506 lines
24 KiB
C#
506 lines
24 KiB
C#
using UnityEngine;
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using UnityEngine.UI;
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using TMPro;
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using System.Collections.Generic;
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/// <summary>
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/// Programmatically builds the complete in-game HUD inside the InGame canvas (Client.unity).
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///
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/// Call BuildNow() from GameManager.OnSceneLoaded BEFORE BindClientScene so GameManager_UI
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/// can locate named children.
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///
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/// Named elements expected by GameManager_UI (Transform.Find / FindTMP):
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/// ActionButton – proxim action button
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/// SabotagePanel – top-of-screen sabotage banner
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/// SabotageTimer – TMP countdown text inside SabotagePanel
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/// MeetingPanel – full-screen voting overlay
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/// MeetingHeader – TMP title (event type)
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/// MeetingPhaseLabel – TMP sub-phase label (DISCUSSION / VOTING / RESULTS / ARRIVAL)
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/// MeetingPhaseProgressBar – Image filled, drains with countdown
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/// MeetingPhaseCountdown – TMP "0:24" countdown text
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/// MeetingPlayerList – TMP player list (text fallback)
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/// MyVoteIndicator – TMP "You voted for: X" strip
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/// SkipButton – skip-vote button
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/// VoteResultPanel – sub-panel shown after voting
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/// VoteResult – TMP result text
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/// GameEndPanel – full-screen end-of-game overlay
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/// GameEndText – TMP result text
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/// ReconnectOverlay – full-screen "reconnecting..." overlay
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/// ReconnectMessage – TMP "Reconnecting..." headline
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/// ReconnectSubtext – TMP secondary message
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/// KillCooldown – TMP kill-cooldown label
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/// TaskList – TMP task name list
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/// TaskProgress – TMP global task progress
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/// Toast – TMP toast notification
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/// </summary>
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public class InGameHUDBuilder : MonoBehaviour
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{
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// ── Palette ───────────────────────────────────────────────────────────────
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// Aliases to UITheme so this file's existing local references keep working
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// without a wholesale rename pass. New code should call UITheme.* directly;
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// the C_* names stay as a transitional crutch for in-flight edits.
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static readonly Color C_BG = UITheme.Bg;
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static readonly Color C_BAR = UITheme.Surface;
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static readonly Color C_ACCENT = UITheme.Accent;
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static readonly Color C_GREEN = UITheme.Success;
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static readonly Color C_RED = UITheme.Danger;
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static readonly Color C_ORANGE = UITheme.Warning;
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static readonly Color C_YELLOW = UITheme.Caution;
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static readonly Color C_MUTED = UITheme.TextLo;
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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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private bool _built;
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// Reference resolution constants kept here as public surface so external
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// callers (other UI scripts that grew to use these) don't break. Forward
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// to UITheme so there's still one source of truth.
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public const float kReferenceWidth = UITheme.ReferenceWidth;
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public const float kReferenceHeight = UITheme.ReferenceHeight;
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public const float kMatchWidthHeight = UITheme.MatchWidthOrHeight;
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public void BuildNow() { if (!_built) { _built = true; Build(); } }
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void Start() { if (!_built) Build(); }
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void Build()
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{
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var rt = GetComponent<RectTransform>();
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if (rt == null) return;
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// Wire up emoji fallback before any TMP component renders. Idempotent
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// and cheap on subsequent calls.
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UITheme.EnsureEmojiFontFallback();
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// Make sure the host canvas has a CanvasScaler with our reference
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// resolution. Without this, RectTransform offsets are interpreted as
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// raw pixels and the layout looks correct only on whichever device
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// the project was last opened against.
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ConfigureCanvasScaler(GetComponentInParent<Canvas>());
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// Apply Screen.safeArea so iOS notches and Android punch-hole cameras
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// don't eat the top/bottom bar. We anchor the host RectTransform to
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// the safe rectangle so all child anchors inherit the inset.
