UITK HUD rework + build palette (click-to-place ghost)
Rebuild the in-game HUD on UI Toolkit (HudUi/HudSystem, Aether palette) consistent with the menu; build-palette bar (BuildPaletteState) drives cursor->cell ground-ghost preview (green/red via BuildPreviewMath), left-click place / right-click cancel / rotate; fire suppressed in build mode; combat juice restyle. +4 BuildPreviewMath EditMode tests. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
@@ -1,37 +1,41 @@
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using System.Collections.Generic;
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using ProjectM.Simulation;
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using Unity.Entities;
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using Unity.NetCode;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.UIElements;
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namespace ProjectM.Client
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{
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/// <summary>
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/// Client-only screen HUD. A managed presentation SystemBase (<see cref="PresentationSystemGroup"/>) that builds
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/// a uGUI overlay canvas in code and drives it from the LOCAL player ghost each frame: a health bar
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/// (Health / EffectiveCharacterStats.MaxHealth), an ability-cooldown bar (AbilityCooldown vs NetworkTime
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/// ServerTick + EffectiveAbilityStats.CooldownTicks), a live Husk threat count, and a DOWNED/RESPAWNING overlay
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/// (the derived <see cref="Dead"/> gate). Presentation only — no simulation, client world only. Bars are
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/// RawImages over <c>Texture2D.whiteTexture</c> (always available; the fill width is the RectTransform's
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/// anchorMax.x), so the HUD needs no sprite assets — only a resolved builtin font for the labels.
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/// Client-only screen HUD, rebuilt on UI Toolkit so it reads in the same Aether-cyan visual language as the
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/// menu / pause / settings screens (<see cref="MenuUi"/> / <see cref="HudUi"/>). A managed presentation
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/// SystemBase (<see cref="PresentationSystemGroup"/>) that OBSERVES the local player ghost + the global
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/// cycle / ledger / goal each frame and pushes values into a runtime UIDocument (shared PanelSettings,
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/// sortingOrder 50 so it sits BEHIND the pause overlay's 100). The root is <c>pickingMode = Ignore</c> so the
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/// HUD never eats clicks meant for the game world — only the build-palette buttons pick. Presentation only
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/// (client world, no simulation). The palette buttons set <see cref="BuildPaletteState"/> (client-local UI
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/// state), which BuildSendSystem turns into a ground ghost + click-to-place. The visual tree is built on the
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/// first OnUpdate where the UIDocument's root exists (giving the panel a frame to initialise its PanelSettings).
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/// </summary>
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[WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation)]
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[UpdateInGroup(typeof(PresentationSystemGroup))]
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public partial class HudSystem : SystemBase
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{
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Canvas _canvas;
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RectTransform _healthFill;
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RectTransform _cooldownFill;
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Text _healthText;
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Text _threatText;
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Text _phaseText;
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Text _resourceText;
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Text _locationText;
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RectTransform _goalFill;
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Text _goalText;
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GameObject _respawnOverlay;
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GameObject _hudGo;
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UIDocument _doc;
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bool _built;
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VisualElement _healthFill, _cooldownFill, _goalFill, _downed, _paletteRow;
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Label _healthText, _threatText, _phaseText, _resourceText, _locationText, _goalText;
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bool _paletteBuilt;
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readonly Dictionary<byte, PaletteItem> _palette = new();
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EntityQuery _huskQuery;
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struct PaletteItem { public VisualElement Root; public Label Cost; public int CostAmount; }
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protected override void OnCreate()
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{
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_huskQuery = GetEntityQuery(ComponentType.ReadOnly<EnemyTag>());
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@@ -39,76 +43,88 @@ namespace ProjectM.Client
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protected override void OnStartRunning()
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{
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if (_canvas == null) BuildHud();
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if (_hudGo != null) return;
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MenuUi.EnsureEventSystem();
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_hudGo = new GameObject("~HUD");
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_doc = _hudGo.AddComponent<UIDocument>();
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_doc.panelSettings = MenuUi.LoadPanelSettings();
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_doc.sortingOrder = 50; // behind the pause overlay (100)
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}
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protected override void OnDestroy()
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{
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if (_canvas != null) Object.Destroy(_canvas.gameObject);
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if (_hudGo != null) Object.Destroy(_hudGo);
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}
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protected override void OnUpdate()
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{
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if (_canvas == null) return;
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if (_doc == null) return;
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if (!_built)
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{
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var r = _doc.rootVisualElement;
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if (r == null) return; // panel not initialised yet (next frame)
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BuildTree(r);
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_built = true;
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}
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bool haveTick = SystemAPI.TryGetSingleton<NetworkTime>(out var nt);
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int huskCount = _huskQuery.CalculateEntityCount();
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// Macro-loop HUD (phase + cycle + countdown + location), read before the per-player early-out so it persists pre-spawn.
