This commit is contained in:
Lucastaa
2026-04-27 18:50:34 +07:00
89 changed files with 31087 additions and 1445 deletions

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@@ -6,6 +6,9 @@
<component name="ChangeListManager">
<list default="true" id="f9183c68-daf0-43b8-be4c-fad79983f91b" name="Changes" comment="">
<change beforePath="$PROJECT_DIR$/.idea/.idea.HALLUCINATE/.idea/workspace.xml" beforeDir="false" afterPath="$PROJECT_DIR$/.idea/.idea.HALLUCINATE/.idea/workspace.xml" afterDir="false" />
<change beforePath="$PROJECT_DIR$/Assets/Scripts/UI/MainMenuController.cs" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Scripts/UI/MainMenuController.cs" afterDir="false" />
<change beforePath="$PROJECT_DIR$/Assets/Scripts/UI/UIManager.cs" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Scripts/UI/UIManager.cs" afterDir="false" />
<change beforePath="$PROJECT_DIR$/Assets/UI/Documents/MainMenu.uxml" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/UI/Documents/MainMenu.uxml" afterDir="false" />
</list>
<option name="SHOW_DIALOG" value="false" />
<option name="HIGHLIGHT_CONFLICTS" value="true" />
@@ -13,6 +16,7 @@
<option name="LAST_RESOLUTION" value="IGNORE" />
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<option name="cachedIndexableFilesCount" value="40" />
<option name="fileBasedEmbeddingIndicesEnabled" value="true" />
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@@ -60,7 +64,7 @@
}</component>
<component name="RunManager" selected="Attach to Unity Editor.Attach to Unity Editor">
<configuration name="Standalone Player" type="RunUnityExe" factoryName="Unity Executable">
<option name="EXE_PATH" value="$PROJECT_DIR$/../BAI MUTIPLAY\HALLUCINATE.exe" />
<option name="EXE_PATH" value="$PROJECT_DIR$/Build\HALLUCINATE.exe" />
<option name="PROGRAM_PARAMETERS" value="" />
<option name="WORKING_DIRECTORY" value="D:\BAI MUTIPLAY" />
<option name="PASS_PARENT_ENVS" value="1" />
@@ -134,7 +138,11 @@
<workItem from="1776848005294" duration="47000" />
<workItem from="1776910642766" duration="2290000" />
<workItem from="1776940053256" duration="13616000" />
<workItem from="1777113431258" duration="4758000" />
<workItem from="1777113431258" duration="10253000" />
<workItem from="1777150520438" duration="58000" />
<workItem from="1777150592854" duration="4699000" />
<workItem from="1777181837663" duration="1519000" />
<workItem from="1777269364664" duration="5003000" />
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<servers />
</component>

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@@ -11,9 +11,20 @@ namespace UIEditor
{
UIManager manager = (UIManager)target;
// Vẽ giao diện mặc định (List screens, sliders...)
// Draw default fields (Initial Screen, Focus Radius, Global Opacity, etc.)
base.OnInspectorGUI();
EditorGUILayout.Space(10);
EditorGUILayout.LabelField("GLOBAL STYLING", EditorStyles.boldLabel);
// Re-sync if opacity slider changes
EditorGUI.BeginChangeCheck();
if (EditorGUI.EndChangeCheck())
{
manager.SyncScreens();
EditorUtility.SetDirty(manager);
}
EditorGUILayout.Space(20);
EditorGUILayout.LabelField("QUICK DASHBOARD", EditorStyles.boldLabel);
EditorGUILayout.HelpBox("Click các nút dưới đây để xem nhanh giao diện mà không cần Play game.", MessageType.Info);
@@ -28,7 +39,7 @@ namespace UIEditor
if (GUILayout.Button($"SHOW: {screen.screenName}", GUILayout.Height(30)))
{
manager.ShowOnly(screen.screenName);
EditorUtility.SetDirty(manager); // Lưu trạng thái
EditorUtility.SetDirty(manager);
}
// Toggle nhanh trạng thái Active

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View File

@@ -8,7 +8,7 @@
public class _LobbyManager : MonoBehaviour
{
public GameObject lobbyPanel;
public GameObject characterSelectionPanel;
public _BasicSpawner spawner;
@@ -24,7 +24,6 @@
async void Start()
{
lobbyPanel.SetActive(false);
characterSelectionPanel.SetActive(true);
spawner = FindFirstObjectByType<_BasicSpawner>();
@@ -52,7 +51,7 @@
// đưa lên host để tạo player object, ở đây tạm thời chỉ log ra console
Debug.Log($"Player Name: {_profile.Name}, Class: {_profile.Role}");
// chuyển sang lobby panel
characterSelectionPanel.SetActive(false);
lobbyPanel.SetActive(true);
}

View File

@@ -14,7 +14,7 @@ public struct _PlayerProfile
public _Role Role;
}
public class PlayerInfo : NetworkBehaviour
public class _PlayerInfo : NetworkBehaviour
{
[Networked] public string playerName { get; set; }

View File

@@ -1,6 +1,8 @@
using UnityEngine;
using UnityEngine.UIElements;
using OnlyScove.Scripts;
using System.Collections.Generic;
using UnityEngine.InputSystem;
namespace UI
{
@@ -12,10 +14,16 @@ namespace UI
private VisualElement _healthFill;
private VisualElement _staminaFill;
private Label _healthText;
private Label _noiseLabel;
private Label _interactionLabel;
private VisualElement _interactionPrompt;
private Button _btnToggleView;
private Label _interactionLabel;
private VisualElement _statsArea;
private VisualElement _inventoryArea;
private VisualElement _infoArea;
private float _lastInputTime;
private bool _isHUDVisible = true;
public float autoHideDelay = 5f;
private void OnEnable()
{
@@ -27,27 +35,106 @@ namespace UI
_healthFill = root.Q<VisualElement>("health-fill");
_staminaFill = root.Q<VisualElement>("stamina-fill");
_healthText = root.Q<Label>("health-text");
_noiseLabel = root.Q<Label>("noise-label");
_interactionLabel = root.Q<Label>("interaction-text");
_interactionPrompt = root.Q<VisualElement>("interaction-prompt");
_interactionLabel = root.Q<Label>("interaction-text");
_btnToggleView = root.Q<Button>("btn-toggle-view");
if (_btnToggleView != null)
{
_btnToggleView.clicked += () => {
var cam = Object.FindFirstObjectByType<CameraController>();
if (cam != null) cam.ToggleCameraView();
};
}
_statsArea = root.Q<VisualElement>("hud-stats");
_inventoryArea = root.Q<VisualElement>("hud-inventory");
_infoArea = root.Q<VisualElement>("hud-info");
_lastInputTime = Time.time;
}
private void Update()
{
// Kết nối với Local Player
if (PlayerStateMachine.Local != null)
{
SubscribeToPlayer(PlayerStateMachine.Local);
}
HandleAutoHide();
HandleInventoryInput();
}
private void HandleAutoHide()
{
bool inputDetected = false;
// Check for mouse movement
if (Mouse.current != null && Mouse.current.delta.ReadValue().sqrMagnitude > 0.01f)
inputDetected = true;
// Check for any key press (including mouse buttons)
if (!inputDetected && Keyboard.current != null && Keyboard.current.anyKey.isPressed)
inputDetected = true;
if (!inputDetected && Mouse.current != null && (Mouse.current.leftButton.isPressed || Mouse.current.rightButton.isPressed))
inputDetected = true;
if (inputDetected)
{
_lastInputTime = Time.time;
SetHUDVisibility(true);
}
else if (Time.time - _lastInputTime > autoHideDelay)
{
SetHUDVisibility(false);
}
}
private void SetHUDVisibility(bool visible)
{
if (_isHUDVisible == visible) return;
_isHUDVisible = visible;
float targetOpacity = visible ? 1f : 0.2f;
_statsArea.style.opacity = targetOpacity;
_inventoryArea.style.opacity = targetOpacity;
_infoArea.style.opacity = targetOpacity;
_statsArea.style.transitionProperty = new List<StylePropertyName> { "opacity" };
_statsArea.style.transitionDuration = new List<TimeValue> { new TimeValue(0.5f, TimeUnit.Second) };
_inventoryArea.style.transitionProperty = new List<StylePropertyName> { "opacity" };
_inventoryArea.style.transitionDuration = new List<TimeValue> { new TimeValue(0.5f, TimeUnit.Second) };
_infoArea.style.transitionProperty = new List<StylePropertyName> { "opacity" };
_infoArea.style.transitionDuration = new List<TimeValue> { new TimeValue(0.5f, TimeUnit.Second) };
}
private void HandleInventoryInput()
{
if (Keyboard.current == null) return;
if (Keyboard.current.digit1Key.wasPressedThisFrame) SelectSlot(1);
if (Keyboard.current.digit2Key.wasPressedThisFrame) SelectSlot(2);
if (Keyboard.current.digit3Key.wasPressedThisFrame) SelectSlot(3);
}
private void SelectSlot(int index)
{
// Mock logic: Highlight the selected slot
var root = hudDocument.rootVisualElement;
for (int i = 1; i <= 3; i++)
{
var slot = root.Q<VisualElement>($"slot-{i}");
if (slot != null)
{
float width = (i == index) ? 2f : 1f;
Color color = (i == index) ? Color.white : new Color(0.5f, 0.5f, 0.5f);
slot.style.borderTopWidth = width;
slot.style.borderBottomWidth = width;
slot.style.borderLeftWidth = width;
slot.style.borderRightWidth = width;
slot.style.borderTopColor = color;
slot.style.borderBottomColor = color;
slot.style.borderLeftColor = color;
slot.style.borderRightColor = color;
}
}
_lastInputTime = Time.time;
SetHUDVisibility(true);
}
private PlayerStateMachine _currentPlayer;
@@ -56,46 +143,38 @@ namespace UI
{
if (_currentPlayer == player) return;
// Hủy đăng ký player cũ nếu có
if (_currentPlayer != null)
{
_currentPlayer.OnHealthChanged -= UpdateHealth;
_currentPlayer.OnStaminaChanged -= UpdateStamina;
_currentPlayer.OnNoiseLevelChanged -= UpdateNoise;
_currentPlayer.OnInteractableTargetChanged -= UpdateInteraction;
}
_currentPlayer = player;
// Đăng ký player mới
_currentPlayer.OnHealthChanged += UpdateHealth;
_currentPlayer.OnStaminaChanged += UpdateStamina;
_currentPlayer.OnNoiseLevelChanged += UpdateNoise;
_currentPlayer.OnInteractableTargetChanged += UpdateInteraction;
// Cập nhật giá trị ban đầu - Kiểm tra xem đã Spawned chưa nếu là Network Object
if (player.Object == null || player.Object.IsValid)
{
UpdateHealth(_currentPlayer.Health);
UpdateStamina(_currentPlayer.Stamina);
UpdateNoise(_currentPlayer.NoiseLevel);
}
UpdateHealth(_currentPlayer.Health);
UpdateStamina(_currentPlayer.Stamina);
}
private void UpdateHealth(float health)
{
if (_healthFill != null) _healthFill.style.width = Length.Percent(health);
if (_healthText != null) _healthText.text = $"HEALTH: {Mathf.RoundToInt(health)}/100";
_lastInputTime = Time.time;
SetHUDVisibility(true);
}
private void UpdateStamina(float stamina)
{
if (_staminaFill != null) _staminaFill.style.width = Length.Percent(stamina);
}
private void UpdateNoise(float noise)
{
if (_noiseLabel != null) _noiseLabel.text = $"NOISE: {Mathf.RoundToInt(noise)}%";
if (stamina < 99f) // Only wake up HUD if stamina is being used
{
_lastInputTime = Time.time;
SetHUDVisibility(true);
}
}
private void UpdateInteraction(IInteractable interactable)
@@ -106,6 +185,8 @@ namespace UI
{
_interactionPrompt.style.display = DisplayStyle.Flex;
if (_interactionLabel != null) _interactionLabel.text = interactable.InteractionPrompt;
_lastInputTime = Time.time;
SetHUDVisibility(true);
}
else
{

