First draft of the consolidated card system
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@@ -24,6 +24,9 @@ namespace AppleHills.UI.CardSystem
|
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[SerializeField] private Button resetFiltersButton;
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[SerializeField] private CanvasGroup canvasGroup;
|
||||
|
||||
[Header("Navigation")]
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[SerializeField] private Button backButton;
|
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// Runtime references
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private CardSystemManager _cardManager;
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private List<CardUIElement> _displayedCards = new List<CardUIElement>();
|
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@@ -37,6 +40,12 @@ namespace AppleHills.UI.CardSystem
|
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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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// 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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}
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/// <summary>
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@@ -301,6 +310,10 @@ namespace AppleHills.UI.CardSystem
|
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|
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if (resetFiltersButton != null)
|
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resetFiltersButton.onClick.RemoveListener(ResetFilters);
|
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// Clean up back button listener
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if (backButton != null)
|
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backButton.onClick.RemoveListener(OnBackButtonClicked);
|
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|
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// Clean up card listeners
|
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foreach (var card in _displayedCards)
|
||||
@@ -319,5 +332,18 @@ namespace AppleHills.UI.CardSystem
|
||||
}
|
||||
}
|
||||
}
|
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/// <summary>
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/// Handles click on the back button
|
||||
/// </summary>
|
||||
private void OnBackButtonClicked()
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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();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -4,6 +4,7 @@ using AppleHills.Data.CardSystem;
|
||||
using Core;
|
||||
using Data.CardSystem;
|
||||
using Pixelplacement;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
@@ -16,25 +17,26 @@ namespace AppleHills.UI.CardSystem
|
||||
{
|
||||
[Header("UI Elements")]
|
||||
[SerializeField] private GameObject boosterPackObject;
|
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[SerializeField] private Transform cardRevealTransform;
|
||||
[SerializeField] private RectTransform cardRevealContainer; // This should have a HorizontalLayoutGroup component
|
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[SerializeField] private GameObject cardPrefab;
|
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[SerializeField] private GameObject cardBackPrefab;
|
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[SerializeField] private Button openBoosterButton;
|
||||
[SerializeField] private Button continueButton;
|
||||
[SerializeField] private CanvasGroup canvasGroup;
|
||||
|
||||
[Header("Navigation")]
|
||||
[SerializeField] private Button backButton;
|
||||
|
||||
[Header("Animation Settings")]
|
||||
[SerializeField] private float cardRevealDelay = 0.5f;
|
||||
[SerializeField] private float cardMoveToBackpackDelay = 1.0f;
|
||||
[SerializeField] private Transform backpackTargetTransform;
|
||||
[SerializeField] private AudioSource cardRevealSound;
|
||||
[SerializeField] private AudioSource rareCardSound;
|
||||
[SerializeField] private ParticleSystem cardRevealParticles;
|
||||
[SerializeField] private ParticleSystem rareCardParticles;
|
||||
[SerializeField] private float cardRevealDelay = 0.3f;
|
||||
[SerializeField] private float cardMoveToBackpackDelay = 0.8f;
|
||||
[SerializeField] private float flipAnimationDuration = 0.5f;
|
||||
|
||||
// State tracking
|
||||
private enum OpeningState
|
||||
{
|
||||
BoosterReady,
|
||||
CardBacksVisible,
|
||||
CardsRevealing,
|
||||
CardsRevealed,
|
||||
MovingToBackpack,
|
||||
@@ -43,13 +45,17 @@ namespace AppleHills.UI.CardSystem
|
||||
|
||||
private OpeningState _currentState = OpeningState.BoosterReady;
|
||||
private List<CardUIElement> _revealedCards = new List<CardUIElement>();
|
||||
private List<GameObject> _cardBacks = new List<GameObject>();
|
||||
private List<CardData> _boosterCards = new List<CardData>();
|
||||
private int _revealedCardCount = 0;
|
||||
private CardSystemManager _cardManager;
|
||||
private Coroutine _revealCoroutine;
|
||||
private CardAlbumUI _cardAlbumUI;
|
||||
private Coroutine _moveToBackpackCoroutine;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_cardManager = CardSystemManager.Instance;
|
||||
_cardAlbumUI = FindObjectOfType<CardAlbumUI>();
|
||||
|
||||
// Set up button listeners
|
||||
if (openBoosterButton != null)
|
||||
@@ -63,6 +69,12 @@ namespace AppleHills.UI.CardSystem
|
||||
continueButton.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
// Set up back button
|
||||
if (backButton != null)
|
||||
{
|
||||
backButton.onClick.AddListener(OnBackButtonClicked);
|
||||
}
|
||||
|
||||
// Make sure we have a CanvasGroup for transitions
|
||||
