Adding Text Mesh Pro, new enemies, new enemy waves, new HUD functionality, New animators, a retry function, and floating text for gold earned and lives lost.
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110 changed files with 62003 additions and 251 deletions
8
Assets/_Project/Scripts/Dev.meta
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8
Assets/_Project/Scripts/Dev.meta
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fileFormatVersion: 2
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guid: 638c60741b05f49409f16991a160f0fa
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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76
Assets/_Project/Scripts/Dev/DevWaveControls.cs
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76
Assets/_Project/Scripts/Dev/DevWaveControls.cs
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// Assets/_Project/Scripts/Dev/DevWaveControls.cs
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using Unity.Netcode;
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using UnityEngine;
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using UnityEngine.InputSystem;
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using TD.Gameplay;
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namespace TD.Dev
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{
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/// <summary>
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/// Editor / testing convenience: shows an OnGUI button in the top-left
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/// corner that force-advances the wave on the server. Add this component
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/// to any GameObject in the scene (e.g. a "DevTools" empty) during testing,
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/// disable or remove for shipping builds.
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/// </summary>
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/// <remarks>
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/// The button calls <see cref="WaveManager.ForceAdvanceToNextWave"/>, which
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/// despawns active enemies, stops the current wave's coroutine, and starts
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/// the next wave with no prep delay.
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///
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/// Server-side only — the OnGUI button is gated to <c>NetworkManager.IsServer</c>
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/// so clients connected to a remote host don't see it. The hotkey path is
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/// also server-gated to avoid surprising results when pressed on a client.
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/// </remarks>
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public class DevWaveControls : MonoBehaviour
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{
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[Tooltip("Keyboard shortcut to force-advance to the next wave. " +
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"Uses the new Input System (UnityEngine.InputSystem.Key). " +
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"Set to Key.None to use the OnGUI button only.")]
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[SerializeField] private Key hotkey = Key.F9;
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private void Update()
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{
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if (hotkey == Key.None) return;
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var kb = Keyboard.current;
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if (kb == null) return; // no keyboard connected (e.g. headless server)
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if (!kb[hotkey].wasPressedThisFrame) return;
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TryForceNextWave();
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}
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private void OnGUI()
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{
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// Only show the button on the server (host or dedicated). Clients
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// calling this from afar would no-op anyway.
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if (NetworkManager.Singleton == null || !NetworkManager.Singleton.IsServer)
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return;
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// Anchored below the top HUD bar so it doesn't overlap gold/wave/lives.
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const float topOffset = 90f;
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GUI.Box(new Rect(10, topOffset, 180, 60), "Dev: Wave Controls");
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if (GUI.Button(new Rect(20, topOffset + 25, 160, 28), "Force Next Wave"))
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TryForceNextWave();
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}
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private void TryForceNextWave()
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{
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if (NetworkManager.Singleton == null || !NetworkManager.Singleton.IsServer)
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{
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Debug.LogWarning("[DevWaveControls] Force-advance requested off the server. Ignored.");
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return;
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}
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var wm = WaveManager.Instance;
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if (wm == null)
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{
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Debug.LogWarning("[DevWaveControls] WaveManager.Instance is null. " +
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"Is the scene running with a WaveManager network-spawned?");
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return;
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}
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Debug.Log("[DevWaveControls] Forcing next wave.");
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wm.ForceAdvanceToNextWave();
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}
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}
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}
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2
Assets/_Project/Scripts/Dev/DevWaveControls.cs.meta
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2
Assets/_Project/Scripts/Dev/DevWaveControls.cs.meta
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@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 468de2ce61e73ce4595ba4792874b076
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@ -1,4 +1,5 @@
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// Assets/_Project/Scripts/Gameplay/EnemyHealth.cs
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using System.Collections;
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using Unity.Netcode;
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using UnityEngine;
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using TD.Core;
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@ -19,13 +20,47 @@ namespace TD.Gameplay
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/// DoT ticks from <c>EnemyStatus</c> also carry an owner so the credit
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/// follows the source tower, not the DoT applicator.
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///
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/// <b>Death flow (server-only):</b> <see cref="TakeDamage"/> clamps HP to 0,
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/// fires <see cref="OnDied"/>, then calls <c>NetworkObject.Despawn</c>.
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/// Subscribers must not touch the NetworkObject after <see cref="OnDied"/> returns.
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/// <b>Death flow (server-only):</b> <see cref="TakeDamage"/> clamps HP to 0
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/// and fires <see cref="OnDied"/> immediately so wave bookkeeping and gold
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/// award happen the moment HP hits zero. The component then disables
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/// <see cref="EnemyMovement"/> and all child <c>Collider</c>s, triggers the
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/// <c>Die</c> animator parameter (synced via <c>NetworkAnimator</c>), waits
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/// <see cref="deathAnimationDuration"/> seconds, sinks the transform
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/// <see cref="sinkDepth"/> units over <see cref="sinkDuration"/> seconds,
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/// and finally calls <c>NetworkObject.Despawn</c>.
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/// </remarks>
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[RequireComponent(typeof(NetworkObject))]
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public class EnemyHealth : NetworkBehaviour
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public class EnemyHealth : NetworkBehaviour, ISelectable
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{
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// ----- Inspector ------------------------------------------------------
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[Header("Identity")]
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[Tooltip("The EnemyDefinition this prefab represents. Drives the HUD info " +
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"panel (name, speed, gold bounty) when the enemy is selected. " +
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"Must be assigned on the prefab so it's available on every peer " +
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"without needing a registry lookup.")]
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[SerializeField] private EnemyDefinition definition;
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/// <summary>The static definition this enemy was spawned from.</summary>
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public EnemyDefinition Definition => definition;
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[Header("Death sequence")]
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[Tooltip("Animator that plays the death animation. Trigger parameter 'Die' " +
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"is set on death. Leave null to skip the death animation.")]
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[SerializeField] private Animator deathAnimator;
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[Tooltip("Seconds to hold after the Die trigger fires before the corpse starts sinking. " +
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"Should match the death animation clip's duration.")]
