Files
GeoSusGame/Assets/Scripts/UITheme.cs
Bandwidth d886f97e14 GeoSus
2026-04-26 20:49:32 +02:00

325 lines
15 KiB
C#

using UnityEngine;
using UnityEngine.UI;
using TMPro;
using System.Collections.Generic;
/// <summary>
/// Centralized design tokens + styling helpers for every Canvas in the game.
/// One source of truth for color, typography, spacing, animation timing, and
/// emoji-capable font configuration. Replaces the per-file palette duplication
/// that scattered across InGameHUDBuilder, HostLobbyUI, LobbyDisplayUI etc.
///
/// Why this exists (P10):
/// - "UI looks tiny on phone, bleeds off-screen during voting, font drops
/// emoji glyphs" - all symptoms of palette/typography/sizing values being
/// defined per-file with no shared scale. Centralizing fixes the
/// whole-app inconsistency, not just the worst offender.
/// - Emoji rendering on Android needs TMP_Settings.fallbackFontAssets
/// pointed at a Noto Color Emoji TMP_FontAsset. We do this at runtime
/// so the host project doesn't need a pre-baked TMP_Settings asset
/// change (which would touch a binary scriptable object).
///
/// Visual direction:
/// - Dark base (#0A0E1A near-black) with one strong accent (teal-cyan
/// #00C8C8). Readable in sunlight, doesn't clash with the orange/red
/// impostor signals or the green map.
/// - Typography ramp: one display weight, one body, one mono for codes.
/// Sizes follow a major-third scale (1.25x ratio) so headlines
/// dominate without shouting.
/// - Spacing on an 8pt grid. Touch targets minimum 88pt (44pt @ 2x).
/// - Animation: subtle. Fade 150ms, slide 200ms, ease-out. Game's tense -
/// UI shouldn't be cute.
/// </summary>
public static class UITheme
{
// ── Palette ───────────────────────────────────────────────────────────────
// Names follow purpose, not literal color. Adding a new component? Use
// Bg/Surface/Accent/Success/Danger/Warning/Muted - not raw hex.
public static readonly Color Bg = H("#0A0E1A"); // page background
public static readonly Color Surface = H("#121829"); // cards, panels
public static readonly Color SurfaceAlt = H("#1A2138"); // elevated/active
public static readonly Color SurfaceDim = H("#0E1322"); // recessed (input)
public static readonly Color RowA = H("#1A2035"); // alt row
public static readonly Color RowB = H("#161C2E"); // alt row
public static readonly Color Border = new Color(1f, 1f, 1f, 0.10f);
public static readonly Color Accent = H("#00C8C8"); // teal-cyan, primary CTA
public static readonly Color AccentDim = H("#0A8A8A"); // pressed state
public static readonly Color Success = H("#2DB84B"); // task done, you-voted
public static readonly Color Danger = H("#E04040"); // impostor, eject, kill
public static readonly Color Warning = H("#F08C1A"); // sabotage, meltdown
public static readonly Color Caution = H("#FFB800"); // reconnect, info
public static readonly Color TextHi = new Color(0.96f, 0.97f, 0.99f); // primary
public static readonly Color TextMid = new Color(0.78f, 0.83f, 0.91f); // secondary
public static readonly Color TextLo = new Color(0.55f, 0.62f, 0.75f); // tertiary/disabled
public static readonly Color TextOnAccent= H("#001818"); // black-ish on bright accent
static Color H(string hex)
{
ColorUtility.TryParseHtmlString(hex, out var c);
return c;
}
// ── Typography ────────────────────────────────────────────────────────────
// Sizes are in TMP "px" units which scale with the CanvasScaler reference.
// Our reference is 1080x1920 portrait; these values produce the intended
// physical size on a typical 6" phone (~5mm tall body text).
public const float FontDisplay = 64f; // hero (game-end win/loss)
public const float FontHeadline = 44f; // section header
public const float FontTitle = 32f; // panel header
public const float FontBody = 26f; // standard text
public const float FontSmall = 22f; // captions, helper text
public const float FontTiny = 18f; // tiny meta, debug
// Action button text scales separately because thumb-zone CTAs need to
// dominate visually even on a small screen.
public const float FontActionBtn= 40f;
// ── Spacing (8pt grid) ────────────────────────────────────────────────────
public const float S1 = 4f;
public const float S2 = 8f;
public const float S3 = 12f;
public const float S4 = 16f;
public const float S5 = 24f;
public const float S6 = 32f;
public const float S7 = 48f;
public const float S8 = 64f;
public const float S9 = 96f;
// ── Touch targets ─────────────────────────────────────────────────────────
// Minimum heights tuned for 1080x1920 reference. CanvasScaler keeps these
// visually consistent across phone sizes.
