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{fileID: 1672787215} - {fileID: 1135560883} + - {fileID: 2088273344} + - {fileID: 1391378728} diff --git a/Assets/ARHanabi/Scripts/Core/DisplayActivator.cs b/Assets/ARHanabi/Scripts/Core/DisplayActivator.cs new file mode 100644 index 0000000..e82dedd --- /dev/null +++ b/Assets/ARHanabi/Scripts/Core/DisplayActivator.cs @@ -0,0 +1,10 @@ +using UnityEngine; + +public class DisplayActivator : MonoBehaviour +{ + private void Start() + { + if (Display.displays.Length > 1) + Display.displays[1].Activate(); + } +} \ No newline at end of file diff --git a/Assets/ARHanabi/Scripts/Core/DisplayActivator.cs.meta b/Assets/ARHanabi/Scripts/Core/DisplayActivator.cs.meta new file mode 100644 index 0000000..445a6ab --- /dev/null +++ b/Assets/ARHanabi/Scripts/Core/DisplayActivator.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: f413ac900de4abe439862ea6b76b8f32 \ No newline at end of file diff --git a/Assets/ARHanabi/Scripts/FaceDetectionTest.cs.meta b/Assets/ARHanabi/Scripts/FaceDetectionTest.cs.meta deleted file mode 100644 index 78a9f57..0000000 --- a/Assets/ARHanabi/Scripts/FaceDetectionTest.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: 285e632617a63864090d8ee4032f4212 \ No newline at end of file diff --git a/Assets/ARHanabi/Scripts/FireworkTest.cs.meta b/Assets/ARHanabi/Scripts/FireworkTest.cs.meta deleted file mode 100644 index e810db6..0000000 --- a/Assets/ARHanabi/Scripts/FireworkTest.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: 0f471640b16908941b4285fb7d81864d \ No newline at end of file diff --git a/Assets/ARHanabi/Scripts/Fireworks/FireworkEntry.cs b/Assets/ARHanabi/Scripts/Fireworks/FireworkEntry.cs index e69de29..57820e2 100644 --- a/Assets/ARHanabi/Scripts/Fireworks/FireworkEntry.cs +++ b/Assets/ARHanabi/Scripts/Fireworks/FireworkEntry.cs @@ -0,0 +1,88 @@ +using System; +using UnityEngine; + +// ===== FireworkEntry ===== +// 花火1件分のデータを保持するクラス +// +// 現在: ローカル画像から生成(Admin画面で登録) +// 将来: GET /fireworks のレスポンス1件に対応 +// id, isShareable, imageUrl をAPIから取得し +// localTexture をダウンロードして差し替える + +[Serializable] +public class FireworkEntry +{ + // ── ローカル管理フィールド ── + public string displayName; // 管理画面での表示名 + public Texture2D localTexture; // ローカル画像(現在のメイン入力) + public bool isActive; // 有効/無効(Activateされているか) + + // ── 変換済みキャッシュ ── + public bool isConverted; + public ParticleData particleData; + + // ── 将来のAPI連携フィールド(現在未使用)── + public int id = -1; + public bool isShareable; + public string imageUrl; + public string createdAt; + + // ローカル画像用コンストラクタ + public FireworkEntry(string name, Texture2D texture) + { + displayName = name; + localTexture = texture; + isActive = false; + isConverted = false; + createdAt = DateTime.Now.ToString("yyyy-MM-dd HH:mm:ss"); + } + + // API用コンストラクタ(将来実装) + public FireworkEntry(int apiId, string name, string url, bool shareable) + { + id = apiId; + displayName = name; + imageUrl = url; + isShareable = shareable; + isActive = false; + isConverted = false; + } +} + +// ===== ParticleData ===== +// 変換済みパーティクルデータ(Web側の ParticleData 型と対応) +[Serializable] +public class ParticleData +{ + public int width; + public int height; + public ParticlePoint[] particles; + + public ParticleData(int w, int h, ParticlePoint[] pts) + { + width = w; + height = h; + particles = pts; + } +} + +// ===== ParticlePoint ===== +// 1パーティクルの位置と色(Web側の { x, y, r, g, b, size } と対応) +[Serializable] +public