* 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
97 lines
3.8 KiB
C#
97 lines
3.8 KiB
C#
using UnityEngine;
|
|
using UnityEngine.UI;
|
|
using TMPro;
|
|
using CommanderAILab.Models;
|
|
using CommanderAILab.Services;
|
|
|
|
namespace CommanderAILab.UI
|
|
{
|
|
/// <summary>
|
|
/// Visual representation of a single card in a CardZone.
|
|
/// Handles art loading via ImageCache, tapped rotation, and face-down state.
|
|
/// </summary>
|
|
public class CardView : MonoBehaviour
|
|
{
|
|
[Header("References")]
|
|
[SerializeField] private RawImage artImage;
|
|
[SerializeField] private TMP_Text nameLabel;
|
|
[SerializeField] private TMP_Text ptLabel; // power/toughness
|
|
[SerializeField] private TMP_Text manaCostLabel;
|
|
[SerializeField] private GameObject tappedIndicator; // e.g. coloured strip
|
|
[SerializeField] private GameObject summonSickOverlay; // semi-transparent overlay
|
|
[SerializeField] private GameObject faceDownOverlay; // card back image object
|
|
|
|
public CardModel Model { get; private set; }
|
|
private bool _faceDown;
|
|
|
|
// ── Binding ─────────────────────────────────────────────
|
|
public void Bind(CardModel model, bool faceDown = false)
|
|
{
|
|
Model = model;
|
|
_faceDown = faceDown;
|
|
RefreshDisplay();
|
|
}
|
|
|
|
public void SetFaceDown(bool faceDown)
|
|
{
|
|
_faceDown = faceDown;
|
|
RefreshDisplay();
|
|
}
|
|
|
|
// ── State ──────────────────────────────────────────────
|
|
public void SetTapped(bool tapped)
|
|
{
|
|
if (Model == null) return;
|
|
Model.isTapped = tapped;
|
|
// Rotate the RectTransform -90 degrees when tapped
|
|
transform.localEulerAngles = tapped ? new Vector3(0f, 0f, -90f) : Vector3.zero;
|
|
if (tappedIndicator) tappedIndicator.SetActive(tapped);
|
|
}
|
|
|
|
public void SetSummonSick(bool sick)
|
|
{
|
|
if (Model == null) return;
|
|
Model.isSummoningSick = sick;
|
|
if (summonSickOverlay) summonSickOverlay.SetActive(sick);
|
|
}
|
|
|
|
// ── Internal ───────────────────────────────────────────
|
|
private void RefreshDisplay()
|
|
{
|
|
if (faceDownOverlay) faceDownOverlay.SetActive(_faceDown);
|
|
if (artImage) artImage.gameObject.SetActive(!_faceDown);
|
|
|
|
if (nameLabel)
|
|
nameLabel.text = _faceDown ? "?" : (Model?.name ?? "");
|
|
|
|
bool hasStats = !_faceDown
|
|
&& Model != null
|
|
&& !string.IsNullOrEmpty(Model.power)
|
|
&& !string.IsNullOrEmpty(Model.toughness);
|
|
|
|
if (ptLabel)
|
|
{
|
|
ptLabel.text = hasStats ? $"{Model.power}/{Model.toughness}" : "";
|
|
ptLabel.gameObject.SetActive(hasStats);
|
|
}
|
|
|
|
if (manaCostLabel)
|
|
{
|
|
manaCostLabel.text = (!_faceDown && Model != null) ? Model.manaCost ?? "" : "";
|
|
}
|
|
|
|
// Load art via ImageCache if visible and URL available
|
|
if (!_faceDown && Model != null && !string.IsNullOrEmpty(Model.imageUri)
|
|
&& artImage != null && ImageCache.Instance != null)
|
|
{
|
|
StartCoroutine(ImageCache.Instance.LoadCard(Model.imageUri, artImage));
|
|
}
|
|
|
|
// Reset tapped/sick overlays on rebind
|
|
if (tappedIndicator) tappedIndicator.SetActive(false);
|
|
if (summonSickOverlay) summonSickOverlay.SetActive(false);
|
|
transform.localEulerAngles = Vector3.zero;
|
|
}
|
|
}
|
|
}
|