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[SerializeField] private float deathAnimationDuration = 2f;
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[Tooltip("Seconds spent sinking into the ground.")]
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[SerializeField] private float sinkDuration = 1.5f;
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[Tooltip("How far (world units) the corpse sinks before despawning.")]
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[SerializeField] private float sinkDepth = 1.5f;
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private static readonly int DieHash = Animator.StringToHash("Die");
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// ----- Pre-spawn init (server-local) ----------------------------------
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private float pendingMaxHp = 100f;
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@ -121,6 +156,16 @@ namespace TD.Gameplay
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MaxHp = hp.Value;
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}
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public override void OnNetworkDespawn()
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{
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// If this enemy was the locally-selected ISelectable, clear the
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// selection so the HUD doesn't keep displaying a stale corpse.
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// SelectionState is a local UI singleton, safe to query on any peer.
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var sel = SelectionState.Instance;
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if (sel != null && sel.IsSelected(this))
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sel.Clear();
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}
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// ----- Server API -----------------------------------------------------
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/// <summary>
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@ -148,8 +193,64 @@ namespace TD.Gameplay
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private void HandleDeath()
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{
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// Fire OnDied immediately so the wave count decrements and gold is
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// awarded the moment HP hits zero — the corpse animation and sink
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// play out asynchronously after that.
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OnDied?.Invoke(this);
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NetworkObject.Despawn();
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// Stop pathing and remove from tower targeting / selection.
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var movement = GetComponent<EnemyMovement>();
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if (movement != null) movement.enabled = false;
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foreach (var col in GetComponentsInChildren<Collider>())
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col.enabled = false;
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// Trigger the death animation on all peers (NetworkAnimator syncs it).
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if (deathAnimator != null)
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deathAnimator.SetTrigger(DieHash);
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StartCoroutine(DeathSequence());
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}
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// ----- ISelectable ----------------------------------------------------
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/// <summary>
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/// Enemy display name. Pulls from <see cref="definition"/> when assigned;
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/// falls back to "Enemy" so the HUD never shows an empty portrait label
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/// even if a prefab is missing its definition reference.
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/// </summary>
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public string DisplayName =>
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definition != null && !string.IsNullOrEmpty(definition.DisplayName)
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? definition.DisplayName
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: "Enemy";
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public SelectableKind Kind => SelectableKind.Enemy;
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public Transform SelectionTransform => transform;
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// Used by SelectionVisualizer to size the selection ring. Tuned small
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// because enemy capsules are roughly 0.6-0.8 wide; if you change enemy
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// mesh sizes substantially, derive this from a collider bounds instead.
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public float SelectionRadius => 0.4f;
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private IEnumerator DeathSequence()
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{
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// Hold while the death animation plays.
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yield return new WaitForSeconds(deathAnimationDuration);
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// Sink phase. Server moves the transform; NetworkTransform replicates it.
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float t = 0f;
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Vector3 startPos = transform.position;
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Vector3 endPos = startPos + Vector3.down * sinkDepth;
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while (t < sinkDuration)
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{
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t += Time.deltaTime;
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transform.position = Vector3.Lerp(startPos, endPos, t / sinkDuration);
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yield return null;
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}
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if (NetworkObject != null && NetworkObject.IsSpawned)
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NetworkObject.Despawn();
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}
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}
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}
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@ -60,6 +60,7 @@ namespace TD.Gameplay
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private List<Vector2Int> remainingPath = new List<Vector2Int>();
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private PlayerSlot currentZone = PlayerSlot.None;
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private EnemyStatus status;
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private bool hasReachedGoal;
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// ----- Events ---------------------------------------------------------
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@ -139,12 +140,20 @@ namespace TD.Gameplay
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float effectiveSpeed = moveSpeed * (status != null ? status.GetSpeedMultiplier() : 1f);
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Vector3 targetWorld = GridCoordinates.GridToWorld(remainingPath[0]);
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Vector3 toTarget = targetWorld - transform.position;
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// XZ-only delta. Some enemy prefabs (e.g. the skeleton) have their root
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// sitting above Y=0; if we measured 3D distance, the Y offset would push
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// it permanently above the snap threshold and waypoints would never
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// complete. Tile arrival is a horizontal-plane concept anyway.
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Vector3 toTarget = targetWorld - transform.position;
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toTarget.y = 0f;
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if (toTarget.sqrMagnitude <= WaypointSnapSq)
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{
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// Snap to the tile center then handle the waypoint transition.
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transform.position = targetWorld;
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// Snap XZ to the tile center. Preserve Y so we don't drag a visual
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// pivot down through the plane.
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transform.position = new Vector3(
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targetWorld.x, transform.position.y, targetWorld.z);
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AdvanceWaypoint();
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}
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else
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private void HandleGoalReached()
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{
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if (hasReachedGoal) return; // belt-and-suspenders: never fire twice
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hasReachedGoal = true;
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var health = GetComponent<EnemyHealth>();
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int livesCost = health != null ? health.LivesCost : 1;
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OnReachedGoal?.Invoke(this, livesCost);
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NetworkObject.Despawn();
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if (NetworkObject != null && NetworkObject.IsSpawned)
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NetworkObject.Despawn();
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}
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// ----- Path invalidation ----------------------------------------------
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@ -4,6 +4,7 @@ using Unity.Netcode;
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using UnityEngine;
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using TD.Core;
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using TD.Levels;
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using TD.UI;
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namespace TD.Gameplay
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{
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@ -66,10 +67,11 @@ namespace TD.Gameplay
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// ----- Server-local runtime state ---------------------------------
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private int remainingLives;
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private int activeEnemyCount;
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private bool spawningComplete;
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private int currentWaveIndex = -1; // -1 = not yet started
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private int remainingLives;
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private int activeEnemyCount;
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private bool spawningComplete;
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private int currentWaveIndex = -1; // -1 = not yet started
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private Coroutine activeWaveCoroutine;
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// ----- NGO lifecycle ----------------------------------------------
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@ -127,6 +129,13 @@ namespace TD.Gameplay
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// ----- Public accessors -------------------------------------------
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/// <summary>
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/// Total number of waves in this match. Same on every peer because
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/// <see cref="waveDefinitions"/> is a serialized prefab field, identical
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/// on host and clients. Returns 0 if the array is unassigned.
