This commit is contained in:
Bandwidth
2026-04-26 20:49:32 +02:00
parent e0b808faed
commit d886f97e14
66 changed files with 8327 additions and 933 deletions

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@@ -1,366 +1,537 @@
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
using TMPro;
using GeoSus.Client;
/// <summary>
/// Attach to any manager GameObject in the create-lobby scene.
/// On Start it nukes all Art placeholder children from the Canvas and builds
/// a complete mobile-portrait lobby-configuration screen entirely in code.
/// Lives on host lobby.unity - the *settings* screen reached when the host
/// chooses "Host" from the main menu. Originally three fixed-position
/// controls (radius slider + impostor/task steppers). P13c expanded this to
/// a full scrollable settings panel covering every per-lobby setting the
/// server accepts: round shape, distances (kill / report / task / meeting /
/// emergency / repair), cooldowns (kill / emergency / sabotage), meeting
/// phase timings (arrival / late / discussion / voting), and sabotage
/// timings (comms / meltdown / repair hold). All values get accumulated
/// into GameManager.pendingSettings (a GameSettingsOverrides) and shipped
/// with the CreateLobby request so the server can stamp them into the
/// per-lobby snapshot at lobby creation time.
///
/// The scene already contains the art team's named UI:
/// Canvas
/// ├── Panel - full-screen background
/// ├── RawImage - decorative logo
/// ├── radius - TMP text "Game radius:\n" (HIDDEN, P13c)
/// ├── idk - TMP text container (HIDDEN, P13c)
/// ├── back - back button
/// ├── Zmekole_geosusv2 - 3D globe object
/// └── stvořit - "Create Lobby" button
///
/// We DO NOT destroy any of these. Instead we resolve them by name, wire
/// the buttons, hide the now-unused labels, and inject a ScrollRect with
/// the full settings panel anchored above the "stvořit" button. Anchor
/// offsets are in the canvas's portrait reference units (1080x1920).
/// </summary>
public class HostLobbyUI : MonoBehaviour
{
// ── Colours ───────────────────────────────────────────────────────────────
static Color H(string hex) { ColorUtility.TryParseHtmlString(hex, out var c); return c; }
static readonly Color C_BG = H("#0D0F1A");
static readonly Color C_HDR = H("#141927");
static readonly Color C_CARD = H("#111525");
static readonly Color C_BORDER = H("#1E2540");
static readonly Color C_ACCENT = H("#3399FF");
static readonly Color C_GREEN = H("#2DB84B");
static readonly Color C_MUTED = new Color(0.47f, 0.53f, 0.67f);
static readonly Color C_WHITE = Color.white;
static readonly Color C_INPUT = H("#0A0D1A");
// ── Colour palette (forwarded from UITheme) ──────────────────────────────
static readonly Color C_TRACK = UITheme.SurfaceDim;
static readonly Color C_FILL = UITheme.Accent;
static readonly Color C_HANDLE = UITheme.TextHi;
static readonly Color C_BTN_BG = UITheme.Surface;
static readonly Color C_BTN_HI = UITheme.Accent;
static readonly Color C_TEXT = UITheme.TextHi;
static readonly Color C_HEADER = UITheme.Accent;
// ── Live values ───────────────────────────────────────────────────────────
private float _radius = 500f;
private int _impostors = 1;
private int _tasks = 5;
private string _playerName = "";
// ── Live values (mirrored into GameManager.pending* + pendingSettings) ──
private float _radius = 500f;
private int _impostors = 1;
private int _tasks = 5;
private int _maxPlayers = 10;
private int _killDist = 5;
private int _reportDist = 5;
private int _taskDist = 5;
private int _meetingArrival = 10;
private int _emergencyCallRadius = 5;
private int _repairDist = 5;
private int _killCooldownS = 20;
private int _emergencyCooldownS = 60;
private int _maxEmergencyMeetings = 1;
private int _arrivalBaseS = 60;
private int _allowedLateS = 10;
private int _discussionS = 60;
private int _votingS = 60;
private int _sabotageCooldownS = 60;
private int _commsDurationS = 60;
private int _meltdownDeadlineS = 90;
private int _repairHoldS = 10;
// ── UI refs ───────────────────────────────────────────────────────────────
private TMP_Text _radiusValueLabel;
private TMP_Text _impostorValueLabel;
private TMP_Text _taskValueLabel;
private TMP_Text _statusText;
// ── Layout constants ────────────────────────────────────────────────────
const float ROW_HEIGHT = 130f;
const float HEADER_HEIGHT = 90f;
const float SLIDER_HEIGHT = 160f;
void Start()
{
// Pre-populate from GameManager defaults
// Wire emoji fallback before any TMP component renders, so labels
// with emoji glyphs display properly on the very first frame rather
// than as tofu boxes that get fixed on a later refresh.
UITheme.EnsureEmojiFontFallback();
var gm = GameManager.Instance;
if (gm != null)
{
// Carry over whatever the host had previously selected (if they
// back out and come back in, settings survive).
