GeoSus
This commit is contained in:
@@ -5,9 +5,30 @@ using TMPro;
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using GeoSus.Client;
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/// <summary>
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/// Attach to any manager GameObject in create.unity or join loading.unity.
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/// On Start(), removes all placeholder Art elements from the Canvas and builds
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/// a proper mobile-portrait lobby screen entirely in code.
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/// Lives on create.unity, the post-creation lobby view. The scene already
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/// contains the art team's named UI:
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///
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/// Canvas
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/// ├── Panel - full-screen background
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/// ├── max players - TMP "Max players: " label (we append the count)
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/// ├── lobby code - TMP "Lobby code: " label (we append the code)
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/// ├── smazatbutton - "delete/leave" button
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/// ├── lobby info - info button (currently no-op)
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/// ├── player list neglow - decorative glow behind the player list
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/// ├── player list - container for the player list (originally held
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/// │ a single placeholder text child)
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/// ├── tuff jmeno - hardcoded player slot 1 (placeholder)
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/// ├── netuff jmeno - hardcoded player slot 2 (placeholder)
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/// └── stvořit - "Start Game" button
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///
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/// We DO NOT destroy any of these. Instead we resolve them by name, wire the
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/// buttons, update text labels live, hide the placeholder slots, and inject
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/// a ScrollRect inside the existing 'player list' container so any number of
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/// players can be displayed.
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///
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/// GameManager_UI calls RefreshAll(LobbyState) when the lobby state changes;
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/// we cache the latest state and apply it on the next Update so all scene
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/// references stay on the main thread.
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/// </summary>
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public class LobbyDisplayUI : MonoBehaviour
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{
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@@ -18,54 +39,141 @@ public class LobbyDisplayUI : MonoBehaviour
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foreach (var ui in _all) ui._pending = state;
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}
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// ── Built UI references ───────────────────────────────────────────────────
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private TMP_Text _codeText;
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private TMP_Text _countText;
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private Transform _listContent;
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private TMP_Text _statusText;
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private GameObject _startFooter;
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private GameObject _waitFooter;
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// ── Resolved scene refs ──────────────────────────────────────────────────
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private TMP_Text _codeLabel; // "lobby code" - prefix + JoinCode appended
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private TMP_Text _maxPlayersLabel; // "max players" - prefix + count appended
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private Button _leaveBtn; // "smazatbutton"
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private Button _infoBtn; // "lobby info"
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private Button _startBtn; // "stvořit"
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private RectTransform _playerListRT; // "player list" container - scroll lives inside
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private TMP_Text _waitingForHostText; // injected; visible to non-host only
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// ── Injected scroll list (added once at Start, populated on every refresh) ─
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private RectTransform _scrollContent;
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private readonly List<GameObject> _rows = new List<GameObject>();
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private LobbyState _pending;
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// ── Colour palette ────────────────────────────────────────────────────────
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static Color H(string hex) { ColorUtility.TryParseHtmlString(hex, out var c); return c; }
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static readonly Color C_BG = H("#0D0F1A");
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static readonly Color C_HDR = H("#141927");
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static readonly Color C_SUBBG = H("#0F1221");
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static readonly Color C_ROW_A = H("#1A2035");
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static readonly Color C_ROW_B = H("#161C2E");
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static readonly Color C_DIVIDER = H("#252A3F");
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static readonly Color C_ACCENT = H("#3399FF");
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static readonly Color C_GOLD = H("#FFB800");
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static readonly Color C_GREEN = H("#2DB84B");
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static readonly Color C_RED = H("#C43232");
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static readonly Color C_MUTED = new Color(0.47f, 0.53f, 0.67f);
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static readonly Color C_WHITE = Color.white;
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static readonly Color C_SOFT = new Color(0.73f, 0.80f, 0.88f);
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// ── Colour palette (forwarded from UITheme) ──────────────────────────────
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static readonly Color C_ROW_A = UITheme.RowA;
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static readonly Color C_ROW_B = UITheme.RowB;
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static readonly Color C_DIVIDER = UITheme.SurfaceAlt;
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static readonly Color C_ACCENT = UITheme.Accent;
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static readonly Color C_GOLD = UITheme.Caution;
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static readonly Color C_WHITE = UITheme.TextHi;
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static readonly Color C_SOFT = UITheme.TextMid;
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void OnEnable() => _all.Add(this);
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void OnDisable() => _all.Remove(this);
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// ── Lifecycle ─────────────────────────────────────────────────────────────
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void Start()
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{
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// Wire emoji fallback ASAP so player-list rows with emoji glyphs
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// (host crown, "you" badge, etc.) render correctly on the first
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// refresh.
