Add Unity client skeleton with login and profile
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This commit is contained in:
MpakobecEx 2026-10-21 16:40:40 +05:00
parent 82fb1027f3
commit 33d62a34e2
112 changed files with 8334 additions and 11 deletions

2
.gitignore vendored
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@ -30,6 +30,7 @@ client/[Mm]emoryCaptures/
client/[Rr]ecordings/ client/[Rr]ecordings/
client/*.csproj client/*.csproj
client/*.sln client/*.sln
client/*.slnx
client/*.unityproj client/*.unityproj
client/*.pidb client/*.pidb
client/*.booproj client/*.booproj
@ -42,6 +43,7 @@ client/.vs/
client/.idea/ client/.idea/
client/Assets/AddressableAssetsData/*.bin client/Assets/AddressableAssetsData/*.bin
client/Assets/StreamingAssets/aa/* client/Assets/StreamingAssets/aa/*
client/*.log
# --- Unity прочее --- # --- Unity прочее ---
*.unitypackage *.unitypackage

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@ -222,16 +222,25 @@
## 7. Клиент: каркас и меню `[15–20 дней]` ## 7. Клиент: каркас и меню `[15–20 дней]`
- [ ] Unity 6 LTS, URP, Addressables, Input System, Localization, DOTween. **Первый блок начат:** проект `client/` создан из URP-шаблона Unity
- [ ] Сцены: `Boot`, `Meta`, `Battle`. **6000.6.6f1**. Уже работают логин/регистрация, refresh, `/me`, выход и
- [ ] Composition root + DI (VContainer), без синглтон-свалок. главный экран профиля. Подробности — `client/README.md` и `docs/HANDOFF.md`.
- [ ] `ApiClient` (HTTP/JSON), `MetaState`, обработка офлайна и таймаутов.
- [ ] `GameConnection` (TCP + MessagePack), очередь событий, `ClientGameState`. - [x] Unity 6 LTS, URP, Addressables, Input System, Localization.
- [ ] Экраны: логин/регистрация, главное меню, профиль (минимальный), магазин, коллекция, декбилдер, очередь, настройки. DOTween — следующим шагом (пока UI без внешних твинов).
- [ ] Декбилдер: фильтры (клан, грейд, редкость, тип, арт), счётчики, валидация в реальном времени. - [x] Сцена `Boot` + runtime bootstrap; `Meta`/`Battle` появятся дальше.
- [ ] Коллекция: арты раздельно, «сколько в колодах», разбор в пыль с подтверждением. - [x] Composition root + DI (VContainer), без синглтон-свалок.
- [x] `ApiClient` (HTTP/JSON), `PlayerState`, таймауты и разбор `ApiError`.
- [ ] `GameConnection` (WebSocket + MessagePack), очередь событий,
`ClientGameState`.
- [ ] Экраны: логин/регистрация — готово; главное меню — каркас;
профиль, магазин, коллекция, декбилдер, очередь, настройки — дальше.
- [ ] Декбилдер: фильтры (клан, грейд, редкость, тип, арт), счётчики,
валидация в реальном времени.
- [ ] Коллекция: арты раздельно, «сколько в колодах», разбор в пыль
с подтверждением.
- [ ] Магазин: бустер (анимация открытия), триал-деки, обмен токенов. - [ ] Магазин: бустер (анимация открытия), триал-деки, обмен токенов.
- [ ] Локализация RU/EN, переключение на лету. - [ ] Локализация RU/EN, переключение на лету (пакет подключён).
- [ ] Настройки: язык, звук, FPS, мьют. - [ ] Настройки: язык, звук, FPS, мьют.
**Готово, когда:** все мета-экраны работают против реального сервера, язык переключается без перезапуска. **Готово, когда:** все мета-экраны работают против реального сервера, язык переключается без перезапуска.

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@ -19,7 +19,8 @@
| CI (Forgejo Actions) | готово: `ci.yml` проходит на `home-runner` | | CI (Forgejo Actions) | готово: `ci.yml` проходит на `home-runner` |
| EF-миграции | готово (`InitialCreate`) | | EF-миграции | готово (`InitialCreate`) |
| Orleans | готово: silo + `MatchActorGrain`, включается `Orleans:Enabled` | | Orleans | готово: silo + `MatchActorGrain`, включается `Orleans:Enabled` |
| Клиент и лаунчер | не начато | | Клиент | каркас: Unity 6.6, логин/регистрация, профиль, VContainer |
| Лаунчер | не начато |
## Требования ## Требования

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{
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using System;
using System.Collections.Generic;
using System.Text;
using System.Threading.Tasks;
using Newtonsoft.Json;
using Newtonsoft.Json.Serialization;
using UnityEngine;
using UnityEngine.Networking;
using Vanguard.Api.Contracts;
using Vanguard.App;
using Vanguard.Auth;
namespace Vanguard.Api
{
/// <summary>
/// HTTP/JSON клиент мета-API. UnityWebRequest работает только на главном
/// потоке, поэтому все вызовы должны идти из Unity-кода; continuation после
/// await тоже возвращается на главный поток.
/// </summary>
public sealed class ApiClient
{
private static readonly JsonSerializerSettings JsonSettings = new JsonSerializerSettings
{
ContractResolver = new CamelCasePropertyNamesContractResolver(),
NullValueHandling = NullValueHandling.Ignore,
DateParseHandling = DateParseHandling.DateTimeOffset,
};
private readonly AppConfig _config;
private readonly TokenStore _tokens;
public ApiClient(AppConfig config, TokenStore tokens)
{
_config = config;
_tokens = tokens;
}
public string BaseUrl => _config.ServerBaseUrl;
public async Task<T> GetAsync<T>(string path, bool authenticated = true)
{
var body = await SendAsync("GET", path, null, authenticated);
if (string.IsNullOrEmpty(body))
return default;
return JsonConvert.DeserializeObject<T>(body, JsonSettings);
}
public async Task<T> PostAsync<T>(string path, object body, bool authenticated = true)
{
var response = await SendAsync("POST", path, body, authenticated);
if (string.IsNullOrEmpty(response))
return default;
return JsonConvert.DeserializeObject<T>(response, JsonSettings);
}
public Task PostAsync(string path, object body, bool authenticated = true) =>
SendAsync("POST", path, body, authenticated);
private async Task<string> SendAsync(
string method,
string path,
object body,
bool authenticated)
{
var url = _config.ServerBaseUrl + path;
using (var request = new UnityWebRequest(url, method))
{
request.downloadHandler = new DownloadHandlerBuffer();
request.timeout = Mathf.CeilToInt(_config.RequestTimeoutSeconds);
request.SetRequestHeader("Accept", "application/json");
if (body != null)
{
var json = JsonConvert.SerializeObject(body, JsonSettings);
request.uploadHandler = new UploadHandlerRaw(Encoding.UTF8.GetBytes(json));
request.SetRequestHeader("Content-Type", "application/json");
}
if (authenticated && !string.IsNullOrEmpty(_tokens.AccessToken))
request.SetRequestHeader("Authorization", "Bearer " + _tokens.AccessToken);
await SendRequestAsync(request);
var text = request.downloadHandler != null ? request.downloadHandler.text : string.Empty;
if (request.responseCode == 0)
{
var reason = string.IsNullOrEmpty(request.error)
? "Нет связи с сервером."
: request.error;
throw new ApiException(0, "network", reason);
}
if (request.responseCode >= 400)
throw ParseError(request.responseCode, text);
return text;
}
}
private static Task SendRequestAsync(UnityWebRequest request)
{
var completion = new TaskCompletionSource<bool>();
var operation = request.SendWebRequest();
operation.completed += _ => completion.TrySetResult(true);
return completion.Task;
}
private static ApiException ParseError(long statusCode, string body)
{
ApiErrorDto error = null;
try
{
if (!string.IsNullOrWhiteSpace(body))
error = JsonConvert.DeserializeObject<ApiErrorDto>(body, JsonSettings);
}
catch (JsonException)
{
// Ниже отдадим общий текст: тело не JSON.
}
if (error == null)
{
return new ApiException(
statusCode,
"http." + statusCode,
"Сервер вернул ошибку " + statusCode + ".");
}
var violations = new List<ApiViolation>();
if (error.Violations != null)
{
foreach (var violation in error.Violations)
violations.Add(new ApiViolation(violation.Code, violation.Message));
}
var message = string.IsNullOrWhiteSpace(error.Message)
? "Сервер вернул ошибку " + statusCode + "."
: error.Message;
return new ApiException(statusCode, error.Error, message, violations);
}
}
}