_radius = (float)gm.pendingRadius;
_impostors = gm.pendingImpostorCount;
_tasks = gm.pendingTaskCount;
_playerName = gm.displayName ?? "";
// Kick off GPS init NOW so by the time the host taps "Create
// Lobby" we have a real position fix to seed the play area with.
gm.inputSubsystem?.EnsureGPSStarted();
}
var canvasGO = GameObject.Find("Canvas");
if (canvasGO == null)
{
Debug.LogError("[HostLobbyUI] No Canvas found!");
Debug.LogError("[HostLobbyUI] No Canvas found in host lobby scene.");
return;
}
var canvas = canvasGO.transform;
// Nuke all Art placeholder children
var kill = new System.Collections.Generic.List<GameObject>();
foreach (Transform child in canvasGO.transform)
kill.Add(child.gameObject);
foreach (var go in kill)
DestroyImmediate(go);
// ── Bind existing scene buttons ─────────────────────────────────────
var backBtn = FindButton(canvas, "back");
if (backBtn != null)
{
backBtn.onClick.RemoveAllListeners();
backBtn.onClick.AddListener(() => SceneManager.LoadScene("main menu asi idk lol"));
}
else Debug.LogWarning("[HostLobbyUI] 'back' button not found.");
// Disable scene-changer components that bypass our logic
foreach (var sc in canvasGO.GetComponentsInChildren<CudlikZmenaSceny>(true))
sc.enabled = false;
var createBtn = FindButton(canvas, "stvořit");
if (createBtn != null)
{
createBtn.onClick.RemoveAllListeners();
createBtn.onClick.AddListener(OnCreateClicked);
}
else Debug.LogWarning("[HostLobbyUI] 'stvořit' button not found.");
Build(canvasGO.GetComponent<RectTransform>() ?? canvasGO.AddComponent<RectTransform>());
// ── Hide the art team's "radius" / "idk" labels ─────────────────────
// They were placeholders for the small set of settings we previously
// exposed; the scrollable panel below now owns all of that real estate.
var radiusLabel = FindTMP(canvas, "radius");
if (radiusLabel != null) radiusLabel.gameObject.SetActive(false);
var settingsLabel = FindTMP(canvas, "idk");
if (settingsLabel != null) settingsLabel.gameObject.SetActive(false);
// ── Build the scrollable settings panel ────────────────────────────
// Pass in the actual back/create button transforms so the scroll
// bounds can be measured against them at runtime, instead of
// hardcoded against canvas reference units that may or may not
// match where the art team actually placed the buttons.
BuildSettingsScroll(canvas,
backBtn != null ? backBtn.transform : null,
createBtn != null ? createBtn.transform : null);
}
// ── Builder ───────────────────────────────────────────────────────────────
void Build(RectTransform root)
{
// Full-screen background
var bg = MakeRT("BG", root);
Stretch(bg);
bg.gameObject.AddComponent<CanvasRenderer>();
Img(bg, C_BG);
// ── Action handlers ──────────────────────────────────────────────────────
// ── Header bar ───────────────────────────────────────────────────────
var hdr = MakeRT("Header", root);
Anchor(hdr, new Vector2(0,1), new Vector2(1,1), new Vector2(0,-80), new Vector2(0,0));
Img(hdr, C_HDR);
var hdrTxt = Txt("Create Lobby", hdr, 28, C_WHITE, TextAlignmentOptions.Center, bold: true);
Stretch(hdrTxt.rectTransform);
// ── Scroll body ───────────────────────────────────────────────────────
var scroll = MakeRT("Scroll", root);
Anchor(scroll, new Vector2(0,0), new Vector2(1,1), new Vector2(0,80), new Vector2(0,-80));
var sf = scroll.gameObject.AddComponent<ScrollRect>();
sf.horizontal = false;
Img(scroll, new Color(0,0,0,0));
var content = MakeRT("Content", scroll);
content.anchorMin = new Vector2(0,1);
content.anchorMax = new Vector2(1,1);
content.pivot = new Vector2(0.5f, 1);
content.offsetMin = Vector2.zero;
content.offsetMax = Vector2.zero;
var vlg = content.gameObject.AddComponent<VerticalLayoutGroup>();
vlg.padding = new RectOffset(16, 16, 12, 12);
vlg.spacing = 12;
vlg.childForceExpandWidth = true;
vlg.childForceExpandHeight = false;
var csf = content.gameObject.AddComponent<ContentSizeFitter>();
csf.verticalFit = ContentSizeFitter.FitMode.PreferredSize;
sf.content = content;
sf.viewport = scroll;
// ── Player name card ─────────────────────────────────────────────────
AddSectionLabel("PLAYER NAME", content);
var nameCard = AddCard(content, 70);
var nameInput = MakeInputField("Your name", nameCard, _playerName);
Stretch(nameInput.GetComponent<RectTransform>());
nameInput.onEndEdit.AddListener(v =>
{
_playerName = v.Trim();
var gm2 = GameManager.Instance;
