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separated from `CardContext` for single responsibility - **Code Cleanup** - Identified unused `SlotContainerHelper.cs` (superseded by `CornerCardManager`) - Identified unused `BoosterPackDraggable.canOpenOnDrop` field - Identified unused `AlbumViewPage._previousInputMode` (hardcoded value)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
This commit is contained in:
225
Assets/Scripts/CardSystem/DragDrop/BoosterPackDraggable.cs
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225
Assets/Scripts/CardSystem/DragDrop/BoosterPackDraggable.cs
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using Core;
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using UI.DragAndDrop.Core;
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using UnityEngine;
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namespace UI.CardSystem.DragDrop
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{
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/// <summary>
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/// Booster pack specific implementation of DraggableObject.
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/// Manages booster pack behavior and opening logic.
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/// </summary>
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public class BoosterPackDraggable : DraggableObject
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{
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[Header("Booster Pack Settings")]
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[SerializeField] private bool canOpenOnDrop = true;
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[SerializeField] private bool canOpenOnDoubleClick = true;
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[Header("Tap to Open")]
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[SerializeField] private bool canTapToOpen = true;
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[SerializeField] private int maxTapsToOpen = 3;
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[SerializeField] private float tapPulseScale = 1.15f;
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[SerializeField] private float tapPulseDuration = 0.2f;
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// ...existing code...
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public event System.Action<BoosterPackDraggable> OnBoosterOpened;
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public event System.Action<BoosterPackDraggable, int, int> OnTapped; // (booster, currentTap, maxTaps)
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public event System.Action<BoosterPackDraggable> OnReadyToOpen; // Final tap reached
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private bool _isOpening;
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private float _lastClickTime;
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private int _currentTapCount;
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public bool IsOpening => _isOpening;
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public int CurrentTapCount => _currentTapCount;
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protected override void OnPointerUpHook(bool longPress)
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{
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base.OnPointerUpHook(longPress);
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// Handle tap-to-open logic (only when in slot and not a long press)
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if (canTapToOpen && !longPress && CurrentSlot != null)
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{
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_currentTapCount++;
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// Pulse effect on tap (scales visual up and back down)
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if (Visual != null)
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{
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// Calculate pulse intensity based on tap progress
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float tapProgress = _currentTapCount / (float)maxTapsToOpen;
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float currentPulseScale = 1f + (tapPulseScale - 1f) * (0.5f + tapProgress * 0.5f); // Increases from 1.075 to 1.15
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// Save the current scale before pulsing
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Vector3 baseScale = Visual.transform.localScale;
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Pixelplacement.Tween.Cancel(Visual.transform.GetInstanceID());
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Pixelplacement.Tween.LocalScale(Visual.transform, baseScale * currentPulseScale, tapPulseDuration * 0.5f, 0f,
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Pixelplacement.Tween.EaseOutBack, completeCallback: () =>
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{
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// Return to the base scale we had before pulsing
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Pixelplacement.Tween.LocalScale(Visual.transform, baseScale, tapPulseDuration * 0.5f, 0f, Pixelplacement.Tween.EaseInBack);
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});
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}
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OnTapped?.Invoke(this, _currentTapCount, maxTapsToOpen);
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if (_currentTapCount >= maxTapsToOpen)
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{
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OnReadyToOpen?.Invoke(this);
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}
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return; // Don't process double-click if tap-to-open is active
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}
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// ...existing code...
