Move scripts under Assets/Scripts/ into Components, GameMode, Helper, Network, Enum, Struct and ScriptableObject folders. Pure file moves (plus folder .meta files); no code changes. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
527 lines
24 KiB
C#
527 lines
24 KiB
C#
using System;
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using System.Collections.Generic;
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using System.IO;
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using UnityEngine;
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public partial class PaintHud
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{
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// --- Persistence: panel positions + the widget-bound painter values ---
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//
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// Saved when state actually changes (panel drop = instant, brush edits = debounced), restored on the
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// next start. Deliberately NO save on quit/teardown: standalone builds don't guarantee a clean
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// shutdown (OnApplicationQuit is skipped on force-close/kill/crash), which silently lost the whole
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// session's layout in the build. Small structured state -> human-readable JSON, independent of the
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// painter's bulk pixel maps (MeshPainter.Persistence). The brush values are also mirrored in-memory
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// (_carry) so they survive the avatar respawn a scene switch triggers.
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[Header("Persistence")]
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[Tooltip("Save the panel positions and their values when you move a panel or change a brush value, " +
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"and restore them on the next start. Off = the HUD opens at its authored layout / painter " +
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"defaults every session.")]
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public bool persistHud = true;
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[Tooltip("Save file identifier. Empty = derived from the HUD's own scene name. Set explicitly to keep " +
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"the layout stable across scene renames or to share one layout between scenes.")]
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public string hudSaveId = "";
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private const int HudFileVersion = 1;
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// Auto-save bookkeeping. Brush edits are debounced (sliders fire every frame while dragged): the due
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// time is pushed forward and written once they settle.
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private const float HudSaveDebounce = 0.5f;
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private readonly HudValues _savedValues = new HudValues(); // mirror of what is currently on disk
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private readonly HudValues _lastSeenValues = new HudValues(); // painter values observed last frame (settle detection)
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private bool _hasSavedBaseline;
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private bool _hudSavePending;
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private float _hudSaveDueTime;
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// In-memory mirror seeding a freshly respawned painter (instead of its prefab defaults). Single
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// instance with mutable fields -> no per-frame allocation.
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private readonly HudValues _carry = new HudValues();
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private bool _hasCarry;
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// Camo knobs live on the material instance, which only exists after the painter's Start: a restored
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// (disk) or carried (respawn) value waits here and is applied in the LateUpdate ready-gate.
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// _camoEverReady gates carry/save so the not-yet-ready 0 never overwrites the authored value.
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private Vector3 _pendingCamo;
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private bool _hasPendingCamo;
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private bool _camoEverReady;
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// Painted-height knobs ride the exact same material-ready deferral as the camo knobs above.
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private Vector3 _pendingHeight;
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private bool _hasPendingHeight;
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// Authored defaults for the runtime reset ("as if the save file had been deleted"): prefab panel
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// positions + prefab/material default brush values, captured before restore/carry mutate them. Camo
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// is material-backed (readable only once IsReady), so it is filled in the ready-gate instead.
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private readonly Dictionary<string, Vector2> _authoredPanelPos = new Dictionary<string, Vector2>();
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private bool _hasAuthoredLayout;
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private readonly HudValues _defaults = new HudValues();
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private bool _hasDefaults; // non-camo defaults captured (first bind, before restore/carry)
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private bool _hasDefaultCamo; // camo defaults captured (first ready-gate, before any pending camo apply)
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private static string HudSaveDir => Path.Combine(Application.persistentDataPath, "MeshPaint");
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private string HudSavePath()
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{
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// Derive from the HUD's OWN scene (a stable persistent scene), not the active scene: the latter
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// now changes across the additive lobby/map loads, so a key from it would split save and restore
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// into different files and silently lose the saved layout.
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string key = string.IsNullOrEmpty(hudSaveId)
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? SanitizeHudKey(gameObject.scene.name + "_hud")
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: SanitizeHudKey(hudSaveId);
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return Path.Combine(HudSaveDir, key + ".hudlayout");
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}
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private static string SanitizeHudKey(string s) => MeshPainter.SanitizeFileKey(s);
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[Serializable]
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private class HudState
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{
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public int version = HudFileVersion;
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public bool hasValues; // false = no painter was bound when saved -> restore positions only
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public bool hasCamoValues; // false = pre-camo save file -> keep the material's authored camo (no clobber)
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public bool hasHeightValues; // false = pre-height save file -> keep the material's authored height knobs (no clobber)
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public List<PanelPos> panels = new List<PanelPos>();
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public HudValues values = new HudValues();
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}
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[Serializable]
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private struct PanelPos
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{
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public string name;
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public Vector2 pos; // anchoredPosition (point-anchored panels -> fully determines placement)
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}
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// Mirrors exactly the painter fields the HUD widgets bind to (PaintHud.WirePanel).
