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
{
///
/// 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.
///
[DefaultExecutionOrder(-100)]
public sealed class UILayerBootstrap : MonoBehaviour
{
[SerializeField] bool buildIfMissing = true;
void Awake()
{
EnsureFoundation();
if (!buildIfMissing)
{
return;
}
if (FindFirstObjectByType() == null)
{
BuildDialogueStream();
}
if (FindFirstObjectByType() == null)
{
BuildHud();
}
if (FindFirstObjectByType() == null)
{
BuildMenu();
}
EnsureCameraFraming();
WireDialogueRunner();
HidePackageDialogueCanvas();
}
void EnsureFoundation()
{
if (UIStateController.Instance == null && FindFirstObjectByType() == null)
{
var go = GameObject.Find("UI System") ?? new GameObject("UI System");
go.AddComponent();
}
var player = GameObject.Find("PlayerArmature");
if (player == null)
{
return;
}
if (player.GetComponent() == null)
{
player.AddComponent();
}
if (player.GetComponent() == null)
{
player.AddComponent();
}
var inputs = player.GetComponent();
if (inputs != null)
{
inputs.cursorLocked = false;
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
}
var transition = FindFirstObjectByType();
if (transition != null)
{
var soLock = player.GetComponent();
// 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.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();
panelRt.anchorMin = new Vector2(0.66f, 0f);
panelRt.anchorMax = Vector2.one;
panelRt.offsetMin = Vector2.zero;
panelRt.offsetMax = Vector2.zero;
panel.GetComponent().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(), 8f);
scrollGo.GetComponent().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());
viewport.GetComponent().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();
contentRt.anchorMin = new Vector2(0f, 0f);
contentRt.anchorMax = new Vector2(1f, 0f);
contentRt.pivot = new Vector2(0.5f, 0f);
var vlg = content.GetComponent();
vlg.childAlignment = TextAnchor.LowerCenter;
vlg.childControlHeight = true;
vlg.childControlWidth = true;
vlg.childForceExpandHeight = false;
vlg.childForceExpandWidth = true;
vlg.spacing = 6f;
content.GetComponent().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();
optionsGroup.alpha = 0f;
optionsGroup.interactable = false;
optionsGroup.blocksRaycasts = false;
var scroll = scrollGo.GetComponent();
scroll.content = contentRt;
scroll.viewport = viewport.GetComponent();
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();
SetPrivate(stream, "messageRowPrefab", rowPrefab);
SetPrivate(stream, "messageContainer", messages.GetComponent());
SetPrivate(stream, "scrollRect", scroll);
OptionItem yarnOption = null;
#if UNITY_EDITOR
yarnOption = UnityEditor.AssetDatabase.LoadAssetAtPath(
"Packages/dev.yarnspinner.unity/Prefabs/Option Item.prefab");
#endif
if (yarnOption == null)
{
yarnOption = BuildFallbackOptionItem(templates.transform);
}
var optionsPresenter = canvasGo.AddComponent();
SetPrivate(optionsPresenter, "optionViewPrefab", yarnOption);
SetPrivate(optionsPresenter, "optionsContainer", options.transform);
SetPrivate(optionsPresenter, "canvasGroup", optionsGroup);
var transition = FindFirstObjectByType();
if (transition != null)
{
SetPrivate(transition, "dialogueUI", canvasGo);
}
// Interactors used to be pushed this canvas here. DialogueInteractor resolves
// it from the runner at the point of use instead, so there is nothing to push.
}
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();
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().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();
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().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(), "text", text);
return go.GetComponent();
}
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();
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().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("portrait_placeholder");
#if UNITY_EDITOR
if (sprite == null)
{
sprite = UnityEditor.AssetDatabase.LoadAssetAtPath(
"Assets/Art/UI/Placeholder/Resources/portrait_placeholder.png");
}
#endif
if (sprite != null)
{
panel.GetComponent().sprite = sprite;
panel.GetComponent().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();
SetPrivate(view, "panelRoot", panel);
}
void BuildMenu()
{
var canvasGo = CreateCanvas("PlayerMenuCanvas", 20);
var rootGroup = canvasGo.AddComponent();
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());
dimmer.GetComponent().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();
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().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();
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();
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();
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();
charVlg.spacing = 12f;
charVlg.padding = new RectOffset(8, 8, 8, 8);
charVlg.childControlWidth = true;
charVlg.childControlHeight = true;
charVlg.childForceExpandWidth = true;
var charView = characterPanel.AddComponent();
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());
ConfigureVertical(skillsContent);
skillsContent.GetComponent().anchorMin = new Vector2(0f, 1f);
skillsContent.GetComponent().anchorMax = new Vector2(1f, 1f);
skillsContent.GetComponent().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();
SetPrivate(skillsView, "contentRoot", skillsContent.GetComponent());
SetPrivate(skillsView, "rowPrefab", rowPrefab);
SetPrivate(skillsView, "axisHeaderPrefab", axisHeader);
SetPrivate(skillsView, "displayMaxRank", 6);
// Journal
var journalView = journalPanel.AddComponent();
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();
var tabs = new MenuTabBar.TabEntry[3];
tabs[0] = new MenuTabBar.TabEntry
{
button = charBtn,
panel = characterPanel.GetComponent(),
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(),
onShown = new UnityEngine.Events.UnityEvent(),
};
tabs[1].onShown.AddListener(skillsView.Refresh);
tabs[2] = new MenuTabBar.TabEntry
{
button = journalBtn,
panel = journalPanel.GetComponent(),
onShown = new UnityEngine.Events.UnityEvent(),
};
tabBar.SetTabs(tabs);
var player = GameObject.Find("PlayerArmature");
var menuController = canvasGo.AddComponent();
SetPrivate(menuController, "menuRoot", canvasGo);
SetPrivate(menuController, "menuInput", player != null ? player.GetComponent() : null);
SetPrivate(menuController, "controlLock", player != null ? player.GetComponent() : null);
SetPrivate(menuController, "tabBar", tabBar);
// Portrait click
var portraitButton = FindFirstObjectByType()?.GetComponentInChildren