Implement passive relics and six-family defense towers

This commit is contained in:
2026-09-23 18:11:38 +09:00
parent 5d11288a6f
commit c94cbda1e6
21 changed files with 2882 additions and 152 deletions
@@ -16,12 +16,14 @@ namespace BumpCombat.Defense
public sealed class DefensePrototypeController : MonoBehaviour
{
private const int LaneCount = 2;
private const int BuildPadCount = 6;
private static Sprite whiteSprite;
private readonly Dictionary<EnemyController, DefenseRouteAgent> activeAgents = new();
private readonly DefenseTower[] towers = new DefenseTower[LaneCount];
private readonly bool[] padsBuilt = new bool[LaneCount];
private readonly DefenseTower[] towers = new DefenseTower[BuildPadCount];
private readonly Dictionary<DefenseTower, float> boostedTowers = new();
private readonly bool[] padsBuilt = new bool[BuildPadCount];
private readonly int[] suppliedPerLane = new int[LaneCount];
private readonly DefenseWaveLedger[] portalLedgers = new DefenseWaveLedger[LaneCount];
private readonly bool[] portalSupplyEnded = new bool[LaneCount];
@@ -200,16 +202,25 @@ namespace BumpCombat.Defense
if (Keyboard.current != null && CanOperateTowers)
{
if (Keyboard.current.digit1Key.wasPressedThisFrame
|| Keyboard.current.numpad1Key.wasPressedThisFrame)
{
Keyboard keys = Keyboard.current;
if (keys.digit1Key.wasPressedThisFrame || keys.numpad1Key.wasPressedThisFrame)
TryBuildNearestTower(DefenseTowerKind.Direct);
}
else if (Keyboard.current.digit2Key.wasPressedThisFrame
|| Keyboard.current.numpad2Key.wasPressedThisFrame)
{
else if (keys.digit2Key.wasPressedThisFrame || keys.numpad2Key.wasPressedThisFrame)
TryBuildNearestTower(DefenseTowerKind.Summon);
}
else if (keys.digit3Key.wasPressedThisFrame || keys.numpad3Key.wasPressedThisFrame)
TryBuildNearestTower(DefenseTowerKind.Lightning);
else if (keys.digit4Key.wasPressedThisFrame || keys.numpad4Key.wasPressedThisFrame)
TryBuildNearestTower(DefenseTowerKind.Cold);
else if (keys.digit5Key.wasPressedThisFrame || keys.numpad5Key.wasPressedThisFrame)
TryBuildNearestTower(DefenseTowerKind.Seismic);
else if (keys.digit6Key.wasPressedThisFrame || keys.numpad6Key.wasPressedThisFrame)
TryBuildNearestTower(DefenseTowerKind.Empowering);
else if (keys.uKey.wasPressedThisFrame)
TryUpgradeNearestTower(DefenseTowerBranch.None);
else if (keys.jKey.wasPressedThisFrame)
TryUpgradeNearestTower(DefenseTowerBranch.First);
else if (keys.kKey.wasPressedThisFrame)
TryUpgradeNearestTower(DefenseTowerBranch.Second);
}
}
@@ -241,6 +252,7 @@ namespace BumpCombat.Defense
failed = false;
playerDead = false;
constructionCurrency = tuning.InitialConstructionCurrency;
boostedTowers.Clear();
pendingPassiveRelicChoices = 0;
baseHealth = tuning.BaseMaximumHealth;
activeAgents.Clear();
@@ -253,8 +265,12 @@ namespace BumpCombat.Defense
portalRewardObjectCreated[lane] = false;
portalRewardObjects[lane] = null;
portalRewardLabels[lane] = null;
padsBuilt[lane] = false;
towers[lane] = null;
}
for (int pad = 0; pad < BuildPadCount; pad++)
{
padsBuilt[pad] = false;
towers[pad] = null;
}
nextSupplyLane = 0;
@@ -268,14 +284,15 @@ namespace BumpCombat.Defense
{
return TryBuildTowerAtPad(
padIndex,
padIndex == 0 ? DefenseTowerKind.Direct : DefenseTowerKind.Summon);
Tuning.GetBuildPadPosition(padIndex).y >= Tuning.ArenaCenter.y
? DefenseTowerKind.Summon : DefenseTowerKind.Direct);
}
public bool TryBuildTowerAtPad(int padIndex, DefenseTowerKind kind)
{
if (!CanOperateTowers
|| padIndex < 0
|| padIndex >= LaneCount
|| padIndex >= BuildPadCount
|| padsBuilt[padIndex]
|| playerController == null)
{
@@ -289,16 +306,17 @@ namespace BumpCombat.Defense
return false;
}
int cost = kind == DefenseTowerKind.Direct
? tuning.DirectTowerCost
: tuning.SummonTowerCost;
int cost = GetBuildCost(kind);
if (cost < 0)
{
return false;
}
if (constructionCurrency < cost)
{
return false;
}
GameObject towerObject = new(
kind == DefenseTowerKind.Direct ? "Direct Damage Tower" : "Summon Tower");
GameObject towerObject = new($"{kind} Tower");
towerObject.transform.SetParent(worldRoot.transform, false);
towerObject.transform.position = position;
DefenseTower tower = towerObject.AddComponent<DefenseTower>();
@@ -309,6 +327,95 @@ namespace BumpCombat.Defense
return true;
}
private int GetBuildCost(DefenseTowerKind kind)
{
