Unity client features: - WebSocket connection via NativeWebSocket - 2.5D agent visuals with programmatic placeholder sprites - Billboard system for sprites and UI elements - Floating UI panels (name, HP, energy bars) - Speech bubble system with pop-in animation - RTS-style camera controller (WASD + scroll zoom) - Editor tools for prefab creation and scene setup Scripts: - NetworkManager: WebSocket singleton - GameManager: Agent spawning and event handling - AgentVisual: 2.5D sprite and UI creation - Billboard: Camera-facing behavior - SpeechBubble: Animated dialogue display - CameraController: RTS camera with UI input detection - UIManager: HUD and command input 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
496 lines
15 KiB
C#
496 lines
15 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using TMPro;
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using TheIsland.Models;
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using TheIsland.Network;
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using TheIsland.Agents;
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using TheIsland.UI;
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using TheIsland.Visual;
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namespace TheIsland.Core
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{
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/// <summary>
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/// Main game controller.
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/// Manages agent spawning, UI updates, and event handling.
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/// </summary>
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public class GameManager : MonoBehaviour
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{
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#region Singleton
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private static GameManager _instance;
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public static GameManager Instance => _instance;
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#endregion
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#region Configuration
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[Header("Agent Spawning")]
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[SerializeField] private GameObject agentPrefab;
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[SerializeField] private Transform agentContainer;
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[SerializeField] private Vector3[] spawnPositions = new Vector3[]
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{
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new Vector3(-3f, 0f, 0f),
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new Vector3(0f, 0f, 0f),
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new Vector3(3f, 0f, 0f)
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};
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[Header("UI References")]
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[SerializeField] private TextMeshProUGUI connectionStatus;
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[SerializeField] private TextMeshProUGUI tickInfo;
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[SerializeField] private TextMeshProUGUI goldDisplay;
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[SerializeField] private Button resetButton;
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[SerializeField] private TMP_InputField commandInput;
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[SerializeField] private Button sendButton;
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[Header("Notification Panel")]
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[SerializeField] private GameObject notificationPanel;
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[SerializeField] private TextMeshProUGUI notificationText;
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[SerializeField] private float notificationDuration = 3f;
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#endregion
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#region Private Fields
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private Dictionary<int, AgentController> _agents = new Dictionary<int, AgentController>();
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private Dictionary<int, AgentUI> _agentUIs = new Dictionary<int, AgentUI>();
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private Dictionary<int, AgentVisual> _agentVisuals = new Dictionary<int, AgentVisual>();
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private int _playerGold = 100;
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private int _currentTick;
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private int _currentDay;
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private int _nextSpawnIndex;
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#endregion
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#region Properties
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public int PlayerGold => _playerGold;
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public int AliveAgentCount
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{
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get
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{
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int count = 0;
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// Check AgentVisual first (newest system)
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foreach (var visual in _agentVisuals.Values)
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{
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if (visual.IsAlive) count++;
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}
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if (count > 0) return count;
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// Fallback to AgentUI
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foreach (var agentUI in _agentUIs.Values)
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{
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if (agentUI.IsAlive) count++;
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}
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if (count > 0) return count;
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// Fallback to AgentController (legacy)
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foreach (var agent in _agents.Values)
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{
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if (agent.IsAlive) count++;
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}
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return count;
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}
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}
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#endregion
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#region Unity Lifecycle
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private void Awake()
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{
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if (_instance != null && _instance != this)
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{
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Destroy(gameObject);
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return;
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}
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_instance = this;
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}
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private void Start()
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{
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// Subscribe to network events
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SubscribeToNetworkEvents();
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// Setup UI
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SetupUI();
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// Initial connection status
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UpdateConnectionStatus(false);
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}
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private void OnDestroy()
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{
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// Unsubscribe from network events
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UnsubscribeFromNetworkEvents();
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// Cleanup UI listeners
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CleanupUI();
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}
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#endregion
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#region Network Event Subscription
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private void SubscribeToNetworkEvents()
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{
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var network = NetworkManager.Instance;
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if (network == null) return;
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network.OnConnected += HandleConnected;
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network.OnDisconnected += HandleDisconnected;
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network.OnAgentsUpdate += HandleAgentsUpdate;
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network.OnAgentSpeak += HandleAgentSpeak;
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network.OnAgentDied += HandleAgentDied;
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network.OnFeed += HandleFeed;
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network.OnTick += HandleTick;
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network.OnSystemMessage += HandleSystemMessage;
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network.OnUserUpdate += HandleUserUpdate;
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}
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private void UnsubscribeFromNetworkEvents()
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{
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var network = NetworkManager.Instance;
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if (network == null) return;
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network.OnConnected -= HandleConnected;
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network.OnDisconnected -= HandleDisconnected;
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network.OnAgentsUpdate -= HandleAgentsUpdate;
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network.OnAgentSpeak -= HandleAgentSpeak;
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network.OnAgentDied -= HandleAgentDied;
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network.OnFeed -= HandleFeed;
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network.OnTick -= HandleTick;
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network.OnSystemMessage -= HandleSystemMessage;
