887 lines
37 KiB
C#
887 lines
37 KiB
C#
using BumpCombat.Constants;
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using UnityEngine;
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namespace BumpCombat.Defense
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{
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[DisallowMultipleComponent]
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public sealed class DefenseTower : MonoBehaviour
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{
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private DefensePrototypeController owner;
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private DefenseConstants tuning;
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private float attackCooldown;
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private TextMesh label;
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private LineRenderer effectRange;
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private static Material effectMaterial;
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private int summonCount;
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private SpriteRenderer bodyRenderer;
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private SpriteRenderer supportAuraRenderer;
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private SpriteRenderer supportRangeRenderer;
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private Sprite[] supportRangeFrames;
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private float supportRangeFrameTime;
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private int supportRangeFrame;
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private Sprite[] bodyIdleFrames;
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private Sprite[] bodyAttackFrames;
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private string bodyIdleKey;
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private string bodyAttackKey;
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private float bodyFrameTime;
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private int bodyFrame;
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private bool bodyAttacking;
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private string supportAuraKey;
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private Sprite[] supportAuraFrames;
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public DefenseTowerKind Kind { get; private set; }
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public DefenseTowerBranch Branch { get; private set; }
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public int Tier { get; private set; } = 1;
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public int PadIndex { get; private set; }
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public bool IsOperational => isActiveAndEnabled
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&& owner != null
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&& owner.CanOperateTowers;
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public bool IsDamaging => Kind != DefenseTowerKind.Empowering;
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public void Configure(
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DefensePrototypeController controller,
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DefenseTowerKind kind,
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int padIndex,
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DefenseConstants constants)
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{
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owner = controller;
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Kind = kind;
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PadIndex = padIndex;
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tuning = constants;
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Tier = 1;
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Branch = DefenseTowerBranch.None;
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CreateVisuals();
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if (Kind == DefenseTowerKind.Summon)
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{
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AddSummonUnits(tuning.SummonUnitCount);
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}
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}
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public bool Upgrade(DefenseTowerBranch branch)
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{
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if (Tier >= 4 || (Tier < 3 && branch != DefenseTowerBranch.None)
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|| (Tier == 3 && branch != DefenseTowerBranch.First
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&& branch != DefenseTowerBranch.Second))
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{
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return false;
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}
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Tier++;
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if (Tier == 4)
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{
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Branch = branch;
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}
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if (Kind == DefenseTowerKind.Summon)
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{
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if (Tier == 4 && Branch == DefenseTowerBranch.First)
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{
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foreach (DefenseSummonUnit unit in GetComponentsInChildren<DefenseSummonUnit>())
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{
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unit.enabled = false;
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Destroy(unit.gameObject);
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}
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summonCount = 0;
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AddSummonUnits(1);
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}
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else
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{
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AddSummonUnits(Tier == 4 ? 2 : 1);
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}
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}
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UpdateLabel();
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UpdateEffectRange();
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UpdateBodyArt();
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UpdateSupportAura();
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foreach (DefenseSummonUnit unit in GetComponentsInChildren<DefenseSummonUnit>())
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{
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unit.RefreshArt();
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}
