using System;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
using Newtonsoft.Json;
namespace CommanderAILab.UI
{
///
/// Displays the active spell/ability stack (LIFO order, top of stack shown first).
/// Hidden when stack is empty. Subscribes to GameStateManager.OnStackUpdated.
///
public class StackZoneController : MonoBehaviour
{
[SerializeField] private GameObject stackPanel;
[SerializeField] private Transform stackItemParent; // VerticalLayoutGroup
[SerializeField] private GameObject stackItemPrefab;
[SerializeField] private TMP_Text stackCountLabel;
private readonly List _itemGOs = new();
// ── Lifecycle ───────────────────────────────────────────
private void Start()
{
if (GameStateManager.Instance != null)
GameStateManager.Instance.OnStackUpdated += SetStack;
SetStack(new List());
}
private void OnDestroy()
{
if (GameStateManager.Instance != null)
GameStateManager.Instance.OnStackUpdated -= SetStack;
}
// ── Public API ─────────────────────────────────────────
public void SetStack(List items)
{
// Clear existing rows
foreach (var go in _itemGOs) if (go) Destroy(go);
_itemGOs.Clear();
bool hasItems = items != null && items.Count > 0;
if (stackPanel) stackPanel.SetActive(hasItems);
if (stackCountLabel)
stackCountLabel.text = hasItems ? $"Stack ({items.Count})" : "";
if (!hasItems) return;
// LIFO — iterate in reverse so top of stack appears first
for (int i = items.Count - 1; i >= 0; i--)
{
var go = Instantiate(stackItemPrefab, stackItemParent);
go.SetActive(true);
var view = go.GetComponent();
view?.Bind(items[i], items.Count - 1 - i);
_itemGOs.Add(go);
}
}
// ── Serializable stack item (shared with GameState) ───────────
[Serializable]
public class StackItem
{
[JsonProperty("card_name")] public string cardName;
[JsonProperty("caster_seat")] public int casterSeat;
[JsonProperty("targets")] public List targets;
[JsonProperty("is_ability")] public bool isAbility;
}
}
}