* 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
70 lines
2.4 KiB
C#
70 lines
2.4 KiB
C#
using UnityEngine;
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using TMPro;
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namespace CommanderAILab.UI
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{
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/// <summary>
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/// Displays cumulative commander damage received from each opposing seat.
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/// Triggers elimination when any source reaches 21.
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/// Attach one to each seat panel; set SeatIndex in inspector.
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/// </summary>
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public class CommanderDamageRow : MonoBehaviour
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{
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/// <summary>The seat this row belongs to (receives damage).</summary>
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[SerializeField] private int seatIndex;
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/// <summary>
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/// Labels for damage received from each seat.
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/// fromSeatLabels[i] corresponds to global seat i.
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/// The label for this seat's own index will be hidden (can't deal commander damage to yourself).
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/// </summary>
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[SerializeField] private TMP_Text[] fromSeatLabels; // length 4
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private readonly int[] _damage = new int[4];
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private void Start()
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{
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// Hide this seat's own label
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if (fromSeatLabels != null && seatIndex < fromSeatLabels.Length
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&& fromSeatLabels[seatIndex] != null)
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fromSeatLabels[seatIndex].gameObject.SetActive(false);
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RefreshAllLabels();
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}
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public void AddDamage(int fromSeat, int amount)
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{
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if (fromSeat < 0 || fromSeat >= 4 || fromSeat == seatIndex) return;
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_damage[fromSeat] = Mathf.Max(0, _damage[fromSeat] + amount);
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RefreshLabel(fromSeat);
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if (_damage[fromSeat] >= 21)
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GameStateManager.Instance?.EliminatePlayer(seatIndex, "commander_damage");
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}
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public void SetDamage(int fromSeat, int value)
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{
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if (fromSeat < 0 || fromSeat >= 4 || fromSeat == seatIndex) return;
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_damage[fromSeat] = Mathf.Max(0, value);
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RefreshLabel(fromSeat);
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}
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public int GetDamage(int fromSeat) =>
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(fromSeat >= 0 && fromSeat < 4) ? _damage[fromSeat] : 0;
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private void RefreshLabel(int fromSeat)
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{
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if (fromSeatLabels == null || fromSeat >= fromSeatLabels.Length) return;
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var lbl = fromSeatLabels[fromSeat];
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if (lbl == null) return;
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lbl.text = _damage[fromSeat] > 0 ? _damage[fromSeat].ToString() : "0";
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lbl.color = _damage[fromSeat] >= 21 ? Color.red : Color.white;
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}
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private void RefreshAllLabels()
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{
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for (int i = 0; i < 4; i++) RefreshLabel(i);
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}
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}
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}
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