGeometry";
|
||||||
|
|
||||||
|
// Vertical size of every authoring volume's BoxCollider. Any value works so long as the
|
||||||
|
// bounds straddle Y=0 (bake rule P2-18); 1 unit centred on zero matches 9Player.
|
||||||
|
private const float VolumeHeight = 1f;
|
||||||
|
|
||||||
|
private static readonly Regex ValidName = new Regex(@"^[A-Za-z0-9_]+$");
|
||||||
|
|
||||||
|
// -------------------------------------------------------------------
|
||||||
|
// Request
|
||||||
|
// -------------------------------------------------------------------
|
||||||
|
|
||||||
|
public class Request
|
||||||
|
{
|
||||||
|
public string MapName = "NewMap";
|
||||||
|
public int PlayerCount = 3;
|
||||||
|
public int MapWidth = 60;
|
||||||
|
public int MapHeight = 70;
|
||||||
|
public string Author = "";
|
||||||
|
public string Description = "";
|
||||||
|
public BuildAccess BuildAccess = BuildAccess.OwnerOnly;
|
||||||
|
public bool CreateTerrain = true;
|
||||||
|
public bool AddToBuildSettings = true;
|
||||||
|
public bool AddToMapRegistry = true;
|
||||||
|
public bool BakeImmediately = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
// -------------------------------------------------------------------
|
||||||
|
// Starter layout
|
||||||
|
// -------------------------------------------------------------------
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Tile rectangles for a generated starter map. Zones are stacked south-to-north as
|
||||||
|
/// full-width bands; enemies spawn at the south edge of their owner's band and travel north
|
||||||
|
/// through a one-tile leak gate into the next player's band, with the goal north of the
|
||||||
|
/// final band.
|
||||||
|
/// </summary>
|
||||||
|
public struct Layout
|
||||||
|
{
|
||||||
|
public RectInt MapArea;
|
||||||
|
public RectInt[] Zones; // index 0 = Player1
|
||||||
|
public RectInt[] Spawners; // parallel to Zones
|
||||||
|
public RectInt[] Leaks; // Zones.Length - 1 entries; Leaks[i] runs zone i -> zone i+1
|
||||||
|
public RectInt Goal;
|
||||||
|
public int BandDepth;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Computes the starter layout, or explains why the requested dimensions can't hold one.
|
||||||
|
/// Pure — safe to call every OnGUI frame for live validation.
|
||||||
|
/// </summary>
|
||||||
|
public static bool TryComputeLayout(MapTemplate template, int mapWidth, int mapHeight,
|
||||||
|
int playerCount, BuildAccess buildAccess,
|
||||||
|
out Layout layout, out string error)
|
||||||
|
{
|
||||||
|
layout = default;
|
||||||
|
error = null;
|
||||||
|
|
||||||
|
// OwnerOnly maps get a one-tile leak gate between bands: it is the only walkable
|
||||||
|
// connection, which is what forces enemies through a chokepoint and makes the handoff
|
||||||
|
// between lanes legible. Shared maps skip gates entirely and butt the bands together —
|
||||||
|
// the whole map is one maze, so a gate would just be an arbitrary pinch, and with no
|
||||||
|
// LeakExitVolume the gap row would not be walkable at all.
|
||||||
|
bool useLeakGates = buildAccess == BuildAccess.OwnerOnly;
|
||||||
|
int gapRows = useLeakGates ? playerCount - 1 : 0;
|
||||||
|
|
||||||
|
int margin = Mathf.Max(0, template.playAreaMargin);
|
||||||
|
int playX0 = margin;
|
||||||
|
int playY0 = margin;
|
||||||
|
int playW = mapWidth - margin * 2;
|
||||||
|
int playH = mapHeight - margin * 2;
|
||||||
|
|
||||||
|
int widestFeature = Mathf.Max(template.goalWidth,
|
||||||
|
Mathf.Max(template.spawnerWidth, template.leakGateWidth));
|
||||||
|
if (playW < widestFeature)
|
||||||
|
{
|
||||||
|
error = $"Map is too narrow. The play area is {playW} tiles wide after the " +
|
||||||
|
$"{margin}-tile margin, but the widest starter feature needs {widestFeature}. " +
|
||||||
|
$"Use a width of at least {widestFeature + margin * 2}.";
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Vertical budget: N bands + the gate rows (if any) + the goal.
|
||||||
|
int budget = playH - gapRows - template.goalDepth;
|
||||||
|
int bandDepth = playerCount > 0 ? budget / playerCount : 0;
|
||||||
|
|
||||||
|
int minBand = Mathf.Max(template.minBandDepth, template.spawnerDepth + 1);
|
||||||
|
if (bandDepth < minBand)
|
||||||
|
{
|
||||||
|
int required = playerCount * minBand + gapRows
|
||||||
|
+ template.goalDepth + margin * 2;
|
||||||
|
error = $"Map is too shallow for {playerCount} player band(s). Each band would be " +
|
||||||
|
$"{Mathf.Max(bandDepth, 0)} tiles deep; the minimum is {minBand}. " +
|
||||||
|
$"Use a height of at least {required}.";
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
layout.MapArea = new RectInt(0, 0, mapWidth, mapHeight);
|
||||||
|
layout.BandDepth = bandDepth;
|
||||||
|
layout.Zones = new RectInt[playerCount];
|
||||||
|
layout.Spawners = new RectInt[playerCount];
|
||||||
|
layout.Leaks = new RectInt[useLeakGates ? Mathf.Max(0, playerCount - 1) : 0];
|
||||||
|
|
||||||
|
int y = playY0;
|
||||||
|
for (int i = 0; i < playerCount; i++)
|
||||||
|
{
|
||||||
|
layout.Zones[i] = new RectInt(playX0, y, playW, bandDepth);
|
||||||
|
|
||||||
|
// Spawner sits at the south edge of its own band, so enemies always have the full
|
||||||
|
// band depth to walk through before reaching the exit (bake rule P5-5 wants it
|
||||||
|
// inside the owner's zone).
|
||||||
|
int spawnW = Mathf.Min(template.spawnerWidth, playW);
|
||||||
|
layout.Spawners[i] = new RectInt(
|
||||||
|
CenteredStart(playX0, playW, spawnW), y, spawnW, template.spawnerDepth);
|
||||||
|
|
||||||
|
y += bandDepth;
|
||||||
|
|
||||||
|
if (useLeakGates && i < playerCount - 1)
|
||||||
|
{
|
||||||
|
// One-tile gate wedged between two bands: its south neighbours are band i and
|
||||||
|
// its north neighbours are band i+1, satisfying both adjacency rules (P5-6/P5-7).
|
||||||
|
int gateW = Mathf.Min(template.leakGateWidth, playW);
|
||||||
|
layout.Leaks[i] = new RectInt(
|
||||||
|
CenteredStart(playX0, playW, gateW), y, gateW, 1);
|
||||||
|
y += 1;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
int goalW = Mathf.Min(template.goalWidth, playW);
|
||||||
|
layout.Goal = new RectInt(
|
||||||
|
CenteredStart(playX0, playW, goalW), y, goalW, template.goalDepth);
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
private static int CenteredStart(int areaStart, int areaWidth, int featureWidth)
|
||||||
|
{
|
||||||
|
return areaStart + (areaWidth - featureWidth) / 2;
|
||||||
|
}
|
||||||
|
|
||||||
|
// -------------------------------------------------------------------
|
||||||
|
// Creation
|
||||||
|
// -------------------------------------------------------------------
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Creates the map. Returns false with a human-readable reason on any precondition failure;
|
||||||
|
/// nothing is written to disk in that case.
|
||||||
|
/// </summary>
|
||||||
|
public static bool Create(Request request, out string error)
|
||||||
|
{
|
||||||
|
error = null;
|
||||||
|
var template = MapTemplate.LoadOrCreate();
|
||||||
|
|
||||||
|
if (!ValidatePreconditions(request, template, out error)) return false;
|
||||||
|
|
||||||
|
if (!TryComputeLayout(template, request.MapWidth, request.MapHeight,
|
||||||
|
request.PlayerCount, request.BuildAccess,
|
||||||
|
out Layout layout, out error))
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
string folder = template.SceneFolderPath;
|
||||||
|
string scenePath = $"{folder}/{request.MapName}.unity";
|
||||||
|
string dataPath = $"{folder}/{request.MapName}.asset";
|
||||||
|
|
||||||
|
// Give the designer a chance to save whatever they had open — NewScene(Single) would
|
||||||
|
// otherwise discard it.
