remove deprecated buff system

This commit is contained in:
Ian Woods 2026-07-21 21:20:30 -07:00
parent 35ea90f71b
commit 330a929985
22 changed files with 11 additions and 615 deletions

View file

@ -101,10 +101,6 @@ namespace TD.UI
// Match-end overlay — built once on Start and toggled on Phase changes.
private VisualElement matchEndOverlay;
// Buff menu overlay — toggled by the B key via ToggleBuffMenu().
private VisualElement buffMenuOverlay;
private VisualElement buffMenuContent;
private Label matchEndTitle;
// Draft overlay (roguelike between-waves draft). Non-modal: the card row floats at
@ -698,9 +694,6 @@ namespace TD.UI
// MatchState.OnPhaseChanged fires Victory or Defeat.
BuildMatchEndOverlay(root);
// Build the buff menu overlay. Hidden until the player presses B.
BuildBuffMenuOverlay(root);
// Build the draft overlay (roguelike between-waves draft). Hidden until the
// local player has an active draft (or to show the paid "Buy Roll" button).
BuildDraftOverlay(root);
@ -1173,13 +1166,11 @@ namespace TD.UI
{
// Build buttons come from the LOCAL player's deck — the per-player
// unlocked set — not the global catalog. Each deck entry is a
// TowerTypeId resolved back to its definition via the catalog. The
// last grid slot is reserved for the Buffs button, so towers fill
// slots 0..GRID_MAX-2.
// TowerTypeId resolved back to its definition via the catalog.
var deck = PlayerTowerDeck.Local;
if (deck != null)
{
int count = Mathf.Min(deck.Count, GRID_MAX - 1);
int count = Mathf.Min(deck.Count, GRID_MAX);
for (int i = 0; i < count; i++)
{
int typeId = deck.GetTypeIdAt(i);
@ -1189,7 +1180,6 @@ namespace TD.UI
}
}
}
cells[GRID_MAX - 1] = CreateBuffMenuButton(HotkeyLayout[GRID_MAX - 1]);
}
else if (selection is TowerInstance tower)
{
@ -1374,9 +1364,7 @@ namespace TD.UI
// Sell action for a completed tower. Refund is computed on the TowerInstance (single
// source of truth shared with the server) so the badge shows exactly what the player
// gets back. Hotkey is Key.None: the bottom-right slot's letter (B) is already the
// global buff-menu toggle — see CreateBuffMenuButton — so binding it here would fire
// both. The button stays click-only.
// gets back. The button stays click-only (Key.None).
private VisualElement CreateSellButton(TowerInstance tower, Key hotkey)
{
// Only the tower's owner can sell it (the server enforces this too). A non-owner
@ -1399,17 +1387,6 @@ namespace TD.UI
return btn;
}
private VisualElement CreateBuffMenuButton(Key hotkey)
{
// Key.None so HandleHotkeys doesn't register B here — BuilderInputController
// already fires ToggleBuffMenu on B globally. Registering it in both places
// causes a double-toggle on the same frame when the builder is selected.
return CreateActionButton(
costText: "Buffs [B]",
hotkey: Key.None,
onClick: () => ToggleBuffMenu());
}
// Cancel action for an in-progress build. Fires the owner-only RPC; the
// server cancels the matching job (or, for shelved sites, refunds + despawns
// directly), full gold is refunded, the BuildSiteVisual is despawned, and
@ -1712,149 +1689,6 @@ namespace TD.UI
// ----- Chat feed + input -----------------------------------------
// ----- Buff menu overlay ------------------------------------------
private void BuildBuffMenuOverlay(VisualElement root)
{
buffMenuOverlay = new VisualElement();
buffMenuOverlay.style.position = Position.Absolute;
buffMenuOverlay.style.left = 0;
buffMenuOverlay.style.right = 0;
buffMenuOverlay.style.top = 0;
buffMenuOverlay.style.bottom = 0;
buffMenuOverlay.style.alignItems = Align.Center;
buffMenuOverlay.style.justifyContent = Justify.Center;
buffMenuOverlay.style.backgroundColor = new Color(0f, 0f, 0f, 0.5f);
buffMenuOverlay.style.display = DisplayStyle.None;
buffMenuOverlay.pickingMode = PickingMode.Position;
var panel = new VisualElement();
panel.style.minWidth = 340;
panel.style.paddingTop = 20;
