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45 changes: 45 additions & 0 deletions Assets/Scripts/UI/TotemTokenButton.cs
Original file line number Diff line number Diff line change
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using UnityEngine;
using UnityEngine.UI;
using System;

[RequireComponent(typeof(Button))]
public class TotemTokenButton : MonoBehaviour
{
public int Index { get; private set; } = -1;

[SerializeField] private Image tokenImage;
[SerializeField] private Image highlightImage;
private Button button;
private Action<int> onSelected;

private void Awake()
{
button = GetComponent<Button>();

if (tokenImage == null)
tokenImage = GetComponentInChildren<Image>();

button.onClick.RemoveAllListeners();
}

public void Setup(int index, Sprite sprite, Action<int> onSelectedCallback)
{
Index = index;
onSelected = onSelectedCallback;

if (tokenImage != null)
tokenImage.sprite = sprite;

button.onClick.AddListener(() => onSelected?.Invoke(Index));

SetSelected(false);
}

public void SetSelected(bool selected)
{
if (highlightImage != null)
highlightImage.enabled = selected;
else if (tokenImage != null)
tokenImage.color = selected ? new Color(1f, 0.95f, 0.6f) : Color.white;
}
}
60 changes: 60 additions & 0 deletions Assets/Scripts/UI/TotemTokenManager.cs
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using UnityEngine;
using UnityEngine.UI;

public class TotemTokenManager : MonoBehaviour
{
[Header("Prefab & Container")]
[Tooltip("A Button prefab that has TotemTokenButton component")]
[SerializeField] private GameObject totemTokenPrefab;

[Tooltip("Parent transform (Layout Group) where tokens will be spawned")]
[SerializeField] private Transform tokenContainer;

[Header("Totem sprites (8) - order matters")]
[SerializeField] private Sprite[] tokenSprites = new Sprite[8];

public int SelectedIndex { get; private set; } = -1;

private void Awake()
{
if (totemTokenPrefab == null || tokenContainer == null)
{
Debug.LogError("TotemTokenManager: assign prefab & container in inspector.");
return;
}

// Remove existing children (safe for development)
for (int i = tokenContainer.childCount - 1; i >= 0; i--)
DestroyImmediate(tokenContainer.GetChild(i).gameObject);

// Spawn up to 8 totem tokens
int count = Mathf.Min(8, tokenSprites.Length);
for (int i = 0; i < count; i++)
{
var go = Instantiate(totemTokenPrefab, tokenContainer, false);

var tokenButton = go.GetComponent<TotemTokenButton>();
if (tokenButton == null)
{
Debug.LogError("TotemTokenManager: prefab missing TotemTokenButton.");
continue;
}

tokenButton.Setup(i, tokenSprites[i], OnTokenSelected);
}
}

private void OnTokenSelected(int index)
{
SelectedIndex = index;
Debug.Log($"Totem selected: {index}");

// Highlight selection
var tokens = tokenContainer.GetComponentsInChildren<TotemTokenButton>();
foreach (var t in tokens)
t.SetSelected(t.Index == index);

// TODO: Add game logic hook here if required
// Example: GameManager.Instance.SetPlayerTotem(index);
}
}