// Assets/_Project/Scripts/UI/HUDController.cs
using System.Collections;
using System.Collections.Generic;
using Unity.Netcode;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.SceneManagement;
using UnityEngine.UIElements;
using TD.Core;
using TD.Gameplay;
using TD.Towers;
using TD.UI.Minimap;
namespace TD.UI
{
///
/// Drives the in-match HUD. Requires a UIDocument on the same GameObject.
/// Wires gold display, tower command grid, tooltip, rejection messages,
/// and minimap RenderTexture to their UI Toolkit counterparts.
///
[RequireComponent(typeof(UIDocument))]
public class HUDController : MonoBehaviour
{
// ----- Inspector --------------------------------------------------
[Header("Scene References")]
[Tooltip("The local client's TowerPlacementController.")]
[SerializeField] private TowerPlacementController placementController;
[Tooltip("The local client's TowerPaintController (drives the Paint tab + paint cursor).")]
[SerializeField] private TowerPaintController paintController;
[Tooltip("The TowerPlacementManager NetworkObject in the scene.")]
[SerializeField] private TowerPlacementManager placementManager;
[Tooltip("The local client's CameraController. Used by the minimap for click-to-jump " +
"and drag-to-pan.")]
[SerializeField] private CameraController cameraController;
[Header("Settings")]
[SerializeField] private float rejectionMessageDuration = 2.5f;
[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 " +
"but stay in history (scroll up while chat is open to view).")]
[SerializeField] private float chatMaxHeight = 280f;
[Tooltip("Maximum messages kept in chat history. Defaults to effectively unlimited " +
"(int.MaxValue) — every message sent during a match stays scrollable. " +
"Lower the value if a long match ever shows DOM perf issues; this field " +
"is the safety valve, not a normal-play limit.")]
[SerializeField] private int chatMaxMessages = int.MaxValue;
[Tooltip("Color used for SYSTEM chat messages (e.g. 'Life Lost', income changes).")]
[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.")]
[SerializeField] private Color chatPlayerColor = new Color(0.92f, 0.92f, 0.92f);
// ----- Cached UI element references -------------------------------
private Label goldLabel;
private Label waveLabel;
private Label livesLabel;
private Label nextWaveLabel; // prep countdown ("next: 0:12")
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 VisualElement playerListContainer; // right-panel scoreboard rows
private Label portraitName;
private Label levelLabel;
private VisualElement statLines;
private VisualElement commandGrid;
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 Button tabBuild;
private Button tabPaint;
private VisualElement buildProgressContainer; // info-panel sub-view, shown for BuildSiteVisual selections
private VisualElement buildProgressFill; // width driven each frame from progress
private Label buildProgressPercent;
private Label ttTitle;
private Label ttDesc;
private Label ttStats;
private Label ttCost;
private Label rejectionLabel;
private VisualElement portraitFrame;
// Enemy-info sub-panel — built programmatically and inserted into stat-lines
// whenever an Enemy is selected. Cached so we can update HP each frame
// without rebuilding the elements.
private VisualElement enemyHealthBar;
private VisualElement enemyHealthFill;
private Label enemyHealthText;
// Match-end overlay — built once on Start and toggled on Phase changes.
private VisualElement matchEndOverlay;
private Label matchEndTitle;
// Chat panel (bottom-left, above portrait) — programmatic. The container
// holds both the scrollable feed and the input. Highlight + scroll
// interactivity are toggled on the container when typing.
private VisualElement chatContainer;
private ScrollView chatFeed;
private TextField chatInput;
private bool chatInputOpen;
// 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
// from also being consumed by the input or the open-toggle. Without this,
// pressing Enter to open chat would immediately submit an empty message.
private int chatToggleSuppressFrame = -1;
// Set true whenever the chat input or any other text field on the HUD has
// keyboard focus. Camera, builder input, and hotkey handlers all gate on
// this to keep typing from driving gameplay.
public static bool IsTextInputActive { get; private set; }
// ----- State ------------------------------------------------------
// Which command-grid tab is active for a Builder selection. Build = tower buttons
// (default), Paint = color swatches. Reset to Build whenever a non-builder is
// selected so reselecting a builder always starts on Build.
private enum CommandTab { Build, Paint }
private CommandTab activeTab = CommandTab.Build;
private Coroutine rejectionFadeCoroutine;
private bool placementManagerReady; // true once TowerPlacementManager.Instance is non-null
private bool uiInitialized;
private bool selectionSubscribed; // true once we've successfully hooked SelectionState.OnSelectionChanged
private bool matchStateSubscribed; // true once OnPhaseChanged is hooked
private MinimapView minimapView;
private IPanel myPanel; // tracked separately so OnDestroy only clears the static if it still points at us
// ----- Hotkeys ----------------------------------------------------
//
// Per-slot hotkey layout matching the WC3 / Wintermaul Reforged convention.
// Slot index 0..14 corresponds to row-major position in the 5×3 action grid.
// To rebind, edit this array. (Per-tower hotkeys could live on TowerDefinition
// later; for now the position-based layout is enough and predictable.)
private static readonly Key[] HotkeyLayout =
{
Key.Q, Key.W, Key.E, Key.R, Key.T,
Key.A, Key.S, Key.D, Key.F, Key.G,
Key.Z, Key.X, Key.C, Key.V, Key.B,
};
// Active hotkey bindings — rebuilt on every selection change inside
// PopulateGridForSelection. HandleHotkeys reads this every Update.
private readonly List hotkeyBindings = new List();
private readonly struct HotkeyBinding
{
public readonly Key Key;
public readonly VisualElement Button; // for enabledSelf gating
public readonly System.Action Action;
public HotkeyBinding(Key k, VisualElement b, System.Action a)
{ Key = k; Button = b; Action = a; }
}
// ----- Static hit-test probe --------------------------------------
// Set when InitializeUI succeeds; cleared on OnDestroy. Non-UI systems (camera,
// input handlers) can query IsPointerOverInteractiveHud without taking a direct
// reference to HUDController.
private static IPanel s_hudPanel;
///
/// True if falls over an interactive (non-ignore)
/// HUD element. Non-UI systems that consume mouse input (camera scroll-zoom, edge-pan)
/// should gate their handling on this so a cursor over the minimap, command grid, or
/// any other interactive HUD region doesn't drive both the HUD and the world at once.
///
///
/// Convention: uses Unity Input System screen coords
/// (origin bottom-left, y up). Returns false before the HUD has initialized; safe to
/// call from any system at any time.
///
public static bool IsPointerOverInteractiveHud(Vector2 screenMousePos)
{
if (s_hudPanel == null) return false;
// Coord convention rabbit hole:
// - Screen mouse position: origin bottom-left, y up (Unity Input System).
// - UI Toolkit panel coords: origin top-left, y down.
//
// RuntimePanelUtils.ScreenToPanel converts the SCALE (e.g., reference resolution
// vs. actual resolution) but does NOT flip Y. We flip manually using the visual
// tree's height so the result works regardless of PanelSettings scale mode.
//
// Subtle: visualTree.worldBound height may be 0 for one frame on the very first
// layout pass. The caller (CameraController) checks the result against "is over
// interactive HUD"; a one-frame false positive (camera zooms when it shouldn't)
// is harmless and self-corrects the next frame.
Vector2 scaled = RuntimePanelUtils.ScreenToPanel(s_hudPanel, screenMousePos);
float panelHeight = s_hudPanel.visualTree.worldBound.height;
Vector2 panelPos = new Vector2(scaled.x, panelHeight - scaled.y);
// panel.Pick returns null when the topmost element under the point has
// PickingMode.Ignore (or there's no element there at all). Non-null means an
// interactive HUD element is under the cursor.
return s_hudPanel.Pick(panelPos) != null;
}
// ----- Lifecycle --------------------------------------------------
private void Start()
{
// UIDocument creates its panel in OnEnable, which runs after all
// Awake() calls. Accessing rootVisualElement in Awake() is too early.
// Start() is safe because all OnEnable() calls have completed by then.