if (canvasGroup == null)
|
||||
canvasGroup = GetComponent<CanvasGroup>();
|
||||
@@ -83,14 +95,36 @@ namespace AppleHills.UI.CardSystem
|
||||
continueButton.onClick.RemoveListener(OnContinueClicked);
|
||||
}
|
||||
|
||||
if (backButton != null)
|
||||
{
|
||||
backButton.onClick.RemoveListener(OnBackButtonClicked);
|
||||
}
|
||||
|
||||
// Stop any running coroutines
|
||||
if (_revealCoroutine != null)
|
||||
StopCoroutine(_revealCoroutine);
|
||||
|
||||
if (_moveToBackpackCoroutine != null)
|
||||
StopCoroutine(_moveToBackpackCoroutine);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handles click on the back button
|
||||
/// </summary>
|
||||
private void OnBackButtonClicked()
|
||||
{
|
||||
// Don't allow going back during animations or card reveals
|
||||
if (_currentState == OpeningState.CardsRevealing ||
|
||||
_currentState == OpeningState.MovingToBackpack)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Use the UIPageController to go back to the previous page
|
||||
UIPageController pageController = UIPageController.Instance;
|
||||
if (pageController != null)
|
||||
{
|
||||
pageController.PopPage();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resets the page to its initial state when it becomes active
|
||||
/// </summary>
|
||||
@@ -114,10 +148,19 @@ namespace AppleHills.UI.CardSystem
|
||||
}
|
||||
_revealedCards.Clear();
|
||||
|
||||
// Clear card backs
|
||||
foreach (var cardBack in _cardBacks)
|
||||
{
|
||||
if (cardBack != null)
|
||||
Destroy(cardBack);
|
||||
}
|
||||
_cardBacks.Clear();
|
||||
|
||||
// Reset state
|
||||
_currentState = OpeningState.BoosterReady;
|
||||
_revealedCardCount = 0;
|
||||
|
||||
// Show booster pack, hide continue button
|
||||
// Show booster pack, show open button, hide continue button
|
||||
if (boosterPackObject != null)
|
||||
{
|
||||
boosterPackObject.SetActive(true);
|
||||
@@ -132,6 +175,12 @@ namespace AppleHills.UI.CardSystem
|
||||
{
|
||||
continueButton.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
// Make back button visible
|
||||
if (backButton != null)
|
||||
{
|
||||
backButton.gameObject.SetActive(true);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -141,12 +190,12 @@ namespace AppleHills.UI.CardSystem
|
||||
{
|
||||
if (_currentState != OpeningState.BoosterReady) return;
|
||||
|
||||
_currentState = OpeningState.CardsRevealing;
|
||||
_currentState = OpeningState.CardBacksVisible;
|
||||
|
||||
// Open the booster pack and get the cards
|
||||
List<CardData> newCards = _cardManager.OpenBoosterPack();
|
||||
_boosterCards = _cardManager.OpenBoosterPack();
|
||||
|
||||
if (newCards.Count > 0)
|
||||
if (_boosterCards.Count > 0)
|
||||
{
|
||||
// Hide the booster pack and open button
|
||||
if (boosterPackObject != null)
|
||||
@@ -162,8 +211,8 @@ namespace AppleHills.UI.CardSystem
|
||||
openBoosterButton.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
// Start revealing cards
|
||||
_revealCoroutine = StartCoroutine(RevealCards(newCards));
|
||||
// Show card backs first
|
||||
StartCoroutine(ShowCardBacks());
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -173,81 +222,120 @@ namespace AppleHills.UI.CardSystem
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Reveals cards one by one with animation
|
||||
/// Shows card backs in the reveal positions
|
||||
/// </summary>
|
||||
private IEnumerator RevealCards(List<CardData> cards)
|
||||
private IEnumerator ShowCardBacks()
|
||||
{
|
||||
// Wait a short delay before revealing cards
|
||||
// Wait a short delay before showing card backs
|
||||
yield return new WaitForSeconds(0.5f);
|
||||
|
||||
// Reveal each card
|
||||
foreach (var cardData in cards)
|
||||
// Create card backs for each position (usually 3)
|
||||
for (int i = 0; i < Mathf.Min(_boosterCards.Count, cardRevealContainer.childCount); i++)
|
||||
{
|
||||
// Instantiate card UI element
|
||||
GameObject cardObj = Instantiate(cardPrefab, cardRevealTransform);
|
||||
CardUIElement cardUI = cardObj.GetComponent<CardUIElement>();
|
||||
if (cardBackPrefab == null || cardRevealContainer.GetChild(i) == null) continue;
|
||||
|
||||
if (cardUI != null)
|
||||
// Instantiate card back object at the correct position
|
||||
GameObject cardBackObj = Instantiate(cardBackPrefab, cardRevealContainer.GetChild(i));
|
||||
cardBackObj.transform.localPosition = Vector3.zero;
|
||||
_cardBacks.Add(cardBackObj);
|
||||
|
||||
// Store the index for later reference when clicked
|
||||
int cardIndex = i;
|
||||
|
||||
// Add click handler to the card back
|
||||
Button cardBackButton = cardBackObj.GetComponent<Button>();
|
||||
if (cardBackButton == null)
|
||||
{
|
||||
// Set up the card data
|
||||
cardUI.SetupCard(cardData);
|
||||
_revealedCards.Add(cardUI);
|
||||
|
||||
// Set initial scale to zero for animation
|
||||
cardObj.transform.localScale = Vector3.zero;
|
||||
|
||||
// Play reveal animation using Pixelplacement.Tween
|
||||
Tween.LocalScale(cardObj.transform, Vector3.one, 0.5f, 0f, Tween.EaseOutBack);
|
||||
|
||||
// Call card's show animation
|
||||
cardUI.OnShowAnimation();
|
||||
|
||||
// Play appropriate sound and particles based on rarity
|
||||
if (cardData.Rarity >= CardRarity.Rare)
|
||||
{
|
||||
// Play rare card sound
|
||||
if (rareCardSound != null)
|
||||
{
|
||||
rareCardSound.Play();
|
||||
}
|
||||
|
||||
// Play rare card particles
|
||||
if (rareCardParticles != null)
|
||||
{
|
||||
rareCardParticles.transform.position = cardObj.transform.position;
|
||||
rareCardParticles.Play();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Play regular card sound
|
||||
if (cardRevealSound != null)
|
||||
{
|
||||
cardRevealSound.Play();
|
