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# AGENTS.md
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This repository's agent instructions live in [`CLAUDE.md`](./CLAUDE.md). It is
|
||||
tool-agnostic — repository layout, the Unity command line, the dialogue content
|
||||
pipeline, validation, conventions, and known traps.
|
||||
|
||||
Read `CLAUDE.md` before making changes, regardless of which agent you are.
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||||
|
||||
Design and migration plans are in [`docs/`](./docs/), most relevantly
|
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[`docs/restructure-plan.md`](./docs/restructure-plan.md).
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@@ -0,0 +1,361 @@
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# Nightclub Arcadia — agent reference
|
||||
|
||||
Reference for coding agents (Claude Code and others) working in this repository.
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||||
Human-facing design docs live in `docs/`. This file is the operational one: where
|
||||
things are, what is generated, and how to build/test/validate from the terminal.
|
||||
|
||||
Companion: `AGENTS.md` (pointer file, same content applies).
|
||||
|
||||
---
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||||
|
||||
## 1. Repository layout
|
||||
|
||||
Repo root is `nightlcub-arcadia` (the typo is in the directory name, not a mistake
|
||||
to fix — it is the checkout path). The Unity project is a **subdirectory**:
|
||||
|
||||
```
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||||
/Users/lennart/Dev/nightlcub-arcadia/ # git root
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||||
├── CLAUDE.md, AGENTS.md # this reference
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||||
├── docs/ # design + plan docs (markdown)
|
||||
├── tools/YarnCheck/ # .NET 9 Yarn compiler/player, no Unity needed
|
||||
├── .gitignore # macOS / IDE / toolchain rules
|
||||
└── NightclubArcadia/ # ← the Unity project (-projectPath)
|
||||
├── .gitignore # Unity rules (anchored, must stay here)
|
||||
├── Assets/
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||||
├── Packages/ # incl. embedded dev.yarnspinner.unity
|
||||
└── ProjectSettings/
|
||||
```
|
||||
|
||||
**Two `.gitignore` files, deliberately.** The Unity one anchors every rule with a
|
||||
leading `/`, so it only works at the root of the Unity project folder. Do not merge them.
|
||||
|
||||
Unity **6000.5.8f1**, URP 17.5.0, Cinemachine 3.1.7, Input System 1.20.0,
|
||||
AI Navigation 2.0.14, ProBuilder 6.1.2, Test Framework 1.7.0. Yarn Spinner is an
|
||||
**embedded package** at `NightclubArcadia/Packages/dev.yarnspinner.unity` (plus the
|
||||
`textanimator` addon) — it is committed, not resolved from a registry.
|
||||
|
||||
---
|
||||
|
||||
## 2. Ground rules
|
||||
|
||||
1. **Never hand-edit generated `.asset` files.** `Assets/Skills/Definitions/*.asset`,
|
||||
`Assets/Skills/SkillDatabase.asset`, `Assets/Candidates/Definitions/*.asset` and
|
||||
`Assets/Candidates/CandidateDatabase.asset` are *build output*. Their sources are
|
||||
`Assets/Skills/skill_bible.json` and `Assets/Candidates/candidates.json`. Edits are
|
||||
overwritten by the Editor setup scripts. Edit the JSON.
|
||||
2. **Never hand-edit scene or prefab YAML unless you have read the surrounding block.**
|
||||
GUID/fileID surgery in `.unity` / `.prefab` files silently detaches components.
|
||||
3. **One Unity instance per project path.** Unity refuses to open a project in batch
|
||||
mode while the Editor has it open — a single instance at a time. Always check before
|
||||
any `-batchmode` invocation (§3.1).
|
||||
4. **Prefer YarnCheck over Unity for dialogue validation.** It is seconds, not minutes,
|
||||
and needs no Editor lock (§5.3).
|
||||
5. **Do not commit on the user's behalf** unless asked. Unity writes to tracked files
|
||||
(`ProjectSettings/*`, `.meta`, scenes) as a side effect of simply being open, so
|
||||
`git status` noise is expected and is not always yours.
|
||||
|
||||
---
|
||||
|
||||
## 3. Unity from the command line
|
||||
|
||||
### 3.0 Two different tools, both present
|
||||
|
||||
| | What it is | Status |
|
||||
|---|---|---|
|
||||
| `/Users/lennart/.unity/bin/unity` | The **Unity CLI** (v1.0.0-beta.6). Wraps the Editor for CI-shaped work: `build`, `test`, `run`, `open`, plus editor/license/cloud management. | Installed. **Prefer this.** |
|
||||
| `/Applications/Unity/Hub/Editor/6000.5.8f1/Unity.app/Contents/MacOS/Unity` | The **Editor executable**. Raw `-batchmode` flags. | Installed. Fallback, for flags the CLI does not expose. |
|
||||
|
||||
The CLI is **not on `PATH` for non-interactive shells** — `which unity` fails even though the
|
||||
binary exists, and `unity doctor` reports `check.binary-on-path warn`. Always invoke it by
|
||||
absolute path, or export it:
|
||||
|
||||
```bash
|
||||
export UNITY_CLI="/Users/lennart/.unity/bin/unity"
|
||||
export UNITY="/Applications/Unity/Hub/Editor/6000.5.8f1/Unity.app/Contents/MacOS/Unity"
|
||||
export UNITY_PROJECT="/Users/lennart/Dev/nightlcub-arcadia/NightclubArcadia"
|
||||
```
|
||||
|
||||
`unity doctor --no-banner` confirms the environment: signed in via OAuth keyring, editor
|
||||
`6000.5.8f1` arm64 resolved from `ProjectVersion.txt`. Add `--json` to any command for
|
||||
machine-readable output and `--no-banner` to keep logs clean.
|
||||
|
||||
### 3.1 Always check the lock first
|
||||
|
||||
Only one Unity instance per project path. Check before any headless run:
|
||||
|
||||
```bash
|
||||
pgrep -fl "Unity.app/Contents/MacOS/Unity" | grep -v AssetImportWorker
|
||||
```
|
||||
|
||||
`AssetImportWorker*` processes are children of the main Editor — filter them out or you will
|
||||
misread the check. `Temp/UnityLockfile` and `unity status` are the other two signals.
|
||||
|
||||
### 3.2 Run tests
|
||||
|
||||
```bash
|
||||
"$UNITY_CLI" test "$UNITY_PROJECT" --no-banner --mode EditMode \
|
||||
--output /tmp/editmode-results.xml \
|
||||
--report-format both --junit-output /tmp/editmode-junit.xml
|
||||
```
|
||||
|
||||
Useful flags: `--filter <pattern>`, `--retries <0-10>` (reports tests that pass on retry as
|
||||
flaky), `--rerun-failed`, `--shard N/M` for parallel CI, `--coverage`, `--timeout <seconds>`.
|
||||
|
||||
`--mode PlayMode` runs the PlayMode suite. **There are none yet** — `Assets/Tests/` is EditMode
|
||||
only, so that command reports zero tests. A PlayMode suite needs a new
|
||||
`Assets/Tests/PlayMode/*.asmdef` referencing `UnityEngine.TestRunner` with `includePlatforms`
|
||||
left empty.
|
||||
|
||||
Raw-Editor equivalent, if you need a flag the CLI does not expose:
|
||||
|
||||
```bash
|
||||
"$UNITY" -batchmode -nographics -projectPath "$UNITY_PROJECT" \
|
||||
-runTests -testPlatform EditMode \
|
||||
-testResults /tmp/editmode-results.xml -logFile /tmp/unity-editmode.log
|
||||
```
|
||||
|
||||
**Do not add `-quit` to a `-runTests` run** — the runner terminates the Editor itself, and
|
||||
`-quit` on top of async work can hang it.
|
||||
|
||||
**Parse the results XML; do not trust the exit code.** Unity's own docs state there is no common
|
||||
exit-code definition across the components under test. Read `total`/`passed`/`failed` off the
|
||||
root element and list any `test-case` whose `result` is not `Passed`.
|
||||
|
||||
### 3.3 Build a player
|
||||
|
||||
```bash
|
||||
"$UNITY_CLI" build "$UNITY_PROJECT" --no-banner \
|
||||
--target StandaloneOSX -o /tmp/NightclubArcadia.app
|
||||
```
|
||||
|
||||
Without `--execute-method` the CLI uses Unity's built-in build — a Build Profile on Unity 6+, or
|
||||
the legacy desktop player flags — and builds whatever scenes `EditorBuildSettings` enables.
|
||||
`--profile <name>` selects a profile from `Assets/Settings/Build Profiles` (the profile defines
|
||||
the target). `-l/--log-file` overrides the log path; the log streams to console unless `--no-tail`.
|
||||
|
||||
**No build script exists yet.** When one is added, put it at `Assets/Editor/BuildPipeline.cs` and
|
||||
call `--execute-method NightclubArcadia.Editor.BuildPipeline.BuildMacOS`. The CLI forwards the
|
||||
output path as `-buildOutput` and **your method is responsible for honouring it**. A build method
|
||||
must call `EditorApplication.Exit(1)` on failure, or Unity exits 0 and CI reports a green build
|
||||
that produced nothing.
|
||||
|
||||
### 3.4 Run an arbitrary Editor method
|
||||
|
||||
```bash
|
||||
"$UNITY_CLI" run "$UNITY_PROJECT" --no-banner --timeout 900 -- \
|
||||
-executeMethod SomeClass.SomeStaticMethod
|
||||
```
|
||||
|
||||
**`unity run` owns `-batchmode`, `-nographics`, `-quit` and `-logFile`.** Passing any of them
|
||||
after `--` fails with a reserved-flag error. Pass only your own arguments.
|
||||
|
||||
Output does **not** stream to stdout. The log lands at `$UNITY_PROJECT/Logs/Editor.log` (the
|
||||
previous run rotates to `Editor-prev.log`), so tag your `Debug.Log` calls and grep for them:
|
||||
|
||||
```bash
|
||||
grep -n "\[YourTag\]" "$UNITY_PROJECT/Logs/Editor.log" | tail -20
|
||||
```
|
||||
|
||||
This is the mechanism for the JSON → ScriptableObject regeneration in
|
||||
`Assets/Editor/SkillSystemSetup.cs` and `CandidateSystemSetup.cs`. Read the actual class and
|
||||
method names out of those files before invoking — do not guess them.
|
||||
|
||||
## 4. The dialogue content pipeline
|
||||
|
||||
### 4.1 Where content lives
|
||||
|
||||
```
|
||||
NightclubArcadia/Assets/Dialogue/
|
||||
├── NightclubArcadia.yarnproject # globs **/*.yarn — new files need no registration
|
||||
├── Common.yarn # every <<declare>>, project-wide. Never played.
|
||||
├── Commentary.yarn # passive skill barks, one node per (context, skill)
|
||||
├── Scenes/ SC101, SC102, Debug
|
||||
├── Characters/ Bartender, Bradford Kane, Chevalier Cassian Thal
|
||||
└── Objects/ Chair
|
||||
```
|
||||
|
||||
**Dialogue is already plain text in the repo.** It is authored in `.yarn` files, not inside
|
||||
the Unity Editor, and any new `.yarn` file dropped anywhere under `Assets/Dialogue/` is picked
|
||||
up automatically by the `**/*.yarn` glob in the `.yarnproject`. Adding a scene or a character
|
||||
requires **no C#, no Unity, and no `.yarnproject` edit**.
|
||||
|
||||
The one caveat: the `.yarnproject` also stores `editorOptions.yarnScriptEditor.projectGraphPositions`
|
||||
— per-file x/y coordinates for the Yarn graph editor. These churn whenever anyone opens the
|
||||
graph view. Treat that block as editor state; do not fight over it in review.
|
||||
|
||||
### 4.2 The variable contract
|
||||
|
||||
Every variable used anywhere must be `<<declare>>`d in `Common.yarn`. This is the whole point
|
||||
of that file: the compiler then catches `$reputaton` instead of silently creating a second
|
||||
variable at runtime. Adding a scene flag means adding a `<<declare>>` line — that is a writer
|
||||
action, not a code action.
|
||||
|
||||
Naming families that are load-bearing (enforced or lint-checked):
|
||||
|
||||
| Family | Meaning | Checked by |
|
||||
|---|---|---|
|
||||
| `$self_lean_<candidate_id>` | identity-lean counter | `CandidateYarnLintTests` — id must exist in `candidates.json` |
|
||||
| `$found_<clue_id>` | clue coverage | `CandidateYarnLintTests` — id must exist in `candidates.json` |
|
||||
| `$visited_<location_id>` | first arrival | convention; `unlockFlag` in `candidates.json` may only name these |
|
||||
| `$errand_<errand_id>` | errand state | same |
|
||||
| `$seen_<scene_id>` | scene witnessed | convention |
|
||||
| `$check_*` | written by `<<check>>` | **never `<<set>>` by hand** |
|
||||
|
||||
### 4.3 Writer-facing Yarn vocabulary
|
||||
|
||||
Commands and functions registered by game code, i.e. the full set a writer may use:
|
||||
|
||||
| Syntax | Defined in | Notes |
|
||||
|---|---|---|
|
||||
| `<<check <skill> <Band>>>` | `Skills/Yarn/YarnSkillCommands.cs` | writes `$check_result`, `$check_roll`, `$check_total`, `$check_dc`, `$check_modifier`, `$check_degree`, `$check_skill` |
|
||||
| `<<skill_mod <source> <skill> <n>>>` | same | `source` = bucket key, e.g. `scene`, `drunk` |
|
||||
| `<<clear_skill_mods <source>>>` | same | |
|
||||
| `skill_rank(<skill>)` | same | function |
|
||||
| `top_skill(a, b, …)` | `Dialogue/DialougueSkillComparison.cs` | **returns its FIRST argument on a tie** — argument order is a design decision, not incidental |
|
||||
| `alias_name(<name>)` | `Dialogue/AliasNameGenerator.cs` | deterministic; `$player_alias` is a smart variable derived from it |
|
||||
| `<<enter_environment>>` | `Dialogue/DialogueTransitionController.cs` | hands control back to the world |
|
||||
|
||||
(The filename `DialougueSkillComparison.cs` is misspelled in the repo. Left alone deliberately —
|
||||
renaming it changes a `.meta` GUID. Fold it into a rename batch, not a drive-by fix.)
|
||||
|
||||
### 4.4 Flow control discipline
|
||||
|
||||
`<<detour>>` returns to the caller; `<<jump>>` does not and clears the return stack.
|
||||
The rule the existing files follow, and which new content must follow:
|
||||
|
||||
- A node started directly by `DialogueInteractable` has nothing waiting on it → its branches
|
||||
`<<jump>>`, and each destination calls `<<enter_environment>>` itself.
|
||||
- A sub-conversation that must resume its caller → `<<detour>>`, and **never** `<<jump>>` inside it.
|
||||
|
||||
Nodes sharing a `title:` form a **node group**; Yarn runs the most specific variation whose
|
||||
`when:` conditions pass. Prefer adding a variation over growing an `<<if>>` chain.
|
||||
|
||||
### 4.5 How content reaches Unity
|
||||
|
||||
There is **no manual sync step** for dialogue. The chain is:
|
||||
|
||||
```
|
||||
.yarn file saved → Unity's YarnProjectImporter recompiles the .yarnproject on focus
|
||||
→ DialogueRunner plays the new nodes on next Play
|
||||
```
|
||||
|
||||
The only things that need a human/Editor step are the *data* files, not the dialogue:
|
||||
|
||||
```
|
||||
skill_bible.json → Tools ▸ Nightclub Arcadia ▸ (SkillSystemSetup) → Skills/Definitions/*.asset + SkillDatabase.asset
|
||||
candidates.json → Tools ▸ Nightclub Arcadia ▸ (CandidateSystemSetup) → Candidates/Definitions/*.asset + CandidateDatabase.asset
|
||||
```
|
||||
|
||||
Those setup scripts also register a `[DidReloadScripts]` callback, so in practice the assets
|
||||
regenerate on script reload too. The JSON is the source of truth either way.
|
||||
|
||||
### 4.6 Code-owned vs writer-owned
|
||||
|
||||
| Writer-owned (edit freely, no Unity) | Code-owned (needs an engineer) |
|
||||
|---|---|
|
||||
| `Assets/Dialogue/**/*.yarn` | `Assets/Scripts/**/*.cs` |
|
||||
| `<<declare>>` lines in `Common.yarn` | `Assets/Editor/**/*.cs` |
|
||||
| `Assets/Skills/skill_bible.json` (prose fields) | Yarn command/function *implementations* |
|
||||
| `Assets/Candidates/candidates.json` (`status`, `sceneId`, `notes`, `unlockFlag`) | `.asset`, `.prefab`, `.unity`, `.meta` |
|
||||
| `docs/` writing docs | `ProjectSettings/**` |
|
||||
|
||||
**A writer must never need to open Unity or touch C# to write or revise a scene, a character,
|
||||
or a branch.** If a writing task requires either, that is a pipeline bug — file it.
|
||||
|
||||
---
|
||||
|
||||
## 5. Validation
|
||||
|
||||
### 5.1 EditMode test suite
|
||||
|
||||
`NightclubArcadia/Assets/Tests/EditMode/` — 7 files, ~870 LOC, two assemblies:
|
||||
|
||||
- `NightclubArcadia.Skills.Tests` — `SkillRosterTests`, `SkillCheckSystemTests`, `DcBandTests`,
|
||||
`CommentaryPickerTests`, `CandidateRegistryTests`, `CandidateYarnLintTests`
|
||||
- `NightclubArcadia.Locomotion.Math.Tests` — `MotionInputMathTests`
|
||||
|
||||
`CandidateYarnLintTests` is a **regex lint over Yarn source**: it asserts every
|
||||
`$self_lean_*` / `$found_*` in any `.yarn` file resolves to a real id in `CandidateDatabase`.
|
||||
It is a tripwire, not a proof.
|
||||
|
||||
### 5.2 One-click in-Editor run
|
||||
|
||||
`Tools ▸ Nightclub Arcadia ▸ Run Skill EditMode Tests` (`Assets/Editor/SkillSystemTestRunner.cs`).
|
||||
|
||||
### 5.3 YarnCheck — validate dialogue without Unity ⭐
|
||||
|
||||
`tools/YarnCheck` is a .NET 9 console app that compiles **and plays** the Yarn scripts using
|
||||
the exact Yarn Spinner DLLs shipped in `Packages/dev.yarnspinner.unity/Runtime/DLLs`, so it
|
||||
can never drift from the compiler the game uses. This is the fastest correctness signal in the
|
||||
repo and it needs no Editor lock. Use it on every dialogue change.
|
||||
|
||||
```bash
|
||||
cd /Users/lennart/Dev/nightlcub-arcadia/tools/YarnCheck
|
||||
|
||||
# compile everything — exit 1 + diagnostics on failure
|
||||
dotnet run -- ../../NightclubArcadia/Assets/Dialogue
|
||||
|
||||
# compile, then play a node, choosing option 2, 2, 0, 0
|
||||
dotnet run -- ../../NightclubArcadia/Assets/Dialogue Bartender_Talk 2 2 0 0
|
||||
```
|
||||
|
||||
Leftover picks restart the node — that deliberately models the player walking away and coming
|
||||
back, which is how these scenes are actually played.
|
||||
|
||||
**What it does not model** (read traces with this in mind): Unity commands are printed, not
|
||||
executed, so `<<check>>` / `<<enter_environment>>` / `<<skill_mod>>` are stepped over and
|
||||
`$check_result` stays `false` — every check-gated branch shows its *failure* side. Yarn
|
||||
functions are stubbed: `top_skill` mirrors the real first-argument-wins tie behaviour,
|
||||
`alias_name` returns a placeholder, `skill_rank` returns 0. Variables reset to their
|
||||
`<<declare>>` defaults each run; there is no save state.
|
||||
|
||||
Requires the .NET 9 SDK. `tools/YarnCheck/bin/` and `obj/` are currently **committed** and
|
||||
should not be — see `docs/restructure-plan.md`.
|
||||
|
||||
---
|
||||
|
||||
## 6. Code conventions
|
||||
|
||||
- Namespaces: `NightclubArcadia.<Area>` — `Skills`, `Dialogue`, `UI`, `UI.Dialogue`,
|
||||
`UI.HUD`, `UI.Menu`, `Cinematics`, `Interaction`, `Player`, `Player.Math`.
|
||||
**Exception:** `NPCStandIn.cs` sits in the global namespace. That is a scaffold tell, not a
|
||||
convention to copy — new runtime types always get a namespace.
|
||||
- Assembly definitions exist for `NightclubArcadia.Skills` and `NightclubArcadia.Locomotion.Math`
|
||||
only. Camera, Player, UI, Dialogue, NPCs and Interaction all currently compile into the
|
||||
default `Assembly-CSharp`. Widening asmdef coverage is planned, not done.
|
||||
- Comments in this codebase carry *decision history* — why a flag is written at the bottom of a
|
||||
node rather than the top, why four voices in SC-101 breaks the three-voice cap on purpose.
|
||||
Match that density. Do not strip such comments as "noise"; they are the design record.
|
||||
- Editor-only code lives under `Assets/Editor/`. Anything there is stripped from builds and may
|
||||
reference `UnityEditor`.
|
||||
|
||||
---
|
||||
|
||||
## 7. Traps
|
||||
|
||||
1. **`Assets/Scenes/DialogueTest.unity` is serialized as binary**, and Unity will not convert it
|
||||
from a headless run. The project is set to Force Text (`m_SerializationMode: 2`) and the API
|
||||
agrees — `EditorSettings.serializationMode` reads `ForceText` — but Force Text governs
|
||||
conversion **at the moment the setting changes**, not on every save. A file that entered the
|
||||
project as binary stays binary. Four approaches were tried and all failed silently:
|
||||
`AssetDatabase.ForceReserializeAssets` does not rewrite scene files; `OpenScene` +
|
||||
`MarkSceneDirty` + `SaveScene` to the same path returns `true` and writes nothing, because
|
||||
`MarkSceneDirty` does not take in batch mode; `SaveScene` to a *new* path writes a fresh file
|
||||
that is also binary; and re-assigning `serializationMode` (Mixed → ForceText) from script
|
||||
does not trigger a reserialize pass. **The fix is Editor-UI only:** Project Settings ▸ Editor
|
||||
▸ Asset Serialization, switch the mode and switch it back, which reserializes on apply.
|
||||
Until then the scene is not diffable or mergeable. It is committed and intact (14 roots).
|
||||
2. **`unity run` reserves `-batchmode`, `-nographics`, `-quit`, `-logFile`.** Passing any of them
|
||||
after `--` is a hard error, and its output does not reach stdout — read `Logs/Editor.log` (§3.4).
|
||||
3. **`-quit` with `-runTests`** hangs or truncates. Omit it (§3.2).
|
||||
4. **Exit code alone is not a test verdict.** Parse the results XML (§3.2).
|
||||
5. **`which unity` fails** in non-interactive shells even though the CLI is installed. Use the
|
||||
absolute path `/Users/lennart/.unity/bin/unity` (§3.0).
|
||||
6. **Editor lock** — check before every headless run, filtering out `AssetImportWorker` children (§3.1).
|
||||
7. **Regenerated assets** — hand edits to `Skills/Definitions/*`, `Candidates/Definitions/*`
|
||||
and the two `*Database.asset` files are silently discarded (§2.1).
|
||||
8. **`top_skill` ties** resolve to the first argument. Reordering arguments changes the game.
|
||||
9. **No `.gitattributes`** — no Unity YAML merge driver, no LFS rule for `Assets/Art/`.
|
||||
Scene and prefab merges will conflict destructively under branching.
|
||||
10. **Template leftovers still present**: `Assets/Scenes/SampleScene.unity`, `Assets/Readme.asset`,
|
||||
`Assets/TutorialInfo/`. `SampleScene` is in the build scene list. Not load-bearing.
|
||||
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|
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}
|
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}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,316 @@
|
||||
using NightclubArcadia.Cinematics;
|
||||
using NightclubArcadia.Interaction;
|
||||
using NightclubArcadia.Player;
|
||||
using StarterAssets;
|
||||
using Unity.AI.Navigation;
|
||||
using Unity.Cinemachine;
|
||||
using UnityEditor;
|
||||
using UnityEditor.SceneManagement;
|
||||
using UnityEngine;
|
||||
using UnityEngine.AI;
|
||||
|
||||
/// <summary>
|
||||
/// Wires player control, navigation, and camera systems into DialogueTest.unity.
|
||||
/// Run via Tools → Nightclub Arcadia → Set Up Player Control & Camera.
