Files
chameleon/Assets/Scripts/PaintHud.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

681 lines
31 KiB
C#

using System;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
#if ENABLE_INPUT_SYSTEM
using UnityEngine.InputSystem.UI;
#endif
/// <summary>
/// In-game paint UI. Shows its panels only while the active <see cref="GameMode"/> is
/// <see cref="PaintMode"/> (it follows the manager's ModeChanged event) and binds its
/// widgets directly to the live <see cref="MeshPainter"/> fields, so edits apply immediately.
///
/// The layout is a transparent root holding one independently positioned sub-panel per channel
/// (Albedo, Metallic+Smoothness, Occlusion, Emission) plus a global Brush card, each with a title
/// bar and draggable from any of its non-widget surface. The layout comes from one of two sources:
/// - an authored prefab assigned to <see cref="layoutPrefab"/> (instantiated, then bound), or
/// - generated in code (the fallback when no prefab is set).
/// Either way the *bindings* (listeners, picker gradient sprites, painter values) live in code
/// and are (re)applied at runtime by <see cref="WirePanel"/>. A prefab stores only the visual
/// layout, never the behaviour, so both paths run the exact same wiring against the same stable
/// widget names - there is no separate "dead" prefab path.
///
/// Widgets: channel toggles, an HSV colour picker for albedo, metallic / smoothness / occlusion
/// sliders, an HSV picker + intensity for emission, and brush size. Attach to an empty GameObject.
/// </summary>
[DisallowMultipleComponent]
public partial class PaintHud : MonoBehaviour
{
[Tooltip("Mode manager driving visibility. Empty = found automatically.")]
public GameModeManager modeManager;
[Tooltip("Painter the HUD edits. Empty = the manager's painter, else found automatically.")]
public MeshPainter painter;
[Tooltip("Authored panel layout. If set it is instantiated and bound; empty = build the panel in code.")]
public GameObject layoutPrefab;
// Stable widget names shared by the code-gen builder, the baked prefab and the binder.
private const string PanelSpray = "Panel_Spray";
private const string PanelAlbedo = "Panel_Albedo";
private const string PanelMetallicSmoothness = "Panel_MetallicSmoothness";
private const string PanelOcclusion = "Panel_Occlusion";
private const string PanelEmission = "Panel_Emission";
private const string PanelBrushSize = "Panel_BrushSize";
private const string ToggleAlbedo = "Toggle_Albedo";
private const string ToggleMetallicSmoothness = "Toggle_MetallicSmoothness";
private const string ToggleOcclusion = "Toggle_Occlusion";
private const string ToggleEmission = "Toggle_Emission";
private const string ToggleSpray = "Toggle_Spray";
private const string TogglePipette = "Toggle_Pipette";
private const string PickerAlbedo = "Picker_Albedo";
private const string PickerEmission = "Picker_Emission";
private const string SliderAlbedoAlpha = "Slider_AlbedoAlpha";
private const string SliderEmissionAlpha = "Slider_EmissionAlpha";
private const string SliderMetallic = "Slider_Metallic";
private const string SliderSmoothness = "Slider_Smoothness";
private const string SliderMetallicSmoothnessAlpha = "Slider_MetallicSmoothnessAlpha";
private const string SliderOcclusion = "Slider_Occlusion";
private const string SliderOcclusionAlpha = "Slider_OcclusionAlpha";
private const string SliderEmissionIntensity = "Slider_EmissionIntensity";
private const string SliderBrushSize = "Slider_BrushSize";
private const string SliderSprayDots = "Slider_SprayDots";
private const string SliderSprayDotSizeMin = "Slider_SprayDotSizeMin";
private const string SliderSprayDotSizeMax = "Slider_SprayDotSizeMax";
private const string SliderSprayDotAlphaMin = "Slider_SprayDotAlphaMin";
private const string SliderSprayDotAlphaMax = "Slider_SprayDotAlphaMax";
private const string SliderHalfLambert = "Slider_HalfLambert";
private const string SliderHalfLambertBrightness = "Slider_HalfLambertBrightness";
private const string SliderSpecularDamp = "Slider_SpecularDamp";
private const string MaskSelector = "MaskSelector";
private const string MaskSwatchPrefix = "MaskSwatch_";
// Panels made draggable at runtime - grabbable from any non-widget surface (both prefab and code-gen paths).
