Stash half-assed work on testing scene
This commit is contained in:
committed by
Michal Pikulski
parent
39d5890db4
commit
4e7f774386
@@ -1,5 +1,80 @@
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- {fileID: 1379185395}
|
||||
7
Assets/Scenes/TestingStuff/CardTesting.unity.meta
Normal file
7
Assets/Scenes/TestingStuff/CardTesting.unity.meta
Normal file
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0fce6399583b6ac43b5cf11a411b05dc
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -10,10 +10,9 @@ namespace UI.CardSystem
|
||||
/// Controls a vertical progress bar made of individual Image elements.
|
||||
/// Fills from bottom to top and animates the newest element with a blink effect.
|
||||
///
|
||||
/// Setup: Place on GameObject with GridLayoutGroup (1 column, N rows).
|
||||
/// Grid should have "Lower Right" corner start so first child = bottom element.
|
||||
/// Setup: Place on GameObject with VerticalLayoutGroup (Reverse Arrangement enabled).
|
||||
/// First child = first progress element (1/5), last child = last progress element (5/5).
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(GridLayoutGroup))]
|
||||
public class ProgressBarController : MonoBehaviour
|
||||
{
|
||||
[Header("Progress Elements")]
|
||||
@@ -73,8 +72,8 @@ namespace UI.CardSystem
|
||||
element.enabled = false;
|
||||
}
|
||||
|
||||
// Enable elements from BOTTOM to TOP (first N elements)
|
||||
// Since GridLayout starts at "Lower Right", element[0] = bottom, element[4] = top
|
||||
// Enable first N elements (since first child = 1/5, last child = 5/5)
|
||||
// If currentCount = 3, enable elements [0], [1], [2] (first 3 elements)
|
||||
for (int i = 0; i < currentCount && i < _progressElements.Length; i++)
|
||||
{
|
||||
_progressElements[i].enabled = true;
|
||||
@@ -82,7 +81,7 @@ namespace UI.CardSystem
|
||||
|
||||
Logging.Debug($"[ProgressBarController] Showing progress {currentCount}/{maxCount}");
|
||||
|
||||
// Blink the NEWEST element (the one we just added)
|
||||
// Blink the NEWEST element (the last one we just enabled)
|
||||
// Newest element is at index (currentCount - 1)
|
||||
int newestIndex = currentCount - 1;
|
||||
if (newestIndex >= 0 && newestIndex < _progressElements.Length && currentCount > 0)
|
||||
|
||||
@@ -29,6 +29,7 @@ namespace UI.CardSystem.StateMachine
|
||||
// Runtime state
|
||||
public bool IsNewCard { get; set; }
|
||||
public int RepeatCardCount { get; set; }
|
||||
public bool IsClickable { get; set; } = true;
|
||||
|
||||
// Events for external coordination (BoosterOpeningPage, etc.)
|
||||
public event Action<CardContext> OnFlipComplete;
|
||||
|
||||
@@ -15,7 +15,6 @@ namespace UI.CardSystem.StateMachine.States
|
||||
public class CardEnlargedRepeatState : AppleState, IPointerClickHandler
|
||||
{
|
||||
[Header("State-Owned Visuals")]
|
||||
[SerializeField] private GameObject progressBarContainer;
|
||||
[SerializeField] private ProgressBarController progressBar;
|
||||
|
||||
private CardContext _context;
|
||||
@@ -35,21 +34,11 @@ namespace UI.CardSystem.StateMachine.States
|
||||
_originalScale = _context.RootTransform.localScale;
|
||||
_waitingForTap = false;
|
||||
|
||||
// Show progress bar container
|
||||
if (progressBarContainer != null)
|
||||
{
|
||||
progressBarContainer.SetActive(true);
|
||||
}
|
||||
|
||||
// Enlarge the card
|
||||
if (_context.Animator != null)
|
||||
{
|
||||
_context.Animator.PlayEnlarge(_settings.NewCardEnlargedScale);
|
||||
}
|
||||
|
||||
// Show progress with blink animation
|
||||
// Show progress bar
|
||||
if (progressBar != null)
|
||||
{
|
||||