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/// </summary>
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public int TotalWaves => waveDefinitions?.Length ?? 0;
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/// <summary>
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/// Number of times enemies have leaked out of the given player's zone.
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/// Replicated — safe to call on any peer.
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@ -148,7 +157,7 @@ namespace TD.Gameplay
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// ----- Wave coroutine ---------------------------------------------
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private void StartNextWave()
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private void StartNextWave(bool skipPrep = false)
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{
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currentWaveIndex++;
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@ -166,13 +175,63 @@ namespace TD.Gameplay
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activeEnemyCount = 0;
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spawningComplete = false;
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StartCoroutine(RunWave(waveDefinitions[currentWaveIndex]));
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activeWaveCoroutine = StartCoroutine(
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RunWave(waveDefinitions[currentWaveIndex], skipPrep));
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}
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private IEnumerator RunWave(WaveDefinition def)
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// ----- Dev / cheats -----------------------------------------------
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/// <summary>
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/// Dev cheat: skip the rest of the current wave (despawn any remaining
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/// enemies, kill the prep timer) and start the next wave immediately.
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/// Server-only — silently no-ops on clients. Safe to call during prep,
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/// mid-spawn, or while enemies are alive.
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/// </summary>
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public void ForceAdvanceToNextWave()
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{
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// Prep phase — players build while the countdown ticks.
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yield return new WaitForSeconds(def.PrepTime);
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if (!IsServer) return;
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// Stop the current wave's coroutine (cancels prep timer + remaining spawns).
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if (activeWaveCoroutine != null)
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{
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StopCoroutine(activeWaveCoroutine);
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activeWaveCoroutine = null;
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}
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// Despawn anything still running around. Iterate a snapshot since
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// EnemyHealth.HandleDeath will despawn the NetworkObject, mutating
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// the live collection.
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var spawnManager = NetworkManager.Singleton?.SpawnManager;
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if (spawnManager != null)
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{
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var snapshot = new System.Collections.Generic.List<NetworkObject>(
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spawnManager.SpawnedObjectsList);
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foreach (var no in snapshot)
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{
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if (no == null || !no.IsSpawned) continue;
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var movement = no.GetComponent<EnemyMovement>();
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if (movement == null) continue;
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// Unsubscribe so the despawn doesn't deduct lives or fire side effects.
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var h = no.GetComponent<EnemyHealth>();
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UnsubscribeEnemy(h);
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no.Despawn();
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}
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}
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// Reset bookkeeping and start the next wave's RunWave coroutine,
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// skipping the prep timer so spawning starts immediately.
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activeEnemyCount = 0;
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spawningComplete = false;
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StartNextWave(skipPrep: true);
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}
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private IEnumerator RunWave(WaveDefinition def, bool skipPrep = false)
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{
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// Prep phase — players build while the countdown ticks. Skipped when
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// a dev cheat forces the wave to start immediately.
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if (!skipPrep)
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yield return new WaitForSeconds(def.PrepTime);
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// Spawn phase.
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if (def.Entries != null)
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@ -209,6 +268,13 @@ namespace TD.Gameplay
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{
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if (zone.Spawners == null || zone.Spawners.Length == 0) continue;
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// Skip zones whose owning slot is empty. Until a lobby exists,
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// this means a 1-player test session only spawns enemies in
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// Player 1's zone; Player 2/3/... zones stay quiet until those
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// slots are actually filled. PlayerMatchState.GetForSlot returns
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// null for unoccupied slots (and for PlayerSlot.None).
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if (PlayerMatchState.GetForSlot(zone.Owner) == null) continue;
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// Use the first spawner in the zone. Future: round-robin through Spawners.
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SpawnEnemy(def, zone.Spawners[0].TilePosition);
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}
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@ -264,6 +330,13 @@ namespace TD.Gameplay
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?.AwardGold(health.GoldReward);
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}
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// Show a "+N" gold popup above the corpse on every peer. Capture the
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// position here on the server — by the time the RPC fires on clients
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// the death sequence will be moving the corpse, but the spawn point
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// is good enough and we want the popup to anchor where the kill happened.
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if (health.GoldReward > 0)
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ShowGoldRewardClientRpc(health.transform.position, health.GoldReward);
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UnsubscribeEnemy(health);
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DecrementAndCheckComplete();
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}
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@ -278,6 +351,13 @@ namespace TD.Gameplay
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private void HandleEnemyReachedGoal(EnemyMovement movement, int livesCost)
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{
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// Capture the leak position BEFORE the enemy NetworkObject despawns
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// (HandleGoalReached on the enemy calls Despawn right after firing the
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// event we're handling here). Show the "-N" popup on every peer.
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Vector3 leakPos = movement.transform.position;
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if (livesCost > 0)
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ShowLifeLossClientRpc(leakPos, livesCost);
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UnsubscribeEnemy(movement.GetComponent<EnemyHealth>());
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remainingLives = Mathf.Max(0, remainingLives - livesCost);
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@ -293,6 +373,22 @@ namespace TD.Gameplay
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DecrementAndCheckComplete();
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}
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// ----- Floating-text ClientRpcs -----------------------------------
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// Fired on every peer (server + clients) so each one spawns its own local
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// FloatingText. The spawned GameObjects are not networked — purely visual.