return kind switch
{
DefenseTowerKind.Direct => tuning.DirectTowerCost,
DefenseTowerKind.Summon => tuning.SummonTowerCost,
DefenseTowerKind.Lightning => tuning.LightningTowerCost,
DefenseTowerKind.Cold => tuning.ColdTowerCost,
DefenseTowerKind.Seismic => tuning.SeismicTowerCost,
DefenseTowerKind.Empowering => tuning.EmpoweringTowerCost,
_ => -1,
};
}
public bool TryUpgradeTowerAtPad(int padIndex, DefenseTowerBranch branch)
{
if (!CanOperateTowers || playerController == null
|| padIndex < 0 || padIndex >= BuildPadCount
|| towers[padIndex] == null)
{
return false;
}
DefenseTower tower = towers[padIndex];
if (tower.Tier >= 4
|| (tower.Tier < 3 && branch != DefenseTowerBranch.None)
|| (tower.Tier == 3 && branch != DefenseTowerBranch.First
&& branch != DefenseTowerBranch.Second))
{
return false;
}
Vector2 position = tuning.GetBuildPadPosition(padIndex);
if (((Vector2)playerController.transform.position - position).sqrMagnitude
> tuning.BuildInteractionRadius * tuning.BuildInteractionRadius)
{
return false;
}
int cost = tower.Tier switch
{
1 => tuning.Tier2UpgradeCost,
2 => tuning.Tier3UpgradeCost,
_ => tuning.Tier4UpgradeCost,
};
if (constructionCurrency < cost || !tower.Upgrade(branch))
{
return false;
}
constructionCurrency -= cost;
return true;
}
private bool TryUpgradeNearestTower(DefenseTowerBranch branch)
{
DefenseTower nearest = GetNearestBuiltTower();
return nearest != null && TryUpgradeTowerAtPad(nearest.PadIndex, branch);
}
private DefenseTower GetNearestBuiltTower()
{
if (playerController == null)
{
return null;
}
DefenseTower nearest = null;
float nearestDistance = tuning.BuildInteractionRadius
* tuning.BuildInteractionRadius;
for (int pad = 0; pad < BuildPadCount; pad++)
{
if (towers[pad] == null)
{
continue;
}
float distance = ((Vector2)playerController.transform.position
- tuning.GetBuildPadPosition(pad)).sqrMagnitude;
if (distance <= nearestDistance)
{
nearestDistance = distance;
nearest = towers[pad];
}
}
return nearest;
}
private bool TryBuildNearestTower(DefenseTowerKind kind)
{
if (playerController == null)
@@ -318,7 +425,7 @@ namespace BumpCombat.Defense
int nearestPad = -1;
float nearestDistance = tuning.BuildInteractionRadius * tuning.BuildInteractionRadius;
for (int pad = 0; pad < LaneCount; pad++)
for (int pad = 0; pad < BuildPadCount; pad++)
{
if (padsBuilt[pad])
{
@@ -344,17 +451,14 @@ namespace BumpCombat.Defense
return false;
}
DefenseRouteAgent target = FindNearestTarget(
tower.transform.position,
tuning.TowerRange,
tower.Kind);
return tower.TryAttack(target);
return tower.TryPulse();
}
public DefenseRouteAgent FindNearestTarget(
Vector2 sourcePosition,
float range,
DefenseTowerKind sourceKind)
DefenseTowerKind sourceKind,
bool ignoreTowerImmunity = false)
{
DefenseRouteAgent nearest = null;
float nearestDistance = range * range;
@@ -364,9 +468,10 @@ namespace BumpCombat.Defense
|| agent.HasArrived
|| agent.Enemy == null
|| agent.Enemy.IsDead
|| DefensePrototypeRules.IsTowerImmune(
sourceKind,
agent.ImmuneTowerKind))
|| (!ignoreTowerImmunity
&& DefensePrototypeRules.IsTowerImmune(
sourceKind,
agent.ImmuneTowerKind)))
{
continue;
}
@@ -382,6 +487,133 @@ namespace BumpCombat.Defense
return nearest;
}
public List<DefenseRouteAgent> GetTargetsInRange(Vector2 position, float radius)
{
List<DefenseRouteAgent> targets = new();
float radiusSquared = radius * radius;
foreach (DefenseRouteAgent agent in activeAgents.Values)
{
if (agent != null && !agent.HasArrived
&& agent.Enemy != null && !agent.Enemy.IsDead
&& ((Vector2)agent.transform.position - position).sqrMagnitude
<= radiusSquared)
{
targets.Add(agent);
}
}
targets.Sort((a, b) =>
((Vector2)a.transform.position - position).sqrMagnitude
.CompareTo(((Vector2)b.transform.position - position).sqrMagnitude));
return targets;
}
public float GetTowerAttackIntervalMultiplier(DefenseTower tower)
{
if (!CanOperateTowers || tower == null)
{
return 1f;
}
foreach (DefenseTower support in towers)
{
if (support != null && support != tower
&& support.IsOperational
&& support.Kind == DefenseTowerKind.Empowering
&& support.Tier == 4
&& support.Branch == DefenseTowerBranch.First
&& Vector2.Distance(support.transform.position,
tower.transform.position) <= tuning.SupportRadius)
{
float sightEfficiency = GetSupportSightEfficiency(support);
