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index 00000000..2ea2b63d --- /dev/null +++ b/Assets/GAME/Script/Player/Input/InputConfig.cs @@ -0,0 +1,102 @@ +using System.Collections.Generic; +using UnityEngine; + +namespace Ashwild.Player +{ + /// + /// One rebindable entry: the action it targets, the binding index within that action, and the + /// human label shown in the row. Composite parts (Move up/down/left/right) are four separate + /// entries, each pointing at its own part-binding index. + /// + [System.Serializable] + public struct RebindableEntry + { + [SerializeField] private string actionName; + [SerializeField] private int bindingIndex; + [SerializeField] private string displayLabel; + + public string ActionName => actionName; + public int BindingIndex => bindingIndex; + public string DisplayLabel => displayLabel; + } + + /// + /// One glyph: the layout-aware display name it matches (case-insensitive) and its sprite. + /// + [System.Serializable] + public struct KeyIcon + { + [SerializeField] private string displayName; + [SerializeField] private Sprite icon; + + public string DisplayName => displayName; + public Sprite Icon => icon; + } + + /// + /// One authored binding override: which binding of which action to re-path, and to what control + /// path. Used only for deliberate letter-mnemonic exceptions per layout. + /// + [System.Serializable] + public struct LayoutOverride + { + [SerializeField] private string actionName; + [SerializeField] private int bindingIndex; + [SerializeField] private string overridePath; + + public string ActionName => actionName; + public int BindingIndex => bindingIndex; + public string OverridePath => overridePath; + } + + /// + /// Single authored asset for everything the input UI needs: which bindings are rebindable (and + /// their labels), the key glyphs to show instead of text, and the optional first-launch layout + /// overrides per keyboard layout. One asset keeps all input configuration in one place — the + /// settings panel reads the bindings/icons, the SettingsManager reads the layout overrides. + /// Look is intentionally absent (mouse-only) and gamepad bindings are absent (keyboard only). + /// + [CreateAssetMenu(fileName = "InputConfig", menuName = "Input/Input Config")] + public class InputConfig : ScriptableObject + { + #region Serialized Fields + + [Header("Rebindable bindings (shown in the panel, in order)")] + [SerializeField] private List bindings = new List(); + + [Header("Key glyphs (display name → sprite; missing falls back to text)")] + [SerializeField] private List icons = new List(); + + [Header("First-launch layout overrides (usually empty — physical paths already fit)")] + [SerializeField] private List qwertyOverrides = new List(); + [SerializeField] private List azertyOverrides = new List(); + + #endregion + + #region Public API + + public IReadOnlyList Bindings => bindings; + + /// + /// Returns the glyph for a display name, or null when none is authored (caller shows text). + /// + public Sprite GetIcon(string displayName) + { + if (string.IsNullOrEmpty(displayName)) return null; + + foreach (KeyIcon entry in icons) + if (string.Equals(entry.DisplayName, displayName, System.StringComparison.OrdinalIgnoreCase)) + return entry.Icon; + + return null; + } + + /// + /// The first-launch overrides authored for a detected layout (usually empty). + /// + public IReadOnlyList OverridesFor(KeyboardLayout layout) => + layout == KeyboardLayout.Azerty ? azertyOverrides : qwertyOverrides; + + #endregion + } +} diff --git a/Assets/GAME/Script/Player/Input/InputConfig.cs.meta b/Assets/GAME/Script/Player/Input/InputConfig.cs.meta new file mode 100644 index 00000000..057ee7c9 --- /dev/null +++ b/Assets/GAME/Script/Player/Input/InputConfig.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 418d0aaab949b0b4b9a44aefc6c6ea07 \ No newline at end of file diff --git a/Assets/GAME/Script/Player/Input/InputManager.cs b/Assets/GAME/Script/Player/Input/InputManager.cs index bc9dfb3e..71f1ef23 100644 --- a/Assets/GAME/Script/Player/Input/InputManager.cs +++ b/Assets/GAME/Script/Player/Input/InputManager.cs @@ -9,8 +9,11 @@ namespace Ashwild.Player /// /// The single, persistent source of input. It reads the project InputActionAsset and republishes /// every action onto the static PlayerEvents bus, so gameplay and UI both consume input the same - /// way without depending on a player GameObject. Persists across scenes via its PersistentRoot - /// parent, so it works in every scene. Replaces the old PlayerInput component + PlayerInputRouter. + /// way without depending on a player GameObject. Persists across scenes, so it works everywhere. + /// + /// It also owns the binding *mechanism* — interactive rebinds, resets and applying overrides on + /// the shared asset — but never touches disk: persistence (and the layout-profile decision) lives + /// in the SettingsManager, which calls this manager to apply and reads back the overrides JSON. /// /// The UI map (Cancel) is always active; the Player map is only active in-game (between /// LocalPlayerSpawned and SessionStopped) so menu typing never triggers gameplay actions. @@ -25,6 +28,38 @@ namespace Ashwild.Player #endregion + #region Types + + /// + /// Result of an interactive rebind: applied cleanly, cancelled with no change, or the chosen + /// control already drives another binding in the same map (a conflict the UI must resolve). + /// + public enum RebindResult + { + Completed, + Cancelled, + Conflict + } + + /// + /// Everything the UI needs to resolve a rebind: what was rebound (its old override/path, to + /// revert or swap) and, on a conflict, which other action/binding already uses the chosen key. + /// On a conflict the new binding is left applied — the UI then calls + /// (give the other action our old key) or (undo ours). + /// + public struct RebindOutcome + { + public RebindResult Result; + public string ActionName; + public int BindingIndex; + public string PreviousOverride; + public string PreviousPath; + public string ConflictActionName; + public int ConflictBindingIndex; + } + + #endregion + #region Serialized Fields [Header("Input")] @@ -40,9 +75,20 @@ namespace Ashwild.Player /// public static InputManager Instance { get; private set; } + /// + /// The project InputActionAsset this manager reads. Exposed so the settings layer can read + /// binding display strings; the manager itself only consumes it for runtime input. + /// + public InputActionAsset Actions => actions; + private InputActionMap playerMap; private InputActionMap uiMap; + /// + /// The interactive rebind in flight, kept so a new rebind or a panel close can cancel it. + /// + private InputActionRebindingExtensions.RebindingOperation rebindOperation; + /// /// Undo callbacks recorded while wiring actions, invoked on teardown. /// @@ -108,6 +154,9 @@ namespace Ashwild.Player { if (Instance == this) Instance = null; + rebindOperation?.Dispose(); + rebindOperation = null; + foreach (Action undo in teardown) undo(); teardown.Clear(); @@ -248,5 +297,243 @@ namespace Ashwild.Player } #endregion + + #region Rebinding API + + /// + /// The layout-aware display string for one binding (what a keybind row shows). On AZERTY this + /// returns ZQSD automatically because Unity resolves physical paths through the OS layout. + /// + public string GetBindingDisplayString(string actionName, int bindingIndex) + { + InputAction action = actions.FindAction(actionName, false); + if (action == null) + { + Debug.LogWarning($"[InputManager] Cannot display binding — action '{actionName}' not found.", this); + return string.Empty; + } + return action.GetBindingDisplayString(bindingIndex); + } + + /// + /// The resolved control path of one binding (e.g. "leftShift", "leftButton", "w") — a stable, + /// layout-independent key the UI uses to find a glyph when the display string has no icon. + /// + public string GetBindingControlPath(string actionName, int bindingIndex) + { + InputAction action = actions.FindAction(actionName, false); + if (action == null) return string.Empty; + action.GetBindingDisplayString(bindingIndex, out _, out string controlPath); + return controlPath ?? string.Empty; + } + + /// + /// Starts an interactive rebind for one binding. Disables the action for the duration + /// (required by the Input System), rejects a control already bound elsewhere in the same map + /// (duplicate), and reports the outcome via the callback. Does not persist — the caller + /// (settings panel) saves through the SettingsManager. The action's prior enabled state is + /// restored so a menu rebind never enables gameplay input. + /// + public void StartInteractiveRebind(string actionName, int bindingIndex, Action onOutcome) + { + InputAction action = actions.FindAction(actionName, false); + if (action == null) + { + Debug.LogError($"[InputManager] Cannot rebind — action '{actionName}' not found.", this); + onOutcome?.Invoke(new RebindOutcome { Result = RebindResult.Cancelled, ActionName = actionName, BindingIndex = bindingIndex }); + return; + } + + CancelOngoingRebind(); + + string previousOverride = action.bindings[bindingIndex].overridePath; + string previousPath = action.bindings[bindingIndex].effectivePath; + bool wasEnabled = action.enabled; + action.Disable(); + + rebindOperation = action.PerformInteractiveRebinding(bindingIndex) + .WithControlsExcluding("/position") + .WithControlsExcluding("/delta") + .WithCancelingThrough("/escape") + .OnCancel(_ => EndRebind(action, wasEnabled, onOutcome, new RebindOutcome + { + Result = RebindResult.Cancelled, ActionName = actionName, BindingIndex = bindingIndex, + PreviousOverride = previousOverride, PreviousPath = previousPath + })) + .OnComplete(_ => CompleteRebind(action, actionName, bindingIndex, previousOverride, previousPath, wasEnabled, onOutcome)) + .Start(); + } + + /// + /// Cancels the rebind in flight (e.g. the panel was closed mid-capture), restoring state via + /// its cancel callback. No-op when nothing is running. + /// + public void CancelOngoingRebind() => rebindOperation?.Cancel(); + + /// + /// Restores one binding to its asset default by removing its override. Does not persist — + /// the caller saves through the SettingsManager. + /// + public void ResetBinding(string actionName, int bindingIndex) + { + InputAction action = actions.FindAction(actionName, false); + if (action == null) + { + Debug.LogError($"[InputManager] Cannot reset — action '{actionName}' not found.", this); + return; + } + action.RemoveBindingOverride(bindingIndex); + } + + /// + /// Clears every binding override on the asset (back to authored defaults). Does not persist. + /// + public void ResetAllBindings() => actions.RemoveAllBindingOverrides(); + + /// + /// Resolves a conflict by SWAPPING the two keys: the new binding keeps the chosen key (already + /// applied) and the other action receives the key this one used before. Does not persist. + /// + public void ApplySwap(RebindOutcome outcome) + { + InputAction conflict = actions.FindAction(outcome.ConflictActionName, false); + if (conflict != null) conflict.ApplyBindingOverride(outcome.ConflictBindingIndex, outcome.PreviousPath); + } + + /// + /// Undoes a rebind, restoring the binding to the override it had before (used to cancel a + /// conflict, leaving the other action untouched). Does not persist. + /// + public void RevertRebind(RebindOutcome outcome) + { + InputAction action = actions.FindAction(outcome.ActionName, false); + if (action == null) return; + if (string.IsNullOrEmpty(outcome.PreviousOverride)) + action.RemoveBindingOverride(outcome.BindingIndex); + else + action.ApplyBindingOverride(outcome.BindingIndex, outcome.PreviousOverride); + } + + #endregion + + #region Rebinding Internals + + /// + /// Resolves a completed capture: leaves the new binding applied and reports either a clean + /// completion or a conflict (with the other action that already uses the key) for the UI. + /// + private void CompleteRebind(InputAction action, string actionName, int bindingIndex, string previousOverride, string previousPath, bool wasEnabled, Action onOutcome) + { + DisposeAndRestore(action, wasEnabled); + + string newPath = action.bindings[bindingIndex].effectivePath; + if (FindConflict(action, bindingIndex, newPath, out string conflictAction, out int conflictIndex)) + { + onOutcome?.Invoke(new RebindOutcome + { + Result = RebindResult.Conflict, + ActionName = actionName, BindingIndex = bindingIndex, + PreviousOverride = previousOverride, PreviousPath = previousPath, + ConflictActionName = conflictAction, ConflictBindingIndex = conflictIndex + }); + return; + } + + onOutcome?.Invoke(new RebindOutcome + { + Result = RebindResult.Completed, ActionName = actionName, BindingIndex = bindingIndex, + PreviousOverride = previousOverride, PreviousPath = previousPath + }); + } + + /// + /// Disposes the operation, restores the action's prior enabled state and reports the outcome. + /// + private void EndRebind(InputAction action, bool wasEnabled, Action onOutcome, RebindOutcome outcome) + { + DisposeAndRestore(action, wasEnabled); + onOutcome?.Invoke(outcome); + } + + /// + /// Disposes the rebind operation and restores the action's prior enabled state. + /// + private void DisposeAndRestore(InputAction action, bool wasEnabled) + { + rebindOperation?.Dispose(); + rebindOperation = null; + if (wasEnabled) action.Enable(); + } + + /// + /// Finds the first other non-composite binding in the same map that resolves to the chosen + /// control, returning its action name and binding index within that action. + /// + private bool FindConflict(InputAction action, int bindingIndex, string newPath, out string conflictActionName, out int conflictBindingIndex) + { + conflictActionName = null; + conflictBindingIndex = -1; + if (string.IsNullOrEmpty(newPath)) return false; + + Guid editedId = action.bindings[bindingIndex].id; + foreach (InputAction other in action.actionMap.actions) + { + var bindings = other.bindings; + for (int i = 0; i < bindings.Count; i++) + { + InputBinding b = bindings[i]; + if (b.isComposite) continue; + if (b.id == editedId) continue; + if (b.effectivePath == newPath) + { + conflictActionName = other.name; + conflictBindingIndex = i; + return true; + } + } + } + return false; + } + + #endregion + + #region Overrides (no disk I/O) + + /// + /// Applies a layout's authored overrides onto the shared asset. Returns true when at least + /// one override was applied, so the caller knows there is something to persist. Usually a + /// no-op: physical paths already fit every layout (a hook for letter-mnemonic exceptions). + /// + public bool ApplyLayoutOverrides(IReadOnlyList overrides) + { + if (overrides == null || overrides.Count == 0) return false; + + foreach (LayoutOverride o in overrides) + { + InputAction action = actions.FindAction(o.ActionName, false); + if (action == null) + { + Debug.LogWarning($"[InputManager] Layout profile references unknown action '{o.ActionName}'.", this); + continue; + } + action.ApplyBindingOverride(o.BindingIndex, o.OverridePath); + } + return true; + } + + /// + /// The current binding overrides as a portable JSON blob, for the SettingsManager to persist. + /// + public string GetOverridesJson() => actions.SaveBindingOverridesAsJson(); + + /// + /// Applies previously-saved binding overrides (JSON) onto the shared asset. + /// + public void LoadOverridesJson(string json) + { + if (!string.IsNullOrEmpty(json)) actions.LoadBindingOverridesFromJson(json); + } + + #endregion } } diff --git a/Assets/GAME/Script/Player/Input/KeyboardLayoutDetector.cs b/Assets/GAME/Script/Player/Input/KeyboardLayoutDetector.cs new file mode 100644 index 00000000..e9791aed --- /dev/null +++ b/Assets/GAME/Script/Player/Input/KeyboardLayoutDetector.cs @@ -0,0 +1,72 @@ +using UnityEngine.InputSystem; +using UnityEngine.InputSystem.Controls; + +namespace Ashwild.Player +{ + /// + /// The physical keyboard layouts we tell apart at first launch. Unknown means no keyboard was + /// present or probing was inconclusive — callers treat it like QWERTY (apply no profile). + /// + public enum KeyboardLayout + { + Unknown, + Qwerty, + Azerty + } + + /// + /// Classifies the current OS keyboard layout by probing . The + /// primary signal is the layout-aware display name of the physical Q/W keys (AZERTY labels them + /// A/Z); the OS-reported layout string is a fallback. Pure and side-effect-free — the caller + /// decides what to do with the result. + /// + public static class KeyboardLayoutDetector + { + #region Public API + + /// + /// Returns the detected layout, or when no keyboard is + /// connected or the probes disagree with nothing conclusive. + /// + public static KeyboardLayout Detect() + { + Keyboard keyboard = Keyboard.current; + if (keyboard == null) return KeyboardLayout.Unknown; + + string q = Label(keyboard[Key.Q]); + string w = Label(keyboard[Key.W]); + + if (q == "a" || w == "z") return KeyboardLayout.Azerty; + if (q == "q" || w == "w") return KeyboardLayout.Qwerty; + + return FromLayoutString(keyboard.keyboardLayout); + } + + #endregion + + #region Internal Helpers + + /// + /// The lower-cased, trimmed display name of a key control, or empty when unavailable. + /// + private static string Label(KeyControl key) + { + if (key == null) return string.Empty; + string display = key.displayName; + return string.IsNullOrEmpty(display) ? string.Empty : display.Trim().ToLowerInvariant(); + } + + /// + /// Last-resort classification from the OS layout name (e.g. "French" / "AZERTY"). + /// + private static KeyboardLayout FromLayoutString(string layout) + { + if (string.IsNullOrEmpty(layout)) return KeyboardLayout.Unknown; + string l = layout.ToLowerInvariant(); + if (l.Contains("azerty") || l.Contains("french") || l.Contains("belg")) return KeyboardLayout.Azerty; + return KeyboardLayout.Unknown; + } + + #endregion + } +} diff --git a/Assets/GAME/Script/Player/Input/KeyboardLayoutDetector.cs.meta b/Assets/GAME/Script/Player/Input/KeyboardLayoutDetector.cs.meta new file mode 100644 index 00000000..81e20c66 --- /dev/null +++ b/Assets/GAME/Script/Player/Input/KeyboardLayoutDetector.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 6cd8469d76a2ff646885bb09cdb8a635 \ No newline at end of file diff --git a/Assets/GAME/Script/Settings/SettingsDefinition.cs b/Assets/GAME/Script/Settings/SettingsDefinition.cs new file mode 100644 index 00000000..078bbf00 --- /dev/null +++ b/Assets/GAME/Script/Settings/SettingsDefinition.cs @@ -0,0 +1,132 @@ +using System.Collections.Generic; +using UnityEngine; + +namespace Ashwild.Settings +{ + /// + /// Authored data for a float setting driven by a : its default + /// value, clamp range, and the label presentation hints the widget needs. + /// + [System.Serializable] + public struct FloatSetting + { + [SerializeField] private float defaultValue; + [SerializeField] private float min; + [SerializeField] private float max; + [Tooltip("Value is multiplied by this before formatting (e.g. 100 to show a 0–1 value as a percentage).")] + [SerializeField] private float labelScale; + [Tooltip("Composite format applied to the scaled value, e.g. \"{0:F0}%\" or \"{0:F0}°\".")] + [SerializeField] private string labelFormat; + + public float DefaultValue => defaultValue; + public float Min => min; + public float Max => max; + public float LabelScale => labelScale; + public string LabelFormat => labelFormat; + } + + /// + /// One stepper entry: a value plus the text shown for it. Mirrors the (value, label) pair the + /// consumes. + /// + [System.Serializable] + public struct StepperPreset + { + [SerializeField] private int value; + [SerializeField] private string label; + + public int Value => value; + public string Label => label; + } + + /// + /// Authored data for a discrete int setting driven by a : its + /// default value and the ordered preset list. + /// + [System.Serializable] + public