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