if (gm2 != null) gm2.displayName = _playerName;
PlayerPrefs.SetString("PlayerName", _playerName);
});
// ── Radius card ───────────────────────────────────────────────────────
AddSectionLabel("PLAY AREA RADIUS", content);
var radCard = AddCard(content, 110);
var radRT = radCard.GetComponent<RectTransform>();
var radLbl = MakeRT("RadLbl", radRT);
Anchor(radLbl, new Vector2(0,1), new Vector2(1,1), new Vector2(12,-40), new Vector2(-12,-4));
var rt = radLbl.gameObject;
var radTmp = rt.AddComponent<TextMeshProUGUI>();
radTmp.text = RadiusLabel(_radius);
radTmp.fontSize = 20; radTmp.color = C_ACCENT;
radTmp.alignment = TextAlignmentOptions.Center;
_radiusValueLabel = radTmp;
var slider = MakeRT("RadSlider", radRT).gameObject.AddComponent<Slider>();
var srt = slider.GetComponent<RectTransform>();
Anchor(srt, new Vector2(0,0), new Vector2(1,0), new Vector2(16, 14), new Vector2(-16, 44));
slider.minValue = 100; slider.maxValue = 2000; slider.value = _radius;
BuildSliderVisuals(slider, C_ACCENT);
slider.onValueChanged.AddListener(v =>
{
_radius = v;
_radiusValueLabel.text = RadiusLabel(v);
var gm2 = GameManager.Instance;
if (gm2 != null) gm2.pendingRadius = v;
});
// ── Impostor count card ───────────────────────────────────────────────
AddSectionLabel("IMPOSTORS", content);
var impCard = AddCard(content, 80);
BuildStepper(impCard.GetComponent<RectTransform>(), ref _impostors, 1, 4,
v => { var gm2 = GameManager.Instance; if (gm2 != null) gm2.pendingImpostorCount = v; },
out _impostorValueLabel);
// ── Task count card ───────────────────────────────────────────────────
AddSectionLabel("TASKS PER PLAYER", content);
var taskCard = AddCard(content, 80);
BuildStepper(taskCard.GetComponent<RectTransform>(), ref _tasks, 1, 15,
v => { var gm2 = GameManager.Instance; if (gm2 != null) gm2.pendingTaskCount = v; },
out _taskValueLabel);
// ── Status text ───────────────────────────────────────────────────────
var statusCard = AddCard(content, 40);
_statusText = Txt("", statusCard.GetComponent<RectTransform>(), 16, C_MUTED, TextAlignmentOptions.Center);
Stretch(_statusText.rectTransform);
// ── Footer create button ──────────────────────────────────────────────
var footer = MakeRT("Footer", root);
Anchor(footer, new Vector2(0,0), new Vector2(1,0), new Vector2(0,0), new Vector2(0,80));
Img(footer, C_HDR);
var btnRT = MakeRT("CreateBtn", footer);
Anchor(btnRT, new Vector2(0.1f,0.15f), new Vector2(0.9f,0.85f), Vector2.zero, Vector2.zero);
var btn = btnRT.gameObject.AddComponent<Button>();
var btnImg = btnRT.gameObject.AddComponent<Image>();
btnImg.color = C_GREEN;
btn.targetGraphic = btnImg;
var cb = btn.colors; cb.pressedColor = C_GREEN * 0.7f; btn.colors = cb;
var btnTxt = Txt("CREATE LOBBY", btnRT, 22, C_WHITE, TextAlignmentOptions.Center, bold: true);
Stretch(btnTxt.rectTransform);
btn.onClick.AddListener(OnCreateClicked);
// ── Back button ───────────────────────────────────────────────────────
var backRT = MakeRT("BackBtn", root);
Anchor(backRT, new Vector2(0,1), new Vector2(0,1), new Vector2(8,-72), new Vector2(72,-8));
var backBtn = backRT.gameObject.AddComponent<Button>();
var backImg = backRT.gameObject.AddComponent<Image>();
backImg.color = new Color(1,1,1,0);
backBtn.targetGraphic = backImg;
var backTxt = Txt("←", backRT, 28, C_MUTED, TextAlignmentOptions.Center);
Stretch(backTxt.rectTransform);
backBtn.onClick.AddListener(() => UnityEngine.SceneManagement.SceneManager.LoadScene("main menu asi idk lol"));
}
// ── Actions ───────────────────────────────────────────────────────────────
void OnCreateClicked()
{
var gm = GameManager.Instance;
if (gm == null) { SetStatus("GameManager not found!", Color.red); return; }
if (string.IsNullOrWhiteSpace(_playerName))
{
SetStatus("Enter a player name first.", Color.yellow);
return;
}
if (gm == null) return;
// Keep the legacy flat fields populated for any caller that still
// reads them directly, and ALSO populate pendingSettings with the
// full override snapshot so the server can stamp it into the lobby.
gm.pendingRadius = _radius;
gm.pendingImpostorCount = _impostors;
gm.pendingTaskCount = _tasks;
gm.displayName = _playerName;
SetStatus("Connecting…", C_MUTED);
gm.pendingSettings = BuildOverrides();
gm.CreateLobbyButton();
}
void SetStatus(string msg, Color col)
/// <summary>
/// Pack the current control values into a wire-shape GameSettingsOverrides.
