This commit is contained in:
2026-04-26 04:39:59 +07:00
parent fdb2460c3b
commit 5b22d31259
81 changed files with 14099 additions and 277 deletions

View File

@@ -2,6 +2,7 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
using System.Linq;
namespace UI
{
@@ -12,121 +13,55 @@ namespace UI
[System.Serializable]
public class ScreenData
{
public string screenName; // Phải khớp với chuỗi gọi trong ShowScreen
public string screenName;
public UIDocument document;
public bool isActive;
public bool isOverlay;
public Texture2D customCursor;
public bool isActive; // For Editor and Initial state
}
public List<ScreenData> screens = new List<ScreenData>();
[Header("Default Settings")]
public Texture2D defaultCursor;
[Header("Settings")]
public string initialScreen = "MainMenu";
public float focusRadius = 300f;
[Range(0f, 1f)]
public float globalOpacity = 1f;
private Stack<string> _navigationStack = new Stack<string>();
private string _currentScreenName;
private VisualElement _lastHoveredElement;
private void Awake()
{
if (Instance == null) Instance = this;
else Destroy(gameObject);
else { Destroy(gameObject); return; }
// Khởi tạo trạng thái ban đầu: Ẩn tất cả trừ màn hình mặc định
// Initialize all screens based on isActive or hidden
foreach (var screen in screens)
{
if (screen.document == null) continue;
if (screen.screenName == "Settings") screen.document.sortingOrder = 999;
screen.isActive = (screen.screenName == initialScreen);
screen.document.rootVisualElement.style.display = screen.isActive ? DisplayStyle.Flex : DisplayStyle.None;
if (screen.document != null)
{
// Ensure the root has the screen-root class for transitions
var root = screen.document.rootVisualElement;
if (root != null)
{
root.AddToClassList("screen-root");
root.style.display = DisplayStyle.None;
}
}
}
_currentScreenName = initialScreen;
ShowScreen(initialScreen);
}
private void Update()
{
if (Input.GetKeyDown(KeyCode.Escape)) ToggleSettings();
HandleGlobalInputs();
HandleCursorlessFocus();
}
public void ShowOnly(string name) => ShowScreen(name);
public void ShowScreen(string name)
{
if (_currentScreenName == name) return;
// Kiểm tra xem màn hình mục tiêu có tồn tại không trước khi tắt cái cũ
var nextData = screens.Find(s => s.screenName == name);
if (nextData == null)
{
Debug.LogError($"[UIManager] Screen '{name}' not found in the list! Check your Inspector names.");
return;
}
StartCoroutine(TransitionRoutine(nextData));
}
private IEnumerator TransitionRoutine(ScreenData nextData)
{
// 1. Fade Out các màn hình chính hiện tại (trừ Overlay)
foreach (var s in screens)
{
if (s.isActive && !s.isOverlay)
{
var root = s.document.rootVisualElement.Q<VisualElement>();
if (root != null) root.AddToClassList("hidden");
s.isActive = false;
}
}
yield return new WaitForSeconds(0.3f);
SyncScreens(); // Ẩn hẳn display
// 2. Hiện màn hình mới
nextData.isActive = true;
_currentScreenName = nextData.screenName;
var nextRoot = nextData.document.rootVisualElement.Q<VisualElement>();
if (nextRoot != null)
{
nextData.document.rootVisualElement.style.display = DisplayStyle.Flex;
nextRoot.AddToClassList("hidden");
yield return null; // Chờ 1 frame để UI Toolkit cập nhật
nextRoot.RemoveFromClassList("hidden");
}
ApplyCursor(nextData.customCursor != null ? nextData.customCursor : defaultCursor);
}
public void ToggleSettings()
{
var settingsData = screens.Find(s => s.screenName == "Settings");
if (settingsData == null) return;
settingsData.isActive = !settingsData.isActive;
settingsData.document.rootVisualElement.style.display = settingsData.isActive ? DisplayStyle.Flex : DisplayStyle.None;
if (settingsData.isActive)
{
UnityEngine.Cursor.visible = true;
UnityEngine.Cursor.lockState = CursorLockMode.None;
ApplyCursor(settingsData.customCursor != null ? settingsData.customCursor : defaultCursor);
}
else
{
// Nếu tắt Settings, quay về trạng thái của màn hình hiện tại
var current = screens.Find(s => s.screenName == _currentScreenName);
if (current != null) ApplyCursor(current.customCursor != null ? current.customCursor : defaultCursor);