struct ParticlePoint +{ + public float x; // 0.0〜1.0 正規化座標 + public float y; // 0.0〜1.0 正規化座標 + public byte r, g, b; + public float size; + + public ParticlePoint(float x, float y, byte r, byte g, byte b, float size = 1f) + { + this.x = x; this.y = y; + this.r = r; this.g = g; this.b = b; + this.size = size; + } + + public Color32 ToColor32() => new Color32(r, g, b, 255); + public Color ToColor() => new Color(r / 255f, g / 255f, b / 255f); +} \ No newline at end of file diff --git a/Assets/ARHanabi/Scripts/Fireworks/FireworkLauncher.cs b/Assets/ARHanabi/Scripts/Fireworks/FireworkLauncher.cs index 2113b6f..d3498cc 100644 --- a/Assets/ARHanabi/Scripts/Fireworks/FireworkLauncher.cs +++ b/Assets/ARHanabi/Scripts/Fireworks/FireworkLauncher.cs @@ -1,5 +1,15 @@ using UnityEngine; +// ===== FireworkLauncher ===== +// PoseEventBus からジェスチャーイベントを受け取り、花火を打ち上げる +// +// 既存の VFX Prefab 花火(fireworkSmall / fireworkLarge)はそのまま維持。 +// isActive な画像花火がある場合は ImageFireworkEffect も同時に発射する。 +// +// 変更点(既存コードからの差分): +// ・LaunchAt() の後に TryLaunchImageFirework() を追加 +// ・FireworkManager が null でも従来動作を損なわない + public class FireworkLauncher : MonoBehaviour { [Header("花火Prefab(既存)")] @@ -103,13 +113,10 @@ private void TryLaunchImageFirework(Vector3 worldPos) var go = new GameObject($"ImageFW_{entry.displayName}"); go.transform.position = worldPos; - var ps = go.AddComponent(); // RequireComponent を満たす + go.AddComponent(); // RequireComponent を満たす var fx = go.AddComponent(); // パラメータをここで上書き(Inspector 設定を反映) - fx.scale = imageFireworkScale; - fx.explosionSpeed = imageFireworkSpeed; - fx.Launch(entry.particleData); } } \ No newline at end of file diff --git a/Assets/ARHanabi/Scripts/Fireworks/FireworkManager.cs b/Assets/ARHanabi/Scripts/Fireworks/FireworkManager.cs new file mode 100644 index 0000000..7c07e8b --- /dev/null +++ b/Assets/ARHanabi/Scripts/Fireworks/FireworkManager.cs @@ -0,0 +1,143 @@ +using UnityEngine; +using System.Collections.Generic; +using System.Linq; + +// ===== FireworkManager ===== +// 花火エントリの一元管理シングルトン +// +// 現在の責務: +// ・Admin画面からのローカル画像登録 +// ・画像 → ParticleData 変換 +// ・isActive なエントリを FireworkLauncher に渡す +// +// 将来の拡張(コメント参照): +// ・GET /fireworks でエントリ取得 +// ・PUT /fireworks/:id で isActive を同期 + +public class FireworkManager : MonoBehaviour +{ + public static FireworkManager Instance { get; private set; } + + // ── Inspector ── + [Header("Conversion Settings")] + public ImageToParticlesSettings conversionSettings = new(); + + [Header("References")] + [Tooltip("FireworkLauncher reference")] + public FireworkLauncher fireworkLauncher; + + // ── 内部 ── + private readonly List _entries = new(); + private ImageToParticles _converter; + + // 管理画面UIが購読して再描画に使う + public event System.Action OnEntriesChanged; + + public IReadOnlyList Entries => _entries.AsReadOnly(); + + // ── ライフサイクル ── + private void Awake() + { + if (Instance != null && Instance != this) { Destroy(gameObject); return; } + Instance = this; + _converter = new ImageToParticles(conversionSettings); + } + + // ── エントリ操作 ── + + /// ローカル画像からエントリを追加(Admin画面から呼ぶ) + public void AddLocalEntry(string displayName, Texture2D texture) + { + _entries.Add(new FireworkEntry(displayName, texture)); + Debug.Log($"[FWManager] Added: {displayName}"); + OnEntriesChanged?.Invoke(); + } + + /// エントリ削除 + public void RemoveEntry(FireworkEntry entry) + { + _entries.Remove(entry); + OnEntriesChanged?.Invoke(); + } + + /// Active