New card UI, new visual config, new card definitions, new working editor window for authoring!
This commit is contained in:
@@ -1,626 +0,0 @@
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using System.Collections;
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using System.Collections.Generic;
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using AppleHills.Data.CardSystem;
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using Core;
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using Data.CardSystem;
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using Pixelplacement;
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using UI.Core;
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using UnityEngine;
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using UnityEngine.UI;
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namespace UI.CardSystem
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{
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/// <summary>
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/// UI page for opening booster packs and displaying the cards obtained.
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/// </summary>
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public class BoosterOpeningPage : UIPage
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{
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[Header("UI Elements")]
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[SerializeField] private GameObject boosterPackObject;
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[SerializeField] private RectTransform cardRevealContainer; // This should have a HorizontalLayoutGroup component with pre-populated card backs
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[SerializeField] private GameObject cardPrefab;
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[SerializeField] private Button openBoosterButton;
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[SerializeField] private Button continueButton;
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[SerializeField] private CanvasGroup canvasGroup;
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[Header("Navigation")]
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[SerializeField] private Button backButton;
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[Header("Animation Settings")]
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[SerializeField] private float cardRevealDelay = 0.3f;
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[SerializeField] private float flipAnimationDuration = 0.5f;
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// State tracking
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private enum OpeningState
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{
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BoosterReady,
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CardBacksVisible,
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CardsRevealing,
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CardsRevealed,
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MovingToBackpack,
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Completed
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}
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private OpeningState _currentState = OpeningState.BoosterReady;
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private List<CardUIElement> _revealedCards = new List<CardUIElement>();
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private List<Button> _cardBackButtons = new List<Button>();
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private List<CardData> _boosterCards = new List<CardData>();
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private int _revealedCardCount = 0;
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private CardSystemManager _cardManager;
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private CardAlbumUI _cardAlbumUI;
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private Coroutine _moveToBackpackCoroutine;
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private void Awake()
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{
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_cardManager = CardSystemManager.Instance;
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_cardAlbumUI = FindFirstObjectByType<CardAlbumUI>();
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// Set up button listeners
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if (openBoosterButton != null)
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{
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openBoosterButton.onClick.AddListener(OnOpenBoosterClicked);
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}
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if (continueButton != null)
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{
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continueButton.onClick.AddListener(OnContinueClicked);
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continueButton.gameObject.SetActive(false);
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}
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// Set up back button
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if (backButton != null)
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{
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backButton.onClick.AddListener(OnBackButtonClicked);
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}
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// Make sure we have a CanvasGroup for transitions
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if (canvasGroup == null)
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canvasGroup = GetComponent<CanvasGroup>();
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if (canvasGroup == null)
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canvasGroup = gameObject.AddComponent<CanvasGroup>();
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// Cache card back buttons from container
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CacheCardBackButtons();
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// Initially hide all card backs
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HideAllCardBacks();
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}
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/// <summary>
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/// Cache all card back buttons from the container
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/// </summary>
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private void CacheCardBackButtons()
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{
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_cardBackButtons.Clear();
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if (cardRevealContainer != null)
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{
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// Get all buttons in the container (these are our card backs)
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Button[] buttonsInContainer = cardRevealContainer.GetComponentsInChildren<Button>(true);
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_cardBackButtons.AddRange(buttonsInContainer);
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Debug.Log($"[BoosterOpeningPage] Found {_cardBackButtons.Count} card back buttons in container");
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}
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else
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{
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Debug.LogError("[BoosterOpeningPage] Card reveal container is null, can't find card backs!");
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}
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}
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/// <summary>
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/// Hides all card backs in the container
