Add backbone for card creation and implement Camera minigame mechanics

This commit is contained in:
Michal Pikulski
2025-10-10 14:31:51 +02:00
parent d9039ce655
commit 0c5546efd2
107 changed files with 10490 additions and 280 deletions

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using System;
using UnityEngine;
namespace AppleHills.Data.CardSystem
{
[Serializable]
public class CardData
{
// Core data (serialized)
public string Id; // Auto-generated unique ID (GUID)
public string DefinitionId; // ID of the card definition this instance was created from
public CardRarity Rarity; // Current rarity (may be upgraded from original)
public int CopiesOwned; // Number of copies the player has (for stacking)
// Reference back to the definition (not serialized)
[NonSerialized]
private CardDefinition _definition;
// Properties that reference definition data
public string Name => _definition?.Name;
public string Description => _definition?.Description;
public CardZone Zone => _definition?.Zone ?? CardZone.AppleHills;
public int CollectionIndex => _definition?.CollectionIndex ?? 0;
public Sprite CardImage => _definition?.CardImage;
// Derived properties
public Color BackgroundColor => _definition?.GetBackgroundColor() ?? Color.white;
// Get frame shape based on rarity
public string GetFrameShapeName()
{
return $"Frame_{Rarity}";
}
// Default constructor
public CardData()
{
Id = Guid.NewGuid().ToString();
CopiesOwned = 0;
}
// Constructor from definition
public CardData(CardDefinition definition)
{
Id = Guid.NewGuid().ToString();
DefinitionId = definition.Id;
Rarity = definition.Rarity;
CopiesOwned = 1;
_definition = definition;
}
// Copy constructor
public CardData(CardData other)
{
Id = other.Id;
DefinitionId = other.DefinitionId;
Rarity = other.Rarity;
CopiesOwned = other.CopiesOwned;
_definition = other._definition;
}
// Method to link this card data to its definition
public void SetDefinition(CardDefinition definition)
{
if (definition != null)
{
_definition = definition;
DefinitionId = definition.Id;
}
}
// Method to upgrade rarity when enough copies are collected
public bool TryUpgradeRarity()
{
// Simple implementation - each rarity needs twice as many copies to upgrade
int requiredCopies = (int)Rarity * 2 + 1;
if (CopiesOwned >= requiredCopies && Rarity < CardRarity.Legendary)
{
Rarity += 1;
CopiesOwned -= requiredCopies;
return true;
}
return false;
}
// ToString method for debugging
public override string ToString()
{
return $"CardData [ID: {Id}, Name: {Name}, Rarity: {Rarity}, Zone: {Zone}, " +
$"DefinitionID: {DefinitionId}, Copies: {CopiesOwned}, " +
$"Has Definition: {_definition != null}, Has Image: {CardImage != null}]";
}
}
// Enums for card attributes
public enum CardRarity
{
Common = 0,
Uncommon = 1,
Rare = 2,
Epic = 3,
Legendary = 4
}
public enum CardZone
{
AppleHills,
Quarry,
Forest,
Mountain,
Beach
}
}

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using System;
using UnityEngine;
namespace AppleHills.Data.CardSystem
{
/// <summary>
/// Scriptable object defining a collectible card's properties.
/// Used as a template for generating CardData instances.
/// </summary>
[CreateAssetMenu(fileName = "New Card", menuName = "Apple Hills/Card System/Card Definition")]
public class CardDefinition : ScriptableObject
{
[Header("Identification")]
[Tooltip("Unique identifier for this card definition")]
public string Id = Guid.NewGuid().ToString();
[Header("Basic Info")]
public string Name;
[TextArea(3, 5)]
public string Description;
public CardRarity Rarity;
public CardZone Zone;
[Header("Visual Elements")]
public Sprite CardImage; // The actual card image
[Header("Collection Info")]
public int CollectionIndex; // Position in the album
/// <summary>
/// Creates a new CardData instance from this definition
/// </summary>
public CardData CreateCardData()
{
return new CardData(this);
}
/// <summary>
/// Gets the background color for this card based on its zone
/// </summary>
public Color GetBackgroundColor()
{
// Colors based on zone
switch (Zone)
{
case CardZone.AppleHills:
return new Color(0.8f, 0.9f, 0.8f); // Light green
case CardZone.Quarry:
return new Color(0.85f, 0.8f, 0.7f); // Sandy brown
case CardZone.Forest:
return new Color(0.6f, 0.8f, 0.6f); // Forest green
case CardZone.Mountain:
return new Color(0.7f, 0.7f, 0.9f); // Bluish
case CardZone.Beach:
return new Color(0.9f, 0.85f, 0.7f); // Sandy yellow
default:
return Color.white;
}
}
}
}

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using System;
using System.Collections.Generic;
using UnityEngine;
namespace AppleHills.Data.CardSystem
{
/// <summary>
/// Manages the player's card collection, booster packs, and related operations.
/// Uses a singleton pattern for global access.
/// </summary>
public class CardSystemManager : MonoBehaviour
{
private static CardSystemManager _instance;
private static bool _isQuitting = false;
public static CardSystemManager Instance
{
get
{
if (_instance == null && Application.isPlaying && !_isQuitting)
{
_instance = FindAnyObjectByType<CardSystemManager>();
if (_instance == null)
{
var go = new GameObject("CardSystemManager");
_instance = go.AddComponent<CardSystemManager>();
DontDestroyOnLoad(go);
}
}
return _instance;
}
}
[Header("Card Collection")]
[SerializeField] private List<CardDefinition> availableCards = new List<CardDefinition>();
// Runtime data - will be serialized for save/load
[SerializeField] private CardInventory playerInventory = new CardInventory();
// Dictionary to quickly look up card definitions by ID
private Dictionary<string, CardDefinition> _definitionLookup = new Dictionary<string, CardDefinition>();
// Event callbacks using System.Action
public event Action<List<CardData>> OnBoosterOpened;
public event Action<CardData> OnCardCollected;
public event Action<CardData> OnCardRarityUpgraded;
public event Action<int> OnBoosterCountChanged;
private void Awake()
{
if (_instance != null && _instance != this)
{
Destroy(gameObject);
return;
}
_instance = this;
DontDestroyOnLoad(gameObject);
// Build lookup dictionary
BuildDefinitionLookup();
}
private void OnApplicationQuit()
{
_isQuitting = true;
}
/// <summary>
/// Builds a lookup dictionary for quick access to card definitions by ID
/// </summary>
private void BuildDefinitionLookup()
{
_definitionLookup.Clear();
foreach (var cardDef in availableCards)
{
if (cardDef != null && !string.IsNullOrEmpty(cardDef.Id))
{
_definitionLookup[cardDef.Id] = cardDef;
}
}
// Link existing card data to their definitions
foreach (var cardData in playerInventory.CollectedCards.Values)
{
if (!string.IsNullOrEmpty(cardData.DefinitionId) &&
_definitionLookup.TryGetValue(cardData.DefinitionId, out CardDefinition def))
{
cardData.SetDefinition(def);
}
}
}
/// <summary>
/// Adds a booster pack to the player's inventory
/// </summary>
public void AddBoosterPack(int count = 1)
{
playerInventory.BoosterPackCount += count;
OnBoosterCountChanged?.Invoke(playerInventory.BoosterPackCount);
Debug.Log($"[CardSystemManager] Added {count} booster pack(s). Total: {playerInventory.BoosterPackCount}");
}
/// <summary>
/// Opens a booster pack and returns the newly obtained cards
/// </summary>
public List<CardData> OpenBoosterPack()
{
if (playerInventory.BoosterPackCount <= 0)
{
Debug.LogWarning("[CardSystemManager] Attempted to open a booster pack, but none are available.");
return new List<CardData>();
}
playerInventory.BoosterPackCount--;
OnBoosterCountChanged?.Invoke(playerInventory.BoosterPackCount);
// Draw 3 cards based on rarity distribution
List<CardData> drawnCards = DrawRandomCards(3);
// Add cards to the inventory
foreach (var card in drawnCards)
{
AddCardToInventory(card);
}
// Notify listeners
OnBoosterOpened?.Invoke(drawnCards);
Debug.Log($"[CardSystemManager] Opened a booster pack and obtained {drawnCards.Count} cards. Remaining boosters: {playerInventory.BoosterPackCount}");
return drawnCards;
}
/// <summary>
/// Adds a card to the player's inventory, handles duplicates
/// </summary>
private void AddCardToInventory(CardData card)
{
// Check if the player already has this card type (definition)
if (playerInventory.CollectedCards.TryGetValue(card.DefinitionId, out CardData existingCard))
{
existingCard.CopiesOwned++;
// Check if the card can be upgraded
if (existingCard.TryUpgradeRarity())
{
OnCardRarityUpgraded?.Invoke(existingCard);
}
Debug.Log($"[CardSystemManager] Added duplicate card '{card.Name}'. Now have {existingCard.CopiesOwned} copies.");
}
else
{
// Add new card
playerInventory.CollectedCards.Add(card.DefinitionId, new CardData(card));
OnCardCollected?.Invoke(card);
Debug.Log($"[CardSystemManager] Added new card '{card.Name}' to collection.");
}
}
/// <summary>
/// Draws random cards based on rarity distribution
/// </summary>
private List<CardData> DrawRandomCards(int count)
{
List<CardData> result = new List<CardData>();
if (availableCards.Count == 0)
{
Debug.LogError("[CardSystemManager] No available cards defined!");
return result;
}
// Simple weighted random selection based on rarity
for (int i = 0; i < count; i++)
{
// Determine card rarity first
CardRarity rarity = DetermineRandomRarity();
// Filter cards by the selected rarity
List<CardDefinition> cardsOfRarity = availableCards.FindAll(c => c.Rarity == rarity);
if (cardsOfRarity.Count > 0)
{
// Select a random card of this rarity
int randomIndex = UnityEngine.Random.Range(0, cardsOfRarity.Count);
CardDefinition selectedDef = cardsOfRarity[randomIndex];
// Create card data from definition
CardData newCard = selectedDef.CreateCardData();
result.Add(newCard);
}
else
{
// Fallback if no cards of the selected rarity
Debug.LogWarning($"[CardSystemManager] No cards of rarity {rarity} available, selecting a random card instead.");
int randomIndex = UnityEngine.Random.Range(0, availableCards.Count);
CardDefinition randomDef = availableCards[randomIndex];
CardData newCard = randomDef.CreateCardData();
result.Add(newCard);
}
}
return result;
}
/// <summary>
/// Determines a random card rarity with appropriate weighting
/// </summary>
private CardRarity DetermineRandomRarity()
{
// Simple weighted random - can be adjusted for better distribution
float rand = UnityEngine.Random.value;
if (rand < 0.6f) return CardRarity.Common;
if (rand < 0.85f) return CardRarity.Uncommon;
if (rand < 0.95f) return CardRarity.Rare;
if (rand < 0.99f) return CardRarity.Epic;
return CardRarity.Legendary;
}
/// <summary>
/// Returns all cards from the player's collection
/// </summary>
public List<CardData> GetAllCollectedCards()
{
List<CardData> result = new List<CardData>();
foreach (var card in playerInventory.CollectedCards.Values)
{
result.Add(card);
}
return result;
}
/// <summary>
/// Returns the number of booster packs the player has
/// </summary>
public int GetBoosterPackCount()
{
return playerInventory.BoosterPackCount;
}
/// <summary>
/// Returns whether a specific card definition has been collected
/// </summary>
public bool IsCardCollected(string definitionId)
{
return playerInventory.CollectedCards.ContainsKey(definitionId);
}
}
/// <summary>
/// Serializable class to store the player's card inventory
/// </summary>
[Serializable]
public class CardInventory
{
public Dictionary<string, CardData> CollectedCards = new Dictionary<string, CardData>();
public int BoosterPackCount;
}
}

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using System;
using System.Collections.Generic;
using UnityEngine;
namespace AppleHills.Data.CardSystem
{
/// <summary>
/// ScriptableObject containing visual configuration for card display
/// Maps card rarities to colors and zones to colors/shapes
/// </summary>
[CreateAssetMenu(fileName = "CardVisualConfig", menuName = "Apple Hills/Card System/Visual Config")]
public class CardVisualConfig : ScriptableObject
{
[Serializable]
public class RarityColorMapping
{
public CardRarity rarity;
public Color color = Color.white;
}
[Serializable]
public class ZoneVisualMapping
{
public CardZone zone;
public Color color = Color.white;
public Sprite backgroundShape;
}
[Header("Rarity Configuration")]
[Tooltip("Color mappings for different card rarities")]
[SerializeField] private List<RarityColorMapping> rarityColors = new List<RarityColorMapping>();
[Header("Zone Configuration")]
[Tooltip("Visual mappings for different card zones")]
[SerializeField] private List<ZoneVisualMapping> zoneVisuals = new List<ZoneVisualMapping>();
private Dictionary<CardRarity, Color> _rarityColorLookup;
private Dictionary<CardZone, Color> _zoneColorLookup;
private Dictionary<CardZone, Sprite> _zoneShapeLookup;
/// <summary>
/// Initialize the lookup dictionaries when the asset is loaded
/// </summary>
private void OnEnable()
{
InitializeLookups();
}
/// <summary>
/// Builds the lookup dictionaries from the serialized lists
/// </summary>
private void InitializeLookups()
{
// Build rarity color lookup
_rarityColorLookup = new Dictionary<CardRarity, Color>();
foreach (var mapping in rarityColors)
{
_rarityColorLookup[mapping.rarity] = mapping.color;
}
// Build zone color and shape lookups
_zoneColorLookup = new Dictionary<CardZone, Color>();
_zoneShapeLookup = new Dictionary<CardZone, Sprite>();
foreach (var mapping in zoneVisuals)
{
_zoneColorLookup[mapping.zone] = mapping.color;
_zoneShapeLookup[mapping.zone] = mapping.backgroundShape;
}
}
/// <summary>
/// Get the color for a specific card rarity
/// </summary>
public Color GetRarityColor(CardRarity rarity)
{
// Initialize lookups if needed
if (_rarityColorLookup == null)
{
InitializeLookups();
}
// Return the color if found, otherwise white
if (_rarityColorLookup.TryGetValue(rarity, out Color color))
{
return color;
}
Debug.LogWarning($"[CardVisualConfig] No color mapping found for rarity {rarity}, using default");
return Color.white;
}
/// <summary>
/// Get the color for a specific card zone
/// </summary>
public Color GetZoneColor(CardZone zone)
{
// Initialize lookups if needed
if (_zoneColorLookup == null)
{
InitializeLookups();
}
// Return the color if found, otherwise white
if (_zoneColorLookup.TryGetValue(zone, out Color color))
{
return color;
}
Debug.LogWarning($"[CardVisualConfig] No color mapping found for zone {zone}, using default");
return Color.white;
}
/// <summary>
/// Get the background shape sprite for a specific zone
/// </summary>
public Sprite GetZoneShape(CardZone zone)
{
// Initialize lookups if needed
if (_zoneShapeLookup == null)
{
InitializeLookups();
}
// Return the sprite if found, otherwise null
if (_zoneShapeLookup.TryGetValue(zone, out Sprite sprite))
{
return sprite;
}
Debug.LogWarning($"[CardVisualConfig] No shape mapping found for zone {zone}");
return null;
}
#if UNITY_EDITOR
/// <summary>
/// Editor-only utility to reset the config with default values
/// </summary>
public void ResetWithDefaults()
{
// Clear existing mappings
rarityColors.Clear();
zoneVisuals.Clear();
// Add default rarity colors
rarityColors.Add(new RarityColorMapping { rarity = CardRarity.Common, color = Color.gray });
rarityColors.Add(new RarityColorMapping { rarity = CardRarity.Uncommon, color = Color.green });
rarityColors.Add(new RarityColorMapping { rarity = CardRarity.Rare, color = Color.blue });
rarityColors.Add(new RarityColorMapping { rarity = CardRarity.Epic, color = new Color(0.5f, 0, 0.5f) });
rarityColors.Add(new RarityColorMapping { rarity = CardRarity.Legendary, color = Color.yellow });
// Add default zone colors
zoneVisuals.Add(new ZoneVisualMapping {
zone = CardZone.AppleHills,
color = new Color(0.8f, 0.9f, 0.8f)
});
zoneVisuals.Add(new ZoneVisualMapping {
zone = CardZone.Quarry,
color = new Color(0.85f, 0.8f, 0.7f)
});
zoneVisuals.Add(new ZoneVisualMapping {
zone = CardZone.Forest,
color = new Color(0.6f, 0.8f, 0.6f)
});
zoneVisuals.Add(new ZoneVisualMapping {
zone = CardZone.Mountain,
color = new Color(0.7f, 0.7f, 0.9f)
});
zoneVisuals.Add(new ZoneVisualMapping {
zone = CardZone.Beach,
color = new Color(0.9f, 0.85f, 0.7f)
});
// Initialize the lookups
InitializeLookups();
}
#endif
}
#if UNITY_EDITOR
[UnityEditor.CustomEditor(typeof(CardVisualConfig))]
public class CardVisualConfigEditor : UnityEditor.Editor
{
public override void OnInspectorGUI()
{
DrawDefaultInspector();
CardVisualConfig config = (CardVisualConfig)target;
UnityEditor.EditorGUILayout.Space();
if (GUILayout.Button("Reset with Defaults"))
{
config.ResetWithDefaults();
UnityEditor.EditorUtility.SetDirty(config);
}
}
}
#endif
}

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