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using System;
using System.Collections.Generic;
using Newtonsoft.Json;
namespace Vanguard.Api.Contracts
{
public sealed class LoginRequest
{
[JsonProperty("userName")] public string UserName { get; set; } = string.Empty;
[JsonProperty("password")] public string Password { get; set; } = string.Empty;
}
public sealed class RegisterRequest
{
[JsonProperty("userName")] public string UserName { get; set; } = string.Empty;
[JsonProperty("password")] public string Password { get; set; } = string.Empty;
}
public sealed class RefreshRequest
{
[JsonProperty("refreshToken")] public string RefreshToken { get; set; } = string.Empty;
}
public sealed class AuthResponse
{
[JsonProperty("userId")] public Guid UserId { get; set; }
[JsonProperty("userName")] public string UserName { get; set; } = string.Empty;
[JsonProperty("accessToken")] public string AccessToken { get; set; } = string.Empty;
[JsonProperty("refreshToken")] public string RefreshToken { get; set; } = string.Empty;
[JsonProperty("accessExpiresAt")] public DateTimeOffset AccessExpiresAt { get; set; }
[JsonProperty("refreshExpiresAt")] public DateTimeOffset RefreshExpiresAt { get; set; }
[JsonProperty("onboardingCompleted")] public bool OnboardingCompleted { get; set; }
}
public sealed class MeResponse
{
[JsonProperty("userId")] public Guid UserId { get; set; }
[JsonProperty("userName")] public string UserName { get; set; } = string.Empty;
[JsonProperty("createdAt")] public DateTimeOffset CreatedAt { get; set; }
[JsonProperty("onboardingCompleted")] public bool OnboardingCompleted { get; set; }
[JsonProperty("selectedTrialDeckId")] public string SelectedTrialDeckId { get; set; }
[JsonProperty("gold")] public int Gold { get; set; }
[JsonProperty("dust")] public int Dust { get; set; }
[JsonProperty("tokens")] public int Tokens { get; set; }
[JsonProperty("xp")] public int Xp { get; set; }
[JsonProperty("rankedMmr")] public int RankedMmr { get; set; }
[JsonProperty("casualMmr")] public int CasualMmr { get; set; }
[JsonProperty("matches")] public int Matches { get; set; }
[JsonProperty("wins")] public int Wins { get; set; }
}
public sealed class ApiErrorDto
{
[JsonProperty("error")] public string Error { get; set; } = string.Empty;
[JsonProperty("message")] public string Message { get; set; } = string.Empty;
[JsonProperty("violations")] public List<ApiViolationDto> Violations { get; set; }
}
public sealed class ApiViolationDto
{
[JsonProperty("code")] public string Code { get; set; } = string.Empty;
[JsonProperty("message")] public string Message { get; set; } = string.Empty;
}
public sealed class QueueRequest
{
[JsonProperty("mode")] public string Mode { get; set; } = "classic-ranked";
[JsonProperty("deckId")] public Guid? DeckId { get; set; }
}
public sealed class QueueAccepted
{
[JsonProperty("queueId")] public Guid QueueId { get; set; }
[JsonProperty("status")] public string Status { get; set; } = string.Empty;
[JsonProperty("mode")] public string Mode { get; set; } = string.Empty;
}
public sealed class QueueStatusResponse
{
[JsonProperty("queueId")] public Guid QueueId { get; set; }
[JsonProperty("status")] public string Status { get; set; } = string.Empty;
[JsonProperty("mode")] public string Mode { get; set; } = string.Empty;
[JsonProperty("waitedSeconds")] public int WaitedSeconds { get; set; }
[JsonProperty("window")] public int Window { get; set; }
[JsonProperty("matchId")] public string MatchId { get; set; }
[JsonProperty("seat")] public int Seat { get; set; }
[JsonProperty("ticket")] public string Ticket { get; set; }
[JsonProperty("opponent")] public string Opponent { get; set; }
[JsonProperty("reason")] public string Reason { get; set; }
[JsonProperty("wsUrl")] public string WsUrl { get; set; }
}
public sealed class TicketRequest
{
[JsonProperty("matchId")] public string MatchId { get; set; } = string.Empty;
}
public sealed class TicketResponse
{
[JsonProperty("ticket")] public string Ticket { get; set; } = string.Empty;
[JsonProperty("matchId")] public string MatchId { get; set; } = string.Empty;
[JsonProperty("seat")] public int Seat { get; set; }
[JsonProperty("wsUrl")] public string WsUrl { get; set; } = string.Empty;
[JsonProperty("expiresAt")] public DateTimeOffset ExpiresAt { get; set; }
}
}

