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

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@ -107,21 +106,6 @@ MonoBehaviour:
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@ -67,11 +67,6 @@ namespace TD.Combat
// Cached on OnNetworkSpawn — avoids GetComponent every Update.
private TowerInstance towerInstance;
// Lazily resolved on first attack — the owner's slot isn't guaranteed to be
// set at spawn time, so we defer the lookup until combat actually begins.
private PlayerBuffManager ownerBuffManager;
private bool buffManagerResolved;
// Shared OverlapSphere result buffer. 32 covers any realistic enemy
// density; size up if profiling reveals overflow.
private static readonly Collider[] s_overlapBuffer = new Collider[32];
@ -239,25 +234,6 @@ namespace TD.Combat
ClearTarget();
}
// ----- Buff multiplier lookup -------------------------------------
// Resolved lazily on the first attack because the owner slot NetworkVariable
// may not yet have replicated by the time OnNetworkSpawn runs.
private PlayerBuffManager GetOwnerBuffManager()
{
if (buffManagerResolved) return ownerBuffManager;
var slot = towerInstance.Owner;
if (slot == PlayerSlot.None) return null;
var matchState = PlayerMatchState.GetForSlot(slot);
if (matchState == null) return null;
ownerBuffManager = matchState.GetComponent<PlayerBuffManager>();
buffManagerResolved = true;
return ownerBuffManager;
}
// ----- Attack tick -------------------------------------------------
private void TickAttack(TowerDefinition def)
@ -265,9 +241,7 @@ namespace TD.Combat
attackCooldown -= Time.deltaTime;
if (attackCooldown > 0f) return;
float effectiveFireRate = def.AttacksPerSecond
* (GetOwnerBuffManager()?.GetMultiplier(BuffStat.AttackSpeed) ?? 1f);
attackCooldown = 1f / effectiveFireRate;
attackCooldown = 1f / def.AttacksPerSecond;
Fire(def);
}
@ -484,9 +458,7 @@ namespace TD.Combat
private void HitEnemy(in CombatProfile p, EnemyHealth target, PlayerSlot owner)
{
var multiplier = GetOwnerBuffManager()?.GetMultiplier(BuffStat.Damage) ?? 1f;
float effectiveDamage = p.Damage * multiplier;
target.TakeDamage(effectiveDamage, p.DamageType, owner);
target.TakeDamage(p.Damage, p.DamageType, owner);
ApplyStatusEffect(p, target, owner);
}
@ -525,11 +497,9 @@ namespace TD.Combat
return;
}
float effectiveDamage = def.Damage
* (GetOwnerBuffManager()?.GetMultiplier(BuffStat.Damage) ?? 1f);
proj.InitializeServer(
target,
effectiveDamage,
def.Damage,
p.DamageType,
p.TargetType,
p.SplashRadius,

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@ -1,12 +0,0 @@
// Assets/_Project/Scripts/Core/BuffStat.cs
namespace TD.Core
{
/// <summary>
/// Identifies which tower stat a <see cref="TD.Gameplay.BuffDefinition"/> modifies.
/// </summary>
public enum BuffStat : byte
{
Damage = 0,
AttackSpeed = 1,
}
}

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@ -1,2 +0,0 @@
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@ -1,61 +0,0 @@
// Assets/_Project/Scripts/Gameplay/ActiveBuff.cs
using System;
using Unity.Collections;
using Unity.Netcode;
using TD.Core;
namespace TD.Gameplay
{
/// <summary>
/// One buff currently held by a player. Stored in
/// <see cref="PlayerBuffManager"/>'s NetworkList so all peers see the same set.
/// </summary>
/// <remarks>
/// <para><b>IEquatable.</b> NGO's NetworkList indexer setter short-circuits when
/// Equals returns true, silently dropping the write. Every mutable field
/// (only <see cref="IsActive"/>) is included in the comparison so toggling a
/// buff correctly propagates to clients.</para>
/// </remarks>
public struct ActiveBuff : INetworkSerializable, IEquatable<ActiveBuff>
{
/// <summary>Which tower stat this buff multiplies.</summary>
public BuffStat Stat;
/// <summary>Multiplicative factor, e.g. 1.25 for +25%.</summary>
public float Multiplier;
/// <summary>
/// False when disabled (e.g. by an enemy ability). Excluded from
/// <see cref="PlayerBuffManager.GetMultiplier"/> while false.
/// </summary>
public bool IsActive;
/// <summary>Human-readable name for the HUD buff list.</summary>
public FixedString64Bytes DisplayName;
// ----- INetworkSerializable ---------------------------------------
public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
{
byte statByte = (byte)Stat;
serializer.SerializeValue(ref statByte);
Stat = (BuffStat)statByte;
serializer.SerializeValue(ref Multiplier);
serializer.SerializeValue(ref IsActive);
serializer.SerializeValue(ref DisplayName);
}
// ----- IEquatable -------------------------------------------------
public bool Equals(ActiveBuff other)
=> Stat == other.Stat
&& Multiplier == other.Multiplier
&& IsActive == other.IsActive
&& DisplayName == other.DisplayName;
public override bool Equals(object obj) => obj is ActiveBuff other && Equals(other);
public override int GetHashCode() => HashCode.Combine((int)Stat, Multiplier, IsActive);
}
}