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[ClientRpc]
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private void ShowGoldRewardClientRpc(Vector3 worldPos, int amount)
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{
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FloatingTextSpawner.Instance?.SpawnGoldReward(worldPos, amount);
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||||
}
|
||||
|
||||
[ClientRpc]
|
||||
private void ShowLifeLossClientRpc(Vector3 worldPos, int amount)
|
||||
{
|
||||
FloatingTextSpawner.Instance?.SpawnLifeLoss(worldPos, amount);
|
||||
}
|
||||
|
||||
// ----- Helpers ----------------------------------------------------
|
||||
|
||||
private void UnsubscribeEnemy(EnemyHealth health)
|
||||
|
|
|
|||
75
Assets/_Project/Scripts/UI/FloatingText.cs
Normal file
75
Assets/_Project/Scripts/UI/FloatingText.cs
Normal file
|
|
@ -0,0 +1,75 @@
|
|||
// Assets/_Project/Scripts/UI/FloatingText.cs
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
|
||||
namespace TD.UI
|
||||
{
|
||||
/// <summary>
|
||||
/// One-shot world-space text that floats upward and fades out, then destroys itself.
|
||||
/// Spawned by <see cref="FloatingTextSpawner"/> for kill-reward and life-loss feedback.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// <b>Prefab setup:</b> a GameObject with a <c>TextMeshPro</c> (3D, NOT TextMeshProUGUI)
|
||||
/// component as a child or root, this script, and no Canvas required — TMP renders in
|
||||
/// world space natively. The text auto-billboards toward the main camera each frame.
|
||||
///
|
||||
/// Lifetime, float speed, and fade are tuned on the prefab. The spawner only sets
|
||||
/// content + color.
|
||||
/// </remarks>
|
||||
public class FloatingText : MonoBehaviour
|
||||
{
|
||||
[Tooltip("The TextMeshPro component that renders the text. Auto-located in children " +
|
||||
"if left empty.")]
|
||||
[SerializeField] private TMP_Text text;
|
||||
|
||||
[Tooltip("World units per second the text drifts upward.")]
|
||||
[SerializeField] private float floatSpeed = 1.5f;
|
||||
|
||||
[Tooltip("Seconds the text remains visible before the GameObject is destroyed.")]
|
||||
[SerializeField] private float lifetime = 1.2f;
|
||||
|
||||
private float elapsed;
|
||||
private Color baseColor;
|
||||
|
||||
/// <summary>Sets content and color. Call once immediately after Instantiate.</summary>
|
||||
public void Init(string content, Color color)
|
||||
{
|
||||
if (text == null) text = GetComponentInChildren<TMP_Text>();
|
||||
if (text != null)
|
||||
{
|
||||
text.text = content;
|
||||
text.color = color;
|
||||
}
|
||||
baseColor = color;
|
||||
elapsed = 0f;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
elapsed += Time.deltaTime;
|
||||
if (elapsed >= lifetime)
|
||||
{
|
||||
Destroy(gameObject);
|
||||
return;
|
||||
}
|
||||
|
||||
// Drift upward.
|
||||
transform.position += Vector3.up * floatSpeed * Time.deltaTime;
|
||||
|
||||
// Fade alpha linearly from 1 → 0 over the lifetime.
|
||||
if (text != null)
|
||||
{
|
||||
float alpha = 1f - (elapsed / lifetime);
|
||||
var c = baseColor;
|
||||
c.a = alpha;
|
||||
text.color = c;
|
||||
}
|
||||
|
||||
// Billboard to the main camera. Using the camera's forward (rather than
|
||||
// position-difference) keeps the text upright even when the camera tilts.
|
||||
var cam = Camera.main;
|
||||
if (cam != null)
|
||||
transform.rotation = Quaternion.LookRotation(cam.transform.forward);
|
||||
}
|
||||
}
|
||||
}
|
||||
2
Assets/_Project/Scripts/UI/FloatingText.cs.meta
Normal file
2
Assets/_Project/Scripts/UI/FloatingText.cs.meta
Normal file
|
|
@ -0,0 +1,2 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 4e505af421a8fd24e9b8f3d8786beba8
|
||||
107
Assets/_Project/Scripts/UI/FloatingTextSpawner.cs
Normal file
107
Assets/_Project/Scripts/UI/FloatingTextSpawner.cs
Normal file
|
|
@ -0,0 +1,107 @@
|
|||
// Assets/_Project/Scripts/UI/FloatingTextSpawner.cs
|
||||
using UnityEngine;
|
||||
|
||||
namespace TD.UI
|
||||
{
|
||||
/// <summary>
|
||||
/// Scene singleton that spawns <see cref="FloatingText"/> instances above
|
||||
/// world positions for gold-reward and life-loss feedback.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// <b>Why a singleton:</b> the spawner is shared by every caller (kills, leaks,
|
||||
/// future status pop-ups) and holds inspector-tunable colors and a prefab
|
||||
/// reference. Plain <c>MonoBehaviour</c> — visual-only, no networking required.
|
||||
///
|
||||
/// <b>Who calls this:</b> <see cref="TD.Gameplay.WaveManager"/> invokes
|
||||
/// <see cref="SpawnGoldReward"/> and <see cref="SpawnLifeLoss"/> via ClientRpc
|
||||
/// so every peer shows the popup locally.
|
||||
///
|
||||
/// <b>Inspector setup:</b> drop this on any scene GameObject (e.g. a
|
||||
/// <c>FloatingTextSpawner</c> empty), assign the floating-text prefab, tune
|
||||
/// colors to match the HUD.
|
||||
/// </remarks>
|
||||
public class FloatingTextSpawner : MonoBehaviour
|
||||
{
|
||||
// ----- Singleton --------------------------------------------------
|
||||
|
||||
public static FloatingTextSpawner Instance { get; private set; }
|
||||
|
||||
// ----- Inspector --------------------------------------------------
|
||||
|
||||
[Tooltip("Prefab to instantiate for each pop-up. Must have a FloatingText " +
|
||||
"component and a TextMeshPro renderer.")]
|
||||
[SerializeField] private FloatingText prefab;
|
||||
|
||||
[Tooltip("Color used for kill-reward gold pop-ups. Tune to match the HUD's " +
|
||||
"gold label color.")]
