Fester Simulationstakt und Ansichten, die nur lesen; Nachweis, dass die Partie bei jeder Bildrate dieselbe ist. - LuneClock: Akkumulator, ganze Schritte zu 0,05 s, Alpha zum Interpolieren. - LuneMatchRunner: Host-Ablauf einer Bot-Partie (Planung über die Befehlsschnittstelle, Kampf im festen Takt, Abrechnung, nächste Runde); LuneMatchDriver reicht in Update nur Bildzeit weiter. - LuneTrace: Fingerabdruck der Partie (jeder Schritt, jede Abrechnung) und der reine Kernlauf zum Vergleich. - Ansichten: LuneMatchView, LuneUnitView (interpolierte Position, Blickrichtung, Clips aus Kampfereignissen, Teamring, Lebensbalken), LuneBuildingView mit Einsturz und Ruine aus den autoritativen HP, Turmblitze, LuneCameraRig wie lune_camera.gd, vorläufige Debug-Anzeige (kein HUD; U3 portiert das G3-HUD). - Einheitenbibliothek: Kohlenbeißer aus 131 Teilen zu einem Mesh, Animator- Controller mit den Blender-Clips, Ring- und Balkenmeshes, Markermaterialien. - Tests: EditMode (30/60/120 fps, unbegrenzt, Ruckler, 8x Tempo; Seed 2 und Seed 9 ab Runde 21) und PlayMode in der Szene bei echten Bildraten 30, 60, 120 und unbegrenzt: überall derselbe Fingerabdruck wie der Kern. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
166 lines
6.7 KiB
C#
166 lines
6.7 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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namespace Luneraria.View
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{
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/// <summary>
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/// A tower (Grenzwacht, Bastion, Kernwacht) or an Ancient (Mondherz) of the G2 set. Shows the
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/// authoritative building HP as one of five looks, like scripts/luneraria/view/lune_tower_view.gd
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/// and lune_ancient_view.gd: intact, lightly and heavily damaged, collapsing, ruin. The view never
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/// decides anything; HP comes from the core (U2C binds it).
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/// </summary>
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public sealed class LuneBuildingView : MonoBehaviour
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{
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public enum Look { Intact, Light, Heavy, Destroying, Ruin }
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/// <summary>HP fractions where the look changes (the same bands for towers and Ancients).</summary>
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public const float LightBelow = .605f;
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public const float HeavyBelow = .305f;
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public string BuildingId = "";
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public int Team;
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/// <summary>outer, inner, base or core.</summary>
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public string Tier = "";
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public Look Current = Look.Intact;
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/// <summary>Length of the collapse before the ruin shows (Godot DESTROY_SECONDS).</summary>
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public const float DestroySeconds = 1.7f;
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readonly Dictionary<string, Transform> _parts = new Dictionary<string, Transform>();
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readonly Dictionary<string, Pose> _rest = new Dictionary<string, Pose>();
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float _destroyTime = -1f;
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bool _destroyFromHeavy;
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/// <summary>Crystal tip (where tower bolts leave).</summary>
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public Vector3 Muzzle
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{
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get
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{
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Collect();
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if (_parts.TryGetValue("Crystal", out Transform crystal))
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return crystal.position + Vector3.up * .35f;
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return transform.position + Vector3.up * 5f;
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}
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}
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/// <summary>
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/// Authoritative HP to a look. A building that falls while the view watches collapses first;
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/// one that is already down when the view is built appears as a ruin at once.
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/// </summary>
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public void SetHealth(float hp, float maxHp, bool animate)
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{
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Look next = LookFor(hp, maxHp);
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if (Current == Look.Destroying)
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return;
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if (next == Look.Ruin && Current != Look.Ruin && animate)
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{
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_destroyFromHeavy = Current == Look.Heavy;
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Show(Look.Destroying);
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_destroyTime = 0f;
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return;
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}
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if (next != Current)
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Show(next);
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}
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void Update()
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{
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if (Current != Look.Destroying)
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return;
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_destroyTime += Time.deltaTime;
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float k = Mathf.Clamp01(_destroyTime / DestroySeconds);
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// The upper part tips over and sinks; the Ancient's structure sinks into its dais.
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foreach (KeyValuePair<string, Transform> part in _parts)
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{
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if (!_rest.TryGetValue(part.Key, out Pose rest))
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continue;
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bool falls = IsAncient ? !part.Key.StartsWith("Ruin") && part.Key != "Dais" && part.Key != "Pedestal"
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: part.Key == "Upper" || part.Key == "Upper_Damaged" || part.Key == "Crystal" || part.Key == "Ring" || part.Key.StartsWith("Shard") || part.Key.StartsWith("Pennant") || part.Key.StartsWith("Banner");
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if (!falls)
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continue;
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part.Value.localRotation = rest.rotation * Quaternion.Euler(0f, 0f, 70f * k * k);
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part.Value.localPosition = rest.position + Vector3.down * 3f * k * k;
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}
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if (k >= 1f)
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{
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foreach (KeyValuePair<string, Transform> part in _parts)
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if (_rest.TryGetValue(part.Key, out Pose rest))
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part.Value.SetLocalPositionAndRotation(rest.position, rest.rotation);
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Show(Look.Ruin);
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}
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}
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public bool IsAncient { get { return Tier == "core"; } }
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void Collect()
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{
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if (_parts.Count > 0)
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return;
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Transform model = transform.childCount > 0 ? transform.GetChild(0) : transform;
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foreach (Transform part in model)
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{
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_parts[part.name] = part;
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_rest[part.name] = new Pose(part.localPosition, part.localRotation);
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}
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}
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/// <summary>Look for an HP fraction; a destroyed building shows its ruin.</summary>
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public static Look LookFor(float hp, float maxHp)
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{
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float fraction = Mathf.Clamp01(hp / Mathf.Max(1f, maxHp));
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if (hp <= 0f)
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return Look.Ruin;
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if (fraction < HeavyBelow)
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return Look.Heavy;
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if (fraction < LightBelow)
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return Look.Light;
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return Look.Intact;
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}
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/// <summary>Part visibility of a look (Godot _enter of the tower and Ancient views).</summary>
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public void Show(Look look)
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{
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Collect();
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Current = look;
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bool standing = look != Look.Ruin;
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if (IsAncient)
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{
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foreach (KeyValuePair<string, Transform> part in _parts)
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{
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string key = part.Key;
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bool visible;
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if (key.StartsWith("Ruin"))
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visible = !standing;
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else if (key == "Crest_A")
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visible = standing && Team == 0;
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else if (key == "Crest_B")
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visible = standing && Team != 0;
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else if (key == "Dais" || key == "Pedestal")
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visible = true;
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else
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visible = standing;
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part.Value.gameObject.SetActive(visible);
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}
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return;
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}
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bool damagedTop = look == Look.Heavy || (look == Look.Destroying && _destroyFromHeavy);
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Set("Upper", standing && !damagedTop);
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Set("Upper_Damaged", standing && damagedTop);
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Set("Debris", look == Look.Heavy || look == Look.Destroying);
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Set("Lower", standing);
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Set("Ruin", !standing);
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foreach (KeyValuePair<string, Transform> part in _parts)
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{
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string key = part.Key;
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if (key == "Crystal" || key == "Ring" || key.StartsWith("Shard") || key.StartsWith("Banner") || key.StartsWith("Pennant"))
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part.Value.gameObject.SetActive(standing);
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}
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}
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void Set(string key, bool visible)
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{
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if (_parts.TryGetValue(key, out Transform part))
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part.gameObject.SetActive(visible);
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}
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}
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}
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