101 lines
No EOL
5.2 KiB
C#
101 lines
No EOL
5.2 KiB
C#
// Assets/_Project/Scripts/Gameplay/TowerPlacementSettings.cs
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using UnityEngine;
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namespace TD.Gameplay
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{
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/// <summary>
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/// Project-wide settings for the tower placement system. One asset shared across all
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/// tower types — assign it to <see cref="TowerPlacementController"/> in the scene.
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/// </summary>
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/// <remarks>
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/// <para><b>Why not on TowerDefinition?</b> Ghost materials and rejection messages are
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/// identical for every tower type. Putting them on TowerDefinition would mean 100+
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/// assets each holding two redundant material references that must be kept in sync.
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/// A single shared settings asset is easier to maintain and impossible to accidentally
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/// de-sync.</para>
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///
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/// <para><b>Rejection messages.</b> These are the strings shown on screen when the
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/// server rejects a placement. Kept here so designers can tune the wording without
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/// touching code.</para>
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///
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/// <para><b>Note on build-site visuals.</b> The green queued-ghost material and the
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/// constructing-stage material live on the <c>BuildSiteVisual</c> prefab, not here.
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/// Those materials are prefab-local (the build-site visual prefab references them
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/// directly), so promoting them to a shared settings asset would just add an
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/// indirection without simplifying anything.</para>
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/// </remarks>
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[CreateAssetMenu(fileName = "TowerPlacementSettings",
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menuName = "TD/Tower Placement Settings",
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order = 3)]
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public class TowerPlacementSettings : ScriptableObject
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{
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// ----- Cursor ghost visuals ---------------------------------------
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[Header("Cursor Ghost Materials")]
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[Tooltip("Material applied to the cursor placement ghost when placement is valid. " +
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"Should be a transparent/unlit white material so the tower mesh is " +
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"recognizable but clearly distinct from a placed tower.")]
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public Material GhostValidMaterial;
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[Tooltip("Material applied to the cursor placement ghost when placement is invalid. " +
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"Should be a transparent/unlit red material.")]
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public Material GhostInvalidMaterial;
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// ----- Rejection messages -----------------------------------------
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[Header("Rejection Messages")]
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[Tooltip("Shown when the server rejects a placement because tiles belong to " +
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"another player's zone.")]
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public string MessageWrongOwner = "You can only place towers in your own zone.";
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[Tooltip("Shown when the server rejects because one or more tiles are " +
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"Restricted or Outside the map.")]
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public string MessageTileNotBuildable = "That location is not buildable.";
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[Tooltip("Shown when the server rejects because a tile is already occupied " +
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"by an existing tower or by a queued/constructing build job.")]
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public string MessageTileOccupied = "A tower is already there or queued there.";
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[Tooltip("Shown when the server rejects because the player cannot afford " +
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"the tower.")]
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public string MessageInsufficientGold = "Not enough gold.";
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[Tooltip("Shown when the server rejects because the builder is too far away " +
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"from the requested location.")]
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public string MessageOutOfRange = "Your builder is too far away.";
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[Tooltip("Shown when the server rejects because placing the tower would block " +
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"all valid paths through the player's zone.")]
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public string MessageBlocksPath = "That placement would block the path.";
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[Tooltip("Shown when the server rejects because the builder's queue is full. " +
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"Player must cancel pending jobs or wait for one to complete.")]
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public string MessageJobLimitReached = "Builder queue is full.";
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[Tooltip("Shown for unexpected server-side errors (invalid tower type, etc.). " +
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"Should rarely appear in normal play.")]
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public string MessageServerError = "Placement failed. Please try again.";
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// ----- Helpers -----------------------------------------------------
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/// <summary>
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/// Returns the human-readable rejection message for the given reason.
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/// </summary>
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public string GetRejectionMessage(PlacementRejectionReason reason)
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{
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switch (reason)
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{
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case PlacementRejectionReason.WrongOwner: return MessageWrongOwner;
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case PlacementRejectionReason.TileNotBuildable: return MessageTileNotBuildable;
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case PlacementRejectionReason.TileOccupied: return MessageTileOccupied;
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case PlacementRejectionReason.InsufficientGold: return MessageInsufficientGold;
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case PlacementRejectionReason.OutOfRange: return MessageOutOfRange;
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case PlacementRejectionReason.BlocksPath: return MessageBlocksPath;
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case PlacementRejectionReason.JobLimitReached: return MessageJobLimitReached;
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case PlacementRejectionReason.InvalidTowerType:
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case PlacementRejectionReason.ServerError:
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default: return MessageServerError;
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}
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}
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}
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} |