diff --git a/Assets/AddressableAssetsData/AssetGroups/BlokkemonCards.asset b/Assets/AddressableAssetsData/AssetGroups/BlokkemonCards.asset index 8bea4739..27cbdbc8 100644 --- a/Assets/AddressableAssetsData/AssetGroups/BlokkemonCards.asset +++ b/Assets/AddressableAssetsData/AssetGroups/BlokkemonCards.asset @@ -87,18 +87,6 @@ MonoBehaviour: m_SerializedLabels: - BlokkemonCard FlaggedDuringContentUpdateRestriction: 0 - - m_GUID: 80e3766cc597fd94f895f5cd6aa2bcc6 - m_Address: Assets/Data/Cards/Card_New Card.asset - m_ReadOnly: 0 - m_SerializedLabels: - - BlokkemonCard - FlaggedDuringContentUpdateRestriction: 0 - - m_GUID: 82008856df7c51f47b1582de464ba44b - m_Address: Assets/Data/Cards/Card_New Card.asset - m_ReadOnly: 0 - m_SerializedLabels: - - BlokkemonCard - FlaggedDuringContentUpdateRestriction: 0 - m_GUID: 99d8e528a8f9ead438e4c88a08c6f6c0 m_Address: Assets/Data/Cards/Card_New Card.asset m_ReadOnly: 0 diff --git a/Assets/AddressableAssetsData/AssetGroups/Settings.asset b/Assets/AddressableAssetsData/AssetGroups/Settings.asset index 06f456b8..eddb353b 100644 --- a/Assets/AddressableAssetsData/AssetGroups/Settings.asset +++ b/Assets/AddressableAssetsData/AssetGroups/Settings.asset @@ -30,6 +30,11 @@ MonoBehaviour: m_ReadOnly: 0 m_SerializedLabels: [] FlaggedDuringContentUpdateRestriction: 0 + - m_GUID: 533a675687aa04146bfb69b8c9be7a6b + m_Address: Settings/CardSystemSettings + m_ReadOnly: 0 + m_SerializedLabels: [] + FlaggedDuringContentUpdateRestriction: 0 - m_GUID: 8f5195fb013895049a19488fd4d8f2a1 m_Address: Settings/InteractionSettings m_ReadOnly: 0 diff --git a/Assets/Data/Cards/Card_KalkUlation 1.asset b/Assets/Data/Cards/Card_KalkUlation 1.asset index 663df248..bcaf8756 100644 --- a/Assets/Data/Cards/Card_KalkUlation 1.asset +++ b/Assets/Data/Cards/Card_KalkUlation 1.asset @@ -12,12 +12,12 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 2a80cc88c9884512b8b633110d838780, type: 3} m_Name: Card_KalkUlation 1 m_EditorClassIdentifier: AppleHillsScripts::AppleHills.Data.CardSystem.CardDefinition - Id: 1006b95d-e3e1-4426-bc76-ab816e316b33 + Id: 9f3fd9b8-3350-421e-b2ec-b4f019596506 Name: Kalk Ulation UseCustomFileName: 0 CustomFileName: Description: Card description - Rarity: 2 - Zone: 4 + Rarity: 1 + Zone: 5 CardImage: {fileID: 5907816357319480503, guid: 84b744282e7e8084f935104f492f17b2, type: 3} - CollectionIndex: 16 + CollectionIndex: 15 diff --git a/Assets/Data/Cards/Card_KalkUlation 3.asset b/Assets/Data/Cards/Card_KalkUlation 2.asset similarity index 84% rename from Assets/Data/Cards/Card_KalkUlation 3.asset rename to Assets/Data/Cards/Card_KalkUlation 2.asset index 44a33196..c372a85a 100644 --- a/Assets/Data/Cards/Card_KalkUlation 3.asset +++ b/Assets/Data/Cards/Card_KalkUlation 2.asset @@ -10,14 +10,14 @@ MonoBehaviour: m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: 2a80cc88c9884512b8b633110d838780, type: 3} - m_Name: Card_KalkUlation 3 + m_Name: Card_KalkUlation 2 m_EditorClassIdentifier: AppleHillsScripts::AppleHills.Data.CardSystem.CardDefinition - Id: 9f3fd9b8-3350-421e-b2ec-b4f019596506 + Id: 1006b95d-e3e1-4426-bc76-ab816e316b33 Name: Kalk Ulation UseCustomFileName: 0 CustomFileName: Description: Card description - Rarity: 1 - Zone: 4 + Rarity: 2 + Zone: 5 CardImage: {fileID: 5907816357319480503, guid: 84b744282e7e8084f935104f492f17b2, type: 3} - CollectionIndex: 15 + CollectionIndex: 16 diff --git a/Assets/Data/Cards/Card_KalkUlation 3.asset.meta b/Assets/Data/Cards/Card_KalkUlation 2.asset.meta similarity index 79% rename from Assets/Data/Cards/Card_KalkUlation 3.asset.meta rename to Assets/Data/Cards/Card_KalkUlation 2.asset.meta index 1373d858..324eeebd 100644 --- a/Assets/Data/Cards/Card_KalkUlation 3.asset.meta +++ b/Assets/Data/Cards/Card_KalkUlation 2.asset.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 82008856df7c51f47b1582de464ba44b +guid: bcbebd216e6c867409206d33b4395b5b NativeFormatImporter: externalObjects: {} mainObjectFileID: 11400000 diff --git a/Assets/Data/Cards/Card_KalkUlation.asset b/Assets/Data/Cards/Card_KalkUlation.asset index 70dc2d67..a6e5a446 100644 --- a/Assets/Data/Cards/Card_KalkUlation.asset +++ b/Assets/Data/Cards/Card_KalkUlation.asset @@ -18,6 +18,6 @@ MonoBehaviour: CustomFileName: Description: Card description Rarity: 0 - Zone: 4 + Zone: 5 CardImage: {fileID: 5907816357319480503, guid: 84b744282e7e8084f935104f492f17b2, type: 3} CollectionIndex: 14 diff --git a/Assets/Data/Cards/Card_MormorMarmor 1.asset b/Assets/Data/Cards/Card_MormorMarmor 1.asset index e5ce06ce..1066b4c3 100644 --- a/Assets/Data/Cards/Card_MormorMarmor 1.asset +++ b/Assets/Data/Cards/Card_MormorMarmor 1.asset @@ -12,12 +12,12 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 2a80cc88c9884512b8b633110d838780, type: 3} m_Name: Card_MormorMarmor 1 m_EditorClassIdentifier: AppleHillsScripts::AppleHills.Data.CardSystem.CardDefinition - Id: 798301d9-70a5-46d4-8b81-e375de0abfb3 + Id: 9d7a1e8d-6c9f-4dc9-b013-cda836e7b413 Name: Mormor Marmor UseCustomFileName: 0 CustomFileName: Description: Card description - Rarity: 2 - Zone: 5 + Rarity: 1 + Zone: 6 CardImage: {fileID: -1694013536, guid: c28c2d55edc2fbc4baf57d2672c0c3df, type: 3} - CollectionIndex: 19 + CollectionIndex: 18 diff --git a/Assets/Data/Cards/Card_MormorMarmor 3.asset b/Assets/Data/Cards/Card_MormorMarmor 2.asset similarity index 84% rename from Assets/Data/Cards/Card_MormorMarmor 3.asset rename to Assets/Data/Cards/Card_MormorMarmor 2.asset index d941c064..6eefa501 100644 --- a/Assets/Data/Cards/Card_MormorMarmor 3.asset +++ b/Assets/Data/Cards/Card_MormorMarmor 2.asset @@ -10,14 +10,14 @@ MonoBehaviour: m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: 2a80cc88c9884512b8b633110d838780, type: 3} - m_Name: Card_MormorMarmor 3 + m_Name: Card_MormorMarmor 2 m_EditorClassIdentifier: AppleHillsScripts::AppleHills.Data.CardSystem.CardDefinition - Id: 9d7a1e8d-6c9f-4dc9-b013-cda836e7b413 + Id: 798301d9-70a5-46d4-8b81-e375de0abfb3 Name: Mormor Marmor UseCustomFileName: 0 CustomFileName: Description: Card description - Rarity: 1 - Zone: 5 + Rarity: 2 + Zone: 6 CardImage: {fileID: -1694013536, guid: c28c2d55edc2fbc4baf57d2672c0c3df, type: 3} - CollectionIndex: 18 + CollectionIndex: 19 diff --git a/Assets/Data/Cards/Card_MormorMarmor 3.asset.meta b/Assets/Data/Cards/Card_MormorMarmor 2.asset.meta similarity index 79% rename from Assets/Data/Cards/Card_MormorMarmor 3.asset.meta rename to Assets/Data/Cards/Card_MormorMarmor 2.asset.meta index a664d259..4408ba4a 100644 --- a/Assets/Data/Cards/Card_MormorMarmor 3.asset.meta +++ b/Assets/Data/Cards/Card_MormorMarmor 2.asset.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 80e3766cc597fd94f895f5cd6aa2bcc6 +guid: 7e3c8a4745009804b9a620e3ae15070f NativeFormatImporter: externalObjects: {} mainObjectFileID: 11400000 diff --git a/Assets/Data/Cards/Card_MormorMarmor.asset b/Assets/Data/Cards/Card_MormorMarmor.asset index 55cea833..4b3146ba 100644 --- a/Assets/Data/Cards/Card_MormorMarmor.asset +++ b/Assets/Data/Cards/Card_MormorMarmor.asset @@ -18,6 +18,6 @@ MonoBehaviour: CustomFileName: Description: Card description Rarity: 0 - Zone: 5 + Zone: 6 CardImage: {fileID: -1694013536, guid: c28c2d55edc2fbc4baf57d2672c0c3df, type: 3} CollectionIndex: 17 diff --git a/Assets/Editor/CardSystem/CardSystemLivePreview.cs b/Assets/Editor/CardSystem/CardSystemLivePreview.cs index d8acb541..f81b2b5c 100644 --- a/Assets/Editor/CardSystem/CardSystemLivePreview.cs +++ b/Assets/Editor/CardSystem/CardSystemLivePreview.cs @@ -20,8 +20,10 @@ namespace AppleHills.Editor // Cache for display private Dictionary> cardsByRarity = new Dictionary>(); + private List pendingCards = new List(); private int totalCards = 0; private int totalUniqueCards = 0; + private int totalPendingCards = 0; private int boosterCount = 0; private string lastEventMessage = ""; @@ -72,6 +74,8 @@ namespace AppleHills.Editor CardSystemManager.Instance.OnBoosterOpened += OnBoosterOpened; CardSystemManager.Instance.OnCardCollected += OnCardCollected; CardSystemManager.Instance.OnBoosterCountChanged += OnBoosterCountChanged; + CardSystemManager.Instance.OnPendingCardAdded += OnPendingCardAdded; + CardSystemManager.Instance.OnPendingCardRemoved += OnPendingCardRemoved; isSubscribed = true; Debug.Log("[CardSystemLivePreview] Subscribed to CardSystemManager events"); @@ -87,6 +91,8 @@ namespace AppleHills.Editor CardSystemManager.Instance.OnBoosterOpened -= OnBoosterOpened; CardSystemManager.Instance.OnCardCollected -= OnCardCollected; CardSystemManager.Instance.OnBoosterCountChanged -= OnBoosterCountChanged; + CardSystemManager.Instance.OnPendingCardAdded -= OnPendingCardAdded; + CardSystemManager.Instance.OnPendingCardRemoved -= OnPendingCardRemoved; } isSubscribed = false; @@ -114,21 +120,40 @@ namespace AppleHills.Editor Repaint(); } + private void OnPendingCardAdded(CardData card) + { + lastEventMessage = $"Pending card added: {card.Name} ({card.Rarity})"; + RefreshData(); + Repaint(); + } + + private void OnPendingCardRemoved(CardData card) + { + lastEventMessage = $"Card removed from pending: {card.Name} ({card.Rarity}) - being placed"; + RefreshData(); + Repaint(); + } + private void RefreshData() { if (!Application.isPlaying || CardSystemManager.Instance == null) return; - var allCards = CardSystemManager.Instance.GetAllCollectedCards(); + // Get ONLY collected cards (not pending) to avoid duplicates + var collectedCards = CardSystemManager.Instance.GetCollectionOnly(); // Group by rarity cardsByRarity.Clear(); - cardsByRarity[CardRarity.Normal] = allCards.Where(c => c.Rarity == CardRarity.Normal).ToList(); - cardsByRarity[CardRarity.Rare] = allCards.Where(c => c.Rarity == CardRarity.Rare).ToList(); - cardsByRarity[CardRarity.Legendary] = allCards.Where(c => c.Rarity == CardRarity.Legendary).ToList(); + cardsByRarity[CardRarity.Normal] = collectedCards.Where(c => c.Rarity == CardRarity.Normal).ToList(); + cardsByRarity[CardRarity.Rare] = collectedCards.Where(c => c.Rarity == CardRarity.Rare).ToList(); + cardsByRarity[CardRarity.Legendary] = collectedCards.Where(c => c.Rarity == CardRarity.Legendary).ToList(); - totalCards = allCards.Sum(c => c.CopiesOwned); - totalUniqueCards = allCards.Count; + totalCards = collectedCards.Sum(c => c.CopiesOwned); + totalUniqueCards = collectedCards.Count; boosterCount = CardSystemManager.Instance.GetBoosterPackCount(); + + // Get pending cards separately + pendingCards = CardSystemManager.Instance.GetPendingRevealCards(); + totalPendingCards = pendingCards.Count; } private void Update() @@ -173,6 +198,7 @@ namespace AppleHills.Editor EditorGUILayout.LabelField("Total Unique Cards:", totalUniqueCards.ToString()); EditorGUILayout.LabelField("Total Cards Owned:", totalCards.ToString()); EditorGUILayout.LabelField("Booster Packs:", boosterCount.ToString()); + EditorGUILayout.LabelField("Pending Reveal:", totalPendingCards.ToString(), EditorStyles.boldLabel); if (!string.IsNullOrEmpty(lastEventMessage)) { @@ -187,6 +213,13 @@ namespace AppleHills.Editor // Collection by Rarity scrollPosition = EditorGUILayout.BeginScrollView(scrollPosition); + // Pending Cards Section + if (totalPendingCards > 0) + { + DrawPendingCardsSection(); + EditorGUILayout.Space(); + } + DrawRaritySection(CardRarity.Legendary, Color.yellow); DrawRaritySection(CardRarity.Rare, new Color(0.5f, 0.5f, 1f)); // Light blue DrawRaritySection(CardRarity.Normal, Color.white); @@ -208,6 +241,52 @@ namespace AppleHills.Editor EditorGUILayout.EndHorizontal(); } + private void DrawPendingCardsSection() + { + var oldColor = GUI.backgroundColor; + GUI.backgroundColor = new Color(1f, 0.8f, 0.4f); // Orange tint for pending + EditorGUILayout.BeginVertical(EditorStyles.helpBox); + GUI.backgroundColor = oldColor; + + GUILayout.Label($"⏳ Pending Reveal ({pendingCards.Count} cards)", EditorStyles.boldLabel); + + // Group pending by rarity for display + var pendingByRarity = pendingCards.GroupBy(c => c.Rarity).OrderByDescending(g => g.Key); + + foreach (var rarityGroup in pendingByRarity) + { + EditorGUILayout.Space(5); + var rarityColor = GetRarityColor(rarityGroup.Key); + + oldColor = GUI.color; + GUI.color = rarityColor; + GUILayout.Label($"{rarityGroup.Key} ({rarityGroup.Count()})", EditorStyles.miniBoldLabel); + GUI.color = oldColor; + + foreach (var card in rarityGroup.OrderBy(c => c.Name)) + { + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.LabelField(" • " + card.Name, GUILayout.Width(200)); + EditorGUILayout.LabelField(card.Zone.ToString(), GUILayout.Width(100)); + EditorGUILayout.LabelField($"Copies: {card.CopiesOwned}", GUILayout.Width(80)); + EditorGUILayout.EndHorizontal(); + } + } + + EditorGUILayout.EndVertical(); + } + + private Color GetRarityColor(CardRarity rarity) + { + switch (rarity) + { + case CardRarity.Legendary: return Color.yellow; + case CardRarity.Rare: return new Color(0.5f, 0.5f, 1f); + case CardRarity.Normal: return Color.white; + default: return Color.gray; + } + } + private void DrawRaritySection(CardRarity rarity, Color color) { if (!cardsByRarity.ContainsKey(rarity) || cardsByRarity[rarity].Count == 0) diff --git a/Assets/Editor/CardSystem/CardSystemTesterWindow.cs b/Assets/Editor/CardSystem/CardSystemTesterWindow.cs index f1c9bccf..b3dc2a7b 100644 --- a/Assets/Editor/CardSystem/CardSystemTesterWindow.cs +++ b/Assets/Editor/CardSystem/CardSystemTesterWindow.cs @@ -216,6 +216,13 @@ namespace Editor.CardSystem EditorGUILayout.Space(5); + if (GUILayout.Button("Populate Pending (6 Unique Cards)", GUILayout.Height(30))) + { + PopulatePendingCards(); + } + + EditorGUILayout.Space(5); + // Danger Zone EditorGUILayout.Space(10); EditorGUILayout.LabelField("Danger Zone", EditorStyles.miniBoldLabel); @@ -304,6 +311,53 @@ namespace Editor.CardSystem } } + private void PopulatePendingCards() + { + if (CardSystemManager.Instance != null) + { + List allDefinitions = CardSystemManager.Instance.GetAllCardDefinitions(); + + if (allDefinitions.Count == 0) + { + lastActionMessage = "Error: No card definitions available"; + Logging.Warning($"[CardSystemTesterWindow] {lastActionMessage}"); + Repaint(); + return; + } + + // Ensure we have enough definitions to pick 6 unique cards + int cardsToAdd = Mathf.Min(6, allDefinitions.Count); + + // Shuffle definitions to get random unique cards + List shuffledDefs = new List(allDefinitions); + for (int i = 0; i < shuffledDefs.Count; i++) + { + int randomIndex = Random.Range(i, shuffledDefs.Count); + (shuffledDefs[i], shuffledDefs[randomIndex]) = (shuffledDefs[randomIndex], shuffledDefs[i]); + } + + // Add first 6 unique cards to pending + // AddCardToInventoryDelayed automatically routes NEW cards to pending queue + int cardsAdded = 0; + for (int i = 0; i < cardsToAdd; i++) + { + CardData newCard = shuffledDefs[i].CreateCardData(); + CardSystemManager.Instance.AddCardToInventoryDelayed(newCard); + cardsAdded++; + } + + lastActionMessage = $"Added {cardsAdded} unique cards to pending reveal queue"; + Logging.Debug($"[CardSystemTesterWindow] {lastActionMessage}"); + RefreshDebugInfo(); + } + else + { + lastActionMessage = "Error: CardSystemManager instance not found!"; + Debug.LogError("[CardSystemTesterWindow] " + lastActionMessage); + Repaint(); + } + } + private void ClearAllCards() { if (CardSystemManager.Instance != null) diff --git a/Assets/Editor/Settings/SettingsEditorWindow.cs b/Assets/Editor/Settings/SettingsEditorWindow.cs index a69eef05..039e5963 100644 --- a/Assets/Editor/Settings/SettingsEditorWindow.cs +++ b/Assets/Editor/Settings/SettingsEditorWindow.cs @@ -10,7 +10,7 @@ namespace AppleHills.Core.Settings.Editor { private Vector2 scrollPosition; private List allSettings = new List(); - private string[] tabNames = new string[] { "Player & Follower", "Interaction & Items", "Diving Minigame" }; + private string[] tabNames = new string[] { "Player & Follower", "Interaction & Items", "Diving Minigame", "Card System" }; private int selectedTab = 0; private Dictionary serializedSettingsObjects = new Dictionary(); private GUIStyle headerStyle; @@ -48,6 +48,7 @@ namespace AppleHills.Core.Settings.Editor CreateSettingsIfMissing("PlayerFollowerSettings"); CreateSettingsIfMissing("InteractionSettings"); CreateSettingsIfMissing("DivingMinigameSettings"); + CreateSettingsIfMissing("CardSystemSettings"); } private void CreateSettingsIfMissing(string fileName) where T : BaseSettings @@ -114,6 +115,9 @@ namespace AppleHills.Core.Settings.Editor case 2: // Minigames DrawSettingsEditor(); break; + case 3: // Card System + DrawSettingsEditor(); + break; } EditorGUILayout.EndScrollView(); diff --git a/Assets/External/Book-Page Curl Pro/Scripts/AutoFlip.cs b/Assets/External/Book-Page Curl Pro/Scripts/AutoFlip.cs index aceeb27f..15122d72 100644 --- a/Assets/External/Book-Page Curl Pro/Scripts/AutoFlip.cs +++ b/Assets/External/Book-Page Curl Pro/Scripts/AutoFlip.cs @@ -1,6 +1,5 @@ using UnityEngine; -using System.Collections; -using System; +using UnityEngine.Events; namespace BookCurlPro { @@ -13,6 +12,10 @@ namespace BookCurlPro public float DelayBeforeStart; public float TimeBetweenPages = 5; public bool AutoStartFlip = true; + + [Header("Events")] + public UnityEvent OnTargetReached; + bool flippingStarted = false; bool isPageFlipping = false; float elapsedTime = 0; @@ -42,6 +45,24 @@ namespace BookCurlPro PageFlipper.FlipPage(ControledBook, PageFlipTime, FlipMode.LeftToRight, () => { isPageFlipping = false; }); } int targetPaper; + + /// + /// Start flipping to target page with optional completion callback + /// + public void StartFlipping(int target, UnityAction callback) + { + if (callback != null) + { + if (OnTargetReached == null) + OnTargetReached = new UnityEvent(); + + OnTargetReached.RemoveAllListeners(); + OnTargetReached.AddListener(callback); + } + + StartFlipping(target); + } + public void StartFlipping(int target) { isBookInteractable = ControledBook.interactable; @@ -75,7 +96,9 @@ namespace BookCurlPro flippingStarted = false; ControledBook.interactable = isBookInteractable; this.enabled = false; - + + // Invoke target reached event + OnTargetReached?.Invoke(); } nextPageCountDown = PageFlipTime + TimeBetweenPages + Time.deltaTime; diff --git a/Assets/External/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset b/Assets/External/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset index dc7e8e52..3f214b84 100644 --- a/Assets/External/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset +++ b/Assets/External/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset @@ -2,20 +2,24 @@ %TAG !u! tag:unity3d.com,2011: --- !u!21 &2180264 Material: - serializedVersion: 6 + serializedVersion: 8 m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: LiberationSans SDF Material m_Shader: {fileID: 4800000, guid: fe393ace9b354375a9cb14cdbbc28be4, type: 3} - m_ShaderKeywords: + m_Parent: {fileID: 0} + m_ModifiedSerializedProperties: 0 + m_ValidKeywords: [] + m_InvalidKeywords: [] m_LightmapFlags: 1 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 m_CustomRenderQueue: -1 stringTagMap: {} disabledShaderPasses: [] + m_LockedProperties: m_SavedProperties: serializedVersion: 3 m_TexEnvs: @@ -67,6 +71,7 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + m_Ints: [] m_Floats: - _Ambient: 0.5 - _Bevel: 0.5 @@ -107,9 +112,9 @@ Material: - _Parallax: 0.02 - _PerspectiveFilter: 0.875 - _Reflectivity: 10 - - _ScaleRatioA: 0.90909094 + - _ScaleRatioA: 0.9 - _ScaleRatioB: 0.73125 - - _ScaleRatioC: 0.7386364 + - _ScaleRatioC: 0.73125 - _ScaleX: 1 - _ScaleY: 1 - _ShaderFlags: 0 @@ -148,6 +153,8 @@ Material: - _ReflectOutlineColor: {r: 0, g: 0, b: 0, a: 1} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _UnderlayColor: {r: 0, g: 0, b: 0, a: 0.5} + m_BuildTextureStacks: [] + m_AllowLocking: 1 --- !u!114 &11400000 MonoBehaviour: m_ObjectHideFlags: 0 @@ -161,11 +168,6 @@ MonoBehaviour: m_Name: LiberationSans SDF - Fallback m_EditorClassIdentifier: m_Version: 1.1.0 - m_Material: {fileID: 2180264} - m_SourceFontFileGUID: e3265ab4bf004d28a9537516768c1c75 - m_SourceFontFile: {fileID: 12800000, guid: e3265ab4bf004d28a9537516768c1c75, type: 3} - m_AtlasPopulationMode: 1 - InternalDynamicOS: 0 m_FaceInfo: m_FaceIndex: 0 m_FamilyName: Liberation Sans @@ -188,57 +190,8 @@ MonoBehaviour: m_StrikethroughOffset: 18 m_StrikethroughThickness: 6.298828 m_TabWidth: 24 - m_GlyphTable: [] - m_CharacterTable: [] - m_AtlasTextures: - - {fileID: 28268798066460806} - m_AtlasTextureIndex: 0 - m_IsMultiAtlasTexturesEnabled: 1 - m_ClearDynamicDataOnBuild: 1 - m_UsedGlyphRects: [] - m_FreeGlyphRects: - - m_X: 0 - m_Y: 0 - m_Width: 511 - m_Height: 511 - m_fontInfo: - Name: Liberation Sans - PointSize: 86 - Scale: 1 - CharacterCount: 250 - 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Assets/Scripts/UI/CardSystem.meta rename to Assets/Scripts/CardSystem.meta diff --git a/Assets/Scripts/CardSystem/Controllers.meta b/Assets/Scripts/CardSystem/Controllers.meta new file mode 100644 index 00000000..b2e03b12 --- /dev/null +++ b/Assets/Scripts/CardSystem/Controllers.