Update
This commit is contained in:
@@ -23,7 +23,6 @@ namespace UI
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var root = hudDocument.rootVisualElement;
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// Tìm các thành phần UI theo Name (Bạn cần đặt tên này trong UXML)
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_healthFill = root.Q<VisualElement>("health-fill");
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_staminaFill = root.Q<VisualElement>("stamina-fill");
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_healthText = root.Q<Label>("health-text");
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50
Assets/Scripts/UI/LobbyController.cs
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50
Assets/Scripts/UI/LobbyController.cs
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@@ -0,0 +1,50 @@
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using UnityEngine;
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using UnityEngine.UIElements;
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namespace UI
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{
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public class LobbyController : MonoBehaviour
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{
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private UIDocument _doc;
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private Button _btnLeave;
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private Button _btnStart;
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private ScrollView _playerList;
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private void OnEnable()
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{
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_doc = GetComponent<UIDocument>();
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var root = _doc.rootVisualElement;
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// BINDING: Tìm element theo tên (Name) đã đặt trong UXML
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_btnLeave = root.Q<Button>("btn-leave");
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_btnStart = root.Q<Button>("btn-start");
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_playerList = root.Q<ScrollView>("player-list");
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// ĐĂNG KÝ SỰ KIỆN:
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if (_btnLeave != null)
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_btnLeave.clicked += OnLeaveClicked;
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if (_btnStart != null)
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_btnStart.clicked += OnStartClicked;
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}
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private void OnLeaveClicked()
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{
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Debug.Log("User clicked LEAVE room!");
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UIManager.Instance.ShowScreen("MainMenu");
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}
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private void OnStartClicked()
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{
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Debug.Log("Host clicked START GAME!");
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UIManager.Instance.ShowScreen("HUD"); // Chuyển vào HUD khi game bắt đầu
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}
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private void OnDisable()
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{
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// Hủy đăng ký để tránh memory leak
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if (_btnLeave != null) _btnLeave.clicked -= OnLeaveClicked;
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if (_btnStart != null) _btnStart.clicked -= OnStartClicked;
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}
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}
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}
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2
Assets/Scripts/UI/LobbyController.cs.meta
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2
Assets/Scripts/UI/LobbyController.cs.meta
Normal file
@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 9c37c552a9c18a242bcc8860a0a5212f
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69
Assets/Scripts/UI/LocalizationManager.cs
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69
Assets/Scripts/UI/LocalizationManager.cs
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@@ -0,0 +1,69 @@
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace UI
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{
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public class LocalizationManager : MonoBehaviour
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{
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public static LocalizationManager Instance { get; private set; }
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private Dictionary<string, string> _localizedText;
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private string _currentLanguage = "en";
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public event Action OnLanguageChanged;
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private void Awake()
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{
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if (Instance == null)
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{
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Instance = this;
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DontDestroyOnLoad(gameObject);
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LoadLanguage(_currentLanguage);
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}
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else
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{
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Destroy(gameObject);
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}
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}
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public void LoadLanguage(string langCode)
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{
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TextAsset targetFile = Resources.Load<TextAsset>($"Localization/{langCode}");
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if (targetFile != null)
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{
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// Simple JSON parsing (For production, consider using a proper JSON library like Newtonsoft)
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string json = targetFile.text;
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_localizedText = ParseJson(json);
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_currentLanguage = langCode;
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OnLanguageChanged?.Invoke();
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}
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}
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public string Get(string key)
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{
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if (_localizedText != null && _localizedText.ContainsKey(key))
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return _localizedText[key];
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return $"[{key}]";
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}
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private Dictionary<string, string> ParseJson(string json)
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{
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// Dummy parser for demonstration, replace with JsonUtility if using wrapper class
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// or Newtonsoft for direct dictionary parsing
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var dict = new Dictionary<string, string>();
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string[] lines = json.Split(new[] { ',', '{', '}', '\r', '\n' }, StringSplitOptions.RemoveEmptyEntries);
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foreach (var line in lines)
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{
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string[] parts = line.Split(':');
