Files
tiny_tackle_heroes/Assets/_Project/Scripts/Defense/DefenseTower.cs
T
2026-09-27 21:08:05 +09:00

1364 lines
61 KiB
C#

using BumpCombat.Constants;
using System.Collections.Generic;
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;
private int nextSummonIndex;
private int targetSummonCount;
private float summonRespawnRemaining;
private readonly Stack<int> freeSummonSlots = new();
private readonly Dictionary<int, DefenseSummonUnit> deadSummons = new();
private readonly HashSet<GameObject> attackEffectRoots = new();
private GameObject flameBeamEffect;
private SpriteRenderer flameBeamRenderer;
private DefenseRouteAgent flameBeamTarget;
private float flameBeamStreakStartedAt;
private float flameBeamLastSuccessfulAttackAt;
private bool flameBeamStreakActive;
private SpriteRenderer bodyRenderer;
private SpriteRenderer supportAuraRenderer;
private SpriteRenderer supportRangeRenderer;
private Sprite[] supportRangeFrames;
private float supportRangeFrameTime;
private int supportRangeFrame;
private Sprite[] bodyIdleFrames;
private Sprite[] bodyAttackFrames;
private string bodyIdleKey;
private string bodyAttackKey;
private float bodyFrameTime;
private int bodyFrame;
private bool bodyAttacking;
private string supportAuraKey;
private Sprite[] supportAuraFrames;
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 Color HitFeedbackColor => GetTowerColor();
public float SummonUnitMaximumHealth => tuning != null ? tuning.SummonUnitMaximumHealth : 1f;
public float SummonUnitCollisionRadius => tuning != null ? tuning.SummonUnitCollisionRadius : 0.32f;
public DefenseRouteAgent CommandTarget { get; private set; }
public void Configure(
DefensePrototypeController controller,
DefenseTowerKind kind,
int padIndex,
DefenseConstants constants)
{
owner = controller;
Kind = kind;
PadIndex = padIndex;
tuning = constants;
Tier = 1;
Branch = DefenseTowerBranch.None;
summonCount = 0;
targetSummonCount = Kind == DefenseTowerKind.Summon ? tuning.SummonUnitCount : 0;
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)
{
int upgradedSummonCount = Tier == 4 && Branch == DefenseTowerBranch.First
? 1
: targetSummonCount + (Tier == 4 ? 2 : 1);
ReplaceSummonUnits(upgradedSummonCount);
}
UpdateLabel();
UpdateEffectRange();
UpdateBodyArt();
UpdateSupportAura();
foreach (DefenseSummonUnit unit in GetComponentsInChildren<DefenseSummonUnit>())
{
unit.RefreshArt();
}
return true;
}
private void OnDisable()
{
if (supportAuraRenderer != null)
{
supportAuraRenderer.enabled = false;
}
ClearAttackEffects();
EndFlamethrowerBeam(immediate: true, resetStreak: true);
CommandTarget = null;
}
private void TrackAttackEffect(GameObject effect)
{
if (effect == null) return;
attackEffectRoots.Add(effect);
DefenseSpriteSequence[] sequences =
effect.GetComponentsInChildren<DefenseSpriteSequence>(true);
if (sequences.Length == 0)
{
DestroyAttackEffectWhenComplete(effect);
return;
}
foreach (DefenseSpriteSequence sequence in sequences)
{
TrackAttackSequence(effect, sequence);
}
}
private void TrackAttackSequence(GameObject effect, DefenseSpriteSequence sequence)
{
if (effect == null || sequence == null) return;
attackEffectRoots.Add(effect);
sequence.SetCompletionCallback(() => DestroyAttackEffectWhenComplete(effect));
}
private void DestroyAttackEffectWhenComplete(GameObject effect)
{
if (effect == null || !attackEffectRoots.Contains(effect)) return;
foreach (DefenseSpriteSequence sequence
in effect.GetComponentsInChildren<DefenseSpriteSequence>(true))
{
if (!sequence.IsFinished) return;
}
attackEffectRoots.Remove(effect);
Destroy(effect);
}
private void ClearAttackEffects()
{
foreach (GameObject effect in attackEffectRoots)
{
if (effect != null) Destroy(effect);
}
attackEffectRoots.Clear();
}
private bool IsFireT4Flamethrower => Kind == DefenseTowerKind.Direct
&& Tier == 4 && Branch == DefenseTowerBranch.Second;
private bool IsFlamethrowerTargetValid(DefenseRouteAgent target)
{
return target != null && !target.HasArrived && target.Enemy != null
&& !target.Enemy.IsDead
&& Vector2.Distance(transform.position, target.transform.position)
<= GetEffectRange();
}
private void UpdateFlamethrowerBeam()
{
if (flameBeamStreakActive
&& Time.time - flameBeamLastSuccessfulAttackAt
>= tuning.FireT4BeamResetAfterSeconds)
{
EndFlamethrowerBeam();
ResetFlamethrowerStreak();
return;
}
if (flameBeamEffect == null) return;
if (!IsOperational || !IsFireT4Flamethrower
|| !IsFlamethrowerTargetValid(flameBeamTarget))
{
EndFlamethrowerBeam();
return;
}
Sprite[] frames = DefenseTowerArt.Load("Effects/Fire/Eyeball Monster_Beam-Clean");
if (Time.time - flameBeamStreakStartedAt >= DefenseTowerArtBounds.FireBeamIgnitionSeconds
&& flameBeamRenderer.sprite != frames[1])
flameBeamRenderer.sprite = frames[1];
FitFlamethrowerBeam(GetTargetHitCenter(flameBeamTarget, flameBeamTarget.transform.position));
}
private bool PulseFlamethrower(DefenseRouteAgent target, float tierScale)