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UITheme.EnsureEmojiFontFallback();
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var canvasGO = GameObject.Find("Canvas");
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if (canvasGO == null)
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{
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Debug.LogError("[LobbyDisplayUI] No Canvas found in scene!");
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Debug.LogError("[LobbyDisplayUI] No Canvas found in create scene.");
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return;
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}
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var canvas = canvasGO.transform;
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// Remove all placeholder Art children immediately (before we build)
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var kill = new List<GameObject>();
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foreach (Transform child in canvasGO.transform)
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kill.Add(child.gameObject);
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foreach (var go in kill)
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DestroyImmediate(go);
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// ── Bind existing scene elements ────────────────────────────────────
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_codeLabel = FindTMP(canvas, "lobby code");
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_maxPlayersLabel = FindTMP(canvas, "max players");
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_leaveBtn = FindButton(canvas, "smazatbutton");
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_infoBtn = FindButton(canvas, "lobby info");
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_startBtn = FindButton(canvas, "stvořit");
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var listGO = FindByName(canvas, "player list");
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_playerListRT = listGO != null ? listGO as RectTransform : null;
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Build(canvasGO.transform);
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// ── Wire buttons (preserve existing AudioSource OnClick by appending) ──
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if (_leaveBtn != null)
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{
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// Don't clear; the art team's AudioSource.Play hook should still
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// fire alongside the leave action.
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_leaveBtn.onClick.AddListener(() => GameManager.Instance?.LeaveLobbyButton());
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}
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else Debug.LogWarning("[LobbyDisplayUI] 'smazatbutton' not found.");
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if (_infoBtn != null)
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{
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// Tap-to-copy the lobby code to clipboard. Cheap useful action that
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// gives the existing info button real behavior.
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_infoBtn.onClick.AddListener(() =>
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{
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var code = GameManager.Instance?.gameClient?.CurrentLobbyState?.JoinCode;
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if (!string.IsNullOrEmpty(code)) GUIUtility.systemCopyBuffer = code;
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});
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}
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if (_startBtn != null)
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{
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_startBtn.onClick.AddListener(() => GameManager.Instance?.StartGameButton());
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}
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else Debug.LogWarning("[LobbyDisplayUI] 'stvořit' not found.");
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// ── Hide the hardcoded placeholder slots ────────────────────────────
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// These were kept in the scene as visual previews of what filled rows
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// would look like; with a working scrollable list they're redundant.
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var tuff = FindByName(canvas, "tuff jmeno");
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var netuff = FindByName(canvas, "netuff jmeno");
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if (tuff) tuff.gameObject.SetActive(false);
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if (netuff) netuff.gameObject.SetActive(false);
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// ── Override the player list's RectTransform to a sensible portrait
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// layout. The art team's anchored position + size were calibrated
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// for a different reference resolution and the element only filled
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// a third of the viewable area at 1080x1920. Stretch it to fill
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// the central portion of the screen with even insets.
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if (_playerListRT != null)
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{
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_playerListRT.anchorMin = new Vector2(0, 0);
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_playerListRT.anchorMax = new Vector2(1, 1);
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_playerListRT.pivot = new Vector2(0.5f, 0.5f);
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// Top inset = 320 (room for header / lobby code), bottom inset =
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// 380 (room for the start button or waiting message), 60px sides.
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_playerListRT.offsetMin = new Vector2(60, 380);
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_playerListRT.offsetMax = new Vector2(-60, -320);
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_playerListRT.anchoredPosition = Vector2.zero;
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BuildScrollList(_playerListRT);
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}
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else
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{
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Debug.LogWarning("[LobbyDisplayUI] 'player list' container not found - " +
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"falling back to no list rendering.");
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}
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// Also re-anchor the "player list neglow" decoration to track the new
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// player list region, so the glow doesn't float empty offscreen.
