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0052b0d98e
| Author | SHA1 | Date | |
|---|---|---|---|
| 0052b0d98e | |||
| 3657b870d8 | |||
| c9e923975d | |||
| f5de33eac2 | |||
| faa061cced |
+21
-7
@@ -171,14 +171,28 @@ World objects (pickables, harvestables) are **not** NetworkObjects. They use the
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||||
owns a synced set of inactive ids + server-side authority (health, loot, drops) via RPC.
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||||
Add new harvestable/pickable-like world state here, not as per-object NetworkObjects.
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||||
`ItemData` cannot cross the wire — map items to ids through `ItemDatabase`
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||||
(**Tools ▸ Ashwild ▸ Rebuild Item Database** after adding items). `BuildRegistry` +
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`BuildableDatabase` mirror this for placed structures (which also accumulate to high counts).
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(**Tools ▸ Ashwild ▸ Rebuild Item Database** after adding items).
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||||
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||||
This "no NetworkObjects" rule targets **high-count** world state (thousands of scatter objects,
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||||
hundreds of builds) — making those NetworkObjects would flood the network. It is **not** absolute:
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||||
a **transient, low-count** object that moves and needs smooth replication — the build ghost, one
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||||
per player — is the case where a real **NetworkObject + client-authoritative NetworkTransform**
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||||
is the better tool, and `BuildRegistry` spawns it as such. Pick by count and lifetime, not dogma.
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||||
**Placed structures are the deliberate exception — they ARE NetworkObjects.** `BuildRegistry` spawns
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||||
every committed build server-side (`ServerManager.Spawn`) and each one carries its own state on its
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||||
own `BuiltStructure`. This used to be a data registry (a `SyncList` of pose records each client
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||||
instantiated locally), and it was changed on purpose: the records never saved the GameObjects — those
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were instantiated locally anyway, so memory, colliders and draw calls were identical — they only saved
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FishNet's per-object bookkeeping, and they forced a **second, incompatible mechanism** for any build
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with real state (chests, cooking stations). One mechanism for walls, chests and campfires alike is
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worth the bookkeeping at co-op base scale. Buildables still cross the wire as ids through
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`BuildableDatabase`.
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||||
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This "no NetworkObjects" rule targets genuinely **high-count, stateless** world state — the thousands
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of scatter objects — where a per-object NetworkObject buys nothing. It is **not** a blanket ban, and
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two cases deliberately go the other way:
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- **Placed structures** (hundreds, and many of them stateful) — server-spawned NetworkObjects, see above.
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- **The build ghost** (transient, one per player, moves every frame) — a NetworkObject with a
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client-authoritative NetworkTransform, spawned by `BuildRegistry`.
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Pick by **state and count together**, not by count alone: the moment an object needs its own
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replicated state, a data registry means hand-rolling what FishNet already does per object.
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### Shared interactables (cooking stations, future chests/benches)
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+124
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using Ashwild.Inventory;
|
||||
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namespace Ashwild.Building
|
||||
{
|
||||
/// <summary>
|
||||
/// One resource line of a buildable's price: an authored item and how many of it a single
|
||||
/// placement consumes. Mirrors CraftingIngredient — plain authoring data, no behaviour.
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/// </summary>
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{
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public ItemData item;
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using UnityEngine;
|
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|
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namespace Ashwild.Building
|
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{
|
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/// <summary>
|
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/// Lightweight, data-agnostic view payload for one line of a build's cost, handed to the crosshair
|
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/// so it can render the price without ever touching BuildableData/ItemData. Carries the icon, how
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||||
/// many the local player currently holds, the required amount, and whether the line is affordable —
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/// the manager decides the numbers, the view just renders "owned / required" and colours it.
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/// </summary>
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public readonly struct BuildCostView
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{
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public readonly Sprite Icon;
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public readonly int Owned;
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public readonly int Amount;
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public readonly bool Affordable;
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public BuildCostView(Sprite icon, int owned, int amount, bool affordable)
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{
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Icon = icon;
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Owned = owned;
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Amount = amount;
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namespace Ashwild.Building
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{
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/// <summary>
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/// Placement validity for a build ghost. Each frame BuildManager calls Evaluate with the
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/// obstruction mask it owns (configured in one place, not per ghost prefab), which box-overlaps
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/// the ghost's footprint against those layers (other structures, props, players — never the
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/// ground it rests on) and shows the result by adding a valid or invalid overlay material on top
|
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/// of each renderer's base materials (not by tinting them). BuildManager reads <see cref="IsValid"/>
|
||||
/// to allow or block the build. The footprint collider is only a bounds source: the overlap test
|
||||
/// reads its dimensions directly rather than relying on physics contacts.
|
||||
/// Why a placement is or is not allowed. Produced in one place (BuildManager.EvaluatePlacement) and
|
||||
/// consumed by both the ghost's look and the confirm gate, so the preview can never disagree with
|
||||
/// what pressing the button actually does — the two used to be decided separately and could drift.
|
||||
///
|
||||
/// Splitting the failure into distinct reasons is the point: a single "invalid" state left the
|
||||
/// player staring at a red ghost with no way to tell a blocked spot from an unpayable one.
|
||||
/// </summary>
|
||||
public enum PlacementVerdict
|
||||
{
|
||||
/// <summary>Buildable here, right now.</summary>
|
||||
Valid,
|
||||
|
||||
/// <summary>The footprint overlaps something on the obstruction layers.</summary>
|
||||
Blocked,
|
||||
|
||||
/// <summary>The structure requires a socket connection (PlacementSupport.SnapOnly) and has none.</summary>
|
||||
Unsupported,
|
||||
|
||||
/// <summary>The spot itself is fine, but the player cannot pay the cost.</summary>
|
||||
Unaffordable
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The visual state of a build ghost — a pure view over a <see cref="PlacementVerdict"/>.
|
||||
///
|
||||
/// It decides nothing: BuildManager owns the layer masks, runs the obstruction query and produces
|
||||
/// the verdict, then hands it here to be rendered. (It used to run the overlap itself using a mask
|
||||
/// passed in from outside, which mixed deciding with displaying and put the physics query away from
|
||||
/// the data that configures it.)
|
||||
///
|
||||
/// The look is applied by ADDING an overlay material on top of each renderer's authored materials
|
||||
/// rather than replacing them, so the model keeps its own look underneath the tint. The footprint
|
||||
/// BoxCollider is exposed purely as a bounds source — it stays disabled on the prefab, because the
|
||||
/// obstruction mask includes the layer the ghost itself sits on and an enabled collider would make
|
||||
/// the preview report itself as blocked.
|
||||
/// </summary>
|
||||
[DisallowMultipleComponent]
|
||||
public class BuildGhost : MonoBehaviour
|
||||
@@ -17,47 +45,54 @@ namespace Ashwild.Building
|
||||
#region Serialized Fields
|
||||
|
||||
[Header("Footprint")]
|
||||
[Tooltip("Box whose bounds define the volume tested for obstructions. Sized in the prefab.")]
|
||||
[Tooltip("Box whose bounds define the volume tested for obstructions. Sized in the prefab, and kept disabled — it is read as dimensions, never used for physics contacts.")]
|
||||
[SerializeField] private BoxCollider footprint;
|
||||
|
||||
[Header("Overlay Materials")]
|
||||
[Tooltip("Renderers the overlay is added onto. Auto-filled from children if left empty.")]
|
||||
[SerializeField] private Renderer[] renderers;
|
||||
|
||||
[Tooltip("Material added on top of the base ones when the spot is buildable (green).")]
|
||||
[Tooltip("Added on top of the base materials when the spot is buildable (green).")]
|
||||
[SerializeField] private Material validOverlay;
|
||||
|
||||
[Tooltip("Material added on top of the base ones when the spot is blocked (red).")]
|
||||
[Tooltip("Added for every reason the build is refused — blocked, unsupported or unaffordable.")]
|
||||
[SerializeField] private Material invalidOverlay;
|
||||
|
||||
#endregion
|
||||
|
||||
#region State
|
||||
|
||||
/// <summary>
|
||||
/// Whether the ghost is currently on a buildable spot (no obstruction overlap).
|
||||
/// </summary>
|
||||
public bool IsValid { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Each renderer's original materials, so the overlay can be appended without losing them.
|
||||
/// </summary>
|
||||
private Material[][] baseMaterials;
|
||||
|
||||
/// <summary>
|
||||
/// The validity reflected by the currently applied overlay, so we only swap on a real change.
|
||||
/// The overlay currently applied, so we only rebuild the material lists when it actually changes.
|
||||
/// </summary>
|
||||
private bool lastValid;
|
||||
private Material lastOverlay;
|
||||
private bool overlayApplied;
|
||||
|
||||
private readonly Collider[] overlapResults = new Collider[8];
|
||||
#endregion
|
||||
|
||||
#region Public API
|
||||
|
||||
/// <summary>
|
||||
/// The footprint volume, for BuildManager to read its centre and size when testing obstructions.
|
||||
/// Null on a ghost authored without one, which BuildManager treats as "never obstructed".
|
||||
/// </summary>
|
||||
public BoxCollider Footprint => footprint;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Unity Lifecycle
|
||||
|
||||
/// <summary>
|
||||
/// Auto-collects renderers when none were assigned and caches their base materials.
|
||||
/// Auto-collects renderers when none were assigned, caches their base materials, then shows the
|
||||
/// valid overlay immediately so the ghost reads as a semi-transparent preview from the very first
|
||||
/// frame — on every client, not just the owner. On a remote copy nobody runs the evaluation, so
|
||||
/// without this the ghost would sit in its opaque base materials until (and unless) a validity
|
||||
/// update lands; the owner's own evaluation overrides this on its next frame anyway.
