Working MVP

This commit is contained in:
Michal Pikulski
2025-12-03 22:17:12 +01:00
parent d5ab69d944
commit 0b8d2a279f
58 changed files with 11037 additions and 1299 deletions

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@@ -0,0 +1,252 @@
using Core;
using Core.Lifecycle;
using Minigames.FortFight.Core;
using Minigames.FortFight.Data;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
namespace Minigames.FortFight.UI
{
/// <summary>
/// Generic reusable ammunition button that displays projectile data.
/// Shows icon, availability state, cooldown progress, and turns remaining.
/// </summary>
public class AmmoButton : ManagedBehaviour
{
#region Inspector References
[Header("UI Components")]
[Tooltip("Icon image for the projectile")]
[SerializeField] private Image iconImage;
[Tooltip("Background overlay that greys out the entire button when on cooldown")]
[SerializeField] private Image cooldownBackgroundImage;
[Tooltip("Radial fill overlay for cooldown visualization")]
[SerializeField] private Image cooldownFillImage;
[Tooltip("Text displaying turns remaining")]
[SerializeField] private TextMeshProUGUI turnsRemainingText;
[Tooltip("Button component")]
[SerializeField] private Button button;
[Tooltip("Visual indicator for selected state (optional border/glow)")]
[SerializeField] private GameObject selectedIndicator;
#endregion
#region State
private ProjectileConfig projectileConfig;
private AmmunitionManager ammunitionManager;
private SlingshotController slingshotController;
private int playerIndex;
private bool isSelected;
#endregion
#region Initialization
/// <summary>
/// Initialize the button with projectile config and system references.
/// Call this after instantiation to configure the button.
/// </summary>
public void Initialize(ProjectileConfig config, AmmunitionManager ammoManager, SlingshotController slingshot, int playerIdx)
{
projectileConfig = config;
ammunitionManager = ammoManager;
slingshotController = slingshot;
playerIndex = playerIdx;
// Setup UI from projectile config
if (iconImage != null && config.icon != null)
{
iconImage.sprite = config.icon;
}
// Setup cooldown background (hidden by default)
if (cooldownBackgroundImage != null)
{
cooldownBackgroundImage.gameObject.SetActive(false);
}
// Setup cooldown fill (hidden by default)
if (cooldownFillImage != null)
{
cooldownFillImage.fillAmount = 0f;
cooldownFillImage.type = Image.Type.Filled;
cooldownFillImage.fillMethod = Image.FillMethod.Radial360;
cooldownFillImage.fillOrigin = (int)Image.Origin360.Top;
cooldownFillImage.gameObject.SetActive(false);
}
// Setup turns text (hidden by default)
if (turnsRemainingText != null)
{
turnsRemainingText.gameObject.SetActive(false);
}
// Setup button
if (button != null)
{
button.onClick.AddListener(OnButtonClicked);
}
// Subscribe to ammunition events
if (ammunitionManager != null)
{
ammunitionManager.OnAmmoSelected += HandleAmmoSelected;
ammunitionManager.OnAmmoCooldownStarted += HandleCooldownStarted;
ammunitionManager.OnAmmoCooldownCompleted += HandleCooldownCompleted;
}
// Initial update
UpdateVisuals();
}
internal override void OnManagedDestroy()
{
base.OnManagedDestroy();
// Unsubscribe from events
if (ammunitionManager != null)
{
ammunitionManager.OnAmmoSelected -= HandleAmmoSelected;
ammunitionManager.OnAmmoCooldownStarted -= HandleCooldownStarted;
ammunitionManager.OnAmmoCooldownCompleted -= HandleCooldownCompleted;
}
// Remove button listener
if (button != null)
{
button.onClick.RemoveListener(OnButtonClicked);
}
}
#endregion
#region Update
private void Update()
{
// Update visuals every frame
UpdateVisuals();
}
/// <summary>
/// Update all visual elements based on current state
/// </summary>
private void UpdateVisuals()
{
if (projectileConfig == null || ammunitionManager == null) return;
// Get current cooldown state for this player
int turnsRemaining = ammunitionManager.GetCooldownRemaining(projectileConfig.projectileType, playerIndex);
bool isAvailable = ammunitionManager.IsAmmoAvailable(projectileConfig.projectileType, playerIndex);
bool onCooldown = turnsRemaining > 0;
// Show/hide cooldown background overlay
if (cooldownBackgroundImage != null)
{
cooldownBackgroundImage.gameObject.SetActive(onCooldown);
}
// Update cooldown fill (0 = no fill, 1 = full fill)
if (cooldownFillImage != null)
{
if (onCooldown && projectileConfig.cooldownTurns > 0)
{
float fillAmount = (float)turnsRemaining / projectileConfig.cooldownTurns;
cooldownFillImage.fillAmount = fillAmount;
cooldownFillImage.gameObject.SetActive(true);
}
else
{
cooldownFillImage.gameObject.SetActive(false);
}
}
// Update turns remaining text
if (turnsRemainingText != null)
{
if (onCooldown)
{
turnsRemainingText.text = turnsRemaining.ToString();
turnsRemainingText.gameObject.SetActive(true);
}
else
{
turnsRemainingText.gameObject.SetActive(false);
}
}
// Update button interactability
if (button != null)
{
button.interactable = isAvailable;
}
// Update selected indicator
if (selectedIndicator != null)
{
selectedIndicator.SetActive(isSelected);
}
}
#endregion
#region Button Click
/// <summary>
/// Called when button is clicked - selects this ammo type
/// </summary>
private void OnButtonClicked()
{
if (projectileConfig == null || ammunitionManager == null) return;
// Try to select this ammo type for this player
bool selected = ammunitionManager.SelectAmmo(projectileConfig.projectileType, playerIndex);
if (selected && slingshotController != null)
{
// Update slingshot with new ammo config
slingshotController.SetAmmo(projectileConfig);
Logging.Debug($"[AmmoButton] Player {playerIndex} selected {projectileConfig.displayName}");
}
}
#endregion
#region Event Handlers
private void HandleAmmoSelected(ProjectileType selectedType, int selectedPlayerIndex)
{
// Only update if this event is for our player
if (selectedPlayerIndex != playerIndex)
return;
// Update selected state - check if this is our player's current selection
isSelected = (selectedType == projectileConfig.projectileType);
}
private void HandleCooldownStarted(ProjectileType type, int cooldownTurns)
{
// Visual update handled in UpdateVisuals()
}
private void HandleCooldownCompleted(ProjectileType type)
{
// Visual update handled in UpdateVisuals()
if (type == projectileConfig.projectileType)
{
Logging.Debug($"[AmmoButton] {projectileConfig.displayName} ready!");
}
}
#endregion
}
}