{
float now = Time.time;
if (flameBeamStreakActive
&& now - flameBeamLastSuccessfulAttackAt >= tuning.FireT4BeamResetAfterSeconds)
{
EndFlamethrowerBeam();
ResetFlamethrowerStreak();
}
if (flameBeamEffect == null || flameBeamTarget != target)
{
EndFlamethrowerBeam(immediate: true);
Sprite[] frames = DefenseTowerArt.Load("Effects/Fire/Eyeball Monster_Beam-Clean");
flameBeamEffect = new GameObject("Fire T4 Sustained Beam");
flameBeamEffect.transform.SetParent(transform.parent, false);
GameObject beamObject = new("Beam Sprite");
beamObject.transform.SetParent(flameBeamEffect.transform, false);
flameBeamRenderer = beamObject.AddComponent<SpriteRenderer>();
flameBeamRenderer.sortingOrder = 14;
flameBeamRenderer.sprite = frames[0];
flameBeamTarget = target;
if (!flameBeamStreakActive) flameBeamStreakStartedAt = now;
SetHitRendererSorting(flameBeamRenderer, target);
FitFlamethrowerBeam(GetTargetHitCenter(target, target.transform.position));
}
float elapsed = Mathf.Max(0f, now - flameBeamStreakStartedAt);
float streakMultiplier = elapsed >= tuning.FireT4BeamMaximumTierSeconds
? tuning.FireT4BeamMaximumMultiplier
: elapsed >= tuning.FireT4BeamSecondTierSeconds
? tuning.FireT4BeamSecondTierMultiplier : 1f;
bool hit = owner.TryApplyTowerDamage(this, target,
tuning.DirectTowerDamage * tierScale
* tuning.FireT4BeamBaseDamageMultiplier * streakMultiplier);
if (!hit)
{
EndFlamethrowerBeam();
return false;
}
flameBeamStreakActive = true;
flameBeamLastSuccessfulAttackAt = now;
PlayBodyAttack(target.transform.position.x < transform.position.x);
FitFlamethrowerBeam(GetTargetHitCenter(target, target.transform.position));
return true;
}
private void FitFlamethrowerBeam(Vector2 end)
{
if (flameBeamRenderer == null || flameBeamRenderer.sprite == null) return;
Vector2 start = GetStaffTipWorldPosition();
Vector2 direction = end - start;
float distance = direction.magnitude;
float ppu = flameBeamRenderer.sprite.pixelsPerUnit;
float scaleX = distance * ppu
/ (DefenseTowerArtBounds.FireBeamEndX - DefenseTowerArtBounds.FireBeamStartX);
float angle = distance > 0f
? Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg : 0f;
Transform beam = flameBeamRenderer.transform;
beam.rotation = Quaternion.Euler(0f, 0f, angle);
float elapsed = flameBeamStreakActive
? Mathf.Max(0f, Time.time - flameBeamStreakStartedAt) : 0f;
float widthMultiplier = elapsed >= tuning.FireT4BeamMaximumTierSeconds
? tuning.FireT4BeamMaximumWidthMultiplier
: elapsed >= tuning.FireT4BeamSecondTierSeconds
? tuning.FireT4BeamSecondTierWidthMultiplier
: DefenseTowerArtBounds.FireT4BeamBaseWidthMultiplier;
beam.localScale = new Vector3(scaleX, widthMultiplier, 1f);
Vector2 localStart = new(
(DefenseTowerArtBounds.FireBeamStartX - flameBeamRenderer.sprite.pivot.x) / ppu,
(flameBeamRenderer.sprite.rect.height - DefenseTowerArtBounds.FireBeamCenterY
- flameBeamRenderer.sprite.pivot.y) / ppu);
beam.position = start - (Vector2)beam.right * (localStart.x * scaleX)
- (Vector2)beam.up * (localStart.y * widthMultiplier);
}
private Vector2 GetStaffTipWorldPosition()
{
if (bodyRenderer == null || bodyRenderer.sprite == null) return transform.position;
Vector2 tipPixels = DefenseTowerArtBounds.StaffTipPixels(bodyAttacking, bodyFrame);
Vector2 localPixels = tipPixels - bodyRenderer.sprite.pivot;
localPixels.y = bodyRenderer.sprite.rect.height - tipPixels.y - bodyRenderer.sprite.pivot.y;
if (bodyRenderer.flipX) localPixels.x = -localPixels.x;
return bodyRenderer.transform.TransformPoint(localPixels / bodyRenderer.sprite.pixelsPerUnit);
}
private void ResetFlamethrowerStreak()
{
flameBeamStreakActive = false;
flameBeamStreakStartedAt = 0f;
flameBeamLastSuccessfulAttackAt = 0f;
}
private void EndFlamethrowerBeam(bool immediate = false, bool resetStreak = false)
{
if (flameBeamEffect != null)
{
Sprite[] frames = DefenseTowerArt.Load("Effects/Fire/Eyeball Monster_Beam-Clean");
if (flameBeamRenderer != null && frames.Length >= 3)
flameBeamRenderer.sprite = frames[2];
if (immediate) Destroy(flameBeamEffect);
else Destroy(flameBeamEffect, DefenseTowerArtBounds.FireBeamExtinguishSeconds);
flameBeamEffect = null;
flameBeamRenderer = null;
flameBeamTarget = null;
}
if (resetStreak) ResetFlamethrowerStreak();
}
private void Update()
{
BumpCombat.Core.RunManager runManager = BumpCombat.Core.RunManager.Instance;
if (runManager != null
&& (runManager.IsGameOver || runManager.IsRunCleared || runManager.IsTitleScreen))
{
ClearAttackEffects();
EndFlamethrowerBeam(immediate: true, resetStreak: true);
}
UpdateBodyAnimation();
UpdateFlamethrowerBeam();
if (Kind == DefenseTowerKind.Summon && IsOperational && summonCount < targetSummonCount)
{
summonRespawnRemaining -= Time.deltaTime;
if (summonRespawnRemaining <= 0f)
{
AddSummonUnits(1);
summonRespawnRemaining = tuning.SummonUnitRespawnSeconds;
}
}
