Finish Phase 1.2 HUD: selection wiring, command grid context, build progress bar

- Builder.DisplayName: stub property ("Builder (P{n})") for portrait label; swaps
  to real player name when MatchState lands in Phase 1.3
- HUDController: subscribe SelectionState.OnSelectionChanged in OnEnable/OnDisable;
  HandleSelectionChanged drives portrait label + grays out command grid when nothing
  is selected; Start() seeds initial state in case builder auto-selected before Start
- BuildSiteVisual: ComputeProgressNormalized() public API ([0,1], safe on any client);
  OnNetworkSpawn spawns a non-networked BuildProgressBar child
- BuildProgressBar: new world-space uGUI Canvas bar; green while Constructing, yellow
  while Paused, hidden while Queued; billboards to Camera.main each LateUpdate;
  auto-destroyed when parent BuildSiteVisual despawns

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
Matt F 2026-05-11 18:03:34 -07:00
parent 6c37e569ab
commit bc557af624
4 changed files with 135 additions and 0 deletions

View file

@ -156,6 +156,17 @@ namespace TD.Gameplay
/// <summary>Maximum jobs allowed in the queue.</summary>
public int MaxQueueDepth => settings.maxQueueDepth;
/// <summary>Display name shown in the HUD portrait. Stub until MatchState provides player names.</summary>
public string DisplayName
{
get
{
PlayerSlot slot = OwnerToSlot(OwnerClientId);
int n = (int)slot;
return n >= 1 && n <= 9 ? $"Builder (P{n})" : "Builder";
}
}
/// <summary>True if a tile is currently part of any queued or constructing job.</summary>
/// <remarks>
/// Used by <c>TowerPlacementManager</c> to reject placement on tiles already