Everything related to chat functionality, and updating the projectile prefab to rotate properly

This commit is contained in:
Matt F 2026-05-15 13:40:13 -07:00
parent d92d00c83f
commit 66f84652dc
14 changed files with 1133 additions and 121 deletions

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@ -90,6 +90,13 @@ namespace TD.Core
/// Yields the four cardinal neighbors of the given tile (N, E, S, W). /// Yields the four cardinal neighbors of the given tile (N, E, S, W).
/// Does NOT check walkability or map bounds — that is the caller's job. /// Does NOT check walkability or map bounds — that is the caller's job.
/// </summary> /// </summary>
/// <remarks>
/// This is the "edge-adjacency" primitive — two tiles are 4-connected if and
/// only if they share an edge. Used by bake-time checks that test "is this
/// volume adjacent to that volume" (goal-adjacency, leak-exit adjacency, etc.)
/// where edge-sharing is the semantic — NOT for pathfinding. For pathing use
/// <see cref="GetNeighbors8"/>.
/// </remarks>
public static IEnumerable<Vector2Int> GetNeighbors(Vector2Int tile) public static IEnumerable<Vector2Int> GetNeighbors(Vector2Int tile)
{ {
yield return new Vector2Int(tile.x, tile.y + 1); // North (+z) yield return new Vector2Int(tile.x, tile.y + 1); // North (+z)
@ -98,6 +105,77 @@ namespace TD.Core
yield return new Vector2Int(tile.x - 1, tile.y); // West (-x) yield return new Vector2Int(tile.x - 1, tile.y); // West (-x)
} }
/// <summary>
/// Yields all eight neighbors of the given tile — the four cardinals plus
/// the four diagonals (NE, SE, SW, NW). Cardinals are yielded first so
/// equal-cost ordering favors cardinal moves at tie-breaks. Does NOT check
/// walkability or map bounds.
/// </summary>
/// <remarks>
/// Used by pathfinding (A*, BFS) for 8-connected movement. Callers must
/// check <see cref="IsDiagonal"/> for each yielded neighbor and reject the
/// move when either of the two "shoulder" cardinal tiles is non-walkable
/// (corner-cut prevention) — see <see cref="GetCornerShoulders"/>.
/// </remarks>
public static IEnumerable<Vector2Int> GetNeighbors8(Vector2Int tile)
{
// Cardinals first.
yield return new Vector2Int(tile.x, tile.y + 1); // N
yield return new Vector2Int(tile.x + 1, tile.y); // E
yield return new Vector2Int(tile.x, tile.y - 1); // S
yield return new Vector2Int(tile.x - 1, tile.y); // W
// Diagonals.
yield return new Vector2Int(tile.x + 1, tile.y + 1); // NE
yield return new Vector2Int(tile.x + 1, tile.y - 1); // SE
yield return new Vector2Int(tile.x - 1, tile.y - 1); // SW
yield return new Vector2Int(tile.x - 1, tile.y + 1); // NW
}
/// <summary>
/// True if <paramref name="from"/> → <paramref name="to"/> is a single diagonal
/// step (both X and Y differ by exactly 1). Both tiles assumed to be 8-neighbors.
/// </summary>
public static bool IsDiagonal(Vector2Int from, Vector2Int to)
{
return Mathf.Abs(from.x - to.x) == 1 && Mathf.Abs(from.y - to.y) == 1;
}
/// <summary>
/// For a diagonal step <paramref name="from"/> → <paramref name="to"/>, returns the
/// two cardinal "shoulder" tiles. To prevent corner-cutting (squeezing through a
/// 1-tile diagonal gap between walls), pathfinders should reject the diagonal step
/// if either shoulder is non-walkable.
/// </summary>
public static void GetCornerShoulders(Vector2Int from, Vector2Int to,
out Vector2Int shoulderA, out Vector2Int shoulderB)
{
shoulderA = new Vector2Int(to.x, from.y); // step in X first
shoulderB = new Vector2Int(from.x, to.y); // step in Y first
}
/// <summary>
/// Cost of stepping from <paramref name="from"/> to its 8-neighbor <paramref name="to"/>.
/// Returns 1.0 for cardinal moves, √2 for diagonals. Used by 8-connected A*.
/// </summary>
public static float StepCost(Vector2Int from, Vector2Int to)
{
return IsDiagonal(from, to) ? 1.41421356f : 1f;
}
/// <summary>
/// Octile distance between two tiles. Admissible heuristic for 8-connected A* on
/// a uniform-cost grid (cardinal cost 1, diagonal cost √2). Equivalent to:
/// <c>max(|dx|, |dy|) + (√2 - 1) * min(|dx|, |dy|)</c>.
/// </summary>
public static float OctileDistance(Vector2Int a, Vector2Int b)
{
int dx = Mathf.Abs(a.x - b.x);
int dy = Mathf.Abs(a.y - b.y);
int max = Mathf.Max(dx, dy);
int min = Mathf.Min(dx, dy);
return max + 0.41421356f * min;
}
// ----- Footprint helpers --------------------------------------------------- // ----- Footprint helpers ---------------------------------------------------
// //
// Towers occupy a footprint of N x M tiles anchored at a single tile coordinate. // Towers occupy a footprint of N x M tiles anchored at a single tile coordinate.

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@ -694,10 +694,21 @@ namespace TD.Levels.Editor
var t = bfsQueue.Dequeue(); var t = bfsQueue.Dequeue();
if (exitTiles.Contains(t)) { reachedExit = true; break; } if (exitTiles.Contains(t)) { reachedExit = true; break; }
foreach (var n in GridCoordinates.GetNeighbors(t)) // 8-connected with corner-cut prevention — must match the
// runtime PathfindingService / TowerPlacementManager rules.
foreach (var n in GridCoordinates.GetNeighbors8(t))
{ {
if (bfsVisited.Contains(n)) continue; if (bfsVisited.Contains(n)) continue;
if (!walkableSet.Contains(n)) continue; if (!walkableSet.Contains(n)) continue;
if (GridCoordinates.IsDiagonal(t, n))
{
GridCoordinates.GetCornerShoulders(t, n,
out var shoulderA, out var shoulderB);
if (!walkableSet.Contains(shoulderA) || !walkableSet.Contains(shoulderB))
continue;
}
bfsVisited.Add(n); bfsVisited.Add(n);
bfsQueue.Enqueue(n); bfsQueue.Enqueue(n);
} }
@ -871,10 +882,21 @@ namespace TD.Levels.Editor
while (queue.Count > 0) while (queue.Count > 0)
{ {
var t = queue.Dequeue(); var t = queue.Dequeue();
foreach (var n in GridCoordinates.GetNeighbors(t)) // 8-connected with corner-cut prevention — keeps component
// counting consistent with pathfinding semantics.
foreach (var n in GridCoordinates.GetNeighbors8(t))
{ {
if (visited.Contains(n)) continue; if (visited.Contains(n)) continue;
if (!walkable.Contains(n)) continue; if (!walkable.Contains(n)) continue;
if (GridCoordinates.IsDiagonal(t, n))
{
GridCoordinates.GetCornerShoulders(t, n,
out var shoulderA, out var shoulderB);
if (!walkable.Contains(shoulderA) || !walkable.Contains(shoulderB))
continue;
}
visited.Add(n); visited.Add(n);
queue.Enqueue(n); queue.Enqueue(n);
} }

