b34945c2d2
Deletes CyclePhaseSystem, GoalReachedSystem, CoreDamage/CoreRestore, ThreatDirector, CoreIntegrity/GoalProgress/RunPhase/RunOutcome/ThreatState components, CoreVisualFeedbackSystem, and the whole Client/Onboarding slice (+6 test files). Keepers reworked: RunDirectorSystem (UpdateBefore attr + launch guard + goal/threat bank removed; sole SaveRequest raiser now), CycleDirectorSpawnSystem (ledger/meta host only), WaveSystem UNGATED (waves run wherever a WaveDirector is baked), EnemyAISystem core-fallback stripped, AmbientAudioSystem reworked (bed + run cues; no CycleState gate), MusicSystem RunInfo-only, HudSystem big trim (goal meter, core bar, siege banner, terminal banner, outcome flash, onboarding hook all gone), MetaShop/ClassPrep/AimReticle siege gates dropped, DebugOverlay/ops re-meant (SpawnWave=force next wave, EndSiege=quiet arena; SetCalm/AdvanceGoal/SetHeat retired, bytes reserved), TuningConfig Core knobs retired (ids 20-23 reserved), StorageMath.DrainFraction deleted, HowToPlay copy rewritten. Save epoch v7 (fresh epoch, operator-approved): SaveData drops goal/core/outcome + conveyor/machine-IO fields; MinLoadableVersion=7; PendingSave/PendingStructure trimmed; RollTerminalCampaignForward deleted; SaveStructureScan signature slimmed. 390 tests green; Play world-creation clean (player + waves live, no exceptions). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
136 lines
6.2 KiB
C#
136 lines
6.2 KiB
C#
using System;
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using System.Collections.Generic;
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using ProjectM.Simulation;
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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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/// The replayable "How to Play" reference card (UI Toolkit), built on <see cref="MenuUi"/> like
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/// <see cref="SettingsScreen"/> and reachable from BOTH the main menu and the in-game pause overlay. Tabbed,
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/// one glanceable page each: Controls (for the chosen class), The Loop (the annotated win-condition diagram —
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/// the single highest-value page, since the inverted goal "clear expeditions to win" is the #1 new-player
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/// confusion), Build & Economy, Threats, Win/Lose. Static + stateless: <see cref="Build"/> returns a fresh
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/// full-screen panel each call; the caller owns its lifetime (RemoveFromHierarchy on close).
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/// </summary>
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public static class HowToPlayPanel
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{
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static readonly string[] Tabs = { "Controls", "The Loop", "Build & Economy", "Threats" };
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public static VisualElement Build(Action onClose)
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{
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var root = MenuUi.FullScreenRoot(true);
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var card = MenuUi.Card("HOW TO PLAY");
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card.style.minWidth = 640;
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card.style.maxWidth = 780;
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root.Add(card);
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var tabBar = new VisualElement();
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tabBar.style.flexDirection = FlexDirection.Row;
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tabBar.style.justifyContent = Justify.Center;
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tabBar.style.marginBottom = 12;
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card.Add(tabBar);
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var content = new VisualElement();
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content.style.minHeight = 230;
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card.Add(content);
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var tabButtons = new List<Button>();
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void Show(int idx)
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{
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content.Clear();
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BuildTab(content, idx);
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for (int i = 0; i < tabButtons.Count; i++)
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tabButtons[i].style.backgroundColor = i == idx
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? new Color(0.16f, 0.34f, 0.42f, 1f)
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: new Color(0.16f, 0.20f, 0.27f, 1f);
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}
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for (int i = 0; i < Tabs.Length; i++)
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{
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int idx = i;
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var b = MenuUi.Button(Tabs[i], () => Show(idx));
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b.style.height = 32; b.style.fontSize = 13;
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b.style.marginLeft = 3; b.style.marginRight = 3;
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b.style.flexGrow = 1;
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tabButtons.Add(b);
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tabBar.Add(b);
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}
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card.Add(MenuUi.Button("Back", () => onClose?.Invoke()));
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Show(0);
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return root;
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}
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static void BuildTab(VisualElement c, int idx)
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{
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switch (idx)
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{
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case 0: // Controls (chosen class)
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bool ranger = WorldLauncher.SelectedClass == (byte)CharacterId.Ranger;
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Head(c, ranger ? "CLASS: Ranger (ranged anchor)" : "CLASS: Warrior (melee anchor)");
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Body(c, "Move — WASD / Left Stick");
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Body(c, "Aim — Mouse cursor / Right Stick");
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Body(c, "Attack — LMB / X (3-hit melee combo — the finisher hits hard)");
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Body(c, ranger ? "Class ability — RMB / LT (aimed power shot)" : "Class ability — RMB / LT (cone slam with knockback)");
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Body(c, "Dash — LShift / B (brief invulnerability — dodge THROUGH attacks)");
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Body(c, "Build menu — Tab / Y");
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Body(c, "Place / Cancel (in build) — LMB / RMB (A / B on gamepad)");
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Body(c, "Deposit at base — G");
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Body(c, "Ready up (launch a run) — T");
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Body(c, "Boons / route map / shop — mouse click");
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Body(c, "Inventory — I");
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Body(c, "Pause — Esc");
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break;
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case 1: // The Loop
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Head(c, "THE LOOP — descend, fight, bank");
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Body(c, "1. BASE — pick your suit-frame, buy PREP buffs (this run only), spend Aether on PERMANENT upgrades.");
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Body(c, "2. READY UP [T] — when everyone is ready, the party launches into a multi-room run together.");
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Body(c, "3. RUN — clear each room, pick 1 of 3 BOONS (this run only), choose your path, mine the crystals.");
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Body(c, "4. BOSS — fell it and the party returns with the haul. A wipe banks nothing but the depth record.");
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break;
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case 2: // Build & Economy
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Head(c, "RESOURCES & BUILDING");
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Body(c, "Ore — main currency. Attack the glowing crystals INSIDE runs and haul them home (they're scarce — spend well).");
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Body(c, "Wall (Biomass) — a cheap barrier that blocks enemies.");
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Body(c, "Aether — rare; fuels PERMANENT upgrades at the base between runs.");
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Body(c, "Open Build with Tab (Y), pick a piece, click a green tile to place it.");
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break;
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default: // Threats
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Head(c, "THREATS");
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Body(c, "Runs escalate room by room — elites guard the deep paths, a boss guards the end.");
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Body(c, "Enemy variety scales the deeper you push.");
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Body(c, "What the light doesn't hold, the dark takes back.");
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break;
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}
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}
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static void Head(VisualElement c, string t)
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{
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var l = new Label(t);
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l.style.color = MenuUi.Accent;
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l.style.fontSize = 16;
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l.style.unityFontStyleAndWeight = FontStyle.Bold;
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l.style.marginBottom = 8;
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l.style.whiteSpace = WhiteSpace.Normal;
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var th = HudTheme.Get();
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if (th != null) th.ApplyDisplay(l.style);
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c.Add(l);
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}
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static void Body(VisualElement c, string t)
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{
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var l = new Label(t);
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l.style.color = MenuUi.TextCol;
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l.style.fontSize = 14;
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l.style.marginBottom = 5;
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l.style.whiteSpace = WhiteSpace.Normal;
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var th = HudTheme.Get();
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if (th != null) th.ApplyBody(l.style);
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c.Add(l);
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}
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}
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}
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