InitializeUI();
TryReadyPlacementManager();
// Subscription fallback: if OnEnable couldn't subscribe (SelectionState.Awake
// hadn't run yet), Start() is guaranteed to be after all Awake calls in the
// scene. Retry here. Without this fallback, the HUD silently misses every
// selection event for the rest of the session.
TrySubscribeSelection();
// Seed portrait/grid in case the builder already auto-selected before Start.
HandleSelectionChanged(SelectionState.Instance?.SelectedObject);
TrySubscribeMatchState();
}
private void TrySubscribeMatchState()
{
if (matchStateSubscribed) return;
if (MatchState.Instance == null) return;
MatchState.Instance.OnPhaseChanged += HandlePhaseChanged;
matchStateSubscribed = true;
}
private void InitializeUI()
{
var doc = GetComponent();
if (doc == null)
{
Debug.LogError("[HUDController] No UIDocument component found.");
return;
}
var root = doc.rootVisualElement;
if (root == null)
{
Debug.LogError("[HUDController] rootVisualElement is null. " +
"Check that Panel Settings and Source Asset are assigned.");
return;
}
// Cache element references — log a warning for any that are missing
// so UXML/USS mismatches surface immediately.
goldLabel = Require(root, "gold-label");
waveLabel = Require(root, "wave-label");
livesLabel = Require(root, "lives-label");
nextWaveLabel = Require(root, "next-wave-label");
leakedLabel = Require(root, "leaked-label");
incomeLabel = Require(root, "income-label");
playerListContainer = Require(root, "player-list");
portraitName = Require(root, "portrait-name");
levelLabel = Require(root, "level-label");
statLines = Require(root, "stat-lines");
commandGrid = Require(root, "command-grid");
actionFrame = Require(root, "action-frame");
commandTabs = Require(root, "command-tabs");
tabBuild = Require(root, "tab-build");
tabPaint = Require(root, "tab-paint");
if (tabBuild != null) tabBuild.clicked += () => SwitchTab(CommandTab.Build);
if (tabPaint != null) tabPaint.clicked += () => SwitchTab(CommandTab.Paint);
buildProgressContainer = Require(root, "build-progress");
buildProgressFill = Require(root, "build-progress-fill");
buildProgressPercent = Require(root, "build-progress-percent");
ttTitle = Require(root, "tt-title");
ttDesc = Require(root, "tt-desc");
ttStats = Require(root, "tt-stats");
ttCost = Require(root, "tt-cost");
rejectionLabel = Require(root, "rejection-label");
// Map area and its transparent ancestors must not consume pointer
// events so clicks reach the 3D scene underneath. The bottom-ui is now
// a transparent strip too — the *individual frames* are the opaque
// interactive surfaces, so the empty margins on either side click
// through to the world.
SetPickIgnore(root, "hud-root");
SetPickIgnore(root, "main-area");
SetPickIgnore(root, "map-area");
SetPickIgnore(root, "bottom-ui");
if (rejectionLabel != null)
rejectionLabel.pickingMode = PickingMode.Ignore;
// Minimap. The MinimapView owns the two sub-elements (terrain + entity overlay)
// and drives them; we just hand it the host container and the camera controller.
// Bake is deferred until LevelLoader is ready — view tries each frame in Tick().
var minimapContainer = root.Q("minimap");
if (minimapContainer != null)
{
if (cameraController == null)
Debug.LogWarning("[HUDController] cameraController not assigned. " +
"Click-to-jump and drag-to-pan on the minimap will be disabled.");
minimapView = new MinimapView(minimapContainer, cameraController);
}
// Portrait click → center camera on current selection (WC3 convention).
portraitFrame = root.Q("portrait-frame");
if (portraitFrame != null)
portraitFrame.RegisterCallback(OnPortraitClicked);
// Build the match-end overlay (Victory / Defeat + Retry). Hidden until
// MatchState.OnPhaseChanged fires Victory or Defeat.
BuildMatchEndOverlay(root);
// 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
// ChatService.PostLocalSystem on every peer.
BuildChatPanel(root);
// Publish the panel so non-UI systems can query "is pointer over the HUD".
// Stored on `myPanel` too so OnDestroy only clears the static if it still
// points at this instance (defensive against re-creation overlap).
myPanel = root.panel;
s_hudPanel = myPanel;
uiInitialized = true;
}
private void OnEnable()
{
TowerPlacementController.OnRejectionMessageReady += ShowRejectionMessage;
WaveManager.OnLifeLost += HandleLifeLost;
ChatService.OnMessageReceived += HandleChatMessage;
// Try to subscribe now; if SelectionState.Awake hasn't run yet (Unity does
// not guarantee Awake/OnEnable ordering across objects), Start will retry.
TrySubscribeSelection();
}
private void OnDisable()
{
TowerPlacementController.OnRejectionMessageReady -= ShowRejectionMessage;
WaveManager.OnLifeLost -= HandleLifeLost;
ChatService.OnMessageReceived -= HandleChatMessage;
if (selectionSubscribed && SelectionState.Instance != null)
{
SelectionState.Instance.OnSelectionChanged -= HandleSelectionChanged;
selectionSubscribed = false;
}
if (matchStateSubscribed && MatchState.Instance != null)
{
MatchState.Instance.OnPhaseChanged -= HandlePhaseChanged;
matchStateSubscribed = false;
}
}
private void TrySubscribeSelection()
{
if (selectionSubscribed) return;
if (SelectionState.Instance == null) return;
SelectionState.Instance.OnSelectionChanged += HandleSelectionChanged;
selectionSubscribed = true;
}
private void Update()
{
if (!uiInitialized) return;
if (!placementManagerReady)
TryReadyPlacementManager();
if (!matchStateSubscribed)
TrySubscribeMatchState();
RefreshGoldDisplay();
RefreshMatchStateDisplays();
UpdateBuildProgressIfShown();
UpdateEnemyInfoIfShown();
HandleChatInput();
// Skip gameplay hotkeys while the chat input is focused — letters
// typed into chat should not also fire Q/W/E/R tower builds.
if (!IsTextInputActive)
HandleHotkeys();
minimapView?.Tick();
}
///
/// While a BuildSiteVisual is selected, refresh the progress bar's fill
/// width and the percent label. Runs every frame so the bar tracks server
/// time as construction advances. Cheap enough not to throttle (one width
/// assignment, one string allocation per frame while selected).
///
private void UpdateBuildProgressIfShown()
{
if (buildProgressContainer == null) return;
var sel = SelectionState.Instance?.SelectedObject;
// Use Unity's overloaded equality via cast — a destroyed BuildSiteVisual
// still passes `is` but blows up on member access. Match the same
// backstop pattern SelectionVisualizer uses.
if (sel is BuildSiteVisual bsv && (UnityEngine.Object)bsv != null)
{
float progress = bsv.ComputeProgressNormalized();
if (buildProgressFill != null)
{
// Width is a percent of the parent bar background; multiplying
// by 100 keeps the StyleLength in percent units.
buildProgressFill.style.width =
new StyleLength(new Length(progress * 100f, LengthUnit.Percent));
}
if (buildProgressPercent != null)
{
buildProgressPercent.text = $"{Mathf.RoundToInt(progress * 100f)}%";
}
}
}
///
/// Reads raw keyboard state via the New Input System and fires the matching
/// action for any bound hotkey pressed this frame. Mirrors the disabled-button
/// behaviour: a SetEnabled(false) button is skipped (so Upgrade/Sell don't
/// trigger from the keyboard while their backing systems are still stubbed).