private static readonly string[] DraggablePanels =
{
PanelAlbedo,
PanelMetallicSmoothness,
PanelOcclusion,
PanelEmission,
PanelBrushSize,
PanelSpray
};
private GameObject _panel;
private Font _font;
private bool _camoSynced; // camo sliders are material-backed -> seeded once the painter's material instance exists
private void Awake()
{
if (!modeManager) modeManager = FindFirstObjectByType<GameModeManager>();
}
private void OnEnable()
{
if (modeManager)
{
modeManager.ModeChanged += OnModeChanged;
modeManager.PainterChanged += OnPainterChanged;
}
}
private void OnDisable()
{
if (modeManager)
{
modeManager.ModeChanged -= OnModeChanged;
modeManager.PainterChanged -= OnPainterChanged;
}
}
private void Start()
{
_font = LoadFont();
EnsureEventSystem();
EnsureCanvas();
if (layoutPrefab)
{
var go = Instantiate(layoutPrefab, transform);
go.name = layoutPrefab.name; // strip the "(Clone)" suffix
_panel = go;
}
// Snapshot the authored panel positions now, while the layout is untouched - before RestoreHudState
// (in BindPainter) overwrites them. The reset button restores exactly these.
CaptureAuthoredLayout();
// The paint library now lives inside the authored layout prefab; bind its widgets like the brush panel.
BindLibrary(_panel ? _panel.transform : null);
// Bind to a painter as soon as one exists. With networked spawn-on-connect there is none
// at scene start; BindLocalPlayer then raises PainterChanged when the local avatar spawns
// and OnPainterChanged wires the widgets. In a non-networked scene the painter is already
// present and binds here immediately.
var p = painter;
if (!p) p = modeManager ? modeManager.Painter : null;
if (!p) p = FindFirstObjectByType<MeshPainter>();
if (p) BindPainter(p);
// Set initial visibility (the manager's first SwitchTo may have fired before this Start).
OnModeChanged(modeManager ? modeManager.ActiveMode : null);
}
private void OnPainterChanged(MeshPainter newPainter)
{
if (newPainter) BindPainter(newPainter);
}
/// <summary>
/// (Re)binds the HUD's widgets to a live painter. Called from Start when one already exists
/// (non-networked scene) or from the manager's PainterChanged event when the local networked
/// avatar spawns. Binds exactly once per painter: re-binding the same painter is a no-op, so
/// the deferred network path and the immediate scene path never double-add widget listeners.
/// </summary>
private void BindPainter(MeshPainter newPainter)
{
if (!newPainter || newPainter == painter || !_panel) return;
if (painter)
{
painter.Picked -= SyncFromPainter;
painter.BrushSizeChanged -= SyncBrushSize;
}
painter = newPainter;
_camoSynced = false; // re-seed the camo sliders once this painter's material instance is ready
WirePanel(_panel.transform);
// Re-sync every widget when the pipette adopts a sampled material (painter -> HUD).
painter.Picked += SyncFromPainter;
// Re-sync the brush-size slider when Shift+wheel resizes the brush in-world (painter -> HUD).
painter.BrushSizeChanged += SyncBrushSize;
// Snapshot the painter's prefab-default brush values before carry/restore mutate them; the reset
// button returns to exactly these. Once per HUD (a freshly spawned respawn painter holds the same
// prefab defaults, so re-capturing would be redundant).
CaptureDefaults();
// First bind this session: restore panel positions + brush values from disk (cross-session).
// A later bind is an avatar respawn (scene switch) -> carry the in-session brush values onto the
// fresh painter instead, so they are not reset to its prefab defaults.
if (_hasCarry) ApplyCarry();
else RestoreHudState();
CaptureCarry(); // seed/refresh the mirror from the now-current painter
SnapshotSavedBaseline(); // values now match disk -> auto-save only fires on a real edit
UpdateButtonStates(); // enable Save now that a painter is bound
}
private void OnDestroy()
{
if (painter)
{
painter.Picked -= SyncFromPainter;
painter.BrushSizeChanged -= SyncBrushSize;
}
}
private void OnModeChanged(GameMode mode)
{
// Require a bound painter too: pre-spawn the manager sits in a player-less Paint mode (no
// PlayerControl without an avatar), but there is nothing to paint yet - keep the HUD hidden until
// the local avatar spawns and a painter is bound.