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network.OnUserUpdate -= HandleUserUpdate;
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}
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#endregion
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#region UI Setup
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private void SetupUI()
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{
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// Reset button
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if (resetButton != null)
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{
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resetButton.onClick.RemoveAllListeners();
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resetButton.onClick.AddListener(OnResetClicked);
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}
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// Send button
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if (sendButton != null)
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{
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sendButton.onClick.RemoveAllListeners();
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sendButton.onClick.AddListener(OnSendClicked);
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}
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// Command input enter key
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if (commandInput != null)
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{
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commandInput.onSubmit.RemoveAllListeners();
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commandInput.onSubmit.AddListener(OnCommandSubmit);
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}
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// Hide notification initially
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if (notificationPanel != null)
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{
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notificationPanel.SetActive(false);
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}
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UpdateGoldDisplay();
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}
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private void CleanupUI()
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{
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if (resetButton != null)
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{
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resetButton.onClick.RemoveListener(OnResetClicked);
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}
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if (sendButton != null)
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{
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sendButton.onClick.RemoveListener(OnSendClicked);
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}
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if (commandInput != null)
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{
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commandInput.onSubmit.RemoveListener(OnCommandSubmit);
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}
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}
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private void UpdateConnectionStatus(bool connected)
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{
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if (connectionStatus == null) return;
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connectionStatus.text = connected ? "Connected" : "Disconnected";
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connectionStatus.color = connected ? Color.green : Color.red;
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}
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private void UpdateTickInfo()
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{
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if (tickInfo == null) return;
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tickInfo.text = $"Day {_currentDay} | Tick {_currentTick} | Alive: {AliveAgentCount}";
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}
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private void UpdateGoldDisplay()
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{
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if (goldDisplay == null) return;
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goldDisplay.text = $"Gold: {_playerGold}";
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}
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#endregion
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#region Network Event Handlers
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private void HandleConnected()
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{
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Debug.Log("[GameManager] Connected to server");
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UpdateConnectionStatus(true);
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ShowNotification("Connected to The Island!");
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}
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private void HandleDisconnected()
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{
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Debug.Log("[GameManager] Disconnected from server");
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UpdateConnectionStatus(false);
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ShowNotification("Disconnected from server", isError: true);
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}
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private void HandleAgentsUpdate(List<AgentData> agentsData)
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{
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// Null check to prevent exceptions
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if (agentsData == null || agentsData.Count == 0)
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{
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Debug.LogWarning("[GameManager] Received empty agents update");
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return;
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}
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foreach (var data in agentsData)
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{
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// Check for AgentVisual first (newest system - 2.5D sprites)
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if (_agentVisuals.TryGetValue(data.id, out AgentVisual agentVisual))
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{
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agentVisual.UpdateStats(data);
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}
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// Check for AgentUI (programmatic UI system)
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else if (_agentUIs.TryGetValue(data.id, out AgentUI agentUI))
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{
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agentUI.UpdateStats(data);
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}
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// Fallback to AgentController (legacy)
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else if (_agents.TryGetValue(data.id, out AgentController controller))
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{
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controller.UpdateStats(data);
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}
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else
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{
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// Spawn new agent
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SpawnAgent(data);
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}
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}
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UpdateTickInfo();
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}
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private void HandleAgentSpeak(AgentSpeakData data)
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{
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// Check AgentVisual first (newest system - 2.5D sprites)
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if (_agentVisuals.TryGetValue(data.agent_id, out AgentVisual agentVisual))
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{
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agentVisual.ShowSpeech(data.text);
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}
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// Check AgentUI (programmatic UI system)
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else if (_agentUIs.TryGetValue(data.agent_id, out AgentUI agentUI))
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{
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agentUI.ShowSpeech(data.text);
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}
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// Fallback to AgentController (legacy)
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else if (_agents.TryGetValue(data.agent_id, out AgentController controller))
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{
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controller.ShowSpeech(data.text);
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}
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else
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{
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Debug.LogWarning($"[GameManager] Agent {data.agent_id} not found for speech");
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}
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}
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private void HandleAgentDied(AgentDiedData data)
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{
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Debug.Log($"[GameManager] Agent died: {data.agent_name}");
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ShowNotification(data.message, isError: true);
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}
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private void HandleFeed(FeedEventData data)
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{
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Debug.Log($"[GameManager] Feed event: {data.message}");
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// Update gold if this was our action
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if (data.user == NetworkManager.Instance.Username)
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{
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_playerGold = data.user_gold;
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UpdateGoldDisplay();
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}
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ShowNotification(data.message);
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}
