239 lines
7.4 KiB
C#
239 lines
7.4 KiB
C#
using UnityEngine;
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using UnityEngine.SceneManagement;
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using Ashwild.Network;
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using Ashwild.Player;
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namespace Ashwild.UI
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{
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/// <summary>
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/// In-game UI manager. Every openable window is a panel on the shared stack
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/// (<see cref="UIManager"/>): the pause menu, its sub-screens, and the inventory. "Paused" means
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/// a non-inventory panel is open — that freezes the world (optionally) and raises
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/// <see cref="PlayerEvents.RaiseGamePaused"/>; the inventory instead keeps the world running but
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/// locks input and shows the cursor via <see cref="PlayerEvents.RaiseInventoryOpenChanged"/>.
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///
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/// One Escape closes whatever is open (inventory or a sub-panel), then opens pause when nothing
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/// is. The inventory toggle key opens/closes the inventory through the same stack, so the two can
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/// never fight. Ignored while dead.
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/// </summary>
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[DisallowMultipleComponent]
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public class GameUIManager : UIManager
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{
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#region Serialized Fields
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[Header("Pause")]
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[Tooltip("The pause menu panel opened by Escape.")]
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[SerializeField] private UIPanel pausePanel;
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[Header("Quit")]
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[Tooltip("Scene loaded when leaving the session back to the main menu.")]
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[SerializeField] private string menuSceneName = "MenuScene";
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#endregion
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#region State
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/// <summary>
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/// The registered inventory panel (resolved by its kind), toggled by the inventory key.
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/// </summary>
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private UIPanel inventoryPanel;
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/// <summary>
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/// True while a non-inventory panel is open — i.e. the game is paused.
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/// </summary>
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public bool IsPaused => Current != null && Current.Kind != PanelKind.Inventory;
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// Last bus values pushed, so we only fire on real transitions.
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private bool lastPaused;
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private bool lastInventoryOpen;
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#endregion
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#region Unity Lifecycle
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/// <summary>
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/// Subscribes to the inventory toggle input (Cancel/Escape is handled by the base).
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/// </summary>
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protected override void OnEnable()
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{
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base.OnEnable();
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PlayerEvents.InventoryTogglePressed += HandleInventoryToggle;
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}
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/// <summary>
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/// Unsubscribes and makes sure we never leave the game stuck paused on scene unload.
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/// </summary>
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protected override void OnDisable()
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{
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base.OnDisable();
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PlayerEvents.InventoryTogglePressed -= HandleInventoryToggle;
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if (lastPaused)
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{
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lastPaused = false;
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PlayerEvents.RaiseGamePaused(false);
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}
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if (lastInventoryOpen)
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{
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lastInventoryOpen = false;
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PlayerEvents.RaiseInventoryOpenChanged(false);
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}
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}
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/// <summary>
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/// Resolves the inventory panel and starts unpaused with the cursor locked.
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/// </summary>
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protected override void Start()
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{
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base.Start();
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ResolveInventoryPanel();
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ApplyUIState(force: true);
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}
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#endregion
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#region Escape Policy
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/// <summary>
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/// Escape: close whatever is open (inventory or sub-panel), otherwise open the pause menu.
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/// </summary>
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protected override void OnEscape()
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{
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if (PlayerEvents.IsDead) return;
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if (HasOpenPanel)
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{
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if (CanGoBack) Back();
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else CloseAll();
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return;
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}
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OpenPause();
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}
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#endregion
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#region Public API
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/// <summary>
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/// Opens the pause menu (no-op if a panel is already open).
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/// </summary>
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public void OpenPause()
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{
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if (pausePanel == null)
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{
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Debug.LogError("[GameUIManager] No pause panel assigned.", this);
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return;
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}
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OpenPanel(pausePanel);
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}
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/// <summary>
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/// Closes every panel and returns to gameplay. Hook this to the pause menu "Resume" button.
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/// </summary>
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public void Resume() => CloseAll();
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/// <summary>
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/// Opens the Steam overlay to invite a friend to the current session.
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/// </summary>
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public void InviteFriend()
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{
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if (SteamInviteService.Instance == null)
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{
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Debug.LogError("[GameUIManager] SteamInviteService introuvable — ajoute-le sur le NetworkManager.", this);
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return;
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}
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SteamInviteService.Instance.OpenInviteOverlay();
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}
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/// <summary>
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/// Leaves the session and returns to the main menu scene.
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/// </summary>
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public void QuitToMenu()
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{
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if (NetworkSessionManager.Instance != null)
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NetworkSessionManager.Instance.StopSession();
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SceneManager.LoadScene(menuSceneName);
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}
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#endregion
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#region Inventory
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/// <summary>
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/// Inventory key: close the inventory if it is open, otherwise open it (never over a pause menu).
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/// </summary>
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private void HandleInventoryToggle()
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{
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if (PlayerEvents.IsDead) return;
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if (Current != null && Current.Kind == PanelKind.Inventory)
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{
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CloseAll();
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return;
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}
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// Don't open the inventory on top of the pause menu.
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if (IsPaused) return;
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if (inventoryPanel != null)
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OpenPanel(inventoryPanel);
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}
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/// <summary>
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/// Finds the registered panel flagged as the inventory.
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/// </summary>
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private void ResolveInventoryPanel()
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{
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if (panels == null) return;
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foreach (UIPanel p in panels)
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{
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if (p != null && p.Kind == PanelKind.Inventory)
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{
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inventoryPanel = p;
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return;
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}
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}
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}
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#endregion
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#region UI State
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/// <summary>
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/// Re-applies cursor, time freeze and the pause/inventory bus states whenever the stack changes.
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/// </summary>
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protected override void OnCurrentChanged() => ApplyUIState();
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/// <summary>
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/// Drives the side effects of the open panel: cursor for any panel, world freeze + GamePaused
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/// for non-inventory panels, and InventoryOpenChanged for the inventory. Both bus states feed
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/// PlayerEvents.InputLocked, so player control is cut whenever a panel is open.
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/// </summary>
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private void ApplyUIState(bool force = false)
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{
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UIPanel cur = Current;
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bool anyOpen = cur != null;
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bool inventory = anyOpen && cur.Kind == PanelKind.Inventory;
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bool paused = anyOpen && !inventory;
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Cursor.lockState = anyOpen ? CursorLockMode.None : CursorLockMode.Locked;
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Cursor.visible = anyOpen;
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if (force || paused != lastPaused)
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{
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lastPaused = paused;
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PlayerEvents.RaiseGamePaused(paused);
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}
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if (force || inventory != lastInventoryOpen)
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{
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lastInventoryOpen = inventory;
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PlayerEvents.RaiseInventoryOpenChanged(inventory);
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}
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}
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#endregion
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}
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}
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