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@ -132,7 +132,10 @@ namespace TD.Gameplay
// Escape: clear selection. Allowed during placement mode too — Escape never // Escape: clear selection. Allowed during placement mode too — Escape never
// means anything else here, and clearing selection during placement is fine. // means anything else here, and clearing selection during placement is fine.
if (keyboard != null && keyboard.escapeKey.wasPressedThisFrame) // Suppressed while chat (or any HUD text field) has focus, since Escape there
// means "cancel typing" and should not also clear the unit selection.
if (keyboard != null && keyboard.escapeKey.wasPressedThisFrame
&& !HUDController.IsTextInputActive)
{ {
SelectionState.Instance?.Clear(); SelectionState.Instance?.Clear();
} }

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@ -227,8 +227,10 @@ namespace TD.Gameplay
{ {
Vector2 dir = Vector2.zero; Vector2 dir = Vector2.zero;
// Keyboard: WASD + arrow keys // Keyboard: WASD + arrow keys. Suppressed entirely while the player
var kb = Keyboard.current; // is typing — pressing 'a' or 'w' into chat should not pan the camera.
// (Edge-pan below stays active since it's mouse-driven.)
var kb = HUDController.IsTextInputActive ? null : Keyboard.current;
if (kb != null) if (kb != null)
{ {
if (kb.aKey.isPressed || kb.leftArrowKey.isPressed) dir.x -= 1f; if (kb.aKey.isPressed || kb.leftArrowKey.isPressed) dir.x -= 1f;

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@ -0,0 +1,159 @@
// Assets/_Project/Scripts/Gameplay/ChatService.cs
using Unity.Collections;
using Unity.Netcode;
using UnityEngine;
using TD.Core;
namespace TD.Gameplay
{
/// <summary>
/// Networked chat singleton. Carries player-typed messages between peers and
/// exposes a local-only entry point for system messages (life lost, income
/// changes, etc.). UI consumers subscribe to <see cref="OnMessageReceived"/>
/// to display the feed.
/// </summary>
/// <remarks>
/// <b>Authority model.</b> Player messages go client → server (via
/// <see cref="SubmitMessage"/> + <see cref="SubmitMessageServerRpc"/>) so the
/// server gets a chance to validate/filter, then the server broadcasts to
/// every peer via <see cref="BroadcastMessageClientRpc"/>. The host receives
/// its own broadcast like any other client, so a single subscription path
/// handles every message type uniformly.
///
/// <b>System messages.</b> <see cref="PostLocalSystem"/> is local-only and
/// does NOT cross the network. Callers typically invoke it from inside an
/// already-replicated event (e.g. <see cref="WaveManager.OnLifeLost"/>, which
/// fires on every peer via its own ClientRpc) so each peer posts the system
/// message itself. This avoids paying a second round-trip for events that
/// are inherently broadcast already.
///
/// <b>Scene setup.</b> Drop a <c>ChatService</c> GameObject (with a
/// <c>NetworkObject</c>) into the gameplay scene. NGO 2.x auto-discovers
/// the prefab — no manual registration needed.
/// </remarks>
[RequireComponent(typeof(NetworkObject))]
public class ChatService : NetworkBehaviour
{
// ----- Singleton --------------------------------------------------
public static ChatService Instance { get; private set; }
// ----- Message types ----------------------------------------------
public enum MessageKind
{
Player,
System,
}
/// <summary>
/// One chat feed entry. <see cref="SenderName"/> is empty for system messages.
/// </summary>
public readonly struct ChatEntry
{
public readonly MessageKind Kind;
public readonly string SenderName;
public readonly string Text;
public ChatEntry(MessageKind kind, string senderName, string text)
{
Kind = kind;
SenderName = senderName;
Text = text;
}
}
// ----- Local events -----------------------------------------------
/// <summary>
/// Fires on every peer when a player message arrives (after the
/// server's ClientRpc) OR when a local system message is posted via
/// <see cref="PostLocalSystem"/>. HUD subscribes to render the feed.
/// </summary>
public static event System.Action<ChatEntry> OnMessageReceived;
// ----- NGO lifecycle ----------------------------------------------
public override void OnNetworkSpawn()
{
if (Instance != null && Instance != this)
{
Debug.LogError("[ChatService] Duplicate instance detected. " +
"Only one ChatService should exist per scene.");
return;
}
Instance = this;
}
public override void OnNetworkDespawn()
{
if (Instance == this) Instance = null;
}
// ----- Player messages (network round-trip) -----------------------
/// <summary>
/// Submits a chat message authored by the local player. Empty / whitespace
/// strings are dropped. Text is trimmed and truncated to fit the wire
/// payload (~120 chars).
/// </summary>
public void SubmitMessage(string text)
{
if (string.IsNullOrWhiteSpace(text)) return;
text = text.Trim();
if (text.Length > 120) text = text.Substring(0, 120);
FixedString128Bytes payload = default;
payload.Append(text);
SubmitMessageRpc(payload);
}
// NGO 2.x unified RPC attribute. SendTo.Server + InvokePermission.Everyone
// is the modern replacement for [ServerRpc(RequireOwnership = false)] —
// any client (not just the NetworkObject's owner) may invoke it.
[Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Everyone)]
private void SubmitMessageRpc(FixedString128Bytes text, RpcParams rpcParams = default)
{
// Validation / filtering hook — drop spam, profanity, etc. For now we
// just broadcast unchanged. The server origin tag means whatever
// appears in clients' chat is what the server allowed through.
BroadcastMessageRpc(rpcParams.Receive.SenderClientId, text);
}
// SendTo.Everyone matches the old [ClientRpc] behavior under host mode —
// the body runs on every peer including the host's local client, so the
// host sees its own messages in the feed without a separate local call.
[Rpc(SendTo.Everyone)]
private void BroadcastMessageRpc(ulong senderClientId, FixedString128Bytes text)
{
string senderName = ResolveSenderName(senderClientId);
OnMessageReceived?.Invoke(
new ChatEntry(MessageKind.Player, senderName, text.ToString()));
}
// ----- System messages (local only) -------------------------------
/// <summary>
/// Posts a system message to the local chat feed only. Does NOT cross the
/// network. Callers should invoke this from a code path that's already
/// replicated on every peer (e.g. a ClientRpc handler or an event that's
/// fired on every peer) so each peer sees the message exactly once.
/// </summary>
public static void PostLocalSystem(string text)
{
if (string.IsNullOrEmpty(text)) return;
OnMessageReceived?.Invoke(
new ChatEntry(MessageKind.System, "", text));
}
// ----- Helpers ----------------------------------------------------
private static string ResolveSenderName(ulong clientId)
{
var pms = PlayerMatchState.GetForClient(clientId);
if (pms != null && pms.Slot != PlayerSlot.None)
return $"P{(int)pms.Slot}";
return $"Client {clientId}";
}
}
}