return 1f - (1f - tuning.ImbuingAttackIntervalMultiplier)
* sightEfficiency;
}
}
return 1f;
}
private float GetSupportSightEfficiency(DefenseTower support)
{
return playerHealth == null
? 0f
: DefensePrototypeRules.GetTowerEfficiency(
Vector2.Distance(playerHealth.transform.position,
support.transform.position),
tuning.PlayerSightRadius, 1f,
tuning.OutsideSightDamageEfficiency);
}
public bool TryApplyTowerSlow(
DefenseTower tower, DefenseRouteAgent target,
float duration, float fraction)
{
if (!CanOperateTowers || tower == null || target == null
|| target.HasArrived || target.Enemy == null || playerHealth == null)
{
return false;
}
float efficiency = DefensePrototypeRules.GetTowerEfficiency(
Vector2.Distance(playerHealth.transform.position, tower.transform.position),
tuning.PlayerSightRadius, 1f, tuning.OutsideSightDamageEfficiency);
return target.Enemy.ApplySlow(duration, fraction * efficiency);
}
public bool TryApplyTowerStun(
DefenseTower tower, DefenseRouteAgent target, float duration)
{
if (!CanOperateTowers || tower == null || target == null
|| target.HasArrived || target.Enemy == null || playerHealth == null)
{
return false;
}
float efficiency = DefensePrototypeRules.GetTowerEfficiency(
Vector2.Distance(playerHealth.transform.position, tower.transform.position),
tuning.PlayerSightRadius, 1f, tuning.OutsideSightDamageEfficiency);
return target.Enemy.ApplyStun(duration * efficiency);
}
public bool TryBoostVisibleTowers(float duration)
{
if (!CanOperateTowers || duration <= 0f || playerHealth == null)
{
return false;
}
bool applied = false;
foreach (DefenseTower tower in towers)
{
if (tower == null
|| !tower.IsOperational
|| !tower.IsDamaging
|| tower.Kind == DefenseTowerKind.Summon
|| Vector2.Distance(
playerHealth.transform.position,
tower.transform.position) > tuning.PlayerSightRadius)
{
continue;
}
boostedTowers[tower] = Time.time + duration;
applied = true;
}
return applied;
}
public bool TryAwardBondLedgerCurrency(int amount)
{
if (!active || failed || !PlayerIsAlive || amount <= 0)
{
return false;
}
constructionCurrency += amount;
return true;
}
public bool TryApplyTowerDamage(
DefenseTower tower,
DefenseRouteAgent target,
@@ -395,9 +627,44 @@ namespace BumpCombat.Defense
float distanceToPlayer = Vector2.Distance(
playerHealth.transform.position,
tower.transform.position);
float multiplier = 1f;
foreach (DefenseTower support in towers)
{
if (support == null || support == tower
|| support.Kind != DefenseTowerKind.Empowering
|| !support.IsOperational)
{
continue;
}
if (Vector2.Distance(support.transform.position,
tower.transform.position) <= tuning.SupportRadius)
{
multiplier = Mathf.Max(multiplier,
1f + tuning.SupportDamageBonusPerTier * support.Tier
* GetSupportSightEfficiency(support));
}
if (support.Tier == 4
&& support.Branch == DefenseTowerBranch.Second
&& Vector2.Distance(support.transform.position,
target.transform.position) <= tuning.SupportRadius)
{
multiplier *= 1f + tuning.SmotheringDamageBonus
* GetSupportSightEfficiency(support);
}
}
if (boostedTowers.TryGetValue(tower, out float buffUntil)
&& Time.time < buffUntil)
{
multiplier *= 1f + GameplayConstants.Current.PassiveRelics
.BattleBatonTowerDamageIncrease;
}
return target.TryTakeTowerDamage(
tower.Kind,
damage,
damage * multiplier,
distanceToPlayer,
tuning.PlayerSightRadius,
tuning.OutsideSightDamageEfficiency,
@@ -528,9 +795,12 @@ namespace BumpCombat.Defense
enemy.OnDied -= HandleEnemyDied;
activeAgents.Remove(enemy);
int lane = Mathf.Clamp(agent.Lane, 0, LaneCount - 1);
portalLedgers[lane]?.TryResolve(
if (portalLedgers[lane]?.TryResolve(
enemy.SpawnLifetimeIdentity,
DefenseEnemyResolution.Death);
DefenseEnemyResolution.Death) == true)
{
constructionCurrency += tuning.EnemyKillCurrency;
}
}
private void HandleEnemyArrived(DefenseRouteAgent agent)
@@ -700,7 +970,12 @@ namespace BumpCombat.Defense
new Vector2(0.85f, 1.25f),
new Color32(179, 84, 220, 255),
5);
CreateWorldLabel($"Portal {lane + 1} Label", portal + Vector2.right * 1.6f + Vector2.up * 0.9f, $"P{lane + 1} PORTAL\nIMMUNE {tuning.GetPortalImmuneTowerKind(lane).ToString().ToUpperInvariant()}");
DefenseTowerKind immune = tuning.GetPortalImmuneTowerKind(lane);
string immuneName = immune == DefenseTowerKind.Direct
? "FIRE" : immune.ToString().ToUpperInvariant();
