Add fixed-camera tower effect preview scene
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using System.Collections;
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using UnityEngine;
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namespace BumpCombat.Defense
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{
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public sealed class Defense25DPreview : MonoBehaviour
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{
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private const string BodyKey = "Bodies/Fire/T3-Idle";
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private const string FlightKey = "Effects/Fire/Meteor-Flight";
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private const string ImpactKey = "Effects/Fire/Meteor-Impact";
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private const float AuraFrameSeconds = 0.14f;
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[SerializeField] private SpriteRenderer body, auraBack, auraFront, meteor;
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[SerializeField] private Sprite[] auraBackFrames, auraFrontFrames, meteorFlightFrames, meteorImpactFrames, bodyFrames;
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[SerializeField] private Transform groundAnchor, bodyVisual;
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[SerializeField] private float flightHeight = 1.7f;
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public SpriteRenderer Body => body;
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public SpriteRenderer AuraBack => auraBack;
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public SpriteRenderer AuraFront => auraFront;
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public SpriteRenderer Meteor => meteor;
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public Sprite[] AuraBackFrames => auraBackFrames;
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public Sprite[] AuraFrontFrames => auraFrontFrames;
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public Sprite[] MeteorFlightFrames => meteorFlightFrames;
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public Sprite[] MeteorImpactFrames => meteorImpactFrames;
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public Sprite[] BodyFrames => bodyFrames;
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public Transform GroundAnchor => groundAnchor;
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public Transform BodyVisual => bodyVisual;
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public float CurrentMeteorHeight { get; private set; }
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public Vector2 CurrentMeteorGround { get; private set; }
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public void Configure(Sprite[] back, Sprite[] front, Sprite[] flight, Sprite[] impact, Sprite[] character)
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{
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auraBackFrames = back; auraFrontFrames = front; meteorFlightFrames = flight;
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meteorImpactFrames = impact; bodyFrames = character;
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}
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public static Vector3 ProjectGroundAndHeight(Vector2 groundPosition, float height) =>
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new Vector3(groundPosition.x - height, groundPosition.y + height, 0f);
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private IEnumerator Start()
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{
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StartCoroutine(AnimateAura());
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StartCoroutine(AnimateBody());
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StartCoroutine(MoveTarget());
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while (true)
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{
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yield return new WaitForSeconds(0.25f);
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yield return PlayMeteor();
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yield return new WaitForSeconds(0.55f);
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}
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}
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private IEnumerator MoveTarget()
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{
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while (true)
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{
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Vector3 p = groundAnchor.position;
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p.x = Mathf.Sin(Time.time * 0.7f) * 0.65f;
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groundAnchor.position = p;
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yield return null;
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}
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}
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private IEnumerator AnimateAura()
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{
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int frame = 0;
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while (true)
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{
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auraBack.sprite = auraBackFrames[frame];
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auraFront.sprite = auraFrontFrames[frame];
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frame = (frame + 1) % auraBackFrames.Length;
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yield return new WaitForSeconds(AuraFrameSeconds);
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}
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}
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private IEnumerator AnimateBody()
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{
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int frame = 0;
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while (true)
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{
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body.sprite = bodyFrames[frame];
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frame = (frame + 1) % bodyFrames.Length;
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yield return new WaitForSeconds(DefenseTowerArt.FrameSeconds(BodyKey, frame == 0 ? bodyFrames.Length - 1 : frame - 1));
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}
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}
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private IEnumerator PlayMeteor()
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{
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CurrentMeteorGround = groundAnchor.position;
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meteor.enabled = true;
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CurrentMeteorHeight = flightHeight;
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float flightDuration = 0f;
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for (int i = 0; i < meteorFlightFrames.Length; i++) flightDuration += DefenseTowerArt.FrameSeconds(FlightKey, i);
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float elapsed = 0f;
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for (int i = 0; i < meteorFlightFrames.Length; i++)
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{
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meteor.sprite = meteorFlightFrames[i];
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float frameSeconds = DefenseTowerArt.FrameSeconds(FlightKey, i);
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float frameElapsed = 0f;
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while (frameElapsed < frameSeconds)
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{
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CurrentMeteorHeight = flightHeight * (1f - elapsed / flightDuration);
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meteor.transform.position = ProjectGroundAndHeight(CurrentMeteorGround, CurrentMeteorHeight);
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float dt = Mathf.Min(Time.deltaTime, frameSeconds - frameElapsed);
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frameElapsed += dt;
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elapsed += dt;
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yield return null;
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}
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}
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CurrentMeteorHeight = 0f;
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meteor.transform.position = ProjectGroundAndHeight(CurrentMeteorGround, 0f);
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for (int i = 0; i < meteorImpactFrames.Length; i++)
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{
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meteor.sprite = meteorImpactFrames[i];
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yield return new WaitForSeconds(DefenseTowerArt.FrameSeconds(ImpactKey, i));
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}
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meteor.enabled = false;
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}
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}
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}
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