Working visual part

This commit is contained in:
Michal Pikulski
2025-11-06 13:18:39 +01:00
parent 95daea8d34
commit 4e0c9cb4c4
47 changed files with 5585 additions and 218 deletions

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@@ -22,6 +22,8 @@ namespace UI.CardSystem
[SerializeField] private GameObject[] boosterPackButtons;
[SerializeField] private BoosterOpeningPage boosterOpeningPage;
private Input.InputMode _previousInputMode;
private void Awake()
{
// Make sure we have a CanvasGroup for transitions
@@ -122,6 +124,13 @@ namespace UI.CardSystem
else
{
// Already on page 0 or no book reference, exit
// Restore input mode before popping
if (Input.InputManager.Instance != null)
{
Input.InputManager.Instance.SetInputMode(_previousInputMode);
Debug.Log($"[AlbumViewPage] Restored input mode to {_previousInputMode} on exit");
}
if (UIPageController.Instance != null)
{
UIPageController.Instance.PopPage();
@@ -161,6 +170,27 @@ namespace UI.CardSystem
}
}
public override void TransitionIn()
{
// Only store and switch input mode if this is the first time entering
// (when _previousInputMode hasn't been set yet)
if (Input.InputManager.Instance != null && _previousInputMode == default(Input.InputMode))
{
// Store the current input mode before switching
_previousInputMode = Input.InputMode.GameAndUI;
Input.InputManager.Instance.SetInputMode(Input.InputMode.UI);
Debug.Log("[AlbumViewPage] Switched to UI-only input mode on first entry");
}
base.TransitionIn();
}
public override void TransitionOut()
{
// Don't restore input mode here - only restore when actually exiting (in OnExitButtonClicked)
base.TransitionOut();
}
protected override void DoTransitionIn(System.Action onComplete)
{
// Simple fade in animation

View File

@@ -111,6 +111,8 @@ namespace UI.CardSystem
/// </summary>
private void InitializeBoosterDisplay()
{
Debug.Log($"[BoosterOpeningPage] InitializeBoosterDisplay called with {_availableBoosterCount} boosters available");
if (boosterPackInstances == null || boosterPackInstances.Length == 0)
{
Debug.LogWarning("BoosterOpeningPage: No booster pack instances assigned!");
@@ -120,12 +122,16 @@ namespace UI.CardSystem
// Calculate how many boosters to show (capped by array size)
int visibleCount = Mathf.Min(_availableBoosterCount, boosterPackInstances.Length);
Debug.Log($"[BoosterOpeningPage] Will show {visibleCount} boosters out of {boosterPackInstances.Length} instances");
// Show/hide boosters and assign to slots
for (int i = 0; i < boosterPackInstances.Length; i++)
{
if (boosterPackInstances[i] == null) continue;
bool shouldShow = i < visibleCount;
Debug.Log($"[BoosterOpeningPage] Booster {i} ({boosterPackInstances[i].name}): shouldShow={shouldShow}, position={boosterPackInstances[i].transform.position}");
boosterPackInstances[i].SetActive(shouldShow);
if (shouldShow)
@@ -147,9 +153,22 @@ namespace UI.CardSystem
DraggableSlot slot = bottomRightSlots.GetSlotAtIndex(i);
if (slot != null)
{
Debug.Log($"[BoosterOpeningPage] Assigning booster {i} to slot {slot.name} at {slot.transform.position}");
booster.AssignToSlot(slot, false);
}
else
{
Debug.LogWarning($"[BoosterOpeningPage] Slot {i} is null in bottomRightSlots!");
}
}
else
{
Debug.LogWarning($"[BoosterOpeningPage] No slot available for booster {i}. bottomRightSlots={bottomRightSlots}, SlotCount={bottomRightSlots?.SlotCount}");
}
}
else
{
Debug.LogWarning($"[BoosterOpeningPage] Booster {i} has no BoosterPackDraggable component!");
}
}
}
@@ -158,6 +177,11 @@ namespace UI.CardSystem
if (centerOpeningSlot != null)
{
centerOpeningSlot.OnOccupied += OnBoosterPlacedInCenter;
Debug.Log($"[BoosterOpeningPage] Subscribed to center slot {centerOpeningSlot.name} at {centerOpeningSlot.transform.position}");
}
else
{
Debug.LogWarning("[BoosterOpeningPage] centerOpeningSlot is null!");
}
}

