Partially implement lobby ui, fix ui pointers on network rig

This commit is contained in:
2024-09-09 16:31:08 +02:00
parent d7eb1e65d2
commit 8529ebb4a9
20 changed files with 4229 additions and 917 deletions

View File

@@ -3,6 +3,7 @@ using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.UI;
public class LevelItemUI : MonoBehaviour
@@ -27,6 +28,8 @@ public class LevelItemUI : MonoBehaviour
[SerializeField]
private Image backgroundImage;
public UnityEvent<Level> OnClicked;
public void Setup(Level level, bool isLocked)
{
this.level = level;
@@ -35,4 +38,10 @@ public class LevelItemUI : MonoBehaviour
nameText.text = level.levelName;
difficultyText.text = "0";
}
[Button]
public void OnButtonClicked()
{
OnClicked?.Invoke(level);
}
}

View File

@@ -4,10 +4,12 @@ using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using Zenject;
public class LevelMenuUI : MonoBehaviour
{
[Title("Debug")]
[Inject]
[ReadOnly]
private HVRInputModule uiInput;
@@ -16,6 +18,11 @@ public class LevelMenuUI : MonoBehaviour
[ReadOnly]
private SceneManager sceneManager;
[SerializeField]
[ReadOnly]
private Canvas canvas;
[Title("Selection")]
[SerializeField]
private GameObject levelSelection;
@@ -23,11 +30,26 @@ public class LevelMenuUI : MonoBehaviour
private GameObject levelSelectionContent;
[SerializeField]
[ReadOnly]
private Canvas canvas;
private GameObject levelItemPrefab;
[Title("Detail")]
[SerializeField]
private GameObject levelDetail;
[SerializeField]
private GameObject levelItemPrefab;
private LevelItemUI levelDetailUI;
[SerializeField]
[ReadOnly]
private Level selectedLevel;
[SerializeField]
private Button backButton;
[SerializeField]
private Button startButton;
private bool isDetailVisible => selectedLevel != null;
private void Start()
{
@@ -36,13 +58,26 @@ public class LevelMenuUI : MonoBehaviour
canvas = GetComponent<Canvas>();
uiInput?.AddCanvas(canvas);
backButton.onClick.AddListener(() => BackClicked());
startButton.onClick.AddListener(() => StartClicked());
UpdateLevelSelection();
UpdateUI();
}
private void UpdateUI()
{
levelSelection.SetActive(!isDetailVisible);
levelDetail.SetActive(isDetailVisible);
backButton.gameObject.SetActive(isDetailVisible);
}
private void UpdateLevelSelection()
{
foreach (Transform transform in levelSelectionContent.transform)
{
var item = transform.gameObject.GetComponent<LevelItemUI>();
item.OnClicked.RemoveAllListeners();
Destroy(transform.gameObject);
}
@@ -51,7 +86,27 @@ public class LevelMenuUI : MonoBehaviour
var go = Instantiate(levelItemPrefab);
go.name = level.name;
go.transform.SetParent(levelSelectionContent.transform, false);
go.GetComponent<LevelItemUI>().Setup(level, false);
var item = go.GetComponent<LevelItemUI>();
item.Setup(level, false);
item.OnClicked.AddListener(OnLevelSelected);
}
}
private void OnLevelSelected(Level level)
{
selectedLevel = level;
levelDetailUI.Setup(level, false);
UpdateUI();
}
private void BackClicked()
{
selectedLevel = null;
UpdateUI();
}
private void StartClicked()
{
sceneManager.SwitchToLevel(selectedLevel);
}
}

View File

@@ -0,0 +1,81 @@
using HurricaneVR.Framework.Core.UI;
using Sirenix.OdinInspector;
using TMPro;
using Unity.Netcode;
using UnityEngine;
using UnityEngine.UI;
using Zenject;
public class LobbyMenuUI : MonoBehaviour
{
[Title("Debug")]
[Inject]
[ReadOnly]
private HVRInputModule uiInput;
[Inject]
[ReadOnly]
private SceneManager sceneManager;
[SerializeField]
[ReadOnly]
[Inject]
private GameManager gameManager;
[SerializeField]
[ReadOnly]
private Canvas canvas;
[Title("Join or Host")]
[SerializeField]
private GameObject joinOrHost;
[SerializeField]
private TMP_InputField roomCodeInput;
[SerializeField]
private Button joinButton;
[SerializeField]
private Button hostButton;
private bool isConnected => gameManager.IsMultiplayer;
private void Start()
{
if (uiInput == null) return;
canvas = GetComponent<Canvas>();
uiInput?.AddCanvas(canvas);
joinButton.onClick.AddListener(() => JoinClicked());
hostButton.onClick.AddListener(() => HostClicked());
gameManager.OnConnected.AddListener(() => UpdateUI());
gameManager.OnDisconnected.AddListener(() => UpdateUI());
UpdateUI();
}
private void UpdateUI()
{
joinOrHost.SetActive(!isConnected);
joinButton.interactable = true;
hostButton.interactable = true;
Debug.Log(isConnected);
}
private void JoinClicked()
{
gameManager.JoinGame(roomCodeInput.text);
joinButton.interactable = false;
hostButton.interactable = false;
}
private void HostClicked()
{
gameManager.HostGame();
joinButton.interactable = false;
hostButton.interactable = false;
}
}

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@@ -0,0 +1,11 @@
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