Files
commander-ai-lab/unity-client/Assets/Scripts/UI/Battleground/ManaPoolDisplay.cs
T
KoalaTrapLord 3f5d6d12e8 feat: 4-player Commander Battleground UI (issues #138–#151)
* 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
2026-03-29 05:35:29 -04:00

71 lines
2.7 KiB
C#

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