View File

@@ -12,8 +12,8 @@ namespace UI.DragAndDrop.Core
/// Handles drag logic, slot snapping, and events.
/// Spawns and manages a separate DraggableVisual for rendering.
/// Touch-compatible via Unity's pointer event system.
/// Note: Optionally uses Image or CanvasGroup for automatic raycast toggling during drag.
/// </summary>
[RequireComponent(typeof(Image))]
public abstract class DraggableObject : MonoBehaviour,
IBeginDragHandler, IDragHandler, IEndDragHandler,
IPointerEnterHandler, IPointerExitHandler,
@@ -25,9 +25,7 @@ namespace UI.DragAndDrop.Core
[SerializeField] protected float snapDuration = 0.3f;
[Header("Visual")]
[SerializeField] protected GameObject visualPrefab;
[SerializeField] protected bool instantiateVisual = true;
[SerializeField] protected Transform visualParent;
[SerializeField] protected DraggableVisual visual;
[Header("Selection")]
[SerializeField] protected bool isSelectable = true;
@@ -42,6 +40,7 @@ namespace UI.DragAndDrop.Core
// References
protected Canvas _canvas;
protected Image _imageComponent;
protected CanvasGroup _canvasGroup;
protected GraphicRaycaster _raycaster;
protected DraggableSlot _currentSlot;
protected DraggableVisual _visualInstance;
@@ -72,20 +71,36 @@ namespace UI.DragAndDrop.Core
public Vector3 WorldPosition => transform.position;
public RectTransform RectTransform => transform as RectTransform;
protected virtual void Start()
protected virtual void Awake()
{
Initialize();
}
protected virtual void Initialize()
{
Debug.Log($"[DraggableObject] Initializing {name} at world pos {transform.position}, local pos {transform.localPosition}, parent: {(transform.parent != null ? transform.parent.name : "NULL")}");
_canvas = GetComponentInParent<Canvas>();
Debug.Log($"[DraggableObject] {name} found canvas: {(_canvas != null ? _canvas.name : "NULL")}, canvas pos: {(_canvas != null ? _canvas.transform.position.ToString() : "N/A")}");
_imageComponent = GetComponent<Image>();
_canvasGroup = GetComponent<CanvasGroup>();
_raycaster = _canvas?.GetComponent<GraphicRaycaster>();
if (instantiateVisual && visualPrefab != null)
// Use assigned visual, or find in children recursively if not assigned
if (visual != null)
{
SpawnVisual();
_visualInstance = visual;
}
else
{
_visualInstance = GetComponentInChildren<DraggableVisual>(true);
}
// Initialize the visual if found
if (_visualInstance != null)
{
_visualInstance.Initialize(this);
}
// If we're already in a slot, register with it
@@ -96,18 +111,6 @@ namespace UI.DragAndDrop.Core
}
}
protected virtual void SpawnVisual()
{
Transform parent = visualParent != null ? visualParent : _canvas.transform;
GameObject visualObj = Instantiate(visualPrefab, parent);
_visualInstance = visualObj.GetComponent<DraggableVisual>();
if (_visualInstance != null)
{
_visualInstance.Initialize(this);
}
}
protected virtual void Update()
{
if (_isDragging && smoothMovement)
@@ -130,6 +133,10 @@ namespace UI.DragAndDrop.Core
protected virtual void ClampToScreen()
{
// Skip clamping for ScreenSpaceOverlay - it doesn't use world coordinates
if (_canvas != null && _canvas.renderMode == RenderMode.ScreenSpaceOverlay)
return;
if (Camera.main == null || RectTransform == null)
return;
@@ -166,6 +173,8 @@ namespace UI.DragAndDrop.Core
_raycaster.enabled = false;
if (_imageComponent != null)
_imageComponent.raycastTarget = false;
if (_canvasGroup != null)
_canvasGroup.blocksRaycasts = false;
// Notify current slot we're leaving
if (_currentSlot != null)
@@ -202,6 +211,8 @@ namespace UI.DragAndDrop.Core
_raycaster.enabled = true;
if (_imageComponent != null)
_imageComponent.raycastTarget = true;
if (_canvasGroup != null)
_canvasGroup.blocksRaycasts = true;
// Find closest slot and snap
FindAndSnapToSlot();
@@ -323,6 +334,8 @@ namespace UI.DragAndDrop.Core
if (slot == null)
return;
Debug.Log($"[DraggableObject] Assigning {name} to slot {slot.name}, animate={animate}, current pos={transform.position}, slot pos={slot.transform.position}");
DraggableSlot previousSlot = _currentSlot;
_currentSlot = slot;
@@ -336,6 +349,8 @@ namespace UI.DragAndDrop.Core
{
transform.SetParent(slot.transform);
transform.localPosition = _isSelected ? new Vector3(0, selectionOffset, 0) : Vector3.zero;
transform.localRotation = Quaternion.identity;
Debug.Log($"[DraggableObject] {name} assigned to slot {slot.name}, new world pos={transform.position}, local pos={transform.localPosition}");
}
OnSlotChanged?.Invoke(this, slot);
@@ -352,10 +367,12 @@ namespace UI.DragAndDrop.Core
if (RectTransform != null)
{
Tween.LocalPosition(RectTransform, targetLocalPos, snapDuration, 0f, Tween.EaseOutBack);
Tween.LocalRotation(transform, Quaternion.identity, snapDuration, 0f, Tween.EaseOutBack);
}
else
{
transform.localPosition = targetLocalPos;
transform.localRotation = Quaternion.identity;
}
}

View File

@@ -10,16 +10,24 @@ namespace UI.DragAndDrop.Core
/// </summary>
public class DraggableSlot : MonoBehaviour
{
public enum OccupantSizeMode
{
None, // Don't modify occupant size
MatchSlotSize, // Set occupant RectTransform size to match slot size
Scale // Apply scale multiplier to occupant
}
[Header("Slot Settings")]
[SerializeField] private int slotIndex;
[SerializeField] private bool isLocked;
[SerializeField] private bool hideImageOnPlay = false;
[Header("Type Filtering")]
[SerializeField] private bool filterByType;
[SerializeField] private string[] allowedTypeNames;
[Header("Scale Control")]
[SerializeField] private bool applyScaleToOccupant = false;
[Header("Occupant Size Control")]
[SerializeField] private OccupantSizeMode occupantSizeMode = OccupantSizeMode.None;
[SerializeField] private Vector3 occupantScale = Vector3.one;
[SerializeField] private float scaleTransitionDuration = 0.3f;
@@ -37,6 +45,18 @@ namespace UI.DragAndDrop.Core
public Vector3 WorldPosition => transform.position;
public RectTransform RectTransform => transform as RectTransform;
private void Start()
{
if (hideImageOnPlay)
{
UnityEngine.UI.Image image = GetComponent<UnityEngine.UI.Image>();
if (image != null)
{
Destroy(image);
}
}
}
/// <summary>
/// Attempt to occupy this slot with a draggable object
/// </summary>
@@ -54,10 +74,27 @@ namespace UI.DragAndDrop.Core
_occupant = draggable;
draggable.transform.SetParent(transform);
// Apply scale if configured
if (applyScaleToOccupant)
// Apply size modification based on mode
switch (occupantSizeMode)
{
Tween.LocalScale(draggable.transform, occupantScale, scaleTransitionDuration, 0f, Tween.EaseOutBack);
case OccupantSizeMode.MatchSlotSize:
if (draggable.RectTransform != null && RectTransform != null)
{
Vector2 targetSize = RectTransform.sizeDelta;
Tween.Value(draggable.RectTransform.sizeDelta, targetSize,
(val) => draggable.RectTransform.sizeDelta = val,
scaleTransitionDuration, 0f, Tween.EaseOutBack);
}
break;
case OccupantSizeMode.Scale:
Tween.LocalScale(draggable.transform, occupantScale, scaleTransitionDuration, 0f, Tween.EaseOutBack);
break;
case OccupantSizeMode.None:
default:
// Don't modify size
break;
}
OnOccupied?.Invoke(draggable);

