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:
2025-11-09 21:41:39 +00:00
parent 0c9a388433
commit 3f548c3ed4
10 changed files with 1588 additions and 495 deletions

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File diff suppressed because one or more lines are too long

View File

@@ -1,89 +1,122 @@
using System;
using UnityEngine;
using UnityEngine.UI;
using SkiaSharp.Unity;
using Input;
using AppleHills.Core;
using UI.Core;
using Pixelplacement;
using Pixelplacement.TweenSystem;
using UI;
using UnityEngine.Events;
public class AppSwitcher : MonoBehaviour
public class AppSwitcher : UIPage
{
public TextAsset iconIdle;
public TextAsset iconEstablish;
public TextAsset rainbowEstablish;
public TextAsset rainbowRemove;
public GameObject rainbow;
public GameObject icon;
public GameObject rainbowIn;
public GameObject rainbowOut;
public GameObject gameLayoutContainer;
public GameObject exitButton;
public RectMask2D rectMask;
private SkottiePlayerV2 iconPlayer;
private SkottiePlayerV2 rainbowPlayer;
private Animator animator;
[Header("Slide Animation Settings")]
public float slideDuration = 0.5f;
private SkottiePlayerV2 rainbowInPlayer;
private SkottiePlayerV2 rainbowOutPlayer;
private TweenBase slideInTween;
private TweenBase slideOutTween;
private void OnEnable()
protected override void OnManagedAwake()
{
iconPlayer = icon.GetComponentInChildren<SkottiePlayerV2>();
rainbowPlayer = rainbow.GetComponentInChildren<SkottiePlayerV2>();
animator = GetComponent<Animator>();
rainbow.SetActive(false);
base.OnManagedAwake();
PageName = "AppSwitcher";
rainbowInPlayer = rainbowIn.GetComponent<SkottiePlayerV2>();
rainbowOutPlayer = rainbowOut.GetComponent<SkottiePlayerV2>();
if (rectMask == null)
{
rectMask = GetComponent<RectMask2D>();
}
// Initially hide both
rainbowIn.SetActive(true);
exitButton.SetActive(false);
}
public void OpenAppSwitcher()
protected override void DoTransitionIn(Action onComplete)
{
PlayerHudManager.Instance.HideAllHudExcept(gameObject);
rainbow.SetActive(true);
//Activate players
rainbow.SetActive(true);
gameLayoutContainer.SetActive(true);
// Play establishing animations
rainbowPlayer.LoadAnimation(rainbowEstablish.text);
rainbowPlayer.PlayAnimation(false);
rainbowPlayer.loop = false;
gameLayoutContainer.SetActive(true);
animator.Play("GamesReveal");
// Show the exit button
exitButton.SetActive(true);
// Set input mode to UI
QuickAccess.Instance.PlayerController.InterruptMoveTo();
InputManager.Instance.SetInputMode(InputMode.UI);
rainbowPlayer.OnAnimationFinished += AnimFinished;
gameLayoutContainer.SetActive(true);
// Hide rainbow out, show rainbow in
rainbowOut.SetActive(false);
// Play animation on rainbow in without resetting state
rainbowInPlayer.PlayAnimation(true);
// Slide in animation - tween padding.left from 1700 to 0
slideInTween = TweenPaddingLeft(1700f, 0f, Tween.EaseOut, () =>
{
onComplete?.Invoke();
rainbowOut.SetActive(true);
exitButton.SetActive(true);
});
}
public void CloseAppSwitcher()
protected override void DoTransitionOut(Action onComplete)
{
rainbowPlayer.resetAfterFinished = true;
rainbowPlayer.LoadAnimation(rainbowRemove.text);
rainbowPlayer.PlayAnimation(false);
rainbowPlayer.loop = false;
animator.Play("GamesHide");
rainbowIn.SetActive(false);
// Set input mode to game and ui
InputManager.Instance.SetInputMode(InputMode.GameAndUI);
// Play animation on rainbow out with resetting state
rainbowOutPlayer.PlayAnimation(true);
// Hide the exit button
exitButton.SetActive(false);
PlayerHudManager.Instance.ShowAllHud();
// Slide out animation - tween padding.left from 0 to 1700
slideOutTween = TweenPaddingLeft(0f, 1700f, Tween.EaseIn, () => {
gameLayoutContainer.SetActive(false);
rainbowIn.SetActive(true);
onComplete?.Invoke();
InputManager.Instance.SetInputMode(InputMode.GameAndUI);
});
}
public void GamesHiddenAnimationEvent()
/// <summary>
/// Tweens the left padding of the rectMask from startValue to endValue.
/// </summary>
private TweenBase TweenPaddingLeft(float startValue, float endValue, AnimationCurve easeCurve, Action onComplete)
{
rainbow.SetActive(false);
gameLayoutContainer.SetActive(false);
// Set starting position
Vector4 startPadding = rectMask.padding;
startPadding.x = startValue;
rectMask.padding = startPadding;
return Tween.Value(
startValue,
endValue,
(value) => {
Vector4 padding = rectMask.padding;
padding.x = value;
rectMask.padding = padding;
},
slideDuration,
0f, // no delay
easeCurve,
Tween.LoopType.None,
null, // onStart
onComplete
);
}
private void AnimFinished(string str)
protected override void OnDestroy()
{
base.OnDestroy();
// Clean up tweens
slideInTween?.Stop();
slideOutTween?.Stop();
}
}

