(Feat) Add build cost

This commit is contained in:
2026-07-14 14:25:02 +02:00
parent c9e923975d
commit 3657b870d8
27 changed files with 1270 additions and 990 deletions
+96 -2
View File
@@ -1,7 +1,9 @@
using System.Collections.Generic;
using DG.Tweening;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using Ashwild.Building;
using Ashwild.Interaction;
using Ashwild.Player;
@@ -39,6 +41,18 @@ namespace Ashwild.UI
/// </summary>
[SerializeField] private TMP_Text promptLabel;
[Header("Build Cost")]
/// <summary>
/// Container the per-resource cost entries are parented under while a build is being placed.
/// Its own layout (e.g. a HorizontalLayoutGroup) arranges them.
/// </summary>
[SerializeField] private RectTransform costHolder;
/// <summary>
/// Prefab instantiated once per cost line (icon + amount) into the holder. Pooled and reused.
/// </summary>
[SerializeField] private BuildCostEntryUI costEntryPrefab;
[Header("States")]
/// <summary>
/// Look used when nothing is hovered (the plain dot).
@@ -101,6 +115,18 @@ namespace Ashwild.UI
/// </summary>
private string currentPrompt;
/// <summary>
/// True while a build's cost is displayed: the prompt label is suppressed and the holder takes
/// over, so a hovered interactable's prompt never fights the cost readout mid-placement.
/// </summary>
private bool isShowingCost;
/// <summary>
/// The instantiated cost entries, pooled and reused across placements — activated up to the
/// current cost's line count and hidden beyond it.
/// </summary>
private readonly List<BuildCostEntryUI> costEntries = new List<BuildCostEntryUI>();
#endregion
#region Unity Lifecycle
@@ -126,6 +152,7 @@ namespace Ashwild.UI
private void OnEnable()
{
PlayerEvents.InteractableHoverChanged += HandleHoverChanged;
PlayerEvents.BuildCostChanged += HandleBuildCostChanged;
ApplyState(idleState, isHover: false, animated: false);
SetLabel(null, animated: false);
}
@@ -136,6 +163,7 @@ namespace Ashwild.UI
private void OnDisable()
{
PlayerEvents.InteractableHoverChanged -= HandleHoverChanged;
PlayerEvents.BuildCostChanged -= HandleBuildCostChanged;
}
/// <summary>
@@ -151,7 +179,7 @@ namespace Ashwild.UI
if (prompt != currentPrompt)
{
currentPrompt = prompt;
SetLabel(prompt, animated: true);
if (!isShowingCost) SetLabel(prompt, animated: true);
}
}
@@ -180,7 +208,24 @@ namespace Ashwild.UI
currentPrompt = hovering ? target.InteractionPrompt : null;
ApplyState(hovering ? hoverState : idleState, hovering, animated: true);
SetLabel(currentPrompt, animated: true);
if (!isShowingCost) SetLabel(currentPrompt, animated: true);
}
/// <summary>
/// Shows the active build's cost (hiding the prompt label and filling the holder) while placing,
/// or clears it and restores the normal prompt when the list is null/empty (placement ended).
/// </summary>
private void HandleBuildCostChanged(IReadOnlyList<BuildCostView> cost)
{
if (cost == null || cost.Count == 0)
{
ClearCost();
return;
}
isShowingCost = true;
SetLabel(null, animated: true);
PopulateCost(cost);
}
#endregion
@@ -243,6 +288,55 @@ namespace Ashwild.UI
a => promptLabel.alpha = a, target, labelFadeDuration);
}
/// <summary>
/// Fills the holder with one entry per cost line, reusing pooled entries and only instantiating
/// when the current build needs more lines than any previous one. Entries beyond this build's
/// count are hidden. Logs and no-ops when the holder or prefab reference is missing.
/// </summary>
private void PopulateCost(IReadOnlyList<BuildCostView> cost)
{
if (costHolder == null || costEntryPrefab == null)
{
Debug.LogError("[CrosshairManager] Cost holder or entry prefab not assigned — cannot show the build cost.", this);
return;
}
for (int i = 0; i < cost.Count; i++)
{
BuildCostEntryUI entry;
if (i < costEntries.Count)
{
entry = costEntries[i];
}
else
{
entry = Instantiate(costEntryPrefab, costHolder);
costEntries.Add(entry);
}
entry.gameObject.SetActive(true);
entry.Set(cost[i].Icon, cost[i].Owned, cost[i].Amount, cost[i].Affordable);
}
for (int i = cost.Count; i < costEntries.Count; i++)
if (costEntries[i] != null) costEntries[i].gameObject.SetActive(false);
}
/// <summary>
/// Hides every cost entry and restores the prompt for whatever is currently hovered. No-op when
/// no cost is being shown.
/// </summary>
private void ClearCost()
{
if (!isShowingCost) return;
isShowingCost = false;
for (int i = 0; i < costEntries.Count; i++)
if (costEntries[i] != null) costEntries[i].gameObject.SetActive(false);
SetLabel(currentPrompt, animated: true);
}
/// <summary>
/// Kills every cached tween so none survive a disable/destroy.
/// </summary>