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 <noreply@anthropic.com>
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@@ -3,12 +3,16 @@ using UnityEngine;
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using UnityEngine.UI;
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/// <summary>
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/// Compact runtime HSV colour picker: a saturation/value square, a hue bar and a live
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/// swatch. Builds its own UI as children when <see cref="Build"/> is called and raises
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/// <see cref="Changed"/> on user interaction. The square is a pure-hue base with two
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/// static gradient overlays on top (white-out -> saturation, black-out -> value), so
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/// only the base tint changes per hue - no per-frame texture rebuilds. Hue is never
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/// lost while dragging the square (the square only edits S/V, the bar only edits H).
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/// Compact runtime HSV colour picker: a saturation/value square, a hue bar and a live swatch.
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/// The square is a pure-hue base with two static gradient overlays on top (white-out ->
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/// saturation, black-out -> value), so only the base tint changes per hue - no per-frame
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/// texture rebuilds. Hue is never lost while dragging the square (the square only edits S/V,
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/// the bar only edits H).
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///
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/// <see cref="Build"/> creates the child structure (stable names, no sprites or hooks); it can
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/// be baked into a prefab. <see cref="Rebind"/> then (re)assigns the runtime gradient sprites
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/// (which a prefab cannot store) and (re)hooks the drag relays - it runs for both the code-built
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/// picker and one instantiated from a prefab, so the two are behaviourally identical.
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/// </summary>
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public class HsvColorPicker : MonoBehaviour
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{
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@@ -41,43 +45,86 @@ public class HsvColorPicker : MonoBehaviour
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Refresh();
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}
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/// <summary>Builds the picker (square + hue bar + swatch) under this object, top-left aligned.</summary>
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/// <summary>
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/// Builds the picker structure (square + hue bar + swatch) under this object, top-left aligned.
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/// Layout only - no gradient sprites and no event hooks, so the result is safe to bake into a
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/// prefab. Call <see cref="Rebind"/> afterwards (at runtime) to make it functional.
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/// </summary>
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public void Build(float squareSize, float hueHeight)
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{
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// Saturation / value square: base hue + two gradient overlays, top-left of this rect.
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// Saturation / value square: base hue + two named gradient overlays, top-left of this rect.
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var sv = PaintHud.NewRect("SV", transform);
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TopLeft(sv, new Vector2(0f, 0f), new Vector2(squareSize, squareSize));
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_hueBase = PaintHud.AddImage(sv.gameObject, Color.red); // raycast target for the drag relay
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PaintHud.AddImage(sv.gameObject, Color.red); // raycast target for the drag relay
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PaintHud.AddOverlay(sv, PaintHud.SaturationSprite());
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PaintHud.AddOverlay(sv, PaintHud.ValueSprite());
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PaintHud.AddOverlay(sv, "SatOverlay");
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PaintHud.AddOverlay(sv, "ValOverlay");
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sv.gameObject.AddComponent<UiPointerSurface>().Picked += OnSvPicked;
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sv.gameObject.AddComponent<UiPointerSurface>();
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_svHandle = PaintHud.NewRect("Handle", sv);
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_svHandle.sizeDelta = new Vector2(12f, 12f);
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var svHandleImg = PaintHud.AddImage(_svHandle.gameObject, Color.white);
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svHandleImg.raycastTarget = false;
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var svHandle = PaintHud.NewRect("Handle", sv);
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svHandle.sizeDelta = new Vector2(12f, 12f);
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PaintHud.AddImage(svHandle.gameObject, Color.white).raycastTarget = false;
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// Hue bar below the square.
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var hue = PaintHud.NewRect("Hue", transform);
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TopLeft(hue, new Vector2(0f, -(squareSize + 6f)), new Vector2(squareSize, hueHeight));
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var hueImg = hue.gameObject.AddComponent<Image>();
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hueImg.sprite = PaintHud.HueSprite();
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hueImg.type = Image.Type.Simple;
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hue.gameObject.AddComponent<UiPointerSurface>().Picked += OnHuePicked;
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hue.gameObject.AddComponent<UiPointerSurface>();
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_hueHandle = PaintHud.NewRect("Handle", hue);
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_hueHandle.sizeDelta = new Vector2(4f, hueHeight + 4f);
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var hueHandleImg = PaintHud.AddImage(_hueHandle.gameObject, Color.white);
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hueHandleImg.raycastTarget = false;
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var hueHandle = PaintHud.NewRect("Handle", hue);
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hueHandle.sizeDelta = new Vector2(4f, hueHeight + 4f);
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PaintHud.AddImage(hueHandle.gameObject, Color.white).raycastTarget = false;
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// Swatch, to the right of the square.
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var sw = PaintHud.NewRect("Swatch", transform);
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TopLeft(sw, new Vector2(squareSize + 10f, 0f), new Vector2(34f, 34f));
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_swatch = PaintHud.AddImage(sw.gameObject, Color.white);
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_swatch.raycastTarget = false;
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PaintHud.AddImage(sw.gameObject, Color.white).raycastTarget = false;
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}
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/// <summary>
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/// Re-finds the child widgets, (re)assigns the runtime gradient sprites and (re)hooks the drag
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/// relays. Idempotent (unsubscribe-then-subscribe), so it is safe whether the structure was just
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/// built in code or instantiated from a prefab. Call before <see cref="SetColor"/>.
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/// </summary>
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public void Rebind()
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{
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var sv = transform.Find("SV");
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if (sv)
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{
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_hueBase = sv.GetComponent<Image>();
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var sat = sv.Find("SatOverlay");
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if (sat && sat.TryGetComponent(out Image satImg)) satImg.sprite = PaintHud.SaturationSprite();
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var val = sv.Find("ValOverlay");
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if (val && val.TryGetComponent(out Image valImg)) valImg.sprite = PaintHud.ValueSprite();
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_svHandle = sv.Find("Handle") as RectTransform;
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if (sv.TryGetComponent(out UiPointerSurface svPointer))
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{
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svPointer.Picked -= OnSvPicked;
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svPointer.Picked += OnSvPicked;
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}
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}
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var hue = transform.Find("Hue");
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if (hue)
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{
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if (hue.TryGetComponent(out Image hueImg)) hueImg.sprite = PaintHud.HueSprite();
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_hueHandle = hue.Find("Handle") as RectTransform;
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if (hue.TryGetComponent(out UiPointerSurface huePointer))
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{
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huePointer.Picked -= OnHuePicked;
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huePointer.Picked += OnHuePicked;
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}
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}
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var swatch = transform.Find("Swatch");
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if (swatch) _swatch = swatch.GetComponent<Image>();
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Refresh();
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}
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