CreateWorldLabel($"Portal {lane + 1} Label",
portal + Vector2.right * 1.6f + Vector2.up * 0.9f,
$"P{lane + 1} PORTAL\nIMMUNE {immuneName}");
if (lane == 0)
{
CreateShape(
@@ -713,7 +988,7 @@ namespace BumpCombat.Defense
}
}
for (int pad = 0; pad < LaneCount; pad++)
for (int pad = 0; pad < BuildPadCount; pad++)
{
Vector2 position = tuning.GetBuildPadPosition(pad);
CreateShape(
@@ -748,10 +1023,10 @@ namespace BumpCombat.Defense
rect.anchorMax = new Vector2(0f, 1f);
rect.pivot = new Vector2(0f, 1f);
rect.anchoredPosition = new Vector2(28f, -452f);
rect.sizeDelta = new Vector2(900f, 110f);
rect.sizeDelta = new Vector2(1200f, 165f);
hudText = hudObject.GetComponent<Text>();
hudText.font = BumpCombat.UI.PresentationUiStyle.GetFont();
hudText.fontSize = 24;
hudText.fontSize = 19;
hudText.color = new Color32(236, 240, 246, 255);
hudText.alignment = TextAnchor.UpperLeft;
hudText.horizontalOverflow = HorizontalWrapMode.Overflow;
@@ -767,11 +1042,22 @@ namespace BumpCombat.Defense
string status = playerDead
? $"PLAYER DOWN revive {Mathf.CeilToInt(reviveRemaining)}s"
: IsRewardVisible ? "REWARD READY move to portal" : $"1 DIRECT {tuning.DirectTowerCost} / 2 SUMMON {tuning.SummonTowerCost} near a pad";
: IsRewardVisible ? "REWARD READY move to portal"
: $"1 FIRE {tuning.DirectTowerCost} 2 SUMMON {tuning.SummonTowerCost} 3 LIGHTNING {tuning.LightningTowerCost}";
DefenseTower nearby = GetNearestBuiltTower();
string upgrade = nearby == null
? "Move near a built tower to upgrade"
: nearby.Tier == 4
? $"{nearby.Kind} final branch: {DefenseTower.GetBranchName(nearby.Kind, nearby.Branch)}"
: nearby.Tier == 3
? $"J {DefenseTower.GetBranchName(nearby.Kind, DefenseTowerBranch.First)} / K {DefenseTower.GetBranchName(nearby.Kind, DefenseTowerBranch.Second)} {tuning.Tier4UpgradeCost}"
: $"U TIER {nearby.Tier + 1} {(nearby.Tier == 1 ? tuning.Tier2UpgradeCost : tuning.Tier3UpgradeCost)}";
hudText.text =
$"DEFENSE TEST BASE {baseHealth}/{tuning.BaseMaximumHealth}\n"
+ $"BUILD {constructionCurrency} P1 WAIT {GetPortalRemainingSupply(0)} LIVE {CountActiveAgentsForLane(0)} P2 WAIT {GetPortalRemainingSupply(1)} LIVE {CountActiveAgentsForLane(1)}\n"
+ status;
+ status + "\n"
+ $"4 COLD {tuning.ColdTowerCost} 5 SEISMIC {tuning.SeismicTowerCost} 6 SUPPORT {tuning.EmpoweringTowerCost}\n"
+ upgrade;
}
private void CreateLaneLine(int lane, Vector2 from, Vector2 to)
@@ -4,8 +4,19 @@ namespace BumpCombat.Defense
{
public enum DefenseTowerKind
{
Direct,
Summon,
Direct = 0,
Summon = 1,
Lightning,
Cold,
Seismic,
Empowering,
}
public enum DefenseTowerBranch
{
None,
First,
Second,
}
public enum DefenseEnemyResolution
@@ -123,7 +123,7 @@ namespace BumpCombat.Defense
Vector2 next = Vector2.MoveTowards(
current,
target,
routeSpeed * Mathf.Max(0f, deltaTime));
routeSpeed * enemy.MovementSpeedMultiplier * Mathf.Max(0f, deltaTime));
if (!enemy.TryReposition(next))
{
return false;
@@ -5,11 +5,15 @@ namespace BumpCombat.Defense
[DisallowMultipleComponent]
public sealed class DefenseSummonUnit : MonoBehaviour
{
private static Sprite[] idleFrames;
private static Sprite[] attackFrames;
private DefenseTower owner;
private DefensePrototypeController controller;
private Vector2 anchorLocalPosition;
private SpriteRenderer spriteRenderer;
private float attackCooldown;
private float attackAnimationTime = -1f;
public void Configure(
DefenseTower tower,
@@ -20,18 +24,22 @@ namespace BumpCombat.Defense
controller = prototypeController;
anchorLocalPosition = localAnchor;
spriteRenderer = gameObject.AddComponent<SpriteRenderer>();
Sprite[] frames = Resources.LoadAll<Sprite>("Tutorial/Swordsman_Idle");
if (frames != null && frames.Length > 0)
idleFrames ??= Resources.LoadAll<Sprite>("Tutorial/Swordsman_Idle");
attackFrames ??= Resources.LoadAll<Sprite>("Tutorial/Swordsman_BumpAttack-v1");
if (idleFrames.Length > 0)
{
spriteRenderer.sprite = frames[0];
spriteRenderer.sprite = idleFrames[0];
}
spriteRenderer.color = new Color32(255, 234, 137, 255);
spriteRenderer.sortingOrder = 11;
transform.localScale = new Vector3(0.9f, 0.9f, 1f);
float scale = owner.Tier == 4 && owner.Branch == DefenseTowerBranch.First
? 1.35f : 0.9f;
transform.localScale = new Vector3(scale, scale, 1f);
}
private void Update()
{
UpdateAttackSprite();
if (owner == null
