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MVP1/Assets/Scripts/WorldMap/WorldMapController.cs
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using System.Collections.Generic;
using Bogatyri.World;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
// Сцена карты мира: рисует замок и города, открывает окно атаки, показывает войска в походе
// и итоги боёв. Правил тут нет -- они в WorldSimulation, походы ведёт MarchManager.
public class WorldMapController : MonoBehaviour
{
[Header("Камера")]
public MapCameraController mapCamera;
[Header("Верхняя панель")]
public TMP_Text soldiersText;
public Button backButton;
public Button myCityButton;
[Header("Подсказка")]
public TMP_Text hintText;
[Header("Рейтинг")]
public Button ratingButton;
public RatingPanel ratingPanel;
[Header("Нижняя панель (пока без функционала)")]
public Button worldMapNavButton;
public Button eventsNavButton;
public Button circleNavButton;
public Button settlementNavButton;
[Header("Окно атаки")]
public GameObject attackPanel;
public TMP_Text attackTitleText;
public TMP_Text attackInfoText;
public Slider soldiersSlider;
public TMP_Text soldiersToSendText;
public Button sendButton;
public Button cancelButton;
[Header("Уведомление (итог боя / возвращение)")]
public GameObject popupPanel;
public TMP_Text popupTitleText;
public TMP_Text popupBodyText;
public Button popupOkButton;
const string DefaultHint = "Нажми на замок или соседний город, чтобы напасть. Карту можно двигать и приближать";
const float CastleSize = 2.2f;
const float CitySize = 1.1f;
const float StartZoom = 8f;
static readonly Color GroundColor = new Color(0.3f, 0.42f, 0.25f);
static readonly Color CastleColor = new Color(0.55f, 0.15f, 0.15f);
static readonly Color PlayerCityColor = new Color(0.25f, 0.5f, 0.95f);
static readonly Color NeighborCityColor = new Color(0.75f, 0.55f, 0.3f);
private Transform mapRoot;
private readonly Dictionary<int, MarchView> marchViews = new Dictionary<int, MarchView>();
private readonly Queue<(string title, string body)> popupQueue = new Queue<(string, string)>();
private readonly List<int> staleMarchIds = new List<int>();
private MapNode selectedTarget;
WorldSimulation World => MarchManager.Instance.World;
void Start()
{
mapRoot = new GameObject("Map").transform;
BuildMap();
SetUpCamera();
backButton.onClick.AddListener(SceneNavigator.ReturnToCity);
if (myCityButton != null) myCityButton.onClick.AddListener(CenterOnMyCity);
if (ratingButton != null) ratingButton.onClick.AddListener(ratingPanel.Open);
HookUpComingSoon(worldMapNavButton, "Карта мира");
HookUpComingSoon(eventsNavButton, "События");
if (circleNavButton != null) circleNavButton.onClick.AddListener(CircleWindow.Open); // модуль Круга
HookUpComingSoon(settlementNavButton, "Поселение");
sendButton.onClick.AddListener(OnSendPressed);
cancelButton.onClick.AddListener(CloseAttackPanel);
popupOkButton.onClick.AddListener(ShowNextPopup);
soldiersSlider.onValueChanged.AddListener(_ => UpdateSoldiersToSendText());
attackPanel.SetActive(false);
popupPanel.SetActive(false);
if (ratingPanel != null) ratingPanel.Close();
hintText.text = DefaultHint;
if (ResourceManager.Instance == null)
hintText.text = "Запусти игру из сцены города (MVP1), иначе войско неоткуда брать";
}
void OnEnable()
{
if (MarchManager.Instance == null) return;
MarchManager.Instance.OnBattleResolved += HandleBattleResolved;
MarchManager.Instance.OnMarchReturned += HandleMarchReturned;
}
void OnDisable()
{
if (MarchManager.Instance == null) return;
MarchManager.Instance.OnBattleResolved -= HandleBattleResolved;
MarchManager.Instance.OnMarchReturned -= HandleMarchReturned;
}
void Update()
{
HandleMapTap();
SyncMarchViews();
soldiersText.text = $"Войска дома: {GetSoldiersAtHome()} В походе: {World.Marches.Count}";
}
