Separate defense build branches from enemy lanes

This commit is contained in:
2026-09-23 18:32:02 +09:00
parent c94cbda1e6
commit 926b3f6c5d
4 changed files with 105 additions and 22 deletions
@@ -40,12 +40,12 @@ MonoBehaviour:
- {x: 9, y: 0} - {x: 9, y: 0}
- {x: 9, y: 0} - {x: 9, y: 0}
BuildPadPositions: BuildPadPositions:
- {x: -3.25, y: 3.25} - {x: -3.25, y: 4.9}
- {x: 3.25, y: -3.25} - {x: 3.25, y: -4.9}
- {x: -3.25, y: -3.25} - {x: -3.25, y: -4.9}
- {x: 3.25, y: 3.25} - {x: 3.25, y: 4.9}
- {x: 0, y: 3.25} - {x: 0, y: 4.9}
- {x: 0, y: -3.25} - {x: 0, y: -4.9}
WaypointPositions: WaypointPositions:
- {x: -3, y: 3.25} - {x: -3, y: 3.25}
- {x: 3, y: 3.25} - {x: 3, y: 3.25}
@@ -43,14 +43,15 @@ namespace BumpCombat.Constants
new(9f, 0f), new(9f, 0f),
new(9f, 0f), new(9f, 0f),
}; };
[Tooltip("Build-only branches sit outside the enemy travel lanes.")]
public Vector2[] BuildPadPositions = public Vector2[] BuildPadPositions =
{ {
new(-3.25f, 3.25f), new(-3.25f, 4.9f),
new(3.25f, -3.25f), new(3.25f, -4.9f),
new(-3.25f, -3.25f), new(-3.25f, -4.9f),
new(3.25f, 3.25f), new(3.25f, 4.9f),
new(0f, 3.25f), new(0f, 4.9f),
new(0f, -3.25f), new(0f, -4.9f),
}; };
[Tooltip("Two ordered waypoints per lane, indexed by lane * 2 + waypoint.")] [Tooltip("Two ordered waypoints per lane, indexed by lane * 2 + waypoint.")]
public Vector2[] WaypointPositions = public Vector2[] WaypointPositions =
@@ -964,6 +964,19 @@ namespace BumpCombat.Defense
CreateLaneLine(lane, portal, tuning.GetWaypointPosition(lane, 0)); CreateLaneLine(lane, portal, tuning.GetWaypointPosition(lane, 0));
CreateLaneLine(lane, tuning.GetWaypointPosition(lane, 0), tuning.GetWaypointPosition(lane, 1)); CreateLaneLine(lane, tuning.GetWaypointPosition(lane, 0), tuning.GetWaypointPosition(lane, 1));
CreateLaneLine(lane, tuning.GetWaypointPosition(lane, 1), basePosition); CreateLaneLine(lane, tuning.GetWaypointPosition(lane, 1), basePosition);
int[] padOrder = lane == 0
? new[] { 3, 4, 0 } : new[] { 1, 5, 2 };
Vector2 branchCorner = new(
basePosition.x, tuning.GetBuildPadPosition(padOrder[0]).y);
CreateLaneLine(lane, basePosition, branchCorner, true, 1);
Vector2 branchPoint = branchCorner;
for (int i = 0; i < padOrder.Length; i++)
{
Vector2 padPosition = tuning.GetBuildPadPosition(padOrder[i]);
CreateLaneLine(lane, branchPoint, padPosition, true, i + 2);
branchPoint = padPosition;
}
CreateShape( CreateShape(
$"Portal {lane + 1}", $"Portal {lane + 1}",
portal, portal,
@@ -999,7 +1012,8 @@ namespace BumpCombat.Defense
3); 3);
CreateWorldLabel( CreateWorldLabel(
$"Build Pad {pad + 1} Label", $"Build Pad {pad + 1} Label",
position + Vector2.down * 0.95f, position + (position.y >= tuning.ArenaCenter.y
? Vector2.down : Vector2.up) * 0.95f,
"PAD " + (pad + 1)); "PAD " + (pad + 1));
} }
} }
@@ -1060,21 +1074,29 @@ namespace BumpCombat.Defense
+ upgrade; + upgrade;
} }
private void CreateLaneLine(int lane, Vector2 from, Vector2 to) private void CreateLaneLine(