panel.style.paddingBottom = 20;
panel.style.paddingLeft = 28;
panel.style.paddingRight = 28;
panel.style.backgroundColor = new Color(0.08f, 0.08f, 0.10f, 0.95f);
panel.style.borderTopWidth = panel.style.borderBottomWidth =
panel.style.borderLeftWidth = panel.style.borderRightWidth = 2;
var border = new Color(0.4f, 0.4f, 0.45f);
panel.style.borderTopColor = panel.style.borderBottomColor =
panel.style.borderLeftColor = panel.style.borderRightColor = border;
var title = new Label("Buffs");
title.style.fontSize = 24;
title.style.color = Color.white;
title.style.unityFontStyleAndWeight = FontStyle.Bold;
title.style.marginBottom = 12;
panel.Add(title);
// Scrollable content area: current buffs + purchase buttons.
// Rebuilt each time the menu is shown via RefreshBuffMenuContent().
buffMenuContent = new VisualElement();
panel.Add(buffMenuContent);
var closeBtn = new Button(() => SetBuffMenuVisible(false)) { text = "Close [B]" };
closeBtn.style.marginTop = 16;
closeBtn.style.height = 32;
panel.Add(closeBtn);
buffMenuOverlay.Add(panel);
root.Add(buffMenuOverlay);
}
/// <summary>
/// Toggles the buff menu overlay. Called by <see cref="TD.Gameplay.BuilderInputController"/>
/// when the player presses B.
/// </summary>
public void ToggleBuffMenu()
{
bool nowVisible = buffMenuOverlay?.style.display == DisplayStyle.None;
SetBuffMenuVisible(nowVisible);
}
private void SetBuffMenuVisible(bool visible)
{
if (buffMenuOverlay == null) return;
buffMenuOverlay.style.display = visible ? DisplayStyle.Flex : DisplayStyle.None;
if (visible) RefreshBuffMenuContent();
}
private void RefreshBuffMenuContent()
{
if (buffMenuContent == null) return;
buffMenuContent.Clear();
var buffManager = TD.Gameplay.PlayerBuffManager.Local;
// Current buffs section.
var buffsHeader = new Label("Active Buffs");
buffsHeader.style.color = new Color(0.7f, 0.9f, 0.7f);
buffsHeader.style.fontSize = 14;
buffsHeader.style.marginBottom = 4;
buffMenuContent.Add(buffsHeader);
if (buffManager == null || buffManager.Buffs.Count == 0)
{
var none = new Label("None");
none.style.color = new Color(0.55f, 0.55f, 0.55f);
none.style.marginBottom = 8;
buffMenuContent.Add(none);
}
else
{
for (int i = 0; i < buffManager.Buffs.Count; i++)
{
var buff = buffManager.Buffs[i];
string statName = buff.Stat == TD.Core.BuffStat.Damage ? "Damage" : "Attack Speed";
string activeTag = buff.IsActive ? "" : " [DISABLED]";
var row = new Label($"• {buff.DisplayName} ({statName} ×{buff.Multiplier:F2}){activeTag}");
row.style.color = buff.IsActive ? Color.white : new Color(0.5f, 0.5f, 0.5f);
row.style.fontSize = 13;
buffMenuContent.Add(row);
}
buffMenuContent.style.marginBottom = 12;
}
// Purchase buttons section.
var buyHeader = new Label("Purchase");
buyHeader.style.color = new Color(0.9f, 0.8f, 0.5f);
buyHeader.style.fontSize = 14;
buyHeader.style.marginTop = 8;
buyHeader.style.marginBottom = 4;
buffMenuContent.Add(buyHeader);
int categoryCount = buffManager?.CategoryCount ?? 0;
if (categoryCount == 0)
{
var none = new Label("No categories available.");
none.style.color = new Color(0.55f, 0.55f, 0.55f);
buffMenuContent.Add(none);
return;
}
int localGold = TD.Gameplay.PlayerGoldManager.Local?.CurrentGold ?? 0;
for (int i = 0; i < categoryCount; i++)
{
var category = buffManager.GetCategory(i);
if (category == null) continue;
int idx = i; // capture for lambda
var btn = new Button(() =>
{
TD.Gameplay.PlayerBuffManager.Local?.RequestPurchaseBuffRpc(idx);
RefreshBuffMenuContent();
})
{
text = $"{category.DisplayName} — {category.Cost}g"
};
btn.style.height = 34;
btn.style.fontSize = 13;
btn.style.marginBottom = 4;
btn.SetEnabled(localGold >= category.Cost);
buffMenuContent.Add(btn);
}
}
// Bottom-left chat panel. Anchored 12px from the left edge, with the
// bottom edge sitting above the 220px bottom-ui. Layout uses a flex
// column: scrollable feed on top, input below. The feed clips at