using System.Collections.Generic;
using UnityEngine;
///
/// Lobby UI: character setup + room list side by side.
/// - T to open/close chat, Tab for keybinds (handled elsewhere)
/// - Lists available rooms, lets the player create or join one
///
public class LobbyUI : MonoBehaviour
{
[Header("Scene References")]
public GameObject playerRoot;
public SpectatorCamera spectatorCamera;
private static readonly Color[] PresetColors =
{
new Color(1f, 0.35f, 0.2f),
new Color(0.2f, 0.6f, 1f),
new Color(0.3f, 1f, 0.4f),
new Color(1f, 0.85f, 0.1f),
new Color(0.8f, 0.3f, 1f),
new Color(1f, 0.5f, 0.7f),
};
private static readonly string[] ColorNames = { "Rouge", "Bleu", "Vert", "Jaune", "Violet", "Rose" };
// UI state
private bool _lobbyActive = true;
private string _playerName = "";
private int _selectedColorIndex = 0;
private string _statusMessage = "";
private bool _isConnecting = false;
private bool _isReady = false;
// Room list
private NetworkManager.RoomInfo[] _rooms = new NetworkManager.RoomInfo[0];
private bool _roomsFetching = false;
private float _refreshTimer = 0f;
private const float REFRESH_INTERVAL = 4f;
private Vector2 _roomsScroll;
// Color preview texture
private Texture2D _colorPreviewTex;
private int _lastPreviewColorIndex = -1;
void Start()
{
_playerName = PlayerPrefs.GetString("rolld_player_name", "Joueur" + Random.Range(100, 999));
if (playerRoot != null)
playerRoot.SetActive(false);
if (spectatorCamera != null)
{
var gameplayCam = playerRoot?.GetComponentInChildren(true);
if (gameplayCam != null)
spectatorCamera.gameplayCamera = gameplayCam;
spectatorCamera.Activate();
}
var nm = NetworkManager.Instance;
if (nm != null)
{
nm.OnConnected += OnConnected;
nm.OnDisconnected += OnDisconnected;
nm.OnRoomsRefreshed += OnRoomsRefreshed;
}
RefreshRooms();
}
void OnDestroy()
{
var nm = NetworkManager.Instance;
if (nm != null)
{
nm.OnConnected -= OnConnected;
nm.OnDisconnected -= OnDisconnected;
nm.OnRoomsRefreshed -= OnRoomsRefreshed;
}
}
void Update()
{
if (!_lobbyActive || _isConnecting) return;
_refreshTimer += Time.deltaTime;
if (_refreshTimer >= REFRESH_INTERVAL)
{
_refreshTimer = 0f;
RefreshRooms();
}
}
private void RefreshRooms()
{
if (_roomsFetching) return;
_roomsFetching = true;
NetworkManager.Instance?.FetchRooms();
}
private void OnRoomsRefreshed(NetworkManager.RoomInfo[] rooms)
{
_rooms = rooms;
_roomsFetching = false;
}
// ─── Network callbacks ────────────────────────────────────────────────
private void OnConnected()
{
_lobbyActive = false;
_isConnecting = false;
_statusMessage = "";
CancelInvoke(nameof(ConnectionTimeout));
if (playerRoot != null)
playerRoot.SetActive(true);
var nm = NetworkManager.Instance;
if (nm != null && playerRoot != null)
{
var pc = playerRoot.GetComponentInChildren(true);
if (pc != null)
{
var localState = nm.GetLocalPlayerState();
if (localState != null)
{
Vector3 spawnPos = new Vector3(localState.x, localState.y, localState.z);
var rb = pc.GetComponent();
if (rb != null)
{
rb.linearVelocity = Vector3.zero;
rb.angularVelocity = Vector3.zero;
rb.position = spawnPos;
}
pc.transform.position = spawnPos;
pc.SetSpawnPosition(spawnPos);
}
pc.enabled = true;
pc.SetupLocalPlayer(nm.LocalPlayerName, nm.LocalPlayerColor);
}
}
if (spectatorCamera != null)
spectatorCamera.Deactivate();
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
private void OnDisconnected()
{
_lobbyActive = true;
_isConnecting = false;
_isReady = false;
_statusMessage = "Déconnecté du serveur";
_refreshTimer = REFRESH_INTERVAL; // force immediate refresh
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
if (playerRoot != null)
{
var pc = playerRoot.GetComponentInChildren(true);
if (pc != null) pc.enabled = false;
playerRoot.SetActive(false);
}
if (spectatorCamera != null)
spectatorCamera.Activate();
}