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// ---- Macro loop: phase + cycle + countdown ----
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bool haveCycle = SystemAPI.TryGetSingleton<CycleState>(out var cyc);
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if (_phaseText != null && haveCycle)
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if (haveCycle)
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{
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var endTick = new NetworkTick(cyc.PhaseEndTick);
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string detail;
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if (cyc.Phase == CyclePhase.Siege)
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detail = "WAVE " + cyc.WaveNumber + " - " + _huskQuery.CalculateEntityCount() + " HUSKS";
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detail = "WAVE " + cyc.WaveNumber + " - " + huskCount + " HUSKS";
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else if (haveTick && cyc.PhaseEndTick != 0 && endTick.IsValid && endTick.IsNewerThan(nt.ServerTick))
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detail = "INCURSION IN " + (endTick.TicksSince(nt.ServerTick) / 60 + 1) + "s";
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else
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detail = "";
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_phaseText.text = PhaseLabel(cyc.Phase) + (detail.Length > 0 ? " - " + detail : "");
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_phaseText.color = PhaseColor(cyc.Phase);
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_phaseText.style.color = PhaseColor(cyc.Phase);
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}
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else if (_phaseText != null)
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else
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{
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_phaseText.text = "";
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}
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if (_locationText != null)
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{
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var cam = Camera.main;
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bool onExpedition = cam != null && cam.transform.position.x > 500f;
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_locationText.text = onExpedition
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? "ON EXPEDITION - return through the gate"
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: "AT BASE - deploy through the gate when you're ready";
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_locationText.color = onExpedition ? new Color(1f, 0.8f, 0.4f) : new Color(0.6f, 0.85f, 1f);
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}
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// ---- Location + gate hint ----
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var cam = Camera.main;
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bool onExpedition = cam != null && cam.transform.position.x > 500f;
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_locationText.text = onExpedition
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? "ON EXPEDITION - return through the gate"
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: "AT BASE - deploy through the gate when you're ready";
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_locationText.style.color = onExpedition ? new Color(1f, 0.8f, 0.4f) : new Color(0.6f, 0.85f, 1f);
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if (_goalFill != null && SystemAPI.TryGetSingleton<GoalProgress>(out var goal))
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// ---- Goal ----
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if (SystemAPI.TryGetSingleton<GoalProgress>(out var goal))
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{
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float gfrac = goal.Target > 0 ? Mathf.Clamp01(goal.Charge / (float)goal.Target) : 0f;
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SetFill(_goalFill, gfrac);
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if (_goalText != null) _goalText.text = "GOAL " + goal.Charge + " / " + goal.Target;
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HudUi.SetFill(_goalFill, gfrac);
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_goalText.text = "GOAL " + goal.Charge + " / " + goal.Target;
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}
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if (_resourceText != null)
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// ---- Resources (Ore feeds the palette affordability) ----
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int aether = 0, ore = 0, bio = 0;
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if (SystemAPI.TryGetSingletonEntity<ResourceLedger>(out var ledgerE))
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{
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string res = "";
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if (SystemAPI.TryGetSingletonEntity<ResourceLedger>(out var ledgerE))
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var buf = SystemAPI.GetBuffer<StorageEntry>(ledgerE);
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for (int i = 0; i < buf.Length; i++)
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{
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var buf = SystemAPI.GetBuffer<StorageEntry>(ledgerE);
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int aether = 0, ore = 0, bio = 0;
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for (int i = 0; i < buf.Length; i++)
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{
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var en = buf[i];
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if (en.ItemId == ResourceId.Aether) aether = en.Count;