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/// </summary>
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private void HideAllCardBacks()
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{
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foreach (var cardBack in _cardBackButtons)
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{
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if (cardBack != null && cardBack.gameObject != null)
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{
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cardBack.gameObject.SetActive(false);
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}
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}
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}
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private void OnDestroy()
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{
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// Clean up button listeners
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if (openBoosterButton != null)
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{
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openBoosterButton.onClick.RemoveListener(OnOpenBoosterClicked);
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}
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if (continueButton != null)
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{
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continueButton.onClick.RemoveListener(OnContinueClicked);
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}
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if (backButton != null)
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{
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backButton.onClick.RemoveListener(OnBackButtonClicked);
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}
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// Stop any running coroutines
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if (_moveToBackpackCoroutine != null)
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StopCoroutine(_moveToBackpackCoroutine);
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}
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/// <summary>
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/// Handles click on the back button
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/// </summary>
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private void OnBackButtonClicked()
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{
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// Don't allow going back during animations or card reveals
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if (_currentState == OpeningState.CardsRevealing ||
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_currentState == OpeningState.MovingToBackpack)
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{
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return;
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}
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// Use the UIPageController to go back to the previous page
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UIPageController pageController = UIPageController.Instance;
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if (pageController != null)
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{
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pageController.PopPage();
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}
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}
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/// <summary>
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/// Resets the page to its initial state when it becomes active
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/// </summary>
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public override void TransitionIn()
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{
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base.TransitionIn();
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ResetState();
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}
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/// <summary>
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/// Resets the state of the booster opening process
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/// </summary>
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private void ResetState()
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{
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// Clear any previously revealed cards
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foreach (var card in _revealedCards)
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{
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if (card != null && card.gameObject != null)
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Destroy(card.gameObject);
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}
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_revealedCards.Clear();
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// Re-cache card backs in case they changed
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CacheCardBackButtons();
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// Reset all card backs - both visibility and scale
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foreach (var cardBack in _cardBackButtons)
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{
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if (cardBack != null && cardBack.gameObject != null)
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{
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cardBack.gameObject.SetActive(false);
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cardBack.transform.localScale = Vector3.one; // Reset scale
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cardBack.transform.localRotation = Quaternion.identity; // Reset rotation
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}
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}
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// Reset state
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_currentState = OpeningState.BoosterReady;
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_revealedCardCount = 0;
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_boosterCards.Clear();
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// Show booster pack, show open button, hide continue button
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if (boosterPackObject != null)
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{
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boosterPackObject.SetActive(true);
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boosterPackObject.transform.localScale = Vector3.one; // Reset scale
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boosterPackObject.transform.localRotation = Quaternion.identity; // Reset rotation
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}
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if (openBoosterButton != null)
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{
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openBoosterButton.gameObject.SetActive(true);
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}
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if (continueButton != null)
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{
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continueButton.gameObject.SetActive(false);
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continueButton.transform.localScale = Vector3.one; // Reset scale
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}
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// Make back button visible
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if (backButton != null)
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{
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backButton.gameObject.SetActive(true);
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}