||||
}
|
||||
|
||||
// Play regular particles
|
||||
if (cardRevealParticles != null)
|
||||
{
|
||||
cardRevealParticles.transform.position = cardObj.transform.position;
|
||||
cardRevealParticles.Play();
|
||||
}
|
||||
}
|
||||
|
||||
// Wait for animation delay
|
||||
yield return new WaitForSeconds(cardRevealDelay);
|
||||
cardBackButton = cardBackObj.AddComponent<Button>();
|
||||
}
|
||||
|
||||
// Configure the button
|
||||
cardBackButton.onClick.AddListener(() => OnCardBackClicked(cardIndex));
|
||||
|
||||
// Set initial scale to zero for animation
|
||||
cardBackObj.transform.localScale = Vector3.zero;
|
||||
|
||||
// Play reveal animation using Pixelplacement.Tween
|
||||
Tween.LocalScale(cardBackObj.transform, Vector3.one, 0.5f, 0f, Tween.EaseOutBack);
|
||||
|
||||
// Wait for animation delay
|
||||
yield return new WaitForSeconds(cardRevealDelay);
|
||||
}
|
||||
|
||||
// Update state and show continue button
|
||||
_currentState = OpeningState.CardsRevealed;
|
||||
if (continueButton != null)
|
||||
// Update state
|
||||
_currentState = OpeningState.CardBacksVisible;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handles click on a card back to reveal the card
|
||||
/// </summary>
|
||||
private void OnCardBackClicked(int cardIndex)
|
||||
{
|
||||
// Only respond to clicks when in the appropriate state
|
||||
if (_currentState != OpeningState.CardBacksVisible) return;
|
||||
|
||||
// Ensure the index is valid
|
||||
if (cardIndex < 0 || cardIndex >= _boosterCards.Count || cardIndex >= _cardBacks.Count) return;
|
||||
|
||||
// Get the card data and card back
|
||||
CardData cardData = _boosterCards[cardIndex];
|
||||
GameObject cardBack = _cardBacks[cardIndex];
|
||||
|
||||
// Start the reveal animation for this specific card
|
||||
StartCoroutine(RevealCard(cardIndex, cardData, cardBack));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Reveals an individual card with animation
|
||||
/// </summary>
|
||||
private IEnumerator RevealCard(int cardIndex, CardData cardData, GameObject cardBack)
|
||||
{
|
||||
if (cardBack == null || cardRevealContainer.GetChild(cardIndex) == null) yield break;
|
||||
|
||||
// Start flip animation
|
||||
Transform cardBackTransform = cardBack.transform;
|
||||
|
||||
// Step 1: Flip the card 90 degrees (showing the edge)
|
||||
Tween.LocalRotation(cardBackTransform, new Vector3(0, 90, 0), flipAnimationDuration * 0.5f, 0);
|
||||
|
||||
// Wait for half the flip duration
|
||||
yield return new WaitForSeconds(flipAnimationDuration * 0.5f);
|
||||
|
||||
// Step 2: Remove the card back and create the actual card
|
||||
Destroy(cardBack);
|
||||
_cardBacks[cardIndex] = null;
|
||||
|
||||
// Create the actual card at the same position
|
||||
GameObject cardObj = Instantiate(cardPrefab, cardRevealContainer.GetChild(cardIndex));
|
||||
cardObj.transform.localPosition = Vector3.zero;
|
||||
cardObj.transform.localRotation = Quaternion.Euler(0, 90, 0); // Start at 90 degrees
|
||||
|
||||
// Set up the card data
|
||||
CardUIElement cardUI = cardObj.GetComponent<CardUIElement>();
|
||||
if (cardUI != null)
|
||||
{
|
||||
continueButton.gameObject.SetActive(true);
|
||||
|
||||
// Animate button appearance
|
||||
continueButton.transform.localScale = Vector3.zero;
|
||||
Tween.LocalScale(continueButton.transform, Vector3.one, 0.3f, 0f, Tween.EaseOutBack);
|
||||
cardUI.SetupCard(cardData);
|
||||
_revealedCards.Add(cardUI);
|
||||
}
|
||||
|
||||
// Step 3: Complete the flip animation
|
||||
Tween.LocalRotation(cardObj.transform, Vector3.zero, flipAnimationDuration * 0.5f, 0);
|
||||
|
||||
// Increment the revealed card count
|
||||
_revealedCardCount++;
|
||||
|
||||
// If all cards have been revealed, show the continue button
|
||||
if (_revealedCardCount >= _boosterCards.Count)
|
||||
{
|
||||
_currentState = OpeningState.CardsRevealed;
|
||||
if (continueButton != null)
|
||||
{
|
||||
continueButton.gameObject.SetActive(true);
|
||||
|
||||
// Animate button appearance
|
||||
continueButton.transform.localScale = Vector3.zero;
|
||||
Tween.LocalScale(continueButton.transform, Vector3.one, 0.3f, 0f, Tween.EaseOutBack);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -274,10 +362,20 @@ namespace AppleHills.UI.CardSystem
|
||||
/// </summary>
|
||||
private IEnumerator MoveCardsToBackpack()
|
||||
{
|
||||
// If no backpack target, use a default position (lower-right corner)
|
||||
Vector3 targetPosition = (backpackTargetTransform != null)
|
||||
? backpackTargetTransform.position
|
||||
: new Vector3(Screen.width * 0.9f, Screen.height * 0.1f, 0f);
|
||||
// Use the backpackIcon from CardAlbumUI as the target
|
||||
Vector3 targetPosition;
|
||||
|
||||
if (_cardAlbumUI != null && _cardAlbumUI.transform.Find("BackpackIcon") != null)
|
||||
{
|
||||
// Get the world position of the backpack icon
|
||||
targetPosition = _cardAlbumUI.transform.Find("BackpackIcon").position;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Fallback to a default position (lower-right corner)
|
||||
targetPosition = new Vector3(Screen.width * 0.9f, Screen.height * 0.1f, 0f);
|
||||
Logging.Warning("[BoosterOpeningPage] Couldn't find backpack icon, using default position.");
|
||||
}
|
||||
|
||||
// Move each card to backpack with animation
|
||||
foreach (var cardUI in _revealedCards)
|
||||
|
||||
@@ -23,19 +23,18 @@ namespace AppleHills.UI.CardSystem
|
||||
|
||||
[Header("UI Elements")]
|
||||
[SerializeField] private Button backpackButton;
|
||||
[SerializeField] private BoosterNotificationDot boosterNotificationDot; // Changed to BoosterNotificationDot
|
||||
[SerializeField] private GameObject backpackAnimationTarget;
|
||||