struct StepperSetting + { + [SerializeField] private int defaultValue; + [SerializeField] private List presets; + + public int DefaultValue => defaultValue; + public IReadOnlyList Presets => presets; + + /// + /// Adapts the authored presets to the (value, label) tuples the stepper widget consumes, + /// keeping the widget decoupled from this settings-data type. + /// + public IReadOnlyList<(int value, string label)> ToWidgetPresets() + { + List<(int, string)> result = new List<(int, string)>(presets != null ? presets.Count : 0); + if (presets != null) + foreach (StepperPreset preset in presets) + result.Add((preset.Value, preset.Label)); + return result; + } + } + + /// + /// Single source of truth for all authored settings data: per-setting defaults, clamp ranges, + /// label formatting and the FPS preset list. Read by (defaults + + /// clamps) and by the settings sub-panels (widget configuration), so no magic numbers or UI + /// hints live in code. Resolution/monitor indices are intentionally absent — they are derived + /// from the running hardware and resolved at runtime. + /// + [CreateAssetMenu(fileName = "SettingsDefinition", menuName = "Settings/Settings Definition")] + public class SettingsDefinition : ScriptableObject + { + #region Display + + [Header("Display")] + [SerializeField] private FloatSetting brightness; + [SerializeField] private FullScreenMode defaultFullscreenMode = FullScreenMode.FullScreenWindow; + + public FloatSetting Brightness => brightness; + public FullScreenMode DefaultFullscreenMode => defaultFullscreenMode; + + #endregion + + #region Audio + + [Header("Audio")] + [SerializeField] private FloatSetting masterVolume; + [SerializeField] private FloatSetting musicVolume; + [SerializeField] private FloatSetting sfxVolume; + + public FloatSetting MasterVolume => masterVolume; + public FloatSetting MusicVolume => musicVolume; + public FloatSetting SfxVolume => sfxVolume; + + #endregion + + #region Graphics + + [Header("Graphics")] + [Tooltip("-1 keeps the project's current quality level on first run.")] + [SerializeField] private int defaultQualityLevel = -1; + [SerializeField] private bool defaultVSync = true; + [SerializeField] private StepperSetting targetFps; + [SerializeField] private FloatSetting fov; + + public int DefaultQualityLevel => defaultQualityLevel; + public bool DefaultVSync => defaultVSync; + public StepperSetting TargetFps => targetFps; + public FloatSetting Fov => fov; + + #endregion + + #region Controls + + [Header("Controls")] + [SerializeField] private FloatSetting sensitivity; + [SerializeField] private bool defaultInvertY; + [SerializeField] private bool defaultCrosshairEnabled = true; + + public FloatSetting Sensitivity => sensitivity; + public bool DefaultInvertY => defaultInvertY; + public bool DefaultCrosshairEnabled => defaultCrosshairEnabled; + + #endregion + } +} diff --git a/Assets/GAME/Script/Settings/SettingsDefinition.cs.meta b/Assets/GAME/Script/Settings/SettingsDefinition.cs.meta new file mode 100644 index 00000000..144ebc31 --- /dev/null +++ b/Assets/GAME/Script/Settings/SettingsDefinition.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 3879537c9eb9b1645a974f917c2ff880 \ No newline at end of file diff --git a/Assets/GAME/Script/Settings/SettingsManager.cs b/Assets/GAME/Script/Settings/SettingsManager.cs index 83a0274c..513d4c15 100644 --- a/Assets/GAME/Script/Settings/SettingsManager.cs +++ b/Assets/GAME/Script/Settings/SettingsManager.cs @@ -3,19 +3,47 @@ using UnityEngine; using UnityEngine.Audio; using UnityEngine.Events; using Ashwild.Core; +using Ashwild.Player; namespace Ashwild.Settings { + /// + /// Owns every persisted setting and is the single place that touches disk (via Easy Save 3). + /// Values live in memory and are mirrored into the ES3 cache on change; the cache is flushed to + /// disk on pause/quit so dragging a slider doesn't hammer the file. Also owns input concerns + /// that are settings, not runtime: it persists the keybinding overrides and, on first launch, + /// detects the keyboard layout and asks the InputManager to apply the matching profile. + /// public class SettingsManager : MonoBehaviour { public static SettingsManager Instance { get; private set; } + [Header("Definition")] + [Tooltip("Authored defaults, clamp ranges and label hints. Must be assigned — read in Awake.")] + [SerializeField] private SettingsDefinition definition; + + /// + /// The authored settings data (defaults, clamps, label hints). Read by the settings + /// sub-panels to configure their widgets without hardcoding ranges or formats. + /// + public SettingsDefinition Definition => definition; + [Header("Audio Mixer")] [SerializeField] private AudioMixer audioMixer; [SerializeField] private string masterParam = "MasterVol"; [SerializeField] private string musicParam = "MusicVol"; [SerializeField] private string sfxParam = "SfxVol"; + [Header("Input")] + [Tooltip("Single input config asset: rebindable bindings, key glyphs, first-launch layout overrides.")] + [SerializeField] private InputConfig inputConfig; + + /// + /// The shared input config (rebindable bindings, key glyphs, layout overrides). Read by the + /// keybindings sub-panel so the asset is assigned here only, not duplicated on the panel. + /// + public InputConfig InputConfig => inputConfig; + [Header("Events")] public UnityEvent onSettingsChanged; @@ -41,7 +69,7 @@ namespace Ashwild.Settings public bool InvertY { get; private set; } public bool CrosshairEnabled { get; private set; } - // ── PlayerPrefs keys ──────────────────────────────────────── + // ── Save keys ─────────────────────────────────────────────── private const string K_RESOLUTION = "settings.display.resolutionIndex"; private const string K_FULLSCREEN = "settings.display.fullscreenMode"; private const string K_MONITOR = "settings.display.monitorIndex"; @@ -56,6 +84,16 @@ namespace Ashwild.Settings private const string K_SENS = "settings.controls.sensitivity"; private const string K_INVERT_Y = "settings.controls.invertY"; private const string K_CROSSHAIR = "settings.controls.crosshair"; + private const string K_INPUT_OVERRIDES = "settings.input.overrides"; + private const string K_LAYOUT_INIT = "settings.input.layoutInitialized"; + + // ── Persistence ───────────────────────────────────────────── + + /// + /// ES3 settings pointing at the in-memory cache, so every Save is a cheap memory write; + /// the cache is flushed to the file on pause/quit (and immediately after keybind changes). + /// + private ES3Settings cache; private void Awake() { @@ -67,10 +105,42 @@ namespace Ashwild.Settings Instance = this; Persistence.Persist(gameObject); + if (definition == null) + { + Debug.LogError($"[SettingsManager] No SettingsDefinition assigned on '{name}' — cannot load defaults.", this); + return; + } + + cache = new ES3Settings(ES3.Location.Cache); + if (ES3.FileExists()) ES3.CacheFile(); + LoadAll(); ApplyAll(); } + /// + /// Loads and applies the persisted keybindings once the InputManager exists, then runs the + /// one-time keyboard-layout detection. Done in Start so InputManager.Awake has resolved the + /// asset first. + /// + private void Start() + { + InitInput(); + } + + /// + /// Flushes the settings cache to disk when the app is backgrounded (covers mobile/alt-tab). + /// + private void OnApplicationPause(bool paused) + { + if (paused) Flush(); + } + + /// + /// Flushes the settings cache to disk on quit. + /// + private void OnApplicationQuit() => Flush(); + // ── Public setters ────────────────────────────────────────── public void SetResolution(int index) @@ -105,14 +175,14 @@ namespace Ashwild.Settings public void SetBrightness(float value) { - Brightness = Mathf.Clamp(value, 0.5f, 1.5f); + Brightness = Mathf.Clamp(value, definition.Brightness.Min, definition.Brightness.Max); Save(); onSettingsChanged?.Invoke(); } public void SetMasterVolume(float value) { - MasterVolume = Mathf.Clamp01(value); + MasterVolume = Mathf.Clamp(value, definition.MasterVolume.Min, definition.MasterVolume.Max); ApplyMasterVolume(); Save(); onSettingsChanged?.Invoke(); @@ -120,7 +190,7 @@ namespace Ashwild.Settings public void SetMusicVolume(float value) { - MusicVolume = Mathf.Clamp01(value); + MusicVolume = Mathf.Clamp(value, definition.MusicVolume.Min, definition.MusicVolume.Max); ApplyMusicVolume(); Save(); onSettingsChanged?.Invoke(); @@ -128,7 +198,7 @@ namespace Ashwild.Settings public void SetSfxVolume(float value) { - SfxVolume = Mathf.Clamp01(value); + SfxVolume = Mathf.Clamp(value, definition.SfxVolume.Min, definition.SfxVolume.Max); ApplySfxVolume(); Save(); onSettingsChanged?.Invoke(); @@ -150,9 +220,13 @@ namespace Ashwild.Settings onSettingsChanged?.Invoke(); } + /// + /// Sets the frame-rate cap. A negative value means "unlimited" (Unity treats + /// targetFrameRate = -1 as no cap); any other value is clamped to a sane range. + /// public void SetTargetFps(int fps) { - TargetFps = Mathf.Clamp(fps, 30, 360); + TargetFps = fps < 0 ? -1 : Mathf.Clamp(fps, 30, 360); Application.targetFrameRate = TargetFps; Save(); onSettingsChanged?.Invoke(); @@ -160,14 +234,14 @@ namespace Ashwild.Settings public void SetFov(float fov) { - Fov = Mathf.Clamp(fov, 60f, 110f); + Fov = Mathf.Clamp(fov, definition.Fov.Min, definition.Fov.Max); Save(); onSettingsChanged?.Invoke(); } public void SetSensitivity(float value) { - Sensitivity = Mathf.Clamp(value, 0.05f, 2f); + Sensitivity = Mathf.Clamp(value, definition.Sensitivity.Min, definition.Sensitivity.Max); Save(); onSettingsChanged?.Invoke(); } @@ -186,52 +260,80 @@ namespace Ashwild.Settings onSettingsChanged?.Invoke(); } + // ── Keybindings persistence ───────────────────────────────── + + /// + /// Persists the InputManager's current binding overrides (called by the rebind panel after a + /// rebind or reset). Flushes immediately since rebinds are infrequent and worth keeping safe. + /// + public void SaveKeybinds() + { + InputManager input = InputManager.Instance; + if (input == null) return; + + ES3.Save(K_INPUT_OVERRIDES, input.GetOverridesJson(), cache); + Flush(); + } + // ── Load / Save / Apply ───────────────────────────────────── private void LoadAll() { int defaultResolution = Mathf.Max(0, Screen.resolutions.Length - 1); + int defaultQuality = definition.DefaultQualityLevel < 0 + ? QualitySettings.GetQualityLevel() + : definition.DefaultQualityLevel; - ResolutionIndex = PlayerPrefs.GetInt(K_RESOLUTION, defaultResolution); - FullscreenMode = (FullScreenMode)PlayerPrefs.GetInt(K_FULLSCREEN, (int)FullScreenMode.FullScreenWindow); - MonitorIndex = PlayerPrefs.GetInt(K_MONITOR, 0); - Brightness = PlayerPrefs.GetFloat(K_BRIGHTNESS, 1f); + ResolutionIndex = ES3.Load(K_RESOLUTION, defaultResolution, cache); + FullscreenMode = (FullScreenMode)ES3.Load(K_FULLSCREEN, (int)definition.DefaultFullscreenMode, cache); + MonitorIndex = ES3.Load(K_MONITOR, 0, cache); + Brightness = ES3.Load(K_BRIGHTNESS, definition.Brightness.DefaultValue, cache); - MasterVolume = PlayerPrefs.GetFloat(K_MASTER, 1f); - MusicVolume = PlayerPrefs.GetFloat(K_MUSIC, 0.8f); - SfxVolume = PlayerPrefs.GetFloat(K_SFX, 1f); + MasterVolume = ES3.Load(K_MASTER, definition.MasterVolume.DefaultValue, cache); + MusicVolume = ES3.Load(K_MUSIC, definition.MusicVolume.DefaultValue, cache); + SfxVolume = ES3.Load(K_SFX, definition.SfxVolume.DefaultValue, cache); - QualityLevel = PlayerPrefs.GetInt(K_QUALITY, QualitySettings.GetQualityLevel()); - VSync = PlayerPrefs.GetInt(K_VSYNC, 1) == 1; - TargetFps = PlayerPrefs.GetInt(K_TARGET_FPS, 144); - Fov = PlayerPrefs.GetFloat(K_FOV, 75f); + QualityLevel = ES3.Load(K_QUALITY, defaultQuality, cache); + VSync = ES3.Load(K_VSYNC, definition.DefaultVSync, cache); + TargetFps = ES3.Load(K_TARGET_FPS, definition.TargetFps.DefaultValue, cache); + Fov = ES3.Load(K_FOV, definition.Fov.DefaultValue, cache); - Sensitivity = PlayerPrefs.GetFloat(K_SENS, 0.15f); - InvertY = PlayerPrefs.GetInt(K_INVERT_Y, 0) == 1; - CrosshairEnabled = PlayerPrefs.GetInt(K_CROSSHAIR, 1) == 1; + Sensitivity = ES3.Load(K_SENS, definition.Sensitivity.DefaultValue, cache); + InvertY = ES3.Load(K_INVERT_Y, definition.DefaultInvertY, cache); + CrosshairEnabled = ES3.Load(K_CROSSHAIR, definition.DefaultCrosshairEnabled, cache); } + /// + /// Mirrors every setting into the ES3 cache (a cheap memory write). Disk is only touched by + /// on pause/quit. + /// private void Save() { - PlayerPrefs.SetInt(K_RESOLUTION, ResolutionIndex); - PlayerPrefs.SetInt(K_FULLSCREEN, (int)FullscreenMode); - PlayerPrefs.SetInt(K_MONITOR, MonitorIndex); - PlayerPrefs.SetFloat(K_BRIGHTNESS, Brightness); + ES3.Save(K_RESOLUTION, ResolutionIndex, cache); + ES3.Save(K_FULLSCREEN, (int)FullscreenMode, cache); + ES3.Save(K_MONITOR, MonitorIndex, cache); + ES3.Save(K_BRIGHTNESS, Brightness, cache); - PlayerPrefs.SetFloat(K_MASTER, MasterVolume); - PlayerPrefs.SetFloat(K_MUSIC, MusicVolume); - PlayerPrefs.SetFloat(K_SFX, SfxVolume); + ES3.Save(K_MASTER, MasterVolume, cache); + ES3.Save(K_MUSIC, MusicVolume, cache); + ES3.Save(K_SFX, SfxVolume, cache); - PlayerPrefs.SetInt(K_QUALITY, QualityLevel); - PlayerPrefs.SetInt(K_VSYNC, VSync ? 1 : 0); - PlayerPrefs.SetInt(K_TARGET_FPS, TargetFps); - PlayerPrefs.SetFloat(K_FOV, Fov); + ES3.Save(K_QUALITY, QualityLevel, cache); + ES3.Save(K_VSYNC, VSync, cache); + ES3.Save(K_TARGET_FPS, TargetFps, cache); + ES3.Save(K_FOV, Fov, cache); - PlayerPrefs.SetFloat(K_SENS, Sensitivity); - PlayerPrefs.SetInt(K_INVERT_Y, InvertY ? 1 : 0); - PlayerPrefs.SetInt(K_CROSSHAIR, CrosshairEnabled ? 1 : 0); + ES3.Save(K_SENS, Sensitivity, cache); + ES3.Save(K_INVERT_Y, InvertY, cache); + ES3.Save(K_CROSSHAIR, CrosshairEnabled, cache); + } - PlayerPrefs.Save(); + /// + /// Writes the in-memory cache out to the save file. + /// + private void Flush() + { + if (cache != null) ES3.StoreCachedFile(); } private void ApplyAll() @@ -262,6 +364,48 @@ namespace Ashwild.Settings Application.targetFrameRate = TargetFps; } + // ── Input init ────────────────────────────────────────────── + + /// + /// Restores saved keybindings onto the shared input asset, then applies the first-launch + /// layout profile if this is the very first run and the player has no saved overrides. + /// + private void InitInput() + { + InputManager input = InputManager.Instance; + if (input == null) + { + Debug.LogWarning("[SettingsManager] InputManager not found — keybindings not restored.", this); + return; + } + + if (ES3.KeyExists(K_INPUT_OVERRIDES, cache)) + input.LoadOverridesJson(ES3.Load(K_INPUT_OVERRIDES, cache)); + + if (!ES3.Load(K_LAYOUT_INIT, false, cache)) + { + ApplyFirstLaunchLayout(input); + ES3.Save(K_LAYOUT_INIT, true, cache); + Flush(); + } + } + + /// + /// Detects the keyboard layout and asks the InputManager to apply the matching profile. + /// Skipped when the player already has saved overrides (a returning user is never stomped). + /// Note: physical key paths are already correct on AZERTY, so profiles are usually empty — + /// the real layout adaptation happens through the layout-aware key labels in the UI. + /// + private void ApplyFirstLaunchLayout(InputManager input) + { + if (ES3.KeyExists(K_INPUT_OVERRIDES, cache)) return; + if (inputConfig == null) return; + + KeyboardLayout layout = KeyboardLayoutDetector.Detect(); + if (input.ApplyLayoutOverrides(inputConfig.OverridesFor(layout))) + ES3.Save(K_INPUT_OVERRIDES, input.GetOverridesJson(), cache); + } + // ── Audio helpers ─────────────────────────────────────────── private void ApplyMasterVolume() => SetMixer(masterParam, MasterVolume); diff --git a/Assets/GAME/Script/Settings/SubPanels/AudioSettingsSubPanel.cs b/Assets/GAME/Script/Settings/SubPanels/AudioSettingsSubPanel.cs index 25d6be42..b8c30bbe 100644 --- a/Assets/GAME/Script/Settings/SubPanels/AudioSettingsSubPanel.cs +++ b/Assets/GAME/Script/Settings/SubPanels/AudioSettingsSubPanel.cs @@ -1,68 +1,59 @@ -using TMPro; using UnityEngine; -using UnityEngine.UI; namespace Ashwild.Settings { + /// + /// Binds the audio volume widgets (master, music, SFX) to the , + /// configuring each slider from the authored . + /// public class AudioSettingsSubPanel : SettingsSubPanel { - [Header("Master")] - [SerializeField] private Slider masterSlider; - [SerializeField] private TMP_Text masterLabel; + #region Serialized Fields - [Header("Music")] - [SerializeField] private Slider musicSlider; - [SerializeField] private TMP_Text musicLabel; + [Header("Widgets")] + [SerializeField] private SettingSliderWidget masterSlider; + [SerializeField] private SettingSliderWidget musicSlider; + [SerializeField] private SettingSliderWidget sfxSlider; - [Header("SFX")] - [SerializeField] private Slider sfxSlider; - [SerializeField] private TMP_Text sfxLabel; + #endregion - private bool wiring; + #region Unity Lifecycle + /// + /// Initializes each volume slider from the definition with its apply action. + /// private void Awake() { - masterSlider.onValueChanged.AddListener(OnMasterChanged); - musicSlider.onValueChanged.AddListener(OnMusicChanged); - sfxSlider.onValueChanged.AddListener(OnSfxChanged); + SettingsManager s = SettingsManager.Instance; + if (s == null || s.Definition == null) + { + Debug.LogError($"[AudioSettingsSubPanel] SettingsManager/Definition unavailable on '{name}'.", this); + return; + } + SettingsDefinition def = s.Definition; + + masterSlider.Init(def.MasterVolume.Min, def.MasterVolume.Max, def.MasterVolume.LabelScale, def.MasterVolume.LabelFormat, v => s.SetMasterVolume(v)); + musicSlider.Init(def.MusicVolume.Min, def.MusicVolume.Max, def.MusicVolume.LabelScale, def.MusicVolume.LabelFormat, v => s.SetMusicVolume(v)); + sfxSlider.Init(def.SfxVolume.Min, def.SfxVolume.Max, def.SfxVolume.LabelScale, def.SfxVolume.LabelFormat, v => s.SetSfxVolume(v)); } + #endregion + + #region Public API + + /// + /// Pushes the manager's current volumes into the sliders. + /// public override void Refresh() { SettingsManager s = SettingsManager.Instance; if (s == null) return; - wiring = true; - masterSlider.SetValueWithoutNotify(s.MasterVolume); - musicSlider.SetValueWithoutNotify(s.MusicVolume); - sfxSlider.SetValueWithoutNotify(s.SfxVolume); - UpdateLabel(masterLabel, s.MasterVolume); - UpdateLabel(musicLabel, s.MusicVolume); - UpdateLabel(sfxLabel, s.SfxVolume); - wiring = false; + masterSlider.SetValue(s.MasterVolume); + musicSlider.SetValue(s.MusicVolume); + sfxSlider.SetValue(s.SfxVolume); } - private void OnMasterChanged(float v) - { - UpdateLabel(masterLabel, v); - if (!wiring) SettingsManager.Instance.SetMasterVolume(v); - } - - private void OnMusicChanged(float v) - { - UpdateLabel(musicLabel, v); - if (!wiring) SettingsManager.Instance.SetMusicVolume(v); - } - - private void OnSfxChanged(float v) - { - UpdateLabel(sfxLabel, v); - if (!wiring) SettingsManager.Instance.SetSfxVolume(v); - } - - private static void UpdateLabel(TMP_Text label, float value01) - { - if (label != null) label.text = $"{Mathf.RoundToInt(value01 * 100f)}%"; - } + #endregion } } diff --git a/Assets/GAME/Script/Settings/SubPanels/ControlsSettingsSubPanel.cs b/Assets/GAME/Script/Settings/SubPanels/ControlsSettingsSubPanel.cs index 1df272c8..47d29bde 100644 --- a/Assets/GAME/Script/Settings/SubPanels/ControlsSettingsSubPanel.cs +++ b/Assets/GAME/Script/Settings/SubPanels/ControlsSettingsSubPanel.cs @@ -1,43 +1,59 @@ -using TMPro; using UnityEngine; -using UnityEngine.UI; namespace Ashwild.Settings { + /// + /// Binds the control widgets (sensitivity, invert-Y, crosshair) to the , + /// configuring the sensitivity slider from the authored . + /// public class ControlsSettingsSubPanel : SettingsSubPanel { - [Header("Controls")] - [SerializeField] private Slider sensitivitySlider; - [SerializeField] private TMP_Text sensitivityLabel; - [SerializeField] private Toggle invertYToggle; - [SerializeField] private Toggle crosshairToggle; + #region Serialized Fields - private bool wiring; + [Header("Widgets")] + [SerializeField] private