(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
+84 -20
View File
@@ -6,6 +6,11 @@ using Ashwild.Player;
namespace Ashwild.UI
{
/// <summary>
/// Drives the on-screen item/recipe notification stack. Incoming notifications are queued and
/// released one at a time on a short delay, so a burst (e.g. one pickup unlocking several recipes)
/// reveals gradually instead of popping all at once, capped by a max on-screen count.
/// </summary>
public class NotificationUI : MonoBehaviour
{
[Header("References")]
@@ -35,7 +40,30 @@ namespace Ashwild.UI
[SerializeField] private string discoveryLabel = "NEW";
[SerializeField] private Color discoveryColor = new Color(1f, 0.85f, 0.3f);
[Header("Queue")]
[Tooltip("Minimum delay between two notifications appearing, so a burst reveals one at a time.")]
[SerializeField] private float spawnDelay = 0.5f;
[Tooltip("Maximum notifications visible on screen at once; the rest wait in the queue.")]
[SerializeField] private int maxActiveNotifications = 5;
[Tooltip("Maximum notifications waiting in the queue; beyond this the oldest pending one is dropped.")]
[SerializeField] private int maxQueuedNotifications = 20;
private readonly List<NotificationItemUI> activeNotifications = new List<NotificationItemUI>();
private readonly Queue<PendingNotification> pendingQueue = new Queue<PendingNotification>();
private float spawnCooldown;
/// <summary>
/// A notification waiting to be shown. Holds either an item gain/loss (item + signed quantity,
/// still mergeable while queued) or a recipe discovery (icon + name).
/// </summary>
private class PendingNotification
{
public bool isDiscovery;
public ItemData item;
public int signedQuantity;
public Sprite icon;
public string label;
}
private void OnEnable()
{
@@ -65,16 +93,18 @@ namespace Ashwild.UI
// Food placed on a cooking station or fuel fed to it both leave the inventory by one.
private void OnItemSpent(ItemData item) => Push(item, -1);
/// <summary>
/// Records an item gain/loss. Merges instantly into a matching active notification, then into a
/// matching one still queued, otherwise enqueues a new one to be released on the spawn delay.
/// </summary>
private void Push(ItemData item, int signedQuantity)
{
if (item == null || signedQuantity == 0) return;
// Clean up destroyed notifications
activeNotifications.RemoveAll(n => n == null);
bool gain = signedQuantity > 0;
// Merge only with a notification for the same item AND same direction
for (int i = 0; i < activeNotifications.Count; i++)
{
if (activeNotifications[i] != null && !activeNotifications[i].IsDiscovery
@@ -86,31 +116,62 @@ namespace Ashwild.UI
}
}
// Create new notification
GameObject go = Instantiate(notificationPrefab, container);
NotificationItemUI notification = go.GetComponent<NotificationItemUI>();
foreach (PendingNotification pending in pendingQueue)
{
if (!pending.isDiscovery && pending.item == item && (pending.signedQuantity > 0) == gain)
{
pending.signedQuantity += signedQuantity;
return;
}
}
float targetY = startOffsetY + activeNotifications.Count * (notificationHeight + spacing);
RectTransform rt = notification.RectTransform;
rt.anchoredPosition = new Vector2(0f, targetY - 30f);
notification.Initialize(item, signedQuantity, gain ? gainColor : lossColor, displayDuration, slideInDuration, slideInEase);
// Slide in from below
rt.DOAnchorPosY(targetY, slideInDuration).SetEase(slideInEase);
activeNotifications.Add(notification);
Enqueue(new PendingNotification { isDiscovery = false, item = item, signedQuantity = signedQuantity });
}
/// <summary>
/// Pushes a one-time "NEW" notification for a newly unlocked recipe: its result icon and name
/// with the configured badge in the discovery colour. Never merges with anything.
/// Enqueues a one-time "NEW" notification for a newly unlocked recipe (its result icon and name
/// with the discovery badge). Never merges; released on the spawn delay like the rest.
/// </summary>
private void PushDiscovery(Sprite icon, string recipeName)
{
activeNotifications.RemoveAll(n => n == null);
Enqueue(new PendingNotification { isDiscovery = true, icon = icon, label = recipeName });
}
/// <summary>
/// Adds a pending notification to the queue, dropping the oldest waiting one when the queue is
/// full so the most recent notifications are never lost.
/// </summary>
private void Enqueue(PendingNotification pending)
{
if (pendingQueue.Count >= maxQueuedNotifications)
pendingQueue.Dequeue();
pendingQueue.Enqueue(pending);
}
/// <summary>
/// Ticks the spawn cooldown and releases at most one queued notification per delay, while the
/// on-screen count is under the cap.
/// </summary>
private void Update()
{
if (spawnCooldown > 0f)
spawnCooldown -= Time.deltaTime;
if (pendingQueue.Count == 0 || spawnCooldown > 0f) return;
activeNotifications.RemoveAll(n => n == null);
if (activeNotifications.Count >= maxActiveNotifications) return;
Spawn(pendingQueue.Dequeue());
spawnCooldown = spawnDelay;
}
/// <summary>
/// Instantiates and slides in a notification for a released pending entry, wiring it as either
/// an item gain/loss or a recipe discovery.
/// </summary>
private void Spawn(PendingNotification pending)
{
GameObject go = Instantiate(notificationPrefab, container);
NotificationItemUI notification = go.GetComponent<NotificationItemUI>();
@@ -119,7 +180,10 @@ namespace Ashwild.UI
RectTransform rt = notification.RectTransform;
rt.anchoredPosition = new Vector2(0f, targetY - 30f);
notification.InitializeDiscovery(icon, recipeName, discoveryLabel, discoveryColor, displayDuration, slideInDuration);
if (pending.isDiscovery)
notification.InitializeDiscovery(pending.icon, pending.label, discoveryLabel, discoveryColor, displayDuration, slideInDuration);
else
notification.Initialize(pending.item, pending.signedQuantity, pending.signedQuantity > 0 ? gainColor : lossColor, displayDuration, slideInDuration, slideInEase);
rt.DOAnchorPosY(targetY, slideInDuration).SetEase(slideInEase);