Files
KoalaTrapLord 3f5d6d12e8 feat: 4-player Commander Battleground UI (issues #138–#151)
* chore: add battleground UI task tracker (2026-03-28)

* feat(#142): add [NonSerialized] battleground runtime state to CardModel

* feat(#143): add LoadArtCrop and LoadCardRaw (RawImage) to ImageCache

* feat(#148): add GameStateManager singleton and GameState/SeatState POCOs

* feat(#138): add BattlegroundController scene orchestrator

* feat(#139): add LifeTrackerWidget, CommanderDamageRow, PoisonCounter

* feat(#140): add PhaseTrackerWidget and PhaseStepButton

* feat(#141): add TurnOrderBar and TurnOrderPill

* feat(#142): add CardZone and CardView battlefield zone components

* feat(#143): add CommanderZoneWidget with art crop, cast counter, and tax display

* feat(#144): add TokenModel POCO, TokenPanelController, and TokenRowView

* chore: mark issues 1-8 as complete in task tracker

* feat(#146): add StackZoneController, StackItemView, and ManaPoolDisplay

* feat(#147 #150 #151): add LobbySetupModal, ZoneViewerModal, EliminationHandler; add Play Live button to SimulationController

* feat(#151): add Play Live button to SimulationController

* feat(#149): add GameWebSocketClient with reconnect, ping, and main-thread dispatch

* fix: add PostGameAction to ApiClient + update TODO.md all issues complete

- ApiClient.cs: add PostGameAction() wrapper → POST /api/game/action
  (fixes compile error in HumanActionBar.cs)
- TODO.md: mark issues #145, #146, #147, #149, #150, #151 as ✅
  all 14 battleground issues now committed

* feat(game): add routes/game.py + wire lab_api + fix GameWebSocketClient game_id URL

- routes/game.py: POST /api/game/start, POST /api/game/action (new)
- lab_api.py: import + register game_router
- GameWebSocketClient.cs: read game_id from PlayerPrefs, build
  ws://{host}/ws/game/{game_id} — fixes URL mismatch with ws_game.py

* fix(lobby): wire OnConfirm to POST /api/game/start, save game_id to PlayerPrefs

- OnConfirm() now calls ApiClient.PostGameStart() with 4-seat config
- On success: saves BattleSeats + GameId + WsUrl to PlayerPrefs,
  loads Battleground scene
- On failure: shows inline error label (red), re-enables Confirm button
- Added StartGameRequest/Response POCOs matching routes/game.py schema
- Added _errorLabel [SerializeField] for user-facing error feedback
2026-03-29 05:35:29 -04:00

87 lines
3.4 KiB
C#

using UnityEngine;
using TMPro;
namespace CommanderAILab.UI
{
/// <summary>
/// Horizontal strip of 4 TurnOrderPills at the top of BattlefieldCenter.
/// Animates an active border sliding to the current seat's pill on turn change.
/// Subscribes to GameStateManager.OnTurnChanged.
/// </summary>
public class TurnOrderBar : MonoBehaviour
{
[SerializeField] private TurnOrderPill[] pills; // length 4
[SerializeField] private RectTransform activeBorder; // sliding highlight rect
[SerializeField] private float slideDuration = 0.25f;
private int _activeSeat = 0;
// ── Lifecycle ───────────────────────────────────────────
private void Start()
{
if (GameStateManager.Instance != null)
{
GameStateManager.Instance.OnTurnChanged += SetActiveSeat;
GameStateManager.Instance.OnLifeChanged += OnLifeChanged;
GameStateManager.Instance.OnPlayerEliminated += OnPlayerEliminated;
}
SetActiveSeat(0);
}
private void OnDestroy()
{
if (GameStateManager.Instance == null) return;
GameStateManager.Instance.OnTurnChanged -= SetActiveSeat;
GameStateManager.Instance.OnLifeChanged -= OnLifeChanged;
GameStateManager.Instance.OnPlayerEliminated -= OnPlayerEliminated;
}
// ── Public API ─────────────────────────────────────────
public void SetActiveSeat(int seatIndex)
{
_activeSeat = seatIndex;
for (int i = 0; i < pills.Length; i++)
pills[i]?.SetActive(i == seatIndex);
AnimateBorderToPill(seatIndex);
}
// ── Internal ──────────────────────────────────────────
private void AnimateBorderToPill(int seatIndex)
{
if (activeBorder == null || pills == null || seatIndex >= pills.Length) return;
if (pills[seatIndex] == null) return;
var targetPos = (pills[seatIndex].transform as RectTransform)?.anchoredPosition
?? pills[seatIndex].transform.localPosition;
StopAllCoroutines();
StartCoroutine(SlideBorder(targetPos));
}
private System.Collections.IEnumerator SlideBorder(Vector2 targetPos)
{
var start = activeBorder.anchoredPosition;
float elapsed = 0f;
while (elapsed < slideDuration)
{
elapsed += Time.deltaTime;
float t = Mathf.SmoothStep(0f, 1f, elapsed / slideDuration);
activeBorder.anchoredPosition = Vector2.Lerp(start, targetPos, t);
yield return null;
}
activeBorder.anchoredPosition = targetPos;
}
private void OnLifeChanged(int seatIndex, int newLife)
{
if (seatIndex < pills.Length) pills[seatIndex]?.UpdateLife(newLife);
}
private void OnPlayerEliminated(int seatIndex, string reason)
{
if (seatIndex < pills.Length) pills[seatIndex]?.SetEliminated();
}
}
}