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AppleHillsProduction/docs/card_system_implementation_plan.md

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# Card System Implementation Plan
## Current Implementation Analysis
### Data Layer
1. **CardData.cs**:
- Represents an instance of a card in the player's collection
- Contains unique ID, rarity, and copies owned
- Has a reference to its CardDefinition for display information
- Includes methods for rarity upgrades when collecting duplicates
- Well-structured with proper serialization support
2. **CardDefinition.cs**:
- ScriptableObject template for creating card instances
- Contains basic info (name, description), visuals, and collection data
- Provides helper methods like CreateCardData() and GetBackgroundColor()
- Supports different zones (AppleHills, Quarry, Forest, Mountain, Beach)
3. **CardSystemManager.cs**:
- Singleton manager for the card system
- Manages available card definitions and player inventory
- Includes event callbacks for booster packs and card collection
- Has partial implementation for adding booster packs
- Has a simple CardInventory class stub
4. **CardVisualConfig.cs**:
- ScriptableObject for configuring the visual appearance of cards
- Maps rarities to colors and zones to colors/shapes
- Uses dictionary lookups for efficient access
### UI Layer
1. **CardUIElement.cs**:
- Handles displaying a single card in the UI
- Updates visuals based on card data (rarity, zone)
- References UI elements like card name text, images, frames, etc.
2. **UIPageController.cs**:
- Manages UI page transitions with a stack-based navigation system
- Provides methods for pushing, popping, and clearing the page stack
- Uses events to notify when pages change
3. **UI Page Components**:
- Several page-related files (AlbumViewPage.cs, BoosterOpeningPage.cs, CardMenuPage.cs)
- CardAlbumUI.cs file for handling the album display
- Base UIPage.cs class for common page functionality
## What's done
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1. **Complete CardInventory Implementation**:
- Move from simple stub to full implementation
- Add methods to manage the player's card collection
- Implement filtering, sorting, and organization features
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2. **Booster Pack Generation**:
- Complete the logic to generate random booster packs with appropriate rarity distribution
- Implement methods for awarding booster packs to the player
- Add events for notifying UI when booster packs are obtained
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## What's currently being worked on
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3. **Card Collection UI**:
- Complete the album browsing UI with filtering and sorting options
- Implement visual indicators for owned/not owned cards
- Add UI for tracking collection completion
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## What's Missing
Based on the requirements, here's what still needs to be implemented:
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4. **Booster Pack Opening UI**:
- Implement the UI flow for opening booster packs
- Add card reveal animations and effects
- Create UI feedback for rare card discoveries
5. **Save/Load System**:
- Implement persistence for the player's card collection
- Add autosave functionality for cards and booster packs
## Implementation Plan
### Step 1: Complete the Data Layer
1. **Implement CardInventory.cs**:
- Create a dedicated class file (replacing the stub in CardSystemManager)
- Add methods for adding/removing cards, checking duplicates
- Implement filtering by zone, rarity, etc.
- Add collection statistics methods
2. **Complete CardSystemManager.cs**:
- Update references to use the new CardInventory class
- Add methods for save/load integration
- Implement additional helper methods for card management
### Step 2: Implement UI Flow
1. **Complete UIPage Implementations**:
- Implement CardMenuPage.cs as the main card system entry point
- Complete AlbumViewPage.cs for browsing the collection
- Implement BoosterOpeningPage.cs for the pack opening experience
2. **Card Collection Browsing**:
- Complete CardAlbumUI.cs to display the player's collection
- Add filtering by zone, rarity, etc.
- Implement pagination for large collections
3. **Booster Pack UI**:
- Create UI for displaying and opening booster packs
- Implement card reveal animations and transitions
- Add sound effects and visual feedback
### Step 3: Integration and Polishing
1. **Connect UI to Data Layer**:
- Hook up UI components to CardSystemManager events
- Ensure data flows correctly between UI and data layers
2. **Test and Balance**:
- Test rarity distribution in booster packs
- Balance the upgrade system for duplicates
3. **Performance Optimization**:
- Implement object pooling for card UI elements
- Optimize loading of card data and sprites
### Step 4: Additional Features (Optional)
1. **Card Trading System**:
- Allow players to trade cards with NPCs or other players
2. **Special Collection Bonuses**:
- Rewards for completing sets of cards
3. **Card Usage Mechanics**:
- Ways to use cards in gameplay beyond collection