|| !owner.isActiveAndEnabled
|| controller == null
@@ -41,11 +49,11 @@ namespace BumpCombat.Defense
}
attackCooldown = Mathf.Max(0f, attackCooldown - Time.deltaTime);
Vector2 anchor = owner.transform.TransformPoint(anchorLocalPosition);
DefenseRouteAgent target = controller.FindNearestTarget(
transform.position,
anchor,
controller.Tuning.SummonAreaRadius,
DefenseTowerKind.Summon);
Vector2 anchor = owner.transform.TransformPoint(anchorLocalPosition);
if (target == null)
{
transform.position = Vector2.MoveTowards(
@@ -56,24 +64,56 @@ namespace BumpCombat.Defense
}
Vector2 targetPosition = target.transform.position;
Vector2 fromAnchor = targetPosition - anchor;
if (fromAnchor.magnitude > controller.Tuning.SummonAreaRadius)
{
targetPosition = anchor + fromAnchor.normalized * controller.Tuning.SummonAreaRadius;
}
spriteRenderer.flipX = targetPosition.x < transform.position.x;
transform.position = Vector2.MoveTowards(
transform.position,
targetPosition,
controller.Tuning.SummonUnitMoveSpeed * Time.deltaTime);
float attackRange = controller.Tuning.SummonAttackRange
* (owner.Tier == 4 && owner.Branch == DefenseTowerBranch.Second ? 2.5f : 1f);
if (attackCooldown <= 0f
&& (target.transform.position - transform.position).sqrMagnitude <= controller.Tuning.SummonAttackRange * controller.Tuning.SummonAttackRange)
&& (targetPosition - (Vector2)transform.position).sqrMagnitude
<= attackRange * attackRange
&& owner.TryAttack(target))
{
if (owner.TryAttack(target))
{
attackCooldown = controller.Tuning.SummonAttackInterval;
}
PlayAttackSprite();
owner.ShowSummonAttackEffect(transform.position, targetPosition);
attackCooldown = controller.Tuning.SummonAttackInterval
/ (1f + 0.15f * (owner.Tier - 1))
* controller.GetTowerAttackIntervalMultiplier(owner);
}
}
private void PlayAttackSprite()
{
if (attackFrames.Length == 0)
{
return;
}
attackAnimationTime = 0f;
spriteRenderer.sprite = attackFrames[0];
}
private void UpdateAttackSprite()
{
if (attackAnimationTime < 0f || attackFrames == null
|| attackFrames.Length == 0)
{
return;
}
attackAnimationTime += Time.deltaTime;
int frame = Mathf.FloorToInt(attackAnimationTime * 12f);
if (frame >= attackFrames.Length)
{
attackAnimationTime = -1f;
if (idleFrames != null && idleFrames.Length > 0)
{
spriteRenderer.sprite = idleFrames[0];
}
return;
}
spriteRenderer.sprite = attackFrames[frame];
}
}
}
}
+460 -26
View File
@@ -10,12 +10,18 @@ namespace BumpCombat.Defense
private DefenseConstants tuning;
private float attackCooldown;
private TextMesh label;
private LineRenderer effectRange;
private static Material effectMaterial;
private int summonCount;
public DefenseTowerKind Kind { get; private set; }
public DefenseTowerBranch Branch { get; private set; }
public int Tier { get; private set; } = 1;
public int PadIndex { get; private set; }
public bool IsOperational => isActiveAndEnabled
&& owner != null
&& owner.CanOperateTowers;
public bool IsDamaging => Kind != DefenseTowerKind.Empowering;
public void Configure(
DefensePrototypeController controller,
@@ -27,26 +33,57 @@ namespace BumpCombat.Defense
Kind = kind;
PadIndex = padIndex;
tuning = constants;
Tier = 1;
Branch = DefenseTowerBranch.None;
CreateVisuals();
if (Kind == DefenseTowerKind.Summon)
{
for (int i = 0; i < tuning.SummonUnitCount; i++)
AddSummonUnits(tuning.SummonUnitCount);
}
}
public bool Upgrade(DefenseTowerBranch branch)
{
if (Tier >= 4 || (Tier < 3 && branch != DefenseTowerBranch.None)
|| (Tier == 3 && branch != DefenseTowerBranch.First
&& branch != DefenseTowerBranch.Second))
{
return false;
}
Tier++;
if (Tier == 4)
{
Branch = branch;
}
if (Kind == DefenseTowerKind.Summon)
{
if (Tier == 4 && Branch == DefenseTowerBranch.First)
{
GameObject unitObject = new($"Summon Unit {i + 1}");
unitObject.transform.SetParent(transform, false);
unitObject.transform.localPosition = new Vector3(
(i - (tuning.SummonUnitCount - 1) * 0.5f) * 0.42f,
-0.5f,
0f);
DefenseSummonUnit unit = unitObject.AddComponent<DefenseSummonUnit>();
unit.Configure(this, controller, unitObject.transform.localPosition);
foreach (DefenseSummonUnit unit in GetComponentsInChildren<DefenseSummonUnit>())
{
unit.enabled = false;
Destroy(unit.gameObject);
}
summonCount = 0;
AddSummonUnits(1);
}
else
{
AddSummonUnits(Tier == 4 ? 2 : 1);
}
}
UpdateLabel();