View File

@@ -56,11 +56,12 @@ namespace UI.DragAndDrop.Core
{
_parentDraggable = parent;
// Get or add required components
Canvas parentCanvas = parent.GetComponentInParent<Canvas>();
Debug.Log($"[DraggableVisual] Initializing visual for {parent.name} at world pos {parent.transform.position}, parent canvas: {(parentCanvas != null ? parentCanvas.name + " (renderMode: " + parentCanvas.renderMode + ")" : "NULL")}");
// Get components if assigned (don't auto-create Canvas to avoid Unity's auto-reparenting)
if (canvas == null)
canvas = GetComponent<Canvas>();
if (canvas == null)
canvas = gameObject.AddComponent<Canvas>();
if (canvasGroup == null)
canvasGroup = GetComponent<CanvasGroup>();
@@ -74,6 +75,8 @@ namespace UI.DragAndDrop.Core
transform.position = parent.transform.position;
_lastPosition = transform.position;
Debug.Log($"[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}");
_isInitialized = true;
OnInitialized();
@@ -127,6 +130,12 @@ namespace UI.DragAndDrop.Core
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}");
}
if (useFollowDelay)
{
transform.position = Vector3.Lerp(transform.position, targetPosition, followSpeed * Time.deltaTime);

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 4b9473a4ece8425d97676fe7630d25ac
timeCreated: 1762428015

View File

@@ -0,0 +1,95 @@
using UnityEditor;
using UnityEngine;
using UI.DragAndDrop.Core;
namespace UI.DragAndDrop.Editor
{
[CustomEditor(typeof(DraggableObject), true)]
public class DraggableObjectEditor : UnityEditor.Editor
{
public override void OnInspectorGUI()
{
DrawDefaultInspector();
DraggableObject draggable = (DraggableObject)target;
// Only show button in edit mode
if (!Application.isPlaying)
{
EditorGUILayout.Space();
EditorGUILayout.LabelField("Editor Tools", EditorStyles.boldLabel);
if (GUILayout.Button("Snap to Parent Slot"))
{
SnapToParentSlot(draggable);
}
}
}
private void SnapToParentSlot(DraggableObject draggable)
{
// Find parent slot
DraggableSlot parentSlot = draggable.GetComponentInParent<DraggableSlot>();
if (parentSlot == null)
{
Debug.LogWarning("No parent DraggableSlot found!");
return;
}
Undo.RecordObject(draggable.transform, "Snap to Parent Slot");
// Reset position and rotation
draggable.transform.localPosition = Vector3.zero;
draggable.transform.localRotation = Quaternion.identity;
// Apply slot's size mode
RectTransform draggableRect = draggable.GetComponent<RectTransform>();
RectTransform slotRect = parentSlot.GetComponent<RectTransform>();
if (draggableRect != null && slotRect != null)
{
// Use reflection to access private fields
System.Reflection.FieldInfo modeField = typeof(DraggableSlot).GetField("occupantSizeMode",
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
System.Reflection.FieldInfo scaleField = typeof(DraggableSlot).GetField("occupantScale",
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
if (modeField != null && scaleField != null)
{
var sizeMode = modeField.GetValue(parentSlot);
var occupantScale = (Vector3)scaleField.GetValue(parentSlot);
// Get enum type
System.Type enumType = sizeMode.GetType();
string modeName = System.Enum.GetName(enumType, sizeMode);
Undo.RecordObject(draggableRect, "Apply Slot Size Mode");
switch (modeName)
{
case "MatchSlotSize":
draggableRect.sizeDelta = slotRect.sizeDelta;
draggableRect.localScale = Vector3.one;
Debug.Log($"Matched slot size: {slotRect.sizeDelta}");
break;
case "Scale":
draggableRect.localScale = occupantScale;
Debug.Log($"Applied scale: {occupantScale}");
break;
case "None":
default:
// Keep current size
break;
}
}
}
EditorUtility.SetDirty(draggable.gameObject);
Debug.Log($"Snapped {draggable.name} to parent slot {parentSlot.name}");
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 290619d598ef4b199862482abc7188a3
timeCreated: 1762428015

View File

@@ -5,16 +5,16 @@ public class ScrapbookController : MonoBehaviour
{
private void OnEnable()
{
InputManager.Instance.SetInputMode(InputMode.UI);
// InputManager.Instance.SetInputMode(InputMode.UI);
}
private void OnDisable()
{
InputManager.Instance.SetInputMode (InputMode.Game);
// InputManager.Instance.SetInputMode (InputMode.Game);
}
public void DebugClick()
{
Debug.Log("Yey I was clicked!");
// Debug.Log("Yey I was clicked!");
}
}