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var neglow = FindByName(canvas, "player list neglow") as RectTransform;
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if (neglow != null)
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{
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neglow.anchorMin = new Vector2(0, 0);
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neglow.anchorMax = new Vector2(1, 1);
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neglow.pivot = new Vector2(0.5f, 0.5f);
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neglow.offsetMin = new Vector2(40, 360);
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neglow.offsetMax = new Vector2(-40, -300);
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}
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// ── Inject "Waiting for host..." text for non-host players ──────────
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// Visible only when the local player isn't the lobby owner; sits in
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// the same vertical strip as the start button so the screen has a
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// single consistent action zone for both roles.
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var waitGO = MakeRT("WaitingForHost", canvas);
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Anchor(waitGO,
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new Vector2(0.05f, 0), new Vector2(0.95f, 0),
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new Vector2(0, 60), new Vector2(0, 240));
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_waitingForHostText = waitGO.gameObject.AddComponent<TextMeshProUGUI>();
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_waitingForHostText.text = "⌛ Waiting for host to start the game...";
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_waitingForHostText.fontSize = 38;
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_waitingForHostText.color = new Color(0.73f, 0.80f, 0.88f);
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_waitingForHostText.fontStyle = FontStyles.Italic;
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_waitingForHostText.alignment = TextAlignmentOptions.Center;
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_waitingForHostText.gameObject.SetActive(false); // toggled per refresh
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}
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void Update()
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@@ -74,177 +182,110 @@ public class LobbyDisplayUI : MonoBehaviour
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if (gm?.gameClient?.CurrentLobbyState != null)
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_pending = gm.gameClient.CurrentLobbyState;
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if (_pending != null && _listContent != null)
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if (_pending != null)
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{
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Refresh(_pending);
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_pending = null;
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}
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}
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// ── Full UI construction ──────────────────────────────────────────────────
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void Build(Transform canvasRoot)
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// ── Scroll list construction ─────────────────────────────────────────────
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void BuildScrollList(RectTransform listRoot)
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{
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const float HDR_H = 250f;
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const float SUB_H = 88f;
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const float FOOT_H = 180f;
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const float BTN_W = 200f;
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// Strip any existing children of `player list` (typically one
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// placeholder TMP). Don't touch the listRoot itself - it has the art
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// team's anchoring + glow pairing we want to preserve.
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var kill = new List<GameObject>();
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foreach (Transform child in listRoot) kill.Add(child.gameObject);
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foreach (var go in kill) DestroyImmediate(go);
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// Fullscreen dark overlay
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var root = RT("Root", canvasRoot);
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Stretch(root);
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Img(root, C_BG);
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// ScrollRect on the list root
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var sr = listRoot.gameObject.GetComponent<ScrollRect>()
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?? listRoot.gameObject.AddComponent<ScrollRect>();
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sr.horizontal = false; sr.vertical = true;
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sr.movementType = ScrollRect.MovementType.Elastic;
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sr.elasticity = 0.1f;
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sr.scrollSensitivity = 80f;
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// ─── Header bar ───────────────────────────────────────────────────────
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var header = RT("Header", root);
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PinTop(header, HDR_H);
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Img(header, C_HDR);
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// Back (✕) button — left side of header
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var backBtn = RT("BackBtn", header);
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backBtn.anchorMin = new Vector2(0f, 0f);
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backBtn.anchorMax = new Vector2(0f, 1f);
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backBtn.pivot = new Vector2(0f, 0.5f);
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backBtn.offsetMin = new Vector2(18f, 22f);
