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if (Input.InputManager.Instance != null && _previousInputMode == default(Input.InputMode)) + if (Input.InputManager.Instance != null) { // Store the current input mode before switching _previousInputMode = Input.InputMode.GameAndUI; diff --git a/Assets/Scripts/UI/CardSystem/BoosterOpeningPage.cs b/Assets/Scripts/UI/CardSystem/BoosterOpeningPage.cs index 2488df26..0029b871 100644 --- a/Assets/Scripts/UI/CardSystem/BoosterOpeningPage.cs +++ b/Assets/Scripts/UI/CardSystem/BoosterOpeningPage.cs @@ -195,12 +195,29 @@ namespace UI.CardSystem _currentBoosterInCenter = booster; - // Lock the slot so it can't be dragged out + // Lock the slot so it can't be dragged out centerOpeningSlot.SetLocked(true); - // Enable tap-to-open and reset tap count - booster.ResetTapCount(); - booster.SetTapToOpenEnabled(true); + // Configure booster for opening (disables drag, enables tapping, resets tap count) + booster.SetInOpeningSlot(true); + + // Subscribe to tap events for visual feedback + booster.OnTapped += OnBoosterTapped; + booster.OnReadyToOpen += OnBoosterReadyToOpen; + + Debug.Log($"[BoosterOpeningPage] Booster placed in center, ready for {booster.CurrentTapCount} taps"); + } + + private void OnBoosterTapped(BoosterPackDraggable booster, int currentTaps, int maxTaps) + { + Debug.Log($"[BoosterOpeningPage] Booster tapped: {currentTaps}/{maxTaps}"); + + // Calculate shake intensity (increases with each tap) + float shakeIntensity = currentTaps / (float)maxTaps; + float shakeAmount = 10f + (shakeIntensity * 30f); // 10 to 40 units + + // TODO: Shake visual feedback + // This would be handled by BoosterPackVisual if we add a shake method } /// @@ -222,6 +239,10 @@ namespace UI.CardSystem { if (_isProcessingOpening) return; + Debug.Log($"[BoosterOpeningPage] Booster ready to open!"); + + // Trigger the actual opening sequence + booster.TriggerOpen(); StartCoroutine(ProcessBoosterOpening(booster)); } diff --git a/Assets/Scripts/UI/CardSystem/DragDrop/BoosterPackDraggable.cs b/Assets/Scripts/UI/CardSystem/DragDrop/BoosterPackDraggable.cs index bb745305..1802f9eb 100644 --- a/Assets/Scripts/UI/CardSystem/DragDrop/BoosterPackDraggable.cs +++ b/Assets/Scripts/UI/CardSystem/DragDrop/BoosterPackDraggable.cs @@ -16,8 +16,11 @@ namespace UI.CardSystem.DragDrop [Header("Tap to Open")] [SerializeField] private bool canTapToOpen = true; [SerializeField] private int maxTapsToOpen = 3; + [SerializeField] private float tapPulseScale = 1.15f; + [SerializeField] private float tapPulseDuration = 0.2f; + [SerializeField] private ParticleSystem openingParticleSystem; - // Events + // ...existing code... public event System.Action OnBoosterOpened; public event System.Action OnTapped; // (booster, currentTap, maxTaps) public event System.Action OnReadyToOpen; // Final tap reached @@ -33,11 +36,30 @@ namespace UI.CardSystem.DragDrop { base.OnPointerUpHook(longPress); - // Handle tap-to-open logic (only when in slot and not dragged) - if (canTapToOpen && !_wasDragged && !longPress && CurrentSlot != null) + // Handle tap-to-open logic (only when in slot and not a long press) + if (canTapToOpen && !longPress && CurrentSlot != null) { _currentTapCount++; + // Pulse effect on tap (scales visual up and back down) + if (Visual != null) + { + // Calculate pulse intensity based on tap progress + float tapProgress = _currentTapCount / (float)maxTapsToOpen; + float currentPulseScale = 1f + (tapPulseScale - 1f) * (0.5f + tapProgress * 0.5f); // Increases from 1.075 to 1.15 + + // Save the current scale before pulsing + Vector3 baseScale = Visual.transform.localScale; + + Pixelplacement.Tween.Cancel(Visual.transform.GetInstanceID()); + Pixelplacement.Tween.LocalScale(Visual.transform, baseScale * currentPulseScale, tapPulseDuration * 0.5f, 0f, + Pixelplacement.Tween.EaseOutBack, completeCallback: () => + { + // Return to the base scale we had before pulsing + Pixelplacement.Tween.LocalScale(Visual.transform, baseScale, tapPulseDuration * 0.5f, 0f, Pixelplacement.Tween.EaseInBack); + }); + } + OnTapped?.Invoke(this, _currentTapCount, maxTapsToOpen); if (_currentTapCount >= maxTapsToOpen) @@ -48,8 +70,8 @@ namespace UI.CardSystem.DragDrop return; // Don't process double-click if tap-to-open is active } - // Check for double click - if (canOpenOnDoubleClick && !longPress && !_wasDragged) + // ...existing code... + if (canOpenOnDoubleClick && !longPress) { float timeSinceLastClick = Time.time - _lastClickTime; @@ -84,6 +106,12 @@ namespace UI.CardSystem.DragDrop _isOpening = true; + // Play particle effect + if (openingParticleSystem != null) + { + openingParticleSystem.Play(); + } + OnBoosterOpened?.Invoke(this); // The actual opening logic (calling CardSystemManager) should be handled @@ -98,8 +126,27 @@ namespace UI.CardSystem.DragDrop public void ResetOpeningState() { _isOpening = false; + _currentTapCount = 0; } + /// + /// Set whether this booster is in the opening slot (disables dragging, enables tapping) + /// + public void SetInOpeningSlot(bool inSlot) + { + SetDraggingEnabled(!inSlot); // Disable dragging when in opening slot + canTapToOpen = inSlot; // Enable tap-to-open when in opening slot + + if (inSlot) + { + _currentTapCount = 0; // Reset tap counter when placed + } + else + { + ResetOpeningState(); // Reset completely when removed + } + } + /// /// Reset tap count (useful when starting a new opening sequence) /// diff --git a/Assets/Scripts/UI/DragAndDrop/Core/DraggableObject.cs b/Assets/Scripts/UI/DragAndDrop/Core/DraggableObject.cs index 266aae65..3d9278b4 100644 --- a/Assets/Scripts/UI/DragAndDrop/Core/DraggableObject.cs +++ b/Assets/Scripts/UI/DragAndDrop/Core/DraggableObject.cs @@ -21,7 +21,7 @@ namespace UI.DragAndDrop.Core { [Header("Draggable Settings")] [SerializeField] protected float moveSpeed = 50f; - [SerializeField] protected bool smoothMovement = true; + [SerializeField] protected bool smoothMovement = false; // Disabled for instant cursor tracking [SerializeField] protected float snapDuration = 0.3f; [Header("Visual")] @@ -36,6 +36,7 @@ namespace UI.DragAndDrop.Core protected bool _isHovering; protected bool _isSelected; protected bool _wasDragged; + protected bool _isDraggingEnabled = true; // References protected Canvas _canvas; @@ -87,6 +88,16 @@ namespace UI.DragAndDrop.Core _canvasGroup = GetComponent(); _raycaster = _canvas?.GetComponent(); + // If no Image component exists, add an invisible one for raycast detection + // Unity UI requires a Graphic component to receive pointer events + if (_imageComponent == null && _canvasGroup != null) + { + _imageComponent = gameObject.AddComponent(); + _imageComponent.color = new Color(1, 1, 1, 0.01f); // Nearly transparent (0 doesn't work) + _imageComponent.raycastTarget = true; + Debug.Log($"[DraggableObject] Added invisible Image to {name} for raycast detection"); + } + // Use assigned visual, or find in children recursively if not assigned if (visual != null) { @@ -118,25 +129,44 @@ namespace UI.DragAndDrop.Core SmoothMoveTowardPointer(); } - ClampToScreen(); + // Only clamp for non-overlay canvases (WorldSpace/ScreenSpaceCamera) + if (_canvas != null && _canvas.renderMode != RenderMode.ScreenSpaceOverlay) + { + ClampToScreen(); + } } protected virtual void SmoothMoveTowardPointer() { - Vector3 targetPosition = _lastPointerPosition - _dragOffset; - Vector3 direction = (targetPosition - transform.position).normalized; - float distance = Vector3.Distance(transform.position, targetPosition); - float speed = Mathf.Min(moveSpeed, distance / Time.deltaTime); - - transform.Translate(direction * speed * Time.deltaTime, Space.World); + if (RectTransform == null) + return; + + // For ScreenSpaceOverlay, work with screen/anchoredPosition + if (_canvas != null && _canvas.renderMode == RenderMode.ScreenSpaceOverlay) + { + Vector2 targetPos = (Vector2)_lastPointerPosition - (Vector2)_dragOffset; + Vector2 currentPos = RectTransform.position; + Vector2 direction = (targetPos - currentPos).normalized; + float distance = Vector2.Distance(currentPos, targetPos); + float speed = Mathf.Min(moveSpeed, distance / Time.deltaTime); + + RectTransform.position = currentPos + direction * speed * Time.deltaTime; + } + else + { + // For WorldSpace/ScreenSpaceCamera, use world coordinates + Vector3 targetPosition = _lastPointerPosition - _dragOffset; + Vector3 direction = (targetPosition - transform.position).normalized; + float distance = Vector3.Distance(transform.position, targetPosition); + float speed = Mathf.Min(moveSpeed, distance / Time.deltaTime); + + transform.Translate(direction * speed * Time.deltaTime, Space.World); + } } protected virtual void ClampToScreen() { - // Skip clamping for ScreenSpaceOverlay - it doesn't use world coordinates - if (_canvas != null && _canvas.renderMode == RenderMode.ScreenSpaceOverlay) - return; - + // This method is only called for WorldSpace/ScreenSpaceCamera canvases if (Camera.main == null || RectTransform == null) return; @@ -159,14 +189,31 @@ namespace UI.DragAndDrop.Core { if (eventData.button != PointerEventData.InputButton.Left) return; + + // Check if dragging is enabled BEFORE setting any state + if (!_isDraggingEnabled) + return; _isDragging = true; _wasDragged = true; - // Calculate offset - Vector3 worldPointer = GetWorldPosition(eventData); - _dragOffset = worldPointer - transform.position; - _lastPointerPosition = worldPointer; + // ...existing code... + if (_canvas != null && _canvas.renderMode == RenderMode.ScreenSpaceOverlay && RectTransform != null) + { + // For overlay, use screen position directly + _dragOffset = (Vector3)eventData.position - RectTransform.position; + _lastPointerPosition = eventData.position; + } + else + { + // For WorldSpace/ScreenSpaceCamera, convert to world coords + Vector3 worldPointer = GetWorldPosition(eventData); + _dragOffset = worldPointer - transform.position; + _lastPointerPosition = worldPointer; + } + + // Reset base rotation to identity (0°) for clean dragging + Tween.Rotation(transform, Quaternion.identity, 0.2f, 0f, Tween.EaseOutBack); // Disable raycasting to allow detecting slots underneath if (_raycaster != null) @@ -190,12 +237,25 @@ namespace UI.DragAndDrop.Core { if (!_isDragging) return; - - _lastPointerPosition = GetWorldPosition(eventData); - if (!smoothMovement) + // Update last pointer position based on canvas type + if (_canvas != null && _canvas.renderMode == RenderMode.ScreenSpaceOverlay) { - transform.position = _lastPointerPosition - _dragOffset; + _lastPointerPosition = eventData.position; + + if (!smoothMovement && RectTransform != null) + { + RectTransform.position = (Vector2)_lastPointerPosition - (Vector2)_dragOffset; + } + } + else + { + _lastPointerPosition = GetWorldPosition(eventData); + + if (!smoothMovement) + { + transform.position = _lastPointerPosition - _dragOffset; + } } } @@ -217,6 +277,12 @@ namespace UI.DragAndDrop.Core // Find closest slot and snap FindAndSnapToSlot(); + // Snap base rotation back to slot rotation (if in a slot) + if (_currentSlot != null) + { + Tween.Rotation(transform, _currentSlot.transform.rotation, 0.3f, 0f, Tween.EaseOutBack); + } + OnDragEnded?.Invoke(this); OnDragEndedHook(); @@ -276,12 +342,18 @@ namespace UI.DragAndDrop.Core DraggableSlot closestSlot = null; float closestDistance = float.MaxValue; + // Use