using UnityEngine;
///
/// Placeholder on-screen match HUD: the current sub-phase + countdown (top centre) and a hunter crosshair
/// during the seek phase. Drawn with IMGUI (OnGUI) on purpose - it needs no Canvas / font asset authoring,
/// so the match-state logic can be exercised immediately; swap it for a proper uGUI canvas once the look is
/// finalised. Added at runtime by (AddComponent), so it rides the persistent
/// manager object and reads on every machine.
///
[DisallowMultipleComponent]
public class MatchHud : MonoBehaviour
{
private GUIStyle _phaseStyle;
private GUIStyle _timeStyle;
private void OnGUI()
{
var match = MatchManager.Instance;
if (!match || !match.MatchActive) return;
EnsureStyles();
const float w = 360f;
var phaseRect = new Rect((Screen.width - w) * 0.5f, 12f, w, 30f);
var timeRect = new Rect(phaseRect.x, phaseRect.y + 28f, w, 36f);
DrawShadowed(phaseRect, PhaseLabel(match.LocalSubPhase), _phaseStyle);
DrawShadowed(timeRect, FormatTime(match.LocalPhaseRemaining), _timeStyle);
if (match.LocalSubPhase == MatchManager.MatchSubPhase.Seek && LocalIsHunter())
DrawCrosshair();
}
private static string PhaseLabel(MatchManager.MatchSubPhase phase)
{
switch (phase)
{
case MatchManager.MatchSubPhase.Hide: return "Verstecken";
case MatchManager.MatchSubPhase.Seek: return "Suchen";
case MatchManager.MatchSubPhase.Resolution: return "Auflösung";
default: return "";
}
}
private static string FormatTime(float seconds)
{
int s = Mathf.CeilToInt(Mathf.Max(0f, seconds));
return $"{s / 60:0}:{s % 60:00}";
}
private static bool LocalIsHunter()
{
var nm = Unity.Netcode.NetworkManager.Singleton;
if (!nm || nm.LocalClient == null) return false;
var po = nm.LocalClient.PlayerObject;
if (!po) return false;
var setup = po.GetComponent();
return setup && setup.ScopedModes && setup.Role == PlayerRole.Hunter;
}
private static void DrawCrosshair()
{
float cx = Screen.width * 0.5f;
float cy = Screen.height * 0.5f;
const float r = 8f, t = 2f;
Color prev = GUI.color;
GUI.color = new Color(1f, 1f, 1f, 0.85f);
GUI.DrawTexture(new Rect(cx - r, cy - t * 0.5f, r * 2f, t), Texture2D.whiteTexture);
GUI.DrawTexture(new Rect(cx - t * 0.5f, cy - r, t, r * 2f), Texture2D.whiteTexture);
GUI.color = prev;
}
// One label drawn twice (dark offset behind, then the real colour) so it stays readable on any backdrop.
private static void DrawShadowed(Rect r, string text, GUIStyle style)
{
if (string.IsNullOrEmpty(text)) return;
Color real = style.normal.textColor;
style.normal.textColor = new Color(0f, 0f, 0f, 0.7f);
GUI.Label(new Rect(r.x + 1f, r.y + 1f, r.width, r.height), text, style);
style.normal.textColor = real;
GUI.Label(r, text, style);
}
private void EnsureStyles()
{
if (_phaseStyle == null)
{
_phaseStyle = new GUIStyle(GUI.skin.label)
{
alignment = TextAnchor.MiddleCenter,
fontSize = 22,
fontStyle = FontStyle.Bold,
};
_phaseStyle.normal.textColor = Color.white;
}
if (_timeStyle == null)
{
_timeStyle = new GUIStyle(GUI.skin.label)
{
alignment = TextAnchor.MiddleCenter,
fontSize = 28,
fontStyle = FontStyle.Bold,
};
_timeStyle.normal.textColor = Color.white;
}
}
}