View File

@@ -5,46 +5,71 @@ namespace UI
{
public class LobbyController : MonoBehaviour
{
private UIDocument _doc;
private Button _btnLeave;
private Button _btnStart;
private ScrollView _playerList;
private VisualElement _joinView;
private VisualElement _createView;
private float _lastInteractionTime;
private bool _isCreateMode = false;
private const float AutoReturnDelay = 5f;
private void OnEnable()
{
_doc = GetComponent<UIDocument>();
var root = _doc.rootVisualElement;
var root = GetComponent<UIDocument>().rootVisualElement;
// BINDING: Tìm element theo tên (Name) đã đặt trong UXML
_btnLeave = root.Q<Button>("btn-leave");
_btnStart = root.Q<Button>("btn-start");
_playerList = root.Q<ScrollView>("player-list");
_joinView = root.Q<VisualElement>("join-view");
_createView = root.Q<VisualElement>("create-view");
// ĐĂNG KÝ SỰ KIỆN:
if (_btnLeave != null)
_btnLeave.clicked += OnLeaveClicked;
// Back button
root.Q<Button>("btn-back")?.RegisterCallback<ClickEvent>(evt => UIManager.Instance.GoBack());
root.Q<Button>("btn-settings")?.RegisterCallback<ClickEvent>(evt => UIManager.Instance.ToggleSettings());
// Create confirm -> Lounge
root.Q<Button>("btn-create-confirm")?.RegisterCallback<ClickEvent>(evt => UIManager.Instance.ShowScreen("Lounge"));
if (_btnStart != null)
_btnStart.clicked += OnStartClicked;
// Register Interaction Resetters
var textFields = root.Query<TextField>().ToList();
foreach (var field in textFields)
field.RegisterValueChangedCallback(evt => ResetInteractionTimer());
var toggles = root.Query<Toggle>().ToList();
foreach (var t in toggles)
t.RegisterValueChangedCallback(evt => ResetInteractionTimer());
// Password Toggle Logic
var passToggle = root.Q<Toggle>("toggle-password");
var passField = root.Q<TextField>("field-password");
passToggle?.RegisterValueChangedCallback(evt => {
if(passField != null) passField.style.display = evt.newValue ? DisplayStyle.Flex : DisplayStyle.None;
});
ResetInteractionTimer();
}
private void OnLeaveClicked()
private void Update()
{
Debug.Log("User clicked LEAVE room!");
UIManager.Instance.ShowScreen("MainMenu");
if (_isCreateMode)
{
if (Time.time - _lastInteractionTime > AutoReturnDelay)
{
SetMode(false); // Auto return to Stage 1
}
}
}
private void OnStartClicked()
public void SetMode(bool isCreate)
{
Debug.Log("Host clicked START GAME!");
UIManager.Instance.ShowScreen("HUD"); // Chuyển vào HUD khi game bắt đầu
_isCreateMode = isCreate;
if (_joinView == null) return;
_joinView.style.display = isCreate ? DisplayStyle.None : DisplayStyle.Flex;
_createView.style.display = isCreate ? DisplayStyle.Flex : DisplayStyle.None;
if (isCreate) ResetInteractionTimer();
}
private void OnDisable()
private void ResetInteractionTimer()
{
// Hủy đăng ký để tránh memory leak
if (_btnLeave != null) _btnLeave.clicked -= OnLeaveClicked;
if (_btnStart != null) _btnStart.clicked -= OnStartClicked;
_lastInteractionTime = Time.time;
}
}
}

View File

@@ -18,7 +18,8 @@ namespace UI
if (Instance == null)
{
Instance = this;
DontDestroyOnLoad(gameObject);
if (transform.parent == null)
DontDestroyOnLoad(gameObject);
LoadLanguage(_currentLanguage);
}
else

View File

@@ -0,0 +1,36 @@
using UnityEngine;
using UnityEngine.UIElements;
namespace UI
{
public class LoungeController : MonoBehaviour
{
private Toggle _readyHost;
private Toggle _readyGuest;
private Button _btnStart;
private void OnEnable()
{
var root = GetComponent<UIDocument>().rootVisualElement;
_readyHost = root.Q<Toggle>("ready-host");
_readyGuest = root.Q<Toggle>("ready-guest");
_btnStart = root.Q<Button>("btn-start");
_readyHost?.RegisterValueChangedCallback(evt => UpdateStartButton());
_readyGuest?.RegisterValueChangedCallback(evt => UpdateStartButton());
_btnStart?.RegisterCallback<ClickEvent>(evt => UIManager.Instance.ShowScreen("HUD"));
root.Q<Button>("btn-back")?.RegisterCallback<ClickEvent>(evt => UIManager.Instance.GoBack());
UpdateStartButton();
}
private void UpdateStartButton()
{
if (_btnStart == null) return;
bool bothReady = (_readyHost != null && _readyHost.value) && (_readyGuest != null && _readyGuest.value);
_btnStart.SetEnabled(bothReady);
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: ac201603ede0899488995be3d88ea0dc

