using System.Diagnostics; using ADOFAIRenderer.Core; using TMPro; using UnityEngine; using UnityEngine.UI; namespace ADOFAIRenderer.UI; internal class EscapeHandlerUI : MonoBehaviour { private GameObject _containerObj = null!; private TextMeshProUGUI _textComponent = null!; private Stopwatch? _escapeStopwatch; private void Start() { // Set UI layer (5) gameObject.layer = 5; // Canvas setup var canvas = gameObject.AddComponent(); canvas.renderMode = RenderMode.ScreenSpaceOverlay; canvas.sortingOrder = 10000; // Placed above debug monitor // Responsive Canvas Scaler setup var scaler = gameObject.AddComponent(); scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize; scaler.referenceResolution = new Vector2(1920, 1080); scaler.screenMatchMode = CanvasScaler.ScreenMatchMode.MatchWidthOrHeight; scaler.matchWidthOrHeight = 0.5f; gameObject.AddComponent(); // 1. Create container and background panel object _containerObj = new GameObject("EscapeContainer"); _containerObj.transform.SetParent(transform, false); _containerObj.layer = 5; var bgImage = _containerObj.AddComponent(); bgImage.color = new Color(0.05f, 0.05f, 0.07f, 0.85f); // Dark tone acrylic style var containerRect = _containerObj.GetComponent(); containerRect.anchorMin = new Vector2(0.5f, 0.5f); containerRect.anchorMax = new Vector2(0.5f, 0.5f); containerRect.pivot = new Vector2(0.5f, 0.5f); containerRect.anchoredPosition = Vector2.zero; // Screen center containerRect.sizeDelta = new Vector2(460, 160); // 2. Create text object var textObj = new GameObject("EscapeText"); textObj.transform.SetParent(_containerObj.transform, false); textObj.layer = 5; _textComponent = textObj.AddComponent(); _textComponent.alignment = TextAlignmentOptions.Center; _textComponent.fontSize = 60; _textComponent.textWrappingMode = TextWrappingModes.NoWrap; _textComponent.richText = true; // Apply game's default font (RDString.fontData.fontTMP) if (RDString.fontData.fontTMP != null) _textComponent.font = RDString.fontData.fontTMP; var textRect = textObj.GetComponent(); textRect.anchorMin = Vector2.zero; textRect.anchorMax = Vector2.one; textRect.offsetMin = new Vector2(10, 10); textRect.offsetMax = new Vector2(-10, -10); // Initial state disabled _containerObj.SetActive(false); } private void Update() { // Destroy self if rendering is no longer active if (!RenderManager.IsActive) { Destroy(gameObject); return; } if (Input.GetKey(KeyCode.Escape)) { if (_escapeStopwatch == null) { _escapeStopwatch = new Stopwatch(); _escapeStopwatch.Start(); _containerObj.SetActive(true); } var elapsed = (float)_escapeStopwatch.Elapsed.TotalSeconds; var remaining = Mathf.Max(0f, 3f - elapsed); // Update remaining time text _textComponent.text = $"Cancelling in {remaining:F1}s..\nHold Esc to cancel render"; // Micro pulse animation (container smoothly scales up while holding) var scale = 1.0f + elapsed / 3.0f * 0.15f; _containerObj.transform.localScale = new Vector3(scale, scale, 1f); if (elapsed < 3f) return; _escapeStopwatch.Stop(); _escapeStopwatch = null; _containerObj.transform.localScale = Vector3.one; // Reset scale _containerObj.SetActive(false); // Cancel rendering and exit scene if (RenderManager.Instance) RenderManager.Instance.CancelRender(); } else { if (_escapeStopwatch == null) return; _escapeStopwatch.Stop(); _escapeStopwatch = null; _containerObj.transform.localScale = Vector3.one; // Reset scale _containerObj.SetActive(false); } } private void OnDestroy() { if (_escapeStopwatch == null) return; _escapeStopwatch.Stop(); _escapeStopwatch = null; } }