This commit is contained in:
2026-08-21 17:59:13 +03:00
parent b98901c366
commit f6a7547e84
951 changed files with 909007 additions and 70938 deletions
@@ -0,0 +1,22 @@
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%TAG !u! tag:unity3d.com,2011:
--- !u!114 &11400000
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m_Script: {fileID: 11500000, guid: 1dfcdffb89f04cd468e4f8386b4f67e8, type: 3}
m_Name: MapEnemyBalance
m_EditorClassIdentifier:
targetsPerWave: 5
simulationStep: 0.1
minimumSpawnDistanceFromBase: 8.35
spawnPositionAttempts: 32
movementSpeedMultiplier: 0.5
attackDelayMultiplier: 1.5
healthMultiplier: 1
baseDamageMultiplier: 1
@@ -0,0 +1,8 @@
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@@ -7,6 +7,8 @@ public static class MapRadarNetworkSetup
{
private const string LeverPrefabPath =
"Assets/CONTENT/Game/Prefabs/Interaction/PhysicalLever.prefab";
private const string EnemyBalancePath =
"Assets/CONTENT/FEATURES/MapRadar/Configs/MapEnemyBalance.asset";
[MenuItem("FORT-BO/Map Radar/Configure Network Prototype")]
public static void ConfigureNetworkPrototype()
@@ -31,6 +33,7 @@ public static class MapRadarNetworkSetup
GetOrAdd<NetworkObject>(mapController.gameObject);
NetworkBaseHealth baseHealth = GetOrAdd<NetworkBaseHealth>(mapController.gameObject);
MapControlBinder binder = GetOrAdd<MapControlBinder>(mapController.gameObject);
MapEnemyBalanceConfig enemyBalance = GetOrCreateEnemyBalance();
Transform controlsRoot = GetOrCreateChild(
mapController.transform.root,
@@ -62,6 +65,7 @@ public static class MapRadarNetworkSetup
SetObject(map, "roundGameLoop",
Object.FindFirstObjectByType<RoundGameLoopController>());
SetObject(map, "baseHealth", baseHealth);
SetObject(map, "enemyBalance", enemyBalance);
map.ApplyModifiedPropertiesWithoutUndo();
SerializedObject binding = new(binder);
@@ -82,10 +86,24 @@ public static class MapRadarNetworkSetup
Debug.Log(
"[Map] Network prototype configured: X/Y wheels, fire lever, " +
"scan button and base health are connected.",
"scan button, enemy balance and base health are connected.",
mapController);
}
private static MapEnemyBalanceConfig GetOrCreateEnemyBalance()
{
MapEnemyBalanceConfig config =
AssetDatabase.LoadAssetAtPath<MapEnemyBalanceConfig>(EnemyBalancePath);
if (config != null)
return config;
config = ScriptableObject.CreateInstance<MapEnemyBalanceConfig>();
AssetDatabase.CreateAsset(config, EnemyBalancePath);
EditorUtility.SetDirty(config);
AssetDatabase.SaveAssets();
return config;
}
private static NetworkPhysicalWheelInteractable CreateWheel(
Transform parent,
string name,
@@ -9,12 +9,35 @@ public sealed class MapControlBinder : MonoBehaviour
[SerializeField] private NetworkPhysicalLeverInteractable fireLever;
[SerializeField] private NetworkButtonInteractable scanButton;
private bool controlsBound;
private bool initialValuesApplied;
private void Reset() => mapController = GetComponent<MapController>();
private void OnEnable()
private void OnEnable() => TryBindControls();
private void OnDisable() => UnbindControls();
private void Update()
{
TryBindControls();
if (!controlsBound || initialValuesApplied ||
horizontalWheel == null || verticalWheel == null)
{
return;
}
initialValuesApplied = true;
HandleHorizontalChanged(horizontalWheel.NormalizedValue);
HandleVerticalChanged(verticalWheel.NormalizedValue);
}
private void TryBindControls()
{
if (controlsBound || !AreNetworkObjectsReady())
return;
if (horizontalWheel != null)
horizontalWheel.ValueChanged += HandleHorizontalChanged;
if (verticalWheel != null)
@@ -23,10 +46,15 @@ public sealed class MapControlBinder : MonoBehaviour
fireLever.StateChanged += HandleFireChanged;
if (scanButton != null)
scanButton.Pressed += HandleScanPressed;
controlsBound = true;
}
private void OnDisable()
private void UnbindControls()
{
if (!controlsBound)
