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08a3848bc0
...
04ead32846
22 changed files with 64 additions and 710 deletions
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@ -1,9 +1,5 @@
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<<<<<<< HEAD
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guid: 01de85ee5d8a2014594d9910b1a6ff55
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guid: 01de85ee5d8a2014594d9910b1a6ff55
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=======
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guid: cf294cbfb17f5a5d7846479a116fc7b3
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>>>>>>> 31b0b5f (adding uncommited files (oops))
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@ -1,17 +0,0 @@
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--- !u!114 &11400000
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m_Name: ExtraDamage25
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||||||
m_EditorClassIdentifier: Assembly-CSharp::TD.Gameplay.BuffDefinition
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DisplayName: 25% Increased Damage
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Stat: 0
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Multiplier: 1.25
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@ -1,8 +0,0 @@
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%YAML 1.1
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--- !u!114 &11400000
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m_Name: OffensiveBuffs
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m_EditorClassIdentifier: Assembly-CSharp::TD.Gameplay.BuffCategory
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DisplayName: Offensive Buffs
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Cost: 5
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Pool:
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@ -13,7 +13,6 @@ GameObject:
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@ -48,7 +47,7 @@ MonoBehaviour:
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m_EditorClassIdentifier: Unity.Netcode.Runtime::Unity.Netcode.NetworkObject
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m_EditorClassIdentifier: Unity.Netcode.Runtime::Unity.Netcode.NetworkObject
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InScenePlacedSourceGlobalObjectIdHash: 0
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DeferredDespawnTick: 0
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DeferredDespawnTick: 0
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||||||
Ownership: 1
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Ownership: 1
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@ -102,18 +101,3 @@ MonoBehaviour:
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m_Name:
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m_Name:
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||||||
m_EditorClassIdentifier: Assembly-CSharp::TD.Gameplay.PlayerMatchState
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m_EditorClassIdentifier: Assembly-CSharp::TD.Gameplay.PlayerMatchState
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m_Name:
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m_EditorClassIdentifier: Assembly-CSharp::TD.Gameplay.PlayerBuffManager
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ShowTopMostFoldoutHeaderGroup: 1
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categories:
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||||||
- {fileID: 11400000, guid: d8ed3b9535538f7fc82be878cc307d26, type: 2}
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@ -58,11 +58,6 @@ namespace TD.Combat
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// Cached on OnNetworkSpawn — avoids GetComponent every Update.
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// Cached on OnNetworkSpawn — avoids GetComponent every Update.
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private TowerInstance towerInstance;
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private TowerInstance towerInstance;
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||||||
// Lazily resolved on first attack — the owner's slot isn't guaranteed to be
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// set at spawn time, so we defer the lookup until combat actually begins.
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private PlayerBuffManager ownerBuffManager;
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private bool buffManagerResolved;
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// Shared OverlapSphere result buffer. 32 covers any realistic enemy
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// Shared OverlapSphere result buffer. 32 covers any realistic enemy
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||||||
// density; size up if profiling reveals overflow.
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// density; size up if profiling reveals overflow.
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||||||
private static readonly Collider[] s_overlapBuffer = new Collider[32];
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private static readonly Collider[] s_overlapBuffer = new Collider[32];
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@ -216,25 +211,6 @@ namespace TD.Combat
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ClearTarget();
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ClearTarget();
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||||||
}
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}
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||||||
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// ----- Buff multiplier lookup -------------------------------------
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||||||
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// Resolved lazily on the first attack because the owner slot NetworkVariable
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// may not yet have replicated by the time OnNetworkSpawn runs.
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private PlayerBuffManager GetOwnerBuffManager()
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||||||
{
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if (buffManagerResolved) return ownerBuffManager;
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buffManagerResolved = true;
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var slot = towerInstance.Owner;
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||||||
if (slot == PlayerSlot.None) return null;
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||||||
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||||||
var matchState = PlayerMatchState.GetForSlot(slot);
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if (matchState == null) return null;
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||||||
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ownerBuffManager = matchState.GetComponent<PlayerBuffManager>();
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return ownerBuffManager;
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||||||
}
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||||||
// ----- Attack tick -------------------------------------------------
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// ----- Attack tick -------------------------------------------------
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||||||
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private void TickAttack(TowerDefinition def)
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private void TickAttack(TowerDefinition def)
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@ -242,9 +218,7 @@ namespace TD.Combat
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attackCooldown -= Time.deltaTime;
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attackCooldown -= Time.deltaTime;
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if (attackCooldown > 0f) return;
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if (attackCooldown > 0f) return;
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||||||
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float effectiveFireRate = def.FireRate
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attackCooldown = 1f / def.FireRate;
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||||||
* (GetOwnerBuffManager()?.GetMultiplier(BuffStat.AttackSpeed) ?? 1f);
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attackCooldown = 1f / effectiveFireRate;
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Fire(def);
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Fire(def);
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||||||
}
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}
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@ -342,9 +316,7 @@ namespace TD.Combat
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private void HitEnemy(TowerDefinition def, EnemyHealth target, PlayerSlot owner)
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private void HitEnemy(TowerDefinition def, EnemyHealth target, PlayerSlot owner)
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||||||
{
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{
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float effectiveDamage = def.Damage
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target.TakeDamage(def.Damage, def.DamageType, owner);
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* (GetOwnerBuffManager()?.GetMultiplier(BuffStat.Damage) ?? 1f);
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target.TakeDamage(effectiveDamage, def.DamageType, owner);
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ApplyStatusEffect(def, target, owner);
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ApplyStatusEffect(def, target, owner);
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||||||
}
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}
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@ -368,8 +340,6 @@ namespace TD.Combat
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||||||
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||||||
// ----- Projectile spawning -----------------------------------------
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// ----- Projectile spawning -----------------------------------------
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||||||
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||||||
// TODO this seems wacky. Why do we calculate effective damage twice? Are they both used?
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||||||
// Spawn projectile is void. Should it return a projectile?
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private void SpawnProjectile(TowerDefinition def, EnemyHealth target)
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private void SpawnProjectile(TowerDefinition def, EnemyHealth target)
|
||||||
{
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{
|
||||||
var go = Instantiate(def.ProjectilePrefab, transform.position, Quaternion.identity);
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var go = Instantiate(def.ProjectilePrefab, transform.position, Quaternion.identity);
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||||||
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@ -384,11 +354,9 @@ namespace TD.Combat
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||||||
return;
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return;
|
||||||
}
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}
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||||||
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float effectiveDamage = def.Damage
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* (GetOwnerBuffManager()?.GetMultiplier(BuffStat.Damage) ?? 1f);
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proj.InitializeServer(
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proj.InitializeServer(
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target,
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target,
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effectiveDamage,
|
def.Damage,
|
||||||
def.DamageType,
|
def.DamageType,
|
||||||
def.TargetType,
|
def.TargetType,
|
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def.SplashRadius,
|
def.SplashRadius,
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||||||
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@ -1,12 +0,0 @@
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||||||
// Assets/_Project/Scripts/Core/BuffStat.cs
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namespace TD.Core
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{
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/// <summary>
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/// Identifies which tower stat a <see cref="TD.Gameplay.BuffDefinition"/> modifies.
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/// </summary>
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public enum BuffStat : byte
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{
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Damage = 0,
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AttackSpeed = 1,
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||||||
}
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||||||
}
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||||||
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@ -1,2 +0,0 @@
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||||||
fileFormatVersion: 2
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||||||
guid: fc84fec503f24bc7693ee29558f45d27
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||||||
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@ -1,61 +0,0 @@
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// Assets/_Project/Scripts/Gameplay/ActiveBuff.cs
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using System;
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using Unity.Collections;
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using Unity.Netcode;
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using TD.Core;
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namespace TD.Gameplay
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{
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/// <summary>
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/// One buff currently held by a player. Stored in
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/// <see cref="PlayerBuffManager"/>'s NetworkList so all peers see the same set.
