Files
commander-ai-lab/unity-client/Assets/Scripts/UI/Battleground/BattlegroundController.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

92 lines
3.7 KiB
C#

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