040463ad07
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>
1169 lines
53 KiB
C#
1169 lines
53 KiB
C#
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 Unity.Transforms; // A6: boss-bar query reads LocalTransform (source-gen needs the using in this file)
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using Unity.Mathematics; // DR-046: portal proximity math (float3/.xz/math.distance)
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using UnityEngine;
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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 on UI Toolkit, skinned with the curated Synty sci-fi-soldier kit
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/// (<see cref="HudTheme"/>) over <see cref="MenuUi"/>'s Aether palette so it reads in one visual language with
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/// the menu / pause / settings. A managed presentation <see cref="SystemBase"/> (<see cref="PresentationSystemGroup"/>)
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/// that OBSERVES the local player ghost + the global cycle / ledger / goal each frame and pushes values into a
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/// runtime UIDocument (shared PanelSettings, sortingOrder 50 so it sits behind the pause overlay's 100). The
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/// root is <c>pickingMode = Ignore</c> so the HUD never eats world clicks — only the build-palette slots pick.
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/// Layout (good-HUD spatial convention): persistent self-state hugs the corners (health bottom-left, resources
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/// top-left, threat top-right, build deck bottom-center); transient mission state (phase / countdown / wave /
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/// goal) lives center-top; a low-health vignette + hurt-flash + a scheme-aware build-mode control-hint bar give
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/// just-in-time feedback. EVERY skinned element is null-safe: with no <see cref="HudTheme"/> it falls back to
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/// the flat-colour HUD. Presentation only (client world, no simulation, no rollback double-fire).
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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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// ---- palette (Aether language; Synty white skins are tinted into these) ----
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static readonly Color AetherCyan = new(0.30f, 0.85f, 1f);
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static readonly Color OreAmber = new(1f, 0.72f, 0.35f);
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static readonly Color BioGreen = new(0.55f, 0.85f, 0.45f);
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static readonly Color PanelDark = new(0.08f, 0.11f, 0.15f, 0.90f);
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static readonly Color PanelWarm = new(0.16f, 0.09f, 0.09f, 0.88f);
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static readonly Color PipDim = new(0.25f, 0.30f, 0.36f, 0.9f);
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static readonly Color BlightRed = new(0.85f, 0.10f, 0.08f);
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static readonly Color ThreatWarm = new(1f, 0.62f, 0.4f);
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static readonly Color SlotIdleBg = new(0.09f, 0.11f, 0.15f, 0.92f);
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static readonly Color SlotSelBg = new(0.16f, 0.26f, 0.32f, 0.95f);
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static readonly Color SlotIdleBorder = new(1f, 1f, 1f, 0.08f);
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const float ExpeditionRegionXMin = RegionMath.RegionBoundaryX; // camera x past this = the +1000 expedition region (DR-013)
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GameObject _hudGo;
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UIDocument _doc;
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bool _built;
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bool _themed; // HudTheme + PanelBox present (drives sprite-tint vs flat-colour retint)
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// vitals
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VisualElement _healthFill, _shieldRow;
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Label _healthText;
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// threat
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VisualElement _threatPanel, _threatIcon;
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Label _threatNum;
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// macro: banner + location line
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VisualElement _banner;
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Label _phaseText, _locationText;
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// Demo polish: the clickable READY panel (Staging/Launching).
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VisualElement _readyPanel, _readyPipRow;
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Button _readyBtn;
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Label _readyTitle;
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bool _readyPanelBuilt;
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int _readyShownFor; // (ready, total, localReady, secs, launching) rebuild signature
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// Demo polish round 2: boss presence bar, run-depth dots, outcome flash.
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VisualElement _bossPanel, _bossFill;
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Label _bossText;
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bool _bossBarBuilt;
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VisualElement _depthPanel;
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int _depthShownFor;
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bool _depthBuilt;
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// resources
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Label _aetherNum, _oreNum, _bioNum;
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// build palette + hints
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VisualElement _paletteRow, _hintBar, _buildDiscoveryChip;
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bool _paletteBuilt, _hintBuilt;
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byte _hintScheme = 255;
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readonly Dictionary<byte, PaletteItem> _palette = new();
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// overlays
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VisualElement _vignette, _downed;
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Label _downedText; // "RESPAWNING IN N" countdown (client-local: baked DelayTicks + death-edge latch)
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float _downedSince = -1f;
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float _prevHp, _flash;
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bool _haveHp;
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// personal inventory panel (read-only; toggled with I)
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VisualElement _invPanel, _invList, _equipList;
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bool _invOpen;
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EntityQuery _huskQuery;
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struct PaletteItem { public VisualElement Root; public Label Cost; public int CostAmount; public byte CostRes; public VisualElement Glow; public VisualElement Icon; }
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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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}
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protected override void OnStartRunning()
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{
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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 (_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 (_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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// Job-safety insurance (matches the sibling presentation systems + CLAUDE.md): finish any jobs writing
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// the components we read on the main thread before reading them. No job writes these today, but this
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// stays correct the day a Health/stats writer is parallelised.
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EntityManager.CompleteDependencyBeforeRO<Health>();
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EntityManager.CompleteDependencyBeforeRO<EffectiveCharacterStats>();
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EntityManager.CompleteDependencyBeforeRO<SocketCooldown>();
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EntityManager.CompleteDependencyBeforeRO<EffectiveSocketStats>();
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EntityManager.CompleteDependencyBeforeRO<RespawnInvuln>();
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float dt = SystemAPI.Time.DeltaTime; // wall-frame delta — correct in a presentation system
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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 banner: run-lifecycle header (the siege/cycle machinery is retired — LANTERN purge) ----
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bool haveRun = SystemAPI.TryGetSingleton<RunInfo>(out var runInfo);
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bool onRun = haveRun && runInfo.Lifecycle != RunLifecycle.Staging;
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if (haveRun)
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{
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var col = onRun ? new Color(1f, 0.8f, 0.4f) : new Color(0.45f, 0.9f, 0.7f);
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_phaseText.text = onRun ? "ON EXPEDITION" : "AT BASE";
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_phaseText.style.color = col;
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_banner.style.borderBottomColor = col;
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RetintPanel(_banner, PanelDark);
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}
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else
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{
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_phaseText.text = "";
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}
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// ---- Location line (banner sub-line) — Step 14: driven by the replicated RunInfo lifecycle FSM ----
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var cam = Camera.main; // camera-X region signal still feeds downstream panels (atmosphere/threat)
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bool onExpedition = cam != null && cam.transform.position.x > ExpeditionRegionXMin;
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SystemAPI.TryGetSingleton<ExpeditionObjective>(out var obj);
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if (haveRun)
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{
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switch (runInfo.Lifecycle)
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{
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case RunLifecycle.Staging:
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// The READY panel (bottom-center) owns the action + N/M count; the top line frames intent.