View File

@@ -0,0 +1,147 @@
# 🎯 Quick Setup Checklist - Copy This!
## ✅ What's Done (By AI)
- ✅ Created `BoosterVisual.prefab` in `Assets/Prefabs/UI/DragAndDrop/`
- ✅ Created `BoosterPackPrefab.prefab` in `Assets/Prefabs/UI/Cards/`
- ✅ Created `FlippableCardPrefab.prefab` in `Assets/Prefabs/UI/Cards/`
- ✅ BoosterVisual has TiltParent, ShakeParent, PackImage structure
- ✅ All components are added
---
## 📝 What YOU Need To Do (Quick Version)
### **1. BoosterVisual.prefab** (2 minutes)
```
Open prefab → Select root
├─ Assign: TiltParent → to "Tilt Parent" field
├─ Assign: ShakeParent → to "Shake Parent" field
├─ Assign: TiltParent/PackImage → to "Pack Image" field
└─ Assign: YOUR SPRITE → to "Pack Sprite" field
Select TiltParent/PackImage
└─ Uncheck "Raycast Target" on Image component
```
### **2. BoosterPackPrefab.prefab** (1 minute)
```
Open prefab → Select root
├─ Set size: 200x300
├─ Check "Raycast Target" on Image component
├─ Assign: BoosterVisual.prefab → to "Visual Prefab" field
├─ Check: "Can Tap To Open"
└─ Set: "Max Taps To Open" = 3
```
### **3. FlippableCardPrefab.prefab** (1 minute)
```
Open prefab → Select root
├─ Set size: 200x300
└─ Assign: YOUR CARD BACK SPRITE → to Image sprite
```
### **4. BoosterOpeningPage.prefab** (10 minutes)
```
Open prefab → Add children manually:
CREATE THESE CHILDREN:
├─ CloseButton (UI > Button)
├─ BottomRightContainer (Empty + SlotContainer component)
│ ├─ Slot_0 (Empty + DraggableSlot)
│ ├─ Slot_1 (Empty + DraggableSlot)
│ └─ Slot_2 (Empty + DraggableSlot)
├─ CenterSlot (Empty + DraggableSlot)
│ └─ IMPORTANT: Apply Scale = ✓, Scale = (2,2,1)
├─ CardDisplayContainer (Empty)
└─ BoosterInstances (Empty)
├─ Drag BoosterPackPrefab → name "BoosterPack_0" → Uncheck Active
├─ Drag BoosterPackPrefab → name "BoosterPack_1" → Uncheck Active
└─ Drag BoosterPackPrefab → name "BoosterPack_2" → Uncheck Active
WIRE UP ROOT COMPONENT:
Select BoosterOpeningPage root → Assign all references:
├─ Close Button → CloseButton
├─ Booster Pack Instances [0-2] → BoosterPack_0, 1, 2
├─ Bottom Right Slots → BottomRightContainer
├─ Center Opening Slot → CenterSlot
├─ Card Display Container → CardDisplayContainer
└─ Flippable Card Prefab → FlippableCardPrefab.prefab
```
---
## 🔍 Critical Settings
### **CenterSlot (Most Important!)**
```yaml
Apply Scale To Occupant: ✓ CHECK THIS!
Occupant Scale: (2, 2, 1) # Makes booster 2x bigger
Filter By Type:
Allowed Type Names: ["BoosterPackDraggable"]
```
### **BottomRightContainer SlotContainer**
```yaml
Layout Type: Vertical
Spacing: 120
Center Slots:
Auto Register Children:
```
### **Each Bottom Slot (Slot_0, 1, 2)**
```yaml
Filter By Type:
Allowed Type Names: ["BoosterPackDraggable"]
Apply Scale To Occupant: ☐ UNCHECKED (normal size)
```
---
## ⚡ Super Quick Start
**Fastest path to testing:**
1. Open `BoosterVisual.prefab` → Assign 4 references → Save
2. Open `BoosterPackPrefab.prefab` → Assign BoosterVisual, check tap settings → Save
3. Open `FlippableCardPrefab.prefab` → Assign sprite → Save
4. Open `BoosterOpeningPage.prefab` → Build child structure (see above) → Wire references → Save
5. Test!
---
## 🎨 Sprite Assignments Needed
You need to assign these sprites:
1. **Booster Pack Sprite** → BoosterVisual/PackImage
2. **Card Back Sprite** → FlippableCardPrefab
3. **Optional: Background** → BoosterOpeningPage/Background
---
## 🐛 If Something Doesn't Work
**Can't drag booster:**
→ Check BoosterPackPrefab base Image has raycastTarget = ✓
**Booster doesn't scale in center:**
→ Check CenterSlot "Apply Scale To Occupant" = ✓
**Taps don't work:**
→ Check "Can Tap To Open" = ✓ on booster
**No boosters show:**
→ Check they're assigned in BoosterOpeningPage component
→ Check CardSystemManager has boosters available
---
## 📄 Full Details
See `SETUP_COMPLETE_Manual_Steps.md` for detailed step-by-step instructions!
---
**Estimated Time:** 15-20 minutes total 🕐

