Betäubungs-Ring über dem Kopf (Gäste über Bit 18 der Rahmen-Flags), Nebel-Gitter LuneFogOverlay mit Shader Luneraria/FogOverlay aus LuneFog.Vision (10 Hz, weiche Kante), laufende Glyphe je Team als vier Zusatzwerte nach den Gebäude-Lebenspunkten. Reine Darstellung. Kern 627/627 (s4 8), EditMode 35/35, PlayMode 20/20, Verify 718/0, Selbsttest 30/30, Golden 0, Fingerabdruck unverändert. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
354 lines
17 KiB
C#
354 lines
17 KiB
C#
using System.Collections.Generic;
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using Luneraria.Core;
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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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/// Shows the driver's match (U2C): unit views per combat, building looks from the authoritative
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/// HP with the Ancients' health bars, tower bolts from the towers' attack events, and the
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/// Schlundkrone resting in its grotto while the grotto is open (U3, from lune_grotto_view.gd).
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/// Runs after the driver in the same frame and only reads the core.
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/// </summary>
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[DefaultExecutionOrder(100)]
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public sealed class LuneMatchView : MonoBehaviour
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{
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public LuneMatchDriver Driver;
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public LuneUnitLibrary Library;
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public Camera ViewCamera;
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/// <summary>
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/// Planning only: the human's draft army in its formation (set by the game controller, U3;
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/// Godot _rebuild_preview). Bot matches leave it empty and show no units while planning.
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/// </summary>
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public LuneCombat Preview;
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readonly Dictionary<int, LuneUnitView> _units = new Dictionary<int, LuneUnitView>();
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readonly Dictionary<string, LuneBuildingView> _buildings = new Dictionary<string, LuneBuildingView>();
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readonly Dictionary<string, int> _towerSerials = new Dictionary<string, int>();
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readonly List<Bolt> _bolts = new List<Bolt>();
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LuneCombat _combat;
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Transform _unitRoot;
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bool _synced;
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GameObject _restingBoss;
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readonly Dictionary<string, AncientBar> _ancientBars = new Dictionary<string, AncientBar>();
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/// <summary>Health bar over an Ancient (lune_ancient_view.gd _build_bar: 3.4 m wide, 11.2 m up).</summary>
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sealed class AncientBar
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{
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public Transform Root;
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public Transform Fill;
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}
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public const float AncientBarWidth = 3.4f;
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public const float AncientBarHeight = 11.2f;
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/// <summary>Godot BOSS_LOCAL and view scale of the resting boss on its dais.</summary>
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public const float RestingBossScale = 1.7f;
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/// <summary>The resting Schlundkrone (tests); null until the grotto was first open.</summary>
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public GameObject RestingBoss { get { return _restingBoss; } }
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sealed class Bolt
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{
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public LineRenderer Line;
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public float Age;
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public LuneUnitView Target;
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public Vector3 From;
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public int Team;
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}
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/// <summary>U5 spark: fat at the muzzle, a bright core, a fine tip.</summary>
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static readonly AnimationCurve BoltWidth = new AnimationCurve(
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new Keyframe(0f, .35f), new Keyframe(.55f, 1f), new Keyframe(1f, 0f));
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static Gradient BoltGradient(Color light, float alpha)
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{
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var gradient = new Gradient();
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gradient.SetKeys(
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new[] { new GradientColorKey(light, 0f), new GradientColorKey(Color.Lerp(light, Color.white, .55f), .55f), new GradientColorKey(light, 1f) },
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new[] { new GradientAlphaKey(alpha, 0f), new GradientAlphaKey(alpha, 1f) });
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return gradient;
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}
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public IEnumerable<LuneUnitView> Units { get { return _units.Values; } }
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/// <summary>S3 fog of war: the seat whose team's vision applies (-1 = everything visible).</summary>
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public int FogSlot = -1;
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/// <summary>Ids of the units hidden in the fog this frame.</summary>
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public HashSet<int> Hidden { get; private set; } = new HashSet<int>();
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static readonly HashSet<int> Empty = new HashSet<int>();
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/// <summary>S4: the darkening grid of the fog (null until a fogged match runs).</summary>
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public LuneFogOverlay Fog { get; private set; }
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void FogTick(LuneMatch match, float dt)
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{
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bool on = FogSlot >= 0 && FogSlot < match.Players.Count && match.Extended && Library != null && Library.FogOverlay != null;
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if (!on)
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{
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if (Fog != null && Fog.gameObject.activeSelf)
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Fog.gameObject.SetActive(false);
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return;
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}
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if (Fog == null)
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{