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return true;
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}
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private void OnDisable()
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{
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if (supportAuraRenderer != null)
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{
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supportAuraRenderer.enabled = false;
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}
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}
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private void Update()
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{
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UpdateBodyAnimation();
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if (Kind == DefenseTowerKind.Empowering)
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UpdateEffectRange();
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else if (effectRange != null)
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effectRange.transform.localPosition = DefenseTowerArtBounds.CharacterShadowOffset(
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Kind, bodyRenderer != null && bodyRenderer.flipX);
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UpdateSupportAura();
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UpdateSupportRangeAnimation();
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if (!IsOperational || Kind == DefenseTowerKind.Summon
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|| Kind == DefenseTowerKind.Empowering)
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{
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return;
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}
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attackCooldown -= Time.deltaTime;
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if (attackCooldown > 0f)
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{
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return;
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}
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if (owner.TryAttackFromTower(this))
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{
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float interval = Kind switch
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{
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DefenseTowerKind.Direct => tuning.DirectTowerAttackInterval,
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DefenseTowerKind.Lightning => tuning.LightningInterval,
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DefenseTowerKind.Cold => tuning.ColdInterval,
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_ => tuning.SeismicInterval,
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};
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if (Tier == 4 && Kind == DefenseTowerKind.Direct
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&& Branch == DefenseTowerBranch.Second)
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{
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interval *= 0.4f;
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}
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attackCooldown = Mathf.Max(0.05f,
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interval / (1f + 0.15f * (Tier - 1))
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* owner.GetTowerAttackIntervalMultiplier(this));
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}
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}
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public bool TryPulse()
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{
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if (!IsOperational || Kind == DefenseTowerKind.Empowering
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|| Kind == DefenseTowerKind.Summon)
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{
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return false;
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}
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float range = GetEffectRange();
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DefenseRouteAgent target = owner.FindNearestTarget(
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transform.position, range, Kind,
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Kind == DefenseTowerKind.Cold || Kind == DefenseTowerKind.Seismic);
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if (target == null)
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{
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return false;
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}
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Vector2 center = target.transform.position;
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Vector2 lightningVisualCenter = DefenseTowerArtBounds.EnemyShadowWorldPosition(
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target.Enemy, target.transform.position);
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float scale = 1f + tuning.TowerDamageBonusPerTier * (Tier - 1);
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float impactRadius = 0f;
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bool cone = false;
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bool applied;
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switch (Kind)
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{
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case DefenseTowerKind.Direct:
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if (Tier == 4 && Branch == DefenseTowerBranch.Second)
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{
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cone = true;
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impactRadius = range;
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applied = AttackCone(center - (Vector2)transform.position,
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range, tuning.DirectTowerDamage * scale * 0.4f);
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}
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else if (Tier == 4)
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{
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impactRadius = 1.8f;
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applied = AttackArea(center, impactRadius,
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tuning.DirectTowerDamage * scale * 1.6f);
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}
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else
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{
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applied = owner.TryApplyTowerDamage(this, target,
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tuning.DirectTowerDamage * scale);
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}
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break;
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case DefenseTowerKind.Lightning:
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impactRadius = Tier == 4