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/// </summary>
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/// <remarks>
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/// <para><b>IEquatable.</b> NGO's NetworkList indexer setter short-circuits when
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/// Equals returns true, silently dropping the write. Every mutable field
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/// (only <see cref="IsActive"/>) is included in the comparison so toggling a
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/// buff correctly propagates to clients.</para>
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/// </remarks>
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public struct ActiveBuff : INetworkSerializable, IEquatable<ActiveBuff>
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{
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/// <summary>Which tower stat this buff multiplies.</summary>
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public BuffStat Stat;
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/// <summary>Multiplicative factor, e.g. 1.25 for +25%.</summary>
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public float Multiplier;
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/// <summary>
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/// False when disabled (e.g. by an enemy ability). Excluded from
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/// <see cref="PlayerBuffManager.GetMultiplier"/> while false.
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/// </summary>
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public bool IsActive;
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/// <summary>Human-readable name for the HUD buff list.</summary>
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public FixedString64Bytes DisplayName;
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// ----- INetworkSerializable ---------------------------------------
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public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
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{
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byte statByte = (byte)Stat;
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serializer.SerializeValue(ref statByte);
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Stat = (BuffStat)statByte;
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serializer.SerializeValue(ref Multiplier);
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serializer.SerializeValue(ref IsActive);
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serializer.SerializeValue(ref DisplayName);
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}
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// ----- IEquatable -------------------------------------------------
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public bool Equals(ActiveBuff other)
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=> Stat == other.Stat
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&& Multiplier == other.Multiplier
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&& IsActive == other.IsActive
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&& DisplayName == other.DisplayName;
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public override bool Equals(object obj) => obj is ActiveBuff other && Equals(other);
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||||||
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public override int GetHashCode() => HashCode.Combine((int)Stat, Multiplier, IsActive);
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}
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||||||
}
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@ -1,2 +0,0 @@
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||||||
fileFormatVersion: 2
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||||||
guid: b09203f8acc450bf3b3c4bd8ef3fe84e
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||||||
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@ -1,23 +0,0 @@
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||||||
// Assets/_Project/Scripts/Gameplay/BuffCategory.cs
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|
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using UnityEngine;
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|
||||||
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|
||||||
namespace TD.Gameplay
|
|
||||||
{
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|
||||||
/// <summary>
|
|
||||||
/// A purchasable category of buffs. The player pays <see cref="Cost"/> gold
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|
||||||
/// and receives a randomly chosen <see cref="BuffDefinition"/> from <see cref="Pool"/>.
|
|
||||||
/// </summary>
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|
||||||
[CreateAssetMenu(fileName = "BuffCategory", menuName = "TD/Buffs/Buff Category")]
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|
||||||
public class BuffCategory : ScriptableObject
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|
||||||
{
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|
||||||
[Tooltip("Name shown on the buff menu purchase button.")]
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|
||||||
public string DisplayName;
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|
||||||
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|
||||||
[Tooltip("Gold cost to purchase one random buff from this category.")]
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|
||||||
[Min(0)]
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|
||||||
public int Cost;
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|
||||||
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|
||||||
[Tooltip("Set of buffs the player can receive. One is chosen uniformly at random.")]
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|
||||||
public BuffDefinition[] Pool;
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|
||||||
}
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|
||||||
}
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@ -1,2 +0,0 @@
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||||||
fileFormatVersion: 2
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||||||
guid: 516e8faec948a4b3d977ec019376c438
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||||||
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@ -1,24 +0,0 @@
|
||||||
// Assets/_Project/Scripts/Gameplay/BuffDefinition.cs
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|
||||||
using UnityEngine;
|
|
||||||
using TD.Core;
|
|
||||||
|
|
||||||
namespace TD.Gameplay
|
|
||||||
{
|
|
||||||
/// <summary>
|
|
||||||
/// One possible buff that can be awarded to a player. Lives in a
|
|
||||||
/// <see cref="BuffCategory"/>'s pool and is drawn randomly on purchase.
|
|
||||||
/// </summary>
|
|
||||||
[CreateAssetMenu(fileName = "BuffDefinition", menuName = "TD/Buffs/Buff Definition")]
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|
||||||
public class BuffDefinition : ScriptableObject
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|
||||||
{
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|
||||||
[Tooltip("Name shown in the buff menu and tooltip.")]
|
|
||||||
public string DisplayName;
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|
||||||
|
|
||||||
[Tooltip("Which tower stat this buff multiplies.")]
|
|
||||||
public BuffStat Stat;
|
|
||||||
|
|
||||||
[Tooltip("Multiplicative factor applied to the stat. 1.25 = +25%.")]
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|
||||||
[Min(1f)]
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|
||||||
public float Multiplier = 1.25f;
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|
||||||
}
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|
||||||
}
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|
||||||
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@ -1,2 +0,0 @@
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||||||
fileFormatVersion: 2
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|
||||||
guid: b01f9aea62ee8a1c1991bb2a097de224
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|
||||||
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@ -149,14 +149,6 @@ namespace TD.Gameplay
|
||||||
// Right-click. Suppressed entirely during a modal mode (placement/paint
|
// Right-click. Suppressed entirely during a modal mode (placement/paint
|
||||||
// controllers handle right-click as cancel there) and when over HUD.
|
// controllers handle right-click as cancel there) and when over HUD.
|
||||||
if (isModal) return;
|
if (isModal) return;
|
||||||
|
|
||||||
// B: toggle buff menu.
|
|
||||||
if (keyboard != null && keyboard.bKey.wasPressedThisFrame
|
|
||||||
&& !HUDController.IsTextInputActive)
|
|
||||||
{
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|
||||||
HUDController.Instance?.ToggleBuffMenu();
|
|
||||||
}
|
|
||||||
|
|
||||||
if (pointerOverHud) return;
|
if (pointerOverHud) return;
|
||||||
if (!mouse.rightButton.wasPressedThisFrame) return;
|
if (!mouse.rightButton.wasPressedThisFrame) return;
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -1,195 +0,0 @@
|
||||||
// Assets/_Project/Scripts/Gameplay/PlayerBuffManager.cs
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using Unity.Collections;
|
|
||||||
using Unity.Netcode;
|
|
||||||
using UnityEngine;
|
|
||||||
using TD.Core;
|
|
||||||
|
|
||||||
namespace TD.Gameplay
|
|
||||||
{
|
|
||||||
/// <summary>
|
|
||||||
/// Holds all buffs currently owned by one player. Lives on the Player prefab
|
|
||||||
/// alongside <see cref="PlayerGoldManager"/> and <see cref="PlayerMatchState"/>.
|
|
||||||
/// </summary>
|
|
||||||
/// <remarks>
|
|
||||||
/// <para><b>Purchase flow.</b> The owning client calls
|
|
||||||
/// <see cref="RequestPurchaseBuffRpc"/> with a category index. The server
|
|
||||||
/// validates gold, deducts the cost, picks a random
|
|
||||||
/// <see cref="BuffDefinition"/> from the category's pool, and appends an
|
|
||||||
/// <see cref="ActiveBuff"/> to the replicated <see cref="buffs"/> list.</para>
|
|
||||||
///
|
|
||||||
/// <para><b>Multiplier query.</b> <see cref="GetMultiplier"/> is called by
|
|
||||||
/// <see cref="TD.Combat.TowerCombat"/> on the server each time a tower fires.
|
|
||||||
/// It multiplies all active buffs for the requested stat together.</para>
|
|
||||||
///
|
|
||||||
/// <para><b>Enable / disable.</b> Enemies can call <see cref="ServerDisableBuff"/>
|
|
||||||
/// and <see cref="ServerEnableBuff"/> by index to temporarily suppress buffs
|
|
||||||
/// without removing them from the list.</para>
|
|
||||||
/// </remarks>
|
|
||||||
public class PlayerBuffManager : NetworkBehaviour
|
|
||||||
{
|
|
||||||
// ----- Static registry (mirrors PlayerGoldManager pattern) -----------
|
|
||||||
|
|
||||||
private static readonly Dictionary<ulong, PlayerBuffManager> s_byClientId
|
|
||||||
= new Dictionary<ulong, PlayerBuffManager>();
|
|
||||||
|
|
||||||
/// <summary>Returns the PlayerBuffManager owned by the given client, or null.</summary>
|
|
||||||
public static PlayerBuffManager GetForClient(ulong clientId)
|
|
||||||
{
|
|
||||||
s_byClientId.TryGetValue(clientId, out var mgr);
|
|
||||||
return mgr;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>Convenience: the local client's own buff manager.</summary>
|
|
||||||
public static PlayerBuffManager Local
|
|
||||||
{
|
|
||||||
get
|
|
||||||
{
|
|
||||||
var nm = NetworkManager.Singleton;
|
|
||||||
if (nm == null) return null;
|
|
||||||
return GetForClient(nm.LocalClientId);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// ----- Inspector ------------------------------------------------------
|
|
||||||
|
|
||||||
[Tooltip("Purchasable buff categories shown in the buff menu. Index in this " +
|
|
||||||
"array is the categoryIndex passed to RequestPurchaseBuffRpc.")]