if (Kind == DefenseTowerKind.Summon && IsOperational)
{
CommandTarget = owner.FindNearestTarget(
transform.position, tuning.SummonAreaRadius, Kind);
if (CommandTarget != null && bodyRenderer != null)
{
bodyRenderer.flipX =
CommandTarget.transform.position.x < transform.position.x;
}
}
if (Kind == DefenseTowerKind.Empowering)
UpdateEffectRange();
else if (effectRange != null)
effectRange.transform.localPosition = DefenseTowerArtBounds.CharacterShadowOffset(
Kind, bodyRenderer != null && bodyRenderer.flipX);
UpdateSupportAura();
UpdateSupportRangeAnimation();
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;
if (IsFireT4Flamethrower)
{
if (IsFlamethrowerTargetValid(flameBeamTarget))
target = flameBeamTarget;
else
{
EndFlamethrowerBeam();
target = owner.FindNearestTarget(transform.position, range, Kind);
}
}
else
{
target = owner.FindNearestTarget(
transform.position, range, Kind,
Kind == DefenseTowerKind.Cold || Kind == DefenseTowerKind.Seismic);
}
if (target == null)
{
if (IsFireT4Flamethrower) EndFlamethrowerBeam();
return false;
}
Vector2 center = target.transform.position;
Vector2 lightningVisualCenter = DefenseTowerArtBounds.EnemyShadowWorldPosition(
target.Enemy, target.transform.position);
float scale = 1f + tuning.TowerDamageBonusPerTier * (Tier - 1);
if (IsFireT4Flamethrower) return PulseFlamethrower(target, scale);
float impactRadius = 0f;
bool applied;
System.Action projectileImpact = null;
switch (Kind)
{
case DefenseTowerKind.Direct:
if (Tier == 4)
{
impactRadius = 1.8f;
applied = true;
projectileImpact = () =>
{
if (target != null && !target.HasArrived && target.Enemy != null
&& !target.Enemy.IsDead)
{
AttackArea(target.transform.position, impactRadius,
tuning.DirectTowerDamage * scale * 1.6f);
}
};
}
else
{
applied = true;
projectileImpact = () => 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 = true;
}
else
{
applied = true;
projectileImpact = () =>
{
if (target == null || target.HasArrived || target.Enemy == null
|| target.Enemy.IsDead) return;
owner.TryApplyTowerSlow(this, target,
tuning.ColdSlowSeconds * (1f + 0.25f * (Tier - 1)),
tuning.ColdSlowFraction);
owner.TryApplyTowerDamage(this, target,
tuning.ColdDamage * scale * (Tier == 4 ? 1.8f : 1f));
if (Tier == 4) owner.TryApplyTowerStun(this, target, 0.3f);
};
}
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)
{
PlayBodyAttack(center.x < transform.position.x);
bool shadowCenteredCircle = Kind == DefenseTowerKind.Seismic || IsBlizzard;
ShowAttackEffect(center, impactRadius,
visualCenter: shadowCenteredCircle ? lightningVisualCenter : null,
projectileImpact: projectileImpact,
projectileTarget: target,
damageScale: scale);
}
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, Kind))
{
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;
}
if (Tier == 4 && Kind == DefenseTowerKind.Summon
&& Branch == DefenseTowerBranch.Second)
{
return true;
}
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, DefenseRouteAgent target)
{
if (!CanApplyProjectileImpact(target) || Kind != DefenseTowerKind.Summon) return;
Vector2 center = target.transform.position;
if (Tier == 4 && Branch == DefenseTowerBranch.Second)
{
GameObject effect = new("Summon Attack Effect");
effect.transform.SetParent(transform.parent, false);
for (int i = 0; i < 4; i++)
{
Vector2 position = Vector2.Lerp(origin, center, (i + 1) / 5f);
CreateAnimatedArt(effect.transform, $"Shot Sprite {i + 1}",
"Summons/LavaSlime/GroundSpike-Segment", position,
Vector2.one, 0f, 14, startDelay: i * 0.12f);
}
SpriteRenderer projectile = CreateAnimatedArt(effect.transform, "Shot Sprite 5",
"Summons/LavaSlime/GroundSpike-Segment", origin,
Vector2.one, 0f, 14, startDelay: 0.48f);
projectile.GetComponent<DefenseSpriteSequence>().Travel(
origin, center, 0.16f,
() => ApplyProjectileImpact(effect, target, null, 0f, () =>
{
float damage = tuning.SummonDamage
* (1f + tuning.TowerDamageBonusPerTier * (Tier - 1));
owner.TryApplyTowerDamage(this, target, damage);
}),
() => target != null && !target.HasArrived && target.Enemy != null
? (Vector2)target.transform.position : center,
() => IsOperational);
TrackAttackEffect(effect);
return;
}
ShowAttackEffect(center, 0f, source: origin, projectileTarget: target);
}
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);
if (Kind == DefenseTowerKind.Empowering)
{
supportRangeRenderer = rangeObject.AddComponent<SpriteRenderer>();
supportRangeRenderer.sortingOrder = 3;
supportRangeFrames = DefenseTowerArt.Load("SupportRange/T1-Aura");
if (supportRangeFrames.Length > 0)
{
supportRangeRenderer.sprite = supportRangeFrames[0];
supportRangeRenderer.color = new Color(1f, 1f, 1f, tuning.SupportRangeAlpha);
}
UpdateEffectRange();
return;
}
effectRange = rangeObject.AddComponent<LineRenderer>();
effectRange.useWorldSpace = false;
effectRange.loop = true;
effectRange.positionCount = 48;
effectRange.sharedMaterial = GetEffectMaterial();