UpdateEffectRange();
return true;
}
private void Update()
{
if (!IsOperational || Kind != DefenseTowerKind.Direct)
if (!IsOperational || Kind == DefenseTowerKind.Summon
|| Kind == DefenseTowerKind.Empowering)
{
return;
}
@@ -57,12 +94,386 @@ namespace BumpCombat.Defense
return;
}
float interval = Kind == DefenseTowerKind.Direct
? tuning.DirectTowerAttackInterval
: tuning.SummonAttackInterval;
if (owner.TryAttackFromTower(this))
{
attackCooldown = Mathf.Max(0.05f, interval);
float interval = Kind switch
{
DefenseTowerKind.Direct => tuning.DirectTowerAttackInterval,
DefenseTowerKind.Lightning => tuning.LightningInterval,
DefenseTowerKind.Cold => tuning.ColdInterval,
_ => tuning.SeismicInterval,
};
if (Tier == 4 && Kind == DefenseTowerKind.Direct
&& Branch == DefenseTowerBranch.Second)
{
interval *= 0.4f;
}
attackCooldown = Mathf.Max(0.05f,
interval / (1f + 0.15f * (Tier - 1))
* owner.GetTowerAttackIntervalMultiplier(this));
}
}
public bool TryPulse()
{
if (!IsOperational || Kind == DefenseTowerKind.Empowering
|| Kind == DefenseTowerKind.Summon)
{
return false;
}
float range = GetEffectRange();
DefenseRouteAgent target = owner.FindNearestTarget(
transform.position, range, Kind,
Kind == DefenseTowerKind.Cold || Kind == DefenseTowerKind.Seismic);
if (target == null)
{
return false;
}
Vector2 center = target.transform.position;
float scale = 1f + tuning.TowerDamageBonusPerTier * (Tier - 1);
float impactRadius = 0f;
bool cone = false;
bool applied;
switch (Kind)
{
case DefenseTowerKind.Direct:
if (Tier == 4 && Branch == DefenseTowerBranch.Second)
{
cone = true;
impactRadius = range;
applied = AttackCone(center - (Vector2)transform.position,
range, tuning.DirectTowerDamage * scale * 0.4f);
}
else if (Tier == 4)
{
impactRadius = 1.8f;
applied = AttackArea(center, impactRadius,
tuning.DirectTowerDamage * scale * 1.6f);
}
else
{
applied = owner.TryApplyTowerDamage(this, target,
tuning.DirectTowerDamage * scale);
}
break;
case DefenseTowerKind.Lightning:
impactRadius = Tier == 4
? (Branch == DefenseTowerBranch.First ? 3f : 2.4f)
: tuning.LightningRadius;
applied = AttackArea(center, impactRadius,
tuning.LightningDamage * scale
* (Tier == 4 && Branch == DefenseTowerBranch.Second ? 1.4f : 1f),
Tier == 4 && Branch == DefenseTowerBranch.First ? 3 : int.MaxValue);
break;
case DefenseTowerKind.Cold:
if (Tier == 4 && Branch == DefenseTowerBranch.Second)
{
impactRadius = 1.65f;
applied = AttackArea(center, impactRadius,
tuning.ColdDamage * scale * 0.5f,
int.MaxValue, tuning.ColdSlowSeconds * 1.5f,
tuning.ColdSlowFraction, 0.35f);
}
else
{
bool slowed = owner.TryApplyTowerSlow(this, target,
tuning.ColdSlowSeconds * (1f + 0.25f * (Tier - 1)),
tuning.ColdSlowFraction);
bool damaged = owner.TryApplyTowerDamage(this, target,
tuning.ColdDamage * scale * (Tier == 4 ? 1.8f : 1f));
if (Tier == 4)
{
owner.TryApplyTowerStun(this, target, 0.3f);
}
applied = slowed || damaged;
}
break;
case DefenseTowerKind.Seismic:
impactRadius = Tier == 4
? (Branch == DefenseTowerBranch.Second ? 2.2f : 1.8f)
: tuning.SeismicRadius;
applied = Tier == 4 && Branch == DefenseTowerBranch.Second
? AttackArea(center, impactRadius,
tuning.SeismicDamage * scale, int.MaxValue, 2f, 0.5f)
: AttackArea(center, impactRadius,
tuning.SeismicDamage * scale, int.MaxValue,
0f, 0f,
tuning.SeismicStunSeconds * (Tier == 4 ? 2f : 1f));
break;
default:
return false;
}
if (applied)
{
ShowAttackEffect(center, impactRadius, cone);
}
return applied;
}
private bool AttackCone(Vector2 direction, float range, float damage)
{
bool applied = false;
Vector2 facing = direction.normalized;
foreach (DefenseRouteAgent agent in owner.GetTargetsInRange(
transform.position, range))
{
Vector2 toAgent = ((Vector2)agent.transform.position
- (Vector2)transform.position).normalized;
if (toAgent.sqrMagnitude < 0.000001f
|| Vector2.Dot(facing, toAgent) >= 0.5f)
{
applied |= owner.TryApplyTowerDamage(this, agent, damage);
}
}
return applied;
}
private bool AttackArea(
Vector2 center,
float radius,
float damage,
int maxTargets = int.MaxValue,
float slowSeconds = 0f,
float slowFraction = 0f,
float stunSeconds = 0f)
{
bool applied = false;
int count = 0;
foreach (DefenseRouteAgent agent in owner.GetTargetsInRange(center, radius))
{
if (count++ >= maxTargets)
{
break;
}