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? (Branch == DefenseTowerBranch.First ? 3f : 2.4f)
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: tuning.LightningRadius;
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applied = AttackArea(center, impactRadius,
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tuning.LightningDamage * scale
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* (Tier == 4 && Branch == DefenseTowerBranch.Second ? 1.4f : 1f),
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Tier == 4 && Branch == DefenseTowerBranch.First ? 3 : int.MaxValue);
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break;
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case DefenseTowerKind.Cold:
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if (Tier == 4 && Branch == DefenseTowerBranch.Second)
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{
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impactRadius = 1.65f;
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applied = AttackArea(center, impactRadius,
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tuning.ColdDamage * scale * 0.5f,
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int.MaxValue, tuning.ColdSlowSeconds * 1.5f,
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tuning.ColdSlowFraction, 0.35f);
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}
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else
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{
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bool slowed = owner.TryApplyTowerSlow(this, target,
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tuning.ColdSlowSeconds * (1f + 0.25f * (Tier - 1)),
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tuning.ColdSlowFraction);
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bool damaged = owner.TryApplyTowerDamage(this, target,
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tuning.ColdDamage * scale * (Tier == 4 ? 1.8f : 1f));
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if (Tier == 4)
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{
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owner.TryApplyTowerStun(this, target, 0.3f);
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}
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applied = slowed || damaged;
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}
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break;
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case DefenseTowerKind.Seismic:
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impactRadius = Tier == 4
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? (Branch == DefenseTowerBranch.Second ? 2.2f : 1.8f)
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: tuning.SeismicRadius;
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applied = Tier == 4 && Branch == DefenseTowerBranch.Second
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? AttackArea(center, impactRadius,
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tuning.SeismicDamage * scale, int.MaxValue, 2f, 0.5f)
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: AttackArea(center, impactRadius,
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tuning.SeismicDamage * scale, int.MaxValue,
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0f, 0f,
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tuning.SeismicStunSeconds * (Tier == 4 ? 2f : 1f));
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break;
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default:
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return false;
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}
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if (applied)
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{
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PlayBodyAttack(center.x < transform.position.x);
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bool shadowCenteredCircle = Kind == DefenseTowerKind.Seismic
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|| (Kind == DefenseTowerKind.Cold && Tier == 4
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&& Branch == DefenseTowerBranch.Second);
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ShowAttackEffect(center, impactRadius, cone,
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visualCenter: Kind == DefenseTowerKind.Lightning || shadowCenteredCircle
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? lightningVisualCenter : null);
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}
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return applied;
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}
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private bool AttackCone(Vector2 direction, float range, float damage)
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{
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bool applied = false;
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Vector2 facing = direction.normalized;
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foreach (DefenseRouteAgent agent in owner.GetTargetsInRange(
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transform.position, range))
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{
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Vector2 toAgent = ((Vector2)agent.transform.position
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- (Vector2)transform.position).normalized;
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if (toAgent.sqrMagnitude < 0.000001f
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|| Vector2.Dot(facing, toAgent) >= 0.5f)
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{
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applied |= owner.TryApplyTowerDamage(this, agent, damage);
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}
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}
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return applied;
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}
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private bool AttackArea(
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Vector2 center,
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float radius,
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float damage,
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int maxTargets = int.MaxValue,
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float slowSeconds = 0f,
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float slowFraction = 0f,
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float stunSeconds = 0f)
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{
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bool applied = false;
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int count = 0;
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foreach (DefenseRouteAgent agent in owner.GetTargetsInRange(center, radius))
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{
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if (count++ >= maxTargets)
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{