SettingSliderWidget sensitivitySlider; + [SerializeField] private SettingToggleWidget invertYToggle; + [SerializeField] private SettingToggleWidget crosshairToggle; + #endregion + + #region Unity Lifecycle + + /// + /// Initializes each control widget from the definition with its apply action. + /// private void Awake() { - sensitivitySlider.onValueChanged.AddListener(OnSensitivityChanged); - invertYToggle.onValueChanged.AddListener(v => { if (!wiring) SettingsManager.Instance.SetInvertY(v); }); - crosshairToggle.onValueChanged.AddListener(v => { if (!wiring) SettingsManager.Instance.SetCrosshairEnabled(v); }); + SettingsManager s = SettingsManager.Instance; + if (s == null || s.Definition == null) + { + Debug.LogError($"[ControlsSettingsSubPanel] SettingsManager/Definition unavailable on '{name}'.", this); + return; + } + SettingsDefinition def = s.Definition; + + sensitivitySlider.Init(def.Sensitivity.Min, def.Sensitivity.Max, def.Sensitivity.LabelScale, def.Sensitivity.LabelFormat, v => s.SetSensitivity(v)); + invertYToggle.Init(v => s.SetInvertY(v)); + crosshairToggle.Init(v => s.SetCrosshairEnabled(v)); } + #endregion + + #region Public API + + /// + /// Pushes the manager's current control values into the widgets. + /// public override void Refresh() { SettingsManager s = SettingsManager.Instance; if (s == null) return; - wiring = true; - sensitivitySlider.SetValueWithoutNotify(s.Sensitivity); - if (sensitivityLabel != null) sensitivityLabel.text = s.Sensitivity.ToString("F2"); - invertYToggle.SetIsOnWithoutNotify(s.InvertY); - crosshairToggle.SetIsOnWithoutNotify(s.CrosshairEnabled); - wiring = false; + sensitivitySlider.SetValue(s.Sensitivity); + invertYToggle.SetValue(s.InvertY); + crosshairToggle.SetValue(s.CrosshairEnabled); } - private void OnSensitivityChanged(float v) - { - if (sensitivityLabel != null) sensitivityLabel.text = v.ToString("F2"); - if (!wiring) SettingsManager.Instance.SetSensitivity(v); - } + #endregion } } diff --git a/Assets/GAME/Script/Settings/SubPanels/DisplaySettingsSubPanel.cs b/Assets/GAME/Script/Settings/SubPanels/DisplaySettingsSubPanel.cs index 020a37ce..74eb014c 100644 --- a/Assets/GAME/Script/Settings/SubPanels/DisplaySettingsSubPanel.cs +++ b/Assets/GAME/Script/Settings/SubPanels/DisplaySettingsSubPanel.cs @@ -1,90 +1,115 @@ using System.Collections.Generic; -using TMPro; using UnityEngine; -using UnityEngine.UI; namespace Ashwild.Settings { + /// + /// Binds the display widgets (resolution, fullscreen mode, monitor, brightness) to the + /// . The panel builds the dropdown option lists from the current + /// hardware and converts the fullscreen dropdown index to and from ; + /// the brightness slider is configured from the authored . The + /// widgets themselves stay pure UI. + /// public class DisplaySettingsSubPanel : SettingsSubPanel { - [Header("Controls")] - [SerializeField] private TMP_Dropdown resolutionDropdown; - [SerializeField] private TMP_Dropdown fullscreenDropdown; - [SerializeField] private TMP_Dropdown monitorDropdown; - [SerializeField] private Slider brightnessSlider; - [SerializeField] private TMP_Text brightnessLabel; + #region Serialized Fields - private bool wiring; + [Header("Widgets")] + [SerializeField] private SettingDropdownWidget resolutionDropdown; + [SerializeField] private SettingDropdownWidget fullscreenDropdown; + [SerializeField] private SettingDropdownWidget monitorDropdown; + [SerializeField] private SettingSliderWidget brightnessSlider; + #endregion + + #region Unity Lifecycle + + /// + /// Initializes each display widget with its apply action (brightness range from the definition). + /// private void Awake() { - resolutionDropdown.onValueChanged.AddListener(OnResolutionChanged); - fullscreenDropdown.onValueChanged.AddListener(OnFullscreenChanged); - monitorDropdown.onValueChanged.AddListener(OnMonitorChanged); - brightnessSlider.onValueChanged.AddListener(OnBrightnessChanged); + SettingsManager s = SettingsManager.Instance; + if (s == null || s.Definition == null) + { + Debug.LogError($"[DisplaySettingsSubPanel] SettingsManager/Definition unavailable on '{name}'.", this); + return; + } + SettingsDefinition def = s.Definition; + + resolutionDropdown.Init(v => s.SetResolution(v)); + fullscreenDropdown.Init(v => s.SetFullscreenMode(IndexToMode(v))); + monitorDropdown.Init(v => s.SetMonitor(v)); + brightnessSlider.Init(def.Brightness.Min, def.Brightness.Max, def.Brightness.LabelScale, def.Brightness.LabelFormat, v => s.SetBrightness(v)); } + #endregion + + #region Public API + + /// + /// Rebuilds the dropdown options from current hardware and pushes the manager's values. + /// public override void Refresh() { SettingsManager s = SettingsManager.Instance; if (s == null) return; - wiring = true; + resolutionDropdown.SetOptions(BuildResolutionOptions()); + resolutionDropdown.SetValue(s.ResolutionIndex); - PopulateResolutionDropdown(); - resolutionDropdown.value = Mathf.Clamp(s.ResolutionIndex, 0, resolutionDropdown.options.Count - 1); - resolutionDropdown.RefreshShownValue(); + fullscreenDropdown.SetOptions(FullscreenOptions); + fullscreenDropdown.SetValue(ModeToIndex(s.FullscreenMode)); - PopulateFullscreenDropdown(); - fullscreenDropdown.value = FullscreenModeToIndex(s.FullscreenMode); - fullscreenDropdown.RefreshShownValue(); + monitorDropdown.SetOptions(BuildMonitorOptions()); + monitorDropdown.SetValue(s.MonitorIndex); - PopulateMonitorDropdown(); - monitorDropdown.value = Mathf.Clamp(s.MonitorIndex, 0, monitorDropdown.options.Count - 1); - monitorDropdown.RefreshShownValue(); - - brightnessSlider.SetValueWithoutNotify(s.Brightness); - if (brightnessLabel != null) brightnessLabel.text = $"{Mathf.RoundToInt(s.Brightness * 100f)}%"; - - wiring = false; + brightnessSlider.SetValue(s.Brightness); } - private void PopulateResolutionDropdown() + #endregion + + #region Internal Helpers + + private static readonly string[] FullscreenOptions = + { + "Exclusive Fullscreen", + "Borderless Window", + "Maximized Window", + "Windowed" + }; + + /// + /// Builds the human-readable resolution list from the monitor's supported modes. + /// + private static List BuildResolutionOptions() { - resolutionDropdown.ClearOptions(); List options = new List(); foreach (Resolution r in Screen.resolutions) options.Add($"{r.width}×{r.height} @{Mathf.RoundToInt((float)r.refreshRateRatio.value)}Hz"); - resolutionDropdown.AddOptions(options); + return options; } - private void PopulateFullscreenDropdown() + /// + /// Builds the monitor list from the current display layout. + /// + private static List BuildMonitorOptions() { - fullscreenDropdown.ClearOptions(); - fullscreenDropdown.AddOptions(new List - { - "Exclusive Fullscreen", - "Borderless Window", - "Maximized Window", - "Windowed" - }); - } - - private void PopulateMonitorDropdown() - { - monitorDropdown.ClearOptions(); List displays = new List(); Screen.GetDisplayLayout(displays); List options = new List(); for (int i = 0; i < displays.Count; i++) { - string name = string.IsNullOrEmpty(displays[i].name) ? $"Monitor {i + 1}" : displays[i].name; - options.Add($"{name} ({displays[i].width}×{displays[i].height})"); + string label = string.IsNullOrEmpty(displays[i].name) ? $"Monitor {i + 1}" : displays[i].name; + options.Add($"{label} ({displays[i].width}×{displays[i].height})"); } - monitorDropdown.AddOptions(options); + return options; } - private static int FullscreenModeToIndex(FullScreenMode mode) => mode switch + /// + /// Maps a fullscreen mode to its dropdown index. + /// + private static int ModeToIndex(FullScreenMode mode) => mode switch { FullScreenMode.ExclusiveFullScreen => 0, FullScreenMode.FullScreenWindow => 1, @@ -93,7 +118,10 @@ namespace Ashwild.Settings _ => 1 }; - private static FullScreenMode IndexToFullscreenMode(int index) => index switch + /// + /// Maps a dropdown index back to its fullscreen mode. + /// + private static FullScreenMode IndexToMode(int index) => index switch { 0 => FullScreenMode.ExclusiveFullScreen, 1 => FullScreenMode.FullScreenWindow, @@ -102,13 +130,6 @@ namespace Ashwild.Settings _ => FullScreenMode.FullScreenWindow }; - private void OnResolutionChanged(int v) { if (!wiring) SettingsManager.Instance.SetResolution(v); } - private void OnFullscreenChanged(int v) { if (!wiring) SettingsManager.Instance.SetFullscreenMode(IndexToFullscreenMode(v)); } - private void OnMonitorChanged(int v) { if (!wiring) SettingsManager.Instance.SetMonitor(v); } - private void OnBrightnessChanged(float v) - { - if (brightnessLabel != null) brightnessLabel.text = $"{Mathf.RoundToInt(v * 100f)}%"; - if (!wiring) SettingsManager.Instance.SetBrightness(v); - } + #endregion } } diff --git a/Assets/GAME/Script/Settings/SubPanels/GraphicsSettingsSubPanel.cs b/Assets/GAME/Script/Settings/SubPanels/GraphicsSettingsSubPanel.cs index 736a736a..13cc92d8 100644 --- a/Assets/GAME/Script/Settings/SubPanels/GraphicsSettingsSubPanel.cs +++ b/Assets/GAME/Script/Settings/SubPanels/GraphicsSettingsSubPanel.cs @@ -1,64 +1,66 @@ -using System.Collections.Generic; -using TMPro; using UnityEngine; -using UnityEngine.UI; namespace Ashwild.Settings { + /// + /// Binds the graphics widgets (quality, vsync, FPS cap, FOV) to the . + /// The panel is the only layer that knows what each widget means: it reads the authored + /// configuration from the manager's and initializes each widget + /// with its data and apply action, then pushes the current value on refresh. The widgets stay + /// pure UI. + /// public class GraphicsSettingsSubPanel : SettingsSubPanel { - [Header("Controls")] - [SerializeField] private TMP_Dropdown qualityDropdown; - [SerializeField] private Toggle vsyncToggle; - [SerializeField] private Slider targetFpsSlider; - [SerializeField] private TMP_Text targetFpsLabel; - [SerializeField] private Slider fovSlider; - [SerializeField] private TMP_Text fovLabel; + #region Serialized Fields - private bool wiring; + [Header("Widgets")] + [SerializeField] private SettingDropdownWidget