View file

@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 816890bb20c416b419e38d3d4b91ffca

View file

@ -61,6 +61,7 @@ namespace TD.Gameplay
private PlayerSlot currentZone = PlayerSlot.None; private PlayerSlot currentZone = PlayerSlot.None;
private EnemyStatus status; private EnemyStatus status;
private bool hasReachedGoal; private bool hasReachedGoal;
private bool wasStuck; // dedupes the "no path" warning
// ----- Events --------------------------------------------------------- // ----- Events ---------------------------------------------------------
@ -164,6 +165,12 @@ namespace TD.Gameplay
if (toTarget.sqrMagnitude > 0.0001f) if (toTarget.sqrMagnitude > 0.0001f)
transform.rotation = Quaternion.LookRotation(toTarget); transform.rotation = Quaternion.LookRotation(toTarget);
} }
// Per-frame zone tracking. With path smoothing, waypoints can be
// multiple tiles apart and a straight-line segment may cross zone
// boundaries. Checking the current tile every frame ensures
// OnZoneLeaked fires the moment the enemy enters a new zone.
CheckZoneTransition(GridCoordinates.WorldToGrid(transform.position));
} }
// ----- Path management ------------------------------------------------ // ----- Path management ------------------------------------------------
@ -231,9 +238,25 @@ namespace TD.Gameplay
remainingPath = service.ComputePath(fromTile); remainingPath = service.ComputePath(fromTile);
// Dedupe the "no path" log: only emit on the transition into stuck
// state, not every frame a walkability change re-fires the recompute.
// Stuck enemies are a legitimate edge case (tower placement disconnected
// a pocket the enemy was in — placement BFS only checks spawner→exit
// reachability, not every enemy's current tile). The enemy will just
// stand still until a placement change re-opens a route.
if (remainingPath.Count == 0) if (remainingPath.Count == 0)
Debug.LogWarning($"[EnemyMovement] No path found from {fromTile}. " + {
"TowerPlacementManager should have prevented a full block."); if (!wasStuck)
{
Debug.Log($"[EnemyMovement] No path from {fromTile} — enemy is " +
"stuck in a disconnected pocket. Will retry on next walkability change.");
wasStuck = true;
}
}
else
{
wasStuck = false;
}
} }
} }
} }

