Map mehanic ready to multiplayer

This commit is contained in:
2026-08-18 17:17:48 +03:00
parent c01ff800f6
commit bb2f4a3b16
20 changed files with 4691 additions and 1648 deletions
+480 -46
View File
@@ -1,100 +1,534 @@
using System;
using Unity.Netcode;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.Serialization;
[DisallowMultipleComponent]
public sealed class MapController : MonoBehaviour
[RequireComponent(typeof(NetworkObject))]
public sealed class MapController : NetworkBehaviour
{
[Header("Main References")]
[SerializeField] private MapCrosshairController crosshair = null;
[SerializeField] private MapCoordinateSystem coordinateSystem = null;
[SerializeField] private MapPlayer mapPlayer = null;
[SerializeField] private MapCrosshairController crosshair;
[SerializeField] private MapCoordinateSystem coordinateSystem;
[SerializeField] private MapPlayer mapPlayer;
[SerializeField] private RoundGameLoopController roundGameLoop;
[SerializeField] private NetworkBaseHealth baseHealth;
[Header("Target System")]
[SerializeField] private MapTargetController targetController = null;
[SerializeField] private Transform targetParent = null;
[SerializeField] private MapTargetController targetController;
[SerializeField] private Transform targetParent;
[SerializeField, Min(0.02f)] private float simulationStep = 0.1f;
[Header("Radar System")]
[SerializeField] private MapRadarController radarController = null;
[SerializeField] private MapRadarController radarController;
[FormerlySerializedAs("targetPrefab")]
[SerializeField] private MapTarget radarMarkPrefab = null;
[SerializeField] private MapTarget radarMarkPrefab;
[Header("Crosshair Objects")]
[SerializeField] private Transform relayX = null;
[SerializeField] private Transform relayY = null;
[SerializeField] private Transform crosshairVisual = null;
[SerializeField] private Transform relayX;
[SerializeField] private Transform relayY;
[SerializeField] private Transform crosshairVisual;
[Header("Input")]
[SerializeField, Min(0f)] private float movementSpeed = 1f;
[SerializeField] private bool useKeyboardInput = true;
[Header("Pseudo Shot")]
[SerializeField, Min(0.01f)] private float hitRadius = 0.65f;
[SerializeField, Min(1)] private int shotDamage = 1;
[SerializeField] private MissileType pseudoMissileType = MissileType.Standard;
[SerializeField] private bool ignoreMissileTypeForPrototype = true;
[Header("Network Events")]
[SerializeField] private UnityEvent<int> waveStarted;
[SerializeField] private UnityEvent<bool> shotResolved;
[SerializeField] private UnityEvent allTargetsResolved;
[SerializeField] private UnityEvent allTargetsDestroyed;
private readonly NetworkVariable<Vector2> crosshairCoordinates = new(
new Vector2(5f, 5f), NetworkVariableReadPermission.Everyone,
NetworkVariableWritePermission.Server);
private readonly NetworkVariable<int> currentWave = new(
0, NetworkVariableReadPermission.Everyone,
NetworkVariableWritePermission.Server);
private readonly NetworkVariable<double> radarReadyAt = new(
0d, NetworkVariableReadPermission.Everyone,
NetworkVariableWritePermission.Server);
private readonly NetworkVariable<MapShotResultState> lastShotResult = new(
default, NetworkVariableReadPermission.Everyone,
NetworkVariableWritePermission.Server);
private readonly NetworkVariable<uint> resolvedSequence = new(
0, NetworkVariableReadPermission.Everyone,
NetworkVariableWritePermission.Server);
private readonly NetworkVariable<uint> destroyedSequence = new(
0, NetworkVariableReadPermission.Everyone,
NetworkVariableWritePermission.Server);
private readonly NetworkList<MapTargetNetworkState> activeTargets = new();
