Add backbone for card creation and implement Camera minigame mechanics
This commit is contained in:
270
Assets/Scripts/UI/CardSystem/BoosterOpeningPage.cs
Normal file
270
Assets/Scripts/UI/CardSystem/BoosterOpeningPage.cs
Normal file
@@ -0,0 +1,270 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using AppleHills.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
|
||||
{
|
||||
Debug.LogWarning("[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();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user