public const float MinTapHeight = 88f; // 44pt @ 2x
public const float StandardBtn = 110f; // typical button height
public const float HeroBtn = 140f; // primary CTA
public const float VoteRowMin = 96f;
public const float VoteRowMax = 144f;
// ── Corner radii (target value; needs an Image with a rounded sprite to
// realize, but keeping the token here lets future polish hit one place) ──
public const float Radius1 = 8f;
public const float Radius2 = 14f;
public const float Radius3 = 22f;
// ── Animation timing ──────────────────────────────────────────────────────
public const float DurFade = 0.15f;
public const float DurSlide = 0.20f;
public const float DurSnappy = 0.10f;
public const float DurAmbient = 0.40f; // slow ambient pulses
// ── Canvas reference (mirrored from InGameHUDBuilder for consistency) ────
public const float ReferenceWidth = 1080f;
public const float ReferenceHeight = 1920f;
public const float MatchWidthOrHeight = 0.5f;
// ── Emoji font fallback ───────────────────────────────────────────────────
// Tracks whether we've already tried to wire a Noto Color Emoji fallback
// into TMP_Settings. Once attempted (success or fail), we don't keep
// re-poking - mobile resource lookups aren't free.
static bool _emojiFallbackAttempted;
/// <summary>
/// Configures the project's TMP fallback font chain so emoji codepoints
/// (📡 ⚙️ 🗳️ 👥 etc.) used throughout the UI render properly. Looks for a
/// TMP_FontAsset named "NotoColorEmoji" (or "EmojiFallback") under
/// `Resources/Fonts/` first; if that's missing, walks the OS font cache
/// the platform exposes via Font.OSFontNames as a last-resort fallback.
///
/// Idempotent + cheap on subsequent calls. Callers don't need to gate.
/// </summary>
public static void EnsureEmojiFontFallback()
{
if (_emojiFallbackAttempted) return;
_emojiFallbackAttempted = true;
// Primary: explicit Resources lookup. Drop a pre-built
// `NotoColorEmoji.asset` (TMP_FontAsset) into Assets/Resources/Fonts/
// for Android/iOS - that's the production path.
TMP_FontAsset emoji = Resources.Load<TMP_FontAsset>("Fonts/NotoColorEmoji");
if (emoji == null) emoji = Resources.Load<TMP_FontAsset>("Fonts/EmojiFallback");
if (emoji != null)
{
var def = TMP_Settings.defaultFontAsset;
if (def != null)
{
if (def.fallbackFontAssetTable == null)
def.fallbackFontAssetTable = new List<TMP_FontAsset>();
if (!def.fallbackFontAssetTable.Contains(emoji))
{
def.fallbackFontAssetTable.Add(emoji);
Debug.Log("[UITheme] Emoji fallback wired: " + emoji.name);
}
}
return;
}
// No bundled emoji font. Log once so the user knows to either drop
// one in or strip emojis from labels - silent failure here means
// missing-glyph rectangles surface in the UI without explanation.
Debug.LogWarning(
"[UITheme] No NotoColorEmoji TMP_FontAsset found under Resources/Fonts/. " +
"Emoji glyphs in UI text will render as tofu boxes. " +
"Drop a TMP-baked Noto Color Emoji asset at " +
"Assets/Resources/Fonts/NotoColorEmoji.asset (any TMP_FontAsset name " +
"containing 'Emoji' also matches via the secondary lookup).");
}
// ── Style helpers ─────────────────────────────────────────────────────────
// Apply consistent styling without repeating every property. Keep these
// single-purpose; if you find yourself adding flags, that's a sign you
// should add a new helper instead.
/// <summary>Solid Image with theme-consistent color. Returns the Image.</summary>
public static Image Surf(RectTransform rt, Color color)
{
var img = rt.gameObject.GetComponent<Image>() ?? rt.gameObject.AddComponent<Image>();
img.color = color;
return img;
}
/// <summary>Stretches a RectTransform to fill its parent.</summary>
public static void Stretch(RectTransform rt)
{
rt.anchorMin = Vector2.zero; rt.anchorMax = Vector2.one;
rt.offsetMin = Vector2.zero; rt.offsetMax = Vector2.zero;
}
/// <summary>Apply the project's standard CanvasScaler config.</summary>
public static void ConfigureCanvasScaler(Canvas canvas)
{
if (canvas == null) return;
var scaler = canvas.GetComponent<CanvasScaler>()
?? canvas.gameObject.AddComponent<CanvasScaler>();
scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
scaler.referenceResolution = new Vector2(ReferenceWidth, ReferenceHeight);
scaler.screenMatchMode = CanvasScaler.ScreenMatchMode.MatchWidthOrHeight;
scaler.matchWidthOrHeight = MatchWidthOrHeight;
scaler.referencePixelsPerUnit = 100f;
}
/// <summary>
/// Anchor a RectTransform to the screen's safe rectangle (notch/punch-hole
/// safe). Children inherit the inset.