|
||||
/// </summary>
|
||||
private void Awake()
|
||||
{
|
||||
@@ -67,53 +102,46 @@ namespace Ashwild.Building
|
||||
baseMaterials = new Material[renderers.Length][];
|
||||
for (int i = 0; i < renderers.Length; i++)
|
||||
baseMaterials[i] = renderers[i] != null ? renderers[i].sharedMaterials : new Material[0];
|
||||
|
||||
SetOverlay(validOverlay);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Public API
|
||||
#region Display
|
||||
|
||||
/// <summary>
|
||||
/// Re-tests the footprint against the obstruction layers (passed in by BuildManager, which
|
||||
/// owns the mask so it is configured in one place), swaps the overlay material when validity
|
||||
/// changed, and returns the result. A ghost with no footprint is always considered valid.
|
||||
/// Shows the look matching a verdict. The single entry point the owner drives every frame.
|
||||
/// Every refusal shares the one invalid material — the verdict still distinguishes the reasons for
|
||||
/// the confirm gate (and for anything that wants to surface them later), the preview just does not
|
||||
/// colour-code them.
|
||||
/// </summary>
|
||||
public bool Evaluate(LayerMask obstructionMask)
|
||||
{
|
||||
IsValid = !IsObstructed(obstructionMask);
|
||||
|
||||
if (!overlayApplied || IsValid != lastValid)
|
||||
{
|
||||
ApplyOverlay(IsValid ? validOverlay : invalidOverlay);
|
||||
lastValid = IsValid;
|
||||
overlayApplied = true;
|
||||
}
|
||||
|
||||
return IsValid;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Internal
|
||||
public void SetState(PlacementVerdict verdict)
|
||||
=> SetOverlay(verdict == PlacementVerdict.Valid ? validOverlay : invalidOverlay);
|
||||
|
||||
/// <summary>
|
||||
/// Box-overlaps the footprint against the obstruction layers, ignoring triggers.
|
||||
/// Applies the shared valid/blocked look on a remote copy from the placer's replicated spot
|
||||
/// validity (routed through BuildRegistry). Remotes only ever see these two states — the placer's
|
||||
/// private "unaffordable" and "unsupported" reasons are never sent — so a teammate sees green on
|
||||
/// a buildable spot and red otherwise, matching where the placer can actually build.
|
||||
/// </summary>
|
||||
private bool IsObstructed(LayerMask obstructionMask)
|
||||
public void SetRemoteValidity(bool valid) => SetOverlay(valid ? validOverlay : invalidOverlay);
|
||||
|
||||
/// <summary>
|
||||
/// Sets the current overlay, rebuilding the renderers' material lists only when it actually
|
||||
/// changes — the single funnel every state path goes through, so the change-guard stays in one place.
|
||||
/// </summary>
|
||||
private void SetOverlay(Material overlay)
|
||||
{
|
||||
if (footprint == null) return false;
|
||||
|
||||
Transform t = footprint.transform;
|
||||
Vector3 center = t.TransformPoint(footprint.center);
|
||||
Vector3 halfExtents = Vector3.Scale(footprint.size, t.lossyScale) * 0.5f;
|
||||
|
||||
int count = Physics.OverlapBoxNonAlloc(center, halfExtents, overlapResults, t.rotation, obstructionMask, QueryTriggerInteraction.Ignore);
|
||||
return count > 0;
|
||||
if (overlayApplied && overlay == lastOverlay) return;
|
||||
ApplyOverlay(overlay);
|
||||
lastOverlay = overlay;
|
||||
overlayApplied = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Rebuilds each renderer's material list as "base materials + overlay", so the overlay
|
||||
/// draws on top of the model instead of replacing it. Skips when no overlay is assigned.
|
||||
/// Rebuilds each renderer's material list as "base materials + overlay", so the overlay draws on
|
||||
/// top of the model instead of replacing it. Skips when no overlay is assigned.
|
||||
/// </summary>
|
||||
private void ApplyOverlay(Material overlay)
|
||||
{
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
using System.Collections.Generic;
|
||||
using FishNet.Object;
|
||||
using UnityEngine;
|
||||
using Ashwild.Inventory;
|
||||
using Ashwild.Player;
|
||||
|
||||
namespace Ashwild.Building
|
||||
@@ -51,6 +52,10 @@ namespace Ashwild.Building
|
||||
[Tooltip("Degrees the ghost yaws per scroll notch while placing.")]
|
||||
[SerializeField] private float rotationStep = 90f;
|
||||
|
||||
[Header("Placement Mode")]
|
||||
[Tooltip("Continuous build: after confirming a placement, immediately re-arm another ghost of the same structure (to chain walls/floors) instead of returning to idle. Off = place one at a time.")]
|
||||
[SerializeField] private bool continuousBuild = false;
|
||||
|
||||
[Header("Snapping")]
|
||||
[Tooltip("Radius around the aim in which a matching existing socket pulls the ghost in.")]
|
||||
[SerializeField] private float snapRadius = 1.25f;
|
||||
@@ -62,6 +67,20 @@ namespace Ashwild.Building
|
||||
[Tooltip("Layers that block a build (structures, props, players). Must NOT include the ground.")]
|
||||
[SerializeField] private LayerMask obstructionMask;
|
||||
|
||||
[Tooltip("Metres shaved off each side of the footprint before testing obstructions. Connected pieces meet exactly flush, so without a small inset every snapped build would report its own neighbour as blocking. Keep it well under the thinnest structure.")]
|
||||
[SerializeField] private float obstructionPadding = 0.03f;
|
||||
|
||||
[Header("Demolition")]
|
||||
[Tooltip("Layers the demolition aim can hit to target a committed structure. Narrow this to the structures' layer so walls, roofs, etc. are the only demolishable hits.")]
|
||||
[SerializeField] private LayerMask buildMask = ~0;
|
||||
|
||||
[Tooltip("Overlay material added on top of the aimed build while it is the demolition target (e.g. a translucent red 'about to break' pass). Should be a transparent/additive material since it draws over the model.")]
|
||||
[SerializeField] private Material demolitionMaterial;
|
||||
|
||||
[Header("Hammer Wear")]
|
||||
[Tooltip("Durability (uses) spent on the equipped hammer for each successful placement or demolition. Requires the hammer's ItemData to be uses-tracked (Has Uses + Max Uses). A depleted hammer blocks building/demolishing until repaired. Set to 0 for a hammer that never wears.")]
|
||||
[SerializeField] private int hammerUsesPerAction = 1;
|
||||
|
||||
#endregion
|
||||
|
||||
#region State
|
||||
@@ -86,19 +105,33 @@ namespace Ashwild.Building
|
||||
/// The live networked ghost we own and drive, or null while idle or awaiting its spawn.
|
||||
/// </summary>
|
||||
private GameObject ghost;
|
||||
private BuildGhost ghostValidity;
|
||||
private BuildGhost ghostView;
|
||||
private BuildSnapPoint[] ghostSnaps;
|
||||
|
||||
/// <summary>
|
||||
/// Whether the ghost's current pose came from a socket connection rather than the free/grid aim.
|
||||
/// Kept as state rather than recomputed because the pose and the validity check happen in two
|
||||
/// steps, and because a frame whose aim ray hits nothing leaves the ghost — and so its
|
||||
/// connection — exactly as it was.
|
||||
/// </summary>
|
||||
private bool ghostIsConnected;
|
||||
|
||||
/// <summary>
|
||||
/// The ghost's current yaw for grid placement, stepped by the scroll wheel.
|
||||
/// </summary>
|
||||
private float yaw;
|
||||
|
||||
/// <summary>
|
||||
/// The local player's aim transform (camera), resolved when the ghost is attached.
|
||||
/// The local player's aim transform (camera), resolved lazily and shared by placement and
|
||||
/// demolition.
|
||||
/// </summary>
|
||||
private Transform aim;
|
||||
|
||||
/// <summary>
|
||||
/// The committed build currently under the demolition aim, or null when none is targeted.
|
||||
/// </summary>
|
||||
private BuiltStructure demoTarget;
|
||||
|
||||
/// <summary>
|
||||
/// Frame the ghost was attached, so a click landing that frame never confirms instantly.
|
||||
/// </summary>
|
||||
@@ -110,7 +143,26 @@ namespace Ashwild.Building
|
||||
/// </summary>
|
||||
private int spawnToken;
|
||||
|
||||
/// <summary>
|
||||
/// Last spot validity pushed to teammates (-1 = none sent yet, 0 = invalid, 1 = valid), so the
|
||||
/// networked ghost overlay is only replicated when it actually flips — never every frame.
|
||||
/// </summary>
|
||||
private int lastSentValidity = -1;
|
||||
|
||||
private readonly Collider[] snapResults = new Collider[16];
|
||||
private readonly Collider[] obstructionResults = new Collider[8];
|
||||
|
||||
/// <summary>
|
||||
/// Floor for the padded half-extents, so a very thin piece (a floor slab a few centimetres deep)
|
||||
/// cannot have the inset collapse its footprint to zero — or invert it — and stop testing at all.
|
||||
/// </summary>
|
||||
private const float MinHalfExtent = 0.01f;
|
||||
|
||||
/// <summary>
|
||||
/// Reused buffer for the active build's cost lines, rebuilt and pushed to the crosshair each
|
||||
/// time the price or its affordability changes — so no per-refresh allocation.
