Add docs, cleanup structure

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Michal Pikulski
2025-11-27 14:19:01 +01:00
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# Statue Decoration Minigame - Primer
A quick-start guide for designers and programmers working on the statue decoration minigame.
## Table of Contents
- [Overview](#overview)
- [Quick References](#quick-references)
- [Adding Audio/Visual Feedback](#adding-audiovisual-feedback)
- [Loading Decoration Data & Settings](#loading-decoration-data--settings)
- [Adding New Decorations](#adding-new-decorations)
- [Changing UI Layout](#changing-ui-layout)
- [Tweaking Behavior](#tweaking-behavior)
- [Photo Saving/Loading](#photo-savingloading)
- [Class Reference](#class-reference)
- [Controllers](#controllers)
- [Drag & Drop](#drag--drop)
- [Data & Events](#data--events)
- [Display](#display)
- [Settings](#settings)
- [Common Tasks](#common-tasks)
- [Known TODOs](#known-todos)
## Overview
Players drag sticker decorations from a menu onto a statue, decorate it however they like, and take photos. Photos are saved to a gallery with decoration metadata so the statue can be restored in the town map miniature.
## Quick References
### Adding Audio/Visual Feedback
**Location:** `DecorationEventsManager.cs` in `Events/`
All decoration interactions broadcast events (tap, drag start, drag end, place, etc.). Subscribe to events or edit the stub handler methods to add your SFX/VFX. Just add a `DecorationEventsManager` component to the scene.
### Loading Decoration Data & Settings
**Location:** `DecorationDataManager.cs` in `Controllers/`
This singleton loads settings from GameManager, then loads all decoration sprites via Addressables. Everything happens automatically on scene start. Use `DecorationDataManager.WhenReady(() => { ... })` to wait for data before accessing.
### Adding New Decorations
**Location:** Create a `DecorationData` ScriptableObject in Unity
Set the sprite, ID, and name. Add it to the Addressables group specified in `StatueDressupSettings`. It'll appear in the menu automatically.
### Changing UI Layout
**Location:** `StatueDressupMinigame` scene
- Menu grid: `DecorationMenuController``ItemsContainer`
- Statue area: `StatueDecorationController``StatueImage` and `DecorationsParent`
- Photo gallery: `StatuePhotoGalleryController` → Grid and pagination UI
### Tweaking Behavior
**Location:** `StatueDressupSettings` ScriptableObject
Contains all tunable values: animation durations, menu items per page, gallery settings, drag thresholds, etc.
### Photo Saving/Loading
**Location:** `StatueDecorationController.cs` - `TakePhoto()` method
Photos are captured with metadata (decoration positions, scales, IDs). Use `PhotoManager` for save/load operations. Metadata is read by `StatueDecorationLoader` to restore decorations on the town map.
---
## Class Reference
### Controllers
**`DecorationDataManager`**
- **What it does:** Loads settings and all decoration data from Addressables. Single source of truth for both.
- **When you might need it:** Accessing decoration sprites/data, checking if a decoration ID exists, waiting for data to be ready.
**`StatueDecorationController`**
- **What it does:** Main minigame controller - manages decoration placement, photo capture, and save/load of decoration state.
- **When you might need it:** Taking photos, getting/setting decoration placements, loading saved decorations, accessing statue UI references.
**`DecorationMenuController`**
- **What it does:** Manages the scrollable decoration picker menu with pagination and spawns draggable instances.
- **When you might need it:** Changing menu behavior, adding categories/filters, modifying how decorations are displayed.
**`StatuePhotoGalleryController`**
- **What it does:** Displays saved photos in a paginated grid with thumbnail caching and enlarged preview.
- **When you might need it:** Modifying gallery UI, changing thumbnail behavior, adding photo delete/share functionality.
---
### Drag & Drop
**`DecorationDraggableInstance`**
- **What it does:** The actual draggable decoration instance that follows the cursor and can be placed on the statue.
- **When you might need it:** Changing drag behavior, adding visual effects during drag, modifying placement validation.
