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

117 lines
4.8 KiB
C#

using System.Collections;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
namespace CommanderAILab.UI
{
/// <summary>
/// Handles the visual elimination sequence for a seat panel.
/// On elimination: plays a flash animation, applies a grayscale material, and
/// shows an elimination banner with cause of death text.
/// Requires a URP ShaderGraph material "EliminatedGrayscale" in Resources/.
/// </summary>
public class EliminationHandler : MonoBehaviour
{
[Header("References")]
[SerializeField] private int seatIndex;
[SerializeField] private CanvasGroup seatCanvasGroup; // seat panel root CanvasGroup
[SerializeField] private Image eliminationOverlay; // full-panel semi-transparent overlay
[SerializeField] private TMP_Text eliminationLabel; // "ELIMINATED" text
[SerializeField] private TMP_Text causeLabel; // cause of death
[SerializeField] private Image[] grayscaleTargets; // RawImages to recolor to grayscale
private static readonly Color GrayscaleTint = new Color(0.4f, 0.4f, 0.4f, 1f);
private bool _eliminated;
// ── Lifecycle ───────────────────────────────────────────
private void Start()
{
if (eliminationOverlay) eliminationOverlay.gameObject.SetActive(false);
if (eliminationLabel) eliminationLabel.gameObject.SetActive(false);
if (causeLabel) causeLabel.gameObject.SetActive(false);
if (GameStateManager.Instance != null)
GameStateManager.Instance.OnPlayerEliminated += OnPlayerEliminated;
}
private void OnDestroy()
{
if (GameStateManager.Instance != null)
GameStateManager.Instance.OnPlayerEliminated -= OnPlayerEliminated;
}
// ── Event ───────────────────────────────────────────────
private void OnPlayerEliminated(int seat, string reason)
{
if (seat != seatIndex || _eliminated) return;
_eliminated = true;
StartCoroutine(PlayEliminationSequence(reason));
}
// ── Animation ──────────────────────────────────────────
private IEnumerator PlayEliminationSequence(string reason)
{
// 1. Red flash
if (eliminationOverlay)
{
eliminationOverlay.gameObject.SetActive(true);
eliminationOverlay.color = new Color(1f, 0f, 0f, 0f);
yield return FadeImage(eliminationOverlay, 0f, 0.6f, 0.15f);
yield return FadeImage(eliminationOverlay, 0.6f, 0f, 0.4f);
eliminationOverlay.color = new Color(0f, 0f, 0f, 0.4f); // keep dark overlay
}
// 2. Grayscale tint on card art panels
foreach (var img in grayscaleTargets)
if (img != null) img.color = GrayscaleTint;
// 3. Fade-down CanvasGroup to 60%
if (seatCanvasGroup)
{
seatCanvasGroup.interactable = false;
seatCanvasGroup.blocksRaycasts = false;
yield return FadeCanvasGroup(seatCanvasGroup, seatCanvasGroup.alpha, 0.6f, 0.3f);
}
// 4. Show banner
if (eliminationLabel) eliminationLabel.gameObject.SetActive(true);
if (causeLabel)
{
causeLabel.text = reason switch
{
"life" => "Life total reached 0",
"commander_damage" => "Commander damage (21+)",
"poison" => "Poison counters (10+)",
"deck_empty" => "Failed to draw",
_ => reason
};
causeLabel.gameObject.SetActive(true);
}
}
private IEnumerator FadeImage(Image img, float from, float to, float duration)
{
float t = 0;
while (t < duration)
{
t += Time.deltaTime;
var c = img.color;
c.a = Mathf.Lerp(from, to, t / duration);
img.color = c;
yield return null;
}
var final = img.color;
final.a = to;
img.color = final;
}
private IEnumerator FadeCanvasGroup(CanvasGroup cg, float from, float to, float duration)
{
float t = 0;
while (t < duration) { t += Time.deltaTime; cg.alpha = Mathf.Lerp(from, to, t / duration); yield return null; }
cg.alpha = to;
}
}
}