Persist HUD layout on drag-end instead of only on teardown
HUD panel positions and brush values were written only from OnApplicationQuit/OnDestroy, which is not guaranteed in a build (Alt-F4, process kill, crash), so layout work was lost. DraggablePanel now exposes an IEndDragHandler callback that saves the layout the moment a panel is dropped. Brush-value changes are detected against a disk baseline in LateUpdate and flushed after a 0.5s debounce so per-frame slider drags do not write every frame. The teardown save path is removed. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -14,7 +14,7 @@ using UnityEngine.EventSystems;
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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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public class DraggablePanel : MonoBehaviour, IPointerDownHandler, IBeginDragHandler, IDragHandler, IEndDragHandler
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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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@@ -22,6 +22,10 @@ public class DraggablePanel : MonoBehaviour, IPointerDownHandler, IBeginDragHand
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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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// Raised once when a real panel drag ends (not for gestures that began on a widget). The HUD uses
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// this to persist the layout the moment a panel is dropped. Optional - left null by other users.
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public System.Action Moved;
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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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@@ -66,6 +70,13 @@ public class DraggablePanel : MonoBehaviour, IPointerDownHandler, IBeginDragHand
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target.anchoredPosition = Clamp(local + _grabOffset);
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}
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public void OnEndDrag(PointerEventData eventData)
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{
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if (!_dragging) return; // gesture began on a widget -> not our drag, nothing moved
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_dragging = false;
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Moved?.Invoke();
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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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@@ -7,10 +7,14 @@ public partial class PaintHud
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{
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// --- Persistence: panel positions + the widget-bound painter values ---
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//
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// Saved on quit / play-stop and restored on the next start, so the HUD opens where you left it
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// with the brush settings you last used. This is small structured state (a handful of positions
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// and scalars), so it goes to a human-readable JSON file - unlike the painter's bulk pixel maps
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// (MeshPainter.Persistence) which use a raw byte dump. The two saves are independent: this one
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// Saved when state actually changes - a panel drop writes immediately (OnPanelMoved), brush-value
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// edits are coalesced and flushed shortly after they settle (LateUpdate debounce) - and restored on
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// the next start, so the HUD opens where you left it with the brush settings you last used. There is
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// deliberately NO save on quit/teardown: standalone builds do not guarantee a clean shutdown
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// (OnApplicationQuit is skipped on force-close / kill / crash), so a teardown-only save silently
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// lost the whole session's layout in the build. This is small structured state (a handful of
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// positions and scalars), so it goes to a human-readable JSON file - unlike the painter's bulk pixel
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// maps (MeshPainter.Persistence) which use a raw byte dump. The two saves are independent: this one
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// owns the HUD layout + brush values, the painter owns the canvas pixels.
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//
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// The brush values are also mirrored into an in-memory snapshot (_carry) on this persistent HUD, so
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@@ -20,8 +24,9 @@ public partial class PaintHud
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// additive lobby/map loads, which would split save and restore into different files.
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[Header("Persistence")]
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[Tooltip("Save the panel positions and their values on quit / play-stop and restore them on the " +
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"next start. Off = the HUD opens at its authored layout / painter defaults every session.")]
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[Tooltip("Save the panel positions and their values when you move a panel or change a brush value, " +
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"and restore them on the next start. Off = the HUD opens at its authored layout / painter " +
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"defaults every session.")]
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public bool persistHud = true;
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[Tooltip("Save file identifier. Empty = derived from the HUD's own scene name. Set explicitly to keep " +
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@@ -29,7 +34,15 @@ public partial class PaintHud
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public string hudSaveId = "";
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private const int HudFileVersion = 1;
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private bool _hudSavedOnTeardown; // guards a double save across OnApplicationQuit + OnDestroy
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// Auto-save bookkeeping. Panel drops save instantly; brush-value edits are debounced because sliders
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// fire every frame while dragged - we push the due time forward and write once they settle. No
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// teardown save, so persistence never depends on a clean quit.
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private const float HudSaveDebounce = 0.5f;
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private readonly HudValues _savedValues = new HudValues(); // mirror of what is currently on disk
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private bool _hasSavedBaseline;
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private bool _hudSavePending;
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private float _hudSaveDueTime;
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// In-memory mirror of the brush values, kept on this persistent HUD so they survive the avatar
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// respawn a scene switch (lobby <-> map) triggers: the freshly spawned painter is seeded with these
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@@ -87,15 +100,8 @@ public partial class PaintHud
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public float sprayDotSizeMin, sprayDotSizeMax, sprayDotAlphaMin, sprayDotAlphaMax;
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}
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private void OnApplicationQuit() => SaveHudOnTeardown();
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/// <summary>Saves once during teardown (OnApplicationQuit and OnDestroy both call this; only the first writes).</summary>
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private void SaveHudOnTeardown()
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{
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if (_hudSavedOnTeardown) return;
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_hudSavedOnTeardown = true;
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SaveHudState();
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}
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/// <summary>A draggable panel was dropped -> persist the layout immediately.</summary>
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private void OnPanelMoved() => SaveHudState();
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/// <summary>Writes the current panel positions and bound painter values to disk.</summary>
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public void SaveHudState()
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@@ -127,6 +133,11 @@ public partial class PaintHud
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Directory.CreateDirectory(HudSaveDir);
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File.WriteAllText(HudSavePath(), JsonUtility.ToJson(state, true));
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// Refresh the on-disk baseline so the debounce does not immediately re-save unchanged values.