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backBtn.offsetMax = new Vector2(BTN_W + 18f, -22f);
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Img(backBtn, C_RED);
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Btn(backBtn, C_RED, () => GameManager.Instance?.LeaveLobbyButton());
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TxtChild(backBtn, "✕", 72, C_WHITE, TextAlignmentOptions.Center, bold: true);
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// "LOBBY CODE" micro label — upper-center of header
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var codeLbl = RT("CodeLbl", header);
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codeLbl.anchorMin = new Vector2(0.14f, 0.52f);
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codeLbl.anchorMax = new Vector2(0.86f, 0.97f);
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codeLbl.offsetMin = codeLbl.offsetMax = Vector2.zero;
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TmpDirect(codeLbl, "LOBBY CODE", 28, C_MUTED, TextAlignmentOptions.Center, bold: true);
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// Large code value — lower-center of header
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var codeValRT = RT("CodeVal", header);
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codeValRT.anchorMin = new Vector2(0.14f, 0.05f);
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codeValRT.anchorMax = new Vector2(0.86f, 0.52f);
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codeValRT.offsetMin = codeValRT.offsetMax = Vector2.zero;
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_codeText = TmpDirect(codeValRT, "------", 76, C_ACCENT, TextAlignmentOptions.Center, bold: true);
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// Copy (⎘) button — right side of header
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var copyBtn = RT("CopyBtn", header);
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copyBtn.anchorMin = new Vector2(1f, 0f);
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copyBtn.anchorMax = new Vector2(1f, 1f);
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copyBtn.pivot = new Vector2(1f, 0.5f);
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copyBtn.offsetMin = new Vector2(-(BTN_W + 18f), 22f);
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copyBtn.offsetMax = new Vector2(-18f, -22f);
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Img(copyBtn, C_ACCENT);
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Btn(copyBtn, C_ACCENT, () =>
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{
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if (_codeText != null) GUIUtility.systemCopyBuffer = _codeText.text;
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});
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TxtChild(copyBtn, "⎘", 60, C_WHITE, TextAlignmentOptions.Center);
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// ─── Player count subtitle bar ─────────────────────────────────────────
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var subBar = RT("CountBar", root);
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PinBelowTop(subBar, HDR_H, SUB_H);
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Img(subBar, C_SUBBG);
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_countText = TxtChild(subBar, "0 players in lobby", 34, C_MUTED, TextAlignmentOptions.Center);
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// ─── Scrollable player list ────────────────────────────────────────────
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var scrollArea = RT("PlayerScroll", root);
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Fill(scrollArea, HDR_H + SUB_H, FOOT_H);
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BuildScroll(scrollArea);
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// ─── Footer: START GAME (host) or waiting text (others) ───────────────
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_startFooter = new GameObject("StartFooter");
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var sfRT = _startFooter.AddComponent<RectTransform>();
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sfRT.SetParent(root, false);
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sfRT.localScale = Vector3.one;
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PinBottom(sfRT, FOOT_H);
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Img(sfRT, C_SUBBG);
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var startBtnRT = RT("StartBtn", sfRT);
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Fill(startBtnRT, 20f, 20f, 24f, 24f);
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Img(startBtnRT, C_GREEN);
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Btn(startBtnRT, C_GREEN, () => GameManager.Instance?.StartGameButton());
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TxtChild(startBtnRT, "▶ START GAME", 54, C_WHITE, TextAlignmentOptions.Center, bold: true);
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_startFooter.SetActive(false);
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_waitFooter = new GameObject("WaitFooter");
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var wfRT = _waitFooter.AddComponent<RectTransform>();
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wfRT.SetParent(root, false);
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wfRT.localScale = Vector3.one;
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PinBottom(wfRT, FOOT_H);
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Img(wfRT, C_SUBBG);
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_statusText = TxtChild(wfRT, "⌛ Waiting for host to start...", 38, C_MUTED,
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TextAlignmentOptions.Center, italic: true);
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_waitFooter.SetActive(true);
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}
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void BuildScroll(RectTransform rt)
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{
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var sr = rt.gameObject.AddComponent<ScrollRect>();
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var viewport = RT("Viewport", rt);
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// Viewport (with mask for clipping)
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var viewport = MakeRT("Viewport", listRoot);
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Stretch(viewport);
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var vpImg = viewport.gameObject.AddComponent<Image>();