effectRange.sortingOrder = 3;
Color color = GetTowerColor();
color.a = Kind == DefenseTowerKind.Empowering ? 0.35f
: IsBlizzard ? DefenseTowerArtBounds.BlizzardRangeAlpha : 0.22f;
effectRange.startColor = color;
effectRange.endColor = color;
UpdateEffectRange();
}
private void UpdateEffectRange()
{
if (Kind == DefenseTowerKind.Empowering && supportRangeRenderer != null)
{
Sprite sprite = supportRangeRenderer.sprite;
if (sprite == null) return;
RectInt bounds = DefenseConstants.SupportRangeAlphaBounds[Mathf.Clamp(supportRangeFrame, 0, DefenseConstants.SupportRangeAlphaBounds.Length - 1)];
Vector2 lossyScale = transform.lossyScale;
Vector2 localScale = new(
tuning.SupportRadius * 2f * sprite.pixelsPerUnit / (bounds.width * Mathf.Max(0.001f, lossyScale.x)),
tuning.SupportRadius * 2f * sprite.pixelsPerUnit / (bounds.height * Mathf.Max(0.001f, lossyScale.y)));
Color[] colors = tuning.SupportTierColors;
Color sourceColor = colors != null && colors.Length > 0
? colors[Mathf.Clamp(Tier - 1, 0, colors.Length - 1)]
: new Color32(151, 169, 119, 102);
sourceColor.a *= tuning.SupportRangeAlpha;
supportRangeRenderer.color = sourceColor;
Vector2 alphaCenterBottomLeft = new(
bounds.x + bounds.width * 0.5f,
100f - bounds.y - bounds.height * 0.5f);
Vector2 correctionLocal = Vector2.Scale(
(alphaCenterBottomLeft - sprite.pivot) / sprite.pixelsPerUnit, localScale);
Vector2 shadow = DefenseTowerArtBounds.CharacterShadowOffset(
Kind, bodyRenderer != null && bodyRenderer.flipX);
supportRangeRenderer.transform.localPosition = shadow - correctionLocal;
supportRangeRenderer.transform.localScale = new Vector3(localScale.x, localScale.y, 1f);
return;
}
if (effectRange == null)
{
return;
}
Color rangeColor = GetTowerColor();
rangeColor.a = IsBlizzard
? DefenseTowerArtBounds.BlizzardRangeAlpha : 0.22f;
effectRange.startColor = rangeColor;
effectRange.endColor = rangeColor;
effectRange.transform.localPosition = DefenseTowerArtBounds.CharacterShadowOffset(
Kind, bodyRenderer != null && bodyRenderer.flipX);
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, Vector2? source = null,
Vector2? visualCenter = null, System.Action projectileImpact = null,
DefenseRouteAgent projectileTarget = null, float damageScale = 1f)
{
Vector2 origin = source ?? (Vector2)transform.position;
Vector2 direction = center - origin;
GameObject effect = new($"{Kind} Attack Effect");
effect.transform.SetParent(transform.parent, false);
bool shadowCenteredCircle = Kind == DefenseTowerKind.Seismic || IsBlizzard;
Vector2 effectCenter = shadowCenteredCircle ? visualCenter ?? center : center;
effect.transform.position = effectCenter;
Color color = GetTowerColor();
color.a = 0.9f;
switch (Kind)
{
case DefenseTowerKind.Direct:
ShowFireArt(effect.transform, origin, center, direction, projectileImpact, projectileTarget);
break;
case DefenseTowerKind.Lightning:
Vector2 impactCenter = visualCenter ?? center;
Vector2 lightningOrigin = Tier == 4 && Branch == DefenseTowerBranch.Second
? impactCenter : GetStaffTipWorldPosition();
ShowLightningArt(effect.transform, lightningOrigin, impactCenter,
impactCenter - lightningOrigin, radius, projectileTarget);
break;
case DefenseTowerKind.Cold:
ShowColdArt(effect.transform, origin, center, direction, radius,
shadowCenteredCircle ? effectCenter : (Vector2?)null,
projectileImpact, projectileTarget, damageScale);
break;
case DefenseTowerKind.Seismic:
string controlKey = Tier == 4
? (Branch == DefenseTowerBranch.First
? "Effects/Control/StoneGaze" : "Effects/Control/Temporal")
: $"Effects/Control/T{Tier}-Aura";
int visibleWidth = Tier == 4
? (Branch == DefenseTowerBranch.First ? 40 : 45)
: 32 + (Tier - 1) * 6;
float controlScale = GetSeismicGroundMarkerScale(
projectileTarget, controlKey, visibleWidth, effect.transform);
SpriteRenderer control = CreateAnimatedArt(effect.transform, "Impact Sprite", controlKey,
effectCenter, Vector2.one * controlScale, 0f, 13);
SetGroundHitRendererSorting(control, projectileTarget);
break;
case DefenseTowerKind.Summon:
if (Tier == 4 && Branch == DefenseTowerBranch.Second)
{
for (int i = 0; i < 5; i++)
{
Vector2 spikePosition = Vector2.Lerp(origin, center, (i + 1) / 5f);
CreateAnimatedArt(effect.transform, $"Shot Sprite {i + 1}",
"Summons/LavaSlime/GroundSpike-Segment", spikePosition,
Vector2.one, 0f, 14, startDelay: i * 0.12f);
}
}
else
{
SpriteRenderer impact = CreateAnimatedArt(effect.transform, "Impact Sprite",
"Effects/Fire/Impact", GetTargetHitCenter(projectileTarget, center),
Vector2.one * 0.45f, 0f, 13);
SetHitRendererSorting(impact, projectileTarget);
}
break;
}
if (radius > 0f && Kind != DefenseTowerKind.Seismic)
{
Color radiusColor = color;
if (IsBlizzard) radiusColor.a = DefenseTowerArtBounds.BlizzardImpactRadiusAlpha;
LineRenderer area = CreateEffectLine(
effect.transform, "Impact Radius", radiusColor, 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));
