HUD: ability/cooldown bar (sockets 1-4 + dash); socket-0 charge strip removed

AbilityBarSystem (own UIDocument, sortingOrder 49, the B5 sibling pattern): per-slot Spark
initials/name from the AbilityDatabase blob, archetype tint, drain overlay + seconds countdown +
ready flash; dash rides DashCooldown vs TuningConfig.DashCooldownTicks (Defaults() fallback).
HudSystem's single-socket blue charge strip removed (it tracked socket 0 only).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-21 13:28:08 -07:00
parent 2aebc37115
commit 040463ad07
3 changed files with 250 additions and 31 deletions
@@ -0,0 +1,243 @@
using ProjectM.Simulation;
using Unity.Entities;
using Unity.Mathematics;
using Unity.NetCode;
using UnityEngine;
using UnityEngine.UIElements;
namespace ProjectM.Client
{
/// <summary>
/// 07-21 UI rework (operator: "I want to see the cds of socketed abilities + dash") — the bottom-center
/// ABILITY BAR: one slot per socket (keys 1-4; socket 0 doubles as RMB) + the dash (SHIFT). Each slot shows
/// the Spark's initials + name (from the AbilityDatabase blob), a bottom-anchored dark overlay that DRAINS
/// as the cooldown recovers, a seconds countdown, and a brief ready-flash on the ready edge. Replaces the
/// old single-socket-0 charge strip in HudSystem's vitals block.
/// B5 sibling pattern: OWN UIDocument (~HUDAbilityBar, MenuUi.LoadPanelSettings(), sortingOrder 49 — under
/// HudSystem's 50), observe-only <see cref="SystemBase"/> in <see cref="PresentationSystemGroup"/>, tree
/// built once rootVisualElement != null, root pickingMode = Ignore. Cooldown math = the HudSystem idiom:
/// remaining = NextFire.TicksSince(nt.ServerTick) vs EffectiveSocketStats.CooldownTicks (the OWNER's own
/// cooldowns ride the PREDICTED tick — this is local-player state, unlike the zone telegraph's interpolated
/// read). Dash = DashCooldown.NextTick vs TuningConfig.DashCooldownTicks with the Defaults() fallback
/// (review wf_98bf1268: the dev TuningConfig singleton is editor-only — release must match Defaults()).
/// </summary>
[WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation)]
[UpdateInGroup(typeof(PresentationSystemGroup))]
public partial class AbilityBarSystem : SystemBase
{
const int SlotCount = SocketId.Count + 1; // 4 sockets + dash
const int DashSlot = SocketId.Count;
const float k_ReadyFlashSeconds = 0.28f;
GameObject _hudGo;
UIDocument _doc;
bool _built;
readonly VisualElement[] _slotBox = new VisualElement[SlotCount];
readonly VisualElement[] _cdOverlay = new VisualElement[SlotCount];
readonly Label[] _glyph = new Label[SlotCount];
readonly Label[] _countdown = new Label[SlotCount];
readonly Label[] _name = new Label[SlotCount];
readonly byte[] _shownSpark = new byte[SocketId.Count]; // rebuild labels only when the loadout changes
readonly int[] _prevRemaining = new int[SlotCount];
readonly float[] _flashUntil = new float[SlotCount];
static readonly Color EmptyCol = new(1f, 1f, 1f, 0.22f);
static readonly Color ReadyGlyphCol = new(0.92f, 0.96f, 1f, 1f);
static readonly Color CoolingGlyphCol = new(0.92f, 0.96f, 1f, 0.35f);
static readonly Color OverlayCol = new(0f, 0f, 0f, 0.72f);
static readonly Color SlotBg = new(0.05f, 0.09f, 0.12f, 0.92f);