/// Every field is non-null - the server treats null as "use my default",
/// but since this UI exposes every field we always have a concrete value
/// to ship. Time fields are exposed in seconds and converted to ms here.
/// </summary>
GameSettingsOverrides BuildOverrides()
{
if (_statusText == null) return;
_statusText.text = msg;
_statusText.color = col;
return new GameSettingsOverrides
{
// Round shape
MaxPlayers = _maxPlayers,
ImpostorCount = _impostors,
TaskCount = _tasks,
// Distances (m)
KillDistanceM = _killDist,
ReportDistanceM = _reportDist,
TaskStartDistanceM = _taskDist,
MeetingArrivalRadiusM = _meetingArrival,
EmergencyMeetingCallRadiusM = _emergencyCallRadius,
RepairStationDistanceM = _repairDist,
// Cooldowns / counts
KillCooldownMs = _killCooldownS * 1000,
EmergencyMeetingCooldownMs = _emergencyCooldownS * 1000,
MaxEmergencyMeetingsPerPlayer = _maxEmergencyMeetings,
// Meeting phases (ms)
ArrivalBaseMs = _arrivalBaseS * 1000,
AllowedLateMs = _allowedLateS * 1000,
DiscussionPhaseMs = _discussionS * 1000,
VotingPhaseMs = _votingS * 1000,
// Sabotage
SabotageCooldownMs = _sabotageCooldownS * 1000,
CommsBlackoutDurationMs = _commsDurationS * 1000,
CriticalMeltdownDeadlineMs = _meltdownDeadlineS * 1000,
RepairStationHoldMs = _repairHoldS * 1000,
};
}
// ── UI helpers ────────────────────────────────────────────────────────────
static string RadiusLabel(float v) => $"{Mathf.RoundToInt(v)} m";
// ── Settings ScrollRect ─────────────────────────────────────────────────
void BuildStepper(RectTransform parent, ref int val, int min, int max,
System.Action<int> onChange, out TMP_Text label)
/// <summary>
/// Build the scrollable panel: ScrollRect → Viewport (RectMask2D) →
/// Content (VerticalLayoutGroup + ContentSizeFitter). Each setting goes
/// in as a row with a LayoutElement.preferredHeight so the VLG can stack
/// them and the ContentSizeFitter can compute the scroll height.
/// Pattern mirrors InGameHUDBuilder.BuildMeetingScroll.
///
/// Bounds are MEASURED against the actual back/stvořit RectTransforms
/// at runtime - not hardcoded against canvas reference units. The
/// previous version pinned the scroll to 280..1700 in 1080x1920 ref
/// space, which overlapped the create button on real layouts and made
/// it un-tappable. We now place the scroll's bottom edge a fixed margin
/// above stvořit's top edge, and its top edge a fixed margin below
/// back's bottom edge, falling back to the old constants only if either
/// button is missing.
/// </summary>
void BuildSettingsScroll(Transform canvas, Transform backT, Transform stvoritT)
{
int captured = val; // local copy for closures
// Force the canvas's layout to settle so GetWorldCorners returns the
// real positioned rects rather than authored-time placeholders.
Canvas.ForceUpdateCanvases();
// minus
const float MARGIN = 40f; // px (in canvas reference units) above/below buttons
var canvasRT = canvas as RectTransform;
// Pivot offset so we can express Y as "from canvas bottom" rather
// than the pivot-relative form InverseTransformPoint hands back.
float pivotYOffset = canvasRT != null
? canvasRT.pivot.y * canvasRT.rect.height
: 0f;
float scrollBottomY = 280f; // safe fallback if stvořit is missing
float scrollTopY = 1700f; // safe fallback if back is missing
if (canvasRT != null && stvoritT is RectTransform stvoritRT)
{
var corners = new Vector3[4];
stvoritRT.GetWorldCorners(corners); // [0]=BL, [1]=TL, [2]=TR, [3]=BR
var topLocal = canvasRT.InverseTransformPoint(corners[1]);
scrollBottomY = topLocal.y + pivotYOffset + MARGIN;
}
if (canvasRT != null && backT is RectTransform backRT)
{
var corners = new Vector3[4];
backRT.GetWorldCorners(corners);
var bottomLocal = canvasRT.InverseTransformPoint(corners[0]);
scrollTopY = bottomLocal.y + pivotYOffset - MARGIN;
}
// Sanity-clamp: if either button is positioned weirdly (e.g. back
// is below the create button, or they overlap), the computed
// bounds would be a negative-height rect that draws as a 1px
// sliver. Detect and fall back to the portrait-reference defaults.