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if (parts.Length == 2)
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{
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string key = parts[0].Trim(' ', '"');
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string val = parts[1].Trim(' ', '"');
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dict[key] = val;
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}
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}
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return dict;
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}
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}
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}
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2
Assets/Scripts/UI/LocalizationManager.cs.meta
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2
Assets/Scripts/UI/LocalizationManager.cs.meta
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 5c17a3f09ee49ff48a0e3e2b45080257
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23
Assets/Scripts/UI/MainMenuController.cs
Normal file
23
Assets/Scripts/UI/MainMenuController.cs
Normal file
@@ -0,0 +1,23 @@
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using UnityEngine;
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using UnityEngine.UIElements;
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namespace UI
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{
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public class MainMenuController : MonoBehaviour
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{
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private UIDocument _doc;
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private void OnEnable()
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{
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_doc = GetComponent<UIDocument>();
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var root = _doc.rootVisualElement;
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// Nối dây các nút bấm
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root.Q<Button>("btn-create")?.RegisterCallback<ClickEvent>(ev => UIManager.Instance.ShowScreen("Lobby"));
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root.Q<Button>("btn-join")?.RegisterCallback<ClickEvent>(ev => UIManager.Instance.ShowScreen("Lobby"));
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root.Q<Button>("btn-settings")?.RegisterCallback<ClickEvent>(ev => UIManager.Instance.ToggleSettings());
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root.Q<Button>("btn-profile")?.RegisterCallback<ClickEvent>(ev => UIManager.Instance.ShowScreen("Profile"));
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root.Q<Button>("btn-exit")?.RegisterCallback<ClickEvent>(ev => Application.Quit());
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}
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}
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}
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2
Assets/Scripts/UI/MainMenuController.cs.meta
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2
Assets/Scripts/UI/MainMenuController.cs.meta
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 691980524acfc544f9660cfc35ce3616
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14
Assets/Scripts/UI/ProfileController.cs
Normal file
14
Assets/Scripts/UI/ProfileController.cs
Normal file
@@ -0,0 +1,14 @@
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using UnityEngine;
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using UnityEngine.UIElements;
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namespace UI
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{
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public class ProfileController : MonoBehaviour
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{
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private void OnEnable()
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{
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var root = GetComponent<UIDocument>().rootVisualElement;
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root.Q<Button>("btn-close")?.RegisterCallback<ClickEvent>(ev => UIManager.Instance.ShowScreen("MainMenu"));
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}
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}
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}
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2
Assets/Scripts/UI/ProfileController.cs.meta
Normal file
2
Assets/Scripts/UI/ProfileController.cs.meta
Normal file
@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: fdea16b110511ef45889ed832b63560b
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110
Assets/Scripts/UI/SettingsController.cs
Normal file
110
Assets/Scripts/UI/SettingsController.cs
Normal file
@@ -0,0 +1,110 @@
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using UnityEngine;
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using UnityEngine.UIElements;
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using OnlyScove.Scripts;
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namespace UI
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{
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public class SettingsController : MonoBehaviour
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{
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private UIDocument _doc;
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private CameraController _cameraController;
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// Tabs Content
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private VisualElement _contentGeneral, _contentGraphics, _contentAudio;
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private Button _tabGeneral, _tabGraphics, _tabAudio, _tabControls;
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private void OnEnable()
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{
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_doc = GetComponent<UIDocument>();
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_cameraController = Object.FindFirstObjectByType<CameraController>();
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var root = _doc.rootVisualElement;
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// Query Tabs
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_tabGeneral = root.Q<Button>("tab-general");
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_tabGraphics = root.Q<Button>("tab-graphics");
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_tabAudio = root.Q<Button>("tab-audio");
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_tabControls = root.Q<Button>("tab-controls");
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// Query Content
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_contentGeneral = root.Q<VisualElement>("content-general");
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_contentGraphics = root.Q<VisualElement>("content-graphics");
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_contentAudio = root.Q<VisualElement>("content-audio");
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// Events
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_tabGeneral.clicked += () => SwitchTab(_contentGeneral, _tabGeneral);
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_tabGraphics.clicked += () => SwitchTab(_contentGraphics, _tabGraphics);
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_tabAudio.clicked += () => SwitchTab(_contentAudio, _tabAudio);
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root.Q<Button>("btn-back").clicked += () => UIManager.Instance.ToggleSettings();
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// Camera Binding (FOV)
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var fovSlider = root.Q<Slider>("setting-fov");
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if (fovSlider != null)
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{
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fovSlider.RegisterValueChangedCallback(evt => {
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// Cần expose hoặc tạo hàm SetFOV trong CameraController
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Debug.Log($"Setting FOV to: {evt.newValue}");
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});
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}