bool paint = mode is PaintMode && painter;
if (_panel) _panel.SetActive(paint); // toggles the brush panels and the library panel together
if (paint)
{
if (_libraryBound) RefreshList(); // pick up slots saved/changed since last shown
}
else HideDialogs();
}
private static Font LoadFont()
{
var f = Resources.GetBuiltinResource<Font>("LegacyRuntime.ttf");
if (!f) f = Resources.GetBuiltinResource<Font>("Arial.ttf");
return f;
}
// --- Canvas ---
private void EnsureCanvas()
{
var canvas = GetComponent<Canvas>();
if (!canvas) canvas = gameObject.AddComponent<Canvas>();
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
canvas.sortingOrder = 100;
var scaler = GetComponent<CanvasScaler>();
if (!scaler) scaler = gameObject.AddComponent<CanvasScaler>();
scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
scaler.referenceResolution = new Vector2(1920f, 1080f);
scaler.screenMatchMode = CanvasScaler.ScreenMatchMode.Expand;
if (!GetComponent<GraphicRaycaster>()) gameObject.AddComponent<GraphicRaycaster>();
}
private void EnsureEventSystem()
{
if (FindFirstObjectByType<EventSystem>()) return;
var es = new GameObject("EventSystem", typeof(EventSystem));
#if ENABLE_INPUT_SYSTEM
var module = es.AddComponent<InputSystemUIInputModule>();
if (!module.actionsAsset) module.AssignDefaultActions();
#else
es.AddComponent<StandaloneInputModule>();
#endif
}
// --- Wiring (behaviour; shared by the code-gen and prefab paths) ---
private void WirePanel(Transform panel)
{
EnsureFonts(panel); // builtin font references may not survive prefab serialization
WireToggle(panel, ToggleAlbedo, painter && painter.paintAlbedo, v => { if (painter) painter.paintAlbedo = v; });
WireToggle(panel, ToggleMetallicSmoothness, painter && painter.paintMetallicSmoothness, v => { if (painter) painter.paintMetallicSmoothness = v; });
WireToggle(panel, ToggleOcclusion, painter && painter.paintOcclusion, v => { if (painter) painter.paintOcclusion = v; });
WireToggle(panel, ToggleEmission, painter && painter.paintEmission, v => { if (painter) painter.paintEmission = v; });
WireToggle(panel, ToggleSpray, painter && painter.spray, v => { if (painter) painter.spray = v; });
WireToggle(panel, TogglePipette, painter && painter.pipette, v => { if (painter) painter.pipette = v; });
// Dim a channel panel to 0.5 alpha while its toggle is off, full alpha while on.
WirePanelFade(panel, PanelAlbedo, ToggleAlbedo);
WirePanelFade(panel, PanelMetallicSmoothness, ToggleMetallicSmoothness);
WirePanelFade(panel, PanelOcclusion, ToggleOcclusion);
WirePanelFade(panel, PanelEmission, ToggleEmission);
WirePanelFade(panel, PanelSpray, ToggleSpray);
// Picker drives only RGB (keeping the painter's current alpha); a standalone slider drives alpha.
