using System.Collections.Generic;
using DG.Tweening;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using Ashwild.Building;
using Ashwild.Interaction;
using Ashwild.Player;
namespace Ashwild.UI
{
///
/// Singleton that drives the crosshair from the interaction hover state. It owns
/// a single icon Image and a prompt label, and swaps between two CrosshairState
/// ScriptableObjects (idle dot vs interact hand) — interpolating sprite, tint and
/// size with a DOTween bump. Pure bus consumer: it never raycasts.
///
[DisallowMultipleComponent]
public class CrosshairManager : MonoBehaviour
{
#region Singleton
///
/// Global access point; may be null if no crosshair exists in the scene.
///
public static CrosshairManager Instance { get; private set; }
#endregion
#region Serialized Fields
[Header("References")]
///
/// The single crosshair icon whose sprite, colour and size are driven by the
/// active CrosshairState.
///
[SerializeField] private Image icon;
///
/// Label under the crosshair filled with the interactable's prompt.
///
[SerializeField] private TMP_Text promptLabel;
[Header("Build Cost")]
///
/// Container the per-resource cost entries are parented under while a build is being placed.
/// Its own layout (e.g. a HorizontalLayoutGroup) arranges them.
///
[SerializeField] private RectTransform costHolder;
///
/// Prefab instantiated once per cost line (icon + amount) into the holder. Pooled and reused.
///
[SerializeField] private BuildCostEntryUI costEntryPrefab;
[Header("States")]
///
/// Look used when nothing is hovered (the plain dot).
///
[SerializeField] private CrosshairState idleState;
///
/// Look used when aiming at an interactable (the hand).
///
[SerializeField] private CrosshairState hoverState;
[Header("Transition")]
///
/// Duration of the icon size/colour transition, in seconds.
///
[SerializeField] private float transitionDuration = 0.25f;
///
/// Easing when growing into the hover state (OutBack gives the springy pop).
///
[SerializeField] private Ease hoverEase = Ease.OutBack;
///
/// Easing when settling back to the idle state.
///
[SerializeField] private Ease idleEase = Ease.OutQuad;
///
/// Duration of the prompt label fade, in seconds.
///
[SerializeField] private float labelFadeDuration = 0.15f;
#endregion
#region State
///
/// Active size tween, cached so it can be killed before restarting.
///
private Tween sizeTween;
///
/// Active colour tween, cached for the same reason.
///
private Tween colorTween;
///
/// Active label-fade tween, cached for the same reason.
///
private Tween labelTween;
///
/// The interactable currently hovered; polled each frame so dynamic prompts
/// (e.g. a cooking station whose food finishes cooking) refresh live.
///
private IInteractable currentTarget;
///
/// Last prompt shown, kept so the label is only rebuilt when it changes.
///
private string currentPrompt;
///
/// True while a build's cost is displayed: the prompt label is suppressed and the holder takes
/// over, so a hovered interactable's prompt never fights the cost readout mid-placement.
///
private bool isShowingCost;
///
/// The instantiated cost entries, pooled and reused across placements — activated up to the
/// current cost's line count and hidden beyond it.
///
private readonly List costEntries = new List();
#endregion
#region Unity Lifecycle
///
/// Establishes the singleton.
///
private void Awake()
{
if (Instance != null && Instance != this)
{
Debug.LogWarning($"[CrosshairManager] Duplicate instance on '{name}' — destroying it.", this);
Destroy(this);
return;
}
Instance = this;
}
///
/// Subscribes to hover changes and snaps to the idle state.
///
private void OnEnable()
{
PlayerEvents.InteractableHoverChanged += HandleHoverChanged;
PlayerEvents.BuildCostChanged += HandleBuildCostChanged;
ApplyState(idleState, isHover: false, animated: false);
SetLabel(null, animated: false);
}
///
/// Unsubscribes — must mirror OnEnable exactly.
///
private void OnDisable()
{
PlayerEvents.InteractableHoverChanged -= HandleHoverChanged;
PlayerEvents.BuildCostChanged -= HandleBuildCostChanged;
}
///
/// Re-reads the hovered target's prompt each frame so a prompt that changes
/// while the player keeps aiming (cooking finishing, held item swapped) stays
/// in sync. Does nothing while nothing is hovered.
