Zabiju je 2. Epicky thriller od tvurce Zabiju je

This commit is contained in:
2026-04-26 14:58:39 +02:00
parent 700e6bfbfc
commit e0b808faed
10 changed files with 1114 additions and 465 deletions

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using GeoSus.Client;
using System.Collections.Generic;
/// <summary>
/// Single source of truth for all in-game state on the client.
/// Updated exclusively by GameManager_Network; read by GameManager_UI.
/// </summary>
public class GameState
{
// ── Phase / Role ──────────────────────────────────────────────────────────
public GamePhase Phase { get; set; } = GamePhase.Lobby;
public PlayerRole? MyRole { get; set; }
public bool IsDead { get; set; }
// ── Tasks ─────────────────────────────────────────────────────────────────
public List<GameTask> MyTasks { get; set; } = new List<GameTask>();
public HashSet<string> MyCompletedTaskIds { get; set; } = new HashSet<string>();
public int TotalCompleted { get; set; }
public int TotalRequired { get; set; }
// ── Players ───────────────────────────────────────────────────────────────
public List<PlayerInfo> Players { get; set; } = new List<PlayerInfo>();
// ── Meeting ───────────────────────────────────────────────────────────────
public MeetingStartedPayload ActiveMeeting { get; set; }
public VotingClosedPayload LastVoteResult { get; set; }
public HashSet<string> VotedPlayerIds { get; set; } = new HashSet<string>();
// ── Sabotage ──────────────────────────────────────────────────────────────
public SabotageStartedPayload ActiveSabotage { get; set; }
// ── End game ──────────────────────────────────────────────────────────────
public GameEndedPayload GameEndData { get; set; }
// ── Kill cooldown (tracked by GameManager, reflected here for UI) ─────────
public float KillCooldownRemaining { get; set; }
// ── Notification (toast) ─────────────────────────────────────────────────
public string ToastMessage { get; set; }
public float ToastExpiry { get; set; } // UnityEngine.Time.time
}

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fileFormatVersion: 2
guid: 82b3963a05498b68baf483476d0d81f4

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@@ -3,63 +3,397 @@ using UnityEngine.UI;
using TMPro;
/// <summary>
/// Attach to a manager GameObject in host lobby.unity.
/// Reads radius from the "radius" slider/input and triggers CreateLobby.
/// Also wires the "vytvořit" button.
/// 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.
/// </summary>
public class HostLobbyUI : MonoBehaviour
{
[Header("Optional refs (auto-found by name if null)")]
public Slider radiusSlider;
public TMP_InputField radiusInput;
public Button createButton;
// ── 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");
// ── Live values ───────────────────────────────────────────────────────────
private float _radius = 500f;
private int _impostors = 1;
private int _tasks = 5;
private string _playerName = "";
// ── UI refs ───────────────────────────────────────────────────────────────
private TMP_Text _radiusValueLabel;
private TMP_Text _impostorValueLabel;
private TMP_Text _taskValueLabel;
private TMP_Text _statusText;
void Start()
{
if (radiusSlider == null)
// Pre-populate from GameManager defaults
var gm = GameManager.Instance;
if (gm != null)
{
var go = GameObject.Find("radius");
if (go != null) radiusSlider = go.GetComponent<Slider>();
}
if (radiusInput == null)
{
var go = GameObject.Find("radius");
if (go != null) radiusInput = go.GetComponent<TMP_InputField>();
_radius = (float)gm.pendingRadius;
_impostors = gm.pendingImpostorCount;
_tasks = gm.pendingTaskCount;
_playerName = gm.displayName ?? "";
}
if (createButton == null)
var canvasGO = GameObject.Find("Canvas");
if (canvasGO == null)
{
// Try all name variants used by the Art team
var go = GameObject.Find("stvo\u0159it") // stvořit
?? GameObject.Find("stvorit")
?? GameObject.Find("vytvo\u0159it") // vytvořit
?? GameObject.Find("vytvorit");
if (go != null)
{
createButton = go.GetComponent<Button>();
// Disable the Art team's direct scene-changer so only our
// wired OnCreateClicked fires (navigation is handled by
// HandleCreateLobbyResponse after the server confirms).