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_locationText.text = "AT THE BASE - build defenses, buy upgrades, READY UP to launch";
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_locationText.style.color = new Color(0.55f, 0.85f, 1f);
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break;
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case RunLifecycle.Launching:
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{
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// Wrap-safe countdown (post-impl review): the client's PREDICTED tick passes LaunchTick
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// near zero while Lifecycle is still Launching — signed TicksSince, never raw uint math.
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int secs = 0;
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if (runInfo.LaunchTick != 0 && SystemAPI.TryGetSingleton<NetworkTime>(out var ntime)
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&& ntime.ServerTick.IsValid)
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{
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int ticksLeft = new NetworkTick(runInfo.LaunchTick).TicksSince(ntime.ServerTick);
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if (ticksLeft > 0) secs = ticksLeft / 60 + 1;
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}
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_locationText.text = "LAUNCHING IN " + secs + " - un-ready [T] to abort";
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_locationText.style.color = new Color(1f, 0.9f, 0.4f);
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break;
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}
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case RunLifecycle.InRoom:
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{
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string room = "ROOM " + (runInfo.CurrentRoom + 1) + "/" + runInfo.RoomCount
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+ " " + RoomTypeLabel(runInfo.CurrentRoomType);
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_locationText.text = obj.State == ExpeditionObjectiveState.Active
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? room + " - " + obj.Remaining + " enemies remaining"
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: room + " - clear it to advance";
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_locationText.style.color = new Color(1f, 0.8f, 0.4f);
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break;
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}
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case RunLifecycle.RoomReward:
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_locationText.text = "ROOM CLEARED - choose your boon";
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_locationText.style.color = new Color(0.5f, 1f, 0.6f);
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break;
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case RunLifecycle.RoomExplore: // Phase 0: without this case the RoomReward text stuck through the loot window
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_locationText.text = "ROOM CLEAR - grab the loot, take the portal to move on";
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_locationText.style.color = new Color(0.5f, 1f, 0.6f);
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break;
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case RunLifecycle.RouteSelect:
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_locationText.text = "CHOOSE YOUR PATH";
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_locationText.style.color = new Color(0.55f, 0.85f, 1f);
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break;
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case RunLifecycle.Returning:
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_locationText.text = "RETURNING HOME...";
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_locationText.style.color = new Color(0.7f, 0.9f, 1f);
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break;
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}
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}
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else
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{
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_locationText.text = "";
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}
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// The clickable READY panel (Staging/Launching). Counts are the replicated send-to-all PlayerReady flags.
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int rTotal = 0, rReady = 0;
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bool localReady = false;
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int launchSecs = 0;
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bool readyShow = haveRun
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&& (runInfo.Lifecycle == RunLifecycle.Staging || runInfo.Lifecycle == RunLifecycle.Launching);
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if (readyShow)
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{
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foreach (var pr in SystemAPI.Query<RefRO<PlayerReady>>().WithAll<PlayerTag>())
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{
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rTotal++;
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if (pr.ValueRO.Value != 0) rReady++;
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}
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foreach (var pr in SystemAPI.Query<RefRO<PlayerReady>>().WithAll<PlayerTag, GhostOwnerIsLocal>())
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localReady = pr.ValueRO.Value != 0;
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if (runInfo.Lifecycle == RunLifecycle.Launching && runInfo.LaunchTick != 0
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&& SystemAPI.TryGetSingleton<NetworkTime>(out var lnt) && lnt.ServerTick.IsValid)
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{
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int tl = new NetworkTick(runInfo.LaunchTick).TicksSince(lnt.ServerTick);
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if (tl > 0) launchSecs = tl / 60 + 1;
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}
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}
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UpdateReadyPanel(readyShow, runInfo, rTotal, rReady, localReady, launchSecs);
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// Boss presence bar. The boss is a scaled Charger (EnemyTelegraph.Kind==KindCharger, baked/client-safe)
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// in the EXPEDITION region — filtering on both excludes phase-two summoned swarmers AND a base-region
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// siege enemy a dead teammate can see. Health.Max is now a [GhostField] (replicated x8 for the boss), so
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// the fraction reads true directly.
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bool bossAlive = false;
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float bossHp = 0f, bossMax = 0f;
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if (haveRun && runInfo.Lifecycle == RunLifecycle.InRoom && runInfo.CurrentRoomType == RoomTypeId.Boss)
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{
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foreach (var (bhq, tele, blt) in
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SystemAPI.Query<RefRO<Health>, RefRO<EnemyTelegraph>, RefRO<LocalTransform>>().WithAll<EnemyTag>())
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{
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if (tele.ValueRO.Kind != ZoneEnemyMath.KindCharger) continue; // the boss is a Charger; skip summoned swarmers
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if (blt.ValueRO.Position.x <= ExpeditionRegionXMin) continue; // expedition only (not a base siege enemy)
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if (bhq.ValueRO.Max > bossMax)
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{
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bossMax = bhq.ValueRO.Max;
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bossHp = bhq.ValueRO.Current;
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bossAlive = bhq.ValueRO.Current > 0f;
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}
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}
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}
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UpdateBossBar(bossAlive, bossHp, bossMax);
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// Run-depth dots — keeps the roguelite spine visible while fighting (the map only shows at gates).
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UpdateRunDepth(haveRun ? runInfo : default, haveRun);
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// ---- Resources (feed 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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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 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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}
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_aetherNum.text = aether.ToString();
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_oreNum.text = ore.ToString();
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_bioNum.text = bio.ToString();
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// ---- Threat readout (top-right) — hidden entirely with zero husks; its reappearance is the cue ----
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bool showThreat = huskCount > 0;
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_threatPanel.style.display = showThreat ? DisplayStyle.Flex : DisplayStyle.None;
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if (showThreat)
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{
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float intensity = Mathf.Clamp01(huskCount / 30f);
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Color tc = Color.Lerp(ThreatWarm, BlightRed, intensity);
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_threatNum.text = huskCount.ToString();
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_threatNum.style.color = tc;
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_threatIcon.style.unityBackgroundImageTintColor = tc;
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RetintPanel(_threatPanel, PanelDark);
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}
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// ---- Build palette + control hints (bottom-center) ----
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UpdatePalette(aether, ore, bio, onExpedition);
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bool paletteOpen = BuildPaletteState.PaletteOpen && !onExpedition && _paletteBuilt;
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bool buildActive = paletteOpen && BuildPaletteState.Active;
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if (buildActive)
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{
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byte scheme = AimPresentation.Scheme;
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if (!_hintBuilt || _hintScheme != scheme) RebuildHints(scheme);
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_hintBar.style.display = DisplayStyle.Flex;
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}
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else
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{
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_hintBar.style.display = DisplayStyle.None;
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}
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// Build-mode discovery chip: a subtle "Tab/Y — BUILD" hint when the palette is hidden at base (Slice 1).
