feat: add Unity project (Assets, ProjectSettings)

This commit is contained in:
2026-05-15 09:13:39 +02:00
parent 19f5d70752
commit c322793b0d
253 changed files with 86009 additions and 1 deletions

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using System.Collections;
using UnityEngine;
/// <summary>
/// Full-screen overlay for elimination, qualification, and game-end events.
/// Fade in → hold → fade out automatically.
/// </summary>
public class EliminationOverlay : MonoBehaviour
{
private enum OverlayType { None, Eliminated, Qualified, GameEnd }
private OverlayType _type = OverlayType.None;
private float _alpha = 0f;
private string _winnerName = "";
private static Texture2D _bgTex;
void Start()
{
if (_bgTex == null)
{
_bgTex = new Texture2D(1, 1);
_bgTex.SetPixel(0, 0, Color.white);
_bgTex.Apply();
}
}
public void ShowEliminated() => StartCoroutine(ShowOverlay(OverlayType.Eliminated, 3f));
public void ShowQualified() => StartCoroutine(ShowOverlay(OverlayType.Qualified, 2.5f));
public void ShowGameEnd(string winner)
{
_winnerName = winner;
StartCoroutine(ShowOverlay(OverlayType.GameEnd, 6f));
}
private IEnumerator ShowOverlay(OverlayType type, float holdTime)
{
_type = type;
// Fade in
float t = 0f;
while (t < 0.3f)
{
t += Time.deltaTime;
_alpha = Mathf.Clamp01(t / 0.3f);
yield return null;
}
_alpha = 1f;
// Hold
yield return new WaitForSeconds(holdTime);
// Fade out
t = 0f;
while (t < 0.4f)
{
t += Time.deltaTime;
_alpha = 1f - Mathf.Clamp01(t / 0.4f);
yield return null;
}
_alpha = 0f;
_type = OverlayType.None;
}
void OnGUI()
{
if (_type == OverlayType.None || _alpha < 0.01f) return;
// Background tint
Color bgColor = _type switch
{
OverlayType.Eliminated => new Color(0.7f, 0.05f, 0.05f, _alpha * 0.55f),
OverlayType.Qualified => new Color(0.05f, 0.55f, 0.15f, _alpha * 0.45f),
OverlayType.GameEnd => new Color(0.05f, 0.05f, 0.3f, _alpha * 0.6f),
_ => Color.clear
};
GUI.color = bgColor;
GUI.DrawTexture(new Rect(0, 0, Screen.width, Screen.height), _bgTex);
GUI.color = Color.white;
// Main text
var mainStyle = new GUIStyle(GUI.skin.label)
{
alignment = TextAnchor.MiddleCenter,
fontSize = 72,
fontStyle = FontStyle.Bold,
};
string mainText = _type switch
{
OverlayType.Eliminated => "ÉLIMINÉ !",
OverlayType.Qualified => "QUALIFIÉ !",
OverlayType.GameEnd => "VICTOIRE !",
_ => ""
};
Color textColor = _type switch
{
OverlayType.Eliminated => new Color(1f, 0.3f, 0.2f, _alpha),
OverlayType.Qualified => new Color(0.3f, 1f, 0.5f, _alpha),
OverlayType.GameEnd => new Color(1f, 0.85f, 0.1f, _alpha),
_ => Color.clear
};
mainStyle.normal.textColor = textColor;
GUI.Label(new Rect(0, Screen.height * 0.35f, Screen.width, 100f), mainText, mainStyle);
// Sub text
var subStyle = new GUIStyle(GUI.skin.label)
{
alignment = TextAnchor.MiddleCenter,
fontSize = 26,
fontStyle = FontStyle.Bold,
};
subStyle.normal.textColor = new Color(1f, 1f, 1f, _alpha * 0.85f);
string subText = _type switch
{
OverlayType.Eliminated => "Meilleure chance la prochaine fois !",
OverlayType.Qualified => "Tu passes au round suivant !",
OverlayType.GameEnd => $"Gagnant : {_winnerName}",
_ => ""
};
GUI.Label(new Rect(0, Screen.height * 0.35f + 100f, Screen.width, 50f), subText, subStyle);
// Emoji accent
var emojiStyle = new GUIStyle(GUI.skin.label)
{
alignment = TextAnchor.MiddleCenter,
fontSize = 48,
};
emojiStyle.normal.textColor = new Color(1f, 1f, 1f, _alpha * 0.7f);
string emoji = _type switch
{
OverlayType.Eliminated => "💀",
OverlayType.Qualified => "✅",
OverlayType.GameEnd => "🏆",
_ => ""
};
GUI.Label(new Rect(0, Screen.height * 0.35f - 80f, Screen.width, 70f), emoji, emojiStyle);
}
}

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fileFormatVersion: 2
guid: 51e21afb9dba1904bb425ac1fae825cb

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using UnityEngine;
/// <summary>
/// In-game HUD: round info, countdown, players alive, timer, checkpoints.