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break;
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}
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bool damaged = owner.TryApplyTowerDamage(this, agent, damage);
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bool slowed = slowSeconds > 0f
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&& owner.TryApplyTowerSlow(this, agent, slowSeconds, slowFraction);
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bool stunned = stunSeconds > 0f
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&& owner.TryApplyTowerStun(this, agent, stunSeconds);
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applied |= damaged || slowed || stunned;
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}
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return applied;
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}
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public bool TryAttack(DefenseRouteAgent target)
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{
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if (target == null || owner == null || !IsOperational)
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{
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return false;
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}
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float damage = Kind == DefenseTowerKind.Summon
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? tuning.SummonDamage : tuning.DirectTowerDamage;
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damage *= 1f + tuning.TowerDamageBonusPerTier * (Tier - 1);
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if (Tier == 4 && Kind == DefenseTowerKind.Summon
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&& Branch == DefenseTowerBranch.First)
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{
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damage *= 1.8f;
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}
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bool hit = owner.TryApplyTowerDamage(this, target, damage);
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if (hit && Tier == 4 && Kind == DefenseTowerKind.Summon
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&& Branch == DefenseTowerBranch.First)
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{
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owner.TryApplyTowerStun(this, target, 0.3f);
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}
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return hit;
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}
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public void ShowSummonAttackEffect(Vector2 origin, Vector2 target)
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{
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if (IsOperational && Kind == DefenseTowerKind.Summon)
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{
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ShowAttackEffect(target, 0f, false, origin);
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}
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}
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private float GetEffectRange()
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{
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if (Kind == DefenseTowerKind.Summon)
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{
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return tuning.SummonAreaRadius;
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}
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if (Kind == DefenseTowerKind.Empowering)
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{
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return tuning.SupportRadius;
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}
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return Kind == DefenseTowerKind.Direct && Tier == 4
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&& Branch == DefenseTowerBranch.Second
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? tuning.TowerRange * 0.5f : tuning.TowerRange;
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}
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private void CreateEffectRange()
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{
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GameObject rangeObject = new("Effect Range");
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rangeObject.transform.SetParent(transform, false);
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if (Kind == DefenseTowerKind.Empowering)
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{
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supportRangeRenderer = rangeObject.AddComponent<SpriteRenderer>();
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supportRangeRenderer.sortingOrder = 3;
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supportRangeFrames = DefenseTowerArt.Load("SupportRange/T1-Aura");
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if (supportRangeFrames.Length > 0)
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{
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supportRangeRenderer.sprite = supportRangeFrames[0];
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supportRangeRenderer.color = new Color(1f, 1f, 1f, tuning.SupportRangeAlpha);
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}
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UpdateEffectRange();
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return;
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}
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effectRange = rangeObject.AddComponent<LineRenderer>();
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effectRange.useWorldSpace = false;
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effectRange.loop = true;
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effectRange.positionCount = 48;
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effectRange.sharedMaterial = GetEffectMaterial();
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effectRange.sortingOrder = 3;
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Color color = GetTowerColor();
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color.a = Kind == DefenseTowerKind.Empowering ? 0.35f : 0.22f;
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effectRange.startColor = color;
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effectRange.endColor = color;
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UpdateEffectRange();
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}
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private void UpdateEffectRange()
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{
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if (Kind == DefenseTowerKind.Empowering && supportRangeRenderer != null)
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{
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Sprite sprite = supportRangeRenderer.sprite;
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if (sprite == null) return;
