using UnityEngine;
using UnityEngine.UI;
using Subsystems;
using GeoSus.Client;
using System.Collections.Generic;
using System;
using TMPro;
namespace Subsystems
{
///
/// Manages UI for the GameManager. Canvas references are only valid in Client.unity;
/// Art-menu scenes use their own lightweight UI scripts that read from GameManager.Instance.
///
public class GameManager_UI
{
private GameClient _gameClient;
// Set by GameManager after Client.unity loads (called from GameManager.OnSceneLoaded)
public Canvas ClientCreateJoinLobby; // fallback join-code canvas in Client.unity
public Canvas ClientInLobby; // InLobby canvas in Client.unity (unused now, kept compat)
public Canvas ClientLoadingScreen;
public Canvas ClientGameScreen; // parent of all HUD elements
// HUD elements (children of ClientGameScreen, resolved at runtime)
private TMP_Text _roleText;
private TMP_Text _taskListText;
private TMP_Text _taskProgressText;
private Button _actionButton;
private TMP_Text _actionButtonText;
private TMP_Text _killCooldownText;
private GameObject _sabotagePanel;
private TMP_Text _sabotageTimerText;
private GameObject _meetingPanel;
private GameObject _gameEndPanel;
private TMP_Text _gameEndText;
// Runtime state
private bool _isDead;
private bool _commsBlackout;
private DateTime _sabotageMeltdownDeadline;
private bool _sabotageTimerActive;
// Lobby-changed flag — set from network thread, consumed in Update
private volatile bool _lobbyDirty;
public GameManager_UI(GameClient gameClient)
{
_gameClient = gameClient;
}
/// Called by Network subsystem when lobby player list changes.
public void NotifyLobbyChanged() => _lobbyDirty = true;
// ── Called from GameManager after Client.unity loads ──────────────────
public void BindClientScene(Canvas createJoin, Canvas inLobby, Canvas loading, Canvas game)
{
ClientCreateJoinLobby = createJoin;
ClientInLobby = inLobby;
ClientLoadingScreen = loading;
ClientGameScreen = game;
EnsureCanvasReady(createJoin);
EnsureCanvasReady(inLobby);
EnsureCanvasReady(loading);
EnsureCanvasReady(game);
if (createJoin) createJoin.gameObject.SetActive(false);
if (inLobby) inLobby.gameObject.SetActive(false);
if (loading) loading.gameObject.SetActive(false);
if (game) game.gameObject.SetActive(false);
if (game != null)
{
_roleText = FindTMP(game.transform, "Role");
_taskListText = FindTMP(game.transform, "TaskList");
_taskProgressText = FindTMP(game.transform, "TaskProgress");
_killCooldownText = FindTMP(game.transform, "KillCooldown");
_sabotageTimerText = FindTMP(game.transform, "SabotageTimer");
_gameEndText = FindTMP(game.transform, "GameEndText");
var actionGO = game.transform.Find("ActionButton");
if (actionGO != null)
{
_actionButton = actionGO.GetComponent