feat: add Unity project (Assets, ProjectSettings)
This commit is contained in:
362
game/Assets/Scripts/UI/ImGuiSkin.cs
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362
game/Assets/Scripts/UI/ImGuiSkin.cs
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using UnityEngine;
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/// <summary>
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/// Centralized Dear ImGui–style skin for Unity's OnGUI / IMGUI.
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/// Provides cached textures, pre-built GUIStyles, and helper draw methods
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/// that replicate the classic Dear ImGui dark theme.
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///
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/// Usage: Call ImGuiSkin.Init() once (auto-called on first use),
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/// then use the static styles and helpers from any OnGUI method.
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/// </summary>
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public static class ImGuiSkin
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{
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// ════════════════════════════════════════════
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// PALETTE (Dear ImGui "Dark" defaults)
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// ════════════════════════════════════════════
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public static readonly Color ColWindowBg = new(0.06f, 0.06f, 0.10f, 0.94f); // #10101A
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public static readonly Color ColFrameBg = new(0.12f, 0.12f, 0.18f, 1f); // #1E1E2E
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public static readonly Color ColFrameHover = new(0.18f, 0.18f, 0.26f, 1f);
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public static readonly Color ColHeader = new(0.16f, 0.20f, 0.36f, 1f); // #283A5C
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public static readonly Color ColHeaderHover = new(0.22f, 0.28f, 0.48f, 1f);
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public static readonly Color ColButton = new(0.16f, 0.20f, 0.36f, 1f);
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public static readonly Color ColButtonHover = new(0.22f, 0.28f, 0.48f, 1f);
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public static readonly Color ColButtonActive= new(0.10f, 0.30f, 0.60f, 1f);
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public static readonly Color ColAccent = new(0.26f, 0.59f, 0.98f, 1f); // #4296FA
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public static readonly Color ColAccentDark = new(0.20f, 0.42f, 0.78f, 1f);
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public static readonly Color ColText = new(0.92f, 0.92f, 0.92f, 1f);
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public static readonly Color ColTextDim = new(0.55f, 0.55f, 0.60f, 1f);
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public static readonly Color ColBorder = new(0.28f, 0.28f, 0.36f, 1f);
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public static readonly Color ColSeparator = new(0.28f, 0.28f, 0.36f, 0.6f);
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public static readonly Color ColOverlay = new(0f, 0f, 0f, 0.65f);
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public static readonly Color ColGreen = new(0.3f, 1f, 0.3f, 1f);
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public static readonly Color ColRed = new(1f, 0.35f, 0.35f, 1f);
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public static readonly Color ColYellow = new(1f, 0.85f, 0.25f, 1f);
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public static readonly Color ColGold = new(1f, 0.84f, 0f, 1f);
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// ════════════════════════════════════════════
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// CACHED TEXTURES (1×1)
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// ════════════════════════════════════════════
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public static Texture2D TexWindowBg { get; private set; }
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public static Texture2D TexFrameBg { get; private set; }
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public static Texture2D TexFrameHover { get; private set; }
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public static Texture2D TexHeader { get; private set; }
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public static Texture2D TexHeaderHover{ get; private set; }
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public static Texture2D TexButton { get; private set; }
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public static Texture2D TexButtonHover{ get; private set; }
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public static Texture2D TexButtonActive{ get; private set; }
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public static Texture2D TexAccent { get; private set; }
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public static Texture2D TexAccentDark { get; private set; }
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public static Texture2D TexBorder { get; private set; }
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public static Texture2D TexOverlay { get; private set; }
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public static Texture2D TexTransparent{ get; private set; }
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// HUD-specific
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public static Texture2D TexHudStrip { get; private set; }
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// ════════════════════════════════════════════
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// STYLES (lazy-initialized)
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// ════════════════════════════════════════════
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private static bool _inited;
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// Window / panel
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public static GUIStyle WindowTitle { get; private set; }
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public static GUIStyle WindowSubtitle{ get; private set; }
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// Section headers
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public static GUIStyle SectionHeader { get; private set; }
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// Labels
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public static GUIStyle Label { get; private set; }
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public static GUIStyle LabelDim { get; private set; }
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public static GUIStyle LabelBold { get; private set; }
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public static GUIStyle LabelCenter { get; private set; }
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public static GUIStyle LabelRich { get; private set; }
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// Fields (key-value pairs)
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public static GUIStyle FieldKey { get; private set; }
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public static GUIStyle FieldValue { get; private set; }
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// Buttons
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public static GUIStyle Button { get; private set; }
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public static GUIStyle ButtonAccent { get; private set; }
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public static GUIStyle ButtonSmall { get; private set; }
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// TextField
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public static GUIStyle TextField { get; private set; }
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// HUD strip
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public static GUIStyle HudLabel { get; private set; }
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// Status
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public static GUIStyle StatusGreen { get; private set; }
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public static GUIStyle StatusRed { get; private set; }
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// Hint/footer
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public static GUIStyle Hint { get; private set; }
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public static GUIStyle Footer { get; private set; }
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// Scroll
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public static GUIStyle ScrollView { get; private set; }
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// ════════════════════════════════════════════
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// INIT
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// ════════════════════════════════════════════
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public static void Init()