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else if (en.ItemId == ResourceId.Ore) ore = en.Count;
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else if (en.ItemId == ResourceId.Biomass) bio = en.Count;
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}
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res = "AETHER " + aether + " ORE " + ore + " BIO " + bio;
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var en = buf[i];
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if (en.ItemId == ResourceId.Aether) aether = en.Count;
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else if (en.ItemId == ResourceId.Ore) ore = en.Count;
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else if (en.ItemId == ResourceId.Biomass) bio = en.Count;
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}
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_resourceText.text = res;
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}
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_resourceText.text = "AETHER " + aether + " ORE " + ore + " BIO " + bio;
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// ---- Build palette (lazy-built once the catalog has streamed; hidden off-base) ----
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UpdatePalette(ore, onExpedition);
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// ---- Per-player vitals ----
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bool found = false;
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float hp = 0f, maxHp = 1f, cdFrac = 1f;
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bool dead = false, shielded = false;
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@@ -123,8 +139,6 @@ namespace ProjectM.Client
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maxHp = effChar.ValueRO.MaxHealth > 0f ? effChar.ValueRO.MaxHealth : health.ValueRO.Max;
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dead = SystemAPI.IsComponentEnabled<Dead>(entity);
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// Cooldown fraction via wrap-safe NetworkTick compare (raw uint subtraction is unsafe across
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// tick wraparound — the project convention, mirroring AbilityFireSystem/EnemyAISystem).
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uint nextFire = cd.ValueRO.NextFireTick;
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int cdTicks = effAbility.ValueRO.CooldownTicks;
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var nextTick = new NetworkTick(nextFire);
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@@ -138,166 +152,144 @@ namespace ProjectM.Client
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break;
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}
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_canvas.enabled = found || haveCycle;
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if (!found) return;
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_doc.rootVisualElement.style.display = (found || haveCycle) ? DisplayStyle.Flex : DisplayStyle.None;
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if (!found) { _downed.style.display = DisplayStyle.None; return; }
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float frac = maxHp > 0f ? Mathf.Clamp01(hp / maxHp) : 0f;
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SetFill(_healthFill, frac);
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var hc = _healthFill.GetComponent<RawImage>();
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if (hc != null)
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hc.color = shielded
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? new Color(0.45f, 0.85f, 1f)
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: Color.Lerp(new Color(0.92f, 0.16f, 0.16f), new Color(0.25f, 0.9f, 0.5f), frac);
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if (_healthText != null)
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_healthText.text = Mathf.CeilToInt(Mathf.Max(0f, hp)) + " / " + Mathf.CeilToInt(maxHp) + (shielded ? " SHIELDED" : "");
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HudUi.SetFill(_healthFill, frac);
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_healthFill.style.backgroundColor = shielded
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? new Color(0.45f, 0.85f, 1f)
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: Color.Lerp(new Color(0.92f, 0.16f, 0.16f), new Color(0.25f, 0.9f, 0.5f), frac);
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_healthText.text = Mathf.CeilToInt(Mathf.Max(0f, hp)) + " / " + Mathf.CeilToInt(maxHp) + (shielded ? " SHIELDED" : "");
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SetFill(_cooldownFill, cdFrac);
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if (_threatText != null)
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_threatText.text = "HUSKS " + _huskQuery.CalculateEntityCount();
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_respawnOverlay.SetActive(dead);
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HudUi.SetFill(_cooldownFill, cdFrac);
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_threatText.text = "HUSKS " + huskCount;
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_downed.style.display = dead ? DisplayStyle.Flex : DisplayStyle.None;
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}
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static void SetFill(RectTransform fill, float frac)
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void UpdatePalette(int ore, bool onExpedition)
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{
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if (fill == null) return;
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var max = fill.anchorMax;
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max.x = Mathf.Clamp01(frac);
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fill.anchorMax = max;
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if (!_paletteBuilt && SystemAPI.TryGetSingletonEntity<StructureCatalog>(out var catE))