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_buildDiscoveryChip.style.display = (!onExpedition && !BuildPaletteState.PaletteOpen)
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? DisplayStyle.Flex : DisplayStyle.None;
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// ---- Per-player vitals ----
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bool found = false;
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float hp = 0f, maxHp = 1f;
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bool dead = false, shielded = false;
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foreach (var (health, effChar, cd, invuln, entity) in
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SystemAPI.Query<RefRO<Health>, RefRO<EffectiveCharacterStats>,
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RefRO<SocketCooldown>, RefRO<RespawnInvuln>>()
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.WithAll<GhostOwnerIsLocal, PlayerTag>().WithEntityAccess())
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{
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found = true;
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hp = health.ValueRO.Current;
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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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// (07-21 UI rework: socket/dash cooldown readouts moved to AbilityBarSystem.)
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uint invulnUntil = invuln.ValueRO.UntilTick;
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var invulnTick = new NetworkTick(invulnUntil);
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shielded = haveTick && invulnUntil != 0 && invulnTick.IsValid && invulnTick.IsNewerThan(nt.ServerTick);
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break;
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}
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_doc.rootVisualElement.style.display = (found || haveRun) ? DisplayStyle.Flex : DisplayStyle.None;
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// ---- Low-health vignette + hurt flash (full-screen) ----
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_flash = HudVisualMath.DecayFlash(_flash, dt);
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if (found)
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{
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float frac = maxHp > 0f ? Mathf.Clamp01(hp / maxHp) : 0f;
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if (_haveHp && hp < _prevHp - 1f) _flash = HudVisualMath.HurtFlashKick;
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_prevHp = hp; _haveHp = true;
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float vigOp = dead ? 0f : HudVisualMath.CombinedOpacity(frac, _flash);
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_vignette.style.opacity = vigOp;
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_vignette.style.display = vigOp > 0.001f ? DisplayStyle.Flex : DisplayStyle.None;
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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);
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_shieldRow.style.display = shielded ? DisplayStyle.Flex : DisplayStyle.None;
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if (dead)
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{
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// Client-local countdown: latch the death edge; the baked (non-replicated) DelayTicks is the
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// honest duration — RespawnTick itself is server-only.
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if (_downedSince < 0f) _downedSince = (float)SystemAPI.Time.ElapsedTime;
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int delayTicks = 180;
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foreach (var rs in SystemAPI.Query<RefRO<RespawnState>>().WithAll<PlayerTag, GhostOwnerIsLocal>())
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{ delayTicks = Mathf.Max(1, rs.ValueRO.DelayTicks); break; }
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float left = delayTicks / 60f - ((float)SystemAPI.Time.ElapsedTime - _downedSince);
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_downedText.text = left > 0.05f ? "RESPAWNING IN " + Mathf.CeilToInt(left) : "RESPAWNING...";
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}
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else _downedSince = -1f;
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_downed.style.display = dead ? DisplayStyle.Flex : DisplayStyle.None;
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}
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else
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{
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_haveHp = false; _flash = 0f;
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_vignette.style.display = DisplayStyle.None;
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_downed.style.display = DisplayStyle.None;
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}
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// ---- Personal inventory (read-only; toggle with I, deposit-all with G via InventoryDepositSendSystem) ----
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var invKb = UnityEngine.InputSystem.Keyboard.current;
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if (invKb != null && invKb.iKey.wasPressedThisFrame) _invOpen = !_invOpen;
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if (_invOpen && found)
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{
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EntityManager.CompleteDependencyBeforeRO<InventorySlot>();
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EntityManager.CompleteDependencyBeforeRO<EquipmentSlot>();
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bool haveItemDb = SystemAPI.TryGetSingleton<ItemDatabase>(out var itemDb);
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_invPanel.style.display = DisplayStyle.Flex;
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_invList.Clear();
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int shown = 0;
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foreach (var bag in SystemAPI.Query<DynamicBuffer<InventorySlot>>()
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.WithAll<GhostOwnerIsLocal, PlayerTag>())
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{
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for (int i = 0; i < bag.Length; i++)
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{
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var slot = bag[i];
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if (slot.ItemId == 0 || slot.Count <= 0) continue;
|
|
AddInvRow(slot.ItemId, ItemName(haveItemDb, itemDb, slot.ItemId), ItemTint(slot.ItemId), slot.Count,
|
|
IsEquippable(haveItemDb, itemDb, slot.ItemId));
|
|
shown++;
|
|
}
|
|
break;
|
|
}
|
|
if (shown == 0)
|
|
_invList.Add(HudUi.Text("(empty)", 13, MenuUi.SubCol, TextAnchor.MiddleLeft));
|
|
|
|
_equipList.Clear();
|
|
foreach (var slots in SystemAPI.Query<DynamicBuffer<EquipmentSlot>>()
|
|
.WithAll<GhostOwnerIsLocal, PlayerTag>())
|
|
{
|
|
for (byte s = 0; s < EquipSlotId.Count && s < slots.Length; s++)
|
|
{
|
|
ushort id = slots[s].ItemId;
|
|
string label = SlotName(s) + ": " + (id == 0 ? "-" : ItemName(haveItemDb, itemDb, id));
|
|
AddEquipRow(s, label, id != 0);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
_invPanel.style.display = DisplayStyle.None;
|
|
}
|
|
}
|
|
|
|
// ---- per-frame helpers ----
|
|
|
|
void RetintPanel(VisualElement p, Color c)
|
|
{
|
|
if (_themed) p.style.unityBackgroundImageTintColor = c;
|
|
else p.style.backgroundColor = c;
|
|
}
|
|
|
|
|
|
|
|
// LANTERN purge: the automation buildables are deleted; Pylon stays hidden from the build palette (cosmetic-only).
|
|
static bool IsPaletteType(byte type) => type != StructureType.Pylon;
|
|
|
|
void UpdatePalette(int aether, int ore, int bio, bool onExpedition)
|
|
{
|
|
if (!_paletteBuilt && SystemAPI.TryGetSingletonEntity<StructureCatalog>(out var catE))
|
|
{
|
|
var cat = SystemAPI.GetBuffer<StructureCatalogEntry>(catE);
|
|
for (int i = 0; i < cat.Length; i++)
|
|
if (IsPaletteType(cat[i].Type))
|
|
AddPaletteItem(cat[i].Type, cat[i].CostAmount, cat[i].CostResourceId);
|
|
_paletteBuilt = true;
|
|
}
|
|
if (!_paletteBuilt) { _paletteRow.style.display = DisplayStyle.None; return; }
|
|
|
|
bool showPalette = !onExpedition && BuildPaletteState.PaletteOpen;
|
|
_paletteRow.style.display = showPalette ? DisplayStyle.Flex : DisplayStyle.None;
|
|
foreach (var kv in _palette)
|
|
{
|
|
var item = kv.Value;
|
|
int have = item.CostRes == ResourceId.Aether ? aether : item.CostRes == ResourceId.Biomass ? bio : ore;
|
|
bool affordable = have >= item.CostAmount;
|
|
bool selected = BuildPaletteState.Selected == kv.Key;
|
|
item.Root.style.opacity = affordable ? 1f : 0.5f;
|
|
item.Cost.style.color = affordable ? new Color(0.7f, 0.95f, 0.8f) : new Color(1f, 0.5f, 0.4f);
|
|
if (item.Icon != null)
|
|
item.Icon.style.unityBackgroundImageTintColor = affordable ? AetherCyan : new Color(0.5f, 0.55f, 0.6f);
|
|
MenuUi.Border(item.Root, selected ? MenuUi.Accent : SlotIdleBorder, selected ? 2 : 1);
|
|
item.Root.style.backgroundColor = selected ? SlotSelBg : SlotIdleBg;
|
|
if (item.Glow != null) item.Glow.style.opacity = selected ? 0.6f : 0f;
|
|
}
|
|
}
|
|
|
|
void AddPaletteItem(byte type, int cost, byte costRes)
|
|
{
|
|
if (type == 0 || _palette.ContainsKey(type)) return;
|
|
var theme = HudTheme.Get();
|
|
|
|
var root = new VisualElement();
|
|
root.style.width = 86;
|
|
root.style.marginLeft = 4; root.style.marginRight = 4;
|
|
root.style.paddingTop = 8; root.style.paddingBottom = 6;
|
|
root.style.alignItems = Align.Center;
|
|
root.style.backgroundColor = SlotIdleBg;
|
|
root.pickingMode = PickingMode.Position;
|
|
MenuUi.Round(root, 6);
|
|
MenuUi.Border(root, SlotIdleBorder, 1);
|
|
|
|
// selection glow: a soft Synty glow filling the slot behind everything, opacity toggled on select.