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: abf7a5def55e43178a4c88caf5686cc9 +timeCreated: 1763454388 \ No newline at end of file diff --git a/Assets/Scripts/CardSystem/Controllers/AlbumNavigationService.cs b/Assets/Scripts/CardSystem/Controllers/AlbumNavigationService.cs new file mode 100644 index 00000000..fbbf84c2 --- /dev/null +++ b/Assets/Scripts/CardSystem/Controllers/AlbumNavigationService.cs @@ -0,0 +1,172 @@ +using System.Collections.Generic; +using AppleHills.Data.CardSystem; +using Core; +using UnityEngine; + +namespace UI.CardSystem +{ + /// + /// Manages album page navigation, zone mapping, and page flip tracking. + /// Created and owned by AlbumViewPage (not a Unity component). + /// + public class AlbumNavigationService + { + private readonly BookCurlPro.BookPro _book; + private readonly BookTabButton[] _zoneTabs; + + private bool _isPageFlipping = false; + + /// + /// Is the book currently flipping to a page? + /// + public bool IsPageFlipping => _isPageFlipping; + + /// + /// Constructor - called by AlbumViewPage's lazy property + /// + public AlbumNavigationService(BookCurlPro.BookPro book, BookTabButton[] zoneTabs) + { + _book = book; + _zoneTabs = zoneTabs; + } + + /// + /// Check if we're currently viewing the album proper (not the menu page) + /// + public bool IsInAlbumProper() + { + if (_book == null) + { + Logging.Warning("[AlbumNavigationService] Book reference is null"); + return false; + } + + // Page 1 is the menu/cover, page 2+ are album pages with card slots + return _book.CurrentPaper > 1; + } + + /// + /// Navigate to the page where a specific card belongs + /// + public void NavigateToCardPage(CardData cardData, System.Action onComplete) + { + if (cardData == null || _book == null) + { + onComplete?.Invoke(); + return; + } + + // Find target page based on card's zone + int targetPage = FindPageForZone(cardData.Zone); + + if (targetPage < 0) + { + Logging.Warning($"[AlbumNavigationService] No page found for zone {cardData.Zone}"); + onComplete?.Invoke(); + return; + } + + // Mark as flipping + _isPageFlipping = true; + Logging.Debug($"[AlbumNavigationService] Starting page flip to page {targetPage}"); + + // Get or add AutoFlip component + BookCurlPro.AutoFlip autoFlip = _book.GetComponent(); + if (autoFlip == null) + { + autoFlip = _book.gameObject.AddComponent(); + } + + // Start flipping with callback + autoFlip.enabled = true; + autoFlip.StartFlipping(targetPage, () => + { + // Mark as complete + _isPageFlipping = false; + Logging.Debug($"[AlbumNavigationService] Page flip to {targetPage} completed"); + + // Call original callback if provided + onComplete?.Invoke(); + }); + } + + /// + /// Get list of card definition IDs on the current page + /// + public List GetDefinitionsOnCurrentPage() + { + var result = new List(); + if (_book == null) return result; + + int currentPage = _book.CurrentPaper; + + // Find all AlbumCardSlot in scene + var allSlots = Object.FindObjectsByType(FindObjectsSortMode.None); + + foreach (var slot in allSlots) + { + if (IsSlotOnPage(slot.transform, currentPage)) + { + if (slot.TargetCardDefinition != null && !string.IsNullOrEmpty(slot.TargetCardDefinition.Id)) + { + result.Add(slot.TargetCardDefinition.Id); + } + } + } + + return result; + } + + #region Private Helpers + + /// + /// Find the target page for a card zone using BookTabButtons + /// + private int FindPageForZone(CardZone zone) + { + if (_zoneTabs == null || _zoneTabs.Length == 0) + { + Logging.Warning("[AlbumNavigationService] No zone tabs available!"); + return -1; + } + + foreach (var tab in _zoneTabs) + { + if (tab.Zone == zone) + { + return tab.TargetPage; + } + } + + Logging.Warning($"[AlbumNavigationService] No BookTabButton found for zone {zone}"); + return -1; + } + + /// + /// Check if a slot's transform is on a specific book page + /// + private bool IsSlotOnPage(Transform slotTransform, int pageIndex) + { + if (_book == null || _book.papers == null || pageIndex < 0 || pageIndex >= _book.papers.Length) + return false; + + var paper = _book.papers[pageIndex]; + if (paper == null) return false; + + // Check if slotTransform parent hierarchy contains paper.Front or paper.Back + Transform current = slotTransform; + while (current != null) + { + if ((paper.Front != null && current.gameObject == paper.Front) || + (paper.Back != null && current.gameObject == paper.Back)) + return true; + current = current.parent; + } + + return false; + } + + #endregion + } +} + diff --git a/Assets/Scripts/CardSystem/Controllers/AlbumNavigationService.cs.meta b/Assets/Scripts/CardSystem/Controllers/AlbumNavigationService.cs.meta new file mode 100644 index 00000000..bb0f4f90 --- /dev/null +++ b/Assets/Scripts/CardSystem/Controllers/AlbumNavigationService.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 5dce94e276b8456996d9ddacef25c744 +timeCreated: 1763425777 \ No newline at end of file diff --git a/Assets/Scripts/CardSystem/Controllers/CardEnlargeController.cs b/Assets/Scripts/CardSystem/Controllers/CardEnlargeController.cs new file mode 100644 index 00000000..e0fbb1cc --- /dev/null +++ b/Assets/Scripts/CardSystem/Controllers/CardEnlargeController.cs @@ -0,0 +1,128 @@ +using Core; +using UI.CardSystem.StateMachine; +using UnityEngine; + +namespace UI.CardSystem +{ + /// + /// Manages card enlarge system: backdrop display and card reparenting. + /// Created and owned by AlbumViewPage (not a Unity component). + /// + public class CardEnlargeController + { + private readonly GameObject _backdrop; + private readonly Transform _enlargedContainer; + + /// + /// Constructor - called by AlbumViewPage's lazy property + /// + public CardEnlargeController(GameObject backdrop, Transform enlargedContainer) + { + _backdrop = backdrop; + _enlargedContainer = enlargedContainer; + } + + /// + /// Subscribe to a placed card's enlarged state events + /// + public void RegisterCard(StateMachine.Card card) + { + if (card == null) return; + + var enlargeState = card.GetStateComponent(CardStateNames.AlbumEnlarged); + if (enlargeState != null) + { + enlargeState.OnEnlargeRequested += OnCardEnlargeRequested; + enlargeState.OnShrinkRequested += OnCardShrinkRequested; + } + } + + /// + /// Unsubscribe from a card's enlarged state events + /// + public void UnregisterCard(StateMachine.Card card) + { + if (card == null) return; + + var enlargeState = card.GetStateComponent(CardStateNames.AlbumEnlarged); + if (enlargeState != null) + { + enlargeState.OnEnlargeRequested -= OnCardEnlargeRequested; + enlargeState.OnShrinkRequested -= OnCardShrinkRequested; + } + } + + /// + /// Clean up enlarged card state (on page close) + /// + public void CleanupEnlargedState() + { + // Hide backdrop if visible + if (_backdrop != null && _backdrop.activeSelf) + { + _backdrop.SetActive(false); + } + + // If there's an enlarged card in the container, return it to its slot + if (_enlargedContainer != null && _enlargedContainer.childCount > 0) + { + for (int i = _enlargedContainer.childCount - 1; i >= 0; i--) + { + Transform cardTransform = _enlargedContainer.GetChild(i); + var card = cardTransform.GetComponent(); + var state = cardTransform.GetComponentInChildren(true); + if (card != null && state != null) + { + Transform originalParent = state.GetOriginalParent(); + if (originalParent != null) + { + cardTransform.SetParent(originalParent, true); + cardTransform.localPosition = state.GetOriginalLocalPosition(); + cardTransform.localRotation = state.GetOriginalLocalRotation(); + } + } + } + } + } + + #region Event Handlers + + private void OnCardEnlargeRequested(StateMachine.States.CardAlbumEnlargedState state) + { + if (state == null) return; + + // Show backdrop + if (_backdrop != null) + { + _backdrop.SetActive(true); + } + + // Reparent card root to enlarged container preserving world transform + if (_enlargedContainer != null) + { + var ctx = state.GetComponentInParent(); + if (ctx != null) + { + ctx.RootTransform.SetParent(_enlargedContainer, true); + ctx.RootTransform.SetAsLastSibling(); + } + } + } + + private void OnCardShrinkRequested(StateMachine.States.CardAlbumEnlargedState state) + { + if (state == null) return; + + // Hide backdrop; state will animate back to slot and reparent on completion + if (_backdrop != null) + { + _backdrop.SetActive(false); + } + + // Do not reparent here; reverse animation is orchestrated by the state + } + + #endregion + } +} + diff --git a/Assets/Scripts/CardSystem/Controllers/CardEnlargeController.cs.meta b/Assets/Scripts/CardSystem/Controllers/CardEnlargeController.cs.meta new file mode 100644 index 00000000..bb9913b3 --- /dev/null +++ b/Assets/Scripts/CardSystem/Controllers/CardEnlargeController.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: f0c2c6c12ee64ccabe778e848ac9c822 +timeCreated: 1763425800 \ No newline at end of file diff --git a/Assets/Scripts/CardSystem/Controllers/CornerCardManager.cs b/Assets/Scripts/CardSystem/Controllers/CornerCardManager.cs new file mode 100644 index 00000000..32b27b33 --- /dev/null +++ b/Assets/Scripts/CardSystem/Controllers/CornerCardManager.cs @@ -0,0 +1,392 @@ +using System.Collections.Generic; +using System.Linq; +using AppleHills.Data.CardSystem; +using Core; +using Data.CardSystem; +using UI.DragAndDrop.Core; +using UnityEngine; + +namespace UI.CardSystem +{ + /// + /// Manages corner card spawning, selection, shuffling, and rebuilding. + /// Created and owned by AlbumViewPage (not a Unity component). + /// + public class CornerCardManager + { + private readonly SlotContainer _slots; + private readonly GameObject _cardPrefab; + private readonly AlbumViewPage _owner; + + private List _pendingCards = new List(); + private const int MaxVisible = 3; + + /// + /// Constructor - called by AlbumViewPage's lazy property + /// + public CornerCardManager(SlotContainer slots, GameObject cardPrefab, AlbumViewPage owner) + { + _slots = slots; + _cardPrefab = cardPrefab; + _owner = owner; + } + + /// + /// Get the list of currently spawned corner cards + /// + public List PendingCards => _pendingCards; + + /// + /// Spawn pending corner cards with initial setup + /// + public void SpawnCards() + { + RebuildCards(); + } + + /// + /// Rebuild corner card display incrementally. + /// Flow: 1) Shuffle remaining cards to front slots (0→1→2) + /// 2) Spawn new card in last slot if needed + /// Called on initial spawn and after card is removed. + /// + public void RebuildCards() + { + if (_cardPrefab == null || _slots == null) return; + + // Step 1: Determine how many cards should be displayed + var uniquePending = GetUniquePendingCards(); + int totalPendingCards = uniquePending.Count; + int cardsToDisplay = Mathf.Min(totalPendingCards, MaxVisible); + + int currentCardCount = _pendingCards.Count; + + Logging.Debug($"[CornerCardManager] RebuildCards: current={currentCardCount}, target={cardsToDisplay}"); + + // Step 2: Remove excess cards if we have too many + while (_pendingCards.Count > cardsToDisplay) + { + int lastIndex = _pendingCards.Count - 1; + var cardToRemove = _pendingCards[lastIndex]; + + if (cardToRemove != null) + { + if (cardToRemove.Context != null) + { + cardToRemove.Context.OnDragStarted -= OnCardDragStarted; + } + Object.Destroy(cardToRemove.gameObject); + } + + _pendingCards.RemoveAt(lastIndex); + Logging.Debug($"[CornerCardManager] Removed excess card, now have {_pendingCards.Count}"); + } + + // Step 3: Shuffle remaining cards to occupy first slots (0, 1, 2) + ShuffleCardsToFrontSlots(); + + // Step 4: Spawn new cards in remaining slots if needed + while (_pendingCards.Count < cardsToDisplay) + { + int slotIndex = _pendingCards.Count; // Next available slot + var slot = FindSlotByIndex(slotIndex); + + if (slot == null) + { + Logging.Warning($"[CornerCardManager] Slot {slotIndex} not found, stopping spawn"); + break; + } + + SpawnCardInSlot(slot); + Logging.Debug($"[CornerCardManager] Added new card in slot {slotIndex}, now have {_pendingCards.Count}"); + } + + if (cardsToDisplay == 0) + { + Logging.Debug("[CornerCardManager] No pending cards to display in corner"); + } + } + + /// + /// Smart card selection from pending queue. + /// Prioritizes cards that belong on current album page, falls back to random. + /// Removes selected card from pending and rebuilds corner. + /// + public CardData GetSmartSelection() + { + if (CardSystemManager.Instance == null) return null; + var pending = CardSystemManager.Instance.GetPendingRevealCards(); + if (pending.Count == 0) return null; + + // Try current page match + var pageDefs = _owner.GetDefinitionsOnCurrentPage(); + var match = pending.Find(c => pageDefs.Contains(c.DefinitionId)); + + // If no match, use random + if (match == null) + { + int idx = Random.Range(0, pending.Count); + match = pending[idx]; + } + + // IMPORTANT: Remove from pending list immediately + // Card is now in "reveal flow" and will be added to collection when placed + if (match != null) + { + // Remove from pending using the manager (fires OnPendingCardRemoved event) + CardSystemManager.Instance.RemoveFromPending(match); + Logging.Debug($"[CornerCardManager] Removed '{match.Name}' from pending cards, starting reveal flow"); + + // Rebuild corner cards AFTER removing from pending list + // This ensures the removed card doesn't get re-spawned + RebuildCards(); + } + + return match; + } + + /// + /// Cleanup all corner cards (on page close) + /// + public void CleanupAllCards() + { + // First, unsubscribe and destroy tracked cards + foreach (var c in _pendingCards) + { + if (c != null) + { + if (c.Context != null) + { + c.Context.OnDragStarted -= OnCardDragStarted; + } + Object.Destroy(c.gameObject); + } + } + _pendingCards.Clear(); + + // IMPORTANT: Also clear ALL children from corner slots + // This catches cards that were removed from tracking but not destroyed + // (e.g., cards being dragged to album) + if (_slots != null) + { + foreach (var slot in _slots.Slots) + { + if (slot == null || slot.transform == null) continue; + + // Destroy all card children in this slot + for (int i = slot.transform.childCount - 1; i >= 0; i--) + { + var child = slot.transform.GetChild(i); + var card = child.GetComponent(); + if (card != null) + { + // Unsubscribe if somehow still subscribed + if (card.Context != null) + { + card.Context.OnDragStarted -= OnCardDragStarted; + } + Object.Destroy(child.gameObject); + Logging.Debug($"[CornerCardManager] Cleaned up orphaned card from slot {slot.SlotIndex}"); + } + } + } + } + } + + /// + /// Notify that a card has been placed in album (remove from tracking) + /// + public void NotifyCardPlaced(StateMachine.Card card) + { + if (card != null) + { + // Remove from tracking list + _pendingCards.Remove(card); + + // IMPORTANT: Unsubscribe from drag events + // Placed cards should never respond to corner drag events + if (card.Context != null) + { + card.Context.OnDragStarted -= OnCardDragStarted; + } + + Logging.Debug($"[CornerCardManager] Card placed and unsubscribed from corner events: {card.CardData?.Name}"); + } + } + + #region Private Helpers + + /// + /// Shuffle remaining cards to occupy the first available slots (0 → 1 → 2). + /// Example: If we have 2 cards in slots 0 and 2, move the card from slot 2 to slot 1. + /// + private void ShuffleCardsToFrontSlots() + { + if (_pendingCards.Count == 0) return; + + Logging.Debug($"[CornerCardManager] Shuffling {_pendingCards.Count} cards to front slots"); + + // Reassign each card to the first N slots (0, 1, 2...) + for (int i = 0; i < _pendingCards.Count; i++) + { + var card = _pendingCards[i]; + var targetSlot = FindSlotByIndex(i); + + if (targetSlot == null) + { + Logging.Warning($"[CornerCardManager] Could not find slot with index {i} during shuffle"); + continue; + } + + // Check if card is already in the correct slot + if (card.CurrentSlot == targetSlot) + { + // Already in correct slot, skip + continue; + } + + // Vacate current slot if occupied + if (card.CurrentSlot != null) + { + card.CurrentSlot.Vacate(); + } + + // Assign to target slot with animation + card.AssignToSlot(targetSlot, true); // true = animate + Logging.Debug($"[CornerCardManager] Shuffled card {i} to slot {targetSlot.SlotIndex}"); + } + } + + /// + /// Spawn a single card in the specified slot. + /// Card will be in PendingFaceDownState and match slot transform. + /// + private void SpawnCardInSlot(DraggableSlot slot) + { + if (slot == null || _cardPrefab == null) return; + + // Instantiate card as child of slot (not container) + GameObject cardObj = Object.Instantiate(_cardPrefab, slot.transform); + var card = cardObj.GetComponent(); + + if (card == null) + { + Logging.Warning("[CornerCardManager] Card prefab missing Card component!"); + Object.Destroy(cardObj); + return; + } + + // IMPORTANT: Assign to slot FIRST (establishes correct transform) + card.AssignToSlot(slot, false); // false = instant, no animation + + // Inject AlbumViewPage dependency + card.Context.SetAlbumViewPage(_owner); + + // THEN setup card for pending state (transitions to PendingFaceDownState) + // This ensures OriginalScale is captured AFTER slot assignment + card.SetupForAlbumPending(); + + // Subscribe to drag events for reorganization + card.Context.OnDragStarted += OnCardDragStarted; + + // Track in list + _pendingCards.Add(card); + + Logging.Debug($"[CornerCardManager] Spawned card in slot {slot.SlotIndex}, state: {card.GetCurrentStateName()}"); + } + + /// + /// Handle card drag started - cleanup and unparent from corner slot + /// Rebuild happens in GetSmartSelection after pending list is updated + /// + private void OnCardDragStarted(StateMachine.CardContext context) + { + if (context == null) return; + + var card = context.GetComponent(); + if (card == null) return; + + // Only handle pending corner cards + if (!_pendingCards.Contains(card)) return; + + Logging.Debug($"[CornerCardManager] Card drag started, removing from corner"); + + // 1. Remove from tracking (card is transitioning to placement flow) + _pendingCards.Remove(card); + + // 2. Unsubscribe from this card's events + if (card.Context != null) + { + card.Context.OnDragStarted -= OnCardDragStarted; + } + + // 3. CRITICAL: Unparent from corner slot BEFORE rebuild happens + // This prevents the card from being destroyed when CleanupAllCards runs + // Reparent to page's transform to keep it alive during drag + if (card.transform.parent != null) + { + card.transform.SetParent(_owner.transform, true); // Keep world position + Logging.Debug($"[CornerCardManager] Card unparented from corner slot - safe for rebuild"); + } + + // Note: RebuildCards() is called in GetSmartSelection() + // after the card is removed from CardSystemManager's pending list + // The card is now safe from being destroyed since it's no longer a child of corner slots + } + + /// + /// Get unique pending cards (one per definition+rarity combo) + /// + private List GetUniquePendingCards() + { + if (CardSystemManager.Instance == null) return new List(); + + var pending = CardSystemManager.Instance.GetPendingRevealCards(); + + // Group by definition+rarity, take first of each group + var uniqueDict = new Dictionary(); + int duplicateCount = 0; + + foreach (var card in pending) + { + string key = $"{card.DefinitionId}_{card.Rarity}"; + if (!uniqueDict.ContainsKey(key)) + { + uniqueDict[key] = card; + } + else + { + duplicateCount++; + } + } + + if (duplicateCount > 0) + { + Logging.Warning($"[CornerCardManager] Found {duplicateCount} duplicate pending cards (same definition+rarity combo)"); + } + + return new List(uniqueDict.Values); + } + + /// + /// Find a slot by its SlotIndex property + /// + private DraggableSlot FindSlotByIndex(int slotIndex) + { + if (_slots == null) + return null; + + foreach (var slot in _slots.Slots) + { + if (slot.SlotIndex == slotIndex) + { + return slot; + } + } + return null; + } + + #endregion + } +} + diff --git a/Assets/Scripts/CardSystem/Controllers/CornerCardManager.cs.meta b/Assets/Scripts/CardSystem/Controllers/CornerCardManager.cs.meta new file mode 100644 index 00000000..4909a786 --- /dev/null +++ b/Assets/Scripts/CardSystem/Controllers/CornerCardManager.