Files
AppleHillsProduction/Assets/Scripts/UI/CardSystem/BoosterOpeningPage.cs

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C#
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using System.Collections;
using System.Collections.Generic;
using AppleHills.Data.CardSystem;
using Core;
2025-10-14 14:57:50 +02:00
using Data.CardSystem;
using Pixelplacement;
using UnityEngine;
using UnityEngine.UI;
namespace AppleHills.UI.CardSystem
{
/// <summary>
/// UI page for opening booster packs and displaying the cards obtained.
/// </summary>
public class BoosterOpeningPage : UIPage
{
[Header("UI Elements")]
[SerializeField] private GameObject boosterPackObject;
[SerializeField] private Transform cardRevealTransform;
[SerializeField] private GameObject cardPrefab;
[SerializeField] private Button openBoosterButton;
[SerializeField] private Button continueButton;
[Header("Animation Settings")]
[SerializeField] private float cardRevealDelay = 0.5f;
[SerializeField] private float cardMoveToBackpackDelay = 1.0f;
// State tracking
private enum OpeningState
{
BoosterReady,
CardsRevealed,
Completed
}
private OpeningState _currentState = OpeningState.BoosterReady;
private List<CardUIElement> _revealedCards = new List<CardUIElement>();
private CardSystemManager _cardManager;
private void Awake()
{
_cardManager = CardSystemManager.Instance;
// Set up button listeners
if (openBoosterButton != null)
{
openBoosterButton.onClick.AddListener(OnOpenBoosterClicked);
}
if (continueButton != null)
{
continueButton.onClick.AddListener(OnContinueClicked);
continueButton.gameObject.SetActive(false);
}
}
private void OnDestroy()
{
// Clean up button listeners
if (openBoosterButton != null)
{
openBoosterButton.onClick.RemoveListener(OnOpenBoosterClicked);
}
if (continueButton != null)
{
continueButton.onClick.RemoveListener(OnContinueClicked);
}
}
/// <summary>
/// Resets the page to its initial state when it becomes active
/// </summary>
public override void TransitionIn()
{
base.TransitionIn();
ResetState();
}
/// <summary>
/// Resets the state of the booster opening process
/// </summary>
private void ResetState()
{
// Clear any previously revealed cards
foreach (var card in _revealedCards)
{
Destroy(card.gameObject);
}
_revealedCards.Clear();
// Reset state
_currentState = OpeningState.BoosterReady;
// Show booster pack, hide continue button
if (boosterPackObject != null)
{
boosterPackObject.SetActive(true);
}
if (openBoosterButton != null)
{
openBoosterButton.gameObject.SetActive(true);
}
if (continueButton != null)
{
continueButton.gameObject.SetActive(false);
}
}
/// <summary>
/// Handles click on the booster pack to open it
/// </summary>
private void OnOpenBoosterClicked()
{
if (_currentState != OpeningState.BoosterReady) return;
// Open the booster pack and get the cards
List<CardData> newCards = _cardManager.OpenBoosterPack();
if (newCards.Count > 0)
{
// Hide the booster pack and open button
if (boosterPackObject != null)
{
boosterPackObject.SetActive(false);
}
if (openBoosterButton != null)
{
openBoosterButton.gameObject.SetActive(false);
}
// Start revealing cards
StartCoroutine(RevealCards(newCards));
}
else
{
Logging.Warning("[BoosterOpeningPage] No cards were obtained from the booster pack.");
UIPageController.Instance.PopPage();
}
}
/// <summary>
/// Reveals cards one by one with animation
/// </summary>
private IEnumerator RevealCards(List<CardData> cards)
{
// Wait a short delay before revealing cards
yield return new WaitForSeconds(0.5f);
// Reveal each card
foreach (var cardData in cards)
{
// Instantiate card UI element
GameObject cardObj = Instantiate(cardPrefab, cardRevealTransform);
CardUIElement cardUI = cardObj.GetComponent<CardUIElement>();
if (cardUI != null)
{
// Set up the card data
cardUI.SetupCard(cardData);
_revealedCards.Add(cardUI);
// Set initial scale to zero for animation
cardObj.transform.localScale = Vector3.zero;
// Play reveal animation using Pixelplacement.Tween
Tween.LocalScale(cardObj.transform, Vector3.one, 0.5f, 0f, Tween.EaseOutBack);
// Call card's show animation
cardUI.OnShowAnimation();
// Wait for animation delay
yield return new WaitForSeconds(cardRevealDelay);
}
}
// Update state and show continue button
_currentState = OpeningState.CardsRevealed;
if (continueButton != null)
{
continueButton.gameObject.SetActive(true);
}
}
/// <summary>
/// Handles click on the continue button after cards are revealed
/// </summary>
private void OnContinueClicked()
{
if (_currentState != OpeningState.CardsRevealed) return;
// Start moving cards to backpack animation
StartCoroutine(MoveCardsToBackpack());
}
/// <summary>
/// Animates cards moving to the backpack
/// </summary>
private IEnumerator MoveCardsToBackpack()
{
// Hide continue button
if (continueButton != null)
{
continueButton.gameObject.SetActive(false);
}
// Get corner position for backpack (bottom left)
Vector3 cornerPosition = new Vector3(-Screen.width/2 + 50, -Screen.height/2 + 50, 0);
// Animate each card moving to the backpack
foreach (var card in _revealedCards)
{
// Play move to backpack animation using Pixelplacement.Tween
Tween.Position(card.transform, cornerPosition, 0.5f, 0f, Tween.EaseInBack);
Tween.LocalScale(card.transform, Vector3.zero, 0.5f, 0f, Tween.EaseInBack);
// Call card's move to backpack animation
card.OnMoveToBackpackAnimation();
// Wait for animation delay
yield return new WaitForSeconds(cardMoveToBackpackDelay);
}
// Wait a moment before completing
yield return new WaitForSeconds(0.3f);
// Complete the process and return to previous page
_currentState = OpeningState.Completed;
UIPageController.Instance.PopPage();
}
/// <summary>
/// Override for transition in animation using Pixelplacement.Tween
/// </summary>
protected override void DoTransitionIn(System.Action onComplete)
{
// Scale in animation for the booster pack
if (boosterPackObject != null)
{
boosterPackObject.transform.localScale = Vector3.zero;
Tween.LocalScale(boosterPackObject.transform, Vector3.one, transitionDuration, 0f,
Tween.EaseOutBack, Tween.LoopType.None, null, onComplete);
}
else
{
onComplete?.Invoke();
}
}
/// <summary>
/// Override for transition out animation using Pixelplacement.Tween
/// </summary>
protected override void DoTransitionOut(System.Action onComplete)
{
// Fade out animation using a CanvasGroup if available
CanvasGroup canvasGroup = GetComponent<CanvasGroup>();
if (canvasGroup != null)
{
Tween.Value(canvasGroup.alpha, 0f, (value) => canvasGroup.alpha = value,
transitionDuration, 0f, Tween.EaseInOut, Tween.LoopType.None, null, onComplete);
}
else
{
onComplete?.Invoke();
}
}
}
}