Add settings menu to control audio and return to main menu
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13 changed files with 697 additions and 22 deletions
407
Assets/_Project/Scripts/UI/GameMenuView.cs
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407
Assets/_Project/Scripts/UI/GameMenuView.cs
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// Assets/_Project/Scripts/UI/GameMenuView.cs
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using UnityEngine;
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using UnityEngine.UIElements;
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using TD.Audio;
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namespace TD.UI
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{
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/// <summary>
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/// The in-match menu: a gear button in the top-right of the HUD top bar plus a modal
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/// overlay with two options — Return to Title Screen and Audio Settings.
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/// </summary>
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/// <remarks>
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/// <para><b>Ownership.</b> A plain class (not a MonoBehaviour), constructed by
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/// <see cref="HUDController"/> and given the HUD's root element — same pattern as
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/// <c>MinimapView</c>. Everything is built programmatically and appended last, so it
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/// z-orders above the rest of the HUD with no extra UIDocument or PanelSettings.</para>
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///
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/// <para><b>Modality.</b> The overlay is full-screen with
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/// <see cref="PickingMode.Position"/>, which both dims the match and makes
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/// <see cref="HUDController.IsPointerOverInteractiveHud"/> true everywhere — so clicks
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/// can't reach towers or the ground underneath. HUDController also sets
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/// <see cref="HUDController.IsModalUiOpen"/> while it's open, which gates keyboard-driven
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/// gameplay (camera pan, hotkeys, Escape handlers). The match does <b>not</b> pause:
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/// this is a multiplayer game and waves keep running.</para>
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///
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/// <para><b>Pages.</b> One panel, three swapped bodies: the option list, the audio mixer,
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/// and a confirm step for leaving the match. Escape backs out one page at a time and
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/// closes from the root page.</para>
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/// </remarks>
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public class GameMenuView
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{
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private enum Page { Root, Audio, ConfirmLeave }
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// ----- Wiring -----------------------------------------------------
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private readonly System.Action onReturnToTitle;
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private readonly VisualElement overlay;
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private readonly Label header;
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private readonly VisualElement rootPage;
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private readonly VisualElement audioPage;
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private readonly VisualElement confirmPage;
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private readonly SliderInt musicSlider;
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private readonly Label musicValue;
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private readonly SliderInt sfxSlider;
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private readonly Label sfxValue;
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private Page page = Page.Root;
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// ----- Public API -------------------------------------------------
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public bool IsOpen { get; private set; }
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/// <param name="root">The HUD's rootVisualElement. The overlay is appended to it.</param>
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/// <param name="gearButton">The top-bar "menu-button" from HUD.uxml. May be null
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/// (Escape still works); the gear glyph is painted into it here.</param>
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/// <param name="gearIcon">Optional sprite for the gear. When null, the icon is drawn
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/// procedurally so the button never depends on an art asset existing.</param>
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/// <param name="onReturnToTitle">Invoked once the player confirms leaving the match.</param>
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public GameMenuView(VisualElement root, Button gearButton, Sprite gearIcon,
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System.Action onReturnToTitle)
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{
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this.onReturnToTitle = onReturnToTitle;
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if (gearButton != null)
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{
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gearButton.text = string.Empty;
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gearButton.Add(CreateGearIcon(gearIcon));
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gearButton.clicked += Toggle;
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gearButton.tooltip = "Menu (Esc)";
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}
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// ----- Overlay + panel shell ----------------------------------
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overlay = new VisualElement();
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overlay.style.position = Position.Absolute;
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overlay.style.left = 0;
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overlay.style.right = 0;
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overlay.style.top = 0;
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overlay.style.bottom = 0;
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overlay.style.alignItems = Align.Center;
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overlay.style.justifyContent = Justify.Center;
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overlay.style.backgroundColor = new Color(0f, 0f, 0f, 0.55f);
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overlay.style.display = DisplayStyle.None;
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overlay.pickingMode = PickingMode.Position;
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var panel = new VisualElement();
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panel.style.minWidth = 360;
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panel.style.paddingTop = panel.style.paddingBottom = 24;
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panel.style.paddingLeft = panel.style.paddingRight = 32;
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panel.style.backgroundColor = new Color(0.08f, 0.08f, 0.10f, 0.97f);
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panel.style.borderTopWidth = panel.style.borderBottomWidth =
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panel.style.borderLeftWidth = panel.style.borderRightWidth = 2;
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var border = new Color(0.4f, 0.4f, 0.45f);
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panel.style.borderTopColor = panel.style.borderBottomColor =
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panel.style.borderLeftColor = panel.style.borderRightColor = border;
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panel.style.alignItems = Align.Center;
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overlay.Add(panel);
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header = new Label("Menu");
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header.style.fontSize = 24;