return;
if (horizontalWheel != null)
horizontalWheel.ValueChanged -= HandleHorizontalChanged;
if (verticalWheel != null)
@@ -35,20 +63,18 @@ public sealed class MapControlBinder : MonoBehaviour
fireLever.StateChanged -= HandleFireChanged;
if (scanButton != null)
scanButton.Pressed -= HandleScanPressed;
controlsBound = false;
initialValuesApplied = false;
}
private void Update()
private bool AreNetworkObjectsReady()
{
if (initialValuesApplied || mapController == null || !mapController.IsSpawned ||
horizontalWheel == null || verticalWheel == null ||
!horizontalWheel.IsSpawned || !verticalWheel.IsSpawned)
{
return;
}
initialValuesApplied = true;
HandleHorizontalChanged(horizontalWheel.NormalizedValue);
HandleVerticalChanged(verticalWheel.NormalizedValue);
return mapController != null && mapController.IsSpawned &&
(horizontalWheel == null || horizontalWheel.IsSpawned) &&
(verticalWheel == null || verticalWheel.IsSpawned) &&
(fireLever == null || fireLever.IsSpawned) &&
(scanButton == null || scanButton.IsSpawned);
}
private void HandleHorizontalChanged(float value) =>
+125 -39
View File
@@ -14,11 +14,11 @@ public sealed class MapController : NetworkBehaviour
[SerializeField] private MapPlayer mapPlayer;
[SerializeField] private RoundGameLoopController roundGameLoop;
[SerializeField] private NetworkBaseHealth baseHealth;
[SerializeField] private MapEnemyBalanceConfig enemyBalance;
[Header("Target System")]
[SerializeField] private MapTargetController targetController;
[SerializeField] private Transform targetParent;
[SerializeField, Min(0.02f)] private float simulationStep = 0.1f;
[Header("Radar System")]
[SerializeField] private MapRadarController radarController;
@@ -30,11 +30,12 @@ public sealed class MapController : NetworkBehaviour
[SerializeField] private Transform relayY;
[SerializeField] private Transform crosshairVisual;
[Header("Pseudo Shot")]
[Header("Shot Rules")]
[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;
[FormerlySerializedAs("ignoreMissileTypeForPrototype")]
[SerializeField] private bool ignoreMissileTypeRequirements = true;
[Header("Network Events")]
[SerializeField] private UnityEvent<int> waveStarted;
@@ -42,6 +43,9 @@ public sealed class MapController : NetworkBehaviour
[SerializeField] private UnityEvent allTargetsResolved;
[SerializeField] private UnityEvent allTargetsDestroyed;
[Header("Shot Presentation")]
[SerializeField] private MapImpactMarkerView impactMarkerView;
private readonly NetworkVariable<Vector2> crosshairCoordinates = new(
new Vector2(5f, 5f), NetworkVariableReadPermission.Everyone,
NetworkVariableWritePermission.Server);
@@ -77,6 +81,10 @@ public sealed class MapController : NetworkBehaviour
public int CurrentWave => currentWave.Value;
public int ActiveTargetCount => activeTargets.Count;
public bool WaveIsActive => waveIsActive;
public MapEnemyBalanceConfig EnemyBalance => enemyBalance;
public float HitRadius => hitRadius;
public int ShotDamage => shotDamage;
public bool IgnoreMissileTypeRequirements => ignoreMissileTypeRequirements;
public double RadarCooldownRemaining => IsSpawned && NetworkManager != null
? Math.Max(0d, radarReadyAt.Value - NetworkManager.ServerTime.Time)
: 0d;
@@ -90,7 +98,6 @@ public sealed class MapController : NetworkBehaviour
private void OnValidate()
{
simulationStep = Mathf.Max(0.02f, simulationStep);
hitRadius = Mathf.Max(0.01f, hitRadius);
shotDamage = Mathf.Max(1, shotDamage);
}
@@ -143,11 +150,12 @@ public sealed class MapController : NetworkBehaviour
if (!IsServer || !IsSpawned || !waveIsActive)
return;
float step = enemyBalance != null ? enemyBalance.SimulationStep : 0.1f;
simulationAccumulator += Time.deltaTime;
while (simulationAccumulator >= simulationStep)
while (simulationAccumulator >= step)
{
simulationAccumulator -= simulationStep;
SimulateTargets(simulationStep);