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vpImg.color = new Color(0,0,0,0);
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viewport.gameObject.AddComponent<RectMask2D>();
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var content = RT("Content", viewport);
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content.anchorMin = new Vector2(0f, 1f);
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content.anchorMax = new Vector2(1f, 1f);
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content.pivot = new Vector2(0.5f, 1f);
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content.sizeDelta = new Vector2(0f, 0f);
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// Content - populated from State.Players
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var content = MakeRT("Content", viewport);
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content.anchorMin = new Vector2(0, 1);
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content.anchorMax = new Vector2(1, 1);
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content.pivot = new Vector2(0.5f, 1);
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content.sizeDelta = Vector2.zero;
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content.anchoredPosition = Vector2.zero;
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var vlg = content.gameObject.AddComponent<VerticalLayoutGroup>();
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vlg.childControlWidth = true;
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vlg.childControlHeight = false;
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vlg.childForceExpandWidth = true;
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vlg.childControlWidth = true;
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vlg.childControlHeight = false;
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vlg.childForceExpandWidth = true;
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vlg.childForceExpandHeight = false;
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vlg.spacing = 2f;
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vlg.padding = new RectOffset(0, 0, 0, 0);
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vlg.spacing = 4;
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var csf = content.gameObject.AddComponent<ContentSizeFitter>();
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csf.verticalFit = ContentSizeFitter.FitMode.PreferredSize;
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sr.viewport = viewport;
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sr.content = content;
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sr.horizontal = false;
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sr.vertical = true;
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sr.scrollSensitivity = 80f;
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sr.movementType = ScrollRect.MovementType.Elastic;
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sr.elasticity = 0.1f;
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sr.viewport = viewport;
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sr.content = content;
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_listContent = content;
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_scrollContent = content;
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}
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// ── State refresh ─────────────────────────────────────────────────────────
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// ── State refresh ────────────────────────────────────────────────────────
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void Refresh(LobbyState state)
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{
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if (_codeText != null) _codeText.text = state.JoinCode ?? "------";
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// Lobby code label (preserve art team prefix)
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if (_codeLabel != null)
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{
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const string prefix = "Lobby code: ";
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_codeLabel.text = prefix + (state.JoinCode ?? "------");
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}
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int n = state.Players.Count;
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if (_countText != null)
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_countText.text = $"{n} player{(n == 1 ? "" : "s")} in lobby";
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// Max players label - we use this for live player count too. The art
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// team's prefix "Max players: " gets appended with current/max.
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if (_maxPlayersLabel != null)
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{
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int n = state.Players != null ? state.Players.Count : 0;
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_maxPlayersLabel.text = $"Players: {n}";
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}
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var gm = GameManager.Instance;
|
||||
bool isHost = gm?.gameClient?.IsOwner ?? false;
|
||||
string myId = gm?.gameClient?.ClientUuid ?? "";
|
||||
|
||||
if (_startFooter != null) _startFooter.SetActive(isHost);
|
||||
if (_waitFooter != null) _waitFooter.SetActive(!isHost);
|
||||
|
||||
if (_statusText != null)
|
||||
_statusText.text = state.Phase == GamePhase.Loading
|
||||
// Unified screen for both owner and joiner. Host gets the start
|
||||
// button + working settings; non-host gets a clear "waiting" message
|
||||
// in the same screen real estate so the layout stays consistent.
|
||||
bool isHost = GameManager.Instance?.gameClient?.IsOwner ?? false;
|
||||
if (_startBtn != null)
|
||||
_startBtn.gameObject.SetActive(isHost);
|
||||
if (_waitingForHostText != null)
|
||||
{
|
||||
_waitingForHostText.gameObject.SetActive(!isHost);
|
||||
_waitingForHostText.text = state.Phase == GamePhase.Loading
|
||||
? "⏳ Downloading map data..."
|
||||
: "⌛ Waiting for host to start...";
|
||||
: "⌛ Waiting for host to start the game...";
|
||||
}
|
||||
|
||||
if (_listContent == null) return;
|
||||
if (_scrollContent == null) return;
|
||||
|
||||
// Clear and rebuild rows. Player count is small (<= 15 per server
|
||||
// config), so a full rebuild every refresh is cheap and avoids the
|
||||
// bookkeeping of incremental updates.