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header.style.color = Color.white;
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header.style.marginBottom = 18;
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header.style.unityFontStyleAndWeight = FontStyle.Bold;
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panel.Add(header);
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// ----- Page 1: option list ------------------------------------
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rootPage = new VisualElement();
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rootPage.style.alignItems = Align.Center;
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rootPage.Add(MakeMenuButton("Return to Title Screen", () => GoTo(Page.ConfirmLeave)));
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rootPage.Add(MakeMenuButton("Audio Settings", () => GoTo(Page.Audio)));
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rootPage.Add(MakeMenuButton("Resume", Close));
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panel.Add(rootPage);
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// ----- Page 2: audio mixer ------------------------------------
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audioPage = new VisualElement();
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audioPage.style.alignItems = Align.Stretch;
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audioPage.style.display = DisplayStyle.None;
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audioPage.Add(BuildVolumeRow("Music", AudioVolumeSettings.MusicVolume,
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v => AudioVolumeSettings.MusicVolume = v,
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out musicSlider, out musicValue));
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audioPage.Add(BuildVolumeRow("Sound Effects", AudioVolumeSettings.SfxVolume,
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v => AudioVolumeSettings.SfxVolume = v,
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out sfxSlider, out sfxValue));
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var audioNote = new Label("Sound effects covers spells, towers, building, and enemies.");
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audioNote.style.fontSize = 11;
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audioNote.style.color = new Color(0.6f, 0.6f, 0.65f);
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audioNote.style.marginTop = 4;
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audioNote.style.marginBottom = 12;
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audioNote.style.whiteSpace = WhiteSpace.Normal;
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audioPage.Add(audioNote);
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var audioBack = MakeMenuButton("Back", () => GoTo(Page.Root));
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audioBack.style.alignSelf = Align.Center;
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audioPage.Add(audioBack);
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panel.Add(audioPage);
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// ----- Page 3: leave confirmation -----------------------------
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confirmPage = new VisualElement();
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confirmPage.style.alignItems = Align.Center;
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confirmPage.style.display = DisplayStyle.None;
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var confirmText = new Label("Leave the match and return to the title screen?");
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confirmText.style.color = new Color(0.88f, 0.88f, 0.9f);
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confirmText.style.whiteSpace = WhiteSpace.Normal;
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confirmText.style.marginBottom = 16;
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confirmText.style.unityTextAlign = TextAnchor.MiddleCenter;
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confirmPage.Add(confirmText);
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var confirmRow = new VisualElement();
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confirmRow.style.flexDirection = FlexDirection.Row;
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confirmPage.Add(confirmRow);
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var leaveBtn = MakeMenuButton("Leave Match", ConfirmLeave);
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leaveBtn.style.marginRight = 12;
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leaveBtn.style.minWidth = 150;
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confirmRow.Add(leaveBtn);
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var cancelBtn = MakeMenuButton("Cancel", () => GoTo(Page.Root));
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cancelBtn.style.minWidth = 150;
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confirmRow.Add(cancelBtn);
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panel.Add(confirmPage);
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root.Add(overlay);
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}
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public void Open()
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{
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if (IsOpen) return;
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IsOpen = true;
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GoTo(Page.Root);
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overlay.style.display = DisplayStyle.Flex;
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}
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public void Close()
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{
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if (!IsOpen) return;
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IsOpen = false;
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overlay.style.display = DisplayStyle.None;
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// Volume setters only touch the in-memory pref so a slider drag stays cheap;
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// write it out now that the player is done adjusting.
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AudioVolumeSettings.Flush();
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}
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public void Toggle()
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{
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if (IsOpen) Close();
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else Open();
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}
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/// <summary>
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/// Escape while the menu is open: back out one page, or close from the root page.
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/// </summary>
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public void Back()
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{
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if (page == Page.Root) Close();
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else GoTo(Page.Root);
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}
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// ----- Pages ------------------------------------------------------
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private void GoTo(Page next)
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{
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page = next;
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rootPage.style.display = next == Page.Root ? DisplayStyle.Flex : DisplayStyle.None;
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audioPage.style.display = next == Page.Audio ? DisplayStyle.Flex : DisplayStyle.None;
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confirmPage.style.display = next == Page.ConfirmLeave ? DisplayStyle.Flex : DisplayStyle.None;
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header.text = next switch
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{
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Page.Audio => "Audio Settings",
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Page.ConfirmLeave => "Leave Match",
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_ => "Menu",
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};
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// Another surface could have changed the volumes since this page was last
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// shown (a future title-screen mixer, a debug command). Re-sync on entry so
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// the sliders never display a stale value.