simulationAccumulator -= step;
SimulateTargets(step);
}
}
@@ -176,11 +184,20 @@ public sealed class MapController : NetworkBehaviour
if (!IsSpawned)
return;
if (IsServer)
ResolvePseudoShotOnServer();
ResolveShotOnServer(pseudoMissileType, ignoreMissileTypeRequirements);
else
RequestPseudoFireRpc();
}
public bool RequestShot(MissileType missileType)
{
if (!IsSpawned || !IsServer || missileType == MissileType.None)
return false;
ResolveShotOnServer(missileType, ignoreMissileTypeRequirements);
return true;
}
public void RequestRadarScan()
{
if (!IsSpawned)
@@ -224,7 +241,8 @@ public sealed class MapController : NetworkBehaviour
private void SetCrosshairCoordinatesRpc(Vector2 coordinates) =>
SetCrosshairCoordinatesOnServer(coordinates);
[Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Everyone)]
private void RequestPseudoFireRpc() => ResolvePseudoShotOnServer();
private void RequestPseudoFireRpc() =>
ResolveShotOnServer(pseudoMissileType, ignoreMissileTypeRequirements);
[Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Everyone)]
private void RequestRadarScanRpc() => ScanRadarOnServer();
[Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Everyone)]
@@ -253,10 +271,12 @@ public sealed class MapController : NetworkBehaviour
private bool StartNextWaveOnServer()
{
if (!IsServer || targetController == null ||
if (!IsServer || targetController == null || enemyBalance == null ||
!targetController.HasValidConfiguration())
{
Debug.LogWarning("[Map] Cannot start target wave: map or target configs are incomplete.", this);
Debug.LogWarning(
"[Map] Cannot start target wave: map, enemy balance or target configs are incomplete.",
this);
return false;
}
@@ -268,19 +288,18 @@ public sealed class MapController : NetworkBehaviour
waveIsActive = true;
simulationAccumulator = 0f;
for (int index = 0; index < targetController.TargetsPerWave; index++)
for (int index = 0; index < enemyBalance.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));
Vector2 coordinates = CreateSpawnCoordinates();
activeTargets.Add(new MapTargetNetworkState(
nextTargetId++, configIndex, coordinates,
config.Health, config.TimeBeforeAttack));
enemyBalance.GetHealth(config),
enemyBalance.GetAttackDelay(config)));
initialTargetCount++;
}
@@ -303,11 +322,12 @@ public sealed class MapController : NetworkBehaviour
}
bool isAirTarget = config.TargetPrefab is AirTarget;
if (isAirTarget && mapPlayer != null && config.MovementSpeed > 0f)
float movementSpeed = enemyBalance.GetMovementSpeed(config);
if (isAirTarget && mapPlayer != null && movementSpeed > 0f)
{
Vector2 destination = mapPlayer.MapCoordinates;
state.Coordinates = Vector2.MoveTowards(
state.Coordinates, destination, config.MovementSpeed * deltaTime);
state.Coordinates, destination, movementSpeed * deltaTime);
if (Vector2.Distance(state.Coordinates, destination) <= config.StoppingDistance)
{
ResolveEscapedTarget(index, state, config);
@@ -333,7 +353,9 @@ public sealed class MapController : NetworkBehaviour
private void ResolveEscapedTarget(int index, MapTargetNetworkState target, TargetConfig config)
{
int damage = config != null ? config.BaseDamage : 1;
int damage = enemyBalance != null
? enemyBalance.GetBaseDamage(config)
: config != null ? config.BaseDamage : 1;
escapedTargetCount++;
activeTargets.RemoveAt(index);
if (baseHealth != null)
@@ -341,11 +363,15 @@ public sealed class MapController : NetworkBehaviour
Debug.Log($"[Map] Target {target.TargetId} reached the base. Base damage: {damage}.", this);
}
private void ResolvePseudoShotOnServer()
private void ResolveShotOnServer(MissileType missileType, bool ignoreMissileType)
{
if (!IsServer || !waveIsActive)
{
PublishShotResult(false, -1, -1f);
PublishShotResult(
false, -1, crosshairCoordinates.Value, -1f, missileType);
Debug.Log(