|
||||
[SerializeField] private Color goldColor = new Color(1f, 0.84f, 0.2f);
|
||||
|
||||
[Tooltip("Color used for life-loss pop-ups (enemies reaching the goal).")]
|
||||
[SerializeField] private Color livesColor = new Color(0.95f, 0.25f, 0.25f);
|
||||
|
||||
[Tooltip("Default vertical offset above the source position. Tunes how high " +
|
||||
"above the enemy the text starts.")]
|
||||
[SerializeField] private float verticalOffset = 2.0f;
|
||||
|
||||
[Tooltip("Maximum random horizontal jitter applied to the spawn position so " +
|
||||
"consecutive pop-ups don't stack visually.")]
|
||||
[SerializeField] private float positionJitter = 0.4f;
|
||||
|
||||
[Tooltip("Maximum random vertical jitter applied on top of verticalOffset.")]
|
||||
[SerializeField] private float verticalJitter = 0.2f;
|
||||
|
||||
// ----- Lifecycle --------------------------------------------------
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if (Instance != null && Instance != this)
|
||||
{
|
||||
Debug.LogWarning("[FloatingTextSpawner] Duplicate instance detected. " +
|
||||
"Only one should exist per scene.");
|
||||
return;
|
||||
}
|
||||
Instance = this;
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
if (Instance == this) Instance = null;
|
||||
}
|
||||
|
||||
// ----- Public API -------------------------------------------------
|
||||
|
||||
/// <summary>Spawns a gold-reward popup (e.g. "+10") at the given world position.</summary>
|
||||
public void SpawnGoldReward(Vector3 worldPos, int amount)
|
||||
=> SpawnInternal(worldPos, $"+{amount}", goldColor);
|
||||
|
||||
/// <summary>Spawns a life-loss popup (e.g. "-1") at the given world position.</summary>
|
||||
public void SpawnLifeLoss(Vector3 worldPos, int amount)
|
||||
=> SpawnInternal(worldPos, $"-{amount}", livesColor);
|
||||
|
||||
/// <summary>Lower-level overload: arbitrary content and color.</summary>
|
||||
public void SpawnCustom(Vector3 worldPos, string text, Color color)
|
||||
=> SpawnInternal(worldPos, text, color);
|
||||
|
||||
// ----- Internal ---------------------------------------------------
|
||||
|
||||
private void SpawnInternal(Vector3 worldPos, string text, Color color)
|
||||
{
|
||||
if (prefab == null)
|
||||
{
|
||||
Debug.LogWarning("[FloatingTextSpawner] No prefab assigned. " +
|
||||
"Pop-up will not be shown.");
|
||||
return;
|
||||
}
|
||||
|
||||
Vector3 jitter = new Vector3(
|
||||
Random.Range(-positionJitter, positionJitter),
|
||||
Random.Range(0f, verticalJitter),
|
||||
Random.Range(-positionJitter, positionJitter));
|
||||
|
||||
Vector3 spawnPos = worldPos + Vector3.up * verticalOffset + jitter;
|
||||
|
||||
var instance = Instantiate(prefab, spawnPos, Quaternion.identity);
|
||||
instance.Init(text, color);
|
||||
}
|
||||
}
|
||||
}
|
||||
2
Assets/_Project/Scripts/UI/FloatingTextSpawner.cs.meta
Normal file
2
Assets/_Project/Scripts/UI/FloatingTextSpawner.cs.meta
Normal file
|
|
@ -0,0 +1,2 @@
|
|||
fileFormatVersion: 2
|
||||
guid: a31401869def6d64c87e645f1da1aa2a
|
||||
|
|
@ -1,9 +1,12 @@
|
|||
// Assets/_Project/Scripts/UI/HUDController.cs
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Unity.Netcode;
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
using UnityEngine.SceneManagement;
|
||||
using UnityEngine.UIElements;
|
||||
using TD.Core;
|
||||
using TD.Gameplay;
|
||||
using TD.Towers;
|
||||
using TD.UI.Minimap;
|
||||
|
|
@ -38,6 +41,7 @@ namespace TD.UI
|
|||
|
||||
private Label goldLabel;
|
||||
private Label waveLabel;
|
||||
private Label livesLabel;
|
||||
private Label portraitName;
|
||||
private Label levelLabel;
|
||||
private VisualElement statLines;
|
||||
|
|
@ -51,6 +55,18 @@ namespace TD.UI
|
|||
private Label ttStats;
|
||||
private Label ttCost;
|
||||
private Label rejectionLabel;
|
||||
private VisualElement portraitFrame;
|
||||
|
||||
// Enemy-info sub-panel — built programmatically and inserted into stat-lines
|
||||
// whenever an Enemy is selected. Cached so we can update HP each frame
|
||||
// without rebuilding the elements.
|
||||
private VisualElement enemyHealthBar;
|
||||
private VisualElement enemyHealthFill;
|
||||
private Label enemyHealthText;
|
||||
|
||||
// Match-end overlay — built once on Start and toggled on Phase changes.
|
||||
private VisualElement matchEndOverlay;
|
||||
private Label matchEndTitle;
|
||||
|
||||
// ----- State ------------------------------------------------------
|
||||
|
||||
|
|
@ -58,6 +74,7 @@ namespace TD.UI
|
|||
private bool placementManagerReady; // true once TowerPlacementManager.Instance is non-null
|
||||
private bool uiInitialized;
|
||||
private bool selectionSubscribed; // true once we've successfully hooked SelectionState.OnSelectionChanged
|
||||
private bool matchStateSubscribed; // true once OnPhaseChanged is hooked
|
||||
private MinimapView minimapView;
|
||||
private IPanel myPanel; // tracked separately so OnDestroy only clears the static if it still points at us
|
||||
|
||||
|
|
@ -149,6 +166,16 @@ namespace TD.UI
|
|||
|
||||
// Seed portrait/grid in case the builder already auto-selected before Start.