|
|
||||||
[SerializeField] private BuffCategory[] categories;
|
|
||||||
|
|
||||||
private NetworkList<ActiveBuff> buffs;
|
|
||||||
|
|
||||||
private void Awake()
|
|
||||||
{
|
|
||||||
buffs = new NetworkList<ActiveBuff>();
|
|
||||||
}
|
|
||||||
|
|
||||||
// ----- NGO lifecycle ----------------------------------------------
|
|
||||||
|
|
||||||
public override void OnNetworkSpawn()
|
|
||||||
{
|
|
||||||
s_byClientId[OwnerClientId] = this;
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void OnNetworkDespawn()
|
|
||||||
{
|
|
||||||
if (s_byClientId.TryGetValue(OwnerClientId, out var registered) && registered == this)
|
|
||||||
s_byClientId.Remove(OwnerClientId);
|
|
||||||
}
|
|
||||||
|
|
||||||
// ----- Public API -------------------------------------------------
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Returns the combined multiplier for <paramref name="stat"/> across all
|
|
||||||
/// active buffs owned by this player. Returns 1.0 if no matching buffs
|
|
||||||
/// are active. Safe to call from any peer.
|
|
||||||
/// </summary>
|
|
||||||
public float GetMultiplier(BuffStat stat)
|
|
||||||
{
|
|
||||||
float result = 1f;
|
|
||||||
for (int i = 0; i < buffs.Count; i++)
|
|
||||||
{
|
|
||||||
var buff = buffs[i];
|
|
||||||
if (buff.Stat == stat && buff.IsActive)
|
|
||||||
result *= buff.Multiplier;
|
|
||||||
}
|
|
||||||
return result;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Returns the number of buff categories available, for building the UI.
|
|
||||||
/// </summary>
|
|
||||||
public int CategoryCount => categories?.Length ?? 0;
|
|
||||||
|
|
||||||
/// <summary>Returns the category at the given index, or null.</summary>
|
|
||||||
public BuffCategory GetCategory(int index)
|
|
||||||
=> (categories != null && index >= 0 && index < categories.Length)
|
|
||||||
? categories[index]
|
|
||||||
: null;
|
|
||||||
|
|
||||||
/// <summary>Read-only access to the buff list for UI rendering.</summary>
|
|
||||||
public NetworkList<ActiveBuff> Buffs => buffs;
|
|
||||||
|
|
||||||
// ----- Server helpers ---------------------------------------------
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Server-only: disables the buff at <paramref name="index"/>.
|
|
||||||
/// The buff remains in the list and can be re-enabled.
|
|
||||||
/// </summary>
|
|
||||||
public void ServerDisableBuff(int index)
|
|
||||||
{
|
|
||||||
if (!IsServer) return;
|
|
||||||
if (index < 0 || index >= buffs.Count) return;
|
|
||||||
|
|
||||||
var b = buffs[index];
|
|
||||||
if (!b.IsActive) return;
|
|
||||||
b.IsActive = false;
|
|
||||||
buffs[index] = b;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>Server-only: re-enables the buff at <paramref name="index"/>.</summary>
|
|
||||||
public void ServerEnableBuff(int index)
|
|
||||||
{
|
|
||||||
if (!IsServer) return;
|
|
||||||
if (index < 0 || index >= buffs.Count) return;
|
|
||||||
|
|
||||||
var b = buffs[index];
|
|
||||||
if (b.IsActive) return;
|
|
||||||
b.IsActive = true;
|
|
||||||
buffs[index] = b;
|
|
||||||
}
|
|
||||||
|
|
||||||
// ----- Purchase RPC -----------------------------------------------
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Owning-client entry point. Sends a request to the server to purchase
|
|
||||||
/// a random buff from the category at <paramref name="categoryIndex"/>.
|
|
||||||
/// The server validates gold and adds the buff if the purchase succeeds.
|
|
||||||
/// </summary>
|
|
||||||
[Rpc(SendTo.Server, RequireOwnership = true)]
|
|
||||||
public void RequestPurchaseBuffRpc(int categoryIndex)
|
|
||||||
{
|
|
||||||
if (categories == null || categoryIndex < 0 || categoryIndex >= categories.Length)
|
|
||||||
{
|
|
||||||
Debug.LogWarning("[PlayerBuffManager] RequestPurchaseBuff: invalid category index.");
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
var category = categories[categoryIndex];
|
|
||||||
if (category == null || category.Pool == null || category.Pool.Length == 0)
|
|
||||||
{
|
|
||||||
Debug.LogWarning("[PlayerBuffManager] RequestPurchaseBuff: category has no buffs.");
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
var goldManager = PlayerGoldManager.GetForClient(OwnerClientId);
|
|
||||||
if (goldManager == null)
|
|
||||||
{
|
|
||||||
Debug.LogError("[PlayerBuffManager] RequestPurchaseBuff: no PlayerGoldManager found.");
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (goldManager.CurrentGold < category.Cost)
|
|
||||||
{
|
|
||||||
Debug.Log($"[PlayerBuffManager] Client {OwnerClientId} cannot afford " +
|
|
||||||
$"'{category.DisplayName}' (cost {category.Cost}, " +
|
|
||||||
$"gold {goldManager.CurrentGold}).");
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
goldManager.DeductGold(category.Cost);
|
|
||||||
|
|
||||||
var def = category.Pool[Random.Range(0, category.Pool.Length)];
|
|
||||||
buffs.Add(new ActiveBuff
|
|
||||||
{
|
|
||||||
Stat = def.Stat,
|
|
||||||
Multiplier = def.Multiplier,
|
|
||||||
IsActive = true,
|
|
||||||
DisplayName = new FixedString64Bytes(def.DisplayName ?? string.Empty),
|
|
||||||
});
|
|
||||||
|
|
||||||
Debug.Log($"[PlayerBuffManager] Client {OwnerClientId} purchased buff " +
|
|
||||||
$"'{def.DisplayName}' ({def.Stat} ×{def.Multiplier}).");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
@ -1,2 +0,0 @@
|
||||||
fileFormatVersion: 2
|
|
||||||
guid: 7775ee3a2f441b52480aabf54be6c1b6
|
|
||||||
|
|
@ -21,60 +21,55 @@ namespace TD.UI
|
||||||
[RequireComponent(typeof(UIDocument))]
|
[RequireComponent(typeof(UIDocument))]
|
||||||
public class HUDController : MonoBehaviour
|
public class HUDController : MonoBehaviour
|
||||||
{
|
{
|
||||||
public static HUDController Instance { get; private set; }
|
|
||||||
|
|
||||||
// ----- Inspector --------------------------------------------------
|
// ----- Inspector --------------------------------------------------
|
||||||
|
|
||||||
[Header("Scene References")] [Tooltip("The local client's TowerPlacementController.")] [SerializeField]
|
[Header("Scene References")]
|
||||||
private TowerPlacementController placementController;
|
[Tooltip("The local client's TowerPlacementController.")]
|
||||||
|
[SerializeField] private TowerPlacementController placementController;
|
||||||
|
|
||||||
[Tooltip("The local client's TowerPaintController (drives the Paint tab + paint cursor).")]
|
[Tooltip("The local client's TowerPaintController (drives the Paint tab + paint cursor).")]
|
||||||
[SerializeField] private TowerPaintController paintController;
|
[SerializeField] private TowerPaintController paintController;
|
||||||
|
|
||||||
[Tooltip("The TowerPlacementManager NetworkObject in the scene.")] [SerializeField]
|
[Tooltip("The TowerPlacementManager NetworkObject in the scene.")]