int lane, Vector2 from, Vector2 to,
bool padBranch = false, int segment = 0)
{ {
GameObject lineObject = new($"Lane {lane + 1} Segment"); string name = padBranch
? $"Pad Branch {lane + 1} Segment {segment}"
: $"Lane {lane + 1} Segment";
GameObject lineObject = new(name);
lineObject.transform.SetParent(worldRoot.transform, false); lineObject.transform.SetParent(worldRoot.transform, false);
LineRenderer line = lineObject.AddComponent<LineRenderer>(); LineRenderer line = lineObject.AddComponent<LineRenderer>();
line.useWorldSpace = true; line.useWorldSpace = true;
line.positionCount = 2; line.positionCount = 2;
line.SetPosition(0, from); line.SetPosition(0, from);
line.SetPosition(1, to); line.SetPosition(1, to);
line.startWidth = 0.08f; line.startWidth = padBranch ? 0.12f : 0.08f;
line.endWidth = 0.08f; line.endWidth = line.startWidth;
line.startColor = new Color32(108, 151, 177, 210); Color32 color = padBranch
line.endColor = new Color32(108, 151, 177, 210); ? new Color32(91, 206, 160, 225)
: new Color32(108, 151, 177, 210);
line.startColor = color;
line.endColor = color;
line.material = new Material(Shader.Find("Sprites/Default")); line.material = new Material(Shader.Find("Sprites/Default"));
line.sortingOrder = 1; line.sortingOrder = padBranch ? 2 : 1;
} }
private GameObject CreateShape( private GameObject CreateShape(
@@ -151,6 +151,50 @@ namespace BumpCombat.PlayModeTests
} }
} }
[UnityTest]
public IEnumerator DefensePrototype_PadBranchesStaySeparateFromEnemyRoutes()
{
yield return StartDefenseRun();
DefensePrototypeController controller = DefensePrototypeController.Instance;
DefenseConstants tuning = controller.Tuning;
Vector2 home = tuning.GetBasePosition(0);
Assert.That(tuning.GetBasePosition(1), Is.EqualTo(home));
for (int pad = 0; pad < 6; pad++)
{
Vector2 position = tuning.GetBuildPadPosition(pad);
float distance = float.MaxValue;
for (int lane = 0; lane < 2; lane++)
{
Vector2 previous = tuning.GetPortalPosition(lane);
for (int waypoint = 0; waypoint < 3; waypoint++)
{
Vector2 next = waypoint < 2
? tuning.GetWaypointPosition(lane, waypoint)
: tuning.GetBasePosition(lane);
distance = Mathf.Min(distance,
DistanceToSegment(position, previous, next));
previous = next;
}
}
Assert.That(distance, Is.GreaterThan(tuning.BuildInteractionRadius),
$"Pad {pad + 1} must not sit on an enemy route.");
}
for (int lane = 0; lane < 2; lane++)
{
GameObject branch = GameObject.Find(
$"Pad Branch {lane + 1} Segment 1");
Assert.That(branch, Is.Not.Null,
"Each build branch must be visible separately from enemy routes.");
LineRenderer line = branch.GetComponent<LineRenderer>();
Assert.That(line, Is.Not.Null);
Assert.That((Vector2)line.GetPosition(0), Is.EqualTo(home));
float padY = tuning.GetBuildPadPosition(lane).y;
Assert.That((Vector2)line.GetPosition(1),
Is.EqualTo(new Vector2(home.x, padY)));
}
}
[UnityTest] [UnityTest]
public IEnumerator DefensePrototype_DefaultBuildsCanDamageTheirPortalLanes() public IEnumerator DefensePrototype_DefaultBuildsCanDamageTheirPortalLanes()
