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

102 lines
4.1 KiB
C#

using System;
using System.Collections;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
using Newtonsoft.Json;
using CommanderAILab.Services;
namespace CommanderAILab.UI
{
/// <summary>
/// Human player action bar — only active when seat 0 has priority.
/// Buttons post actions to /api/game/action.
/// Subscribes to GameStateManager.OnPriorityChanged.
/// </summary>
public class HumanActionBar : MonoBehaviour
{
[Header("References")]
[SerializeField] private ApiClient apiClient;
[SerializeField] private GameObject actionBar; // root panel
[SerializeField] private Button passPriorityBtn;
[SerializeField] private Button endTurnBtn;
[SerializeField] private Button declareAttackersBtn;
[SerializeField] private Button declareBlockersBtn;
[SerializeField] private TMP_Text priorityLabel;
[SerializeField] private TMP_Text feedbackLabel;
private bool _hasPriority;
// ── Lifecycle ───────────────────────────────────────────
private void Start()
{
passPriorityBtn ?.onClick.AddListener(() => PostAction("pass_priority"));
endTurnBtn ?.onClick.AddListener(() => PostAction("end_turn"));
declareAttackersBtn?.onClick.AddListener(() => PostAction("declare_attackers"));
declareBlockersBtn ?.onClick.AddListener(() => PostAction("declare_blockers"));
if (GameStateManager.Instance != null)
{
GameStateManager.Instance.OnPriorityChanged += OnPriorityChanged;
GameStateManager.Instance.OnPhaseChanged += OnPhaseChanged;
}
SetPriority(false);
}
private void OnDestroy()
{
if (GameStateManager.Instance == null) return;
GameStateManager.Instance.OnPriorityChanged -= OnPriorityChanged;
GameStateManager.Instance.OnPhaseChanged -= OnPhaseChanged;
}
// ── Priority visibility ──────────────────────────────────
private void OnPriorityChanged(int seatIndex)
{
SetPriority(seatIndex == 0);
}
private void OnPhaseChanged(PhaseTrackerWidget.Phase phase, int seat, int turn)
{
// Only show combat buttons during combat phases
bool inCombat = phase >= PhaseTrackerWidget.Phase.DeclareAttackers
&& phase <= PhaseTrackerWidget.Phase.EndCombat;
if (declareAttackersBtn) declareAttackersBtn.gameObject.SetActive(inCombat && _hasPriority);
if (declareBlockersBtn) declareBlockersBtn.gameObject.SetActive(inCombat && _hasPriority);
}
private void SetPriority(bool hasPriority)
{
_hasPriority = hasPriority;
if (actionBar) actionBar.SetActive(hasPriority);
if (priorityLabel) priorityLabel.text = hasPriority ? "Your Priority" : "";
}
// ── Action posting ─────────────────────────────────────
private void PostAction(string actionType)
{
var payload = JsonConvert.SerializeObject(new { action = actionType, seat = 0 });
apiClient?.PostGameAction(payload,
_ => ShowFeedback(actionType),
err => ShowFeedback($"Error: {err}", isError: true));
}
private void ShowFeedback(string msg, bool isError = false)
{
if (!feedbackLabel) return;
StopCoroutine(nameof(FadeOutFeedback));
feedbackLabel.text = msg;
feedbackLabel.color = isError ? Color.red : Color.green;
feedbackLabel.gameObject.SetActive(true);
StartCoroutine(nameof(FadeOutFeedback));
}
private IEnumerator FadeOutFeedback()
{
yield return new WaitForSeconds(1.5f);
if (feedbackLabel) feedbackLabel.gameObject.SetActive(false);
}
}
}