[SerializeField] private GameObject newCardNotification;
|
||||
[SerializeField] private BoosterNotificationDot boosterNotificationDot;
|
||||
|
||||
[Header("Notification Settings")]
|
||||
[SerializeField] private float notificationDuration = 3f;
|
||||
[SerializeField] private AudioSource notificationSound;
|
||||
|
||||
// Public property to access the backpack icon for animations
|
||||
public GameObject BackpackIcon => backpackIcon;
|
||||
|
||||
private UIPageController _pageController;
|
||||
private CardSystemManager _cardManager;
|
||||
private bool _isInitialized = false;
|
||||
private bool _hasUnseenCards = false;
|
||||
private Coroutine _notificationCoroutine;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
@@ -60,12 +59,9 @@ namespace AppleHills.UI.CardSystem
|
||||
// Initially show only the backpack icon
|
||||
ShowOnlyBackpackIcon();
|
||||
|
||||
// Hide notifications initially
|
||||
// Hide notification dot initially
|
||||
if (boosterNotificationDot != null)
|
||||
boosterNotificationDot.gameObject.SetActive(false);
|
||||
|
||||
if (newCardNotification != null)
|
||||
newCardNotification.SetActive(false);
|
||||
}
|
||||
|
||||
private void Start()
|
||||
@@ -105,9 +101,11 @@ namespace AppleHills.UI.CardSystem
|
||||
backpackButton.onClick.RemoveListener(OnBackpackButtonClicked);
|
||||
}
|
||||
|
||||
// Stop any coroutines
|
||||
if (_notificationCoroutine != null)
|
||||
StopCoroutine(_notificationCoroutine);
|
||||
// Unsubscribe from page controller events
|
||||
if (_pageController != null)
|
||||
{
|
||||
_pageController.OnPageChanged -= OnPageChanged;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -152,11 +150,12 @@ namespace AppleHills.UI.CardSystem
|
||||
{
|
||||
_pageController.PushPage(mainMenuPage);
|
||||
|
||||
// Clear notification
|
||||
if (boosterNotificationDot != null)
|
||||
boosterNotificationDot.gameObject.SetActive(false);
|
||||
|
||||
_hasUnseenCards = false;
|
||||
// Clear notification for unseen cards when opening menu
|
||||
if (_hasUnseenCards)
|
||||
{
|
||||
_hasUnseenCards = false;
|
||||
UpdateBoosterVisibility();
|
||||
}
|
||||
}
|
||||
else if (_pageController.CurrentPage == mainMenuPage)
|
||||
{
|
||||
@@ -177,7 +176,15 @@ namespace AppleHills.UI.CardSystem
|
||||
}
|
||||
else
|
||||
{
|
||||
backpackIcon.SetActive(false);
|
||||
if (backpackIcon != null)
|
||||
backpackIcon.SetActive(false);
|
||||
}
|
||||
|
||||
// Update menu if it's the main menu page
|
||||
if (newPage == mainMenuPage && mainMenuPage is CardMenuPage menuPage)
|
||||
{
|
||||
// Force UI refresh when returning to main menu
|
||||
menuPage.RefreshUI();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -186,7 +193,11 @@ namespace AppleHills.UI.CardSystem
|
||||
/// </summary>
|
||||
private void ShowOnlyBackpackIcon()
|
||||
{
|
||||
backpackIcon.SetActive(true);
|
||||
if (backpackIcon != null)
|
||||
backpackIcon.SetActive(true);
|
||||
|
||||
// Update booster notification visibility
|
||||
UpdateBoosterVisibility();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -209,60 +220,9 @@ namespace AppleHills.UI.CardSystem
|
||||
else
|
||||
{
|
||||
Logging.Debug("[CardAlbumUI] No booster packs available");
|
||||
ShowNoBoostersNotification();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Shows a notification that no booster packs are available
|
||||
/// </summary>
|
||||
private void ShowNoBoostersNotification()
|
||||
{
|
||||
if (newCardNotification != null)
|
||||
{
|
||||
// Set notification text
|
||||
Text notificationText = newCardNotification.GetComponentInChildren<Text>();
|
||||
if (notificationText != null)
|
||||
notificationText.text = "No booster packs available!";
|
||||
|
||||
// Show and animate the notification
|
||||
ShowTemporaryNotification(newCardNotification);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Shows a notification temporarily and then hides it
|
||||
/// </summary>
|
||||
private void ShowTemporaryNotification(GameObject notification)
|
||||
{
|
||||
if (notification == null) return;
|
||||
|
||||
// Stop any existing notification coroutine
|
||||
if (_notificationCoroutine != null)
|
||||
StopCoroutine(_notificationCoroutine);
|
||||
|
||||
// Start new notification coroutine
|
||||
_notificationCoroutine = StartCoroutine(ShowNotificationCoroutine(notification));
|
||||
}
|
||||
|
||||
private IEnumerator ShowNotificationCoroutine(GameObject notification)
|
||||
{
|
||||
// Show notification
|
||||
notification.SetActive(true);
|
||||
notification.transform.localScale = Vector3.zero;
|
||||
|
||||
// Animate in
|
||||
Tween.LocalScale(notification.transform, Vector3.one, 0.3f, 0f, Tween.EaseOutBack);
|
||||
|
||||
// Wait for duration
|
||||
yield return new WaitForSeconds(notificationDuration);
|
||||
|
||||
// Animate out
|
||||
Tween.LocalScale(notification.transform, Vector3.zero, 0.3f, 0f, Tween.EaseInBack, Tween.LoopType.None, null, () => {
|
||||
notification.SetActive(false);
|
||||
});
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates the booster count display
|
||||
/// </summary>
|
||||
@@ -272,9 +232,25 @@ namespace AppleHills.UI.CardSystem
|
||||
{
|
||||
boosterNotificationDot.SetCount(count);
|
||||
|
||||
// Animate the text for feedback
|
||||
// Animate the notification dot for feedback
|
||||
boosterNotificationDot.transform.localScale = Vector3.one * 1.2f;
|
||||
Tween.LocalScale(boosterNotificationDot.transform, Vector3.one, 0.3f, 0f);
|
||||
|
||||
// Update visibility based on count
|
||||
UpdateBoosterVisibility();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates the visibility of the booster notification dot based on current state
|
||||
/// </summary>
|
||||