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[Serializable]
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private class HudValues
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{
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public bool paintAlbedo, paintMetallicSmoothness, paintOcclusion, paintEmission, spray;
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public Color brushColor;
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public float metallic, smoothness, metallicSmoothnessOpacity, occlusion, occlusionOpacity;
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public Color emissionColor;
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public float emissionIntensity;
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public int brushSize;
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public int activeBrushIndex;
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public int sprayDots;
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public float sprayDotSizeMin, sprayDotSizeMax, sprayDotAlphaMin, sprayDotAlphaMax;
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public float camoHalfLambert, camoHalfLambertBrightness, camoSpecularDampen; // PlayerCamoLit material knobs
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public float occlusionThreshold, heightNormalIntensity, parallaxIntensity; // painted-height knobs (material-backed)
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}
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/// <summary>A draggable panel was dropped -> persist the layout immediately.</summary>
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private void OnPanelMoved() => SaveHudState();
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/// <summary>Writes the current panel positions and bound painter values to disk.</summary>
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public void SaveHudState()
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{
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if (!persistHud || !_panel) return;
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try
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{
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var state = new HudState();
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var panel = _panel.transform;
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foreach (var name in DraggablePanels)
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{
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if (GeometryUtil.FindDeep(panel, name) is RectTransform rt)
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state.panels.Add(new PanelPos { name = name, pos = rt.anchoredPosition });
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}
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if (painter)
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{
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CopyValues(painter, state.values);
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state.hasValues = true;
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state.hasCamoValues = painter.IsReady; // only claim camo when it was actually readable
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state.hasHeightValues = painter.IsReady; // height knobs share the camo readiness
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}
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else if (_hasCarry)
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{
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// No painter bound at teardown (e.g. quit with no avatar) -> persist the last mirrored values.
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state.values = _carry;
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state.hasValues = true;
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state.hasCamoValues = _camoEverReady; // _carry holds valid camo only after a ready painter
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state.hasHeightValues = _camoEverReady;
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}
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Directory.CreateDirectory(HudSaveDir);
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File.WriteAllText(HudSavePath(), JsonUtility.ToJson(state, true));
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// Refresh the on-disk baseline so the debounce does not immediately re-save unchanged values.
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if (painter) CopyValues(painter, _savedValues);
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_hasSavedBaseline = painter;
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_hudSavePending = false;
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}
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catch (Exception e)
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{
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Debug.LogWarning($"[PaintHud] Saving HUD state failed: {e.Message}", this);
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}
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}
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/// <summary>
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/// Restores the saved panel positions and brush values. Values are written into the painter (the
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/// source of truth the widgets read) and then pushed to every widget via <see cref="SyncFromPainter"/>,
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/// reusing the exact same painter -> HUD path the pipette pick uses. Positions are applied last.
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/// </summary>
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public void RestoreHudState()
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{
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if (!persistHud || !_panel) return;
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var state = LoadHudState();
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if (state == null) return;
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if (painter && state.hasValues && state.values != null)
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{
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ApplyValues(painter, state.values);
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SyncFromPainter();
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}
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// Camo is material-backed -> stash for the LateUpdate ready-gate. hasCamoValues guards pre-camo
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// save files (applying their 0 would clobber the authored camo).
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if (state.hasCamoValues && state.values != null)
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{
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_pendingCamo = new Vector3(state.values.camoHalfLambert,
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state.values.camoHalfLambertBrightness,
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state.values.camoSpecularDampen);
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_hasPendingCamo = true;
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}
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// Same deferral + guard for the painted-height knobs.
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if (state.hasHeightValues && state.values != null)
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{
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_pendingHeight = new Vector3(state.values.occlusionThreshold,
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state.values.heightNormalIntensity,
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state.values.parallaxIntensity);
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_hasPendingHeight = true;
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}
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// Point-anchored panels: anchoredPosition is resolution-independent under the canvas'
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// ScaleWithScreenSize scaler, so the raw saved value places them identically next session.
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var root = _panel.transform;
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if (state.panels != null)
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foreach (var p in state.panels)
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if (GeometryUtil.FindDeep(root, p.name) is RectTransform rt)
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rt.anchoredPosition = p.pos;
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}
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// --- In-session carry: brush values survive the avatar respawn a scene switch triggers ---
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private void LateUpdate()
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{
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if (painter)
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{
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// Apply restored/carried camo + height to the material once it is ready, then seed the
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// sliders. Runs BEFORE the carry mirror + change detection below, so the just-applied value
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// is already the baseline and never re-triggers a redundant auto-save.