/// Uses ImGuiSkin for visual consistency with LobbyUI.
/// Only shown when a game is active (not in lobby).
/// </summary>
public class GameHUD : MonoBehaviour
{
// State
private string _phase = "lobby";
private float _countdown = 0f;
private int _roundNumber = 1;
private int _totalRounds = 4;
private string _gameMode = "race";
private float _roundTimer = 0f;
private bool _timerRunning = false;
// Checkpoint info (set by CheckpointSystem)
private int _checkpointsCurrent = 0;
private int _checkpointsTotal = 5;
// Countdown animation
private float _lastCountdownShown = -1f;
private float _countdownPulse = 0f;
// --- Static textures ---
private static Texture2D _bgTex;
private static Texture2D _barFillTex;
private static Texture2D _barBgTex;
void Awake()
{
Instance = this;
}
void Start()
{
EnsureTextures();
if (NetworkManager.Instance != null)
{
NetworkManager.Instance.OnRoundStart += OnRoundStart;
NetworkManager.Instance.OnPhaseChanged += OnPhaseChanged;
}
}
void OnDestroy()
{
if (NetworkManager.Instance != null)
{
NetworkManager.Instance.OnRoundStart -= OnRoundStart;
NetworkManager.Instance.OnPhaseChanged -= OnPhaseChanged;
}
}
void OnRoundStart(int round, string mode)
{
_roundNumber = round;
_gameMode = mode;
_roundTimer = 0f;
_timerRunning = true;
_checkpointsCurrent = 0;
}
void OnPhaseChanged(string phase)
{
_phase = phase;
if (phase == "playing") _timerRunning = true;
else if (phase == "roundEnd" || phase == "gameEnd") _timerRunning = false;
}
void Update()
{
if (_timerRunning)
_roundTimer += Time.deltaTime;
if (_countdown > 0f && _countdown != _lastCountdownShown)
{
_countdownPulse = 1f;
_lastCountdownShown = _countdown;
}
_countdownPulse = Mathf.Max(0f, _countdownPulse - Time.deltaTime * 3f);
}
public void SetPhase(string phase) => _phase = phase;
public void SetCountdown(float v) => _countdown = v;
public void SetRoundInfo(int round, string mode) { _roundNumber = round; _gameMode = mode; }
public void SetCheckpoint(int current, int total) { _checkpointsCurrent = current; _checkpointsTotal = total; }
void OnGUI()
{
if (_phase == "lobby") return;
ImGuiSkin.EnsureReady();
var nm = NetworkManager.Instance;
// ── Countdown (center, large) ─────────────────────────────────────
if (_phase == "countdown" && _countdown > 0f)
{
float scale = 1f + _countdownPulse * 0.4f;
float fontSize = 96f * scale;
var countStyle = new GUIStyle(GUI.skin.label)
{
alignment = TextAnchor.MiddleCenter,
fontSize = Mathf.RoundToInt(fontSize),
fontStyle = FontStyle.Bold,
};
countStyle.normal.textColor = new Color(1f, 0.85f, 0.1f, 1f);
GUI.Label(new Rect(0, Screen.height * 0.3f, Screen.width, 120f),
Mathf.CeilToInt(_countdown).ToString(), countStyle);
// "Préparez-vous !" label below
var subStyle = new GUIStyle(GUI.skin.label)
{
alignment = TextAnchor.MiddleCenter,
fontSize = 22,
fontStyle = FontStyle.Bold,
};
subStyle.normal.textColor = new Color(1f, 1f, 1f, 0.8f);
string modeLabel = _gameMode switch {
"race" => "COURSE",
"survival" => "SURVIVAL",
"teams" => "ÉQUIPES",
_ => _gameMode.ToUpper()
};
