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
Object
Component
Behaviour
MonoBehaviour
TDHud
Inherited Members
MonoBehaviour.IsInvoking()
MonoBehaviour.CancelInvoke()
MonoBehaviour.StopCoroutine(Coroutine)
MonoBehaviour.StopAllCoroutines()
MonoBehaviour.destroyCancellationToken
MonoBehaviour.useGUILayout
MonoBehaviour.didStart
MonoBehaviour.didAwake
MonoBehaviour.runInEditMode
Behaviour.enabled
Behaviour.isActiveAndEnabled
Component.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.transform
Component.transformHandle
Component.gameObject
Component.tag
Object.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.name
Object.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

bool

Methods

Configure(SimulationRunner, EntityViewRegistry, Camera)

Assigns dependencies; call before enabling.

public void Configure(SimulationRunner source, EntityViewRegistry views, Camera cameraToUse)

Parameters

source SimulationRunner
views EntityViewRegistry
cameraToUse Camera

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

template EntityTemplate

Returns

float