213 lines
8.4 KiB
C#
213 lines
8.4 KiB
C#
using BumpCombat.Defense;
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using UnityEngine;
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namespace BumpCombat.Constants
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{
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[CreateAssetMenu(menuName = "BumpCombat/Constants/Defense Prototype")]
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public sealed class DefenseConstants : ScriptableObject
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{
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[Header("Prototype economy")]
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[Tooltip("Initial construction currency for the test mode.")]
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[Min(0)] public int InitialConstructionCurrency = 100;
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[Min(0)] public int DirectTowerCost = 30;
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[Min(0)] public int SummonTowerCost = 40;
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[Min(0)] public int PortalRewardCurrency = 20;
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[Min(0)] public int EnemyKillCurrency = 15;
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[Min(0)] public int LightningTowerCost = 35;
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[Min(0)] public int ColdTowerCost = 35;
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[Min(0)] public int SeismicTowerCost = 35;
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[Min(0)] public int EmpoweringTowerCost = 35;
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[Min(0)] public int Tier2UpgradeCost = 20;
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[Min(0)] public int Tier3UpgradeCost = 30;
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[Min(0)] public int Tier4UpgradeCost = 40;
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[Min(0.1f)] public float BuildInteractionRadius = 1.5f;
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[Header("Prototype arena")]
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public Vector2 ArenaCenter = Vector2.zero;
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public Vector2 ArenaPlayableHalfExtents = new(11f, 6f);
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[Header("Prototype bases and routes")]
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[Min(1)] public int BaseMaximumHealth = 12;
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[Min(1)] public int PortalEnemyCount = 8;
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[Min(0)] public int ArrivalBaseDamage = 1;
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[Min(0.1f)] public float PortalSpawnInterval = 1.25f;
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[Min(0.1f)] public float RouteSpeedMultiplier = 0.75f;
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[Min(0f)] public float PostAttackProgressSeconds = 0.65f;
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public Vector2[] PortalPositions =
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{
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new(-9f, 3.25f),
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new(-9f, -3.25f),
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};
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public Vector2[] BasePositions =
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{
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new(9f, 0f),
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new(9f, 0f),
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};
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[Tooltip("Build-only branches sit outside the enemy travel lanes.")]
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public Vector2[] BuildPadPositions =
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{
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new(-3.25f, 4.9f),
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new(3.25f, -4.9f),
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new(-3.25f, -4.9f),
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new(3.25f, 4.9f),
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new(0f, 4.9f),
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new(0f, -4.9f),
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};
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[Tooltip("Two ordered waypoints per lane, indexed by lane * 2 + waypoint.")]
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public Vector2[] WaypointPositions =
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{
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new(-3f, 3.25f), new(3f, 3.25f),
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new(-3f, -3.25f), new(3f, -3.25f),
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};
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[Tooltip("The tower source kind ignored by each portal's enemies.")]
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public DefenseTowerKind[] PortalImmuneTowerKinds =
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{
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DefenseTowerKind.Direct,
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DefenseTowerKind.Summon,
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};
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[Header("Prototype tower sight and damage")]
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[Min(0.1f)] public float PlayerSightRadius = 6f;
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[Range(0f, 1f)] public float OutsideSightDamageEfficiency = 0.7f;
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[Min(0.1f)] public float TowerRange = 5.5f;
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[Min(0.1f)] public float DirectTowerDamage = 10f;
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[Min(0.05f)] public float DirectTowerAttackInterval = 0.75f;
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[Min(0f)] public float FireT4BeamSecondTierSeconds = 1f;
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[Min(0f)] public float FireT4BeamMaximumTierSeconds = 2f;
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[Min(0f)] public float FireT4BeamBaseDamageMultiplier = 0.4f;
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[Min(1f)] public float FireT4BeamSecondTierMultiplier = 1.5f;
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[Min(1f)] public float FireT4BeamMaximumMultiplier = 2f;
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[Min(0f)] public float FireT4BeamResetAfterSeconds = 1f;
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[Min(1f)] public float FireT4BeamSecondTierWidthMultiplier = 1.5f;
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[Min(1f)] public float FireT4BeamMaximumWidthMultiplier = 2f;
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[Min(0.1f)] public float SummonDamage = 6f;
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[Min(0.05f)] public float SummonAttackInterval = 0.9f;
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[Min(1)] public int SummonUnitCount = 2;
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[Min(1f)] public float SummonUnitMaximumHealth = 30f;
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[Min(0.05f)] public float SummonUnitCollisionRadius = 0.32f;
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[Min(0f)] public float SummonUnitRespawnSeconds = 3f;
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[Min(0.1f)] public float SummonAreaRadius = 2.25f;
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[Min(0.1f)] public float SummonUnitMoveSpeed = 2.5f;
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[Min(0.1f)] public float SummonAttackRange = 1.2f;
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[Range(0, 5)] public int SummonBodySlamImpactFrame = 3;
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[Min(0f)] public float SummonBodySlamContactMargin = 0.06f;
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[Min(1f)] public float SummonBodySlamSpeedMultiplier = 2f;
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[Header("Six tower family comparison values")]
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[Min(0.1f)] public float LightningDamage = 6f;
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[Min(0.05f)] public float LightningInterval = 1.1f;
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[Min(0.1f)] public float LightningRadius = 1.3f;
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[Min(0.1f)] public float ColdDamage = 3f;
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[Min(0.05f)] public float ColdInterval = 1.2f;
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[Min(0f)] public float ColdSlowFraction = 0.35f;
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[Min(0f)] public float ColdSlowSeconds = 1.5f;
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[Min(0.01f)] public float ColdProjectileBurstInterval = 0.12f;
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[Min(1)] public int FreezeboltProjectileCount = 5;
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[Min(0.1f)] public float SeismicDamage = 2f;
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[Min(0.05f)] public float SeismicInterval = 2f;
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[Min(0f)] public float SeismicStunSeconds = 0.45f;
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[Min(0.1f)] public float SeismicRadius = 1.4f;
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[Min(0.1f)] public float SupportRadius = 3.5f;
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[Range(0f, 1f)] public float SupportRangeAlpha = 0.4f;
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// Alpha bounds in the 100x100 source cells, top-left origin, by frame.
