diff --git a/Assets/_Project/Scripts/Audio/AudioManager.cs b/Assets/_Project/Scripts/Audio/AudioManager.cs index 21099bb..5fbc61b 100644 --- a/Assets/_Project/Scripts/Audio/AudioManager.cs +++ b/Assets/_Project/Scripts/Audio/AudioManager.cs @@ -11,6 +11,12 @@ namespace TD.Audio { public AudioCategory category; public int maxVoices; + + // NOTE: currently inert. It seeds each pooled AudioSource at init, but every + // Play() call overwrites src.volume with (per-sound volume × SFX slider), so + // this value never reaches the mix. Left as-is rather than "fixed" because + // multiplying it in would halve every existing sound (authored scenes use 0.5). + // Wire it up only alongside a pass to re-level the per-sound volumes. [Range(0f, 1f)] public float volume; } @@ -58,6 +64,16 @@ namespace TD.Audio } } + /// + /// Plays a one-shot on the given category's voice pool. is + /// the per-sound authored level; it's scaled by the player's SFX slider + /// () on the way in. + /// + /// + /// The scalar is sampled at play time, so a sound already in flight keeps the volume + /// it started with when the slider moves. Every SFX here is short, so that's + /// imperceptible and avoids having to track live voices. + /// public void Play(AudioClip clip, AudioCategory category, float pitch = 1f, float volume = 1f) { if (clip == null) return; @@ -66,7 +82,7 @@ namespace TD.Audio int idx = indices[category]; var src = pool[idx % pool.Length]; src.pitch = pitch; - src.volume = volume; + src.volume = volume * AudioVolumeSettings.SfxScalar; src.clip = clip; src.Play(); indices[category] = idx + 1; diff --git a/Assets/_Project/Scripts/Audio/AudioVolumeSettings.cs b/Assets/_Project/Scripts/Audio/AudioVolumeSettings.cs new file mode 100644 index 0000000..5df40a6 --- /dev/null +++ b/Assets/_Project/Scripts/Audio/AudioVolumeSettings.cs @@ -0,0 +1,97 @@ +// Assets/_Project/Scripts/Audio/AudioVolumeSettings.cs +using UnityEngine; + +namespace TD.Audio +{ + /// + /// Player-facing volume mix, persisted in and shared by + /// every audio consumer in the game. Two buses: + /// + /// Music — the looping scene track played by . + /// SFX — everything routed through + /// (spells, tower fire, build/land, enemy death, sell, UI clicks). + /// + /// + /// + /// Why not named AudioSettings. UnityEngine.AudioSettings already + /// exists, so a TD.Audio.AudioSettings would be an ambiguous reference in any + /// file that has both using UnityEngine; and using TD.Audio;. + /// + /// Units. Public values are ints 0..100 — the numbers the settings slider + /// shows. Consumers multiply by / , + /// which apply a squared taper so the slider's lower half isn't perceptually dead + /// (linear amplitude drops off much faster than perceived loudness). At 100 the + /// scalar is exactly 1, so the default mix is byte-identical to the pre-settings + /// behaviour. + /// + /// Live updates. fires on every mutation. + /// Continuous sources (music) subscribe and re-apply; one-shots read the scalar at + /// play time, so a mid-flight SFX keeps the volume it started with. That's fine — + /// they're all short. + /// + public static class AudioVolumeSettings + { + public const int MinVolume = 0; + public const int MaxVolume = 100; + + private const int DefaultVolume = 100; + private const string MusicKey = "td.audio.music"; + private const string SfxKey = "td.audio.sfx"; + + /// Raised whenever music or SFX volume changes. + public static event System.Action OnChanged; + + // -1 = not yet read from PlayerPrefs. Statics are cleared on domain reload + // (entering play mode in the editor), so the lazy load re-runs each session. + private static int music = -1; + private static int sfx = -1; + + public static int MusicVolume + { + get + { + if (music < 0) music = PlayerPrefs.GetInt(MusicKey, DefaultVolume); + return music; + } + set => Set(ref music, MusicKey, value); + } + + public static int SfxVolume + { + get + { + if (sfx < 0) sfx = PlayerPrefs.GetInt(SfxKey, DefaultVolume); + return sfx; + } + set => Set(ref