bool damaged = owner.TryApplyTowerDamage(this, agent, damage);
bool slowed = slowSeconds > 0f
&& owner.TryApplyTowerSlow(this, agent, slowSeconds, slowFraction);
bool stunned = stunSeconds > 0f
&& owner.TryApplyTowerStun(this, agent, stunSeconds);
applied |= damaged || slowed || stunned;
}
return applied;
}
public bool TryAttack(DefenseRouteAgent target)
{
if (target == null || owner == null || !IsOperational)
{
return false;
}
float damage = Kind == DefenseTowerKind.Summon
? tuning.SummonDamage : tuning.DirectTowerDamage;
damage *= 1f + tuning.TowerDamageBonusPerTier * (Tier - 1);
if (Tier == 4 && Kind == DefenseTowerKind.Summon
&& Branch == DefenseTowerBranch.First)
{
damage *= 1.8f;
}
bool hit = owner.TryApplyTowerDamage(this, target, damage);
if (hit && Tier == 4 && Kind == DefenseTowerKind.Summon
&& Branch == DefenseTowerBranch.First)
{
owner.TryApplyTowerStun(this, target, 0.3f);
}
return hit;
}
public void ShowSummonAttackEffect(Vector2 origin, Vector2 target)
{
if (IsOperational && Kind == DefenseTowerKind.Summon)
{
ShowAttackEffect(target, 0f, false, origin);
}
}
private float GetEffectRange()
{
if (Kind == DefenseTowerKind.Summon)
{
return tuning.SummonAreaRadius;
}
if (Kind == DefenseTowerKind.Empowering)
{
return tuning.SupportRadius;
}
return Kind == DefenseTowerKind.Direct && Tier == 4
&& Branch == DefenseTowerBranch.Second
? tuning.TowerRange * 0.5f : tuning.TowerRange;
}
private void CreateEffectRange()
{
GameObject rangeObject = new("Effect Range");
rangeObject.transform.SetParent(transform, false);
effectRange = rangeObject.AddComponent<LineRenderer>();
effectRange.useWorldSpace = false;
effectRange.loop = true;
effectRange.positionCount = 48;
effectRange.sharedMaterial = GetEffectMaterial();
effectRange.sortingOrder = 3;
Color color = GetComponent<SpriteRenderer>().color;
color.a = Kind == DefenseTowerKind.Empowering ? 0.35f : 0.22f;
effectRange.startColor = color;
effectRange.endColor = color;
UpdateEffectRange();
}
private void UpdateEffectRange()
{
if (effectRange == null)
{
return;
}
float worldScale = Mathf.Max(0.001f, transform.lossyScale.x);
float radius = GetEffectRange() / worldScale;
effectRange.startWidth = 0.055f / worldScale;
effectRange.endWidth = effectRange.startWidth;
for (int i = 0; i < effectRange.positionCount; i++)
{
float angle = i * Mathf.PI * 2f / effectRange.positionCount;
effectRange.SetPosition(i, new Vector3(
Mathf.Cos(angle) * radius,
Mathf.Sin(angle) * radius, 0f));
}
}
private void ShowAttackEffect(
Vector2 center, float radius, bool cone, Vector2? source = null)
{
Vector2 origin = source ?? (Vector2)transform.position;
GameObject effect = new($"{Kind} Attack Effect");
effect.transform.SetParent(transform.parent, false);
effect.transform.position = center;
Color color = GetComponent<SpriteRenderer>().color;
color.a = 0.9f;
Vector2 direction = center - origin;
if (Kind == DefenseTowerKind.Lightning && direction.sqrMagnitude > 0.001f)
{
LineRenderer bolt = CreateEffectLine(effect.transform, "Bolt", color, 0.13f);
bolt.positionCount = 5;
Vector2 side = new(-direction.y, direction.x);
side.Normalize();
for (int i = 0; i < 5; i++)
{
float fraction = i / 4f;
float offset = i == 1 ? 0.22f : i == 2 ? -0.16f
: i == 3 ? 0.18f : 0f;
bolt.SetPosition(i, origin - center
+ direction * fraction + side * offset);
}
}
else if (Kind != DefenseTowerKind.Seismic
&& direction.sqrMagnitude > 0.001f)
{
SpriteRenderer shot = CreateEffectSprite(
effect.transform, "Shot Sprite",
origin + direction * 0.5f,
new Vector2(direction.magnitude,
Kind == DefenseTowerKind.Direct ? 0.2f : 0.13f), color);
shot.transform.rotation = Quaternion.Euler(
0f, 0f, Mathf.Atan2(direction.y, direction.x)
* Mathf.Rad2Deg);
}
CreateEffectSprite(effect.transform, "Impact Sprite",
center, new Vector2(0.42f, 0.42f), color);
if (cone)
{
LineRenderer outline = CreateEffectLine(
effect.transform, "Cone Radius", color, 0.07f);
outline.positionCount = 3;
Vector2 forward = direction.normalized * radius;
outline.SetPosition(0, origin - center);
outline.SetPosition(1, origin - center
+ (Vector2)(Quaternion.Euler(0f, 0f, -60f) * forward));
outline.SetPosition(2, origin - center
+ (Vector2)(Quaternion.Euler(0f, 0f, 60f) * forward));
}
else if (radius > 0f)
{
LineRenderer area = CreateEffectLine(
