Working minigame?
This commit is contained in:
@@ -63,18 +63,6 @@ MonoBehaviour:
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m_SerializedLabels:
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m_SerializedLabels:
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- BlokkemonCard
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- BlokkemonCard
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FlaggedDuringContentUpdateRestriction: 0
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- m_GUID: 4f4ec75013bc276429c2f4fa52d165e0
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m_Address: Assets/Data/Cards/Card_New Card.asset
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- m_GUID: 73d54071304571647b3238a799d9781f
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m_Address: Assets/Data/Cards/Card_New Card.asset
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m_Address: Assets/Data/Cards/Card_New Card.asset
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@@ -20,6 +20,11 @@ MonoBehaviour:
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- m_GUID: 9d4a355954ae0a544a9c2a8281bc4bee
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m_Address: Settings/CardSortingSettings
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- m_GUID: d28c589c05c122f449a8b34e696cda53
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m_Address: Puzzles/Quarry
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m_Address: Puzzles/Quarry
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m_ReadOnly: 0
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m_ReadOnly: 0
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8
Assets/Data/CardQualityControl.meta
Normal file
8
Assets/Data/CardQualityControl.meta
Normal file
@@ -0,0 +1,8 @@
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assetBundleVariant:
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17
Assets/Data/CardQualityControl/ExampleGarbageItem.asset
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17
Assets/Data/CardQualityControl/ExampleGarbageItem.asset
Normal file
@@ -0,0 +1,17 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &11400000
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m_Name: ExampleGarbageItem
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m_EditorClassIdentifier: AppleHillsScripts::Minigames.CardSorting.Data.GarbageItemDefinition
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itemId: ExampleGarbageItem
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@@ -19,3 +19,5 @@ MonoBehaviour:
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- sceneName: DivingForPictures
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requiredOrientation: 0
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- sceneName: CardQualityControl
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requiredOrientation: 1
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BIN
Assets/External/Placeholders/battlefield6.png
vendored
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BIN
Assets/External/Placeholders/battlefield6.png
vendored
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Binary file not shown.
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After Width: | Height: | Size: 220 KiB |
195
Assets/External/Placeholders/battlefield6.png.meta
vendored
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195
Assets/External/Placeholders/battlefield6.png.meta
vendored
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@@ -0,0 +1,195 @@
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8
Assets/Prefabs/Minigames/CardQualityControl.meta
Normal file
8
Assets/Prefabs/Minigames/CardQualityControl.meta
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@@ -0,0 +1,8 @@
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662
Assets/Prefabs/Minigames/CardQualityControl/SortableCard.prefab
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662
Assets/Prefabs/Minigames/CardQualityControl/SortableCard.prefab
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@@ -0,0 +1,662 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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|
m_SizeDelta: {x: 0, y: 0}
|
||||||
|
m_Pivot: {x: 0.5, y: 0.5}
|
||||||
|
--- !u!114 &5556944003491708754
|
||||||
|
MonoBehaviour:
|
||||||
|
m_ObjectHideFlags: 0
|
||||||
|
m_CorrespondingSourceObject: {fileID: 0}
|
||||||
|
m_PrefabInstance: {fileID: 0}
|
||||||
|
m_PrefabAsset: {fileID: 0}
|
||||||
|
m_GameObject: {fileID: 7537653696112211670}
|
||||||
|
m_Enabled: 1
|
||||||
|
m_EditorHideFlags: 0
|
||||||
|
m_Script: {fileID: 11500000, guid: aa656e03d5384a9eae31fab73b6fe5e2, type: 3}
|
||||||
|
m_Name:
|
||||||
|
m_EditorClassIdentifier: AppleHillsScripts::Minigames.CardSorting.UI.SortingGameHUD
|
||||||
|
timerText: {fileID: 1653089319504497253}
|
||||||
|
scoreText: {fileID: 4139981089598238079}
|
||||||
|
accuracyText: {fileID: 1929638711813240478}
|
||||||
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|
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|
fileFormatVersion: 2
|
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|
guid: acc5a752dcc18834b984fe78b6926dad
|
||||||
|
PrefabImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
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||||||
2370
Assets/Prefabs/Minigames/CardQualityControl/UI/ResultsScreen.prefab
Normal file
2370
Assets/Prefabs/Minigames/CardQualityControl/UI/ResultsScreen.prefab
Normal file
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,7 @@
|
|||||||
|
fileFormatVersion: 2
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|
guid: c8846509eba59f84aa047197fe02375b
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|
PrefabImporter:
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|
externalObjects: {}
|
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|
userData:
|
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|
assetBundleName:
|
||||||
|
assetBundleVariant:
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@@ -1023,7 +1023,7 @@ RectTransform:
|
|||||||
m_AnchorMin: {x: 0.5, y: 0.5}
|
m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
|
m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: 0, y: 0}
|
m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 200, y: 270}
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m_SizeDelta: {x: 20, y: 270}
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m_Pivot: {x: 0.5, y: 0.5}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!114 &5882185627204126092
|
--- !u!114 &5882185627204126092
|
||||||
MonoBehaviour:
|
MonoBehaviour:
|
||||||
@@ -1367,6 +1367,10 @@ PrefabInstance:
|
|||||||
propertyPath: m_Name
|
propertyPath: m_Name
|
||||||
value: CardDisplay
|
value: CardDisplay
|
||||||
objectReference: {fileID: 0}
|
objectReference: {fileID: 0}
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- target: {fileID: 7441149886460635393, guid: 6d6e64f153ccde149bede8e82351d3c4, type: 3}
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propertyPath: m_fontSize
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value: 0.1
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objectReference: {fileID: 0}
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- target: {fileID: 7619421269260494372, guid: 6d6e64f153ccde149bede8e82351d3c4, type: 3}
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- target: {fileID: 7619421269260494372, guid: 6d6e64f153ccde149bede8e82351d3c4, type: 3}
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||||||
propertyPath: m_AnchorMax.x
|
propertyPath: m_AnchorMax.x
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value: 0
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value: 0
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File diff suppressed because one or more lines are too long
1
Assets/Resources/PerformanceTestRunInfo.json
Normal file
1
Assets/Resources/PerformanceTestRunInfo.json
Normal file
@@ -0,0 +1 @@
|
|||||||
|
{"TestSuite":"","Date":0,"Player":{"Development":false,"ScreenWidth":0,"ScreenHeight":0,"ScreenRefreshRate":0,"Fullscreen":false,"Vsync":0,"AntiAliasing":0,"Batchmode":false,"RenderThreadingMode":"MultiThreaded","GpuSkinning":false,"Platform":"","ColorSpace":"","AnisotropicFiltering":"","BlendWeights":"","GraphicsApi":"","ScriptingBackend":"IL2CPP","AndroidTargetSdkVersion":"AndroidApiLevelAuto","AndroidBuildSystem":"Gradle","BuildTarget":"Android","StereoRenderingPath":"MultiPass"},"Hardware":{"OperatingSystem":"","DeviceModel":"","DeviceName":"","ProcessorType":"","ProcessorCount":0,"GraphicsDeviceName":"","SystemMemorySizeMB":0},"Editor":{"Version":"6000.2.6f1","Branch":"6000.2/staging","Changeset":"cc51a95c0300","Date":1758053328},"Dependencies":["com.coplaydev.unity-mcp@6.3.0","com.moolt.packages.net@0.0.3","com.unity.2d.sprite@1.0.0","com.unity.2d.spriteshape@12.0.1","com.unity.addressables@2.7.3","com.unity.addressables.android@1.0.7","com.unity.cinemachine@3.1.4","com.unity.device-simulator.devices@1.0.0","com.unity.feature.2d@2.0.1","com.unity.film-internal-utilities@0.18.4-preview","com.unity.graphtoolkit@0.4.0-exp.2","com.unity.ide.rider@3.0.38","com.unity.ide.visualstudio@2.0.23","com.unity.inputsystem@1.14.2","com.unity.multiplayer.center@1.0.0","com.unity.render-pipelines.universal@17.2.0","com.unity.timeline@1.8.9","com.unity.ugui@2.0.0","com.unity.modules.accessibility@1.0.0","com.unity.modules.ai@1.0.0","com.unity.modules.androidjni@1.0.0","com.unity.modules.animation@1.0.0","com.unity.modules.assetbundle@1.0.0","com.unity.modules.audio@1.0.0","com.unity.modules.cloth@1.0.0","com.unity.modules.director@1.0.0","com.unity.modules.imageconversion@1.0.0","com.unity.modules.imgui@1.0.0","com.unity.modules.jsonserialize@1.0.0","com.unity.modules.particlesystem@1.0.0","com.unity.modules.physics@1.0.0","com.unity.modules.physics2d@1.0.0","com.unity.modules.screencapture@1.0.0","com.unity.modules.terrain@1.0.0","com.unity.modules.terrainphysics@1.0.0","com.unity.modules.tilemap@1.0.0","com.unity.modules.ui@1.0.0","com.unity.modules.uielements@1.0.0","com.unity.modules.umbra@1.0.0","com.unity.modules.unityanalytics@1.0.0","com.unity.modules.unitywebrequest@1.0.0","com.unity.modules.unitywebrequestassetbundle@1.0.0","com.unity.modules.unitywebrequestaudio@1.0.0","com.unity.modules.unitywebrequesttexture@1.0.0","com.unity.modules.unitywebrequestwww@1.0.0","com.unity.modules.vehicles@1.0.0","com.unity.modules.video@1.0.0","com.unity.modules.vr@1.0.0","com.unity.modules.wind@1.0.0","com.unity.modules.xr@1.0.0","com.unity.modules.subsystems@1.0.0","com.unity.modules.hierarchycore@1.0.0","com.unity.render-pipelines.core@17.2.0","com.unity.shadergraph@17.2.0","com.unity.render-pipelines.universal-config@17.0.3","com.unity.test-framework@1.6.0","com.unity.ext.nunit@2.0.5","com.unity.2d.animation@12.0.2","com.unity.2d.pixel-perfect@5.1.0","com.unity.2d.psdimporter@11.0.1","com.unity.2d.tilemap@1.0.0","com.unity.2d.tilemap.extras@5.0.1","com.unity.2d.aseprite@2.0.1","com.unity.splines@2.8.2","com.unity.profiling.core@1.0.2","com.unity.scriptablebuildpipeline@2.4.2","com.unity.2d.common@11.0.1","com.unity.mathematics@1.3.2","com.unity.nuget.newtonsoft-json@3.2.1","com.unity.searcher@4.9.3","com.unity.burst@1.8.24","com.unity.collections@2.5.7","com.unity.rendering.light-transport@1.0.1","com.unity.settings-manager@2.1.0","com.unity.nuget.mono-cecil@1.11.5","com.unity.test-framework.performance@3.1.0"],"Results":[]}
|
||||||
7
Assets/Resources/PerformanceTestRunInfo.json.meta
Normal file
7
Assets/Resources/PerformanceTestRunInfo.json.meta
Normal file
@@ -0,0 +1,7 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: eef3e69d546eb3f49bba43db92477fa1
|
||||||
|
TextScriptImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
1
Assets/Resources/PerformanceTestRunSettings.json
Normal file
1
Assets/Resources/PerformanceTestRunSettings.json
Normal file
@@ -0,0 +1 @@
|
|||||||
|
{"MeasurementCount":-1}
|
||||||
7
Assets/Resources/PerformanceTestRunSettings.json.meta
Normal file
7
Assets/Resources/PerformanceTestRunSettings.json.meta
Normal file
@@ -0,0 +1,7 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 1890da8c51b4fb44b9c7aa761a8f3b5a
|
||||||
|
TextScriptImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
File diff suppressed because it is too large
Load Diff
@@ -631,6 +631,25 @@ namespace Data.CardSystem
|
|||||||
return _pendingRevealCards.Count;
|
return _pendingRevealCards.Count;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Gets a random card definition of the specified rarity.
