* 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
73 lines
2.7 KiB
C#
73 lines
2.7 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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using TMPro;
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using Newtonsoft.Json;
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namespace CommanderAILab.UI
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{
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/// <summary>
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/// Displays the active spell/ability stack (LIFO order, top of stack shown first).
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/// Hidden when stack is empty. Subscribes to GameStateManager.OnStackUpdated.
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/// </summary>
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public class StackZoneController : MonoBehaviour
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{
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[SerializeField] private GameObject stackPanel;
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[SerializeField] private Transform stackItemParent; // VerticalLayoutGroup
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[SerializeField] private GameObject stackItemPrefab;
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[SerializeField] private TMP_Text stackCountLabel;
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private readonly List<GameObject> _itemGOs = new();
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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.OnStackUpdated += SetStack;
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SetStack(new List<StackItem>());
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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.OnStackUpdated -= SetStack;
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}
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// ── Public API ─────────────────────────────────────────
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public void SetStack(List<StackItem> items)
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{
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// Clear existing rows
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foreach (var go in _itemGOs) if (go) Destroy(go);
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_itemGOs.Clear();
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bool hasItems = items != null && items.Count > 0;
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if (stackPanel) stackPanel.SetActive(hasItems);
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if (stackCountLabel)
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stackCountLabel.text = hasItems ? $"Stack ({items.Count})" : "";
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if (!hasItems) return;
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// LIFO — iterate in reverse so top of stack appears first
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for (int i = items.Count - 1; i >= 0; i--)
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{
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var go = Instantiate(stackItemPrefab, stackItemParent);
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go.SetActive(true);
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var view = go.GetComponent<StackItemView>();
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view?.Bind(items[i], items.Count - 1 - i);
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_itemGOs.Add(go);
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}
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}
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// ── Serializable stack item (shared with GameState) ───────────
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[Serializable]
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public class StackItem
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{
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[JsonProperty("card_name")] public string cardName;
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[JsonProperty("caster_seat")] public int casterSeat;
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[JsonProperty("targets")] public List<string> targets;
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[JsonProperty("is_ability")] public bool isAbility;
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}
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}
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}
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