static readonly Color FlashBorder = new(0.55f, 1f, 0.95f, 1f);
static readonly Color IdleBorder = new(1f, 1f, 1f, 0.10f);
protected override void OnStartRunning()
{
if (_hudGo != null) return;
MenuUi.EnsureEventSystem();
_hudGo = new GameObject("~HUDAbilityBar");
Object.DontDestroyOnLoad(_hudGo);
_doc = _hudGo.AddComponent<UIDocument>();
_doc.panelSettings = MenuUi.LoadPanelSettings();
_doc.sortingOrder = 49;
}
protected override void OnDestroy()
{
if (_hudGo != null) Object.Destroy(_hudGo);
}
protected override void OnUpdate()
{
if (_doc == null || _doc.rootVisualElement == null) return;
if (!_built) { BuildTree(_doc.rootVisualElement); _built = true; }
EntityManager.CompleteDependencyBeforeRO<SocketCooldown>();
EntityManager.CompleteDependencyBeforeRO<EffectiveSocketStats>();
EntityManager.CompleteDependencyBeforeRO<AbilitySocket>();
EntityManager.CompleteDependencyBeforeRO<DashCooldown>();
if (!SystemAPI.TryGetSingleton<NetworkTime>(out var nt) || !nt.ServerTick.IsValid) return;
var now = nt.ServerTick;
var tcfg = SystemAPI.TryGetSingleton<TuningConfig>(out var tcv) ? tcv : TuningConfig.Defaults();
bool haveDb = SystemAPI.TryGetSingleton<AbilityDatabase>(out var db) && db.Value.IsCreated;
foreach (var (cd, dashCd, entity) in
SystemAPI.Query<RefRO<SocketCooldown>, RefRO<DashCooldown>>()
.WithAll<GhostOwnerIsLocal, PlayerTag>().WithEntityAccess())
{
if (!EntityManager.HasBuffer<AbilitySocket>(entity) || !EntityManager.HasBuffer<EffectiveSocketStats>(entity))
continue;
var sockets = EntityManager.GetBuffer<AbilitySocket>(entity, true);
var effs = EntityManager.GetBuffer<EffectiveSocketStats>(entity, true);
int n = math.min(SocketId.Count, math.min(sockets.Length, effs.Length));
for (int i = 0; i < SocketId.Count; i++)
{
byte spark = i < n ? sockets[i].SparkId : (byte)0;
if (spark != _shownSpark[i])
{
_shownSpark[i] = spark;
RefreshSlotIdentity(i, spark, haveDb, db);
}
if (spark == 0 || i >= n) { UpdateSlotCooldown(i, 0, 1); continue; }
int total = math.max(1, effs[i].CooldownTicks);
UpdateSlotCooldown(i, RemainingTicks(cd.ValueRO.Get(i), now), total);
}
int dashTotal = math.max(1, (int)tcfg.DashCooldownTicks);
UpdateSlotCooldown(DashSlot, RemainingTicks(dashCd.ValueRO.NextTick, now), dashTotal);
break; // one local player
}
}
static int RemainingTicks(uint nextFireRaw, NetworkTick now)
{
if (nextFireRaw == 0u) return 0;
var nextTick = new NetworkTick(nextFireRaw);
if (!nextTick.IsValid || !nextTick.IsNewerThan(now)) return 0;
return math.max(0, nextTick.TicksSince(now));
}
void UpdateSlotCooldown(int slot, int remaining, int total)
{
float frac = math.saturate(remaining / (float)total);
_cdOverlay[slot].style.height = Length.Percent(frac * 100f);
_countdown[slot].text = remaining > 0
? (remaining < 597 ? (remaining / 60f).ToString("0.0") : Mathf.CeilToInt(remaining / 60f).ToString())
: "";
bool empty = slot < SocketId.Count && _shownSpark[slot] == 0;
_glyph[slot].style.color = empty ? EmptyCol : (remaining > 0 ? CoolingGlyphCol : ReadyGlyphCol);
if (_prevRemaining[slot] > 0 && remaining == 0 && !empty)
_flashUntil[slot] = UnityEngine.Time.time + k_ReadyFlashSeconds;
_prevRemaining[slot] = remaining;
bool flashing = UnityEngine.Time.time < _flashUntil[slot];
