Persist painted maps and HUD layout across sessions
Add MeshPainter.Persistence.cs: auto-save the three canonical paint maps (albedo, MSO, emission) as PNGs under persistentDataPath on quit/play-stop and auto-load them as the backend seed on start, so painting survives sessions. Reuses the existing ReadCanonical/SetupBackend seed round-trip; no new color-space code. Add PaintHud.Persistence.cs: auto-save draggable panel positions and the widget-bound painter values to a small JSON layout file, restored on start via the painter -> SyncFromPainter -> widgets path. Complete SyncFromPainter to also cover the spray sliders.
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@@ -0,0 +1,164 @@
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using System.IO;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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public partial class MeshPainter
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{
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// --- Persistence: save the painted maps to disk and reload them next session ---
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[Header("Persistence")]
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[Tooltip("Save the painted maps to disk on quit / play-stop and reload them on the next " +
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"start, so the painting persists across sessions. Off = paint is volatile (as before).")]
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public bool persistPaint = true;
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[Tooltip("Save file identifier. Empty = derived from the active scene + object name. Set " +
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"explicitly to keep a save stable across object renames or to share one save.")]
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public string saveId = "";
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// Raw, bit-exact map dump: 'CHMP' magic + version + width + height + map count, then each
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// map's canonical Color32 bytes. Raw (not PNG) avoids any sRGB/alpha-premultiply ambiguity
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// and round-trips the exact canonical bytes ReadCanonical produces.
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private const uint PaintFileMagic = 0x504D4843; // 'CHMP' little-endian
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private const int PaintFileVersion = 1;
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private bool _savedOnTeardown; // guards against a double save across OnApplicationQuit + OnDestroy
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private static string PaintSaveDir => Path.Combine(Application.persistentDataPath, "MeshPaint");
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private string PaintSavePath()
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{
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string key = string.IsNullOrEmpty(saveId)
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? SanitizeKey(SceneManager.GetActiveScene().name + "_" + gameObject.name)
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: SanitizeKey(saveId);
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return Path.Combine(PaintSaveDir, key + ".paint");
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}
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private static string SanitizeKey(string s)
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{
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foreach (char c in Path.GetInvalidFileNameChars()) s = s.Replace(c, '_');
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return s.Replace(' ', '_');
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}
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/// <summary>Reads all maps from the active backend (canonical layout) and writes them to the save file.</summary>
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public void SavePaint()
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{
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if (!persistPaint || !_setupValid) return;
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try
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{
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Directory.CreateDirectory(PaintSaveDir);
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int n = textureSize * textureSize;
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using (var fs = new FileStream(PaintSavePath(), FileMode.Create, FileAccess.Write))
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using (var w = new BinaryWriter(fs))
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{
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w.Write(PaintFileMagic);
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w.Write(PaintFileVersion);
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w.Write(textureSize);
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w.Write(textureSize);
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w.Write(MAP_COUNT);
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var bytes = new byte[n * 4];
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for (int mi = 0; mi < MAP_COUNT; mi++)
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{
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Color32[] px = ReadCanonical(mi);
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int count = Mathf.Min(n, px.Length);
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for (int i = 0; i < count; i++)
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{
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int o = i * 4;
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bytes[o] = px[i].r;
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bytes[o + 1] = px[i].g;
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bytes[o + 2] = px[i].b;
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bytes[o + 3] = px[i].a;
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}
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w.Write(bytes, 0, count * 4);
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}
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}
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}
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catch (System.Exception e)
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{
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Debug.LogWarning($"[MeshPainter] Saving paint failed: {e.Message}", this);
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}
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}
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/// <summary>
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/// Loads the saved maps in canonical layout for seeding, or null if none / incompatible.
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/// Per-map null entries are tolerated by both backends (they fall back to the material seed).
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/// </summary>
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private Color32[][] LoadPaintMaps()
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{
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if (!persistPaint) return null;
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string path = PaintSavePath();
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if (!File.Exists(path)) return null;
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try
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{
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using (var fs = new FileStream(path, FileMode.Open, FileAccess.Read))
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using (var r = new BinaryReader(fs))
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{
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if (r.ReadUInt32() != PaintFileMagic) return null;
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int ver = r.ReadInt32();
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int w = r.ReadInt32();
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int h = r.ReadInt32();
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int maps = r.ReadInt32();
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// Resolution / version change -> ignore the save rather than smear mismatched
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// data; the brush re-seeds from the material instead.
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if (ver != PaintFileVersion || w != textureSize || h != textureSize)
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{
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Debug.LogWarning($"[MeshPainter] Saved paint ignored (got {w}x{h} v{ver}, expected " +
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$"{textureSize}x{textureSize} v{PaintFileVersion}). Re-seeding from material.", this);
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return null;
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}
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int n = textureSize * textureSize;
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var result = new Color32[MAP_COUNT][];
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int load = Mathf.Min(maps, MAP_COUNT);
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for (int mi = 0; mi < load; mi++)
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{
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byte[] raw = r.ReadBytes(n * 4);
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if (raw.Length != n * 4) break; // truncated file -> remaining maps stay seeded
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var px = new Color32[n];
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for (int i = 0; i < n; i++)
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{
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int o = i * 4;
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px[i] = new Color32(raw[o], raw[o + 1], raw[o + 2], raw[o + 3]);
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}
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result[mi] = px;
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}
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return result;
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}
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}
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catch (System.Exception e)
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{
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Debug.LogWarning($"[MeshPainter] Loading paint failed: {e.Message}", this);
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return null;
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}
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}
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/// <summary>Saves once during teardown (OnApplicationQuit and OnDestroy both call this; only the first writes).</summary>
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private void SavePaintOnTeardown()
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{
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if (_savedOnTeardown) return;
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_savedOnTeardown = true;
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SavePaint();
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}
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/// <summary>Deletes this painter's save file (next start re-seeds from the material). Editor convenience.</summary>
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[ContextMenu("Clear Saved Paint")]
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public void ClearSavedPaint()
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{
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try
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{
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string path = PaintSavePath();
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if (File.Exists(path)) File.Delete(path);
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Debug.Log($"[MeshPainter] Cleared saved paint: {path}", this);
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}
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catch (System.Exception e)
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{
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Debug.LogWarning($"[MeshPainter] Clearing saved paint failed: {e.Message}", this);
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}
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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: cbe2b3b1d4eb9eb489c40b1ee7f31ac3
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@@ -295,7 +295,9 @@ public partial class MeshPainter : MonoBehaviour
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else if (_materialInstance.HasProperty(ColorId)) _materialInstance.SetColor(ColorId, Color.white);
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BuildSeedColors();
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SetupBackend(useGpu, _seedCanonical);
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// Persistence: seed from the saved maps if present (per-map null falls back to the
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// material seed), otherwise from the material as before.
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SetupBackend(useGpu, LoadPaintMaps() ?? _seedCanonical);
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ConfigureMaterialPbr();
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EnsureProceduralMask();
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@@ -841,8 +843,16 @@ public partial class MeshPainter : MonoBehaviour
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return es && es.IsPointerOverGameObject();
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}
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// Quit / play-stop (and standalone exit) fire OnApplicationQuit before teardown; persist
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// here so the painted maps survive into the next session.
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private void OnApplicationQuit() => SavePaintOnTeardown();
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private void OnDestroy()
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{
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// Save before tearing the backend down (ReadCanonical needs the live maps). Covers a
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// scene unload that does not raise OnApplicationQuit; the once-guard prevents a re-save.
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SavePaintOnTeardown();
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if (_bakedMesh) Destroy(_bakedMesh);
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if (_materialInstance) Destroy(_materialInstance);
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if (_proceduralMask) Destroy(_proceduralMask);
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@@ -0,0 +1,214 @@
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using System;
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using System.Collections.Generic;
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using System.IO;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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public partial class PaintHud
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{
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// --- Persistence: panel positions + the widget-bound painter values ---
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//
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// Saved on quit / play-stop and restored on the next start, so the HUD opens where you left it
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// with the brush settings you last used. This is small structured state (a handful of positions
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// and scalars), so it goes to a human-readable JSON file - unlike the painter's bulk pixel maps
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// (MeshPainter.Persistence) which use a raw byte dump. The two saves are independent: this one
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// owns the HUD layout + brush values, the painter owns the canvas pixels.
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[Header("Persistence")]
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[Tooltip("Save the panel positions and their values on quit / play-stop and restore them on the " +
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"next start. Off = the HUD opens at its authored layout / painter defaults every session.")]
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public bool persistHud = true;
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[Tooltip("Save file identifier. Empty = derived from the active scene name. Set explicitly to keep " +
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"the layout stable across scene renames or to share one layout between scenes.")]
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public string hudSaveId = "";
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private const int HudFileVersion = 1;
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private bool _hudSavedOnTeardown; // guards a double save across OnApplicationQuit + OnDestroy
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private static string HudSaveDir => Path.Combine(Application.persistentDataPath, "MeshPaint");
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private string HudSavePath()
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{
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string key = string.IsNullOrEmpty(hudSaveId)
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? SanitizeHudKey(SceneManager.GetActiveScene().name + "_hud")
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: SanitizeHudKey(hudSaveId);
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return Path.Combine(HudSaveDir, key + ".hudlayout");
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}
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private static string SanitizeHudKey(string s)
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{
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foreach (char c in Path.GetInvalidFileNameChars()) s = s.Replace(c, '_');
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return s.Replace(' ', '_');
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}
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[Serializable]
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private class HudState
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{
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public int version = HudFileVersion;
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public bool hasValues; // false = no painter was bound when saved -> restore positions only
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public List<PanelPos> panels = new List<PanelPos>();
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public HudValues values = new HudValues();
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}
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[Serializable]
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private struct PanelPos
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{
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public string name;
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public Vector2 pos; // anchoredPosition (point-anchored panels -> fully determines placement)
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}
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// Mirrors exactly the painter fields the HUD widgets bind to (PaintHud.WirePanel).
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[Serializable]
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private class HudValues
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{
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public bool paintAlbedo, paintMetallicSmoothness, paintOcclusion, paintEmission, spray;
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public Color brushColor;
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public float metallic, smoothness, metallicSmoothnessOpacity, occlusion, occlusionOpacity;
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public Color emissionColor;
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public float emissionIntensity;
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public int brushSize;
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public int sprayDots;
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public float sprayDotSizeMin, sprayDotSizeMax, sprayDotAlphaMin, sprayDotAlphaMax;
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}
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private void OnApplicationQuit() => SaveHudOnTeardown();
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/// <summary>Saves once during teardown (OnApplicationQuit and OnDestroy both call this; only the first writes).</summary>
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private void SaveHudOnTeardown()
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{
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if (_hudSavedOnTeardown) return;
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_hudSavedOnTeardown = true;
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SaveHudState();
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}
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/// <summary>Writes the current panel positions and bound painter values to disk.</summary>
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public void SaveHudState()
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{
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if (!persistHud || !_panel) return;
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try
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{
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var state = new HudState();
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var panel = _panel.transform;
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foreach (var name in DraggablePanels)
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{
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if (FindDeep(panel, name) is RectTransform rt)
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state.panels.Add(new PanelPos { name = name, pos = rt.anchoredPosition });
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}
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if (painter)
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{
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state.hasValues = true;
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var v = state.values;
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v.paintAlbedo = painter.paintAlbedo;
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v.paintMetallicSmoothness = painter.paintMetallicSmoothness;
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v.paintOcclusion = painter.paintOcclusion;
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v.paintEmission = painter.paintEmission;
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v.spray = painter.spray;
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v.brushColor = painter.brushColor;
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v.metallic = painter.metallic;
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v.smoothness = painter.smoothness;
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v.metallicSmoothnessOpacity = painter.metallicSmoothnessOpacity;
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v.occlusion = painter.occlusion;
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v.occlusionOpacity = painter.occlusionOpacity;
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v.emissionColor = painter.emissionColor;
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v.emissionIntensity = painter.emissionIntensity;
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v.brushSize = painter.brushSize;
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v.sprayDots = painter.sprayDots;
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v.sprayDotSizeMin = painter.sprayDotSizeMin;
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v.sprayDotSizeMax = painter.sprayDotSizeMax;
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v.sprayDotAlphaMin = painter.sprayDotAlphaMin;
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v.sprayDotAlphaMax = painter.sprayDotAlphaMax;
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}
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Directory.CreateDirectory(HudSaveDir);
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File.WriteAllText(HudSavePath(), JsonUtility.ToJson(state, true));
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}
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catch (Exception e)
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{
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Debug.LogWarning($"[PaintHud] Saving HUD state failed: {e.Message}", this);
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}
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}
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/// <summary>
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/// Restores the saved panel positions and brush values. Values are written into the painter (the
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/// source of truth the widgets read) and then pushed to every widget via <see cref="SyncFromPainter"/>,
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/// reusing the exact same painter -> HUD path the pipette pick uses. Positions are applied last.
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/// </summary>
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public void RestoreHudState()
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{
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if (!persistHud || !_panel) return;
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var state = LoadHudState();
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if (state == null) return;
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if (painter && state.hasValues && state.values != null)
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{
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var v = state.values;
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painter.paintAlbedo = v.paintAlbedo;
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painter.paintMetallicSmoothness = v.paintMetallicSmoothness;
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painter.paintOcclusion = v.paintOcclusion;
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painter.paintEmission = v.paintEmission;
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painter.spray = v.spray;
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painter.brushColor = v.brushColor;
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painter.metallic = v.metallic;
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painter.smoothness = v.smoothness;
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painter.metallicSmoothnessOpacity = v.metallicSmoothnessOpacity;
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painter.occlusion = v.occlusion;
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painter.occlusionOpacity = v.occlusionOpacity;
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painter.emissionColor = v.emissionColor;
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painter.emissionIntensity = v.emissionIntensity;
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painter.brushSize = v.brushSize;
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painter.sprayDots = v.sprayDots;
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painter.sprayDotSizeMin = v.sprayDotSizeMin;
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painter.sprayDotSizeMax = v.sprayDotSizeMax;
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painter.sprayDotAlphaMin = v.sprayDotAlphaMin;
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painter.sprayDotAlphaMax = v.sprayDotAlphaMax;
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SyncFromPainter();
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}
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// Point-anchored panels: anchoredPosition is resolution-independent under the canvas'
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// ScaleWithScreenSize scaler, so the raw saved value places them identically next session.
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var root = _panel.transform;
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if (state.panels != null)
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foreach (var p in state.panels)
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if (FindDeep(root, p.name) is RectTransform rt)
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rt.anchoredPosition = p.pos;
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}
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private HudState LoadHudState()
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{
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string path = HudSavePath();
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if (!File.Exists(path)) return null;
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try
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{
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var state = JsonUtility.FromJson<HudState>(File.ReadAllText(path));
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if (state == null || state.version != HudFileVersion) return null;
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return state;
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}
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catch (Exception e)
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{
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Debug.LogWarning($"[PaintHud] Loading HUD state failed: {e.Message}", this);
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return null;
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}
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}
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/// <summary>Deletes the saved HUD layout (next start opens at the authored layout / defaults). Editor convenience.</summary>
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[ContextMenu("Clear Saved HUD Layout")]
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public void ClearSavedHudState()
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{
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try
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{
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string path = HudSavePath();
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if (File.Exists(path)) File.Delete(path);
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Debug.Log($"[PaintHud] Cleared saved HUD layout: {path}", this);
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}
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catch (Exception e)
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{
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Debug.LogWarning($"[PaintHud] Clearing saved HUD layout failed: {e.Message}", this);
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}
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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: 4fb3415c5348e5c49955e222fd43a55c
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@@ -25,7 +25,7 @@ using UnityEngine.InputSystem.UI;
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/// sliders, an HSV picker + intensity for emission, and brush size. Attach to an empty GameObject.
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/// </summary>
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[DisallowMultipleComponent]
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public class PaintHud : MonoBehaviour
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public partial 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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@@ -115,6 +115,9 @@ public class PaintHud : MonoBehaviour
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// Re-sync every widget when the pipette adopts a sampled material (painter -> HUD).
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if (painter) painter.Picked += SyncFromPainter;
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// Restore the saved panel positions + widget values from the previous session.
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RestoreHudState();
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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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@@ -122,6 +125,7 @@ public class PaintHud : MonoBehaviour
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private void OnDestroy()
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{
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if (painter) painter.Picked -= SyncFromPainter;
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SaveHudOnTeardown();
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}
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private void OnModeChanged(GameMode mode)
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@@ -240,6 +244,12 @@ public class PaintHud : MonoBehaviour
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SetSlider(panel, SliderOcclusionAlpha, painter.occlusionOpacity);
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SetSlider(panel, SliderEmissionIntensity, painter.emissionIntensity);
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SetSlider(panel, SliderBrushSize, painter.brushSize);
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|
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SetSlider(panel, SliderSprayDots, painter.sprayDots);
|
||||
SetSlider(panel, SliderSprayDotSizeMin, painter.sprayDotSizeMin);
|
||||
SetSlider(panel, SliderSprayDotSizeMax, painter.sprayDotSizeMax);
|
||||
SetSlider(panel, SliderSprayDotAlphaMin, painter.sprayDotAlphaMin);
|
||||
SetSlider(panel, SliderSprayDotAlphaMax, painter.sprayDotAlphaMax);
|
||||
}
|
||||
|
||||
private static void SetToggle(Transform panel, string name, bool value)
|
||||
|
||||
Reference in new issue
Block a user