Class TDHud
- Namespace
- TDMaker.Unity.View
- Assembly
- TDMaker.Unity.dll
Minimal IMGUI heads-up display for PC (mouse and keyboard): economy and wave status, wave calling, speed control, slot/tower menus (build, branching upgrades, abilities, target priority, sell, rally), hero portraits with level/XP/skills/respawn timer and click-to-move, and spell buttons with click-to-target. Every range, aim and pick ellipse uses RangeShape, the same shape as the simulation's range check.
[DefaultExecutionOrder(50)]
[AddComponentMenu("2D Tower Defense Maker/TD Hud")]
public sealed class TDHud : MonoBehaviour
- Inheritance
-
ObjectComponentBehaviourMonoBehaviourTDHud
- Inherited Members
-
MonoBehaviour.IsInvoking()MonoBehaviour.CancelInvoke()MonoBehaviour.StopCoroutine(Coroutine)MonoBehaviour.StopAllCoroutines()MonoBehaviour.destroyCancellationTokenMonoBehaviour.useGUILayoutMonoBehaviour.didStartMonoBehaviour.didAwakeMonoBehaviour.runInEditModeBehaviour.enabledBehaviour.isActiveAndEnabledComponent.GetComponent<T>()Component.TryGetComponent<T>(out T)Component.GetComponentInChildren<T>()Component.GetComponentsInChildren<T>()Component.GetComponentInParent<T>()Component.GetComponentsInParent<T>()Component.GetComponents<T>()Component.GetComponentIndex()Component.CompareTag(TagHandle)Component.transformComponent.transformHandleComponent.gameObjectComponent.tagObject.GetEntityId()Object.GetInstanceID()Object.GetHashCode()Object.InstantiateAsync<T>(T)Object.InstantiateAsync<T>(T, Transform)Object.InstantiateAsync<T>(T, Vector3, Quaternion)Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)Object.Instantiate(Object, Vector3, Quaternion)Object.Instantiate(Object, Vector3, Quaternion, Transform)Object.Instantiate(Object)Object.Instantiate(Object, Scene)Object.Instantiate<T>(T, InstantiateParameters)Object.Instantiate<T>(T, Vector3, Quaternion, InstantiateParameters)Object.Instantiate(Object, Transform)Object.Instantiate<T>(T)Object.Instantiate<T>(T, Vector3, Quaternion)Object.Instantiate<T>(T, Vector3, Quaternion, Transform)Object.Instantiate<T>(T, Transform)Object.Destroy(Object)Object.DestroyImmediate(Object)Object.DontDestroyOnLoad(Object)Object.DestroyObject(Object)Object.FindObjectsOfType<T>()Object.FindObjectsByType<T>(FindObjectsSortMode)Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)Object.FindObjectOfType<T>()Object.FindFirstObjectByType<T>()Object.FindAnyObjectByType<T>()Object.FindFirstObjectByType<T>(FindObjectsInactive)Object.FindAnyObjectByType<T>(FindObjectsInactive)Object.FindObjectsByType<T>()Object.FindObjectsByType<T>(FindObjectsInactive)Object.ToString()Object.nameObject.hideFlags
Constructors
TDHud()
public TDHud()
Properties
OverlayOnly
When true the HUD is a read-only debug overlay: it ignores input and draws no menus or world previews.
public bool OverlayOnly { get; set; }
Property Value
Methods
Configure(SimulationRunner, EntityViewRegistry, Camera)
Assigns dependencies; call before enabling.
public void Configure(SimulationRunner source, EntityViewRegistry views, Camera cameraToUse)
Parameters
sourceSimulationRunnerviewsEntityViewRegistrycameraToUseCamera
TemplateRange(EntityTemplate)
The range used for display: the largest attack range, or the rally radius for pure barracks.
public static float TemplateRange(EntityTemplate template)
Parameters
templateEntityTemplate