using System; using System.Collections.Generic; using System.IO; using UnityEngine; public partial class PaintHud { // --- Persistence: panel positions + the widget-bound painter values --- // // Saved when state actually changes - a panel drop writes immediately (OnPanelMoved), brush-value // edits are coalesced and flushed shortly after they settle (LateUpdate debounce) - and restored on // the next start, so the HUD opens where you left it with the brush settings you last used. There is // deliberately NO save on quit/teardown: standalone builds do not guarantee a clean shutdown // (OnApplicationQuit is skipped on force-close / kill / crash), so a teardown-only save silently // lost the whole session's layout in the build. This is small structured state (a handful of // positions and scalars), so it goes to a human-readable JSON file - unlike the painter's bulk pixel // maps (MeshPainter.Persistence) which use a raw byte dump. The two saves are independent: this one // owns the HUD layout + brush values, the painter owns the canvas pixels. // // The brush values are also mirrored into an in-memory snapshot (_carry) on this persistent HUD, so // they survive the avatar respawn that a scene switch (lobby -> map) triggers: the new painter gets // the carried values instead of its prefab defaults. The save key is derived from the HUD's OWN // scene (a stable persistent scene), not the active scene - the latter now changes across the // additive lobby/map loads, which would split save and restore into different files. [Header("Persistence")] [Tooltip("Save the panel positions and their values when you move a panel or change a brush value, " + "and restore them on the next start. Off = the HUD opens at its authored layout / painter " + "defaults every session.")] public bool persistHud = true; [Tooltip("Save file identifier. Empty = derived from the HUD's own scene name. Set explicitly to keep " + "the layout stable across scene renames or to share one layout between scenes.")] public string hudSaveId = ""; private const int HudFileVersion = 1; // Auto-save bookkeeping. Panel drops save instantly; brush-value edits are debounced because sliders // fire every frame while dragged - we push the due time forward and write once they settle. No // teardown save, so persistence never depends on a clean quit. private const float HudSaveDebounce = 0.5f; private readonly HudValues _savedValues = new HudValues(); // mirror of what is currently on disk private bool _hasSavedBaseline; private bool _hudSavePending; private float _hudSaveDueTime; // In-memory mirror of the brush values, kept on this persistent HUD so they survive the avatar // respawn a scene switch (lobby <-> map) triggers: the freshly spawned painter is seeded with these // instead of its prefab defaults. Single instance with mutable fields -> no per-frame allocation. private readonly HudValues _carry = new HudValues(); private bool _hasCarry; private static string HudSaveDir => Path.Combine(Application.persistentDataPath, "MeshPaint"); private string HudSavePath() { // Derive from the HUD's OWN scene (a stable persistent scene), not the active scene: the latter // now changes across the additive lobby/map loads, so a key from it would split save and restore // into different files and silently lose the saved layout. string key = string.IsNullOrEmpty(hudSaveId) ? SanitizeHudKey(gameObject.scene.name + "_hud") : SanitizeHudKey(hudSaveId); return Path.Combine(HudSaveDir, key + ".hudlayout"); } private static string SanitizeHudKey(string s) { foreach (char c in Path.GetInvalidFileNameChars()) s = s.Replace(c, '_'); return s.Replace(' ', '_'); } [Serializable] private class HudState { public int version = HudFileVersion; public bool hasValues; // false = no painter was bound when saved -> restore positions