View File

@@ -1,23 +1,192 @@
using UnityEngine;
using UnityEngine.UIElements;
using System.Collections;
using System.Collections.Generic;
namespace UI
{
public class MainMenuController : MonoBehaviour
{
private UIDocument _doc;
private VisualElement _root;
private VisualElement _logoContainer;
private VisualElement _logo;
private VisualElement _ribbon;
private VisualElement _logoPlaceholder;
private bool _isActive = false;
[Header("Animation Settings")]
public float transitionDuration = 0.5f;
public float idleTimeout = 5f;
public float pulseSpeed = 2f;
public float pulseAmount = 0.05f;
private float _lastInteractionTime;
private int _lastClickFrame = -1;
private Coroutine _currentTransition;
private void OnEnable()
{
_doc = GetComponent<UIDocument>();
var root = _doc.rootVisualElement;
_root = GetComponent<UIDocument>().rootVisualElement;
// Nối dây các nút bấm
root.Q<Button>("btn-create")?.RegisterCallback<ClickEvent>(ev => UIManager.Instance.ShowScreen("Lobby"));
root.Q<Button>("btn-join")?.RegisterCallback<ClickEvent>(ev => UIManager.Instance.ShowScreen("Lobby"));
root.Q<Button>("btn-settings")?.RegisterCallback<ClickEvent>(ev => UIManager.Instance.ToggleSettings());
root.Q<Button>("btn-profile")?.RegisterCallback<ClickEvent>(ev => UIManager.Instance.ShowScreen("Profile"));
root.Q<Button>("btn-exit")?.RegisterCallback<ClickEvent>(ev => Application.Quit());
_logoContainer = _root.Q<VisualElement>("beat-logo-container");
_logo = _root.Q<VisualElement>("beat-logo");
_ribbon = _root.Q<VisualElement>("menu-ribbon");
_logoPlaceholder = _root.Q<VisualElement>("logo-placeholder");
// Đảm bảo Logo luôn có thể nhấn được
_logoContainer.pickingMode = PickingMode.Position;
_logo.pickingMode = PickingMode.Position;
_logoContainer.RegisterCallback<ClickEvent>(OnLogoClicked);
_root.RegisterCallback<MouseMoveEvent>(evt => ResetIdleTimer());
var buttons = _root.Query<Button>().ToList();
foreach (var btn in buttons)
{
btn.RegisterCallback<PointerDownEvent>(evt => ApplyDrumHit(btn, true));
btn.RegisterCallback<PointerUpEvent>(evt => ApplyDrumHit(btn, false));
btn.RegisterCallback<ClickEvent>(evt => ResetIdleTimer());
}
_logoContainer.RegisterCallback<PointerDownEvent>(evt => ApplyDrumHit(_logoContainer, true));
_logoContainer.RegisterCallback<PointerUpEvent>(evt => ApplyDrumHit(_logoContainer, false));
// Routing
_root.Q<Button>("btn-create")?.RegisterCallback<ClickEvent>(ev => NavigateToLobby(true));
_root.Q<Button>("btn-join")?.RegisterCallback<ClickEvent>(ev => NavigateToLobby(false));
_root.Q<Button>("btn-settings")?.RegisterCallback<ClickEvent>(ev => UIManager.Instance.ToggleSettings());
_root.Q<Button>("btn-profile")?.RegisterCallback<ClickEvent>(ev => UIManager.Instance.ShowScreen("Profile"));
_root.Q<Button>("btn-exit")?.RegisterCallback<ClickEvent>(ev => Application.Quit());
ResetToIdleState();
}
private void Update()
{
float baseScale = _isActive ? 0.35f : 1.0f;
float pulse = Mathf.Sin(Time.time * pulseSpeed) * pulseAmount;
_logo.style.scale = new Scale(new Vector3(baseScale + pulse, baseScale + pulse, 1f));
if (_isActive && _currentTransition == null)
{
if (Time.time - _lastInteractionTime > idleTimeout)
_currentTransition = StartCoroutine(TransitionToIdle());
}
}
private void OnLogoClicked(ClickEvent evt)
{
if (Time.frameCount == _lastClickFrame) return;
_lastClickFrame = Time.frameCount;
ResetIdleTimer();
// QUAN TRỌNG: Chỉ vào Lobby nếu ĐÃ Active và KHÔNG đang chuyển cảnh
if (!_isActive) {
if (_currentTransition != null) StopCoroutine(_currentTransition);
_currentTransition = StartCoroutine(TransitionToActive());
} else if (_currentTransition == null) {
NavigateToLobby(true);
}
}
private void ApplyDrumHit(VisualElement element, bool isDown)
{
if (isDown)
{
element.style.scale = new Scale(new Vector3(0.85f, 0.85f, 1f));
element.style.transitionDuration = new List<TimeValue> { new TimeValue(0.05f, TimeUnit.Second) };
}
else
{
element.style.scale = new Scale(Vector3.one);
element.style.transitionDuration = new List<TimeValue> { new TimeValue(0.15f, TimeUnit.Second) };
}
}
private void ResetIdleTimer()
{
_lastInteractionTime = Time.time;
}
private void NavigateToLobby(bool isCreate)
{
var lobby = Object.FindFirstObjectByType<LobbyController>();
lobby?.SetMode(isCreate);
UIManager.Instance.ShowScreen("Lobby");
}
private void ResetToIdleState()
{
_isActive = false;
UIManager.Instance.isMainMenuActive = false;
_ribbon.style.display = DisplayStyle.None;
_root.Add(_logoContainer);
_logoContainer.style.position = Position.Absolute;
_logoContainer.style.width = 300; _logoContainer.style.height = 300;
_logoContainer.style.left = Length.Percent(50);
_logoContainer.style.top = Length.Percent(50);
_logoContainer.style.translate = new Translate(Length.Percent(-50), Length.Percent(-50));
_currentTransition = null;
}
private IEnumerator TransitionToActive()
{
_isActive = true;
UIManager.Instance.isMainMenuActive = true;
ResetIdleTimer();
_ribbon.style.display = DisplayStyle.Flex;
_ribbon.style.opacity = 0;
yield return null;
_logoContainer.style.transitionProperty = new List<StylePropertyName> { "translate", "opacity" };
_logoContainer.style.transitionDuration = new List<TimeValue> { new TimeValue(transitionDuration, TimeUnit.Second) };
_ribbon.style.transitionProperty = new List<StylePropertyName> { "opacity" };
_ribbon.style.transitionDuration = new List<TimeValue> { new TimeValue(transitionDuration, TimeUnit.Second) };
// Trượt Logo từ tâm sang vị trí ribbon (#2)
_logoContainer.style.translate = new Translate(Length.Percent(-75f), Length.Percent(-50f));
_ribbon.style.opacity = 1;
yield return new WaitForSeconds(transitionDuration);
// Gán chặt vào placeholder và khóa kích thước để chống giãn
_logoPlaceholder.Add(_logoContainer);
_logoContainer.style.position = Position.Relative;
_logoContainer.style.left = StyleKeyword.Auto;
_logoContainer.style.top = StyleKeyword.Auto;
_logoContainer.style.translate = new Translate(0, 0);
// Khóa kích thước nhỏ để fit vào Ribbon
_logoContainer.style.width = 100;
_logoContainer.style.height = 100;
_currentTransition = null;
}
private IEnumerator TransitionToIdle()
{
_isActive = false;
UIManager.Instance.isMainMenuActive = false;
_root.Add(_logoContainer);
_logoContainer.style.position = Position.Absolute;
_logoContainer.style.width = 300; _logoContainer.style.height = 300;
_logoContainer.style.left = Length.Percent(50);
_logoContainer.style.top = Length.Percent(50);
_logoContainer.style.translate = new Translate(Length.Percent(-75f), Length.Percent(-50f));
yield return null;
_logoContainer.style.translate = new Translate(Length.Percent(-50f), Length.Percent(-50f));
_ribbon.style.opacity = 0;
yield return new WaitForSeconds(transitionDuration);
_ribbon.style.display = DisplayStyle.None;
_currentTransition = null;
}
}
}

View File

@@ -8,7 +8,7 @@ namespace UI
private void OnEnable()
{
var root = GetComponent<UIDocument>().rootVisualElement;
root.Q<Button>("btn-close")?.RegisterCallback<ClickEvent>(ev => UIManager.Instance.ShowScreen("MainMenu"));
root.Q<Button>("btn-close")?.RegisterCallback<ClickEvent>(ev => UIManager.Instance.GoBack());
}
}
}