|
||||
HandleSelectionChanged(SelectionState.Instance?.SelectedObject);
|
||||
|
||||
TrySubscribeMatchState();
|
||||
}
|
||||
|
||||
private void TrySubscribeMatchState()
|
||||
{
|
||||
if (matchStateSubscribed) return;
|
||||
if (MatchState.Instance == null) return;
|
||||
MatchState.Instance.OnPhaseChanged += HandlePhaseChanged;
|
||||
matchStateSubscribed = true;
|
||||
}
|
||||
|
||||
private void InitializeUI()
|
||||
|
|
@ -172,6 +199,7 @@ namespace TD.UI
|
|||
// so UXML/USS mismatches surface immediately.
|
||||
goldLabel = Require<Label>(root, "gold-label");
|
||||
waveLabel = Require<Label>(root, "wave-label");
|
||||
livesLabel = Require<Label>(root, "lives-label");
|
||||
portraitName = Require<Label>(root, "portrait-name");
|
||||
levelLabel = Require<Label>(root, "level-label");
|
||||
statLines = Require<VisualElement>(root, "stat-lines");
|
||||
|
|
@ -210,6 +238,15 @@ namespace TD.UI
|
|||
minimapView = new MinimapView(minimapContainer, cameraController);
|
||||
}
|
||||
|
||||
// Portrait click → center camera on current selection (WC3 convention).
|
||||
portraitFrame = root.Q<VisualElement>("portrait-frame");
|
||||
if (portraitFrame != null)
|
||||
portraitFrame.RegisterCallback<ClickEvent>(OnPortraitClicked);
|
||||
|
||||
// Build the match-end overlay (Victory / Defeat + Retry). Hidden until
|
||||
// MatchState.OnPhaseChanged fires Victory or Defeat.
|
||||
BuildMatchEndOverlay(root);
|
||||
|
||||
// Publish the panel so non-UI systems can query "is pointer over the HUD".
|
||||
// Stored on `myPanel` too so OnDestroy only clears the static if it still
|
||||
// points at this instance (defensive against re-creation overlap).
|
||||
|
|
@ -235,6 +272,11 @@ namespace TD.UI
|
|||
SelectionState.Instance.OnSelectionChanged -= HandleSelectionChanged;
|
||||
selectionSubscribed = false;
|
||||
}
|
||||
if (matchStateSubscribed && MatchState.Instance != null)
|
||||
{
|
||||
MatchState.Instance.OnPhaseChanged -= HandlePhaseChanged;
|
||||
matchStateSubscribed = false;
|
||||
}
|
||||
}
|
||||
|
||||
private void TrySubscribeSelection()
|
||||
|
|
@ -252,8 +294,13 @@ namespace TD.UI
|
|||
if (!placementManagerReady)
|
||||
TryReadyPlacementManager();
|
||||
|
||||
if (!matchStateSubscribed)
|
||||
TrySubscribeMatchState();
|
||||
|
||||
RefreshGoldDisplay();
|
||||
RefreshMatchStateDisplays();
|
||||
UpdateBuildProgressIfShown();
|
||||
UpdateEnemyInfoIfShown();
|
||||
HandleHotkeys();
|
||||
minimapView?.Tick();
|
||||
}
|
||||
|
|
@ -330,6 +377,29 @@ namespace TD.UI
|
|||
goldLabel.text = gm != null ? $"{gm.CurrentGold:N0} g" : "-- g";
|
||||
}
|
||||
|
||||
// ----- Match-state display ----------------------------------------
|
||||
|
||||
// Polled each frame from Update. MatchState exposes Lives and CurrentWave
|
||||
// as plain int properties backed by NetworkVariables; polling avoids
|
||||
// having to add OnLivesChanged / OnCurrentWaveChanged events to MatchState
|
||||
// for every consumer that wants to display them. The cost is one int read
|
||||
// and a string allocation per frame — negligible at HUD scale.
|
||||
private void RefreshMatchStateDisplays()
|
||||
{
|
||||
var ms = MatchState.Instance;
|
||||
|
||||
if (livesLabel != null)
|
||||
livesLabel.text = ms != null ? $"lives: {ms.Lives}" : "lives: --";
|
||||
|
||||
if (waveLabel != null)
|
||||
{
|
||||
int total = WaveManager.Instance?.TotalWaves ?? 0;
|
||||
waveLabel.text = ms != null && ms.CurrentWave > 0 && total > 0
|
||||
? $"Wave {ms.CurrentWave} / {total}"
|
||||
: "Wave --";
|
||||
}
|
||||
}
|
||||
|
||||
// ----- Command grid -----------------------------------------------
|
||||
|
||||
private const int GRID_COLS = 5;
|
||||
|
|
@ -579,6 +649,12 @@ namespace TD.UI
|
|||
isBuildSite ? DisplayStyle.Flex : DisplayStyle.None;
|
||||
|
||||
// Stat lines — clear and rebuild based on selection kind.
|
||||
// The enemy-info cached references (health bar + label) are invalidated
|
||||
// by Clear() and re-cached if a new Enemy gets selected below.
|
||||
enemyHealthBar = null;
|
||||
enemyHealthFill = null;
|
||||
enemyHealthText = null;
|
||||
|
||||
if (statLines != null)
|
||||
{
|
||||
statLines.Clear();
|
||||
|
|
@ -598,10 +674,113 @@ namespace TD.UI
|
|||
AddStatLine($"Slow: {(1f - def.SlowFactor) * 100f:0}%");
|
||||
}
|
||||
}
|
||||
else if (selection is EnemyHealth enemy)
|
||||
{
|
||||
BuildEnemyInfo(enemy);
|
||||
}
|
||||
// BuildSiteVisual: no stat lines — progress bar conveys the state.
|
||||
}
|
||||
}
|
||||
|
||||
// ----- Enemy info -------------------------------------------------
|
||||
|
||||
/// <summary>
|
||||
/// Builds the enemy info stat block (HP bar + speed + bounty) inside the
|
||||
/// stat-lines container. The bar and label references are cached so
|
||||
/// <see cref="UpdateEnemyInfoIfShown"/> can drive them every frame as the
|
||||
/// enemy takes damage.