if (scrollTopY <= scrollBottomY + 200f)
{
Debug.LogWarning(
$"[HostLobbyUI] Scroll bounds collapsed ({scrollBottomY:F0}..{scrollTopY:F0}); " +
"falling back to 280..1700 portrait defaults.");
scrollBottomY = 280f;
scrollTopY = 1700f;
}
var scrollRT = MakeRT("SettingsScroll", canvas);
Anchor(scrollRT, new Vector2(0.05f, 0), new Vector2(0.95f, 0),
new Vector2(0, scrollBottomY), new Vector2(0, scrollTopY));
// Subtle dark backdrop so the scroll area visually separates from
// the canvas's full-screen Panel underneath.
var bgImg = scrollRT.gameObject.AddComponent<Image>();
bgImg.color = new Color(0f, 0f, 0f, 0.55f);
var sr = scrollRT.gameObject.AddComponent<ScrollRect>();
var vp = MakeRT("Viewport", scrollRT);
Stretch(vp);
vp.gameObject.AddComponent<RectMask2D>();
var content = MakeRT("Content", vp);
content.anchorMin = new Vector2(0, 1);
content.anchorMax = new Vector2(1, 1);
content.pivot = new Vector2(0.5f, 1);
var vlg = content.gameObject.AddComponent<VerticalLayoutGroup>();
vlg.childControlWidth = true;
vlg.childControlHeight = false;
vlg.childForceExpandWidth = true;
vlg.padding = new RectOffset(20, 20, 20, 20);
vlg.spacing = 12;
var csf = content.gameObject.AddComponent<ContentSizeFitter>();
csf.verticalFit = ContentSizeFitter.FitMode.PreferredSize;
sr.viewport = vp;
sr.content = content;
sr.horizontal = false;
sr.vertical = true;
sr.scrollSensitivity = 80;
sr.movementType = ScrollRect.MovementType.Clamped;
// ── Round shape ────────────────────────────────────────────────────
AddHeader(content, "Round");
AddSlider(content, "Game radius", 100, 2000, _radius,
v => _radius = v,
v => Mathf.RoundToInt(v) + " m");
AddStepper(content, "Max players", _maxPlayers, 4, 15, v => _maxPlayers = v);
AddStepper(content, "Impostors", _impostors, 1, 4, v => _impostors = v);
AddStepper(content, "Tasks per crew", _tasks, 1, 15, v => _tasks = v);
// ── Distances ──────────────────────────────────────────────────────
AddHeader(content, "Distances (m)");
AddStepper(content, "Kill", _killDist, 1, 30, v => _killDist = v);
AddStepper(content, "Report", _reportDist, 1, 30, v => _reportDist = v);
AddStepper(content, "Task start", _taskDist, 1, 30, v => _taskDist = v);
AddStepper(content, "Meeting arrival", _meetingArrival, 5, 50, v => _meetingArrival = v);
AddStepper(content, "Emergency call", _emergencyCallRadius, 1, 30, v => _emergencyCallRadius = v);
AddStepper(content, "Repair station", _repairDist, 1, 30, v => _repairDist = v);
// ── Cooldowns ──────────────────────────────────────────────────────
AddHeader(content, "Cooldowns (s)");
AddStepper(content, "Kill cooldown", _killCooldownS, 5, 120, v => _killCooldownS = v);
AddStepper(content, "Emergency cd", _emergencyCooldownS, 10, 600, v => _emergencyCooldownS = v);
AddStepper(content, "Max emergencies", _maxEmergencyMeetings, 0, 10, v => _maxEmergencyMeetings = v);
AddStepper(content, "Sabotage cd", _sabotageCooldownS, 10, 600, v => _sabotageCooldownS = v);
// ── Meeting phases ─────────────────────────────────────────────────
AddHeader(content, "Meeting phases (s)");
AddStepper(content, "Arrival time", _arrivalBaseS, 30, 300, v => _arrivalBaseS = v);
AddStepper(content, "Allowed late", _allowedLateS, 0, 120, v => _allowedLateS = v);
AddStepper(content, "Discussion", _discussionS, 10, 300, v => _discussionS = v);
AddStepper(content, "Voting", _votingS, 10, 300, v => _votingS = v);
// ── Sabotage ───────────────────────────────────────────────────────
AddHeader(content, "Sabotage (s)");
AddStepper(content, "Comms duration", _commsDurationS, 10, 600, v => _commsDurationS = v);
AddStepper(content, "Meltdown deadline", _meltdownDeadlineS, 30, 600, v => _meltdownDeadlineS = v);
AddStepper(content, "Repair hold", _repairHoldS, 1, 60, v => _repairHoldS = v);
}
void AddHeader(RectTransform parent, string text)
{
var rt = MakeRT("Header_" + text, parent);
var le = rt.gameObject.AddComponent<LayoutElement>();
le.preferredHeight = HEADER_HEIGHT;