GUI.Label(new Rect(0, Screen.height * 0.3f + 110f, Screen.width, 36f),
$"— {modeLabel} —", subStyle);
return;
}
// ── Top-left: Round & Mode ─────────────────────────────────────────
float panelX = 12f;
float panelY = 12f;
float panelW = 220f;
float panelH = 70f;
GUI.color = new Color(0.08f, 0.08f, 0.12f, 0.85f);
GUI.DrawTexture(new Rect(panelX, panelY, panelW, panelH), _bgTex);
GUI.color = Color.white;
var roundStyle = new GUIStyle(GUI.skin.label)
{
alignment = TextAnchor.MiddleLeft,
fontSize = 14,
fontStyle = FontStyle.Bold,
};
roundStyle.normal.textColor = new Color(1f, 0.85f, 0.1f);
GUI.Label(new Rect(panelX + 8f, panelY + 4f, panelW - 16f, 28f),
$"ROUND {_roundNumber} / {_totalRounds}", roundStyle);
var modeStyle = new GUIStyle(GUI.skin.label) { alignment = TextAnchor.MiddleLeft, fontSize = 12 };
modeStyle.normal.textColor = new Color(0.7f, 0.7f, 0.85f);
string modeFull = _gameMode switch {
"race" => "COURSE", "survival" => "SURVIVAL", "teams" => "ÉQUIPES", _ => _gameMode.ToUpper()
};
GUI.Label(new Rect(panelX + 8f, panelY + 32f, panelW - 16f, 24f), modeFull, modeStyle);
// ── Top-right: Players alive ──────────────────────────────────────
int alive = nm?.GetLocalPlayerState() != null
? (_room_playersAlive > 0 ? _room_playersAlive : 1)
: 0;
if (nm != null)
{
// read from room state if accessible
}
float prX = Screen.width - 180f;
GUI.color = new Color(0.08f, 0.08f, 0.12f, 0.85f);
GUI.DrawTexture(new Rect(prX, panelY, 168f, panelH), _bgTex);
GUI.color = Color.white;
var aliveStyle = new GUIStyle(GUI.skin.label)
{
alignment = TextAnchor.MiddleCenter,
fontSize = 28,
fontStyle = FontStyle.Bold,
};
aliveStyle.normal.textColor = new Color(0.3f, 1f, 0.5f);
GUI.Label(new Rect(prX, panelY + 2f, 168f, 40f), $"{_cachedPlayersAlive}", aliveStyle);
var aliveLabel = new GUIStyle(GUI.skin.label) { alignment = TextAnchor.MiddleCenter, fontSize = 11 };
aliveLabel.normal.textColor = new Color(0.6f, 0.6f, 0.7f);
GUI.Label(new Rect(prX, panelY + 40f, 168f, 22f), "joueurs en jeu", aliveLabel);
// ── Round timer (top center) ──────────────────────────────────────
if (_timerRunning)
{
int mins = Mathf.FloorToInt(_roundTimer / 60f);
int secs = Mathf.FloorToInt(_roundTimer % 60f);
var timerStyle = new GUIStyle(GUI.skin.label)
{
alignment = TextAnchor.MiddleCenter,
fontSize = 18,
fontStyle = FontStyle.Bold,
};
timerStyle.normal.textColor = new Color(0.85f, 0.85f, 0.9f, 0.9f);
GUI.Label(new Rect(Screen.width * 0.5f - 60f, panelY, 120f, 40f),
$"{mins:00}:{secs:00}", timerStyle);
}
// ── Race: checkpoint progress (bottom center) ─────────────────────
if (_gameMode == "race" && _phase == "playing")
{
float bw = 300f;
float bx = (Screen.width - bw) / 2f;
float by = Screen.height - 60f;
GUI.color = new Color(0.08f, 0.08f, 0.12f, 0.85f);
GUI.DrawTexture(new Rect(bx - 8f, by - 8f, bw + 16f, 36f), _bgTex);
GUI.color = Color.white;
// Background bar
GUI.color = new Color(0.2f, 0.2f, 0.28f, 1f);
GUI.DrawTexture(new Rect(bx, by, bw, 20f), _barBgTex);
// Fill
float fill = _checkpointsTotal > 0 ? (float)_checkpointsCurrent / _checkpointsTotal : 0f;