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if (painter) CopyValues(painter, _savedValues);
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_hasSavedBaseline = painter;
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_hudSavePending = false;
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}
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catch (Exception e)
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{
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@@ -165,10 +176,57 @@ public partial class PaintHud
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private void LateUpdate()
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{
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// Mirror the live painter every frame; the next BindPainter (after a respawn) seeds the fresh
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// painter from this snapshot instead of its prefab defaults. Captured while the painter lives, so
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// it is immune to the destroy-pending timing of the despawn.
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if (painter) CaptureCarry();
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if (painter)
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{
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// Mirror the live painter every frame; the next BindPainter (after a respawn) seeds the fresh
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// painter from this snapshot instead of its prefab defaults. Captured while the painter lives,
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// so it is immune to the destroy-pending timing of the despawn.
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CaptureCarry();
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// A brush-value edit differs from what is on disk -> schedule a coalesced save. Sliders fire
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// every frame while dragged, so we keep pushing the due time forward and write once they settle.
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if (persistHud && _hasSavedBaseline && !ValuesEqual(painter, _savedValues))
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{
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_hudSavePending = true;
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_hudSaveDueTime = Time.unscaledTime + HudSaveDebounce;
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}
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}
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if (_hudSavePending && Time.unscaledTime >= _hudSaveDueTime)
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SaveHudState();
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}
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/// <summary>Marks the current brush values as the on-disk baseline so auto-save only fires on real edits.</summary>
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private void SnapshotSavedBaseline()
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{
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if (painter) CopyValues(painter, _savedValues);
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_hasSavedBaseline = painter;
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_hudSavePending = false;
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}
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/// <summary>True when every brush value on the painter still matches the snapshot last written to disk.</summary>
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private static bool ValuesEqual(MeshPainter p, HudValues v)
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{
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return p.paintAlbedo == v.paintAlbedo
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&& p.paintMetallicSmoothness == v.paintMetallicSmoothness
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&& p.paintOcclusion == v.paintOcclusion
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&& p.paintEmission == v.paintEmission
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&& p.spray == v.spray
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&& p.brushColor == v.brushColor
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&& p.metallic == v.metallic
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&& p.smoothness == v.smoothness
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&& p.metallicSmoothnessOpacity == v.metallicSmoothnessOpacity
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&& p.occlusion == v.occlusion
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&& p.occlusionOpacity == v.occlusionOpacity
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&& p.emissionColor == v.emissionColor
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&& p.emissionIntensity == v.emissionIntensity
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&& p.brushSize == v.brushSize
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&& p.activeBrushIndex == v.activeBrushIndex
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&& p.sprayDots == v.sprayDots
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&& p.sprayDotSizeMin == v.sprayDotSizeMin
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&& p.sprayDotSizeMax == v.sprayDotSizeMax
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&& p.sprayDotAlphaMin == v.sprayDotAlphaMin
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&& p.sprayDotAlphaMax == v.sprayDotAlphaMax;
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}
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/// <summary>Snapshots the bound painter's brush values into the in-memory mirror.</summary>
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@@ -162,6 +162,7 @@ public partial class PaintHud : MonoBehaviour
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if (_hasCarry) ApplyCarry();
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else RestoreHudState();
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CaptureCarry(); // seed/refresh the mirror from the now-current painter
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SnapshotSavedBaseline(); // values now match disk -> auto-save only fires on a real edit
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UpdateButtonStates(); // enable Save now that a painter is bound
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}
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@@ -169,7 +170,6 @@ public partial class PaintHud : MonoBehaviour
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private void OnDestroy()
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{
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if (painter) painter.Picked -= SyncFromPainter;
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SaveHudOnTeardown();
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}
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private void OnModeChanged(GameMode mode)
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@@ -409,13 +409,14 @@ public partial class PaintHud : MonoBehaviour
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/// from any of its non-interactive surface (header, padding, labels, background); the component
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/// ignores presses that start on a widget (toggle, slider, colour picker).
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/// </summary>
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private static void MakeDraggable(Transform root, string panelName)
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private void MakeDraggable(Transform root, string panelName)
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{
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var panel = FindDeep(root, panelName) as RectTransform;
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if (!panel) return;
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var drag = panel.GetComponent<DraggablePanel>();
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if (!drag) drag = panel.gameObject.AddComponent<DraggablePanel>();
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drag.target = panel;
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drag.Moved = OnPanelMoved; // persist the layout the moment a panel is dropped
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}
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private void EnsureFonts(Transform panel)
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