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: c7c68770a6974aa4a22c645fe0517fe2 +timeCreated: 1763425113 \ No newline at end of file diff --git a/Assets/Scripts/CardSystem/Controllers/ProgressBarController.cs b/Assets/Scripts/CardSystem/Controllers/ProgressBarController.cs new file mode 100644 index 00000000..48e9cbdf --- /dev/null +++ b/Assets/Scripts/CardSystem/Controllers/ProgressBarController.cs @@ -0,0 +1,205 @@ +using System.Collections; +using Core; +using UnityEngine; +using UnityEngine.UI; +using AppleHills.Core.Settings; + +namespace UI.CardSystem +{ + /// + /// Controls a vertical progress bar made of individual Image elements. + /// Fills from bottom to top and animates the newest element with a blink effect. + /// + /// Setup: Place on GameObject with VerticalLayoutGroup (Reverse Arrangement enabled). + /// First child = first progress element (1/5), last child = last progress element (5/5). + /// + public class ProgressBarController : MonoBehaviour + { + [Header("Progress Elements")] + [Tooltip("The individual Image components representing progress segments (auto-detected from children)")] + private Image[] _progressElements; + + private ICardSystemSettings _settings; + private Coroutine _currentBlinkCoroutine; + + private void Awake() + { + _settings = GameManager.GetSettingsObject(); + + // Auto-detect all child Image components + _progressElements = GetComponentsInChildren(true); + + if (_progressElements.Length == 0) + { + Logging.Warning("[ProgressBarController] No child Image components found! Add Image children to this GridLayout."); + } + } + + /// + /// Show progress and animate the newest element with a blink effect. + /// + /// Current progress (1 to maxCount) + /// Maximum progress value (typically 5) + /// Callback invoked after blink animation completes + public void ShowProgress(int currentCount, int maxCount, System.Action onComplete) + { + // Validate input + if (currentCount < 0 || currentCount > maxCount) + { + Logging.Warning($"[ProgressBarController] Invalid progress: {currentCount}/{maxCount}"); + onComplete?.Invoke(); + return; + } + + // Validate element count + if (_progressElements.Length < maxCount) + { + Logging.Warning($"[ProgressBarController] Not enough progress elements! Expected {maxCount}, found {_progressElements.Length}"); + onComplete?.Invoke(); + return; + } + + // Stop any existing blink animation + if (_currentBlinkCoroutine != null) + { + StopCoroutine(_currentBlinkCoroutine); + _currentBlinkCoroutine = null; + } + + // Disable all elements first + foreach (var element in _progressElements) + { + element.enabled = false; + } + + // Enable first N elements (since first child = 1/5, last child = 5/5) + // If currentCount = 3, enable elements [0], [1], [2] (first 3 elements) + for (int i = 0; i < currentCount && i < _progressElements.Length; i++) + { + _progressElements[i].enabled = true; + } + + Logging.Debug($"[ProgressBarController] Showing progress {currentCount}/{maxCount}"); + + // Blink the NEWEST element (the last one we just enabled) + // Newest element is at index (currentCount - 1) + int newestIndex = currentCount - 1; + if (newestIndex >= 0 && newestIndex < _progressElements.Length && currentCount > 0) + { + _currentBlinkCoroutine = StartCoroutine(BlinkElement(newestIndex, onComplete)); + } + else + { + // No element to blink (e.g., currentCount = 0) + onComplete?.Invoke(); + } + } + + /// + /// Show progress without blink animation (instant display). + /// + /// Current progress (1 to maxCount) + /// Maximum progress value + public void ShowProgressInstant(int currentCount, int maxCount) + { + // Validate + if (currentCount < 0 || currentCount > maxCount || _progressElements.Length < maxCount) + { + return; + } + + // Disable all + foreach (var element in _progressElements) + { + element.enabled = false; + } + + // Enable first N elements + for (int i = 0; i < currentCount && i < _progressElements.Length; i++) + { + _progressElements[i].enabled = true; + } + } + + /// + /// Hide all progress elements. + /// + public void HideProgress() + { + foreach (var element in _progressElements) + { + element.enabled = false; + } + } + + /// + /// Blink a specific element by toggling enabled/disabled. + /// + private IEnumerator BlinkElement(int index, System.Action onComplete) + { + if (index < 0 || index >= _progressElements.Length) + { + onComplete?.Invoke(); + yield break; + } + + Image element = _progressElements[index]; + + // Get blink settings (or use defaults if not available) + float blinkDuration = 0.15f; // Duration for each on/off toggle + int blinkCount = 3; // Number of full blinks (on->off->on = 1 blink) + + // Try to get settings if available + if (_settings != null) + { + // Settings could expose these if needed: + // blinkDuration = _settings.ProgressBlinkDuration; + // blinkCount = _settings.ProgressBlinkCount; + } + + Logging.Debug($"[ProgressBarController] Blinking element {index} ({blinkCount} times)"); + + // Wait a brief moment before starting blink + yield return new WaitForSeconds(0.3f); + + // Perform blinks (on->off->on = 1 full blink) + for (int i = 0; i < blinkCount; i++) + { + // Off + element.enabled = false; + yield return new WaitForSeconds(blinkDuration); + + // On + element.enabled = true; + yield return new WaitForSeconds(blinkDuration); + } + + // Ensure element is enabled at the end + element.enabled = true; + + Logging.Debug($"[ProgressBarController] Blink complete for element {index}"); + + _currentBlinkCoroutine = null; + onComplete?.Invoke(); + } + + /// + /// Get the total number of progress elements available. + /// + public int GetElementCount() + { + return _progressElements?.Length ?? 0; + } + + private void OnDestroy() + { + // Clean up any running coroutines + if (_currentBlinkCoroutine != null) + { + StopCoroutine(_currentBlinkCoroutine); + _currentBlinkCoroutine = null; + } + } + } +} + diff --git a/Assets/Scripts/CardSystem/Controllers/ProgressBarController.cs.meta b/Assets/Scripts/CardSystem/Controllers/ProgressBarController.cs.meta new file mode 100644 index 00000000..95dd911c --- /dev/null +++ b/Assets/Scripts/CardSystem/Controllers/ProgressBarController.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: e91de41001c14101b8fa4216d6c7888b +timeCreated: 1762939781 \ No newline at end of file diff --git a/Assets/Scripts/CardSystem/Core.meta b/Assets/Scripts/CardSystem/Core.meta new file mode 100644 index 00000000..f8b99ee4 --- /dev/null +++ b/Assets/Scripts/CardSystem/Core.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 619e69d1b6e44ecabc40657b2bcd13f9 +timeCreated: 1763454353 \ No newline at end of file diff --git a/Assets/Scripts/CardSystem/Core/Card.cs b/Assets/Scripts/CardSystem/Core/Card.cs new file mode 100644 index 00000000..e5786bd8 --- /dev/null +++ b/Assets/Scripts/CardSystem/Core/Card.cs @@ -0,0 +1,211 @@ +using AppleHills.Data.CardSystem; +using Core; +using Core.SaveLoad; +using UI.DragAndDrop.Core; +using UnityEngine; + +namespace UI.CardSystem.StateMachine +{ + // ...existing code... + public class Card : DraggableObject + { + [Header("Components")] + [SerializeField] private CardContext context; + [SerializeField] private CardAnimator animator; + [SerializeField] private AppleMachine stateMachine; + + [Header("Configuration")] + [SerializeField] private string initialState = "IdleState"; + + // Public accessors + public CardContext Context => context; + public CardAnimator Animator => animator; + public AppleMachine StateMachine => stateMachine; + public CardData CardData => context?.CardData; + + // State inspection properties for booster flow + public bool IsIdle => GetCurrentStateName() == CardStateNames.Idle; + public bool IsRevealing => !IsIdle && !IsComplete; + public bool IsComplete => context?.BoosterContext.HasCompletedReveal ?? false; + + // Event fired when this card is successfully placed into an AlbumCardSlot + public event System.Action OnPlacedInAlbumSlot; + + protected override void Initialize() + { + base.Initialize(); // Call DraggableObject initialization + + // Auto-find components if not assigned + if (context == null) + context = GetComponent(); + + if (animator == null) + animator = GetComponent(); + + if (stateMachine == null) + stateMachine = GetComponentInChildren(); + } + + #region DraggableObject Hooks - Trigger State Transitions + + protected override void OnDragStartedHook() + { + base.OnDragStartedHook(); + + // Always emit the generic drag started event for external consumers (AlbumViewPage, etc.) + context?.NotifyDragStarted(); + + // Check if current state wants to handle drag behavior + if (stateMachine?.currentState != null) + { + var dragHandler = stateMachine.currentState.GetComponent(); + if (dragHandler != null && dragHandler.OnCardDragStarted(context)) + { + return; // State handled it, don't do default behavior + } + } + + // Default behavior: transition to DraggingState + // Logging.Debug($"[Card] Drag started on {CardData?.Name}, transitioning to DraggingState"); + // ChangeState("DraggingState"); + } + + protected override void OnDragEndedHook() + { + base.OnDragEndedHook(); + + // Always emit the generic drag ended event for external consumers + context?.NotifyDragEnded(); + + // Check if current state wants to handle drag end + if (stateMachine?.currentState != null) + { + var dragHandler = stateMachine.currentState.GetComponent(); + if (dragHandler != null && dragHandler.OnCardDragEnded(context)) + { + return; // State handled it + } + } + + // Default behavior for states that don't implement custom drag end + string current = GetCurrentStateName(); + if (current == CardStateNames.Dragging) + { + if (CurrentSlot is AlbumCardSlot albumSlot) + { + Logging.Debug($"[Card] Dropped in album slot, transitioning to PlacedInSlotState"); + var placedState = GetStateComponent(CardStateNames.PlacedInSlot); + if (placedState != null) + { + placedState.SetParentSlot(albumSlot); + } + ChangeState(CardStateNames.PlacedInSlot); + OnPlacedInAlbumSlot?.Invoke(this, albumSlot); + } + else + { + Logging.Debug("[Card] Dropped outside valid slot, returning to RevealedState"); + ChangeState(CardStateNames.Revealed); + } + } + } + + #endregion + + /// + /// Setup the card with data and optional initial state + /// + public void SetupCard(CardData data, string startState = null) + { + if (context != null) + { + context.SetupCard(data); + } + + // Start the state machine with specified or default state + string targetState = startState ?? initialState; + if (stateMachine != null && !string.IsNullOrEmpty(targetState)) + { + stateMachine.ChangeState(targetState); + } + } + + /// + /// Setup for booster reveal flow (starts at IdleState, will flip on click) + /// Dragging is DISABLED for booster cards + /// States will query CardSystemManager for collection state as needed + /// + public void SetupForBoosterReveal(CardData data, bool isNew) + { + SetupCard(data, CardStateNames.Idle); + SetDraggingEnabled(false); // Booster cards cannot be dragged + } + + /// + /// Setup for album placement (starts at PlacedInSlotState) + /// Dragging is DISABLED once placed in slot + /// + public void SetupForAlbumSlot(CardData data, AlbumCardSlot slot) + { + SetupCard(data, CardStateNames.PlacedInSlot); + SetDraggingEnabled(false); // Cards in slots cannot be dragged out + + // Set the parent slot on the PlacedInSlotState + var placedState = GetStateComponent(CardStateNames.PlacedInSlot); + if (placedState != null) + { + placedState.SetParentSlot(slot); + } + } + + /// + /// Setup for album pending state (starts at PendingFaceDownState) + /// Dragging is ENABLED; state will assign data when dragged + /// + public void SetupForAlbumPending() + { + // Start with no data; state will assign when dragged + SetupCard(null, CardStateNames.PendingFaceDown); + SetDraggingEnabled(true); + } + + /// + /// Transition to a specific state + /// + public void ChangeState(string stateName) + { + if (stateMachine != null) + { + stateMachine.ChangeState(stateName); + } + } + + /// + /// Get a specific state component by name + /// + public T GetStateComponent(string stateName) where T : AppleState + { + if (stateMachine == null) return null; + + Transform stateTransform = stateMachine.transform.Find(stateName); + if (stateTransform != null) + { + return stateTransform.GetComponent(); + } + + return null; + } + + /// + /// Get the current active state name + /// + public string GetCurrentStateName() + { + if (stateMachine?.currentState != null) + { + return stateMachine.currentState.name; + } + return "None"; + } + } +} diff --git a/Assets/Scripts/CardSystem/Core/Card.cs.meta b/Assets/Scripts/CardSystem/Core/Card.cs.meta new file mode 100644 index 00000000..b7567245 --- /dev/null +++ b/Assets/Scripts/CardSystem/Core/Card.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: d97dd4e4bc3246e9bed5ac227f13de10 +timeCreated: 1762884900 \ No newline at end of file diff --git a/Assets/Scripts/CardSystem/Core/CardBack.cs b/Assets/Scripts/CardSystem/Core/CardBack.cs new file mode 100644 index 00000000..0ef5a535 --- /dev/null +++ b/Assets/Scripts/CardSystem/Core/CardBack.cs @@ -0,0 +1,23 @@ +using UnityEngine; +using UnityEngine.UI; + +namespace UI.CardSystem +{ + /// + /// Simple component representing card back visuals; toggle visibility. + /// + public class CardBack : MonoBehaviour + { + [SerializeField] private Image backImage; + + public void Show() + { + gameObject.SetActive(true); + } + + public void Hide() + { + gameObject.SetActive(false); + } + } +} diff --git a/Assets/Scripts/CardSystem/Core/CardBack.cs.meta b/Assets/Scripts/CardSystem/Core/CardBack.cs.meta new file mode 100644 index 00000000..a0569735 --- /dev/null +++ b/Assets/Scripts/CardSystem/Core/CardBack.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 37d815ba7b02481786cc1953678a3e8e +timeCreated: 1763322207 \ No newline at end of file diff --git a/Assets/Scripts/CardSystem/Core/CardContext.cs b/Assets/Scripts/CardSystem/Core/CardContext.cs new file mode 100644 index 00000000..4724c596 --- /dev/null +++ b/Assets/Scripts/CardSystem/Core/CardContext.cs @@ -0,0 +1,188 @@ +using System; +using AppleHills.Data.CardSystem; +using Core.SaveLoad; +using UnityEngine; + +namespace UI.CardSystem.StateMachine +{ + /// + /// Shared context for card states. + /// Provides access to common components and data that states need. + /// + public class CardContext : MonoBehaviour + { + [Header("Core Components")] + [SerializeField] private CardDisplay cardDisplay; + [SerializeField] private CardAnimator cardAnimator; + private AppleMachine stateMachine; + + [Header("Card Data")] + private CardData cardData; + + // Injected dependencies + private AlbumViewPage albumViewPage; + + // Public accessors + public CardDisplay CardDisplay => cardDisplay; + public CardAnimator Animator => cardAnimator; + public AppleMachine StateMachine => stateMachine; + public Transform RootTransform => transform; + public CardData CardData => cardData; + + /// + /// Get the injected AlbumViewPage (null if not set) + /// + public AlbumViewPage AlbumViewPage => albumViewPage; + + // Runtime state + public bool IsClickable { get; set; } = true; + + // Original transform data (captured on spawn for shrink animations) + public Vector3 OriginalScale { get; private set; } + public Vector3 OriginalPosition { get; private set; } + public Quaternion OriginalRotation { get; private set; } + + // Generic drag event - fired when drag starts, consumers decide how to handle based on current state + public event Action OnDragStarted; + + // Generic drag end event - fired when drag ends, consumers decide how to handle based on current state + public event Action OnDragEnded; + + // Booster-specific context (optional, only set for booster flow cards) + private BoosterCardContext boosterContext; + public BoosterCardContext BoosterContext + { + get + { + if (boosterContext == null) + boosterContext = new BoosterCardContext(); + return boosterContext; + } + } + + /// + /// Inject AlbumViewPage dependency + /// + public void SetAlbumViewPage(AlbumViewPage page) + { + albumViewPage = page; + } + + // Helper method for states/card to signal drag started + public void NotifyDragStarted() + { + OnDragStarted?.Invoke(this); + } + + // Helper method for states/card to signal drag ended + public void NotifyDragEnded() + { + OnDragEnded?.Invoke(this); + } + + private void Awake() + { + // Auto-find components if not assigned + if (cardDisplay == null) + cardDisplay = GetComponentInChildren(); + + if (cardAnimator == null) + cardAnimator = GetComponent(); + + if (stateMachine == null) + stateMachine = GetComponentInChildren(); + } + + private void OnEnable() + { + // Subscribe to CardDisplay click and route to active state + if (cardDisplay != null) + { + cardDisplay.OnCardClicked += HandleCardDisplayClicked; + } + } + + private void OnDisable() + { + if (cardDisplay != null) + { + cardDisplay.OnCardClicked -= HandleCardDisplayClicked; + } + } + + private void HandleCardDisplayClicked(CardDisplay _) + { + // Gate by clickability + if (!IsClickable) return; + if (stateMachine == null || stateMachine.currentState == null) return; + + var handler = stateMachine.currentState.GetComponent(); + if (handler != null) + { + handler.OnCardClicked(this); + } + } + + /// + /// Setup the card with data + /// + public void SetupCard(CardData data) + { + cardData = data; + + // Reset booster context if it exists + if (boosterContext != null) + { + boosterContext.Reset(); + } + + // Capture original transform for shrink animations. + // If current scale is ~0 (pop-in staging), default to Vector3.one. + var currentScale = transform.localScale; + if (currentScale.x < 0.01f && currentScale.y < 0.01f && currentScale.z < 0.01f) + { + OriginalScale = Vector3.one; + } + else + { + OriginalScale = currentScale; + } + OriginalPosition = transform.localPosition; + OriginalRotation = transform.localRotation; + + if (cardDisplay != null) + { + cardDisplay.SetupCard(data); + } + } + + /// + /// Update card data without re-capturing original transform values. + /// Use this when assigning data to an already-initialized card (e.g., pending cards on drag). + /// This prevents changing OriginalScale when the card is already correctly sized. + /// + public void UpdateCardData(CardData data) + { + cardData = data; + + // Reset booster context if it exists + if (boosterContext != null) + { + boosterContext.Reset(); + } + + // Don't re-capture OriginalScale/Position/Rotation + // This preserves the transform values captured during initial setup + + if (cardDisplay != null) + { + cardDisplay.SetupCard(data); + } + } + + /// + /// Get the card display component + /// + public CardDisplay GetCardDisplay() => cardDisplay; + } +} diff --git a/Assets/Scripts/CardSystem/Core/CardContext.cs.meta b/Assets/Scripts/CardSystem/Core/CardContext.cs.meta new file mode 100644 index 00000000..66595281 --- /dev/null +++ b/Assets/Scripts/CardSystem/Core/CardContext.