|
||||||
private TowerPlacementManager placementManager;
|
[SerializeField] private TowerPlacementManager placementManager;
|
||||||
|
|
||||||
[Tooltip("The local client's CameraController. Used by the minimap for click-to-jump " +
|
[Tooltip("The local client's CameraController. Used by the minimap for click-to-jump " +
|
||||||
"and drag-to-pan.")]
|
"and drag-to-pan.")]
|
||||||
[SerializeField]
|
[SerializeField] private CameraController cameraController;
|
||||||
private CameraController cameraController;
|
|
||||||
|
|
||||||
[Header("Settings")] [SerializeField] private float rejectionMessageDuration = 2.5f;
|
[Header("Settings")]
|
||||||
|
[SerializeField] private float rejectionMessageDuration = 2.5f;
|
||||||
|
|
||||||
[Tooltip("Maximum visible height of the chat feed in pixels. Content past this " +
|
[Tooltip("Maximum visible height of the chat feed in pixels. Content past this " +
|
||||||
"height is clipped — older messages scroll off the top of the visible area " +
|
"height is clipped — older messages scroll off the top of the visible area " +
|
||||||
"but stay in history (scroll up while chat is open to view).")]
|
"but stay in history (scroll up while chat is open to view).")]
|
||||||
[SerializeField]
|
[SerializeField] private float chatMaxHeight = 280f;
|
||||||
private float chatMaxHeight = 280f;
|
|
||||||
|
|
||||||
[Tooltip("Maximum messages kept in chat history. Defaults to effectively unlimited " +
|
[Tooltip("Maximum messages kept in chat history. Defaults to effectively unlimited " +
|
||||||
"(int.MaxValue) — every message sent during a match stays scrollable. " +
|
"(int.MaxValue) — every message sent during a match stays scrollable. " +
|
||||||
"Lower the value if a long match ever shows DOM perf issues; this field " +
|
"Lower the value if a long match ever shows DOM perf issues; this field " +
|
||||||
"is the safety valve, not a normal-play limit.")]
|
"is the safety valve, not a normal-play limit.")]
|
||||||
[SerializeField]
|
[SerializeField] private int chatMaxMessages = int.MaxValue;
|
||||||
private int chatMaxMessages = int.MaxValue;
|
|
||||||
|
|
||||||
[Tooltip("Color used for SYSTEM chat messages (e.g. 'Life Lost', income changes).")] [SerializeField]
|
[Tooltip("Color used for SYSTEM chat messages (e.g. 'Life Lost', income changes).")]
|
||||||
private Color chatSystemColor = new Color(1f, 0.7f, 0.2f);
|
[SerializeField] private Color chatSystemColor = new Color(1f, 0.7f, 0.2f);
|
||||||
|
|
||||||
[Tooltip("Color used for PLAYER chat message bodies. Sender prefix uses the player's slot color.")]
|
[Tooltip("Color used for PLAYER chat message bodies. Sender prefix uses the player's slot color.")]
|
||||||
[SerializeField]
|
[SerializeField] private Color chatPlayerColor = new Color(0.92f, 0.92f, 0.92f);
|
||||||
private Color chatPlayerColor = new Color(0.92f, 0.92f, 0.92f);
|
|
||||||
|
|
||||||
// ----- Cached UI element references -------------------------------
|
// ----- Cached UI element references -------------------------------
|
||||||
|
|
||||||
private Label goldLabel;
|
private Label goldLabel;
|
||||||
private Label waveLabel;
|
private Label waveLabel;
|
||||||
private Label livesLabel;
|
private Label livesLabel;
|
||||||
private Label nextWaveLabel; // prep countdown ("next: 0:12")
|
private Label nextWaveLabel; // prep countdown ("next: 0:12")
|
||||||
private Label leakedLabel; // local player's origin-leak count ("leaked: 3")
|
private Label leakedLabel; // local player's origin-leak count ("leaked: 3")
|
||||||
private Label incomeLabel; // top-bar per-wave gold-earned counter ("+150 g/wave")
|
private Label incomeLabel; // top-bar per-wave gold-earned counter ("+150 g/wave")
|
||||||
private VisualElement playerListContainer; // right-panel scoreboard rows
|
private VisualElement playerListContainer; // right-panel scoreboard rows
|
||||||
private Label portraitName;
|
private Label portraitName;
|
||||||
private Label levelLabel;
|
private Label levelLabel;
|
||||||
private VisualElement statLines;
|
private VisualElement statLines;
|
||||||
private VisualElement commandGrid;
|
private VisualElement commandGrid;
|
||||||
|
|
||||||
private VisualElement actionFrame; // hidden via display:none when no actions are available
|
private VisualElement actionFrame; // hidden via display:none when no actions are available
|
||||||
private VisualElement commandTabs; // Build/Paint tab row — shown only for a Builder selection
|
private VisualElement commandTabs; // Build/Paint tab row — shown only for a Builder selection
|
||||||
private Button tabBuild;
|
private Button tabBuild;
|
||||||
|
|
@ -82,7 +77,6 @@ namespace TD.UI
|
||||||
private VisualElement buildProgressContainer; // info-panel sub-view, shown for BuildSiteVisual selections
|
private VisualElement buildProgressContainer; // info-panel sub-view, shown for BuildSiteVisual selections
|
||||||
private VisualElement buildProgressFill; // width driven each frame from progress
|
private VisualElement buildProgressFill; // width driven each frame from progress
|
||||||
private Label buildProgressPercent;
|
private Label buildProgressPercent;
|
||||||
|
|
||||||
private Label ttTitle;
|
private Label ttTitle;
|
||||||
private Label ttDesc;
|
private Label ttDesc;
|
||||||
private Label ttStats;
|
private Label ttStats;
|
||||||
|
|
@ -95,23 +89,19 @@ namespace TD.UI
|
||||||
// without rebuilding the elements.
|
// without rebuilding the elements.
|
||||||
private VisualElement enemyHealthBar;
|
private VisualElement enemyHealthBar;
|
||||||
private VisualElement enemyHealthFill;
|
private VisualElement enemyHealthFill;
|
||||||
private Label enemyHealthText;
|
private Label enemyHealthText;
|
||||||
|
|
||||||
// Match-end overlay — built once on Start and toggled on Phase changes.
|
// Match-end overlay — built once on Start and toggled on Phase changes.
|
||||||
private VisualElement matchEndOverlay;
|
private VisualElement matchEndOverlay;
|
||||||
|
private Label matchEndTitle;
|
||||||
// Buff menu overlay — toggled by the B key via ToggleBuffMenu().
|
|
||||||
private VisualElement buffMenuOverlay;
|
|
||||||
private VisualElement buffMenuContent;
|
|
||||||
private Label matchEndTitle;
|
|
||||||
|
|
||||||
// Chat panel (bottom-left, above portrait) — programmatic. The container
|
// Chat panel (bottom-left, above portrait) — programmatic. The container
|
||||||
// holds both the scrollable feed and the input. Highlight + scroll
|
// holds both the scrollable feed and the input. Highlight + scroll
|
||||||
// interactivity are toggled on the container when typing.
|
// interactivity are toggled on the container when typing.
