Merge pull request #1 from mafoster134/claude/eager-vaughan-7a8817
Finish Phase 1.2 HUD: selection wiring, command grid context, build p…
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5bc757b385
4 changed files with 135 additions and 0 deletions
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@ -4,6 +4,7 @@ using Unity.Netcode;
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using UnityEngine;
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using TD.Core;
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using TD.Towers;
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using TD.UI;
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namespace TD.Gameplay
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{
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@ -186,6 +187,20 @@ namespace TD.Gameplay
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/// <summary>Accumulated construction time (across pause/resume cycles). Used on resume.</summary>
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public float AccumulatedConstructionTime => accumulatedConstructionTime.Value;
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/// <summary>
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/// Returns [0,1] normalized construction progress. Safe to call on any client.
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/// Returns 0 while Queued; freezes at accumulated fraction while Paused.
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/// </summary>
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public float ComputeProgressNormalized()
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{
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float bt = buildTime.Value;
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if (bt <= 0f) return 0f;
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float currentRunElapsed = constructionStartServerTime.Value > 0f
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? (float)NetworkManager.Singleton.ServerTime.Time - constructionStartServerTime.Value
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: 0f;
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return Mathf.Clamp01((currentRunElapsed + accumulatedConstructionTime.Value) / bt);
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}
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// ----- Pre-spawn init data (server) -------------------------------
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private string pendingDefName;
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@ -251,6 +266,12 @@ namespace TD.Gameplay
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// Apply initial visual state based on the (now-replicated) values.
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ApplyStageVisual(currentStage.Value);
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// Attach a local (non-networked) progress bar — each client creates its own.
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// Destroyed automatically when this NetworkObject is despawned (it's a child).
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var barHost = new GameObject("ProgressBar");
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barHost.transform.SetParent(transform, false);
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barHost.AddComponent<BuildProgressBar>().Initialize(this);
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}
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public override void OnNetworkDespawn()
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@ -156,6 +156,17 @@ namespace TD.Gameplay
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/// <summary>Maximum jobs allowed in the queue.</summary>
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public int MaxQueueDepth => settings.maxQueueDepth;
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/// <summary>Display name shown in the HUD portrait. Stub until MatchState provides player names.</summary>
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public string DisplayName
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{
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get
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{
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PlayerSlot slot = OwnerToSlot(OwnerClientId);
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int n = (int)slot;
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return n >= 1 && n <= 9 ? $"Builder (P{n})" : "Builder";
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}
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}
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/// <summary>True if a tile is currently part of any queued or constructing job.</summary>
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/// <remarks>
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/// Used by <c>TowerPlacementManager</c> to reject placement on tiles already
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90
Assets/_Project/Scripts/UI/BuildProgressBar.cs
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90
Assets/_Project/Scripts/UI/BuildProgressBar.cs
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@ -0,0 +1,90 @@
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// Assets/_Project/Scripts/UI/BuildProgressBar.cs
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using UnityEngine;
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using UnityEngine.UI;
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using TD.Gameplay;
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namespace TD.UI
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{
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// Local (non-networked) world-space progress bar that tracks a BuildSiteVisual.
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// Visible while Constructing (green) or Paused (yellow). Hidden while Queued.
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// Billboards to face Camera.main each LateUpdate.
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// Destroyed automatically when its parent BuildSiteVisual is despawned.
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public class BuildProgressBar : MonoBehaviour
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{
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private BuildSiteVisual source;
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private GameObject canvasGO;
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private Image fillImage;
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private const float BarWorldWidth = 1.8f;
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private const float BarWorldHeight = 0.15f;
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private const float HeightAboveSite = 1.5f;
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private static readonly Color ColorConstructing = new Color(0.15f, 0.85f, 0.15f, 1f);
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private static readonly Color ColorPaused = new Color(0.90f, 0.75f, 0.10f, 1f);
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public void Initialize(BuildSiteVisual visual)
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{
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source = visual;
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BuildHierarchy();
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}
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private void BuildHierarchy()
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{
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// World-space Canvas — 100 canvas units = 1 world unit via localScale 0.01.