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var go = new GameObject("FogOverlay");
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go.transform.SetParent(transform, false);
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Fog = go.AddComponent<LuneFogOverlay>();
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Fog.Build(Library.Ground, Library.FogOverlay);
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}
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if (!Fog.gameObject.activeSelf)
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Fog.gameObject.SetActive(true);
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Fog.Tick(dt, LuneFog.Vision(match, _combat, match.Players[FogSlot].Team));
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}
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/// <summary>Main-thread cost of the last frame's view update (milliseconds).</summary>
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public double LastSyncMs { get; private set; }
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readonly System.Diagnostics.Stopwatch _clock = new System.Diagnostics.Stopwatch();
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public LuneBuildingView Building(string id)
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{
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_buildings.TryGetValue(id, out LuneBuildingView view);
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return view;
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}
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void Start()
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{
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foreach (LuneBuildingView building in FindObjectsByType<LuneBuildingView>(FindObjectsSortMode.None))
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_buildings[building.BuildingId] = building;
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_unitRoot = new GameObject("Units").transform;
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if (ViewCamera == null)
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ViewCamera = Camera.main;
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}
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void LateUpdate()
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{
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if (Driver == null || Driver.Runner == null)
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return;
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_clock.Restart();
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LuneMatch match = Driver.Runner.Match;
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float dt = Time.deltaTime;
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// Planning shows the preview when there is one (human seat); a bot match keeps the last
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// combat's figures standing, unsynced, as in Godot.
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bool planning = Driver.Runner.Current == LuneMatchRunner.Stage.Planning;
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LuneCombat shown = planning && Preview != null ? Preview : match.Combat;
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if (shown != _combat)
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{
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foreach (LuneUnitView view in _units.Values)
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Destroy(view.gameObject);
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_units.Clear();
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_towerSerials.Clear();
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_combat = shown;
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}
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bool showUnits = _combat != null && (!planning || _combat == Preview);
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// S3 fog of war (extended rules): enemies the viewer's team cannot see are hidden.
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Hidden = FogSlot >= 0 && FogSlot < match.Players.Count && showUnits
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? LuneFog.Hidden(match, _combat, match.Players[FogSlot].Team, planning, planning ? match.Players[FogSlot].Draft : null)
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: Empty;
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FogTick(match, dt);
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float alpha = Driver.Runner.Current == LuneMatchRunner.Stage.Combat ? (float)Driver.Runner.Clock.Alpha : 1f;
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if (showUnits)
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{
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foreach (LuneUnit unit in _combat.Units)
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{
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if (!unit.IsMobile())
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continue;
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if (!_units.TryGetValue(unit.Id, out LuneUnitView view))
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{
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view = new GameObject().AddComponent<LuneUnitView>();
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view.transform.SetParent(_unitRoot, false);
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view.Bind(unit, Library);
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_units[unit.Id] = view;
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}
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bool visible = !Hidden.Contains(unit.Id);
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if (view.gameObject.activeSelf != visible)
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view.gameObject.SetActive(visible);
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view.Sync(alpha, dt, ViewCamera != null ? ViewCamera.transform : null);
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}
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}
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SyncBuildings(match);
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SyncBolts(dt);
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SyncRestingBoss(match);
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_synced = true;
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LastSyncMs = _clock.Elapsed.TotalMilliseconds;
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}
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void SyncBuildings(LuneMatch match)
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{
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bool fighting = _combat != null && match.Phase == Phase.Combat;
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foreach (BuildingDef definition in match.Map.Buildings)
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{
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if (!_buildings.TryGetValue(definition.Id, out LuneBuildingView view))
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continue;
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double hp = match.BuildingHp[definition.Id];
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LuneUnit unit = null;
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if (_combat != null && _combat.Buildings.TryGetValue(definition.Id, out unit) && fighting)
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hp = unit.Hp;
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view.SetHealth((float)hp, (float)definition.MaxHp, _synced);
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if (view.Tier == "core")
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SyncAncientBar(view, (float)hp, (float)definition.MaxHp);
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// S2: a levelled Ancient shoots like a tower.
