Files
tiny_tackle_heroes/Assets/_Project/Scripts/Defense/DefenseTower.cs
T

552 lines
21 KiB
C#

using BumpCombat.Constants;
using UnityEngine;
namespace BumpCombat.Defense
{
[DisallowMultipleComponent]
public sealed class DefenseTower : MonoBehaviour
{
private DefensePrototypeController owner;
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,
DefenseTowerKind kind,
int padIndex,
DefenseConstants constants)
{
owner = controller;
Kind = kind;
PadIndex = padIndex;
tuning = constants;
Tier = 1;
Branch = DefenseTowerBranch.None;
CreateVisuals();
if (Kind == DefenseTowerKind.Summon)
{
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)
{
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.Summon
|| Kind == DefenseTowerKind.Empowering)
{
return;
}
attackCooldown -= Time.deltaTime;
if (attackCooldown > 0f)
{
return;
}
if (owner.TryAttackFromTower(this))
{
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);
}
}
private void CreateVisuals()
{
SpriteRenderer renderer = gameObject.GetComponent<SpriteRenderer>();
if (renderer == null)
{
renderer = gameObject.AddComponent<SpriteRenderer>();
}
renderer.sprite = DefensePrototypeController.WhiteSprite;
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);
GameObject crown = new("Tower Crown");
crown.transform.SetParent(transform, false);
crown.transform.localPosition = new Vector3(0f, 0.42f, 0f);
crown.transform.localScale = new Vector3(0.42f, 0.22f, 1f);
SpriteRenderer crownRenderer = crown.AddComponent<SpriteRenderer>();
crownRenderer.sprite = DefensePrototypeController.WhiteSprite;
crownRenderer.color = Color.white;
crownRenderer.sortingOrder = 9;
GameObject labelObject = new("Tower Label");
labelObject.transform.SetParent(transform, false);
labelObject.transform.localPosition = new Vector3(0f, 0.85f, 0f);
label = labelObject.AddComponent<TextMesh>();
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();
}
private void UpdateLabel()
{
if (label == null)
{
return;
}
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",
};
}
}
}