|
||||
/// </summary>
|
||||
private readonly List<BuildCostView> costView = new List<BuildCostView>();
|
||||
|
||||
#endregion
|
||||
|
||||
@@ -139,8 +191,11 @@ namespace Ashwild.Building
|
||||
{
|
||||
PlayerEvents.BuildMenuOpenChanged += HandleMenuOpenChanged;
|
||||
PlayerEvents.AttackPressed += HandleConfirm;
|
||||
PlayerEvents.SecondaryUsePressed += HandleCancel;
|
||||
PlayerEvents.BuildCancelRequested += HandleCancel;
|
||||
PlayerEvents.HotbarScroll += HandleRotate;
|
||||
PlayerEvents.BuildRotatePressed += HandleRotateKey;
|
||||
PlayerEvents.DemolishModeChanged += HandleDemolishModeChanged;
|
||||
PlayerEvents.InventorySlotChanged += HandleInventoryChanged;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -150,23 +205,35 @@ namespace Ashwild.Building
|
||||
{
|
||||
PlayerEvents.BuildMenuOpenChanged -= HandleMenuOpenChanged;
|
||||
PlayerEvents.AttackPressed -= HandleConfirm;
|
||||
PlayerEvents.SecondaryUsePressed -= HandleCancel;
|
||||
PlayerEvents.BuildCancelRequested -= HandleCancel;
|
||||
PlayerEvents.HotbarScroll -= HandleRotate;
|
||||
PlayerEvents.BuildRotatePressed -= HandleRotateKey;
|
||||
PlayerEvents.DemolishModeChanged -= HandleDemolishModeChanged;
|
||||
PlayerEvents.InventorySlotChanged -= HandleInventoryChanged;
|
||||
|
||||
EndPlacement();
|
||||
ClearDemoTarget();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Drives the owned ghost along the aim each frame; frozen while input is locked (e.g. the
|
||||
/// menu was reopened over an active placement).
|
||||
/// Each frame, in exactly one mode: in demolition mode it tracks which build the player aims
|
||||
/// at; otherwise it drives the owned ghost along the aim. Both are frozen while input is locked
|
||||
/// (e.g. the menu reopened over a placement), and leaving demolition mode clears the target.
|
||||
/// </summary>
|
||||
private void Update()
|
||||
{
|
||||
if (PlayerEvents.IsDemolishing && !PlayerEvents.InputLocked)
|
||||
{
|
||||
UpdateDemolitionTarget();
|
||||
return;
|
||||
}
|
||||
ClearDemoTarget();
|
||||
|
||||
if (ghost == null) return;
|
||||
if (PlayerEvents.InputLocked) return;
|
||||
|
||||
UpdateGhostPose();
|
||||
if (ghostValidity != null) ghostValidity.Evaluate(obstructionMask);
|
||||
EvaluateGhost();
|
||||
}
|
||||
|
||||
#endregion
|
||||
@@ -241,6 +308,7 @@ namespace Ashwild.Building
|
||||
|
||||
PlayerEvents.RaiseBuildMenuToggleRequested();
|
||||
PlayerEvents.RaiseBuildPlacingChanged(true);
|
||||
PublishCostView();
|
||||
BuildRegistry.Instance.RequestSpawnGhost(id, token);
|
||||
}
|
||||
|
||||
@@ -266,36 +334,140 @@ namespace Ashwild.Building
|
||||
}
|
||||
|
||||
ghost = go;
|
||||
ghostValidity = go.GetComponentInChildren<BuildGhost>(true);
|
||||
ghostView = go.GetComponentInChildren<BuildGhost>(true);
|
||||
ghostSnaps = go.GetComponentsInChildren<BuildSnapPoint>(true);
|
||||
aim = aimCamera != null ? aimCamera.transform : (Camera.main != null ? Camera.main.transform : null);
|
||||
if (aim == null)
|
||||
Debug.LogError("[BuildManager] Pas de caméra d'aim (Camera.main introuvable — la caméra du joueur est-elle taguée MainCamera ?).", this);
|
||||
ResolveAim();
|
||||
|
||||
lastSentValidity = -1;
|
||||
ghostIsConnected = false;
|
||||
placementBeganFrame = Time.frameCount;
|
||||
UpdateGhostPose();
|
||||
if (ghostValidity != null) ghostValidity.Evaluate(obstructionMask);
|
||||
EvaluateGhost();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Left-click: commits the ghost's pose to the registry (spawned for everyone) and ends the
|
||||
/// placement. Blocked on an invalid spot and on the very frame the ghost was attached.
|
||||
/// Pushes the current verdict into the ghost's look each frame. No-op when no ghost is live.
|
||||
/// </summary>
|
||||
private void EvaluateGhost()
|
||||
{
|
||||
if (ghostView == null) return;
|
||||
|
||||
PlacementVerdict verdict = EvaluatePlacement();
|
||||
ghostView.SetState(verdict);
|
||||
ReplicateValidity(verdict == PlacementVerdict.Valid);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The single answer to "can the active structure be committed at the ghost's current pose?",
|
||||
/// used both to tint the preview and to gate the confirm — so what the player sees and what the
|
||||
/// button does can never disagree. It is recomputed on demand rather than cached, since a cached
|
||||
/// verdict would be one frame stale depending on the input/Update order.
|
||||
///
|
||||
/// The reasons are tested most-spatial first: a structure that needs a connection and has none is
|
||||
/// reported before an obstruction, and both before affordability, so the player is always told
|
||||
/// about the problem that moving the mouse can actually fix.
|
||||
///
|
||||
/// A CONNECTED ghost skips the obstruction test entirely: the socket already decided where the
|
||||
/// piece belongs, and real modular geometry interpenetrates far more than any tolerance can absorb
|
||||
/// (a wall's head runs up into the ceiling it supports, a frame overlaps the slab it sits in).
|
||||
/// Shrinking the footprint was tried and is not enough — the only rule that holds is that an
|
||||
/// authored connection IS the validity check. Free placement still tests obstructions normally,
|
||||
/// so the padding below continues to matter there.
|
||||
/// </summary>
|
||||
private PlacementVerdict EvaluatePlacement()
|
||||
{
|
||||
if (active == null) return PlacementVerdict.Blocked;
|
||||
|
||||
if (active.Support == PlacementSupport.SnapOnly && !ghostIsConnected)
|
||||
return PlacementVerdict.Unsupported;
|
||||
|
||||
if (!ghostIsConnected && IsFootprintObstructed()) return PlacementVerdict.Blocked;
|
||||
|
||||
if (!active.CanAfford(PlayerInventory.Instance)) return PlacementVerdict.Unaffordable;
|
||||
|
||||
return PlacementVerdict.Valid;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Box-overlaps the ghost's footprint against the obstruction layers, ignoring triggers. The box
|
||||
/// is shrunk by <see cref="obstructionPadding"/> on every side: snapped pieces meet exactly flush
|
||||
/// by construction, so an un-inset test would report the very neighbour the player is building
|
||||
/// against. The inset is small enough that a real intruder inside the volume — a chest, a player,
|
||||
/// another structure — is still caught. A ghost without a footprint is never obstructed.
|
||||
/// </summary>
|
||||
private bool IsFootprintObstructed()
|
||||
{
|
||||
BoxCollider footprint = ghostView != null ? ghostView.Footprint : null;
|
||||
if (footprint == null) return false;
|
||||
|
||||
Transform t = footprint.transform;
|
||||
Vector3 center = t.TransformPoint(footprint.center);
|
||||
Vector3 halfExtents = Vector3.Scale(footprint.size, t.lossyScale) * 0.5f;
|
||||
halfExtents = Vector3.Max(halfExtents - Vector3.one * obstructionPadding, Vector3.one * MinHalfExtent);
|
||||
|
||||
int count = Physics.OverlapBoxNonAlloc(center, halfExtents, obstructionResults, t.rotation, obstructionMask, QueryTriggerInteraction.Ignore);
|
||||
return count > 0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Pushes the ghost's spot validity to teammates through BuildRegistry, but only when it flips —
|
||||
/// so a remote ghost shows the same green/red as here without a per-frame RPC stream. Affordability
|
||||
/// stays local (the placer's private inventory), so only IsValid crosses the wire.
|
||||
/// </summary>
|
||||
private void ReplicateValidity(bool valid)
|
||||
{
|
||||
int state = valid ? 1 : 0;
|
||||
if (state == lastSentValidity) return;
|
||||
lastSentValidity = state;
|
||||
|
||||
if (BuildRegistry.Instance != null && ghost != null)
|
||||
BuildRegistry.Instance.SetGhostValidity(ghost.GetComponent<NetworkObject>(), valid);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Left-click: demolishes the aimed build while in demolition mode, otherwise commits the
|
||||
/// ghost's pose to the registry (spawned for everyone), spends a use of the equipped hammer and
|
||||
/// consumes the resource cost from the local inventory (client-authoritative, exactly like
|
||||
/// crafting). In continuous build mode it then re-arms a fresh ghost of the same structure
|
||||
/// (keeping the current yaw, so pieces chain edge-to-edge); otherwise it ends the placement.
|
||||
///
|
||||
/// Placement itself is gated by the one verdict the preview is already showing, so the button can
|
||||
/// never accept what the ghost paints as refused. The remaining guards are input/session
|
||||
/// conditions rather than placement rules — input locked, the very frame the ghost was attached,
|
||||
/// no registry in the session, and a hammer out of durability.
|
||||
/// </summary>
|
||||
private void HandleConfirm()
|
||||
{
|
||||
if (PlayerEvents.IsDemolishing)
|
||||
{
|
||||
TryDemolish();
|
||||
return;
|
||||
}
|
||||
|
||||
if (ghost == null) return;
|
||||
if (PlayerEvents.InputLocked) return;
|
||||
if (Time.frameCount == placementBeganFrame) return;
|
||||
if (ghostValidity != null && !ghostValidity.IsValid) return;
|
||||
if (EvaluatePlacement() != PlacementVerdict.Valid) return;
|
||||
if (BuildRegistry.Instance == null) return;
|
||||
if (!TryConsumeHammerUse()) return;
|
||||
|
||||
if (BuildRegistry.Instance != null)
|
||||
BuildRegistry.Instance.RequestBuild(activeId, ghost.transform.position, ghost.transform.rotation);
|
||||
BuildRegistry.Instance.RequestBuild(activeId, ghost.transform.position, ghost.transform.rotation);
|
||||
|
||||
ConsumeCost();
|
||||
|
||||
if (continuousBuild && active != null)
|
||||
{
|
||||
RearmGhost();
|
||||
return;
|
||||
}
|
||||
|
||||
EndPlacement();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Right-click: cancels the current placement (even while the ghost is still spawning).
