Implement Fort Fight minigame (#75)
Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com> Reviewed-on: #75
This commit is contained in:
204
Assets/Scripts/Minigames/FortFight/UI/GameplayPage.cs
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204
Assets/Scripts/Minigames/FortFight/UI/GameplayPage.cs
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using Core;
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using UnityEngine;
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using TMPro;
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using UI.Core;
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using Minigames.FortFight.Core;
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using Minigames.FortFight.Data;
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using Pixelplacement;
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namespace Minigames.FortFight.UI
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{
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/// <summary>
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/// Main gameplay UI page for Fort Fight minigame.
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/// Displays turn info. Turn actions now handled via slingshot input system.
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/// </summary>
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public class GameplayPage : UIPage
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{
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[Header("UI Elements")]
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[SerializeField] private TextMeshProUGUI turnIndicatorText;
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[SerializeField] private TextMeshProUGUI currentPlayerText;
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[Header("Optional Visual Elements")]
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[SerializeField] private CanvasGroup canvasGroup;
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[SerializeField] private GameObject playerActionPanel;
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[SerializeField] private GameObject aiTurnPanel;
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private TurnManager turnManager;
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#region Initialization
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internal override void OnManagedAwake()
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{
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base.OnManagedAwake();
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// Validate references
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ValidateReferences();
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// Note: takeActionButton is no longer used - turns handled via slingshot input
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// Set up canvas group
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if (canvasGroup == null)
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{
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canvasGroup = GetComponent<CanvasGroup>();
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}
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}
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internal override void OnManagedStart()
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{
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base.OnManagedStart();
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// Get turn manager reference via singleton
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turnManager = TurnManager.Instance;
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if (turnManager != null)
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{
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turnManager.OnTurnStarted += OnTurnStarted;
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turnManager.OnTurnEnded += OnTurnEnded;
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}
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else
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{
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Logging.Error("[GameplayPage] TurnManager not found!");
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}
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}
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private void ValidateReferences()
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{
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if (turnIndicatorText == null)
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{
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Logging.Warning("[GameplayPage] Turn indicator text not assigned!");
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}
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if (currentPlayerText == null)
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{
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Logging.Warning("[GameplayPage] Current player text not assigned!");
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}
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// Note: takeActionButton and actionButtonText are no longer used
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// Turns are now handled automatically via slingshot input system
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}
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#endregion
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#region Turn Events
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/// <summary>
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/// Called when a new turn starts
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/// </summary>
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private void OnTurnStarted(PlayerData currentPlayer, TurnState turnState)
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{
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Logging.Debug($"[GameplayPage] Turn started - Player: {currentPlayer.PlayerName}, State: {turnState}");
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UpdateTurnUI(currentPlayer, turnState);
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}
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/// <summary>
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/// Called when the current turn ends
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/// </summary>
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private void OnTurnEnded(PlayerData player)
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{
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Logging.Debug($"[GameplayPage] Turn ended for {player.PlayerName}");
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}
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#endregion
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#region UI Updates
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/// <summary>
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/// Update the UI to reflect current turn state
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/// </summary>
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private void UpdateTurnUI(PlayerData currentPlayer, TurnState turnState)
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{
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// Update turn counter
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if (turnIndicatorText != null && turnManager != null)
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{
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turnIndicatorText.text = $"Turn {turnManager.TurnCount + 1}";
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}
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// Update current player display
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if (currentPlayerText != null)
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{
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currentPlayerText.text = $"{currentPlayer.PlayerName}'s Turn";
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}
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// Show/hide appropriate panels based on turn state
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if (turnState == TurnState.AITurn)
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{
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// AI turn - hide player controls
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if (playerActionPanel != null)
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{
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playerActionPanel.SetActive(false);
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}
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if (aiTurnPanel != null)
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{
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aiTurnPanel.SetActive(true);
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}
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}
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else if (turnState == TurnState.PlayerOneTurn || turnState == TurnState.PlayerTwoTurn)
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{
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// Player turn - show controls
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if (playerActionPanel != null)
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{
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playerActionPanel.SetActive(true);
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}
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if (aiTurnPanel != null)
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{
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aiTurnPanel.SetActive(false);
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}
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}
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}
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#endregion
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#region Transitions
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protected override void DoTransitionIn(System.Action onComplete)
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{
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// Simple fade in if canvas group is available
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if (canvasGroup != null)
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{
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canvasGroup.alpha = 0f;
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Tween.CanvasGroupAlpha(canvasGroup, 1f, transitionDuration, 0f, Tween.EaseOut,
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completeCallback: () => onComplete?.Invoke());
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}
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else
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{
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onComplete?.Invoke();
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}
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}
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protected override void DoTransitionOut(System.Action onComplete)
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{
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// Simple fade out if canvas group is available
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if (canvasGroup != null)
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{
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Tween.CanvasGroupAlpha(canvasGroup, 0f, transitionDuration, 0f, Tween.EaseIn,
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completeCallback: () => onComplete?.Invoke());
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}
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else
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{
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onComplete?.Invoke();
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}
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}
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#endregion
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#region Cleanup
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internal override void OnManagedDestroy()
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{
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base.OnManagedDestroy();
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// Unsubscribe from turn manager events
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if (turnManager != null)
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{
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turnManager.OnTurnStarted -= OnTurnStarted;
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turnManager.OnTurnEnded -= OnTurnEnded;
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}
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}
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#endregion
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}
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}
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