|
|
var glow = new VisualElement();
|
|
glow.style.position = Position.Absolute;
|
|
glow.style.left = 3; glow.style.right = 3; glow.style.top = 4; glow.style.bottom = 4;
|
|
glow.pickingMode = PickingMode.Ignore;
|
|
glow.style.opacity = 0f;
|
|
if (theme != null && theme.Glow != null)
|
|
{
|
|
glow.style.backgroundImage = new StyleBackground(Background.FromSprite(theme.Glow));
|
|
glow.style.unityBackgroundImageTintColor = AetherCyan;
|
|
glow.style.backgroundSize = new StyleBackgroundSize(new BackgroundSize(BackgroundSizeType.Cover));
|
|
}
|
|
root.Add(glow);
|
|
|
|
var iconEl = HudUi.Icon(theme != null ? theme.StructureIcon(type) : null, 44, AetherCyan);
|
|
root.Add(iconEl);
|
|
|
|
var nameLabel = HudUi.Text(StructureName(type), 12, MenuUi.TextCol, TextAnchor.MiddleCenter);
|
|
nameLabel.style.marginTop = 2;
|
|
root.Add(nameLabel);
|
|
|
|
var costRow = new VisualElement();
|
|
costRow.style.flexDirection = FlexDirection.Row;
|
|
costRow.style.alignItems = Align.Center;
|
|
costRow.style.marginTop = 2;
|
|
costRow.pickingMode = PickingMode.Ignore;
|
|
var costIcon = HudUi.Icon(ResourceSprite(theme, costRes), 14, ResourceTint(costRes));
|
|
costIcon.style.marginRight = 3;
|
|
costRow.Add(costIcon);
|
|
var costLabel = HudUi.Display(cost.ToString(), 13, new Color(0.7f, 0.95f, 0.8f), TextAnchor.MiddleCenter);
|
|
costRow.Add(costLabel);
|
|
root.Add(costRow);
|
|
|
|
byte t = type;
|
|
root.RegisterCallback<ClickEvent>(_ =>
|
|
BuildPaletteState.Select(BuildPaletteState.Selected == t ? (byte)0 : t));
|
|
|
|
_paletteRow.Add(root);
|
|
_palette[type] = new PaletteItem { Root = root, Cost = costLabel, CostAmount = cost, CostRes = costRes, Glow = glow, Icon = iconEl };
|
|
}
|
|
|
|
void RebuildHints(byte scheme)
|
|
{
|
|
_hintBar.Clear();
|
|
var theme = HudTheme.Get();
|
|
bool pad = scheme == InputSchemeId.Gamepad;
|
|
AddHint(pad ? theme?.PadPlace : theme?.KbmPlace, pad ? "A" : "LMB", "PLACE");
|
|
AddHint(pad ? theme?.PadCancel : theme?.KbmCancel, pad ? "B" : "RMB", "CANCEL");
|
|
AddHint(pad ? theme?.PadExit : null, pad ? "MENU" : "ESC", "EXIT");
|
|
_hintScheme = scheme;
|
|
_hintBuilt = true;
|
|
}
|
|
|
|
VisualElement MakeChip()
|
|
{
|
|
var chip = new VisualElement();
|
|
chip.style.flexDirection = FlexDirection.Row;
|
|
chip.style.alignItems = Align.Center;
|
|
chip.style.marginLeft = 8; chip.style.marginRight = 8;
|
|
chip.pickingMode = PickingMode.Ignore;
|
|
return chip;
|
|
}
|
|
|
|
void AddHint(Sprite glyph, string fallback, string action)
|
|
{
|
|
var chip = MakeChip();
|
|
chip.Add(HudUi.Glyph(glyph, fallback, 26));
|
|
var lbl = HudUi.Text(action, 12, MenuUi.SubCol, TextAnchor.MiddleLeft);
|
|
lbl.style.marginLeft = 5;
|
|
chip.Add(lbl);
|
|
_hintBar.Add(chip);
|
|
}
|
|
|
|
// ---- UITK construction ----
|
|
|
|
void BuildTree(VisualElement root)
|
|
{
|
|
var theme = HudTheme.Get();
|
|
_themed = theme != null && theme.PanelBox != null;
|
|
|
|
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
|
|
|
|
BuildVignette(root);
|
|
BuildVitals(root);
|
|
BuildThreat(root);
|
|
BuildMacro(root);
|
|
BuildResources(root);
|
|
BuildPaletteRow(root);
|
|
BuildHintBar(root);
|
|
BuildDiscoveryChip(root);
|
|
BuildDowned(root);
|
|
BuildInventory(root);
|
|
}
|
|
|
|
void BuildVignette(VisualElement root)
|
|
{
|
|
_vignette = new VisualElement();
|
|
_vignette.style.position = Position.Absolute;
|
|
_vignette.style.left = 0; _vignette.style.right = 0; _vignette.style.top = 0; _vignette.style.bottom = 0;
|
|
_vignette.pickingMode = PickingMode.Ignore;
|
|
var theme = HudTheme.Get();
|
|
if (theme != null && theme.Vignette != null)
|
|
{
|
|
_vignette.style.backgroundImage = new StyleBackground(Background.FromSprite(theme.Vignette));
|
|
_vignette.style.unityBackgroundImageTintColor = BlightRed;
|
|
_vignette.style.backgroundSize = new StyleBackgroundSize(new BackgroundSize(BackgroundSizeType.Cover));
|
|
}
|
|
else
|
|
{
|
|
_vignette.style.backgroundColor = new Color(BlightRed.r, BlightRed.g, BlightRed.b, 1f);
|
|
}
|
|
_vignette.style.display = DisplayStyle.None;
|
|
root.Add(_vignette);
|
|
}
|
|
|
|
void BuildVitals(VisualElement root)
|
|
{
|
|
var panel = HudUi.Panel(PanelDark);
|
|
panel.style.position = Position.Absolute;
|
|
panel.style.left = 40; panel.style.bottom = 40;
|
|
panel.style.paddingLeft = 14; panel.style.paddingRight = 14;
|
|
panel.style.paddingTop = 12; panel.style.paddingBottom = 12;
|
|
panel.style.alignItems = Align.FlexStart;
|
|
var theme = HudTheme.Get();
|
|
|
|
// shield chip (shown only while the respawn shield is active)
|
|