MenuUi.Border(_slotBox[slot], flashing ? FlashBorder : IdleBorder, flashing ? 2 : 1);
}
void RefreshSlotIdentity(int i, byte spark, bool haveDb, AbilityDatabase db)
{
if (spark == 0)
{
_glyph[i].text = "—";
_name[i].text = "empty";
_glyph[i].style.color = EmptyCol;
return;
}
string full = "Spark " + spark;
byte arch = 255;
if (haveDb && db.Value.Value.TryGetAbility(spark, out var def))
{
full = def.Name.ToString();
arch = def.Archetype;
}
_name[i].text = full;
_glyph[i].text = Initials(full);
_slotBox[i].style.unityBackgroundImageTintColor = ArchTint(arch);
_slotBox[i].style.backgroundColor = SlotBg;
}
static string Initials(string name)
{
var s = "";
for (int i = 0; i < name.Length && s.Length < 2; i++)
if (char.IsUpper(name[i])) s += name[i];
if (s.Length == 0 && name.Length > 0) s = char.ToUpperInvariant(name[0]).ToString();
return s;
}
static Color ArchTint(byte archetype)
{
switch (archetype)
{
case (byte)AbilityArchetype.Aoe: return new Color(0.35f, 0.75f, 0.70f, 0.95f); // zones = teal
case (byte)AbilityArchetype.Movement: return new Color(0.40f, 0.60f, 0.95f, 0.95f); // blink = cool blue
case (byte)AbilityArchetype.Cone: return new Color(0.95f, 0.70f, 0.30f, 0.95f); // slam = lamp-amber
case (byte)AbilityArchetype.Hitscan:
case (byte)AbilityArchetype.Projectile: return new Color(0.85f, 0.80f, 0.60f, 0.95f); // skillshots = warm white
default: return new Color(0.6f, 0.6f, 0.6f, 0.9f);
}
}
void BuildTree(VisualElement root)
{
root.style.position = Position.Absolute;
root.style.left = 0; root.style.right = 0; root.style.top = 0; root.style.bottom = 0;
root.pickingMode = PickingMode.Ignore;
var bar = HudUi.Group(Align.Center);
bar.style.position = Position.Absolute;
bar.style.bottom = 84; // clear of the build-palette row (24) + discovery chip (28)
bar.style.left = 0; bar.style.right = 0;
bar.style.flexDirection = FlexDirection.Row;
bar.style.justifyContent = Justify.Center;
root.Add(bar);
string[] keys = { "1·RMB", "2", "3", "4", "SHIFT" };
for (int i = 0; i < SlotCount; i++)
{
var col = HudUi.Group(Align.Center);
col.style.marginLeft = 5; col.style.marginRight = 5;
var box = HudUi.Panel(SlotBg);
box.style.width = 52; box.style.height = 52;
box.style.justifyContent = Justify.Center;
box.style.alignItems = Align.Center;
MenuUi.Border(box, IdleBorder, 1);
_slotBox[i] = box;
var glyph = HudUi.Display(i == DashSlot ? "DA" : "—", 18, ReadyGlyphCol, TextAnchor.MiddleCenter);
_glyph[i] = glyph;
box.Add(glyph);
var overlay = new VisualElement { pickingMode = PickingMode.Ignore };
overlay.style.position = Position.Absolute;
overlay.style.left = 0; overlay.style.right = 0; overlay.style.bottom = 0;
overlay.style.height = Length.Percent(0);
overlay.style.backgroundColor = OverlayCol;
box.Add(overlay);
_cdOverlay[i] = overlay;
var count = HudUi.Display("", 14, new Color(1f, 1f, 1f, 0.95f), TextAnchor.MiddleCenter);
count.style.position = Position.Absolute;
count.style.left = 0; count.style.right = 0; count.style.top = 0; count.style.bottom = 0;
box.Add(count);
_countdown[i] = count;
col.Add(box);
col.Add(HudUi.Text(keys[i], 10, MenuUi.Accent, TextAnchor.MiddleCenter));
var name = HudUi.Text(i == DashSlot ? "Dash" : "", 9, MenuUi.SubCol, TextAnchor.MiddleCenter);
_name[i] = name;
col.Add(name);