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using System;
using System.Collections.Generic;
namespace Vanguard.Api
{
/// <summary>Ошибка HTTP-API с сохранением кода и сообщения сервера.</summary>
public sealed class ApiException : Exception
{
public long StatusCode { get; }
public string Code { get; }
public IReadOnlyList<ApiViolation> Violations { get; }
public ApiException(
long statusCode,
string code,
string message,
IReadOnlyList<ApiViolation> violations = null)
: base(message)
{
StatusCode = statusCode;
Code = code ?? string.Empty;
Violations = violations ?? Array.Empty<ApiViolation>();
}
}
public sealed class ApiViolation
{
public string Code { get; }
public string Message { get; }
public ApiViolation(string code, string message)
{
Code = code ?? string.Empty;
Message = message ?? string.Empty;
}
}
}

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using UnityEngine;
namespace Vanguard.App
{
/// <summary>
/// Настройки клиента. Пока хранятся в PlayerPrefs: для dev-сборки этого
/// достаточно, позже серверный URL и токены переедут в лаунчер/защищённое
/// хранилище.
/// </summary>
public sealed class AppConfig
{
public const string DefaultServerUrl = "http://192.168.31.158:18080";
private const string ServerUrlKey = "vanguard.serverUrl";
public string ServerBaseUrl { get; private set; } = DefaultServerUrl;
public float RequestTimeoutSeconds => 20f;
public string ClientBuild => Application.version;
public void Load()
{
ServerBaseUrl = Normalize(PlayerPrefs.GetString(ServerUrlKey, DefaultServerUrl));
}
public void SetServerBaseUrl(string value)
{
ServerBaseUrl = Normalize(value);
PlayerPrefs.SetString(ServerUrlKey, ServerBaseUrl);
PlayerPrefs.Save();
}
public static string Normalize(string value)
{
if (string.IsNullOrWhiteSpace(value))
return DefaultServerUrl;
value = value.Trim();
if (!value.StartsWith("http://") && !value.StartsWith("https://"))
value = "http://" + value;
return value.TrimEnd('/');
}
}
}

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guid: c40efe9fa8311a64ba789631d3f69ef5

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using UnityEngine;
namespace Vanguard.App
{
/// <summary>
/// Точка входа без привязки к сцене: выполняется до загрузки первой сцены,
/// поэтому клиент запускается и в пустой сцене.
/// </summary>
public static class ClientBootstrap
{
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
private static void Launch()
{
if (Object.FindAnyObjectByType<VanguardApp>() != null)
return;
var go = new GameObject("Vanguard Client");
go.AddComponent<VanguardApp>();
}
}
}

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guid: 4bca4120babf0b744b83b60b7ac74456

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using System;
using System.Threading.Tasks;
using UnityEngine;
using VContainer;
using Vanguard.Api;
using Vanguard.Auth;
using Vanguard.State;
using Vanguard.UI;
namespace Vanguard.App
{
/// <summary>
/// Composition root клиента. Создаётся из runtime-инициализатора, поэтому
/// не зависит от содержимого сцены; сцены появятся позже.
/// </summary>
public sealed class VanguardApp : MonoBehaviour
{
private IObjectResolver _container;
private AppRootView _root;
private void Awake()
{
DontDestroyOnLoad(gameObject);
Application.targetFrameRate = 60;
var config = new AppConfig();
config.Load();
var builder = new ContainerBuilder();
builder.RegisterInstance(config);
builder.Register<TokenStore>(Lifetime.Singleton);
builder.Register<PlayerState>(Lifetime.Singleton);
builder.Register<ApiClient>(Lifetime.Singleton);
builder.Register<AuthService>(Lifetime.Singleton);
builder.Register<AppRootView>(Lifetime.Singleton);
_container = builder.Build();
_root = _container.Resolve<AppRootView>();
_root.Initialize();
_ = RestoreSessionAsync();
}
private async Task RestoreSessionAsync()
{
var auth = _container.Resolve<AuthService>();
try
{
if (await auth.TryRestoreAsync())
{
_root.ShowMeta();
return;
}
}
catch (Exception exception)
{
Debug.LogException(exception);
}
_root.ShowLogin("Введите данные игрока.");
}
private void OnDestroy()
{
if (_container is IDisposable disposable)
disposable.Dispose();
}
}
}

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externalObjects: {}
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using System;
using System.Threading.Tasks;
using Vanguard.Api;
using Vanguard.Api.Contracts;
using Vanguard.State;
namespace Vanguard.Auth
{
/// <summary>
/// Сессия игрока: login/register, восстановление по refresh-токену,
/// обновление профиля и выход. Токены не покидают клиент.
/// </summary>
public sealed class AuthService
{
private readonly ApiClient _api;
private readonly TokenStore _tokens;
private readonly PlayerState _player;
public AuthService(ApiClient api, TokenStore tokens, PlayerState player)
{
_api = api;
_tokens = tokens;
_player = player;
}
public bool IsAuthenticated => _tokens.HasRefreshToken;
public async Task<AuthResponse> LoginAsync(string userName, string password)
{
var response = await _api.PostAsync<AuthResponse>(
"/api/auth/login",
new LoginRequest { UserName = userName, Password = password },
authenticated: false);
SaveSession(response);
await TryRefreshMeAsync();
return response;
}
public async Task<AuthResponse> RegisterAsync(string userName, string password)
{
var response = await _api.PostAsync<AuthResponse>(
"/api/auth/register",
new RegisterRequest { UserName = userName, Password = password },
authenticated: false);
SaveSession(response);
await TryRefreshMeAsync();
return response;
}
/// <summary>Восстановить сессию при старте. false — нужен логин.</summary>
public async Task<bool> TryRestoreAsync()
{
if (!_tokens.HasRefreshToken || _tokens.RefreshExpiresAt <= DateTimeOffset.UtcNow)
return false;
try
{
await RefreshAsync();
await TryRefreshMeAsync();
return true;
}
catch (ApiException exception) when (exception.StatusCode == 401)
{
ClearSession();
return false;
}
catch (Exception)
{
// Сервер временно недоступен: токены не трогаем, покажем логин.
return false;
}
}
public async Task<AuthResponse> RefreshAsync()
{
if (!_tokens.HasRefreshToken)
throw new ApiException(401, "auth.no-refresh", "Нет refresh-токена.");
var response = await _api.PostAsync<AuthResponse>(
"/api/auth/refresh",
new RefreshRequest { RefreshToken = _tokens.RefreshToken },
authenticated: false);
SaveSession(response);
return response;
}
public async Task<MeResponse> RefreshMeAsync()
{
if (_tokens.IsAccessExpired && _tokens.HasRefreshToken)
await RefreshAsync();
try
{
var me = await _api.GetAsync<MeResponse>("/api/auth/me");
_player.Apply(me);
return me;
}
catch (ApiException exception) when (exception.StatusCode == 401 && _tokens.HasRefreshToken)
{
await RefreshAsync();
var me = await _api.GetAsync<MeResponse>("/api/auth/me");
_player.Apply(me);
return me;
}
}
public async Task LogoutAsync()
{
try
{
if (_tokens.HasRefreshToken)
{
await _api.PostAsync(
"/api/auth/logout",
new RefreshRequest { RefreshToken = _tokens.RefreshToken },
authenticated: false);
}
}
catch (Exception)
{
// Выход не должен зависеть от доступности сервера.
}
finally
{
ClearSession();
}
}
private async Task TryRefreshMeAsync()
{
try
{
await RefreshMeAsync();
}
catch (Exception)
{
// Логин уже состоялся; профиль можно обновить на мета-экране.
}
}
private void SaveSession(AuthResponse response)
{
_tokens.Save(
response.AccessToken,
response.RefreshToken,
response.AccessExpiresAt,
response.RefreshExpiresAt);
_player.Apply(response);
}
private void ClearSession()
{
_tokens.Clear();
_player.Clear();
}
}
}