|
||||||
|
if (!EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo())
|
||||||
|
{
|
||||||
|
error = "Cancelled while saving the currently open scene.";
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
MapTemplate.EnsureFolder(folder);
|
||||||
|
|
||||||
|
Scene scene = EditorSceneManager.NewScene(NewSceneSetup.EmptyScene, NewSceneMode.Single);
|
||||||
|
|
||||||
|
// ---- Core objects -------------------------------------------
|
||||||
|
var services = (GameObject)PrefabUtility.InstantiatePrefab(template.matchServicesPrefab);
|
||||||
|
services.name = "_MatchServices";
|
||||||
|
|
||||||
|
var network = (GameObject)PrefabUtility.InstantiatePrefab(template.matchNetworkPrefab);
|
||||||
|
network.name = "_MatchNetwork";
|
||||||
|
// Unpack so the six NetworkObjects are plain scene objects. NGO treats in-scene placed
|
||||||
|
// NetworkObjects that are prefab instances differently from loose ones; unpacking keeps
|
||||||
|
// generated maps structurally identical to the hand-authored ones.
|
||||||
|
PrefabUtility.UnpackPrefabInstance(
|
||||||
|
network, PrefabUnpackMode.Completely, InteractionMode.AutomatedAction);
|
||||||
|
|
||||||
|
// ---- LevelData ----------------------------------------------
|
||||||
|
var levelData = ScriptableObject.CreateInstance<LevelData>();
|
||||||
|
AssetDatabase.CreateAsset(levelData, dataPath);
|
||||||
|
|
||||||
|
// ---- Authoring hierarchy ------------------------------------
|
||||||
|
LevelAuthoring authoring = BuildAuthoring(request, layout, levelData);
|
||||||
|
|
||||||
|
// ---- Terrain -------------------------------------------------
|
||||||
|
if (request.CreateTerrain)
|
||||||
|
{
|
||||||
|
CreateTerrain(request, template);
|
||||||
|
}
|
||||||
|
|
||||||
|
// ---- Wire the runtime loader ---------------------------------
|
||||||
|
// LevelLoader lives inside the linked MatchServices prefab; assigning here records a
|
||||||
|
// per-instance override, which is exactly the intent — the asset differs per map.
|
||||||
|
WireLevelLoader(services, levelData);
|
||||||
|
|
||||||
|
// ---- Save + register -----------------------------------------
|
||||||
|
EditorSceneManager.SaveScene(scene, scenePath);
|
||||||
|
|
||||||
|
var notes = new List<string>();
|
||||||
|
|
||||||
|
if (request.AddToBuildSettings) notes.Add(RegisterInBuildSettings(scenePath));
|
||||||
|
if (request.AddToMapRegistry) notes.Add(RegisterInMapRegistry(template, levelData));
|
||||||
|
|
||||||
|
// Bake last: it stamps LevelData.ScenePath from the ACTIVE scene, so the scene has to
|
||||||
|
// be saved (and therefore have a path) before this runs.
|
||||||
|
if (request.BakeImmediately)
|
||||||
|
{
|
||||||
|
notes.Add(LevelBakePipeline.Bake(authoring)
|
||||||
|
? "Baked LevelData (see console for the bake report)."
|
||||||
|
: "Bake FAILED — see console. The scene and assets were still created.");
|
||||||
|
}
|
||||||
|
|
||||||
|
AssetDatabase.SaveAssets();
|
||||||
|
AssetDatabase.Refresh();
|
||||||
|
|
||||||
|
Selection.activeGameObject = authoring.gameObject;
|
||||||
|
if (SceneView.lastActiveSceneView != null) SceneView.lastActiveSceneView.FrameSelected();
|
||||||
|
|
||||||
|
Debug.Log(
|
||||||
|
$"[MapPipeline] Created map '{request.MapName}' " +
|
||||||
|
$"({request.PlayerCount} player(s), {request.MapWidth}×{request.MapHeight} tiles, " +
|
||||||
|
$"band depth {layout.BandDepth}).\n" +
|
||||||
|
$" Scene: {scenePath}\n" +
|
||||||
|
$" LevelData: {dataPath}\n" +
|
||||||
|
string.Join("\n", notes.Where(n => !string.IsNullOrEmpty(n)).Select(n => " " + n)));
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
private static bool ValidatePreconditions(Request request, MapTemplate template,
|
||||||
|
out string error)
|
||||||
|
{
|
||||||
|
error = null;
|
||||||
|
|
||||||
|
if (string.IsNullOrWhiteSpace(request.MapName) || !ValidName.IsMatch(request.MapName))
|
||||||
|
{
|
||||||
|
error = "Map name must be letters, digits and underscores only — it becomes the " +
|
||||||
|
"scene file name and the string NGO uses to load the scene.";
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (template.matchServicesPrefab == null || template.matchNetworkPrefab == null)
|
||||||
|
{
|
||||||
|
error = "Core prefabs are missing. Open the 9Player scene and run " +
|
||||||
|
"TD → Map Pipeline → Build Core Prefabs From Open Scene first.";
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
string folder = template.SceneFolderPath;
|
||||||
|
if (string.IsNullOrEmpty(folder))
|
||||||
|
{
|
||||||
|
error = "MapTemplate has no output folder. Assign Scene Folder Asset on " +
|
||||||
|
MapTemplate.AssetPath + ".";
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
string scenePath = $"{folder}/{request.MapName}.unity";
|
||||||
|
if (System.IO.File.Exists(scenePath))
|
||||||
|
{
|
||||||
|
error = $"A scene already exists at '{scenePath}'. Pick a different name.";
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
string dataPath = $"{folder}/{request.MapName}.asset";
|
||||||
|
if (System.IO.File.Exists(dataPath))
|
||||||
|
{
|
||||||
|
error = $"A LevelData asset already exists at '{dataPath}'. Pick a different name.";
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
// -------------------------------------------------------------------
|
||||||
|
// Authoring hierarchy
|
||||||
|
// -------------------------------------------------------------------
|
||||||
|
|
||||||
|
private static LevelAuthoring BuildAuthoring(Request request, Layout layout,
|
||||||
|
LevelData levelData)
|
||||||
|
{
|
||||||
|
var rootGO = new GameObject("_LevelAuthoring");
|
||||||
|
var authoring = rootGO.AddComponent<LevelAuthoring>();
|
||||||
|
|
||||||
|
authoring.targetAsset = levelData;
|
||||||
|
authoring.mapName = request.MapName;
|
||||||
|
authoring.playerCount = request.PlayerCount;
|
||||||
|
authoring.expectedGoalCount = 1;
|
||||||
|
authoring.mapDescription = request.Description ?? "";
|
||||||
|
authoring.author = request.Author ?? "";
|
||||||
|
authoring.buildAccess = request.BuildAccess;
|
||||||
|
|
||||||
|
// Default every gizmo category on. A designer opening a fresh map wants to SEE the
|
||||||
|
// starter layout without hunting for toggles; turning them off is the deliberate act.
|
||||||
|
authoring.alwaysShowPlayerZones = true;
|
||||||
|
authoring.alwaysShowSpawners = true;
|
||||||
|
authoring.alwaysShowLeakExits = true;
|
||||||
|
authoring.alwaysShowGoals = true;
|
||||||
|
authoring.alwaysShowMapArea = true;
|
||||||
|
|
||||||
|
CreateVolume<MapAreaVolume>("MapArea", rootGO.transform, layout.MapArea);
|
||||||
|
|
||||||
|
var goal = CreateVolume<GoalVolume>("Goal", rootGO.transform, layout.Goal);
|
||||||
|
goal.GetComponent<GoalVolume>().placementValidity = PlacementValidity.Invalid;
|
||||||
|
|
||||||
|
for (int i = 0; i < request.PlayerCount; i++)
|
||||||
|
{
|
||||||
|
int playerNumber = i + 1;
|
||||||
|
var slot = (PlayerSlot)(byte)playerNumber;
|
||||||
|
|
||||||
|
var group = new GameObject($"Player {playerNumber}");
|
||||||
|
group.transform.SetParent(rootGO.transform, worldPositionStays: false);
|
||||||
|
|
||||||
|
var zone = CreateVolume<PlayerZoneVolume>(
|
||||||
|
$"Player{playerNumber}Zone", group.transform, layout.Zones[i]);
|
||||||
|
var zoneVolume = zone.GetComponent<PlayerZoneVolume>();
|
||||||
|
zoneVolume.owner = slot;
|
||||||
|
zoneVolume.placementValidity = PlacementValidity.Allowed;
|
||||||
|
|
||||||
|
var spawn = CreateVolume<SpawnerVolume>(
|
||||||
|
$"Player{playerNumber}Spawn", group.transform, layout.Spawners[i]);
|
||||||
|
var spawnVolume = spawn.GetComponent<SpawnerVolume>();
|
||||||
|
spawnVolume.owner = slot;
|
||||||
|
spawnVolume.spawnerIdInZone = 0;
|
||||||
|
spawnVolume.spawnFacing = Direction.North; // bands run south -> north
|
||||||
|
spawnVolume.placementValidity = PlacementValidity.Invalid;
|
||||||
|
|
||||||
|
// The northernmost band has no leak — it's the final defender, and its zone is
|
||||||
|
// goal-adjacent instead (bake rule P5-8).
