feat(#140): add PhaseTrackerWidget and PhaseStepButton
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using UnityEngine;
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using UnityEngine.UI;
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using TMPro;
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namespace CommanderAILab.UI
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{
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/// <summary>
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/// A single phase pill in the PhaseTrackerWidget strip.
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/// Changes color, font weight, and scale when activated.
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/// </summary>
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public class PhaseStepButton : MonoBehaviour
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{
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[SerializeField] private Image background;
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[SerializeField] private TMP_Text label;
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[Header("Colors")]
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[SerializeField] private Color activeColor = new Color(1f, 0.85f, 0f); // amber/yellow
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[SerializeField] private Color inactiveColor = new Color(0.2f, 0.2f, 0.2f); // dark grey
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private Vector3 _baseScale;
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private void Awake() => _baseScale = transform.localScale;
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public void SetActive(bool active)
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{
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if (background) background.color = active ? activeColor : inactiveColor;
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if (label) label.fontStyle = active ? TMPro.FontStyles.Bold : TMPro.FontStyles.Normal;
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transform.localScale = active ? _baseScale * 1.1f : _baseScale;
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}
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}
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}
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@@ -0,0 +1,80 @@
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using UnityEngine;
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using TMPro;
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namespace CommanderAILab.UI
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{
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/// <summary>
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/// Horizontal strip of 13 phase/step buttons in the BattlefieldCenter panel.
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/// Subscribes to GameStateManager.OnPhaseChanged.
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/// Test without backend: press Space in Play Mode (debug binding below).
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/// </summary>
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public class PhaseTrackerWidget : MonoBehaviour
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{
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public enum Phase
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{
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Untap = 0,
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Upkeep,
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Draw,
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Main1,
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BeginCombat,
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DeclareAttackers,
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DeclareBlockers,
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FirstStrikeDamage,
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Damage,
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EndCombat,
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Main2,
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EndStep,
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Cleanup
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}
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[SerializeField] private PhaseStepButton[] stepButtons; // 13 buttons, one per Phase
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[SerializeField] private TMP_Text activePlayerLabel;
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[SerializeField] private TMP_Text turnNumberLabel;
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private Phase _currentPhase;
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// ── Lifecycle ───────────────────────────────────────────
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private void Start()
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{
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if (GameStateManager.Instance != null)
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GameStateManager.Instance.OnPhaseChanged += SetPhase;
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SetPhase(Phase.Untap, 0, 1);
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}
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private void OnDestroy()
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{
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if (GameStateManager.Instance != null)
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GameStateManager.Instance.OnPhaseChanged -= SetPhase;
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}
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// ── Public API ─────────────────────────────────────────
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public void SetPhase(Phase phase, int seatIndex, int turnNumber)
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{
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_currentPhase = phase;
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for (int i = 0; i < stepButtons.Length; i++)
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stepButtons[i]?.SetActive(i == (int)phase);
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if (activePlayerLabel)
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activePlayerLabel.text = seatIndex == 0 ? "Your Turn" : $"Seat {seatIndex}'s Turn";
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if (turnNumberLabel)
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turnNumberLabel.text = $"Turn {turnNumber}";
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}
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public Phase CurrentPhase => _currentPhase;
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// ── Debug (editor only) ──────────────────────────────────
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#if UNITY_EDITOR
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private void Update()
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{
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if (Input.GetKeyDown(KeyCode.Space))
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{
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int next = ((int)_currentPhase + 1) % System.Enum.GetValues(typeof(Phase)).Length;
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SetPhase((Phase)next, 0, GameStateManager.Instance?.TurnNumber ?? 1);
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}
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}
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#endif
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}
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}
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