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if (!_camoSynced && painter.IsReady)
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{
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// Capture the authored camo as the reset default BEFORE any pending value is applied over
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// it - once per HUD, so a reset always returns to the genuine material default.
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if (!_hasDefaultCamo)
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{
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CaptureCamoDefaults();
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_hasDefaultCamo = true;
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}
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if (_hasPendingCamo)
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{
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painter.CamoKnobs = _pendingCamo;
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_hasPendingCamo = false;
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}
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if (_hasPendingHeight)
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{
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painter.HeightKnobs = _pendingHeight;
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_hasPendingHeight = false;
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}
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SyncCamoSliders();
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_savedValues.camoHalfLambert = _lastSeenValues.camoHalfLambert = painter.CamoHalfLambert;
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_savedValues.camoHalfLambertBrightness = _lastSeenValues.camoHalfLambertBrightness = painter.CamoHalfLambertBrightness;
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_savedValues.camoSpecularDampen = _lastSeenValues.camoSpecularDampen = painter.CamoSpecularDampen;
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_savedValues.occlusionThreshold = _lastSeenValues.occlusionThreshold = painter.OcclusionThreshold;
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_savedValues.heightNormalIntensity = _lastSeenValues.heightNormalIntensity = painter.HeightNormalIntensity;
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_savedValues.parallaxIntensity = _lastSeenValues.parallaxIntensity = painter.ParallaxIntensity;
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_camoEverReady = true;
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_camoSynced = true;
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}
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// Mirror the live painter every frame; the next BindPainter (after a respawn) seeds the fresh
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// painter from this snapshot. Captured while the painter lives - immune to despawn timing.
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CaptureCarry();
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// Debounced auto-save: (re)arm the settle timer only on frames where a value actually CHANGED
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// since the last frame - comparing against the on-disk baseline instead would push the
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// deadline forward forever (an edit differs from disk until written), so it would never fire.
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if (persistHud && _hasSavedBaseline && !ValuesEqual(painter, _lastSeenValues))
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{
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CopyValues(painter, _lastSeenValues);
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if (!ValuesEqual(painter, _savedValues))
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{
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_hudSavePending = true;
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_hudSaveDueTime = Time.unscaledTime + HudSaveDebounce;
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}
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}
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}
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if (_hudSavePending && Time.unscaledTime >= _hudSaveDueTime)
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SaveHudState();
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}
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/// <summary>Marks the current brush values as the on-disk baseline so auto-save only fires on real edits.</summary>
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private void SnapshotSavedBaseline()
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{
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if (painter)
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{
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CopyValues(painter, _savedValues);
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CopyValues(painter, _lastSeenValues);
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}
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_hasSavedBaseline = painter;
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_hudSavePending = false;
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}
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/// <summary>True when every brush value on the painter still matches the snapshot last written to disk.</summary>
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private static bool ValuesEqual(MeshPainter p, HudValues v)
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{
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return p.paintAlbedo == v.paintAlbedo
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&& p.paintMetallicSmoothness == v.paintMetallicSmoothness
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&& p.paintOcclusion == v.paintOcclusion
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&& p.paintEmission == v.paintEmission
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&& p.spray == v.spray
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&& p.brushColor == v.brushColor
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&& p.metallic == v.metallic
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&& p.smoothness == v.smoothness
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&& p.metallicSmoothnessOpacity == v.metallicSmoothnessOpacity
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&& p.occlusion == v.occlusion
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&& p.occlusionOpacity == v.occlusionOpacity
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&& p.emissionColor == v.emissionColor
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&& p.emissionIntensity == v.emissionIntensity
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&& p.brushSize == v.brushSize
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&& p.activeBrushIndex == v.activeBrushIndex
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&& p.sprayDots == v.sprayDots
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&& p.sprayDotSizeMin == v.sprayDotSizeMin
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&& p.sprayDotSizeMax == v.sprayDotSizeMax
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&& p.sprayDotAlphaMin == v.sprayDotAlphaMin
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&& p.sprayDotAlphaMax == v.sprayDotAlphaMax
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&& p.CamoHalfLambert == v.camoHalfLambert
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&& p.CamoHalfLambertBrightness == v.camoHalfLambertBrightness
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&& p.CamoSpecularDampen == v.camoSpecularDampen
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&& p.OcclusionThreshold == v.occlusionThreshold
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&& p.HeightNormalIntensity == v.heightNormalIntensity
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&& p.ParallaxIntensity == v.parallaxIntensity;
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}
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/// <summary>Snapshots the bound painter's brush values into the in-memory mirror.</summary>
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public void CaptureCarry()
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{
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if (!painter) return;
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CopyValues(painter, _carry);
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_hasCarry = true;
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}
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/// <summary>Writes the mirrored brush values onto the (freshly bound) painter and pushes them to the widgets.</summary>
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public void ApplyCarry()
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{
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if (!painter || !_hasCarry) return;
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ApplyValues(painter, _carry);
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SyncFromPainter();
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// Camo is material-backed -> defer to the ready-gate using the carried (last live) values. Guarded
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// by _camoEverReady so a carry taken before any material was ready can't apply a stale 0.
