get rid of useless button implementation

This commit is contained in:
Ian Woods 2026-06-03 20:59:41 -07:00
parent 1bc518824c
commit 6f7af39a8e
4 changed files with 14 additions and 39 deletions

View file

@ -697,12 +697,6 @@ namespace TD.UI
i++;
}
}
else if (selection is TowerInstance tower)
{
// WC3 layout convention: primary action top-left (Q), sell bottom-right (B).
cells[0] = CreateUpgradeButton(tower, HotkeyLayout[0]);
cells[GRID_MAX - 1] = CreateSellButton(tower, HotkeyLayout[GRID_MAX - 1]);
}
else if (selection is BuildSiteVisual bsv)
{
// Cancel is the only action available on an in-progress build.
@ -795,31 +789,7 @@ namespace TD.UI
return btn;
}
// Upgrade and Sell — visuals + hotkeys wired; click is a no-op because the
// upgrade/sell systems aren't built yet. Buttons are SetEnabled(false) so the
// hotkey handler also skips them (it gates on enabledSelf).
private VisualElement CreateUpgradeButton(TowerInstance tower, Key hotkey)
{
var btn = CreateActionButton(
costText: "", // tier cost unknown until upgrade system lands
hotkey: hotkey,
onClick: () => { /* TODO: upgrade flow */ });
btn.SetEnabled(false);
return btn;
}
private VisualElement CreateSellButton(TowerInstance tower, Key hotkey)
{
int sellValue = tower.Definition != null
? Mathf.RoundToInt(tower.Definition.GoldCost * 0.7f)
: 0;
var btn = CreateActionButton(
costText: sellValue > 0 ? $"+{sellValue}g" : "",
hotkey: hotkey,
onClick: () => { /* TODO: sell flow */ });
btn.SetEnabled(false);
return btn;
}
// Cancel action for an in-progress build. Fires the owner-only RPC; the
// server cancels the matching job (or, for shelved sites, refunds + despawns