using UnityEngine; namespace MSCO { /// /// Gemeinsamer Stil aller MSCO-Fenster (Launcher, F7-Konsole, Admin-Menü, Statusleiste): /// dunkle Flächen mit abgerundeten Ecken, orange Akzente, einheitliche Schriften und Abstände. /// Unitys OnGUI kennt keine runden Ecken - dafür werden kleine Texturen erzeugt und per /// 9-Slice (GUIStyle.border) gestreckt, sodass die Ecken rund bleiben. /// public static class UiTheme { public static readonly Color Background = Hex(0x16, 0x16, 0x1a, 0.97f); public static readonly Color Panel = Hex(0x0f, 0x0f, 0x12, 0.98f); public static readonly Color Row = Hex(0x22, 0x22, 0x28); public static readonly Color RowHover = Hex(0x2b, 0x2b, 0x33); public static readonly Color FieldColor = Hex(0x22, 0x22, 0x28); public static readonly Color FieldFocus = Hex(0x2c, 0x2c, 0x34); public static readonly Color Accent = Hex(0xf2, 0x6b, 0x1d); public static readonly Color AccentHover = Hex(0xff, 0x82, 0x3a); public static readonly Color Secondary = Hex(0x2a, 0x2a, 0x31); public static readonly Color SecondaryHover = Hex(0x36, 0x36, 0x3f); public static readonly Color Danger = Hex(0xd9, 0x44, 0x48); public static readonly Color DangerHover = Hex(0xee, 0x5a, 0x5e); public static readonly Color Text = Hex(0xf2, 0xf2, 0xf5); public static readonly Color Muted = Hex(0x8e, 0x8e, 0x99); public static readonly Color Online = Hex(0x3d, 0xd6, 0x8c); public static readonly Color Pending = Hex(0xf2, 0xc2, 0x1d); public static readonly Color Gold = Hex(0xff, 0xb4, 0x5a); /// Feiner heller Rand um Fenster und Karten (wie auf der Website). public static readonly Color Border = new Color(1f, 1f, 1f, 0.08f); public const int Radius = 6; const int ShadowBlur = 16; static GUIStyle shadowStyle; public static Color Hex(int r, int g, int b, float a = 1f) { return new Color(r / 255f, g / 255f, b / 255f, a); } /// Textur mit abgerundeten Ecken (weiche Kanten) für 9-Slice-Styles. public static Texture2D Rounded(Color color, int radius = Radius) { int size = radius * 2 + 4; var tex = new Texture2D(size, size, TextureFormat.ARGB32, false); tex.wrapMode = TextureWrapMode.Clamp; tex.filterMode = FilterMode.Bilinear; for (int y = 0; y < size; y++) { for (int x = 0; x < size; x++) { // Abstand zur nächsten Ecken-Mitte (innerhalb des geraden Teils = 0) float cx = Mathf.Clamp(x + 0.5f, radius, size - radius); float cy = Mathf.Clamp(y + 0.5f, radius, size - radius); float d = Vector2.Distance(new Vector2(x + 0.5f, y + 0.5f), new Vector2(cx, cy)); float alpha = Mathf.Clamp01(radius - d + 0.5f); tex.SetPixel(x, y, new Color(color.r, color.g, color.b, color.a * alpha)); } } tex.Apply(); tex.hideFlags = HideFlags.HideAndDontSave; return tex; } /// /// Wie Rounded, aber mit senkrechtem Verlauf (oben -> unten) und optional 1 px Rand. Die Textur ist höher als /// breit, damit der Verlauf beim 9-Slice-Strecken im Mittelteil erhalten bleibt. /// public static Texture2D RoundedEx(Color top, Color bottom, Color border, bool withBorder, int radius = Radius, int height = 48) { int width = radius * 2 + 4; height = Mathf.Max(height, width); var tex = new Texture2D(width, height, TextureFormat.ARGB32, false); tex.wrapMode = TextureWrapMode.Clamp; tex.filterMode = FilterMode.Bilinear; for (int y = 0; y < height; y++) { // Texturzeile 0 ist unten Color fill = Color.Lerp(bottom, top, (y + 0.5f) / height); // Rand deckend auf die Fläche mischen (ein durchsichtiger Rand ließe das Spiel durchscheinen) Color edge = Color.Lerp(fill, new Color(border.r, border.g, border.b, fill.a), border.a); for (int x = 0; x < width; x++) { float cx = Mathf.Clamp(x + 0.5f, radius, width - radius); float cy = Mathf.Clamp(y + 0.5f, radius, height - radius); float d = Vector2.Distance(new Vector2(x + 0.5f, y + 0.5f), new Vector2(cx, cy)); Color c = withBorder ? Color.Lerp(edge, fill, Mathf.Clamp01(radius - 1f - d + 0.5f)) : fill; c.a *= Mathf.Clamp01(radius - d + 0.5f); tex.SetPixel(x, y, c); } } tex.Apply(); tex.hideFlags = HideFlags.HideAndDontSave; return tex; } /// Fenster/Karte mit feinem