675 lines
19 KiB
Markdown
675 lines
19 KiB
Markdown
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# Card System Guide
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Complete guide to the Apple Hills card collecting and album system.
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## Table of Contents
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- [Overview](#overview)
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- [Quick Start](#quick-start)
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- [System Architecture](#system-architecture)
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- [Card Flows](#card-flows)
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- [Key Components](#key-components)
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- [Working with Cards in Code](#working-with-cards-in-code)
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- [Extending the System](#extending-the-system)
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- [Troubleshooting](#troubleshooting)
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---
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## Overview
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The Card System manages the player's collectible card journey from booster pack opening to album placement. It consists of:
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- **Booster Opening Flow**: Interactive pack opening with card reveals
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- **Album Placement Flow**: Drag-and-drop cards into album slots
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- **State Machine**: Each card progresses through well-defined states
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- **Album Navigation**: Book-based album with zone tabs
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- **Notification System**: Visual feedback for new boosters/pending cards
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### Core Concepts
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**CardData**: Runtime data for a single card (definition ID, rarity, zone, image)
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**CardDefinition**: ScriptableObject template defining card properties
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**Card States**: Cards transition through states (Idle → Revealed → Dragging → Placed)
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**Pending Cards**: Cards waiting to be placed in the album (shown in bottom-right corner)
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---
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## Quick Start
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### Opening the Album
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```csharp
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// From any script
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if (UIPageController.Instance != null)
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{
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UIPageController.Instance.PushPage(albumViewPage);
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}
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```
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### Granting Booster Packs
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```csharp
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// Simple API
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CardSystemManager.Instance.AddBoosterPack(1);
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// Visual grant with animation (from minigames)
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MinigameBoosterGiver.Instance.GiveBooster(() => {
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Debug.Log("Booster granted and animation complete!");
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});
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```
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### Opening a Booster Pack (Programmatic)
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```csharp
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// Returns list of cards in the pack
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List<CardData> cards = CardSystemManager.Instance.OpenBoosterPack();
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// The cards are automatically added to "pending" state
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// Player must place them in album manually
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```
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### Checking Player's Collection
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```csharp
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var inventory = CardSystemManager.Instance.GetCardInventory();
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// Check if player owns a specific card
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CardData ownedCard = inventory.GetCard("CardDefID", CardRarity.Legendary);
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// Get all cards in a zone
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List<CardData> townCards = inventory.GetCardsByZone(CardZone.Town);
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// Check completion percentage
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float completion = inventory.GetCompletionPercentage();
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```
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---
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## System Architecture
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### Component Hierarchy
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```
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CardSystemManager (Singleton)
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├── Inventory Management
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├── Booster Pack Logic
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└── Pending Card Queue
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AlbumViewPage (UI Page)
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├── CornerCardManager (Non-Component)
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│ └── Manages 3 pending cards in corner
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├── AlbumNavigationService (Non-Component)
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│ └── Book page flipping & zone navigation
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└── CardEnlargeController (Non-Component)
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└── Backdrop & enlarge/shrink animations
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BoosterOpeningPage (UI Page)
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└── Manages pack opening flow & card reveals
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Card (MonoBehaviour)
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├── CardContext (shared state)
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├── CardAnimator (animations)
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├── CardDisplay (visuals)
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└── StateMachine (10 possible states)
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```
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### Non-Component Controllers
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The system uses **Controller** pattern for complex logic without Unity lifecycle overhead:
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- **CornerCardManager**: Spawns/despawns pending cards, smart selection, shuffle logic
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- **AlbumNavigationService**: Book page navigation, zone mapping
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- **CardEnlargeController**: Backdrop visibility, card reparenting for enlarge view
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- **ProgressBarController**: Booster opening progress visualization
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These are instantiated lazily via C# properties:
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```csharp
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private CornerCardManager _cornerCardManager;
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private CornerCardManager CornerCards => _cornerCardManager ??= new CornerCardManager(...);
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```
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---
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## Card Flows
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### 1. Booster Opening Flow
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```
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Player opens booster pack
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↓
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BoosterOpeningPage spawns cards face-down
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↓
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Player clicks a card (IdleState → EnlargedNewState/EnlargedRepeatState)
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↓
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Card flips & enlarges, shows NEW or REPEAT badge
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↓
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Player clicks to dismiss (→ RevealedState)
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↓
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Repeat until all cards revealed
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↓
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Cards fly to album icon, added to pending queue
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↓
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Page auto-closes (or waits for player)
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```
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**Key States:**
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- **IdleState**: Face-down, awaiting click
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- **EnlargedNewState**: NEW badge (first time collection)
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- **EnlargedRepeatState**: REPEAT badge (duplicate)
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- **EnlargedLegendaryRepeatState**: Special legendary repeat state
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- **RevealedState**: Face-up, dismissed from center
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### 2. Album Placement Flow
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```
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AlbumViewPage opens
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↓
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CornerCardManager spawns up to 3 pending cards (face-down)
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↓
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Player drags card (PendingFaceDownState → DraggingRevealedState)
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↓
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Card data assigned, flips to reveal, book navigates to correct zone page
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↓
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Player drops card on matching AlbumCardSlot
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↓
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Card placed (→ PlacedInSlotState), registered with AlbumViewPage
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↓
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CornerCardManager rebuilds: shuffles remaining cards, spawns new if available
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```
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**Key States:**
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- **PendingFaceDownState**: Face-down in corner, no data assigned yet
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- **DraggingRevealedState**: Data assigned, flipped, dragging to slot
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- **PlacedInSlotState**: Locked in album slot
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- **AlbumEnlargedState**: Clicked from slot, enlarged for viewing
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### 3. Album Card Viewing
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```
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Player clicks placed card in album slot
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↓
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Card enlarges (PlacedInSlotState → AlbumEnlargedState)
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↓
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Backdrop shown, card reparented to enlarged container
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↓
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Card animates to center with dramatic scale increase
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↓
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Player clicks card or backdrop to dismiss
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↓
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Card shrinks & animates back to slot (→ PlacedInSlotState)
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↓
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Backdrop hidden, card reparented back to slot
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```
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---
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## Key Components
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### CardSystemManager
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**Singleton** managing all card data and inventory.
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```csharp
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// Access
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CardSystemManager.Instance
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// Key Methods
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.AddBoosterPack(int count) // Grant booster packs
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.OpenBoosterPack() // Open a pack, returns CardData[]
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.GetPendingRevealCards() // Get cards waiting for album placement
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.GetCardInventory() // Access player's collection
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.AddCardToInventory(CardData) // Add card to collection
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.RemoveFromPending(CardData) // Remove from pending queue
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// Events
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.OnBoosterCountChanged(int newCount)
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.OnPendingCardAdded(CardData)
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.OnPendingCardRemoved(CardData)
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```
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### AlbumViewPage
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**UI Page** for viewing and managing the album.
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```csharp
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// Setup in scene:
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// - Assign book reference (BookPro component)
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// - Assign zone tab container
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// - Assign card prefab for spawning
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// - Assign backdrop & enlarged container for card viewing
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// - Link to BoosterOpeningPage
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// Query Methods (used by Card states)
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public CardData GetCardForPendingSlot() // Smart card selection
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public AlbumCardSlot GetTargetSlotForCard(CardData) // Find destination slot
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public void NavigateToCardPage(CardData, Action) // Flip to correct page
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public void NotifyCardPlaced(Card) // Cleanup after placement
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// Public Properties
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public bool IsPageFlipping // For state timing checks
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```
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### BoosterOpeningPage
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**UI Page** for opening booster packs.
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```csharp
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// Setup in scene:
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// - Assign booster pack prefab
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// - Assign corner slots for waiting boosters (max 3)
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// - Assign center slot for opening
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// - Assign card display container
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// - Assign card prefab
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// - Assign album icon (dismiss button & tween target)
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// Call before showing:
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.SetAvailableBoosterCount(int count) // How many boosters player has
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// Flow automatically managed by page
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```
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### Card States
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Each card uses **AppleMachine** state machine with these states:
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| State | Purpose | Entry Trigger |
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|-------|---------|---------------|
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| **IdleState** | Face-down in booster opening | Card spawned for booster reveal |
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| **EnlargedNewState** | Enlarged with NEW badge | Clicked first-time card |
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| **EnlargedRepeatState** | Enlarged with REPEAT badge | Clicked duplicate |
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| **EnlargedLegendaryRepeatState** | Legendary repeat variant | Clicked legendary duplicate |
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| **RevealedState** | Face-up, dismissed | Dismissed from enlarged state |
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| **PendingFaceDownState** | Face-down in corner | Spawned in album corner |
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| **DraggingRevealedState** | Face-up while dragging | Dragged from corner |
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| **PlacedInSlotState** | Locked in album slot | Dropped on correct slot |
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| **AlbumEnlargedState** | Enlarged from album | Clicked while in slot |
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| **DraggingState** | Generic drag state | *(unused in current flow)* |
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### Card Context & Components
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Every card has:
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- **CardContext**: Shared state, component references, events
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- **CardAnimator**: Centralized animation methods
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- **CardDisplay**: Visual rendering (image, frame, overlay, rarity/zone styling)
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- **AppleMachine**: State machine controller
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```csharp
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// Accessing card components
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var card = GetComponent<Card>();
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card.Context.CardData // CardData
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card.Context.Animator // CardAnimator
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card.Context.CardDisplay // CardDisplay
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card.Context.StateMachine // AppleMachine
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card.Context.AlbumViewPage // Injected page reference
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```
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---
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## Working with Cards in Code
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### Spawning a Card for Booster Opening
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```csharp
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GameObject cardObj = Instantiate(cardPrefab, containerTransform);
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var card = cardObj.GetComponent<Card>();
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var context = cardObj.GetComponent<CardContext>();
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// Setup card data
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context.SetupCard(cardData);
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// Start in IdleState for booster reveal
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card.SetupForBoosterReveal(cardData, isNew); // isNew unused, states query inventory
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// Subscribe to reveal complete event
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context.BoosterContext.OnRevealFlowComplete += () => {
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Debug.Log("Card reveal finished!");
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};
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```
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### Spawning a Card for Album Corner
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```csharp
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GameObject cardObj = Instantiate(cardPrefab, slotTransform);
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var card = cardObj.GetComponent<Card>();
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// Assign to slot FIRST
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card.AssignToSlot(slot, animateMove: false);
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// Inject AlbumViewPage dependency
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card.Context.SetAlbumViewPage(albumViewPage);
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// Setup for pending state (no data yet)
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card.SetupForAlbumPending(); // Starts in PendingFaceDownState
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```
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### Spawning a Card Already in Album Slot
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```csharp
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GameObject cardObj = Instantiate(cardPrefab, slotTransform);
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var card = cardObj.GetComponent<Card>();
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// Setup for album slot (already owned)
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card.SetupForAlbumSlot(cardData, albumCardSlot); // Starts in PlacedInSlotState
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// Register for enlarge/shrink functionality
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albumViewPage.RegisterCardInAlbum(card);
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```
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### Transitioning Card States Manually
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```csharp
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// Get card component
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var card = GetComponent<Card>();
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// Change state
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card.ChangeState(CardStateNames.Revealed);
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// Check current state
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string currentState = card.GetCurrentStateName();
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if (currentState == CardStateNames.PlacedInSlot)
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{
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Debug.Log("Card is placed in album!");
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}
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// Get specific state component
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var enlargedState = card.GetStateComponent<CardAlbumEnlargedState>(
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CardStateNames.AlbumEnlarged
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);
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if (enlargedState != null)
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{
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// Access state-specific methods/properties
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}
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```
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### Subscribing to Card Events
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```csharp
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var context = card.Context;
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// Drag events
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context.OnDragStarted += (ctx) => Debug.Log("Drag started!");
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context.OnDragEnded += (ctx) => Debug.Log("Drag ended!");
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// Click events (routed through CardDisplay)
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context.CardDisplay.OnCardClicked += (display) => Debug.Log("Card clicked!");
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// Booster reveal events
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context.BoosterContext.OnRevealFlowComplete += () => {
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Debug.Log("Reveal complete!");
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CardSystemManager.Instance.AddCardToInventory(context.CardData);
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};
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// State machine events (if needed)
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||
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|
context.StateMachine.OnStateChange += (newState) => Debug.Log($"State: {newState.name}");
|
||
|
|
```
|
||
|
|
|
||
|
|
### Custom Animations
|
||
|
|
|
||
|
|
```csharp
|
||
|
|
var animator = card.Animator;
|
||
|
|
|
||
|
|
// Built-in animations
|
||
|
|
animator.PopIn(duration: 0.5f, onComplete: () => Debug.Log("Popped in!"));
|
||
|
|
animator.PopOut(duration: 0.3f);
|
||
|
|
animator.PlayEnlarge(targetScale: 2.5f);
|
||
|
|
animator.PlayShrink(targetScale: Vector3.one);
|
||
|
|
|
||
|
|
// Combine animations
|
||
|
|
animator.AnimateLocalPosition(Vector3.zero, duration: 0.5f);
|
||
|
|
animator.AnimateScale(Vector3.one * 1.5f, duration: 0.3f);
|
||
|
|
|
||
|
|
// Flip animation
|
||
|
|
Transform cardBack = card.transform.Find("CardBack");
|
||
|
|
Transform cardFront = card.transform.Find("CardDisplay");
|
||
|
|
animator.PlayFlip(cardBack, cardFront, duration: 0.6f, onComplete: () => {
|
||
|
|
Debug.Log("Flip complete!");
|
||
|
|
});
|
||
|
|
animator.PlayFlipScalePunch(punchScale: 1.1f);
|
||
|
|
|
||
|
|
// Hover effects
|
||
|
|
Vector2 originalPos = animator.GetAnchoredPosition();
|
||
|
|
animator.HoverEnter(liftAmount: 20f, scaleMultiplier: 1.05f);
|
||
|
|
// ... later
|
||
|
|
animator.HoverExit(originalPos);
|
||
|
|
```
|
||
|
|
|
||
|
|
---
|
||
|
|
|
||
|
|
## Extending the System
|
||
|
|
|
||
|
|
### Adding a New Card State
|
||
|
|
|
||
|
|
1. **Create State Script** in `StateMachine/States/`
|
||
|
|
```csharp
|
||
|
|
using Core.SaveLoad;
|
||
|
|
using UI.CardSystem.StateMachine;
|
||
|
|
|
||
|
|
public class MyNewCardState : AppleState, ICardClickHandler
|
||
|
|
{
|
||
|
|
private CardContext _context;
|
||
|
|
|
||
|
|
public override void EnterState()
|
||
|
|
{
|
||
|
|
_context = GetComponentInParent<CardContext>();
|
||
|
|
// Setup animations, visuals, etc.
|
||
|
|
}
|
||
|
|
|
||
|
|
public void OnCardClicked(CardContext context)
|
||
|
|
{
|
||
|
|
// Handle click behavior
|
||
|
|
}
|
||
|
|
|
||
|
|
public override void ExitState()
|
||
|
|
{
|
||
|
|
// Cleanup
|
||
|
|
}
|
||
|
|
}
|
||
|
|
```
|
||
|
|
|
||
|
|
2. **Add State Name** to `CardStateNames.cs`
|
||
|
|
```csharp
|
||
|
|
public const string MyNewState = "MyNewCardState";
|
||
|
|
```
|
||
|
|
|
||
|
|
3. **Add GameObject** as child of Card prefab's AppleMachine with your state component attached
|
||
|
|
|
||
|
|
4. **Transition to State**
|
||
|
|
```csharp
|
||
|
|
card.ChangeState(CardStateNames.MyNewState);
|
||
|
|
```
|
||
|
|
|
||
|
|
### Creating a Custom Card Visual Effect
|
||
|
|
|
||
|
|
```csharp
|
||
|
|
public class MyCardEffect : MonoBehaviour
|
||
|
|
{
|
||
|
|
private CardContext _context;
|
||
|
|
|
||
|
|
void Start()
|
||
|
|
{
|
||
|
|
_context = GetComponentInParent<CardContext>();
|
||
|
|
|
||
|
|
// Subscribe to state changes
|
||
|
|
_context.StateMachine.OnStateChange += OnStateChanged;
|
||
|
|
}
|
||
|
|
|
||
|
|
void OnStateChanged(AppleState newState)
|
||
|
|
{
|
||
|
|
if (newState.name == CardStateNames.EnlargedNew)
|
||
|
|
{
|
||
|
|
// Play custom effect
|
||
|
|
PlaySparkleEffect();
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
void PlaySparkleEffect()
|
||
|
|
{
|
||
|
|
// Your custom effect logic
|
||
|
|
}
|
||
|
|
}
|
||
|
|
```
|
||
|
|
|
||
|
|
### Adding Custom Card Slots
|
||
|
|
|
||
|
|
```csharp
|
||
|
|
public class MyCustomCardSlot : AlbumCardSlot
|
||
|
|
{
|
||
|
|
protected override void OnCardPlaced(Card card)
|
||
|
|
{
|
||
|
|
base.OnCardPlaced(card);
|
||
|
|
|
||
|
|
// Custom logic when card placed
|
||
|
|
PlaySpecialEffect();
|
||
|
|
}
|
||
|
|
}
|
||
|
|
```
|
||
|
|
|
||
|
|
---
|
||
|
|
|
||
|
|
## Troubleshooting
|
||
|
|
|
||
|
|
### Cards Not Showing in Corner
|
||
|
|
|
||
|
|
**Check:**
|
||
|
|
1. AlbumViewPage has `cardPrefab` assigned
|
||
|
|
2. AlbumViewPage has `bottomRightSlots` assigned (SlotContainer with 3 slots)
|
||
|
|
3. CardSystemManager has pending cards: `GetPendingRevealCards().Count > 0`
|
||
|
|
4. Page is in album proper (not menu page): Check with `IsInAlbumProper()`
|
||
|
|
|
||
|
|
**Debug:**
|
||
|
|
```csharp
|
||
|
|
Debug.Log($"Pending cards: {CardSystemManager.Instance.GetPendingRevealCards().Count}");
|
||
|
|
Debug.Log($"Is in album: {albumViewPage.IsInAlbumProper()}");
|
||
|
|
```
|
||
|
|
|
||
|
|
### Cards Spawning on Top of Each Other
|
||
|
|
|
||
|
|
**Cause:** Corner slots not properly configured with `SlotIndex` property
|
||
|
|
|
||
|
|
**Fix:**
|
||
|
|
- Ensure each slot has unique `SlotIndex` (0, 1, 2)
|
||
|
|
- Verify in inspector: Select each slot → Check `SlotIndex` field
|
||
|
|
|
||
|
|
### Card Won't Flip
|
||
|
|
|
||
|
|
**Check:**
|
||
|
|
1. Card has `CardBack` child GameObject
|
||
|
|
2. Card has `CardDisplay` child GameObject
|
||
|
|
3. Both have proper hierarchy: `Card → CardBack`, `Card → CardDisplay`
|
||
|
|
4. State transitions are correct
|
||
|
|
|
||
|
|
**Debug:**
|
||
|
|
```csharp
|
||
|
|
var cardBack = card.transform.Find("CardBack");
|
||
|
|
var cardDisplay = card.transform.Find("CardDisplay");
|
||
|
|
Debug.Log($"Back found: {cardBack != null}, Display found: {cardDisplay != null}");
|
||
|
|
Debug.Log($"Current state: {card.GetCurrentStateName()}");
|
||
|
|
```
|
||
|
|
|
||
|
|
### Book Won't Flip to Correct Page
|
||
|
|
|
||
|
|
**Check:**
|
||
|
|
1. BookTabButton components configured with correct `zone` and `targetPage`
|
||
|
|
2. AlbumViewPage has `tabContainer` assigned
|
||
|
|
3. BookPro component reference assigned on AlbumViewPage
|
||
|
|
|
||
|
|
**Debug:**
|
||
|
|
```csharp
|
||
|
|
// In AlbumViewPage
|
||
|
|
foreach (var tab in _zoneTabs)
|
||
|
|
{
|
||
|
|
Debug.Log($"Tab: {tab.Zone} → Page {tab.TargetPage}");
|
||
|
|
}
|
||
|
|
```
|
||
|
|
|
||
|
|
### Cards Not Enlarging When Clicked in Album
|
||
|
|
|
||
|
|
**Check:**
|
||
|
|
1. Card is in `PlacedInSlotState`
|
||
|
|
2. AlbumViewPage has `cardEnlargedBackdrop` and `cardEnlargedContainer` assigned
|
||
|
|
3. Card was registered: `albumViewPage.RegisterCardInAlbum(card)`
|
||
|
|
|
||
|
|
**Debug:**
|
||
|
|
```csharp
|
||
|
|
var enlargedState = card.GetStateComponent<CardAlbumEnlargedState>(CardStateNames.AlbumEnlarged);
|
||
|
|
Debug.Log($"Enlarged state found: {enlargedState != null}");
|
||
|
|
Debug.Log($"Current state: {card.GetCurrentStateName()}");
|
||
|
|
```
|
||
|
|
|
||
|
|
### Memory Leaks / Cards Not Destroying
|
||
|
|
|
||
|
|
**Cause:** Event subscriptions not cleaned up
|
||
|
|
|
||
|
|
**Fix Pattern:**
|
||
|
|
```csharp
|
||
|
|
void OnEnable()
|
||
|
|
{
|
||
|
|
card.Context.OnDragStarted += HandleDrag;
|
||
|
|
}
|
||
|
|
|
||
|
|
void OnDisable()
|
||
|
|
{
|
||
|
|
if (card != null && card.Context != null)
|
||
|
|
{
|
||
|
|
card.Context.OnDragStarted -= HandleDrag;
|
||
|
|
}
|
||
|
|
}
|
||
|
|
```
|
||
|
|
|
||
|
|
### Booster Packs Not Appearing
|
||
|
|
|
||
|
|
**Check:**
|
||
|
|
1. BoosterOpeningPage has `boosterPackPrefab` assigned
|
||
|
|
2. BoosterOpeningPage has `bottomRightSlots` assigned
|
||
|
|
3. Called `SetAvailableBoosterCount()` before showing page
|
||
|
|
|
||
|
|
**Debug:**
|
||
|
|
```csharp
|
||
|
|
Debug.Log($"Booster count: {CardSystemManager.Instance.GetBoosterPackCount()}");
|
||
|
|
Debug.Log($"Booster prefab: {boosterOpeningPage.boosterPackPrefab != null}");
|
||
|
|
```
|
||
|
|
|
||
|
|
---
|
||
|
|
|
||
|
|
## State Diagram
|
||
|
|
|
||
|
|
```
|
||
|
|
BOOSTER OPENING FLOW:
|
||
|
|
IdleState ──click──> EnlargedNewState ──click──> RevealedState
|
||
|
|
└──> EnlargedRepeatState ──┘
|
||
|
|
└──> EnlargedLegendaryRepeatState ──┘
|
||
|
|
|
||
|
|
ALBUM PLACEMENT FLOW:
|
||
|
|
PendingFaceDownState ──drag──> DraggingRevealedState ──drop on slot──> PlacedInSlotState
|
||
|
|
│
|
||
|
|
click
|
||
|
|
│
|
||
|
|
↓
|
||
|
|
AlbumEnlargedState
|
||
|
|
│
|
||
|
|
click
|
||
|
|
│
|
||
|
|
↓
|
||
|
|
PlacedInSlotState
|
||
|
|
```
|
||
|
|
|
||
|
|
---
|
||
|
|
|
||
|
|
## Additional Resources
|
||
|
|
|
||
|
|
- **Code Location**: `Assets/Scripts/UI/CardSystem/`
|
||
|
|
- **Card Prefabs**: `Assets/Prefabs/UI/Cards/`
|
||
|
|
- **Card Definitions**: `Assets/Data/CardSystem/Definitions/`
|
||
|
|
- **Album Scene**: `Assets/Scenes/Album.unity`
|
||
|
|
|
||
|
|
**Related Systems:**
|
||
|
|
- [UIPageController Documentation](ui_page_navigation.md) - UI page stack navigation
|
||
|
|
- [DragAndDrop System](../Scripts/UI/DragAndDrop/Core/) - Base drag/drop framework
|
||
|
|
- [Settings System](settings_readme.md) - Card system configuration
|
||
|
|
|
||
|
|
---
|
||
|
|
|
||
|
|
**Last Updated:** November 18, 2025
|
||
|
|
**Version:** 1.0
|
||
|
|
**Contributors:** Development Team
|
||
|
|
|