Major updates to the HUD and selectable objects
This commit is contained in:
parent
5bc757b385
commit
c100db52e5
23 changed files with 1615 additions and 614 deletions
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@ -1,6 +1,8 @@
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// Assets/_Project/Scripts/UI/HUDController.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.InputSystem;
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using UnityEngine.UIElements;
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using TD.Gameplay;
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using TD.Towers;
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@ -37,7 +39,13 @@ namespace TD.UI
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private Label goldLabel;
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private Label waveLabel;
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private Label portraitName;
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private Label levelLabel;
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private VisualElement statLines;
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private VisualElement commandGrid;
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private VisualElement actionFrame; // hidden via display:none when no actions are available
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private VisualElement buildProgressContainer; // info-panel sub-view, shown for BuildSiteVisual selections
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private VisualElement buildProgressFill; // width driven each frame from progress
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private Label buildProgressPercent;
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private Label ttTitle;
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private Label ttDesc;
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private Label ttStats;
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@ -47,11 +55,38 @@ namespace TD.UI
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// ----- State ------------------------------------------------------
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private Coroutine rejectionFadeCoroutine;
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private bool gridPopulated;
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private bool placementManagerReady; // true once TowerPlacementManager.Instance is non-null
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private bool uiInitialized;
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private bool selectionSubscribed; // true once we've successfully hooked SelectionState.OnSelectionChanged
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private MinimapView minimapView;
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private IPanel myPanel; // tracked separately so OnDestroy only clears the static if it still points at us
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// ----- Hotkeys ----------------------------------------------------
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//
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// Per-slot hotkey layout matching the WC3 / Wintermaul Reforged convention.
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// Slot index 0..14 corresponds to row-major position in the 5×3 action grid.
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// To rebind, edit this array. (Per-tower hotkeys could live on TowerDefinition
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// later; for now the position-based layout is enough and predictable.)
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private static readonly Key[] HotkeyLayout =
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{
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Key.Q, Key.W, Key.E, Key.R, Key.T,
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Key.A, Key.S, Key.D, Key.F, Key.G,
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Key.Z, Key.X, Key.C, Key.V, Key.B,
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};
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// Active hotkey bindings — rebuilt on every selection change inside
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// PopulateGridForSelection. HandleHotkeys reads this every Update.
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private readonly List<HotkeyBinding> hotkeyBindings = new List<HotkeyBinding>();
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private readonly struct HotkeyBinding
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{
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public readonly Key Key;
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public readonly VisualElement Button; // for enabledSelf gating
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public readonly System.Action Action;
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public HotkeyBinding(Key k, VisualElement b, System.Action a)
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{ Key = k; Button = b; Action = a; }
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}
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// ----- Static hit-test probe --------------------------------------
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// Set when InitializeUI succeeds; cleared on OnDestroy. Non-UI systems (camera,
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@ -104,9 +139,16 @@ namespace TD.UI
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// Awake() calls. Accessing rootVisualElement in Awake() is too early.
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// Start() is safe because all OnEnable() calls have completed by then.
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InitializeUI();
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TryPopulateCommandGrid();
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// Seed portrait/grid state in case the builder already auto-selected before Start.
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HandleSelectionChanged(SelectionState.Instance?.SelectedBuilder);
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TryReadyPlacementManager();
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// Subscription fallback: if OnEnable couldn't subscribe (SelectionState.Awake
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// hadn't run yet), Start() is guaranteed to be after all Awake calls in the
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// scene. Retry here. Without this fallback, the HUD silently misses every
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// selection event for the rest of the session.
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TrySubscribeSelection();
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// Seed portrait/grid in case the builder already auto-selected before Start.
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HandleSelectionChanged(SelectionState.Instance?.SelectedObject);
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}
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private void InitializeUI()
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@ -128,28 +170,34 @@ namespace TD.UI
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// Cache element references — log a warning for any that are missing
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// so UXML/USS mismatches surface immediately.
