Files
commander-ai-lab/unity-client/Assets/Scripts/UI/Battleground/BattlegroundController.cs
T

92 lines
3.7 KiB
C#

using System;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
using TMPro;
using Newtonsoft.Json;
using CommanderAILab.Models;
using CommanderAILab.Services;
namespace CommanderAILab.UI
{
/// <summary>
/// Master orchestrator for the Battleground scene.
/// Reads the lobby config written by SimulationController (PlayerPrefs "BattleSeats"),
/// wires up all seat panels, and opens the LobbySetupModal on start.
/// </summary>
public class BattlegroundController : MonoBehaviour
{
// ── Inspector ─────────────────────────────────────────────
[Header("Seat Panels")]
[SerializeField] private RectTransform[] seatPanels; // [0]=bottom,[1]=right,[2]=top,[3]=left
[Header("Center")]
[SerializeField] private PhaseTrackerWidget phaseTracker;
[SerializeField] private TurnOrderBar turnOrderBar;
[Header("Modals")]
[SerializeField] private LobbySetupModal lobbyModal;
[Header("Navigation")]
[SerializeField] private Button mainMenuButton;
// ── Seat rotations ────────────────────────────────────────
private static readonly float[] SeatRotations = { 0f, -90f, 180f, 90f };
// ── Lifecycle ──────────────────────────────────────────
private void Start()
{
ApplySeatRotations();
SubscribeEvents();
mainMenuButton.onClick.AddListener(() => SceneManager.LoadScene("MainMenu"));
// Pre-populate lobby from PlayerPrefs if arriving via SimulationController
string savedSeats = PlayerPrefs.GetString("BattleSeats", "");
if (lobbyModal != null)
lobbyModal.Open(savedSeats);
}
private void OnDestroy() => UnsubscribeEvents();
// ── Layout ─────────────────────────────────────────────
private void ApplySeatRotations()
{
for (int i = 0; i < seatPanels.Length; i++)
{
if (seatPanels[i] == null) continue;
seatPanels[i].localEulerAngles = new Vector3(0f, 0f, SeatRotations[i]);
}
}
// ── Event subscriptions ──────────────────────────────────
private void SubscribeEvents()
{
if (GameStateManager.Instance == null) return;
GameStateManager.Instance.OnTurnChanged += OnTurnChanged;
GameStateManager.Instance.OnPhaseChanged += OnPhaseChanged;
GameStateManager.Instance.OnFullStateSync += OnFullStateSync;
}
private void UnsubscribeEvents()
{
if (GameStateManager.Instance == null) return;
GameStateManager.Instance.OnTurnChanged -= OnTurnChanged;
GameStateManager.Instance.OnPhaseChanged -= OnPhaseChanged;
GameStateManager.Instance.OnFullStateSync -= OnFullStateSync;
}
private void OnTurnChanged(int seat) =>
turnOrderBar?.SetActiveSeat(seat);
private void OnPhaseChanged(PhaseTrackerWidget.Phase phase, int seat, int turn) =>
phaseTracker?.SetPhase(phase, seat, turn);
private void OnFullStateSync(GameState state)
{
// Delegate per-seat refresh to each SeatPanelController once those exist
turnOrderBar?.SetActiveSeat(state.activeSeat);
}
}
}