Add card inventory classes and helpers
This commit is contained in:
23
Assets/Scripts/Core/Logging.cs
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23
Assets/Scripts/Core/Logging.cs
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namespace Core
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{
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public static class Logging
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{
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[System.Diagnostics.Conditional("ENABLE_LOG")]
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public static void Debug(object message)
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{
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UnityEngine.Debug.Log(message);
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}
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[System.Diagnostics.Conditional("ENABLE_LOG")]
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public static void Warning(object message)
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{
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UnityEngine.Debug.LogWarning(message);
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}
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[System.Diagnostics.Conditional("ENABLE_LOG")]
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public static void Error(object message)
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{
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UnityEngine.Debug.LogError(message);
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}
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}
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}
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3
Assets/Scripts/Core/Logging.cs.meta
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3
Assets/Scripts/Core/Logging.cs.meta
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 99ee122ee6ee4b57b40c03be4479b124
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timeCreated: 1760446431
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@@ -2,6 +2,7 @@
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using AppleHills.Data.CardSystem;
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using Cinematics;
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using Core;
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using Data.CardSystem;
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using Input;
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using PuzzleS;
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203
Assets/Scripts/Data/CardSystem/CardInventory.cs
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203
Assets/Scripts/Data/CardSystem/CardInventory.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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namespace AppleHills.Data.CardSystem
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{
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/// <summary>
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/// Manages the player's collection of cards and booster packs
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/// </summary>
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[Serializable]
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public class CardInventory
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{
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// Dictionary of collected cards indexed by definition ID
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[SerializeField] private Dictionary<string, CardData> collectedCards = new Dictionary<string, CardData>();
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// Number of unopened booster packs the player has
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[SerializeField] private int boosterPackCount;
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// Additional lookup dictionaries (not serialized)
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[NonSerialized] private Dictionary<CardZone, List<CardData>> cardsByZone = new Dictionary<CardZone, List<CardData>>();
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[NonSerialized] private Dictionary<CardRarity, List<CardData>> cardsByRarity = new Dictionary<CardRarity, List<CardData>>();
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// Properties with public getters
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public Dictionary<string, CardData> CollectedCards => collectedCards;
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public int BoosterPackCount
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{
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get => boosterPackCount;
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set => boosterPackCount = value;
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}
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// Constructor initializes empty dictionaries
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public CardInventory()
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{
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// Initialize dictionaries for all enum values so we never have to check for null
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foreach (CardZone zone in Enum.GetValues(typeof(CardZone)))
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{
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cardsByZone[zone] = new List<CardData>();
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}
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foreach (CardRarity rarity in Enum.GetValues(typeof(CardRarity)))
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{
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cardsByRarity[rarity] = new List<CardData>();
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}
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}
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/// <summary>
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/// Get all cards in the player's collection as a list
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/// </summary>
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public List<CardData> GetAllCards()
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{
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return new List<CardData>(collectedCards.Values);
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}
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/// <summary>
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/// Get cards filtered by zone
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/// </summary>
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public List<CardData> GetCardsByZone(CardZone zone)
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{
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return new List<CardData>(cardsByZone[zone]);
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}
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/// <summary>
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/// Get cards filtered by rarity
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/// </summary>
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public List<CardData> GetCardsByRarity(CardRarity rarity)
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{
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return new List<CardData>(cardsByRarity[rarity]);
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}
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/// <summary>
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/// Add a card to the inventory (or increase the copies if already owned)
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/// </summary>
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public void AddCard(CardData card)
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{
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if (card == null) return;
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if (collectedCards.TryGetValue(card.DefinitionId, out CardData existingCard))
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{
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// Increase copies of existing card
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existingCard.CopiesOwned++;
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}
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else
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{
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// Add new card to collection
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var newCard = new CardData(card);
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collectedCards[card.DefinitionId] = newCard;
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// Add to lookup dictionaries
