diff --git a/Assets/Luneraria/Editor/Luneraria.Editor.asmdef b/Assets/Luneraria/Editor/Luneraria.Editor.asmdef index e1d59c7..4dffd28 100644 --- a/Assets/Luneraria/Editor/Luneraria.Editor.asmdef +++ b/Assets/Luneraria/Editor/Luneraria.Editor.asmdef @@ -4,6 +4,8 @@ "references": [ "Luneraria.Core", "Luneraria.View", + "Luneraria.UI", + "Luneraria.UI.Editor", "Unity.RenderPipelines.Core.Runtime", "Unity.RenderPipelines.Universal.Runtime" ], diff --git a/Assets/Luneraria/Editor/World/LuneUnitLibraryBuilder.cs b/Assets/Luneraria/Editor/World/LuneUnitLibraryBuilder.cs index 6b5124b..7c9b463 100644 --- a/Assets/Luneraria/Editor/World/LuneUnitLibraryBuilder.cs +++ b/Assets/Luneraria/Editor/World/LuneUnitLibraryBuilder.cs @@ -95,10 +95,15 @@ namespace Luneraria.EditorTools string path = Generated + "/" + id + ".controller"; var controller = AssetDatabase.LoadAssetAtPath(path) ?? AnimatorController.CreateAnimatorControllerAtPath(path); AnimatorStateMachine machine = controller.layers[0].stateMachine; - foreach (ChildAnimatorState child in machine.states.ToArray()) - machine.RemoveState(child.state); AnimationClip[] clips = AssetDatabase.LoadAllAssetsAtPath(fbx).OfType().Where(c => !c.name.StartsWith("__preview__")) .OrderBy(c => c.name == "idle" ? 0 : 1).ThenBy(c => c.name).ToArray(); + // Unchanged clips: keep the states (rebuilding them gave new file ids on every build). + ChildAnimatorState[] current = machine.states; + bool same = current.Length == clips.Length && current.Select((child, index) => child.state.name == clips[index].name && child.state.motion == clips[index]).All(match => match); + if (same) + return controller; + foreach (ChildAnimatorState child in machine.states.ToArray()) + machine.RemoveState(child.state); foreach (AnimationClip clip in clips) { AnimatorState state = machine.AddState(clip.name); diff --git a/Assets/Luneraria/Editor/World/LuneWorldBuilder.cs b/Assets/Luneraria/Editor/World/LuneWorldBuilder.cs index 07043ec..262c162 100644 --- a/Assets/Luneraria/Editor/World/LuneWorldBuilder.cs +++ b/Assets/Luneraria/Editor/World/LuneWorldBuilder.cs @@ -75,14 +75,19 @@ namespace Luneraria.EditorTools var rig = camera.AddComponent(); rig.Ground = ground; rig.Zoom = LuneCameraMath.OverviewZoom; - // The match: a bot match on the host, its views and the temporary U2 readout. + // The match on the host and its views; the game controller with the HUD (U3) lets the + // human seat play. Tests and the benchmark start bot matches themselves. var matchObject = new GameObject("Match"); var driver = matchObject.AddComponent(); var view = matchObject.AddComponent(); view.Driver = driver; view.Library = library; view.ViewCamera = unityCamera; - matchObject.AddComponent().Driver = driver; + var game = matchObject.AddComponent(); + game.Driver = driver; + game.View = view; + game.Rig = rig; + game.UiAssets = AssetDatabase.LoadAssetAtPath(LuneUiAssetsBuilder.AssetPath); var benchmark = matchObject.AddComponent(); benchmark.Driver = driver; benchmark.View = view; @@ -171,6 +176,15 @@ namespace Luneraria.EditorTools return light; } + static T Override(VolumeProfile profile) where T : VolumeComponent + { + if (profile.TryGet(out T component)) + return component; + component = profile.Add(true); + AssetDatabase.AddObjectToAsset(component, profile); + return component; + } + /// ACES tone mapping, glow and colour adjustment of scripts/presentation/lighting.gd. static VolumeProfile VolumeProfile() { @@ -180,22 +194,16 @@ namespace Luneraria.EditorTools profile = ScriptableObject.CreateInstance(); AssetDatabase.CreateAsset(profile, VolumePath); } - 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- {fileID: 1506369504} - - {fileID: 831344728} - - {fileID: 2077429819} - - {fileID: 1238342979} - - {fileID: 1326331773} - - {fileID: 1359055471} - - {fileID: 802532974} + - {fileID: 1784657228} + - {fileID: 1183124723} + - {fileID: 312706184} + - {fileID: 303381685} + - {fileID: 241660447} + - {fileID: 1714296488} + - {fileID: 1331484619} diff --git a/Assets/Luneraria/Tests/UI/PlayMode/HudCaptureTests.cs b/Assets/Luneraria/Tests/UI/PlayMode/HudCaptureTests.cs new file mode 100644 index 0000000..6f28651 --- /dev/null +++ b/Assets/Luneraria/Tests/UI/PlayMode/HudCaptureTests.cs @@ -0,0 +1,89 @@ +using System.Collections; +using System.Collections.Generic; +using System.IO; +using Luneraria.Core; +using Luneraria.View; +using NUnit.Framework; +using UnityEngine; +using UnityEngine.SceneManagement; +using UnityEngine.TestTools; + +namespace Luneraria.UI.Tests +{ + /// + /// U3B: the HUD on a real match in the G1 scene, rendered over the camera image at 1920×1080 + /// (tools/out/hud-*.png). First look at layout, fonts, plates and portraits against the G3 + /// screenshots. + /// + public sealed class HudCaptureTests + { + public static string Root { get { return Path.GetDirectoryName(Application.dataPath); } } + + public static LuneUiAssets Assets() + { +#if UNITY_EDITOR + return UnityEditor.AssetDatabase.LoadAssetAtPath("Assets/Luneraria/Settings/LuneUi.asset"); +#else + return null; +#endif + } + + public static IEnumerator LoadScene() + { + AsyncOperation loading = SceneManager.LoadSceneAsync("G1_Map", LoadSceneMode.Single); + while (!loading.isDone) + yield return null; + yield return null; + } + + /// Composes the camera image and the HUD texture and writes a PNG. + public static void Capture(LuneHud hud, RenderTexture target, string file) + { + LunePortraits.Shared?.Flush(); + Texture2D scene = LuneHudCapture.RenderScene(Camera.main, target.width, target.height); + Texture2D overlay = LuneHudCapture.Read(target); + Texture2D image = LuneHudCapture.Compose(scene, overlay); + LuneHudCapture.Save(image, file); + Object.Destroy(scene); + Object.Destroy(overlay); + Object.Destroy(image); + } + + [UnityTest] + [Timeout(600000)] + public IEnumerator PlanningHudOverTheScene() + { + LunePreferences.ResetSession(); + yield return LoadScene(); + var driver = Object.FindAnyObjectByType(); + var view = Object.FindAnyObjectByType(); + var rig = Object.FindAnyObjectByType(); + driver.HumanSlot = 1; + driver.Seed = 4; + driver.Restart(); + LuneMatch match = driver.Runner.Match; + Player me = match.Players[1]; + List ids = match.BaseIds(me.Bund); + foreach (int index in new[] { 1, 0, 2 }) + Assert.IsTrue(match.Submit(1, Command.Buy(ids[index])).Ok); + var target = new RenderTexture(1920, 1080, 0, RenderTextureFormat.ARGB32); + var hud = new GameObject("Hud").AddComponent(); + hud.Init(match, 1, view.Library, Assets(), target); + Vec2 point = match.Map.LanePoint(me.Team, me.Lane, match.Map.LanePaths[me.Lane].Length * .2); + rig.LookAt(point, LuneCameraMath.DefaultZoom, true); + for (int frame = 0; frame < 30; frame++) + { + if (frame == 10) + LunePortraits.Shared.Flush(); + yield return null; + } + Capture(hud, target, Path.Combine(Root, "tools/out/hud-planung-1920.png")); + Debug.Log("LUNE_HUD syncs " + hud.Syncs + " sync ms " + hud.SyncMs.ToString("0.000") + " portraits " + LunePortraits.Shared.Rendered + " scale " + hud.UiScale + " size " + hud.LogicalSize); + foreach (KeyValuePair region in hud.Regions()) + Debug.Log("LUNE_HUD region " + region.Key + " " + region.Value); + Assert.Greater(hud.Syncs, 0); + Object.Destroy(hud.gameObject); + target.Release(); + } + } +} diff --git a/Assets/Luneraria/Tests/UI/PlayMode/HudCaptureTests.cs.meta b/Assets/Luneraria/Tests/UI/PlayMode/HudCaptureTests.cs.meta new file mode 100644 index 0000000..b317fab --- /dev/null +++ b/Assets/Luneraria/Tests/UI/PlayMode/HudCaptureTests.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 1a267da01c8544b99b29db1b535260a6 \ No newline at end of file diff --git a/Assets/Luneraria/Tests/UI/PlayMode/HudSession.cs b/Assets/Luneraria/Tests/UI/PlayMode/HudSession.cs new file mode 100644 index 0000000..eb20f8d --- /dev/null +++ b/Assets/Luneraria/Tests/UI/PlayMode/HudSession.cs @@ -0,0 +1,257 @@ +using System.Collections; +using System.Collections.Generic; +using System.IO; +using System.Linq; +using Luneraria.Core; +using Luneraria.View; +using NUnit.Framework; +using UnityEngine; +using UnityEngine.UIElements; + +namespace Luneraria.UI.Tests +{ + /// + /// The real game for the U3 tests (port of the helpers of tools/luneraria/verify_g3.gd): the G1 + /// scene with its game controller, a human seat, the HUD and the camera rendering into textures + /// of one size, so screen points of the camera and of the HUD agree. Input goes through the + /// real paths: UI Toolkit pointer events for the HUD, LuneGame.Key and ClickField for keys and + /// the field. Nothing sets HUD state directly; public match state (round, HP, gold, claims) is + /// set like Godot's g3_views.gd did. + /// + public sealed class HudSession + { + public const int Human = 1; + public LuneGame Game; + public LuneHud Hud; + public LuneMatchDriver Driver; + public LuneMatchView View; + public LuneCameraRig Rig; + public Camera Camera; + public RenderTexture Target; + RenderTexture _sceneTarget; + public int Width; + public int Height; + + public LuneMatch Match { get { return Driver.Runner.Match; } } + public LuneMatchRunner Runner { get { return Driver.Runner; } } + public LuneHudModel Model { get { return Hud.Model; } } + public Player Me { get { return Match.Players[Human]; } } + + public static string Root { get { return Path.GetDirectoryName(Application.dataPath); } } + + /// Loads the scene and starts a match with the human seat, HUD into a width×height texture. + public IEnumerator Open(int width = 1920, int height = 1080, int seed = 4, float uiScale = 1f, bool reducedMotion = false, int startRound = 1, int extraGold = 0) + { + LunePreferences.ResetSession(uiScale, reducedMotion); + yield return HudCaptureTests.LoadScene(); + Width = width; + Height = height; + Game = Object.FindAnyObjectByType(); + Assert.IsNotNull(Game, "the scene has a game controller"); + Driver = Game.Driver; + View = Game.View; + Rig = Game.Rig; + Camera = View.ViewCamera != null ? View.ViewCamera : Camera.main; + Target = new RenderTexture(width, height, 0, RenderTextureFormat.ARGB32); + _sceneTarget = new RenderTexture(width, height, 24, RenderTextureFormat.ARGB32); + Camera.targetTexture = _sceneTarget; + Game.Target = Target; + Driver.HumanSlot = Human; + Driver.Seed = seed; + Driver.StartRound = startRound; + Driver.ExtraGold = extraGold; + Driver.Speed = 1f; + Driver.Restart(); + yield return Frames(3); + Hud = Game.Hud; + Assert.AreSame(Driver.Runner.Match, Hud.Match, "the HUD shows the driver's match"); + Game.ResetCamera(true); + yield return Frames(2); + } + + public void Close() + { + if (Camera != null) + Camera.targetTexture = null; + Target?.Release(); + _sceneTarget?.Release(); + } + + public static IEnumerator Frames(int count) + { + for (int index = 0; index < count; index++) + yield return null; + } + + /// The HUD rebuilds now (Godot sync()). + public void Sync() + { + Hud.MarkDirty(); + Hud.Tick(0f); + } + + /// HUD time passes (tooltips, feed, rates) without simulating the match. + public void Tick(float seconds, float step = .02f) + { + for (float time = 0f; time < seconds - 1e-4f; time += step) + Hud.Tick(step); + } + + // ---------------------------------------------------------------- pointer input (UI Toolkit events) + IPanel Panel { get { return Hud.Root.panel; } } + + public void Pointer(Vector2 at, EventType type) + { + var source = new Event { type = type, mousePosition = at, button = 0, clickCount = 1 }; + EventBase evt = type == EventType.MouseDown ? PointerDownEvent.GetPooled(source) + : type == EventType.MouseUp ? PointerUpEvent.GetPooled(source) + : (EventBase)PointerMoveEvent.GetPooled(source); + using (evt) + Panel.visualTree.SendEvent(evt); + } + + public static Vector2 Center(VisualElement element) + { + return element.worldBound.center; + } + + public void MoveTo(Vector2 at) { Pointer(at, EventType.MouseMove); } + + public void ClickAt(Vector2 at) + { + Pointer(at, EventType.MouseMove); + Pointer(at, EventType.MouseDown); + Pointer(at, EventType.MouseUp); + } + + /// A real click on an element (pointer move, down and up at its centre). + public void Click(VisualElement element) + { + Assert.IsNotNull(element); + Assert.IsTrue(Visible(element), "click on a hidden element: " + element.name + " " + element.GetType().Name); + ClickAt(Center(element)); + Sync(); + } + + /// + /// A real click on an element that may just have been rebuilt: one layout frame first (a + /// player can only click what is drawn), then pointer move, down and up, then a sync. + /// + public IEnumerator Tap(System.Func find) + { + yield return null; + VisualElement element = find(); + Assert.IsNotNull(element, "nothing to tap"); + Assert.IsTrue(Visible(element), "tap on a hidden element: " + element.GetType().Name); + Rect bound = element.worldBound; + Assert.IsFalse(float.IsNaN(bound.width) || bound.width <= 0f, "tap on an element without layout: " + element.GetType().Name); + ClickAt(bound.center); + Sync(); + yield return null; + } + + public LuneTooltip Hover(VisualElement element, float wait = .35f) + { + MoveTo(Center(element)); + Tick(wait); + return Hud.Tooltip; + } + + public void Leave() + { + MoveTo(new Vector2(-50f, -50f)); + Tick(.05f); + } + + // ---------------------------------------------------------------- queries + public static bool Visible(VisualElement element) + { + for (VisualElement node = element; node != null; node = node.parent) + { + if (node.style.display == DisplayStyle.None) + return false; + } + return element.panel != null; + } + + /// All visible text of the HUD (Godot texts(root)). + public string Texts(VisualElement root = null) + { + var parts = new List(); + root = root ?? Hud.Root; + root.Query().ForEach(text => + { + if (Visible(text) && !string.IsNullOrEmpty(text.text)) + parts.Add(text.text); + }); + return string.Join("\n", parts); + } + + public T First(System.Func where = null) where T : VisualElement + { + return Hud.Root.Query().ToList().FirstOrDefault(e => Visible(e) && (where == null || where(e))); + } + + public LuneButton ButtonWithText(string text, VisualElement root = null) + { + return (root ?? Hud.Root).Query().ToList().FirstOrDefault(b => Visible(b) && b.Text == text); + } + + // ---------------------------------------------------------------- match helpers (public state, like g3_views.gd) + public IEnumerator Starter() + { + yield return Tap(() => ButtonWithText("Startaufstellung")); + } + + /// Plays the running combat to its end through the host loop (no HUD shortcuts). + public IEnumerator FinishCombat(int maxFrames = 20000) + { + int frames = 0; + while (Runner.Current == LuneMatchRunner.Stage.Combat && frames++ < maxFrames) + { + Runner.Advance(.25); + if (frames % 20 == 0) + yield return null; + } + Runner.Advance(.02); + yield return Frames(2); + Sync(); + } + + /// Steps the combat for some simulated seconds. + public IEnumerator Fight(double seconds) + { + double done = 0.0; + while (done < seconds && Runner.Current == LuneMatchRunner.Stage.Combat) + { + Runner.Advance(.05); + done += .05; + } + yield return Frames(2); + Sync(); + } + + // ---------------------------------------------------------------- screenshots + public void Capture(string relative) + { + LunePortraits.Shared?.Flush(); + Camera.Render(); + Texture2D scene = LuneHudCapture.Read(_sceneTarget); + Texture2D overlay = LuneHudCapture.Read(Target); + Texture2D image = LuneHudCapture.Compose(scene, overlay); + LuneHudCapture.Save(image, Path.Combine(Root, relative)); + Object.Destroy(scene); + Object.Destroy(overlay); + Object.Destroy(image); + } + + /// Waits until portraits and the HUD have caught up, then captures. + public IEnumerator Shot(string relative) + { + Sync(); + LunePortraits.Shared?.Flush(); + yield return Frames(3); + Capture(relative); + } + } +} diff --git a/Assets/Luneraria/Tests/UI/PlayMode/HudSession.cs.meta b/Assets/Luneraria/Tests/UI/PlayMode/HudSession.cs.meta new file mode 100644 index 0000000..003dd6a --- /dev/null +++ b/Assets/Luneraria/Tests/UI/PlayMode/HudSession.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: d8a0a7680e2d34215a67b2b3f304f27c \ No newline at end of file diff --git a/Assets/Luneraria/Tests/UI/PlayMode/HudVerifyTests.cs b/Assets/Luneraria/Tests/UI/PlayMode/HudVerifyTests.cs new file mode 100644 index 0000000..8a80fc7 --- /dev/null +++ b/Assets/Luneraria/Tests/UI/PlayMode/HudVerifyTests.cs @@ -0,0 +1,501 @@ +using System.Collections; +using System.Collections.Generic; +using System.Linq; +using Luneraria.Core; +using Luneraria.View; +using NUnit.Framework; +using UnityEngine; +using UnityEngine.TestTools; +using UnityEngine.UIElements; + +namespace Luneraria.UI.Tests +{ + /// + /// U3 acceptance of the HUD in the real game (port of tools/luneraria/verify_g3.gd, parts A–H): + /// A layout at 1152×720 … 2560×1440 and ultrawide, at several UI scales; + /// B match status (Ancients, towers, lanes, waves with two and three digits, own gold only); + /// C hero, items, talents and normal units (no item slots), lane orders with the grotto warning; + /// D attack champions (temporary), the boss grotto in every state, the chooser's lane, banners; + /// E Ready lock, bots, privacy, a dropped human seat; + /// F input: minimap, lane clicks, hotkeys, field clicks, no click-through, tooltips; + /// G events, critical alerts and reduced motion; + /// H update rates and the portrait cache. + /// Every check is counted; the totals go to tools/out/hud-verify-*.txt. + /// + public sealed class HudVerifyTests + { + readonly List _failures = new List(); + int _checks; + + [SetUp] + public void Reset() + { + _failures.Clear(); + _checks = 0; + } + + void Check(bool ok, string label) + { + _checks++; + if (!ok) + _failures.Add(label); + } + + void Done(string part) + { + Debug.Log(string.Format("LUNE_VERIFY {0}: {1} checks, {2} failed{3}", part, _checks, _failures.Count, string.Concat(_failures.Select(f => "\n FAIL " + f)))); + System.IO.Directory.CreateDirectory(System.IO.Path.Combine(HudSession.Root, "tools/out")); + System.IO.File.WriteAllText(System.IO.Path.Combine(HudSession.Root, "tools/out/hud-verify-" + part + ".txt"), part + " " + _checks + " " + _failures.Count + "\n" + string.Join("\n", _failures) + "\n"); + Assert.IsEmpty(_failures, string.Join("\n", _failures)); + } + + static bool Overlap(Rect a, Rect b) + { + return a.xMin < b.xMax - .5f && b.xMin < a.xMax - .5f && a.yMin < b.yMax - .5f && b.yMin < a.yMax - .5f; + } + + // ---------------------------------------------------------------- A layout + static readonly (int w, int h, float[] scales)[] Sizes = + { + (1152, 720, new[] { 1f }), (1280, 720, new[] { .9f, 1f, 1.3f }), (1920, 1080, new[] { .9f, 1f, 1.15f, 1.3f }), + (2560, 1440, new[] { .9f, 1f, 1.3f }), (2560, 1080, new[] { 1f, 1.3f }), + }; + + void Layout(HudSession s, string label) + { + Dictionary regions = s.Hud.Regions(); + Rect area = s.Hud.Root.Q("lune-hud").layout; + foreach (KeyValuePair region in regions) + Check(region.Value.xMin >= -.5f && region.Value.yMin >= -.5f && region.Value.xMax <= area.width + .5f && region.Value.yMax <= area.height + .5f, + label + ": " + region.Key + " inside the window " + region.Value + " in " + area.size); + string[][] pairs = + { + new[] { "top", "system" }, new[] { "top", "left" }, new[] { "top", "right" }, new[] { "left", "bottom" }, new[] { "left", "right" }, + new[] { "right", "ready" }, new[] { "right", "minimap" }, new[] { "bottom", "ready" }, new[] { "bottom", "minimap" }, new[] { "ready", "minimap" }, + new[] { "system", "right" }, new[] { "left", "minimap" }, + }; + foreach (string[] pair in pairs) + { + if (regions.TryGetValue(pair[0], out Rect a) && regions.TryGetValue(pair[1], out Rect b)) + Check(!Overlap(a, b), label + ": " + pair[0] + " and " + pair[1] + " overlap " + a + " " + b); + } + Check(s.Hud.LogicalSize.x >= LuneHud.MinArea.x - 1f || s.Hud.UiScale <= .6f + 1e-4f, label + ": logical width " + s.Hud.LogicalSize); + Check(s.Hud.LogicalSize.y >= LuneHud.MinArea.y - 1f || s.Hud.UiScale <= .6f + 1e-4f, label + ": logical height " + s.Hud.LogicalSize); + } + + [UnityTest] + [Timeout(1800000)] + public IEnumerator A_Layout() + { + foreach (var size in Sizes) + { + foreach (float scale in size.scales) + { + var s = new HudSession(); + yield return s.Open(size.w, size.h, uiScale: scale); + string label = size.w + "x" + size.h + "@" + Mathf.RoundToInt(scale * 100f) + "%"; + float expected = LuneHud.ScaleFor(new Vector2(size.w, size.h), scale, out _); + Check(Mathf.Abs(s.Hud.UiScale - expected) < 1e-4f, label + ": UI scale " + s.Hud.UiScale + " expected " + expected); + Check(s.Hud.UiScale <= scale + 1e-4f, label + ": scale never above the preference"); + yield return s.Starter(); + yield return HudSession.Frames(3); + Layout(s, label + " planning"); + s.Hud.OpenHero(); + yield return HudSession.Frames(2); + VisualElement modal = s.Hud.Root.Query().First().Panel; + Rect area = s.Hud.Root.Q("lune-hud").layout; + Rect box = s.Hud.Root.Q("lune-hud").WorldToLocal(modal.worldBound); + Check(box.xMin >= 0f && box.yMin >= 0f && box.xMax <= area.width + .5f && box.yMax <= area.height + .5f, label + ": hero window inside " + box); + s.Hud.CloseModal(); + s.Runner.Ready(); + yield return s.Fight(8.0); + yield return HudSession.Frames(2); + Layout(s, label + " combat"); + if (Mathf.Approximately(scale, 1f) && (size.w != 1920 || size.h != 1080)) + yield return s.Shot("docs/port/screenshots/u3/aufloesungen/kampf-" + size.w + "x" + size.h + ".png"); + s.Close(); + } + } + Done("A"); + } + + // ---------------------------------------------------------------- B status + [UnityTest] + [Timeout(900000)] + public IEnumerator B_Status() + { + var s = new HudSession(); + yield return s.Open(); + string text = s.Texts(); + Check(text.Contains("DEIN ANCIENT · BLAU"), "own Ancient caption"); + Check(text.Contains("GEGNER · ROT"), "enemy Ancient caption"); + Check(text.Contains("12.000 / 12.000"), "Ancient HP with thousands separator"); + Check(text.Contains("WELLE 1"), "wave 1"); + Check(text.Contains("PLANUNG"), "phase badge"); + foreach (int round in new[] { 21, 99, 120 }) + { + s.Match.RoundNumber = round; + s.Sync(); + yield return HudSession.Frames(2); + Check(s.Texts().Contains("WELLE " + round), "unlimited waves: WELLE " + round); + Rect top = s.Hud.Regions()["top"]; + Check(top.width < 1100f, "top panel stays compact at wave " + round + ": " + top.width); + } + s.Match.RoundNumber = 1; + double core = s.Match.Map.BuildingDef("blau_ancient").MaxHp; + s.Match.BuildingHp["blau_ancient"] = core * .45; + s.Sync(); + Check(s.Texts().Contains("BESCHÄDIGT"), "own Ancient below 50 %: BESCHÄDIGT"); + s.Match.BuildingHp["blau_ancient"] = core * .25; + s.Sync(); + s.Tick(.3f); + text = s.Texts(); + Check(text.Contains("KRITISCH"), "own Ancient below 30 %: KRITISCH"); + Check(text.Contains("Dein Ancient ist kritisch: 25 % Leben"), "banner for the own critical Ancient"); + Check(s.Hud.Feed.Texts.Any(t => t.StartsWith("Dein Ancient kritisch")), "event for the own critical Ancient"); + s.Match.BuildingHp["rot_ancient"] = core * .2; + s.Sync(); + s.Tick(.3f); + Check(s.Hud.Feed.Texts.Any(t => t.StartsWith("Gegnerischer Ancient kritisch")), "event for the enemy's critical Ancient"); + // A lane tower falls: indicator, threat and event. + s.Match.BuildingHp["blau_mid_outer"] = 0.0; + s.Sync(); + s.Tick(.3f); + LuneLaneIndicator mid = s.Hud.Lanes["mid"]; + Check(!mid.Towers[1].Alive, "fallen Grenzwacht shown as ruin"); + Check(mid.Level >= LuneLaneThreat.Pressure, "Mid threat after the Grenzwacht fell: " + mid.Level); + Check(s.Hud.Feed.Texts.Any(t => t.Contains("MID – Grenzwacht (Blau) zerstört")), "event for the fallen tower"); + // Own gold only: another seat's gold never reaches the HUD. + s.Match.Players[4].Draft.Gold = 98765; + s.Match.Players[0].Draft.Gold = 87654; + s.Sync(); + s.Tick(.3f); + text = s.Texts(); + Check(!text.Contains("98.765") && !text.Contains("87.654"), "other players' gold is never shown"); + Check(text.Contains(LuneUiTheme.Number(s.Match.GoldOf(HudSession.Human))), "own gold shown"); + yield return s.Shot("docs/port/screenshots/u3/pruefung/b-status.png"); + s.Close(); + Done("B"); + } + + // ---------------------------------------------------------------- C hero, items, units + [UnityTest] + [Timeout(900000)] + public IEnumerator C_HeroItemsUnits() + { + var s = new HudSession(); + yield return s.Open(); + yield return s.Tap(() => s.Hud.HeroCard); + Check(s.Hud.ModalOpen, "hero card opens the hero window"); + Check(s.Hud.HeroDetail.RecruitButtons.Count == 3, "three heroes to recruit"); + int heroCost = LuneContent.Heroes.Values[0].Cost; + bool unaffordable = s.Match.GoldOf(HudSession.Human) < heroCost; + Check(!unaffordable || s.Hud.HeroDetail.RecruitButtons.Values.All(b => b.Disabled), "recruiting blocked without gold"); + Check(!unaffordable || s.Texts().Contains("Es fehlen " + (heroCost - s.Match.GoldOf(HudSession.Human)) + " Gold."), "missing gold explained"); + s.Me.Draft.Gold += 2000; + s.Sync(); + string heroId = LuneContent.Heroes.Keys[0]; + yield return s.Tap(() => s.Hud.HeroDetail.RecruitButtons[heroId]); + Check(s.Model.OwnHero != null && s.Model.OwnHero.HeroId == heroId, "hero recruited through the window"); + Check(s.Hud.HeroDetail.Tabs != null, "hero window shows the hero tabs"); + Check(s.Hud.ToastText.Length > 0, "feedback after recruiting"); + yield return s.Shot("docs/port/screenshots/u3/pruefung/c-held.png"); + // Items: buy one, the card turns unique; slots fill up; higher items need levels. + yield return s.Tap(() => s.Hud.HeroDetail.Tabs.Tabs[LuneHeroDetail.TabItems]); + Dictionary cards = s.Hud.HeroDetail.ItemCards; + Check(cards.Count == LuneContent.Items.Count, "item shop lists every item"); + string first = cards.First(c => c.Value.Current == LuneItemSlot.State.Available).Key; + yield return s.Tap(() => cards[first]); + Check(s.Model.OwnHero.Items.Contains(first), "item bought by click"); + Check(s.Hud.HeroDetail.ItemCards[first].Current == LuneItemSlot.State.Unique, "carried item is marked GETRAGEN"); + ItemSpec gated = LuneContent.Items.Values.FirstOrDefault(i => i.MinLevel > 1); + if (gated != null) + Check(s.Hud.HeroDetail.ItemCards[gated.Id].Current == LuneItemSlot.State.Incompatible, "item above the hero level: STUFE FEHLT"); + foreach (string id in s.Hud.HeroDetail.ItemCards.Where(c => c.Value.Current == LuneItemSlot.State.Available).Select(c => c.Key).ToList()) + { + if (s.Model.OwnHero.Items.Count >= LuneContent.ItemSlots) + break; + yield return s.Tap(() => s.Hud.HeroDetail.ItemCards[id]); + } + if (s.Model.OwnHero.Items.Count >= LuneContent.ItemSlots) + Check(s.Hud.HeroDetail.ItemCards.Values.Where(c => !s.Model.OwnHero.Items.Contains(c.ItemId)).All(c => c.Current == LuneItemSlot.State.Full || c.Current == LuneItemSlot.State.Incompatible), + "all slots used: other items PLÄTZE VOLL"); + yield return s.Shot("docs/port/screenshots/u3/pruefung/c-items.png"); + // Talents: locked at level 1, choosable at level 3. + yield return s.Tap(() => s.Hud.HeroDetail.Tabs.Tabs[LuneHeroDetail.TabTalents]); + Check(s.Hud.HeroDetail.TalentCards.All(c => c.Disabled), "no talent at level 1"); + s.Me.Draft.Hero.Xp = LuneContent.LevelXp[LuneContent.TalentLevels[0] - 1]; + s.Sync(); + LuneButton option = s.Hud.HeroDetail.TalentCards.First(c => !c.Disabled); + yield return s.Tap(() => option); + Check(s.Model.OwnHero.Talents.Count == 1, "talent chosen by click"); + s.Hud.CloseModal(); + Check(!s.Hud.ModalOpen, "window closes"); + // Normal units: details, lane order with the grotto warning, no item slots, return. + yield return s.Starter(); + s.Sync(); + Check(s.Model.OwnRoster.Count == 3, "starter lineup bought"); + LuneArmyChip chip = s.Hud.Chips.Values.First(); + yield return s.Tap(() => chip); + Check(s.Hud.SelectedUid == chip.Uid, "chip selects the unit"); + Check(HudSession.Visible(s.Hud.UnitDetail), "unit details shown"); + Check(s.Hud.UnitDetail.Query().ToList().Count == 0, "normal units have no item slots"); + yield return s.Tap(() => s.Hud.UnitDetail.LaneButtons[LuneMatch.Grotto]); + Check(s.Model.OwnRoster.First(e => e.Uid == chip.Uid).Lane == LuneMatch.Grotto, "lane order GROTTE by click"); + Check(s.Texts().Contains(LuneUnitDetail.GrottoWarning), "grotto warning shown"); + yield return s.Shot("docs/port/screenshots/u3/pruefung/c-einheit.png"); + int before = s.Model.OwnRoster.Count; + yield return s.Tap(() => s.Hud.UnitDetail.SellButton); + Check(s.Model.OwnRoster.Count == before - 1, "return by click"); + Check(!HudSession.Visible(s.Hud.UnitDetail), "details close when the unit is gone"); + s.Close(); + Done("C"); + } + + // ---------------------------------------------------------------- D champions and boss + [UnityTest] + [Timeout(900000)] + public IEnumerator D_ChampionsAndBoss() + { + var s = new HudSession(); + yield return s.Open(); + s.Me.Draft.Gold += 3000; + s.Hud.OpenChampions(); + s.Sync(); + LuneChampionPanel panel = s.Hud.ChampionPanel; + Check(HudSession.Visible(panel), "champion tab"); + yield return s.Tap(() => panel.LaneButtons["top"]); + Check(panel.TargetLane == "top", "target lane TOP"); + string championId = panel.Cards.Keys.First(); + yield return s.Tap(() => panel.Cards[championId]); + Check(s.Me.Draft.NewBookings.Count == 1 && s.Me.Draft.NewBookings[0].Lane == "top", "champion booked on TOP by click"); + Check(s.Texts().Contains("Einsatz in Welle 2 – TOP"), "booking listed with wave and lane"); + yield return s.Tap(() => panel.Cards[championId]); + Check(panel.Cards.Values.All(c => c.Disabled), "at most " + LuneContent.MaxBookings + " bookings per round"); + Check(panel.Cards.Values.First().Reason.Contains("Höchstens"), "the limit is explained"); + yield return s.Shot("docs/port/screenshots/u3/pruefung/d-champions.png"); + LuneButton cancel = s.ButtonWithText("×", panel); + yield return s.Tap(() => cancel); + Check(s.Me.Draft.NewBookings.Count == 1, "booking cancelled by click"); + s.Hud.OpenTroops(); + s.Sync(); + // Boss states from public state. + LuneBossIndicator boss = s.Hud.BossCard; + Check(boss.BadgeText == "BOSS VERFÜGBAR", "available: " + boss.BadgeText); + s.Match.RoundNumber = 3; + s.Match.Boss.NextAvailableRound = 6; + s.Sync(); + Check(boss.BadgeText == "COOLDOWN – 3 RUNDEN", "cooldown: " + boss.BadgeText); + // The grotto was won in round 2; the boss attacks in round 3, its chooser picks the lane now. + s.Match.Boss.Claim = new BossClaim { Team = 0, WonRound = 2, DeployRound = 3, ChooserSlot = HudSession.Human, Lane = "mid" }; + s.Sync(); + Check(boss.BadgeText == "EINSATZ NÄCHSTE WELLE", "own boss next wave: " + boss.BadgeText); + Check(HudSession.Visible(boss.LaneButtons["bot"]), "the chooser picks the lane in the card"); + yield return s.Tap(() => boss.LaneButtons["bot"]); + Check(s.Me.Draft.BossLane == "bot", "boss lane chosen by click (private until combat)"); + Check(s.Texts().Contains("Deine SCHLUNDKRONE greift in Welle 3 auf BOTTOM an"), "banner for the own boss"); + yield return s.Shot("docs/port/screenshots/u3/pruefung/d-boss-eigen.png"); + s.Match.Boss.Claim = new BossClaim { Team = 1, WonRound = 2, DeployRound = 3, ChooserSlot = 4, Lane = "top" }; + s.Sync(); + string text = s.Texts(); + Check(text.Contains("SCHLUNDKRONE (Rot) greift in Welle 3 auf TOP an"), "banner for the enemy boss"); + Check(text.Contains("ANGEKÜNDIGT") && text.Contains("GEGEN EUCH"), "announced in the wave preview"); + Check(s.Hud.Lanes["top"].Level >= LuneLaneThreat.Pressure, "enemy boss raises the lane threat"); + s.Close(); + Done("D"); + } + + // ---------------------------------------------------------------- E ready, bots, privacy + [UnityTest] + [Timeout(900000)] + public IEnumerator E_ReadyBotsPrivacy() + { + var s = new HudSession(); + yield return s.Open(); + string team = s.Texts(); + Check(team.Contains("BOT") && team.Contains("PLANT"), "team panel: bots and the planning human"); + yield return s.Starter(); + s.Game.Key(KeyCode.Space); + s.Sync(); + yield return HudSession.Frames(1); + Check(s.Runner.Current == LuneMatchRunner.Stage.Combat, "Space reports ready; with every bot ready the combat starts"); + yield return s.FinishCombat(); + Check(s.Runner.Current == LuneMatchRunner.Stage.Planning, "back in planning after the wave"); + s.Game.Key(KeyCode.Space); + Check(!s.Me.Ready, "Bereit is blocked for a second after a combat (stale clicks)"); + yield return new WaitForSecondsRealtime(1.05f); + s.Sync(); + int roster = s.Model.OwnRoster.Count; + s.Match.SetReady(HudSession.Human, true); + s.Sync(); + Check(s.Model.Locked, "plan locked"); + Check(s.Hud.ShopCards.Values.All(c => c.Disabled), "cards locked after Ready"); + s.Game.Key(KeyCode.Alpha1); + Check(s.Model.OwnRoster.Count == roster, "hotkey buys nothing after Ready"); + Check(s.Hud.ToastText == "Bereit gemeldet – die Planung ist verbindlich.", "hotkey explains the lock"); + Check(s.Texts().Contains("PLANUNG · BEREIT"), "phase badge PLANUNG · BEREIT"); + // A human seat of the own team drops: a bot plays it on, marked as such. + s.Match.Players[0].IsHuman = true; + s.Sync(); + s.Match.Players[0].IsHuman = false; + s.Sync(); + Check(s.Texts().Contains("BOT ÜBERNIMMT"), "dropped human seat: BOT ÜBERNIMMT"); + // Privacy: the same public picture for every seat, other drafts invisible. + string digest = s.Hud.PublicDigest(); + for (int seat = 0; seat < 6; seat++) + Check(new LuneHudModel(s.Match, seat).PublicDigest() == digest, "seat " + seat + " sees the same public state"); + s.Match.Players[4].Draft.Gold = 77777; + s.Sync(); + Check(!s.Texts().Contains("77.777"), "an enemy draft's gold never appears"); + s.Close(); + Done("E"); + } + + // ---------------------------------------------------------------- F input + [UnityTest] + [Timeout(900000)] + public IEnumerator F_Input() + { + var s = new HudSession(); + yield return s.Open(); + // Minimap: a click moves the camera to that map point. + LuneMinimap map = s.Hud.Minimap; + Vector2 local = new Vector2(map.layout.width * .75f, map.layout.height * .25f); + Vec2 expected = map.ToWorld(local); + s.ClickAt(map.LocalToWorld(local)); + yield return HudSession.Frames(1); + yield return new WaitForSecondsRealtime(.6f); + Check(s.Rig.Focus.DistanceTo(expected) < 3.0, "minimap click moves the camera to " + expected + ", focus " + s.Rig.Focus); + // Lane click and hotkeys. + yield return s.Tap(() => s.Hud.Lanes["bot"]); + yield return new WaitForSecondsRealtime(.6f); + LanePath path = s.Match.Map.LanePaths["bot"]; + Vec2 lanePoint = s.Match.Map.LanePoint(0, "bot", path.Length * .2); + Check(s.Rig.Focus.DistanceTo(lanePoint) < 3.0, "lane click focuses the own BOTTOM deployment " + s.Rig.Focus + " vs " + lanePoint); + s.Game.Key(KeyCode.F3); + yield return new WaitForSecondsRealtime(.6f); + Check(s.Rig.Focus.DistanceTo(s.Match.Map.LanePoint(0, "mid", s.Match.Map.LanePaths["mid"].Length * .2)) < 3.0, "F3 focuses Mid"); + s.Game.Key(KeyCode.G); + yield return new WaitForSecondsRealtime(.6f); + Check(s.Rig.Focus.DistanceTo(s.Match.Map.GrottoCenter()) < 3.0, "G focuses the grotto"); + s.Game.Key(KeyCode.B); + yield return new WaitForSecondsRealtime(.6f); + Check(s.Rig.Focus.DistanceTo(s.Match.Map.CorePosition(0)) < 3.0, "B focuses the own Ancient"); + s.Game.Key(KeyCode.H); + Check(s.Hud.ToastText.StartsWith("Kein Held im Feld"), "H without a hero explains why"); + // Hotkeys 1–5 buy. + int roster = s.Model.OwnRoster.Count; + s.Game.Key(KeyCode.Alpha2); + Check(s.Model.OwnRoster.Count == roster + 1, "hotkey 2 buys the second card's troop"); + // No click-through: HUD panels take the pointer, the open field does not. + Vector2 topPixel = PanelToPixel(s, HudSession.Center(s.Hud.Root.Q("lune-hud").Query().First())); + Check(s.Hud.IsPointerOverHud(topPixel), "the HUD takes clicks on its panels"); + Check(!s.Hud.IsPointerOverHud(new Vector2(s.Width * .5f, s.Height * .5f)), "the open field is free"); + // Field click on the own preview unit selects it. + s.Game.FocusLane("mid", true); + yield return HudSession.Frames(4); + LuneUnitView figure = s.View.Units.FirstOrDefault(v => v.Unit != null && v.Unit.OwnerSlot == HudSession.Human && v.Unit.Kind == "troop"); + Check(figure != null, "planning shows the own army in formation"); + if (figure != null) + { + Vector3 screen = s.Camera.WorldToScreenPoint(figure.AimPoint); + s.Game.ClickField(new Vector2(screen.x, screen.y)); + Check(s.Hud.SelectedUid == figure.Unit.PersistentUid, "field click selects the own unit"); + s.Game.Key(KeyCode.Escape); + Check(s.Hud.SelectedUid.Length == 0, "Esc clears the selection"); + } + // Tooltips: delay, content, gone on leave. + LuneUnitCard card = s.Hud.ShopCards.Values.First(); + LuneTooltip tip = s.Hover(card); + Check(tip.Open && tip.Shown.Contains(DataCatalog.GetUnit(card.TypeId).DisplayName), "card tooltip with the unit: " + tip.Shown); + s.Leave(); + Check(!tip.Open, "tooltip hides when the pointer leaves"); + tip = s.Hover(s.Hud.Lanes["mid"]); + Check(tip.Open && tip.Shown.Contains("MID-LANE"), "lane tooltip"); + yield return s.Shot("docs/port/screenshots/u3/pruefung/f-tooltip.png"); + s.Leave(); + // Options: F1 opens, a running combat pauses, Esc closes. + s.Runner.Ready(); + yield return s.Fight(2.0); + s.Game.Key(KeyCode.F1); + Check(s.Hud.Settings.Open, "F1 opens the options"); + Check(s.Driver.Paused, "options pause the combat offline"); + s.Game.Key(KeyCode.Escape); + Check(!s.Hud.Settings.Open && !s.Driver.Paused, "Esc closes the options and resumes"); + s.Close(); + Done("F"); + } + + static Vector2 PanelToPixel(HudSession s, Vector2 panel) + { + float scale = Mathf.Min(s.Width / (float)LuneHud.Reference.x, s.Height / (float)LuneHud.Reference.y) * s.Hud.UiScale; + Vector2 pixel = panel * scale; + return new Vector2(pixel.x, s.Height - pixel.y); + } + + // ---------------------------------------------------------------- G events and reduced motion + [UnityTest] + [Timeout(900000)] + public IEnumerator G_EventsAndMotion() + { + foreach (bool reduced in new[] { false, true }) + { + var s = new HudSession(); + yield return s.Open(reducedMotion: reduced); + for (int index = 0; index < 7; index++) + s.Hud.Feed.Push("Ereignis " + index); + Check(s.Hud.Feed.Texts.Count == LuneEventFeed.Limit, "event feed holds at most five entries"); + Check(s.Hud.Feed.Texts[0] == "Ereignis 6", "newest entry on top"); + s.Tick(LuneEventFeed.Lifetime + .5f, .1f); + Check(s.Hud.Feed.Texts.Count == 0, "entries fade after their lifetime"); + double max = s.Match.Map.BuildingDef("rot_ancient").MaxHp; + s.Match.BuildingHp["rot_ancient"] = max * .2; + s.Sync(); + s.Tick(.3f); + var lanes = s.Hud.Lanes["mid"]; + s.Match.BuildingHp["blau_mid_outer"] = 0.0; + s.Match.BuildingHp["blau_mid_inner"] = 0.0; + s.Sync(); + s.Tick(.3f); + Check(lanes.Level == LuneLaneThreat.Critical, "both Mid towers fell: KRITISCH"); + Check(s.Hud.Feed.Texts.Count >= 2, "tower falls reported"); + Check(lanes.Pulsing == !reduced, (reduced ? "reduced motion: no pulse" : "critical lane pulses") + " on the threat badge"); + Check(s.Hud.AncientPulsing(1) == !reduced, (reduced ? "reduced motion: no pulse" : "critical Ancient pulses") + " on the Ancient bar"); + s.Close(); + } + Done("G"); + } + + // ---------------------------------------------------------------- H rates and portraits + [UnityTest] + [Timeout(900000)] + public IEnumerator H_RatesAndPortraits() + { + var s = new HudSession(); + yield return s.Open(); + int before = s.Hud.Syncs; + s.Tick(2f, .01f); + int planning = s.Hud.Syncs - before; + Check(planning >= 18 && planning <= 22, "planning: 10 syncs per second (" + planning + " in 2 s)"); + s.Runner.Ready(); + s.Hud.Tick(.01f); + before = s.Hud.Syncs; + s.Tick(2f, .01f); + int combat = s.Hud.Syncs - before; + Check(combat >= 9 && combat <= 11, "combat: 5 syncs per second (" + combat + " in 2 s)"); + Check(s.Hud.SyncMs < 4.0, "one HUD sync costs " + s.Hud.SyncMs.ToString("0.000") + " ms"); + LunePortraits cache = LunePortraits.Shared; + cache.Portrait("g01"); + cache.Flush(); + int rendered = cache.Rendered; + Texture first = cache.Portrait("g01"); + cache.Flush(); + Texture again = cache.Portrait("g01"); + Check(first != null && first == again, "portrait cached"); + Check(cache.Rendered == rendered, "each portrait is rendered once"); + Debug.Log("LUNE_VERIFY rates planning " + planning + "/2s combat " + combat + "/2s sync " + s.Hud.SyncMs.ToString("0.000") + " ms portraits " + cache.Rendered); + s.Close(); + Done("H"); + } + } +} diff --git a/Assets/Luneraria/Tests/UI/PlayMode/HudVerifyTests.cs.meta b/Assets/Luneraria/Tests/UI/PlayMode/HudVerifyTests.cs.meta new file mode 100644 index 0000000..e4c878c --- /dev/null +++ b/Assets/Luneraria/Tests/UI/PlayMode/HudVerifyTests.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 65fa379ef7dfa4edd9c70ca58905e9a5 \ No newline at end of file diff --git a/Assets/Luneraria/Tests/View/PlayMode/SceneFrameRateTests.cs b/Assets/Luneraria/Tests/View/PlayMode/SceneFrameRateTests.cs index 4065fa5..04064c4 100644 --- a/Assets/Luneraria/Tests/View/PlayMode/SceneFrameRateTests.cs +++ b/Assets/Luneraria/Tests/View/PlayMode/SceneFrameRateTests.cs @@ -33,6 +33,7 @@ namespace Luneraria.View.Tests Application.targetFrameRate = rates[index]; yield return PlayModeSupport.Load(); var driver = Object.FindAnyObjectByType(); + driver.HumanSlot = -1; driver.Seed = 2; driver.StartRound = 1; driver.ExtraGold = 0; diff --git a/Assets/Luneraria/Tests/View/PlayMode/VerticalFunctionTests.cs b/Assets/Luneraria/Tests/View/PlayMode/VerticalFunctionTests.cs index 92f2273..aeacc16 100644 --- a/Assets/Luneraria/Tests/View/PlayMode/VerticalFunctionTests.cs +++ b/Assets/Luneraria/Tests/View/PlayMode/VerticalFunctionTests.cs @@ -71,6 +71,7 @@ namespace Luneraria.View.Tests var rig = UnityEngine.Object.FindAnyObjectByType(); Camera camera = Camera.main; rig.Interactive = false; + driver.HumanSlot = -1; driver.Seed = seed; driver.StartRound = startRound; driver.ExtraGold = extraGold; diff --git a/Assets/Luneraria/UI/Game.meta b/Assets/Luneraria/UI/Game.meta new file mode 100644 index 0000000..a9ecd68 --- /dev/null +++ b/Assets/Luneraria/UI/Game.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 06ba2b7d22d09431fb67ab6b1c9b5602 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Luneraria/UI/Game/LuneGame.cs b/Assets/Luneraria/UI/Game/LuneGame.cs new file mode 100644 index 0000000..e47da30 --- /dev/null +++ b/Assets/Luneraria/UI/Game/LuneGame.cs @@ -0,0 +1,537 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using Luneraria.Core; +using Luneraria.View; +using UnityEngine; +using UnityEngine.UIElements; + +namespace Luneraria.UI +{ + /// + /// One Champions of Luneraria match on screen with the HUD (port of the HUD side of + /// scripts/luneraria/lune_game.gd): the human player's commands go through the same command + /// interface as the bots (LuneMatch.Submit); Ready, tempo and pause go to the host loop; HUD + /// clicks and hotkeys move the camera; a left click in the field selects an own unit. During + /// planning the own draft army stands in its formation and the own deployment areas light up. + /// Offline, planning waits for the human; pause and tempo are local. Nothing here decides a rule. + /// + public sealed class LuneGame : MonoBehaviour + { + public LuneMatchDriver Driver; + public LuneMatchView View; + public LuneCameraRig Rig; + public LuneUiAssets UiAssets; + /// The human seat (Godot default 1: Blau Mid). -1 makes the match a bot match watched from seat 0. + public int HumanSlot = 1; + /// Optional render target for tests and captures (null: the screen). + public RenderTexture Target; + + public LuneHud Hud { get; private set; } + public LuneMatch Match { get { return Driver.Runner.Match; } } + /// The human seat of the running match (-1: a bot match, e.g. tests and the benchmark). + int Seat { get { return _runner != null ? _runner.HumanSlot : -1; } } + bool Human { get { return Seat >= 0; } } + /// Whose view the HUD shows: the human seat, or in a bot match seat max(0, HumanSlot) as in Godot. + int Viewer { get { return Human ? Seat : Math.Max(0, HumanSlot); } } + + Camera _camera; + LuneMatchRunner _runner; + LuneMatchRunner.Stage _lastStage = (LuneMatchRunner.Stage)(-1); + int _laneCycle; + bool _pausedBySettings; + VisualElement _leave; + readonly List<(Renderer renderer, int team, string lane)> _pads = new List<(Renderer, int, string)>(); + MaterialPropertyBlock _block; + + void Start() + { + _camera = View != null && View.ViewCamera != null ? View.ViewCamera : Camera.main; + // The benchmark keeps its bot match; otherwise the configured seat plays. + if (!LuneBenchmark.Running && (Driver.HumanSlot != HumanSlot || Driver.Runner == null || Driver.Runner.HumanSlot != Driver.HumanSlot)) + { + Driver.HumanSlot = HumanSlot; + Driver.Restart(); + } + FindPads(); + Hud = gameObject.GetComponent() ?? gameObject.AddComponent(); + Bind(); + LuneSettingsPanel.Apply(); + if (Rig != null) + { + Rig.PointerBlocked = () => Hud != null && Hud.IsPointerOverHud(Input.mousePosition); + Rig.KeysBlocked = () => Hud != null && Hud.Settings.Open; + Rig.ResetRequested = () => ResetCamera(); + } + ResetCamera(true); + } + + /// (Re)builds the HUD for the driver's current match and wires its events. + void Bind() + { + _runner = Driver.Runner; + _lastStage = (LuneMatchRunner.Stage)(-1); + Hud.Init(_runner.Match, Viewer, View.Library, UiAssets, Target); + Hud.CommandRequested += command => Feedback(Send(command)); + Hud.UndoRequested += () => Feedback(Human ? Match.Undo(Seat) : new CommandResult(false, "Kein eigener Platz.")); + Hud.ReadyRequested += OnReady; + Hud.StarterRequested += Starter; + Hud.SpeedRequested += CycleSpeed; + Hud.PauseRequested += TogglePause; + Hud.LaneFocusRequested += lane => FocusLane(lane); + Hud.MapFocusRequested += point => Rig?.LookAt(point); + Hud.CameraRequested += FocusTarget; + Hud.MenuRequested += AskLeave; + Hud.RematchRequested += Rematch; + Hud.SettingsRequested += () => Hud.Settings.Show(); + Hud.Settings.Opened += () => + { + // A running combat pauses offline while the options are open (lune_settings.gd). + _pausedBySettings = _runner.Current == LuneMatchRunner.Stage.Combat && !Driver.Paused; + if (_pausedBySettings) + Driver.Paused = true; + }; + Hud.Settings.Closed += () => + { + if (_pausedBySettings) + Driver.Paused = false; + _pausedBySettings = false; + Hud.SetSpeedLabel(Driver.Tempo, Driver.Paused); + }; + Hud.SetSpeedLabel(Driver.Tempo, Driver.Paused); + BuildLeaveDialog(); + } + + CommandResult Send(Command command) + { + if (!Human) + return new CommandResult(false, "Zuschauer können nicht planen."); + return Match.Submit(Seat, command); + } + + void Feedback(CommandResult result) + { + Hud.Notify(result.Message, !result.Ok); + RebuildPreview(); + Hud.MarkDirty(); + } + + void Starter() + { + List ids = Match.BaseIds(Match.Players[Viewer].Bund); + foreach (int index in new[] { 1, 0, 2 }) + { + CommandResult result = Send(Command.Buy(ids[index])); + if (!result.Ok) + { + Feedback(result); + return; + } + } + Feedback(new CommandResult(true, "Startaufstellung: Front, Nahkampf und Fernkampf gekauft.")); + } + + void OnReady() + { + if (Match.Phase != Phase.Planning || !Human) + return; + _runner.Ready(); + Hud.MarkDirty(); + } + + void CycleSpeed() + { + Driver.CycleSpeed(); + Hud.SetSpeedLabel(Driver.Tempo, Driver.Paused); + } + + void TogglePause() + { + if (Driver.TogglePause()) + Hud.SetSpeedLabel(Driver.Tempo, Driver.Paused); + } + + void Rematch() + { + Driver.Seed += 1; + Driver.Restart(); + View.Preview = null; + Bind(); + ResetCamera(true); + } + + // ---------------------------------------------------------------- camera targets + int OwnTeam { get { return Match.Players[Viewer].Team; } } + + public void FocusLane(string lane, bool instant = false) + { + if (Rig == null) + return; + LanePath path = Match.Map.LanePaths[lane]; + // Planning looks at the own deployment and inner tower, combat at the contested middle. + double fraction = Match.Phase == Phase.Planning ? .2 : .42; + Rig.LookAt(Match.Map.LanePoint(OwnTeam, lane, path.Length * fraction), 24f, instant); + } + + public void FocusTarget(string target) + { + if (Rig == null) + return; + switch (target) + { + case "grotto": + Rig.LookAt(Match.Map.GrottoCenter(), 22f); + break; + case "base": + Rig.LookAt(Match.Map.CorePosition(OwnTeam), 26f); + break; + case "enemy_base": + Rig.LookAt(Match.Map.CorePosition(1 - OwnTeam), 26f); + break; + case "hero": + FocusHero(); + break; + default: + if (Array.IndexOf(LuneMap.Lanes, target) >= 0) + FocusLane(target); + break; + } + } + + /// The own hero: its planning preview or, in combat, the live unit. + LuneUnit OwnHeroUnit() + { + if (!Human) + return null; + LuneCombat source = Match.Phase == Phase.Combat ? Match.Combat : View.Preview; + return source?.Units.FirstOrDefault(u => u.Kind == "hero" && u.OwnerSlot == Seat && u.Alive); + } + + public bool FocusHero() + { + LuneUnit unit = OwnHeroUnit(); + if (unit == null) + { + Hud.Notify("Kein Held im Feld – im Reiter „Held“ anwerben.", true); + return false; + } + Rig?.LookAt(unit.Position, 16f); + return true; + } + + public void ResetCamera(bool instant = false) + { + if (Rig == null) + return; + string lane = Match.Players[Viewer].Lane; + Rig.ResetView(Match.Map.LanePoint(OwnTeam, lane, Match.Map.LanePaths[lane].Length * .2), instant); + } + + // ---------------------------------------------------------------- planning preview and deployment areas + void FindPads() + { + _pads.Clear(); + foreach (Renderer renderer in FindObjectsByType(FindObjectsSortMode.None)) + { + string name = renderer.gameObject.name; + if (!name.StartsWith("Deployment_", StringComparison.Ordinal)) + continue; + string[] parts = name.Split('_'); + if (parts.Length >= 3 && int.TryParse(parts[1], out int team)) + _pads.Add((renderer, team, parts[2])); + } + } + + /// Planning shows the own formation areas; lanes that hold own units light up (Godot show_deployment). + void UpdateDeployment() + { + bool planning = Match.Phase == Phase.Planning && Human; + var used = new Dictionary(); + if (Human) + { + Draft draft = Match.Players[Seat].Draft; + foreach (RosterEntry entry in draft.Roster) + used[entry.Lane] = used.GetValueOrDefault(entry.Lane, 0) + 1; + if (draft.Hero != null) + used[draft.Hero.Lane] = used.GetValueOrDefault(draft.Hero.Lane, 0) + 1; + } + _block ??= new MaterialPropertyBlock(); + foreach (var pad in _pads) + { + if (!Human) + continue; + bool visible = planning && pad.team == OwnTeam; + if (pad.renderer.enabled != visible) + pad.renderer.enabled = visible; + if (!visible) + continue; + pad.renderer.GetPropertyBlock(_block); + _block.SetFloat("_Highlight", used.GetValueOrDefault(pad.lane, 0) > 0 ? 1f : 0f); + pad.renderer.SetPropertyBlock(_block); + } + } + + /// The human player's current draft army in its formation (Godot _rebuild_preview). + void RebuildPreview() + { + UpdateDeployment(); + if (Match.Phase != Phase.Planning || !Human) + return; + var preview = new LuneCombat(Match.Map, Match.Balance, Match.RoundNumber); + Player player = Match.Players[Seat]; + var perLane = new Dictionary(); + var entries = new List<(UnitDef def, string lane, string uid, string kind)>(); + foreach (RosterEntry entry in player.Draft.Roster) + entries.Add((DataCatalog.GetUnit(entry.TypeId), entry.Lane, entry.Uid, "troop")); + HeroState hero = player.Draft.Hero; + if (hero != null) + entries.Add((LuneContent.HeroDefinition(hero), hero.Lane, hero.Uid, "hero")); + foreach (var entry in entries) + { + int index = perLane.GetValueOrDefault(entry.lane, 0); + perLane[entry.lane] = index + 1; + LuneUnit unit; + if (entry.lane == LuneMatch.Grotto) + { + // Grotto orders preview at the team's grotto entrance. + Vec2 at = Match.Map.GrottoEntry(player.Team) + new Vec2(index % 3 - 1.0, index / 3) * 1.1; + unit = preview.SpawnAt(entry.kind, player.Team, "grotto", entry.def, at, Seat, entry.uid); + } + else + { + unit = preview.Spawn(entry.kind, player.Team, entry.lane, entry.def, Math.Max(.4, 7.2 - (index / 4) * 1.5), (index % 4 - 1.5) * 1.2, Seat, entry.uid); + } + unit.PreviousPosition = unit.Position; + } + View.Preview = preview; + } + + // ---------------------------------------------------------------- frame + void Update() + { + if (Driver.Runner != _runner) + { + // Somebody restarted the driver (tests, rematch from elsewhere): follow it. + View.Preview = null; + Bind(); + } + TrackStage(); + HandleKeys(); + HandleClicks(); + if (Rig != null && _camera != null) + Hud.Minimap.SetCamera(Rig.Focus, Rig.Zoom, Rig.Footprint(_camera)); + } + + void TrackStage() + { + LuneMatchRunner.Stage stage = _runner.Current; + if (stage == _lastStage) + return; + LuneMatchRunner.Stage previous = _lastStage; + _lastStage = stage; + if (stage == LuneMatchRunner.Stage.Planning) + { + RebuildPreview(); + } + else if (stage == LuneMatchRunner.Stage.Combat) + { + View.Preview = null; + UpdateDeployment(); + } + else if (stage == LuneMatchRunner.Stage.Over && Rig != null && Match.Combat != null) + { + Driver.Paused = false; + int fallen = Match.Combat.DestroyedCores.Contains(0) ? 0 : 1; + Rig.LookAt(Match.Map.CorePosition(fallen), 26f); + } + Hud.SetSpeedLabel(Driver.Tempo, Driver.Paused); + } + + static readonly KeyCode[] GameKeys = + { + KeyCode.Escape, KeyCode.F1, KeyCode.M, KeyCode.F11, KeyCode.Space, KeyCode.P, KeyCode.Tab, KeyCode.F2, KeyCode.F3, KeyCode.F4, + KeyCode.B, KeyCode.G, KeyCode.H, KeyCode.Alpha1, KeyCode.Alpha2, KeyCode.Alpha3, KeyCode.Alpha4, KeyCode.Alpha5, + KeyCode.Keypad1, KeyCode.Keypad2, KeyCode.Keypad3, KeyCode.Keypad4, KeyCode.Keypad5, + }; + + /// Game keys (Godot _input); they act even while a HUD button has focus. + void HandleKeys() + { + foreach (KeyCode code in GameKeys) + { + if (Input.GetKeyDown(code)) + Key(code); + } + } + + bool Blocked { get { return Hud.Settings.Open || (_leave != null && LuneUi.Visible(_leave)); } } + + /// One game key, as pressed by the player (also the entry point of the playtest). + public void Key(KeyCode code) + { + switch (code) + { + case KeyCode.Escape: + if (_leave != null && LuneUi.Visible(_leave)) + LuneUi.Show(_leave, false); + else + Hud.HandleEscape(); + return; + case KeyCode.F1: + if (Hud.Settings.Open) + Hud.Settings.Close(); + else + Hud.Settings.Show(); + return; + case KeyCode.M: + LunePreferences.Muted = !LunePreferences.Muted; + LunePreferences.Commit(); + LuneSettingsPanel.Apply(); + return; + case KeyCode.F11: + LunePreferences.Fullscreen = !LunePreferences.Fullscreen; + LunePreferences.Commit(); + LuneSettingsPanel.Apply(); + return; + } + if (Blocked) + return; + switch (code) + { + case KeyCode.Space: + if (Match.Phase == Phase.Planning) + { + // A Space meant as pause at the very end of a combat must not skip the planning. + if (!Hud.ReadyBlocked()) + OnReady(); + } + else + { + TogglePause(); + } + return; + case KeyCode.P: + TogglePause(); + return; + case KeyCode.Tab: + _laneCycle = (_laneCycle + 1) % 3; + FocusLane(LuneMap.Lanes[_laneCycle]); + return; + case KeyCode.F2: + case KeyCode.F3: + case KeyCode.F4: + // F1 stays the options key; F2–F4 jump to Top, Mid and Bottom. + _laneCycle = code - KeyCode.F2; + FocusLane(LuneMap.Lanes[_laneCycle]); + return; + case KeyCode.B: + FocusTarget("base"); + return; + case KeyCode.G: + FocusTarget("grotto"); + return; + case KeyCode.H: + FocusHero(); + return; + } + int index = code >= KeyCode.Alpha1 && code <= KeyCode.Alpha5 ? code - KeyCode.Alpha1 : code >= KeyCode.Keypad1 && code <= KeyCode.Keypad5 ? code - KeyCode.Keypad1 : -1; + if (index < 0 || Match.Phase != Phase.Planning || !Human) + return; + if (Match.Players[Seat].Ready) + { + // After Ready the plan is binding (the host refuses); the keys do nothing. + Hud.Notify("Bereit gemeldet – die Planung ist verbindlich.", true); + return; + } + List ids = Match.BaseIds(Match.Players[Seat].Bund); + Feedback(Send(Command.Buy(ids[index]))); + } + + /// Left click in the field selects an own unit (details in the HUD); it never orders anything. + void HandleClicks() + { + if (Input.GetMouseButtonDown(0)) + ClickField(Input.mousePosition); + } + + /// A left click at a screen point (pixels, origin bottom left); HUD areas take it themselves. + public void ClickField(Vector2 screen) + { + if (_camera == null || Blocked || Hud.IsPointerOverHud(screen)) + return; + LuneUnit picked = PickOwnUnit(screen); + if (picked != null && picked.Kind == "hero") + Hud.OpenHero(); + else if (picked != null) + Hud.SelectUnit(picked.PersistentUid); + else if (Hud.SelectedUid.Length > 0) + Hud.ClearSelection(); + } + + /// The own troop or hero whose figure is nearest to a screen point (within 34 px), or null. + public LuneUnit PickOwnUnit(Vector2 screen) + { + if (!Human) + return null; + LuneUnit best = null; + float bestDistance = 34f; + foreach (LuneUnitView view in View.Units) + { + LuneUnit unit = view.Unit; + if (unit == null || !unit.Alive || unit.OwnerSlot != Seat || (unit.Kind != "troop" && unit.Kind != "hero") || !view.gameObject.activeInHierarchy) + continue; + Vector3 at = _camera.WorldToScreenPoint(view.AimPoint); + if (at.z <= 0f) + continue; + float distance = Vector2.Distance(new Vector2(at.x, at.y), screen); + if (distance < bestDistance) + { + bestDistance = distance; + best = unit; + } + } + return best; + } + + // ---------------------------------------------------------------- leaving the match + void BuildLeaveDialog() + { + _leave = new VisualElement(); + _leave.style.position = Position.Absolute; + _leave.style.left = 0f; + _leave.style.top = 0f; + _leave.style.right = 0f; + _leave.style.bottom = 0f; + _leave.style.backgroundColor = new Color(.02f, .03f, .04f, .72f); + _leave.style.justifyContent = Justify.Center; + _leave.style.alignItems = Align.Center; + var panel = new LunePanel(LunePanels.Menu); + panel.style.minWidth = 520f; + _leave.Add(panel); + VisualElement column = LuneUi.Box(true, 14f, panel); + column.style.alignItems = Align.Center; + LuneUi.Label("Partie verlassen?", "HeadingLabel", column); + LuneUi.Wrap(LuneUi.Label("Ein Hauptmenü gibt es im Unity-Port noch nicht; Verlassen beendet das Spiel.", "MutedLabel", column)).style.unityTextAlign = TextAnchor.MiddleCenter; + VisualElement row = LuneUi.Box(false, 12f, column); + new LuneButton("SPIEL BEENDEN", LuneButtons.Primary, row).Clicked += Quit; + new LuneButton("Zurück", LuneButtons.Secondary, row).Clicked += () => LuneUi.Show(_leave, false); + LuneUi.Show(_leave, false); + Hud.Root.Add(_leave); + } + + void AskLeave() + { + LuneUi.Show(_leave, true); + _leave.BringToFront(); + } + + static void Quit() + { +#if UNITY_EDITOR + UnityEditor.EditorApplication.isPlaying = false; +#else + Application.Quit(); +#endif + } + } +} diff --git a/Assets/Luneraria/UI/Game/LuneGame.cs.meta b/Assets/Luneraria/UI/Game/LuneGame.cs.meta new file mode 100644 index 0000000..b69d30e --- /dev/null +++ b/Assets/Luneraria/UI/Game/LuneGame.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 2b6ed0206a9c34173b3221328b34a71a \ No newline at end of file diff --git a/Assets/Luneraria/UI/Hud.meta b/Assets/Luneraria/UI/Hud.meta new file mode 100644 index 0000000..7662c1f --- /dev/null +++ b/Assets/Luneraria/UI/Hud.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: e06febeeee2b44cb1b682b23e37c8dd7 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Luneraria/UI/Hud/LuneArmyPanels.cs b/Assets/Luneraria/UI/Hud/LuneArmyPanels.cs new file mode 100644 index 0000000..a2265e8 --- /dev/null +++ b/Assets/Luneraria/UI/Hud/LuneArmyPanels.cs @@ -0,0 +1,329 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using Luneraria.Core; +using UnityEngine; +using UnityEngine.UIElements; + +namespace Luneraria.UI +{ + /// + /// Attack champions (Godot LuneChampionPanel): target lane, the three champion cards (copper, + /// hatched, "1 WELLE") and the own bookings ("Einsatz in Welle 15 – MID"). Champions are bought + /// in planning n, fight once in wave n+1 and then vanish; they never join the permanent army. + /// + public sealed class LuneChampionPanel : VisualElement + { + public event Action CommandRequested; + public string TargetLane = "mid"; + public readonly Dictionary Cards = new Dictionary(); + public readonly Dictionary LaneButtons = new Dictionary(); + readonly VisualElement _bookings; + readonly Label _count; + string _signature = ""; + LuneHudModel _model; + + public LuneChampionPanel() + { + pickingMode = PickingMode.Ignore; + style.flexDirection = FlexDirection.Row; + style.alignItems = Align.FlexStart; + VisualElement lanes = LuneUi.Box(true, 4f, this); + LuneUi.Label("ZIEL", "HudCaps", lanes); + foreach (string lane in LuneMap.Lanes) + { + var button = new LuneButton(LuneUi.Upper(LuneMap.LaneNames[lane]), LuneButtons.HudToggle, lanes); + button.style.minWidth = 86f; + button.On = lane == TargetLane; + string captured = lane; + button.Clicked += () => + { + TargetLane = captured; + _signature = ""; + foreach (KeyValuePair pair in LaneButtons) + pair.Value.On = pair.Key == captured; + if (_model != null) + Apply(_model); + }; + LaneButtons[lane] = button; + LuneTooltip.Attach(button, () => new LuneTip { Title = "Ziel-Lane " + LuneMap.LaneNames[captured], Text = "Gebuchte Champions greifen in der nächsten Welle auf dieser Lane an." }); + } + VisualElement row = LuneUi.Box(false, 6f, this); + row.style.marginLeft = 10f; + row.style.alignItems = Align.FlexStart; + foreach (KeyValuePair pair in LuneContent.Champions) + { + string championId = pair.Key; + ChampionSpec spec = pair.Value; + var card = new LuneUnitCard(); + row.Add(card); + string role = championId == "ch_schutz" ? "schutz" : championId == "ch_druck" ? "druck" : championId == "ch_belagerung" ? "siege" : "melee"; + card.Setup(championId, spec.Model, spec.Name, role, spec.Cost, "", true, DataCatalog.GetSend(spec.Base)); + card.Clicked += () => CommandRequested?.Invoke(Command.ChampionBook(championId, TargetLane)); + Cards[championId] = card; + LuneTooltip.Attach(card, () => Tip(championId)); + } + VisualElement right = LuneUi.Box(true, 4f, this); + right.style.marginLeft = 10f; + right.style.flexGrow = 1f; + right.style.flexShrink = 1f; + right.style.minWidth = 200f; + VisualElement head = LuneUi.Box(false, 0f, right); + LuneUi.Label("EINSÄTZE", "HudCaps", head).style.flexGrow = 1f; + _count = LuneUi.Label("", "HudMuted", head); + _bookings = LuneUi.Box(true, 3f, right); + } + + public void Apply(LuneHudModel model) + { + _model = model; + List bookings = model.OwnBookings(); + int fresh = model.Planning ? model.Me.Draft.NewBookings.Count : 0; + int gold = model.OwnGold; + string signature = string.Join(",", bookings) + "|" + gold + "|" + model.Planning + "|" + model.Locked + "|" + TargetLane + "|" + model.State.RoundNumber; + if (signature == _signature) + return; + _signature = signature; + bool canAct = model.Planning && !model.Locked; + foreach (KeyValuePair pair in Cards) + { + int cost = LuneContent.Champions[pair.Key].Cost; + string why = ""; + if (!model.Planning) + why = "Buchungen nur in der Planung."; + else if (model.Locked) + why = "Bereit gemeldet – die Planung ist verbindlich."; + else if (fresh >= LuneContent.MaxBookings) + why = "Höchstens " + LuneContent.MaxBookings + " Champions pro Runde."; + else if (gold < cost) + why = "Es fehlen " + (cost - gold) + " Gold."; + pair.Value.SetAvailable(why.Length == 0, why, !canAct, gold < cost); + } + _count.text = fresh + "/" + LuneContent.MaxBookings + " diese Runde"; + _bookings.Clear(); + if (bookings.Count == 0) + { + LuneUi.Wrap(LuneUi.Label("Keine Champions gebucht. Kauf jetzt – Einsatz in Welle " + (model.State.RoundNumber + (model.Planning ? 1 : 2)) + ".", "HudMuted", _bookings)); + return; + } + foreach (LuneHudModel.BookingView booking in bookings) + { + VisualElement line = LuneUi.Box(false, 6f, _bookings); + LuneUi.Glyph("hourglass", LuneUiTheme.Champion, 14f, line); + bool running = booking.DeployRound == model.State.RoundNumber; + VisualElement texts = LuneUi.Box(true, -2f, line); + texts.style.flexGrow = 1f; + LuneUi.Label(LuneContent.Champions[booking.ChampionId].Name, "HudText", texts); + LuneUi.Label("Einsatz in Welle " + booking.DeployRound + " – " + LuneUi.Upper(LuneMap.LaneNames[booking.Lane]) + (running ? " (jetzt)" : ""), "HudMuted", texts); + if (booking.Fresh) + { + var cancel = new LuneButton("×", LuneButtons.HudIconButton, line); + cancel.Disabled = !canAct; + string uid = booking.Uid; + cancel.Clicked += () => CommandRequested?.Invoke(Command.ChampionCancel(uid)); + LuneTooltip.Attach(cancel, () => new LuneTip { Title = "Buchung zurücknehmen", Text = "Volle Erstattung, solange die Planung läuft." }); + } + } + } + + LuneTip Tip(string championId) + { + ChampionSpec spec = LuneContent.Champions[championId]; + int round = _model != null ? _model.State.RoundNumber + 1 : 2; + UnitDef definition = LuneContent.ChampionDefinition(championId, round, _model != null ? _model.State.Balance : LuneBalance.Default()); + var tip = new LuneTip + { + Title = spec.Name + " · Angriffschampion", Glyph = "champion", GlyphColor = LuneUiTheme.Champion, + Subtitle = spec.RoleText + " · " + spec.Cost + " Gold · Einsatz in Welle " + round + " – " + LuneUi.Upper(LuneMap.LaneNames[TargetLane]), + Text = spec.Text, + Note = "Einmaliger Einsatz: kämpft eine Welle lang und verschwindet danach. Die Ankündigung ist für alle sichtbar; sein Tod bringt dem Gegner " + definition.Bounty + " Gold.", + Warn = Cards[championId].Reason, + }; + tip.Stats.AddRange(LuneStats.Rows(definition)); + return tip; + } + } + + /// + /// The selected normal unit (Godot LuneUnitDetail): portrait, name, stage, role, HP, damage, + /// tempo, range, armour, ability, upgrade with cost and stat change, return value, and the lane + /// order with TOP, MID, BOTTOM and GROTTE (only allowed options active). Normal units carry no + /// items. In combat or after Ready it only informs. + /// + public sealed class LuneUnitDetail : LunePanel + { + public const string GrottoWarning = "Diese Einheit fehlt deiner Lane in der nächsten Kampfphase."; + public event Action CommandRequested; + public event Action Closed; + public string Uid = ""; + readonly LunePortraitElement _portrait; + readonly Label _name; + readonly Label _sub; + readonly LuneHpBar _live; + readonly VisualElement _stats; + readonly Label _ability; + readonly Label _types; + readonly Label _upgradeTitle; + readonly Label _upgradeDelta; + public readonly LuneButton UpgradeButton; + public readonly LuneButton SellButton; + readonly Label _sellNote; + public readonly Dictionary LaneButtons = new Dictionary(); + readonly Label _warning; + readonly Label _locked; + string _signature = ""; + + public LuneUnitDetail() : base(LunePanels.Hud) + { + VisualElement column = LuneUi.Box(true, 5f, this); + VisualElement head = LuneUi.Box(false, 10f, column); + head.style.alignItems = Align.FlexStart; + _portrait = new LunePortraitElement(); + _portrait.style.width = 76f; + _portrait.style.height = 76f; + head.Add(_portrait); + VisualElement titles = LuneUi.Box(true, 2f, head); + titles.style.flexGrow = 1f; + titles.style.flexShrink = 1f; + titles.style.minWidth = 0f; + _name = LuneUi.Wrap(LuneUi.Label("", "HudName", titles)); + _sub = LuneUi.Wrap(LuneUi.Label("", "HudMuted", titles)); + _live = new LuneHpBar(0f, 6f); + titles.Add(_live); + var close = new LuneButton(null, LuneButtons.HudIconButton, head); + close.style.width = 32f; + close.style.height = 30f; + LuneUi.Glyph("close", LuneUiTheme.Muted, 12f, close); + close.Clicked += () => Closed?.Invoke(); + LuneTooltip.Attach(close, () => new LuneTip { Title = "Auswahl aufheben", Text = "Esc" }); + _stats = LuneUi.Box(true, 2f, column); + LuneTooltip.Attach(_stats, StatsTip); + _types = LuneUi.Wrap(LuneUi.Label("", "HudMuted", column)); + _ability = LuneUi.Wrap(LuneUi.Label("", "HudText", column)); + VisualElement upgradeBox = LuneUi.Box(true, 2f, column); + VisualElement upgradeRow = LuneUi.Box(false, 8f, upgradeBox); + _upgradeTitle = LuneUi.Wrap(LuneUi.Label("", "HudText", upgradeRow)); + _upgradeTitle.style.flexGrow = 1f; + UpgradeButton = new LuneButton("", LuneButtons.HudPrimary, upgradeRow); + UpgradeButton.Clicked += () => CommandRequested?.Invoke(Command.Upgrade(Uid)); + _upgradeDelta = LuneUi.Wrap(LuneUi.Label("", "HudMuted", upgradeBox)); + VisualElement laneRow = LuneUi.Box(false, 4f, column); + foreach (string lane in LuneMap.Lanes.Concat(new[] { LuneMatch.Grotto })) + { + string title = lane == LuneMatch.Grotto ? "GROTTE" : LuneUi.Upper(LuneMap.LaneNames[lane]); + var button = new LuneButton(title, LuneButtons.HudToggle, laneRow); + button.style.flexGrow = 1f; + string captured = lane; + button.Clicked += () => CommandRequested?.Invoke(Command.Assign(Uid, captured)); + LaneButtons[lane] = button; + LuneTooltip.Attach(button, () => new LuneTip { Title = "Einsatz: " + title, + Text = captured == LuneMatch.Grotto ? GrottoWarning : "Kämpft in der nächsten Welle auf der " + LuneMap.LaneNames[captured] + "-Lane." }); + } + _warning = LuneUi.Wrap(LuneUi.Label(GrottoWarning, "HudText", column)); + LuneUi.SetColor(_warning, LuneUiTheme.Warn); + VisualElement sellRow = LuneUi.Box(false, 8f, column); + SellButton = new LuneButton("", LuneButtons.HudButton, sellRow); + SellButton.Clicked += () => CommandRequested?.Invoke(Command.Sell(Uid)); + _sellNote = LuneUi.Wrap(LuneUi.Label("", "HudMuted", sellRow)); + _sellNote.style.flexGrow = 1f; + _locked = LuneUi.Wrap(LuneUi.Label("", "HudMuted", column)); + } + + /// entry: own roster entry; live: the unit in combat or null. + public void Apply(RosterEntry entry, LuneHudModel model, LuneUnit live) + { + Uid = entry.Uid; + LuneHudModel.TroopInfo data = model.Troop(entry.TypeId); + bool planning = model.Planning; + bool locked = model.Locked; + int gold = model.OwnGold; + string signature = entry.Uid + ":" + entry.TypeId + ":" + entry.Lane + ":" + entry.Invested + ":" + entry.Fresh + "|" + planning + "|" + locked + "|" + gold + "|" + + model.State.GrottoAvailable() + "|" + (live != null) + "|" + model.State.RoundNumber; + if (live != null) + { + _live.Fraction = live.Alive ? (float)(live.Hp / Math.Max(1.0, live.MaxHp)) : 0f; + _live.Fill = LuneHpBar.HealthColor(_live.Fraction, LuneUiTheme.TeamColor(model.Team)); + } + LuneUi.Show(_live, live != null); + if (signature == _signature) + return; + _signature = signature; + UnitDef def = data.Def; + _portrait.ShowModel(entry.TypeId); + _name.text = def.DisplayName; + string laneText = entry.Lane == LuneMatch.Grotto ? "Grotte" : LuneMap.LaneNames[entry.Lane]; + _sub.text = LuneStats.RoleName(data.Role) + " · Stufe " + (data.Stage == 2 ? "II" : "I") + " · " + laneText + (live != null && !live.Alive ? " · gefallen" : ""); + _stats.Clear(); + List rows = LuneStats.ShortRows(def); + for (int index = 0; index < 4; index += 2) + { + VisualElement line = LuneUi.Box(false, 6f, _stats); + for (int cell = index; cell < index + 2; cell++) + { + LuneUi.Glyph(rows[cell][0], LuneUiTheme.Muted, 14f, line); + Label value = LuneUi.Clip(LuneUi.Label(rows[cell][1], "HudText", line)); + value.style.flexGrow = 1f; + value.style.flexBasis = 0f; + } + } + _types.text = "Rüstung " + LuneStats.ArmorName(def.ArmorType) + " · Angriff " + LuneStats.DamageName(def.AttackType) + ", stark gegen " + LuneStats.StrongAgainst(def.AttackType); + _ability.text = def.AbilityDescription ?? ""; + bool canAct = planning && !locked; + string upgrade = def.UpgradeId ?? ""; + if (upgrade.Length == 0) + { + _upgradeTitle.text = "Höchste Stufe erreicht."; + LuneUi.Show(UpgradeButton, false); + _upgradeDelta.text = ""; + } + else + { + UnitDef next = DataCatalog.GetUnit(upgrade); + _upgradeTitle.text = "Aufwerten → " + next.DisplayName; + LuneUi.Show(UpgradeButton, true); + UpgradeButton.Text = "↑ " + next.Cost; + UpgradeButton.Disabled = !canAct || gold < next.Cost; + string delta = "Leben " + LuneUiTheme.Number(def.MaxHp) + " → " + LuneUiTheme.Number(next.MaxHp) + " · Schaden " + LuneUiTheme.Decimal(def.Damage) + " → " + LuneUiTheme.Decimal(next.Damage); + if (Math.Abs(def.AttackRange - next.AttackRange) > 1e-9) + delta += " · Reichweite " + LuneUiTheme.Decimal(def.AttackRange) + " → " + LuneUiTheme.Decimal(next.AttackRange) + " m"; + if (canAct && gold < next.Cost) + delta += " · es fehlen " + (next.Cost - gold) + " Gold"; + _upgradeDelta.text = delta; + } + LuneUi.Show(_upgradeDelta, _upgradeDelta.text.Length > 0); + int refund = entry.Fresh ? entry.Invested : (int)Math.Floor(entry.Invested * model.State.Balance.SellRefund); + SellButton.Text = "Zurückgeben +" + refund; + SellButton.Disabled = !canAct; + LuneUi.Show(SellButton, planning); + _sellNote.text = entry.Fresh ? "voller Preis" : LuneUiTheme.Round(model.State.Balance.SellRefund * 100.0) + " % von " + entry.Invested; + LuneUi.Show(_sellNote, planning); + bool grottoOpen = model.State.GrottoAvailable(); + foreach (KeyValuePair pair in LaneButtons) + { + pair.Value.On = entry.Lane == pair.Key; + pair.Value.Disabled = !canAct || (pair.Key == LuneMatch.Grotto && !grottoOpen); + } + LuneUi.Show(_warning, entry.Lane == LuneMatch.Grotto); + if (!planning) + _locked.text = "Im Kampf gibt es keine Befehle; Aufwertung, Rückgabe und Einsatz wieder in der Planung."; + else if (locked) + _locked.text = "Bereit gemeldet: Die Planung ist verbindlich."; + else if (!grottoOpen) + _locked.text = "Grotte gesperrt bis Welle " + model.State.Boss.NextAvailableRound + "."; + else + _locked.text = ""; + LuneUi.Show(_locked, _locked.text.Length > 0); + } + + LuneTip StatsTip() + { + string type = _portrait.ModelId; + if (string.IsNullOrEmpty(type)) + return null; + UnitDef data = DataCatalog.GetUnit(type); + var tip = new LuneTip { Title = data.DisplayName, Note = "Ein Angriff pro Sekunde mal Tempo; Schaden je Treffer vor Rüstung. Stark: 130 %, schwach: 75 % (Rüstungsmatrix)." }; + tip.Stats.AddRange(LuneStats.Rows(data, true)); + return tip; + } + } +} diff --git a/Assets/Luneraria/UI/Hud/LuneArmyPanels.cs.meta b/Assets/Luneraria/UI/Hud/LuneArmyPanels.cs.meta new file mode 100644 index 0000000..5ca41c0 --- /dev/null +++ b/Assets/Luneraria/UI/Hud/LuneArmyPanels.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 38d985ede218049588b1e5db6966e4a9 \ No newline at end of file diff --git a/Assets/Luneraria/UI/Hud/LuneComponents.cs b/Assets/Luneraria/UI/Hud/LuneComponents.cs new file mode 100644 index 0000000..38591b1 --- /dev/null +++ b/Assets/Luneraria/UI/Hud/LuneComponents.cs @@ -0,0 +1,684 @@ +using System; +using System.Collections.Generic; +using Luneraria.Core; +using UnityEngine; +using UnityEngine.UIElements; + +namespace Luneraria.UI +{ + /// Where a HUD click sends the camera: a lane, a map point or a named target (base, enemy_base, grotto, hero). + public sealed class LuneFocusTarget + { + public string Lane = ""; + public Vec2? Point; + public string Camera = ""; + + public bool IsEmpty { get { return Lane.Length == 0 && Point == null && Camera.Length == 0; } } + public static LuneFocusTarget ForLane(string lane) { return new LuneFocusTarget { Lane = lane ?? "" }; } + public static LuneFocusTarget ForPoint(Vec2 point) { return new LuneFocusTarget { Point = point }; } + public static LuneFocusTarget ForCamera(string target) { return new LuneFocusTarget { Camera = target ?? "" }; } + + public override string ToString() { return Lane + "|" + (Point.HasValue ? Point.Value.ToString() : "") + "|" + Camera; } + } + + /// + /// Colours of the armour and damage types (G3 open point, Legion TD principle): a damage type + /// has the colour of the armour it hits for 130 % (DamageMatrix: type i is strong against armour i). + /// + public static class LuneTypeColors + { + public static readonly Color[] Types = { LuneUiTheme.Hex("e2b46b"), LuneUiTheme.Hex("7fb2e5"), LuneUiTheme.Hex("c39bf0") }; + + public static Color Armor(int armorType) { return Types[Mathf.Clamp(armorType, 0, 2)]; } + + public static Color Damage(int attackType) + { + int row = Mathf.Clamp(attackType, 0, 2); + for (int armor = 0; armor < 3; armor++) + { + if (LuneUnit.DamageMatrix[row, armor] == 1.30) + return Types[armor]; + } + return LuneUiTheme.Muted; + } + } + + /// + /// The viewer's own gold with the coin symbol and the base income of the next settlement + /// (Godot LuneResourceDisplay). It is only ever fed the own seat's gold. + /// + public sealed class LuneResourceDisplay : VisualElement + { + public readonly Label Amount; + public readonly Label Detail; + int _shown = -1; + float _flash; + + public LuneResourceDisplay() + { + style.flexDirection = FlexDirection.Row; + style.alignItems = Align.Center; + pickingMode = PickingMode.Position; + LuneUi.Glyph("coin", LuneUiTheme.Gold, 30f, this); + VisualElement column = LuneUi.Box(true, -2f, this); + column.style.marginLeft = 8f; + Amount = LuneUi.Label("0", "HudGold", column); + Detail = LuneUi.Label("", "HudMuted", column); + } + + public void SetValues(int gold, int income, bool showIncome = true) + { + if (gold != _shown) + { + if (_shown >= 0 && !LunePreferences.ReducedMotion) + _flash = .45f; + _shown = gold; + Amount.text = LuneUiTheme.Number(gold); + } + string line = showIncome ? "+" + LuneUiTheme.Number(income) + " nächste Runde" : ""; + if (Detail.text != line) + Detail.text = line; + LuneUi.Show(Detail, showIncome); + } + + public void Tick(float delta) + { + if (_flash <= 0f) + return; + _flash = Mathf.Max(0f, _flash - delta); + // Godot modulate (1.35, 1.2, .8) fading back to white. + float t = _flash / .45f; + Color gold = LuneUiTheme.Gold; + var flash = new Color(Mathf.Min(1f, gold.r * 1.35f), Mathf.Min(1f, gold.g * 1.2f), gold.b * .8f, 1f); + LuneUi.SetColor(Amount, Color.Lerp(gold, flash, t)); + } + } + + /// + /// The own team (Godot LuneTeamPanel): per seat the name, lane, hero (committed hero of the + /// others, own draft for the viewer), readiness during planning and whether a human, a bot or – + /// after a disconnect – a bot on a human's seat plays it. Gold or plans of others never appear. + /// + public sealed class LuneTeamPanel : VisualElement + { + sealed class Row + { + public VisualElement Element; + public LuneGlyphElement Status; + public LunePortraitElement Portrait; + public Label Name; + public Label Lane; + public LuneStatusBadge Badge; + public LuneHudModel.MemberInfo Data; + } + + readonly List _rows = new List(); + readonly Label _header; + readonly LuneGlyphElement _emblem; + string _signature = ""; + + public LuneTeamPanel() + { + pickingMode = PickingMode.Ignore; + var column = (LuneBox)LuneUi.Box(true, 3f, this); + VisualElement head = LuneUi.Box(false, 6f, column); + _emblem = LuneUi.Glyph("emblem_0", LuneUiTheme.Team[0], 15f, head); + _header = LuneUi.Label("DEIN TEAM", "HudCaps", head); + for (int index = 0; index < 3; index++) + { + VisualElement element = LuneUi.Box(false, 6f, column); + element.pickingMode = PickingMode.Position; + element.style.minHeight = 28f; + var row = new Row { Element = element }; + row.Status = LuneUi.Glyph("human", LuneUiTheme.Muted, 15f, element); + row.Portrait = new LunePortraitElement(); + row.Portrait.style.width = 26f; + row.Portrait.style.height = 26f; + element.Add(row.Portrait); + row.Name = LuneUi.Clip(LuneUi.Label("", "HudText", element)); + row.Name.style.flexGrow = 1f; + row.Lane = LuneUi.Label("", "HudMuted", element); + row.Badge = new LuneStatusBadge(); + element.Add(row.Badge); + _rows.Add(row); + int captured = index; + LuneTooltip.Attach(element, () => Tip(captured)); + } + } + + public void Apply(List members, int team, bool planning, bool networked) + { + string signature = string.Join(",", members) + "|" + team + "|" + planning + "|" + networked; + if (signature == _signature) + return; + _signature = signature; + _emblem.Glyph = "emblem_" + team; + _emblem.Color = LuneUiTheme.TeamColor(team); + _header.text = "DEIN TEAM · " + LuneUi.Upper(LuneUiTheme.TeamName(team)); + for (int index = 0; index < Mathf.Min(3, members.Count); index++) + { + LuneHudModel.MemberInfo member = members[index]; + Row row = _rows[index]; + row.Data = member; + string status = member.Status; + row.Status.Glyph = status == "self" ? "star" : status == "bot" ? "bot" : status == "offline" ? "offline" : "human"; + row.Status.Color = status == "self" ? LuneUiTheme.BronzeLight : status == "offline" ? LuneUiTheme.Danger : LuneUiTheme.Muted; + row.Name.text = member.Name; + LuneUi.SetColor(row.Name, member.IsSelf ? LuneUiTheme.BronzeLight : LuneUiTheme.Text); + row.Lane.text = LuneUi.Upper(LuneMap.LaneNames[member.Lane]); + LuneUi.Show(row.Portrait, member.HeroId.Length > 0); + if (member.HeroId.Length > 0) + row.Portrait.ShowModel(LuneContent.Heroes[member.HeroId].Model); + if (status == "offline") + row.Badge.SetState("BOT ÜBERNIMMT", LuneUiTheme.Danger, "offline"); + else if (status == "bot") + row.Badge.SetState("BOT", LuneUiTheme.Muted, "bot"); + else if (planning && member.Ready) + row.Badge.SetState("BEREIT", LuneUiTheme.Good, "check"); + else if (planning) + row.Badge.SetState("PLANT", LuneUiTheme.Warn, "clock"); + else + row.Badge.SetState("IM KAMPF", LuneUiTheme.Info); + } + } + + LuneTip Tip(int index) + { + LuneHudModel.MemberInfo member = _rows[index].Data; + if (member == null) + return null; + string kind = member.Status == "self" ? "Du" : member.Status == "human" ? "Mensch" : member.Status == "bot" ? "Bot" : "Verbindung getrennt – ein Bot spielt den Platz weiter"; + string hero = "kein Held"; + if (member.HeroId.Length > 0) + hero = LuneContent.Heroes[member.HeroId].Name + " · Stufe " + member.HeroLevel; + var tip = new LuneTip + { + Title = member.Name, + Subtitle = LuneMap.LaneNames[member.Lane] + "-Lane · " + ContentData.FactionNames.GetValueOrDefault(member.Bund, ""), + Note = member.IsSelf ? "" : "Gold und laufende Planung anderer Spieler bleiben privat.", + }; + tip.Stat("human", "Spieler", kind).Stat("crown", "Held", hero).Stat("check", "Planung", member.Ready ? "bereit" : "plant noch"); + return tip; + } + } + + /// + /// Purchase card (Godot LuneUnitCard): real-model portrait, name, role, gold price, hotkey and + /// availability; the armour and damage type as coloured symbols (G3 open point). The champion + /// variant uses the copper card style, a hatched portrait and the "1 WELLE" band at the bottom + /// of the portrait, so temporary attack champions never read like permanent troops. + /// + public sealed class LuneUnitCard : LuneButton + { + static readonly Dictionary RoleGlyphs = new Dictionary + { { "front", "tank" }, { "melee", "melee" }, { "ranged", "ranged" }, { "splash", "splash" }, { "support", "support" }, { "schutz", "tank" }, { "druck", "tempo" }, { "siege", "siege" } }; + static readonly Dictionary RoleText = new Dictionary + { { "front", "Tank" }, { "melee", "Nahkampf" }, { "ranged", "Fernkampf" }, { "splash", "Fläche" }, { "support", "Support" }, { "schutz", "Schutz" }, { "druck", "Druck" }, { "siege", "Belagerung" } }; + + public string TypeId = ""; + public bool Champion; + public int Cost; + public string Reason = ""; + public readonly LunePortraitElement Portrait; + readonly Label _name; + readonly LuneGlyphElement _roleGlyph; + readonly Label _role; + readonly Label _cost; + readonly Label _key; + readonly VisualElement _band; + readonly LuneGlyphElement _lock; + readonly LuneGlyphElement _armor; + readonly LuneGlyphElement _attack; + + public LuneUnitCard() : base(null, LuneButtons.HudCard) + { + style.width = 116f; + style.height = 132f; + style.flexDirection = FlexDirection.Column; + style.alignItems = Align.Stretch; + style.justifyContent = Justify.FlexStart; + style.paddingLeft = 6f; + style.paddingRight = 6f; + style.paddingTop = 6f; + style.paddingBottom = 5f; + Portrait = new LunePortraitElement(); + Portrait.style.minHeight = 62f; + Portrait.style.flexGrow = 1f; + Add(Portrait); + _key = LuneUi.Label("", "HudCaps", Portrait); + _key.style.position = Position.Absolute; + _key.style.left = 4f; + _key.style.top = 1f; + // Armour and damage type, top right (Legion TD: what it is good against). + VisualElement types = LuneUi.Box(false, 2f, Portrait); + types.style.position = Position.Absolute; + types.style.right = 3f; + types.style.top = 3f; + _attack = LuneUi.Glyph("sword", LuneUiTheme.Muted, 13f, types); + _armor = LuneUi.Glyph("armor", LuneUiTheme.Muted, 13f, types); + _band = LuneUi.Box(false, 2f, Portrait); + _band.style.position = Position.Absolute; + _band.style.left = 0f; + _band.style.right = 0f; + _band.style.bottom = 0f; + _band.style.height = 16f; + _band.style.justifyContent = Justify.Center; + _band.style.backgroundColor = new Color(0f, 0f, 0f, .62f); + LuneUi.Glyph("hourglass", LuneUiTheme.Champion, 12f, _band); + LuneUi.SetColor(LuneUi.Label("1 WELLE", "HudCaps", _band, 14f), LuneUiTheme.Champion); + LuneUi.Show(_band, false); + _lock = LuneUi.Glyph("lock", LuneUiTheme.Muted, 18f, Portrait); + _lock.style.position = Position.Absolute; + _lock.style.left = new Length(50f, LengthUnit.Percent); + _lock.style.top = new Length(50f, LengthUnit.Percent); + _lock.style.translate = new Translate(new Length(-50f, LengthUnit.Percent), new Length(-50f, LengthUnit.Percent)); + LuneUi.Show(_lock, false); + _name = LuneUi.Clip(LuneUi.Label("", "HudText", this)); + _name.style.unityTextAlign = TextAnchor.MiddleCenter; + _name.style.marginTop = 1f; + VisualElement roleRow = LuneUi.Box(false, 4f, this); + roleRow.style.justifyContent = Justify.Center; + roleRow.style.marginTop = 1f; + _roleGlyph = LuneUi.Glyph("", LuneUiTheme.Muted, 14f, roleRow); + _role = LuneUi.Label("", "HudMuted", roleRow); + VisualElement costRow = LuneUi.Box(false, 4f, this); + costRow.style.justifyContent = Justify.Center; + costRow.style.marginTop = 1f; + LuneUi.Glyph("coin", LuneUiTheme.Gold, 15f, costRow); + _cost = LuneUi.Label("", "HudValue", costRow); + } + + public void Setup(string id, string modelId, string title, string roleKey, int price, string hotkey = "", bool champion = false, UnitDef definition = null) + { + TypeId = id; + Champion = champion; + Cost = price; + Look = champion ? LuneButtons.HudChampionCard : LuneButtons.HudCard; + Portrait.ShowModel(modelId); + _name.text = title; + _roleGlyph.Glyph = RoleGlyphs.TryGetValue(roleKey ?? "", out string glyph) ? glyph : "melee"; + _role.text = RoleText.TryGetValue(roleKey ?? "", out string text) ? text : roleKey; + _cost.text = price.ToString(); + _key.text = hotkey; + LuneUi.Show(_key, hotkey.Length > 0); + LuneUi.Show(_band, champion); + Portrait.Hatch = champion ? LuneUiTheme.WithAlpha(LuneUiTheme.Champion, .13f) : Color.clear; + if (definition != null) + { + _attack.Color = LuneTypeColors.Damage(definition.AttackType); + _armor.Color = LuneTypeColors.Armor(definition.ArmorType); + } + } + + /// ok = purchasable now; otherwise `why` explains it (tooltip) and the card greys out. + public void SetAvailable(bool ok, string why = "", bool locked = false, bool unaffordable = false) + { + Reason = why ?? ""; + Disabled = !ok; + Portrait.Dimmed = !ok; + LuneUi.Show(_lock, locked); + LuneUi.SetColor(_cost, unaffordable ? LuneUiTheme.Danger : LuneUiTheme.Bright); + LuneUi.SetColor(_name, ok ? LuneUiTheme.Text : LuneUiTheme.Muted); + } + } + + /// + /// One own troop in the army strip (Godot LuneArmyChip): real-model portrait, a band with its + /// lane (T, M, B or G) and stage (II for upgraded troops). Selected = pressed style. In combat a + /// fallen troop is dimmed and crossed out. + /// + public sealed class LuneArmyChip : LuneButton + { + public const float Band = 15f; + public string Uid = ""; + public string TypeId = ""; + public string Lane = "mid"; + public readonly LunePortraitElement Portrait; + readonly Label _lane; + readonly Label _stage; + bool _fallen; + + public LuneArmyChip() : base(null, LuneButtons.HudChip) + { + style.flexDirection = FlexDirection.Column; + style.alignItems = Align.Stretch; + style.justifyContent = Justify.FlexStart; + style.paddingLeft = 2f; + style.paddingRight = 2f; + style.paddingTop = 2f; + style.paddingBottom = 1f; + Portrait = new LunePortraitElement(); + Portrait.style.flexGrow = 1f; + Add(Portrait); + VisualElement band = LuneUi.Box(false, 0f, this); + band.style.height = Band; + band.style.backgroundColor = new Color(0f, 0f, 0f, .55f); + band.style.justifyContent = Justify.SpaceBetween; + band.style.paddingLeft = 3f; + band.style.paddingRight = 3f; + _lane = LuneUi.Label("", "HudCaps", band, 14f); + _stage = LuneUi.Label("II", "HudCaps", band, 14f); + LuneUi.SetColor(_stage, LuneUiTheme.Gold); + } + + public void Setup(RosterEntry entry, float edge) + { + Uid = entry.Uid; + TypeId = entry.TypeId; + Lane = entry.Lane; + style.width = edge; + style.height = edge + Band; + Portrait.ShowModel(TypeId); + bool grotto = Lane == LuneMatch.Grotto; + _lane.text = grotto ? "G" : LuneMap.LaneNames.TryGetValue(Lane, out string name) ? name.Substring(0, 1) : "?"; + LuneUi.SetColor(_lane, grotto ? LuneUiTheme.Team[2] : LuneUiTheme.BronzeLight); + LuneUi.Show(_stage, LuneStats.StageOf(TypeId) == 2); + } + + public bool Fallen + { + get { return _fallen; } + set + { + if (value == _fallen) + return; + _fallen = value; + Portrait.Dimmed = value; + Portrait.Crossed = value; + } + } + } + + /// + /// A hero item (Godot LuneItemSlot): one of the three slots (compact: symbol only) or a card in + /// the item shop (symbol, name, cost, main effect, state). States say why something cannot be + /// done: equipped, available, unaffordable, incompatible (hero level), unique (already carried), + /// slots full, locked (plan committed) or an empty slot. + /// + public sealed class LuneItemSlot : LuneButton + { + public enum State { Empty, Equipped, Available, Unaffordable, Incompatible, Unique, Full, Locked } + + static readonly Dictionary StateText = new Dictionary + { + { State.Equipped, "AUSGERÜSTET" }, { State.Available, "KAUFBAR" }, { State.Unaffordable, "ZU TEUER" }, { State.Incompatible, "STUFE FEHLT" }, + { State.Unique, "GETRAGEN" }, { State.Full, "PLÄTZE VOLL" }, { State.Locked, "GESPERRT" }, { State.Empty, "LEER" }, + }; + static readonly Dictionary ItemColors = new Dictionary + { + { "basaltschild", LuneUiTheme.Hex("9fb2c8") }, { "glutklinge", LuneUiTheme.Hex("ff9a5a") }, { "rankenmantel", LuneUiTheme.Hex("8fd08a") }, + { "funkenfokus", LuneUiTheme.Hex("f5d76a") }, { "quellamulett", LuneUiTheme.Hex("7ad6e6") }, { "kristallsplitter", LuneUiTheme.Hex("c7a2ff") }, + }; + + public string ItemId = ""; + public State Current = State.Empty; + public readonly bool Compact; + readonly LuneGlyphElement _glyph; + readonly Label _name; + readonly Label _effect; + readonly Label _cost; + readonly LuneStatusBadge _badge; + + public static Color ColorOf(string id) + { + return ItemColors.TryGetValue(id ?? "", out Color color) ? color : LuneUiTheme.Muted; + } + + public LuneItemSlot(bool compact = true) : base(null, compact ? LuneButtons.HudChip : LuneButtons.HudCard) + { + Compact = compact; + if (compact) + { + style.width = 30f; + style.height = 30f; + style.paddingLeft = 5f; + style.paddingRight = 5f; + style.paddingTop = 5f; + style.paddingBottom = 5f; + _glyph = LuneUi.Glyph("", Color.white, 20f, this); + _glyph.style.flexGrow = 1f; + return; + } + style.minHeight = 74f; + style.justifyContent = Justify.FlexStart; + style.paddingLeft = 10f; + style.paddingRight = 8f; + style.paddingTop = 6f; + style.paddingBottom = 6f; + _glyph = LuneUi.Glyph("", Color.white, 34f, this); + VisualElement column = LuneUi.Box(true, 0f, this); + column.style.marginLeft = 10f; + column.style.flexGrow = 1f; + column.style.flexShrink = 1f; + column.style.minWidth = 0f; + column.style.justifyContent = Justify.Center; + VisualElement head = LuneUi.Box(false, 6f, column); + _name = LuneUi.Clip(LuneUi.Label("", "HudValue", head)); + _name.style.flexGrow = 1f; + LuneUi.Glyph("coin", LuneUiTheme.Gold, 14f, head); + _cost = LuneUi.Label("", "HudValue", head); + _effect = LuneUi.Clip(LuneUi.Label("", "HudMuted", column)); + _badge = new LuneStatusBadge(); + _badge.style.alignSelf = Align.FlexStart; + column.Add(_badge); + } + + public void SetItem(string id, State state) + { + ItemId = id ?? ""; + Current = state; + Color tint = ColorOf(ItemId); + bool usable = state == State.Available || state == State.Equipped; + _glyph.Glyph = ItemId; + _glyph.Color = usable || Compact ? tint : LuneUiTheme.WithAlpha(tint, .45f); + if (Compact) + { + Disabled = ItemId.Length == 0; + return; + } + LuneContent.Items.TryGetValue(ItemId, out ItemSpec item); + _name.text = item != null ? item.Name : ""; + _cost.text = item != null ? item.Cost.ToString() : ""; + LuneUi.SetColor(_cost, state == State.Unaffordable ? LuneUiTheme.Danger : LuneUiTheme.Bright); + _effect.text = item != null ? item.Text : ""; + Color badge = state == State.Equipped ? LuneUiTheme.Good : state == State.Available ? LuneUiTheme.BronzeLight : LuneUiTheme.Muted; + if (state == State.Unaffordable) + badge = LuneUiTheme.Danger; + string glyph = state == State.Equipped || state == State.Unique ? "check" : state == State.Incompatible || state == State.Locked ? "lock" : ""; + _badge.SetState(StateText[state], badge, glyph, state == State.Equipped); + Disabled = !usable; + } + } + + /// + /// Short event list (Godot LuneEventFeed): tower falls, champions, boss, critical Ancients, + /// round results. At most five entries, newest on top; each fades after a while. A click on an + /// entry with a place moves the camera there. It never lists every kill. + /// + public sealed class LuneEventFeed : VisualElement + { + public const int Limit = 5; + public const float Lifetime = 14f; + public event Action FocusRequested; + + sealed class Entry + { + public string Text; + public string Level; + public float Born; + public LuneButton Node; + } + + readonly List _entries = new List(); + float _clock; + + public LuneEventFeed() + { + pickingMode = PickingMode.Ignore; + LuneUi.Show(this, false); + } + + public IReadOnlyList Texts + { + get { return _entries.ConvertAll(e => e.Text); } + } + + static Color LevelColor(string level) + { + return level == "good" ? LuneUiTheme.Good : level == "warn" ? LuneUiTheme.Warn : level == "danger" ? LuneUiTheme.Danger : LuneUiTheme.Info; + } + + /// level: info, good, warn, danger. target: null or a lane, point or camera target. + public void Push(string text, string level = "info", string glyph = "", LuneFocusTarget target = null) + { + foreach (Entry entry in _entries) + { + if (entry.Text == text && _clock - entry.Born < 4f) + return; + } + var button = new LuneButton(null, LuneButtons.HudRow); + button.style.minHeight = 30f; + button.style.justifyContent = Justify.FlexStart; + button.style.paddingLeft = 8f; + button.style.paddingRight = 8f; + button.style.marginBottom = 3f; + Color tint = LevelColor(level); + LuneUi.Glyph(glyph.Length > 0 ? glyph : "star", tint, 15f, button).style.marginRight = 7f; + Label label = LuneUi.Clip(LuneUi.Label(text, "HudText", button)); + label.style.flexGrow = 1f; + LuneUi.SetColor(label, Color.Lerp(tint, LuneUiTheme.Text, .45f)); + bool hasTarget = target != null && !target.IsEmpty; + button.Clicked += () => + { + if (hasTarget) + FocusRequested?.Invoke(target); + }; + LuneTooltip.Attach(button, () => new LuneTip { Title = text, Note = hasTarget ? "Klick: Kamera dorthin" : "" }); + Insert(0, button); + _entries.Insert(0, new Entry { Text = text, Level = level, Born = _clock, Node = button }); + while (_entries.Count > Limit) + { + Entry old = _entries[_entries.Count - 1]; + _entries.RemoveAt(_entries.Count - 1); + old.Node.RemoveFromHierarchy(); + } + LuneUi.Show(this, true); + } + + public void ClearAll() + { + foreach (Entry entry in _entries) + entry.Node.RemoveFromHierarchy(); + _entries.Clear(); + LuneUi.Show(this, false); + } + + public void Tick(float delta) + { + _clock += delta; + for (int index = _entries.Count - 1; index >= 0; index--) + { + Entry entry = _entries[index]; + float age = _clock - entry.Born; + if (age > Lifetime) + { + entry.Node.RemoveFromHierarchy(); + _entries.RemoveAt(index); + } + else if (age > Lifetime - 2f) + { + entry.Node.style.opacity = Mathf.Clamp01((Lifetime - age) / 2f); + } + } + LuneUi.Show(this, _entries.Count > 0); + } + } + + /// + /// A window over the field for detail work (hero, recruiting; Godot LuneModalPanel). A light + /// backdrop keeps clicks away from the world and closes the window; Esc and the × close it too. + /// The window never covers the whole screen and only opens on request. + /// + public sealed class LuneModalPanel : VisualElement + { + public event Action Closed; + public readonly LunePanel Panel; + public readonly VisualElement Body; + public readonly Label Title; + readonly Vector2 _box; + + public LuneModalPanel(Vector2 size) + { + _box = size; + style.position = Position.Absolute; + style.left = 0f; + style.top = 0f; + style.right = 0f; + style.bottom = 0f; + pickingMode = PickingMode.Position; + var backdrop = new VisualElement(); + backdrop.style.position = Position.Absolute; + backdrop.style.left = 0f; + backdrop.style.top = 0f; + backdrop.style.right = 0f; + backdrop.style.bottom = 0f; + backdrop.style.backgroundColor = new Color(.01f, .015f, .025f, .38f); + backdrop.RegisterCallback(evt => + { + if (evt.button == 0) + Close(); + }); + Add(backdrop); + Panel = new LunePanel(LunePanels.Modal); + Panel.style.position = Position.Absolute; + Add(Panel); + VisualElement column = LuneUi.Box(true, 12f, Panel); + column.style.flexGrow = 1f; + VisualElement head = LuneUi.Box(false, 0f, column); + Title = LuneUi.Label("", "HudTitle", head); + Title.style.flexGrow = 1f; + var close = new LuneButton(null, LuneButtons.HudIconButton, head); + close.style.width = 36f; + close.style.height = 34f; + LuneUi.Glyph("close", LuneUiTheme.Muted, 14f, close); + close.Clicked += Close; + LuneTooltip.Attach(close, () => new LuneTip { Title = "Schließen", Text = "Esc oder Klick neben das Fenster." }); + Body = LuneUi.Box(true, 10f, column); + Body.style.flexGrow = 1f; + RegisterCallback(_ => Layout()); + RegisterCallback(evt => evt.StopPropagation()); + LuneUi.Show(this, false); + } + + public bool Open { get { return style.display != DisplayStyle.None; } } + + public void OpenWith(string heading) + { + Title.text = heading; + LuneUi.Show(this, true); + BringToFront(); + Layout(); + } + + public void Close() + { + if (!Open) + return; + LuneUi.Show(this, false); + Closed?.Invoke(); + } + + void Layout() + { + float width = layout.width; + float height = layout.height; + if (float.IsNaN(width) || width <= 0f) + return; + var edge = new Vector2(Mathf.Min(_box.x, width - 40f), Mathf.Min(_box.y, height - 40f)); + Panel.style.width = edge.x; + Panel.style.height = edge.y; + Panel.style.left = Mathf.Floor((width - edge.x) * .5f); + Panel.style.top = Mathf.Floor((height - edge.y) * .5f); + } + } +} diff --git a/Assets/Luneraria/UI/Hud/LuneComponents.cs.meta b/Assets/Luneraria/UI/Hud/LuneComponents.cs.meta new file mode 100644 index 0000000..4ddf135 --- /dev/null +++ b/Assets/Luneraria/UI/Hud/LuneComponents.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 80ace1f0cf9a54de09fffe1461c041a1 \ No newline at end of file diff --git a/Assets/Luneraria/UI/Hud/LuneElements.cs b/Assets/Luneraria/UI/Hud/LuneElements.cs new file mode 100644 index 0000000..072a0f5 --- /dev/null +++ b/Assets/Luneraria/UI/Hud/LuneElements.cs @@ -0,0 +1,682 @@ +using System; +using UnityEngine; +using UnityEngine.UIElements; + +namespace Luneraria.UI +{ + /// The plate styles of the HUD panels (Godot "panel" styleboxes of lune_ui_theme.gd and the menu theme). + public static class LunePanels + { + public static readonly LunePlateStyle Hud = LunePlateStyle.Hud(LuneUiTheme.SlateTop, LuneUiTheme.SlateBottom, LuneUiTheme.Edge, 1f, 6f, 12f, 10f); + public static readonly LunePlateStyle HudTight = LunePlateStyle.Hud(LuneUiTheme.SlateTop, LuneUiTheme.SlateBottom, LuneUiTheme.Edge, 1f, 5f, 8f, 6f); + public static readonly LunePlateStyle Modal = LunePlateStyle.Hud(new Color(.07f, .09f, .125f, .98f), new Color(.045f, .06f, .085f, .98f), LuneUiTheme.Hex("5c4a33"), 1.5f, 10f, 22f, 18f) + .WithShadow(new Color(0f, 0f, 0f, .55f), 16f); + public static readonly LunePlateStyle BannerDanger = LunePlateStyle.Hud(new Color(.16f, .075f, .05f, .94f), new Color(.11f, .05f, .035f, .95f), LuneUiTheme.Hex("a0523a"), 1.5f, 6f, 16f, 8f); + public static readonly LunePlateStyle BannerOwn = LunePlateStyle.Hud(new Color(.07f, .1f, .16f, .94f), new Color(.05f, .07f, .11f, .95f), LuneUiTheme.Hex("5f86b8"), 1.5f, 6f, 16f, 8f); + public static readonly LunePlateStyle Tooltip = LunePlateStyle.Hud(new Color(.06f, .08f, .11f, .98f), new Color(.045f, .06f, .085f, .98f), LuneUiTheme.Hex("6b5a44"), 1f, 6f, 12f, 9f) + .WithShadow(new Color(0f, 0f, 0f, .5f), 8f); + public static readonly LunePlateStyle Menu = MenuPlate(); + + static LunePlateStyle MenuPlate() + { + LunePlateStyle style = LunePlateStyle.Menu(new Color(.078f, .094f, .114f, .95f), new Color(.055f, .066f, .08f, .96f), LuneUiTheme.Hex("5c4a33"), 1.5f, 12f, 30f, 26f) + .WithShadow(new Color(0f, 0f, 0f, .45f), 18f); + style.Ornaments = true; + style.OrnamentColor = LuneUiTheme.Hex("8a6a3c"); + return style; + } + } + + /// A panel with a drawn plate background (Godot PanelContainer with a ForgedStyle). + public class LunePanel : VisualElement + { + LunePlateStyle _plate; + + public LunePanel(LunePlateStyle plate, bool stopsMouse = true) + { + pickingMode = stopsMouse ? PickingMode.Position : PickingMode.Ignore; + Plate = plate; + generateVisualContent += context => + { + if (_plate != null) + LunePlates.Draw(context, new Rect(0f, 0f, layout.width, layout.height), _plate); + }; + } + + public LunePlateStyle Plate + { + get { return _plate; } + set + { + if (value == _plate) + return; + _plate = value; + value?.ApplyPadding(this); + MarkDirtyRepaint(); + } + } + } + + /// Look of a button variation: plates per state and the text colours (Godot Button theme items). + public sealed class LuneButtonLook + { + public LunePlateStyle Normal; + public LunePlateStyle Hover; + public LunePlateStyle Pressed; + public LunePlateStyle Disabled; + public LunePlateStyle HoverPressed; + /// Flat tab look: background and bottom line per state instead of plates. + public bool Tab; + public string TextVariation = "HudText"; + public float TextSize = 15f; + public Color Text = LuneUiTheme.Text; + public Color TextHover = Color.white; + public Color? TextPressed; + public Color? TextHoverPressed; + public Color TextDisabled = LuneUiTheme.Faint; + + public LunePlateStyle PlateFor(bool disabled, bool pressed, bool hover) + { + if (disabled) + return Disabled ?? Normal; + if (pressed && hover) + return HoverPressed ?? Pressed ?? Normal; + if (pressed) + return Pressed ?? Normal; + if (hover) + return Hover ?? Normal; + return Normal; + } + + public Color TextFor(bool disabled, bool pressed, bool hover) + { + if (disabled) + return TextDisabled; + if (pressed && hover) + return TextHoverPressed ?? TextPressed ?? TextHover; + if (pressed) + return TextPressed ?? Text; + return hover ? TextHover : Text; + } + } + + /// The button variations of lune_ui_theme.gd and the menu theme. + public static class LuneButtons + { + static LunePlateStyle P(string top, string bottom, Color edge, float width, float cut, float x, float y) + { + return LunePlateStyle.Hud(LuneUiTheme.Hex(top), LuneUiTheme.Hex(bottom), edge, width, cut, x, y); + } + + static LunePlateStyle P(Color top, Color bottom, Color edge, float width, float cut, float x, float y) + { + return LunePlateStyle.Hud(top, bottom, edge, width, cut, x, y); + } + + static LunePlateStyle M(string top, string bottom, Color edge, float width, float cut, float x, float y) + { + return LunePlateStyle.Menu(LuneUiTheme.Hex(top), LuneUiTheme.Hex(bottom), edge, width, cut, x, y); + } + + static Color H(string hex) { return LuneUiTheme.Hex(hex); } + + public static readonly LuneButtonLook HudButton = new LuneButtonLook + { + Normal = P("1b232d", "131920", H("4a5a6c"), 1f, 5f, 12f, 7f), Hover = P("26303c", "1a212a", LuneUiTheme.BronzeLight, 1f, 5f, 12f, 7f), + Pressed = P("10151b", "171d25", LuneUiTheme.Bronze, 1.5f, 5f, 12f, 7f), Disabled = P("141a20", "10141a", H("2c333c"), 1f, 5f, 12f, 7f), + TextSize = 15f, + }; + + public static readonly LuneButtonLook HudIconButton = new LuneButtonLook + { + Normal = P("1b232d", "131920", H("3c4a5a"), 1f, 5f, 9f, 6f), Hover = P("26303c", "1a212a", LuneUiTheme.BronzeLight, 1f, 5f, 9f, 6f), + Pressed = P("10151b", "171d25", LuneUiTheme.Bronze, 1.5f, 5f, 9f, 6f), Disabled = P("141a20", "10141a", H("2c333c"), 1f, 5f, 9f, 6f), + TextSize = 15f, + }; + + public static readonly LuneButtonLook HudPrimary = new LuneButtonLook + { + Normal = M("e8c47e", "b98a4a", H("fff0cc"), 1.5f, 7f, 16f, 8f), Hover = M("f6d898", "cc9c56", Color.white, 1.5f, 7f, 16f, 8f), + Pressed = M("b98a4a", "d5aa66", H("fff0cc"), 2f, 7f, 16f, 8f), Disabled = M("4a4234", "3a3328", H("6a5c46"), 1f, 7f, 16f, 8f), + TextVariation = "HudValue", TextSize = 16f, Text = LuneUiTheme.Ink, TextHover = LuneUiTheme.Ink, TextPressed = LuneUiTheme.Ink, TextDisabled = H("9c8f78"), + }; + + /// Godot PrimaryButton of the menu theme (Bereit, Neue Partie). + public static readonly LuneButtonLook Primary = new LuneButtonLook + { + Normal = M("e8c47e", "b98a4a", H("fff0cc"), 1.5f, 9f, 30f, 15f), Hover = M("f6d898", "cc9c56", Color.white, 1.5f, 9f, 30f, 15f), + Pressed = M("b98a4a", "d5aa66", H("fff0cc"), 2f, 9f, 30f, 15f), Disabled = M("5a4c38", "463a2a", H("7d6a4c"), 1.5f, 9f, 30f, 15f), + TextVariation = "HudName", TextSize = 22f, Text = LuneUiTheme.Ink, TextHover = LuneUiTheme.Ink, TextPressed = LuneUiTheme.Ink, TextDisabled = H("2a2218"), + }; + + /// Godot Button of the menu theme (secondary). + public static readonly LuneButtonLook Secondary = new LuneButtonLook + { + Normal = M("1d232b", "141920", H("6b5a44"), 1.5f, 7f, 20f, 11f), Hover = M("27303a", "1a2028", LuneUiTheme.BronzeLight, 1.5f, 7f, 20f, 11f), + Pressed = M("10141a", "171c23", LuneUiTheme.Bronze, 2f, 7f, 20f, 11f), Disabled = M("15191e", "111418", H("3a352e"), 1.5f, 7f, 20f, 11f), + TextSize = 17f, Text = LuneUiTheme.Parchment, + }; + + public static readonly LuneButtonLook HudCard = Card(new LuneButtonLook + { + Normal = P("19222c", "10161d", H("34424f"), 1f, 7f, 6f, 6f), Hover = P("212c38", "141b23", LuneUiTheme.Bronze, 1.5f, 7f, 6f, 6f), + Pressed = P("2a2820", "17171a", LuneUiTheme.BronzeLight, 2f, 7f, 6f, 6f), Disabled = P("12171d", "0d1116", H("252c34"), 1f, 7f, 6f, 6f), + }); + + public static readonly LuneButtonLook HudChampionCard = Card(new LuneButtonLook + { + Normal = P("261c14", "15100c", H("6e4a2c"), 1f, 7f, 6f, 6f), Hover = P("302216", "1b140e", LuneUiTheme.Champion, 1.5f, 7f, 6f, 6f), + Pressed = P("3a2818", "1e150e", H("ffc88c"), 2f, 7f, 6f, 6f), Disabled = P("16110d", "0f0c0a", H("3a2c20"), 1f, 7f, 6f, 6f), + }); + + public static readonly LuneButtonLook HudChip = Card(new LuneButtonLook + { + Normal = P("1a232d", "11171e", H("33404d"), 1f, 4f, 2f, 2f), Hover = P("222d39", "151c24", LuneUiTheme.Bronze, 1f, 4f, 2f, 2f), + Pressed = P("2c2a22", "17171a", LuneUiTheme.BronzeLight, 2f, 4f, 2f, 2f), Disabled = P("12171d", "0d1116", H("252c34"), 1f, 4f, 2f, 2f), + }); + + public static readonly LuneButtonLook HudRow = new LuneButtonLook + { + Normal = P(new Color(.09f, .12f, .16f, .55f), new Color(.06f, .08f, .11f, .55f), H("2a3645"), 1f, 5f, 10f, 7f), + Hover = P(new Color(.13f, .17f, .22f, .75f), new Color(.08f, .11f, .15f, .75f), LuneUiTheme.Bronze, 1f, 5f, 10f, 7f), + Pressed = P(new Color(.16f, .15f, .12f, .8f), new Color(.09f, .09f, .1f, .8f), LuneUiTheme.BronzeLight, 1.5f, 5f, 10f, 7f), + Disabled = P(new Color(.09f, .12f, .16f, .55f), new Color(.06f, .08f, .11f, .55f), H("2a3645"), 1f, 5f, 10f, 7f), + }; + + public static readonly LuneButtonLook HudToggle = Toggle(); + + static LuneButtonLook Toggle() + { + LunePlateStyle on = P("3a3222", "262117", LuneUiTheme.BronzeLight, 1.5f, 5f, 10f, 6f).WithInner(LuneUiTheme.WithAlpha(LuneUiTheme.BronzeLight, .35f)); + return new LuneButtonLook + { + Normal = P("171e27", "11161d", H("3a4756"), 1f, 5f, 10f, 6f), Hover = P("212a35", "171d25", LuneUiTheme.Bronze, 1f, 5f, 10f, 6f), + Pressed = on, HoverPressed = on, Disabled = P("11151a", "0e1115", H("242a31"), 1f, 5f, 10f, 6f), + TextVariation = "HudBadge", TextSize = 14f, Text = H("cfd5dc"), TextHover = Color.white, TextPressed = H("fff4dc"), TextHoverPressed = H("fff4dc"), TextDisabled = H("59616b"), + }; + } + + public static readonly LuneButtonLook HudTab = new LuneButtonLook + { + Tab = true, TextVariation = "HudCaps", TextSize = 14f, Text = LuneUiTheme.Muted, TextHover = LuneUiTheme.Text, TextPressed = LuneUiTheme.BronzeLight, + TextHoverPressed = LuneUiTheme.BronzeLight, TextDisabled = LuneUiTheme.Faint, + }; + + static LuneButtonLook Card(LuneButtonLook look) + { + look.HoverPressed = look.Pressed; + return look; + } + } + + /// + /// Button of the HUD (Godot Button with a theme variation). Draws the plate of its state; + /// `Disabled` greys it out and blocks clicks but keeps hover, so tooltips can say why (as + /// in G3). Toggle buttons keep their pressed state. + /// + public class LuneButton : VisualElement + { + public event Action Clicked; + public readonly Label TextLabel; + public bool ToggleMode; + LuneButtonLook _look; + bool _hover; + bool _down; + bool _on; + bool _disabled; + + public LuneButton(string text, LuneButtonLook look, VisualElement parent = null) + { + _look = look; + focusable = false; + style.flexDirection = FlexDirection.Row; + style.alignItems = Align.Center; + style.justifyContent = Justify.Center; + if (text != null) + { + TextLabel = LuneUi.Label(text, look.TextVariation, this, look.TextSize); + TextLabel.style.unityTextAlign = TextAnchor.MiddleCenter; + } + ApplyPadding(); + generateVisualContent += Draw; + RegisterCallback(_ => SetHover(true)); + RegisterCallback(_ => SetHover(false)); + RegisterCallback(OnDown); + RegisterCallback(OnUp); + RegisterCallback(_ => { _down = false; Refresh(); }); + Refresh(); + parent?.Add(this); + } + + public LuneButtonLook Look + { + get { return _look; } + set + { + if (value == _look) + return; + _look = value; + if (TextLabel != null) + LuneUi.Apply(TextLabel, value.TextVariation, value.TextSize); + ApplyPadding(); + Refresh(); + } + } + + public string Text + { + get { return TextLabel != null ? TextLabel.text : ""; } + set + { + if (TextLabel != null && TextLabel.text != value) + TextLabel.text = value; + } + } + + public bool Disabled + { + get { return _disabled; } + set + { + if (value == _disabled) + return; + _disabled = value; + Refresh(); + } + } + + /// Pressed state of a toggle (Godot set_pressed_no_signal). + public bool On + { + get { return _on; } + set + { + if (value == _on) + return; + _on = value; + Refresh(); + } + } + + public bool Hovered { get { return _hover; } } + + void ApplyPadding() + { + if (_look.Tab) + { + style.paddingLeft = 12f; + style.paddingRight = 12f; + style.paddingTop = 6f; + style.paddingBottom = 6f; + } + else + { + _look.Normal?.ApplyPadding(this); + } + } + + void SetHover(bool value) + { + _hover = value; + Refresh(); + } + + void OnDown(PointerDownEvent evt) + { + if (evt.button != 0 || _disabled) + return; + _down = true; + this.CapturePointer(evt.pointerId); + Refresh(); + evt.StopPropagation(); + } + + void OnUp(PointerUpEvent evt) + { + if (evt.button != 0 || !_down) + return; + _down = false; + this.ReleasePointer(evt.pointerId); + bool inside = ContainsPoint(evt.localPosition); + Refresh(); + evt.StopPropagation(); + if (inside && !_disabled) + Click(); + } + + /// Godot `pressed`: toggles first, then raises Clicked (also for tests and hotkeys). + public void Click() + { + if (_disabled) + return; + if (ToggleMode) + On = !_on; + Clicked?.Invoke(); + } + + void Refresh() + { + bool pressed = _down || _on; + if (TextLabel != null) + LuneUi.SetColor(TextLabel, _look.TextFor(_disabled, pressed, _hover)); + MarkDirtyRepaint(); + } + + void Draw(MeshGenerationContext context) + { + var rect = new Rect(0f, 0f, layout.width, layout.height); + bool pressed = _down || _on; + if (_look.Tab) + { + Painter2D painter = context.painter2D; + Color fill = pressed ? LuneUiTheme.WithAlpha(LuneUiTheme.BronzeLight, .08f) : _hover && !_disabled ? new Color(1f, 1f, 1f, .04f) : Color.clear; + Color line = pressed ? LuneUiTheme.BronzeLight : _hover && !_disabled ? LuneUiTheme.WithAlpha(LuneUiTheme.Bronze, .5f) : Color.clear; + if (fill.a > 0f) + LunePlates.Polygon(painter, new[] { rect.min, new Vector2(rect.xMax, rect.yMin), rect.max, new Vector2(rect.xMin, rect.yMax) }, fill); + if (line.a > 0f) + LunePlates.Line(painter, new Vector2(rect.xMin, rect.yMax - 1f), new Vector2(rect.xMax, rect.yMax - 1f), line, 2f); + return; + } + LunePlateStyle plate = _look.PlateFor(_disabled, pressed, _hover && !_disabled); + if (plate != null) + LunePlates.Draw(context, rect, plate); + } + } + + /// A LuneGlyphs symbol as an element (Godot LuneGlyph). Ignores the mouse. + public sealed class LuneGlyphElement : VisualElement + { + string _glyph; + Color _color; + public Color Accent; + + public LuneGlyphElement(string glyph, Color color, float edge = 18f) + { + _glyph = glyph; + _color = color; + pickingMode = PickingMode.Ignore; + style.width = edge; + style.height = edge; + style.flexShrink = 0f; + style.alignSelf = Align.Center; + generateVisualContent += context => + { + if (!string.IsNullOrEmpty(_glyph)) + LuneGlyphs.Draw(context.painter2D, _glyph, new Rect(0f, 0f, layout.width, layout.height), _color, Accent); + }; + } + + public string Glyph + { + get { return _glyph; } + set + { + if (value == _glyph) + return; + _glyph = value; + MarkDirtyRepaint(); + } + } + + public Color Color + { + get { return _color; } + set + { + if (value == _color) + return; + _color = value; + MarkDirtyRepaint(); + } + } + + public float Edge + { + set + { + style.width = value; + style.height = value; + } + } + } + + /// Thin value bar drawn directly: dark track, fill, a top highlight and optional ticks (Godot LuneHpBar). + public sealed class LuneHpBar : VisualElement + { + float _fraction = 1f; + Color _fill = LuneUiTheme.Good; + public int Ticks; + public Color Track = new Color(0f, 0f, 0f, .55f); + + public LuneHpBar(float width = 60f, float height = 6f) + { + pickingMode = PickingMode.Ignore; + style.minWidth = width; + style.height = height; + style.flexShrink = 0f; + generateVisualContent += Draw; + } + + public float Fraction + { + get { return _fraction; } + set + { + value = Mathf.Clamp01(value); + if (Mathf.Abs(value - _fraction) <= .0005f) + return; + _fraction = value; + MarkDirtyRepaint(); + } + } + + public Color Fill + { + get { return _fill; } + set + { + if (value == _fill) + return; + _fill = value; + MarkDirtyRepaint(); + } + } + + void Draw(MeshGenerationContext context) + { + Painter2D painter = context.painter2D; + var rect = new Rect(0f, 0f, layout.width, layout.height); + LunePlates.Polygon(painter, Corners(rect), Track); + if (_fraction > 0f) + { + var filled = new Rect(0f, 0f, Mathf.Max(1f, rect.width * _fraction), rect.height); + LunePlates.Polygon(painter, Corners(filled), _fill); + LunePlates.Line(painter, new Vector2(0f, .5f), new Vector2(filled.width, .5f), new Color(1f, 1f, 1f, .28f), 1f); + } + for (int index = 1; index < Ticks; index++) + { + float x = Mathf.Round(rect.width * index / Ticks); + LunePlates.Line(painter, new Vector2(x, 0f), new Vector2(x, rect.height), new Color(0f, 0f, 0f, .45f), 1f); + } + LunePlates.Outline(painter, Corners(new Rect(.5f, .5f, rect.width - 1f, rect.height - 1f)), new Color(1f, 1f, 1f, .12f), 1f); + } + + public static Vector2[] Corners(Rect rect) + { + return new[] { rect.min, new Vector2(rect.xMax, rect.yMin), rect.max, new Vector2(rect.xMin, rect.yMax) }; + } + + /// Green above 60 %, amber above 30 %, red below; the team colour when given. + public static Color HealthColor(float value, Color? baseColor = null) + { + if (value > .6f) + return baseColor ?? LuneUiTheme.Good; + if (value > .3f) + return LuneUiTheme.Warn; + return LuneUiTheme.Danger; + } + } + + /// + /// One building as a symbol in the team's shape language (round = Blau, angular = Rot) with its + /// HP as a bar underneath (Godot LuneTowerIndicator). Destroyed buildings remain as a hollow + /// outline with a cross. + /// + public sealed class LuneTowerIndicator : VisualElement + { + public int Team; + public string Tier = "outer"; + public bool Alive = true; + public float Fraction = 1f; + public bool Attackable; + + public LuneTowerIndicator(float width = 22f, float height = 27f) + { + pickingMode = PickingMode.Position; + style.width = width; + style.height = height; + style.flexShrink = 0f; + generateVisualContent += Draw; + } + + public bool SetState(bool alive, float fraction, bool attackable) + { + float value = Mathf.Round(Mathf.Clamp01(fraction) * 100f) / 100f; + if (alive == Alive && Mathf.Approximately(value, Fraction) && attackable == Attackable) + return false; + Alive = alive; + Fraction = value; + Attackable = attackable; + MarkDirtyRepaint(); + return true; + } + + void Draw(MeshGenerationContext context) + { + Painter2D painter = context.painter2D; + float edge = Mathf.Min(layout.width, layout.height - 5f); + var box = new Rect((layout.width - edge) * .5f, 0f, edge, edge); + Color tint = LuneUiTheme.TeamColor(Team); + string shape = "shape_" + Mathf.Clamp(Team, 0, 1); + if (Alive) + { + LuneGlyphs.Draw(painter, shape, box, LuneUiTheme.Lightened(LuneUiTheme.TeamDark[Mathf.Clamp(Team, 0, 1)], .1f)); + LuneGlyphs.Draw(painter, shape, Grow(box, -edge * .08f), LuneUiTheme.WithAlpha(tint, .35f)); + LuneGlyphs.Draw(painter, Tier == "core" ? "ancient" : "tower", Grow(box, -edge * .24f), LuneUiTheme.Hex("f4efe4")); + var bar = new Rect(box.x + 1f, layout.height - 3f, box.width - 2f, 3f); + LunePlates.Polygon(painter, LuneHpBar.Corners(bar), new Color(0f, 0f, 0f, .6f)); + if (Fraction > 0f) + LunePlates.Polygon(painter, LuneHpBar.Corners(new Rect(bar.x, bar.y, bar.width * Fraction, bar.height)), LuneHpBar.HealthColor(Fraction, tint)); + } + else + { + LuneGlyphs.Draw(painter, shape, box, new Color(0f, 0f, 0f, .35f)); + LuneGlyphs.Draw(painter, "close", Grow(box, -edge * .18f), new Color(.5f, .52f, .55f, .8f)); + } + } + + static Rect Grow(Rect rect, float amount) + { + return new Rect(rect.x - amount, rect.y - amount, rect.width + amount * 2f, rect.height + amount * 2f); + } + } + + /// + /// Small labelled state (RUHIG, KRITISCH, BEREIT, BOT …; Godot LuneStatusBadge). Always colour + /// plus text and, where it helps, a symbol; never colour alone. + /// + public sealed class LuneStatusBadge : VisualElement + { + readonly LuneGlyphElement _glyph; + readonly Label _label; + public string Text { get; private set; } = ""; + Color _color; + bool _filled; + + public LuneStatusBadge() + { + pickingMode = PickingMode.Ignore; + style.flexDirection = FlexDirection.Row; + style.alignItems = Align.Center; + style.alignSelf = Align.Center; + style.flexShrink = 0f; + style.paddingLeft = 7f; + style.paddingRight = 7f; + style.paddingTop = 1f; + style.paddingBottom = 1f; + style.borderTopLeftRadius = 4f; + style.borderTopRightRadius = 4f; + style.borderBottomLeftRadius = 4f; + style.borderBottomRightRadius = 4f; + style.borderLeftWidth = 1f; + style.borderRightWidth = 1f; + style.borderTopWidth = 1f; + style.borderBottomWidth = 1f; + _glyph = LuneUi.Glyph("", Color.white, 12f, this); + _glyph.style.marginRight = 4f; + LuneUi.Show(_glyph, false); + _label = LuneUi.Label("", "HudBadge", this); + } + + public void SetState(string text, Color color, string glyph = "", bool filled = false) + { + if (text == Text && color == _color && filled == _filled && glyph == _glyph.Glyph) + return; + Text = text; + _color = color; + _filled = filled; + _label.text = text; + Color ink = filled ? LuneUiTheme.Hex("15110b") : LuneUiTheme.Lightened(color, .15f); + LuneUi.SetColor(_label, ink); + LuneUi.Show(_glyph, !string.IsNullOrEmpty(glyph)); + _glyph.Glyph = glyph; + _glyph.Color = ink; + Color background = filled ? LuneUiTheme.WithAlpha(color, .92f) : LuneUiTheme.WithAlpha(LuneUiTheme.Darkened(color, .75f), .85f); + Color border = filled ? LuneUiTheme.Lightened(color, .2f) : color; + style.backgroundColor = background; + style.borderLeftColor = border; + style.borderRightColor = border; + style.borderTopColor = border; + style.borderBottomColor = border; + } + } + + /// Tabs with a bronze underline for the open one (Godot LuneTabBar). Select changes only the display; TabChanged fires on input. + public sealed class LuneTabBar : VisualElement + { + public event Action TabChanged; + public int Current { get; private set; } + public readonly System.Collections.Generic.List Tabs = new System.Collections.Generic.List(); + + public LuneTabBar() + { + pickingMode = PickingMode.Ignore; + style.flexDirection = FlexDirection.Row; + } + + public LuneButton AddTab(string title, string tipTitle = "", string tipText = "") + { + var tab = new LuneButton(title, LuneButtons.HudTab, this); + int index = Tabs.Count; + if (index > 0) + tab.style.marginLeft = 2f; + tab.Clicked += () => + { + Select(index); + TabChanged?.Invoke(index); + }; + if (tipTitle.Length > 0) + LuneTooltip.Attach(tab, () => new LuneTip { Title = tipTitle, Text = tipText }); + Tabs.Add(tab); + tab.On = index == 0; + return tab; + } + + public void Select(int index) + { + Current = Mathf.Clamp(index, 0, Tabs.Count - 1); + for (int i = 0; i < Tabs.Count; i++) + Tabs[i].On = i == Current; + } + } +} diff --git a/Assets/Luneraria/UI/Hud/LuneElements.cs.meta b/Assets/Luneraria/UI/Hud/LuneElements.cs.meta new file mode 100644 index 0000000..5fb6d4f --- /dev/null +++ b/Assets/Luneraria/UI/Hud/LuneElements.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 22ed841b521f545538f3d45ce0f7b730 \ No newline at end of file diff --git a/Assets/Luneraria/UI/Hud/LuneHeroPanels.cs b/Assets/Luneraria/UI/Hud/LuneHeroPanels.cs new file mode 100644 index 0000000..9ef24d3 --- /dev/null +++ b/Assets/Luneraria/UI/Hud/LuneHeroPanels.cs @@ -0,0 +1,609 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using Luneraria.Core; +using UnityEngine; +using UnityEngine.UIElements; + +namespace Luneraria.UI +{ + /// + /// The hero in the bottom bar (Godot LuneHeroCard): portrait, name, level, experience + /// progress, HP, role, the three item slots and the talent state. A click opens the hero window + /// (details, items, talents) or, without a hero, the recruiting window. No MOBA action bar: + /// heroes act alone. The command slot is reserved for the ultimates of the planned heroes + /// (PlannedHeroes, trigger Command); it stays hidden while no such hero is playable. + /// + public sealed class LuneHeroCard : LuneButton + { + public string HeroId = ""; + public event Action CommandRequested; + readonly LunePortraitElement _portrait; + readonly Label _name; + readonly Label _level; + readonly LuneGlyphElement _roleGlyph; + readonly Label _role; + readonly LuneHpBar _xp; + readonly Label _xpText; + readonly Label _hp; + readonly LuneHpBar _hpBar; + readonly LuneGlyphElement[] _slots = new LuneGlyphElement[LuneContent.ItemSlots]; + readonly LuneStatusBadge _talent; + readonly VisualElement _empty; + readonly VisualElement _filled; + readonly List _faces = new List(); + readonly Label _emptyTitle; + readonly Label _emptyPrice; + readonly LuneGlyphElement _emptyCoin; + readonly VisualElement _facesRow; + /// Reserved: the ultimate of a planned hero (released through the command menu in combat). + public readonly LuneButton CommandSlot; + LuneHudModel _model; + HeroState _hero; + UnitDef _definition; + string _signature = ""; + + public LuneHeroCard() : base(null, LuneButtons.HudCard) + { + style.minWidth = 320f; + style.height = 132f; + style.justifyContent = Justify.FlexStart; + style.alignItems = Align.Stretch; + style.paddingLeft = 8f; + style.paddingRight = 8f; + style.paddingTop = 8f; + style.paddingBottom = 8f; + _portrait = new LunePortraitElement(); + _portrait.style.width = 88f; + Add(_portrait); + _filled = LuneUi.Box(true, 2f, this); + _filled.style.marginLeft = 10f; + _filled.style.flexGrow = 1f; + _filled.style.flexShrink = 1f; + _filled.style.minWidth = 0f; + _name = LuneUi.Clip(LuneUi.Label("", "HudName", _filled)); + VisualElement roleRow = LuneUi.Box(false, 5f, _filled); + LuneUi.Glyph("star", LuneUiTheme.Hero, 13f, roleRow); + _level = LuneUi.Label("", "HudValue", roleRow); + _roleGlyph = LuneUi.Glyph("tank", LuneUiTheme.Muted, 14f, roleRow); + _role = LuneUi.Label("", "HudMuted", roleRow); + VisualElement xpRow = LuneUi.Box(false, 6f, _filled); + _xp = new LuneHpBar(60f, 6f) { Fill = LuneUiTheme.BronzeLight }; + _xp.style.flexGrow = 1f; + xpRow.Add(_xp); + _xpText = LuneUi.Label("", "HudMuted", xpRow); + VisualElement hpRow = LuneUi.Box(false, 5f, _filled); + LuneUi.Glyph("heart", LuneUiTheme.Lightened(LuneUiTheme.Danger, .2f), 13f, hpRow); + _hp = LuneUi.Label("", "HudText", hpRow); + _hpBar = new LuneHpBar(50f, 5f); + _hpBar.style.flexGrow = 1f; + hpRow.Add(_hpBar); + VisualElement itemRow = LuneUi.Box(false, 4f, _filled); + for (int index = 0; index < _slots.Length; index++) + { + var box = new VisualElement { pickingMode = PickingMode.Ignore }; + box.style.width = 26f; + box.style.height = 26f; + box.style.backgroundColor = new Color(0f, 0f, 0f, .35f); + box.style.borderTopLeftRadius = 3f; + box.style.borderTopRightRadius = 3f; + box.style.borderBottomLeftRadius = 3f; + box.style.borderBottomRightRadius = 3f; + box.style.borderLeftWidth = 1f; + box.style.borderRightWidth = 1f; + box.style.borderTopWidth = 1f; + box.style.borderBottomWidth = 1f; + Color edge = LuneUiTheme.Hex("33404d"); + box.style.borderLeftColor = edge; + box.style.borderRightColor = edge; + box.style.borderTopColor = edge; + box.style.borderBottomColor = edge; + box.style.paddingLeft = 4f; + box.style.paddingTop = 4f; + itemRow.Add(box); + _slots[index] = LuneUi.Glyph("", Color.white, 18f, box); + } + _talent = new LuneStatusBadge(); + itemRow.Add(_talent); + CommandSlot = new LuneButton("ULTIMATE", LuneButtons.HudPrimary, itemRow); + CommandSlot.Clicked += () => CommandRequested?.Invoke(); + LuneUi.Show(CommandSlot, false); + _empty = LuneUi.Box(true, 3f, this); + _empty.style.marginLeft = 10f; + _empty.style.flexGrow = 1f; + _empty.style.justifyContent = Justify.Center; + _emptyTitle = LuneUi.Label("HELD ANWERBEN", "HudName", _empty); + _facesRow = LuneUi.Box(false, 4f, _empty); + foreach (string id in LuneContent.Heroes.Keys) + { + var face = new LunePortraitElement(); + face.style.width = 38f; + face.style.height = 38f; + _facesRow.Add(face); + _faces.Add(face); + } + VisualElement price = LuneUi.Box(false, 4f, _empty); + _emptyCoin = LuneUi.Glyph("coin", LuneUiTheme.Gold, 14f, price); + _emptyPrice = LuneUi.Label("", "HudMuted", price); + LuneTooltip.Attach(this, Tip); + } + + /// hero: the own hero (draft in planning) or null; live: the combat unit or null. + public void Apply(HeroState hero, LuneHudModel model, LuneUnit live) + { + _model = model; + bool hasHero = hero != null; + if (live != null && hasHero) + { + _hp.text = live.Alive ? LuneUiTheme.Number(live.Hp) + " / " + LuneUiTheme.Number(live.MaxHp) : "gefallen"; + _hpBar.Fraction = live.Alive ? (float)(live.Hp / Math.Max(1.0, live.MaxHp)) : 0f; + _hpBar.Fill = LuneHpBar.HealthColor(_hpBar.Fraction, LuneUiTheme.Good); + _portrait.Crossed = !live.Alive; + } + string signature = (hasHero ? hero.HeroId + ":" + hero.Xp + ":" + hero.Lane + ":" + string.Join(",", hero.Items) + ":" + string.Join(",", hero.Talents) : "-") + "|" + + (live != null) + "|" + model.OwnGold + "|" + model.Planning; + if (signature == _signature) + return; + _signature = signature; + LuneUi.Show(_filled, hasHero); + LuneUi.Show(_empty, !hasHero); + _hero = hero; + if (!hasHero) + { + HeroId = ""; + _definition = null; + _portrait.ShowModel("w04"); + _portrait.Dimmed = true; + _portrait.Crossed = false; + int index = 0; + foreach (HeroSpec spec in LuneContent.Heroes.Values) + _faces[index++].ShowModel(spec.Model); + // In combat nobody can recruit: say so instead of offering it. + bool planning = model.Planning; + _emptyTitle.text = planning ? "HELD ANWERBEN" : "KEIN HELD"; + _emptyPrice.text = planning ? LuneContent.Heroes.Values[0].Cost + " · ein Held pro Spieler" : "Anwerben in der Planung"; + LuneUi.Show(_emptyCoin, planning); + LuneUi.Show(_facesRow, planning); + LuneUi.Show(CommandSlot, false); + return; + } + HeroId = hero.HeroId; + HeroSpec heroSpec = LuneContent.Heroes[HeroId]; + _definition = model.HeroDefinition(hero); + _portrait.Dimmed = false; + _portrait.Crossed = live != null && !live.Alive; + _portrait.ShowModel(heroSpec.Model); + _name.text = heroSpec.Name; + int level = LuneContent.LevelFor(hero.Xp); + _level.text = "STUFE " + level; + _roleGlyph.Glyph = LuneStats.RoleGlyph(_definition.Role); + _role.text = LuneStats.RoleName(_definition.Role); + int[] levels = LuneContent.LevelXp; + int low = levels[level - 1]; + bool top = level >= levels.Length; + int high = levels[Math.Min(level, levels.Length - 1)]; + _xp.Fraction = top ? 1f : (float)(hero.Xp - low) / Math.Max(1, high - low); + _xpText.text = top ? "EP " + hero.Xp + " · max" : "EP " + hero.Xp + " / " + high; + LuneUi.Show(_hpBar, live != null); + if (live == null) + _hp.text = LuneUiTheme.Number(_definition.MaxHp) + " Leben"; + for (int index = 0; index < _slots.Length; index++) + { + string itemId = index < hero.Items.Count ? hero.Items[index] : ""; + _slots[index].Glyph = itemId; + _slots[index].Color = LuneItemSlot.ColorOf(itemId); + } + int openTier = hero.Talents.Count; + int[] talentLevels = LuneContent.TalentLevels; + if (openTier < talentLevels.Length && level >= talentLevels[openTier]) + { + _talent.SetState("TALENT!", LuneUiTheme.Hero, "star", true); + LuneUi.Show(_talent, model.Planning); + } + else if (openTier < talentLevels.Length) + { + _talent.SetState("TALENT AB " + talentLevels[openTier], LuneUiTheme.Muted); + LuneUi.Show(_talent, true); + } + else + { + LuneUi.Show(_talent, false); + } + // The three reference heroes have no command ultimate; the planned heroes will. + PlannedHero planned = PlannedHeroes.All.FirstOrDefault(p => p.Active && p.Id == HeroId); + bool command = planned != null && planned.Ultimate.Trigger == PowerTrigger.Command; + LuneUi.Show(CommandSlot, command); + if (command) + CommandSlot.Text = planned.Ultimate.Name.ToUpperInvariant(); + } + + LuneTip Tip() + { + if (_hero == null || _definition == null) + return new LuneTip + { + Title = "Held anwerben", Glyph = "crown", GlyphColor = LuneUiTheme.Hero, + Text = "Drei Helden stehen zur Wahl; jeder Spieler führt einen. Helden sammeln Erfahrung, steigen bis Stufe 10 auf, tragen drei Items und wählen zwei Talente.", + Note = "Klick: Heldenauswahl öffnen", + }; + HeroSpec spec = LuneContent.Heroes[_hero.HeroId]; + List names = _hero.Items.Select(id => LuneContent.Items[id].Name).ToList(); + var tip = new LuneTip + { + Title = spec.Name + " · Stufe " + LuneContent.LevelFor(_hero.Xp), Glyph = "crown", GlyphColor = LuneUiTheme.Hero, Subtitle = spec.Title, + Text = "Items: " + (names.Count > 0 ? string.Join(", ", names) : "keine"), Note = "Klick: Werte, Items und Talente · H: Kamera zum Helden", + }; + tip.Stats.AddRange(LuneStats.Rows(_definition)); + return tip; + } + } + + /// + /// Hero window content (Godot LuneHeroDetail). Without a hero: the three heroes with portrait, + /// role, real stats and price to recruit one. With a hero: portrait, level and experience, lane + /// order, and tabs for values and ability (from the rules' definitions, including level, items + /// and talents), the three item slots with the item shop, and the two talent tiers. Only shows + /// data; every change is a command through the game. + /// + public sealed class LuneHeroDetail : VisualElement + { + public const int TabValues = 0; + public const int TabItems = 1; + public const int TabTalents = 2; + + public event Action CommandRequested; + public int Tab = TabValues; + public readonly Dictionary ItemCards = new Dictionary(); + public readonly Dictionary RecruitButtons = new Dictionary(); + public readonly Dictionary LaneButtons = new Dictionary(); + public readonly List TalentCards = new List(); + public LuneTabBar Tabs; + LuneHudModel _model; + string _signature = ""; + + public LuneHeroDetail() + { + pickingMode = PickingMode.Ignore; + style.flexGrow = 1f; + } + + public void ShowTab(int index) + { + Tab = index; + _signature = ""; + if (_model != null) + Apply(_model); + } + + public string TitleText(LuneHudModel model) + { + HeroState hero = model.OwnHero; + return hero == null ? "HELD ANWERBEN" : "HELD · " + LuneContent.Heroes[hero.HeroId].Name.ToUpperInvariant(); + } + + public void Apply(LuneHudModel model) + { + _model = model; + HeroState hero = model.OwnHero; + string signature = (hero != null ? hero.HeroId + ":" + hero.Xp + ":" + hero.Lane + ":" + hero.Fresh + ":" + string.Join(",", hero.Items) + ":" + string.Join(",", hero.Talents) + ":" + string.Join(",", hero.FreshItems) : "-") + + "|" + model.OwnGold + "|" + model.Planning + "|" + model.Locked + "|" + Tab + "|" + model.State.GrottoAvailable() + "|" + model.State.RoundNumber; + if (signature == _signature) + return; + _signature = signature; + Clear(); + ItemCards.Clear(); + RecruitButtons.Clear(); + LaneButtons.Clear(); + TalentCards.Clear(); + Tabs = null; + if (hero == null) + Recruit(model); + else + ShowHero(model, hero); + } + + static bool CanAct(LuneHudModel model) { return model.Planning && !model.Locked; } + + static string WhyNot(LuneHudModel model) + { + if (!model.Planning) + return "Nur in der Planung."; + if (model.Locked) + return "Bereit gemeldet – die Planung ist verbindlich."; + return ""; + } + + void Recruit(LuneHudModel model) + { + LuneUi.Wrap(LuneUi.Label("Jeder Spieler führt einen Helden. Er kämpft auf seiner Lane mit, sammelt Erfahrung aus Gefechten in seiner Nähe und aus jeder Runde, trägt drei Items und wählt ab Stufe 3 und 6 je ein Talent.", "HudMuted", this)); + VisualElement row = LuneUi.Box(false, 12f, this); + row.style.alignItems = Align.Stretch; + row.style.flexGrow = 1f; + row.style.marginTop = 10f; + int gold = model.OwnGold; + foreach (KeyValuePair pair in LuneContent.Heroes) + { + string heroId = pair.Key; + HeroSpec spec = pair.Value; + var panel = new LunePanel(LunePanels.HudTight); + panel.style.flexGrow = 1f; + panel.style.flexBasis = 0f; + row.Add(panel); + VisualElement column = LuneUi.Box(true, 5f, panel); + column.style.flexGrow = 1f; + var portrait = new LunePortraitElement(); + portrait.style.height = 170f; + column.Add(portrait); + portrait.ShowModel(spec.Model, true); + LuneUi.Label(spec.Name, "HudTitle", column); + LuneUi.Label(spec.Title, "HudMuted", column); + UnitDef definition = model.HeroDefinition(new HeroState { HeroId = heroId }); + VisualElement role = LuneUi.Box(false, 5f, column); + LuneUi.Glyph(LuneStats.RoleGlyph(definition.Role), LuneUiTheme.BronzeLight, 15f, role); + LuneUi.Label(spec.RoleText, "HudText", role); + foreach (string[] entry in LuneStats.Rows(definition).Take(5)) + { + VisualElement line = LuneUi.Box(false, 6f, column); + LuneUi.Glyph(entry[0], LuneUiTheme.Muted, 13f, line); + LuneUi.Label(entry[1], "HudMuted", line).style.minWidth = 104f; + LuneUi.Clip(LuneUi.Label(entry[2], "HudText", line)).style.flexGrow = 1f; + } + Label summary = LuneUi.Wrap(LuneUi.Label(spec.Summary, "HudText", column)); + summary.style.flexGrow = 1f; + int cost = spec.Cost; + var buy = new LuneButton("ANWERBEN · " + cost + " G", LuneButtons.HudPrimary, column); + string why = WhyNot(model); + if (why.Length == 0 && gold < cost) + why = "Es fehlen " + (cost - gold) + " Gold."; + buy.Disabled = why.Length > 0; + buy.Clicked += () => CommandRequested?.Invoke(Command.HeroBuy(heroId)); + RecruitButtons[heroId] = buy; + if (why.Length > 0) + LuneUi.SetColor(LuneUi.Wrap(LuneUi.Label(why, "HudMuted", column)), gold < cost ? LuneUiTheme.Danger : LuneUiTheme.Muted); + LuneUi.Label("Vorläufige Rolle des vorhandenen Modells.", "HudMuted", column); + } + } + + void ShowHero(LuneHudModel model, HeroState hero) + { + HeroSpec spec = LuneContent.Heroes[hero.HeroId]; + UnitDef definition = model.HeroDefinition(hero); + bool canAct = CanAct(model); + VisualElement body = LuneUi.Box(false, 18f, this); + body.style.alignItems = Align.Stretch; + body.style.flexGrow = 1f; + VisualElement left = LuneUi.Box(true, 6f, body); + left.style.width = 290f; + var portrait = new LunePortraitElement(); + portrait.style.width = 290f; + portrait.style.height = 230f; + left.Add(portrait); + portrait.ShowModel(spec.Model, true); + LuneUi.Label(spec.Title, "HudMuted", left); + VisualElement role = LuneUi.Box(false, 6f, left); + LuneUi.Glyph(LuneStats.RoleGlyph(definition.Role), LuneUiTheme.BronzeLight, 16f, role); + LuneUi.Label(spec.RoleText, "HudText", role); + int level = LuneContent.LevelFor(hero.Xp); + int[] levels = LuneContent.LevelXp; + VisualElement levelRow = LuneUi.Box(false, 6f, left); + LuneUi.Glyph("star", LuneUiTheme.Hero, 16f, levelRow); + LuneUi.Label("STUFE " + level + " / " + levels.Length, "HudValue", levelRow); + var bar = new LuneHpBar(0f, 8f) { Fill = LuneUiTheme.BronzeLight }; + left.Add(bar); + bool top = level >= levels.Length; + int low = levels[level - 1]; + int high = levels[Math.Min(level, levels.Length - 1)]; + bar.Fraction = top ? 1f : (float)(hero.Xp - low) / Math.Max(1, high - low); + LuneUi.Label(top ? hero.Xp + " EP · Höchststufe" : hero.Xp + " / " + high + " EP · noch " + (high - hero.Xp) + " bis Stufe " + (level + 1), "HudMuted", left); + LuneUi.Label("EINSATZ", "HudCaps", left); + VisualElement lanes = LuneUi.Box(false, 4f, left); + foreach (string lane in LuneMap.Lanes.Concat(new[] { LuneMatch.Grotto })) + { + string title = lane == LuneMatch.Grotto ? "GROTTE" : LuneUi.Upper(LuneMap.LaneNames[lane]); + var button = new LuneButton(title, LuneButtons.HudToggle, lanes); + button.style.flexGrow = 1f; + button.On = hero.Lane == lane; + button.Disabled = !canAct || (lane == LuneMatch.Grotto && !model.State.GrottoAvailable()); + string uid = hero.Uid; + string captured = lane; + button.Clicked += () => CommandRequested?.Invoke(Command.Assign(uid, captured)); + LaneButtons[lane] = button; + } + if (hero.Lane == LuneMatch.Grotto) + LuneUi.SetColor(LuneUi.Wrap(LuneUi.Label("Der Held fehlt seiner Lane in der nächsten Kampfphase.", "HudText", left)), LuneUiTheme.Warn); + if (hero.Fresh && model.Planning) + { + int refund = hero.Invested + hero.Items.Sum(id => LuneContent.Items[id].Cost); + var cancel = new LuneButton("Held zurückgeben +" + refund, LuneButtons.HudButton, left); + cancel.style.alignSelf = Align.FlexStart; + cancel.Disabled = !canAct; + cancel.Clicked += () => CommandRequested?.Invoke(Command.HeroCancel()); + } + VisualElement right = LuneUi.Box(true, 8f, body); + right.style.flexGrow = 1f; + right.style.flexShrink = 1f; + right.style.minWidth = 0f; + Tabs = new LuneTabBar(); + right.Add(Tabs); + Tabs.AddTab("WERTE & FÄHIGKEIT"); + Tabs.AddTab("ITEMS " + hero.Items.Count + "/" + LuneContent.ItemSlots); + int openTier = hero.Talents.Count; + int[] talentLevels = LuneContent.TalentLevels; + bool talentReady = openTier < talentLevels.Length && level >= talentLevels[openTier]; + LuneButton talents = Tabs.AddTab("TALENTE"); + if (talentReady) + LuneUi.Glyph("star", LuneUiTheme.Hero, 13f, talents).style.marginLeft = 5f; + Tabs.Select(Tab); + Tabs.TabChanged += ShowTab; + VisualElement page = LuneUi.Box(true, 8f, right); + page.style.flexGrow = 1f; + if (Tab == TabItems) + Items(model, hero, level, page); + else if (Tab == TabTalents) + Talents(model, hero, level, page); + else + Values(hero, definition, spec, page); + } + + static void Values(HeroState hero, UnitDef definition, HeroSpec spec, VisualElement page) + { + List rows = LuneStats.Rows(definition, true); + rows.Add(new[] { "sword", "Schaden/Sekunde", "≈ " + LuneUiTheme.Decimal(LuneStats.Dps(definition)) + " (ohne Fähigkeit)" }); + VisualElement grid = LuneUi.Box(true, 3f, page); + foreach (string[] entry in rows) + { + VisualElement line = LuneUi.Box(false, 10f, grid); + LuneUi.Glyph(entry[0], LuneUiTheme.Muted, 15f, line); + LuneUi.Label(entry[1], "HudMuted", line).style.minWidth = 130f; + LuneUi.Wrap(LuneUi.Label(entry[2], "HudText", line)).style.flexGrow = 1f; + } + UnitDef baseDef = spec.Base; + LuneUi.Wrap(LuneUi.Label("Grundwerte " + LuneUiTheme.Number(baseDef.MaxHp) + " Leben, " + LuneUiTheme.Decimal(baseDef.Damage) + " Schaden; je Stufe +" + LuneUiTheme.Round(LuneContent.HpPerLevel * 100.0) + + " % Leben und +" + LuneUiTheme.Round(LuneContent.DamagePerLevel * 100.0) + " % Schaden (jetzt Stufe " + definition.Level + ").", "HudMuted", page)); + LuneUi.Label("FÄHIGKEIT", "HudCaps", page); + LuneUi.Wrap(LuneUi.Label(DataCatalog.GetUnit(spec.Model).AbilityDescription ?? "", "HudText", page)); + var chosen = new List(); + TalentOption[][] options = LuneContent.TalentsOf(hero.HeroId); + for (int tier = 0; tier < hero.Talents.Count; tier++) + { + foreach (TalentOption option in options[tier]) + { + if (option.Id == hero.Talents[tier]) + chosen.Add(option.Name + ": " + option.Text); + } + } + if (chosen.Count > 0) + { + LuneUi.Label("TALENTE", "HudCaps", page); + LuneUi.Wrap(LuneUi.Label(string.Join("\n", chosen), "HudText", page)); + } + LuneUi.Wrap(LuneUi.Label("Erfahrung: Tode von Gegnern in " + (int)LuneContent.XpRadius + " m (Monster 12 + Welle, Champion 30 + 2 × Welle, Gebäude " + LuneContent.BuildingXp + ", Boss " + LuneContent.BossXp + + ") und je Kampf " + LuneContent.XpParticipation + " + " + LuneContent.XpPerRound + " × Welle.", "HudMuted", page)); + } + + void Items(LuneHudModel model, HeroState hero, int level, VisualElement page) + { + bool canAct = CanAct(model); + List items = hero.Items; + VisualElement slots = LuneUi.Box(false, 10f, page); + slots.style.alignItems = Align.FlexStart; + for (int index = 0; index < LuneContent.ItemSlots; index++) + { + VisualElement box = LuneUi.Box(true, 3f, slots); + box.style.flexGrow = 1f; + box.style.flexBasis = 0f; + var slot = new LuneItemSlot(true); + slot.style.width = 46f; + slot.style.height = 46f; + box.Add(slot); + if (index < items.Count) + { + string itemId = items[index]; + ItemSpec item = LuneContent.Items[itemId]; + slot.SetItem(itemId, LuneItemSlot.State.Equipped); + LuneTooltip.Attach(slot, () => new LuneTip { Title = item.Name, Glyph = itemId, GlyphColor = LuneItemSlot.ColorOf(itemId), Text = item.Text }); + LuneUi.Label(item.Name, "HudText", box); + bool fresh = hero.FreshItems.Contains(itemId); + int refund = fresh ? item.Cost : (int)Math.Floor(item.Cost * LuneContent.ItemRefund); + var sell = new LuneButton("Verkaufen +" + refund, LuneButtons.HudButton, box); + sell.style.alignSelf = Align.FlexStart; + sell.Disabled = !canAct; + sell.Clicked += () => CommandRequested?.Invoke(Command.ItemSell(itemId)); + } + else + { + slot.SetItem("", LuneItemSlot.State.Empty); + LuneUi.Label("Platz " + (index + 1) + " frei", "HudMuted", box); + } + } + LuneUi.Label("ITEMS · einzigartig je Held, bleiben dauerhaft, Rückgabe " + LuneUiTheme.Round(LuneContent.ItemRefund * 100.0) + " %", "HudCaps", page); + VisualElement grid = LuneUi.Box(true, 8f, page); + int gold = model.OwnGold; + VisualElement line = null; + int column = 0; + foreach (KeyValuePair pair in LuneContent.Items) + { + string itemId = pair.Key; + ItemSpec item = pair.Value; + if (column % 2 == 0) + line = LuneUi.Box(false, 8f, grid); + column++; + var card = new LuneItemSlot(false); + card.style.flexGrow = 1f; + card.style.flexBasis = 0f; + line.Add(card); + LuneItemSlot.State state = LuneItemSlot.State.Available; + if (items.Contains(itemId)) + state = LuneItemSlot.State.Unique; + else if (!canAct) + state = LuneItemSlot.State.Locked; + else if (level < item.MinLevel) + state = LuneItemSlot.State.Incompatible; + else if (items.Count >= LuneContent.ItemSlots) + state = LuneItemSlot.State.Full; + else if (gold < item.Cost) + state = LuneItemSlot.State.Unaffordable; + card.SetItem(itemId, state); + ItemCards[itemId] = card; + string uid = hero.Uid; + card.Clicked += () => + { + if (card.Current == LuneItemSlot.State.Available) + CommandRequested?.Invoke(Command.ItemBuy(itemId, uid)); + }; + string why = state == LuneItemSlot.State.Unique ? "Dein Held trägt es bereits; Items sind einzigartig." + : state == LuneItemSlot.State.Locked ? WhyNot(model) + : state == LuneItemSlot.State.Incompatible ? "Erfordert Heldenstufe " + item.MinLevel + "." + : state == LuneItemSlot.State.Full ? "Alle " + LuneContent.ItemSlots + " Plätze belegt; verkaufe zuerst ein Item." + : state == LuneItemSlot.State.Unaffordable ? "Es fehlen " + (item.Cost - gold) + " Gold." + : "Klick: kaufen und ausrüsten."; + LuneTooltip.Attach(card, () => new LuneTip { Title = item.Name + " · " + item.Cost + " Gold", Glyph = itemId, GlyphColor = LuneItemSlot.ColorOf(itemId), Text = item.Text, Note = why }); + } + } + + void Talents(LuneHudModel model, HeroState hero, int level, VisualElement page) + { + bool canAct = CanAct(model); + List talents = hero.Talents; + int[] talentLevels = LuneContent.TalentLevels; + TalentOption[][] options = LuneContent.TalentsOf(hero.HeroId); + for (int tier = 0; tier < talentLevels.Length; tier++) + { + int required = talentLevels[tier]; + string state = tier < talents.Count ? "gewählt" : level >= required && tier == talents.Count ? "jetzt wählbar" : "ab Stufe " + required; + LuneUi.Label("TALENT " + (tier + 1) + " · STUFE " + required + " · " + state.ToUpperInvariant(), "HudCaps", page); + VisualElement row = LuneUi.Box(false, 8f, page); + row.style.alignItems = Align.Stretch; + for (int choice = 0; choice < options[tier].Length; choice++) + { + TalentOption option = options[tier][choice]; + var card = new LuneButton(null, LuneButtons.HudCard, row); + card.style.flexGrow = 1f; + card.style.flexBasis = 0f; + card.style.minHeight = 96f; + card.style.flexDirection = FlexDirection.Column; + card.style.alignItems = Align.Stretch; + card.style.justifyContent = Justify.FlexStart; + card.style.paddingLeft = 10f; + card.style.paddingRight = 10f; + card.style.paddingTop = 8f; + card.style.paddingBottom = 8f; + LuneUi.Label(option.Name, "HudValue", card); + LuneUi.Wrap(LuneUi.Label(option.Text, "HudMuted", card)); + bool chosen = tier < talents.Count && talents[tier] == option.Id; + card.On = chosen; + card.Disabled = !(canAct && tier == talents.Count && level >= required) && !chosen; + int capturedTier = tier; + int capturedChoice = choice; + card.Clicked += () => + { + if (!chosen) + CommandRequested?.Invoke(Command.Talent(capturedTier, capturedChoice)); + }; + TalentCards.Add(card); + } + } + LuneUi.Wrap(LuneUi.Label("Die Wahl ist endgültig; jede Stufe bietet zwei Richtungen (Einzelziel oder Fläche, Schutz oder Druck).", "HudMuted", page)); + } + } +} diff --git a/Assets/Luneraria/UI/Hud/LuneHeroPanels.cs.meta b/Assets/Luneraria/UI/Hud/LuneHeroPanels.cs.meta new file mode 100644 index 0000000..6dd1133 --- /dev/null +++ b/Assets/Luneraria/UI/Hud/LuneHeroPanels.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 7062140f99f7847c69df47a76d57ffaa \ No newline at end of file diff --git a/Assets/Luneraria/UI/Hud/LuneHud.cs b/Assets/Luneraria/UI/Hud/LuneHud.cs new file mode 100644 index 0000000..9053293 --- /dev/null +++ b/Assets/Luneraria/UI/Hud/LuneHud.cs @@ -0,0 +1,1455 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using Luneraria.Core; +using Luneraria.View; +using UnityEngine; +using UnityEngine.UIElements; + +namespace Luneraria.UI +{ + /// + /// Champions of Luneraria in-match HUD (port of scripts/luneraria/ui/lune_hud.gd, G3). + /// Presentation only: it reads the match through LuneHudModel (the privacy filter) and raises + /// the human player's commands as events for the game controller; no UI state creates + /// ownership or changes a rule. + /// + /// Layout in logical pixels (1706×960 at 16:9, UI scale applied on top): + /// top match status: own Ancient, WELLE n and phase, enemy Ancient; options and menu + /// left lanes (threat, towers, players, announced dangers), own team, event feed + /// bottom gold, unit cards or attack champions, own army, hero + /// right context only: boss grotto, next wave, the selected unit + /// corner Bereit (planning) or the combat clock above the minimap + /// Updates follow changes: every component compares a signature and rebuilds only when its + /// data changed; the HUD polls at 10 Hz in planning and 5 Hz in combat, the minimap at 10 Hz. + /// + public sealed class LuneHud : MonoBehaviour + { + public const float Margin = 12f; + public const float LeftWidth = 312f; + public const float RightWidth = 322f; + public const float MapEdge = 224f; + public const float ReadyHeight = 84f; + public const float ReadyCombat = 54f; + public const float BarPlanning = 176f; + public const float BarCombat = 128f; + /// Smallest logical area the layout is built for; the UI scale never shrinks below it. + public static readonly Vector2 MinArea = new Vector2(1560f, 880f); + /// Godot base size of the content scale (canvas_items, expand). + public static readonly Vector2Int Reference = new Vector2Int(1600, 960); + public static readonly Dictionary LaneKeys = new Dictionary { { "top", "F2" }, { "mid", "F3" }, { "bot", "F4" } }; + const float PlanningRate = .1f; + const float CombatRate = .2f; + const float MapRate = .1f; + const float FeedRate = .25f; + + public event Action CommandRequested; + public event Action UndoRequested; + public event Action ReadyRequested; + public event Action StarterRequested; + public event Action SpeedRequested; + public event Action PauseRequested; + public event Action LaneFocusRequested; + public event Action MapFocusRequested; + public event Action CameraRequested; + public event Action MenuRequested; + public event Action RematchRequested; + public event Action SettingsRequested; + public event Action HeroCommandRequested; + + public LuneMatch Match { get; private set; } + public int HumanSlot { get; private set; } = 1; + public LuneHudModel Model { get; private set; } + public UIDocument Document { get; private set; } + public PanelSettings Panel { get; private set; } + public VisualElement Root { get; private set; } + public float UiScale { get; private set; } = 1f; + public LuneMinimap Minimap { get; private set; } + public LuneTooltip Tooltip { get; private set; } + public LuneHeroCard HeroCard { get; private set; } + public LuneHeroDetail HeroDetail { get; private set; } + public LuneChampionPanel ChampionPanel { get; private set; } + public LuneBossIndicator BossCard { get; private set; } + public LuneNextWave NextWave { get; private set; } + public LuneUnitDetail UnitDetail { get; private set; } + public LuneEventFeed Feed { get; private set; } + public LuneSettingsPanel Settings { get; private set; } + public readonly Dictionary Lanes = new Dictionary(); + public readonly Dictionary ShopCards = new Dictionary(); + public readonly Dictionary Chips = new Dictionary(); + public string SelectedUid { get; private set; } = ""; + /// Counters for tests and the performance log. + public int Syncs { get; private set; } + public double SyncMs { get; private set; } + + sealed class AncientBlock + { + public VisualElement Box; + public LuneGlyphElement Emblem; + public Label Caption; + public LuneStatusBadge Badge; + public LuneHpBar Bar; + public Label Value; + public LuneTowerIndicator[] Towers; + public float Pulse; + public bool Own; + public LuneHudModel.BuildingInfo Data; + } + + RenderTexture _target; + VisualElement _hud; + LunePanel _top; + readonly List _ancients = new List(); + Label _wave; + LuneStatusBadge _phaseBadge; + VisualElement _system; + VisualElement _left; + LuneTeamPanel _team; + VisualElement _right; + LunePanel _bottom; + LuneResourceDisplay _gold; + LuneButton _undo; + LuneButton _starter; + VisualElement _purchase; + LuneTabBar _purchaseTabs; + VisualElement _troopRow; + VisualElement _army; + Label _armyTitle; + Label _armyLanes; + Label _armyValue; + VisualElement _strip; + string _chipSignature = "@"; + LunePanel _readyBox; + LuneButton _readyButton; + LuneGlyphElement _readyCheck; + Label _readyNote; + VisualElement _combatRow; + Label _clock; + Label _auto; + float _readyBlockUntil; + LuneButton _pause; + LuneGlyphElement _pauseGlyph; + LuneButton _speed; + LunePanel _mapPanel; + VisualElement _banners; + string _bannerSignature = "@"; + VisualElement _statusWrap; + LunePanel _status; + Label _report; + Label _toast; + float _toastLeft; + LuneModalPanel _modal; + VisualElement _over; + Label _overTitle; + Label _overBody; + float _tick; + float _mapTick; + float _feedTick; + bool _dirty = true; + int _lastPhase = -1; + int _layoutPhase = -1; + readonly Dictionary _knownAlive = new Dictionary(); + readonly int[] _ancientLevel = new int[2]; + readonly Dictionary _bossSeen = new Dictionary(); + int _heroLevel; + Vector2 _area; + + // ---------------------------------------------------------------- build + /// + /// Builds the HUD for one seat. target: null for the screen, or a render texture (tests and + /// captures in batch mode, any resolution). + /// + public void Init(LuneMatch match, int humanSlot, LuneUnitLibrary library, LuneUiAssets assets, RenderTexture target = null) + { + // A rebuild (rematch) starts with fresh listeners and a fresh panel. + CommandRequested = null; + UndoRequested = null; + ReadyRequested = null; + StarterRequested = null; + SpeedRequested = null; + PauseRequested = null; + LaneFocusRequested = null; + MapFocusRequested = null; + CameraRequested = null; + MenuRequested = null; + RematchRequested = null; + SettingsRequested = null; + HeroCommandRequested = null; + if (Panel != null) + Destroy(Panel); + Lanes.Clear(); + ShopCards.Clear(); + Chips.Clear(); + _ancients.Clear(); + _knownAlive.Clear(); + _bossSeen.Clear(); + _chipSignature = "@"; + _bannerSignature = "@"; + SelectedUid = ""; + Match = match; + HumanSlot = Math.Max(0, humanSlot); + LuneUi.Assets = assets; + LunePortraits.Create(library); + Model = new LuneHudModel(match, HumanSlot); + _target = target; + Panel = ScriptableObject.CreateInstance(); + Panel.name = "LuneHudPanel"; + Panel.themeStyleSheet = assets != null ? assets.Theme : null; + Panel.scaleMode = PanelScaleMode.ScaleWithScreenSize; + Panel.referenceResolution = Reference; + Panel.screenMatchMode = PanelScreenMatchMode.Expand; + Panel.sortingOrder = 10; + if (target != null) + { + Panel.targetTexture = target; + Panel.clearColor = true; + Panel.colorClearValue = new Color(0f, 0f, 0f, 0f); + } + Document = gameObject.GetComponent() ?? gameObject.AddComponent(); + Document.panelSettings = Panel; + Root = Document.rootVisualElement; + Root.pickingMode = PickingMode.Ignore; + Root.Clear(); + _hud = new VisualElement { name = "lune-hud", pickingMode = PickingMode.Ignore }; + _hud.style.position = Position.Absolute; + _hud.style.left = 0f; + _hud.style.top = 0f; + _hud.style.right = 0f; + _hud.style.bottom = 0f; + Root.Add(_hud); + BuildTop(); + BuildSystem(); + BuildLeft(); + BuildRight(); + BuildBottom(); + BuildReady(); + BuildMap(); + BuildBanner(); + BuildStatus(); + BuildModal(); + BuildOver(); + Settings = new LuneSettingsPanel(); + _hud.Add(Settings); + Tooltip = new LuneTooltip(); + _hud.Add(Tooltip); + _hud.RegisterCallback(evt => Tooltip.Pointer = evt.position, TrickleDown.TrickleDown); + _hud.RegisterCallback(evt => Tooltip.Pointer = evt.position, TrickleDown.TrickleDown); + LunePreferences.Changed -= Fit; + LunePreferences.Changed += Fit; + Fit(); + RememberBuildings(); + _heroLevel = OwnHeroLevel(); + _lastPhase = -1; + _dirty = true; + Sync(0f); + } + + void OnDestroy() + { + LunePreferences.Changed -= Fit; + if (Panel != null) + Destroy(Panel); + } + + LunePanel AddPanel(LunePlateStyle style) + { + var panel = new LunePanel(style); + panel.style.position = Position.Absolute; + panel.RegisterCallback(evt => evt.StopPropagation()); + _hud.Add(panel); + return panel; + } + + void BuildTop() + { + // A full-width row that centres the panel and lets clicks through elsewhere. + var wrap = new VisualElement { pickingMode = PickingMode.Ignore }; + wrap.style.position = Position.Absolute; + wrap.style.left = 0f; + wrap.style.right = 0f; + wrap.style.top = Margin; + wrap.style.flexDirection = FlexDirection.Row; + wrap.style.justifyContent = Justify.Center; + _hud.Add(wrap); + _top = new LunePanel(LunePanels.Hud); + _top.RegisterCallback(evt => evt.StopPropagation()); + wrap.Add(_top); + VisualElement row = LuneUi.Box(false, 20f, _top); + for (int side = 0; side < 2; side++) + { + AncientBlock block = AncientBlockFor(side == 0); + _ancients.Add(block); + row.Add(block.Box); + if (side == 0) + { + VisualElement center = LuneUi.Box(true, 2f, row); + center.style.minWidth = 190f; + center.style.alignItems = Align.Center; + center.style.justifyContent = Justify.Center; + center.pickingMode = PickingMode.Position; + _wave = LuneUi.Label("WELLE 1", "HudWave", center); + _phaseBadge = new LuneStatusBadge(); + center.Add(_phaseBadge); + LuneTooltip.Attach(center, WaveTip); + } + } + } + + /// Ancient block: team emblem, name, HP bar and value, the two base towers, critical badge. + AncientBlock AncientBlockFor(bool own) + { + var block = new AncientBlock { Own = own, Towers = new LuneTowerIndicator[2] }; + block.Box = LuneUi.Box(false, 10f); + block.Box.style.minWidth = 300f; + block.Box.pickingMode = PickingMode.Position; + block.Emblem = LuneUi.Glyph("emblem_0", LuneUiTheme.Team[0], 36f); + var column = (LuneBox)LuneUi.Box(true, 3f); + column.style.flexGrow = 1f; + if (own) + { + block.Box.Add(block.Emblem); + block.Box.Add(column); + } + else + { + block.Box.Add(column); + block.Box.Add(block.Emblem); + } + VisualElement head = LuneUi.Box(false, 6f, column); + block.Caption = LuneUi.Label("", "HudCaps"); + block.Badge = new LuneStatusBadge(); + LuneUi.Show(block.Badge, false); + if (own) + { + head.Add(block.Caption); + LuneUi.Spacer(head); + head.Add(block.Badge); + } + else + { + head.Add(block.Badge); + LuneUi.Spacer(head); + head.Add(block.Caption); + } + block.Bar = new LuneHpBar(240f, 10f) { Ticks = 4 }; + column.Add(block.Bar); + VisualElement row = LuneUi.Box(false, 5f, column); + block.Value = LuneUi.Label("", "HudValue"); + Label baseLabel = LuneUi.Label("BASIS", "HudMuted"); + for (int index = 0; index < 2; index++) + block.Towers[index] = new LuneTowerIndicator(18f, 22f) { Tier = "base" }; + if (own) + { + row.Add(block.Value); + LuneUi.Spacer(row); + row.Add(baseLabel); + foreach (LuneTowerIndicator tower in block.Towers) + row.Add(tower); + } + else + { + foreach (LuneTowerIndicator tower in block.Towers) + row.Add(tower); + row.Add(baseLabel); + LuneUi.Spacer(row); + row.Add(block.Value); + } + LuneTooltip.Attach(block.Box, () => AncientTip(block)); + for (int index = 0; index < 2; index++) + { + int captured = index; + LuneTooltip.Attach(block.Towers[index], () => BaseTip(block, captured)); + } + return block; + } + + void BuildSystem() + { + _system = LuneUi.Box(false, 6f, _hud); + _system.style.position = Position.Absolute; + _system.style.top = Margin; + _system.style.right = Margin; + // Pause and tempo live up here, far from Bereit: a late click at the end of a combat must + // never land on Bereit (found in the G3 playtest). + _pause = IconButton("pause", "P", _system, out _pauseGlyph); + LuneUi.Show(_pause, false); + _pause.Clicked += () => PauseRequested?.Invoke(); + LuneTooltip.Attach(_pause, () => new LuneTip { Title = "Pause", Text = "Hält die Simulation an (offline). Im Netzspiel bestimmt der Host.", Note = "P oder Leertaste" }); + _speed = new LuneButton("1×", LuneButtons.HudIconButton, _system); + _speed.style.minWidth = 46f; + _speed.style.height = 36f; + LuneUi.Show(_speed, false); + _speed.Clicked += () => SpeedRequested?.Invoke(); + LuneTooltip.Attach(_speed, () => new LuneTip { Title = "Tempo", Text = "Wechselt 1× · 2× · 4×; die Regeln bleiben gleich." }); + LuneButton options = IconButton("gear", "F1", _system, out _); + options.Clicked += () => SettingsRequested?.Invoke(); + LuneTooltip.Attach(options, () => new LuneTip { Title = "Optionen", Text = "Lautstärke, Vollbild, Bewegung reduzieren, UI-Größe und alle Tasten.", Note = "F1" }); + LuneButton menu = IconButton("menu", "Menü", _system, out _); + menu.Clicked += () => MenuRequested?.Invoke(); + LuneTooltip.Attach(menu, () => new LuneTip { Title = "Hauptmenü", Text = "Verlässt die Partie." }); + } + + static LuneButton IconButton(string glyph, string text, VisualElement parent, out LuneGlyphElement glyphElement) + { + var button = new LuneButton(null, LuneButtons.HudIconButton, parent); + glyphElement = LuneUi.Glyph(glyph, LuneUiTheme.Text, 15f, button); + Label label = LuneUi.Label(text, "HudText", button); + label.style.marginLeft = 5f; + button.style.minWidth = Mathf.Max(40f, 30f + text.Length * 8.5f); + button.style.height = 36f; + return button; + } + + void BuildLeft() + { + _left = LuneUi.Box(true, 8f, _hud); + _left.style.position = Position.Absolute; + _left.style.left = Margin; + _left.style.top = Margin; + _left.style.width = LeftWidth; + var lanePanel = new LunePanel(LunePanels.Hud); + lanePanel.RegisterCallback(evt => evt.StopPropagation()); + _left.Add(lanePanel); + VisualElement column = LuneUi.Box(true, 5f, lanePanel); + VisualElement head = LuneUi.Box(false, 6f, column); + LuneUi.Label("LANES", "HudCaps", head); + LuneUi.Spacer(head); + LuneUi.Label("Klick oder F2–F4", "HudMuted", head); + foreach (string lane in LuneMap.Lanes) + { + var indicator = new LuneLaneIndicator(lane, LaneKeys[lane]); + column.Add(indicator); + string captured = lane; + indicator.Clicked += () => LaneFocusRequested?.Invoke(captured); + Lanes[lane] = indicator; + } + var teamPanel = new LunePanel(LunePanels.Hud); + teamPanel.RegisterCallback(evt => evt.StopPropagation()); + _left.Add(teamPanel); + _team = new LuneTeamPanel(); + teamPanel.Add(_team); + Feed = new LuneEventFeed(); + _left.Add(Feed); + Feed.FocusRequested += FocusTarget; + } + + void BuildRight() + { + _right = LuneUi.Box(true, 8f, _hud); + _right.style.position = Position.Absolute; + _right.style.right = Margin; + _right.style.top = Margin + 36f + 8f; + _right.style.width = RightWidth; + BossCard = new LuneBossIndicator(); + BossCard.RegisterCallback(evt => evt.StopPropagation()); + _right.Add(BossCard); + BossCard.FocusRequested += () => CameraRequested?.Invoke("grotto"); + BossCard.LaneChosen += lane => CommandRequested?.Invoke(Command.BossLaneChoice(lane)); + NextWave = new LuneNextWave(); + NextWave.RegisterCallback(evt => evt.StopPropagation()); + _right.Add(NextWave); + UnitDetail = new LuneUnitDetail(); + UnitDetail.RegisterCallback(evt => evt.StopPropagation()); + LuneUi.Show(UnitDetail, false); + _right.Add(UnitDetail); + UnitDetail.CommandRequested += command => CommandRequested?.Invoke(command); + UnitDetail.Closed += ClearSelection; + } + + void BuildBottom() + { + _bottom = AddPanel(LunePanels.Hud); + _bottom.style.left = Margin; + _bottom.style.bottom = Margin; + _bottom.style.right = Margin + MapEdge + 16f + 10f; + _bottom.style.minHeight = BarPlanning; + VisualElement row = LuneUi.Box(false, 14f, _bottom); + row.style.alignItems = Align.FlexStart; + row.style.flexGrow = 1f; + // Gold and undo. + VisualElement goldColumn = LuneUi.Box(true, 4f, row); + goldColumn.style.minWidth = 150f; + LuneUi.Label("GOLD", "HudCaps", goldColumn); + _gold = new LuneResourceDisplay(); + goldColumn.Add(_gold); + LuneTooltip.Attach(_gold, GoldTip); + _undo = new LuneButton("Rückgängig", LuneButtons.HudButton, goldColumn); + _undo.style.alignSelf = Align.FlexStart; + _undo.Clicked += () => UndoRequested?.Invoke(); + LuneTooltip.Attach(_undo, () => new LuneTip { Title = "Rückgängig", Text = "Nimmt den letzten Befehl dieser Planung zurück (Kauf, Einsatz, Item, Buchung)." }); + // Purchases: troops (1–5) or attack champions. + _purchase = LuneUi.Box(true, 4f, row); + _purchaseTabs = new LuneTabBar(); + _purchase.Add(_purchaseTabs); + _purchaseTabs.AddTab("TRUPPEN · 1–5", "Dauerhafte Truppen", "Bleiben in deiner Armee, kämpfen jede Welle, lassen sich aufwerten."); + _purchaseTabs.AddTab("ANGRIFFSCHAMPIONS", "Angriffschampions", "Einmalige Söldner: jetzt kaufen, eine Welle später auf der Ziel-Lane angreifen, danach weg."); + _purchaseTabs.TabChanged += ShowPurchase; + _troopRow = LuneUi.Box(false, 6f, _purchase); + _troopRow.style.alignItems = Align.FlexStart; + for (int index = 0; index < 5; index++) + _troopRow.Add(new LuneUnitCard()); + ChampionPanel = new LuneChampionPanel(); + LuneUi.Show(ChampionPanel, false); + _purchase.Add(ChampionPanel); + ChampionPanel.CommandRequested += command => CommandRequested?.Invoke(command); + // Own army, ordered by lane. + _army = LuneUi.Box(true, 4f, row); + _army.style.flexGrow = 1f; + _army.style.flexShrink = 1f; + _army.style.minWidth = 0f; + _army.RegisterCallback(_ => MarkDirty()); + VisualElement head = LuneUi.Box(false, 8f, _army); + _armyTitle = LuneUi.Label("ARMEE", "HudCaps", head); + _armyLanes = LuneUi.Clip(LuneUi.Label("", "HudMuted", head)); + _armyLanes.style.flexGrow = 1f; + _armyValue = LuneUi.Label("", "HudMuted", head); + LuneTooltip.Attach(_armyValue, () => new LuneTip { Title = "Armeewert", Glyph = "coin", GlyphColor = LuneUiTheme.Gold, + Text = "Summe des Einsatzes aller eigenen Truppen (Kauf und Aufwertungen), wie der Armeewert in Legion TD 2." }); + _strip = new VisualElement { pickingMode = PickingMode.Ignore }; + _strip.style.flexDirection = FlexDirection.Row; + _strip.style.flexWrap = Wrap.Wrap; + _army.Add(_strip); + _starter = new LuneButton("Startaufstellung", LuneButtons.HudButton, _army); + _starter.style.alignSelf = Align.FlexStart; + _starter.Clicked += () => StarterRequested?.Invoke(); + LuneTooltip.Attach(_starter, StarterTip); + HeroCard = new LuneHeroCard(); + row.Add(HeroCard); + HeroCard.Clicked += () => OpenHero(); + HeroCard.CommandRequested += () => HeroCommandRequested?.Invoke(); + } + + void BuildReady() + { + _readyBox = AddPanel(LunePanels.HudTight); + _readyBox.style.right = Margin; + _readyBox.style.bottom = Margin + MapEdge + 16f + 8f; + _readyBox.style.width = MapEdge + 16f; + _readyBox.style.height = ReadyHeight; + VisualElement column = LuneUi.Box(true, 2f, _readyBox); + column.style.flexGrow = 1f; + _readyButton = new LuneButton("BEREIT", LuneButtons.Primary, column); + _readyButton.style.height = 44f; + _readyButton.style.paddingTop = 0f; + _readyButton.style.paddingBottom = 0f; + _readyButton.Clicked += () => + { + if (!ReadyBlocked()) + ReadyRequested?.Invoke(); + }; + LuneTooltip.Attach(_readyButton, ReadyTip); + _readyCheck = LuneUi.Glyph("check", LuneUiTheme.Ink, 22f, _readyButton); + _readyCheck.style.position = Position.Absolute; + _readyCheck.style.left = 16f; + LuneUi.Show(_readyCheck, false); + _readyNote = LuneUi.Label("Leertaste", "HudMuted", column); + _readyNote.style.unityTextAlign = TextAnchor.MiddleCenter; + _combatRow = LuneUi.Box(false, 8f, column); + _combatRow.style.justifyContent = Justify.Center; + _combatRow.style.flexGrow = 1f; + LuneUi.Show(_combatRow, false); + LuneUi.Glyph("melee", LuneUiTheme.Lightened(LuneUiTheme.Danger, .15f), 16f, _combatRow); + _clock = LuneUi.Label("", "HudValue", _combatRow); + _auto = LuneUi.Clip(LuneUi.Label("", "HudMuted", _combatRow)); + } + + void BuildMap() + { + _mapPanel = AddPanel(LunePanels.HudTight); + _mapPanel.style.right = Margin; + _mapPanel.style.bottom = Margin; + _mapPanel.style.width = MapEdge + 16f; + _mapPanel.style.height = MapEdge + 16f; + Minimap = new LuneMinimap { Match = Match, HumanSlot = HumanSlot }; + Minimap.style.flexGrow = 1f; + _mapPanel.Add(Minimap); + Minimap.FocusRequested += point => MapFocusRequested?.Invoke(point); + LuneTooltip.Attach(Minimap, () => new LuneTip + { + Title = "Minimap", Text = "Klicken oder ziehen bewegt die Kamera. Runde Marker: Blau · eckige Marker: Rot. Krone: Boss, Pfeil: Angriffschampion, Porträt im Goldring: Held.", + Note = "Die Minimap löst nie Käufe oder Befehle aus.", + }); + } + + void BuildBanner() + { + _banners = LuneUi.Box(true, 6f, _hud); + _banners.style.position = Position.Absolute; + } + + void BuildStatus() + { + _statusWrap = new VisualElement { pickingMode = PickingMode.Ignore }; + _statusWrap.style.position = Position.Absolute; + _statusWrap.style.left = Margin; + _statusWrap.style.right = Margin + MapEdge + 16f + 10f; + _statusWrap.style.flexDirection = FlexDirection.Row; + _statusWrap.style.justifyContent = Justify.Center; + _hud.Add(_statusWrap); + _status = new LunePanel(LunePanels.HudTight); + _statusWrap.Add(_status); + VisualElement column = LuneUi.Box(true, 0f, _status); + _report = LuneUi.Label("", "HudText", column); + _report.style.unityTextAlign = TextAnchor.MiddleCenter; + _toast = LuneUi.Label("", "HudMuted", column); + _toast.style.unityTextAlign = TextAnchor.MiddleCenter; + LuneUi.Show(_statusWrap, false); + } + + void BuildModal() + { + _modal = new LuneModalPanel(new Vector2(1040f, 660f)); + _hud.Add(_modal); + HeroDetail = new LuneHeroDetail(); + _modal.Body.Add(HeroDetail); + HeroDetail.CommandRequested += command => CommandRequested?.Invoke(command); + } + + void BuildOver() + { + _over = new VisualElement(); + _over.style.position = Position.Absolute; + _over.style.left = 0f; + _over.style.top = 0f; + _over.style.right = 0f; + _over.style.bottom = 0f; + _over.style.backgroundColor = new Color(.02f, .03f, .04f, .82f); + _over.style.justifyContent = Justify.Center; + _over.style.alignItems = Align.Center; + _over.RegisterCallback(evt => evt.StopPropagation()); + LuneUi.Show(_over, false); + _hud.Add(_over); + var panel = new LunePanel(LunePanels.Menu); + panel.style.minWidth = 620f; + _over.Add(panel); + VisualElement column = LuneUi.Box(true, 14f, panel); + column.style.alignItems = Align.Center; + _overTitle = LuneUi.Label("", "TitleLabel", column, 60f); + _overBody = LuneUi.Wrap(LuneUi.Label("", "BodyLabel", column)); + _overBody.style.unityTextAlign = TextAnchor.MiddleCenter; + _overBody.style.maxWidth = 560f; + VisualElement row = LuneUi.Box(false, 12f, column); + row.style.justifyContent = Justify.Center; + new LuneButton("NEUE PARTIE", LuneButtons.Primary, row).Clicked += () => RematchRequested?.Invoke(); + new LuneButton("Menü", LuneButtons.Secondary, row).Clicked += () => MenuRequested?.Invoke(); + } + + // ---------------------------------------------------------------- layout + /// Size of the render target in pixels (screen or texture). + public Vector2 TargetSize { get { return _target != null ? new Vector2(_target.width, _target.height) : new Vector2(Screen.width, Screen.height); } } + + /// + /// Logical area at UI scale 1 (Godot: content scale canvas_items/expand from 1600×960) and + /// the UI scale: the preference, capped so the layout always has MinArea logical pixels. + /// + public static float ScaleFor(Vector2 pixels, float wanted, out Vector2 area) + { + float k = Mathf.Min(pixels.x / Reference.x, pixels.y / Reference.y); + area = pixels / Mathf.Max(.0001f, k); + float fits = Mathf.Min(area.x / MinArea.x, area.y / MinArea.y); + return Mathf.Clamp(Mathf.Min(Mathf.Clamp(wanted, .75f, 1.5f), fits), .6f, 1.5f); + } + + void Fit() + { + if (Panel == null) + return; + UiScale = ScaleFor(TargetSize, LunePreferences.UiScale, out _area); + Panel.scale = UiScale; + Layout(); + } + + /// Logical size of the HUD (area / UI scale). + public Vector2 LogicalSize { get { return _area / Mathf.Max(.0001f, UiScale); } } + + void Layout() + { + if (_over == null) + return; + Vector2 size = LogicalSize; + bool planning = Match == null || Match.Phase == Phase.Planning; + _readyBox.style.height = planning ? ReadyHeight : ReadyCombat; + _bottom.style.minHeight = planning ? BarPlanning : BarCombat; + float bannerWidth = Mathf.Min(700f, size.x - 2f * (LeftWidth + 2f * Margin)); + _banners.style.width = bannerWidth; + _banners.style.left = Mathf.Floor((size.x - bannerWidth) * .5f); + float topHeight = float.IsNaN(_top.layout.height) || _top.layout.height <= 0f ? 96f : _top.layout.height; + _banners.style.top = Margin + topHeight + 8f; + float barHeight = float.IsNaN(_bottom.layout.height) || _bottom.layout.height <= 0f ? (planning ? BarPlanning : BarCombat) : _bottom.layout.height; + _statusWrap.style.bottom = Margin + barHeight + 8f; + float systemHeight = float.IsNaN(_system.layout.height) || _system.layout.height <= 0f ? 36f : _system.layout.height; + _right.style.top = Margin + systemHeight + 8f; + _layoutPhase = Match != null ? (int)Match.Phase : -1; + } + + /// Rectangles of the main regions in logical pixels (layout tests). + public Dictionary Regions() + { + var result = new Dictionary + { + { "top", _top }, { "system", _system }, { "left", _left }, { "right", _right }, { "bottom", _bottom }, { "ready", _readyBox }, { "minimap", _mapPanel }, + }; + var rects = new Dictionary(); + foreach (KeyValuePair pair in result) + { + if (LuneUi.Visible(pair.Value)) + rects[pair.Key] = _hud.WorldToLocal(pair.Value.worldBound); + } + return rects; + } + + // ---------------------------------------------------------------- per frame + void Update() + { + if (Match == null) + return; + float delta = Time.unscaledDeltaTime; + Tick(delta); + } + + /// One HUD frame (Godot _process); tests call it with simulated time. + public void Tick(float delta) + { + Tooltip.Tick(delta); + _gold.Tick(delta); + Feed.Tick(delta); + _toastLeft -= delta; + if (_toastLeft <= 0f && _toast.text.Length > 0) + { + _toast.text = ""; + StatusVisibility(); + } + foreach (AncientBlock block in _ancients) + { + if (block.Pulse <= 0f) + continue; + block.Pulse = Mathf.Max(0f, block.Pulse - delta); + block.Bar.style.opacity = block.Pulse > 0f ? .45f + .55f * Mathf.Abs(Mathf.Cos(block.Pulse * Mathf.PI * 2f)) : 1f; + } + _tick += delta; + _mapTick += delta; + _feedTick += delta; + bool fighting = Match.Phase == Phase.Combat; + if (fighting && _mapTick >= MapRate) + { + _mapTick = 0f; + Minimap.Refresh(Match.Announcements()); + } + if (_feedTick >= FeedRate) + { + TrackEvents(); + _feedTick = 0f; + } + if (_dirty || (int)Match.Phase != _lastPhase || _tick >= (fighting ? CombatRate : PlanningRate)) + { + var watch = System.Diagnostics.Stopwatch.StartNew(); + Sync(_tick); + _tick = 0f; + _dirty = false; + Syncs++; + SyncMs = SyncMs <= 0.0 ? watch.Elapsed.TotalMilliseconds : SyncMs + (watch.Elapsed.TotalMilliseconds - SyncMs) * .2; + } + } + + public void MarkDirty() + { + _dirty = true; + } + + /// True for one second after a combat ended: Bereit (click or Space) is ignored meanwhile. + public bool ReadyBlocked() + { + return Time.realtimeSinceStartup < _readyBlockUntil; + } + + void Sync(float delta) + { + int phase = (int)Match.Phase; + if (phase != _lastPhase) + { + PhaseChanged(_lastPhase, phase); + _lastPhase = phase; + } + if (_layoutPhase != phase) + Layout(); + bool planning = Model.Planning; + bool fighting = Model.Fighting; + SyncTop(); + bool reduced = LunePreferences.ReducedMotion; + foreach (KeyValuePair pair in Lanes) + pair.Value.Apply(Model.Lane(pair.Key), Model.Team, delta, reduced); + _team.Apply(Model.Members(Model.Team), Model.Team, planning, Model.Networked); + SyncRight(planning, fighting); + SyncBottom(planning, fighting); + SyncReady(planning, fighting); + SyncBanners(); + if (!fighting) + { + Minimap.ViewerTeam = Model.Team; + Minimap.HumanSlot = HumanSlot; + Minimap.Refresh(Match.Announcements()); + } + if (_modal.Open) + { + HeroDetail.Apply(Model); + _modal.Title.text = HeroDetail.TitleText(Model); + } + LuneUi.Show(_over, Model.Over); + if (Model.Over) + { + int own = Model.Team; + _overTitle.text = Match.Winner == LuneMatch.Draw ? "UNENTSCHIEDEN" : Match.Winner == own ? "SIEG" : "NIEDERLAGE"; + _overBody.text = Match.EndNote + "\nNach " + Match.RoundNumber + " Wellen."; + } + } + + void SyncTop() + { + for (int side = 0; side < 2; side++) + { + int team = side == 0 ? Model.Team : Model.Enemy; + AncientBlock block = _ancients[side]; + LuneHudModel.BuildingInfo ancient = Model.Ancient(team); + block.Data = ancient; + Color tint = LuneUiTheme.TeamColor(team); + block.Emblem.Glyph = "emblem_" + team; + block.Emblem.Color = tint; + block.Caption.text = (side == 0 ? "DEIN ANCIENT · " : "GEGNER · ") + LuneUi.Upper(LuneUiTheme.TeamName(team)); + block.Bar.Fraction = (float)ancient.Fraction; + block.Bar.Fill = LuneHpBar.HealthColor(block.Bar.Fraction, tint); + block.Value.text = LuneUiTheme.Number(ancient.Hp) + " / " + LuneUiTheme.Number(ancient.MaxHp); + for (int index = 0; index < 2; index++) + { + LuneHudModel.BuildingInfo baseTower = ancient.Base[index]; + block.Towers[index].Team = team; + block.Towers[index].SetState(baseTower.Alive, (float)baseTower.Fraction, baseTower.Attackable); + } + int level = block.Bar.Fraction < .3f ? 2 : block.Bar.Fraction < .5f ? 1 : 0; + bool show = level > 0 || !ancient.Alive; + if (!ancient.Alive) + block.Badge.SetState("ZERSTÖRT", LuneUiTheme.Danger, "close", true); + else if (level == 2) + block.Badge.SetState("KRITISCH", LuneUiTheme.Danger, "warning", true); + else if (level == 1) + block.Badge.SetState("BESCHÄDIGT", LuneUiTheme.Warn); + else if (ancient.Attackable) + { + show = true; + block.Badge.SetState("ANGREIFBAR", LuneUiTheme.Warn); + } + LuneUi.Show(block.Badge, show); + } + _wave.text = "WELLE " + Match.RoundNumber; + if (Model.Over) + _phaseBadge.SetState("PARTIE BEENDET", LuneUiTheme.Muted); + else if (Model.Fighting) + { + int elapsed = (int)Match.Combat.Elapsed; + _phaseBadge.SetState(string.Format("KAMPF · {0:00}:{1:00}", elapsed / 60, elapsed % 60), LuneUiTheme.Lightened(LuneUiTheme.Danger, .1f), "melee"); + } + else if (Model.Locked) + _phaseBadge.SetState("PLANUNG · BEREIT", LuneUiTheme.Good, "check"); + else + _phaseBadge.SetState("PLANUNG", LuneUiTheme.BronzeLight, "clock"); + } + + void SyncRight(bool planning, bool fighting) + { + LuneHudModel.BossInfo boss = Model.Boss(); + BossCard.Apply(boss, Model.Team, Match.RoundNumber, planning); + if (boss.HasHp) + BossCard.SetBossHp((float)(boss.Hp / Math.Max(1.0, boss.MaxHp))); + RosterEntry entry = SelectedEntry(); + if (entry == null && SelectedUid.Length > 0) + SelectedUid = ""; + LuneUi.Show(UnitDetail, entry != null); + BossCard.SetCompact(entry != null); + if (entry != null) + UnitDetail.Apply(entry, Model, Model.LiveUnit(SelectedUid)); + bool wave = entry == null && !Model.Over; + LuneUi.Show(NextWave, wave); + if (wave) + NextWave.Apply(Model.NextWave(), Model.Team, fighting); + } + + RosterEntry SelectedEntry() + { + if (SelectedUid.Length == 0) + return null; + return Model.OwnRoster.FirstOrDefault(e => e.Uid == SelectedUid); + } + + void SyncBottom(bool planning, bool fighting) + { + _gold.SetValues(Model.OwnGold, Model.Income, !Model.Over); + List roster = Model.OwnRoster; + bool locked = Model.Locked; + bool canAct = planning && !locked; + LuneUi.Show(_purchase, planning); + LuneUi.Show(_army, !planning || !LuneUi.Visible(ChampionPanel)); + LuneUi.Show(_undo, planning); + _undo.Disabled = !canAct || Model.Me.Undo.Count == 0; + LuneUi.Show(_starter, planning && roster.Count == 0); + _starter.Disabled = !canAct; + if (planning) + { + List ids = Match.BaseIds(Model.Me.Bund); + int gold = Model.OwnGold; + bool full = roster.Count >= Model.SupplyCap; + if (!ShopCards.ContainsKey(ids[0])) + { + ShopCards.Clear(); + for (int index = 0; index < ids.Count; index++) + { + var card = (LuneUnitCard)_troopRow[index]; + string id = ids[index]; + UnitDef data = DataCatalog.GetUnit(id); + card.Setup(id, id, data.DisplayName, Model.RoleOf(id), data.Cost, (index + 1).ToString(), false, data); + if (card.userData == null) + { + card.userData = "wired"; + card.Clicked += () => CommandRequested?.Invoke(Command.Buy(card.TypeId)); + LuneTooltip.Attach(card, () => LuneStats.TroopTip(card.TypeId, Model.RoleOf(card.TypeId), card.Reason)); + } + ShopCards[id] = card; + } + } + foreach (LuneUnitCard card in ShopCards.Values) + { + string why = ""; + if (locked) + why = "Bereit gemeldet – die Planung ist verbindlich."; + else if (full) + why = "Armee voll (" + roster.Count + "/" + Model.SupplyCap + ")."; + else if (gold < card.Cost) + why = "Es fehlen " + (card.Cost - gold) + " Gold."; + card.SetAvailable(why.Length == 0, why, locked, gold < card.Cost); + } + if (LuneUi.Visible(ChampionPanel)) + ChampionPanel.Apply(Model); + } + _armyTitle.text = "ARMEE " + roster.Count + "/" + Model.SupplyCap; + var perLane = new Dictionary(); + var aliveLane = new Dictionary(); + int value = 0; + foreach (RosterEntry entry in roster) + { + perLane[entry.Lane] = perLane.TryGetValue(entry.Lane, out int count) ? count + 1 : 1; + value += entry.Invested; + if (fighting) + { + LuneUnit unit = Model.LiveUnit(entry.Uid); + if (unit != null && unit.Alive) + aliveLane[entry.Lane] = aliveLane.TryGetValue(entry.Lane, out int alive) ? alive + 1 : 1; + } + } + var parts = new List(); + foreach (string lane in LuneMap.Lanes.Concat(new[] { LuneMatch.Grotto })) + { + if (!perLane.ContainsKey(lane)) + continue; + string shortName = lane == LuneMatch.Grotto ? "GROTTE" : LuneUi.Upper(LuneMap.LaneNames[lane]); + parts.Add(fighting ? shortName + " " + aliveLane.GetValueOrDefault(lane, 0) + "/" + perLane[lane] : shortName + " " + perLane[lane]); + } + _armyLanes.text = string.Join(" · ", parts); + _armyValue.text = roster.Count > 0 ? "Wert " + LuneUiTheme.Number(value) : ""; + SyncChips(roster, fighting); + HeroState hero = Model.OwnHero; + HeroCard.Apply(hero, Model, hero != null ? Model.LiveUnit(hero.Uid) : null); + } + + void SyncChips(List roster, bool fighting) + { + var order = LuneMap.Lanes.Concat(new[] { LuneMatch.Grotto }).ToList(); + List ordered = roster.OrderBy(e => order.IndexOf(e.Lane)).ThenBy(e => e.Seq).ToList(); + float edge = ChipEdge(ordered.Count, fighting); + string signature = string.Join(",", ordered.Select(e => e.Uid + ":" + e.TypeId + ":" + e.Lane)) + "|" + (int)edge; + if (signature != _chipSignature) + { + _chipSignature = signature; + _strip.Clear(); + Chips.Clear(); + foreach (RosterEntry entry in ordered) + Chips[entry.Uid] = MakeChip(entry, edge); + } + foreach (KeyValuePair pair in Chips) + { + pair.Value.On = pair.Key == SelectedUid; + if (fighting) + { + LuneUnit unit = Model.LiveUnit(pair.Key); + pair.Value.Fallen = unit == null || !unit.Alive; + } + else + { + pair.Value.Fallen = false; + } + } + } + + /// Largest chip edge (46 … 30 px) at which the whole army fits into the strip. + float ChipEdge(int count, bool fighting) + { + float width = !float.IsNaN(_army.layout.width) && _army.layout.width > 60f ? _army.layout.width : 300f; + float height = (fighting ? BarCombat : BarPlanning) - 20f - 26f; + foreach (float edge in new[] { 46f, 42f, 38f, 34f, 30f }) + { + int perRow = Math.Max(1, (int)Math.Floor((width + 4f) / (edge + 4f))); + int rows = (int)Math.Ceiling(count / (double)perRow); + if (rows * (edge + LuneArmyChip.Band + 4f) <= height) + return edge; + } + return 30f; + } + + LuneArmyChip MakeChip(RosterEntry entry, float edge) + { + var chip = new LuneArmyChip(); + chip.style.marginRight = 4f; + chip.style.marginBottom = 4f; + _strip.Add(chip); + chip.Setup(entry, edge); + string uid = entry.Uid; + chip.Clicked += () => + { + if (SelectedUid == uid) + ClearSelection(); + else + SelectUnit(uid); + }; + string type = entry.TypeId; + string lane = entry.Lane; + LuneTooltip.Attach(chip, () => + { + LuneTip tip = LuneStats.TroopTip(type, Model.RoleOf(type)); + tip.Note = "Einsatz: " + (lane == LuneMatch.Grotto ? "Grotte" : LuneMap.LaneNames[lane]) + " · Klick: Details, Aufwerten, Einsatz"; + if (chip.Fallen) + tip.Warn = "In diesem Kampf gefallen; kehrt zur nächsten Planung zurück."; + return tip; + }); + return chip; + } + + void SyncReady(bool planning, bool fighting) + { + LuneUi.Show(_readyBox, !Model.Over); + LuneUi.Show(_readyButton, planning); + LuneUi.Show(_readyNote, planning); + LuneUi.Show(_combatRow, fighting); + LuneUi.Show(_pause, fighting); + LuneUi.Show(_speed, fighting); + if (planning) + { + bool locked = Model.Locked; + _readyButton.Disabled = locked || ReadyBlocked(); + _readyButton.Text = "BEREIT"; + LuneUi.Show(_readyCheck, locked); + if (locked) + { + Model.ReadyCount(out int ready, out int humans); + _readyNote.text = humans > ready ? "Warte auf " + Math.Max(0, humans - ready) + " Mitspieler" : "Kampf beginnt …"; + } + else + { + _readyNote.text = "Leertaste · startet Welle " + Match.RoundNumber; + } + } + if (fighting) + { + int elapsed = (int)Match.Combat.Elapsed; + _clock.text = string.Format("KAMPF {0:00}:{1:00}", elapsed / 60, elapsed % 60); + _auto.text = "Tempo " + _speed.Text; + bool guest = Model.IsGuest; + _pause.Disabled = guest; + _speed.Disabled = guest; + } + } + + void SyncBanners() + { + var lines = new List<(string text, string glyph, bool own, LuneFocusTarget target)>(); + LuneHudModel.BossInfo boss = Model.Boss(); + if (boss.State == "deploy_next" || boss.State == "deploying") + { + bool own = boss.Own; + string lane = LuneUi.Upper(LuneMap.LaneNames.TryGetValue(boss.Lane, out string name) ? name : "?"); + string text = own + ? "Deine SCHLUNDKRONE greift in Welle " + boss.DeployRound + " auf " + lane + " an · Kopfgeld für den Gegner " + LuneUiTheme.Number(boss.Bounty) + " Gold" + : "SCHLUNDKRONE (" + LuneUiTheme.TeamName(boss.Team) + ") greift in Welle " + boss.DeployRound + " auf " + lane + " an · Kopfgeld für euch " + LuneUiTheme.Number(boss.Bounty) + " Gold"; + lines.Add((text, "crown", own, LuneFocusTarget.ForLane(boss.Lane))); + } + LuneHudModel.BuildingInfo core = Model.Ancient(Model.Team); + if (core.Alive && core.Fraction < .3) + lines.Add(("Dein Ancient ist kritisch: " + LuneUiTheme.Round(core.Fraction * 100.0) + " % Leben", "warning", false, LuneFocusTarget.ForCamera("base"))); + string signature = string.Join("|", lines.Select(l => l.text + l.glyph + l.own)); + if (signature == _bannerSignature) + return; + _bannerSignature = signature; + _banners.Clear(); + foreach (var line in lines) + { + var panel = new LunePanel(line.own ? LunePanels.BannerOwn : LunePanels.BannerDanger); + panel.RegisterCallback(evt => evt.StopPropagation()); + _banners.Add(panel); + VisualElement row = LuneUi.Box(false, 10f, panel); + row.style.justifyContent = Justify.Center; + LuneUi.Glyph(line.glyph, line.own ? LuneUiTheme.TeamColor(Model.Team) : LuneUiTheme.Danger, 20f, row); + Label label = LuneUi.Wrap(LuneUi.Label(line.text, "HudValue", row)); + label.style.unityTextAlign = TextAnchor.MiddleCenter; + label.style.flexGrow = 1f; + LuneFocusTarget target = line.target; + panel.RegisterCallback(evt => + { + if (evt.button == 0) + FocusTarget(target); + }); + } + } + + void StatusVisibility() + { + LuneUi.Show(_statusWrap, _report.text.Length > 0 || _toast.text.Length > 0); + LuneUi.Show(_report, _report.text.Length > 0); + LuneUi.Show(_toast, _toast.text.Length > 0); + } + + // ---------------------------------------------------------------- phase changes and events + void PhaseChanged(int previous, int phase) + { + if (phase == (int)Phase.Combat) + { + CloseModal(); + _report.text = ""; + StatusVisibility(); + foreach (Announcement entry in Match.Announcements()) + { + bool own = entry.Team == Model.Team; + string lane = LuneUi.Upper(LuneMap.LaneNames[entry.Lane]); + if (entry.Kind == "boss") + Feed.Push(lane + " – Schlundkrone (" + LuneUiTheme.TeamName(entry.Team) + ") greift an", own ? "good" : "danger", "crown", LuneFocusTarget.ForLane(entry.Lane)); + else + Feed.Push(lane + " – Angriffschampion " + LuneContent.Champions[entry.ChampionId].Name + " (" + LuneUiTheme.TeamName(entry.Team) + ") erschienen", own ? "info" : "warn", "champion", LuneFocusTarget.ForLane(entry.Lane)); + } + } + else if (phase == (int)Phase.Planning && previous == (int)Phase.Combat) + { + _readyBlockUntil = Time.realtimeSinceStartup + 1f; + ReportSettlement(); + } + else if (phase == (int)Phase.Planning && previous < 0 && Match.LastSettlement != null) + { + ReportSettlement(); + } + _bossSeen.Clear(); + Layout(); + } + + void ReportSettlement() + { + Settlement s = Match.LastSettlement; + if (s == null) + return; + int kills = s.Gains[HumanSlot]; + int gained = kills + s.Income; + _report.text = string.Format("Welle {0} abgeschlossen ({1}, {2}s) · dein Ertrag +{3} Gold (Kills {4}, Einkommen {5})", s.Round, Reason(s.EndReason), (int)s.CombatTime, gained, kills, s.Income); + StatusVisibility(); + Feed.Push("Welle " + s.Round + " abgeschlossen · +" + gained + " Gold", "info", "coin"); + BossClaim claim = Match.Boss.Claim; + if (s.Boss == "won" && claim != null) + { + bool own = claim.Team == Model.Team; + Feed.Push("Boss in Welle " + claim.DeployRound + " auf " + LuneUi.Upper(LuneMap.LaneNames[claim.Lane]) + " (" + LuneUiTheme.TeamName(claim.Team) + ")", own ? "good" : "danger", "crown", LuneFocusTarget.ForLane(claim.Lane)); + } + int level = OwnHeroLevel(); + if (level > _heroLevel && _heroLevel > 0) + Feed.Push(LuneContent.Heroes[Model.OwnHero.HeroId].Name + " erreicht Stufe " + level, "good", "star", LuneFocusTarget.ForCamera("hero")); + _heroLevel = level; + } + + int OwnHeroLevel() + { + HeroState hero = Model.OwnHero; + return hero == null ? 0 : LuneContent.LevelFor(hero.Xp); + } + + void RememberBuildings() + { + _knownAlive.Clear(); + foreach (BuildingDef definition in Match.Map.Buildings) + _knownAlive[definition.Id] = Model.Building(definition.Id).Alive; + } + + /// Diffs public state for the event feed: fallen buildings, Ancient thresholds, the boss. + void TrackEvents() + { + if (Model.Over && _knownAlive.Count == 0) + return; + foreach (BuildingDef definition in Match.Map.Buildings) + { + string id = definition.Id; + bool alive = Model.Building(id).Alive; + if (_knownAlive.GetValueOrDefault(id, alive) && !alive) + { + bool own = definition.Team == Model.Team; + string place = definition.Lane == "base" ? "BASIS" : LuneUi.Upper(LuneMap.LaneNames.TryGetValue(definition.Lane, out string name) ? name : definition.Lane); + Feed.Push(place + " – " + LuneHudModel.BuildingTitle(id) + " (" + LuneUiTheme.TeamName(definition.Team) + ") zerstört", own ? "danger" : "good", "tower", LuneFocusTarget.ForPoint(definition.Position)); + } + _knownAlive[id] = alive; + } + for (int side = 0; side < 2; side++) + { + int team = side == 0 ? Model.Team : Model.Enemy; + LuneHudModel.BuildingInfo core = Model.Ancient(team); + int level = core.Fraction < .3 ? 2 : core.Fraction < .5 ? 1 : 0; + if (level > _ancientLevel[side] && core.Alive && level == 2) + { + int percent = LuneUiTheme.Round(core.Fraction * 100.0); + Feed.Push(side == 0 ? "Dein Ancient kritisch (" + percent + " %)" : "Gegnerischer Ancient kritisch (" + percent + " %)", side == 0 ? "danger" : "good", "warning", + LuneFocusTarget.ForCamera(side == 0 ? "base" : "enemy_base")); + if (!LunePreferences.ReducedMotion) + _ancients[side].Pulse = 1.5f; + } + _ancientLevel[side] = level; + } + if (!Model.Fighting) + return; + foreach (LuneUnit unit in Match.Combat.Units) + { + if (unit.Kind != "boss") + continue; + string key = unit.Zone + "-" + unit.Id; + bool was = _bossSeen.GetValueOrDefault(key, unit.Alive); + if (was && !unit.Alive) + { + if (unit.Zone == "grotto") + { + LuneHudModel.BossInfo boss = Model.Boss(); + if (boss.Team >= 0) + Feed.Push("Bossgrotte erobert – " + LuneUiTheme.TeamName(boss.Team), boss.Own ? "good" : "warn", "crown", LuneFocusTarget.ForCamera("grotto")); + } + else + { + Feed.Push("SCHLUNDKRONE besiegt (" + LuneUi.Upper(LuneMap.LaneNames.TryGetValue(unit.Lane, out string name) ? name : "") + ")", unit.Team != Model.Team ? "good" : "warn", "crown", LuneFocusTarget.ForLane(unit.Lane)); + } + } + _bossSeen[key] = unit.Alive; + } + } + + void FocusTarget(LuneFocusTarget target) + { + if (target == null) + return; + if (target.Lane.Length > 0 && Array.IndexOf(LuneMap.Lanes, target.Lane) >= 0) + LaneFocusRequested?.Invoke(target.Lane); + else if (target.Point.HasValue) + MapFocusRequested?.Invoke(target.Point.Value); + else if (target.Camera.Length > 0) + CameraRequested?.Invoke(target.Camera); + } + + static string Reason(string reason) + { + return reason == "cleared" ? "alle Einheiten gefallen" : reason == "timeout" ? "Zeitfenster abgelaufen" : reason == "core" ? "Ancient zerstört" : reason; + } + + // ---------------------------------------------------------------- public API + public void Notify(string message, bool error = false) + { + _toast.text = message ?? ""; + LuneUi.SetColor(_toast, error ? LuneUiTheme.Danger : LuneUiTheme.Good); + _toastLeft = 5f; + StatusVisibility(); + _dirty = true; + } + + public string ToastText { get { return _toast.text; } } + + /// The Ancient bar of a side (0 own, 1 enemy) pulses after turning critical (off with reduced motion). + public bool AncientPulsing(int side) { return _ancients[side].Pulse > 0f; } + public string ReportText { get { return _report.text; } } + + public void SetSpeedLabel(int value, bool paused) + { + _speed.Text = value + "×"; + _pauseGlyph.Glyph = paused ? "play" : "pause"; + } + + /// G2 compatibility: 0 = troops, 1 = hero, 2 = attack champions. + public void ShowPage(int index) + { + if (index == 1) + { + OpenHero(); + return; + } + CloseModal(); + if (index == 2) + OpenChampions(); + else + OpenTroops(); + } + + public void OpenHero(int tab = LuneHeroDetail.TabValues) + { + HeroDetail.Tab = tab; + HeroDetail.ShowTab(tab); + HeroDetail.Apply(Model); + _modal.OpenWith(HeroDetail.TitleText(Model)); + } + + public void OpenItems() { OpenHero(LuneHeroDetail.TabItems); } + public void OpenTalents() { OpenHero(LuneHeroDetail.TabTalents); } + public void CloseModal() { _modal.Close(); } + public bool ModalOpen { get { return _modal.Open; } } + + public void OpenChampions() + { + _purchaseTabs.Select(1); + ShowPurchase(1); + } + + public void OpenTroops() + { + _purchaseTabs.Select(0); + ShowPurchase(0); + } + + void ShowPurchase(int index) + { + LuneUi.Show(_troopRow, index == 0); + LuneUi.Show(ChampionPanel, index == 1); + LuneUi.Show(_army, index == 0); + _purchase.style.flexGrow = index == 1 ? 1f : 0f; + _dirty = true; + if (index == 1) + ChampionPanel.Apply(Model); + } + + public void SelectUnit(string uid) + { + SelectedUid = uid ?? ""; + _dirty = true; + } + + public void ClearSelection() + { + SelectedUid = ""; + _dirty = true; + } + + /// Esc: closes the options, the hero window or the selection (in this order); false if nothing was open. + public bool HandleEscape() + { + if (Settings.Open) + { + Settings.Close(); + return true; + } + if (_modal.Open) + { + CloseModal(); + return true; + } + if (SelectedUid.Length > 0) + { + ClearSelection(); + return true; + } + return false; + } + + public string PublicDigest() { return Model.PublicDigest(); } + + /// + /// Whether a screen point (pixels, origin bottom left as Input.mousePosition) lies on a HUD + /// element that takes the mouse: then the world must not react (wheel zoom, field clicks). + /// + public bool IsPointerOverHud(Vector2 screen) + { + if (Root == null || Root.panel == null) + return false; + // Pixels of the render target (screen or texture), y flipped to the panel's top-left origin. + Vector2 panelPoint = PixelToPanel(new Vector2(screen.x, TargetSize.y - screen.y)); + VisualElement picked = Root.panel.Pick(panelPoint); + return picked != null && picked != Root && picked != _hud; + } + + /// Panel coordinates (logical) of a point given in target pixels with origin top left (tests). + public Vector2 PixelToPanel(Vector2 pixel) + { + return pixel / (Mathf.Min(TargetSize.x / Reference.x, TargetSize.y / Reference.y) * UiScale); + } + + // ---------------------------------------------------------------- tooltips + LuneTip WaveTip() + { + LuneHudModel.WaveInfo wave = Model.NextWave(); + return new LuneTip + { + Title = "Welle " + Match.RoundNumber, Glyph = "clock", + Text = "Wellen sind unbegrenzt: Die Partie endet nur, wenn ein Ancient fällt. Monster werden jede Runde stärker, alle drei Runden kommt eines je Lane hinzu (bis 7).", + Note = "Kommende Welle " + wave.Round + ": " + wave.Count + " Monster je Lane.", + }; + } + + LuneTip AncientTip(AncientBlock block) + { + LuneHudModel.BuildingInfo ancient = block.Data; + if (ancient == null) + return null; + int team = ancient.Team; + int standing = (ancient.Base[0].Alive ? 1 : 0) + (ancient.Base[1].Alive ? 1 : 0); + return new LuneTip + { + Title = "Ancient " + LuneUiTheme.TeamName(team) + " · " + LuneUiTheme.TeamEmblems[team], Glyph = "emblem_" + team, GlyphColor = LuneUiTheme.TeamColor(team), + Text = "Fällt ein Ancient, ist die Partie vorbei. Er ist erst angreifbar, wenn beide Basistürme (Kernwacht) gefallen sind; die fallen erst, wenn eine Lane ganz offen ist.", + Note = block.Own ? "B: Kamera zum eigenen Ancient" : "", + }.Stat("heart", "Leben", LuneUiTheme.Number(ancient.Hp) + " / " + LuneUiTheme.Number(ancient.MaxHp)).Stat("tower", "Basistürme", standing + " von 2 stehen"); + } + + LuneTip BaseTip(AncientBlock block, int index) + { + LuneHudModel.BuildingInfo ancient = block.Data; + if (ancient == null) + return null; + LuneHudModel.BuildingInfo baseTower = ancient.Base[index]; + return new LuneTip + { + Title = "Kernwacht " + (index + 1) + " · " + LuneUiTheme.TeamName(baseTower.Team), Glyph = "tower", GlyphColor = LuneUiTheme.TeamColor(baseTower.Team), + Text = baseTower.Alive ? "Basisturm vor dem Ancient. Angreifbar, sobald auf einer Lane Grenzwacht und Bastion gefallen sind." : "Zerstört.", + }.Stat("heart", "Leben", LuneLaneIndicator.TowerValue(baseTower)); + } + + LuneTip GoldTip() + { + return new LuneTip + { + Title = "Dein Gold", Glyph = "coin", GlyphColor = LuneUiTheme.Gold, + Text = "Dazu kommt Gold für besiegte Monster, Champions, Gebäude und den Boss auf der eigenen Seite (Teile gehen ans Team).", + Note = "Das Gold der anderen Spieler bleibt privat.", + }.Stat("coin", "Jetzt", LuneUiTheme.Number(Model.OwnGold)).Stat("clock", "Einkommen", "+" + LuneUiTheme.Number(Model.Income) + " nach dieser Welle"); + } + + LuneTip StarterTip() + { + List ids = Match.BaseIds(Model.Me.Bund); + int cost = 0; + var names = new List(); + foreach (int index in new[] { 1, 0, 2 }) + { + UnitDef data = DataCatalog.GetUnit(ids[index]); + cost += data.Cost; + names.Add(data.DisplayName); + } + return new LuneTip { Title = "Startaufstellung · " + cost + " Gold", Text = "Kauft " + string.Join(", ", names) + " für deine Lane." }; + } + + LuneTip ReadyTip() + { + if (Model.Locked) + return new LuneTip { Title = "Bereit gemeldet", Text = "Deine Planung ist verbindlich. Der Kampf beginnt, sobald alle bereit sind." }; + return new LuneTip { Title = "Bereit", Text = "Übernimmt deine Planung verbindlich. Der Kampf läuft automatisch über alle drei Lanes.", Note = "Leertaste" }; + } + } +} diff --git a/Assets/Luneraria/UI/Hud/LuneHud.cs.meta b/Assets/Luneraria/UI/Hud/LuneHud.cs.meta new file mode 100644 index 0000000..e2f180c --- /dev/null +++ b/Assets/Luneraria/UI/Hud/LuneHud.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: ace221db2f2334b4a8e6f015cc4661e1 \ No newline at end of file diff --git a/Assets/Luneraria/UI/Hud/LuneHudCapture.cs b/Assets/Luneraria/UI/Hud/LuneHudCapture.cs new file mode 100644 index 0000000..c64c49f --- /dev/null +++ b/Assets/Luneraria/UI/Hud/LuneHudCapture.cs @@ -0,0 +1,65 @@ +using System.IO; +using UnityEngine; + +namespace Luneraria.UI +{ + /// + /// Screenshots of the scene with the HUD on top, also in batch mode: the camera renders into + /// one texture, the HUD panel into its own (premultiplied alpha), and both are composed on the + /// CPU. Used by the U3 tests and captures; the player can also capture the real screen. + /// + public static class LuneHudCapture + { + public static Texture2D Read(RenderTexture texture) + { + RenderTexture previous = RenderTexture.active; + RenderTexture.active = texture; + var image = new Texture2D(texture.width, texture.height, TextureFormat.RGBA32, false); + image.ReadPixels(new Rect(0, 0, texture.width, texture.height), 0, 0); + image.Apply(); + RenderTexture.active = previous; + return image; + } + + public static Texture2D RenderScene(Camera camera, int width, int height) + { + var target = new RenderTexture(width, height, 24, RenderTextureFormat.ARGB32) { antiAliasing = 4 }; + RenderTexture previous = camera.targetTexture; + float aspect = camera.aspect; + camera.aspect = (float)width / height; + camera.targetTexture = target; + camera.Render(); + camera.targetTexture = previous; + camera.aspect = aspect; + Texture2D image = Read(target); + target.Release(); + Object.Destroy(target); + return image; + } + + /// HUD (premultiplied alpha) over the scene: out = hud + scene · (1 − hud alpha). + public static Texture2D Compose(Texture2D scene, Texture2D hud) + { + Color32[] under = scene.GetPixels32(); + Color32[] over = hud.GetPixels32(); + var result = new Color32[under.Length]; + for (int index = 0; index < under.Length; index++) + { + Color32 a = over[index]; + Color32 b = under[index]; + int keep = 255 - a.a; + result[index] = new Color32((byte)Mathf.Min(255, a.r + b.r * keep / 255), (byte)Mathf.Min(255, a.g + b.g * keep / 255), (byte)Mathf.Min(255, a.b + b.b * keep / 255), 255); + } + var image = new Texture2D(scene.width, scene.height, TextureFormat.RGBA32, false); + image.SetPixels32(result); + image.Apply(); + return image; + } + + public static void Save(Texture2D image, string file) + { + Directory.CreateDirectory(Path.GetDirectoryName(file)); + File.WriteAllBytes(file, image.EncodeToPNG()); + } + } +} diff --git a/Assets/Luneraria/UI/Hud/LuneHudCapture.cs.meta b/Assets/Luneraria/UI/Hud/LuneHudCapture.cs.meta new file mode 100644 index 0000000..eb157ef --- /dev/null +++ b/Assets/Luneraria/UI/Hud/LuneHudCapture.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: b98091c453cdb4a6c9348ac3d4c56283 \ No newline at end of file diff --git a/Assets/Luneraria/UI/Hud/LuneLanePanels.cs b/Assets/Luneraria/UI/Hud/LuneLanePanels.cs new file mode 100644 index 0000000..d2a4980 --- /dev/null +++ b/Assets/Luneraria/UI/Hud/LuneLanePanels.cs @@ -0,0 +1,530 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using Luneraria.Core; +using UnityEngine; +using UnityEngine.UIElements; + +namespace Luneraria.UI +{ + /// + /// One lane in the lane overview (Godot LuneLaneIndicator): name and hotkey, the threat level + /// (text, symbol and colour), the tower chain from the own base to the enemy base, the two lane + /// players with their heroes, announced champions or the boss, and in combat the unit count of + /// both sides. A click moves the camera. The threat rises at once but only falls after a short + /// hold, so it does not flicker. + /// + public sealed class LuneLaneIndicator : LuneButton + { + public const float Hold = 2.5f; + public readonly string Lane; + public readonly string Hotkey; + public int Level { get; private set; } + /// The threat badge pulses (a lane just turned critical; off with reduced motion). + public bool Pulsing { get { return _pulse > 0f; } } + public LuneHudModel.LaneInfo Data { get; private set; } + public readonly LuneTowerIndicator[] Towers = new LuneTowerIndicator[4]; + readonly LuneStatusBadge _badge; + readonly Label _own; + readonly Label _enemy; + readonly LunePortraitElement _ownHero; + readonly LunePortraitElement _enemyHero; + readonly Label _army; + readonly VisualElement _dangers; + readonly LuneGlyphElement _mine; + readonly LuneGlyphElement _ownShape; + readonly LuneGlyphElement _enemyShape; + float _lowerHold; + float _pulse; + string _signature = ""; + + public LuneLaneIndicator(string lane, string hotkey) : base(null, LuneButtons.HudRow) + { + Lane = lane; + Hotkey = hotkey; + style.minHeight = 92f; + style.flexDirection = FlexDirection.Column; + style.alignItems = Align.Stretch; + style.justifyContent = Justify.FlexStart; + style.paddingLeft = 10f; + style.paddingRight = 9f; + style.paddingTop = 6f; + style.paddingBottom = 6f; + var column = (LuneBox)LuneUi.Box(true, 3f, this); + VisualElement head = LuneUi.Box(false, 6f, column); + LuneUi.Glyph("lane_" + lane, LuneUiTheme.BronzeLight, 17f, head); + LuneUi.Label(LuneUi.Upper(LuneMap.LaneNames[lane]), "HudLane", head); + _mine = LuneUi.Glyph("star", LuneUiTheme.BronzeLight, 12f, head); + LuneUi.Show(_mine, false); + LuneUi.Spacer(head); + _badge = new LuneStatusBadge(); + head.Add(_badge); + VisualElement chain = LuneUi.Box(false, 3f, column); + _ownShape = LuneUi.Glyph("emblem_0", LuneUiTheme.Team[0], 13f, chain); + for (int index = 0; index < 4; index++) + { + var tower = new LuneTowerIndicator(); + chain.Add(tower); + Towers[index] = tower; + int captured = index; + LuneTooltip.Attach(tower, () => TowerTip(captured)); + if (index == 1) + { + VisualElement middle = LuneUi.Box(false, 4f, chain); + middle.style.flexGrow = 1f; + middle.style.justifyContent = Justify.Center; + _army = LuneUi.Label("", "HudValue", middle); + _dangers = LuneUi.Box(false, 2f, middle); + } + } + _enemyShape = LuneUi.Glyph("emblem_1", LuneUiTheme.Team[1], 13f, chain); + VisualElement names = LuneUi.Box(false, 5f, column); + // Heroes of both lane players (Dota-style "who stands where"), committed heroes only. + _ownHero = new LunePortraitElement(); + _ownHero.style.width = 22f; + _ownHero.style.height = 22f; + names.Add(_ownHero); + _own = LuneUi.Clip(LuneUi.Label("", "HudMuted", names)); + _own.style.flexGrow = 1f; + _own.style.flexBasis = 0f; + _enemy = LuneUi.Clip(LuneUi.Label("", "HudMuted", names)); + _enemy.style.flexGrow = 1f; + _enemy.style.flexBasis = 0f; + _enemy.style.unityTextAlign = TextAnchor.MiddleRight; + _enemyHero = new LunePortraitElement(); + _enemyHero.style.width = 22f; + _enemyHero.style.height = 22f; + names.Add(_enemyHero); + LuneTooltip.Attach(this, Tip); + } + + /// Applies a lane from LuneHudModel.Lane. + public void Apply(LuneHudModel.LaneInfo entry, int ownTeam, float delta, bool reducedMotion) + { + Data = entry; + int threat = entry.Threat.Level; + if (threat >= Level) + { + if (threat == LuneLaneThreat.Critical && Level != threat && !reducedMotion) + _pulse = 1.6f; + Level = threat; + _lowerHold = Hold; + } + else + { + _lowerHold -= delta; + if (_lowerHold <= 0f) + { + Level = threat; + _lowerHold = Hold; + } + } + Color tint = LuneUiTheme.Threat[Level]; + _badge.SetState(LuneLaneThreat.Names[Level], tint, Level >= 2 ? LuneLaneThreat.Glyphs[Level] : "", Level == LuneLaneThreat.Critical); + _ownShape.Glyph = "emblem_" + ownTeam; + _ownShape.Color = LuneUiTheme.TeamColor(ownTeam); + _enemyShape.Glyph = "emblem_" + (1 - ownTeam); + _enemyShape.Color = LuneUiTheme.TeamColor(1 - ownTeam); + for (int index = 0; index < 4; index++) + { + LuneHudModel.BuildingInfo tower = entry.Towers[index]; + Towers[index].Team = tower.Team; + Towers[index].Tier = tower.Tier; + Towers[index].SetState(tower.Alive, (float)tower.Fraction, tower.Attackable); + } + _own.text = entry.OwnPlayer; + LuneUi.SetColor(_own, entry.OwnIsMe ? LuneUiTheme.BronzeLight : LuneUiTheme.Muted); + _enemy.text = entry.EnemyPlayer; + ShowHero(_ownHero, entry.OwnHero); + ShowHero(_enemyHero, entry.EnemyHero); + LuneUi.Show(_mine, entry.OwnIsMe); + _army.text = entry.HasCounts ? entry.OwnCount + " : " + entry.EnemyCount : ""; + string signature = string.Join(",", entry.Dangers.Select(d => d.Kind + ":" + d.Team + ":" + d.ChampionId)); + if (signature != _signature) + { + _signature = signature; + _dangers.Clear(); + foreach (Announcement danger in entry.Dangers) + { + bool hostile = danger.Team != ownTeam; + LuneUi.Glyph(danger.Kind == "boss" ? "crown" : "champion", hostile ? LuneUiTheme.Danger : LuneUiTheme.TeamColor(danger.Team), 16f, _dangers); + } + } + if (_pulse > 0f) + { + _pulse = Mathf.Max(0f, _pulse - delta); + _badge.style.opacity = _pulse > 0f ? .55f + .45f * Mathf.Abs(Mathf.Cos(_pulse * Mathf.PI * 2f)) : 1f; + } + else if (_badge.style.opacity != 1f) + { + _badge.style.opacity = 1f; + } + LuneTooltip.Current?.Refresh(this); + } + + static void ShowHero(LunePortraitElement portrait, LuneHudModel.HeroBrief hero) + { + LuneUi.Show(portrait, hero != null); + if (hero != null) + portrait.ShowModel(hero.Model); + } + + LuneTip Tip() + { + if (Data == null) + return null; + var lines = new List(); + foreach (string reason in Data.Threat.Reasons) + lines.Add("• " + reason); + if (lines.Count == 0) + lines.Add("Keine Bedrohung aus Türmen, Kampflage oder Ankündigungen."); + var tip = new LuneTip + { + Title = Data.Title + "-LANE · " + LuneLaneThreat.Names[Level], Glyph = "lane_" + Lane, + Subtitle = PlayerText(Data.OwnPlayer, Data.OwnHero) + " gegen " + PlayerText(Data.EnemyPlayer, Data.EnemyHero), + Text = string.Join("\n", lines), + }; + for (int index = 0; index < 2; index++) + tip.Stat("tower", "Eigene " + LuneHudModel.BuildingTitle(Data.Towers[index].Id), TowerValue(Data.Towers[index])); + for (int index = 2; index < 4; index++) + tip.Stat("tower", "Gegner " + LuneHudModel.BuildingTitle(Data.Towers[index].Id), TowerValue(Data.Towers[index])); + if (Data.HasCounts) + tip.Stat("melee", "Einheiten", Data.OwnCount + " eigene · " + Data.EnemyCount + " gegnerische"); + var notes = new List(); + foreach (Announcement danger in Data.Dangers) + { + string side = LuneUiTheme.TeamName(danger.Team); + notes.Add(danger.Kind == "boss" ? "Schlundkrone (" + side + ") greift an" : LuneContent.Champions[danger.ChampionId].Name + " (" + side + ") angekündigt"); + } + tip.Note = (notes.Count > 0 ? string.Join("; ", notes) + "\n" : "") + "Klick: Kamera auf die Lane" + (Hotkey.Length > 0 ? " (" + Hotkey + ")" : ""); + return tip; + } + + static string PlayerText(string player, LuneHudModel.HeroBrief hero) + { + return hero == null ? player : player + " (" + hero.Name + ", Stufe " + hero.Level + ")"; + } + + LuneTip TowerTip(int index) + { + if (Data == null) + return null; + LuneHudModel.BuildingInfo tower = Data.Towers[index]; + string text = !tower.Alive ? "Zerstört – die Ruine blockiert nicht." : tower.Attackable ? "Angreifbar." : "Noch geschützt: erst fällt der Turm davor."; + return new LuneTip { Title = LuneHudModel.BuildingTitle(tower.Id) + " · " + LuneUiTheme.TeamName(tower.Team), Glyph = "tower", GlyphColor = LuneUiTheme.TeamColor(tower.Team), Text = text } + .Stat("heart", "Leben", TowerValue(tower)); + } + + public static string TowerValue(LuneHudModel.BuildingInfo tower) + { + if (!tower.Alive) + return "zerstört"; + return LuneUiTheme.Number(tower.Hp) + " / " + LuneUiTheme.Number(tower.MaxHp) + " (" + LuneUiTheme.Round(tower.Fraction * 100.0) + " %)"; + } + } + + /// + /// The boss grotto and the Schlundkrone at a glance (Godot LuneBossIndicator): BOSS VERFÜGBAR, + /// BOSS UMKÄMPFT, BOSS EROBERT, EINSATZ NÄCHSTE WELLE, BOSS GREIFT AN, COOLDOWN – X RUNDEN. When + /// a team owns the boss the card names target lane, deployment wave and the bounty the defenders + /// earn; the player who steers the boss chooses its lane here. A click moves the camera. + /// + public sealed class LuneBossIndicator : LunePanel + { + public event Action FocusRequested; + public event Action LaneChosen; + public LuneHudModel.BossInfo Data { get; private set; } + public readonly LunePortraitElement Portrait; + public bool Compact { get; private set; } + readonly LuneStatusBadge _badge; + readonly Label _line; + readonly Label _risk; + readonly LuneHpBar _bar; + readonly VisualElement _choice; + public readonly Dictionary LaneButtons = new Dictionary(); + readonly LuneGlyphElement _owner; + string _signature = ""; + int _ownTeam; + int _round; + bool _planning = true; + + public LuneBossIndicator() : base(LunePanels.HudTight) + { + VisualElement row = LuneUi.Box(false, 10f, this); + row.style.alignItems = Align.FlexStart; + Portrait = new LunePortraitElement(); + Portrait.style.width = 64f; + Portrait.style.height = 64f; + row.Add(Portrait); + _owner = LuneUi.Glyph("emblem_2", LuneUiTheme.Team[2], 18f, Portrait); + _owner.style.position = Position.Absolute; + _owner.style.left = 2f; + _owner.style.bottom = 2f; + VisualElement column = LuneUi.Box(true, 3f, row); + column.style.flexGrow = 1f; + column.style.flexShrink = 1f; + column.style.minWidth = 0f; + VisualElement head = LuneUi.Box(false, 6f, column); + LuneUi.Glyph("grotto", LuneUiTheme.Team[2], 15f, head); + LuneUi.Label("BOSSGROTTE · G", "HudCaps", head); + _badge = new LuneStatusBadge(); + _badge.style.alignSelf = Align.FlexStart; + column.Add(_badge); + _line = LuneUi.Wrap(LuneUi.Label("", "HudText", column)); + _risk = LuneUi.Wrap(LuneUi.Label("", "HudMuted", column)); + _bar = new LuneHpBar(0f, 5f); + LuneUi.Show(_bar, false); + column.Add(_bar); + _choice = LuneUi.Box(false, 4f, column); + LuneUi.Show(_choice, false); + foreach (string lane in LuneMap.Lanes) + { + var button = new LuneButton(LuneUi.Upper(LuneMap.LaneNames[lane]), LuneButtons.HudToggle, _choice); + button.ToggleMode = true; + button.style.flexGrow = 1f; + string captured = lane; + button.Clicked += () => LaneChosen?.Invoke(captured); + LaneButtons[lane] = button; + } + RegisterCallback(evt => + { + if (evt.button == 0) + FocusRequested?.Invoke(); + }); + LuneTooltip.Attach(this, Tip); + } + + /// Short form while the right column shows a selected unit: badge only. + public void SetCompact(bool value) + { + if (value == Compact) + return; + Compact = value; + Portrait.style.width = value ? 40f : 64f; + Portrait.style.height = value ? 40f : 64f; + _signature = ""; + if (Data != null) + Apply(Data, _ownTeam, _round, _planning); + } + + public void Apply(LuneHudModel.BossInfo boss, int ownTeam, int round, bool planning) + { + string signature = boss + "|" + ownTeam + "|" + round + "|" + planning; + if (signature == _signature) + return; + _signature = signature; + Data = boss; + _ownTeam = ownTeam; + _round = round; + _planning = planning; + Portrait.ShowModel("schlundkrone"); + int owner = boss.Team; + bool own = owner == ownTeam; + string lane = LuneUi.Upper(LuneMap.LaneNames.TryGetValue(boss.Lane, out string name) ? name : "?"); + string side = LuneUiTheme.TeamName(owner); + bool showOwner = owner >= 0; + _owner.Glyph = "emblem_" + Mathf.Clamp(owner, 0, 2); + _owner.Color = LuneUiTheme.TeamColor(owner); + LuneUi.Show(_bar, false); + LuneUi.Show(_choice, false); + _risk.text = ""; + switch (boss.State) + { + case "available": + _badge.SetState("BOSS VERFÜGBAR", LuneUiTheme.Team[2], "crown"); + _line.text = "Einheiten mit „Grotte“ entsenden. Wer den Boss besiegt, schickt ihn in der Folgewelle gegen den Gegner."; + break; + case "contested": + _badge.SetState("BOSS UMKÄMPFT", LuneUiTheme.Warn, "melee"); + _line.text = "Expeditionen kämpfen in der Grotte; sie fehlen ihren Lanes bis Kampfende."; + break; + case "conquered": + _badge.SetState("BOSS EROBERT · " + LuneUi.Upper(side), LuneUiTheme.TeamColor(owner), "crown", true); + _line.text = "Einsatz in Welle " + boss.DeployRound + " für " + (own ? "dein Team" : side) + "."; + break; + case "failed": + _badge.SetState("EXPEDITION GESCHEITERT", LuneUiTheme.Muted, "close"); + _line.text = "Der Boss hat überlebt; niemand erhält ihn."; + break; + case "deploy_next": + _badge.SetState("EINSATZ NÄCHSTE WELLE", own ? LuneUiTheme.TeamColor(owner) : LuneUiTheme.Danger, "crown", true); + if (own) + { + _line.text = "Deine Schlundkrone greift in Welle " + boss.DeployRound + " auf " + lane + " an."; + _risk.text = "Fällt sie, erhält " + LuneUiTheme.TeamName(1 - ownTeam) + " " + LuneUiTheme.Number(boss.Bounty) + " Gold Kopfgeld."; + } + else + { + _line.text = side + ": Schlundkrone greift in Welle " + boss.DeployRound + " auf " + lane + " an."; + _risk.text = "Besiegt ihr sie, erhält dein Team " + LuneUiTheme.Number(boss.Bounty) + " Gold Kopfgeld."; + } + if (boss.Chooser && planning) + { + LuneUi.Show(_choice, true); + foreach (KeyValuePair pair in LaneButtons) + pair.Value.On = pair.Key == boss.Lane; + _risk.text += " Du wählst die Lane:"; + } + break; + case "deploying": + _badge.SetState("BOSS GREIFT AN · " + lane, own ? LuneUiTheme.TeamColor(owner) : LuneUiTheme.Danger, "warning", true); + _line.text = own ? "Deine Schlundkrone greift " + lane + " an." : "Gegnerische Schlundkrone auf " + lane + "!"; + _risk.text = "Kopfgeld für die Verteidiger: " + LuneUiTheme.Number(boss.Bounty) + " Gold."; + if (boss.HasHp) + { + LuneUi.Show(_bar, true); + _bar.Fraction = (float)(boss.Hp / Math.Max(1.0, boss.MaxHp)); + _bar.Fill = LuneUiTheme.TeamColor(owner); + } + break; + case "defeated": + _badge.SetState("SCHLUNDKRONE BESIEGT", !own ? LuneUiTheme.Good : LuneUiTheme.Muted, "check"); + _line.text = "Das Kopfgeld von " + LuneUiTheme.Number(boss.Bounty) + " Gold geht an " + (own ? "den Gegner" : "dein Team") + "."; + break; + default: + int left = boss.RoundsLeft; + _badge.SetState("COOLDOWN – " + left + (left == 1 ? " RUNDE" : " RUNDEN"), LuneUiTheme.Muted, "clock"); + _line.text = "Grotte wieder offen ab Welle " + boss.NextRound + "."; + break; + } + LuneUi.Show(_risk, _risk.text.Length > 0 && !Compact); + LuneUi.Show(_line, !Compact); + LuneUi.Show(_owner, showOwner && !Compact); + if (Compact) + LuneUi.Show(_choice, false); + LuneTooltip.Current?.Refresh(this); + } + + /// Live boss HP during its attack, without rebuilding the texts. + public void SetBossHp(float fraction) + { + if (LuneUi.Visible(_bar)) + _bar.Fraction = fraction; + } + + public string BadgeText { get { return _badge.Text; } } + public string LineText { get { return _line.text; } } + + static LuneTip Tip() + { + return new LuneTip + { + Title = "Bossgrotte · Schlundkrone", Glyph = "crown", GlyphColor = LuneUiTheme.Team[2], + Text = "Expeditionen kämpfen zuerst gegeneinander; der Boss erwacht, wenn höchstens ein Team übrig ist. Sieg: Der Boss greift in der Folgewelle für die Sieger an, die Verteidiger erhalten bei seinem Fall ein hohes Kopfgeld. Danach ist die Grotte " + + LuneContent.BossLockRounds + " Runden gesperrt.", + Note = "Klick oder G: Kamera zur Grotte", + }; + } + } + + /// + /// What the coming wave brings (Godot LuneNextWave): monster types with counts (identical for + /// both sides and every lane), new types, the armour most of the wave wears and the damage type + /// that hits it for 130 %, announced attack champions and an announced boss. Dangers for the + /// own team are highlighted. In combat the panel shrinks to one line about the following wave. + /// + public sealed class LuneNextWave : LunePanel + { + readonly Label _title; + readonly Label _round; + readonly VisualElement _rows; + readonly VisualElement _extra; + readonly Label _note; + string _signature = ""; + public bool Compact { get; private set; } + + public LuneNextWave() : base(LunePanels.HudTight) + { + VisualElement column = LuneUi.Box(true, 4f, this); + VisualElement head = LuneUi.Box(false, 0f, column); + _title = LuneUi.Label("NÄCHSTE WELLE", "HudCaps", head); + _title.style.flexGrow = 1f; + _round = LuneUi.Label("", "HudValue", head); + _rows = LuneUi.Box(true, 2f, column); + _note = LuneUi.Wrap(LuneUi.Label("", "HudMuted", column)); + _extra = LuneUi.Box(true, 3f, column); + } + + public string NoteText { get { return _note.text; } } + + public void Apply(LuneHudModel.WaveInfo wave, int ownTeam, bool fighting) + { + string signature = wave + "|" + ownTeam + "|" + fighting; + if (signature == _signature) + return; + _signature = signature; + Compact = fighting; + _title.text = fighting ? "DANACH" : "NÄCHSTE WELLE"; + _round.text = "WELLE " + wave.Round; + _rows.Clear(); + _extra.Clear(); + if (fighting) + { + _note.text = string.Join(", ", wave.Monsters.Select(m => m.Count + "× " + m.Name + (m.New ? " (neu)" : ""))) + " je Lane"; + return; + } + foreach (LuneHudModel.MonsterGroup monster in wave.Monsters) + { + VisualElement row = LuneUi.Box(false, 7f, _rows); + row.pickingMode = PickingMode.Position; + var portrait = new LunePortraitElement(); + portrait.style.width = 30f; + portrait.style.height = 30f; + row.Add(portrait); + portrait.ShowModel(monster.Id); + LuneUi.Label(monster.Count + "×", "HudValue", row).style.minWidth = 30f; + Label title = LuneUi.Clip(LuneUi.Label(monster.Name, "HudText", row)); + title.style.flexGrow = 1f; + LuneUi.Glyph("armor", LuneTypeColors.Armor(monster.Armor), 13f, row); + LuneUi.SetColor(LuneUi.Label(LuneStats.ArmorName(monster.Armor), "HudMuted", row), LuneTypeColors.Armor(monster.Armor)); + if (monster.New) + { + var badge = new LuneStatusBadge(); + badge.SetState("NEU", LuneUiTheme.Warn); + row.Add(badge); + } + LuneHudModel.MonsterGroup data = monster; + int round = wave.Round; + LuneTooltip.Attach(row, () => new LuneTip { Title = data.Name, Subtitle = "Monster der Welle " + round, Note = "Beide Teams erhalten auf jeder Lane dieselbe Welle." } + .Stat("heart", "Leben", LuneUiTheme.Number(data.Hp)).Stat("sword", "Schaden/Treffer", LuneUiTheme.Decimal(data.Damage)) + .Stat("range", "Reichweite", LuneUiTheme.Decimal(data.Range) + " m").Stat("armor", "Rüstung", LuneStats.ArmorName(data.Armor))); + } + // Counter hint as in Legion TD 2: the armour most of the wave wears and the damage type + // that hits it for 130 % (DamageMatrix). + int[] armour = new int[3]; + foreach (LuneHudModel.MonsterGroup monster in wave.Monsters) + armour[Mathf.Clamp(monster.Armor, 0, 2)] += monster.Count; + int main = Array.IndexOf(armour, armour.Max()); + int counter = 0; + for (int attack = 0; attack < 3; attack++) + { + if (Math.Abs(LuneUnit.DamageMatrix[attack, main] - 1.30) < 1e-9) + counter = attack; + } + _note.text = wave.Count + " Monster je Lane · beide Seiten gleich\nMeist " + LuneStats.ArmorName(main) + ": " + LuneStats.DamageName(counter) + " trifft stark"; + if (wave.Champions.Count == 0 && wave.Boss == null) + return; + LuneUi.Label("ANGEKÜNDIGT", "HudCaps", _extra); + foreach (LuneHudModel.ChampionNotice entry in wave.Champions) + { + bool hostile = !entry.Own; + VisualElement row = LuneUi.Box(false, 6f, _extra); + LuneUi.Glyph("champion", hostile ? LuneUiTheme.Danger : LuneUiTheme.Champion, 15f, row); + LuneUi.Clip(LuneUi.Label(entry.Name + " → " + LuneUi.Upper(LuneMap.LaneNames[entry.Lane]), "HudText", row)).style.flexGrow = 1f; + var badge = new LuneStatusBadge(); + badge.SetState(hostile ? "GEGEN EUCH" : "FÜR EUCH", hostile ? LuneUiTheme.Danger : LuneUiTheme.Good); + row.Add(badge); + } + if (wave.Boss != null) + { + bool hostile = !wave.Boss.Own; + VisualElement row = LuneUi.Box(false, 6f, _extra); + LuneUi.Glyph("crown", hostile ? LuneUiTheme.Danger : LuneUiTheme.TeamColor(ownTeam), 16f, row); + LuneUi.Clip(LuneUi.Label("Schlundkrone → " + LuneUi.Upper(LuneMap.LaneNames[wave.Boss.Lane]), "HudText", row)).style.flexGrow = 1f; + var badge = new LuneStatusBadge(); + badge.SetState(hostile ? "GEGEN EUCH" : "FÜR EUCH", hostile ? LuneUiTheme.Danger : LuneUiTheme.Good, "crown"); + row.Add(badge); + } + } + } +} diff --git a/Assets/Luneraria/UI/Hud/LuneLanePanels.cs.meta b/Assets/Luneraria/UI/Hud/LuneLanePanels.cs.meta new file mode 100644 index 0000000..6b188d3 --- /dev/null +++ b/Assets/Luneraria/UI/Hud/LuneLanePanels.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 363dc4367ba484d61b1dc04102c80f37 \ No newline at end of file diff --git a/Assets/Luneraria/UI/Hud/LuneMinimap.cs b/Assets/Luneraria/UI/Hud/LuneMinimap.cs new file mode 100644 index 0000000..57da3be --- /dev/null +++ b/Assets/Luneraria/UI/Hud/LuneMinimap.cs @@ -0,0 +1,441 @@ +using System; +using System.Collections.Generic; +using Luneraria.Core; +using UnityEngine; +using UnityEngine.UIElements; + +namespace Luneraria.UI +{ + /// + /// Minimap from the public match state (port of scripts/luneraria/ui/lune_minimap.gd). Lanes, + /// river, grotto and both bases as the map; every building in its team's shape language (round + /// = Blau, angular = Rot; Ancients as crescent and sun disc with an HP ring); heroes as small + /// portraits (G3 open point, Dota principle), attack champions and the boss as their own + /// markers; troops and monsters merged per map cell into one marker whose size grows with the + /// count, so there is no cloud of pixels. Click or drag moves the camera; the minimap never + /// buys, orders or changes anything. It redraws only when the HUD refreshes it (about ten times + /// a second in combat); the camera frame lives on a separate overlay. + /// + public sealed class LuneMinimap : VisualElement + { + public const float Cell = 6f; + /// Radius of the grotto arena (lune_terrain.gd ARENA_RADIUS). + public const float ArenaRadius = 7.8f; + const float Extent = (float)LuneMap.HalfExtent + 4f; + const float HeroMarker = 18f; + + public event Action FocusRequested; + public LuneMatch Match; + public int ViewerTeam; + public int HumanSlot; + /// Counts for tests and the performance log. + public int Clusters { get; private set; } + public int Heroes { get; private set; } + public int Champions { get; private set; } + public int Bosses { get; private set; } + public int Units { get; private set; } + public int Redraws { get; private set; } + + readonly List<(int team, Vector2 at, int count)> _clusters = new List<(int, Vector2, int)>(); + readonly List _specials = new List(); + readonly List _dangers = new List(); + readonly VisualElement _heroLayer; + readonly List _heroMarkers = new List(); + readonly VisualElement _overlay; + Vec2[] _footprint = new Vec2[0]; + Vec2 _focus; + float _span = 34f; + bool _dragging; + + public LuneMinimap() + { + style.width = 224f; + style.height = 224f; + style.overflow = Overflow.Hidden; + pickingMode = PickingMode.Position; + generateVisualContent += Draw; + _heroLayer = new VisualElement { pickingMode = PickingMode.Ignore }; + _heroLayer.style.position = Position.Absolute; + _heroLayer.style.left = 0f; + _heroLayer.style.top = 0f; + _heroLayer.style.right = 0f; + _heroLayer.style.bottom = 0f; + Add(_heroLayer); + _overlay = new VisualElement { pickingMode = PickingMode.Ignore }; + _overlay.style.position = Position.Absolute; + _overlay.style.left = 0f; + _overlay.style.top = 0f; + _overlay.style.right = 0f; + _overlay.style.bottom = 0f; + _overlay.generateVisualContent += DrawFrame; + Add(_overlay); + RegisterCallback(OnDown); + RegisterCallback(OnMove); + RegisterCallback(OnUp); + RegisterCallback(_ => { MarkDirtyRepaint(); _overlay.MarkDirtyRepaint(); PlaceHeroes(); }); + } + + Vector2 Size { get { return new Vector2(layout.width, layout.height); } } + + public Vector2 ToMap(Vec2 v) + { + Vector2 size = Size; + return new Vector2(((float)v.X + Extent) / (Extent * 2f) * size.x, ((float)v.Y + Extent) / (Extent * 2f) * size.y); + } + + public Vec2 ToWorld(Vector2 p) + { + Vector2 size = Size; + return new Vec2(p.x / Mathf.Max(1f, size.x) * Extent * 2f - Extent, p.y / Mathf.Max(1f, size.y) * Extent * 2f - Extent); + } + + void OnDown(PointerDownEvent evt) + { + if (evt.button != 0) + return; + _dragging = true; + this.CapturePointer(evt.pointerId); + FocusRequested?.Invoke(ToWorld(evt.localPosition)); + evt.StopPropagation(); + } + + void OnMove(PointerMoveEvent evt) + { + if (!_dragging) + return; + FocusRequested?.Invoke(ToWorld(evt.localPosition)); + evt.StopPropagation(); + } + + void OnUp(PointerUpEvent evt) + { + if (!_dragging) + return; + _dragging = false; + this.ReleasePointer(evt.pointerId); + evt.StopPropagation(); + } + + /// Camera focus, view span and the ground outline of the view (empty = rectangle around the focus). + public void SetCamera(Vec2 focus, float span, Vec2[] footprint) + { + bool moved = footprint == null || footprint.Length != _footprint.Length; + if (!moved) + { + for (int index = 0; index < footprint.Length; index++) + { + if (footprint[index].DistanceSquaredTo(_footprint[index]) > .04) + moved = true; + } + } + moved |= focus.DistanceSquaredTo(_focus) > .04 || Mathf.Abs(span - _span) > .1f; + if (!moved) + return; + _footprint = footprint ?? new Vec2[0]; + _focus = focus; + _span = span; + _overlay.MarkDirtyRepaint(); + } + + /// Recomputes markers from the match (called by the HUD at its update rate). + public void Refresh(List announcements) + { + _clusters.Clear(); + _specials.Clear(); + _dangers.Clear(); + if (announcements != null) + _dangers.AddRange(announcements); + Clusters = Heroes = Champions = Bosses = Units = 0; + if (Match != null && Match.Phase == Phase.Combat && Match.Combat != null) + { + var cells = new Dictionary<(int, int, int), (Vector2 sum, int count)>(); + var order = new List<(int, int, int)>(); + foreach (LuneUnit unit in Match.Combat.Units) + { + if (!unit.Alive || !unit.IsMobile()) + continue; + Units++; + if (unit.Kind == "hero" || unit.Kind == "champion" || unit.Kind == "boss") + { + _specials.Add(unit); + if (unit.Kind == "hero") + Heroes++; + else if (unit.Kind == "champion") + Champions++; + else + Bosses++; + continue; + } + var key = (unit.Team, (int)Math.Floor(unit.Position.X / Cell), (int)Math.Floor(unit.Position.Y / Cell)); + if (!cells.TryGetValue(key, out var entry)) + { + entry = (Vector2.zero, 0); + order.Add(key); + } + cells[key] = (entry.sum + new Vector2((float)unit.Position.X, (float)unit.Position.Y), entry.count + 1); + } + foreach (var key in order) + { + var entry = cells[key]; + _clusters.Add((key.Item1, entry.sum / entry.count, entry.count)); + } + Clusters = _clusters.Count; + } + Redraws++; + MarkDirtyRepaint(); + PlaceHeroes(); + } + + /// Hero markers are portraits in rings: child elements placed over the map. + void PlaceHeroes() + { + int used = 0; + float scale = Size.x / 224f; + if (float.IsNaN(scale) || scale <= 0f) + return; + foreach (LuneUnit unit in _specials) + { + if (unit.Kind != "hero") + continue; + if (used >= _heroMarkers.Count) + { + var marker = new VisualElement { pickingMode = PickingMode.Ignore }; + marker.style.position = Position.Absolute; + marker.style.overflow = Overflow.Hidden; + var portrait = new LunePortraitElement(); + portrait.style.flexGrow = 1f; + marker.Add(portrait); + _heroLayer.Add(marker); + _heroMarkers.Add(marker); + } + VisualElement element = _heroMarkers[used++]; + float edge = HeroMarker * scale; + Vector2 at = ToMap(unit.Position); + element.style.left = at.x - edge * .5f; + element.style.top = at.y - edge * .5f; + element.style.width = edge; + element.style.height = edge; + float radius = edge * .5f; + element.style.borderTopLeftRadius = radius; + element.style.borderTopRightRadius = radius; + element.style.borderBottomLeftRadius = radius; + element.style.borderBottomRightRadius = radius; + Color ring = unit.OwnerSlot == HumanSlot ? Color.white : LuneUiTheme.Hero; + float width = 1.6f * scale; + element.style.borderLeftWidth = width; + element.style.borderRightWidth = width; + element.style.borderTopWidth = width; + element.style.borderBottomWidth = width; + element.style.borderLeftColor = ring; + element.style.borderRightColor = ring; + element.style.borderTopColor = ring; + element.style.borderBottomColor = ring; + element.style.backgroundColor = LuneUiTheme.TeamColor(unit.Team); + ((LunePortraitElement)element[0]).ShowModel(unit.Def.Id); + LuneUi.Show(element, true); + } + for (int index = used; index < _heroMarkers.Count; index++) + LuneUi.Show(_heroMarkers[index], false); + } + + void Draw(MeshGenerationContext context) + { + Painter2D p = context.painter2D; + Vector2 size = Size; + if (size.x <= 0f) + return; + LunePlates.Polygon(p, LuneHpBar.Corners(new Rect(0f, 0f, size.x, size.y)), new Color(.035f, .05f, .06f, .95f)); + if (Match == null) + return; + float s = size.x / 224f; + // Ground: the Kluft from the grotto spring into the south-eastern delta, lanes, plazas. + Vec2 spring = LuneMap.Grotto + LuneMap.Axis * ArenaRadius; + Polyline(p, new[] { ToMap(spring), ToMap(new Vec2(40, 40)) }, new Color(.1f, .3f, .34f, .9f), 6f * s); + Disc(p, ToMap(new Vec2(33, 33)), 10f * s, new Color(.1f, .3f, .34f, .9f)); + for (int team = 0; team < 2; team++) + Disc(p, ToMap(Match.Map.CorePosition(team)), 17f * s, LuneUiTheme.WithAlpha(LuneUiTheme.TeamDark[team], .55f)); + foreach (string lane in LuneMap.Lanes) + { + Vec2[] points = Match.Map.LanePaths[lane].Points; + var mapped = new Vector2[points.Length]; + for (int index = 0; index < points.Length; index++) + mapped[index] = ToMap(points[index]); + Polyline(p, mapped, new Color(.2f, .19f, .16f), 7f * s); + Polyline(p, mapped, new Color(.55f, .5f, .4f), 3.2f * s); + } + DrawGrotto(p, s); + foreach (BuildingDef definition in Match.Map.Buildings) + DrawBuilding(p, definition, s); + // Announced dangers: a warning mark in the middle of the lane. + foreach (Announcement entry in _dangers) + { + if (entry.Team == ViewerTeam) + continue; + Vector2 at = ToMap(Match.Map.LanePoint(ViewerTeam, entry.Lane, Match.Map.LanePaths[entry.Lane].Length * .5)); + float edge = 13f * s; + Disc(p, at, edge * .62f, new Color(0f, 0f, 0f, .6f)); + LuneGlyphs.Draw(p, entry.Kind == "boss" ? "crown" : "warning", new Rect(at - new Vector2(edge, edge) * .5f, new Vector2(edge, edge)), LuneUiTheme.Danger); + } + // Armies merged per cell. + foreach (var cluster in _clusters) + { + Vector2 at = ToMap(new Vec2(cluster.at.x, cluster.at.y)); + float radius = (2f + 1.15f * Mathf.Sqrt(cluster.count)) * s; + Color tint = cluster.team <= 1 ? LuneUiTheme.TeamColor(cluster.team) : LuneUiTheme.Team[2]; + Shape(p, cluster.team, at, radius + 1.2f * s, new Color(0f, 0f, 0f, .7f)); + Shape(p, cluster.team, at, radius, LuneUiTheme.WithAlpha(tint, .9f)); + } + // Champions and the boss on top (heroes are portrait elements over the map). + foreach (LuneUnit unit in _specials) + { + Vector2 at = ToMap(unit.Position); + Color tint = LuneUiTheme.TeamColor(unit.Team); + if (unit.Kind == "hero") + { + Disc(p, at, (HeroMarker * .5f + 1.5f) * s, new Color(0f, 0f, 0f, .75f)); + } + else if (unit.Kind == "champion") + { + float edge = 12f * s; + Disc(p, at, edge * .55f, new Color(0f, 0f, 0f, .75f)); + LuneGlyphs.Draw(p, "champion", new Rect(at - new Vector2(edge, edge) * .5f, new Vector2(edge, edge)), Color.Lerp(tint, LuneUiTheme.Champion, .35f)); + } + else + { + float edge = 17f * s; + Disc(p, at, edge * .6f, new Color(0f, 0f, 0f, .8f)); + Ring(p, at, edge * .6f, 0f, Mathf.PI * 2f, tint, 1.6f * s); + LuneGlyphs.Draw(p, "crown", new Rect(at - new Vector2(edge, edge) * .45f, new Vector2(edge, edge) * .9f), LuneUiTheme.Lightened(tint, .2f)); + } + } + LunePlates.Outline(p, LuneHpBar.Corners(new Rect(.5f, .5f, size.x - 1f, size.y - 1f)), LuneUiTheme.Hex("3a4656"), 1f); + } + + void DrawFrame(MeshGenerationContext context) + { + Painter2D p = context.painter2D; + Vector2 size = Size; + if (size.x <= 0f) + return; + if (_footprint.Length == 4) + { + var outline = new Vector2[4]; + for (int index = 0; index < 4; index++) + { + Vector2 corner = ToMap(_footprint[index]); + outline[index] = new Vector2(Mathf.Clamp(corner.x, 0f, size.x), Mathf.Clamp(corner.y, 0f, size.y)); + } + LunePlates.Polygon(p, outline, new Color(1f, 1f, 1f, .05f)); + LunePlates.Outline(p, outline, new Color(1f, 1f, 1f, .75f), 1.3f); + } + else + { + Vector2 center = ToMap(_focus); + float span = _span / (Extent * 2f) * size.x; + LunePlates.Outline(p, LuneHpBar.Corners(new Rect(center.x - span * .9f, center.y - span * .55f, span * 1.8f, span * 1.1f)), new Color(1f, 1f, 1f, .6f), 1.2f); + } + } + + static void Shape(Painter2D p, int team, Vector2 at, float radius, Color color) + { + if (team == 1) + LunePlates.Polygon(p, new[] { at + new Vector2(0f, -radius * 1.2f), at + new Vector2(radius * 1.2f, 0f), at + new Vector2(0f, radius * 1.2f), at + new Vector2(-radius * 1.2f, 0f) }, color); + else + Disc(p, at, radius, color); + } + + void DrawBuilding(Painter2D p, BuildingDef definition, float s) + { + string id = definition.Id; + int team = definition.Team; + bool alive = Match.BuildingAlive(id); + double hp = Match.BuildingHp.GetValueOrDefault(id, 0.0); + if (Match.Phase == Phase.Combat && Match.Combat != null && Match.Combat.Buildings.TryGetValue(id, out LuneUnit unit)) + { + alive = unit.Alive; + hp = unit.Hp; + } + float fraction = alive ? Mathf.Clamp01((float)(hp / Math.Max(1.0, definition.MaxHp))) : 0f; + Vector2 at = ToMap(definition.Position); + Color tint = LuneUiTheme.TeamColor(team); + if (definition.Tier == "core") + { + float edge = 18f * s; + float radius = 10.5f * s; + Disc(p, at, radius, new Color(0f, 0f, 0f, .7f)); + Ring(p, at, radius, 0f, Mathf.PI * 2f, LuneUiTheme.WithAlpha(tint, .25f), 2.4f * s); + if (fraction > 0f) + Ring(p, at, radius, -Mathf.PI * .5f, -Mathf.PI * .5f + Mathf.PI * 2f * fraction, LuneHpBar.HealthColor(fraction, tint), 2.4f * s); + LuneGlyphs.Draw(p, "emblem_" + team, new Rect(at - new Vector2(edge, edge) * .38f, new Vector2(edge, edge) * .76f), alive ? tint : new Color(.4f, .4f, .4f)); + return; + } + float r = (definition.Tier == "base" ? 4.4f : 3.8f) * s; + if (alive) + { + Shape(p, team, at, r + 1.3f * s, new Color(0f, 0f, 0f, .75f)); + Shape(p, team, at, r, tint); + if (fraction < .99f) + { + var bar = new Rect(at.x - r - 1f, at.y + r + 2.5f * s, r * 2f + 2f, 2f * s); + LunePlates.Polygon(p, LuneHpBar.Corners(bar), new Color(0f, 0f, 0f, .8f)); + LunePlates.Polygon(p, LuneHpBar.Corners(new Rect(bar.x, bar.y, bar.width * fraction, bar.height)), LuneHpBar.HealthColor(fraction, tint)); + } + } + else + { + Shape(p, team, at, r, new Color(0f, 0f, 0f, .55f)); + float cross = r * .8f; + var gray = new Color(.55f, .55f, .58f); + LunePlates.Line(p, at - new Vector2(cross, cross), at + new Vector2(cross, cross), gray, 1.4f * s); + LunePlates.Line(p, at + new Vector2(-cross, cross), at + new Vector2(cross, -cross), gray, 1.4f * s); + } + } + + void DrawGrotto(Painter2D p, float s) + { + Vector2 at = ToMap(LuneMap.Grotto); + BossClaim claim = Match.Boss.Claim; + Color tint = LuneUiTheme.Team[2]; + if (claim != null) + tint = LuneUiTheme.TeamColor(claim.Team); + else if (!Match.GrottoAvailable()) + tint = new Color(.42f, .4f, .46f); + float edge = 16f * s; + Disc(p, at, edge * .72f, new Color(0f, 0f, 0f, .65f)); + Ring(p, at, edge * .72f, 0f, Mathf.PI * 2f, LuneUiTheme.WithAlpha(tint, .9f), 1.4f * s); + LuneGlyphs.Draw(p, "grotto", new Rect(at - new Vector2(edge, edge) * .42f, new Vector2(edge, edge) * .84f), tint); + } + + static void Disc(Painter2D p, Vector2 center, float radius, Color color) + { + p.fillColor = color; + p.BeginPath(); + p.Arc(center, radius, Angle.Degrees(0f), Angle.Degrees(360f)); + p.ClosePath(); + p.Fill(); + } + + static void Ring(Painter2D p, Vector2 center, float radius, float start, float end, Color color, float width) + { + p.strokeColor = color; + p.lineWidth = width; + p.lineCap = LineCap.Butt; + p.BeginPath(); + p.Arc(center, radius, Angle.Radians(start), Angle.Radians(end)); + p.Stroke(); + } + + static void Polyline(Painter2D p, Vector2[] points, Color color, float width) + { + p.strokeColor = color; + p.lineWidth = width; + p.lineJoin = LineJoin.Round; + p.lineCap = LineCap.Round; + p.BeginPath(); + p.MoveTo(points[0]); + for (int index = 1; index < points.Length; index++) + p.LineTo(points[index]); + p.Stroke(); + } + } +} diff --git a/Assets/Luneraria/UI/Hud/LuneMinimap.cs.meta b/Assets/Luneraria/UI/Hud/LuneMinimap.cs.meta new file mode 100644 index 0000000..5248541 --- /dev/null +++ b/Assets/Luneraria/UI/Hud/LuneMinimap.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 3e19158da54244294a97035484e94693 \ No newline at end of file diff --git a/Assets/Luneraria/UI/Hud/LunePortraits.cs b/Assets/Luneraria/UI/Hud/LunePortraits.cs new file mode 100644 index 0000000..da6cc3f --- /dev/null +++ b/Assets/Luneraria/UI/Hud/LunePortraits.cs @@ -0,0 +1,431 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using Luneraria.View; +using UnityEngine; +using UnityEngine.Rendering; +using UnityEngine.UIElements; + +namespace Luneraria.UI +{ + /// + /// Portraits from the real game models (port of components/portrait_cache.gd). An offscreen + /// camera renders one model at a time with the same orthographic three-quarter view, the same + /// key, fill and rim light and a transparent background; every model is framed from its own + /// bounds, so small creatures and the Schlundkrone fill the card alike. Each portrait is + /// rendered once and kept, so cards never hold live views. Requests are queued and rendered a + /// few per frame (Godot: one per frame). + /// + public sealed class LunePortraits : MonoBehaviour + { + public const int Small = 160; + public const int Large = 400; + const float Yaw = .42f; + const float Pitch = .2f; + /// Layer of the portrait stage; the portrait camera renders nothing else. + public const int Layer = 31; + const int PerFrame = 3; + + public static LunePortraits Shared { get; private set; } + public event Action PortraitReady; + public LuneUnitLibrary Library; + /// Portraits rendered so far (tests and the performance log). + public int Rendered { get; private set; } + + readonly Dictionary _textures = new Dictionary(); + readonly List _queue = new List(); + Camera _camera; + readonly Light[] _lights = new Light[3]; + + public static string KeyFor(string modelId, bool large = false) + { + return modelId + (large ? "@L" : ""); + } + + public static LunePortraits Create(LuneUnitLibrary library) + { + if (Shared != null) + { + Shared.Library = library; + return Shared; + } + var host = new GameObject("LunePortraits"); + host.transform.position = new Vector3(0f, -2000f, 0f); + var portraits = host.AddComponent(); + portraits.Library = library; + return portraits; + } + + void Awake() + { + Shared = this; + var cameraObject = new GameObject("PortraitCamera"); + cameraObject.transform.SetParent(transform, false); + _camera = cameraObject.AddComponent(); + _camera.enabled = false; + _camera.orthographic = true; + _camera.clearFlags = CameraClearFlags.SolidColor; + _camera.backgroundColor = new Color(0f, 0f, 0f, 0f); + _camera.cullingMask = 1 << Layer; + _camera.allowMSAA = true; + _camera.allowHDR = false; + var data = cameraObject.AddComponent(); + data.renderPostProcessing = false; + data.renderShadows = false; + // Key, fill and rim light of the reference. Godot rotation_degrees (x, y) with the light along + // -Z (YXZ order) become Unity Euler (-x, 180 - y) with the light along +Z and x mirrored. + Vector3[] angles = { new Vector3(38f, 212f, 0f), new Vector3(18f, 30f, 0f), new Vector3(8f, 140f, 0f) }; + Color[] colors = { LuneUiTheme.Hex("ffe2bc"), LuneUiTheme.Hex("9fc4ff"), LuneUiTheme.Hex("c8d4e4") }; + float[] energies = { 1.75f, .9f, .35f }; + for (int index = 0; index < 3; index++) + { + var lightObject = new GameObject("PortraitLight" + index); + lightObject.transform.SetParent(transform, false); + lightObject.transform.rotation = Quaternion.Euler(angles[index]); + Light light = lightObject.AddComponent(); + light.type = LightType.Directional; + light.color = colors[index]; + light.intensity = energies[index]; + light.shadows = LightShadows.None; + light.cullingMask = 1 << Layer; + light.enabled = false; + _lights[index] = light; + } + } + + void OnDestroy() + { + if (Shared == this) + Shared = null; + foreach (Texture texture in _textures.Values) + { + if (texture is RenderTexture target) + target.Release(); + } + } + + /// The cached portrait, or null while it is queued (PortraitReady follows). + public Texture Portrait(string modelId, bool large = false) + { + if (string.IsNullOrEmpty(modelId)) + return null; + string key = KeyFor(modelId, large); + if (_textures.TryGetValue(key, out Texture texture)) + return texture; + if (!_queue.Contains(key)) + _queue.Add(key); + return null; + } + + public int Pending { get { return _queue.Count; } } + + void LateUpdate() + { + for (int count = 0; count < PerFrame && _queue.Count > 0; count++) + { + string key = _queue[0]; + _queue.RemoveAt(0); + RenderNow(key); + } + } + + /// Renders every queued portrait now (tests, captures). + public void Flush() + { + while (_queue.Count > 0) + { + string key = _queue[0]; + _queue.RemoveAt(0); + RenderNow(key); + } + } + + void RenderNow(string key) + { + bool large = key.EndsWith("@L", StringComparison.Ordinal); + string modelId = large ? key.Substring(0, key.Length - 2) : key; + int edge = large ? Large : Small; + GameObject model = Instantiate(modelId); + if (model == null) + { + _textures[key] = null; + PortraitReady?.Invoke(key); + return; + } + var target = new RenderTexture(edge, edge, 24, RenderTextureFormat.ARGB32) { antiAliasing = 4, name = "Portrait " + key }; + Frame(model); + // Only the portrait lights shine; the scene's lights and ambient come back afterwards. + List others = FindObjectsByType(FindObjectsSortMode.None).Where(l => l.enabled && Array.IndexOf(_lights, l) < 0).ToList(); + foreach (Light light in others) + light.enabled = false; + foreach (Light light in _lights) + light.enabled = true; + SphericalHarmonicsL2 ambient = RenderSettings.ambientProbe; + var probe = new SphericalHarmonicsL2(); + probe.AddAmbientLight(LuneUiTheme.Hex("a8b4c8").linear * .62f); + RenderSettings.ambientProbe = probe; + bool fog = RenderSettings.fog; + RenderSettings.fog = false; + _camera.targetTexture = target; + _camera.Render(); + _camera.targetTexture = null; + RenderSettings.fog = fog; + RenderSettings.ambientProbe = ambient; + foreach (Light light in _lights) + light.enabled = false; + foreach (Light light in others) + light.enabled = true; + // Destroy takes effect at the end of the frame: hide the model now, or the next portrait + // of the same frame would show it too. + model.SetActive(false); + Destroy(model); + _textures[key] = target; + Rendered++; + PortraitReady?.Invoke(key); + } + + GameObject Instantiate(string modelId) + { + if (Library == null) + return null; + LuneUnitLibrary.UnitModel entry = Library.Find(modelId); + if (entry == null || entry.Prefab == null) + return null; + GameObject model = UnityEngine.Object.Instantiate(entry.Prefab, transform, false); + model.SetActive(true); + foreach (Transform node in model.GetComponentsInChildren(true)) + node.gameObject.layer = Layer; + Library.Materials?.Dress(model, 2); + // Skinned figures stand in their idle pose (Godot preview("idle", .4)). + if (entry.Controller != null) + { + AnimationClip idle = entry.Controller.animationClips.FirstOrDefault(c => c.name == "idle") ?? entry.Controller.animationClips.FirstOrDefault(); + Animator animator = model.GetComponentInChildren(); + if (idle != null) + idle.SampleAnimation(animator != null ? animator.gameObject : model, Mathf.Min(.4f, idle.length)); + } + return model; + } + + /// Frames the model's bounds: the same view direction for every portrait, size from bounds. + void Frame(GameObject model) + { + Bounds box = BoundsOf(model); + Vector3 center = box.center; + float radius = Mathf.Max(.3f, box.size.magnitude * .5f); + // Godot view direction (sin yaw cos pitch, sin pitch, cos yaw cos pitch) in Unity's frame (x mirrored). + var direction = new Vector3(-Mathf.Sin(Yaw) * Mathf.Cos(Pitch), Mathf.Sin(Pitch), Mathf.Cos(Yaw) * Mathf.Cos(Pitch)); + float size = Mathf.Max(box.size.y, Mathf.Max(box.size.x, box.size.z) * .92f) * 1.12f; + _camera.orthographicSize = size * .5f; + _camera.nearClipPlane = .05f; + _camera.farClipPlane = radius * 8f + 10f; + _camera.transform.position = center + direction * (radius * 3f + 2f); + _camera.transform.LookAt(center, Vector3.up); + } + + static Bounds BoundsOf(GameObject model) + { + Renderer[] renderers = model.GetComponentsInChildren(true); + if (renderers.Length == 0) + return new Bounds(model.transform.position + Vector3.up * .8f, new Vector3(1f, 1.6f, 1f)); + Bounds result = renderers[0].bounds; + foreach (Renderer renderer in renderers) + result.Encapsulate(renderer.bounds); + return result; + } + } + + /// + /// A real-model portrait on the neutral card background (dark slate gradient, soft floor; + /// Godot LunePortraitRect). It asks LunePortraits for the texture and fills in when the + /// render is done. Options: dimmed, a coloured ring, diagonal hatching (attack champions), + /// a red cross (fallen units). + /// + public sealed class LunePortraitElement : VisualElement + { + public string ModelId { get; private set; } = ""; + public bool Large { get; private set; } + readonly VisualElement _image; + readonly VisualElement _overlay; + Texture _texture; + bool _dimmed; + Color _ring; + Color _hatch; + bool _crossed; + bool _listening; + + public LunePortraitElement() + { + pickingMode = PickingMode.Ignore; + style.overflow = Overflow.Hidden; + style.flexShrink = 0f; + generateVisualContent += DrawBackground; + _image = new VisualElement { pickingMode = PickingMode.Ignore }; + _image.style.position = Position.Absolute; + Add(_image); + _overlay = new VisualElement { pickingMode = PickingMode.Ignore }; + _overlay.style.position = Position.Absolute; + _overlay.style.left = 0f; + _overlay.style.top = 0f; + _overlay.style.right = 0f; + _overlay.style.bottom = 0f; + _overlay.generateVisualContent += DrawOverlay; + Add(_overlay); + RegisterCallback(_ => PlaceImage()); + RegisterCallback(_ => Unlisten()); + } + + public bool HasPortrait { get { return _texture != null; } } + + public void ShowModel(string id, bool large = false) + { + if (id == ModelId && large == Large && _texture != null) + return; + ModelId = id ?? ""; + Large = large; + LunePortraits cache = LunePortraits.Shared; + _texture = cache != null ? cache.Portrait(ModelId, large) : null; + if (_texture == null && cache != null && !_listening) + { + cache.PortraitReady += OnReady; + _listening = true; + } + ApplyTexture(); + } + + void OnReady(string key) + { + if (key != LunePortraits.KeyFor(ModelId, Large) || LunePortraits.Shared == null) + return; + _texture = LunePortraits.Shared.Portrait(ModelId, Large); + ApplyTexture(); + Unlisten(); + } + + void Unlisten() + { + if (_listening && LunePortraits.Shared != null) + LunePortraits.Shared.PortraitReady -= OnReady; + _listening = false; + } + + void ApplyTexture() + { + if (_texture is RenderTexture target) + _image.style.backgroundImage = new StyleBackground(Background.FromRenderTexture(target)); + else if (_texture is Texture2D texture) + _image.style.backgroundImage = new StyleBackground(texture); + else + _image.style.backgroundImage = StyleKeyword.None; + _image.style.unityBackgroundImageTintColor = _dimmed ? new Color(1f, 1f, 1f, .45f) : Color.white; + MarkDirtyRepaint(); + } + + void PlaceImage() + { + float edge = Mathf.Min(layout.width, layout.height); + if (float.IsNaN(edge)) + return; + _image.style.left = (layout.width - edge) * .5f; + _image.style.top = (layout.height - edge) * .5f; + _image.style.width = edge; + _image.style.height = edge; + } + + public bool Dimmed + { + get { return _dimmed; } + set + { + if (value == _dimmed) + return; + _dimmed = value; + ApplyTexture(); + } + } + + public Color Ring + { + get { return _ring; } + set + { + if (value == _ring) + return; + _ring = value; + _overlay.MarkDirtyRepaint(); + } + } + + /// Diagonal hatching over the background (attack champions: temporary units). + public Color Hatch + { + get { return _hatch; } + set + { + if (value == _hatch) + return; + _hatch = value; + MarkDirtyRepaint(); + } + } + + /// Fallen units: a red cross over the portrait. + public bool Crossed + { + get { return _crossed; } + set + { + if (value == _crossed) + return; + _crossed = value; + _overlay.MarkDirtyRepaint(); + } + } + + void DrawBackground(MeshGenerationContext context) + { + var rect = new Rect(0f, 0f, layout.width, layout.height); + if (rect.width <= 0f || rect.height <= 0f) + return; + LunePlates.Gradient(context, LuneHpBar.Corners(rect), rect, LuneUiTheme.Hex("202b37"), LuneUiTheme.Hex("0d1218")); + Painter2D painter = context.painter2D; + var floor = new Vector2[20]; + for (int index = 0; index < 20; index++) + { + float angle = Mathf.PI * 2f * index / 20f; + floor[index] = new Vector2(rect.width * .5f + Mathf.Cos(angle) * rect.width * .36f, rect.height * .88f + Mathf.Sin(angle) * rect.height * .06f); + } + LunePlates.Polygon(painter, floor, new Color(0f, 0f, 0f, .35f)); + if (_hatch.a > 0f) + { + for (float x = -rect.height; x < rect.width; x += 9f) + { + var from = new Vector2(Mathf.Max(x, 0f), Mathf.Max(0f, -x)); + var to = new Vector2(Mathf.Min(x + rect.height, rect.width), Mathf.Min(rect.height, rect.width - x)); + LunePlates.Line(painter, from, to, _hatch, 2f); + } + } + if (_texture == null) + { + float inset = Mathf.Min(rect.width, rect.height) * .22f; + LuneGlyphs.Draw(painter, "human", new Rect(inset, inset, rect.width - inset * 2f, rect.height - inset * 2f), new Color(1f, 1f, 1f, .08f)); + } + } + + void DrawOverlay(MeshGenerationContext context) + { + Painter2D painter = context.painter2D; + float width = _overlay.layout.width; + float height = _overlay.layout.height; + if (_ring.a > 0f) + LunePlates.Outline(painter, LuneHpBar.Corners(new Rect(1f, 1f, width - 2f, height - 2f)), _ring, 2f); + if (_crossed) + { + float inset = Mathf.Min(width, height) * .22f; + var color = new Color(1f, .42f, .36f, .85f); + LunePlates.Line(painter, new Vector2(inset, inset), new Vector2(width - inset, height - inset), color, 2f); + LunePlates.Line(painter, new Vector2(width - inset, inset), new Vector2(inset, height - inset), color, 2f); + } + } + } +} diff --git a/Assets/Luneraria/UI/Hud/LunePortraits.cs.meta b/Assets/Luneraria/UI/Hud/LunePortraits.cs.meta new file mode 100644 index 0000000..2dcfd6d --- /dev/null +++ b/Assets/Luneraria/UI/Hud/LunePortraits.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 48624641cbea941c2bc39a78849afbd1 \ No newline at end of file diff --git a/Assets/Luneraria/UI/Hud/LunePreferences.cs b/Assets/Luneraria/UI/Hud/LunePreferences.cs new file mode 100644 index 0000000..20b4bce --- /dev/null +++ b/Assets/Luneraria/UI/Hud/LunePreferences.cs @@ -0,0 +1,108 @@ +using System; +using UnityEngine; + +namespace Luneraria.UI +{ + /// + /// Player preferences of the HUD and options (port of scripts/autoload/preferences.gd as far as + /// the HUD uses it): UI size, reduced motion, volume, mute, full screen. Stored in PlayerPrefs. + /// Tests can set values without touching the stored ones (Persist = false). + /// + public static class LunePreferences + { + public static event Action Changed; + /// False in tests: values change for the session only. + public static bool Persist = true; + + static float _uiScale = -1f; + static int _reducedMotion = -1; + static float _volume = -1f; + static int _muted = -1; + static int _fullscreen = -1; + + public static float UiScale + { + get + { + if (_uiScale < 0f) + _uiScale = PlayerPrefs.GetFloat("lune.ui_scale", 1f); + return _uiScale; + } + set { _uiScale = value; Save("lune.ui_scale", value); } + } + + public static bool ReducedMotion + { + get + { + if (_reducedMotion < 0) + _reducedMotion = PlayerPrefs.GetInt("lune.reduced_motion", 0); + return _reducedMotion == 1; + } + set { _reducedMotion = value ? 1 : 0; Save("lune.reduced_motion", _reducedMotion); } + } + + public static float Volume + { + get + { + if (_volume < 0f) + _volume = PlayerPrefs.GetFloat("lune.volume", .8f); + return _volume; + } + set { _volume = Mathf.Clamp01(value); Save("lune.volume", _volume); } + } + + public static bool Muted + { + get + { + if (_muted < 0) + _muted = PlayerPrefs.GetInt("lune.muted", 0); + return _muted == 1; + } + set { _muted = value ? 1 : 0; Save("lune.muted", _muted); } + } + + public static bool Fullscreen + { + get + { + if (_fullscreen < 0) + _fullscreen = PlayerPrefs.GetInt("lune.fullscreen", Screen.fullScreen ? 1 : 0); + return _fullscreen == 1; + } + set { _fullscreen = value ? 1 : 0; Save("lune.fullscreen", _fullscreen); } + } + + static void Save(string key, float value) + { + if (Persist) + PlayerPrefs.SetFloat(key, value); + Changed?.Invoke(); + } + + static void Save(string key, int value) + { + if (Persist) + PlayerPrefs.SetInt(key, value); + Changed?.Invoke(); + } + + /// Writes pending values (Godot Preferences.commit). + public static void Commit() + { + if (Persist) + PlayerPrefs.Save(); + } + + /// Session values back to defaults (tests). + public static void ResetSession(float uiScale = 1f, bool reducedMotion = false) + { + Persist = false; + _uiScale = uiScale; + _reducedMotion = reducedMotion ? 1 : 0; + Changed?.Invoke(); + } + } +} diff --git a/Assets/Luneraria/UI/Hud/LunePreferences.cs.meta b/Assets/Luneraria/UI/Hud/LunePreferences.cs.meta new file mode 100644 index 0000000..12211d1 --- /dev/null +++ b/Assets/Luneraria/UI/Hud/LunePreferences.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: ae0ab59288f8a4fb5bbe5a3cc3237a2c \ No newline at end of file diff --git a/Assets/Luneraria/UI/Hud/LuneSettingsPanel.cs b/Assets/Luneraria/UI/Hud/LuneSettingsPanel.cs new file mode 100644 index 0000000..2ac46f3 --- /dev/null +++ b/Assets/Luneraria/UI/Hud/LuneSettingsPanel.cs @@ -0,0 +1,301 @@ +using System; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UIElements; + +namespace Luneraria.UI +{ + /// + /// Options and controls (port of scripts/luneraria/ui/lune_settings.gd): volume, mute, full + /// screen, reduced motion and the HUD size; the key list is the one place where every shortcut + /// is shown. A running combat pauses offline while this window is open (the game controller + /// does that on Opened/Closed). + /// + public sealed class LuneSettingsPanel : VisualElement + { + public static readonly float[] Scales = { .9f, 1f, 1.15f, 1.3f }; + public static readonly (string group, (string key, string action)[] pairs)[] Keys = + { + ("Planung", new[] { ("1–5", "Truppe kaufen"), ("Leertaste", "Bereit"), ("Klick auf Einheit", "Details, Aufwerten, Einsatz"), ("Esc", "Auswahl oder Fenster schließen") }), + ("Kampf", new[] { ("Leertaste / P", "Pause (offline)"), ("Tempo-Knopf", "1× · 2× · 4×") }), + ("Kamera", new[] { ("F2 · F3 · F4", "Top · Mid · Bottom"), ("G", "Bossgrotte"), ("B", "eigener Ancient"), ("H", "eigener Held"), ("Tab", "nächste Lane"), + ("O", "Übersicht"), ("R", "zurücksetzen"), ("Q / E", "drehen"), ("WASD · Pfeile · mittlere Maustaste", "verschieben"), ("Mausrad", "Zoom"), ("Minimap", "klicken oder ziehen") }), + ("Allgemein", new[] { ("F1", "Optionen"), ("M", "Ton an/aus"), ("F11", "Vollbild") }), + }; + + public event Action Opened; + public event Action Closed; + readonly LuneSlider _volume; + readonly Dictionary _checks = new Dictionary(); + public readonly List ScaleButtons = new List(); + + public LuneSettingsPanel() + { + style.position = Position.Absolute; + style.left = 0f; + style.top = 0f; + style.right = 0f; + style.bottom = 0f; + style.backgroundColor = new Color(.02f, .03f, .04f, .9f); + style.justifyContent = Justify.Center; + style.alignItems = Align.Center; + RegisterCallback(evt => evt.StopPropagation()); + var panel = new LunePanel(LunePanels.Menu); + panel.style.width = 900f; + Add(panel); + VisualElement column = LuneUi.Box(true, 10f, panel); + Label heading = LuneUi.Label("Optionen & Steuerung", "HeadingLabel", column); + heading.style.alignSelf = Align.Center; + LuneUi.Label("Ein laufender Kampf pausiert offline, solange dieses Fenster geöffnet ist.", "MutedLabel", column).style.alignSelf = Align.Center; + VisualElement top = LuneUi.Box(false, 30f, column); + top.style.alignItems = Align.FlexStart; + VisualElement left = LuneUi.Box(true, 8f, top); + left.style.flexGrow = 1f; + left.style.flexBasis = 0f; + LuneUi.Label("LAUTSTÄRKE", "SectionLabel", left); + _volume = new LuneSlider(); + left.Add(_volume); + _volume.Changed += value => + { + LunePreferences.Volume = value; + LunePreferences.Commit(); + Apply(); + }; + foreach ((string key, string text) entry in new[] { ("muted", "Ton stumm [M]"), ("fullscreen", "Vollbild [F11]"), ("reduced_motion", "Bewegung reduzieren") }) + { + var check = new LuneSwitch(entry.text); + left.Add(check); + string key = entry.key; + check.Changed += value => + { + if (key == "muted") + LunePreferences.Muted = value; + else if (key == "fullscreen") + LunePreferences.Fullscreen = value; + else + LunePreferences.ReducedMotion = value; + LunePreferences.Commit(); + Apply(); + }; + _checks[key] = check; + } + VisualElement right = LuneUi.Box(true, 8f, top); + right.style.flexGrow = 1f; + right.style.flexBasis = 0f; + LuneUi.Label("UI-GRÖSSE IM SPIEL", "SectionLabel", right); + VisualElement scales = LuneUi.Box(false, 6f, right); + foreach (float value in Scales) + { + var button = new LuneButton(Mathf.RoundToInt(value * 100f) + " %", LuneButtons.HudToggle, scales); + button.style.flexGrow = 1f; + float captured = value; + button.Clicked += () => + { + LunePreferences.UiScale = captured; + LunePreferences.Commit(); + Sync(); + }; + ScaleButtons.Add(button); + } + LuneUi.Wrap(LuneUi.Label("Größer für hochauflösende oder weit entfernte Bildschirme. Das HUD begrenzt die Größe selbst, sodass nichts aus dem Fenster ragt.", "MutedLabel", right)); + var line = new VisualElement { pickingMode = PickingMode.Ignore }; + line.style.height = 1f; + line.style.marginTop = 7f; + line.style.marginBottom = 7f; + line.style.backgroundColor = LuneUiTheme.WithAlpha(LuneUiTheme.Bronze, .35f); + column.Add(line); + LuneUi.Label("STEUERUNG", "SectionLabel", column); + VisualElement keys = LuneUi.Box(false, 26f, column); + keys.style.alignItems = Align.FlexStart; + for (int index = 0; index < 2; index++) + { + VisualElement list = LuneUi.Box(true, 2f, keys); + list.style.flexGrow = 1f; + list.style.flexBasis = 0f; + var groups = index == 0 ? new[] { Keys[0], Keys[1], Keys[3] } : new[] { Keys[2] }; + foreach (var group in groups) + { + LuneUi.Label(LuneUi.Upper(group.group), "EyebrowLabel", list, 14f).style.marginTop = 6f; + foreach (var pair in group.pairs) + { + VisualElement row = LuneUi.Box(false, 14f, list); + Label key = LuneUi.Label(pair.key, "CardFactLabel", row, 15f); + key.style.minWidth = 160f; + LuneUi.SetColor(key, LuneUiTheme.BronzeLight); + LuneUi.Wrap(LuneUi.Label(pair.action, "MutedLabel", row, 15f)).style.flexGrow = 1f; + } + } + } + var back = new LuneButton("ZURÜCK [Esc]", LuneButtons.Primary, column); + back.style.alignSelf = Align.Center; + back.Clicked += Close; + LuneUi.Show(this, false); + } + + public bool Open { get { return style.display != DisplayStyle.None; } } + + public void Show() + { + Sync(); + LuneUi.Show(this, true); + BringToFront(); + Opened?.Invoke(); + } + + public void Close() + { + if (!Open) + return; + LuneUi.Show(this, false); + Closed?.Invoke(); + } + + /// Reads the preferences into the controls (Godot sync()). + public void Sync() + { + _volume.SetValueWithoutNotify(LunePreferences.Volume); + _checks["muted"].SetValueWithoutNotify(LunePreferences.Muted); + _checks["fullscreen"].SetValueWithoutNotify(LunePreferences.Fullscreen); + _checks["reduced_motion"].SetValueWithoutNotify(LunePreferences.ReducedMotion); + int best = 1; + for (int index = 0; index < Scales.Length; index++) + { + if (Mathf.Abs(Scales[index] - LunePreferences.UiScale) < Mathf.Abs(Scales[best] - LunePreferences.UiScale)) + best = index; + } + for (int index = 0; index < ScaleButtons.Count; index++) + ScaleButtons[index].On = index == best; + } + + /// Volume, mute and full screen take effect at once. + public static void Apply() + { + AudioListener.volume = LunePreferences.Muted ? 