Files
chameleon/Assets/Scripts/PaintHud.Persistence.cs
T
adminandClaude Opus 4.8 dadf9d88d4 Fix paint HUD settings not persisting until a panel is dragged
The debounced auto-save compared painter values against the on-disk
baseline, so after any slider/toggle change the values stayed different
every frame and the 0.5s timer was pushed forward endlessly, never
firing. Saving only happened via the direct drag-end path. Compare
against the previous-frame snapshot instead so the timer fires once the
values settle. Also pin hudSaveId to a stable key so the layout is
shared across scenes instead of split per-scene.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-28 14:21:03 +02:00

343 lines
14 KiB
C#

using System;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
public partial class PaintHud
{
// --- Persistence: panel positions + the widget-bound painter values ---
//
// Saved when state actually changes - a panel drop writes immediately (OnPanelMoved), brush-value
// edits are coalesced and flushed shortly after they settle (LateUpdate debounce) - and restored on
// the next start, so the HUD opens where you left it with the brush settings you last used. There is
// deliberately NO save on quit/teardown: standalone builds do not guarantee a clean shutdown
// (OnApplicationQuit is skipped on force-close / kill / crash), so a teardown-only save silently
// lost the whole session's layout in the build. 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.
//
// The brush values are also mirrored into an in-memory snapshot (_carry) on this persistent HUD, so
// they survive the avatar respawn that a scene switch (lobby -> map) triggers: the new painter gets
// the carried values instead of its prefab defaults. The save key is derived from the HUD's OWN
// scene (a stable persistent scene), not the active scene - the latter now changes across the
// additive lobby/map loads, which would split save and restore into different files.
[Header("Persistence")]
[Tooltip("Save the panel positions and their values when you move a panel or change a brush value, " +
"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 HUD's own 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;
// Auto-save bookkeeping. Panel drops save instantly; brush-value edits are debounced because sliders
// fire every frame while dragged - we push the due time forward and write once they settle. No
// teardown save, so persistence never depends on a clean quit.
private const float HudSaveDebounce = 0.5f;
private readonly HudValues _savedValues = new HudValues(); // mirror of what is currently on disk
private readonly HudValues _lastSeenValues = new HudValues(); // painter values observed last frame (settle detection)
private bool _hasSavedBaseline;
private bool _hudSavePending;
private float _hudSaveDueTime;
// In-memory mirror of the brush values, kept on this persistent HUD so they survive the avatar
// respawn a scene switch (lobby <-> map) triggers: the freshly spawned painter is seeded with these
// instead of its prefab defaults. Single instance with mutable fields -> no per-frame allocation.
private readonly HudValues _carry = new HudValues();
private bool _hasCarry;
private static string HudSaveDir => Path.Combine(Application.persistentDataPath, "MeshPaint");
private string HudSavePath()
{
// Derive from the HUD's OWN scene (a stable persistent scene), not the active scene: the latter
// now changes across the additive lobby/map loads, so a key from it would split save and restore
// into different files and silently lose the saved layout.
string key = string.IsNullOrEmpty(hudSaveId)
? SanitizeHudKey(gameObject.scene.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 activeBrushIndex;
public int sprayDots;
public float sprayDotSizeMin, sprayDotSizeMax, sprayDotAlphaMin, sprayDotAlphaMax;
}
/// <summary>A draggable panel was dropped -> persist the layout immediately.</summary>
private void OnPanelMoved() => 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)
{
CopyValues(painter, state.values);
state.hasValues = true;
}
else if (_hasCarry)
{
// No painter bound at teardown (e.g. quit with no avatar) -> persist the last mirrored values.
state.values = _carry;
state.hasValues = true;
}
Directory.CreateDirectory(HudSaveDir);
File.WriteAllText(HudSavePath(), JsonUtility.ToJson(state, true));
// Refresh the on-disk baseline so the debounce does not immediately re-save unchanged values.
if (painter) CopyValues(painter, _savedValues);
_hasSavedBaseline = painter;
_hudSavePending = false;
}
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)
{
ApplyValues(painter, state.values);
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;
}
// --- In-session carry: brush values survive the avatar respawn a scene switch triggers ---
private void LateUpdate()
{
if (painter)
{
// Mirror the live painter every frame; the next BindPainter (after a respawn) seeds the fresh
// painter from this snapshot instead of its prefab defaults. Captured while the painter lives,
// so it is immune to the destroy-pending timing of the despawn.