}
SetHitRendererSorting(area, projectileTarget);
float radiusLifetime = Kind == DefenseTowerKind.Cold && Tier == 4
&& Branch == DefenseTowerBranch.Second
? DefenseTowerArtBounds.BlizzardLastLandingSeconds + 0.22f
: 0.22f;
Destroy(area.gameObject, radiusLifetime);
}
TrackAttackEffect(effect);
}
private static Vector2 GetTargetHitCenter(DefenseRouteAgent target, Vector2 fallback) =>
target != null && target.Enemy != null
? (Vector2)target.Enemy.transform.position : fallback;
private static float GetSeismicGroundMarkerScale(
DefenseRouteAgent target, string controlKey, int maximumVisiblePixels,
Transform effectRoot)
{
SpriteRenderer targetRenderer = target != null && target.Enemy != null
? target.Enemy.GetComponent<SpriteRenderer>() : null;
Sprite targetSprite = targetRenderer != null ? targetRenderer.sprite : null;
Sprite[] controlFrames = DefenseTowerArt.Load(controlKey);
Sprite controlSprite = controlFrames.Length > 0 ? controlFrames[0] : null;
if (targetSprite == null || controlSprite == null) return 0f;
float markerWorldWidth = DefenseTowerArtBounds.SeismicGroundMarkerWidthPixels
* Mathf.Abs(targetRenderer.transform.lossyScale.x) / targetSprite.pixelsPerUnit;
float parentScale = effectRoot != null
? Mathf.Abs(effectRoot.lossyScale.x) : 1f;
float frameWidthWorld = maximumVisiblePixels / controlSprite.pixelsPerUnit;
return markerWorldWidth / (frameWidthWorld * Mathf.Max(0.001f, parentScale));
}
private static void SetGroundHitRendererSorting(Renderer renderer, DefenseRouteAgent target)
{
if (renderer == null || target == null || target.Enemy == null) return;
SpriteRenderer targetRenderer = target.Enemy.GetComponent<SpriteRenderer>();
if (targetRenderer == null) return;
renderer.sortingLayerID = targetRenderer.sortingLayerID;
renderer.sortingOrder = targetRenderer.sortingOrder - 1;
}
private static void SetHitRendererSorting(Renderer renderer, DefenseRouteAgent target)
{
if (renderer == null || target == null || target.Enemy == null) return;
SpriteRenderer targetRenderer = target.Enemy.GetComponent<SpriteRenderer>();
if (targetRenderer == null) return;
renderer.sortingLayerID = targetRenderer.sortingLayerID;
renderer.sortingOrder = targetRenderer.sortingOrder
+ DefenseTowerArtBounds.TowerHitSortingOffset;
}
private void ApplyProjectileImpact(
GameObject effect, DefenseRouteAgent target, string impactKey,
float impactScale, System.Action damageAction)
{
if (!CanApplyProjectileImpact(target)) return;
Vector2 impactPosition = GetTargetHitCenter(target, target.transform.position);
damageAction?.Invoke();
if (string.IsNullOrEmpty(impactKey) || effect == null) return;
SpriteRenderer impact = CreateAnimatedArt(
effect.transform, "Impact Sprite", impactKey, impactPosition,
Vector2.one * impactScale, 0f, 13);
SetHitRendererSorting(impact, target);
TrackAttackSequence(effect, impact.GetComponent<DefenseSpriteSequence>());
}
private bool CanApplyProjectileImpact(DefenseRouteAgent target)
{
return IsOperational && target != null && !target.HasArrived
&& target.Enemy != null && !target.Enemy.IsDead;
}
private void ShowFireArt(
Transform parent, Vector2 origin, Vector2 center, Vector2 direction,
System.Action projectileImpact, DefenseRouteAgent projectileTarget)
{
if (Tier == 4 && Branch == DefenseTowerBranch.First)
{
Vector2 end = GetTargetHitCenter(projectileTarget, center);
Vector2 start = end + new Vector2(-0.81f, 0.81f);
SpriteRenderer meteor = CreateAnimatedArt(parent, "Impact Sprite",
"Effects/Fire/Meteor-Flight", start,
Vector2.one, 0f, 13, "Effects/Fire/Meteor-Impact");
SetHitRendererSorting(meteor, projectileTarget);
DefenseSpriteSequence sequence = meteor.GetComponent<DefenseSpriteSequence>();
sequence.Travel(start, end, 0.32f,
() => ApplyProjectileImpact(
parent.gameObject, projectileTarget, null, 0f, projectileImpact),
() => GetTargetHitCenter(projectileTarget, center),
() => IsOperational);
return;
}
if (Tier < 4)
{
origin = GetStaffTipWorldPosition();
string key = $"Effects/Fire/T{Tier}-Fireball";
Vector2 end = GetTargetHitCenter(projectileTarget, center);
direction = end - origin;
SpriteRenderer shot = CreateAnimatedArt(parent, "Shot Sprite", key,
Vector2.Lerp(origin, end, 0.5f), Vector2.one * 0.85f,
Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg, 14);
DefenseSpriteSequence sequence = shot.GetComponent<DefenseSpriteSequence>();
sequence.Travel(origin, end, 0.18f,
() => ApplyProjectileImpact(
parent.gameObject, projectileTarget, "Effects/Fire/Impact", 1f,
projectileImpact),
() => GetTargetHitCenter(projectileTarget, center),
() => IsOperational);
}
}
private void ShowLightningArt(
Transform parent, Vector2 origin, Vector2 center,
Vector2 direction, float radius, DefenseRouteAgent target)
{
if (Tier == 4 && Branch == DefenseTowerBranch.Second)
{
SpriteRenderer storm = CreateAnimatedArt(parent, "Shot Sprite",