progressBar.gameObject.SetActive(true);
|
||||
|
||||
int currentCount = _context.RepeatCardCount + 1; // +1 because we just got this card
|
||||
int maxCount = _settings.CardsToUpgrade;
|
||||
|
||||
@@ -60,6 +49,12 @@ namespace UI.CardSystem.StateMachine.States
|
||||
Logging.Warning("[CardEnlargedRepeatState] ProgressBar component not assigned!");
|
||||
OnProgressComplete();
|
||||
}
|
||||
|
||||
// Enlarge the card
|
||||
if (_context.Animator != null)
|
||||
{
|
||||
_context.Animator.PlayEnlarge(_settings.NewCardEnlargedScale);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnProgressComplete()
|
||||
@@ -170,9 +165,9 @@ namespace UI.CardSystem.StateMachine.States
|
||||
_context.IsNewCard = true;
|
||||
|
||||
// Hide progress bar before transitioning
|
||||
if (progressBarContainer != null)
|
||||
if (progressBar != null)
|
||||
{
|
||||
progressBarContainer.SetActive(false);
|
||||
progressBar.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
// Transition to EnlargedNewState (card is already enlarged, will show NEW badge)
|
||||
@@ -205,9 +200,9 @@ namespace UI.CardSystem.StateMachine.States
|
||||
private void OnDisable()
|
||||
{
|
||||
// Hide progress bar when leaving state
|
||||
if (progressBarContainer != null)
|
||||
if (progressBar != null)
|
||||
{
|
||||
progressBarContainer.SetActive(false);
|
||||
progressBar.gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,91 +0,0 @@
|
||||
using Core.SaveLoad;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UI.CardSystem.StateMachine.States
|
||||
{
|
||||
/// <summary>
|
||||
/// Flipping state - handles the card flip animation from back to front.
|
||||
/// Owns the CardBackVisual as a child GameObject.
|
||||
/// </summary>
|
||||
public class CardFlippingState : AppleState
|
||||
{
|
||||
[Header("State-Owned Visuals")]
|
||||
[SerializeField] private GameObject cardBackVisual;
|
||||
|
||||
private CardContext _context;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_context = GetComponentInParent<CardContext>();
|
||||
}
|
||||
|
||||
public override void OnEnterState()
|
||||
{
|
||||
// Activate card back, hide card front
|
||||
if (cardBackVisual != null)
|
||||
{
|
||||
cardBackVisual.SetActive(true);
|
||||
}
|
||||
|
||||
if (_context.CardDisplay != null)
|
||||
{
|
||||
_context.CardDisplay.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
// Play flip animation + scale punch
|
||||
if (_context.Animator != null)
|
||||
{
|
||||
_context.Animator.PlayFlip(
|
||||
cardBack: cardBackVisual.transform,
|
||||
cardFront: _context.CardDisplay.transform,
|
||||
onComplete: OnFlipComplete
|
||||
);
|
||||
|
||||
_context.Animator.PlayFlipScalePunch();
|
||||
}
|
||||
}
|
||||
|
||||
private void OnFlipComplete()
|
||||
{
|
||||
// Fire flip complete event
|
||||
_context.FireFlipComplete();
|
||||
|
||||
// Transition based on whether this is a new card or repeat
|
||||
if (_context.IsNewCard)
|
||||
{
|
||||
_context.StateMachine.ChangeState("EnlargedNewState");
|
||||
}
|
||||
else if (_context.CardData.Rarity == AppleHills.Data.CardSystem.CardRarity.Legendary)
|
||||
{
|
||||
// Legendary repeat - skip enlarge, they can't upgrade
|
||||
// Add to inventory and move to revealed state
|
||||
Data.CardSystem.CardSystemManager.Instance.AddCardToInventoryDelayed(_context.CardData);
|
||||
_context.StateMachine.ChangeState("RevealedState");
|
||||
}
|
||||
else if (_context.RepeatCardCount > 0)
|
||||
{
|
||||
_context.StateMachine.ChangeState("EnlargedRepeatState");
|
||||
}
|
||||
else
|
||||
{
|
||||
_context.StateMachine.ChangeState("RevealedState");