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{
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if (_inited) return;
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_inited = true;
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// --- Textures ---
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TexWindowBg = MakeTex(ColWindowBg);
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TexFrameBg = MakeTex(ColFrameBg);
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TexFrameHover = MakeTex(ColFrameHover);
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TexHeader = MakeTex(ColHeader);
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TexHeaderHover = MakeTex(ColHeaderHover);
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TexButton = MakeTex(ColButton);
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TexButtonHover = MakeTex(ColButtonHover);
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TexButtonActive= MakeTex(ColButtonActive);
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TexAccent = MakeTex(ColAccent);
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TexAccentDark = MakeTex(ColAccentDark);
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TexBorder = MakeTex(ColBorder);
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TexOverlay = MakeTex(ColOverlay);
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TexTransparent = MakeTex(Color.clear);
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TexHudStrip = MakeTex(new Color(0.04f, 0.04f, 0.08f, 0.85f));
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}
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/// <summary>Call at the top of every OnGUI that uses this skin.</summary>
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public static void EnsureReady()
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{
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if (!_inited) Init();
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// Build styles lazily (needs GUI.skin to exist, so must be inside OnGUI)
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if (WindowTitle == null) BuildStyles();
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}
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static void BuildStyles()
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{
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var pad4 = new RectOffset(4, 4, 2, 2);
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var pad6 = new RectOffset(6, 6, 4, 4);
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var pad8 = new RectOffset(8, 8, 4, 4);
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// ── Window Title ──
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WindowTitle = new GUIStyle(GUI.skin.label)
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{
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fontSize = 22,
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fontStyle = FontStyle.Bold,
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alignment = TextAnchor.MiddleCenter,
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padding = pad6,
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richText = true
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};
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WindowTitle.normal.textColor = ColAccent;
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WindowSubtitle = new GUIStyle(GUI.skin.label)
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{
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fontSize = 13,
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alignment = TextAnchor.MiddleCenter,
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padding = pad4,
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};
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WindowSubtitle.normal.textColor = ColTextDim;
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// ── Section Header ──
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SectionHeader = new GUIStyle(GUI.skin.label)
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{
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fontSize = 12,
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fontStyle = FontStyle.Bold,
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padding = new RectOffset(6, 4, 4, 4),
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margin = new RectOffset(0, 0, 6, 2),
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richText = true,
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};
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SectionHeader.normal.background = TexHeader;
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SectionHeader.normal.textColor = ColAccent;
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// ── Labels ──
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Label = new GUIStyle(GUI.skin.label) { fontSize = 13, richText = true };
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Label.normal.textColor = ColText;
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LabelDim = new GUIStyle(Label);
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LabelDim.normal.textColor = ColTextDim;
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LabelBold = new GUIStyle(Label) { fontStyle = FontStyle.Bold };
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LabelCenter = new GUIStyle(Label) { alignment = TextAnchor.MiddleCenter };
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LabelRich = new GUIStyle(Label) { richText = true, wordWrap = true };
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// ── Field key/value ──
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FieldKey = new GUIStyle(Label) { fontSize = 12 };
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FieldKey.normal.textColor = ColTextDim;
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FieldValue = new GUIStyle(Label) { fontSize = 12 };
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// ── Buttons ──
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Button = new GUIStyle(GUI.skin.button)
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{
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fontSize = 13,
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fontStyle = FontStyle.Bold,
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padding = pad8,
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margin = new RectOffset(2, 2, 2, 2),
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border = new RectOffset(1, 1, 1, 1),
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};
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Button.normal.background = TexButton;
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Button.normal.textColor = ColText;
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Button.hover.background = TexButtonHover;
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Button.hover.textColor = Color.white;
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Button.active.background = TexButtonActive;
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Button.active.textColor = Color.white;
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Button.focused.background = TexButtonHover;
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ButtonAccent = new GUIStyle(Button)
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{
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fontSize = 16,
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fontStyle = FontStyle.Bold,
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};
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ButtonAccent.normal.background = TexAccentDark;
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ButtonAccent.normal.textColor = Color.white;
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ButtonAccent.hover.background = TexAccent;
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ButtonAccent.active.background = TexButtonActive;
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ButtonSmall = new GUIStyle(Button) { fontSize = 11, padding = pad4 };
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// ── TextField ──
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TextField = new GUIStyle(GUI.skin.textField)
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{
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fontSize = 14,
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padding = new RectOffset(8, 8, 6, 6),
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border = new RectOffset(2, 2, 2, 2),
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};
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TextField.normal.background = TexFrameBg;
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TextField.normal.textColor = ColText;
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TextField.focused.background = TexFrameHover;
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TextField.focused.textColor = Color.white;
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TextField.hover.background = TexFrameHover;
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// Cursor color follows textColor
