From ace1f949dc563f9c489207c8369d8fdbed6ed0e6 Mon Sep 17 00:00:00 2001 From: MelekTaus Moribundus Date: Wed, 24 Jun 2026 12:35:36 +0200 Subject: [PATCH] Bake paint HUD layout into a prefab with separate channel panels Split the single HUD panel into four independent per-channel sub-panels plus a global brush-size panel, each a standalone RectTransform with its own header (drag-handle ready). PaintHud now binds to a baked layout prefab via recursive name lookup instead of building everything in code, with a code-gen fallback. HsvColorPicker gains Rebind() to re-apply the procedural gradient sprites and drag relays that a prefab cannot serialize. Co-Authored-By: Claude Opus 4.8 --- Assets/Prefabs.meta | 8 + Assets/Prefabs/PaintHudPanel.prefab | 7145 ++++++++++++++++++++++ Assets/Prefabs/PaintHudPanel.prefab.meta | 7 + Assets/Scripts/HsvColorPicker.cs | 95 +- Assets/Scripts/PaintHud.cs | 344 +- 5 files changed, 7484 insertions(+), 115 deletions(-) create mode 100644 Assets/Prefabs.meta create mode 100644 Assets/Prefabs/PaintHudPanel.prefab create mode 100644 Assets/Prefabs/PaintHudPanel.prefab.meta diff --git a/Assets/Prefabs.meta b/Assets/Prefabs.meta new file mode 100644 index 0000000..96b0159 --- /dev/null +++ b/Assets/Prefabs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 46a54f2f3e4ec1f449e91a96c7dbb6b8 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Prefabs/PaintHudPanel.prefab b/Assets/Prefabs/PaintHudPanel.prefab new file mode 100644 index 0000000..5b6b01b --- /dev/null +++ b/Assets/Prefabs/PaintHudPanel.prefab @@ -0,0 +1,7145 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!1 &358948636961454364 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 6 + m_Component: + - 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Builds its own UI as children when is called and raises -/// on user interaction. The square is a pure-hue base with two -/// static gradient overlays on top (white-out -> saturation, black-out -> value), so -/// only the base tint changes per hue - no per-frame texture rebuilds. Hue is never -/// lost while dragging the square (the square only edits S/V, the bar only edits H). +/// Compact runtime HSV colour picker: a saturation/value square, a hue bar and a live swatch. +/// The square is a pure-hue base with two static gradient overlays on top (white-out -> +/// saturation, black-out -> value), so only the base tint changes per hue - no per-frame +/// texture rebuilds. Hue is never lost while dragging the square (the square only edits S/V, +/// the bar only edits H). +/// +/// creates the child structure (stable names, no sprites or hooks); it can +/// be baked into a prefab. then (re)assigns the runtime gradient sprites +/// (which a prefab cannot store) and (re)hooks the drag relays - it runs for both the code-built +/// picker and one instantiated from a prefab, so the two are behaviourally identical. /// public class HsvColorPicker : MonoBehaviour { @@ -41,43 +45,86 @@ public class HsvColorPicker : MonoBehaviour Refresh(); } - /// Builds the picker (square + hue bar + swatch) under this object, top-left aligned. + /// + /// Builds the picker structure (square + hue bar + swatch) under this object, top-left aligned. + /// Layout only - no gradient sprites and no event hooks, so the result is safe to bake into a + /// prefab. Call afterwards (at runtime) to make it functional. + /// public void Build(float squareSize, float hueHeight) { - // Saturation / value square: base hue + two gradient overlays, top-left of this rect. + // Saturation / value square: base hue + two named gradient overlays, top-left of this rect. var sv = PaintHud.NewRect("SV", transform); TopLeft(sv, new Vector2(0f, 0f), new Vector2(squareSize, squareSize)); - _hueBase = PaintHud.AddImage(sv.gameObject, Color.red); // raycast target for the drag relay + PaintHud.AddImage(sv.gameObject, Color.red); // raycast target for the drag relay - PaintHud.AddOverlay(sv, PaintHud.SaturationSprite()); - PaintHud.AddOverlay(sv, PaintHud.ValueSprite()); + PaintHud.AddOverlay(sv, "SatOverlay"); + PaintHud.AddOverlay(sv, "ValOverlay"); - sv.gameObject.AddComponent().Picked += OnSvPicked; + sv.gameObject.AddComponent(); - _svHandle = PaintHud.NewRect("Handle", sv); - _svHandle.sizeDelta = new Vector2(12f, 12f); - var svHandleImg = PaintHud.AddImage(_svHandle.gameObject, Color.white); - svHandleImg.raycastTarget = false; + var svHandle = PaintHud.NewRect("Handle", sv); + svHandle.sizeDelta = new Vector2(12f, 12f); + PaintHud.AddImage(svHandle.gameObject, Color.white).raycastTarget = false; // Hue bar below the square. var hue = PaintHud.NewRect("Hue", transform); TopLeft(hue, new Vector2(0f, -(squareSize + 6f)), new Vector2(squareSize, hueHeight)); var hueImg = hue.gameObject.AddComponent(); - hueImg.sprite = PaintHud.HueSprite(); hueImg.type = Image.Type.Simple; - hue.gameObject.AddComponent().Picked += OnHuePicked; + hue.gameObject.AddComponent(); - _hueHandle = PaintHud.NewRect("Handle", hue); - _hueHandle.sizeDelta = new Vector2(4f, hueHeight + 4f); - var hueHandleImg = PaintHud.AddImage(_hueHandle.gameObject, Color.white); - hueHandleImg.raycastTarget = false; + var hueHandle = PaintHud.NewRect("Handle", hue); + hueHandle.sizeDelta = new Vector2(4f, hueHeight + 4f); + PaintHud.AddImage(hueHandle.gameObject, Color.white).raycastTarget = false; // Swatch, to the right of the square. var sw = PaintHud.NewRect("Swatch", transform); TopLeft(sw, new Vector2(squareSize + 10f, 0f), new Vector2(34f, 34f)); - _swatch = PaintHud.AddImage(sw.gameObject, Color.white); - _swatch.raycastTarget = false; + PaintHud.AddImage(sw.gameObject, Color.white).raycastTarget = false; + } + + /// + /// Re-finds the child widgets, (re)assigns the runtime gradient sprites and (re)hooks the drag + /// relays. Idempotent (unsubscribe-then-subscribe), so it is safe whether the structure was just + /// built in code or instantiated from a prefab. Call before . + /// + public void Rebind() + { + var sv = transform.Find("SV"); + if (sv) + { + _hueBase = sv.GetComponent(); + + var sat = sv.Find("SatOverlay"); + if (sat && sat.TryGetComponent(out Image satImg)) satImg.sprite = PaintHud.SaturationSprite(); + var val = sv.Find("ValOverlay"); + if (val && val.TryGetComponent(out Image valImg)) valImg.sprite = PaintHud.ValueSprite(); + + _svHandle = sv.Find("Handle") as RectTransform; + + if (sv.TryGetComponent(out UiPointerSurface svPointer)) + { + svPointer.Picked -= OnSvPicked; + svPointer.Picked += OnSvPicked; + } + } + + var hue = transform.Find("Hue"); + if (hue) + { + if (hue.TryGetComponent(out Image hueImg)) hueImg.sprite = PaintHud.HueSprite(); + _hueHandle = hue.Find("Handle") as RectTransform; + + if (hue.TryGetComponent(out UiPointerSurface huePointer)) + { + huePointer.Picked -= OnHuePicked; + huePointer.Picked += OnHuePicked; + } + } + + var swatch = transform.Find("Swatch"); + if (swatch) _swatch = swatch.GetComponent(); Refresh(); } diff --git a/Assets/Scripts/PaintHud.cs b/Assets/Scripts/PaintHud.cs index c12165b..21a47f0 100644 --- a/Assets/Scripts/PaintHud.cs +++ b/Assets/Scripts/PaintHud.cs @@ -7,15 +7,22 @@ using UnityEngine.InputSystem.UI; #endif /// -/// In-game paint UI. Builds its own Screen Space - Overlay canvas (and an EventSystem -/// if the