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rt.anchorMin = Vector2.zero;
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rt.anchorMax = Vector2.one;
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rt.offsetMin = Vector2.zero;
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rt.offsetMax = Vector2.zero;
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ApplySafeArea(rt);
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BuildTopBar(rt);
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BuildTaskPanel(rt);
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BuildTaskProgress(rt);
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BuildBottomBar(rt);
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BuildActionButton(rt);
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BuildSabotagePanel(rt);
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BuildMeetingPanel(rt);
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BuildGameEndPanel(rt);
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BuildReconnectOverlay(rt);
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BuildSpectatePanel(rt);
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BuildToast(rt);
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}
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/// <summary>
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/// Apply the project's standard CanvasScaler config to a Canvas. Idempotent -
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/// adds the component if missing, otherwise updates settings in-place.
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/// </summary>
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public static void ConfigureCanvasScaler(Canvas canvas)
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{
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if (canvas == null) return;
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var scaler = canvas.GetComponent<CanvasScaler>()
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?? canvas.gameObject.AddComponent<CanvasScaler>();
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scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
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scaler.referenceResolution = new Vector2(kReferenceWidth, kReferenceHeight);
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scaler.screenMatchMode = CanvasScaler.ScreenMatchMode.MatchWidthOrHeight;
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scaler.matchWidthOrHeight = kMatchWidthHeight;
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scaler.referencePixelsPerUnit = 100f;
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}
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/// <summary>
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/// Anchors the given RectTransform to the screen's safe rectangle, so all
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/// children inherit the inset. Called once at build time; the safe area
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/// rarely changes after the app launches and a full HUD rebuild on rotation
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/// would be the simpler way to handle that case.
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/// </summary>
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public static void ApplySafeArea(RectTransform rt)
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{
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if (rt == null) return;
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var safe = Screen.safeArea;
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var screenSize = new Vector2(Screen.width, Screen.height);
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if (screenSize.x <= 0 || screenSize.y <= 0) return;
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Vector2 aMin = safe.position;
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Vector2 aMax = safe.position + safe.size;
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aMin.x /= screenSize.x; aMin.y /= screenSize.y;
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aMax.x /= screenSize.x; aMax.y /= screenSize.y;
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rt.anchorMin = aMin;
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rt.anchorMax = aMax;
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rt.offsetMin = Vector2.zero;
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rt.offsetMax = Vector2.zero;
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}
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// ── Top bar ───────────────────────────────────────────────────────────────
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void BuildTopBar(RectTransform parent)
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{
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var bar = Child("_TopBar", parent);
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Anchor(bar, new Vector2(0,1), new Vector2(1,1), new Vector2(0,-90f), Vector2.zero);
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bar.pivot = new Vector2(0.5f,1f);
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Img(bar, C_BAR);
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// Kill cooldown – right half, hidden by default
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var cd = Child("KillCooldown", bar);
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cd.anchorMin = new Vector2(0.5f, 0); cd.anchorMax = Vector2.one;
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cd.offsetMin = new Vector2(0, 6); cd.offsetMax = new Vector2(-12, -6);
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var cdTmp = cd.gameObject.AddComponent<TextMeshProUGUI>();
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cdTmp.text = ""; cdTmp.fontSize = 32; cdTmp.color = C_ORANGE;