View File

@@ -165,15 +165,6 @@ namespace UI.CardSystem
UIPageController.Instance.PopPage();
}
}
// If album exits while in Overworld, show AppSwitcher. If not, keep it hidden.
if (PlayerHudManager.Instance.currentUIMode == PlayerHudManager.UIMode.Overworld)
{
PlayerHudManager.Instance.ToggleAppSwitcher(true);
}
else
{
PlayerHudManager.Instance.ToggleAppSwitcher(false);
}
}
private void OnBoosterCountChanged(int newCount)

View File

@@ -70,11 +70,8 @@ namespace UI.CardSystem
if (albumViewPage != null)
{
UIPageController.Instance.PushPage(albumViewPage);
PlayerHudManager.Instance.appSwitcher.SetActive(false);
}
}
PlayerHudManager.Instance.ToggleAppSwitcher(false);
// If we're already on the album main page, do nothing
}
private void OnPageChanged(UIPage currentPage)

View File

@@ -190,23 +190,35 @@ namespace UI.Core
{
if (_pageStack.Count <= 0) return;
// Hide and pop current page
// Pop current page from stack
UIPage currentPage = _pageStack.Pop();
currentPage.TransitionOut();
// Show previous page if there is one
if (_pageStack.Count > 0)
// Subscribe to transition out completion event
Action onTransitionComplete = null;
onTransitionComplete = () =>
{
UIPage previousPage = _pageStack.Peek();
previousPage.TransitionIn();
OnPageChanged?.Invoke(previousPage);
Logging.Debug($"[UIPageController] Popped to previous page: {previousPage.PageName}");
}
else
{
OnPageChanged?.Invoke(null);
Logging.Debug("[UIPageController] Popped last page, no pages left in stack");
}
// Unsubscribe to prevent memory leaks
currentPage.OnTransitionOutCompleted -= onTransitionComplete;
// Fire OnPageChanged AFTER transition completes
if (_pageStack.Count > 0)
{
UIPage previousPage = _pageStack.Peek();
previousPage.TransitionIn();
OnPageChanged?.Invoke(previousPage);
Logging.Debug($"[UIPageController] Popped to previous page: {previousPage.PageName}");
}
else
{
OnPageChanged?.Invoke(null);
Logging.Debug("[UIPageController] Popped last page, no pages left in stack");
}
};
currentPage.OnTransitionOutCompleted += onTransitionComplete;
// Start the transition out animation
currentPage.TransitionOut();
}
/// <summary>

View File

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