|
||||||
|
if (i < layout.Leaks.Length)
|
||||||
|
{
|
||||||
|
var leak = CreateVolume<LeakExitVolume>(
|
||||||
|
$"Player{playerNumber}Leak", group.transform, layout.Leaks[i]);
|
||||||
|
var leakVolume = leak.GetComponent<LeakExitVolume>();
|
||||||
|
leakVolume.sourceZone = slot;
|
||||||
|
leakVolume.target = (PlayerSlot)(byte)(playerNumber + 1);
|
||||||
|
leakVolume.weight = 1f;
|
||||||
|
leakVolume.placementValidity = PlacementValidity.Invalid;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return authoring;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Builds one authoring volume covering the given tile rectangle. Tiles are edge-aligned, so
|
||||||
|
// a rect spanning tiles [x0..x1] occupies world X [x0, x1+1] — which is exactly
|
||||||
|
// RectInt.xMin..RectInt.xMax. Geometry goes on the BoxCollider (centre zero, size = extent)
|
||||||
|
// with the transform at the volume's centre, matching the existing maps and keeping
|
||||||
|
// VolumeEditTool's edge-drag behaviour predictable.
|
||||||
|
private static GameObject CreateVolume<T>(string name, Transform parent, RectInt tiles)
|
||||||
|
where T : VolumeBase
|
||||||
|
{
|
||||||
|
var go = new GameObject(name);
|
||||||
|
go.transform.SetParent(parent, worldPositionStays: false);
|
||||||
|
go.transform.localPosition = new Vector3(
|
||||||
|
(tiles.xMin + tiles.xMax) * 0.5f * GridCoordinates.TILE_SIZE,
|
||||||
|
0f,
|
||||||
|
(tiles.yMin + tiles.yMax) * 0.5f * GridCoordinates.TILE_SIZE);
|
||||||
|
|
||||||
|
// Added before the volume component so VolumeBase's [RequireComponent] doesn't add a
|
||||||
|
// second, default-sized collider.
|
||||||
|
var collider = go.AddComponent<BoxCollider>();
|
||||||
|
collider.center = Vector3.zero;
|
||||||
|
collider.size = new Vector3(
|
||||||
|
tiles.width * GridCoordinates.TILE_SIZE,
|
||||||
|
VolumeHeight,
|
||||||
|
tiles.height * GridCoordinates.TILE_SIZE);
|
||||||
|
|
||||||
|
go.AddComponent<T>();
|
||||||
|
return go;
|
||||||
|
}
|
||||||
|
|
||||||
|
// -------------------------------------------------------------------
|
||||||
|
// Terrain
|
||||||
|
// -------------------------------------------------------------------
|
||||||
|
|
||||||
|
private static void CreateTerrain(Request request, MapTemplate template)
|
||||||
|
{
|
||||||
|
int skirt = Mathf.Max(0, template.terrainSkirtTiles);
|
||||||
|
float carve = Mathf.Clamp(template.terrainCarveDepth, 0f, template.terrainHeight);
|
||||||
|
|
||||||
|
var data = new TerrainData { name = request.MapName + "_TerrainData" };
|
||||||
|
// Resolution before size: changing heightmapResolution resets size.
|
||||||
|
data.heightmapResolution = template.terrainHeightmapResolution;
|
||||||
|
data.size = new Vector3(
|
||||||
|
request.MapWidth + skirt * 2f,
|
||||||
|
Mathf.Max(1f, template.terrainHeight),
|
||||||
|
request.MapHeight + skirt * 2f);
|
||||||
|
|
||||||
|
if (template.terrainLayers != null && template.terrainLayers.Length > 0)
|
||||||
|
{
|
||||||
|
data.terrainLayers = template.terrainLayers;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Start the surface partway up its own height range and drop the transform to match, so
|
||||||
|
// the flat ground lands on the buildable plane (Y=0) with room to carve downwards.
|
||||||
|
if (carve > 0f)
|
||||||
|
{
|
||||||
|
int res = data.heightmapResolution;
|
||||||
|
float normalized = carve / Mathf.Max(1f, template.terrainHeight);
|
||||||
|
var heights = new float[res, res];
|
||||||
|
for (int y = 0; y < res; y++)
|
||||||
|
{
|
||||||
|
for (int x = 0; x < res; x++) heights[y, x] = normalized;
|
||||||
|
}
|
||||||
|
data.SetHeights(0, 0, heights);
|
||||||
|
}
|
||||||
|
|
||||||
|
AssetDatabase.CreateAsset(
|
||||||
|
data, $"{template.SceneFolderPath}/{request.MapName}_TerrainData.asset");
|
||||||
|
|
||||||
|
var terrainGO = Terrain.CreateTerrainGameObject(data);
|
||||||
|
terrainGO.name = "Terrain";
|
||||||
|
terrainGO.transform.position = new Vector3(-skirt, -carve, -skirt);
|
||||||
|
|
||||||
|
int layer = LayerMask.NameToLayer(TerrainLayerName);
|
||||||
|
if (layer >= 0)
|
||||||
|
{
|
||||||
|
terrainGO.layer = layer;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Debug.LogWarning(
|
||||||
|
$"[MapPipeline] Layer '{TerrainLayerName}' does not exist, so the new terrain was " +
|
||||||
|
"left on Default. The builder's ground raycast and spell targeting both filter " +
|
||||||
|
"on that layer and will ignore this terrain until it's fixed.");
|
||||||
|
}
|
||||||
|
|
||||||
|
if (template.terrainMaterial != null)
|
||||||
|
{
|
||||||
|
terrainGO.GetComponent<Terrain>().materialTemplate = template.terrainMaterial;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// -------------------------------------------------------------------
|
||||||
|
// Wiring and registration
|
||||||
|
// -------------------------------------------------------------------
|
||||||
|
|
||||||
|
private static void WireLevelLoader(GameObject services, LevelData levelData)
|
||||||
|
{
|
||||||
|
var loader = services.GetComponentInChildren<LevelLoader>(true);
|
||||||
|
if (loader == null)
|
||||||
|
{
|
||||||
|
Debug.LogError("[MapPipeline] MatchServices prefab has no LevelLoader — the map " +
|
||||||
|
"will not load at runtime. Re-run Build Core Prefabs.");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
var so = new SerializedObject(loader);
|
||||||
|
var prop = so.FindProperty("level");
|
||||||
|
if (prop == null)
|
||||||
|
{
|
||||||
|
Debug.LogError("[MapPipeline] LevelLoader has no serialized field 'level'. It was " +
|
||||||
|
"renamed — update NewMapBuilder.");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
prop.objectReferenceValue = levelData;
|
||||||
|
so.ApplyModifiedPropertiesWithoutUndo();
|
||||||
|
}
|
||||||
|
|
||||||
|
private static string RegisterInBuildSettings(string scenePath)
|
||||||
|
{
|
||||||
|
var scenes = EditorBuildSettings.scenes.ToList();
|
||||||
|
if (scenes.Any(s => s.path == scenePath))
|
||||||
|
{
|
||||||
|
return "Already in Build Settings.";
|
||||||
|
}
|
||||||
|
|
||||||
|
scenes.Add(new EditorBuildSettingsScene(scenePath, true));
|
||||||
|
EditorBuildSettings.scenes = scenes.ToArray();
|
||||||
|
return $"Added to Build Settings (index {scenes.Count - 1}).";
|
||||||
|
}
|
||||||
|
|
||||||
|
// MapRegistry lives in the MainMenu scene, not the map scene — the one registration step
|
||||||
|
// that isn't visible from where the designer is working, and therefore the one most often
|
||||||
|
// forgotten. Open it additively, append, save, close.