sfx, SfxKey, value); + } + + /// Amplitude multiplier (0..1) for the music bus. + public static float MusicScalar => ToScalar(MusicVolume); + + /// Amplitude multiplier (0..1) for the sound-effects bus. + public static float SfxScalar => ToScalar(SfxVolume); + + /// + /// Flushes PlayerPrefs to disk. Setters only write the in-memory pref (cheap + /// enough to call on every frame of a slider drag); call this once when the + /// settings UI closes so the choice survives a crash. + /// + public static void Flush() => PlayerPrefs.Save(); + + private static void Set(ref int field, string key, int value) + { + int clamped = Mathf.Clamp(value, MinVolume, MaxVolume); + if (field == clamped) return; + field = clamped; + PlayerPrefs.SetInt(key, clamped); + OnChanged?.Invoke(); + } + + private static float ToScalar(int volume) + { + float linear = Mathf.Clamp01(volume / (float)MaxVolume); + return linear * linear; + } + } +} diff --git a/Assets/_Project/Scripts/Audio/AudioVolumeSettings.cs.meta b/Assets/_Project/Scripts/Audio/AudioVolumeSettings.cs.meta new file mode 100644 index 0000000..2b1f334 --- /dev/null +++ b/Assets/_Project/Scripts/Audio/AudioVolumeSettings.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 4d2f94f5f8df24e8aa1f47d9f0e3ecf4 \ No newline at end of file diff --git a/Assets/_Project/Scripts/Audio/MusicPlayer.cs b/Assets/_Project/Scripts/Audio/MusicPlayer.cs index 325b15c..781e36e 100644 --- a/Assets/_Project/Scripts/Audio/MusicPlayer.cs +++ b/Assets/_Project/Scripts/Audio/MusicPlayer.cs @@ -7,6 +7,12 @@ namespace TD.Audio /// Plays a single looping music track for the scene it lives in. /// Add to a GameObject in the scene, assign a clip, and it starts on load. /// + /// + /// Volume is the authored scaled by the player's music slider + /// (). Unlike one-shot SFX, the track is + /// continuous, so this subscribes to and + /// re-applies live while the slider is dragged. + /// [RequireComponent(typeof(AudioSource))] public class MusicPlayer : MonoBehaviour { @@ -14,14 +20,36 @@ namespace TD.Audio [Range(0f, 1f)] [SerializeField] private float volume = 1f; + private AudioSource source; + + private void Awake() + { + source = GetComponent(); + } + + private void OnEnable() + { + AudioVolumeSettings.OnChanged += ApplyVolume; + } + + private void OnDisable() + { + AudioVolumeSettings.OnChanged -= ApplyVolume; + } + private void Start() { - var src = GetComponent(); - src.clip = clip; - src.volume = volume; - src.loop = true; - src.playOnAwake = false; - src.Play(); + source.clip = clip; + source.loop = true; + source.playOnAwake = false; + ApplyVolume(); + source.Play(); + } + + private void ApplyVolume() + { + if (source == null) return; + source.volume = volume * AudioVolumeSettings.MusicScalar; } } } diff --git a/Assets/_Project/Scripts/Gameplay/BuilderInputController.cs b/Assets/_Project/Scripts/Gameplay/BuilderInputController.cs index 41eeee6..955f301 100644 --- a/Assets/_Project/Scripts/Gameplay/BuilderInputController.cs +++ b/Assets/_Project/Scripts/Gameplay/BuilderInputController.cs @@ -139,10 +139,11 @@ namespace TD.Gameplay // Escape: clear selection. Allowed during placement mode too — Escape never // means anything else here, and clearing selection during placement is fine. - // Suppressed while chat (or any HUD text field) has focus, since Escape there - // means "cancel typing" and should not also clear the unit selection. + // Suppressed while chat (or any HUD text field) has focus or the gear menu is + // open, since Escape there means "cancel typing" / "back out of the menu" and + // should not also clear the unit selection. if (keyboard != null && keyboard.escapeKey.wasPressedThisFrame - && !HUDController.IsTextInputActive) + && !HUDController.IsUiCapturingInput) { SelectionState.Instance?.Clear(); } @@ -153,7 +154,7 @@ namespace TD.Gameplay // Tab: select the builder, or (if already selected) recenter the camera on it. if (keyboard != null && keyboard.tabKey.wasPressedThisFrame - && !HUDController.IsTextInputActive) + && !HUDController.IsUiCapturingInput) { var