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if (_camoEverReady)
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{
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_pendingCamo = new Vector3(_carry.camoHalfLambert,
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_carry.camoHalfLambertBrightness,
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_carry.camoSpecularDampen);
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_hasPendingCamo = true;
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_pendingHeight = new Vector3(_carry.occlusionThreshold,
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_carry.heightNormalIntensity,
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_carry.parallaxIntensity);
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_hasPendingHeight = true;
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}
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}
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private static void CopyValues(MeshPainter from, HudValues v)
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{
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v.paintAlbedo = from.paintAlbedo;
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v.paintMetallicSmoothness = from.paintMetallicSmoothness;
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v.paintOcclusion = from.paintOcclusion;
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v.paintEmission = from.paintEmission;
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v.spray = from.spray;
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v.brushColor = from.brushColor;
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v.metallic = from.metallic;
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v.smoothness = from.smoothness;
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v.metallicSmoothnessOpacity = from.metallicSmoothnessOpacity;
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v.occlusion = from.occlusion;
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v.occlusionOpacity = from.occlusionOpacity;
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v.emissionColor = from.emissionColor;
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v.emissionIntensity = from.emissionIntensity;
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v.brushSize = from.brushSize;
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v.activeBrushIndex = from.activeBrushIndex;
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v.sprayDots = from.sprayDots;
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v.sprayDotSizeMin = from.sprayDotSizeMin;
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v.sprayDotSizeMax = from.sprayDotSizeMax;
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v.sprayDotAlphaMin = from.sprayDotAlphaMin;
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v.sprayDotAlphaMax = from.sprayDotAlphaMax;
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// Camo getters read 0 until the material exists - only mirror once ready, otherwise preserve the
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// desired values already in the target (a restore/carry the ready-gate still has to apply).
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if (from.IsReady)
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{
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v.camoHalfLambert = from.CamoHalfLambert;
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v.camoHalfLambertBrightness = from.CamoHalfLambertBrightness;
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v.camoSpecularDampen = from.CamoSpecularDampen;
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v.occlusionThreshold = from.OcclusionThreshold;
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v.heightNormalIntensity = from.HeightNormalIntensity;
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v.parallaxIntensity = from.ParallaxIntensity;
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}
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}
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private static void ApplyValues(MeshPainter to, HudValues v)
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{
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to.paintAlbedo = v.paintAlbedo;
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to.paintMetallicSmoothness = v.paintMetallicSmoothness;
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to.paintOcclusion = v.paintOcclusion;
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to.paintEmission = v.paintEmission;
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to.spray = v.spray;
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to.brushColor = v.brushColor;
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to.metallic = v.metallic;
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to.smoothness = v.smoothness;
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to.metallicSmoothnessOpacity = v.metallicSmoothnessOpacity;
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to.occlusion = v.occlusion;
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to.occlusionOpacity = v.occlusionOpacity;
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to.emissionColor = v.emissionColor;
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to.emissionIntensity = v.emissionIntensity;
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to.brushSize = v.brushSize;
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to.activeBrushIndex = v.activeBrushIndex;
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to.sprayDots = v.sprayDots;
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to.sprayDotSizeMin = v.sprayDotSizeMin;
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to.sprayDotSizeMax = v.sprayDotSizeMax;
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to.sprayDotAlphaMin = v.sprayDotAlphaMin;
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to.sprayDotAlphaMax = v.sprayDotAlphaMax;
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// Camo + height setters are a no-op until the material exists; the guaranteed deferred apply runs
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// from the LateUpdate ready-gate via _pendingCamo/_pendingHeight. Writing here too keeps Copy/Apply/Equal symmetric.