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if (unit != null && (unit.Kind == "tower" || (unit.Kind == "core" && unit.Def.Damage > 0.0)) && _combat != null)
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TowerAttack(view, unit);
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GlyphRing(definition, view, unit != null && fighting && _combat.Glyphed(unit));
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}
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}
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/// <summary>S2 (Dota 2 glyph): a bright hexagon ring around an invulnerable tower.</summary>
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readonly Dictionary<string, GameObject> _glyphRings = new Dictionary<string, GameObject>();
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void GlyphRing(BuildingDef definition, LuneBuildingView view, bool on)
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{
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_glyphRings.TryGetValue(definition.Id, out GameObject ring);
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if (!on)
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{
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if (ring != null)
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ring.SetActive(false);
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return;
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}
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if (ring == null)
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{
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if (Library == null || Library.RingHexagon == null || Library.MoonBurst == null)
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return;
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ring = new GameObject("GlyphRing_" + definition.Id);
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ring.transform.SetParent(view.transform, false);
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ring.transform.localPosition = new Vector3(0f, .12f, 0f);
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ring.transform.localScale = new Vector3(4.2f, 1f, 4.2f);
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ring.AddComponent<MeshFilter>().sharedMesh = Library.RingHexagon;
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var renderer = ring.AddComponent<MeshRenderer>();
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renderer.sharedMaterial = Library.MoonBurst;
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renderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
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_glyphRings[definition.Id] = ring;
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}
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ring.SetActive(true);
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ring.transform.Rotate(0f, 40f * Time.deltaTime, 0f);
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}
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void TowerAttack(LuneBuildingView view, LuneUnit tower)
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{
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_towerSerials.TryGetValue(tower.BuildingId, out int last);
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_towerSerials[tower.BuildingId] = tower.AttackSerial;
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if (tower.AttackSerial == last || last == 0 && tower.AttackSerial == 0)
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return;
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if (tower.Target == null || !_units.TryGetValue(tower.Target.Id, out LuneUnitView target))
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return;
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var line = new GameObject("Bolt").AddComponent<LineRenderer>();
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line.transform.SetParent(_unitRoot, false);
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line.sharedMaterial = Library.Bolt[Mathf.Clamp(view.Team, 0, 2)];
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// U5: a drawn-out spark rather than a bare tube (G3 tower shot).
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line.widthMultiplier = view.Tier == "base" ? .28f : .18f;
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line.widthCurve = BoltWidth;
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int team = Mathf.Clamp(view.Team, 0, 2);
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line.colorGradient = BoltGradient(Library.BoltLight[team], 1f);
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line.numCapVertices = 4;
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line.numCornerVertices = 2;
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line.textureMode = LineTextureMode.Tile;
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line.positionCount = 3;
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line.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
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line.receiveShadows = false;
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_bolts.Add(new Bolt { Line = line, Target = target, From = view.Muzzle, Team = team });
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}
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/// <summary>The bar shows while the Ancient is damaged and standing, always facing the camera.</summary>
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void SyncAncientBar(LuneBuildingView view, 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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bool visible = hp > 0f && fraction < .999f;
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_ancientBars.TryGetValue(view.BuildingId, out AncientBar bar);
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if (bar == null)
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{
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if (!visible || Library == null || Library.Quad == null)
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return;
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bar = new AncientBar { Root = new GameObject("AncientBar").transform };
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bar.Root.SetParent(view.transform, false);
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bar.Root.localPosition = new Vector3(0f, AncientBarHeight, 0f);
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Transform back = Quad(bar.Root, "Back", Library.BarBack);
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back.localScale = new Vector3(AncientBarWidth + .1f, .26f, 1f);
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bar.Fill = Quad(bar.Root, "Fill", Library.AncientBarFill[Mathf.Clamp(view.Team, 0, 1)]);
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_ancientBars[view.BuildingId] = bar;
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}
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if (bar.Root.gameObject.activeSelf != visible)
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bar.Root.gameObject.SetActive(visible);
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if (!visible)
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return;
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bar.Fill.localScale = new Vector3(AncientBarWidth * Mathf.Max(.001f, fraction), .17f, 1f);