selection = SelectionState.Instance; if (selection != null && selection.IsSelected(builder)) diff --git a/Assets/_Project/Scripts/Gameplay/BuilderSpellCastController.cs b/Assets/_Project/Scripts/Gameplay/BuilderSpellCastController.cs index 745ebe8..557fe3d 100644 --- a/Assets/_Project/Scripts/Gameplay/BuilderSpellCastController.cs +++ b/Assets/_Project/Scripts/Gameplay/BuilderSpellCastController.cs @@ -95,7 +95,7 @@ namespace TD.Gameplay private void Update() { - if (!HUDController.IsTextInputActive) + if (!HUDController.IsUiCapturingInput) ScanHotkeys(); if (activeSlot < 0) return; // idle — nothing to aim diff --git a/Assets/_Project/Scripts/Gameplay/CameraController.cs b/Assets/_Project/Scripts/Gameplay/CameraController.cs index bd071d6..4a2009a 100644 --- a/Assets/_Project/Scripts/Gameplay/CameraController.cs +++ b/Assets/_Project/Scripts/Gameplay/CameraController.cs @@ -229,9 +229,10 @@ namespace TD.Gameplay // Keyboard: arrow keys only. WASD is reserved for tower-build hotkeys (the command // grid) — camera panning is arrow keys plus the mouse edge-pan below. Suppressed - // entirely while the player is typing so arrow keys in chat navigate text instead of - // panning. (Edge-pan below stays active since it's mouse-driven.) - var kb = HUDController.IsTextInputActive ? null : Keyboard.current; + // entirely while the player is typing (so arrow keys in chat navigate text instead + // of panning) or while the gear menu is open. Edge-pan below is mouse-driven and + // gated separately by the pointer-over-HUD check, which the menu overlay satisfies. + var kb = HUDController.IsUiCapturingInput ? null : Keyboard.current; if (kb != null) { if (kb.leftArrowKey.isPressed) dir.x -= 1f; diff --git a/Assets/_Project/Scripts/Gameplay/TowerPaintController.cs b/Assets/_Project/Scripts/Gameplay/TowerPaintController.cs index e6c52e0..05a1613 100644 --- a/Assets/_Project/Scripts/Gameplay/TowerPaintController.cs +++ b/Assets/_Project/Scripts/Gameplay/TowerPaintController.cs @@ -73,10 +73,11 @@ namespace TD.Gameplay var keyboard = Keyboard.current; // Right-click or Escape exits paint mode. (Escape is ignored while a HUD text - // field has focus so it means "cancel typing" there, matching other systems.) + // field has focus or the gear menu is open, so it means "cancel typing" / + // "back out of the menu" there, matching other systems.) bool escape = keyboard != null && keyboard.escapeKey.wasPressedThisFrame - && !HUDController.IsTextInputActive; + && !HUDController.IsUiCapturingInput; if (mouse.rightButton.wasPressedThisFrame || escape) { CancelPaint(); diff --git a/Assets/_Project/Scripts/UI/GameMenuView.cs b/Assets/_Project/Scripts/UI/GameMenuView.cs new file mode 100644 index 0000000..7db20bd --- /dev/null +++ b/Assets/_Project/Scripts/UI/GameMenuView.cs @@ -0,0 +1,407 @@ +// Assets/_Project/Scripts/UI/GameMenuView.cs +using UnityEngine; +using UnityEngine.UIElements; +using TD.Audio; + +namespace TD.UI +{ + /// + /// The in-match menu: a gear button in the top-right of the HUD top bar plus a modal + /// overlay with two options — Return to Title Screen and Audio Settings. + /// + /// + /// Ownership. A plain class (not a MonoBehaviour), constructed by + /// and given the HUD's root element — same pattern as + /// MinimapView. Everything is built programmatically and appended last, so it + /// z-orders above the rest of the HUD with no extra UIDocument or PanelSettings. + /// + /// Modality. The overlay is full-screen with + /// , which both dims the match and makes + /// true everywhere — so clicks + /// can't reach towers or the ground underneath. HUDController also sets + /// while it's open, which gates keyboard-driven + /// gameplay (camera pan, hotkeys, Escape handlers). The match does not pause: + /// this is a multiplayer game and waves keep running. + /// + /// Pages. One panel, three swapped bodies: the option list, the audio mixer, + /// and a confirm step for leaving the match. Escape backs out one page at a time and + /// closes from the root page. + /// + public