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
// Hide card back when leaving state
|
||||
if (cardBackVisual != null)
|
||||
{
|
||||
cardBackVisual.SetActive(false);
|
||||
}
|
||||
|
||||
// Ensure card front is visible
|
||||
if (_context?.CardDisplay != null)
|
||||
{
|
||||
_context.CardDisplay.gameObject.SetActive(true);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7223d6cab8d94f74b00a6a538291850a
|
||||
timeCreated: 1762884650
|
||||
@@ -82,13 +82,61 @@ namespace UI.CardSystem.StateMachine.States
|
||||
|
||||
public void OnPointerClick(PointerEventData eventData)
|
||||
{
|
||||
// Click to flip - transition to flipping state
|
||||
_context.StateMachine.ChangeState("FlippingState");
|
||||
// Check if card is clickable (prevents multi-flip in booster opening)
|
||||
if (!_context.IsClickable)
|
||||
{
|
||||
Logging.Debug($"[CardIdleState] Card is not clickable, ignoring click");
|
||||
return;
|
||||
}
|
||||
|
||||
// Stop idle hover and pointer interactions
|
||||
StopIdleHover();
|
||||
|
||||
// Play flip animation directly (no state transition yet)
|
||||
if (_context.Animator != null)
|
||||
{
|
||||
_context.Animator.PlayFlip(
|
||||
cardBack: cardBackVisual != null ? cardBackVisual.transform : null,
|
||||
cardFront: _context.CardDisplay != null ? _context.CardDisplay.transform : null,
|
||||
onComplete: OnFlipComplete
|
||||
);
|
||||
|
||||
_context.Animator.PlayFlipScalePunch();
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
private void OnFlipComplete()
|
||||
{
|
||||
// Fire flip complete event
|
||||
_context.FireFlipComplete();
|
||||
|
||||
// Transition based on whether this is a new card or repeat
|
||||
if (_context.IsNewCard)
|
||||
{
|
||||
_context.StateMachine.ChangeState("EnlargedNewState");
|
||||
}
|
||||
else if (_context.CardData != null && _context.CardData.Rarity == AppleHills.Data.CardSystem.CardRarity.Legendary)
|
||||
{
|
||||
// Legendary repeat - skip enlarge, they can't upgrade
|
||||
// Add to inventory and move to revealed state
|
||||
if (Data.CardSystem.CardSystemManager.Instance != null)
|
||||
{
|
||||
Data.CardSystem.CardSystemManager.Instance.AddCardToInventoryDelayed(_context.CardData);
|
||||
}
|
||||
_context.StateMachine.ChangeState("RevealedState");
|
||||
}
|
||||
else if (_context.RepeatCardCount > 0)
|
||||
{
|
||||
_context.StateMachine.ChangeState("EnlargedRepeatState");
|
||||
}
|
||||
else
|
||||
{
|
||||
_context.StateMachine.ChangeState("RevealedState");
|
||||
}
|
||||
}
|
||||
|
||||
private void StopIdleHover()
|
||||
{
|
||||
// Stop idle hover animation when leaving state
|
||||
if (_idleHoverTween != null)
|
||||
{
|
||||
_idleHoverTween.Stop();
|
||||
@@ -101,9 +149,15 @@ namespace UI.CardSystem.StateMachine.States
|
||||
_context.Animator.AnimateAnchoredPosition(_originalPosition, 0.3f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
// Stop idle hover animation when leaving state
|
||||
StopIdleHover();
|
||||
|
||||
// Reset scale
|
||||
if (_context.Animator != null)
|
||||
if (_context?.Animator != null)
|
||||
{
|
||||
_context.Animator.AnimateScale(Vector3.one, 0.2f);
|
||||
}
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
using Core.SaveLoad;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UI.CardSystem.StateMachine.States
|
||||
{
|
||||
@@ -7,9 +8,14 @@ namespace UI.CardSystem.StateMachine.States
|
||||
/// This is the "waiting" state:
|
||||
/// - In booster flow: waiting for all cards to finish before animating to album
|
||||
/// - In album placement flow: waiting to be dragged to a slot
|
||||
/// Shows small idle badges for NEW or REPEAT cards.
