* 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
92 lines
3.7 KiB
C#
92 lines
3.7 KiB
C#
using System;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.SceneManagement;
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using TMPro;
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using Newtonsoft.Json;
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using CommanderAILab.Models;
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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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/// Master orchestrator for the Battleground scene.
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/// Reads the lobby config written by SimulationController (PlayerPrefs "BattleSeats"),
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/// wires up all seat panels, and opens the LobbySetupModal on start.
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/// </summary>
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public class BattlegroundController : MonoBehaviour
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{
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// ── Inspector ─────────────────────────────────────────────
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[Header("Seat Panels")]
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[SerializeField] private RectTransform[] seatPanels; // [0]=bottom,[1]=right,[2]=top,[3]=left
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[Header("Center")]
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[SerializeField] private PhaseTrackerWidget phaseTracker;
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[SerializeField] private TurnOrderBar turnOrderBar;
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[Header("Modals")]
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[SerializeField] private LobbySetupModal lobbyModal;
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[Header("Navigation")]
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[SerializeField] private Button mainMenuButton;
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// ── Seat rotations ────────────────────────────────────────
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private static readonly float[] SeatRotations = { 0f, -90f, 180f, 90f };
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// ── Lifecycle ──────────────────────────────────────────
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private void Start()
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{
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ApplySeatRotations();
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SubscribeEvents();
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mainMenuButton.onClick.AddListener(() => SceneManager.LoadScene("MainMenu"));
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// Pre-populate lobby from PlayerPrefs if arriving via SimulationController
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string savedSeats = PlayerPrefs.GetString("BattleSeats", "");
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if (lobbyModal != null)
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lobbyModal.Open(savedSeats);
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}
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private void OnDestroy() => UnsubscribeEvents();
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// ── Layout ─────────────────────────────────────────────
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private void ApplySeatRotations()
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{
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for (int i = 0; i < seatPanels.Length; i++)
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{
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if (seatPanels[i] == null) continue;
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seatPanels[i].localEulerAngles = new Vector3(0f, 0f, SeatRotations[i]);
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}
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}
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// ── Event subscriptions ──────────────────────────────────
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private void SubscribeEvents()
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{
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if (GameStateManager.Instance == null) return;
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GameStateManager.Instance.OnTurnChanged += OnTurnChanged;
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GameStateManager.Instance.OnPhaseChanged += OnPhaseChanged;
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GameStateManager.Instance.OnFullStateSync += OnFullStateSync;
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}
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private void UnsubscribeEvents()
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{
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if (GameStateManager.Instance == null) return;
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GameStateManager.Instance.OnTurnChanged -= OnTurnChanged;
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GameStateManager.Instance.OnPhaseChanged -= OnPhaseChanged;
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GameStateManager.Instance.OnFullStateSync -= OnFullStateSync;
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}
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private void OnTurnChanged(int seat) =>
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turnOrderBar?.SetActiveSeat(seat);
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private void OnPhaseChanged(PhaseTrackerWidget.Phase phase, int seat, int turn) =>
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phaseTracker?.SetPhase(phase, seat, turn);
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private void OnFullStateSync(GameState state)
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{
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// Delegate per-seat refresh to each SeatPanelController once those exist
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turnOrderBar?.SetActiveSeat(state.activeSeat);
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}
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}
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}
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