View File

@@ -0,0 +1,343 @@
# ✅ Booster Opening System - Auto-Generated Prefabs & Manual Setup
## 🎉 What I Created For You
I've successfully created the following prefabs using Unity MCP:
### ✅ **Created Prefabs:**
1. **`Assets/Prefabs/UI/DragAndDrop/BoosterVisual.prefab`**
- Base visual prefab for booster packs
- Has: Canvas, CanvasGroup, BoosterPackVisual component
- Has children: TiltParent (with PackImage), ShakeParent
2. **`Assets/Prefabs/UI/Cards/BoosterPackPrefab.prefab`**
- Main draggable booster prefab
- Has: Image, BoosterPackDraggable component
- Ready for visual prefab assignment
3. **`Assets/Prefabs/UI/Cards/FlippableCardPrefab.prefab`**
- Card reveal prefab
- Has: Image, CardDisplay, Button components
- Ready for sprite assignment
### 📋 **Existing Prefab:**
4. **`Assets/Prefabs/UI/Cards/BoosterOpeningPage.prefab`**
- Already has: RectTransform, CanvasGroup, BoosterOpeningPage component
- Needs child structure added (see below)
---
## 🛠️ Manual Setup Required
Due to Unity MCP limitations with editing existing prefabs, you'll need to complete the setup manually. Here's EXACTLY what to do:
### **STEP 1: Configure BoosterVisual Prefab**
1. Open `Assets/Prefabs/UI/DragAndDrop/BoosterVisual.prefab`
2. Select the root `BoosterVisual` object
3. In **BoosterPackVisual** component, assign references:
- Tilt Parent: Drag `TiltParent` child
- Shake Parent: Drag `ShakeParent` child
- Pack Image: Drag `TiltParent/PackImage`
- Pack Sprite: **[YOU ASSIGN]** - Your booster pack sprite asset
4. Set these values:
```
Follow Speed: 30
Rotation Amount: 20
Rotation Speed: 20
Auto Tilt Amount: 30
Manual Tilt Amount: 20
Tilt Speed: 20
Use Scale Animations: ✓
Scale On Hover: 1.15
Scale On Drag: 1.25
Use Idle Animation: ✓
Idle Animation Speed: 1
Opening Scale Punch: 0.5
Opening Rotation Punch: 360
Opening Duration: 0.5
```
5. Select `TiltParent/PackImage`
6. Set **Image** component:
- Raycast Target: ☐ **UNCHECK THIS**
- Size: 180x280 (or adjust to fit)
7. Save prefab
---
### **STEP 2: Configure BoosterPackPrefab**
1. Open `Assets/Prefabs/UI/Cards/BoosterPackPrefab.prefab`
2. Select root `BoosterPackPrefab`
3. Set **RectTransform**:
- Width: 200
- Height: 300
4. Set **Image** component:
- Sprite: **[YOU ASSIGN]** - Placeholder or your booster sprite
- Raycast Target: ✓ **MUST BE CHECKED**
5. Set **BoosterPackDraggable** component:
```
Move Speed: 50
Smooth Movement: ✓
Snap Duration: 0.3
Visual Prefab: [Drag BoosterVisual.prefab]
Instantiate Visual: ✓
Is Selectable: ✓
Selection Offset: 50
Can Open On Drop: ☐
Can Open On Double Click: ☐
Can Tap To Open: ✓
Max Taps To Open: 3
```
6. Save prefab
---
### **STEP 3: Configure FlippableCardPrefab**
1. Open `Assets/Prefabs/UI/Cards/FlippableCardPrefab.prefab`
2. Select root `FlippableCardPrefab`
3. Set **RectTransform**:
- Width: 200
- Height: 300
4. Set **Image** component:
- Sprite: **[YOU ASSIGN]** - Card back sprite
- Raycast Target: ✓
5. **CardDisplay** component will be configured at runtime
6. **Button** component is ready (OnClick added at runtime)
7. Save prefab
---
### **STEP 4: Build BoosterOpeningPage Structure**
⚠️ **IMPORTANT:** You need to manually add children to the BoosterOpeningPage prefab.
1. Open `Assets/Prefabs/UI/Cards/BoosterOpeningPage.prefab` in Prefab mode
2. Add the following structure:
```
BoosterOpeningPage (root - already exists)
├── Background (optional)
│ └── [Create: UI > Image]
│ └── [Set: Full screen, dark semi-transparent]
├── CloseButton
│ └── [Create: UI > Button - TextMeshPro]
│ └── [Position: Top-right corner]
│ └── [Text: "X" or "Close"]
├── BottomRightContainer
│ └── [Create: Empty GameObject]
│ └── [Add Component: SlotContainer]
│ └── [Position: X=800, Y=-400 (adjust for your canvas)]
│ └── [Anchor: Bottom-Right]
│ └── [Children: 3 slots below]
│ │
│ ├── Slot_0
│ │ └── [Create: Empty GameObject]
│ │ └── [Add Component: DraggableSlot]
│ │ └── [Size: 150x200]
│ │
│ ├── Slot_1
│ │ └── [Same as Slot_0]
│ │
│ └── Slot_2
│ └── [Same as Slot_0]
├── CenterSlot
│ └── [Create: Empty GameObject]
│ └── [Add Component: DraggableSlot]
│ └── [Position: Center (0, 0)]
│ └── [Size: 300x400]
│ └── [Anchor: Middle Center]
├── CardDisplayContainer
│ └── [Create: Empty GameObject]
│ └── [Position: Center (0, -100)]
│ └── [Anchor: Middle Center]
└── BoosterInstances
└── [Create: Empty GameObject]
└── [Children: 3 booster instances below]
├── BoosterPack_0
│ └── [Drag in: BoosterPackPrefab]
│ └── [Set Active: ☐ UNCHECKED]
├── BoosterPack_1
│ └── [Drag in: BoosterPackPrefab]
│ └── [Set Active: ☐ UNCHECKED]
└── BoosterPack_2
└── [Drag in: BoosterPackPrefab]
└── [Set Active: ☐ UNCHECKED]
```
---
### **STEP 5: Configure BottomRightContainer (SlotContainer)**
1. Select `BottomRightContainer`
2. Set **RectTransform**:
- Anchor: Bottom-Right
- Pivot: (1, 0)
- Position: X=-100, Y=100 (offset from corner)
3. Set **SlotContainer** component:
```
Layout Type: Vertical
Spacing: 120
Center Slots: ✓
Auto Register Children: ✓
```
4. For each child slot (Slot_0, Slot_1, Slot_2):
- Width: 150, Height: 200
- **DraggableSlot** settings:
```
Slot Index: 0, 1, 2 (respectively)
Is Locked: ☐
Filter By Type: ✓
Allowed Type Names: ["BoosterPackDraggable"]
Apply Scale To Occupant: ☐
```
---
### **STEP 6: Configure CenterSlot (Opening Slot)**
1. Select `CenterSlot`
2. Set **RectTransform**:
- Anchor: Middle Center
- Position: (0, 0)
- Width: 300, Height: 400
3. Set **DraggableSlot** component:
```
Slot Index: 0
Is Locked: ☐
Filter By Type: ✓
Allowed Type Names: ["BoosterPackDraggable"]
Apply Scale To Occupant: ✓ ← IMPORTANT!
Occupant Scale: (2, 2, 1) ← IMPORTANT!
Scale Transition Duration: 0.3
```
---
### **STEP 7: Wire Up BoosterOpeningPage Component**
1. Select root `BoosterOpeningPage`
2. In **BoosterOpeningPage** component, assign:
```
[UI References]
Canvas Group: [Auto-assigned or drag it]
Close Button: [Drag CloseButton]
[Booster Management]
Booster Pack Instances (Array size: 3):
Element 0: [Drag BoosterPack_0]
Element 1: [Drag BoosterPack_1]
Element 2: [Drag BoosterPack_2]
Bottom Right Slots: [Drag BottomRightContainer]
Center Opening Slot: [Drag CenterSlot]
[Card Display]
Card Display Container: [Drag CardDisplayContainer]
Flippable Card Prefab: [Drag FlippableCardPrefab.prefab]
Card Spacing: 150
[Settings]
Card Reveal Delay: 0.5
Booster Disappear Duration: 0.5
Transition Duration: 0.3
```
3. Save prefab
---
## ✅ Final Checklist
Before testing, verify:
### **BoosterVisual.prefab:**
- [ ] TiltParent and ShakeParent are assigned in component
- [ ] Pack Image is assigned in component
- [ ] Pack Sprite is assigned (your asset)
- [ ] PackImage has raycastTarget = false
### **BoosterPackPrefab.prefab:**
- [ ] Size is 200x300
- [ ] Base Image has raycastTarget = TRUE
- [ ] Visual Prefab is assigned (BoosterVisual)
- [ ] Can Tap To Open = ✓
- [ ] Max Taps To Open = 3
### **FlippableCardPrefab.prefab:**
- [ ] Size is 200x300
- [ ] Has card back sprite assigned
- [ ] Has CardDisplay component
- [ ] Has Button component
### **BoosterOpeningPage.prefab:**
- [ ] Has all children created (see structure above)
- [ ] BottomRightContainer has 3 DraggableSlots
- [ ] CenterSlot has scale settings configured
- [ ] BoosterInstances has 3 inactive booster prefab instances
- [ ] All references assigned in BoosterOpeningPage component
---
## 🎮 Testing
1. **Test in Scene:**
- Add BoosterOpeningPage prefab to your scene
- Make sure it's a child of your Canvas
- Start inactive (UIPage system controls visibility)
2. **Test Boosters:**
- Set CardSystemManager booster count to 3
- Open album → Click booster button
- Should see 3 boosters in bottom-right
3. **Test Drag:**
- Drag a booster to center
- Should scale up to 2x
4. **Test Taps:**
- Tap booster 3 times
- Should shake progressively
- Should disappear and show cards
---
## 📝 What You Still Need To Do
1. **Assign Sprites:**
- Booster pack sprite to BoosterVisual/PackImage
- Card back sprite to FlippableCardPrefab
2. **Build Page Structure:**
- Add all children to BoosterOpeningPage as outlined
- Position elements appropriately for your canvas size
3. **Wire References:**
- Assign all the references in BoosterOpeningPage component
4. **Visual Polish:**
- Add optional particle effects to BoosterVisual
- Style the close button
- Add background image
---
## 💡 Tips
- **Canvas Size:** Adjust positions based on your canvas reference resolution
- **Testing:** Test one piece at a time (boosters, then slots, then page)
- **Sprites:** Use placeholder sprites initially, replace later
- **Debugging:** Enable Gizmos to see slot positions
---
🎉 **Three prefabs are ready! Just follow the manual steps above to complete the setup!** 🎉

