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

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;
}
}
}