added cadence bar into UI

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Nilton Constantino 2026-07-08 17:12:48 +01:00
parent 2dbbdb3f0e
commit 012842b482
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54 changed files with 16281 additions and 33882 deletions

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@ -34,7 +34,8 @@ MonoBehaviour:
signalCorruption: {r: 1, g: 0, b: 1, a: 1}
gaugeLife: {r: 1, g: 0, b: 0, a: 1}
gaugeShield: {r: 0, g: 1, b: 1, a: 1}
gaugeCadence: {r: 1, g: 1, b: 1, a: 1}
gaugeCadenceEffective: {r: 0.015686274, g: 1, b: 0.072194554, a: 1}
gaugeCadenceProjection: {r: 0.6485115, g: 0.7830189, b: 0.114498034, a: 1}
gaugeProgress: {r: 1, g: 1, b: 1, a: 1}
lineSubtle: {r: 0.16862746, g: 0.3372549, b: 0.3764706, a: 1}
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@ -1,6 +1,4 @@
using System;
using System.Collections;
using System.Collections.Generic;
using Intrepid.Gameplay.Entities.Player.ActionBelt.Events;
using Intrepid.Gameplay.Entities.Player.ActionBelt.UI;
using Intrepid.Gameplay.Entities.Player.Events;
@ -11,11 +9,12 @@ using Intrepid.Gameplay.Entities.Player.UI;
using Intrepid.SimpleEvents;
using Intrepid.Utilities;
using Intrepid.Window;
using Intrepid.Window.Data;
using UnityEngine;
namespace Intrepid.Gameplay.Codex.UI
{
[DefaultExecutionOrder(GonConstants.ExecutionOrder.CodexWindowManager)]
[DisallowMultipleComponent]
public class CodexWindowManager : EventListener
{
private enum CodexLayoutMode
@ -26,55 +25,26 @@ namespace Intrepid.Gameplay.Codex.UI
Pda
}
[GroupConfigurations, SerializeField, Min(0f)] private float closeOpenSeparation = 0.1f;
[GroupConfigurations, SerializeField, Min(0f)] private float transitionCooldown = 0.4f;
[GroupInjections, SerializeField] private CodexCadenceUI codexCadenceUI;
[GroupInjections, SerializeField] private CodexVitalityUI codexVitalityUI;
[GroupInjections, SerializeField] private CodexGadgetsUI codexGadgetsUI;
[GroupInjections, SerializeField] private CodexActionBeltUI codexActionBeltUI;
[GroupInjections, SerializeField] private PDADeviceUI pdaDeviceUI;
private Dictionary<WindowData, Window.Window> WindowsMap { get; } = new();
[GroupConfigurations, SerializeField] private CodexCadenceUI codexCadenceUI;
[GroupConfigurations, SerializeField] private CodexVitalityUI codexVitalityUI;
[GroupConfigurations, SerializeField] private CodexGadgetsUI codexGadgetsUI;
[GroupConfigurations, SerializeField] private CodexActionBeltUI codexActionBeltUI;
[GroupConfigurations, SerializeField] private PDADeviceUI pdaDeviceUI;
private bool IsPlayerCommandGranted { get; set; }
private bool IsActionBeltRequested { get; set; }
private bool IsPdaRequested { get; set; }
private bool IsLayoutDirty { get; set; }
private Coroutine LayoutRoutine { get; set; }
private CodexLayoutMode CurrentLayout { get; set; } = CodexLayoutMode.None;
public bool IsTransitioning => LayoutRoutine is not null;
private void Add(ManagedWindowUI mwUI)
{
if (mwUI.IsNull()) return;
if (mwUI.WindowData.IsNull()) return;
if (mwUI.ManagedWindow.IsNull()) return;