|
||||
foreach (var row in _rows) Destroy(row);
|
||||
_rows.Clear();
|
||||
|
||||
if (state.Players == null) return;
|
||||
|
||||
string myId = GameManager.Instance?.gameClient?.ClientUuid ?? "";
|
||||
for (int i = 0; i < state.Players.Count; i++)
|
||||
{
|
||||
var p = state.Players[i];
|
||||
bool me = p.ClientUuid == myId;
|
||||
var row = BuildRow(p.DisplayName ?? "???", me, p.IsOwner,
|
||||
var p = state.Players[i];
|
||||
bool isMe = p.ClientUuid == myId;
|
||||
var row = BuildRow(p.DisplayName ?? "???", isMe, p.IsOwner,
|
||||
i % 2 == 0 ? C_ROW_A : C_ROW_B);
|
||||
row.transform.SetParent(_listContent, false);
|
||||
row.transform.SetParent(_scrollContent, false);
|
||||
_rows.Add(row);
|
||||
}
|
||||
}
|
||||
@@ -255,69 +296,98 @@ public class LobbyDisplayUI : MonoBehaviour
|
||||
var go = new GameObject("PlayerRow");
|
||||
var rt = go.AddComponent<RectTransform>();
|
||||
rt.sizeDelta = new Vector2(0f, ROW_H);
|
||||
|
||||
var le = go.AddComponent<LayoutElement>();
|
||||
le.minHeight = ROW_H;
|
||||
le.minHeight = ROW_H;
|
||||
le.preferredHeight = ROW_H;
|
||||
|
||||
Img(rt, bg);
|
||||
var bgImg = go.AddComponent<Image>();
|
||||
bgImg.color = bg;
|
||||
|
||||
// Bottom divider line
|
||||
var divRT = RT("Div", rt);
|
||||
divRT.anchorMin = new Vector2(0f, 0f);
|
||||
divRT.anchorMax = new Vector2(1f, 0f);
|
||||
divRT.pivot = new Vector2(0.5f, 0f);
|
||||
divRT.offsetMin = new Vector2(20f, 0f);
|
||||
divRT.offsetMax = new Vector2(-20f, 2f);
|
||||
Img(divRT, C_DIVIDER);
|
||||
var divRT = MakeRT("Div", rt);
|
||||
divRT.anchorMin = new Vector2(0, 0); divRT.anchorMax = new Vector2(1, 0);
|
||||
divRT.pivot = new Vector2(0.5f, 0);
|
||||
divRT.offsetMin = new Vector2(20, 0); divRT.offsetMax = new Vector2(-20, 2);
|
||||
var divImg = divRT.gameObject.AddComponent<Image>();
|
||||
divImg.color = C_DIVIDER;
|
||||
|
||||
float nameLeft = 24f;
|
||||
|
||||
// Crown emoji for lobby host
|
||||
if (isHostPlayer)
|
||||
{
|
||||
var crownRT = RT("Crown", rt);
|
||||
crownRT.anchorMin = new Vector2(0f, 0.5f);
|
||||
crownRT.anchorMax = new Vector2(0f, 0.5f);
|
||||
crownRT.pivot = new Vector2(0f, 0.5f);
|
||||
crownRT.sizeDelta = new Vector2(90f, 90f);
|
||||
crownRT.anchoredPosition = new Vector2(18f, 0f);
|
||||
TmpDirect(crownRT, "👑", 52, C_GOLD, TextAlignmentOptions.Center);
|
||||
var crownRT = MakeRT("Crown", rt);
|
||||
crownRT.anchorMin = new Vector2(0, 0.5f); crownRT.anchorMax = new Vector2(0, 0.5f);
|
||||
crownRT.pivot = new Vector2(0, 0.5f);
|
||||
crownRT.sizeDelta = new Vector2(90, 90);
|
||||
crownRT.anchoredPosition = new Vector2(18, 0);
|
||||
var crownTmp = crownRT.gameObject.AddComponent<TextMeshProUGUI>();
|
||||
crownTmp.text = "👑"; crownTmp.fontSize = 52;
|
||||
crownTmp.color = C_GOLD; crownTmp.alignment = TextAlignmentOptions.Center;
|
||||
nameLeft = 118f;
|
||||
}
|
||||
|
||||
// Player name
|
||||
// Name label
|
||||
float nameMaxX = isMe ? 0.68f : 1f;
|
||||
var nameRT = RT("Name", rt);
|
||||
nameRT.anchorMin = new Vector2(0f, 0f);
|
||||
nameRT.anchorMax = new Vector2(nameMaxX, 1f);
|
||||
nameRT.offsetMin = new Vector2(nameLeft, 6f);
|
||||
