Finish work
This commit is contained in:
@@ -19,14 +19,10 @@ namespace Minigames.FortFight.UI
|
||||
[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;
|
||||
// Note: AmmunitionManager and TurnManager accessed via singletons
|
||||
|
||||
[Header("UI")]
|
||||
[Tooltip("Array of ammo buttons in this panel")]
|
||||
@@ -44,21 +40,11 @@ namespace Minigames.FortFight.UI
|
||||
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!");
|
||||
@@ -78,10 +64,10 @@ namespace Minigames.FortFight.UI
|
||||
// Initialize ammo buttons with player context
|
||||
InitializeButtons();
|
||||
|
||||
// Subscribe to turn events
|
||||
if (turnManager != null)
|
||||
// Subscribe to turn events via singleton
|
||||
if (TurnManager.Instance != null)
|
||||
{
|
||||
turnManager.OnTurnStarted += HandleTurnStarted;
|
||||
TurnManager.Instance.OnTurnStarted += HandleTurnStarted;
|
||||
}
|
||||
|
||||
// Start hidden
|
||||
@@ -93,9 +79,9 @@ namespace Minigames.FortFight.UI
|
||||
base.OnManagedDestroy();
|
||||
|
||||
// Unsubscribe from events
|
||||
if (turnManager != null)
|
||||
if (TurnManager.Instance != null)
|
||||
{
|
||||
turnManager.OnTurnStarted -= HandleTurnStarted;
|
||||
TurnManager.Instance.OnTurnStarted -= HandleTurnStarted;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -104,13 +90,13 @@ namespace Minigames.FortFight.UI
|
||||
/// </summary>
|
||||
private void InitializeButtons()
|
||||
{
|
||||
if (ammunitionManager == null || slingshotController == null || ammoButtons == null)
|
||||
if (AmmunitionManager.Instance == null || slingshotController == null || ammoButtons == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Get available projectile types from settings
|
||||
var availableTypes = ammunitionManager.GetAvailableProjectileTypes();
|
||||
var availableTypes = AmmunitionManager.Instance.GetAvailableProjectileTypes();
|
||||
var settings = GameManager.GetSettingsObject<AppleHills.Core.Settings.IFortFightSettings>();
|
||||
|
||||
if (settings == null)
|
||||
@@ -126,7 +112,7 @@ namespace Minigames.FortFight.UI
|
||||
var config = settings.GetProjectileConfig(availableTypes[i]);
|
||||
if (config != null)
|
||||
{
|
||||
ammoButtons[i].Initialize(config, ammunitionManager, slingshotController, playerIndex);
|
||||
ammoButtons[i].Initialize(config, AmmunitionManager.Instance, slingshotController, playerIndex);
|
||||
Logging.Debug($"[AmmunitionPanel] Player {playerIndex}: Initialized button for {config.displayName}");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -31,6 +31,12 @@ namespace Minigames.FortFight.UI
|
||||
[Tooltip("Leave empty to auto-find")]
|
||||
[SerializeField] private Core.FortManager fortManager;
|
||||
|
||||
[Header("Debug Display")]
|
||||
[Tooltip("Show numerical HP values (current/max)")]
|
||||
[SerializeField] private bool debugDisplay = false;
|
||||
[Tooltip("Text field to display 'current/max' HP values")]
|
||||
[SerializeField] private TextMeshProUGUI debugHpText;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Private State
|
||||
@@ -45,11 +51,17 @@ namespace Minigames.FortFight.UI
|
||||
{
|
||||
base.OnManagedStart();
|
||||
|
||||
Logging.Debug($"[FortHealthUI] OnManagedStart - autoBindToFort: {autoBindToFort}, isPlayerFort: {isPlayerFort}");
|
||||
|
||||
// Auto-bind to dynamically spawned forts
|
||||
if (autoBindToFort)
|
||||
{
|
||||
SetupAutoBinding();
|
||||
}
|
||||
else
|
||||
{
|
||||
Logging.Warning($"[FortHealthUI] Auto-bind disabled! HP UI will not update.");
|
||||
}
|
||||
}
|
||||
|
||||
internal override void OnManagedDestroy()
|
||||
@@ -76,33 +88,53 @@ namespace Minigames.FortFight.UI
|
||||
|
||||
private void SetupAutoBinding()
|
||||
{
|
||||
// Find FortManager if not assigned
|
||||