effect.transform, "Impact Radius", color, 0.07f);
area.loop = true;
area.positionCount = 40;
for (int i = 0; i < area.positionCount; i++)
{
float angle = i * Mathf.PI * 2f / area.positionCount;
area.SetPosition(i, new Vector3(
Mathf.Cos(angle) * radius,
Mathf.Sin(angle) * radius, 0f));
}
}
Destroy(effect, 0.22f);
}
private static SpriteRenderer CreateEffectSprite(
Transform parent, string name, Vector2 position,
Vector2 size, Color color)
{
GameObject shape = new(name);
shape.transform.SetParent(parent, false);
shape.transform.position = position;
shape.transform.localScale = new Vector3(size.x, size.y, 1f);
SpriteRenderer renderer = shape.AddComponent<SpriteRenderer>();
renderer.sprite = DefensePrototypeController.WhiteSprite;
renderer.color = color;
renderer.sortingOrder = 15;
return renderer;
}
private static LineRenderer CreateEffectLine(
Transform parent, string name, Color color, float width)
{
GameObject shape = new(name);
shape.transform.SetParent(parent, false);
LineRenderer line = shape.AddComponent<LineRenderer>();
line.useWorldSpace = false;
line.sharedMaterial = GetEffectMaterial();
line.startWidth = width;
line.endWidth = width;
line.startColor = color;
line.endColor = color;
line.sortingOrder = 14;
return line;
}
private static Material GetEffectMaterial()
{
if (effectMaterial == null)
{
effectMaterial = new Material(Shader.Find("Sprites/Default"));
effectMaterial.hideFlags = HideFlags.HideAndDontSave;
}
return effectMaterial;
}
private void AddSummonUnits(int count)
{
for (int i = 0; i < count; i++)
{
int unitIndex = summonCount++;
GameObject unitObject = new($"Summon Unit {unitIndex + 1}");
unitObject.transform.SetParent(transform, false);
unitObject.transform.localPosition = new Vector3(
(unitIndex % 3 - 1) * 0.42f, -0.5f - 0.25f * (unitIndex / 3), 0f);
DefenseSummonUnit unit = unitObject.AddComponent<DefenseSummonUnit>();
unit.Configure(this, owner, unitObject.transform.localPosition);
}
}
@@ -74,9 +485,15 @@ namespace BumpCombat.Defense
renderer = gameObject.AddComponent<SpriteRenderer>();
}
renderer.sprite = DefensePrototypeController.WhiteSprite;
renderer.color = Kind == DefenseTowerKind.Direct
? new Color32(65, 211, 240, 255)
: new Color32(244, 154, 74, 255);
renderer.color = Kind switch
{
DefenseTowerKind.Direct => new Color32(240, 96, 65, 255),
DefenseTowerKind.Summon => new Color32(244, 154, 74, 255),
DefenseTowerKind.Lightning => new Color32(238, 218, 83, 255),
DefenseTowerKind.Cold => new Color32(65, 211, 240, 255),
DefenseTowerKind.Seismic => new Color32(175, 141, 100, 255),
_ => new Color32(148, 228, 122, 255),
};
renderer.sortingOrder = 8;
transform.localScale = new Vector3(0.72f, 0.72f, 1f);
@@ -93,26 +510,43 @@ namespace BumpCombat.Defense
labelObject.transform.SetParent(transform, false);
labelObject.transform.localPosition = new Vector3(0f, 0.85f, 0f);
label = labelObject.AddComponent<TextMesh>();
label.text = Kind == DefenseTowerKind.Direct ? "DIRECT" : "SUMMON";
label.anchor = TextAnchor.MiddleCenter;
label.alignment = TextAlignment.Center;
label.characterSize = 0.16f;
label.fontSize = 32;
label.color = Color.white;
label.GetComponent<MeshRenderer>().sortingOrder = 10;
UpdateLabel();
CreateEffectRange();
}
public bool TryAttack(DefenseRouteAgent target)
private void UpdateLabel()
{
if (target == null || owner == null)
if (label == null)
{
return false;
return;
}
float damage = Kind == DefenseTowerKind.Direct
? tuning.DirectTowerDamage
: tuning.SummonDamage;
return owner.TryApplyTowerDamage(this, target, damage);
string family = Kind == DefenseTowerKind.Direct ? "FIRE" : Kind.ToString().ToUpperInvariant();
string branchName = Tier == 4
? GetBranchName(Kind, Branch) : string.Empty;
label.text = Tier == 4
? $"{family} IV\n{branchName}"
: $"{family} {Tier}";
}
public static string GetBranchName(DefenseTowerKind kind, DefenseTowerBranch branch)
{
bool first = branch == DefenseTowerBranch.First;
return kind switch
{
DefenseTowerKind.Direct => first ? "METEOR" : "FLAMETHROWER",
DefenseTowerKind.Lightning => first ? "ARC" : "LIGHTNING STORM",
DefenseTowerKind.Cold => first ? "FREEZEBOLT" : "GLACIAL CAGE",
DefenseTowerKind.Seismic => first ? "STONE GAZE" : "TEMPORAL",
DefenseTowerKind.Summon => first ? "SENTINEL" : "SCOUT",
_ => first ? "IMBUING" : "SMOTHERING",
};
}
}
}
}