UnityTowerDefense/Assets/_Project/Levels/MapAreaVolume.cs
2026-05-21 23:36:19 -07:00

110 lines
No EOL
4.6 KiB
C#

using UnityEngine;
using TD.Core;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace TD.Levels
{
/// <summary>
/// Authoring volume defining the playable map area — the bounds the builder can move within
/// and the camera can pan to. Has no gameplay payload (no owner, no placement validity, no
/// spawner data, no leak target). Multiple instances are allowed; their union defines the
/// "map area" as referenced in the per-tile data layering spec.
/// </summary>
/// <remarks>
/// Map area = where the player's attention can go.
/// Gameplay area = union of PlayerZone, Spawner, LeakExit, Goal volumes (where rules apply).
/// Buffer area = map area minus gameplay area (visible terrain, no gameplay, no building).
///
/// Coverage rule: every gameplay volume's tiles must be a subset of the map area. The bake
/// validates this in Phase 5 (P5-12) and fails with a hard error if any gameplay volume
/// pokes outside the map area.
///
/// Drawn as a thicker outline only (no fill) so it reads as a boundary marker rather than
/// as a translucent overlay on top of the gameplay volumes. The "always show" toggle on
/// LevelAuthoring defaults to true for this volume type because the map boundary is
/// generally useful to see during all authoring, not just when this volume is selected.
/// </remarks>
public class MapAreaVolume : VolumeBase
{
// Map area draws BELOW player zones (which sit at 0.05). Just above the LevelAuthoring
// map-bounds line (0.01) so it doesn't z-fight with that wireframe.
private const float FillYLevel = 0.02f;
protected override bool GetAlwaysShowToggle(LevelAuthoring authoring)
{
return authoring.alwaysShowMapArea;
}
private void OnDrawGizmosSelected()
{
DrawGizmosCore();
}
private void OnDrawGizmos()
{
if (ShouldDrawAlwaysOn())
{
DrawGizmosCore();
}
}
private void DrawGizmosCore()
{
Color baseColor = PlayerColors.MapArea;
DrawThickRectangularOutline(baseColor, yLevel: FillYLevel);
#if UNITY_EDITOR
var col = Collider;
if (col != null)
{
Vector3 labelPos = new Vector3(col.bounds.center.x, FillYLevel + 0.1f, col.bounds.center.z);
Handles.Label(labelPos, "Map Area");
}
#endif
}
// Draws the volume's tight tile rectangle as a thicker outline. Unity's Gizmos.DrawLine
// has no width parameter, so we approximate thickness by drawing the rectangle three
// times with small lateral offsets. The offsets are in tile units; 0.04 reads as a
// visibly thicker line at typical scene-view zoom without looking like multiple lines.
private void DrawThickRectangularOutline(Color outlineColor, float yLevel)
{
if (!TryGetTightTileRect(out Vector2Int minTile, out Vector2Int maxTile)) return;
const float thickness = 0.04f;
float tileSize = GridCoordinates.TILE_SIZE;
// Three concentric rectangles: the original edge, slightly inset, slightly outset.
DrawOutlineAtInset(minTile, maxTile, tileSize, yLevel, 0f, outlineColor);
DrawOutlineAtInset(minTile, maxTile, tileSize, yLevel, +thickness, outlineColor);
DrawOutlineAtInset(minTile, maxTile, tileSize, yLevel, -thickness, outlineColor);
}
// Tile (x, y) spans world XZ [x, x+1] (edge-aligned). The outline corners are at the
// tile rect's outer edges; `inset` shifts them outward (positive) or inward (negative)
// to draw the concentric thickness rectangles.
private static void DrawOutlineAtInset(Vector2Int minTile, Vector2Int maxTile, float tileSize,
float yLevel, float inset, Color color)
{
float minX = minTile.x * tileSize - inset;
float maxX = (maxTile.x + 1) * tileSize + inset;
float minZ = minTile.y * tileSize - inset;
float maxZ = (maxTile.y + 1) * tileSize + inset;
Vector3 sw = new Vector3(minX, yLevel, minZ);
Vector3 se = new Vector3(maxX, yLevel, minZ);
Vector3 ne = new Vector3(maxX, yLevel, maxZ);
Vector3 nw = new Vector3(minX, yLevel, maxZ);
Color prev = Gizmos.color;
Gizmos.color = color;
Gizmos.DrawLine(sw, se);
Gizmos.DrawLine(se, ne);
Gizmos.DrawLine(ne, nw);
Gizmos.DrawLine(nw, sw);
Gizmos.color = prev;
}
}
}