private void UpdateBoosterVisibility()
|
||||
{
|
||||
if (boosterNotificationDot != null)
|
||||
{
|
||||
// Show dot if there are boosters or unseen cards
|
||||
bool hasBooters = _cardManager != null && _cardManager.GetBoosterPackCount() > 0;
|
||||
boosterNotificationDot.gameObject.SetActive(hasBooters || _hasUnseenCards);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -298,8 +274,7 @@ namespace AppleHills.UI.CardSystem
|
||||
_pageController.CurrentPage != boosterOpeningPage)
|
||||
{
|
||||
_hasUnseenCards = true;
|
||||
if (boosterNotificationDot != null)
|
||||
boosterNotificationDot.gameObject.SetActive(true);
|
||||
UpdateBoosterVisibility();
|
||||
}
|
||||
|
||||
Logging.Debug($"[CardAlbumUI] New card collected: {card.Name}");
|
||||
@@ -310,18 +285,7 @@ namespace AppleHills.UI.CardSystem
|
||||
/// </summary>
|
||||
private void HandleCardRarityUpgraded(CardData card)
|
||||
{
|
||||
// Show a special notification for rarity upgrade
|
||||
if (newCardNotification != null)
|
||||
{
|
||||
// Set notification text
|
||||
Text notificationText = newCardNotification.GetComponentInChildren<Text>();
|
||||
if (notificationText != null)
|
||||
notificationText.text = $"{card.Name} upgraded to {card.Rarity}!";
|
||||
|
||||
// Show and animate the notification
|
||||
ShowTemporaryNotification(newCardNotification);
|
||||
}
|
||||
|
||||
// Just log the upgrade event without showing a notification
|
||||
Logging.Debug($"[CardAlbumUI] Card upgraded: {card.Name} to {card.Rarity}");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -82,6 +82,14 @@ namespace AppleHills.UI.CardSystem
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Public method to refresh UI state when returning to this page
|
||||
/// </summary>
|
||||
public void RefreshUI()
|
||||
{
|
||||
UpdateUI();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates the UI elements based on current state
|
||||
/// </summary>
|
||||
|
||||
@@ -1,132 +0,0 @@
|
||||
# Card System Implementation Plan
|
||||
|
||||
## Current Implementation Analysis
|
||||
|
||||
### Data Layer
|
||||
|
||||
1. **CardData.cs**:
|
||||
- Represents an instance of a card in the player's collection
|
||||
- Contains unique ID, rarity, and copies owned
|
||||
- Has a reference to its CardDefinition for display information
|
||||
- Includes methods for rarity upgrades when collecting duplicates
|
||||
- Well-structured with proper serialization support
|
||||
|
||||
2. **CardDefinition.cs**:
|
||||
- ScriptableObject template for creating card instances
|
||||
- Contains basic info (name, description), visuals, and collection data
|
||||
- Provides helper methods like CreateCardData() and GetBackgroundColor()
|
||||
- Supports different zones (AppleHills, Quarry, Forest, Mountain, Beach)
|
||||
|
||||
3. **CardSystemManager.cs**:
|
||||
- Singleton manager for the card system
|
||||
- Manages available card definitions and player inventory
|
||||
- Includes event callbacks for booster packs and card collection
|
||||
- Has partial implementation for adding booster packs
|
||||
- Has a simple CardInventory class stub
|
||||
|
||||
4. **CardVisualConfig.cs**:
|
||||
- ScriptableObject for configuring the visual appearance of cards
|
||||
- Maps rarities to colors and zones to colors/shapes
|
||||
- Uses dictionary lookups for efficient access
|
||||
|
||||
### UI Layer
|
||||
|
||||
1. **CardUIElement.cs**:
|
||||
- Handles displaying a single card in the UI
|
||||
- Updates visuals based on card data (rarity, zone)
|
||||
- References UI elements like card name text, images, frames, etc.
|
||||
|
||||
2. **UIPageController.cs**:
|
||||
- Manages UI page transitions with a stack-based navigation system
|
||||
- Provides methods for pushing, popping, and clearing the page stack
|
||||
- Uses events to notify when pages change
|
||||
|
||||
3. **UI Page Components**:
|
||||
- Several page-related files (AlbumViewPage.cs, BoosterOpeningPage.cs, CardMenuPage.cs)
|
||||
- CardAlbumUI.cs file for handling the album display
|
||||
- Base UIPage.cs class for common page functionality
|
||||
|
||||
## What's done
|
||||
1. **Complete CardInventory Implementation**:
|
||||
- Move from simple stub to full implementation
|
||||
- Add methods to manage the player's card collection
|
||||
- Implement filtering, sorting, and organization features
|
||||
|
||||
2. **Booster Pack Generation**:
|
||||
- Complete the logic to generate random booster packs with appropriate rarity distribution
|
||||
- Implement methods for awarding booster packs to the player
|
||||
- Add events for notifying UI when booster packs are obtained
|
||||
|
||||
## What's currently being worked on
|
||||
3. **Card Collection UI**:
|
||||
- Complete the album browsing UI with filtering and sorting options
|
||||
- Implement visual indicators for owned/not owned cards
|
||||
- Add UI for tracking collection completion
|
||||
|
||||
## What's Missing
|
||||
Based on the requirements, here's what still needs to be implemented:
|
||||
4. **Booster Pack Opening UI**:
|
||||
- Implement the UI flow for opening booster packs
|
||||
- Add card reveal animations and effects
|
||||
- Create UI feedback for rare card discoveries
|
||||
|
||||
5. **Save/Load System**:
|
||||
- Implement persistence for the player's card collection
|
||||
- Add autosave functionality for cards and booster packs
|
||||
|
||||
## Implementation Plan
|
||||
|
||||
### Step 1: Complete the Data Layer
|
||||
|
||||
1. **Implement CardInventory.cs**:
|
||||
- Create a dedicated class file (replacing the stub in CardSystemManager)
|
||||
- Add methods for adding/removing cards, checking duplicates
|
||||
- Implement filtering by zone, rarity, etc.