WindowsMap[mwUI.WindowData] = mwUI.ManagedWindow;
}
protected override void InitializeVariables()
{
WindowsMap.Clear();
Add(codexCadenceUI);
Add(codexVitalityUI);
Add(codexGadgetsUI);
Add(codexActionBeltUI);
Add(pdaDeviceUI);
IsPlayerCommandGranted = false;
IsActionBeltRequested = false;
IsPdaRequested = false;
IsLayoutDirty = false;
LayoutRoutine = null;
CurrentLayout = CodexLayoutMode.None;
DisableAllWindows();
ForceDisableAll();
}
protected override void OnBootstrap()
@ -98,7 +68,7 @@ namespace Intrepid.Gameplay.Codex.UI
if (IsPlayerCommandGranted) return;
IsPlayerCommandGranted = true;
RequestRefreshLayout();
RefreshLayout();
}
private void WhenPlayerCommandRevoked(PlayerCommandRevokedEvent e)
@ -106,7 +76,7 @@ namespace Intrepid.Gameplay.Codex.UI
if (!IsPlayerCommandGranted) return;
IsPlayerCommandGranted = false;
RequestRefreshLayout();
RefreshLayout();
}
private void WhenActionBeltUIOpen(ActionBeltUIOpenEvent e)
@ -114,7 +84,7 @@ namespace Intrepid.Gameplay.Codex.UI
if (IsActionBeltRequested) return;
IsActionBeltRequested = true;
RequestRefreshLayout();
RefreshLayout();
}
private void WhenActionBeltUIClose(ActionBeltUICloseEvent e)
@ -122,7 +92,7 @@ namespace Intrepid.Gameplay.Codex.UI
if (!IsActionBeltRequested) return;
IsActionBeltRequested = false;
RequestRefreshLayout();
RefreshLayout();
}
private void WhenPDAOpenRequest(PDAOpenRequestEvent e)
@ -130,7 +100,7 @@ namespace Intrepid.Gameplay.Codex.UI
if (IsPdaRequested) return;
IsPdaRequested = true;
RequestRefreshLayout();
RefreshLayout();
}
private void WhenPDACloseRequest(PDACloseRequestEvent e)
@ -138,38 +108,18 @@ namespace Intrepid.Gameplay.Codex.UI
if (!IsPdaRequested) return;
IsPdaRequested = false;
RequestRefreshLayout();
RefreshLayout();
}
private void RequestRefreshLayout()
private void RefreshLayout()
{
IsLayoutDirty = true;
var desiredLayout = ResolveDesiredLayout();
if (LayoutRoutine is not null)
{
return;
}
SetHudVisible(desiredLayout == CodexLayoutMode.Hud);
SetActionBeltVisible(desiredLayout == CodexLayoutMode.ActionBelt);
SetPdaVisible(desiredLayout == CodexLayoutMode.Pda);
LayoutRoutine = StartCoroutine(RefreshLayoutRoutine());
}
private IEnumerator RefreshLayoutRoutine()
{
while (IsLayoutDirty)
{
IsLayoutDirty = false;
var desiredLayout = ResolveDesiredLayout();
if (desiredLayout == CurrentLayout)
{
continue;
}
yield return TransitionTo(desiredLayout);
}
LayoutRoutine = null;
CurrentLayout = desiredLayout;
}
private CodexLayoutMode ResolveDesiredLayout()
@ -192,139 +142,97 @@ namespace Intrepid.Gameplay.Codex.UI
return CodexLayoutMode.None;
}
private IEnumerator TransitionTo(CodexLayoutMode targetLayout)
private void SetHudVisible(bool visible)
{
CloseAllLayouts();
CurrentLayout = CodexLayoutMode.None;
yield return WaitUnscaled(closeOpenSeparation);
// Reavalia depois de fechar, porque outro evento pode ter chegado no meio da transição.
targetLayout = ResolveDesiredLayout();
OpenLayout(targetLayout);
CurrentLayout = targetLayout;
yield return WaitUnscaled(transitionCooldown);
SetVisible(codexCadenceUI, visible);
SetVisible(codexVitalityUI, visible);
