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separated from `CardContext` for single responsibility - **Code Cleanup** - Identified unused `SlotContainerHelper.cs` (superseded by `CornerCardManager`) - Identified unused `BoosterPackDraggable.canOpenOnDrop` field - Identified unused `AlbumViewPage._previousInputMode` (hardcoded value)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:
322
Assets/Scripts/CardSystem/DragDrop/BoosterPackVisual.cs
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322
Assets/Scripts/CardSystem/DragDrop/BoosterPackVisual.cs
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using Pixelplacement;
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using Pixelplacement.TweenSystem;
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using UI.DragAndDrop.Core;
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using UnityEngine;
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using UnityEngine.UI;
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namespace UI.CardSystem.DragDrop
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{
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/// <summary>
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/// Visual representation for BoosterPackDraggable.
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/// Displays the booster pack sprite and handles opening animations.
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/// </summary>
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public class BoosterPackVisual : DraggableVisual
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{
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[Header("Booster Pack Visual")]
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[SerializeField] private Image packImage;
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[SerializeField] private Sprite packSprite;
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[SerializeField] private ParticleSystem glowEffect;
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[SerializeField] private Transform glowTransform;
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[Header("Opening Animation")]
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[SerializeField] private float openingScalePunch = 0.5f;
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[SerializeField] private float openingRotationPunch = 360f;
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[SerializeField] private float openingDuration = 0.5f;
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private BoosterPackDraggable _boosterDraggable;
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// Effect tracking
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private int _glowRotationTweenId = -1;
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private float _defaultGlowRate = 10f;
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public override void Initialize(DraggableObject parent)
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{
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base.Initialize(parent);
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_boosterDraggable = parent as BoosterPackDraggable;
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// Get pack image if not assigned
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if (packImage == null)
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{
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packImage = GetComponentInChildren<Image>();
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}
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// Set initial sprite
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if (packImage != null && packSprite != null)
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{
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packImage.sprite = packSprite;
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}
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// Subscribe to booster events
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if (_boosterDraggable != null)
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{
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_boosterDraggable.OnBoosterOpened += HandleBoosterOpened;
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_boosterDraggable.OnTapped += HandleTapped;
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}
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// Start glow effect if available
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if (glowEffect != null && !glowEffect.isPlaying)
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{
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glowEffect.Play();
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}
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}
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protected override void UpdateVisualContent()
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{
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// Update glow rotation for visual interest (skip if effects suppressed)
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if (glowTransform != null && !_effectsSuppressed)
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{
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glowTransform.Rotate(Vector3.forward * 30f * Time.deltaTime);
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}
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}
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private void HandleBoosterOpened(BoosterPackDraggable booster)
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{
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PlayOpeningAnimation();
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}
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private void HandleTapped(BoosterPackDraggable booster, int currentTap, int maxTaps)
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{
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PlayShakeAnimation(currentTap, maxTaps);
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}
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/// <summary>
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/// Play progressive shake animation based on tap intensity
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/// This is always allowed, even when effects are suppressed
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/// </summary>
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public void PlayShakeAnimation(int intensity, int maxIntensity)
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{
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float normalizedIntensity = (float)intensity / maxIntensity;
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float shakeAmount = Mathf.Lerp(5f, 30f, normalizedIntensity);
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float shakeDuration = 0.15f;
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// Shake rotation
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Vector3 shakeRotation = new Vector3(
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Random.Range(-shakeAmount, shakeAmount),
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Random.Range(-shakeAmount, shakeAmount),
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Random.Range(-shakeAmount, shakeAmount)
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);
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Tween.Rotation(transform, transform.eulerAngles + shakeRotation,
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shakeDuration, 0f, Tween.EaseOutBack,
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completeCallback: () => {
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Tween.Rotation(transform, Vector3.zero,
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shakeDuration, 0f, Tween.EaseInBack);
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});
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// NOTE: Scale pulse is handled by BoosterPackDraggable.OnPointerUpHook()
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// We don't need a duplicate scale tween here - it would conflict!
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// Extra glow burst on final tap (only if effects not suppressed)
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if (intensity == maxIntensity && glowEffect != null && !_effectsSuppressed)
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{
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var emission = glowEffect.emission;
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emission.rateOverTimeMultiplier = 50f;
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}
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}
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/// <summary>
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/// Play the booster pack opening animation
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/// </summary>
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public void PlayOpeningAnimation()
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{
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// Scale punch
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Vector3 targetScale = transform.localScale * (1f + openingScalePunch);
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Tween.LocalScale(transform, targetScale, openingDuration / 2f, 0f, Tween.EaseOutBack,
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completeCallback: () => {
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Tween.LocalScale(transform, Vector3.one, openingDuration / 2f, 0f, Tween.EaseInBack);
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});
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// Rotation
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Tween.Rotation(transform, transform.eulerAngles + Vector3.forward * openingRotationPunch,
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openingDuration, 0f, Tween.EaseOutBack);
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// Glow burst
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if (glowEffect != null)
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{
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glowEffect.Stop();
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glowEffect.Play();
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}
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}
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/// <summary>
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/// Set the booster pack sprite
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/// </summary>
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public void SetPackSprite(Sprite sprite)
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{
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packSprite = sprite;
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if (packImage != null)
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{
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packImage.sprite = packSprite;
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}
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}
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protected override void OnPointerEnterVisual()
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{
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base.OnPointerEnterVisual();
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// Extra glow when hovering (skip if effects suppressed)
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if (glowEffect != null && !_effectsSuppressed)
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{
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var emission = glowEffect.emission;
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emission.rateOverTimeMultiplier = 20f;
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}
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}
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protected override void OnPointerExitVisual()
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{
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base.OnPointerExitVisual();
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// Restore normal glow (skip if effects suppressed)
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if (glowEffect != null && !_effectsSuppressed)
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{
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var emission = glowEffect.emission;
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emission.rateOverTimeMultiplier = _defaultGlowRate;
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}
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}
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#region Effect Management Overrides
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protected override void OnEffectsSuppressed()
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{
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base.OnEffectsSuppressed();
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// Stop glow effect
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if (glowEffect != null)
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{
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glowEffect.Stop();
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}
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// Cancel glow rotation tween if tracked
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if (_glowRotationTweenId != -1)
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{
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Tween.Stop(_glowRotationTweenId);
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_glowRotationTweenId = -1;
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}
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// Reset glow rotation to zero
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if (glowTransform != null)
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{
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glowTransform.localRotation = Quaternion.identity;
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}
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}
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protected override void OnEffectsResumed()
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{
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base.OnEffectsResumed();
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// Resume glow effect
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if (glowEffect != null && !glowEffect.isPlaying)
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{
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glowEffect.Play();
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}
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}
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protected override void OnEffectsReset()
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{
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base.OnEffectsReset();
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// Stop glow effect
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if (glowEffect != null)
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{
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glowEffect.Stop();
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}
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// Reset glow rotation
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if (glowTransform != null)
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{
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glowTransform.localRotation = Quaternion.identity;
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}
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// NOTE: Tap pulse scale is handled by BoosterPackDraggable, not here
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}
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#endregion
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#region Event Handler Overrides (Block when in Opening Slot)
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protected override void HandleDragStarted(DraggableObject draggable)
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{
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// Don't call base if effects are suppressed (in opening slot)
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if (_effectsSuppressed)
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return;
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base.HandleDragStarted(draggable);
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}
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protected override void HandleDragEnded(DraggableObject draggable)
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{
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// ALWAYS reset canvas sorting, even when effects are suppressed
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if (canvas != null)
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{
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canvas.overrideSorting = false;
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}
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// Skip other drag end effects if suppressed (in opening slot)
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if (_effectsSuppressed)
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return;
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base.HandleDragEnded(draggable);
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}
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protected override void HandlePointerEnter(DraggableObject draggable)
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{
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// Don't call base if effects are suppressed (in opening slot)
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if (_effectsSuppressed)
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return;
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base.HandlePointerEnter(draggable);
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}
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protected override void HandlePointerExit(DraggableObject draggable)
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{
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// Don't call base if effects are suppressed (in opening slot)
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if (_effectsSuppressed)
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return;
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base.HandlePointerExit(draggable);
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}
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protected override void HandlePointerDown(DraggableObject draggable)
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{
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// Don't call base if effects are suppressed (in opening slot)
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// This allows the BoosterPackDraggable to handle tap pulse itself
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if (_effectsSuppressed)
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return;
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base.HandlePointerDown(draggable);
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}
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protected override void HandlePointerUp(DraggableObject draggable, bool longPress)
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{
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// Don't call base if effects are suppressed (in opening slot)
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// This allows the BoosterPackDraggable to handle tap pulse itself
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if (_effectsSuppressed)
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return;
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base.HandlePointerUp(draggable, longPress);
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}
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protected override void HandleSelection(DraggableObject draggable, bool selected)
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{
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// Don't call base if effects are suppressed (in opening slot)
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if (_effectsSuppressed)
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return;
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base.HandleSelection(draggable, selected);
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}
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#endregion
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protected override void OnDestroy()
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{
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base.OnDestroy();
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if (_boosterDraggable != null)
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{
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_boosterDraggable.OnBoosterOpened -= HandleBoosterOpened;
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}
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}
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}
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}
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