|
||||
/// The hammer's cancel request (a right-click tap while placing): cancels the current placement
|
||||
/// (even while the ghost is still spawning). Routed through the bus so this stays the single
|
||||
/// place that ends a placement — the hammer is the sole arbiter of the click.
|
||||
/// </summary>
|
||||
private void HandleCancel()
|
||||
{
|
||||
@@ -316,10 +488,22 @@ namespace Ashwild.Building
|
||||
else if (scroll < 0f) yaw -= rotationStep;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// R key: yaws the ghost by one rotation step in the same direction as a scroll-up, so the
|
||||
/// build can be turned without the mouse wheel. Ignored when no ghost is being placed.
|
||||
/// </summary>
|
||||
private void HandleRotateKey()
|
||||
{
|
||||
if (ghost == null) return;
|
||||
if (PlayerEvents.InputLocked) return;
|
||||
|
||||
yaw += rotationStep;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Poses the ghost each frame: quantise the aim hit to the grid with the current yaw, then
|
||||
/// let a nearby matching socket pull it into an exact connection (sockets win over the grid).
|
||||
/// Leaves the ghost where it was when the ray hits nothing in range.
|
||||
/// Leaves the ghost where it was — connection included — when the ray hits nothing in range.
|
||||
/// </summary>
|
||||
private void UpdateGhostPose()
|
||||
{
|
||||
@@ -328,7 +512,7 @@ namespace Ashwild.Building
|
||||
return;
|
||||
|
||||
ghost.transform.SetPositionAndRotation(SnapToGrid(hit.point), Quaternion.Euler(0f, yaw, 0f));
|
||||
TrySnapToSockets();
|
||||
ghostIsConnected = TrySnapToSockets();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -350,11 +534,14 @@ namespace Ashwild.Building
|
||||
/// coincides. Because it commits to the single nearest ghost-socket↔world-socket pair (not the
|
||||
/// socket nearest the aim), the ghost picks one connection instead of hovering between two.
|
||||
/// Rotation stays the player's grid yaw, so pieces meet edge-to-edge once oriented.
|
||||
///
|
||||
/// Returns whether a connection was actually made, which is what lets the caller trust the pose
|
||||
/// and skip the obstruction test for it.
|
||||
/// </summary>
|
||||
private void TrySnapToSockets()
|
||||
private bool TrySnapToSockets()
|
||||
{
|
||||
if (ghostSnaps == null || ghostSnaps.Length == 0) return;
|
||||
if (snapPointMask == 0) return;
|
||||
if (ghostSnaps == null || ghostSnaps.Length == 0) return false;
|
||||
if (snapPointMask == 0) return false;
|
||||
|
||||
BuildSnapPoint bestGhost = null;
|
||||
BuildSnapPoint bestWorld = null;
|
||||
@@ -382,9 +569,10 @@ namespace Ashwild.Building
|
||||
}
|
||||
}
|
||||
|
||||
if (bestGhost == null || bestWorld == null) return;
|
||||
if (bestGhost == null || bestWorld == null) return false;
|
||||
|
||||
ghost.transform.position += bestWorld.transform.position - bestGhost.transform.position;
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -393,23 +581,222 @@ namespace Ashwild.Building
|
||||
/// </summary>
|
||||
private void EndPlacement()
|
||||
{
|
||||
if (ghost != null)
|
||||
{
|
||||
if (BuildRegistry.Instance != null)
|
||||
BuildRegistry.Instance.RequestDespawnGhost(ghost.GetComponent<NetworkObject>());
|
||||
ghost = null;
|
||||
}
|
||||
ghostValidity = null;
|
||||
ghostSnaps = null;
|
||||
DespawnGhost();
|
||||
|
||||
if (active != null)
|
||||
{
|
||||
active = null;
|
||||
activeId = 0;
|
||||
PlayerEvents.RaiseBuildPlacingChanged(false);
|
||||
PlayerEvents.RaiseBuildCostChanged(null);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Continuous build: after committing a piece, drops the spent ghost and asks the registry for a
|
||||
/// fresh one of the same structure so the player keeps placing without reopening the menu. Keeps
|
||||
/// <see cref="active"/>/<see cref="activeId"/> and the current yaw, and stays "placing" on the
|
||||
/// bus. The token bump makes any in-flight ghost from the old request reject itself in AttachGhost.
|
||||
/// </summary>
|
||||
private void RearmGhost()
|
||||
{
|
||||
DespawnGhost();
|
||||
|
||||
if (BuildRegistry.Instance == null)
|
||||
{
|
||||
EndPlacement();
|
||||
return;
|
||||
}
|
||||
|
||||
int token = ++spawnToken;
|
||||
BuildRegistry.Instance.RequestSpawnGhost(activeId, token);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Despawns the networked ghost we own and clears its cached components, without touching the
|
||||
/// active buildable or the bus. Safe to call when no ghost is live.
|
||||
/// </summary>
|
||||
private void DespawnGhost()
|
||||
{
|
||||
if (ghost != null)
|
||||
{
|
||||
if (BuildRegistry.Instance != null)
|
||||
BuildRegistry.Instance.RequestDespawnGhost(ghost.GetComponent<NetworkObject>());
|
||||
ghost = null;
|
||||
}
|
||||
ghostView = null;
|
||||
ghostSnaps = null;
|
||||
lastSentValidity = -1;
|
||||
ghostIsConnected = false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resolves and caches the local player's aim transform — the assigned camera, else the
|
||||
/// runtime Camera.main (the FPS camera). Logs once when neither is found.
|
||||
/// </summary>
|
||||
private Transform ResolveAim()
|
||||
{
|
||||
if (aim != null) return aim;
|
||||
|
||||
aim = aimCamera != null ? aimCamera.transform : (Camera.main != null ? Camera.main.transform : null);
|
||||
if (aim == null)
|
||||
Debug.LogError("[BuildManager] Pas de caméra d'aim (Camera.main introuvable — la caméra du joueur est-elle taguée MainCamera ?).", this);
|
||||
return aim;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Build Cost
|
||||
|
||||
/// <summary>
|
||||
/// Refreshes the crosshair cost display when the inventory changes mid-placement (a resource was
|
||||
/// spent or picked up), so its affordability colouring stays live. No-op while idle.
|
||||
/// </summary>
|
||||
private void HandleInventoryChanged(int slotIndex)
|
||||
{
|
||||
if (active == null) return;
|
||||
PublishCostView();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Rebuilds the active build's cost lines into the reused buffer — each with the local player's
|
||||
/// current affordability — and pushes them to the crosshair via the bus. Clears the display when
|
||||
/// idle or when the build is free (no cost lines).
|
||||
/// </summary>
|
||||
private void PublishCostView()
|
||||
{
|
||||
BuildCost[] cost = active != null ? active.Cost : null;
|
||||
if (cost == null || cost.Length == 0)
|
||||
{
|
||||
PlayerEvents.RaiseBuildCostChanged(null);
|
||||
return;
|
||||
}
|
||||
|
||||
PlayerInventory inv = PlayerInventory.Instance;
|
||||
costView.Clear();
|
||||
foreach (BuildCost line in cost)
|
||||
{
|
||||
if (line.item == null) continue;
|
||||
int owned = inv != null ? inv.CountItem(line.item) : 0;
|
||||
bool affordable = owned >= line.quantity;
|
||||
costView.Add(new BuildCostView(line.item.Icon, owned, line.quantity, affordable));
|
||||
}
|
||||
PlayerEvents.RaiseBuildCostChanged(costView);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Spends the active build's cost from the local inventory after a committed placement. Client-
|
||||
/// authoritative like crafting — the inventory change refreshes the cost view through
|
||||
/// <see cref="HandleInventoryChanged"/>. No-op for a free build or when offline.
|
||||
/// </summary>
|
||||
private void ConsumeCost()
|
||||
{
|
||||
BuildCost[] cost = active != null ? active.Cost : null;
|
||||
if (cost == null || cost.Length == 0) return;
|
||||
|
||||
PlayerInventory inv = PlayerInventory.Instance;
|
||||
if (inv == null) return;
|
||||
|
||||
foreach (BuildCost line in cost)
|
||||
{
|
||||
if (line.item == null) continue;
|
||||
inv.RemoveItemByData(line.item, line.quantity);
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Public API
|
||||
|
||||
/// <summary>
|
||||
/// Whether confirming a placement immediately re-arms another ghost of the same structure
|
||||
/// (continuous build) instead of returning to idle. Settable so a key or menu toggle can flip it.
|
||||
/// </summary>
|
||||
public bool ContinuousBuild
|
||||
{
|
||||
get => continuousBuild;
|
||||
set => continuousBuild = value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Flips continuous build on/off — wire this to a key or a menu toggle so the player can switch
|
||||
/// between chaining placements and placing one at a time.
|
||||
/// </summary>
|
||||
public void ToggleContinuousBuild() => continuousBuild = !continuousBuild;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Demolition
|
||||
|
||||
/// <summary>
|
||||
/// Leaving demolition mode drops any current target so the crosshair returns to normal; entering
|
||||
/// it needs nothing here — Update starts tracking on the next frame.
|
||||
/// </summary>
|
||||
private void HandleDemolishModeChanged(bool on)
|
||||
{
|
||||
if (!on) ClearDemoTarget();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Casts the aim ray for a committed build and moves the demolition highlight when the target
|
||||
/// changes: the previous build removes its overlay and the new one gets the demolition material
|
||||
/// added on top, so exactly the aimed build reads as "about to break".