class GameMenuView + { + private enum Page { Root, Audio, ConfirmLeave } + + // ----- Wiring ----------------------------------------------------- + + private readonly System.Action onReturnToTitle; + + private readonly VisualElement overlay; + private readonly Label header; + private readonly VisualElement rootPage; + private readonly VisualElement audioPage; + private readonly VisualElement confirmPage; + + private readonly SliderInt musicSlider; + private readonly Label musicValue; + private readonly SliderInt sfxSlider; + private readonly Label sfxValue; + + private Page page = Page.Root; + + // ----- Public API ------------------------------------------------- + + public bool IsOpen { get; private set; } + + /// The HUD's rootVisualElement. The overlay is appended to it. + /// The top-bar "menu-button" from HUD.uxml. May be null + /// (Escape still works); the gear glyph is painted into it here. + /// Optional sprite for the gear. When null, the icon is drawn + /// procedurally so the button never depends on an art asset existing. + /// Invoked once the player confirms leaving the match. + public GameMenuView(VisualElement root, Button gearButton, Sprite gearIcon, + System.Action onReturnToTitle) + { + this.onReturnToTitle = onReturnToTitle; + + if (gearButton != null) + { + gearButton.text = string.Empty; + gearButton.Add(CreateGearIcon(gearIcon)); + gearButton.clicked += Toggle; + gearButton.tooltip = "Menu (Esc)"; + } + + // ----- Overlay + panel shell ---------------------------------- + + overlay = new VisualElement(); + overlay.style.position = Position.Absolute; + overlay.style.left = 0; + overlay.style.right = 0; + overlay.style.top = 0; + overlay.style.bottom = 0; + overlay.style.alignItems = Align.Center; + overlay.style.justifyContent = Justify.Center; + overlay.style.backgroundColor = new Color(0f, 0f, 0f, 0.55f); + overlay.style.display = DisplayStyle.None; + overlay.pickingMode = PickingMode.Position; + + var panel = new VisualElement(); + panel.style.minWidth = 360; + panel.style.paddingTop = panel.style.paddingBottom = 24; + panel.style.paddingLeft = panel.style.paddingRight = 32; + panel.style.backgroundColor = new Color(0.08f, 0.08f, 0.10f, 0.97f); + panel.style.borderTopWidth = panel.style.borderBottomWidth = + panel.style.borderLeftWidth = panel.style.borderRightWidth = 2; + var border = new Color(0.4f, 0.4f, 0.45f); + panel.style.borderTopColor = panel.style.borderBottomColor = + panel.style.borderLeftColor = panel.style.borderRightColor = border; + panel.style.alignItems = Align.Center; + overlay.Add(panel); + + header = new Label("Menu"); + header.style.fontSize = 24; + header.style.color = Color.white; + header.style.marginBottom = 18; + header.style.unityFontStyleAndWeight = FontStyle.Bold; + panel.Add(header); + + // ----- Page 1: option list ------------------------------------ + + rootPage = new VisualElement(); + rootPage.style.alignItems = Align.Center; + rootPage.Add(MakeMenuButton("Return to Title Screen", () => GoTo(Page.ConfirmLeave))); + rootPage.Add(MakeMenuButton("Audio Settings", () => GoTo(Page.Audio))); + rootPage.Add(MakeMenuButton("Resume", Close)); + panel.Add(rootPage); + + // ----- Page 2: audio mixer ------------------------------------ + + audioPage = new VisualElement(); + audioPage.style.alignItems = Align.Stretch; + audioPage.style.display = DisplayStyle.None; + + audioPage.Add(BuildVolumeRow("Music", AudioVolumeSettings.MusicVolume, + v => AudioVolumeSettings.MusicVolume = v, + out musicSlider, out musicValue)); + audioPage.Add(BuildVolumeRow("Sound Effects", AudioVolumeSettings.SfxVolume, + v => AudioVolumeSettings.SfxVolume = v, + out sfxSlider, out sfxValue)); + + var audioNote = new Label("Sound effects covers spells, towers, building, and enemies."); + audioNote.style.fontSize = 11; + audioNote.style.color = new Color(0.6f, 0.6f, 0.65f); + audioNote.style.marginTop = 4; + audioNote.style.marginBottom = 12; + audioNote.style.whiteSpace = WhiteSpace.Normal; + audioPage.Add(audioNote); + + var audioBack = MakeMenuButton("Back", () => GoTo(Page.Root)); + audioBack.style.alignSelf = Align.Center; + audioPage.Add(audioBack); + panel.Add(audioPage); + + // ----- Page 3: leave confirmation ----------------------------- + + confirmPage = new VisualElement(); + confirmPage.style.alignItems = Align.Center; + confirmPage.style.display = DisplayStyle.None; + + var confirmText = new Label("Leave the match and return to the title screen?"); + confirmText.style.color = new Color(0.88f, 0.88f, 0.9f); + confirmText.style.whiteSpace = WhiteSpace.Normal; + confirmText.style.marginBottom = 16; + confirmText.style.unityTextAlign = TextAnchor.MiddleCenter; + confirmPage.Add(confirmText); + + var confirmRow = new VisualElement(); + confirmRow.style.flexDirection = FlexDirection.Row; + confirmPage.Add(confirmRow); + + var leaveBtn = MakeMenuButton("Leave Match", ConfirmLeave); + leaveBtn.style.marginRight = 12; + leaveBtn.style.minWidth = 150; + confirmRow.Add(leaveBtn); + + var cancelBtn = MakeMenuButton("Cancel", () => GoTo(Page.Root)); + cancelBtn.style.minWidth = 150; + confirmRow.Add(cancelBtn); + panel.Add(confirmPage); + + root.Add(overlay); + } + + public void Open() + { + if (IsOpen) return; + IsOpen = true; + GoTo(Page.Root); + overlay.style.display = DisplayStyle.Flex; + } + + public void Close() + { + if (!IsOpen) return; + IsOpen = false; + overlay.style.display = DisplayStyle.None; + // Volume setters only touch the in-memory pref so a slider drag stays cheap; + // write it out now that the player is done adjusting. + AudioVolumeSettings.Flush(); + } + + public void Toggle() + { + if (IsOpen) Close(); + else Open(); + } + + /// + /// Escape while the menu is open: back out one page, or close from the root page. + /// + public void Back() + { + if (page == Page.Root) Close(); + else GoTo(Page.Root); + } + + // ----- Pages ------------------------------------------------------ + + private void GoTo(Page next) + { + page = next; + + rootPage.style.display = next == Page.Root ? DisplayStyle.Flex : DisplayStyle.None; + audioPage.style.display = next == Page.Audio ? DisplayStyle.Flex : DisplayStyle.None; + confirmPage.style.display = next == Page.ConfirmLeave ? DisplayStyle.Flex : DisplayStyle.None; + + header.text = next switch + { + Page.Audio => "Audio Settings", + Page.ConfirmLeave => "Leave Match", + _ => "Menu", + }; + + // Another surface could have changed the volumes since this page was last + // shown (a future title-screen mixer, a debug command). Re-sync on entry so + // the sliders never display a stale value. + if (next == Page.Audio) SyncSlidersFromSettings(); + } + + private void SyncSlidersFromSettings() + { + // SetValueWithoutNotify: writing the settings value back through the change + // callback would be a no-op today (the setter early-outs on an unchanged value) + // but it's the wrong direction of data flow, so don't. + musicSlider.SetValueWithoutNotify(AudioVolumeSettings.MusicVolume); + musicValue.text = AudioVolumeSettings.MusicVolume.ToString(); + sfxSlider.SetValueWithoutNotify(AudioVolumeSettings.SfxVolume); + sfxValue.text = AudioVolumeSettings.SfxVolume.ToString(); + } + + private void ConfirmLeave() + { + AudioVolumeSettings.Flush(); + IsOpen = false; + overlay.style.display = DisplayStyle.None; + onReturnToTitle?.Invoke(); + } + + // ----- Element builders ------------------------------------------- + + private static Button MakeMenuButton(string text, System.Action onClick) + { + var btn = new Button(() => onClick?.Invoke()) { text = text }; + btn.style.minWidth = 260; + btn.style.height = 40; + btn.style.fontSize = 16; + btn.style.marginBottom = 8; + return btn; + } + + // One mixer row: name, 0..100 slider, live numeric readout. + private static VisualElement BuildVolumeRow(string label, int initial, + System.Action onChange, + out SliderInt slider, out Label valueLabel) + { + var row = new VisualElement(); + row.style.flexDirection = FlexDirection.Row; + // FlexStart, not Center: the labels are aligned to the slider's track by + // AlignLabelsToTrack