- Builder.DisplayName: stub property ("Builder (P{n})") for portrait label; swaps
to real player name when MatchState lands in Phase 1.3
- HUDController: subscribe SelectionState.OnSelectionChanged in OnEnable/OnDisable;
HandleSelectionChanged drives portrait label + grays out command grid when nothing
is selected; Start() seeds initial state in case builder auto-selected before Start
- BuildSiteVisual: ComputeProgressNormalized() public API ([0,1], safe on any client);
OnNetworkSpawn spawns a non-networked BuildProgressBar child
- BuildProgressBar: new world-space uGUI Canvas bar; green while Constructing, yellow
while Paused, hidden while Queued; billboards to Camera.main each LateUpdate;
auto-destroyed when parent BuildSiteVisual despawns
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
90 lines
3.4 KiB
C#
90 lines
3.4 KiB
C#
// Assets/_Project/Scripts/UI/BuildProgressBar.cs
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using UnityEngine;
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using UnityEngine.UI;
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using TD.Gameplay;
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namespace TD.UI
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{
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// Local (non-networked) world-space progress bar that tracks a BuildSiteVisual.
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// Visible while Constructing (green) or Paused (yellow). Hidden while Queued.
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// Billboards to face Camera.main each LateUpdate.
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// Destroyed automatically when its parent BuildSiteVisual is despawned.
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public class BuildProgressBar : MonoBehaviour
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{
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private BuildSiteVisual source;
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private GameObject canvasGO;
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private Image fillImage;
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private const float BarWorldWidth = 1.8f;
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private const float BarWorldHeight = 0.15f;
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private const float HeightAboveSite = 1.5f;
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private static readonly Color ColorConstructing = new Color(0.15f, 0.85f, 0.15f, 1f);
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private static readonly Color ColorPaused = new Color(0.90f, 0.75f, 0.10f, 1f);
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public void Initialize(BuildSiteVisual visual)
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{
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source = visual;
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BuildHierarchy();
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}
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private void BuildHierarchy()
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{
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// World-space Canvas — 100 canvas units = 1 world unit via localScale 0.01.
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canvasGO = new GameObject("Canvas");
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canvasGO.transform.SetParent(transform, false);
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var canvas = canvasGO.AddComponent<Canvas>();
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canvas.renderMode = RenderMode.WorldSpace;
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canvas.sortingOrder = 10;
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var rt = (RectTransform)canvasGO.transform;
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rt.sizeDelta = new Vector2(BarWorldWidth * 100f, BarWorldHeight * 100f);
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rt.localPosition = new Vector3(0f, HeightAboveSite, 0f);
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rt.localScale = Vector3.one * 0.01f;
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// Background
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var bgGO = new GameObject("Background");
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bgGO.transform.SetParent(canvasGO.transform, false);
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var bgImg = bgGO.AddComponent<Image>();
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bgImg.color = new Color(0.05f, 0.05f, 0.05f, 0.85f);
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Stretch((RectTransform)bgGO.transform);
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// Fill (rendered on top; fillAmount drives visible width)
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var fillGO = new GameObject("Fill");
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fillGO.transform.SetParent(canvasGO.transform, false);
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fillImage = fillGO.AddComponent<Image>();
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fillImage.color = ColorConstructing;
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fillImage.type = Image.Type.Filled;
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fillImage.fillMethod = Image.FillMethod.Horizontal;
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fillImage.fillOrigin = 0; // left to right
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fillImage.fillAmount = 0f;
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Stretch((RectTransform)fillGO.transform);
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}
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private static void Stretch(RectTransform rt)
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{
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rt.anchorMin = Vector2.zero;
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rt.anchorMax = Vector2.one;
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rt.offsetMin = Vector2.zero;
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rt.offsetMax = Vector2.zero;
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}
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private void LateUpdate()
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{
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if (source == null) return;
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var stage = source.CurrentStage;
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bool show = stage == BuildStage.Constructing || stage == BuildStage.Paused;
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canvasGO.SetActive(show);
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if (!show) return;
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fillImage.color = stage == BuildStage.Paused ? ColorPaused : ColorConstructing;
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fillImage.fillAmount = source.ComputeProgressNormalized();
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var cam = Camera.main;
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if (cam != null)
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canvasGO.transform.rotation = cam.transform.rotation;
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}
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}
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}
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