|
||||
/// </summary>
|
||||
public class CardRevealedState : AppleState
|
||||
{
|
||||
[Header("State-Owned Visuals")]
|
||||
[SerializeField] private UnityEngine.GameObject newCardIdleBadge;
|
||||
[SerializeField] private UnityEngine.GameObject repeatCardIdleBadge;
|
||||
|
||||
private CardContext _context;
|
||||
|
||||
private void Awake()
|
||||
@@ -20,9 +26,43 @@ namespace UI.CardSystem.StateMachine.States
|
||||
public override void OnEnterState()
|
||||
{
|
||||
// Card is at normal size, fully revealed
|
||||
|
||||
// Show appropriate idle badge
|
||||
if (_context.IsNewCard)
|
||||
{
|
||||
if (newCardIdleBadge != null)
|
||||
newCardIdleBadge.SetActive(true);
|
||||
if (repeatCardIdleBadge != null)
|
||||
repeatCardIdleBadge.SetActive(false);
|
||||
}
|
||||
else if (_context.RepeatCardCount > 0)
|
||||
{
|
||||
if (newCardIdleBadge != null)
|
||||
newCardIdleBadge.SetActive(false);
|
||||
if (repeatCardIdleBadge != null)
|
||||
repeatCardIdleBadge.SetActive(true);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Neither new nor repeat - hide both
|
||||
if (newCardIdleBadge != null)
|
||||
newCardIdleBadge.SetActive(false);
|
||||
if (repeatCardIdleBadge != null)
|
||||
repeatCardIdleBadge.SetActive(false);
|
||||
}
|
||||
|
||||
// Fire interaction complete event (for BoosterOpeningPage tracking)
|
||||
_context.FireCardInteractionComplete();
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
// Hide badges when leaving state
|
||||
if (newCardIdleBadge != null)
|
||||
newCardIdleBadge.SetActive(false);
|
||||
if (repeatCardIdleBadge != null)
|
||||
repeatCardIdleBadge.SetActive(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
8
Assets/Scripts/UI/CardSystem/Testing.meta
Normal file
8
Assets/Scripts/UI/CardSystem/Testing.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: be244d3b69267554682b35f0c9d12151
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
385
Assets/Scripts/UI/CardSystem/Testing/CardTestController.cs
Normal file
385
Assets/Scripts/UI/CardSystem/Testing/CardTestController.cs
Normal file
@@ -0,0 +1,385 @@
|
||||
using System.Collections.Generic;
|
||||
using AppleHills.Data.CardSystem;
|
||||
using Core;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using UI.CardSystem.StateMachine;
|
||||
using UI.CardSystem.StateMachine.States;
|
||||
|
||||
namespace UI.CardSystem.Testing
|
||||
{
|
||||
/// <summary>
|
||||
/// Test controller for card state machine testing.
|
||||
/// Provides UI controls to manually test state transitions, animations, and flows.