|
||||
- Add collection statistics methods
|
||||
|
||||
2. **Complete CardSystemManager.cs**:
|
||||
- Update references to use the new CardInventory class
|
||||
- Add methods for save/load integration
|
||||
- Implement additional helper methods for card management
|
||||
|
||||
### Step 2: Implement UI Flow
|
||||
|
||||
1. **Complete UIPage Implementations**:
|
||||
- Implement CardMenuPage.cs as the main card system entry point
|
||||
- Complete AlbumViewPage.cs for browsing the collection
|
||||
- Implement BoosterOpeningPage.cs for the pack opening experience
|
||||
|
||||
2. **Card Collection Browsing**:
|
||||
- Complete CardAlbumUI.cs to display the player's collection
|
||||
- Add filtering by zone, rarity, etc.
|
||||
- Implement pagination for large collections
|
||||
|
||||
3. **Booster Pack UI**:
|
||||
- Create UI for displaying and opening booster packs
|
||||
- Implement card reveal animations and transitions
|
||||
- Add sound effects and visual feedback
|
||||
|
||||
### Step 3: Integration and Polishing
|
||||
|
||||
1. **Connect UI to Data Layer**:
|
||||
- Hook up UI components to CardSystemManager events
|
||||
- Ensure data flows correctly between UI and data layers
|
||||
|
||||
2. **Test and Balance**:
|
||||
- Test rarity distribution in booster packs
|
||||
- Balance the upgrade system for duplicates
|
||||
|
||||
3. **Performance Optimization**:
|
||||
- Implement object pooling for card UI elements
|
||||
- Optimize loading of card data and sprites
|
||||
|
||||
### Step 4: Additional Features (Optional)
|
||||
|
||||
1. **Card Trading System**:
|
||||
- Allow players to trade cards with NPCs or other players
|
||||
|
||||
2. **Special Collection Bonuses**:
|
||||
- Rewards for completing sets of cards
|
||||
|
||||
3. **Card Usage Mechanics**:
|
||||
- Ways to use cards in gameplay beyond collection
|
||||
114
docs/card_system_implementation_plan_updated.md
Normal file
114
docs/card_system_implementation_plan_updated.md
Normal file
@@ -0,0 +1,114 @@
|
||||
# Card System Implementation Plan
|
||||
|
||||
## Current Implementation Analysis
|
||||
|
||||
### Data Layer
|
||||
|
||||
1. **CardData.cs**:
|
||||
- Represents an instance of a card in the player's collection
|
||||
- Contains unique ID, rarity, and copies owned
|
||||
- Has a reference to its CardDefinition for display information
|
||||
- Includes methods for rarity upgrades when collecting duplicates
|
||||
- Well-structured with proper serialization support
|
||||
|
||||
2. **CardDefinition.cs**:
|
||||
- ScriptableObject template for creating card instances
|
||||
- Contains basic info (name, description), visuals, and collection data
|
||||
- Provides helper methods like CreateCardData() and GetBackgroundColor()
|
||||
- Supports different zones (AppleHills, Quarry, Forest, Mountain, Beach)
|
||||
|
||||
3. **CardSystemManager.cs**:
|
||||
- Singleton manager for the card system
|
||||
- Manages available card definitions and player inventory
|
||||
- Includes event callbacks for booster packs and card collection
|
||||
- Implements functionality for adding and opening booster packs
|
||||
|
||||
4. **CardInventory.cs**:
|
||||
- Fully implemented management of the player's card collection
|
||||
- Includes methods for adding cards and tracking booster packs
|
||||
- Provides filtering methods for different card types
|
||||
- Supports card lookup by various properties (zone, rarity)
|
||||
|
||||
5. **CardVisualConfig.cs**:
|
||||
- ScriptableObject for configuring the visual appearance of cards
|
||||
- Maps rarities to colors and zones to colors/shapes
|
||||
- Uses dictionary lookups for efficient access
|
||||
|
||||
### UI Layer
|
||||
|
||||
1. **CardUIElement.cs**:
|
||||
- Handles displaying a single card in the UI
|
||||
- Updates visuals based on card data (rarity, zone)
|
||||
- References UI elements like card name text, images, frames, etc.
|
||||
|
||||
2. **UIPageController.cs**:
|
||||
- Manages UI page transitions with a stack-based navigation system
|
||||
- Provides methods for pushing, popping, and clearing the page stack
|
||||
- Uses events to notify when pages change
|
||||
|
||||
3. **UI Page Components**:
|
||||
- **CardMenuPage.cs**: Main menu for card system navigation
|
||||
- **AlbumViewPage.cs**: Simplified implementation that shows filtered cards in grid
|
||||
- **BoosterOpeningPage.cs**: Interactive card reveal experience
|
||||
- **CardAlbumUI.cs**: Main controller for the card system UI
|
||||
- **UIPage.cs**: Base class for common page functionality
|
||||
|
||||
## Implementation Status
|
||||
|
||||
### Completed
|
||||
1. **Complete CardInventory Implementation**:
|
||||
- Full implementation with methods to manage the player's card collection
|
||||
- Filtering, sorting, and organization features
|
||||
- Integration with CardSystemManager
|
||||
|
||||
2. **Booster Pack Generation**:
|
||||
- Logic to generate random booster packs with appropriate rarity distribution
|
||||