0f : LunePreferences.Volume; + if (Application.isBatchMode) + return; + if (Screen.fullScreen != LunePreferences.Fullscreen) + Screen.fullScreen = LunePreferences.Fullscreen; + } + } + + /// Horizontal slider in the HUD look (track, bronze fill, handle); value 0–1. + public sealed class LuneSlider : VisualElement + { + public event Action Changed; + public float Value { get; private set; } + bool _drag; + + public LuneSlider() + { + style.height = 28f; + pickingMode = PickingMode.Position; + generateVisualContent += Draw; + RegisterCallback(evt => + { + if (evt.button != 0) + return; + _drag = true; + this.CapturePointer(evt.pointerId); + Set(evt.localPosition.x); + }); + RegisterCallback(evt => + { + if (_drag) + Set(evt.localPosition.x); + }); + RegisterCallback(evt => + { + _drag = false; + this.ReleasePointer(evt.pointerId); + }); + } + + void Set(float x) + { + float value = Mathf.Clamp01((x - 9f) / Mathf.Max(1f, layout.width - 18f)); + if (Mathf.Approximately(value, Value)) + return; + Value = value; + MarkDirtyRepaint(); + Changed?.Invoke(value); + } + + public void SetValueWithoutNotify(float value) + { + Value = Mathf.Clamp01(value); + MarkDirtyRepaint(); + } + + void Draw(MeshGenerationContext context) + { + Painter2D p = context.painter2D; + float width = layout.width; + float y = layout.height * .5f; + LunePlates.Line(p, new Vector2(9f, y), new Vector2(width - 9f, y), new Color(0f, 0f, 0f, .55f), 6f); + float x = 9f + (width - 18f) * Value; + LunePlates.Line(p, new Vector2(9f, y), new Vector2(x, y), LuneUiTheme.Bronze, 6f); + p.fillColor = LuneUiTheme.BronzeLight; + p.BeginPath(); + p.Arc(new Vector2(x, y), 8f, Angle.Degrees(0f), Angle.Degrees(360f)); + p.ClosePath(); + p.Fill(); + } + } + + /// On/off switch with a label (Godot CheckButton with the toggle icons of the menu theme). + public sealed class LuneSwitch : VisualElement + { + public event Action Changed; + public bool Value { get; private set; } + readonly VisualElement _knob; + + public LuneSwitch(string text) + { + style.flexDirection = FlexDirection.Row; + style.alignItems = Align.Center; + style.height = 34f; + pickingMode = PickingMode.Position; + Label label = LuneUi.Label(text, "CardFactLabel", this); + label.style.flexGrow = 1f; + _knob = new VisualElement { pickingMode = PickingMode.Ignore }; + _knob.style.width = 44f; + _knob.style.height = 22f; + _knob.generateVisualContent += Draw; + Add(_knob); + RegisterCallback(evt => + { + if (evt.button != 0) + return; + Value = !Value; + _knob.MarkDirtyRepaint(); + Changed?.Invoke(Value); + }); + } + + public void SetValueWithoutNotify(bool value) + { + Value = value; + _knob.MarkDirtyRepaint(); + } + + void Draw(MeshGenerationContext context) + { + Painter2D p = context.painter2D; + float w = _knob.layout.width; + float h = _knob.layout.height; + float r = h * .5f; + p.fillColor = Value ? LuneUiTheme.WithAlpha(LuneUiTheme.Bronze, .85f) : new Color(0f, 0f, 0f, .5f); + p.BeginPath(); + p.Arc(new Vector2(r, r), r, Angle.Degrees(90f), Angle.Degrees(270f)); + p.LineTo(new Vector2(w - r, 0f)); + p.Arc(new Vector2(w - r, r), r, Angle.Degrees(270f), Angle.Degrees(450f)); + p.ClosePath(); + p.Fill(); + p.fillColor = Value ? LuneUiTheme.Parchment : LuneUiTheme.Muted; + p.BeginPath(); + p.Arc(new Vector2(Value ? w - r : r, r), r - 3f, Angle.Degrees(0f), Angle.Degrees(360f)); + p.ClosePath(); + p.Fill(); + } + } +} diff --git a/Assets/Luneraria/UI/Hud/LuneSettingsPanel.cs.meta b/Assets/Luneraria/UI/Hud/LuneSettingsPanel.cs.meta new file mode 100644 index 0000000..89639d9 --- /dev/null +++ b/Assets/Luneraria/UI/Hud/LuneSettingsPanel.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: e2a2d47991e354a9cb5d4ed085a1d2ee \ No newline at end of file diff --git a/Assets/Luneraria/UI/Hud/LuneTooltip.cs b/Assets/Luneraria/UI/Hud/LuneTooltip.cs new file mode 100644 index 0000000..c8283ba --- /dev/null +++ b/Assets/Luneraria/UI/Hud/LuneTooltip.cs @@ -0,0 +1,209 @@ +using System; +using UnityEngine; +using UnityEngine.UIElements; + +namespace Luneraria.UI +{ + /// + /// The one tooltip of the HUD (port of components/lune_tooltip.gd). A single panel is reused + /// for every hover: it appears after a short delay next to the hovered element, stays inside + /// the window, never takes mouse input and hides as soon as the element is left, hidden, + /// detached or clicked. Content is a LuneTip (title, subtitle, stat rows, text, note, warn). + /// Elements register with LuneTooltip.Attach(element, builder); the HUD calls Tick each frame. + /// + public sealed class LuneTooltip : LunePanel + { + public const float Delay = .28f; + public const float Quick = .05f; + public const float Width = 300f; + + public static LuneTooltip Current; + + VisualElement _owner; + Func _builder; + float _wait; + float _lastHide = -10f; + float _clock; + bool _placed; + Vector2 _placedSize; + readonly VisualElement _column; + /// Last pointer position in panel coordinates (real and synthetic events). + public Vector2 Pointer = new Vector2(-1f, -1f); + /// Text of the visible tooltip (tests). + public string Shown { get; private set; } = ""; + + public LuneTooltip() : base(LunePanels.Tooltip, false) + { + style.position = Position.Absolute; + style.maxWidth = Width; + pickingMode = PickingMode.Ignore; + _column = LuneUi.Box(true, 4f, this); + LuneUi.Show(this, false); + RegisterCallback(_ => Place()); + Current = this; + } + + public bool Open { get { return style.display != DisplayStyle.None; } } + public VisualElement Owner { get { return _owner; } } + + public static void Attach(VisualElement element, Func builder) + { + if (element.pickingMode == PickingMode.Ignore) + element.pickingMode = PickingMode.Position; + element.RegisterCallback(evt => + { + if (Current != null) + Current.Hover(element, builder, evt.position); + }); + element.RegisterCallback(_ => Current?.Leave(element)); + element.RegisterCallback(_ => Current?.Leave(element)); + } + + public void Hover(VisualElement element, Func builder, Vector2 at) + { + if (Pointer.x < 0f) + Pointer = at; + _owner = element; + _builder = builder; + _wait = _clock - _lastHide < .6f ? Quick : Delay; + Hide(false); + } + + public void Leave(VisualElement element) + { + if (element == _owner) + { + Hide(true); + _owner = null; + } + } + + void Hide(bool remember) + { + if (Open && remember) + _lastHide = _clock; + LuneUi.Show(this, false); + Shown = ""; + } + + /// Refreshes an open tooltip (values changed while hovering). + public void Refresh(VisualElement element) + { + if (element == _owner && Open) + ShowNow(); + } + + public void Tick(float delta) + { + _clock += delta; + if (_owner == null) + return; + if (_owner.panel == null || !Showing(_owner) || !_owner.worldBound.Contains(Pointer)) + { + Hide(true); + _owner = null; + return; + } + if (!Open) + { + _wait -= delta; + if (_wait <= 0f) + ShowNow(); + } + } + + /// Visible in the hierarchy (Godot is_visible_in_tree). + static bool Showing(VisualElement element) + { + for (VisualElement node = element; node != null; node = node.parent) + { + if (node.style.display == DisplayStyle.None || node.resolvedStyle.display == DisplayStyle.None) + return false; + } + return true; + } + + void ShowNow() + { + LuneTip tip = _builder != null ? _builder() : null; + if (tip == null || tip.IsEmpty) + { + Hide(false); + return; + } + _column.Clear(); + if (tip.Title.Length > 0) + { + VisualElement head = LuneUi.Box(false, 6f, _column); + if (tip.Glyph.Length > 0) + LuneUi.Glyph(tip.Glyph, tip.GlyphColor ?? LuneUiTheme.BronzeLight, 18f, head); + LuneUi.Wrap(LuneUi.Label(tip.Title, "HudValue", head)); + } + if (tip.Subtitle.Length > 0) + LuneUi.Wrap(LuneUi.Label(tip.Subtitle, "HudMuted", _column)); + if (tip.Stats.Count > 0) + { + VisualElement grid = LuneUi.Box(true, 2f, _column); + foreach (string[] row in tip.Stats) + { + VisualElement line = LuneUi.Box(false, 8f, grid); + LuneUi.Glyph(row[0], LuneUiTheme.Muted, 14f, line); + Label name = LuneUi.Label(row[1], "HudMuted", line); + name.style.minWidth = 104f; + LuneUi.Wrap(LuneUi.Label(row[2], "HudText", line)).style.flexGrow = 1f; + } + } + AddLine(tip.Text, "HudText", null); + AddLine(tip.Note, "HudMuted", null); + AddLine(tip.Warn, "HudMuted", LuneUiTheme.Danger); + Shown = tip.ToString(); + // Measure at the top left with the full width available, then place at that size. + _placed = false; + style.left = 0f; + style.top = 0f; + style.width = StyleKeyword.Auto; + LuneUi.Show(this, true); + BringToFront(); + } + + void AddLine(string text, string variation, Color? color) + { + if (string.IsNullOrEmpty(text)) + return; + Label line = LuneUi.Wrap(LuneUi.Label(text, variation, _column)); + line.style.width = Width - 24f; + if (color.HasValue) + LuneUi.SetColor(line, color.Value); + } + + /// + /// Above the owner, centred; below when there is no room; always inside the HUD. Placed once + /// per content: measured at the top left with the full width, then the measured width is + /// fixed and the tooltip moves to whole pixels. Later geometry changes are ignored; a + /// re-placement could change the pixel snapping, the wrapping and the size again (a layout + /// loop found in the U3 tests). + /// + void Place() + { + if (_placed || !Open || _owner == null || parent == null) + return; + float width = layout.width; + float height = layout.height; + if (float.IsNaN(width) || width <= 0f || float.IsNaN(height)) + return; + Rect area = parent.contentRect; + Rect anchor = parent.WorldToLocal(_owner.worldBound); + float x = anchor.center.x - width * .5f; + float y = anchor.y - height - 8f; + if (y < area.y + 6f) + y = anchor.yMax + 8f; + x = Mathf.Clamp(x, area.x + 6f, Mathf.Max(area.x + 6f, area.xMax - width - 6f)); + y = Mathf.Clamp(y, area.y + 6f, Mathf.Max(area.y + 6f, area.yMax - height - 6f)); + _placed = true; + _placedSize = new Vector2(width, height); + style.width = width; + style.left = Mathf.Round(x); + style.top = Mathf.Round(y); + } + } +} diff --git a/Assets/Luneraria/UI/Hud/LuneTooltip.cs.meta b/Assets/Luneraria/UI/Hud/LuneTooltip.cs.meta new file mode 100644 index 0000000..dc35a10 --- /dev/null +++ b/Assets/Luneraria/UI/Hud/LuneTooltip.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: f0090d324fbbc44869a77c3f1acad83a \ No newline at end of file diff --git a/Assets/Luneraria/UI/Hud/LuneUi.cs b/Assets/Luneraria/UI/Hud/LuneUi.cs new file mode 100644 index 0000000..1a129f2 --- /dev/null +++ b/Assets/Luneraria/UI/Hud/LuneUi.cs @@ -0,0 +1,255 @@ +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.TextCore.Text; +using UnityEngine.UIElements; +using TextElement = UnityEngine.UIElements.TextElement; + +namespace Luneraria.UI +{ + /// Weights of the HUD fonts (Godot FontVariation weights of lune_ui_theme.gd). + public enum LuneFace + { + /// Cantarell 560: Regular with a thin outline in the text colour. + Text, + /// Cantarell 700–760. + Bold, + /// Cinzel 700. + Display, + } + + /// A Godot label variation: face, size, colour, glyph spacing, optional outline. + public sealed class LuneTextStyle + { + public LuneFace Face; + public float Size; + public Color Color; + public float Spacing; + /// Godot outline_size (black, alpha .55) for titles, the wave and gold; 0 = none. + public float Outline; + + public LuneTextStyle(LuneFace face, float size, Color color, float spacing = 0f, float outline = 0f) + { + Face = face; + Size = Mathf.Max(LuneUiTheme.MinFont, size); + Color = color; + Spacing = spacing; + Outline = outline; + } + } + + /// + /// Factory and text styles of the HUD (Godot LuneUiTheme.label/button and the label variations + /// of lune_ui_theme.gd). Components build their elements here, so sizes, faces and colours + /// stay consistent. Fonts come from Settings/LuneUi.asset (LuneUi.Assets, set by the HUD). + /// + public static class LuneUi + { + public static LuneUiAssets Assets; + + static readonly Color Title = LuneUiTheme.Hex("f4e6c4"); + public static readonly Dictionary Styles = new Dictionary + { + { "HudText", new LuneTextStyle(LuneFace.Text, 15, LuneUiTheme.Text) }, + { "HudMuted", new LuneTextStyle(LuneFace.Text, 14, LuneUiTheme.Muted) }, + { "HudCaps", new LuneTextStyle(LuneFace.Bold, 14, LuneUiTheme.BronzeLight, 2f) }, + { "HudBadge", new LuneTextStyle(LuneFace.Bold, 14, LuneUiTheme.Text, 1f) }, + { "HudLane", new LuneTextStyle(LuneFace.Display, 16, Title, 1f) }, + { "HudValue", new LuneTextStyle(LuneFace.Bold, 17, LuneUiTheme.Bright) }, + { "HudGold", new LuneTextStyle(LuneFace.Bold, 24, LuneUiTheme.Gold, 0f, 4f) }, + { "HudName", new LuneTextStyle(LuneFace.Display, 18, Title, 1f) }, + { "HudTitle", new LuneTextStyle(LuneFace.Display, 24, Title, 1f, 4f) }, + { "HudWave", new LuneTextStyle(LuneFace.Display, 30, Title, 3f, 4f) }, + // Menu theme (game-over panel, options). + { "TitleLabel", new LuneTextStyle(LuneFace.Display, 78, Title, 2f, 6f) }, + { "HeadingLabel", new LuneTextStyle(LuneFace.Display, 34, Title, 1f) }, + { "SectionLabel", new LuneTextStyle(LuneFace.Display, 16, LuneUiTheme.BronzeLight, 3f) }, + { "BodyLabel", new LuneTextStyle(LuneFace.Text, 20, LuneUiTheme.Parchment) }, + { "MutedLabel", new LuneTextStyle(LuneFace.Text, 16, LuneUiTheme.Hex("a9a293")) }, + { "EyebrowLabel", new LuneTextStyle(LuneFace.Bold, 14, LuneUiTheme.BronzeLight, 2f) }, + { "CardFactLabel", new LuneTextStyle(LuneFace.Text, 17, LuneUiTheme.Hex("d8cfbc")) }, + }; + + /// Outline that thickens Cantarell Regular to the G3 text weight 560. + public const float MediumOutline = .25f; + + public static FontAsset Font(LuneFace face) + { + if (Assets == null) + return null; + return face == LuneFace.Display ? Assets.Display : face == LuneFace.Bold ? Assets.TextBold : Assets.Text; + } + + /// Applies a text style; size 0 keeps the style's size. + public static void Apply(TextElement element, string variation, float size = 0f) + { + if (!Styles.TryGetValue(variation, out LuneTextStyle style)) + style = Styles["HudText"]; + FontAsset font = Font(style.Face); + if (font != null) + element.style.unityFontDefinition = FontDefinition.FromSDFFont(font); + element.style.fontSize = size > 0f ? Mathf.Max(LuneUiTheme.MinFont, size) : style.Size; + element.style.letterSpacing = style.Spacing; + element.style.textShadow = new TextShadow { offset = new Vector2(0f, 1f), blurRadius = 1f, color = new Color(0f, 0f, 0f, .55f) }; + SetColor(element, style.Color, style); + } + + /// Text colour; keeps the weight outline (560) or the dark title outline in step. + public static void SetColor(TextElement element, Color color, LuneTextStyle style = null) + { + element.style.color = color; + if (style == null) + style = element.userData as LuneTextStyle; + if (style == null) + return; + element.userData = style; + if (style.Outline > 0f) + { + element.style.unityTextOutlineWidth = style.Outline * .25f; + element.style.unityTextOutlineColor = new Color(0f, 0f, 0f, .55f); + } + else if (style.Face == LuneFace.Text) + { + element.style.unityTextOutlineWidth = MediumOutline; + element.style.unityTextOutlineColor = color; + } + else + { + element.style.unityTextOutlineWidth = 0f; + } + } + + public static Label Label(string text, string variation = "HudText", VisualElement parent = null, float size = 0f) + { + var label = new Label(text ?? ""); + label.pickingMode = PickingMode.Ignore; + Zero(label); + label.style.whiteSpace = WhiteSpace.NoWrap; + Apply(label, variation, size); + parent?.Add(label); + return label; + } + + /// Godot clip_text with OVERRUN_TRIM_ELLIPSIS: one line, cut with "…". + public static Label Clip(Label label) + { + label.style.overflow = Overflow.Hidden; + label.style.textOverflow = TextOverflow.Ellipsis; + label.style.whiteSpace = WhiteSpace.NoWrap; + label.style.flexShrink = 1f; + label.style.minWidth = 0f; + return label; + } + + /// Godot AUTOWRAP_WORD_SMART. + public static Label Wrap(Label label) + { + label.style.whiteSpace = WhiteSpace.Normal; + label.style.flexShrink = 1f; + label.style.minWidth = 0f; + return label; + } + + public static void Zero(VisualElement element) + { + element.style.marginLeft = 0f; + element.style.marginRight = 0f; + element.style.marginTop = 0f; + element.style.marginBottom = 0f; + element.style.paddingLeft = 0f; + element.style.paddingRight = 0f; + element.style.paddingTop = 0f; + element.style.paddingBottom = 0f; + } + + /// Godot HBox/VBoxContainer with a separation; ignores the mouse like Godot's boxes in the HUD. + public static VisualElement Box(bool vertical, float separation, VisualElement parent = null) + { + var box = new LuneBox(vertical, separation); + parent?.Add(box); + return box; + } + + public static VisualElement Spacer(VisualElement parent) + { + var spacer = new VisualElement { pickingMode = PickingMode.Ignore }; + spacer.style.flexGrow = 1f; + parent.Add(spacer); + return spacer; + } + + public static LuneGlyphElement Glyph(string glyph, Color color, float edge = 18f, VisualElement parent = null) + { + var element = new LuneGlyphElement(glyph, color, edge); + parent?.Add(element); + return element; + } + + /// Godot `visible`: hidden elements take no space; the parent box closes the gap. + public static void Show(VisualElement element, bool visible) + { + DisplayStyle display = visible ? DisplayStyle.Flex : DisplayStyle.None; + if (element.style.display == display) + return; + element.style.display = display; + (element.parent as LuneBox)?.Space(); + } + + public static bool Visible(VisualElement element) + { + return element.resolvedStyle.display != DisplayStyle.None && element.style.display != DisplayStyle.None; + } + + public static string Upper(string text) + { + return (text ?? "").ToUpperInvariant(); + } + } + + /// + /// Box container with Godot's separation: the gap goes between children, not around them. + /// Children added later get the gap too; hidden children (display none) leave no gap. + /// + public sealed class LuneBox : VisualElement + { + public readonly bool Vertical; + public float Separation; + + public LuneBox(bool vertical, float separation) + { + Vertical = vertical; + Separation = separation; + pickingMode = PickingMode.Ignore; + style.flexDirection = vertical ? FlexDirection.Column : FlexDirection.Row; + if (!vertical) + style.alignItems = Align.Center; + RegisterCallback(_ => Space()); + RegisterCallback(_ => Space()); + } + + /// Applies the gap before every visible child except the first. + public void Space() + { + bool first = true; + foreach (VisualElement child in Children()) + { + float gap = first ? 0f : Separation; + if (child.style.display == DisplayStyle.None) + continue; + // Only real changes: setting a margin dirties the layout even with the same value. + if (Vertical) + { + StyleLength current = child.style.marginTop; + if (current.keyword != StyleKeyword.Undefined || Mathf.Abs(current.value.value - gap) > .01f) + child.style.marginTop = gap; + } + else + { + StyleLength current = child.style.marginLeft; + if (current.keyword != StyleKeyword.Undefined || Mathf.Abs(current.value.value - gap) > .01f) + child.style.marginLeft = gap; + } + first = false; + } + } + } +} diff --git a/Assets/Luneraria/UI/Hud/LuneUi.cs.meta b/Assets/Luneraria/UI/Hud/LuneUi.cs.meta new file mode 100644 index 0000000..1d3eaba --- /dev/null +++ b/Assets/Luneraria/UI/Hud/LuneUi.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 9a0b7d42f0faa4353875e7799526547d \ No newline at end of file diff --git a/Assets/Luneraria/UI/Luneraria.UI.asmdef b/Assets/Luneraria/UI/Luneraria.UI.asmdef index bedec54..64e4d19 100644 --- a/Assets/Luneraria/UI/Luneraria.UI.asmdef +++ b/Assets/Luneraria/UI/Luneraria.UI.asmdef @@ -3,7 +3,9 @@ "rootNamespace": "Luneraria.UI", "references": [ "Luneraria.Core", - "Luneraria.View" + "Luneraria.View", + "Unity.RenderPipelines.Core.Runtime", + "Unity.RenderPipelines.Universal.Runtime" ], "includePlatforms": [], "excludePlatforms": [], diff --git a/Assets/Luneraria/UI/Theme/LunePlates.cs b/Assets/Luneraria/UI/Theme/LunePlates.cs index 254eeb5..1ea8d4b 100644 --- a/Assets/Luneraria/UI/Theme/LunePlates.cs +++ b/Assets/Luneraria/UI/Theme/LunePlates.cs @@ -23,6 +23,9 @@ namespace Luneraria.UI /// Grows the drawing outside the element (focus rings). public float Grow; public bool DrawFill = true; + /// Small rivet diamonds in the middle of the long edges (menu plates). + public bool Ornaments; + public Color OrnamentColor = LuneUiTheme.Hex("c99a58"); /// Content margins (Godot content_margin_*), applied as padding. public float PadX = 12f; public float PadY = 12f; @@ -132,6 +135,16 @@ namespace Luneraria.UI Outline(painter, PlatePoints(Grow(r, -style.InnerInset), Mathf.Max(1f, style.Chamfer - style.InnerInset * .45f), Points), style.Inner, 1f); if (style.Edge.a > 0f && style.EdgeWidth > 0f) Outline(painter, PlatePoints(Grow(r, -style.EdgeWidth * .5f), style.Chamfer, Points), style.Edge, style.EdgeWidth); + if (style.Ornaments) + { + // Small rivet diamonds on the long edges mark forged panels without adding frames. + float x = r.x + r.width * .5f; + foreach (float y in new[] { r.y, r.yMax }) + { + const float size = 3.5f; + Polygon(painter, new[] { new Vector2(x, y - size), new Vector2(x + size, y), new Vector2(x, y + size), new Vector2(x - size, y) }, style.OrnamentColor); + } + } } /// Convex polygon with a vertical colour gradient (Godot: polygon with per-vertex colours). diff --git a/Assets/Luneraria/View/LuneBenchmark.cs b/Assets/Luneraria/View/LuneBenchmark.cs index df3ad58..6749587 100644 --- a/Assets/Luneraria/View/LuneBenchmark.cs +++ b/Assets/Luneraria/View/LuneBenchmark.cs @@ -58,6 +58,7 @@ namespace Luneraria.View return; } _out = args[at + 1]; + Running = true; // The benchmark runs unattended; it must not pause when its window loses focus. Application.runInBackground = true; QualitySettings.vSyncCount = 0; @@ -66,8 +67,12 @@ namespace Luneraria.View _windows.Add(new Window { Label = "mid lane close (zoom 22)", Seconds = 10f, Zoom = 22f, Focus = new Vec2(0, 0) }); } + /// True in a benchmark run: the game controller keeps the bot match (no human seat). + public static bool Running { get; private set; } + void Start() { + Driver.HumanSlot = -1; Driver.Seed = 9; Driver.StartRound = 21; Driver.ExtraGold = 4000; diff --git a/Assets/Luneraria/View/LuneCameraRig.cs b/Assets/Luneraria/View/LuneCameraRig.cs index c6a2b30..a600d3e 100644 --- a/Assets/Luneraria/View/LuneCameraRig.cs +++ b/Assets/Luneraria/View/LuneCameraRig.cs @@ -12,6 +12,12 @@ namespace Luneraria.View { public LuneGround Ground; public bool Interactive = true; + /// True while the pointer is over the HUD: no wheel zoom, no middle-mouse drag (U3). + public System.Func PointerBlocked; + /// True while a window takes the keyboard (options): no panning or turning keys. + public System.Func KeysBlocked; + /// R: the game controller's reset (own lane, Godot reset_camera); without it R resets yaw and zoom. + public System.Action ResetRequested; public float Zoom = LuneCameraMath.DefaultZoom; public float Yaw; Vec2 _focus; @@ -19,6 +25,40 @@ namespace Luneraria.View float _goalZoom = LuneCameraMath.DefaultZoom; float _goalYaw; Vector3 _dragAnchor; + bool _dragging; + + public Vec2 Focus { get { return _focus; } } + + public void RotateStep(int direction) + { + _goalYaw += direction * Mathf.PI * .25f; + } + + /// Yaw back to 0 and the default zoom at a point (Godot reset_view). + public void ResetView(Vec2 point, bool instant = false) + { + _goalYaw = 0f; + LookAt(point, LuneCameraMath.DefaultZoom, instant); + } + + /// + /// Ground outline of the view (the four screen corners on the ground plane at the focus + /// height), in map coordinates; rays above the horizon end at 120 m. + /// + public Vec2[] Footprint(Camera camera) + { + float height = Ground != null ? Ground.StandHeight(_focus) : 0f; + var plane = new Plane(Vector3.up, new Vector3(0f, height, 0f)); + var result = new Vec2[4]; + Vector2[] corners = { new Vector2(0f, 1f), new Vector2(1f, 1f), new Vector2(1f, 0f), new Vector2(0f, 0f) }; + for (int index = 0; index < 4; index++) + { + Ray ray = camera.ViewportPointToRay(new Vector3(corners[index].x, corners[index].y, 0f)); + Vector3 point = plane.Raycast(ray, out float distance) && distance < 120f ? ray.GetPoint(distance) : ray.GetPoint(120f); + result[index] = LuneSpace.Map(point); + } + return result; + } public void LookAt(Vec2 point, float zoom = -1f, bool instant = false) { @@ -89,7 +129,9 @@ namespace Luneraria.View void HandleInput(float dt) { - var pan = new Vector2(Input.GetAxisRaw("Horizontal"), -Input.GetAxisRaw("Vertical")); + bool keys = KeysBlocked == null || !KeysBlocked(); + bool pointer = PointerBlocked == null || !PointerBlocked(); + var pan = !keys ? Vector2.zero : new Vector2(Input.GetAxisRaw("Horizontal"), -Input.GetAxisRaw("Vertical")); if (pan != Vector2.zero) { // Godot: right = (cos yaw, 0, -sin yaw), forward = (-sin yaw, 0, -cos yaw), map frame. @@ -98,25 +140,35 @@ namespace Luneraria.View Vec2 move = right * (pan.x * Zoom * .9f * dt) - forward * (pan.y * Zoom * .9f * dt); LookAt(_goalFocus + move); } - float wheel = Input.mouseScrollDelta.y; + float wheel = pointer ? Input.mouseScrollDelta.y : 0f; if (wheel > 0f) _goalZoom = Mathf.Max(LuneCameraMath.MinZoom, _goalZoom - Mathf.Max(2.5f, _goalZoom * .09f)); else if (wheel < 0f) _goalZoom = Mathf.Min(LuneCameraMath.MaxZoom, _goalZoom + Mathf.Max(2.5f, _goalZoom * .09f)); - if (Input.GetKeyDown(KeyCode.Q)) + if (keys && Input.GetKeyDown(KeyCode.Q)) _goalYaw -= Mathf.PI * .25f; - if (Input.GetKeyDown(KeyCode.E)) + if (keys && Input.GetKeyDown(KeyCode.E)) _goalYaw += Mathf.PI * .25f; - if (Input.GetKeyDown(KeyCode.R)) + if (keys && Input.GetKeyDown(KeyCode.R)) { - _goalYaw = 0f; - LookAt(_goalFocus, LuneCameraMath.DefaultZoom); + if (ResetRequested != null) + ResetRequested(); + else + { + _goalYaw = 0f; + LookAt(_goalFocus, LuneCameraMath.DefaultZoom); + } } - if (Input.GetKeyDown(KeyCode.O)) + if (keys && Input.GetKeyDown(KeyCode.O)) Overview(); - if (Input.GetMouseButtonDown(2)) + if (Input.GetMouseButtonDown(2) && pointer) + { _dragAnchor = Input.mousePosition; - if (Input.GetMouseButton(2)) + _dragging = true; + } + if (!Input.GetMouseButton(2)) + _dragging = false; + if (_dragging) { Vector3 delta = Input.mousePosition - _dragAnchor; _dragAnchor = Input.mousePosition; diff --git a/Assets/Luneraria/View/LuneDebugOverlay.cs b/Assets/Luneraria/View/LuneDebugOverlay.cs deleted file mode 100644 index 97e9bb4..0000000 --- a/Assets/Luneraria/View/LuneDebugOverlay.cs +++ /dev/null @@ -1,56 +0,0 @@ -using System.Linq; -using System.Text; -using Luneraria.Core; -using UnityEngine; - -namespace Luneraria.View -{ - /// - /// Temporary match readout for U2 (round, phase, buildings, heroes, boss, winner). Not a HUD: - /// the G3 HUD is ported in U3 and replaces this overlay. - /// - public sealed class LuneDebugOverlay : MonoBehaviour - { - public LuneMatchDriver Driver; - GUIStyle _style; - GUIContent _content = new GUIContent(); - float _next; - - void OnGUI() - { - if (Driver == null || Driver.Runner == null) - return; - if (_style == null) - _style = new GUIStyle(GUI.skin.box) { alignment = TextAnchor.UpperLeft, fontSize = 15, wordWrap = true, padding = new RectOffset(10, 10, 8, 8) }; - // Four refreshes a second: building the text every GUI pass produced garbage each frame. - if (Time.unscaledTime >= _next) - { - _content.text = Text(Driver.Runner); - _next = Time.unscaledTime + .25f; - } - GUI.Box(new Rect(12, 12, 430, 150), _content, _style); - } - - public static string Text(LuneMatchRunner runner) - { - LuneMatch match = runner.Match; - var text = new StringBuilder(); - text.AppendFormat("U2 Debug (kein HUD) · Runde {0} · {1}\n", match.RoundNumber, runner.Current); - for (int team = 0; team < 2; team++) - { - int towers = match.Map.Buildings.Count(b => b.Team == team && b.Tier != "core" && match.BuildingHp[b.Id] > 0.0); - double core = match.BuildingHp[team == 0 ? "blau_ancient" : "rot_ancient"]; - text.AppendFormat("{0}: Türme {1}/8 · Ancient {2:0}\n", team == 0 ? "Blau" : "Rot", towers, core); - } - if (match.Combat != null) - { - int heroes = match.Combat.Units.Count(u => u.Kind == "hero" && u.Alive); - int boss = match.Combat.Units.Count(u => u.Kind == "boss" && u.Alive); - text.AppendFormat("Kampf {0:0.0} s · Einheiten {1} · Helden {2} · Boss {3}\n", match.Combat.Elapsed, match.Combat.Units.Count(u => u.IsMobile() && u.Alive), heroes, boss); - } - if (match.Phase == Phase.Over) - text.AppendFormat("Sieger: {0} · {1}", match.Winner == 0 ? "Blau" : match.Winner == 1 ? "Rot" : "Unentschieden", match.EndNote); - return text.ToString(); - } - } -} diff --git a/Assets/Luneraria/View/LuneDebugOverlay.cs.meta b/Assets/Luneraria/View/LuneDebugOverlay.cs.meta deleted file mode 100644 index 9c3dcdc..0000000 --- a/Assets/Luneraria/View/LuneDebugOverlay.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: dd301446233234cbe8a983e51f0aa25e \ No newline at end of file diff --git a/Assets/Luneraria/View/LuneMatchView.cs b/Assets/Luneraria/View/LuneMatchView.cs index ae93930..0648b2d 100644 --- a/Assets/Luneraria/View/LuneMatchView.cs +++ b/Assets/Luneraria/View/LuneMatchView.cs @@ -15,6 +15,11 @@ namespace Luneraria.View public LuneMatchDriver Driver; public LuneUnitLibrary Library; public Camera ViewCamera; + /// + /// Planning only: the human's draft army in its formation (set by the game controller, U3; + /// Godot _rebuild_preview). Bot matches leave it empty and show no units while planning. + /// + public LuneCombat Preview; readonly Dictionary _units = new Dictionary(); readonly Dictionary _buildings = new Dictionary(); @@ -59,15 +64,19 @@ namespace Luneraria.View _clock.Restart(); LuneMatch match = Driver.Runner.Match; float dt = Time.deltaTime; - if (match.Combat != _combat) + // Planning shows the preview when there is one (human seat); a bot match keeps the last + // combat's figures standing, unsynced, as in Godot. + bool planning = Driver.Runner.Current == LuneMatchRunner.Stage.Planning; + LuneCombat shown = planning && Preview != null ? Preview : match.Combat; + if (shown != _combat) { foreach (LuneUnitView view in _units.Values) Destroy(view.gameObject); _units.Clear(); _towerSerials.Clear(); - _combat = match.Combat; + _combat = shown; } - bool showUnits = _combat != null && Driver.Runner.Current != LuneMatchRunner.Stage.Planning; + bool showUnits = _combat != null && (!planning || _combat == Preview); float alpha = Driver.Runner.Current == LuneMatchRunner.Stage.Combat ? (float)Driver.Runner.Clock.Alpha : 1f; if (showUnits) { diff --git a/docs/port/U3-UI.md b/docs/port/U3-UI.md index 4009f6d..ebae9f0 100644 --- a/docs/port/U3-UI.md +++ b/docs/port/U3-UI.md @@ -5,9 +5,9 @@ Stand: 1. Oktober 2026. | Teil | Inhalt | Zustand | | --- | --- | --- | | U3A | Entscheidung UI Toolkit, Sichtmodell mit Privatsphäre, menschlicher Sitz, Theme-Grundlagen (Farben, Platten, Symbole, Schriften) | **fertig** | -| U3B | Komponenten, Porträts, Tooltip, alle HUD-Bereiche, Optionen, Partieende | in Arbeit | -| U3C | Eingabe und Befehle: Tasten, Kamera-Ziele, Auswahl im Feld, Bereit-Sperre, Planungsvorschau | offen | -| U3D | Prüfung (Teile A–H von `verify_g3`), Spieltest über die echte Oberfläche, Bilder, Leistung | offen | +| U3B | Komponenten, Porträts, Tooltip, alle HUD-Bereiche, Optionen, Partieende | **fertig** | +| U3C | Eingabe und Befehle: Tasten, Kamera-Ziele, Auswahl im Feld, Bereit-Sperre, Planungsvorschau | **fertig** | +| U3D | Prüfung (Teile A–H von `verify_g3`), Spieltest über die echte Oberfläche, Bilder, Leistung | in Arbeit | Funktionale Referenz ist das G3-HUD aus Godot (`../saumwacht-godot/docs/luneraria/G3-HUD.md`, Commit `1b540f2`). Es wird übertragen, nicht neu erfunden. @@ -96,3 +96,56 @@ Eine Abweichung: Im öffentlichen Digest (Testhilfe) steht beim Boss die öffent | --- | --- | | EditMode gesamt | 23/23, davon 12 neue: öffentliches Bild für alle sechs Sitze gleich (Planung und Kampf), fremde Entwürfe (Held, Champion-Buchung) bis zum Kampf unsichtbar, private Boss-Lane-Wahl, Lane-Bedrohung bei Turm-HP und Ankündigungen, Einheitenzahlen je Lane, Bosszustände, nächste Welle gleich der Regelwelle (Runden 1–24), Bereit-Sperre, Zahlenformate, menschlicher Sitz, Bot-Partie unverändert | | PlayMode-Probe | UI Toolkit rendert im Batchmodus (siehe oben) | + +## U3B · Komponenten und Bereiche + +Alles liegt unter `Assets/Luneraria/UI/Hud/` und ist aus Godot übertragen: + +| Unity | Godot | Inhalt | +| --- | --- | --- | +| `LuneHud.cs` | `lune_hud.gd` | die fünf Bereiche, Synchronisierung (10 Hz Planung, 5 Hz Kampf, Minimap 10 Hz, Ereignisse 4 Hz), UI-Größe (mindestens 1560 × 880 logische Pixel), Ereignis-Erkennung aus öffentlichem Zustand, Tooltips | +| `LuneUi.cs`, `LuneElements.cs` | `lune_ui_theme.gd`, `status_badge.gd`, `hp_bar.gd`, `tower_indicator.gd`, `tab_bar.gd`, `lune_glyph.gd` | Textvarianten, Platten- und Knopfvarianten, Grundelemente | +| `LuneComponents.cs` | `resource_display.gd`, `team_panel.gd`, `unit_card.gd`, `army_chip.gd`, `item_slot.gd`, `event_feed.gd`, `modal_panel.gd` | Gold, Team, Kaufkarten, Armee, Items, Ereignisse, Fenster | +| `LuneLanePanels.cs` | `lane_indicator.gd`, `boss_indicator.gd`, `next_wave_panel.gd` | Lanes, Bossgrotte, nächste Welle | +| `LuneArmyPanels.cs` | `champion_panel.gd`, `unit_detail.gd` | Angriffschampions, ausgewählte Einheit | +| `LuneHeroPanels.cs` | `hero_card.gd`, `hero_detail.gd` | Heldenkarte, Heldenfenster (Anwerben, Werte, Items, Talente) | +| `LuneMinimap.cs` | `lune_minimap.gd`, `lune_minimap_overlay.gd` | Minimap mit eigener Ebene für den Kamerarahmen | +| `LunePortraits.cs` | `portrait_cache.gd`, `portrait_rect.gd` | Porträts aus den echten Modellen, einmal gerendert | +| `LuneTooltip.cs` | `lune_tooltip.gd` | der eine Tooltip | +| `LuneSettingsPanel.cs`, `LunePreferences.cs` | `lune_settings.gd`, `preferences.gd` | Optionen (F1) und gespeicherte Einstellungen | + +Die offenen Punkte aus G3 sind umgesetzt: +- **Champion-Etikett:** „1 WELLE“ steht als Band am unteren Porträtrand und verdeckt die Köpfe nicht mehr. +- **Typ-Symbole:** Schadens- und Rüstungstyp stehen als farbige Symbole auf den Einheitenkarten. Die Farben gleichen der Wellenvorschau: Ein Schadenstyp hat die Farbe der Rüstung, gegen die er 130 % trifft (Legion-TD-Prinzip). +- **Armeewert:** Die Summe des Einsatzes steht in der Armeezeile („Wert 185“). +- **Helden auf der Minimap:** kleine Porträts im Goldring statt Punkten, der eigene Held mit weißem Ring (Dota-Prinzip). + +Die Heldenkarte hat einen reservierten Befehlsplatz für die Ultimates der geplanten Helden (`PlannedHeroes`, Auslöser `Command`). Er bleibt verborgen, solange keiner dieser Helden spielbar ist. + +## U3C · Eingabe und Befehle + +`Assets/Luneraria/UI/Game/LuneGame.cs` ist das Gegenstück zur HUD-Seite von `lune_game.gd`. + +- **Befehle:** Die Befehle des Menschen laufen über dieselbe Schnittstelle wie die der Bots (`LuneMatch.Submit`). Jeder Befehl meldet sein Ergebnis im HUD zurück. +- **Bereit:** Bereit geht an die Host-Schleife; der Kampf beginnt, sobald alle bereit sind. Nach einem Kampf ist Bereit eine Sekunde lang gesperrt. +- **Tasten wie in G3:** + - 1–5 kaufen, Leertaste meldet Bereit (im Kampf: Pause), P pausiert. + - Tab wechselt die Lane, F2–F4 springen zu Top, Mid und Bottom. + - B, G und H zeigen den eigenen Ancient, die Grotte und den eigenen Helden. + - R setzt die Kamera auf die eigene Lane zurück. + - F1 öffnet die Optionen, M schaltet den Ton, F11 das Vollbild, Esc schließt Fenster und Auswahl. +- **Kamera und Maus:** + - Klicks auf Lanes, Ereignisse, Banner, Bossgrotte und Minimap bewegen die Kamera. + - Über HUD-Flächen zoomt das Mausrad die Welt nicht. + - Ein Linksklick im Feld wählt eine eigene Figur (innerhalb von 34 px). +- **Planung:** Die eigene Entwurfsarmee steht in ihrer Formation. Die eigenen Aufstellungsflächen leuchten; Lanes mit eigenen Einheiten sind hervorgehoben. +- **Optionen:** Sie pausieren einen laufenden Kampf offline. +- **Menü:** Ein Hauptmenü gibt es im Unity-Port noch nicht. „Menü“ fragt deshalb nach und beendet das Spiel. + +Bot-Partien (Tests, Benchmark) laufen unverändert; der Spielcontroller folgt dem Sitz der laufenden Partie. In der Szene ersetzt der Spielcontroller die U2-Debug-Anzeige. + +Die Szenen- und Bibliotheksbauer arbeiten jetzt idempotent: +- Animator-Controller und Post-Processing-Profil werden an Ort und Stelle aktualisiert. +- Vorher erzeugte jeder Szenenbau neue interne IDs in 15 Dateien, obwohl der Inhalt gleich blieb. +- Die Szene selbst entsteht weiter bei jedem Bau neu; Unity vergibt dabei neue Objekt-IDs. +- Zwei Bauten hintereinander ergeben inhaltlich dieselbe Szene. 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