|
||||||
|
private static string RegisterInMapRegistry(MapTemplate template, LevelData levelData)
|
||||||
|
{
|
||||||
|
string path = template.MainMenuScenePath;
|
||||||
|
if (string.IsNullOrEmpty(path) || !System.IO.File.Exists(path))
|
||||||
|
{
|
||||||
|
return $"SKIPPED MapRegistry — no scene at '{path}'. Assign Main Menu Scene on " +
|
||||||
|
$"{MapTemplate.AssetPath}, then add this LevelData to the registry by hand.";
|
||||||
|
}
|
||||||
|
|
||||||
|
Scene menu = default;
|
||||||
|
bool opened = false;
|
||||||
|
try
|
||||||
|
{
|
||||||
|
menu = EditorSceneManager.OpenScene(path, OpenSceneMode.Additive);
|
||||||
|
opened = true;
|
||||||
|
|
||||||
|
MapRegistry registry = null;
|
||||||
|
foreach (var root in menu.GetRootGameObjects())
|
||||||
|
{
|
||||||
|
registry = root.GetComponentInChildren<MapRegistry>(true);
|
||||||
|
if (registry != null) break;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (registry == null)
|
||||||
|
{
|
||||||
|
return $"SKIPPED MapRegistry — none found in '{menu.name}'. Add the LevelData by hand.";
|
||||||
|
}
|
||||||
|
|
||||||
|
var so = new SerializedObject(registry);
|
||||||
|
var maps = so.FindProperty("maps");
|
||||||
|
if (maps == null)
|
||||||
|
{
|
||||||
|
return "SKIPPED MapRegistry — serialized field 'maps' not found (renamed?).";
|
||||||
|
}
|
||||||
|
|
||||||
|
for (int i = 0; i < maps.arraySize; i++)
|
||||||
|
{
|
||||||
|
if (maps.GetArrayElementAtIndex(i).objectReferenceValue == levelData)
|
||||||
|
{
|
||||||
|
return "Already in MapRegistry.";
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
maps.InsertArrayElementAtIndex(maps.arraySize);
|
||||||
|
maps.GetArrayElementAtIndex(maps.arraySize - 1).objectReferenceValue = levelData;
|
||||||
|
so.ApplyModifiedPropertiesWithoutUndo();
|
||||||
|
|
||||||
|
EditorSceneManager.MarkSceneDirty(menu);
|
||||||
|
EditorSceneManager.SaveScene(menu);
|
||||||
|
return $"Added to MapRegistry in '{menu.name}' (slot {maps.arraySize - 1}).";
|
||||||
|
}
|
||||||
|
finally
|
||||||
|
{
|
||||||
|
if (opened && menu.IsValid())
|
||||||
|
{
|
||||||
|
EditorSceneManager.CloseScene(menu, removeScene: true);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@ -0,0 +1,2 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 5eda54745c5c78c489eb2cf9aa6265b7
|
||||||
205
Assets/_Project/Scripts/Editor/Levels/NewMapWindow.cs
Normal file
205
Assets/_Project/Scripts/Editor/Levels/NewMapWindow.cs
Normal file
|
|
@ -0,0 +1,205 @@
|
||||||
|
// Assets/_Project/Scripts/Editor/Levels/NewMapWindow.cs
|
||||||
|
using UnityEditor;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
using TD.Core;
|
||||||
|
|
||||||
|
namespace TD.Levels.Editor
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// The <c>TD/New Map…</c> dialog. Collects the handful of decisions only a designer can make,
|
||||||
|
/// validates the resulting layout live, and hands off to <see cref="NewMapBuilder"/>.
|
||||||
|
/// </summary>
|
||||||
|
public class NewMapWindow : EditorWindow
|
||||||
|
{
|
||||||
|
// Mirrors LevelBakePipeline's accepted set — anything else is a hard bake error (P2-15),
|
||||||
|
// so there's no point offering it here.
|
||||||
|
private static readonly int[] PlayerCountValues = { 1, 2, 3, 4, 5, 9 };
|
||||||
|
private static readonly string[] PlayerCountLabels =
|
||||||
|
{ "1 player", "2 players", "3 players", "4 players", "5 players", "9 players" };
|
||||||
|
|
||||||
|
private const string AuthorPrefKey = "TD.MapPipeline.LastAuthor";
|
||||||
|
|
||||||
|
private readonly NewMapBuilder.Request request = new NewMapBuilder.Request();
|
||||||
|
private bool initialized;
|
||||||
|
private Vector2 scroll;
|
||||||
|
|
||||||
|
[MenuItem("TD/New Map...", false, 100)]
|
||||||
|
public static void Open()
|
||||||
|
{
|
||||||
|
var window = GetWindow<NewMapWindow>(utility: true, title: "New Map", focus: true);
|
||||||
|
window.minSize = new Vector2(420f, 460f);
|
||||||
|
window.Show();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Initialize()
|
||||||
|
{
|
||||||
|
if (initialized) return;
|
||||||
|
initialized = true;
|
||||||
|
|
||||||
|
var template = MapTemplate.LoadOrCreate();
|
||||||
|
request.MapWidth = template.defaultMapWidth;
|
||||||
|
request.MapHeight = template.defaultMapHeight;
|
||||||
|
request.Author = EditorPrefs.GetString(AuthorPrefKey, "");
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnGUI()
|
||||||
|
{
|
||||||
|
Initialize();
|
||||||
|
var template = MapTemplate.LoadOrCreate();
|
||||||
|
|
||||||
|
scroll = EditorGUILayout.BeginScrollView(scroll);
|
||||||
|
|
||||||
|
bool prefabsReady = template.matchServicesPrefab != null
|
||||||
|
&& template.matchNetworkPrefab != null;
|
||||||
|
if (!prefabsReady)
|
||||||
|
{
|
||||||
|
EditorGUILayout.HelpBox(
|
||||||
|
"Core prefabs haven't been built yet.\n\n" +
|
||||||
|
"Open the 9Player scene, then run:\n" +
|
||||||
|
"TD → Map Pipeline → Build Core Prefabs From Open Scene",
|
||||||
|
MessageType.Error);
|
||||||
|
EditorGUILayout.Space(6);
|
||||||
|
}
|
||||||
|
|
||||||
|
EditorGUILayout.LabelField("Identity", EditorStyles.boldLabel);
|
||||||
|
request.MapName = EditorGUILayout.TextField(
|
||||||
|
new GUIContent("Map Name",
|
||||||
|
"Becomes the scene file name, the LevelData asset name, and the string NGO " +
|
||||||
|
"uses to load the scene. Letters, digits and underscores only."),
|
||||||
|
request.MapName);
|
||||||
|
request.Author = EditorGUILayout.TextField("Author", request.Author);
|
||||||
|
|
||||||
|
EditorGUILayout.LabelField(new GUIContent("Description",
|
||||||
|
"Shown in the lobby's map browser. Empty produces a bake warning."));
|
||||||
|
request.Description = EditorGUILayout.TextArea(
|
||||||
|
request.Description, GUILayout.Height(38f));
|
||||||
|
|
||||||
|
EditorGUILayout.Space(8);
|
||||||
|
EditorGUILayout.LabelField("Shape", EditorStyles.boldLabel);
|
||||||
|
request.PlayerCount = EditorGUILayout.IntPopup(
|
||||||
|
"Players", request.PlayerCount, PlayerCountLabels, PlayerCountValues);
|
||||||
|
request.MapWidth = Mathf.Max(8, EditorGUILayout.IntField(
|
||||||
|
new GUIContent("Width (tiles)", "1 tile = 1 world unit."), request.MapWidth));
|
||||||
|
request.MapHeight = Mathf.Max(8, EditorGUILayout.IntField(
|
||||||
|
new GUIContent("Height (tiles)", "1 tile = 1 world unit."), request.MapHeight));
|
||||||
|
|
||||||
|
request.BuildAccess = (BuildAccess)EditorGUILayout.EnumPopup(
|
||||||
|
new GUIContent("Build Access",
|
||||||
|
"OwnerOnly: each player builds only in their own zone.\n" +
|
||||||
|
"Shared: everyone builds anywhere on the map's buildable area.\n\n" +
|
||||||
|
"Changeable later on _LevelAuthoring — it just needs a re-bake."),
|
||||||
|
request.BuildAccess);
|
||||||
|
|
||||||
|
if (request.BuildAccess == BuildAccess.Shared)
|
||||||
|
{
|
||||||
|
EditorGUILayout.HelpBox(
|
||||||
|
"Shared: every band forms one cooperative maze. Zones still define " +
|
||||||
|
"territory for leak attribution, camera start and builder spawn. Towers stay " +
|
||||||
|
"owned by whoever paid — only that player can sell or upgrade them.",
|
||||||
|
MessageType.None);
|
||||||
|
}
|
||||||
|
|
||||||
|
EditorGUILayout.Space(8);
|
||||||
|
EditorGUILayout.LabelField("On Create", EditorStyles.boldLabel);
|
||||||
|
request.CreateTerrain = EditorGUILayout.Toggle(
|
||||||
|
new GUIContent("Create Terrain",
|
||||||
|
"Adds a Terrain sized to the map plus a skirt, on the TerrainGeometry layer, " +
|
||||||
|
"flattened onto the buildable plane."),
|
||||||
|
request.CreateTerrain);
|
||||||
|
request.AddToBuildSettings = EditorGUILayout.Toggle(
|
||||||
|
new GUIContent("Add to Build Settings",
|
||||||
|
"Required — NGO cannot load a scene that isn't in the build list."),
|
||||||
|
request.AddToBuildSettings);
|
||||||
|
request.AddToMapRegistry = EditorGUILayout.Toggle(
|
||||||
|
new GUIContent("Add to MapRegistry",
|
||||||
|
"Opens the MainMenu scene, appends the LevelData to the lobby's map browser, " +
|
||||||
|
"and saves it."),
|
||||||
|
request.AddToMapRegistry);
|
||||||
|
request.BakeImmediately = EditorGUILayout.Toggle(
|
||||||
|
new GUIContent("Bake immediately",
|
||||||
|
"Runs the bake on the generated starter layout so the map is valid and " +
|
||||||
|
"playable the moment it's created."),
|
||||||
|
request.BakeImmediately);
|
||||||
|
|
||||||
|
// Registry wiring is the one step that reaches into a scene the designer isn't looking
|
||||||
|
// at, so a broken reference should be visible BEFORE Create, not in the summary after.