$"[Map] MISS with {missileType}: there is no active target wave.",
this);
return;
}
@@ -365,36 +391,67 @@ public sealed class MapController : NetworkBehaviour
{
MapTargetNetworkState target = activeTargets[nearestIndex];
TargetConfig config = targetController.GetConfig(target.ConfigIndex);
bool missileMatches = ignoreMissileTypeForPrototype || config == null ||
bool missileMatches = ignoreMissileType || config == null ||
config.RequiredMissileType == MissileType.None ||
config.RequiredMissileType == pseudoMissileType;
if (missileMatches)
config.RequiredMissileType == missileType;
if (!missileMatches)
{
target.Health -= shotDamage;
if (target.Health <= 0)
activeTargets.RemoveAt(nearestIndex);
else
activeTargets[nearestIndex] = target;
PublishShotResult(true, target.TargetId, nearestDistance);
Debug.Log($"[Map] HIT target {target.TargetId} at {nearestDistance:0.00} map units.", this);
TryCompleteWaveOnServer();
PublishShotResult(
false, target.TargetId, crosshairCoordinates.Value,
nearestDistance, missileType);
Debug.Log(
$"[Map] MISS target {target.TargetId}: {missileType} does not " +
$"match required {config.RequiredMissileType}. Distance " +
$"{nearestDistance:0.00} is inside hit radius {hitRadius:0.00}.",
this);
return;
}
target.Health -= shotDamage;
if (target.Health <= 0)
activeTargets.RemoveAt(nearestIndex);
else
activeTargets[nearestIndex] = target;
PublishShotResult(
true, target.TargetId, target.Coordinates,
nearestDistance, missileType);
Debug.Log(
$"[Map] HIT target {target.TargetId} with {missileType} " +
$"at {nearestDistance:0.00} map units. Damage: {shotDamage}.",
this);
TryCompleteWaveOnServer();
return;
}
int missedTargetId = nearestIndex >= 0 ? activeTargets[nearestIndex].TargetId : -1;
PublishShotResult(false, missedTargetId, nearestDistance);
float printedDistance = float.IsPositiveInfinity(nearestDistance) ? -1f : nearestDistance;
Debug.Log($"[Map] MISS at {crosshairCoordinates.Value}. Nearest distance: {printedDistance:0.00}.", this);
PublishShotResult(
false, missedTargetId, crosshairCoordinates.Value,
nearestDistance, missileType);
if (nearestIndex < 0)
{
Debug.Log($"[Map] MISS with {missileType}: no active targets.", this);
return;
}
Debug.Log(
$"[Map] MISS target {activeTargets[nearestIndex].TargetId}: distance " +
$"{nearestDistance:0.00} exceeds hit radius {hitRadius:0.00}.",
this);
}
private void PublishShotResult(bool hit, int targetId, float distance)
private void PublishShotResult(
bool hit,
int targetId,
Vector2 coordinates,
float distance,
MissileType missileType)
{
lastShotResult.Value = new MapShotResultState(
lastShotResult.Value.Sequence + 1, hit, targetId,
crosshairCoordinates.Value,
float.IsPositiveInfinity(distance) ? -1f : distance);
coordinates,
float.IsPositiveInfinity(distance) ? -1f : distance,
missileType);
}
private void ScanRadarOnServer()
@@ -428,11 +485,39 @@ public sealed class MapController : NetworkBehaviour
$"escaped: {escapedTargetCount}.", this);
}
private Vector2 CreateSpawnCoordinates()
{
Vector2 baseCoordinates = mapPlayer != null
? mapPlayer.MapCoordinates
: new Vector2(5f, 5f);
Vector2 farthestCandidate = Vector2.zero;
float farthestDistance = -1f;
for (int attempt = 0; attempt < enemyBalance.SpawnPositionAttempts; attempt++)
{
Vector2 candidate = new(
UnityEngine.Random.Range(0f, MapCoordinateSystem.CoordinateMaximum),
UnityEngine.Random.Range(0f, MapCoordinateSystem.CoordinateMaximum));
float distance = Vector2.Distance(candidate, baseCoordinates);
if (distance >= enemyBalance.MinimumSpawnDistanceFromBase)
return candidate;
if (distance > farthestDistance)
{
farthestDistance = distance;
farthestCandidate = candidate;
}
}
return farthestCandidate;
}
private void ConfigurePresentation()
{
mapPlayer?.Configure(coordinateSystem);
targetController?.Configure(coordinateSystem, targetParent, mapPlayer);
