Update HUD updates, moving scattered prefabs into a central HUD manager (#53)
Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com> Reviewed-on: #53
This commit is contained in:
@@ -31,9 +31,8 @@ namespace UI
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public GameObject CinematicBackground;
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[Header("HUD Elements")]
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public GameObject appSwitcher;
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public GameObject eagleEye;
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public GameObject ramaSjangButton;
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[HideInInspector] public Image cinematicSprites;
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[HideInInspector] public Image cinematicBackgroundSprites;
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@@ -64,12 +63,6 @@ namespace UI
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UnityEngine.Debug.LogError("[PlayerHudManager] UIPageController not found on same GameObject!");
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}
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// Get AppSwitcher component reference
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if (appSwitcher != null)
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{
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_appSwitcherComponent = appSwitcher.GetComponent<AppSwitcher>();
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}
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InitializeReferences();
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}
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@@ -164,53 +157,17 @@ namespace UI
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switch (sceneName)
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{
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case "AppleHillsOverworld":
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UpdateUIMode(UIMode.Overworld);
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currentUIMode = UIMode.Overworld;
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break;
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case "Quarry":
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UpdateUIMode(UIMode.Puzzle);
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currentUIMode = UIMode.Puzzle;
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break;
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case "DivingForPictures":
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UpdateUIMode(UIMode.Minigame);
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break;
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}
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}
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public void UpdateUIMode(UIMode mode)
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{
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switch (mode)
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{
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case UIMode.Overworld:
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// Update currentUIMode var
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currentUIMode = UIMode.Overworld;
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// Show app switcher
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appSwitcher.SetActive(true);
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// Hide eagle eye
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eagleEye.SetActive(false);
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break;
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case UIMode.Puzzle:
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// Update currentUIMode var
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currentUIMode = UIMode.Puzzle;
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// Hide app switcher
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appSwitcher.SetActive(false);
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// show eagle eye
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eagleEye.SetActive(true);
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break;
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case UIMode.Minigame:
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// Update currentUIMode var
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currentUIMode = UIMode.Minigame;
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// Hide app switcher
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appSwitcher.SetActive(false);
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// Hide birds eye
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eagleEye.SetActive(false);
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break;
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}
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}
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public void ToggleAppSwitcher(bool boo)
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{
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appSwitcher.SetActive(boo);
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ShowAllHud();
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}
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/// <summary>
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@@ -263,14 +220,47 @@ namespace UI
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return;
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}
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// Set visibility for all HUD children
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foreach (Transform child in hudButtonsContainer)
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{
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child.gameObject.SetActive(visible);
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}
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ApplyUIModeOverrides(visible);
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Logging.Debug($"[PlayerHudManager] {(visible ? "Shown" : "Hidden")} all HUD elements");
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}
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/// <summary>
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/// Applies UI mode-specific visibility rules (e.g., hiding eagleEye in certain modes)
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/// </summary>
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private void ApplyUIModeOverrides(bool visible)
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{
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switch (currentUIMode)
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{
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case UIMode.Overworld:
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if (visible)
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{
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eagleEye.SetActive(false);
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}
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break;
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case UIMode.Puzzle:
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if (visible)
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{
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ramaSjangButton.SetActive(false);
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}
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break;
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case UIMode.Minigame:
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if (visible)
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{
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eagleEye.SetActive(false);
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}
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break;
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case UIMode.HideAll:
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break;
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}
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}
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/// <summary>
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/// Automatically manages HUD visibility based on page stack state
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/// </summary>
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