Files
chameleon/Assets/Scripts/Components/UI/OverviewMenu.cs
T
adminandClaude Fable 5 7e9f255de5 Cycle pose directly instead of radial menu with 2 or fewer poses
With a small pose set (hunter) the pose button and C hotkey advance
to the next pose immediately instead of opening the radial overlay.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 18:48:00 +02:00

294 lines
13 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
#if ENABLE_INPUT_SYSTEM
using UnityEngine.InputSystem;
#endif
/// <summary>
/// The Esc overview menu (the "Overview UI" canvas in Main). Owns ALL Escape handling (Tab acts as an
/// alternative to Esc): Esc toggles
/// this panel as a modal pause overlay (gameplay suspended via <see cref="GameModeManager.SetPaused"/>);
/// while the session browser, match results or pose menu overlay is open instead, Esc closes that, and while paint
/// mode is active Esc exits to the camera mode (Player Control, or First Person for the hunter). Buttons
/// switch game modes (via <see cref="GameModeManager.TrySwitchTo{T}"/>) or open the session browser /
/// match results overlay, and every click closes the panel. Mode buttons are only shown for modes present in the current role-scoped set
/// (<see cref="GameModeManager.Modes"/>); the active mode's button is disabled. Hotkeys mirror the
/// buttons: C toggles the pose menu (or cycles the pose directly with 2 or fewer poses), V switches to
/// paint mode (E = taunt lives in GameModeManager). Attach to the
/// always-active canvas root; <see cref="panelRoot"/> is the toggled visual child.
/// </summary>
public class OverviewMenu : MonoBehaviour
{
[Tooltip("Mode manager driving pause + mode switches. Empty = found automatically.")]
[SerializeField] private GameModeManager gameMode;
[Tooltip("Session browser binder. While its overlay is open it owns Esc (close-only) and this menu " +
"stays closed. Empty = found automatically.")]
[SerializeField] private OnlineSessionBrowserUI sessionBrowser;
[Tooltip("Match results screen binder. While its overlay is open it owns Esc (close-only) and this " +
"menu stays closed. Empty = found automatically.")]
[SerializeField] private MatchResultScreen matchResultScreen;
[Tooltip("Pose selection menu binder. While its overlay is open it owns Esc (close-only) and this " +
"menu stays closed. Empty = found automatically.")]
[SerializeField] private PoseMenu poseMenu;
[Header("Panel")]
[Tooltip("Visual container toggled by Esc. Must be a CHILD of this binder's object so the binder " +
"keeps reading Esc while the panel is hidden.")]
[SerializeField] private GameObject panelRoot;
[Header("Buttons")]
[SerializeField] private Button sessionButton;
[SerializeField] private Button matchResultButton;
[Tooltip("Enters Player Control (third-person orbit) mode.")]
[SerializeField] private Button playerControlButton;
[SerializeField] private Button paintButton;
[SerializeField] private Button firstPersonButton;
[SerializeField] private Button freeCamButton;
[Tooltip("Triggers the hider's manual radar ping (same as the E key) and closes the menu. Only shown " +
"for a hider during Seek.")]
[SerializeField] private Button tauntButton;
[Tooltip("Opens the pose selection menu (or cycles the pose directly with 2 or fewer poses). Only " +
"shown while the local player has selectable poses.")]