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{
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var cat = SystemAPI.GetBuffer<StructureCatalogEntry>(catE);
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for (int i = 0; i < cat.Length; i++)
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AddPaletteItem(cat[i].Type, cat[i].CostAmount);
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_paletteBuilt = true;
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}
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if (!_paletteBuilt) { _paletteRow.style.display = DisplayStyle.None; return; }
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_paletteRow.style.display = onExpedition ? DisplayStyle.None : DisplayStyle.Flex;
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foreach (var kv in _palette)
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{
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var item = kv.Value;
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bool affordable = ore >= item.CostAmount;
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bool selected = BuildPaletteState.Selected == kv.Key;
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item.Root.style.opacity = affordable ? 1f : 0.45f;
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item.Cost.style.color = affordable ? new Color(0.7f, 0.95f, 0.8f) : new Color(1f, 0.5f, 0.4f);
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MenuUi.Border(item.Root, selected ? MenuUi.Accent : new Color(1f, 1f, 1f, 0.08f), selected ? 2 : 1);
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item.Root.style.backgroundColor = selected
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? new Color(0.16f, 0.26f, 0.32f, 0.95f)
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: new Color(0.09f, 0.11f, 0.15f, 0.92f);
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}
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}
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// ---- uGUI construction (code-built; no prefab/sprite assets) ----
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void BuildHud()
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void AddPaletteItem(byte type, int cost)
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{
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var go = new GameObject("~HUD");
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_canvas = go.AddComponent<Canvas>();
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_canvas.renderMode = RenderMode.ScreenSpaceOverlay;
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_canvas.sortingOrder = 100;
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var scaler = go.AddComponent<CanvasScaler>();
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scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
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scaler.referenceResolution = new Vector2(1920, 1080);
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go.AddComponent<GraphicRaycaster>();
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if (type == 0 || _palette.ContainsKey(type)) return;
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var root = new VisualElement();
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root.style.width = 92;
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root.style.marginLeft = 4; root.style.marginRight = 4;
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root.style.paddingTop = 6; root.style.paddingBottom = 6;
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root.style.alignItems = Align.Center;
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root.style.backgroundColor = new Color(0.09f, 0.11f, 0.15f, 0.92f);
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root.pickingMode = PickingMode.Position;
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MenuUi.Round(root, 6);
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MenuUi.Border(root, new Color(1f, 1f, 1f, 0.08f), 1);
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var font = GetFont();
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var nameLabel = HudUi.Text(StructureName(type), 13, MenuUi.TextCol, TextAnchor.MiddleCenter);
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var costLabel = HudUi.Text(cost + " ORE", 12, new Color(0.7f, 0.95f, 0.8f), TextAnchor.MiddleCenter);
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costLabel.style.marginTop = 2;
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root.Add(nameLabel);
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root.Add(costLabel);
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// Health bar (bottom-left).
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var hpBg = MakeBar("HealthBg", _canvas.transform, new Color(0f, 0f, 0f, 0.6f),
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new Vector2(40, 46), new Vector2(440, 40));
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_healthFill = MakeFill("HealthFill", hpBg, new Color(0.25f, 0.9f, 0.5f));
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_healthText = MakeText("HealthText", hpBg, "100 / 100", 24, TextAnchor.MiddleCenter, Color.white, font);
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byte t = type;
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root.RegisterCallback<ClickEvent>(_ =>
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BuildPaletteState.Select(BuildPaletteState.Selected == t ? (byte)0 : t));
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// Cooldown bar (just above health).
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var cdBg = MakeBar("CooldownBg", _canvas.transform, new Color(0f, 0f, 0f, 0.55f),
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new Vector2(40, 92), new Vector2(440, 14));
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_cooldownFill = MakeFill("CooldownFill", cdBg, new Color(0.4f, 0.8f, 1f));
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// Threat count (top-right).
