Files
Project-M/Assets/_Project/Scripts/Client/UI/PauseMenuController.cs
T
Luis Gonzalez 29e90a5008 First-run onboarding: contextual coach-marks + How-to-Play card + dev replay toggle
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>
2026-06-29 14:18:22 -07:00

102 lines
3.6 KiB
C#

using UnityEngine;
using UnityEngine.UIElements;
namespace ProjectM.Client
{
/// <summary>
/// In-game pause overlay (UI Toolkit), spawned by <see cref="PauseMenuSystem"/> in the client world. Esc
/// toggles it; Resume / Settings / Quit-to-Menu / Quit-to-Desktop. Quit-to-Menu hands off to
/// <see cref="WorldLauncher.TeardownToMenu"/> (autosave + dispose worlds + load MainMenu). Builds its own
/// UIDocument in code (shared PanelSettings from Resources) above the HUD; the scene swap on Quit-to-Menu
/// destroys it.
/// </summary>
public class PauseMenuController : MonoBehaviour
{
UIDocument _doc;
VisualElement _root;
VisualElement _pausePanel;
VisualElement _settingsPanel;
VisualElement _howToPanel;
bool _open;
/// <summary>True while the pause overlay is shown (BuildSendSystem suspends build-clicks while paused).</summary>
public static bool Open;
void Awake()
{
MenuUi.EnsureEventSystem();
_doc = gameObject.AddComponent<UIDocument>();
_doc.panelSettings = MenuUi.LoadPanelSettings();
_doc.sortingOrder = 100; // above the in-game HUD
}
void Start()
{
_root = _doc.rootVisualElement;
Build();
SetOpen(false);
}
void Update()
{
var kb = UnityEngine.InputSystem.Keyboard.current;
if (kb != null && kb.escapeKey.wasPressedThisFrame)
SetOpen(!_open);
}
void Build()
{
_pausePanel = MenuUi.FullScreenRoot(false);
_pausePanel.style.backgroundColor = new Color(0.02f, 0.03f, 0.05f, 0.72f);
var card = MenuUi.Card("PAUSED");
card.Add(MenuUi.Button("Resume", () => SetOpen(false)));
card.Add(MenuUi.Button("Settings", ShowSettings));
card.Add(MenuUi.Button("How to Play", ShowHowToPlay));
card.Add(MenuUi.Button("Quit to Menu", WorldLauncher.TeardownToMenu));
card.Add(MenuUi.Button("Quit to Desktop", Quit));
_pausePanel.Add(card);
_root.Add(_pausePanel);
}
void SetOpen(bool open)
{
_open = open;
Open = open;
if (_pausePanel != null) _pausePanel.style.display = open ? DisplayStyle.Flex : DisplayStyle.None;
if (!open && _settingsPanel != null) { _settingsPanel.RemoveFromHierarchy(); _settingsPanel = null; }
if (!open && _howToPanel != null) { _howToPanel.RemoveFromHierarchy(); _howToPanel = null; }
if (open) { UnityEngine.Cursor.lockState = CursorLockMode.None; UnityEngine.Cursor.visible = true; }
}
void ShowSettings()
{
_pausePanel.style.display = DisplayStyle.None;
_settingsPanel = SettingsScreen.Build(() =>
{
if (_settingsPanel != null) { _settingsPanel.RemoveFromHierarchy(); _settingsPanel = null; }
_pausePanel.style.display = DisplayStyle.Flex;
});
_root.Add(_settingsPanel);
}
void ShowHowToPlay()
{
_pausePanel.style.display = DisplayStyle.None;
_howToPanel = HowToPlayPanel.Build(() =>
{
if (_howToPanel != null) { _howToPanel.RemoveFromHierarchy(); _howToPanel = null; }
_pausePanel.style.display = DisplayStyle.Flex;
});
_root.Add(_howToPanel);
}
static void Quit()
{
#if UNITY_EDITOR
UnityEditor.EditorApplication.isPlaying = false;
#else
Application.Quit();
#endif
}
}
}