|
||||
/// </summary>
|
||||
private void UpdateDemolitionTarget()
|
||||
{
|
||||
Transform a = ResolveAim();
|
||||
if (a == null) { ClearDemoTarget(); return; }
|
||||
|
||||
BuiltStructure hit = null;
|
||||
if (Physics.Raycast(a.position, a.forward, out RaycastHit info, placeRange, buildMask, QueryTriggerInteraction.Ignore))
|
||||
hit = info.collider.GetComponentInParent<BuiltStructure>();
|
||||
|
||||
if (hit == demoTarget) return;
|
||||
|
||||
if (demoTarget != null) demoTarget.ClearHighlight();
|
||||
demoTarget = hit;
|
||||
if (demoTarget != null) demoTarget.Highlight(demolitionMaterial);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Left-click while demolishing: spends a hammer use and asks the registry to remove the aimed
|
||||
/// build for everyone (which refunds resources by remaining health). Blocked when the hammer is
|
||||
/// out of durability. The target stays until the next frame re-evaluates, so a miss simply
|
||||
/// retargets.
|
||||
/// </summary>
|
||||
private void TryDemolish()
|
||||
{
|
||||
if (demoTarget == null) return;
|
||||
if (!TryConsumeHammerUse()) return;
|
||||
|
||||
demoTarget.RequestDemolish();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Spends the configured durability on the equipped hammer for one build action, returning
|
||||
/// whether the action may proceed. A depleted hammer returns false so the placement/demolition
|
||||
/// is blocked (like any worn-out tool); a hammer with no durability authored, a zero cost, or no
|
||||
/// inventory simply passes without wear. The hammer is the selected hotbar item while building,
|
||||
/// so spending the selected tool's use targets it.
|
||||
/// </summary>
|
||||
private bool TryConsumeHammerUse()
|
||||
{
|
||||
PlayerInventory inv = PlayerInventory.Instance;
|
||||
if (inv == null) return true;
|
||||
return inv.ConsumeSelectedToolUse(hammerUsesPerAction);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Drops the current demolition target, restoring its authored materials. Safe to call when
|
||||
/// nothing is targeted.
|
||||
/// </summary>
|
||||
private void ClearDemoTarget()
|
||||
{
|
||||
if (demoTarget == null) return;
|
||||
demoTarget.ClearHighlight();
|
||||
demoTarget = null;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,16 +0,0 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Ashwild.Building
|
||||
{
|
||||
/// <summary>
|
||||
/// A committed structure in the world, replicated in the BuildRegistry's SyncList: which
|
||||
/// buildable (network id) sits at which pose. Every machine instantiates the matching
|
||||
/// BuiltPrefab locally from this record — the structures themselves are never NetworkObjects (§3).
|
||||
/// </summary>
|
||||
public struct BuildRecord
|
||||
{
|
||||
public ushort buildableId;
|
||||
public Vector3 position;
|
||||
public Quaternion rotation;
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1554bdf5a966a1947bbe0d2855967590
|
||||
@@ -1,25 +1,29 @@
|
||||
using System.Collections.Generic;
|
||||
using FishNet.Connection;
|
||||
using FishNet.Object;
|
||||
using FishNet.Object.Synchronizing;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Ashwild.Building
|
||||
{
|
||||
/// <summary>
|
||||
/// Owns the whole networked side of building, grouped here by cohesion rather than split into
|
||||
/// two tiny scripts:
|
||||
/// The networked side of building: it commits placements and owns the live ghost preview.
|
||||
///
|
||||
/// 1. Committed structures — a SyncList of BuildRecords (id + pose). They accumulate to high
|
||||
/// counts, so they are data-driven, not NetworkObjects (§3): every machine (late joiners
|
||||
/// included) instantiates the matching BuiltPrefab locally from the synced list.
|
||||
/// 2. The live ghost preview — spawned as a real NetworkObject owned by the placer, so FishNet's
|
||||
/// NetworkTransform replicates its motion to everyone smoothly. A ghost is one-per-player and
|
||||
/// transient, the case where a NetworkObject beats a data registry — the deliberate exception
|
||||
/// to §3's "no NetworkObjects for world state" (which targets high-count scatter, not this).
|
||||
/// Every committed structure — a wall as much as a chest or a campfire — is spawned as a real
|
||||
/// NetworkObject owned by the server. That is the whole design: FishNet already replicates spawns,
|
||||
/// catches late joiners up, and tears objects down on despawn, so there is no build list to keep,
|
||||
/// no index to align, and no rebuild path to write. Each build carries its own state on its own
|
||||
/// <see cref="BuiltStructure"/>, which is what lets a stateful structure (chest, cooking station)
|
||||
/// be placed by exactly the same code as a plain wall instead of needing a parallel mechanism.
|
||||
///
|
||||
/// BuildManager (the local build UX) drives the owned ghost; on confirm this registry commits the
|
||||
/// record and despawns the ghost. One instance per scene, a scene NetworkObject like the others.
|
||||
/// This replaced an earlier data-driven registry (a SyncList of pose records that every client
|
||||
/// instantiated locally). That saved FishNet's per-object bookkeeping but not the GameObjects —
|
||||
/// they were instantiated locally anyway — while forcing a second, incompatible path for anything
|
||||
/// with real state. One mechanism is worth the bookkeeping.
|
||||
///
|
||||
/// The ghost is likewise a NetworkObject, but owned by the placer so FishNet's NetworkTransform
|
||||
/// replicates its motion smoothly; it is transient and one per player.
|
||||
///
|
||||
/// BuildManager (the local build UX) drives the owned ghost; on confirm this registry spawns the
|
||||
/// structure and despawns the ghost. One instance per scene, a scene NetworkObject like the others.
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(NetworkObject))]
|
||||
public class BuildRegistry : NetworkBehaviour
|
||||
@@ -27,50 +31,31 @@ namespace Ashwild.Building
|
||||
#region State
|
||||
|
||||
/// <summary>
|
||||
/// The single scene instance, so BuildManager can request ghost spawns/despawns and build
|
||||
/// commits.
|
||||
/// The single scene instance, so BuildManager can request ghost spawns/despawns and build commits.
|
||||
/// </summary>
|
||||
public static BuildRegistry Instance { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Every committed structure, server-written and replicated to all clients.
|
||||
/// </summary>
|
||||
private readonly SyncList<BuildRecord> builds = new SyncList<BuildRecord>();
|
||||
|
||||
/// <summary>
|
||||
/// The local instances rendered from <see cref="builds"/>, kept index-aligned with it.
|
||||
/// </summary>
|
||||
private readonly List<GameObject> spawned = new List<GameObject>();
|
||||
|
||||
/// <summary>
|
||||
/// How close two sockets must be to count as connected — they snap to the exact same point,
|
||||
/// so a tiny threshold is enough and no layer/radius has to be configured.
|
||||
/// </summary>
|
||||
private const float OccupancyThresholdSqr = 0.05f * 0.05f;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Network Lifecycle
|
||||
|
||||
/// <summary>
|
||||
/// Starts listening to the replicated build list on every machine.
|
||||
/// Claims the singleton on every machine.
|
||||
/// </summary>
|
||||
public override void OnStartNetwork()
|
||||
{
|
||||
base.OnStartNetwork();
|
||||
Instance = this;
|
||||
builds.OnChange += OnBuildsChanged;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unsubscribes and tears down the local instances when the session ends.
|
||||
/// Releases the singleton when the session ends. Committed structures are NetworkObjects, so
|
||||
/// FishNet despawns them itself — there is nothing to tear down here.
|
||||
/// </summary>
|
||||
public override void OnStopNetwork()
|
||||
{
|
||||
base.OnStopNetwork();
|
||||
if (Instance == this) Instance = null;
|
||||
builds.OnChange -= OnBuildsChanged;
|
||||
ClearAll();
|
||||
}
|
||||
|
||||
#endregion
|
||||
@@ -78,23 +63,45 @@ namespace Ashwild.Building
|
||||
#region Commit Build
|
||||
|
||||
/// <summary>
|
||||
/// Called by BuildManager when the local player confirms a placement: commit this buildable
|
||||
/// at this pose so the real structure appears for every player.
|
||||
/// Called by BuildManager when the local player confirms a placement: commit this buildable at
|
||||
/// this pose so the real structure appears for every player.
|
||||
/// </summary>
|
||||
public void RequestBuild(ushort buildableId, Vector3 position, Quaternion rotation)
|
||||
=> RequestBuildServerRpc(buildableId, position, rotation);
|
||||
|
||||
/// <summary>
|
||||
/// Server-side: validates the id and appends the record, which replicates to all clients.
|
||||
/// Server-side: validates the id, instantiates the built prefab, seeds its identity and health,
|
||||
/// then spawns it for everyone. The appear pop is sent separately to current observers only, so a
|
||||
/// late joiner streaming in an existing base does not watch all of it pop at once.
|
||||
///
|
||||
/// The structure is spawned server-owned (no connection passed): builds are shared world state
|
||||
/// and several players interact with the same chest or fire, so handing ownership to whoever
|
||||
/// placed it would tie everyone's access to that player's connection.
|
||||
/// </summary>
|
||||
[ServerRpc(RequireOwnership = false)]
|
||||
private void RequestBuildServerRpc(ushort buildableId, Vector3 position, Quaternion rotation, NetworkConnection conn = null)
|
||||
{
|
||||
if (BuildableDatabase.Instance == null || BuildableDatabase.Instance.GetBuildable(buildableId) == null)
|
||||
BuildableData data = BuildableDatabase.Instance != null ? BuildableDatabase.Instance.GetBuildable(buildableId) : null;
|
||||
if (data == null || data.BuiltPrefab == null)
|
||||
{
|
||||
Debug.LogWarning($"[BuildRegistry] Buildable id {buildableId} is unknown or has no BuiltPrefab — nothing spawned.", this);
|
||||
return;
|
||||
}
|
||||
|
||||
// TODO: validate + consume the requester's resources (conn → PlayerInventory) before committing.