///
private void HandleHotkeys()
{
var kb = Keyboard.current;
if (kb == null) return;
// Iterate by index — foreach over a struct list would copy each entry.
for (int i = 0; i < hotkeyBindings.Count; i++)
{
var binding = hotkeyBindings[i];
if (!kb[binding.Key].wasPressedThisFrame) continue;
if (binding.Button == null || !binding.Button.enabledSelf) continue;
binding.Action?.Invoke();
}
}
private void OnDestroy()
{
minimapView?.Dispose();
minimapView = null;
if (s_hudPanel != null && s_hudPanel == myPanel)
s_hudPanel = null;
myPanel = null;
}
// ----- Gold display -----------------------------------------------
private void RefreshGoldDisplay()
{
if (goldLabel == null) return;
var gm = PlayerGoldManager.Local;
goldLabel.text = gm != null ? $"{gm.CurrentGold:N0} g" : "-- g";
}
// ----- Match-state display ----------------------------------------
// Polled each frame from Update. MatchState exposes Lives and CurrentWave
// as plain int properties backed by NetworkVariables; polling avoids
// having to add OnLivesChanged / OnCurrentWaveChanged events to MatchState
// for every consumer that wants to display them. The cost is one int read
// and a string allocation per frame — negligible at HUD scale.
private void RefreshMatchStateDisplays()
{
var ms = MatchState.Instance;
var wm = WaveManager.Instance;
if (livesLabel != null)
livesLabel.text = ms != null ? $"lives: {ms.Lives}" : "lives: --";
if (waveLabel != null)
{
int total = wm?.TotalWaves ?? 0;
waveLabel.text = ms != null && ms.CurrentWave > 0 && total > 0
? $"Wave {ms.CurrentWave} / {total}"
: "Wave --";
}
// Next-wave countdown. Shows during prep ("next: 0:12") and clears the
// moment the wave actually starts spawning. WaveManager.PrepCountdown
// is networked so this reads the same value on every peer.
if (nextWaveLabel != null)
{
float t = wm != null ? wm.PrepCountdown : 0f;
if (t > 0f)
{
// Ceiling so the user sees a full "0:01" tick before "0:00".
int seconds = Mathf.CeilToInt(t);
int mm = seconds / 60;
int ss = seconds % 60;
nextWaveLabel.text = $"next: {mm}:{ss:00}";
}
else
{
nextWaveLabel.text = "next: --:--";
}
}
// Top-bar "earned this wave" counter. Reads the LOCAL player's
// PlayerGoldManager.GoldEarnedThisWave — which the server resets to 0 at
// wave start and increments via AwardGold on every kill / completion /
// no-leak bonus. Spending doesn't decrement it.
if (incomeLabel != null)
{
var localGold = PlayerGoldManager.Local;
int earned = localGold != null ? localGold.GoldEarnedThisWave : 0;
incomeLabel.text = $"+{earned} g/wave";
}
// Local player's origin-leak count: how many enemies that spawned in MY
// zone escaped my maze. Resolves the local PlayerMatchState's slot then
// reads the per-slot counter from WaveManager (replicated NetworkList).
if (leakedLabel != null)
{
var local = PlayerMatchState.Local;
int leaks = 0;
if (wm != null && local != null && local.Slot != PlayerSlot.None)
leaks = wm.GetZoneLeakCount(local.Slot);
leakedLabel.text = $"leaked: {leaks}";
}
// Right-panel scoreboard rebuild — see RefreshScoreboard.
RefreshScoreboard();
}
// ----- Scoreboard --------------------------------------------------
// Snapshot of last-rebuilt scoreboard state so we only rebuild when something
// changes. Without this we'd destroy and recreate every row every frame —
// wasteful and (in line with LobbyController's player-list pattern) would
// also break any per-row pointer interaction we might add later.
private string lastScoreboardSignature = string.Empty;
private void RefreshScoreboard()
{
if (playerListContainer == null) return;
// Sort by slot for stable ordering. Counter-intuitively the underlying
// collection isn't slot-ordered (it's keyed by NGO clientId).
var players = new System.Collections.Generic.List();
foreach (var pms in PlayerMatchState.AllPlayers) players.Add(pms);
players.Sort((a, b) => ((int)a.Slot).CompareTo((int)b.Slot));
// Build a signature of everything the rendered rows depend on. Skip the
// rebuild when nothing has changed.
string sig = ComputeScoreboardSignature(players);
if (sig == lastScoreboardSignature) return;
lastScoreboardSignature = sig;
playerListContainer.Clear();
if (players.Count == 0)
{
var emptyLabel = new Label("(no players)");
emptyLabel.style.color = new Color(0.6f, 0.6f, 0.6f);
emptyLabel.style.unityFontStyleAndWeight = FontStyle.Italic;
playerListContainer.Add(emptyLabel);
return;
}
var wm = WaveManager.Instance;
foreach (var pms in players)
{
playerListContainer.Add(BuildScoreboardRow(pms, wm));
}
}
private VisualElement BuildScoreboardRow(PlayerMatchState pms, WaveManager wm)
{
var row = new VisualElement();
row.style.flexDirection = FlexDirection.Row;
row.style.alignItems = Align.Center;
row.style.marginBottom = 2;
row.style.paddingLeft = 4;
row.style.paddingRight = 4;
// Layout model: three columns with explicit widths/flex so all three are
// guaranteed visible inside the right panel. Name has flexGrow:1 so it
// takes leftover space; gold and leaks have fixed widths and right-align
// their text so the numbers line up vertically across rows. The previous
// layout used flexGrow on name with justify-content space-between, which
// pushed the leaks column off the panel's right edge on narrow widths.
string name = string.IsNullOrEmpty(pms.DisplayName)
? $"P{(int)pms.Slot}"
: pms.DisplayName;
var nameLabel = new Label(name);
// Tint with the canonical player-slot color — same palette used by
// builders, minimap icons, and zone outlines for consistent identity.
// Colors were tuned for gizmos on Unity's gray scene view; they're still
// legible on the dark panel for all slots except P9 (dark gray), which is
// intentionally subdued relative to the others.
nameLabel.style.color = PlayerColors.Get(pms.Slot);
nameLabel.style.unityFontStyleAndWeight = FontStyle.Bold;
nameLabel.style.fontSize = 10;
nameLabel.style.whiteSpace = WhiteSpace.NoWrap; // keep name on one line
nameLabel.style.flexGrow = 1; // takes all leftover width
nameLabel.style.flexShrink = 1;
nameLabel.style.overflow = Overflow.Hidden;
nameLabel.style.textOverflow = TextOverflow.Ellipsis;
row.Add(nameLabel);
// Gold column. Read from PlayerGoldManager by clientId. May be null briefly
// during spawn races; render "--" in that case rather than crashing.
// Width 46px: right-aligned numbers; fits 4-digit gold totals at 10px font.
var gm = PlayerGoldManager.GetForClient(pms.OwnerClientId);
string goldText = gm != null ? $"{gm.CurrentGold}" : "--";
var goldLabel = new Label(goldText);
goldLabel.style.color = new Color(1f, 0.85f, 0.35f); // gold-y
goldLabel.style.fontSize = 10;
goldLabel.style.width = 46;
goldLabel.style.flexShrink = 0;
goldLabel.style.unityTextAlign = TextAnchor.MiddleRight;
row.Add(goldLabel);
// Leaks column. Same NetworkList the local player's "leaked: N" top-bar
// label reads — keeps the two views in sync. Always rendered (including 0)
// so designers can see at a glance whether a player has clean runs so far.