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// Language Binding
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var langDropdown = root.Q<DropdownField>("setting-language");
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if (langDropdown != null)
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{
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langDropdown.RegisterValueChangedCallback(evt => {
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string code = evt.newValue == "English" ? "en" : "vi";
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LocalizationManager.Instance.LoadLanguage(code);
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});
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}
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// Lắng nghe sự kiện đổi ngôn ngữ để cập nhật Text
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if (LocalizationManager.Instance != null)
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{
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LocalizationManager.Instance.OnLanguageChanged += UpdateTexts;
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UpdateTexts();
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}
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else
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{
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Debug.LogWarning("[SettingsController] LocalizationManager Instance not found in scene!");
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}
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}
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private void SwitchTab(VisualElement targetContent, Button targetTab)
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{
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if (targetContent == null || targetTab == null) return;
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// Ẩn tất cả (Thêm null check)
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if (_contentGeneral != null) _contentGeneral.style.display = DisplayStyle.None;
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if (_contentGraphics != null) _contentGraphics.style.display = DisplayStyle.None;
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if (_contentAudio != null) _contentAudio.style.display = DisplayStyle.None;
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if (_tabGeneral != null) _tabGeneral.RemoveFromClassList("active-tab");
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if (_tabGraphics != null) _tabGraphics.RemoveFromClassList("active-tab");
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if (_tabAudio != null) _tabAudio.RemoveFromClassList("active-tab");
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// Hiện cái được chọn
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targetContent.style.display = DisplayStyle.Flex;
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targetTab.AddToClassList("active-tab");
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}
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private void UpdateTexts()
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{
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if (LocalizationManager.Instance == null) return;
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var root = _doc.rootVisualElement;
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// Dùng null-conditional operator (?.) để cực kỳ an toàn
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var titleLabel = root.Q<Label>("title");
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if (titleLabel != null) titleLabel.text = LocalizationManager.Instance.Get("settings_title");
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if (_tabGeneral != null) _tabGeneral.text = LocalizationManager.Instance.Get("settings_general");
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if (_tabGraphics != null) _tabGraphics.text = LocalizationManager.Instance.Get("settings_graphics");
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if (_tabAudio != null) _tabAudio.text = LocalizationManager.Instance.Get("settings_audio");
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if (_tabControls != null) _tabControls.text = LocalizationManager.Instance.Get("settings_controls");
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var btnBack = root.Q<Button>("btn-back");
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if (btnBack != null) btnBack.text = LocalizationManager.Instance.Get("settings_back");
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}
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}
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}
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2
Assets/Scripts/UI/SettingsController.cs.meta
Normal file
2
Assets/Scripts/UI/SettingsController.cs.meta
Normal file
@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 5534bcf4869df944883c6fd2a17a6a5a
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@@ -1,92 +1,144 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UIElements;
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namespace UI
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{
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[ExecuteAlways]
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public class UIManager : MonoBehaviour
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{
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[Serializable]
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public static UIManager Instance { get; private set; }
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[System.Serializable]
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public class ScreenData
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{
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public string screenName;
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public UIDocument document;
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public bool isActive;
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public bool isActive; // Thêm lại để tương thích với Editor gốc
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public bool isOverlay;
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public Texture2D customCursor;
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}
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[Header("Screens Management")]
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public List<ScreenData> screens = new List<ScreenData>();
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[Header("Live Preview (Editor Only)")]
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[Range(0, 1)] public float globalOpacity = 1f;
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[Header("Default Settings")]
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public Texture2D defaultCursor;
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private VisualElement _currentScreenRoot;
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private string _currentScreenName;
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private void Awake()
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{
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Instance = this;
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SyncScreens(); // Đồng bộ trạng thái ban đầu
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foreach (var screen in screens)
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{
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if (screen.document != null && screen.screenName == "Settings")
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screen.document.sortingOrder = 999;
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}
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}
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private void Start()
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{
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if (!Application.isPlaying) return;
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ShowScreen("MainMenu");
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}
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private void OnValidate()
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{
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// Tự động cập nhật giao diện ngay khi thay đổi thông số trong Inspector (không cần Play)