"Effects/Lightning/LightningStorm", center, Vector2.one, 0f, 13);
storm.GetComponent<DefenseSpriteSequence>()
.FitLightningStormGround(center, radius);
SetHitRendererSorting(storm, target);
}
else
{
string key = Tier == 4
? "Effects/Lightning/Arc" : $"Effects/Lightning/T{Tier}-Bolt";
SpriteRenderer bolt = CreateAnimatedArt(parent, "Shot Sprite", key, origin,
Vector2.one, Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg, 14);
bolt.GetComponent<DefenseSpriteSequence>().FitLightningBeam(origin, center, 1f);
}
if (Tier == 4)
{
float waveScale = Mathf.Max(0.8f, radius / 1.4f);
SpriteRenderer wave = CreateAnimatedArt(parent, "Impact Sprite", "Effects/Lightning/ImpactWave",
center, Vector2.one * waveScale, 0f, 13, startDelay: 0.15f);
wave.GetComponent<DefenseSpriteSequence>().CenterImpactWave(center, waveScale);
SetHitRendererSorting(wave, target);
}
}
private void ShowColdArt(
Transform parent, Vector2 origin, Vector2 center, Vector2 direction, float radius,
Vector2? visualCenter, System.Action projectileImpact,
DefenseRouteAgent projectileTarget, float damageScale)
{
if (Tier == 4 && Branch == DefenseTowerBranch.Second)
{
ShowBlizzardSalvo(parent, visualCenter ?? center, radius,
projectileTarget,
landing => AttackBlizzardWave(
landing, radius, tuning.ColdDamage * damageScale * 0.5f));
return;
}
string key = Tier == 4
? "Effects/Ice/Freezebolt" : "Effects/Ice/T1-Volley";
origin = GetStaffTipWorldPosition();
direction = center - origin;
Vector2 end = GetTargetHitCenter(projectileTarget, center);
int projectileCount = Tier == 4 ? tuning.FreezeboltProjectileCount : Tier;
float burstInterval = tuning.ColdProjectileBurstInterval;
for (int i = 0; i < projectileCount; i++)
{
SpriteRenderer shot = CreateAnimatedArt(parent, $"Shot Sprite {i + 1}", key,
Vector2.Lerp(origin, end, 0.5f), Vector2.one,
Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg, 14,
startDelay: i * burstInterval);
shot.GetComponent<DefenseSpriteSequence>().Travel(origin, end, 0.18f,
() => ApplyProjectileImpact(
parent.gameObject, projectileTarget, "Effects/Ice/Impact", 1f,
projectileImpact),
() => GetTargetHitCenter(projectileTarget, center),
() => IsOperational, hideAtArrival: true,
startProvider: GetStaffTipWorldPosition);
}
}
private void ShowBlizzardSalvo(
Transform parent, Vector2 center, float radius,
DefenseRouteAgent target, System.Action<Vector2> landingDamageAction)
{
for (int i = 0; i < DefenseTowerArtBounds.BlizzardShardCount; i++)
{
float launchDelay = i * DefenseTowerArtBounds.BlizzardLaunchIntervalSeconds;
Vector2 landing = center
+ DefenseTowerArtBounds.BlizzardLandingOffset(i, radius);
float height = DefenseTowerArtBounds.BlizzardDropHeight
+ i % 4 * DefenseTowerArtBounds.BlizzardDropHeightStep;
float rotation = 90f + (i % 5 - 2) * 7f;
Vector2 start = landing + Vector2.up * height;
float landingDelay = launchDelay + DefenseTowerArtBounds.BlizzardLandingSeconds;
SpriteRenderer wave = CreateAnimatedArt(parent, $"Blizzard Wave {i}",
"Effects/Ice/Blizzard-Wave-v1", landing,
Vector2.one * DefenseTowerArtBounds.BlizzardWaveScale,
0f, 13, startDelay: landingDelay);
wave.GetComponent<DefenseSpriteSequence>().CenterImpactWave(
landing, DefenseTowerArtBounds.BlizzardWaveScale);
SetHitRendererSorting(wave, target);
SpriteRenderer impact = CreateAnimatedArt(parent, $"Blizzard Impact {i}",
"Effects/Ice/Impact", landing,
Vector2.one * DefenseTowerArtBounds.BlizzardImpactScale,
0f, 14, startDelay: landingDelay);
SetHitRendererSorting(impact, target);
SpriteRenderer shard = CreateAnimatedArt(parent, $"Blizzard Shard {i}",
"Effects/Ice/Shard-Blizzard-v1", start,
Vector2.one * DefenseTowerArtBounds.BlizzardShardScale,
rotation, 14, startDelay: launchDelay);
SetHitRendererSorting(shard, target);
shard.GetComponent<DefenseSpriteSequence>().Travel(
start, landing, DefenseTowerArtBounds.BlizzardLandingSeconds,
() => landingDamageAction?.Invoke(landing),
canAdvance: () => IsOperational);
Vector2 trailOffset = Vector2.up * DefenseTowerArtBounds.BlizzardTrailOffset;
SpriteRenderer trail = CreateAnimatedArt(parent, $"Blizzard Trail {i}",
"Effects/Ice/Shard-Blizzard-v1", start + trailOffset,
Vector2.one * DefenseTowerArtBounds.BlizzardTrailScale,
rotation, 13, startDelay: launchDelay);
trail.color = new Color(0.72f, 0.9f, 1f,
DefenseTowerArtBounds.BlizzardTrailAlpha);
SetHitRendererSorting(trail, target);
trail.GetComponent<DefenseSpriteSequence>().Travel(
start + trailOffset, landing + trailOffset,
DefenseTowerArtBounds.BlizzardLandingSeconds,
canAdvance: () => IsOperational);
}
}
private bool AttackBlizzardWave(Vector2 center, float castRadius, float damage)
{
float radiusX = DefenseTowerArtBounds.BlizzardWaveRadiusX;
float radiusY = DefenseTowerArtBounds.BlizzardWaveRadiusY;
// GetTargetsInRange measures from the agent root; the generous broadphase
// leaves room for the enemy sprite's shadow offset before the ellipse test.