qualityDropdown; + [SerializeField] private SettingToggleWidget vsyncToggle; + [SerializeField] private SettingStepperWidget targetFpsStepper; + [SerializeField] private SettingSliderWidget fovSlider; + #endregion + + #region Unity Lifecycle + + /// + /// Initializes each widget from the definition with the action to apply to the manager. + /// private void Awake() { - qualityDropdown.onValueChanged.AddListener(v => { if (!wiring) SettingsManager.Instance.SetQualityLevel(v); }); - vsyncToggle.onValueChanged.AddListener(v => { if (!wiring) SettingsManager.Instance.SetVSync(v); }); - targetFpsSlider.onValueChanged.AddListener(OnTargetFpsChanged); - fovSlider.onValueChanged.AddListener(OnFovChanged); + SettingsManager s = SettingsManager.Instance; + if (s == null || s.Definition == null) + { + Debug.LogError($"[GraphicsSettingsSubPanel] SettingsManager/Definition unavailable on '{name}'.", this); + return; + } + SettingsDefinition def = s.Definition; + + qualityDropdown.Init(v => s.SetQualityLevel(v)); + vsyncToggle.Init(v => s.SetVSync(v)); + targetFpsStepper.Init(def.TargetFps.ToWidgetPresets(), false, v => s.SetTargetFps(v)); + fovSlider.Init(def.Fov.Min, def.Fov.Max, def.Fov.LabelScale, def.Fov.LabelFormat, v => s.SetFov(v)); } + #endregion + + #region Public API + + /// + /// Pushes the manager's current graphics values into the widgets. + /// public override void Refresh() { SettingsManager s = SettingsManager.Instance; if (s == null) return; - wiring = true; - - qualityDropdown.ClearOptions(); - qualityDropdown.AddOptions(new List(QualitySettings.names)); - qualityDropdown.value = Mathf.Clamp(s.QualityLevel, 0, qualityDropdown.options.Count - 1); - qualityDropdown.RefreshShownValue(); - - vsyncToggle.SetIsOnWithoutNotify(s.VSync); - - targetFpsSlider.SetValueWithoutNotify(s.TargetFps); - if (targetFpsLabel != null) targetFpsLabel.text = $"{s.TargetFps} FPS"; - - fovSlider.SetValueWithoutNotify(s.Fov); - if (fovLabel != null) fovLabel.text = $"{s.Fov:F0}°"; - - wiring = false; + qualityDropdown.SetOptions(QualitySettings.names); + qualityDropdown.SetValue(s.QualityLevel); + vsyncToggle.SetValue(s.VSync); + targetFpsStepper.SetValue(s.TargetFps); + fovSlider.SetValue(s.Fov); } - private void OnTargetFpsChanged(float v) - { - int fps = Mathf.RoundToInt(v); - if (targetFpsLabel != null) targetFpsLabel.text = $"{fps} FPS"; - if (!wiring) SettingsManager.Instance.SetTargetFps(fps); - } - - private void OnFovChanged(float v) - { - if (fovLabel != null) fovLabel.text = $"{v:F0}°"; - if (!wiring) SettingsManager.Instance.SetFov(v); - } + #endregion } } diff --git a/Assets/GAME/Script/Settings/SubPanels/KeybindingsSettingsSubPanel.cs b/Assets/GAME/Script/Settings/SubPanels/KeybindingsSettingsSubPanel.cs new file mode 100644 index 00000000..49dab611 --- /dev/null +++ b/Assets/GAME/Script/Settings/SubPanels/KeybindingsSettingsSubPanel.cs @@ -0,0 +1,303 @@ +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; +using Ashwild.Player; + +namespace Ashwild.Settings +{ + /// + /// Settings sub-panel that lists every rebindable binding from the shared InputConfig as rows and + /// drives interactive rebinds. It is the orchestrator: the InputManager performs the rebind on the + /// asset, the SettingsManager persists it, and this panel refreshes the rows. It also owns the + /// modal rebind prompt (a "press a key" overlay that becomes a "X already uses this key → + /// Replace / Cancel" conflict prompt) — the prompt objects live under the SettingsPanel so they + /// render in front of everything. Rows show layout-aware glyphs, so AZERTY reads correctly. + /// + public class KeybindingsSettingsSubPanel : SettingsSubPanel + { + #region Serialized Fields + + [Header("Row List")] + [SerializeField] private Transform rowContainer; + [SerializeField] private GameObject rowPrefab; + [SerializeField] private Button resetAllButton; + + [Header("Rebind Prompt")] + [Tooltip("Standalone prompt overlay — its own object under the SettingsPanel, not a child here.")] + [SerializeField] private RebindPromptUI prompt; + + #endregion + + #region State + + private readonly List rows = new List(); + private bool built; + + /// + /// The shared input config, pulled from the SettingsManager (assigned there, not here). + /// + private InputConfig config; + + /// + /// The conflict awaiting the player's Replace/Cancel choice, kept so the buttons can resolve it. + /// + private InputManager.RebindOutcome pendingOutcome; + private bool hasPendingConflict; + private KeybindRowUI activeRow; + + #endregion + + #region Unity Lifecycle + + /// + /// Wires the reset-all button and the prompt's Replace/Cancel buttons. + /// + private void Awake() + { + if (resetAllButton != null) resetAllButton.onClick.AddListener(ResetAll); + } + + /// + /// Aborts any rebind/conflict in flight when the panel is hidden (category switch / closed). + /// + private void OnDisable() + { + if (InputManager.Instance != null) InputManager.Instance.CancelOngoingRebind(); + if (hasPendingConflict) OnConflictCancel(); + HidePrompt(); + } + + #endregion + + #region Public API + + /// + /// Builds the rows once, then repaints every current key (so reopening shows live bindings). + /// + public override void Refresh() + { + config = SettingsManager.Instance != null ? SettingsManager.Instance.InputConfig : null; + if (config == null) + { + Debug.LogError("[KeybindingsSettingsSubPanel] No InputConfig available from SettingsManager.", this); + return; + } + + HidePrompt(); + if (!built) BuildRows(); + RefreshAll(); + } + + #endregion + + #region Row Building + + /// + /// Instantiates one row per config binding and binds its callbacks. + /// + private void BuildRows() + { + if (rowPrefab == null || rowContainer == null) + { + Debug.LogError($"[KeybindingsSettingsSubPanel] Row prefab/container missing on '{name}'.", this); + return; + } + + foreach (RebindableEntry entry in config.Bindings) + { + GameObject go = Instantiate(rowPrefab, rowContainer); + KeybindRowUI row = go.GetComponent(); + if (row == null) + { + Debug.LogError("[KeybindingsSettingsSubPanel] Row prefab has no KeybindRowUI.", this); + Destroy(go); + continue; + } + row.Initialize(entry, OnRowRebind, OnRowReset); + rows.Add(row); + } + + built = true; + } + + #endregion + + #region Row Callbacks + + /// + /// Opens the prompt and starts capturing a new key for the clicked row. + /// + private void OnRowRebind(KeybindRowUI row) + { + if (InputManager.Instance == null) return; + + activeRow = row; + ShowListening(); + InputManager.Instance.StartInteractiveRebind(row.ActionName, row.BindingIndex, OnRebindOutcome); + } + + /// + /// Handles the capture result: persist + refresh on success, raise the conflict prompt on a + /// clash, or just close on cancel. + /// + private void OnRebindOutcome(InputManager.RebindOutcome outcome) + { + switch (outcome.Result) + { + case InputManager.RebindResult.Completed: + HidePrompt(); + Persist(); + RefreshAll(); + break; + case InputManager.RebindResult.Conflict: + pendingOutcome = outcome; + hasPendingConflict = true; + ShowConflict(LabelFor(outcome.ConflictActionName)); + break; + default: + HidePrompt(); + if (activeRow != null) RefreshRow(activeRow); + break; + } + } + + /// + /// Resolves a conflict by swapping the two keys (the other action takes this one's old key). + /// + private void OnConflictReplace() + { + if (!hasPendingConflict) return; + + if (InputManager.Instance != null) InputManager.Instance.ApplySwap(pendingOutcome); + ClearConflict(); + HidePrompt(); + Persist(); + RefreshAll(); + } + + /// + /// Resolves a conflict by undoing the new binding (the other action keeps its key). + /// + private void OnConflictCancel() + { + if (!hasPendingConflict) return; + + if (InputManager.Instance != null) InputManager.Instance.RevertRebind(pendingOutcome); + ClearConflict(); + HidePrompt(); + RefreshAll(); + } + + /// + /// Resets the clicked row's binding to default and persists. + /// + private void OnRowReset(KeybindRowUI row) + { + if (InputManager.Instance == null) return; + + InputManager.Instance.ResetBinding(row.ActionName, row.BindingIndex); + Persist(); + RefreshRow(row); + } + + /// + /// Resets every binding to default and persists. + /// + private void ResetAll() + { + if (InputManager.Instance == null) return; + + InputManager.Instance.ResetAllBindings(); + Persist(); + RefreshAll(); + } + + #endregion + + #region Prompt + + /// + /// Shows the prompt in "press a key" mode. + /// + private void ShowListening() + { + if (prompt != null) prompt.ShowListening(); + } + + /// + /// Switches the open prompt to the conflict state for the named action, wiring its buttons. + /// + private void ShowConflict(string conflictLabel) + { + if (prompt != null) prompt.ShowConflict(conflictLabel, OnConflictReplace, OnConflictCancel); + } + + /// + /// Hides the prompt entirely. + /// + private void HidePrompt() + { + if (prompt != null) prompt.Hide(); + } + + /// + /// Clears the pending-conflict state. + /// + private void ClearConflict() + { + hasPendingConflict = false; + pendingOutcome = default; + } + + #endregion + + #region Refresh + + /// + /// Persists the current bindings through the SettingsManager. + /// + private void Persist() + { + if (SettingsManager.Instance != null) SettingsManager.Instance.SaveKeybinds(); + } + + /// + /// Repaints the current key on every row. + /// + private void RefreshAll() + { + foreach (KeybindRowUI row in rows) RefreshRow(row); + } + + /// + /// Repaints one row's current key, choosing a glyph from the config when available. + /// + private void RefreshRow(KeybindRowUI row) + { + if (InputManager.Instance == null) return; + + string display = InputManager.Instance.GetBindingDisplayString(row.ActionName, row.BindingIndex); + Sprite icon = config != null ? config.GetIcon(display) : null; + if (icon == null && config != null) + { + string controlPath = InputManager.Instance.GetBindingControlPath(row.ActionName, row.BindingIndex); + icon = config.GetIcon(controlPath); + } + row.RefreshDisplay(display, icon); + } + + /// + /// The display label authored for an action (first matching binding), or the raw name. + /// + private string LabelFor(string actionName) + { + if (config != null) + foreach (RebindableEntry entry in config.Bindings) + if (entry.ActionName == actionName) + return entry.DisplayLabel; + return actionName; + } + + #endregion + } +} diff --git a/Assets/GAME/Script/Settings/SubPanels/KeybindingsSettingsSubPanel.cs.meta b/Assets/GAME/Script/Settings/SubPanels/KeybindingsSettingsSubPanel.cs.meta new file mode 100644 index 00000000..f2fc18da --- /dev/null +++ b/Assets/GAME/Script/Settings/SubPanels/KeybindingsSettingsSubPanel.