var sceneChanger = go.GetComponent<CudlikZmenaSceny>();
if (sceneChanger != null) sceneChanger.enabled = false;
}
Debug.LogError("[HostLobbyUI] No Canvas found!");
return;
}
if (createButton != null)
createButton.onClick.AddListener(OnCreateClicked);
// 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);
// Disable scene-changer components that bypass our logic
foreach (var sc in canvasGO.GetComponentsInChildren<CudlikZmenaSceny>(true))
sc.enabled = false;
Build(canvasGO.GetComponent<RectTransform>() ?? canvasGO.AddComponent<RectTransform>());
}
private void OnCreateClicked()
// ── Builder ───────────────────────────────────────────────────────────────
void Build(RectTransform root)
{
// Full-screen background
var bg = MakeRT("BG", root);
Stretch(bg);
bg.gameObject.AddComponent<CanvasRenderer>();
Img(bg, C_BG);
// ── 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) return;
if (gm == null) { SetStatus("GameManager not found!", Color.red); return; }
// Read radius from slider or input field
if (radiusSlider != null)
gm.pendingRadius = radiusSlider.value;
else if (radiusInput != null && float.TryParse(radiusInput.text, out float r))
gm.pendingRadius = r;
if (string.IsNullOrWhiteSpace(_playerName))
{
SetStatus("Enter a player name first.", Color.yellow);
return;
}
gm.pendingRadius = _radius;
gm.pendingImpostorCount = _impostors;
gm.pendingTaskCount = _tasks;
gm.displayName = _playerName;
SetStatus("Connecting…", C_MUTED);
gm.CreateLobbyButton();
}
void SetStatus(string msg, Color col)
{
if (_statusText == null) return;
_statusText.text = msg;
_statusText.color = col;
}
// ── UI helpers ────────────────────────────────────────────────────────────
static string RadiusLabel(float v) => $"{Mathf.RoundToInt(v)} m";
void BuildStepper(RectTransform parent, ref int val, int min, int max,
System.Action<int> onChange, out TMP_Text label)
{
int captured = val; // local copy for closures
// minus
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);
// label
var lblRT = MakeRT("Val", parent);
Stretch(lblRT);
var lbl = Txt(captured.ToString(), lblRT, 26, C_WHITE, TextAlignmentOptions.Center, bold: true);
label = lbl;
// plus
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);
minusBtn.onClick.AddListener(() =>
{
captured = Mathf.Max(min, captured - 1);
lbl.text = captured.ToString();
onChange?.Invoke(captured);
});
plusBtn.onClick.AddListener(() =>
{
captured = Mathf.Min(max, captured + 1);
lbl.text = captured.ToString();
onChange?.Invoke(captured);
});
// write back initial
val = captured;
}
static void BuildSliderVisuals(Slider s, Color fillColor)
{
// 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);
// 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 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;
s.fillRect = fillRT;
// Handle area
var handleArea = MakeRT("Handle Slide Area", s.GetComponent<RectTransform>());
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.anchoredPosition = Vector2.zero;
handleRT.gameObject.AddComponent<CanvasRenderer>();
var hImg = handleRT.gameObject.AddComponent<Image>(); hImg.color = Color.white;
s.handleRect = handleRT;
s.targetGraphic = hImg;
}
static void AddSectionLabel(string text, RectTransform parent)
{
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;
}
static RectTransform AddCard(RectTransform parent, float height)
{
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;
}
static TMP_InputField MakeInputField(string placeholder, RectTransform parent, string initialValue)
{
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;
}
static RectTransform MakeRT(string name, RectTransform parent)
{
var go = new GameObject(name);
var rt = go.AddComponent<RectTransform>();
rt.SetParent(parent, false);
rt.localScale = Vector3.one;
return rt;
}
static void Stretch(RectTransform rt)
{
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)
{
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;
}
}

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@@ -1,276 +1,291 @@
using UnityEngine;
using UnityEngine.UI;
using TMPro;
using System.Collections.Generic;
/// <summary>
/// Programmatically builds the complete in-game HUD inside the InGame canvas (Client.unity).
///
/// Call BuildNow() explicitly from GameManager.OnSceneLoaded BEFORE BindClientScene(),
/// so that GameManager_UI can find the newly created elements by name.