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cdTmp.fontStyle = FontStyles.Bold; cdTmp.alignment = TextAlignmentOptions.MidlineRight;
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cd.gameObject.SetActive(false);
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}
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// ── Task panel (right side) ───────────────────────────────────────────────
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void BuildTaskPanel(RectTransform parent)
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{
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var panel = Child("_TaskPanel", parent);
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panel.anchorMin = new Vector2(1,0.35f); panel.anchorMax = new Vector2(1,0.88f);
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panel.pivot = new Vector2(1,0.5f); panel.sizeDelta = new Vector2(280,0);
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Img(panel, new Color(0.05f,0.06f,0.12f,0.85f));
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var hdr = Child("_Hdr", panel);
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Anchor(hdr, new Vector2(0,1), new Vector2(1,1), new Vector2(0,-44), Vector2.zero);
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hdr.pivot = new Vector2(0.5f,1f);
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Img(hdr, new Color(0.2f,0.6f,1f,0.5f));
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TxtChild(hdr,"MY TASKS",26,Color.white,TextAlignmentOptions.Center,bold:true);
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var body = Child("TaskList", panel);
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body.anchorMin = Vector2.zero; body.anchorMax = Vector2.one;
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body.offsetMin = new Vector2(8,8); body.offsetMax = new Vector2(-8,-48);
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var t = body.gameObject.AddComponent<TextMeshProUGUI>();
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t.text = ""; t.fontSize = 22; t.color = Color.white; t.alignment = TextAlignmentOptions.TopLeft;
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t.enableWordWrapping = true;
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}
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// ── Task progress (above bottom bar) ─────────────────────────────────────
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void BuildTaskProgress(RectTransform parent)
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{
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var prog = Child("TaskProgress", parent);
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Anchor(prog, new Vector2(0,0), new Vector2(1,0), new Vector2(-20,120), new Vector2(20,160));
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var t = prog.gameObject.AddComponent<TextMeshProUGUI>();
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t.text = ""; t.fontSize = 28; t.color = Color.white;
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t.fontStyle = FontStyles.Bold; t.alignment = TextAlignmentOptions.Center;
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}
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// ── Bottom bar ────────────────────────────────────────────────────────────
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void BuildBottomBar(RectTransform parent)
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{
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var bar = Child("_BottomBar", parent);
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Anchor(bar, Vector2.zero, new Vector2(1,0), Vector2.zero, new Vector2(0,110));
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bar.pivot = new Vector2(0.5f,0);
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Img(bar, C_BAR);
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var recBtn = Child("_RecenterBtn", bar);
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recBtn.anchorMin = new Vector2(0.82f,0.08f); recBtn.anchorMax = new Vector2(0.98f,0.92f);
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var recBg = Img(recBtn, C_ACCENT);
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var recButton = recBtn.gameObject.AddComponent<Button>();
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recButton.targetGraphic = recBg;
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recButton.onClick.AddListener(() => MapCameraController.Instance?.Recenter());
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TxtChild(recBtn,"⊙",42,Color.white,TextAlignmentOptions.Center,bold:true);
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}
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// ── Action button (DIRECT child so Transform.Find works) ─────────────────
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void BuildActionButton(RectTransform parent)
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{
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var btn = Child("ActionButton", parent);
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Anchor(btn, new Vector2(0.15f,0), new Vector2(0.80f,0), new Vector2(0,12), new Vector2(0,102));
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btn.pivot = new Vector2(0.5f,0);
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var bg = Img(btn, C_GREEN);
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var button = btn.gameObject.AddComponent<Button>();
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button.targetGraphic = bg;
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var txtRt = Child("Text", btn);
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Stretch(txtRt);
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var tmp = txtRt.gameObject.AddComponent<TextMeshProUGUI>();
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tmp.text = "ACTION"; tmp.fontSize = 44; tmp.fontStyle = FontStyles.Bold;
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tmp.color = Color.white; tmp.alignment = TextAlignmentOptions.Center;