WirePicker(panel, PickerAlbedo, painter ? painter.brushColor : Color.red,
c => { if (painter) painter.brushColor = WithRgb(painter.brushColor, c); });
WireSlider(panel, SliderAlbedoAlpha, painter ? painter.brushColor.a : .6f,
v => { if (painter) painter.brushColor = WithAlpha(painter.brushColor, v); });
WireSlider(panel, SliderMetallic, painter ? painter.metallic : 0f, v => { if (painter) painter.metallic = v; });
WireSlider(panel, SliderSmoothness, painter ? painter.smoothness : 0.5f, v => { if (painter) painter.smoothness = v; });
WireSlider(panel, SliderMetallicSmoothnessAlpha, painter ? painter.metallicSmoothnessOpacity : .6f, v => { if (painter) painter.metallicSmoothnessOpacity = v; });
WireSlider(panel, SliderOcclusion, painter ? painter.occlusion : 0.5f, v => { if (painter) painter.occlusion = v; });
WireSlider(panel, SliderOcclusionAlpha, painter ? painter.occlusionOpacity : .6f, v => { if (painter) painter.occlusionOpacity = v; });
WirePicker(panel, PickerEmission, painter ? painter.emissionColor : Color.black,
c => { if (painter) painter.emissionColor = WithRgb(painter.emissionColor, c); });
WireSlider(panel, SliderEmissionIntensity, painter ? painter.emissionIntensity : 1f, v => { if (painter) painter.emissionIntensity = v; });
WireSlider(panel, SliderEmissionAlpha, painter ? painter.emissionColor.a : .6f,
v => { if (painter) painter.emissionColor = WithAlpha(painter.emissionColor, v); });
WireSlider(panel, SliderBrushSize, painter ? painter.brushSize : 16f, v => { if (painter) painter.brushSize = Mathf.RoundToInt(v); });
WireMaskSelector(panel);
WireSlider(panel, SliderSprayDots, painter ? painter.sprayDots : 24f, v => { if (painter) painter.sprayDots = Mathf.RoundToInt(v); });
WireSlider(panel, SliderSprayDotSizeMin, painter ? painter.sprayDotSizeMin : .05f, v => { if (painter) painter.sprayDotSizeMin = v; });
WireSlider(panel, SliderSprayDotSizeMax, painter ? painter.sprayDotSizeMax : .18f, v => { if (painter) painter.sprayDotSizeMax = v; });
WireSlider(panel, SliderSprayDotAlphaMin, painter ? painter.sprayDotAlphaMin : .2f, v => { if (painter) painter.sprayDotAlphaMin = v; });
WireSlider(panel, SliderSprayDotAlphaMax, painter ? painter.sprayDotAlphaMax : .6f, v => { if (painter) painter.sprayDotAlphaMax = v; });
// Camouflage knobs on the player's PlayerCamoLit material instance (material-backed, not painter
// fields). The values are not readable here yet - the HUD binds in the avatar's OnNetworkSpawn,
// which runs before the painter's Start builds the instance - so SyncCamoSliders re-seeds them
// once the painter reports IsReady (see LateUpdate). Setting a slider before then is a safe no-op.
WireSlider(panel, SliderHalfLambert, painter ? painter.CamoHalfLambert : 0f, v => { if (painter) painter.CamoHalfLambert = v; });
WireSlider(panel, SliderHalfLambertBrightness, painter ? painter.CamoHalfLambertBrightness : 0f, v => { if (painter) painter.CamoHalfLambertBrightness = v; });
WireSlider(panel, SliderSpecularDamp, painter ? painter.CamoSpecularDampen : 0f, v => { if (painter) painter.CamoSpecularDampen = v; });
foreach (var name in DraggablePanels)
MakeDraggable(panel, name);
}
/// <summary>
/// Pushes the painter's current values back into every widget (painter -> HUD), e.g. after a
/// pipette pick changed them outside the UI. No listeners are added here: setting a toggle/slider
/// value fires its existing change listener, which keeps the painter, value labels and panel-fade
/// alphas in sync; the colour pickers update silently via SetColor (it does not raise Changed).
/// </summary>
private void SyncFromPainter()
{
if (!_panel || !painter) return;
var panel = _panel.transform;
SetToggle(panel, ToggleAlbedo, painter.paintAlbedo);
SetToggle(panel, ToggleMetallicSmoothness, painter.paintMetallicSmoothness);
SetToggle(panel, ToggleOcclusion, painter.paintOcclusion);
SetToggle(panel, ToggleEmission, painter.paintEmission);
SetToggle(panel, ToggleSpray, painter.spray);
SetToggle(panel, TogglePipette, painter.pipette);
SetPicker(panel, PickerAlbedo, painter.brushColor);
SetPicker(panel, PickerEmission, painter.emissionColor);
SetSlider(panel, SliderAlbedoAlpha, painter.brushColor.a);
SetSlider(panel, SliderEmissionAlpha, painter.emissionColor.a);
SetSlider(panel, SliderMetallic, painter.metallic);
SetSlider(panel, SliderSmoothness, painter.smoothness);
SetSlider(panel, SliderMetallicSmoothnessAlpha, painter.metallicSmoothnessOpacity);
SetSlider(panel, SliderOcclusion, painter.occlusion);
SetSlider(panel, SliderOcclusionAlpha, painter.occlusionOpacity);
SetSlider(panel, SliderEmissionIntensity, painter.emissionIntensity);
SetSlider(panel, SliderBrushSize, painter.brushSize);
SetSlider(panel, SliderSprayDots, painter.sprayDots);
SetSlider(panel, SliderSprayDotSizeMin, painter.sprayDotSizeMin);
SetSlider(panel, SliderSprayDotSizeMax, painter.sprayDotSizeMax);
SetSlider(panel, SliderSprayDotAlphaMin, painter.sprayDotAlphaMin);
SetSlider(panel, SliderSprayDotAlphaMax, painter.sprayDotAlphaMax);
RefreshMaskHighlights();
}
/// <summary>
/// Pushes only the brush size back into its slider (painter -> HUD), e.g. after Shift+wheel
/// resized the brush in-world. The slider clamps to its own range and its listener writes the
/// clamped value back to the painter, so the wheel and the slider stay in agreement.