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canvasGO = new GameObject("Canvas");
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canvasGO.transform.SetParent(transform, false);
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var canvas = canvasGO.AddComponent<Canvas>();
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canvas.renderMode = RenderMode.WorldSpace;
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canvas.sortingOrder = 10;
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var rt = (RectTransform)canvasGO.transform;
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rt.sizeDelta = new Vector2(BarWorldWidth * 100f, BarWorldHeight * 100f);
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rt.localPosition = new Vector3(0f, HeightAboveSite, 0f);
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rt.localScale = Vector3.one * 0.01f;
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// Background
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var bgGO = new GameObject("Background");
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bgGO.transform.SetParent(canvasGO.transform, false);
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var bgImg = bgGO.AddComponent<Image>();
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bgImg.color = new Color(0.05f, 0.05f, 0.05f, 0.85f);
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Stretch((RectTransform)bgGO.transform);
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// Fill (rendered on top; fillAmount drives visible width)
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var fillGO = new GameObject("Fill");
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fillGO.transform.SetParent(canvasGO.transform, false);
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fillImage = fillGO.AddComponent<Image>();
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fillImage.color = ColorConstructing;
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fillImage.type = Image.Type.Filled;
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fillImage.fillMethod = Image.FillMethod.Horizontal;
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fillImage.fillOrigin = 0; // left to right
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fillImage.fillAmount = 0f;
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Stretch((RectTransform)fillGO.transform);
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}
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private static void Stretch(RectTransform rt)
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{
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rt.anchorMin = Vector2.zero;
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rt.anchorMax = Vector2.one;
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rt.offsetMin = Vector2.zero;
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rt.offsetMax = Vector2.zero;
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}
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private void LateUpdate()
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{
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if (source == null) return;
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var stage = source.CurrentStage;
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bool show = stage == BuildStage.Constructing || stage == BuildStage.Paused;
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canvasGO.SetActive(show);
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if (!show) return;
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fillImage.color = stage == BuildStage.Paused ? ColorPaused : ColorConstructing;
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fillImage.fillAmount = source.ComputeProgressNormalized();
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var cam = Camera.main;
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if (cam != null)
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canvasGO.transform.rotation = cam.transform.rotation;
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}
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}
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}
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@ -105,6 +105,8 @@ namespace TD.UI
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// Start() is safe because all OnEnable() calls have completed by then.
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InitializeUI();
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TryPopulateCommandGrid();
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// Seed portrait/grid state in case the builder already auto-selected before Start.
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HandleSelectionChanged(SelectionState.Instance?.SelectedBuilder);
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}
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private void InitializeUI()
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@ -172,11 +174,15 @@ namespace TD.UI
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private void OnEnable()
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{
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TowerPlacementController.OnRejectionMessageReady += ShowRejectionMessage;
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if (SelectionState.Instance != null)
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SelectionState.Instance.OnSelectionChanged += HandleSelectionChanged;
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}
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private void OnDisable()
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{
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TowerPlacementController.OnRejectionMessageReady -= ShowRejectionMessage;
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if (SelectionState.Instance != null)
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SelectionState.Instance.OnSelectionChanged -= HandleSelectionChanged;
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}
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private void Update()
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@ -304,6 +310,13 @@ namespace TD.UI
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portraitName.text = string.IsNullOrEmpty(unitName) ? "" : unitName;
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}
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private void HandleSelectionChanged(Builder builder)
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{
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SetSelectedUnitName(builder != null ? builder.DisplayName : null);
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if (commandGrid != null)
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commandGrid.SetEnabled(builder != null);
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}
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// ----- Tooltip ----------------------------------------------------
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private void ShowTooltip(TowerDefinition def)
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