- Methods for awarding booster packs to the player
|
||||
- Events for notifying UI when booster packs are obtained
|
||||
|
||||
3. **Card Collection UI**:
|
||||
- Simplified album browsing UI with filtering and sorting options
|
||||
- Removed unnecessary card stack and slot system
|
||||
- Updated AlbumViewPage to use TextMeshPro components
|
||||
|
||||
4. **Booster Pack Opening UI (In Progress)**:
|
||||
- Implemented interactive card reveal system
|
||||
- Added card back prefabs for clickable reveal experience
|
||||
- Created flip animations and particle effects for card reveals
|
||||
- Updated to support revealing three cards individually
|
||||
|
||||
### Still Needed
|
||||
1. **Booster Opening UI Refinement**:
|
||||
- Fine-tune animation timings and transitions
|
||||
- Implement custom card back designs
|
||||
- Add more visual/audio feedback for different rarities
|
||||
|
||||
2. **Save/Load System**:
|
||||
- Implement persistence for the player's card collection
|
||||
- Add autosave functionality for cards and booster packs
|
||||
|
||||
3. **Card Collection Statistics**:
|
||||
- Add UI for tracking collection completion
|
||||
- Implement achievements for collecting sets
|
||||
|
||||
## Next Steps
|
||||
|
||||
### 1. Complete the Booster Opening Experience
|
||||
- Create proper card back prefab with appropriate design
|
||||
- Test and refine the card reveal animations
|
||||
- Ensure particle effects and sounds play correctly
|
||||
|
||||
### 2. Add Save/Load System
|
||||
- Implement JSON serialization for CardInventory
|
||||
- Add autosave triggers after obtaining new cards
|
||||
- Create save/load methods in CardSystemManager
|
||||
|
||||
### 3. Polish the Overall Experience
|
||||
- Add transition animations between pages
|
||||
- Improve visual feedback for obtaining new cards
|
||||
- Implement collection statistics display
|
||||
|
||||
### 4. Additional Features (Optional)
|
||||
- Special collection bonuses for completing sets
|
||||
- Card trading system with NPCs
|
||||
- Card usage mechanics beyond collection
|
||||
@@ -8,7 +8,7 @@ The card system UI should be structured with a modular prefab approach:
|
||||
|
||||
1. **Main Card System Prefab** - Contains the CardAlbumUI component and core structure
|
||||
2. **Individual UI Page Prefabs** - Each page as its own prefab
|
||||
3. **Card UI Prefabs** - For cards and card slots
|
||||
3. **Card UI Prefab** - For card display and interaction
|
||||
|
||||
## Detailed Prefab Structure
|
||||
|
||||
@@ -18,13 +18,13 @@ The card system UI should be structured with a modular prefab approach:
|
||||
CardSystem (with CardAlbumUI component)
|
||||
├── BackpackIcon (GameObject)
|
||||
│ ├── BackpackImage (Image)
|
||||
│ ├── BoosterCountText (Text)
|
||||
│ ├── BoosterCountText (TextMeshProUGUI)
|
||||
│ └── NotificationDot (GameObject with Image)
|
||||
├── UIPageController (automatically added by CardAlbumUI if not present)
|
||||
└── Notifications (GameObject)
|
||||
└── NewCardNotification (GameObject)
|
||||
├── Background (Image)
|
||||
└── Text (Text)
|
||||
└── Text (TextMeshProUGUI)
|
||||
```
|
||||
|
||||
### Page Prefabs
|
||||
@@ -33,15 +33,15 @@ CardSystem (with CardAlbumUI component)
|
||||
```
|
||||
MainMenuPage (with CardMenuPage component & CanvasGroup)
|
||||
├── Background (Image)
|
||||
├── Title (Text)
|
||||
├── Title (TextMeshProUGUI)
|
||||
├── OpenBoosterButton (Button)
|
||||
│ └── Text (Text)
|
||||
│ └── Text (TextMeshProUGUI)
|
||||
├── ViewAlbumButton (Button)
|
||||
│ └── Text (Text)
|
||||
│ └── Text (TextMeshProUGUI)
|
||||
├── ChangeClothesButton (Button)
|
||||
│ └── Text (Text)
|
||||
│ └── Text (TextMeshProUGUI)
|
||||
└── NoBoostersMessage (GameObject)
|
||||
└── Text (Text)
|
||||
└── Text (TextMeshProUGUI)
|
||||
```
|
||||
|
||||
**2. AlbumViewPage Prefab:**
|
||||
@@ -49,19 +49,16 @@ MainMenuPage (with CardMenuPage component & CanvasGroup)
|
||||
AlbumViewPage (with AlbumViewPage component & CanvasGroup)
|
||||
├── Background (Image)
|
||||
├── FilterPanel (GameObject)
|
||||
│ ├── ZoneFilterDropdown (Dropdown)
|
||||
│ │ ├── Label (Text)
|
||||
│ ├── ZoneFilterDropdown (TMP_Dropdown)
|
||||
│ │ ├── Label (TextMeshProUGUI)
|
||||
│ │ └── Arrow (Image)
|
||||
│ ├── RarityFilterDropdown (Dropdown)
|
||||
│ │ ├── Label (Text)
|
||||
│ ├── RarityFilterDropdown (TMP_Dropdown)
|
||||
│ │ ├── Label (TextMeshProUGUI)
|
||||
│ │ └── Arrow (Image)
|
||||
│ └── ResetFiltersButton (Button)
|
||||
│ └── Text (Text)
|
||||
│ └── Text (TextMeshProUGUI)
|
||||
├── AlbumScrollView (ScrollRect)
|
||||
│ └── AlbumGrid (GridLayoutGroup)
|
||||
├── CardStackContainer (RectTransform)
|
||||
└── EmptyAlbumMessage (GameObject)
|
||||
└── Text (Text)
|
||||
```
|
||||
|
||||
**3. BoosterOpeningPage Prefab:**
|
||||
@@ -70,11 +67,14 @@ BoosterOpeningPage (with BoosterOpeningPage component & CanvasGroup)
|
||||
├── Background (Image)
|
||||
├── BoosterPackObject (GameObject)
|
||||
│ └── BoosterImage (Image)
|
||||
├── CardRevealTransform (Transform)
