* 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
71 lines
2.7 KiB
C#
71 lines
2.7 KiB
C#
using System.Collections.Generic;
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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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/// Displays the mana pool for one seat as coloured symbol + count labels.
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/// Symbols are hidden when the mana amount is 0.
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/// Resets on each phase-change event from GameStateManager.
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/// </summary>
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public class ManaPoolDisplay : MonoBehaviour
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{
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[SerializeField] private int seatIndex;
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[Header("Mana Labels (W U B R G C order)")]
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[SerializeField] private TMP_Text[] manaLabels; // length 6
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[SerializeField] private GameObject[] manaSymbols; // parent GO per mana type (contains Image)
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private static readonly string[] ManaKeys = { "W", "U", "B", "R", "G", "C" };
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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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{
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GameStateManager.Instance.OnPhaseChanged += OnPhaseChanged;
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GameStateManager.Instance.OnFullStateSync += OnFullStateSync;
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}
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UpdatePool(null);
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}
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private void OnDestroy()
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{
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if (GameStateManager.Instance == null) return;
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GameStateManager.Instance.OnPhaseChanged -= OnPhaseChanged;
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GameStateManager.Instance.OnFullStateSync -= OnFullStateSync;
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}
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// ── Public API ─────────────────────────────────────────
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public void UpdatePool(Dictionary<string, int> pool)
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{
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for (int i = 0; i < ManaKeys.Length; i++)
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{
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int amt = 0;
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pool?.TryGetValue(ManaKeys[i], out amt);
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bool show = amt > 0;
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if (i < manaLabels.Length && manaLabels[i] != null)
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manaLabels[i].text = show ? amt.ToString() : "";
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if (i < manaSymbols.Length && manaSymbols[i] != null)
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manaSymbols[i].SetActive(show);
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}
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}
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// ── Event handlers ─────────────────────────────────────
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private void OnPhaseChanged(PhaseTrackerWidget.Phase phase, int seat, int turn)
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{
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// Mana pool empties at the end of each phase
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if (phase == PhaseTrackerWidget.Phase.Cleanup)
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UpdatePool(null);
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}
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private void OnFullStateSync(GameState state)
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{
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if (state?.seats == null || seatIndex >= state.seats.Count) return;
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UpdatePool(state.seats[seatIndex].manaPool);
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}
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}
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}
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