/// </summary>
private void SyncBrushSize()
{
if (!_panel || !painter) return;
SetSlider(_panel.transform, SliderBrushSize, painter.brushSize);
}
/// <summary>
/// Seeds the camouflage sliders from the player's live PlayerCamoLit material (painter -> HUD). The
/// values live on the material instance the painter builds in its Start, but the HUD binds earlier
/// (the avatar's OnNetworkSpawn fires before Start), so they are not readable at WirePanel time. This
/// runs once the painter reports <see cref="MeshPainter.IsReady"/> (see LateUpdate) so the sliders
/// show the material's authored values instead of the placeholder 0 from the bind-time read.
/// </summary>
private void SyncCamoSliders()
{
if (!_panel || !painter) return;
var panel = _panel.transform;
SetSlider(panel, SliderHalfLambert, painter.CamoHalfLambert);
SetSlider(panel, SliderHalfLambertBrightness, painter.CamoHalfLambertBrightness);
SetSlider(panel, SliderSpecularDamp, painter.CamoSpecularDampen);
}
private static void SetToggle(Transform panel, string name, bool value)
{
var toggle = Find<Toggle>(panel, name);
if (toggle) toggle.isOn = value; // only fires onValueChanged when it actually changes
}
private static void SetSlider(Transform panel, string name, float value)
{
var cell = FindDeep(panel, name);
var slider = cell ? cell.GetComponentInChildren<Slider>() : null;
if (!slider) return;
var curve = slider.GetComponent<SliderCurve>();
if (curve) curve.SetOutput(value); // inverts the value onto the handle, then fires the slider listener
else slider.value = value; // listener refreshes the value label + painter
}
private static void SetPicker(Transform panel, string name, Color color)
{
var picker = Find<HsvColorPicker>(panel, name);
if (picker) picker.SetColor(color);
}
// Albedo/emission colour is split across two widgets: the picker drives RGB (keeping the painter's
// current alpha), the standalone alpha slider drives alpha (keeping RGB). Kept independent so neither
// widget's edit clobbers the other's channel.
private static Color WithRgb(Color current, Color rgb) => new Color(rgb.r, rgb.g, rgb.b, current.a);
private static Color WithAlpha(Color current, float a) => new Color(current.r, current.g, current.b, a);
// Active = accent frame, inactive = subtle frame. Selection lives on the painter (activeBrushIndex);
// the swatch click only sets it - the painter resolves the new mask on its next Update.
private static readonly Color MaskFrameSelected = new Color(0.30f, 0.62f, 1f, 1f);
private static readonly Color MaskFrameUnselected = new Color(0.18f, 0.18f, 0.21f, 1f);
/// <summary>
/// Binds the baked mask swatches (one per <c>MaskSwatch_i</c>) to the painter's brush masks:
/// each swatch previews <c>painter.brushMasks[i]</c> and selects it on click. A swatch with no
/// matching mask is hidden, so the prefab can carry more swatches than the painter has masks.
