Add in-game paint HUD bound to the mesh painter
Add a code-driven HUD that appears in paint mode and binds live to the active MeshPainter: four channel toggles, HSV pickers for albedo and emission, sliders for metallic/smoothness/occlusion, emission intensity and brush size. The HUD self-assembles its own overlay canvas and event system at runtime. Add a ModeChanged event to GameModeManager so the HUD can follow the active mode, and guard MeshPainter against painting through the UI. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -41,6 +41,10 @@ public class GameModeManager : MonoBehaviour
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public MeshPainter Painter => painter;
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public InsectController Insect => insect;
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/// <summary>Raised after a mode switch finishes (the new mode's Enter has already run).
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/// Argument = the now-active mode. Used by UI (e.g. the paint HUD) to follow the mode.</summary>
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public event System.Action<GameMode> ModeChanged;
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private readonly List<GameMode> _modes = new List<GameMode>();
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private int _activeIndex = -1;
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@@ -105,6 +109,7 @@ public class GameModeManager : MonoBehaviour
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ActiveMode.Enter();
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Debug.Log($"[GameModeManager] Mode -> {ActiveMode.DisplayName}", this);
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ModeChanged?.Invoke(ActiveMode);
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}
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private bool WasSwitchPressed()
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@@ -0,0 +1,124 @@
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using System;
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using UnityEngine;
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using UnityEngine.UI;
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/// <summary>
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/// Compact runtime HSV colour picker: a saturation/value square, a hue bar and a live
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/// swatch. Builds its own UI as children when <see cref="Build"/> is called and raises
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/// <see cref="Changed"/> on user interaction. The square is a pure-hue base with two
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/// static gradient overlays on top (white-out -> saturation, black-out -> value), so
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/// only the base tint changes per hue - no per-frame texture rebuilds. Hue is never
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/// lost while dragging the square (the square only edits S/V, the bar only edits H).
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/// </summary>
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public class HsvColorPicker : MonoBehaviour
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{
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/// <summary>Raised with the new colour when the user moves the square or hue bar.</summary>
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public event Action<Color> Changed;
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private float _h, _s, _v, _a = 1f;
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private Image _hueBase; // pure-hue background of the SV square
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private RectTransform _svHandle;
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private RectTransform _hueHandle;
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private Image _swatch;
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/// <summary>Current colour (HSV -> RGB, with the preserved alpha).</summary>
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public Color Value
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{
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get
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{
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Color c = Color.HSVToRGB(_h, _s, _v);
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c.a = _a;
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return c;
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}
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}
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/// <summary>Shows <paramref name="c"/> without raising <see cref="Changed"/> (external set).</summary>
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public void SetColor(Color c)
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{
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Color.RGBToHSV(c, out _h, out _s, out _v);
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_a = c.a;
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Refresh();
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}
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/// <summary>Builds the picker (square + hue bar + swatch) under this object, top-left aligned.</summary>
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public void Build(float squareSize, float hueHeight)
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{
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// Saturation / value square: base hue + two gradient overlays, top-left of this rect.
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var sv = PaintHud.NewRect("SV", transform);
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TopLeft(sv, new Vector2(0f, 0f), new Vector2(squareSize, squareSize));
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_hueBase = PaintHud.AddImage(sv.gameObject, Color.red); // raycast target for the drag relay
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PaintHud.AddOverlay(sv, PaintHud.SaturationSprite());
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PaintHud.AddOverlay(sv, PaintHud.ValueSprite());
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sv.gameObject.AddComponent<UiPointerSurface>().Picked += OnSvPicked;
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_svHandle = PaintHud.NewRect("Handle", sv);
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_svHandle.sizeDelta = new Vector2(12f, 12f);
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var svHandleImg = PaintHud.AddImage(_svHandle.gameObject, Color.white);
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svHandleImg.raycastTarget = false;
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// Hue bar below the square.
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var hue = PaintHud.NewRect("Hue", transform);
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TopLeft(hue, new Vector2(0f, -(squareSize + 6f)), new Vector2(squareSize, hueHeight));
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var hueImg = hue.gameObject.AddComponent<Image>();
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hueImg.sprite = PaintHud.HueSprite();
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hueImg.type = Image.Type.Simple;
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hue.gameObject.AddComponent<UiPointerSurface>().Picked += OnHuePicked;
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_hueHandle = PaintHud.NewRect("Handle", hue);
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_hueHandle.sizeDelta = new Vector2(4f, hueHeight + 4f);
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var hueHandleImg = PaintHud.AddImage(_hueHandle.gameObject, Color.white);
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hueHandleImg.raycastTarget = false;
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// Swatch, to the right of the square.
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var sw = PaintHud.NewRect("Swatch", transform);
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TopLeft(sw, new Vector2(squareSize + 10f, 0f), new Vector2(34f, 34f));
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_swatch = PaintHud.AddImage(sw.gameObject, Color.white);
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_swatch.raycastTarget = false;
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Refresh();
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}
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private void OnSvPicked(Vector2 p)
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{
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_s = p.x;
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_v = p.y;
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Refresh();
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Changed?.Invoke(Value);
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}
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private void OnHuePicked(Vector2 p)
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{
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_h = p.x;
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Refresh();
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Changed?.Invoke(Value);
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}
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private void Refresh()
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{
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if (_hueBase) _hueBase.color = Color.HSVToRGB(_h, 1f, 1f);
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if (_svHandle)
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{
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_svHandle.anchorMin = _svHandle.anchorMax = new Vector2(_s, _v);
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_svHandle.anchoredPosition = Vector2.zero;
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}
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if (_hueHandle)
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{
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_hueHandle.anchorMin = _hueHandle.anchorMax = new Vector2(_h, 0.5f);
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_hueHandle.anchoredPosition = Vector2.zero;
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}
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if (_swatch) _swatch.color = Color.HSVToRGB(_h, _s, _v);
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}
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/// <summary>Anchors a child to this rect's top-left corner with the given offset and size.</summary>
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private static void TopLeft(RectTransform rt, Vector2 offset, Vector2 size)
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{
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rt.anchorMin = rt.anchorMax = new Vector2(0f, 1f);
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rt.pivot = new Vector2(0f, 1f);
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rt.anchoredPosition = offset;
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rt.sizeDelta = size;
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 2a35dda49401e4045ba2165e15116a5f
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@@ -1,5 +1,6 @@
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.EventSystems;
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#if ENABLE_INPUT_SYSTEM
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using UnityEngine.InputSystem;
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#endif
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@@ -578,6 +579,11 @@ public partial class MeshPainter : MonoBehaviour
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if (!TryGetMouse(out bool pressed, out Vector2 screenPos))
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return;
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// Don't paint through the in-game UI: clicking a HUD slider/toggle must not
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// also stamp the mesh behind it.
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if (pressed && IsPointerOverUi())
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pressed = false;
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// Brush preview (size + mask) at the hover point - independent of painting,
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// so you see the brush before pressing the button.
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if (previewMode != BrushPreviewMode.Off && _previewMat && paintCamera)
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@@ -741,6 +747,13 @@ public partial class MeshPainter : MonoBehaviour
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#endif
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}
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/// <summary>True if the pointer is currently over an interactive UI element (raycast target).</summary>
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private static bool IsPointerOverUi()
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{
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var es = EventSystem.current;
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return es && es.IsPointerOverGameObject();
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}
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private void OnDestroy()
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{
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if (_bakedMesh) Destroy(_bakedMesh);
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@@ -0,0 +1,407 @@
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using System;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.EventSystems;
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#if ENABLE_INPUT_SYSTEM
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using UnityEngine.InputSystem.UI;
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#endif
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/// <summary>
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/// In-game paint UI. Builds its own Screen Space - Overlay canvas (and an EventSystem
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/// if the scene has none) entirely in code and binds the widgets directly to the live
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/// <see cref="MeshPainter"/> fields, so changes apply immediately. The panel is shown
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/// only while the active <see cref="GameMode"/> is <see cref="PaintMode"/> (it follows
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/// the manager's ModeChanged event).
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///
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/// First, simple pass: channel toggles, an HSV colour picker for albedo, metallic /
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/// smoothness / occlusion sliders, an HSV picker + intensity for emission, and brush
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/// size. Attach to an empty GameObject; everything else is generated at runtime.