if (fortManager == null)
|
||||
{
|
||||
fortManager = FindFirstObjectByType<Core.FortManager>();
|
||||
}
|
||||
Logging.Debug($"[FortHealthUI] SetupAutoBinding called for {(isPlayerFort ? "PLAYER" : "ENEMY")} fort");
|
||||
|
||||
// Get FortManager via singleton
|
||||
fortManager = Core.FortManager.Instance;
|
||||
|
||||
if (fortManager == null)
|
||||
{
|
||||
Logging.Warning($"[FortHealthUI] Cannot auto-bind: FortManager not found. HP UI will not update.");
|
||||
Logging.Error($"[FortHealthUI] CRITICAL: FortManager.Instance is NULL! HP UI will not work.");
|
||||
return;
|
||||
}
|
||||
|
||||
// Subscribe to appropriate spawn event
|
||||
Logging.Debug($"[FortHealthUI] FortManager found. Checking if fort already spawned...");
|
||||
|
||||
// Check if fort already spawned (missed the spawn event)
|
||||
FortController existingFort = isPlayerFort ? fortManager.PlayerFort : fortManager.EnemyFort;
|
||||
if (existingFort != null)
|
||||
{
|
||||
Logging.Debug($"[FortHealthUI] Fort already exists, binding immediately: {existingFort.FortName}");
|
||||
BindToFort(existingFort);
|
||||
return;
|
||||
}
|
||||
|
||||
Logging.Debug($"[FortHealthUI] Fort not spawned yet. Subscribing to spawn events...");
|
||||
|
||||
// Subscribe to appropriate spawn event for future spawn
|
||||
if (isPlayerFort)
|
||||
{
|
||||
fortManager.OnPlayerFortSpawned += OnFortSpawned;
|
||||
Logging.Debug($"[FortHealthUI] Subscribed to PLAYER fort spawn");
|
||||
Logging.Debug($"[FortHealthUI] ✅ Subscribed to OnPlayerFortSpawned event");
|
||||
}
|
||||
else
|
||||
{
|
||||
fortManager.OnEnemyFortSpawned += OnFortSpawned;
|
||||
Logging.Debug($"[FortHealthUI] Subscribed to ENEMY fort spawn");
|
||||
Logging.Debug($"[FortHealthUI] ✅ Subscribed to OnEnemyFortSpawned event");
|
||||
}
|
||||
}
|
||||
|
||||
private void OnFortSpawned(FortController fort)
|
||||
{
|
||||
Logging.Debug($"[FortHealthUI] 🎯 OnFortSpawned event received! Fort: {fort?.FortName ?? "NULL"}");
|
||||
|
||||
if (fort == null)
|
||||
{
|
||||
Logging.Error($"[FortHealthUI] Fort is NULL in spawn callback!");
|
||||
return;
|
||||
}
|
||||
|
||||
BindToFort(fort);
|
||||
}
|
||||
|
||||
@@ -140,7 +172,7 @@ namespace Minigames.FortFight.UI
|
||||
|
||||
UpdateDisplay();
|
||||
|
||||
Logging.Debug($"[FortHealthUI] Bound to fort: {fort.FortName}");
|
||||
Logging.Debug($"[FortHealthUI] Bound to fort: {fort.FortName}. Event subscription successful.");
|
||||
}
|
||||
|
||||
#endregion
|
||||
@@ -149,6 +181,7 @@ namespace Minigames.FortFight.UI
|
||||
|
||||
private void OnFortDamaged(float damage, float hpPercentage)
|
||||
{
|
||||
Logging.Debug($"[FortHealthUI] OnFortDamaged received! Damage: {damage}, HP%: {hpPercentage:F1}%, Fort: {trackedFort?.FortName}");
|
||||
UpdateDisplay();
|
||||
}
|
||||
|
||||
@@ -158,20 +191,52 @@ namespace Minigames.FortFight.UI
|
||||
|
||||
private void UpdateDisplay()
|
||||
{
|
||||
if (trackedFort == null) return;
|
||||
if (trackedFort == null)
|
||||
{
|
||||
Logging.Warning("[FortHealthUI] UpdateDisplay called but trackedFort is null!");
|
||||
return;
|
||||
}
|
||||
|
||||
float hpPercent = trackedFort.HpPercentage;
|
||||
|
||||
Logging.Debug($"[FortHealthUI] UpdateDisplay - Fort: {trackedFort.FortName}, HP: {hpPercent:F1}%");
|
||||
|
||||
// Update slider
|
||||
if (hpSlider != null)
|
||||
{
|
||||
hpSlider.value = hpPercent / 100f;
|
||||
Logging.Debug($"[FortHealthUI] Slider updated to {hpSlider.value:F2}");
|
||||
}
|
||||
else
|
||||
{
|
||||
Logging.Warning("[FortHealthUI] hpSlider is null!");
|
||||
}
|
||||
|
||||
// Update text
|
||||
if (hpPercentageText != null)
|
||||
{
|
||||
hpPercentageText.text = $"{hpPercent:F0}%";
|
||||
Logging.Debug($"[FortHealthUI] Text updated to {hpPercentageText.text}");