View file

@ -11,9 +11,17 @@ namespace TD.Gameplay
/// nearest goal tile using A* on the runtime walkability grid. /// nearest goal tile using A* on the runtime walkability grid.
/// </summary> /// </summary>
/// <remarks> /// <remarks>
/// <b>Algorithm:</b> A* with Manhattan-distance heuristic. Grid cost is uniform /// <b>Algorithm:</b> A* with the octile-distance heuristic on an 8-connected grid.
/// (1 per step, 4-connected, no diagonals), so A* is optimal and significantly /// Cardinal steps cost 1.0, diagonal steps cost √2. Octile distance is the admissible
/// faster than plain BFS on large grids thanks to the heuristic. /// heuristic for this cost model and yields optimal paths. Diagonal moves require
/// both "shoulder" cardinals to be walkable (corner-cut prevention) — preserves
/// maze-building, since a 1-tile diagonal gap between two walls won't admit enemies.
///
/// <b>Path smoothing:</b> After A* produces a tile-by-tile path, <see cref="SmoothPath"/>
/// greedily collapses intermediate waypoints whenever a grid line-of-sight is clear
/// between the current anchor and a later waypoint. This produces the any-angle
/// straight-line movement seen in WC3/Wintermaul — enemies walk directly across open
/// space rather than hugging 45° grid steps.
/// ///
/// <b>Who calls this:</b> /// <b>Who calls this:</b>
/// <list type="bullet"> /// <list type="bullet">
@ -55,8 +63,9 @@ namespace TD.Gameplay
// A* scratch collections — allocated once and cleared per run to avoid GC. // A* scratch collections — allocated once and cleared per run to avoid GC.
// PathfindingService is a singleton, so single-instance scratch is safe. // PathfindingService is a singleton, so single-instance scratch is safe.
// gScore is float to support diagonal cost √2; the priority queue matches.
private readonly Dictionary<Vector2Int, Vector2Int> cameFrom = new Dictionary<Vector2Int, Vector2Int>(); private readonly Dictionary<Vector2Int, Vector2Int> cameFrom = new Dictionary<Vector2Int, Vector2Int>();
private readonly Dictionary<Vector2Int, int> gScore = new Dictionary<Vector2Int, int>(); private readonly Dictionary<Vector2Int, float> gScore = new Dictionary<Vector2Int, float>();
private readonly SimplePriorityQueue openSet = new SimplePriorityQueue(); private readonly SimplePriorityQueue openSet = new SimplePriorityQueue();
// ----- Lifecycle -------------------------------------------------- // ----- Lifecycle --------------------------------------------------
@ -114,9 +123,50 @@ namespace TD.Gameplay
return new List<Vector2Int>(); return new List<Vector2Int>();
} }
// If the requested start is non-walkable, the enemy was caught
// standing inside a freshly-stamped tower footprint (or any tile
// that just became blocked). Nudge to the nearest walkable tile so
// the enemy can resume routing instead of repeatedly failing.
// Search outward in Chebyshev rings — closest 8-neighbor wins.
if (!loader.IsWalkable(startTile))
{
if (TryFindNearestWalkable(startTile, loader, maxRadius: 4, out var nudged))
startTile = nudged;
else
return new List<Vector2Int>();
}
return RunAStar(startTile, loader); return RunAStar(startTile, loader);
} }
// Expanding ring search (Chebyshev / 8-connected) for the nearest
// walkable tile around <paramref name="origin"/>. Caps at maxRadius to
// keep this O(maxRadius²) in the worst case. Used by ComputePath when
// an enemy's start tile becomes non-walkable mid-flight.
private static bool TryFindNearestWalkable(Vector2Int origin, LevelLoader loader,
int maxRadius, out Vector2Int found)
{
for (int r = 1; r <= maxRadius; r++)
{
for (int dy = -r; dy <= r; dy++)
{
for (int dx = -r; dx <= r; dx++)
{
// Only walk the OUTER ring at distance r (skip interior — already checked at smaller r).
if (Mathf.Abs(dx) != r && Mathf.Abs(dy) != r) continue;
var tile = new Vector2Int(origin.x + dx, origin.y + dy);
if (loader.IsWalkable(tile))
{
found = tile;
return true;
}
}
}
}
found = default;
return false;
}
// ----- A* implementation ------------------------------------------ // ----- A* implementation ------------------------------------------
private List<Vector2Int> RunAStar(Vector2Int start, LevelLoader loader) private List<Vector2Int> RunAStar(Vector2Int start, LevelLoader loader)
@ -125,7 +175,7 @@ namespace TD.Gameplay
gScore.Clear(); gScore.Clear();
openSet.Clear(); openSet.Clear();
gScore[start] = 0; gScore[start] = 0f;
openSet.Enqueue(start, Heuristic(start)); openSet.Enqueue(start, Heuristic(start));
while (openSet.Count > 0) while (openSet.Count > 0)
@ -133,21 +183,36 @@ namespace TD.Gameplay
Vector2Int current = openSet.Dequeue(); Vector2Int current = openSet.Dequeue();
if (goalTiles.Contains(current)) if (goalTiles.Contains(current))
return ReconstructPath(start, current); {
var tilePath = ReconstructPath(start, current);
return SmoothPath(start, tilePath, loader);
}
int currentG = gScore.TryGetValue(current, out int g) ? g : int.MaxValue; float currentG = gScore.TryGetValue(current, out float g) ? g : float.MaxValue;
foreach (var neighbor in GridCoordinates.GetNeighbors(current)) foreach (var neighbor in GridCoordinates.GetNeighbors8(current))
{ {
if (!loader.IsWalkable(neighbor)) continue; if (!loader.IsWalkable(neighbor)) continue;
int tentativeG = currentG + 1; // Corner-cut prevention: for a diagonal step, both cardinal
if (gScore.TryGetValue(neighbor, out int existingG) // shoulder tiles must also be walkable. Otherwise enemies could
// squeeze through 1-tile diagonal gaps between walls — that
// would break the maze-building design intent.
if (GridCoordinates.IsDiagonal(current, neighbor))
{
GridCoordinates.GetCornerShoulders(current, neighbor,
out var shoulderA, out var shoulderB);
if (!loader.IsWalkable(shoulderA) || !loader.IsWalkable(shoulderB))
continue;
}
float tentativeG = currentG + GridCoordinates.StepCost(current, neighbor);
if (gScore.TryGetValue(neighbor, out float existingG)
&& tentativeG >= existingG) continue; && tentativeG >= existingG) continue;
cameFrom[neighbor] = current; cameFrom[neighbor] = current;
gScore[neighbor] = tentativeG; gScore[neighbor] = tentativeG;
int f = tentativeG + Heuristic(neighbor); float f = tentativeG + Heuristic(neighbor);
// Re-enqueue with updated priority. SimplePriorityQueue handles // Re-enqueue with updated priority. SimplePriorityQueue handles
// duplicate entries by ignoring higher-cost duplicates on dequeue. // duplicate entries by ignoring higher-cost duplicates on dequeue.
@ -155,20 +220,23 @@ namespace TD.Gameplay
} }
} }
// No path found — TowerPlacementManager should have prevented this. // No path found. This can legitimately happen during normal play
Debug.LogWarning($"[PathfindingService] A* found no path from {start}. " + // when an enemy is in a disconnected pocket created by a tower
"Check that TowerPlacementManager BFS is validating correctly."); // placement (the placement BFS only verifies spawner→exit, not
// every enemy's current tile). The EnemyMovement caller dedupes
// its own warning so this doesn't spam the console on every
// walkability change while an enemy is stuck.
return new List<Vector2Int>(); return new List<Vector2Int>();
} }
// Manhattan distance to the nearest goal tile. Admissible heuristic for // Octile distance to the nearest goal tile. Admissible heuristic for an
// a 4-connected uniform-cost grid. // 8-connected uniform-cost grid (cardinal 1, diagonal √2).
private int Heuristic(Vector2Int tile) private float Heuristic(Vector2Int tile)
{ {
int best = int.MaxValue; float best = float.MaxValue;
foreach (var goal in goalTiles) foreach (var goal in goalTiles)
{ {
int d = GridCoordinates.ManhattanDistance(tile, goal); float d = GridCoordinates.OctileDistance(tile, goal);
if (d < best) best = d; if (d < best) best = d;
} }
return best; return best;
@ -190,6 +258,105 @@ namespace TD.Gameplay
return path; return path;
} }
// ----- Path smoothing ---------------------------------------------
/// <summary>
/// Greedy line-of-sight path simplification. Walks the input tile path and
/// collapses runs of tiles into single waypoints whenever a straight grid
/// line-of-sight is clear. Produces any-angle paths from the otherwise
/// 45°-stepped 8-connected A* output.
/// </summary>
/// <remarks>
/// Algorithm: maintain an "anchor" (initially the start tile). For each
/// position in the path, find the FARTHEST subsequent waypoint that has clear
/// LOS from the anchor. Add it to the smoothed result and make it the new
/// anchor. Repeat. O(n²) in path length, acceptable for typical TD path
/// lengths (&lt; 100 tiles).
///
/// LOS check uses Bresenham line walk with the same corner-cut rules as A*
/// — a smoothed segment never crosses through a non-walkable tile and never
/// squeezes through a diagonal corner.
/// </remarks>
private List<Vector2Int> SmoothPath(Vector2Int start, List<Vector2Int> path,
LevelLoader loader)
{
if (path.Count <= 1) return path;
var result = new List<Vector2Int>(path.Count);
Vector2Int anchor = start;
int i = 0;
while (i < path.Count)
{
// Find the farthest waypoint we can directly reach from the anchor.
int farthest = i;
for (int j = path.Count - 1; j > i; j--)
{
if (HasLineOfSight(anchor, path[j], loader))
{
farthest = j;
break;
}
}
result.Add(path[farthest]);
anchor = path[farthest];
i = farthest + 1;
}
return result;
}
/// <summary>
/// Grid line-of-sight test from <paramref name="a"/> to <paramref name="b"/>.
/// Returns true if a straight Bresenham line between the two tiles only
/// crosses walkable tiles, with no diagonal corner-cuts. Used by
/// <see cref="SmoothPath"/> to decide whether two waypoints can be collapsed.
/// </summary>
private static bool HasLineOfSight(Vector2Int a, Vector2Int b, LevelLoader loader)
{
int x0 = a.x, y0 = a.y;
int x1 = b.x, y1 = b.y;
int dx = Mathf.Abs(x1 - x0);
int dy = Mathf.Abs(y1 - y0);
int sx = (x0 < x1) ? 1 : -1;
int sy = (y0 < y1) ? 1 : -1;
int err = dx - dy;
int x = x0, y = y0;
while (x != x1 || y != y1)
{
int e2 = 2 * err;
bool steppedX = false, steppedY = false;
if (e2 > -dy)
{
err -= dy;
x += sx;
steppedX = true;
}
if (e2 < dx)
{
err += dx;
y += sy;
steppedY = true;
}
// Diagonal step: enforce corner-cut prevention against the two
// shoulder tiles (same rule A* uses).
if (steppedX && steppedY)
{
if (!loader.IsWalkable(new Vector2Int(x - sx, y))) return false;
if (!loader.IsWalkable(new Vector2Int(x, y - sy))) return false;
}
if (!loader.IsWalkable(new Vector2Int(x, y))) return false;
}
return true;
}
// ----- Helpers ---------------------------------------------------- // ----- Helpers ----------------------------------------------------
private void BuildGoalTileSet() private void BuildGoalTileSet()
@ -226,14 +393,15 @@ namespace TD.Gameplay
// ------------------------------------------------------------------------- // -------------------------------------------------------------------------
internal sealed class SimplePriorityQueue internal sealed class SimplePriorityQueue
{ {
private readonly List<(int priority, Vector2Int tile)> heap // Float priority to support diagonal cost (√2) in 8-connected A*.
= new List<(int, Vector2Int)>(); private readonly List<(float priority, Vector2Int tile)> heap
= new List<(float, Vector2Int)>();
public int Count => heap.Count; public int Count => heap.Count;
public void Clear() => heap.Clear(); public void Clear() => heap.Clear();
public void Enqueue(Vector2Int tile, int priority) public void Enqueue(Vector2Int tile, float priority)
{ {
heap.Add((priority, tile)); heap.Add((priority, tile));
SiftUp(heap.Count - 1); SiftUp(heap.Count - 1);