radarController?.Configure(coordinateSystem, radarMarkPrefab);
impactMarkerView?.Configure(coordinateSystem);
crosshair?.Configure(
coordinateSystem, relayX, relayY, crosshairVisual, targetController);
}
@@ -498,6 +583,7 @@ public sealed class MapController : NetworkBehaviour
return;
ShotResolved?.Invoke(current);
shotResolved?.Invoke(current.Hit);
impactMarkerView?.Show(current);
}
private void HandleResolvedSequenceChanged(uint previous, uint current)
@@ -0,0 +1,63 @@
using UnityEngine;
[CreateAssetMenu(
fileName = "MapEnemyBalance",
menuName = "Map Radar/Enemy Balance Config")]
public sealed class MapEnemyBalanceConfig : ScriptableObject
{
[Header("Wave")]
[SerializeField, Min(0)] private int targetsPerWave = 5;
[SerializeField, Min(0.02f)] private float simulationStep = 0.1f;
[Header("Spawn")]
[SerializeField, Range(0f, MapCoordinateSystem.CoordinateMaximum)]
private float minimumSpawnDistanceFromBase = 5f;
[SerializeField, Range(1, 128)] private int spawnPositionAttempts = 32;
[Header("Global Balance Multipliers")]
[SerializeField, Min(0f)] private float movementSpeedMultiplier = 0.5f;
[SerializeField, Min(0f)] private float attackDelayMultiplier = 1.5f;
[SerializeField, Min(0.01f)] private float healthMultiplier = 1f;
[SerializeField, Min(0f)] private float baseDamageMultiplier = 1f;
public int TargetsPerWave => Mathf.Max(0, targetsPerWave);
public float SimulationStep => Mathf.Max(0.02f, simulationStep);
public float MinimumSpawnDistanceFromBase => Mathf.Clamp(
minimumSpawnDistanceFromBase,
0f,
MapCoordinateSystem.CoordinateMaximum);
public int SpawnPositionAttempts => Mathf.Clamp(spawnPositionAttempts, 1, 128);
public float MovementSpeedMultiplier => Mathf.Max(0f, movementSpeedMultiplier);
public float AttackDelayMultiplier => Mathf.Max(0f, attackDelayMultiplier);
public float HealthMultiplier => Mathf.Max(0.01f, healthMultiplier);
public float BaseDamageMultiplier => Mathf.Max(0f, baseDamageMultiplier);
public float GetMovementSpeed(TargetConfig target) =>
target != null ? target.MovementSpeed * MovementSpeedMultiplier : 0f;
public float GetAttackDelay(TargetConfig target) =>
target != null ? target.TimeBeforeAttack * AttackDelayMultiplier : 0f;
public int GetHealth(TargetConfig target) => target != null
? Mathf.Max(1, Mathf.RoundToInt(target.Health * HealthMultiplier))
: 1;
public int GetBaseDamage(TargetConfig target) => target != null
? Mathf.Max(0, Mathf.RoundToInt(target.BaseDamage * BaseDamageMultiplier))
: 1;
private void OnValidate()
{
targetsPerWave = Mathf.Max(0, targetsPerWave);
simulationStep = Mathf.Max(0.02f, simulationStep);
minimumSpawnDistanceFromBase = Mathf.Clamp(
minimumSpawnDistanceFromBase,
0f,
MapCoordinateSystem.CoordinateMaximum);
spawnPositionAttempts = Mathf.Clamp(spawnPositionAttempts, 1, 128);
movementSpeedMultiplier = Mathf.Max(0f, movementSpeedMultiplier);
attackDelayMultiplier = Mathf.Max(0f, attackDelayMultiplier);
healthMultiplier = Mathf.Max(0.01f, healthMultiplier);
baseDamageMultiplier = Mathf.Max(0f, baseDamageMultiplier);
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 1dfcdffb89f04cd468e4f8386b4f67e8
@@ -0,0 +1,76 @@
using System.Collections;
using UnityEngine;
using UnityEngine.Events;
[DisallowMultipleComponent]
public sealed class MapImpactMarkerView : MonoBehaviour
{
[SerializeField] private MapCoordinateSystem coordinateSystem;
[SerializeField, Min(0.01f)] private float markerLength = 0.35f;
[SerializeField, Min(0.005f)] private float markerThickness = 0.035f;
[SerializeField, Min(0f)] private float surfaceOffset = 0.025f;
[SerializeField, Min(0.1f)] private float lifetime = 5f;
[SerializeField] private Color hitColor = new(1f, 0.1f, 0.05f, 1f);
[SerializeField] private Color missColor = new(1f, 0.75f, 0f, 1f);
[SerializeField] private bool showMisses = true;
[SerializeField] private UnityEvent hitMarked;
