120 lines
4.3 KiB
C#
120 lines
4.3 KiB
C#
namespace TD.Core
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{
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/// <summary>
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/// Identifies a player slot in a match. Backed by byte to keep grid arrays compact.
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/// </summary>
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/// <remarks>
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/// <c>None</c> is a sentinel value used in <c>OwnerGrid</c> to mark tiles not owned by any player zone.
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/// Player1..Player9 cover the maximum supported player count. Maps using fewer players use a
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/// contiguous prefix (e.g., a 3-player map uses Player1, Player2, Player3 only).
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/// </remarks>
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/// <summary>
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/// Global phase of a match, driven by <c>MatchState</c>.
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/// </summary>
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/// <remarks>
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/// Transitions are server-authoritative. Clients react to
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/// <c>NetworkVariable<MatchPhase>.OnValueChanged</c>.
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/// </remarks>
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public enum MatchPhase : byte
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{
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/// <summary>Pre-match; players are connecting and the server hasn't started the countdown.</summary>
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Lobby = 0,
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/// <summary>Brief count-down before waves begin. Placement is still allowed.</summary>
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CountDown = 1,
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/// <summary>Waves are in progress; normal gameplay.</summary>
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Playing = 2,
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/// <summary>All waves cleared; co-op win state.</summary>
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Victory = 3,
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/// <summary>All lives lost; co-op defeat state.</summary>
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Defeat = 4,
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}
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/// <summary>
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/// Identifies the race a player has chosen in the race-pick phase.
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/// Backed by byte. Specific race values are defined in Phase 1.8.
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/// </summary>
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public enum RaceId : byte
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{
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/// <summary>No race selected yet (lobby / pre-pick).</summary>
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None = 0,
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// Race entries added in Phase 1.8.
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}
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public enum PlayerSlot : byte
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{
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None = 0,
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Player1 = 1,
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Player2 = 2,
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Player3 = 3,
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Player4 = 4,
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Player5 = 5,
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Player6 = 6,
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Player7 = 7,
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Player8 = 8,
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Player9 = 9,
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}
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/// <summary>
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/// Whether a volume permits tower placement on the tiles it covers.
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/// </summary>
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/// <remarks>
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/// Defaults: <c>Allowed</c> for <see cref="TD.Levels.PlayerZoneVolume"/>, <c>Invalid</c> for
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/// <see cref="TD.Levels.SpawnerVolume"/>, <see cref="TD.Levels.LeakExitVolume"/>, and
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/// <see cref="TD.Levels.GoalVolume"/>.
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/// Composition rule when volumes overlap: "Invalid wins" — any tile covered by an Invalid volume
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/// becomes <see cref="PlacementState.Restricted"/> regardless of other volumes covering it.
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/// </remarks>
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public enum PlacementValidity
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{
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Invalid = 0,
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Allowed = 1,
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}
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/// <summary>
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/// Cardinal direction for spawner facing. Used by gizmos (direction arrow) and may be used
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/// at runtime to bias initial enemy movement direction out of a spawner.
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/// </summary>
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public enum Direction
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{
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North,
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South,
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East,
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West,
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}
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/// <summary>
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/// Per-tile placement state in the baked <c>PlacementGrid</c>.
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/// </summary>
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/// <remarks>
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/// Backed by byte so default-initialized arrays (all zero) start as <c>Outside</c>, which is
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/// the correct default for any tile not covered by an authoring volume.
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/// </remarks>
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public enum PlacementState : byte
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{
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/// <summary>Tile is not covered by any authoring volume. Towers cannot be placed.</summary>
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Outside = 0,
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/// <summary>Tile is inside a player zone and not covered by any Invalid-validity volume.
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/// Towers can be placed here (subject to runtime checks: ownership, footprint, gold, path).</summary>
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Buildable = 1,
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/// <summary>Tile is covered by at least one Invalid-validity volume (spawner, leak exit, goal).
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/// Towers cannot be placed here. Note: this affects placement only; pathfinding still treats
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/// the tile as walkable.</summary>
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Restricted = 2,
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}
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/// <summary>
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/// Outcome of a bake operation, recorded on the baked <see cref="TD.Levels.LevelData"/> asset.
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/// </summary>
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/// <remarks>
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/// Failure is not represented here because failed bakes do not persist any state to the asset —
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/// the previous successful bake (if any) remains on disk untouched. Failure state lives in
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/// editor-only memory and is not part of the data schema.
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/// </remarks>
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public enum BakeOutcome
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{
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Success,
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SuccessWithWarnings,
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}
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}
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