// ─── OnGUI ────────────────────────────────────────────────────────────
void OnGUI()
{
if (!_lobbyActive) return;
ImGuiSkin.EnsureReady();
if (Cursor.lockState != CursorLockMode.None)
{
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
}
ImGuiSkin.DrawOverlay();
bool isConnected = NetworkManager.Instance != null && NetworkManager.Instance.IsConnected;
if (!isConnected)
DrawSetupAndRoomList();
else
DrawWaitingRoom();
}
// ─── Setup + room list ────────────────────────────────────────────────
private void DrawSetupAndRoomList()
{
const float W = 620f, H = 520f;
float x = (Screen.width - W) * 0.5f;
float y = (Screen.height - H) * 0.5f;
ImGuiSkin.BeginWindowAt(x, y, W, H, "ROLL'D");
GUILayout.Label("Choisir une salle et configurer son personnage", ImGuiSkin.WindowSubtitle);
GUILayout.Space(10);
GUILayout.BeginHorizontal();
// ── Left column : character setup ─────────────────────────────
GUILayout.BeginVertical(GUILayout.Width(240));
ImGuiSkin.DrawSectionHeader("PERSONNAGE");
GUILayout.Space(4);
_playerName = GUILayout.TextField(_playerName, 16, ImGuiSkin.TextField, GUILayout.Height(30));
GUILayout.Space(10);
ImGuiSkin.DrawSectionHeader("COULEUR");
GUILayout.Space(4);
GUILayout.BeginHorizontal();
for (int i = 0; i < PresetColors.Length; i++)
{
Color c = PresetColors[i];
bool selected = _selectedColorIndex == i;
Color prevBg = GUI.backgroundColor;
GUI.backgroundColor = selected ? c : c * 0.6f;
var btnStyle = new GUIStyle(ImGuiSkin.ButtonSmall)
{ fontStyle = selected ? FontStyle.Bold : FontStyle.Normal };
if (selected) btnStyle.normal.textColor = Color.white;
if (GUILayout.Button(selected ? $"▸{ColorNames[i][0]}" : $"{ColorNames[i][0]}",
btnStyle, GUILayout.Height(30), GUILayout.Width(34)))
_selectedColorIndex = i;
GUI.backgroundColor = prevBg;
}
GUILayout.EndHorizontal();
GUILayout.Space(4);
// Color swatch
if (_colorPreviewTex == null || _lastPreviewColorIndex != _selectedColorIndex)
{
if (_colorPreviewTex == null)
{
_colorPreviewTex = new Texture2D(1, 1, TextureFormat.RGBA32, false);
_colorPreviewTex.hideFlags = HideFlags.HideAndDontSave;
}
_colorPreviewTex.SetPixel(0, 0, PresetColors[_selectedColorIndex]);
_colorPreviewTex.Apply();
_lastPreviewColorIndex = _selectedColorIndex;
}
var swatchStyle = new GUIStyle(ImGuiSkin.LabelDim) { alignment = TextAnchor.MiddleLeft, fontSize = 11 };
GUILayout.Label($"▌ {ColorNames[_selectedColorIndex]}", swatchStyle);
GUILayout.FlexibleSpace();
// Create room button
GUI.enabled = !_isConnecting && !string.IsNullOrWhiteSpace(_playerName);
if (GUILayout.Button("+ Créer une salle", ImGuiSkin.Button, GUILayout.Height(36)))
DoCreate();
GUILayout.Space(4);
// Join any (join or create fallback)
if (GUILayout.Button("▶ Rejoindre n'importe", ImGuiSkin.ButtonAccent, GUILayout.Height(36)))
DoJoinAny();
GUI.enabled = true;
GUILayout.EndVertical();
GUILayout.Space(12);
// ── Right column : room list ───────────────────────────────────
GUILayout.BeginVertical();
GUILayout.BeginHorizontal();
ImGuiSkin.DrawSectionHeader("SALLES DISPONIBLES");
GUILayout.FlexibleSpace();
GUI.enabled = !_roomsFetching;
if (GUILayout.Button(_roomsFetching ? "…" : "↻", ImGuiSkin.ButtonSmall,
GUILayout.Width(28), GUILayout.Height(22)))
{
_refreshTimer = 0f;
RefreshRooms();
}
GUI.enabled = true;
GUILayout.EndHorizontal();
GUILayout.Space(4);
float listH = H - 160f;
_roomsScroll = GUILayout.BeginScrollView(_roomsScroll, ImGuiSkin.ScrollView,
GUILayout.Height(listH));
if (_rooms.Length == 0)
{
var emptyStyle = new GUIStyle(ImGuiSkin.LabelDim) { alignment = TextAnchor.MiddleCenter };
GUILayout.FlexibleSpace();
GUILayout.Label(_roomsFetching ? "Chargement…" : "Aucune salle ouverte.", emptyStyle);
GUILayout.FlexibleSpace();
}
else
{
foreach (var room in _rooms)
{
string roomName = room.metadata?.name ?? ("Salle #" + room.roomId.Substring(0, 6));