|
||||||
|
/// Used by minigames to spawn cards without affecting player's collection.
|
||||||
|
/// </summary>
|
||||||
|
public CardDefinition GetRandomCardDefinitionByRarity(CardRarity targetRarity)
|
||||||
|
{
|
||||||
|
// Filter available cards by rarity
|
||||||
|
var matchingCards = availableCards.Where(c => c.Rarity == targetRarity).ToList();
|
||||||
|
|
||||||
|
if (matchingCards.Count == 0)
|
||||||
|
{
|
||||||
|
Debug.LogWarning($"[CardSystemManager] No card definitions found for rarity {targetRarity}");
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Return random card from matching rarity
|
||||||
|
return matchingCards[UnityEngine.Random.Range(0, matchingCards.Count)];
|
||||||
|
}
|
||||||
|
|
||||||
#endregion
|
#endregion
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
|||||||
@@ -401,6 +401,56 @@ namespace UI.CardSystem.StateMachine
|
|||||||
}
|
}
|
||||||
|
|
||||||
#endregion
|
#endregion
|
||||||
|
|
||||||
|
#region Color/Tint Animations
|
||||||
|
|
||||||
|
private TweenBase _activeBlinkTween;
|
||||||
|
private Color _originalColor;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Blink an image red repeatedly (for fell-off-conveyor state)
|
||||||
|
/// </summary>
|
||||||
|
public void BlinkRed(UnityEngine.UI.Image image, float blinkSpeed = 0.25f)
|
||||||
|
{
|
||||||
|
if (image == null) return;
|
||||||
|
|
||||||
|
// Stop any existing blink
|
||||||
|
StopBlinking();
|
||||||
|
|
||||||
|
// Store original color
|
||||||
|
_originalColor = image.color;
|
||||||
|
|
||||||
|
// Start blinking red loop
|
||||||
|
BlinkLoop(image, blinkSpeed);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void BlinkLoop(UnityEngine.UI.Image image, float blinkSpeed)
|
||||||
|
{
|
||||||
|
if (image == null) return;
|
||||||
|
|
||||||
|
// Tween to red
|
||||||
|
_activeBlinkTween = Tween.Color(image, Color.red, blinkSpeed, 0f, Tween.EaseInOut,
|
||||||
|
completeCallback: () =>
|
||||||
|
{
|
||||||
|
// Tween back to original
|
||||||
|
_activeBlinkTween = Tween.Color(image, _originalColor, blinkSpeed, 0f, Tween.EaseInOut,
|
||||||
|
completeCallback: () => BlinkLoop(image, blinkSpeed)); // Loop
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Stop blinking animation and restore original color
|
||||||
|
/// </summary>
|
||||||
|
public void StopBlinking()
|
||||||
|
{
|
||||||
|
if (_activeBlinkTween != null)
|
||||||
|
{
|
||||||
|
_activeBlinkTween.Stop();
|
||||||
|
_activeBlinkTween = null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -170,6 +170,7 @@ namespace Core
|
|||||||
var interactionSettings = SettingsProvider.Instance.LoadSettingsSynchronous<InteractionSettings>();
|
var interactionSettings = SettingsProvider.Instance.LoadSettingsSynchronous<InteractionSettings>();
|
||||||
var minigameSettings = SettingsProvider.Instance.LoadSettingsSynchronous<DivingMinigameSettings>();
|
var minigameSettings = SettingsProvider.Instance.LoadSettingsSynchronous<DivingMinigameSettings>();
|
||||||
var cardSystemSettings = SettingsProvider.Instance.LoadSettingsSynchronous<CardSystemSettings>();
|
var cardSystemSettings = SettingsProvider.Instance.LoadSettingsSynchronous<CardSystemSettings>();
|
||||||
|
var sortingGameSettings = SettingsProvider.Instance.LoadSettingsSynchronous<CardSortingSettings>();
|
||||||
|
|
||||||
// Register settings with service locator
|
// Register settings with service locator
|
||||||
if (playerSettings != null)
|
if (playerSettings != null)
|
||||||
@@ -211,6 +212,16 @@ namespace Core
|
|||||||
{
|
{
|
||||||
Debug.LogError("Failed to load CardSystemSettings");
|
Debug.LogError("Failed to load CardSystemSettings");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (sortingGameSettings != null)
|
||||||
|
{
|
||||||
|
ServiceLocator.Register<ICardSortingSettings>(sortingGameSettings);
|
||||||
|
Logging.Debug("CardSortingSettings registered successfully");
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Debug.LogError("Failed to load CardSystemSettings");
|
||||||
|
}
|
||||||
|
|
||||||
// Log success
|
// Log success
|
||||||
_settingsLoaded = playerSettings != null && interactionSettings != null && minigameSettings != null && cardSystemSettings != null;
|
_settingsLoaded = playerSettings != null && interactionSettings != null && minigameSettings != null && cardSystemSettings != null;
|
||||||
|
|||||||
@@ -15,11 +15,8 @@ namespace Core.Settings
|
|||||||
[Tooltip("Total game duration in seconds")]
|
[Tooltip("Total game duration in seconds")]
|
||||||
[SerializeField] private float gameDuration = 120f;
|
[SerializeField] private float gameDuration = 120f;
|
||||||
|
|
||||||
[Tooltip("Initial time between item spawns (seconds)")]
|
[Tooltip("Distance between item spawns (units)")]
|
||||||
[SerializeField] private float initialSpawnInterval = 2f;
|
[SerializeField] private float spawnDistance = 50f;
|
||||||
|
|
||||||
[Tooltip("Minimum time between item spawns as difficulty increases (seconds)")]
|
|
||||||
[SerializeField] private float minimumSpawnInterval = 0.5f;
|
|
||||||
|
|
||||||
[Header("Conveyor Speed")]
|
[Header("Conveyor Speed")]
|
||||||
[Tooltip("Initial belt movement speed")]
|
[Tooltip("Initial belt movement speed")]
|
||||||
@@ -64,8 +61,9 @@ namespace Core.Settings
|
|||||||
|
|
||||||
// Interface implementation
|
// Interface implementation
|
||||||
public float GameDuration => gameDuration;
|
public float GameDuration => gameDuration;
|
||||||
public float InitialSpawnInterval => initialSpawnInterval;
|
|
||||||
public float MinimumSpawnInterval => minimumSpawnInterval;
|
public float SpawnDistance => spawnDistance;
|
||||||
|
|
||||||
public float InitialBeltSpeed => initialBeltSpeed;
|
public float InitialBeltSpeed => initialBeltSpeed;
|
||||||
public float MaxBeltSpeed => maxBeltSpeed;
|
public float MaxBeltSpeed => maxBeltSpeed;
|
||||||
public AnimationCurve SpeedCurve => speedCurve;
|
public AnimationCurve SpeedCurve => speedCurve;
|
||||||
@@ -84,9 +82,6 @@ namespace Core.Settings
|
|||||||
base.OnValidate();
|
base.OnValidate();
|
||||||
|
|
||||||
gameDuration = Mathf.Max(1f, gameDuration);
|
gameDuration = Mathf.Max(1f, gameDuration);
|
||||||
initialSpawnInterval = Mathf.Max(0.1f, initialSpawnInterval);
|
|
||||||
minimumSpawnInterval = Mathf.Max(0.1f, minimumSpawnInterval);
|
|
||||||
minimumSpawnInterval = Mathf.Min(minimumSpawnInterval, initialSpawnInterval);
|
|
||||||
initialBeltSpeed = Mathf.Max(0.1f, initialBeltSpeed);
|
initialBeltSpeed = Mathf.Max(0.1f, initialBeltSpeed);
|
||||||
maxBeltSpeed = Mathf.Max(initialBeltSpeed, maxBeltSpeed);
|
maxBeltSpeed = Mathf.Max(initialBeltSpeed, maxBeltSpeed);
|
||||||
correctSortPoints = Mathf.Max(0, correctSortPoints);
|
correctSortPoints = Mathf.Max(0, correctSortPoints);
|
||||||
|
|||||||
@@ -11,8 +11,7 @@ namespace Core.Settings
|
|||||||
{
|
{
|
||||||
// Timing
|
// Timing
|
||||||
float GameDuration { get; }
|
float GameDuration { get; }
|
||||||
float InitialSpawnInterval { get; }
|
float SpawnDistance { get; }
|
||||||
float MinimumSpawnInterval { get; }
|
|
||||||
|
|
||||||
// Conveyor Speed
|
// Conveyor Speed
|
||||||
float InitialBeltSpeed { get; }
|
float InitialBeltSpeed { get; }
|
||||||
|
|||||||
@@ -11,19 +11,29 @@ namespace Minigames.CardSorting.Controllers
|
|||||||
/// <summary>
|
/// <summary>
|
||||||
/// Non-MonoBehaviour controller for conveyor belt logic.
|
/// Non-MonoBehaviour controller for conveyor belt logic.
|
||||||
/// Handles spawning, speed, item lifecycle.
|
/// Handles spawning, speed, item lifecycle.
|
||||||
|
/// Owns item tracking and emits events when items fall off or are sorted.
|
||||||
/// Parallel to CornerCardManager in card system.