|
||||
├── CardRevealContainer (RectTransform)
|
||||
│ ├── CardRevealPosition1 (Transform)
|
||||
│ ├── CardRevealPosition2 (Transform)
|
||||
│ └── CardRevealPosition3 (Transform)
|
||||
├── OpenBoosterButton (Button)
|
||||
│ └── Text (Text)
|
||||
│ └── Text (TextMeshProUGUI)
|
||||
├── ContinueButton (Button)
|
||||
│ └── Text (Text)
|
||||
│ └── Text (TextMeshProUGUI)
|
||||
├── CardRevealSound (AudioSource)
|
||||
├── RareCardSound (AudioSource)
|
||||
├── CardRevealParticles (ParticleSystem)
|
||||
@@ -83,25 +83,25 @@ BoosterOpeningPage (with BoosterOpeningPage component & CanvasGroup)
|
||||
|
||||
### Card-Related Prefabs
|
||||
|
||||
**1. CardSlotPrefab:**
|
||||
```
|
||||
CardSlot (GameObject)
|
||||
├── Background (Image)
|
||||
└── SlotLabel (Text)
|
||||
```
|
||||
|
||||
**2. CardPrefab:**
|
||||
**1. CardPrefab:**
|
||||
```
|
||||
Card (with CardUIElement component & Button)
|
||||
├── CardBackground (Image)
|
||||
├── CardFrame (Image)
|
||||
├── CardImage (Image)
|
||||
├── CardNameText (Text)
|
||||
├── CardDescriptionText (Text)
|
||||
├── ZoneLabel (Text)
|
||||
├── CardNameText (TextMeshProUGUI)
|
||||
├── CardDescriptionText (TextMeshProUGUI)
|
||||
├── ZoneLabel (TextMeshProUGUI)
|
||||
└── RarityIndicator (Image)
|
||||
```
|
||||
|
||||
**2. CardBackPrefab:**
|
||||
```
|
||||
CardBack (with Button component)
|
||||
├── CardBackImage (Image)
|
||||
└── BackDesign (Image)
|
||||
```
|
||||
|
||||
## Component Setup Guide
|
||||
|
||||
### CardAlbumUI Component Setup
|
||||
@@ -146,9 +146,6 @@ CardMenuPage Component Inspector:
|
||||
AlbumViewPage Component Inspector:
|
||||
- Album UI Elements:
|
||||
- Album Grid: [AlbumGrid Component]
|
||||
- Card Stack Container: [CardStackContainer Transform]
|
||||
- Empty Album Message: [EmptyAlbumMessage GameObject]
|
||||
- Card Slot Prefab: [CardSlotPrefab Asset]
|
||||
- Card Prefab: [CardPrefab Asset]
|
||||
- Filter UI:
|
||||
- Zone Filter Dropdown: [ZoneFilterDropdown]
|
||||
@@ -163,14 +160,19 @@ AlbumViewPage Component Inspector:
|
||||
BoosterOpeningPage Component Inspector:
|
||||
- UI Elements:
|
||||
- Booster Pack Object: [BoosterPackObject]
|
||||
- Card Reveal Transform: [CardRevealTransform]
|
||||
- Card Reveal Container: [CardRevealContainer]
|
||||
- Card Reveal Positions: [Array of 3 Transform positions]
|
||||
- Card Prefab: [CardPrefab Asset]
|
||||
- Card Back Prefab: [CardBackPrefab Asset]
|
||||
- Open Booster Button: [OpenBoosterButton]
|
||||
- Continue Button: [ContinueButton]
|
||||
- Canvas Group: [CanvasGroup on this GameObject]
|
||||
- Open Booster Text: [TextMeshProUGUI]
|
||||
- Continue Text: [TextMeshProUGUI]
|
||||
- Animation Settings:
|
||||
- Card Reveal Delay: 0.5 (adjustable)
|
||||
- Card Move To Backpack Delay: 1.0 (adjustable)
|
||||
- Card Reveal Delay: 0.3 (adjustable)
|
||||
- Card Move To Backpack Delay: 0.8 (adjustable)
|
||||
- Flip Animation Duration: 0.5 (adjustable)
|
||||
- Backpack Target Transform: [BackpackIcon Transform]
|
||||
- Card Reveal Sound: [CardRevealSound Component]
|
||||
- Rare Card Sound: [RareCardSound Component]
|
||||
@@ -198,21 +200,21 @@ CardUIElement Component Inspector:
|
||||
|
||||
Start by creating the card prefabs since other prefabs will reference them:
|
||||
|
||||
1. **Create CardSlotPrefab**:
|
||||
- Create GameObject → UI → Image
|
||||
- Add Text component for slot label
|
||||
- Adjust visual appearance for an empty slot
|
||||
- Save as prefab
|
||||
|
||||
2. **Create CardPrefab**:
|
||||
1. **Create CardPrefab**:
|
||||
- Create GameObject → UI → Image (for background)
|
||||
- Add child Images for frame and card art
|
||||
- Add Text components for name, description, zone
|
||||
- Add TextMeshPro components for name, description, zone
|
||||
- Add CardUIElement script
|
||||
- Configure Inspector references
|
||||
- Add Button component
|
||||
- Save as prefab
|
||||
|
||||
2. **Create CardBackPrefab**:
|
||||
- Create GameObject → UI → Image (for card back)
|
||||
- Add Button component for interaction
|
||||
- Style appropriately to match your game's aesthetics
|
||||
- Save as prefab
|
||||
|
||||
### 2. Create UI Page Prefabs
|
||||
|
||||
Create each page prefab individually:
|
||||
@@ -229,16 +231,17 @@ Create each page prefab individually:
|
||||
- Add AlbumViewPage script
|
||||
- Add CanvasGroup component
|
||||
- Configure all Inspector references
|
||||
- Assign CardSlotPrefab and CardPrefab
|
||||
- Assign CardPrefab
|
||||
- Save as prefab
|
||||
|
||||
3. **Create BoosterOpeningPage Prefab**:
|
||||
- Set up UI elements as shown in structure
|
||||
- Create CardRevealContainer with three child positions
|
||||
- Add BoosterOpeningPage script
|
||||
- Add CanvasGroup component
|
||||
- Add audio sources and particle systems
|
||||
- Configure all Inspector references
|
||||
- Assign CardPrefab
|
||||
- Assign CardPrefab and CardBackPrefab
|
||||
- Save as prefab
|
||||
|
||||
### 3. Create Main CardSystem Prefab
|
||||
Reference in New Issue
Block a user