Map Updates
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using ProjectM.Simulation;
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using Unity.Entities;
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using UnityEngine;
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namespace ProjectM.Authoring
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{
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/// <summary>
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/// Generic authoring for a non-functional build-structure ghost prefab (Wall / Pylon) — duplicate
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/// Turret.prefab so the ownerless interpolated GhostAuthoringComponent on PlacedStructure.Type comes free,
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/// then swap TurretAuthoring for this. Bakes ONLY <see cref="PlacedStructure"/>{Type=<see cref="Kind"/>}
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/// (no <see cref="Turret"/> stats, so TurretFireSystem ignores it). BuildPlaceSystem overrides Cell +
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/// LastProcessedTick and adds RegionTag{Base} at placement. <see cref="Kind"/> is a byte (StructureType.*) to
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/// dodge the cross-assembly enum-in-Burst hazard and the MCP enum-drop gotcha.
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/// </summary>
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public class StructureAuthoring : MonoBehaviour
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{
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[Tooltip("StructureType byte: 5 = Wall, 6 = Pylon (do NOT use 1-4: Turret + reserved M7 automation).")]
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public byte Kind = StructureType.Wall;
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private class StructureBaker : Baker<StructureAuthoring>
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{
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public override void Bake(StructureAuthoring authoring)
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{
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var entity = GetEntity(authoring, TransformUsageFlags.Dynamic);
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AddComponent(entity, new PlacedStructure
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{
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Type = authoring.Kind,
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Cell = default,
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NextTick = 0u,
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LastProcessedTick = 0u,
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});
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}
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}
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 3f03349205fb1fe43bf6aaff14fce0b7
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@@ -20,6 +20,18 @@ namespace ProjectM.Authoring
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[Tooltip("Ore cost to build a turret.")]
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[Min(0)] public int TurretCostOre = 10;
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[Tooltip("Wall structure ghost prefab (StructureAuthoring{Wall} + GhostAuthoring).")]
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public GameObject WallPrefab;
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[Tooltip("Ore cost to build a wall.")]
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[Min(0)] public int WallCostOre = 4;
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[Tooltip("Pylon cosmetic-beacon ghost prefab (StructureAuthoring{Pylon} + GhostAuthoring).")]
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public GameObject PylonPrefab;
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[Tooltip("Ore cost to build a pylon.")]
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[Min(0)] public int PylonCostOre = 2;
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private class StructureCatalogBaker : Baker<StructureCatalogAuthoring>
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{
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public override void Bake(StructureCatalogAuthoring authoring)
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@@ -38,6 +50,28 @@ namespace ProjectM.Authoring
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CostAmount = authoring.TurretCostOre,
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});
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}
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if (authoring.WallPrefab != null)
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{
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buf.Add(new StructureCatalogEntry
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{
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Type = StructureType.Wall,
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Prefab = GetEntity(authoring.WallPrefab, TransformUsageFlags.Dynamic),
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CostResourceId = ResourceId.Ore,
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CostAmount = authoring.WallCostOre,
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});
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}
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if (authoring.PylonPrefab != null)
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{
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buf.Add(new StructureCatalogEntry
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{
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Type = StructureType.Pylon,
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Prefab = GetEntity(authoring.PylonPrefab, TransformUsageFlags.Dynamic),
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CostResourceId = ResourceId.Ore,
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CostAmount = authoring.PylonCostOre,
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});
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}
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}
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}
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}
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@@ -0,0 +1,45 @@
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using ProjectM.Simulation;
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using Unity.Entities;
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using UnityEngine;
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namespace ProjectM.Authoring
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{
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/// <summary>
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/// Authoring for a Blight-clutter ghost prefab (ownerless interpolated — duplicate from ResourceNode.prefab
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/// so the GhostAuthoringComponent comes free). Bakes <see cref="BlightClutter"/> + <see cref="HitRadius"/>
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/// (reused for the harvest/clear sweep) + <see cref="RegionTag"/>{Expedition} so GhostRelevancy scopes it to
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/// expedition players. The field spawner overrides Variant (round-robin) + Position per instance. Defaults are
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/// inline here (mirrors ResourceNodeAuthoring), not in Tuning.
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/// </summary>
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public class BlightClutterAuthoring : MonoBehaviour
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{
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[Tooltip("Hit-points before the clutter shatters.")]
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[Min(1)] public int Remaining = 8;
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[Tooltip("Scrap (Biomass) yielded per projectile hit — the 'minor scrap' trickle.")]
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[Min(1f)] public float ScrapPerHit = 2f;
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[Tooltip("Hit radius (world units) for the clear sweep.")]
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[Min(0f)] public float HitRadius = 1.0f;
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[Tooltip("Default visual variant (the spawner round-robins this per piece).")]
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public byte Variant = 0;
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private class BlightClutterBaker : Baker<BlightClutterAuthoring>
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{
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public override void Bake(BlightClutterAuthoring authoring)
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{
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var entity = GetEntity(authoring, TransformUsageFlags.Dynamic);
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AddComponent(entity, new BlightClutter
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{
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Remaining = authoring.Remaining,
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Variant = authoring.Variant,
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ScrapResourceId = ResourceId.Biomass,
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ScrapPerHit = authoring.ScrapPerHit,
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});
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AddComponent(entity, new HitRadius { Value = authoring.HitRadius });
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AddComponent(entity, new RegionTag { Region = RegionId.Expedition });
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}
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}
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 6b1aa9b83194a2c41b940dd9532377f4
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@@ -0,0 +1,39 @@
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using ProjectM.Simulation;
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using Unity.Entities;
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using UnityEngine;
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namespace ProjectM.Authoring
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{
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/// <summary>
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/// Authoring for the baked <see cref="ClutterFieldSpawner"/> singleton (mirrors ResourceFieldSpawnerAuthoring).
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/// Place once in the gameplay subscene and assign the Blight-clutter ghost prefab; ExpeditionFieldSystem
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/// scatters the clutter each expedition alongside the resource field. Carries no transform.
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/// </summary>
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public class ClutterFieldSpawnerAuthoring : MonoBehaviour
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{
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[Tooltip("Blight-clutter ghost prefab. Must carry BlightClutterAuthoring + a GhostAuthoringComponent (ownerless, interpolated).")]
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public GameObject ClutterPrefab;
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[Tooltip("Number of clutter pieces per expedition.")]
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[Min(1)] public int Count = 14;
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[Tooltip("Scatter radius (world units) around the expedition origin.")]
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[Min(1f)] public float Radius = 14f;
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private class ClutterFieldSpawnerBaker : Baker<ClutterFieldSpawnerAuthoring>
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{
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public override void Bake(ClutterFieldSpawnerAuthoring authoring)
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{
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var entity = GetEntity(authoring, TransformUsageFlags.None);
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AddComponent(entity, new ClutterFieldSpawner
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{
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Prefab = authoring.ClutterPrefab != null
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? GetEntity(authoring.ClutterPrefab, TransformUsageFlags.Dynamic)
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: Entity.Null,
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Count = authoring.Count,
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Radius = authoring.Radius,
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});
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}
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}
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 02623cc30f984104b88a75782bf0dd07
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