Files
Project-M/Assets/_Project/Scripts/Client/UI/MainMenuController.cs
T
kronic 9f61f7c6fe LANTERN kit into the shipping scene + frame rename (audit H2/M4)
H2 was the audit's sharpest finding: in Game.unity every player spawned
with four ability sockets pointing at SparkIds the baked AbilityDatabase
did not contain, so all four resolved to Damage=0 Range=0 Cooldown=0.
Melee and dash were the only working combat verbs in the built game.
Cause: the 5 LANTERN Sparks were added to GymSub.unity and never to
Gameplay.unity.

- Gameplay.unity's AbilityDatabaseAuthoring now carries all 9 defs (the
  4 legacy ids keep their numbers; Sparks are 5-9) with their effect
  prefabs. Live-verified in Play: sockets now read
  Vortex 8dmg/6range/420cd, Blink 20range/1cd, Hook & Pull
  15dmg/25range/120cd, Light Zone 6dmg/5range/480cd.
- Removed 6 orphaned authoring GameObjects the purge left behind in the
  subscene (StorageSpawner, StructureCatalog, ItemDatabase,
  SpitterProjectileConfig, BoonCatalog, MetaCatalog) and the RoomDressing
  object in Game.unity — the latter is what scattered 47 Synty desert
  props into the seabed murk.
- Deleted 4 now-unreferenced prefabs: EnemySpit, Pylon, Storage, Wall.
- Frame rename (M4): FrameKind.Warrior/Ranger -> Bathynaut/Harpooner,
  93 identifier sites. Byte values pinned (2/3), so no ghost-hash or save
  impact. The menu said "Warrior"/"Ranger" to players three weeks after
  the frames were renamed in design.
- Menu now reads LANTERN / "Light is territory — co-op descent" instead
  of "PROJECT M" / "Frontier colony — co-op" (the Awakening-Engine
  tagline, two directions stale).
- Removed the "Replay Tutorial" button and the Settings ONBOARDING
  section: both drove coach-marks DR-051 deleted. The settings fields
  still round-trip so existing settings files load unchanged.

All four project scenes + all prefabs verified free of missing scripts.
Server measured at 59.6 ticks/s against a 60 Hz target. 295/295 green.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-07 13:11:58 -07:00

181 lines
7.3 KiB
C#

using ProjectM.Simulation;
using Unity.Entities;
using UnityEngine;
using UnityEngine.UIElements;
namespace ProjectM.Client
{
/// <summary>
/// Drives the front-end main menu (UI Toolkit). Lives on a GameObject (with a <c>UIDocument</c>) in
/// MainMenu.unity — build index 0. On <see cref="Awake"/> it ENSURES a default "menu" world exists (the
/// bootstrap creates one on first boot, but on return-from-game <c>World.DisposeAllWorlds</c> left none and
/// <c>Initialize</c> does not re-run), ensures the EventSystem, and assigns the shared PanelSettings; on
/// enable it builds the menu. Single/Host/Join hand off to <see cref="WorldLauncher"/>.
/// </summary>
[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<UIDocument>();
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<UIDocument>();
var root = _doc.rootVisualElement;
if (root == null) return;
root.Clear();
BuildMain(root);
}
/// <summary>
/// Dev/automation hook: a player launched with <c>-mhost</c> auto-hosts; <c>-mjoin &lt;ip&gt;</c> auto-joins
/// (ip optional, defaults to loopback). Lets two standalone builds form a co-op session headlessly for
/// testing — the same <see cref="WorldLauncher.StartSession"/> path the menu buttons use, no UI clicks.
/// No effect when neither arg is present. Returns true if a session was started.
/// </summary>
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("LANTERN");
card.Add(MenuUi.Caption("Light is territory — co-op descent"));
// Why the last session ended (connection watchdog / bad join address) — shown once, then cleared.
if (!string.IsNullOrEmpty(SessionEnd.Reason))
{
var reason = MenuUi.Caption(SessionEnd.Reason);
reason.style.color = new Color(1f, 0.55f, 0.35f);
reason.style.whiteSpace = WhiteSpace.Normal;
reason.style.maxWidth = 340;
SessionEnd.Reason = null;
card.Add(reason);
}
// Slice 2: class picker -> sets WorldLauncher.SelectedClass for the next session (Bathynaut melee / Harpooner 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("Bathynaut", () => SelectClass((byte)FrameKind.Bathynaut)));
classRow.Add(MenuUi.Button("Harpooner", () => SelectClass((byte)FrameKind.Harpooner)));
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));
// 2026-08-07 audit purge: the "Replay Tutorial" button re-armed first-run coach-marks whose system
// DR-051 deleted — it wrote OnboardingMask/TutorialHints that nothing reads. Removed rather than left
// as a button that visibly does nothing. The How-to-Play card above is the real reference.
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)FrameKind.Harpooner ? "CLASS: Harpooner (ranged)" : "CLASS: Bathynaut (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
}
}
}