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to.CamoHalfLambert = v.camoHalfLambert;
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to.CamoHalfLambertBrightness = v.camoHalfLambertBrightness;
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to.CamoSpecularDampen = v.camoSpecularDampen;
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to.OcclusionThreshold = v.occlusionThreshold;
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to.HeightNormalIntensity = v.heightNormalIntensity;
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to.ParallaxIntensity = v.parallaxIntensity;
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}
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private HudState LoadHudState()
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{
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string path = HudSavePath();
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if (!File.Exists(path)) return null;
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try
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{
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var state = JsonUtility.FromJson<HudState>(File.ReadAllText(path));
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if (state == null || state.version != HudFileVersion) return null;
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return state;
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}
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catch (Exception e)
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{
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Debug.LogWarning($"[PaintHud] Loading HUD state failed: {e.Message}", this);
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return null;
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}
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}
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// --- Reset to authored defaults (drives the HUD's reset button) ---
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/// <summary>
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/// Snapshots the authored panel positions from the freshly instantiated layout, before any saved
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/// layout is restored over them. The runtime reset restores exactly these. Called once from Start
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/// (right after the layout prefab is instantiated); idempotent.
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/// </summary>
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public void CaptureAuthoredLayout()
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{
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if (_hasAuthoredLayout || !_panel) return;
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var root = _panel.transform;
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foreach (var name in DraggablePanels)
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if (GeometryUtil.FindDeep(root, name) is RectTransform rt)
|
|
_authoredPanelPos[name] = rt.anchoredPosition;
|
|
_hasAuthoredLayout = true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Snapshots the painter's prefab-default brush values on the first bind, before carry/restore mutate
|
|
/// the live painter. Non-camo only here (a freshly spawned painter holds its prefab defaults); the
|
|
/// material-backed camo is not readable yet and is captured later in the LateUpdate ready-gate.
|
|
/// </summary>
|
|
private void CaptureDefaults()
|
|
{
|
|
if (_hasDefaults || !painter) return;
|
|
CopyValues(painter, _defaults); // CopyValues skips camo until IsReady -> camo stays for the ready-gate
|
|
_hasDefaults = true;
|
|
}
|
|
|
|
/// <summary>Snapshots the live camo + height knobs into the reset defaults (caller decides _hasDefaultCamo).</summary>
|
|
private void CaptureCamoDefaults()
|
|
{
|
|
_defaults.camoHalfLambert = painter.CamoHalfLambert;
|
|
_defaults.camoHalfLambertBrightness = painter.CamoHalfLambertBrightness;
|
|
_defaults.camoSpecularDampen = painter.CamoSpecularDampen;
|
|
_defaults.occlusionThreshold = painter.OcclusionThreshold;
|
|
_defaults.heightNormalIntensity = painter.HeightNormalIntensity;
|
|
_defaults.parallaxIntensity = painter.ParallaxIntensity;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Resets the HUD to its authored defaults, exactly as if the saved layout file had been deleted: the
|
|
/// panels jump back to their prefab positions and every brush value returns to the painter's prefab /
|
|
/// material defaults. The save file is deleted too, so the reset also survives the next start.
|
|
/// </summary>
|
|
[ContextMenu("Reset HUD Layout And Values")]
|
|
public void ResetHudToDefaults()
|
|
{
|
|
ClearSavedHudState();
|
|
|
|
if (_panel && _hasAuthoredLayout)
|
|
{
|
|
var root = _panel.transform;
|
|
foreach (var kv in _authoredPanelPos)
|
|
if (GeometryUtil.FindDeep(root, kv.Key) is RectTransform rt)
|
|
rt.anchoredPosition = kv.Value;
|
|
}
|
|
|
|
if (painter && _hasDefaults)
|
|
{
|
|
// Reset clicked before the ready-gate captured the camo defaults? keep the live camo rather than
|
|
// slamming it to the not-yet-filled 0 (which would flatten the material's lighting).
|
|
if (!_hasDefaultCamo && painter.IsReady)
|
|
CaptureCamoDefaults();
|
|
|
|
ApplyValues(painter, _defaults);
|
|
SyncFromPainter();
|
|
SyncCamoSliders();
|
|
|
|
// ApplyValues wrote the camo + height knobs straight to the material (painter is ready at a
|
|
// runtime reset), so drop any still-pending restored values the ready-gate would re-apply over the default.
|
|
_hasPendingCamo = false;
|
|
_hasPendingHeight = false;
|
|
|
|
CaptureCarry(); // a later respawn now carries the defaults, not the pre-reset values
|
|
SnapshotSavedBaseline(); // values match the (now deleted) save -> the reset itself triggers no auto-save
|
|
}
|
|
}
|
|
|
|
/// <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);
|
|
}
|
|
}
|
|
}
|