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>
This commit is contained in:
adminandClaude Opus 4.8 committed 2026-06-24 12:35:36 +02:00
1 parent 4340970691
commit ace1f949dc
5 files changed
+7484 -115

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@@ -7,15 +7,22 @@ using UnityEngine.InputSystem.UI;
#endif
/// <summary>
/// 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
/// <see cref="MeshPainter"/> fields, so changes apply immediately. The panel is shown
/// only while the active <see cref="GameMode"/> is <see cref="PaintMode"/> (it follows
/// the manager's ModeChanged event).
/// In-game paint UI. Shows its panels only while the active <see cref="GameMode"/> is
/// <see cref="PaintMode"/> (it follows the manager's ModeChanged event) and binds its
/// widgets directly to the live <see cref="MeshPainter"/> 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 <see cref="layoutPrefab"/> (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 <see cref="WirePanel"/>. 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.
/// </summary>
[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<MeshPainter>();
_font = Resources.GetBuiltinResource<Font>("LegacyRuntime.ttf");
if (!_font) _font = Resources.GetBuiltinResource<Font>("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<Font>("LegacyRuntime.ttf");
if (!f) f = Resources.GetBuiltinResource<Font>("Arial.ttf");
return f;
}
private void BuildUi()
#if UNITY_EDITOR
/// <summary>
/// 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 <see cref="WirePanel"/>.
/// </summary>
public GameObject CreatePanelForBake()
{
_font = LoadFont();
return BuildPanelStructure(transform);
}
#endif
// --- Canvas ---
private void EnsureCanvas()
{
var canvas = GetComponent<Canvas>();
if (!canvas) canvas = gameObject.AddComponent<Canvas>();
@@ -84,57 +146,6 @@ public class PaintHud : MonoBehaviour
scaler.matchWidthOrHeight = 0.5f;
if (!GetComponent<GraphicRaycaster>()) gameObject.AddComponent<GraphicRaycaster>();
// 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<VerticalLayoutGroup>();
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<ContentSizeFitter>();
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<LayoutElement>();
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;
}
/// <summary>Builds one self-contained, independently positioned channel card with a title bar.</summary>
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<VerticalLayoutGroup>();
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<ContentSizeFitter>();
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<LayoutElement>();
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<bool> 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<LayoutElement>();
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<float> 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<LayoutElement>();
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<float> 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<LayoutElement>();
le.minHeight = le.preferredHeight = square + 6f + hueH;
var picker = rt.gameObject.AddComponent<HsvColorPicker>();
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<Text>(true))
if (!t.font) t.font = _font;
}
private static void WireToggle(Transform panel, string name, bool value, Action<bool> onChanged)
{
var toggle = Find<Toggle>(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<float> onChanged)
{
var cell = FindDeep(panel, name);
if (!cell) return;
var slider = cell.GetComponentInChildren<Slider>();
if (!slider) return;
var valueRt = cell.Find("Value");
var valueText = valueRt ? valueRt.GetComponent<Text>() : null;
bool whole = slider.wholeNumbers;
slider.value = value;
Action<float> 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<Color> onChanged)
{
var picker = Find<HsvColorPicker>(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<T>(Transform panel, string name) where T : Component
{
var child = FindDeep(panel, name);
return child ? child.GetComponent<T>() : null;
}
/// <summary>Depth-first search by name (widgets now live nested inside per-channel sub-panels).</summary>
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<Text>();
@@ -324,16 +487,15 @@ public class PaintHud : MonoBehaviour
return img;
}
/// <summary>Adds a full-rect, non-raycasting overlay image with the given sprite.</summary>
public static Image AddOverlay(RectTransform parent, Sprite sprite)
/// <summary>Adds a full-rect, non-raycasting overlay image (sprite assigned by the caller).</summary>
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<Image>();
img.sprite = sprite;
img.type = Image.Type.Simple;
img.raycastTarget = false;
return img;