_shieldRow = new VisualElement();
|
|
_shieldRow.style.flexDirection = FlexDirection.Row;
|
|
_shieldRow.style.alignItems = Align.Center;
|
|
_shieldRow.style.marginBottom = 6;
|
|
_shieldRow.pickingMode = PickingMode.Ignore;
|
|
var shieldIcon = HudUi.Icon(theme != null ? theme.ShieldIcon : null, 22, AetherCyan);
|
|
shieldIcon.style.marginRight = 6;
|
|
_shieldRow.Add(shieldIcon);
|
|
_shieldRow.Add(HudUi.Text("SHIELDED", 13, new Color(0.45f, 0.85f, 1f), TextAnchor.MiddleLeft));
|
|
_shieldRow.style.display = DisplayStyle.None;
|
|
panel.Add(_shieldRow);
|
|
|
|
// 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;
|
|
hpRow.style.alignItems = Align.Center;
|
|
hpRow.pickingMode = PickingMode.Ignore;
|
|
var hpIcon = HudUi.Icon(theme != null ? theme.HealthIcon : null, 34, new Color(0.95f, 0.4f, 0.4f));
|
|
hpIcon.style.marginRight = 8;
|
|
hpRow.Add(hpIcon);
|
|
var hpBar = HudUi.Bar(420, 40, new Color(0.25f, 0.9f, 0.5f), out _healthFill);
|
|
_healthText = HudUi.Display("100 / 100", 24, 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);
|
|
hpRow.Add(hpBar);
|
|
panel.Add(hpRow);
|
|
|
|
root.Add(panel);
|
|
}
|
|
|
|
void BuildThreat(VisualElement root)
|
|
{
|
|
_threatPanel = HudUi.Panel(PanelDark);
|
|
_threatPanel.style.position = Position.Absolute;
|
|
_threatPanel.style.right = 40; _threatPanel.style.top = 28;
|
|
_threatPanel.style.paddingLeft = 16; _threatPanel.style.paddingRight = 16;
|
|
_threatPanel.style.paddingTop = 8; _threatPanel.style.paddingBottom = 8;
|
|
_threatPanel.style.alignItems = Align.FlexEnd;
|
|
var theme = HudTheme.Get();
|
|
|
|
var row = new VisualElement();
|
|
row.style.flexDirection = FlexDirection.Row;
|
|
row.style.alignItems = Align.Center;
|
|
row.pickingMode = PickingMode.Ignore;
|
|
_threatIcon = HudUi.Icon(theme != null ? theme.ThreatIcon : null, 36, ThreatWarm);
|
|
_threatIcon.style.marginRight = 8;
|
|
row.Add(_threatIcon);
|
|
_threatNum = HudUi.Display("0", 34, ThreatWarm, TextAnchor.MiddleRight);
|
|
row.Add(_threatNum);
|
|
_threatPanel.Add(row);
|
|
|
|
var caption = HudUi.Text("HUSKS", 13, MenuUi.SubCol, TextAnchor.MiddleRight);
|
|
caption.style.letterSpacing = 4;
|
|
_threatPanel.Add(caption);
|
|
|
|
_threatPanel.style.display = DisplayStyle.None;
|
|
root.Add(_threatPanel);
|
|
}
|
|
|
|
void BuildMacro(VisualElement root)
|
|
{
|
|
var macro = HudUi.Group(Align.Center);
|
|
macro.style.position = Position.Absolute;
|
|
macro.style.top = 16; macro.style.left = 0; macro.style.right = 0;
|
|
var theme = HudTheme.Get();
|
|
|
|
// banner: objective icon + phase line + cycle, phase-coloured underline
|
|
_banner = HudUi.Panel(PanelDark);
|
|
_banner.style.flexDirection = FlexDirection.Row;
|
|
_banner.style.alignItems = Align.Center;
|
|
_banner.style.paddingLeft = 22; _banner.style.paddingRight = 22;
|
|
_banner.style.paddingTop = 8; _banner.style.paddingBottom = 8;
|
|
_banner.style.borderBottomWidth = 2;
|
|
_banner.style.borderBottomColor = AetherCyan;
|
|
var bIcon = HudUi.Icon(theme != null ? theme.GoalIcon : null, 26, AetherCyan);
|
|
bIcon.style.marginRight = 10;
|
|
_banner.Add(bIcon);
|
|
_phaseText = HudUi.Display("", 30, AetherCyan, TextAnchor.MiddleCenter);
|
|
_banner.Add(_phaseText);
|
|
macro.Add(_banner);
|
|
|
|
_locationText = HudUi.Text("", 15, new Color(0.6f, 0.85f, 1f), TextAnchor.MiddleCenter);
|
|
_locationText.style.marginTop = 5;
|
|
macro.Add(_locationText);
|
|
|
|
|
|
|
|
root.Add(macro);
|
|
}
|
|
|
|
void BuildResources(VisualElement root)
|
|
{
|
|
var strip = HudUi.Panel(PanelDark);
|
|
strip.style.position = Position.Absolute;
|
|
strip.style.left = 40; strip.style.top = 28;
|
|
strip.style.flexDirection = FlexDirection.Row;
|
|
strip.style.alignItems = Align.Center;
|
|
strip.style.paddingLeft = 14; strip.style.paddingRight = 14;
|
|
strip.style.paddingTop = 8; strip.style.paddingBottom = 8;
|
|
var theme = HudTheme.Get();
|
|
|
|
strip.Add(ResourceChip(theme != null ? theme.AetherIcon : null, AetherCyan, "0", out _aetherNum, 26, 20));
|
|
strip.Add(ResourceChip(theme != null ? theme.OreIcon : null, OreAmber, "0", out _oreNum, 30, 22));
|
|
strip.Add(ResourceChip(theme != null ? theme.BioIcon : null, BioGreen, "0", out _bioNum, 26, 20));
|
|
// DR-042 C6a: the only Aether sink (ability-damage upgrade) gets a visible, clickable button (was U-key
|
|
// only). The Button element handles its own picking even though the HUD root Ignores clicks.
|
|
// (Step 11: the Aether UPGRADE-DMG button was RETIRED with AbilityUpgradeRequest — the choice-of-3
|
|
// boon modal + the base meta-shop (Step 14) replace it.)
|
|
|
|
root.Add(strip);
|
|
}
|
|
|
|
VisualElement ResourceChip(Sprite icon, Color tint, string initial, out Label num, float iconSize, int fontSize)
|
|
{
|
|
var chip = new VisualElement();
|
|
chip.style.flexDirection = FlexDirection.Row;
|
|
chip.style.alignItems = Align.Center;
|
|
chip.style.marginLeft = 9; chip.style.marginRight = 9;
|
|
chip.pickingMode = PickingMode.Ignore;
|
|
var ic = HudUi.Icon(icon, iconSize, tint);
|
|
ic.style.marginRight = 6;
|
|
chip.Add(ic);
|
|
num = HudUi.Display(initial, fontSize, tint, TextAnchor.MiddleLeft);
|
|
chip.Add(num);
|
|
return chip;
|
|
}
|
|
|
|
void BuildPaletteRow(VisualElement root)
|
|
{
|
|
_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; // the row passes clicks through; its slots pick
|
|
root.Add(_paletteRow);
|
|
}
|
|
|
|
void BuildHintBar(VisualElement root)
|
|
{
|
|
_hintBar = new VisualElement();
|
|
_hintBar.style.position = Position.Absolute;
|
|
_hintBar.style.bottom = 138; _hintBar.style.left = 0; _hintBar.style.right = 0;
|
|
_hintBar.style.flexDirection = FlexDirection.Row;
|
|
_hintBar.style.justifyContent = Justify.Center;
|
|
_hintBar.pickingMode = PickingMode.Ignore;
|
|
_hintBar.style.display = DisplayStyle.None;
|
|
root.Add(_hintBar);
|
|
}
|
|
void BuildDiscoveryChip(VisualElement root)
|
|
{
|
|
// Slice 1 HUD declutter: a subtle bottom-center chip teaching the build-mode toggle, shown only while
|
|
// the palette is CLOSED at base. The glyph uses the text fallback ("Tab"/"Y") — no HudTheme sprite needed.
|
|
bool pad = AimPresentation.Scheme == InputSchemeId.Gamepad;
|
|
_buildDiscoveryChip = new VisualElement();
|
|
_buildDiscoveryChip.style.position = Position.Absolute;
|
|
_buildDiscoveryChip.style.bottom = 28; _buildDiscoveryChip.style.left = 0; _buildDiscoveryChip.style.right = 0;
|
|
_buildDiscoveryChip.style.flexDirection = FlexDirection.Row;
|
|
_buildDiscoveryChip.style.justifyContent = Justify.Center;
|
|
_buildDiscoveryChip.style.alignItems = Align.Center;
|
|
_buildDiscoveryChip.pickingMode = PickingMode.Ignore;
|
|
_buildDiscoveryChip.style.opacity = 0.6f;
|
|
_buildDiscoveryChip.Add(HudUi.Glyph(null, pad ? "Y" : "Tab", 26));
|
|
var lbl = HudUi.Text("BUILD", 12, MenuUi.SubCol, TextAnchor.MiddleLeft);
|
|
lbl.style.marginLeft = 5;
|
|
_buildDiscoveryChip.Add(lbl);
|
|
_buildDiscoveryChip.style.display = DisplayStyle.None;
|
|
root.Add(_buildDiscoveryChip);
|
|
}
|
|
|
|
|
|
void BuildDowned(VisualElement root)
|
|
{
|
|
_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.alignItems = Align.Center;
|
|
_downed.style.justifyContent = Justify.Center;
|
|
_downed.pickingMode = PickingMode.Ignore;
|
|
var theme = HudTheme.Get();
|
|
if (theme != null && theme.Vignette != null)
|
|
{
|
|
_downed.style.backgroundImage = new StyleBackground(Background.FromSprite(theme.Vignette));
|
|
_downed.style.unityBackgroundImageTintColor = new Color(0.45f, 0f, 0f, 0.6f);
|
|
_downed.style.backgroundSize = new StyleBackgroundSize(new BackgroundSize(BackgroundSizeType.Cover));
|
|
}
|
|
else
|
|
{
|
|
_downed.style.backgroundColor = new Color(0.35f, 0f, 0f, 0.35f);
|
|
}
|
|
var downedCol = HudUi.Group(Align.Center);
|
|
downedCol.Add(HudUi.Display("DOWNED", 52, new Color(1f, 0.45f, 0.4f), TextAnchor.MiddleCenter));
|
|
_downedText = HudUi.Text("RESPAWNING...", 24, new Color(1f, 0.75f, 0.7f), TextAnchor.MiddleCenter);
|
|
_downedText.style.marginTop = 6;
|
|
downedCol.Add(_downedText);
|
|
_downed.Add(downedCol);
|
|
_downed.style.display = DisplayStyle.None;
|
|
root.Add(_downed);
|
|
}
|
|
|
|
|
|
|
|
void BuildInventory(VisualElement root)
|
|
{
|
|
_invPanel = HudUi.Panel(PanelDark);
|
|
_invPanel.style.position = Position.Absolute;
|
|
_invPanel.style.right = 40; _invPanel.style.bottom = 40;
|
|
_invPanel.style.minWidth = 224;
|
|
_invPanel.style.paddingLeft = 14; _invPanel.style.paddingRight = 14;
|
|
_invPanel.style.paddingTop = 10; _invPanel.style.paddingBottom = 10;
|
|
_invPanel.style.alignItems = Align.FlexStart;
|
|
_invPanel.pickingMode = PickingMode.Ignore;
|
|
|
|
var header = HudUi.Display("INVENTORY", 16, AetherCyan, TextAnchor.MiddleLeft);
|
|
header.style.marginBottom = 6;
|
|
_invPanel.Add(header);
|
|
|
|
_invList = new VisualElement();
|
|
_invList.pickingMode = PickingMode.Ignore;
|
|
_invPanel.Add(_invList);
|
|
|
|
var equipHeader = HudUi.Display("EQUIPMENT", 14, AetherCyan, TextAnchor.MiddleLeft);
|
|
equipHeader.style.marginTop = 8; equipHeader.style.marginBottom = 4;
|
|
_invPanel.Add(equipHeader);
|
|
|
|
_equipList = new VisualElement();
|
|
_equipList.pickingMode = PickingMode.Ignore;
|
|
_invPanel.Add(_equipList);
|
|
|
|
var hint = HudUi.Text("I close - click item=equip / slot=unequip - G deposit", 11, MenuUi.SubCol, TextAnchor.MiddleLeft);
|
|
hint.style.marginTop = 8;
|
|
_invPanel.Add(hint);
|
|
|
|
_invPanel.style.display = DisplayStyle.None;
|
|
root.Add(_invPanel);
|
|
}
|
|
|
|
void AddInvRow(ushort itemId, string name, Color tint, int count, bool equippable)
|
|
{
|
|
var row = new VisualElement();
|
|