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using System;
using System.Globalization;
using UnityEngine;
namespace Vanguard.Auth
{
/// <summary>
/// Access/refresh токены. В dev-сборке — PlayerPrefs; для релиза нужно
/// защищённое хранилище (DPAPI/Keychain) через лаунчер или нативную обёртку.
/// </summary>
public sealed class TokenStore
{
private const string AccessKey = "vanguard.auth.access";
private const string RefreshKey = "vanguard.auth.refresh";
private const string AccessExpiresKey = "vanguard.auth.accessExpires";
private const string RefreshExpiresKey = "vanguard.auth.refreshExpires";
public string AccessToken { get; private set; } = string.Empty;
public string RefreshToken { get; private set; } = string.Empty;
public DateTimeOffset AccessExpiresAt { get; private set; }
public DateTimeOffset RefreshExpiresAt { get; private set; }
public bool HasRefreshToken => !string.IsNullOrEmpty(RefreshToken);
public bool IsAccessExpired => AccessExpiresAt <= DateTimeOffset.UtcNow.AddSeconds(30);
public TokenStore()
{
Load();
}
public void Save(
string accessToken,
string refreshToken,
DateTimeOffset accessExpiresAt,
DateTimeOffset refreshExpiresAt)
{
AccessToken = accessToken ?? string.Empty;
RefreshToken = refreshToken ?? string.Empty;
AccessExpiresAt = accessExpiresAt;
RefreshExpiresAt = refreshExpiresAt;
PlayerPrefs.SetString(AccessKey, AccessToken);
PlayerPrefs.SetString(RefreshKey, RefreshToken);
PlayerPrefs.SetString(AccessExpiresKey, AccessExpiresAt.ToString("O", CultureInfo.InvariantCulture));
PlayerPrefs.SetString(RefreshExpiresKey, RefreshExpiresAt.ToString("O", CultureInfo.InvariantCulture));
PlayerPrefs.Save();
}
public void Clear()
{
AccessToken = string.Empty;
RefreshToken = string.Empty;
AccessExpiresAt = default;
RefreshExpiresAt = default;
PlayerPrefs.DeleteKey(AccessKey);
PlayerPrefs.DeleteKey(RefreshKey);
PlayerPrefs.DeleteKey(AccessExpiresKey);
PlayerPrefs.DeleteKey(RefreshExpiresKey);
PlayerPrefs.Save();
}
private void Load()
{
AccessToken = PlayerPrefs.GetString(AccessKey, string.Empty);
RefreshToken = PlayerPrefs.GetString(RefreshKey, string.Empty);
AccessExpiresAt = ParseDate(PlayerPrefs.GetString(AccessExpiresKey, string.Empty));
RefreshExpiresAt = ParseDate(PlayerPrefs.GetString(RefreshExpiresKey, string.Empty));
}
private static DateTimeOffset ParseDate(string value)
{
return DateTimeOffset.TryParse(
value,
CultureInfo.InvariantCulture,
DateTimeStyles.RoundtripKind,
out var parsed)
? parsed
: default;
}
}
}

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guid: 061438c81c9f50441af2003eaf92fd68

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using System;
using Vanguard.Api.Contracts;
namespace Vanguard.State
{
/// <summary>Текущий профиль игрока, общий для мета-экранов.</summary>
public sealed class PlayerState
{
public Guid UserId { get; private set; }
public string UserName { get; private set; } = string.Empty;
public bool OnboardingCompleted { get; private set; }
public string SelectedTrialDeckId { get; private set; }
public int Gold { get; private set; }
public int Dust { get; private set; }
public int Tokens { get; private set; }
public int Xp { get; private set; }
public int RankedMmr { get; private set; }
public int CasualMmr { get; private set; }
public int Matches { get; private set; }
public int Wins { get; private set; }
public event Action Changed;
public void Apply(AuthResponse response)
{
UserId = response.UserId;
UserName = response.UserName ?? string.Empty;
OnboardingCompleted = response.OnboardingCompleted;
NotifyChanged();
}
public void Apply(MeResponse me)
{
UserId = me.UserId;
UserName = me.UserName ?? string.Empty;
OnboardingCompleted = me.OnboardingCompleted;
SelectedTrialDeckId = me.SelectedTrialDeckId;
Gold = me.Gold;
Dust = me.Dust;
Tokens = me.Tokens;
Xp = me.Xp;
RankedMmr = me.RankedMmr;
CasualMmr = me.CasualMmr;
Matches = me.Matches;
Wins = me.Wins;
NotifyChanged();
}
public void Clear()
{
UserId = Guid.Empty;
UserName = string.Empty;
OnboardingCompleted = false;
SelectedTrialDeckId = null;
Gold = 0;
Dust = 0;
Tokens = 0;
Xp = 0;
RankedMmr = 0;
CasualMmr = 0;
Matches = 0;
Wins = 0;
NotifyChanged();
}
private void NotifyChanged()
{
var handler = Changed;
if (handler != null)
handler();
}
}
}

