Files
chameleon/Assets/Scripts/PaintHud.Persistence.cs
T
admin 95fa5cc22d Persist painted maps and HUD layout across sessions
Add MeshPainter.Persistence.cs: auto-save the three canonical paint maps
(albedo, MSO, emission) as PNGs under persistentDataPath on quit/play-stop
and auto-load them as the backend seed on start, so painting survives
sessions. Reuses the existing ReadCanonical/SetupBackend seed round-trip;
no new color-space code.

Add PaintHud.Persistence.cs: auto-save draggable panel positions and the
widget-bound painter values to a small JSON layout file, restored on start
via the painter -> SyncFromPainter -> widgets path. Complete SyncFromPainter
to also cover the spray sliders.
2026-06-25 05:11:36 +02:00

215 lines
8.4 KiB
C#

using System;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
using UnityEngine.SceneManagement;
public partial class PaintHud
{
// --- Persistence: panel positions + the widget-bound painter values ---
//
// Saved on quit / play-stop and restored on the next start, so the HUD opens where you left it
// with the brush settings you last used. This is small structured state (a handful of positions
// and scalars), so it goes to a human-readable JSON file - unlike the painter's bulk pixel maps
// (MeshPainter.Persistence) which use a raw byte dump. The two saves are independent: this one
// owns the HUD layout + brush values, the painter owns the canvas pixels.
[Header("Persistence")]
[Tooltip("Save the panel positions and their values on quit / play-stop and restore them on the " +
"next start. Off = the HUD opens at its authored layout / painter defaults every session.")]
public bool persistHud = true;
[Tooltip("Save file identifier. Empty = derived from the active scene name. Set explicitly to keep " +
"the layout stable across scene renames or to share one layout between scenes.")]
public string hudSaveId = "";
private const int HudFileVersion = 1;
private bool _hudSavedOnTeardown; // guards a double save across OnApplicationQuit + OnDestroy
private static string HudSaveDir => Path.Combine(Application.persistentDataPath, "MeshPaint");
private string HudSavePath()
{
string key = string.IsNullOrEmpty(hudSaveId)
? SanitizeHudKey(SceneManager.GetActiveScene().name + "_hud")
: SanitizeHudKey(hudSaveId);
return Path.Combine(HudSaveDir, key + ".hudlayout");
}
private static string SanitizeHudKey(string s)
{
foreach (char c in Path.GetInvalidFileNameChars()) s = s.Replace(c, '_');
return s.Replace(' ', '_');
}
[Serializable]
private class HudState
{
public int version = HudFileVersion;
public bool hasValues; // false = no painter was bound when saved -> restore positions only
public List<PanelPos> panels = new List<PanelPos>();
public HudValues values = new HudValues();
}
[Serializable]
private struct PanelPos
{
public string name;
public Vector2 pos; // anchoredPosition (point-anchored panels -> fully determines placement)
}
// Mirrors exactly the painter fields the HUD widgets bind to (PaintHud.WirePanel).
[Serializable]
private class HudValues
{
public bool paintAlbedo, paintMetallicSmoothness, paintOcclusion, paintEmission, spray;
public Color brushColor;
public float metallic, smoothness, metallicSmoothnessOpacity, occlusion, occlusionOpacity;
public Color emissionColor;
public float emissionIntensity;
public int brushSize;
public int sprayDots;
public float sprayDotSizeMin, sprayDotSizeMax, sprayDotAlphaMin, sprayDotAlphaMax;
}
private void OnApplicationQuit() => SaveHudOnTeardown();
/// <summary>Saves once during teardown (OnApplicationQuit and OnDestroy both call this; only the first writes).</summary>
private void SaveHudOnTeardown()
{
if (_hudSavedOnTeardown) return;
_hudSavedOnTeardown = true;
SaveHudState();
}
/// <summary>Writes the current panel positions and bound painter values to disk.</summary>
public void SaveHudState()
{