View File

@@ -1,151 +1,63 @@
using UnityEngine;
using UnityEngine.UIElements;
using OnlyScove.Scripts;
using System.Collections.Generic;
namespace UI
{
public class SettingsController : MonoBehaviour
{
private UIDocument _doc;
private CameraController _cameraController;
private VisualElement _contentGeneral;
private VisualElement _contentGraphics;
private VisualElement _contentAudio;
private VisualElement _contentControls;
// Tabs Content
private VisualElement _contentGeneral, _contentGraphics, _contentAudio;
private Button _tabGeneral, _tabGraphics, _tabAudio, _tabControls;
private Button _tabGeneral;
private Button _tabGraphics;
private Button _tabAudio;
private Button _tabControls;
private void OnEnable()
{
_doc = GetComponent<UIDocument>();
_cameraController = Object.FindFirstObjectByType<CameraController>();
var root = GetComponent<UIDocument>().rootVisualElement;
var root = _doc.rootVisualElement;
// Query Tabs
// Tabs
_tabGeneral = root.Q<Button>("tab-general");
_tabGraphics = root.Q<Button>("tab-graphics");
_tabAudio = root.Q<Button>("tab-audio");
_tabControls = root.Q<Button>("tab-controls");
// Query Content
// Content
_contentGeneral = root.Q<VisualElement>("content-general");
_contentGraphics = root.Q<VisualElement>("content-graphics");
_contentAudio = root.Q<VisualElement>("content-audio");
_contentControls = root.Q<VisualElement>("content-controls");
// Events
_tabGeneral.clicked += () => SwitchTab(_contentGeneral, _tabGeneral);
_tabGraphics.clicked += () => SwitchTab(_contentGraphics, _tabGraphics);
_tabAudio.clicked += () => SwitchTab(_contentAudio, _tabAudio);
// Register Tab Events
_tabGeneral?.RegisterCallback<ClickEvent>(evt => SwitchTab(_contentGeneral, _tabGeneral));
_tabGraphics?.RegisterCallback<ClickEvent>(evt => SwitchTab(_contentGraphics, _tabGraphics));
_tabAudio?.RegisterCallback<ClickEvent>(evt => SwitchTab(_contentAudio, _tabAudio));
_tabControls?.RegisterCallback<ClickEvent>(evt => SwitchTab(_contentControls, _tabControls));
root.Q<Button>("btn-back").clicked += () => UIManager.Instance.ToggleSettings();
// Camera Binding (FOV)
var fovSlider = root.Q<Slider>("setting-fov");
if (fovSlider != null)
{
if (SettingsManager.Instance != null) fovSlider.value = SettingsManager.Instance.Settings.fieldOfView;
fovSlider.RegisterValueChangedCallback(evt => {
if (SettingsManager.Instance != null) SettingsManager.Instance.Settings.fieldOfView = evt.newValue;
if (_cameraController != null) _cameraController.SetFOV(evt.newValue);
});
}
// Sensitivity Binding
var sensSlider = root.Q<Slider>("setting-sensitivity");
if (sensSlider != null)
{
if (SettingsManager.Instance != null) sensSlider.value = SettingsManager.Instance.Settings.sensitivity;
sensSlider.RegisterValueChangedCallback(evt => {
if (SettingsManager.Instance != null) SettingsManager.Instance.SetSensitivity(evt.newValue);
});
}
// Invert X Binding
var invertXToggle = root.Q<Toggle>("setting-invert-x");
if (invertXToggle != null)
{
if (SettingsManager.Instance != null) invertXToggle.value = SettingsManager.Instance.Settings.invertX;
invertXToggle.RegisterValueChangedCallback(evt => {
if (SettingsManager.Instance != null) SettingsManager.Instance.SetInvertX(evt.newValue);
});
}
// Invert Y Binding
var invertYToggle = root.Q<Toggle>("setting-invert-y");
if (invertYToggle != null)
{
if (SettingsManager.Instance != null) invertYToggle.value = SettingsManager.Instance.Settings.invertY;
invertYToggle.RegisterValueChangedCallback(evt => {
if (SettingsManager.Instance != null) SettingsManager.Instance.SetInvertY(evt.newValue);
});
}
// Side Bias Binding
var sideDropdown = root.Q<DropdownField>("setting-camera-side");
if (sideDropdown != null)
{
if (SettingsManager.Instance != null) sideDropdown.index = SettingsManager.Instance.Settings.sideBiasRight ? 0 : 1;
sideDropdown.RegisterValueChangedCallback(evt => {
if (SettingsManager.Instance != null) SettingsManager.Instance.SetSideBias(evt.newValue == "Right");
});
}
// Language Binding
var langDropdown = root.Q<DropdownField>("setting-language");
if (langDropdown != null)
{
langDropdown.RegisterValueChangedCallback(evt => {
string code = evt.newValue == "English" ? "en" : "vi";
LocalizationManager.Instance.LoadLanguage(code);
});
}
// Lắng nghe sự kiện đổi ngôn ngữ để cập nhật Text
if (LocalizationManager.Instance != null)
{
LocalizationManager.Instance.OnLanguageChanged += UpdateTexts;
UpdateTexts();
}
else
{
Debug.LogWarning("[SettingsController] LocalizationManager Instance not found in scene!");
}
// Close
root.Q<Button>("btn-close")?.RegisterCallback<ClickEvent>(evt => UIManager.Instance.ToggleSettings());
}
private void SwitchTab(VisualElement targetContent, Button targetTab)
{
if (targetContent == null || targetTab == null) return;
// Hide all
_contentGeneral.style.display = DisplayStyle.None;
if(_contentGraphics != null) _contentGraphics.style.display = DisplayStyle.None;
if(_contentAudio != null) _contentAudio.style.display = DisplayStyle.None;
if(_contentControls != null) _contentControls.style.display = DisplayStyle.None;
// Ẩn tất cả (Thêm null check)
if (_contentGeneral != null) _contentGeneral.style.display = DisplayStyle.None;
if (_contentGraphics != null) _contentGraphics.style.display = DisplayStyle.None;
if (_contentAudio != null) _contentAudio.style.display = DisplayStyle.None;
_tabGeneral.RemoveFromClassList("active-tab");
_tabGraphics.RemoveFromClassList("active-tab");
_tabAudio.RemoveFromClassList("active-tab");
_tabControls.RemoveFromClassList("active-tab");
if (_tabGeneral != null) _tabGeneral.RemoveFromClassList("active-tab");
if (_tabGraphics != null) _tabGraphics.RemoveFromClassList("active-tab");
if (_tabAudio != null) _tabAudio.RemoveFromClassList("active-tab");
// Hiện cái được chọn
// Show target
targetContent.style.display = DisplayStyle.Flex;
targetTab.AddToClassList("active-tab");
}
private void UpdateTexts()
{
if (LocalizationManager.Instance == null) return;
var root = _doc.rootVisualElement;
// Dùng null-conditional operator (?.) để cực kỳ an toàn
var titleLabel = root.Q<Label>("title");
if (titleLabel != null) titleLabel.text = LocalizationManager.Instance.Get("settings_title");
if (_tabGeneral != null) _tabGeneral.text = LocalizationManager.Instance.Get("settings_general");
if (_tabGraphics != null) _tabGraphics.text = LocalizationManager.Instance.Get("settings_graphics");
if (_tabAudio != null) _tabAudio.text = LocalizationManager.Instance.Get("settings_audio");
if (_tabControls != null) _tabControls.text = LocalizationManager.Instance.Get("settings_controls");
var btnBack = root.Q<Button>("btn-back");
if (btnBack != null) btnBack.text = LocalizationManager.Instance.Get("settings_back");
}
}
}