View File

@@ -42,16 +42,17 @@ This guide walks you through setting up the complete booster opening flow, from
├── CloseButton (Button)
├── BottomRightContainer (SlotContainer)
│ ├── Slot_0 (DraggableSlot)
│ │ └── BoosterPack_0 (BoosterPackDraggable prefab instance)
│ ├── Slot_1 (DraggableSlot)
│ │ └── BoosterPack_1 (BoosterPackDraggable prefab instance)
│ └── Slot_2 (DraggableSlot)
│ └── BoosterPack_2 (BoosterPackDraggable prefab instance)
├── CenterSlot (DraggableSlot)
── CardDisplayContainer (Empty RectTransform)
└── BoosterInstances (Empty container)
├── BoosterPack_0 (BoosterPackDraggable prefab)
├── BoosterPack_1 (BoosterPackDraggable prefab)
└── BoosterPack_2 (BoosterPackDraggable prefab)
── CardDisplayContainer (Empty RectTransform)
```
> **💡 Tip:** Boosters are parented directly to their starting slots! This makes authoring easier and the hierarchy cleaner. No separate container needed.
---
## 📐 Detailed Component Setup
@@ -65,11 +66,13 @@ This guide walks you through setting up the complete booster opening flow, from
- Recommended position: X=800, Y=-400 (adjust for your canvas size)
**SlotContainer Settings:**
- Layout Type: `Vertical`
- Spacing: `120`
- Center Slots: ✓
- Layout Type: `Vertical` (or `Custom` for hand-authored positions - see custom_layout_guide.md)
- Spacing: `120` (ignored if Layout Type = Custom)
- Center Slots: ✓ (ignored if Layout Type = Custom)
- Auto Register Children: ✓
> **💡 Tip:** Want artistic, scattered slot positions? Set Layout Type to `Custom` and manually position each slot in the Scene View. See `custom_layout_guide.md` for details!
**Child Slots (Slot_0, Slot_1, Slot_2):**
- Add component: `DraggableSlot` to each
- Size: 150x200 (adjust to your booster size)
@@ -109,40 +112,65 @@ This guide walks you through setting up the complete booster opening flow, from
### **D. Booster Pack Instances**
You have two options: **Prefabs** or **Scene Instances**
**Setup as Slot Children (Recommended):**
#### **Option 1: Using Prefabs (Recommended)**
**Create a single BoosterPackPrefab with visual as a child:**
1. **Create BoosterPack Prefab:**
```
BoosterPackPrefab
├── BoosterPackDraggable (component)
├── Image (base - raycastTarget = false)
└── Visual (BoosterPackVisual)
├── Canvas
├── CanvasGroup
├── TiltParent (Transform)
│ └── PackImage (Image - your booster sprite)
── ShakeParent (Transform)
└── GlowEffect (ParticleSystem - optional)
```
**BoosterPackPrefab Structure:**
```
BoosterPackPrefab
├── BoosterPackDraggable (component)
├── CanvasGroup (component - for raycast control)
└── Visual (child GameObject)
├── Canvas (component - for z-order control)
├── CanvasGroup (component - for alpha fading)
├── BoosterPackVisual (component)
├── ShakeParent (RectTransform - position/rotation punch effects)
── TiltParent (RectTransform - continuous smooth rotation)
└── PackImage (Image - your booster sprite, raycastTarget = false)
└── GlowEffect (ParticleSystem - optional)
```
2. **BoosterPackDraggable Settings:**
- Visual Prefab: Assign the Visual prefab
- Can Open On Drop: ☐
- Can Open On Double Click: ☐
- **Can Tap To Open: ✓**
- **Max Taps To Open: 3** (or your preference)
**BoosterPackDraggable Settings:**
- **Visual Prefab:** Leave empty (using child visual instead)
- **Instantiate Visual:** ☐ unchecked (child visual is auto-detected)
- Can Open On Drop: ☐
- Can Open On Double Click: ☐
- **Can Tap To Open: **
- **Max Taps To Open: 3**
3. **In Scene:**
- Under `BoosterInstances` container, create 3 instances
- Name them: `BoosterPack_0`, `BoosterPack_1`, `BoosterPack_2`
- They will start inactive and be shown based on available count
**BoosterPackVisual Settings (on the Visual child):**
- Canvas: Auto-assigned or drag the Canvas component
- Canvas Group: Auto-assigned or drag the CanvasGroup component
- Tilt Parent: Drag `TiltParent`
- Shake Parent: Drag `ShakeParent`
- Pack Image: Drag `PackImage`
- Pack Sprite: Assign your booster sprite asset
- Glow Effect: Optional ParticleSystem
- Glow Transform: Optional (for rotation)
#### **Option 2: Scene Instances**
- Place 3 booster GameObjects directly in the scene
- Configure as above
- Set initial Active state to `false`
> **📝 Simplified Approach!** The visual is now a **direct child** of the BoosterPackPrefab, making authoring much easier. The system auto-detects child visuals using `GetComponentInChildren<DraggableVisual>()`. This gives you:
> - ✅ Full visual authoring control in the prefab
> - ✅ See exactly what your booster looks like
> - ✅ No separate prefab files to manage
> - ✅ Simpler hierarchy and setup
>
> The visual still follows with smooth lerp/delay and all animations work the same!
> **📝 Note on Hierarchy:** ShakeParent and TiltParent are **nested RectTransforms** (ShakeParent → TiltParent → PackImage) so PackImage gets BOTH effects combined: shake (discrete position/rotation tweens) AND tilt (continuous smooth rotation). This nesting allows transform inheritance through Unity's parent-child chain.
> **📝 Note on Raycast Control:** The root BoosterPackPrefab uses CanvasGroup's `blocksRaycasts` for raycast toggling during drag. Visual children (PackImage, etc.) should have `raycastTarget = false` so clicks reach the root.