|
||||
/// </summary>
|
||||
public class CardTestController : MonoBehaviour
|
||||
{
|
||||
[Header("Test Card")]
|
||||
[SerializeField] private Card testCard;
|
||||
[SerializeField] private CardData testCardData;
|
||||
|
||||
[Header("Album Slots for Drag Testing")]
|
||||
[SerializeField] private AlbumCardSlot slot1;
|
||||
[SerializeField] private AlbumCardSlot slot2;
|
||||
|
||||
[Header("UI References")]
|
||||
[SerializeField] private TextMeshProUGUI eventLogText;
|
||||
[SerializeField] private Toggle isNewToggle;
|
||||
[SerializeField] private Slider repeatCountSlider;
|
||||
[SerializeField] private TextMeshProUGUI repeatCountLabel;
|
||||
[SerializeField] private TMP_Dropdown rarityDropdown;
|
||||
[SerializeField] private Toggle isClickableToggle;
|
||||
[SerializeField] private TextMeshProUGUI currentStateText;
|
||||
|
||||
private List<string> _eventLog = new List<string>();
|
||||
private CardContext _cardContext;
|
||||
private Vector3 _originalCardPosition;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if (testCard != null)
|
||||
{
|
||||
_cardContext = testCard.GetComponent<CardContext>();
|
||||
_originalCardPosition = testCard.transform.position;
|
||||
|
||||
// Subscribe to all card events
|
||||
if (_cardContext != null)
|
||||
{
|
||||
_cardContext.OnFlipComplete += OnCardFlipComplete;
|
||||
_cardContext.OnCardDismissed += OnCardDismissed;
|
||||
_cardContext.OnCardInteractionComplete += OnCardInteractionComplete;
|
||||
_cardContext.OnUpgradeTriggered += OnCardUpgradeTriggered;
|
||||
}
|
||||
}
|
||||
|
||||
// Setup UI listeners
|
||||
if (repeatCountSlider != null)
|
||||
{
|
||||
repeatCountSlider.onValueChanged.AddListener(OnRepeatCountChanged);
|
||||
}
|
||||
|
||||
if (isClickableToggle != null)
|
||||
{
|
||||
isClickableToggle.onValueChanged.AddListener(OnIsClickableToggled);
|
||||
}
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
// Initialize card with test data
|
||||
if (testCard != null && testCardData != null && _cardContext != null)
|
||||
{
|
||||
_cardContext.SetupCard(testCardData, isNew: true, repeatCount: 0);
|
||||
}
|
||||
|
||||
LogEvent("Card Test Scene Initialized");
|
||||
UpdateCurrentStateDisplay();
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
// Update current state display every frame
|
||||
if (Time.frameCount % 30 == 0) // Every 0.5 seconds at 60fps
|
||||
{
|
||||
UpdateCurrentStateDisplay();
|
||||
}
|
||||
}
|
||||
|
||||
#region State Transition Buttons
|
||||
|
||||
public void TransitionToIdleState()
|
||||
{
|
||||
_cardContext?.StateMachine.ChangeState("IdleState");
|
||||
LogEvent("Transitioned to IdleState");
|
||||
}
|
||||
|
||||
public void TransitionToRevealedState()
|
||||
{
|
||||
_cardContext?.StateMachine.ChangeState("RevealedState");
|
||||
LogEvent("Transitioned to RevealedState");
|
||||
}
|
||||
|
||||
public void TransitionToEnlargedNewState()
|
||||
{
|
||||
_cardContext?.StateMachine.ChangeState("EnlargedNewState");
|
||||
LogEvent("Transitioned to EnlargedNewState");
|
||||
}
|
||||
|
||||
public void TransitionToEnlargedRepeatState()
|
||||
{
|
||||
_cardContext?.StateMachine.ChangeState("EnlargedRepeatState");
|
||||
LogEvent("Transitioned to EnlargedRepeatState");
|
||||
}
|
||||
|
||||
public void TransitionToDraggingState()
|
||||
{
|
||||
_cardContext?.StateMachine.ChangeState("DraggingState");
|
||||
LogEvent("Transitioned to DraggingState");
|
||||
}
|
||||
|
||||
public void TransitionToPlacedInSlotState()
|
||||
{
|
||||
_cardContext?.StateMachine.ChangeState("PlacedInSlotState");
|
||||
LogEvent("Transitioned to PlacedInSlotState");