nameRT.offsetMax = new Vector2(-10f, -6f);
|
||||
var nameRT = MakeRT("Name", rt);
|
||||
nameRT.anchorMin = new Vector2(0, 0); nameRT.anchorMax = new Vector2(nameMaxX, 1);
|
||||
nameRT.offsetMin = new Vector2(nameLeft, 6); nameRT.offsetMax = new Vector2(-10, -6);
|
||||
var nt = nameRT.gameObject.AddComponent<TextMeshProUGUI>();
|
||||
nt.text = playerName;
|
||||
nt.fontSize = 48;
|
||||
nt.color = isMe ? C_WHITE : C_SOFT;
|
||||
nt.alignment = TextAlignmentOptions.MidlineLeft;
|
||||
nt.fontStyle = isMe ? FontStyles.Bold : FontStyles.Normal;
|
||||
nt.text = playerName; nt.fontSize = 48;
|
||||
nt.color = isMe ? C_WHITE : C_SOFT;
|
||||
nt.alignment = TextAlignmentOptions.MidlineLeft;
|
||||
nt.fontStyle = isMe ? FontStyles.Bold : FontStyles.Normal;
|
||||
nt.overflowMode = TextOverflowModes.Ellipsis;
|
||||
|
||||
// "YOU" badge
|
||||
if (isMe)
|
||||
{
|
||||
var badgeRT = RT("YouBadge", rt);
|
||||
var badgeRT = MakeRT("YouBadge", rt);
|
||||
badgeRT.anchorMin = new Vector2(0.68f, 0.22f);
|
||||
badgeRT.anchorMax = new Vector2(1f, 0.78f);
|
||||
badgeRT.offsetMin = new Vector2(0f, 0f);
|
||||
badgeRT.offsetMax = new Vector2(-20f, 0f);
|
||||
Img(badgeRT, C_ACCENT);
|
||||
TxtChild(badgeRT, "YOU", 30, C_WHITE, TextAlignmentOptions.Center, bold: true);
|
||||
badgeRT.offsetMin = Vector2.zero;
|
||||
badgeRT.offsetMax = new Vector2(-20f, 0);
|
||||
var badgeImg = badgeRT.gameObject.AddComponent<Image>();
|
||||
badgeImg.color = C_ACCENT;
|
||||
var badgeTxtRT = MakeRT("Txt", badgeRT);
|
||||
Stretch(badgeTxtRT);
|
||||
var badgeTmp = badgeTxtRT.gameObject.AddComponent<TextMeshProUGUI>();
|
||||
badgeTmp.text = "YOU"; badgeTmp.fontSize = 30;
|
||||
badgeTmp.color = C_WHITE; badgeTmp.fontStyle = FontStyles.Bold;
|
||||
badgeTmp.alignment = TextAlignmentOptions.Center;
|
||||
}
|
||||
|
||||
return go;
|
||||
}
|
||||
|
||||
// ── Layout helpers ────────────────────────────────────────────────────────
|
||||
RectTransform RT(string name, Transform parent)
|
||||
// ── Scene-binding helpers ────────────────────────────────────────────────
|
||||
|
||||
static Button FindButton(Transform root, string name)
|
||||
{
|
||||
var t = FindByName(root, name);
|
||||
return t != null ? t.GetComponent<Button>() : null;
|
||||
}
|
||||
|
||||
static TMP_Text FindTMP(Transform root, string name)
|
||||
{
|
||||
var t = FindByName(root, name);
|
||||
if (t == null) return null;
|
||||
return t.GetComponent<TMP_Text>() ?? t.GetComponentInChildren<TMP_Text>();
|
||||
}
|
||||
|
||||
static Transform FindByName(Transform root, string name)
|
||||
{
|
||||
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;
|
||||
}
|
||||
|
||||
// ── Layout helpers ───────────────────────────────────────────────────────
|
||||
|
||||
static RectTransform MakeRT(string name, Transform parent)
|
||||
{
|
||||
var go = new GameObject(name);
|
||||
var rt = go.AddComponent<RectTransform>();
|
||||
@@ -326,92 +396,16 @@ public class LobbyDisplayUI : MonoBehaviour
|
||||
return rt;
|
||||
}
|
||||
|
||||
void Stretch(RectTransform rt)
|
||||
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;
|
||||
}
|
||||
|
||||