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using UnityEngine;
using Vanguard.App;
using Vanguard.Auth;
using Vanguard.State;
namespace Vanguard.UI
{
/// <summary>Владелец Canvas и переключения экранов.</summary>
public sealed class AppRootView
{
private readonly AppConfig _config;
private readonly AuthService _auth;
private readonly PlayerState _player;
private LoginView _login;
private MetaView _meta;
public AppRootView(AppConfig config, AuthService auth, PlayerState player)
{
_config = config;
_auth = auth;
_player = player;
}
public void Initialize()
{
var canvas = UiKit.CreateCanvas("Vanguard Canvas");
_login = new LoginView(canvas.transform, _config, _auth, OnAuthenticated);
_meta = new MetaView(canvas.transform, _auth, _player, OnLoggedOut);
ShowLogin("Проверяем сессию…");
}
public void ShowLogin(string status = null)
{
if (_meta != null)
_meta.Hide();
_login.Show(status);
}
public void ShowMeta()
{
_login.Hide();
_meta.Show();
}
private void OnAuthenticated()
{
ShowMeta();
}
private void OnLoggedOut()
{
ShowLogin("Сессия завершена. Войдите снова.");
}
}
}

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using System;
using System.Linq;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.UI;
using Vanguard.Api;
using Vanguard.App;
using Vanguard.Auth;
namespace Vanguard.UI
{
/// <summary>Экран входа/регистрации и выбора адреса сервера.</summary>
public sealed class LoginView
{
private readonly AppConfig _config;
private readonly AuthService _auth;
private readonly Action _onAuthenticated;
private readonly RectTransform _root;
private readonly InputField _serverUrl;
private readonly InputField _userName;
private readonly InputField _password;
private readonly Button _loginButton;
private readonly Button _registerButton;
private readonly Text _status;
private bool _busy;
public LoginView(
Transform parent,
AppConfig config,
AuthService auth,
Action onAuthenticated)
{
_config = config;
_auth = auth;
_onAuthenticated = onAuthenticated;
_root = UiKit.CreatePanel(parent, "LoginScreen", new Color(0.035f, 0.045f, 0.065f, 1f));
var card = UiKit.CreateCenteredCard(
_root,
"LoginCard",
new Vector2(640f, 790f),
new Color(0.07f, 0.085f, 0.115f, 1f));
UiKit.AddVerticalLayout(card, 36, 10);
var title = UiKit.CreateText(
card, "Title", "VANGUARD", 54, new Color(0.86f, 0.90f, 1f));
title.fontStyle = FontStyle.Bold;
UiKit.SetPreferredHeight(title, 64f);
var subtitle = UiKit.CreateText(
card, "Subtitle", "ReMaster · сетевой клиент", 20,
new Color(0.62f, 0.68f, 0.82f));
UiKit.SetPreferredHeight(subtitle, 34f);
AddCaption(card, "Сервер");
_serverUrl = UiKit.CreateInput(card, "ServerUrl", "http://192.168.31.158:18080");
_serverUrl.text = _config.ServerBaseUrl;
UiKit.SetPreferredHeight(_serverUrl, 54f);
AddCaption(card, "Имя игрока");
_userName = UiKit.CreateInput(card, "UserName", "3–32 символа");
UiKit.SetPreferredHeight(_userName, 54f);
AddCaption(card, "Пароль");
_password = UiKit.CreateInput(card, "Password", "8–128 символов", password: true);
UiKit.SetPreferredHeight(_password, 54f);
_loginButton = UiKit.CreateButton(card, "LoginButton", "Войти", OnLoginClicked);
UiKit.SetPreferredHeight(_loginButton, 56f);
_registerButton = UiKit.CreateButton(card, "RegisterButton", "Создать аккаунт", OnRegisterClicked, 21);
UiKit.SetPreferredHeight(_registerButton, 50f);
_status = UiKit.CreateText(
card, "Status", string.Empty, 18,
new Color(0.70f, 0.75f, 0.86f),
TextAnchor.UpperCenter);
_status.horizontalOverflow = HorizontalWrapMode.Wrap;
UiKit.SetPreferredHeight(_status, 72f);
var footer = UiKit.CreateText(
card,
"Footer",
"Стенд: 192.168.31.158:18080 · локально: localhost:5080",
15,
new Color(0.45f, 0.50f, 0.62f));
UiKit.SetPreferredHeight(footer, 26f);
}
public void Show(string status = null)
{
UiKit.SetActive(_root, true);
if (!string.IsNullOrEmpty(status))
SetStatus(status, new Color(0.70f, 0.75f, 0.86f));
}
public void Hide() => UiKit.SetActive(_root, false);
private static void AddCaption(Transform parent, string text)
{
var caption = UiKit.CreateText(
parent,
"Caption_" + text,
text,
17,
new Color(0.62f, 0.68f, 0.82f),
TextAnchor.MiddleLeft);
UiKit.SetPreferredHeight(caption, 24f);
}
private async void OnLoginClicked()
{
await SubmitAsync(register: false);
}
private async void OnRegisterClicked()
{
await SubmitAsync(register: true);
}
private async Task SubmitAsync(bool register)
{
if (_busy)
return;
var userName = (_userName.text ?? string.Empty).Trim();
var password = _password.text ?? string.Empty;
if (string.IsNullOrEmpty(userName) || string.IsNullOrEmpty(password))
{
SetStatus("Введите имя игрока и пароль.", new Color(1f, 0.70f, 0.35f));
return;
}
_config.SetServerBaseUrl(_serverUrl.text);
_serverUrl.text = _config.ServerBaseUrl;
SetBusy(true, register ? "Создаём аккаунт…" : "Подключаемся…");
try
{
if (register)
await _auth.RegisterAsync(userName, password);
else
await _auth.LoginAsync(userName, password);
_password.text = string.Empty;
SetStatus("Готово.", new Color(0.45f, 0.85f, 0.55f));
_onAuthenticated();
}
catch (ApiException exception)
{
SetStatus(FormatError(exception), new Color(1f, 0.55f, 0.45f));
}
catch (Exception exception)
{
Debug.LogException(exception);
SetStatus("Не удалось связаться с сервером. Проверьте адрес.", new Color(1f, 0.55f, 0.45f));
}
finally
{
SetBusy(false, null);
}
}
private static string FormatError(ApiException exception)
{
if (exception.StatusCode == 0)
return "Нет связи с сервером. Проверьте адрес и запущен ли сервер.";
if (exception.Violations.Count > 0)
{
var details = string.Join("\n", exception.Violations.Take(3).Select(item => item.Message));
return exception.Message + "\n" + details;
}
return string.IsNullOrEmpty(exception.Message)
? "Сервер вернул ошибку " + exception.StatusCode + "."
: exception.Message;
}
private void SetBusy(bool busy, string status)
{
_busy = busy;
_loginButton.interactable = !busy;
_registerButton.interactable = !busy;
_serverUrl.interactable = !busy;
_userName.interactable = !busy;
_password.interactable = !busy;
if (status != null)
SetStatus(status, new Color(0.70f, 0.75f, 0.86f));
}
private void SetStatus(string text, Color color)
{
_status.text = text ?? string.Empty;
_status.color = color;
}
}
}