|
||||
}
|
||||
else
|
||||
{
|
||||
Logging.Warning("[FortHealthUI] hpPercentageText is null!");
|
||||
}
|
||||
|
||||
// Update debug HP display (current/max)
|
||||
if (debugHpText != null)
|
||||
{
|
||||
if (debugDisplay)
|
||||
{
|
||||
debugHpText.gameObject.SetActive(true);
|
||||
float currentHp = trackedFort.CurrentHp;
|
||||
float maxHp = trackedFort.MaxHp;
|
||||
debugHpText.text = $"{currentHp:F0}/{maxHp:F0}";
|
||||
}
|
||||
else
|
||||
{
|
||||
debugHpText.gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
||||
// Update color based on HP
|
||||
|
||||
234
Assets/Scripts/Minigames/FortFight/UI/GameOverUI.cs
Normal file
234
Assets/Scripts/Minigames/FortFight/UI/GameOverUI.cs
Normal file
@@ -0,0 +1,234 @@
|
||||
using Core;
|
||||
using Core.Lifecycle;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace Minigames.FortFight.UI
|
||||
{
|
||||
/// <summary>
|
||||
/// Game Over UI - displays when a fort is defeated.
|
||||
/// Shows match time, winner, and restart button.
|
||||
/// </summary>
|
||||
public class GameOverUI : ManagedBehaviour
|
||||
{
|
||||
#region Inspector Properties
|
||||
|
||||
[Header("UI References")]
|
||||
[Tooltip("Root GameObject to show/hide the entire UI")]
|
||||
[SerializeField] private GameObject rootPanel;
|
||||
|
||||
[Tooltip("Text showing elapsed time")]
|
||||
[SerializeField] private TextMeshProUGUI elapsedTimeText;
|
||||
|
||||
[Tooltip("Text showing winner")]
|
||||
[SerializeField] private TextMeshProUGUI winnerText;
|
||||
|
||||
[Tooltip("Restart button")]
|
||||
[SerializeField] private Button restartButton;
|
||||
|
||||
[Header("Optional Visuals")]
|
||||
[Tooltip("Optional canvas group for fade-in")]
|
||||
[SerializeField] private CanvasGroup canvasGroup;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Lifecycle
|
||||
|
||||
internal override void OnManagedAwake()
|
||||
{
|
||||
base.OnManagedAwake();
|
||||
|
||||
// Validate references
|
||||
if (rootPanel == null)
|
||||
{
|
||||
Logging.Error("[GameOverUI] Root panel not assigned!");
|
||||
}
|
||||
|
||||
if (elapsedTimeText == null)
|
||||
{
|
||||
Logging.Warning("[GameOverUI] Elapsed time text not assigned!");
|
||||
}
|
||||
|
||||
if (winnerText == null)
|
||||
{
|
||||
Logging.Warning("[GameOverUI] Winner text not assigned!");
|
||||
}
|
||||
|
||||
if (restartButton == null)
|
||||
{
|
||||
Logging.Error("[GameOverUI] Restart button not assigned!");
|
||||
}
|
||||
|
||||
// Setup button listener
|
||||
if (restartButton != null)
|
||||
{
|
||||
restartButton.onClick.AddListener(OnRestartClicked);
|
||||
}
|
||||
|
||||
// Ensure canvas group exists for fade
|
||||
if (canvasGroup == null && rootPanel != null)
|
||||
{
|
||||
canvasGroup = rootPanel.GetComponent<CanvasGroup>();
|
||||
}
|
||||
|
||||
// Start hidden
|
||||
Hide();
|
||||
}
|
||||
|
||||
internal override void OnManagedDestroy()
|
||||
{
|
||||
base.OnManagedDestroy();
|
||||
|
||||
// Remove button listener
|
||||
if (restartButton != null)
|
||||
{
|
||||
restartButton.onClick.RemoveListener(OnRestartClicked);
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Event Handlers
|
||||
|
||||
private void OnRestartClicked()
|
||||
{
|
||||
Logging.Debug("[GameOverUI] Restart button clicked, reloading scene...");
|
||||
RestartGame();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Display
|
||||
|
||||
/// <summary>
|
||||
/// Show the game over UI with match results
|
||||
/// Called by FortFightGameManager when game ends
|
||||
/// </summary>
|
||||
public void Show()
|
||||
{
|
||||
if (rootPanel != null)
|
||||
{
|
||||
rootPanel.SetActive(true);
|
||||
}
|
||||
|
||||
// Get game manager for elapsed time
|
||||
var gameManager = Core.FortFightGameManager.Instance;
