135 lines
4.0 KiB
C#
135 lines
4.0 KiB
C#
using System.Collections;
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using OctoCore.Navigation.Data;
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using OctoCore.UI;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.InputSystem;
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using UnityEngine.UI;
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namespace OctoCore.Navigation
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{
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/// <summary>
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/// Main menu manager.
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/// Handles Play, Quit and optional extra buttons.
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/// Relies on OctoCore.Navigation for scene loading.
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/// </summary>
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public class OctoMainMenu : MonoBehaviour
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{
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[Header("Scene Settings")]
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[SerializeField, Tooltip("First scene to load on Play")]
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private OctoSceneData _firstSceneData;
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[Header("UI Settings")]
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[SerializeField, Tooltip("Optional panel to show/hide (options, credits...)")]
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private GameObject _optionalPanel;
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[SerializeField] private GameObject _loadingScreen;
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[SerializeField] private GameObject _loadingWheel;
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[SerializeField] private Button _optionalPanelFirstButton;
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[SerializeField] private Button _mainPanelDefaultButton;
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private bool _isLoading = false;
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void Awake()
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{
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// Hide optional panel on start if assigned
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if (_optionalPanel)
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_optionalPanel.SetActive(false);
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// Make sure cursor is visible in main menu
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Cursor.visible = true;
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Cursor.lockState = CursorLockMode.None;
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}
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void Update()
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{
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if (_isLoading && _loadingWheel)
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_loadingWheel.transform.Rotate(0, 0, -200f * Time.deltaTime);
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}
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/// <summary>
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/// Load the first scene. Called by the Play button.
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/// </summary>
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public void OnPlayButton()
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{
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if (!OctoCore.Instance)
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{
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Debug.LogError("[OctoMainMenu] OctoCore instance not found");
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return;
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}
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if (_firstSceneData == null)
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{
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Debug.LogError("[OctoMainMenu] FirstSceneData is null");
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return;
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}
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_ = PlayRoutine();
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}
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private async Awaitable PlayRoutine()
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{
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_isLoading = true;
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if (_loadingScreen) _loadingScreen.SetActive(true);
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await System.Threading.Tasks.Task.Delay(2000);
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#if !UNITY_EDITOR
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Shader.WarmupAllShaders();
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#endif
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_isLoading = false;
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OctoCore.Instance.Navigation.LoadScene(_firstSceneData);
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}
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/// <summary>
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/// Quit the application. Called by the Quit button.
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/// </summary>
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public void OnQuitButton()
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{
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Application.Quit();
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#if UNITY_EDITOR
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UnityEditor.EditorApplication.isPlaying = false;
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#endif
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}
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/// <summary>
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/// Toggle an optional panel (options, credits...). Called by any extra button.
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/// </summary>
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public void OnTogglePanel()
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{
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if (_optionalPanel)
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{
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bool newState = !_optionalPanel.activeSelf;
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_optionalPanel.SetActive(newState);
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}
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}
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public void SelectMainDefaultButton()
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{
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StartCoroutine(SelectAfterFrame(_mainPanelDefaultButton));
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}
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public void SelectDebugFirstButton()
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{
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StartCoroutine(SelectAfterFrame(_optionalPanelFirstButton));
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}
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private IEnumerator SelectAfterFrame(Button button)
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{
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MultiTargetButton.ClearPersistence();
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EventSystem.current.SetSelectedGameObject(button.gameObject);
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// Ignore mouse hover for 0.1s so it doesn't steal selection
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OctoMainMenu.IgnoreMouseUntil = Time.time + 0.1f;
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yield break;
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}
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// Exposed so MultiTargetButton can check before activating on hover
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public static float IgnoreMouseUntil = 0f;
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public void ClearButtonPersistence()
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{
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MultiTargetButton.ClearPersistence();
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}
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}
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} |