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btn.gameObject.SetActive(false);
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}
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// ── Sabotage panel (top strip) ────────────────────────────────────────────
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void BuildSabotagePanel(RectTransform parent)
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{
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var panel = Child("SabotagePanel", parent);
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panel.anchorMin = new Vector2(0,1); panel.anchorMax = new Vector2(1,1);
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panel.pivot = new Vector2(0.5f,1f); panel.sizeDelta = new Vector2(0,80);
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Img(panel, new Color(0.76f,0.19f,0.19f,0.92f));
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var timer = Child("SabotageTimer", panel);
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Stretch(timer);
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var t = timer.gameObject.AddComponent<TextMeshProUGUI>();
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t.text = "SABOTAGE!"; t.fontSize = 48; t.fontStyle = FontStyles.Bold;
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t.color = Color.white; t.alignment = TextAlignmentOptions.Center;
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panel.gameObject.SetActive(false);
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}
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// ── Meeting panel (full screen overlay) ───────────────────────────────────
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//
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// Layout (vertical, top to bottom):
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// 0.90 - 1.00 MeetingHeader - "EMERGENCY MEETING" / "BODY REPORTED"
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// 0.83 - 0.90 MeetingPhaseLabel - "ARRIVAL" / "DISCUSSION" / "VOTING" / "RESULTS"
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// 0.79 - 0.83 MeetingPhaseProgressBar - thin fill bar that drains as countdown runs
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// 0.74 - 0.79 MeetingPhaseCountdown - "0:24" countdown text
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// 0.18 - 0.74 _MeetingScroll - vote rows (or VoteResultPanel when resolved)
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// 0.14 - 0.18 MyVoteIndicator - "You voted for: X" or "Voting hasn't started"
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// 0.04 - 0.14 SkipButton - skip vote (will move into the row list in P2.7)
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void BuildMeetingPanel(RectTransform parent)
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{
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var panel = Child("MeetingPanel", parent);
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Stretch(panel);
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Img(panel, new Color(0.04f,0.05f,0.14f,0.97f));
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// Title
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var hdr = Child("MeetingHeader", panel);
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Anchor(hdr, new Vector2(0,0.90f), new Vector2(1,1), Vector2.zero, Vector2.zero);
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var hdrTmp = hdr.gameObject.AddComponent<TextMeshProUGUI>();
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hdrTmp.text = "EMERGENCY MEETING"; hdrTmp.fontSize = 52;
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hdrTmp.fontStyle = FontStyles.Bold; hdrTmp.color = C_ORANGE;
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hdrTmp.alignment = TextAlignmentOptions.Center;
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// Sub-phase label (DISCUSSION / VOTING / RESULTS / ARRIVAL)
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var phaseLbl = Child("MeetingPhaseLabel", panel);
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Anchor(phaseLbl, new Vector2(0,0.83f), new Vector2(1,0.90f), Vector2.zero, Vector2.zero);
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var phaseLblTmp = phaseLbl.gameObject.AddComponent<TextMeshProUGUI>();
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phaseLblTmp.text = ""; phaseLblTmp.fontSize = 32;
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phaseLblTmp.fontStyle = FontStyles.Bold; phaseLblTmp.color = C_ACCENT;
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phaseLblTmp.alignment = TextAlignmentOptions.Center;
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// Phase progress bar (drains as countdown elapses)
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var progBg = Child("MeetingPhaseProgressBg", panel);
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Anchor(progBg, new Vector2(0.10f,0.79f), new Vector2(0.90f,0.83f), Vector2.zero, Vector2.zero);
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Img(progBg, new Color(0.10f,0.13f,0.22f,1f));
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var progFill = Child("MeetingPhaseProgressBar", progBg);
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progFill.anchorMin = new Vector2(0,0); progFill.anchorMax = new Vector2(1,1);
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progFill.offsetMin = Vector2.zero; progFill.offsetMax = Vector2.zero;
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var fillImg = progFill.gameObject.AddComponent<Image>();
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fillImg.color = C_ACCENT;
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fillImg.type = Image.Type.Filled;
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fillImg.fillMethod = Image.FillMethod.Horizontal;
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fillImg.fillAmount = 0f;