|
||||
/// </summary>
|
||||
public static class PlayerControlSetup
|
||||
{
|
||||
const string ScenePath = "Assets/Scenes/DialogueTest.unity";
|
||||
const string PlayerPrefabPath = "Assets/StarterAssets/ThirdPersonController/Prefabs/PlayerArmature.prefab";
|
||||
const string SettingsFolder = "Assets/Settings";
|
||||
|
||||
[MenuItem("Tools/Nightclub Arcadia/Set Up Player Control & Camera")]
|
||||
public static void SetUp()
|
||||
{
|
||||
EnsurePlayerPrefab();
|
||||
WireScene();
|
||||
AssetDatabase.SaveAssets();
|
||||
Debug.Log("[PlayerControlSetup] Player control and camera setup complete.");
|
||||
}
|
||||
|
||||
static void EnsurePlayerPrefab()
|
||||
{
|
||||
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(PlayerPrefabPath);
|
||||
if (prefab == null)
|
||||
{
|
||||
Debug.LogError($"[PlayerControlSetup] Missing prefab at {PlayerPrefabPath}");
|
||||
return;
|
||||
}
|
||||
|
||||
var root = PrefabUtility.LoadPrefabContents(PlayerPrefabPath);
|
||||
|
||||
EnsureComponent<PlayerPointerInput>(root);
|
||||
EnsureComponent<PlayerMotionArbiter>(root);
|
||||
EnsureComponent<ClickToMoveController>(root);
|
||||
EnsureComponent<PointerNavigationInput>(root);
|
||||
EnsureComponent<NavMeshAgent>(root);
|
||||
|
||||
var inputs = root.GetComponent<StarterAssetsInputs>();
|
||||
if (inputs != null)
|
||||
{
|
||||
inputs.analogMovement = true;
|
||||
inputs.cursorLocked = false;
|
||||
}
|
||||
|
||||
var controller = root.GetComponent<ThirdPersonController>();
|
||||
if (controller != null)
|
||||
{
|
||||
controller.LockCameraPosition = true;
|
||||
}
|
||||
|
||||
var clickToMove = root.GetComponent<ClickToMoveController>();
|
||||
var pointerNav = root.GetComponent<PointerNavigationInput>();
|
||||
var pointerInput = root.GetComponent<PlayerPointerInput>();
|
||||
var arbiter = root.GetComponent<PlayerMotionArbiter>();
|
||||
|
||||
WireSerializedReference(clickToMove, "brainCamera", null);
|
||||
WireSerializedReference(pointerNav, "pointerInput", pointerInput);
|
||||
WireSerializedReference(pointerNav, "clickToMove", clickToMove);
|
||||
WireSerializedReference(pointerNav, "motionArbiter", arbiter);
|
||||
|
||||
PrefabUtility.SaveAsPrefabAsset(root, PlayerPrefabPath);
|
||||
PrefabUtility.UnloadPrefabContents(root);
|
||||
}
|
||||
|
||||
static void WireScene()
|
||||
{
|
||||
var scene = EditorSceneManager.OpenScene(ScenePath, OpenSceneMode.Single);
|
||||
var player = GameObject.FindGameObjectWithTag("Player");
|
||||
if (player == null)
|
||||
{
|
||||
Debug.LogError("[PlayerControlSetup] No Player-tagged object found in scene.");
|
||||
return;
|
||||
}
|
||||
|
||||
EnsureComponent<PlayerPointerInput>(player);
|
||||
EnsureComponent<PlayerMotionArbiter>(player);
|
||||
EnsureComponent<ClickToMoveController>(player);
|
||||
EnsureComponent<PointerNavigationInput>(player);
|
||||
EnsureComponent<NavMeshAgent>(player);
|
||||
|
||||
var inputs = player.GetComponent<StarterAssetsInputs>();
|
||||
if (inputs != null)
|
||||
{
|
||||
inputs.analogMovement = true;
|
||||
inputs.cursorLocked = false;
|
||||
}
|
||||
|
||||
var controller = player.GetComponent<ThirdPersonController>();
|
||||
if (controller != null)
|
||||
{
|
||||
controller.LockCameraPosition = true;
|
||||
}
|
||||
|
||||
var brainCamera = Camera.main;
|
||||
var pointerInput = player.GetComponent<PlayerPointerInput>();
|
||||
var clickToMove = player.GetComponent<ClickToMoveController>();
|
||||
var pointerNav = player.GetComponent<PointerNavigationInput>();
|
||||
var arbiter = player.GetComponent<PlayerMotionArbiter>();
|
||||
|
||||
WireSerializedReference(clickToMove, "brainCamera", brainCamera);
|
||||
WireSerializedReference(pointerNav, "brainCamera", brainCamera);
|
||||
WireSerializedReference(pointerNav, "pointerInput", pointerInput);
|
||||
WireSerializedReference(pointerNav, "clickToMove", clickToMove);
|
||||
WireSerializedReference(pointerNav, "motionArbiter", arbiter);
|
||||
|
||||
var groundLayer = LayerMask.NameToLayer("Ground");
|
||||
var interactableLayer = LayerMask.NameToLayer("Interactable");
|
||||
SetLayerIfExists("Floor", groundLayer);
|
||||
SetLayerIfExists("Room_101", groundLayer);
|
||||
SetLayerIfExists("Wall_Back", groundLayer);
|
||||
SetLayerIfExists("Wall_Front", groundLayer);
|
||||
SetLayerIfExists("Table", groundLayer);
|
||||
|
||||
WireBartender("Bartender", interactableLayer);
|
||||
WireBartender("Bartender (1)", interactableLayer);
|
||||
|
||||
EnsureNavigation(player.transform.position);
|
||||
EnsureCameraAnchor(player.transform, brainCamera);
|
||||
|
||||
EditorSceneManager.MarkSceneDirty(scene);
|
||||
EditorSceneManager.SaveScene(scene);
|
||||
}
|
||||
|
||||
static void WireBartender(string objectName, int interactableLayer)
|
||||
{
|
||||
var bartender = GameObject.Find(objectName);
|
||||
if (bartender == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (interactableLayer >= 0)
|
||||
{
|
||||
bartender.layer = interactableLayer;
|
||||
}
|
||||
|
||||
EnsureComponent<ClickInteractableBridge>(bartender);
|
||||
EnsureComponent<CameraPointOfInterest>(bartender);
|
||||
}
|
||||
|
||||
static void EnsureNavigation(Vector3 sampleOrigin)
|
||||
{
|
||||
var navigation = GameObject.Find("Navigation");
|
||||
if (navigation == null)
|
||||
{
|
||||
navigation = new GameObject("Navigation");
|
||||
}
|
||||
|
||||
var surface = EnsureComponent<NavMeshSurface>(navigation);
|
||||
surface.agentTypeID = 0;
|
||||
surface.collectObjects = CollectObjects.All;
|
||||
surface.useGeometry = NavMeshCollectGeometry.RenderMeshes;
|
||||
|
||||
var included = 0;
|
||||
var defaultLayer = LayerMask.NameToLayer("Default");
|
||||
var groundLayer = LayerMask.NameToLayer("Ground");
|
||||
if (defaultLayer >= 0)
|
||||
{
|
||||
included |= 1 << defaultLayer;
|
||||
}
|
||||
|
||||
if (groundLayer >= 0)
|
||||
{
|
||||
included |= 1 << groundLayer;
|
||||
}
|
||||
|
||||
surface.layerMask = included;
|
||||
|
||||
var table = GameObject.Find("Table");
|
||||
if (table != null)
|
||||
{
|
||||
var modifier = EnsureComponent<NavMeshModifier>(table);
|
||||
modifier.overrideArea = true;
|
||||
modifier.area = NavMesh.GetAreaFromName("Not Walkable");
|
||||
}
|
||||
|
||||
surface.BuildNavMesh();
|
||||
|
||||
if (!NavMesh.SamplePosition(sampleOrigin, out _, 2f, NavMesh.AllAreas))
|
||||
{
|
||||
Debug.LogWarning("[PlayerControlSetup] NavMesh bake did not cover the player start position.");
|
||||
}
|
||||
}
|
||||
|
||||
static void EnsureCameraAnchor(Transform followTarget, Camera brainCamera)
|
||||
{
|
||||
var vcamObject = GameObject.Find("CinemachineCamera");
|
||||
if (vcamObject == null)
|
||||
{
|
||||
Debug.LogError("[PlayerControlSetup] CinemachineCamera not found.");
|
||||
return;
|
||||
}
|
||||
|
||||
var vcam = vcamObject.GetComponent<CinemachineCamera>();
|
||||
var composer = vcamObject.GetComponent<CinemachinePositionComposer>();
|
||||
|
||||
var anchorObject = GameObject.Find("CameraAnchor");
|
||||
if (anchorObject == null)
|
||||
{
|
||||
anchorObject = new GameObject("CameraAnchor");
|
||||
}
|
||||
|
||||
anchorObject.transform.position = followTarget.position;
|
||||
|
||||
var anchor = EnsureComponent<CameraRigAnchor>(anchorObject);
|
||||
EnsureComponent<CameraPanInput>(anchorObject);
|
||||
EnsureComponent<CameraPointOfInterestDirector>(anchorObject);
|
||||
EnsureComponent<CameraStateDirector>(anchorObject);
|
||||
|
||||
WireSerializedReference(anchor, "followTarget", followTarget);
|
||||
WireSerializedReference(anchor, "composer", composer);
|
||||
|
||||
if (vcam != null)
|
||||
{
|
||||
vcam.Target.TrackingTarget = anchorObject.transform;
|
||||
vcam.Priority.Value = 10;
|
||||
}
|
||||
|
||||
var pan = anchorObject.GetComponent<CameraPanInput>();
|
||||
WireSerializedReference(pan, "brainCamera", brainCamera);
|
||||
WireSerializedReference(pan, "anchor", anchor);
|
||||
WireSerializedReference(pan, "stateDirector", anchorObject.GetComponent<CameraStateDirector>());
|
||||
|
||||
var poiDirector = anchorObject.GetComponent<CameraPointOfInterestDirector>();
|
||||
WireSerializedReference(poiDirector, "anchor", anchor);
|
||||
WireSerializedReference(poiDirector, "stateDirector", anchorObject.GetComponent<CameraStateDirector>());
|
||||
|
||||
var stateDirector = anchorObject.GetComponent<CameraStateDirector>();
|
||||
WireSerializedReference(stateDirector, "anchor", anchor);
|
||||
|
||||
EnsureRevealCamera(vcamObject, followTarget);
|
||||
}
|
||||
|
||||
static void EnsureRevealCamera(GameObject followVcam, Transform followTarget)
|
||||
{
|
||||
var revealName = "CM_Reveal_Room101";
|
||||
var revealObject = GameObject.Find(revealName);
|
||||
if (revealObject == null)
|
||||
{
|
||||
revealObject = new GameObject(revealName);
|
||||
revealObject.transform.SetPositionAndRotation(
|
||||
followVcam.transform.position + new Vector3(-4f, 2f, -2f),
|
||||
followVcam.transform.rotation);
|
||||
}
|
||||
|
||||
var revealCam = EnsureComponent<CinemachineCamera>(revealObject);
|
||||
revealCam.Target.TrackingTarget = followTarget;
|
||||
revealCam.Priority.Value = 0;
|
||||
revealCam.Lens.FieldOfView = followVcam.GetComponent<CinemachineCamera>().Lens.FieldOfView;
|
||||
|
||||
var volumeObject = GameObject.Find("RevealVolume_Room101");
|
||||
if (volumeObject == null)
|
||||
{
|
||||
volumeObject = new GameObject("RevealVolume_Room101");
|
||||
volumeObject.transform.position = followTarget.position + new Vector3(0f, 1f, 2f);
|
||||
}
|
||||
|
||||
var box = EnsureComponent<BoxCollider>(volumeObject);
|
||||
box.isTrigger = true;
|
||||
box.size = new Vector3(6f, 3f, 4f);
|
||||
|
||||
var volume = EnsureComponent<CameraFramingVolume>(volumeObject);
|
||||
WireSerializedReference(volume, "revealCamera", revealCam);
|
||||
}
|
||||
|
||||
static T EnsureComponent<T>(GameObject target) where T : Component
|
||||
{
|
||||
var component = target.GetComponent<T>();
|
||||
if (component == null)
|
||||
{
|
||||
component = target.AddComponent<T>();
|
||||
}
|
||||
|
||||
return component;
|
||||
}
|
||||
|
||||
static void SetLayerIfExists(string objectName, int layer)
|
||||
{
|
||||
if (layer < 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var obj = GameObject.Find(objectName);
|
||||
if (obj != null)
|
||||
{
|
||||
obj.layer = layer;
|
||||
}
|
||||
}
|
||||
|
||||
static void WireSerializedReference(Object target, string propertyName, Object value)
|
||||
{
|
||||
if (target == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var so = new SerializedObject(target);
|
||||
var property = so.FindProperty(propertyName);
|
||||
if (property != null)
|
||||
{
|
||||
property.objectReferenceValue = value;
|
||||
so.ApplyModifiedPropertiesWithoutUndo();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: eedfabcda58c94099b2ad3e19f141b09
|
||||
@@ -0,0 +1,818 @@
|
||||
using System.IO;
|
||||
using NightclubArcadia.Cinematics;
|
||||
using NightclubArcadia.Dialogue;
|
||||
using NightclubArcadia.Skills;
|
||||
using NightclubArcadia.UI;
|
||||
using NightclubArcadia.UI.Dialogue;
|
||||
using NightclubArcadia.UI.HUD;
|
||||
using NightclubArcadia.UI.Menu;
|
||||
using StarterAssets;
|
||||
using TMPro;
|
||||
using Unity.Cinemachine;
|
||||
using UnityEditor;
|
||||
using UnityEditor.SceneManagement;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using Yarn.Unity;
|
||||
|
||||
/// <summary>
|
||||
/// Builds UI prefabs and wires them into DialogueTest.unity.
|
||||
/// Run via Tools → Nightclub Arcadia → Set Up UI Layer.
|
||||
/// </summary>
|
||||
public static class UILayerSetup
|
||||
{
|
||||
const string ScenePath = "Assets/Scenes/DialogueTest.unity";
|
||||
const string PrefabFolder = "Assets/Prefabs/UI";
|
||||
const string ArtFolder = "Assets/Art/UI/Placeholder";
|
||||
|
||||
// Nested Resources folder: UILayerBootstrap builds the HUD at runtime and
|
||||
// can only reach the sprite through Resources.Load. Keeping it under
|
||||
// Art/UI/Placeholder preserves the organisation while making it
|
||||
// build-safe — an AssetDatabase-only path is null outside the editor.
|
||||
const string PortraitFolder = ArtFolder + "/Resources";
|
||||
const string PortraitPath = PortraitFolder + "/portrait_placeholder.png";
|
||||
const string MessageRowPrefabPath = PrefabFolder + "/DialogueMessageRow.prefab";
|
||||
const string StreamCanvasPrefabPath = PrefabFolder + "/DialogueStreamCanvas.prefab";
|
||||
const string HudCanvasPrefabPath = PrefabFolder + "/HudCanvas.prefab";
|
||||
const string SkillRowPrefabPath = PrefabFolder + "/SkillRow.prefab";
|
||||
const string MenuCanvasPrefabPath = PrefabFolder + "/PlayerMenuCanvas.prefab";
|
||||
|
||||
[MenuItem("Tools/Nightclub Arcadia/Set Up UI Layer")]
|
||||
public static void SetUp()
|
||||
{
|
||||
EnsureFolders();
|
||||
CreatePortraitPlaceholder();
|
||||
|
||||
var messageRow = CreateMessageRowPrefab();
|
||||
var skillRow = CreateSkillRowPrefab();
|
||||
var streamCanvas = CreateDialogueStreamCanvasPrefab(messageRow);
|
||||
var hudCanvas = CreateHudCanvasPrefab();
|
||||
var menuCanvas = CreatePlayerMenuCanvasPrefab(skillRow);
|
||||
|
||||
WireScene(streamCanvas, hudCanvas, menuCanvas);
|
||||
|
||||
AssetDatabase.SaveAssets();
|
||||
Debug.Log("[UILayerSetup] UI layer setup complete.");
|
||||
}
|
||||
|
||||
static void EnsureFolders()
|
||||
{
|
||||
EnsureFolder("Assets/Prefabs");
|
||||
EnsureFolder(PrefabFolder);
|
||||
EnsureFolder("Assets/Art");
|
||||
EnsureFolder("Assets/Art/UI");
|
||||
EnsureFolder(ArtFolder);
|
||||
EnsureFolder(PortraitFolder);
|
||||
}
|
||||
|
||||
static void EnsureFolder(string path)
|
||||
{
|
||||
if (AssetDatabase.IsValidFolder(path))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var parent = Path.GetDirectoryName(path)?.Replace('\\', '/');
|
||||
var name = Path.GetFileName(path);
|
||||
if (!string.IsNullOrEmpty(parent) && !string.IsNullOrEmpty(name))
|
||||
{
|
||||
AssetDatabase.CreateFolder(parent, name);
|
||||
}
|
||||
}
|
||||
|
||||
static void CreatePortraitPlaceholder()
|
||||
{
|
||||
if (File.Exists(PortraitPath))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var tex = new Texture2D(512, 512, TextureFormat.RGBA32, false);
|
||||
var dark = new Color(0.12f, 0.12f, 0.14f, 1f);
|
||||
var mid = new Color(0.35f, 0.35f, 0.4f, 1f);
|
||||
for (var y = 0; y < 512; y++)
|
||||
{
|
||||
for (var x = 0; x < 512; x++)
|
||||
{
|
||||
var dx = (x - 256) / 256f;
|
||||
var dy = (y - 280) / 256f;
|
||||
var inHead = dx * dx + dy * dy < 0.12f;
|
||||
var inBody = Mathf.Abs(dx) < 0.22f && y < 220 && y > 40;
|
||||
tex.SetPixel(x, y, inHead || inBody ? mid : dark);
|
||||
}
|
||||
}
|
||||
|
||||
tex.Apply();
|
||||
File.WriteAllBytes(PortraitPath, tex.EncodeToPNG());
|
||||
Object.DestroyImmediate(tex);
|
||||
AssetDatabase.Refresh();
|
||||
|
||||
var importer = AssetImporter.GetAtPath(PortraitPath) as TextureImporter;
|
||||
if (importer != null)
|
||||
{
|
||||
importer.textureType = TextureImporterType.Sprite;
|
||||
importer.spritePixelsPerUnit = 100;
|
||||
importer.SaveAndReimport();
|
||||
}
|
||||
}
|
||||
|
||||
static GameObject CreateMessageRowPrefab()
|
||||
{
|
||||
var root = new GameObject("DialogueMessageRow", typeof(RectTransform), typeof(DialogueMessageRow));
|
||||
var rootRt = root.GetComponent<RectTransform>();
|
||||
rootRt.sizeDelta = new Vector2(0f, 80f);
|
||||
|
||||
var layout = root.AddComponent<VerticalLayoutGroup>();
|
||||
layout.padding = new RectOffset(12, 12, 8, 8);
|
||||
layout.spacing = 4f;
|
||||
layout.childControlHeight = true;
|
||||
layout.childControlWidth = true;
|
||||
layout.childForceExpandHeight = false;
|
||||
layout.childForceExpandWidth = true;
|
||||
|
||||
var fitter = root.AddComponent<ContentSizeFitter>();
|
||||
fitter.verticalFit = ContentSizeFitter.FitMode.PreferredSize;
|
||||
fitter.horizontalFit = ContentSizeFitter.FitMode.Unconstrained;
|
||||
|
||||
var speakerGo = CreateTmp("Speaker", root.transform, 22f, FontStyles.Bold, TextAlignmentOptions.Left);
|
||||
var bodyGo = CreateTmp("Body", root.transform, 28f, FontStyles.Normal, TextAlignmentOptions.TopLeft);
|
||||
|
||||
var row = root.GetComponent<DialogueMessageRow>();
|
||||
var so = new SerializedObject(row);
|
||||
so.FindProperty("speakerText").objectReferenceValue = speakerGo.GetComponent<TMP_Text>();
|
||||
so.FindProperty("bodyText").objectReferenceValue = bodyGo.GetComponent<TMP_Text>();
|
||||
so.FindProperty("speakerLabel").objectReferenceValue = speakerGo;
|
||||
so.ApplyModifiedPropertiesWithoutUndo();
|
||||
|
||||
var prefab = PrefabUtility.SaveAsPrefabAsset(root, MessageRowPrefabPath);
|
||||
Object.DestroyImmediate(root);
|
||||
return prefab;
|
||||
}
|
||||
|
||||
static GameObject CreateSkillRowPrefab()
|
||||
{
|
||||
var root = new GameObject("SkillRow", typeof(RectTransform), typeof(SkillRowView));
|
||||
var rootRt = root.GetComponent<RectTransform>();
|
||||
rootRt.sizeDelta = new Vector2(0f, 48f);
|
||||
|
||||
var hlg = root.AddComponent<HorizontalLayoutGroup>();
|
||||
hlg.padding = new RectOffset(8, 8, 4, 4);
|
||||
hlg.spacing = 12f;
|
||||
hlg.childAlignment = TextAnchor.MiddleLeft;
|
||||
hlg.childControlHeight = true;
|
||||
hlg.childControlWidth = true;
|
||||
hlg.childForceExpandHeight = true;
|
||||
hlg.childForceExpandWidth = false;
|
||||
|
||||
var stripe = CreateUiImage("Accent", root.transform, new Color(1f, 1f, 1f, 1f));
|
||||
stripe.GetComponent<LayoutElement>().preferredWidth = 6f;
|
||||
stripe.GetComponent<LayoutElement>().flexibleWidth = 0f;
|
||||
|
||||
var nameGo = CreateTmp("Name", root.transform, 24f, FontStyles.Bold, TextAlignmentOptions.Left);
|
||||
nameGo.GetComponent<LayoutElement>().flexibleWidth = 1f;
|
||||
|
||||
var barGo = new GameObject("Bar", typeof(RectTransform), typeof(Image), typeof(LayoutElement));
|
||||
barGo.transform.SetParent(root.transform, false);
|
||||
barGo.GetComponent<Image>().color = new Color(0.2f, 0.2f, 0.22f, 1f);
|
||||
barGo.GetComponent<LayoutElement>().preferredWidth = 160f;
|
||||
barGo.GetComponent<LayoutElement>().flexibleWidth = 0f;
|
||||
barGo.GetComponent<LayoutElement>().preferredHeight = 16f;
|
||||
|
||||
var fillGo = CreateUiImage("Fill", barGo.transform, Color.white);
|
||||
var fillRt = fillGo.GetComponent<RectTransform>();
|
||||
fillRt.anchorMin = Vector2.zero;
|
||||
fillRt.anchorMax = Vector2.one;
|
||||
fillRt.offsetMin = Vector2.zero;
|
||||
fillRt.offsetMax = Vector2.zero;
|
||||
var fillImage = fillGo.GetComponent<Image>();
|
||||
fillImage.type = Image.Type.Filled;
|
||||
fillImage.fillMethod = Image.FillMethod.Horizontal;
|
||||
fillImage.fillAmount = 0.2f;
|
||||
Object.DestroyImmediate(fillGo.GetComponent<LayoutElement>());
|
||||
|
||||
var rankGo = CreateTmp("Rank", root.transform, 24f, FontStyles.Normal, TextAlignmentOptions.Right);
|
||||
rankGo.GetComponent<LayoutElement>().preferredWidth = 40f;
|
||||
rankGo.GetComponent<LayoutElement>().flexibleWidth = 0f;
|
||||
|
||||
var view = root.GetComponent<SkillRowView>();
|
||||
var so = new SerializedObject(view);
|
||||
so.FindProperty("nameLabel").objectReferenceValue = nameGo.GetComponent<TMP_Text>();
|
||||
so.FindProperty("rankLabel").objectReferenceValue = rankGo.GetComponent<TMP_Text>();
|
||||
so.FindProperty("barFill").objectReferenceValue = fillImage;
|
||||
so.FindProperty("accentStripe").objectReferenceValue = stripe.GetComponent<Image>();
|
||||
so.ApplyModifiedPropertiesWithoutUndo();
|
||||
|
||||
var prefab = PrefabUtility.SaveAsPrefabAsset(root, SkillRowPrefabPath);
|
||||
Object.DestroyImmediate(root);
|
||||
return prefab;
|
||||
}
|
||||
|
||||
static GameObject CreateDialogueStreamCanvasPrefab(GameObject messageRowPrefab)
|
||||
{
|
||||
var canvasGo = CreateCanvas("DialogueStreamCanvas", 5);
|
||||
var canvasGroup = canvasGo.AddComponent<CanvasGroup>();
|
||||
|
||||
var panel = new GameObject("Panel", typeof(RectTransform), typeof(Image));
|
||||
panel.transform.SetParent(canvasGo.transform, false);
|
||||
var panelRt = panel.GetComponent<RectTransform>();
|
||||
panelRt.anchorMin = new Vector2(0.66f, 0f);
|
||||
panelRt.anchorMax = new Vector2(1f, 1f);
|
||||
panelRt.offsetMin = Vector2.zero;
|
||||
panelRt.offsetMax = Vector2.zero;
|
||||
panel.GetComponent<Image>().color = new Color(0.05f, 0.05f, 0.08f, 0.92f);
|
||||
|
||||
var scrollGo = new GameObject("Scroll", typeof(RectTransform), typeof(ScrollRect), typeof(Image));
|
||||
scrollGo.transform.SetParent(panel.transform, false);
|
||||
Stretch(scrollGo.GetComponent<RectTransform>(), 8f);
|
||||
scrollGo.GetComponent<Image>().color = new Color(0f, 0f, 0f, 0.01f);
|
||||
|
||||
var viewport = new GameObject("Viewport", typeof(RectTransform), typeof(RectMask2D), typeof(Image));
|
||||
viewport.transform.SetParent(scrollGo.transform, false);
|
||||
Stretch(viewport.GetComponent<RectTransform>());
|
||||
viewport.GetComponent<Image>().color = new Color(1f, 1f, 1f, 0.01f);
|
||||
|
||||
var content = new GameObject("Content", typeof(RectTransform), typeof(VerticalLayoutGroup), typeof(ContentSizeFitter));
|
||||
content.transform.SetParent(viewport.transform, false);
|
||||
var contentRt = content.GetComponent<RectTransform>();
|
||||
contentRt.anchorMin = new Vector2(0f, 0f);
|
||||
contentRt.anchorMax = new Vector2(1f, 0f);
|
||||
contentRt.pivot = new Vector2(0.5f, 0f);
|
||||
contentRt.sizeDelta = new Vector2(0f, 0f);
|
||||
|
||||
var vlg = content.GetComponent<VerticalLayoutGroup>();
|
||||
vlg.childAlignment = TextAnchor.LowerCenter;
|
||||
vlg.childControlHeight = true;
|
||||
vlg.childControlWidth = true;
|
||||
vlg.childForceExpandHeight = false;
|
||||
vlg.childForceExpandWidth = true;
|
||||
vlg.spacing = 6f;
|
||||
vlg.padding = new RectOffset(4, 4, 8, 8);
|
||||
|
||||
var csf = content.GetComponent<ContentSizeFitter>();
|
||||
csf.verticalFit = ContentSizeFitter.FitMode.PreferredSize;
|
||||
|
||||
var messages = new GameObject("Messages", typeof(RectTransform), typeof(VerticalLayoutGroup), typeof(ContentSizeFitter));
|
||||
messages.transform.SetParent(content.transform, false);
|
||||
ConfigureVerticalContent(messages);
|
||||
|
||||
var options = new GameObject("Options", typeof(RectTransform), typeof(VerticalLayoutGroup), typeof(ContentSizeFitter), typeof(CanvasGroup));
|
||||
options.transform.SetParent(content.transform, false);
|
||||
ConfigureVerticalContent(options);
|
||||
var optionsGroup = options.GetComponent<CanvasGroup>();
|
||||
optionsGroup.alpha = 0f;
|
||||
optionsGroup.interactable = false;
|
||||
optionsGroup.blocksRaycasts = false;
|
||||
|
||||
var scroll = scrollGo.GetComponent<ScrollRect>();
|
||||
scroll.content = contentRt;
|
||||
scroll.viewport = viewport.GetComponent<RectTransform>();
|
||||
scroll.horizontal = false;
|
||||
scroll.vertical = true;
|
||||
scroll.movementType = ScrollRect.MovementType.Clamped;
|
||||
|
||||
var streamPresenter = canvasGo.AddComponent<DialogueStreamPresenter>();
|
||||
var streamSo = new SerializedObject(streamPresenter);
|
||||
streamSo.FindProperty("messageRowPrefab").objectReferenceValue = messageRowPrefab.GetComponent<DialogueMessageRow>();
|
||||
streamSo.FindProperty("messageContainer").objectReferenceValue = messages.GetComponent<RectTransform>();
|
||||
streamSo.FindProperty("scrollRect").objectReferenceValue = scroll;
|
||||
streamSo.ApplyModifiedPropertiesWithoutUndo();
|
||||
|
||||
var optionPrefab = AssetDatabase.LoadAssetAtPath<GameObject>(
|
||||
"Packages/dev.yarnspinner.unity/Prefabs/Option Item.prefab");
|
||||
var optionsPresenter = canvasGo.AddComponent<DialogueStreamOptionsPresenter>();
|
||||
var optSo = new SerializedObject(optionsPresenter);
|
||||
if (optionPrefab != null)
|
||||
{
|
||||
optSo.FindProperty("optionViewPrefab").objectReferenceValue = optionPrefab.GetComponent<OptionItem>();
|
||||
}
|
||||
|
||||
optSo.FindProperty("optionsContainer").objectReferenceValue = options.transform;
|
||||
optSo.FindProperty("canvasGroup").objectReferenceValue = optionsGroup;
|
||||
optSo.ApplyModifiedPropertiesWithoutUndo();
|
||||
|
||||
// Start hidden — DialogueTransitionController shows it.
