ui/DifficultyPanel.razor

Razor UI panel for choosing difficulty. Renders left/right buttons, current difficulty label and description, handles controller input and button clicks to change or preview difficulty, and calls Manager methods and GameSettingsSystem.Save.

Networking
@namespace Sandbox
@using Sandbox;
@using Sandbox.UI;
@using System;
@inherits Panel
@attribute [StyleSheet("DifficultyPanel.razor.scss")]

@{
	var isClient = Networking.IsClient;
	int diff = DontChangeGameDifficulty ? DifficultyToDisplay : Manager.Instance.Difficulty;
	// var canDecreaseDifficulty = diff > Manager.MinDifficulty;
	var isAtMinDifficulty = diff <= Manager.MinDifficulty - (DontChangeGameDifficulty ? 1 : 0);
	var canIncreaseDifficulty = DontChangeGameDifficulty || ( diff < Manager.MaxDifficulty && Manager.Instance.HasBeatenDifficulty(diff) );
	var isAtMaxDifficulty = diff >= Manager.MaxDifficulty;
	var difficultyDesc = Manager.GetDescriptionForDifficulty( diff );
}

<root>
	<div class="top-row">
		@if( isAtMinDifficulty)
		{
			<div class="difficulty_decrease disabled_button" style="opacity:0;"> </div>
		}
		else
		{
			<div class="difficulty_decrease @(isClient && !DontChangeGameDifficulty ? "disabled_button" : "")" onclick="@(() => ButtonLeft())">
				@if(Input.UsingController && (!isClient || DontChangeGameDifficulty)) { <InputHint class="inputbutton" Button="Slot1" /> }
			</div>
		}

		<div class="middle">
			<div class="difficulty_label" style="color:@(Manager.GetDifficultyLabelColor(diff).Rgba);">@($"{Manager.GetNameForDifficulty(diff)}")</div>
			@if ( !string.IsNullOrEmpty( difficultyDesc ) )
			{
				<label class="description">@difficultyDesc</label>
			}
		</div>

		@if(isAtMaxDifficulty)
		{
			<div class="difficulty_increase disabled_button" style="opacity:0;"></div>
		}
		else
		{
			if(canIncreaseDifficulty)
			{
				<div class="difficulty_increase @(isClient && !DontChangeGameDifficulty ? "disabled_button" : "")" onclick="@(() => ButtonRight())">
					@if(Input.UsingController && (!isClient || DontChangeGameDifficulty)) { <InputHint class="inputbutton" Button="Slot3" /> }
				</div>
			}
			else
			{
				<div class="difficulty_locked" Tooltip=@($"Beat {Manager.GetNameForDifficulty(diff)} first")></div>
			}
		}
	</div>

</root>

@code
{
	public bool DontChangeGameDifficulty { get; set; }
	public static int DifficultyToDisplay { get; set; } = -1; // -1 equals all difficulties combined

	public override void Tick()
	{
		base.Tick();

		if(!Input.UsingController)
			return;

		if(Networking.IsClient && !DontChangeGameDifficulty)
			return;

		int diff = DontChangeGameDifficulty ? DifficultyToDisplay : Manager.Instance.Difficulty;
		var isAtMinDifficulty = diff <= Manager.MinDifficulty - (DontChangeGameDifficulty ? 1 : 0);
		var canIncreaseDifficulty = DontChangeGameDifficulty || ( diff < Manager.MaxDifficulty && Manager.Instance.HasBeatenDifficulty(diff) );
		var isAtMaxDifficulty = diff >= Manager.MaxDifficulty;

		if(Input.Pressed("Slot1") && !isAtMinDifficulty) { Manager.Instance.PlaySfxUI("click", pitch: 1.15f, volume: 0.75f); ButtonLeft(); }
		else if(Input.Pressed("Slot3") && !isAtMaxDifficulty) { Manager.Instance.PlaySfxUI("click", pitch: 1.15f, volume: 0.75f); ButtonRight(); }
	}

	protected override int BuildHash()
	{
		return HashCode.Combine(
			Manager.Instance.Difficulty,
			DifficultyToDisplay,
			Input.UsingController
		);
	}

	void ButtonLeft()
	{
		GameSettingsSystem.Save();

		ButtonLeftAsync();
	}

	async void ButtonLeftAsync()
	{
		if(DontChangeGameDifficulty)
		{
			if(DifficultyToDisplay == Manager.MinDifficulty)
				DifficultyToDisplay = -1;
			else
				DifficultyToDisplay = Math.Max(DifficultyToDisplay - 1, Manager.MinDifficulty);
		}
		else
		{
			Manager.Instance.FadeRpc(fadeIn: false);

			await Task.Frame();

			var difficulty = Math.Max(Manager.Instance.Difficulty - 1, Manager.MinDifficulty);
			Manager.Instance.SetDifficulty(difficulty);
		}
	}

	void ButtonRight()
	{
		ButtonRightAsync();

		GameSettingsSystem.Save();
	}

	async void ButtonRightAsync()
	{
		if(DontChangeGameDifficulty)
		{
			DifficultyToDisplay = Math.Min(DifficultyToDisplay + 1, Manager.MaxDifficulty);
		}
		else
		{
			Manager.Instance.FadeRpc(fadeIn: false);

			await Task.Frame();

			var difficulty = Math.Min(Manager.Instance.Difficulty + 1, Manager.MaxDifficulty);
			Manager.Instance.SetDifficulty(difficulty);
		}
	}
}