29e90a5008
Teaches the deep, interlocking loop — especially the inverted win condition (you win by CLEARING EXPEDITIONS, not by surviving base sieges; DR-042/DR-043). - OnboardingSystem: client-only observe-only PresentationSystemGroup overlay (own UIDocument @ sortingOrder 60), soft-gated 10-beat coach-mark sequence with a world-space ▶ pointer; never mutates sim / never destroys a ghost. - OnboardingStepMath: pure, unit-tested step machine (snapshot + IsSatisfied + scheme-aware prompts + pointer kinds + persisted-mask helpers). - HowToPlayPanel: tabbed reference card (Controls / The Loop / Build / Threats / Win-Lose), reachable from the main menu and the pause overlay. - Per-client client-local state in GameSettings (TutorialHints + OnboardingMask bitmask, additive) — a Join client keeps its own; a host save-wipe never re-teaches. Settings toggle + menu "Replay Tutorial". - Dev "Force Each Launch" toggle (GameSettings.ForceOnboardingEachLaunch): SettingsService.Boot wipes the mask + forces hints on in-memory every launch so the tutorial always replays fresh. - HudSystem suppresses its own location hint while onboarding is active (single prompt voice), via OnboardingState + [UpdateAfter(OnboardingSystem)]. Validated green: 20/20 EditMode; Play smoke confirmed overlay render, clean U+25B6 pointer glyph, no system sort-cycle, and the force-wipe end-to-end. Docs: DR-043 + session log; reusable lesson archived in the build-gotchas note. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
154 lines
5.8 KiB
C#
154 lines
5.8 KiB
C#
using ProjectM.Simulation;
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using Unity.Entities;
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using UnityEngine;
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using UnityEngine.UIElements;
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namespace ProjectM.Client
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{
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/// <summary>
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/// Drives the front-end main menu (UI Toolkit). Lives on a GameObject (with a <c>UIDocument</c>) in
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/// MainMenu.unity — build index 0. On <see cref="Awake"/> it ENSURES a default "menu" world exists (the
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/// bootstrap creates one on first boot, but on return-from-game <c>World.DisposeAllWorlds</c> left none and
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/// <c>Initialize</c> does not re-run), ensures the EventSystem, and assigns the shared PanelSettings; on
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/// enable it builds the menu. Single/Host/Join hand off to <see cref="WorldLauncher"/>.
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/// </summary>
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[RequireComponent(typeof(UIDocument))]
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public class MainMenuController : MonoBehaviour
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{
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UIDocument _doc;
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VisualElement _mainPanel;
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VisualElement _settingsPanel;
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VisualElement _howToPanel;
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TextField _ipField;
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Label _classLabel;
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void Awake()
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{
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EnsureMenuWorld();
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MenuUi.EnsureEventSystem();
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_doc = GetComponent<UIDocument>();
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if (_doc.panelSettings == null)
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_doc.panelSettings = MenuUi.LoadPanelSettings();
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// The menu owns the cursor.
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UnityEngine.Cursor.lockState = CursorLockMode.None;
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UnityEngine.Cursor.visible = true;
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}
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void OnEnable()
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{
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if (_doc == null) _doc = GetComponent<UIDocument>();
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var root = _doc.rootVisualElement;
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if (root == null) return;
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root.Clear();
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BuildMain(root);
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}
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static void EnsureMenuWorld()
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{
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var w = World.DefaultGameObjectInjectionWorld;
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if (w == null || !w.IsCreated)
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DefaultWorldInitialization.Initialize("MenuWorld", false);
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}
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void BuildMain(VisualElement root)
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{
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_mainPanel = MenuUi.FullScreenRoot(true);
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var card = MenuUi.Card("PROJECT M");
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card.Add(MenuUi.Caption("Frontier colony — co-op"));
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// Slice 2: class picker -> sets WorldLauncher.SelectedClass for the next session (Warrior melee / Ranger ranged).
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_classLabel = new Label(ClassName(WorldLauncher.SelectedClass));
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_classLabel.style.unityTextAlign = TextAnchor.MiddleCenter;
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_classLabel.style.marginTop = 6; _classLabel.style.marginBottom = 2;
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card.Add(_classLabel);
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var classRow = new VisualElement();
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classRow.style.flexDirection = FlexDirection.Row;
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classRow.style.justifyContent = Justify.Center;
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classRow.Add(MenuUi.Button("Warrior", () => SelectClass((byte)CharacterId.Warrior)));
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classRow.Add(MenuUi.Button("Ranger", () => SelectClass((byte)CharacterId.Ranger)));
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card.Add(classRow);
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card.Add(MenuUi.Button("Single Player", () => Launch(SessionMode.Single, false)));
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if (SaveService.HasSave())
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card.Add(MenuUi.Button("Continue", () => Launch(SessionMode.Single, true)));
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card.Add(MenuUi.Button("Host Co-op (LAN)", () => Launch(SessionMode.Host, SaveService.HasSave())));
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_ipField = new TextField("Join IP") { value = "127.0.0.1" };
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_ipField.style.marginTop = 8;
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card.Add(_ipField);
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card.Add(MenuUi.Button("Join", () => Launch(SessionMode.Join, false)));
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card.Add(MenuUi.Button("Settings", ShowSettings));
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card.Add(MenuUi.Button("How to Play", ShowHowToPlay));
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// Re-arm the first-run coach-marks (clears the client-local completed-step mask). The next session
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// replays them; the How-to-Play card stays available regardless.
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Button replayBtn = null;
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replayBtn = MenuUi.Button("Replay Tutorial", () =>
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{
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var s = SettingsService.Current;
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s.OnboardingMask = 0;
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s.TutorialHints = 1;
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SettingsService.Save(s);
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if (replayBtn != null) replayBtn.text = "Tutorial armed ✓";
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});
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card.Add(replayBtn);
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card.Add(MenuUi.Button("Quit", Quit));
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_mainPanel.Add(card);
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root.Add(_mainPanel);
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}
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void Launch(SessionMode mode, bool loadSave)
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{
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string ip = _ipField != null ? _ipField.value : "127.0.0.1";
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WorldLauncher.StartSession(mode, ip, loadSave);
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}
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void SelectClass(byte classId)
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{
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WorldLauncher.SelectedClass = classId;
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if (_classLabel != null) _classLabel.text = ClassName(classId);
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}
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static string ClassName(byte classId) => classId == (byte)CharacterId.Ranger ? "CLASS: Ranger (ranged)" : "CLASS: Warrior (melee)";
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void ShowSettings()
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{
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_mainPanel.style.display = DisplayStyle.None;
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_settingsPanel = SettingsScreen.Build(HideSettings);
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_doc.rootVisualElement.Add(_settingsPanel);
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}
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void HideSettings()
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{
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if (_settingsPanel != null) { _settingsPanel.RemoveFromHierarchy(); _settingsPanel = null; }
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_mainPanel.style.display = DisplayStyle.Flex;
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}
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void ShowHowToPlay()
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{
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_mainPanel.style.display = DisplayStyle.None;
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_howToPanel = HowToPlayPanel.Build(HideHowToPlay);
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_doc.rootVisualElement.Add(_howToPanel);
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}
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void HideHowToPlay()
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{
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if (_howToPanel != null) { _howToPanel.RemoveFromHierarchy(); _howToPanel = null; }
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_mainPanel.style.display = DisplayStyle.Flex;
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}
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static void Quit()
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{
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#if UNITY_EDITOR
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UnityEditor.EditorApplication.isPlaying = false;
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#else
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Application.Quit();
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#endif
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}
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}
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}
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