Deduplication pass (44 extractions): - New SmoothedLook: shared smoothed yaw/pitch look tick + view seeding (FirstPersonController, FreeCamController) - New CharacterTeleport: disable-CC-around-teleport idiom (rescue, owner position apply, free-cam sync) - New GeometryUtil: RescaleToUnitScale + TransformBounds (concealment meter/volume, skinned collider baker) - Paint family: canonical map read/write shared between Net and Persistence, snapshot decode, backend stroke dispatch, RebuildBackend, ResolveSeed, chunked RPC send/gate/copy, CamoKnobs/HeightKnobs aggregates, SanitizeFileKey, NewMaskTexture, AdoptAlbedo, FindSlider - Player/modes: GameMode SetPlayerControl/SetPainting/SetOrbitInputEnabled, InputUtil.GameplayKeyPressed, NearestClimbHit, ComputeXRay delegates to ComputeResolutionFreeze, FingerIK TryInPlaneAngle - Match/misc: UnhookSessionCallbacks, SendEmptyNamedMessage, SwapScenes, RunSessionOpAsync, CovarianceEigen, CollectClusterPoints, MatchHud GUIStyle cache, HsvColorPicker rehook, VoxelCenter Documentation pass: remove 6 triplicated doc blocks and 2 restating inline comments left after the previous reduction. Behavior-neutral; hot-path rasterizer loops intentionally untouched. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
186 lines
7.1 KiB
C#
186 lines
7.1 KiB
C#
using System;
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using UnityEngine;
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using UnityEngine.UI;
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/// <summary>
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/// Compact runtime HSV colour picker: a saturation/value square, a hue bar and a live swatch. The
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/// square is a pure-hue base with two static gradient overlays on top (white-out -> saturation,
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/// black-out -> value), so only the base tint changes per hue - no per-frame texture rebuilds. Hue is
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/// never lost while dragging the square (the square only edits S/V, the bar only edits H). Alpha is
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/// edited separately by a standalone slider in the HUD, not by this picker; <see cref="SetColor"/>
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/// still stores the incoming alpha so <see cref="Value"/> round-trips it.
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///
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/// <see cref="Build"/> creates the child structure (stable names, no sprites or hooks); it can
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/// be baked into a prefab. <see cref="Rebind"/> then (re)assigns the runtime gradient sprites
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/// (which a prefab cannot store) and (re)hooks the drag relays - it runs for both the code-built
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/// picker and one instantiated from a prefab, so the two are behaviourally identical. A leftover
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/// alpha bar from a pre-split prefab is hidden by <see cref="Rebind"/>, so no re-bake is required.
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/// </summary>
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public class HsvColorPicker : MonoBehaviour
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{
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/// <summary>Raised with the new colour (RGB; alpha is preserved, not edited here) when the user moves
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/// the square or hue bar.</summary>
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public event Action<Color> Changed;
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private float _h, _s, _v, _a = 1f;
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// Gap between the stacked square / hue rows (matches the layout in Build).
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private const float RowGap = 6f;
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private Image _hueBase; // pure-hue background of the SV square
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private RectTransform _svHandle;
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private RectTransform _hueHandle;
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private Image _swatch;
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/// <summary>Current colour (HSV -> RGB, with the preserved alpha).</summary>
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public Color Value
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{
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get
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{
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Color c = Color.HSVToRGB(_h, _s, _v);
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c.a = _a;
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return c;
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}
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}
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/// <summary>Shows <paramref name="c"/> without raising <see cref="Changed"/> (external set).</summary>
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public void SetColor(Color c)
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{
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Color.RGBToHSV(c, out _h, out _s, out _v);
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_a = c.a;
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Refresh();
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}
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/// <summary>
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/// Builds the picker structure (square + hue bar + swatch) under this object,
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/// top-left aligned. Layout only - no gradient sprites and no event hooks, so the result is
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/// safe to bake into a prefab. Call <see cref="Rebind"/> afterwards (at runtime) to make it
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/// functional.
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/// </summary>
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public void Build(float squareSize, float hueHeight)
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{
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// Saturation / value square: base hue + two named gradient overlays, top-left of this rect.
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var sv = PaintHud.NewRect("SV", transform);
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TopLeft(sv, new Vector2(0f, 0f), new Vector2(squareSize, squareSize));
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PaintHud.AddImage(sv.gameObject, Color.red); // raycast target for the drag relay
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PaintHud.AddOverlay(sv, "SatOverlay");
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PaintHud.AddOverlay(sv, "ValOverlay");
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sv.gameObject.AddComponent<UiPointerSurface>();
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var svHandle = PaintHud.NewRect("Handle", sv);
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svHandle.sizeDelta = new Vector2(12f, 12f);
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PaintHud.AddImage(svHandle.gameObject, Color.white).raycastTarget = false;
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// Hue bar below the square.