private readonly NetworkList<Vector2> radarMarks = new();
private float simulationAccumulator;
private int nextTargetId = 1;
private int initialTargetCount;
private int escapedTargetCount;
private bool waveIsActive;
private bool roundEventsBound;
public MapCoordinateSystem CoordinateSystem => coordinateSystem;
public Transform CrosshairVisual => crosshairVisual;
public Vector2 CrosshairCoordinates => crosshairCoordinates.Value;
public int CurrentWave => currentWave.Value;
public int ActiveTargetCount => activeTargets.Count;
public bool WaveIsActive => waveIsActive;
public double RadarCooldownRemaining => IsSpawned && NetworkManager != null
? Math.Max(0d, radarReadyAt.Value - NetworkManager.ServerTime.Time)
: 0d;
private void Awake()
public event Action<int> WaveStarted;
public event Action<MapShotResultState> ShotResolved;
public event Action AllTargetsResolved;
public event Action AllTargetsDestroyed;
private void Awake() => ConfigurePresentation();
private void OnValidate()
{
if (mapPlayer != null)
mapPlayer.Configure(coordinateSystem);
simulationStep = Mathf.Max(0.02f, simulationStep);
hitRadius = Mathf.Max(0.01f, hitRadius);
shotDamage = Mathf.Max(1, shotDamage);
}
if (targetController != null)
targetController.Configure(coordinateSystem, targetParent, mapPlayer);
public override void OnNetworkSpawn()
{
activeTargets.OnListChanged += HandleTargetListChanged;
radarMarks.OnListChanged += HandleRadarListChanged;
crosshairCoordinates.OnValueChanged += HandleCrosshairChanged;
currentWave.OnValueChanged += HandleWaveChanged;
radarReadyAt.OnValueChanged += HandleRadarReadyAtChanged;
lastShotResult.OnValueChanged += HandleShotResultChanged;
resolvedSequence.OnValueChanged += HandleResolvedSequenceChanged;
destroyedSequence.OnValueChanged += HandleDestroyedSequenceChanged;
ConfigurePresentation();
BindRoundEvents();
ApplyPresentation();
if (IsServer && roundGameLoop != null &&
roundGameLoop.Phase == RoundPhase.WorkInProgress && currentWave.Value == 0)
StartNextWaveOnServer();
}
public override void OnNetworkDespawn()
{
activeTargets.OnListChanged -= HandleTargetListChanged;
radarMarks.OnListChanged -= HandleRadarListChanged;
crosshairCoordinates.OnValueChanged -= HandleCrosshairChanged;
currentWave.OnValueChanged -= HandleWaveChanged;
radarReadyAt.OnValueChanged -= HandleRadarReadyAtChanged;
lastShotResult.OnValueChanged -= HandleShotResultChanged;
resolvedSequence.OnValueChanged -= HandleResolvedSequenceChanged;
destroyedSequence.OnValueChanged -= HandleDestroyedSequenceChanged;
UnbindRoundEvents();
}
private void OnDestroy()
{
activeTargets.Dispose();
radarMarks.Dispose();
}
private void Update()
{
if (!roundEventsBound)
BindRoundEvents();
if (radarController != null)
radarController.Configure(coordinateSystem, targetController, radarMarkPrefab);
if (crosshair == null)
radarController.SetCooldownRemaining((float)RadarCooldownRemaining);
if (!IsServer || !IsSpawned || !waveIsActive)
return;
crosshair.Configure(
coordinateSystem,
relayX,
relayY,
crosshairVisual,
movementSpeed,
useKeyboardInput,
targetController);
simulationAccumulator += Time.deltaTime;
while (simulationAccumulator >= simulationStep)
{
simulationAccumulator -= simulationStep;
SimulateTargets(simulationStep);
}
}
public void SetHorizontalAxis(float value)
public void SetHorizontalNormalized(float value)
{
if (crosshair != null)
crosshair.SetHorizontalAxis(value);
Vector2 next = crosshairCoordinates.Value;
next.x = Mathf.Clamp01(value) * MapCoordinateSystem.CoordinateMaximum;
RequestCrosshairCoordinates(next);
}
public void SetVerticalAxis(float value)
public void SetVerticalNormalized(float value)
{
if (crosshair != null)