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RectInt bounds = DefenseConstants.SupportRangeAlphaBounds[Mathf.Clamp(supportRangeFrame, 0, DefenseConstants.SupportRangeAlphaBounds.Length - 1)];
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Vector2 lossyScale = transform.lossyScale;
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Vector2 localScale = new(
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tuning.SupportRadius * 2f * sprite.pixelsPerUnit / (bounds.width * Mathf.Max(0.001f, lossyScale.x)),
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tuning.SupportRadius * 2f * sprite.pixelsPerUnit / (bounds.height * Mathf.Max(0.001f, lossyScale.y)));
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Color[] colors = tuning.SupportTierColors;
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Color sourceColor = colors != null && colors.Length > 0
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? colors[Mathf.Clamp(Tier - 1, 0, colors.Length - 1)]
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: new Color32(151, 169, 119, 102);
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sourceColor.a *= tuning.SupportRangeAlpha;
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supportRangeRenderer.color = sourceColor;
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Vector2 alphaCenterBottomLeft = new(
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bounds.x + bounds.width * 0.5f,
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100f - bounds.y - bounds.height * 0.5f);
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Vector2 correctionLocal = Vector2.Scale(
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(alphaCenterBottomLeft - sprite.pivot) / sprite.pixelsPerUnit, localScale);
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Vector2 shadow = DefenseTowerArtBounds.CharacterShadowOffset(
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Kind, bodyRenderer != null && bodyRenderer.flipX);
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supportRangeRenderer.transform.localPosition = shadow - correctionLocal;
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supportRangeRenderer.transform.localScale = new Vector3(localScale.x, localScale.y, 1f);
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return;
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}
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if (effectRange == null)
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{
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return;
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}
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effectRange.transform.localPosition = DefenseTowerArtBounds.CharacterShadowOffset(
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Kind, bodyRenderer != null && bodyRenderer.flipX);
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float worldScale = Mathf.Max(0.001f, transform.lossyScale.x);
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float radius = GetEffectRange() / worldScale;
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effectRange.startWidth = 0.055f / worldScale;
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effectRange.endWidth = effectRange.startWidth;
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for (int i = 0; i < effectRange.positionCount; i++)
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{
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float angle = i * Mathf.PI * 2f / effectRange.positionCount;
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effectRange.SetPosition(i, new Vector3(
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Mathf.Cos(angle) * radius,
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Mathf.Sin(angle) * radius, 0f));
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}
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}
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private void ShowAttackEffect(
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Vector2 center, float radius, bool cone, Vector2? source = null,
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Vector2? visualCenter = null)
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{
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Vector2 origin = source ?? (Vector2)transform.position;
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Vector2 direction = center - origin;
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GameObject effect = new($"{Kind} Attack Effect");
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effect.transform.SetParent(transform.parent, false);
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bool shadowCenteredCircle = Kind == DefenseTowerKind.Seismic
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|| (Kind == DefenseTowerKind.Cold && Tier == 4
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&& Branch == DefenseTowerBranch.Second);
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Vector2 effectCenter = shadowCenteredCircle ? visualCenter ?? center : center;
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effect.transform.position = effectCenter;
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Color color = GetTowerColor();
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color.a = 0.9f;
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switch (Kind)
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{
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case DefenseTowerKind.Direct:
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ShowFireArt(effect.transform, origin, center, direction);
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break;
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case DefenseTowerKind.Lightning:
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Vector2 shadowOrigin = transform.TransformPoint(DefenseTowerArtBounds.CharacterShadowOffset(Kind, bodyRenderer != null && bodyRenderer.flipX));
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Vector2 impactCenter = visualCenter ?? center;
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ShowLightningArt(effect.transform, shadowOrigin, impactCenter,
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impactCenter - shadowOrigin, radius);
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break;
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case DefenseTowerKind.Cold:
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ShowColdArt(effect.transform, origin, center, direction,
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shadowCenteredCircle ? effectCenter : (Vector2?)null);
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break;
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case DefenseTowerKind.Seismic:
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string controlKey = Tier == 4
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? (Branch == DefenseTowerBranch.First
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? "Effects/Control/StoneGaze" : "Effects/Control/Temporal")
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: $"Effects/Control/T{Tier}-Aura";