GUI.color = new Color(0.3f, 1f, 0.5f, 1f);
GUI.DrawTexture(new Rect(bx, by, bw * fill, 20f), _barFillTex);
GUI.color = Color.white;
var cpStyle = new GUIStyle(GUI.skin.label) { alignment = TextAnchor.MiddleCenter, fontSize = 11 };
cpStyle.normal.textColor = Color.white;
GUI.Label(new Rect(bx, by, bw, 20f),
$"Checkpoint {_checkpointsCurrent} / {_checkpointsTotal}", cpStyle);
}
// ── Teams: score display (bottom center) ──────────────────────────
if (_gameMode == "teams" && _phase == "playing")
{
float tw = 260f;
float tx = (Screen.width - tw) / 2f;
float ty = Screen.height - 60f;
GUI.color = new Color(0.08f, 0.08f, 0.12f, 0.85f);
GUI.DrawTexture(new Rect(tx - 8f, ty - 8f, tw + 16f, 36f), _bgTex);
GUI.color = Color.white;
var teamStyle = new GUIStyle(GUI.skin.label) { alignment = TextAnchor.MiddleCenter, fontSize = 20, fontStyle = FontStyle.Bold };
// Red team score
teamStyle.normal.textColor = new Color(1f, 0.3f, 0.3f);
GUI.Label(new Rect(tx, ty - 2f, tw * 0.4f, 28f), $"{_cachedScoreRed}", teamStyle);
// Separator
var sepStyle = new GUIStyle(GUI.skin.label) { alignment = TextAnchor.MiddleCenter, fontSize = 16 };
sepStyle.normal.textColor = new Color(0.5f, 0.5f, 0.6f);
GUI.Label(new Rect(tx + tw * 0.4f, ty - 2f, tw * 0.2f, 28f), "vs", sepStyle);
// Blue team score
teamStyle.normal.textColor = new Color(0.3f, 0.6f, 1f);
GUI.Label(new Rect(tx + tw * 0.6f, ty - 2f, tw * 0.4f, 28f), $"{_cachedScoreBlue}", teamStyle);
}
// ── Survival: death zone warning ──────────────────────────────────
if (_gameMode == "survival" && _phase == "playing" && _deathZoneWarning > 0.01f)
{
GUI.color = new Color(1f, 0.3f, 0.1f, _deathZoneWarning * 0.4f);
GUI.DrawTexture(new Rect(0, 0, Screen.width, Screen.height), _bgTex);
GUI.color = Color.white;
var warnStyle = new GUIStyle(GUI.skin.label) { alignment = TextAnchor.MiddleCenter, fontSize = 20, fontStyle = FontStyle.Bold };
warnStyle.normal.textColor = new Color(1f, 0.4f, 0.2f, _deathZoneWarning);
GUI.Label(new Rect(0, Screen.height * 0.8f, Screen.width, 36f), "⚠ ZONE DE MORT MONTE !", warnStyle);
}
}
// Static accessors for cross-script use
public static GameHUD Instance { get; private set; }
public static int TotalCheckpoints { get; set; } = 5;
// Cached values updated from NetworkManager state polling
private int _cachedPlayersAlive = 0;
private int _cachedScoreRed = 0;
private int _cachedScoreBlue = 0;
private float _deathZoneWarning = 0f;
private int _room_playersAlive = 0;
void LateUpdate()
{
// Poll NetworkManager for display values (avoids tight coupling via events for display-only data)
if (NetworkManager.Instance == null || !NetworkManager.Instance.IsConnected) return;
// Survival: check death zone proximity
if (_gameMode == "survival")
{
var localState = NetworkManager.Instance.GetLocalPlayerState();
if (localState != null)
{
// deathZoneY is synced via NetworkState — we read via a static accessor pattern
// For now, warn when player Y is within 5 units above death zone
// (actual deathZoneY is not directly accessible here without extra plumbing)
}
}
}
// Called by DeathZone.cs to update the warning
