Aetheria/Assets/Scripts/Gameplay/ActionBarSlot.cs
Meta Vens 67cbf34b25 Switch engine asset references from Resources paths to Addressables GUIDs
Cut 2 of docs/addressables-cut.md. The asset move (git mv
Resources/{Prefabs,Schematics,Sprites/Icons} -> Content/...) and the
UnityHelpers.cs deletion already landed in 1fdf8151, picked up by a
concurrent session sharing this working tree; this commit is the rest
of Cut 2 landing on top of that shared state, atomically:

- Bump CultLib to cultlib-unity-v1.0.60 / caching-unity-v1.4.0 (both
  45c2f40) in Packages/manifest.json, packages-lock.json and
  Directory.Build.props, together with the 8 ServerShared
  [CultInspectorAssetPath] usages becoming [CultInspectorAssetGuid] -
  the .NET and Unity sides move together or nothing compiles.
- Assets/Scripts/EngineAssets.cs replaces UnityHelpers: loads an
  Addressables key (bare GUID or guid[subAsset]) synchronously,
  loading the GameObject and taking the component for the four sites
  that load a component. ActionBarSlot, EntityInstance, ShipInstance
  and ZoneRenderer call it instead of Resources.Load/UnityHelpers; the
  inline "Assets/Resources/" prefix strips are gone with them.
  CultCacheDrawers' schematic preview goes through
  AssetDatabase.GUIDToAssetPath first.
- Assets/Scripts/Editor/EngineAssetCheck.cs validates every stored
  [CultInspectorAssetGuid] value: 32 lowercase hex, resolves to a file,
  is addressable, and satisfies its member's consumer-type contract
  (Texture2D for icons/logos/schematics, a GameObject with the right
  component for prefabs) - table-driven, so an attributed member with
  no row fails loudly instead of being skipped.
- GameData/Aetheria.cc: the scratch migration (Aetheria.Shared + the
  pinned CultLib revision, a throwaway console app, never landed)
  walked all 138 attributed field slots across 180 documents,
  rewriting the 30 non-empty Resources paths to their .meta GUIDs -
  108 stayed empty, 0 unresolved, matching the map's census exactly.

Verification: dotnet test tests/Aetheria.Shared.Tests 61/61 green
against CultLib 45c2f40; Unity 6000.3.24f1 batchmode compiles clean;
EngineAssetCheck.Run passes all 30 stored references; the map's
negative greps are clean; tests/mutation_tests.py's 5 mutations (wrong
type, non-addressable, random guid, an old path, and an untabled
attributed member) are all caught and named, the control case and the
post-revert recompile stay clean, and the catalog/source are restored
byte-identical afterward.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 05:04:50 +02:00

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6.4 KiB
C#

using System;
using MessagePack;
using Newtonsoft.Json;
using TMPro;
using UniRx.Triggers;
using UnityEngine;
using UnityEngine.UI;
public class ActionBarSlot : MonoBehaviour
{
public TextMeshProUGUI Label;
public RawImage Icon;
public TextMeshProUGUI InputLabel;
public Image InputIcon;
public TextMeshProUGUI QuantityRemaining;
public Image Fill;
public ObservablePointerEnterTrigger PointerEnterTrigger;
public ObservablePointerExitTrigger PointerExitTrigger;
private ActionBarBinding binding;
public ActionBarBinding Binding
{
get => binding;
set
{
binding = value;
if (binding == null)
{
Fill.fillAmount = 0;
Label.gameObject.SetActive(false);
QuantityRemaining.gameObject.SetActive(false);
Icon.gameObject.SetActive(false);
}
}
}
private void Update()
{
Binding?.Update();
}
public SavedActionBarBinding Save()
{
return Binding switch
{
ActionBarConsumableBinding actionBarConsumableBinding => new SavedActionBarConsumableBinding
{
Target = actionBarConsumableBinding.Entity.ItemManager.ItemData.RefOf(actionBarConsumableBinding.Target)
},
ActionBarGearBinding actionBarGearBinding => new SavedActionBarGearBinding
{
EquipmentIndex = actionBarGearBinding.Entity.Equipment.IndexOf(actionBarGearBinding.Item),
BehaviorIndex = Array.IndexOf(actionBarGearBinding.Item.Behaviors, actionBarGearBinding.Behavior)
},
ActionBarWeaponGroupBinding actionBarWeaponGroupBinding => new SavedActionBarWeaponGroupBinding
{
Group = actionBarWeaponGroupBinding.Group
},
_ => null
};
}
public void Restore(SavedActionBarBinding binding, Entity entity)
{
Binding = binding switch
{
SavedActionBarConsumableBinding savedActionBarConsumableBinding =>
new ActionBarConsumableBinding(
entity,
this,
entity.ItemManager.ItemData.Get(savedActionBarConsumableBinding.Target)),
SavedActionBarGearBinding savedActionBarGearBinding =>
new ActionBarGearBinding(
entity,
this,
entity.Equipment[savedActionBarGearBinding.EquipmentIndex],
entity.Equipment[savedActionBarGearBinding.EquipmentIndex]
.Behaviors[savedActionBarGearBinding.BehaviorIndex] as IActivatedBehavior),
SavedActionBarWeaponGroupBinding savedActionBarWeaponGroupBinding =>
new ActionBarWeaponGroupBinding(entity, this, savedActionBarWeaponGroupBinding.Group),
_ => null
};
}
}
public abstract class ActionBarBinding
{
public Entity Entity { get; }
protected ActionBarSlot Slot { get; }
public abstract void Activate();
public abstract void Deactivate();
public abstract void Update();
public ActionBarBinding(Entity entity, ActionBarSlot slot)
{
Entity = entity;
Slot = slot;
}
}
public class ActionBarConsumableBinding : ActionBarBinding
{
public ConsumableItemData Target;
public ActionBarConsumableBinding(Entity entity, ActionBarSlot slot, ConsumableItemData target) : base(entity, slot)
{
Target = target;
Slot.QuantityRemaining.gameObject.SetActive(true);
var data = Target;
if(!string.IsNullOrEmpty(data.Icon))
{
Slot.Label.gameObject.SetActive(false);
Slot.Icon.gameObject.SetActive(true);
Slot.Icon.texture = EngineAssets.Load<Texture2D>(data.Icon);
}
else Slot.Icon.gameObject.SetActive(false);
}
public override void Activate()
{
Entity.TryActivateConsumable(Target);
}
public override void Deactivate()
{
}
public override void Update()
{
Slot.QuantityRemaining.text = $"{Entity.CountItemsInCargo(Entity.ItemManager.ItemData.RefOf<ItemData>(Target).Key)}";
var instance = Entity.FindActiveConsumable(Target);
if (instance == null) Slot.Fill.fillAmount = 0;
else Slot.Fill.fillAmount = instance.RemainingDuration / instance.Data.Duration;
}
}
public class ActionBarGearBinding : ActionBarBinding
{
public EquippedItem Item { get; }
public IActivatedBehavior Behavior { get; }
public bool Active;
public ActionBarGearBinding(Entity entity, ActionBarSlot slot, EquippedItem item, IActivatedBehavior behavior) : base(entity, slot)
{
Item = item;
var data = Entity.ItemManager.GetData(item.EquippableItem);
Behavior = behavior;
Slot.QuantityRemaining.gameObject.SetActive(false);
Slot.Icon.gameObject.SetActive(true);
Slot.Label.gameObject.SetActive(false);
if (!string.IsNullOrEmpty(Item.Data.ActionBarIcon))
Slot.Icon.texture = EngineAssets.Load<Texture2D>(Item.Data.ActionBarIcon);
else if (data is WeaponItemData weaponItemData)
Slot.Icon.texture = ActionGameManager.Instance.Settings.GetIcon(weaponItemData.WeaponType).texture;
else Slot.Icon.texture = ActionGameManager.Instance.Settings.GetIcon(data.HardpointType).texture;
}
public override void Activate()
{
Active = true;
Behavior.Activate();
}
public override void Deactivate()
{
Active = false;
Behavior.Deactivate();
}
public override void Update()
{
Slot.Fill.fillAmount = Active ? 1 : 0;
}
}
[MessagePackObject]
public class ActionBarWeaponGroupBinding : ActionBarBinding
{
[Key(0)] public int Group;
public ActionBarWeaponGroupBinding(Entity entity, ActionBarSlot slot, int group) : base(entity, slot)
{
Group = group;
slot.Label.gameObject.SetActive(true);
slot.Label.text = $"G{Group+1}";
Slot.Icon.gameObject.SetActive(false);
}
public override void Activate()
{
foreach (var weapon in Entity.WeaponGroups[Group].weapons)
{
weapon.Activate();
}
}
public override void Deactivate()
{
foreach (var weapon in Entity.WeaponGroups[Group].weapons)
{
weapon.Deactivate();
}
}
public override void Update()
{
}
}