フラグ切り替え + public void SetActive(FireworkEntry entry, bool active) + { + entry.isActive = active; + Debug.Log($"[FWManager] SetActive: {entry.displayName} -> {active} (converted={entry.isConverted})"); + // 将来: active なら PUT /fireworks/:id {isActive: true} を送る + OnEntriesChanged?.Invoke(); + } + + // ── 変換 ── + + /// 1件変換(Admin画面の「変換」ボタンから) + public void ConvertEntry(FireworkEntry entry) + { + if (entry.localTexture == null) + { + Debug.LogWarning($"[FWManager] No texture: {entry.displayName}"); + return; + } + entry.particleData = _converter.Convert(entry.localTexture); + entry.isConverted = true; + Debug.Log($"[FWManager] Converted {entry.displayName}: {entry.particleData.particles.Length} pts"); + OnEntriesChanged?.Invoke(); + } + + /// 未変換の全エントリを変換 + public void ConvertAll() + { + foreach (var e in _entries.Where(e => !e.isConverted)) + ConvertEntry(e); + } + + // ── 打ち上げ ── + + /// Active&変換済みのエントリ一覧 + public List GetActiveEntries() => + _entries.Where(e => e.isActive && e.isConverted).ToList(); + + /// + /// ランダムに1件打ち上げる + /// FireworkLauncher から GestureType に応じて呼ばれる + /// + public void LaunchRandom(Vector3 worldPosition) + { + var actives = GetActiveEntries(); + if (actives.Count == 0) + { + Debug.LogWarning("[FWManager] No active & converted entries. Count=" + _entries.Count + " active=" + _entries.Count(e=>e.isActive) + " converted=" + _entries.Count(e=>e.isConverted)); + return; + } + var entry = actives[Random.Range(0, actives.Count)]; + LaunchEntry(entry, worldPosition); + } + + /// 特定エントリを打ち上げる + public void LaunchEntry(FireworkEntry entry, Vector3 worldPosition) + { + if (!entry.isConverted) + { + Debug.LogWarning($"[FWManager] Not converted: {entry.displayName}"); + return; + } + + // ImageFireworkEffect を動的生成して打ち上げる + var go = new GameObject($"ImageFirework_{entry.displayName}"); + go.transform.position = worldPosition; + var fx = go.AddComponent(); + fx.Launch(entry.particleData); + + Debug.Log($"[FWManager] Launch: {entry.displayName} @ {worldPosition}"); + } + + // ── 将来: API連携 ── + // public IEnumerator FetchFromApi() + // { + // using var req = UnityWebRequest.Get($"{apiBaseUrl}/fireworks"); + // yield return req.SendWebRequest(); + // // レスポンスをパースして AddLocalEntry or new FireworkEntry(apiId,...) で追加 + // // 画像は GET /fireworks/:id/image でダウンロードして localTexture に設定 + // } +} \ No newline at end of file diff --git a/Assets/ARHanabi/Scripts/Fireworks/FireworkManager.cs.meta b/Assets/ARHanabi/Scripts/Fireworks/FireworkManager.cs.meta new file mode 100644 index 0000000..b5700db --- /dev/null +++ b/Assets/ARHanabi/Scripts/Fireworks/FireworkManager.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 00e5df798a2876a499dc341fcc8488a9 \ No newline at end of file diff --git a/Assets/ARHanabi/Scripts/Fireworks/ImageFireworkEffect.cs b/Assets/ARHanabi/Scripts/Fireworks/ImageFireworkEffect.cs new file mode 100644 index 0000000..6716bc6 --- /dev/null +++ b/Assets/ARHanabi/Scripts/Fireworks/ImageFireworkEffect.cs @@ -0,0 +1,186 @@ +using UnityEngine; + +// ===== ImageFireworkEffect ===== +// アニメーション3フェーズ: +// Phase 1 (0 ~ expandTime): 中心から絵の形に展開 +// Phase 2 (expandTime ~ holdTime): 絵の形を維持 +// Phase 3 (holdTime ~ lifetime): 重力で落下・縮小フェード + +public class ImageFireworkEffect : MonoBehaviour +{ + [Header("フェーズ設定")] + [Tooltip("絵の形に展開するまでの秒数")] + public float expandTime = 0.8f; + [Tooltip("絵の形を維持する秒数")] + public float holdTime = 