120 lines
4.6 KiB
C#
120 lines
4.6 KiB
C#
// Assets/_Project/Scripts/Gameplay/TowerRegistry.cs
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using System.Collections.Generic;
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using UnityEngine;
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using TD.Towers;
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namespace TD.Gameplay
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{
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/// <summary>
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/// Scene singleton that holds every <see cref="TowerDefinition"/> available in the
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/// current match and lets any code look one up by asset name.
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/// </summary>
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/// <remarks>
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/// <para><b>Why this exists.</b> <see cref="TowerInstance"/> replicates a tower's
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/// definition by name (a <c>FixedString64Bytes</c> over the network), then resolves
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/// the full ScriptableObject locally on every client. TowerRegistry is the lookup
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/// table that makes that resolution possible without hard-coding asset paths.</para>
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///
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/// <para><b>Registration.</b> Drag every <see cref="TowerDefinition"/> asset into the
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/// <c>Definitions</c> list on this component in the inspector. Assets can live anywhere
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/// in the project — no special folder required.</para>
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///
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/// <para><b>Path E upgrade path.</b> In Path E the registry will filter to only the
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/// definitions belonging to the active match's <c>RaceDefinition</c> rosters. For now
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/// all assigned assets are registered.</para>
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///
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/// <para><b>Plain MonoBehaviour.</b> Not a NetworkBehaviour — the registry is
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/// identical on every peer (same assets, same names), so there is nothing to sync.</para>
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/// </remarks>
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public class TowerRegistry : MonoBehaviour
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{
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// ----- Singleton --------------------------------------------------
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/// <summary>
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/// The active TowerRegistry. Null before Awake or after the scene unloads.
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/// Always null-check before use.
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/// </summary>
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public static TowerRegistry Instance { get; private set; }
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// ----- Inspector --------------------------------------------------
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[Tooltip("All TowerDefinition assets available in this match. " +
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"Drag assets here from Assets/_Project/Data/TowerDefinitions/ " +
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"(or wherever they live). Asset name is used as the registry key.")]
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[SerializeField] private TowerDefinition[] definitions;
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// ----- Internal lookup table --------------------------------------
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// Keyed by TowerDefinition.name (the asset name, not DisplayName).
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private readonly Dictionary<string, TowerDefinition> byName
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= new Dictionary<string, TowerDefinition>();
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// ----- Lifecycle --------------------------------------------------
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private void Awake()
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{
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if (Instance != null && Instance != this)
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{
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Debug.LogError("[TowerRegistry] Multiple instances detected. " +
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"Only one TowerRegistry should exist per scene.");
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return;
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}
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Instance = this;
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BuildLookupTable();
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}
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private void OnDestroy()
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{
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if (Instance == this) Instance = null;
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}
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// ----- Public API -------------------------------------------------
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/// <summary>
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/// Returns the <see cref="TowerDefinition"/> whose asset name equals
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/// <paramref name="assetName"/>, or null if no match is found.
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/// </summary>
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public TowerDefinition Get(string assetName)
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{
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byName.TryGetValue(assetName, out var def);
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return def;
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}
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/// <summary>
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/// Returns all registered tower definitions. Enumerates the internal
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/// dictionary values — do not modify the returned collection.
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/// </summary>
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public IEnumerable<TowerDefinition> All => byName.Values;
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// ----- Private ----------------------------------------------------
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private void BuildLookupTable()
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{
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byName.Clear();
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if (definitions == null || definitions.Length == 0)
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{
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Debug.LogWarning("[TowerRegistry] No TowerDefinition assets assigned. " +
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"Drag assets into the Definitions list on the TowerRegistry component.");
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return;
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}
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foreach (var def in definitions)
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{
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if (def == null) continue;
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if (byName.ContainsKey(def.name))
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{
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Debug.LogWarning($"[TowerRegistry] Duplicate asset name '{def.name}'. " +
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$"Only the first entry will be used. Rename one of the assets.");
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continue;
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}
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byName[def.name] = def;
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}
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Debug.Log($"[TowerRegistry] Registered {byName.Count} tower definition(s).");
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}
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}
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}
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