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fileFormatVersion: 2
guid: d18726bad651464fbc4e49f8c95c0c37
timeCreated: 1764770308

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@@ -0,0 +1,171 @@
using Core;
using Core.Lifecycle;
using Minigames.FortFight.Core;
using Minigames.FortFight.Data;
using UnityEngine;
namespace Minigames.FortFight.UI
{
/// <summary>
/// Manages ammunition UI panel for a specific player.
/// Shows/hides based on turn state and initializes buttons with player context.
/// </summary>
public class AmmunitionPanel : ManagedBehaviour
{
#region Inspector References
[Header("Player Configuration")]
[Tooltip("Which player this panel belongs to (0 = Player 1, 1 = Player 2)")]
[SerializeField] private int playerIndex = 0;
[Header("References")]
[Tooltip("Ammunition manager (shared between both players)")]
[SerializeField] private AmmunitionManager ammunitionManager;
[Tooltip("This player's slingshot controller")]
[SerializeField] private SlingshotController slingshotController;
[Tooltip("Turn manager to subscribe to turn events")]
[SerializeField] private TurnManager turnManager;
[Header("UI")]
[Tooltip("Array of ammo buttons in this panel")]
[SerializeField] private AmmoButton[] ammoButtons;
[Tooltip("Root GameObject to show/hide entire panel")]
[SerializeField] private GameObject panelRoot;
#endregion
#region Initialization
internal override void OnManagedAwake()
{
base.OnManagedAwake();
// Validate references
if (ammunitionManager == null)
{
Logging.Error($"[AmmunitionPanel] Player {playerIndex}: Ammunition manager not assigned!");
}
if (slingshotController == null)
{
Logging.Error($"[AmmunitionPanel] Player {playerIndex}: Slingshot controller not assigned!");
}
if (turnManager == null)
{
Logging.Error($"[AmmunitionPanel] Player {playerIndex}: Turn manager not assigned!");
}
if (ammoButtons == null || ammoButtons.Length == 0)
{
Logging.Warning($"[AmmunitionPanel] Player {playerIndex}: No ammo buttons assigned!");
}
// Use assigned panelRoot or fall back to this GameObject
if (panelRoot == null)
{
panelRoot = gameObject;
}
}
internal override void OnManagedStart()
{
base.OnManagedStart();
// Initialize ammo buttons with player context
InitializeButtons();
// Subscribe to turn events
if (turnManager != null)
{
turnManager.OnTurnStarted += HandleTurnStarted;
}
// Start hidden
SetPanelVisibility(false);
}
internal override void OnManagedDestroy()
{
base.OnManagedDestroy();
// Unsubscribe from events
if (turnManager != null)
{
turnManager.OnTurnStarted -= HandleTurnStarted;
}
}
/// <summary>
/// Initialize all ammo buttons with player-specific configuration
/// </summary>
private void InitializeButtons()
{
if (ammunitionManager == null || slingshotController == null || ammoButtons == null)
{
return;
}
// Get available projectile types from settings
var availableTypes = ammunitionManager.GetAvailableProjectileTypes();
var settings = GameManager.GetSettingsObject<AppleHills.Core.Settings.IFortFightSettings>();
if (settings == null)
{
Logging.Error($"[AmmunitionPanel] Player {playerIndex}: Could not get FortFightSettings!");
return;
}
for (int i = 0; i < ammoButtons.Length && i < availableTypes.Count; i++)
{
if (ammoButtons[i] != null)
{
var config = settings.GetProjectileConfig(availableTypes[i]);
if (config != null)
{
ammoButtons[i].Initialize(config, ammunitionManager, slingshotController, playerIndex);
Logging.Debug($"[AmmunitionPanel] Player {playerIndex}: Initialized button for {config.displayName}");
}
}
}
}
#endregion
#region Turn Events
/// <summary>
/// Called when any player's turn starts - show/hide panel accordingly
/// </summary>
private void HandleTurnStarted(PlayerData player, TurnState turnState)
{
// Only show panel when it's this player's turn (not during transitions)
bool shouldShow = player.PlayerIndex == playerIndex &&
(turnState == TurnState.PlayerOneTurn || turnState == TurnState.PlayerTwoTurn);
SetPanelVisibility(shouldShow);
if (shouldShow)
{
Logging.Debug($"[AmmunitionPanel] Showing panel for Player {playerIndex}");
}
}
/// <summary>
/// Show or hide the entire panel
/// </summary>
private void SetPanelVisibility(bool visible)
{
if (panelRoot != null)
{
panelRoot.SetActive(visible);
}
}
#endregion
}
}

