[Add] MVC UI for Yacht Dice scorecard
View layer: CategoryRowView (reusable x13 row with preview/recorded score display), ScoreCardView (full scorecard panel with Russian category names, upper bonus tracking), DicePanelView (5 dice buttons with lock toggle + roll counter), GameInfoView (turn display + game over overlay). Controller layer: GameController bridges Model and View — subscribes to model events in Awake() to catch GameManager.Start(), routes UI clicks to game logic, computes preview scores for all unfilled categories after each roll, handles upper section bonus (63+ = +35). Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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public sealed class GameController : MonoBehaviour
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{
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[Header("Model")]
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[SerializeField] private GameManager gameManager;
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[SerializeField] private ScoringSystem scoringSystem;
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[SerializeField] private DiceManager diceManager;
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[Header("Views")]
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[SerializeField] private ScoreCardView scoreCardView;
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[SerializeField] private DicePanelView dicePanelView;
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[SerializeField] private GameInfoView gameInfoView;
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[Header("Settings")]
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[SerializeField] private int maxRollsPerTurn = 3;
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private static readonly YachtCategory[] UpperCategories =
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{
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YachtCategory.Ones, YachtCategory.Twos, YachtCategory.Threes,
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YachtCategory.Fours, YachtCategory.Fives, YachtCategory.Sixes
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};
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private const int UpperBonusThreshold = 63;
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private const int UpperBonusValue = 35;
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private int totalCategoryCount;
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// ── Lifecycle ──────────────────────────────────────────────
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private void Awake()
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{
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totalCategoryCount = Enum.GetValues(typeof(YachtCategory)).Length;
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// Model → Controller
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gameManager.OnTurnStarted += HandleTurnStarted;
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gameManager.OnRollComplete += HandleRollComplete;
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gameManager.OnScored += HandleScored;
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gameManager.OnGameOver += HandleGameOver;
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diceManager.OnDieSettled += HandleDieSettled;
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// View → Controller
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scoreCardView.OnCategorySelected += HandleCategorySelected;
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dicePanelView.OnRollClicked += HandleRollClicked;
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dicePanelView.OnDiceToggled += HandleDiceToggled;
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gameInfoView.OnNewGameClicked += HandleNewGameClicked;
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}
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private void OnDestroy()
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{
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gameManager.OnTurnStarted -= HandleTurnStarted;
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gameManager.OnRollComplete -= HandleRollComplete;
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gameManager.OnScored -= HandleScored;
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gameManager.OnGameOver -= HandleGameOver;
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diceManager.OnDieSettled -= HandleDieSettled;
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scoreCardView.OnCategorySelected -= HandleCategorySelected;
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dicePanelView.OnRollClicked -= HandleRollClicked;
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dicePanelView.OnDiceToggled -= HandleDiceToggled;
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gameInfoView.OnNewGameClicked -= HandleNewGameClicked;
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}
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// ── Model Event Handlers ──────────────────────────────────
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private void HandleTurnStarted(int turn)
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{
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gameInfoView.SetTurnText(turn, totalCategoryCount);
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dicePanelView.ResetForNewTurn();
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dicePanelView.SetRollButtonState(true, 0, maxRollsPerTurn);
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scoreCardView.ClearAllPreviews();
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}
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private void HandleRollComplete(int rollNumber)
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{
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bool canRollAgain = gameManager.CanRoll;
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dicePanelView.SetRollButtonState(canRollAgain, rollNumber, maxRollsPerTurn);
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dicePanelView.SetDiceInteractable(true);
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int[] values = diceManager.GetCurrentValues();
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dicePanelView.SetAllDiceValues(values);
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UpdatePreviewScores(values);
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}
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private void HandleDieSettled(int index, int value)
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{
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dicePanelView.SetDieValue(index, value);
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}
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private void HandleScored(YachtCategory category, int finalScore)
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{
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scoreCardView.SetCategoryScored(category, finalScore);
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UpdateTotalDisplay();
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}
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private void HandleGameOver(int totalScore)
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{
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dicePanelView.SetRollButtonState(false, maxRollsPerTurn, maxRollsPerTurn);
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dicePanelView.SetDiceInteractable(false);
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scoreCardView.SetAllInteractable(false);
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int displayTotal = CalculateDisplayTotal();
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gameInfoView.ShowGameOver(displayTotal);
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}
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// ── View Event Handlers ───────────────────────────────────
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private void HandleRollClicked()
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{
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if (!gameManager.CanRoll) return;
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dicePanelView.SetRollButtonState(false, gameManager.CurrentRoll, maxRollsPerTurn);
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dicePanelView.SetDiceInteractable(false);
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scoreCardView.SetAllInteractable(false);
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gameManager.Roll();
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}
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private void HandleDiceToggled(int index)
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{
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if (gameManager.CurrentRoll == 0) return;
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if (diceManager.IsAnyRolling) return;
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gameManager.ToggleDiceLock(index);
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bool isLocked = diceManager.IsLocked(index);
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dicePanelView.SetDieLocked(index, isLocked);
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}
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private void HandleCategorySelected(YachtCategory category)
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{
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if (!gameManager.CanScore) return;
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if (scoringSystem.IsCategoryUsed(category)) return;
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gameManager.ScoreInCategory(category);
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}
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private void HandleNewGameClicked()
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{
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gameInfoView.HideGameOver();
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scoreCardView.ResetAll();
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dicePanelView.ResetForNewGame();
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gameManager.StartNewGame();
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}
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// ── Helpers ────────────────────────────────────────────────
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private void UpdatePreviewScores(int[] diceValues)
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{
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var previews = new Dictionary<YachtCategory, int>();
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var categories = (YachtCategory[])Enum.GetValues(typeof(YachtCategory));
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for (int i = 0; i < categories.Length; i++)
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{
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if (scoringSystem.IsCategoryUsed(categories[i])) continue;
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ScoreResult result = scoringSystem.PreviewScore(diceValues, categories[i]);
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previews[categories[i]] = result.FinalScore;
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}
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scoreCardView.UpdatePreviews(previews);
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}
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private void UpdateTotalDisplay()
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{
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int upperSum = 0;
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for (int i = 0; i < UpperCategories.Length; i++)
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{
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int catScore = scoringSystem.GetCategoryScore(UpperCategories[i]);
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if (catScore >= 0) upperSum += catScore;
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}
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bool hasBonus = upperSum >= UpperBonusThreshold;
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int displayTotal = CalculateDisplayTotal();
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scoreCardView.UpdateTotalDisplay(displayTotal, upperSum, hasBonus);
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}
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private int CalculateDisplayTotal()
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{
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int total = scoringSystem.TotalScore;
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int upperSum = 0;
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for (int i = 0; i < UpperCategories.Length; i++)
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{
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int catScore = scoringSystem.GetCategoryScore(UpperCategories[i]);
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if (catScore >= 0) upperSum += catScore;
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}
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if (upperSum >= UpperBonusThreshold)
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total += UpperBonusValue;
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return total;
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}
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}
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