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goldLabel = Require<Label>(root, "gold-label");
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waveLabel = Require<Label>(root, "wave-label");
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portraitName = Require<Label>(root, "portrait-name");
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commandGrid = Require<VisualElement>(root, "command-grid");
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ttTitle = Require<Label>(root, "tt-title");
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ttDesc = Require<Label>(root, "tt-desc");
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ttStats = Require<Label>(root, "tt-stats");
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ttCost = Require<Label>(root, "tt-cost");
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rejectionLabel = Require<Label>(root, "rejection-label");
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goldLabel = Require<Label>(root, "gold-label");
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waveLabel = Require<Label>(root, "wave-label");
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portraitName = Require<Label>(root, "portrait-name");
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levelLabel = Require<Label>(root, "level-label");
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statLines = Require<VisualElement>(root, "stat-lines");
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commandGrid = Require<VisualElement>(root, "command-grid");
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actionFrame = Require<VisualElement>(root, "action-frame");
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buildProgressContainer = Require<VisualElement>(root, "build-progress");
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buildProgressFill = Require<VisualElement>(root, "build-progress-fill");
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buildProgressPercent = Require<Label>(root, "build-progress-percent");
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ttTitle = Require<Label>(root, "tt-title");
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ttDesc = Require<Label>(root, "tt-desc");
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ttStats = Require<Label>(root, "tt-stats");
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ttCost = Require<Label>(root, "tt-cost");
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rejectionLabel = Require<Label>(root, "rejection-label");
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// Map area and its transparent ancestors must not consume pointer
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// events so clicks reach the 3D scene underneath.
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// events so clicks reach the 3D scene underneath. The bottom-ui is now
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// a transparent strip too — the *individual frames* are the opaque
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// interactive surfaces, so the empty margins on either side click
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// through to the world.
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SetPickIgnore(root, "hud-root");
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SetPickIgnore(root, "main-area");
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SetPickIgnore(root, "map-area");
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SetPickIgnore(root, "bottom-ui");
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if (rejectionLabel != null)
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rejectionLabel.pickingMode = PickingMode.Ignore;
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// Upgrade/sell have no backing system yet.
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SetEnabled(root, "upgrade-btn", false);
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SetEnabled(root, "sell-btn", false);
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// Minimap. The MinimapView owns the two sub-elements (terrain + entity overlay)
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// and drives them; we just hand it the host container and the camera controller.
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// Bake is deferred until LevelLoader is ready — view tries each frame in Tick().
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@ -174,28 +222,95 @@ namespace TD.UI
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private void OnEnable()
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{
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TowerPlacementController.OnRejectionMessageReady += ShowRejectionMessage;
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if (SelectionState.Instance != null)
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SelectionState.Instance.OnSelectionChanged += HandleSelectionChanged;
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// Try to subscribe now; if SelectionState.Awake hasn't run yet (Unity does
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// not guarantee Awake/OnEnable ordering across objects), Start will retry.
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TrySubscribeSelection();
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}
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private void OnDisable()
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{
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TowerPlacementController.OnRejectionMessageReady -= ShowRejectionMessage;
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if (SelectionState.Instance != null)
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if (selectionSubscribed && SelectionState.Instance != null)
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{
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SelectionState.Instance.OnSelectionChanged -= HandleSelectionChanged;
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selectionSubscribed = false;
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}
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}
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private void TrySubscribeSelection()
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{
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if (selectionSubscribed) return;
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if (SelectionState.Instance == null) return;
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SelectionState.Instance.OnSelectionChanged += HandleSelectionChanged;
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selectionSubscribed = true;
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}
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private void Update()
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{
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if (!uiInitialized) return;
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if (!gridPopulated)
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TryPopulateCommandGrid();
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if (!placementManagerReady)
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TryReadyPlacementManager();
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RefreshGoldDisplay();
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UpdateBuildProgressIfShown();
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HandleHotkeys();
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minimapView?.Tick();
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}
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/// <summary>
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/// While a BuildSiteVisual is selected, refresh the progress bar's fill
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/// width and the percent label. Runs every frame so the bar tracks server
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/// time as construction advances. Cheap enough not to throttle (one width
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/// assignment, one string allocation per frame while selected).