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 3b3126aaaa66448fa3d5bd772aaf5784 +timeCreated: 1762884650 \ No newline at end of file diff --git a/Assets/Scripts/UI/CardSystem/CardDisplay.cs b/Assets/Scripts/CardSystem/Core/CardDisplay.cs similarity index 71% rename from Assets/Scripts/UI/CardSystem/CardDisplay.cs rename to Assets/Scripts/CardSystem/Core/CardDisplay.cs index 47e0589e..822038bb 100644 --- a/Assets/Scripts/UI/CardSystem/CardDisplay.cs +++ b/Assets/Scripts/CardSystem/Core/CardDisplay.cs @@ -37,10 +37,7 @@ namespace UI.CardSystem // Events public event Action OnCardClicked; - - // Preview mode tracking for click forwarding - private bool _isPreviewMode; - private AlbumCardSlot _previewSlot; + /// /// Sets up the card display with the given card data @@ -88,46 +85,7 @@ namespace UI.CardSystem Logging.Debug($"[CardDisplay] Updated visuals for card: {cardData.Name} (Rarity: {cardData.Rarity}, Zone: {cardData.Zone})"); } - /// - /// Apply preview visuals - black tint to card image and question marks for name - /// Used for empty slot previews to show locked/unknown cards - /// - public void SetPreviewVisuals() - { - // Set card name to question marks - if (cardNameText != null) - { - cardNameText.text = "??????"; - } - - // Apply black non-opaque tint to card image - if (cardImage != null) - { - cardImage.color = Color.black; - } - - Logging.Debug($"[CardDisplay] Applied preview visuals (black tint and ?????? name)"); - } - - /// - /// Reset preview visuals back to normal - /// - public void ClearPreviewVisuals() - { - // Restore normal card name - if (cardData != null && cardNameText != null) - { - cardNameText.text = cardData.Name ?? "Unknown Card"; - } - - // Reset card image color to white (normal) - if (cardImage != null) - { - cardImage.color = Color.white; - } - - Logging.Debug($"[CardDisplay] Cleared preview visuals"); - } + /// /// Updates the card name text @@ -281,50 +239,11 @@ namespace UI.CardSystem } /// - /// Enable preview mode - when clicked, forwards click to the associated slot - /// - public void SetPreviewMode(bool isEnabled, AlbumCardSlot slot = null) - { - _isPreviewMode = isEnabled; - _previewSlot = slot; - - // Enable raycast targets on images so this CardDisplay can receive clicks - if (cardImage != null) cardImage.raycastTarget = isEnabled; - if (frameImage != null) frameImage.raycastTarget = isEnabled; - if (overlayImage != null) overlayImage.raycastTarget = isEnabled; - if (backgroundImage != null) backgroundImage.raycastTarget = isEnabled; - if (zoneShapeImage != null) zoneShapeImage.raycastTarget = isEnabled; - - Logging.Debug($"[CardDisplay] Preview mode {(isEnabled ? "enabled" : "disabled")}, slot: {(slot != null ? slot.name : "NULL")}"); - } - - /// - /// Handle click on CardDisplay - forward to preview slot if in preview mode + /// Handle pointer click - simply emit the click event /// public void OnPointerClick(PointerEventData eventData) { - Logging.Debug($"[CLICK-TRACE-CARDDISPLAY] OnPointerClick on {name}, _isPreviewMode={_isPreviewMode}, _previewSlot={((_previewSlot != null) ? _previewSlot.name : "NULL")}"); - - if (_isPreviewMode && _previewSlot != null) - { - Logging.Debug($"[CLICK-TRACE-CARDDISPLAY] {name} - In preview mode, calling DismissPreview on slot: {_previewSlot.name}"); - _previewSlot.DismissPreview(); - } - else - { - // Not in preview mode - forward click to parent AlbumCard (if it exists) - AlbumCard parentAlbumCard = GetComponentInParent(); - if (parentAlbumCard != null) - { - Logging.Debug($"[CLICK-TRACE-CARDDISPLAY] {name} - Forwarding click to parent AlbumCard"); - parentAlbumCard.OnPointerClick(eventData); - } - else - { - Logging.Debug($"[CLICK-TRACE-CARDDISPLAY] {name} - No parent AlbumCard, firing OnCardClicked event"); - OnCardClicked?.Invoke(this); - } - } + OnCardClicked?.Invoke(this); } #if UNITY_EDITOR diff --git a/Assets/Scripts/UI/CardSystem/CardDisplay.cs.meta b/Assets/Scripts/CardSystem/Core/CardDisplay.cs.meta similarity index 100% rename from Assets/Scripts/UI/CardSystem/CardDisplay.cs.meta rename to Assets/Scripts/CardSystem/Core/CardDisplay.cs.meta diff --git a/Assets/Scripts/Data/CardSystem.meta b/Assets/Scripts/CardSystem/Data.meta similarity index 100% rename from Assets/Scripts/Data/CardSystem.meta rename to Assets/Scripts/CardSystem/Data.meta diff --git a/Assets/Scripts/Data/CardSystem/CardCollectionState.cs b/Assets/Scripts/CardSystem/Data/CardCollectionState.cs similarity index 100% rename from Assets/Scripts/Data/CardSystem/CardCollectionState.cs rename to Assets/Scripts/CardSystem/Data/CardCollectionState.cs diff --git a/Assets/Scripts/Data/CardSystem/CardCollectionState.cs.meta b/Assets/Scripts/CardSystem/Data/CardCollectionState.cs.meta similarity index 100% rename from Assets/Scripts/Data/CardSystem/CardCollectionState.cs.meta rename to Assets/Scripts/CardSystem/Data/CardCollectionState.cs.meta diff --git a/Assets/Scripts/Data/CardSystem/CardData.cs b/Assets/Scripts/CardSystem/Data/CardData.cs similarity index 100% rename from Assets/Scripts/Data/CardSystem/CardData.cs rename to Assets/Scripts/CardSystem/Data/CardData.cs diff --git a/Assets/Scripts/Data/CardSystem/CardData.cs.meta b/Assets/Scripts/CardSystem/Data/CardData.cs.meta similarity index 100% rename from Assets/Scripts/Data/CardSystem/CardData.cs.meta rename to Assets/Scripts/CardSystem/Data/CardData.cs.meta diff --git a/Assets/Scripts/Data/CardSystem/CardDefinition.cs b/Assets/Scripts/CardSystem/Data/CardDefinition.cs similarity index 100% rename from Assets/Scripts/Data/CardSystem/CardDefinition.cs rename to Assets/Scripts/CardSystem/Data/CardDefinition.cs diff --git a/Assets/Scripts/Data/CardSystem/CardDefinition.cs.meta b/Assets/Scripts/CardSystem/Data/CardDefinition.cs.meta similarity index 100% rename from Assets/Scripts/Data/CardSystem/CardDefinition.cs.meta rename to Assets/Scripts/CardSystem/Data/CardDefinition.cs.meta diff --git a/Assets/Scripts/Data/CardSystem/CardInventory.cs b/Assets/Scripts/CardSystem/Data/CardInventory.cs similarity index 100% rename from Assets/Scripts/Data/CardSystem/CardInventory.cs rename to Assets/Scripts/CardSystem/Data/CardInventory.cs diff --git a/Assets/Scripts/Data/CardSystem/CardInventory.cs.meta b/Assets/Scripts/CardSystem/Data/CardInventory.cs.meta similarity index 100% rename from Assets/Scripts/Data/CardSystem/CardInventory.cs.meta rename to Assets/Scripts/CardSystem/Data/CardInventory.cs.meta diff --git a/Assets/Scripts/Data/CardSystem/CardSystemManager.cs b/Assets/Scripts/CardSystem/Data/CardSystemManager.cs similarity index 93% rename from Assets/Scripts/Data/CardSystem/CardSystemManager.cs rename to Assets/Scripts/CardSystem/Data/CardSystemManager.cs index df7993d7..daeb362f 100644 --- a/Assets/Scripts/Data/CardSystem/CardSystemManager.cs +++ b/Assets/Scripts/CardSystem/Data/CardSystemManager.cs @@ -42,6 +42,7 @@ namespace Data.CardSystem public event Action OnCardCollected; public event Action OnBoosterCountChanged; public event Action OnPendingCardAdded; + public event Action OnPendingCardRemoved; public event Action OnCardPlacedInAlbum; internal override void OnManagedAwake() @@ -325,6 +326,14 @@ namespace Data.CardSystem return allCards; } + /// + /// Returns only owned/collected cards (excludes pending reveal cards) + /// + public List GetCollectionOnly() + { + return new List(playerInventory.GetAllCards()); + } + /// /// Returns cards from a specific zone (both owned and pending) /// @@ -484,11 +493,28 @@ namespace Data.CardSystem #region Album System /// - /// Returns all cards waiting to be placed in the album + /// Returns all pending reveal cards (cards waiting to be placed in album) /// public List GetPendingRevealCards() { - return new List(_pendingRevealCards); + return _pendingRevealCards; + } + + /// + /// Remove a card from the pending reveal list and fire event. + /// Called when a card starts being dragged to album slot. + /// + public bool RemoveFromPending(CardData card) + { + if (card == null) return false; + + bool removed = _pendingRevealCards.Remove(card); + if (removed) + { + OnPendingCardRemoved?.Invoke(card); + Logging.Debug($"[CardSystemManager] Removed '{card.Name}' from pending reveal cards"); + } + return removed; } /// @@ -555,26 +581,37 @@ namespace Data.CardSystem /// /// Marks a card as placed in the album - /// Moves it from pending reveal to owned inventory + /// Adds card to owned inventory and tracks as placed + /// Note: Card may have already been removed from pending list during drag /// public void MarkCardAsPlaced(CardData card) { - if (_pendingRevealCards.Remove(card)) + if (card == null) { - // Add to owned inventory - playerInventory.AddCard(card); - - // Track as placed - _placedInAlbumCardIds.Add(card.Id); - - OnCardPlacedInAlbum?.Invoke(card); - OnCardCollected?.Invoke(card); - - Logging.Debug($"[CardSystemManager] Card '{card.Name}' placed in album and added to inventory."); + Logging.Warning("[CardSystemManager] Attempted to place null card"); + return; + } + + // Try to remove from pending (may already be removed during drag) + bool wasInPending = _pendingRevealCards.Remove(card); + + // Add to owned inventory (regardless of whether it was in pending) + playerInventory.AddCard(card); + + // Track as placed + _placedInAlbumCardIds.Add(card.Id); + + // Fire events + OnCardPlacedInAlbum?.Invoke(card); + OnCardCollected?.Invoke(card); + + if (wasInPending) + { + Logging.Debug($"[CardSystemManager] Card '{card.Name}' removed from pending and added to inventory"); } else { - Logging.Warning($"[CardSystemManager] Attempted to place card '{card.Name}' but it wasn't in pending reveal list."); + Logging.Debug($"[CardSystemManager] Card '{card.Name}' added to inventory (was already removed from pending)"); } } diff --git a/Assets/Scripts/Data/CardSystem/CardSystemManager.cs.meta b/Assets/Scripts/CardSystem/Data/CardSystemManager.cs.meta similarity index 100% rename from Assets/Scripts/Data/CardSystem/CardSystemManager.cs.meta rename to Assets/Scripts/CardSystem/Data/CardSystemManager.cs.meta diff --git a/Assets/Scripts/Data/CardSystem/CardVisualConfig.cs b/Assets/Scripts/CardSystem/Data/CardVisualConfig.cs similarity index 100% rename from Assets/Scripts/Data/CardSystem/CardVisualConfig.cs rename to Assets/Scripts/CardSystem/Data/CardVisualConfig.cs diff --git a/Assets/Scripts/Data/CardSystem/CardVisualConfig.cs.meta b/Assets/Scripts/CardSystem/Data/CardVisualConfig.cs.meta similarity index 100% rename from Assets/Scripts/Data/CardSystem/CardVisualConfig.cs.meta rename to Assets/Scripts/CardSystem/Data/CardVisualConfig.cs.meta diff --git a/Assets/Scripts/UI/CardSystem/DragDrop.meta b/Assets/Scripts/CardSystem/DragDrop.meta similarity index 100% rename from Assets/Scripts/UI/CardSystem/DragDrop.meta rename to Assets/Scripts/CardSystem/DragDrop.meta diff --git a/Assets/Scripts/CardSystem/DragDrop/AlbumCardSlot.cs b/Assets/Scripts/CardSystem/DragDrop/AlbumCardSlot.cs new file mode 100644 index 00000000..4e694295 --- /dev/null +++ b/Assets/Scripts/CardSystem/DragDrop/AlbumCardSlot.cs @@ -0,0 +1,165 @@ +using AppleHills.Data.CardSystem; +using Core; +using Data.CardSystem; +using UI.DragAndDrop.Core; +using UnityEngine; + +namespace UI.CardSystem +{ + /// + /// Specialized slot for album pages that only accepts a specific card. + /// Empty by default, auto-spawns owned cards on enable. + /// + public class AlbumCardSlot : DraggableSlot + { + [Header("Album Slot Configuration")] + [SerializeField] private CardDefinition targetCardDefinition; // Which card this slot accepts + [SerializeField] private GameObject cardPrefab; // Card prefab to spawn when card is owned + + private StateMachine.Card _assignedCard; // The card currently in this slot (if any) + + /// + /// Get the target card definition for this slot + /// + public CardDefinition TargetCardDefinition => targetCardDefinition; + + /// + /// Check if this slot has a card assigned to it + /// + public bool HasCardAssigned => _assignedCard != null; + + /// + /// Get the card currently assigned to this slot + /// + public StateMachine.Card AssignedCard => _assignedCard; + + private void OnEnable() + { + // Check if we should spawn a card for this slot + CheckAndSpawnOwnedCard(); + } + + /// + /// Assign a card to this slot (called by AlbumViewPage after placement animation) + /// + public void AssignCard(StateMachine.Card card) + { + if (card == null) + { + Logging.Warning("[AlbumCardSlot] Attempted to assign null card to slot"); + return; + } + + if (_assignedCard != null && _assignedCard != card) + { + Logging.Warning($"[AlbumCardSlot] Slot already has a card assigned, replacing with new card"); + // Clean up old card + if (_assignedCard.gameObject != null) + { + Destroy(_assignedCard.gameObject); + } + } + + _assignedCard = card; + Logging.Debug($"[AlbumCardSlot] Card '{card.CardData?.Name}' assigned to slot for {targetCardDefinition?.name}"); + } + + /// + /// Check if player owns the card for this slot and spawn it if so + /// (Called on OnEnable to handle game reload scenarios) + /// + private void CheckAndSpawnOwnedCard() + { + // Guard: need CardSystemManager and target definition + if (CardSystemManager.Instance == null || targetCardDefinition == null) + return; + + // Guard: don't spawn if already has a card assigned + if (_assignedCard != null) + { + Logging.Debug($"[AlbumCardSlot] Slot for {targetCardDefinition.name} already has card assigned, skipping spawn"); + return; + } + + // Guard: need prefab to spawn + if (cardPrefab == null) + { + Logging.Warning($"[AlbumCardSlot] No cardPrefab assigned for slot targeting {targetCardDefinition.name}"); + return; + } + + // Check if player owns this card in COLLECTION (not pending) + CardData ownedCard = FindOwnedCardForSlot(); + + // Only spawn if owned (not pending) + if (ownedCard != null) + { + Logging.Debug($"[AlbumCardSlot] Found owned card for {targetCardDefinition.name}, spawning"); + SpawnOwnedCard(ownedCard); + } + } + + /// + /// Find owned card for this slot (checks collection only, not pending) + /// + private CardData FindOwnedCardForSlot() + { + var inventory = CardSystemManager.Instance.GetCardInventory(); + + // Check in order: Legendary > Rare > Normal (prioritize highest rarity) + foreach (CardRarity rarity in new[] { CardRarity.Legendary, CardRarity.Rare, CardRarity.Normal }) + { + CardData card = inventory.GetCard(targetCardDefinition.Id, rarity); + if (card != null) + { + return card; // Found highest rarity owned + } + } + + return null; // Not owned + } + + /// + /// Spawn a card that the player already owns (for reload scenarios) + /// + private void SpawnOwnedCard(CardData cardData) + { + GameObject cardObj = Instantiate(cardPrefab, transform); + var card = cardObj.GetComponent(); + + if (card != null) + { + // Setup card for album slot (starts in PlacedInSlotState) + card.SetupForAlbumSlot(cardData, this); + + // Resize the card to match the slot size + RectTransform cardRect = card.transform as RectTransform; + RectTransform slotRect = transform as RectTransform; + if (cardRect != null && slotRect != null) + { + float targetHeight = slotRect.rect.height; + cardRect.sizeDelta = new Vector2(cardRect.sizeDelta.x, targetHeight); + cardRect.localPosition = Vector3.zero; + cardRect.localRotation = Quaternion.identity; + } + + // Assign card to this slot + _assignedCard = card; + + // Register with AlbumViewPage for enlarge/shrink handling + AlbumViewPage albumPage = FindFirstObjectByType(); + if (albumPage != null) + { + albumPage.RegisterCardInAlbum(card); + } + + Logging.Debug($"[AlbumCardSlot] Spawned owned card '{cardData.Name}' ({cardData.Rarity}) in slot"); + } + else + { + Logging.Warning($"[AlbumCardSlot] Spawned prefab has no Card component!"); + Destroy(cardObj); + } + } + } +} diff --git a/Assets/Scripts/UI/CardSystem/DragDrop/AlbumCardSlot.cs.meta b/Assets/Scripts/CardSystem/DragDrop/AlbumCardSlot.cs.meta similarity index 100% rename from Assets/Scripts/UI/CardSystem/DragDrop/AlbumCardSlot.cs.meta rename to Assets/Scripts/CardSystem/DragDrop/AlbumCardSlot.cs.meta diff --git a/Assets/Scripts/UI/CardSystem/DragDrop/BoosterPackDraggable.cs b/Assets/Scripts/CardSystem/DragDrop/BoosterPackDraggable.cs similarity index 79% rename from Assets/Scripts/UI/CardSystem/DragDrop/BoosterPackDraggable.cs rename to Assets/Scripts/CardSystem/DragDrop/BoosterPackDraggable.cs index bf6527ab..74590eaa 100644 --- a/Assets/Scripts/UI/CardSystem/DragDrop/BoosterPackDraggable.cs +++ b/Assets/Scripts/CardSystem/DragDrop/BoosterPackDraggable.cs @@ -88,11 +88,44 @@ namespace UI.CardSystem.DragDrop { base.OnDragEndedHook(); - // Optionally trigger open when dropped in specific zones - if (canOpenOnDrop) + // Find closest slot and assign to it (replaces removed auto-slotting from base class) + SlotContainer[] containers = FindObjectsByType(FindObjectsSortMode.None); + DraggableSlot closestSlot = null; + float closestDistance = float.MaxValue; + + // Get position (handle both overlay and world space canvas) + Vector3 myPosition = (RectTransform != null && + GetComponentInParent()?.renderMode == RenderMode.ScreenSpaceOverlay) + ? RectTransform.position + : transform.position; + + // Find closest slot among all containers + foreach (var container in containers) { - // Could check if dropped in an "opening zone" - // For now, just a placeholder + DraggableSlot slot = container.FindClosestSlot(myPosition, this); + if (slot != null) + { + Vector3 slotPosition = slot.RectTransform != null ? slot.RectTransform.position : slot.transform.position; + float distance = Vector3.Distance(myPosition, slotPosition); + if (distance < closestDistance) + { + closestDistance = distance; + closestSlot = slot; + } + } + } + + // Assign to closest slot if found + if (closestSlot != null) + { + Logging.Debug($"[BoosterPackDraggable] Drag ended, assigning to closest slot: {closestSlot.name}"); + AssignToSlot(closestSlot, true); + } + else if (CurrentSlot != null) + { + // No valid slot found, return to current slot + Logging.Debug($"[BoosterPackDraggable] No valid slot found, snapping back to current slot"); + AssignToSlot(CurrentSlot, true); } } diff --git a/Assets/Scripts/UI/CardSystem/DragDrop/BoosterPackDraggable.cs.meta b/Assets/Scripts/CardSystem/DragDrop/BoosterPackDraggable.cs.meta similarity index 100% rename from Assets/Scripts/UI/CardSystem/DragDrop/BoosterPackDraggable.cs.meta rename to Assets/Scripts/CardSystem/DragDrop/BoosterPackDraggable.cs.meta diff --git a/Assets/Scripts/UI/CardSystem/DragDrop/BoosterPackVisual.cs b/Assets/Scripts/CardSystem/DragDrop/BoosterPackVisual.cs similarity index 100% rename from Assets/Scripts/UI/CardSystem/DragDrop/BoosterPackVisual.cs rename to Assets/Scripts/CardSystem/DragDrop/BoosterPackVisual.cs diff --git a/Assets/Scripts/UI/CardSystem/DragDrop/BoosterPackVisual.cs.meta b/Assets/Scripts/CardSystem/DragDrop/BoosterPackVisual.cs.meta similarity index 100% rename from Assets/Scripts/UI/CardSystem/DragDrop/BoosterPackVisual.cs.meta rename to Assets/Scripts/CardSystem/DragDrop/BoosterPackVisual.cs.meta diff --git a/Assets/Scripts/CardSystem/StateMachine.meta b/Assets/Scripts/CardSystem/StateMachine.meta new file mode 100644 index 00000000..3cfad9ee --- /dev/null +++ b/Assets/Scripts/CardSystem/StateMachine.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 80f8dd01edcd4742b3edbb5c7fcecd12 +timeCreated: 1762884650 \ No newline at end of file diff --git a/Assets/Scripts/CardSystem/StateMachine/BoosterCardContext.cs b/Assets/Scripts/CardSystem/StateMachine/BoosterCardContext.cs new file mode 100644 index 00000000..767d35f6 --- /dev/null +++ b/Assets/Scripts/CardSystem/StateMachine/BoosterCardContext.cs @@ -0,0 +1,51 @@ +using System; + +namespace UI.CardSystem.StateMachine +{ + /// + /// Booster-specific card context for reveal flow coordination. + /// Separated from generic CardContext to maintain single responsibility. + /// + public class BoosterCardContext + { + // Booster reveal workflow state + private bool _hasCompletedReveal = false; + + /// + /// Has this card completed its booster reveal flow? + /// + public bool HasCompletedReveal => _hasCompletedReveal; + + /// + /// Suppress NEW/REPEAT badges in revealed state + /// + public bool SuppressRevealBadges { get; set; } = false; + + /// + /// Event fired when reveal flow is complete (card dismissed) + /// + public event Action OnRevealFlowComplete; + + /// + /// Signal that this card has completed its reveal flow + /// + public void NotifyRevealComplete() + { + if (!_hasCompletedReveal) + { + _hasCompletedReveal = true; + OnRevealFlowComplete?.Invoke(); + } + } + + /// + /// Reset reveal state (for card reuse/pooling) + /// + public void Reset() + { + _hasCompletedReveal = false; + SuppressRevealBadges = false; + } + } +} + diff --git a/Assets/Scripts/CardSystem/StateMachine/BoosterCardContext.cs.meta b/Assets/Scripts/CardSystem/StateMachine/BoosterCardContext.cs.meta new file mode 100644 index 00000000..53582f1d --- /dev/null +++ b/Assets/Scripts/CardSystem/StateMachine/BoosterCardContext.