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private void HandleTick(TickData data)
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{
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_currentTick = data.tick;
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_currentDay = data.day;
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UpdateTickInfo();
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}
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private void HandleSystemMessage(SystemEventData data)
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{
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Debug.Log($"[GameManager] System: {data.message}");
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ShowNotification(data.message);
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}
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private void HandleUserUpdate(UserUpdateData data)
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{
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if (data.user == NetworkManager.Instance.Username)
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{
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_playerGold = data.gold;
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UpdateGoldDisplay();
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}
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}
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#endregion
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#region Agent Management
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private void SpawnAgent(AgentData data)
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{
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if (agentPrefab == null)
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{
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Debug.LogError("[GameManager] Agent prefab not assigned!");
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return;
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}
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// Determine spawn position
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Vector3 spawnPos = GetNextSpawnPosition();
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// Instantiate prefab
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GameObject agentObj = Instantiate(
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agentPrefab,
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spawnPos,
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Quaternion.identity,
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agentContainer
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);
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// Try to get AgentVisual first (newest system - 2.5D sprites)
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AgentVisual agentVisual = agentObj.GetComponent<AgentVisual>();
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if (agentVisual != null)
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{
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agentVisual.Initialize(data);
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_agentVisuals[data.id] = agentVisual;
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Debug.Log($"[GameManager] Spawned agent (AgentVisual): {data.name} at {spawnPos}");
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return;
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}
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// Try to get AgentUI (programmatic UI system)
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AgentUI agentUI = agentObj.GetComponent<AgentUI>();
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if (agentUI == null)
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{
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// Add AgentUI component - it will create all UI elements automatically
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agentUI = agentObj.AddComponent<AgentUI>();
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}
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agentUI.Initialize(data);
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_agentUIs[data.id] = agentUI;
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// Also check for legacy AgentController
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AgentController controller = agentObj.GetComponent<AgentController>();
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if (controller != null)
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{
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controller.Initialize(data);
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_agents[data.id] = controller;
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}
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Debug.Log($"[GameManager] Spawned agent: {data.name} at {spawnPos}");
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}
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private Vector3 GetNextSpawnPosition()
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{
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if (spawnPositions == null || spawnPositions.Length == 0)
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{
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return Vector3.zero;
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}
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Vector3 pos = spawnPositions[_nextSpawnIndex % spawnPositions.Length];
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_nextSpawnIndex++;
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return pos;
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}
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/// <summary>
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/// Get an agent controller by ID.
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/// </summary>
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public AgentController GetAgent(int agentId)
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{
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_agents.TryGetValue(agentId, out AgentController controller);
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return controller;
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}
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/// <summary>
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/// Get an agent controller by name.
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/// </summary>
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public AgentController GetAgentByName(string name)
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{
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foreach (var agent in _agents.Values)
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{
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if (agent.CurrentData?.name == name)
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{
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return agent;
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}
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}
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return null;
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}
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#endregion
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#region UI Actions
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private void OnResetClicked()
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{
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NetworkManager.Instance.ResetGame();
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ShowNotification("Reset requested...");
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}
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private void OnSendClicked()
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{
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SendCommand();
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}
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private void OnCommandSubmit(string text)
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{
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SendCommand();
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}
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private void SendCommand()
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{
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if (commandInput == null || string.IsNullOrWhiteSpace(commandInput.text))
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return;
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NetworkManager.Instance.SendCommand(commandInput.text);
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commandInput.text = "";
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commandInput.ActivateInputField();
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}
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/// <summary>
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/// Feed a specific agent by name.
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/// Called from UI buttons.
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/// </summary>
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public void FeedAgent(string agentName)
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{
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NetworkManager.Instance.FeedAgent(agentName);
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}
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#endregion
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#region Notifications
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private void ShowNotification(string message, bool isError = false)
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{
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if (notificationPanel == null || notificationText == null)
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return;
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notificationText.text = message;
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notificationText.color = isError ? Color.red : Color.white;
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notificationPanel.SetActive(true);
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// Auto-hide
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CancelInvoke(nameof(HideNotification));
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Invoke(nameof(HideNotification), notificationDuration);
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}
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private void HideNotification()
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{
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if (notificationPanel != null)
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{
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notificationPanel.SetActive(false);
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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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