|
||||
canvasGroup.alpha = 0f;
|
||||
canvasGroup.interactable = false;
|
||||
canvasGroup.blocksRaycasts = false;
|
||||
|
||||
var prefab = PrefabUtility.SaveAsPrefabAsset(canvasGo, StreamCanvasPrefabPath);
|
||||
Object.DestroyImmediate(canvasGo);
|
||||
return prefab;
|
||||
}
|
||||
|
||||
static GameObject CreateHudCanvasPrefab()
|
||||
{
|
||||
var canvasGo = CreateCanvas("HudCanvas", 10);
|
||||
var portraitSprite = AssetDatabase.LoadAssetAtPath<Sprite>(PortraitPath);
|
||||
|
||||
var panel = new GameObject("PortraitPanel", typeof(RectTransform), typeof(CanvasGroup), typeof(Image), typeof(Button));
|
||||
panel.transform.SetParent(canvasGo.transform, false);
|
||||
var panelRt = panel.GetComponent<RectTransform>();
|
||||
panelRt.anchorMin = new Vector2(1f, 0f);
|
||||
panelRt.anchorMax = new Vector2(1f, 0f);
|
||||
panelRt.pivot = new Vector2(1f, 0f);
|
||||
panelRt.sizeDelta = new Vector2(220f, 280f);
|
||||
panelRt.anchoredPosition = new Vector2(-24f, 24f);
|
||||
panel.GetComponent<Image>().color = new Color(0.15f, 0.15f, 0.18f, 0.95f);
|
||||
if (portraitSprite != null)
|
||||
{
|
||||
panel.GetComponent<Image>().sprite = portraitSprite;
|
||||
panel.GetComponent<Image>().preserveAspect = true;
|
||||
}
|
||||
|
||||
var hint = CreateTmp("TabHint", panel.transform, 18f, FontStyles.Normal, TextAlignmentOptions.Center);
|
||||
var hintRt = hint.GetComponent<RectTransform>();
|
||||
hintRt.anchorMin = new Vector2(0f, 0f);
|
||||
hintRt.anchorMax = new Vector2(1f, 0f);
|
||||
hintRt.pivot = new Vector2(0.5f, 0f);
|
||||
hintRt.sizeDelta = new Vector2(0f, 28f);
|
||||
hintRt.anchoredPosition = new Vector2(0f, 4f);
|
||||
hint.GetComponent<TMP_Text>().text = "Tab";
|
||||
Object.DestroyImmediate(hint.GetComponent<LayoutElement>());
|
||||
|
||||
var view = canvasGo.AddComponent<PortraitHudView>();
|
||||
var so = new SerializedObject(view);
|
||||
so.FindProperty("panelRoot").objectReferenceValue = panel;
|
||||
so.ApplyModifiedPropertiesWithoutUndo();
|
||||
|
||||
var prefab = PrefabUtility.SaveAsPrefabAsset(canvasGo, HudCanvasPrefabPath);
|
||||
Object.DestroyImmediate(canvasGo);
|
||||
return prefab;
|
||||
}
|
||||
|
||||
static GameObject CreatePlayerMenuCanvasPrefab(GameObject skillRowPrefab)
|
||||
{
|
||||
var canvasGo = CreateCanvas("PlayerMenuCanvas", 20);
|
||||
var rootGroup = canvasGo.AddComponent<CanvasGroup>();
|
||||
|
||||
var dimmer = CreateUiImage("Dimmer", canvasGo.transform, new Color(0f, 0f, 0f, 0.6f));
|
||||
Stretch(dimmer.GetComponent<RectTransform>());
|
||||
Object.DestroyImmediate(dimmer.GetComponent<LayoutElement>());
|
||||
|
||||
var body = new GameObject("MenuBody", typeof(RectTransform), typeof(Image));
|
||||
body.transform.SetParent(canvasGo.transform, false);
|
||||
var bodyRt = body.GetComponent<RectTransform>();
|
||||
bodyRt.anchorMin = new Vector2(0.15f, 0.1f);
|
||||
bodyRt.anchorMax = new Vector2(0.85f, 0.9f);
|
||||
bodyRt.offsetMin = Vector2.zero;
|
||||
bodyRt.offsetMax = Vector2.zero;
|
||||
body.GetComponent<Image>().color = new Color(0.08f, 0.08f, 0.1f, 0.98f);
|
||||
|
||||
var tabBarGo = new GameObject("TabBar", typeof(RectTransform), typeof(HorizontalLayoutGroup), typeof(MenuTabBar));
|
||||
tabBarGo.transform.SetParent(body.transform, false);
|
||||
var tabBarRt = tabBarGo.GetComponent<RectTransform>();
|
||||
tabBarRt.anchorMin = new Vector2(0f, 1f);
|
||||
tabBarRt.anchorMax = new Vector2(1f, 1f);
|
||||
tabBarRt.pivot = new Vector2(0.5f, 1f);
|
||||
tabBarRt.sizeDelta = new Vector2(0f, 56f);
|
||||
tabBarRt.anchoredPosition = Vector2.zero;
|
||||
var tabHlg = tabBarGo.GetComponent<HorizontalLayoutGroup>();
|
||||
tabHlg.spacing = 8f;
|
||||
tabHlg.padding = new RectOffset(12, 12, 8, 8);
|
||||
// childControl* default to FALSE on a script-added layout group. Left
|
||||
// false, each tab button keeps its own 100px sizeDelta ("Character"
|
||||
// clips to "Charact") and childForceExpandWidth dumps all the leftover
|
||||
// room between them as a gap instead of widening them.
|
||||
tabHlg.childControlWidth = true;
|
||||
tabHlg.childControlHeight = true;
|
||||
tabHlg.childForceExpandWidth = true;
|
||||
tabHlg.childForceExpandHeight = true;
|
||||
|
||||
var contentArea = new GameObject("ContentArea", typeof(RectTransform));
|
||||
contentArea.transform.SetParent(body.transform, false);
|
||||
var contentRt = contentArea.GetComponent<RectTransform>();
|
||||
contentRt.anchorMin = new Vector2(0f, 0f);
|
||||
contentRt.anchorMax = new Vector2(1f, 1f);
|
||||
contentRt.offsetMin = new Vector2(16f, 16f);
|
||||
contentRt.offsetMax = new Vector2(-16f, -64f);
|
||||
|
||||
var characterPanel = CreateTabPanel("CharacterPanel", contentArea.transform);
|
||||
var skillsPanel = CreateTabPanel("SkillsPanel", contentArea.transform);
|
||||
var journalPanel = CreateTabPanel("JournalPanel", contentArea.transform);
|
||||
|
||||
// Character content
|
||||
var charView = characterPanel.AddComponent<CharacterPanelView>();
|
||||
var nameLabel = CreateTmp("Name", characterPanel.transform, 36f, FontStyles.Bold, TextAlignmentOptions.Left);
|
||||
var aliasLabel = CreateTmp("Alias", characterPanel.transform, 28f, FontStyles.Italic, TextAlignmentOptions.Left);
|
||||
var invLabel = CreateTmp("Inventory", characterPanel.transform, 24f, FontStyles.Normal, TextAlignmentOptions.Left);
|
||||
var charVlg = characterPanel.AddComponent<VerticalLayoutGroup>();
|
||||
charVlg.spacing = 12f;
|
||||
charVlg.padding = new RectOffset(8, 8, 8, 8);
|
||||
charVlg.childControlWidth = true;
|
||||
charVlg.childControlHeight = true;
|
||||
charVlg.childForceExpandWidth = true;
|
||||
charVlg.childForceExpandHeight = false;
|
||||
var charSo = new SerializedObject(charView);
|
||||
charSo.FindProperty("nameLabel").objectReferenceValue = nameLabel.GetComponent<TMP_Text>();
|
||||
charSo.FindProperty("aliasLabel").objectReferenceValue = aliasLabel.GetComponent<TMP_Text>();
|
||||
charSo.FindProperty("inventoryPlaceholder").objectReferenceValue = invLabel.GetComponent<TMP_Text>();
|
||||
charSo.ApplyModifiedPropertiesWithoutUndo();
|
||||
|
||||
// Skills content
|
||||
var skillsScroll = new GameObject("SkillsScroll", typeof(RectTransform), typeof(ScrollRect));
|
||||
skillsScroll.transform.SetParent(skillsPanel.transform, false);
|
||||
Stretch(skillsScroll.GetComponent<RectTransform>());
|
||||
var skillsViewport = new GameObject("Viewport", typeof(RectTransform), typeof(RectMask2D), typeof(Image));
|
||||
skillsViewport.transform.SetParent(skillsScroll.transform, false);
|
||||
Stretch(skillsViewport.GetComponent<RectTransform>());
|
||||
skillsViewport.GetComponent<Image>().color = new Color(1f, 1f, 1f, 0.01f);
|
||||
var skillsContent = new GameObject("Content", typeof(RectTransform), typeof(VerticalLayoutGroup), typeof(ContentSizeFitter));
|
||||
skillsContent.transform.SetParent(skillsViewport.transform, false);
|
||||
ConfigureVerticalContent(skillsContent);
|
||||
var skillsContentRt = skillsContent.GetComponent<RectTransform>();
|
||||
skillsContentRt.anchorMin = new Vector2(0f, 1f);
|
||||
skillsContentRt.anchorMax = new Vector2(1f, 1f);
|
||||
skillsContentRt.pivot = new Vector2(0.5f, 1f);
|
||||
var skillsScrollRect = skillsScroll.GetComponent<ScrollRect>();
|
||||
skillsScrollRect.content = skillsContentRt;
|
||||
skillsScrollRect.viewport = skillsViewport.GetComponent<RectTransform>();
|
||||
skillsScrollRect.horizontal = false;
|
||||
|
||||
var axisHeaderTemplate = CreateTmp("AxisHeaderTemplate", skillsContent.transform, 20f, FontStyles.Bold, TextAlignmentOptions.Left);
|
||||
axisHeaderTemplate.SetActive(false);
|
||||
|
||||
var skillsView = skillsPanel.AddComponent<SkillsPanelView>();
|
||||
var skillsSo = new SerializedObject(skillsView);
|
||||
skillsSo.FindProperty("contentRoot").objectReferenceValue = skillsContentRt;
|
||||
skillsSo.FindProperty("rowPrefab").objectReferenceValue = skillRowPrefab.GetComponent<SkillRowView>();
|
||||
skillsSo.FindProperty("axisHeaderPrefab").objectReferenceValue = axisHeaderTemplate.GetComponent<TMP_Text>();
|
||||
skillsSo.FindProperty("displayMaxRank").intValue = 6;
|
||||
skillsSo.ApplyModifiedPropertiesWithoutUndo();
|
||||
|
||||
// Journal content
|
||||
var journalView = journalPanel.AddComponent<JournalPanelView>();
|
||||
var journalLabel = CreateTmp("Placeholder", journalPanel.transform, 28f, FontStyles.Italic, TextAlignmentOptions.Center);
|
||||
Stretch(journalLabel.GetComponent<RectTransform>());
|
||||
Object.DestroyImmediate(journalLabel.GetComponent<LayoutElement>());
|
||||
var journalSo = new SerializedObject(journalView);
|
||||
journalSo.FindProperty("placeholderLabel").objectReferenceValue = journalLabel.GetComponent<TMP_Text>();
|
||||
journalSo.ApplyModifiedPropertiesWithoutUndo();
|
||||
|
||||
var charBtn = CreateTabButton("Character", tabBarGo.transform);
|
||||
var skillsBtn = CreateTabButton("Skills", tabBarGo.transform);
|
||||
var journalBtn = CreateTabButton("Journal", tabBarGo.transform);
|
||||
|
||||
var tabBar = tabBarGo.GetComponent<MenuTabBar>();
|
||||
var tabSo = new SerializedObject(tabBar);
|
||||
var tabsProp = tabSo.FindProperty("tabs");
|
||||
tabsProp.arraySize = 3;
|
||||
// Character tab must refresh on show for the same reason as Skills:
|
||||
// panels toggle via CanvasGroup, so OnEnable never fires again.
|
||||
SetTabEntry(tabsProp.GetArrayElementAtIndex(0), charBtn.GetComponent<Button>(), characterPanel.GetComponent<CanvasGroup>(), charView, "Refresh");
|
||||
SetTabEntry(tabsProp.GetArrayElementAtIndex(1), skillsBtn.GetComponent<Button>(), skillsPanel.GetComponent<CanvasGroup>(), skillsView, "Refresh");
|
||||
SetTabEntry(tabsProp.GetArrayElementAtIndex(2), journalBtn.GetComponent<Button>(), journalPanel.GetComponent<CanvasGroup>(), null);
|
||||
tabSo.ApplyModifiedPropertiesWithoutUndo();
|
||||
|
||||
var menuController = canvasGo.AddComponent<PlayerMenuController>();
|
||||
var menuSo = new SerializedObject(menuController);
|
||||
menuSo.FindProperty("menuRoot").objectReferenceValue = canvasGo;
|
||||
menuSo.FindProperty("tabBar").objectReferenceValue = tabBar;
|
||||
menuSo.ApplyModifiedPropertiesWithoutUndo();
|
||||
|
||||
rootGroup.alpha = 0f;
|
||||
rootGroup.interactable = false;
|
||||
rootGroup.blocksRaycasts = false;
|
||||
|
||||
var prefab = PrefabUtility.SaveAsPrefabAsset(canvasGo, MenuCanvasPrefabPath);
|
||||
Object.DestroyImmediate(canvasGo);
|
||||
return prefab;
|
||||
}
|
||||
|
||||
static void SetTabEntry(SerializedProperty entry, Button button, CanvasGroup panel, Object target, string method = null)
|
||||
{
|
||||
entry.FindPropertyRelative("button").objectReferenceValue = button;
|
||||
entry.FindPropertyRelative("panel").objectReferenceValue = panel;
|
||||
if (target != null && method != null)
|
||||
{
|
||||
var onShown = entry.FindPropertyRelative("onShown");
|
||||
onShown.FindPropertyRelative("m_PersistentCalls.m_Calls").arraySize = 1;
|
||||
var call = onShown.FindPropertyRelative("m_PersistentCalls.m_Calls").GetArrayElementAtIndex(0);
|
||||
call.FindPropertyRelative("m_Target").objectReferenceValue = target;
|
||||
call.FindPropertyRelative("m_MethodName").stringValue = method;
|
||||
call.FindPropertyRelative("m_Mode").enumValueIndex = 1; // Void
|
||||
call.FindPropertyRelative("m_CallState").enumValueIndex = 2; // RuntimeOnly
|
||||
}
|
||||
}
|
||||
|
||||
static void WireScene(GameObject streamCanvasPrefab, GameObject hudCanvasPrefab, GameObject menuCanvasPrefab)
|
||||
{
|
||||
var scene = EditorSceneManager.OpenScene(ScenePath, OpenSceneMode.Single);
|
||||
|
||||
// UI System root
|
||||
var uiSystem = GameObject.Find("UI System");
|
||||
if (uiSystem == null)
|
||||
{
|
||||
uiSystem = new GameObject("UI System");
|
||||
}
|
||||
|
||||
if (uiSystem.GetComponent<UIStateController>() == null)
|
||||
{
|
||||
uiSystem.AddComponent<UIStateController>();
|
||||
}
|
||||
|
||||
// Player components
|
||||
var player = GameObject.Find("PlayerArmature");
|
||||
if (player == null)
|
||||
{
|
||||
Debug.LogError("[UILayerSetup] PlayerArmature not found in scene.");
|
||||
return;
|
||||
}
|
||||
|
||||
var controlLock = player.GetComponent<PlayerControlLock>();
|
||||
if (controlLock == null)
|
||||
{
|
||||
controlLock = player.AddComponent<PlayerControlLock>();
|
||||
}
|
||||
|
||||
var menuInput = player.GetComponent<PlayerMenuInput>();
|
||||
if (menuInput == null)
|
||||
{
|
||||
menuInput = player.AddComponent<PlayerMenuInput>();
|
||||
}
|
||||
|
||||
var inputs = player.GetComponent<StarterAssetsInputs>();
|
||||
if (inputs != null)
|
||||
{
|
||||
inputs.cursorLocked = false;
|
||||
EditorUtility.SetDirty(inputs);
|
||||
}
|
||||
|
||||
// DialogueTransitionController
|
||||
var transition = Object.FindFirstObjectByType<DialogueTransitionController>();
|
||||
if (transition != null)
|
||||
{
|
||||
var tSo = new SerializedObject(transition);
|
||||
tSo.FindProperty("controlLock").objectReferenceValue = controlLock;
|
||||
tSo.ApplyModifiedPropertiesWithoutUndo();
|
||||
}
|
||||
|
||||
// Instantiate / refresh UI prefab instances
|
||||
var streamInstance = EnsurePrefabInstance(streamCanvasPrefab, "DialogueStreamCanvas");
|
||||
var hudInstance = EnsurePrefabInstance(hudCanvasPrefab, "HudCanvas");
|
||||
var menuInstance = EnsurePrefabInstance(menuCanvasPrefab, "PlayerMenuCanvas");
|
||||
|
||||
// Wire menu controller refs
|
||||
var menuController = menuInstance.GetComponent<PlayerMenuController>();
|
||||
if (menuController != null)
|
||||
{
|
||||
var mSo = new SerializedObject(menuController);
|
||||
mSo.FindProperty("menuInput").objectReferenceValue = menuInput;
|
||||
mSo.FindProperty("controlLock").objectReferenceValue = controlLock;
|
||||
mSo.ApplyModifiedPropertiesWithoutUndo();
|
||||
}
|
||||
|
||||
// Portrait → Open menu
|
||||
var portraitButton = hudInstance.GetComponentInChildren<Button>(true);
|
||||
if (portraitButton != null && menuController != null)
|
||||
{
|
||||
while (portraitButton.onClick.GetPersistentEventCount() > 0)
|
||||
{
|
||||
UnityEditor.Events.UnityEventTools.RemovePersistentListener(portraitButton.onClick, 0);
|
||||
}
|
||||
|
||||
UnityEditor.Events.UnityEventTools.AddPersistentListener(portraitButton.onClick, menuController.Open);
|
||||
EditorUtility.SetDirty(portraitButton);
|
||||
}
|
||||
|
||||
// Camera framing
|
||||
var vcam = GameObject.Find("CinemachineCamera");
|
||||
if (vcam != null)
|
||||
{
|
||||
var framing = vcam.GetComponent<DialogueCameraFraming>();
|
||||
if (framing == null)
|
||||
{
|
||||
framing = vcam.AddComponent<DialogueCameraFraming>();
|
||||
}
|
||||
|
||||
var composer = vcam.GetComponent<CinemachinePositionComposer>();
|
||||
var fSo = new SerializedObject(framing);
|
||||
fSo.FindProperty("composer").objectReferenceValue = composer;
|
||||
fSo.FindProperty("dialogueScreenX").floatValue = -0.17f;
|
||||
fSo.ApplyModifiedPropertiesWithoutUndo();
|
||||
}
|
||||
|
||||
// Re-point DialogueRunner presenters
|
||||
var runner = Object.FindFirstObjectByType<DialogueRunner>();
|
||||
var streamPresenter = streamInstance.GetComponent<DialogueStreamPresenter>();
|
||||
var optionsPresenter = streamInstance.GetComponent<DialogueStreamOptionsPresenter>();
|
||||
var lineAdvancer = Object.FindFirstObjectByType<LineAdvancer>();
|
||||
|
||||
if (runner != null && streamPresenter != null && optionsPresenter != null)
|
||||
{
|
||||
var rSo = new SerializedObject(runner);
|
||||
var presenters = rSo.FindProperty("dialoguePresenters");
|
||||
if (presenters != null)
|
||||
{
|
||||
presenters.arraySize = lineAdvancer != null ? 3 : 2;
|
||||
presenters.GetArrayElementAtIndex(0).objectReferenceValue = streamPresenter;
|
||||
presenters.GetArrayElementAtIndex(1).objectReferenceValue = optionsPresenter;
|
||||
if (lineAdvancer != null)
|
||||
{
|
||||
presenters.GetArrayElementAtIndex(2).objectReferenceValue = lineAdvancer;
|
||||
}
|
||||
|
||||
rSo.ApplyModifiedPropertiesWithoutUndo();
|
||||
}
|
||||
}
|
||||
|
||||
if (lineAdvancer != null && streamPresenter != null)
|
||||
{
|
||||
var aSo = new SerializedObject(lineAdvancer);
|
||||
aSo.FindProperty("presenter").objectReferenceValue = streamPresenter;
|
||||
aSo.ApplyModifiedPropertiesWithoutUndo();
|
||||
}
|
||||
|
||||
// Point DialogueTransitionController.dialogueUI at the new canvas
|
||||
if (transition != null && streamInstance != null)
|
||||
{
|
||||
var tSo = new SerializedObject(transition);
|
||||
tSo.FindProperty("dialogueUI").objectReferenceValue = streamInstance;
|
||||
tSo.FindProperty("controlLock").objectReferenceValue = controlLock;
|
||||
tSo.ApplyModifiedPropertiesWithoutUndo();
|
||||
}
|
||||
|
||||
// Deactivate the package Dialogue System Canvas (keep EventSystem alive)
|
||||
var dialogueSystem = GameObject.Find("Dialogue System");
|
||||
if (dialogueSystem != null)
|
||||
{
|
||||
var packageCanvas = dialogueSystem.transform.Find("Canvas");
|
||||
if (packageCanvas != null)
|
||||
{
|
||||
// Rescue the Skill Check Banner onto the scene-owned Skill Check
|
||||
// Canvas — NOT into streamInstance. EnsurePrefabInstance
|
||||
// DestroyImmediates the stream canvas on every re-run, so
|
||||
// anything parented under it dies with it; that is what left
|
||||
// SkillRuntime.resultView null after the second setup run.
|
||||
// Skill Check Canvas is scene-owned, survives re-runs, and its
|
||||
// sortingOrder 100 already draws above the dialogue canvas.
|
||||
var banner = packageCanvas.Find("Skill Check Banner");
|
||||
if (banner != null)
|
||||
{
|
||||
var bannerHost = GameObject.Find("Skill Check Canvas");
|
||||
if (bannerHost != null)
|
||||
{
|
||||
banner.SetParent(bannerHost.transform, false);
|
||||
}
|
||||
}
|
||||
|
||||
packageCanvas.gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
||||
// Repair SkillRuntime.resultView. It can be left dangling by an earlier
|
||||
// run of this menu item, and a null here silently disables every roll
|
||||
// banner ("SkillCheckResultView is not assigned; skipping roll banner").
|
||||
// Prefer an active view if more than one survives.