View file

@ -494,10 +494,25 @@ namespace TD.Gameplay
if (exitTiles.Contains(current)) if (exitTiles.Contains(current))
return true; return true;
foreach (var neighbor in GridCoordinates.GetNeighbors(current)) // 8-connected expansion to match enemy pathfinding. A 4-connected
// BFS here would reject placements enemies could actually navigate
// around via diagonals, OR accept placements that diagonally squeeze
// through corners. Corner-cut prevention keeps the maze rule consistent
// with PathfindingService: a diagonal step requires both shoulder
// cardinal tiles to be walkable.
foreach (var neighbor in GridCoordinates.GetNeighbors8(current))
{ {
if (bfsVisited.Contains(neighbor)) continue; if (bfsVisited.Contains(neighbor)) continue;
if (!loader.IsWalkable(neighbor)) continue; if (!loader.IsWalkable(neighbor)) continue;
if (GridCoordinates.IsDiagonal(current, neighbor))
{
GridCoordinates.GetCornerShoulders(current, neighbor,
out var shoulderA, out var shoulderB);
if (!loader.IsWalkable(shoulderA) || !loader.IsWalkable(shoulderB))
continue;
}
bfsVisited.Add(neighbor); bfsVisited.Add(neighbor);
bfsQueue.Enqueue(neighbor); bfsQueue.Enqueue(neighbor);
} }

View file

@ -387,8 +387,20 @@ namespace TD.Gameplay
private void ShowLifeLossClientRpc(Vector3 worldPos, int amount) private void ShowLifeLossClientRpc(Vector3 worldPos, int amount)
{ {
FloatingTextSpawner.Instance?.SpawnLifeLoss(worldPos, amount); FloatingTextSpawner.Instance?.SpawnLifeLoss(worldPos, amount);
OnLifeLost?.Invoke(amount);
} }
// ----- Local-only notification events -----------------------------
/// <summary>
/// Fired on every peer immediately after a life-loss popup spawns.
/// HUD subscribes to flash a centered banner; gameplay code can also
/// hook this for audio cues, screen-shake, etc. Argument is the number
/// of lives lost (usually 1, but boss enemies with LivesCost &gt; 1
/// fire a single event carrying the larger value).
/// </summary>
public static event System.Action<int> OnLifeLost;
// ----- Helpers ---------------------------------------------------- // ----- Helpers ----------------------------------------------------
private void UnsubscribeEnemy(EnemyHealth health) private void UnsubscribeEnemy(EnemyHealth health)