|
||||||
private VisualElement chatContainer;
|
private VisualElement chatContainer;
|
||||||
private ScrollView chatFeed;
|
private ScrollView chatFeed;
|
||||||
private TextField chatInput;
|
private TextField chatInput;
|
||||||
private bool chatInputOpen;
|
private bool chatInputOpen;
|
||||||
|
|
||||||
// Frame on which the chat input was opened or closed. Enter on that frame
|
// Frame on which the chat input was opened or closed. Enter on that frame
|
||||||
// and the next one is ignored to prevent the open/close-triggering keypress
|
// and the next one is ignored to prevent the open/close-triggering keypress
|
||||||
|
|
@ -133,12 +123,12 @@ namespace TD.UI
|
||||||
private CommandTab activeTab = CommandTab.Build;
|
private CommandTab activeTab = CommandTab.Build;
|
||||||
|
|
||||||
private Coroutine rejectionFadeCoroutine;
|
private Coroutine rejectionFadeCoroutine;
|
||||||
private bool placementManagerReady; // true once TowerPlacementManager.Instance is non-null
|
private bool placementManagerReady; // true once TowerPlacementManager.Instance is non-null
|
||||||
private bool uiInitialized;
|
private bool uiInitialized;
|
||||||
private bool selectionSubscribed; // true once we've successfully hooked SelectionState.OnSelectionChanged
|
private bool selectionSubscribed; // true once we've successfully hooked SelectionState.OnSelectionChanged
|
||||||
private bool matchStateSubscribed; // true once OnPhaseChanged is hooked
|
private bool matchStateSubscribed; // true once OnPhaseChanged is hooked
|
||||||
private MinimapView minimapView;
|
private MinimapView minimapView;
|
||||||
private IPanel myPanel; // tracked separately so OnDestroy only clears the static if it still points at us
|
private IPanel myPanel; // tracked separately so OnDestroy only clears the static if it still points at us
|
||||||
|
|
||||||
// ----- Hotkeys ----------------------------------------------------
|
// ----- Hotkeys ----------------------------------------------------
|
||||||
//
|
//
|
||||||
|
|
@ -160,15 +150,10 @@ namespace TD.UI
|
||||||
private readonly struct HotkeyBinding
|
private readonly struct HotkeyBinding
|
||||||
{
|
{
|
||||||
public readonly Key Key;
|
public readonly Key Key;
|
||||||
public readonly VisualElement Button; // for enabledSelf gating
|
public readonly VisualElement Button; // for enabledSelf gating
|
||||||
public readonly System.Action Action;
|
public readonly System.Action Action;
|
||||||
|
|
||||||
public HotkeyBinding(Key k, VisualElement b, System.Action a)
|
public HotkeyBinding(Key k, VisualElement b, System.Action a)
|
||||||
{
|
{ Key = k; Button = b; Action = a; }
|
||||||
Key = k;
|
|
||||||
Button = b;
|
|
||||||
Action = a;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// ----- Static hit-test probe --------------------------------------
|
// ----- Static hit-test probe --------------------------------------
|
||||||
|
|
@ -264,7 +249,6 @@ namespace TD.UI
|
||||||
|
|
||||||
// Cache element references — log a warning for any that are missing
|
// Cache element references — log a warning for any that are missing
|
||||||
// so UXML/USS mismatches surface immediately.
|
// so UXML/USS mismatches surface immediately.
|
||||||
|
|
||||||
goldLabel = Require<Label>(root, "gold-label");
|
goldLabel = Require<Label>(root, "gold-label");
|
||||||
waveLabel = Require<Label>(root, "wave-label");
|
waveLabel = Require<Label>(root, "wave-label");
|
||||||
livesLabel = Require<Label>(root, "lives-label");
|
livesLabel = Require<Label>(root, "lives-label");
|
||||||
|
|
@ -283,15 +267,14 @@ namespace TD.UI
|
||||||
|
|
||||||
if (tabBuild != null) tabBuild.clicked += () => SwitchTab(CommandTab.Build);
|
if (tabBuild != null) tabBuild.clicked += () => SwitchTab(CommandTab.Build);
|
||||||
if (tabPaint != null) tabPaint.clicked += () => SwitchTab(CommandTab.Paint);
|
if (tabPaint != null) tabPaint.clicked += () => SwitchTab(CommandTab.Paint);
|
||||||
|
|
||||||
buildProgressContainer = Require<VisualElement>(root, "build-progress");
|
buildProgressContainer = Require<VisualElement>(root, "build-progress");
|
||||||
buildProgressFill = Require<VisualElement>(root, "build-progress-fill");
|
buildProgressFill = Require<VisualElement>(root, "build-progress-fill");
|
||||||
buildProgressPercent = Require<Label>(root, "build-progress-percent");
|
buildProgressPercent = Require<Label>(root, "build-progress-percent");
|
||||||
ttTitle = Require<Label>(root, "tt-title");
|
ttTitle = Require<Label>(root, "tt-title");
|
||||||
ttDesc = Require<Label>(root, "tt-desc");
|
ttDesc = Require<Label>(root, "tt-desc");
|
||||||
ttStats = Require<Label>(root, "tt-stats");
|
ttStats = Require<Label>(root, "tt-stats");
|
||||||
ttCost = Require<Label>(root, "tt-cost");
|
ttCost = Require<Label>(root, "tt-cost");
|
||||||
rejectionLabel = Require<Label>(root, "rejection-label");
|
rejectionLabel = Require<Label>(root, "rejection-label");
|
||||||
|
|
||||||
// Map area and its transparent ancestors must not consume pointer
|
// Map area and its transparent ancestors must not consume pointer
|
||||||
// events so clicks reach the 3D scene underneath. The bottom-ui is now
|
// events so clicks reach the 3D scene underneath. The bottom-ui is now
|
||||||
|
|
@ -326,9 +309,6 @@ namespace TD.UI
|
||||||
// MatchState.OnPhaseChanged fires Victory or Defeat.
|
// MatchState.OnPhaseChanged fires Victory or Defeat.
|
||||||
BuildMatchEndOverlay(root);
|
BuildMatchEndOverlay(root);
|
||||||
|
|
||||||
// Build the buff menu overlay. Hidden until the player presses B.
|
|
||||||
BuildBuffMenuOverlay(root);
|
|
||||||
|
|
||||||
// Chat feed + input. Anchored bottom-left, just above the portrait/bottom-ui bar.
|
// Chat feed + input. Anchored bottom-left, just above the portrait/bottom-ui bar.
|
||||||
// Player typing toggled with Enter; system messages (e.g. life lost) post via
|
// Player typing toggled with Enter; system messages (e.g. life lost) post via
|
||||||
// ChatService.PostLocalSystem on every peer.
|
// ChatService.PostLocalSystem on every peer.
|
||||||
|
|
@ -343,16 +323,11 @@ namespace TD.UI
|
||||||
uiInitialized = true;
|
uiInitialized = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
private void Awake()
|
|
||||||
{
|
|
||||||
Instance = this;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnEnable()
|
private void OnEnable()
|
||||||
{
|
{
|
||||||
TowerPlacementController.OnRejectionMessageReady += ShowRejectionMessage;
|
TowerPlacementController.OnRejectionMessageReady += ShowRejectionMessage;
|
||||||
WaveManager.OnLifeLost += HandleLifeLost;
|
WaveManager.OnLifeLost += HandleLifeLost;
|
||||||
ChatService.OnMessageReceived += HandleChatMessage;
|
ChatService.OnMessageReceived += HandleChatMessage;
|
||||||
// Try to subscribe now; if SelectionState.Awake hasn't run yet (Unity does
|
// Try to subscribe now; if SelectionState.Awake hasn't run yet (Unity does
|
||||||
// not guarantee Awake/OnEnable ordering across objects), Start will retry.
|
// not guarantee Awake/OnEnable ordering across objects), Start will retry.