scene has none) entirely in code and binds the widgets directly to the live -/// fields, so changes apply immediately. The panel is shown -/// only while the active is (it follows -/// the manager's ModeChanged event). +/// In-game paint UI. Shows its panels only while the active is +/// (it follows the manager's ModeChanged event) and binds its +/// widgets directly to the live fields, so edits apply immediately. /// -/// First, simple pass: channel toggles, an HSV colour picker for albedo, metallic / -/// smoothness / occlusion sliders, an HSV picker + intensity for emission, and brush -/// size. Attach to an empty GameObject; everything else is generated at runtime. +/// The layout is a transparent root holding one independently positioned sub-panel per channel +/// (Albedo, Metallic+Smoothness, Occlusion, Emission) plus a global Brush card, each with a title +/// bar that doubles as a drag handle. The layout comes from one of two sources: +/// - an authored prefab assigned to (instantiated, then bound), or +/// - generated in code (the fallback when no prefab is set). +/// Either way the *bindings* (listeners, picker gradient sprites, painter values) live in code +/// and are (re)applied at runtime by . A prefab stores only the visual +/// layout, never the behaviour, so both paths run the exact same wiring against the same stable +/// widget names - there is no separate "dead" prefab path. +/// +/// Widgets: channel toggles, an HSV colour picker for albedo, metallic / smoothness / occlusion +/// sliders, an HSV picker + intensity for emission, and brush size. Attach to an empty GameObject. /// [DisallowMultipleComponent] public class PaintHud : MonoBehaviour @@ -26,7 +33,30 @@ public class PaintHud : MonoBehaviour [Tooltip("Painter the HUD edits. Empty = the manager's painter, else found automatically.")] public MeshPainter painter; + [Tooltip("Authored panel layout. If set it is instantiated and bound; empty = build the panel in code.")] + public GameObject layoutPrefab; + + // Stable widget names shared by the code-gen builder, the baked prefab and the binder. + private const string RootName = "PaintHudPanel"; + private const string PanelAlbedo = "Panel_Albedo"; + private const string PanelMetallicSmoothness = "Panel_MetallicSmoothness"; + private const string PanelOcclusion = "Panel_Occlusion"; + private const string PanelEmission = "Panel_Emission"; + private const string PanelBrushSize = "Panel_BrushSize"; + private const string ToggleAlbedo = "Toggle_Albedo"; + private const string ToggleMetallicSmoothness = "Toggle_MetallicSmoothness"; + private const string ToggleOcclusion = "Toggle_Occlusion"; + private const string ToggleEmission = "Toggle_Emission"; + private const string PickerAlbedo = "Picker_Albedo"; + private const string PickerEmission = "Picker_Emission"; + private const string SliderMetallic = "Slider_Metallic"; + private const string SliderSmoothness = "Slider_Smoothness"; + private const string SliderOcclusion = "Slider_Occlusion"; + private const string SliderEmissionIntensity = "Slider_EmissionIntensity"; + private const string SliderBrushSize = "Slider_BrushSize"; + private static readonly Color PanelColor = new Color(0.09f, 0.09f, 0.11f, 0.9f); + private static readonly Color HeaderColor = new Color(0.18f, 0.18f, 0.22f, 1f); private static readonly Color Accent = new Color(0.40f, 0.75f, 1f, 1f); private static readonly Color BoxColor = new Color(0.20f, 0.20f, 0.24f, 1f); @@ -53,11 +83,23 @@ public class PaintHud : MonoBehaviour if (!painter) painter = modeManager ? modeManager.Painter : null; if (!painter) painter = FindFirstObjectByType(); - _font = Resources.GetBuiltinResource("LegacyRuntime.ttf"); - if (!