Handbuch Scroll-Listen entfernt. Handbuch offen und tabs eingefügt. Upgrades eingefügt. "Garage" eingefügt. Anbindung eines echten Gameplaymanager möglich (theoretisch)

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2026-10-15 03:24:48 +02:00
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- {fileID: 11400000, guid: f34c7abc0d87422498952d5c5f817f8f, type: 2}
- {fileID: 11400000, guid: c70997587fca71f4483c74c7ad934bb5, type: 2}
- {fileID: 11400000, guid: cd169b2fbf083e249ab8e1402b2473a8, type: 2}
- {fileID: 11400000, guid: 46de2efa49357eb4f9e679f520ff8c06, type: 2}
+47268 -3838
View File
File diff suppressed because it is too large Load Diff
@@ -1,103 +1,48 @@
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;
namespace DepthsOfGreed.HandbookUI namespace DepthsOfGreed.HandbookUI
{ {
public sealed class BuildMenuController : MonoBehaviour public sealed class BuildMenuController : MonoBehaviour
{ {
[SerializeField] private Button[] categoryButtons;
[SerializeField] private TowerCardView[] cardSlots;
public TestPlacementController Placement { get; set; } public TestPlacementController Placement { get; set; }
private readonly List<TowerCardView> cards = new List<TowerCardView>(); private readonly List<HandbookTowerEntry>[] groups = { new List<HandbookTowerEntry>(), new List<HandbookTowerEntry>(), new List<HandbookTowerEntry>(), new List<HandbookTowerEntry>() };
private Button[] categories; private int selected = -1;
private int selectedCategory = -1;
private TowerCardView revealed; private TowerCardView revealed;
private HandbookTowerEntry[][] entries; public int SelectedCategory => selected;
public void Initialize(HandbookTowerCatalog catalog) public void Initialize(HandbookTowerCatalog catalog)
{ {
categories = new[] { foreach (var card in cardSlots) card.Initialize(this);
transform.Find("LeftPage/CategoryBar/Category_Ammo").GetComponent<Button>(), foreach (var group in groups) group.Clear();
transform.Find("LeftPage/CategoryBar/Category_Energy").GetComponent<Button>(), if (catalog.towers != null) foreach (var entry in catalog.towers) if (entry) groups[(int)entry.menuGroup].Add(entry);
transform.Find("LeftPage/CategoryBar/Category_Special").GetComponent<Button>() for (int i = 0; i < categoryButtons.Length; i++) { int n = i; categoryButtons[i].onClick.AddListener(() => SelectCategory(n)); }
};
var left = transform.Find("LeftPage/Cards_Left");
var right = transform.Find("RightPage/Cards_Right");
int count = Mathf.Max(left.childCount, right.childCount);
for (int i = 0; i < count; i++)
{
if (i < left.childCount) AddCard(left.GetChild(i));
if (i < right.childCount) AddCard(right.GetChild(i));
}
var groups = new[] { new List<HandbookTowerEntry>(), new List<HandbookTowerEntry>(), new List<HandbookTowerEntry>() };
if (catalog && catalog.towers != null)
foreach (var entry in catalog.towers)
if (entry) groups[(int)entry.category].Add(entry);
entries = new[] { groups[0].ToArray(), groups[1].ToArray(), groups[2].ToArray() };
foreach (var group in groups)
if (group.Count > cards.Count)
Debug.LogWarning("Handbuch: Mehr Turmtypen als Kartenplätze in einer Kategorie.", this);
for (int i = 0; i < categories.Length; i++)
{
int index = i;
categories[i].onClick.AddListener(() => SelectCategory(index));
}
SelectCategory(0); SelectCategory(0);
} }
private void AddCard(Transform card)
{
var view = card.gameObject.AddComponent<TowerCardView>();
view.Initialize(this);
cards.Add(view);
}
public void SelectCategory(int index) public void SelectCategory(int index)
{ {
if (index == selectedCategory) return; if (index < 0 || index >= groups.Length || index == selected) return;
selectedCategory = index; selected = index; ResetCards(); Bind();
revealed = null; for (int i = 0; i < categoryButtons.Length; i++)
for (int i = 0; i < cards.Count; i++)
{ {
cards[i].SetBack(false, true); categoryButtons[i].image.color = Color.white; var colors = categoryButtons[i].colors;
bool visible = i < entries[index].Length; colors.normalColor = i == index ? new Color(1, 0.76f, 0.35f) : new Color(0.87f, 0.84f, 0.75f);
cards[i].gameObject.SetActive(visible); colors.highlightedColor = i == index ? new Color(1, 0.86f, 0.55f) : new Color(0.97f, 0.94f, 0.85f);
if (visible) cards[i].Bind(entries[index][i]); colors.selectedColor = colors.normalColor; categoryButtons[i].colors = colors;
} }
for (int i = 0; i < categories.Length; i++) }
private void Bind()
{ {
var colors = categories[i].colors; if (groups[selected].Count > cardSlots.Length) Debug.LogError("Handbuch: Mehr Einträge als vorbereitete Baukarten; weitere Slots im Inspector ergänzen.", this);
colors.normalColor = i == index ? new Color(1f, 0.72f, 0.2f) : new Color(0.82f, 0.82f, 0.82f); for (int i = 0; i < cardSlots.Length; i++) { bool visible = i < groups[selected].Count; cardSlots[i].gameObject.SetActive(visible); if (visible) cardSlots[i].Bind(groups[selected][i]); }
colors.highlightedColor = i == index ? new Color(1f, 0.82f, 0.4f) : Color.white;
colors.selectedColor = colors.normalColor;
colors.pressedColor = new Color(0.7f, 0.7f, 0.7f);
categories[i].colors = colors;
categories[i].image.color = Color.white;
} }
}
public void ToggleCard(TowerCardView card) public void ToggleCard(TowerCardView card)
{ {
if (revealed == card) if (revealed == card) { card.SetBack(false); revealed = null; return; }
{ if (revealed) revealed.SetBack(false); revealed = card; card.SetBack(true);
card.SetBack(false);
revealed = null;
return;
}
if (revealed) revealed.SetBack(false);
revealed = card;
card.SetBack(true);
}
public void ResetCards()
{
revealed = null;
foreach (var card in cards) card.SetBack(false, true);
}
public void ResetForClose()
{
ResetCards();
SelectCategory(0);
} }
public void ResetCards() { revealed = null; foreach (var card in cardSlots) card.SetBack(false, true); }
public void ResetForClose() { ResetCards(); selected = -1; SelectCategory(0); }
} }
} }
@@ -0,0 +1,49 @@
using System;
using System.Linq;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.UI;
using DepthsOfGreed.HandbookUI;
[InitializeOnLoad]
public static class HandbookInspectorValidation
{
static HandbookInspectorValidation(){if(SessionState.GetBool("InspectorValidation",false))EditorApplication.playModeStateChanged+=Ready;}
public static void Validate()
{
try
{
var scene=EditorSceneManager.OpenScene("Assets/Scenes/Tim_Test_UI.unity");
var main=UnityEngine.Object.FindFirstObjectByType<HandbookController>(FindObjectsInactive.Include);var root=main.transform;
if(!root.Find("GeneralFeedback")||!root.Find("OpenBook/ActiveTabLayer"))throw new Exception("Missing permanent UI.");
if(root.GetComponentsInChildren<ScrollRect>(true).Length>0)throw new Exception("Scroll views remain in handbook.");
var index=UnityEngine.Object.FindFirstObjectByType<HandbookIndexController>(FindObjectsInactive.Include);var iso=new SerializedObject(index);
if(iso.FindProperty("entryButtons").arraySize!=24||iso.FindProperty("filterButtons").arraySize!=5)throw new Exception("Index inspector references invalid");
var build=UnityEngine.Object.FindFirstObjectByType<BuildMenuController>(FindObjectsInactive.Include);if(new SerializedObject(build).FindProperty("categoryButtons").arraySize!=4)throw new Exception("Four build categories missing");
foreach(var sceneRoot in scene.GetRootGameObjects())foreach(var tr in sceneRoot.GetComponentsInChildren<Transform>(true))if(GameObjectUtility.GetMonoBehavioursWithMissingScriptCount(tr.gameObject)>0)throw new Exception("Missing script: "+tr.name);
var authorCount=root.GetComponentsInChildren<RectTransform>(true).Count(r=>!r.name.StartsWith("TMP"));SessionState.SetInt("InspectorRectCount",authorCount);
SessionState.SetBool("InspectorValidation",true);EditorApplication.playModeStateChanged+=Ready;EditorApplication.EnterPlaymode();
}catch(Exception e){Debug.LogException(e);EditorApplication.Exit(1);}
}
private static void Ready(PlayModeStateChange state)
{
if(state!=PlayModeStateChange.EnteredPlayMode)return;SessionState.SetBool("InspectorValidation",false);EditorApplication.playModeStateChanged-=Ready;EditorApplication.delayCall+=Run;
}
private static void Run()
{
try
{
var c=UnityEngine.Object.FindFirstObjectByType<HandbookController>();c.Open(0);var root=c.transform;
if(root.GetComponentsInChildren<RectTransform>(true).Count(r=>!r.name.StartsWith("TMP"))!=SessionState.GetInt("InspectorRectCount",0))throw new Exception("UI generated at runtime");
var menu=UnityEngine.Object.FindFirstObjectByType<BuildMenuController>();int[] expected={6,6,3,4};for(int i=0;i<4;i++){menu.SelectCategory(i);if(menu.GetComponentsInChildren<TowerCardView>().Length!=expected[i])throw new Exception("Category count incorrect: "+i);}