/// </summary>
private void WireMaskSelector(Transform panel)
{
var selector = FindDeep(panel, MaskSelector);
if (!selector) return;
var masks = painter ? painter.brushMasks : null;
for (int i = 0; ; i++)
{
var swatch = FindDeep(selector, MaskSwatchPrefix + i);
if (!swatch) break;
bool has = masks != null && i < masks.Count && masks[i];
swatch.gameObject.SetActive(has);
if (!has) continue;
var preview = swatch.Find("Preview");
var previewImg = preview ? preview.GetComponent<Image>() : null;
if (previewImg) previewImg.sprite = MaskSprite(masks[i]);
var btn = swatch.GetComponent<Button>();
if (btn)
{
int idx = i; // capture per swatch
btn.onClick.RemoveAllListeners();
btn.onClick.AddListener(() => SelectMask(idx));
}
}
RefreshMaskHighlights();
}
private void SelectMask(int index)
{
if (painter) painter.activeBrushIndex = index;
RefreshMaskHighlights();
}
private void RefreshMaskHighlights()
{
if (!_panel || !painter) return;
var selector = FindDeep(_panel.transform, MaskSelector);
if (!selector) return;
for (int i = 0; ; i++)
{
var swatch = FindDeep(selector, MaskSwatchPrefix + i);
if (!swatch) break;
var frame = swatch.GetComponent<Image>();
if (frame) frame.color = i == painter.activeBrushIndex ? MaskFrameSelected : MaskFrameUnselected;
}
}
// One sprite per mask texture, reused across rewires (display only - no CPU readback needed).
private static readonly System.Collections.Generic.Dictionary<Texture2D, Sprite> _maskSprites
= new System.Collections.Generic.Dictionary<Texture2D, Sprite>();
private static Sprite MaskSprite(Texture2D tex)
{
if (!tex) return null;
if (_maskSprites.TryGetValue(tex, out var cached) && cached) return cached;
var s = Sprite.Create(tex, new Rect(0f, 0f, tex.width, tex.height), new Vector2(0.5f, 0.5f), 100f);
s.hideFlags = HideFlags.HideAndDontSave;
_maskSprites[tex] = s;
return s;
}
/// <summary>
/// Attaches (idempotently) a <see cref="DraggablePanel"/> to the whole panel so it can be dragged
/// from any of its non-interactive surface (header, padding, labels, background); the component
/// ignores presses that start on a widget (toggle, slider, colour picker).
/// </summary>
private void MakeDraggable(Transform root, string panelName)
{
var panel = FindDeep(root, panelName) as RectTransform;
if (!panel) return;
var drag = panel.GetComponent<DraggablePanel>();
if (!drag) drag = panel.gameObject.AddComponent<DraggablePanel>();
drag.target = panel;
drag.Moved = OnPanelMoved; // persist the layout the moment a panel is dropped
}
private void EnsureFonts(Transform panel)
{
foreach (var t in panel.GetComponentsInChildren<Text>(true))
if (!t.font) t.font = _font;
}
private static void WireToggle(Transform panel, string name, bool value, Action<bool> onChanged)
{
var toggle = Find<Toggle>(panel, name);
if (!toggle) return;
toggle.isOn = value;
toggle.onValueChanged.AddListener(v => onChanged(v));
}
/// <summary>
/// Ensures a <see cref="CanvasGroup"/> on the channel panel and drives its alpha from the toggle:
/// 1 while the channel is enabled, 0.5 while disabled. Call after <see cref="WireToggle"/> so the
/// initial alpha reflects the toggle's painter-synced state. The group stays interactive (default
/// interactable/blocksRaycasts), so a dimmed panel can still be clicked to re-enable its channel.
/// </summary>
private static void WirePanelFade(Transform root, string panelName, string toggleName)
{
var panel = FindDeep(root, panelName);
if (!panel) return;
var group = panel.GetComponent<CanvasGroup>();
if (!group) group = panel.gameObject.AddComponent<CanvasGroup>();
var toggle = Find<Toggle>(panel, toggleName);
if (!toggle) { group.alpha = 1f; return; }
group.alpha = toggle.isOn ? 1f : 0.5f;
toggle.onValueChanged.AddListener(v => group.alpha = v ? 1f : 0.5f);
}
private static void WireSlider(Transform panel, string name, float value, Action<float> onChanged)
{
var cell = FindDeep(panel, name);
if (!cell) return;
var slider = cell.GetComponentInChildren<Slider>();
if (!slider) return;
var curve = slider.GetComponent<SliderCurve>(); // optional non-linear response on the same object
var valueRt = cell.Find("Value");
var valueText = valueRt ? valueRt.GetComponent<TMPro.TMP_Text>() : null;
// With a curve the slider handle is linear but the bound value is the curved output; whole-number
// quantisation moves onto the curve so the slider itself stays continuous.