///
private void Update()
{
if (currentTarget == null) return;
string prompt = currentTarget.InteractionPrompt;
if (prompt != currentPrompt)
{
currentPrompt = prompt;
if (!isShowingCost) SetLabel(prompt, animated: true);
}
}
///
/// Kills any running tween and releases the singleton on teardown.
///
private void OnDestroy()
{
KillTweens();
if (Instance == this)
Instance = null;
}
#endregion
#region Event Handlers
///
/// Grows to the hover look with the action prompt when a target is hovered,
/// or returns to the idle dot when the hover clears (target is null).
///
private void HandleHoverChanged(IInteractable target)
{
bool hovering = target != null;
currentTarget = target;
currentPrompt = hovering ? target.InteractionPrompt : null;
ApplyState(hovering ? hoverState : idleState, hovering, animated: true);
if (!isShowingCost) SetLabel(currentPrompt, animated: true);
}
///
/// Shows the active build's cost (hiding the prompt label and filling the holder) while placing,
/// or clears it and restores the normal prompt when the list is null/empty (placement ended).
///
private void HandleBuildCostChanged(IReadOnlyList cost)
{
if (cost == null || cost.Count == 0)
{
ClearCost();
return;
}
isShowingCost = true;
SetLabel(null, animated: true);
PopulateCost(cost);
}
#endregion
#region Internal Helpers
///
/// Applies a CrosshairState to the icon: swaps the sprite immediately, then
/// tweens size and colour (or sets them instantly when not animated).
///
private void ApplyState(CrosshairState state, bool isHover, bool animated)
{
if (icon == null) return;
if (state == null)
{
Debug.LogError("[CrosshairManager] A CrosshairState is not assigned.", this);
return;
}
icon.sprite = state.Sprite;
sizeTween?.Kill();
colorTween?.Kill();
if (!animated)
{
icon.rectTransform.sizeDelta = state.Size;
icon.color = state.Color;
return;
}
Ease ease = isHover ? hoverEase : idleEase;
sizeTween = DOTween.To(() => icon.rectTransform.sizeDelta,
v => icon.rectTransform.sizeDelta = v, state.Size, transitionDuration).SetEase(ease);
colorTween = DOTween.To(() => icon.color,
c => icon.color = c, state.Color, transitionDuration);
}
///
/// Sets the prompt text and fades the label in (non-null) or out (null).
///
private void SetLabel(string prompt, bool animated)
{
if (promptLabel == null) return;
bool show = !string.IsNullOrEmpty(prompt);
if (show)
promptLabel.text = prompt;
labelTween?.Kill();
float target = show ? 1f : 0f;
if (!animated)
{
promptLabel.alpha = target;
return;
}
labelTween = DOTween.To(() => promptLabel.alpha,
a => promptLabel.alpha = a, target, labelFadeDuration);
}
///
/// Fills the holder with one entry per cost line, reusing pooled entries and only instantiating
/// when the current build needs more lines than any previous one. Entries beyond this build's
/// count are hidden. Logs and no-ops when the holder or prefab reference is missing.
///
private void PopulateCost(IReadOnlyList cost)
{
if (costHolder == null || costEntryPrefab == null)
{
Debug.LogError("[CrosshairManager] Cost holder or entry prefab not assigned — cannot show the build cost.", this);
return;
}
for (int i = 0; i < cost.Count; i++)
{
BuildCostEntryUI entry;
if (i < costEntries.Count)
{
entry = costEntries[i];
}
else
{
entry = Instantiate(costEntryPrefab, costHolder);
costEntries.Add(entry);
}
entry.gameObject.SetActive(true);
entry.Set(cost[i].Icon, cost[i].Owned, cost[i].Amount, cost[i].Affordable);
}
for (int i = cost.Count; i < costEntries.Count; i++)
if (costEntries[i] != null) costEntries[i].gameObject.SetActive(false);
}
///
/// Hides every cost entry and restores the prompt for whatever is currently hovered. No-op when
/// no cost is being shown.
///
private void ClearCost()
{
if (!isShowingCost) return;
isShowingCost = false;
for (int i = 0; i < costEntries.Count; i++)
if (costEntries[i] != null) costEntries[i].gameObject.SetActive(false);
SetLabel(currentPrompt, animated: true);
}
///
/// Kills every cached tween so none survive a disable/destroy.
///
private void KillTweens()
{
sizeTween?.Kill();
colorTween?.Kill();
labelTween?.Kill();
sizeTween = colorTween = labelTween = null;
}
#endregion
}
}