var p=root.GetComponent<TestPlacementController>();var catalog=AssetDatabase.LoadAssetAtPath<HandbookTowerCatalog>("Assets/HandbookData/TestTurmkatalog.asset");var gun=catalog.towers.First(t=>t.id=="ammo_0");var energy=catalog.towers.First(t=>t.id=="energy_0");
if(!p.Backend.ExecuteBuild(new BuildRequest(gun,new Vector3(3.5f,0,0))).Allowed||!p.Backend.ExecuteBuild(new BuildRequest(energy,new Vector3(0,3.5f,0))).Allowed)throw new Exception("Base placement failed");
var obj=p.Backend.BuiltObjects[0].instance;var renderer=obj.GetComponent<SpriteRenderer>();if(!renderer || !renderer.sprite || (gun.baseSprite && renderer.sprite!=gun.baseSprite) || renderer.bounds.size.x>0.8f)throw new Exception("Base sprite or placeholder scaling incorrect");
int before=p.Backend.Energy;if(!p.Backend.ExecuteUpgrade(p.Backend.BuiltObjects[0].instanceId).Allowed||p.Backend.Energy>=before)throw new Exception("Upgrade failed");
c.Open(2);var upgrades=UnityEngine.Object.FindFirstObjectByType<HandbookUpgradesController>();if(upgrades.VisibleUpgradeCount!=2)throw new Exception("Upgrade listing failed");
c.Open(3);var index=UnityEngine.Object.FindFirstObjectByType<HandbookIndexController>();if(index.VisibleEntryCount!=24)throw new Exception("All entries not displayed");int[] counts={24,12,3,4,5};for(int i=0;i<5;i++){index.SelectFilter(i);if(index.VisibleEntryCount!=counts[i])throw new Exception("Index filter count incorrect");}
index.SelectEntry(0);if(!index.SelectedEnemy)throw new Exception("Enemy detail missing");c.Open(0);c.Open(3);if(index.SelectedEnemy||index.SelectedEntry)throw new Exception("Index selection not reset");
c.Close();Debug.Log("INSPECTOR_RUNTIME_VALIDATION_OK: no runtime UI generation, sprites, 4 build categories, 5 index filters, bases, placement and upgrades passed.");EditorApplication.Exit(0);
}catch(Exception e){Debug.LogException(e);EditorApplication.Exit(1);}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: d29615975ab3eb04e88d9ffe0715404f
@@ -1,242 +0,0 @@
using System;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
[InitializeOnLoad]
public static class HandbookSceneValidation
{
public static void ConfigureFeedbackAndValidate()
{
try
{
var scene = EditorSceneManager.OpenScene("Assets/Scenes/Tim_Test_UI.unity");
var controller = UnityEngine.Object.FindFirstObjectByType<DepthsOfGreed.HandbookUI.HandbookController>(FindObjectsInactive.Include);
var serialized = new SerializedObject(controller);
serialized.FindProperty("successfulPlacementDelay").floatValue = 0.5f;
serialized.ApplyModifiedPropertiesWithoutUndo();
EditorSceneManager.SaveScene(scene);
Validate();
}
catch (Exception e) { Debug.LogException(e); EditorApplication.Exit(1); }
}
public static void SetupAndValidate()
{
try
{
const string dataFolder = "Assets/HandbookData";
const string towerFolder = dataFolder + "/TestTowers";
if (!AssetDatabase.IsValidFolder(dataFolder)) AssetDatabase.CreateFolder("Assets", "HandbookData");
if (!AssetDatabase.IsValidFolder(towerFolder)) AssetDatabase.CreateFolder(dataFolder, "TestTowers");
var names = new[] {
new[] { "Gewehr", "Minigun", "Sniper", "Granatenwerfer", "Howitzer", "Flammenwerfer" },
new[] { "Laser-Piercer", "Bouncer", "Pusher", "Knocker", "Laser-Beam" },
new[] { "Falle", "Generator", "Staubsauger", "Spiegel" }
};
var prefixes = new[] { "ammo", "energy", "special" };
var entries = new System.Collections.Generic.List<DepthsOfGreed.HandbookUI.HandbookTowerEntry>();
for (int category = 0; category < names.Length; category++)
for (int i = 0; i < names[category].Length; i++)
{
string path = towerFolder + "/" + prefixes[category] + "_" + i + "_" + names[category][i] + ".asset";
var entry = AssetDatabase.LoadAssetAtPath<DepthsOfGreed.HandbookUI.HandbookTowerEntry>(path);
if (!entry)
{
entry = ScriptableObject.CreateInstance<DepthsOfGreed.HandbookUI.HandbookTowerEntry>();
entry.id = prefixes[category] + "_" + i;
entry.displayName = names[category][i];
entry.category = (DepthsOfGreed.HandbookUI.HandbookTowerCategory)category;
entry.energyCost = 100 + i * 25;
entry.summary = category == 0 ? "Schaden: 20 · Schüsse/s: 2" : category == 1 ? "Energieverbrauch: 5/s" :
new[] { "Falle · Testwirkung", "Energieerzeugung · Testwert: 5/s", "Sammelfunktion · Testeintrag", "Umlenkung · Testeintrag" }[i];
entry.description = entry.displayName + " – Testeintrag\n\nHier steht später eine kurze Erklärung der Funktion. Kosten und Werte sind vorläufige Testdaten.\n\nKlicken: zurück zur Baukarte";
AssetDatabase.CreateAsset(entry, path);
}
entries.Add(entry);
}
const string catalogPath = dataFolder + "/TestTurmkatalog.asset";
var catalog = AssetDatabase.LoadAssetAtPath<DepthsOfGreed.HandbookUI.HandbookTowerCatalog>(catalogPath);
if (!catalog)
{
catalog = ScriptableObject.CreateInstance<DepthsOfGreed.HandbookUI.HandbookTowerCatalog>();
catalog.towers = entries.ToArray();
AssetDatabase.CreateAsset(catalog, catalogPath);
}
AssetDatabase.SaveAssets();
var scene = EditorSceneManager.OpenScene("Assets/Scenes/Tim_Test_UI.unity");
catalog = AssetDatabase.LoadAssetAtPath<DepthsOfGreed.HandbookUI.HandbookTowerCatalog>(catalogPath);
if (!catalog) throw new Exception("Catalog asset could not be loaded after scene switch.");
var controller = UnityEngine.Object.FindFirstObjectByType<DepthsOfGreed.HandbookUI.HandbookController>(FindObjectsInactive.Include);
var serialized = new SerializedObject(controller);
serialized.FindProperty("towerCatalog").objectReferenceValue = catalog;
serialized.FindProperty("successfulPlacementDelay").floatValue = 1f;
serialized.ApplyModifiedPropertiesWithoutUndo();
EditorSceneManager.SaveScene(scene);
Debug.Log("HANDBOOK_DATA_SETUP_OK: 15 editable tower assets and catalog connected; delay set to 1 second.");
Validate();
}
catch (Exception exception) { Debug.LogException(exception); EditorApplication.Exit(1); }
}
static HandbookSceneValidation()
{
if (SessionState.GetBool("HandbookValidationPending", false))
EditorApplication.playModeStateChanged += CheckPlayMode;
}
public static void Validate()
{
try
{
var scene = EditorSceneManager.OpenScene("Assets/Scenes/Tim_Test_UI.unity");
var controllers = UnityEngine.Object.FindObjectsByType<DepthsOfGreed.HandbookUI.HandbookController>(FindObjectsInactive.Include, FindObjectsSortMode.None);
if (controllers.Length != 1) throw new Exception("Expected exactly one handbook controller.");
var serialized = new SerializedObject(controllers[0]);
foreach (var field in new[] { "closedBook", "openBook", "bookButton", "closeButton", "closedTabsRoot", "openTabsRoot", "towerCatalog", "testTowerPrefab" })
if (!serialized.FindProperty(field).objectReferenceValue) throw new Exception("Missing reference: " + field);
foreach (var field in new[] { "closedTabs", "openTabs", "pages" })
{
var array = serialized.FindProperty(field);
if (array.arraySize != 4) throw new Exception("Invalid array: " + field);
for (int i = 0; i < array.arraySize; i++)
if (!array.GetArrayElementAtIndex(i).objectReferenceValue) throw new Exception("Missing array reference: " + field);
}
foreach (var root in scene.GetRootGameObjects())
foreach (var transform in root.GetComponentsInChildren<Transform>(true))
if (GameObjectUtility.GetMonoBehavioursWithMissingScriptCount(transform.gameObject) != 0)
throw new Exception("Missing script on " + transform.name);
Debug.Log("HANDBOOK_SCENE_VALIDATION_OK: Scene loaded; all controller references resolved; no missing scripts.");
EditorApplication.playModeStateChanged += CheckPlayMode;
SessionState.SetBool("HandbookValidationPending", true);
EditorApplication.EnterPlaymode();
}
catch (Exception exception)
{
Debug.LogException(exception);
EditorApplication.Exit(1);
}
}
private static void CheckPlayMode(PlayModeStateChange state)
{
if (state != PlayModeStateChange.EnteredPlayMode) return;
SessionState.SetBool("HandbookValidationPending", false);
EditorApplication.playModeStateChanged -= CheckPlayMode;
try
{
var controller = UnityEngine.Object.FindFirstObjectByType<DepthsOfGreed.HandbookUI.HandbookController>();
controller.Open(0);
var menu = UnityEngine.Object.FindFirstObjectByType<DepthsOfGreed.HandbookUI.BuildMenuController>();
if (!menu) throw new Exception("Build menu did not initialize.");
foreach (var pair in new[] { (0, 6), (1, 5), (2, 4) })
{
menu.SelectCategory(pair.Item1);
var cards = menu.GetComponentsInChildren<DepthsOfGreed.HandbookUI.TowerCardView>();
if (cards.Length != pair.Item2) throw new Exception("Wrong category card count.");
foreach (var card in cards)
if (card.Entry == null || !card.transform.Find("Front").gameObject.activeSelf || card.transform.Find("Back").gameObject.activeSelf)
throw new Exception("Invalid initial card state.");
}