le.minHeight = HEADER_HEIGHT;
var bg = rt.gameObject.AddComponent<Image>();
bg.color = new Color(C_HEADER.r, C_HEADER.g, C_HEADER.b, 0.45f);
var txtRT = MakeRT("Txt", rt);
Stretch(txtRT);
var tmp = txtRT.gameObject.AddComponent<TextMeshProUGUI>();
tmp.text = text;
tmp.fontSize = 44;
tmp.color = C_TEXT;
tmp.alignment = TextAlignmentOptions.MidlineLeft;
tmp.fontStyle = FontStyles.Bold;
tmp.margin = new Vector4(20, 0, 20, 0);
}
void AddStepper(RectTransform parent, string label, int initial, int min, int max, System.Action<int> onChange)
{
var rt = MakeRT("Row_" + label, parent);
var le = rt.gameObject.AddComponent<LayoutElement>();
le.preferredHeight = ROW_HEIGHT;
le.minHeight = ROW_HEIGHT;
BuildStepperRow(rt, label, initial, min, max, onChange);
}
void AddSlider(RectTransform parent, string label, float min, float max, float initial,
System.Action<float> onChange, System.Func<float, string> formatter)
{
var rt = MakeRT("Row_" + label, parent);
var le = rt.gameObject.AddComponent<LayoutElement>();
le.preferredHeight = SLIDER_HEIGHT;
le.minHeight = SLIDER_HEIGHT;
// Top half: label (left) + value readout (right)
var labelRT = MakeRT("Label", rt);
Anchor(labelRT, new Vector2(0, 0.55f), new Vector2(0.7f, 1f), Vector2.zero, Vector2.zero);
var lblTmp = labelRT.gameObject.AddComponent<TextMeshProUGUI>();
lblTmp.text = label;
lblTmp.fontSize = 36;
lblTmp.color = C_TEXT;
lblTmp.alignment = TextAlignmentOptions.MidlineLeft;
lblTmp.fontStyle = FontStyles.Bold;
var valRT = MakeRT("Val", rt);
Anchor(valRT, new Vector2(0.7f, 0.55f), new Vector2(1f, 1f), Vector2.zero, Vector2.zero);
var valTmp = valRT.gameObject.AddComponent<TextMeshProUGUI>();
valTmp.text = formatter(initial);
valTmp.fontSize = 36;
valTmp.color = C_TEXT;
valTmp.alignment = TextAlignmentOptions.MidlineRight;
valTmp.fontStyle = FontStyles.Bold;
// Bottom half: slider
var sliderRT = MakeRT("Slider", rt);
Anchor(sliderRT, new Vector2(0, 0.05f), new Vector2(1, 0.45f),
Vector2.zero, Vector2.zero);
var slider = sliderRT.gameObject.AddComponent<Slider>();
slider.minValue = min;
slider.maxValue = max;
slider.value = initial;
BuildSliderVisuals(slider);
slider.onValueChanged.AddListener(v =>
{
onChange?.Invoke(v);
valTmp.text = formatter(v);
});
}
// ── Stepper row: [Label] [-] [value] [+] ─────────────────────────────
void BuildStepperRow(RectTransform parent, string label, int initial,
int min, int max, System.Action<int> onChange)
{
int captured = Mathf.Clamp(initial, min, max);
// Left half: label
var lblRT = MakeRT("Label", parent);
Anchor(lblRT, new Vector2(0, 0), new Vector2(0.55f, 1), Vector2.zero, Vector2.zero);
var lblTmp = lblRT.gameObject.AddComponent<TextMeshProUGUI>();
lblTmp.text = label;
lblTmp.fontSize = 32;
lblTmp.color = C_TEXT;
lblTmp.alignment = TextAlignmentOptions.MidlineLeft;
lblTmp.fontStyle = FontStyles.Bold;
// Minus button
var minusRT = MakeRT("Minus", parent);
Anchor(minusRT, new Vector2(0,0), new Vector2(0,1), new Vector2(8,8), new Vector2(72,-8));
var minusBtn = minusRT.gameObject.AddComponent<Button>();
var minusImg = minusRT.gameObject.AddComponent<Image>(); minusImg.color = C_BORDER;
minusBtn.targetGraphic = minusImg;
var minusTxt = Txt("", minusRT, 28, C_WHITE, TextAlignmentOptions.Center);
Stretch(minusTxt.rectTransform);
Anchor(minusRT, new Vector2(0.55f, 0.10f), new Vector2(0.69f, 0.90f), Vector2.zero, Vector2.zero);
var minusBtn = MakeButton(minusRT, "-", C_BTN_BG);
// label
var lblRT = MakeRT("Val", parent);
Stretch(lblRT);
var lbl = Txt(captured.ToString(), lblRT, 26, C_WHITE, TextAlignmentOptions.Center, bold: true);
label = lbl;
// Value label
var valRT = MakeRT("Val", parent);
Anchor(valRT, new Vector2(0.69f, 0), new Vector2(0.83f, 1), Vector2.zero, Vector2.zero);
var valTmp = valRT.gameObject.AddComponent<TextMeshProUGUI>();
valTmp.text = captured.ToString();
valTmp.fontSize = 40;
valTmp.color = C_TEXT;
valTmp.alignment = TextAlignmentOptions.Center;
valTmp.fontStyle = FontStyles.Bold;
// plus