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 484a792a835a418bb690947b82e45da7 +timeCreated: 1763421968 \ No newline at end of file diff --git a/Assets/Scripts/CardSystem/StateMachine/CardAnimator.cs b/Assets/Scripts/CardSystem/StateMachine/CardAnimator.cs new file mode 100644 index 00000000..c0743676 --- /dev/null +++ b/Assets/Scripts/CardSystem/StateMachine/CardAnimator.cs @@ -0,0 +1,406 @@ +using Pixelplacement; +using Pixelplacement.TweenSystem; +using UnityEngine; +using System; +using AppleHills.Core.Settings; +using Core; + +namespace UI.CardSystem.StateMachine +{ + /// + /// Handles common card animations that can be reused across states. + /// Centralizes animation logic to avoid duplication. + /// Animates the CARD ROOT TRANSFORM (all states follow the card). + /// + public class CardAnimator : MonoBehaviour + { + private Transform _transform; + private RectTransform _rectTransform; + private ICardSystemSettings _settings; + private TweenBase _activeIdleHoverTween; + + private void Awake() + { + _transform = transform; + _rectTransform = GetComponent(); + _settings = GameManager.GetSettingsObject(); + } + + #region Scale Animations + + /// + /// Animate scale to target value + /// + public TweenBase AnimateScale(Vector3 targetScale, float? duration = null, Action onComplete = null) + { + return Tween.LocalScale(_transform, targetScale, duration ?? _settings.DefaultAnimationDuration, 0f, + Tween.EaseInOut, completeCallback: onComplete); + } + + /// + /// Pulse scale animation (scale up then back to normal) + /// + public void PulseScale(float pulseAmount = 1.1f, float duration = 0.2f, Action onComplete = null) + { + Vector3 originalScale = _transform.localScale; + Vector3 pulseScale = originalScale * pulseAmount; + + Tween.LocalScale(_transform, pulseScale, duration, 0f, Tween.EaseOutBack, + completeCallback: () => + { + Tween.LocalScale(_transform, originalScale, duration, 0f, Tween.EaseInBack, + completeCallback: onComplete); + }); + } + + /// + /// Pop-in animation (scale from 0 to 1 with overshoot) + /// + public TweenBase PopIn(float duration = 0.5f, Action onComplete = null) + { + _transform.localScale = Vector3.zero; + return Tween.LocalScale(_transform, Vector3.one, duration, 0f, + Tween.EaseOutBack, completeCallback: onComplete); + } + + /// + /// Pop-out animation (scale from current to 0) + /// + public TweenBase PopOut(float duration = 0.3f, Action onComplete = null) + { + return Tween.LocalScale(_transform, Vector3.zero, duration, 0f, + Tween.EaseInBack, completeCallback: onComplete); + } + + #endregion + + #region Position Animations (RectTransform) + + /// + /// Animate anchored position (for UI elements) + /// + public TweenBase AnimateAnchoredPosition(Vector2 targetPosition, float? duration = null, Action onComplete = null) + { + if (_rectTransform == null) + { + Debug.LogWarning("CardAnimator: No RectTransform found for anchored position animation"); + return null; + } + + return Tween.AnchoredPosition(_rectTransform, targetPosition, duration ?? _settings.DefaultAnimationDuration, 0f, + Tween.EaseInOut, completeCallback: onComplete); + } + + /// + /// Animate local position + /// + public TweenBase AnimateLocalPosition(Vector3 targetPosition, float? duration = null, Action onComplete = null) + { + return Tween.LocalPosition(_transform, targetPosition, duration ?? _settings.DefaultAnimationDuration, 0f, + Tween.EaseInOut, completeCallback: onComplete); + } + + #endregion + + #region Rotation Animations + + /// + /// Animate local rotation to target + /// + public TweenBase AnimateLocalRotation(Quaternion targetRotation, float? duration = null, Action onComplete = null) + { + return Tween.LocalRotation(_transform, targetRotation, duration ?? _settings.DefaultAnimationDuration, 0f, + Tween.EaseInOut, completeCallback: onComplete); + } + + /// + /// Rotate a child object (typically used by states for CardBackVisual, etc.) + /// + public TweenBase AnimateChildRotation(Transform childTransform, Quaternion targetRotation, + float duration, Action onComplete = null) + { + return Tween.LocalRotation(childTransform, targetRotation, duration, 0f, + Tween.EaseInOut, completeCallback: onComplete); + } + + #endregion + + #region Flip Animations + + /// + /// Play card flip animation - rotates card back from 0° to 90°, then card front from 180° to 0° + /// Based on FlippableCard.FlipToReveal() + /// + public void PlayFlip(Transform cardBack, Transform cardFront, float? duration = null, Action onComplete = null) + { + float flipDuration = duration ?? _settings.FlipDuration; + + // Phase 1: Rotate both to 90 degrees (edge view) + if (cardBack != null) + { + Tween.LocalRotation(cardBack, Quaternion.Euler(0, 90, 0), flipDuration * 0.5f, 0f, Tween.EaseInOut); + } + + if (cardFront != null) + { + Tween.LocalRotation(cardFront, Quaternion.Euler(0, 90, 0), flipDuration * 0.5f, 0f, Tween.EaseInOut, + completeCallback: () => + { + // At edge (90°), switch visibility + if (cardBack != null) + cardBack.gameObject.SetActive(false); + if (cardFront != null) + cardFront.gameObject.SetActive(true); + + // Phase 2: Rotate front from 90 to 0 (show at correct orientation) + Tween.LocalRotation(cardFront, Quaternion.Euler(0, 0, 0), flipDuration * 0.5f, 0f, Tween.EaseInOut, + completeCallback: onComplete); + }); + } + } + + /// + /// Play scale punch during flip animation for extra juice + /// Based on FlippableCard.FlipToReveal() + /// + public void PlayFlipScalePunch(float? punchScale = null, float? duration = null) + { + float punch = punchScale ?? _settings.FlipScalePunch; + float flipDuration = duration ?? _settings.FlipDuration; + Vector3 originalScale = _transform.localScale; + + Tween.LocalScale(_transform, originalScale * punch, flipDuration * 0.5f, 0f, Tween.EaseOutBack, + completeCallback: () => + { + Tween.LocalScale(_transform, originalScale, flipDuration * 0.5f, 0f, Tween.EaseInBack); + }); + } + + #endregion + + #region Enlarge/Shrink Animations + + /// + /// Enlarge card to specified scale + /// Based on FlippableCard.EnlargeCard() and AlbumCard.EnlargeCard() + /// + public void PlayEnlarge(float? targetScale = null, float? duration = null, Action onComplete = null) + { + float scale = targetScale ?? _settings.NewCardEnlargedScale; + float scaleDuration = duration ?? _settings.ScaleDuration; + + Tween.LocalScale(_transform, Vector3.one * scale, scaleDuration, 0f, Tween.EaseOutBack, + completeCallback: onComplete); + } + + /// + /// Shrink card back to original scale + /// Based on AlbumCard.ShrinkCard() and FlippableCard.ReturnToNormalSize() + /// + public void PlayShrink(Vector3 targetScale, float? duration = null, Action onComplete = null) + { + float scaleDuration = duration ?? _settings.ScaleDuration; + + Tween.LocalScale(_transform, targetScale, scaleDuration, 0f, Tween.EaseInBack, + completeCallback: onComplete); + } + + #endregion + + #region Combined Animations + + /// + /// Hover enter animation (lift and scale) + /// For RectTransform UI elements + /// + public void HoverEnter(float liftAmount = 20f, float scaleMultiplier = 1.05f, + float duration = 0.2f, Action onComplete = null) + { + if (_rectTransform != null) + { + Vector2 currentPos = _rectTransform.anchoredPosition; + Vector2 targetPos = currentPos + Vector2.up * liftAmount; + + Tween.AnchoredPosition(_rectTransform, targetPos, duration, 0f, Tween.EaseOutBack); + Tween.LocalScale(_transform, Vector3.one * scaleMultiplier, duration, 0f, + Tween.EaseOutBack, completeCallback: onComplete); + } + else + { + // Fallback for non-RectTransform + Vector3 currentPos = _transform.localPosition; + Vector3 targetPos = currentPos + Vector3.up * liftAmount; + + Tween.LocalPosition(_transform, targetPos, duration, 0f, Tween.EaseOutBack); + Tween.LocalScale(_transform, Vector3.one * scaleMultiplier, duration, 0f, + Tween.EaseOutBack, completeCallback: onComplete); + } + } + + /// + /// Hover exit animation (return to original position and scale) + /// + public void HoverExit(Vector2 originalPosition, float duration = 0.2f, Action onComplete = null) + { + if (_rectTransform != null) + { + Tween.AnchoredPosition(_rectTransform, originalPosition, duration, 0f, Tween.EaseInBack); + Tween.LocalScale(_transform, Vector3.one, duration, 0f, + Tween.EaseInBack, completeCallback: onComplete); + } + else + { + Tween.LocalPosition(_transform, originalPosition, duration, 0f, Tween.EaseInBack); + Tween.LocalScale(_transform, Vector3.one, duration, 0f, + Tween.EaseInBack, completeCallback: onComplete); + } + } + + /// + /// Idle hover animation (gentle bobbing loop) + /// Returns the TweenBase so caller can stop it later. + /// Only starts if not already running, or kills and restarts. + /// + public TweenBase StartIdleHover(float hoverHeight = 10f, float duration = 1.5f, bool restartIfActive = false) + { + // If already running, either skip or restart + if (_activeIdleHoverTween != null) + { + if (!restartIfActive) + { + // Already running, skip + return _activeIdleHoverTween; + } + + // Kill existing and restart + _activeIdleHoverTween.Stop(); + _activeIdleHoverTween = null; + } + + if (_rectTransform != null) + { + Vector2 originalPos = _rectTransform.anchoredPosition; + Vector2 targetPos = originalPos + Vector2.up * hoverHeight; + + _activeIdleHoverTween = Tween.Value(0f, 1f, + (val) => + { + if (_rectTransform != null) + { + float t = Mathf.Sin(val * Mathf.PI * 2f) * 0.5f + 0.5f; + _rectTransform.anchoredPosition = Vector2.Lerp(originalPos, targetPos, t); + } + }, + duration, 0f, Tween.EaseInOut, Tween.LoopType.Loop); + + return _activeIdleHoverTween; + } + + return null; + } + + /// + /// Stop idle hover animation and return to original position + /// + public void StopIdleHover(Vector2 originalPosition, float duration = 0.3f) + { + // Stop the tracked tween if it exists + if (_activeIdleHoverTween != null) + { + _activeIdleHoverTween.Stop(); + _activeIdleHoverTween = null; + } + + // Return to original position + if (_rectTransform != null) + { + Tween.AnchoredPosition(_rectTransform, originalPosition, duration, 0f, Tween.EaseInOut); + } + } + + #endregion + + #region Flip Animations (Two-Phase) + + /// + /// Flip animation: Phase 1 - Rotate card back to edge (0° to 90°) + /// Used by FlippingState to hide the back + /// + public void FlipPhase1_HideBack(Transform cardBackTransform, float duration, Action onHalfwayComplete) + { + Tween.LocalRotation(cardBackTransform, Quaternion.Euler(0, 90, 0), duration, 0f, + Tween.EaseInOut, completeCallback: onHalfwayComplete); + } + + /// + /// Flip animation: Phase 2 - Rotate card front from back to face (180° to 90° to 0°) + /// Used by FlippingState to reveal the front + /// + public void FlipPhase2_RevealFront(Transform cardFrontTransform, float duration, Action onComplete) + { + // First rotate from 180 to 90 (edge) + Tween.LocalRotation(cardFrontTransform, Quaternion.Euler(0, 90, 0), duration, 0f, + Tween.EaseInOut, + completeCallback: () => + { + // Then rotate from 90 to 0 (face) + Tween.LocalRotation(cardFrontTransform, Quaternion.Euler(0, 0, 0), duration, 0f, + Tween.EaseInOut, completeCallback: onComplete); + }); + } + + /// + /// Scale punch during flip (makes flip more juicy) + /// + public void FlipScalePunch(float punchMultiplier = 1.1f, float totalDuration = 0.6f) + { + Vector3 originalScale = _transform.localScale; + Vector3 punchScale = originalScale * punchMultiplier; + + Tween.LocalScale(_transform, punchScale, totalDuration * 0.5f, 0f, Tween.EaseOutBack, + completeCallback: () => + { + Tween.LocalScale(_transform, originalScale, totalDuration * 0.5f, 0f, Tween.EaseInBack); + }); + } + + #endregion + + #region Utility + + /// + /// Stop all active tweens on this transform + /// + public void StopAllAnimations() + { + Tween.Stop(_transform.GetInstanceID()); + if (_rectTransform != null) + Tween.Stop(_rectTransform.GetInstanceID()); + } + + /// + /// Reset transform to default values + /// + public void ResetTransform() + { + StopAllAnimations(); + _transform.localPosition = Vector3.zero; + _transform.localRotation = Quaternion.identity; + _transform.localScale = Vector3.one; + + if (_rectTransform != null) + _rectTransform.anchoredPosition = Vector2.zero; + } + + /// + /// Get current anchored position (useful for saving before hover) + /// + public Vector2 GetAnchoredPosition() + { + return _rectTransform != null ? _rectTransform.anchoredPosition : Vector2.zero; + } + + #endregion + } +} + diff --git a/Assets/Scripts/CardSystem/StateMachine/CardAnimator.cs.meta b/Assets/Scripts/CardSystem/StateMachine/CardAnimator.cs.meta new file mode 100644 index 00000000..ae75af75 --- /dev/null +++ b/Assets/Scripts/CardSystem/StateMachine/CardAnimator.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 5eacab725f4346d091696042b9cd2a82 +timeCreated: 1762887143 \ No newline at end of file diff --git a/Assets/Scripts/CardSystem/StateMachine/CardStateMachine.cs b/Assets/Scripts/CardSystem/StateMachine/CardStateMachine.cs new file mode 100644 index 00000000..2aff6357 --- /dev/null +++ b/Assets/Scripts/CardSystem/StateMachine/CardStateMachine.cs @@ -0,0 +1,19 @@ +using Core.SaveLoad; + +namespace UI.CardSystem.StateMachine +{ + /// + /// Card state machine that opts out of save system. + /// Cards are transient UI elements that don't need persistence. + /// + public class CardStateMachine : AppleMachine + { + /// + /// Opt out of save/load system - cards are transient and spawned from data. + /// + public override bool ShouldParticipateInSave() + { + return false; + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/CardSystem/StateMachine/CardStateMachine.cs.meta b/Assets/Scripts/CardSystem/StateMachine/CardStateMachine.cs.meta new file mode 100644 index 00000000..2cbcac62 --- /dev/null +++ b/Assets/Scripts/CardSystem/StateMachine/CardStateMachine.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 87ed5616041a4d878f452a8741e1eeab +timeCreated: 1763385180 \ No newline at end of file diff --git a/Assets/Scripts/CardSystem/StateMachine/CardStateNames.cs b/Assets/Scripts/CardSystem/StateMachine/CardStateNames.cs new file mode 100644 index 00000000..c8c93c65 --- /dev/null +++ b/Assets/Scripts/CardSystem/StateMachine/CardStateNames.cs @@ -0,0 +1,26 @@ +namespace UI.CardSystem.StateMachine +{ + /// + /// Centralized string constants for card state names. + /// Prevents typos and provides compile-time checking for state transitions. + /// + public static class CardStateNames + { + // Booster Flow States + public const string Idle = "IdleState"; + public const string EnlargedNew = "EnlargedNewState"; + public const string EnlargedRepeat = "EnlargedRepeatState"; + public const string EnlargedLegendaryRepeat = "EnlargedLegendaryRepeatState"; + public const string Revealed = "RevealedState"; + + // Album Placement Flow States + public const string PendingFaceDown = "PendingFaceDownState"; + public const string DraggingRevealed = "DraggingRevealedState"; + public const string PlacedInSlot = "PlacedInSlotState"; + public const string AlbumEnlarged = "AlbumEnlargedState"; + + // Generic Drag State + public const string Dragging = "DraggingState"; + } +} + diff --git a/Assets/Scripts/CardSystem/StateMachine/CardStateNames.cs.meta b/Assets/Scripts/CardSystem/StateMachine/CardStateNames.cs.meta new file mode 100644 index 00000000..95f85868 --- /dev/null +++ b/Assets/Scripts/CardSystem/StateMachine/CardStateNames.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: de659f0ceb6f4ef6bab333d5f7de00ec +timeCreated: 1763421948 \ No newline at end of file diff --git a/Assets/Scripts/CardSystem/StateMachine/ICardClickHandler.cs b/Assets/Scripts/CardSystem/StateMachine/ICardClickHandler.cs new file mode 100644 index 00000000..bd201336 --- /dev/null +++ b/Assets/Scripts/CardSystem/StateMachine/ICardClickHandler.cs @@ -0,0 +1,11 @@ +namespace UI.CardSystem.StateMachine +{ + /// + /// Implement on a state component to receive routed click events + /// from CardContext/CardDisplay. + /// + public interface ICardClickHandler + { + void OnCardClicked(CardContext context); + } +} diff --git a/Assets/Scripts/CardSystem/StateMachine/ICardClickHandler.cs.meta b/Assets/Scripts/CardSystem/StateMachine/ICardClickHandler.cs.meta new file mode 100644 index 00000000..51056ba4 --- /dev/null +++ b/Assets/Scripts/CardSystem/StateMachine/ICardClickHandler.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: fadf99afe6cc4785a6f45a47b4463923 +timeCreated: 1763307472 \ No newline at end of file diff --git a/Assets/Scripts/CardSystem/StateMachine/ICardStateDragHandler.cs b/Assets/Scripts/CardSystem/StateMachine/ICardStateDragHandler.cs new file mode 100644 index 00000000..70da8cec --- /dev/null +++ b/Assets/Scripts/CardSystem/StateMachine/ICardStateDragHandler.cs @@ -0,0 +1,20 @@ +namespace UI.CardSystem.StateMachine +{ + /// + /// Implement on a state component to receive routed drag events from Card. + /// Similar to ICardClickHandler but for drag behavior. + /// + public interface ICardStateDragHandler + { + /// + /// Called when drag starts. Return true to handle drag (prevent default DraggingState transition). + /// + bool OnCardDragStarted(CardContext context); + + /// + /// Called when drag ends. Return true to handle drag end (prevent default state transitions). + /// + bool OnCardDragEnded(CardContext context); + } +} + diff --git a/Assets/Scripts/CardSystem/StateMachine/ICardStateDragHandler.cs.meta b/Assets/Scripts/CardSystem/StateMachine/ICardStateDragHandler.cs.meta new file mode 100644 index 00000000..e921eab7 --- /dev/null +++ b/Assets/Scripts/CardSystem/StateMachine/ICardStateDragHandler.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: fc610b791f43409e8231085a70514e2c +timeCreated: 1763374419 \ No newline at end of file diff --git a/Assets/Scripts/CardSystem/StateMachine/States.meta b/Assets/Scripts/CardSystem/StateMachine/States.meta new file mode 100644 index 00000000..c48a44fe --- /dev/null +++ b/Assets/Scripts/CardSystem/StateMachine/States.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 43f3b0a00e934598a6a58abad11930a4 +timeCreated: 1762884650 \ No newline at end of file diff --git a/Assets/Scripts/CardSystem/StateMachine/States/CardAlbumEnlargedState.cs b/Assets/Scripts/CardSystem/StateMachine/States/CardAlbumEnlargedState.cs new file mode 100644 index 00000000..6d20387b --- /dev/null +++ b/Assets/Scripts/CardSystem/StateMachine/States/CardAlbumEnlargedState.cs @@ -0,0 +1,126 @@ +using Core; +using Core.SaveLoad; +using UnityEngine; +using AppleHills.Core.Settings; +using Pixelplacement; + +namespace UI.CardSystem.StateMachine.States +{ + /// + /// Album enlarged state - card is enlarged when clicked from album slot. + /// Different from EnlargedNewState as it doesn't show "NEW" badge. + /// + public class CardAlbumEnlargedState : AppleState, ICardClickHandler + { + private CardContext _context; + private ICardSystemSettings _settings; + private Vector3 _originalScale; + private Transform _originalParent; + private Vector3 _originalLocalPosition; + private Quaternion _originalLocalRotation; + private Vector3 _originalWorldPosition; + + // Events for page to manage backdrop and reparenting + public event System.Action OnEnlargeRequested; + public event System.Action OnShrinkRequested; + + private void Awake() + { + _context = GetComponentInParent(); + _settings = GameManager.GetSettingsObject(); + } + + public override void OnEnterState() + { + // Ensure card front is visible and facing camera + if (_context.CardDisplay != null) + { + _context.CardDisplay.gameObject.SetActive(true); + _context.CardDisplay.transform.localRotation = Quaternion.Euler(0, 0, 0); + } + + // Store original transform for restoration + _originalScale = _context.RootTransform.localScale; + _originalParent = _context.RootTransform.parent; + _originalLocalPosition = _context.RootTransform.localPosition; + _originalLocalRotation = _context.RootTransform.localRotation; + _originalWorldPosition = _context.RootTransform.position; + + // Notify page to show backdrop and reparent card to top layer (preserve world transform) + OnEnlargeRequested?.Invoke(this); + + // Animate into center and scale up significantly + if (_context.Animator != null) + { + // Move to center of enlarged container (assumes zero is centered) + _context.Animator.AnimateLocalPosition(Vector3.zero, _settings.ScaleDuration); + // Enlarge using settings-controlled scale + _context.Animator.PlayEnlarge(_settings.AlbumCardEnlargedScale, _settings.ScaleDuration); + } + + Logging.Debug($"[CardAlbumEnlargedState] Card enlarged from album: {_context.CardData?.Name}"); + } + + public void OnCardClicked(CardContext context) + { + // Click to shrink back (play reverse of opening animation) + Logging.Debug($"[CardAlbumEnlargedState] Card clicked while enlarged, shrinking back"); + + // Ask page to hide backdrop (state will handle moving back & reparenting) + OnShrinkRequested?.Invoke(this); + + // Animate back to original world position + shrink to original scale + float duration = _settings.ScaleDuration; + + // Move using world-space tween so we land exactly on the original position + Tween.Position(context.RootTransform, _originalWorldPosition, duration, 0f, Tween.EaseInOut); + + if (context.Animator != null) + { + context.Animator.PlayShrink(_originalScale, duration, onComplete: () => + { + // Reparent back to original hierarchy and restore local transform + context.RootTransform.SetParent(_originalParent, true); + context.RootTransform.localPosition = _originalLocalPosition; + context.RootTransform.localRotation = _originalLocalRotation; + + // Transition back to placed state + context.StateMachine.ChangeState(CardStateNames.PlacedInSlot); + }); + } + else + { + // Fallback if no animator: snap back + context.RootTransform.position = _originalWorldPosition; + context.RootTransform.SetParent(_originalParent, true); + context.RootTransform.localPosition = _originalLocalPosition; + context.RootTransform.localRotation = _originalLocalRotation; + context.StateMachine.ChangeState(CardStateNames.PlacedInSlot); + } + } + + /// + /// Get original parent for restoration + /// + public Transform GetOriginalParent() => _originalParent; + + /// + /// Get original local position for restoration + /// + public Vector3 GetOriginalLocalPosition() => _originalLocalPosition; + + /// + /// Get original local rotation for restoration + /// + public Quaternion GetOriginalLocalRotation() => _originalLocalRotation; + + private void OnDisable() + { + // Restore original scale when exiting + if (_context?.RootTransform != null) + { + _context.RootTransform.localScale = _originalScale; + } + } + } +} diff --git a/Assets/Scripts/CardSystem/StateMachine/States/CardAlbumEnlargedState.cs.meta b/Assets/Scripts/CardSystem/StateMachine/States/CardAlbumEnlargedState.cs.meta new file mode 100644 index 00000000..83a4fc58 --- /dev/null +++ b/Assets/Scripts/CardSystem/StateMachine/States/CardAlbumEnlargedState.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 5f33526d9bb8458d8dc5ba41a88561da +timeCreated: 1762884900 \ No newline at end of file diff --git a/Assets/Scripts/CardSystem/StateMachine/States/CardDraggingRevealedState.cs b/Assets/Scripts/CardSystem/StateMachine/States/CardDraggingRevealedState.cs new file mode 100644 index 00000000..f7ee7185 --- /dev/null +++ b/Assets/Scripts/CardSystem/StateMachine/States/CardDraggingRevealedState.cs @@ -0,0 +1,169 @@ +using Core; +using Core.SaveLoad; +using UnityEngine; + +namespace UI.CardSystem.StateMachine.States +{ + /// + /// Dragging revealed state for pending cards after flip. + /// Shows card front without badges, handles transition to placement after drag release. + /// Queries AlbumViewPage for page flip status instead of tracking state internally. + /// + public class CardDraggingRevealedState : AppleState, ICardStateDragHandler + { + private CardContext _context; + private Vector3 _originalScale; + + // Placement info passed from PendingFaceDownState + private AlbumCardSlot _targetSlot; + private bool _dragAlreadyEnded = false; // Track if drag ended before we entered this state (instant-release case) + + private void Awake() + { + _context = GetComponentInParent(); + } + + /// + /// Set target slot from previous state + /// Called by PendingFaceDownState before transition + /// + public void SetTargetSlot(AlbumCardSlot targetSlot) + { + _targetSlot = targetSlot; + } + + /// + /// Set flag indicating drag already ended before entering this state + /// Called by PendingFaceDownState for instant-release case + /// + public void SetDragAlreadyEnded(bool ended) + { + _dragAlreadyEnded = ended; + } + + public override void OnEnterState() + { + if (_context == null) return; + if (_context.CardDisplay != null) + { + _context.CardDisplay.gameObject.SetActive(true); + _context.CardDisplay.transform.localRotation = Quaternion.Euler(0,0,0); + } + _originalScale = _context.RootTransform.localScale; + _context.RootTransform.localScale = _originalScale * 1.15f; + + // Check if drag already ended before we entered this state (instant-release case) + if (_dragAlreadyEnded) + { + Logging.Debug("[CardDraggingRevealedState] Drag ended before state entry - handling placement immediately"); + _dragAlreadyEnded = false; // Clear flag + HandlePlacement(); + } + } + + /// + /// Already in dragging state, nothing to do + /// + public bool OnCardDragStarted(CardContext ctx) + { + return true; // Prevent default DraggingState transition + } + + /// + /// Handle drag end - query AlbumViewPage for page flip status and place accordingly + /// + public bool OnCardDragEnded(CardContext ctx) + { + HandlePlacement(); + return true; + } + + /// + /// Handle card placement logic - called from OnCardDragEnded or OnEnterState (instant-release) + /// + private void HandlePlacement() + { + if (_targetSlot == null) + { + Logging.Warning("[CardDraggingRevealedState] No target slot set - cannot place card"); + // Return to corner + _context.StateMachine.ChangeState(CardStateNames.PendingFaceDown); + return; + } + + // Query AlbumViewPage for page flip status + var albumPage = _context.AlbumViewPage; + if (albumPage == null) + { + Logging.Warning("[CardDraggingRevealedState] AlbumViewPage not injected - placing immediately"); + TransitionToPlacement(_context); + return; + } + + // Check if page is still flipping + if (albumPage.IsPageFlipping) + { + // Wait for flip to complete + Logging.Debug("[CardDraggingRevealedState] Page still flipping - waiting before placement"); + StartCoroutine(WaitForPageFlipThenPlace(_context, albumPage)); + } + else + { + // Flip already done - place immediately + Logging.Debug("[CardDraggingRevealedState] Page flip complete - placing card immediately"); + TransitionToPlacement(_context); + } + } + + private System.Collections.IEnumerator WaitForPageFlipThenPlace(CardContext ctx, AlbumViewPage albumPage) + { + // Wait until page flip completes (max 0.5 seconds timeout) + float timeout = 0.5f; + float elapsed = 0f; + + while (albumPage.IsPageFlipping && elapsed < timeout) + { + yield return null; + elapsed += Time.deltaTime; + } + + if (elapsed >= timeout) + { + Logging.Warning("[CardDraggingRevealedState] Page flip wait timed out"); + } + else + { + Logging.Debug("[CardDraggingRevealedState] Page flip completed, placing card"); + } + + // Now place the card + TransitionToPlacement(ctx); + } + + private void TransitionToPlacement(CardContext ctx) + { + // Pass target slot to PlacedInSlotState + var card = ctx.GetComponent(); + if (card != null) + { + var placedState = card.GetStateComponent(CardStateNames.PlacedInSlot); + if (placedState != null) + { + placedState.SetPlacementInfo(_targetSlot); + } + } + + // Transition to PlacedInSlotState + // The state will handle animation and finalization in OnEnterState + ctx.StateMachine.ChangeState(CardStateNames.PlacedInSlot); + } + + private void OnDisable() + { + if (_context?.RootTransform != null) + { + _context.RootTransform.localScale = _originalScale; + } + } + } +} diff --git a/Assets/Scripts/CardSystem/StateMachine/States/CardDraggingRevealedState.cs.meta b/Assets/Scripts/CardSystem/StateMachine/States/CardDraggingRevealedState.cs.meta new file mode 100644 index 00000000..69be8df5 --- /dev/null +++ b/Assets/Scripts/CardSystem/StateMachine/States/CardDraggingRevealedState.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: ce2483293cdd4680b5095afc1fcb2fde +timeCreated: 1763322199 \ No newline at end of file diff --git a/Assets/Scripts/CardSystem/StateMachine/States/CardDraggingState.cs b/Assets/Scripts/CardSystem/StateMachine/States/CardDraggingState.cs new file mode 100644 index 00000000..24b6a2a0 --- /dev/null +++ b/Assets/Scripts/CardSystem/StateMachine/States/CardDraggingState.cs @@ -0,0 +1,54 @@ +using Core.SaveLoad; +using UnityEngine; +using Core; +using AppleHills.Core.Settings; + +namespace UI.CardSystem.StateMachine.States +{ + /// + /// Dragging state - provides visual feedback when card is being dragged. + /// The actual drag logic is handled by Card.cs (inherits from DraggableObject). + /// This state only manages visual scaling during drag. + /// + public class CardDraggingState : AppleState + { + private CardContext _context; + private ICardSystemSettings _settings; + private Vector3 _originalScale; + + private void Awake() + { + _context = GetComponentInParent(); + _settings = GameManager.GetSettingsObject(); + } + + public override void OnEnterState() + { + // Ensure card front is visible and facing camera (in case we transitioned from an unexpected state) + if (_context.CardDisplay != null) + { + _context.CardDisplay.gameObject.SetActive(true); + _context.CardDisplay.transform.localRotation = Quaternion.Euler(0, 0, 0); + } + + // Store original scale + _originalScale = _context.RootTransform.localScale; + + // Scale up slightly during drag for visual feedback + // DraggableObject handles actual position updates + _context.RootTransform.localScale = _originalScale * _settings.DragScale; + + Logging.Debug($"[CardDraggingState] Entered drag state for card: {_context.CardData?.Name}, scale: {_settings.DragScale}"); + } + + private void OnDisable() + { + // Restore original scale when exiting drag + if (_context?.RootTransform != null) + { + _context.RootTransform.localScale = _originalScale; + } + } + } +} + diff --git a/Assets/Scripts/CardSystem/StateMachine/States/CardDraggingState.cs.meta b/Assets/Scripts/CardSystem/StateMachine/States/CardDraggingState.cs.meta new file mode 100644 index 00000000..f6e877d3 --- /dev/null +++ b/Assets/Scripts/CardSystem/StateMachine/States/CardDraggingState.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: b17e4e1d7139446c9c4e0a813067331c +timeCreated: 1762884899 \ No newline at end of file diff --git a/Assets/Scripts/CardSystem/StateMachine/States/CardEnlargedLegendaryRepeatState.cs b/Assets/Scripts/CardSystem/StateMachine/States/CardEnlargedLegendaryRepeatState.cs new file mode 100644 index 00000000..1783febe --- /dev/null +++ b/Assets/Scripts/CardSystem/StateMachine/States/CardEnlargedLegendaryRepeatState.cs @@ -0,0 +1,53 @@ +// filepath: Assets/Scripts/UI/CardSystem/StateMachine/States/CardEnlargedLegendaryRepeatState.cs +using Core; +using Core.SaveLoad; +using UnityEngine; +using AppleHills.Core.Settings; + +namespace UI.CardSystem.StateMachine.States +{ + /// + /// Enlarged state specifically for Legendary rarity presentation after an upgrade. + /// Shows the legendary card enlarged and awaits a click to shrink back to revealed state. + /// + public class CardEnlargedLegendaryRepeatState : AppleState, ICardClickHandler + { + private CardContext _context; + + private void Awake() + { + _context = GetComponentInParent(); + } + + public override void OnEnterState() + { + // Ensure card front is visible and facing camera + if (_context.CardDisplay != null) + { + _context.CardDisplay.gameObject.SetActive(true); + _context.CardDisplay.transform.localRotation = Quaternion.Euler(0, 0, 0); + } + + // Card is already enlarged from EnlargedRepeatState, so no need to enlarge again + // Just await click to dismiss + + Logging.Debug($"[CardEnlargedLegendaryRepeatState] Legendary card enlarged: {_context.CardData?.Name}"); + } + + public void OnCardClicked(CardContext context) + { + // Click to shrink to original scale and go to revealed state + if (context.Animator != null) + { + context.Animator.PlayShrink(context.OriginalScale, onComplete: () => + { + context.StateMachine.ChangeState("RevealedState"); + }); + } + else + { + context.StateMachine.ChangeState("RevealedState"); + } + } + } +} diff --git a/Assets/Scripts/CardSystem/StateMachine/States/CardEnlargedLegendaryRepeatState.cs.meta b/Assets/Scripts/CardSystem/StateMachine/States/CardEnlargedLegendaryRepeatState.cs.meta new file mode 100644 index 00000000..13088f81 --- /dev/null +++ b/Assets/Scripts/CardSystem/StateMachine/States/CardEnlargedLegendaryRepeatState.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 874e5574663a48b8a4feb3192821679a +timeCreated: 1763319614 \ No newline at end of file diff --git a/Assets/Scripts/CardSystem/StateMachine/States/CardEnlargedNewState.cs b/Assets/Scripts/CardSystem/StateMachine/States/CardEnlargedNewState.cs new file mode 100644 index 00000000..3c352389 --- /dev/null +++ b/Assets/Scripts/CardSystem/StateMachine/States/CardEnlargedNewState.cs @@ -0,0 +1,80 @@ +using Core.SaveLoad; +using UnityEngine; +using AppleHills.Core.Settings; +using Core; + +namespace UI.CardSystem.StateMachine.States +{ + /// + /// Enlarged state for NEW cards - shows "NEW CARD" badge and waits for tap to dismiss. + /// Owns the NewCardBadge as a child GameObject. + /// + public class CardEnlargedNewState : AppleState, ICardClickHandler + { + [Header("State-Owned Visuals")] + [SerializeField] private GameObject newCardBadge; + + private CardContext _context; + private ICardSystemSettings _settings; + + private void Awake() + { + _context = GetComponentInParent(); + _settings = GameManager.GetSettingsObject(); + } + + public override void OnEnterState() + { + // Ensure card front is visible and facing camera + if (_context.CardDisplay != null) + { + _context.CardDisplay.gameObject.SetActive(true); + _context.CardDisplay.transform.localRotation = Quaternion.Euler(0, 0, 0); + } + + // Check if we're already enlarged (coming from upgrade flow) + bool alreadyEnlarged = _context.RootTransform.localScale.x >= _settings.NewCardEnlargedScale * 0.9f; + + if (!alreadyEnlarged) + { + // Normal flow - enlarge the card + if (_context.Animator != null) + { + _context.Animator.PlayEnlarge(_settings.NewCardEnlargedScale); + } + } + + // Show NEW badge + if (newCardBadge != null) + { + newCardBadge.SetActive(true); + } + } + + public void OnCardClicked(CardContext context) + { + // Tap to dismiss - shrink back to original scale and transition to revealed state + if (context.Animator != null) + { + context.Animator.PlayShrink(context.OriginalScale, onComplete: () => + { + context.StateMachine.ChangeState(CardStateNames.Revealed); + }); + } + else + { + // Fallback if no animator + context.StateMachine.ChangeState(CardStateNames.Revealed); + } + } + + private void OnDisable() + { + // Hide NEW badge when leaving state + if (newCardBadge != null) + { + newCardBadge.SetActive(false); + } + } + } +} diff --git a/Assets/Scripts/CardSystem/StateMachine/States/CardEnlargedNewState.cs.meta b/Assets/Scripts/CardSystem/StateMachine/States/CardEnlargedNewState.cs.meta new file mode 100644 index 00000000..2d87932d --- /dev/null +++ b/Assets/Scripts/CardSystem/StateMachine/States/CardEnlargedNewState.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 698741a53f314b598af359a81d914ed3 +timeCreated: 1762884651 \ No newline at end of file diff --git a/Assets/Scripts/CardSystem/StateMachine/States/CardEnlargedRepeatState.cs b/Assets/Scripts/CardSystem/StateMachine/States/CardEnlargedRepeatState.cs new file mode 100644 index 00000000..b847e37e --- /dev/null +++ b/Assets/Scripts/CardSystem/StateMachine/States/CardEnlargedRepeatState.cs @@ -0,0 +1,217 @@ +using Core.SaveLoad; +using UnityEngine; +using AppleHills.Core.Settings; +using Core; +using AppleHills.Data.CardSystem; + +namespace UI.CardSystem.StateMachine.States +{ + /// + /// Enlarged state for REPEAT cards - shows progress bar toward next rarity upgrade. + /// Uses ProgressBarController to animate progress filling. + /// Auto-upgrades card when threshold is reached. + /// + public class CardEnlargedRepeatState : AppleState, ICardClickHandler + { + [Header("State-Owned Visuals")] + [SerializeField] private ProgressBarController progressBar; + + private CardContext _context; + private ICardSystemSettings _settings; + private bool _waitingForTap = false; + + private void Awake() + { + _context = GetComponentInParent(); + _settings = GameManager.GetSettingsObject(); + } + + public override void OnEnterState() + { + // Ensure card front is visible and facing camera + if (_context.CardDisplay != null) + { + _context.CardDisplay.gameObject.SetActive(true); + _context.CardDisplay.transform.localRotation = Quaternion.Euler(0, 0, 0); + } + + _waitingForTap = false; + + // Query current collection state for this card + bool isNew = Data.CardSystem.CardSystemManager.Instance.IsCardNew(_context.CardData, out CardData existingCard); + int currentOwnedCount = (existingCard != null) ? existingCard.CopiesOwned : 0; + + // Show progress bar + if (progressBar != null) + { + progressBar.gameObject.SetActive(true); + + int currentCount = currentOwnedCount + 1; // +1 because we just got this card + int maxCount = _settings.CardsToUpgrade; + + progressBar.ShowProgress(currentCount, maxCount, OnProgressComplete); + } + else + { + Logging.Warning("[CardEnlargedRepeatState] ProgressBar component not assigned!"); + OnProgressComplete(); + } + + // Enlarge the card + if (_context.Animator != null) + { + _context.Animator.PlayEnlarge(_settings.NewCardEnlargedScale); + } + } + + private void OnProgressComplete() + { + // Query current state again to determine if upgrade is triggered + Data.CardSystem.CardSystemManager.Instance.IsCardNew(_context.CardData, out CardData existingCard); + int currentOwnedCount = (existingCard != null) ? existingCard.CopiesOwned : 0; + int countWithThisCard = currentOwnedCount + 1; + + bool willUpgrade = (_context.CardData.Rarity < AppleHills.Data.CardSystem.CardRarity.Legendary) && + (countWithThisCard >= _settings.CardsToUpgrade); + + if (willUpgrade) + { + Logging.Debug($"[CardEnlargedRepeatState] Card will trigger upgrade! ({countWithThisCard}/{_settings.CardsToUpgrade})"); + TriggerUpgrade(); + } + else + { + // No upgrade - just wait for tap to dismiss + Logging.Debug($"[CardEnlargedRepeatState] Progress shown ({countWithThisCard}/{_settings.CardsToUpgrade}), waiting for tap to dismiss"); + _waitingForTap = true; + } + } + + private void TriggerUpgrade() + { + CardData cardData = _context.CardData; + CardRarity oldRarity = cardData.Rarity; + CardRarity newRarity = oldRarity + 1; + + Logging.Debug($"[CardEnlargedRepeatState] Upgrading card from {oldRarity} to {newRarity}"); + + var inventory = Data.CardSystem.CardSystemManager.Instance.GetCardInventory(); + + // Remove lower rarity card counts (set to 1 per new rule instead of zeroing out) + CardRarity clearRarity = cardData.Rarity; + while (clearRarity < newRarity) + { + var lower = inventory.GetCard(cardData.DefinitionId, clearRarity); + if (lower != null) lower.CopiesOwned = 1; // changed from 0 to 1 + clearRarity += 1; + } + + // Check if higher rarity already exists BEFORE adding + CardData existingHigher = inventory.GetCard(cardData.DefinitionId, newRarity); + bool higherExists = existingHigher != null; + + if (higherExists) + { + // Increment existing higher rarity copies + existingHigher.CopiesOwned += 1; + + // Update our displayed card to new rarity + cardData.Rarity = newRarity; + cardData.CopiesOwned = existingHigher.CopiesOwned; // reflect correct count + + if (_context.CardDisplay != null) + { + _context.CardDisplay.SetupCard(cardData); + } + + // For repeat-at-higher-rarity: show a brief progress update at higher rarity while enlarged + int ownedAtHigher = existingHigher.CopiesOwned; + if (progressBar != null) + { + progressBar.ShowProgress(ownedAtHigher, _settings.CardsToUpgrade, () => + { + // After showing higher-rarity progress, wait for tap to dismiss + _waitingForTap = true; + }); + } + else + { + _waitingForTap = true; + } + } + else + { + // Create upgraded card as new rarity + CardData upgradedCard = new CardData(cardData); + upgradedCard.Rarity = newRarity; + upgradedCard.CopiesOwned = 1; + + // Add to inventory + inventory.AddCard(upgradedCard); + + // Update current display card to new rarity + cardData.Rarity = newRarity; + cardData.CopiesOwned = upgradedCard.CopiesOwned; + + if (_context.CardDisplay != null) + { + _context.CardDisplay.SetupCard(cardData); + } + + // Branch based on whether legendary or not + if (newRarity == CardRarity.Legendary) + { + // Show special enlarged legendary presentation, await click to shrink to revealed + _context.StateMachine.ChangeState(CardStateNames.EnlargedLegendaryRepeat); + } + else + { + // Treat as NEW at higher rarity (enlarged with NEW visuals handled there) + _context.StateMachine.ChangeState(CardStateNames.EnlargedNew); + } + } + } + + private void TransitionToNewCardView() + { + // Hide progress bar before transitioning + if (progressBar != null) + { + progressBar.gameObject.SetActive(false); + } + + // Transition to EnlargedNewState (card is already enlarged, will show NEW badge) + // State will query fresh collection data to determine if truly new + _context.StateMachine.ChangeState(CardStateNames.EnlargedNew); + } + + public void OnCardClicked(CardContext context) + { + if (!_waitingForTap) + return; + + + // Tap to dismiss - shrink back to original scale and transition to revealed state + if (context.Animator != null) + { + context.Animator.PlayShrink(context.OriginalScale, onComplete: () => + { + context.StateMachine.ChangeState(CardStateNames.Revealed); + }); + } + else + { + context.StateMachine.ChangeState("RevealedState"); + } + } + + private void OnDisable() + { + // Hide progress bar when leaving state + if (progressBar != null) + { + progressBar.gameObject.SetActive(false); + } + } + } +} diff --git a/Assets/Scripts/CardSystem/StateMachine/States/CardEnlargedRepeatState.cs.meta b/Assets/Scripts/CardSystem/StateMachine/States/CardEnlargedRepeatState.cs.meta new file mode 100644 index 00000000..83fe4ca3 --- /dev/null +++ b/Assets/Scripts/CardSystem/StateMachine/States/CardEnlargedRepeatState.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 257f0c81caa14481812a8ca0397bf567 +timeCreated: 1762884651 \ No newline at end of file diff --git a/Assets/Scripts/CardSystem/StateMachine/States/CardIdleState.cs b/Assets/Scripts/CardSystem/StateMachine/States/CardIdleState.cs new file mode 100644 index 00000000..7147c990 --- /dev/null +++ b/Assets/Scripts/CardSystem/StateMachine/States/CardIdleState.cs @@ -0,0 +1,177 @@ +using Core.SaveLoad; +using Pixelplacement.TweenSystem; +using UnityEngine; +using UnityEngine.EventSystems; +using AppleHills.Core.Settings; +using AppleHills.Data.CardSystem; +using Core; + +namespace UI.CardSystem.StateMachine.States +{ + /// + /// Idle state - card back is showing with gentle hover animation. + /// Waiting for click to flip and reveal. + /// Based on FlippableCard's idle behavior. + /// + public class CardIdleState : AppleState, ICardClickHandler, IPointerEnterHandler, IPointerExitHandler, IPointerClickHandler + { + [Header("State-Owned Visuals")] + [SerializeField] private GameObject cardBackVisual; + + [Header("Idle Hover Settings")] + [SerializeField] private bool enableIdleHover = true; + + private CardContext _context; + private ICardSystemSettings _settings; + private TweenBase _idleHoverTween; + private Vector2 _originalPosition; + + private void Awake() + { + _context = GetComponentInParent(); + _settings = GameManager.GetSettingsObject(); + } + + public override void OnEnterState() + { + // Show card back, hide card front + if (cardBackVisual != null) + { + cardBackVisual.SetActive(true); + // Ensure card back is at 0° rotation (facing camera) + cardBackVisual.transform.localRotation = Quaternion.Euler(0, 0, 0); + } + + if (_context.CardDisplay != null) + { + _context.CardDisplay.gameObject.SetActive(false); + // Ensure card front starts at 180° rotation (flipped away) + _context.CardDisplay.transform.localRotation = Quaternion.Euler(0, 180, 0); + } + + // Save original position for hover animation + RectTransform rectTransform = _context.RootTransform.GetComponent(); + if (rectTransform != null) + { + _originalPosition = rectTransform.anchoredPosition; + } + + // Start idle hover animation + if (enableIdleHover && _context.Animator != null) + { + _idleHoverTween = _context.Animator.StartIdleHover(_settings.IdleHoverHeight, _settings.IdleHoverDuration); + } + } + + public void OnPointerEnter(PointerEventData eventData) + { + // Scale up slightly on hover + if (_context.Animator != null) + { + _context.Animator.AnimateScale(Vector3.one * _settings.HoverScaleMultiplier, 0.2f); + } + } + + public void OnPointerExit(PointerEventData eventData) + { + // Scale back to normal + if (_context.Animator != null) + { + _context.Animator.AnimateScale(Vector3.one, 0.2f); + } + } + + public void OnCardClicked(CardContext context) + { + // Check if card is clickable (prevents multi-flip in booster opening) + if (!context.IsClickable) + { + Logging.Debug($"[CardIdleState] Card is not clickable, ignoring click"); + return; + } + + // Stop idle hover and pointer interactions + StopIdleHover(); + + // Play flip animation directly + if (context.Animator != null) + { + context.Animator.PlayFlip( + cardBack: cardBackVisual != null ? cardBackVisual.transform : null, + cardFront: context.CardDisplay != null ? context.CardDisplay.transform : null, + onComplete: OnFlipComplete + ); + + context.Animator.PlayFlipScalePunch(); + } + } + + public void OnPointerClick(PointerEventData eventData) + { + // Forward to same logic as routed click to keep behavior unified + OnCardClicked(_context); + } + + private void OnFlipComplete() + { + // Query current collection state from CardSystemManager (don't use cached values) + bool isNew = Data.CardSystem.CardSystemManager.Instance.IsCardNew(_context.CardData, out CardData existingCard); + + // Transition based on whether this is a new card or repeat + if (isNew) + { + // New card - show "NEW" badge and enlarge + _context.StateMachine.ChangeState(CardStateNames.EnlargedNew); + } + else if (_context.CardData != null && _context.CardData.Rarity == AppleHills.Data.CardSystem.CardRarity.Legendary) + { + // Legendary repeat - skip enlarge, they can't upgrade + // Add to inventory and move to revealed state + if (Data.CardSystem.CardSystemManager.Instance != null) + { + Data.CardSystem.CardSystemManager.Instance.AddCardToInventoryDelayed(_context.CardData); + } + _context.StateMachine.ChangeState(CardStateNames.Revealed); + } + else + { + // Repeat card - show progress toward upgrade + _context.StateMachine.ChangeState(CardStateNames.EnlargedRepeat); + } + } + + private void StopIdleHover() + { + if (_idleHoverTween != null) + { + _idleHoverTween.Stop(); + _idleHoverTween = null; + + // Return to original position + RectTransform rectTransform = _context.RootTransform.GetComponent(); + if (rectTransform != null && _context.Animator != null) + { + _context.Animator.AnimateAnchoredPosition(_originalPosition, 0.3f); + } + } + } + + private void OnDisable() + { + // Stop idle hover animation when leaving state + StopIdleHover(); + + // Reset scale + if (_context?.Animator != null) + { + _context.Animator.AnimateScale(Vector3.one, 0.2f); + } + + // Hide card back when leaving state + if (cardBackVisual != null) + { + cardBackVisual.SetActive(false); + } + } + } +} diff --git a/Assets/Scripts/CardSystem/StateMachine/States/CardIdleState.cs.meta b/Assets/Scripts/CardSystem/StateMachine/States/CardIdleState.cs.meta new file mode 100644 index 00000000..be874b44 --- /dev/null +++ b/Assets/Scripts/CardSystem/StateMachine/States/CardIdleState.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 7da1bdc06be348f2979d3b92cc7ce723 +timeCreated: 1762884650 \ No newline at end of file diff --git a/Assets/Scripts/CardSystem/StateMachine/States/CardPendingFaceDownState.cs b/Assets/Scripts/CardSystem/StateMachine/States/CardPendingFaceDownState.cs new file mode 100644 index 00000000..caa55eb5 --- /dev/null +++ b/Assets/Scripts/CardSystem/StateMachine/States/CardPendingFaceDownState.cs @@ -0,0 +1,176 @@ +using Core; +using Core.SaveLoad; +using UnityEngine; + +namespace UI.CardSystem.StateMachine.States +{ + /// + /// Card is in pending face-down state in corner, awaiting drag. + /// On drag start, queries AlbumViewPage for card data and slot, triggers page navigation, + /// then flips and transitions to dragging revealed state. + /// + public class CardPendingFaceDownState : AppleState, ICardStateDragHandler + { + [Header("State-Owned Visuals")] + [SerializeField] private GameObject cardBackVisual; + + private CardContext _context; + private bool _isFlipping; + private AlbumCardSlot _targetSlot; + private bool _dragEndedDuringFlip = false; // Track if user released before card flip animation completed + + private void Awake() + { + _context = GetComponentInParent(); + } + + public override void OnEnterState() + { + if (_context == null) return; + + _isFlipping = false; + _targetSlot = null; + _dragEndedDuringFlip = false; + + // Reset scale to normal (in case transitioning from scaled state) + _context.RootTransform.localScale = Vector3.one; + + // Show card back, hide card front + if (cardBackVisual != null) + { + cardBackVisual.SetActive(true); + cardBackVisual.transform.localRotation = Quaternion.Euler(0, 0, 0); + } + + if (_context.CardDisplay != null) + { + _context.CardDisplay.gameObject.SetActive(false); + _context.CardDisplay.transform.localRotation = Quaternion.Euler(0, 180, 0); + } + } + + /// + /// Handle drag start - STATE ORCHESTRATES ITS OWN FLOW + /// + public bool OnCardDragStarted(CardContext context) + { + if (_isFlipping) return true; // Already handling + + // Get AlbumViewPage from context (injected dependency) + var albumPage = context.AlbumViewPage; + if (albumPage == null) + { + Logging.Warning("[CardPendingFaceDownState] AlbumViewPage not injected!"); + return true; + } + + // Step 2: Ask AlbumViewPage what card to display and prompt it to rebuild + var cardData = albumPage.GetCardForPendingSlot(); + if (cardData == null) + { + Logging.Warning("[CardPendingFaceDownState] No card data available from AlbumViewPage!"); + return true; + } + + // Step 3: Apply card data to context + // Use UpdateCardData instead of SetupCard to preserve OriginalScale + // (card was already initialized with correct scale in SpawnCardInSlot) + context.UpdateCardData(cardData); + Logging.Debug($"[CardPendingFaceDownState] Assigned card data: {cardData.Name} ({cardData.Zone})"); + + // Step 4: Ask AlbumViewPage for target slot + _targetSlot = albumPage.GetTargetSlotForCard(cardData); + if (_targetSlot == null) + { + Logging.Warning($"[CardPendingFaceDownState] No slot found for card {cardData.DefinitionId}"); + // Still flip and show card, but won't be able to place it + } + + // Step 5: Request page navigation (no callback needed - AlbumViewPage tracks state) + albumPage.NavigateToCardPage(cardData, null); + + // Step 6: Start card flip animation + StartFlipAnimation(); + + return true; // We handled it, prevent default DraggingState transition + } + + + /// + /// Handle drag end - if card flip animation still in progress, flag it for next state + /// + public bool OnCardDragEnded(CardContext context) + { + if (_isFlipping) + { + // Card flip animation still in progress - user released immediately + _dragEndedDuringFlip = true; + Logging.Debug("[CardPendingFaceDownState] Drag ended during card flip - will pass to next state"); + return true; // We handled it + } + + return false; // Already transitioned to DraggingRevealedState, let it handle + } + + private void StartFlipAnimation() + { + _isFlipping = true; + + // Scale up from corner size to normal dragging size + if (_context.Animator != null) + { + _context.Animator.AnimateScale(_context.OriginalScale * 1.15f, 0.3f); + } + + // Play flip animation + if (_context.Animator != null) + { + _context.Animator.PlayFlip( + cardBack: cardBackVisual != null ? cardBackVisual.transform : null, + cardFront: _context.CardDisplay != null ? _context.CardDisplay.transform : null, + onComplete: OnFlipComplete + ); + } + else + { + // No animator, just switch visibility immediately + if (cardBackVisual != null) cardBackVisual.SetActive(false); + if (_context.CardDisplay != null) _context.CardDisplay.gameObject.SetActive(true); + OnFlipComplete(); + } + } + + private void OnFlipComplete() + { + // Transition to dragging revealed state + // Pass target slot to next state (it will query AlbumService for flip status) + var card = _context.GetComponent(); + if (card != null) + { + var draggingState = card.GetStateComponent(CardStateNames.DraggingRevealed); + if (draggingState != null) + { + draggingState.SetTargetSlot(_targetSlot); + + // If drag ended before we transitioned, tell next state to handle placement immediately + if (_dragEndedDuringFlip) + { + draggingState.SetDragAlreadyEnded(true); + Logging.Debug("[CardPendingFaceDownState] Passing drag-ended flag to DraggingRevealedState"); + } + } + } + + _context.StateMachine.ChangeState(CardStateNames.DraggingRevealed); + } + + private void OnDisable() + { + // Hide card back when leaving state + if (cardBackVisual != null) + { + cardBackVisual.SetActive(false); + } + } + } +} diff --git a/Assets/Scripts/CardSystem/StateMachine/States/CardPendingFaceDownState.cs.meta b/Assets/Scripts/CardSystem/StateMachine/States/CardPendingFaceDownState.cs.meta new file mode 100644 index 00000000..465e5eac --- /dev/null +++ b/Assets/Scripts/CardSystem/StateMachine/States/CardPendingFaceDownState.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 6fab9d595905435b82253cd4d1bf49de +timeCreated: 1763322180 \ No newline at end of file diff --git a/Assets/Scripts/CardSystem/StateMachine/States/CardPlacedInSlotState.cs b/Assets/Scripts/CardSystem/StateMachine/States/CardPlacedInSlotState.cs new file mode 100644 index 00000000..f3dd85d8 --- /dev/null +++ b/Assets/Scripts/CardSystem/StateMachine/States/CardPlacedInSlotState.cs @@ -0,0 +1,150 @@ +using Core; +using Core.SaveLoad; +using Data.CardSystem; +using UnityEngine; + +namespace UI.CardSystem.StateMachine.States +{ + /// + /// Placed in slot state - card is being/has been placed in an album slot. + /// SMART STATE: Handles snap-to-slot animation on entry, then finalizes placement. + /// + public class CardPlacedInSlotState : AppleState, ICardClickHandler + { + private CardContext _context; + private AlbumCardSlot _parentSlot; + private AlbumCardSlot _targetSlotForAnimation; // Set by DraggingRevealedState for animated placement + + private void Awake() + { + _context = GetComponentInParent(); + } + + /// + /// Set placement info from previous state (for animated placement from drag) + /// + public void SetPlacementInfo(AlbumCardSlot targetSlot) + { + _targetSlotForAnimation = targetSlot; + } + + public override void OnEnterState() + { + // Ensure card front is visible and facing camera + if (_context.CardDisplay != null) + { + _context.CardDisplay.gameObject.SetActive(true); + _context.CardDisplay.transform.localRotation = Quaternion.Euler(0, 0, 0); + } + + // Check if this is animated placement (from drag) or direct placement (from spawn) + if (_targetSlotForAnimation != null) + { + // Animated placement - play tween to slot + Logging.Debug($"[CardPlacedInSlotState] Animating card '{_context.CardData?.Name}' to slot"); + AnimateToSlot(_targetSlotForAnimation); + } + else + { + // Direct placement (spawned in slot) - already positioned correctly + // Disable dragging for spawned cards too + var card = _context.GetComponent(); + if (card != null) + { + card.SetDraggingEnabled(false); + } + Logging.Debug($"[CardPlacedInSlotState] Card '{_context.CardData?.Name}' directly placed in slot"); + } + } + + /// + /// Animate card to slot position and finalize placement + /// + private void AnimateToSlot(AlbumCardSlot slot) + { + var card = _context.GetComponent(); + if (card == null) return; + + // Reparent to slot immediately, keeping world position + card.transform.SetParent(slot.transform, true); + + // Tween position, scale, rotation simultaneously + float tweenDuration = 0.4f; + + Pixelplacement.Tween.LocalPosition(card.transform, Vector3.zero, tweenDuration, 0f, Pixelplacement.Tween.EaseOutBack); + Pixelplacement.Tween.LocalScale(card.transform, Vector3.one, tweenDuration, 0f, Pixelplacement.Tween.EaseOutBack); + Pixelplacement.Tween.LocalRotation(card.transform, Quaternion.identity, tweenDuration, 0f, Pixelplacement.Tween.EaseOutBack, + completeCallback: () => FinalizePlacement(card, slot)); + } + + /// + /// Finalize placement after animation completes + /// + private void FinalizePlacement(Card card, AlbumCardSlot slot) + { + // Ensure final position/rotation + card.transform.localPosition = Vector3.zero; + card.transform.localRotation = Quaternion.identity; + + // Resize to match slot + RectTransform cardRect = card.transform as RectTransform; + RectTransform slotRect = slot.transform as RectTransform; + if (cardRect != null && slotRect != null) + { + float targetHeight = slotRect.rect.height; + cardRect.sizeDelta = new Vector2(cardRect.sizeDelta.x, targetHeight); + } + + // Set parent slot + _parentSlot = slot; + + // Disable dragging - cards in slots should only respond to clicks for enlargement + card.SetDraggingEnabled(false); + + // Notify slot + slot.AssignCard(card); + + // Mark as placed in inventory + if (CardSystemManager.Instance != null) + { + CardSystemManager.Instance.MarkCardAsPlaced(card.CardData); + } + + // Notify AlbumViewPage for registration + var albumPage = Object.FindFirstObjectByType(); + if (albumPage != null) + { + albumPage.NotifyCardPlaced(card); + } + + Logging.Debug($"[CardPlacedInSlotState] Card placement finalized: {card.CardData?.Name}"); + + // Clear animation target + _targetSlotForAnimation = null; + } + + /// + /// Set the parent slot this card belongs to (for direct placement without animation) + /// + public void SetParentSlot(AlbumCardSlot slot) + { + _parentSlot = slot; + } + + /// + /// Get the parent slot + /// + public AlbumCardSlot GetParentSlot() + { + return _parentSlot; + } + + public void OnCardClicked(CardContext context) + { + // Click to enlarge when in album + Logging.Debug($"[CardPlacedInSlotState] Card clicked in slot, transitioning to enlarged state"); + context.StateMachine.ChangeState(CardStateNames.AlbumEnlarged); + } + } +} + diff --git a/Assets/Scripts/CardSystem/StateMachine/States/CardPlacedInSlotState.cs.meta b/Assets/Scripts/CardSystem/StateMachine/States/CardPlacedInSlotState.cs.meta new file mode 100644 index 00000000..ac3264b3 --- /dev/null +++ b/Assets/Scripts/CardSystem/StateMachine/States/CardPlacedInSlotState.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 11a4dc9bbeed4623baf1675ab5679bd9 +timeCreated: 1762884899 \ No newline at end of file diff --git a/Assets/Scripts/CardSystem/StateMachine/States/CardRevealedState.cs b/Assets/Scripts/CardSystem/StateMachine/States/CardRevealedState.cs new file mode 100644 index 00000000..007232aa --- /dev/null +++ b/Assets/Scripts/CardSystem/StateMachine/States/CardRevealedState.cs @@ -0,0 +1,76 @@ +using AppleHills.Data.CardSystem; +using Core.SaveLoad; +using UnityEngine; + +namespace UI.CardSystem.StateMachine.States +{ + /// + /// Revealed state - card is flipped and visible at normal size. + /// This is the "waiting" state: + /// - In booster flow: waiting for all cards to finish before animating to album + /// - In album placement flow: waiting to be dragged to a slot + /// Shows small idle badges for NEW or REPEAT cards. + /// + public class CardRevealedState : AppleState + { + [Header("State-Owned Visuals")] + [SerializeField] private UnityEngine.GameObject newCardIdleBadge; + [SerializeField] private UnityEngine.GameObject repeatCardIdleBadge; + + private CardContext _context; + + private void Awake() + { + _context = GetComponentInParent(); + } + + public override void OnEnterState() + { + // Ensure card front is visible and facing camera + if (_context.CardDisplay != null) + { + _context.CardDisplay.gameObject.SetActive(true); + _context.CardDisplay.transform.localRotation = Quaternion.Euler(0, 0, 0); + } + + // Show appropriate idle badge unless suppressed + if (_context.BoosterContext.SuppressRevealBadges) + { + if (newCardIdleBadge != null) newCardIdleBadge.SetActive(false); + if (repeatCardIdleBadge != null) repeatCardIdleBadge.SetActive(false); + } + else + { + bool isNew = Data.CardSystem.CardSystemManager.Instance.IsCardNew(_context.CardData, out CardData existingCard); + int currentOwnedCount = (existingCard != null) ? existingCard.CopiesOwned : 0; + if (isNew) + { + if (newCardIdleBadge != null) newCardIdleBadge.SetActive(true); + if (repeatCardIdleBadge != null) repeatCardIdleBadge.SetActive(false); + } + else if (currentOwnedCount > 0) + { + if (newCardIdleBadge != null) newCardIdleBadge.SetActive(false); + if (repeatCardIdleBadge != null) repeatCardIdleBadge.SetActive(true); + } + else + { + if (newCardIdleBadge != null) newCardIdleBadge.SetActive(false); + if (repeatCardIdleBadge != null) repeatCardIdleBadge.SetActive(false); + } + } + + // Fire reveal flow complete event (signals booster page that this card is done) + _context.BoosterContext.NotifyRevealComplete(); + } + + private void OnDisable() + { + // Hide badges when leaving state + if (newCardIdleBadge != null) + newCardIdleBadge.SetActive(false); + if (repeatCardIdleBadge != null) + repeatCardIdleBadge.SetActive(false); + } + } +} diff --git a/Assets/Scripts/CardSystem/StateMachine/States/CardRevealedState.cs.meta b/Assets/Scripts/CardSystem/StateMachine/States/CardRevealedState.cs.meta new file mode 100644 index 00000000..6b332e6b --- /dev/null +++ b/Assets/Scripts/CardSystem/StateMachine/States/CardRevealedState.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 891aad90d6cc41869e497f94d1408859 +timeCreated: 1762884650 \ No newline at end of file diff --git a/Assets/Scripts/CardSystem/Testing.meta b/Assets/Scripts/CardSystem/Testing.meta new file mode 100644 index 00000000..614fba9c --- /dev/null +++ b/Assets/Scripts/CardSystem/Testing.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: be244d3b69267554682b35f0c9d12151 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/CardSystem/Testing/CardTestController.cs b/Assets/Scripts/CardSystem/Testing/CardTestController.cs new file mode 100644 index 00000000..a1948478 --- /dev/null +++ b/Assets/Scripts/CardSystem/Testing/CardTestController.cs @@ -0,0 +1,454 @@ +using System.Collections.Generic; +using AppleHills.Data.CardSystem; +using Core; +using Core.Lifecycle; +using Input; +using TMPro; +using UnityEngine; +using UnityEngine.UI; +using UI.CardSystem.StateMachine; +using UI.CardSystem.StateMachine.States; + +namespace UI.CardSystem.Testing +{ + /// + /// Test controller for card state machine testing. + /// Provides UI controls to manually test state transitions, animations, and flows. + /// + public class CardTestController : ManagedBehaviour + { + [Header("Test Card")] + [SerializeField] private Card testCard; + [SerializeField] private CardData testCardData; + + [Header("UI References")] + [SerializeField] private TextMeshProUGUI eventLogText; + [SerializeField] private Toggle isNewToggle; + [SerializeField] private Slider repeatCountSlider; + [SerializeField] private TextMeshProUGUI repeatCountLabel; + [SerializeField] private TMP_Dropdown rarityDropdown; + [SerializeField] private Toggle isClickableToggle; + [SerializeField] private TextMeshProUGUI currentStateText; + + private List _eventLog = new List(); + private CardContext _cardContext; + private Vector3 _originalCardPosition; + private Vector3 _originalCardScale; + private Vector2 _originalAnchoredPosition; + + private void Awake() + { + if (testCard != null) + { + _cardContext = testCard.GetComponent(); + _originalCardPosition = testCard.transform.position; + _originalCardScale = testCard.transform.localScale; + + // Store original anchored position if it's a RectTransform + RectTransform rectTransform = testCard.GetComponent(); + if (rectTransform != null) + { + _originalAnchoredPosition = rectTransform.anchoredPosition; + } + + // Subscribe to card events (new simplified event model) + if (_cardContext != null) + { + // TODO: FIX + // _cardContext.OnRevealFlowComplete += OnCardRevealFlowComplete; + } + + // Subscribe to drag events to ensure card snaps back when released + testCard.OnDragStarted += OnCardDragStarted; + testCard.OnDragEnded += OnCardDragEnded; + } + + // Setup UI listeners + if (repeatCountSlider != null) + { + repeatCountSlider.onValueChanged.AddListener(OnRepeatCountChanged); + } + + if (isClickableToggle != null) + { + isClickableToggle.onValueChanged.AddListener(OnIsClickableToggled); + } + } + + internal override void OnManagedAwake() + { + base.OnManagedAwake(); + + InputManager.Instance.SetInputMode(InputMode.UI); + } + + private void Start() + { + // Initialize card with test data + if (testCard != null && testCardData != null && _cardContext != null) + { + _cardContext.SetupCard(testCardData); + } + + LogEvent("Card Test Scene Initialized"); + UpdateCurrentStateDisplay(); + } + + private void Update() + { + // Update current state display every frame + if (Time.frameCount % 30 == 0) // Every 0.5 seconds at 60fps + { + UpdateCurrentStateDisplay(); + } + } + + #region State Transition Buttons + + /// + /// Reset card to default state (position, scale) before transitioning to a new state. + /// This prevents accumulation of tweens and ensures animations play correctly. + /// + private void ResetCardToDefault() + { + if (testCard == null || _cardContext == null) return; + + // Stop all animations + if (_cardContext.Animator != null) + { + _cardContext.Animator.StopAllAnimations(); + } + + // Reset transform immediately + testCard.transform.localScale = _originalCardScale; + testCard.transform.position = _originalCardPosition; + + // Reset anchored position if it's a RectTransform + RectTransform rectTransform = testCard.GetComponent(); + if (rectTransform != null) + { + rectTransform.anchoredPosition = _originalAnchoredPosition; + } + + LogEvent("Card reset to default state"); + } + + public void TransitionToIdleState() + { + ResetCardToDefault(); + _cardContext?.StateMachine.ChangeState("IdleState"); + LogEvent("Transitioned to IdleState"); + } + + public void TransitionToRevealedState() + { + ResetCardToDefault(); + _cardContext?.StateMachine.ChangeState("RevealedState"); + LogEvent("Transitioned to RevealedState"); + } + + public void TransitionToEnlargedNewState() + { + ResetCardToDefault(); + _cardContext?.StateMachine.ChangeState("EnlargedNewState"); + LogEvent("Transitioned to EnlargedNewState"); + } + + public void TransitionToEnlargedRepeatState() + { + ResetCardToDefault(); + _cardContext?.StateMachine.ChangeState("EnlargedRepeatState"); + LogEvent("Transitioned to EnlargedRepeatState"); + } + + public void TransitionToDraggingState() + { + ResetCardToDefault(); + _cardContext?.StateMachine.ChangeState("DraggingState"); + LogEvent("Transitioned to DraggingState"); + } + + public void TransitionToAlbumEnlargedState() + { + ResetCardToDefault(); + _cardContext?.StateMachine.ChangeState("AlbumEnlargedState"); + LogEvent("Transitioned to AlbumEnlargedState"); + } + + #endregion + + #region Simulation Buttons + + public void SimulateNewCardFlow() + { + if (_cardContext == null) return; + + // NOTE: These properties no longer exist in CardContext (removed to prevent stale data) + // States now query CardSystemManager directly + // This test controller manually manipulates state machine for testing only + _cardContext.IsClickable = true; + + TransitionToIdleState(); + LogEvent("Simulating NEW CARD flow - click card to flip (test bypasses collection checks)"); + } + + public void SimulateRepeatCardFlow() + { + if (_cardContext == null) return; + + // NOTE: RepeatCardCount removed from CardContext + // Test directly transitions to state for visual testing + _cardContext.IsClickable = true; + + TransitionToIdleState(); + LogEvent($"Simulating REPEAT CARD flow (test bypasses collection checks)"); + } + + public void SimulateUpgradeFlow() + { + if (_cardContext == null) return; + + // NOTE: WillTriggerUpgrade removed from CardContext + // Test directly transitions to state for visual testing + _cardContext.IsClickable = true; + + TransitionToIdleState(); + LogEvent("Simulating UPGRADE flow (test bypasses collection checks)"); + } + + public void TestDragAndSnap() + { + if (testCard == null) return; + + // Enable dragging for the test + testCard.SetDraggingEnabled(true); + TransitionToRevealedState(); + + LogEvent("DRAG TEST enabled - drag the card and release to see it snap back"); + } + + #endregion + + #region Card Setup Controls + + public void ApplyCardSetup() + { + if (_cardContext == null) return; + + bool isNew = isNewToggle != null && isNewToggle.isOn; + int repeatCount = repeatCountSlider != null ? Mathf.RoundToInt(repeatCountSlider.value) : 0; + + // Apply rarity if needed + if (rarityDropdown != null && testCardData != null) + { + testCardData.Rarity = (CardRarity)rarityDropdown.value; + } + + LogEvent($"Card setup applied: IsNew={isNew}, RepeatCount={repeatCount}"); + } + + private void OnRepeatCountChanged(float value) + { + if (repeatCountLabel != null) + { + repeatCountLabel.text = $"{Mathf.RoundToInt(value)}/5"; + } + } + + private void OnIsClickableToggled(bool isClickable) + { + if (_cardContext != null) + { + _cardContext.IsClickable = isClickable; + LogEvent($"Card clickable: {isClickable}"); + } + } + + #endregion + + #region Animation Test Buttons + + public void PlayFlipAnimation() + { + // Reset card first to prevent accumulation + ResetCardToDefault(); + + // Transition to IdleState and programmatically trigger flip + TransitionToIdleState(); + + // Get IdleState and trigger click + var idleState = testCard.GetComponentInChildren(); + if (idleState != null) + { + idleState.OnPointerClick(null); + LogEvent("Playing flip animation"); + } + } + + public void PlayEnlargeAnimation() + { + if (_cardContext?.Animator != null) + { + ResetCardToDefault(); + _cardContext.Animator.PlayEnlarge(1.5f); + LogEvent("Playing enlarge animation"); + } + } + + public void PlayShrinkAnimation() + { + if (_cardContext?.Animator != null) + { + // Don't reset for shrink - we want to shrink from current state + _cardContext.Animator.PlayShrink(Vector3.one, null); + LogEvent("Playing shrink animation"); + } + } + + public void StartIdleHoverAnimation() + { + if (_cardContext?.Animator != null) + { + // Reset card position first to prevent accumulation + ResetCardToDefault(); + + _cardContext.Animator.StartIdleHover(10f, 1.5f, restartIfActive: true); + LogEvent("Started idle hover animation"); + } + } + + public void StopIdleHoverAnimation() + { + if (_cardContext?.Animator != null) + { + _cardContext.Animator.StopIdleHover(_originalAnchoredPosition); + LogEvent("Stopped idle hover animation"); + } + } + + #endregion + + #region Utility Buttons + + public void ResetCardPosition() + { + if (testCard != null) + { + testCard.transform.position = _originalCardPosition; + testCard.transform.localScale = _originalCardScale; + + // Reset anchored position if it's a RectTransform + RectTransform rectTransform = testCard.GetComponent(); + if (rectTransform != null) + { + rectTransform.anchoredPosition = _originalAnchoredPosition; + } + + LogEvent("Card position reset"); + } + } + + public void ClearEventLog() + { + _eventLog.Clear(); + UpdateEventLog(); + LogEvent("Event log cleared"); + } + + #endregion + + #region Event Handlers + + private void OnCardRevealFlowComplete(CardContext context) + { + LogEvent($"Event: OnRevealFlowComplete - Card reveal complete for {context.CardData?.Name}"); + } + + private void OnCardDragStarted(UI.DragAndDrop.Core.DraggableObject draggable) + { + LogEvent("Event: OnDragStarted - Card is being dragged"); + } + + private void OnCardDragEnded(UI.DragAndDrop.Core.DraggableObject draggable) + { + LogEvent("Event: OnDragEnded - Snapping card back to spawn point"); + + // Snap card back to original position (no slotting in test scene) + if (testCard != null) + { + testCard.transform.position = _originalCardPosition; + + // Return to idle state after drag + TransitionToIdleState(); + } + } + + #endregion + + #region Event Log + + private void LogEvent(string message) + { + string timestamp = $"[{Time.time:F2}s]"; + _eventLog.Add($"{timestamp} {message}"); + + // Keep only last 20 events + if (_eventLog.Count > 20) + { + _eventLog.RemoveAt(0); + } + + UpdateEventLog(); + Logging.Debug($"[CardTest] {message}"); + } + + private void UpdateEventLog() + { + if (eventLogText != null) + { + eventLogText.text = string.Join("\n", _eventLog); + } + } + + private void UpdateCurrentStateDisplay() + { + if (currentStateText != null && _cardContext != null && _cardContext.StateMachine != null) + { + // Get the active state by checking which child state GameObject is active + string stateName = "Unknown"; + Transform stateMachineTransform = _cardContext.StateMachine.transform; + + for (int i = 0; i < stateMachineTransform.childCount; i++) + { + Transform child = stateMachineTransform.GetChild(i); + if (child.gameObject.activeSelf) + { + stateName = child.name; + break; + } + } + + currentStateText.text = $"Current State: {stateName}"; + } + } + + #endregion + + private void OnDestroy() + { + // Unsubscribe from events + if (_cardContext != null) + { + // TODO: FIX + // _cardContext.OnRevealFlowComplete -= OnCardRevealFlowComplete; + } + + if (testCard != null) + { + testCard.OnDragStarted -= OnCardDragStarted; + testCard.OnDragEnded -= OnCardDragEnded; + } + } + } +} + diff --git a/Assets/Scripts/CardSystem/Testing/CardTestController.cs.meta b/Assets/Scripts/CardSystem/Testing/CardTestController.cs.meta new file mode 100644 index 00000000..61355b2d --- /dev/null +++ b/Assets/Scripts/CardSystem/Testing/CardTestController.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 1d6de9a5b64e791409043fb8c858bda2 \ No newline at end of file diff --git a/Assets/Scripts/CardSystem/UI.meta b/Assets/Scripts/CardSystem/UI.meta new file mode 100644 index 00000000..aaae79cc --- /dev/null +++ b/Assets/Scripts/CardSystem/UI.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 2a6295f642a94601ada9c21dc400d180 +timeCreated: 1763454480 \ No newline at end of file diff --git a/Assets/Scripts/UI/CardSystem/BoosterPackGiver.cs b/Assets/Scripts/CardSystem/UI/BoosterPackGiver.cs similarity index 100% rename from Assets/Scripts/UI/CardSystem/BoosterPackGiver.cs rename to Assets/Scripts/CardSystem/UI/BoosterPackGiver.cs diff --git a/Assets/Scripts/UI/CardSystem/BoosterPackGiver.cs.meta b/Assets/Scripts/CardSystem/UI/BoosterPackGiver.cs.meta similarity index 100% rename from Assets/Scripts/UI/CardSystem/BoosterPackGiver.cs.meta rename to Assets/Scripts/CardSystem/UI/BoosterPackGiver.cs.meta diff --git a/Assets/Scripts/CardSystem/UI/Component.meta b/Assets/Scripts/CardSystem/UI/Component.meta new file mode 100644 index 00000000..501556da --- /dev/null +++ b/Assets/Scripts/CardSystem/UI/Component.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 7cb791415c884e97ac181816424200e4 +timeCreated: 1763454497 \ No newline at end of file diff --git a/Assets/Scripts/UI/CardSystem/BookTabButton.cs b/Assets/Scripts/CardSystem/UI/Component/BookTabButton.cs similarity index 100% rename from Assets/Scripts/UI/CardSystem/BookTabButton.cs rename to Assets/Scripts/CardSystem/UI/Component/BookTabButton.cs diff --git a/Assets/Scripts/UI/CardSystem/BookTabButton.cs.meta b/Assets/Scripts/CardSystem/UI/Component/BookTabButton.cs.meta similarity index 100% rename from Assets/Scripts/UI/CardSystem/BookTabButton.cs.meta rename to Assets/Scripts/CardSystem/UI/Component/BookTabButton.cs.meta diff --git a/Assets/Scripts/UI/CardSystem/BoosterNotificationDot.cs b/Assets/Scripts/CardSystem/UI/Component/BoosterNotificationDot.cs similarity index 100% rename from Assets/Scripts/UI/CardSystem/BoosterNotificationDot.cs rename to Assets/Scripts/CardSystem/UI/Component/BoosterNotificationDot.cs diff --git a/Assets/Scripts/UI/CardSystem/BoosterNotificationDot.cs.meta b/Assets/Scripts/CardSystem/UI/Component/BoosterNotificationDot.cs.meta similarity index 100% rename from Assets/Scripts/UI/CardSystem/BoosterNotificationDot.cs.meta rename to Assets/Scripts/CardSystem/UI/Component/BoosterNotificationDot.cs.meta diff --git a/Assets/Scripts/UI/CardSystem/CardAlbumOpener.cs b/Assets/Scripts/CardSystem/UI/Component/CardAlbumOpener.cs similarity index 100% rename from Assets/Scripts/UI/CardSystem/CardAlbumOpener.cs rename to Assets/Scripts/CardSystem/UI/Component/CardAlbumOpener.cs diff --git a/Assets/Scripts/UI/CardSystem/CardAlbumOpener.cs.meta b/Assets/Scripts/CardSystem/UI/Component/CardAlbumOpener.cs.meta similarity index 100% rename from Assets/Scripts/UI/CardSystem/CardAlbumOpener.cs.meta rename to Assets/Scripts/CardSystem/UI/Component/CardAlbumOpener.cs.meta diff --git a/Assets/Scripts/UI/CardSystem/MinigameBoosterGiver.cs b/Assets/Scripts/CardSystem/UI/MinigameBoosterGiver.cs similarity index 100% rename from Assets/Scripts/UI/CardSystem/MinigameBoosterGiver.cs rename to Assets/Scripts/CardSystem/UI/MinigameBoosterGiver.cs diff --git a/Assets/Scripts/UI/CardSystem/MinigameBoosterGiver.cs.meta b/Assets/Scripts/CardSystem/UI/MinigameBoosterGiver.cs.meta similarity index 100% rename from Assets/Scripts/UI/CardSystem/MinigameBoosterGiver.cs.meta rename to Assets/Scripts/CardSystem/UI/MinigameBoosterGiver.cs.meta diff --git a/Assets/Scripts/CardSystem/UI/Pages.meta b/Assets/Scripts/CardSystem/UI/Pages.meta new file mode 100644 index 00000000..c57fd354 --- /dev/null +++ b/Assets/Scripts/CardSystem/UI/Pages.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: c548995da9c746d1916b79304734c1c9 +timeCreated: 1763454486 \ No newline at end of file diff --git a/Assets/Scripts/CardSystem/UI/Pages/AlbumViewPage.cs b/Assets/Scripts/CardSystem/UI/Pages/AlbumViewPage.cs new file mode 100644 index 00000000..761144fe --- /dev/null +++ b/Assets/Scripts/CardSystem/UI/Pages/AlbumViewPage.cs @@ -0,0 +1,491 @@ +using System.Collections.Generic; +using AppleHills.Data.CardSystem; +using Core; +using Data.CardSystem; +using Pixelplacement; +using UI.Core; +using UI.DragAndDrop.Core; +using UnityEngine; +using UnityEngine.UI; +using UnityEngine.Serialization; + +namespace UI.CardSystem +{ + /// + /// UI page for viewing the player's card collection in an album. + /// Manages booster pack button visibility and opening flow. + /// + public class AlbumViewPage : UIPage + { + [Header("UI References")] + [SerializeField] private CanvasGroup canvasGroup; + [SerializeField] private Button exitButton; + [SerializeField] private BookCurlPro.BookPro book; + + [Header("Zone Navigation")] + [SerializeField] private Transform tabContainer; // Container holding all BookTabButton children + private BookTabButton[] _zoneTabs; // Discovered zone tab buttons + + [Header("Album Card Reveal")] + [SerializeField] private SlotContainer bottomRightSlots; + [FormerlySerializedAs("albumCardPlacementPrefab")] + [SerializeField] private GameObject cardPrefab; // New Card prefab for placement + + [Header("Card Enlarge System")] + [SerializeField] private GameObject cardEnlargedBackdrop; // Backdrop to block interactions + [SerializeField] private Transform cardEnlargedContainer; // Container for enlarged cards (sits above backdrop) + + [Header("Booster Pack UI")] + [SerializeField] private GameObject[] boosterPackButtons; + [SerializeField] private BoosterOpeningPage boosterOpeningPage; + + private Input.InputMode _previousInputMode; + + // Controllers: Lazy-initialized services (auto-created on first use) + private CornerCardManager _cornerCardManager; + private CornerCardManager CornerCards => _cornerCardManager ??= new CornerCardManager( + bottomRightSlots, + cardPrefab, + this + ); + + private AlbumNavigationService _navigationService; + private AlbumNavigationService Navigation => _navigationService ??= new AlbumNavigationService( + book, + _zoneTabs + ); + + private CardEnlargeController _enlargeController; + private CardEnlargeController Enlarge => _enlargeController ??= new CardEnlargeController( + cardEnlargedBackdrop, + cardEnlargedContainer + ); + + /// + /// Query method: Check if the book is currently flipping to a page. + /// Used by card states to know if they should wait before placing. + /// + public bool IsPageFlipping => Navigation.IsPageFlipping; + + internal override void OnManagedStart() + { + // Discover zone tabs from container + DiscoverZoneTabs(); + + // Make sure we have a CanvasGroup for transitions + if (canvasGroup == null) + canvasGroup = GetComponent(); + if (canvasGroup == null) + canvasGroup = gameObject.AddComponent(); + + // Hide backdrop initially + if (cardEnlargedBackdrop != null) + { + cardEnlargedBackdrop.SetActive(false); + } + + // Set up exit button + if (exitButton != null) + { + exitButton.onClick.AddListener(OnExitButtonClicked); + } + + // Set up booster pack button listeners + SetupBoosterButtonListeners(); + + // Subscribe to book page flip events + if (book != null) + { + book.OnFlip.AddListener(OnPageFlipped); + Logging.Debug("[AlbumViewPage] Subscribed to book.OnFlip event"); + } + else + { + Logging.Warning("[AlbumViewPage] Book reference is null, cannot subscribe to OnFlip event!"); + } + + // Subscribe to CardSystemManager events (managers are guaranteed to be initialized) + if (CardSystemManager.Instance != null) + { + CardSystemManager.Instance.OnBoosterCountChanged += OnBoosterCountChanged; + // NOTE: OnPendingCardAdded is subscribed in TransitionIn, not here + // This prevents spawning cards when page is not active + + // Update initial button visibility + int initialCount = CardSystemManager.Instance.GetBoosterPackCount(); + UpdateBoosterButtons(initialCount); + } + + // UI pages should start disabled + gameObject.SetActive(false); + } + + /// + /// Discover all BookTabButton components from the tab container + /// + private void DiscoverZoneTabs() + { + if (tabContainer == null) + { + Debug.LogError("[AlbumViewPage] Tab container is not assigned! Cannot discover zone tabs."); + _zoneTabs = new BookTabButton[0]; + return; + } + + // Get all BookTabButton components from children + _zoneTabs = tabContainer.GetComponentsInChildren(includeInactive: false); + + if (_zoneTabs == null || _zoneTabs.Length == 0) + { + Logging.Warning($"[AlbumViewPage] No BookTabButton components found in tab container '{tabContainer.name}'!"); + _zoneTabs = new BookTabButton[0]; + } + else + { + Logging.Debug($"[AlbumViewPage] Discovered {_zoneTabs.Length} zone tabs from container '{tabContainer.name}'"); + foreach (var tab in _zoneTabs) + { + Logging.Debug($" - Tab: {tab.name}, Zone: {tab.Zone}, TargetPage: {tab.TargetPage}"); + } + } + } + + private void SetupBoosterButtonListeners() + { + if (boosterPackButtons == null) return; + + for (int i = 0; i < boosterPackButtons.Length; i++) + { + if (boosterPackButtons[i] == null) continue; + + + Button button = boosterPackButtons[i].GetComponent