float broadphaseRadius = castRadius + radiusX;
bool applied = false;
foreach (DefenseRouteAgent agent in owner.GetTargetsInRange(
center, broadphaseRadius, Kind))
{
if (agent == null || agent.HasArrived || agent.Enemy == null
|| agent.Enemy.IsDead)
{
continue;
}
Vector2 groundPosition = DefenseTowerArtBounds.EnemyShadowWorldPosition(
agent.Enemy, agent.transform.position);
Vector2 normalized = groundPosition - center;
float ellipseDistance = normalized.x * normalized.x / (radiusX * radiusX)
+ normalized.y * normalized.y / (radiusY * radiusY);
if (ellipseDistance > 1f) continue;
bool damaged = owner.TryApplyTowerDamage(this, agent, damage);
bool slowed = owner.TryApplyTowerSlow(this, agent,
tuning.ColdSlowSeconds * 1.5f, tuning.ColdSlowFraction);
bool stunned = owner.TryApplyTowerStun(this, agent, 0.35f);
applied |= damaged || slowed || stunned;
}
return applied;
}
private bool IsBlizzard => Kind == DefenseTowerKind.Cold && Tier == 4
&& Branch == DefenseTowerBranch.Second;
private SpriteRenderer CreateAnimatedArt(
Transform parent, string name, string key, Vector2 position,
Vector2 scale, float rotation, int sortingOrder,
string nextKey = null, float startDelay = 0f)
{
GameObject spriteObject = new(name);
spriteObject.transform.SetParent(parent, false);
spriteObject.transform.position = position;
spriteObject.transform.localScale = new Vector3(scale.x, scale.y, 1f);
spriteObject.transform.rotation = Quaternion.Euler(0f, 0f, rotation);
SpriteRenderer renderer = spriteObject.AddComponent<SpriteRenderer>();
renderer.color = Color.white;
renderer.sortingOrder = sortingOrder;
Sprite[] frames = DefenseTowerArt.Load(key);
Sprite[] next = string.IsNullOrEmpty(nextKey)
? null : DefenseTowerArt.Load(nextKey);
DefenseSpriteSequence sequence = spriteObject.AddComponent<DefenseSpriteSequence>();
sequence.Play(renderer, key, frames, true, nextKey, next, startDelay);
sequence.SetCanAdvance(() => IsOperational);
return renderer;
}
private static float ScaleToVisibleWidth(float worldWidth, float visiblePixels)
{
return worldWidth / (visiblePixels / 32f);
}
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 ReplaceSummonUnits(int count)
{
DefenseSummonUnit[] existingUnits =
GetComponentsInChildren<DefenseSummonUnit>(true);
summonCount = 0;
nextSummonIndex = 0;
targetSummonCount = count;
summonRespawnRemaining = 0f;
freeSummonSlots.Clear();
deadSummons.Clear();
foreach (DefenseSummonUnit unit in existingUnits)
{
unit.RetireForReplacement();
Destroy(unit.gameObject);
}
AddSummonUnits(count);
}
public void NotifySummonUnitDied(DefenseSummonUnit unit)
{
if (unit == null || unit.Owner != this) return;
summonCount = Mathf.Max(0, summonCount - 1);
if (!deadSummons.ContainsKey(unit.SlotIndex))
{
deadSummons.Add(unit.SlotIndex, unit);
freeSummonSlots.Push(unit.SlotIndex);
}
summonRespawnRemaining = Mathf.Max(summonRespawnRemaining, tuning.SummonUnitRespawnSeconds);
}
private void AddSummonUnits(int count)
{
for (int i = 0; i < count; i++)
{
int unitIndex = freeSummonSlots.Count > 0 ? freeSummonSlots.Pop() : nextSummonIndex++;
if (deadSummons.TryGetValue(unitIndex, out DefenseSummonUnit deadUnit))
{
deadSummons.Remove(unitIndex);
if (deadUnit != null) Destroy(deadUnit.gameObject);
}
summonCount++;
GameObject unitObject = new($"Summon Unit {unitIndex + 1}");
unitObject.transform.SetParent(transform, false);
unitObject.transform.localPosition = new Vector3(
(unitIndex % 3 - 1) * 0.8f, -0.55f - 0.8f * (unitIndex / 3), 0f);
DefenseSummonUnit unit = unitObject.AddComponent<DefenseSummonUnit>();
unit.Configure(this, owner, unitObject.transform.localPosition, unitIndex);
}
}
private void CreateVisuals()
{
SpriteRenderer rootRenderer = gameObject.GetComponent<SpriteRenderer>();
if (rootRenderer == null)
{
rootRenderer = gameObject.AddComponent<SpriteRenderer>();
}
rootRenderer.sprite = DefensePrototypeController.WhiteSprite;
rootRenderer.color = Color.white;
rootRenderer.enabled = false;
transform.localScale = new Vector3(0.72f, 0.72f, 1f);
GameObject bodyObject = new("Tower Body");
bodyObject.transform.SetParent(transform, false);
bodyObject.transform.localScale = new Vector3(2.1f, 2.1f, 1f);
bodyRenderer = bodyObject.AddComponent<SpriteRenderer>();
bodyRenderer.color = Color.white;
bodyRenderer.sortingOrder = 8;
UpdateBodyArt();