public void SetDeathZoneWarning(float intensity) => _deathZoneWarning = intensity;
public void SetTeamScores(int red, int blue) { _cachedScoreRed = red; _cachedScoreBlue = blue; }
public void SetPlayersAlive(int count) => _cachedPlayersAlive = count;
private static void EnsureTextures()
{
if (_bgTex == null)
{
_bgTex = new Texture2D(1, 1);
_bgTex.SetPixel(0, 0, Color.white);
_bgTex.Apply();
}
if (_barBgTex == null)
{
_barBgTex = new Texture2D(1, 1);
_barBgTex.SetPixel(0, 0, Color.white);
_barBgTex.Apply();
}
if (_barFillTex == null)
{
_barFillTex = new Texture2D(1, 1);
_barFillTex.SetPixel(0, 0, Color.white);
_barFillTex.Apply();
}
}
}

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fileFormatVersion: 2
guid: 80ec66341fb507e45bf59c98c638c70a

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using UnityEngine;
/// <summary>
/// Centralized Dear ImGuistyle skin for Unity's OnGUI / IMGUI.
/// Provides cached textures, pre-built GUIStyles, and helper draw methods
/// that replicate the classic Dear ImGui dark theme.
///
/// Usage: Call ImGuiSkin.Init() once (auto-called on first use),
/// then use the static styles and helpers from any OnGUI method.
/// </summary>
public static class ImGuiSkin
{
// ════════════════════════════════════════════
// PALETTE (Dear ImGui "Dark" defaults)
// ════════════════════════════════════════════
public static readonly Color ColWindowBg = new(0.06f, 0.06f, 0.10f, 0.94f); // #10101A
public static readonly Color ColFrameBg = new(0.12f, 0.12f, 0.18f, 1f); // #1E1E2E
public static readonly Color ColFrameHover = new(0.18f, 0.18f, 0.26f, 1f);
public static readonly Color ColHeader = new(0.16f, 0.20f, 0.36f, 1f); // #283A5C
public static readonly Color ColHeaderHover = new(0.22f, 0.28f, 0.48f, 1f);
public static readonly Color ColButton = new(0.16f, 0.20f, 0.36f, 1f);
public static readonly Color ColButtonHover = new(0.22f, 0.28f, 0.48f, 1f);
public static readonly Color ColButtonActive= new(0.10f, 0.30f, 0.60f, 1f);
public static readonly Color ColAccent = new(0.26f, 0.59f, 0.98f, 1f); // #4296FA
public static readonly Color ColAccentDark = new(0.20f, 0.42f, 0.78f, 1f);
public static readonly Color ColText = new(0.92f, 0.92f, 0.92f, 1f);
public static readonly Color ColTextDim = new(0.55f, 0.55f, 0.60f, 1f);
public static readonly Color ColBorder = new(0.28f, 0.28f, 0.36f, 1f);
public static readonly Color ColSeparator = new(0.28f, 0.28f, 0.36f, 0.6f);
public static readonly Color ColOverlay = new(0f, 0f, 0f, 0.65f);
public static readonly Color ColGreen = new(0.3f, 1f, 0.3f, 1f);
public static readonly Color ColRed = new(1f, 0.35f, 0.35f, 1f);
public static readonly Color ColYellow = new(1f, 0.85f, 0.25f, 1f);
public static readonly Color ColGold = new(1f, 0.84f, 0f, 1f);
// ════════════════════════════════════════════
// CACHED TEXTURES (1×1)
// ════════════════════════════════════════════
public static Texture2D TexWindowBg { get; private set; }
public static Texture2D TexFrameBg { get; private set; }
public static Texture2D TexFrameHover { get; private set; }
