* 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
81 lines
2.6 KiB
C#
81 lines
2.6 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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/// Horizontal strip of 13 phase/step buttons in the BattlefieldCenter panel.
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/// Subscribes to GameStateManager.OnPhaseChanged.
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/// Test without backend: press Space in Play Mode (debug binding below).
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/// </summary>
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public class PhaseTrackerWidget : MonoBehaviour
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{
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public enum Phase
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{
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Untap = 0,
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Upkeep,
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Draw,
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Main1,
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BeginCombat,
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DeclareAttackers,
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DeclareBlockers,
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FirstStrikeDamage,
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Damage,
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EndCombat,
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Main2,
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EndStep,
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Cleanup
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}
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[SerializeField] private PhaseStepButton[] stepButtons; // 13 buttons, one per Phase
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[SerializeField] private TMP_Text activePlayerLabel;
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[SerializeField] private TMP_Text turnNumberLabel;
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private Phase _currentPhase;
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// ── Lifecycle ───────────────────────────────────────────
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private void Start()
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{
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if (GameStateManager.Instance != null)
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GameStateManager.Instance.OnPhaseChanged += SetPhase;
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SetPhase(Phase.Untap, 0, 1);
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}
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private void OnDestroy()
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{
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if (GameStateManager.Instance != null)
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GameStateManager.Instance.OnPhaseChanged -= SetPhase;
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}
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// ── Public API ─────────────────────────────────────────
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public void SetPhase(Phase phase, int seatIndex, int turnNumber)
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{
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_currentPhase = phase;
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for (int i = 0; i < stepButtons.Length; i++)
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stepButtons[i]?.SetActive(i == (int)phase);
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if (activePlayerLabel)
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activePlayerLabel.text = seatIndex == 0 ? "Your Turn" : $"Seat {seatIndex}'s Turn";
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if (turnNumberLabel)
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turnNumberLabel.text = $"Turn {turnNumber}";
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}
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public Phase CurrentPhase => _currentPhase;
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// ── Debug (editor only) ──────────────────────────────────
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#if UNITY_EDITOR
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private void Update()
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{
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if (Input.GetKeyDown(KeyCode.Space))
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{
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int next = ((int)_currentPhase + 1) % System.Enum.GetValues(typeof(Phase)).Length;
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SetPhase((Phase)next, 0, GameStateManager.Instance?.TurnNumber ?? 1);
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}
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}
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#endif
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}
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}
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