CaptureCarry();
// Debounced auto-save: (re)arm the settle timer only on frames where a value actually CHANGED
// since the last frame - not merely differs from disk. Sliders fire every frame while dragged,
// so this keeps the deadline ahead of the drag and writes once the values stop moving. Comparing
// against the on-disk baseline instead would push the deadline forward forever (the edit always
// differs from disk until it is written), so the save would never fire on its own - it only
// landed when something else, e.g. a panel drop, wrote the state directly.
if (persistHud && _hasSavedBaseline && !ValuesEqual(painter, _lastSeenValues))
{
CopyValues(painter, _lastSeenValues);
if (!ValuesEqual(painter, _savedValues))
{
_hudSavePending = true;
_hudSaveDueTime = Time.unscaledTime + HudSaveDebounce;
}
}
}
if (_hudSavePending && Time.unscaledTime >= _hudSaveDueTime)
SaveHudState();
}
/// <summary>Marks the current brush values as the on-disk baseline so auto-save only fires on real edits.</summary>
private void SnapshotSavedBaseline()
{
if (painter)
{
CopyValues(painter, _savedValues);
CopyValues(painter, _lastSeenValues);
}
_hasSavedBaseline = painter;
_hudSavePending = false;
}
/// <summary>True when every brush value on the painter still matches the snapshot last written to disk.</summary>
private static bool ValuesEqual(MeshPainter p, HudValues v)
{
return p.paintAlbedo == v.paintAlbedo
&& p.paintMetallicSmoothness == v.paintMetallicSmoothness
&& p.paintOcclusion == v.paintOcclusion
&& p.paintEmission == v.paintEmission
&& p.spray == v.spray
&& p.brushColor == v.brushColor
&& p.metallic == v.metallic
&& p.smoothness == v.smoothness
&& p.metallicSmoothnessOpacity == v.metallicSmoothnessOpacity
&& p.occlusion == v.occlusion
&& p.occlusionOpacity == v.occlusionOpacity
&& p.emissionColor == v.emissionColor
&& p.emissionIntensity == v.emissionIntensity
&& p.brushSize == v.brushSize
&& p.activeBrushIndex == v.activeBrushIndex
&& p.sprayDots == v.sprayDots
&& p.sprayDotSizeMin == v.sprayDotSizeMin
&& p.sprayDotSizeMax == v.sprayDotSizeMax
&& p.sprayDotAlphaMin == v.sprayDotAlphaMin
&& p.sprayDotAlphaMax == v.sprayDotAlphaMax;
}
/// <summary>Snapshots the bound painter's brush values into the in-memory mirror.</summary>
public void CaptureCarry()
{
if (!painter) return;
CopyValues(painter, _carry);
_hasCarry = true;
}
/// <summary>Writes the mirrored brush values onto the (freshly bound) painter and pushes them to the widgets.</summary>
public void ApplyCarry()
{
if (!painter || !_hasCarry) return;
ApplyValues(painter, _carry);
SyncFromPainter();
}
private static void CopyValues(MeshPainter from, HudValues v)
{
v.paintAlbedo = from.paintAlbedo;
v.paintMetallicSmoothness = from.paintMetallicSmoothness;
v.paintOcclusion = from.paintOcclusion;
v.paintEmission = from.paintEmission;
v.spray = from.spray;
v.brushColor = from.brushColor;
v.metallic = from.metallic;
v.smoothness = from.smoothness;
v.metallicSmoothnessOpacity = from.metallicSmoothnessOpacity;
v.occlusion = from.occlusion;
v.occlusionOpacity = from.occlusionOpacity;
v.emissionColor = from.emissionColor;
v.emissionIntensity = from.emissionIntensity;
v.brushSize = from.brushSize;
v.activeBrushIndex = from.activeBrushIndex;
v.sprayDots = from.sprayDots;
v.sprayDotSizeMin = from.sprayDotSizeMin;
v.sprayDotSizeMax = from.sprayDotSizeMax;
v.sprayDotAlphaMin = from.sprayDotAlphaMin;
v.sprayDotAlphaMax = from.sprayDotAlphaMax;
}
private static void ApplyValues(MeshPainter to, HudValues v)
{
to.paintAlbedo = v.paintAlbedo;
to.paintMetallicSmoothness = v.paintMetallicSmoothness;
to.paintOcclusion = v.paintOcclusion;
to.paintEmission = v.paintEmission;
to.spray = v.spray;
to.brushColor = v.brushColor;
to.metallic = v.metallic;
to.smoothness = v.smoothness;
to.metallicSmoothnessOpacity = v.metallicSmoothnessOpacity;
to.occlusion = v.occlusion;
to.occlusionOpacity = v.occlusionOpacity;
to.emissionColor = v.emissionColor;
to.emissionIntensity = v.emissionIntensity;
to.brushSize = v.brushSize;
to.activeBrushIndex = v.activeBrushIndex;
to.sprayDots = v.sprayDots;
to.sprayDotSizeMin = v.sprayDotSizeMin;
to.sprayDotSizeMax = v.sprayDotSizeMax;
to.sprayDotAlphaMin = v.sprayDotAlphaMin;
to.sprayDotAlphaMax = v.sprayDotAlphaMax;
}
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);
}
}
}