_font) _font = Resources.GetBuiltinResource("Arial.ttf"); + _font = LoadFont(); EnsureEventSystem(); - BuildUi(); + EnsureCanvas(); + + if (layoutPrefab) + { + var go = Instantiate(layoutPrefab, transform); + go.name = layoutPrefab.name; // strip the "(Clone)" suffix + _panel = go; + } + else + { + _panel = BuildPanelStructure(transform); + } + + WirePanel(_panel.transform); // Set initial visibility (the manager's first SwitchTo may have fired before this Start). OnModeChanged(modeManager ? modeManager.ActiveMode : null); @@ -68,9 +110,29 @@ public class PaintHud : MonoBehaviour if (_panel) _panel.SetActive(mode is PaintMode); } - // --- UI construction --- + private static Font LoadFont() + { + var f = Resources.GetBuiltinResource("LegacyRuntime.ttf"); + if (!f) f = Resources.GetBuiltinResource("Arial.ttf"); + return f; + } - private void BuildUi() +#if UNITY_EDITOR + /// + /// Editor-only: builds a fresh, unbound panel subtree (stable widget names, no listeners and + /// no runtime gradient sprites) for saving as a layout prefab. The caller reparents/saves the + /// returned object and destroys it. The wiring is applied at runtime by . + /// + public GameObject CreatePanelForBake() + { + _font = LoadFont(); + return BuildPanelStructure(transform); + } +#endif + + // --- Canvas --- + + private void EnsureCanvas() { var canvas = GetComponent(); if (!canvas) canvas = gameObject.AddComponent(); @@ -84,57 +146,6 @@ public class PaintHud : MonoBehaviour scaler.matchWidthOrHeight = 0.5f; if (!GetComponent()) gameObject.AddComponent(); - - // Panel (this is what gets shown/hidden per mode). - var panel = NewRect("Panel", transform); - _panel = panel.gameObject; - panel.anchorMin = panel.anchorMax = new Vector2(0f, 1f); - panel.pivot = new Vector2(0f, 1f); - panel.anchoredPosition = new Vector2(16f, -16f); - panel.sizeDelta = new Vector2(296f, 0f); // width fixed; height from the ContentSizeFitter - AddImage(panel.gameObject, PanelColor); - - var vlg = panel.gameObject.AddComponent(); - vlg.padding = new RectOffset(12, 12, 12, 12); - vlg.spacing = 8f; - vlg.childAlignment = TextAnchor.UpperLeft; - vlg.childControlWidth = true; - vlg.childControlHeight = true; - vlg.childForceExpandWidth = true; - vlg.childForceExpandHeight = false; - - var fitter = panel.gameObject.AddComponent(); - fitter.verticalFit = ContentSizeFitter.FitMode.PreferredSize; - - AddSectionLabel(panel, "PAINT", 15, FontStyle.Bold); - - // Channels. - AddSectionLabel(panel, "Channels", 13, FontStyle.Bold); - AddToggle(panel, "Albedo", painter && painter.paintAlbedo, v => { if (painter) painter.paintAlbedo = v; }); - AddToggle(panel, "Metallic + Smoothness", painter && painter.paintMetallicSmoothness, v => { if (painter) painter.paintMetallicSmoothness = v; }); - AddToggle(panel, "Occlusion", painter && painter.paintOcclusion, v => { if (painter) painter.paintOcclusion = v; }); - AddToggle(panel, "Emission", painter && painter.paintEmission, v => { if (painter) painter.paintEmission = v; }); - - // Albedo colour. - AddSectionLabel(panel, "Albedo Color", 13, FontStyle.Bold); - var albedo = AddColorPicker(panel); - albedo.SetColor(painter ? painter.brushColor : Color.red); - albedo.Changed += c => { if (painter) painter.brushColor = new Color(c.r, c.g, c.b, painter.brushColor.a); }; - - // Metallic / smoothness / occlusion. - AddSlider(panel, "Metallic", 0f, 1f, false, painter ? painter.metallic : 0f, v => { if (painter) painter.metallic = v; }); - AddSlider(panel, "Smoothness", 0f, 1f, false, painter ? painter.smoothness : 0.5f, v => { if (painter) painter.smoothness = v; }); - AddSlider(panel, "Occlusion", 0f, 1f, false, painter ? painter.occlusion : 0.5f, v => { if (painter) painter.occlusion = v; }); - - // Emission. - AddSectionLabel(panel, "Emission Color", 13, FontStyle.Bold); - var emission = AddColorPicker(panel); - emission.SetColor(painter ? painter.emissionColor : Color.black); - emission.Changed += c => { if (painter) painter.emissionColor = new Color(c.r, c.g, c.b, painter.emissionColor.a); }; - AddSlider(panel, "Emission Intensity", 0f, 8f, false, painter ? painter.emissionIntensity : 1f, v => { if (painter) painter.emissionIntensity = v; }); - - // Brush size. - AddSlider(panel, "Brush Size", 1f, 256f, true, painter ? painter.brushSize : 16f, v => { if (painter) painter.brushSize = Mathf.RoundToInt(v); }); } private void EnsureEventSystem() @@ -150,21 +161,96 @@ public class PaintHud : MonoBehaviour #endif } - // --- Widgets --- + // --- Structure (layout only; matches the baked prefab) --- - private void AddSectionLabel(RectTransform panel, string text, int size, FontStyle style) + private GameObject BuildPanelStructure(Transform parent) { - var rt = NewRect("Label", panel); - var le = rt.gameObject.AddComponent(); - le.minHeight = le.preferredHeight = 18f; + // Root: a transparent, full-canvas container (no image -> never blocks raycasts). Each channel + // lives in its own independently positioned sub-panel, so panels can be placed freely in the + // prefab now and dragged individually at runtime in a later step. + var root = NewRect(RootName, parent); + root.anchorMin = Vector2.zero; + root.anchorMax = Vector2.one; + root.offsetMin = Vector2.zero; + root.offsetMax = Vector2.zero; - var t = MakeText(rt.gameObject, text, size, style, new Color(0.85f, 0.85f, 0.9f, 1f), TextAnchor.MiddleLeft); + const float w = 280f; + + // Albedo channel. + var albedo = NewSubPanel(root, PanelAlbedo, new Vector2(16f, -16f), w, "Albedo"); + AddToggleStructure(albedo, ToggleAlbedo, "Paint"); + AddColorPickerStructure(albedo, PickerAlbedo); + + // Metallic + Smoothness channel. + var ms = NewSubPanel(root, PanelMetallicSmoothness, new Vector2(16f, -262f), w, "Metallic + Smoothness"); + AddToggleStructure(ms, ToggleMetallicSmoothness, "Paint"); + AddSliderStructure(ms, SliderMetallic, "Metallic", 0f, 1f, false); + AddSliderStructure(ms, SliderSmoothness, "Smoothness", 0f, 1f, false); + + // Occlusion channel. + var occ = NewSubPanel(root, PanelOcclusion, new Vector2(16f, -452f), w, "Occlusion"); + AddToggleStructure(occ, ToggleOcclusion, "Paint"); + AddSliderStructure(occ, SliderOcclusion, "Occlusion", 0f, 1f, false); + + // Emission channel. + var emission = NewSubPanel(root, PanelEmission, new Vector2(312f, -16f), w, "Emission"); + AddToggleStructure(emission, ToggleEmission, "Paint"); + AddColorPickerStructure(emission, PickerEmission); + AddSliderStructure(emission, SliderEmissionIntensity, "Emission Intensity", 0f, 8f, false); + + // Brush size (global, not a paint channel). + var brush = NewSubPanel(root, PanelBrushSize, new Vector2(312f, -286f), w, "Brush"); + AddSliderStructure(brush, SliderBrushSize, "Brush Size", 1f, 256f, true); + + return root.gameObject; + } + + /// Builds one self-contained, independently positioned channel card with a title bar. + private RectTransform NewSubPanel(RectTransform root, string name, Vector2 pos, float width, string title) + { + var panel = NewRect(name, root); + panel.anchorMin = panel.anchorMax = new Vector2(0f, 1f); + panel.pivot = new Vector2(0f, 1f); + panel.anchoredPosition = pos; + panel.sizeDelta = new Vector2(width, 0f); // width fixed; height from the