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/// </summary>
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private void UpdateBuildProgressIfShown()
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{
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if (buildProgressContainer == null) return;
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var sel = SelectionState.Instance?.SelectedObject;
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// Use Unity's overloaded equality via cast — a destroyed BuildSiteVisual
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// still passes `is` but blows up on member access. Match the same
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// backstop pattern SelectionVisualizer uses.
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if (sel is BuildSiteVisual bsv && (UnityEngine.Object)bsv != null)
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{
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float progress = bsv.ComputeProgressNormalized();
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if (buildProgressFill != null)
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{
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// Width is a percent of the parent bar background; multiplying
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// by 100 keeps the StyleLength in percent units.
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buildProgressFill.style.width =
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new StyleLength(new Length(progress * 100f, LengthUnit.Percent));
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}
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if (buildProgressPercent != null)
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{
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buildProgressPercent.text = $"{Mathf.RoundToInt(progress * 100f)}%";
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}
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}
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}
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/// <summary>
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/// Reads raw keyboard state via the New Input System and fires the matching
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/// action for any bound hotkey pressed this frame. Mirrors the disabled-button
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/// behaviour: a SetEnabled(false) button is skipped (so Upgrade/Sell don't
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/// trigger from the keyboard while their backing systems are still stubbed).
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/// </summary>
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private void HandleHotkeys()
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{
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var kb = Keyboard.current;
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if (kb == null) return;
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// Iterate by index — foreach over a struct list would copy each entry.
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for (int i = 0; i < hotkeyBindings.Count; i++)
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{
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var binding = hotkeyBindings[i];
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if (!kb[binding.Key].wasPressedThisFrame) continue;
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if (binding.Button == null || !binding.Button.enabledSelf) continue;
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binding.Action?.Invoke();
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}
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}
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private void OnDestroy()
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{
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minimapView?.Dispose();
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@ -217,75 +332,109 @@ namespace TD.UI
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// ----- Command grid -----------------------------------------------
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private void TryPopulateCommandGrid()
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{
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if (commandGrid == null) return;
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private const int GRID_COLS = 5;
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private const int GRID_ROWS = 3;
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private const int GRID_MAX = GRID_COLS * GRID_ROWS;
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// First-time check that TowerPlacementManager exists. Once ready, populates the
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// grid for the current selection. Subsequent populates flow through
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// HandleSelectionChanged → PopulateGridForSelection.
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private void TryReadyPlacementManager()
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{
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if (placementManager == null)
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placementManager = TowerPlacementManager.Instance;
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if (placementManager == null) return; // not spawned yet — retry next frame
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placementManagerReady = true;
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PopulateGridForSelection(SelectionState.Instance?.SelectedObject);
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}
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/// <summary>
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/// Rebuilds the command grid based on the current selection AND toggles the
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/// action frame visibility. Builder → tower-build buttons in the early slots.
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/// Tower → Upgrade in slot 0, Sell in the last slot. Anything else (Enemy,
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/// null) → action frame hidden entirely (display:none).
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/// </summary>
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private void PopulateGridForSelection(ISelectable selection)
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{
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if (commandGrid == null) return;
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if (!placementManagerReady) return; // deferred to TryReadyPlacementManager
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// Selection changed — invalidate the previous frame's hotkey bindings
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// before creating new ones. Without this, stale buttons from a previous
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// selection would keep responding to their hotkey.
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hotkeyBindings.Clear();
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// Decide whether any actions exist for this selection. The action frame
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// is hidden entirely when there are none — matches the WC3-style UX.