[SerializeField] private Button poseButton;
private bool _open;
private void Awake()
{
if (!gameMode) gameMode = FindFirstObjectByType<GameModeManager>();
if (!sessionBrowser) sessionBrowser = FindFirstObjectByType<OnlineSessionBrowserUI>();
if (!matchResultScreen) matchResultScreen = FindFirstObjectByType<MatchResultScreen>();
if (!poseMenu) poseMenu = FindFirstObjectByType<PoseMenu>();
if (panelRoot) panelRoot.SetActive(false);
}
private void OnEnable()
{
if (sessionButton) sessionButton.onClick.AddListener(OnSession);
if (matchResultButton) matchResultButton.onClick.AddListener(OnMatchResult);
if (playerControlButton) playerControlButton.onClick.AddListener(OnPlayerControl);
if (paintButton) paintButton.onClick.AddListener(OnPaint);
if (firstPersonButton) firstPersonButton.onClick.AddListener(OnFirstPerson);
if (freeCamButton) freeCamButton.onClick.AddListener(OnFreeCam);
if (tauntButton) tauntButton.onClick.AddListener(OnTaunt);
if (poseButton) poseButton.onClick.AddListener(OnPose);
}
private void OnDisable()
{
if (sessionButton) sessionButton.onClick.RemoveListener(OnSession);
if (matchResultButton) matchResultButton.onClick.RemoveListener(OnMatchResult);
if (playerControlButton) playerControlButton.onClick.RemoveListener(OnPlayerControl);
if (paintButton) paintButton.onClick.RemoveListener(OnPaint);
if (firstPersonButton) firstPersonButton.onClick.RemoveListener(OnFirstPerson);
if (freeCamButton) freeCamButton.onClick.RemoveListener(OnFreeCam);
if (tauntButton) tauntButton.onClick.RemoveListener(OnTaunt);
if (poseButton) poseButton.onClick.RemoveListener(OnPose);
}
private void Update()
{
bool browserOpen = sessionBrowser && sessionBrowser.IsOpen;
bool resultsOpen = matchResultScreen && matchResultScreen.IsOpen;
bool poseOpen = poseMenu && poseMenu.IsOpen;
if (_open)
{
// Another overlay took over (results Resolution auto-open) -> hide this panel; the pause
// is that overlay's now, so don't release it.
if (browserOpen || resultsOpen || poseOpen)
HidePanel();
// An external state reset (respawn/bind, disconnect) dropped the pause underneath the
// open panel -> don't linger as a stale overlay over live gameplay.
else if (gameMode && !gameMode.IsPaused)
HidePanel();
}
if (HandleHotkeys(browserOpen, resultsOpen, poseOpen)) return;
if (!EscapePressed()) return;
if (browserOpen)
sessionBrowser.Close();
else if (resultsOpen)
matchResultScreen.Close();
else if (poseOpen)
poseMenu.Close();
else if (_open)
Close(resume: true);
// Loading (joining a session, or the pre-match Loading barrier): the scene/avatar is mid-setup,
// pausing or switching modes here corrupts the camera rigs - Esc/Tab do nothing.
else if (MatchManager.Instance && MatchManager.Instance.IsLoadingLocally)
{ }
// Paint mode: Esc exits back to the camera mode instead of opening the menu. Player Control
// first; the hunter's role-scoped set has none, so it falls through to First Person.
else if (gameMode && gameMode.EffectiveMode is PaintMode)
{
if (!gameMode.TrySwitchTo<PlayerControlMode>() && !gameMode.TrySwitchTo<FirstPersonMode>())
Open();
}
// No active/paused mode = the inert no-player state (pre-lobby Main, where the session panel
// is always shown) - nothing to pause, don't open.
else if (gameMode && gameMode.EffectiveMode != null)
Open();
}
private void Open()
{
_open = true;
if (panelRoot) panelRoot.SetActive(true);
RefreshButtons();
if (gameMode) gameMode.SetPaused(true);
}
/// <summary>Hides the panel; <paramref name="resume"/> = false hands the pause over (session
/// browser opening) instead of resuming gameplay.</summary>
private void Close(bool resume)
{
HidePanel();
if (resume && gameMode) gameMode.SetPaused(false);
}
private void HidePanel()
{
_open = false;
if (panelRoot) panelRoot.SetActive(false);
}
private void OnSession()
{
Close(resume: false);
// Not connected (defensive - the menu should not be openable then): don't strand the pause.
if (!(sessionBrowser && sessionBrowser.Open()) && gameMode)
gameMode.SetPaused(false);
}
private void OnMatchResult()
{
Close(resume: false);
if (!(matchResultScreen && matchResultScreen.Open()) && gameMode)
gameMode.SetPaused(false);
}
private void OnPose()
{
// Small pose set (hunter): no radial menu, the button/hotkey just cycles to the next pose.
if (poseMenu && poseMenu.CyclesDirectly)
{
Close(resume: true);
poseMenu.CyclePose();
return;
}
Close(resume: false);
if (!(poseMenu && poseMenu.Open()) && gameMode)
gameMode.SetPaused(false);
}
private void OnTaunt()
{
Close(resume: true);
if (MatchManager.Instance) MatchManager.Instance.RequestManualPing();
}
private void OnPlayerControl() => SwitchMode<PlayerControlMode>();
private void OnPaint() => SwitchMode<PaintMode>();
private void OnFirstPerson() => SwitchMode<FirstPersonMode>();
private void OnFreeCam() => SwitchMode<FreeCamMode>();
private void SwitchMode<T>() where T : GameMode
{
// Resume first so the switch runs on a live cycle (SwitchTo on a paused manager would fight
// the pause bookkeeping); picking the already-active mode is a no-op inside SwitchTo.