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// ── HUD Strip ──
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HudLabel = new GUIStyle(GUI.skin.label)
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{
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fontSize = 13,
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richText = true,
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alignment = TextAnchor.MiddleLeft,
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padding = new RectOffset(10, 10, 0, 0),
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};
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HudLabel.normal.textColor = ColText;
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// ── Status ──
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StatusGreen = new GUIStyle(Label) { fontStyle = FontStyle.Bold };
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StatusGreen.normal.textColor = ColGreen;
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StatusRed = new GUIStyle(Label) { fontStyle = FontStyle.Bold };
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StatusRed.normal.textColor = ColRed;
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// ── Hint / Footer ──
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Hint = new GUIStyle(Label)
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{
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fontSize = 13,
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fontStyle = FontStyle.Italic,
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alignment = TextAnchor.MiddleCenter,
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};
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Hint.normal.textColor = ColYellow;
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Footer = new GUIStyle(Label)
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{
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fontSize = 11,
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alignment = TextAnchor.MiddleCenter,
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};
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Footer.normal.textColor = new Color(1, 1, 1, 0.3f);
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// ── ScrollView ──
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ScrollView = new GUIStyle(GUI.skin.scrollView);
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ScrollView.normal.background = TexFrameBg;
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}
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// ════════════════════════════════════════════
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// DRAWING HELPERS
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// ════════════════════════════════════════════
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/// <summary>Draw a full-screen darkened overlay.</summary>
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public static void DrawOverlay()
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{
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GUI.DrawTexture(new Rect(0, 0, Screen.width, Screen.height), TexOverlay);
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}
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/// <summary>Draw a window/panel background with a subtle border.</summary>
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public static void DrawWindowBg(Rect rect)
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{
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// Border (1px)
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GUI.DrawTexture(new Rect(rect.x - 1, rect.y - 1, rect.width + 2, rect.height + 2), TexBorder);
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// Fill
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GUI.DrawTexture(rect, TexWindowBg);
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}
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/// <summary>Draw the HUD strip background.</summary>
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public static void DrawHudStripBg(float height)
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{
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GUI.DrawTexture(new Rect(0, 0, Screen.width, height), TexHudStrip);
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}
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/// <summary>Begin a centered window panel. Returns content Rect (inset by padding).</summary>
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public static Rect BeginWindow(float width, float height, string title)
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{
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float x = (Screen.width - width) / 2f;
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float y = (Screen.height - height) / 2f;
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return BeginWindowAt(x, y, width, height, title);
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}
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/// <summary>Begin a window at a specific position.</summary>
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public static Rect BeginWindowAt(float x, float y, float width, float height, string title)
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{
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DrawWindowBg(new Rect(x, y, width, height));
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// Title bar
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float titleH = 32;
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GUI.DrawTexture(new Rect(x, y, width, titleH), TexHeader);
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GUI.Label(new Rect(x, y, width, titleH), title, WindowTitle);
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// Content area
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float pad = 16;
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Rect content = new(x + pad, y + titleH + 8, width - pad * 2, height - titleH - pad - 8);
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GUILayout.BeginArea(content);
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return content;
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}
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/// <summary>End a window started with BeginWindow/BeginWindowAt.</summary>
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public static void EndWindow()
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{
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GUILayout.EndArea();
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}
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/// <summary>Draw a section header bar (e.g. "CONNECTION", "LOCAL PLAYER").</summary>
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public static void DrawSectionHeader(string text)
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{
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GUILayout.Label(text, SectionHeader);
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}
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/// <summary>Draw a key-value field row.</summary>
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public static void DrawField(string key, string value)
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{
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GUILayout.BeginHorizontal();
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GUILayout.Label(key + ":", FieldKey, GUILayout.Width(85));
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GUILayout.Label(value, FieldValue);
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GUILayout.EndHorizontal();
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}
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/// <summary>Draw a thin horizontal separator line.</summary>
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public static void Separator()
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{
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GUILayout.Space(4);
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Rect r = GUILayoutUtility.GetRect(GUIContent.none, GUIStyle.none, GUILayout.Height(1));
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GUI.DrawTexture(r, TexBorder);
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GUILayout.Space(4);
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}
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// ─── Internal ───
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static Texture2D MakeTex(Color c)
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{
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var t = new Texture2D(1, 1, TextureFormat.RGBA32, false);
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t.SetPixel(0, 0, c);
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t.Apply();
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t.hideFlags = HideFlags.HideAndDontSave;
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return t;
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}
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}
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Reference in New Issue
Block a user