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bool hasActions = selection is Builder
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|| selection is TowerInstance
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|| selection is BuildSiteVisual;
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if (actionFrame != null)
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actionFrame.style.display = hasActions ? DisplayStyle.Flex : DisplayStyle.None;
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commandGrid.Clear();
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if (!hasActions) return; // grid stays empty; frame is hidden anyway
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const int COLS = 4;
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const int ROWS = 3;
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const int MAX = COLS * ROWS;
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// Build the 15-cell action layout for the active selection kind.
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var cells = new VisualElement[GRID_MAX];
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var defs = new System.Collections.Generic.List<(TowerDefinition def, int typeId)>();
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foreach (var entry in placementManager.GetAvailableDefinitions())
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if (selection is Builder)
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{
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defs.Add(entry);
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if (defs.Count >= MAX) break;
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int i = 0;
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foreach (var (def, typeId) in placementManager.GetAvailableDefinitions())
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{
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if (i >= GRID_MAX) break;
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cells[i] = CreateTowerButton(def, typeId, HotkeyLayout[i]);
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i++;
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}
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}
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else if (selection is TowerInstance tower)
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{
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// WC3 layout convention: primary action top-left (Q), sell bottom-right (B).
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cells[0] = CreateUpgradeButton(tower, HotkeyLayout[0]);
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cells[GRID_MAX - 1] = CreateSellButton(tower, HotkeyLayout[GRID_MAX - 1]);
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}
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else if (selection is BuildSiteVisual bsv)
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{
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// Cancel is the only action available on an in-progress build.
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// Placed at top-left (Q) — primary slot for a single-action menu.
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cells[0] = CreateCancelButton(bsv, HotkeyLayout[0]);
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}
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for (int row = 0; row < ROWS; row++)
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// Remaining cells become empty slots so the 5×3 grid layout is preserved.
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for (int i = 0; i < GRID_MAX; i++)
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{
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if (cells[i] == null) cells[i] = CreateEmptySlot();
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}
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for (int row = 0; row < GRID_ROWS; row++)
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{
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var rowEl = new VisualElement();
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rowEl.AddToClassList("cmd-row");
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for (int col = 0; col < COLS; col++)
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{
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int index = row * COLS + col;
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VisualElement btn = index < defs.Count
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? CreateTowerButton(defs[index].def, defs[index].typeId)
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: CreateEmptySlot();
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rowEl.Add(btn);
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}
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for (int col = 0; col < GRID_COLS; col++)
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rowEl.Add(cells[row * GRID_COLS + col]);
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commandGrid.Add(rowEl);
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}
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gridPopulated = true;
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}
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private VisualElement CreateTowerButton(TowerDefinition def, int typeId)
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// Tower button: clicking begins placement; hovering drives the Tool Tip.
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private VisualElement CreateTowerButton(TowerDefinition def, int typeId, Key hotkey)
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{
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var btn = new Button(() =>
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{
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if (placementController != null)
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placementController.BeginPlacement(def, typeId);
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else
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Debug.LogWarning("[HUDController] No TowerPlacementController assigned.");
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});
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btn.AddToClassList("cmd-btn");
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// Icon placeholder — swap for background-image on btn when art exists.
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var iconPlaceholder = new VisualElement();
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iconPlaceholder.AddToClassList("cmd-icon-placeholder");
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iconPlaceholder.pickingMode = PickingMode.Ignore;
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var costLabel = new Label($"{def.GoldCost}g");
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costLabel.AddToClassList("cmd-cost");
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costLabel.pickingMode = PickingMode.Ignore;
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btn.Add(iconPlaceholder);
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btn.Add(costLabel);
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var btn = CreateActionButton(
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costText: $"{def.GoldCost}g",
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hotkey: hotkey,
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onClick: () =>
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{
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if (placementController != null)
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placementController.BeginPlacement(def, typeId);
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else
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Debug.LogWarning("[HUDController] No TowerPlacementController assigned.");
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});
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btn.RegisterCallback<MouseEnterEvent>(_ => ShowTooltip(def));
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btn.RegisterCallback<MouseLeaveEvent>(_ => ClearTooltip());
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return btn;
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}
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@ -298,6 +447,92 @@ namespace TD.UI
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return slot;
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}
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/// <summary>
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/// Builds the standard action button: a Button containing a centered icon
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/// placeholder, plus optional hotkey badge (top-left) and cost badge
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/// (bottom-left). Both badges are pure visual overlays — click events still
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/// reach the Button. The hotkey, when non-None, is registered in
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/// <see cref="hotkeyBindings"/> so Update can fire <paramref name="onClick"/>
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/// on keypress (gated on the button's <c>enabledSelf</c>).
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/// </summary>
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private Button CreateActionButton(string costText, Key hotkey, System.Action onClick)
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{
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var btn = new Button(() => onClick?.Invoke());
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btn.AddToClassList("cmd-btn");
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// Icon — added FIRST so it sits underneath the absolute-positioned badges.
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var iconPlaceholder = new VisualElement();
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iconPlaceholder.AddToClassList("cmd-icon-placeholder");
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iconPlaceholder.pickingMode = PickingMode.Ignore;
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btn.Add(iconPlaceholder);
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// Hotkey badge — top-left.
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if (hotkey != Key.None)
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{
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var hkLabel = new Label(KeyToDisplay(hotkey));
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hkLabel.AddToClassList("cmd-hotkey");
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hkLabel.pickingMode = PickingMode.Ignore;
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btn.Add(hkLabel);
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hotkeyBindings.Add(new HotkeyBinding(hotkey, btn, onClick));
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}
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// Cost badge — bottom-left. Omitted when no cost is meaningful (e.g., Upgrade
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// before the upgrade system has a tier-cost lookup).
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if (!string.IsNullOrEmpty(costText))
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{
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var costLabel = new Label(costText);
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costLabel.AddToClassList("cmd-cost");
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costLabel.pickingMode = PickingMode.Ignore;
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btn.Add(costLabel);
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}
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return btn;
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}
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// Upgrade and Sell — visuals + hotkeys wired; click is a no-op because the
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// upgrade/sell systems aren't built yet. Buttons are SetEnabled(false) so the
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// hotkey handler also skips them (it gates on enabledSelf).
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private VisualElement CreateUpgradeButton(TowerInstance tower, Key hotkey)
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{
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var btn = CreateActionButton(
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costText: "", // tier cost unknown until upgrade system lands
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hotkey: hotkey,
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onClick: () => { /* TODO: upgrade flow */ });
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btn.SetEnabled(false);
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return btn;
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}
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private VisualElement CreateSellButton(TowerInstance tower, Key hotkey)
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{
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int sellValue = tower.Definition != null
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? Mathf.RoundToInt(tower.Definition.GoldCost * 0.7f)
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: 0;
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var btn = CreateActionButton(
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costText: sellValue > 0 ? $"+{sellValue}g" : "",
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hotkey: hotkey,
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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
|
||||
// directly), full gold is refunded, the BuildSiteVisual is despawned, and
|
||||
// OnSelectionChanged fires with null — HUD/visualizer/ring all clear
|
||||
// automatically.
|
||||
private VisualElement CreateCancelButton(BuildSiteVisual bsv, Key hotkey)
|
||||
{
|
||||
int refund = bsv.GoldSpent;
|
||||
return CreateActionButton(
|
||||
costText: refund > 0 ? $"+{refund}g" : "",
|
||||
hotkey: hotkey,
|
||||
onClick: () => bsv.RequestCancelRpc());
|
||||
}
|
||||
|
||||
// Renders a Key as a single-character badge ("Q", "1", etc.). Letter and number
|
||||
// keys produce their own glyph via ToString; if we ever bind non-letter keys
|
||||
// (e.g., F1 or Space), extend this with a mapping table.