menu.SelectCategory(0);
var first = menu.GetComponentsInChildren<DepthsOfGreed.HandbookUI.TowerCardView>()[0];
menu.ToggleCard(first);
double deadline = EditorApplication.timeSinceStartup + 0.6;
EditorApplication.CallbackFunction check = null;
check = () => {
if (EditorApplication.timeSinceStartup < deadline) return;
EditorApplication.update -= check;
try {
if (!first.transform.Find("Back").gameObject.activeSelf) throw new Exception("Card flip did not complete.");
menu.SelectCategory(1);
if (first.transform.Find("Back").gameObject.activeSelf) throw new Exception("Category did not reset card.");
controller.Close();
controller.Open(0);
if (menu.GetComponentsInChildren<DepthsOfGreed.HandbookUI.TowerCardView>().Length != 6)
throw new Exception("Closing did not restore the default build category.");
controller.Close();
foreach (var card in menu.GetComponentsInChildren<DepthsOfGreed.HandbookUI.TowerCardView>(true))
if (card.transform.Find("Back").gameObject.activeSelf) throw new Exception("Book close did not reset cards.");
controller.Open(3);
var indexMenu = UnityEngine.Object.FindFirstObjectByType<DepthsOfGreed.HandbookUI.HandbookIndexController>();
if (!indexMenu || indexMenu.VisibleEntryCount != 15 || indexMenu.SelectedEntry != null)
throw new Exception("Index initialization failed.");
indexMenu.SelectEntry(0);
if (!indexMenu.SelectedEntry) throw new Exception("Index selection failed.");
indexMenu.ListScroll.verticalNormalizedPosition = 0f;
controller.Open(0);
controller.Open(3);
if (indexMenu.SelectedEntry != null || indexMenu.ListScroll.verticalNormalizedPosition < 0.99f)
throw new Exception("Index re-entry did not reset selection and scroll.");
indexMenu.SelectFilter(2);
if (indexMenu.VisibleEntryCount != 0 || indexMenu.SelectedEntry != null)
throw new Exception("Enemy filter failed.");
indexMenu.SelectFilter(1);
if (indexMenu.VisibleEntryCount != 15) throw new Exception("Tower filter failed.");
indexMenu.SelectEntry(1);
controller.Close();
controller.Open(3);
if (indexMenu.SelectedEntry != null || indexMenu.ListScroll.verticalNormalizedPosition < 0.99f)
throw new Exception("Reopening index did not reset selection and scroll.");
controller.Close();
var placement = controller.GetComponent<DepthsOfGreed.HandbookUI.TestPlacementController>();
var entry = first.Entry;
if (!placement.enabled) throw new Exception("Placement initialization failed.");
controller.Open(0);
var validScreen = (Vector2)Camera.main.WorldToScreenPoint(new Vector3(3.5f, 0, 0));
if (!placement.Begin(entry, validScreen) || !placement.IsDragging) throw new Exception("Drag did not begin.");
placement.Cancel();
if (placement.IsDragging || placement.TowerCount != 0) throw new Exception("Cancel created a tower.");
if (placement.TryPlaceAt(entry, Vector3.zero, out _)) throw new Exception("Center must be invalid.");
if (placement.TryPlaceAt(entry, new Vector3(3.1f, 0, 0), out _)) throw new Exception("Base crosses inner wall.");
if (placement.TryPlaceAt(entry, new Vector3(3.9f, 0, 0), out _)) throw new Exception("Base crosses outer wall.");
int initialEnergy = placement.Energy;
if (!placement.Begin(entry, validScreen)) throw new Exception("Second drag did not begin.");
placement.End(validScreen);
if (placement.TowerCount != 1 || placement.IsDragging) throw new Exception("Drag release failed.");
if (!placement.IsWaitingForReturn) throw new Exception("Successful placement did not start delay.");
for (int i = 1; i < 8; i++) {
float angle = i * Mathf.PI / 4f;
if (!placement.TryPlaceAt(entry, new Vector3(Mathf.Cos(angle) * 3.5f, Mathf.Sin(angle) * 3.5f, 0), out string reason))
throw new Exception("Valid placement failed: " + reason);
}
if (placement.TowerCount != 8 || placement.Energy != initialEnergy - entry.energyCost * 8)
throw new Exception("Wrong tower count or resource deduction.");
if (placement.TryPlaceAt(entry, new Vector3(3.5f, 0, 0), out _)) throw new Exception("Overlap allowed.");
float freeAngle = Mathf.PI / 8f;
if (placement.TryPlaceAt(entry, new Vector3(Mathf.Cos(freeAngle) * 3.5f, Mathf.Sin(freeAngle) * 3.5f, 0), out string limitReason) || limitReason != "Turmlimit erreicht")
throw new Exception("Tower limit failed.");
double delayDeadline = EditorApplication.timeSinceStartup + 1.5;
EditorApplication.CallbackFunction delayCheck = null;
delayCheck = () => {
if (EditorApplication.timeSinceStartup < delayDeadline) return;
EditorApplication.update -= delayCheck;
try {
if (placement.IsWaitingForReturn) throw new Exception("Book delay never expired.");
var group = menu.GetComponentInParent<CanvasGroup>();
if (!group.blocksRaycasts) throw new Exception("Book input not restored after delay.");
if (placement.Begin(entry, validScreen)) throw new Exception("Limit should prevent drag.");
var toast = controller.transform.Find("FeedbackBox") ?? controller.transform.Find("Feedbackbox");
var message = controller.transform.Find("FeedbackMessage").GetComponent<TMPro.TMP_Text>();
if (!toast || !toast.gameObject.activeSelf || message.text != "Turmlimit erreicht")
throw new Exception("Limit notice did not show background and message.");
double toastDeadline = EditorApplication.timeSinceStartup + 2.9;
EditorApplication.CallbackFunction toastCheck = null;
toastCheck = () => {
if (EditorApplication.timeSinceStartup < toastDeadline) return;
EditorApplication.update -= toastCheck;
try {
if (toast.gameObject.activeSelf || message.text != "") throw new Exception("Notice did not disappear.");
controller.Close();
Debug.Log("HANDBOOK_RUNTIME_VALIDATION_OK: Category reset, 0.5-second placement delay, limit notice background and automatic dismissal passed; existing placement checks passed.");
EditorApplication.Exit(0);
} catch (Exception e) { Debug.LogException(e); EditorApplication.Exit(1); }
};
EditorApplication.update += toastCheck;
} catch (Exception e) { Debug.LogException(e); EditorApplication.Exit(1); }
};
EditorApplication.update += delayCheck;
} catch (Exception e) { Debug.LogException(e); EditorApplication.Exit(1); }
};
EditorApplication.update += check;
}
catch (Exception e) { Debug.LogException(e); EditorApplication.Exit(1); }
}
}
@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 79121ad9902be844f8f2b736dbf9adb5
@@ -0,0 +1,89 @@
using System;
using System.IO;
using System.Linq;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
using DepthsOfGreed.HandbookUI;
[InitializeOnLoad]
public static class SupplyBasementValidation
{
static SupplyBasementValidation(){if(SessionState.GetBool("SupplyValidate",false))EditorApplication.playModeStateChanged+=Ready;}
public static void Validate()
{
EditorSceneManager.OpenScene("Assets/Scenes/Tim_Test_UI.unity");
SessionState.SetBool("SupplyValidate",true);EditorApplication.playModeStateChanged+=Ready;EditorApplication.EnterPlaymode();
}
static void Ready(PlayModeStateChange state)
{
if(state!=PlayModeStateChange.EnteredPlayMode)return;
SessionState.SetBool("SupplyValidate",false);EditorApplication.playModeStateChanged-=Ready;
double due=EditorApplication.timeSinceStartup+1;int stage=0;SupplyBasementController c=null;int count=0;long first=0;Vector3 bookScale=Vector3.one;
EditorApplication.CallbackFunction run=null;run=()=>
{
if(EditorApplication.timeSinceStartup<due)return;
try
{
if(stage==0)
{
c=UnityEngine.Object.FindFirstObjectByType<SupplyBasementController>();
Assert(c && c.connectionButtons.Length==8 && c.priorityButtons.Length==3,"Authored references");
Assert(!c.basementView.activeSelf && c.handbookRoot.activeSelf,"Starts on tower floor");
count=Count(c);bookScale=c.handbook.transform.Find("OpenBook").localScale;
var catalog=AssetDatabase.LoadAssetAtPath<HandbookTowerCatalog>("Assets/HandbookData/TestTurmkatalog.asset");
var result=c.placement.Backend.ExecuteBuild(new BuildRequest(catalog.towers.First(t=>t.id=="ammo_0"),new Vector3(3.5f,0,0)));
Assert(result.Allowed,"Test tower build");first=c.placement.Backend.BuiltObjects.Last().instanceId;
c.UseLift();c.UseLift();stage=1;due=EditorApplication.timeSinceStartup+1.7;
}
else if(stage==1)
{
Assert(c.IsInBasement && !c.IsTravelling && c.basementView.activeSelf && c.handbookVisibility.alpha==0,"Lift arrival");
Assert(c.handbookRoot.activeSelf && c.placement.isActiveAndEnabled,"Backend keeps updating in basement");
Assert(c.connectionButtons[0].interactable && c.IsConnectionEnabled(first),"Automatic connection");
c.ToggleConnection(0);Assert(!c.IsConnectionEnabled(first),"Disconnect");
c.ToggleConnection(0);Assert(c.IsConnectionEnabled(first),"Reconnect");
c.SetPriority(1);Assert(c.Priority==1,"Set priority");
c.SetPriority(1);Assert(c.Priority==-1,"Return to automatic priority");
// Force both travel directions independently of the loading pause.
