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]>
25 lines
595 B
C#
25 lines
595 B
C#
using System;
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using UnityEngine;
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using UnityEngine.InputSystem;
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namespace NightclubArcadia.UI
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{
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/// <summary>
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/// Receives the Player/Menu SendMessage from PlayerInput (sibling of
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/// StarterAssetsInputs on PlayerArmature) and raises
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/// <see cref="MenuToggleRequested"/>.
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/// </summary>
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public sealed class PlayerMenuInput : MonoBehaviour
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{
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public event Action MenuToggleRequested;
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void OnMenu(InputValue value)
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{
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if (value.isPressed)
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{
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MenuToggleRequested?.Invoke();
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}
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}
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}
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}
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