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Debug.Log("[BoosterOpeningPage] State reset complete, all scales and rotations reset to defaults");
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}
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/// <summary>
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/// Handles click on the booster pack to open it
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/// </summary>
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private void OnOpenBoosterClicked()
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{
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if (_currentState != OpeningState.BoosterReady) return;
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_currentState = OpeningState.CardBacksVisible;
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// Open the booster pack and get the cards
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_boosterCards = _cardManager.OpenBoosterPack();
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if (_boosterCards.Count > 0)
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{
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// Hide the booster pack and open button
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if (boosterPackObject != null)
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{
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// Animate the booster pack opening
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Tween.LocalScale(boosterPackObject.transform, Vector3.zero, 0.3f, 0f, Tween.EaseInBack, Tween.LoopType.None, null, () => {
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boosterPackObject.SetActive(false);
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}, obeyTimescale: false);
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}
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if (openBoosterButton != null)
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{
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openBoosterButton.gameObject.SetActive(false);
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}
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// Show card backs first
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StartCoroutine(ShowCardBacks());
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}
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else
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{
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Logging.Warning("[BoosterOpeningPage] No cards were obtained from the booster pack.");
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UIPageController.Instance.PopPage();
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}
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}
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/// <summary>
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/// Shows card backs in the reveal positions
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/// </summary>
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private IEnumerator ShowCardBacks()
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{
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// Wait a short delay before showing card backs
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yield return new WaitForSeconds(0.5f);
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// Check if we have proper container setup
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if (cardRevealContainer == null)
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{
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Debug.LogError("[BoosterOpeningPage] Card reveal container is null!");
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yield break;
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}
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// Check if we found any card backs
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if (_cardBackButtons.Count == 0)
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{
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Debug.LogError("[BoosterOpeningPage] No card back buttons found in container!");
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yield break;
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}
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// Determine how many cards to show based on the booster cards and available card backs
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int cardsToShow = Mathf.Min(_boosterCards.Count, _cardBackButtons.Count);
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// Activate and animate the card backs
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for (int i = 0; i < cardsToShow; i++)
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{
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Button cardBack = _cardBackButtons[i];
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if (cardBack == null) continue;
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GameObject cardBackObj = cardBack.gameObject;
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// Ensure the card back is active
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cardBackObj.SetActive(true);
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// Store the index for later reference when clicked
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int cardIndex = i;
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// Configure the button
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cardBack.onClick.RemoveAllListeners(); // Clear any previous listeners
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cardBack.onClick.AddListener(() => OnCardBackClicked(cardIndex));
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// Set initial scale to zero for animation
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cardBackObj.transform.localScale = Vector3.zero;
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Debug.Log($"[BoosterOpeningPage] Card back {i} activated");
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// Play reveal animation using Pixelplacement.Tween
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Tween.LocalScale(cardBackObj.transform, Vector3.one, 0.5f, 0f, Tween.EaseOutBack, obeyTimescale: false);
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// Wait for animation delay
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yield return new WaitForSeconds(cardRevealDelay);
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}
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// Update state
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_currentState = OpeningState.CardBacksVisible;
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Debug.Log($"[BoosterOpeningPage] All {cardsToShow} card backs should now be visible");
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}
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/// <summary>
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/// Handles click on a card back to reveal the card
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/// </summary>
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private void OnCardBackClicked(int cardIndex)
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{
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Logging.Debug($"[BoosterOpeningPage] Card back clicked at index {cardIndex}");
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// Only respond to clicks when in the appropriate state
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if (_currentState != OpeningState.CardBacksVisible)
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{
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Logging.Warning($"[BoosterOpeningPage] Card clicked in wrong state: {_currentState}");
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return;
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}
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// Ensure the index is valid
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if (cardIndex < 0 || cardIndex >= _boosterCards.Count || cardIndex >= _cardBackButtons.Count)