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if (canOpenOnDoubleClick && !longPress)
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{
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float timeSinceLastClick = Time.time - _lastClickTime;
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if (timeSinceLastClick < 0.3f) // Double click threshold
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{
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TriggerOpen();
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}
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_lastClickTime = Time.time;
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}
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}
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protected override void OnDragEndedHook()
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{
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base.OnDragEndedHook();
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// Find closest slot and assign to it (replaces removed auto-slotting from base class)
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SlotContainer[] containers = FindObjectsByType<SlotContainer>(FindObjectsSortMode.None);
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DraggableSlot closestSlot = null;
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float closestDistance = float.MaxValue;
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// Get position (handle both overlay and world space canvas)
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Vector3 myPosition = (RectTransform != null &&
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GetComponentInParent<Canvas>()?.renderMode == RenderMode.ScreenSpaceOverlay)
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? RectTransform.position
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: transform.position;
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// Find closest slot among all containers
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foreach (var container in containers)
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{
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DraggableSlot slot = container.FindClosestSlot(myPosition, this);
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if (slot != null)
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{
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Vector3 slotPosition = slot.RectTransform != null ? slot.RectTransform.position : slot.transform.position;
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float distance = Vector3.Distance(myPosition, slotPosition);
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if (distance < closestDistance)
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{
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closestDistance = distance;
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closestSlot = slot;
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}
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}
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}
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// Assign to closest slot if found
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if (closestSlot != null)
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{
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Logging.Debug($"[BoosterPackDraggable] Drag ended, assigning to closest slot: {closestSlot.name}");
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AssignToSlot(closestSlot, true);
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}
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else if (CurrentSlot != null)
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{
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// No valid slot found, return to current slot
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Logging.Debug($"[BoosterPackDraggable] No valid slot found, snapping back to current slot");
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AssignToSlot(CurrentSlot, true);
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}
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}
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/// <summary>
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/// Trigger the booster pack opening animation and logic
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/// </summary>
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public void TriggerOpen()
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{
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if (_isOpening)
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return;
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_isOpening = true;
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OnBoosterOpened?.Invoke(this);
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// The actual opening logic (calling CardSystemManager) should be handled
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// by the UI page or controller that manages this booster pack
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// Visual feedback would be handled by the BoosterPackVisual
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}
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/// <summary>
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/// Reset the opening state
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/// </summary>
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public void ResetOpeningState()
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{
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_isOpening = false;
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_currentTapCount = 0;
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}
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/// <summary>
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/// Set whether this booster is in the opening slot (disables dragging, enables tapping)
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/// </summary>
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public void SetInOpeningSlot(bool inSlot)
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{
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Logging.Debug($"[BoosterPackDraggable] SetInOpeningSlot({inSlot}) called on {name}");
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SetDraggingEnabled(!inSlot); // Disable dragging when in opening slot
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Logging.Debug($"[BoosterPackDraggable] SetDraggingEnabled({!inSlot}) called");
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canTapToOpen = inSlot; // Enable tap-to-open when in opening slot
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if (inSlot)
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{
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_currentTapCount = 0; // Reset tap counter when placed
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// Suppress visual effects (idle animations, glow, etc.) when in opening slot
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// But allow slot tween and tap pulse to still work
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if (Visual != null)
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{
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Visual.SuppressEffects();
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// Play one-time placement tween to animate into slot
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// The visual will follow the parent to its slot position, then lock in place
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// Get target scale from current slot if it has scale mode
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Vector3 targetScale = Vector3.one;
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if (CurrentSlot != null && CurrentSlot.GetComponent<DraggableSlot>() != null)
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{
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// Access the slot's occupant scale if it's in Scale mode
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// For now, use Vector3.one as default
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targetScale = Vector3.one;
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}
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Visual.PlayPlacementTween(0.3f, targetScale);
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}
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}
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else
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{
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ResetOpeningState(); // Reset completely when removed
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// Resume visual effects when removed from opening slot
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if (Visual != null)
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{
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Visual.StopPlacementTween(); // Stop any ongoing placement tween
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Visual.ResumeEffects();
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}
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}
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}
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/// <summary>
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/// Reset tap count (useful when starting a new opening sequence)
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/// </summary>
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public void ResetTapCount()
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{
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_currentTapCount = 0;
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}
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/// <summary>
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/// Enable or disable tap-to-open functionality at runtime
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/// </summary>
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public void SetTapToOpenEnabled(bool enabled)
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{
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canTapToOpen = enabled;
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}
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}
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}
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