RectTransform.position for overlay, transform.position for others + Vector3 myPosition = (_canvas != null && _canvas.renderMode == RenderMode.ScreenSpaceOverlay && RectTransform != null) + ? RectTransform.position + : transform.position; + foreach (var container in containers) { - DraggableSlot slot = container.FindClosestSlot(transform.position, this); + DraggableSlot slot = container.FindClosestSlot(myPosition, this); if (slot != null) { - float distance = Vector3.Distance(transform.position, slot.WorldPosition); + Vector3 slotPosition = slot.RectTransform != null ? slot.RectTransform.position : slot.transform.position; + float distance = Vector3.Distance(myPosition, slotPosition); if (distance < closestDistance) { closestDistance = distance; @@ -419,6 +491,18 @@ namespace UI.DragAndDrop.Core #endregion + #region Dragging Control + + /// + /// Enable or disable dragging functionality + /// + public virtual void SetDraggingEnabled(bool enabled) + { + _isDraggingEnabled = enabled; + } + + #endregion + #region Helper Methods protected Vector3 GetWorldPosition(PointerEventData eventData) diff --git a/Assets/Scripts/UI/DragAndDrop/Core/DraggableSlot.cs b/Assets/Scripts/UI/DragAndDrop/Core/DraggableSlot.cs index 080540fb..e45a9900 100644 --- a/Assets/Scripts/UI/DragAndDrop/Core/DraggableSlot.cs +++ b/Assets/Scripts/UI/DragAndDrop/Core/DraggableSlot.cs @@ -89,6 +89,12 @@ namespace UI.DragAndDrop.Core case OccupantSizeMode.Scale: Tween.LocalScale(draggable.transform, occupantScale, scaleTransitionDuration, 0f, Tween.EaseOutBack); + + // Also scale the visual if it exists (since visual is now independent) + if (draggable.Visual != null) + { + Tween.LocalScale(draggable.Visual.transform, occupantScale, scaleTransitionDuration, 0f, Tween.EaseOutBack); + } break; case OccupantSizeMode.None: diff --git a/Assets/Scripts/UI/DragAndDrop/Core/DraggableVisual.cs b/Assets/Scripts/UI/DragAndDrop/Core/DraggableVisual.cs index f22c6b5d..eb0510ad 100644 --- a/Assets/Scripts/UI/DragAndDrop/Core/DraggableVisual.cs +++ b/Assets/Scripts/UI/DragAndDrop/Core/DraggableVisual.cs @@ -1,5 +1,6 @@ using Pixelplacement; using UnityEngine; +using UnityEngine.InputSystem; // Added for new Input System namespace UI.DragAndDrop.Core { @@ -23,7 +24,7 @@ namespace UI.DragAndDrop.Core [Header("Rotation/Tilt Parameters")] [SerializeField] protected float rotationAmount = 20f; [SerializeField] protected float rotationSpeed = 20f; - [SerializeField] protected float autoTiltAmount = 30f; + [SerializeField] protected float autoTiltAmount = 10f; // Reduced from 30f [SerializeField] protected float manualTiltAmount = 20f; [SerializeField] protected float tiltSpeed = 20f; @@ -35,7 +36,7 @@ namespace UI.DragAndDrop.Core [Header("Idle Animation")] [SerializeField] protected bool useIdleAnimation = true; - [SerializeField] protected float idleAnimationSpeed = 1f; + [SerializeField] protected float idleAnimationSpeed = 0.5f; // Slowed down from 1f // State protected DraggableObject _parentDraggable; @@ -59,6 +60,14 @@ namespace UI.DragAndDrop.Core Canvas parentCanvas = parent.GetComponentInParent(); Debug.Log($"[DraggableVisual] Initializing visual for {parent.name} at world pos {parent.transform.position}, parent canvas: {(parentCanvas != null ? parentCanvas.name + " (renderMode: " + parentCanvas.renderMode + ")" : "NULL")}"); + // CRITICAL: Reparent visual to canvas (not base) so it can move independently + // This enables the delayed follow effect + if (parentCanvas != null) + { + transform.SetParent(parentCanvas.transform, true); // worldPositionStays = true + Debug.Log($"[DraggableVisual] Reparented visual {name} to canvas {parentCanvas.name} for independent movement"); + } + // Get components if assigned (don't auto-create Canvas to avoid Unity's auto-reparenting) if (canvas == null) canvas = GetComponent(); @@ -71,11 +80,24 @@ namespace UI.DragAndDrop.Core // Subscribe to parent events SubscribeToParentEvents(); - // Initial position + // Initial position to match parent transform.position = parent.transform.position; _lastPosition = transform.position; - Debug.Log($"[DraggableVisual] Visual {name} initialized at world pos {transform.position}, local pos {transform.localPosition}, parent at world pos {parent.transform.position}, local pos {parent.transform.localPosition}"); + // Set rotation to match base's current rotation (will be maintained via separate rotation management) + transform.rotation = parent.transform.rotation; + + // Reset shake and tilt parent rotations to zero (local space) for clean wobble + if (shakeParent != null) + { + shakeParent.localRotation = Quaternion.identity; + } + if (tiltParent != null) + { + tiltParent.localRotation = Quaternion.identity; + } + + Debug.Log($"[DraggableVisual] Visual {name} initialized at world pos {transform.position}, local pos {transform.localPosition}, local rotation {transform.localRotation.eulerAngles}, parent at world pos {parent.transform.position}, local pos {parent.transform.localPosition}, rotation {parent.transform.rotation.eulerAngles}"); _isInitialized = true; @@ -116,6 +138,7 @@ namespace UI.DragAndDrop.Core return; UpdateFollowPosition(); + UpdateFollowRotation(); // Track base rotation changes UpdateRotation(); UpdateTilt(); UpdateVisualContent(); @@ -123,36 +146,100 @@ namespace UI.DragAndDrop.Core #region Position & Movement + protected virtual void UpdateFollowRotation() + { + if (_parentDraggable == null) + return; + + // Smoothly follow base rotation (since we're no longer a child) + // Base rotation changes when picking up (→ 0°) or dropping (→ slot rotation) + transform.rotation = Quaternion.Lerp(transform.rotation, _parentDraggable.transform.rotation, 10f * Time.deltaTime); + } + protected virtual void UpdateFollowPosition() { if (_parentDraggable == null) return; - - Vector3 targetPosition = GetTargetPosition(); - // Debug log if position is drastically different (likely a clustering issue) - if (Vector3.Distance(transform.position, targetPosition) > 500f) - { - Debug.LogWarning($"[DraggableVisual] Large position delta detected! Visual {name} at {transform.position}, target {targetPosition}, parent {_parentDraggable.name} at {_parentDraggable.transform.position}"); - } + // For ScreenSpaceOverlay, use RectTransform.position consistently + Canvas parentCanvas = _parentDraggable.GetComponentInParent(); + bool isOverlay = parentCanvas != null && parentCanvas.renderMode == RenderMode.ScreenSpaceOverlay; - if (useFollowDelay) + Vector3 targetPosition; + Vector3 currentPosition; + + if (isOverlay && _parentDraggable.RectTransform != null && GetComponent() != null) { - transform.position = Vector3.Lerp(transform.position, targetPosition, followSpeed * Time.deltaTime); + // Use RectTransform.position for overlay (screen space) + RectTransform myRect = GetComponent(); + targetPosition = _parentDraggable.RectTransform.position; + currentPosition = myRect.position; } else { - transform.position = targetPosition; + // Use transform.position for WorldSpace/ScreenSpaceCamera + targetPosition = _parentDraggable.transform.position; + currentPosition = transform.position; + } + + // Debug log if position is drastically different (likely a clustering issue) + float distance = Vector3.Distance(currentPosition, targetPosition); + if (distance > 500f) + { + Debug.LogWarning($"[DraggableVisual] Large position delta detected! Visual {name} at {currentPosition}, target {targetPosition}, parent {_parentDraggable.name}, distance: {distance}"); + } + + // Apply follow logic with snappy easing + if (useFollowDelay) + { + // Calculate lerp factor with snappy ease + float rawT = followSpeed * Time.deltaTime; + + // Apply EaseOutCubic for snappier movement: 1 - (1-t)^3 + float t = 1f - Mathf.Pow(1f - rawT, 3f); + + Vector3 newPosition = Vector3.Lerp(currentPosition, targetPosition, t); + + if (isOverlay && GetComponent() != null) + { + GetComponent().position = newPosition; + } + else + { + transform.position = newPosition; + } + } + else + { + if (isOverlay && GetComponent() != null) + { + GetComponent().position = targetPosition; + } + else + { + transform.position = targetPosition; + } } // Calculate movement delta for tilt - Vector3 movement = transform.position - _lastPosition; + Vector3 actualCurrentPos = isOverlay && GetComponent() != null + ? GetComponent().position + : transform.position; + Vector3 movement = actualCurrentPos - _lastPosition; _movementDelta = Vector3.Lerp(_movementDelta, movement, 25f * Time.deltaTime); - _lastPosition = transform.position; + _lastPosition = actualCurrentPos; } protected virtual Vector3 GetTargetPosition() { + Canvas parentCanvas = _parentDraggable.GetComponentInParent(); + bool isOverlay = parentCanvas != null && parentCanvas.renderMode == RenderMode.ScreenSpaceOverlay; + + if (isOverlay && _parentDraggable.RectTransform != null) + { + return _parentDraggable.RectTransform.position; + } + return _parentDraggable.transform.position; } @@ -162,59 +249,93 @@ namespace UI.DragAndDrop.Core protected virtual void UpdateRotation() { - if (_parentDraggable == null) + if (_parentDraggable == null || shakeParent == null) return; - - // Rotation based on movement direction (like Balatro) - Vector3 movementRotation = _parentDraggable.IsDragging - ? _movementDelta * rotationAmount - : (_lastPosition - _parentDraggable.transform.position) * rotationAmount; + + // Apply rotation based on movement to shakeParent (not main transform) + // This way it's additive on top of the base rotation in transform.rotation + // Negated to make the bottom "drag behind" instead of leading + Vector3 movementRotation = _movementDelta * -rotationAmount; // Flipped direction _rotationDelta = Vector3.Lerp(_rotationDelta, movementRotation, rotationSpeed * Time.deltaTime); + // Apply Z-axis rotation to shakeParent as local rotation float clampedZ = Mathf.Clamp(_rotationDelta.x, -60f, 60f); - transform.eulerAngles = new Vector3(transform.eulerAngles.x, transform.eulerAngles.y, clampedZ); + shakeParent.localEulerAngles = new Vector3(0, 0, clampedZ); } protected virtual void UpdateTilt() { if (tiltParent == null) return; - + // Save slot index when not dragging for idle animation _savedSlotIndex = _parentDraggable.IsDragging ? _savedSlotIndex : _parentDraggable.GetSlotIndex(); - // Idle animation (sine/cosine wobble) + // Idle animation (sine/cosine wobble with different frequencies) float idleMultiplier = _parentDraggable.IsHovering ? 0.2f : 1f; float time = Time.time * idleAnimationSpeed + _savedSlotIndex; - float sineWobble = Mathf.Sin(time) * idleMultiplier; - float cosineWobble = Mathf.Cos(time) * idleMultiplier; + + // Use sine for X wobble, cosine for Y wobble (different phases) + float sineWobbleX = Mathf.Sin(time) * idleMultiplier; + float cosineWobbleY = Mathf.Cos(time) * idleMultiplier; + + // Use slower cosine for Z rotation wobble (half speed for subtle rotation) + float cosineWobbleZ = Mathf.Cos(time * 0.5f) * idleMultiplier * 0.3f; // Much subtler // Manual tilt based on pointer position (when hovering) float manualTiltX = 0f; float manualTiltY = 0f; - if (_parentDraggable.IsHovering && Camera.main != null) + if (_parentDraggable.IsHovering) { - Vector3 mouseWorldPos = Camera.main.ScreenToWorldPoint(UnityEngine.Input.mousePosition); - Vector3 offset = transform.position - mouseWorldPos; + Canvas parentCanvas = _parentDraggable.GetComponentInParent(); + bool isOverlay = parentCanvas != null && parentCanvas.renderMode == RenderMode.ScreenSpaceOverlay; + + Vector3 mousePos; + Vector3 myPos; + + // Get mouse position using new Input System + Vector2 mouseScreenPos = Mouse.current != null ? Mouse.current.position.ReadValue() : Vector2.zero; + + if (isOverlay) + { + // For overlay, use screen coordinates directly + mousePos = mouseScreenPos; + myPos = GetComponent() != null + ? GetComponent().position + : transform.position; + } + else if (Camera.main != null) + { + // For WorldSpace/ScreenSpaceCamera, convert to world coords + mousePos = Camera.main.ScreenToWorldPoint(mouseScreenPos); + myPos = transform.position; + } + else + { + mousePos = myPos = Vector3.zero; + } + + Vector3 offset = myPos - mousePos; manualTiltX = (offset.y * -1f) * manualTiltAmount; manualTiltY = offset.x * manualTiltAmount; } // Combine auto and manual tilt - float targetTiltX = manualTiltX + (useIdleAnimation ? sineWobble * autoTiltAmount : 0f); - float targetTiltY = manualTiltY + (useIdleAnimation ? cosineWobble * autoTiltAmount : 0f); - float targetTiltZ = _parentDraggable.IsDragging ? tiltParent.eulerAngles.z : 0f; + // X uses sine wobble, Y uses cosine wobble, Z uses slower cosine for rotation + float targetTiltX = manualTiltX + (useIdleAnimation ? sineWobbleX * autoTiltAmount : 0f); + float targetTiltY = manualTiltY + (useIdleAnimation ? cosineWobbleY * autoTiltAmount : 0f); + float targetTiltZ = _parentDraggable.IsDragging ? tiltParent.localEulerAngles.z : (useIdleAnimation ? cosineWobbleZ * autoTiltAmount : 0f); - // Lerp to target tilt - float lerpX = Mathf.LerpAngle(tiltParent.eulerAngles.x, targetTiltX, tiltSpeed * Time.deltaTime); - float lerpY = Mathf.LerpAngle(tiltParent.eulerAngles.y, targetTiltY, tiltSpeed * Time.deltaTime); - float lerpZ = Mathf.LerpAngle(tiltParent.eulerAngles.z, targetTiltZ, (tiltSpeed / 2f) * Time.deltaTime); + // Lerp to target tilt using LOCAL rotation + float lerpX = Mathf.LerpAngle(tiltParent.localEulerAngles.x, targetTiltX, tiltSpeed * Time.deltaTime); + float lerpY = Mathf.LerpAngle(tiltParent.localEulerAngles.y, targetTiltY, tiltSpeed * Time.deltaTime); + float lerpZ = Mathf.LerpAngle(tiltParent.localEulerAngles.z, targetTiltZ, (tiltSpeed / 2f) * Time.deltaTime); - tiltParent.eulerAngles = new Vector3(lerpX, lerpY, lerpZ); + tiltParent.localEulerAngles = new Vector3(lerpX, lerpY, lerpZ); } #endregion @@ -233,6 +354,21 @@ namespace UI.DragAndDrop.Core canvas.overrideSorting = true; } + // Reset shake parent rotation (movement wobble) + if (shakeParent != null) + { + Tween.LocalRotation(shakeParent, Quaternion.identity, 0.2f, 0f, Tween.EaseOutBack); + } + + // Reset tilt parent rotation (idle wobble) + if (tiltParent != null) + { + Tween.LocalRotation(tiltParent, Quaternion.identity, 0.2f, 0f, Tween.EaseOutBack); + } + + // Reset rotation delta for fresh movement wobble + _rotationDelta = Vector3.zero; + OnDragStartedVisual(); } @@ -243,7 +379,24 @@ namespace UI.DragAndDrop.Core canvas.overrideSorting = false; } - Tween.LocalScale(transform, Vector3.one, scaleTransitionDuration, 0f, Tween.EaseOutBack); + // Only reset scale if NOT in a slot (let slots handle their own scaling) + if (draggable.CurrentSlot == null) + { + Tween.LocalScale(transform, Vector3.one, scaleTransitionDuration, 0f, Tween.EaseOutBack); + } + + + // Reset shake parent (movement wobble) to zero for fresh start + if (shakeParent != null) + { + Tween.LocalRotation(shakeParent, Quaternion.identity, 0.3f, 0f, Tween.EaseOutBack); + } + + // Reset tilt parent (idle wobble) to zero for fresh start + if (tiltParent != null) + { + Tween.LocalRotation(tiltParent, Quaternion.identity, 0.3f, 0f, Tween.EaseOutBack); + } OnDragEndedVisual(); }