// Width 30px: right-aligned; 2-digit leak counts fit comfortably at 10px font.
int leaks = (wm != null && pms.Slot != PlayerSlot.None)
? wm.GetZoneLeakCount(pms.Slot)
: 0;
var leaksLabel = new Label($"{leaks}");
leaksLabel.style.color = leaks == 0
? new Color(0.55f, 0.85f, 0.55f)
: new Color(0.95f, 0.6f, 0.4f);
leaksLabel.style.fontSize = 10;
leaksLabel.style.width = 30;
leaksLabel.style.flexShrink = 0;
leaksLabel.style.unityTextAlign = TextAnchor.MiddleRight;
row.Add(leaksLabel);
return row;
}
// Components: ordered slot sequence + their name / gold / leaks. Any change
// triggers a rebuild. Slot count itself rarely changes mid-match (joins are
// gated by the lobby), but the values do.
private static readonly System.Text.StringBuilder s_scoreboardSigBuf =
new System.Text.StringBuilder(64);
private string ComputeScoreboardSignature(System.Collections.Generic.List players)
{
s_scoreboardSigBuf.Clear();
var wm = WaveManager.Instance;
foreach (var pms in players)
{
var gm = PlayerGoldManager.GetForClient(pms.OwnerClientId);
int gold = gm != null ? gm.CurrentGold : 0;
int leaks = (wm != null && pms.Slot != PlayerSlot.None)
? wm.GetZoneLeakCount(pms.Slot) : 0;
s_scoreboardSigBuf.Append((int)pms.Slot).Append(':')
.Append(pms.DisplayName ?? string.Empty).Append(':')
.Append(gold).Append(':')
.Append(leaks).Append(';');
}
return s_scoreboardSigBuf.ToString();
}
// ----- Command grid -----------------------------------------------
private const int GRID_COLS = 5;
private const int GRID_ROWS = 3;
private const int GRID_MAX = GRID_COLS * GRID_ROWS;
// First-time check that TowerPlacementManager exists. Once ready, populates the
// grid for the current selection. Subsequent populates flow through
// HandleSelectionChanged → PopulateGridForSelection.
private void TryReadyPlacementManager()
{
if (placementManager == null)
placementManager = TowerPlacementManager.Instance;
if (placementManager == null) return; // not spawned yet — retry next frame
placementManagerReady = true;
PopulateGridForSelection(SelectionState.Instance?.SelectedObject);
}
///
/// Rebuilds the command grid based on the current selection AND toggles the
/// action frame visibility. Builder → tower-build buttons in the early slots.
/// Tower → Upgrade in slot 0, Sell in the last slot. Anything else (Enemy,
/// null) → action frame hidden entirely (display:none).
///
private void PopulateGridForSelection(ISelectable selection)
{
if (commandGrid == null) return;
if (!placementManagerReady) return; // deferred to TryReadyPlacementManager
// Selection changed — invalidate the previous frame's hotkey bindings
// before creating new ones. Without this, stale buttons from a previous
// selection would keep responding to their hotkey.
hotkeyBindings.Clear();
// Decide whether any actions exist for this selection. The action frame
// is hidden entirely when there are none — matches the WC3-style UX.
bool hasActions = selection is Builder
|| selection is TowerInstance
|| selection is BuildSiteVisual;
if (actionFrame != null)
actionFrame.style.display = hasActions ? DisplayStyle.Flex : DisplayStyle.None;
// Build/Paint tabs only make sense for the builder's build menu. For any
// other selection (or none), reset to the Build tab and exit paint mode so
// the cursor never gets stuck as a brush after deselecting the builder.
bool isBuilder = selection is Builder;
if (!isBuilder)
{
activeTab = CommandTab.Build;
paintController?.CancelPaint();
}
if (commandTabs != null)
commandTabs.style.display = isBuilder ? DisplayStyle.Flex : DisplayStyle.None;
RefreshTabActiveState();
commandGrid.Clear();
if (!hasActions) return; // grid stays empty; frame is hidden anyway
// Build the 15-cell action layout for the active selection kind.
var cells = new VisualElement[GRID_MAX];
if (selection is Builder)
{
if (activeTab == CommandTab.Paint)
{
// Paint swatches: Red/Green/Blue then a Reset (None) brush, mapped to
// the Q/W/E/R hotkey slots via the shared CreateActionButton wiring.
cells[0] = CreatePaintButton(PaintColor.Red, HotkeyLayout[0]);
cells[1] = CreatePaintButton(PaintColor.Green, HotkeyLayout[1]);
cells[2] = CreatePaintButton(PaintColor.Blue, HotkeyLayout[2]);
cells[3] = CreatePaintButton(PaintColor.None, HotkeyLayout[3]);
}
else
{
int i = 0;
foreach (var (def, typeId) in placementManager.GetAvailableDefinitions())
{
if (i >= GRID_MAX) break;
cells[i] = CreateTowerButton(def, typeId, HotkeyLayout[i]);
i++;
}
}
}
else if (selection is TowerInstance tower)
{
// WC3 layout convention: primary action top-left (Q), sell bottom-right (B).
cells[0] = CreateUpgradeButton(tower, HotkeyLayout[0]);
cells[GRID_MAX - 1] = CreateSellButton(tower, HotkeyLayout[GRID_MAX - 1]);
}
else if (selection is BuildSiteVisual bsv)
{
// Cancel is the only action available on an in-progress build.
// Placed at top-left (Q) — primary slot for a single-action menu.
cells[0] = CreateCancelButton(bsv, HotkeyLayout[0]);
}
// Remaining cells become empty slots so the 5×3 grid layout is preserved.
for (int i = 0; i < GRID_MAX; i++)
{
if (cells[i] == null) cells[i] = CreateEmptySlot();
}
for (int row = 0; row < GRID_ROWS; row++)
{
var rowEl = new VisualElement();
rowEl.AddToClassList("cmd-row");
for (int col = 0; col < GRID_COLS; col++)
rowEl.Add(cells[row * GRID_COLS + col]);
commandGrid.Add(rowEl);
}
}
// Tower button: clicking begins placement; hovering drives the Tool Tip.
private VisualElement CreateTowerButton(TowerDefinition def, int typeId, Key hotkey)
{
var btn = CreateActionButton(
costText: $"{def.GoldCost}g",
hotkey: hotkey,
onClick: () =>
{
if (placementController != null)
placementController.BeginPlacement(def, typeId);
else
Debug.LogWarning("[HUDController] No TowerPlacementController assigned.");
});
btn.RegisterCallback(_ => ShowTooltip(def));
btn.RegisterCallback(_ => ClearTooltip());
return btn;
}
// ----- Build/Paint tabs -------------------------------------------
// Switch the active command-grid tab and rebuild for the current selection.
// Leaving the Paint tab also exits paint mode so the cursor reverts.
private void SwitchTab(CommandTab tab)
{
if (tab == CommandTab.Build)
paintController?.CancelPaint();
activeTab = tab;
PopulateGridForSelection(SelectionState.Instance?.SelectedObject);
}
private void RefreshTabActiveState()
{
tabBuild?.EnableInClassList("active", activeTab == CommandTab.Build);
tabPaint?.EnableInClassList("active", activeTab == CommandTab.Paint);
}
// Paint swatch: clicking enters paint mode with that color (None = Reset brush).
// Built on CreateActionButton so the Q/W/E/R hotkey wiring comes for free; the
// icon placeholder is tinted to the swatch color.
private VisualElement CreatePaintButton(PaintColor color, Key hotkey)
{
var btn = CreateActionButton(
costText: "",
hotkey: hotkey,
onClick: () =>
{
if (paintController != null)
paintController.BeginPaint(color);
else
Debug.LogWarning("[HUDController] No TowerPaintController assigned.");
});
var icon = btn.Q(null, "cmd-icon-placeholder");
if (icon != null)
icon.style.backgroundColor = PaintColors.Get(color);
string label = color == PaintColor.None ? "Reset" : color.ToString();
btn.RegisterCallback(_ => ShowPaintTooltip(label, color));
btn.RegisterCallback(_ => ClearTooltip());
return btn;
}
// Lightweight tooltip for paint swatches — reuses the tooltip box (title + desc).
private void ShowPaintTooltip(string label, PaintColor color)
{
if (ttTitle == null) return;
ttTitle.text = label;
ttDesc.text = color == PaintColor.None
? "Clear paint — revert tower to its owner color."
: "Paint your towers this color.";
ttStats.text = "";
ttCost.text = "";
}
private static VisualElement CreateEmptySlot()
{
var slot = new VisualElement();
slot.AddToClassList("cmd-btn");
slot.AddToClassList("empty-slot");
slot.pickingMode = PickingMode.Ignore;
return slot;
}
///
/// Builds the standard action button: a Button containing a centered icon
/// placeholder, plus optional hotkey badge (top-left) and cost badge
/// (bottom-left). Both badges are pure visual overlays — click events still
/// reach the Button. The hotkey, when non-None, is registered in
/// so Update can fire
/// on keypress (gated on the button's enabledSelf ).