var pause=typeof(SupplyBasementController).GetField("truckPauseUntil",System.Reflection.BindingFlags.Instance|System.Reflection.BindingFlags.NonPublic);
var truckPosition=c.truck.anchoredPosition;
pause.SetValue(c,0f);c.truck.anchoredPosition=new Vector2(10000,truckPosition.y);c.SendMessage("Update");
Assert(c.truck.localScale.x<0,"Truck faces left while driving left");
pause.SetValue(c,0f);c.truck.anchoredPosition=new Vector2(-10000,truckPosition.y);c.SendMessage("Update");
Assert(c.truck.localScale.x>0,"Truck faces right while driving right");
c.truck.anchoredPosition=truckPosition;
Assert(c.placement.Backend.BuiltObjects.Count==1,"No duplicate towers");
if (SystemInfo.graphicsDeviceType != GraphicsDeviceType.Null && Environment.GetCommandLineArgs().Contains("-captureSupplyPreview")) Capture(c);
Assert(Count(c)==count,"No generated room UI");
c.UseLift();stage=2;due=EditorApplication.timeSinceStartup+1.7;
}
else
{
Assert(!c.IsInBasement && !c.IsTravelling && c.handbookRoot.activeSelf && c.handbookVisibility.alpha==1,"Return to tower");
Assert(c.handbook.transform.Find("OpenBook").localScale==bookScale,"Book scale preserved");
Assert(c.placement.Backend.BuiltObjects.Count==1,"Tower retained across trip");
Assert(Count(c)==count,"No UI created on second trip");
Debug.Log("SUPPLY_BASEMENT_RUNTIME_OK: native hierarchy, auto connection, toggle, priority, two-way lift and preserved book layout.");
EditorApplication.update-=run;EditorApplication.Exit(0);
}
}
catch(Exception e){EditorApplication.update-=run;Debug.LogException(e);EditorApplication.Exit(1);}
};EditorApplication.update+=run;
}
static int Count(SupplyBasementController c)=>c.GetComponentInParent<Canvas>().GetComponentsInChildren<RectTransform>(true).Count(t=>!t.name.StartsWith("TMP"));
static void Assert(bool condition,string message){if(!condition)throw new Exception(message);}
static void Capture(SupplyBasementController c)
{
var camera=Camera.main;var canvas=c.GetComponentInParent<Canvas>();
var rt=new RenderTexture(1920,1080,24);rt.Create();camera.targetTexture=rt;camera.aspect=1920f/1080;
canvas.renderMode=RenderMode.ScreenSpaceCamera;canvas.worldCamera=camera;canvas.planeDistance=1;canvas.sortingOrder=200;
Canvas.ForceUpdateCanvases();RenderPipeline.SubmitRenderRequest(camera,new UniversalRenderPipeline.SingleCameraRequest{destination=rt});
var previous=RenderTexture.active;RenderTexture.active=rt;var tex=new Texture2D(1920,1080,TextureFormat.RGB24,false);tex.ReadPixels(new Rect(0,0,1920,1080),0,0);tex.Apply();RenderTexture.active=previous;
var folder=Path.Combine(Path.GetDirectoryName(Application.dataPath),"Temp","HandbookValidation");
Directory.CreateDirectory(folder);File.WriteAllBytes(Path.Combine(folder,"basement-preview.png"),tex.EncodeToPNG());
UnityEngine.Object.DestroyImmediate(tex);camera.targetTexture=null;rt.Release();UnityEngine.Object.DestroyImmediate(rt);canvas.renderMode=RenderMode.ScreenSpaceOverlay;
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 5351dea0200aeb346b62d793f21fde75
@@ -0,0 +1,51 @@
using System;
using System.Linq;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
using DepthsOfGreed.HandbookUI;
[InitializeOnLoad]
public static class SupplyBindingValidation
{
static SupplyBindingValidation(){if(SessionState.GetBool("SupplyBindingTest",false))EditorApplication.playModeStateChanged+=Ready;}
public static void Validate(){EditorSceneManager.OpenScene("Assets/Scenes/Tim_Test_UI.unity");SessionState.SetBool("SupplyBindingTest",true);EditorApplication.playModeStateChanged+=Ready;EditorApplication.EnterPlaymode();}
static void Check(bool value,string message){if(!value)throw new Exception(message);}
static void Ready(PlayModeStateChange change)
{
if(change!=PlayModeStateChange.EnteredPlayMode)return;SessionState.SetBool("SupplyBindingTest",false);EditorApplication.playModeStateChanged-=Ready;
double due=EditorApplication.timeSinceStartup+1;int stage=0;SupplyBasementController c=null;SupplyContractTestBackend fake=null;
EditorApplication.CallbackFunction run=null;run=()=>
{
if(EditorApplication.timeSinceStartup<due)return;
try
{
if(stage==0)
{
c=UnityEngine.Object.FindFirstObjectByType<SupplyBasementController>();fake=new GameObject("TEST_ONLY_SupplyAdapter").AddComponent<SupplyContractTestBackend>();
var catalog=AssetDatabase.LoadAssetAtPath<HandbookTowerCatalog>("Assets/HandbookData/TestTurmkatalog.asset");
Check(catalog.towers.Count(t=>t.supply.kind!=SupplyKind.None)==12,"Twelve supplied weapons");
fake.state.towers=new[]{new TowerSupplyState{instanceId=987,type=catalog.towers.First(t=>t.id=="ammo_0"),magazine=17,magazineCapacity=40}};
fake.state.channels=new[]{new SupplyChannelState{kind=SupplyKind.Physical,storage=180,storageCapacity=300,buffer=23,bufferCapacity=50}};
fake.state.truck=new SupplyTruckState{phase=SupplyTruckPhase.Driving,from=SupplyStop.PhysicalTank,to=SupplyStop.Distributor,progress=.5f,cargoKind=SupplyKind.Physical,cargo=20,cargoCapacity=40};
c.BindSupplyBackend(fake);c.UseLift();stage=1;due=EditorApplication.timeSinceStartup+1.7;
}
else
{
Check(c.IsInBasement && c.HasSupplyBackend,"Adapter attached");
Check(c.connectionNames[0].text.Contains("987"),"Backend tower IDs, independent of prototype placement");
Check(c.storageAmounts[0].text=="180 / 300" && c.bufferAmounts[0].text=="23 / 50","Channel snapshots rendered");
Check(c.magazineAmounts[0].gameObject.activeSelf && c.magazineAmounts[0].text.Contains("17 / 40"),"Live magazine rendered");
Check(Mathf.Abs(c.truck.anchoredPosition.x-Mathf.Lerp(c.loadingPositions[0],c.unloadingPosition,.5f))<.1f,"Backend drives truck; preview suppressed");
c.ToggleConnection(0);Check(!fake.state.towers[0].connected && !c.IsConnectionEnabled(987),"Connection command accepted");
fake.reject=true;c.ToggleConnection(0);Check(!c.IsConnectionEnabled(987),"Rejected command does not change connection");
fake.reject=false;c.SetPriority(1);Check(fake.state.priority==SupplyKind.EnergyCells && c.Priority==1,"Priority command accepted");
fake.reject=true;c.SetPriority(2);Check(c.Priority==1,"Rejected priority remains authoritative");
fake.state.towers=Array.Empty<TowerSupplyState>();c.SendMessage("RefreshConnections");Check(!c.connectionButtons[0].interactable,"Removed tower frees slot");
Debug.Log("SUPPLY_BINDING_VALIDATION_OK: fields, live amounts, external tower IDs, commands, rejection, truck route and removal.");EditorApplication.update-=run;EditorApplication.Exit(0);
}
}
catch(Exception e){EditorApplication.update-=run;Debug.LogException(e);EditorApplication.Exit(1);}
};EditorApplication.update+=run;
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 0d55a01e5b6f36446890591cb0761214
@@ -0,0 +1,39 @@
using System;
using UnityEngine;
namespace DepthsOfGreed.HandbookUI
{
public enum BuildUse { Structure, Trap, Ability, RepairCrew }
public enum BuildRegion { WallRing, Interior, Gate }
public enum BaseShape { Circle, Rectangle }
public enum AmmoKind { None, Bullets, Explosives, Oil, ExplosivesAndOil, Energy }
public enum AttackShape { None, Line, Cone, Area, Contact }
public enum TargetMode { None, Single, Area, PlayerSelectedTarget, PlayerSelectedArea, Walls }
public enum RotationMode { Free, Fixed, PlayerAimed, NotApplicable }
public enum SpecialEffect { None, Ricochet, PushBack, Slow, Piercing, EnergyGeneration, CorpseCollection, Reflection, Repair, Bombardment, ContactTrap, PathBlock }
[Serializable] public sealed class CombatDefinition
{
public AmmoKind ammunition;
[Min(0)] public float ammoPerShot, energyPerSecond, damagePerHit, attacksPerSecond, range;
[Tooltip("Used for continuous weapons instead of damagePerHit / ammoPerShot.")]