|
||||
private static string KeyToDisplay(Key key) => key.ToString();
|
||||
|
||||
// ----- Portrait / selection context ----------------------------------
|
||||
|
||||
/// <summary>
|
||||
|
|
@ -310,11 +545,68 @@ namespace TD.UI
|
|||
portraitName.text = string.IsNullOrEmpty(unitName) ? "" : unitName;
|
||||
}
|
||||
|
||||
private void HandleSelectionChanged(Builder builder)
|
||||
private void HandleSelectionChanged(ISelectable selection)
|
||||
{
|
||||
SetSelectedUnitName(builder != null ? builder.DisplayName : null);
|
||||
if (commandGrid != null)
|
||||
commandGrid.SetEnabled(builder != null);
|
||||
// Sections 2/3/4 (portrait, info, tooltip) stay visible regardless;
|
||||
// their *contents* update based on selection. Section 5 (action menu)
|
||||
// hides via PopulateGridForSelection when there are no actions.
|
||||
PopulateInfoPanel(selection);
|
||||
PopulateGridForSelection(selection);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Drives the portrait name (section 3 header), level (section 2 footer),
|
||||
/// contextual stat lines (section 3 body), and the build-progress sub-view
|
||||
/// (section 3 — shown only when a BuildSiteVisual is selected).
|
||||
/// </summary>
|
||||
private void PopulateInfoPanel(ISelectable selection)
|
||||
{
|
||||
// Name
|
||||
SetSelectedUnitName(selection?.DisplayName);
|
||||
|
||||
// Level — placeholder until upgrade system lands.
|
||||
// Builder → "Lv. 1" (per design; may carry experience later)
|
||||
// Tower → "Lv. 1" (will reflect tower upgrade tier when implemented)
|
||||
// Nothing → blank
|
||||
if (levelLabel != null)
|
||||
levelLabel.text = selection != null ? "Lv. 1" : "";
|
||||
|
||||
// Build-progress block visibility: shown only for BuildSiteVisual.
|
||||
// Stat lines remain underneath and just stay empty for that case.
|
||||
bool isBuildSite = selection is BuildSiteVisual;
|
||||
if (buildProgressContainer != null)
|
||||
buildProgressContainer.style.display =
|
||||
isBuildSite ? DisplayStyle.Flex : DisplayStyle.None;
|
||||
|
||||
// Stat lines — clear and rebuild based on selection kind.
|
||||
if (statLines != null)
|
||||
{
|
||||
statLines.Clear();
|
||||
if (selection is Builder builder)
|
||||
{
|
||||
AddStatLine($"Build range: {builder.BuildRange:0.0}");
|
||||
}
|
||||
else if (selection is TowerInstance tower)
|
||||
{
|
||||
var def = tower.Definition;
|
||||
if (def != null)
|
||||
{
|
||||
if (def.Damage > 0) AddStatLine($"Damage: {def.Damage}");
|
||||
if (def.Range > 0) AddStatLine($"Range: {def.Range:0.0}");
|
||||
if (def.FireRate > 0) AddStatLine($"Fire rate: {def.FireRate:0.0}/s");
|
||||
if (def.SlowFactor < 1f)
|
||||
AddStatLine($"Slow: {(1f - def.SlowFactor) * 100f:0}%");
|
||||
}
|
||||
}
|
||||
// BuildSiteVisual: no stat lines — progress bar conveys the state.
|
||||
}
|
||||
}
|
||||
|
||||
private void AddStatLine(string text)
|
||||
{
|
||||
var label = new Label(text);
|
||||
label.AddToClassList("stat-line");
|
||||
statLines.Add(label);
|
||||
}
|
||||
|
||||
// ----- Tooltip ----------------------------------------------------
|
||||
|
|
@ -391,11 +683,5 @@ namespace TD.UI
|
|||
var el = root.Q<VisualElement>(name);
|
||||
if (el != null) el.pickingMode = PickingMode.Ignore;
|
||||
}
|
||||
|
||||
private static void SetEnabled(VisualElement root, string name, bool enabled)
|
||||
{
|
||||
var el = root.Q<Button>(name);
|
||||
if (el != null) el.SetEnabled(enabled);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue