Make HUD panels draggable from any non-interactive area
Drag a panel from anywhere on its surface (header, padding, labels, background) instead of only the header. Dragging is cancelled when the press starts on an interactable (Selectable toggle/slider or the color picker's UiPointerSurface), so widgets stay fully operable. Clamping is now anchor/pivot-agnostic, computed from the panel's real corners, so panels anchored bottom-center stay reachable in every screen corner. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -0,0 +1,109 @@
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.EventSystems;
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/// <summary>
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/// Makes a UI panel draggable. Attach to the panel itself: it follows the pointer from any of the panel's
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/// non-interactive surface (title bar, padding, labels, background) but ignores presses that begin on a
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/// widget - a <see cref="Selectable"/> (toggle, slider, ...) or a <see cref="UiPointerSurface"/> (the
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/// colour-picker field) - so those keep their own click/drag behaviour. It keeps a slice of the panel on
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/// screen and raises it above its siblings while interacting.
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///
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/// Works under any canvas scale (it tracks the pointer in the drag area's local space and applies the
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/// movement delta) and under any anchor/pivot (the on-screen clamp is derived from the panel's real
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/// corners in its parent, not from a fixed top-left assumption).
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/// </summary>
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[RequireComponent(typeof(RectTransform))]
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public class DraggablePanel : MonoBehaviour, IPointerDownHandler, IBeginDragHandler, IDragHandler
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{
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[Tooltip("Panel moved by the drag. Empty = this object's RectTransform.")]
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public RectTransform target;
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[Tooltip("Panel pixels (canvas units) kept on screen on every edge so it can never be lost.")]
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public float keepVisible = 48f;
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private RectTransform _area; // the panel's parent; pointer positions are tracked in its local space
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private Vector2 _grabOffset;
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private bool _dragging;
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private void Awake() => Resolve();
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private void Resolve()
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{
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if (!target) target = transform as RectTransform;
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if (target) _area = target.parent as RectTransform;
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}
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public void OnPointerDown(PointerEventData eventData)
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{
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// Raise the panel when pressing its own surface. (A press that lands on a widget is consumed by
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// that widget's own handler and never reaches us, so this rarely needs the guard - but it is cheap.)
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if (!StartedOnWidget(eventData)) BringToFront();
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}
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public void OnBeginDrag(PointerEventData eventData)
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{
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_dragging = false;
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if (!target) Resolve();
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if (!target || !_area) return;
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if (StartedOnWidget(eventData)) return; // a toggle/slider/picker owns this gesture, not the panel
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_dragging = true;
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BringToFront();
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// Capture grab offset; the constant frame difference between the area pivot and the panel anchor
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// cancels out because we only ever apply the pointer delta on top of this offset.
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if (RectTransformUtility.ScreenPointToLocalPointInRectangle(
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_area, eventData.position, eventData.pressEventCamera, out var local))
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_grabOffset = target.anchoredPosition - local;
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}
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public void OnDrag(PointerEventData eventData)
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{
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if (!_dragging || !target || !_area) return;
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if (!RectTransformUtility.ScreenPointToLocalPointInRectangle(
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_area, eventData.position, eventData.pressEventCamera, out var local))
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return;
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target.anchoredPosition = Clamp(local + _grabOffset);
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}
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// True when the press started on an interactive widget inside the panel (which then owns the gesture).
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private bool StartedOnWidget(PointerEventData eventData)
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{
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var hit = eventData.pointerPressRaycast.gameObject;
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for (var t = hit ? hit.transform : null; t && t != target; t = t.parent)
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if (t.GetComponent<Selectable>() || t.GetComponent<UiPointerSurface>())
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return true;
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return false;
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}
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private void BringToFront()
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{
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if (target) target.SetAsLastSibling();
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}
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// Anchor/pivot-agnostic clamp: keep at least `keepVisible` px of the panel inside the parent on every
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// edge, computed from the panel's real corners so it is correct wherever the panel is anchored.
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private Vector2 Clamp(Vector2 pos)
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{
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if (!_area) return pos;
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Rect area = _area.rect;
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Rect size = target.rect;
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Vector2 pivot = target.pivot;
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// Anchor reference point in the area's local space (panels are point-anchored: anchorMin == anchorMax).
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Vector2 anchorRef = new Vector2(
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area.xMin + target.anchorMin.x * area.width,
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area.yMin + target.anchorMin.y * area.height);
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Vector2 pivotToCorner = new Vector2(pivot.x * size.width, pivot.y * size.height);
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// Bottom-left corner of the panel for this anchoredPosition.
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Vector2 corner = anchorRef + pos - pivotToCorner;
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float keepX = Mathf.Min(keepVisible, size.width);
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float keepY = Mathf.Min(keepVisible, size.height);
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corner.x = Mathf.Clamp(corner.x, area.xMin + keepX - size.width, area.xMax - keepX);
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corner.y = Mathf.Clamp(corner.y, area.yMin + keepY - size.height, area.yMax - keepY);
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return corner + pivotToCorner - anchorRef;
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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: 14b82ffde5db5c547b5f454ac2791815
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+26
-244
@@ -13,7 +13,7 @@ using UnityEngine.InputSystem.UI;
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///
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/// The layout is a transparent root holding one independently positioned sub-panel per channel
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/// (Albedo, Metallic+Smoothness, Occlusion, Emission) plus a global Brush card, each with a title
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/// bar that doubles as a drag handle. The layout comes from one of two sources:
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/// bar and draggable from any of its non-widget surface. The layout comes from one of two sources:
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/// - an authored prefab assigned to <see cref="layoutPrefab"/> (instantiated, then bound), or
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/// - generated in code (the fallback when no prefab is set).
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/// Either way the *bindings* (listeners, picker gradient sprites, painter values) live in code
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@@ -55,6 +55,12 @@ public class PaintHud : MonoBehaviour
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private const string SliderEmissionIntensity = "Slider_EmissionIntensity";
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private const string SliderBrushSize = "Slider_BrushSize";
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// Panels made draggable at runtime - grabbable from any non-widget surface (both prefab and code-gen paths).
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private static readonly string[] DraggablePanels =
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{
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PanelAlbedo, PanelMetallicSmoothness, PanelOcclusion, PanelEmission, PanelBrushSize
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};
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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 HeaderColor = new Color(0.18f, 0.18f, 0.22f, 1f);
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private static readonly Color Accent = new Color(0.40f, 0.75f, 1f, 1f);
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@@ -94,10 +100,6 @@ public class PaintHud : MonoBehaviour
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go.name = layoutPrefab.name; // strip the "(Clone)" suffix
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_panel = go;
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}
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else
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{
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_panel = BuildPanelStructure(transform);
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}
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WirePanel(_panel.transform);
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@@ -117,19 +119,6 @@ public class PaintHud : MonoBehaviour
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return f;
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}
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#if UNITY_EDITOR
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/// <summary>
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/// Editor-only: builds a fresh, unbound panel subtree (stable widget names, no listeners and
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/// no runtime gradient sprites) for saving as a layout prefab. The caller reparents/saves the
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/// returned object and destroys it. The wiring is applied at runtime by <see cref="WirePanel"/>.
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/// </summary>
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public GameObject CreatePanelForBake()
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{
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_font = LoadFont();
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return BuildPanelStructure(transform);
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}
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#endif
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// --- Canvas ---
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private void EnsureCanvas()
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@@ -143,7 +132,7 @@ public class PaintHud : MonoBehaviour
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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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scaler.screenMatchMode = CanvasScaler.ScreenMatchMode.Expand;
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if (!GetComponent<GraphicRaycaster>()) gameObject.AddComponent<GraphicRaycaster>();
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}
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@@ -161,216 +150,6 @@ public class PaintHud : MonoBehaviour
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#endif
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}
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// --- Structure (layout only; matches the baked prefab) ---
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private GameObject BuildPanelStructure(Transform parent)
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{
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// Root: a transparent, full-canvas container (no image -> never blocks raycasts). Each channel
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// lives in its own independently positioned sub-panel, so panels can be placed freely in the
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// prefab now and dragged individually at runtime in a later step.