[Min(0)] public float continuousDamagePerSecond, ammoPerSecond;
public bool continuousAttack, unlimitedRange;
public AttackShape attackShape;
public TargetMode targets;
public RotationMode rotation;
[Range(0, 180)] public float coneAngle = 45;
[Min(0)] public float areaRadius;
public SpecialEffect effect;
[Min(0)] public float effectStrength, effectDuration, attackCooldown;
[Min(0)] public float knockbackDistance, energyGeneratedPerSecond, energyCapacityBonus, repairHealthPerSecond, corpsesCollectedPerSecond;
[Range(0, 1)] public float slowFraction;
[Min(0)] public float reflectionDamageMultiplier = 1;
[Min(0)] public int ricochetCount;
}
[Serializable] public sealed class UpgradeDefinition
{
public string title;
[Min(0)] public int energyCost, entrailsCost;
[TextArea] public string description;
[Min(0)] public float damageMultiplier = 1, fireRateMultiplier = 1, rangeMultiplier = 1, effectMultiplier = 1;
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: c6a1c1f7e6144c84491522bd463af59d
@@ -0,0 +1,17 @@
using TMPro;
using UnityEngine;
namespace DepthsOfGreed.HandbookUI
{
public sealed class GeneralFeedbackController : MonoBehaviour
{
[SerializeField] private RectTransform panel;
[SerializeField] private TMP_Text message;
private bool error;
private float until;
public void Initialize(RectTransform book, TMP_FontAsset font) { if (font) message.font = font; panel.gameObject.SetActive(false); }
public void ShowControls(string text) { error = false; until = 0; message.text = text; panel.gameObject.SetActive(true); }
public void ShowError(string text, bool bookOpen) { error = true; until = Time.unscaledTime + 3; message.text = text; panel.gameObject.SetActive(true); }
public void HideControls() { if (!error) panel.gameObject.SetActive(false); }
private void Update() { if (error && Time.unscaledTime > until) { panel.gameObject.SetActive(false); error = false; } }
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: cff0fbda783c6bf4da55a7f73449094f
+28 -44
View File
@@ -19,15 +19,24 @@ namespace DepthsOfGreed.HandbookUI
[SerializeField] private GameObject[] pages; [SerializeField] private GameObject[] pages;
[SerializeField] private GameObject testTowerPrefab; [SerializeField] private GameObject testTowerPrefab;
[SerializeField] private HandbookTowerCatalog towerCatalog; [SerializeField] private HandbookTowerCatalog towerCatalog;
[Tooltip("Optional: component implementing IHandbookGameplay. Empty uses the prototype backend.")]
[SerializeField] private MonoBehaviour gameplayBackend;
[Tooltip("Wartezeit nach erfolgreichem Platzieren, bevor das Buch hochfährt.")] [Tooltip("Wartezeit nach erfolgreichem Platzieren, bevor das Buch hochfährt.")]
[SerializeField, Min(0)] private float successfulPlacementDelay = 0.5f; [SerializeField, Min(0)] private float successfulPlacementDelay = 0.5f;
[SerializeField] private float hoverDistance = 115f; [Header("Tab movement (Build, Statistics, Upgrades, Index)")]
[Tooltip("Distance left per closed tab. -1 automatically uses its width. Rest position is the authored RectTransform position.")]
[SerializeField] private float[] closedTabRevealDistances = { -1f, -1f, -1f, -1f };
[Tooltip("Distance up per open tab. -1 automatically uses its height.")]
[SerializeField] private float[] openTabRevealDistances = { -1f, -1f, -1f, -1f };
[Tooltip("Overlap retained when an automatically sized tab is fully revealed.")]
[SerializeField, Min(0)] private float closedTabOverlap = 10f;
[SerializeField, Min(0)] private float openTabOverlap = 25f;
[SerializeField] private float animationSpeed = 14f; [SerializeField] private float animationSpeed = 14f;
private readonly string[] titles = { "Bauen", "Statistik", "Upgrades", "Index" }; private readonly string[] titles = { "Bauen", "Statistik", "Upgrades", "Index" };
private Vector2[] closedPositions, openPositions; private Vector2[] closedPositions, openPositions;
private TMP_Text[] closedLabels, openLabels; private TMP_Text[] closedLabels, openLabels;
private RectTransform activeLayer; [SerializeField] private RectTransform activeLayer;
private int selected, hoveredClosed = -1, hoveredOpen = -1; private int selected, hoveredClosed = -1, hoveredOpen = -1;
private bool isOpen, bookHovered; private bool isOpen, bookHovered;
private Vector3 bookScale; private Vector3 bookScale;
@@ -48,27 +57,19 @@ namespace DepthsOfGreed.HandbookUI
closedPositions = PrepareTabs(closedTabs, out closedLabels, false); closedPositions = PrepareTabs(closedTabs, out closedLabels, false);
openPositions = PrepareTabs(openTabs, out openLabels, true); openPositions = PrepareTabs(openTabs, out openLabels, true);
bookScale = bookButton.transform.localScale; bookScale = bookButton.transform.localScale;
var layer = new GameObject("ActiveTabLayer", typeof(RectTransform));
activeLayer = layer.GetComponent<RectTransform>();
activeLayer.SetParent(openTabsRoot.parent, false);
activeLayer.anchorMin = openTabsRoot.anchorMin;
activeLayer.anchorMax = openTabsRoot.anchorMax;
activeLayer.pivot = openTabsRoot.pivot;
activeLayer.offsetMin = openTabsRoot.offsetMin;
activeLayer.offsetMax = openTabsRoot.offsetMax;
var background = openBook.transform.Find("Background");
if (background) activeLayer.SetSiblingIndex(background.GetSiblingIndex() + 1);
bookButton.onClick.AddListener(() => Open(0)); bookButton.onClick.AddListener(() => Open(0));
closeButton.onClick.AddListener(Close); closeButton.onClick.AddListener(Close);
AddHover(bookButton.gameObject, () => bookHovered = true, () => bookHovered = false); AddHover(bookButton.gameObject, () => bookHovered = true, () => bookHovered = false);
buildMenu = pages[0].AddComponent<BuildMenuController>(); buildMenu = pages[0].GetComponent<BuildMenuController>();
buildMenu.Initialize(towerCatalog); buildMenu.Initialize(towerCatalog);
placement = gameObject.AddComponent<TestPlacementController>(); placement = gameObject.GetComponent<TestPlacementController>();
placement.Initialize(this, buildMenu, (RectTransform)openBook.transform, testTowerPrefab); placement.Initialize(this, buildMenu, (RectTransform)openBook.transform, testTowerPrefab, gameplayBackend);
placement.SuccessfulPlacementDelay = successfulPlacementDelay; placement.SuccessfulPlacementDelay = successfulPlacementDelay;
buildMenu.Placement = placement; buildMenu.Placement = placement;
indexMenu = pages[3].AddComponent<HandbookIndexController>(); indexMenu = pages[3].GetComponent<HandbookIndexController>();
indexMenu.Initialize(towerCatalog); indexMenu.Initialize(towerCatalog);
var upgrades = pages[2].GetComponent<HandbookUpgradesController>();
upgrades.Initialize(placement);
Close(); Close();
} }
@@ -79,31 +80,9 @@ namespace DepthsOfGreed.HandbookUI
for (int i = 0; i < tabs.Length; i++) for (int i = 0; i < tabs.Length; i++)
{ {
int index = i; int index = i;
if (!opened)
{
var marker = (RectTransform)tabs[i].transform;
marker.sizeDelta = new Vector2(marker.sizeDelta.x + 25f, marker.sizeDelta.y);
marker.anchoredPosition += Vector2.right * 25f;
}
positions[i] = ((RectTransform)tabs[i].transform).anchoredPosition; positions[i] = ((RectTransform)tabs[i].transform).anchoredPosition;
labels[i] = tabs[i].GetComponentInChildren<TMP_Text>(true); labels[i] = tabs[i].GetComponentInChildren<TMP_Text>(true);
if (labels[i]) if (labels[i]) labels[i].gameObject.SetActive(false);
{
var text = labels[i];
text.text = titles[i];
text.raycastTarget = false;
text.fontSize = opened ? 20 : 18;
text.enableAutoSizing = true;
text.fontSizeMin = 14;
text.fontSizeMax = opened ? 20 : 18;
text.alignment = TextAlignmentOptions.MidlineLeft;
var rect = text.rectTransform;
rect.anchorMin = Vector2.zero;
rect.anchorMax = Vector2.one;
rect.offsetMin = new Vector2(opened ? 65 : 48, 4);
rect.offsetMax = new Vector2(-6, -4);
text.gameObject.SetActive(false);
}
tabs[i].onClick.AddListener(() => Open(index)); tabs[i].onClick.AddListener(() => Open(index));
AddHover(tabs[i].gameObject, AddHover(tabs[i].gameObject,
() => { if (opened) hoveredOpen = index; else hoveredClosed = index; }, () => { if (opened) hoveredOpen = index; else hoveredClosed = index; },
@@ -143,9 +122,7 @@ namespace DepthsOfGreed.HandbookUI
rect.SetParent(i == selected ? activeLayer : openTabsRoot, false); rect.SetParent(i == selected ? activeLayer : openTabsRoot, false);
} }
if (index == 3 && !samePage && indexMenu) indexMenu.ResetForEntry(); if (index == 3 && !samePage && indexMenu) indexMenu.ResetForEntry();
if (samePage) if (samePage && index == 3 && indexMenu) indexMenu.ResetForEntry();
foreach (var scroll in pages[index].GetComponentsInChildren<ScrollRect>(true))
scroll.verticalNormalizedPosition = 1f;
} }
public void Close() public void Close()
@@ -189,11 +166,18 @@ namespace DepthsOfGreed.HandbookUI
bool show = i == hovered || i == active; bool show = i == hovered || i == active;
var rect = (RectTransform)tabs[i].transform; var rect = (RectTransform)tabs[i].transform;
// Reveal the full marker while retaining a small overlap with the page. // Reveal the full marker while retaining a small overlap with the page.
float distance = Mathf.Clamp(hoverDistance, 0f, Mathf.Max(0f, positions[i].x - 10f)); bool opened = tabs == openTabs;
var target = positions[i] + (show ? Vector2.left * distance : Vector2.zero); var distances = opened ? openTabRevealDistances : closedTabRevealDistances;
float configured = distances != null && i < distances.Length ? distances[i] : -1f;
float automatic = opened
? Mathf.Max(0f, -positions[i].y - openTabOverlap)
: Mathf.Max(0f, positions[i].x - closedTabOverlap);
float distance = configured >= 0f ? configured : automatic;
var target = positions[i] + (show ? (opened ? Vector2.up : Vector2.left) * distance : Vector2.zero);
rect.anchoredPosition = Vector2.Lerp(rect.anchoredPosition, target, blend); rect.anchoredPosition = Vector2.Lerp(rect.anchoredPosition, target, blend);
if (labels[i]) labels[i].gameObject.SetActive(show); if (labels[i]) labels[i].gameObject.SetActive(show);
} }
} }
} }
} }
@@ -0,0 +1,12 @@
namespace DepthsOfGreed.HandbookUI
{
public static class HandbookCostText
{
public static string Format(int energy, int entrails)
{
string a = energy > 0 ? energy + " Energie" : "";
string b = entrails > 0 ? entrails + " Gedärme" : "";
return a.Length > 0 && b.Length > 0 ? a + " · " + b : a + b;
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 65b5d287df87fcc4690d572fdedb81f6
@@ -0,0 +1,23 @@
using UnityEngine;
namespace DepthsOfGreed.HandbookUI
{
public enum EnemyTrait { None, GroupSpawn, AlternatingInvulnerability, CorpseConsumer, EnergyCharged }
[CreateAssetMenu(menuName = "Depths of Greed/Handbuch/Gegnertyp")]
public sealed class HandbookEnemyEntry : ScriptableObject
{
public string id, displayName;
public Sprite icon;
public GameObject gameplayPrefab;
[TextArea(3, 8)] public string description;
[Min(1)] public float maxHealth = 100;
[Min(0)] public float damage = 10, speed = 1, attacksPerSecond = 1, spawnWeight = 1;
public Vector2Int dropRange;
public Vector2Int spawnGroup = Vector2Int.one;
public EnemyTrait trait;
public float invulnerableSeconds, vulnerableSeconds, corpseHeal, corpseBuffMultiplier = 1;
public float energyChargeThreshold, explosionRadius;
public bool provisional = true;
public int sourceBalanceScore;
[TextArea(3, 10)] public string designNotes;
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: d97d07f7d8008a1438cb14fe4a1b425a
@@ -1,150 +1,69 @@
using System.Collections.Generic; using System.Collections.Generic;
using System.Text;
using TMPro; using TMPro;
using UnityEngine; using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;
namespace DepthsOfGreed.HandbookUI namespace DepthsOfGreed.HandbookUI
{ {
public sealed class HandbookIndexController : MonoBehaviour public sealed class HandbookIndexController : MonoBehaviour
{ {
[SerializeField] private Button[] filterButtons, entryButtons;
[SerializeField] private TMP_Text[] entryNames;
[SerializeField] private Image[] entryIcons;
[SerializeField] private TMP_Text detailName, description, emptyMessage;
[SerializeField] private Image detailIcon;
[SerializeField] private Sprite placeholderIcon;
private sealed class Item { public HandbookTowerEntry tower; public HandbookEnemyEntry enemy; public string Name => tower ? tower.displayName : enemy.displayName; public Sprite Icon => tower ? tower.icon : enemy.icon; }
private readonly List<Item> all = new List<Item>(), filtered = new List<Item>();
public HandbookTowerEntry SelectedEntry { get; private set; } public HandbookTowerEntry SelectedEntry { get; private set; }
public int VisibleEntryCount => currentFilter == 2 ? 0 : entries.Count; public HandbookEnemyEntry SelectedEnemy { get; private set; }
public ScrollRect ListScroll => scroll; public int VisibleEntryCount => filtered.Count;
private ScrollRect scroll; private int filter = -1;
private Button[] filters;
private readonly List<HandbookTowerEntry> entries = new List<HandbookTowerEntry>();
private readonly List<Button> rows = new List<Button>();
private TMP_Text detailName, description, emptyMessage;
private Image detailIcon;
private Sprite placeholder;
private Color placeholderColor;
private int currentFilter;
public void Initialize(HandbookTowerCatalog catalog) public void Initialize(HandbookTowerCatalog catalog)
{ {
scroll = transform.Find("IndexLeft/EntryScrollView").GetComponent<ScrollRect>(); if (catalog.towers != null) foreach (var t in catalog.towers) if (t) all.Add(new Item { tower = t });
filters = new[] { if (catalog.enemies != null) foreach (var e in catalog.enemies) if (e) all.Add(new Item { enemy = e });
transform.Find("IndexLeft/FilterBar/Filter_All").GetComponent<Button>(), for (int i = 0; i < filterButtons.Length; i++) { int n = i; filterButtons[i].onClick.AddListener(() => SelectFilter(n)); }
transform.Find("IndexLeft/FilterBar/Filter_Towers").GetComponent<Button>(), for (int i = 0; i < entryButtons.Length; i++) { int n = i; entryButtons[i].onClick.AddListener(() => SelectEntry(n)); }
transform.Find("IndexLeft/FilterBar/Filter_Enemies").GetComponent<Button>()
};
detailName = transform.Find("IndexRight/DetailNameText").GetComponent<TMP_Text>();
description = transform.Find("IndexRight/DetailDescriptionText").GetComponent<TMP_Text>();
detailIcon = transform.Find("IndexRight/DetailIcon").GetComponent<Image>();
placeholder = detailIcon.sprite;
placeholderColor = detailIcon.color;
var template = scroll.content.GetChild(0).GetComponent<Button>();
if (catalog && catalog.towers != null)
foreach (var entry in catalog.towers)
{
if (!entry) continue;
int index = entries.Count;
entries.Add(entry);
var row = Instantiate(template, scroll.content);
row.name = "IndexEntry_" + entry.id;
row.gameObject.SetActive(true);
row.image.color = Color.white;
var label = row.transform.Find("NameText").GetComponent<TMP_Text>();
label.text = entry.displayName;
label.color = Color.black;
label.raycastTarget = false;
label.enableAutoSizing = true;
label.fontSizeMin = 16;
label.fontSizeMax = 24;
var icon = row.transform.Find("Icon").GetComponent<Image>();
if (entry.icon) { icon.sprite = entry.icon; icon.color = Color.white; }
icon.preserveAspect = true;
icon.raycastTarget = false;
row.onClick.RemoveAllListeners();
row.onClick.AddListener(() => SelectEntry(index));
rows.Add(row);
}
template.gameObject.SetActive(false);
var empty = new GameObject("EmptyListMessage", typeof(RectTransform), typeof(TextMeshProUGUI), typeof(LayoutElement));
empty.transform.SetParent(scroll.content, false);
emptyMessage = empty.GetComponent<TMP_Text>();
emptyMessage.font = description.font;
emptyMessage.fontSize = 22;
emptyMessage.color = new Color(0.3f, 0.3f, 0.3f);
emptyMessage.alignment = TextAlignmentOptions.MidlineLeft;
emptyMessage.raycastTarget = false;
empty.GetComponent<LayoutElement>().preferredHeight = 70;
for (int i = 0; i < filters.Length; i++)
{
int index = i;
filters[i].onClick.AddListener(() => SelectFilter(index));
}
ResetForEntry(); ResetForEntry();
} }
public void ResetForEntry() { SelectFilter(0, true); }
public void ResetForEntry() public void SelectFilter(int value, bool force = false)
{ {
SelectFilter(0, true); if (value < 0 || value > 4 || (!force && value == filter)) return;
filter = value; filtered.Clear();
foreach (var item in all)
if (value == 0 || (value == 1 && item.tower && (int)item.tower.menuGroup < 2) || (value == 2 && item.tower && item.tower.menuGroup == BuildMenuGroup.Anlagen) || (value == 3 && item.tower && item.tower.menuGroup == BuildMenuGroup.Einsaetze) || (value == 4 && item.enemy)) filtered.Add(item);
ClearSelection(); Render();
for (int i = 0; i < filterButtons.Length; i++) { filterButtons[i].image.color = Color.white; var c = filterButtons[i].colors; c.normalColor = i == value ? new Color(1, 0.76f, 0.35f) : new Color(0.87f, 0.84f, 0.75f); c.selectedColor = c.normalColor; filterButtons[i].colors = c; }
} }
private void Render()
public void SelectFilter(int index, bool force = false)
{ {
if (index < 0 || index > 2 || (!force && currentFilter == index)) return; if (filtered.Count > entryButtons.Length) Debug.LogError("Index: Anzahl vorbereiteter Auswahlfelder erhöhen.", this);
currentFilter = index; for (int i = 0; i < entryButtons.Length; i++)
foreach (var row in rows) row.gameObject.SetActive(index != 2);
bool empty = index == 2 || rows.Count == 0;
emptyMessage.gameObject.SetActive(empty);
emptyMessage.text = index == 2 ? "Noch keine Gegner-Einträge" : "Noch keine Einträge";
for (int i = 0; i < filters.Length; i++)
{ {
filters[i].image.color = Color.white; entryButtons[i].gameObject.SetActive(i < filtered.Count);
var colors = filters[i].colors; if (i >= filtered.Count) continue;
colors.normalColor = i == index ? new Color(1, 0.72f, 0.2f) : new Color(0.82f, 0.82f, 0.82f); var item = filtered[i]; entryNames[i].text = item.Name; entryIcons[i].sprite = item.Icon ? item.Icon : placeholderIcon; entryIcons[i].color = item.Icon ? Color.white : Color.gray;
colors.highlightedColor = i == index ? new Color(1, 0.82f, 0.4f) : Color.white; bool active = (item.tower && item.tower == SelectedEntry) || (item.enemy && item.enemy == SelectedEnemy);
colors.selectedColor = colors.normalColor; entryButtons[i].image.color = active ? new Color(0.58f, 0.58f, 0.58f) : new Color(0.9f, 0.88f, 0.81f);
filters[i].colors = colors;
} }
ClearSelection(); emptyMessage.gameObject.SetActive(filtered.Count == 0);
ResetScroll();
} }
public void SelectEntry(int index) public void SelectEntry(int index)
{ {
if (currentFilter == 2 || index < 0 || index >= entries.Count) return; if (index < 0 || index >= filtered.Count) return;
SelectedEntry = entries[index]; var item = filtered[index]; SelectedEntry = item.tower; SelectedEnemy = item.enemy;
detailName.text = SelectedEntry.displayName; detailName.text = item.Name; detailIcon.gameObject.SetActive(true); detailIcon.sprite = item.Icon ? item.Icon : placeholderIcon; detailIcon.color = item.Icon ? Color.white : Color.gray;
description.text = SelectedEntry.description; var text = new StringBuilder(item.tower ? item.tower.description : item.enemy.description);
detailIcon.gameObject.SetActive(true); if (item.tower)
detailIcon.sprite = SelectedEntry.icon ? SelectedEntry.icon : placeholder;
detailIcon.color = SelectedEntry.icon ? Color.white : placeholderColor;
detailIcon.preserveAspect = true;
RefreshSelectionColors();
}
public void ClearSelection()
{ {
SelectedEntry = null; var t = item.tower; text.Append("\n\nBaufläche: ").Append(t.region == BuildRegion.WallRing ? "Mauer" : t.region == BuildRegion.Interior ? "Innenfeld" : "Schleuse"); string price = HandbookCostText.Format(t.energyCost, t.entrailsCost); if (price.Length > 0) text.Append("\nKosten: ").Append(price);
detailIcon.gameObject.SetActive(false); if (t.deploymentCooldown > 0) text.Append(" · Cooldown: ").Append(t.deploymentCooldown).Append(" s");
detailName.text = ""; if (t.upgradeable) { text.Append("\n\nVerbesserungen:"); foreach (var u in t.upgrades) text.Append("\n").Append(u.title).Append(": ").Append(u.description).Append(HandbookCostText.Format(u.energyCost, u.entrailsCost) is string upgradePrice && upgradePrice.Length > 0 ? " (" + upgradePrice + ")" : ""); }
description.text = "Wähle links einen Eintrag aus.";
RefreshSelectionColors();
} }
description.text = text.ToString(); Render();
private void RefreshSelectionColors() }
{ public void ClearSelection() { SelectedEntry = null; SelectedEnemy = null; detailIcon.gameObject.SetActive(false); detailName.text = ""; description.text = "Wähle links einen Eintrag aus."; }
for (int i = 0; i < rows.Count; i++)
{
bool selected = entries[i] == SelectedEntry;
var colors = rows[i].colors;
colors.normalColor = selected ? new Color(0.58f, 0.58f, 0.58f) : new Color(0.86f, 0.86f, 0.86f);
colors.highlightedColor = selected ? new Color(0.64f, 0.64f, 0.64f) : new Color(0.94f, 0.94f, 0.94f);
colors.selectedColor = colors.normalColor;
rows[i].colors = colors;
} }
} }
public void ResetScroll()
{
scroll.StopMovement();
Canvas.ForceUpdateCanvases();
LayoutRebuilder.ForceRebuildLayoutImmediate(scroll.content);
scroll.verticalNormalizedPosition = 1f;
}
}
}
@@ -0,0 +1,18 @@
using UnityEngine;
using UnityEngine.UI;
namespace DepthsOfGreed.HandbookUI
{
public enum PageFrameStyle { Flat, CurvedLeft, CurvedRight }
public sealed class HandbookPageSurface : MonoBehaviour
{
public PageFrameStyle frameStyle;
public Image frameImage;
public Sprite flatFrame, curvedLeftFrame, curvedRightFrame;
private void OnValidate()
{
if (!frameImage) return;
Sprite sprite = frameStyle == PageFrameStyle.CurvedLeft ? curvedLeftFrame : frameStyle == PageFrameStyle.CurvedRight ? curvedRightFrame : flatFrame;
if (sprite) frameImage.sprite = sprite;
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: dea21c6ba39be2c48b1c70f82555a3ef
@@ -7,5 +7,6 @@ namespace DepthsOfGreed.HandbookUI
{ {
[Tooltip("Die Reihenfolge innerhalb einer Kategorie bestimmt die Reihenfolge im Buch.")] [Tooltip("Die Reihenfolge innerhalb einer Kategorie bestimmt die Reihenfolge im Buch.")]
public HandbookTowerEntry[] towers; public HandbookTowerEntry[] towers;
public HandbookEnemyEntry[] enemies;
} }
} }
@@ -3,28 +3,106 @@ using UnityEngine;
namespace DepthsOfGreed.HandbookUI namespace DepthsOfGreed.HandbookUI
{ {
public enum HandbookTowerCategory { Munition, Energie, Spezial } public enum HandbookTowerCategory { Munition, Energie, Spezial }
public enum BuildMenuGroup { Physisch, Energie, Anlagen, Einsaetze }
[CreateAssetMenu(menuName = "Depths of Greed/Handbuch/Turmtyp", fileName = "NeuerTurmtyp")] [CreateAssetMenu(menuName = "Depths of Greed/Handbuch/Turmtyp", fileName = "NeuerTurmtyp")]
public sealed class HandbookTowerEntry : ScriptableObject public sealed class HandbookTowerEntry : ScriptableObject
{ {
[Tooltip("Stabile ID für die spätere Gameplay-Anbindung. Nach Zuordnung nicht ändern.")] [Header("Name und Kategorie")]
[Tooltip("Stabile ID für die Gameplay-Anbindung. Nach Zuordnung nicht ändern.")]
public string id; public string id;
public string displayName; public string displayName;
public HandbookTowerCategory category; [InspectorName("Waffentechnik / Basisfarbe")] public HandbookTowerCategory category;
public Sprite icon; [InspectorName("Buchkategorie")] public BuildMenuGroup menuGroup;
public BuildUse use;
[Header("Kaufpreis")]
[Tooltip("Energie-Kaufpreis. 0 wird in der Preisanzeige ausgeblendet.")]
[Min(0)] public int energyCost; [Min(0)] public int energyCost;
[Tooltip("Gedärme-Kaufpreis. 0 wird in der Preisanzeige ausgeblendet. Beide Ressourcen können gemeinsam erforderlich sein.")]
[Min(0)] public int entrailsCost;
[Header("Texte im Handbuch")]
public string summary; public string summary;
[TextArea(3, 8)] public string description; [TextArea(3, 8)] public string description;
[Tooltip("Kreis, der die gesamte Basis umschließt. Muss vollständig auf den Ring passen.")]