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if (next == Page.Audio) SyncSlidersFromSettings();
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}
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private void SyncSlidersFromSettings()
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{
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// SetValueWithoutNotify: writing the settings value back through the change
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// callback would be a no-op today (the setter early-outs on an unchanged value)
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// but it's the wrong direction of data flow, so don't.
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musicSlider.SetValueWithoutNotify(AudioVolumeSettings.MusicVolume);
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musicValue.text = AudioVolumeSettings.MusicVolume.ToString();
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sfxSlider.SetValueWithoutNotify(AudioVolumeSettings.SfxVolume);
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sfxValue.text = AudioVolumeSettings.SfxVolume.ToString();
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}
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private void ConfirmLeave()
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{
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AudioVolumeSettings.Flush();
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IsOpen = false;
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overlay.style.display = DisplayStyle.None;
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onReturnToTitle?.Invoke();
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}
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// ----- Element builders -------------------------------------------
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private static Button MakeMenuButton(string text, System.Action onClick)
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{
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var btn = new Button(() => onClick?.Invoke()) { text = text };
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btn.style.minWidth = 260;
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btn.style.height = 40;
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btn.style.fontSize = 16;
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btn.style.marginBottom = 8;
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return btn;
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}
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// One mixer row: name, 0..100 slider, live numeric readout.
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private static VisualElement BuildVolumeRow(string label, int initial,
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System.Action<int> onChange,
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out SliderInt slider, out Label valueLabel)
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{
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var row = new VisualElement();
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row.style.flexDirection = FlexDirection.Row;
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// FlexStart, not Center: the labels are aligned to the slider's track by
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// AlignLabelsToTrack below, which needs every child's box to start at the same
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// top edge. See that method for why centering the boxes isn't enough.
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row.style.alignItems = Align.FlexStart;
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row.style.marginBottom = 10;
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var name = new Label(label);
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name.style.color = new Color(0.88f, 0.88f, 0.9f);
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name.style.fontSize = 14;
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name.style.width = 110;
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name.style.flexShrink = 0;
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name.style.unityTextAlign = TextAnchor.MiddleLeft;
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row.Add(name);
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slider = new SliderInt(AudioVolumeSettings.MinVolume, AudioVolumeSettings.MaxVolume);
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slider.style.width = 200;
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slider.style.flexShrink = 0;
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slider.SetValueWithoutNotify(initial);
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row.Add(slider);
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// Fixed width + right-align so the slider doesn't shift as the number goes
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// from 1 to 3 digits while dragging.
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var value = new Label(initial.ToString());
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value.style.color = Color.white;
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value.style.fontSize = 14;
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value.style.width = 40;
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value.style.flexShrink = 0;
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value.style.unityTextAlign = TextAnchor.MiddleRight;
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row.Add(value);
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AlignLabelsToTrack(row, slider, name, value);
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var captured = value;
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slider.RegisterValueChangedCallback(evt =>
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{
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captured.text = evt.newValue.ToString();
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onChange(evt.newValue);
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});
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valueLabel = value;
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return row;
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}
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// Vertically lines the row's text up with the groove the player actually sees.
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//
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// The default runtime theme gives a horizontal slider a box that's taller than its
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// track and does NOT center the track inside it, so `align-items: center` on the row
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// centers the *boxes* and leaves the text sitting well below the groove. The exact
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// offset is a theme detail, so it's measured rather than hardcoded: with the row
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// aligned FlexStart every child's box starts at the same top edge, so giving a label
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// a height of twice the track's offset from that edge puts its vertically-centered
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// text exactly on the track's center line.
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//
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// Runs on GeometryChangedEvent (not once at build time) because layout hasn't
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// happened yet during construction, and because it needs to re-solve when the panel
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// is rescaled or the menu is reopened at a different resolution.
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private static void AlignLabelsToTrack(VisualElement row, SliderInt slider,
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params Label[] labels)
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{
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// Align to the *tracker* — the thin groove. Not the drag-container: that's the
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// full hit area, tall enough to hold the dragger handle (which overhangs the
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// groove on both sides), so its center sits below the groove. Fall back through
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// the container to the slider itself if the theme's internal names ever change;
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// worst case is the old box-centered look, not a broken layout.