|
||||
}
|
||||
|
||||
public void TransitionToAlbumEnlargedState()
|
||||
{
|
||||
_cardContext?.StateMachine.ChangeState("AlbumEnlargedState");
|
||||
LogEvent("Transitioned to AlbumEnlargedState");
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Simulation Buttons
|
||||
|
||||
public void SimulateNewCardFlow()
|
||||
{
|
||||
if (_cardContext == null) return;
|
||||
|
||||
_cardContext.IsNewCard = true;
|
||||
_cardContext.RepeatCardCount = 0;
|
||||
_cardContext.IsClickable = true;
|
||||
|
||||
TransitionToIdleState();
|
||||
LogEvent("Simulating NEW CARD flow - click card to flip");
|
||||
}
|
||||
|
||||
public void SimulateRepeatCardFlow()
|
||||
{
|
||||
if (_cardContext == null) return;
|
||||
|
||||
int repeatCount = Mathf.RoundToInt(repeatCountSlider.value);
|
||||
_cardContext.IsNewCard = false;
|
||||
_cardContext.RepeatCardCount = repeatCount;
|
||||
_cardContext.IsClickable = true;
|
||||
|
||||
TransitionToIdleState();
|
||||
LogEvent($"Simulating REPEAT CARD flow ({repeatCount}/5) - click card to flip");
|
||||
}
|
||||
|
||||
public void SimulateUpgradeFlow()
|
||||
{
|
||||
if (_cardContext == null) return;
|
||||
|
||||
_cardContext.IsNewCard = false;
|
||||
_cardContext.RepeatCardCount = 5; // Trigger upgrade
|
||||
_cardContext.IsClickable = true;
|
||||
|
||||
TransitionToIdleState();
|
||||
LogEvent("Simulating UPGRADE flow (5/5) - click card to flip and auto-upgrade");
|
||||
}
|
||||
|
||||
public void SimulateAlbumPlacementFlow()
|
||||
{
|
||||
if (_cardContext == null) return;
|
||||
|
||||
_cardContext.IsNewCard = false;
|
||||
_cardContext.RepeatCardCount = 0;
|
||||
|
||||
TransitionToRevealedState();
|
||||
LogEvent("Simulating ALBUM PLACEMENT - drag card to slot");
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Card Setup Controls
|
||||
|
||||
public void ApplyCardSetup()
|
||||
{
|
||||
if (_cardContext == null) return;
|
||||
|
||||
bool isNew = isNewToggle != null && isNewToggle.isOn;
|
||||
int repeatCount = repeatCountSlider != null ? Mathf.RoundToInt(repeatCountSlider.value) : 0;
|
||||
|
||||
_cardContext.IsNewCard = isNew;
|
||||
_cardContext.RepeatCardCount = repeatCount;
|
||||
|
||||
// Apply rarity if needed
|
||||
if (rarityDropdown != null && testCardData != null)
|
||||
{
|
||||
testCardData.Rarity = (CardRarity)rarityDropdown.value;
|
||||
}
|
||||
|
||||
LogEvent($"Card setup applied: IsNew={isNew}, RepeatCount={repeatCount}");
|
||||
}
|
||||
|
||||
private void OnRepeatCountChanged(float value)
|
||||
{
|
||||
if (repeatCountLabel != null)
|
||||
{
|
||||
repeatCountLabel.text = $"{Mathf.RoundToInt(value)}/5";
|
||||
}
|
||||
}
|
||||
|
||||
private void OnIsClickableToggled(bool isClickable)
|
||||
{
|
||||
if (_cardContext != null)
|
||||
{
|
||||
_cardContext.IsClickable = isClickable;
|
||||
LogEvent($"Card clickable: {isClickable}");
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Animation Test Buttons
|
||||
|
||||
public void PlayFlipAnimation()
|
||||
{
|
||||
// Transition to IdleState and programmatically trigger flip
|
||||
TransitionToIdleState();
|
||||
|
||||
// Get IdleState and trigger click
|
||||
var idleState = testCard.GetComponentInChildren<CardIdleState>();
|
||||
if (idleState != null)
|
||||
{
|
||||
idleState.OnPointerClick(null);
|
||||
LogEvent("Playing flip animation");
|
||||
}
|
||||
}
|
||||
|
||||
public void PlayEnlargeAnimation()
|
||||
{
|
||||
if (_cardContext?.Animator != null)
|
||||
{
|
||||
_cardContext.Animator.PlayEnlarge(2.5f);
|
||||
LogEvent("Playing enlarge animation");
|
||||
}
|
||||
}
|
||||
|
||||