[Header("Grafiken und Prefabs")]
[Tooltip("Bild im Bau-, Index- und Upgrademenü.")]
public Sprite icon;
[Tooltip("Grafik, die während der Platzierung dem Mauszeiger folgt.")]
public Sprite previewSprite;
[Tooltip("Grafik des unbeweglichen Unterteils. Wird vom Platzierungsprototyp genutzt.")]
public Sprite baseSprite;
[Tooltip("Vorbereitetes Unterteil als GameObject. Noch nicht vom Platzierungsprototyp verwendet.")]
public GameObject basePrefab;
[Tooltip("Vollständiges Objekt für die spätere Gameplay-Anbindung.")]
public GameObject gameplayPrefab;
[Header("Platzierung und Platzbedarf")]
public BuildRegion region;
public BaseShape baseShape;
[Tooltip("Kreis, der die gesamte Basis umschließt. Muss vollständig in die Baufläche passen.")]
[Min(0.001f)] public float baseRadius = 0.36f; [Min(0.001f)] public float baseRadius = 0.36f;
public Vector2 baseSize = new Vector2(0.5f, 0.5f);
[Tooltip("Abstandskreis: darf andere Abstandskreise nicht überlappen.")] [Tooltip("Abstandskreis: darf andere Abstandskreise nicht überlappen.")]
[Min(0.001f)] public float placementRadius = 0.6f; [Min(0.001f)] public float placementRadius = 0.6f;
public bool allowPlayerRotation;
public bool blocksMovement, requirePathValidation;
[Header("Mengenlimits und Einsatzdauer")]
public bool countsTowardWallLimit = true;
[Tooltip("0 = kein zusätzliches Limit für diesen Typ.")]
[Min(0)] public int maxPerType;
[Min(0)] public float deploymentCooldown, lifetimeSeconds;
[Min(0)] public int contactUses;
[Header("Kampf, Verbrauch und Sonderfunktion")]
public CombatDefinition combat = new CombatDefinition();
[Header("Kellerversorgung und Turmmagazin")]
public TowerSupplyDefinition supply = new TowerSupplyDefinition();
[Header("Angreifbarkeit und Haltbarkeit")]
public bool targetableByEnemies, destroyableByDamage;
[Min(0)] public float maxHealth;
public bool removeOnFloorLoss = true;
[Header("Verbesserungen")]
public bool upgradeable = true;
public UpgradeDefinition[] upgrades = new UpgradeDefinition[0];
[Header("Vorläufige Werte und Designnotizen")]
public bool provisional = true;
[HideInInspector] public int dataVersion;
public float sourceCostRating;
public int sourceBalanceScore;
[TextArea(3, 12)] public string designNotes;
public CombatDefinition CreateCombatSnapshot(int level)
{
var result = JsonUtility.FromJson<CombatDefinition>(JsonUtility.ToJson(combat));
for (int i = 0; i < Mathf.Min(Mathf.Max(0, level), upgrades.Length); i++)
{
var u = upgrades[i]; result.damagePerHit *= u.damageMultiplier; result.continuousDamagePerSecond *= u.damageMultiplier; result.attacksPerSecond *= u.fireRateMultiplier; result.range *= u.rangeMultiplier;
result.effectStrength *= u.effectMultiplier; result.knockbackDistance *= u.effectMultiplier;
result.energyGeneratedPerSecond *= u.effectMultiplier; result.energyCapacityBonus *= u.effectMultiplier;
result.repairHealthPerSecond *= u.effectMultiplier; result.corpsesCollectedPerSecond *= u.effectMultiplier;
result.slowFraction = Mathf.Clamp01(result.slowFraction * u.effectMultiplier);
}
return result;
}
private void OnValidate() private void OnValidate()
{ {
baseRadius = Mathf.Max(0.001f, baseRadius); baseRadius = Mathf.Max(0.001f, baseRadius);
placementRadius = Mathf.Max(baseRadius, placementRadius); placementRadius = Mathf.Max(baseRadius, placementRadius);
energyCost = Mathf.Max(0, energyCost); energyCost = Mathf.Max(0, energyCost);
entrailsCost = Mathf.Max(0, entrailsCost);
baseSize = new Vector2(Mathf.Max(0.01f, baseSize.x), Mathf.Max(0.01f, baseSize.y));
if (use == BuildUse.Ability) countsTowardWallLimit = false;
if (category == HandbookTowerCategory.Munition) menuGroup = BuildMenuGroup.Physisch;
else if (category == HandbookTowerCategory.Energie) menuGroup = BuildMenuGroup.Energie;
else if ((int)menuGroup < 2) menuGroup = use == BuildUse.Structure ? BuildMenuGroup.Anlagen : BuildMenuGroup.Einsaetze;
} }
} }
} }
@@ -0,0 +1,66 @@
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
namespace DepthsOfGreed.HandbookUI
{
public sealed class HandbookUpgradesController : MonoBehaviour
{
[SerializeField] private Button[] rows, buyButtons, mapMarkers;
[SerializeField] private TMP_Text[] names, effects, buyLabels, markerLabels;
[SerializeField] private Image[] icons;
[SerializeField] private TMP_Text resources, emptyMessage;
[SerializeField] private float mapWorldExtent = 170;
private TestPlacementController placement;
private IHandbookGameplay backend;
private readonly List<BuiltObjectSnapshot> sorted = new List<BuiltObjectSnapshot>();
private long selected, hovered;
public int VisibleUpgradeCount => sorted.Count;
public void Initialize(TestPlacementController p)
{
placement = p; backend = p.Backend;
for (int i = 0; i < rows.Length; i++)
{
int n = i; rows[i].onClick.AddListener(() => { if (n < sorted.Count) { selected = sorted[n].instanceId; Highlights(); } });
buyButtons[i].onClick.AddListener(() => { if (n < sorted.Count) { selected = sorted[n].instanceId; backend.ExecuteUpgrade(selected); } });
var trigger = rows[i].GetComponent<EventTrigger>();
var enter = new EventTrigger.Entry { eventID = EventTriggerType.PointerEnter }; enter.callback.AddListener(_ => { hovered = n < sorted.Count ? sorted[n].instanceId : 0; Highlights(); }); trigger.triggers.Add(enter);
var exit = new EventTrigger.Entry { eventID = EventTriggerType.PointerExit }; exit.callback.AddListener(_ => { hovered = 0; Highlights(); }); trigger.triggers.Add(exit);
}
for (int i = 0; i < mapMarkers.Length; i++) { int n = i; mapMarkers[i].onClick.AddListener(() => { if (n < backend.BuiltObjects.Count) { selected = backend.BuiltObjects[n].instanceId; Highlights(); } }); }
backend.StateChanged += Rebuild; Rebuild();
}
private void OnEnable() { if (backend != null) { selected = hovered = 0; Rebuild(); } }
private void Rebuild()
{
resources.text = "Energie: " + backend.Energy + " · Gedärme: " + backend.Entrails;
sorted.Clear(); foreach (var obj in backend.BuiltObjects) if (obj.type.upgradeable) sorted.Add(obj);
sorted.Sort((a, b) => { int c = string.CompareOrdinal(a.type.id, b.type.id); return c != 0 ? c : a.instanceId.CompareTo(b.instanceId); });
if (sorted.Count > rows.Length || backend.BuiltObjects.Count > mapMarkers.Length) Debug.LogError("Upgrades: Vorbereitete Karten-/Markeranzahl erhöhen.", this);
emptyMessage.gameObject.SetActive(sorted.Count == 0);
for (int i = 0; i < rows.Length; i++)
{
rows[i].gameObject.SetActive(i < sorted.Count); if (i >= sorted.Count) continue;
var obj = sorted[i]; names[i].text = obj.type.displayName + " #" + obj.instanceId + " · Stufe " + obj.upgradeLevel;
icons[i].sprite = obj.type.icon; icons[i].gameObject.SetActive(obj.type.icon);
bool max = obj.upgradeLevel >= obj.type.upgrades.Length;
effects[i].text = max ? "Maximal verbessert" : obj.type.upgrades[obj.upgradeLevel].description;
buyLabels[i].text = max ? "Maximum" : HandbookCostText.Format(obj.type.upgrades[obj.upgradeLevel].energyCost, obj.type.upgrades[obj.upgradeLevel].entrailsCost) is string price && price.Length > 0 ? price : "Verbessern";
buyButtons[i].interactable = !max && backend.CheckUpgrade(obj.instanceId).Allowed;
}
for (int i = 0; i < mapMarkers.Length; i++)
{
mapMarkers[i].gameObject.SetActive(i < backend.BuiltObjects.Count); if (i >= backend.BuiltObjects.Count) continue;
var obj = backend.BuiltObjects[i]; markerLabels[i].text = obj.instanceId.ToString(); ((RectTransform)mapMarkers[i].transform).anchoredPosition = (Vector2)(obj.position - placement.AreaCenter) / placement.AreaRadius * mapWorldExtent;
}
Highlights();
}
private void Highlights()
{
for (int i = 0; i < mapMarkers.Length && i < backend.BuiltObjects.Count; i++) { long id = backend.BuiltObjects[i].instanceId; mapMarkers[i].image.color = id == selected ? new Color(1, 0.7f, 0.1f) : id == hovered ? Color.white : new Color(0.35f, 0.35f, 0.35f); mapMarkers[i].transform.localScale = Vector3.one * (id == selected || id == hovered ? 1.25f : 1); }
for (int i = 0; i < rows.Length && i < sorted.Count; i++) rows[i].image.color = sorted[i].instanceId == selected ? new Color(0.7f, 0.7f, 0.68f) : new Color(0.9f, 0.88f, 0.81f);
}
private void OnDestroy() { if (backend != null) backend.StateChanged -= Rebuild; }
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 0a278a7e05a0f534aad20b7c849e8934

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