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_threatText = MakeText("ThreatText", _canvas.transform, "HUSKS 0", 30, TextAnchor.UpperRight,
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new Color(1f, 0.62f, 0.4f), font);
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var trt = _threatText.rectTransform;
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trt.anchorMin = new Vector2(1, 1); trt.anchorMax = new Vector2(1, 1); trt.pivot = new Vector2(1, 1);
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trt.anchoredPosition = new Vector2(-40, -30); trt.sizeDelta = new Vector2(380, 50);
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// Cycle phase + number (top-center).
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_phaseText = MakeText("PhaseText", _canvas.transform, "EXPEDITION CYCLE 1", 34, TextAnchor.UpperCenter,
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new Color(0.55f, 0.9f, 1f), font);
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var prt = _phaseText.rectTransform;
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prt.anchorMin = new Vector2(0.5f, 1f); prt.anchorMax = new Vector2(0.5f, 1f); prt.pivot = new Vector2(0.5f, 1f);
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prt.anchoredPosition = new Vector2(0, -24); prt.sizeDelta = new Vector2(600, 50);
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// Resource ledger counts (top-center, below phase).
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_resourceText = MakeText("ResourceText", _canvas.transform, "", 24, TextAnchor.UpperCenter,
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new Color(0.7f, 0.95f, 0.8f), font);
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var rrt = _resourceText.rectTransform;
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rrt.anchorMin = new Vector2(0.5f, 1f); rrt.anchorMax = new Vector2(0.5f, 1f); rrt.pivot = new Vector2(0.5f, 1f);
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rrt.anchoredPosition = new Vector2(0, -64); rrt.sizeDelta = new Vector2(600, 40);
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// Location + gate hint (top-center, below resources).
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_locationText = MakeText("LocationText", _canvas.transform, "", 22, TextAnchor.UpperCenter,
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new Color(0.6f, 0.85f, 1f), font);
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var lrt = _locationText.rectTransform;
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lrt.anchorMin = new Vector2(0.5f, 1f); lrt.anchorMax = new Vector2(0.5f, 1f); lrt.pivot = new Vector2(0.5f, 1f);
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lrt.anchoredPosition = new Vector2(0, -96); lrt.sizeDelta = new Vector2(760, 36);
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// Goal progress bar (top-center, below the location line).
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var goalBg = MakeBar("GoalBg", _canvas.transform, new Color(0f, 0f, 0f, 0.55f), Vector2.zero, new Vector2(360, 16));
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goalBg.anchorMin = new Vector2(0.5f, 1f); goalBg.anchorMax = new Vector2(0.5f, 1f); goalBg.pivot = new Vector2(0.5f, 1f);
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goalBg.anchoredPosition = new Vector2(0, -126); goalBg.sizeDelta = new Vector2(360, 16);
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_goalFill = MakeFill("GoalFill", goalBg, new Color(0.8f, 0.6f, 1f));
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_goalText = MakeText("GoalText", goalBg, "GOAL 0 / 10", 15, TextAnchor.MiddleCenter, Color.white, font);
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// Downed / respawning overlay (full screen, toggled by Dead).
