Decals, ghost textures, placement functionality, builder stub ins, a new camera system, and more.
96 lines
No EOL
4.5 KiB
C#
96 lines
No EOL
4.5 KiB
C#
using UnityEngine;
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namespace TD.Towers
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{
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/// <summary>
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/// Data definition for a single tower type. One asset per tower type; shared across all
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/// instances of that tower in a match. Consumed by tower placement, construction, and
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/// (eventually) combat systems.
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/// </summary>
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/// <remarks>
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/// TowerDefinitions are authored as ScriptableObject assets and referenced by
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/// <see cref="RaceDefinition"/> (tower roster) and <see cref="TowerInstance"/> (which
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/// definition this placed tower corresponds to). Clients load the full asset locally
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/// from the project's ScriptableObject pool; only the asset reference (not the full data)
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/// is replicated over the network.
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///
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/// Fields marked STUBBED are defined here to lock in the data shape but are not yet
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/// consumed by any runtime system. They will be wired in during the sessions noted.
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/// </remarks>
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[CreateAssetMenu(fileName = "TowerDefinition", menuName = "TD/Tower Definition", order = 2)]
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public class TowerDefinition : ScriptableObject
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{
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// -------------------------------------------------------------------
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// Identity
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// -------------------------------------------------------------------
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[Header("Identity")]
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[Tooltip("Human-readable name shown in the HUD tower grid and context panel.")]
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public string DisplayName;
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[Tooltip("Short description shown in the HUD context panel when this tower is selected.")]
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[TextArea(2, 4)]
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public string Description;
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// -------------------------------------------------------------------
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// Placement
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// -------------------------------------------------------------------
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[Header("Placement")]
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[Tooltip("Footprint size in tiles. Default 2×2. The anchor tile is the south-west corner " +
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"of the footprint (minimum x, minimum y). Every tile in the footprint must be " +
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"Buildable and owned by the placing player for placement to succeed.")]
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public Vector2Int FootprintSize = new Vector2Int(2, 2);
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[Tooltip("Gold cost to place this tower. Deducted from the placing player's pool on " +
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"successful server-side placement validation.")]
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public int GoldCost;
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// -------------------------------------------------------------------
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// Construction
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// -------------------------------------------------------------------
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[Header("Construction")]
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[Tooltip("STUBBED — not consumed until Path D (Builder system). " +
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"Time in seconds from construction start to tower becoming active. " +
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"A Builder must be within build range for construction to proceed. " +
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"Set to 0 for instant construction (placeholder behaviour during Path B testing).")]
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public float BuildTime = 0f;
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// -------------------------------------------------------------------
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// Visuals
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// -------------------------------------------------------------------
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[Header("Visuals")]
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[Tooltip("Prefab instantiated in the world when this tower is placed. Must have a " +
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"TowerInstance component at its root. During Path B this is a colored cube; " +
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"replace with a real mesh when art is available.")]
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public GameObject TowerPrefab;
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// -------------------------------------------------------------------
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// Combat — STUBBED
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// -------------------------------------------------------------------
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[Header("Combat (Stubbed — not consumed until combat system is implemented)")]
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[Tooltip("STUBBED. Damage dealt per hit to a single target.")]
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public float Damage;
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[Tooltip("STUBBED. Attack range in world units. Enemies within this radius are targetable.")]
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public float Range;
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[Tooltip("STUBBED. Attacks per second.")]
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public float FireRate;
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[Tooltip("STUBBED. Radius of splash damage around the impact point. 0 = single target.")]
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public float SplashRadius;
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[Tooltip("STUBBED. Fraction by which enemy movement speed is multiplied on hit. " +
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"1.0 = no slow. 0.5 = 50% slow.")]
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[Range(0f, 1f)]
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public float SlowFactor = 1f;
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[Tooltip("STUBBED. Projectile prefab fired at targets. Null = hitscan (instant hit, no " +
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"projectile travel).")]
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public GameObject ProjectilePrefab;
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}
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} |