View File

@@ -2,6 +2,7 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
using System.Linq;
namespace UI
{
@@ -12,159 +13,234 @@ namespace UI
[System.Serializable]
public class ScreenData
{
public string screenName; // Phải khớp với chuỗi gọi trong ShowScreen
public string screenName;
public UIDocument document;
public bool isActive;
public bool isOverlay;
public Texture2D customCursor;
public bool isActive;
}
public List<ScreenData> screens = new List<ScreenData>();
[Header("Default Settings")]
public Texture2D defaultCursor;
public string initialScreen = "MainMenu";
[Header("Cursor & Trail Settings")]
public Sprite trailSprite;
public float trailFadeSpeed = 3f;
public int trailCount = 15;
public float focusRadius = 500f;
private VisualElement _customCursor;
private List<VisualElement> _trailPool = new List<VisualElement>();
private int _trailIndex = 0;
[Header("Editor Preview")]
[Range(0f, 1f)]
public float globalOpacity = 1f;
private Stack<string> _navigationStack = new Stack<string>();
private string _currentScreenName;
private VisualElement _lastHoveredElement;
public bool isMainMenuActive = false;
private bool _isSettingsOpen = false;
private void Awake()
{
if (Instance == null) Instance = this;
else Destroy(gameObject);
else { Destroy(gameObject); return; }
// Khởi tạo trạng thái ban đầu: Ẩn tất cả trừ màn hình mặc định
foreach (var screen in screens)
var myDoc = GetComponent<UIDocument>();
if (myDoc != null) myDoc.sortingOrder = 1000;
SetupCursor();
foreach (var s in screens)
{
if (screen.document == null) continue;
if (screen.screenName == "Settings") screen.document.sortingOrder = 999;
screen.isActive = (screen.screenName == initialScreen);
screen.document.rootVisualElement.style.display = screen.isActive ? DisplayStyle.Flex : DisplayStyle.None;
if (s.document != null) s.document.rootVisualElement.style.display = DisplayStyle.None;
}
_currentScreenName = initialScreen;
ShowScreen(initialScreen);
}
private void SetupCursor()
{
UIDocument doc = GetComponent<UIDocument>();
if (doc == null && screens.Count > 0) doc = screens[0].document;
if (doc == null) return;
var root = doc.rootVisualElement;
_customCursor = new VisualElement();
_customCursor.style.width = 25; _customCursor.style.height = 25;
_customCursor.style.backgroundColor = Color.white;
_customCursor.style.borderTopLeftRadius = 13; _customCursor.style.borderTopRightRadius = 13;
_customCursor.style.borderBottomLeftRadius = 13; _customCursor.style.borderBottomRightRadius = 13;
_customCursor.style.position = Position.Absolute;
_customCursor.pickingMode = PickingMode.Ignore;
root.Add(_customCursor);
for (int i = 0; i < trailCount; i++)
{
var trail = new VisualElement();
trail.style.width = 20; trail.style.height = 20;
if (trailSprite != null)
{
trail.style.backgroundImage = new StyleBackground(trailSprite);
trail.style.backgroundColor = Color.clear;
}
else
{
trail.style.backgroundColor = new Color(1, 1, 1, 0.4f);
trail.style.borderTopLeftRadius = 10; trail.style.borderTopRightRadius = 10;
trail.style.borderBottomLeftRadius = 10; trail.style.borderBottomRightRadius = 10;
}
trail.style.position = Position.Absolute;
trail.pickingMode = PickingMode.Ignore;
root.Add(trail);
_trailPool.Add(trail);
}
_customCursor.BringToFront();
}
private void Update()
{
if (Input.GetKeyDown(KeyCode.Escape)) ToggleSettings();
HandleAltCursor();
}
Vector2 mousePos = Input.mousePosition;
bool isMainMenu = (_currentScreenName == "MainMenu");
bool restrictY = (isMainMenu && isMainMenuActive && !_isSettingsOpen);
float targetY = restrictY ? Screen.height / 2f : mousePos.y;
Vector2 uiPos = new Vector2(mousePos.x, Screen.height - targetY);
private void HandleAltCursor()
{
// Only handle Alt cursor when we are in game (HUD is active)
// and Settings is NOT currently toggled on.
var settingsData = screens.Find(s => s.screenName == "Settings");
bool settingsActive = settingsData != null && settingsData.isActive;
bool showCursor = !isMainMenu || _isSettingsOpen;
DisplayStyle cursorDisplay = showCursor ? DisplayStyle.Flex : DisplayStyle.None;
if (_currentScreenName == "HUD" && !settingsActive)
if (_customCursor != null)
{
if (Input.GetKey(KeyCode.LeftAlt) || Input.GetKey(KeyCode.RightAlt))
{
UnityEngine.Cursor.visible = true;
UnityEngine.Cursor.lockState = CursorLockMode.None;
}
else
{
UnityEngine.Cursor.visible = false;
UnityEngine.Cursor.lockState = CursorLockMode.Locked;
}
}
}
public void ShowOnly(string name) => ShowScreen(name);
public void ShowScreen(string name)
{
if (_currentScreenName == name) return;
// Kiểm tra xem màn hình mục tiêu có tồn tại không trước khi tắt cái cũ
var nextData = screens.Find(s => s.screenName == name);
if (nextData == null)
{
Debug.LogError($"[UIManager] Screen '{name}' not found in the list! Check your Inspector names.");
return;
_customCursor.style.display = cursorDisplay;
_customCursor.style.left = uiPos.x - 12.5f;
_customCursor.style.top = uiPos.y - 12.5f;
}
StartCoroutine(TransitionRoutine(nextData));
}
private IEnumerator TransitionRoutine(ScreenData nextData)
{
// 1. Fade Out các màn hình chính hiện tại (trừ Overlay)
foreach (var s in screens)
if (_trailPool.Count > 0)
{
if (s.isActive && !s.isOverlay)
{
var root = s.document.rootVisualElement.Q<VisualElement>();
if (root != null) root.AddToClassList("hidden");
s.isActive = false;
}
}
yield return new WaitForSeconds(0.3f);
SyncScreens(); // Ẩn hẳn display
// 2. Hiện màn hình mới
nextData.isActive = true;
_currentScreenName = nextData.screenName;
var nextRoot = nextData.document.rootVisualElement.Q<VisualElement>();
if (nextRoot != null)
{
nextData.document.rootVisualElement.style.display = DisplayStyle.Flex;
nextRoot.AddToClassList("hidden");
yield return null; // Chờ 1 frame để UI Toolkit cập nhật
nextRoot.RemoveFromClassList("hidden");
}
ApplyCursor(nextData.customCursor != null ? nextData.customCursor : defaultCursor);
}
public void ToggleSettings()
{
var settingsData = screens.Find(s => s.screenName == "Settings");
if (settingsData == null) return;
settingsData.isActive = !settingsData.isActive;
settingsData.document.rootVisualElement.style.display = settingsData.isActive ? DisplayStyle.Flex : DisplayStyle.None;
if (settingsData.isActive)
{
UnityEngine.Cursor.visible = true;
UnityEngine.Cursor.lockState = CursorLockMode.None;
ApplyCursor(settingsData.customCursor != null ? settingsData.customCursor : defaultCursor);
}
else
{
// Nếu tắt Settings, quay về trạng thái của màn hình hiện tại
var current = screens.Find(s => s.screenName == _currentScreenName);
if (current != null) ApplyCursor(current.customCursor != null ? current.customCursor : defaultCursor);
var currentTrail = _trailPool[_trailIndex];
currentTrail.style.display = cursorDisplay;
currentTrail.style.left = uiPos.x - 10;
currentTrail.style.top = uiPos.y - 10;
currentTrail.style.opacity = 0.6f;
// Tùy vào game là FPS hay Menu mà ẩn chuột
if (_currentScreenName == "HUD")
foreach(var t in _trailPool)
{
UnityEngine.Cursor.visible = false;
UnityEngine.Cursor.lockState = CursorLockMode.Locked;
float currentOp = t.style.opacity.value;
if (currentOp > 0) t.style.opacity = Mathf.Max(0, currentOp - Time.deltaTime * trailFadeSpeed);
else t.style.display = DisplayStyle.None;
}
_trailIndex = (_trailIndex + 1) % _trailPool.Count;
}
HandleVirtualInput(uiPos);
if ((Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl)) && Input.GetKeyDown(KeyCode.O))
ToggleSettings();
}
private void HandleVirtualInput(Vector2 uiPos)
{
UIDocument activeDoc = null;
var settings = screens.Find(s => s.screenName == "Settings");
if (_isSettingsOpen) activeDoc = settings.document;
else activeDoc = screens.Find(s => s.screenName == _currentScreenName)?.document;
if (activeDoc == null) return;
VisualElement bestElement = null;
float minDistance = float.MaxValue;
var interactables = activeDoc.rootVisualElement.Query<VisualElement>()
.Where(e => e.focusable && e.pickingMode != PickingMode.Ignore).ToList();
foreach (var element in interactables)
{
Rect worldBounds = element.worldBound;
float dist = Vector2.Distance(uiPos, worldBounds.center);
if (dist < minDistance && dist < focusRadius) {
minDistance = dist;
bestElement = element;
}
}
if (bestElement != _lastHoveredElement)
{
_lastHoveredElement?.RemoveFromClassList("hover");
bestElement?.AddToClassList("hover");
_lastHoveredElement = bestElement;
}
if (Input.GetMouseButtonDown(0) && _lastHoveredElement != null)
{
using (var clickEvent = ClickEvent.GetPooled()) {
clickEvent.target = _lastHoveredElement;
_lastHoveredElement.SendEvent(clickEvent);
}
}
}
// --- Editor Support Methods (Restored) ---
public void SyncScreens()
{
foreach (var screen in screens)
{
if (screen.document != null && screen.document.rootVisualElement != null)
{
screen.document.rootVisualElement.style.display = screen.isActive ? DisplayStyle.Flex : DisplayStyle.None;
screen.document.rootVisualElement.style.display =
screen.isActive ? DisplayStyle.Flex : DisplayStyle.None;
screen.document.rootVisualElement.style.opacity = globalOpacity;
}
}
}
private void ApplyCursor(Texture2D texture)
public void ShowOnly(string name)
{
UnityEngine.Cursor.SetCursor(texture, Vector2.zero, CursorMode.Auto);
foreach (var screen in screens)
{
screen.isActive = (screen.screenName == name);
}
SyncScreens();
}
// --- Runtime Logic ---
public void ShowScreen(string name)
{
var screen = screens.Find(s => s.screenName == name);
if (screen == null) return;
if (!screen.isOverlay)
{
foreach(var s in screens) if(!s.isOverlay && s.document != null) s.document.rootVisualElement.style.display = DisplayStyle.None;
_navigationStack.Push(name);
_currentScreenName = name;
}
screen.document.rootVisualElement.style.display = DisplayStyle.Flex;
screen.isActive = true;
UnityEngine.Cursor.visible = false;
}
public void GoBack()
{
if (_navigationStack.Count <= 1) return;
string current = _navigationStack.Pop();
var currentData = screens.Find(s => s.screenName == current);
if (currentData != null) currentData.document.rootVisualElement.style.display = DisplayStyle.None;
_currentScreenName = _navigationStack.Peek();
var prevData = screens.Find(s => s.screenName == _currentScreenName);
if (prevData != null) prevData.document.rootVisualElement.style.display = DisplayStyle.Flex;
}
public void ToggleSettings()
{
var settings = screens.Find(s => s.screenName == "Settings");
if (settings == null) return;
_isSettingsOpen = settings.document.rootVisualElement.style.display == DisplayStyle.None;
settings.document.rootVisualElement.style.display = _isSettingsOpen ? DisplayStyle.Flex : DisplayStyle.None;
if (_isSettingsOpen) settings.document.sortingOrder = 999;
}
}
}

View File

@@ -119,7 +119,7 @@ NavMeshSettings:
debug:
m_Flags: 0
m_NavMeshData: {fileID: 0}
--- !u!1 &60907911
--- !u!1 &623021384
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
@@ -127,135 +127,148 @@ GameObject:
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 60907914}
- component: {fileID: 60907913}
- component: {fileID: 60907912}
- component: {fileID: 60907915}
- component: {fileID: 623021387}
- component: {fileID: 623021386}
- component: {fileID: 623021385}
m_Layer: 0
m_Name: Main Camera
m_TagString: MainCamera
m_Name: Terrain
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_StaticEditorFlags: 2147483647
m_IsActive: 1
--- !u!81 &60907912
AudioListener:
--- !u!154 &623021385
TerrainCollider:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 60907911}
m_Enabled: 1
--- !u!20 &60907913
Camera:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 60907911}
m_GameObject: {fileID: 623021384}
m_Material: {fileID: 0}
m_IncludeLayers:
serializedVersion: 2
m_Bits: 0
m_ExcludeLayers:
serializedVersion: 2
m_Bits: 0
m_LayerOverridePriority: 0
m_ProvidesContacts: 0
m_Enabled: 1
serializedVersion: 2
m_ClearFlags: 1
m_BackGroundColor: {r: 0.19215687, g: 0.3019608, b: 0.4745098, a: 0}
m_projectionMatrixMode: 1
m_GateFitMode: 2
m_FOVAxisMode: 0
m_Iso: 200
m_ShutterSpeed: 0.005
m_Aperture: 16
m_FocusDistance: 10
m_FocalLength: 50
m_BladeCount: 5
m_Curvature: {x: 2, y: 11}
m_BarrelClipping: 0.25
m_Anamorphism: 0
m_SensorSize: {x: 36, y: 24}
m_LensShift: {x: 0, y: 0}
m_NormalizedViewPortRect:
serializedVersion: 2
x: 0
y: 0
width: 1
height: 1
near clip plane: 0.3
far clip plane: 1000
field of view: 60
orthographic: 0
orthographic size: 5
m_Depth: -1
m_CullingMask:
serializedVersion: 2
m_Bits: 4294967295
m_RenderingPath: -1
m_TargetTexture: {fileID: 0}
m_TargetDisplay: 0
m_TargetEye: 3
m_HDR: 1
m_AllowMSAA: 1
m_AllowDynamicResolution: 0
m_ForceIntoRT: 0
m_OcclusionCulling: 1
m_StereoConvergence: 10
m_StereoSeparation: 0.022
--- !u!4 &60907914
m_TerrainData: {fileID: 15600000, guid: b039ec28e04d5a54a9880bdc1b2c687a, type: 2}
m_EnableTreeColliders: 1
--- !u!218 &623021386
Terrain:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 623021384}
m_Enabled: 1
serializedVersion: 6
m_TerrainData: {fileID: 15600000, guid: b039ec28e04d5a54a9880bdc1b2c687a, type: 2}
m_TreeDistance: 5000
m_TreeBillboardDistance: 50
m_TreeCrossFadeLength: 5
m_TreeMaximumFullLODCount: 50
m_DetailObjectDistance: 80
m_DetailObjectDensity: 1
m_HeightmapPixelError: 5
m_SplatMapDistance: 1000
m_HeightmapMinimumLODSimplification: 0
m_HeightmapMaximumLOD: 0
m_ShadowCastingMode: 2
m_DrawHeightmap: 1
m_DrawInstanced: 0
m_DrawTreesAndFoliage: 1
m_StaticShadowCaster: 0
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<ui:Label text="1" style="font-size: 8px; opacity: 0.5;" />
</ui:VisualElement>
<ui:VisualElement class="inv-slot" name="slot-2" style="width: 50px; height: 50px; background-color: rgba(0,0,0,0.5); border-width: 1px; border-color: #888; margin-right: 5px; justify-content: center; align-items: center;">
<ui:Label text="2" style="font-size: 8px; opacity: 0.5;" />
</ui:VisualElement>
<ui:VisualElement class="inv-slot" name="slot-3" style="width: 50px; height: 50px; background-color: rgba(0,0,0,0.5); border-width: 1px; border-color: #888; justify-content: center; align-items: center;">
<ui:Label text="3" style="font-size: 8px; opacity: 0.5;" />
</ui:VisualElement>
</ui:VisualElement>
</ui:VisualElement>
<!-- Area 5: Game Info (Bottom Center) -->
<ui:VisualElement name="hud-info" style="position: absolute; bottom: 20px; align-self: center; flex-direction: row;">
<ui:Label name="ping-label" text="PING: 20ms" style="color: #888; font-size: 12px; margin-right: 20px;" />
<ui:Label name="fps-label" text="FPS: 60" style="color: #888; font-size: 12px;" />
</ui:VisualElement>
<!-- Interaction Prompt (Center) -->
<ui:VisualElement name="interaction-prompt" style="align-self: center; margin-top: 600px; background-color: rgba(0,0,0,0.6); padding: 10px 20px; border-radius: 20px; border-width: 1px; border-color: white;" display="None">
<ui:Label name="interaction-text" text="Press [E] to Interact" style="color: white; font-size: 20px; -unity-text-align: middle-center;" />
</ui:VisualElement>
<!-- Bottom Center: Info -->
<ui:VisualElement style="align-self: center; background-color: rgba(0,0,0,0.3); padding: 5px 15px; border-radius: 10px;">
<ui:Label name="noise-label" text="NOISE: 0%" style="color: #00ff00; font-size: 14px; -unity-font-style: bold;" />
</ui:VisualElement>
</ui:VisualElement>
</ui:UXML>

