This commit is contained in:
2026-04-28 10:44:22 +07:00
parent 0ac5256b40
commit f925c61277
7 changed files with 180 additions and 62 deletions

View File

@@ -3,6 +3,7 @@ using System.Collections.Generic;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.UIElements;
using PrimeTween;
#if UNITY_EDITOR
using UnityEditor;
#endif
@@ -16,6 +17,7 @@ namespace Hallucinate.UI
private UIDocument _uiDocument;
private VisualElement _rootElement;
private VisualElement _cursorLayer; // Lớp trên cùng chứa trail và ripples
private readonly Dictionary<Type, BaseUIController> _controllers = new Dictionary<Type, BaseUIController>();
private readonly Stack<BaseUIController> _history = new Stack<BaseUIController>();
@@ -23,6 +25,13 @@ namespace Hallucinate.UI
[Header("Game Metadata")]
[SerializeField] private Texture2D gameIcon;
[Header("Cursor & Effects Settings")]
[SerializeField] private Sprite cursorTrailSprite;
[SerializeField, Range(10f, 100f)] private float cursorSize = 30f;
[SerializeField, Range(5, 30)] private int trailLength = 15;
[SerializeField] private bool enableRipples = true;
[SerializeField] private Color rippleColor = new Color(1, 1, 1, 0.5f);
[Header("UI Templates")]
[SerializeField] private VisualTreeAsset mainMenuTemplate;
[SerializeField] private VisualTreeAsset lobbyTemplate;
@@ -31,6 +40,7 @@ namespace Hallucinate.UI
[SerializeField] private VisualTreeAsset hudTemplate;
private MainMenuController _mainMenuController;
private List<VisualElement> _trailSegments = new List<VisualElement>();
private void Awake()
{
@@ -48,6 +58,20 @@ namespace Hallucinate.UI
_uiDocument = GetComponent<UIDocument>();
_rootElement = _uiDocument.rootVisualElement;
// Tạo lớp Cursor trên cùng
_cursorLayer = new VisualElement();
_cursorLayer.name = "CursorLayer";
_cursorLayer.style.position = Position.Absolute;
_cursorLayer.style.width = Length.Percent(100);
_cursorLayer.style.height = Length.Percent(100);
_cursorLayer.pickingMode = PickingMode.Ignore;
_rootElement.Add(_cursorLayer);
SetupCursorTrail();
// Đăng ký ripple toàn cục
_rootElement.RegisterCallback<PointerDownEvent>(OnGlobalClick, TrickleDown.TrickleDown);
#if UNITY_EDITOR
if (gameIcon == null)
{
@@ -59,6 +83,91 @@ namespace Hallucinate.UI
InitializeControllers();
}
private void SetupCursorTrail()
{
if (cursorTrailSprite == null) return;
for (int i = 0; i < trailLength; i++)
{
var segment = new VisualElement();
segment.style.position = Position.Absolute;
segment.style.width = cursorSize;
segment.style.height = cursorSize;
segment.style.backgroundImage = new StyleBackground(cursorTrailSprite);
segment.style.opacity = 1f - ((float)i / trailLength);
segment.style.scale = new StyleScale(new Vector2(1f - ((float)i / trailLength), 1f - ((float)i / trailLength)));
segment.pickingMode = PickingMode.Ignore;
_cursorLayer.Add(segment);
_trailSegments.Add(segment);
}
}
private void OnGlobalClick(PointerDownEvent evt)
{
if (!enableRipples) return;
var ripple = new VisualElement();
ripple.style.position = Position.Absolute;
ripple.style.width = cursorSize;
ripple.style.height = cursorSize;
ripple.style.borderTopLeftRadius = cursorSize;
ripple.style.borderTopRightRadius = cursorSize;
ripple.style.borderBottomLeftRadius = cursorSize;
ripple.style.borderBottomRightRadius = cursorSize;
ripple.style.borderTopColor = rippleColor;
ripple.style.borderBottomColor = rippleColor;
ripple.style.borderLeftColor = rippleColor;
ripple.style.borderRightColor = rippleColor;