SetVisible(codexGadgetsUI, visible);
}
private IEnumerator WaitUnscaled(float duration)
private void SetActionBeltVisible(bool visible)
{
if (duration <= 0f)
{
yield return null;
yield break;
}
var elapsed = 0f;
while (elapsed < duration)
{
elapsed += Time.unscaledDeltaTime;
yield return null;
}
SetVisible(codexActionBeltUI, visible);
}
private void OpenLayout(CodexLayoutMode layout)
private void SetPdaVisible(bool visible)
{
switch (layout)
{
case CodexLayoutMode.None:
break;
case CodexLayoutMode.Hud:
OpenHud();
break;
case CodexLayoutMode.ActionBelt:
OpenActionBelt();
break;
case CodexLayoutMode.Pda:
OpenPda();
break;
}
SetVisible(pdaDeviceUI, visible);
}
private void CloseAllLayouts()
{
CloseHud();
CloseActionBelt();
ClosePda();
}
private void OpenHud()
{
Open(codexCadenceUI);
Open(codexVitalityUI);
Open(codexGadgetsUI);
}
private void CloseHud()
{
Close(codexCadenceUI);
Close(codexVitalityUI);
Close(codexGadgetsUI);
}
private void OpenActionBelt()
{
Open(codexActionBeltUI);
}
private void CloseActionBelt()
{
Close(codexActionBeltUI);
}
private void OpenPda()
{
Open(pdaDeviceUI);
}
private void ClosePda()
{
Close(pdaDeviceUI);
}
private void Open(ManagedWindowUI mwUI)
private void SetVisible(ManagedWindowUI mwUI, bool visible)
{
if (mwUI.IsNull()) return;
if (!WindowsMap.TryGetValue(mwUI.WindowData, out var window)) return;
var window = mwUI.ManagedWindow;
if (window.IsNull()) return;
if (window.ConditionType is WindowConditionType.Opened) return;
if (visible)
{
Open(window);
}
else
{
Close(window);
}
}
private void Open(Window.Window window)
{
if (window.IsNull()) return;
if (window.ConditionType is WindowConditionType.Opened or WindowConditionType.Opening)
{
return;
}
window.Open();
}
private void Close(ManagedWindowUI mwUI)
private void Close(Window.Window window)
{
if (mwUI.IsNull()) return;
if (!WindowsMap.TryGetValue(mwUI.WindowData, out var window)) return;
if (window.IsNull()) return;
if (window.ConditionType is not WindowConditionType.Opened) return;
if (window.ConditionType is WindowConditionType.Closed or WindowConditionType.Closing)
{
return;
}
// Window.Close() starts coroutines. Unity cannot start coroutines on inactive GameObjects.
// If the window is inactive, treat it as already non-visible.
if (!window.gameObject.activeInHierarchy)
{
window.ConditionType = WindowConditionType.Closed;
return;
}
window.Close();
}
private void DisableAllWindows()
private void ForceDisableAll()
{
foreach (var window in WindowsMap.Values)
{
if (window.IsNull()) continue;
ForceDisable(codexCadenceUI);
ForceDisable(codexVitalityUI);
ForceDisable(codexGadgetsUI);
ForceDisable(codexActionBeltUI);
ForceDisable(pdaDeviceUI);
}
if (window.WindowData.ShouldBeKeptAlwaysEnabled)
{
window.Close();
}
else
{
window.gameObject.SetActive(false);
}
private void ForceDisable(ManagedWindowUI mwUI)
{
if (mwUI.IsNull()) return;
var window = mwUI.ManagedWindow;
if (window.IsNull()) return;
window.ConditionType = WindowConditionType.Closed;
if (window.ShouldBeKeptAlwaysEnabled)
{
window.Close();
}
else
{
window.gameObject.SetActive(false);
}
}
}

