Files
chameleon/Assets/Scripts/HsvColorPicker.cs
T
adminandClaude Opus 4.8 057c99fa1d Persist material scalars, reset the HUD, and split alpha from the picker
Save and restore the emission intensity and the three camo knobs
(half-Lambert, half-Lambert brightness, specular dampen) with a named
painting. The .paint format moves to v3 with a small scalar block
between the header and the pixel maps; v2 paintings still load with
their painter values left untouched. Loading re-syncs the emission and
camo sliders, and peers pick the values up for free through the
existing owner-authoritative paint NetworkVariables.

Add a HUD reset (Lib_ResetHud button plus context-menu fallback) that
behaves as if the saved hud-layout file were deleted: it removes the
file, restores panels to their authored prefab positions, and resets
the brush values to the painter/material defaults captured before any
carry/restore runs.

Remove the alpha bar from HsvColorPicker so alpha is driven by
standalone Slider_AlbedoAlpha / Slider_EmissionAlpha bindings; the
picker now writes RGB only and the sliders write alpha only, with no
feedback between them. Add a generic SliderCurve component that reshapes
a slider's handle position into a non-linear value (with an inverse for
setting values back), and make the slider wiring curve-aware.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 18:20:13 +02:00

184 lines
7.0 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.
///
/// <see cref="Build"/> creates the child structure (stable names, no sprites or hooks); it can
/// be baked into a prefab. <see cref="Rebind"/> then (re)assigns the runtime gradient sprites
/// (which a prefab cannot store) and (re)hooks the drag relays - it runs for both the code-built
/// picker and one instantiated from a prefab, so the two are behaviourally identical. 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;
// Gap between the stacked square / hue rows (matches the layout in Build).
private const float RowGap = 6f;
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>
/// Builds the picker structure (square + hue bar + swatch) under this object,
/// top-left aligned. Layout only - no gradient sprites and no event hooks, so the result is
/// safe to bake into a prefab. Call <see cref="Rebind"/> afterwards (at runtime) to make it
/// functional.
/// </summary>
public void Build(float squareSize, float hueHeight)
{
// Saturation / value square: base hue + two named gradient overlays, top-left of this rect.
var sv = PaintHud.NewRect("SV", transform);
TopLeft(sv, new Vector2(0f, 0f), new Vector2(squareSize, squareSize));
PaintHud.AddImage(sv.gameObject, Color.red); // raycast target for the drag relay
PaintHud.AddOverlay(sv, "SatOverlay");
PaintHud.AddOverlay(sv, "ValOverlay");
sv.gameObject.AddComponent<UiPointerSurface>();
var svHandle = PaintHud.NewRect("Handle", sv);
svHandle.sizeDelta = new Vector2(12f, 12f);
PaintHud.AddImage(svHandle.gameObject, Color.white).raycastTarget = false;
// Hue bar below the square.
var hue = PaintHud.NewRect("Hue", transform);
TopLeft(hue, new Vector2(0f, -(squareSize + RowGap)), new Vector2(squareSize, hueHeight));
var hueImg = hue.gameObject.AddComponent<Image>();
hueImg.type = Image.Type.Simple;
hue.gameObject.AddComponent<UiPointerSurface>();
var hueHandle = PaintHud.NewRect("Handle", hue);
hueHandle.sizeDelta = new Vector2(4f, hueHeight + 4f);
PaintHud.AddImage(hueHandle.gameObject, Color.white).raycastTarget = false;
// Swatch, to the right of the square.
var sw = PaintHud.NewRect("Swatch", transform);
TopLeft(sw, new Vector2(squareSize + 10f, 0f), new Vector2(34f, 34f));
PaintHud.AddImage(sw.gameObject, Color.white).raycastTarget = false;
}
/// <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;
if (sv.TryGetComponent(out UiPointerSurface svPointer))
{
svPointer.Picked -= OnSvPicked;
svPointer.Picked += 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;
if (hue.TryGetComponent(out UiPointerSurface huePointer))
{
huePointer.Picked -= OnHuePicked;
huePointer.Picked += 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();
}
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);
}
/// <summary>Anchors a child to this rect's top-left corner with the given offset and size.</summary>
private static void TopLeft(RectTransform rt, Vector2 offset, Vector2 size)
{
rt.anchorMin = rt.anchorMax = new Vector2(0f, 1f);
rt.pivot = new Vector2(0f, 1f);
rt.anchoredPosition = offset;
rt.sizeDelta = size;
}
}