Battle System Improvements - Implementation Guide
Overview
This document outlines the fixes and improvements made to address the reported issues with gold distribution, null reference errors, and movement speed visibility.
Issues Fixed
1. ✅ Gold Distribution from Discovery Events
Problem: Discovery events were not adding gold to team members' totals.
Root Cause: The TravelEventSystem.ApplyResourceChanges() method was only logging gold changes instead of actually distributing them.
Solution Implemented:
- Added
DistributeGoldToTeam() method that:
- Retrieves team size from PlayerPrefs
- Distributes gold equally among all team members
- Handles remainder gold (gives extra to first few characters)
- Includes automatic currency conversion (100 copper = 1 silver, 100 silver = 1 gold)
- Saves updated character data back to PlayerPrefs
Files Modified:
Assets/Scripts/Events/TravelEventSystem.cs - Added gold distribution system
2. ✅ TravelEventUI Null Reference Error
Problem: NullReferenceException in TravelEventUI.HandleInput() method.
Solution Implemented:
- Added additional null safety check in
HandleInput() method
- Changed from
currentMessage.requiresPlayerInput to currentMessage != null && currentMessage.requiresPlayerInput
- Provides double protection against race conditions
Files Modified:
Assets/Scripts/Events/TravelEventUI.cs - Enhanced null safety
3. ✅ Character Stats UI System
Problem: No way to view character stats (including movement speed) in battle scene.
Solution Implemented:
- Created comprehensive character stats UI system in
PlayerDecisionController
- Key Binding: Press 'C' key to toggle stats panel (avoiding conflict with Tab key used by enemy selection)
- Features:
- Shows base attributes (STR, DEX, CON, WIS, PER)
- Displays combat stats (Health, Attack, AC, Movement Speed)
- Shows NavMeshAgent speed for debugging movement differences
- Updates when clicking on characters
- Clean dark-themed UI with organized sections
Files Created:
Assets/UI/BattleSceneUI/CharacterStatsPanel.uxml - UI layout
Assets/UI/BattleSceneUI/CharacterStatsPanel.uss - UI styling
Files Modified:
Assets/Scripts/BattleScene/PlayerDecisionController .cs - Added UI system
Key Binding Changes
Since the Tab key was already used for enemy selection mode switching, the character stats panel uses:
- 'C' Key: Toggle character stats panel visibility
- Tab Key: Continue to switch enemy selection modes (List UI vs Direct Targeting)
How to Use
Gold Distribution Testing
- Create/trigger discovery events during travel
- Check team member gold values in character selection or shop
- Verify gold is distributed equally among team members
Character Stats Panel
- Enter battle scene
- Press 'C' to toggle the stats panel
- Click on different characters to view their stats
- Compare MovementSpeed values and NavMeshAgent speeds
Movement Speed Verification
- Characters with higher DEX should have higher MovementSpeed values
- NavMeshAgent speed = (MovementSpeed / 10) * 3.5
- Example: MovementSpeed 15 → Agent Speed 5.25 units/sec
Technical Implementation Details
Gold Distribution Logic
// Gold distributed equally with remainder handling
int goldPerMember = totalGold / teamSize;
int remainderGold = totalGold % teamSize;
// First few characters get remainder gold
Character Stats UI Integration
- Uses Unity UI Toolkit (UIElements) for modern UI
- Programmatic fallback if UXML/USS files not found
- Real-time updates when character selection changes
- NavMeshAgent integration for movement speed debugging
Movement Speed System
- Base formula:
agent.speed = (character.MovementSpeed / 10f) * 3.5f
- Configured in
BattleSetup.cs (already working)
- Now visible through character stats display
Future Enhancements
- Health Distribution: Extend resource system to handle health from rest events
- Stats Panel Customization: Add toggle for debug information
- Movement Speed Indicators: Visual indicators during character movement
- Expanded Currency System: Support for equipment costs and rewards
Testing Checklist
Compatibility Notes
- All changes maintain backward compatibility
- No breaking changes to existing systems
- Character stats UI gracefully handles missing components
- Gold distribution works with existing PlayerPrefs save system