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@@ -17,7 +17,7 @@ namespace Hallucinate.UI
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private UIDocument _uiDocument;
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private VisualElement _rootElement;
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private VisualElement _cursorLayer; // Lớp trên cùng chứa trail và ripples
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private VisualElement _cursorLayer;
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private readonly Dictionary<Type, BaseUIController> _controllers = new Dictionary<Type, BaseUIController>();
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private readonly Stack<BaseUIController> _history = new Stack<BaseUIController>();
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@@ -41,6 +41,7 @@ namespace Hallucinate.UI
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private MainMenuController _mainMenuController;
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private List<VisualElement> _trailSegments = new List<VisualElement>();
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private List<Vector2> _trailPositions = new List<Vector2>();
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private void Awake()
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{
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@@ -55,32 +56,38 @@ namespace Hallucinate.UI
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return;
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}
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_uiDocument = GetComponent<UIDocument>();
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_rootElement = _uiDocument.rootVisualElement;
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try
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{
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_uiDocument = GetComponent<UIDocument>();
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_rootElement = _uiDocument.rootVisualElement;
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// Tạo lớp Cursor trên cùng
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_cursorLayer = new VisualElement();
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_cursorLayer.name = "CursorLayer";
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_cursorLayer.style.position = Position.Absolute;
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_cursorLayer.style.width = Length.Percent(100);
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_cursorLayer.style.height = Length.Percent(100);
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_cursorLayer.pickingMode = PickingMode.Ignore;
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_rootElement.Add(_cursorLayer);
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// Tạo lớp Cursor
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_cursorLayer = new VisualElement();
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_cursorLayer.name = "CursorLayer";
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_cursorLayer.style.position = Position.Absolute;
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_cursorLayer.style.width = Length.Percent(100);
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_cursorLayer.style.height = Length.Percent(100);
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_cursorLayer.pickingMode = PickingMode.Ignore;
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_rootElement.Add(_cursorLayer);
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SetupCursorTrail();
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SetupCursorTrail();
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// Đăng ký ripple toàn cục
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_rootElement.RegisterCallback<PointerDownEvent>(OnGlobalClick, TrickleDown.TrickleDown);
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// Ripple
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_rootElement.RegisterCallback<PointerDownEvent>(OnGlobalClick, TrickleDown.TrickleDown);
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#if UNITY_EDITOR
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if (gameIcon == null)
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{
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var icons = PlayerSettings.GetIconsForTargetGroup(BuildTargetGroup.Unknown);
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if (icons != null && icons.Length > 0) gameIcon = icons[0];
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}
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if (gameIcon == null)
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{
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var icons = PlayerSettings.GetIconsForTargetGroup(BuildTargetGroup.Unknown);
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if (icons != null && icons.Length > 0) gameIcon = icons[0];
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}
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#endif
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InitializeControllers();
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InitializeControllers();
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}
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catch (Exception e)
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{
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Debug.LogError($"[UIManager] Error during Awake: {e.Message}\n{e.StackTrace}");
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}
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}
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private void SetupCursorTrail()
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@@ -93,13 +100,16 @@ namespace Hallucinate.UI
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segment.style.position = Position.Absolute;
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segment.style.width = cursorSize;
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segment.style.height = cursorSize;
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segment.style.backgroundImage = new StyleBackground(cursorTrailSprite);
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segment.style.opacity = 1f - ((float)i / trailLength);
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segment.style.scale = new StyleScale(new Vector2(1f - ((float)i / trailLength), 1f - ((float)i / trailLength)));
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segment.style.backgroundImage = new StyleBackground(Background.FromSprite(cursorTrailSprite));
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float ratio = 1f - ((float)i / trailLength);
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segment.style.opacity = ratio;