|
||||||
|
if (request.AddToMapRegistry && !System.IO.File.Exists(template.MainMenuScenePath))
|
||||||
|
{
|
||||||
|
EditorGUILayout.HelpBox(
|
||||||
|
"Main Menu Scene isn't resolving, so the new map won't be added to the lobby's " +
|
||||||
|
"map browser. Assign it on MapTemplate, or add the LevelData to MapRegistry.Maps " +
|
||||||
|
"by hand afterwards.",
|
||||||
|
MessageType.Warning);
|
||||||
|
}
|
||||||
|
|
||||||
|
EditorGUILayout.Space(8);
|
||||||
|
DrawLayoutPreview(template);
|
||||||
|
|
||||||
|
EditorGUILayout.EndScrollView();
|
||||||
|
|
||||||
|
EditorGUILayout.Space(6);
|
||||||
|
bool canCreate = prefabsReady &&
|
||||||
|
NewMapBuilder.TryComputeLayout(
|
||||||
|
template, request.MapWidth, request.MapHeight,
|
||||||
|
request.PlayerCount, request.BuildAccess, out _, out _);
|
||||||
|
|
||||||
|
using (new EditorGUI.DisabledScope(!canCreate))
|
||||||
|
{
|
||||||
|
if (GUILayout.Button("Create Map", GUILayout.Height(30f)))
|
||||||
|
{
|
||||||
|
CreateMap();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void DrawLayoutPreview(MapTemplate template)
|
||||||
|
{
|
||||||
|
EditorGUILayout.LabelField("Starter Layout", EditorStyles.boldLabel);
|
||||||
|
|
||||||
|
if (!NewMapBuilder.TryComputeLayout(template, request.MapWidth, request.MapHeight,
|
||||||
|
request.PlayerCount, request.BuildAccess,
|
||||||
|
out var layout, out string error))
|
||||||
|
{
|
||||||
|
EditorGUILayout.HelpBox(error, MessageType.Error);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
string routing = layout.Leaks.Length > 0
|
||||||
|
? $"through {layout.Leaks.Length} one-tile leak gate(s) " +
|
||||||
|
$"{Mathf.Min(template.leakGateWidth, layout.Zones[0].width)} tiles wide"
|
||||||
|
: "across directly-adjacent band borders (no leak gates)";
|
||||||
|
|
||||||
|
EditorGUILayout.HelpBox(
|
||||||
|
$"{request.PlayerCount} full-width band(s), {layout.BandDepth} tiles deep each, " +
|
||||||
|
$"stacked south to north.\n" +
|
||||||
|
$"Each band gets a spawner at its south edge; enemies travel north " +
|
||||||
|
$"{routing} to the goal.\n\n" +
|
||||||
|
$"Grid will bake to {layout.MapArea.width}×{layout.MapArea.height} with its " +
|
||||||
|
$"south-west corner at tile (0, 0).",
|
||||||
|
MessageType.Info);
|
||||||
|
|
||||||
|
EditorGUILayout.LabelField(
|
||||||
|
"Tune the starter proportions on the MapTemplate asset:",
|
||||||
|
EditorStyles.miniLabel);
|
||||||
|
if (GUILayout.Button("Select MapTemplate", EditorStyles.miniButton))
|
||||||
|
{
|
||||||
|
Selection.activeObject = template;
|
||||||
|
EditorGUIUtility.PingObject(template);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void CreateMap()
|
||||||
|
{
|
||||||
|
EditorPrefs.SetString(AuthorPrefKey, request.Author ?? "");
|
||||||
|
|
||||||
|
if (NewMapBuilder.Create(request, out string error))
|
||||||
|
{
|
||||||
|
Close();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
EditorUtility.DisplayDialog("Could not create map", error, "OK");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@ -0,0 +1,2 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 50a9cf35b1b63204da8774b8afe7003e
|
||||||
|
|
@ -355,6 +355,39 @@ namespace TD.Gameplay
|
||||||
return level.OwnerGrid[idx];
|
return level.OwnerGrid[idx];
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// This map's build-permission rule. <see cref="BuildAccess.OwnerOnly"/> for an unloaded
|
||||||
|
/// or unbaked level, which is the safe default (it can only ever reject more).
|
||||||
|
/// </summary>
|
||||||
|
public BuildAccess BuildAccess => level != null ? level.BuildAccess : BuildAccess.OwnerOnly;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// True if <paramref name="slot"/> is permitted to build on <paramref name="tile"/> under
|
||||||
|
/// this map's <see cref="BuildAccess"/> rule.
|
||||||
|
/// </summary>
|
||||||
|
/// <remarks>
|
||||||
|
/// <para>Permission ONLY — the caller still has to check <see cref="GetPlacement"/> and
|
||||||
|
/// <see cref="IsOccupied"/>. Keeping them separate is deliberate: each produces a different
|
||||||
|
/// <c>PlacementRejectionReason</c>, and collapsing them would cost the player a useful
|
||||||
|
/// message.</para>
|
||||||
|
///
|
||||||
|
/// <para>Both the client's ghost preview and the server's authoritative check call this, so
|
||||||
|
/// they cannot drift apart and show a white ghost that then gets rejected.</para>
|
||||||
|
///
|
||||||
|
/// <para>Under <see cref="BuildAccess.Shared"/> the tile must still belong to SOME player
|
||||||
|
/// zone. In practice every Buildable tile does, but stating it here keeps the method
|
||||||
|
/// meaningful on its own rather than relying on a caller's later check.</para>
|
||||||
|
/// </remarks>
|
||||||
|
public bool HasBuildPermission(Vector2Int tile, PlayerSlot slot)
|
||||||
|
{
|
||||||
|
if (slot == PlayerSlot.None) return false;
|
||||||
|
|
||||||
|
PlayerSlot owner = GetOwner(tile); // PlayerSlot.None when out of bounds
|
||||||
|
return BuildAccess == BuildAccess.Shared
|
||||||
|
? owner != PlayerSlot.None
|
||||||
|
: owner == slot;
|
||||||
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// True if <paramref name="tile"/> is currently occupied by a placed tower footprint.
|
/// True if <paramref name="tile"/> is currently occupied by a placed tower footprint.