bar.Add(col);
}
if (_glyph[DashSlot] != null)
{
_slotBox[DashSlot].style.unityBackgroundImageTintColor = new Color(0.45f, 0.85f, 1f, 0.95f);
_slotBox[DashSlot].style.backgroundColor = SlotBg;
}
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: d61b6256713fa5949b17cd75b7b66357
@@ -49,7 +49,7 @@ namespace ProjectM.Client
bool _themed; // HudTheme + PanelBox present (drives sprite-tint vs flat-colour retint)
// vitals
VisualElement _healthFill, _cooldownFill, _shieldRow, _cdRow;
VisualElement _healthFill, _shieldRow;
Label _healthText;
// threat
@@ -327,7 +327,7 @@ namespace ProjectM.Client
// ---- Per-player vitals ----
bool found = false;
float hp = 0f, maxHp = 1f, cdFrac = 1f;
float hp = 0f, maxHp = 1f;
bool dead = false, shielded = false;
foreach (var (health, effChar, cd, invuln, entity) in
@@ -340,19 +340,7 @@ namespace ProjectM.Client
maxHp = effChar.ValueRO.MaxHealth > 0f ? effChar.ValueRO.MaxHealth : health.ValueRO.Max;
dead = SystemAPI.IsComponentEnabled<Dead>(entity);
// Cooldown bar = socket 0 (the primary Spark) of the 4-socket kit (the legacy single
// AbilityCooldown died — LANTERN purge). EffectiveSocketStats row 0 supplies the duration.
uint nextFire = cd.ValueRO.Get(0);
int cdTicks = 0;
if (SystemAPI.HasBuffer<EffectiveSocketStats>(entity))
{
var effSockets = SystemAPI.GetBuffer<EffectiveSocketStats>(entity);
if (effSockets.Length > 0) cdTicks = effSockets[0].CooldownTicks;
}
var nextTick = new NetworkTick(nextFire);
cdFrac = (haveTick && nextFire != 0 && cdTicks > 0 && nextTick.IsValid && nextTick.IsNewerThan(nt.ServerTick))
? Mathf.Clamp01(1f - nextTick.TicksSince(nt.ServerTick) / (float)cdTicks)
: 1f;
// (07-21 UI rework: socket/dash cooldown readouts moved to AbilityBarSystem.)
uint invulnUntil = invuln.ValueRO.UntilTick;
var invulnTick = new NetworkTick(invulnUntil);
@@ -381,9 +369,6 @@ namespace ProjectM.Client
_healthText.text = Mathf.CeilToInt(Mathf.Max(0f, hp)) + " / " + Mathf.CeilToInt(maxHp);
_shieldRow.style.display = shielded ? DisplayStyle.Flex : DisplayStyle.None;
HudUi.SetFill(_cooldownFill, cdFrac);
// A READY weapon (full bar) recedes; a CHARGING one is bright — so the inverted-vs-health polarity reads.
if (_cdRow != null) _cdRow.style.opacity = cdFrac >= 1f ? 0.4f : 1f;
if (dead)
{
// Client-local countdown: latch the death edge; the baked (non-replicated) DelayTicks is the
@@ -649,19 +634,8 @@ namespace ProjectM.Client
_shieldRow.style.display = DisplayStyle.None;
panel.Add(_shieldRow);
// cooldown row: weapon icon + thin bar
_cdRow = new VisualElement();
_cdRow.style.flexDirection = FlexDirection.Row;
_cdRow.style.alignItems = Align.Center;
_cdRow.style.marginBottom = 6;
_cdRow.pickingMode = PickingMode.Ignore;
var cdIcon = HudUi.Icon(theme != null ? theme.CooldownIcon : null, 22, AetherCyan);
cdIcon.style.marginRight = 8;
_cdRow.Add(cdIcon);
var cdBar = HudUi.Bar(420, 12, new Color(0.4f, 0.8f, 1f), out _cooldownFill);
_cdRow.Add(cdBar);
panel.Add(_cdRow);
// 07-21 UI rework: the single socket-0 charge strip is gone — AbilityBarSystem (bottom-center)
// now shows ALL socket cooldowns + dash.
// health row: health icon + big bar with numeric overlay
var hpRow = new VisualElement();
hpRow.style.flexDirection = FlexDirection.Row;