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var hue = PaintHud.NewRect("Hue", transform);
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TopLeft(hue, new Vector2(0f, -(squareSize + RowGap)), new Vector2(squareSize, hueHeight));
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var hueImg = hue.gameObject.AddComponent<Image>();
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hueImg.type = Image.Type.Simple;
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hue.gameObject.AddComponent<UiPointerSurface>();
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var hueHandle = PaintHud.NewRect("Handle", hue);
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hueHandle.sizeDelta = new Vector2(4f, hueHeight + 4f);
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PaintHud.AddImage(hueHandle.gameObject, Color.white).raycastTarget = false;
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// Swatch, to the right of the square.
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var sw = PaintHud.NewRect("Swatch", transform);
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TopLeft(sw, new Vector2(squareSize + 10f, 0f), new Vector2(34f, 34f));
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PaintHud.AddImage(sw.gameObject, Color.white).raycastTarget = false;
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}
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/// <summary>
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/// Re-finds the child widgets, (re)assigns the runtime gradient sprites and (re)hooks the drag
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/// relays. Idempotent (unsubscribe-then-subscribe), so it is safe whether the structure was just
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/// built in code or instantiated from a prefab. Call before <see cref="SetColor"/>.
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/// </summary>
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public void Rebind()
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{
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var sv = transform.Find("SV");
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if (sv)
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{
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_hueBase = sv.GetComponent<Image>();
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var sat = sv.Find("SatOverlay");
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if (sat && sat.TryGetComponent(out Image satImg)) satImg.sprite = PaintHud.SaturationSprite();
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var val = sv.Find("ValOverlay");
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if (val && val.TryGetComponent(out Image valImg)) valImg.sprite = PaintHud.ValueSprite();
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_svHandle = sv.Find("Handle") as RectTransform;
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Rehook(sv, OnSvPicked);
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}
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var hue = transform.Find("Hue") as RectTransform;
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if (hue)
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{
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if (hue.TryGetComponent(out Image hueImg)) hueImg.sprite = PaintHud.HueSprite();
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_hueHandle = hue.Find("Handle") as RectTransform;
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Rehook(hue, OnHuePicked);
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}
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// Alpha now lives on a standalone slider (PaintHud), not in the picker. Hide any alpha bar a
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// pre-split prefab still carries so it does not show as a dead, non-functional strip.
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var leftoverAlpha = transform.Find("Alpha");
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if (leftoverAlpha) leftoverAlpha.gameObject.SetActive(false);
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var swatch = transform.Find("Swatch");
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if (swatch) _swatch = swatch.GetComponent<Image>();
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Refresh();
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}
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// Idempotently hooks the handler to the surface's drag relay (unsubscribe-then-subscribe).
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private static void Rehook(Component surface, Action<Vector2> handler)
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{
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if (surface.TryGetComponent(out UiPointerSurface pointer))
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{
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pointer.Picked -= handler;
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pointer.Picked += handler;
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}
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}
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private void OnSvPicked(Vector2 p)
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{
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_s = p.x;
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_v = p.y;
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Refresh();
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Changed?.Invoke(Value);
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}
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private void OnHuePicked(Vector2 p)
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{
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_h = p.x;
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Refresh();
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Changed?.Invoke(Value);
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}
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private void Refresh()
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{
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if (_hueBase) _hueBase.color = Color.HSVToRGB(_h, 1f, 1f);
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if (_svHandle)
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{
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_svHandle.anchorMin = _svHandle.anchorMax = new Vector2(_s, _v);
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_svHandle.anchoredPosition = Vector2.zero;
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}
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if (_hueHandle)
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{
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_hueHandle.anchorMin = _hueHandle.anchorMax = new Vector2(_h, 0.5f);
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_hueHandle.anchoredPosition = Vector2.zero;
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}
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if (_swatch) _swatch.color = Color.HSVToRGB(_h, _s, _v);
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}
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/// <summary>Anchors a child to this rect's top-left corner with the given offset and size.</summary>
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private static void TopLeft(RectTransform rt, Vector2 offset, Vector2 size)
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{
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rt.anchorMin = rt.anchorMax = new Vector2(0f, 1f);
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rt.pivot = new Vector2(0f, 1f);
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rt.anchoredPosition = offset;
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rt.sizeDelta = size;
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}
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}
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