|
||||||
/// Returns false for out-of-bounds tiles. Unlike <see cref="IsWalkable"/>, this grid
|
/// Returns false for out-of-bounds tiles. Unlike <see cref="IsWalkable"/>, this grid
|
||||||
|
|
|
||||||
|
|
@ -353,7 +353,7 @@ namespace TD.Gameplay
|
||||||
|
|
||||||
foreach (var tile in GridCoordinates.GetFootprintTiles(anchor, def.FootprintSize))
|
foreach (var tile in GridCoordinates.GetFootprintTiles(anchor, def.FootprintSize))
|
||||||
{
|
{
|
||||||
if (loader.GetOwner(tile) != localSlot) return false;
|
if (!loader.HasBuildPermission(tile, localSlot)) return false;
|
||||||
if (loader.GetPlacement(tile) != PlacementState.Buildable) return false;
|
if (loader.GetPlacement(tile) != PlacementState.Buildable) return false;
|
||||||
if (loader.IsOccupied(tile)) return false;
|
if (loader.IsOccupied(tile)) return false;
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -217,8 +217,10 @@ namespace TD.Gameplay
|
||||||
footprint.Add(tile);
|
footprint.Add(tile);
|
||||||
|
|
||||||
// ------------------------------------------------------------------
|
// ------------------------------------------------------------------
|
||||||
// Check 1: Ownership
|
// Check 1: Build permission
|
||||||
// Every footprint tile must be owned by the placing player's zone.
|
// On an OwnerOnly map every footprint tile must be owned by the placing
|
||||||
|
// player's zone; on a Shared map any zone's tile will do. LevelLoader owns
|
||||||
|
// that rule so the client's ghost preview can't disagree with us.
|
||||||
// ------------------------------------------------------------------
|
// ------------------------------------------------------------------
|
||||||
PlayerSlot placingSlot = ClientIdToPlayerSlot(req.SenderClientId);
|
PlayerSlot placingSlot = ClientIdToPlayerSlot(req.SenderClientId);
|
||||||
if (placingSlot == PlayerSlot.None)
|
if (placingSlot == PlayerSlot.None)
|
||||||
|
|
@ -229,7 +231,7 @@ namespace TD.Gameplay
|
||||||
|
|
||||||
foreach (var tile in footprint)
|
foreach (var tile in footprint)
|
||||||
{
|
{
|
||||||
if (loader.GetOwner(tile) != placingSlot)
|
if (!loader.HasBuildPermission(tile, placingSlot))
|
||||||
{
|
{
|
||||||
Reject(req, PlacementRejectionReason.WrongOwner);
|
Reject(req, PlacementRejectionReason.WrongOwner);
|
||||||
return;
|
return;
|
||||||
|
|
@ -533,37 +535,67 @@ namespace TD.Gameplay
|
||||||
// ----- Path-validity BFS ------------------------------------------
|
// ----- Path-validity BFS ------------------------------------------
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Returns true if every spawner in <paramref name="placingSlot"/>'s zone can still
|
/// Returns true if the map's mazes are still solvable with the candidate footprint in
|
||||||
/// reach an exit tile (any leak exit tile OR any goal tile) via walkable tiles,
|
/// place — every spawner can still reach an exit tile (any leak exit from its own zone,
|
||||||
/// given the current state of <c>LevelLoader</c>'s runtime walkability grid.
|
/// OR any goal tile) via walkable tiles, given <c>LevelLoader</c>'s runtime grid.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <remarks>
|
/// <remarks>
|
||||||
/// Mirrors bake-time P5-4. Runs a BFS per spawner against the runtime walkability
|
/// <para>Mirrors bake-time P5-4. Reuses <see cref="bfsQueue"/> and <see cref="bfsVisited"/>
|
||||||
/// grid. Reuses <see cref="bfsQueue"/> and <see cref="bfsVisited"/> scratch
|
/// scratch collections (cleared between BFS runs) to avoid GC allocation per call.</para>
|
||||||
/// collections (cleared between BFS runs) to avoid GC allocation per call.
|
///
|
||||||
|
/// <para><b>Scope depends on the map's build rule.</b> Under
|
||||||
|
/// <see cref="BuildAccess.OwnerOnly"/> a player can only build inside their own zone, so
|
||||||
|
/// their footprint can only ever strand their OWN spawners — checking
|
||||||
|
/// <paramref name="placingSlot"/>'s zone alone is both sufficient and cheapest. Under
|
||||||
|
/// <see cref="BuildAccess.Shared"/> anyone can wall off anyone's lane, so every zone has to
|
||||||
|
/// be checked or a player could strand a teammate's spawner and leave its enemies with no
|
||||||
|
/// route at all.</para>
|
||||||
/// </remarks>
|
/// </remarks>
|
||||||
private bool CheckPathValidity(LevelLoader loader, PlayerSlot slot,
|
private bool CheckPathValidity(LevelLoader loader, PlayerSlot placingSlot,
|
||||||
HashSet<Vector2Int> virtualBlocked = null)
|
HashSet<Vector2Int> virtualBlocked = null)
|
||||||
{
|
{
|
||||||
var levelData = loader.LevelData;
|
var levelData = loader.LevelData;
|
||||||
|
if (levelData?.PlayerZones == null) return true;
|
||||||
|
|
||||||
|
if (loader.BuildAccess == BuildAccess.Shared)
|
||||||
|
{
|
||||||
|
foreach (var zone in levelData.PlayerZones)
|
||||||
|
{
|
||||||
|
if (!ZoneSpawnersCanReachExit(loader, levelData, zone, virtualBlocked))
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
// Find the PlayerZoneData for this slot.
|
|
||||||
PlayerZoneData zoneData = null;
|
|
||||||
foreach (var zone in levelData.PlayerZones)
|
foreach (var zone in levelData.PlayerZones)
|
||||||
{
|
{
|
||||||
if (zone.Owner == slot) { zoneData = zone; break; }
|
if (zone.Owner == placingSlot)
|
||||||
|
return ZoneSpawnersCanReachExit(loader, levelData, zone, virtualBlocked);
|
||||||
}
|
}
|
||||||
if (zoneData == null || zoneData.Spawners == null || zoneData.Spawners.Length == 0)
|
|
||||||
|
// Placing player has no zone — nothing of theirs to strand.
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Runs the reachability BFS for every spawner in one zone. Returns true if they can all
|
||||||
|
/// still reach an exit (or the zone has no spawners to strand).
|
||||||
|
/// </summary>
|
||||||
|
private bool ZoneSpawnersCanReachExit(LevelLoader loader, LevelData levelData,
|
||||||
|
PlayerZoneData zoneData,
|
||||||
|
HashSet<Vector2Int> virtualBlocked)
|
||||||
|
{
|
||||||
|
if (zoneData?.Spawners == null || zoneData.Spawners.Length == 0)
|
||||||
{
|
{
|
||||||
// No spawners means nothing to block — treat as valid.
|
// No spawners means nothing to block — treat as valid.
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Build the exit tile set: union of all leak exit tiles and all goal tiles.
|
// Build the exit tile set: this zone's leak exits, plus all goal tiles.