|
/// Parallel to CornerCardManager in card system.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public class ConveyorBeltController
|
public class ConveyorBeltController
|
||||||
{
|
{
|
||||||
private readonly Transform spawnPoint;
|
private readonly Transform spawnPoint;
|
||||||
private readonly Transform endPoint;
|
private readonly Transform endPoint; // Visual end - scoring happens here
|
||||||
|
private readonly Transform despawnPoint; // Off-screen - destruction happens here
|
||||||
private readonly GameObject cardPrefab;
|
private readonly GameObject cardPrefab;
|
||||||
private readonly GameObject garbagePrefab;
|
private readonly GameObject garbagePrefab;
|
||||||
private readonly ICardSortingSettings settings;
|
private readonly ICardSortingSettings settings;
|
||||||
|
|
||||||
private List<SortableItem> activeItems = new List<SortableItem>();
|
private List<SortableItem> activeItems = new List<SortableItem>();
|
||||||
|
private HashSet<SortableItem> missedItems = new HashSet<SortableItem>(); // Items past visual end, moving to despawn
|
||||||
private float currentSpeed;
|
private float currentSpeed;
|
||||||
private float nextSpawnTime;
|
private SortableItem lastSpawnedItem; // Track last spawned item for distance-based spawning
|
||||||
|
|
||||||
|
// Events - conveyor owns item lifecycle
|
||||||
|
public event System.Action<SortableItem> OnItemSpawned; // Fired when new item spawns
|
||||||
|
public event System.Action<SortableItem> OnItemFellOffBelt; // Fired at visual end (endPoint)
|
||||||
|
public event System.Action<SortableItem> OnItemDespawned; // Fired at despawn point (destruction)
|
||||||
|
public event System.Action<SortableItem, SortingBox, bool> OnItemSorted; // item, box, correct
|
||||||
|
public event System.Action<SortableItem> OnItemDroppedOnFloor; // Fired when dropped outside any box
|
||||||
|
|
||||||
public float CurrentSpeed => currentSpeed;
|
public float CurrentSpeed => currentSpeed;
|
||||||
public int ActiveItemCount => activeItems.Count;
|
public int ActiveItemCount => activeItems.Count;
|
||||||
@@ -31,36 +41,59 @@ namespace Minigames.CardSorting.Controllers
|
|||||||
public ConveyorBeltController(
|
public ConveyorBeltController(
|
||||||
Transform spawnPoint,
|
Transform spawnPoint,
|
||||||
Transform endPoint,
|
Transform endPoint,
|
||||||
|
Transform despawnPoint,
|
||||||
GameObject cardPrefab,
|
GameObject cardPrefab,
|
||||||
GameObject garbagePrefab,
|
GameObject garbagePrefab,
|
||||||
ICardSortingSettings settings)
|
ICardSortingSettings settings)
|
||||||
{
|
{
|
||||||
this.spawnPoint = spawnPoint;
|
this.spawnPoint = spawnPoint;
|
||||||
this.endPoint = endPoint;
|
this.endPoint = endPoint;
|
||||||
|
this.despawnPoint = despawnPoint;
|
||||||
this.cardPrefab = cardPrefab;
|
this.cardPrefab = cardPrefab;
|
||||||
this.garbagePrefab = garbagePrefab;
|
this.garbagePrefab = garbagePrefab;
|
||||||
this.settings = settings;
|
this.settings = settings;
|
||||||
|
|
||||||
this.currentSpeed = settings.InitialBeltSpeed;
|
this.currentSpeed = settings.InitialBeltSpeed;
|
||||||
this.nextSpawnTime = 0f;
|
this.lastSpawnedItem = null; // No items spawned yet
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Update belt speed and check for items falling off.
|
/// Update belt speed, check for items falling off, and handle distance-based spawning.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public void Update(float deltaTime, float gameProgress)
|
public void Update(float deltaTime, float gameProgress)
|
||||||
{
|
{
|
||||||
UpdateBeltSpeed(gameProgress);
|
UpdateBeltSpeed(gameProgress);
|
||||||
CheckItemsOffBelt();
|
CheckItemsOffBelt();
|
||||||
|
CheckDistanceBasedSpawn(gameProgress);
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Try to spawn an item if enough time has passed.
|
/// Check if we should spawn a new item based on distance from last spawn.
|
||||||
|
/// Items spawn when last item has moved far enough from spawn point.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public SortableItem TrySpawnItem(float currentTime, float gameProgress)
|
private void CheckDistanceBasedSpawn(float gameProgress)
|
||||||
{
|
{
|
||||||
if (currentTime < nextSpawnTime) return null;
|
// If no items spawned yet, spawn immediately
|
||||||
|
if (lastSpawnedItem == null)
|
||||||
|
{
|
||||||
|
SpawnNewItem(gameProgress);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Check if last spawned item is far enough from spawn point
|
||||||
|
float distanceFromSpawn = Mathf.Abs(lastSpawnedItem.transform.position.x - spawnPoint.position.x);
|
||||||
|
|
||||||
|
if (distanceFromSpawn >= settings.SpawnDistance) // Using InitialSpawnInterval as distance threshold
|
||||||
|
{
|
||||||
|
SpawnNewItem(gameProgress);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Spawn a new item at the spawn point.
|
||||||
|
/// </summary>
|
||||||
|
private SortableItem SpawnNewItem(float gameProgress)
|
||||||
|
{
|
||||||
// Weighted random: card or garbage?
|
// Weighted random: card or garbage?
|
||||||
float totalWeight = settings.NormalCardWeight + settings.RareCardWeight +
|
float totalWeight = settings.NormalCardWeight + settings.RareCardWeight +
|
||||||
settings.LegendCardWeight + settings.GarbageWeight;
|
settings.LegendCardWeight + settings.GarbageWeight;
|
||||||
@@ -93,20 +126,15 @@ namespace Minigames.CardSorting.Controllers
|
|||||||
item.Context.ConveyorSpeed = currentSpeed;
|
item.Context.ConveyorSpeed = currentSpeed;
|
||||||
|
|
||||||
activeItems.Add(item);
|
activeItems.Add(item);
|
||||||
ScheduleNextSpawn(gameProgress);
|
lastSpawnedItem = item; // Track for distance-based spawning
|
||||||
|
|
||||||
|
// Emit spawn event
|
||||||
|
OnItemSpawned?.Invoke(item);
|
||||||
}
|
}
|
||||||
|
|
||||||
return item;
|
return item;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Remove item from tracking (when sorted or missed).
|
|
||||||
/// </summary>
|
|
||||||
public void RemoveItem(SortableItem item)
|
|
||||||
{
|
|
||||||
activeItems.Remove(item);
|
|
||||||
}
|
|
||||||
|
|
||||||
private SortableItem SpawnGarbageItem()
|
private SortableItem SpawnGarbageItem()
|
||||||
{
|
{
|
||||||
if (settings.GarbageItems == null || settings.GarbageItems.Length == 0)
|
if (settings.GarbageItems == null || settings.GarbageItems.Length == 0)
|
||||||
@@ -123,6 +151,10 @@ namespace Minigames.CardSorting.Controllers
|
|||||||
if (item != null)
|
if (item != null)
|
||||||
{
|
{
|
||||||
item.SetupAsGarbage(garbage);
|
item.SetupAsGarbage(garbage);
|
||||||
|
|
||||||
|
// Subscribe to item events
|
||||||
|
item.OnItemDroppedInBox += HandleItemDroppedInBox;
|
||||||
|
item.OnItemReturnedToConveyor += HandleItemReturnedToConveyor;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
@@ -151,6 +183,10 @@ namespace Minigames.CardSorting.Controllers
|
|||||||
if (item != null)
|
if (item != null)
|
||||||
{
|
{
|
||||||
item.SetupAsCard(cardData);
|
item.SetupAsCard(cardData);
|
||||||
|
|
||||||
|
// Subscribe to item events
|
||||||
|
item.OnItemDroppedInBox += HandleItemDroppedInBox;
|
||||||
|
item.OnItemReturnedToConveyor += HandleItemReturnedToConveyor;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
@@ -164,31 +200,23 @@ namespace Minigames.CardSorting.Controllers
|
|||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Helper method to get a random card of a specific rarity.
|
/// Helper method to get a random card of a specific rarity.
|
||||||
/// Uses CardSystemManager's internal DrawRandomCards logic.
|
/// Gets a CardDefinition from CardSystemManager and converts to CardData.
|
||||||
|
/// Does NOT affect player's collection or open boosters.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
private CardData GetRandomCardDataByRarity(CardRarity targetRarity)
|
private CardData GetRandomCardDataByRarity(CardRarity targetRarity)
|
||||||
{
|
{
|
||||||
// Use reflection or create cards manually
|
// Get random card definition from manager
|
||||||
// For now, open a temporary booster and filter
|
var definition = CardSystemManager.Instance.GetRandomCardDefinitionByRarity(targetRarity);
|
||||||
// This is not ideal but works until we add a proper method to CardSystemManager
|
|
||||||
|
|
||||||
// Better approach: Draw cards until we get one of the right rarity
|
if (definition == null)
|
||||||
// Simulate drawing process
|
|
||||||
int maxAttempts = 20;
|
|
||||||
for (int i = 0; i < maxAttempts; i++)
|
|
||||||
{
|
{
|
||||||
var drawnCards = CardSystemManager.Instance.OpenBoosterPack();
|
Debug.LogWarning($"[ConveyorBeltController] No card definition found for rarity {targetRarity}");
|
||||||
CardSystemManager.Instance.AddBoosterPack(); // Restore the booster we used
|
return null;
|
||||||
|
|
||||||
var matchingCard = drawnCards.Find(c => c.Rarity == targetRarity);
|
|
||||||
if (matchingCard != null)
|
|
||||||
{
|
|
||||||
return matchingCard;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
Debug.LogWarning($"[ConveyorBeltController] Failed to draw card of rarity {targetRarity} after {maxAttempts} attempts");
|
// Create CardData from definition using constructor
|
||||||
return null;
|
// This properly links the definition and sets all properties
|
||||||
|
return new CardData(definition);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void UpdateBeltSpeed(float gameProgress)
|
private void UpdateBeltSpeed(float gameProgress)
|
||||||
@@ -201,7 +229,7 @@ namespace Minigames.CardSorting.Controllers
|
|||||||
speedMultiplier
|
speedMultiplier
|
||||||
);
|
);
|
||||||
|
|
||||||
// Update all active items
|
// Update all active items (including missed items moving to despawn)
|
||||||
foreach (var item in activeItems)
|
foreach (var item in activeItems)
|
||||||
{
|
{
|
||||||
if (item != null && item.Context.IsOnConveyor)
|
if (item != null && item.Context.IsOnConveyor)
|
||||||
@@ -213,6 +241,7 @@ namespace Minigames.CardSorting.Controllers
|
|||||||
|
|
||||||
private void CheckItemsOffBelt()
|
private void CheckItemsOffBelt()
|
||||||
{
|
{
|
||||||
|
// Check active items for reaching visual end point
|
||||||
for (int i = activeItems.Count - 1; i >= 0; i--)
|
for (int i = activeItems.Count - 1; i >= 0; i--)
|
||||||
{
|
{
|
||||||
var item = activeItems[i];
|
var item = activeItems[i];
|
||||||
@@ -222,25 +251,100 @@ namespace Minigames.CardSorting.Controllers
|
|||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Check if past end point
|
// Check if past visual end point (not yet scored as missed)
|
||||||
if (item.transform.position.x > endPoint.position.x)
|
if (item.transform.position.x > endPoint.position.x && !missedItems.Contains(item))
|
||||||
|
{
|
||||||
|
// Mark as missed and emit event for scoring
|
||||||
|
missedItems.Add(item);
|
||||||
|
|
||||||
|
// Transition item to FellOffConveyorState (will blink red)
|
||||||
|
item.ChangeState("FellOffConveyorState");
|
||||||
|
|
||||||
|
OnItemFellOffBelt?.Invoke(item);
|
||||||
|
|
||||||
|
// Item continues moving, stays in activeItems until despawn
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Check missed items for reaching despawn point
|
||||||
|
for (int i = activeItems.Count - 1; i >= 0; i--)
|
||||||
|
{
|
||||||
|
var item = activeItems[i];
|
||||||
|
if (item == null)
|
||||||
{
|
{
|
||||||
item.OnFellOffBelt();
|
|
||||||
activeItems.RemoveAt(i);
|
activeItems.RemoveAt(i);
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Check if past despawn point (time to destroy)
|
||||||
|
if (item.transform.position.x > despawnPoint.position.x && missedItems.Contains(item))
|
||||||
|
{
|
||||||
|
// Remove from tracking
|
||||||
|
activeItems.RemoveAt(i);
|
||||||
|
missedItems.Remove(item);
|
||||||
|
|
||||||
|
// Clear lastSpawnedItem reference if this was it
|
||||||
|
if (lastSpawnedItem == item)
|
||||||
|
{
|
||||||
|
lastSpawnedItem = null;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Emit despawn event for destruction
|
||||||
|
OnItemDespawned?.Invoke(item);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void ScheduleNextSpawn(float gameProgress)
|
|
||||||
|
/// <summary>
|
||||||
|
/// Handle when an item is dropped in a box (correct or incorrect).
