Merge a card refresh (#59)
- **Refactored Card Placement Flow** - Separated card presentation from orchestration logic - Extracted `CornerCardManager` for pending card lifecycle (spawn, shuffle, rebuild) - Extracted `AlbumNavigationService` for book page navigation and zone mapping - Extracted `CardEnlargeController` for backdrop management and card reparenting - Implemented controller pattern (non-MonoBehaviour) for complex logic - Cards now unparent from slots before rebuild to prevent premature destruction - **Improved Corner Card Display** - Fixed cards spawning on top of each other during rebuild - Implemented shuffle-to-front logic (remaining cards occupy slots 0→1→2) - Added smart card selection (prioritizes cards matching current album page) - Pending cards now removed from queue immediately on drag start - Corner cards rebuild after each placement with proper slot reassignment - **Enhanced Album Card Viewing** - Added dramatic scale increase when viewing cards from album slots - Implemented shrink animation when dismissing enlarged cards - Cards transition: `PlacedInSlotState` → `AlbumEnlargedState` → `PlacedInSlotState` - Backdrop shows/hides with card enlarge/shrink cycle - Cards reparent to enlarged container while viewing, return to slot after - **State Machine Improvements** - Added `CardStateNames` constants for type-safe state transitions - Implemented `ICardClickHandler` and `ICardStateDragHandler` interfaces - State transitions now use cached property indices - `BoosterCardContext` separated from `CardContext` for single responsibility - **Code Cleanup** - Identified unused `SlotContainerHelper.cs` (superseded by `CornerCardManager`) - Identified unused `BoosterPackDraggable.canOpenOnDrop` field - Identified unused `AlbumViewPage._previousInputMode` (hardcoded value) - Identified unused `Card.OnPlacedInAlbumSlot` event (no subscribers) Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com> Co-authored-by: Michal Pikulski <michal@foolhardyhorizons.com> Reviewed-on: #59
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@@ -1,6 +1,5 @@
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using UnityEngine;
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using System.Collections;
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using System;
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using UnityEngine.Events;
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namespace BookCurlPro
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{
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@@ -13,6 +12,10 @@ namespace BookCurlPro
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public float DelayBeforeStart;
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public float TimeBetweenPages = 5;
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public bool AutoStartFlip = true;
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[Header("Events")]
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public UnityEvent OnTargetReached;
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bool flippingStarted = false;
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bool isPageFlipping = false;
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float elapsedTime = 0;
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@@ -42,6 +45,24 @@ namespace BookCurlPro
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PageFlipper.FlipPage(ControledBook, PageFlipTime, FlipMode.LeftToRight, () => { isPageFlipping = false; });
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}
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int targetPaper;
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/// <summary>
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/// Start flipping to target page with optional completion callback
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/// </summary>
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public void StartFlipping(int target, UnityAction callback)
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{
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if (callback != null)
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{
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if (OnTargetReached == null)
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OnTargetReached = new UnityEvent();
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OnTargetReached.RemoveAllListeners();
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OnTargetReached.AddListener(callback);
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}
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StartFlipping(target);
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}
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public void StartFlipping(int target)
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{
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isBookInteractable = ControledBook.interactable;
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@@ -75,7 +96,9 @@ namespace BookCurlPro
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flippingStarted = false;
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ControledBook.interactable = isBookInteractable;
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this.enabled = false;
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// Invoke target reached event
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OnTargetReached?.Invoke();
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}
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nextPageCountDown = PageFlipTime + TimeBetweenPages + Time.deltaTime;
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