|
||||||
var exitTiles = BuildExitTileSet(levelData, slot);
|
var exitTiles = BuildExitTileSet(levelData, zoneData.Owner);
|
||||||
if (exitTiles.Count == 0)
|
if (exitTiles.Count == 0)
|
||||||
{
|
{
|
||||||
Debug.LogWarning($"[TowerPlacementManager] Zone {slot} has no exit tiles. " +
|
Debug.LogWarning($"[TowerPlacementManager] Zone {zoneData.Owner} has no exit tiles. " +
|
||||||
$"This should have been caught at bake time (P5-8).");
|
$"This should have been caught at bake time (P5-8).");
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
|
||||||
39
Assets/_Project/Settings/MapTemplate.asset
Normal file
39
Assets/_Project/Settings/MapTemplate.asset
Normal file
|
|
@ -0,0 +1,39 @@
|
||||||
|
%YAML 1.1
|
||||||
|
%TAG !u! tag:unity3d.com,2011:
|
||||||
|
--- !u!114 &11400000
|
||||||
|
MonoBehaviour:
|
||||||
|
m_ObjectHideFlags: 0
|
||||||
|
m_CorrespondingSourceObject: {fileID: 0}
|
||||||
|
m_PrefabInstance: {fileID: 0}
|
||||||
|
m_PrefabAsset: {fileID: 0}
|
||||||
|
m_GameObject: {fileID: 0}
|
||||||
|
m_Enabled: 1
|
||||||
|
m_EditorHideFlags: 0
|
||||||
|
m_Script: {fileID: 11500000, guid: fb7355881928ea146a26471078f207c2, type: 3}
|
||||||
|
m_Name: MapTemplate
|
||||||
|
m_EditorClassIdentifier: Assembly-CSharp-Editor::TD.Levels.Editor.MapTemplate
|
||||||
|
matchServicesPrefab: {fileID: 1445952844252628864, guid: 13be8328f6275e14da787f25c94683ee, type: 3}
|
||||||
|
matchNetworkPrefab: {fileID: 8429081419068942390, guid: 7116de1968afffb4990ee24f709612fb, type: 3}
|
||||||
|
sceneFolderAsset: {fileID: 102900000, guid: 1ac41b242a484844a85bb02ca1ae9f1f, type: 3}
|
||||||
|
mainMenuScene: {fileID: 102900000, guid: 1f4cb4a6391f5e94285960890282b70e, type: 3}
|
||||||
|
sceneFolder: Assets/_Project/Scenes/Levels
|
||||||
|
mainMenuScenePath: Assets/_Project/Scenes/UI_Scenes/MainMenu.unity
|
||||||
|
terrainMaterial: {fileID: 2100000, guid: 594ea882c5a793440b60ff72d896021e, type: 2}
|
||||||
|
terrainLayers:
|
||||||
|
- {fileID: 8574412962073106934, guid: f72a840f9f0991747a2d10c3c220bd27, type: 2}
|
||||||
|
- {fileID: 8574412962073106934, guid: 445b935ebf050f74a96e491cb1596964, type: 2}
|
||||||
|
- {fileID: 8574412962073106934, guid: faa5ef4eade0336408d27e4e78ebf1a6, type: 2}
|
||||||
|
- {fileID: 8574412962073106934, guid: 79a46a4f0f2c8a04a9f50c26dc17dc48, type: 2}
|
||||||
|
terrainHeightmapResolution: 513
|
||||||
|
terrainHeight: 60
|
||||||
|
terrainSkirtTiles: 20
|
||||||
|
terrainCarveDepth: 5
|
||||||
|
defaultMapWidth: 100
|
||||||
|
defaultMapHeight: 100
|
||||||
|
playAreaMargin: 4
|
||||||
|
goalDepth: 5
|
||||||
|
goalWidth: 10
|
||||||
|
spawnerDepth: 5
|
||||||
|
spawnerWidth: 10
|
||||||
|
leakGateWidth: 8
|
||||||
|
minBandDepth: 8
|
||||||
8
Assets/_Project/Settings/MapTemplate.asset.meta
Normal file
8
Assets/_Project/Settings/MapTemplate.asset.meta
Normal file
|
|
@ -0,0 +1,8 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: ac495796f7ea6a9478aa5512f162d264
|
||||||
|
NativeFormatImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
mainObjectFileID: 11400000
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
188
Docs/Map_Pipeline.md
Normal file
188
Docs/Map_Pipeline.md
Normal file
|
|
@ -0,0 +1,188 @@
|
||||||
|
# Map Pipeline
|
||||||
|
|
||||||
|
How to make a new map, and what the generator puts in the scene for you.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## One-time setup
|
||||||
|
|
||||||
|
Open **`9Player`** and run **`TD → Map Pipeline → Build Core Prefabs From Open Scene`**.
|
||||||
|
|
||||||
|
This reads the fully-wired reference scene and writes:
|
||||||
|
|
||||||
|
| Output | What it holds |
|
||||||
|
|---|---|
|
||||||
|
| `Assets/_Project/Prefabs/MatchCore/MatchServices.prefab` | Every map-independent, non-networked service |
|
||||||
|
| `Assets/_Project/Prefabs/MatchCore/MatchNetwork.prefab` | The six scene-placed `NetworkBehaviour`s |
|
||||||
|
| `Assets/_Project/Settings/MapTemplate.asset` | Prefab references, terrain defaults, starter-layout proportions |
|
||||||
|
|
||||||
|
It **copies live components** rather than rebuilding them from an asset scan. `AssetDatabase.FindAssets`
|
||||||
|
order isn't guaranteed stable across machines or re-imports, and several of these arrays double as
|
||||||
|
network identity — `EnemyUpgradePool.options` indices *are* card network ids, and
|
||||||
|
`TowerPlacementManager.towerDefinitions` indices *are* `TowerTypeId`. Two people generating the same
|
||||||
|
map could commit different orders, and *that* desyncs a host from a client. Copying sidesteps it, and
|
||||||
|
gives each new map the same known-good content as the reference.
|
||||||
|
|
||||||
|
> Maps having **different** catalogs from each other is fine and supported — every peer loads the same
|
||||||
|
> scene, and `PlayerTowerDeck.ServerInitialize` clears the deck at match start. Per-map enemy rosters
|
||||||
|
> are a matter of assigning a different `RunDefinition` on `_MatchNetwork/RunState`.
|
||||||
|
|
||||||
|
> The reference scene's contents aren't modified, but Unity marks it dirty. **Don't save it.**
|
||||||
|
|
||||||
|
Re-run this any time the shared boilerplate changes in a way the prefab should pick up.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Making a map
|
||||||
|
|
||||||
|
**`TD → New Map...`**
|
||||||
|
|
||||||
|
Fill in name, player count, and size. The dialog validates the starter layout live and tells you the
|
||||||
|
exact width or height to use if the shape can't hold one.
|
||||||
|
|
||||||
|
On Create it does all of this:
|
||||||
|
|
||||||
|
1. Creates and saves the scene in `Assets/_Project/Scenes/Levels/`
|
||||||
|
2. Instantiates `_MatchServices` (**linked** prefab instance) and `_MatchNetwork` (**unpacked**)
|
||||||
|
3. Creates the `LevelData` asset and assigns it to **both** `LevelAuthoring.targetAsset` *and*
|
||||||
|
`LevelLoader.level`
|
||||||
|
4. Generates a bakeable starter volume layout
|
||||||
|
5. Creates a `Terrain` on the `TerrainGeometry` layer, sized to the map plus a skirt
|
||||||
|
6. Registers the scene in **Build Settings**
|
||||||
|
7. Appends the `LevelData` to the **`MapRegistry`** in `MainMenu.unity`
|
||||||
|
8. Runs the bake
|
||||||
|
|
||||||
|
Steps 3, 6 and 7 are the ones that used to fail silently — a map missing any of them looks fine in
|
||||||
|
the editor and breaks only at match start, or just never appears in the lobby.
|
||||||
|
|
||||||
|
A generated map bakes with **zero warnings** as long as you filled in author and description.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## What you get, and where to edit it
|
||||||
|
|
||||||
|
Four roots instead of the ~30 the hand-authored maps carry:
|
||||||
|
|
||||||
|
```
|
||||||
|
_LevelAuthoring ← yours: shape the volumes here
|
||||||
|
_MatchServices ← shared prefab: don't edit per-map (except LevelLoader.level)
|
||||||
|
_MatchNetwork ← the six NetworkBehaviours, unpacked
|
||||||
|
Terrain ← yours: sculpt here
|
||||||
|
```
|
||||||
|
|
||||||
|
`_MatchServices` is a **linked prefab instance**, so fixing something in
|
||||||
|
`MatchServices.prefab` fixes it in every map at once. The one field that is legitimately a
|
||||||
|
per-instance override is `LevelLoader.level`.
|
||||||
|
|
||||||
|
**Never press "Apply All" on the `_MatchServices` instance** — that would push this map's
|
||||||
|
`LevelData` into the shared prefab.
|
||||||
|
|
||||||
|
`_MatchNetwork` is unpacked deliberately: NGO treats in-scene placed `NetworkObject`s that are prefab
|
||||||
|
instances differently from loose ones, and unpacking keeps generated scenes structurally identical to
|
||||||
|
hand-authored ones. The cost is that changes to `MatchNetwork.prefab` don't propagate to maps already
|
||||||
|
created — there are only three asset references in it (`RunDefinition`, `GoldConfig`,
|
||||||
|
`EnemyScalingConfig`), so fix those by hand if they ever change.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## The starter layout
|
||||||
|
|
||||||
|
Player bands stacked south → north, full map width:
|
||||||
|
|
||||||
|
```
|
||||||
|
┌─────────── Goal ───────────┐ north
|
||||||
|
│ Player N band │
|
||||||
|
│ ····· leak gate ····· │
|
||||||
|
│ Player N-1 band │
|
||||||
|
│ ····· leak gate ····· │
|
||||||
|
│ Player 1 band │
|
||||||
|
│ [Player 1 spawner] │ south
|
||||||
|
└── MapArea (margin border) ─┘
|
||||||
|
```
|
||||||
|
|
||||||
|
Enemies spawn at the south edge of their owner's band and walk north. Each band leaks through a
|
||||||
|
one-tile gate into the next; the northernmost band is goal-adjacent instead of having a leak.
