Files
rolld/game/Assets/Scripts/UI/GameHUD.cs

325 lines
13 KiB
C#

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();
}
}
}