crosshair.SetVerticalAxis(value);
Vector2 next = crosshairCoordinates.Value;
next.y = Mathf.Clamp01(value) * MapCoordinateSystem.CoordinateMaximum;
RequestCrosshairCoordinates(next);
}
public Vector2 GetCrosshairCoordinates()
public void SetHorizontalAxis(float value) =>
SetHorizontalNormalized(Mathf.InverseLerp(-1f, 1f, value));
public void SetVerticalAxis(float value) =>
SetVerticalNormalized(Mathf.InverseLerp(-1f, 1f, value));
public Vector2 GetCrosshairCoordinates() => crosshairCoordinates.Value;
public void RequestPseudoFire()
{
return crosshair != null ? crosshair.GetCrosshairCoordinates() : Vector2.zero;
if (!IsSpawned)
return;
if (IsServer)
ResolvePseudoShotOnServer();
else
RequestPseudoFireRpc();
}
public void CreateAndPlaceTargets()
public void RequestRadarScan()
{
if (targetController != null)
targetController.CreateAndPlaceTargets();
if (!IsSpawned)
return;
if (IsServer)
ScanRadarOnServer();
else
RequestRadarScanRpc();
}
public bool ActivateRadar()
{
if (!IsSpawned || RadarCooldownRemaining > 0d)
return false;
RequestRadarScan();
return true;
}
public void CreateAndPlaceTargets() => StartNextWave();
public bool StartNextWave()
{
return targetController != null && targetController.StartNextWave();
if (!IsSpawned)
return false;
if (IsServer)
return StartNextWaveOnServer();
RequestStartNextWaveRpc();
return true;
}
public bool TryGetNearestTarget(out MapTarget target, out float distance)
{
if (crosshair != null)
return crosshair.TryGetNearestTarget(out target, out distance);
target = null;
distance = -1f;
return false;
}
public bool ActivateRadar()
[Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Everyone)]
private void SetCrosshairCoordinatesRpc(Vector2 coordinates) =>
SetCrosshairCoordinatesOnServer(coordinates);
[Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Everyone)]
private void RequestPseudoFireRpc() => ResolvePseudoShotOnServer();
[Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Everyone)]
private void RequestRadarScanRpc() => ScanRadarOnServer();
[Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Everyone)]
private void RequestStartNextWaveRpc() => StartNextWaveOnServer();
private void RequestCrosshairCoordinates(Vector2 coordinates)
{
return radarController != null && radarController.ActivateRadar();
if (!IsSpawned)
return;
if (IsServer)
SetCrosshairCoordinatesOnServer(coordinates);
else
SetCrosshairCoordinatesRpc(coordinates);
}
private void SetCrosshairCoordinatesOnServer(Vector2 coordinates)
{
if (!IsServer)
return;
crosshairCoordinates.Value = coordinateSystem != null
? coordinateSystem.ClampCoordinates(coordinates)
: new Vector2(
Mathf.Clamp(coordinates.x, 0f, MapCoordinateSystem.CoordinateMaximum),
Mathf.Clamp(coordinates.y, 0f, MapCoordinateSystem.CoordinateMaximum));
}
private bool StartNextWaveOnServer()
{
if (!IsServer || targetController == null ||
!targetController.HasValidConfiguration())
{
Debug.LogWarning("[Map] Cannot start target wave: map or target configs are incomplete.", this);
return false;
}
activeTargets.Clear();
radarMarks.Clear();
currentWave.Value++;
escapedTargetCount = 0;
initialTargetCount = 0;
waveIsActive = true;
simulationAccumulator = 0f;
for (int index = 0; index < targetController.TargetsPerWave; index++)
{
int configIndex = targetController.GetRandomValidConfigIndex();
TargetConfig config = targetController.GetConfig(configIndex);
if (config == null)
continue;
Vector2 coordinates = new(
UnityEngine.Random.Range(0f, MapCoordinateSystem.CoordinateMaximum),
UnityEngine.Random.Range(0f, MapCoordinateSystem.CoordinateMaximum));
activeTargets.Add(new MapTargetNetworkState(