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using System;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.UI;
using Vanguard.Api;
using Vanguard.Auth;
using Vanguard.State;
namespace Vanguard.UI
{
/// <summary>Главный экран после входа: профиль, балансы и заглушки разделов.</summary>
public sealed class MetaView
{
private readonly AuthService _auth;
private readonly PlayerState _player;
private readonly Action _onLoggedOut;
private readonly RectTransform _root;
private readonly Text _playerName;
private readonly Text _onboarding;
private readonly Text _gold;
private readonly Text _dust;
private readonly Text _tokens;
private readonly Text _ranked;
private readonly Text _casual;
private readonly Text _record;
private readonly Text _status;
private readonly Button _logout;
private readonly Button _onboardingButton;
private bool _refreshing;
public MetaView(
Transform parent,
AuthService auth,
PlayerState player,
Action onLoggedOut)
{
_auth = auth;
_player = player;
_onLoggedOut = onLoggedOut;
_root = UiKit.CreatePanel(parent, "MetaScreen", new Color(0.035f, 0.045f, 0.065f, 1f));
var top = UiKit.CreatePanel(_root, "TopBar", new Color(0.07f, 0.085f, 0.115f, 1f));
var topRect = top;
topRect.anchorMin = new Vector2(0f, 1f);
topRect.anchorMax = new Vector2(1f, 1f);
topRect.pivot = new Vector2(0.5f, 1f);
topRect.anchoredPosition = Vector2.zero;
topRect.sizeDelta = new Vector2(0f, 92f);
UiKit.AddHorizontalLayout(top, 22, 16);
var brand = UiKit.CreateText(
top, "Brand", "VANGUARD", 34, new Color(0.86f, 0.90f, 1f), TextAnchor.MiddleLeft);
brand.fontStyle = FontStyle.Bold;
UiKit.SetPreferredHeight(brand, 48f, 0f);
_playerName = UiKit.CreateText(
top, "PlayerName", "…", 20, new Color(0.70f, 0.76f, 0.90f), TextAnchor.MiddleLeft);
UiKit.SetPreferredHeight(_playerName, 40f);
_logout = UiKit.CreateButton(top, "Logout", "Выйти", OnLogoutClicked, 18);
UiKit.SetPreferredHeight(_logout, 42f, 0f);
var content = UiKit.CreatePanel(_root, "Content", new Color(0.035f, 0.045f, 0.065f, 0f));
var contentRect = content;
contentRect.anchorMin = Vector2.zero;
contentRect.anchorMax = Vector2.one;
contentRect.offsetMin = new Vector2(48f, 36f);
contentRect.offsetMax = new Vector2(-48f, -116f);
UiKit.AddVerticalLayout(contentRect, 12, 16);
var welcome = UiKit.CreateText(
content, "Welcome", "Личный кабинет", 38, Color.white, TextAnchor.MiddleLeft);
UiKit.SetPreferredHeight(welcome, 56f);
_onboarding = UiKit.CreateText(
content, "Onboarding", string.Empty, 18,
new Color(1f, 0.76f, 0.38f), TextAnchor.MiddleLeft);
UiKit.SetPreferredHeight(_onboarding, 28f);
var stats = UiKit.CreatePanel(content, "Stats", new Color(0.07f, 0.085f, 0.115f, 1f));
UiKit.SetPreferredHeight(stats, 130f);
UiKit.AddHorizontalLayout(stats, 18, 14);
_gold = AddStat(stats, "Gold");
_dust = AddStat(stats, "Пыль");
_tokens = AddStat(stats, "Токены");
_ranked = AddStat(stats, "Ranked MMR");
_casual = AddStat(stats, "Casual MMR");
var actions = UiKit.CreatePanel(content, "Actions", new Color(0.07f, 0.085f, 0.115f, 1f));
UiKit.SetPreferredHeight(actions, 96f);
UiKit.AddHorizontalLayout(actions, 18, 14);
AddAction(actions, "Коллекция", OnCollectionClicked);
AddAction(actions, "Колоды", OnDecksClicked);
AddAction(actions, "Магазин", OnStoreClicked);
AddAction(actions, "В бой", OnPlayClicked);
var lower = UiKit.CreatePanel(content, "Lower", new Color(0.07f, 0.085f, 0.115f, 1f));
UiKit.SetPreferredHeight(lower, 220f, 1f);
UiKit.AddVerticalLayout(lower, 20, 8);
_record = UiKit.CreateText(
lower, "Record", string.Empty, 20,
new Color(0.72f, 0.78f, 0.92f), TextAnchor.MiddleLeft);
UiKit.SetPreferredHeight(_record, 28f);
_status = UiKit.CreateText(
lower, "Status", string.Empty, 18,
new Color(0.62f, 0.68f, 0.82f), TextAnchor.UpperLeft);
UiKit.SetPreferredHeight(_status, 70f);
_onboardingButton = UiKit.CreateButton(
lower, "OnboardingButton", "Выбрать триал-деку", OnOnboardingClicked, 20);
UiKit.SetPreferredHeight(_onboardingButton, 46f);
_player.Changed += UpdateTexts;
_root.gameObject.SetActive(false);
}
public void Show()
{
UiKit.SetActive(_root, true);
UpdateTexts();
_ = RefreshAsync();
}
public void Hide() => UiKit.SetActive(_root, false);
private static Text AddStat(Transform parent, string caption)
{
var card = UiKit.CreatePanel(parent, "Stat_" + caption, new Color(0.09f, 0.11f, 0.15f, 1f));
UiKit.AddVerticalLayout(card, 12, 4);
var element = card.gameObject.AddComponent<LayoutElement>();
element.flexibleWidth = 1f;
element.preferredHeight = 100f;
var label = UiKit.CreateText(
card, "Caption", caption, 16, new Color(0.58f, 0.65f, 0.78f));
UiKit.SetPreferredHeight(label, 22f);
var value = UiKit.CreateText(
card, "Value", "—", 30, Color.white);
value.fontStyle = FontStyle.Bold;
UiKit.SetPreferredHeight(value, 40f);
return value;
}
private static Button AddAction(Transform parent, string caption, Action onClick)
{
var button = UiKit.CreateButton(parent, "Action_" + caption, caption, () => onClick(), 20);
var element = button.gameObject.AddComponent<LayoutElement>();
element.flexibleWidth = 1f;
element.preferredHeight = 56f;
return button;
}
private async Task RefreshAsync()
{
if (_refreshing)
return;
_refreshing = true;
SetStatus("Обновляем профиль…", new Color(0.62f, 0.68f, 0.82f));
try
{
await _auth.RefreshMeAsync();
SetStatus("Профиль обновлён.", new Color(0.45f, 0.85f, 0.55f));
}
catch (ApiException exception) when (exception.StatusCode == 401)
{
_onLoggedOut();
}
catch (Exception exception)
{
Debug.LogException(exception);
SetStatus("Не удалось обновить профиль. Сервер недоступен?", new Color(1f, 0.60f, 0.45f));
}
finally
{
_refreshing = false;
}
}
private void UpdateTexts()
{
_playerName.text = string.IsNullOrEmpty(_player.UserName)
? "…"
: _player.UserName;
_gold.text = _player.Gold.ToString();
_dust.text = _player.Dust.ToString();
_tokens.text = _player.Tokens.ToString();
_ranked.text = _player.RankedMmr.ToString();
_casual.text = _player.CasualMmr.ToString();
_record.text = "Матчей: " + _player.Matches + " · побед: " + _player.Wins
+ " · XP: " + _player.Xp;
_onboarding.text = _player.OnboardingCompleted
? "Онбординг завершён: " + (_player.SelectedTrialDeckId ?? "—")
: "Онбординг не завершён: выберите стартовую триал-деку.";
_onboardingButton.gameObject.SetActive(!_player.OnboardingCompleted);
}
private void SetStatus(string text, Color color)
{
_status.text = text ?? string.Empty;
_status.color = color;
}
private void OnCollectionClicked() =>
SetStatus("Коллекция и разбор карт — следующий экран.", new Color(0.70f, 0.76f, 0.90f));
private void OnDecksClicked() =>
SetStatus("Декбилдер и список колод — следующий экран.", new Color(0.70f, 0.76f, 0.90f));
private void OnStoreClicked() =>
SetStatus("Магазин и открытие бустеров — следующий экран.", new Color(0.70f, 0.76f, 0.90f));
private void OnPlayClicked()
{
SetStatus(
_player.OnboardingCompleted
? "Очередь подключим после выбора колоды."
: "Сначала завершите онбординг.",
new Color(1f, 0.76f, 0.38f));
}
private void OnOnboardingClicked() =>
SetStatus("Выбор триал-деки подключим следующим шагом.", new Color(1f, 0.76f, 0.38f));
private async void OnLogoutClicked()
{
_logout.interactable = false;
await _auth.LogoutAsync();
_logout.interactable = true;
_onLoggedOut();
}
}
}

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fileFormatVersion: 2
guid: 254c5fe6df971b942bde7efb1a5dab42

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using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.InputSystem.UI;
using UnityEngine.UI;
namespace Vanguard.UI
{
/// <summary>
/// Минимальная фабрика uGUI. Экраны собираются кодом, чтобы каркас
/// запускался без префабов и ручной сцены; позже экраны можно перевести
/// на prefab/UI Toolkit без изменения сервисов.
/// </summary>
public static class UiKit
{
private static Font _font;
public static Font DefaultFont
{
get
{
if (_font != null)
return _font;
_font = Resources.GetBuiltinResource<Font>("LegacyRuntime.ttf");
if (_font == null)
_font = Resources.GetBuiltinResource<Font>("Arial.ttf");
return _font;
}
}
public static Canvas CreateCanvas(string name)
{
EnsureEventSystem();
var go = new GameObject(name, typeof(Canvas), typeof(CanvasScaler), typeof(GraphicRaycaster));
if (Application.isPlaying)
Object.DontDestroyOnLoad(go);
var canvas = go.GetComponent<Canvas>();
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
canvas.sortingOrder = 0;
var scaler = go.GetComponent<CanvasScaler>();
scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
scaler.referenceResolution = new Vector2(1920f, 1080f);
scaler.matchWidthOrHeight = 0.5f;
return canvas;
}
public static void EnsureEventSystem()
{
if (Object.FindAnyObjectByType<EventSystem>() != null)
return;
var go = new GameObject("EventSystem", typeof(EventSystem));
if (Application.isPlaying)
Object.DontDestroyOnLoad(go);
var module = go.AddComponent<InputSystemUIInputModule>();
module.AssignDefaultActions();
}
public static RectTransform CreatePanel(Transform parent, string name, Color color)
{
var go = new GameObject(name, typeof(RectTransform), typeof(Image));
var rect = (RectTransform)go.transform;
rect.SetParent(parent, false);
Stretch(rect);
var image = go.GetComponent<Image>();
image.color = color;
image.raycastTarget = true;
return rect;
}
public static RectTransform CreateCenteredCard(
Transform parent,
string name,
Vector2 size,
Color color)
{
var rect = CreatePanel(parent, name, color);
rect.anchorMin = new Vector2(0.5f, 0.5f);
rect.anchorMax = new Vector2(0.5f, 0.5f);
rect.pivot = new Vector2(0.5f, 0.5f);
rect.anchoredPosition = Vector2.zero;
rect.sizeDelta = size;
return rect;
}
public static VerticalLayoutGroup AddVerticalLayout(
RectTransform rect,
int padding,
int spacing)
{
var layout = rect.gameObject.AddComponent<VerticalLayoutGroup>();
layout.padding = new RectOffset(padding, padding, padding, padding);
layout.spacing = spacing;
layout.childAlignment = TextAnchor.UpperCenter;
layout.childControlWidth = true;
layout.childControlHeight = true;
layout.childForceExpandWidth = true;
layout.childForceExpandHeight = false;
return layout;
}
public static HorizontalLayoutGroup AddHorizontalLayout(
RectTransform rect,
int padding,
int spacing)
{
var layout = rect.gameObject.AddComponent<HorizontalLayoutGroup>();
layout.padding = new RectOffset(padding, padding, padding, padding);
layout.spacing = spacing;
layout.childAlignment = TextAnchor.MiddleCenter;
layout.childControlWidth = true;
layout.childControlHeight = true;
layout.childForceExpandWidth = true;
layout.childForceExpandHeight = false;
return layout;
}
public static Text CreateText(
Transform parent,
string name,
string content,
int fontSize,
Color color,
TextAnchor alignment = TextAnchor.MiddleCenter)
{
var go = new GameObject(name, typeof(RectTransform), typeof(Text));
var rect = (RectTransform)go.transform;
rect.SetParent(parent, false);
var text = go.GetComponent<Text>();
text.font = DefaultFont;
text.text = content;
text.fontSize = fontSize;
text.color = color;
text.alignment = alignment;
text.horizontalOverflow = HorizontalWrapMode.Wrap;
text.verticalOverflow = VerticalWrapMode.Overflow;
text.raycastTarget = false;
text.supportRichText = true;
return text;
}
public static Button CreateButton(
Transform parent,
string name,
string label,
UnityEngine.Events.UnityAction onClick,
int fontSize = 24)
{
var go = new GameObject(name, typeof(RectTransform), typeof(Image), typeof(Button));
var rect = (RectTransform)go.transform;
rect.SetParent(parent, false);
var image = go.GetComponent<Image>();
image.color = new Color(0.20f, 0.42f, 0.78f, 1f);
image.raycastTarget = true;
var button = go.GetComponent<Button>();
button.targetGraphic = image;
button.onClick.AddListener(onClick);
var text = CreateText(rect, "Label", label, fontSize, Color.white);
Stretch(text.rectTransform);
return button;
}
public static InputField CreateInput(
Transform parent,
string name,
string placeholder,
bool password = false)
{
var go = new GameObject(
name,
typeof(RectTransform),
typeof(Image),
typeof(InputField));
var rect = (RectTransform)go.transform;
rect.SetParent(parent, false);
var background = go.GetComponent<Image>();
background.color = new Color(0.10f, 0.12f, 0.16f, 1f);
background.raycastTarget = true;
var input = go.GetComponent<InputField>();
input.targetGraphic = background;
input.lineType = InputField.LineType.SingleLine;
input.contentType = password
? InputField.ContentType.Password
: InputField.ContentType.Standard;
input.characterLimit = password ? 128 : 64;
input.caretColor = Color.white;
input.customCaretColor = true;
input.selectionColor = new Color(0.20f, 0.42f, 0.78f, 0.6f);
var text = CreateText(rect, "Text", string.Empty, 22, Color.white, TextAnchor.MiddleLeft);
Stretch(text.rectTransform);
var textRect = text.rectTransform;
textRect.offsetMin = new Vector2(16f, 0f);
textRect.offsetMax = new Vector2(-16f, 0f);
text.supportRichText = false;
var hint = CreateText(rect, "Placeholder", placeholder, 22, new Color(1f, 1f, 1f, 0.45f), TextAnchor.MiddleLeft);
Stretch(hint.rectTransform);
hint.rectTransform.offsetMin = new Vector2(16f, 0f);
hint.rectTransform.offsetMax = new Vector2(-16f, 0f);
hint.supportRichText = false;
input.textComponent = text;
input.placeholder = hint;
return input;
}
public static LayoutElement SetPreferredHeight(
Component component,
float height,
float flexibleWidth = 1f)
{
var element = component.gameObject.GetComponent<LayoutElement>();
if (element == null)
element = component.gameObject.AddComponent<LayoutElement>();
element.preferredHeight = height;
element.flexibleWidth = flexibleWidth;
return element;
}
public static void Stretch(RectTransform rect)
{
rect.anchorMin = Vector2.zero;
rect.anchorMax = Vector2.one;
rect.offsetMin = Vector2.zero;
rect.offsetMax = Vector2.zero;
}
public static void SetActive(Component component, bool active)
{
if (component != null)
component.gameObject.SetActive(active);
}
}
}