/// Call BuildNow() from GameManager.OnSceneLoaded BEFORE BindClientScene so GameManager_UI
/// can locate named children.
///
/// Named GameObjects created as direct children of InGame canvas (required by Transform.Find):
/// ActionButton — Button + TMP child; shown/hidden by GameManager_Tasks.UpdateProximity()
/// SabotagePanel — warning banner at top (contains "SabotageTimer" TMP_Text)
/// • MeetingPanel — voting/meeting overlay (populated by GameManager_UI.ShowMeetingPanel)
/// • GameEndPanel — end-of-game overlay (contains "GameEndText" TMP_Text)
///
/// Named TMP_Text descendants (found by GameManager_UI.FindTMP — any depth):
/// • KillCooldown — shown to impostors during kill cooldown
/// • TaskList — crewmate task names
/// • TaskProgress — global task completion "X/Y tasks"
/// • SabotageTimer — countdown inside SabotagePanel
/// GameEndText — win/lose result text inside GameEndPanel
/// • (Role already exists in the scene)
///
/// Additional elements managed by this script:
/// • RecenterBtn — calls MapCameraController.Instance.Recenter()
/// Named elements expected by GameManager_UI (Transform.Find / FindTMP):
/// ActionButton proxim action button
/// SabotagePanel top-of-screen sabotage banner
/// SabotageTimer TMP countdown text inside SabotagePanel
/// MeetingPanel full-screen voting overlay
/// MeetingHeader TMP title
/// MeetingPlayerList TMP player list (text fallback)
/// SkipButton skip-vote button
/// VoteResultPanel sub-panel shown after voting
/// VoteResult TMP result text
/// GameEndPanel full-screen end-of-game overlay
/// GameEndText TMP result text
/// KillCooldown TMP kill-cooldown label
/// TaskList TMP task name list
/// TaskProgress TMP global task progress
/// Toast TMP toast notification
/// </summary>
public class InGameHUDBuilder : MonoBehaviour
{
// ── Color palette ─────────────────────────────────────────────────────────
private static readonly Color C_BG = new Color(0.05f, 0.06f, 0.12f, 0.80f);
private static readonly Color C_BAR_BG = new Color(0.03f, 0.04f, 0.08f, 0.90f);
private static readonly Color C_ACCENT = new Color(0.20f, 0.60f, 1.00f, 1.00f);
private static readonly Color C_GREEN = new Color(0.18f, 0.75f, 0.30f, 1.00f);
private static readonly Color C_RED = new Color(0.76f, 0.19f, 0.19f, 1.00f);
private static readonly Color C_ORANGE = new Color(0.95f, 0.55f, 0.10f, 1.00f);
// ── Palette ───────────────────────────────────────────────────────────────
static Color H(string hex) { ColorUtility.TryParseHtmlString(hex, out var c); return c; }
static readonly Color C_BG = H("#0D0F1A");
static readonly Color C_BAR = H("#141927");
static readonly Color C_ACCENT = H("#3399FF");
static readonly Color C_GREEN = H("#2DB84B");
static readonly Color C_RED = H("#C43232");
static readonly Color C_ORANGE = H("#F08C1A");
static readonly Color C_YELLOW = H("#FFB800");
static readonly Color C_MUTED = new Color(0.47f, 0.53f, 0.67f);
static readonly Color C_ROW_A = H("#1A2035");
static readonly Color C_ROW_B = H("#161C2E");
private bool _built;
// ── Entry points ──────────────────────────────────────────────────────────
public void BuildNow() { if (!_built) { _built = true; Build(); } }
void Start() { if (!_built) Build(); }
/// <summary>Called from GameManager.OnSceneLoaded before BindClientScene.</summary>
public void BuildNow()
{
if (_built) return;
_built = true;
Build();
}
void Start()
{
if (!_built) Build(); // safety fallback
}
// ── Build ─────────────────────────────────────────────────────────────────
void Build()
{
var rt = GetComponent<RectTransform>();
if (rt == null) return;
// ── Top bar: role is already in scene, add kill-cooldown ─────────────
BuildTopBar(rt);
// ── Right task panel ──────────────────────────────────────────────────
BuildTaskPanel(rt);
// ── Task progress (above bottom bar) ─────────────────────────────────
BuildTaskProgress(rt);
// ── Bottom bar: action button + recenter ──────────────────────────────
BuildBottomBar(rt);
// ── Action button (DIRECT child — Transform.Find requirement) ─────────
BuildActionButton(rt);
// ── Sabotage panel (DIRECT child) ─────────────────────────────────────
BuildSabotagePanel(rt);
// ── Meeting panel (DIRECT child) ──────────────────────────────────────
BuildMeetingPanel(rt);
// ── Game-end panel (DIRECT child) ─────────────────────────────────────
BuildGameEndPanel(rt);
BuildToast(rt);
}
// ── Section builders ──────────────────────────────────────────────────────
// ── Top bar ───────────────────────────────────────────────────────────────
void BuildTopBar(RectTransform parent)
{
// Thin semi-transparent header at very top
var bar = AddChild("_TopBar", parent);
Anchor(bar, new Vector2(0f, 1f), new Vector2(1f, 1f));
bar.sizeDelta = new Vector2(0f, 90f);
bar.anchoredPosition = new Vector2(0f, 0f);
bar.pivot = new Vector2(0.5f, 1f);
AddImage(bar.gameObject, C_BAR_BG);
var bar = Child("_TopBar", parent);
Anchor(bar, new Vector2(0,1), new Vector2(1,1), new Vector2(0,-90f), Vector2.zero);
bar.pivot = new Vector2(0.5f,1f);
Img(bar, C_BAR);
// Kill cooldown (right side) — starts hidden
var cd = AddChild("KillCooldown", bar);
Anchor(cd, new Vector2(0.5f, 0f), new Vector2(1f, 1f));
cd.offsetMin = new Vector2(0f, 6f);
cd.offsetMax = new Vector2(-12f, -6f);
// Kill cooldown right half, hidden by default
var cd = Child("KillCooldown", bar);
cd.anchorMin = new Vector2(0.5f, 0); cd.anchorMax = Vector2.one;
cd.offsetMin = new Vector2(0, 6); cd.offsetMax = new Vector2(-12, -6);
var cdTmp = cd.gameObject.AddComponent<TextMeshProUGUI>();
cdTmp.text = "";
cdTmp.fontSize = 32;
cdTmp.color = C_ORANGE;
cdTmp.fontStyle = FontStyles.Bold;
cdTmp.alignment = TextAlignmentOptions.MidlineRight;
cdTmp.text = ""; cdTmp.fontSize = 32; cdTmp.color = C_ORANGE;
cdTmp.fontStyle = FontStyles.Bold; cdTmp.alignment = TextAlignmentOptions.MidlineRight;
cd.gameObject.SetActive(false);
}
// ── Task panel (right side) ───────────────────────────────────────────────
void BuildTaskPanel(RectTransform parent)
{
// Right-side floating panel (always visible during game)
var panel = AddChild("_TaskPanel", parent);
Anchor(panel, new Vector2(1f, 0.35f), new Vector2(1f, 0.88f));
panel.pivot = new Vector2(1f, 0.5f);
panel.sizeDelta = new Vector2(280f, 0f);
panel.anchoredPosition = Vector2.zero;
AddImage(panel.gameObject, C_BG);
var panel = Child("_TaskPanel", parent);
panel.anchorMin = new Vector2(1,0.35f); panel.anchorMax = new Vector2(1,0.88f);
panel.pivot = new Vector2(1,0.5f); panel.sizeDelta = new Vector2(280,0);
Img(panel, new Color(0.05f,0.06f,0.12f,0.85f));
// "MY TASKS" header
var hdr = AddChild("_Header", panel);
Anchor(hdr, new Vector2(0f, 1f), new Vector2(1f, 1f));
hdr.pivot = new Vector2(0.5f, 1f);
hdr.sizeDelta = new Vector2(0f, 44f);
hdr.anchoredPosition = Vector2.zero;
AddImage(hdr.gameObject, C_ACCENT * new Color(1, 1, 1, 0.6f));
var hdrTmp = AddTextChild(hdr, "_HeaderTxt", "MY TASKS", 26, FontStyles.Bold, TextAlignmentOptions.Center);
hdrTmp.color = Color.white;
var hdr = Child("_Hdr", panel);
Anchor(hdr, new Vector2(0,1), new Vector2(1,1), new Vector2(0,-44), Vector2.zero);
hdr.pivot = new Vector2(0.5f,1f);
Img(hdr, new Color(0.2f,0.6f,1f,0.5f));
TxtChild(hdr,"MY TASKS",26,Color.white,TextAlignmentOptions.Center,bold:true);
// Task list body
var body = AddChild("TaskList", panel);
Anchor(body, new Vector2(0f, 0f), new Vector2(1f, 1f));
body.offsetMin = new Vector2(8f, 8f);
body.offsetMax = new Vector2(-8f, -48f);
var taskTmp = body.gameObject.AddComponent<TextMeshProUGUI>();
taskTmp.text = "";
taskTmp.fontSize = 22;
taskTmp.color = Color.white;
taskTmp.alignment = TextAlignmentOptions.TopLeft;
var body = Child("TaskList", panel);
body.anchorMin = Vector2.zero; body.anchorMax = Vector2.one;
body.offsetMin = new Vector2(8,8); body.offsetMax = new Vector2(-8,-48);
var t = body.gameObject.AddComponent<TextMeshProUGUI>();
t.text = ""; t.fontSize = 22; t.color = Color.white; t.alignment = TextAlignmentOptions.TopLeft;
t.enableWordWrapping = true;
}
// ── Task progress (above bottom bar) ─────────────────────────────────────
void BuildTaskProgress(RectTransform parent)
{
var prog = AddChild("TaskProgress", parent);
Anchor(prog, new Vector2(0f, 0f), new Vector2(1f, 0f));
prog.pivot = new Vector2(0.5f, 0f);
prog.sizeDelta = new Vector2(-20f, 40f);
prog.anchoredPosition = new Vector2(0f, 120f); // above bottom bar
var tmp = prog.gameObject.AddComponent<TextMeshProUGUI>();
tmp.text = "";
tmp.fontSize = 28;
tmp.color = Color.white;
tmp.fontStyle = FontStyles.Bold;
tmp.alignment = TextAlignmentOptions.Center;
var prog = Child("TaskProgress", parent);
Anchor(prog, new Vector2(0,0), new Vector2(1,0), new Vector2(-20,120), new Vector2(20,160));
var t = prog.gameObject.AddComponent<TextMeshProUGUI>();
t.text = ""; t.fontSize = 28; t.color = Color.white;
t.fontStyle = FontStyles.Bold; t.alignment = TextAlignmentOptions.Center;
}
// ── Bottom bar ────────────────────────────────────────────────────────────
void BuildBottomBar(RectTransform parent)
{
var bar = AddChild("_BottomBar", parent);
Anchor(bar, new Vector2(0f, 0f), new Vector2(1f, 0f));
bar.pivot = new Vector2(0.5f, 0f);
bar.sizeDelta = new Vector2(0f, 110f);
bar.anchoredPosition = Vector2.zero;
AddImage(bar.gameObject, C_BAR_BG);
var bar = Child("_BottomBar", parent);
Anchor(bar, Vector2.zero, new Vector2(1,0), Vector2.zero, new Vector2(0,110));
bar.pivot = new Vector2(0.5f,0);
Img(bar, C_BAR);
// Recenter button (bottom-right of bar)
var recBtn = AddChild("_RecenterBtn", bar);
Anchor(recBtn, new Vector2(0.82f, 0.08f), new Vector2(0.98f, 0.92f));
var recBg = AddImage(recBtn.gameObject, C_ACCENT);
var recBtn = Child("_RecenterBtn", bar);
recBtn.anchorMin = new Vector2(0.82f,0.08f); recBtn.anchorMax = new Vector2(0.98f,0.92f);
var recBg = Img(recBtn, C_ACCENT);
var recButton = recBtn.gameObject.AddComponent<Button>();
var recColors = recButton.colors;
recColors.pressedColor = new Color(0.1f, 0.4f, 0.8f);
recButton.colors = recColors;
recButton.targetGraphic = recBg;
recButton.onClick.AddListener(() => MapCameraController.Instance?.Recenter());
var recTxt = AddTextChild(recBtn, "_RecTxt", "⊙", 42, FontStyles.Bold, TextAlignmentOptions.Center);
recTxt.color = Color.white;
TxtChild(recBtn,"⊙",42,Color.white,TextAlignmentOptions.Center,bold:true);
}
// ── Action button (DIRECT child so Transform.Find works) ─────────────────
void BuildActionButton(RectTransform parent)
{
// MUST be a DIRECT child so Transform.Find("ActionButton") works
var btn = AddChild("ActionButton", parent);
Anchor(btn, new Vector2(0.15f, 0f), new Vector2(0.80f, 0f));
btn.pivot = new Vector2(0.5f, 0f);
btn.sizeDelta = new Vector2(0f, 90f);
btn.anchoredPosition = new Vector2(0f, 12f);
var bg = AddImage(btn.gameObject, C_GREEN);
var btn = Child("ActionButton", parent);
Anchor(btn, new Vector2(0.15f,0), new Vector2(0.80f,0), new Vector2(0,12), new Vector2(0,102));
btn.pivot = new Vector2(0.5f,0);
var bg = Img(btn, C_GREEN);
var button = btn.gameObject.AddComponent<Button>();
var colors = button.colors;
colors.normalColor = C_GREEN;
colors.pressedColor = new Color(0.12f, 0.55f, 0.22f);
button.colors = colors;
button.targetGraphic = bg;
// TMP child named "Text" so GetComponentInChildren<TMP_Text> finds it
var txtRt = AddChild("Text", btn);
var txtRt = Child("Text", btn);
Stretch(txtRt);
var tmp = txtRt.gameObject.AddComponent<TextMeshProUGUI>();
tmp.text = "ACTION";
tmp.fontSize = 44;
tmp.fontStyle = FontStyles.Bold;
tmp.color = Color.white;
tmp.alignment = TextAlignmentOptions.Center;
tmp.text = "ACTION"; tmp.fontSize = 44; tmp.fontStyle = FontStyles.Bold;
tmp.color = Color.white; tmp.alignment = TextAlignmentOptions.Center;
btn.gameObject.SetActive(false); // hidden until proximity detected
btn.gameObject.SetActive(false);
}
// ── Sabotage panel (top strip) ────────────────────────────────────────────
void BuildSabotagePanel(RectTransform parent)
{
// DIRECT child
var panel = AddChild("SabotagePanel", parent);
Anchor(panel, new Vector2(0f, 0.88f), new Vector2(1f, 1f));
panel.offsetMin = new Vector2(0f, -10f);
panel.offsetMax = new Vector2(0f, -80f);
AddImage(panel.gameObject, C_RED * new Color(1, 1, 1, 0.88f));
var panel = Child("SabotagePanel", parent);
panel.anchorMin = new Vector2(0,1); panel.anchorMax = new Vector2(1,1);
panel.pivot = new Vector2(0.5f,1f); panel.sizeDelta = new Vector2(0,80);
Img(panel, new Color(0.76f,0.19f,0.19f,0.92f));
var timer = AddChild("SabotageTimer", panel);
var timer = Child("SabotageTimer", panel);
Stretch(timer);
var tmp = timer.gameObject.AddComponent<TextMeshProUGUI>();
tmp.text = "SABOTAGE!";
tmp.fontSize = 48;
tmp.fontStyle = FontStyles.Bold;
tmp.color = Color.white;
tmp.alignment = TextAlignmentOptions.Center;
var t = timer.gameObject.AddComponent<TextMeshProUGUI>();
t.text = "SABOTAGE!"; t.fontSize = 48; t.fontStyle = FontStyles.Bold;
t.color = Color.white; t.alignment = TextAlignmentOptions.Center;
panel.gameObject.SetActive(false);
}
// ── Meeting panel (full screen overlay) ───────────────────────────────────
void BuildMeetingPanel(RectTransform parent)
{
// DIRECT child — populated by GameManager_UI.ShowMeetingPanel at runtime
var panel = AddChild("MeetingPanel", parent);
Anchor(panel, new Vector2(0.05f, 0.10f), new Vector2(0.95f, 0.90f));
AddImage(panel.gameObject, new Color(0.04f, 0.05f, 0.14f, 0.96f));
var panel = Child("MeetingPanel", parent);
Stretch(panel);
Img(panel, new Color(0.04f,0.05f,0.14f,0.97f));
var title = AddChild("_MeetingTitle", panel);
Anchor(title, new Vector2(0f, 0.85f), new Vector2(1f, 1f));