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var root = NewRect(RootName, parent);
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root.anchorMin = Vector2.zero;
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root.anchorMax = Vector2.one;
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root.offsetMin = Vector2.zero;
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root.offsetMax = Vector2.zero;
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const float w = 280f;
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// Albedo channel.
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var albedo = NewSubPanel(root, PanelAlbedo, new Vector2(16f, -16f), w, "Albedo");
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AddToggleStructure(albedo, ToggleAlbedo, "Paint");
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AddColorPickerStructure(albedo, PickerAlbedo);
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// Metallic + Smoothness channel.
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var ms = NewSubPanel(root, PanelMetallicSmoothness, new Vector2(16f, -262f), w, "Metallic + Smoothness");
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AddToggleStructure(ms, ToggleMetallicSmoothness, "Paint");
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AddSliderStructure(ms, SliderMetallic, "Metallic", 0f, 1f, false);
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AddSliderStructure(ms, SliderSmoothness, "Smoothness", 0f, 1f, false);
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// Occlusion channel.
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var occ = NewSubPanel(root, PanelOcclusion, new Vector2(16f, -452f), w, "Occlusion");
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AddToggleStructure(occ, ToggleOcclusion, "Paint");
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AddSliderStructure(occ, SliderOcclusion, "Occlusion", 0f, 1f, false);
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// Emission channel.
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var emission = NewSubPanel(root, PanelEmission, new Vector2(312f, -16f), w, "Emission");
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AddToggleStructure(emission, ToggleEmission, "Paint");
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AddColorPickerStructure(emission, PickerEmission);
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AddSliderStructure(emission, SliderEmissionIntensity, "Emission Intensity", 0f, 8f, false);
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// Brush size (global, not a paint channel).
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var brush = NewSubPanel(root, PanelBrushSize, new Vector2(312f, -286f), w, "Brush");
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AddSliderStructure(brush, SliderBrushSize, "Brush Size", 1f, 256f, true);
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return root.gameObject;
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}
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/// <summary>Builds one self-contained, independently positioned channel card with a title bar.</summary>
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private RectTransform NewSubPanel(RectTransform root, string name, Vector2 pos, float width, string title)
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{
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var panel = NewRect(name, root);
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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 = pos;
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panel.sizeDelta = new Vector2(width, 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(10, 10, 10, 10);
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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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AddPanelHeader(panel, title);
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return panel;
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}
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private void AddPanelHeader(RectTransform panel, string title)
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{
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// Title bar. Its image is a raycast target so it can double as the drag handle in a later step.
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var rt = NewRect("Header", panel);
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var le = rt.gameObject.AddComponent<LayoutElement>();
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le.minHeight = le.preferredHeight = 24f;
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AddImage(rt.gameObject, HeaderColor);
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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(8f, 0f);
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lbl.offsetMax = new Vector2(-8f, 0f);
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var t = MakeText(lbl.gameObject, title, 13, FontStyle.Bold, new Color(0.9f, 0.9f, 0.95f, 1f), TextAnchor.MiddleLeft);
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t.raycastTarget = false;
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}
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private void AddToggleStructure(RectTransform panel, string name, string label)
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{
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var rt = NewRect(name, 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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}
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private void AddSliderStructure(RectTransform panel, string name, string label, float min, float max, bool whole)
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{
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var rt = NewRect(name, 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;
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track.sizeDelta = new Vector2(0f, 16f);
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var slider = track.gameObject.AddComponent<Slider>();
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var bg = NewRect("Background", track);
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bg.anchorMin = new Vector2(0f, 0.5f);
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bg.anchorMax = new Vector2(1f, 0.5f);
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bg.pivot = new Vector2(0.5f, 0.5f);
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bg.anchoredPosition = Vector2.zero;
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bg.sizeDelta = new Vector2(0f, 5f);
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AddImage(bg.gameObject, BoxColor); // raycast target so clicking the bar jumps the value
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var fillArea = NewRect("Fill Area", track);
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fillArea.anchorMin = new Vector2(0f, 0.5f);
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fillArea.anchorMax = new Vector2(1f, 0.5f);
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fillArea.pivot = new Vector2(0.5f, 0.5f);
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fillArea.anchoredPosition = Vector2.zero;
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fillArea.sizeDelta = new Vector2(-16f, 5f);
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var fill = NewRect("Fill", fillArea);
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fill.anchorMin = Vector2.zero;
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fill.anchorMax = Vector2.one;
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fill.offsetMin = Vector2.zero;
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fill.offsetMax = Vector2.zero;
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var fillImg = AddImage(fill.gameObject, Accent);
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fillImg.raycastTarget = false;
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var handleArea = NewRect("Handle Slide Area", track);
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handleArea.anchorMin = Vector2.zero;
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handleArea.anchorMax = Vector2.one;
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handleArea.offsetMin = new Vector2(8f, 0f);
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handleArea.offsetMax = new Vector2(-8f, 0f);
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var handle = NewRect("Handle", handleArea);
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handle.sizeDelta = new Vector2(14f, 0f);
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var handleImg = AddImage(handle.gameObject, Color.white);
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slider.fillRect = fill;
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slider.handleRect = handle;
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slider.targetGraphic = handleImg;
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slider.direction = Slider.Direction.LeftToRight;
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slider.minValue = min;
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slider.maxValue = max;
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slider.wholeNumbers = whole; // serialized: the binder reads it back for value formatting
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}
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private HsvColorPicker AddColorPickerStructure(RectTransform panel, string name)
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{
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const float square = 120f;
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const float hueH = 14f;
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var rt = NewRect(name, panel);
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var le = rt.gameObject.AddComponent<LayoutElement>();
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le.minHeight = le.preferredHeight = square + 6f + hueH;
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var picker = rt.gameObject.AddComponent<HsvColorPicker>();
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picker.Build(square, hueH); // structure only; sprites + hooks are applied by Rebind in WirePanel
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return picker;
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}
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// --- Wiring (behaviour; shared by the code-gen and prefab paths) ---
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private void WirePanel(Transform panel)
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@@ -394,6 +173,23 @@ public class PaintHud : MonoBehaviour
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WireSlider(panel, SliderEmissionIntensity, painter ? painter.emissionIntensity : 1f, v => { if (painter) painter.emissionIntensity = v; });
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WireSlider(panel, SliderBrushSize, painter ? painter.brushSize : 16f, v => { if (painter) painter.brushSize = Mathf.RoundToInt(v); });
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foreach (var name in DraggablePanels)
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MakeDraggable(panel, name);
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}
|
||||
|
||||
/// <summary>
|
||||
/// Attaches (idempotently) a <see cref="DraggablePanel"/> to the whole panel so it can be dragged
|
||||
/// from any of its non-interactive surface (header, padding, labels, background); the component
|
||||
/// ignores presses that start on a widget (toggle, slider, colour picker).
|
||||
/// </summary>
|
||||
private static void MakeDraggable(Transform root, string panelName)
|
||||
{
|
||||
var panel = FindDeep(root, panelName) as RectTransform;
|
||||
if (!panel) return;
|
||||
var drag = panel.GetComponent<DraggablePanel>();
|
||||
if (!drag) drag = panel.gameObject.AddComponent<DraggablePanel>();
|
||||
drag.target = panel;
|
||||
}
|
||||
|
||||
private void EnsureFonts(Transform panel)
|
||||
@@ -417,7 +213,7 @@ public class PaintHud : MonoBehaviour
|
||||
var slider = cell.GetComponentInChildren<Slider>();
|
||||
if (!slider) return;
|
||||
var valueRt = cell.Find("Value");
|
||||
var valueText = valueRt ? valueRt.GetComponent<Text>() : null;
|
||||
var valueText = valueRt ? valueRt.GetComponent<TMPro.TMP_Text>() : null;
|
||||
|
||||
bool whole = slider.wholeNumbers;
|
||||
slider.value = value;
|
||||
@@ -457,20 +253,6 @@ public class PaintHud : MonoBehaviour
|
||||
return null;
|
||||
}
|
||||
|
||||
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)
|
||||
|
||||
Reference in new issue
Block a user