|
||||||
TrySubscribeSelection();
|
TrySubscribeSelection();
|
||||||
|
|
@ -361,14 +336,13 @@ namespace TD.UI
|
||||||
private void OnDisable()
|
private void OnDisable()
|
||||||
{
|
{
|
||||||
TowerPlacementController.OnRejectionMessageReady -= ShowRejectionMessage;
|
TowerPlacementController.OnRejectionMessageReady -= ShowRejectionMessage;
|
||||||
WaveManager.OnLifeLost -= HandleLifeLost;
|
WaveManager.OnLifeLost -= HandleLifeLost;
|
||||||
ChatService.OnMessageReceived -= HandleChatMessage;
|
ChatService.OnMessageReceived -= HandleChatMessage;
|
||||||
if (selectionSubscribed && SelectionState.Instance != null)
|
if (selectionSubscribed && SelectionState.Instance != null)
|
||||||
{
|
{
|
||||||
SelectionState.Instance.OnSelectionChanged -= HandleSelectionChanged;
|
SelectionState.Instance.OnSelectionChanged -= HandleSelectionChanged;
|
||||||
selectionSubscribed = false;
|
selectionSubscribed = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (matchStateSubscribed && MatchState.Instance != null)
|
if (matchStateSubscribed && MatchState.Instance != null)
|
||||||
{
|
{
|
||||||
MatchState.Instance.OnPhaseChanged -= HandlePhaseChanged;
|
MatchState.Instance.OnPhaseChanged -= HandlePhaseChanged;
|
||||||
|
|
@ -433,7 +407,6 @@ namespace TD.UI
|
||||||
buildProgressFill.style.width =
|
buildProgressFill.style.width =
|
||||||
new StyleLength(new Length(progress * 100f, LengthUnit.Percent));
|
new StyleLength(new Length(progress * 100f, LengthUnit.Percent));
|
||||||
}
|
}
|
||||||
|
|
||||||
if (buildProgressPercent != null)
|
if (buildProgressPercent != null)
|
||||||
{
|
{
|
||||||
buildProgressPercent.text = $"{Mathf.RoundToInt(progress * 100f)}%";
|
buildProgressPercent.text = $"{Mathf.RoundToInt(progress * 100f)}%";
|
||||||
|
|
@ -464,8 +437,6 @@ namespace TD.UI
|
||||||
|
|
||||||
private void OnDestroy()
|
private void OnDestroy()
|
||||||
{
|
{
|
||||||
if (Instance == this) Instance = null;
|
|
||||||
|
|
||||||
minimapView?.Dispose();
|
minimapView?.Dispose();
|
||||||
minimapView = null;
|
minimapView = null;
|
||||||
|
|
||||||
|
|
@ -621,8 +592,8 @@ namespace TD.UI
|
||||||
nameLabel.style.color = PlayerColors.Get(pms.Slot);
|
nameLabel.style.color = PlayerColors.Get(pms.Slot);
|
||||||
nameLabel.style.unityFontStyleAndWeight = FontStyle.Bold;
|
nameLabel.style.unityFontStyleAndWeight = FontStyle.Bold;
|
||||||
nameLabel.style.fontSize = 10;
|
nameLabel.style.fontSize = 10;
|
||||||
nameLabel.style.whiteSpace = WhiteSpace.NoWrap; // keep name on one line
|
nameLabel.style.whiteSpace = WhiteSpace.NoWrap; // keep name on one line
|
||||||
nameLabel.style.flexGrow = 1; // takes all leftover width
|
nameLabel.style.flexGrow = 1; // takes all leftover width
|
||||||
nameLabel.style.flexShrink = 1;
|
nameLabel.style.flexShrink = 1;
|
||||||
nameLabel.style.overflow = Overflow.Hidden;
|
nameLabel.style.overflow = Overflow.Hidden;
|
||||||
nameLabel.style.textOverflow = TextOverflow.Ellipsis;
|
nameLabel.style.textOverflow = TextOverflow.Ellipsis;
|
||||||
|
|
@ -666,7 +637,6 @@ namespace TD.UI
|
||||||
// gated by the lobby), but the values do.
|
// gated by the lobby), but the values do.
|
||||||
private static readonly System.Text.StringBuilder s_scoreboardSigBuf =
|
private static readonly System.Text.StringBuilder s_scoreboardSigBuf =
|
||||||
new System.Text.StringBuilder(64);
|
new System.Text.StringBuilder(64);
|
||||||
|
|
||||||
private string ComputeScoreboardSignature(System.Collections.Generic.List<PlayerMatchState> players)
|
private string ComputeScoreboardSignature(System.Collections.Generic.List<PlayerMatchState> players)
|
||||||
{
|
{
|
||||||
s_scoreboardSigBuf.Clear();
|
s_scoreboardSigBuf.Clear();
|
||||||
|
|
@ -676,14 +646,12 @@ namespace TD.UI
|
||||||
var gm = PlayerGoldManager.GetForClient(pms.OwnerClientId);
|
var gm = PlayerGoldManager.GetForClient(pms.OwnerClientId);
|
||||||
int gold = gm != null ? gm.CurrentGold : 0;
|
int gold = gm != null ? gm.CurrentGold : 0;
|
||||||
int leaks = (wm != null && pms.Slot != PlayerSlot.None)
|
int leaks = (wm != null && pms.Slot != PlayerSlot.None)
|
||||||
? wm.GetZoneLeakCount(pms.Slot)
|
? wm.GetZoneLeakCount(pms.Slot) : 0;
|
||||||
: 0;
|
|
||||||
s_scoreboardSigBuf.Append((int)pms.Slot).Append(':')
|
s_scoreboardSigBuf.Append((int)pms.Slot).Append(':')
|
||||||
.Append(pms.DisplayName ?? string.Empty).Append(':')
|
.Append(pms.DisplayName ?? string.Empty).Append(':')
|
||||||
.Append(gold).Append(':')
|
.Append(gold).Append(':')
|
||||||
.Append(leaks).Append(';');
|
.Append(leaks).Append(';');
|
||||||
}
|
}
|
||||||
|
|
||||||
return s_scoreboardSigBuf.ToString();
|
return s_scoreboardSigBuf.ToString();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -691,7 +659,7 @@ namespace TD.UI
|
||||||
|
|
||||||
private const int GRID_COLS = 5;
|
private const int GRID_COLS = 5;
|
||||||
private const int GRID_ROWS = 3;
|
private const int GRID_ROWS = 3;
|
||||||
private const int GRID_MAX = GRID_COLS * GRID_ROWS;
|
private const int GRID_MAX = GRID_COLS * GRID_ROWS;
|
||||||
|
|
||||||
// First-time check that TowerPlacementManager exists. Once ready, populates the
|
// First-time check that TowerPlacementManager exists. Once ready, populates the
|
||||||
// grid for the current selection. Subsequent populates flow through
|
// grid for the current selection. Subsequent populates flow through
|
||||||
|
|
@ -701,7 +669,7 @@ namespace TD.UI
|
||||||
if (placementManager == null)
|
if (placementManager == null)
|
||||||
placementManager = TowerPlacementManager.Instance;
|
placementManager = TowerPlacementManager.Instance;
|
||||||
|
|
||||||
if (placementManager == null) return; // not spawned yet — retry next frame
|
if (placementManager == null) return; // not spawned yet — retry next frame
|
||||||
|
|
||||||
placementManagerReady = true;
|
placementManagerReady = true;
|
||||||
PopulateGridForSelection(SelectionState.Instance?.SelectedObject);
|
PopulateGridForSelection(SelectionState.Instance?.SelectedObject);
|
||||||
|
|
@ -716,7 +684,7 @@ namespace TD.UI
|
||||||
private void PopulateGridForSelection(ISelectable selection)
|
private void PopulateGridForSelection(ISelectable selection)
|
||||||
{
|
{
|
||||||
if (commandGrid == null) return;
|
if (commandGrid == null) return;
|
||||||
if (!placementManagerReady) return; // deferred to TryReadyPlacementManager
|
if (!placementManagerReady) return; // deferred to TryReadyPlacementManager
|
||||||
|
|
||||||
// Selection changed — invalidate the previous frame's hotkey bindings
|
// Selection changed — invalidate the previous frame's hotkey bindings
|
||||||
// before creating new ones. Without this, stale buttons from a previous
|
// before creating new ones. Without this, stale buttons from a previous
|
||||||
|
|
@ -726,8 +694,8 @@ namespace TD.UI
|
||||||
// Decide whether any actions exist for this selection. The action frame
|
// Decide whether any actions exist for this selection. The action frame
|
||||||
// is hidden entirely when there are none — matches the WC3-style UX.
|
// is hidden entirely when there are none — matches the WC3-style UX.
|
||||||
bool hasActions = selection is Builder
|
bool hasActions = selection is Builder
|
||||||
|| selection is TowerInstance
|
|| selection is TowerInstance
|
||||||
|| selection is BuildSiteVisual;
|
|| selection is BuildSiteVisual;
|
||||||
if (actionFrame != null)
|
if (actionFrame != null)
|
||||||
actionFrame.style.display = hasActions ? DisplayStyle.Flex : DisplayStyle.None;
|
actionFrame.style.display = hasActions ? DisplayStyle.Flex : DisplayStyle.None;
|
||||||
|
|
||||||
|
|
@ -745,7 +713,7 @@ namespace TD.UI
|
||||||
RefreshTabActiveState();
|
RefreshTabActiveState();
|
||||||
|
|
||||||
commandGrid.Clear();
|
commandGrid.Clear();
|
||||||
if (!hasActions) return; // grid stays empty; frame is hidden anyway
|
if (!hasActions) return; // grid stays empty; frame is hidden anyway
|
||||||
|
|
||||||
// Build the 15-cell action layout for the active selection kind.
|
// Build the 15-cell action layout for the active selection kind.
|
||||||
var cells = new VisualElement[GRID_MAX];
|
var cells = new VisualElement[GRID_MAX];
|
||||||
|
|
@ -770,14 +738,12 @@ namespace TD.UI
|
||||||
cells[i] = CreateTowerButton(def, typeId, HotkeyLayout[i]);
|
cells[i] = CreateTowerButton(def, typeId, HotkeyLayout[i]);
|
||||||
i++;
|
i++;
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
cells[GRID_MAX - 1] = CreateBuffMenuButton(HotkeyLayout[GRID_MAX - 1]);
|
|
||||||
}
|
}
|
||||||
else if (selection is TowerInstance tower)
|
else if (selection is TowerInstance tower)
|
||||||
{
|
{
|
||||||
// WC3 layout convention: primary action top-left (Q), sell bottom-right (B).
|
// WC3 layout convention: primary action top-left (Q), sell bottom-right (B).
|
||||||
cells[0] = CreateUpgradeButton(tower, HotkeyLayout[0]);
|
cells[0] = CreateUpgradeButton(tower, HotkeyLayout[0]);
|
||||||
cells[GRID_MAX - 1] = CreateSellButton(tower, HotkeyLayout[GRID_MAX - 1]);
|
cells[GRID_MAX - 1] = CreateSellButton(tower, HotkeyLayout[GRID_MAX - 1]);
|
||||||
}
|
}
|
||||||
else if (selection is BuildSiteVisual bsv)
|
else if (selection is BuildSiteVisual bsv)
|
||||||
|
|
@ -926,7 +892,6 @@ namespace TD.UI
|
||||||
costLabel.pickingMode = PickingMode.Ignore;
|
costLabel.pickingMode = PickingMode.Ignore;
|
||||||
btn.Add(costLabel);
|
btn.Add(costLabel);
|
||||||
}
|
}
|
||||||
|
|
||||||
return btn;
|
return btn;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -936,12 +901,9 @@ namespace TD.UI
|
||||||
private VisualElement CreateUpgradeButton(TowerInstance tower, Key hotkey)
|
private VisualElement CreateUpgradeButton(TowerInstance tower, Key hotkey)
|
||||||
{
|
{
|
||||||
var btn = CreateActionButton(
|
var btn = CreateActionButton(
|
||||||
costText: "", // tier cost unknown until upgrade system lands
|
costText: "", // tier cost unknown until upgrade system lands
|
||||||
hotkey: hotkey,
|
hotkey: hotkey,
|
||||||
onClick: () =>
|
onClick: () => { /* TODO: upgrade flow */ });
|
||||||
{
|
|
||||||
/* TODO: upgrade flow */
|
|
||||||
});
|
|
||||||
btn.SetEnabled(false);
|
btn.SetEnabled(false);
|
||||||
return btn;
|
return btn;
|
||||||
}
|
}
|
||||||
|
|
@ -953,23 +915,12 @@ namespace TD.UI
|
||||||
: 0;
|
: 0;
|
||||||
var btn = CreateActionButton(
|
var btn = CreateActionButton(
|
||||||
costText: sellValue > 0 ? $"+{sellValue}g" : "",
|
costText: sellValue > 0 ? $"+{sellValue}g" : "",
|
||||||
hotkey: hotkey,
|
hotkey: hotkey,
|
||||||
onClick: () =>
|
onClick: () => { /* TODO: sell flow */ });
|
||||||
{
|
|
||||||
/* TODO: sell flow */
|
|
||||||
});
|
|
||||||
btn.SetEnabled(false);
|
btn.SetEnabled(false);
|
||||||
return btn;
|
return btn;
|
||||||
}
|
}
|
||||||
|
|
||||||
private VisualElement CreateBuffMenuButton(Key hotkey)
|
|
||||||
{
|
|
||||||
return CreateActionButton(
|
|
||||||
costText: "Buffs",
|
|
||||||
hotkey: hotkey,
|
|
||||||
onClick: () => ToggleBuffMenu());
|
|
||||||
}
|
|
||||||
|
|
||||||
// Cancel action for an in-progress build. Fires the owner-only RPC; the
|
// Cancel action for an in-progress build. Fires the owner-only RPC; the
|
||||||
// server cancels the matching job (or, for shelved sites, refunds + despawns
|
// server cancels the matching job (or, for shelved sites, refunds + despawns
|
||||||
// directly), full gold is refunded, the BuildSiteVisual is despawned, and
|
// directly), full gold is refunded, the BuildSiteVisual is despawned, and
|
||||||
|
|
@ -1257,149 +1208,6 @@ namespace TD.UI
|
||||||
|
|
||||||
// ----- Chat feed + input -----------------------------------------
|
// ----- Chat feed + input -----------------------------------------
|
||||||
|
|
||||||
// ----- Buff menu overlay ------------------------------------------
|
|
||||||
|
|
||||||
private void BuildBuffMenuOverlay(VisualElement root)
|
|
||||||
{
|
|
||||||
buffMenuOverlay = new VisualElement();
|
|
||||||
buffMenuOverlay.style.position = Position.Absolute;
|
|
||||||
buffMenuOverlay.style.left = 0;
|
|
||||||
buffMenuOverlay.style.right = 0;
|
|
||||||
buffMenuOverlay.style.top = 0;
|
|
||||||
buffMenuOverlay.style.bottom = 0;
|
|
||||||
buffMenuOverlay.style.alignItems = Align.Center;
|
|
||||||
buffMenuOverlay.style.justifyContent = Justify.Center;
|
|
||||||
buffMenuOverlay.style.backgroundColor = new Color(0f, 0f, 0f, 0.5f);
|
|
||||||
buffMenuOverlay.style.display = DisplayStyle.None;
|
|
||||||
buffMenuOverlay.pickingMode = PickingMode.Position;
|
|
||||||
|
|
||||||
var panel = new VisualElement();
|
|
||||||
panel.style.minWidth = 340;
|
|
||||||
panel.style.paddingTop = 20;
|
|
||||||
panel.style.paddingBottom = 20;
|
|
||||||
panel.style.paddingLeft = 28;
|
|
||||||
panel.style.paddingRight = 28;
|
|
||||||
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;
|
|
||||||
|
|
||||||
var title = new Label("Buffs");
|
|
||||||
title.style.fontSize = 24;
|
|
||||||
title.style.color = Color.white;
|
|
||||||
title.style.unityFontStyleAndWeight = FontStyle.Bold;
|
|
||||||
title.style.marginBottom = 12;
|
|
||||||
panel.Add(title);
|
|
||||||
|
|
||||||
// Scrollable content area: current buffs + purchase buttons.
|
|
||||||
// Rebuilt each time the menu is shown via RefreshBuffMenuContent().
|
|
||||||
buffMenuContent = new VisualElement();
|
|
||||||
panel.Add(buffMenuContent);
|
|
||||||
|
|
||||||
var closeBtn = new Button(() => SetBuffMenuVisible(false)) { text = "Close [B]" };
|
|
||||||
closeBtn.style.marginTop = 16;
|
|
||||||
closeBtn.style.height = 32;
|
|
||||||
panel.Add(closeBtn);
|
|
||||||
|
|
||||||
buffMenuOverlay.Add(panel);
|
|
||||||
root.Add(buffMenuOverlay);
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Toggles the buff menu overlay. Called by <see cref="TD.Gameplay.BuilderInputController"/>
|
|
||||||
/// when the player presses B.
|
|
||||||
/// </summary>
|
|
||||||
public void ToggleBuffMenu()
|
|
||||||
{
|
|
||||||
bool nowVisible = buffMenuOverlay?.style.display == DisplayStyle.None;
|
|
||||||
SetBuffMenuVisible(nowVisible);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void SetBuffMenuVisible(bool visible)
|
|
||||||
{
|
|
||||||
if (buffMenuOverlay == null) return;
|
|
||||||
buffMenuOverlay.style.display = visible ? DisplayStyle.Flex : DisplayStyle.None;
|
|
||||||
if (visible) RefreshBuffMenuContent();
|
|
||||||
}
|
|
||||||
|
|
||||||
private void RefreshBuffMenuContent()
|
|
||||||
{
|
|
||||||
if (buffMenuContent == null) return;
|
|
||||||
buffMenuContent.Clear();
|
|
||||||
|
|
||||||
var buffManager = TD.Gameplay.PlayerBuffManager.Local;
|
|
||||||
|
|
||||||
// Current buffs section.
|
|
||||||
var buffsHeader = new Label("Active Buffs");
|
|
||||||
buffsHeader.style.color = new Color(0.7f, 0.9f, 0.7f);
|
|
||||||
buffsHeader.style.fontSize = 14;
|
|
||||||
buffsHeader.style.marginBottom = 4;
|
|
||||||
buffMenuContent.Add(buffsHeader);
|
|
||||||
|
|
||||||
if (buffManager == null || buffManager.Buffs.Count == 0)
|
|
||||||
{
|
|
||||||
var none = new Label("None");
|
|
||||||
none.style.color = new Color(0.55f, 0.55f, 0.55f);
|
|
||||||
none.style.marginBottom = 8;
|
|
||||||
buffMenuContent.Add(none);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
for (int i = 0; i < buffManager.Buffs.Count; i++)
|
|
||||||
{
|
|
||||||
var buff = buffManager.Buffs[i];
|
|
||||||
string statName = buff.Stat == TD.Core.BuffStat.Damage ? "Damage" : "Attack Speed";
|
|
||||||
string activeTag = buff.IsActive ? "" : " [DISABLED]";
|
|
||||||
var row = new Label($"• {buff.DisplayName} ({statName} ×{buff.Multiplier:F2}){activeTag}");
|
|
||||||
row.style.color = buff.IsActive ? Color.white : new Color(0.5f, 0.5f, 0.5f);
|
|
||||||
row.style.fontSize = 13;
|
|
||||||
buffMenuContent.Add(row);
|
|
||||||
}
|
|
||||||
buffMenuContent.style.marginBottom = 12;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Purchase buttons section.
|
|
||||||
var buyHeader = new Label("Purchase");
|
|
||||||
buyHeader.style.color = new Color(0.9f, 0.8f, 0.5f);
|
|
||||||
buyHeader.style.fontSize = 14;
|
|
||||||
buyHeader.style.marginTop = 8;
|
|
||||||
buyHeader.style.marginBottom = 4;
|
|
||||||
buffMenuContent.Add(buyHeader);
|
|
||||||
|
|
||||||
int categoryCount = buffManager?.CategoryCount ?? 0;
|
|
||||||
if (categoryCount == 0)
|
|
||||||
{
|
|
||||||
var none = new Label("No categories available.");
|
|
||||||
none.style.color = new Color(0.55f, 0.55f, 0.55f);
|
|
||||||
buffMenuContent.Add(none);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
int localGold = TD.Gameplay.PlayerGoldManager.Local?.CurrentGold ?? 0;
|
|
||||||
for (int i = 0; i < categoryCount; i++)
|
|
||||||
{
|
|
||||||
var category = buffManager.GetCategory(i);
|
|
||||||
if (category == null) continue;
|
|
||||||
|
|
||||||
int idx = i; // capture for lambda
|
|
||||||
var btn = new Button(() =>
|
|
||||||
{
|
|
||||||
TD.Gameplay.PlayerBuffManager.Local?.RequestPurchaseBuffRpc(idx);
|
|
||||||
RefreshBuffMenuContent();
|
|
||||||
})
|
|
||||||
{
|
|
||||||
text = $"{category.DisplayName} — {category.Cost}g"
|
|
||||||
};
|
|
||||||
btn.style.height = 34;
|
|
||||||
btn.style.fontSize = 13;
|
|
||||||
btn.style.marginBottom = 4;
|
|
||||||
btn.SetEnabled(localGold >= category.Cost);
|
|
||||||
buffMenuContent.Add(btn);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Bottom-left chat panel. Anchored 12px from the left edge, with the
|
// Bottom-left chat panel. Anchored 12px from the left edge, with the
|
||||||
// bottom edge sitting above the 220px bottom-ui. Layout uses a flex
|
// bottom edge sitting above the 220px bottom-ui. Layout uses a flex
|
||||||
// column: scrollable feed on top, input below. The feed clips at
|
// column: scrollable feed on top, input below. The feed clips at
|
||||||
|
|
|
||||||
|
|
@ -12,12 +12,11 @@
|
||||||
"com.unity.netcode.gameobjects": "2.11.0",
|
"com.unity.netcode.gameobjects": "2.11.0",
|
||||||
"com.unity.probuilder": "6.0.9",
|
"com.unity.probuilder": "6.0.9",
|
||||||
"com.unity.render-pipelines.universal": "17.4.0",
|
"com.unity.render-pipelines.universal": "17.4.0",
|
||||||
"com.unity.sdk.linux-x86_64": "1.1.0",
|
"com.unity.sdk.linux-x86_64": "1.0.2",
|
||||||
"com.unity.services.multiplayer": "2.1.3",
|
"com.unity.services.multiplayer": "2.1.3",
|
||||||
"com.unity.terrain-tools": "5.3.2",
|
"com.unity.terrain-tools": "5.3.2",
|
||||||
"com.unity.test-framework": "1.6.0",
|
"com.unity.test-framework": "1.6.0",
|
||||||
"com.unity.timeline": "1.8.12",
|
"com.unity.timeline": "1.8.12",
|
||||||
"com.unity.toolchain.linux-x86_64-linux": "1.1.0",
|
|
||||||
"com.unity.toolchain.win-x86_64-linux": "1.0.2",
|
"com.unity.toolchain.win-x86_64-linux": "1.0.2",
|
||||||
"com.unity.ugui": "2.0.0",
|
"com.unity.ugui": "2.0.0",
|
||||||
"com.unity.visualscripting": "1.9.11",
|
"com.unity.visualscripting": "1.9.11",
|
||||||
|
|
|
||||||
|
|
@ -221,11 +221,11 @@
|
||||||
"url": "https://packages.unity.com"
|
"url": "https://packages.unity.com"
|
||||||
},
|
},
|
||||||
"com.unity.sdk.linux-x86_64": {
|
"com.unity.sdk.linux-x86_64": {
|
||||||
"version": "1.1.0",
|
"version": "1.0.2",
|
||||||
"depth": 0,
|
"depth": 0,
|
||||||
"source": "registry",
|
"source": "registry",
|
||||||
"dependencies": {
|
"dependencies": {
|
||||||
"com.unity.sysroot.base": "1.1.0"
|
"com.unity.sysroot.base": "1.0.2"
|
||||||
},
|
},
|
||||||
"url": "https://packages.unity.com"
|
"url": "https://packages.unity.com"
|
||||||
},
|
},
|
||||||
|
|
@ -355,7 +355,7 @@
|
||||||
"url": "https://packages.unity.com"
|
"url": "https://packages.unity.com"
|
||||||
},
|
},
|
||||||
"com.unity.sysroot.base": {
|
"com.unity.sysroot.base": {
|
||||||
"version": "1.1.0",
|
"version": "1.0.2",
|
||||||
"depth": 1,
|
"depth": 1,
|
||||||
"source": "registry",
|
"source": "registry",
|
||||||
"dependencies": {},
|
"dependencies": {},
|
||||||
|
|
@ -403,15 +403,6 @@
|
||||||
},
|
},
|
||||||
"url": "https://packages.unity.com"
|
"url": "https://packages.unity.com"
|
||||||
},
|
},
|
||||||
"com.unity.toolchain.linux-x86_64-linux": {
|
|
||||||
"version": "1.1.0",
|
|
||||||
"depth": 0,
|
|
||||||
"source": "registry",
|
|
||||||
"dependencies": {
|
|
||||||
"com.unity.sysroot.base": "1.1.0"
|
|
||||||
},
|
|
||||||
"url": "https://packages.unity.com"
|
|
||||||
},
|
|
||||||
"com.unity.toolchain.win-x86_64-linux": {
|
"com.unity.toolchain.win-x86_64-linux": {
|
||||||
"version": "1.0.2",
|
"version": "1.0.2",
|
||||||
"depth": 0,
|
"depth": 0,
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue