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.
This commit is contained in:
parent
3287e8ea43
commit
f6cc6a7102
110 changed files with 62003 additions and 251 deletions
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@ -1,9 +1,12 @@
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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 Unity.Netcode;
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using UnityEngine;
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using UnityEngine.InputSystem;
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using UnityEngine.SceneManagement;
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using UnityEngine.UIElements;
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using TD.Core;
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using TD.Gameplay;
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using TD.Towers;
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using TD.UI.Minimap;
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@ -38,6 +41,7 @@ namespace TD.UI
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private Label goldLabel;
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private Label waveLabel;
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private Label livesLabel;
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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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@ -51,6 +55,18 @@ namespace TD.UI
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private Label ttStats;
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private Label ttCost;
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private Label rejectionLabel;
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private VisualElement portraitFrame;
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// Enemy-info sub-panel — built programmatically and inserted into stat-lines
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// whenever an Enemy is selected. Cached so we can update HP each frame
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// without rebuilding the elements.
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private VisualElement enemyHealthBar;
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private VisualElement enemyHealthFill;
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private Label enemyHealthText;
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// Match-end overlay — built once on Start and toggled on Phase changes.
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private VisualElement matchEndOverlay;
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private Label matchEndTitle;
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// ----- State ------------------------------------------------------
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@ -58,6 +74,7 @@ namespace TD.UI
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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 bool matchStateSubscribed; // true once OnPhaseChanged is hooked
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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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@ -149,6 +166,16 @@ namespace TD.UI
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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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TrySubscribeMatchState();
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}
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private void TrySubscribeMatchState()
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{
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if (matchStateSubscribed) return;
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if (MatchState.Instance == null) return;
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MatchState.Instance.OnPhaseChanged += HandlePhaseChanged;
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matchStateSubscribed = true;
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}
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private void InitializeUI()
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@ -172,6 +199,7 @@ namespace TD.UI
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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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livesLabel = Require<Label>(root, "lives-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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@ -210,6 +238,15 @@ namespace TD.UI
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minimapView = new MinimapView(minimapContainer, cameraController);
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}
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// Portrait click → center camera on current selection (WC3 convention).
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portraitFrame = root.Q<VisualElement>("portrait-frame");
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if (portraitFrame != null)
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portraitFrame.RegisterCallback<ClickEvent>(OnPortraitClicked);
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// Build the match-end overlay (Victory / Defeat + Retry). Hidden until
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// MatchState.OnPhaseChanged fires Victory or Defeat.
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BuildMatchEndOverlay(root);
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// Publish the panel so non-UI systems can query "is pointer over the HUD".
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// Stored on `myPanel` too so OnDestroy only clears the static if it still
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// points at this instance (defensive against re-creation overlap).
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@ -235,6 +272,11 @@ namespace TD.UI
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SelectionState.Instance.OnSelectionChanged -= HandleSelectionChanged;
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selectionSubscribed = false;
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}
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if (matchStateSubscribed && MatchState.Instance != null)
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{
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MatchState.Instance.OnPhaseChanged -= HandlePhaseChanged;
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matchStateSubscribed = false;
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}
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}
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private void TrySubscribeSelection()
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@ -252,8 +294,13 @@ namespace TD.UI
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if (!placementManagerReady)
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TryReadyPlacementManager();
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if (!matchStateSubscribed)
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TrySubscribeMatchState();
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RefreshGoldDisplay();
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RefreshMatchStateDisplays();
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UpdateBuildProgressIfShown();
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UpdateEnemyInfoIfShown();
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HandleHotkeys();
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minimapView?.Tick();
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}
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@ -330,6 +377,29 @@ namespace TD.UI
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goldLabel.text = gm != null ? $"{gm.CurrentGold:N0} g" : "-- g";
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}
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// ----- Match-state display ----------------------------------------
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// Polled each frame from Update. MatchState exposes Lives and CurrentWave
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// as plain int properties backed by NetworkVariables; polling avoids
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// having to add OnLivesChanged / OnCurrentWaveChanged events to MatchState
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// for every consumer that wants to display them. The cost is one int read
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// and a string allocation per frame — negligible at HUD scale.
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private void RefreshMatchStateDisplays()
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{
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var ms = MatchState.Instance;
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if (livesLabel != null)
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livesLabel.text = ms != null ? $"lives: {ms.Lives}" : "lives: --";
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if (waveLabel != null)
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{
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int total = WaveManager.Instance?.TotalWaves ?? 0;
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waveLabel.text = ms != null && ms.CurrentWave > 0 && total > 0
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? $"Wave {ms.CurrentWave} / {total}"
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: "Wave --";
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}
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}
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// ----- Command grid -----------------------------------------------
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private const int GRID_COLS = 5;
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@ -579,6 +649,12 @@ namespace TD.UI
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isBuildSite ? DisplayStyle.Flex : DisplayStyle.None;
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// Stat lines — clear and rebuild based on selection kind.
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// The enemy-info cached references (health bar + label) are invalidated
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// by Clear() and re-cached if a new Enemy gets selected below.
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enemyHealthBar = null;
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enemyHealthFill = null;
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enemyHealthText = null;
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if (statLines != null)
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{
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statLines.Clear();
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@ -598,10 +674,113 @@ namespace TD.UI
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AddStatLine($"Slow: {(1f - def.SlowFactor) * 100f:0}%");
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}
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}
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else if (selection is EnemyHealth enemy)
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{
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BuildEnemyInfo(enemy);
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}
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// BuildSiteVisual: no stat lines — progress bar conveys the state.
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}
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}
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// ----- Enemy info -------------------------------------------------
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/// <summary>
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/// Builds the enemy info stat block (HP bar + speed + bounty) inside the
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/// stat-lines container. The bar and label references are cached so
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/// <see cref="UpdateEnemyInfoIfShown"/> can drive them every frame as the
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/// enemy takes damage.
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/// </summary>
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private void BuildEnemyInfo(EnemyHealth enemy)
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{
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var def = enemy.Definition;
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// ----- Health bar (X / Y) -----
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// A thin horizontal bar with a green fill and a centered "X / Y" label
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// on top. Styled with inline-style so we don't need to add USS classes
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// — keeps this self-contained.
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var hpRow = new VisualElement();
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hpRow.style.flexDirection = FlexDirection.Row;
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hpRow.style.alignItems = Align.Center;
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hpRow.style.marginTop = 4;
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hpRow.style.marginBottom = 4;
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var hpLabel = new Label("HP");
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hpLabel.style.minWidth = 28;
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hpLabel.style.color = new Color(0.85f, 0.85f, 0.85f);
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hpRow.Add(hpLabel);
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// Background + fill share a parent so the fill can be styled as a
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// percentage width inside the background.
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var hpBackground = new VisualElement();
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hpBackground.style.flexGrow = 1;
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hpBackground.style.height = 14;
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hpBackground.style.backgroundColor = new Color(0.1f, 0.1f, 0.1f, 0.85f);
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hpBackground.style.borderTopWidth = hpBackground.style.borderBottomWidth =
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hpBackground.style.borderLeftWidth = hpBackground.style.borderRightWidth = 1;
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var borderColor = new Color(0.3f, 0.3f, 0.3f);
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hpBackground.style.borderTopColor = hpBackground.style.borderBottomColor =
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hpBackground.style.borderLeftColor = hpBackground.style.borderRightColor = borderColor;
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var hpFill = new VisualElement();
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hpFill.style.height = Length.Percent(100);
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hpFill.style.width = Length.Percent(100);
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hpFill.style.backgroundColor = new Color(0.3f, 0.85f, 0.3f);
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hpFill.pickingMode = PickingMode.Ignore;
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hpBackground.Add(hpFill);
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// Overlay "X / Y" label, centered above the bar.
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var hpText = new Label();
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hpText.pickingMode = PickingMode.Ignore;
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hpText.style.position = Position.Absolute;
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hpText.style.left = 0;
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hpText.style.right = 0;
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hpText.style.top = 0;
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hpText.style.bottom = 0;
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hpText.style.unityTextAlign = TextAnchor.MiddleCenter;
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hpText.style.color = Color.white;
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hpText.style.fontSize = 11;
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hpBackground.Add(hpText);
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hpRow.Add(hpBackground);
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statLines.Add(hpRow);
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// Cache references for per-frame updates.
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enemyHealthBar = hpBackground;
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enemyHealthFill = hpFill;
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enemyHealthText = hpText;
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// Initial value (will be refreshed every frame in UpdateEnemyInfoIfShown).
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UpdateEnemyHpDisplay(enemy);
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// ----- Speed + Bounty stat lines -----
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if (def != null)
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{
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AddStatLine($"Speed: {def.MoveSpeed:0.0}");
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AddStatLine($"Bounty: {def.GoldReward} g");
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// (Weaknesses/resistances will go here once the resistance system lands.)
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}
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}
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private void UpdateEnemyInfoIfShown()
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{
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if (enemyHealthFill == null) return; // no Enemy selected
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var sel = SelectionState.Instance?.SelectedObject;
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if (sel is EnemyHealth enemy && (UnityEngine.Object)enemy != null)
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UpdateEnemyHpDisplay(enemy);
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}
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private void UpdateEnemyHpDisplay(EnemyHealth enemy)
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{
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float cur = Mathf.Max(0f, enemy.CurrentHp);
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float max = Mathf.Max(1f, enemy.MaxHp);
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float pct = Mathf.Clamp01(cur / max);
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if (enemyHealthFill != null)
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enemyHealthFill.style.width = Length.Percent(pct * 100f);
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if (enemyHealthText != null)
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enemyHealthText.text = $"{Mathf.CeilToInt(cur)} / {Mathf.CeilToInt(max)}";
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}
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private void AddStatLine(string text)
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{
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var label = new Label(text);
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@ -667,6 +846,145 @@ namespace TD.UI
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rejectionFadeCoroutine = null;
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}
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// ----- Portrait click: center camera on selection -----------------
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// WC3 / SC2 convention: clicking the portrait recenters the camera on
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// whoever is selected. Zoom is preserved (CameraController.JumpTo only
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// moves the pivot). No-op when nothing is selected or the camera isn't wired.
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private void OnPortraitClicked(ClickEvent evt)
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{
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var sel = SelectionState.Instance?.SelectedObject;
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if (sel == null) return;
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if (cameraController == null) return;
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var t = sel.SelectionTransform;
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if (t == null) return;
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cameraController.JumpTo(t.position);
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}
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// ----- Match-end overlay (Victory / Defeat + Retry) ---------------
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private void BuildMatchEndOverlay(VisualElement root)
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{
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matchEndOverlay = new VisualElement();
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matchEndOverlay.style.position = Position.Absolute;
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matchEndOverlay.style.left = 0;
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matchEndOverlay.style.right = 0;
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matchEndOverlay.style.top = 0;
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matchEndOverlay.style.bottom = 0;
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matchEndOverlay.style.alignItems = Align.Center;
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matchEndOverlay.style.justifyContent = Justify.Center;
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matchEndOverlay.style.backgroundColor = new Color(0f, 0f, 0f, 0.6f);
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matchEndOverlay.style.display = DisplayStyle.None;
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// The overlay swallows pointer events so the player can't click towers
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// or builders through it while it's visible.
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matchEndOverlay.pickingMode = PickingMode.Position;
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var panel = new VisualElement();
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panel.style.minWidth = 320;
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panel.style.paddingTop = 24;
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panel.style.paddingBottom = 24;
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panel.style.paddingLeft = 32;
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panel.style.paddingRight = 32;
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panel.style.backgroundColor = new Color(0.08f, 0.08f, 0.10f, 0.95f);
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panel.style.borderTopWidth = panel.style.borderBottomWidth =
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panel.style.borderLeftWidth = panel.style.borderRightWidth = 2;
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var border = new Color(0.4f, 0.4f, 0.45f);
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panel.style.borderTopColor = panel.style.borderBottomColor =
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panel.style.borderLeftColor = panel.style.borderRightColor = border;
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panel.style.alignItems = Align.Center;
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matchEndTitle = new Label("Victory");
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matchEndTitle.style.fontSize = 32;
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matchEndTitle.style.color = Color.white;
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matchEndTitle.style.marginBottom = 16;
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matchEndTitle.style.unityFontStyleAndWeight = FontStyle.Bold;
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panel.Add(matchEndTitle);
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var retryBtn = new Button(OnRetryClicked) { text = "Retry" };
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retryBtn.style.minWidth = 120;
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retryBtn.style.height = 36;
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retryBtn.style.fontSize = 16;
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retryBtn.style.marginTop = 8;
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panel.Add(retryBtn);
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matchEndOverlay.Add(panel);
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root.Add(matchEndOverlay);
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}
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private void HandlePhaseChanged(MatchPhase previous, MatchPhase next)
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{
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if (matchEndOverlay == null) return;
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switch (next)
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{
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case MatchPhase.Victory:
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if (matchEndTitle != null)
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{
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matchEndTitle.text = "Victory";
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matchEndTitle.style.color = new Color(1f, 0.84f, 0.2f);
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}
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matchEndOverlay.style.display = DisplayStyle.Flex;
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break;
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case MatchPhase.Defeat:
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if (matchEndTitle != null)
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{
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matchEndTitle.text = "Defeat";
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matchEndTitle.style.color = new Color(0.95f, 0.25f, 0.25f);
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}
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matchEndOverlay.style.display = DisplayStyle.Flex;
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break;
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default:
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matchEndOverlay.style.display = DisplayStyle.None;
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break;
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}
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}
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// Reloads the active scene and restarts the host. Host-only — testing
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// convenience until a real lobby/restart flow exists. The static
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// sceneLoaded callback survives the scene reload (HUDController dies),
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// re-arms StartHost once the fresh scene has finished loading, and
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// unsubscribes itself.
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private void OnRetryClicked()
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{
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var nm = NetworkManager.Singleton;
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if (nm == null)
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{
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Debug.LogWarning("[HUDController] Retry clicked but NetworkManager is null.");
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return;
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}
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if (!nm.IsServer)
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{
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Debug.LogWarning("[HUDController] Retry only works on the host. " +
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"Clients should ask the host to retry.");
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return;
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}
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Scene active = SceneManager.GetActiveScene();
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s_pendingHostRestartBuildIndex = active.buildIndex;
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SceneManager.sceneLoaded += OnSceneLoadedForRetry;
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nm.Shutdown();
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SceneManager.LoadScene(active.buildIndex);
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}
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private static int s_pendingHostRestartBuildIndex = -1;
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private static void OnSceneLoadedForRetry(Scene loaded, LoadSceneMode mode)
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{
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if (loaded.buildIndex != s_pendingHostRestartBuildIndex) return;
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SceneManager.sceneLoaded -= OnSceneLoadedForRetry;
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s_pendingHostRestartBuildIndex = -1;
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var nm = NetworkManager.Singleton;
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if (nm != null) nm.StartHost();
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else Debug.LogWarning("[HUDController] Retry: no NetworkManager in reloaded scene.");
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}
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// ----- Helpers ----------------------------------------------------
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private static T Require<T>(VisualElement root, string name) where T : VisualElement
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