|
||||||
|
|
||||||
|
Proportions (margin, band depth, gate width, goal size, terrain skirt and carve depth) all live on
|
||||||
|
**`MapTemplate.asset`** — tune them there, not in code.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Build Access: one maze each, or one maze together
|
||||||
|
|
||||||
|
`_LevelAuthoring → Rules → Build Access` is a per-map choice. Also offered in the New Map dialog.
|
||||||
|
|
||||||
|
| Mode | Meaning |
|
||||||
|
|---|---|
|
||||||
|
| `OwnerOnly` | Default. A player builds only inside their own `PlayerZoneVolume`. |
|
||||||
|
| `Shared` | Any player builds on any Buildable tile — the whole map is one cooperative maze. |
|
||||||
|
|
||||||
|
**Ownership doesn't disappear in Shared mode.** `OwnerGrid` still drives leak attribution, camera
|
||||||
|
start position, builder spawn point, and minimap tinting; zones still own their spawners and leak
|
||||||
|
exits. The only thing that lifts is the placement restriction. That's why this is a per-map enum and
|
||||||
|
not a change to how maps are authored — a Shared map is authored exactly like an OwnerOnly one.
|
||||||
|
|
||||||
|
**Towers still belong to whoever paid.** Sell, upgrade and paint stay owner-gated in both modes, so a
|
||||||
|
teammate can't sell your tower out of the lane you put it in.
|
||||||
|
|
||||||
|
Both modes route through `LevelLoader.HasBuildPermission`, which the client's ghost preview and the
|
||||||
|
server's authoritative check both call — they can't drift apart and show a white ghost that then gets
|
||||||
|
rejected.
|
||||||
|
|
||||||
|
> **Shared mode widens path validation.** Under `OwnerOnly` a player can only strand their own
|
||||||
|
> spawners, so `TowerPlacementManager.CheckPathValidity` checks one zone. Under `Shared` anyone can
|
||||||
|
> wall off anyone's lane, so it checks *every* zone's spawners — otherwise a player could leave a
|
||||||
|
> teammate's enemies with no route to any exit. Cost is one BFS per spawner per placement attempt
|
||||||
|
> rather than one per placement; placements are already throttled to `requestsPerFrame`.
|
||||||
|
|
||||||
|
Changing the mode on an existing map just needs a re-bake.
|
||||||
|
|
||||||
|
### Leak exits are optional on Shared maps
|
||||||
|
|
||||||
|
Bake rule **P5-8** ("every zone must have an outgoing leak or be goal-adjacent") is **skipped on
|
||||||
|
Shared maps**, so you can delete the `LeakExitVolume`s entirely. Every other leak rule is conditional
|
||||||
|
on a leak existing, so they're vacuously satisfied at zero.
|
||||||
|
|
||||||
|
That's safe because leak exits do almost nothing at runtime. `PathfindingService.ComputePath` takes no
|
||||||
|
destination — enemies always path to `LevelData.Goals`, and the route through a gate is *emergent*
|
||||||
|
from walkability, never directed. `LeakExitData.NormalizedWeight` is written by the bake and read
|
||||||
|
nowhere. Leak *attribution* runs off `OwnerGrid`, not leak volumes, so it keeps working. The safety
|
||||||
|
property P5-8 protected is enforced more strictly by **P5-4**, which BFSes every spawner to the exit
|
||||||
|
set — and with no leaks present that set is the goal tiles, which is exactly the right requirement.
|
||||||
|
|
||||||
|
> **Zones must then be directly adjacent.** A `LeakExitVolume`'s tiles are walkable; a bare gap
|
||||||
|
> between two zones is not. Delete the leaks without closing the gap and the bands become
|
||||||
|
> disconnected — P5-4 hard-errors and P5-11 warns, so the bake catches it loudly rather than shipping
|
||||||
|
> a map whose enemies can't move.
|
||||||
|
|
||||||
|
New Map handles this for you: choosing **Shared** generates bands butted directly together with no
|
||||||
|
gate rows and no leak volumes. Choosing **OwnerOnly** generates the one-tile gates.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Changing the Quick Play map
|
||||||
|
|
||||||
|
Quick Start skips the lobby and loads **`MapRegistry.Default`**, which is the *first valid entry* in
|
||||||
|
the `Maps` array — not a separate setting.
|
||||||
|
|
||||||
|
Open `MainMenu`, select the `MapRegistry` GameObject, and drag the map you want to element **0**.
|
||||||
|
Entries with an empty `MapName` or `ScenePath` are skipped, so "first" means first *usable*.
|
||||||
|
|
||||||
|
New maps are **appended** to the array, so creating one never silently changes what Quick Play loads.
|
||||||
|
Reordering is deliberate.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Things worth knowing
|
||||||
|
|
||||||
|
- **Walkability is the union of the gameplay volumes**, not something you paint. Walls are the
|
||||||
|
*absence* of a `PlayerZone` / `Spawner` / `LeakExit` / `Goal` volume. `MapAreaVolume` tiles are
|
||||||
|
deliberately **not** walkable — that volume only bounds camera pan and builder movement.
|
||||||
|
- **Terrain must stay on the `TerrainGeometry` layer.** The builder's ground raycast and spell
|
||||||
|
targeting both filter on it; on `Default` the builder silently walks at Y=0.
|
||||||
|
- **Terrain visuals have no relationship to the grid.** Nothing validates that the hills you sculpt
|
||||||
|
match the volumes you placed. That correspondence is yours to keep.
|
||||||
|
- **Volumes must be axis-aligned and unit-scaled.** Rotation is a hard bake error; non-unit
|
||||||
|
`Transform.Scale` is a warning. Size volumes with `BoxCollider.Size`, or use the
|
||||||
|
**Resize Volume Edge** scene tool.
|
||||||
|
- `MatchRules.MaxPlayers` is **3**. Larger player counts bake fine but no lobby can fill them yet.
|
||||||
|
|
@ -6,10 +6,10 @@ EditorBuildSettings:
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
m_Scenes:
|
m_Scenes:
|
||||||
- enabled: 1
|
- enabled: 1
|
||||||
path: Assets/_Project/Scenes/UI/MainMenu.unity
|
path: Assets/_Project/Scenes/UI_Scenes/MainMenu.unity
|
||||||
guid: 1f4cb4a6391f5e94285960890282b70e
|
guid: 1f4cb4a6391f5e94285960890282b70e
|
||||||
- enabled: 1
|
- enabled: 1
|
||||||
path: Assets/_Project/Scenes/UI/Lobby.unity
|
path: Assets/_Project/Scenes/UI_Scenes/Lobby.unity
|
||||||
guid: 3a3639dca674a8049a570cb848bb69d2
|
guid: 3a3639dca674a8049a570cb848bb69d2
|
||||||
- enabled: 1
|
- enabled: 1
|
||||||
path: Assets/_Project/Scenes/Levels/Main.unity
|
path: Assets/_Project/Scenes/Levels/Main.unity
|
||||||
|
|
@ -17,5 +17,8 @@ EditorBuildSettings:
|
||||||
- enabled: 1
|
- enabled: 1
|
||||||
path: Assets/_Project/Scenes/Levels/9Player.unity
|
path: Assets/_Project/Scenes/Levels/9Player.unity
|
||||||
guid: 74fdeec477e257d4484b38108c283d84
|
guid: 74fdeec477e257d4484b38108c283d84
|
||||||
|
- enabled: 1
|
||||||
|
path: Assets/_Project/Scenes/Levels/3Player.unity
|
||||||
|
guid: 128de09101c3e3240b094d29d1eb9d22
|
||||||
m_configObjects:
|
m_configObjects:
|
||||||
com.unity.input.settings.actions: {fileID: -944628639613478452, guid: 052faaac586de48259a63d0c4782560b, type: 3}
|
com.unity.input.settings.actions: {fileID: -944628639613478452, guid: 052faaac586de48259a63d0c4782560b, type: 3}
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue