refactor: Add optional refresh control to _buildPanel in SkirmishDeckSelectScene
- Pass `refresh` flag (default `true`) to `_buildPanel` calls for both player and opponent panels - Skip `_refreshPanelHighlights()` call within `_buildPanel` when `refresh=false` - Call `_refreshPanelHighlights()` once after building both panels to avoid redundant updates
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@ -28,10 +28,10 @@ export class SkirmishDeckSelectScene extends Phaser.Scene {
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this.opponentChoice = 'draft';
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// ── Left panel: Your Deck ──
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this._buildPanel(160, 'Your Deck', 'player');
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this._buildPanel(160, 'Your Deck', 'player', false);
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// ── Right panel: Opponent Deck ──
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this._buildPanel(1040, 'Opponent Deck', 'opponent');
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this._buildPanel(1040, 'Opponent Deck', 'opponent', false);
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// ── Divider ──
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this.add.rectangle(width / 2, height / 2, 3, height - 200, 0x334466, 0.5);
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@ -42,9 +42,11 @@ export class SkirmishDeckSelectScene extends Phaser.Scene {
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this._updateActionButton();
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this._makeBackButton();
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this._refreshPanelHighlights();
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}
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_buildPanel(startX, title, side) {
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_buildPanel(startX, title, side, refresh = true) {
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const panelW = 720;
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const panelCX = startX + panelW / 2;
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const { height } = this.scale;
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@ -127,7 +129,7 @@ export class SkirmishDeckSelectScene extends Phaser.Scene {
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this[panelKey].deckEntries.push({ bg, titleTxt, cmdTxt, summaryTxt, countTxt, deckId: deck.id });
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});
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this._refreshPanelHighlights();
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if (refresh) this._refreshPanelHighlights();
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}
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_refreshPanelHighlights() {
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