Files
ADOFAIRenderer/UI/EscapeHandlerUI.cs

129 lines
4.5 KiB
C#

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>();
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
canvas.sortingOrder = 10000; // Placed above debug monitor
// Responsive Canvas Scaler setup
var scaler = gameObject.AddComponent<CanvasScaler>();
scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
scaler.referenceResolution = new Vector2(1920, 1080);
scaler.screenMatchMode = CanvasScaler.ScreenMatchMode.MatchWidthOrHeight;
scaler.matchWidthOrHeight = 0.5f;
gameObject.AddComponent<GraphicRaycaster>();
// 1. Create container and background panel object
_containerObj = new GameObject("EscapeContainer");
_containerObj.transform.SetParent(transform, false);
_containerObj.layer = 5;
var bgImage = _containerObj.AddComponent<Image>();
bgImage.color = new Color(0.05f, 0.05f, 0.07f, 0.85f); // Dark tone acrylic style
var containerRect = _containerObj.GetComponent<RectTransform>();
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<TextMeshProUGUI>();
_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<RectTransform>();
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// Destroy self if rendering is no longer active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 = $"<color=#FF5252>Cancelling in {remaining:F1}s..</color>\n<size=40><color=#DDDDDD>Hold Esc to cancel render</color></size>";
// 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;
}
}