void HookUpComingSoon(Button button, string sectionName)
{
if (button == null) return;
button.onClick.AddListener(() => hintText.text = $"Раздел «{sectionName}» пока в разработке");
}
// ---------------- КАРТА ----------------
void BuildMap()
{
float width = WorldMapLayout.HalfWidth / 1000f * 2f;
float height = WorldMapLayout.HalfHeight / 1000f * 2f;
CreateSprite("Ground", PrimitiveSprites.Square, GroundColor, Vector3.zero, new Vector3(width, height, 1f), -10);
foreach (var node in World.Nodes)
{
Vector3 pos = ToWorld(node);
switch (node.type)
{
case MapNodeType.BossCastle:
CreateSprite(node.id, PrimitiveSprites.Square, CastleColor, pos, Vector3.one * CastleSize, 0);
CreateSprite(node.id + "_Keep", PrimitiveSprites.Square, new Color(0.3f, 0.08f, 0.08f), pos, Vector3.one * CastleSize * 0.5f, 1);
CreateLabel(node.displayName, pos + new Vector3(0, CastleSize / 2f + 0.4f, 0), 4f);
CreateLabel($"Гарнизон: {node.garrison}", pos - new Vector3(0, CastleSize / 2f + 0.35f, 0), 3f);
break;
case MapNodeType.PlayerCity:
// Белая рамка -- чтобы свой город сразу бросался в глаза
CreateSprite(node.id + "_Frame", PrimitiveSprites.Square, Color.white, pos, Vector3.one * (CitySize + 0.25f), 0);
CreateSprite(node.id, PrimitiveSprites.Square, PlayerCityColor, pos, Vector3.one * CitySize, 1);
CreateLabel(node.displayName, pos - new Vector3(0, CitySize / 2f + 0.35f, 0), 3.2f);
break;
case MapNodeType.NeighborCity:
CreateSprite(node.id, PrimitiveSprites.Square, NeighborCityColor, pos, Vector3.one * CitySize, 0);
CreateLabel($"{node.displayName}\nГарнизон: {node.garrison}", pos - new Vector3(0, CitySize / 2f + 0.5f, 0), 2.6f);
break;
}
}
}
void SetUpCamera()
{
// Сцена собрана старой версией сборщика -- добавляем контроллер камеры сами
if (mapCamera == null)
{
Camera cam = Camera.main;
mapCamera = cam.GetComponent<MapCameraController>();
if (mapCamera == null) mapCamera = cam.gameObject.AddComponent<MapCameraController>();
}
mapCamera.mapHalfSize = new Vector2(WorldMapLayout.HalfWidth / 1000f, WorldMapLayout.HalfHeight / 1000f);
mapCamera.GetComponent<Camera>().orthographicSize = StartZoom;
CenterOnMyCity();
}
void CenterOnMyCity()
{
MapNode home = World.GetNode(WorldMapLayout.PlayerCityId);
if (home != null) mapCamera.CenterOn(ToWorld(home));
}
SpriteRenderer CreateSprite(string name, Sprite sprite, Color color, Vector3 position, Vector3 scale, int order)
{
var go = new GameObject(name);
go.transform.SetParent(mapRoot, false);
go.transform.position = position;
go.transform.localScale = scale;
var sr = go.AddComponent<SpriteRenderer>();
sr.sprite = sprite;
sr.color = color;
sr.sortingOrder = order;
return sr;
}
void CreateLabel(string text, Vector3 position, float fontSize)
{
var go = new GameObject("Label");
go.transform.SetParent(mapRoot, false);
go.transform.position = position;
var tmp = go.AddComponent<TextMeshPro>();
tmp.text = text;
tmp.fontSize = fontSize;
tmp.alignment = TextAlignmentOptions.Center;
tmp.rectTransform.sizeDelta = new Vector2(6f, 1.2f);
tmp.sortingOrder = 10;
}
public static Vector3 ToWorld(MapNode node)
{
return new Vector3(node.x / 1000f, node.y / 1000f, 0f);
}
// ---------------- ВЫБОР ЦЕЛИ ----------------
void HandleMapTap()
{
if (attackPanel.activeSelf || popupPanel.activeSelf) return;
if (ratingPanel != null && ratingPanel.gameObject.activeSelf) return;
if (!mapCamera.TryGetTap(out Vector3 world)) return;
MapNode node = FindNodeAt(world);
if (node == null) return;
if (node.type == MapNodeType.PlayerCity) hintText.text = "Это твой город. Нажми НАЗАД, чтобы вернуться в него";
else if (node.canBeAttacked) OpenAttackPanel(node);
}
MapNode FindNodeAt(Vector3 world)
{
foreach (var node in World.Nodes)
{
// Зона нажатия чуть больше самого квадрата -- по мелким городам легче попасть пальцем
float halfSize = (node.type == MapNodeType.BossCastle ? CastleSize : CitySize) / 2f + 0.2f;
Vector3 pos = ToWorld(node);
if (Mathf.Abs(world.x - pos.x) <= halfSize && Mathf.Abs(world.y - pos.y) <= halfSize) return node;
}
return null;
}
// ---------------- ОКНО АТАКИ ----------------
void OpenAttackPanel(MapNode target)
{
selectedTarget = target;
int available = GetSoldiersAtHome();
MapNode home = World.GetNode(WorldMapLayout.PlayerCityId);
int travelSeconds = Mathf.CeilToInt(MarchRules.GetTravelTimeMs(home, target) / 1000f);
attackTitleText.text = target.type == MapNodeType.NeighborCity
? $"Город игрока {target.displayName}"
: target.displayName;
attackInfoText.text = $"Гарнизон: {target.garrison} солдат\n" +
$"Путь в одну сторону: {travelSeconds} сек\n" +
$"Награда за победу: {MarchManager.FormatLoot(target.rewards)}";
soldiersSlider.minValue = available > 0 ? 1 : 0;
soldiersSlider.maxValue = available;
soldiersSlider.wholeNumbers = true;
soldiersSlider.value = available;
soldiersSlider.interactable = available > 0;
sendButton.interactable = available > 0;
UpdateSoldiersToSendText();
attackPanel.SetActive(true);
}
void UpdateSoldiersToSendText()
{
int available = GetSoldiersAtHome();
soldiersToSendText.text = available > 0
? $"Отправить: {(int)soldiersSlider.value} из {available}"
: "Дома нет солдат";
}
void CloseAttackPanel()
{
attackPanel.SetActive(false);
selectedTarget = null;
}
void OnSendPressed()
{
if (selectedTarget == null) return;
int soldiers = (int)soldiersSlider.value;
if (MarchManager.Instance.TryStartMarch(selectedTarget.id, soldiers, out string error))
{
hintText.text = $"Войско выступило: {soldiers} солдат идут на {selectedTarget.displayName}";
}
else
{
hintText.text = "Поход не начат: " + error;
}
CloseAttackPanel();
}
static int GetSoldiersAtHome()
{
return ResourceManager.Instance != null
? ArmyBridge.SoldiersAtHome // [объединение] наши воины всех типов
: 0;
}
// ---------------- ВОЙСКА НА КАРТЕ ----------------
void SyncMarchViews()
{
long now = MarchManager.NowMs;
foreach (var march in World.Marches)
{
if (!marchViews.TryGetValue(march.id, out MarchView view))
{
view = MarchView.Create(mapRoot, march);
marchViews[march.id] = view;
}
view.Refresh(World, march, now);
}
// Убираем войска, которые уже вернулись
staleMarchIds.Clear();
foreach (var id in marchViews.Keys)
{
bool stillActive = false;
foreach (var march in World.Marches)
{
if (march.id == id) { stillActive = true; break; }
}
if (!stillActive) staleMarchIds.Add(id);
}
foreach (var id in staleMarchIds)
{
Destroy(marchViews[id].gameObject);
marchViews.Remove(id);
}
}
// ---------------- УВЕДОМЛЕНИЯ ----------------
void HandleBattleResolved(MarchData march)
{
MapNode target = World.GetNode(march.targetNodeId);
string title = march.victory ? "ПОБЕДА" : "ПОРАЖЕНИЕ";
string body = $"{target.displayName}\n" +
$"Твоё войско: {march.soldiers}, гарнизон: {march.defenders}\n" +
$"Твои потери: {march.soldiers - march.survivors}, потери врага: {march.defenderLosses}\n" +
$"Домой идут: {march.survivors}\n";
body += march.victory
? $"Добыча (придёт с войском): {MarchManager.FormatLoot(march.loot)}"
: "Добычи нет";
EnqueuePopup(title, body);
}
void HandleMarchReturned(MarchData march)
{
string body = $"В город вернулись {march.survivors} солдат\n" +
$"Добыча: {MarchManager.FormatLoot(march.loot)}";
EnqueuePopup("ВОЙСКО ДОМА", body);
}
void EnqueuePopup(string title, string body)
{
popupQueue.Enqueue((title, body));
if (!popupPanel.activeSelf) ShowNextPopup();
}
void ShowNextPopup()
{
if (popupQueue.Count == 0)
{
popupPanel.SetActive(false);
return;
}
var (title, body) = popupQueue.Dequeue();
popupTitleText.text = title;
popupTitleText.color = title == "ПОРАЖЕНИЕ" ? new Color(0.9f, 0.35f, 0.3f) : new Color(1f, 0.85f, 0.3f);
popupBodyText.text = body;
popupPanel.SetActive(true);
}
}