if (curve) curve.SetOutputWithoutNotify(value); // seed the handle by inverting the value (no listener yet)
else slider.value = value;
Func<float> read = () => curve ? curve.Value : slider.value;
Action<float> setText = v =>
{
if (valueText) valueText.text = slider.wholeNumbers ? Mathf.RoundToInt(v).ToString() : v.ToString("0.00");
};
setText(read()); // show the actual (clamped/curved) value, not the unclamped input
slider.onValueChanged.AddListener(_ => { float v = read(); setText(v); onChanged(v); });
}
private void WirePicker(Transform panel, string name, Color color, Action<Color> onChanged)
{
var picker = Find<HsvColorPicker>(panel, name);
if (!picker) return;
picker.Rebind(); // re-find children, re-assign runtime gradient sprites, re-hook drag relays
picker.SetColor(color);
picker.Changed += onChanged;
}
private static T Find<T>(Transform panel, string name) where T : Component
{
var child = FindDeep(panel, name);
return child ? child.GetComponent<T>() : null;
}
/// <summary>Depth-first search by name (widgets now live nested inside per-channel sub-panels).</summary>
private static Transform FindDeep(Transform root, string name)
{
if (root.name == name) return root;
for (int i = 0; i < root.childCount; i++)
{
var found = FindDeep(root.GetChild(i), name);
if (found) return found;
}
return null;
}
// --- Static UI factory (shared with HsvColorPicker) ---
public static RectTransform NewRect(string name, Transform parent)
{
var go = new GameObject(name, typeof(RectTransform));
go.transform.SetParent(parent, false);
return (RectTransform)go.transform;
}
public static Image AddImage(GameObject go, Color color)
{
var img = go.AddComponent<Image>();
img.color = color;
return img;
}
/// <summary>Adds a full-rect, non-raycasting overlay image (sprite assigned by the caller).</summary>
public static Image AddOverlay(RectTransform parent, string name)
{
var rt = NewRect(name, parent);
rt.anchorMin = Vector2.zero;
rt.anchorMax = Vector2.one;
rt.offsetMin = Vector2.zero;
rt.offsetMax = Vector2.zero;
var img = rt.gameObject.AddComponent<Image>();
img.type = Image.Type.Simple;
img.raycastTarget = false;
return img;
}
// Cached gradient sprites for the colour picker.
private static Sprite _satSprite, _valSprite, _hueSprite;
/// <summary>Horizontal white-out: opaque white (left) -> transparent (right) = saturation.</summary>
public static Sprite SaturationSprite()
{
if (_satSprite) return _satSprite;
const int n = 64;
var tex = NewGradientTex(n, 1);
for (int x = 0; x < n; x++)
{
byte a = (byte)Mathf.RoundToInt(255f * (1f - x / (float)(n - 1)));
tex.SetPixel(x, 0, new Color32(255, 255, 255, a));
}
tex.Apply(false);
_satSprite = ToSprite(tex);
return _satSprite;
}
/// <summary>Vertical black-out: opaque black (bottom) -> transparent (top) = value.</summary>
public static Sprite ValueSprite()
{
if (_valSprite) return _valSprite;
const int n = 64;
var tex = NewGradientTex(1, n);
for (int y = 0; y < n; y++)
{
byte a = (byte)Mathf.RoundToInt(255f * (1f - y / (float)(n - 1)));
tex.SetPixel(0, y, new Color32(0, 0, 0, a));
}
tex.Apply(false);
_valSprite = ToSprite(tex);
return _valSprite;
}
/// <summary>Horizontal full-saturation hue ramp 0..1.</summary>
public static Sprite HueSprite()
{
if (_hueSprite) return _hueSprite;
const int n = 64;
var tex = NewGradientTex(n, 1);
for (int x = 0; x < n; x++)
tex.SetPixel(x, 0, Color.HSVToRGB(x / (float)(n - 1), 1f, 1f));
tex.Apply(false);
_hueSprite = ToSprite(tex);
return _hueSprite;
}
private static Texture2D NewGradientTex(int w, int h)
{
return new Texture2D(w, h, TextureFormat.RGBA32, false, false) // sRGB sampling for correct colours
{
name = "PaintHud_Gradient",
wrapMode = TextureWrapMode.Clamp,
filterMode = FilterMode.Bilinear,
hideFlags = HideFlags.HideAndDontSave
};
}
private static Sprite ToSprite(Texture2D tex)
{
var s = Sprite.Create(tex, new Rect(0f, 0f, tex.width, tex.height), new Vector2(0.5f, 0.5f), 100f);
s.hideFlags = HideFlags.HideAndDontSave;
return s;
}
}