View File

@ -1,8 +1,5 @@
namespace Intrepid.Gameplay.Codex.Visual
{
/// <summary>
/// Runtime-resolved visual context. Keep this immutable-ish and cheap to pass around.
/// </summary>
public class CodexVisualContext
{
public PictorialProtocolTag Protocol { get; }

View File

@ -4,7 +4,8 @@ namespace Intrepid.Gameplay.Codex.Visual
{
Life,
Shield,
Cadence,
CadenceEffective,
CadenceProjection,
Progress
}
}

View File

@ -69,7 +69,8 @@ namespace Intrepid.Gameplay.Codex.Visual
{
PictorialGaugeType.Life => InterfaceStyle.GaugeLife,
PictorialGaugeType.Shield => InterfaceStyle.GaugeShield,
PictorialGaugeType.Cadence => InterfaceStyle.GaugeCadence,
PictorialGaugeType.CadenceEffective => InterfaceStyle.GaugeCadenceEffective,
PictorialGaugeType.CadenceProjection => InterfaceStyle.GaugeCadenceProjection,
PictorialGaugeType.Progress => InterfaceStyle.GaugeProgress,
_ => throw new ArgumentOutOfRangeException(nameof(gaugeType), gaugeType, null)
};
@ -111,7 +112,8 @@ namespace Intrepid.Gameplay.Codex.Visual
[GroupConfigurations("Gauges"), SerializeField] private Color gaugeLife = Color.red;
[GroupConfigurations("Gauges"), SerializeField] private Color gaugeShield = Color.cyan;
[GroupConfigurations("Gauges"), SerializeField] private Color gaugeCadence = Color.white;
[GroupConfigurations("Gauges"), SerializeField] private Color gaugeCadenceEffective = Color.yellow;
[GroupConfigurations("Gauges"), SerializeField] private Color gaugeCadenceProjection = Color.orange;
[GroupConfigurations("Gauges"), SerializeField] private Color gaugeProgress = Color.white;
[GroupConfigurations("Lines"), SerializeField] private Color lineSubtle = Color.gray;
@ -139,7 +141,8 @@ namespace Intrepid.Gameplay.Codex.Visual
public Color GaugeLife => gaugeLife;
public Color GaugeShield => gaugeShield;
public Color GaugeCadence => gaugeCadence;
public Color GaugeCadenceEffective => gaugeCadenceEffective;
public Color GaugeCadenceProjection => gaugeCadenceProjection;
public Color GaugeProgress => gaugeProgress;
public Color LineSubtle => lineSubtle;
@ -225,7 +228,7 @@ namespace Intrepid.Gameplay.Codex.Visual
{
gaugeLife = colors[0];
gaugeShield = colors[1];
gaugeCadence = colors[2];
gaugeCadenceEffective = colors[2];
gaugeProgress = colors[3];
}
}

View File

@ -0,0 +1,29 @@
using Intrepid.Gameplay.Codex.UI.Controllers;
using Intrepid.Utilities;
using UnityEngine;
namespace Intrepid.Gameplay.Entities.Player.Sentinel.Cadence.UI
{
public class CodexCadenceFlowBarControllerUI : CodexControllerUI
{
[GroupInjections, SerializeField] private CodexCadenceGaugeComponentUI left;
[GroupInjections, SerializeField] private CodexCadenceGaugeComponentUI right;
public float EffectiveValue
{
set
{
left.EffectiveValue = value;
right.EffectiveValue = value;
}
}
public float ProjectionValue
{
set
{
left.ProjectionValue = value;
right.ProjectionValue = value;
}
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 8ee3c35902174092b174636897fdcdba
timeCreated: 1783521645

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@ -0,0 +1,80 @@
using System;
using Intrepid.Gameplay.Codex.UI.Components;
using Intrepid.Gameplay.Codex.Visual;
using Intrepid.Utilities;
using Sirenix.OdinInspector;
using UnityEngine;
using UnityEngine.UI;
namespace Intrepid.Gameplay.Entities.Player.Sentinel.Cadence.UI
{
public class CodexCadenceGaugeComponentUI : CodexComponentUI
{
[GroupConfigurations, SerializeField] private Slider.Direction direction;
[GroupInjections, SerializeField] private Slider effective;
[GroupInjections, SerializeField] private Slider projection;
[GroupDebug, SerializeField, ReadOnly] private Image effectiveImage;
[GroupDebug, SerializeField, ReadOnly] private Image projectionImage;
private Image EffectiveImage
{
get
{
if (effectiveImage.IsNull())
{
effectiveImage = effective.fillRect.GetComponent<Image>();
}
return effectiveImage;
}
}
private Image ProjectionImage
{
get
{
if (projectionImage.IsNull())
{
projectionImage = projection.fillRect.GetComponent<Image>();
}
return projectionImage;
}
}
public float EffectiveValue
{
set => effective.value = value;
}
public float ProjectionValue
{
set => projection.value = value;
}
private void OnValidate()
{
effective.direction = direction;
projection.direction = direction;
}
private void Awake()
{
effective.interactable = true;
projection.interactable = true;
effective.direction = direction;
projection.direction = direction;
}
public override void ApplyCodexVisuals(CodexVisualContext ctx)
{
EffectiveImage.color = ctx.Protocol.GetGaugeColor(PictorialGaugeType.CadenceEffective);
ProjectionImage.color = ctx.Protocol.GetGaugeColor(PictorialGaugeType.CadenceProjection);
}
private void Update()
{
effective.value = CoreStabilityService.Instance.EffectiveStabilityP;
projection.value = CoreStabilityService.Instance.ProjectedStabilityP;
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: f0893ea45aef4903b98277c066cb65be
timeCreated: 1783522017