|
||||
/// </summary>
|
||||
private void BuildEnemyInfo(EnemyHealth enemy)
|
||||
{
|
||||
var def = enemy.Definition;
|
||||
|
||||
// ----- Health bar (X / Y) -----
|
||||
// A thin horizontal bar with a green fill and a centered "X / Y" label
|
||||
// on top. Styled with inline-style so we don't need to add USS classes
|
||||
// — keeps this self-contained.
|
||||
var hpRow = new VisualElement();
|
||||
hpRow.style.flexDirection = FlexDirection.Row;
|
||||
hpRow.style.alignItems = Align.Center;
|
||||
hpRow.style.marginTop = 4;
|
||||
hpRow.style.marginBottom = 4;
|
||||
|
||||
var hpLabel = new Label("HP");
|
||||
hpLabel.style.minWidth = 28;
|
||||
hpLabel.style.color = new Color(0.85f, 0.85f, 0.85f);
|
||||
hpRow.Add(hpLabel);
|
||||
|
||||
// Background + fill share a parent so the fill can be styled as a
|
||||
// percentage width inside the background.
|
||||
var hpBackground = new VisualElement();
|
||||
hpBackground.style.flexGrow = 1;
|
||||
hpBackground.style.height = 14;
|
||||
hpBackground.style.backgroundColor = new Color(0.1f, 0.1f, 0.1f, 0.85f);
|
||||
hpBackground.style.borderTopWidth = hpBackground.style.borderBottomWidth =
|
||||
hpBackground.style.borderLeftWidth = hpBackground.style.borderRightWidth = 1;
|
||||
var borderColor = new Color(0.3f, 0.3f, 0.3f);
|
||||
hpBackground.style.borderTopColor = hpBackground.style.borderBottomColor =
|
||||
hpBackground.style.borderLeftColor = hpBackground.style.borderRightColor = borderColor;
|
||||
|
||||
var hpFill = new VisualElement();
|
||||
hpFill.style.height = Length.Percent(100);
|
||||
hpFill.style.width = Length.Percent(100);
|
||||
hpFill.style.backgroundColor = new Color(0.3f, 0.85f, 0.3f);
|
||||
hpFill.pickingMode = PickingMode.Ignore;
|
||||
hpBackground.Add(hpFill);
|
||||
|
||||
// Overlay "X / Y" label, centered above the bar.
|
||||
var hpText = new Label();
|
||||
hpText.pickingMode = PickingMode.Ignore;
|
||||
hpText.style.position = Position.Absolute;
|
||||
hpText.style.left = 0;
|
||||
hpText.style.right = 0;
|
||||
hpText.style.top = 0;
|
||||
hpText.style.bottom = 0;
|
||||
hpText.style.unityTextAlign = TextAnchor.MiddleCenter;
|
||||
hpText.style.color = Color.white;
|
||||
hpText.style.fontSize = 11;
|
||||
hpBackground.Add(hpText);
|
||||
|
||||
hpRow.Add(hpBackground);
|
||||
statLines.Add(hpRow);
|
||||
|
||||
// Cache references for per-frame updates.
|
||||
enemyHealthBar = hpBackground;
|
||||
enemyHealthFill = hpFill;
|
||||
enemyHealthText = hpText;
|
||||
|
||||
// Initial value (will be refreshed every frame in UpdateEnemyInfoIfShown).
|
||||
UpdateEnemyHpDisplay(enemy);
|
||||
|
||||
// ----- Speed + Bounty stat lines -----
|
||||
if (def != null)
|
||||
{
|
||||
AddStatLine($"Speed: {def.MoveSpeed:0.0}");
|
||||
AddStatLine($"Bounty: {def.GoldReward} g");
|
||||
// (Weaknesses/resistances will go here once the resistance system lands.)
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateEnemyInfoIfShown()
|
||||
{
|
||||
if (enemyHealthFill == null) return; // no Enemy selected
|
||||
var sel = SelectionState.Instance?.SelectedObject;
|
||||
if (sel is EnemyHealth enemy && (UnityEngine.Object)enemy != null)
|
||||
UpdateEnemyHpDisplay(enemy);
|
||||
}
|
||||
|
||||
private void UpdateEnemyHpDisplay(EnemyHealth enemy)
|
||||
{
|
||||
float cur = Mathf.Max(0f, enemy.CurrentHp);
|
||||
float max = Mathf.Max(1f, enemy.MaxHp);
|
||||
float pct = Mathf.Clamp01(cur / max);
|
||||
|
||||
if (enemyHealthFill != null)
|
||||
enemyHealthFill.style.width = Length.Percent(pct * 100f);
|
||||
if (enemyHealthText != null)
|
||||
enemyHealthText.text = $"{Mathf.CeilToInt(cur)} / {Mathf.CeilToInt(max)}";
|
||||
}
|
||||
|
||||
private void AddStatLine(string text)
|
||||
{
|
||||
var label = new Label(text);
|
||||
|
|
@ -667,6 +846,145 @@ namespace TD.UI
|
|||
rejectionFadeCoroutine = null;
|
||||
}
|
||||
|
||||
// ----- Portrait click: center camera on selection -----------------
|
||||
|
||||
// WC3 / SC2 convention: clicking the portrait recenters the camera on
|
||||
// whoever is selected. Zoom is preserved (CameraController.JumpTo only
|
||||
// moves the pivot). No-op when nothing is selected or the camera isn't wired.