if (!persistHud || !_panel) return;
try
{
var state = new HudState();
var panel = _panel.transform;
foreach (var name in DraggablePanels)
{
if (FindDeep(panel, name) is RectTransform rt)
state.panels.Add(new PanelPos { name = name, pos = rt.anchoredPosition });
}
if (painter)
{
state.hasValues = true;
var v = state.values;
v.paintAlbedo = painter.paintAlbedo;
v.paintMetallicSmoothness = painter.paintMetallicSmoothness;
v.paintOcclusion = painter.paintOcclusion;
v.paintEmission = painter.paintEmission;
v.spray = painter.spray;
v.brushColor = painter.brushColor;
v.metallic = painter.metallic;
v.smoothness = painter.smoothness;
v.metallicSmoothnessOpacity = painter.metallicSmoothnessOpacity;
v.occlusion = painter.occlusion;
v.occlusionOpacity = painter.occlusionOpacity;
v.emissionColor = painter.emissionColor;
v.emissionIntensity = painter.emissionIntensity;
v.brushSize = painter.brushSize;
v.sprayDots = painter.sprayDots;
v.sprayDotSizeMin = painter.sprayDotSizeMin;
v.sprayDotSizeMax = painter.sprayDotSizeMax;
v.sprayDotAlphaMin = painter.sprayDotAlphaMin;
v.sprayDotAlphaMax = painter.sprayDotAlphaMax;
}
Directory.CreateDirectory(HudSaveDir);
File.WriteAllText(HudSavePath(), JsonUtility.ToJson(state, true));
}
catch (Exception e)
{
Debug.LogWarning($"[PaintHud] Saving HUD state failed: {e.Message}", this);
}
}
/// <summary>
/// Restores the saved panel positions and brush values. Values are written into the painter (the
/// source of truth the widgets read) and then pushed to every widget via <see cref="SyncFromPainter"/>,
/// reusing the exact same painter -> HUD path the pipette pick uses. Positions are applied last.
/// </summary>
public void RestoreHudState()
{
if (!persistHud || !_panel) return;
var state = LoadHudState();
if (state == null) return;
if (painter && state.hasValues && state.values != null)
{
var v = state.values;
painter.paintAlbedo = v.paintAlbedo;
painter.paintMetallicSmoothness = v.paintMetallicSmoothness;
painter.paintOcclusion = v.paintOcclusion;
painter.paintEmission = v.paintEmission;
painter.spray = v.spray;
painter.brushColor = v.brushColor;
painter.metallic = v.metallic;
painter.smoothness = v.smoothness;
painter.metallicSmoothnessOpacity = v.metallicSmoothnessOpacity;
painter.occlusion = v.occlusion;
painter.occlusionOpacity = v.occlusionOpacity;
painter.emissionColor = v.emissionColor;
painter.emissionIntensity = v.emissionIntensity;
painter.brushSize = v.brushSize;
painter.sprayDots = v.sprayDots;
painter.sprayDotSizeMin = v.sprayDotSizeMin;
painter.sprayDotSizeMax = v.sprayDotSizeMax;
painter.sprayDotAlphaMin = v.sprayDotAlphaMin;
painter.sprayDotAlphaMax = v.sprayDotAlphaMax;
SyncFromPainter();
}
// Point-anchored panels: anchoredPosition is resolution-independent under the canvas'
// ScaleWithScreenSize scaler, so the raw saved value places them identically next session.
var root = _panel.transform;
if (state.panels != null)
foreach (var p in state.panels)
if (FindDeep(root, p.name) is RectTransform rt)
rt.anchoredPosition = p.pos;
}
private HudState LoadHudState()
{
string path = HudSavePath();
if (!File.Exists(path)) return null;
try
{
var state = JsonUtility.FromJson<HudState>(File.ReadAllText(path));
if (state == null || state.version != HudFileVersion) return null;
return state;
}
catch (Exception e)
{
Debug.LogWarning($"[PaintHud] Loading HUD state failed: {e.Message}", this);
return null;
}
}
/// <summary>Deletes the saved HUD layout (next start opens at the authored layout / defaults). Editor convenience.</summary>
[ContextMenu("Clear Saved HUD Layout")]
public void ClearSavedHudState()
{
try
{
string path = HudSavePath();
if (File.Exists(path)) File.Delete(path);
Debug.Log($"[PaintHud] Cleared saved HUD layout: {path}", this);
}
catch (Exception e)
{
Debug.LogWarning($"[PaintHud] Clearing saved HUD layout failed: {e.Message}", this);
}
}
}