nextTargetId++, configIndex, coordinates,
config.Health, config.TimeBeforeAttack));
initialTargetCount++;
}
Debug.Log($"[Map] Wave {currentWave.Value} started with {initialTargetCount} targets.", this);
if (initialTargetCount == 0)
CompleteWaveOnServer();
return true;
}
private void SimulateTargets(float deltaTime)
{
for (int index = activeTargets.Count - 1; index >= 0; index--)
{
MapTargetNetworkState state = activeTargets[index];
TargetConfig config = targetController.GetConfig(state.ConfigIndex);
if (config == null)
{
ResolveEscapedTarget(index, state, null);
continue;
}
bool isAirTarget = config.TargetPrefab is AirTarget;
if (isAirTarget && mapPlayer != null && config.MovementSpeed > 0f)
{
Vector2 destination = mapPlayer.MapCoordinates;
state.Coordinates = Vector2.MoveTowards(
state.Coordinates, destination, config.MovementSpeed * deltaTime);
if (Vector2.Distance(state.Coordinates, destination) <= config.StoppingDistance)
{
ResolveEscapedTarget(index, state, config);
continue;
}
}
else
{
state.AttackTimeRemaining = Mathf.Max(
0f, state.AttackTimeRemaining - deltaTime);
if (state.AttackTimeRemaining <= 0f)
{
ResolveEscapedTarget(index, state, config);
continue;
}
}
activeTargets[index] = state;
}
TryCompleteWaveOnServer();
}
private void ResolveEscapedTarget(int index, MapTargetNetworkState target, TargetConfig config)
{
int damage = config != null ? config.BaseDamage : 1;
escapedTargetCount++;
activeTargets.RemoveAt(index);
if (baseHealth != null)
baseHealth.ApplyDamage(damage);
Debug.Log($"[Map] Target {target.TargetId} reached the base. Base damage: {damage}.", this);
}
private void ResolvePseudoShotOnServer()
{
if (!IsServer || !waveIsActive)
{
PublishShotResult(false, -1, -1f);
return;
}
int nearestIndex = -1;
float nearestDistance = float.PositiveInfinity;
for (int index = 0; index < activeTargets.Count; index++)
{
float distance = Vector2.Distance(
crosshairCoordinates.Value, activeTargets[index].Coordinates);
if (distance >= nearestDistance)
continue;
nearestDistance = distance;
nearestIndex = index;
}
if (nearestIndex >= 0 && nearestDistance <= hitRadius)
{
MapTargetNetworkState target = activeTargets[nearestIndex];
TargetConfig config = targetController.GetConfig(target.ConfigIndex);
bool missileMatches = ignoreMissileTypeForPrototype || config == null ||
config.RequiredMissileType == MissileType.None ||
config.RequiredMissileType == pseudoMissileType;
if (missileMatches)
{
target.Health -= shotDamage;
if (target.Health <= 0)
activeTargets.RemoveAt(nearestIndex);
else
activeTargets[nearestIndex] = target;
PublishShotResult(true, target.TargetId, nearestDistance);
Debug.Log($"[Map] HIT target {target.TargetId} at {nearestDistance:0.00} map units.", this);
TryCompleteWaveOnServer();
return;
}
}
int missedTargetId = nearestIndex >= 0 ? activeTargets[nearestIndex].TargetId : -1;
PublishShotResult(false, missedTargetId, nearestDistance);
float printedDistance = float.IsPositiveInfinity(nearestDistance) ? -1f : nearestDistance;
Debug.Log($"[Map] MISS at {crosshairCoordinates.Value}. Nearest distance: {printedDistance:0.00}.", this);
}
private void PublishShotResult(bool hit, int targetId, float distance)
{
lastShotResult.Value = new MapShotResultState(
lastShotResult.Value.Sequence + 1, hit, targetId,
crosshairCoordinates.Value,
float.IsPositiveInfinity(distance) ? -1f : distance);
}
private void ScanRadarOnServer()
{
if (!IsServer || radarController == null || NetworkManager == null ||
NetworkManager.ServerTime.Time < radarReadyAt.Value)
return;
radarMarks.Clear();
foreach (MapTargetNetworkState target in activeTargets)
radarMarks.Add(target.Coordinates);