[SerializeField] private UnityEvent missMarked;
public void Configure(MapCoordinateSystem coordinates) => coordinateSystem = coordinates;
public void Show(MapShotResultState result)
{
if (coordinateSystem == null || (!result.Hit && !showMisses))
return;
CreateMarker(result.Coordinates, result.Hit ? hitColor : missColor);
if (result.Hit)
hitMarked?.Invoke();
else
missMarked?.Invoke();
}
private void CreateMarker(Vector2 coordinates, Color color)
{
Vector3 horizontal = coordinateSystem.BottomRight.position -
coordinateSystem.BottomLeft.position;
Vector3 vertical = coordinateSystem.TopLeft.position -
coordinateSystem.BottomLeft.position;
Vector3 normal = Vector3.Cross(horizontal, vertical).normalized;
if (normal.sqrMagnitude < 0.5f)
normal = transform.forward;
GameObject marker = new($"Impact {coordinates.x:0.0}, {coordinates.y:0.0}");
marker.transform.SetParent(transform, true);
marker.transform.SetPositionAndRotation(
coordinateSystem.CoordinatesToWorldPosition(coordinates) + normal * surfaceOffset,
Quaternion.LookRotation(normal, vertical.normalized));
CreateBar(marker.transform, 45f, color);
CreateBar(marker.transform, -45f, color);
StartCoroutine(DestroyAfterLifetime(marker));
}
private void CreateBar(Transform parent, float angle, Color color)
{
GameObject bar = GameObject.CreatePrimitive(PrimitiveType.Cube);
bar.name = "Marker Bar";
bar.transform.SetParent(parent, false);
bar.transform.localRotation = Quaternion.Euler(0f, 0f, angle);
bar.transform.localScale = new Vector3(
markerLength, markerThickness, markerThickness);
Collider collider = bar.GetComponent<Collider>();
if (collider != null)
Destroy(collider);
Renderer renderer = bar.GetComponent<Renderer>();
if (renderer != null)
renderer.material.color = color;
}
private IEnumerator DestroyAfterLifetime(GameObject marker)
{
yield return new WaitForSeconds(lifetime);
if (marker != null)
Destroy(marker);
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 0b3852b847aa89b48b9d38476e56250e
@@ -5,8 +5,7 @@ using UnityEngine;
[DisallowMultipleComponent]
public sealed class MapTargetController : MonoBehaviour
{
[Header("Wave Settings")]
[SerializeField, Min(0)] private int targetsPerWave = 5;
[Header("Target Types")]
[SerializeField] private TargetConfig[] randomTargetConfigs = Array.Empty<TargetConfig>();
[SerializeField] private bool showLiveTargetVisuals;
@@ -24,11 +23,9 @@ public sealed class MapTargetController : MonoBehaviour
public IReadOnlyList<MapTarget> Targets => currentWaveTargets;
public IReadOnlyList<TargetConfig> TargetConfigs => randomTargetConfigs;
public int CurrentWave => currentWave;
public int TargetsPerWave => targetsPerWave;
private void OnValidate()
{
targetsPerWave = Mathf.Max(0, targetsPerWave);
currentWave = Mathf.Max(0, currentWave);
}
@@ -51,19 +51,22 @@ public struct MapShotResultState : INetworkSerializable,
public int TargetId;
public Vector2 Coordinates;
public float Distance;
public MissileType MissileType;
public MapShotResultState(
uint sequence,
bool hit,
int targetId,
Vector2 coordinates,
float distance)
float distance,
MissileType missileType)
{
Sequence = sequence;
Hit = hit;
TargetId = targetId;
Coordinates = coordinates;
Distance = distance;
MissileType = missileType;
}
public void NetworkSerialize<T>(BufferSerializer<T> serializer)
@@ -74,10 +77,11 @@ public struct MapShotResultState : INetworkSerializable,
serializer.SerializeValue(ref TargetId);
serializer.SerializeValue(ref Coordinates);
serializer.SerializeValue(ref Distance);
serializer.SerializeValue(ref MissileType);
}
public bool Equals(MapShotResultState other) =>
Sequence == other.Sequence && Hit == other.Hit &&
TargetId == other.TargetId && Coordinates == other.Coordinates &&
Distance.Equals(other.Distance);
Distance.Equals(other.Distance) && MissileType == other.MissileType;
}