tower-sell #12
2 changed files with 29 additions and 2 deletions
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@ -1,4 +1,5 @@
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// Assets/_Project/Scripts/Gameplay/TowerInstance.cs
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using System.Collections.Generic;
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using Unity.Netcode;
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using UnityEngine;
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using TD.Core;
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@ -511,11 +512,20 @@ namespace TD.Gameplay
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? resolvedDefinition.FootprintSize
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: new Vector2Int(2, 2);
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// Collect the footprint, then stamp walkability as a BATCH so a single
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// OnWalkabilityChanged fires for the whole footprint. Per-tile SetWalkable fires
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// that event once PER TILE — on despawn (sell) that meant up to 4 full enemy A*
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// re-paths for a 2×2 tower in one frame, which was the sell hitch. Placement
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// batches for the same reason (TowerPlacementManager.StampWalkable). Occupancy
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// doesn't fire walkability events, so it stays per-tile.
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var footprint = new List<Vector2Int>(footprintSize.x * footprintSize.y);
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foreach (var tile in GridCoordinates.GetFootprintTiles(anchorTile.Value, footprintSize))
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{
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loader.SetWalkable(tile, walkable);
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footprint.Add(tile);
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loader.SetOccupied(tile, occupied);
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}
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loader.SetWalkableBatch(footprint, walkable);
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}
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// Reused per-instance across color updates to avoid per-call GC allocation.
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@ -365,10 +365,27 @@ namespace TD.Gameplay
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PlaySellEffectRpc(worldPos);
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}
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// One-time guard so a missing spawner warns once per peer instead of on every sale.
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private static bool s_warnedNoSellSpawner;
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[Rpc(SendTo.Everyone)]
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private void PlaySellEffectRpc(Vector3 worldPos)
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{
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SellEffectSpawner.Instance?.Play(worldPos);
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var spawner = SellEffectSpawner.Instance;
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if (spawner == null)
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{
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if (!s_warnedNoSellSpawner)
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{
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Debug.LogWarning("[TowerPlacementManager] A tower was sold, but there is no " +
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"SellEffectSpawner in the scene — no coin VFX or sell sound " +
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"will play. Add a SellEffectSpawner GameObject to each Match " +
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"scene (assign its Sell Sound clip; the coin burst works even " +
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"with no VFX prefab).");
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s_warnedNoSellSpawner = true;
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}
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return;
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}
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spawner.Play(worldPos);
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}
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// ----- Server-side commit hooks called by Builder ------------------
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