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@ -0,0 +1,29 @@
using System;
using Intrepid.Gameplay.Codex.UI.Components;
using Intrepid.Gameplay.Codex.UI.Controllers;
using Intrepid.Utilities;
using UnityEngine;
namespace Intrepid.Gameplay.Entities.Player.Sentinel.Cadence.UI
{
public class CodexCadenceStatusControllerUI : CodexControllerUI
{
[GroupInjections, SerializeField] private SentinelControls controls;
[GroupInjections, SerializeField] private CodexTextComponentUI timer;
[GroupInjections, SerializeField] private CodexTextComponentUI connectedCounter;
private string LastCadenceTimer { get; set; }
private string LastCadenceConnectedCounter { get; set; }
private void Update()
{
if (CadenceService.Instance.IsCadenceRunning)
{
LastCadenceTimer = $"{CadenceService.Instance.TotalCadenceElapsedTime * 1000f:F2}ms";
LastCadenceConnectedCounter = $"{controls.CadenceConnectedCounter}";
}
timer.Value = LastCadenceTimer;
connectedCounter.Value = LastCadenceConnectedCounter;
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: bafc5fd012cf44ba9640ba87acc93394
timeCreated: 1783519736

View File

@ -1,19 +1,18 @@
using Intrepid.Gameplay.Codex.UI;
using Intrepid.Utilities;
using UnityEngine;
namespace Intrepid.Gameplay.Entities.Player.Sentinel.Cadence.UI
{
public class CodexCadenceUI : ManagedWindowUI
public class CodexCadenceUI : CodexWindowUI
{
protected override void InitializeVariables()
{
}
protected override void OnBootstrap()
{
}
protected override void Subscriptions()
[GroupInjections, SerializeField] private CodexCadenceStatusControllerUI status;
[GroupInjections, SerializeField] private CodexCadenceFlowBarControllerUI flowBar;
private void Update()
{
flowBar.EffectiveValue = CoreStabilityService.Instance.EffectiveStabilityP;
flowBar.ProjectionValue = CoreStabilityService.Instance.ProjectedStabilityP;
}
}
}

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@ -1,33 +0,0 @@
using Intrepid.Utilities;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
namespace Intrepid.Gameplay.Entities.Player.Sentinel.Cadence.UI
{
public class UICadence : MonoBehaviour
{
[GroupInjections, SerializeField] private SentinelControls controls;
[GroupInjections, SerializeField] private PlayerInputResolver inputResolver;
[GroupInjections, SerializeField] private TextMeshProUGUI cadenceTimer;
[GroupInjections, SerializeField] private TextMeshProUGUI btnElapsedTimes;
[GroupInjections, SerializeField] private Slider effective;
[GroupInjections, SerializeField] private Slider projection;
private string _lastCadenceTimer;
private string _lastCadenceConnectedCounter;
private void Update()
{
if (CadenceService.Instance.IsCadenceRunning)
{
_lastCadenceTimer = $"{CadenceService.Instance.TotalCadenceElapsedTime * 1000f:F2}ms";
_lastCadenceConnectedCounter = $"{controls.CadenceConnectedCounter}";
}
cadenceTimer.text = _lastCadenceTimer;
btnElapsedTimes.text = _lastCadenceConnectedCounter;
effective.value = CoreStabilityService.Instance.EffectiveStabilityP;
projection.value = CoreStabilityService.Instance.ProjectedStabilityP;
}
}
}

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@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 9d1662ebbd194ad3b15996cc3853512d
timeCreated: 1781078267

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@ -11,6 +11,7 @@ namespace Intrepid.Utilities
public const int ASAP = -ALAP; // As Soon As Possible
public const int TimeSimulation = ASAP + 1; // Time Simulation updates first
public const int UpdatableManager = TimeSimulation + 1; // Updatables updates later
public const int CodexWindowManager = 15;
}
public static class Prototyping

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@ -5,7 +5,7 @@
"depth": 0,
"source": "git",
"dependencies": {},
"hash": "0b8c3eecdc8fb556cbdf02408f7920350aeaff9c"
"hash": "eaf64acd43bfa540215b11329db1061262d7e364"
},
"com.unity.2d.animation": {
"version": "13.0.5",