|
||||
builds.Add(new BuildRecord { buildableId = buildableId, position = position, rotation = rotation });
|
||||
GameObject go = Instantiate(data.BuiltPrefab, position, rotation);
|
||||
|
||||
BuiltStructure structure = go.GetComponent<BuiltStructure>();
|
||||
if (structure == null)
|
||||
{
|
||||
Debug.LogError($"[BuildRegistry] BuiltPrefab '{data.BuiltPrefab.name}' has no BuiltStructure — add one (it carries the build's identity, health and demolition).", this);
|
||||
Destroy(go);
|
||||
return;
|
||||
}
|
||||
|
||||
structure.InitialiseOnServer(buildableId, data.MaxHealth);
|
||||
base.ServerManager.Spawn(go);
|
||||
structure.PlaySpawnBumpForObservers();
|
||||
}
|
||||
|
||||
#endregion
|
||||
@@ -156,125 +163,38 @@ namespace Ashwild.Building
|
||||
base.ServerManager.Despawn(ghost, DespawnType.Destroy);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Sync → Local Instances
|
||||
|
||||
/// <summary>
|
||||
/// Mirrors the replicated build list into local instances. The host processes only the
|
||||
/// server callback (asServer) so a build is never instantiated twice on the same machine.
|
||||
/// Owner → replicates the ghost's current spot validity to every other client so teammates see
|
||||
/// the same green (clear) / red (blocked) preview. Only the owner drives the evaluation locally,
|
||||
/// so without this a remote ghost stays on its default look; BuildManager calls this only when the
|
||||
/// value actually changes, so the traffic is a rare per-ghost blip, not a per-frame stream.
|
||||
/// </summary>
|
||||
private void OnBuildsChanged(SyncListOperation op, int index, BuildRecord oldItem, BuildRecord newItem, bool asServer)
|
||||
public void SetGhostValidity(NetworkObject ghost, bool valid)
|
||||
{
|
||||
if (!asServer && base.IsServerInitialized) return;
|
||||
|
||||
switch (op)
|
||||
{
|
||||
case SyncListOperation.Add:
|
||||
case SyncListOperation.Insert:
|
||||
{
|
||||
GameObject go = CreateInstance(newItem);
|
||||
spawned.Insert(index, go);
|
||||
MarkOccupancy(go);
|
||||
break;
|
||||
}
|
||||
|
||||
case SyncListOperation.Set:
|
||||
DestroyAt(index);
|
||||
spawned[index] = CreateInstance(newItem);
|
||||
break;
|
||||
|
||||
case SyncListOperation.RemoveAt:
|
||||
DestroyAt(index);
|
||||
spawned.RemoveAt(index);
|
||||
break;
|
||||
|
||||
case SyncListOperation.Clear:
|
||||
ClearAll();
|
||||
break;
|
||||
|
||||
case SyncListOperation.Complete:
|
||||
RebuildAll();
|
||||
break;
|
||||
}
|
||||
if (ghost != null) SetGhostValidityServerRpc(ghost, valid);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Instantiates a record's BuiltPrefab at its pose, or null when the id or prefab is missing.
|
||||
/// Server-side relay: forwards the placer's validity to all observers.
|
||||
/// </summary>
|
||||
private GameObject CreateInstance(BuildRecord record)
|
||||
[ServerRpc(RequireOwnership = false)]
|
||||
private void SetGhostValidityServerRpc(NetworkObject ghost, bool valid, NetworkConnection conn = null)
|
||||
{
|
||||
BuildableData data = BuildableDatabase.Instance != null ? BuildableDatabase.Instance.GetBuildable(record.buildableId) : null;
|
||||
if (data == null || data.BuiltPrefab == null)
|
||||
{
|
||||
Debug.LogWarning($"[BuildRegistry] Buildable id {record.buildableId} introuvable ou sans BuiltPrefab — rien de spawné.", this);
|
||||
return null;
|
||||
}
|
||||
return Instantiate(data.BuiltPrefab, record.position, record.rotation);
|
||||
if (ghost == null) return;
|
||||
ObserversSetGhostValidity(ghost, valid);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Destroys the local instance at an index without touching the list bookkeeping.
|
||||
/// Applies the replicated validity on every client except the placer, whose own local evaluation
|
||||
/// already drives the richer verdict (and knows about affordability, which is never sent). A
|
||||
/// missing ghost is ignored — it may have been despawned mid-flight.
|
||||
/// </summary>
|
||||
private void DestroyAt(int index)
|
||||
[ObserversRpc]
|
||||
private void ObserversSetGhostValidity(NetworkObject ghost, bool valid)
|
||||
{
|
||||
if (index < 0 || index >= spawned.Count) return;
|
||||
if (spawned[index] != null) Destroy(spawned[index]);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Destroys every local instance and clears the list.
|
||||
/// </summary>
|
||||
private void ClearAll()
|
||||
{
|
||||
foreach (GameObject go in spawned)
|
||||
if (go != null) Destroy(go);
|
||||
spawned.Clear();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Rebuilds all local instances from the current list — used for the late-join catch-up —
|
||||
/// then recomputes which sockets are connected so late joiners see the same occupancy.
|
||||
/// </summary>
|
||||
private void RebuildAll()
|
||||
{
|
||||
ClearAll();
|
||||
for (int i = 0; i < builds.Count; i++)
|
||||
spawned.Add(CreateInstance(builds[i]));
|
||||
|
||||
foreach (GameObject go in spawned)
|
||||
MarkOccupancy(go);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Marks the sockets a piece shares a position with — and the matching sockets on the pieces
|
||||
/// it touches — as occupied, so placement snapping skips them. Occupancy is derived purely
|
||||
/// from geometry (two connected sockets sit on the exact same point), so it stays consistent
|
||||
/// on every client without anything extra crossing the wire.
|
||||
/// </summary>
|
||||
private void MarkOccupancy(GameObject instance)
|
||||
{
|
||||
if (instance == null) return;
|
||||
|
||||
BuildSnapPoint[] newSockets = instance.GetComponentsInChildren<BuildSnapPoint>(true);
|
||||
if (newSockets.Length == 0) return;
|
||||
|
||||
foreach (GameObject other in spawned)
|
||||
{
|
||||
if (other == null || other == instance) continue;
|
||||
|
||||
foreach (BuildSnapPoint os in other.GetComponentsInChildren<BuildSnapPoint>(true))
|
||||
{
|
||||
foreach (BuildSnapPoint ns in newSockets)
|
||||
{
|
||||
if (ns.Category != os.Category) continue;
|
||||
if ((ns.transform.position - os.transform.position).sqrMagnitude > OccupancyThresholdSqr) continue;
|
||||
|
||||
ns.SetOccupied(true);
|
||||
os.SetOccupied(true);
|
||||
}
|
||||
}
|
||||
}
|
||||
if (ghost == null || ghost.IsOwner) return;
|
||||
BuildGhost bg = ghost.GetComponent<BuildGhost>();
|
||||
if (bg != null) bg.SetRemoteValidity(valid);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
@@ -24,8 +24,9 @@ namespace Ashwild.Building
|
||||
/// of the ghost, so the ghost never snaps to itself.
|
||||
///
|
||||
/// Once another piece connects here the socket is marked occupied — the placement snapping skips
|
||||
/// occupied sockets (so two pieces never stack on the same connection) and its gizmo turns from
|
||||
/// blue (free) to red (occupied) in the Scene view.
|
||||
/// occupied sockets (so two pieces never stack on the same connection) and its gizmo turns red
|
||||
/// in the Scene view; while free it takes the colour of its category, so a glance at a prefab
|
||||
/// tells which sockets can ever link together.
|
||||
/// </summary>
|
||||
[DisallowMultipleComponent]
|
||||
public class BuildSnapPoint : MonoBehaviour
|
||||
@@ -61,19 +62,42 @@ namespace Ashwild.Building
|
||||
|
||||
#region Gizmos
|
||||
|
||||
private static readonly Color OccupiedColor = new Color(1f, 0.3f, 0.3f, 0.9f);
|
||||
private static readonly Color FloorColor = new Color(0.3f, 0.8f, 1f, 0.9f);
|
||||
private static readonly Color WallColor = new Color(0.4f, 1f, 0.5f, 0.9f);
|
||||
private static readonly Color RoofColor = new Color(1f, 0.75f, 0.25f, 0.9f);
|
||||
private static readonly Color PillarColor = new Color(0.8f, 0.5f, 1f, 0.9f);
|
||||
private static readonly Color CustomColor = new Color(1f, 1f, 1f, 0.9f);
|
||||
|
||||
/// <summary>
|
||||
/// Draws the socket in the editor: a sphere (blue when free, red once occupied) plus a ray
|
||||
/// along its forward (Z) axis — the direction the connecting piece attaches. Two sockets link
|
||||
/// only when their forwards face each other, so orient each empty's blue arrow outward toward
|
||||
/// where the neighbour should sit.
|
||||
/// Draws the socket in the editor: a sphere plus a ray along its forward (Z) axis — the
|
||||
/// direction the connecting piece attaches. Two sockets link only when their forwards face
|
||||
/// each other, so orient each empty's arrow outward toward where the neighbour should sit.
|
||||
/// </summary>
|
||||
private void OnDrawGizmos()
|
||||
{
|
||||
Gizmos.color = occupied ? new Color(1f, 0.3f, 0.3f, 0.9f) : new Color(0.3f, 0.8f, 1f, 0.9f);
|
||||
Gizmos.color = occupied ? OccupiedColor : GetCategoryColor(category);
|
||||
Gizmos.DrawWireSphere(transform.position, 0.12f);
|
||||
Gizmos.DrawRay(transform.position, transform.forward * 0.35f);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Maps a connection category to its Scene-view colour. Sockets that can link share a
|
||||
/// category, so same-coloured gizmos are exactly the ones that may ever snap together —
|
||||
/// mismatched colours on two pieces mean they will never connect.