Rand; mit GUI.Box zeichnen (vorher DrawShadow für Tiefe). public static GUIStyle Card(Color color, int radius = Radius) { var s = new GUIStyle(); s.normal.background = RoundedEx(color, color, Border, true, radius, radius * 2 + 4); s.border = new RectOffset(radius + 2, radius + 2, radius + 2, radius + 2); return s; } /// Orange Hauptknopf mit leichtem Verlauf (wie .btn auf der Website). public static GUIStyle PrimaryButton(int fontSize = 13) { GUIStyle s = Button(Accent, AccentHover, Color.white, fontSize); ApplyPrimaryGradient(s); return s; } /// Verlauf auf einen vorhandenen Knopf-Stil legen (Rundung und Rand bleiben). public static void ApplyPrimaryGradient(GUIStyle s) { s.normal.background = s.focused.background = RoundedEx(AccentHover, Accent, Color.clear, false); s.hover.background = s.active.background = s.onNormal.background = RoundedEx(Color.Lerp(AccentHover, Color.white, 0.12f), AccentHover, Color.clear, false); } /// Weicher Schatten unter einem Fenster (etwas nach unten versetzt). Vor dem Fenster zeichnen. public static void DrawShadow(Rect r) { if (shadowStyle == null || shadowStyle.normal.background == null) { const int radius = 10; int reach = radius + ShadowBlur; int size = reach * 2 + 4; var tex = new Texture2D(size, size, TextureFormat.ARGB32, false); tex.wrapMode = TextureWrapMode.Clamp; tex.filterMode = FilterMode.Bilinear; for (int y = 0; y < size; y++) for (int x = 0; x < size; x++) { float cx = Mathf.Clamp(x + 0.5f, reach, size - reach); float cy = Mathf.Clamp(y + 0.5f, reach, size - reach); float outside = Mathf.Max(0f, Vector2.Distance(new Vector2(x + 0.5f, y + 0.5f), new Vector2(cx, cy)) - radius); float fade = 1f - Mathf.Clamp01(outside / ShadowBlur); tex.SetPixel(x, y, new Color(0f, 0f, 0f, 0.45f * fade * fade)); } tex.Apply(); tex.hideFlags = HideFlags.HideAndDontSave; shadowStyle = new GUIStyle(); shadowStyle.normal.background = tex; shadowStyle.border = new RectOffset(reach + 2, reach + 2, reach + 2, reach + 2); } GUI.Box(new Rect(r.x - ShadowBlur, r.y - ShadowBlur + 6, r.width + ShadowBlur * 2, r.height + ShadowBlur * 2), GUIContent.none, shadowStyle); } public static Texture2D Solid(Color color) { var tex = new Texture2D(1, 1); tex.SetPixel(0, 0, color); tex.Apply(); tex.hideFlags = HideFlags.HideAndDontSave; return tex; } /// Fläche (Fenster, Karte, Zeile) mit runden Ecken; mit GUI.Box zeichnen. public static GUIStyle Panel9(Color color, int radius = Radius) { var s = new GUIStyle(); s.normal.background = Rounded(color, radius); s.border = new RectOffset(radius + 2, radius + 2, radius + 2, radius + 2); return s; } public static GUIStyle Button(Color normal, Color hover, Color text, int fontSize = 13, bool bold = true) { var s = new GUIStyle(GUI.skin.button); s.normal.background = Rounded(normal); s.hover.background = Rounded(hover); s.active.background = Rounded(hover); s.focused.background = Rounded(normal); s.onNormal.background = Rounded(hover); s.normal.textColor = s.hover.textColor = s.active.textColor = s.focused.textColor = s.onNormal.textColor = text; s.border = new RectOffset(Radius + 2, Radius + 2, Radius + 2, Radius + 2); s.padding = new RectOffset(12, 12, 6, 6); s.fontSize = fontSize; s.fontStyle = bold ? FontStyle.Bold : FontStyle.Normal; return s; } public static GUIStyle Field(int fontSize = 14) { var s = new GUIStyle(GUI.skin.textField); s.normal.background = Rounded(FieldColor); s.hover.background = Rounded(FieldFocus); s.focused.background = Rounded(FieldFocus); s.normal.textColor = s.hover.textColor = s.focused.textColor = Text; s.border = new RectOffset(Radius + 2, Radius + 2, Radius + 2, Radius + 2); s.padding = new RectOffset(12, 12, 0, 0); s.alignment = TextAnchor.MiddleLeft; s.fontSize = fontSize; return s; } public static GUIStyle Label(int fontSize, Color color, FontStyle font = FontStyle.Normal, TextAnchor align = TextAnchor.UpperLeft) { var s = new GUIStyle(GUI.skin.label); s.fontSize = fontSize; s.fontStyle = font; s.normal.textColor = color; s.alignment = align; return s; } } }