View file

@ -37,6 +37,23 @@ namespace TD.UI
[Header("Settings")] [Header("Settings")]
[SerializeField] private float rejectionMessageDuration = 2.5f; [SerializeField] private float rejectionMessageDuration = 2.5f;
[Tooltip("Maximum visible height of the chat feed in pixels. Content past this " +
"height is clipped — older messages scroll off the top of the visible area " +
"but stay in history (scroll up while chat is open to view).")]
[SerializeField] private float chatMaxHeight = 280f;
[Tooltip("Maximum messages kept in chat history. Defaults to effectively unlimited " +
"(int.MaxValue) — every message sent during a match stays scrollable. " +
"Lower the value if a long match ever shows DOM perf issues; this field " +
"is the safety valve, not a normal-play limit.")]
[SerializeField] private int chatMaxMessages = int.MaxValue;
[Tooltip("Color used for SYSTEM chat messages (e.g. 'Life Lost', income changes).")]
[SerializeField] private Color chatSystemColor = new Color(1f, 0.7f, 0.2f);
[Tooltip("Color used for PLAYER chat message bodies. Sender prefix uses the player's slot color.")]
[SerializeField] private Color chatPlayerColor = new Color(0.92f, 0.92f, 0.92f);
// ----- Cached UI element references ------------------------------- // ----- Cached UI element references -------------------------------
private Label goldLabel; private Label goldLabel;
@ -68,6 +85,25 @@ namespace TD.UI
private VisualElement matchEndOverlay; private VisualElement matchEndOverlay;
private Label matchEndTitle; private Label matchEndTitle;
// Chat panel (bottom-left, above portrait) — programmatic. The container
// holds both the scrollable feed and the input. Highlight + scroll
// interactivity are toggled on the container when typing.
private VisualElement chatContainer;
private ScrollView chatFeed;
private TextField chatInput;
private bool chatInputOpen;
// Frame on which the chat input was opened or closed. Enter on that frame
// and the next one is ignored to prevent the open/close-triggering keypress
// from also being consumed by the input or the open-toggle. Without this,
// pressing Enter to open chat would immediately submit an empty message.
private int chatToggleSuppressFrame = -1;
// Set true whenever the chat input or any other text field on the HUD has
// keyboard focus. Camera, builder input, and hotkey handlers all gate on
// this to keep typing from driving gameplay.
public static bool IsTextInputActive { get; private set; }
// ----- State ------------------------------------------------------ // ----- State ------------------------------------------------------
private Coroutine rejectionFadeCoroutine; private Coroutine rejectionFadeCoroutine;
@ -247,6 +283,11 @@ namespace TD.UI
// MatchState.OnPhaseChanged fires Victory or Defeat. // MatchState.OnPhaseChanged fires Victory or Defeat.
BuildMatchEndOverlay(root); BuildMatchEndOverlay(root);
// Chat feed + input. Anchored bottom-left, just above the portrait/bottom-ui bar.
// Player typing toggled with Enter; system messages (e.g. life lost) post via
// ChatService.PostLocalSystem on every peer.
BuildChatPanel(root);
// Publish the panel so non-UI systems can query "is pointer over the HUD". // Publish the panel so non-UI systems can query "is pointer over the HUD".
// Stored on `myPanel` too so OnDestroy only clears the static if it still // Stored on `myPanel` too so OnDestroy only clears the static if it still
// points at this instance (defensive against re-creation overlap). // points at this instance (defensive against re-creation overlap).
@ -259,6 +300,8 @@ namespace TD.UI
private void OnEnable() private void OnEnable()
{ {
TowerPlacementController.OnRejectionMessageReady += ShowRejectionMessage; TowerPlacementController.OnRejectionMessageReady += ShowRejectionMessage;
WaveManager.OnLifeLost += HandleLifeLost;
ChatService.OnMessageReceived += HandleChatMessage;
// Try to subscribe now; if SelectionState.Awake hasn't run yet (Unity does // Try to subscribe now; if SelectionState.Awake hasn't run yet (Unity does
// not guarantee Awake/OnEnable ordering across objects), Start will retry. // not guarantee Awake/OnEnable ordering across objects), Start will retry.
TrySubscribeSelection(); TrySubscribeSelection();
@ -267,6 +310,8 @@ namespace TD.UI
private void OnDisable() private void OnDisable()
{ {
TowerPlacementController.OnRejectionMessageReady -= ShowRejectionMessage; TowerPlacementController.OnRejectionMessageReady -= ShowRejectionMessage;
WaveManager.OnLifeLost -= HandleLifeLost;
ChatService.OnMessageReceived -= HandleChatMessage;
if (selectionSubscribed && SelectionState.Instance != null) if (selectionSubscribed && SelectionState.Instance != null)
{ {
SelectionState.Instance.OnSelectionChanged -= HandleSelectionChanged; SelectionState.Instance.OnSelectionChanged -= HandleSelectionChanged;
@ -301,7 +346,13 @@ namespace TD.UI
RefreshMatchStateDisplays(); RefreshMatchStateDisplays();
UpdateBuildProgressIfShown(); UpdateBuildProgressIfShown();
UpdateEnemyInfoIfShown(); UpdateEnemyInfoIfShown();
HandleChatInput();
// Skip gameplay hotkeys while the chat input is focused — letters
// typed into chat should not also fire Q/W/E/R tower builds.
if (!IsTextInputActive)
HandleHotkeys(); HandleHotkeys();
minimapView?.Tick(); minimapView?.Tick();
} }
@ -863,6 +914,375 @@ namespace TD.UI
cameraController.JumpTo(t.position); cameraController.JumpTo(t.position);
} }
// ----- Chat feed + input -----------------------------------------
// 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
// chatMaxHeight; messages above that scroll off the top of the visible
// area but stay in history (visible by scrolling once chat is open).
private void BuildChatPanel(VisualElement root)
{
const float bottomUiHeight = 220f;
const float gap = 8f;
const float chatWidth = 380f;
const float inputMinHeight = 32f;
const float inputFeedGap = 6f; // breathing room between feed and input
// Container anchored to the bottom-left, growing upward as content
// grows (no top/height set → height auto-fits content).
chatContainer = new VisualElement();
chatContainer.pickingMode = PickingMode.Ignore; // closed = wheel falls through
chatContainer.style.position = Position.Absolute;
chatContainer.style.left = 12;
chatContainer.style.bottom = bottomUiHeight + gap;
chatContainer.style.width = chatWidth;
chatContainer.style.flexDirection = FlexDirection.Column;
chatContainer.style.paddingTop = 4;
chatContainer.style.paddingBottom = 4;
chatContainer.style.paddingLeft = 6;
chatContainer.style.paddingRight = 6;
