132 lines
4.9 KiB
C#
132 lines
4.9 KiB
C#
// Assets/_Project/Scripts/Visuals/ConeMesh.cs
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using UnityEngine;
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namespace TD.Visuals
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{
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/// <summary>
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/// Procedurally generates a cone mesh and assigns it to the GameObject's
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/// <see cref="MeshFilter"/>. Unity ships no built-in cone primitive, so this
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/// fills that gap for tower visuals (e.g. the Basic Arrow Tower).
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/// </summary>
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/// <remarks>
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/// <b>Visual only.</b> No networking, no collision — the mesh is purely cosmetic.
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/// The existing MeshRenderer + material (and any owner/paint tinting via
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/// <c>TowerInstance.tintedRenderers</c>) keep working unchanged.
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///
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/// <b>Pivot.</b> The cone is centred on the local origin: its base ring sits at
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/// <c>y = -height/2</c> and its apex at <c>y = +height/2</c>, matching the vertical
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/// extents of a unit cube so it sits on a build tile the same way the old cube did.
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///
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/// <b>Edit-time.</b> <c>[ExecuteAlways]</c> rebuilds the mesh in the editor so the
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/// cone is visible without entering play mode. The generated mesh is flagged
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/// <c>HideFlags.DontSave</c> so it is never written out as a project asset.
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/// </remarks>
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[ExecuteAlways]
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[RequireComponent(typeof(MeshFilter))]
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public class ConeMesh : MonoBehaviour
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{
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[Tooltip("Number of radial segments around the base. Higher = smoother circle.")]
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[Range(3, 64)]
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[SerializeField] private int sides = 16;
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[Tooltip("Radius of the cone's base in local units.")]
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[Min(0.001f)]
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[SerializeField] private float radius = 0.5f;
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[Tooltip("Height of the cone from base to apex in local units.")]
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[Min(0.001f)]
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[SerializeField] private float height = 1f;
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[Tooltip("Rotation of the base ring around the vertical axis, in degrees. With a low " +
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"side count this makes a pyramid; e.g. sides = 4 with a 45° offset and " +
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"radius 0.7071 yields a square-based pyramid whose faces align to the X/Z axes.")]
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[SerializeField] private float angularOffsetDegrees = 0f;
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private Mesh mesh;
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private void OnEnable() => Rebuild();
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private void OnValidate()
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{
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// OnValidate can fire before OnEnable in the editor; guard the component.
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if (isActiveAndEnabled) Rebuild();
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}
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private void OnDisable()
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{
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// Clean up the generated mesh so it doesn't linger when the object is destroyed.
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if (mesh != null)
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{
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if (Application.isPlaying) Destroy(mesh);
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else DestroyImmediate(mesh);
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mesh = null;
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}
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}
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private void Rebuild()
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{
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var filter = GetComponent<MeshFilter>();
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if (filter == null) return;
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if (mesh == null)
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{
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mesh = new Mesh { name = "ProceduralCone", hideFlags = HideFlags.DontSave };
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}
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BuildCone(mesh);
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filter.sharedMesh = mesh;
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}
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private void BuildCone(Mesh target)
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{
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target.Clear();
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float halfHeight = height * 0.5f;
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// Vertex layout:
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// [0 .. sides-1] base ring
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// [sides] apex
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// [sides + 1] base centre (for the bottom cap)
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int baseRingStart = 0;
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int apexIndex = sides;
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int baseCentreIndex = sides + 1;
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var vertices = new Vector3[sides + 2];
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for (int i = 0; i < sides; i++)
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{
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float angle = (i / (float)sides) * Mathf.PI * 2f
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+ angularOffsetDegrees * Mathf.Deg2Rad;
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vertices[baseRingStart + i] = new Vector3(
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Mathf.Cos(angle) * radius,
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-halfHeight,
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Mathf.Sin(angle) * radius);
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}
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vertices[apexIndex] = new Vector3(0f, halfHeight, 0f);
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vertices[baseCentreIndex] = new Vector3(0f, -halfHeight, 0f);
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// Side faces (base ring -> apex) + base cap (fan from centre).
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// Wind both so they face outward / downward respectively.
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var triangles = new int[sides * 3 * 2];
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int t = 0;
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for (int i = 0; i < sides; i++)
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{
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int next = (i + 1) % sides;
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// Side triangle, outward-facing.
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triangles[t++] = baseRingStart + i;
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triangles[t++] = apexIndex;
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triangles[t++] = baseRingStart + next;
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// Base cap triangle, downward-facing.
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triangles[t++] = baseCentreIndex;
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triangles[t++] = baseRingStart + next;
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triangles[t++] = baseRingStart + i;
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}
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target.vertices = vertices;
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target.triangles = triangles;
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target.RecalculateNormals();
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target.RecalculateBounds();
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}
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}
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}
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