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SyncScreens();
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// Chạy trong Editor để cập nhật UI ngay lập tức khi check vào ô isActive
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if (!Application.isPlaying) SyncScreens();
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}
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private void OnEnable()
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private void Update()
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{
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if (Application.isPlaying)
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if (Input.GetKeyDown(KeyCode.Escape))
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{
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SetupEvents();
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ToggleSettings();
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}
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SyncScreens();
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}
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public void SyncScreens()
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{
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foreach (var screen in screens)
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{
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if (screen.document == null) continue;
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var root = screen.document.rootVisualElement;
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if (root == null) continue;
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// Bật tắt display dựa trên biến isActive
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root.style.display = screen.isActive ? DisplayStyle.Flex : DisplayStyle.None;
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root.style.opacity = globalOpacity;
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if (screen != null && screen.document != null && screen.document.rootVisualElement != null)
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{
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screen.document.rootVisualElement.style.display = screen.isActive ? DisplayStyle.Flex : DisplayStyle.None;
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}
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||||
}
|
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}
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// Hàm tiện ích để bật duy nhất 1 màn hình từ Code hoặc Button
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||||
public void ShowOnly(string name)
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{
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foreach (var screen in screens)
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ShowScreen(name);
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}
|
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|
||||
public void ShowScreen(string name)
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{
|
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if (_currentScreenName == name) return;
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StartCoroutine(TransitionRoutine(name));
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}
|
||||
|
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private IEnumerator TransitionRoutine(string nextScreenName)
|
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{
|
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// Tắt các màn hình khác
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foreach (var s in screens)
|
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{
|
||||
screen.isActive = (screen.screenName == name);
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if (s.screenName != nextScreenName && !s.isOverlay && s.isActive)
|
||||
{
|
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var root = s.document.rootVisualElement.Q<VisualElement>();
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||||
root.AddToClassList("hidden");
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||||
s.isActive = false;
|
||||
}
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||||
}
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||||
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yield return new WaitForSeconds(0.3f);
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||||
SyncScreens();
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||||
}
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||||
|
||||
private void SetupEvents()
|
||||
{
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||||
// Logic đăng ký event thông minh ở đây (tương tự như trước nhưng linh hoạt hơn)
|
||||
var mainMenu = GetDocument("MainMenu");
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if (mainMenu != null)
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// Bật màn hình mới
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var nextData = screens.Find(s => s.screenName == nextScreenName);
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if (nextData != null && nextData.document != null)
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{
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mainMenu.rootVisualElement.Q<Button>("btn-settings")?.RegisterCallback<ClickEvent>(e => ShowOnly("Settings"));
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mainMenu.rootVisualElement.Q<Button>("btn-create")?.RegisterCallback<ClickEvent>(e => ShowOnly("Lobby"));
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nextData.isActive = true;
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_currentScreenRoot = nextData.document.rootVisualElement.Q<VisualElement>();
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_currentScreenName = nextScreenName;
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_currentScreenRoot.style.display = DisplayStyle.Flex;
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_currentScreenRoot.AddToClassList("hidden");
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yield return null;
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_currentScreenRoot.RemoveFromClassList("hidden");
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ApplyCursor(nextData.customCursor != null ? nextData.customCursor : defaultCursor);
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}
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}
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public void ToggleSettings()
|
||||
{
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var settingsData = screens.Find(s => s.screenName == "Settings");
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if (settingsData == null) return;
|
||||
|
||||
settingsData.isActive = !settingsData.isActive;
|
||||
settingsData.document.rootVisualElement.style.display = settingsData.isActive ? DisplayStyle.Flex : DisplayStyle.None;
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||||
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var settings = GetDocument("Settings");
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settings?.rootVisualElement.Q<Button>("btn-back")?.RegisterCallback<ClickEvent>(e => ShowOnly("MainMenu"));
|
||||
if (settingsData.isActive)
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||||
{
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UnityEngine.Cursor.visible = true;
|
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UnityEngine.Cursor.lockState = CursorLockMode.None;
|
||||
ApplyCursor(settingsData.customCursor != null ? settingsData.customCursor : defaultCursor);
|
||||
}
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||||
else
|
||||
{
|
||||
UnityEngine.Cursor.visible = false;
|
||||
UnityEngine.Cursor.lockState = CursorLockMode.Locked;
|
||||
}
|
||||
}
|
||||
|
||||
public UIDocument GetDocument(string name)
|
||||
private void ApplyCursor(Texture2D texture)
|
||||
{
|
||||
return screens.Find(s => s.screenName == name)?.document;
|
||||
}
|
||||
|
||||
// Thêm hàm để Update Text/Image nhanh từ Inspector hoặc Script khác
|
||||
public void SetElementText(string screenName, string elementName, string newText)
|
||||
{
|
||||
var doc = GetDocument(screenName);
|
||||
var label = doc?.rootVisualElement.Q<Label>(elementName);
|
||||
if (label != null) label.text = newText;
|
||||
UnityEngine.Cursor.SetCursor(texture, Vector2.zero, CursorMode.Auto);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user