radarReadyAt.Value = NetworkManager.ServerTime.Time + radarController.Cooldown;
Debug.Log($"[Map] Radar scan found {radarMarks.Count} targets.", this);
}
private void TryCompleteWaveOnServer()
{
if (waveIsActive && activeTargets.Count == 0)
CompleteWaveOnServer();
}
private void CompleteWaveOnServer()
{
waveIsActive = false;
resolvedSequence.Value++;
if (initialTargetCount > 0 && escapedTargetCount == 0)
destroyedSequence.Value++;
Debug.Log(
$"[Map] Wave {currentWave.Value} resolved. " +
$"Destroyed: {Mathf.Max(0, initialTargetCount - escapedTargetCount)}, " +
$"escaped: {escapedTargetCount}.", this);
}
private void ConfigurePresentation()
{
mapPlayer?.Configure(coordinateSystem);
targetController?.Configure(coordinateSystem, targetParent, mapPlayer);
radarController?.Configure(coordinateSystem, radarMarkPrefab);
crosshair?.Configure(
coordinateSystem, relayX, relayY, crosshairVisual, targetController);
}
private void ApplyPresentation()
{
crosshair?.SetCoordinates(crosshairCoordinates.Value);
targetController?.ApplyNetworkTargets(CreateTargetSnapshot(), currentWave.Value);
radarController?.ApplyRadarMarks(CreateRadarSnapshot());
if (radarController != null)
radarController.SetCooldownRemaining((float)RadarCooldownRemaining);
}
private void BindRoundEvents()
{
if (roundEventsBound)
return;
if (roundGameLoop == null)
roundGameLoop = FindFirstObjectByType<RoundGameLoopController>();
if (roundGameLoop == null || !roundGameLoop.IsSpawned)
return;
roundGameLoop.PhaseChanged += HandleRoundPhaseChanged;
roundEventsBound = true;
}
private void UnbindRoundEvents()
{
if (!roundEventsBound || roundGameLoop == null)
return;
roundGameLoop.PhaseChanged -= HandleRoundPhaseChanged;
roundEventsBound = false;
}
private void HandleRoundPhaseChanged(RoundPhase phase)
{
if (IsServer && phase == RoundPhase.WorkInProgress && !waveIsActive)
StartNextWaveOnServer();
}
private void HandleTargetListChanged(NetworkListEvent<MapTargetNetworkState> _) =>
targetController?.ApplyNetworkTargets(CreateTargetSnapshot(), currentWave.Value);
private void HandleRadarListChanged(NetworkListEvent<Vector2> _) =>
radarController?.ApplyRadarMarks(CreateRadarSnapshot());
private void HandleCrosshairChanged(Vector2 _, Vector2 current) =>
crosshair?.SetCoordinates(current);
private void HandleWaveChanged(int _, int current)
{
targetController?.ApplyNetworkTargets(CreateTargetSnapshot(), current);
WaveStarted?.Invoke(current);
waveStarted?.Invoke(current);
}
private void HandleRadarReadyAtChanged(double _, double __)
{
if (radarController != null)
radarController.SetCooldownRemaining((float)RadarCooldownRemaining);
}
private void HandleShotResultChanged(MapShotResultState previous, MapShotResultState current)
{
if (current.Sequence == 0 || current.Sequence == previous.Sequence)
return;
ShotResolved?.Invoke(current);
shotResolved?.Invoke(current.Hit);
}
private void HandleResolvedSequenceChanged(uint previous, uint current)
{
if (current == previous)
return;
AllTargetsResolved?.Invoke();
allTargetsResolved?.Invoke();
}
private void HandleDestroyedSequenceChanged(uint previous, uint current)
{
if (current == previous)
return;
AllTargetsDestroyed?.Invoke();
allTargetsDestroyed?.Invoke();
}
private MapTargetNetworkState[] CreateTargetSnapshot()
{
MapTargetNetworkState[] snapshot = new MapTargetNetworkState[activeTargets.Count];
for (int index = 0; index < snapshot.Length; index++)
snapshot[index] = activeTargets[index];
return snapshot;
}
private Vector2[] CreateRadarSnapshot()
{
Vector2[] snapshot = new Vector2[radarMarks.Count];
for (int index = 0; index < snapshot.Length; index++)
snapshot[index] = radarMarks[index];
return snapshot;
}
}