Beginn des Ports des G3-HUD (Referenz luneraria/g3, 1b540f2). - Entscheidung UI Toolkit statt uGUI nach kurzer Bewertung und einer Probe: Panel rendert im Batchmodus in eine 1920x1080-Textur (Skalierung wie Godot canvas_items/expand, 1600x960), gefaste Verlaufsplatten, alle 50 Symbole, Schriften aus den variablen Fonts der Referenz. - Sichtmodell portiert (LuneHudModel, LuneLaneThreat, LuneStats) mit den Privatsphäre-Regeln der Referenz: Gold, Entwurf, Rückgängig und neue Buchungen nur für den eigenen Sitz; Lanes, Gebäude, Boss und Wellen aus öffentlichem Zustand. - Menschlicher Sitz in LuneMatchRunner/LuneMatchDriver: Bots planen die übrigen fünf Sitze, die Planung wartet auf Bereit; Tempo 1x/2x/4x und Pause nur im Kampf. Bot-Partien unverändert. - Theme-Grundlagen: Farben und Zahlenformate, Platten (forged_style.gd), Vektorsymbole (lune_glyphs.gd) mit Painter2D, statische SDF-Atlanten aus den benannten Instanzen von Cantarell und Cinzel (OFL). - Tests: EditMode 23/23 (12 neue: gleiches öffentliches Bild für alle Sitze, fremde Entwürfe privat, private Boss-Lane-Wahl, Lane-Bedrohung, Bosszustände, nächste Welle, Bereit-Sperre, Formate, menschlicher Sitz); PlayMode 3/3, Fingerabdrücke der Bot-Partien unverändert (DCE95C96556F3A1A, 7B8E43AEFC0D60C5). - Dokumentation: U3-UI (Bewertung, U3A), U5-VISUAL (Vorgaben des Projektinhabers: stilisierter Realismus für die ganze Welt, erst in U5). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
77 lines
3 KiB
C#
77 lines
3 KiB
C#
using Luneraria.Core;
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using UnityEngine;
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namespace Luneraria.View
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{
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/// <summary>
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/// Hosts a match in the scene (U2C/U2D; human seat and tempo since U3). Update only hands frame
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/// time (times the speed) to the runner's fixed clock; it never decides anything in combat.
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/// Seed, start round and extra gold are the public fixtures of the golden scenarios. With
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/// HumanSlot >= 0 the HUD plans that seat and planning waits for its Ready; tempo steps
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/// (1×, 2×, 4×) and pause act only in combat, as in Godot (lune_game.gd).
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/// </summary>
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public sealed class LuneMatchDriver : MonoBehaviour
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{
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/// <summary>Tempo steps of the HUD's tempo button.</summary>
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public static readonly int[] SpeedSteps = { 1, 2, 4 };
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public int Seed = 2;
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public int StartRound = 1;
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public int ExtraGold;
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public string Profile = "";
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/// <summary>The seat a human plays through the HUD; -1 for a bot match (U2 tests, benchmark).</summary>
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public int HumanSlot = -1;
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/// <summary>Match speed: simulated seconds per real second (tests run faster than 1).</summary>
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public float Speed = 1f;
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/// <summary>Index into SpeedSteps (the player's tempo, on top of Speed).</summary>
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public int SpeedIndex;
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public bool Paused;
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public bool RecordTrace = true;
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public LuneMatchRunner Runner { get; private set; }
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/// <summary>Main-thread cost of the last frame's simulation (milliseconds).</summary>
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public double LastAdvanceMs { get; private set; }
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readonly System.Diagnostics.Stopwatch _clock = new System.Diagnostics.Stopwatch();
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public int Tempo { get { return SpeedSteps[Mathf.Clamp(SpeedIndex, 0, SpeedSteps.Length - 1)]; } }
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public void Restart()
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{
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Runner = new LuneMatchRunner(new MatchOptions { Seed = Seed, HumanSlot = HumanSlot }, StartRound, ExtraGold, Profile);
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if (RecordTrace)
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Runner.Trace = new LuneTrace();
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SpeedIndex = 0;
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Paused = false;
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}
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/// <summary>Next tempo step (1× → 2× → 4× → 1×).</summary>
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public void CycleSpeed()
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{
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SpeedIndex = (SpeedIndex + 1) % SpeedSteps.Length;
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}
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/// <summary>Pause exists only in combat; planning waits for the player anyway.</summary>
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public bool TogglePause()
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{
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if (Runner == null || Runner.Current != LuneMatchRunner.Stage.Combat)
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return false;
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Paused = !Paused;
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return true;
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}
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void Awake()
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{
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if (Runner == null)
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Restart();
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}
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void Update()
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{
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_clock.Restart();
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// Pause holds only the combat steps (Godot: a paused game still plans and settles).
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if (!(Paused && Runner.Current == LuneMatchRunner.Stage.Combat))
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Runner.Advance(Time.deltaTime * Speed * Tempo);
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LastAdvanceMs = _clock.Elapsed.TotalMilliseconds;
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}
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}
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}
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