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{
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Debug.LogError($"[BoosterOpeningPage] Invalid card index: {cardIndex}");
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return;
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}
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// Get the card data and card back
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CardData cardData = _boosterCards[cardIndex];
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Button cardBack = _cardBackButtons[cardIndex];
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// Start the reveal animation for this specific card
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StartCoroutine(RevealCard(cardIndex, cardData, cardBack.gameObject));
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}
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/// <summary>
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/// Reveals an individual card with animation
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/// </summary>
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private IEnumerator RevealCard(int cardIndex, CardData cardData, GameObject cardBack)
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{
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if (cardBack == null)
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yield break;
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// Start flip animation
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Transform cardBackTransform = cardBack.transform;
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// Step 1: Flip the card 90 degrees (showing the edge)
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Tween.LocalRotation(cardBackTransform, new Vector3(0, 90, 0), flipAnimationDuration * 0.5f, 0, obeyTimescale: false);
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// Wait for half the flip duration
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yield return new WaitForSeconds(flipAnimationDuration * 0.5f);
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// Step 2: Hide the card back and show the actual card
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cardBack.SetActive(false);
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// Instantiate the card prefab at the same position
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if (cardPrefab != null)
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{
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// Instantiate the card in the same parent as the card back and at the same position
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GameObject cardObj = Instantiate(cardPrefab, cardBack.transform.parent);
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cardObj.transform.SetSiblingIndex(cardBackTransform.GetSiblingIndex()); // Keep the same order in hierarchy
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cardObj.transform.position = cardBackTransform.position; // Same world position
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// Set initial rotation to continue the flip animation
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cardObj.transform.localRotation = Quaternion.Euler(0, 90, 0);
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// Configure the card UI with the card data
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CardUIElement cardUI = cardObj.GetComponent<CardUIElement>();
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if (cardUI != null)
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{
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cardUI.SetupCard(cardData);
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_revealedCards.Add(cardUI);
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// Play special effects based on card rarity
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PlayRevealEffect(cardObj, cardData.Rarity);
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}
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// Step 3: Finish the flip animation (from 90 degrees to 0)
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Tween.LocalRotation(cardObj.transform, Vector3.zero, flipAnimationDuration * 0.5f, 0, obeyTimescale: false);
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// Increment counter of revealed cards
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_revealedCardCount++;
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// Update state if all cards are revealed
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if (_revealedCardCount >= _boosterCards.Count)
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{
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_currentState = OpeningState.CardsRevealed;
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// Show continue button after a short delay
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StartCoroutine(ShowContinueButton());
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}
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}
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}
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/// <summary>
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/// Plays reveal effect for a card based on its rarity
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/// </summary>
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private void PlayRevealEffect(GameObject cardObject, CardRarity rarity)
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{
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// Add visual effect based on rarity
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if (rarity >= CardRarity.Rare)
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{
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// For rare cards and above, add a particle effect
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var particleSystem = cardObject.GetComponentInChildren<ParticleSystem>();
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if (particleSystem != null)
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{
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particleSystem.Play();
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}
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// Scale up and down for emphasis
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Transform cardTransform = cardObject.transform;
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Vector3 originalScale = cardTransform.localScale;
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// Sequence: Scale up slightly, then back to normal
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Tween.LocalScale(cardTransform, originalScale * 1.2f, 0.2f, 0.1f, Tween.EaseOutBack, obeyTimescale: false);
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Tween.LocalScale(cardTransform, originalScale, 0.15f, 0.3f, Tween.EaseIn, obeyTimescale: false);
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// Play sound effect based on rarity (if available)
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// This would require audio source components to be set up
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}
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}
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/// <summary>
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/// Shows the continue button after all cards are revealed
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/// </summary>
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private IEnumerator ShowContinueButton()
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{
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// Wait for a moment to let the user see all cards
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yield return new WaitForSeconds(1.0f);
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if (continueButton != null)
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{
