* 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
93 lines
3.9 KiB
C#
93 lines
3.9 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Networking;
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using UnityEngine.UI;
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namespace CommanderAILab.Services
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{
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/// <summary>
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/// Singleton texture cache for card images.
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/// Downloads and caches Scryfall card art as Sprite or Texture2D.
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/// </summary>
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public class ImageCache : MonoBehaviour
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{
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public static ImageCache Instance { get; private set; }
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private readonly Dictionary<string, Sprite> _spriteCache = new();
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private readonly Dictionary<string, Texture2D> _textureCache = new();
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[SerializeField] private int maxCacheSize = 500;
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private void Awake()
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{
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if (Instance != null && Instance != this) { Destroy(gameObject); return; }
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Instance = this;
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DontDestroyOnLoad(gameObject);
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}
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// ── Sprite (existing usage) ───────────────────────────────────────────
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public void GetSprite(string url, Action<Sprite> callback)
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{
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if (string.IsNullOrEmpty(url)) { callback?.Invoke(null); return; }
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if (_spriteCache.TryGetValue(url, out var cached)) { callback?.Invoke(cached); return; }
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StartCoroutine(DownloadSprite(url, callback));
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}
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private IEnumerator DownloadSprite(string url, Action<Sprite> callback)
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{
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using var req = UnityWebRequestTexture.GetTexture(url);
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yield return req.SendWebRequest();
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if (req.result != UnityWebRequest.Result.Success)
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{
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Debug.LogWarning($"[ImageCache] Sprite failed {url}: {req.error}");
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callback?.Invoke(null);
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yield break;
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}
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var tex = DownloadHandlerTexture.GetContent(req);
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var sprite = Sprite.Create(tex, new Rect(0, 0, tex.width, tex.height), Vector2.one * 0.5f);
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if (_spriteCache.Count >= maxCacheSize) _spriteCache.Clear();
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_spriteCache[url] = sprite;
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callback?.Invoke(sprite);
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}
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// ── RawImage / Texture2D (battleground CardView + CommanderZoneWidget) ───
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/// <summary>Load a card image URL directly into a RawImage component.</summary>
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public IEnumerator LoadCard(string url, RawImage target)
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{
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if (target == null || string.IsNullOrEmpty(url)) yield break;
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if (_textureCache.TryGetValue(url, out var cached)) { target.texture = cached; yield break; }
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yield return DownloadTexture(url, tex => { if (target != null) target.texture = tex; });
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}
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/// <summary>
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/// Load Scryfall art_crop into a RawImage by card name.
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/// URL: https://api.scryfall.com/cards/named?exact={name}&format=image&version=art_crop
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/// </summary>
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public IEnumerator LoadArtCrop(string cardName, RawImage target)
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{
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if (target == null || string.IsNullOrEmpty(cardName)) yield break;
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string url = $"https://api.scryfall.com/cards/named?exact={Uri.EscapeDataString(cardName)}&format=image&version=art_crop";
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yield return LoadCard(url, target);
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}
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private IEnumerator DownloadTexture(string url, Action<Texture2D> callback)
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{
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using var req = UnityWebRequestTexture.GetTexture(url);
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yield return req.SendWebRequest();
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if (req.result != UnityWebRequest.Result.Success)
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{
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Debug.LogWarning($"[ImageCache] Texture failed {url}: {req.error}");
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callback?.Invoke(null);
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yield break;
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}
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var tex = DownloadHandlerTexture.GetContent(req);
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if (_textureCache.Count >= maxCacheSize) _textureCache.Clear();
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_textureCache[url] = tex;
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callback?.Invoke(tex);
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}
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public void ClearCache() { _spriteCache.Clear(); _textureCache.Clear(); }
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}
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}
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