|
||||
/// </summary>
|
||||
private static Color GetCategoryColor(SnapCategory value)
|
||||
{
|
||||
switch (value)
|
||||
{
|
||||
case SnapCategory.Floor: return FloorColor;
|
||||
case SnapCategory.Wall: return WallColor;
|
||||
case SnapCategory.Roof: return RoofColor;
|
||||
case SnapCategory.Pillar: return PillarColor;
|
||||
default: return CustomColor;
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,7 +1,27 @@
|
||||
using UnityEngine;
|
||||
using Ashwild.Inventory;
|
||||
|
||||
namespace Ashwild.Building
|
||||
{
|
||||
/// <summary>
|
||||
/// What a buildable is allowed to rest on. This is the one placement rule that genuinely differs
|
||||
/// per structure — a foundation sits on terrain, a wall or a ceiling only makes sense attached to
|
||||
/// something — so it is authored here rather than configured globally on BuildManager (which keeps
|
||||
/// owning the project-wide layer masks: what blocks a build does not vary per build).
|
||||
///
|
||||
/// <see cref="GroundOrSnap"/> is deliberately the zero value: Unity deserializes a missing field to
|
||||
/// 0, so buildables authored before this rule existed keep their old, permissive behaviour instead
|
||||
/// of silently becoming unplaceable.
|
||||
/// </summary>
|
||||
public enum PlacementSupport
|
||||
{
|
||||
/// <summary>Free placement anywhere the aim lands, or connected to a socket. Foundations, floors.</summary>
|
||||
GroundOrSnap,
|
||||
|
||||
/// <summary>Only valid while connected to a matching socket. Walls, ceilings, roofs.</summary>
|
||||
SnapOnly
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Authoring data for one buildable structure shown in the construction menu (a wall, a
|
||||
/// floor, a door, ...). Mirrors the ScriptableObject-for-data / MonoBehaviour-for-logic
|
||||
@@ -30,6 +50,18 @@ namespace Ashwild.Building
|
||||
[Tooltip("The real structure spawned once the placement is confirmed.")]
|
||||
[SerializeField] private GameObject builtPrefab;
|
||||
|
||||
[Header("Cost")]
|
||||
[Tooltip("Resources consumed from the builder's inventory on each placement. Leave empty for a free build.")]
|
||||
[SerializeField] private BuildCost[] cost;
|
||||
|
||||
[Header("Placement")]
|
||||
[Tooltip("Where this structure may be committed. Walls, ceilings and roofs should be Snap Only so they cannot be dropped in mid-air; foundations and floors stay Ground Or Snap.")]
|
||||
[SerializeField] private PlacementSupport support = PlacementSupport.GroundOrSnap;
|
||||
|
||||
[Header("Health")]
|
||||
[Tooltip("Hit points the placed structure starts with. Damage subtracts from this (server-authoritative in BuildRegistry); at 0 the build is destroyed. A manual demolition refunds the cost in proportion to the health left.")]
|
||||
[SerializeField] private float maxHealth = 100f;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Public API
|
||||
@@ -39,6 +71,26 @@ namespace Ashwild.Building
|
||||
public string Description => description;
|
||||
public GameObject GhostPrefab => ghostPrefab;
|
||||
public GameObject BuiltPrefab => builtPrefab;
|
||||
public BuildCost[] Cost => cost;
|
||||
public float MaxHealth => maxHealth;
|
||||
public PlacementSupport Support => support;
|
||||
|
||||
/// <summary>
|
||||
/// Whether the given inventory holds enough of every cost line to place this structure once.
|
||||
/// A null inventory or an empty cost list counts as affordable (free build).
|
||||
/// </summary>
|
||||
public bool CanAfford(PlayerInventory inventory)
|
||||
{
|
||||
if (cost == null || cost.Length == 0) return true;
|
||||
if (inventory == null) return false;
|
||||
|
||||
for (int i = 0; i < cost.Length; i++)
|
||||
{
|
||||
if (cost[i].item == null) continue;
|
||||
if (!inventory.HasItem(cost[i].item, cost[i].quantity)) return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
|
||||
@@ -0,0 +1,383 @@
|
||||
using System.Collections.Generic;
|
||||
using Ashwild.Inventory;
|
||||
using DG.Tweening;
|
||||
using FishNet.Connection;
|
||||
using FishNet.Object;
|
||||
using FishNet.Object.Synchronizing;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Ashwild.Building
|
||||
{
|
||||
/// <summary>
|
||||
/// The one component every committed structure carries — wall, floor, chest, campfire alike. Since
|
||||
/// builds are spawned as real NetworkObjects, each one is self-contained: it knows what it is, owns
|
||||
/// its own server-authoritative health, and handles its own damage and demolition. There is no
|
||||
/// central list of builds and no index to keep aligned; the object IS the record.
|
||||
///
|
||||
/// It groups everything that changes together when a placed build's behaviour changes:
|
||||
/// 1. Identity — <see cref="BuildableId"/>, replicated so any machine can resolve the BuildableData
|
||||
/// behind this instance (the refund needs its cost, UI needs its name).
|
||||
/// 2. Health and damage — server-authoritative. <see cref="TakeDamage"/> is what an attacker calls;
|
||||
/// the server applies it and despawns the build for everyone when it dies (no refund — it broke).
|
||||
/// 3. Demolition — <see cref="RequestDemolish"/> refunds a share of the cost proportional to the
|
||||
/// health left, then despawns.
|
||||
/// 4. Presentation — the appear bump and the demolition highlight, both purely local.
|
||||
/// 5. Snap occupancy — every live instance registers here, so connected sockets can be marked
|
||||
/// without anyone holding a master list of builds.
|
||||
///
|
||||
/// Health never crosses the wire: only its observable effects do (the build disappearing, resources
|
||||
/// refunded), which replicate through the despawn and the inventory RPC respectively.
|
||||
/// </summary>
|
||||
[DisallowMultipleComponent]
|
||||
[RequireComponent(typeof(NetworkObject))]
|
||||
public class BuiltStructure : NetworkBehaviour
|
||||
{
|
||||
#region Serialized Fields
|
||||
|
||||
[Header("Appear Bump")]
|
||||
[Tooltip("How long the pop lasts — short and snappy reads as an 'appear' effect.")]
|
||||
[SerializeField] private float bumpDuration = DefaultBumpDuration;
|
||||
|
||||
[Tooltip("Fraction of the authored scale the bump starts from (0.7 = starts at 70%, then springs up).")]
|
||||
[SerializeField] private float startScaleFactor = DefaultStartScaleFactor;
|
||||
|
||||
[Tooltip("OutBack gives the springy overshoot that sells the 'boom'.")]
|
||||
[SerializeField] private Ease bumpEase = Ease.OutBack;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Constants
|
||||
|
||||
/// <summary>
|
||||
/// Fallback bump values, used both as the field initializers and as the guard defaults in
|
||||
/// <see cref="PlaySpawnBump"/> — so a build whose prefab predates these serialized fields
|
||||
/// (Unity deserializes the missing values to 0) still pops instead of snapping in.
|
||||
/// </summary>
|
||||
private const float DefaultBumpDuration = 0.22f;
|
||||
private const float DefaultStartScaleFactor = 0.7f;
|
||||
|
||||
/// <summary>
|
||||
/// How close two sockets must be to count as connected — they snap to the exact same point, so a
|
||||
/// tiny threshold is enough and no layer or radius has to be configured.
|
||||
/// </summary>
|
||||
private const float OccupancyThresholdSqr = 0.05f * 0.05f;
|
||||
|
||||
#endregion
|
||||
|
||||
#region State
|
||||
|
||||
/// <summary>
|
||||
/// Every live built structure on this machine. Maintained here rather than in a central registry
|
||||
/// so occupancy works off the objects themselves — the network spawns and despawns them, and the
|
||||
/// list follows automatically.
|
||||
/// </summary>
|
||||
private static readonly List<BuiltStructure> Live = new List<BuiltStructure>();
|
||||
|
||||
/// <summary>
|
||||
/// Which buildable this instance was placed from, so the refund can look up its cost. Written by
|
||||
/// the server before the spawn, so it is already correct on the first frame everywhere.
|
||||
/// </summary>
|
||||
private readonly SyncVar<ushort> buildableId = new SyncVar<ushort>();
|
||||
|
||||
/// <summary>
|
||||
/// Server-only remaining health, seeded from the buildable's authored max at spawn.
|
||||
/// </summary>
|
||||
private float health;
|
||||
|
||||
private Renderer[] renderers;
|
||||
private Material[][] baseMaterials;
|
||||
private bool highlighted;
|
||||
private Tween bumpTween;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Public API
|
||||
|
||||
public ushort BuildableId => buildableId.Value;
|
||||
|
||||
/// <summary>
|
||||
/// The authoring data behind this instance, or null when the database cannot resolve its id.
|
||||
/// </summary>
|
||||
public BuildableData Data => BuildableDatabase.Instance != null
|
||||
? BuildableDatabase.Instance.GetBuildable(buildableId.Value)
|
||||
: null;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Unity Lifecycle
|
||||
|
||||
/// <summary>
|
||||
/// Caches every child renderer and its authored materials up front so highlighting is a cheap
|
||||
/// array assignment with no per-frame allocation of the base look.
|
||||
/// </summary>
|
||||
private void Awake()
|
||||
{
|
||||
renderers = GetComponentsInChildren<Renderer>(true);
|
||||
baseMaterials = new Material[renderers.Length][];
|
||||
for (int i = 0; i < renderers.Length; i++)
|
||||
baseMaterials[i] = renderers[i] != null ? renderers[i].sharedMaterials : new Material[0];
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Kills the appear tween so it never targets a destroyed transform (e.g. the build was
|
||||
/// demolished mid-pop).