///
private Button CreateActionButton(string costText, Key hotkey, System.Action onClick)
{
var btn = new Button(() => onClick?.Invoke());
btn.AddToClassList("cmd-btn");
// Icon — added FIRST so it sits underneath the absolute-positioned badges.
var iconPlaceholder = new VisualElement();
iconPlaceholder.AddToClassList("cmd-icon-placeholder");
iconPlaceholder.pickingMode = PickingMode.Ignore;
btn.Add(iconPlaceholder);
// Hotkey badge — top-left.
if (hotkey != Key.None)
{
var hkLabel = new Label(KeyToDisplay(hotkey));
hkLabel.AddToClassList("cmd-hotkey");
hkLabel.pickingMode = PickingMode.Ignore;
btn.Add(hkLabel);
hotkeyBindings.Add(new HotkeyBinding(hotkey, btn, onClick));
}
// Cost badge — bottom-left. Omitted when no cost is meaningful (e.g., Upgrade
// before the upgrade system has a tier-cost lookup).
if (!string.IsNullOrEmpty(costText))
{
var costLabel = new Label(costText);
costLabel.AddToClassList("cmd-cost");
costLabel.pickingMode = PickingMode.Ignore;
btn.Add(costLabel);
}
return btn;
}
// Upgrade and Sell — visuals + hotkeys wired; click is a no-op because the
// upgrade/sell systems aren't built yet. Buttons are SetEnabled(false) so the
// hotkey handler also skips them (it gates on enabledSelf).
private VisualElement CreateUpgradeButton(TowerInstance tower, Key hotkey)
{
var btn = CreateActionButton(
costText: "", // tier cost unknown until upgrade system lands
hotkey: hotkey,
onClick: () => { /* TODO: upgrade flow */ });
btn.SetEnabled(false);
return btn;
}
private VisualElement CreateSellButton(TowerInstance tower, Key hotkey)
{
int sellValue = tower.Definition != null
? Mathf.RoundToInt(tower.Definition.GoldCost * 0.7f)
: 0;
var btn = CreateActionButton(
costText: sellValue > 0 ? $"+{sellValue}g" : "",
hotkey: hotkey,
onClick: () => { /* TODO: sell flow */ });
btn.SetEnabled(false);
return btn;
}
// Cancel action for an in-progress build. Fires the owner-only RPC; the
// server cancels the matching job (or, for shelved sites, refunds + despawns
// directly), full gold is refunded, the BuildSiteVisual is despawned, and
// OnSelectionChanged fires with null — HUD/visualizer/ring all clear
// automatically.
private VisualElement CreateCancelButton(BuildSiteVisual bsv, Key hotkey)
{
int refund = bsv.GoldSpent;
return CreateActionButton(
costText: refund > 0 ? $"+{refund}g" : "",
hotkey: hotkey,
onClick: () => bsv.RequestCancelRpc());
}
// Renders a Key as a single-character badge ("Q", "1", etc.). Letter and number
// keys produce their own glyph via ToString; if we ever bind non-letter keys
// (e.g., F1 or Space), extend this with a mapping table.
private static string KeyToDisplay(Key key) => key.ToString();
// ----- Portrait / selection context ----------------------------------
///
/// Called by the selection system when a unit is selected or deselected.
/// Pass null or empty to clear (nothing selected).
///
public void SetSelectedUnitName(string unitName)
{
if (portraitName == null) return;
portraitName.text = string.IsNullOrEmpty(unitName) ? "" : unitName;
}
private void HandleSelectionChanged(ISelectable selection)
{
// Sections 2/3/4 (portrait, info, tooltip) stay visible regardless;
// their *contents* update based on selection. Section 5 (action menu)
// hides via PopulateGridForSelection when there are no actions.
PopulateInfoPanel(selection);
PopulateGridForSelection(selection);
}
///
/// Drives the portrait name (section 3 header), level (section 2 footer),
/// contextual stat lines (section 3 body), and the build-progress sub-view
/// (section 3 — shown only when a BuildSiteVisual is selected).
///
private void PopulateInfoPanel(ISelectable selection)
{
// Name
SetSelectedUnitName(selection?.DisplayName);
// Level — placeholder until upgrade system lands.
// Builder → "Lv. 1" (per design; may carry experience later)
// Tower → "Lv. 1" (will reflect tower upgrade tier when implemented)
// Nothing → blank
if (levelLabel != null)
levelLabel.text = selection != null ? "Lv. 1" : "";
// Build-progress block visibility: shown only for BuildSiteVisual.
// Stat lines remain underneath and just stay empty for that case.
bool isBuildSite = selection is BuildSiteVisual;
if (buildProgressContainer != null)
buildProgressContainer.style.display =
isBuildSite ? DisplayStyle.Flex : DisplayStyle.None;
// Stat lines — clear and rebuild based on selection kind.
// The enemy-info cached references (health bar + label) are invalidated
// by Clear() and re-cached if a new Enemy gets selected below.
enemyHealthBar = null;
enemyHealthFill = null;
enemyHealthText = null;
if (statLines != null)
{
statLines.Clear();
if (selection is Builder builder)
{
AddStatLine($"Build range: {builder.BuildRange:0.0}");
}
else if (selection is TowerInstance tower)
{
var def = tower.Definition;
if (def != null)
{
if (def.Damage > 0) AddStatLine($"Damage: {def.Damage}");
if (def.Range > 0) AddStatLine($"Range: {def.Range:0.0}");
if (def.FireRate > 0) AddStatLine($"Fire rate: {def.FireRate:0.0}/s");
if (def.SlowFactor < 1f)
AddStatLine($"Slow: {(1f - def.SlowFactor) * 100f:0}%");
}
}
else if (selection is EnemyHealth enemy)
{
BuildEnemyInfo(enemy);
}
// BuildSiteVisual: no stat lines — progress bar conveys the state.
}
}
// ----- Enemy info -------------------------------------------------
///
/// Builds the enemy info stat block (HP bar + speed + bounty) inside the
/// stat-lines container. The bar and label references are cached so
/// can drive them every frame as the
/// enemy takes damage.
///
private void BuildEnemyInfo(EnemyHealth enemy)
{
var def = enemy.Definition;
// ----- Health bar (X / Y) -----
// A thin horizontal bar with a green fill and a centered "X / Y" label
// on top. Styled with inline-style so we don't need to add USS classes
// — keeps this self-contained.
var hpRow = new VisualElement();
hpRow.style.flexDirection = FlexDirection.Row;
hpRow.style.alignItems = Align.Center;
hpRow.style.marginTop = 4;
hpRow.style.marginBottom = 4;
var hpLabel = new Label("HP");
hpLabel.style.minWidth = 28;
hpLabel.style.color = new Color(0.85f, 0.85f, 0.85f);
hpRow.Add(hpLabel);
// Background + fill share a parent so the fill can be styled as a
// percentage width inside the background.
var hpBackground = new VisualElement();
hpBackground.style.flexGrow = 1;
hpBackground.style.height = 14;
hpBackground.style.backgroundColor = new Color(0.1f, 0.1f, 0.1f, 0.85f);
hpBackground.style.borderTopWidth = hpBackground.style.borderBottomWidth =
hpBackground.style.borderLeftWidth = hpBackground.style.borderRightWidth = 1;
var borderColor = new Color(0.3f, 0.3f, 0.3f);
hpBackground.style.borderTopColor = hpBackground.style.borderBottomColor =
hpBackground.style.borderLeftColor = hpBackground.style.borderRightColor = borderColor;
var hpFill = new VisualElement();
hpFill.style.height = Length.Percent(100);
hpFill.style.width = Length.Percent(100);
hpFill.style.backgroundColor = new Color(0.3f, 0.85f, 0.3f);
hpFill.pickingMode = PickingMode.Ignore;
hpBackground.Add(hpFill);
// Overlay "X / Y" label, centered above the bar.
var hpText = new Label();
hpText.pickingMode = PickingMode.Ignore;
hpText.style.position = Position.Absolute;
hpText.style.left = 0;
hpText.style.right = 0;
hpText.style.top = 0;
hpText.style.bottom = 0;
hpText.style.unityTextAlign = TextAnchor.MiddleCenter;
hpText.style.color = Color.white;
hpText.style.fontSize = 11;
hpBackground.Add(hpText);
hpRow.Add(hpBackground);
statLines.Add(hpRow);
// Cache references for per-frame updates.
enemyHealthBar = hpBackground;
enemyHealthFill = hpFill;
enemyHealthText = hpText;
// Initial value (will be refreshed every frame in UpdateEnemyInfoIfShown).