|
||||||
|
/// </summary>
|
||||||
|
private void HandleItemDroppedInBox(SortableItem item, SortingBox box, bool correct)
|
||||||
{
|
{
|
||||||
// Calculate next spawn time based on difficulty progression
|
// Remove from tracking and unsubscribe
|
||||||
float interval = Mathf.Lerp(
|
if (activeItems.Remove(item))
|
||||||
settings.InitialSpawnInterval,
|
{
|
||||||
settings.MinimumSpawnInterval,
|
// Also remove from missed items if it was there
|
||||||
gameProgress
|
missedItems.Remove(item);
|
||||||
);
|
|
||||||
|
// Clear lastSpawnedItem reference if this was it
|
||||||
nextSpawnTime = Time.time + interval;
|
if (lastSpawnedItem == item)
|
||||||
|
{
|
||||||
|
lastSpawnedItem = null;
|
||||||
|
}
|
||||||
|
|
||||||
|
item.OnItemDroppedInBox -= HandleItemDroppedInBox;
|
||||||
|
item.OnItemReturnedToConveyor -= HandleItemReturnedToConveyor;
|
||||||
|
|
||||||
|
// Emit event for game manager to handle scoring, passing box and correctness
|
||||||
|
OnItemSorted?.Invoke(item, box, correct);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Handle when an item is returned to conveyor (dropped outside box).
|
||||||
|
/// Item transitions to DroppedOnFloorState and gets destroyed.
|
||||||
|
/// </summary>
|
||||||
|
private void HandleItemReturnedToConveyor(SortableItem item)
|
||||||
|
{
|
||||||
|
// Remove from tracking and unsubscribe (item will be destroyed)
|
||||||
|
if (activeItems.Remove(item))
|
||||||
|
{
|
||||||
|
missedItems.Remove(item);
|
||||||
|
|
||||||
|
if (lastSpawnedItem == item)
|
||||||
|
{
|
||||||
|
lastSpawnedItem = null;
|
||||||
|
}
|
||||||
|
|
||||||
|
item.OnItemDroppedInBox -= HandleItemDroppedInBox;
|
||||||
|
item.OnItemReturnedToConveyor -= HandleItemReturnedToConveyor;
|
||||||
|
|
||||||
|
// Emit event for scoring
|
||||||
|
OnItemDroppedOnFloor?.Invoke(item);
|
||||||
|
|
||||||
|
Debug.Log($"[ConveyorBeltController] Item dropped on floor: {item.CardData?.Name ?? item.GarbageItem?.DisplayName}");
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private CardRarity DetermineRarity(float roll)
|
private CardRarity DetermineRarity(float roll)
|
||||||
|
|||||||
@@ -26,6 +26,10 @@ namespace Minigames.CardSorting.Core
|
|||||||
private CardData cardData;
|
private CardData cardData;
|
||||||
private GarbageItemDefinition garbageItem;
|
private GarbageItemDefinition garbageItem;
|
||||||
|
|
||||||
|
// Events - item emits notifications, conveyor subscribes
|
||||||
|
public event System.Action<SortableItem, SortingBox, bool> OnItemDroppedInBox;
|
||||||
|
public event System.Action<SortableItem> OnItemReturnedToConveyor;
|
||||||
|
|
||||||
// Public accessors
|
// Public accessors
|
||||||
public SortableItemContext Context => context;
|
public SortableItemContext Context => context;
|
||||||
public AppleMachine StateMachine => stateMachine;
|
public AppleMachine StateMachine => stateMachine;
|
||||||
@@ -122,6 +126,17 @@ namespace Minigames.CardSorting.Core
|
|||||||
// Default behavior if state doesn't handle
|
// Default behavior if state doesn't handle
|
||||||
Logging.Debug($"[SortableItem] Drag started on {(isGarbage ? garbageItem.DisplayName : cardData.Name)}");
|
Logging.Debug($"[SortableItem] Drag started on {(isGarbage ? garbageItem.DisplayName : cardData.Name)}");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// TODO: Fixed when base slot/draggable reworked
|
||||||
|
public override void OnDrag(UnityEngine.EventSystems.PointerEventData eventData)
|
||||||
|
{
|
||||||
|
base.OnDrag(eventData);
|
||||||
|
|
||||||
|
if (!IsDragging) return;
|
||||||
|
|
||||||
|
// Perform raycast to detect what's underneath the dragged card
|
||||||
|
DetectSlotUnderPointer(eventData);
|
||||||
|
}
|
||||||
|
|
||||||
protected override void OnDragEndedHook()
|
protected override void OnDragEndedHook()
|
||||||
{
|
{
|
||||||
@@ -132,17 +147,63 @@ namespace Minigames.CardSorting.Core
|
|||||||
{
|
{
|
||||||
bool correctSort = box.ValidateItem(this);
|
bool correctSort = box.ValidateItem(this);
|
||||||
|
|
||||||
// Notify game manager
|
// Fire event IMMEDIATELY when card is released over bin
|
||||||
SortingGameManager.Instance?.OnItemSorted(this, box, correctSort);
|
// This allows manager to update score/UI right away
|
||||||
|
OnItemDroppedInBox?.Invoke(this, box, correctSort);
|
||||||
|
|
||||||
// Transition to sorted state
|
// Transition to appropriate state based on correctness
|
||||||
ChangeState("SortedState");
|
// State will handle fall-into-bin animation and destruction
|
||||||
|
if (correctSort)
|
||||||
|
{
|
||||||
|
ChangeState("SortedCorrectlyState");
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
ChangeState("SortedIncorrectlyState");
|
||||||
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
// Dropped outside valid box - return to conveyor
|
// Dropped outside valid box - transition to dropped on floor state
|
||||||
Logging.Debug("[SortableItem] Dropped outside box, returning to conveyor");
|
Logging.Debug("[SortableItem] Dropped outside box, transitioning to floor state");
|
||||||
ChangeState("OnConveyorState");
|
ChangeState("DroppedOnFloorState");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// TODO: Fixed when base slot/draggable reworked
|
||||||
|
/// <summary>
|
||||||
|
/// Detect which slot (if any) is under the pointer during drag.
|
||||||
|
/// Updates CurrentSlot for drop detection.
|
||||||
|
/// </summary>
|
||||||
|
private void DetectSlotUnderPointer(UnityEngine.EventSystems.PointerEventData eventData)
|
||||||
|
{
|
||||||
|
// Perform raycast at pointer position to find slots
|
||||||
|
var raycastResults = new System.Collections.Generic.List<UnityEngine.EventSystems.RaycastResult>();
|
||||||
|
UnityEngine.EventSystems.EventSystem.current.RaycastAll(eventData, raycastResults);
|
||||||
|
|
||||||
|
SortingBox hoveredBox = null;
|
||||||
|
|
||||||
|
// Find first SortingBox in raycast results
|
||||||
|
foreach (var result in raycastResults)
|
||||||
|
{
|
||||||
|
var box = result.gameObject.GetComponentInParent<SortingBox>();
|
||||||
|
if (box != null)
|
||||||
|
{
|
||||||
|
hoveredBox = box;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update current slot (used in OnDragEndedHook)
|
||||||
|
if (hoveredBox != null && hoveredBox != CurrentSlot)
|
||||||
|
{
|
||||||
|
_currentSlot = hoveredBox;
|
||||||
|
Logging.Debug($"[SortableItem] Now hovering over {hoveredBox.BoxType} box");
|
||||||
|
}
|
||||||
|
else if (hoveredBox == null && CurrentSlot != null)
|
||||||
|
{
|
||||||
|
_currentSlot = null;
|
||||||
|
Logging.Debug("[SortableItem] No longer over any box");
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -156,16 +217,6 @@ namespace Minigames.CardSorting.Core
|
|||||||
stateMachine.ChangeState(stateName);
|
stateMachine.ChangeState(stateName);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Called when item falls off conveyor belt.