ContentSizeFitter + AddImage(panel.gameObject, PanelColor); + + var vlg = panel.gameObject.AddComponent(); + vlg.padding = new RectOffset(10, 10, 10, 10); + vlg.spacing = 8f; + vlg.childAlignment = TextAnchor.UpperLeft; + vlg.childControlWidth = true; + vlg.childControlHeight = true; + vlg.childForceExpandWidth = true; + vlg.childForceExpandHeight = false; + + var fitter = panel.gameObject.AddComponent(); + fitter.verticalFit = ContentSizeFitter.FitMode.PreferredSize; + + AddPanelHeader(panel, title); + return panel; + } + + private void AddPanelHeader(RectTransform panel, string title) + { + // Title bar. Its image is a raycast target so it can double as the drag handle in a later step. + var rt = NewRect("Header", panel); + var le = rt.gameObject.AddComponent(); + le.minHeight = le.preferredHeight = 24f; + AddImage(rt.gameObject, HeaderColor); + + var lbl = NewRect("Label", rt); + lbl.anchorMin = Vector2.zero; + lbl.anchorMax = Vector2.one; + lbl.offsetMin = new Vector2(8f, 0f); + lbl.offsetMax = new Vector2(-8f, 0f); + var t = MakeText(lbl.gameObject, title, 13, FontStyle.Bold, new Color(0.9f, 0.9f, 0.95f, 1f), TextAnchor.MiddleLeft); t.raycastTarget = false; } - private void AddToggle(RectTransform panel, string label, bool value, Action onChanged) + private void AddToggleStructure(RectTransform panel, string name, string label) { - var rt = NewRect("Toggle", panel); + var rt = NewRect(name, panel); var le = rt.gameObject.AddComponent(); le.minHeight = le.preferredHeight = 22f; @@ -195,13 +281,11 @@ public class PaintHud : MonoBehaviour toggle.targetGraphic = boxImg; toggle.graphic = checkImg; - toggle.isOn = value; - toggle.onValueChanged.AddListener(v => onChanged(v)); } - private void AddSlider(RectTransform panel, string label, float min, float max, bool whole, float value, Action onChanged) + private void AddSliderStructure(RectTransform panel, string name, string label, float min, float max, bool whole) { - var rt = NewRect("Slider", panel); + var rt = NewRect(name, panel); var le = rt.gameObject.AddComponent(); le.minHeight = le.preferredHeight = 34f; @@ -270,30 +354,109 @@ public class PaintHud : MonoBehaviour slider.direction = Slider.Direction.LeftToRight; slider.minValue = min; slider.maxValue = max; - slider.wholeNumbers = whole; - slider.value = value; - - Action 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); }); + slider.wholeNumbers = whole; // serialized: the binder reads it back for value formatting } - private HsvColorPicker AddColorPicker(RectTransform panel) + private HsvColorPicker AddColorPickerStructure(RectTransform panel, string name) { const float square = 120f; const float hueH = 14f; - var rt = NewRect("ColorPicker", panel); + var rt = NewRect(name, panel); var le = rt.gameObject.AddComponent(); le.minHeight = le.preferredHeight = square + 6f + hueH; var picker = rt.gameObject.AddComponent(); - picker.Build(square, hueH); + picker.Build(square, hueH); // structure only; sprites + hooks are applied by Rebind in WirePanel return picker; } + // --- Wiring (behaviour; shared by the code-gen and prefab paths) --- + + private void WirePanel(Transform panel) + { + EnsureFonts(panel); // builtin font references may not survive prefab serialization + + WireToggle(panel, ToggleAlbedo, painter && painter.paintAlbedo, v => { if (painter) painter.paintAlbedo = v; }); + WireToggle(panel, ToggleMetallicSmoothness, painter && painter.paintMetallicSmoothness, v => { if (painter) painter.paintMetallicSmoothness = v; }); + WireToggle(panel, ToggleOcclusion, painter && painter.paintOcclusion, v => { if (painter) painter.paintOcclusion = v; }); + WireToggle(panel, ToggleEmission, painter && painter.paintEmission, v => { if (painter) painter.paintEmission = v; }); + + WirePicker(panel, PickerAlbedo, painter ? painter.brushColor : Color.red, + c => { if (painter) painter.brushColor = new Color(c.r, c.g, c.b, painter.brushColor.a); }); + + WireSlider(panel, SliderMetallic, painter ? painter.metallic : 0f, v => { if (painter) painter.metallic = v; }); + WireSlider(panel, SliderSmoothness, painter ? painter.smoothness : 0.5f, v => { if (painter) painter.smoothness = v; }); + WireSlider(panel, SliderOcclusion, painter ? painter.occlusion : 0.5f, v => { if (painter) painter.occlusion = v; }); + + WirePicker(panel, PickerEmission, painter ? painter.emissionColor : Color.black, + c => { if (painter) painter.emissionColor = new Color(c.r, c.g, c.b, painter.emissionColor.a); }); + WireSlider(panel, SliderEmissionIntensity, painter ? painter.emissionIntensity : 1f, v => { if (painter) painter.emissionIntensity = v; }); + + WireSlider(panel, SliderBrushSize, painter ? painter.brushSize : 16f, v => { if (painter) painter.brushSize = Mathf.RoundToInt(v); }); + } + + private void EnsureFonts(Transform panel) + { + foreach (var t in panel.GetComponentsInChildren(true)) + if (!t.font) t.font = _font; + } + + private static void WireToggle(Transform panel, string name, bool value, Action onChanged) + { + var toggle = Find(panel, name); + if (!toggle) return; + toggle.isOn = value; + toggle.onValueChanged.AddListener(v => onChanged(v)); + } + + private static void WireSlider(Transform panel, string name, float value, Action onChanged) + { + var cell = FindDeep(panel, name); + if (!cell) return; + var slider = cell.GetComponentInChildren(); + if (!slider) return; + var valueRt = cell.Find("Value"); + var valueText = valueRt ? valueRt.GetComponent() : null; + + bool whole = slider.wholeNumbers; + slider.value = value; + + Action setText = v => + { + if (valueText) valueText.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 void WirePicker(Transform panel, string name, Color color, Action onChanged) + { + var picker = Find(panel, name); + if (!picker) return; + picker.Rebind(); // re-find children, re-assign runtime gradient sprites, re-hook drag relays + picker.SetColor(color); + picker.Changed += onChanged; + } + + private static T Find(Transform panel, string name) where T : Component + { + var child = FindDeep(panel, name); + return child ? child.GetComponent() : null; + } + + /// Depth-first search by name (widgets now live nested inside per-channel sub-panels). + private static Transform FindDeep(Transform root, string name) + { + if (root.name == name) return root; + for (int i = 0; i < root.childCount; i++) + { + var found = FindDeep(root.GetChild(i), name); + if (found) return found; + } + return null; + } + private Text MakeText(GameObject go, string text, int size, FontStyle style, Color color, TextAnchor anchor) { var t = go.AddComponent(); @@ -324,16 +487,15 @@ public class PaintHud : MonoBehaviour return img; } - /// Adds a full-rect, non-raycasting overlay image with the given sprite. - public static Image AddOverlay(RectTransform parent, Sprite sprite) + /// Adds a full-rect, non-raycasting overlay image (sprite assigned by the caller). + public static Image AddOverlay(RectTransform parent, string name) { - var rt = NewRect("Overlay", parent); + var rt = NewRect(name, parent); rt.anchorMin = Vector2.zero; rt.anchorMax = Vector2.one; rt.offsetMin = Vector2.zero; rt.offsetMax = Vector2.zero; var img = rt.gameObject.AddComponent(); - img.sprite = sprite; img.type = Image.Type.Simple; img.raycastTarget = false; return img;