public static Texture2D TexHeader { get; private set; }
public static Texture2D TexHeaderHover{ get; private set; }
public static Texture2D TexButton { get; private set; }
public static Texture2D TexButtonHover{ get; private set; }
public static Texture2D TexButtonActive{ get; private set; }
public static Texture2D TexAccent { get; private set; }
public static Texture2D TexAccentDark { get; private set; }
public static Texture2D TexBorder { get; private set; }
public static Texture2D TexOverlay { get; private set; }
public static Texture2D TexTransparent{ get; private set; }
// HUD-specific
public static Texture2D TexHudStrip { get; private set; }
// ════════════════════════════════════════════
// STYLES (lazy-initialized)
// ════════════════════════════════════════════
private static bool _inited;
// Window / panel
public static GUIStyle WindowTitle { get; private set; }
public static GUIStyle WindowSubtitle{ get; private set; }
// Section headers
public static GUIStyle SectionHeader { get; private set; }
// Labels
public static GUIStyle Label { get; private set; }
public static GUIStyle LabelDim { get; private set; }
public static GUIStyle LabelBold { get; private set; }
public static GUIStyle LabelCenter { get; private set; }
public static GUIStyle LabelRich { get; private set; }
// Fields (key-value pairs)
public static GUIStyle FieldKey { get; private set; }
public static GUIStyle FieldValue { get; private set; }
// Buttons
public static GUIStyle Button { get; private set; }
public static GUIStyle ButtonAccent { get; private set; }
public static GUIStyle ButtonSmall { get; private set; }
// TextField
public static GUIStyle TextField { get; private set; }
// HUD strip
public static GUIStyle HudLabel { get; private set; }
// Status
public static GUIStyle StatusGreen { get; private set; }
public static GUIStyle StatusRed { get; private set; }
// Hint/footer
public static GUIStyle Hint { get; private set; }
public static GUIStyle Footer { get; private set; }
// Scroll
public static GUIStyle ScrollView { get; private set; }
// ════════════════════════════════════════════
// INIT
// ════════════════════════════════════════════
public static void Init()
{
if (_inited) return;
_inited = true;
// --- Textures ---
TexWindowBg = MakeTex(ColWindowBg);
TexFrameBg = MakeTex(ColFrameBg);
TexFrameHover = MakeTex(ColFrameHover);
TexHeader = MakeTex(ColHeader);
TexHeaderHover = MakeTex(ColHeaderHover);
TexButton = MakeTex(ColButton);
TexButtonHover = MakeTex(ColButtonHover);
TexButtonActive= MakeTex(ColButtonActive);
TexAccent = MakeTex(ColAccent);
TexAccentDark = MakeTex(ColAccentDark);
TexBorder = MakeTex(ColBorder);
TexOverlay = MakeTex(ColOverlay);
TexTransparent = MakeTex(Color.clear);
TexHudStrip = MakeTex(new Color(0.04f, 0.04f, 0.08f, 0.85f));
}
/// <summary>Call at the top of every OnGUI that uses this skin.</summary>
public static void EnsureReady()
{
if (!_inited) Init();
// Build styles lazily (needs GUI.skin to exist, so must be inside OnGUI)
if (WindowTitle == null) BuildStyles();
}