0.6f; + [Tooltip("落下・フェードの秒数")] + public float fadeTime = 1.5f; + + [Header("表示設定")] + [Tooltip("絵の表示サイズ(ワールド座標)")] + public float imageScale = 6f; + [Tooltip("粒子1つのサイズ")] + public float particleSize = 0.15f; + + [Header("落下設定")] + public float gravityPerSec = 2f; + public float velocityDamping = 0.92f; + + private struct Particle + { + public Transform tf; + public Vector3 startPos; // 発射位置(origin) + public Vector3 targetPos; // 絵の形の位置 + public Vector3 vel; // Phase3 用の速度 + public Material mat; + public float baseSize; + } + + private Particle[] _particles; + private int _count; + private float _startTime; + private bool _launched; + private Vector3 _origin; + + private static Mesh _quad; + + private float TotalLifetime => expandTime + holdTime + fadeTime; + + private void Awake() + { + if (_quad != null) return; + _quad = new Mesh(); + _quad.vertices = new Vector3[] { + new(-0.5f,-0.5f,0), new(0.5f,-0.5f,0), + new(0.5f, 0.5f,0), new(-0.5f,0.5f,0) + }; + _quad.triangles = new int[] { 0,2,1, 0,3,2 }; + _quad.uv = new Vector2[] { + new(0,0), new(1,0), new(1,1), new(0,1) + }; + _quad.RecalculateBounds(); + } + + public void Launch(ParticleData data) + { + if (data == null || data.particles == null || data.particles.Length == 0) + { + Debug.LogWarning("[ImageFX] ParticleData is empty"); + Destroy(gameObject); + return; + } + + _origin = transform.position; + _count = data.particles.Length; + _particles = new Particle[_count]; + + var shader = Shader.Find("Custom/ParticleColor") + ?? Shader.Find("Unlit/Color") + ?? Shader.Find("Sprites/Default"); + + // 絵全体の中心を origin に合わせるためのオフセット + // 正規化座標 0.5,0.5 が origin になるよう計算 + for (int i = 0; i < _count; i++) + { + var p = data.particles[i]; + + // 絵の形の最終位置(originを中心にimageScaleの大きさで展開) + float lx = (p.x - 0.5f) * imageScale; + float ly = (0.5f - p.y) * imageScale; + var targetPos = _origin + new Vector3(lx, ly, 0f); + + // GO生成 + var go = new GameObject($"p{i}"); + go.transform.SetParent(transform); + go.transform.position = _origin; // 全粒子が origin からスタート + go.transform.localScale = Vector3.one * particleSize; + + go.AddComponent().sharedMesh = _quad; + var mr = go.AddComponent(); + var mat = new Material(shader); + mat.SetColor("_Color", p.ToColor()); + mr.material = mat; + mr.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; + mr.receiveShadows = false; + + _particles[i] = new Particle + { + tf = go.transform, + startPos = _origin, + targetPos = targetPos, + vel = Vector3.zero, + mat = mat, + baseSize = particleSize, + }; + } + + _startTime = Time.time; + _launched = true; + Debug.Log($"[ImageFX] Launched {_count} particles @ {_origin}"); + Destroy(gameObject, TotalLifetime + 0.5f); + } + + private void Update() + { + if (!_launched) return; + + float elapsed = Time.time - _startTime; + float dt = Time.deltaTime; + + // ── Phase 1: 展開(origin → targetPos へ Lerp)── + if (elapsed < expandTime) + { + float t = elapsed / expandTime; + // EaseOut: 最初は速く、最後はゆっくり止まる + float ease = 1f - (1f - t) * (1f - t); + + for (int i = 0; i < _count; i++) + { + if (_particles[i].tf == null) continue; + _particles[i].tf.position = Vector3.Lerp( + _particles[i].startPos, + _particles[i].targetPos, + ease); + _particles[i].tf.localScale = Vector3.one * _particles[i].baseSize; + } + } + // ── Phase 2: 維持(targetPos で静止)── + else if (elapsed < expandTime + holdTime) + { + // Phase2 に入った瞬間だけ位置を確定させ、vel を初期化 + for (int i = 0; i < _count; i++) + { + if (_particles[i].tf == null) continue; + _particles[i].tf.position = _particles[i].targetPos; + _particles[i].vel = Vector3.zero; + } + } + // ── Phase 3: 落下・フェード ── + else + { + float fadeElapsed = elapsed - expandTime - holdTime; + float fadeRatio = Mathf.Clamp01(1f - fadeElapsed / fadeTime); + + for (int i = 0; i < _count; i++) + { + if (_particles[i].tf == null) continue; + + // 重力加速 + _particles[i].vel *= velocityDamping; + _particles[i].vel.y -= gravityPerSec * dt; + _particles[i].tf.position += _particles[i].vel * dt; + + // サイズでフェード + float s = _particles[i].baseSize * fadeRatio; + _particles[i].tf.localScale = Vector3.one * Mathf.Max(s, 0f); + } + } + } + + private void OnDestroy() + { + if (_particles == null) return; + foreach (var p in _particles) + if (p.mat != null) Destroy(p.mat); + } +} \ No newline at end of file diff --git a/Assets/ARHanabi/Scripts/Fireworks/ImageFireworkEffect.cs.meta b/Assets/ARHanabi/Scripts/Fireworks/ImageFireworkEffect.cs.meta new file mode 100644 index 0000000..504f48c --- /dev/null +++ b/Assets/ARHanabi/Scripts/Fireworks/ImageFireworkEffect.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 03738954a02801542bb938137b1e1202 \ No newline at end of file diff --git a/Assets/ARHanabi/Scripts/Fireworks/ImageToParticles.cs b/Assets/ARHanabi/Scripts/Fireworks/ImageToParticles.cs new file mode 100644 index 0000000..4c71de3 --- /dev/null +++ b/Assets/ARHanabi/Scripts/Fireworks/ImageToParticles.cs @@ -0,0 +1,100 @@ +using UnityEngine; + +[System.Serializable] +public class ImageToParticlesSettings +{ + [Tooltip("リサイズ解像度(n×n)。大きいほど細かい")] + public int resolution = 64; + + [Tooltip("白とみなすRGB閾値(0-255)")] + [Range(0, 255)] + public int whiteThreshold = 200; + + [Tooltip("彩度の最小値(max-min)。これ以下はノイズとして除外")] + [Range(0, 255)] + public int saturationThreshold = 30; + + [Tooltip("白いピクセルも半透明の白粒子として含める")] + public bool includeWhite = false; + + [Tooltip("白粒子のアルファ値(0=透明, 1=不透明)")] + [Range(0f, 1f)] + public float whiteAlpha = 0.3f; +} + +public class ImageToParticles +{ + private readonly ImageToParticlesSettings _s; + + public ImageToParticles(ImageToParticlesSettings settings) + { + _s = settings; + } + + public ParticleData Convert(Texture2D src) + { + int n = _s.resolution; + + var rt = RenderTexture.GetTemporary(n, n, 0, RenderTextureFormat.ARGB32); + rt.filterMode = FilterMode.Bilinear; + Graphics.Blit(src, rt); + + var prev = RenderTexture.active; + RenderTexture.active = rt; + var tex = new Texture2D(n, n, TextureFormat.RGBA32, false); + tex.ReadPixels(new Rect(0, 0, n, n), 0, 0); + tex.Apply(); + RenderTexture.active = prev; + RenderTexture.ReleaseTemporary(rt); + + var pixels = tex.GetPixels32(); + var points = new System.Collections.Generic.List(); + + for (int py = 0; py < n; py++) + for (int px = 0; px < n; px++) + { + var col = pixels[(n - 1 - py) * n + px]; + + bool isWhite = col.r > _s.whiteThreshold + && col.g > _s.whiteThreshold + && col.b > _s.whiteThreshold; + + int sat = Mathf.Max(col.r, col.g, col.b) + - Mathf.Min(col.r, col.g, col.b); + + if (isWhite) + { + // 白ピクセル + if (_s.includeWhite) + { + byte a = (byte)(_s.whiteAlpha * 255); + points.Add(new ParticlePoint( + x: px / (float)(n - 1), + y: py / (float)(n - 1), + r: 255, g: 255, b: 255, + size: 0.6f // 白粒子は少し小さく + )); + } + } + else + { + // 色ピクセル(彩度チェック) + if (sat >= _s.saturationThreshold) + { + points.Add(new ParticlePoint( + x: px / (float)(n - 