using ProjectM.Simulation;
using Unity.Entities;
using UnityEngine;
using UnityEngine.UIElements;
namespace ProjectM.Client
{
///
/// Drives the front-end main menu (UI Toolkit). Lives on a GameObject (with a UIDocument) in
/// MainMenu.unity — build index 0. On it ENSURES a default "menu" world exists (the
/// bootstrap creates one on first boot, but on return-from-game World.DisposeAllWorlds left none and
/// Initialize does not re-run), ensures the EventSystem, and assigns the shared PanelSettings; on
/// enable it builds the menu. Single/Host/Join hand off to .
///
[RequireComponent(typeof(UIDocument))]
public class MainMenuController : MonoBehaviour
{
UIDocument _doc;
VisualElement _mainPanel;
VisualElement _settingsPanel;
VisualElement _howToPanel;
TextField _ipField;
Label _classLabel;
bool _autoStarted;
void Awake()
{
EnsureMenuWorld();
MenuUi.EnsureEventSystem();
_doc = GetComponent();
if (_doc.panelSettings == null)
_doc.panelSettings = MenuUi.LoadPanelSettings();
// The menu owns the cursor.
UnityEngine.Cursor.lockState = CursorLockMode.None;
UnityEngine.Cursor.visible = true;
_autoStarted = TryAutoStartFromCommandLine();
}
void OnEnable()
{
if (_autoStarted) return; // headless CLI co-op session; don't build the menu UI
if (_doc == null) _doc = GetComponent();
var root = _doc.rootVisualElement;
if (root == null) return;
root.Clear();
BuildMain(root);
}
///
/// Dev/automation hook: a player launched with -mhost auto-hosts; -mjoin <ip> auto-joins
/// (ip optional, defaults to loopback). Lets two standalone builds form a co-op session headlessly for
/// testing — the same path the menu buttons use, no UI clicks.
/// No effect when neither arg is present. Returns true if a session was started.
///
static bool TryAutoStartFromCommandLine()
{
var args = System.Environment.GetCommandLineArgs();
for (int i = 0; i < args.Length; i++)
{
if (args[i] == "-mhost") { WorldLauncher.StartSession(SessionMode.Host, "", false); return true; }
if (args[i] == "-mjoin")
{
string ip = (i + 1 < args.Length && !args[i + 1].StartsWith("-")) ? args[i + 1] : "127.0.0.1";
WorldLauncher.StartSession(SessionMode.Join, ip, false);
return true;
}
}
return false;
}
static void EnsureMenuWorld()
{
var w = World.DefaultGameObjectInjectionWorld;
if (w == null || !w.IsCreated)
DefaultWorldInitialization.Initialize("MenuWorld", false);
}
void BuildMain(VisualElement root)
{
_mainPanel = MenuUi.FullScreenRoot(true);
var card = MenuUi.Card("PROJECT M");
card.Add(MenuUi.Caption("Frontier colony — co-op"));
// Slice 2: class picker -> sets WorldLauncher.SelectedClass for the next session (Warrior melee / Ranger ranged).
_classLabel = new Label(ClassName(WorldLauncher.SelectedClass));
_classLabel.style.unityTextAlign = TextAnchor.MiddleCenter;
_classLabel.style.marginTop = 6; _classLabel.style.marginBottom = 2;
card.Add(_classLabel);
var classRow = new VisualElement();
classRow.style.flexDirection = FlexDirection.Row;
classRow.style.justifyContent = Justify.Center;
classRow.Add(MenuUi.Button("Warrior", () => SelectClass((byte)CharacterId.Warrior)));
classRow.Add(MenuUi.Button("Ranger", () => SelectClass((byte)CharacterId.Ranger)));
card.Add(classRow);
card.Add(MenuUi.Button("Single Player", () => Launch(SessionMode.Single, false)));
if (SaveService.HasSave())
card.Add(MenuUi.Button("Continue", () => Launch(SessionMode.Single, true)));
card.Add(MenuUi.Button("Host Co-op (LAN)", () => Launch(SessionMode.Host, SaveService.HasSave())));
_ipField = new TextField("Join IP") { value = "127.0.0.1" };
_ipField.style.marginTop = 8;
card.Add(_ipField);
card.Add(MenuUi.Button("Join", () => Launch(SessionMode.Join, false)));
card.Add(MenuUi.Button("Settings", ShowSettings));
card.Add(MenuUi.Button("How to Play", ShowHowToPlay));
// Re-arm the first-run coach-marks (clears the client-local completed-step mask). The next session
// replays them; the How-to-Play card stays available regardless.
Button replayBtn = null;
replayBtn = MenuUi.Button("Replay Tutorial", () =>
{
var s = SettingsService.Current;
s.OnboardingMask = 0;
s.TutorialHints = 1;
SettingsService.Save(s);
if (replayBtn != null) replayBtn.text = "Tutorial armed ✓";
});
card.Add(replayBtn);
card.Add(MenuUi.Button("Quit", Quit));
_mainPanel.Add(card);
root.Add(_mainPanel);
}
void Launch(SessionMode mode, bool loadSave)
{
string ip = _ipField != null ? _ipField.value : "127.0.0.1";
WorldLauncher.StartSession(mode, ip, loadSave);
}
void SelectClass(byte classId)
{
WorldLauncher.SelectedClass = classId;
if (_classLabel != null) _classLabel.text = ClassName(classId);
}
static string ClassName(byte classId) => classId == (byte)CharacterId.Ranger ? "CLASS: Ranger (ranged)" : "CLASS: Warrior (melee)";
void ShowSettings()
{
_mainPanel.style.display = DisplayStyle.None;
_settingsPanel = SettingsScreen.Build(HideSettings);
_doc.rootVisualElement.Add(_settingsPanel);
}
void HideSettings()
{
if (_settingsPanel != null) { _settingsPanel.RemoveFromHierarchy(); _settingsPanel = null; }
_mainPanel.style.display = DisplayStyle.Flex;
}
void ShowHowToPlay()
{
_mainPanel.style.display = DisplayStyle.None;
_howToPanel = HowToPlayPanel.Build(HideHowToPlay);
_doc.rootVisualElement.Add(_howToPanel);
}
void HideHowToPlay()
{
if (_howToPanel != null) { _howToPanel.RemoveFromHierarchy(); _howToPanel = null; }
_mainPanel.style.display = DisplayStyle.Flex;
}
static void Quit()
{
#if UNITY_EDITOR
UnityEditor.EditorApplication.isPlaying = false;
#else
Application.Quit();
#endif
}
}
}