Add a semi-finished booster opening sequence
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@@ -195,12 +195,29 @@ namespace UI.CardSystem
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_currentBoosterInCenter = booster;
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// Lock the slot so it can't be dragged out
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// Lock the slot so it can't be dragged out
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centerOpeningSlot.SetLocked(true);
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// Enable tap-to-open and reset tap count
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booster.ResetTapCount();
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booster.SetTapToOpenEnabled(true);
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// Configure booster for opening (disables drag, enables tapping, resets tap count)
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booster.SetInOpeningSlot(true);
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// Subscribe to tap events for visual feedback
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booster.OnTapped += OnBoosterTapped;
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booster.OnReadyToOpen += OnBoosterReadyToOpen;
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Debug.Log($"[BoosterOpeningPage] Booster placed in center, ready for {booster.CurrentTapCount} taps");
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}
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private void OnBoosterTapped(BoosterPackDraggable booster, int currentTaps, int maxTaps)
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{
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Debug.Log($"[BoosterOpeningPage] Booster tapped: {currentTaps}/{maxTaps}");
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// Calculate shake intensity (increases with each tap)
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float shakeIntensity = currentTaps / (float)maxTaps;
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float shakeAmount = 10f + (shakeIntensity * 30f); // 10 to 40 units
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// TODO: Shake visual feedback
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// This would be handled by BoosterPackVisual if we add a shake method
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}
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/// <summary>
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@@ -222,6 +239,10 @@ namespace UI.CardSystem
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{
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if (_isProcessingOpening) return;
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Debug.Log($"[BoosterOpeningPage] Booster ready to open!");
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// Trigger the actual opening sequence
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booster.TriggerOpen();
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StartCoroutine(ProcessBoosterOpening(booster));
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}
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