// Feed: ScrollView so older messages can scroll off the top of the
// visible window while staying in history. Vertical-only.
chatFeed = new ScrollView(ScrollViewMode.Vertical);
chatFeed.style.maxHeight = chatMaxHeight;
chatFeed.style.flexShrink = 1;
chatFeed.pickingMode = PickingMode.Ignore;
chatFeed.contentViewport.pickingMode = PickingMode.Ignore;
chatFeed.contentContainer.pickingMode = PickingMode.Ignore;
chatFeed.verticalScrollerVisibility = ScrollerVisibility.Hidden;
// Belt-and-suspenders wheel interceptor. The recursive .hierarchy
// pickingMode walk should already prevent wheel events from reaching
// chatFeed when chat is closed; this handler is defense-in-depth
// against future Unity versions reorganizing ScrollView internals.
chatFeed.RegisterCallback<WheelEvent>(evt =>
{
if (!chatInputOpen)
evt.StopImmediatePropagation();
}, TrickleDown.TrickleDown);
// Track-style — make the scrollbar slim and dark so it doesn't compete with messages.
chatFeed.style.marginBottom = inputFeedGap;
chatContainer.Add(chatFeed);
// Input field. Hidden by default. We use minHeight (not a fixed height)
// because the inner unity-text-input element needs vertical padding
// for the font to render fully — pinning to 28px clipped descenders
// and ascenders. We also style the inner child directly because the
// TextField's visible white background lives on it, not on the root.
chatInput = new TextField();
chatInput.style.minHeight = inputMinHeight;
chatInput.style.width = Length.Percent(100);
chatInput.maxLength = 120;
chatInput.style.display = DisplayStyle.None;
chatInput.isDelayed = false;
StyleChatInputDark(chatInput);
// Focus tracking — gameplay input gates on IsTextInputActive.
chatInput.RegisterCallback<FocusInEvent>(_ => IsTextInputActive = true);
chatInput.RegisterCallback<FocusOutEvent>(_ => IsTextInputActive = false);
// Submit (Enter) and cancel (Escape) are handled in Update via
// direct Input System reads — not via UI Toolkit's NavigationSubmit
// event, which fires inconsistently relative to TextField.value
// commit timing. See HandleChatInput.
chatContainer.Add(chatInput);
root.Add(chatContainer);
// Initial state is closed → every chat descendant (including the
// ScrollView's internal scroll-container wrapper) starts Ignore so
// panel.Pick falls through to nothing and the camera owns the wheel.
SetPickingModeRecursive(chatContainer, PickingMode.Ignore);
}
// Recursively sets pickingMode on every visual descendant of root.
//
// IMPORTANT: this uses .hierarchy[i] / .hierarchy.childCount, NOT the
// root[i] indexer. VisualElement has two hierarchies:
//
// * Logical hierarchy (root[i] / root.childCount) — children added by
// user code via Add(). For elements with a redirected contentContainer
// (ScrollView, Foldout, etc.), this only enumerates the user content,
// not the internal scaffolding.
//
// * Visual hierarchy (root.hierarchy[i]) — the actual visual tree
// including internal scaffolding (ScrollView's
// unity-content-and-vertical-scroll-container, viewport, scrollers,
// etc.).
//
// We need the visual hierarchy because the wrapper element
// unity-content-and-vertical-scroll-container is what panel.Pick was
// landing on. Walking the logical hierarchy would visit ScrollView's
// user-added chat lines but skip the internal wrapper entirely.
private static void SetPickingModeRecursive(VisualElement root, PickingMode mode)
{
if (root == null) return;
root.pickingMode = mode;
int count = root.hierarchy.childCount;
for (int i = 0; i < count; i++)
SetPickingModeRecursive(root.hierarchy[i], mode);
}
// The TextField root color isn't where the visible background lives — it's
// on the inner "unity-text-input" element. Style both: the visible
// background goes dark, the text goes white so what the player types is
// legible against it, and the inner element gets a few px of vertical
// padding so characters with ascenders/descenders (capital letters,
// lowercase y/g/p/q/j, "?") don't get clipped.
private static void StyleChatInputDark(TextField field)
{
var darkBg = new Color(0.10f, 0.10f, 0.10f, 0.95f);
var borderClr = new Color(0.45f, 0.45f, 0.5f);
field.style.backgroundColor = darkBg;
field.style.color = Color.white;
field.style.borderTopWidth = field.style.borderBottomWidth =
field.style.borderLeftWidth = field.style.borderRightWidth = 1;
field.style.borderTopColor = field.style.borderBottomColor =
field.style.borderLeftColor = field.style.borderRightColor = borderClr;
// The actual editable area child. It exists immediately on construction.
var inner = field.Q("unity-text-input");
if (inner != null)
{
inner.style.backgroundColor = darkBg;
inner.style.color = Color.white;
inner.style.paddingTop = 4;
inner.style.paddingBottom = 4;
inner.style.paddingLeft = 6;
inner.style.paddingRight = 6;
}
}
// Called every frame from Update. Handles all three chat key bindings
// via direct Input System reads:
// - Enter (chat closed) → open input
// - Enter (chat open) → submit + close
// - Escape (chat open) → close without submit
//
// Reading the Input System directly avoids two UI Toolkit quirks:
// 1. The first Enter inside a focused TextField is sometimes consumed
// by the field's internal edit-mode handler before NavigationSubmit
// can fire, requiring a SECOND Enter to trigger the user-visible
// submit. Going through Keyboard.current sidesteps that pipeline.
// 2. KeyDownEvent / NavigationSubmitEvent fire timing isn't aligned
// with TextField.value commit on every Unity version. Reading the
// Input System happens at a deterministic point in Update where
// TextField.value is already up to date (since isDelayed = false).
private void HandleChatInput()
{
if (chatInput == null) return;
var kb = Keyboard.current;
if (kb == null) return;
// Suppression window covers the frame after open/close so the same
// keypress that toggled chat doesn't immediately fire the opposite path.
if (Time.frameCount <= chatToggleSuppressFrame) return;
bool enterDown = kb.enterKey.wasPressedThisFrame
|| kb.numpadEnterKey.wasPressedThisFrame;
bool escDown = kb.escapeKey.wasPressedThisFrame;
if (!chatInputOpen)
{
if (enterDown) OpenChatInput();
return;
}
// Chat is open.
if (enterDown) SubmitChatInput();
else if (escDown) CloseChatInput(submit: false);
}
private void OpenChatInput()
{
if (chatInput == null) return;
chatInput.style.display = DisplayStyle.Flex;
chatInput.SetValueWithoutNotify(string.Empty);
// Switch the chat panel from "passive display" to "interactive":
// - Container gets a dark translucent background as a visual cue
// AND becomes pointer-active so clicks on the highlight don't