public void PlayShrinkAnimation()
|
||||
{
|
||||
if (_cardContext?.Animator != null)
|
||||
{
|
||||
_cardContext.Animator.PlayShrink(Vector3.one, null);
|
||||
LogEvent("Playing shrink animation");
|
||||
}
|
||||
}
|
||||
|
||||
public void StartIdleHoverAnimation()
|
||||
{
|
||||
if (_cardContext?.Animator != null)
|
||||
{
|
||||
_cardContext.Animator.StartIdleHover(10f, 1.5f);
|
||||
LogEvent("Started idle hover animation");
|
||||
}
|
||||
}
|
||||
|
||||
public void StopIdleHoverAnimation()
|
||||
{
|
||||
// Stopping hover is handled by IdleState's OnDisable
|
||||
LogEvent("Idle hover stopped (change state to stop)");
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Utility Buttons
|
||||
|
||||
public void ResetCardPosition()
|
||||
{
|
||||
if (testCard != null)
|
||||
{
|
||||
testCard.transform.position = _originalCardPosition;
|
||||
testCard.transform.localScale = Vector3.one;
|
||||
LogEvent("Card position reset");
|
||||
}
|
||||
}
|
||||
|
||||
public void ClearEventLog()
|
||||
{
|
||||
_eventLog.Clear();
|
||||
UpdateEventLog();
|
||||
LogEvent("Event log cleared");
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Event Handlers
|
||||
|
||||
private void OnCardFlipComplete(CardContext context)
|
||||
{
|
||||
LogEvent($"Event: OnFlipComplete - IsNew={context.IsNewCard}, RepeatCount={context.RepeatCardCount}");
|
||||
}
|
||||
|
||||
private void OnCardDismissed(CardContext context)
|
||||
{
|
||||
LogEvent("Event: OnCardDismissed");
|
||||
}
|
||||
|
||||
private void OnCardInteractionComplete(CardContext context)
|
||||
{
|
||||
LogEvent("Event: OnCardInteractionComplete");
|
||||
}
|
||||
|
||||
private void OnCardUpgradeTriggered(CardContext context)
|
||||
{
|
||||
LogEvent($"Event: OnUpgradeTriggered - New Rarity={context.CardData?.Rarity}");
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Event Log
|
||||
|
||||
private void LogEvent(string message)
|
||||
{
|
||||
string timestamp = $"[{Time.time:F2}s]";
|
||||
_eventLog.Add($"{timestamp} {message}");
|
||||
|
||||
// Keep only last 20 events
|
||||
if (_eventLog.Count > 20)
|
||||
{
|
||||
_eventLog.RemoveAt(0);
|
||||
}
|
||||
|
||||
UpdateEventLog();
|
||||
Logging.Debug($"[CardTest] {message}");
|
||||
}
|
||||
|
||||
private void UpdateEventLog()
|
||||
{
|
||||
if (eventLogText != null)
|
||||
{
|
||||
eventLogText.text = string.Join("\n", _eventLog);
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateCurrentStateDisplay()
|
||||
{
|
||||
if (currentStateText != null && _cardContext != null && _cardContext.StateMachine != null)
|
||||
{
|
||||
// Get the active state by checking which child state GameObject is active
|
||||
string stateName = "Unknown";
|
||||
Transform stateMachineTransform = _cardContext.StateMachine.transform;
|
||||
|
||||
for (int i = 0; i < stateMachineTransform.childCount; i++)
|
||||
{
|
||||
Transform child = stateMachineTransform.GetChild(i);
|
||||
if (child.gameObject.activeSelf)
|
||||
{
|
||||
stateName = child.name;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
currentStateText.text = $"Current State: {stateName}";
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
// Unsubscribe from events
|
||||
if (_cardContext != null)
|
||||
{
|
||||
_cardContext.OnFlipComplete -= OnCardFlipComplete;
|
||||
_cardContext.OnCardDismissed -= OnCardDismissed;
|
||||
_cardContext.OnCardInteractionComplete -= OnCardInteractionComplete;
|
||||
_cardContext.OnUpgradeTriggered -= OnCardUpgradeTriggered;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1d6de9a5b64e791409043fb8c858bda2
|
||||
Reference in New Issue
Block a user