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int visibleWidth = Tier == 4
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? (Branch == DefenseTowerBranch.First ? 40 : 45)
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: 32 + (Tier - 1) * 6;
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float controlScale = ScaleToVisibleWidth(radius * 2f, visibleWidth);
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CreateAnimatedArt(effect.transform, "Impact Sprite", controlKey,
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effectCenter, Vector2.one * controlScale, 0f, 13);
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break;
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case DefenseTowerKind.Summon:
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if (Tier == 4 && Branch == DefenseTowerBranch.Second)
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{
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for (int i = 0; i < 5; i++)
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{
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Vector2 spikePosition = Vector2.Lerp(origin, center, (i + 1) / 5f);
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CreateAnimatedArt(effect.transform, $"Shot Sprite {i + 1}",
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"Summons/LavaSlime/GroundSpike-Segment", spikePosition,
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Vector2.one, 0f, 14, startDelay: i * 0.12f);
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}
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}
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else
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{
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CreateAnimatedArt(effect.transform, "Impact Sprite",
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"Effects/Fire/Impact", center, Vector2.one, 0f, 13);
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}
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break;
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}
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if (cone)
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{
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LineRenderer outline = CreateEffectLine(
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effect.transform, "Cone Radius", color, 0.07f);
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outline.positionCount = 3;
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Vector2 forward = direction.normalized * radius;
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outline.SetPosition(0, origin - center);
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outline.SetPosition(1, origin - center
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+ (Vector2)(Quaternion.Euler(0f, 0f, -60f) * forward));
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outline.SetPosition(2, origin - center
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+ (Vector2)(Quaternion.Euler(0f, 0f, 60f) * forward));
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Destroy(outline.gameObject, 0.22f);
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}
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else if (radius > 0f)
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{
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LineRenderer area = CreateEffectLine(
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|
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(area.gameObject, 0.22f);
|
|
}
|
|
|
|
Destroy(effect, 1.6f);
|
|
}
|
|
|
|
private void ShowFireArt(
|
|
Transform parent, Vector2 origin, Vector2 center, Vector2 direction)
|
|
{
|
|
if (Tier == 4 && Branch == DefenseTowerBranch.First)
|
|
{
|
|
SpriteRenderer meteor = CreateAnimatedArt(parent, "Impact Sprite",
|
|
"Effects/Fire/Meteor-Flight", center + new Vector2(-0.81f, 0.81f),
|
|
Vector2.one, 0f, 13, "Effects/Fire/Meteor-Impact");
|
|
DefenseSpriteSequence sequence = meteor.GetComponent<DefenseSpriteSequence>();
|
|
Vector2 start = center + new Vector2(-0.81f, 0.81f);
|
|
meteor.transform.position = start;
|
|
sequence.Travel(start, center, 0.32f);
|
|
return;
|
|
}
|
|
|
|
if (Tier == 4 && Branch == DefenseTowerBranch.Second)
|
|
{
|
|
float visibleWidth = 88f / 32f;
|
|
float scaleX = Mathf.Max(0.1f, direction.magnitude / visibleWidth);
|
|
CreateAnimatedArt(parent, "Shot Sprite", "Effects/Fire/Flamethrower",
|
|
origin, new Vector2(scaleX, 1f),
|
|
Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg,
|
|
14);
|
|
}
|
|
else
|
|
{
|
|
string key = $"Effects/Fire/T{Tier}-Fireball";
|
|
SpriteRenderer shot = CreateAnimatedArt(parent, "Shot Sprite", key,
|
|
Vector2.Lerp(origin, center, 0.5f), Vector2.one * 0.85f,
|
|
Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg, 14);
|
|
DefenseSpriteSequence sequence = shot.GetComponent<DefenseSpriteSequence>();
|
|
sequence.Travel(origin, center, 0.18f);
|
|
}
|
|
CreateAnimatedArt(parent, "Impact Sprite", "Effects/Fire/Impact",
|
|
center, Vector2.one, 0f, 13, startDelay: 0.18f);
|
|
}
|
|
|
|
private void ShowLightningArt(
|
|
Transform parent, Vector2 origin, Vector2 center,
|
|
Vector2 direction, float radius)
|
|
{
|
|
if (Tier == 4 && Branch == DefenseTowerBranch.Second)
|
|
{
|
|
float scale = Mathf.Max(0.8f, radius / 1.2f);
|
|
CreateAnimatedArt(parent, "Shot Sprite", "Effects/Lightning/LightningStorm",
|
|
center, Vector2.one * scale, 0f, 13);
|
|
}
|
|
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);
|
|
}
|
|
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);
|
|
}
|
|
|
|
private void ShowColdArt(
|
|
Transform parent, Vector2 origin, Vector2 center, Vector2 direction,
|
|
Vector2? visualCenter = null)
|
|
{
|
|
if (Tier == 4 && Branch == DefenseTowerBranch.Second)
|
|
{
|
|
float cageScale = ScaleToVisibleWidth(3.3f, 48f);
|
|
Vector2 cageCenter = visualCenter ?? center;
|
|
CreateAnimatedArt(parent, "Shot Sprite", "Effects/Ice/GlacialCage-Back",
|
|
cageCenter, Vector2.one * cageScale, 0f, 12);
|
|
CreateAnimatedArt(parent, "Impact Sprite", "Effects/Ice/GlacialCage-Front",
|
|
cageCenter, Vector2.one * cageScale, 0f, 14);
|
|
return;
|
|
}
|
|
|
|
string key = Tier == 4
|
|
? "Effects/Ice/Freezebolt" : $"Effects/Ice/T{Tier}-Volley";
|
|
SpriteRenderer shot = CreateAnimatedArt(parent, "Shot Sprite", key,
|
|
Vector2.Lerp(origin, center, 0.5f), Vector2.one,
|
|
Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg, 14);
|
|
shot.GetComponent<DefenseSpriteSequence>().Travel(origin, center, 0.18f);
|
|
CreateAnimatedArt(parent, "Impact Sprite", "Effects/Ice/Impact",
|
|
center, Vector2.one, 0f, 13, startDelay: 0.18f);
|
|
}
|
|
|
|
private static 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);
|
|
spriteObject.AddComponent<DefenseSpriteSequence>().Play(
|
|
renderer, key, frames, true, nextKey, next, startDelay);
|
|
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 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 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" : "GLACIAL CAGE",
|
|
DefenseTowerKind.Seismic => first ? "STONE GAZE" : "TEMPORAL",
|
|
DefenseTowerKind.Summon => first ? "SENTINEL" : "SCOUT",
|
|
_ => first ? "IMBUING" : "SMOTHERING",
|
|
};
|
|
}
|
|
}
|
|
} |