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VisualElement track = slider.Q(className: "unity-base-slider__tracker")
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?? slider.Q(className: "unity-base-slider__drag-container")
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?? slider;
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void Align(GeometryChangedEvent _)
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{
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float rowTop = row.worldBound.y;
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float trackCenter = track.worldBound.center.y;
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float half = trackCenter - rowTop;
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if (half <= 0f || float.IsNaN(half)) return; // pre-layout; a later event fixes it
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foreach (var label in labels)
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label.style.height = half * 2f;
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}
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row.RegisterCallback<GeometryChangedEvent>(Align);
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track.RegisterCallback<GeometryChangedEvent>(Align);
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}
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// Gear glyph. Drawn with Painter2D rather than a font glyph or a texture: Unity's
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// default runtime font has no U+2699 gear, and a procedural icon keeps the button
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// working in any scene without an imported sprite. Pass a sprite to override.
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private static VisualElement CreateGearIcon(Sprite icon)
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{
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var el = new VisualElement();
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el.pickingMode = PickingMode.Ignore;
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el.style.flexGrow = 1;
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if (icon != null)
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{
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el.style.backgroundImage = new StyleBackground(icon);
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return el;
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}
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el.generateVisualContent += PaintGear;
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// generateVisualContent runs against contentRect, which is 0×0 until the first
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// layout pass — repaint once the element actually has a size.
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el.RegisterCallback<GeometryChangedEvent>(_ => el.MarkDirtyRepaint());
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return el;
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}
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private static void PaintGear(MeshGenerationContext ctx)
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{
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var rect = ctx.visualElement.contentRect;
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if (rect.width < 4f || rect.height < 4f) return;
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var painter = ctx.painter2D;
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Vector2 center = rect.center;
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float outer = Mathf.Min(rect.width, rect.height) * 0.5f - 1f;
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float ring = outer * 0.62f;
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float hub = outer * 0.24f;
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painter.strokeColor = new Color(0.95f, 0.93f, 0.75f);
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painter.lineWidth = Mathf.Max(1.5f, outer * 0.20f);
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// Teeth: radial spokes from just inside the ring out to the edge.
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const int teeth = 8;
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painter.BeginPath();
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for (int i = 0; i < teeth; i++)
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{
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float angle = i * Mathf.PI * 2f / teeth;
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var dir = new Vector2(Mathf.Cos(angle), Mathf.Sin(angle));
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painter.MoveTo(center + dir * (ring * 0.85f));
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painter.LineTo(center + dir * outer);
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}
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painter.Stroke();
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painter.BeginPath();
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painter.Arc(center, ring, new Angle(0f, AngleUnit.Degree), new Angle(360f, AngleUnit.Degree));
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painter.Stroke();
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painter.BeginPath();
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painter.Arc(center, hub, new Angle(0f, AngleUnit.Degree), new Angle(360f, AngleUnit.Degree));
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painter.Stroke();
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}
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}
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}
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2
Assets/_Project/Scripts/UI/GameMenuView.cs.meta
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2
Assets/_Project/Scripts/UI/GameMenuView.cs.meta
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fileFormatVersion: 2
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guid: 0f5b5b3bcd6ea4765a92a784b9c8de13
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@ -43,6 +43,10 @@ namespace TD.UI
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[Header("Settings")] [SerializeField] private float rejectionMessageDuration = 2.5f;
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[Tooltip("Optional icon for the top-right menu button. Leave empty to use the " +
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"procedurally-drawn gear (no art asset required).")]
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[SerializeField] private Sprite menuButtonIcon;
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[Tooltip("Maximum visible height of the chat feed in pixels. Content past this " +
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"height is clipped — older messages scroll off the top of the visible area " +
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"but stay in history (scroll up while chat is open to view).")]
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@ -159,6 +163,21 @@ namespace TD.UI
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// instead of every gameplay script needing to know about every input widget.
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public static bool IsTextInputActive { get; internal set; }
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/// <summary>
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/// True while a modal UI surface (currently the gear menu) owns the screen. Gameplay
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/// systems should treat this exactly like <see cref="IsTextInputActive"/> — see
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/// <see cref="IsUiCapturingInput"/>, which is the flag they actually gate on.
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/// </summary>
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public static bool IsModalUiOpen { get; private set; }
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/// <summary>
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/// True when any UI surface is consuming keyboard/mouse input this frame: a focused
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/// text field OR an open modal menu. Gameplay input handlers (camera, selection,
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/// hotkeys, Escape-to-cancel) gate on this so typing or a menu never doubles as a
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/// gameplay command.
