52 lines
2.2 KiB
C#
52 lines
2.2 KiB
C#
// Assets/_Project/Scripts/Gameplay/Draft/BuilderSpellUpgradeDraftOption.cs
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using UnityEngine;
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using TD.Core;
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using TD.Gameplay.BuilderSpells;
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namespace TD.Gameplay.Draft
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{
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/// <summary>
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/// Draft choice — "upgrade a builder spell you already have". Replaces
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/// <see cref="BaseKind"/> with <see cref="UpgradedKind"/> in the player's
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/// <see cref="PlayerSpellLoadout"/>, in place — the upgraded spell keeps the same hotkey
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/// slot the base spell occupied.
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/// </summary>
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/// <remarks>
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/// Mirrors <see cref="BuilderSpellDraftOption"/>, but swaps rather than adds (so it doesn't
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/// consume a slot). Only offered while the player currently has <see cref="BaseKind"/>
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/// granted — once taken, <see cref="BaseKind"/> is removed, which automatically makes this
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/// option (and any sibling upgrade branching off the same base) invalid for future drafts.
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/// </remarks>
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[CreateAssetMenu(fileName = "BuilderSpellUpgradeOption",
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menuName = "TD/Draft/Builder Spell Upgrade Option")]
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public class BuilderSpellUpgradeDraftOption : DraftOption
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{
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[Header("Payload")]
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[Tooltip("The builder spell this option upgrades from.")]
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public BuilderSpellKind BaseKind;
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[Tooltip("The builder spell this option upgrades to.")]
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public BuilderSpellKind UpgradedKind;
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public override bool IsValidFor(ulong clientId)
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{
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var loadout = PlayerSpellLoadout.GetForClient(clientId);
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return loadout != null && loadout.PlayerHasSpell(BaseKind);
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}
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public override bool ServerApply(ulong clientId)
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{
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var loadout = PlayerSpellLoadout.GetForClient(clientId);
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return loadout != null && loadout.ServerUpgradeSpell(BaseKind, UpgradedKind);
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}
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/// <summary>Inherits the upgraded spell's icon (resolved from the pool by
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/// <see cref="UpgradedKind"/>) unless this option assigns an override.</summary>
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public override Sprite ResolveIcon()
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{
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if (Icon != null) return Icon;
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var def = BuilderSpellPool.Instance != null ? BuilderSpellPool.Instance.Get(UpgradedKind) : null;
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return def != null ? def.Icon : null;
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}
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}
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}
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