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:
@@ -0,0 +1,53 @@
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
|
||||
namespace NightclubArcadia.UI.Dialogue
|
||||
{
|
||||
/// <summary>
|
||||
/// One message row in the dialogue stream: optional speaker name + body text.
|
||||
/// </summary>
|
||||
public sealed class DialogueMessageRow : MonoBehaviour
|
||||
{
|
||||
[SerializeField] TMP_Text speakerText;
|
||||
[SerializeField] TMP_Text bodyText;
|
||||
[SerializeField] GameObject speakerLabel;
|
||||
|
||||
public TMP_Text BodyText => bodyText;
|
||||
|
||||
public void SetContent(string speaker, string body)
|
||||
{
|
||||
if (string.IsNullOrWhiteSpace(speaker))
|
||||
{
|
||||
if (speakerLabel != null)
|
||||
{
|
||||
speakerLabel.SetActive(false);
|
||||
}
|
||||
else if (speakerText != null)
|
||||
{
|
||||
speakerText.gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (speakerLabel != null)
|
||||
{
|
||||
speakerLabel.SetActive(true);
|
||||
}
|
||||
else if (speakerText != null)
|
||||
{
|
||||
speakerText.gameObject.SetActive(true);
|
||||
}
|
||||
|
||||
if (speakerText != null)
|
||||
{
|
||||
speakerText.text = speaker;
|
||||
}
|
||||
}
|
||||
|
||||
if (bodyText != null)
|
||||
{
|
||||
bodyText.text = body ?? string.Empty;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user