|
||||
if (gameManager != null)
|
||||
{
|
||||
float elapsedTime = gameManager.ElapsedGameTime;
|
||||
UpdateElapsedTime(elapsedTime);
|
||||
|
||||
// Determine winner
|
||||
DetermineWinner();
|
||||
}
|
||||
|
||||
// Optional: Fade in
|
||||
if (canvasGroup != null)
|
||||
{
|
||||
canvasGroup.alpha = 0f;
|
||||
StartCoroutine(FadeIn());
|
||||
}
|
||||
|
||||
Logging.Debug("[GameOverUI] Game over UI shown");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Hide the game over UI
|
||||
/// </summary>
|
||||
public void Hide()
|
||||
{
|
||||
if (rootPanel != null)
|
||||
{
|
||||
rootPanel.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Update the elapsed time display
|
||||
/// </summary>
|
||||
private void UpdateElapsedTime(float seconds)
|
||||
{
|
||||
if (elapsedTimeText == null) return;
|
||||
|
||||
// Format as MM:SS
|
||||
int minutes = Mathf.FloorToInt(seconds / 60f);
|
||||
int secs = Mathf.FloorToInt(seconds % 60f);
|
||||
|
||||
elapsedTimeText.text = $"{minutes:00}:{secs:00}";
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Determine and display the winner
|
||||
/// </summary>
|
||||
private void DetermineWinner()
|
||||
{
|
||||
if (winnerText == null) return;
|
||||
|
||||
var fortManager = Core.FortManager.Instance;
|
||||
if (fortManager == null) return;
|
||||
|
||||
bool playerDefeated = fortManager.PlayerFort?.IsDefeated ?? false;
|
||||
bool enemyDefeated = fortManager.EnemyFort?.IsDefeated ?? false;
|
||||
|
||||
if (playerDefeated && enemyDefeated)
|
||||
{
|
||||
winnerText.text = "DRAW!";
|
||||
}
|
||||
else if (playerDefeated)
|
||||
{
|
||||
winnerText.text = "PLAYER TWO WINS!";
|
||||
}
|
||||
else if (enemyDefeated)
|
||||
{
|
||||
winnerText.text = "PLAYER ONE WINS!";
|
||||
}
|
||||
else
|
||||
{
|
||||
winnerText.text = "GAME OVER";
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Fade in the UI over time
|
||||
/// </summary>
|
||||
private System.Collections.IEnumerator FadeIn()
|
||||
{
|
||||
float duration = 0.5f;
|
||||
float elapsed = 0f;
|
||||
|
||||
while (elapsed < duration)
|
||||
{
|
||||
elapsed += Time.deltaTime;
|
||||
if (canvasGroup != null)
|
||||
{
|
||||
canvasGroup.alpha = Mathf.Lerp(0f, 1f, elapsed / duration);
|
||||
}
|
||||
yield return null;
|
||||
}
|
||||
|
||||
if (canvasGroup != null)
|
||||
{
|
||||
canvasGroup.alpha = 1f;
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Restart
|
||||
|
||||
/// <summary>
|
||||
/// Restart the game by reloading the current scene
|
||||
/// </summary>
|
||||
private void RestartGame()
|
||||
{
|
||||
// Use Unity's SceneManager to reload current scene
|
||||
string currentScene = UnityEngine.SceneManagement.SceneManager.GetActiveScene().name;
|
||||
Logging.Debug($"[GameOverUI] Reloading scene: {currentScene}");
|
||||
UnityEngine.SceneManagement.SceneManager.LoadScene(currentScene);
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
||||
3
Assets/Scripts/Minigames/FortFight/UI/GameOverUI.cs.meta
Normal file
3
Assets/Scripts/Minigames/FortFight/UI/GameOverUI.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ffb13ad5109340eba06f9c02082ece94
|
||||
timeCreated: 1764806274
|
||||
@@ -1,6 +1,5 @@
|
||||
using Core;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using TMPro;
|
||||
using UI.Core;
|
||||
using Minigames.FortFight.Core;
|
||||
@@ -48,8 +47,8 @@ namespace Minigames.FortFight.UI
|
||||
{
|
||||
base.OnManagedStart();
|
||||
|
||||
// Get turn manager reference
|
||||
turnManager = FindFirstObjectByType<TurnManager>();
|
||||
// Get turn manager reference via singleton
|
||||
turnManager = TurnManager.Instance;
|
||||
|
||||
if (turnManager != null)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user