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// Show the continue button with a nice animation
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continueButton.gameObject.SetActive(true);
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continueButton.transform.localScale = Vector3.zero;
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Tween.LocalScale(continueButton.transform, Vector3.one, 0.3f, 0f, Tween.EaseOutBack, obeyTimescale: false);
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}
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}
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/// <summary>
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/// Handles click on the continue button
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/// </summary>
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private void OnContinueClicked()
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{
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if (_currentState != OpeningState.CardsRevealed) return;
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_currentState = OpeningState.MovingToBackpack;
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// Hide continue button
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if (continueButton != null)
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{
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continueButton.gameObject.SetActive(false);
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}
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// Hide back button during transition
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if (backButton != null)
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{
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backButton.gameObject.SetActive(false);
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}
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// Start animation to move cards to backpack
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_moveToBackpackCoroutine = StartCoroutine(MoveCardsToBackpack());
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}
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/// <summary>
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/// Animates cards moving to the backpack icon
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/// </summary>
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private IEnumerator MoveCardsToBackpack()
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{
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// Find the backpack button GameObject
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GameObject backpackButton = null;
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Transform backpackTransform = null;
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if (_cardAlbumUI != null && _cardAlbumUI.BackpackIcon != null)
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{
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// Get the backpack icon
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GameObject backpackIcon = _cardAlbumUI.BackpackIcon;
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backpackTransform = backpackIcon.transform;
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// Find the parent button that controls visibility
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backpackButton = backpackIcon.transform.parent.gameObject;
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// Make sure the backpack button is visible for the animation
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if (backpackButton != null)
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{
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backpackButton.SetActive(true);
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Debug.Log("[BoosterOpeningPage] Made backpack button visible for animation");
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}
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}
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if (backpackTransform == null)
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{
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// If no backpack is found, just return to the menu
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UIPageController.Instance.PopPage();
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yield break;
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}
|
||||
|
||||
// Speed up the animation by reducing the delay
|
||||
float animationDuration = 0.3f; // Faster animation duration
|
||||
float cardDelay = 0.15f; // Even shorter delay between cards
|
||||
|
||||
// Move each card to the backpack with slight delay between cards
|
||||
for (int i = 0; i < _revealedCards.Count; i++)
|
||||
{
|
||||
CardUIElement card = _revealedCards[i];
|
||||
if (card != null)
|
||||
{
|
||||
// Get the world position of the backpack
|
||||
Vector3 backpackWorldPos = backpackTransform.position;
|
||||
|
||||
// Convert to local space of the card's parent for Tween
|
||||
Vector3 targetPos = card.transform.parent.InverseTransformPoint(backpackWorldPos);
|
||||
|
||||
// Start the move animation - ensure no cancellation between animations
|
||||
Tween.LocalPosition(card.transform, targetPos, animationDuration, cardDelay * i, Tween.EaseInOut, obeyTimescale: false);
|
||||
Tween.LocalScale(card.transform, Vector3.zero, animationDuration, cardDelay * i, Tween.EaseIn, obeyTimescale: false);
|
||||
|
||||
Debug.Log($"[BoosterOpeningPage] Starting animation for card {i}");
|
||||
}
|
||||
|
||||
// Only wait after starting each animation (don't wait after the last one)
|
||||
if (i < _revealedCards.Count - 1)
|
||||
{
|
||||
yield return new WaitForSeconds(cardDelay);
|
||||
}
|
||||
}
|
||||
|
||||
// Calculate total animation time and wait for it to complete
|
||||
float totalAnimationTime = cardDelay * (_revealedCards.Count - 1) + animationDuration;
|
||||
yield return new WaitForSeconds(totalAnimationTime + 0.1f); // Small buffer to ensure animations complete
|
||||
|
||||
// The backpack visibility will be handled by CardAlbumUI's OnPageChanged after popping this page
|
||||
// We don't need to explicitly hide it here as the system will handle it properly
|
||||
|
||||
// Update state
|
||||
_currentState = OpeningState.Completed;
|
||||
|
||||
// Return to the menu
|
||||
UIPageController.Instance.PopPage();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Override for transition in animation using Pixelplacement.Tween
|
||||
/// </summary>
|
||||
protected override void DoTransitionIn(System.Action onComplete)
|
||||
{
|
||||
// Simple fade in animation
|
||||
if (canvasGroup != null)
|
||||
{
|
||||
canvasGroup.alpha = 0f;
|
||||
Tween.Value(0f, 1f, (value) => canvasGroup.alpha = value, transitionDuration, 0f, Tween.EaseInOut, Tween.LoopType.None, null, onComplete, obeyTimescale: false);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Fallback if no CanvasGroup
|
||||
onComplete?.Invoke();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Override for transition out animation using Pixelplacement.Tween
|
||||
/// </summary>
|
||||
protected override void DoTransitionOut(System.Action onComplete)
|
||||
{
|
||||
// Simple fade out animation
|
||||
if (canvasGroup != null)
|
||||
{
|
||||
Tween.Value(canvasGroup.alpha, 0f, (value) => canvasGroup.alpha = value, transitionDuration, 0f, Tween.EaseInOut, Tween.LoopType.None, null, onComplete, obeyTimescale: false);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Fallback if no CanvasGroup
|
||||
onComplete?.Invoke();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// OnEnable override to ensure proper initialization
|
||||
/// </summary>
|
||||
private void OnEnable()
|
||||
{
|
||||
if (_cardManager == null)
|
||||
{
|
||||
_cardManager = CardSystemManager.Instance;
|
||||
}
|
||||
|
||||
if (_cardAlbumUI == null)
|
||||
{
|
||||
_cardAlbumUI = FindFirstObjectByType<CardAlbumUI>();
|
||||
}
|
||||
|
||||
// Re-cache card backs in case they changed while disabled
|
||||
CacheCardBackButtons();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user