using TMPro; using UnityEngine; /// /// On-screen match HUD binder: drives the authored MatchHudCanvas widgets from live match state - /// the current sub-phase + countdown (top centre) and a hunter crosshair during the seek phase. The visual /// layout lives in the scene; this component creates nothing at runtime, it only binds. Attach it to the /// MatchHudCanvas and wire the references in the Inspector. /// /// Passive overlay: the authored canvas has no and every graphic /// is raycastTarget=false, so it never consumes pointer events, and its sortingOrder (90) sits below PaintHud's /// (100) so tool panels always win. There is no change event for the phase/timer, so the values are polled once /// per frame; the visible strings are only rebuilt when the displayed second / phase actually changes. /// [DisallowMultipleComponent] public class MatchHud : MonoBehaviour { [Tooltip("HUD canvas, toggled with the match. Empty = the Canvas on this GameObject.")] [SerializeField] private Canvas _canvas; [Tooltip("Sub-phase label in the top bar.")] [SerializeField] private TMP_Text _phaseText; [Tooltip("Countdown label in the top bar.")] [SerializeField] private TMP_Text _timeText; [SerializeField] private TMP_Text _hunterCount; [SerializeField] private TMP_Text _hiderCount; [Tooltip("Crosshair, shown only for the hunter during the seek phase.")] [SerializeField] private GameObject _crosshair; private int _lastSecond = -1; private int _lastHunters = -1; private int _lastHiders = -1; private MatchManager.MatchSubPhase _lastPhase = (MatchManager.MatchSubPhase)(-1); private void Awake() { if (!_canvas) _canvas = GetComponent(); if (!_canvas || !_phaseText || !_timeText || !_crosshair || !_hunterCount || !_hiderCount) { Debug.LogError("[MatchHud] Unwired reference(s) - assign Canvas/Phase/Time/Crosshair/HunterCount/HiderCount in the Inspector.", this); enabled = false; return; } // Toggling the Canvas component (not the GameObject) keeps this binder's Update alive while hidden. _canvas.enabled = false; // shown once a match is active } private void Update() { var match = MatchManager.Instance; bool active = match && match.MatchActive; if (_canvas.enabled != active) _canvas.enabled = active; if (!active) return; var phase = match.LocalSubPhase; if (phase != _lastPhase) { _lastPhase = phase; _phaseText.text = PhaseLabel(phase); } int s = Mathf.CeilToInt(Mathf.Max(0f, match.LocalPhaseRemaining)); if (s != _lastSecond) { _lastSecond = s; _timeText.text = $"{s / 60:0}:{s % 60:00}"; } NetworkPlayerSetup.CountRoles(out int hunters, out int hiders); if (hunters != _lastHunters) { _lastHunters = hunters; _hunterCount.text = hunters.ToString(); } if (hiders != _lastHiders) { _lastHiders = hiders; _hiderCount.text = hiders.ToString(); } bool showCross = phase == MatchManager.MatchSubPhase.Seek && NetworkPlayerSetup.LocalViewerIsHunter(); if (_crosshair.activeSelf != showCross) _crosshair.SetActive(showCross); } private static string PhaseLabel(MatchManager.MatchSubPhase phase) { switch (phase) { case MatchManager.MatchSubPhase.Hide: return "Hide"; case MatchManager.MatchSubPhase.Seek: return "Seek"; case MatchManager.MatchSubPhase.Resolution: return "Resolution"; default: return ""; } } }