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>
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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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