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@@ -1,13 +1,54 @@
<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" xsi="http://www.w3.org/2001/XMLSchema-instance" engine="UnityEngine.UIElements" editor="UnityEditor.UIElements" noNamespaceSchemaLocation="../../../UIElementsSchema/UIElements.xsd" editor-extension-mode="False">
<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../UIElementsSchema/UIElements.xsd">
<Style src="project:/Assets/UI/Styles/Global.uss" />
<ui:VisualElement class="screen-root">
<ui:VisualElement class="panel">
<ui:Label text="HALLUCINATE" class="header-text" />
<ui:Button text="CREATE ROOM" name="btn-create" class="button-primary" />
<ui:Button text="JOIN ROOM" name="btn-join" class="button-primary" />
<ui:Button text="SETTINGS" name="btn-settings" class="button-primary" />
<ui:Button text="PROFILE" name="btn-profile" class="button-primary" />
<ui:Button text="EXIT" name="btn-exit" class="button-primary button-danger" />
<ui:VisualElement name="menu-root" class="screen-root" style="justify-content: center; align-items: center;">
<!-- Background Blur Layer -->
<ui:VisualElement name="bg-blur" style="position: absolute; width: 100%; height: 100%; background-color: rgba(0, 0, 0, 0.4);" />
<!-- Horizontal Ribbon -->
<ui:VisualElement name="menu-ribbon" style="position: absolute; flex-direction: row; justify-content: center; align-items: center; width: 100%; height: 120px; background-color: rgba(0, 0, 0, 0.8); border-top-width: 2px; border-bottom-width: 2px; border-color: rgba(255, 255, 255, 0.1); display: None;">
<ui:VisualElement style="flex-direction: row; align-items: center; justify-content: flex-end; flex-grow: 1;">
<ui:Button name="btn-settings" class="slanted-button">
<ui:VisualElement class="slanted-button-inner">
<ui:Label text="SETTINGS" />
</ui:VisualElement>
</ui:Button>
</ui:VisualElement>
<!-- Placeholder for Logo (Position #2) -->
<ui:VisualElement name="logo-placeholder" style="width: 200px; height: 120px; justify-content: center; align-items: center;" />
<ui:VisualElement style="flex-direction: row; align-items: center; justify-content: flex-start; flex-grow: 1;">
<ui:Button name="btn-create" class="slanted-button">
<ui:VisualElement class="slanted-button-inner">
<ui:Label text="CREATE" />
</ui:VisualElement>
</ui:Button>
<ui:Button name="btn-join" class="slanted-button">
<ui:VisualElement class="slanted-button-inner">
<ui:Label text="JOIN" />
</ui:VisualElement>
</ui:Button>
<ui:Button name="btn-profile" class="slanted-button">
<ui:VisualElement class="slanted-button-inner">
<ui:Label text="PROFILE" />
</ui:VisualElement>
</ui:Button>
<ui:Button name="btn-exit" class="slanted-button">
<ui:VisualElement class="slanted-button-inner">
<ui:Label text="EXIT" />
</ui:VisualElement>
</ui:Button>
</ui:VisualElement>
</ui:VisualElement>
<!-- Logo Container (Floating Layer) -->
<ui:VisualElement name="beat-logo-container" style="width: 300px; height: 300px; position: absolute; justify-content: center; align-items: center;">
<ui:VisualElement name="beat-logo" style="width: 100%; height: 100%; background-color: white; border-radius: 150px; box-shadow: 0 0 50px rgba(255, 255, 255, 0.4); justify-content: center; align-items: center;">
<ui:Label text="HALLUCINATE" style="color: black; -unity-font-style: bold; font-size: 24px; letter-spacing: 2px; -unity-text-align: middle-center;" />
</ui:VisualElement>
</ui:VisualElement>
</ui:VisualElement>
</ui:UXML>

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@@ -1,25 +1,57 @@
<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" xsi="http://www.w3.org/2001/XMLSchema-instance" engine="UnityEngine.UIElements" editor="UnityEngine.UIElements" noNamespaceSchemaLocation="../../../UIElementsSchema/UIElements.xsd" editor-extension-mode="False">
<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../UIElementsSchema/UIElements.xsd">
<Style src="project:/Assets/UI/Styles/Global.uss" />
<ui:VisualElement class="screen-root">
<ui:VisualElement class="panel">
<ui:Label text="PLAYER PROFILE" class="header-text" />
<ui:VisualElement style="flex-direction: row; margin-bottom: 20px;">
<ui:VisualElement style="width: 100px; height: 100px; background-color: #555; border-radius: 50%; margin-right: 20px;" />
<ui:VisualElement>
<ui:Label text="Username: PlayerOne" style="font-size: 24px; -unity-font-style: bold;" />
<ui:Label text="Level: 15" style="color: #AAAAAA;" />
<ui:VisualElement class="diagonal-container">
<!-- Left Pane: Character Profile View -->
<ui:VisualElement class="left-pane" />
<!-- Right Pane: Stats & Info -->
<ui:VisualElement class="right-pane-wrapper">
<ui:VisualElement class="right-pane-content">
<!-- Nav Bar -->
<ui:VisualElement style="flex-direction: row; justify-content: space-between; margin-bottom: 40px;">
<ui:Button name="btn-back" class="slanted-button" focusable="true">
<ui:VisualElement class="slanted-button-inner">
<ui:Label text="&lt; BACK" style="font-size: 14px;" />
</ui:VisualElement>
</ui:Button>
<ui:Button name="btn-settings" class="slanted-button" focusable="true">
<ui:VisualElement class="slanted-button-inner">
<ui:Label text="SETTINGS" style="font-size: 14px;" />
</ui:VisualElement>
</ui:Button>
</ui:VisualElement>
<ui:Label text="PROFILE" class="header-text" style="font-size: 40px; -unity-text-align: upper-left;" />
<!-- User Header -->
<ui:VisualElement style="flex-direction: row; align-items: center; margin-bottom: 40px;">
<ui:VisualElement name="avatar" style="width: 100px; height: 100px; border-radius: 50%; background-color: #555; border-width: 3px; border-color: white; margin-right: 20px;" />
<ui:VisualElement>
<ui:Label text="PLAYER ONE" style="font-size: 32px; -unity-font-style: bold;" />
<ui:Label text="RANK: SURVIVOR" style="color: #AAAAAA; font-size: 18px;" />
</ui:VisualElement>
</ui:VisualElement>
<!-- Stats Area -->
<ui:VisualElement style="background-color: rgba(0,0,0,0.3); padding: 20px; border-radius: 10px;">
<ui:Label text="STATISTICS" style="-unity-font-style: bold; margin-bottom: 10px;" />
<ui:Label text="WIN RATE: 75%" />
<ui:Label text="MATCHES: 124" />
<ui:Label text="ELO RATING: 1500" />
</ui:VisualElement>
<!-- Skins/Customization -->
<ui:Label text="CUSTOMIZATION" style="-unity-font-style: bold; margin-top: 30px; margin-bottom: 10px;" />
<ui:ScrollView style="height: 200px; background-color: rgba(0,0,0,0.2); padding: 10px;">
<ui:VisualElement style="flex-direction: row; flex-wrap: wrap;">
<ui:VisualElement style="width: 80px; height: 80px; background-color: #444; margin: 5px; border-radius: 5px;" />
<ui:VisualElement style="width: 80px; height: 80px; background-color: #444; margin: 5px; border-radius: 5px;" />
<ui:VisualElement style="width: 80px; height: 80px; background-color: #444; margin: 5px; border-radius: 5px;" />
</ui:VisualElement>
</ui:ScrollView>
</ui:VisualElement>
</ui:VisualElement>
<ui:VisualElement style="background-color: rgba(0,0,0,0.2); padding: 15px; border-radius: 5px; margin-bottom: 20px;">
<ui:Label text="Stats" style="-unity-font-style: bold; margin-bottom: 10px;" />
<ui:Label text="Wins: 24" />
<ui:Label text="Losses: 10" />
<ui:Label text="K/D Ratio: 1.5" />
</ui:VisualElement>
<ui:Button text="CLOSE" name="btn-close" class="button-primary" />
</ui:VisualElement>
</ui:VisualElement>
</ui:UXML>