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/// </summary>
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[DisallowMultipleComponent]
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public class PaintHud : MonoBehaviour
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{
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[Tooltip("Mode manager driving visibility. Empty = found automatically.")]
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public GameModeManager modeManager;
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[Tooltip("Painter the HUD edits. Empty = the manager's painter, else found automatically.")]
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public MeshPainter painter;
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private static readonly Color PanelColor = new Color(0.09f, 0.09f, 0.11f, 0.9f);
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private static readonly Color Accent = new Color(0.40f, 0.75f, 1f, 1f);
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private static readonly Color BoxColor = new Color(0.20f, 0.20f, 0.24f, 1f);
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private GameObject _panel;
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private Font _font;
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private void Awake()
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{
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if (!modeManager) modeManager = FindFirstObjectByType<GameModeManager>();
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}
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private void OnEnable()
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{
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if (modeManager) modeManager.ModeChanged += OnModeChanged;
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}
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private void OnDisable()
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{
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if (modeManager) modeManager.ModeChanged -= OnModeChanged;
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}
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private void Start()
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{
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if (!painter) painter = modeManager ? modeManager.Painter : null;
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if (!painter) painter = FindFirstObjectByType<MeshPainter>();
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_font = Resources.GetBuiltinResource<Font>("LegacyRuntime.ttf");
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if (!_font) _font = Resources.GetBuiltinResource<Font>("Arial.ttf");
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EnsureEventSystem();
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BuildUi();
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// Set initial visibility (the manager's first SwitchTo may have fired before this Start).
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OnModeChanged(modeManager ? modeManager.ActiveMode : null);
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}
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private void OnModeChanged(GameMode mode)
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{
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if (_panel) _panel.SetActive(mode is PaintMode);
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}
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// --- UI construction ---
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private void BuildUi()
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{
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var canvas = GetComponent<Canvas>();
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if (!canvas) canvas = gameObject.AddComponent<Canvas>();
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canvas.renderMode = RenderMode.ScreenSpaceOverlay;
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canvas.sortingOrder = 100;
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var scaler = GetComponent<CanvasScaler>();
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if (!scaler) scaler = gameObject.AddComponent<CanvasScaler>();
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scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
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scaler.referenceResolution = new Vector2(1920f, 1080f);
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scaler.matchWidthOrHeight = 0.5f;
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if (!GetComponent<GraphicRaycaster>()) gameObject.AddComponent<GraphicRaycaster>();
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// Panel (this is what gets shown/hidden per mode).
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var panel = NewRect("Panel", transform);
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_panel = panel.gameObject;
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panel.anchorMin = panel.anchorMax = new Vector2(0f, 1f);
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panel.pivot = new Vector2(0f, 1f);
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panel.anchoredPosition = new Vector2(16f, -16f);
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panel.sizeDelta = new Vector2(296f, 0f); // width fixed; height from the ContentSizeFitter
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AddImage(panel.gameObject, PanelColor);
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var vlg = panel.gameObject.AddComponent<VerticalLayoutGroup>();
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vlg.padding = new RectOffset(12, 12, 12, 12);
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vlg.spacing = 8f;
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vlg.childAlignment = TextAnchor.UpperLeft;
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vlg.childControlWidth = true;
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vlg.childControlHeight = true;
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vlg.childForceExpandWidth = true;
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vlg.childForceExpandHeight = false;
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var fitter = panel.gameObject.AddComponent<ContentSizeFitter>();
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fitter.verticalFit = ContentSizeFitter.FitMode.PreferredSize;
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AddSectionLabel(panel, "PAINT", 15, FontStyle.Bold);
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// Channels.
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AddSectionLabel(panel, "Channels", 13, FontStyle.Bold);
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AddToggle(panel, "Albedo", painter && painter.paintAlbedo, v => { if (painter) painter.paintAlbedo = v; });
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AddToggle(panel, "Metallic + Smoothness", painter && painter.paintMetallicSmoothness, v => { if (painter) painter.paintMetallicSmoothness = v; });
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AddToggle(panel, "Occlusion", painter && painter.paintOcclusion, v => { if (painter) painter.paintOcclusion = v; });
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AddToggle(panel, "Emission", painter && painter.paintEmission, v => { if (painter) painter.paintEmission = v; });
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// Albedo colour.
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AddSectionLabel(panel, "Albedo Color", 13, FontStyle.Bold);
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var albedo = AddColorPicker(panel);
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albedo.SetColor(painter ? painter.brushColor : Color.red);
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albedo.Changed += c => { if (painter) painter.brushColor = new Color(c.r, c.g, c.b, painter.brushColor.a); };
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// Metallic / smoothness / occlusion.
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AddSlider(panel, "Metallic", 0f, 1f, false, painter ? painter.metallic : 0f, v => { if (painter) painter.metallic = v; });
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AddSlider(panel, "Smoothness", 0f, 1f, false, painter ? painter.smoothness : 0.5f, v => { if (painter) painter.smoothness = v; });
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AddSlider(panel, "Occlusion", 0f, 1f, false, painter ? painter.occlusion : 0.5f, v => { if (painter) painter.occlusion = v; });
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// Emission.
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AddSectionLabel(panel, "Emission Color", 13, FontStyle.Bold);
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var emission = AddColorPicker(panel);
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emission.SetColor(painter ? painter.emissionColor : Color.black);
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emission.Changed += c => { if (painter) painter.emissionColor = new Color(c.r, c.g, c.b, painter.emissionColor.a); };
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AddSlider(panel, "Emission Intensity", 0f, 8f, false, painter ? painter.emissionIntensity : 1f, v => { if (painter) painter.emissionIntensity = v; });
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// Brush size.
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AddSlider(panel, "Brush Size", 1f, 256f, true, painter ? painter.brushSize : 16f, v => { if (painter) painter.brushSize = Mathf.RoundToInt(v); });
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}
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private void EnsureEventSystem()
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{
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if (FindFirstObjectByType<EventSystem>()) return;
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var es = new GameObject("EventSystem", typeof(EventSystem));
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#if ENABLE_INPUT_SYSTEM
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var module = es.AddComponent<InputSystemUIInputModule>();
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if (!module.actionsAsset) module.AssignDefaultActions();
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#else
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es.AddComponent<StandaloneInputModule>();
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#endif
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}
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// --- Widgets ---
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private void AddSectionLabel(RectTransform panel, string text, int size, FontStyle style)
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{
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var rt = NewRect("Label", panel);
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var le = rt.gameObject.AddComponent<LayoutElement>();
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le.minHeight = le.preferredHeight = 18f;
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var t = MakeText(rt.gameObject, text, size, style, new Color(0.85f, 0.85f, 0.9f, 1f), TextAnchor.MiddleLeft);
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t.raycastTarget = false;
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}
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private void AddToggle(RectTransform panel, string label, bool value, Action<bool> onChanged)
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{
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var rt = NewRect("Toggle", panel);
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var le = rt.gameObject.AddComponent<LayoutElement>();
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le.minHeight = le.preferredHeight = 22f;
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var toggle = rt.gameObject.AddComponent<Toggle>();
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var box = NewRect("Box", rt);
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box.anchorMin = box.anchorMax = new Vector2(0f, 0.5f);
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box.pivot = new Vector2(0f, 0.5f);
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box.anchoredPosition = Vector2.zero;
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box.sizeDelta = new Vector2(18f, 18f);
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var boxImg = AddImage(box.gameObject, BoxColor);
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var check = NewRect("Check", box);
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check.anchorMin = Vector2.zero;
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check.anchorMax = Vector2.one;
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check.offsetMin = new Vector2(3f, 3f);
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check.offsetMax = new Vector2(-3f, -3f);
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var checkImg = AddImage(check.gameObject, Accent);
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checkImg.raycastTarget = false;
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var lbl = NewRect("Label", rt);
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lbl.anchorMin = Vector2.zero;
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lbl.anchorMax = Vector2.one;
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lbl.offsetMin = new Vector2(24f, 0f);
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lbl.offsetMax = Vector2.zero;
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var t = MakeText(lbl.gameObject, label, 14, FontStyle.Normal, Color.white, TextAnchor.MiddleLeft);
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t.raycastTarget = false;
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toggle.targetGraphic = boxImg;
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toggle.graphic = checkImg;
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toggle.isOn = value;
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toggle.onValueChanged.AddListener(v => onChanged(v));
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}
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private void AddSlider(RectTransform panel, string label, float min, float max, bool whole, float value, Action<float> onChanged)
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{
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var rt = NewRect("Slider", panel);
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var le = rt.gameObject.AddComponent<LayoutElement>();
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le.minHeight = le.preferredHeight = 34f;
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// Caption row (label left, value right), pinned to the top of the cell.