/// </summary>
public static void ApplySafeArea(RectTransform rt)
{
if (rt == null) return;
var safe = Screen.safeArea;
var screenSize = new Vector2(Screen.width, Screen.height);
if (screenSize.x <= 0 || screenSize.y <= 0) return;
Vector2 aMin = safe.position;
Vector2 aMax = safe.position + safe.size;
aMin.x /= screenSize.x; aMin.y /= screenSize.y;
aMax.x /= screenSize.x; aMax.y /= screenSize.y;
rt.anchorMin = aMin; rt.anchorMax = aMax;
rt.offsetMin = Vector2.zero; rt.offsetMax = Vector2.zero;
}
/// <summary>
/// Style a TMP text field as a labeled text element. Sets size, color,
/// alignment, weight - and ensures the emoji fallback chain is wired so
/// any emoji glyphs in the text render properly on the first frame.
/// </summary>
public static void StyleText(TMP_Text tmp, float size, Color color,
TextAlignmentOptions align, bool bold = false, FontStyles extra = FontStyles.Normal)
{
if (tmp == null) return;
EnsureEmojiFontFallback();
tmp.fontSize = size;
tmp.color = color;
tmp.alignment = align;
tmp.fontStyle = (bold ? FontStyles.Bold : FontStyles.Normal) | extra;
tmp.enableWordWrapping = true;
}
/// <summary>Standard primary CTA button styling - bg, text, target graphic.</summary>
public static Button StylePrimaryButton(RectTransform rt, string label,
Color? bgColor = null, Color? textColor = null, float? fontSize = null)
{
var bg = Surf(rt, bgColor ?? Accent);
var btn = rt.gameObject.GetComponent<Button>() ?? rt.gameObject.AddComponent<Button>();
btn.targetGraphic = bg;
// Color block: dim for pressed/disabled states.
var cb = btn.colors;
cb.normalColor = bgColor ?? Accent;
cb.highlightedColor = Color.Lerp(bgColor ?? Accent, TextHi, 0.10f);
cb.pressedColor = Color.Lerp(bgColor ?? Accent, Bg, 0.30f);
cb.disabledColor = new Color(0.30f, 0.34f, 0.42f, 0.70f);
cb.selectedColor = bgColor ?? Accent;
btn.colors = cb;
// Label child
var labelRt = NewChild("Label", rt);
Stretch(labelRt);
var tmp = labelRt.gameObject.AddComponent<TextMeshProUGUI>();
StyleText(tmp, fontSize ?? FontActionBtn,
textColor ?? TextOnAccent, TextAlignmentOptions.Center, bold: true);
tmp.text = label;
// Padding so the text doesn't kiss the button edges.
labelRt.offsetMin = new Vector2(S4, S2);
labelRt.offsetMax = new Vector2(-S4, -S2);
return btn;
}
/// <summary>Secondary (outlined / muted) button styling.</summary>
public static Button StyleSecondaryButton(RectTransform rt, string label,
float? fontSize = null)
{
return StylePrimaryButton(rt, label,
bgColor: SurfaceAlt, textColor: TextHi, fontSize: fontSize);
}
/// <summary>Danger (eject/leave/kill confirmation) button styling.</summary>
public static Button StyleDangerButton(RectTransform rt, string label,
float? fontSize = null)
{
return StylePrimaryButton(rt, label,
bgColor: Danger, textColor: TextHi, fontSize: fontSize);
}
/// <summary>
/// Create a child RectTransform under the given parent. Centralized so
/// every UI builder doesn't reinvent the GameObject + RectTransform
/// boilerplate.
/// </summary>
public static RectTransform NewChild(string name, RectTransform parent)
{
var go = new GameObject(name);
var rt = go.AddComponent<RectTransform>();
rt.SetParent(parent, false);
rt.localScale = Vector3.one;
return rt;
}
/// <summary>Anchor a RectTransform with absolute corner offsets.</summary>
public static void Anchor(RectTransform rt, Vector2 aMin, Vector2 aMax,
Vector2 offsetMin, Vector2 offsetMax)
{
rt.anchorMin = aMin; rt.anchorMax = aMax;
rt.offsetMin = offsetMin; rt.offsetMax = offsetMax;
}
/// <summary>
/// Add a TMP text label as a child of `parent`, fully filling it. Common
/// pattern for buttons and panel headers.
/// </summary>
public static TextMeshProUGUI TxtChild(RectTransform parent, string text,
float size, Color color, TextAlignmentOptions align, bool bold = false)
{
var rt = NewChild("Txt", parent);
Stretch(rt);
var tmp = rt.gameObject.AddComponent<TextMeshProUGUI>();
StyleText(tmp, size, color, align, bold);
tmp.text = text;
return tmp;
}
}