Runtime UI under Scripts/UI: a UIStateController owning menu/dialogue state, a PlayerControlLock so opening a panel suppresses world input, panel visibility helpers, and the menu input binding. Views: the dialogue stream presenter and its options presenter and message row, the portrait HUD, and the player menu with character, journal, and tab-bar views. Skills gains SkillsPanelView and SkillRowView, which is why the Skills asmdef now references UnityEngine.UI. Prefabs/UI holds the authored canvases (dialogue stream, HUD, player menu) and their rows. UILayerBootstrap remains a hand-added runtime fallback for scenes where those prefabs are not instantiated; it deliberately does not auto-spawn. Editor/UILayerSetup.cs is the one-shot menu that builds and wires those prefabs into a scene, with UILayerSetupAutoRun reminding after a script reload. Art/UI/Placeholder carries the placeholder portrait the HUD falls back to. Co-Authored-By: Claude Opus 5 <[email protected]>
51 lines
1.3 KiB
C#
51 lines
1.3 KiB
C#
using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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namespace NightclubArcadia.Skills
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{
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/// <summary>
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/// One skill row: name, numeric rank, and accent-tinted fill bar.
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/// </summary>
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public sealed class SkillRowView : MonoBehaviour
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{
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[SerializeField] TMP_Text nameLabel;
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[SerializeField] TMP_Text rankLabel;
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[SerializeField] Image barFill;
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[SerializeField] Image accentStripe;
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public void Bind(SkillDefinition def, int rank, int displayMaxRank)
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{
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if (def == null)
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{
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return;
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}
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if (nameLabel != null)
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{
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nameLabel.text = string.IsNullOrEmpty(def.DisplayName)
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? def.Id.ToUpperInvariant()
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: def.DisplayName;
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nameLabel.color = def.AccentColor;
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}
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if (rankLabel != null)
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{
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rankLabel.text = rank.ToString();
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}
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if (barFill != null)
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{
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var max = Mathf.Max(1, displayMaxRank);
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barFill.fillAmount = Mathf.Clamp01(rank / (float)max);
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barFill.color = def.AccentColor;
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}
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if (accentStripe != null)
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{
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accentStripe.color = def.AccentColor;
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}
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}
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}
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}
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