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fileFormatVersion: 2
guid: 1963617e4d104c199c3a66d671b8d8a2
timeCreated: 1764771029

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@@ -11,15 +11,13 @@ namespace Minigames.FortFight.UI
{
/// <summary>
/// Main gameplay UI page for Fort Fight minigame.
/// Displays turn info and allows player to take actions (stubbed for Phase 1).
/// 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;
[SerializeField] private Button takeActionButton;
[SerializeField] private TextMeshProUGUI actionButtonText;
[Header("Optional Visual Elements")]
[SerializeField] private CanvasGroup canvasGroup;
@@ -37,11 +35,7 @@ namespace Minigames.FortFight.UI
// Validate references
ValidateReferences();
// Set up button
if (takeActionButton != null)
{
takeActionButton.onClick.AddListener(OnTakeActionClicked);
}
// Note: takeActionButton is no longer used - turns handled via slingshot input
// Set up canvas group
if (canvasGroup == null)
@@ -55,7 +49,7 @@ namespace Minigames.FortFight.UI
base.OnManagedStart();
// Get turn manager reference
turnManager = FindObjectOfType<TurnManager>();
turnManager = FindFirstObjectByType<TurnManager>();
if (turnManager != null)
{
@@ -80,15 +74,8 @@ namespace Minigames.FortFight.UI
Logging.Warning("[GameplayPage] Current player text not assigned!");
}
if (takeActionButton == null)
{
Logging.Error("[GameplayPage] Take action button not assigned!");
}
if (actionButtonText == null)
{
Logging.Warning("[GameplayPage] Action button text not assigned!");
}
// Note: takeActionButton and actionButtonText are no longer used
// Turns are now handled automatically via slingshot input system
}
#endregion
@@ -147,11 +134,6 @@ namespace Minigames.FortFight.UI
{
aiTurnPanel.SetActive(true);
}
if (takeActionButton != null)
{
takeActionButton.gameObject.SetActive(false);
}
}
else if (turnState == TurnState.PlayerOneTurn || turnState == TurnState.PlayerTwoTurn)
{
@@ -165,48 +147,11 @@ namespace Minigames.FortFight.UI
{
aiTurnPanel.SetActive(false);
}
if (takeActionButton != null)
{
takeActionButton.gameObject.SetActive(true);
}
if (actionButtonText != null)
{
actionButtonText.text = "Take Action (Stubbed)";
}
}
}
#endregion
#region Button Callbacks
/// <summary>
/// Called when player clicks the "Take Action" button
/// STUBBED for Phase 1 - just logs and ends turn
/// </summary>
private void OnTakeActionClicked()
{
if (turnManager == null)
{
Logging.Error("[GameplayPage] Cannot take action - TurnManager not found!");
return;
}
PlayerData currentPlayer = turnManager.CurrentPlayer;
// STUBBED: Log the action
Logging.Debug($"[GameplayPage] {currentPlayer.PlayerName} takes action! (STUBBED - no actual combat yet)");
// TODO Phase 3: Replace with actual slingshot/shooting interface
// End the turn
turnManager.EndTurn();
}
#endregion
#region Transitions
protected override void DoTransitionIn(System.Action onComplete)
@@ -252,12 +197,6 @@ namespace Minigames.FortFight.UI
turnManager.OnTurnStarted -= OnTurnStarted;
turnManager.OnTurnEnded -= OnTurnEnded;
}
// Unsubscribe from button
if (takeActionButton != null)
{
takeActionButton.onClick.RemoveListener(OnTakeActionClicked);
}
}
#endregion