// Plus button
var plusRT = MakeRT("Plus", parent);
Anchor(plusRT, new Vector2(1,0), new Vector2(1,1), new Vector2(-72,8), new Vector2(-8,-8));
var plusBtn = plusRT.gameObject.AddComponent<Button>();
var plusImg = plusRT.gameObject.AddComponent<Image>(); plusImg.color = C_ACCENT;
plusBtn.targetGraphic = plusImg;
var plusTxt = Txt("+", plusRT, 28, C_WHITE, TextAlignmentOptions.Center);
Stretch(plusTxt.rectTransform);
Anchor(plusRT, new Vector2(0.83f, 0.10f), new Vector2(0.97f, 0.90f), Vector2.zero, Vector2.zero);
var plusBtn = MakeButton(plusRT, "+", C_BTN_HI);
minusBtn.onClick.AddListener(() =>
{
captured = Mathf.Max(min, captured - 1);
lbl.text = captured.ToString();
valTmp.text = captured.ToString();
onChange?.Invoke(captured);
});
plusBtn.onClick.AddListener(() =>
{
captured = Mathf.Min(max, captured + 1);
lbl.text = captured.ToString();
valTmp.text = captured.ToString();
onChange?.Invoke(captured);
});
// write back initial
val = captured;
}
static void BuildSliderVisuals(Slider s, Color fillColor)
Button MakeButton(RectTransform rt, string label, Color bg)
{
// Background track
var bgRT = MakeRT("Background", s.GetComponent<RectTransform>());
Stretch(bgRT);
bgRT.gameObject.AddComponent<CanvasRenderer>();
var bgImg = bgRT.gameObject.AddComponent<Image>(); bgImg.color = new Color(0.15f,0.18f,0.28f);
var img = rt.gameObject.AddComponent<Image>();
img.color = bg;
var btn = rt.gameObject.AddComponent<Button>();
btn.targetGraphic = img;
// Fill area
var fillArea = MakeRT("Fill Area", s.GetComponent<RectTransform>());
Anchor(fillArea, new Vector2(0,0.25f), new Vector2(1,0.75f), new Vector2(5,0), new Vector2(-5,0));
var txtRT = MakeRT("Txt", rt);
Stretch(txtRT);
var txtTmp = txtRT.gameObject.AddComponent<TextMeshProUGUI>();
txtTmp.text = label;
txtTmp.fontSize = 52;
txtTmp.color = C_TEXT;
txtTmp.alignment = TextAlignmentOptions.Center;
txtTmp.fontStyle = FontStyles.Bold;
return btn;
}
// ── Slider visual fill-in (Unity gives you no default if you AddComponent) ─
void BuildSliderVisuals(Slider s)
{
var sRT = s.GetComponent<RectTransform>();
var bgRT = MakeRT("Background", sRT);
Stretch(bgRT);
var bgImg = bgRT.gameObject.AddComponent<Image>();
bgImg.color = C_TRACK;
var fillArea = MakeRT("Fill Area", sRT);
Anchor(fillArea, new Vector2(0, 0.30f), new Vector2(1, 0.70f),
new Vector2(8, 0), new Vector2(-8, 0));
var fillRT = MakeRT("Fill", fillArea);
fillRT.anchorMin = Vector2.zero; fillRT.anchorMax = Vector2.one;
fillRT.offsetMin = Vector2.zero; fillRT.offsetMax = Vector2.zero;
fillRT.gameObject.AddComponent<CanvasRenderer>();
var fillImg = fillRT.gameObject.AddComponent<Image>(); fillImg.color = fillColor;
fillRT.anchorMin = Vector2.zero;
fillRT.anchorMax = Vector2.one;
fillRT.offsetMin = Vector2.zero;
fillRT.offsetMax = Vector2.zero;
var fillImg = fillRT.gameObject.AddComponent<Image>();
fillImg.color = C_FILL;
s.fillRect = fillRT;
// Handle area
var handleArea = MakeRT("Handle Slide Area", s.GetComponent<RectTransform>());
var handleArea = MakeRT("Handle Slide Area", sRT);
Stretch(handleArea);
var handleRT = MakeRT("Handle", handleArea);
handleRT.sizeDelta = new Vector2(28, 28);
handleRT.anchorMin = new Vector2(0, 0.5f); handleRT.anchorMax = new Vector2(0, 0.5f);
handleRT.sizeDelta = new Vector2(40, 40);
handleRT.anchorMin = new Vector2(0, 0.5f);
handleRT.anchorMax = new Vector2(0, 0.5f);
handleRT.anchoredPosition = Vector2.zero;
handleRT.gameObject.AddComponent<CanvasRenderer>();
var hImg = handleRT.gameObject.AddComponent<Image>(); hImg.color = Color.white;
s.handleRect = handleRT;
var hImg = handleRT.gameObject.AddComponent<Image>();
hImg.color = C_HANDLE;
s.handleRect = handleRT;
s.targetGraphic = hImg;
}
static void AddSectionLabel(string text, RectTransform parent)
// ── Scene-binding helpers ────────────────────────────────────────────────
static Button FindButton(Transform root, string name)
{
var rt = MakeRT("Lbl_" + text, parent);
var le = rt.gameObject.AddComponent<LayoutElement>(); le.preferredHeight = 28;