|
||||
/// </summary>
|
||||
private void OnDestroy() => bumpTween?.Kill();
|
||||
|
||||
#endregion
|
||||
|
||||
#region Network Lifecycle
|
||||
|
||||
/// <summary>
|
||||
/// Joins the live set and marks the sockets this piece connects to. Runs on every machine as the
|
||||
/// object spawns — including on a late joiner receiving builds placed long ago, which is exactly
|
||||
/// when occupancy has to be rebuilt for them too.
|
||||
/// </summary>
|
||||
public override void OnStartNetwork()
|
||||
{
|
||||
base.OnStartNetwork();
|
||||
Live.Add(this);
|
||||
MarkOccupancy();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Leaves the live set and recomputes occupancy across what remains. Without the recompute a
|
||||
/// demolished piece would leave its former neighbours' sockets stuck "occupied", so nothing could
|
||||
/// ever be snapped back into the gap.
|
||||
/// </summary>
|
||||
public override void OnStopNetwork()
|
||||
{
|
||||
base.OnStopNetwork();
|
||||
Live.Remove(this);
|
||||
RecomputeOccupancy();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Server Setup
|
||||
|
||||
/// <summary>
|
||||
/// Seeds identity and health on the server, before the object is spawned, so both are already in
|
||||
/// place when clients first see it. Called by BuildRegistry as part of committing a placement.
|
||||
/// </summary>
|
||||
public void InitialiseOnServer(ushort id, float maxHealth)
|
||||
{
|
||||
buildableId.Value = id;
|
||||
health = maxHealth > 0f ? maxHealth : 1f;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Appear Bump
|
||||
|
||||
/// <summary>
|
||||
/// Tells everyone currently watching to play the appear pop. Sent by the server right after a
|
||||
/// fresh placement. Because it only reaches present observers, a late joiner streaming in dozens
|
||||
/// of existing structures never receives it — so their base does not pop into existence all at
|
||||
/// once, which is precisely the distinction the old "only on Add, never on rebuild" rule made.
|
||||
/// </summary>
|
||||
[ObserversRpc]
|
||||
public void PlaySpawnBumpForObservers() => PlaySpawnBump();
|
||||
|
||||
/// <summary>
|
||||
/// Runs the appear bump from the shrunk start scale up to the transform's current (authored)
|
||||
/// scale. Captures the target at call time so a non-uniform or non-unit prefab scale is preserved.
|
||||
/// Non-positive serialized values fall back to the constants so the pop still plays.
|
||||
/// </summary>
|
||||
public void PlaySpawnBump()
|
||||
{
|
||||
bumpTween?.Kill();
|
||||
|
||||
float duration = bumpDuration > 0f ? bumpDuration : DefaultBumpDuration;
|
||||
float factor = (startScaleFactor > 0f && startScaleFactor < 1f) ? startScaleFactor : DefaultStartScaleFactor;
|
||||
|
||||
Vector3 targetScale = transform.localScale;
|
||||
transform.localScale = targetScale * factor;
|
||||
bumpTween = transform.DOScale(targetScale, duration).SetEase(bumpEase);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Damage
|
||||
|
||||
/// <summary>
|
||||
/// Called by an attacker (weapon, explosion, ...) to hurt this build. Health is server-
|
||||
/// authoritative, so this only forwards the hit; the server applies it and despawns the structure
|
||||
/// for everyone when it dies. A build destroyed by damage is NOT refunded, unlike a manual
|
||||
/// demolition — it broke, its resources are lost. Safe to call from any client.
|
||||
/// </summary>
|
||||
public void TakeDamage(float amount)
|
||||
{
|
||||
if (amount <= 0f) return;
|
||||
TakeDamageServerRpc(amount);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Server-side: subtracts the damage and despawns the build once it reaches zero.
|
||||
/// </summary>
|
||||
[ServerRpc(RequireOwnership = false)]
|
||||
private void TakeDamageServerRpc(float amount)
|
||||
{
|
||||
if (amount <= 0f) return;
|
||||
|
||||
health -= amount;
|
||||
if (health <= 0f) Despawn();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Demolition
|
||||
|
||||
/// <summary>
|
||||
/// Called by BuildManager when the local player demolishes this build: asks the server to refund
|
||||
/// and remove it. Any client may request it — co-op is friendly, not anti-cheat.
|
||||
/// </summary>
|
||||
public void RequestDemolish() => DemolishServerRpc();
|
||||
|
||||
/// <summary>
|
||||
/// Server-side: refunds the demolisher a share of the cost proportional to the health left, then
|
||||
/// despawns the structure for everyone.
|
||||
/// </summary>
|
||||
[ServerRpc(RequireOwnership = false)]
|
||||
private void DemolishServerRpc(NetworkConnection conn = null)
|
||||
{
|
||||
RefundResources(conn);
|
||||
Despawn();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Grants the demolishing player back a share of this build's cost proportional to its remaining
|
||||
/// health: a full-health build refunds its whole cost, a half-health one refunds half, and so on
|
||||
/// (per line, floored — a partial unit is not returned). No-op for a free build, when the player's
|
||||
/// inventory cannot be resolved, or when the fraction rounds every line down to nothing.
|
||||
/// </summary>
|
||||
private void RefundResources(NetworkConnection conn)
|
||||
{
|
||||
BuildableData data = Data;
|
||||
if (data == null || data.Cost == null || data.Cost.Length == 0) return;
|
||||
|
||||
PlayerInventory inventory = ResolveInventory(conn);
|
||||
if (inventory == null) return;
|
||||
|
||||
float max = data.MaxHealth;
|
||||
float fraction = max > 0f ? Mathf.Clamp01(health / max) : 1f;
|
||||
|
||||
foreach (BuildCost line in data.Cost)
|
||||
{
|
||||
if (line.item == null) continue;
|
||||
int refund = Mathf.FloorToInt(line.quantity * fraction);
|
||||
if (refund > 0) inventory.GrantItemFromServer(line.item, refund);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the PlayerInventory on the player object owned by the given connection, mirroring
|
||||
/// CookingStation so refunds land in the requester's own inventory.
|
||||
/// </summary>
|
||||
private static PlayerInventory ResolveInventory(NetworkConnection conn)
|
||||
{
|
||||
NetworkObject playerObject = conn != null ? conn.FirstObject : null;
|
||||
return playerObject != null ? playerObject.GetComponent<PlayerInventory>() : null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Removes this structure for every player. Server-side only.
|
||||
/// </summary>
|
||||
private void Despawn()
|
||||
{
|
||||
if (base.IsServerInitialized) base.ServerManager.Despawn(base.NetworkObject, DespawnType.Destroy);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Snap Occupancy
|
||||
|
||||
/// <summary>
|
||||
/// Marks the sockets this piece shares a position with — and the matching sockets on the pieces it
|
||||
/// touches — as occupied, so placement snapping skips them. Occupancy is derived purely from
|
||||
/// geometry (two connected sockets sit on the exact same point), so it stays consistent on every
|
||||
/// client without anything extra crossing the wire.
|
||||
/// </summary>
|
||||
private void MarkOccupancy()
|
||||
{
|
||||
BuildSnapPoint[] mine = GetComponentsInChildren<BuildSnapPoint>(true);
|
||||
if (mine.Length == 0) return;
|
||||
|
||||
foreach (BuiltStructure other in Live)
|
||||
{
|
||||
if (other == null || other == this) continue;
|
||||
|
||||
foreach (BuildSnapPoint os in other.GetComponentsInChildren<BuildSnapPoint>(true))
|
||||
{
|
||||
foreach (BuildSnapPoint ms in mine)
|
||||
{
|
||||
if (ms.Category != os.Category) continue;
|
||||
if ((ms.transform.position - os.transform.position).sqrMagnitude > OccupancyThresholdSqr) continue;
|
||||
|
||||
ms.SetOccupied(true);
|
||||
os.SetOccupied(true);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Recomputes occupancy from scratch across every live structure: clears every socket, then
|
||||
/// re-marks the connected pairs across what remains. Run after a removal.
|
||||
/// </summary>
|
||||
private static void RecomputeOccupancy()
|
||||
{
|
||||
foreach (BuiltStructure structure in Live)
|
||||
{
|
||||
if (structure == null) continue;
|
||||
foreach (BuildSnapPoint sp in structure.GetComponentsInChildren<BuildSnapPoint>(true))
|
||||
sp.SetOccupied(false);
|
||||
}
|
||||
|
||||
foreach (BuiltStructure structure in Live)
|
||||
if (structure != null) structure.MarkOccupancy();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Demolition Highlight
|
||||
|
||||
/// <summary>
|
||||
/// Adds the demolition material on top of each renderer's authored materials (an extra draw pass),
|
||||
/// marking this build as the hammer's current target without hiding the model. Mirrors the ghost
|
||||
/// overlay. No-op when already highlighted or no material was provided.
|
||||
/// </summary>
|
||||
public void Highlight(Material demolitionMaterial)
|
||||
{
|
||||
if (highlighted || demolitionMaterial == null) return;
|
||||
highlighted = true;
|
||||
|
||||
for (int i = 0; i < renderers.Length; i++)
|
||||
{
|
||||
Renderer r = renderers[i];
|
||||
if (r == null) continue;
|
||||
|
||||
Material[] baseMats = baseMaterials[i];
|
||||
Material[] combined = new Material[baseMats.Length + 1];
|
||||
for (int j = 0; j < baseMats.Length; j++) combined[j] = baseMats[j];
|
||||
combined[baseMats.Length] = demolitionMaterial;
|
||||
|
||||
r.materials = combined;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Restores each renderer's authored materials. No-op when not highlighted.
|
||||
/// </summary>
|
||||
public void ClearHighlight()
|
||||
{
|
||||
if (!highlighted) return;
|
||||
highlighted = false;
|
||||
|
||||
for (int i = 0; i < renderers.Length; i++)
|
||||
if (renderers[i] != null) renderers[i].materials = baseMaterials[i];
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fe38331f524a7db4cb3d53381b9ea244
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user