Adding 9 Player level

This commit is contained in:
Matt F 2026-05-21 23:36:19 -07:00
parent fdada6f132
commit a7be12fa9b
30 changed files with 45984 additions and 300 deletions

View file

@ -6,6 +6,7 @@ using UnityEngine;
using UnityEngine.UIElements;
using TD.Core;
using TD.Gameplay;
using TD.Levels;
using TD.Net;
namespace TD.UI
@ -41,11 +42,18 @@ namespace TD.UI
{
// ----- Cached UI elements -----------------------------------------
private VisualElement mapListContainer;
private VisualElement playerListContainer;
private Button startMatchButton;
private Button leaveButton;
private Label statusLabel;
// Signature snapshot for the map list, mirroring the player-list pattern.
// Components: registry count, selected index, current player count, host flag.
// Without this, the cards rebuild every frame and the Clickable manipulator
// loses presses (same root cause as the player-list signature).
private string lastMapListSignature = string.Empty;
// ----- Race selection overlay ------------------------------------
[Tooltip("Sibling RaceSelectionOverlay component that owns the race-pick UI. " +
@ -88,6 +96,7 @@ namespace TD.UI
private void Update()
{
if (playerListContainer == null) return;
RefreshMapList();
RefreshPlayerList();
RefreshStartButton();
}
@ -112,6 +121,28 @@ namespace TD.UI
title.style.marginBottom = 24;
root.Add(title);
// Map selection panel — host clicks to change, everyone sees the current pick.
// Horizontal row of cards rebuilt by RefreshMapList when its signature changes.
var mapPanelLabel = new Label("Map");
mapPanelLabel.style.fontSize = 18;
mapPanelLabel.style.color = new Color(0.85f, 0.85f, 0.85f);
mapPanelLabel.style.unityFontStyleAndWeight = FontStyle.Bold;
mapPanelLabel.style.marginBottom = 6;
root.Add(mapPanelLabel);
mapListContainer = new VisualElement();
mapListContainer.style.flexDirection = FlexDirection.Row;
mapListContainer.style.justifyContent = Justify.Center;
mapListContainer.style.flexWrap = Wrap.Wrap;
mapListContainer.style.minWidth = 520;
mapListContainer.style.paddingTop = 8;
mapListContainer.style.paddingBottom = 8;
mapListContainer.style.paddingLeft = 8;
mapListContainer.style.paddingRight = 8;
mapListContainer.style.backgroundColor = new Color(0f, 0f, 0f, 0.4f);
mapListContainer.style.marginBottom = 24;
root.Add(mapListContainer);
// Player list container (rebuilt every Update from AllPlayers).
playerListContainer = new VisualElement();
playerListContainer.style.flexDirection = FlexDirection.Column;
@ -153,6 +184,157 @@ namespace TD.UI
// ----- Per-frame refresh ------------------------------------------
private void RefreshMapList()
{
// Inputs that determine the rendered state of the map row. Anything not in this
// signature won't trigger a rebuild — match what BuildMapCard reads.
var registry = MapRegistry.Instance;
var svc = LobbyService.Instance;
int registryCount = registry != null ? registry.Count : 0;
int selectedIndex = svc != null ? svc.SelectedMapIndex : -1;
int playerCount = LobbyService.CountConnectedPlayers();
bool isHost = NetworkManager.Singleton != null && NetworkManager.Singleton.IsHost;
string signature = $"{registryCount}:{selectedIndex}:{playerCount}:{(isHost ? 'H' : 'C')}";
if (signature == lastMapListSignature) return;
lastMapListSignature = signature;
mapListContainer.Clear();
if (registry == null || registryCount == 0)
{
var emptyLabel = new Label("(no maps available — MapRegistry missing)");
emptyLabel.style.color = new Color(0.7f, 0.5f, 0.5f);
emptyLabel.style.unityTextAlign = TextAnchor.MiddleCenter;
mapListContainer.Add(emptyLabel);
return;
}
for (int i = 0; i < registryCount; i++)
{
var map = registry.Get(i);
if (map == null) continue;
bool isSelected = i == selectedIndex;
bool fitsLobby = MapRegistry.IsSelectableFor(map, playerCount);
bool clickable = isHost && fitsLobby;
mapListContainer.Add(BuildMapCard(map, i, isSelected, fitsLobby, clickable, playerCount));
}
}
private VisualElement BuildMapCard(LevelData map, int index, bool isSelected,
bool fitsLobby, bool clickable, int playerCount)
{
var card = new VisualElement();
card.style.width = 180;
card.style.height = 220;
card.style.marginRight = 8;
card.style.marginLeft = 8;
card.style.paddingTop = 8;
card.style.paddingBottom = 8;
card.style.paddingLeft = 8;
card.style.paddingRight = 8;
card.style.alignItems = Align.Center;
card.style.justifyContent = Justify.FlexStart;
// Background reflects selectability: highlighted when selected, dim when oversized.
Color background = isSelected
? new Color(0.20f, 0.32f, 0.55f)
: new Color(0.12f, 0.12f, 0.16f);
if (!fitsLobby) background.a *= 0.7f;
card.style.backgroundColor = background;
// Border to make the selection visually unambiguous.
float borderWidth = isSelected ? 3f : 1f;
Color borderColor = isSelected
? new Color(0.45f, 0.70f, 1f)
: new Color(0.25f, 0.25f, 0.30f);
card.style.borderTopWidth = borderWidth;
card.style.borderBottomWidth = borderWidth;
card.style.borderLeftWidth = borderWidth;
card.style.borderRightWidth = borderWidth;
card.style.borderTopColor = borderColor;
card.style.borderBottomColor = borderColor;
card.style.borderLeftColor = borderColor;
card.style.borderRightColor = borderColor;
// Thumbnail (top of card). Falls back to a neutral placeholder if MapThumbnail isn't set.
var thumb = new VisualElement();
thumb.style.width = 140;
thumb.style.height = 105;
thumb.style.marginBottom = 6;
thumb.style.backgroundColor = new Color(0.05f, 0.05f, 0.08f);
if (map.MapThumbnail != null)
{
thumb.style.backgroundImage = new StyleBackground(map.MapThumbnail);
}
// Dim the thumbnail when the map doesn't fit the lobby — reinforces the disabled look.
if (!fitsLobby)
{
thumb.style.opacity = 0.45f;
}
card.Add(thumb);
// Map name.
var nameLabel = new Label(map.MapName);
nameLabel.style.color = fitsLobby ? Color.white : new Color(0.7f, 0.6f, 0.6f);
nameLabel.style.unityFontStyleAndWeight = FontStyle.Bold;
nameLabel.style.fontSize = 14;
nameLabel.style.unityTextAlign = TextAnchor.MiddleCenter;
card.Add(nameLabel);
// Player count label — tells the user the capacity, and why the card is greyed out
// when oversized. Live player count is shown alongside the cap so it's obvious why.
string countText = fitsLobby
? $"Up to {map.PlayerCount} players"
: $"Up to {map.PlayerCount} — needs ≤ {map.PlayerCount} (lobby has {playerCount})";
var countLabel = new Label(countText);
countLabel.style.color = fitsLobby
? new Color(0.75f, 0.75f, 0.75f)
: new Color(0.85f, 0.55f, 0.45f);
countLabel.style.fontSize = 11;
countLabel.style.unityTextAlign = TextAnchor.MiddleCenter;
countLabel.style.marginTop = 2;
countLabel.style.whiteSpace = WhiteSpace.Normal;
card.Add(countLabel);
// Make the whole card clickable for host (when the map fits the lobby). Non-hosts
// see the cards but can't change selection. Capture `index` in a local so the
// closure doesn't bind to the loop variable.
if (clickable)
{
int capturedIndex = index;
card.RegisterCallback<ClickEvent>(_ => OnMapCardClicked(capturedIndex));
// Standard hover affordance to advertise interactivity.
card.RegisterCallback<MouseEnterEvent>(_ =>
{
if (!isSelected)
card.style.backgroundColor = new Color(0.17f, 0.20f, 0.28f);
});
card.RegisterCallback<MouseLeaveEvent>(_ =>
{
if (!isSelected)
card.style.backgroundColor = new Color(0.12f, 0.12f, 0.16f);
});
}
return card;
}
private void OnMapCardClicked(int index)
{
var svc = LobbyService.Instance;
if (svc == null)
{
Debug.LogError("[LobbyController] LobbyService.Instance is null — cannot change map.");
return;
}
// Don't bother round-tripping if we're already on this map.
if (svc.SelectedMapIndex == index) return;
svc.RequestSelectMapRpc(index);
}
private void RefreshPlayerList()
{
// Sort by slot for stable ordering. AllPlayers is keyed by clientId
@ -285,7 +467,32 @@ namespace TD.UI
startMatchButton.style.display = isHost ? DisplayStyle.Flex : DisplayStyle.None;
if (!isHost) return;
bool canStart = LobbyService.AreAllPlayersReady(out string reason);
// Two gates: readiness (existing) and map selectability (new). Show whichever
// failure is preventing the start so the host knows what to fix. Readiness
// is checked first because it's the more common blocker.
bool readyOk = LobbyService.AreAllPlayersReady(out string readyReason);
string reason = readyOk ? string.Empty : readyReason;
bool mapOk = true;
if (readyOk)
{
var svc = LobbyService.Instance;
var selected = svc != null ? svc.SelectedMap : null;
int playerCount = LobbyService.CountConnectedPlayers();
if (selected == null)
{
mapOk = false;
reason = "No map selected.";
}
else if (!MapRegistry.IsSelectableFor(selected, playerCount))
{
mapOk = false;
reason = $"'{selected.MapName}' supports up to {selected.PlayerCount} " +
$"players; lobby has {playerCount}.";
}
}
bool canStart = readyOk && mapOk;
startMatchButton.SetEnabled(canStart);
statusLabel.text = canStart ? string.Empty : reason;
}