{ {
@@ -637,7 +681,7 @@ namespace BumpCombat.PlayModeTests
Assert.That(controller.CanOperateTowers, Is.True); Assert.That(controller.CanOperateTowers, Is.True);
Assert.That(playerHealth.CurrentHealth, Assert.That(playerHealth.CurrentHealth,
Is.EqualTo(playerHealth.MaxHealth)); Is.EqualTo(playerHealth.MaxHealth));
MovePlayerNear(player, Vector2.zero); MovePlayerNear(player, new Vector2(10f, -5f));
SaveDefenseConstants(controller.Tuning); SaveDefenseConstants(controller.Tuning);
touchedDefenseConstants.PortalSpawnInterval = 0.01f; touchedDefenseConstants.PortalSpawnInterval = 0.01f;
@@ -653,6 +697,7 @@ namespace BumpCombat.PlayModeTests
yield return DriveArrivalsUntilBaseDestroyed(controller); yield return DriveArrivalsUntilBaseDestroyed(controller);
Assert.That(controller.GetBaseHealth(0), Is.EqualTo(0)); Assert.That(controller.GetBaseHealth(0), Is.EqualTo(0));
Assert.That(RunManager.Instance.IsGameOver, Is.True); Assert.That(RunManager.Instance.IsGameOver, Is.True);
SetTestField(playerHealth, "invulnerableUntil", Time.time);
Assert.That(playerHealth.TryTakeDamage( Assert.That(playerHealth.TryTakeDamage(
playerHealth.MaxHealth + 1f, Vector2.left, 0f), Is.True); playerHealth.MaxHealth + 1f, Vector2.left, 0f), Is.True);
@@ -1986,6 +2031,17 @@ namespace BumpCombat.PlayModeTests
Assert.That(runManager.IsSelectionOpen, Is.False); Assert.That(runManager.IsSelectionOpen, Is.False);
} }
private static float DistanceToSegment(
Vector2 point, Vector2 from, Vector2 to)
{
Vector2 segment = to - from;
float fraction = segment.sqrMagnitude > 0f
? Mathf.Clamp01(Vector2.Dot(point - from, segment)
/ segment.sqrMagnitude)
: 0f;
return Vector2.Distance(point, from + segment * fraction);
}
private static DefenseTower BuildTower( private static DefenseTower BuildTower(
DefensePrototypeController controller, DefensePrototypeController controller,
PlayerController player, PlayerController player,
@@ -2159,7 +2215,10 @@ namespace BumpCombat.PlayModeTests
} }
Assert.That(agent.HasArrived, Is.True, Assert.That(agent.HasArrived, Is.True,
"A public route agent must reach the shared base when driven through its route."); $"A public route agent must reach the shared base when driven through its route. "
+ $"Lane={agent.Lane}, position={agent.transform.position}, "
+ $"state={agent.Enemy?.State}, dead={agent.Enemy?.IsDead}, "
+ $"stunned={agent.Enemy?.IsStunned}, speed={agent.Enemy?.MovementSpeedMultiplier}.");
} }
private static IEnumerator DriveArrivalsUntilBaseDestroyed( private static IEnumerator DriveArrivalsUntilBaseDestroyed(
@@ -2175,6 +2234,7 @@ namespace BumpCombat.PlayModeTests
{ {
if (agents[i] != null && !agents[i].HasArrived) if (agents[i] != null && !agents[i].HasArrived)
{ {
yield return WaitForAgentReady(agents[i]);
DriveAgentToArrival(agents[i]); DriveAgentToArrival(agents[i]);
if (controller.GetBaseHealth(0) <= 0) if (controller.GetBaseHealth(0) <= 0)
{ {