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AppleHillsProduction/Assets/Scripts/Minigames/FortFight/UI/GameplayPage.cs

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5.8 KiB
C#
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using Core;
using UnityEngine;
using TMPro;
using UI.Core;
using Minigames.FortFight.Core;
using Minigames.FortFight.Data;
using Pixelplacement;
namespace Minigames.FortFight.UI
{
/// <summary>
/// Main gameplay UI page for Fort Fight minigame.
/// Displays turn info. Turn actions now handled via slingshot input system.
/// </summary>
public class GameplayPage : UIPage
{
[Header("UI Elements")]
[SerializeField] private TextMeshProUGUI turnIndicatorText;
[SerializeField] private TextMeshProUGUI currentPlayerText;
[Header("Optional Visual Elements")]
[SerializeField] private CanvasGroup canvasGroup;
[SerializeField] private GameObject playerActionPanel;
private TurnManager turnManager;
#region Initialization
internal override void OnManagedAwake()
{
base.OnManagedAwake();
// Validate references
ValidateReferences();
// Note: takeActionButton is no longer used - turns handled via slingshot input
// Set up canvas group
if (canvasGroup == null)
{
canvasGroup = GetComponent<CanvasGroup>();
}
}
internal override void OnManagedStart()
{
base.OnManagedStart();
// Get turn manager reference via singleton
turnManager = TurnManager.Instance;
if (turnManager != null)
{
turnManager.OnTurnStarted += OnTurnStarted;
turnManager.OnTurnEnded += OnTurnEnded;
}
else
{
Logging.Error("[GameplayPage] TurnManager not found!");
}
}
private void ValidateReferences()
{
if (turnIndicatorText == null)
{
Logging.Warning("[GameplayPage] Turn indicator text not assigned!");
}
if (currentPlayerText == null)
{
Logging.Warning("[GameplayPage] Current player text not assigned!");
}
// Note: takeActionButton and actionButtonText are no longer used
// Turns are now handled automatically via slingshot input system
}
#endregion
#region Turn Events
/// <summary>
/// Called when a new turn starts
/// </summary>
private void OnTurnStarted(PlayerData currentPlayer, TurnState turnState)
{
Logging.Debug($"[GameplayPage] Turn started - Player: {currentPlayer.PlayerName}, State: {turnState}");
UpdateTurnUI(currentPlayer, turnState);
}
/// <summary>
/// Called when the current turn ends
/// </summary>
private void OnTurnEnded(PlayerData player)
{
Logging.Debug($"[GameplayPage] Turn ended for {player.PlayerName}");
}
#endregion
#region UI Updates
/// <summary>
/// Update the UI to reflect current turn state
/// </summary>
private void UpdateTurnUI(PlayerData currentPlayer, TurnState turnState)
{
// Update turn counter
if (turnIndicatorText != null && turnManager != null)
{
turnIndicatorText.text = $"Turn {turnManager.TurnCount + 1}";
}
// Update current player display
if (currentPlayerText != null)
{
currentPlayerText.text = $"{currentPlayer.PlayerName}'s Turn";
}
// Show/hide appropriate panels based on turn state
if (turnState == TurnState.AITurn)
{
// AI turn - hide player controls
if (playerActionPanel != null)
{
playerActionPanel.SetActive(false);
}
}
else if (turnState == TurnState.PlayerOneTurn || turnState == TurnState.PlayerTwoTurn)
{
// Player turn - show controls
if (playerActionPanel != null)
{
playerActionPanel.SetActive(true);
}
}
}
#endregion
#region Transitions
protected override void DoTransitionIn(System.Action onComplete)
{
// Simple fade in if canvas group is available
if (canvasGroup != null)
{
canvasGroup.alpha = 0f;
Tween.CanvasGroupAlpha(canvasGroup, 1f, transitionDuration, 0f, Tween.EaseOut,
completeCallback: () => onComplete?.Invoke());
}
else
{
onComplete?.Invoke();
}
}
protected override void DoTransitionOut(System.Action onComplete)
{
// Simple fade out if canvas group is available
if (canvasGroup != null)
{
Tween.CanvasGroupAlpha(canvasGroup, 0f, transitionDuration, 0f, Tween.EaseIn,
completeCallback: () => onComplete?.Invoke());
}
else
{
onComplete?.Invoke();
}
}
#endregion
#region Cleanup
internal override void OnManagedDestroy()
{
base.OnManagedDestroy();
// Unsubscribe from turn manager events
if (turnManager != null)
{
turnManager.OnTurnStarted -= OnTurnStarted;
turnManager.OnTurnEnded -= OnTurnEnded;
}
}
#endregion
}
}