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 UpdateBodyArt()
{
bodyIdleKey = DefenseTowerArt.BodyKey(Kind, Tier, "Idle");
bodyIdleFrames = DefenseTowerArt.Load(bodyIdleKey);
bodyAttackKey = Kind switch
{
DefenseTowerKind.Direct or DefenseTowerKind.Lightning or DefenseTowerKind.Cold
=> DefenseTowerArt.BodyKey(Kind, Tier, "Attack01"),
DefenseTowerKind.Seismic => DefenseTowerArt.BodyKey(Kind, Tier, "Attack"),
DefenseTowerKind.Empowering => DefenseTowerArt.BodyKey(Kind, Tier, "Heal"),
_ => null,
};
bodyAttackFrames = bodyAttackKey == null
? System.Array.Empty<Sprite>() : DefenseTowerArt.Load(bodyAttackKey);
bodyAttacking = false;
bodyFrame = 0;
bodyFrameTime = 0f;
if (bodyRenderer != null && bodyIdleFrames.Length > 0)
{
bodyRenderer.sprite = bodyIdleFrames[0];
}
}
private void PlayBodyAttack(bool faceLeft)
{
if (bodyRenderer == null || bodyAttackFrames == null || bodyAttackFrames.Length == 0)
{
return;
}
bodyRenderer.flipX = faceLeft;
bodyAttacking = true;
bodyFrame = 0;
bodyFrameTime = 0f;
bodyRenderer.sprite = bodyAttackFrames[0];
}
private void UpdateBodyAnimation()
{
if (bodyRenderer == null || bodyIdleFrames == null || bodyIdleFrames.Length == 0)
{
return;
}
bodyFrameTime += Time.deltaTime;
Sprite[] frames = bodyAttacking ? bodyAttackFrames : bodyIdleFrames;
string key = bodyAttacking ? bodyAttackKey : bodyIdleKey;
if (frames == null || frames.Length == 0)
{
bodyAttacking = false;
return;
}
while (bodyFrameTime >= DefenseTowerArt.FrameSeconds(key, bodyFrame))
{
bodyFrameTime -= DefenseTowerArt.FrameSeconds(key, bodyFrame);
bodyFrame++;
if (bodyFrame >= frames.Length)
{
if (bodyAttacking)
{
bodyAttacking = false;
bodyFrame = 0;
frames = bodyIdleFrames;
key = bodyIdleKey;
}
else
{
bodyFrame = 0;
}
}
bodyRenderer.sprite = frames[bodyFrame];
}
}
private void UpdateSupportAura()
{
DefenseTower support = owner != null ? owner.GetActiveSupportFor(this) : null;
if (support == null)
{
if (supportAuraRenderer != null) supportAuraRenderer.enabled = false;
return;
}
if (supportAuraRenderer == null)
{
GameObject auraObject = new("Support Aura Art");
auraObject.transform.SetParent(transform, false);
supportAuraRenderer = auraObject.AddComponent<SpriteRenderer>();
}
string motionKey = bodyAttacking && !string.IsNullOrEmpty(bodyAttackKey) ? bodyAttackKey : bodyIdleKey;
string key = motionKey.Replace("Bodies/", "SupportMasks/");
if (supportAuraKey != key)
{
supportAuraKey = key;
supportAuraFrames = DefenseTowerArt.Load(key);
}
int maskFrame = 0;
if (bodyRenderer != null && supportAuraFrames != null)
{
for (int i = 0; i < supportAuraFrames.Length; i++)
if (supportAuraFrames[i].name == bodyRenderer.sprite.name) { maskFrame = i; break; }
}
supportAuraRenderer.sprite = supportAuraFrames != null && supportAuraFrames.Length > maskFrame
? supportAuraFrames[maskFrame] : null;
supportAuraRenderer.flipX = bodyRenderer != null && bodyRenderer.flipX;
supportAuraRenderer.transform.localPosition = bodyRenderer != null ? bodyRenderer.transform.localPosition : Vector3.zero;
supportAuraRenderer.transform.localScale = bodyRenderer != null ? bodyRenderer.transform.localScale : Vector3.one;
supportAuraRenderer.sortingOrder = bodyRenderer != null ? bodyRenderer.sortingOrder + 1 : 9;
Color[] colors = tuning.SupportTierColors;
supportAuraRenderer.color = colors != null && colors.Length > 0
? colors[Mathf.Clamp(support.Tier - 1, 0, colors.Length - 1)]
: new Color32(151, 169, 119, 102);
supportAuraRenderer.enabled = supportAuraFrames != null && supportAuraFrames.Length > 0 && supportAuraRenderer.sprite != null;
}
private void UpdateSupportRangeAnimation()
{
if (supportRangeRenderer == null || supportRangeFrames == null || supportRangeFrames.Length == 0) return;
supportRangeFrameTime += Time.deltaTime;
while (supportRangeFrameTime >= 0.14f)
{
supportRangeFrameTime -= 0.14f;
supportRangeFrame = (supportRangeFrame + 1) % supportRangeFrames.Length;
supportRangeRenderer.sprite = supportRangeFrames[supportRangeFrame];
UpdateEffectRange();
}
}
private Color GetTowerColor()
{
return 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),
};
}
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" : "BLIZZARD",
DefenseTowerKind.Seismic => first ? "STONE GAZE" : "TEMPORAL",
DefenseTowerKind.Summon => first ? "SENTINEL" : "SCOUT",
_ => first ? "IMBUING" : "SMOTHERING",
};
}
}
}