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// Countdown text under the bar
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var cd = Child("MeetingPhaseCountdown", panel);
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Anchor(cd, new Vector2(0,0.74f), new Vector2(1,0.79f), Vector2.zero, Vector2.zero);
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var cdTmp = cd.gameObject.AddComponent<TextMeshProUGUI>();
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cdTmp.text = ""; cdTmp.fontSize = 28;
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cdTmp.color = new Color(0.8f,0.85f,0.95f);
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cdTmp.alignment = TextAlignmentOptions.Center;
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// Scrollable player vote list
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var scrollArea = Child("_MeetingScroll", panel);
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Anchor(scrollArea, new Vector2(0,0.18f), new Vector2(1,0.74f), Vector2.zero, Vector2.zero);
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BuildMeetingScroll(scrollArea);
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// Text fallback (hidden by default; shown if scroll build fails)
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var fallback = Child("MeetingPlayerList", panel);
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Anchor(fallback, new Vector2(0,0.18f), new Vector2(1,0.74f), new Vector2(8,0), new Vector2(-8,0));
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var fallbackTmp = fallback.gameObject.AddComponent<TextMeshProUGUI>();
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fallbackTmp.text = ""; fallbackTmp.fontSize = 28; fallbackTmp.color = Color.white;
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fallbackTmp.alignment = TextAlignmentOptions.TopLeft;
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fallback.gameObject.SetActive(false); // hidden - scroll list used instead
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// "Your vote: X" indicator strip
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var myVote = Child("MyVoteIndicator", panel);
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Anchor(myVote, new Vector2(0.05f,0.14f), new Vector2(0.95f,0.18f), Vector2.zero, Vector2.zero);
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var myVoteTmp = myVote.gameObject.AddComponent<TextMeshProUGUI>();
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myVoteTmp.text = ""; myVoteTmp.fontSize = 26;
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myVoteTmp.color = new Color(0.73f,0.8f,0.88f);
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myVoteTmp.alignment = TextAlignmentOptions.Center;
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// Skip button (will be merged into the vote list as a row in P2.7)
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var skip = Child("SkipButton", panel);
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Anchor(skip, new Vector2(0.05f,0.04f), new Vector2(0.95f,0.14f), Vector2.zero, Vector2.zero);
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var skipBg = Img(skip, C_MUTED);
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var skipBtn = skip.gameObject.AddComponent<Button>();
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skipBtn.targetGraphic = skipBg;
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skipBtn.onClick.AddListener(() => GameManager.Instance?.CastVote(null));
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TxtChild(skip, "⏭ SKIP", 36, Color.white, TextAlignmentOptions.Center, bold: true);
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// Vote-result sub-panel - now sized to *replace* the scroll area when
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// results arrive, instead of squeezing into the bottom strip alongside
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// skip/my-vote (which caused the previous overlap).
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var resultPanel = Child("VoteResultPanel", panel);
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Anchor(resultPanel, new Vector2(0,0.18f), new Vector2(1,0.74f), Vector2.zero, Vector2.zero);
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Img(resultPanel, new Color(0.05f,0.05f,0.15f,0.95f));
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var resultText = Child("VoteResult", resultPanel);
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Stretch(resultText);
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var rtTmp = resultText.gameObject.AddComponent<TextMeshProUGUI>();
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rtTmp.text = ""; rtTmp.fontSize = 34; rtTmp.color = C_YELLOW;
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rtTmp.fontStyle = FontStyles.Bold; rtTmp.alignment = TextAlignmentOptions.Center;
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resultPanel.gameObject.SetActive(false);
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panel.gameObject.SetActive(false);
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}
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void BuildMeetingScroll(RectTransform rt)
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{
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var sr = rt.gameObject.AddComponent<ScrollRect>();
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var vp = Child("Viewport", rt);
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Stretch(vp);
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vp.gameObject.AddComponent<RectMask2D>();
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var content = Child("MeetingContent", vp);
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content.anchorMin = new Vector2(0,1); content.anchorMax = new Vector2(1,1);
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content.pivot = new Vector2(0.5f,1);
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var vlg = content.gameObject.AddComponent<VerticalLayoutGroup>();