**`DecorationGridIcon`**
- **What it does:** Static menu icon that spawns a draggable instance when clicked/dragged.
- **When you might need it:** Adding icon animations, tooltips, or preview functionality to menu items.
**`DecorationDragContext`**
- **What it does:** Data container passed to draggable instances with all references and callbacks needed for dragging.
- **When you might need it:** Adding new data that draggables need during their lifecycle.
---
### Data & Events
**`DecorationData`** (ScriptableObject)
- **What it does:** Defines a single decoration (sprite, ID, name, authored size).
- **When you might need it:** Creating new decorations or querying decoration properties.
**`DecorationPlacement`**
- **What it does:** Serializable data for a placed decoration (position, scale, rotation, sorting order).
- **When you might need it:** Saving/loading decoration state, modifying what gets persisted.
**`DecorationMetadata`**
- **What it does:** Complete metadata for all decorations on a photo (list of placements + coordinate system type).
- **When you might need it:** Working with photo save/load system, adding new metadata fields.
**`DecorationEventData`**
- **What it does:** Event payload containing decoration, instance GameObject, position, and context flags.
- **When you might need it:** Handling decoration events for SFX/VFX, adding new event data fields.
**`DecorationEventsManager`**
- **What it does:** Broadcasts and handles all decoration interaction events (tap, drag, place, etc.).
- **When you might need it:** Playing sounds/effects in response to decoration interactions, adding telemetry.
---
### Display
**`StatueDecorationLoader`**
- **What it does:** Loads saved decoration metadata and spawns decorations on a statue (used in town map).
- **When you might need it:** Displaying decorations outside the minigame, fixing coordinate conversion bugs.
---
### Settings
**`StatueDressupSettings`** (ScriptableObject in `Core/Settings`)
- **What it does:** All configuration values for the minigame (durations, counts, labels, thresholds).
- **When you might need it:** Tuning any minigame behavior without touching code.
**`StatueDressupConstants`**
- **What it does:** Fallback constant values if settings are missing.
- **When you might need it:** Setting default values or adding new configurable parameters.
---
## Common Tasks
**Add a new decoration:**
Create `DecorationData` ScriptableObject → Set sprite/ID → Add to Addressables group
**Change drag feel:**
Edit `StatueDressupSettings` → Adjust `DragSnapThreshold` or animation durations
**Add sound to decoration tap:**
Edit `DecorationEventsManager.HandleDecorationTappedInGrid()` → Play your audio clip
**Change menu layout:**
Edit `StatueDressupSettings` → Adjust `ItemsPerPage` or edit menu prefab
**Debug save/load:**
Check `PhotoManager.SavePhoto()` and `StatueDecorationLoader.LoadAndDisplayDecorations()`

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# Photo Gallery Scene Setup Guide
## Current Scene Status
✅ MainCanvas exists
✅ StatueDecorationController exists
✅ PhotoCaptureTestController exists (testing only)
---
## Required Scene Setup
### 1. **Create UIPage Wrappers**
#### PlayAreaPage
1. Create empty GameObject under `MainCanvas` → name: `PlayAreaPage`
2. Add component: `PlayAreaPage.cs`
3. Move **existing decoration UI** as children under PlayAreaPage:
- Decoration menu
- Take photo button
- Any other play area UI
#### PhotoGalleryPage
1. Create empty GameObject under `MainCanvas` → name: `PhotoGalleryPage`
2. Add component: `PhotoGalleryPage.cs`
3. Set initially inactive (will be shown when opened)
---
### 2. **Setup Photo Gallery UI** (under PhotoGalleryPage)
```
PhotoGalleryPage
├── GalleryController (GameObject)
│ └── StatuePhotoGalleryController.cs
├── GridContainer (GameObject with GridLayoutGroup)