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 56f3db8af01bac245822790db109b980 \ No newline at end of file diff --git a/Assets/GAME/Script/Settings/Widgets.meta b/Assets/GAME/Script/Settings/Widgets.meta new file mode 100644 index 00000000..f9900bd4 --- /dev/null +++ b/Assets/GAME/Script/Settings/Widgets.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: bb5a12d19cf4ddc4590197dd5792992a +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/GAME/Script/Settings/Widgets/KeybindRowUI.cs b/Assets/GAME/Script/Settings/Widgets/KeybindRowUI.cs new file mode 100644 index 00000000..cce0e4d3 --- /dev/null +++ b/Assets/GAME/Script/Settings/Widgets/KeybindRowUI.cs @@ -0,0 +1,87 @@ +using System; +using TMPro; +using UnityEngine; +using UnityEngine.UI; +using Ashwild.Player; + +namespace Ashwild.Settings +{ + /// + /// One rebindable-key row: an action label, the current key (shown as a glyph when an icon is + /// available, otherwise as text), a Rebind button and a Reset button. Pure UI — it holds the + /// config entry's action name + binding index and raises callbacks; it knows nothing about the + /// Input System. Mirrors SlotUI/RecipeButtonUI: the panel calls Initialize once, then RefreshDisplay. + /// + public class KeybindRowUI : MonoBehaviour + { + #region Serialized Fields + + [Header("References")] + [SerializeField] private TMP_Text labelText; + [SerializeField] private TMP_Text keyText; + [SerializeField] private Image keyIcon; + [SerializeField] private Button rebindButton; + [SerializeField] private Button resetButton; + + #endregion + + #region State + + private string actionName; + private int bindingIndex; + private Action onRebind; + private Action onReset; + + public string ActionName => actionName; + public int BindingIndex => bindingIndex; + + #endregion + + #region Public API + + /// + /// Binds this row to its config entry and the panel callbacks. Call once after Instantiate. + /// + public void Initialize(RebindableEntry entry, Action onRebind, Action onReset) + { + actionName = entry.ActionName; + bindingIndex = entry.BindingIndex; + this.onRebind = onRebind; + this.onReset = onReset; + + if (labelText != null) labelText.text = entry.DisplayLabel; + + if (rebindButton != null) + { + rebindButton.onClick.RemoveAllListeners(); + rebindButton.onClick.AddListener(() => this.onRebind?.Invoke(this)); + } + if (resetButton != null) + { + resetButton.onClick.RemoveAllListeners(); + resetButton.onClick.AddListener(() => this.onReset?.Invoke(this)); + } + } + + /// + /// Shows the current key as a glyph when an icon is supplied, otherwise as text. + /// + public void RefreshDisplay(string keyDisplay, Sprite icon) + { + bool hasIcon = icon != null; + + if (keyIcon != null) + { + keyIcon.enabled = hasIcon; + if (hasIcon) keyIcon.sprite = icon; + } + if (keyText != null) + { + keyText.gameObject.SetActive(!hasIcon); + keyText.text = keyDisplay; + } + } + + #endregion + } +} diff --git a/Assets/GAME/Script/Settings/Widgets/KeybindRowUI.cs.meta b/Assets/GAME/Script/Settings/Widgets/KeybindRowUI.cs.meta new file mode 100644 index 00000000..68dd2e65 --- /dev/null +++ b/Assets/GAME/Script/Settings/Widgets/KeybindRowUI.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 1cf0849fb8494a24ca8a7342bdbfcf84 \ No newline at end of file diff --git a/Assets/GAME/Script/Settings/Widgets/RebindPromptUI.cs b/Assets/GAME/Script/Settings/Widgets/RebindPromptUI.cs new file mode 100644 index 00000000..913390c4 --- /dev/null +++ b/Assets/GAME/Script/Settings/Widgets/RebindPromptUI.cs @@ -0,0 +1,90 @@ +using System; +using TMPro; +using UnityEngine; +using UnityEngine.UI; + +namespace Ashwild.Settings +{ + /// + /// Standalone modal overlay for rebinding, living as its own object under the SettingsPanel (a + /// sibling of the category sub-panels) so it renders in front of everything. One message label + /// plus two buttons: while capturing it reads "press a key" with the buttons hidden; on a clash + /// it shows "X already uses this key" with Replace / Cancel. Pure UI driven by the keybindings + /// sub-panel, which holds a reference and calls these methods. Buttons are wired per-conflict. + /// + public class RebindPromptUI : MonoBehaviour + { + #region Serialized Fields + + [Header("Root")] + [Tooltip("The overlay object toggled on/off. Leave empty to use this GameObject.")] + [SerializeField] private GameObject root; + + [Header("References")] + [SerializeField] private TMP_Text messageText; + [SerializeField] private Button replaceButton; + [SerializeField] private Button cancelButton; + + [Header("Text")] + [SerializeField] private string listeningText = "Appuyez sur une touche…"; + [Tooltip("{0} = the action that already uses the key.")] + [SerializeField] private string conflictFormat = "« {0} » utilise déjà cette touche."; + + #endregion + + #region Public API + + /// + /// Shows the overlay in "press a key" mode (buttons hidden). + /// + public void ShowListening() + { + Target.SetActive(true); + if (messageText != null) messageText.text = listeningText; + SetButtonsActive(false); + } + + /// + /// Switches the open overlay to the conflict prompt, showing and wiring the two buttons. + /// + public void ShowConflict(string conflictLabel, Action onReplace, Action onCancel) + { + Target.SetActive(true); + if (messageText != null) messageText.text = string.Format(conflictFormat, conflictLabel); + SetButtonsActive(true); + + if (replaceButton != null) + { + replaceButton.onClick.RemoveAllListeners(); + replaceButton.onClick.AddListener(() => onReplace?.Invoke()); + } + if (cancelButton != null) + { + cancelButton.onClick.RemoveAllListeners(); + cancelButton.onClick.AddListener(() => onCancel?.Invoke()); + } + } + + /// + /// Hides the overlay. + /// + public void Hide() => Target.SetActive(false); + + #endregion + + #region Internal Helpers + + /// + /// Shows/hides the Replace and Cancel buttons (only relevant in the conflict state). + /// + private void SetButtonsActive(bool active) + { + if (replaceButton != null) replaceButton.gameObject.SetActive(active); + if (cancelButton != null) cancelButton.gameObject.SetActive(active); + } + + private GameObject Target => root != null ? root : gameObject; + + #endregion + } +} diff --git a/Assets/GAME/Script/Settings/Widgets/RebindPromptUI.cs.meta b/Assets/GAME/Script/Settings/Widgets/RebindPromptUI.cs.meta new file mode 100644 index 00000000..66826f21 --- /dev/null +++ b/Assets/GAME/Script/Settings/Widgets/RebindPromptUI.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: ce5206c9bb735e247ae12cd858bd0d7b \ No newline at end of file diff --git a/Assets/GAME/Script/Settings/Widgets/SettingDropdownWidget.cs b/Assets/GAME/Script/Settings/Widgets/SettingDropdownWidget.cs new file mode 100644 index 00000000..bbb07fb0 --- /dev/null +++ b/Assets/GAME/Script/Settings/Widgets/SettingDropdownWidget.cs @@ -0,0 +1,79 @@ +using System; +using System.Collections.Generic; +using TMPro; +using UnityEngine; + +namespace Ashwild.Settings +{ + /// + /// A reusable dropdown. Pure UI: it knows nothing about which setting it drives. The panel + /// calls once to register the selection action, supplies the option list via + /// (resolutions, monitors… are all built by the panel) and selects the + /// current entry through . + /// + [DisallowMultipleComponent] + public class SettingDropdownWidget : MonoBehaviour + { + #region Serialized Fields + + [Header("References")] + [SerializeField] private TMP_Dropdown dropdown; + + #endregion + + #region State + + private Action onChanged; + + #endregion + + #region Public API + + /// + /// Registers the action to run when the user picks an option. Call once. + /// + public void Init(Action onChanged) + { + if (dropdown == null) + { + Debug.LogError($"[SettingDropdownWidget] '{name}' has no Dropdown assigned.", this); + return; + } + + this.onChanged = onChanged; + dropdown.onValueChanged.RemoveListener(HandleChanged); + dropdown.onValueChanged.AddListener(HandleChanged); + } + + /// + /// Replaces the dropdown's options. Call before on refresh. + /// + public void SetOptions(IEnumerable options) + { + if (dropdown == null) return; + dropdown.ClearOptions(); + dropdown.AddOptions(new List(options)); + } + + /// + /// Selects the given index (clamped to the current options) without invoking the action. + /// + public void SetValue(int index) + { + if (dropdown == null) return; + dropdown.SetValueWithoutNotify(Mathf.Clamp(index, 0, dropdown.options.Count - 1)); + dropdown.RefreshShownValue(); + } + + #endregion + + #region Event Handlers + + /// + /// Runs the apply action with the chosen index. + /// + private void HandleChanged(int index) => onChanged?.Invoke(index); + + #endregion + } +} diff --git a/Assets/GAME/Script/Settings/Widgets/SettingDropdownWidget.cs.meta b/Assets/GAME/Script/Settings/Widgets/SettingDropdownWidget.cs.meta new file mode 100644 index 00000000..6788d168 --- /dev/null +++ b/Assets/GAME/Script/Settings/Widgets/SettingDropdownWidget.