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segment.style.scale = new StyleScale(new Scale(new Vector3(ratio, ratio, 1f)));
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segment.pickingMode = PickingMode.Ignore;
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_cursorLayer.Add(segment);
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_trailSegments.Add(segment);
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_trailPositions.Add(Vector2.zero);
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}
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}
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@@ -111,10 +121,13 @@ namespace Hallucinate.UI
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ripple.style.position = Position.Absolute;
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ripple.style.width = cursorSize;
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ripple.style.height = cursorSize;
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ripple.style.borderTopLeftRadius = cursorSize;
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ripple.style.borderTopRightRadius = cursorSize;
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ripple.style.borderBottomLeftRadius = cursorSize;
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ripple.style.borderBottomRightRadius = cursorSize;
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var radius = new StyleLength(new Length(50, LengthUnit.Percent));
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ripple.style.borderTopLeftRadius = radius;
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ripple.style.borderTopRightRadius = radius;
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ripple.style.borderBottomLeftRadius = radius;
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ripple.style.borderBottomRightRadius = radius;
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ripple.style.borderTopColor = rippleColor;
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ripple.style.borderBottomColor = rippleColor;
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ripple.style.borderLeftColor = rippleColor;
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@@ -130,7 +143,6 @@ namespace Hallucinate.UI
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_cursorLayer.Add(ripple);
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// Hiệu ứng Ripple: To ra và nhạt dần (Sửa lỗi dùng Vector3 thay vì float)
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Tween.Scale(ripple.transform, Vector3.one * 3f, duration: 0.5f, ease: Ease.OutQuad);
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Tween.Custom(1f, 0f, duration: 0.5f, onValueChange: val => ripple.style.opacity = val)
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.OnComplete(() => ripple.RemoveFromHierarchy());
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@@ -149,22 +161,20 @@ namespace Hallucinate.UI
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Vector2 mousePos = Input.mousePosition;
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Vector2 uiPos = new Vector2(mousePos.x, Screen.height - mousePos.y);
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// Segment đầu tiên đi theo chuột
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_trailSegments[0].style.left = uiPos.x - (cursorSize / 2);
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_trailSegments[0].style.top = uiPos.y - (cursorSize / 2);
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// Cập nhật vị trí đầu tiên
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_trailPositions[0] = uiPos;
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// Các segment sau đuổi theo segment trước
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for (int i = 1; i < _trailSegments.Count; i++)
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// Đuổi theo mượt mà
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for (int i = 1; i < _trailPositions.Count; i++)
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{
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float targetX = _trailSegments[i - 1].resolvedStyle.left;
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float targetY = _trailSegments[i - 1].resolvedStyle.top;
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_trailPositions[i] = Vector2.Lerp(_trailPositions[i], _trailPositions[i - 1], Time.deltaTime * 25f);
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}
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float currX = _trailSegments[i].resolvedStyle.left;
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float currY = _trailSegments[i].resolvedStyle.top;
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// Nội suy để mượt mà (Lerp)
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_trailSegments[i].style.left = Mathf.Lerp(currX, targetX, Time.deltaTime * 20f);
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_trailSegments[i].style.top = Mathf.Lerp(currY, targetY, Time.deltaTime * 20f);
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// Áp dụng vào UI
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for (int i = 0; i < _trailSegments.Count; i++)
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{
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_trailSegments[i].style.left = _trailPositions[i].x - (cursorSize / 2);
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_trailSegments[i].style.top = _trailPositions[i].y - (cursorSize / 2);
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}
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}
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@@ -196,7 +206,6 @@ namespace Hallucinate.UI
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instance.style.display = DisplayStyle.None;
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_rootElement.Add(instance);
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// Luôn đảm bảo CursorLayer nằm trên cùng sau khi add màn hình mới
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_cursorLayer.BringToFront();
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var controller = new T();
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@@ -214,7 +223,7 @@ namespace Hallucinate.UI
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_history.Push(newScreen);
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await newScreen.PlayTransitionIn();
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_cursorLayer.BringToFront(); // Giữ trail luôn trên cùng
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_cursorLayer.BringToFront();
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}
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public async Task Pop()
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