// fall through and place towers / deselect units underneath.
// - Feed becomes pointer-active so wheel events scroll it (and
// so IsPointerOverInteractiveHud picks the chat for camera-gate).
// - Scrollbar becomes visible.
if (chatContainer != null)
chatContainer.style.backgroundColor = new Color(0f, 0f, 0f, 0.40f);
if (chatFeed != null)
chatFeed.verticalScrollerVisibility = ScrollerVisibility.Auto;
// Make EVERY descendant of the chat panel interactive. Setting Position
// recursively covers ScrollView's internal scroll-container wrapper
// (which our previous explicit list of three pickingMode targets
// missed), so panel.Pick will reliably land on a chat element and
// wheel events will reach the ScrollView's manipulator.
SetPickingModeRecursive(chatContainer, PickingMode.Position);
// Suppress Enter for this frame and the next so the keypress that
// opened chat doesn't also submit it empty. Focus is deferred a frame
// for the same reason — UI Toolkit would otherwise route the open-Enter
// to the freshly-focused TextField immediately.
chatToggleSuppressFrame = Time.frameCount + 1;
chatInputOpen = true;
StartCoroutine(FocusChatNextFrame());
}
private IEnumerator FocusChatNextFrame()
{
yield return null;
if (chatInputOpen && chatInput != null)
{
chatInput.Focus();
// Focus alone doesn't always activate the text caret immediately.
// SelectAll forces the field into edit mode reliably across versions.
chatInput.SelectAll();
}
}
private void CloseChatInput(bool submit)
{
if (chatInput == null) return;
if (submit) SubmitChatInput();
RevertChatPanelToPassive();
}
private void SubmitChatInput()
{
string text = chatInput?.value ?? string.Empty;
if (!string.IsNullOrWhiteSpace(text) && ChatService.Instance != null)
ChatService.Instance.SubmitMessage(text);
RevertChatPanelToPassive();
}
// Single source of truth for "chat is no longer in typing mode" — clears the
// input, hides it, restores pickingMode = Ignore on every layer that flipped
// to Position on Open, drops the highlight background, and flips the debug
// border back to red. Both Submit and Close route through here so the two
// close paths can't drift out of sync (which is exactly what caused the
// "border stays green / wheel keeps scrolling" bug).
private void RevertChatPanelToPassive()
{
if (chatInput != null)
{
chatInput.SetValueWithoutNotify(string.Empty);
chatInput.style.display = DisplayStyle.None;
chatInput.Blur();
}
if (chatContainer != null)
chatContainer.style.backgroundColor = StyleKeyword.Initial;
if (chatFeed != null)
chatFeed.verticalScrollerVisibility = ScrollerVisibility.Hidden;
// Same as Open's recursive Position, but Ignore — covers ScrollView's
// internal scroll-container wrapper so panel.Pick falls through to
// whatever's behind chat (which is nothing, so IsPointerOverInteractiveHud
// returns false and the camera processes wheel events normally).
SetPickingModeRecursive(chatContainer, PickingMode.Ignore);
chatInputOpen = false;
chatToggleSuppressFrame = Time.frameCount + 1;
}
// Subscribed to ChatService.OnMessageReceived. Appends a new line to
// the feed, prunes the oldest if we exceed the history cap, and
// auto-scrolls only if the player was already viewing the latest
// messages — preserving their position if they've scrolled up to
// read older history.
private void HandleChatMessage(ChatService.ChatEntry entry)
{
if (chatFeed == null) return;
// Capture "was the user at the bottom" BEFORE we append, while the
// layout still reflects the pre-message state. If they were, we
// re-pin to the new bottom after the message lays out. If they
// weren't (scrolled up reading history), we leave their position
// alone so new messages don't yank them back.
bool wasAtBottom = !chatInputOpen || IsChatScrolledToBottom();
var line = BuildChatLine(entry);
chatFeed.Add(line);
// Bound history. ScrollView.contentContainer is what actually holds
// child elements (the ScrollView root has its own layout chrome).
// Default chatMaxMessages is effectively unlimited so this loop is
// a no-op in normal play; the cap exists as a safety valve.
var content = chatFeed.contentContainer;
while (content.childCount > chatMaxMessages)
content.RemoveAt(0);
if (!wasAtBottom) return;
// Defer scroll-to-bottom until layout has resolved the new line's
// height — without the delay, contentContainer.layout.height is
// stale and we'd scroll to the previous max.
chatFeed.schedule.Execute(() =>
{
if (chatFeed == null) return;
var height = chatFeed.contentContainer.layout.height;
chatFeed.scrollOffset = new Vector2(0, Mathf.Max(0, height));
}).ExecuteLater(1);
}
// True if the feed isn't overflowing yet, or the player's scroll
// position is within a few pixels of the bottom edge of the content.
// Used to decide whether to auto-scroll on new messages.
private bool IsChatScrolledToBottom()
{
if (chatFeed == null) return true;
float viewportHeight = chatFeed.contentViewport.layout.height;
float contentHeight = chatFeed.contentContainer.layout.height;
// Not overflowing → effectively "at the bottom" (everything visible).
if (contentHeight <= viewportHeight + 0.5f) return true;
float maxScroll = contentHeight - viewportHeight;
const float tolerance = 4f;
return chatFeed.scrollOffset.y >= maxScroll - tolerance;
}
private Label BuildChatLine(ChatService.ChatEntry entry)
{
var line = new Label();
line.pickingMode = PickingMode.Ignore;
line.style.marginBottom = 2;
line.style.color = entry.Kind == ChatService.MessageKind.System
? chatSystemColor
: chatPlayerColor;
line.style.whiteSpace = WhiteSpace.Normal; // wrap long messages
// Soft drop shadow so messages stay readable over varied backgrounds.
line.style.textShadow = new TextShadow
{
offset = new Vector2(1, 1),
blurRadius = 2,
color = new Color(0f, 0f, 0f, 0.85f),
};
line.text = entry.Kind == ChatService.MessageKind.System
? entry.Text
: $"[{entry.SenderName}] {entry.Text}";
return line;
}
// Fires every time WaveManager.OnLifeLost is invoked (one event per leak).
// Routes the notification through ChatService as a SYSTEM message so it
// shares the feed with player chat. The lives counter in the top bar
// still updates independently via MatchState replication.
private void HandleLifeLost(int amount)
{
string text = amount == 1 ? "1 Life Lost" : $"{amount} Lives Lost";
ChatService.PostLocalSystem(text);
}
// ----- Match-end overlay (Victory / Defeat + Retry) --------------- // ----- Match-end overlay (Victory / Defeat + Retry) ---------------
private void BuildMatchEndOverlay(VisualElement root) private void BuildMatchEndOverlay(VisualElement root)