Files
chameleon/Assets/Scripts/HsvColorPicker.cs
T
adminandClaude Opus 4.8 382bfb36df Refactor scripts: dedup remainder, remove dead code, perf hardening
Iteration 4 over Assets/Scripts (no component/file splits, no Unity assets touched):

Dedup:
- Route inline cursor-release, material guards, Ctrl-held and undo/redo
  input through existing InputUtil / SetMatFloat helpers
- Add ungated InputUtil.KeyPressedThisFrame; GameplayKeyPressed builds on it
- Unify FindDeep/FindDeepChild into GeometryUtil.FindDeep

Dead code / stale docs:
- Remove unused code-gen bake path (HsvColorPicker.Build, PaintHud factory)
- Drop unreferenced symbols (SubPhaseChanged event, LocalPhaseDuration,
  IsLocalSceneMain, MouseSensitivity.Changed, IsPaused, InSession,
  NetworkControlled, PreviousPose, JointCount, voxel-count accessors)
- Fix incorrect PlayerRole / PaintHud / Pick / PlayerPose docs

Perf / robustness (behaviour-neutral):
- ConcealmentMeter.Evaluate: reuse vertex/topology buffers, two-pointer
  crossing count
- BuildMeshCaches: alloc-free vertex copy, cached topology/UVs
- Guard all PlayerPaintSync LogSync sites behind logSync
- Cache LocalViewerIsHunter / controller / CanShoot / TypingGuard lookups;
  dedup LocalIsHunter with MatchHud
- Change-guard RefreshEmissionColor and HeroCutout.Disarm
- Cache scene/countdown string comparisons per frame
- Grow NonAlloc buffers and log-once on saturation

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-02 13:33:18 +02:00

133 lines
4.6 KiB
C#

using System;
using UnityEngine;
using UnityEngine.UI;
/// <summary>
/// Compact runtime HSV colour picker: a saturation/value square, a hue bar and a live swatch. The
/// square is a pure-hue base with two static gradient overlays on top (white-out -> saturation,
/// black-out -> value), so only the base tint changes per hue - no per-frame texture rebuilds. Hue is
/// never lost while dragging the square (the square only edits S/V, the bar only edits H). Alpha is
/// edited separately by a standalone slider in the HUD, not by this picker; <see cref="SetColor"/>
/// still stores the incoming alpha so <see cref="Value"/> round-trips it.
///
/// The child structure (stable names) comes from the baked HUD prefab. <see cref="Rebind"/>
/// (re)assigns the runtime gradient sprites (which a prefab cannot store) and (re)hooks the drag
/// relays. A leftover alpha bar from a pre-split prefab is hidden by <see cref="Rebind"/>, so no
/// re-bake is required.
/// </summary>
public class HsvColorPicker : MonoBehaviour
{
/// <summary>Raised with the new colour (RGB; alpha is preserved, not edited here) when the user moves
/// the square or hue bar.</summary>
public event Action<Color> Changed;
private float _h, _s, _v, _a = 1f;
private Image _hueBase; // pure-hue background of the SV square
private RectTransform _svHandle;
private RectTransform _hueHandle;
private Image _swatch;
/// <summary>Current colour (HSV -> RGB, with the preserved alpha).</summary>
public Color Value
{
get
{
Color c = Color.HSVToRGB(_h, _s, _v);
c.a = _a;
return c;
}
}
/// <summary>Shows <paramref name="c"/> without raising <see cref="Changed"/> (external set).</summary>
public void SetColor(Color c)
{
Color.RGBToHSV(c, out _h, out _s, out _v);
_a = c.a;
Refresh();
}
/// <summary>
/// Re-finds the child widgets, (re)assigns the runtime gradient sprites and (re)hooks the drag
/// relays. Idempotent (unsubscribe-then-subscribe), so it is safe whether the structure was just
/// built in code or instantiated from a prefab. Call before <see cref="SetColor"/>.
/// </summary>
public void Rebind()
{
var sv = transform.Find("SV");
if (sv)
{
_hueBase = sv.GetComponent<Image>();
var sat = sv.Find("SatOverlay");
if (sat && sat.TryGetComponent(out Image satImg)) satImg.sprite = PaintHud.SaturationSprite();
var val = sv.Find("ValOverlay");
if (val && val.TryGetComponent(out Image valImg)) valImg.sprite = PaintHud.ValueSprite();
_svHandle = sv.Find("Handle") as RectTransform;
Rehook(sv, OnSvPicked);
}
var hue = transform.Find("Hue") as RectTransform;
if (hue)
{
if (hue.TryGetComponent(out Image hueImg)) hueImg.sprite = PaintHud.HueSprite();
_hueHandle = hue.Find("Handle") as RectTransform;
Rehook(hue, OnHuePicked);
}
// Alpha now lives on a standalone slider (PaintHud), not in the picker. Hide any alpha bar a
// pre-split prefab still carries so it does not show as a dead, non-functional strip.
var leftoverAlpha = transform.Find("Alpha");
if (leftoverAlpha) leftoverAlpha.gameObject.SetActive(false);
var swatch = transform.Find("Swatch");
if (swatch) _swatch = swatch.GetComponent<Image>();
Refresh();
}
// Idempotently hooks the handler to the surface's drag relay (unsubscribe-then-subscribe).
private static void Rehook(Component surface, Action<Vector2> handler)
{
if (surface.TryGetComponent(out UiPointerSurface pointer))
{
pointer.Picked -= handler;
pointer.Picked += handler;
}
}
private void OnSvPicked(Vector2 p)
{
_s = p.x;
_v = p.y;
Refresh();
Changed?.Invoke(Value);
}
private void OnHuePicked(Vector2 p)
{
_h = p.x;
Refresh();
Changed?.Invoke(Value);
}
private void Refresh()
{
if (_hueBase) _hueBase.color = Color.HSVToRGB(_h, 1f, 1f);
if (_svHandle)
{
_svHandle.anchorMin = _svHandle.anchorMax = new Vector2(_s, _v);
_svHandle.anchoredPosition = Vector2.zero;
}
if (_hueHandle)
{
_hueHandle.anchorMin = _hueHandle.anchorMax = new Vector2(_h, 0.5f);
_hueHandle.anchoredPosition = Vector2.zero;
}
if (_swatch) _swatch.color = Color.HSVToRGB(_h, _s, _v);
}
}