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fileFormatVersion: 2
guid: cf2bf0a7c0623b0469ee32aa7ee1797e

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{
"name": "Vanguard.Runtime",
"rootNamespace": "Vanguard",
"references": [
"UnityEngine.UI",
"Unity.InputSystem",
"VContainer"
],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}

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fileFormatVersion: 2
guid: 5368822c4b824f445a354cf9d412f298
AssemblyDefinitionImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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fileFormatVersion: 2
guid: e5610ee08b6fe5a47912001d5540b0d2
folderAsset: yes
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externalObjects: {}
userData:
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fileFormatVersion: 2
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folderAsset: yes
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externalObjects: {}
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using System.Linq;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.EventSystems;
using Vanguard.Api;
using Vanguard.App;
using Vanguard.Auth;
using Vanguard.State;
using Vanguard.UI;
namespace Vanguard.Tests
{
public sealed class ClientSmokeTests
{
[Test]
public void AppRootView_Builds_Login_And_Meta_Screens()
{
var config = new AppConfig();
config.Load();
var tokens = new TokenStore();
var api = new ApiClient(config, tokens);
var player = new PlayerState();
var auth = new AuthService(api, tokens, player);
var root = new AppRootView(config, auth, player);
root.Initialize();
root.ShowLogin("smoke");
Assert.IsNotNull(GameObject.Find("Vanguard Canvas"));
Assert.IsNotNull(GameObject.Find("LoginScreen"));
Assert.IsTrue(Resources.FindObjectsOfTypeAll<GameObject>().Any(go => go.name == "MetaScreen"));
Cleanup();
}
private static void Cleanup()
{
var canvas = GameObject.Find("Vanguard Canvas");
if (canvas != null)
Object.DestroyImmediate(canvas);
var eventSystem = Object.FindAnyObjectByType<EventSystem>();
if (eventSystem != null)
Object.DestroyImmediate(eventSystem.gameObject);
}
}
}

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{
"name": "Vanguard.Tests.Editor",
"rootNamespace": "Vanguard.Tests",
"references": [
"Vanguard.Runtime"
],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": false,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false,
"optionalUnityReferences": [
"TestAssemblies"
]
}

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guid: 2fe5e0fafa0aa164db4ad936861b01da
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"com.unity.ide.visualstudio": "2.0.28",
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"com.unity.localization": "1.5.13",
"com.unity.nuget.newtonsoft-json": "3.2.2",
"com.unity.render-pipelines.universal": "17.6.0",
"com.unity.ugui": "2.6.0",
"com.unity.modules.vectorgraphics": "1.0.0",
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},
"scopedRegistries": [
{
"name": "package.openupm.com",
"url": "https://package.openupm.com",
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}
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}

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{
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"com.unity.modules.unitywebrequest": "1.0.0",
"com.unity.scriptablebuildpipeline": "4.0.1",
"com.unity.modules.unitywebrequestassetbundle": "1.0.0"
},
"url": "https://packages.unity.com"
},
"com.unity.burst": {
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"url": "https://packages.unity.com"
},
"com.unity.collections": {
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"com.unity.ext.nunit": {
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