Replace the runtime IMGUI (OnGUI) HUD with a binder that drives the authored MatchHudCanvas widgets via [SerializeField] references (Canvas / Phase / Time / Crosshair). Visibility toggles Canvas.enabled instead of the GameObject, so Update keeps polling while hidden; an Awake guard disables the component on unwired references. Drop the AddComponent<MatchHud>() bootstrap in MatchManager - the component now lives on the scene canvas. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
83 lines
3.2 KiB
C#
83 lines
3.2 KiB
C#
using TMPro;
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using UnityEngine;
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/// <summary>
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/// On-screen match HUD binder: drives the authored <c>MatchHudCanvas</c> widgets from live match state -
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/// the current sub-phase + countdown (top centre) and a hunter crosshair during the seek phase. The visual
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/// layout lives in the scene; this component creates nothing at runtime, it only binds. Attach it to the
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/// MatchHudCanvas and wire the references in the Inspector.
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///
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/// Passive overlay: the authored canvas has no <see cref="UnityEngine.UI.GraphicRaycaster"/> and every graphic
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/// is raycastTarget=false, so it never consumes pointer events, and its sortingOrder (90) sits below PaintHud's
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/// (100) so tool panels always win. There is no change event for the phase/timer, so the values are polled once
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/// per frame; the visible strings are only rebuilt when the displayed second / phase actually changes.
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/// </summary>
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[DisallowMultipleComponent]
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public class MatchHud : MonoBehaviour
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{
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[Tooltip("HUD canvas, toggled with the match. Empty = the Canvas on this GameObject.")]
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[SerializeField] private Canvas _canvas;
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[Tooltip("Sub-phase label in the top bar.")]
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[SerializeField] private TMP_Text _phaseText;
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[Tooltip("Countdown label in the top bar.")]
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[SerializeField] private TMP_Text _timeText;
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[Tooltip("Crosshair, shown only for the hunter during the seek phase.")]
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[SerializeField] private GameObject _crosshair;
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private int _lastSecond = -1;
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private MatchManager.MatchSubPhase _lastPhase = (MatchManager.MatchSubPhase)(-1);
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private void Awake()
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{
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if (!_canvas) _canvas = GetComponent<Canvas>();
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if (!_canvas || !_phaseText || !_timeText || !_crosshair)
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{
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Debug.LogError("[MatchHud] Unwired reference(s) - assign Canvas/Phase/Time/Crosshair in the Inspector.", this);
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enabled = false;
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return;
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}
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// Toggling the Canvas component (not the GameObject) keeps this binder's Update alive while hidden.
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_canvas.enabled = false; // shown once a match is active
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}
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private void Update()
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{
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var match = MatchManager.Instance;
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bool active = match && match.MatchActive;
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if (_canvas.enabled != active) _canvas.enabled = active;
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if (!active) return;
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var phase = match.LocalSubPhase;
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if (phase != _lastPhase)
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{
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_lastPhase = phase;
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_phaseText.text = PhaseLabel(phase);
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}
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int s = Mathf.CeilToInt(Mathf.Max(0f, match.LocalPhaseRemaining));
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if (s != _lastSecond)
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{
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_lastSecond = s;
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_timeText.text = $"{s / 60:0}:{s % 60:00}";
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}
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bool showCross = phase == MatchManager.MatchSubPhase.Seek && NetworkPlayerSetup.LocalViewerIsHunter();
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if (_crosshair.activeSelf != showCross) _crosshair.SetActive(showCross);
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}
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private static string PhaseLabel(MatchManager.MatchSubPhase phase)
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{
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switch (phase)
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{
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case MatchManager.MatchSubPhase.Hide: return "Verstecken";
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case MatchManager.MatchSubPhase.Seek: return "Suchen";
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case MatchManager.MatchSubPhase.Resolution: return "Auflösung";
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default: return "";
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}
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}
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}
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