// Tùy vào game là FPS hay Menu mà ẩn chuột
if (_currentScreenName == "HUD")
{
UnityEngine.Cursor.visible = false;
UnityEngine.Cursor.lockState = CursorLockMode.Locked;
}
}
}
// --- Editor Support Methods ---
public void SyncScreens()
{
@@ -134,14 +69,150 @@ namespace UI
{
if (screen.document != null && screen.document.rootVisualElement != null)
{
screen.document.rootVisualElement.style.display = screen.isActive ? DisplayStyle.Flex : DisplayStyle.None;
screen.document.rootVisualElement.style.display =
screen.isActive ? DisplayStyle.Flex : DisplayStyle.None;
screen.document.rootVisualElement.style.opacity = globalOpacity;
}
}
}
private void ApplyCursor(Texture2D texture)
public void ShowOnly(string name)
{
UnityEngine.Cursor.SetCursor(texture, Vector2.zero, CursorMode.Auto);
foreach (var screen in screens)
{
screen.isActive = (screen.screenName == name);
}
SyncScreens();
}
// --- Runtime Logic ---
private void HandleGlobalInputs()
{
if ((Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl)) && Input.GetKeyDown(KeyCode.O))
{
ToggleSettings();
}
if (Input.GetKeyDown(KeyCode.Escape))
{
if (_navigationStack.Count > 1)
{
GoBack();
}
}
}
private void HandleCursorlessFocus()
{
if (string.IsNullOrEmpty(_currentScreenName)) return;
var screen = screens.Find(s => s.screenName == _currentScreenName);
if (screen == null || screen.document == null) return;
Vector2 mousePos = Input.mousePosition;
Vector2 uiMousePos = new Vector2(mousePos.x, Screen.height - mousePos.y);
VisualElement bestElement = null;
float minDistance = float.MaxValue;
var interactiveElements = screen.document.rootVisualElement.Query<VisualElement>()
.Where(e => e.focusable && e.pickingMode == PickingMode.Position).ToList();
foreach (var element in interactiveElements)
{
Rect worldBounds = element.worldBound;
Vector2 center = worldBounds.center;
float dist = Vector2.Distance(uiMousePos, center);
if (dist < minDistance && dist < focusRadius)
{
minDistance = dist;
bestElement = element;
}
}
if (bestElement != _lastHoveredElement)
{
_lastHoveredElement?.RemoveFromClassList("hover");
bestElement?.AddToClassList("hover");
_lastHoveredElement = bestElement;
}
if (Input.GetMouseButtonDown(0) && _lastHoveredElement != null)
{
using (var clickEvent = ClickEvent.GetPooled())
{
clickEvent.target = _lastHoveredElement;
_lastHoveredElement.SendEvent(clickEvent);
}
}
}
public void ShowScreen(string name)
{
var nextData = screens.Find(s => s.screenName == name);
if (nextData == null) return;
// Hide all first for a clean state at runtime
foreach (var s in screens)
{
if (s.document != null) s.document.rootVisualElement.style.display = DisplayStyle.None;
s.isActive = false;
}
_navigationStack.Push(name);
_currentScreenName = name;
nextData.isActive = true;
nextData.document.rootVisualElement.style.display = DisplayStyle.Flex;
nextData.document.rootVisualElement.style.opacity = globalOpacity;
ApplyCursorSettings(nextData);
}
public void GoBack()
{
if (_navigationStack.Count <= 1) return;
string current = _navigationStack.Pop();
var currentData = screens.Find(s => s.screenName == current);
if (currentData != null) currentData.document.rootVisualElement.style.display = DisplayStyle.None;
_currentScreenName = _navigationStack.Peek();
var prevData = screens.Find(s => s.screenName == _currentScreenName);
if (prevData != null)
{
prevData.document.rootVisualElement.style.display = DisplayStyle.Flex;
ApplyCursorSettings(prevData);
}
}
public void ToggleSettings()
{
var settings = screens.Find(s => s.screenName == "Settings");
if (settings == null) return;
bool isShowing = settings.document.rootVisualElement.style.display == DisplayStyle.Flex;
settings.document.rootVisualElement.style.display = isShowing ? DisplayStyle.None : DisplayStyle.Flex;
if (!isShowing)
{
settings.document.sortingOrder = 999;
}
}
private void ApplyCursorSettings(ScreenData data)
{
if (data.screenName == "HUD")
{
UnityEngine.Cursor.visible = false;
UnityEngine.Cursor.lockState = CursorLockMode.Locked;
}
else
{
UnityEngine.Cursor.visible = false;
UnityEngine.Cursor.lockState = CursorLockMode.None;
}
}
}
}