UpdateEnemyHpDisplay(enemy);
// ----- Speed + Bounty stat lines -----
if (def != null)
{
AddStatLine($"Speed: {def.MoveSpeed:0.0}");
// Bounty is per-wave now (GoldConfig.Waves[N].GoldPerEnemy) rather than
// per-enemy-type. Read the current wave's value so the tooltip is accurate.
var wm = WaveManager.Instance;
int currentWave = MatchState.Instance != null ? MatchState.Instance.CurrentWave : 0;
var goldEntry = wm?.GoldConfig?.GetWaveEntry(currentWave);
if (goldEntry != null)
AddStatLine($"Bounty: {goldEntry.GoldPerEnemy} g");
// (Weaknesses/resistances will go here once the resistance system lands.)
}
}
private void UpdateEnemyInfoIfShown()
{
if (enemyHealthFill == null) return; // no Enemy selected
var sel = SelectionState.Instance?.SelectedObject;
if (sel is EnemyHealth enemy && (UnityEngine.Object)enemy != null)
UpdateEnemyHpDisplay(enemy);
}
private void UpdateEnemyHpDisplay(EnemyHealth enemy)
{
float cur = Mathf.Max(0f, enemy.CurrentHp);
float max = Mathf.Max(1f, enemy.MaxHp);
float pct = Mathf.Clamp01(cur / max);
if (enemyHealthFill != null)
enemyHealthFill.style.width = Length.Percent(pct * 100f);
if (enemyHealthText != null)
enemyHealthText.text = $"{Mathf.CeilToInt(cur)} / {Mathf.CeilToInt(max)}";
}
private void AddStatLine(string text)
{
var label = new Label(text);
label.AddToClassList("stat-line");
statLines.Add(label);
}
// ----- Tooltip ----------------------------------------------------
private void ShowTooltip(TowerDefinition def)
{
if (ttTitle == null) return;
ttTitle.text = def.DisplayName;
ttDesc.text = def.Description ?? "";
if (def.Damage > 0 || def.Range > 0)
{
ttStats.text = $"DMG: {def.Damage} · Range: {def.Range:0}";
if (def.FireRate > 0)
ttStats.text += $"\nFire rate: {def.FireRate:0.0}/s";
if (def.SlowFactor < 1f)
ttStats.text += $"\nSlow: {(1f - def.SlowFactor) * 100f:0}%";
}
else
{
ttStats.text = "(stats pending)";
}
int sellValue = Mathf.RoundToInt(def.GoldCost * 0.7f);
ttCost.text = $"Cost: {def.GoldCost}g · Sell: {sellValue}g";
}
private void ClearTooltip()
{
if (ttTitle == null) return;
ttTitle.text = "";
ttDesc.text = "";
ttStats.text = "";
ttCost.text = "";
}
// ----- Rejection messages -----------------------------------------
private void ShowRejectionMessage(string message)
{
if (rejectionLabel == null) return;
rejectionLabel.text = message;
rejectionLabel.style.display = DisplayStyle.Flex;
if (rejectionFadeCoroutine != null)
StopCoroutine(rejectionFadeCoroutine);
rejectionFadeCoroutine = StartCoroutine(HideRejectionAfterDelay());
}
private IEnumerator HideRejectionAfterDelay()
{
yield return new WaitForSeconds(rejectionMessageDuration);
if (rejectionLabel != null)
rejectionLabel.style.display = DisplayStyle.None;
rejectionFadeCoroutine = null;
}
// ----- Portrait click: center camera on selection -----------------
// WC3 / SC2 convention: clicking the portrait recenters the camera on
// whoever is selected. Zoom is preserved (CameraController.JumpTo only
// moves the pivot). No-op when nothing is selected or the camera isn't wired.
private void OnPortraitClicked(ClickEvent evt)
{
var sel = SelectionState.Instance?.SelectedObject;
if (sel == null) return;
if (cameraController == null) return;
var t = sel.SelectionTransform;
if (t == null) return;
cameraController.JumpTo(t.position);
}
// ----- Chat feed + input -----------------------------------------
// Bottom-left chat panel. Anchored 12px from the left edge, with the
// bottom edge sitting above the 220px bottom-ui. Layout uses a flex
// column: scrollable feed on top, input below. The feed clips at
// chatMaxHeight; messages above that scroll off the top of the visible
// area but stay in history (visible by scrolling once chat is open).
private void BuildChatPanel(VisualElement root)
{
const float bottomUiHeight = 220f;
const float gap = 8f;
const float chatWidth = 380f;
const float inputMinHeight = 32f;
const float inputFeedGap = 6f; // breathing room between feed and input
// Container anchored to the bottom-left, growing upward as content
// grows (no top/height set → height auto-fits content).
chatContainer = new VisualElement();
chatContainer.pickingMode = PickingMode.Ignore; // closed = wheel falls through
chatContainer.style.position = Position.Absolute;
chatContainer.style.left = 12;
chatContainer.style.bottom = bottomUiHeight + gap;
chatContainer.style.width = chatWidth;
chatContainer.style.flexDirection = FlexDirection.Column;
chatContainer.style.paddingTop = 4;
chatContainer.style.paddingBottom = 4;
chatContainer.style.paddingLeft = 6;
chatContainer.style.paddingRight = 6;
// Feed: ScrollView so older messages can scroll off the top of the
// visible window while staying in history. Vertical-only.
chatFeed = new ScrollView(ScrollViewMode.Vertical);
chatFeed.style.maxHeight = chatMaxHeight;
chatFeed.style.flexShrink = 1;
chatFeed.pickingMode = PickingMode.Ignore;
chatFeed.contentViewport.pickingMode = PickingMode.Ignore;
chatFeed.contentContainer.pickingMode = PickingMode.Ignore;
chatFeed.verticalScrollerVisibility = ScrollerVisibility.Hidden;
// Belt-and-suspenders wheel interceptor. The recursive .hierarchy
// pickingMode walk should already prevent wheel events from reaching
// chatFeed when chat is closed; this handler is defense-in-depth
// against future Unity versions reorganizing ScrollView internals.
chatFeed.RegisterCallback(evt =>
{
if (!chatInputOpen)
evt.StopImmediatePropagation();
}, TrickleDown.TrickleDown);
// Track-style — make the scrollbar slim and dark so it doesn't compete with messages.
chatFeed.style.marginBottom = inputFeedGap;
chatContainer.Add(chatFeed);
// Input field. Hidden by default. We use minHeight (not a fixed height)
// because the inner unity-text-input element needs vertical padding
// for the font to render fully — pinning to 28px clipped descenders
// and ascenders. We also style the inner child directly because the
// TextField's visible white background lives on it, not on the root.
chatInput = new TextField();
chatInput.style.minHeight = inputMinHeight;
chatInput.style.width = Length.Percent(100);
chatInput.maxLength = 120;
chatInput.style.display = DisplayStyle.None;
chatInput.isDelayed = false;
StyleChatInputDark(chatInput);
// Focus tracking — gameplay input gates on IsTextInputActive.
chatInput.RegisterCallback(_ => IsTextInputActive = true);
chatInput.RegisterCallback(_ => IsTextInputActive = false);
// Submit (Enter) and cancel (Escape) are handled in Update via
// direct Input System reads — not via UI Toolkit's NavigationSubmit
// event, which fires inconsistently relative to TextField.value
// commit timing. See HandleChatInput.
chatContainer.Add(chatInput);
root.Add(chatContainer);
// Initial state is closed → every chat descendant (including the
// ScrollView's internal scroll-container wrapper) starts Ignore so
// panel.Pick falls through to nothing and the camera owns the wheel.
