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

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11 KiB
C#

// Assets/_Project/Scripts/Gameplay/PlayerBuilderSpawner.cs
using System.Collections.Generic;
using Unity.Netcode;
using UnityEngine;
using UnityEngine.SceneManagement;
using TD.Core;
using TD.Levels;
using TD.Net;
namespace TD.Gameplay
{
/// <summary>
/// Lives on the Player Prefab. On the server, spawns and re-spawns a separate
/// <see cref="Builder"/> NetworkObject owned by this player each time the Match
/// scene loads. The builder is positioned at the centroid of the player's zone.
/// </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 &amp; scene flow.</b> The player NetworkObject persists across
/// scenes (MainMenu → Lobby → Match → Lobby …) because it's the
/// <c>NetworkManager.PlayerPrefab</c>. The Builder is spawned with
/// <c>destroyWithScene: true</c> so it's torn down on every scene unload — we
/// only want a builder in the Match scene. <see cref="HandleSceneLoadCompleted"/>
/// re-spawns when entering Match; <see cref="OnNetworkDespawn"/> handles
/// disconnect cleanup.</para>
///
/// <para><b>Race-driven builder prefab.</b> If a <see cref="RaceRegistry"/> exists
/// in the Match scene AND the player's selected <see cref="RaceDefinition"/> has
/// a <c>BuilderPrefab</c> assigned, that prefab is used. Otherwise this falls back
/// to the inspector-assigned <see cref="builderPrefab"/> (the universal default).
/// Phase 1.8 races just need to fill in their <c>BuilderPrefab</c> field; no code
/// change required.</para>
/// </remarks>
public class PlayerBuilderSpawner : NetworkBehaviour
{
[Tooltip("Default Builder prefab. Used when the player's race has no BuilderPrefab " +
"assigned (or when no RaceRegistry is present in the scene). 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;
// Track our scene-load subscription state so we can clean up correctly.
private bool sceneSubscribed;
public override void OnNetworkSpawn()
{
if (!IsServer) return;
if (builderPrefab == null)
{
Debug.LogError("[PlayerBuilderSpawner] No default Builder prefab assigned. " +
"Cannot spawn builder for client " + OwnerClientId + ".");
return;
}
// Subscribe to NGO's scene-load completion so we re-spawn the builder
// every time the Match scene comes up (initial match start, Retry, etc.).
if (NetworkManager != null && NetworkManager.SceneManager != null)
{
NetworkManager.SceneManager.OnLoadEventCompleted += HandleSceneLoadCompleted;
sceneSubscribed = true;
}
// Edge case: the player connected while a match is already in progress.
// The match scene is already loaded, so OnLoadEventCompleted won't fire
// again until the next transition. Spawn now.
if (IsMatchScene(SceneManager.GetActiveScene().name))
TrySpawnBuilder();
}
// NGO fires this on the server once a scene load is acknowledged complete
// by every connected client (or timed out). We only act when a registered
// match scene loads; Lobby / MainMenu loads are no-ops here.
private void HandleSceneLoadCompleted(string sceneName,
LoadSceneMode loadSceneMode,
List<ulong> clientsCompleted,
List<ulong> clientsTimedOut)
{
if (!IsServer) return;
if (!IsMatchScene(sceneName)) return;
TrySpawnBuilder();
}
// Spawns the builder if it doesn't already exist. Defers to a SlotReady
// event if PlayerMatchState hasn't finished assigning the slot yet.
private void TrySpawnBuilder()
{
if (spawnedBuilder != null && spawnedBuilder.IsSpawned) return;
var pms = GetComponent<PlayerMatchState>();
if (pms == null)
{
Debug.LogError("[PlayerBuilderSpawner] PlayerMatchState not found on Player Prefab. " +
"Add it as a sibling component.");
return;
}
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;
// Only spawn if we're in a match scene. SlotReady can fire in MainMenu
// (during initial connection) — we don't want a builder there.
if (IsMatchScene(SceneManager.GetActiveScene().name))
SpawnBuilderForOwner(slot);
}
public override void OnNetworkDespawn()
{
if (sceneSubscribed && NetworkManager != null && NetworkManager.SceneManager != null)
{
NetworkManager.SceneManager.OnLoadEventCompleted -= HandleSceneLoadCompleted;
sceneSubscribed = false;
}
// 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);
// Pick the prefab: race-specific takes priority, default falls back.
// Falling back is what lets all races share the default builder
// during Phase 1.7 — each RaceDefinition just needs the same default
// assigned, and the spawner picks it up automatically.
GameObject prefab = ResolveBuilderPrefab();
if (prefab == null)
{
Debug.LogError("[PlayerBuilderSpawner] No builder prefab available. " +
"Set the default in the inspector or assign one to the player's race.");
return;
}
var go = Instantiate(prefab, 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 ----------------------------------------------------
// True if the named scene is a registered match map. Source of truth is
// MapRegistry — any scene whose LevelData is in the registry counts. Falls back
// to comparing against the legacy hardcoded SceneNames.Match when the registry
// is missing (editor standalone-scene testing, etc.), so the original 2-player
// workflow keeps working.
private static bool IsMatchScene(string sceneName)
{
if (string.IsNullOrEmpty(sceneName)) return false;
var registry = MapRegistry.Instance;
if (registry != null && registry.ContainsScene(sceneName)) return true;
// Fallback for editor testing without MainMenu (no MapRegistry persistent
// instance). Keeps the old behavior intact.
return sceneName == SceneNames.Match;
}
// Picks the builder prefab to spawn for this player. Race-specific takes
// priority when (a) RaceRegistry is in the scene, (b) the player picked
// a race, and (c) that race's RaceDefinition has a BuilderPrefab assigned.
// Otherwise falls back to the inspector-assigned default.
private GameObject ResolveBuilderPrefab()
{
var pms = GetComponent<PlayerMatchState>();
if (pms != null && pms.RaceSelection != RaceId.None && RaceRegistry.Instance != null)
{
var raceDef = RaceRegistry.Instance.Get(pms.RaceSelection);
if (raceDef != null && raceDef.BuilderPrefab != null)
return raceDef.BuilderPrefab;
}
return builderPrefab;
}
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);
}
}
}