Close(resume: true);
if (gameMode) gameMode.TrySwitchTo<T>();
}
/// <summary>Shows only the buttons whose mode exists in the current role-scoped set and disables
/// the active mode's button. Ran on every open - the set only changes with a (re)bind, which
/// force-closes the panel anyway.</summary>
private void RefreshButtons()
{
if (!gameMode) return;
IReadOnlyList<GameMode> modes = gameMode.Modes;
GameMode active = gameMode.EffectiveMode;
// Match results only exist from the first Hide phase on - hide the button until then
// (same pattern as the role-scoped mode buttons).
if (matchResultButton)
matchResultButton.gameObject.SetActive(matchResultScreen && matchResultScreen.HasResults);
// Taunt/ping only does something for a hider during Seek (the server re-gates found hiders) -
// hide it otherwise, same pattern as the role-scoped mode buttons.
if (tauntButton)
tauntButton.gameObject.SetActive(gameMode.LocalPlayerIsHider && MatchManager.Instance &&
MatchManager.Instance.LocalSubPhase == MatchManager.MatchSubPhase.Seek);
// Pose selection needs a bound local player with poses - hide the button otherwise.
if (poseButton)
poseButton.gameObject.SetActive(poseMenu && poseMenu.CanOpen);
SetModeButton<PlayerControlMode>(playerControlButton, modes, active);
SetModeButton<PaintMode>(paintButton, modes, active);
SetModeButton<FirstPersonMode>(firstPersonButton, modes, active);
SetModeButton<FreeCamMode>(freeCamButton, modes, active);
}
private static void SetModeButton<T>(Button button, IReadOnlyList<GameMode> modes, GameMode active)
where T : GameMode
{
if (!button) return;
bool present = false;
for (int i = 0; i < modes.Count; i++)
if (modes[i] is T) { present = true; break; }
button.gameObject.SetActive(present);
button.interactable = !(active is T);
}
/// <summary>Hotkeys mirroring the overlay buttons: C = pose menu (toggle), V = paint mode.
/// Same gating as the buttons: inert while another overlay owns input, while loading, and in the
/// no-player state. Returns true when a hotkey acted this frame.</summary>
private bool HandleHotkeys(bool browserOpen, bool resultsOpen, bool poseOpen)
{
if (browserOpen || resultsOpen) return false;
if (MatchManager.Instance && MatchManager.Instance.IsLoadingLocally) return false;
if (!gameMode || gameMode.EffectiveMode == null) return false;
#if ENABLE_INPUT_SYSTEM
bool posePressed = InputUtil.GameplayKeyPressed(Key.C);
bool paintPressed = InputUtil.GameplayKeyPressed(Key.V);
#else
bool posePressed = InputUtil.GameplayKeyPressed(KeyCode.C);
bool paintPressed = InputUtil.GameplayKeyPressed(KeyCode.V);
#endif
if (posePressed)
{
if (poseOpen) poseMenu.Close();
else if (poseMenu && poseMenu.CanOpen) OnPose();
return true;
}
if (paintPressed && !poseOpen)
{
SwitchMode<PaintMode>();
return true;
}
return false;
}
// Esc is NOT TypingGuard-gated: it must work even while a text field has focus.
// Tab (alternative binding) IS gated so it stays usable for typing/field navigation.
private static bool EscapePressed()
{
#if ENABLE_INPUT_SYSTEM
return InputUtil.KeyPressedThisFrame(Key.Escape) || InputUtil.GameplayKeyPressed(Key.Tab);
#else
return InputUtil.KeyPressedThisFrame(KeyCode.Escape) || InputUtil.GameplayKeyPressed(KeyCode.Tab);
#endif
}
}