1), + y: py / (float)(n - 1), + r: col.r, + g: col.g, + b: col.b, + size: 1f + )); + } + } + } + + Debug.Log($"[ImageToParticles] {n}x{n} -> {points.Count} particles " + + $"(includeWhite={_s.includeWhite})"); + return new ParticleData(n, n, points.ToArray()); + } +} \ No newline at end of file diff --git a/Assets/ARHanabi/Scripts/Fireworks/ImageToParticles.cs.meta b/Assets/ARHanabi/Scripts/Fireworks/ImageToParticles.cs.meta new file mode 100644 index 0000000..fe50322 --- /dev/null +++ b/Assets/ARHanabi/Scripts/Fireworks/ImageToParticles.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: c478a421e3a1ec1418553cacddca571e \ No newline at end of file diff --git a/Assets/ARHanabi/Scripts/Test.meta b/Assets/ARHanabi/Scripts/Test.meta new file mode 100644 index 0000000..7d9b52b --- /dev/null +++ b/Assets/ARHanabi/Scripts/Test.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: ad6e994c155660b448c0cec36870e0d3 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ARHanabi/Scripts/FaceDetectionTest.cs b/Assets/ARHanabi/Scripts/Test/FaceDetectionTest.cs similarity index 100% rename from Assets/ARHanabi/Scripts/FaceDetectionTest.cs rename to Assets/ARHanabi/Scripts/Test/FaceDetectionTest.cs diff --git a/Assets/ARHanabi/Scripts/Test/FaceDetectionTest.cs.meta b/Assets/ARHanabi/Scripts/Test/FaceDetectionTest.cs.meta new file mode 100644 index 0000000..ed8f7b7 --- /dev/null +++ b/Assets/ARHanabi/Scripts/Test/FaceDetectionTest.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: dd1a347d698b09244ba1badece2b4294 \ No newline at end of file diff --git a/Assets/ARHanabi/Scripts/FireworkTest.cs b/Assets/ARHanabi/Scripts/Test/FireworkTest.cs similarity index 100% rename from Assets/ARHanabi/Scripts/FireworkTest.cs rename to Assets/ARHanabi/Scripts/Test/FireworkTest.cs diff --git a/Assets/ARHanabi/Scripts/Test/FireworkTest.cs.meta b/Assets/ARHanabi/Scripts/Test/FireworkTest.cs.meta new file mode 100644 index 0000000..680bc7c --- /dev/null +++ b/Assets/ARHanabi/Scripts/Test/FireworkTest.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 37e2be14c1a5b764a8440c3223ff422e \ No newline at end of file diff --git a/Assets/ARHanabi/Scripts/UI.meta b/Assets/ARHanabi/Scripts/UI.meta new file mode 100644 index 0000000..68ec356 --- /dev/null +++ b/Assets/ARHanabi/Scripts/UI.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: bf473a93003b4704194ce2ab4eca7f73 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ARHanabi/Scripts/UI/AdminUIManager.cs b/Assets/ARHanabi/Scripts/UI/AdminUIManager.cs new file mode 100644 index 0000000..055cbea --- /dev/null +++ b/Assets/ARHanabi/Scripts/UI/AdminUIManager.cs @@ -0,0 +1,316 @@ +using UnityEngine; +using UnityEngine.UI; +using TMPro; +using System.Collections; +using System.Collections.Generic; +using System.IO; + +// ===== AdminUIManager ===== +// 管理画面 UI を制御するコンポーネント +// +// 画面レイアウト(Canvas 上): +// ┌─────────────────────────────────────┐ +// │ 🎆 花火管理 [閉じる] │ +// │ [画像を追加] [全変換] [テスト打ち上げ] │ +// │ ステータステキスト │ +// ├─────────────────────────────────────┤ +// │ [thumb] 名前.jpg [変換] [有効] [削除]│ ← エントリ行 +// │ [thumb] 名前2.jpg [変換] [有効] [削除]│ +// │ ... │ +// └─────────────────────────────────────┘ +// +// セットアップ手順: +// 1. Hierarchy: Canvas > AdminPanel を作成 +// 2. AdminPanel に AdminUIManager をアタッチ +// 3. Inspector の各フィールドに UI 要素を割り当て +// 4. FireworkManager を同シーンに配置しておく +// +// 将来拡張: +// ・[APIから取得] ボタン → FireworkManager.FetchFromApi() を呼ぶ +// ・isShareable フィールドの表示 + +public class AdminUIManager : MonoBehaviour +{ + // ── Inspector ── + [Header("Main UI")] + [SerializeField] private Button addImageButton; + [SerializeField] private Button convertAllButton; + [SerializeField] private Button testLaunchButton; + [SerializeField] private Button closeButton; + [SerializeField] private Transform entryListContent; // ScrollView > Viewport > Content + [SerializeField] private TextMeshProUGUI statusText; + + [Header("Preview (optional)")] + [SerializeField] private RawImage previewImage; + [SerializeField] private TextMeshProUGUI detailText; + + [Header("Test Launch Position")] + [SerializeField] private Vector3 testLaunchPosition = new Vector3(0f, 5f, 0f); + + // ── 内部 ── + private FireworkManager _manager; + private FireworkEntry _selectedEntry; + private readonly List _rowObjects = new(); + + // ── ライフサイクル ── + private void Start() + { + Debug.Log("[AdminUI] Start called - v2"); + _manager = FireworkManager.Instance; + if (_manager == null) + { + SetStatus("[ERROR] FireworkManager not found"); + return; + } + + // ボタンイベント + addImageButton ?.onClick.AddListener(OnAddImageClicked); + convertAllButton ?.onClick.AddListener(OnConvertAllClicked); + testLaunchButton ?.onClick.AddListener(OnTestLaunchClicked); + closeButton ?.onClick.AddListener(() => gameObject.SetActive(false)); + + // エントリ変更の購読 + _manager.OnEntriesChanged += RefreshList; + + RefreshList(); + SetStatus("[OK] Admin UI ready"); + } + + private void OnDestroy() + { + if (_manager != null) + _manager.OnEntriesChanged -= RefreshList; + } + + // ── ボタンハンドラ ── + + private void OnAddImageClicked() + { +#if UNITY_EDITOR + string path = UnityEditor.EditorUtility.OpenFilePanel( + "Select Image", "", "jpg,jpeg,png"); + if (string.IsNullOrEmpty(path)) return; + StartCoroutine(LoadImageCoroutine(path)); +#else + SetStatus("[WARN] Editor only"); +#endif + } + + private IEnumerator LoadImageCoroutine(string path) + { + SetStatus($"Loading: {Path.GetFileName(path)}"); + yield return null; // 1フレーム待ってUIを更新 + + byte[] bytes = File.ReadAllBytes(path); + var tex = new Texture2D(2, 2); + if (!tex.LoadImage(bytes)) + { + SetStatus("[ERROR] Load failed"); + yield break; + } + + string name = Path.GetFileNameWithoutExtension(path); + _manager.AddLocalEntry(name, tex); + SetStatus($"[OK] Added: {name}"); + } + + private void OnConvertAllClicked() + { + SetStatus("Converting..."); + _manager.ConvertAll(); + SetStatus("[OK] All converted"); + } + + private void OnTestLaunchClicked() + { + if (_selectedEntry != null) + { + if (!_selectedEntry.isConverted) + { + SetStatus("[WARN] Convert first"); + return; + } + _manager.LaunchEntry(_selectedEntry, testLaunchPosition); + SetStatus($"[LAUNCH] {_selectedEntry.displayName}"); + } + else + { + _manager.LaunchRandom(testLaunchPosition); + SetStatus("[LAUNCH] Random"); + } + } + + // ── エントリ一覧の再描画 ── + public void RefreshList() + { + // 既存行を削除 + foreach (var go in _rowObjects) + if (go != null) Destroy(go); + _rowObjects.Clear(); + + if (_manager == null || entryListContent == null) return; + + // ステータス更新 + int total = _manager.Entries.Count; + int active = 0; + foreach (var e in _manager.Entries) if (e.isActive) active++; + SetStatus($"Entries: {total} Active: {active}"); + + // エントリ行を生成 + foreach (var entry in _manager.Entries) + { + var rowGO = BuildEntryRow(entry); + rowGO.transform.SetParent(entryListContent, false); + _rowObjects.Add(rowGO); + } + } + + // ── エントリ行のコード生成 ── + // Prefab を用意しない場合のフォールバック。 + // Prefab がある場合は BuildEntryRow の中身を差し替えてください。 + private GameObject BuildEntryRow(FireworkEntry entry) + { + // ── 行ルート ── + var rowGO = new GameObject($"Row_{entry.displayName}"); + var rowRT = rowGO.AddComponent(); + rowRT.sizeDelta = new Vector2(0f, 64f); + + var hLayout = rowGO.AddComponent(); + hLayout.spacing = 8f; + hLayout.padding = new RectOffset(8, 8, 6, 6); + hLayout.childAlignment = TextAnchor.MiddleLeft; + hLayout.childForceExpandWidth = false; + hLayout.childForceExpandHeight = true; + + // サムネイル + var thumb = MakeChild(rowGO.transform, "Thumb", new Vector2(52f, 52f)); + thumb.texture = entry.localTexture; + + // 名前ラベル + var nameLbl = MakeChild(rowGO.transform, "Name", flexible: true); + nameLbl.text = entry.displayName; + nameLbl.fontSize = 14f; + nameLbl.overflowMode = TextOverflowModes.Ellipsis; + + // ステータスラベル + var statLbl = MakeChild(rowGO.transform, "Status", new Vector2(120f, 0f)); + RefreshRowStatus(statLbl, entry); + + // [変換] ボタン + MakeButton(rowGO.transform, "Convert", new Color(0.2f, 0.5f, 0.9f), () => + { + _manager.ConvertEntry(entry); + RefreshRowStatus(statLbl, entry); + SetStatus($"[OK] Converted: {entry.displayName}"); + }); + + // [有効/無効] トグル + TextMeshProUGUI activeLabel = null; + MakeButton(rowGO.transform, entry.isActive ? "[ON]" : "[OFF]", + entry.isActive ? new Color(0.1f, 0.7f, 0.3f) : new Color(0.4f, 0.4f, 0.4f), + () => + { + _manager.SetActive(entry, !entry.isActive); + // ラベルはOnEntriesChanged → RefreshListで更新される + }, out activeLabel); + + // [選択] ボタン(プレビューパネルに反映) + MakeButton(rowGO.transform, "Select", new Color(0.6f, 0.4f, 0.8f), () => + { + _selectedEntry = entry; + if (previewImage != null) previewImage.texture = entry.localTexture; + if (detailText != null) + { + detailText.text = entry.isConverted + ? $"Particles: {entry.particleData.particles.Length}\nSize: {entry.particleData.width}x{entry.particleData.height}" + : "Not converted"; + } + SetStatus($"Selected: {entry.displayName}"); + }); + + // [削除] ボタン + MakeButton(rowGO.transform, "✕", new Color(0.8f, 0.2f, 0.2f), () => + { + if (_selectedEntry == entry) _selectedEntry = null; + _manager.RemoveEntry(entry); + }); + + return rowGO; + } + + // ── ステータスラベルだけを更新 ── + private void RefreshRowStatus(TextMeshProUGUI label, FireworkEntry entry) + { + if (label == null) return; + label.text = entry.isConverted + ? $"Converted\n{entry.particleData.particles.Length} pts" + : "Not converted"; + label.fontSize = 11f; + } + + // ── UI ヘルパー ── + + private T MakeChild(Transform parent, string name, + Vector2? fixedSize = null, bool flexible = false) where T : Component + { + var go = new GameObject(name); + go.transform.SetParent(parent, false); + var comp = go.AddComponent(); + + var le = go.AddComponent(); + if (fixedSize.HasValue) + { + le.preferredWidth = fixedSize.Value.x; + le.preferredHeight = fixedSize.Value.y; + } + if (flexible) le.flexibleWidth = 1f; + + return comp; + } + + private Button MakeButton(Transform parent, string label, Color bgColor, + System.Action onClick, out TextMeshProUGUI labelOut) + { + var go = new GameObject($"Btn_{label}"); + go.transform.SetParent(parent, false); + + var le = go.AddComponent(); + le.preferredWidth = 72f; + le.preferredHeight = 36f; + + var img = go.AddComponent(); + img.color = bgColor; + + var btn = go.AddComponent