> **💡 Advanced Option:** If you prefer the old pattern (separate prefab files), you can still use it by assigning a prefab to `Visual Prefab` and checking `Instantiate Visual`. The system supports both patterns - it checks for a child visual first, then falls back to instantiation if configured.
3. **Add to Slots:**
- Drag BoosterPackPrefab as child of `Slot_0` → Name it `BoosterPack_0`
- Drag BoosterPackPrefab as child of `Slot_1` → Name it `BoosterPack_1`
- Drag BoosterPackPrefab as child of `Slot_2` → Name it `BoosterPack_2`
- Set each booster's **Active state to ☐ UNCHECKED** (starts inactive)
- Position: (0, 0) local position (centered in slot)
> **💡 Why Parent to Slots?** The code calls `AssignToSlot()` which reparents anyway, so starting as a child of the slot makes authoring cleaner and more visual. You can see exactly where boosters will appear!
---
@@ -199,15 +227,17 @@ You have two options: **Prefabs** or **Scene Instances**
```
BoosterVisual (BoosterPackVisual component)
├── Canvas (sort order will be controlled at runtime)
├── CanvasGroup (for fading)
├── TiltParent (empty Transform for 3D tilt effect)
── PackImage (Image - your booster pack sprite)
└── FrameImage (Image - optional frame/border)
├── ShakeParent (empty Transform for shake effects)
├── Canvas (component - sort order controlled at runtime)
├── CanvasGroup (component - for fading)
├── ShakeParent (RectTransform - outer animation layer)
── TiltParent (RectTransform - inner animation layer)
├── PackImage (Image - your booster pack sprite)
│ └── FrameImage (Image - optional frame/border)
└── GlowEffect (Particle System - optional sparkles)
```
> **💡 Animation Chain:** ShakeParent contains TiltParent, which contains the visuals. This nesting means PackImage gets BOTH shake (position/rotation punch) AND tilt (smooth continuous rotation) effects combined through Unity's transform hierarchy. Both are RectTransforms since this is UI.
### **Component Settings:**
**BoosterPackVisual:**

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@@ -0,0 +1,399 @@
# 🎨 SlotContainer Custom Layout Guide
## 📋 Overview
The `SlotContainer` has a **Custom** layout mode that's perfect for artistic, hand-authored slot positions! When you select `Custom`, the SlotContainer **doesn't automatically position your slots** - it lets you manually position them however you want.
---
## 🎯 How Custom Layout Works
### **What Happens When Layout = Custom:**
Looking at the code:
```csharp
public void UpdateLayout()
{
if (layoutType == LayoutType.Custom)
{
OnLayoutChanged?.Invoke(); // Just fires the event
return; // Doesn't reposition anything!
}
// Other layouts (Horizontal, Vertical, Grid) reposition slots here...
}
```
**Key Point:** Custom layout means **"Don't touch my slot positions!"**
The SlotContainer still:
- ✅ Registers your slots
- ✅ Finds closest slot when dragging
- ✅ Manages slot occupancy
- ✅ Fires events
But it **does NOT:**
- ❌ Automatically position slots
- ❌ Apply spacing
- ❌ Center slots
- ❌ Use curves or grids
---
## 🛠️ Setting Up Custom Layout (Step-by-Step)
### **Method 1: Hand-Author in Scene (Recommended)**
This is the easiest and most visual approach:
1. **Create SlotContainer:**
```
BottomRightContainer
└── [Add Component: SlotContainer]
```
2. **Set Layout Type:**
- Layout Type: `Custom`
- Auto Register Children: ✓ (keep this checked)
3. **Create Slot Children:**
```
BottomRightContainer
├── Slot_0 (DraggableSlot)
├── Slot_1 (DraggableSlot)
├── Slot_2 (DraggableSlot)
└── Slot_3 (DraggableSlot)
```
4. **Position Slots Manually in Scene View:**
- Select `Slot_0`
- Drag it to artistic position (e.g., X=-150, Y=200)
- Select `Slot_1`
- Drag it to artistic position (e.g., X=50, Y=150)
- Select `Slot_2`
- Drag it to artistic position (e.g., X=-200, Y=50)
- Etc.
5. **Done!** Your slots stay exactly where you put them.
---
### **Method 2: Script Positions (For Procedural Scatter)**
If you want some randomness or code-controlled positions:
```csharp
using UnityEngine;
using UI.DragAndDrop.Core;
public class CustomSlotPositioner : MonoBehaviour
{
[SerializeField] private SlotContainer slotContainer;
[SerializeField] private Vector2[] handAuthoredPositions;
private void Start()
{
PositionSlots();
}
private void PositionSlots()
{
var slots = slotContainer.Slots;
for (int i = 0; i < slots.Count && i < handAuthoredPositions.Length; i++)
{
if (slots[i].RectTransform != null)
{
slots[i].RectTransform.anchoredPosition = handAuthoredPositions[i];
}
}
}
}
```
Then in Inspector:
- Hand Authored Positions (Array):
- Element 0: (-150, 200)
- Element 1: (50, 150)
- Element 2: (-200, 50)
- Etc.
---
### **Method 3: Subscribe to OnLayoutChanged Event**
For advanced custom positioning logic:
```csharp
using UnityEngine;
using UI.DragAndDrop.Core;
public class ArtisticSlotLayout : MonoBehaviour
{
[SerializeField] private SlotContainer slotContainer;
[SerializeField] private float scatterRadius = 200f;
[SerializeField] private bool useRandomSeed = true;
[SerializeField] private int seed = 42;
private void Awake()
{
if (slotContainer != null)
{
slotContainer.OnLayoutChanged += ApplyCustomLayout;
}
}
private void OnDestroy()
{
if (slotContainer != null)
{
slotContainer.OnLayoutChanged -= ApplyCustomLayout;
}
}
private void ApplyCustomLayout()
{
if (useRandomSeed)
Random.InitState(seed);
var slots = slotContainer.Slots;
