Files
BABA_YAGA/Assets/Scripts/UI/UIManager.cs
2026-04-25 18:20:16 +07:00

145 lines
4.6 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
namespace UI
{
public class UIManager : MonoBehaviour
{
public static UIManager Instance { get; private set; }
[System.Serializable]
public class ScreenData
{
public string screenName;
public UIDocument document;
public bool isActive; // Thêm lại để tương thích với Editor gốc
public bool isOverlay;
public Texture2D customCursor;
}
public List<ScreenData> screens = new List<ScreenData>();
[Header("Default Settings")]
public Texture2D defaultCursor;
private VisualElement _currentScreenRoot;
private string _currentScreenName;
private void Awake()
{
Instance = this;
SyncScreens(); // Đồng bộ trạng thái ban đầu
foreach (var screen in screens)
{
if (screen.document != null && screen.screenName == "Settings")
screen.document.sortingOrder = 999;
}
}
private void Start()
{
if (!Application.isPlaying) return;
ShowScreen("MainMenu");
}
private void OnValidate()
{
// Chạy trong Editor để cập nhật UI ngay lập tức khi check vào ô isActive
if (!Application.isPlaying) SyncScreens();
}
private void Update()
{
if (Input.GetKeyDown(KeyCode.Escape))
{
ToggleSettings();
}
}
public void SyncScreens()
{
foreach (var screen in screens)
{
if (screen != null && screen.document != null && screen.document.rootVisualElement != null)
{
screen.document.rootVisualElement.style.display = screen.isActive ? DisplayStyle.Flex : DisplayStyle.None;
}
}
}
public void ShowOnly(string name)
{
ShowScreen(name);
}
public void ShowScreen(string name)
{
if (_currentScreenName == name) return;
StartCoroutine(TransitionRoutine(name));
}
private IEnumerator TransitionRoutine(string nextScreenName)
{
// Tắt các màn hình khác
foreach (var s in screens)
{
if (s.screenName != nextScreenName && !s.isOverlay && s.isActive)
{
var root = s.document.rootVisualElement.Q<VisualElement>();
root.AddToClassList("hidden");
s.isActive = false;
}
}
yield return new WaitForSeconds(0.3f);
SyncScreens();
// Bật màn hình mới
var nextData = screens.Find(s => s.screenName == nextScreenName);
if (nextData != null && nextData.document != null)
{
nextData.isActive = true;
_currentScreenRoot = nextData.document.rootVisualElement.Q<VisualElement>();
_currentScreenName = nextScreenName;
_currentScreenRoot.style.display = DisplayStyle.Flex;
_currentScreenRoot.AddToClassList("hidden");
yield return null;
_currentScreenRoot.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
{
UnityEngine.Cursor.visible = false;
UnityEngine.Cursor.lockState = CursorLockMode.Locked;
}
}
private void ApplyCursor(Texture2D texture)
{
UnityEngine.Cursor.SetCursor(texture, Vector2.zero, CursorMode.Auto);
}
}
}