ripple.style.borderTopWidth = 2;
ripple.style.borderBottomWidth = 2;
ripple.style.borderLeftWidth = 2;
ripple.style.borderRightWidth = 2;
ripple.style.left = evt.localPosition.x - (cursorSize / 2);
ripple.style.top = evt.localPosition.y - (cursorSize / 2);
ripple.pickingMode = PickingMode.Ignore;
_cursorLayer.Add(ripple);
// Hiệu ứng Ripple: To ra và nhạt dần (Sửa lỗi dùng Vector3 thay vì float)
Tween.Scale(ripple.transform, Vector3.one * 3f, duration: 0.5f, ease: Ease.OutQuad);
Tween.Custom(1f, 0f, duration: 0.5f, onValueChange: val => ripple.style.opacity = val)
.OnComplete(() => ripple.RemoveFromHierarchy());
}
private void Update()
{
_mainMenuController?.Update();
UpdateTrail();
}
private void UpdateTrail()
{
if (_trailSegments.Count == 0) return;
Vector2 mousePos = Input.mousePosition;
Vector2 uiPos = new Vector2(mousePos.x, Screen.height - mousePos.y);
// Segment đầu tiên đi theo chuột
_trailSegments[0].style.left = uiPos.x - (cursorSize / 2);
_trailSegments[0].style.top = uiPos.y - (cursorSize / 2);
// Các segment sau đuổi theo segment trước
for (int i = 1; i < _trailSegments.Count; i++)
{
float targetX = _trailSegments[i - 1].resolvedStyle.left;
float targetY = _trailSegments[i - 1].resolvedStyle.top;
float currX = _trailSegments[i].resolvedStyle.left;
float currY = _trailSegments[i].resolvedStyle.top;
// Nội suy để mượt mà (Lerp)
_trailSegments[i].style.left = Mathf.Lerp(currX, targetX, Time.deltaTime * 20f);
_trailSegments[i].style.top = Mathf.Lerp(currY, targetY, Time.deltaTime * 20f);
}
}
private void InitializeControllers()
{
_mainMenuController = RegisterController<MainMenuController>(mainMenuTemplate);
@@ -72,7 +181,6 @@ namespace Hallucinate.UI
RegisterController<SettingsController>(settingsTemplate);
RegisterController<HUDController>(hudTemplate);
// Khởi động màn hình đầu tiên
_ = Push<MainMenuController>();
}
@@ -85,9 +193,12 @@ namespace Hallucinate.UI
instance.style.position = Position.Absolute;
instance.style.width = Length.Percent(100);
instance.style.height = Length.Percent(100);
instance.style.display = DisplayStyle.None; // Ẩn mặc định
instance.style.display = DisplayStyle.None;
_rootElement.Add(instance);
// Luôn đảm bảo CursorLayer nằm trên cùng sau khi add màn hình mới
_cursorLayer.BringToFront();
var controller = new T();
controller.Initialize(instance, this);
_controllers[typeof(T)] = controller;
@@ -95,41 +206,23 @@ namespace Hallucinate.UI
return controller;
}
private void Update()
{
_mainMenuController?.Update();
// Update các controller khác nếu cần
}
public async Task Push<T>() where T : BaseUIController
{
if (!_controllers.TryGetValue(typeof(T), out var newScreen)) return;
// Nếu màn hình mới chính là màn hình đang hiện, không làm gì cả
if (_history.Count > 0 && _history.Peek() == newScreen) return;
if (_history.Count > 0)
{
var currentScreen = _history.Peek();
await currentScreen.PlayTransitionOut();
}
if (_history.Count > 0) await _history.Peek().PlayTransitionOut();
_history.Push(newScreen);
await newScreen.PlayTransitionIn();
_cursorLayer.BringToFront(); // Giữ trail luôn trên cùng
}
public async Task Pop()
{
if (_history.Count <= 1) return;
var currentScreen = _history.Pop();
await currentScreen.PlayTransitionOut();
if (_history.Count > 0)
{
var previousScreen = _history.Peek();
await previousScreen.PlayTransitionIn();
}
await _history.Pop().PlayTransitionOut();
if (_history.Count > 0) await _history.Peek().PlayTransitionIn();
_cursorLayer.BringToFront();
}
}
}