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vlg.childControlWidth = true; vlg.childControlHeight = false;
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vlg.childForceExpandWidth = true; 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 = vp; sr.content = content;
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sr.horizontal = false; sr.vertical = true; sr.scrollSensitivity = 60;
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}
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// ── Game-end panel ────────────────────────────────────────────────────────
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void BuildGameEndPanel(RectTransform parent)
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{
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var panel = Child("GameEndPanel", parent);
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Stretch(panel);
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Img(panel, new Color(0,0,0,0.90f));
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// Result text (upper half)
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var txt = Child("GameEndText", panel);
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Anchor(txt, new Vector2(0,0.4f), new Vector2(1,0.9f), Vector2.zero, Vector2.zero);
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var tmp = txt.gameObject.AddComponent<TextMeshProUGUI>();
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tmp.text = ""; tmp.fontSize = 72; tmp.fontStyle = FontStyles.Bold;
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tmp.color = Color.white; tmp.alignment = TextAlignmentOptions.Center;
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// "Return to lobby" button – owner only (GameManager_UI shows/hides it)
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var retBtn = Child("ReturnToLobbyButton", panel);
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Anchor(retBtn, new Vector2(0.15f,0.22f), new Vector2(0.85f,0.36f), Vector2.zero, Vector2.zero);
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var retBg = Img(retBtn, C_GREEN);
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var retButton = retBtn.gameObject.AddComponent<Button>();
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retButton.targetGraphic = retBg;
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retButton.onClick.AddListener(() => GameManager.Instance?.gameClient?.ReturnToLobby());
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TxtChild(retBtn, "▶ RETURN TO LOBBY", 38, Color.white, TextAlignmentOptions.Center, bold: true);
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retBtn.gameObject.SetActive(false); // shown only for host
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// "Leave" button
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var leaveBtn = Child("LeaveGameButton", panel);
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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);
|
||
}
|
||
|
||
// ── Reconnect overlay (visible while the socket is dropping/reconnecting) ─
|
||
void BuildReconnectOverlay(RectTransform parent)
|
||
{
|
||
var panel = Child("ReconnectOverlay", parent);
|
||
Stretch(panel);
|
||
Img(panel, new Color(0.04f,0.05f,0.14f,0.90f));
|
||
|
||
var msg = Child("ReconnectMessage", panel);
|
||
Anchor(msg, new Vector2(0,0.45f), new Vector2(1,0.65f), Vector2.zero, Vector2.zero);
|
||
var msgTmp = msg.gameObject.AddComponent<TextMeshProUGUI>();
|
||
msgTmp.text = "Reconnecting..."; msgTmp.fontSize = 56;
|
||
msgTmp.fontStyle = FontStyles.Bold; msgTmp.color = C_YELLOW;
|
||
msgTmp.alignment = TextAlignmentOptions.Center;
|
||
|
||
var sub = Child("ReconnectSubtext", panel);
|
||
Anchor(sub, new Vector2(0,0.35f), new Vector2(1,0.45f), Vector2.zero, Vector2.zero);
|
||
var subTmp = sub.gameObject.AddComponent<TextMeshProUGUI>();
|
||
subTmp.text = "Server keeps your slot for up to 60 seconds.";
|
||
subTmp.fontSize = 28; subTmp.color = new Color(0.73f,0.8f,0.88f);
|
||
subTmp.alignment = TextAlignmentOptions.Center;
|
||
|
||
panel.gameObject.SetActive(false);
|
||
}
|
||
|
||
// ── Spectate panel (visible after death; dim banner so the player still
|
||
// sees the live map but understands they're spectating) ────────────────
|
||
void BuildSpectatePanel(RectTransform parent)
|
||
{
|
||
var panel = Child("SpectatePanel", parent);
|
||
// Top strip only - we don't want to occlude the map. Just enough to
|
||
// communicate "you're dead, watching live."
|
||
panel.anchorMin = new Vector2(0, 1); panel.anchorMax = new Vector2(1, 1);
|
||
panel.pivot = new Vector2(0.5f, 1f); panel.sizeDelta = new Vector2(0, 96);
|
||
Img(panel, new Color(0f, 0f, 0f, 0.65f));
|
||
|
||
var label = Child("SpectateLabel", panel);
|
||
Stretch(label);
|
||
var t = label.gameObject.AddComponent<TextMeshProUGUI>();
|
||
UITheme.StyleText(t, UITheme.FontTitle, UITheme.TextHi,
|
||
TextAlignmentOptions.Center, bold: true);
|
||
t.text = "👻 YOU ARE DEAD - SPECTATING";
|
||
|
||
var sub = Child("SpectateSub", panel);
|
||
Anchor(sub, new Vector2(0, 0), new Vector2(1, 0.45f), Vector2.zero, Vector2.zero);
|
||
var st = sub.gameObject.AddComponent<TextMeshProUGUI>();
|
||
UITheme.StyleText(st, UITheme.FontSmall, UITheme.TextMid,
|
||
TextAlignmentOptions.Center);
|
||
st.text = "Crew can finish tasks as ghosts. Impostors cannot kill you.";
|
||
|
||
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 Child(string name, RectTransform parent)
|
||
{
|
||
var go = new GameObject(name);
|
||
var rt = go.AddComponent<RectTransform>();
|
||
rt.SetParent(parent, false);
|
||
rt.localScale = Vector3.one;
|
||
return rt;
|
||
}
|
||
|
||
Image Img(RectTransform rt, Color c)
|
||
{
|
||
var img = rt.gameObject.AddComponent<Image>();
|
||
img.color = c;
|
||
return img;
|
||
}
|
||
|
||
void Stretch(RectTransform rt)
|
||
{
|
||
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;
|
||
}
|
||
}
|
||
|