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var lbl = NewRect("Label", rt);
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lbl.anchorMin = new Vector2(0f, 1f);
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lbl.anchorMax = new Vector2(1f, 1f);
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lbl.pivot = new Vector2(0f, 1f);
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lbl.offsetMin = new Vector2(0f, -16f);
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lbl.offsetMax = new Vector2(-48f, 0f);
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var lt = MakeText(lbl.gameObject, label, 13, FontStyle.Normal, new Color(0.8f, 0.8f, 0.85f, 1f), TextAnchor.MiddleLeft);
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lt.raycastTarget = false;
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var valRt = NewRect("Value", rt);
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valRt.anchorMin = new Vector2(1f, 1f);
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valRt.anchorMax = new Vector2(1f, 1f);
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valRt.pivot = new Vector2(1f, 1f);
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valRt.anchoredPosition = Vector2.zero;
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valRt.sizeDelta = new Vector2(56f, 16f);
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var vt = MakeText(valRt.gameObject, "", 13, FontStyle.Normal, Color.white, TextAnchor.MiddleRight);
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vt.raycastTarget = false;
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// Track, pinned to the bottom of the cell.
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var track = NewRect("Track", rt);
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track.anchorMin = new Vector2(0f, 0f);
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track.anchorMax = new Vector2(1f, 0f);
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track.pivot = new Vector2(0.5f, 0f);
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track.anchoredPosition = Vector2.zero;
|
||||
track.sizeDelta = new Vector2(0f, 16f);
|
||||
var slider = track.gameObject.AddComponent<Slider>();
|
||||
|
||||
var bg = NewRect("Background", track);
|
||||
bg.anchorMin = new Vector2(0f, 0.5f);
|
||||
bg.anchorMax = new Vector2(1f, 0.5f);
|
||||
bg.pivot = new Vector2(0.5f, 0.5f);
|
||||
bg.anchoredPosition = Vector2.zero;
|
||||
bg.sizeDelta = new Vector2(0f, 5f);
|
||||
AddImage(bg.gameObject, BoxColor); // raycast target so clicking the bar jumps the value
|
||||
|
||||
var fillArea = NewRect("Fill Area", track);
|
||||
fillArea.anchorMin = new Vector2(0f, 0.5f);
|
||||
fillArea.anchorMax = new Vector2(1f, 0.5f);
|
||||
fillArea.pivot = new Vector2(0.5f, 0.5f);
|
||||
fillArea.anchoredPosition = Vector2.zero;
|
||||
fillArea.sizeDelta = new Vector2(-16f, 5f);
|
||||
var fill = NewRect("Fill", fillArea);
|
||||
fill.anchorMin = Vector2.zero;
|
||||
fill.anchorMax = Vector2.one;
|
||||
fill.offsetMin = Vector2.zero;
|
||||
fill.offsetMax = Vector2.zero;
|
||||
var fillImg = AddImage(fill.gameObject, Accent);
|
||||
fillImg.raycastTarget = false;
|
||||
|
||||
var handleArea = NewRect("Handle Slide Area", track);
|
||||
handleArea.anchorMin = Vector2.zero;
|
||||
handleArea.anchorMax = Vector2.one;
|
||||
handleArea.offsetMin = new Vector2(8f, 0f);
|
||||
handleArea.offsetMax = new Vector2(-8f, 0f);
|
||||
var handle = NewRect("Handle", handleArea);
|
||||
handle.sizeDelta = new Vector2(14f, 0f);
|
||||
var handleImg = AddImage(handle.gameObject, Color.white);
|
||||
|
||||
slider.fillRect = fill;
|
||||
slider.handleRect = handle;
|
||||
slider.targetGraphic = handleImg;
|
||||
slider.direction = Slider.Direction.LeftToRight;
|
||||
slider.minValue = min;
|
||||
slider.maxValue = max;
|
||||
slider.wholeNumbers = whole;
|
||||
slider.value = value;
|
||||
|
||||
Action<float> setText = v => vt.text = whole
|
||||
? Mathf.RoundToInt(v).ToString()
|
||||
: v.ToString("0.00");
|
||||
setText(slider.value); // show the actual (clamped) value, not the unclamped input
|
||||
slider.onValueChanged.AddListener(v => { setText(v); onChanged(v); });
|
||||
}
|
||||
|
||||
private HsvColorPicker AddColorPicker(RectTransform panel)
|
||||
{
|
||||
const float square = 120f;
|
||||
const float hueH = 14f;
|
||||
|
||||
var rt = NewRect("ColorPicker", panel);
|
||||
var le = rt.gameObject.AddComponent<LayoutElement>();
|
||||
le.minHeight = le.preferredHeight = square + 6f + hueH;
|
||||
|
||||
var picker = rt.gameObject.AddComponent<HsvColorPicker>();
|
||||
picker.Build(square, hueH);
|
||||
return picker;
|
||||
}
|
||||
|
||||
private Text MakeText(GameObject go, string text, int size, FontStyle style, Color color, TextAnchor anchor)
|
||||
{
|
||||
var t = go.AddComponent<Text>();
|
||||
t.font = _font;
|
||||
t.fontSize = size;
|
||||
t.fontStyle = style;
|
||||
t.color = color;
|
||||
t.alignment = anchor;
|
||||
t.text = text;
|
||||
t.horizontalOverflow = HorizontalWrapMode.Overflow;
|
||||
t.verticalOverflow = VerticalWrapMode.Truncate;
|
||||
return t;
|
||||
}
|
||||
|
||||
// --- Static UI factory (shared with HsvColorPicker) ---
|
||||
|
||||
public static RectTransform NewRect(string name, Transform parent)
|
||||
{
|
||||
var go = new GameObject(name, typeof(RectTransform));
|
||||
go.transform.SetParent(parent, false);
|
||||
return (RectTransform)go.transform;
|
||||
}
|
||||
|
||||
public static Image AddImage(GameObject go, Color color)
|
||||
{
|
||||
var img = go.AddComponent<Image>();
|
||||
img.color = color;
|
||||
return img;
|
||||
}
|
||||
|
||||
/// <summary>Adds a full-rect, non-raycasting overlay image with the given sprite.</summary>
|
||||
public static Image AddOverlay(RectTransform parent, Sprite sprite)
|
||||
{
|
||||
var rt = NewRect("Overlay", parent);
|
||||
rt.anchorMin = Vector2.zero;
|
||||
rt.anchorMax = Vector2.one;
|
||||
rt.offsetMin = Vector2.zero;
|
||||
rt.offsetMax = Vector2.zero;
|
||||
var img = rt.gameObject.AddComponent<Image>();
|
||||
img.sprite = sprite;
|
||||
img.type = Image.Type.Simple;
|
||||
img.raycastTarget = false;
|
||||
return img;
|
||||
}
|
||||
|
||||
// Cached gradient sprites for the colour picker.
|
||||
private static Sprite _satSprite, _valSprite, _hueSprite;
|
||||
|
||||
/// <summary>Horizontal white-out: opaque white (left) -> transparent (right) = saturation.</summary>
|
||||
public static Sprite SaturationSprite()
|
||||
{
|
||||
if (_satSprite) return _satSprite;
|
||||
const int n = 64;
|
||||
var tex = NewGradientTex(n, 1);
|
||||
for (int x = 0; x < n; x++)
|
||||
{
|
||||
byte a = (byte)Mathf.RoundToInt(255f * (1f - x / (float)(n - 1)));
|
||||
tex.SetPixel(x, 0, new Color32(255, 255, 255, a));
|
||||
}
|
||||
tex.Apply(false);
|
||||
_satSprite = ToSprite(tex);
|
||||
return _satSprite;
|
||||
}
|
||||
|
||||
/// <summary>Vertical black-out: opaque black (bottom) -> transparent (top) = value.</summary>
|
||||
public static Sprite ValueSprite()
|
||||
{
|
||||
if (_valSprite) return _valSprite;
|
||||
const int n = 64;
|
||||
var tex = NewGradientTex(1, n);
|
||||
for (int y = 0; y < n; y++)
|
||||
{
|
||||
byte a = (byte)Mathf.RoundToInt(255f * (1f - y / (float)(n - 1)));
|
||||
tex.SetPixel(0, y, new Color32(0, 0, 0, a));
|
||||
}
|
||||
tex.Apply(false);
|
||||
_valSprite = ToSprite(tex);
|
||||
return _valSprite;
|
||||
}
|
||||
|
||||
/// <summary>Horizontal full-saturation hue ramp 0..1.</summary>
|
||||
public static Sprite HueSprite()
|
||||
{
|
||||
if (_hueSprite) return _hueSprite;
|
||||
const int n = 64;
|
||||
var tex = NewGradientTex(n, 1);
|
||||
for (int x = 0; x < n; x++)
|
||||
tex.SetPixel(x, 0, Color.HSVToRGB(x / (float)(n - 1), 1f, 1f));
|
||||
tex.Apply(false);
|
||||
_hueSprite = ToSprite(tex);
|
||||
return _hueSprite;
|
||||
}
|
||||
|
||||
private static Texture2D NewGradientTex(int w, int h)
|
||||
{
|
||||
return new Texture2D(w, h, TextureFormat.RGBA32, false, false) // sRGB sampling for correct colours
|
||||
{
|
||||
name = "PaintHud_Gradient",
|
||||
wrapMode = TextureWrapMode.Clamp,
|
||||
filterMode = FilterMode.Bilinear,
|
||||
hideFlags = HideFlags.HideAndDontSave
|
||||
};
|
||||
}
|
||||
|
||||
private static Sprite ToSprite(Texture2D tex)
|
||||
{
|
||||
var s = Sprite.Create(tex, new Rect(0f, 0f, tex.width, tex.height), new Vector2(0.5f, 0.5f), 100f);
|
||||
s.hideFlags = HideFlags.HideAndDontSave;
|
||||
return s;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d0635b02a5454ec408df3a69b04f85a7
|
||||
@@ -0,0 +1,39 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
|
||||
/// <summary>
|
||||
/// Turns a pointer press/drag on a UI graphic into a normalized (x, y) position in
|
||||
/// [0,1] within its RectTransform (origin bottom-left). Added in code to the colour
|
||||
/// picker's saturation/value field and hue bar so they react to both clicking and
|
||||
/// dragging. The graphic on the same object must be a raycast target.
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(RectTransform))]
|
||||
public class UiPointerSurface : MonoBehaviour, IPointerDownHandler, IDragHandler
|
||||
{
|
||||
/// <summary>Fired on press and while dragging with the normalized (x, y) in [0,1].</summary>
|
||||
public event Action<Vector2> Picked;
|
||||
|
||||
private RectTransform _rect;
|
||||
|
||||
private void Awake() => _rect = (RectTransform)transform;
|
||||
|
||||
public void OnPointerDown(PointerEventData eventData) => Report(eventData);
|
||||
public void OnDrag(PointerEventData eventData) => Report(eventData);
|
||||
|
||||
private void Report(PointerEventData eventData)
|
||||
{
|
||||
// pressEventCamera is null for a Screen Space - Overlay canvas, which is the
|
||||
// correct camera argument there.
|
||||
if (!RectTransformUtility.ScreenPointToLocalPointInRectangle(
|
||||
_rect, eventData.position, eventData.pressEventCamera, out Vector2 local))
|
||||
return;
|
||||
|
||||
Rect r = _rect.rect;
|
||||
if (r.width <= 0f || r.height <= 0f) return;
|
||||
|
||||
float x = Mathf.Clamp01((local.x - r.xMin) / r.width);
|
||||
float y = Mathf.Clamp01((local.y - r.yMin) / r.height);
|
||||
Picked?.Invoke(new Vector2(x, y));
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3aefb85fd241856408808aa5401c9d64
|
||||
Reference in new issue
Block a user