├── EnlargedContainer (GameObject - top layer)
├── Backdrop (UI Image - dark/black, alpha 0.8)
├── PageStatusText (UI Text - shows "Page X/Y")
└── Navigation
├── PreviousPageButton (UI Button - "< Prev")
└── NextPageButton (UI Button - "Next >")
```
**Components to assign on StatuePhotoGalleryController:**
- `gridContainer` → GridContainer transform
- `gridItemPrefab` → Create prefab with PhotoGridItem.cs + UI Image
- `enlargedContainer` → EnlargedContainer transform
- `backdrop` → Backdrop GameObject
- `enlargedPreviewPrefab` → Same as gridItemPrefab (or leave null to clone item)
- `previousPageButton` → Previous page button
- `nextPageButton` → Next page button
- `pageStatusText` → Optional status text showing page info
**GridLayoutGroup Settings (on GridContainer):**
- Cell Size: e.g., 200x200
- Spacing: e.g., 10x10
- Constraint: Fixed Column Count (3-4 columns recommended)
- Child Alignment: Upper Left (or as preferred)
---
### 3. **Create PhotoGridItem Prefab**
1. Create UI → Image in scene
2. Add `PhotoGridItem.cs` component
3. Assign `thumbnailImage` → the Image component itself
4. Optional: Add loading indicator child (simple spinner/text)
5. Drag to Prefabs folder → name: `PhotoGridItem`
6. Delete from scene
---
### 4. **Update StatueDecorationController**
**Assign in Inspector:**
- `playAreaPage` → PlayAreaPage GameObject
- `photoGalleryPage` → PhotoGalleryPage GameObject
- `openGalleryButton` → Create button in PlayAreaPage UI, assign here
- `photoArea` → RectTransform defining capture area (statue + decorations)
- `takePhotoButton` → Existing button (uncomment line 97 in code when ready)
---
### 5. **Create Gallery Open Button**
1. Add Button in PlayAreaPage UI → name: "OpenGalleryButton"
2. Button Text: "📷 Gallery" or "View Photos"
3. Assign to StatueDecorationController's `openGalleryButton` field
---
### 6. **Page Navigation** (PhotoGalleryPage)
1. Create two buttons for Previous/Next page
2. Buttons will be auto-wired by StatuePhotoGalleryController
3. Controller auto-disables buttons when at first/last page
4. Grid clears and reloads on each page change
---
## Key Features
### ✅ Button-Based Pagination
- Previous/Next buttons navigate pages
- Grid **clears completely** and shows only current page
- Buttons auto-disable at boundaries (first/last page)
- Status text shows "Page X/Y (total photos)"
### ✅ Grid Clearing
- Grid is cleared on initialization
- Grid clears when switching pages
- Prevents leftover items from scene setup
### ✅ Enlarge System
- Click photo → spawns preview clone, animates to center
- Click again → shrinks back, destroys preview
- Original grid items never move
- Backdrop blocks grid interaction
---
## Testing Checklist
### Photo Capture (Already Working)
- ✅ PhotoCaptureTestController captures and saves photos
- ✅ Photos saved to `Application.persistentDataPath/StatuePhotos/`
### Gallery Integration (New Setup)
1. Play scene
2. Click "Open Gallery" button → Gallery page shows
3. First page of photos loads in grid
4. Click "Next" → Grid clears, next page loads
5. Click "Previous" → Grid clears, previous page loads
6. Click photo → Enlarges to center with backdrop
7. Click enlarged photo → Shrinks back to grid
8. Back button → Returns to play area
---
## Quick Setup Time
- **PlayAreaPage wrapper:** 2 minutes
- **PhotoGalleryPage structure:** 5 minutes
- **PhotoGridItem prefab:** 3 minutes
- **Wire references:** 5 minutes
**Total: ~15 minutes**
---
## Configuration Variables
Set these on `StatuePhotoGalleryController`:
- `itemsPerPage`: 20 (photos per page)
- `thumbnailSize`: 256 (pixels)
- `maxCachedThumbnails`: 50 (LRU cache)
- `enlargedScale`: 2.5 (zoom amount)
- `animationDuration`: 0.3s
---
## Cleanup (Optional)
Once gallery works, you can:
- Remove `PhotoCaptureTestController` GameObject
- Keep for quick testing if preferred