Files
chameleon/Assets/Scripts/Network/UI/MatchHud.cs
T
adminandClaude Opus 4.8 6434e1c4fc Show live hunter/hider counts in match HUD
Count spawned role variants from a client-side avatar registry in
NetworkPlayerSetup (network objects exist on every machine), so the
counts work without server-only match state. MatchHud binds the two
count texts and rewrites them only on change.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-03 13:34:41 +02:00

100 lines
3.7 KiB
C#

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