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_respawnOverlay = new GameObject("RespawnOverlay", typeof(RectTransform));
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_respawnOverlay.transform.SetParent(_canvas.transform, false);
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var ov = _respawnOverlay.AddComponent<RawImage>();
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ov.texture = Texture2D.whiteTexture;
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ov.color = new Color(0.35f, 0f, 0f, 0.35f);
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ov.raycastTarget = false;
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Stretch((RectTransform)_respawnOverlay.transform);
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var rtext = MakeText("RespawnText", _respawnOverlay.transform, "DOWNED - RESPAWNING", 56,
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TextAnchor.MiddleCenter, new Color(1f, 0.45f, 0.4f), font);
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Stretch(rtext.rectTransform);
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_respawnOverlay.SetActive(false);
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_paletteRow.Add(root);
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_palette[type] = new PaletteItem { Root = root, Cost = costLabel, CostAmount = cost };
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}
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static RectTransform MakeBar(string name, Transform parent, Color color, Vector2 anchoredPos, Vector2 size)
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||||
{
|
||||
var go = new GameObject(name, typeof(RectTransform));
|
||||
go.transform.SetParent(parent, false);
|
||||
var img = go.AddComponent<RawImage>();
|
||||
img.texture = Texture2D.whiteTexture;
|
||||
img.color = color;
|
||||
img.raycastTarget = false;
|
||||
var rt = (RectTransform)go.transform;
|
||||
rt.anchorMin = Vector2.zero; rt.anchorMax = Vector2.zero; rt.pivot = Vector2.zero;
|
||||
rt.anchoredPosition = anchoredPos; rt.sizeDelta = size;
|
||||
return rt;
|
||||
}
|
||||
// ---- UITK construction ----
|
||||
|
||||
static RectTransform MakeFill(string name, RectTransform parent, Color color)
|
||||
void BuildTree(VisualElement root)
|
||||
{
|
||||
var go = new GameObject(name, typeof(RectTransform));
|
||||
go.transform.SetParent(parent, false);
|
||||
var img = go.AddComponent<RawImage>();
|
||||
img.texture = Texture2D.whiteTexture;
|
||||
img.color = color;
|
||||
img.raycastTarget = false;
|
||||
var rt = (RectTransform)go.transform;
|
||||
rt.anchorMin = Vector2.zero; rt.anchorMax = Vector2.one; rt.pivot = Vector2.zero;
|
||||
rt.offsetMin = new Vector2(3, 3); rt.offsetMax = new Vector2(-3, -3);
|
||||
return rt;
|
||||
}
|
||||
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; // never eat game-world clicks
|
||||
|
||||
static Text MakeText(string name, Transform parent, string text, int size, TextAnchor anchor, Color color, Font font)
|
||||
{
|
||||
var go = new GameObject(name, typeof(RectTransform));
|
||||
go.transform.SetParent(parent, false);
|
||||
var t = go.AddComponent<Text>();
|
||||
t.text = text;
|
||||
t.font = font;
|
||||
t.fontSize = size;
|
||||
t.alignment = anchor;
|
||||
t.color = color;
|
||||
t.horizontalOverflow = HorizontalWrapMode.Overflow;
|
||||
t.verticalOverflow = VerticalWrapMode.Overflow;
|
||||
t.raycastTarget = false;
|
||||
Stretch(t.rectTransform);
|
||||
return t;
|
||||
}
|
||||
// Health + cooldown (bottom-left).
|
||||
var vitals = HudUi.Group();
|
||||
vitals.style.position = Position.Absolute;
|
||||
vitals.style.left = 40; vitals.style.bottom = 40;
|
||||
var cdBar = HudUi.Bar(440, 12, new Color(0.4f, 0.8f, 1f), out _cooldownFill);
|
||||
cdBar.style.marginBottom = 6;
|
||||
var hpBar = HudUi.Bar(440, 40, new Color(0.25f, 0.9f, 0.5f), out _healthFill);
|
||||
_healthText = HudUi.Text("100 / 100", 22, Color.white, TextAnchor.MiddleCenter);
|
||||
_healthText.style.position = Position.Absolute;
|
||||
_healthText.style.left = 0; _healthText.style.right = 0; _healthText.style.top = 0; _healthText.style.bottom = 0;
|
||||
hpBar.Add(_healthText);
|
||||
vitals.Add(cdBar);
|
||||
vitals.Add(hpBar);
|
||||
root.Add(vitals);
|
||||
|
||||
static void Stretch(RectTransform rt)
|
||||
{
|
||||
rt.anchorMin = Vector2.zero; rt.anchorMax = Vector2.one;
|
||||
rt.offsetMin = Vector2.zero; rt.offsetMax = Vector2.zero;
|
||||
}
|
||||
// Threat (top-right).
|
||||
_threatText = HudUi.Text("HUSKS 0", 30, new Color(1f, 0.62f, 0.4f), TextAnchor.UpperRight);
|
||||
_threatText.style.position = Position.Absolute;
|
||||
_threatText.style.right = 40; _threatText.style.top = 28; _threatText.style.width = 380;
|
||||
root.Add(_threatText);
|
||||
|
||||
static Font GetFont()
|
||||
{
|
||||
Font f = Resources.GetBuiltinResource<Font>("LegacyRuntime.ttf");
|
||||
if (f == null) f = Resources.GetBuiltinResource<Font>("Arial.ttf");
|
||||
if (f == null) f = Font.CreateDynamicFontFromOSFont(new[] { "Arial", "Liberation Sans", "DejaVu Sans" }, 28);
|
||||
return f;
|
||||
// Macro stack (top-center).