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@@ -1,45 +1,31 @@
<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" xsi="http://www.w3.org/2001/XMLSchema-instance" engine="UnityEngine.UIElements" editor="UnityEditor.UIElements" noNamespaceSchemaLocation="../../../UIElementsSchema/UIElements.xsd" editor-extension-mode="False">
<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../UIElementsSchema/UIElements.xsd">
<Style src="project:/Assets/UI/Styles/Global.uss" />
<ui:VisualElement class="screen-root" name="settings-root">
<ui:VisualElement class="panel" style="width: 800px; height: 600px;">
<ui:Label text="SETTINGS" name="title" class="header-text" />
<!-- TABS ROW -->
<ui:VisualElement class="tab-container">
<ui:VisualElement class="modal-backdrop" name="settings-overlay">
<ui:VisualElement class="modal-panel">
<ui:VisualElement style="flex-direction: row; justify-content: space-between; align-items: center; margin-bottom: 20px;">
<ui:Label text="SETTINGS" class="header-text" style="font-size: 32px; margin-bottom: 0;" />
<ui:Button name="btn-close" class="slanted-button" focusable="true">
<ui:VisualElement class="slanted-button-inner">
<ui:Label text="X" />
</ui:VisualElement>
</ui:Button>
</ui:VisualElement>
<!-- TABS -->
<ui:VisualElement style="flex-direction: row; margin-bottom: 20px;">
<ui:Button text="GENERAL" name="tab-general" class="tab-button active-tab" />
<ui:Button text="GRAPHICS" name="tab-graphics" class="tab-button" />
<ui:Button text="AUDIO" name="tab-audio" class="tab-button" />
<ui:Button text="CONTROLS" name="tab-controls" class="tab-button" />
</ui:VisualElement>
<!-- CONTENT AREA -->
<ui:ScrollView class="tab-content">
<!-- Tab: General (Camera Settings) -->
<!-- CONTENT -->
<ui:ScrollView style="flex-grow: 1;">
<ui:VisualElement name="content-general">
<ui:Label text="Camera Settings" style="-unity-font-style: bold; margin-bottom: 10px;" />
<ui:Slider label="Field of View (FOV)" name="setting-fov" value="60" low-value="40" high-value="120" />
<ui:Slider label="Sensitivity" name="setting-sensitivity" value="5" low-value="0.1" high-value="20" />
<ui:Toggle label="Invert X" name="setting-invert-x" />
<ui:Toggle label="Invert Y" name="setting-invert-y" />
<ui:DropdownField label="Camera Side" name="setting-camera-side" index="0" choices="Right,Left" />
<ui:DropdownField label="Language" name="setting-language" index="0" choices="English,Tiếng Việt" />
</ui:VisualElement>
<!-- Tab: Graphics (Dummy) -->
<ui:VisualElement name="content-graphics" style="display: none;">
<ui:DropdownField label="Quality" index="2" choices="Low,Medium,High,Ultra" />
<ui:Toggle label="Fullscreen" value="true" />
<ui:Toggle label="V-Sync" value="true" />
</ui:VisualElement>
<!-- Tab: Audio (Dummy) -->
<ui:VisualElement name="content-audio" style="display: none;">
<ui:Slider label="Master Volume" value="80" low-value="0" high-value="100" />
<ui:Slider label="Music Volume" value="50" low-value="0" high-value="100" />
<ui:Slider label="Field of View" name="setting-fov" value="60" low-value="40" high-value="120" />
<ui:Slider label="Mouse Sensitivity" name="setting-sensitivity" value="5" low-value="0.1" high-value="20" />
</ui:VisualElement>
</ui:ScrollView>
<ui:Button text="BACK" name="btn-back" class="button-primary" style="align-self: flex-end; margin-top: 20px;" />
</ui:VisualElement>
</ui:VisualElement>
</ui:UXML>