static void BuildStyles()
{
var pad4 = new RectOffset(4, 4, 2, 2);
var pad6 = new RectOffset(6, 6, 4, 4);
var pad8 = new RectOffset(8, 8, 4, 4);
// ── Window Title ──
WindowTitle = new GUIStyle(GUI.skin.label)
{
fontSize = 22,
fontStyle = FontStyle.Bold,
alignment = TextAnchor.MiddleCenter,
padding = pad6,
richText = true
};
WindowTitle.normal.textColor = ColAccent;
WindowSubtitle = new GUIStyle(GUI.skin.label)
{
fontSize = 13,
alignment = TextAnchor.MiddleCenter,
padding = pad4,
};
WindowSubtitle.normal.textColor = ColTextDim;
// ── Section Header ──
SectionHeader = new GUIStyle(GUI.skin.label)
{
fontSize = 12,
fontStyle = FontStyle.Bold,
padding = new RectOffset(6, 4, 4, 4),
margin = new RectOffset(0, 0, 6, 2),
richText = true,
};
SectionHeader.normal.background = TexHeader;
SectionHeader.normal.textColor = ColAccent;
// ── Labels ──
Label = new GUIStyle(GUI.skin.label) { fontSize = 13, richText = true };
Label.normal.textColor = ColText;
LabelDim = new GUIStyle(Label);
LabelDim.normal.textColor = ColTextDim;
LabelBold = new GUIStyle(Label) { fontStyle = FontStyle.Bold };
LabelCenter = new GUIStyle(Label) { alignment = TextAnchor.MiddleCenter };
LabelRich = new GUIStyle(Label) { richText = true, wordWrap = true };
// ── Field key/value ──
FieldKey = new GUIStyle(Label) { fontSize = 12 };
FieldKey.normal.textColor = ColTextDim;
FieldValue = new GUIStyle(Label) { fontSize = 12 };
// ── Buttons ──
Button = new GUIStyle(GUI.skin.button)
{
fontSize = 13,
fontStyle = FontStyle.Bold,
padding = pad8,
margin = new RectOffset(2, 2, 2, 2),
border = new RectOffset(1, 1, 1, 1),
};
Button.normal.background = TexButton;
Button.normal.textColor = ColText;
Button.hover.background = TexButtonHover;
Button.hover.textColor = Color.white;
Button.active.background = TexButtonActive;
Button.active.textColor = Color.white;
Button.focused.background = TexButtonHover;
ButtonAccent = new GUIStyle(Button)
{
fontSize = 16,
fontStyle = FontStyle.Bold,
};
ButtonAccent.normal.background = TexAccentDark;
ButtonAccent.normal.textColor = Color.white;
ButtonAccent.hover.background = TexAccent;
ButtonAccent.active.background = TexButtonActive;
ButtonSmall = new GUIStyle(Button) { fontSize = 11, padding = pad4 };
// ── TextField ──
TextField = new GUIStyle(GUI.skin.textField)
{
fontSize = 14,
padding = new RectOffset(8, 8, 6, 6),
border = new RectOffset(2, 2, 2, 2),
};
TextField.normal.background = TexFrameBg;
TextField.normal.textColor = ColText;
TextField.focused.background = TexFrameHover;
TextField.focused.textColor = Color.white;
TextField.hover.background = TexFrameHover;
// Cursor color follows textColor
// ── HUD Strip ──
HudLabel = new GUIStyle(GUI.skin.label)
{
fontSize = 13,
richText = true,
alignment = TextAnchor.MiddleLeft,
padding = new RectOffset(10, 10, 0, 0),
};
HudLabel.normal.textColor = ColText;
// ── Status ──
StatusGreen = new GUIStyle(Label) { fontStyle = FontStyle.Bold };
StatusGreen.normal.textColor = ColGreen;
StatusRed = new GUIStyle(Label) { fontStyle = FontStyle.Bold };
StatusRed.normal.textColor = ColRed;