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public static readonly RectInt[] SupportRangeAlphaBounds =
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{
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new(35, 54, 30, 15), new(34, 54, 31, 16), new(34, 54, 32, 16),
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new(35, 54, 30, 15), new(34, 54, 31, 16), new(34, 54, 32, 16),
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};
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public Color[] SupportTierColors =
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{
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new(151, 169, 119, 102), new(153, 183, 108, 148),
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new(158, 201, 96, 194), new(170, 218, 103, 242),
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};
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[Min(0f)] public float SupportDamageBonusPerTier = 0.1f;
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[Min(0f)] public float SmotheringDamageBonus = 0.3f;
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[Range(0.1f, 1f)] public float ImbuingAttackIntervalMultiplier = 0.75f;
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[Min(0f)] public float TowerDamageBonusPerTier = 0.25f;
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[Header("Prototype player recovery")]
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[Min(0f)] public float PlayerReviveDelaySeconds = 5f;
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[Min(0f)] public float PlayerReviveInvulnerabilitySeconds = 1f;
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[Min(0.1f)] public float RewardPickupRadius = 1.35f;
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public Vector2 GetPortalPosition(int lane)
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{
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return GetPosition(PortalPositions, lane, new Vector2(-9f, lane == 0 ? 3.25f : -3.25f));
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}
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public Vector2 GetBasePosition(int lane)
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{
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return GetPosition(BasePositions, lane, new Vector2(9f, 0f));
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}
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public Vector2 GetBuildPadPosition(int index)
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{
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return GetPosition(BuildPadPositions, index, Vector2.zero);
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}
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public Vector2 GetWaypointPosition(int lane, int waypointIndex)
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{
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int index = lane * 2 + waypointIndex;
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Vector2 fallback = new(
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waypointIndex == 0 ? -3f : 3f,
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lane == 0 ? 3.25f : -3.25f);
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return GetPosition(WaypointPositions, index, fallback);
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}
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public DefenseTowerKind GetPortalImmuneTowerKind(int lane)
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{
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if (PortalImmuneTowerKinds != null
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&& lane >= 0
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&& lane < PortalImmuneTowerKinds.Length)
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{
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return PortalImmuneTowerKinds[lane];
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}
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return (DefenseTowerKind)Mathf.Clamp(lane, 0, 1);
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}
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private static Vector2 GetPosition(Vector2[] positions, int index, Vector2 fallback)
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{
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return positions != null && index >= 0 && index < positions.Length
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? positions[index]
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: fallback;
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}
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}
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public static class DefenseTowerHitTestLayout
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{
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public static readonly DefenseTowerKind[] KindsByPad =
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{
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DefenseTowerKind.Direct,
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DefenseTowerKind.Summon,
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DefenseTowerKind.Cold,
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DefenseTowerKind.Lightning,
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DefenseTowerKind.Empowering,
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DefenseTowerKind.Seismic,
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};
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public static readonly Vector2[] DummyPositionsByPad =
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{
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new(-2.25f, 2.95f),
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new(3.95f, -3.2f),
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new(-4.9f, -1.4f),
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new(4.9f, 1.4f),
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new(1f, 2.5f),
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new(0f, -1.4f),
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};
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public static Vector2 GetDummyPosition(DefenseTowerKind kind)
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{
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for (int i = 0; i < KindsByPad.Length; i++)
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{
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if (KindsByPad[i] == kind)
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{
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return DummyPositionsByPad[i];
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}
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}
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return Vector2.zero;
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}
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}
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}
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