add UI layer: dialogue stream, HUD, player menu, and skills panel

Runtime UI under Scripts/UI: a UIStateController owning menu/dialogue state, a
PlayerControlLock so opening a panel suppresses world input, panel visibility
helpers, and the menu input binding.

Views: the dialogue stream presenter and its options presenter and message row,
the portrait HUD, and the player menu with character, journal, and tab-bar
views. Skills gains SkillsPanelView and SkillRowView, which is why the Skills
asmdef now references UnityEngine.UI.

Prefabs/UI holds the authored canvases (dialogue stream, HUD, player menu) and
their rows. UILayerBootstrap remains a hand-added runtime fallback for scenes
where those prefabs are not instantiated; it deliberately does not auto-spawn.

Editor/UILayerSetup.cs is the one-shot menu that builds and wires those prefabs
into a scene, with UILayerSetupAutoRun reminding after a script reload.

Art/UI/Placeholder carries the placeholder portrait the HUD falls back to.

Co-Authored-By: Claude Opus 5 <[email protected]>
This commit is contained in:
2026-08-25 19:03:42 +02:00
co-authored by Claude Opus 5
parent 932cd0582f
commit cba87dcb31
57 changed files with 7707 additions and 1 deletions
@@ -0,0 +1,50 @@
using TMPro;
using UnityEngine;
using UnityEngine.UI;
namespace NightclubArcadia.Skills
{
/// <summary>
/// One skill row: name, numeric rank, and accent-tinted fill bar.
/// </summary>
public sealed class SkillRowView : MonoBehaviour
{
[SerializeField] TMP_Text nameLabel;
[SerializeField] TMP_Text rankLabel;
[SerializeField] Image barFill;
[SerializeField] Image accentStripe;
public void Bind(SkillDefinition def, int rank, int displayMaxRank)
{
if (def == null)
{
return;
}
if (nameLabel != null)
{
nameLabel.text = string.IsNullOrEmpty(def.DisplayName)
? def.Id.ToUpperInvariant()
: def.DisplayName;
nameLabel.color = def.AccentColor;
}
if (rankLabel != null)
{
rankLabel.text = rank.ToString();
}
if (barFill != null)
{
var max = Mathf.Max(1, displayMaxRank);
barFill.fillAmount = Mathf.Clamp01(rank / (float)max);
barFill.color = def.AccentColor;
}
if (accentStripe != null)
{
accentStripe.color = def.AccentColor;
}
}
}
}