|
||||
var macro = HudUi.Group(Align.Center);
|
||||
macro.style.position = Position.Absolute;
|
||||
macro.style.top = 22; macro.style.left = 0; macro.style.right = 0;
|
||||
_phaseText = HudUi.Text("", 30, new Color(0.55f, 0.9f, 1f), TextAnchor.MiddleCenter);
|
||||
_resourceText = HudUi.Text("", 22, new Color(0.7f, 0.95f, 0.8f), TextAnchor.MiddleCenter);
|
||||
_resourceText.style.marginTop = 4;
|
||||
_locationText = HudUi.Text("", 18, new Color(0.6f, 0.85f, 1f), TextAnchor.MiddleCenter);
|
||||
_locationText.style.marginTop = 4;
|
||||
var goalBar = HudUi.Bar(360, 16, new Color(0.8f, 0.6f, 1f), out _goalFill);
|
||||
goalBar.style.marginTop = 8;
|
||||
_goalText = HudUi.Text("GOAL 0 / 10", 13, Color.white, TextAnchor.MiddleCenter);
|
||||
_goalText.style.position = Position.Absolute;
|
||||
_goalText.style.left = 0; _goalText.style.right = 0; _goalText.style.top = 0; _goalText.style.bottom = 0;
|
||||
goalBar.Add(_goalText);
|
||||
macro.Add(_phaseText);
|
||||
macro.Add(_resourceText);
|
||||
macro.Add(_locationText);
|
||||
macro.Add(goalBar);
|
||||
root.Add(macro);
|
||||
|
||||
// Build palette row (bottom-center). The row passes clicks through; its buttons pick.
|
||||
_paletteRow = new VisualElement();
|
||||
_paletteRow.style.position = Position.Absolute;
|
||||
_paletteRow.style.bottom = 24; _paletteRow.style.left = 0; _paletteRow.style.right = 0;
|
||||
_paletteRow.style.flexDirection = FlexDirection.Row;
|
||||
_paletteRow.style.justifyContent = Justify.Center;
|
||||
_paletteRow.pickingMode = PickingMode.Ignore;
|
||||
root.Add(_paletteRow);
|
||||
|
||||
// Downed overlay.
|
||||
_downed = new VisualElement();
|
||||
_downed.style.position = Position.Absolute;
|
||||
_downed.style.left = 0; _downed.style.right = 0; _downed.style.top = 0; _downed.style.bottom = 0;
|
||||
_downed.style.backgroundColor = new Color(0.35f, 0f, 0f, 0.35f);
|
||||
_downed.style.alignItems = Align.Center;
|
||||
_downed.style.justifyContent = Justify.Center;
|
||||
_downed.pickingMode = PickingMode.Ignore;
|
||||
_downed.Add(HudUi.Text("DOWNED - RESPAWNING", 52, new Color(1f, 0.45f, 0.4f), TextAnchor.MiddleCenter));
|
||||
_downed.style.display = DisplayStyle.None;
|
||||
root.Add(_downed);
|
||||
}
|
||||
|
||||
static Color PhaseColor(byte phase)
|
||||
@@ -319,5 +311,19 @@ namespace ProjectM.Client
|
||||
default: return "";
|
||||
}
|
||||
}
|
||||
|
||||
static string StructureName(byte type)
|
||||
{
|
||||
switch (type)
|
||||
{
|
||||
case StructureType.Turret: return "Turret";
|
||||
case StructureType.Wall: return "Wall";
|
||||
case StructureType.Pylon: return "Pylon";
|
||||
case StructureType.Harvester: return "Harvester";
|
||||
case StructureType.Fabricator: return "Fabricator";
|
||||
case StructureType.Conveyor: return "Conveyor";
|
||||
default: return "?";
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user