* 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
87 lines
3.0 KiB
C#
87 lines
3.0 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using TMPro;
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using CommanderAILab.Models;
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namespace CommanderAILab.UI
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{
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/// <summary>
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/// Token creation and tracking panel in the BattlefieldCenter.
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/// Human creates tokens manually; AI tokens are added via AddToken() from server events.
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/// </summary>
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public class TokenPanelController : MonoBehaviour
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{
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[Header("Creation Row")]
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[SerializeField] private TMP_InputField nameInput;
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[SerializeField] private TMP_InputField powerInput;
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[SerializeField] private TMP_InputField toughnessInput;
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[SerializeField] private TMP_InputField qtyInput;
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[SerializeField] private Button createBtn;
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[Header("List")]
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[SerializeField] private Transform tokenListParent;
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[SerializeField] private GameObject tokenRowPrefab;
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private readonly List<TokenModel> _tokens = new();
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private readonly List<TokenRowView> _rowViews = new();
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// ── Lifecycle ───────────────────────────────────────────
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private void Start() => createBtn.onClick.AddListener(OnCreateToken);
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// ── Token management ────────────────────────────────────
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private void OnCreateToken()
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{
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string tokenName = nameInput?.text?.Trim();
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if (string.IsNullOrEmpty(tokenName)) return;
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int.TryParse(qtyInput?.text, out int qty);
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qty = Mathf.Max(1, qty);
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var token = new TokenModel
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{
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id = Guid.NewGuid().ToString(),
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name = tokenName,
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power = powerInput?.text?.Trim() ?? "",
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toughness = toughnessInput?.text?.Trim() ?? "",
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ownerSeat = 0,
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qty = qty
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};
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AddToken(token);
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// Clear inputs
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if (nameInput) nameInput.text = "";
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if (powerInput) powerInput.text = "";
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if (toughnessInput) toughnessInput.text = "";
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if (qtyInput) qtyInput.text = "1";
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}
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public void AddToken(TokenModel token)
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{
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_tokens.Add(token);
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var go = Instantiate(tokenRowPrefab, tokenListParent);
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var view = go.GetComponent<TokenRowView>();
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if (view != null)
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{
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view.Bind(token, RemoveToken);
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_rowViews.Add(view);
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}
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}
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private void RemoveToken(TokenModel token)
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{
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int idx = _tokens.IndexOf(token);
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if (idx < 0) return;
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_tokens.RemoveAt(idx);
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var view = _rowViews[idx];
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_rowViews.RemoveAt(idx);
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if (view != null) Destroy(view.gameObject);
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}
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public IReadOnlyList<TokenModel> Tokens => _tokens;
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}
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}
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