below, which needs every child's box to start at the same + // top edge. See that method for why centering the boxes isn't enough. + row.style.alignItems = Align.FlexStart; + row.style.marginBottom = 10; + + var name = new Label(label); + name.style.color = new Color(0.88f, 0.88f, 0.9f); + name.style.fontSize = 14; + name.style.width = 110; + name.style.flexShrink = 0; + name.style.unityTextAlign = TextAnchor.MiddleLeft; + row.Add(name); + + slider = new SliderInt(AudioVolumeSettings.MinVolume, AudioVolumeSettings.MaxVolume); + slider.style.width = 200; + slider.style.flexShrink = 0; + slider.SetValueWithoutNotify(initial); + row.Add(slider); + + // Fixed width + right-align so the slider doesn't shift as the number goes + // from 1 to 3 digits while dragging. + var value = new Label(initial.ToString()); + value.style.color = Color.white; + value.style.fontSize = 14; + value.style.width = 40; + value.style.flexShrink = 0; + value.style.unityTextAlign = TextAnchor.MiddleRight; + row.Add(value); + + AlignLabelsToTrack(row, slider, name, value); + + var captured = value; + slider.RegisterValueChangedCallback(evt => + { + captured.text = evt.newValue.ToString(); + onChange(evt.newValue); + }); + + valueLabel = value; + return row; + } + + // Vertically lines the row's text up with the groove the player actually sees. + // + // The default runtime theme gives a horizontal slider a box that's taller than its + // track and does NOT center the track inside it, so `align-items: center` on the row + // centers the *boxes* and leaves the text sitting well below the groove. The exact + // offset is a theme detail, so it's measured rather than hardcoded: with the row + // aligned FlexStart every child's box starts at the same top edge, so giving a label + // a height of twice the track's offset from that edge puts its vertically-centered + // text exactly on the track's center line. + // + // Runs on GeometryChangedEvent (not once at build time) because layout hasn't + // happened yet during construction, and because it needs to re-solve when the panel + // is rescaled or the menu is reopened at a different resolution. + private static void AlignLabelsToTrack(VisualElement row, SliderInt slider, + params Label[] labels) + { + // Align to the *tracker* — the thin groove. Not the drag-container: that's the + // full hit area, tall enough to hold the dragger handle (which overhangs the + // groove on both sides), so its center sits below the groove. Fall back through + // the container to the slider itself if the theme's internal names ever change; + // worst case is the old box-centered look, not a broken layout. + VisualElement track = slider.Q(className: "unity-base-slider__tracker") + ?? slider.Q(className: "unity-base-slider__drag-container") + ?? slider; + + void Align(GeometryChangedEvent _) + { + float rowTop = row.worldBound.y; + float trackCenter = track.worldBound.center.y; + float half = trackCenter - rowTop; + if (half <= 0f || float.IsNaN(half)) return; // pre-layout; a later event fixes it + + foreach (var label in labels) + label.style.height = half * 2f; + } + + row.RegisterCallback(Align); + track.RegisterCallback(Align); + } + + // Gear glyph. Drawn with Painter2D rather than a font glyph or a texture: Unity's + // default runtime font has no U+2699 gear, and a procedural icon keeps the button + // working in any scene without an imported sprite. Pass a sprite to override. + private static VisualElement CreateGearIcon(Sprite icon) + { + var el = new VisualElement(); + el.pickingMode = PickingMode.Ignore; + el.style.flexGrow = 1; + + if (icon != null) + { + el.style.backgroundImage = new StyleBackground(icon); + return el; + } + + el.generateVisualContent += PaintGear; + // generateVisualContent runs against contentRect, which is 0×0 until the first + // layout pass — repaint once the element actually has a size. + el.RegisterCallback(_ => el.MarkDirtyRepaint()); + return el; + } + + private static void PaintGear(MeshGenerationContext ctx) + { + var rect = ctx.visualElement.contentRect; + if (rect.width < 4f || rect.height < 4f) return; + + var painter = ctx.painter2D; + Vector2 center = rect.center; + float outer = Mathf.Min(rect.width, rect.height) * 0.5f - 1f; + float ring = outer * 0.62f; + float hub = outer * 0.24f; + + painter.strokeColor = new Color(0.95f, 0.93f, 0.75f); + painter.lineWidth = Mathf.Max(1.5f, outer * 0.20f); + + // Teeth: radial spokes from just inside the ring out to the edge. + const int teeth = 8; + painter.BeginPath(); + for (int i = 0; i < teeth; i++) + { + float angle = i * Mathf.PI * 2f / teeth; + var dir = new Vector2(Mathf.Cos(angle), Mathf.Sin(angle)); + painter.MoveTo(center + dir * (ring * 0.85f)); + painter.LineTo(center + dir * outer); + } + painter.Stroke(); + + painter.BeginPath(); + painter.Arc(center, ring, new Angle(0f, AngleUnit.Degree), new Angle(360f, AngleUnit.Degree)); + painter.Stroke(); + + painter.BeginPath(); + painter.Arc(center, hub, new Angle(0f, AngleUnit.Degree), new Angle(360f, AngleUnit.Degree)); + painter.Stroke(); + } + } +} diff --git a/Assets/_Project/Scripts/UI/GameMenuView.cs.meta b/Assets/_Project/Scripts/UI/GameMenuView.cs.meta new file mode 100644 index 0000000..0d488ea --- /dev/null +++ b/Assets/_Project/Scripts/UI/GameMenuView.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 0f5b5b3bcd6ea4765a92a784b9c8de13 \ No newline at end of file diff --git a/Assets/_Project/Scripts/UI/HUDController.cs b/Assets/_Project/Scripts/UI/HUDController.cs index 9ff9ca4..488cea9 100644 --- a/Assets/_Project/Scripts/UI/HUDController.cs +++ b/Assets/_Project/Scripts/UI/HUDController.cs @@ -43,6 +43,10 @@ namespace TD.UI [Header("Settings")] [SerializeField] private float rejectionMessageDuration = 2.5f; + [Tooltip("Optional icon for the top-right menu button. Leave empty to use the " + + "procedurally-drawn gear (no art asset required).")] + [SerializeField] private Sprite menuButtonIcon; + [Tooltip("Maximum visible height of the chat feed in pixels. Content past this " + "height is clipped — older messages scroll off the top of the visible area " + "but stay in history (scroll up while chat is open to view).")] @@ -159,6 +163,21 @@ namespace TD.UI // instead of every gameplay script needing to know about every input widget. public static bool IsTextInputActive { get; internal set; } + /// + /// True while a modal UI surface (currently the gear menu) owns the screen. Gameplay + /// systems should treat this exactly like — see + /// , which is the flag they actually gate on. + /// + public static bool IsModalUiOpen { get; private set; } + + /// + /// True when any UI surface is consuming keyboard/mouse input this frame: a focused + /// text field OR an open modal menu. Gameplay input handlers (camera, selection, + /// hotkeys, Escape-to-cancel) gate on this so typing or a menu never doubles as a + /// gameplay command. + /// + public static bool IsUiCapturingInput => IsTextInputActive || IsModalUiOpen; + // Frame until which chat's "Enter opens chat" behavior is suppressed. Other // standalone text-input surfaces (e.g. TD.Dev.DebugConsole) set this when their // own Enter-driven submit/close already consumed the keypress, so the same @@ -183,6 +202,7 @@ namespace TD.UI private bool deckSubscribed; // true once we've hooked the local PlayerTowerDeck.OnDeckChanged private PlayerTowerDeck subscribedDeck; // the deck we hooked, so we can unsubscribe the same instance private MinimapView minimapView; + private GameMenuView gameMenu; // gear button + modal menu overlay private IPanel myPanel; // tracked separately so OnDestroy only clears the static if it still points at us // ----- Hotkeys ---------------------------------------------------- @@ -703,6 +723,12 @@ namespace TD.UI // ChatService.PostLocalSystem on every peer. BuildChatPanel(root); + // Gear menu (top-right of the top bar). Built last so its overlay z-orders + // above every other HUD surface. "Return to Title Screen" reuses the same + // disconnect path as the match-end overlay's button. + gameMenu = new GameMenuView(root, Require