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bar.Fill.localPosition = new Vector3(-AncientBarWidth * .5f * (1f - fraction), 0f, -.001f);
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if (ViewCamera != null)
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bar.Root.rotation = ViewCamera.transform.rotation;
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}
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Transform Quad(Transform parent, string label, Material material)
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{
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var go = new GameObject(label);
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go.transform.SetParent(parent, false);
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go.AddComponent<MeshFilter>().sharedMesh = Library.Quad;
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var renderer = go.AddComponent<MeshRenderer>();
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renderer.sharedMaterial = material;
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renderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
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renderer.receiveShadows = false;
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return go.transform;
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}
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/// <summary>
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/// The Schlundkrone rests on its dais while the grotto is open and no boss unit stands there
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/// (lune_grotto_view.gd: state AVAILABLE without a fighter): the figure the fight uses,
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/// neutral, facing the arena and the two stairs, in its idle clip. The grotto's light
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/// states (runes, crystals, motes) are not ported yet.
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/// </summary>
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void SyncRestingBoss(LuneMatch match)
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{
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LuneUnit fighter = match.Phase == Phase.Combat && match.Combat != null ? match.Combat.GrottoBoss : null;
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bool visible = match.Boss.Claim == null && match.GrottoAvailable() && fighter == null;
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if (visible && _restingBoss == null)
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_restingBoss = MakeRestingBoss(match.Map);
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if (_restingBoss != null && _restingBoss.activeSelf != visible)
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_restingBoss.SetActive(visible);
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}
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GameObject MakeRestingBoss(LuneMap map)
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{
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LuneUnitLibrary.UnitModel model = Library != null ? Library.Find(Library.BossModel) : null;
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if (model == null || model.Prefab == null)
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return null;
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var root = new GameObject("RestingBoss");
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root.transform.SetParent(transform, false);
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Vec2 at = map.GrottoBossPoint();
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root.transform.position = LuneSpace.World(at, (Library.Ground != null ? Library.Ground.StandHeight(at) : 0f) + .03f);
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root.transform.rotation = LuneSpace.Facing(System.Math.Atan2(LuneMap.Axis.X, LuneMap.Axis.Y));
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GameObject figure = Instantiate(model.Prefab, root.transform, false);
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figure.name = "Model";
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figure.SetActive(true);
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figure.transform.localScale = Vector3.one * RestingBossScale;
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Library.Materials.Dress(figure, 2);
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var animator = figure.GetComponentInChildren<Animator>();
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if (animator != null && model.Controller != null)
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{
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animator.runtimeAnimatorController = model.Controller;
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animator.applyRootMotion = false;
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if (animator.HasState(0, Animator.StringToHash("idle")))
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animator.Play("idle", 0, 0f);
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}
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return root;
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}
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void SyncBolts(float dt)
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{
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for (int i = _bolts.Count - 1; i >= 0; i--)
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{
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Bolt bolt = _bolts[i];
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bolt.Age += dt;
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if (bolt.Age > .25f || bolt.Target == null)
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{
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Destroy(bolt.Line.gameObject);
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_bolts.RemoveAt(i);
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continue;
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}
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Vector3 to = bolt.Target.AimPoint;
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// U5: three points bow the spark slightly toward the camera; fade over its life.
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Vector3 mid = Vector3.Lerp(bolt.From, to, .55f);
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if (ViewCamera != null)
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mid += ViewCamera.transform.up * .12f;
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bolt.Line.SetPosition(0, bolt.From);
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bolt.Line.SetPosition(1, mid);
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bolt.Line.SetPosition(2, to);
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float fade = 1f - Mathf.Clamp01((bolt.Age - .12f) / .13f);
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bolt.Line.colorGradient = BoltGradient(Library.BoltLight[bolt.Team], fade);
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}
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}
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}
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}
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