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@@ -0,0 +1,137 @@
# **Game UI/UX Architecture & Routing Specification (Unity UI Toolkit Edition)**
This document outlines the complete structural layout, visual design, animations, and routing logic for the game's user interface, specifically optimized for **Unity UI Toolkit**. It serves as a direct guide for the associated .uxml, .uss, and .cs controller files.
## **1\. Global Design System & Technical Approach**
To maintain consistency and reduce development overhead, the UI is built using UXML templates, styled with USS, and driven by specific C\# controllers mapped to your project structure.
### **Core UI Toolkit Architecture & File Mapping**
* **Controllers:** UI logic is managed by dedicated scripts (UIManager.cs, MainMenuController.cs, LobbyController.cs, ProfileController.cs, SettingsController.cs, HUDController.cs).
* **Views (UXML):** Layouts are defined in modular files (MainMenu.uxml, Lobby.uxml, Profile.uxml, Settings.uxml, MainGameHUD.uxml).
* **Styles (USS):** Global styling is handled in Global.uss.
### **Reusable UI Components & Visual Styles**
* **Cursorless Navigation (Focus-Based Selection):** The game does not display a standard OS cursor (Cursor.visible \= false). Instead, the UI interprets mouse movement natively to determine focus. As the hidden cursor moves, the nearest interactive element highlights and scales up. This provides a smart, "snapping" feel to UI selection without needing a visible pointer.
* **The "Osu-Style" Slanted Button:** A custom VisualElement utilizing USS transform: skew(...) properties to create angled edges. Contains an inner text element counter-skewed to remain horizontal.
* **Diagonal Split-Screen Container:** Used in Lobby and Profile screens. Instead of a boring vertical line, the split is a sharp diagonal line (like a lightning slash).
* *Implementation:* Achieved by applying a negative skew to the Right Pane's parent container, and a positive skew to its inner content to keep text readable.
* *Left Pane (approx. 60% width):* Transparent background, showing the Unity 3D Camera rendering the character model and procedural map.
* *Right Pane (approx. 40% width):* Frosted glass effect.
* **Right-Pane Navigation Bar (Top):** Unlike standard top bars, the navigation is contained *entirely within the Right Pane*.
* \[ \< Back \] button is pinned to the Top-Left of the right panel.
* \[ Settings \] button is pinned to the Top-Right of the right panel.
* **Modal Overlay Backdrop:** A full-screen VisualElement with a semi-transparent black USS background. Used to dim the screen and block inputs behind the Settings panel, Password Prompts, and Confirmation Dialogs.
## **2\. Screen-by-Screen Implementation Details**
### **2.1. Main Menu (MainMenu.uxml & MainMenuController.cs)**
Inspired by osu\!lazer, this screen is highly dynamic and relies on smooth, physics-based transitions.
* **State 1: Initial Load (Idle)**
* **Visuals:** The background is a heavily blurred, atmospheric map preview. The OS cursor is hidden. Dead center is the **Beat Logo**.
* **Animation:** The Beat Logo dynamically pulses (scales up and down) precisely in sync with the audio source's beat/BPM. There are no other UI elements visible.
* **State 2: Active Menu (Transition & Active State)**
* **Interaction:** The user moves the mouse toward the center, the logo snaps into focus (glows), and they click.
* **Smooth Transition:** 1\. The Beat Logo shrinks slightly and smoothly translates from the dead center to its designated position in the horizontal menu row.
2\. A horizontal VisualElement container (the ribbon) unfolds from behind the logo using an elastic/spring animation.
3\. The slanted buttons slide out from the logo's position horizontally: \[Settings\] to the left, and \[Create Room\], \[Join Room\], \[Profile\], \[Exit\] to the right. They fade in (opacity: 1\) with a staggered C\# coroutine delay to create a cascading reveal effect.
### **2.2. Lobby (Lobby.uxml & LobbyController.cs)**
* **View Setup:** Utilizes the Diagonal Split-Screen Container. The view is dynamic; the Right Pane content switches based on whether the user selected "Join Room" or "Create Room" from the Main Menu.
* **Left Pane (Transparent):** Shows the player model and live procedural background map generation.
* **Right Pane (Static UI Area) \- Divided into Two Stages:**
* **Navigation (Shared):** \[ \< Back \] (Top-Left) and \[ Settings \] (Top-Right) are always visible.
* **Stage 1: Join Room (Room Browser)**
* *Triggered when entering via the \[Join Room\] button.*
* **Filters & Search:** The top of this view includes a TextField for **Searching** by Room Name, and a DropdownField (or sort icons) for **Sorting** the list (e.g., by Ping, Name, or Open Slots).
* **Room List:** A ScrollView dynamically populated with active rooms via C\#. Each list item displays the Room Name, Host Name, Ping, and a clear "Lock" icon if the room requires a password.
* **Interaction Logic:**
* Clicking an unlocked room immediately joins it and transitions the player to the Lounge.
* Clicking a locked room triggers a Modal Overlay popup asking for the password (contains a TextField and \[Submit\] / \[Cancel\] buttons) before joining.
* **Stage 2: Create Room (Configuration Setup)**
* *Triggered when entering via the \[Create Room\] button.*
* **Content:** Dedicated input fields for setting up a new session. Uses TextField for Room Name and an optional Password. *Note: Max players is strictly locked to 2, so no dropdown field is necessary.*
* **Toggles:** A "Require password to join" checkbox/toggle is present to enable or disable the password field.
* **Action:** A large "CREATE ROOM" button sits at the bottom. Clicking this instantiates the room on the server and transitions the player to the Lounge as the Host.
### **2.3. Profile (Profile.uxml & ProfileController.cs)**
* **Layout:** Reuses the Diagonal Split-Screen structure. The 3D camera shifts to a "Profile Studio" lighting setup for the Left Pane.
* **Right Pane Content:**
* **Navigation:** \[ \< Back \] (Top-Left) and \[ Settings \] (Top-Right).
* **Header:** Player Avatar (circular mask), Username, and Rank/Level badge.
* **Statistics:** Text labels and progress bars for Win Rate, Matches Played, and current Elo/Rating.
* **Customization:** A scrollable grid view at the bottom for equipping character skins or banners.
### **2.4. Lounge / Pre-Match (Lobby.uxml extensions or new UXML)**
Since the game is strictly 2-player, the Lounge is an intimate VS screen.
* **Layout:** The screen is split directly down the middle via a diagonal slash. Player 1 (Host) is on the left, Player 2 (Guest) is on the right.
* **Visuals:** Each half has a distinctly tinted background color (e.g., Blue for Host, Red/Orange for Guest) behind the transparent 3D character models.
* **Navigation:** \[ \< Back \] (Top-Left) and \[ Settings \] (Top-Right) overlay the entire screen.
* **Confirmation Logic:** Clicking \[ \< Back \] triggers a Modal Overlay popup: "Are you sure you want to leave the room? \[Yes\] \[No\]".
* **Ready System:**
* Bottom of each player's panel has a Ready toggle.
* The Host has a large \[ START GAME \] button in the bottom center.
* **Logic:** The \[ START GAME \] button is greyed out (SetEnabled(false)) until *both* players have toggled their status to "Ready".
### **2.5. In-Game HUD (MainGameHUD.uxml & HUDController.cs)**
The HUD strictly follows a "Zero Obstruction" philosophy with specific interactive zones.
* **Area 1: The 3D World (Background)**
* The root UI element is fully transparent and set to picking-mode: ignore so all mouse inputs register for aiming/gameplay.
* **Area 2: Player Stats (Top Left)**
* **Visuals:** Liquid progress bars for Health and Stamina. Instead of standard flat bars, these utilize a UI Toolkit custom shader or animated sprite mask to look like fluid filling/draining from a container.
* **Area 3: Minimap (Top Right)**
* **Visuals:** The minimap continuously updates based on player position. It features a soft fade effect at its borders (achieved via an alpha gradient mask/texture applied to the VisualElement), seamlessly blending it into the gameplay view without harsh square borders.
* **Area 4: Inventory (Bottom Left)**
* **Structure:** 4 distinct slots: \[ Current Holding \] (larger, highlighted), and three quick-slots \[ I \], \[ II \], \[ III \].
* **Logic:** Pressing 1, 2, or 3 on the keyboard fires an event in HUDController.cs. The selected item's icon swaps into the \[ Current Holding \] slot, and the index updates visually to show what is equipped.
* **Area 5: Game Info (Bottom Center)**
* **Visuals:** Minimalist text displaying current Ping (ms) and FPS.
* **Auto-Hide Logic:**
* To maximize visibility, Area 2 (Stats), Area 4 (Inventory), and Area 5 (Game Info) dynamically fade out.
* In HUDController.cs, track input activity (mouse movement, ability use, damage taken). If Time.time \- lastActivityTime \> 5f (5 seconds), tween the opacity of these areas to 0 or 0.2. Any new interaction instantly fades them back to 1\.
### **2.6. Settings Menu (Settings.uxml & SettingsController.cs)**
* **Structure:** A floating, centered panel (e.g., occupies roughly 60% width and 70% height) rather than a full-screen view. It sits on top of a full-screen semi-transparent backdrop that blocks interactions with the underlying UI.
* **Global Shortcut:** The Settings menu can be toggled open or closed from anywhere in the game by pressing **Ctrl \+ O**.
* **Visuals:** The panel has rounded corners and distinct styling to elevate it from the background.
* **Layout:** Standard settings configuration (Audio sliders, Graphics toggles) using UI Toolkit elements, with a prominent \[ X Close \] button in the top right corner of the panel.
## **3\. C\# State Machine & Routing Logic (UIManager.cs)**
To manage UXML templates, UIManager.cs controls the flow using a stack-based approach.
\[Game Launch\]
|
\[Main Menu (Idle \-\> Active Logo Bar)\]
|
\+-------------------+-------------------+-------------------+
| | | |
v v v v
\[Lobby: Create\] \[Lobby: Join\] \[Profile\] \[Settings (Overlay)\]
| | | |
v v | |
\[Lounge (Host)\] \[Lounge (Guest)\] \+---(Back)----------+
| |
\+--- \[All Ready\] \---+
|
(Host Clicks Start)
|
v
\[IN-GAME HUD\]
### **UI Toolkit State Management Implementation**
1. **Screen Controller Pattern:** Each controller (MainMenuController, LobbyController, etc.) holds a reference to its root VisualElement defined in its corresponding .uxml file.
2. **Navigation Stack (Stack\<VisualElement\>):** UIManager.cs pushes screens to this stack. Pressing the Top-Left \[ \< Back \] button calls a method to pop the current state, hiding it (display: none) and showing the previous one (display: flex).
3. **Global Action Listeners (Ctrl \+ O):** UIManager.cs actively listens to the input system for Ctrl \+ O to instantly trigger SettingsController.ToggleSettings() without affecting the current navigation stack path.
4. **Cursorless Input Routing:** UIManager.cs constantly monitors Input.mousePosition. It calculates the nearest interactive element within the active screen and applies a .hover USS class to it, overriding default Unity pointer events.

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@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 6354ab3eece31da4ab644563d7a45612
TextScriptImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@@ -18,7 +18,7 @@ MonoBehaviour:
m_RenderMode: 0
m_ColliderUpdateMode: 0
m_ColliderIsTrigger: 1
m_ScaleMode: 2
m_ScaleMode: 0
m_ReferenceSpritePixelsPerUnit: 100
m_PixelsPerUnit: 100
m_Scale: 1
@@ -26,7 +26,7 @@ MonoBehaviour:
m_FallbackDpi: 96
m_ReferenceResolution: {x: 1920, y: 1080}
m_ScreenMatchMode: 0
m_Match: 0
m_Match: 0.5
m_SortingOrder: 0
m_TargetDisplay: 0
m_BindingLogLevel: 0

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@@ -1,12 +1,25 @@
/* --- Global Design System --- */
:root {
--primary-color: #3B5998;
--primary-hover: #4C70BA;
--danger-color: #ff4d4d;
--panel-bg: rgba(45, 45, 45, 0.8);
--frosted-bg: rgba(255, 255, 255, 0.1);
--border-color: #4A4A4A;
--text-color: #E0E0E0;
--glass-blur: 15px;
}
/* Layout Containers */
.screen-root {
flex-grow: 1;
width: 100%;
height: 100%;
background-color: rgba(20, 20, 20, 0.95);
padding: 40px;
justify-content: center;
align-items: center;
/* Smooth Transition */
padding: 0;
justify-content: flex-start;
align-items: stretch;
transition-property: opacity, scale;
transition-duration: 0.3s;
transition-timing-function: ease-in-out;
@@ -20,70 +33,127 @@
display: none;
}
.panel {
background-color: rgba(45, 45, 45, 0.8);
border-width: 2px;
border-color: #4A4A4A;
border-radius: 10px;
padding: 20px;
min-width: 400px;
/* Diagonal Split-Screen Container */
.diagonal-container {
flex-grow: 1;
flex-direction: row;
width: 100%;
height: 100%;
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/* Tabs Settings Style */
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flex-direction: row;
margin-bottom: 20px;
border-bottom-width: 2px;
border-bottom-color: #333;
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width: 60%;
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width: 45%; /* Slightly larger to account for the skew overlap */
margin-left: -5%;
transform: skewX(-15deg);
background-color: var(--frosted-bg);
border-left-width: 4px;
border-left-color: white;
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flex-grow: 1;
transform: skewX(15deg); /* Counter-skew content */
padding: 60px 40px;
background-color: rgba(0, 0, 0, 0.4); /* Darken for readability */
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position: absolute;
width: 100%;
height: 100%;
background-color: rgba(0, 0, 0, 0.7);
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border-width: 2px;
border-color: var(--border-color);
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background-color: var(--primary-color);
padding: 0;
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border-radius: 0;
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padding: 12px 30px;
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scale: 1.15;
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border-radius: 10px;
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color: var(--text-color);
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flex-grow: 1;
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padding: 15px;
color: #888;
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margin-right: 5px;
border-radius: 10px 10px 0 0;
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color: white;
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/* Để dùng font của bạn, hãy uncomment dòng dưới và thay đổi path */
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color: white;
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border-radius: 5px;
font-size: 20px;
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background-color: #4C70BA;
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