// ── Hint / Footer ──
Hint = new GUIStyle(Label)
{
fontSize = 13,
fontStyle = FontStyle.Italic,
alignment = TextAnchor.MiddleCenter,
};
Hint.normal.textColor = ColYellow;
Footer = new GUIStyle(Label)
{
fontSize = 11,
alignment = TextAnchor.MiddleCenter,
};
Footer.normal.textColor = new Color(1, 1, 1, 0.3f);
// ── ScrollView ──
ScrollView = new GUIStyle(GUI.skin.scrollView);
ScrollView.normal.background = TexFrameBg;
}
// ════════════════════════════════════════════
// DRAWING HELPERS
// ════════════════════════════════════════════
/// <summary>Draw a full-screen darkened overlay.</summary>
public static void DrawOverlay()
{
GUI.DrawTexture(new Rect(0, 0, Screen.width, Screen.height), TexOverlay);
}
/// <summary>Draw a window/panel background with a subtle border.</summary>
public static void DrawWindowBg(Rect rect)
{
// Border (1px)
GUI.DrawTexture(new Rect(rect.x - 1, rect.y - 1, rect.width + 2, rect.height + 2), TexBorder);
// Fill
GUI.DrawTexture(rect, TexWindowBg);
}
/// <summary>Draw the HUD strip background.</summary>
public static void DrawHudStripBg(float height)
{
GUI.DrawTexture(new Rect(0, 0, Screen.width, height), TexHudStrip);
}
/// <summary>Begin a centered window panel. Returns content Rect (inset by padding).</summary>
public static Rect BeginWindow(float width, float height, string title)
{
float x = (Screen.width - width) / 2f;
float y = (Screen.height - height) / 2f;
return BeginWindowAt(x, y, width, height, title);
}
/// <summary>Begin a window at a specific position.</summary>
public static Rect BeginWindowAt(float x, float y, float width, float height, string title)
{
DrawWindowBg(new Rect(x, y, width, height));
// Title bar
float titleH = 32;
GUI.DrawTexture(new Rect(x, y, width, titleH), TexHeader);
GUI.Label(new Rect(x, y, width, titleH), title, WindowTitle);
// Content area
float pad = 16;
Rect content = new(x + pad, y + titleH + 8, width - pad * 2, height - titleH - pad - 8);
GUILayout.BeginArea(content);
return content;
}
/// <summary>End a window started with BeginWindow/BeginWindowAt.</summary>
public static void EndWindow()
{
GUILayout.EndArea();
}
/// <summary>Draw a section header bar (e.g. "CONNECTION", "LOCAL PLAYER").</summary>
public static void DrawSectionHeader(string text)
{
GUILayout.Label(text, SectionHeader);
}
/// <summary>Draw a key-value field row.</summary>
public static void DrawField(string key, string value)
{
GUILayout.BeginHorizontal();
GUILayout.Label(key + ":", FieldKey, GUILayout.Width(85));
GUILayout.Label(value, FieldValue);
GUILayout.EndHorizontal();
}
/// <summary>Draw a thin horizontal separator line.</summary>
public static void Separator()
{
GUILayout.Space(4);
Rect r = GUILayoutUtility.GetRect(GUIContent.none, GUIStyle.none, GUILayout.Height(1));
GUI.DrawTexture(r, TexBorder);
GUILayout.Space(4);
}
// ─── Internal ───
static Texture2D MakeTex(Color c)
{
var t = new Texture2D(1, 1, TextureFormat.RGBA32, false);
t.SetPixel(0, 0, c);
t.Apply();
t.hideFlags = HideFlags.HideAndDontSave;
return t;
}
}

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