UnityTowerDefense/Assets/_Project/Scripts/Gameplay/PlayerBuilderSpawner.cs

150 lines
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6.2 KiB
C#

// Assets/_Project/Scripts/Gameplay/PlayerBuilderSpawner.cs
using Unity.Netcode;
using UnityEngine;
using TD.Core;
using TD.Levels;
namespace TD.Gameplay
{
/// <summary>
/// Lives on the Player Prefab. On the server, when the player NetworkObject spawns,
/// instantiates and spawns a separate <see cref="Builder"/> NetworkObject owned by that
/// player. The builder is positioned at the centroid of the player's zone before spawn.
/// </summary>
/// <remarks>
/// <para><b>Why a separate NetworkObject?</b> Multi-builder races (Path E) become "spawn
/// N builder NetworkObjects" without restructuring the Player Prefab. See the design
/// discussion in Path D scoping.</para>
///
/// <para><b>Server-only.</b> Spawning is server-authoritative. Non-server peers are
/// no-ops; they just receive the resulting Builder NetworkObject like any other
/// replicated spawn.</para>
///
/// <para><b>Lifetime.</b> The spawned builder is destroyed when the player NetworkObject
/// despawns (e.g., disconnect). NGO does this automatically because we set
/// <c>destroyWithScene</c> and store no other references — the builder's despawn cleans
/// up the static registry in <see cref="Builder.OnNetworkDespawn"/>.</para>
/// </remarks>
public class PlayerBuilderSpawner : NetworkBehaviour
{
[Tooltip("Builder prefab to instantiate. Must be registered with the NetworkManager " +
"as a network prefab.")]
[SerializeField] private GameObject builderPrefab;
// Cached reference so we can despawn the builder if needed (e.g., player disconnects).
private NetworkObject spawnedBuilder;
public override void OnNetworkSpawn()
{
if (!IsServer) return;
if (builderPrefab == null)
{
Debug.LogError("[PlayerBuilderSpawner] No Builder prefab assigned. " +
"Cannot spawn builder for client " + OwnerClientId + ".");
return;
}
var pms = GetComponent<PlayerMatchState>();
if (pms == null)
{
Debug.LogError("[PlayerBuilderSpawner] PlayerMatchState not found on Player Prefab. " +
"Add it as a sibling component.");
return;
}
// PlayerMatchState.OnNetworkSpawn may have already fired (component order: it first)
// or may fire after us (component order: we first). Handle both cases.
if (pms.Slot != PlayerSlot.None)
SpawnBuilderForOwner(pms.Slot);
else
pms.SlotReady += OnOwnerSlotReady;
}
private void OnOwnerSlotReady(PlayerSlot slot)
{
var pms = GetComponent<PlayerMatchState>();
if (pms != null) pms.SlotReady -= OnOwnerSlotReady;
SpawnBuilderForOwner(slot);
}
public override void OnNetworkDespawn()
{
// When the player despawns (disconnect), also despawn their builder if it still exists.
if (IsServer && spawnedBuilder != null && spawnedBuilder.IsSpawned)
{
spawnedBuilder.Despawn(destroy: true);
}
spawnedBuilder = null;
}
private void SpawnBuilderForOwner(PlayerSlot slot)
{
// Compute initial position: centroid of this player's zone.
// Falls back to origin if loader/zone data isn't available.
Vector3 spawnPos = ComputeZoneCentroid(slot);
var go = Instantiate(builderPrefab, spawnPos, Quaternion.identity);
var netObj = go.GetComponent<NetworkObject>();
if (netObj == null)
{
Debug.LogError("[PlayerBuilderSpawner] Builder prefab is missing a " +
"NetworkObject component. Cannot spawn.");
Destroy(go);
return;
}
netObj.SpawnWithOwnership(OwnerClientId, destroyWithScene: true);
spawnedBuilder = netObj;
// Tell NetworkTransform to teleport to the spawn position, so clients don't
// interpolate from the prefab's authoring position (typically the origin) to
// the spawn position over the first few sync ticks. Without this, clients see
// the builder smoothly drift from world origin to its spawn point — which is
// exactly what we don't want for a brand-new spawn.
//
// Teleport sets a one-frame "no interpolation" flag that NetworkTransform
// honors on its next sync, so clients snap to the position instead.
var netTransform = go.GetComponent<Unity.Netcode.Components.NetworkTransform>();
if (netTransform != null)
{
netTransform.Teleport(spawnPos, Quaternion.identity, go.transform.localScale);
}
}
// ----- Helpers ----------------------------------------------------
private static Vector3 ComputeZoneCentroid(PlayerSlot slot)
{
var loader = LevelLoader.Instance;
if (loader == null || !loader.IsLoaded) return Vector3.zero;
if (slot == PlayerSlot.None) return Vector3.zero;
var levelData = loader.LevelData;
if (levelData == null || levelData.OwnerGrid == null) return Vector3.zero;
Vector2 sum = Vector2.zero;
int count = 0;
for (int y = 0; y < levelData.GridSize.y; y++)
{
for (int x = 0; x < levelData.GridSize.x; x++)
{
int idx = y * levelData.GridSize.x + x;
if (levelData.OwnerGrid[idx] != slot) continue;
Vector2Int tile = new Vector2Int(
levelData.GridOriginTile.x + x,
levelData.GridOriginTile.y + y);
Vector3 world = GridCoordinates.GridToWorld(tile);
sum.x += world.x;
sum.y += world.z;
count++;
}
}
if (count == 0) return Vector3.zero;
return new Vector3(sum.x / count, GridCoordinates.BUILDABLE_PLANE_Y, sum.y / count);
}
}
}