void Fill(RectTransform rt, float top, float bottom, float left = 0f, float right = 0f)
|
||||
static void Anchor(RectTransform rt, Vector2 aMin, Vector2 aMax,
|
||||
Vector2 offMin, Vector2 offMax)
|
||||
{
|
||||
rt.anchorMin = Vector2.zero;
|
||||
rt.anchorMax = Vector2.one;
|
||||
rt.offsetMin = new Vector2(left, bottom);
|
||||
rt.offsetMax = new Vector2(-right, -top);
|
||||
}
|
||||
|
||||
void PinTop(RectTransform rt, float h)
|
||||
{
|
||||
rt.anchorMin = new Vector2(0f, 1f);
|
||||
rt.anchorMax = new Vector2(1f, 1f);
|
||||
rt.pivot = new Vector2(0.5f, 1f);
|
||||
rt.offsetMin = new Vector2(0f, -h);
|
||||
rt.offsetMax = Vector2.zero;
|
||||
}
|
||||
|
||||
void PinBelowTop(RectTransform rt, float fromTop, float h)
|
||||
{
|
||||
rt.anchorMin = new Vector2(0f, 1f);
|
||||
rt.anchorMax = new Vector2(1f, 1f);
|
||||
rt.pivot = new Vector2(0.5f, 1f);
|
||||
rt.offsetMin = new Vector2(0f, -(fromTop + h));
|
||||
rt.offsetMax = new Vector2(0f, -fromTop);
|
||||
}
|
||||
|
||||
void PinBottom(RectTransform rt, float h)
|
||||
{
|
||||
rt.anchorMin = Vector2.zero;
|
||||
rt.anchorMax = new Vector2(1f, 0f);
|
||||
rt.pivot = new Vector2(0.5f, 0f);
|
||||
rt.offsetMin = Vector2.zero;
|
||||
rt.offsetMax = new Vector2(0f, h);
|
||||
}
|
||||
|
||||
// ── Graphic helpers ───────────────────────────────────────────────────────
|
||||
|
||||
/// Adds an Image directly to rt.
|
||||
Image Img(RectTransform rt, Color c)
|
||||
{
|
||||
var img = rt.gameObject.AddComponent<Image>();
|
||||
img.color = c;
|
||||
return img;
|
||||
}
|
||||
|
||||
/// Adds TMP directly to rt — only use when rt has NO Image component.
|
||||
TMP_Text TmpDirect(RectTransform rt, string text, float size, Color color,
|
||||
TextAlignmentOptions align, bool bold = false, bool italic = false)
|
||||
{
|
||||
var tmp = rt.gameObject.AddComponent<TextMeshProUGUI>();
|
||||
tmp.text = text;
|
||||
tmp.fontSize = size;
|
||||
tmp.color = color;
|
||||
tmp.alignment = align;
|
||||
if (bold) tmp.fontStyle |= FontStyles.Bold;
|
||||
if (italic) tmp.fontStyle |= FontStyles.Italic;
|
||||
return tmp;
|
||||
}
|
||||
|
||||
/// Creates a stretch-fill child GO with TMP — safe when parent already has Image.
|
||||
TMP_Text TxtChild(RectTransform parent, string text, float size, Color color,
|
||||
TextAlignmentOptions align, bool bold = false, bool italic = false)
|
||||
{
|
||||
var childRT = RT("Txt", parent);
|
||||
Stretch(childRT);
|
||||
return TmpDirect(childRT, text, size, color, align, bold, italic);
|
||||
}
|
||||
|
||||
void Btn(RectTransform rt, Color normal, System.Action onClick)
|
||||
{
|
||||
var btn = rt.gameObject.AddComponent<Button>();
|
||||
btn.targetGraphic = rt.gameObject.GetComponent<Image>();
|
||||
btn.onClick.AddListener(() => onClick());
|
||||
var cols = btn.colors;
|
||||
cols.normalColor = normal;
|
||||
cols.highlightedColor = Color.Lerp(normal, Color.white, 0.3f);
|
||||
cols.pressedColor = Color.Lerp(normal, Color.black, 0.3f);
|
||||
cols.selectedColor = normal;
|
||||
btn.colors = cols;
|
||||
rt.anchorMin = aMin; rt.anchorMax = aMax;
|
||||
rt.offsetMin = offMin; rt.offsetMax = offMax;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user