|
||||
private void OnPortraitClicked(ClickEvent evt)
|
||||
{
|
||||
var sel = SelectionState.Instance?.SelectedObject;
|
||||
if (sel == null) return;
|
||||
if (cameraController == null) return;
|
||||
|
||||
var t = sel.SelectionTransform;
|
||||
if (t == null) return;
|
||||
|
||||
cameraController.JumpTo(t.position);
|
||||
}
|
||||
|
||||
// ----- Match-end overlay (Victory / Defeat + Retry) ---------------
|
||||
|
||||
private void BuildMatchEndOverlay(VisualElement root)
|
||||
{
|
||||
matchEndOverlay = new VisualElement();
|
||||
matchEndOverlay.style.position = Position.Absolute;
|
||||
matchEndOverlay.style.left = 0;
|
||||
matchEndOverlay.style.right = 0;
|
||||
matchEndOverlay.style.top = 0;
|
||||
matchEndOverlay.style.bottom = 0;
|
||||
matchEndOverlay.style.alignItems = Align.Center;
|
||||
matchEndOverlay.style.justifyContent = Justify.Center;
|
||||
matchEndOverlay.style.backgroundColor = new Color(0f, 0f, 0f, 0.6f);
|
||||
matchEndOverlay.style.display = DisplayStyle.None;
|
||||
// The overlay swallows pointer events so the player can't click towers
|
||||
// or builders through it while it's visible.
|
||||
matchEndOverlay.pickingMode = PickingMode.Position;
|
||||
|
||||
var panel = new VisualElement();
|
||||
panel.style.minWidth = 320;
|
||||
panel.style.paddingTop = 24;
|
||||
panel.style.paddingBottom = 24;
|
||||
panel.style.paddingLeft = 32;
|
||||
panel.style.paddingRight = 32;
|
||||
panel.style.backgroundColor = new Color(0.08f, 0.08f, 0.10f, 0.95f);
|
||||
panel.style.borderTopWidth = panel.style.borderBottomWidth =
|
||||
panel.style.borderLeftWidth = panel.style.borderRightWidth = 2;
|
||||
var border = new Color(0.4f, 0.4f, 0.45f);
|
||||
panel.style.borderTopColor = panel.style.borderBottomColor =
|
||||
panel.style.borderLeftColor = panel.style.borderRightColor = border;
|
||||
panel.style.alignItems = Align.Center;
|
||||
|
||||
matchEndTitle = new Label("Victory");
|
||||
matchEndTitle.style.fontSize = 32;
|
||||
matchEndTitle.style.color = Color.white;
|
||||
matchEndTitle.style.marginBottom = 16;
|
||||
matchEndTitle.style.unityFontStyleAndWeight = FontStyle.Bold;
|
||||
panel.Add(matchEndTitle);
|
||||
|
||||
var retryBtn = new Button(OnRetryClicked) { text = "Retry" };
|
||||
retryBtn.style.minWidth = 120;
|
||||
retryBtn.style.height = 36;
|
||||
retryBtn.style.fontSize = 16;
|
||||
retryBtn.style.marginTop = 8;
|
||||
panel.Add(retryBtn);
|
||||
|
||||
matchEndOverlay.Add(panel);
|
||||
root.Add(matchEndOverlay);
|
||||
}
|
||||
|
||||
private void HandlePhaseChanged(MatchPhase previous, MatchPhase next)
|
||||
{
|
||||
if (matchEndOverlay == null) return;
|
||||
|
||||
switch (next)
|
||||
{
|
||||
case MatchPhase.Victory:
|
||||
if (matchEndTitle != null)
|
||||
{
|
||||
matchEndTitle.text = "Victory";
|
||||
matchEndTitle.style.color = new Color(1f, 0.84f, 0.2f);
|
||||
}
|
||||
matchEndOverlay.style.display = DisplayStyle.Flex;
|
||||
break;
|
||||
|
||||
case MatchPhase.Defeat:
|
||||
if (matchEndTitle != null)
|
||||
{
|
||||
matchEndTitle.text = "Defeat";
|
||||
matchEndTitle.style.color = new Color(0.95f, 0.25f, 0.25f);
|
||||
}
|
||||
matchEndOverlay.style.display = DisplayStyle.Flex;
|
||||
break;
|
||||
|
||||
default:
|
||||
matchEndOverlay.style.display = DisplayStyle.None;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Reloads the active scene and restarts the host. Host-only — testing
|
||||
// convenience until a real lobby/restart flow exists. The static
|
||||
// sceneLoaded callback survives the scene reload (HUDController dies),
|
||||
// re-arms StartHost once the fresh scene has finished loading, and
|
||||
// unsubscribes itself.
|
||||
private void OnRetryClicked()
|
||||
{
|
||||
var nm = NetworkManager.Singleton;
|
||||
if (nm == null)
|
||||
{
|
||||
Debug.LogWarning("[HUDController] Retry clicked but NetworkManager is null.");
|
||||
return;
|
||||
}
|
||||
if (!nm.IsServer)
|
||||
{
|
||||
Debug.LogWarning("[HUDController] Retry only works on the host. " +
|
||||
"Clients should ask the host to retry.");
|
||||
return;
|
||||
}
|
||||
|
||||
Scene active = SceneManager.GetActiveScene();
|
||||
s_pendingHostRestartBuildIndex = active.buildIndex;
|
||||
SceneManager.sceneLoaded += OnSceneLoadedForRetry;
|
||||
|
||||
nm.Shutdown();
|
||||
SceneManager.LoadScene(active.buildIndex);
|
||||
}
|
||||
|
||||
private static int s_pendingHostRestartBuildIndex = -1;
|
||||
|
||||
private static void OnSceneLoadedForRetry(Scene loaded, LoadSceneMode mode)
|
||||
{
|
||||
if (loaded.buildIndex != s_pendingHostRestartBuildIndex) return;
|
||||
|
||||
SceneManager.sceneLoaded -= OnSceneLoadedForRetry;
|
||||
s_pendingHostRestartBuildIndex = -1;
|
||||
|
||||
var nm = NetworkManager.Singleton;
|
||||
if (nm != null) nm.StartHost();
|
||||
else Debug.LogWarning("[HUDController] Retry: no NetworkManager in reloaded scene.");
|
||||
}
|
||||
|
||||
// ----- Helpers ----------------------------------------------------
|
||||
|
||||
private static T Require<T>(VisualElement root, string name) where T : VisualElement
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue