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lennartandClaude Opus 5 cba87dcb31 add UI layer: dialogue stream, HUD, player menu, and skills panel
Runtime UI under Scripts/UI: a UIStateController owning menu/dialogue state, a
PlayerControlLock so opening a panel suppresses world input, panel visibility
helpers, and the menu input binding.

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

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

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

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

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-08-25 19:03:42 +02:00

89 lines
2.6 KiB
C#

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();
}
}
}