|
|
||||||
/// </summary>
|
|
||||||
public void OnFellOffBelt()
|
|
||||||
{
|
|
||||||
// Notify game manager
|
|
||||||
SortingGameManager.Instance?.OnItemMissed(this);
|
|
||||||
Destroy(gameObject);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
|||||||
@@ -35,6 +35,11 @@ namespace Minigames.CardSorting.Core
|
|||||||
public bool IsOnConveyor { get; set; } = true;
|
public bool IsOnConveyor { get; set; } = true;
|
||||||
public float ConveyorSpeed { get; set; } = 1f;
|
public float ConveyorSpeed { get; set; } = 1f;
|
||||||
|
|
||||||
|
// Original transform data (captured on spawn for drag animations)
|
||||||
|
public Vector3 OriginalScale { get; private set; }
|
||||||
|
public Vector3 OriginalPosition { get; private set; }
|
||||||
|
public Quaternion OriginalRotation { get; private set; }
|
||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
// Auto-find components if not assigned
|
// Auto-find components if not assigned
|
||||||
@@ -47,9 +52,16 @@ namespace Minigames.CardSorting.Core
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (animator == null && visualTransform != null)
|
if (animator == null)
|
||||||
{
|
{
|
||||||
animator = visualTransform.GetComponent<CardAnimator>();
|
// CardAnimator should be on root GameObject (animates root transform with Canvas scale)
|
||||||
|
animator = GetComponent<CardAnimator>();
|
||||||
|
|
||||||
|
// Fallback: check Visual child (legacy setup)
|
||||||
|
if (animator == null && visualTransform != null)
|
||||||
|
{
|
||||||
|
animator = visualTransform.GetComponent<CardAnimator>();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (cardDisplay == null && visualTransform != null)
|
if (cardDisplay == null && visualTransform != null)
|
||||||
@@ -70,6 +82,20 @@ namespace Minigames.CardSorting.Core
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public void SetupAsCard(CardData cardData)
|
public void SetupAsCard(CardData cardData)
|
||||||
{
|
{
|
||||||
|
// Capture original root transform for drag animations
|
||||||
|
// This preserves the tiny world-space Canvas scale (e.g., 0.05)
|
||||||
|
var currentScale = transform.localScale;
|
||||||
|
if (currentScale.x < 0.01f && currentScale.y < 0.01f && currentScale.z < 0.01f)
|
||||||
|
{
|
||||||
|
OriginalScale = Vector3.one; // Fallback if scale is ~0
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
OriginalScale = currentScale;
|
||||||
|
}
|
||||||
|
OriginalPosition = transform.localPosition;
|
||||||
|
OriginalRotation = transform.localRotation;
|
||||||
|
|
||||||
if (cardDisplay != null)
|
if (cardDisplay != null)
|
||||||
{
|
{
|
||||||
cardDisplay.SetupCard(cardData);
|
cardDisplay.SetupCard(cardData);
|
||||||
@@ -85,6 +111,20 @@ namespace Minigames.CardSorting.Core
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public void SetupAsGarbage(Sprite sprite)
|
public void SetupAsGarbage(Sprite sprite)
|
||||||
{
|
{
|
||||||
|
// Capture original root transform for drag animations
|
||||||
|
// This preserves the tiny world-space Canvas scale (e.g., 0.05)
|
||||||
|
var currentScale = transform.localScale;
|
||||||
|
if (currentScale.x < 0.01f && currentScale.y < 0.01f && currentScale.z < 0.01f)
|
||||||
|
{
|
||||||
|
OriginalScale = Vector3.one; // Fallback if scale is ~0
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
OriginalScale = currentScale;
|
||||||
|
}
|
||||||
|
OriginalPosition = transform.localPosition;
|
||||||
|
OriginalRotation = transform.localRotation;
|
||||||
|
|
||||||
if (garbageVisual != null)
|
if (garbageVisual != null)
|
||||||
{
|
{
|
||||||
garbageVisual.UpdateDisplay(sprite);
|
garbageVisual.UpdateDisplay(sprite);
|
||||||
|
|||||||
@@ -12,7 +12,6 @@ namespace Minigames.CardSorting.Core
|
|||||||
{
|
{
|
||||||
[Header("Box Configuration")]
|
[Header("Box Configuration")]
|
||||||
[SerializeField] private BoxType boxType;
|
[SerializeField] private BoxType boxType;
|
||||||
[SerializeField] private Sprite boxSprite;
|
|
||||||
|
|
||||||
public BoxType BoxType => boxType;
|
public BoxType BoxType => boxType;
|
||||||
|
|
||||||
|
|||||||
@@ -6,6 +6,7 @@ using Data.CardSystem;
|
|||||||
using Input;
|
using Input;
|
||||||
using Minigames.CardSorting.Controllers;
|
using Minigames.CardSorting.Controllers;
|
||||||
using Minigames.CardSorting.Core;
|
using Minigames.CardSorting.Core;
|
||||||
|
using Unity.Cinemachine;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
namespace Minigames.CardSorting.Core
|
namespace Minigames.CardSorting.Core
|
||||||
@@ -19,11 +20,15 @@ namespace Minigames.CardSorting.Core
|
|||||||
{
|
{
|
||||||
[Header("Scene References")]
|
[Header("Scene References")]
|
||||||
[SerializeField] private Transform conveyorSpawnPoint;
|
[SerializeField] private Transform conveyorSpawnPoint;
|
||||||
[SerializeField] private Transform conveyorEndPoint;
|
[SerializeField] private Transform conveyorEndPoint; // Visual end - items scored as missed here
|
||||||
|
[SerializeField] private Transform conveyorDespawnPoint; // Off-screen - items destroyed here
|
||||||
[SerializeField] private GameObject sortableCardPrefab;
|
[SerializeField] private GameObject sortableCardPrefab;
|
||||||
[SerializeField] private GameObject sortableGarbagePrefab;
|
[SerializeField] private GameObject sortableGarbagePrefab;
|
||||||
[SerializeField] private SortingBox[] sortingBoxes;
|
[SerializeField] private SortingBox[] sortingBoxes;
|
||||||
|
|
||||||
|
[Header("Effects")]
|
||||||
|
[SerializeField] private CinemachineImpulseSource impulseSource; // Screen shake on incorrect sort
|
||||||
|
|
||||||
// Settings
|
// Settings
|
||||||
private ICardSortingSettings _settings;
|
private ICardSortingSettings _settings;
|
||||||
|
|
||||||
@@ -32,6 +37,7 @@ namespace Minigames.CardSorting.Core
|
|||||||
private ConveyorBeltController Conveyor => _conveyorController ??= new ConveyorBeltController(
|
private ConveyorBeltController Conveyor => _conveyorController ??= new ConveyorBeltController(
|
||||||
conveyorSpawnPoint,
|
conveyorSpawnPoint,
|
||||||
conveyorEndPoint,
|
conveyorEndPoint,
|
||||||
|
conveyorDespawnPoint,
|
||||||
sortableCardPrefab,
|
sortableCardPrefab,
|
||||||
sortableGarbagePrefab,
|
sortableGarbagePrefab,
|
||||||
_settings
|
_settings
|
||||||
@@ -56,6 +62,11 @@ namespace Minigames.CardSorting.Core
|
|||||||
public event Action<SortableItem, SortingBox, bool> OnItemSortedEvent;
|
public event Action<SortableItem, SortingBox, bool> OnItemSortedEvent;
|
||||||
public event Action<float> OnTimerUpdated; // Remaining time
|
public event Action<float> OnTimerUpdated; // Remaining time
|
||||||
|
|
||||||
|
// Global effect events
|
||||||
|
public event Action<SortableItem> OnItemSortedCorrectly;
|
||||||
|
public event Action<SortableItem> OnItemSortedIncorrectly;
|
||||||
|
public event Action<SortableItem> OnItemFellOffBelt;
|
||||||
|
|
||||||
internal override void OnManagedAwake()
|
internal override void OnManagedAwake()
|
||||||
{
|
{
|
||||||
_instance = this;
|
_instance = this;
|
||||||
@@ -79,6 +90,13 @@ namespace Minigames.CardSorting.Core
|
|||||||
Score.OnCorrectSort += OnCorrectSort;
|
Score.OnCorrectSort += OnCorrectSort;
|
||||||
Score.OnIncorrectSort += OnIncorrectSort;
|
Score.OnIncorrectSort += OnIncorrectSort;
|
||||||
|
|
||||||
|
// Subscribe to conveyor events
|
||||||
|
Conveyor.OnItemSpawned += OnConveyorItemSpawned;
|
||||||
|
Conveyor.OnItemFellOffBelt += OnConveyorItemFellOff;
|
||||||
|
Conveyor.OnItemDespawned += OnConveyorItemDespawned;
|
||||||
|
Conveyor.OnItemSorted += OnConveyorItemSorted;
|
||||||
|
Conveyor.OnItemDroppedOnFloor += OnConveyorItemDroppedOnFloor;
|
||||||
|
|
||||||
// Start game automatically or wait for trigger
|
// Start game automatically or wait for trigger
|
||||||
// For now, auto-start
|
// For now, auto-start
|
||||||
StartGame();
|
StartGame();
|
||||||
@@ -92,6 +110,15 @@ namespace Minigames.CardSorting.Core
|
|||||||
Score.OnCorrectSort -= OnCorrectSort;
|
Score.OnCorrectSort -= OnCorrectSort;
|
||||||
Score.OnIncorrectSort -= OnIncorrectSort;
|
Score.OnIncorrectSort -= OnIncorrectSort;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (_conveyorController != null)
|
||||||
|
{
|
||||||
|
Conveyor.OnItemSpawned -= OnConveyorItemSpawned;
|
||||||
|
Conveyor.OnItemFellOffBelt -= OnConveyorItemFellOff;
|
||||||
|
Conveyor.OnItemDespawned -= OnConveyorItemDespawned;
|
||||||
|
Conveyor.OnItemSorted -= OnConveyorItemSorted;
|
||||||
|
Conveyor.OnItemDroppedOnFloor -= OnConveyorItemDroppedOnFloor;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void Update()
|
private void Update()
|
||||||
@@ -112,15 +139,8 @@ namespace Minigames.CardSorting.Core
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Update conveyor
|
// Update conveyor (handles spawning, movement, and despawning internally)
|
||||||
Conveyor.Update(Time.deltaTime, gameProgress);
|
Conveyor.Update(Time.deltaTime, gameProgress);
|
||||||
|
|
||||||
// Try spawn item
|
|
||||||
var item = Conveyor.TrySpawnItem(Time.time, gameProgress);
|
|
||||||
if (item != null)
|
|
||||||
{
|
|
||||||
OnItemSpawned?.Invoke(item);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void StartGame()
|
public void StartGame()
|
||||||
@@ -167,47 +187,129 @@ namespace Minigames.CardSorting.Core
|
|||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Called by SortableItem when placed in box.
|
/// Called when conveyor spawns a new item.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public void OnItemSorted(SortableItem item, SortingBox box, bool correct)
|
private void OnConveyorItemSpawned(SortableItem item)
|
||||||
|
{
|
||||||
|
// Forward to public event for UI/other systems
|
||||||
|
OnItemSpawned?.Invoke(item);
|
||||||
|
|
||||||
|
Logging.Debug($"[SortingGameManager] Item spawned: {item.CardData?.Name ?? item.GarbageItem?.DisplayName}");
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Called when item reaches visual end of belt (via conveyor event).
|
||||||
|
/// Item continues moving off-screen until despawn point.