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/// </summary>
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public static bool IsUiCapturingInput => IsTextInputActive || IsModalUiOpen;
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// 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<Button>(root, "menu-button"),
|
||||
menuButtonIcon, OnReturnToMainMenuClicked);
|
||||
|
||||
// Publish the panel so non-UI systems can query "is pointer over the HUD".
|
||||
// Stored on `myPanel` too so OnDestroy only clears the static if it still
|
||||
// points at this instance (defensive against re-creation overlap).
|
||||
|
|
@ -799,12 +825,21 @@ namespace TD.UI
|
|||
UpdateEnemyInfoIfShown();
|
||||
UpdateDraftVisibility();
|
||||
UpdateSpellCooldowns();
|
||||
HandleChatInput();
|
||||
|
||||
// Skip gameplay hotkeys while the chat input is focused — letters
|
||||
// typed into chat should not also fire Q/W/E/R tower builds.
|
||||
if (!IsTextInputActive)
|
||||
HandleHotkeys();
|
||||
HandleGameMenuInput();
|
||||
|
||||
// Chat and gameplay hotkeys are both off-limits while the menu is up —
|
||||
// Enter shouldn't pop chat open behind the overlay, and Q/W/E/R shouldn't
|
||||
// start a tower placement the player can't see.
|
||||
if (!IsModalUiOpen)
|
||||
{
|
||||
HandleChatInput();
|
||||
|
||||
// Skip gameplay hotkeys while the chat input is focused — letters
|
||||
// typed into chat should not also fire Q/W/E/R tower builds.
|
||||
if (!IsTextInputActive)
|
||||
HandleHotkeys();
|
||||
}
|
||||
|
||||
minimapView?.Tick();
|
||||
}
|
||||
|
|
@ -842,6 +877,59 @@ namespace TD.UI
|
|||
}
|
||||
}
|
||||
|
||||
// ----- Gear menu ---------------------------------------------------
|
||||
|
||||
/// <summary>
|
||||
/// Escape handling for the gear menu, plus publishing <see cref="IsModalUiOpen"/>.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// <para><b>Escape is shared.</b> Five other systems already consume Escape
|
||||
/// (cancel placement, cancel paint, cancel spell aim, close chat, clear selection),
|
||||
/// and Unity gives no ordering guarantee between their Update calls. Rather than
|
||||
/// introduce a cross-component arbiter, the menu claims Escape only when nothing
|
||||
/// else has anything to cancel — a predicate over state that doesn't change during
|
||||
/// the frame, so the outcome is the same regardless of which Update ran first.</para>
|
||||
///
|
||||
/// <para>The player-visible result is the familiar RTS stack: Escape backs out of
|
||||
/// placement / paint / aiming / typing first, then clears the selection, then opens
|
||||
/// the menu. While the menu is open Escape backs out one page at a time and
|
||||
/// <see cref="IsModalUiOpen"/> keeps the gameplay handlers from seeing the key at
|
||||
/// all — so the transition frame is the only one where ordering could matter, and
|
||||
/// on that frame the other systems are by definition idle.</para>
|
||||
/// </remarks>
|
||||
private void HandleGameMenuInput()
|
||||
{
|
||||
if (gameMenu == null) return;
|
||||
|
||||
IsModalUiOpen = gameMenu.IsOpen;
|
||||
|
||||
var kb = Keyboard.current;
|
||||
if (kb == null || !kb.escapeKey.wasPressedThisFrame) return;
|
||||
|
||||
if (gameMenu.IsOpen)
|
||||
{
|
||||
gameMenu.Back();
|
||||
}
|
||||
else if (!EscapeClaimedByGameplay())
|
||||
{
|
||||
gameMenu.Open();
|
||||
}
|
||||
|
||||
IsModalUiOpen = gameMenu.IsOpen;
|
||||
}
|
||||
|
||||
// True when some other system will act on this frame's Escape press. Spell aiming
|
||||
// isn't checked directly (BuilderSpellCastController isn't referenced here) because
|
||||
// it requires the local builder to be selected, which the selection check already
|
||||
// covers.
|
||||
private bool EscapeClaimedByGameplay()
|
||||
{
|
||||
if (IsTextInputActive || chatInputOpen) return true;
|
||||
if (placementController != null && placementController.IsPlacing) return true;
|
||||
if (paintController != null && paintController.IsPainting) return true;
|
||||
return SelectionState.Instance?.SelectedObject != null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Reads raw keyboard state via the New Input System and fires the matching
|
||||
/// action for any bound hotkey pressed this frame. Mirrors the disabled-button
|
||||
|
|
@ -867,6 +955,11 @@ namespace TD.UI
|
|||
{
|
||||
if (Instance == this) Instance = null;
|
||||
|
||||
// The menu dies with the HUD (scene change / disconnect). Clear the static so a
|
||||
// stale "modal open" can't gate input in the next scene.
|
||||
IsModalUiOpen = false;
|
||||
gameMenu = null;
|
||||
|
||||
minimapView?.Dispose();
|
||||
minimapView = null;
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue