Turn MatchHud into a uGUI canvas binder

Replace the runtime IMGUI (OnGUI) HUD with a binder that drives the authored
MatchHudCanvas widgets via [SerializeField] references (Canvas / Phase /
Time / Crosshair). Visibility toggles Canvas.enabled instead of the
GameObject, so Update keeps polling while hidden; an Awake guard disables
the component on unwired references. Drop the AddComponent<MatchHud>()
bootstrap in MatchManager - the component now lives on the scene canvas.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 4.8 committed 2026-07-03 10:32:34 +02:00
1 parent fbbb4f7419
commit 8f9b6cf1bc
2 files changed
+51 -65

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@@ -212,9 +212,6 @@ public class MatchManager : MonoBehaviour
_playerPrefab = _net.NetworkConfig.PlayerPrefab;
_net.NetworkConfig.PlayerPrefab = null;
}
// Placeholder on-screen match HUD, added at runtime so it needs no scene/prefab authoring.
if (!GetComponent<MatchHud>()) gameObject.AddComponent<MatchHud>();
}
private void OnEnable()