|
||||
SkillCheckResultView resultView = null;
|
||||
foreach (var candidate in Object.FindObjectsByType<SkillCheckResultView>(
|
||||
FindObjectsInactive.Include, FindObjectsSortMode.None))
|
||||
{
|
||||
if (resultView == null
|
||||
|| (!resultView.gameObject.activeInHierarchy && candidate.gameObject.activeInHierarchy))
|
||||
{
|
||||
resultView = candidate;
|
||||
}
|
||||
}
|
||||
|
||||
var skillRuntime = Object.FindFirstObjectByType<SkillRuntime>();
|
||||
if (skillRuntime != null && resultView != null)
|
||||
{
|
||||
var skillSo = new SerializedObject(skillRuntime);
|
||||
skillSo.FindProperty("resultView").objectReferenceValue = resultView;
|
||||
skillSo.ApplyModifiedPropertiesWithoutUndo();
|
||||
}
|
||||
else if (skillRuntime != null)
|
||||
{
|
||||
Debug.LogWarning("[UILayerSetup] No SkillCheckResultView found in the scene; roll banners will not display.", skillRuntime);
|
||||
}
|
||||
|
||||
// Update NPCStandIn dialogueUI refs to the new canvas
|
||||
foreach (var npc in Object.FindObjectsByType<NPCStandIn>(FindObjectsInactive.Include, FindObjectsSortMode.None))
|
||||
{
|
||||
var so = new SerializedObject(npc);
|
||||
var uiProp = so.FindProperty("dialogueUI");
|
||||
if (uiProp != null)
|
||||
{
|
||||
uiProp.objectReferenceValue = streamInstance;
|
||||
so.ApplyModifiedPropertiesWithoutUndo();
|
||||
}
|
||||
}
|
||||
|
||||
EditorSceneManager.MarkSceneDirty(scene);
|
||||
EditorSceneManager.SaveScene(scene);
|
||||
}
|
||||
|
||||
static GameObject EnsurePrefabInstance(GameObject prefab, string name)
|
||||
{
|
||||
var existing = GameObject.Find(name);
|
||||
if (existing != null)
|
||||
{
|
||||
Object.DestroyImmediate(existing);
|
||||
}
|
||||
|
||||
var instance = (GameObject)PrefabUtility.InstantiatePrefab(prefab);
|
||||
instance.name = name;
|
||||
return instance;
|
||||
}
|
||||
|
||||
static GameObject CreateCanvas(string name, int sortingOrder)
|
||||
{
|
||||
var go = new GameObject(name, typeof(RectTransform), typeof(Canvas), typeof(CanvasScaler), typeof(GraphicRaycaster));
|
||||
var canvas = go.GetComponent<Canvas>();
|
||||
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
|
||||
canvas.sortingOrder = sortingOrder;
|
||||
var scaler = go.GetComponent<CanvasScaler>();
|
||||
scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
|
||||
scaler.referenceResolution = new Vector2(1920f, 1080f);
|
||||
scaler.matchWidthOrHeight = 0.5f;
|
||||
return go;
|
||||
}
|
||||
|
||||
static GameObject CreateTabPanel(string name, Transform parent)
|
||||
{
|
||||
var go = new GameObject(name, typeof(RectTransform), typeof(CanvasGroup));
|
||||
go.transform.SetParent(parent, false);
|
||||
Stretch(go.GetComponent<RectTransform>());
|
||||
var group = go.GetComponent<CanvasGroup>();
|
||||
group.alpha = 0f;
|
||||
group.interactable = false;
|
||||
group.blocksRaycasts = false;
|
||||
return go;
|
||||
}
|
||||
|
||||
static GameObject CreateTabButton(string label, Transform parent)
|
||||
{
|
||||
var go = new GameObject(label, typeof(RectTransform), typeof(Image), typeof(Button), typeof(LayoutElement));
|
||||
go.transform.SetParent(parent, false);
|
||||
go.GetComponent<Image>().color = new Color(0.2f, 0.2f, 0.25f, 1f);
|
||||
var text = CreateTmp("Label", go.transform, 22f, FontStyles.Bold, TextAlignmentOptions.Center);
|
||||
Stretch(text.GetComponent<RectTransform>());
|
||||
Object.DestroyImmediate(text.GetComponent<LayoutElement>());
|
||||
text.GetComponent<TMP_Text>().text = label;
|
||||
return go;
|
||||
}
|
||||
|
||||
static GameObject CreateTmp(string name, Transform parent, float size, FontStyles style, TextAlignmentOptions align)
|
||||
{
|
||||
var go = new GameObject(name, typeof(RectTransform), typeof(TextMeshProUGUI), typeof(LayoutElement));
|
||||
go.transform.SetParent(parent, false);
|
||||
var tmp = go.GetComponent<TextMeshProUGUI>();
|
||||
tmp.fontSize = size;
|
||||
tmp.fontStyle = style;
|
||||
tmp.alignment = align;
|
||||
tmp.color = Color.white;
|
||||
tmp.text = name;
|
||||
tmp.textWrappingMode = TextWrappingModes.Normal;
|
||||
|
||||
// Deliberately no LayoutElement.preferredHeight. A fixed height here is
|
||||
// one line's worth, and LayoutElement outranks TMP's own ILayoutElement
|
||||
// report — so a wrapped 4-line body would be allocated ~40px while
|
||||
// rendering ~150px, and consecutive rows draw on top of each other.
|
||||
// Leaving it at the -1 default lets TMP measure the wrapped text.
|
||||
// The component stays so callers can still set preferredWidth /
|
||||
// flexibleWidth (see the skill row).
|
||||
return go;
|
||||
}
|
||||
|
||||
static GameObject CreateUiImage(string name, Transform parent, Color color)
|
||||
{
|
||||
var go = new GameObject(name, typeof(RectTransform), typeof(Image), typeof(LayoutElement));
|
||||
go.transform.SetParent(parent, false);
|
||||
go.GetComponent<Image>().color = color;
|
||||
return go;
|
||||
}
|
||||
|
||||
static void Stretch(RectTransform rt, float pad = 0f)
|
||||
{
|
||||
rt.anchorMin = Vector2.zero;
|
||||
rt.anchorMax = Vector2.one;
|
||||
rt.offsetMin = new Vector2(pad, pad);
|
||||
rt.offsetMax = new Vector2(-pad, -pad);
|
||||
}
|
||||
|
||||
static void ConfigureVerticalContent(GameObject go)
|
||||
{
|
||||
var rt = go.GetComponent<RectTransform>();
|
||||
rt.anchorMin = new Vector2(0f, 0f);
|
||||
rt.anchorMax = new Vector2(1f, 0f);
|
||||
rt.pivot = new Vector2(0.5f, 0f);
|
||||
|
||||
// A RectTransform added via `new GameObject(..., typeof(RectTransform))`
|
||||
// starts at sizeDelta (100,100). With horizontal-stretch anchors that
|
||||
// makes the rect parentWidth + 100 wide, centred — overhanging 50px off
|
||||
// each side, and the RectMask2D shears the left edge off every label.
|
||||
// ContentSizeFitter only governs the vertical axis, so it never
|
||||
// corrects this. Zero the horizontal size explicitly.
|
||||
rt.sizeDelta = new Vector2(0f, rt.sizeDelta.y);
|
||||
rt.anchoredPosition = Vector2.zero;
|
||||
|
||||
var vlg = go.GetComponent<VerticalLayoutGroup>();
|
||||
vlg.childControlHeight = true;
|
||||
vlg.childControlWidth = true;
|
||||
vlg.childForceExpandHeight = false;
|
||||
vlg.childForceExpandWidth = true;
|
||||
vlg.spacing = 4f;
|
||||
var csf = go.GetComponent<ContentSizeFitter>();
|
||||
csf.verticalFit = ContentSizeFitter.FitMode.PreferredSize;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5bdf044f1ab04312b76895dac1740b37
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,48 @@
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// Reminds the user to run the one-shot prefab/scene wiring menu after scripts
|
||||
/// compile. Runtime play works without it via UILayerBootstrap.
|
||||
/// </summary>
|
||||
[InitializeOnLoad]
|
||||
static class UILayerSetupAutoRun
|
||||
{
|
||||
const string PrefKey = "NightclubArcadia.UILayerSetup.Reminded";
|
||||
const string MarkerPrefab = "Assets/Prefabs/UI/PlayerMenuCanvas.prefab";
|
||||
|
||||
static UILayerSetupAutoRun()
|
||||
{
|
||||
EditorApplication.delayCall += RemindIfNeeded;
|
||||
}
|
||||
|
||||
static void RemindIfNeeded()
|
||||
{
|
||||
if (EditorApplication.isPlayingOrWillChangePlaymode || EditorApplication.isCompiling)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (AssetDatabase.LoadAssetAtPath<GameObject>(MarkerPrefab) != null)
|
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||||
using Unity.Cinemachine;
|
||||
using UnityEngine;
|
||||
|
||||
namespace NightclubArcadia.Cinematics
|
||||
{
|
||||
/// <summary>
|
||||
/// Raises a reveal camera priority while the player is inside the volume.
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(BoxCollider))]
|
||||
public sealed class CameraFramingVolume : MonoBehaviour
|
||||
{
|
||||
[SerializeField] CinemachineCamera revealCamera;
|
||||
[SerializeField] int activePriority = 20;
|
||||
[SerializeField] float minDwell = 0.5f;
|
||||
|
||||
CameraStateDirector stateDirector;
|
||||
int defaultPriority;
|
||||
int occupants;
|
||||
float exitTimer;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
var box = GetComponent<BoxCollider>();
|
||||
box.isTrigger = true;
|
||||
|
||||
if (revealCamera != null)
|
||||
{
|
||||
defaultPriority = revealCamera.Priority.Value;
|
||||
}
|
||||
|
||||
stateDirector = FindFirstObjectByType<CameraStateDirector>();
|
||||
}
|
||||
|
||||
void OnTriggerEnter(Collider other)
|
||||
{
|
||||
if (!other.CompareTag("Player") || revealCamera == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
occupants++;
|
||||
exitTimer = 0f;
|
||||
revealCamera.Priority.Value = activePriority;
|
||||
stateDirector?.RegisterReveal();
|
||||
}
|
||||
|
||||
void OnTriggerExit(Collider other)
|
||||
{
|
||||
if (!other.CompareTag("Player") || revealCamera == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
occupants = Mathf.Max(0, occupants - 1);
|
||||
if (occupants == 0)
|
||||
{
|
||||
exitTimer = minDwell;
|
||||
}
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (occupants > 0 || revealCamera == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (exitTimer > 0f)
|
||||
{
|
||||
exitTimer -= Time.deltaTime;
|
||||
return;
|
||||
}
|
||||
|
||||
if (revealCamera.Priority.Value != defaultPriority)
|
||||
{
|
||||
revealCamera.Priority.Value = defaultPriority;
|
||||
stateDirector?.UnregisterReveal();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
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fileFormatVersion: 2
|
||||
guid: 7cccc93b78eb84019b4524d65305612a
|
||||
@@ -0,0 +1,162 @@
|
||||
using NightclubArcadia.Player;
|
||||
using NightclubArcadia.Player.Math;
|
||||
using UnityEngine;
|
||||
|
||||
namespace NightclubArcadia.Cinematics
|
||||
{
|
||||
/// <summary>
|
||||
/// Converts mouse drag-pan into CameraRigAnchor manual offset with recenter rules.
|
||||
/// </summary>
|
||||
public sealed class CameraPanInput : MonoBehaviour
|
||||
{
|
||||
[SerializeField] Camera brainCamera;
|
||||
[SerializeField] CameraRigAnchor anchor;
|
||||
[SerializeField] CameraStateDirector stateDirector;
|
||||
[SerializeField] PlayerPointerInput pointerInput;
|
||||
[SerializeField] float panMetresPerPixel = 0.02f;
|
||||
[SerializeField] float maxPanDistance = 12f;
|
||||
[SerializeField] float recenterDelay = 2.5f;
|
||||
[SerializeField] float recenterSmoothTime = 0.8f;
|
||||
[SerializeField] float movementRecenterDelay = 0.4f;
|
||||
|
||||
float releaseTimer = float.MaxValue;
|
||||
Vector3 recenterVelocity;
|
||||
Vector3 camRight;
|
||||
Vector3 camForward;
|
||||
bool basisInitialized;
|
||||
|
||||
public bool IsManualPanActive => pointerInput != null && pointerInput.IsPanning || releaseTimer < recenterDelay;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
if (anchor == null)
|
||||
{
|
||||
anchor = GetComponent<CameraRigAnchor>();
|
||||
}
|
||||
|
||||
if (stateDirector == null)
|
||||
{
|
||||
stateDirector = GetComponent<CameraStateDirector>();
|
||||
}
|
||||
|
||||
if (brainCamera == null)
|
||||
{
|
||||
brainCamera = Camera.main;
|
||||
}
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
if (pointerInput == null)
|
||||
{
|
||||
var player = GameObject.FindGameObjectWithTag("Player");
|
||||
if (player != null)
|
||||
{
|
||||
pointerInput = player.GetComponent<PlayerPointerInput>();
|
||||
}
|
||||
}
|
||||
|
||||
if (pointerInput != null)
|
||||
{
|
||||
pointerInput.PanDelta += OnPanDelta;
|
||||
pointerInput.PanEnded += OnPanEnded;
|
||||
}
|
||||
}
|
||||
|
||||
void OnDestroy()
|
||||
{
|
||||
if (pointerInput != null)
|
||||
{
|
||||
pointerInput.PanDelta -= OnPanDelta;
|
||||
pointerInput.PanEnded -= OnPanEnded;
|
||||
}
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (anchor == null || stateDirector == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (stateDirector.AllowsManualPan && pointerInput != null && pointerInput.IsPanning)
|
||||
{
|
||||
releaseTimer = 0f;
|
||||
}
|
||||
else if (releaseTimer < recenterDelay)
|
||||
{
|
||||
releaseTimer += Time.deltaTime;
|
||||
}
|
||||
|
||||
if (ShouldShortenRecenter())
|
||||
{
|
||||
releaseTimer = Mathf.Max(releaseTimer, recenterDelay - movementRecenterDelay);
|
||||
}
|
||||
|
||||
if (!stateDirector.AllowsManualPan)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (releaseTimer >= recenterDelay && (pointerInput == null || !pointerInput.IsPanning))
|
||||
{
|
||||
anchor.ManualPanOffset = Vector3.SmoothDamp(
|
||||
anchor.ManualPanOffset,
|
||||
Vector3.zero,
|
||||
ref recenterVelocity,
|
||||
recenterSmoothTime);
|
||||
}
|
||||
|
||||
anchor.ClampManualPan(maxPanDistance);
|
||||
}
|
||||
|
||||
void OnPanDelta(Vector2 delta)
|
||||
{
|
||||
if (stateDirector == null || !stateDirector.AllowsManualPan || anchor == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
EnsureCameraBasis();
|
||||
anchor.Nudge(MotionInputMath.ScreenDeltaToWorldPan(delta, camRight, camForward, panMetresPerPixel));
|
||||
anchor.ClampManualPan(maxPanDistance);
|
||||
}
|
||||
|
||||
void OnPanEnded()
|
||||
{
|
||||
releaseTimer = 0f;
|
||||
}
|
||||
|
||||
bool ShouldShortenRecenter()
|
||||
{
|
||||
var player = GameObject.FindGameObjectWithTag("Player");
|
||||
if (player == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
var arbiter = player.GetComponent<PlayerMotionArbiter>();
|
||||
return arbiter != null && arbiter.ActiveSource != MotionSource.None;
|
||||
}
|
||||
|
||||
void EnsureCameraBasis()
|
||||
{
|
||||
if (brainCamera == null)
|
||||
{
|
||||
brainCamera = Camera.main;
|
||||
}
|
||||
|
||||
if (brainCamera == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (!basisInitialized)
|
||||
{
|
||||
camRight = brainCamera.transform.right;
|
||||
camForward = brainCamera.transform.forward;
|
||||
basisInitialized = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f9b06ade88f2643a3b9f52a80e06081d
|
||||
@@ -0,0 +1,31 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace NightclubArcadia.Cinematics
|
||||
{
|
||||
/// <summary>
|
||||
/// Marker on NPCs and props that the POI director may bias toward.
|
||||
/// </summary>
|
||||
public sealed class CameraPointOfInterest : MonoBehaviour
|
||||
{
|
||||
[SerializeField] float weight = 1f;
|
||||
[SerializeField] float triggerRadius = 8f;
|
||||
[SerializeField] float maxBias = 2.5f;
|
||||
[SerializeField] float extraDistance = 1.5f;
|
||||
|
||||
public float Weight => weight;
|
||||
public float TriggerRadius => triggerRadius;
|
||||
public float MaxBias => maxBias;
|
||||
public float ExtraDistance => extraDistance;
|
||||
public Transform Target => transform;
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
CameraPointOfInterestDirector.Register(this);
|
||||
}
|
||||
|
||||
void OnDisable()
|
||||
{
|
||||
CameraPointOfInterestDirector.Unregister(this);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7862f80331f384d28b27600075971a77
|
||||
@@ -0,0 +1,161 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace NightclubArcadia.Cinematics
|
||||
{
|
||||
/// <summary>
|
||||
/// Scores registered POIs and writes bias onto the camera anchor.
|
||||
/// </summary>
|
||||
public sealed class CameraPointOfInterestDirector : MonoBehaviour
|
||||
{
|
||||
static readonly List<CameraPointOfInterest> Registered = new List<CameraPointOfInterest>();
|
||||
|
||||
[SerializeField] CameraRigAnchor anchor;
|
||||
[SerializeField] CameraStateDirector stateDirector;
|
||||
[SerializeField] float poiSmoothTime = 1f;
|
||||
[SerializeField] float poiReleaseTime = 1.4f;
|
||||
[SerializeField] float maxHeadingAngle = 100f;
|
||||
|
||||
Vector3 poiVelocity;
|
||||
float distanceVelocity;
|
||||
CameraPointOfInterest activePoi;
|
||||
|
||||
public bool HasActivePoi => activePoi != null;
|
||||
|
||||
public static void Register(CameraPointOfInterest poi)
|
||||
{
|
||||
if (poi != null && !Registered.Contains(poi))
|
||||
{
|
||||
Registered.Add(poi);
|
||||
}
|
||||
}
|
||||
|
||||
public static void Unregister(CameraPointOfInterest poi)
|
||||
{
|
||||
Registered.Remove(poi);
|
||||
}
|
||||
|
||||
void Awake()
|
||||
{
|
||||
if (anchor == null)
|
||||
{
|
||||
anchor = GetComponent<CameraRigAnchor>();
|
||||
}
|
||||
|
||||
if (stateDirector == null)
|
||||
{
|
||||
stateDirector = GetComponent<CameraStateDirector>();
|
||||
}
|
||||
}
|
||||
|
||||
void LateUpdate()
|
||||
{
|
||||
if (anchor == null || stateDirector == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var follow = anchor.FollowTarget;
|
||||
if (follow == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (!stateDirector.AllowsPointOfInterest)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (stateDirector.Current == CameraState.ManualPan)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
activePoi = FindBestPoi(follow);
|
||||
if (activePoi == null)
|
||||
{
|
||||
ReleasePoi();
|
||||
return;
|
||||
}
|
||||
|
||||
var toPoi = activePoi.Target.position - follow.position;
|
||||
toPoi.y = 0f;
|
||||
var targetBias = Vector3.ClampMagnitude(toPoi, activePoi.MaxBias);
|
||||
|
||||
anchor.PoiBias = Vector3.SmoothDamp(
|
||||
anchor.PoiBias,
|
||||
targetBias,
|
||||
ref poiVelocity,
|
||||
poiSmoothTime);
|
||||
|
||||
anchor.DistanceBias = Mathf.SmoothDamp(
|
||||
anchor.DistanceBias,
|
||||
activePoi.ExtraDistance,
|
||||
ref distanceVelocity,
|
||||
poiSmoothTime);
|
||||
}
|
||||
|
||||
CameraPointOfInterest FindBestPoi(Transform follow)
|
||||
{
|
||||
CameraPointOfInterest best = null;
|
||||
var bestScore = 0f;
|
||||
var forward = follow.forward;
|
||||
|
||||
foreach (var poi in Registered)
|
||||
{
|
||||
if (poi == null || !poi.isActiveAndEnabled)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var offset = poi.Target.position - follow.position;
|
||||
offset.y = 0f;
|
||||
var distance = offset.magnitude;
|
||||
if (distance > poi.TriggerRadius || distance <= 0.01f)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var angle = Vector3.Angle(forward, offset);
|
||||
if (angle > maxHeadingAngle)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var score = poi.Weight * (1f - distance / poi.TriggerRadius);
|
||||
if (score > bestScore)
|
||||
{
|
||||
bestScore = score;
|
||||
best = poi;
|
||||
}
|
||||
}
|
||||
|
||||
return best;
|
||||
}
|
||||
|
||||
void ReleasePoi()
|
||||
{
|
||||
if (anchor == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
anchor.PoiBias = Vector3.SmoothDamp(
|
||||
anchor.PoiBias,
|
||||
Vector3.zero,
|
||||
ref poiVelocity,
|
||||
poiReleaseTime);
|
||||
|
||||
anchor.DistanceBias = Mathf.SmoothDamp(
|
||||
anchor.DistanceBias,
|
||||
0f,
|
||||
ref distanceVelocity,
|
||||
poiReleaseTime);
|
||||
|
||||
if (anchor.PoiBias.sqrMagnitude < 0.0001f && Mathf.Abs(anchor.DistanceBias) < 0.01f)
|
||||
{
|
||||
activePoi = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e3343417e1de440f095b73e55c6977b6
|
||||
@@ -0,0 +1,85 @@
|
||||
using Unity.Cinemachine;
|
||||
using UnityEngine;
|
||||
|
||||
namespace NightclubArcadia.Cinematics
|
||||
{
|
||||
/// <summary>
|
||||
/// Proxy transform the follow camera tracks. Combines player follow,
|
||||
/// POI bias, manual pan offset, and distance bias.
|
||||
/// </summary>
|
||||
public sealed class CameraRigAnchor : MonoBehaviour
|
||||
{
|
||||
[SerializeField] Transform followTarget;
|
||||
[SerializeField] CinemachinePositionComposer composer;
|
||||
[SerializeField] float followSmoothTime = 0.12f;
|
||||
[SerializeField] float distanceSmoothTime = 0.8f;
|
||||
|
||||
float defaultCameraDistance = 10f;
|
||||
float distanceVelocity;
|
||||
Vector3 followVelocity;
|
||||
|
||||
public Vector3 PoiBias { get; set; }
|
||||
public Vector3 ManualPanOffset { get; set; }
|
||||
public float DistanceBias { get; set; }
|
||||
|
||||
public Transform FollowTarget => followTarget;
|
||||
|
||||
void Start()
|
||||
{
|
||||
if (composer == null)
|
||||
{
|
||||
composer = FindFirstObjectByType<CinemachinePositionComposer>();
|
||||
}
|
||||
|
||||
if (composer != null)
|
||||
{
|
||||
defaultCameraDistance = composer.CameraDistance;
|
||||
}
|
||||
}
|
||||
|
||||
void LateUpdate()
|
||||
{
|
||||
if (followTarget == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var targetPosition = followTarget.position + PoiBias + ManualPanOffset;
|
||||
transform.position = Vector3.SmoothDamp(
|
||||
transform.position,
|
||||
targetPosition,
|
||||
ref followVelocity,
|
||||
followSmoothTime);
|
||||
|
||||
if (composer != null)
|
||||
{
|
||||
var targetDistance = defaultCameraDistance + DistanceBias;
|
||||
composer.CameraDistance = Mathf.SmoothDamp(
|
||||
composer.CameraDistance,
|
||||
targetDistance,
|
||||
ref distanceVelocity,
|
||||
distanceSmoothTime);
|
||||
}
|
||||
}
|
||||
|
||||
public void Nudge(Vector3 worldDelta)
|
||||
{
|
||||
ManualPanOffset += worldDelta;
|
||||
}
|
||||
|
||||
public void ClampManualPan(float maxDistance)
|
||||
{
|
||||
if (followTarget == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var offset = ManualPanOffset;
|
||||
offset.y = 0f;
|
||||
if (offset.magnitude > maxDistance)
|
||||
{
|
||||
ManualPanOffset = offset.normalized * maxDistance;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 16d6717a3703a4bb3a8c3bb0bb0392de
|
||||
@@ -0,0 +1,135 @@
|
||||
using NightclubArcadia.UI;
|
||||
using UnityEngine;
|
||||
|
||||
namespace NightclubArcadia.Cinematics
|
||||
{
|
||||
public enum CameraState
|
||||
{
|
||||
Follow,
|
||||
ManualPan,
|
||||
PointOfInterest,
|
||||
Reveal,
|
||||
Dialogue,
|
||||
Menu
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resolves which camera subsystem may write each frame.
|
||||
/// </summary>
|
||||
public sealed class CameraStateDirector : MonoBehaviour
|
||||
{
|
||||
[SerializeField] CameraRigAnchor anchor;
|
||||
[SerializeField] float dialogueRecenterTime = 0.5f;
|
||||
|
||||
int activeRevealCount;
|
||||
float dialogueRecenterTimer;
|
||||
bool wasDialogueActive;
|
||||
bool wasMenuOpen;
|
||||
|
||||
public CameraState Current { get; private set; } = CameraState.Follow;
|
||||
|
||||
public bool AllowsManualPan =>
|
||||
Current != CameraState.Dialogue
|
||||
&& Current != CameraState.Menu
|
||||
&& Current != CameraState.Reveal;
|
||||
|
||||
public bool AllowsPointOfInterest =>
|
||||
Current == CameraState.Follow || Current == CameraState.PointOfInterest;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
if (anchor == null)
|
||||
{
|
||||
anchor = GetComponent<CameraRigAnchor>();
|
||||
}
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
if (UIStateController.Instance != null)
|
||||
{
|
||||
UIStateController.Instance.StateChanged += OnUiStateChanged;
|
||||
}
|
||||
|
||||
ResolveState(false);
|
||||
}
|
||||
|
||||
void OnDestroy()
|
||||
{
|
||||
if (UIStateController.Instance != null)
|
||||
{
|
||||
UIStateController.Instance.StateChanged -= OnUiStateChanged;
|
||||
}
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
ResolveState(true);
|
||||
|
||||
if (Current == CameraState.Dialogue && anchor != null)
|
||||
{
|
||||
dialogueRecenterTimer += Time.deltaTime;
|
||||
var t = Mathf.Clamp01(dialogueRecenterTimer / dialogueRecenterTime);
|
||||
anchor.ManualPanOffset = Vector3.Lerp(anchor.ManualPanOffset, Vector3.zero, t);
|
||||
}
|
||||
}
|
||||
|
||||
void OnUiStateChanged() => ResolveState(true);
|
||||
|
||||
public void RegisterReveal() => activeRevealCount++;
|
||||
|
||||
public void UnregisterReveal() => activeRevealCount = Mathf.Max(0, activeRevealCount - 1);
|
||||
|
||||
void ResolveState(bool allowManualPanPromotion)
|
||||
{
|
||||
var ui = UIStateController.Instance;
|
||||
var menuOpen = ui != null && ui.IsMenuOpen;
|
||||
var dialogueActive = ui != null && ui.IsDialogueActive;
|
||||
|
||||
if (menuOpen)
|
||||
{
|
||||
Current = CameraState.Menu;
|
||||
}
|
||||
else if (dialogueActive)
|
||||
{
|
||||
if (!wasDialogueActive)
|
||||
{
|
||||
dialogueRecenterTimer = 0f;
|
||||
}
|
||||
|
||||
Current = CameraState.Dialogue;
|
||||
}
|
||||
else if (activeRevealCount > 0)
|
||||
{
|
||||
Current = CameraState.Reveal;
|
||||
}
|
||||
else if (allowManualPanPromotion && IsManualPanActive())
|
||||
{
|
||||
Current = CameraState.ManualPan;
|
||||
}
|
||||
else if (HasActivePointOfInterest())
|
||||
{
|
||||
Current = CameraState.PointOfInterest;
|
||||
}
|
||||
else
|
||||
{
|
||||
Current = CameraState.Follow;
|
||||
}
|
||||
|
||||
wasDialogueActive = dialogueActive;
|
||||
wasMenuOpen = menuOpen;
|
||||
}
|
||||
|
||||
bool IsManualPanActive()
|
||||
{
|
||||
var pan = GetComponent<CameraPanInput>();
|
||||
return pan != null && pan.IsManualPanActive;
|
||||
}
|
||||
|
||||
bool HasActivePointOfInterest()
|
||||
{
|
||||
var director = GetComponent<CameraPointOfInterestDirector>();
|
||||
return director != null && director.HasActivePoi;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ca0160e4d996040238dab18725a2e844
|
||||
@@ -0,0 +1,72 @@
|
||||
using NightclubArcadia.UI;
|
||||
using Unity.Cinemachine;
|
||||
using UnityEngine;
|
||||
|
||||
namespace NightclubArcadia.Cinematics
|
||||
{
|
||||
/// <summary>
|
||||
/// Shifts CinemachinePositionComposer.Composition.ScreenPosition so the
|
||||
/// player is centred in the screen space left of the dialogue panel.
|
||||
/// </summary>
|
||||
public sealed class DialogueCameraFraming : MonoBehaviour
|
||||
{
|
||||
[SerializeField] CinemachinePositionComposer composer;
|
||||
[SerializeField] float dialogueScreenX = -0.17f;
|
||||
[SerializeField] bool suppressDeadZoneXInDialogue = true;
|
||||
|
||||
float defaultDeadZoneX = 0.2f;
|
||||
|
||||
void Start()
|
||||
{
|
||||
if (composer == null)
|
||||
{
|
||||
composer = FindFirstObjectByType<CinemachinePositionComposer>();
|
||||
}
|
||||
|
||||
if (composer != null)
|
||||
{
|
||||
defaultDeadZoneX = composer.Composition.DeadZone.Size.x;
|
||||
}
|
||||
|
||||
if (UIStateController.Instance != null)
|
||||
{
|
||||
UIStateController.Instance.StateChanged += OnStateChanged;
|
||||
}
|
||||
|
||||
ApplyFraming();
|
||||
}
|
||||
|
||||
void OnDestroy()
|
||||
{
|
||||
if (UIStateController.Instance != null)
|
||||
{
|
||||
UIStateController.Instance.StateChanged -= OnStateChanged;
|
||||
}
|
||||
}
|
||||
|
||||
void OnStateChanged() => ApplyFraming();
|
||||
|
||||
void ApplyFraming()
|
||||
{
|
||||
if (composer == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var active = UIStateController.Instance != null && UIStateController.Instance.IsDialogueActive;
|
||||
var target = active ? dialogueScreenX : 0f;
|
||||
|
||||
var composition = composer.Composition;
|
||||
composition.ScreenPosition = new Vector2(target, composition.ScreenPosition.y);
|
||||
|
||||
if (suppressDeadZoneXInDialogue)
|
||||
{
|
||||
var size = composition.DeadZone.Size;
|
||||
size.x = active ? 0f : defaultDeadZoneX;
|
||||
composition.DeadZone.Size = size;
|
||||
}
|
||||
|
||||
composer.Composition = composition;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 56142a5f8795401498df8e01dc74b258
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,4 +1,5 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
using Yarn.Unity;
|
||||
|
||||
namespace NightclubArcadia.Dialogue
|
||||
@@ -14,25 +15,39 @@ namespace NightclubArcadia.Dialogue
|
||||
[SerializeField] private GameObject dialogueUI;
|
||||
[SerializeField] private string yarnNodeName = "Bartender_Chat";
|
||||
|
||||
private bool playerInRange = false;
|
||||
private bool playerInRange;
|
||||
private InputAction interactAction;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
interactAction = new InputAction("Interact");
|
||||
interactAction.AddBinding("<Keyboard>/e");
|
||||
interactAction.AddBinding("<Gamepad>/buttonNorth");
|
||||
interactAction.performed += _ =>
|
||||
{
|
||||
if (playerInRange)
|
||||
{
|
||||
StartConversation();
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
void OnEnable() => interactAction?.Enable();
|
||||
void OnDisable() => interactAction?.Disable();
|
||||
|
||||
void OnTriggerEnter(Collider other)
|
||||
{
|
||||
if (other.CompareTag("Player"))
|
||||
{
|
||||
playerInRange = true;
|
||||
}
|
||||
}
|
||||
|
||||
void OnTriggerExit(Collider other)
|
||||
{
|
||||
if (other.CompareTag("Player"))
|
||||
playerInRange = false;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (playerInRange && Input.GetKeyDown(KeyCode.E))
|
||||
{
|
||||
StartConversation();
|
||||
playerInRange = false;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
using StarterAssets;
|
||||
using NightclubArcadia.UI;
|
||||
using UnityEngine;
|
||||
using Yarn.Unity;
|
||||
|
||||
@@ -7,33 +7,27 @@ namespace NightclubArcadia.Dialogue
|
||||
/// <summary>
|
||||
/// Owns the hand-off between dialogue and the 3D environment: locks the
|
||||
/// player's controls for as long as a conversation is running, and registers
|
||||
/// the <<enter_environment>> Yarn command that hands control back.
|
||||
/// the <<enter_environment>> Yarn command that hands control back.
|
||||
///
|
||||
/// The lock is driven by the DialogueRunner's own lifecycle events rather
|
||||
/// than by each interactable, so every entry point — auto-started nodes,
|
||||
/// NPCStandIn, DialogueInteractable — gets the same behaviour without
|
||||
/// having to remember to do it.
|
||||
/// having to remember to do it. Control locking is delegated to
|
||||
/// <see cref="PlayerControlLock"/> so the player menu can hold a second
|
||||
/// independent lock without re-enabling movement mid-conversation.
|
||||
/// </summary>
|
||||
public class DialogueTransitionController : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private DialogueRunner dialogueRunner;
|
||||
[SerializeField] private GameObject dialogueUI;
|
||||
[SerializeField] private GameObject playerArmature;
|
||||
|
||||
private ThirdPersonController playerController;
|
||||
private StarterAssetsInputs playerInputs;
|
||||
private Animator playerAnimator;
|
||||
|
||||
static readonly int AnimIDSpeed = Animator.StringToHash("Speed");
|
||||
static readonly int AnimIDMotionSpeed = Animator.StringToHash("MotionSpeed");
|
||||
[SerializeField] private PlayerControlLock controlLock;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
if (playerArmature != null)
|
||||
if (controlLock == null && playerArmature != null)
|
||||
{
|
||||
playerController = playerArmature.GetComponent<ThirdPersonController>();
|
||||
playerInputs = playerArmature.GetComponent<StarterAssetsInputs>();
|
||||
playerAnimator = playerArmature.GetComponent<Animator>();
|
||||
controlLock = playerArmature.GetComponent<PlayerControlLock>();
|
||||
}
|
||||
|
||||
// Subscribed in Awake rather than Start: the runner auto-starts its
|
||||
@@ -45,11 +39,16 @@ namespace NightclubArcadia.Dialogue
|
||||
|
||||
void Start()
|
||||
{
|
||||
if (controlLock == null && playerArmature != null)
|
||||
{
|
||||
controlLock = playerArmature.GetComponent<PlayerControlLock>();
|
||||
}
|
||||
|
||||
// Dialogue is in progress as soon as this controller is active
|
||||
// (including auto-started nodes), so the player stays locked out
|
||||
// until <<enter_environment>>. The armature itself stays
|
||||
// active/visible — only its controls are disabled.
|
||||
SetPlayerControlEnabled(false);
|
||||
controlLock?.Acquire(this);
|
||||
|
||||
dialogueRunner.AddCommandHandler("enter_environment", EnterEnvironment);
|
||||
}
|
||||
@@ -63,7 +62,8 @@ namespace NightclubArcadia.Dialogue
|
||||
void OnDialogueStart()
|
||||
{
|
||||
DialogueUIVisibility.Show(dialogueUI);
|
||||
SetPlayerControlEnabled(false);
|
||||
UIStateController.Instance?.SetDialogueActive(true);
|
||||
controlLock?.Acquire(this);
|
||||
}
|
||||
|
||||
// Safety net: a node that ends without <<enter_environment>> must still
|
||||
@@ -74,40 +74,12 @@ namespace NightclubArcadia.Dialogue
|
||||
{
|
||||
// Hide, don't deactivate: deactivating the Canvas breaks TMP's
|
||||
// cached Canvas reference and makes the next conversation throw.
|
||||
// See DialogueUIVisibility.
|
||||
// See DialogueUIVisibility / PanelVisibility.
|
||||
DialogueUIVisibility.Hide(dialogueUI);
|
||||
SetPlayerControlEnabled(true);
|
||||
}
|
||||
|
||||
void SetPlayerControlEnabled(bool value)
|
||||
{
|
||||
if (playerController == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (!value)
|
||||
{
|
||||
// Clear pending input and the locomotion blend before freezing
|
||||
// the controller. Disabling it mid-stride otherwise leaves
|
||||
// Speed at its last value, and the character keeps running on
|
||||
// the spot for the whole conversation.
|
||||
if (playerInputs != null)
|
||||
{
|
||||
playerInputs.MoveInput(Vector2.zero);
|
||||
playerInputs.LookInput(Vector2.zero);
|
||||
playerInputs.SprintInput(false);
|
||||
playerInputs.JumpInput(false);
|
||||
}
|
||||
|
||||
if (playerAnimator != null)
|
||||
{
|
||||
playerAnimator.SetFloat(AnimIDSpeed, 0f);
|
||||
playerAnimator.SetFloat(AnimIDMotionSpeed, 0f);
|
||||
}
|
||||
}
|
||||
|
||||
playerController.enabled = value;
|
||||
UIStateController.Instance?.SetDialogueActive(false);
|
||||
// Release is idempotent on a HashSet — safe when both
|
||||
// <<enter_environment>> and onDialogueComplete fire.
|
||||
controlLock?.Release(this);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,23 +1,13 @@
|
||||
using NightclubArcadia.UI;
|
||||
using UnityEngine;
|
||||
|
||||
namespace NightclubArcadia.Dialogue
|
||||
{
|
||||
/// <summary>
|
||||
/// Shows and hides the dialogue UI *without* deactivating its GameObject.
|
||||
///
|
||||
/// SetActive(false) is not a safe way to hide this UI. TextMeshProUGUI
|
||||
/// resolves its Canvas through Graphic.CacheCanvas, which calls
|
||||
/// GetComponentsInParent(includeInactive: false) and then requires
|
||||
/// canvas.isActiveAndEnabled. Once the Canvas GameObject has been
|
||||
/// deactivated, that lookup yields null, and TMP.GetTextInfo does:
|
||||
///
|
||||
/// if (m_canvas == null) m_canvas = this.canvas; // still null
|
||||
/// GenerateTextMesh(); // m_canvas.worldCamera -> NRE
|
||||
///
|
||||
/// GenerateTextMesh dereferences m_canvas unguarded, so the very next line
|
||||
/// Yarn tries to type throws NullReferenceException. Keeping the hierarchy
|
||||
/// active and driving a CanvasGroup instead means the cached Canvas
|
||||
/// reference stays valid across any number of enter/exit dialogue cycles.
|
||||
/// Forwards to <see cref="PanelVisibility"/> — kept as a thin wrapper so
|
||||
/// existing call sites (NPCStandIn, DialogueInteractable,
|
||||
/// DialogueTransitionController) continue to compile unchanged.
|
||||
/// </summary>
|
||||
public static class DialogueUIVisibility
|
||||
{
|
||||
@@ -27,41 +17,12 @@ namespace NightclubArcadia.Dialogue
|
||||
/// case the caller must wait one frame before rendering text so that
|
||||
/// TMP's OnEnable can re-cache its Canvas.
|
||||
/// </summary>
|
||||
public static bool Show(GameObject dialogueUI) => SetVisible(dialogueUI, true);
|
||||
public static bool Show(GameObject dialogueUI) => PanelVisibility.Show(dialogueUI);
|
||||
|
||||
/// <summary>
|
||||
/// Hides the dialogue UI, leaving the hierarchy active. See class docs.
|
||||
/// Hides the dialogue UI, leaving the hierarchy active. See
|
||||
/// <see cref="PanelVisibility"/>.
|
||||
/// </summary>
|
||||
public static void Hide(GameObject dialogueUI) => SetVisible(dialogueUI, false);
|
||||
|
||||
static bool SetVisible(GameObject dialogueUI, bool visible)
|
||||
{
|
||||
if (dialogueUI == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// The UI may still be deactivated by an older saved scene state or
|
||||
// by code that predates this helper. Recover from that, and tell
|
||||
// the caller a frame of grace is needed.
|
||||
var wasReactivated = false;
|
||||
if (!dialogueUI.activeSelf)
|
||||
{
|
||||
dialogueUI.SetActive(true);
|
||||
wasReactivated = true;
|
||||
}
|
||||
|
||||
var group = dialogueUI.GetComponent<CanvasGroup>();
|
||||
if (group == null)
|
||||
{
|
||||
group = dialogueUI.AddComponent<CanvasGroup>();
|
||||
}
|
||||
|
||||
group.alpha = visible ? 1f : 0f;
|
||||
group.interactable = visible;
|
||||
group.blocksRaycasts = visible;
|
||||
|
||||
return wasReactivated;
|
||||
}
|
||||
public static void Hide(GameObject dialogueUI) => PanelVisibility.Hide(dialogueUI);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 97642050992484049b6c021481f2baf2
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,29 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace NightclubArcadia.Interaction
|
||||
{
|
||||
/// <summary>
|
||||
/// Adapts NPCStandIn to the click-to-interact pipeline without modifying
|
||||
/// the existing proximity + keypress path.
|
||||
/// </summary>
|
||||
public sealed class ClickInteractableBridge : MonoBehaviour, IClickInteractable
|
||||
{
|
||||
[SerializeField] NPCStandIn npc;
|
||||
|
||||
public Transform ApproachPoint => transform;
|
||||
public float ApproachRadius => npc != null ? Mathf.Max(0.15f, npc.interactionRange - 0.5f) : 0.15f;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
if (npc == null)
|
||||
{
|
||||
npc = GetComponent<NPCStandIn>();
|
||||
}
|
||||
}
|
||||
|
||||
public void OnApproached()
|
||||
{
|
||||
npc?.Interact();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5257f07d188de44eb9a04ba4d3a65fec
|
||||
@@ -0,0 +1,11 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace NightclubArcadia.Interaction
|
||||
{
|
||||
public interface IClickInteractable
|
||||
{
|
||||
Transform ApproachPoint { get; }
|
||||
float ApproachRadius { get; }
|
||||
void OnApproached();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4812c7fb9cf2d41c28966640827dd0c8
|
||||
@@ -3,6 +3,7 @@ using UnityEngine.InputSystem;
|
||||
using TMPro;
|
||||
using Yarn.Unity;
|
||||
using NightclubArcadia.Dialogue;
|
||||
using NightclubArcadia.UI;
|
||||
|
||||
/// <summary>
|
||||
/// Drop this on a sphere primitive to use it as a placeholder NPC:
|
||||
@@ -153,6 +154,11 @@ public class NPCStandIn : MonoBehaviour
|
||||
return;
|
||||
}
|
||||
|
||||
if (UIStateController.Instance != null && UIStateController.Instance.IsMenuOpen)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (!dialogueRunner.IsDialogueRunning)
|
||||
{
|
||||
StartDialogueAsync();
|
||||
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 381786de30b3e49e7a693028cc2127f5
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,234 @@
|
||||
using System;
|
||||
using NightclubArcadia.Interaction;
|
||||
using NightclubArcadia.Player.Math;
|
||||
using StarterAssets;
|
||||
using UnityEngine;
|
||||
using UnityEngine.AI;
|
||||
|
||||
namespace NightclubArcadia.Player
|
||||
{
|
||||
/// <summary>
|
||||
/// NavMeshAgent in oracle mode: computes desired move input for the arbiter
|
||||
/// without moving the CharacterController directly.
|
||||
/// </summary>
|
||||
[DefaultExecutionOrder(-60)]
|
||||
[RequireComponent(typeof(NavMeshAgent))]
|
||||
public sealed class ClickToMoveController : MonoBehaviour
|
||||
{
|
||||
const float SampleRadius = 1.5f;
|
||||
const float StallWindow = 0.4f;
|
||||
const float StallDistance = 0.05f;
|
||||
|
||||
[SerializeField] Camera brainCamera;
|
||||
|
||||
NavMeshAgent agent;
|
||||
ThirdPersonController locomotion;
|
||||
IClickInteractable pendingInteractable;
|
||||
|
||||
bool forceRunForPath;
|
||||
[SerializeField] float runDistanceThreshold = 6f;
|
||||
Vector3 lastPosition;
|
||||
float stallTimer;
|
||||
bool hasPath;
|
||||
|
||||
public bool HasPath => hasPath;
|
||||
public Vector3 Destination { get; private set; }
|
||||
public Vector2 DesiredMoveInput { get; private set; }
|
||||
public float RemainingDistance => agent != null ? agent.remainingDistance : 0f;
|
||||
public bool WantsSprint => hasPath && (forceRunForPath || agent.remainingDistance > runDistanceThreshold);
|
||||
|
||||
public event Action<bool> PathFinished;
|
||||
public event Action RunRequested;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
agent = GetComponent<NavMeshAgent>();
|
||||
locomotion = GetComponent<ThirdPersonController>();
|
||||
|
||||
agent.updatePosition = false;
|
||||
agent.updateRotation = false;
|
||||
agent.updateUpAxis = false;
|
||||
agent.angularSpeed = 0f;
|
||||
agent.acceleration = 1000f;
|
||||
agent.autoBraking = true;
|
||||
agent.stoppingDistance = 0.15f;
|
||||
agent.radius = 0.3f;
|
||||
agent.height = 1.8f;
|
||||
|
||||
if (brainCamera == null)
|
||||
{
|
||||
brainCamera = Camera.main;
|
||||
}
|
||||
|
||||
SyncAgentSpeed(false);
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (!hasPath)
|
||||
{
|
||||
DesiredMoveInput = Vector2.zero;
|
||||
return;
|
||||
}
|
||||
|
||||
SyncAgentSpeed(forceRunForPath || agent.remainingDistance > runDistanceThreshold);
|
||||
|
||||
if (brainCamera == null)
|
||||
{
|
||||
brainCamera = Camera.main;
|
||||
}
|
||||
|
||||
var cameraYaw = brainCamera != null ? brainCamera.transform.eulerAngles.y : 0f;
|
||||
DesiredMoveInput = MotionInputMath.WorldToCameraRelativeInput(
|
||||
agent.desiredVelocity,
|
||||
agent.speed,
|
||||
cameraYaw);
|
||||
|
||||
CheckStall();
|
||||
CheckArrival();
|
||||
}
|
||||
|
||||
void LateUpdate()
|
||||
{
|
||||
if (agent != null)
|
||||
{
|
||||
agent.nextPosition = transform.position;
|
||||
}
|
||||
}
|
||||
|
||||
public void RequestRun()
|
||||
{
|
||||
forceRunForPath = true;
|
||||
RunRequested?.Invoke();
|
||||
}
|
||||
|
||||
public bool SetDestination(Vector3 worldPoint)
|
||||
{
|
||||
pendingInteractable = null;
|
||||
|
||||
if (!TrySampleNavMesh(worldPoint, out var hit))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
agent.stoppingDistance = 0.15f;
|
||||
agent.isStopped = false;
|
||||
agent.SetDestination(hit.position);
|
||||
Destination = hit.position;
|
||||
hasPath = true;
|
||||
ResetStallTracking();
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool SetInteractionTarget(IClickInteractable interactable)
|
||||
{
|
||||
if (interactable == null || interactable.ApproachPoint == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
pendingInteractable = interactable;
|
||||
var approach = interactable.ApproachPoint.position;
|
||||
|
||||
if (!TrySampleNavMesh(approach, out var hit))
|
||||
{
|
||||
pendingInteractable = null;
|
||||
return false;
|
||||
}
|
||||
|
||||
agent.stoppingDistance = Mathf.Max(0.15f, interactable.ApproachRadius);
|
||||
agent.isStopped = false;
|
||||
agent.SetDestination(hit.position);
|
||||
Destination = hit.position;
|
||||
hasPath = true;
|
||||
ResetStallTracking();
|
||||
return true;
|
||||
}
|
||||
|
||||
public void Cancel()
|
||||
{
|
||||
if (agent != null)
|
||||
{
|
||||
agent.ResetPath();
|
||||
agent.isStopped = true;
|
||||
}
|
||||
|
||||
hasPath = false;
|
||||
forceRunForPath = false;
|
||||
pendingInteractable = null;
|
||||
DesiredMoveInput = Vector2.zero;
|
||||
ResetStallTracking();
|
||||
}
|
||||
|
||||
bool TrySampleNavMesh(Vector3 point, out NavMeshHit hit)
|
||||
{
|
||||
return NavMesh.SamplePosition(point, out hit, SampleRadius, NavMesh.AllAreas);
|
||||
}
|
||||
|
||||
void CheckArrival()
|
||||
{
|
||||
if (!hasPath || agent.pathPending)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (agent.remainingDistance > agent.stoppingDistance)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var success = agent.pathStatus != NavMeshPathStatus.PathInvalid;
|
||||
hasPath = false;
|
||||
agent.ResetPath();
|
||||
|
||||
var interactable = pendingInteractable;
|
||||
pendingInteractable = null;
|
||||
|
||||
PathFinished?.Invoke(success);
|
||||
|
||||
if (success && interactable != null)
|
||||
{
|
||||
interactable.OnApproached();
|
||||
}
|
||||
}
|
||||
|
||||
void CheckStall()
|
||||
{
|
||||
var displacement = Vector3.Distance(
|
||||
new Vector3(transform.position.x, 0f, transform.position.z),
|
||||
new Vector3(lastPosition.x, 0f, lastPosition.z));
|
||||
|
||||
if (displacement < StallDistance)
|
||||
{
|
||||
stallTimer += Time.deltaTime;
|
||||
}
|
||||
else
|
||||
{
|
||||
stallTimer = 0f;
|
||||
lastPosition = transform.position;
|
||||
}
|
||||
|
||||
if (stallTimer >= StallWindow && agent.remainingDistance > agent.stoppingDistance)
|
||||
{
|
||||
Cancel();
|
||||
PathFinished?.Invoke(false);
|
||||
}
|
||||
}
|
||||
|
||||
void ResetStallTracking()
|
||||
{
|
||||
lastPosition = transform.position;
|
||||
stallTimer = 0f;
|
||||
}
|
||||
|
||||
void SyncAgentSpeed(bool sprint)
|
||||
{
|
||||
if (locomotion == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
agent.speed = sprint ? locomotion.SprintSpeed : locomotion.MoveSpeed;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c2762b30721644611b9672bd4781cf15
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c32faf711a4044ed88ff1be2790915f7
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,42 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace NightclubArcadia.Player.Math
|
||||
{
|
||||
/// <summary>
|
||||
/// Pure math helpers shared by click-to-move and camera pan.
|
||||
/// </summary>
|
||||
public static class MotionInputMath
|
||||
{
|
||||
/// <summary>
|
||||
/// Converts a NavMeshAgent desired velocity into the camera-relative
|
||||
/// Vector2 that ThirdPersonController expects on StarterAssetsInputs.move.
|
||||
/// </summary>
|
||||
public static Vector2 WorldToCameraRelativeInput(Vector3 worldVelocity, float agentSpeed, float cameraYaw)
|
||||
{
|
||||
if (worldVelocity.sqrMagnitude < 0.0001f || agentSpeed <= 0f)
|
||||
{
|
||||
return Vector2.zero;
|
||||
}
|
||||
|
||||
var horizontal = new Vector3(worldVelocity.x, 0f, worldVelocity.z);
|
||||
var magnitude = horizontal.magnitude;
|
||||
var fraction = Mathf.Clamp01(magnitude / agentSpeed);
|
||||
var local = Quaternion.Euler(0f, -cameraYaw, 0f) * horizontal.normalized;
|
||||
return new Vector2(local.x, local.z) * fraction;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Converts screen-space pointer delta into a world-plane pan offset.
|
||||
/// Drag direction is inverted so the world follows the cursor.
|
||||
/// </summary>
|
||||
public static Vector3 ScreenDeltaToWorldPan(
|
||||
Vector2 pixelDelta,
|
||||
Vector3 camRight,
|
||||
Vector3 camForward,
|
||||
float metresPerPixel)
|
||||
{
|
||||
var forward = Vector3.ProjectOnPlane(camForward, Vector3.up).normalized;
|
||||
return (-pixelDelta.x * camRight + -pixelDelta.y * forward) * metresPerPixel;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9af00d68e15e24c02811500cdf0dd2d4
|
||||
@@ -0,0 +1,14 @@
|
||||
{
|
||||
"name": "NightclubArcadia.Locomotion.Math",
|
||||
"rootNamespace": "NightclubArcadia.Player.Math",
|
||||
"references": [],
|
||||
"includePlatforms": [],
|
||||
"excludePlatforms": [],
|
||||
"allowUnsafeCode": false,
|
||||
"overrideReferences": false,
|
||||
"precompiledReferences": [],
|
||||
"autoReferenced": true,
|
||||
"defineConstraints": [],
|
||||
"versionDefines": [],
|
||||
"noEngineReferences": false
|
||||
}
|
||||
+7
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 12491a5edc87346d28ffc48f9ab6562c
|
||||
AssemblyDefinitionImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,114 @@
|
||||
using NightclubArcadia.Interaction;
|
||||
using NightclubArcadia.UI;
|
||||
using StarterAssets;
|
||||
using UnityEngine;
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
using UnityEngine.InputSystem;
|
||||
#endif
|
||||
|
||||
namespace NightclubArcadia.Player
|
||||
{
|
||||
public enum MotionSource
|
||||
{
|
||||
None,
|
||||
Direct,
|
||||
Navigation
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sole writer of StarterAssetsInputs move/sprint. Picks one input source
|
||||
/// per frame: direct keyboard/gamepad or click-to-move navigation.
|
||||
/// </summary>
|
||||
[DefaultExecutionOrder(-50)]
|
||||
public sealed class PlayerMotionArbiter : MonoBehaviour
|
||||
{
|
||||
[SerializeField] float directInputCancelThreshold = 0.15f;
|
||||
[SerializeField] float runDistanceThreshold = 6f;
|
||||
|
||||
StarterAssetsInputs playerInputs;
|
||||
PlayerControlLock controlLock;
|
||||
ClickToMoveController clickToMove;
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
PlayerInput playerInput;
|
||||
#endif
|
||||
|
||||
public MotionSource ActiveSource { get; private set; }
|
||||
|
||||
void Awake()
|
||||
{
|
||||
playerInputs = GetComponent<StarterAssetsInputs>();
|
||||
controlLock = GetComponent<PlayerControlLock>();
|
||||
clickToMove = GetComponent<ClickToMoveController>();
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
playerInput = GetComponent<PlayerInput>();
|
||||
#endif
|
||||
}
|
||||
|
||||
public void ResetState()
|
||||
{
|
||||
ActiveSource = MotionSource.None;
|
||||
clickToMove?.Cancel();
|
||||
WriteInput(Vector2.zero, false);
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (controlLock != null && controlLock.IsLocked)
|
||||
{
|
||||
clickToMove?.Cancel();
|
||||
ActiveSource = MotionSource.None;
|
||||
WriteInput(Vector2.zero, false);
|
||||
return;
|
||||
}
|
||||
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
var raw = playerInput.actions["Move"].ReadValue<Vector2>();
|
||||
#else
|
||||
var raw = Vector2.zero;
|
||||
#endif
|
||||
|
||||
if (raw.sqrMagnitude > directInputCancelThreshold * directInputCancelThreshold)
|
||||
{
|
||||
clickToMove?.Cancel();
|
||||
ActiveSource = MotionSource.Direct;
|
||||
WriteInput(raw, ReadDirectSprint());
|
||||
return;
|
||||
}
|
||||
|
||||
if (clickToMove != null && clickToMove.HasPath)
|
||||
{
|
||||
ActiveSource = MotionSource.Navigation;
|
||||
WriteInput(clickToMove.DesiredMoveInput, ShouldNavigationSprint());
|
||||
return;
|
||||
}
|
||||
|
||||
ActiveSource = MotionSource.None;
|
||||
WriteInput(Vector2.zero, false);
|
||||
}
|
||||
|
||||
bool ReadDirectSprint()
|
||||
{
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
return playerInput.actions["Sprint"].IsPressed();
|
||||
#else
|
||||
return false;
|
||||
#endif
|
||||
}
|
||||
|
||||
bool ShouldNavigationSprint()
|
||||
{
|
||||
return clickToMove != null && clickToMove.WantsSprint;
|
||||
}
|
||||
|
||||
void WriteInput(Vector2 move, bool sprint)
|
||||
{
|
||||
if (playerInputs == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
playerInputs.MoveInput(move);
|
||||
playerInputs.SprintInput(sprint);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 91bf24256c6694185b4247a736593727
|
||||
@@ -0,0 +1,61 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
using UnityEngine.InputSystem;
|
||||
#endif
|
||||
|
||||
namespace NightclubArcadia.Player
|
||||
{
|
||||
/// <summary>
|
||||
/// Receives pointer and camera-pan SendMessages from PlayerInput and
|
||||
/// exposes them as C# events for navigation and camera systems.
|
||||
/// </summary>
|
||||
[DefaultExecutionOrder(-100)]
|
||||
public sealed class PlayerPointerInput : MonoBehaviour
|
||||
{
|
||||
public Vector2 ScreenPosition { get; private set; }
|
||||
public bool IsPanning { get; private set; }
|
||||
|
||||
public event Action Clicked;
|
||||
public event Action PanStarted;
|
||||
public event Action<Vector2> PanDelta;
|
||||
public event Action PanEnded;
|
||||
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
void OnPoint(InputValue value)
|
||||
{
|
||||
ScreenPosition = value.Get<Vector2>();
|
||||
}
|
||||
|
||||
void OnClick(InputValue value)
|
||||
{
|
||||
if (value.isPressed)
|
||||
{
|
||||
Clicked?.Invoke();
|
||||
}
|
||||
}
|
||||
|
||||
void OnCameraPan(InputValue value)
|
||||
{
|
||||
if (value.isPressed && !IsPanning)
|
||||
{
|
||||
IsPanning = true;
|
||||
PanStarted?.Invoke();
|
||||
}
|
||||
else if (!value.isPressed && IsPanning)
|
||||
{
|
||||
IsPanning = false;
|
||||
PanEnded?.Invoke();
|
||||
}
|
||||
}
|
||||
|
||||
void OnPointerDelta(InputValue value)
|
||||
{
|
||||
if (IsPanning)
|
||||
{
|
||||
PanDelta?.Invoke(value.Get<Vector2>());
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ff77faf7e79154095ad57ad50df8c605
|
||||
@@ -0,0 +1,203 @@
|
||||
using System;
|
||||
using NightclubArcadia.Interaction;
|
||||
using NightclubArcadia.UI;
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
|
||||
namespace NightclubArcadia.Player
|
||||
{
|
||||
/// <summary>
|
||||
/// Converts pointer clicks into click-to-move destinations or interactable
|
||||
/// approach targets.
|
||||
/// </summary>
|
||||
public sealed class PointerNavigationInput : MonoBehaviour
|
||||
{
|
||||
const float DoubleClickWindow = 0.35f;
|
||||
const float DoubleClickPixelThreshold = 40f;
|
||||
|
||||
[SerializeField] Camera brainCamera;
|
||||
[SerializeField] LayerMask clickMask = ~0;
|
||||
[SerializeField] PlayerPointerInput pointerInput;
|
||||
[SerializeField] ClickToMoveController clickToMove;
|
||||
[SerializeField] PlayerMotionArbiter motionArbiter;
|
||||
|
||||
float lastClickTime = -1f;
|
||||
Vector2 lastClickPosition;
|
||||
bool pendingClick;
|
||||
Vector2 pendingClickPosition;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
if (pointerInput == null)
|
||||
{
|
||||
pointerInput = GetComponent<PlayerPointerInput>();
|
||||
}
|
||||
|
||||
if (clickToMove == null)
|
||||
{
|
||||
clickToMove = GetComponent<ClickToMoveController>();
|
||||
}
|
||||
|
||||
if (motionArbiter == null)
|
||||
{
|
||||
motionArbiter = GetComponent<PlayerMotionArbiter>();
|
||||
}
|
||||
|
||||
if (brainCamera == null)
|
||||
{
|
||||
brainCamera = Camera.main;
|
||||
}
|
||||
|
||||
if (clickMask.value == ~0)
|
||||
{
|
||||
clickMask = LayerMask.GetMask("Default", "Ground", "Interactable");
|
||||
}
|
||||
}
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
if (pointerInput != null)
|
||||
{
|
||||
pointerInput.Clicked += OnClicked;
|
||||
}
|
||||
}
|
||||
|
||||
void OnDisable()
|
||||
{
|
||||
if (pointerInput != null)
|
||||
{
|
||||
pointerInput.Clicked -= OnClicked;
|
||||
}
|
||||
|
||||
pendingClick = false;
|
||||
}
|
||||
|
||||
// Input System callbacks fire during event processing, where
|
||||
// IsPointerOverGameObject() is invalid (queries last frame's UI).
|
||||
// Queue the click and resolve it in Update instead.
|
||||
void OnClicked()
|
||||
{
|
||||
if (pointerInput == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
pendingClick = true;
|
||||
pendingClickPosition = pointerInput.ScreenPosition;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (!pendingClick)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
pendingClick = false;
|
||||
ProcessClick(pendingClickPosition);
|
||||
}
|
||||
|
||||
void ProcessClick(Vector2 screenPos)
|
||||
{
|
||||
if (!CanNavigate())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (EventSystem.current != null && EventSystem.current.IsPointerOverGameObject())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (brainCamera == null)
|
||||
{
|
||||
brainCamera = Camera.main;
|
||||
}
|
||||
|
||||
if (brainCamera == null || clickToMove == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var ray = brainCamera.ScreenPointToRay(screenPos);
|
||||
var hits = Physics.RaycastAll(ray, 200f, clickMask, QueryTriggerInteraction.Collide);
|
||||
Array.Sort(hits, (a, b) => a.distance.CompareTo(b.distance));
|
||||
|
||||
var isDoubleClick = IsDoubleClick(screenPos);
|
||||
lastClickTime = Time.unscaledTime;
|
||||
lastClickPosition = screenPos;
|
||||
|
||||
foreach (var hit in hits)
|
||||
{
|
||||
var interactable = FindInteractable(hit.collider);
|
||||
if (interactable != null)
|
||||
{
|
||||
if (isDoubleClick)
|
||||
{
|
||||
clickToMove.RequestRun();
|
||||
}
|
||||
|
||||
if (clickToMove.SetInteractionTarget(interactable))
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var hit in hits)
|
||||
{
|
||||
if (isDoubleClick)
|
||||
{
|
||||
clickToMove.RequestRun();
|
||||
}
|
||||
|
||||
if (clickToMove.SetDestination(hit.point))
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool CanNavigate()
|
||||
{
|
||||
if (GetComponent<PlayerControlLock>() is { IsLocked: true })
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (UIStateController.Instance == null)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
return !UIStateController.Instance.IsDialogueActive
|
||||
&& !UIStateController.Instance.IsMenuOpen;
|
||||
}
|
||||
|
||||
bool IsDoubleClick(Vector2 screenPos)
|
||||
{
|
||||
if (lastClickTime < 0f)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
var withinTime = Time.unscaledTime - lastClickTime <= DoubleClickWindow;
|
||||
var withinDistance = Vector2.Distance(screenPos, lastClickPosition) <= DoubleClickPixelThreshold;
|
||||
return withinTime && withinDistance;
|
||||
}
|
||||
|
||||
static IClickInteractable FindInteractable(Collider collider)
|
||||
{
|
||||
var behaviours = collider.GetComponentsInParent<MonoBehaviour>();
|
||||
foreach (var behaviour in behaviours)
|
||||
{
|
||||
if (behaviour is IClickInteractable interactable)
|
||||
{
|
||||
return interactable;
|
||||
}
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5f62460e35fda4829bd6ffeffe633a7e
|
||||
@@ -3,7 +3,8 @@
|
||||
"rootNamespace": "NightclubArcadia.Skills",
|
||||
"references": [
|
||||
"YarnSpinner.Unity",
|
||||
"Unity.TextMeshPro"
|
||||
"Unity.TextMeshPro",
|
||||
"UnityEngine.UI"
|
||||
],
|
||||
"includePlatforms": [],
|
||||
"excludePlatforms": [],
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6ccda37aee7e42b09a0628f8a5729060
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,88 @@
|
||||
using System.Collections.Generic;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
|
||||
namespace NightclubArcadia.Skills
|
||||
{
|
||||
/// <summary>
|
||||
/// Skills tab content. Rebuilds the list from SkillDatabase.All +
|
||||
/// PlayerSkills.GetRank on each show. No change event on PlayerSkills —
|
||||
/// refresh on show is deliberate (menu is modal; ranks cannot change while open).
|
||||
/// </summary>
|
||||
public sealed class SkillsPanelView : MonoBehaviour
|
||||
{
|
||||
[SerializeField] RectTransform contentRoot;
|
||||
[SerializeField] SkillRowView rowPrefab;
|
||||
[SerializeField] TMP_Text axisHeaderPrefab;
|
||||
[SerializeField] int displayMaxRank = 6;
|
||||
|
||||
readonly List<GameObject> spawned = new List<GameObject>();
|
||||
|
||||
/// <summary>
|
||||
/// Wired from MenuTabBar TabEntry.onShown in the Inspector.
|
||||
/// </summary>
|
||||
public void Refresh()
|
||||
{
|
||||
Clear();
|
||||
|
||||
var runtime = SkillRuntime.Instance;
|
||||
if (runtime == null || runtime.Database == null || runtime.Skills == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (contentRoot == null || rowPrefab == null)
|
||||
{
|
||||
Debug.LogWarning($"[{nameof(SkillsPanelView)}] Missing contentRoot or rowPrefab.", this);
|
||||
return;
|
||||
}
|
||||
|
||||
SkillAxis? currentAxis = null;
|
||||
foreach (var def in runtime.Database.All)
|
||||
{
|
||||
if (def == null || string.IsNullOrEmpty(def.Id))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (currentAxis == null || currentAxis.Value != def.Axis)
|
||||
{
|
||||
currentAxis = def.Axis;
|
||||
SpawnAxisHeader(def.Axis);
|
||||
}
|
||||
|
||||
var rank = runtime.Skills.GetRank(def.Id);
|
||||
var row = Instantiate(rowPrefab, contentRoot);
|
||||
row.gameObject.SetActive(true);
|
||||
row.Bind(def, rank, displayMaxRank);
|
||||
spawned.Add(row.gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
void SpawnAxisHeader(SkillAxis axis)
|
||||
{
|
||||
if (axisHeaderPrefab == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var header = Instantiate(axisHeaderPrefab, contentRoot);
|
||||
header.gameObject.SetActive(true);
|
||||
header.text = axis.ToString().ToUpperInvariant();
|
||||
spawned.Add(header.gameObject);
|
||||
}
|
||||
|
||||
void Clear()
|
||||
{
|
||||
for (var i = 0; i < spawned.Count; i++)
|
||||
{
|
||||
if (spawned[i] != null)
|
||||
{
|
||||
Destroy(spawned[i]);
|
||||
}
|
||||
}
|
||||
|
||||
spawned.Clear();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3955c87e179f42a790c048be66b69606
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: dfde056299764ef1b8308f5df3774fe7
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f0166936dfea40599b3d29101ae1c086
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a7773ea9a6f44798aa98356903037d16
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,173 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Threading;
|
||||
using UnityEngine;
|
||||
using Yarn.Unity;
|
||||
|
||||
// Annotations only (not warnings): DialoguePresenterBase declares
|
||||
// RunOptionsAsync as YarnTask<DialogueOption?>, so the override needs a
|
||||
// nullable annotation context to match it without CS8632.
|
||||
#nullable enable annotations
|
||||
|
||||
namespace NightclubArcadia.UI.Dialogue
|
||||
{
|
||||
/// <summary>
|
||||
/// Presents Yarn options as rows at the bottom of the dialogue stream,
|
||||
/// reusing the stock OptionItem component from the Yarn package.
|
||||
/// </summary>
|
||||
public sealed class DialogueStreamOptionsPresenter : DialoguePresenterBase
|
||||
{
|
||||
[SerializeField] OptionItem optionViewPrefab;
|
||||
[SerializeField] Transform optionsContainer;
|
||||
[SerializeField] CanvasGroup canvasGroup;
|
||||
[SerializeField] bool showUnavailableOptions;
|
||||
|
||||
readonly List<OptionItem> optionViews = new List<OptionItem>();
|
||||
|
||||
public override YarnTask OnDialogueStartedAsync() => YarnTask.CompletedTask;
|
||||
|
||||
public override YarnTask OnDialogueCompleteAsync()
|
||||
{
|
||||
HideAllOptions();
|
||||
return YarnTask.CompletedTask;
|
||||
}
|
||||
|
||||
public override YarnTask RunLineAsync(LocalizedLine line, LineCancellationToken token)
|
||||
{
|
||||
// Lines are handled by DialogueStreamPresenter.
|
||||
return YarnTask.CompletedTask;
|
||||
}
|
||||
|
||||
public override async YarnTask<DialogueOption?> RunOptionsAsync(
|
||||
DialogueOption[] dialogueOptions,
|
||||
LineCancellationToken cancellationToken)
|
||||
{
|
||||
var anyAvailable = false;
|
||||
foreach (var option in dialogueOptions)
|
||||
{
|
||||
if (option.IsAvailable)
|
||||
{
|
||||
anyAvailable = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (!anyAvailable)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
while (dialogueOptions.Length > optionViews.Count)
|
||||
{
|
||||
optionViews.Add(CreateNewOptionView());
|
||||
}
|
||||
|
||||
var selectedOptionCompletionSource = new YarnTaskCompletionSource<DialogueOption?>();
|
||||
var completionCancellationSource = CancellationTokenSource.CreateLinkedTokenSource(
|
||||
cancellationToken.NextContentToken);
|
||||
|
||||
async YarnTask CancelSourceWhenDialogueCancelled()
|
||||
{
|
||||
await YarnTask.WaitUntilCanceled(completionCancellationSource.Token);
|
||||
|
||||
if (cancellationToken.IsNextContentRequested)
|
||||
{
|
||||
selectedOptionCompletionSource.TrySetResult(null);
|
||||
}
|
||||
}
|
||||
|
||||
CancelSourceWhenDialogueCancelled().Forget();
|
||||
|
||||
for (var i = 0; i < dialogueOptions.Length; i++)
|
||||
{
|
||||
var optionView = optionViews[i];
|
||||
var option = dialogueOptions[i];
|
||||
|
||||
if (!option.IsAvailable && !showUnavailableOptions)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
optionView.gameObject.SetActive(true);
|
||||
optionView.Option = option;
|
||||
optionView.OnOptionSelected = selectedOptionCompletionSource;
|
||||
optionView.completionToken = completionCancellationSource.Token;
|
||||
}
|
||||
|
||||
var optionIndexToSelect = -1;
|
||||
for (var i = 0; i < optionViews.Count; i++)
|
||||
{
|
||||
var view = optionViews[i];
|
||||
if (!view.isActiveAndEnabled)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (view.IsHighlighted)
|
||||
{
|
||||
optionIndexToSelect = i;
|
||||
break;
|
||||
}
|
||||
|
||||
if (optionIndexToSelect == -1)
|
||||
{
|
||||
optionIndexToSelect = i;
|
||||
}
|
||||
}
|
||||
|
||||
if (optionIndexToSelect > -1)
|
||||
{
|
||||
optionViews[optionIndexToSelect].Select();
|
||||
}
|
||||
|
||||
if (canvasGroup != null)
|
||||
{
|
||||
canvasGroup.alpha = 1f;
|
||||
canvasGroup.interactable = true;
|
||||
canvasGroup.blocksRaycasts = true;
|
||||
}
|
||||
|
||||
var completedTask = await selectedOptionCompletionSource.Task;
|
||||
completionCancellationSource.Cancel();
|
||||
|
||||
if (canvasGroup != null)
|
||||
{
|
||||
canvasGroup.interactable = false;
|
||||
canvasGroup.blocksRaycasts = false;
|
||||
canvasGroup.alpha = 0f;
|
||||
}
|
||||
|
||||
HideAllOptions();
|
||||
await YarnTask.Yield();
|
||||
|
||||
if (cancellationToken.NextContentToken.IsCancellationRequested)
|
||||
{
|
||||
return await DialogueRunner.NoOptionSelected;
|
||||
}
|
||||
|
||||
return completedTask;
|
||||
}
|
||||
|
||||
OptionItem CreateNewOptionView()
|
||||
{
|
||||
var parent = optionsContainer != null
|
||||
? optionsContainer
|
||||
: (canvasGroup != null ? canvasGroup.transform : transform);
|
||||
|
||||
var optionView = Instantiate(optionViewPrefab, parent, false);
|
||||
optionView.transform.SetAsLastSibling();
|
||||
optionView.gameObject.SetActive(false);
|
||||
return optionView;
|
||||
}
|
||||
|
||||
void HideAllOptions()
|
||||
{
|
||||
foreach (var optionView in optionViews)
|
||||
{
|
||||
if (optionView != null)
|
||||
{
|
||||
optionView.gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8d86cc99d5b545c4a3fad9e1482031a2
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,133 @@
|
||||
using System.Collections.Generic;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using Yarn.Unity;
|
||||
|
||||
// Annotations only (not warnings): DialoguePresenterBase declares
|
||||
// RunOptionsAsync as YarnTask<DialogueOption?>, so the override needs a
|
||||
// nullable annotation context to match it without CS8632.
|
||||
#nullable enable annotations
|
||||
|
||||
namespace NightclubArcadia.UI.Dialogue
|
||||
{
|
||||
/// <summary>
|
||||
/// Yarn presenter that appends each line to a scrolling chat-style stream
|
||||
/// rather than replacing a single text box.
|
||||
/// </summary>
|
||||
public sealed class DialogueStreamPresenter : DialoguePresenterBase
|
||||
{
|
||||
[SerializeField] DialogueMessageRow messageRowPrefab;
|
||||
[SerializeField] RectTransform messageContainer;
|
||||
[SerializeField] ScrollRect scrollRect;
|
||||
[SerializeField] int maxRows = 100;
|
||||
[SerializeField] float lettersPerSecond = 60f;
|
||||
|
||||
readonly List<DialogueMessageRow> rows = new List<DialogueMessageRow>();
|
||||
|
||||
void Awake()
|
||||
{
|
||||
// Must exist before LineAdvancer.Start(), which does
|
||||
// presenter.Typewriter?.ActionMarkupHandlers.Add(this);
|
||||
// to learn when a line has finished displaying. Leave Typewriter
|
||||
// null and that is a silent no-op: LineAdvancer never receives
|
||||
// OnLineDisplayComplete, its status never leaves LineBegan, and
|
||||
// pressing the advance key only ever hurries up the line — the
|
||||
// conversation can never move past the first message.
|
||||
Typewriter = new LetterTypewriter
|
||||
{
|
||||
CharactersPerSecond = lettersPerSecond,
|
||||
};
|
||||
}
|
||||
|
||||
public override YarnTask OnDialogueStartedAsync()
|
||||
{
|
||||
ClearRows();
|
||||
return YarnTask.CompletedTask;
|
||||
}
|
||||
|
||||
public override YarnTask OnDialogueCompleteAsync()
|
||||
{
|
||||
// DialogueTransitionController owns showing/hiding the panel.
|
||||
return YarnTask.CompletedTask;
|
||||
}
|
||||
|
||||
public override async YarnTask RunLineAsync(LocalizedLine line, LineCancellationToken token)
|
||||
{
|
||||
if (messageRowPrefab == null || messageContainer == null)
|
||||
{
|
||||
Debug.LogError($"[{nameof(DialogueStreamPresenter)}] Missing messageRowPrefab or messageContainer.", this);
|
||||
return;
|
||||
}
|
||||
|
||||
var row = Instantiate(messageRowPrefab, messageContainer);
|
||||
row.gameObject.SetActive(true);
|
||||
rows.Add(row);
|
||||
|
||||
while (rows.Count > maxRows)
|
||||
{
|
||||
var oldest = rows[0];
|
||||
rows.RemoveAt(0);
|
||||
if (oldest != null)
|
||||
{
|
||||
Destroy(oldest.gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
var text = line.TextWithoutCharacterName;
|
||||
row.SetContent(line.CharacterName, text.Text ?? string.Empty);
|
||||
|
||||
// Delegate the reveal to Yarn's own typewriter rather than
|
||||
// hand-rolling maxVisibleCharacters. It drives the
|
||||
// IActionMarkupHandler lifecycle — including LineAdvancer's
|
||||
// OnLineDisplayComplete, which is what lets the advance key move to
|
||||
// the next line instead of only hurrying up the current one — and
|
||||
// it honours [pause] markup for free.
|
||||
//
|
||||
// TextElement is re-pointed at each new row; the typewriter itself
|
||||
// is reused so LineAdvancer's registration survives.
|
||||
if (Typewriter != null && row.BodyText != null)
|
||||
{
|
||||
Typewriter.TextElement = row.BodyText;
|
||||
Typewriter.PrepareForContent(text);
|
||||
await Typewriter.RunTypewriter(text, token.HurryUpToken).SuppressCancellationThrow();
|
||||
}
|
||||
|
||||
// Deliberately no ContentWillDismiss/ContentDidDismiss: rows persist
|
||||
// in the stream, and ContentDidDismiss would blank the row by
|
||||
// resetting maxVisibleCharacters to 0.
|
||||
|
||||
Canvas.ForceUpdateCanvases();
|
||||
if (scrollRect != null)
|
||||
{
|
||||
scrollRect.verticalNormalizedPosition = 0f;
|
||||
}
|
||||
|
||||
if (!token.IsNextContentRequested)
|
||||
{
|
||||
await YarnTask.WaitUntilCanceled(token.NextContentToken).SuppressCancellationThrow();
|
||||
}
|
||||
}
|
||||
|
||||
public override YarnTask<DialogueOption?> RunOptionsAsync(
|
||||
DialogueOption[] dialogueOptions,
|
||||
LineCancellationToken cancellationToken)
|
||||
{
|
||||
// Options are handled by DialogueStreamOptionsPresenter.
|
||||
return DialogueRunner.NoOptionSelected;
|
||||
}
|
||||
|
||||
void ClearRows()
|
||||
{
|
||||
for (var i = 0; i < rows.Count; i++)
|
||||
{
|
||||
if (rows[i] != null)
|
||||
{
|
||||
Destroy(rows[i].gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
rows.Clear();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 88cb6495795a4e13ac7fb72343c132af
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 43777cd37e914ac1872021e3de3ceaed
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,65 @@
|
||||
using NightclubArcadia.UI;
|
||||
using UnityEngine;
|
||||
|
||||
namespace NightclubArcadia.UI.HUD
|
||||
{
|
||||
/// <summary>
|
||||
/// Bottom-right player portrait. Visible only when dialogue is inactive
|
||||
/// and the player menu is closed.
|
||||
/// </summary>
|
||||
public sealed class PortraitHudView : MonoBehaviour
|
||||
{
|
||||
[SerializeField] GameObject panelRoot;
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
if (UIStateController.Instance != null)
|
||||
{
|
||||
UIStateController.Instance.StateChanged += OnStateChanged;
|
||||
}
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
// Re-subscribe in case Instance was not ready during OnEnable,
|
||||
// and apply the initial visibility.
|
||||
if (UIStateController.Instance != null)
|
||||
{
|
||||
UIStateController.Instance.StateChanged -= OnStateChanged;
|
||||
UIStateController.Instance.StateChanged += OnStateChanged;
|
||||
}
|
||||
|
||||
ApplyVisibility();
|
||||
}
|
||||
|
||||
void OnDisable()
|
||||
{
|
||||
if (UIStateController.Instance != null)
|
||||
{
|
||||
UIStateController.Instance.StateChanged -= OnStateChanged;
|
||||
}
|
||||
}
|
||||
|
||||
void OnStateChanged() => ApplyVisibility();
|
||||
|
||||
void ApplyVisibility()
|
||||
{
|
||||
if (panelRoot == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var state = UIStateController.Instance;
|
||||
var visible = state == null || (!state.IsDialogueActive && !state.IsMenuOpen);
|
||||
|
||||
if (visible)
|
||||
{
|
||||
PanelVisibility.Show(panelRoot);
|
||||
}
|
||||
else
|
||||
{
|
||||
PanelVisibility.Hide(panelRoot);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fd1354ade14b4b1d80da9acac4aa9e12
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 36b77035604148a0bec372b5f51e0f5f
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,82 @@
|
||||
using NightclubArcadia.Dialogue;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using Yarn.Unity;
|
||||
|
||||
namespace NightclubArcadia.UI.Menu
|
||||
{
|
||||
/// <summary>
|
||||
/// Character tab stub: shows player name / alias from Yarn variable storage
|
||||
/// and an empty inventory placeholder.
|
||||
/// </summary>
|
||||
public sealed class CharacterPanelView : MonoBehaviour
|
||||
{
|
||||
[SerializeField] TMP_Text nameLabel;
|
||||
[SerializeField] TMP_Text aliasLabel;
|
||||
[SerializeField] TMP_Text inventoryPlaceholder;
|
||||
[SerializeField] DialogueRunner dialogueRunner;
|
||||
|
||||
// No OnEnable refresh: panels are toggled via CanvasGroup, so OnEnable
|
||||
// fires exactly once during scene load — before the DialogueRunner has
|
||||
// initialised its variables. MenuTabBar calls Refresh on tab show,
|
||||
// which is both correctly timed and repeatable.
|
||||
public void Refresh()
|
||||
{
|
||||
if (dialogueRunner == null)
|
||||
{
|
||||
dialogueRunner = FindFirstObjectByType<DialogueRunner>();
|
||||
}
|
||||
|
||||
var storage = dialogueRunner != null ? dialogueRunner.VariableStorage : null;
|
||||
|
||||
if (nameLabel != null)
|
||||
{
|
||||
nameLabel.text = ReadString(storage, "$player_name_full", "Unknown");
|
||||
}
|
||||
|
||||
if (aliasLabel != null)
|
||||
{
|
||||
// $player_alias is a *smart* variable
|
||||
// <<declare $player_alias = alias_name($player_name) as string>>
|
||||
// and Yarn's Unity runtime never assigns
|
||||
// VariableStorageBehaviour.SmartVariableEvaluator, so reading it
|
||||
// through TryGetValue always throws InvalidOperationException.
|
||||
// Derive it from $player_name with the same generator the Yarn
|
||||
// function wraps — deterministic, so the result is identical.
|
||||
var realName = ReadString(storage, "$player_name", string.Empty);
|
||||
aliasLabel.text = string.IsNullOrEmpty(realName)
|
||||
? "—"
|
||||
: AliasNameGenerator.AliasName(realName);
|
||||
}
|
||||
|
||||
if (inventoryPlaceholder != null)
|
||||
{
|
||||
inventoryPlaceholder.text = "Inventory — empty";
|
||||
}
|
||||
}
|
||||
|
||||
static string ReadString(VariableStorageBehaviour storage, string key, string fallback)
|
||||
{
|
||||
if (storage == null)
|
||||
{
|
||||
return fallback;
|
||||
}
|
||||
|
||||
try
|
||||
{
|
||||
if (storage.TryGetValue<string>(key, out var value) && !string.IsNullOrEmpty(value))
|
||||
{
|
||||
return value;
|
||||
}
|
||||
}
|
||||
catch (System.InvalidOperationException)
|
||||
{
|
||||
// Smart variables, and variables read before the runner has a
|
||||
// compiled Program, throw rather than returning false. A HUD
|
||||
// panel showing a fallback string is the right failure mode.
|
||||
}
|
||||
|
||||
return fallback;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ef17c93c7dec4af2ae7ce565c8984de3
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,21 @@
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
|
||||
namespace NightclubArcadia.UI.Menu
|
||||
{
|
||||
/// <summary>
|
||||
/// Journal tab stub — no journal data model exists yet.
|
||||
/// </summary>
|
||||
public sealed class JournalPanelView : MonoBehaviour
|
||||
{
|
||||
[SerializeField] TMP_Text placeholderLabel;
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
if (placeholderLabel != null)
|
||||
{
|
||||
placeholderLabel.text = "Nothing recorded yet.";
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 74efa3bf7a354892a401418d8f56fb2b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,93 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
using UnityEngine.EventSystems;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace NightclubArcadia.UI.Menu
|
||||
{
|
||||
/// <summary>
|
||||
/// Selects among menu tabs. Panels are toggled via CanvasGroup (never
|
||||
/// SetActive) so TMP's cached Canvas stays valid. Each tab can fire an
|
||||
/// Inspector-wired UnityEvent on show — used by SkillsPanelView.Refresh
|
||||
/// without a cross-assembly interface.
|
||||
/// </summary>
|
||||
public sealed class MenuTabBar : MonoBehaviour
|
||||
{
|
||||
[Serializable]
|
||||
public struct TabEntry
|
||||
{
|
||||
public Button button;
|
||||
public CanvasGroup panel;
|
||||
public UnityEvent onShown;
|
||||
}
|
||||
|
||||
[SerializeField] TabEntry[] tabs = Array.Empty<TabEntry>();
|
||||
|
||||
int currentIndex = -1;
|
||||
bool bound;
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
BindButtons();
|
||||
}
|
||||
|
||||
void BindButtons()
|
||||
{
|
||||
if (bound || tabs == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
for (var i = 0; i < tabs.Length; i++)
|
||||
{
|
||||
var index = i;
|
||||
if (tabs[i].button != null)
|
||||
{
|
||||
tabs[i].button.onClick.RemoveAllListeners();
|
||||
tabs[i].button.onClick.AddListener(() => SelectTab(index));
|
||||
}
|
||||
}
|
||||
|
||||
bound = tabs.Length > 0;
|
||||
}
|
||||
|
||||
/// <summary>Runtime / bootstrap entry point for assigning tabs after AddComponent.</summary>
|
||||
public void SetTabs(TabEntry[] entries)
|
||||
{
|
||||
tabs = entries ?? System.Array.Empty<TabEntry>();
|
||||
bound = false;
|
||||
BindButtons();
|
||||
}
|
||||
|
||||
public void SelectTab(int index)
|
||||
{
|
||||
if (tabs == null || tabs.Length == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
index = Mathf.Clamp(index, 0, tabs.Length - 1);
|
||||
currentIndex = index;
|
||||
|
||||
for (var i = 0; i < tabs.Length; i++)
|
||||
{
|
||||
var active = i == index;
|
||||
var panel = tabs[i].panel;
|
||||
if (panel != null)
|
||||
{
|
||||
panel.alpha = active ? 1f : 0f;
|
||||
panel.interactable = active;
|
||||
panel.blocksRaycasts = active;
|
||||
}
|
||||
}
|
||||
|
||||
tabs[index].onShown?.Invoke();
|
||||
|
||||
if (tabs[index].button != null && EventSystem.current != null)
|
||||
{
|
||||
EventSystem.current.SetSelectedGameObject(tabs[index].button.gameObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: db83a1a74e0e418881880ca808f68160
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,139 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace NightclubArcadia.UI.Menu
|
||||
{
|
||||
/// <summary>
|
||||
/// Opens and closes the player menu from Tab (PlayerMenuInput) or an
|
||||
/// external Open() call (portrait click). Holds a PlayerControlLock so
|
||||
/// opening the menu during dialogue does not re-enable movement when the
|
||||
/// menu is closed — the dialogue holder remains in the lock set.
|
||||
/// </summary>
|
||||
public sealed class PlayerMenuController : MonoBehaviour
|
||||
{
|
||||
[SerializeField] GameObject menuRoot;
|
||||
[SerializeField] PlayerMenuInput menuInput;
|
||||
[SerializeField] PlayerControlLock controlLock;
|
||||
[SerializeField] MenuTabBar tabBar;
|
||||
|
||||
bool isOpen;
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
SubscribeToMenuInput();
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
// Re-run unconditionally: when this component is created by
|
||||
// UILayerBootstrap, AddComponent fires OnEnable *before* menuInput
|
||||
// has been assigned, so the OnEnable subscription is a no-op.
|
||||
// Subscribing again here (idempotent via -= then +=) is what makes
|
||||
// Tab work on both the bootstrap and the authored-prefab paths.
|
||||
SubscribeToMenuInput();
|
||||
|
||||
if (controlLock == null)
|
||||
{
|
||||
controlLock = FindFirstObjectByType<PlayerControlLock>();
|
||||
}
|
||||
|
||||
if (menuRoot != null)
|
||||
{
|
||||
PanelVisibility.Hide(menuRoot);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resolves <see cref="menuInput"/> if unassigned and (re)subscribes.
|
||||
/// Safe to call repeatedly — the -= before += keeps it single-shot.
|
||||
/// </summary>
|
||||
void SubscribeToMenuInput()
|
||||
{
|
||||
if (menuInput == null)
|
||||
{
|
||||
menuInput = FindFirstObjectByType<PlayerMenuInput>();
|
||||
}
|
||||
|
||||
if (menuInput != null)
|
||||
{
|
||||
menuInput.MenuToggleRequested -= Toggle;
|
||||
menuInput.MenuToggleRequested += Toggle;
|
||||
}
|
||||
}
|
||||
|
||||
void OnDisable()
|
||||
{
|
||||
if (menuInput != null)
|
||||
{
|
||||
menuInput.MenuToggleRequested -= Toggle;
|
||||
}
|
||||
|
||||
if (isOpen)
|
||||
{
|
||||
// Ensure we release the lock if destroyed while open.
|
||||
CloseInternal(notifyState: false);
|
||||
}
|
||||
}
|
||||
|
||||
public void Toggle()
|
||||
{
|
||||
if (isOpen)
|
||||
{
|
||||
Close();
|
||||
}
|
||||
else
|
||||
{
|
||||
Open();
|
||||
}
|
||||
}
|
||||
|
||||
public void Open()
|
||||
{
|
||||
if (isOpen)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
isOpen = true;
|
||||
|
||||
if (menuRoot != null)
|
||||
{
|
||||
PanelVisibility.Show(menuRoot);
|
||||
}
|
||||
|
||||
UIStateController.Instance?.SetMenuOpen(true);
|
||||
controlLock?.Acquire(this);
|
||||
tabBar?.SelectTab(0);
|
||||
}
|
||||
|
||||
public void Close()
|
||||
{
|
||||
if (!isOpen)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
CloseInternal(notifyState: true);
|
||||
}
|
||||
|
||||
void CloseInternal(bool notifyState)
|
||||
{
|
||||
isOpen = false;
|
||||
|
||||
if (menuRoot != null)
|
||||
{
|
||||
PanelVisibility.Hide(menuRoot);
|
||||
}
|
||||
|
||||
if (notifyState)
|
||||
{
|
||||
UIStateController.Instance?.SetMenuOpen(false);
|
||||
}
|
||||
|
||||
// Tab during dialogue works and is the whole point of the
|
||||
// ref-counted lock: the dialogue holder is still in the set, so
|
||||
// closing the menu leaves the player locked and the conversation
|
||||
// intact.
|
||||
controlLock?.Release(this);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 118cc9783dba4b3cac1646d97ebd3998
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,67 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace NightclubArcadia.UI
|
||||
{
|
||||
/// <summary>
|
||||
/// Shows and hides a UI panel *without* deactivating its GameObject.
|
||||
///
|
||||
/// SetActive(false) is not a safe way to hide this UI. TextMeshProUGUI
|
||||
/// resolves its Canvas through Graphic.CacheCanvas, which calls
|
||||
/// GetComponentsInParent(includeInactive: false) and then requires
|
||||
/// canvas.isActiveAndEnabled. Once the Canvas GameObject has been
|
||||
/// deactivated, that lookup yields null, and TMP.GetTextInfo does:
|
||||
///
|
||||
/// if (m_canvas == null) m_canvas = this.canvas; // still null
|
||||
/// GenerateTextMesh(); // m_canvas.worldCamera -> NRE
|
||||
///
|
||||
/// GenerateTextMesh dereferences m_canvas unguarded, so the very next line
|
||||
/// Yarn tries to type throws NullReferenceException. Keeping the hierarchy
|
||||
/// active and driving a CanvasGroup instead means the cached Canvas
|
||||
/// reference stays valid across any number of enter/exit dialogue cycles.
|
||||
/// </summary>
|
||||
public static class PanelVisibility
|
||||
{
|
||||
/// <summary>
|
||||
/// Makes the panel visible and interactive. Returns true if the
|
||||
/// GameObject had to be re-activated (legacy scene state), in which
|
||||
/// case the caller must wait one frame before rendering text so that
|
||||
/// TMP's OnEnable can re-cache its Canvas.
|
||||
/// </summary>
|
||||
public static bool Show(GameObject panel) => SetVisible(panel, true);
|
||||
|
||||
/// <summary>
|
||||
/// Hides the panel, leaving the hierarchy active. See class docs.
|
||||
/// </summary>
|
||||
public static void Hide(GameObject panel) => SetVisible(panel, false);
|
||||
|
||||
static bool SetVisible(GameObject panel, bool visible)
|
||||
{
|
||||
if (panel == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// The UI may still be deactivated by an older saved scene state or
|
||||
// by code that predates this helper. Recover from that, and tell
|
||||
// the caller a frame of grace is needed.
|
||||
var wasReactivated = false;
|
||||
if (!panel.activeSelf)
|
||||
{
|
||||
panel.SetActive(true);
|
||||
wasReactivated = true;
|
||||
}
|
||||
|
||||
var group = panel.GetComponent<CanvasGroup>();
|
||||
if (group == null)
|
||||
{
|
||||
group = panel.AddComponent<CanvasGroup>();
|
||||
}
|
||||
|
||||
group.alpha = visible ? 1f : 0f;
|
||||
group.interactable = visible;
|
||||
group.blocksRaycasts = visible;
|
||||
|
||||
return wasReactivated;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 988359a7b8f64e3aa42a4527989ec6e7
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,101 @@
|
||||
using System.Collections.Generic;
|
||||
using NightclubArcadia.Player;
|
||||
using StarterAssets;
|
||||
using UnityEngine;
|
||||
|
||||
namespace NightclubArcadia.UI
|
||||
{
|
||||
/// <summary>
|
||||
/// Ref-counted freeze of the player's ThirdPersonController. Multiple
|
||||
/// independent holders (dialogue, menu) can Acquire/Release; the controller
|
||||
/// stays disabled until the last holder releases.
|
||||
/// </summary>
|
||||
public sealed class PlayerControlLock : MonoBehaviour
|
||||
{
|
||||
readonly HashSet<object> holders = new HashSet<object>();
|
||||
|
||||
ThirdPersonController playerController;
|
||||
StarterAssetsInputs playerInputs;
|
||||
Animator playerAnimator;
|
||||
PlayerMotionArbiter motionArbiter;
|
||||
|
||||
static readonly int AnimIDSpeed = Animator.StringToHash("Speed");
|
||||
static readonly int AnimIDMotionSpeed = Animator.StringToHash("MotionSpeed");
|
||||
|
||||
public bool IsLocked => holders.Count > 0;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
playerController = GetComponent<ThirdPersonController>();
|
||||
playerInputs = GetComponent<StarterAssetsInputs>();
|
||||
playerAnimator = GetComponent<Animator>();
|
||||
motionArbiter = GetComponent<PlayerMotionArbiter>();
|
||||
}
|
||||
|
||||
public void Acquire(object reason)
|
||||
{
|
||||
if (reason == null)
|
||||
{
|
||||
throw new System.ArgumentNullException(nameof(reason));
|
||||
}
|
||||
|
||||
var wasLocked = IsLocked;
|
||||
holders.Add(reason);
|
||||
|
||||
if (!wasLocked && IsLocked)
|
||||
{
|
||||
ApplyLock(true);
|
||||
}
|
||||
}
|
||||
|
||||
public void Release(object reason)
|
||||
{
|
||||
if (reason == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var wasLocked = IsLocked;
|
||||
holders.Remove(reason);
|
||||
|
||||
if (wasLocked && !IsLocked)
|
||||
{
|
||||
ApplyLock(false);
|
||||
}
|
||||
}
|
||||
|
||||
void ApplyLock(bool locked)
|
||||
{
|
||||
if (playerController == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (locked)
|
||||
{
|
||||
// Clear pending input and the locomotion blend before freezing
|
||||
// the controller. Disabling it mid-stride otherwise leaves
|
||||
// Speed at its last value, and the character keeps running on
|
||||
// the spot for the whole conversation.
|
||||
if (playerInputs != null)
|
||||
{
|
||||
playerInputs.MoveInput(Vector2.zero);
|
||||
playerInputs.LookInput(Vector2.zero);
|
||||
playerInputs.SprintInput(false);
|
||||
playerInputs.JumpInput(false);
|
||||
}
|
||||
|
||||
if (playerAnimator != null)
|
||||
{
|
||||
playerAnimator.SetFloat(AnimIDSpeed, 0f);
|
||||
playerAnimator.SetFloat(AnimIDMotionSpeed, 0f);
|
||||
}
|
||||
|
||||
motionArbiter?.ResetState();
|
||||
}
|
||||
|
||||
// cursor state hook — see plan §3.4
|
||||
playerController.enabled = !locked;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2323f96ac8bc4e7080b4e3dac9a23795
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,24 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
|
||||
namespace NightclubArcadia.UI
|
||||
{
|
||||
/// <summary>
|
||||
/// Receives the Player/Menu SendMessage from PlayerInput (sibling of
|
||||
/// StarterAssetsInputs on PlayerArmature) and raises
|
||||
/// <see cref="MenuToggleRequested"/>.
|
||||
/// </summary>
|
||||
public sealed class PlayerMenuInput : MonoBehaviour
|
||||
{
|
||||
public event Action MenuToggleRequested;
|
||||
|
||||
void OnMenu(InputValue value)
|
||||
{
|
||||
if (value.isPressed)
|
||||
{
|
||||
MenuToggleRequested?.Invoke();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d08e055ec81347c4bddb8231f5c20cd2
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,646 @@
|
||||
using NightclubArcadia.Cinematics;
|
||||
using NightclubArcadia.Dialogue;
|
||||
using NightclubArcadia.Skills;
|
||||
using NightclubArcadia.UI.Dialogue;
|
||||
using NightclubArcadia.UI.HUD;
|
||||
using NightclubArcadia.UI.Menu;
|
||||
using StarterAssets;
|
||||
using TMPro;
|
||||
using Unity.Cinemachine;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using Yarn.Unity;
|
||||
|
||||
namespace NightclubArcadia.UI
|
||||
{
|
||||
/// <summary>
|
||||
/// Builds the rudimentary UI layer at runtime, for scenes where the UI
|
||||
/// prefabs have not been instantiated. It is a fallback only: the authored
|
||||
/// path is Tools → Nightclub Arcadia → Set Up UI Layer, which produces the
|
||||
/// prefabs under Assets/Prefabs/UI and wires them into the scene.
|
||||
///
|
||||
/// It does NOT auto-spawn. It used to, which meant that once the scene had
|
||||
/// been wired properly it would still create a second "UI System" object
|
||||
/// carrying a duplicate UIStateController — logging a Debug.LogError every
|
||||
/// play — and would reflection-overwrite DialogueCameraFraming's serialised
|
||||
/// dialogueScreenX, making that value impossible to tune in the Inspector.
|
||||
/// Add this component to a scene by hand if you want the fallback.
|
||||
/// </summary>
|
||||
[DefaultExecutionOrder(-100)]
|
||||
public sealed class UILayerBootstrap : MonoBehaviour
|
||||
{
|
||||
[SerializeField] bool buildIfMissing = true;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
EnsureFoundation();
|
||||
|
||||
if (!buildIfMissing)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (FindFirstObjectByType<DialogueStreamPresenter>() == null)
|
||||
{
|
||||
BuildDialogueStream();
|
||||
}
|
||||
|
||||
if (FindFirstObjectByType<PortraitHudView>() == null)
|
||||
{
|
||||
BuildHud();
|
||||
}
|
||||
|
||||
if (FindFirstObjectByType<PlayerMenuController>() == null)
|
||||
{
|
||||
BuildMenu();
|
||||
}
|
||||
|
||||
EnsureCameraFraming();
|
||||
WireDialogueRunner();
|
||||
HidePackageDialogueCanvas();
|
||||
}
|
||||
|
||||
void EnsureFoundation()
|
||||
{
|
||||
if (UIStateController.Instance == null && FindFirstObjectByType<UIStateController>() == null)
|
||||
{
|
||||
var go = GameObject.Find("UI System") ?? new GameObject("UI System");
|
||||
go.AddComponent<UIStateController>();
|
||||
}
|
||||
|
||||
var player = GameObject.Find("PlayerArmature");
|
||||
if (player == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (player.GetComponent<PlayerControlLock>() == null)
|
||||
{
|
||||
player.AddComponent<PlayerControlLock>();
|
||||
}
|
||||
|
||||
if (player.GetComponent<PlayerMenuInput>() == null)
|
||||
{
|
||||
player.AddComponent<PlayerMenuInput>();
|
||||
}
|
||||
|
||||
var inputs = player.GetComponent<StarterAssetsInputs>();
|
||||
if (inputs != null)
|
||||
{
|
||||
inputs.cursorLocked = false;
|
||||
Cursor.lockState = CursorLockMode.None;
|
||||
Cursor.visible = true;
|
||||
}
|
||||
|
||||
var transition = FindFirstObjectByType<DialogueTransitionController>();
|
||||
if (transition != null)
|
||||
{
|
||||
var soLock = player.GetComponent<PlayerControlLock>();
|
||||
// Assign via reflection-free serialized path: public setter not available,
|
||||
// so use SendMessage-style field via SerializedObject is editor-only.
|
||||
// Runtime: DialogueTransitionController finds lock from playerArmature in Awake.
|
||||
var field = typeof(DialogueTransitionController).GetField(
|
||||
"controlLock",
|
||||
System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.NonPublic);
|
||||
field?.SetValue(transition, soLock);
|
||||
}
|
||||
}
|
||||
|
||||
void BuildDialogueStream()
|
||||
{
|
||||
var canvasGo = CreateCanvas("DialogueStreamCanvas", 5);
|
||||
var canvasGroup = canvasGo.AddComponent<CanvasGroup>();
|
||||
canvasGroup.alpha = 0f;
|
||||
canvasGroup.interactable = false;
|
||||
canvasGroup.blocksRaycasts = false;
|
||||
|
||||
var panel = new GameObject("Panel", typeof(RectTransform), typeof(Image));
|
||||
panel.transform.SetParent(canvasGo.transform, false);
|
||||
var panelRt = panel.GetComponent<RectTransform>();
|
||||
panelRt.anchorMin = new Vector2(0.66f, 0f);
|
||||
panelRt.anchorMax = Vector2.one;
|
||||
panelRt.offsetMin = Vector2.zero;
|
||||
panelRt.offsetMax = Vector2.zero;
|
||||
panel.GetComponent<Image>().color = new Color(0.05f, 0.05f, 0.08f, 0.92f);
|
||||
|
||||
var scrollGo = new GameObject("Scroll", typeof(RectTransform), typeof(ScrollRect), typeof(Image));
|
||||
scrollGo.transform.SetParent(panel.transform, false);
|
||||
Stretch(scrollGo.GetComponent<RectTransform>(), 8f);
|
||||
scrollGo.GetComponent<Image>().color = new Color(0f, 0f, 0f, 0.01f);
|
||||
|
||||
var viewport = new GameObject("Viewport", typeof(RectTransform), typeof(RectMask2D), typeof(Image));
|
||||
viewport.transform.SetParent(scrollGo.transform, false);
|
||||
Stretch(viewport.GetComponent<RectTransform>());
|
||||
viewport.GetComponent<Image>().color = new Color(1f, 1f, 1f, 0.01f);
|
||||
|
||||
var content = new GameObject("Content", typeof(RectTransform), typeof(VerticalLayoutGroup), typeof(ContentSizeFitter));
|
||||
content.transform.SetParent(viewport.transform, false);
|
||||
var contentRt = content.GetComponent<RectTransform>();
|
||||
contentRt.anchorMin = new Vector2(0f, 0f);
|
||||
contentRt.anchorMax = new Vector2(1f, 0f);
|
||||
contentRt.pivot = new Vector2(0.5f, 0f);
|
||||
var vlg = content.GetComponent<VerticalLayoutGroup>();
|
||||
vlg.childAlignment = TextAnchor.LowerCenter;
|
||||
vlg.childControlHeight = true;
|
||||
vlg.childControlWidth = true;
|
||||
vlg.childForceExpandHeight = false;
|
||||
vlg.childForceExpandWidth = true;
|
||||
vlg.spacing = 6f;
|
||||
content.GetComponent<ContentSizeFitter>().verticalFit = ContentSizeFitter.FitMode.PreferredSize;
|
||||
|
||||
var messages = new GameObject("Messages", typeof(RectTransform), typeof(VerticalLayoutGroup), typeof(ContentSizeFitter));
|
||||
messages.transform.SetParent(content.transform, false);
|
||||
ConfigureVertical(messages);
|
||||
|
||||
var options = new GameObject("Options", typeof(RectTransform), typeof(VerticalLayoutGroup), typeof(ContentSizeFitter), typeof(CanvasGroup));
|
||||
options.transform.SetParent(content.transform, false);
|
||||
ConfigureVertical(options);
|
||||
var optionsGroup = options.GetComponent<CanvasGroup>();
|
||||
optionsGroup.alpha = 0f;
|
||||
optionsGroup.interactable = false;
|
||||
optionsGroup.blocksRaycasts = false;
|
||||
|
||||
var scroll = scrollGo.GetComponent<ScrollRect>();
|
||||
scroll.content = contentRt;
|
||||
scroll.viewport = viewport.GetComponent<RectTransform>();
|
||||
scroll.horizontal = false;
|
||||
scroll.vertical = true;
|
||||
|
||||
var templates = new GameObject("UITemplates");
|
||||
templates.transform.SetParent(transform, false);
|
||||
templates.SetActive(false);
|
||||
|
||||
var rowPrefab = BuildMessageRowPrefab(templates.transform);
|
||||
|
||||
var stream = canvasGo.AddComponent<DialogueStreamPresenter>();
|
||||
SetPrivate(stream, "messageRowPrefab", rowPrefab);
|
||||
SetPrivate(stream, "messageContainer", messages.GetComponent<RectTransform>());
|
||||
SetPrivate(stream, "scrollRect", scroll);
|
||||
|
||||
OptionItem yarnOption = null;
|
||||
#if UNITY_EDITOR
|
||||
yarnOption = UnityEditor.AssetDatabase.LoadAssetAtPath<OptionItem>(
|
||||
"Packages/dev.yarnspinner.unity/Prefabs/Option Item.prefab");
|
||||
#endif
|
||||
if (yarnOption == null)
|
||||
{
|
||||
yarnOption = BuildFallbackOptionItem(templates.transform);
|
||||
}
|
||||
|
||||
var optionsPresenter = canvasGo.AddComponent<DialogueStreamOptionsPresenter>();
|
||||
SetPrivate(optionsPresenter, "optionViewPrefab", yarnOption);
|
||||
SetPrivate(optionsPresenter, "optionsContainer", options.transform);
|
||||
SetPrivate(optionsPresenter, "canvasGroup", optionsGroup);
|
||||
|
||||
var transition = FindFirstObjectByType<DialogueTransitionController>();
|
||||
if (transition != null)
|
||||
{
|
||||
SetPrivate(transition, "dialogueUI", canvasGo);
|
||||
}
|
||||
|
||||
foreach (var npc in FindObjectsByType<NPCStandIn>(FindObjectsInactive.Include, FindObjectsSortMode.None))
|
||||
{
|
||||
npc.dialogueUI = canvasGo;
|
||||
}
|
||||
}
|
||||
|
||||
DialogueMessageRow BuildMessageRowPrefab(Transform parent)
|
||||
{
|
||||
var root = new GameObject("DialogueMessageRow", typeof(RectTransform), typeof(DialogueMessageRow), typeof(VerticalLayoutGroup), typeof(ContentSizeFitter));
|
||||
root.transform.SetParent(parent, false);
|
||||
var layout = root.GetComponent<VerticalLayoutGroup>();
|
||||
layout.padding = new RectOffset(12, 12, 8, 8);
|
||||
layout.spacing = 4f;
|
||||
layout.childControlHeight = true;
|
||||
layout.childControlWidth = true;
|
||||
layout.childForceExpandWidth = true;
|
||||
layout.childForceExpandHeight = false;
|
||||
root.GetComponent<ContentSizeFitter>().verticalFit = ContentSizeFitter.FitMode.PreferredSize;
|
||||
|
||||
var speaker = CreateTmp("Speaker", root.transform, 22f, FontStyles.Bold);
|
||||
var body = CreateTmp("Body", root.transform, 28f, FontStyles.Normal);
|
||||
var row = root.GetComponent<DialogueMessageRow>();
|
||||
SetPrivate(row, "speakerText", speaker);
|
||||
SetPrivate(row, "bodyText", body);
|
||||
SetPrivate(row, "speakerLabel", speaker.gameObject);
|
||||
return row;
|
||||
}
|
||||
|
||||
OptionItem BuildFallbackOptionItem(Transform parent)
|
||||
{
|
||||
var go = new GameObject("OptionItem", typeof(RectTransform), typeof(Image), typeof(OptionItem));
|
||||
go.transform.SetParent(parent, false);
|
||||
go.GetComponent<Image>().color = new Color(0.15f, 0.15f, 0.2f, 1f);
|
||||
var text = CreateTmp("Text", go.transform, 24f, FontStyles.Normal);
|
||||
Stretch(text.rectTransform);
|
||||
SetPrivate(go.GetComponent<OptionItem>(), "text", text);
|
||||
return go.GetComponent<OptionItem>();
|
||||
}
|
||||
|
||||
void BuildHud()
|
||||
{
|
||||
var canvasGo = CreateCanvas("HudCanvas", 10);
|
||||
var panel = new GameObject("PortraitPanel", typeof(RectTransform), typeof(CanvasGroup), typeof(Image), typeof(Button));
|
||||
panel.transform.SetParent(canvasGo.transform, false);
|
||||
var rt = panel.GetComponent<RectTransform>();
|
||||
rt.anchorMin = new Vector2(1f, 0f);
|
||||
rt.anchorMax = new Vector2(1f, 0f);
|
||||
rt.pivot = new Vector2(1f, 0f);
|
||||
rt.sizeDelta = new Vector2(220f, 280f);
|
||||
rt.anchoredPosition = new Vector2(-24f, 24f);
|
||||
panel.GetComponent<Image>().color = new Color(0.15f, 0.15f, 0.18f, 0.95f);
|
||||
|
||||
// Lives in Assets/Art/UI/Placeholder/Resources so this resolves in
|
||||
// builds too — the AssetDatabase fallback below is editor-only.
|
||||
var sprite = Resources.Load<Sprite>("portrait_placeholder");
|
||||
#if UNITY_EDITOR
|
||||
if (sprite == null)
|
||||
{
|
||||
sprite = UnityEditor.AssetDatabase.LoadAssetAtPath<Sprite>(
|
||||
"Assets/Art/UI/Placeholder/Resources/portrait_placeholder.png");
|
||||
}
|
||||
#endif
|
||||
if (sprite != null)
|
||||
{
|
||||
panel.GetComponent<Image>().sprite = sprite;
|
||||
panel.GetComponent<Image>().preserveAspect = true;
|
||||
}
|
||||
|
||||
var hint = CreateTmp("TabHint", panel.transform, 18f, FontStyles.Normal);
|
||||
hint.text = "Tab";
|
||||
hint.alignment = TextAlignmentOptions.Center;
|
||||
var hintRt = hint.rectTransform;
|
||||
hintRt.anchorMin = new Vector2(0f, 0f);
|
||||
hintRt.anchorMax = new Vector2(1f, 0f);
|
||||
hintRt.pivot = new Vector2(0.5f, 0f);
|
||||
hintRt.sizeDelta = new Vector2(0f, 28f);
|
||||
hintRt.anchoredPosition = new Vector2(0f, 4f);
|
||||
|
||||
var view = canvasGo.AddComponent<PortraitHudView>();
|
||||
SetPrivate(view, "panelRoot", panel);
|
||||
}
|
||||
|
||||
void BuildMenu()
|
||||
{
|
||||
var canvasGo = CreateCanvas("PlayerMenuCanvas", 20);
|
||||
var rootGroup = canvasGo.AddComponent<CanvasGroup>();
|
||||
rootGroup.alpha = 0f;
|
||||
rootGroup.interactable = false;
|
||||
rootGroup.blocksRaycasts = false;
|
||||
|
||||
var dimmer = new GameObject("Dimmer", typeof(RectTransform), typeof(Image));
|
||||
dimmer.transform.SetParent(canvasGo.transform, false);
|
||||
Stretch(dimmer.GetComponent<RectTransform>());
|
||||
dimmer.GetComponent<Image>().color = new Color(0f, 0f, 0f, 0.6f);
|
||||
|
||||
var body = new GameObject("MenuBody", typeof(RectTransform), typeof(Image));
|
||||
body.transform.SetParent(canvasGo.transform, false);
|
||||
var bodyRt = body.GetComponent<RectTransform>();
|
||||
bodyRt.anchorMin = new Vector2(0.15f, 0.1f);
|
||||
bodyRt.anchorMax = new Vector2(0.85f, 0.9f);
|
||||
bodyRt.offsetMin = Vector2.zero;
|
||||
bodyRt.offsetMax = Vector2.zero;
|
||||
body.GetComponent<Image>().color = new Color(0.08f, 0.08f, 0.1f, 0.98f);
|
||||
|
||||
var tabBarGo = new GameObject("TabBar", typeof(RectTransform), typeof(HorizontalLayoutGroup), typeof(MenuTabBar));
|
||||
tabBarGo.transform.SetParent(body.transform, false);
|
||||
var tabBarRt = tabBarGo.GetComponent<RectTransform>();
|
||||
tabBarRt.anchorMin = new Vector2(0f, 1f);
|
||||
tabBarRt.anchorMax = new Vector2(1f, 1f);
|
||||
tabBarRt.pivot = new Vector2(0.5f, 1f);
|
||||
tabBarRt.sizeDelta = new Vector2(0f, 56f);
|
||||
var tabHlg = tabBarGo.GetComponent<HorizontalLayoutGroup>();
|
||||
tabHlg.spacing = 8f;
|
||||
tabHlg.padding = new RectOffset(12, 12, 8, 8);
|
||||
// childControl* default to false on a script-added layout group.
|
||||
tabHlg.childControlWidth = true;
|
||||
tabHlg.childControlHeight = true;
|
||||
tabHlg.childForceExpandWidth = true;
|
||||
tabHlg.childForceExpandHeight = true;
|
||||
|
||||
var contentArea = new GameObject("ContentArea", typeof(RectTransform));
|
||||
contentArea.transform.SetParent(body.transform, false);
|
||||
var contentRt = contentArea.GetComponent<RectTransform>();
|
||||
contentRt.anchorMin = Vector2.zero;
|
||||
contentRt.anchorMax = Vector2.one;
|
||||
contentRt.offsetMin = new Vector2(16f, 16f);
|
||||
contentRt.offsetMax = new Vector2(-16f, -64f);
|
||||
|
||||
var characterPanel = CreateTabPanel("CharacterPanel", contentArea.transform);
|
||||
var skillsPanel = CreateTabPanel("SkillsPanel", contentArea.transform);
|
||||
var journalPanel = CreateTabPanel("JournalPanel", contentArea.transform);
|
||||
|
||||
// Character
|
||||
var charVlg = characterPanel.AddComponent<VerticalLayoutGroup>();
|
||||
charVlg.spacing = 12f;
|
||||
charVlg.padding = new RectOffset(8, 8, 8, 8);
|
||||
charVlg.childControlWidth = true;
|
||||
charVlg.childControlHeight = true;
|
||||
charVlg.childForceExpandWidth = true;
|
||||
var charView = characterPanel.AddComponent<CharacterPanelView>();
|
||||
var nameLabel = CreateTmp("Name", characterPanel.transform, 36f, FontStyles.Bold);
|
||||
var aliasLabel = CreateTmp("Alias", characterPanel.transform, 28f, FontStyles.Italic);
|
||||
var invLabel = CreateTmp("Inventory", characterPanel.transform, 24f, FontStyles.Normal);
|
||||
SetPrivate(charView, "nameLabel", nameLabel);
|
||||
SetPrivate(charView, "aliasLabel", aliasLabel);
|
||||
SetPrivate(charView, "inventoryPlaceholder", invLabel);
|
||||
|
||||
// Skills
|
||||
var skillsContent = new GameObject("Content", typeof(RectTransform), typeof(VerticalLayoutGroup), typeof(ContentSizeFitter));
|
||||
skillsContent.transform.SetParent(skillsPanel.transform, false);
|
||||
Stretch(skillsContent.GetComponent<RectTransform>());
|
||||
ConfigureVertical(skillsContent);
|
||||
skillsContent.GetComponent<RectTransform>().anchorMin = new Vector2(0f, 1f);
|
||||
skillsContent.GetComponent<RectTransform>().anchorMax = new Vector2(1f, 1f);
|
||||
skillsContent.GetComponent<RectTransform>().pivot = new Vector2(0.5f, 1f);
|
||||
|
||||
var axisHeader = CreateTmp("AxisHeaderTemplate", skillsContent.transform, 20f, FontStyles.Bold);
|
||||
axisHeader.gameObject.SetActive(false);
|
||||
var templates = GameObject.Find("UI System")?.transform.Find("UITemplates")
|
||||
?? new GameObject("UITemplates").transform;
|
||||
if (templates.parent == null && transform != null)
|
||||
{
|
||||
templates.SetParent(transform, false);
|
||||
templates.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
var rowPrefab = BuildSkillRowPrefab(templates);
|
||||
var skillsView = skillsPanel.AddComponent<SkillsPanelView>();
|
||||
SetPrivate(skillsView, "contentRoot", skillsContent.GetComponent<RectTransform>());
|
||||
SetPrivate(skillsView, "rowPrefab", rowPrefab);
|
||||
SetPrivate(skillsView, "axisHeaderPrefab", axisHeader);
|
||||
SetPrivate(skillsView, "displayMaxRank", 6);
|
||||
|
||||
// Journal
|
||||
var journalView = journalPanel.AddComponent<JournalPanelView>();
|
||||
var journalLabel = CreateTmp("Placeholder", journalPanel.transform, 28f, FontStyles.Italic);
|
||||
journalLabel.text = "Nothing recorded yet.";
|
||||
journalLabel.alignment = TextAlignmentOptions.Center;
|
||||
Stretch(journalLabel.rectTransform);
|
||||
SetPrivate(journalView, "placeholderLabel", journalLabel);
|
||||
|
||||
var charBtn = CreateTabButton("Character", tabBarGo.transform);
|
||||
var skillsBtn = CreateTabButton("Skills", tabBarGo.transform);
|
||||
var journalBtn = CreateTabButton("Journal", tabBarGo.transform);
|
||||
|
||||
var tabBar = tabBarGo.GetComponent<MenuTabBar>();
|
||||
var tabs = new MenuTabBar.TabEntry[3];
|
||||
tabs[0] = new MenuTabBar.TabEntry
|
||||
{
|
||||
button = charBtn,
|
||||
panel = characterPanel.GetComponent<CanvasGroup>(),
|
||||
onShown = new UnityEngine.Events.UnityEvent(),
|
||||
};
|
||||
// Panels toggle via CanvasGroup, never SetActive, so OnEnable fires
|
||||
// once at construction and never again — before Yarn has set
|
||||
// $player_name_full. Refresh on show or the tab stays stale forever.
|
||||
tabs[0].onShown.AddListener(charView.Refresh);
|
||||
tabs[1] = new MenuTabBar.TabEntry
|
||||
{
|
||||
button = skillsBtn,
|
||||
panel = skillsPanel.GetComponent<CanvasGroup>(),
|
||||
onShown = new UnityEngine.Events.UnityEvent(),
|
||||
};
|
||||
tabs[1].onShown.AddListener(skillsView.Refresh);
|
||||
tabs[2] = new MenuTabBar.TabEntry
|
||||
{
|
||||
button = journalBtn,
|
||||
panel = journalPanel.GetComponent<CanvasGroup>(),
|
||||
onShown = new UnityEngine.Events.UnityEvent(),
|
||||
};
|
||||
tabBar.SetTabs(tabs);
|
||||
|
||||
var player = GameObject.Find("PlayerArmature");
|
||||
var menuController = canvasGo.AddComponent<PlayerMenuController>();
|
||||
SetPrivate(menuController, "menuRoot", canvasGo);
|
||||
SetPrivate(menuController, "menuInput", player != null ? player.GetComponent<PlayerMenuInput>() : null);
|
||||
SetPrivate(menuController, "controlLock", player != null ? player.GetComponent<PlayerControlLock>() : null);
|
||||
SetPrivate(menuController, "tabBar", tabBar);
|
||||
|
||||
// Portrait click
|
||||
var portraitButton = FindFirstObjectByType<PortraitHudView>()?.GetComponentInChildren<Button>(true);
|
||||
if (portraitButton != null)
|
||||
{
|
||||
portraitButton.onClick.AddListener(menuController.Open);
|
||||
}
|
||||
}
|
||||
|
||||
SkillRowView BuildSkillRowPrefab(Transform parent)
|
||||
{
|
||||
var root = new GameObject("SkillRow", typeof(RectTransform), typeof(SkillRowView), typeof(HorizontalLayoutGroup));
|
||||
root.transform.SetParent(parent, false);
|
||||
var hlg = root.GetComponent<HorizontalLayoutGroup>();
|
||||
hlg.padding = new RectOffset(8, 8, 4, 4);
|
||||
hlg.spacing = 12f;
|
||||
hlg.childAlignment = TextAnchor.MiddleLeft;
|
||||
hlg.childControlHeight = true;
|
||||
hlg.childControlWidth = true;
|
||||
hlg.childForceExpandHeight = true;
|
||||
|
||||
var stripe = new GameObject("Accent", typeof(RectTransform), typeof(Image), typeof(LayoutElement));
|
||||
stripe.transform.SetParent(root.transform, false);
|
||||
stripe.GetComponent<LayoutElement>().preferredWidth = 6f;
|
||||
stripe.GetComponent<Image>().color = Color.white;
|
||||
|
||||
var name = CreateTmp("Name", root.transform, 24f, FontStyles.Bold);
|
||||
name.GetComponent<LayoutElement>().flexibleWidth = 1f;
|
||||
|
||||
var bar = new GameObject("Bar", typeof(RectTransform), typeof(Image), typeof(LayoutElement));
|
||||
bar.transform.SetParent(root.transform, false);
|
||||
bar.GetComponent<Image>().color = new Color(0.2f, 0.2f, 0.22f);
|
||||
bar.GetComponent<LayoutElement>().preferredWidth = 160f;
|
||||
bar.GetComponent<LayoutElement>().preferredHeight = 16f;
|
||||
|
||||
var fill = new GameObject("Fill", typeof(RectTransform), typeof(Image));
|
||||
fill.transform.SetParent(bar.transform, false);
|
||||
Stretch(fill.GetComponent<RectTransform>());
|
||||
var fillImage = fill.GetComponent<Image>();
|
||||
fillImage.type = Image.Type.Filled;
|
||||
fillImage.fillMethod = Image.FillMethod.Horizontal;
|
||||
fillImage.color = Color.white;
|
||||
|
||||
var rank = CreateTmp("Rank", root.transform, 24f, FontStyles.Normal);
|
||||
rank.alignment = TextAlignmentOptions.Right;
|
||||
rank.GetComponent<LayoutElement>().preferredWidth = 40f;
|
||||
|
||||
var view = root.GetComponent<SkillRowView>();
|
||||
SetPrivate(view, "nameLabel", name);
|
||||
SetPrivate(view, "rankLabel", rank);
|
||||
SetPrivate(view, "barFill", fillImage);
|
||||
SetPrivate(view, "accentStripe", stripe.GetComponent<Image>());
|
||||
return view;
|
||||
}
|
||||
|
||||
void EnsureCameraFraming()
|
||||
{
|
||||
var vcam = GameObject.Find("CinemachineCamera");
|
||||
if (vcam == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var framing = vcam.GetComponent<DialogueCameraFraming>();
|
||||
if (framing == null)
|
||||
{
|
||||
framing = vcam.AddComponent<DialogueCameraFraming>();
|
||||
}
|
||||
|
||||
SetPrivate(framing, "composer", vcam.GetComponent<CinemachinePositionComposer>());
|
||||
SetPrivate(framing, "dialogueScreenX", -0.17f);
|
||||
}
|
||||
|
||||
void WireDialogueRunner()
|
||||
{
|
||||
var runner = FindFirstObjectByType<DialogueRunner>();
|
||||
var stream = FindFirstObjectByType<DialogueStreamPresenter>();
|
||||
var options = FindFirstObjectByType<DialogueStreamOptionsPresenter>();
|
||||
var advancer = FindFirstObjectByType<LineAdvancer>();
|
||||
if (runner == null || stream == null || options == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var list = new System.Collections.Generic.List<DialoguePresenterBase>();
|
||||
list.Add(stream);
|
||||
list.Add(options);
|
||||
if (advancer != null)
|
||||
{
|
||||
list.Add(advancer);
|
||||
SetPrivate(advancer, "presenter", stream);
|
||||
}
|
||||
|
||||
runner.DialoguePresenters = list;
|
||||
}
|
||||
|
||||
void HidePackageDialogueCanvas()
|
||||
{
|
||||
var dialogueSystem = GameObject.Find("Dialogue System");
|
||||
if (dialogueSystem == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var packageCanvas = dialogueSystem.transform.Find("Canvas");
|
||||
if (packageCanvas == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var banner = packageCanvas.Find("Skill Check Banner");
|
||||
var streamCanvas = GameObject.Find("DialogueStreamCanvas");
|
||||
if (banner != null && streamCanvas != null)
|
||||
{
|
||||
banner.SetParent(streamCanvas.transform, false);
|
||||
var bannerRt = banner.GetComponent<RectTransform>();
|
||||
if (bannerRt != null)
|
||||
{
|
||||
bannerRt.anchorMin = new Vector2(0f, 0.85f);
|
||||
bannerRt.anchorMax = new Vector2(0.66f, 1f);
|
||||
bannerRt.offsetMin = new Vector2(16f, 0f);
|
||||
bannerRt.offsetMax = new Vector2(-16f, -16f);
|
||||
}
|
||||
}
|
||||
|
||||
packageCanvas.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
static GameObject CreateCanvas(string name, int sortingOrder)
|
||||
{
|
||||
var go = new GameObject(name, typeof(RectTransform), typeof(Canvas), typeof(CanvasScaler), typeof(GraphicRaycaster));
|
||||
var canvas = go.GetComponent<Canvas>();
|
||||
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
|
||||
canvas.sortingOrder = sortingOrder;
|
||||
var scaler = go.GetComponent<CanvasScaler>();
|
||||
scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
|
||||
scaler.referenceResolution = new Vector2(1920f, 1080f);
|
||||
scaler.matchWidthOrHeight = 0.5f;
|
||||
return go;
|
||||
}
|
||||
|
||||
static GameObject CreateTabPanel(string name, Transform parent)
|
||||
{
|
||||
var go = new GameObject(name, typeof(RectTransform), typeof(CanvasGroup));
|
||||
go.transform.SetParent(parent, false);
|
||||
Stretch(go.GetComponent<RectTransform>());
|
||||
var group = go.GetComponent<CanvasGroup>();
|
||||
group.alpha = 0f;
|
||||
group.interactable = false;
|
||||
group.blocksRaycasts = false;
|
||||
return go;
|
||||
}
|
||||
|
||||
static Button CreateTabButton(string label, Transform parent)
|
||||
{
|
||||
var go = new GameObject(label, typeof(RectTransform), typeof(Image), typeof(Button), typeof(LayoutElement));
|
||||
go.transform.SetParent(parent, false);
|
||||
go.GetComponent<Image>().color = new Color(0.2f, 0.2f, 0.25f, 1f);
|
||||
var text = CreateTmp("Label", go.transform, 22f, FontStyles.Bold);
|
||||
text.text = label;
|
||||
text.alignment = TextAlignmentOptions.Center;
|
||||
Stretch(text.rectTransform);
|
||||
return go.GetComponent<Button>();
|
||||
}
|
||||
|
||||
static TextMeshProUGUI CreateTmp(string name, Transform parent, float size, FontStyles style)
|
||||
{
|
||||
var go = new GameObject(name, typeof(RectTransform), typeof(TextMeshProUGUI), typeof(LayoutElement));
|
||||
go.transform.SetParent(parent, false);
|
||||
var tmp = go.GetComponent<TextMeshProUGUI>();
|
||||
tmp.fontSize = size;
|
||||
tmp.fontStyle = style;
|
||||
tmp.color = Color.white;
|
||||
tmp.enableWordWrapping = true;
|
||||
tmp.text = name;
|
||||
// No LayoutElement.preferredHeight — it would pin wrapped text to a
|
||||
// single line's height and make stream rows overlap. See the same
|
||||
// note in UILayerSetup.CreateTmp.
|
||||
return tmp;
|
||||
}
|
||||
|
||||
static void Stretch(RectTransform rt, float pad = 0f)
|
||||
{
|
||||
rt.anchorMin = Vector2.zero;
|
||||
rt.anchorMax = Vector2.one;
|
||||
rt.offsetMin = new Vector2(pad, pad);
|
||||
rt.offsetMax = new Vector2(-pad, -pad);
|
||||
}
|
||||
|
||||
static void ConfigureVertical(GameObject go)
|
||||
{
|
||||
var rt = go.GetComponent<RectTransform>();
|
||||
rt.anchorMin = new Vector2(0f, 0f);
|
||||
rt.anchorMax = new Vector2(1f, 0f);
|
||||
rt.pivot = new Vector2(0.5f, 0f);
|
||||
// See UILayerSetup.ConfigureVerticalContent: a script-added
|
||||
// RectTransform starts at sizeDelta (100,100), which overhangs 50px
|
||||
// off each side under stretch anchors and gets sheared by the mask.
|
||||
rt.sizeDelta = new Vector2(0f, rt.sizeDelta.y);
|
||||
rt.anchoredPosition = Vector2.zero;
|
||||
var vlg = go.GetComponent<VerticalLayoutGroup>();
|
||||
vlg.childControlHeight = true;
|
||||
vlg.childControlWidth = true;
|
||||
vlg.childForceExpandHeight = false;
|
||||
vlg.childForceExpandWidth = true;
|
||||
vlg.spacing = 4f;
|
||||
go.GetComponent<ContentSizeFitter>().verticalFit = ContentSizeFitter.FitMode.PreferredSize;
|
||||
}
|
||||
|
||||
static void SetPrivate(object target, string fieldName, object value)
|
||||
{
|
||||
var type = target.GetType();
|
||||
while (type != null)
|
||||
{
|
||||
var field = type.GetField(fieldName, System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Public);
|
||||
if (field != null)
|
||||
{
|
||||
field.SetValue(target, value);
|
||||
return;
|
||||
}
|
||||
|
||||
type = type.BaseType;
|
||||
}
|
||||
|
||||
Debug.LogWarning($"[UILayerBootstrap] Could not set field '{fieldName}' on {target.GetType().Name}");
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e244f08c4f1b4fe08ddef0a1c5409136
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: -100
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,63 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace NightclubArcadia.UI
|
||||
{
|
||||
/// <summary>
|
||||
/// Owns the two independent UI state flags — dialogue active and menu open —
|
||||
/// and raises <see cref="StateChanged"/> so HUD, camera framing, and panels
|
||||
/// can derive their visibility from a single source of truth.
|
||||
/// </summary>
|
||||
public sealed class UIStateController : MonoBehaviour
|
||||
{
|
||||
public static UIStateController Instance { get; private set; }
|
||||
|
||||
public bool IsDialogueActive { get; private set; }
|
||||
public bool IsMenuOpen { get; private set; }
|
||||
|
||||
/// <summary>Raised after any state change. Subscribers derive their own visibility.</summary>
|
||||
public event Action StateChanged;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
if (Instance != null && Instance != this)
|
||||
{
|
||||
Debug.LogError($"[{nameof(UIStateController)}] Duplicate instance on '{name}'. Destroying this component.", this);
|
||||
Destroy(this);
|
||||
return;
|
||||
}
|
||||
|
||||
Instance = this;
|
||||
}
|
||||
|
||||
void OnDestroy()
|
||||
{
|
||||
if (Instance == this)
|
||||
{
|
||||
Instance = null;
|
||||
}
|
||||
}
|
||||
|
||||
public void SetDialogueActive(bool value)
|
||||
{
|
||||
if (IsDialogueActive == value)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
IsDialogueActive = value;
|
||||
StateChanged?.Invoke();
|
||||
}
|
||||
|
||||
public void SetMenuOpen(bool value)
|
||||
{
|
||||
if (IsMenuOpen == value)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
IsMenuOpen = value;
|
||||
StateChanged?.Invoke();
|
||||
}
|
||||
}
|
||||
}
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user