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

66 lines
2.2 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using CommanderAILab.Models;
namespace CommanderAILab.UI
{
/// <summary>
/// Manages a collection of CardView instances inside one battlefield zone
/// (Hand, Battlefield, Graveyard, Exile, etc.).
/// The cardContainer should have a HorizontalLayoutGroup or GridLayoutGroup.
/// </summary>
public class CardZone : MonoBehaviour
{
[SerializeField] private BattleZone zoneType;
[SerializeField] private GameObject cardPrefab; // CardPrefab.prefab
[SerializeField] private Transform cardContainer; // layout group parent
[SerializeField] private bool faceDown; // true for AI hand zones
private readonly List<CardView> _cards = new();
public BattleZone ZoneType => zoneType;
public IReadOnlyList<CardView> Cards => _cards;
public int Count => _cards.Count;
// ── Public API ─────────────────────────────────────────
public CardView AddCard(CardModel model)
{
var go = Instantiate(cardPrefab, cardContainer);
var view = go.GetComponent<CardView>();
if (view == null)
{
Debug.LogError("[CardZone] CardPrefab missing CardView component.");
Destroy(go);
return null;
}
model.currentZone = zoneType;
view.Bind(model, faceDown);
_cards.Add(view);
return view;
}
public void RemoveCard(string cardId)
{
var view = _cards.Find(c => c.Model?.id == cardId);
if (view == null) return;
_cards.Remove(view);
Destroy(view.gameObject);
}
public void ClearAll()
{
foreach (var v in _cards) if (v != null) Destroy(v.gameObject);
_cards.Clear();
}
public void SetFaceDown(bool fd)
{
faceDown = fd;
foreach (var v in _cards) v?.SetFaceDown(fd);
}
public CardView FindById(string cardId) =>
_cards.Find(c => c.Model?.id == cardId);
}
}