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@ -1,23 +0,0 @@
// Assets/_Project/Scripts/Gameplay/BuffCategory.cs
using UnityEngine;
namespace TD.Gameplay
{
/// <summary>
/// A purchasable category of buffs. The player pays <see cref="Cost"/> gold
/// and receives a randomly chosen <see cref="BuffDefinition"/> from <see cref="Pool"/>.
/// </summary>
[CreateAssetMenu(fileName = "BuffCategory", menuName = "TD/Buffs/Buff Category")]
public class BuffCategory : ScriptableObject
{
[Tooltip("Name shown on the buff menu purchase button.")]
public string DisplayName;
[Tooltip("Gold cost to purchase one random buff from this category.")]
[Min(0)]
public int Cost;
[Tooltip("Set of buffs the player can receive. One is chosen uniformly at random.")]
public BuffDefinition[] Pool;
}
}

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@ -1,2 +0,0 @@
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@ -1,24 +0,0 @@
// Assets/_Project/Scripts/Gameplay/BuffDefinition.cs
using UnityEngine;
using TD.Core;
namespace TD.Gameplay
{
/// <summary>
/// One possible buff that can be awarded to a player. Lives in a
/// <see cref="BuffCategory"/>'s pool and is drawn randomly on purchase.
/// </summary>
[CreateAssetMenu(fileName = "BuffDefinition", menuName = "TD/Buffs/Buff Definition")]
public class BuffDefinition : ScriptableObject
{
[Tooltip("Name shown in the buff menu and tooltip.")]
public string DisplayName;
[Tooltip("Which tower stat this buff multiplies.")]
public BuffStat Stat;
[Tooltip("Multiplicative factor applied to the stat. 1.25 = +25%.")]
[Min(1f)]
public float Multiplier = 1.25f;
}
}

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@ -1,2 +0,0 @@
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guid: b01f9aea62ee8a1c1991bb2a097de224

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@ -151,13 +151,6 @@ namespace TD.Gameplay
// controllers handle right-click as cancel there) and when over HUD.
if (isModal) return;
// B: toggle buff menu.
if (keyboard != null && keyboard.bKey.wasPressedThisFrame
&& !HUDController.IsTextInputActive)
{
HUDController.Instance?.ToggleBuffMenu();
}
// Tab: select the builder, or (if already selected) recenter the camera on it.
if (keyboard != null && keyboard.tabKey.wasPressedThisFrame
&& !HUDController.IsTextInputActive)

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@ -9,8 +9,7 @@ namespace TD.Gameplay
{
/// <summary>
/// Per-player set of granted builder effects. Lives on the Player prefab alongside
/// <see cref="PlayerGoldManager"/>, <see cref="PlayerTowerDeck"/>, and
/// <see cref="PlayerBuffManager"/>.
/// <see cref="PlayerGoldManager"/> and <see cref="PlayerTowerDeck"/>.
/// </summary>
/// <remarks>
/// <para><b>List of granted kinds.</b> A builder effect carries no per-grant state (no

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@ -1,195 +0,0 @@
// Assets/_Project/Scripts/Gameplay/PlayerBuffManager.cs
using System.Collections.Generic;
using Unity.Collections;
using Unity.Netcode;
using UnityEngine;
using TD.Core;
namespace TD.Gameplay
{
/// <summary>
/// Holds all buffs currently owned by one player. Lives on the Player prefab
/// alongside <see cref="PlayerGoldManager"/> and <see cref="PlayerMatchState"/>.
/// </summary>
/// <remarks>
/// <para><b>Purchase flow.</b> The owning client calls
/// <see cref="RequestPurchaseBuffRpc"/> with a category index. The server
/// validates gold, deducts the cost, picks a random
/// <see cref="BuffDefinition"/> from the category's pool, and appends an
/// <see cref="ActiveBuff"/> to the replicated <see cref="buffs"/> list.</para>
///
/// <para><b>Multiplier query.</b> <see cref="GetMultiplier"/> is called by
/// <see cref="TD.Combat.TowerCombat"/> on the server each time a tower fires.
/// It multiplies all active buffs for the requested stat together.</para>
///
/// <para><b>Enable / disable.</b> Enemies can call <see cref="ServerDisableBuff"/>
/// and <see cref="ServerEnableBuff"/> by index to temporarily suppress buffs
/// without removing them from the list.</para>
/// </remarks>
public class PlayerBuffManager : NetworkBehaviour
{
// ----- Static registry (mirrors PlayerGoldManager pattern) -----------
private static readonly Dictionary<ulong, PlayerBuffManager> s_byClientId
= new Dictionary<ulong, PlayerBuffManager>();
/// <summary>Returns the PlayerBuffManager owned by the given client, or null.</summary>
public static PlayerBuffManager GetForClient(ulong clientId)
{
s_byClientId.TryGetValue(clientId, out var mgr);
return mgr;
}
/// <summary>Convenience: the local client's own buff manager.</summary>
public static PlayerBuffManager Local
{
get
{
var nm = NetworkManager.Singleton;
if (nm == null) return null;
return GetForClient(nm.LocalClientId);
}
}
// ----- Inspector ------------------------------------------------------
[Tooltip("Purchasable buff categories shown in the buff menu. Index in this " +
"array is the categoryIndex passed to RequestPurchaseBuffRpc.")]
[SerializeField] private BuffCategory[] categories;
private NetworkList<ActiveBuff> buffs;
private void Awake()
{
buffs = new NetworkList<ActiveBuff>();
}
// ----- NGO lifecycle ----------------------------------------------
public override void OnNetworkSpawn()
{
s_byClientId[OwnerClientId] = this;
}
public override void OnNetworkDespawn()
{
if (s_byClientId.TryGetValue(OwnerClientId, out var registered) && registered == this)
s_byClientId.Remove(OwnerClientId);
}
// ----- Public API -------------------------------------------------
/// <summary>
/// Returns the combined multiplier for <paramref name="stat"/> across all
/// active buffs owned by this player. Returns 1.0 if no matching buffs
/// are active. Safe to call from any peer.
/// </summary>
public float GetMultiplier(BuffStat stat)
{
float result = 1f;
for (int i = 0; i < buffs.Count; i++)
{
var buff = buffs[i];
if (buff.Stat == stat && buff.IsActive)
result *= buff.Multiplier;
}
return result;
}
/// <summary>
/// Returns the number of buff categories available, for building the UI.
/// </summary>
public int CategoryCount => categories?.Length ?? 0;
/// <summary>Returns the category at the given index, or null.</summary>
public BuffCategory GetCategory(int index)
=> (categories != null && index >= 0 && index < categories.Length)
? categories[index]
: null;
/// <summary>Read-only access to the buff list for UI rendering.</summary>
public NetworkList<ActiveBuff> Buffs => buffs;
// ----- Server helpers ---------------------------------------------
/// <summary>
/// Server-only: disables the buff at <paramref name="index"/>.
/// The buff remains in the list and can be re-enabled.
/// </summary>
public void ServerDisableBuff(int index)
{
if (!IsServer) return;
if (index < 0 || index >= buffs.Count) return;
var b = buffs[index];
if (!b.IsActive) return;
b.IsActive = false;
buffs[index] = b;
}
/// <summary>Server-only: re-enables the buff at <paramref name="index"/>.</summary>
public void ServerEnableBuff(int index)
{
if (!IsServer) return;
if (index < 0 || index >= buffs.Count) return;
var b = buffs[index];
if (b.IsActive) return;
b.IsActive = true;
buffs[index] = b;
}
// ----- Purchase RPC -----------------------------------------------
/// <summary>
/// Owning-client entry point. Sends a request to the server to purchase
/// a random buff from the category at <paramref name="categoryIndex"/>.
/// The server validates gold and adds the buff if the purchase succeeds.
/// </summary>
[Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Owner)]
public void RequestPurchaseBuffRpc(int categoryIndex)
{
if (categories == null || categoryIndex < 0 || categoryIndex >= categories.Length)
{
Debug.LogWarning("[PlayerBuffManager] RequestPurchaseBuff: invalid category index.");
return;
}
var category = categories[categoryIndex];
if (category == null || category.Pool == null || category.Pool.Length == 0)
{
Debug.LogWarning("[PlayerBuffManager] RequestPurchaseBuff: category has no buffs.");
return;
}
var goldManager = PlayerGoldManager.GetForClient(OwnerClientId);
if (goldManager == null)
{
Debug.LogError("[PlayerBuffManager] RequestPurchaseBuff: no PlayerGoldManager found.");
return;
}
if (goldManager.CurrentGold < category.Cost)
{
Debug.Log($"[PlayerBuffManager] Client {OwnerClientId} cannot afford " +
$"'{category.DisplayName}' (cost {category.Cost}, " +
$"gold {goldManager.CurrentGold}).");
return;
}
goldManager.DeductGold(category.Cost);
var def = category.Pool[Random.Range(0, category.Pool.Length)];
buffs.Add(new ActiveBuff
{
Stat = def.Stat,
Multiplier = def.Multiplier,
IsActive = true,
DisplayName = new FixedString64Bytes(def.DisplayName ?? string.Empty),
});
Debug.Log($"[PlayerBuffManager] Client {OwnerClientId} purchased buff " +
$"'{def.DisplayName}' ({def.Stat} ×{def.Multiplier}).");
}
}
}

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@ -1,2 +0,0 @@
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@ -7,8 +7,8 @@ namespace TD.Gameplay
{
/// <summary>
/// Per-player set of unlocked tower types — the player's "deck". Lives on the
/// Player prefab alongside <see cref="PlayerGoldManager"/>,
/// <see cref="PlayerMatchState"/>, and <see cref="PlayerBuffManager"/>.
/// Player prefab alongside <see cref="PlayerGoldManager"/> and
/// <see cref="PlayerMatchState"/>.
/// </summary>
/// <remarks>
/// <para><b>Roguelike keystone.</b> Players no longer see every tower in the match

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