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: bfc37cc18ac6d884a9382a7ffc312d40 \ No newline at end of file diff --git a/Assets/GAME/Script/Settings/Widgets/SettingSliderWidget.cs b/Assets/GAME/Script/Settings/Widgets/SettingSliderWidget.cs new file mode 100644 index 00000000..8f37a1e9 --- /dev/null +++ b/Assets/GAME/Script/Settings/Widgets/SettingSliderWidget.cs @@ -0,0 +1,95 @@ +using System; +using TMPro; +using UnityEngine; +using UnityEngine.UI; + +namespace Ashwild.Settings +{ + /// + /// A reusable slider + value label. It is pure UI: it knows nothing about which setting it + /// drives. The hosting panel calls once to hand it its range, label format + /// and the action to run when the user moves it; afterwards the panel pushes the current value + /// through . The range is applied to the slider in , so + /// a control can never be stuck at the slider's default 0–1 range. + /// + [DisallowMultipleComponent] + public class SettingSliderWidget : MonoBehaviour + { + #region Serialized Fields + + [Header("References")] + [SerializeField] private Slider slider; + [SerializeField] private TMP_Text valueLabel; + + #endregion + + #region State + + private Action onChanged; + private float labelScale = 1f; + private string labelFormat = "{0:F0}"; + + #endregion + + #region Public API + + /// + /// Configures the slider with its range and label format, and registers the action to run + /// when the user drags it. Call once (the apply action is not invoked by ). + /// + public void Init(float min, float max, float labelScale, string labelFormat, Action onChanged) + { + if (slider == null) + { + Debug.LogError($"[SettingSliderWidget] '{name}' has no Slider assigned.", this); + return; + } + + this.labelScale = labelScale; + this.labelFormat = labelFormat; + this.onChanged = onChanged; + + slider.minValue = min; + slider.maxValue = max; + slider.onValueChanged.RemoveListener(HandleSliderChanged); + slider.onValueChanged.AddListener(HandleSliderChanged); + } + + /// + /// Displays the given value without invoking the apply action. + /// + public void SetValue(float value) + { + if (slider == null) return; + slider.SetValueWithoutNotify(value); + UpdateLabel(value); + } + + #endregion + + #region Event Handlers + + /// + /// Updates the label and runs the apply action with the user-driven value. + /// + private void HandleSliderChanged(float value) + { + UpdateLabel(value); + onChanged?.Invoke(value); + } + + #endregion + + #region Internal Helpers + + /// + /// Formats and shows the scaled value, when a label is wired. + /// + private void UpdateLabel(float value) + { + if (valueLabel != null) valueLabel.text = string.Format(labelFormat, value * labelScale); + } + + #endregion + } +} diff --git a/Assets/GAME/Script/Settings/Widgets/SettingSliderWidget.cs.meta b/Assets/GAME/Script/Settings/Widgets/SettingSliderWidget.cs.meta new file mode 100644 index 00000000..c6801db0 --- /dev/null +++ b/Assets/GAME/Script/Settings/Widgets/SettingSliderWidget.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: edafafa6f8d058845ba74c0ad09e2981 \ No newline at end of file diff --git a/Assets/GAME/Script/Settings/Widgets/SettingStepperWidget.cs b/Assets/GAME/Script/Settings/Widgets/SettingStepperWidget.cs new file mode 100644 index 00000000..ffe50545 --- /dev/null +++ b/Assets/GAME/Script/Settings/Widgets/SettingStepperWidget.cs @@ -0,0 +1,136 @@ +using System; +using System.Collections.Generic; +using TMPro; +using UnityEngine; +using UnityEngine.UI; + +namespace Ashwild.Settings +{ + /// + /// A "◄ value ►" control that cycles a list of preset values. Pure UI: it knows nothing about + /// which setting it drives. The hosting panel calls once with the presets + /// (each a value plus its display label) and the action to run when the user steps; afterwards + /// the panel pushes the current value through . Because each preset + /// carries its own label, a value like -1 can read as "Unlimited" rather than a number. + /// + [DisallowMultipleComponent] + public class SettingStepperWidget : MonoBehaviour + { + #region Serialized Fields + + [Header("References")] + [SerializeField] private Button previousButton; + [SerializeField] private Button nextButton; + [SerializeField] private TMP_Text valueLabel; + + #endregion + + #region State + + private IReadOnlyList<(int value, string label)> presets; + private Action onChanged; + private bool wrap; + private int currentIndex; + + #endregion + + #region Public API + + /// + /// Configures the stepper with its presets and wrap behaviour, and registers the action to + /// run when the user steps. Call once (the action is not invoked by ). + /// + public void Init(IReadOnlyList<(int value, string label)> presets, bool wrap, Action onChanged) + { + if (presets == null || presets.Count == 0) + { + Debug.LogError($"[SettingStepperWidget] '{name}' was initialized with no presets.", this); + return; + } + + this.presets = presets; + this.wrap = wrap; + this.onChanged = onChanged; + + if (previousButton != null) + { + previousButton.onClick.RemoveListener(StepDown); + previousButton.onClick.AddListener(StepDown); + } + if (nextButton != null) + { + nextButton.onClick.RemoveListener(StepUp); + nextButton.onClick.AddListener(StepUp); + } + } + + /// + /// Selects the preset matching the given value (falling back to the first) and shows its + /// label, without invoking the apply action. + /// + public void SetValue(int value) + { + if (presets == null) return; + currentIndex = IndexOfValue(value); + UpdateLabel(); + } + + #endregion + + #region Event Handlers + + private void StepDown() => Step(-1); + private void StepUp() => Step(+1); + + #endregion + + #region Internal Helpers + + /// + /// Moves the selection by one step (clamped or wrapped), shows it and runs the apply action. + /// + private void Step(int direction) + { + if (presets == null || presets.Count == 0) return; + + int count = presets.Count; + int next = currentIndex + direction; + if (wrap) + next = (next % count + count) % count; + else + next = Mathf.Clamp(next, 0, count - 1); + + if (next == currentIndex) return; + + currentIndex = next; + UpdateLabel(); + onChanged?.Invoke(presets[currentIndex].value); + } + + /// + /// Returns the preset index whose value equals the given one, or 0 when none matches. + /// + private int IndexOfValue(int value) + { + for (int i = 0; i < presets.Count; i++) + if (presets[i].value == value) return i; + return 0; + } + + /// + /// Shows the current preset's label and disables arrows that would do nothing. + /// + private void UpdateLabel() + { + if (valueLabel != null) valueLabel.text = presets[currentIndex].label; + + if (!wrap) + { + if (previousButton != null) previousButton.interactable = currentIndex > 0; + if (nextButton != null) nextButton.interactable = currentIndex < presets.Count - 1; + } + } + + #endregion + } +} diff --git a/Assets/GAME/Script/Settings/Widgets/SettingStepperWidget.cs.meta b/Assets/GAME/Script/Settings/Widgets/SettingStepperWidget.cs.meta new file mode 100644 index 00000000..e9577583 --- /dev/null +++ b/Assets/GAME/Script/Settings/Widgets/SettingStepperWidget.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: ed871655db50611488015c55020523db \ No newline at end of file diff --git a/Assets/GAME/Script/Settings/Widgets/SettingToggleWidget.cs b/Assets/GAME/Script/Settings/Widgets/SettingToggleWidget.cs new file mode 100644 index 00000000..ffec35f2 --- /dev/null +++ b/Assets/GAME/Script/Settings/Widgets/SettingToggleWidget.cs @@ -0,0 +1,65 @@ +using System; +using UnityEngine; +using UnityEngine.UI; + +namespace Ashwild.Settings +{ + /// + /// A reusable toggle. Pure UI: it knows nothing about which bool setting it drives. The panel + /// calls once to register the action to run when the user flips it, then + /// reflects state through . + /// + [DisallowMultipleComponent] + public class SettingToggleWidget : MonoBehaviour + { + #region Serialized Fields + + [Header("References")] + [SerializeField] private Toggle toggle; + + #endregion + + #region State + + private Action onChanged; + + #endregion + + #region Public API + + /// + /// Registers the action to run when the user flips the toggle. Call once. + /// + public void Init(Action onChanged) + { + if (toggle == null) + { + Debug.LogError($"[SettingToggleWidget] '{name}' has no Toggle assigned.", this); + return; + } + + this.onChanged = onChanged; + toggle.onValueChanged.RemoveListener(HandleToggleChanged); + toggle.onValueChanged.AddListener(HandleToggleChanged); + } + + /// + /// Displays the given state without invoking the apply action. + /// + public void SetValue(bool value) + { + if (toggle != null) toggle.SetIsOnWithoutNotify(value); + } + + #endregion + + #region Event Handlers + + /// + /// Runs the apply action with the user-driven state. + /// + private void HandleToggleChanged(bool value) => onChanged?.Invoke(value); + + #endregion + } +} diff --git a/Assets/GAME/Script/Settings/Widgets/SettingToggleWidget.cs.meta b/Assets/GAME/Script/Settings/Widgets/SettingToggleWidget.cs.meta new file mode 100644 index 00000000..2195618b --- /dev/null +++ b/Assets/GAME/Script/Settings/Widgets/SettingToggleWidget.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 856178189b5f23e438619599ec0d1a6c \ No newline at end of file diff --git a/Assets/GAME/ScriptableObjects/Setting.meta b/Assets/GAME/ScriptableObjects/Setting.meta new file mode 100644 index 00000000..c2fdbd8b --- /dev/null +++ b/Assets/GAME/ScriptableObjects/Setting.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 7378ee2ac3bfb464b83bf61e4d90c828 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/GAME/ScriptableObjects/Setting/InputConfig.asset b/Assets/GAME/ScriptableObjects/Setting/InputConfig.asset new file mode 100644 index 00000000..b9f7e4d7 --- /dev/null +++ b/Assets/GAME/ScriptableObjects/Setting/InputConfig.asset @@ -0,0 +1,241 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &11400000 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 418d0aaab949b0b4b9a44aefc6c6ea07, type: 3} + m_Name: InputConfig + m_EditorClassIdentifier: Assembly-CSharp::Ashwild.Player.InputConfig + bindings: + - 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