var titleTmp = title.gameObject.AddComponent<TextMeshProUGUI>();
titleTmp.text = "EMERGENCY MEETING";
titleTmp.fontSize = 44;
titleTmp.fontStyle = FontStyles.Bold;
titleTmp.color = C_ORANGE;
titleTmp.alignment = TextAlignmentOptions.Center;
// Header
var hdr = Child("MeetingHeader", panel);
Anchor(hdr, new Vector2(0,0.86f), new Vector2(1,1), Vector2.zero, Vector2.zero);
var hdrTmp = hdr.gameObject.AddComponent<TextMeshProUGUI>();
hdrTmp.text = "EMERGENCY MEETING"; hdrTmp.fontSize = 52;
hdrTmp.fontStyle = FontStyles.Bold; hdrTmp.color = C_ORANGE;
hdrTmp.alignment = TextAlignmentOptions.Center;
// Scrollable player vote list
var scrollArea = Child("_MeetingScroll", panel);
Anchor(scrollArea, new Vector2(0,0.22f), new Vector2(1,0.86f), Vector2.zero, Vector2.zero);
BuildMeetingScroll(scrollArea);
// Text fallback (hidden by default; shown if scroll build fails)
var fallback = Child("MeetingPlayerList", panel);
Anchor(fallback, new Vector2(0,0.22f), new Vector2(1,0.86f), new Vector2(8,0), new Vector2(-8,0));
var fallbackTmp = fallback.gameObject.AddComponent<TextMeshProUGUI>();
fallbackTmp.text = ""; fallbackTmp.fontSize = 28; fallbackTmp.color = Color.white;
fallbackTmp.alignment = TextAlignmentOptions.TopLeft;
fallback.gameObject.SetActive(false); // hidden scroll list used instead
// Skip button
var skip = Child("SkipButton", panel);
Anchor(skip, new Vector2(0.05f,0.04f), new Vector2(0.95f,0.18f), Vector2.zero, Vector2.zero);
var skipBg = Img(skip, C_MUTED);
var skipBtn = skip.gameObject.AddComponent<Button>();
skipBtn.targetGraphic = skipBg;
skipBtn.onClick.AddListener(() => GameManager.Instance?.CastVote(null));
TxtChild(skip, "⏭ SKIP", 36, Color.white, TextAlignmentOptions.Center, bold: true);
// Vote-result sub-panel (hidden until voting closes)
var resultPanel = Child("VoteResultPanel", panel);
Anchor(resultPanel, new Vector2(0,0.04f), new Vector2(1,0.22f), Vector2.zero, Vector2.zero);
Img(resultPanel, new Color(0.05f,0.05f,0.15f,0.95f));
var resultText = Child("VoteResult", resultPanel);
Stretch(resultText);
var rtTmp = resultText.gameObject.AddComponent<TextMeshProUGUI>();
rtTmp.text = ""; rtTmp.fontSize = 34; rtTmp.color = C_YELLOW;
rtTmp.fontStyle = FontStyles.Bold; rtTmp.alignment = TextAlignmentOptions.Center;
resultPanel.gameObject.SetActive(false);
panel.gameObject.SetActive(false);
}
void BuildMeetingScroll(RectTransform rt)
{
var sr = rt.gameObject.AddComponent<ScrollRect>();
var vp = Child("Viewport", rt);
Stretch(vp);
vp.gameObject.AddComponent<RectMask2D>();
var content = Child("MeetingContent", 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.spacing = 4;
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 = 60;
}
// ── Game-end panel ────────────────────────────────────────────────────────
void BuildGameEndPanel(RectTransform parent)
{
// DIRECT child, full-screen overlay
var panel = AddChild("GameEndPanel", parent);
var panel = Child("GameEndPanel", parent);
Stretch(panel);
AddImage(panel.gameObject, new Color(0f, 0f, 0f, 0.85f));
Img(panel, new Color(0,0,0,0.90f));
var txt = AddChild("GameEndText", panel);
Stretch(txt);
// Result text (upper half)
var txt = Child("GameEndText", panel);
Anchor(txt, new Vector2(0,0.4f), new Vector2(1,0.9f), Vector2.zero, Vector2.zero);
var tmp = txt.gameObject.AddComponent<TextMeshProUGUI>();
tmp.text = "";