SetPickingModeRecursive(chatContainer, PickingMode.Ignore);
}
// Recursively sets pickingMode on every visual descendant of root.
//
// IMPORTANT: this uses .hierarchy[i] / .hierarchy.childCount, NOT the
// root[i] indexer. VisualElement has two hierarchies:
//
// * Logical hierarchy (root[i] / root.childCount) — children added by
// user code via Add(). For elements with a redirected contentContainer
// (ScrollView, Foldout, etc.), this only enumerates the user content,
// not the internal scaffolding.
//
// * Visual hierarchy (root.hierarchy[i]) — the actual visual tree
// including internal scaffolding (ScrollView's
// unity-content-and-vertical-scroll-container, viewport, scrollers,
// etc.).
//
// We need the visual hierarchy because the wrapper element
// unity-content-and-vertical-scroll-container is what panel.Pick was
// landing on. Walking the logical hierarchy would visit ScrollView's
// user-added chat lines but skip the internal wrapper entirely.
private static void SetPickingModeRecursive(VisualElement root, PickingMode mode)
{
if (root == null) return;
root.pickingMode = mode;
int count = root.hierarchy.childCount;
for (int i = 0; i < count; i++)
SetPickingModeRecursive(root.hierarchy[i], mode);
}
// The TextField root color isn't where the visible background lives — it's
// on the inner "unity-text-input" element. Style both: the visible
// background goes dark, the text goes white so what the player types is
// legible against it, and the inner element gets a few px of vertical
// padding so characters with ascenders/descenders (capital letters,
// lowercase y/g/p/q/j, "?") don't get clipped.
private static void StyleChatInputDark(TextField field)
{
var darkBg = new Color(0.10f, 0.10f, 0.10f, 0.95f);
var borderClr = new Color(0.45f, 0.45f, 0.5f);
field.style.backgroundColor = darkBg;
field.style.color = Color.white;
field.style.borderTopWidth = field.style.borderBottomWidth =
field.style.borderLeftWidth = field.style.borderRightWidth = 1;
field.style.borderTopColor = field.style.borderBottomColor =
field.style.borderLeftColor = field.style.borderRightColor = borderClr;
// The actual editable area child. It exists immediately on construction.
var inner = field.Q("unity-text-input");
if (inner != null)
{
inner.style.backgroundColor = darkBg;
inner.style.color = Color.white;
inner.style.paddingTop = 4;
inner.style.paddingBottom = 4;
inner.style.paddingLeft = 6;
inner.style.paddingRight = 6;
}
}
// Called every frame from Update. Handles all three chat key bindings
// via direct Input System reads:
// - Enter (chat closed) → open input
// - Enter (chat open) → submit + close
// - Escape (chat open) → close without submit
//
// Reading the Input System directly avoids two UI Toolkit quirks:
// 1. The first Enter inside a focused TextField is sometimes consumed
// by the field's internal edit-mode handler before NavigationSubmit
// can fire, requiring a SECOND Enter to trigger the user-visible
// submit. Going through Keyboard.current sidesteps that pipeline.
// 2. KeyDownEvent / NavigationSubmitEvent fire timing isn't aligned
// with TextField.value commit on every Unity version. Reading the
// Input System happens at a deterministic point in Update where
// TextField.value is already up to date (since isDelayed = false).
private void HandleChatInput()
{
if (chatInput == null) return;
var kb = Keyboard.current;
if (kb == null) return;
// Suppression window covers the frame after open/close so the same
// keypress that toggled chat doesn't immediately fire the opposite path.
if (Time.frameCount <= chatToggleSuppressFrame) return;
bool enterDown = kb.enterKey.wasPressedThisFrame
|| kb.numpadEnterKey.wasPressedThisFrame;
bool escDown = kb.escapeKey.wasPressedThisFrame;
if (!chatInputOpen)
{
if (enterDown) OpenChatInput();
return;
}
// Chat is open.
if (enterDown) SubmitChatInput();
else if (escDown) CloseChatInput(submit: false);
}
private void OpenChatInput()
{
if (chatInput == null) return;
chatInput.style.display = DisplayStyle.Flex;
chatInput.SetValueWithoutNotify(string.Empty);
// Switch the chat panel from "passive display" to "interactive":
// - Container gets a dark translucent background as a visual cue
// AND becomes pointer-active so clicks on the highlight don't
// fall through and place towers / deselect units underneath.
// - Feed becomes pointer-active so wheel events scroll it (and
// so IsPointerOverInteractiveHud picks the chat for camera-gate).
// - Scrollbar becomes visible.
if (chatContainer != null)
chatContainer.style.backgroundColor = new Color(0f, 0f, 0f, 0.40f);
if (chatFeed != null)
chatFeed.verticalScrollerVisibility = ScrollerVisibility.Auto;
// Make EVERY descendant of the chat panel interactive. Setting Position
// recursively covers ScrollView's internal scroll-container wrapper
// (which our previous explicit list of three pickingMode targets
// missed), so panel.Pick will reliably land on a chat element and
// wheel events will reach the ScrollView's manipulator.
SetPickingModeRecursive(chatContainer, PickingMode.Position);
// Suppress Enter for this frame and the next so the keypress that
// opened chat doesn't also submit it empty. Focus is deferred a frame
// for the same reason — UI Toolkit would otherwise route the open-Enter
// to the freshly-focused TextField immediately.
chatToggleSuppressFrame = Time.frameCount + 1;
chatInputOpen = true;
StartCoroutine(FocusChatNextFrame());
}
private IEnumerator FocusChatNextFrame()
{
yield return null;
if (chatInputOpen && chatInput != null)
{
chatInput.Focus();
// Focus alone doesn't always activate the text caret immediately.
// SelectAll forces the field into edit mode reliably across versions.
chatInput.SelectAll();
}
}
private void CloseChatInput(bool submit)
{
if (chatInput == null) return;
if (submit) SubmitChatInput();
RevertChatPanelToPassive();
}
private void SubmitChatInput()
{
string text = chatInput?.value ?? string.Empty;
if (!string.IsNullOrWhiteSpace(text) && ChatService.Instance != null)
ChatService.Instance.SubmitMessage(text);
RevertChatPanelToPassive();
}
// Single source of truth for "chat is no longer in typing mode" — clears the
// input, hides it, restores pickingMode = Ignore on every layer that flipped
// to Position on Open, drops the highlight background, and flips the debug
// border back to red. Both Submit and Close route through here so the two
// close paths can't drift out of sync (which is exactly what caused the
// "border stays green / wheel keeps scrolling" bug).
private void RevertChatPanelToPassive()
{
if (chatInput != null)
{
chatInput.SetValueWithoutNotify(string.Empty);
chatInput.style.display = DisplayStyle.None;
chatInput.Blur();
}
if (chatContainer != null)
chatContainer.style.backgroundColor = StyleKeyword.Initial;
if (chatFeed != null)
chatFeed.verticalScrollerVisibility = ScrollerVisibility.Hidden;
// Same as Open's recursive Position, but Ignore — covers ScrollView's
// internal scroll-container wrapper so panel.Pick falls through to
// whatever's behind chat (which is nothing, so IsPointerOverInteractiveHud
// returns false and the camera processes wheel events normally).
SetPickingModeRecursive(chatContainer, PickingMode.Ignore);
chatInputOpen = false;
chatToggleSuppressFrame = Time.frameCount + 1;
}
// Subscribed to ChatService.OnMessageReceived. Appends a new line to
// the feed, prunes the oldest if we exceed the history cap, and
// auto-scrolls only if the player was already viewing the latest
// messages — preserving their position if they've scrolled up to
// read older history.
private void HandleChatMessage(ChatService.ChatEntry entry)
{
if (chatFeed == null) return;
// Capture "was the user at the bottom" BEFORE we append, while the
// layout still reflects the pre-message state. If they were, we
// re-pin to the new bottom after the message lays out. If they
// weren't (scrolled up reading history), we leave their position
// alone so new messages don't yank them back.
bool wasAtBottom = !chatInputOpen || IsChatScrolledToBottom();
var line = BuildChatLine(entry);
chatFeed.Add(line);
// Bound history. ScrollView.contentContainer is what actually holds
// child elements (the ScrollView root has its own layout chrome).
