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

81 lines
2.6 KiB
C#

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