int clients = room.clients;
int maxCli = room.maxClients;
GUILayout.BeginHorizontal();
var nameStyle = new GUIStyle(ImGuiSkin.LabelBold) { fontSize = 12 };
GUILayout.Label(roomName, nameStyle, GUILayout.Width(140));
var countStyle = new GUIStyle(ImGuiSkin.LabelDim) { alignment = TextAnchor.MiddleCenter, fontSize = 11 };
GUILayout.Label($"{clients} / {maxCli}", countStyle, GUILayout.Width(48));
GUILayout.FlexibleSpace();
bool full = clients >= maxCli;
GUI.enabled = !_isConnecting && !full && !string.IsNullOrWhiteSpace(_playerName);
if (GUILayout.Button(full ? "Pleine" : "▶ Rejoindre",
ImGuiSkin.ButtonSmall, GUILayout.Width(90), GUILayout.Height(26)))
DoJoinRoom(room.roomId);
GUI.enabled = true;
GUILayout.EndHorizontal();
ImGuiSkin.Separator();
GUILayout.Space(2);
}
}
GUILayout.EndScrollView();
GUILayout.EndVertical();
GUILayout.EndHorizontal(); // end columns
// ── Status bar ────────────────────────────────────────────────
GUILayout.Space(4);
if (!string.IsNullOrEmpty(_statusMessage))
{
bool isError = _statusMessage.Contains("Erreur") || _statusMessage.Contains("Déconnecté");
GUILayout.Label(_statusMessage, isError ? ImGuiSkin.StatusRed : ImGuiSkin.Hint);
}
ImGuiSkin.EndWindow();
}
// ─── Waiting room ─────────────────────────────────────────────────────
private void DrawWaitingRoom()
{
ImGuiSkin.BeginWindow(400f, 300f, "SALLE D'ATTENTE");
var nm = NetworkManager.Instance;
string roomDisplay = nm != null ? ("Salle #" + nm.RoomId.Substring(0, Mathf.Min(6, nm.RoomId.Length))) : "—";
GUILayout.Label(roomDisplay, ImGuiSkin.WindowSubtitle);
GUILayout.Space(12);
ImGuiSkin.DrawSectionHeader("JOUEURS CONNECTÉS");
GUILayout.Space(4);
if (nm != null)
{
var s = new GUIStyle(GUI.skin.label) { fontSize = 13 };
s.normal.textColor = new Color(0.75f, 0.75f, 0.85f);
GUILayout.Label($" {nm.PlayerCount} joueur(s) dans la salle", s);
}
GUILayout.Space(16);
if (!_isReady)
{
if (GUILayout.Button("✔ Je suis prêt !", ImGuiSkin.ButtonAccent, GUILayout.Height(44)))
{
_isReady = true;
NetworkManager.Instance?.SendReady();
}
}
else
{
var rs = new GUIStyle(GUI.skin.label)
{ alignment = TextAnchor.MiddleCenter, fontSize = 16, fontStyle = FontStyle.Bold };
rs.normal.textColor = new Color(0.3f, 1f, 0.5f);
GUILayout.Label("✔ Prêt ! En attente des autres…", rs, GUILayout.Height(44));
}
GUILayout.Space(8);
GUILayout.Label("La partie démarre quand tout le monde est prêt\nou automatiquement après 30 secondes.", ImGuiSkin.Hint);
ImGuiSkin.EndWindow();
}
// ─── Actions ──────────────────────────────────────────────────────────
private string ValidateName()
{
string n = _playerName.Trim();
if (string.IsNullOrEmpty(n)) { _statusMessage = "Entre un pseudo d'abord."; return null; }
return n;
}
private void DoJoinRoom(string roomId)
{
string n = ValidateName(); if (n == null) return;
_isConnecting = true;
_statusMessage = "Connexion à la salle…";
NetworkManager.Instance?.JoinByRoomId(roomId, n, PresetColors[_selectedColorIndex]);
Invoke(nameof(ConnectionTimeout), 10f);
}
private void DoCreate()
{
string n = ValidateName(); if (n == null) return;
_isConnecting = true;
_statusMessage = "Création d'une salle…";
NetworkManager.Instance?.CreateRoom(n, PresetColors[_selectedColorIndex]);
Invoke(nameof(ConnectionTimeout), 10f);
}
private void DoJoinAny()
{
string n = ValidateName(); if (n == null) return;
_isConnecting = true;
_statusMessage = "Connexion…";
NetworkManager.Instance?.JoinArena(n, PresetColors[_selectedColorIndex]);
Invoke(nameof(ConnectionTimeout), 10f);
}
private void ConnectionTimeout()
{
if (!_isConnecting) return;
_isConnecting = false;
var nm = NetworkManager.Instance;
_statusMessage = "Impossible de se connecter. Réessaie.";
if (nm != null && !string.IsNullOrEmpty(nm.LastError))
_statusMessage += $"\n{nm.LastError}";
}
}