row.style.flexDirection = FlexDirection.Row;
|
|
row.style.justifyContent = Justify.SpaceBetween;
|
|
row.style.minWidth = 196;
|
|
row.style.marginTop = 2;
|
|
row.Add(HudUi.Text(name + (equippable ? " (equip)" : ""), 13, tint, TextAnchor.MiddleLeft));
|
|
row.Add(HudUi.Display("x" + count, 13, Color.white, TextAnchor.MiddleRight));
|
|
if (equippable)
|
|
{
|
|
row.pickingMode = PickingMode.Position;
|
|
ushort id = itemId;
|
|
row.RegisterCallback<ClickEvent>(_ => EquipSendSystem.Equip(id));
|
|
}
|
|
else row.pickingMode = PickingMode.Ignore;
|
|
_invList.Add(row);
|
|
}
|
|
|
|
static string ItemName(bool haveDb, ItemDatabase db, ushort id)
|
|
{
|
|
if (haveDb && db.Value.IsCreated)
|
|
{
|
|
ref var blob = ref db.Value.Value;
|
|
if (blob.TryGetItem(id, out var def)) return def.Name.ToString();
|
|
}
|
|
if (id == ResourceId.Aether) return "Aether";
|
|
if (id == ResourceId.Ore) return "Ore";
|
|
if (id == ResourceId.Biomass) return "Biomass";
|
|
return "Item " + id;
|
|
}
|
|
|
|
static Color ItemTint(ushort id)
|
|
{
|
|
if (id == ResourceId.Aether) return AetherCyan;
|
|
if (id == ResourceId.Ore) return OreAmber;
|
|
if (id == ResourceId.Biomass) return BioGreen;
|
|
return new Color(0.85f, 0.85f, 0.9f);
|
|
}
|
|
static bool IsEquippable(bool haveDb, ItemDatabase db, ushort id)
|
|
{
|
|
if (!haveDb || !db.Value.IsCreated) return false;
|
|
ref var b = ref db.Value.Value;
|
|
return b.TryGetItem(id, out var def) && def.EquipSlot < EquipSlotId.Count;
|
|
}
|
|
|
|
static string SlotName(byte slot)
|
|
{
|
|
switch (slot)
|
|
{
|
|
case EquipSlotId.Weapon: return "Weapon";
|
|
case EquipSlotId.Armor: return "Armor";
|
|
case EquipSlotId.Trinket: return "Trinket";
|
|
case EquipSlotId.Tool: return "Tool";
|
|
default: return "Slot " + slot;
|
|
}
|
|
}
|
|
|
|
void AddEquipRow(byte slot, string label, bool occupied)
|
|
{
|
|
var row = new VisualElement();
|
|
row.style.flexDirection = FlexDirection.Row;
|
|
row.style.justifyContent = Justify.SpaceBetween;
|
|
row.style.minWidth = 196;
|
|
row.style.marginTop = 2;
|
|
row.Add(HudUi.Text(label, 13, occupied ? AetherCyan : MenuUi.SubCol, TextAnchor.MiddleLeft));
|
|
if (occupied)
|
|
{
|
|
row.pickingMode = PickingMode.Position;
|
|
byte s = slot;
|
|
row.RegisterCallback<ClickEvent>(_ => EquipSendSystem.Unequip(s));
|
|
row.Add(HudUi.Text("unequip", 11, new Color(1f, 0.6f, 0.5f), TextAnchor.MiddleRight));
|
|
}
|
|
else row.pickingMode = PickingMode.Ignore;
|
|
_equipList.Add(row);
|
|
}
|
|
|
|
|
|
static Color ResourceTint(byte resId)
|
|
=> resId == ResourceId.Aether ? AetherCyan : resId == ResourceId.Biomass ? BioGreen : OreAmber;
|
|
|
|
static Sprite ResourceSprite(HudTheme t, byte resId)
|
|
{
|
|
if (t == null) return null;
|
|
return resId == ResourceId.Aether ? t.AetherIcon : resId == ResourceId.Biomass ? t.BioIcon : t.OreIcon;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
static string StructureName(byte type)
|
|
{
|
|
switch (type)
|
|
{
|
|
case StructureType.Wall: return "Wall";
|
|
case StructureType.Pylon: return "Pylon";
|
|
default: return "?";
|
|
}
|
|
}
|
|
|
|
// ==== Step 14: boon modal + route panel (lazy-built overlays; clicks -> client send statics) ====
|
|
|
|
|
|
static string RoomTypeLabel(byte roomType) => roomType == RoomTypeId.Boss ? "[BOSS]"
|
|
: roomType == RoomTypeId.Elite ? "[ELITE]"
|
|
: roomType == RoomTypeId.Reward ? "[REWARD]" : "[COMBAT]";
|
|
|
|
|
|
|
|
|
|
|
|
// ---- the drawn branching route map (Slay-the-Spire style; display regen from RunSeed, clicks bind
|
|
// to the authoritative RouteOpt* bytes) ----
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// ---- the clickable READY panel (Staging: toggle + party pips; Launching: countdown + abort) ----
|
|
|
|
void UpdateReadyPanel(bool show, RunInfo runInfo, int total, int ready, bool localReady, int launchSecs)
|
|
{
|
|
if (!show)
|
|
{
|
|
if (_readyPanel != null) _readyPanel.style.display = DisplayStyle.None;
|
|
_readyShownFor = 0;
|
|
return;
|
|
}
|
|
var root = _doc != null ? _doc.rootVisualElement : null;
|
|
if (root == null) return;
|
|
if (!_readyPanelBuilt)
|
|
{
|
|
BuildReadyPanel(root);
|
|
_readyPanelBuilt = true;
|
|
}
|
|
|
|
bool launching = runInfo.Lifecycle == RunLifecycle.Launching;
|
|
int sig = 1 + ready + (total << 4) + (localReady ? 1 << 8 : 0) + (launchSecs << 9) + (launching ? 1 << 16 : 0);
|
|
if (_readyShownFor != sig)
|
|
{
|
|
_readyTitle.text = launching
|
|
? "LAUNCHING IN " + launchSecs
|
|
: "EXPEDITION — " + ready + "/" + Mathf.Max(total, 1) + " READY";
|
|
_readyTitle.style.color = launching ? new Color(1f, 0.9f, 0.4f) : new Color(0.55f, 0.85f, 1f);
|
|
_readyBtn.text = launching ? "ABORT [T]" : localReady ? "UNREADY [T]" : "READY UP [T]";
|
|
_readyPipRow.Clear();
|
|
for (int i = 0; i < total; i++)
|
|
{
|
|
var pip = new VisualElement();
|
|
pip.style.width = 14; pip.style.height = 14;
|
|
pip.style.marginLeft = 3; pip.style.marginRight = 3;
|
|
MenuUi.Round(pip, 7f);
|
|
pip.style.backgroundColor = i < ready
|
|
