feat(ui): complete Task 4 UI redesign — all sub-tasks 1-10
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Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 8m47s
- Implemented complete design system with 40+ CSS custom properties - Created 9 UI primitives (GameCard, SectionHeader, StatRow, ManaBar, ElementBadge, ValueDisplay, ActionButton, SkillRow, TooltipInfo) - Redesigned all tabs: Spire, Skills, Stats, Equipment, Crafting, Attunements, Golemancy, Spells, Loot, Achievements, Lab, Debug - Added toast notification system (GameToast) with success/warning/error/info types - Added confirmation dialogs for destructive actions - Removed all dev artifacts and component name labels - Added empty states to all tabs - Replaced emoji icons with Lucide React icons - Added enchantPower placeholder to StatsTab and EquipmentTab - Mobile audit passed at 375px viewport - Build passes with 0 errors, lint passes with 0 errors Sub-tasks completed: - ST1: Design System Implementation - ST2: Global Layout & Header - ST3: Left Panel (Mana Display & Action Area) - ST4: Skills Tab - ST5: Spire Tab & Spire Mode UI - ST6: Stats Tab - ST7: Equipment & Crafting Tabs - ST8: Attunements Tab - ST9: Remaining Tabs - ST10: Toast System & Confirmation Dialogs Documentation: 15+ files in docs/task4/
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# Sub-task 6: Enhance Equipment & Crafting Tabs
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## Scope
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Refactor the `EquipmentTab` and `CraftingTab` components to use the new design system primitives.
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### Key Deliverables:
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1. Update `EquipmentTab` to use `GameCard`, `SectionHeader`, `ElementBadge` primitives
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2. Update `CraftingTab` to use `GameCard`, `ActionButton`, `Progress` primitives
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3. Style equipment slots with proper variants
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4. Add `ElementBadge` for equipment element types
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5. Ensure crafting progress uses proper animation (linear transition)
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## Acceptance Criteria
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1. Equipment slots use `GameCard` with appropriate variant
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2. Equipment elements display using `ElementBadge` primitive
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3. Crafting progress uses `Progress` primitive (linear transition)
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4. Action buttons use `ActionButton` primitive with correct variants
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5. Section headers use `SectionHeader` primitive
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6. No raw hex values - all colors use CSS variables
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## Dependencies
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- **ST1 (Sub-task 1)** - Must be completed first (design system must exist)
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## Status
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🟡 **PENDING** - Waiting for ST1 completion
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## Notes
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- EquipmentTab location: `src/components/game/tabs/EquipmentTab.tsx`
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- CraftingTab location: `src/components/game/tabs/CraftingTab.tsx`
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- Equipment has multiple slots (mainHand, offHand, head, body, etc.)
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- Crafting has 3 stages: Design, Prepare, Apply
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- Show 2-handed weapon handling in UI
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