Update icons in minigame

This commit is contained in:
Michal Pikulski
2025-11-10 10:41:38 +01:00
parent 3f548c3ed4
commit 252cb99884
3 changed files with 201 additions and 12 deletions

View File

@@ -7,6 +7,7 @@ using UnityEngine.Playables;
using UnityEngine.UI;
using System.Linq;
using System.Collections.Generic;
using System;
namespace UI
{
@@ -19,6 +20,73 @@ namespace UI
{
public enum UIMode { Overworld, Puzzle, Minigame, HideAll };
/// <summary>
/// Context object for managing temporary HUD element visibility.
/// Automatically restores previous visibility state when disposed.
/// Usage: using (var ctx = PlayerHudManager.Instance.ShowElementTemporarily(myButton)) { ... }
/// </summary>
public class HudVisibilityContext : IDisposable
{
private readonly GameObject _element;
private readonly bool _previousState;
private bool _disposed;
internal HudVisibilityContext(GameObject element, bool show)
{
_element = element;
_previousState = element.activeSelf;
_element.SetActive(show);
}
public void Dispose()
{
if (_disposed) return;
_disposed = true;
if (_element != null)
{
_element.SetActive(_previousState);
}
}
}
/// <summary>
/// Multi-element visibility context for managing multiple HUD elements at once.
/// Automatically restores previous visibility states when disposed.
/// </summary>
public class MultiHudVisibilityContext : IDisposable
{
private readonly List<(GameObject element, bool previousState)> _elements;
private bool _disposed;
internal MultiHudVisibilityContext(IEnumerable<GameObject> elements, bool show)
{
_elements = new List<(GameObject, bool)>();
foreach (var element in elements)
{
if (element != null)
{
_elements.Add((element, element.activeSelf));
element.SetActive(show);
}
}
}
public void Dispose()
{
if (_disposed) return;
_disposed = true;
foreach (var (element, previousState) in _elements)
{
if (element != null)
{
element.SetActive(previousState);
}
}
}
}
public UIMode currentUIMode;
[Header("HUD Management")]
@@ -33,6 +101,7 @@ namespace UI
[Header("HUD Elements")]
public GameObject eagleEye;
public GameObject ramaSjangButton;
public GameObject scrabBookButton;
[HideInInspector] public Image cinematicSprites;
[HideInInspector] public Image cinematicBackgroundSprites;
@@ -254,6 +323,9 @@ namespace UI
if (visible)
{
eagleEye.SetActive(false);
ramaSjangButton.SetActive(false);
scrabBookButton.SetActive(false);
}
break;
case UIMode.HideAll:
@@ -318,6 +390,64 @@ namespace UI
UnityEngine.Debug.LogError("[PlayerHudManager] Cannot push page - UIPageController not found!");
}
}
#region HUD Element Getters
public GameObject GetEagleEye() => eagleEye;
public GameObject GetRamaSjangButton() => ramaSjangButton;
public GameObject GetScrabookButton() => scrabBookButton;
#endregion
#region Context-Based Visibility Management
/// <summary>
/// Temporarily shows a HUD element. Returns a context object that restores the previous state when disposed.
/// Usage: using (var ctx = PlayerHudManager.Instance.ShowElementTemporarily(myButton)) { /* element is visible */ }
/// </summary>
public HudVisibilityContext ShowElementTemporarily(GameObject element)
{
if (element == null)
{
Logging.Warning("[PlayerHudManager] Attempted to show null element");
return null;
}
return new HudVisibilityContext(element, true);
}
/// <summary>
/// Temporarily hides a HUD element. Returns a context object that restores the previous state when disposed.
/// Usage: using (var ctx = PlayerHudManager.Instance.HideElementTemporarily(myButton)) { /* element is hidden */ }
/// </summary>
public HudVisibilityContext HideElementTemporarily(GameObject element)
{
if (element == null)
{
Logging.Warning("[PlayerHudManager] Attempted to hide null element");
return null;
}
return new HudVisibilityContext(element, false);
}
/// <summary>
/// Temporarily shows multiple HUD elements. Returns a context object that restores all previous states when disposed.
/// Usage: using (var ctx = PlayerHudManager.Instance.ShowElementsTemporarily(button1, button2, button3)) { /* elements are visible */ }
/// </summary>
public MultiHudVisibilityContext ShowElementsTemporarily(params GameObject[] elements)
{
return new MultiHudVisibilityContext(elements, true);
}
/// <summary>
/// Temporarily hides multiple HUD elements. Returns a context object that restores all previous states when disposed.
/// Usage: using (var ctx = PlayerHudManager.Instance.HideElementsTemporarily(button1, button2, button3)) { /* elements are hidden */ }
/// </summary>
public MultiHudVisibilityContext HideElementsTemporarily(params GameObject[] elements)
{
return new MultiHudVisibilityContext(elements, false);
}
#endregion
}
}