only public List panels = new List(); public HudValues values = new HudValues(); } [Serializable] private struct PanelPos { public string name; public Vector2 pos; // anchoredPosition (point-anchored panels -> fully determines placement) } // Mirrors exactly the painter fields the HUD widgets bind to (PaintHud.WirePanel). [Serializable] private class HudValues { public bool paintAlbedo, paintMetallicSmoothness, paintOcclusion, paintEmission, spray; public Color brushColor; public float metallic, smoothness, metallicSmoothnessOpacity, occlusion, occlusionOpacity; public Color emissionColor; public float emissionIntensity; public int brushSize; public int activeBrushIndex; public int sprayDots; public float sprayDotSizeMin, sprayDotSizeMax, sprayDotAlphaMin, sprayDotAlphaMax; } /// A draggable panel was dropped -> persist the layout immediately. private void OnPanelMoved() => SaveHudState(); /// Writes the current panel positions and bound painter values to disk. public void SaveHudState() { if (!persistHud || !_panel) return; try { var state = new HudState(); var panel = _panel.transform; foreach (var name in DraggablePanels) { if (FindDeep(panel, name) is RectTransform rt) state.panels.Add(new PanelPos { name = name, pos = rt.anchoredPosition }); } if (painter) { CopyValues(painter, state.values); state.hasValues = true; } else if (_hasCarry) { // No painter bound at teardown (e.g. quit with no avatar) -> persist the last mirrored values. state.values = _carry; state.hasValues = true; } Directory.CreateDirectory(HudSaveDir); File.WriteAllText(HudSavePath(), JsonUtility.ToJson(state, true)); // Refresh the on-disk baseline so the debounce does not immediately re-save unchanged values. if (painter) CopyValues(painter, _savedValues); _hasSavedBaseline = painter; _hudSavePending = false; } catch (Exception e) { Debug.LogWarning($"[PaintHud] Saving HUD state failed: {e.Message}", this); } } /// /// Restores the saved panel positions and brush values. Values are written into the painter (the /// source of truth the widgets read) and then pushed to every widget via , /// reusing the exact same painter -> HUD path the pipette pick uses. Positions are applied last. /// public void RestoreHudState() { if (!persistHud || !_panel) return; var state = LoadHudState(); if (state == null) return; if (painter && state.hasValues && state.values != null) { ApplyValues(painter, state.values); SyncFromPainter(); } // Point-anchored panels: anchoredPosition is resolution-independent under the canvas' // ScaleWithScreenSize scaler, so the raw saved value places them identically next session. var root = _panel.transform; if (state.panels != null) foreach (var p in state.panels) if (FindDeep(root, p.name) is RectTransform rt) rt.anchoredPosition = p.pos; } // --- In-session carry: brush values survive the avatar respawn a scene switch triggers --- private void LateUpdate() { if (painter) { // Mirror the live painter every frame; the next BindPainter (after a respawn) seeds the fresh // painter from this snapshot instead of its prefab defaults. Captured while the painter lives, // so it is immune to the destroy-pending timing of the despawn. CaptureCarry(); // A brush-value edit differs from what is on disk -> schedule a coalesced save. Sliders fire // every frame while dragged, so we keep pushing the due time forward and write once they settle. if (persistHud && _hasSavedBaseline && !ValuesEqual(painter, _savedValues)) { _hudSavePending = true; _hudSaveDueTime = Time.unscaledTime + HudSaveDebounce; } } if (_hudSavePending && Time.unscaledTime >= _hudSaveDueTime) SaveHudState(); } /// Marks the current brush values as the on-disk baseline so auto-save only fires on real edits. private void SnapshotSavedBaseline() { if (painter) CopyValues(painter, _savedValues); _hasSavedBaseline = painter; _hudSavePending = false; } /// True when every brush value on the painter still matches the snapshot last written to disk. private static bool ValuesEqual(MeshPainter p, HudValues v) { return p.paintAlbedo == v.paintAlbedo && p.paintMetallicSmoothness == v.paintMetallicSmoothness && p.paintOcclusion == v.paintOcclusion && p.paintEmission == v.paintEmission && p.spray == v.spray && p.brushColor == v.brushColor && p.metallic == v.metallic && p.smoothness == v.smoothness && p.metallicSmoothnessOpacity == v.metallicSmoothnessOpacity && p.occlusion == v.occlusion && p.occlusionOpacity == v.occlusionOpacity && p.emissionColor == v.emissionColor && p.emissionIntensity == v.emissionIntensity && p.brushSize == v.brushSize && p.activeBrushIndex == v.activeBrushIndex && p.sprayDots == v.sprayDots && p.sprayDotSizeMin == v.sprayDotSizeMin && p.sprayDotSizeMax == v.sprayDotSizeMax && p.sprayDotAlphaMin == v.sprayDotAlphaMin && p.sprayDotAlphaMax == v.sprayDotAlphaMax; } /// Snapshots the bound painter's brush values into the in-memory mirror. public void CaptureCarry() { if (!painter) return; CopyValues(painter, _carry); _hasCarry = true; } /// Writes the mirrored brush values onto the (freshly bound) painter and pushes them to the widgets. public void ApplyCarry() { if (!painter || !_hasCarry) return; ApplyValues(painter, _carry); SyncFromPainter(); } private static void CopyValues(MeshPainter from, HudValues v) { v.paintAlbedo = from.paintAlbedo; v.paintMetallicSmoothness = from.paintMetallicSmoothness; v.paintOcclusion = from.paintOcclusion; v.paintEmission = from.paintEmission; v.spray = from.spray; v.brushColor = from.brushColor; v.metallic = from.metallic; v.smoothness = from.smoothness; v.metallicSmoothnessOpacity = from.metallicSmoothnessOpacity; v.occlusion = from.occlusion; v.occlusionOpacity = from.occlusionOpacity; v.emissionColor = from.emissionColor; v.emissionIntensity = from.emissionIntensity; v.brushSize = from.brushSize; v.activeBrushIndex = from.activeBrushIndex; v.sprayDots = from.sprayDots; v.sprayDotSizeMin = from.sprayDotSizeMin; v.sprayDotSizeMax = from.sprayDotSizeMax; v.sprayDotAlphaMin = from.sprayDotAlphaMin; v.sprayDotAlphaMax = from.sprayDotAlphaMax; } private static void ApplyValues(MeshPainter to, HudValues v) { to.paintAlbedo = v.paintAlbedo; to.paintMetallicSmoothness = v.paintMetallicSmoothness; to.paintOcclusion = v.paintOcclusion; to.paintEmission = v.paintEmission; to.spray = v.spray; to.brushColor = v.brushColor; to.metallic = v.metallic; to.smoothness = v.smoothness; to.metallicSmoothnessOpacity = v.metallicSmoothnessOpacity; to.occlusion = v.occlusion; to.occlusionOpacity = v.occlusionOpacity; to.emissionColor = v.emissionColor; to.emissionIntensity = v.emissionIntensity; to.brushSize = v.brushSize; to.activeBrushIndex = v.activeBrushIndex; to.sprayDots = v.sprayDots; to.sprayDotSizeMin = v.sprayDotSizeMin; to.sprayDotSizeMax = v.sprayDotSizeMax; to.sprayDotAlphaMin = v.sprayDotAlphaMin; to.sprayDotAlphaMax = v.sprayDotAlphaMax; } private HudState LoadHudState() { string path = HudSavePath(); if (!File.Exists(path)) return null; try { var state = JsonUtility.FromJson(File.ReadAllText(path)); if (state == null || state.version != HudFileVersion) return null; return state; } catch (Exception e) { Debug.LogWarning($"[PaintHud] Loading HUD state failed: {e.Message}", this); return null; } } /// Deletes the saved HUD layout (next start opens at the authored layout / defaults). Editor convenience. [ContextMenu("Clear Saved HUD Layout")] public void ClearSavedHudState() { try { string path = HudSavePath(); if (File.Exists(path)) File.Delete(path); Debug.Log($"[PaintHud] Cleared saved HUD layout: {path}", this); } catch (Exception e) { Debug.LogWarning($"[PaintHud] Clearing saved HUD layout failed: {e.Message}", this); } } }