// Default chatMaxMessages is effectively unlimited so this loop is
// a no-op in normal play; the cap exists as a safety valve.
var content = chatFeed.contentContainer;
while (content.childCount > chatMaxMessages)
content.RemoveAt(0);
if (!wasAtBottom) return;
// Defer scroll-to-bottom until layout has resolved the new line's
// height — without the delay, contentContainer.layout.height is
// stale and we'd scroll to the previous max.
chatFeed.schedule.Execute(() =>
{
if (chatFeed == null) return;
var height = chatFeed.contentContainer.layout.height;
chatFeed.scrollOffset = new Vector2(0, Mathf.Max(0, height));
}).ExecuteLater(1);
}
// True if the feed isn't overflowing yet, or the player's scroll
// position is within a few pixels of the bottom edge of the content.
// Used to decide whether to auto-scroll on new messages.
private bool IsChatScrolledToBottom()
{
if (chatFeed == null) return true;
float viewportHeight = chatFeed.contentViewport.layout.height;
float contentHeight = chatFeed.contentContainer.layout.height;
// Not overflowing → effectively "at the bottom" (everything visible).
if (contentHeight <= viewportHeight + 0.5f) return true;
float maxScroll = contentHeight - viewportHeight;
const float tolerance = 4f;
return chatFeed.scrollOffset.y >= maxScroll - tolerance;
}
private Label BuildChatLine(ChatService.ChatEntry entry)
{
var line = new Label();
line.pickingMode = PickingMode.Ignore;
line.style.marginBottom = 2;
line.style.color = entry.Kind == ChatService.MessageKind.System
? chatSystemColor
: chatPlayerColor;
line.style.whiteSpace = WhiteSpace.Normal; // wrap long messages
// Soft drop shadow so messages stay readable over varied backgrounds.
line.style.textShadow = new TextShadow
{
offset = new Vector2(1, 1),
blurRadius = 2,
color = new Color(0f, 0f, 0f, 0.85f),
};
line.text = entry.Kind == ChatService.MessageKind.System
? entry.Text
: $"[{entry.SenderName}] {entry.Text}";
return line;
}
// Fires every time WaveManager.OnLifeLost is invoked (one event per leak).
// Routes the notification through ChatService as a SYSTEM message so it
// shares the feed with player chat. The lives counter in the top bar
// still updates independently via MatchState replication.
private void HandleLifeLost(int amount)
{
string text = amount == 1 ? "1 Life Lost" : $"{amount} Lives Lost";
ChatService.PostLocalSystem(text);
}
// ----- Match-end overlay (Victory / Defeat + Retry) ---------------
private void BuildMatchEndOverlay(VisualElement root)
{
matchEndOverlay = new VisualElement();
matchEndOverlay.style.position = Position.Absolute;
matchEndOverlay.style.left = 0;
matchEndOverlay.style.right = 0;
matchEndOverlay.style.top = 0;
matchEndOverlay.style.bottom = 0;
matchEndOverlay.style.alignItems = Align.Center;
matchEndOverlay.style.justifyContent = Justify.Center;
matchEndOverlay.style.backgroundColor = new Color(0f, 0f, 0f, 0.6f);
matchEndOverlay.style.display = DisplayStyle.None;
// The overlay swallows pointer events so the player can't click towers
// or builders through it while it's visible.
matchEndOverlay.pickingMode = PickingMode.Position;
var panel = new VisualElement();
panel.style.minWidth = 320;
panel.style.paddingTop = 24;
panel.style.paddingBottom = 24;
panel.style.paddingLeft = 32;
panel.style.paddingRight = 32;
panel.style.backgroundColor = new Color(0.08f, 0.08f, 0.10f, 0.95f);
panel.style.borderTopWidth = panel.style.borderBottomWidth =
panel.style.borderLeftWidth = panel.style.borderRightWidth = 2;
var border = new Color(0.4f, 0.4f, 0.45f);
panel.style.borderTopColor = panel.style.borderBottomColor =
panel.style.borderLeftColor = panel.style.borderRightColor = border;
panel.style.alignItems = Align.Center;
matchEndTitle = new Label("Victory");
matchEndTitle.style.fontSize = 32;
matchEndTitle.style.color = Color.white;
matchEndTitle.style.marginBottom = 16;
matchEndTitle.style.unityFontStyleAndWeight = FontStyle.Bold;
panel.Add(matchEndTitle);
// Action row — Retry (back to lobby with everyone who retried)
// and Return to Main Menu (this player only disconnects).
var actionRow = new VisualElement();
actionRow.style.flexDirection = FlexDirection.Row;
actionRow.style.marginTop = 8;
panel.Add(actionRow);
var retryBtn = new Button(OnRetryClicked) { text = "Retry" };
retryBtn.style.minWidth = 140;
retryBtn.style.height = 36;
retryBtn.style.fontSize = 16;
retryBtn.style.marginRight = 12;
actionRow.Add(retryBtn);
var menuBtn = new Button(OnReturnToMainMenuClicked) { text = "Return to Main Menu" };
menuBtn.style.minWidth = 200;
menuBtn.style.height = 36;
menuBtn.style.fontSize = 16;
actionRow.Add(menuBtn);
matchEndOverlay.Add(panel);
root.Add(matchEndOverlay);
}
private void HandlePhaseChanged(MatchPhase previous, MatchPhase next)
{
if (matchEndOverlay == null) return;
switch (next)
{
case MatchPhase.Victory:
if (matchEndTitle != null)
{
matchEndTitle.text = "Victory";
matchEndTitle.style.color = new Color(1f, 0.84f, 0.2f);
}
matchEndOverlay.style.display = DisplayStyle.Flex;
break;
case MatchPhase.Defeat:
if (matchEndTitle != null)
{
matchEndTitle.text = "Defeat";
matchEndTitle.style.color = new Color(0.95f, 0.25f, 0.25f);
}
matchEndOverlay.style.display = DisplayStyle.Flex;
break;
default:
matchEndOverlay.style.display = DisplayStyle.None;
break;
}
}
// Reloads the active scene and restarts the host. Host-only — testing
// convenience until a real lobby/restart flow exists. The static
// sceneLoaded callback survives the scene reload (HUDController dies),
// re-arms StartHost once the fresh scene has finished loading, and
// unsubscribes itself.
// Retry: take everyone back to the Lobby scene via LobbyService. The
// lobby preserves race picks, clears ready state. Anyone who clicked
// Return to Main Menu instead has already disconnected — they don't
// come along.
private void OnRetryClicked()
{
var svc = LobbyService.Instance;
if (svc != null)
{
svc.RequestReturnToLobbyRpc();
return;
}
// Fallback: LobbyService isn't spawned (e.g. testing the gameplay
// scene standalone without the lobby flow). Hard-reload the scene.
Debug.LogWarning("[HUDController] LobbyService not found — falling back to scene reload.");
var nm = NetworkManager.Singleton;
if (nm != null && nm.IsServer && nm.SceneManager != null)
nm.SceneManager.LoadScene(SceneManager.GetActiveScene().name, LoadSceneMode.Single);
}
// Return to Main Menu: disconnect only this player. SessionFlow's
// OnClientDisconnect handler routes us back to MainMenu locally. Other
// peers remain in the match (until the host quits, at which point
// SessionFlow on each remaining client routes them out too).
private void OnReturnToMainMenuClicked()
{
TD.Net.NetworkBootstrap.Disconnect();
}
// ----- Helpers ----------------------------------------------------
private static T Require(VisualElement root, string name) where T : VisualElement
{
var el = root.Q(name);
if (el == null)
Debug.LogWarning($"[HUDController] Element not found: '{name}' ({typeof(T).Name}). " +
$"Check that the name matches the UXML.");
return el;
}
private static void SetPickIgnore(VisualElement root, string name)
{
var el = root.Q(name);
if (el != null) el.pickingMode = PickingMode.Ignore;
}
}
}