for (int i = 0; i < slots.Count; i++)
{
if (slots[i].RectTransform != null)
{
// Scattered circular layout
float angle = Random.Range(0f, 360f);
float distance = Random.Range(0f, scatterRadius);
float x = Mathf.Cos(angle * Mathf.Deg2Rad) * distance;
float y = Mathf.Sin(angle * Mathf.Deg2Rad) * distance;
slots[i].RectTransform.anchoredPosition = new Vector2(x, y);
// Optional: Random rotation for extra artistic flair
slots[i].RectTransform.rotation = Quaternion.Euler(0, 0, Random.Range(-15f, 15f));
}
}
}
}
```
---
## 🎨 Example: Artistic Scattered Boosters
### **Scenario:** 3 booster slots scattered artistically in bottom-right
**Setup:**
```
BottomRightContainer (SlotContainer - Custom Layout)
├── Slot_0 (DraggableSlot)
│ └── Position: (-180, 220)
│ └── Rotation: (0, 0, -5) ← Slight tilt left
├── Slot_1 (DraggableSlot)
│ └── Position: (40, 180)
│ └── Rotation: (0, 0, 8) ← Slight tilt right
└── Slot_2 (DraggableSlot)
└── Position: (-220, 80)
└── Rotation: (0, 0, -3) ← Slight tilt left
```
**Visual Result:**
```
[Slot_0] ← Tilted left, higher
[Slot_1] ← Tilted right, middle
[Slot_2] ← Tilted left, lower
```
---
## ⚙️ Custom Layout Inspector Settings
When you select **Custom** layout type, these settings are **ignored**:
- ❌ Spacing (not used)
- ❌ Center Slots (not used)
- ❌ Use Curve Layout (not used)
- ❌ Position Curve (not used)
- ❌ Curve Height (not used)
These settings **still work**:
- ✅ Auto Register Children (still registers your slots)
- ✅ OnSlotAdded/OnSlotRemoved events (still fire)
- ✅ OnLayoutChanged event (fires when UpdateLayout is called)
---
## 🎯 Best Practices for Custom Layout
### **1. Use Scene View for Positioning**
- Easiest and most visual
- See results immediately
- Adjust in real-time
### **2. Add Visual Guides**
- Create a background image showing your intended layout
- Position slots over the image
- Delete/hide the guide after
### **3. Use Gizmos for Visualization**
```csharp
private void OnDrawGizmos()
{
if (slotContainer == null || slotContainer.Slots == null) return;
Gizmos.color = Color.yellow;
foreach (var slot in slotContainer.Slots)
{
if (slot != null)
{
Gizmos.DrawWireSphere(slot.transform.position, 50f);
}
}
}
```
### **4. Consider Spacing**
- Even with artistic scatter, avoid overlapping slots
- Leave enough space for hover/selection effects
- Test with different screen sizes
### **5. Save Positions in Prefab**
- Once you're happy with positions, save to prefab
- Ensures consistency across scenes
---
## 🔄 Combining Custom with Other Layouts
You can switch layout types at runtime:
```csharp
public class DynamicLayoutSwitcher : MonoBehaviour
{
[SerializeField] private SlotContainer slotContainer;
public void SwitchToScattered()
{
// Save current positions
Vector2[] savedPositions = new Vector2[slotContainer.SlotCount];
for (int i = 0; i < slotContainer.SlotCount; i++)
{
savedPositions[i] = slotContainer.GetSlotAtIndex(i).RectTransform.anchoredPosition;
}
// Switch to custom
// Note: You'd need to expose layoutType or use reflection
// For now, this is just conceptual
}
}
```
---
## 📋 Quick Setup Checklist
For your bottom-right booster slots:
1. **Create Container:**
```
BottomRightContainer
└── Layout Type: Custom
└── Auto Register Children: ✓
```
2. **Create 3 Slot Children:**
```
Slot_0, Slot_1, Slot_2
└── Each has DraggableSlot component
```
3. **Position Each Slot:**
- Use Scene View
- Click and drag to artistic positions
- Optional: Add slight rotation (Z-axis)
4. **Test:**
- Drag boosters to slots
- Verify they snap correctly
- Adjust positions as needed
5. **Save to Prefab:**
- Once happy, save BoosterOpeningPage prefab
- Positions are preserved
---
## 💡 Creative Ideas
### **Scattered Stack:**
```
Slot_0: (-200, 250) Rotation: -8°
Slot_1: (-180, 220) Rotation: 3°
Slot_2: (-210, 195) Rotation: -5°
```
→ Looks like a messy pile of cards!
### **Arc Formation:**
```
Slot_0: (-180, 200) Rotation: -15°
Slot_1: (0, 220) Rotation: 0°
Slot_2: (180, 200) Rotation: 15°
```
→ Gentle arc, like cards in hand
### **Diagonal Cascade:**
```
Slot_0: (-150, 250) Rotation: -10°
Slot_1: (-50, 180) Rotation: -5°
Slot_2: (50, 110) Rotation: 0°
```
→ Diagonal waterfall effect
---
## 🐛 Troubleshooting Custom Layout
**Problem: Slots keep resetting position**
→ Make sure Layout Type = `Custom`
→ Check if something is calling `UpdateLayout()` with a different type
**Problem: Slots don't register**
→ Ensure Auto Register Children = ✓
→ Verify slots are direct children of SlotContainer
**Problem: Can't drag boosters to slots**
→ Check DraggableSlot configuration (Filter By Type, etc.)
→ Verify slots aren't locked
**Problem: Positions lost on scene reload**
→ Save to prefab!
→ Check if positions are being set in Awake/Start
---
## 📝 Summary
**Custom Layout = Full Manual Control!**
- ✅ Position slots anywhere you want
- ✅ Add rotation for artistic flair
- ✅ No automatic repositioning
- ✅ Perfect for hand-authored layouts
- ✅ Still gets all SlotContainer benefits (registration, finding, events)
**Recommended Workflow:**
1. Set Layout Type = Custom
2. Create slot children
3. Position visually in Scene View
4. Test drag-and-drop
5. Adjust as needed
6. Save to prefab
---
🎨 **Now go create some beautiful, artistic slot layouts!** 🎨

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