Decals, ghost textures, placement functionality, builder stub ins, a new camera system, and more.
141 lines
No EOL
5.8 KiB
C#
141 lines
No EOL
5.8 KiB
C#
// Assets/_Project/Scripts/Gameplay/PlayerBuilderSpawner.cs
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using Unity.Netcode;
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using UnityEngine;
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using TD.Core;
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using TD.Levels;
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namespace TD.Gameplay
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{
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/// <summary>
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/// Lives on the Player Prefab. On the server, when the player NetworkObject spawns,
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/// instantiates and spawns a separate <see cref="Builder"/> NetworkObject owned by that
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/// player. The builder is positioned at the centroid of the player's zone before spawn.
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/// </summary>
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/// <remarks>
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/// <para><b>Why a separate NetworkObject?</b> Multi-builder races (Path E) become "spawn
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/// N builder NetworkObjects" without restructuring the Player Prefab. See the design
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/// discussion in Path D scoping.</para>
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///
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/// <para><b>Server-only.</b> Spawning is server-authoritative. Non-server peers are
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/// no-ops; they just receive the resulting Builder NetworkObject like any other
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/// replicated spawn.</para>
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///
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/// <para><b>Lifetime.</b> The spawned builder is destroyed when the player NetworkObject
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/// despawns (e.g., disconnect). NGO does this automatically because we set
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/// <c>destroyWithScene</c> and store no other references — the builder's despawn cleans
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/// up the static registry in <see cref="Builder.OnNetworkDespawn"/>.</para>
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/// </remarks>
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public class PlayerBuilderSpawner : NetworkBehaviour
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{
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[Tooltip("Builder prefab to instantiate. Must be registered with the NetworkManager " +
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"as a network prefab.")]
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[SerializeField] private GameObject builderPrefab;
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// Cached reference so we can despawn the builder if needed (e.g., player disconnects).
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private NetworkObject spawnedBuilder;
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public override void OnNetworkSpawn()
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{
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if (!IsServer) return;
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if (builderPrefab == null)
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{
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Debug.LogError("[PlayerBuilderSpawner] No Builder prefab assigned. " +
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"Cannot spawn builder for client " + OwnerClientId + ".");
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return;
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}
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SpawnBuilderForOwner();
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}
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public override void OnNetworkDespawn()
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{
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// When the player despawns (disconnect), also despawn their builder if it still exists.
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if (IsServer && spawnedBuilder != null && spawnedBuilder.IsSpawned)
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{
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spawnedBuilder.Despawn(destroy: true);
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}
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spawnedBuilder = null;
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}
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private void SpawnBuilderForOwner()
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{
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// Compute initial position: centroid of this player's zone.
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// Falls back to origin if loader/zone data isn't available.
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Vector3 spawnPos = ComputeZoneCentroid(OwnerToSlot(OwnerClientId));
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var go = Instantiate(builderPrefab, spawnPos, Quaternion.identity);
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var netObj = go.GetComponent<NetworkObject>();
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if (netObj == null)
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{
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Debug.LogError("[PlayerBuilderSpawner] Builder prefab is missing a " +
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"NetworkObject component. Cannot spawn.");
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Destroy(go);
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return;
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}
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netObj.SpawnWithOwnership(OwnerClientId, destroyWithScene: true);
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spawnedBuilder = netObj;
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// Tell NetworkTransform to teleport to the spawn position, so clients don't
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// interpolate from the prefab's authoring position (typically the origin) to
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// the spawn position over the first few sync ticks. Without this, clients see
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// the builder smoothly drift from world origin to its spawn point — which is
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// exactly what we don't want for a brand-new spawn.
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//
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// Teleport sets a one-frame "no interpolation" flag that NetworkTransform
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// honors on its next sync, so clients snap to the position instead.
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var netTransform = go.GetComponent<Unity.Netcode.Components.NetworkTransform>();
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if (netTransform != null)
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{
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netTransform.Teleport(spawnPos, Quaternion.identity, go.transform.localScale);
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}
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}
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// ----- Helpers ----------------------------------------------------
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/// <summary>
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/// Stub mapping: client 0 = Player1, client 1 = Player2, etc.
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/// Replaced by MatchState's authoritative assignment when that lands.
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/// </summary>
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private static PlayerSlot OwnerToSlot(ulong clientId)
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{
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byte slotByte = (byte)(clientId + 1);
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if (slotByte < 1 || slotByte > 9) return PlayerSlot.None;
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return (PlayerSlot)slotByte;
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}
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private static Vector3 ComputeZoneCentroid(PlayerSlot slot)
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{
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var loader = LevelLoader.Instance;
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if (loader == null || !loader.IsLoaded) return Vector3.zero;
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if (slot == PlayerSlot.None) return Vector3.zero;
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var levelData = loader.LevelData;
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if (levelData == null || levelData.OwnerGrid == null) return Vector3.zero;
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Vector2 sum = Vector2.zero;
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int count = 0;
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for (int y = 0; y < levelData.GridSize.y; y++)
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{
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for (int x = 0; x < levelData.GridSize.x; x++)
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{
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int idx = y * levelData.GridSize.x + x;
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if (levelData.OwnerGrid[idx] != slot) continue;
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Vector2Int tile = new Vector2Int(
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levelData.GridOriginTile.x + x,
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levelData.GridOriginTile.y + y);
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Vector3 world = GridCoordinates.GridToWorld(tile);
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sum.x += world.x;
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sum.y += world.z;
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count++;
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}
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}
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if (count == 0) return Vector3.zero;
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return new Vector3(sum.x / count, GridCoordinates.BUILDABLE_PLANE_Y, sum.y / count);
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}
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}
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} |