? new Color(0.45f, 0.95f, 0.55f) : new Color(1f, 1f, 1f, 0.15f);
|
|
_readyPipRow.Add(pip);
|
|
}
|
|
_readyShownFor = sig;
|
|
}
|
|
_readyPanel.style.display = DisplayStyle.Flex;
|
|
}
|
|
|
|
void BuildReadyPanel(VisualElement root)
|
|
{
|
|
_readyPanel = new VisualElement { pickingMode = PickingMode.Ignore };
|
|
_readyPanel.style.position = Position.Absolute;
|
|
_readyPanel.style.left = 0; _readyPanel.style.right = 0;
|
|
_readyPanel.style.bottom = 170; // clear of the build palette row + hint bar
|
|
_readyPanel.style.alignItems = Align.Center;
|
|
_readyPanel.style.display = DisplayStyle.None;
|
|
|
|
var box = new VisualElement { pickingMode = PickingMode.Position };
|
|
box.style.backgroundColor = new Color(0.07f, 0.09f, 0.12f, 0.92f);
|
|
box.style.borderTopLeftRadius = 10; box.style.borderTopRightRadius = 10;
|
|
box.style.borderBottomLeftRadius = 10; box.style.borderBottomRightRadius = 10;
|
|
box.style.paddingLeft = 18; box.style.paddingRight = 18;
|
|
box.style.paddingTop = 10; box.style.paddingBottom = 12;
|
|
box.style.alignItems = Align.Center;
|
|
|
|
_readyTitle = new Label("EXPEDITION");
|
|
_readyTitle.style.fontSize = 16;
|
|
_readyTitle.style.unityFontStyleAndWeight = FontStyle.Bold;
|
|
box.Add(_readyTitle);
|
|
|
|
_readyPipRow = new VisualElement();
|
|
_readyPipRow.style.flexDirection = FlexDirection.Row;
|
|
_readyPipRow.style.justifyContent = Justify.Center;
|
|
_readyPipRow.style.marginTop = 6; _readyPipRow.style.marginBottom = 8;
|
|
box.Add(_readyPipRow);
|
|
|
|
_readyBtn = MenuUi.Button("READY UP [T]", ReadySendSystem.ToggleReady);
|
|
box.Add(_readyBtn);
|
|
|
|
_readyPanel.Add(box);
|
|
root.Add(_readyPanel);
|
|
}
|
|
|
|
// ---- boss presence bar (Boss rooms only; red, top-center, under the macro banner) ----
|
|
|
|
void UpdateBossBar(bool alive, float hp, float max)
|
|
{
|
|
if (!alive || max <= 0f)
|
|
{
|
|
if (_bossPanel != null) _bossPanel.style.display = DisplayStyle.None;
|
|
return;
|
|
}
|
|
var root = _doc != null ? _doc.rootVisualElement : null;
|
|
if (root == null) return;
|
|
if (!_bossBarBuilt)
|
|
{
|
|
BuildBossBar(root);
|
|
_bossBarBuilt = true;
|
|
}
|
|
HudUi.SetFill(_bossFill, Mathf.Clamp01(hp / max));
|
|
_bossText.text = "ALPHA HUSK " + Mathf.CeilToInt(Mathf.Max(0f, hp)) + " / " + Mathf.CeilToInt(max);
|
|
_bossPanel.style.display = DisplayStyle.Flex;
|
|
}
|
|
|
|
void BuildBossBar(VisualElement root)
|
|
{
|
|
_bossPanel = new VisualElement { pickingMode = PickingMode.Ignore };
|
|
_bossPanel.style.position = Position.Absolute;
|
|
_bossPanel.style.left = 0; _bossPanel.style.right = 0;
|
|
_bossPanel.style.top = 168;
|
|
_bossPanel.style.alignItems = Align.Center;
|
|
_bossPanel.style.display = DisplayStyle.None;
|
|
|
|
var col = HudUi.Group(Align.Center);
|
|
_bossText = HudUi.Display("ALPHA HUSK", 22, new Color(1f, 0.35f, 0.3f), TextAnchor.MiddleCenter);
|
|
col.Add(_bossText);
|
|
var bar = HudUi.Bar(420, 12, new Color(0.92f, 0.22f, 0.18f), out _bossFill);
|
|
bar.style.marginTop = 4;
|
|
col.Add(bar);
|
|
_bossPanel.Add(col);
|
|
root.Add(_bossPanel);
|
|
}
|
|
|
|
// ---- run-depth dots (visible through the whole run; the current room pulses bigger) ----
|
|
|
|
void UpdateRunDepth(RunInfo runInfo, bool haveRun)
|
|
{
|
|
bool show = haveRun && runInfo.RoomCount > 0
|
|
&& (runInfo.Lifecycle == RunLifecycle.InRoom
|
|
|| runInfo.Lifecycle == RunLifecycle.RoomReward
|
|
|| runInfo.Lifecycle == RunLifecycle.RouteSelect);
|
|
if (!show)
|
|
{
|
|
if (_depthPanel != null) _depthPanel.style.display = DisplayStyle.None;
|
|
_depthShownFor = 0;
|
|
return;
|
|
}
|
|
var root = _doc != null ? _doc.rootVisualElement : null;
|
|
if (root == null) return;
|
|
if (!_depthBuilt)
|
|
{
|
|
_depthPanel = new VisualElement { pickingMode = PickingMode.Ignore };
|
|
_depthPanel.style.position = Position.Absolute;
|
|
_depthPanel.style.left = 0; _depthPanel.style.right = 0;
|
|
_depthPanel.style.top = 208; // below the macro cluster (goal/core) AND the boss bar (168)
|
|
_depthPanel.style.flexDirection = FlexDirection.Row;
|
|
_depthPanel.style.justifyContent = Justify.Center;
|
|
root.Add(_depthPanel);
|
|
_depthBuilt = true;
|
|
}
|
|
int sig = 1 + runInfo.CurrentRoom * 37 + runInfo.RoomCount * 3;
|
|
if (_depthShownFor != sig)
|
|
{
|
|
_depthPanel.Clear();
|
|
for (int i = 0; i < runInfo.RoomCount; i++)
|
|
{
|
|
bool current = i == runInfo.CurrentRoom;
|
|
bool done = i < runInfo.CurrentRoom;
|
|
var dot = new VisualElement { pickingMode = PickingMode.Ignore };
|
|
float size = current ? 12f : 8f;
|
|
dot.style.width = size; dot.style.height = size;
|
|
dot.style.marginLeft = 3; dot.style.marginRight = 3;
|
|
dot.style.alignSelf = Align.Center;
|
|
MenuUi.Round(dot, size * 0.5f);
|
|
dot.style.backgroundColor = current ? new Color(0.55f, 0.85f, 1f)
|
|
: done ? new Color(0.55f, 0.85f, 1f, 0.55f)
|
|
: new Color(1f, 1f, 1f, 0.16f);
|
|
_depthPanel.Add(dot);
|
|
}
|
|
_depthShownFor = sig;
|
|
}
|
|
_depthPanel.style.display = DisplayStyle.Flex;
|
|
}
|
|
|
|
|
|
|
|
}
|
|
}
|