Files
commander-ai-lab/unity-client/Assets/Scripts/UI/Battleground/TurnOrderBar.cs
T

87 lines
3.4 KiB
C#

using UnityEngine;
using TMPro;
namespace CommanderAILab.UI
{
/// <summary>
/// Horizontal strip of 4 TurnOrderPills at the top of BattlefieldCenter.
/// Animates an active border sliding to the current seat's pill on turn change.
/// Subscribes to GameStateManager.OnTurnChanged.
/// </summary>
public class TurnOrderBar : MonoBehaviour
{
[SerializeField] private TurnOrderPill[] pills; // length 4
[SerializeField] private RectTransform activeBorder; // sliding highlight rect
[SerializeField] private float slideDuration = 0.25f;
private int _activeSeat = 0;
// ── Lifecycle ───────────────────────────────────────────
private void Start()
{
if (GameStateManager.Instance != null)
{
GameStateManager.Instance.OnTurnChanged += SetActiveSeat;
GameStateManager.Instance.OnLifeChanged += OnLifeChanged;
GameStateManager.Instance.OnPlayerEliminated += OnPlayerEliminated;
}
SetActiveSeat(0);
}
private void OnDestroy()
{
if (GameStateManager.Instance == null) return;
GameStateManager.Instance.OnTurnChanged -= SetActiveSeat;
GameStateManager.Instance.OnLifeChanged -= OnLifeChanged;
GameStateManager.Instance.OnPlayerEliminated -= OnPlayerEliminated;
}
// ── Public API ─────────────────────────────────────────
public void SetActiveSeat(int seatIndex)
{
_activeSeat = seatIndex;
for (int i = 0; i < pills.Length; i++)
pills[i]?.SetActive(i == seatIndex);
AnimateBorderToPill(seatIndex);
}
// ── Internal ──────────────────────────────────────────
private void AnimateBorderToPill(int seatIndex)
{
if (activeBorder == null || pills == null || seatIndex >= pills.Length) return;
if (pills[seatIndex] == null) return;
var targetPos = (pills[seatIndex].transform as RectTransform)?.anchoredPosition
?? pills[seatIndex].transform.localPosition;
StopAllCoroutines();
StartCoroutine(SlideBorder(targetPos));
}
private System.Collections.IEnumerator SlideBorder(Vector2 targetPos)
{
var start = activeBorder.anchoredPosition;
float elapsed = 0f;
while (elapsed < slideDuration)
{
elapsed += Time.deltaTime;
float t = Mathf.SmoothStep(0f, 1f, elapsed / slideDuration);
activeBorder.anchoredPosition = Vector2.Lerp(start, targetPos, t);
yield return null;
}
activeBorder.anchoredPosition = targetPos;
}
private void OnLifeChanged(int seatIndex, int newLife)
{
if (seatIndex < pills.Length) pills[seatIndex]?.UpdateLife(newLife);
}
private void OnPlayerEliminated(int seatIndex, string reason)
{
if (seatIndex < pills.Length) pills[seatIndex]?.SetEliminated();
}
}
}