var tmp = rt.gameObject.AddComponent<TextMeshProUGUI>();
tmp.text = text; tmp.fontSize = 13; tmp.color = new Color(0.47f,0.53f,0.67f);
tmp.fontStyle = FontStyles.Bold; tmp.alignment = TextAlignmentOptions.Left;
var t = FindByName(root, name);
return t != null ? t.GetComponent<Button>() : null;
}
static RectTransform AddCard(RectTransform parent, float height)
static TMP_Text FindTMP(Transform root, string name)
{
var rt = MakeRT("Card", parent);
var le = rt.gameObject.AddComponent<LayoutElement>(); le.preferredHeight = height;
var img = rt.gameObject.AddComponent<Image>(); img.color = H("#111525");
// border via outline
var outline = rt.gameObject.AddComponent<Outline>();
outline.effectColor = H("#1E2540");
outline.effectDistance = new Vector2(1, -1);
return rt;
var t = FindByName(root, name);
return t != null ? t.GetComponent<TMP_Text>() : null;
}
static TMP_InputField MakeInputField(string placeholder, RectTransform parent, string initialValue)
static Transform FindByName(Transform root, string name)
{
var go = new GameObject("InputField");
var rt = go.AddComponent<RectTransform>();
rt.SetParent(parent, false);
rt.localScale = Vector3.one;
var img = go.AddComponent<Image>(); img.color = H("#0A0D1A");
var field = go.AddComponent<TMP_InputField>();
var textArea = MakeRT("Text Area", rt);
Stretch(textArea);
textArea.offsetMin = new Vector2(10, 4);
textArea.offsetMax = new Vector2(-10, -4);
var areaImg = textArea.gameObject.AddComponent<Image>(); areaImg.color = new Color(0,0,0,0);
var mask = textArea.gameObject.AddComponent<RectMask2D>();
var phRT = MakeRT("Placeholder", textArea);
Stretch(phRT);
var phTmp = phRT.gameObject.AddComponent<TextMeshProUGUI>();
phTmp.text = placeholder; phTmp.fontSize = 20;
phTmp.color = new Color(0.47f, 0.53f, 0.67f);
phTmp.alignment = TextAlignmentOptions.MidlineLeft;
var txtRT = MakeRT("Text", textArea);
Stretch(txtRT);
var txtTmp = txtRT.gameObject.AddComponent<TextMeshProUGUI>();
txtTmp.fontSize = 20; txtTmp.color = Color.white;
txtTmp.alignment = TextAlignmentOptions.MidlineLeft;
field.textViewport = textArea;
field.textComponent = txtTmp;
field.placeholder = phTmp;
field.text = initialValue;
field.targetGraphic = img;
return field;
if (root == null) return null;
if (root.name == name) return root;
foreach (Transform child in root)
{
var found = FindByName(child, name);
if (found != null) return found;
}
return null;
}
static RectTransform MakeRT(string name, RectTransform parent)
// ── Layout helpers (shared with the injected controls) ───────────────────
static RectTransform MakeRT(string name, Transform parent)
{
var go = new GameObject(name);
var rt = go.AddComponent<RectTransform>();
@@ -371,29 +542,18 @@ public class HostLobbyUI : MonoBehaviour
static void Stretch(RectTransform rt)
{
rt.anchorMin = Vector2.zero; rt.anchorMax = Vector2.one;
rt.offsetMin = Vector2.zero; rt.offsetMax = Vector2.zero;
rt.anchorMin = Vector2.zero;
rt.anchorMax = Vector2.one;
rt.offsetMin = Vector2.zero;
rt.offsetMax = Vector2.zero;
}
static void Anchor(RectTransform rt, Vector2 aMin, Vector2 aMax, Vector2 offMin, Vector2 offMax)
static void Anchor(RectTransform rt, Vector2 aMin, Vector2 aMax,
Vector2 offMin, Vector2 offMax)
{
rt.anchorMin = aMin; rt.anchorMax = aMax;
rt.offsetMin = offMin; rt.offsetMax = offMax;
}
static Image Img(RectTransform rt, Color c)
{
rt.gameObject.AddComponent<CanvasRenderer>();
var img = rt.gameObject.AddComponent<Image>(); img.color = c; return img;
}
static TextMeshProUGUI Txt(string text, RectTransform parent, float size, Color color,
TextAlignmentOptions align, bool bold = false)
{
var rt = MakeRT("T_" + text, parent);
var tmp = rt.gameObject.AddComponent<TextMeshProUGUI>();
tmp.text = text; tmp.fontSize = size; tmp.color = color; tmp.alignment = align;
if (bold) tmp.fontStyle = FontStyles.Bold;
return tmp;
rt.anchorMin = aMin;
rt.anchorMax = aMax;
rt.offsetMin = offMin;
rt.offsetMax = offMax;
}
}