Slice 2: menu class picker (Warrior / Ranger)

MainMenuController gains a 2-class picker that sets WorldLauncher.SelectedClass;
WorldLauncher seeds a ClassSelection singleton into the client world at session start,
which GoInGameClientSystem carries on the spawn RPC. Default Warrior. Completes the
Slice 2 loop: pick a class in the menu -> spawn with its kit. Editor-default boot stays
Warrior (the menu path drives the choice). 348/348.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-06-18 00:39:38 -07:00
parent 0a3a39e3d2
commit 431a7e2ed9
2 changed files with 33 additions and 0 deletions
@@ -19,6 +19,7 @@ namespace ProjectM.Client
VisualElement _mainPanel; VisualElement _mainPanel;
VisualElement _settingsPanel; VisualElement _settingsPanel;
TextField _ipField; TextField _ipField;
Label _classLabel;
void Awake() void Awake()
{ {
@@ -53,6 +54,17 @@ namespace ProjectM.Client
_mainPanel = MenuUi.FullScreenRoot(true); _mainPanel = MenuUi.FullScreenRoot(true);
var card = MenuUi.Card("PROJECT M"); var card = MenuUi.Card("PROJECT M");
card.Add(MenuUi.Caption("Frontier colony — co-op")); card.Add(MenuUi.Caption("Frontier colony — co-op"));
// Slice 2: class picker -> sets WorldLauncher.SelectedClass for the next session (Warrior melee / Ranger ranged).
_classLabel = new Label(ClassName(WorldLauncher.SelectedClass));
_classLabel.style.unityTextAlign = TextAnchor.MiddleCenter;
_classLabel.style.marginTop = 6; _classLabel.style.marginBottom = 2;
card.Add(_classLabel);
var classRow = new VisualElement();
classRow.style.flexDirection = FlexDirection.Row;
classRow.style.justifyContent = Justify.Center;
classRow.Add(MenuUi.Button("Warrior", () => SelectClass((byte)CharacterId.Warrior)));
classRow.Add(MenuUi.Button("Ranger", () => SelectClass((byte)CharacterId.Ranger)));
card.Add(classRow);
card.Add(MenuUi.Button("Single Player", () => Launch(SessionMode.Single, false))); card.Add(MenuUi.Button("Single Player", () => Launch(SessionMode.Single, false)));
@@ -79,6 +91,14 @@ namespace ProjectM.Client
WorldLauncher.StartSession(mode, ip, loadSave); WorldLauncher.StartSession(mode, ip, loadSave);
} }
void SelectClass(byte classId)
{
WorldLauncher.SelectedClass = classId;
if (_classLabel != null) _classLabel.text = ClassName(classId);
}
static string ClassName(byte classId) => classId == (byte)CharacterId.Ranger ? "CLASS: Ranger (ranged)" : "CLASS: Warrior (melee)";
void ShowSettings() void ShowSettings()
{ {
_mainPanel.style.display = DisplayStyle.None; _mainPanel.style.display = DisplayStyle.None;
@@ -28,6 +28,9 @@ namespace ProjectM.Client
public static bool Busy { get; private set; } public static bool Busy { get; private set; }
/// <summary>Slice 2: the class chosen in the menu (a CharacterId byte), seeded into the client world at session start.</summary>
public static byte SelectedClass = (byte)CharacterId.Warrior;
public static void StartSession(SessionMode mode, string joinIp, bool loadSave) public static void StartSession(SessionMode mode, string joinIp, bool loadSave)
{ {
if (Busy) return; if (Busy) return;
@@ -51,6 +54,7 @@ namespace ProjectM.Client
World server = null; World server = null;
World client = ClientServerBootstrap.CreateClientWorld("ClientWorld"); World client = ClientServerBootstrap.CreateClientWorld("ClientWorld");
SeedClass(client, SelectedClass); // Slice 2: stage the chosen class for GoInGameClientSystem -> spawn
if (mode == SessionMode.Join) if (mode == SessionMode.Join)
{ {
@@ -101,6 +105,15 @@ namespace ProjectM.Client
}); });
} }
static void SeedClass(World world, byte classId)
{
if (world is not { IsCreated: true }) return;
var em = world.EntityManager;
using var q = em.CreateEntityQuery(ComponentType.ReadWrite<ClassSelection>());
Entity e = q.IsEmptyIgnoreFilter ? em.CreateEntity(typeof(ClassSelection)) : q.GetSingletonEntity();
em.SetComponentData(e, new ClassSelection { ClassId = classId });
}
static void StagePendingSave(World server) static void StagePendingSave(World server)
{ {
var data = SaveService.Load(); var data = SaveService.Load();