tmp.fontSize = 72;
tmp.fontStyle = FontStyles.Bold;
tmp.color = Color.white;
tmp.alignment = TextAlignmentOptions.Center;
tmp.text = ""; tmp.fontSize = 72; tmp.fontStyle = FontStyles.Bold;
tmp.color = Color.white; tmp.alignment = TextAlignmentOptions.Center;
// "Return to lobby" button owner only (GameManager_UI shows/hides it)
var retBtn = Child("ReturnToLobbyButton", panel);
Anchor(retBtn, new Vector2(0.15f,0.22f), new Vector2(0.85f,0.36f), Vector2.zero, Vector2.zero);
var retBg = Img(retBtn, C_GREEN);
var retButton = retBtn.gameObject.AddComponent<Button>();
retButton.targetGraphic = retBg;
retButton.onClick.AddListener(() => GameManager.Instance?.gameClient?.ReturnToLobby());
TxtChild(retBtn, "▶ RETURN TO LOBBY", 38, Color.white, TextAlignmentOptions.Center, bold: true);
retBtn.gameObject.SetActive(false); // shown only for host
// "Leave" button
var leaveBtn = Child("LeaveGameButton", panel);
Anchor(leaveBtn, new Vector2(0.3f,0.08f), new Vector2(0.7f,0.20f), Vector2.zero, Vector2.zero);
var leaveBg = Img(leaveBtn, C_RED);
var leaveButton = leaveBtn.gameObject.AddComponent<Button>();
leaveButton.targetGraphic = leaveBg;
leaveButton.onClick.AddListener(() => GameManager.Instance?.LeaveLobbyButton());
TxtChild(leaveBtn, "✕ LEAVE", 34, Color.white, TextAlignmentOptions.Center, bold: true);
panel.gameObject.SetActive(false);
}
// ── Toast notification ────────────────────────────────────────────────────
void BuildToast(RectTransform parent)
{
var toast = Child("Toast", parent);
Anchor(toast, new Vector2(0.05f,0.88f), new Vector2(0.95f,0.94f), Vector2.zero, Vector2.zero);
Img(toast, new Color(0.1f,0.1f,0.2f,0.92f));
TxtChild(toast, "", 30, C_YELLOW, TextAlignmentOptions.Center, bold: true);
toast.gameObject.SetActive(false);
}
// ── Helpers ───────────────────────────────────────────────────────────────
RectTransform AddChild(string name, RectTransform parent)
RectTransform Child(string name, RectTransform parent)
{
var go = new GameObject(name);
var rt = go.AddComponent<RectTransform>();
@@ -279,40 +294,35 @@ public class InGameHUDBuilder : MonoBehaviour
return rt;
}
Image AddImage(GameObject go, Color color)
Image Img(RectTransform rt, Color c)
{
var img = go.AddComponent<Image>();
img.color = color;
var img = rt.gameObject.AddComponent<Image>();
img.color = c;
return img;
}
TextMeshProUGUI AddTextChild(RectTransform parent, string name, string text,
float size, FontStyles style, TextAlignmentOptions align)
{
var rt = AddChild(name, parent);
Stretch(rt);
var tmp = rt.gameObject.AddComponent<TextMeshProUGUI>();
tmp.text = text;
tmp.fontSize = size;
tmp.fontStyle = style;
tmp.alignment = align;
tmp.color = Color.white;
return tmp;
}
void Anchor(RectTransform rt, Vector2 min, Vector2 max)
{
rt.anchorMin = min;
rt.anchorMax = max;
rt.offsetMin = Vector2.zero;
rt.offsetMax = Vector2.zero;
}
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;
}
// min/max by anchor + absolute offset corners
void Anchor(RectTransform rt, Vector2 aMin, Vector2 aMax, Vector2 offsetMin, Vector2 offsetMax)
{
rt.anchorMin = aMin; rt.anchorMax = aMax;
rt.offsetMin = offsetMin; rt.offsetMax = offsetMax;
}
TextMeshProUGUI TxtChild(RectTransform parent, string text, float size, Color color,
TextAlignmentOptions align, bool bold = false)
{
var rt = Child("Txt", parent);
Stretch(rt);
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;
}
}