|
||||||
|
/// Scoring rules:
|
||||||
|
/// - Trash fell off: Negative score (penalty)
|
||||||
|
/// - Card fell off: Neutral (no score change)
|
||||||
|
/// </summary>
|
||||||
|
private void OnConveyorItemFellOff(SortableItem item)
|
||||||
|
{
|
||||||
|
// Only penalize TRASH items that fall off
|
||||||
|
// Cards falling off are neutral (no score change)
|
||||||
|
if (item.IsGarbage)
|
||||||
|
{
|
||||||
|
Score.RecordMissedItem();
|
||||||
|
Logging.Debug($"[SortingGameManager] Trash fell off belt! {item.GarbageItem?.DisplayName} - PENALTY");
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Logging.Debug($"[SortingGameManager] Card fell off belt: {item.CardData?.Name} - no penalty");
|
||||||
|
}
|
||||||
|
|
||||||
|
// Fire global fell off belt event for effects
|
||||||
|
OnItemFellOffBelt?.Invoke(item);
|
||||||
|
|
||||||
|
// Visual feedback could go here (e.g., "MISS!" popup)
|
||||||
|
// Item will continue moving and be destroyed at despawn point
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Called when item is dropped on floor (via conveyor event).
|
||||||
|
/// Scoring rules:
|
||||||
|
/// - Trash dropped on floor: Negative score (penalty)
|
||||||
|
/// - Card dropped on floor: Neutral (no score change)
|
||||||
|
/// </summary>
|
||||||
|
private void OnConveyorItemDroppedOnFloor(SortableItem item)
|
||||||
|
{
|
||||||
|
// Only penalize TRASH items dropped on floor
|
||||||
|
// Cards dropped on floor are neutral (no score change)
|
||||||
|
if (item.IsGarbage)
|
||||||
|
{
|
||||||
|
Score.RecordIncorrectSort();
|
||||||
|
Logging.Debug($"[SortingGameManager] Trash dropped on floor! {item.GarbageItem?.DisplayName} - PENALTY");
|
||||||
|
|
||||||
|
// Trigger screen shake for trash dropped on floor
|
||||||
|
if (impulseSource != null)
|
||||||
|
{
|
||||||
|
impulseSource.GenerateImpulse();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Logging.Debug($"[SortingGameManager] Card dropped on floor: {item.CardData?.Name} - no penalty");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Called when item reaches despawn point (via conveyor event).
|
||||||
|
/// Actually destroys the item.
|
||||||
|
/// </summary>
|
||||||
|
private void OnConveyorItemDespawned(SortableItem item)
|
||||||
|
{
|
||||||
|
Logging.Debug($"[SortingGameManager] Item despawned: {item.CardData?.Name ?? item.GarbageItem?.DisplayName}");
|
||||||
|
|
||||||
|
// Destroy the item
|
||||||
|
if (item != null)
|
||||||
|
Destroy(item.gameObject);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Called when conveyor confirms item was sorted (via event).
|
||||||
|
/// Handles scoring only - the state (SortedCorrectlyState/SortedIncorrectlyState) handles animation and destruction.
|
||||||
|
/// Scoring rules:
|
||||||
|
/// - Correct sort: Positive score (cards or trash in correct box)
|
||||||
|
/// - Incorrect trash: Negative score (trash in wrong box)
|
||||||
|
/// - Incorrect card: Neutral (no score change)
|
||||||
|
/// </summary>
|
||||||
|
private void OnConveyorItemSorted(SortableItem item, SortingBox box, bool correct)
|
||||||
{
|
{
|
||||||
if (correct)
|
if (correct)
|
||||||
{
|
{
|
||||||
Score.RecordCorrectSort();
|
Score.RecordCorrectSort();
|
||||||
Logging.Debug($"[SortingGameManager] Correct sort! {item.CardData?.Name ?? item.GarbageItem?.DisplayName}");
|
Logging.Debug($"[SortingGameManager] Correct sort! {item.CardData?.Name ?? item.GarbageItem?.DisplayName}");
|
||||||
|
|
||||||
|
// Fire global correct sort event for effects
|
||||||
|
OnItemSortedCorrectly?.Invoke(item);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
Score.RecordIncorrectSort();
|
// Only penalize incorrect sorting for TRASH items
|
||||||
Logging.Debug($"[SortingGameManager] Incorrect sort! {item.CardData?.Name ?? item.GarbageItem?.DisplayName}");
|
// Cards incorrectly sorted are neutral (no score change)
|
||||||
|
if (item.IsGarbage)
|
||||||
|
{
|
||||||
|
Score.RecordIncorrectSort();
|
||||||
|
Logging.Debug($"[SortingGameManager] Incorrect trash sort! {item.GarbageItem?.DisplayName} - PENALTY");
|
||||||
|
|
||||||
|
// Fire global incorrect sort event for effects
|
||||||
|
OnItemSortedIncorrectly?.Invoke(item);
|
||||||
|
|
||||||
|
// Trigger screen shake
|
||||||
|
if (impulseSource != null)
|
||||||
|
{
|
||||||
|
impulseSource.GenerateImpulse();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Logging.Debug($"[SortingGameManager] Card sorted incorrectly: {item.CardData?.Name} - no penalty");
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
Conveyor.RemoveItem(item);
|
|
||||||
OnItemSortedEvent?.Invoke(item, box, correct);
|
OnItemSortedEvent?.Invoke(item, box, correct);
|
||||||
|
|
||||||
// Play animation then destroy
|
// State handles animation and destruction - we just update score/UI here
|
||||||
if (item.Context?.Animator != null)
|
|
||||||
{
|
|
||||||
item.Context.Animator.PopOut(0.4f, () => {
|
|
||||||
if (item != null)
|
|
||||||
Destroy(item.gameObject);
|
|
||||||
});
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
Destroy(item.gameObject, 0.5f);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Called when item falls off belt.
|
|
||||||
/// </summary>
|
|
||||||
public void OnItemMissed(SortableItem item)
|
|
||||||
{
|
|
||||||
Score.RecordMissedItem();
|
|
||||||
Conveyor.RemoveItem(item);
|
|
||||||
|
|
||||||
Logging.Debug($"[SortingGameManager] Item missed! {item.CardData?.Name ?? item.GarbageItem?.DisplayName}");
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnScoreChanged(int newScore)
|
private void OnScoreChanged(int newScore)
|
||||||
|
|||||||
@@ -13,7 +13,6 @@ namespace Minigames.CardSorting.StateMachine.States
|
|||||||
public class BeingDraggedState : AppleState
|
public class BeingDraggedState : AppleState
|
||||||
{
|
{
|
||||||
private SortableItemContext _context;
|
private SortableItemContext _context;
|
||||||
private Vector3 _originalScale;
|
|
||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
@@ -26,13 +25,12 @@ namespace Minigames.CardSorting.StateMachine.States
|
|||||||
|
|
||||||
_context.IsOnConveyor = false;
|
_context.IsOnConveyor = false;
|
||||||
|
|
||||||
// Store original scale
|
// Visual feedback: scale up root transform by 10%
|
||||||
if (_context.VisualTransform != null)
|
// Use OriginalScale from context (captured at spawn, preserves world-space Canvas scale)
|
||||||
|
if (_context.RootTransform != null && _context.Animator != null)
|
||||||
{
|
{
|
||||||
_originalScale = _context.VisualTransform.localScale;
|
Vector3 targetScale = _context.OriginalScale * 1.1f;
|
||||||
|
_context.Animator.AnimateScale(targetScale, 0.2f);
|
||||||
// Visual feedback: scale up 10%
|
|
||||||
_context.Animator?.AnimateScale(_originalScale * 1.1f, 0.2f);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
Logging.Debug("[BeingDraggedState] Item being dragged, scaled up for feedback");
|
Logging.Debug("[BeingDraggedState] Item being dragged, scaled up for feedback");
|
||||||
@@ -40,10 +38,10 @@ namespace Minigames.CardSorting.StateMachine.States
|
|||||||
|
|
||||||
private void OnDisable()
|
private void OnDisable()
|
||||||
{
|
{
|
||||||
// Restore original scale
|
// Restore original root transform scale (e.g., 0.05 for world-space Canvas)
|
||||||
if (_context != null && _context.Animator != null)
|
if (_context != null && _context.Animator != null)
|
||||||
{
|
{
|
||||||
_context.Animator.AnimateScale(_originalScale, 0.2f);
|
_context.Animator.AnimateScale(_context.OriginalScale, 0.2f);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -0,0 +1,86 @@
|
|||||||
|
using Core;
|
||||||
|
using Core.SaveLoad;
|
||||||
|
using Minigames.CardSorting.Core;
|
||||||
|
|
||||||
|
namespace Minigames.CardSorting.StateMachine.States
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Item was dropped outside any bin (on the floor).
|
||||||
|
/// Plays "disappear" animation then destroys the item.
|
||||||
|
/// </summary>
|
||||||
|
public class DroppedOnFloorState : AppleState
|
||||||
|
{
|
||||||
|
private SortableItemContext _context;
|
||||||
|
private SortableItem _item;
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
_context = GetComponentInParent<SortableItemContext>();
|
||||||
|
_item = GetComponentInParent<SortableItem>();
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void OnEnterState()
|
||||||
|
{
|
||||||
|
if (_context == null) return;
|
||||||
|
|
||||||
|
_context.IsOnConveyor = false;
|
||||||
|
|
||||||
|
Logging.Debug("[DroppedOnFloorState] Item dropped on floor, blinking red then disappearing");
|
||||||
|
|
||||||
|
// Blink red briefly, then play disappear animation
|
||||||
|
StartBlinkThenDisappear();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void StartBlinkThenDisappear()
|
||||||
|
{
|
||||||
|
if (_context.Animator == null || _item == null) return;
|
||||||
|
|
||||||
|
// Get the image to blink
|
||||||
|
UnityEngine.UI.Image imageToBlink = null;
|
||||||
|
|
||||||
|
if (_context.CardDisplay != null)
|
||||||
|
{
|
||||||
|
imageToBlink = _context.CardDisplay.GetComponent<UnityEngine.UI.Image>();
|
||||||
|
}
|
||||||
|
else if (_context.GarbageVisual != null)
|
||||||
|
{
|
||||||
|
imageToBlink = _context.GarbageVisual.GetComponent<UnityEngine.UI.Image>();
|
||||||
|
}
|
||||||
|
|
||||||
|
if (imageToBlink != null)
|
||||||
|
{
|
||||||
|
// Blink red briefly (2-3 times), then stop and disappear
|
||||||
|
_context.Animator.BlinkRed(imageToBlink, 0.15f); // Fast blink
|
||||||
|
|
||||||
|
// After brief delay, stop blinking and play disappear animation
|
||||||
|
_context.Animator.AnimateScale(_context.RootTransform.localScale, 0.5f, () =>
|
||||||
|
{
|
||||||
|
_context.Animator.StopBlinking();
|
||||||
|
PlayDisappearAnimation();
|
||||||
|
});
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// No image found, just disappear directly
|
||||||
|
PlayDisappearAnimation();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void PlayDisappearAnimation()
|
||||||
|
{
|
||||||
|
if (_context.Animator == null || _item == null) return;
|
||||||
|
|
||||||
|
// Tween scale down to 0 (disappear)
|
||||||
|
// When complete, destroy the item
|
||||||
|
_context.Animator.PopOut(0.4f, () =>
|
||||||
|
{
|
||||||
|
if (_item != null)
|
||||||
|
{
|
||||||
|
Logging.Debug("[DroppedOnFloorState] Animation complete, destroying item");
|
||||||
|
Destroy(_item.gameObject);
|
||||||
|
}
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: b384e4988bf549f2b6e70d1ff0fa4bcd
|
||||||
|
timeCreated: 1763557103
|
||||||
@@ -0,0 +1,88 @@
|
|||||||
|
using Core;
|
||||||
|
using Core.SaveLoad;
|
||||||
|
using Minigames.CardSorting.Core;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Minigames.CardSorting.StateMachine.States
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Item reached the visual end of conveyor without being sorted.
|
||||||
|
/// Becomes non-clickable and blinks red until despawn point.
|
||||||
|
/// </summary>
|
||||||
|
public class FellOffConveyorState : AppleState
|
||||||
|
{
|
||||||
|
private SortableItemContext _context;
|
||||||
|
private SortableItem _item;
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
_context = GetComponentInParent<SortableItemContext>();
|
||||||
|
_item = GetComponentInParent<SortableItem>();
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void OnEnterState()
|
||||||
|
{
|
||||||
|
if (_context == null) return;
|
||||||
|
|
||||||
|
// Keep IsOnConveyor = true so item continues moving to despawn point
|
||||||
|
// Item is no longer sortable but must continue moving off-screen
|
||||||
|
_context.IsOnConveyor = true;
|
||||||
|
|
||||||
|
Logging.Debug("[FellOffConveyorState] Item fell off conveyor, blinking red until despawn");
|
||||||
|
|
||||||
|
// Disable dragging - item can no longer be picked up
|
||||||
|
if (_item != null)
|
||||||
|
{
|
||||||
|
_item.SetDraggingEnabled(false);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Start blinking red animation
|
||||||
|
StartBlinkingRed();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Update()
|
||||||
|
{
|
||||||
|
if (_context == null || !_context.IsOnConveyor) return;
|
||||||
|
|
||||||
|
// Continue moving item toward despawn point (same logic as OnConveyorState)
|
||||||
|
Vector3 movement = Vector3.right * _context.ConveyorSpeed * Time.deltaTime;
|
||||||
|
_context.RootTransform.position += movement;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void StartBlinkingRed()
|
||||||
|
{
|
||||||
|
if (_context.Animator == null) return;
|
||||||
|
|
||||||
|
// Get the image to tint (CardDisplay or GarbageVisual)
|
||||||
|
UnityEngine.UI.Image imageToBlink = null;
|
||||||
|
|
||||||
|
if (_context.CardDisplay != null)
|
||||||
|
{
|
||||||
|
imageToBlink =
|
||||||
|
_context.CardDisplay.GetComponent<UnityEngine.UI.Image>()
|
||||||
|
?? _context.CardDisplay.GetComponentInChildren<UnityEngine.UI.Image>();
|
||||||
|
}
|
||||||
|
else if (_context.GarbageVisual != null)
|
||||||
|
{
|
||||||
|
imageToBlink =
|
||||||
|
_context.GarbageVisual.GetComponent<UnityEngine.UI.Image>()
|
||||||
|
?? _context.GarbageVisual.GetComponentInChildren<UnityEngine.UI.Image>();
|
||||||
|
}
|
||||||
|
|
||||||
|
if (imageToBlink != null)
|
||||||
|
{
|
||||||
|
_context.Animator.BlinkRed(imageToBlink);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnDisable()
|
||||||
|
{
|
||||||
|
// Stop blinking when state exits (item despawned)
|
||||||
|
if (_context?.Animator != null)
|
||||||
|
{
|
||||||
|
_context.Animator.StopBlinking();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 619a38624dcf48b19913bd4e1ac28625
|
||||||
|
timeCreated: 1763557115
|
||||||
@@ -0,0 +1,73 @@
|
|||||||
|
using Core;
|
||||||
|
using Core.SaveLoad;
|
||||||
|
using Minigames.CardSorting.Core;
|
||||||
|
|
||||||
|
namespace Minigames.CardSorting.StateMachine.States
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Item has been correctly sorted into the right box.
|
||||||
|
/// Plays "fall into bin" animation then destroys the card.
|
||||||
|
/// </summary>
|
||||||
|
public class SortedCorrectlyState : AppleState
|
||||||
|
{
|
||||||
|
private SortableItemContext _context;
|
||||||
|
private SortableItem _item;
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
_context = GetComponentInParent<SortableItemContext>();
|
||||||
|
_item = GetComponentInParent<SortableItem>();
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void OnEnterState()
|
||||||
|
{
|
||||||
|
if (_context == null) return;
|
||||||
|
|
||||||
|
_context.IsOnConveyor = false;
|
||||||
|
|
||||||
|
Logging.Debug("[SortedCorrectlyState] Item correctly sorted, tweening to box then falling in");
|
||||||
|
|
||||||
|
// First tween to box center, then play fall animation
|
||||||
|
TweenToBoxThenFall();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void TweenToBoxThenFall()
|
||||||
|
{
|
||||||
|
if (_context.Animator == null || _item == null) return;
|
||||||
|
|
||||||
|
// Get the box position (if available from CurrentSlot)
|
||||||
|
var box = _item.CurrentSlot as SortingBox;
|
||||||
|
if (box != null)
|
||||||
|
{
|
||||||
|
// Tween position to box center
|
||||||
|
_context.Animator.AnimateLocalPosition(box.transform.position, 0.2f, () =>
|
||||||
|
{
|
||||||
|
// After reaching box, play fall animation
|
||||||
|
PlayFallIntoBinAnimation();
|
||||||
|
});
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// No box found, just play fall animation
|
||||||
|
PlayFallIntoBinAnimation();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void PlayFallIntoBinAnimation()
|
||||||
|
{
|
||||||
|
if (_context.Animator == null || _item == null) return;
|
||||||
|
|
||||||
|
// Tween scale down to 0 (looks like falling into bin)
|
||||||
|
// When complete, destroy the card
|
||||||
|
_context.Animator.PopOut(0.4f, () =>
|
||||||
|
{
|
||||||
|
if (_item != null)
|
||||||
|
{
|
||||||
|
Logging.Debug("[SortedCorrectlyState] Animation complete, destroying item");
|
||||||
|
Destroy(_item.gameObject);
|
||||||
|
}
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: f3ed2e6fb0814273926c33a178bdf42b
|
||||||
|
timeCreated: 1763555977
|
||||||
@@ -0,0 +1,109 @@
|
|||||||
|
using Core;
|
||||||
|
using Core.SaveLoad;
|
||||||
|
using Minigames.CardSorting.Core;
|
||||||
|
|
||||||
|
namespace Minigames.CardSorting.StateMachine.States
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Item has been incorrectly sorted into the wrong box.
|
||||||
|
/// Plays "fall into bin" animation then destroys the card.
|
||||||
|
/// Same animation as correct sort, but different state for tracking/events.
|
||||||
|
/// </summary>
|
||||||
|
public class SortedIncorrectlyState : AppleState
|
||||||
|
{
|
||||||
|
private SortableItemContext _context;
|
||||||
|
private SortableItem _item;
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
_context = GetComponentInParent<SortableItemContext>();
|
||||||
|
_item = GetComponentInParent<SortableItem>();
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void OnEnterState()
|
||||||
|
{
|
||||||
|
if (_context == null) return;
|
||||||
|
|
||||||
|
_context.IsOnConveyor = false;
|
||||||
|
|
||||||
|
Logging.Debug("[SortedIncorrectlyState] Item incorrectly sorted, blinking red then tweening to box");
|
||||||
|
|
||||||
|
// Start blinking red briefly, then tween to box
|
||||||
|
StartBlinkThenTween();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void StartBlinkThenTween()
|
||||||
|
{
|
||||||
|
if (_context.Animator == null || _item == null) return;
|
||||||
|
|
||||||
|
// Get the image to blink
|
||||||
|
UnityEngine.UI.Image imageToBlink = null;
|
||||||
|
|
||||||
|
if (_context.CardDisplay != null)
|
||||||
|
{
|
||||||
|
imageToBlink = _context.CardDisplay.GetComponent<UnityEngine.UI.Image>();
|
||||||
|
}
|
||||||
|
else if (_context.GarbageVisual != null)
|
||||||
|
{
|
||||||
|
imageToBlink = _context.GarbageVisual.GetComponent<UnityEngine.UI.Image>();
|
||||||
|
}
|
||||||
|
|
||||||
|
if (imageToBlink != null)
|
||||||
|
{
|
||||||
|
// Blink red briefly (2-3 times), then stop and continue with tween
|
||||||
|
_context.Animator.BlinkRed(imageToBlink, 0.15f); // Fast blink
|
||||||
|
|
||||||
|
// After brief delay, stop blinking and tween to box
|
||||||
|
_context.Animator.AnimateScale(_context.RootTransform.localScale, 0.5f, () =>
|
||||||
|
{
|
||||||
|
_context.Animator.StopBlinking();
|
||||||
|
TweenToBoxThenFall();
|
||||||
|
});
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// No image found, just tween directly
|
||||||
|
TweenToBoxThenFall();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void TweenToBoxThenFall()
|
||||||
|
{
|
||||||
|
if (_context.Animator == null || _item == null) return;
|
||||||
|
|
||||||
|
// Get the box position (if available from CurrentSlot)
|
||||||
|
var box = _item.CurrentSlot as SortingBox;
|
||||||
|
if (box != null)
|
||||||
|
{
|
||||||
|
// Tween position to box center
|
||||||
|
_context.Animator.AnimateLocalPosition(box.transform.position, 0.2f, () =>
|
||||||
|
{
|
||||||
|
// After reaching box, play fall animation
|
||||||
|
PlayFallIntoBinAnimation();
|
||||||
|
});
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// No box found, just play fall animation
|
||||||
|
PlayFallIntoBinAnimation();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void PlayFallIntoBinAnimation()
|
||||||
|
{
|
||||||
|
if (_context.Animator == null || _item == null) return;
|
||||||
|
|
||||||
|
// Tween scale down to 0 (looks like falling into bin)
|
||||||
|
// When complete, destroy the card
|
||||||
|
_context.Animator.PopOut(0.4f, () =>
|
||||||
|
{
|
||||||
|
if (_item != null)
|
||||||
|
{
|
||||||
|
Logging.Debug("[SortedIncorrectlyState] Animation complete, destroying item");
|
||||||
|
Destroy(_item.gameObject);
|
||||||
|
}
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: edef0fb846be4fd99d396ea27dca1e4f
|
||||||
|
timeCreated: 1763555989
|
||||||
@@ -1,34 +0,0 @@
|
|||||||
using Core;
|
|
||||||
using Core.SaveLoad;
|
|
||||||
using Minigames.CardSorting.Core;
|
|
||||||
|
|
||||||
namespace Minigames.CardSorting.StateMachine.States
|
|
||||||
{
|
|
||||||
/// <summary>
|
|
||||||
/// Item has been successfully sorted into a box.
|
|
||||||
/// Plays animation then marks for destruction.
|
|
||||||
/// Manager handles the actual PopOut animation and destruction.
|
|
||||||
/// </summary>
|
|
||||||
public class SortedState : AppleState
|
|
||||||
{
|
|
||||||
private SortableItemContext _context;
|
|
||||||
|
|
||||||
private void Awake()
|
|
||||||
{
|
|
||||||
_context = GetComponentInParent<SortableItemContext>();
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void OnEnterState()
|
|
||||||
{
|
|
||||||
if (_context == null) return;
|
|
||||||
|
|
||||||
_context.IsOnConveyor = false;
|
|
||||||
|
|
||||||
Logging.Debug("[SortedState] Item sorted, ready for destruction animation");
|
|
||||||
|
|
||||||
// Manager will handle PopOut animation and destruction
|
|
||||||
// State just marks item as no longer on conveyor
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 0717f922952c4f228930ef0a5f6617b0
|
|
||||||
timeCreated: 1763469776
|
|
||||||
@@ -130,8 +130,9 @@ namespace UI.DragAndDrop.Core
|
|||||||
SmoothMoveTowardPointer();
|
SmoothMoveTowardPointer();
|
||||||
}
|
}
|
||||||
|
|
||||||
// Only clamp for non-overlay canvases (WorldSpace/ScreenSpaceCamera)
|
// Only clamp when actively being dragged (prevent dragging off-screen)
|
||||||
if (_canvas != null && _canvas.renderMode != RenderMode.ScreenSpaceOverlay)
|
// Don't clamp when just sitting idle - allow objects to move freely off-screen
|
||||||
|
if (_isDragging && _canvas != null && _canvas.renderMode != RenderMode.ScreenSpaceOverlay)
|
||||||
{
|
{
|
||||||
ClampToScreen();
|
ClampToScreen();
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -45,6 +45,10 @@ namespace UI.DragAndDrop.Core
|
|||||||
public Vector3 WorldPosition => transform.position;
|
public Vector3 WorldPosition => transform.position;
|
||||||
public RectTransform RectTransform => transform as RectTransform;
|
public RectTransform RectTransform => transform as RectTransform;
|
||||||
|
|
||||||
|
// Support for both UI and world-space slots
|
||||||
|
public bool IsUISlot => transform is RectTransform;
|
||||||
|
public Vector3 SlotPosition => transform.position; // Works for both Transform types
|
||||||
|
|
||||||
private void Start()
|
private void Start()
|
||||||
{
|
{
|
||||||
if (hideImageOnPlay)
|
if (hideImageOnPlay)
|
||||||
@@ -78,6 +82,7 @@ namespace UI.DragAndDrop.Core
|
|||||||
switch (occupantSizeMode)
|
switch (occupantSizeMode)
|
||||||
{
|
{
|
||||||
case OccupantSizeMode.MatchSlotSize:
|
case OccupantSizeMode.MatchSlotSize:
|
||||||
|
// Only works for UI slots with RectTransform
|
||||||
if (draggable.RectTransform != null && RectTransform != null)
|
if (draggable.RectTransform != null && RectTransform != null)
|
||||||
{
|
{
|
||||||
Vector2 targetSize = RectTransform.sizeDelta;
|
Vector2 targetSize = RectTransform.sizeDelta;
|
||||||
@@ -85,6 +90,7 @@ namespace UI.DragAndDrop.Core
|
|||||||
(val) => draggable.RectTransform.sizeDelta = val,
|
(val) => draggable.RectTransform.sizeDelta = val,
|
||||||
scaleTransitionDuration, 0f, Tween.EaseOutBack);
|
scaleTransitionDuration, 0f, Tween.EaseOutBack);
|
||||||
}
|
}
|
||||||
|
// World-space slots (no RectTransform) skip size matching
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case OccupantSizeMode.Scale:
|
case OccupantSizeMode.Scale:
|
||||||
|
|||||||
@@ -157,19 +157,24 @@ namespace UI
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Subscribe to scene load events to adjust HUD based on scene
|
||||||
if (SceneManagerService.Instance != null)
|
if (SceneManagerService.Instance != null)
|
||||||
{
|
{
|
||||||
SceneManagerService.Instance.SceneLoadCompleted += NewSceneLoaded;
|
SceneManagerService.Instance.SceneLoadCompleted += NewSceneLoaded;
|
||||||
}
|
}
|
||||||
if (SceneManagerService.Instance.CurrentGameplayScene == "AppleHillsOverworld")
|
|
||||||
{
|
// If in editor - initialize HUD based on current scene
|
||||||
NewSceneLoaded("AppleHillsOverworld");
|
#if UNITY_EDITOR
|
||||||
}
|
if (SceneManagerService.Instance.CurrentGameplayScene == "StartingScene")
|
||||||
if (SceneManagerService.Instance.CurrentGameplayScene == "StartingScene")
|
{
|
||||||
{
|
// TODO: Hide all UI until cinematics have played
|
||||||
// TODO: Hide all UI until cinematics have played
|
NewSceneLoaded("AppleHillsOverworld");
|
||||||
NewSceneLoaded("AppleHillsOverworld");
|
}
|
||||||
}
|
else if (SceneManagerService.Instance.CurrentGameplayScene != null)
|
||||||
|
{
|
||||||
|
NewSceneLoaded(SceneManagerService.Instance.CurrentGameplayScene);
|
||||||
|
}
|
||||||
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
internal override void OnManagedDestroy()
|
internal override void OnManagedDestroy()
|
||||||
@@ -229,7 +234,7 @@ namespace UI
|
|||||||
case "Quarry":
|
case "Quarry":
|
||||||
currentUIMode = UIMode.Puzzle;
|
currentUIMode = UIMode.Puzzle;
|
||||||
break;
|
break;
|
||||||
case "DivingForPictures":
|
case "DivingForPictures" or "CardQualityControl":
|
||||||
currentUIMode = UIMode.Minigame;
|
currentUIMode = UIMode.Minigame;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|||||||
52
Assets/Settings/CardSortingSettings.asset
Normal file
52
Assets/Settings/CardSortingSettings.asset
Normal file
@@ -0,0 +1,52 @@
|
|||||||
|
%YAML 1.1
|
||||||
|
%TAG !u! tag:unity3d.com,2011:
|
||||||
|
--- !u!114 &11400000
|
||||||
|
MonoBehaviour:
|
||||||
|
m_ObjectHideFlags: 0
|
||||||
|
m_CorrespondingSourceObject: {fileID: 0}
|
||||||
|
m_PrefabInstance: {fileID: 0}
|
||||||
|
m_PrefabAsset: {fileID: 0}
|
||||||
|
m_GameObject: {fileID: 0}
|
||||||
|
m_Enabled: 1
|
||||||
|
m_EditorHideFlags: 0
|
||||||
|
m_Script: {fileID: 11500000, guid: a0fd5f8ab5d74b12968501dd4e3cc416, type: 3}
|
||||||
|
m_Name: CardSortingSettings
|
||||||
|
m_EditorClassIdentifier: AppleHillsScripts::Core.Settings.CardSortingSettings
|
||||||
|
gameDuration: 120
|
||||||
|
spawnDistance: 10
|
||||||
|
initialBeltSpeed: 5
|
||||||
|
maxBeltSpeed: 10
|
||||||
|
speedCurve:
|
||||||
|
serializedVersion: 2
|
||||||
|
m_Curve:
|
||||||
|
- serializedVersion: 3
|
||||||
|
time: 0
|
||||||
|
value: 0
|
||||||
|
inSlope: 0
|
||||||
|
outSlope: 0
|
||||||
|
tangentMode: 0
|
||||||
|
weightedMode: 0
|
||||||
|
inWeight: 0
|
||||||
|
outWeight: 0
|
||||||
|
- serializedVersion: 3
|
||||||
|
time: 1
|
||||||
|
value: 1
|
||||||
|
inSlope: 0
|
||||||
|
outSlope: 0
|
||||||
|
tangentMode: 0
|
||||||
|
weightedMode: 0
|
||||||
|
inWeight: 0
|
||||||
|
outWeight: 0
|
||||||
|
m_PreInfinity: 2
|
||||||
|
m_PostInfinity: 2
|
||||||
|
m_RotationOrder: 4
|
||||||
|
garbageItems:
|
||||||
|
- {fileID: 11400000, guid: b9c54fbced64684419e983429fd27b34, type: 2}
|
||||||
|
normalCardWeight: 40
|
||||||
|
rareCardWeight: 30
|
||||||
|
legendCardWeight: 20
|
||||||
|
garbageWeight: 40
|
||||||
|
correctSortPoints: 10
|
||||||
|
incorrectSortPenalty: -5
|
||||||
|
missedItemPenalty: -3
|
||||||
|
boosterPacksPerCorrectItem: 1
|
||||||
8
Assets/Settings/CardSortingSettings.asset.meta
Normal file
8
Assets/Settings/CardSortingSettings.asset.meta
Normal file
@@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 9d4a355954ae0a544a9c2a8281bc4bee
|
||||||
|
NativeFormatImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
mainObjectFileID: 11400000
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -63,19 +63,7 @@ MonoBehaviour:
|
|||||||
- rid: 7785851992983994373
|
- rid: 7785851992983994373
|
||||||
- rid: 1219994508087787520
|
- rid: 1219994508087787520
|
||||||
m_RuntimeSettings:
|
m_RuntimeSettings:
|
||||||
m_List:
|
m_List: []
|
||||||
- rid: 7752762179098771456
|
|
||||||
- rid: 7752762179098771457
|
|
||||||
- rid: 7752762179098771459
|
|
||||||
- rid: 7752762179098771461
|
|
||||||
- rid: 7752762179098771462
|
|
||||||
- rid: 7752762179098771464
|
|
||||||
- rid: 7752762179098771466
|
|
||||||
- rid: 7752762179098771468
|
|
||||||
- rid: 7752762179098771472
|
|
||||||
- rid: 7752762179098771476
|
|
||||||
- rid: 7785851992983994372
|
|
||||||
- rid: 7785851992983994373
|
|
||||||
m_AssetVersion: 8
|
m_AssetVersion: 8
|
||||||
m_ObsoleteDefaultVolumeProfile: {fileID: 0}
|
m_ObsoleteDefaultVolumeProfile: {fileID: 0}
|
||||||
m_RenderingLayerNames:
|
m_RenderingLayerNames:
|
||||||
|
|||||||
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user