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cardsByZone[newCard.Zone].Add(newCard);
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cardsByRarity[newCard.Rarity].Add(newCard);
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}
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}
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/// <summary>
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/// Update card zone and rarity indexes when a card changes
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/// </summary>
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public void UpdateCardProperties(CardData card, CardZone oldZone, CardRarity oldRarity)
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{
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// Only needed if the card's zone or rarity actually changed
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if (oldZone != card.Zone)
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{
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cardsByZone[oldZone].Remove(card);
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cardsByZone[card.Zone].Add(card);
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}
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if (oldRarity != card.Rarity)
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{
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cardsByRarity[oldRarity].Remove(card);
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cardsByRarity[card.Rarity].Add(card);
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}
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}
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/// <summary>
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/// Get a specific card from the collection by definition ID
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/// </summary>
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public CardData GetCard(string definitionId)
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{
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return collectedCards.TryGetValue(definitionId, out CardData card) ? card : null;
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}
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/// <summary>
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/// Check if the player has a specific card
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/// </summary>
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public bool HasCard(string definitionId)
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{
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return collectedCards.ContainsKey(definitionId);
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}
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/// <summary>
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/// Get total number of unique cards in collection
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/// </summary>
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public int GetUniqueCardCount()
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{
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return collectedCards.Count;
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}
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/// <summary>
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/// Get total number of cards including copies
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/// </summary>
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public int GetTotalCardCount()
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{
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return collectedCards.Values.Sum(card => card.CopiesOwned);
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}
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/// <summary>
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/// Get number of cards in a specific zone
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/// </summary>
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public int GetZoneCardCount(CardZone zone)
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{
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return cardsByZone[zone].Count;
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}
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/// <summary>
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/// Get number of cards of a specific rarity
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/// </summary>
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public int GetRarityCardCount(CardRarity rarity)
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{
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return cardsByRarity[rarity].Count;
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}
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/// <summary>
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/// Get cards sorted by collection index (for album view)
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/// </summary>
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public List<CardData> GetCardsSortedByIndex()
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{
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return collectedCards.Values
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.OrderBy(card => card.CollectionIndex)
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.ToList();
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}
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/// <summary>
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/// Check if there's a complete collection for a specific zone
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/// </summary>
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public bool IsZoneCollectionComplete(CardZone zone, List<CardDefinition> allAvailableCards)
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{
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int availableInZone = allAvailableCards.Count(card => card.Zone == zone);
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int collectedInZone = cardsByZone[zone].Count;
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return availableInZone > 0 && collectedInZone >= availableInZone;
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}
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/// <summary>
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/// Adds booster packs to the inventory
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/// </summary>
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public void AddBoosterPacks(int count)
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{
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boosterPackCount += count;
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}
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/// <summary>
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/// Use a single booster pack (returns true if successful)
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/// </summary>
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public bool UseBoosterPack()
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{
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if (boosterPackCount <= 0) return false;
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boosterPackCount--;
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return true;
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}
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}
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}
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3
Assets/Scripts/Data/CardSystem/CardInventory.cs.meta
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3
Assets/Scripts/Data/CardSystem/CardInventory.cs.meta
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: f5b1aa91590d48a1a4c426f3cd4aa103
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timeCreated: 1760445622
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@@ -1,8 +1,9 @@
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using System;
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using System.Collections.Generic;
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using AppleHills.Data.CardSystem;
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using UnityEngine;
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namespace AppleHills.Data.CardSystem
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namespace Data.CardSystem
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{
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/// <summary>
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/// Manages the player's card collection, booster packs, and related operations.
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@@ -138,8 +139,9 @@ namespace AppleHills.Data.CardSystem
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private void AddCardToInventory(CardData card)
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{
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// Check if the player already has this card type (definition)
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if (playerInventory.CollectedCards.TryGetValue(card.DefinitionId, out CardData existingCard))
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if (playerInventory.HasCard(card.DefinitionId))
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{
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CardData existingCard = playerInventory.GetCard(card.DefinitionId);
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existingCard.CopiesOwned++;
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// Check if the card can be upgraded
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@@ -153,7 +155,7 @@ namespace AppleHills.Data.CardSystem
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else
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{
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// Add new card
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playerInventory.CollectedCards.Add(card.DefinitionId, new CardData(card));
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playerInventory.AddCard(card);
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OnCardCollected?.Invoke(card);
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Debug.Log($"[CardSystemManager] Added new card '{card.Name}' to collection.");
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@@ -227,12 +229,23 @@ namespace AppleHills.Data.CardSystem
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/// </summary>
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public List<CardData> GetAllCollectedCards()
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{
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List<CardData> result = new List<CardData>();
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foreach (var card in playerInventory.CollectedCards.Values)
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{
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result.Add(card);
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}
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return result;
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return playerInventory.GetAllCards();
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}
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/// <summary>
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/// Returns cards from a specific zone
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/// </summary>
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public List<CardData> GetCardsByZone(CardZone zone)
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{
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return playerInventory.GetCardsByZone(zone);
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}
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/// <summary>
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/// Returns cards of a specific rarity
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/// </summary>
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public List<CardData> GetCardsByRarity(CardRarity rarity)
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{
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return playerInventory.GetCardsByRarity(rarity);
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}
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/// <summary>
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@@ -248,17 +261,30 @@ namespace AppleHills.Data.CardSystem
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/// </summary>
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public bool IsCardCollected(string definitionId)
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{
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return playerInventory.CollectedCards.ContainsKey(definitionId);
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return playerInventory.HasCard(definitionId);
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}
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/// <summary>
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/// Gets total unique card count
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/// </summary>
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public int GetUniqueCardCount()
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{
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return playerInventory.GetUniqueCardCount();
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}
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/// <summary>
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/// Gets completion percentage for a specific zone (0-100)
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/// </summary>
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public float GetZoneCompletionPercentage(CardZone zone)
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{
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// Count available cards in this zone
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int totalInZone = availableCards.FindAll(c => c.Zone == zone).Count;
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if (totalInZone == 0) return 0;
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// Count collected cards in this zone
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int collectedInZone = playerInventory.GetCardsByZone(zone).Count;
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return (float)collectedInZone / totalInZone * 100f;
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}
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}
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/// <summary>
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/// Serializable class to store the player's card inventory
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/// </summary>
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[Serializable]
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public class CardInventory
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{
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public Dictionary<string, CardData> CollectedCards = new Dictionary<string, CardData>();
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public int BoosterPackCount;
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}
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}
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@@ -1,5 +1,6 @@
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using System.Collections.Generic;
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using AppleHills.Data.CardSystem;
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using Data.CardSystem;
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using Pixelplacement;
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using UnityEngine;
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using UnityEngine.UI;
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@@ -1,6 +1,7 @@
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using System.Collections;
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using System.Collections.Generic;
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using AppleHills.Data.CardSystem;
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using Data.CardSystem;
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using Pixelplacement;
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using UnityEngine;
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using UnityEngine.UI;
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@@ -1,5 +1,6 @@
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using System;
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using AppleHills.Data.CardSystem;
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using Data.CardSystem;
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using UnityEngine;
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using UnityEngine.UI;
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@@ -1,5 +1,6 @@
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using System.Collections.Generic;
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using AppleHills.Data.CardSystem;
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using Data.CardSystem;
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using Pixelplacement;
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using UnityEngine;
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using UnityEngine.UI;
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132
docs/card_system_implementation_plan.md
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132
docs/card_system_implementation_plan.md
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# Card System Implementation Plan
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## Current Implementation Analysis
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### Data Layer
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1. **CardData.cs**:
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- Represents an instance of a card in the player's collection
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- Contains unique ID, rarity, and copies owned
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- Has a reference to its CardDefinition for display information
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- Includes methods for rarity upgrades when collecting duplicates
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- Well-structured with proper serialization support
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2. **CardDefinition.cs**:
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- ScriptableObject template for creating card instances
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- Contains basic info (name, description), visuals, and collection data
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- Provides helper methods like CreateCardData() and GetBackgroundColor()
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- Supports different zones (AppleHills, Quarry, Forest, Mountain, Beach)
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3. **CardSystemManager.cs**:
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- Singleton manager for the card system
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- Manages available card definitions and player inventory
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- Includes event callbacks for booster packs and card collection
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- Has partial implementation for adding booster packs
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- Has a simple CardInventory class stub
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4. **CardVisualConfig.cs**:
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- ScriptableObject for configuring the visual appearance of cards
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- Maps rarities to colors and zones to colors/shapes
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- Uses dictionary lookups for efficient access
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### UI Layer
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1. **CardUIElement.cs**:
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- Handles displaying a single card in the UI
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- Updates visuals based on card data (rarity, zone)
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- References UI elements like card name text, images, frames, etc.
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2. **UIPageController.cs**:
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- Manages UI page transitions with a stack-based navigation system
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- Provides methods for pushing, popping, and clearing the page stack
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- Uses events to notify when pages change
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3. **UI Page Components**:
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- Several page-related files (AlbumViewPage.cs, BoosterOpeningPage.cs, CardMenuPage.cs)
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- CardAlbumUI.cs file for handling the album display
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- Base UIPage.cs class for common page functionality
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## What's Missing
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Based on the requirements, here's what still needs to be implemented:
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1. **Complete CardInventory Implementation**:
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- Move from simple stub to full implementation
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- Add methods to manage the player's card collection
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- Implement filtering, sorting, and organization features
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2. **Booster Pack Generation**:
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- Complete the logic to generate random booster packs with appropriate rarity distribution
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- Implement methods for awarding booster packs to the player
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- Add events for notifying UI when booster packs are obtained
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3. **Card Collection UI**:
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- Complete the album browsing UI with filtering and sorting options
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- Implement visual indicators for owned/not owned cards
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- Add UI for tracking collection completion
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4. **Booster Pack Opening UI**:
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- Implement the UI flow for opening booster packs
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- Add card reveal animations and effects
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- Create UI feedback for rare card discoveries
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5. **Save/Load System**:
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- Implement persistence for the player's card collection
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- Add autosave functionality for cards and booster packs
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## Implementation Plan
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### Step 1: Complete the Data Layer
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1. **Implement CardInventory.cs**:
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- Create a dedicated class file (replacing the stub in CardSystemManager)
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- Add methods for adding/removing cards, checking duplicates
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- Implement filtering by zone, rarity, etc.
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- Add collection statistics methods
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2. **Complete CardSystemManager.cs**:
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- Update references to use the new CardInventory class
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- Add methods for save/load integration
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- Implement additional helper methods for card management
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### Step 2: Implement UI Flow
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1. **Complete UIPage Implementations**:
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- Implement CardMenuPage.cs as the main card system entry point
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- Complete AlbumViewPage.cs for browsing the collection
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- Implement BoosterOpeningPage.cs for the pack opening experience
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2. **Card Collection Browsing**:
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- Complete CardAlbumUI.cs to display the player's collection
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- Add filtering by zone, rarity, etc.
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- Implement pagination for large collections
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3. **Booster Pack UI**:
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- Create UI for displaying and opening booster packs
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- Implement card reveal animations and transitions
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- Add sound effects and visual feedback
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### Step 3: Integration and Polishing
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1. **Connect UI to Data Layer**:
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- Hook up UI components to CardSystemManager events
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- Ensure data flows correctly between UI and data layers
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2. **Test and Balance**:
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- Test rarity distribution in booster packs
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- Balance the upgrade system for duplicates
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3. **Performance Optimization**:
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- Implement object pooling for card UI elements
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- Optimize loading of card data and sprites
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### Step 4: Additional Features (Optional)
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1. **Card Trading System**:
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- Allow players to trade cards with NPCs or other players
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2. **Special Collection Bonuses**:
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- Rewards for completing sets of cards
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3. **Card Usage Mechanics**:
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- Ways to use cards in gameplay beyond collection
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