View file

@ -191,13 +191,13 @@ namespace TD.UI.Minimap
terrainLayer.style.backgroundImage =
new StyleBackground(Background.FromTexture2D(bakedTerrain));
// World extents of the baked rectangle. Tile (n) covers world n - 0.5 to n + 0.5.
// World extents of the baked rectangle. Tile (n) spans world [n, n+1] (edge-aligned),
// so the rectangle covers [GridOriginTile, GridOriginTile + GridSize] on each axis.
var data = loader.LevelData;
float halfTile = GridCoordinates.TILE_SIZE * 0.5f;
float minX = data.GridOriginTile.x * GridCoordinates.TILE_SIZE - halfTile;
float maxX = (data.GridOriginTile.x + data.GridSize.x) * GridCoordinates.TILE_SIZE - halfTile;
float minZ = data.GridOriginTile.y * GridCoordinates.TILE_SIZE - halfTile;
float maxZ = (data.GridOriginTile.y + data.GridSize.y) * GridCoordinates.TILE_SIZE - halfTile;
float minX = data.GridOriginTile.x * GridCoordinates.TILE_SIZE;
float maxX = (data.GridOriginTile.x + data.GridSize.x) * GridCoordinates.TILE_SIZE;
float minZ = data.GridOriginTile.y * GridCoordinates.TILE_SIZE;
float maxZ = (data.GridOriginTile.y + data.GridSize.y) * GridCoordinates.TILE_SIZE;
worldMin = new Vector2(minX, minZ);
worldMax = new Vector2(maxX, maxZ);