First draft of the consolidated card system
This commit is contained in:
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m_AddedGameObjects: []
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SceneRoots:
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SceneRoots:
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@@ -24,6 +24,9 @@ namespace AppleHills.UI.CardSystem
|
|||||||
[SerializeField] private Button resetFiltersButton;
|
[SerializeField] private Button resetFiltersButton;
|
||||||
[SerializeField] private CanvasGroup canvasGroup;
|
[SerializeField] private CanvasGroup canvasGroup;
|
||||||
|
|
||||||
|
[Header("Navigation")]
|
||||||
|
[SerializeField] private Button backButton;
|
||||||
|
|
||||||
// Runtime references
|
// Runtime references
|
||||||
private CardSystemManager _cardManager;
|
private CardSystemManager _cardManager;
|
||||||
private List<CardUIElement> _displayedCards = new List<CardUIElement>();
|
private List<CardUIElement> _displayedCards = new List<CardUIElement>();
|
||||||
@@ -37,6 +40,12 @@ namespace AppleHills.UI.CardSystem
|
|||||||
canvasGroup = GetComponent<CanvasGroup>();
|
canvasGroup = GetComponent<CanvasGroup>();
|
||||||
if (canvasGroup == null)
|
if (canvasGroup == null)
|
||||||
canvasGroup = gameObject.AddComponent<CanvasGroup>();
|
canvasGroup = gameObject.AddComponent<CanvasGroup>();
|
||||||
|
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||||||
|
// Set up back button
|
||||||
|
if (backButton != null)
|
||||||
|
{
|
||||||
|
backButton.onClick.AddListener(OnBackButtonClicked);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
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@@ -301,6 +310,10 @@ namespace AppleHills.UI.CardSystem
|
|||||||
|
|
||||||
if (resetFiltersButton != null)
|
if (resetFiltersButton != null)
|
||||||
resetFiltersButton.onClick.RemoveListener(ResetFilters);
|
resetFiltersButton.onClick.RemoveListener(ResetFilters);
|
||||||
|
|
||||||
|
// Clean up back button listener
|
||||||
|
if (backButton != null)
|
||||||
|
backButton.onClick.RemoveListener(OnBackButtonClicked);
|
||||||
|
|
||||||
// Clean up card listeners
|
// Clean up card listeners
|
||||||
foreach (var card in _displayedCards)
|
foreach (var card in _displayedCards)
|
||||||
@@ -319,5 +332,18 @@ namespace AppleHills.UI.CardSystem
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Handles click on the back button
|
||||||
|
/// </summary>
|
||||||
|
private void OnBackButtonClicked()
|
||||||
|
{
|
||||||
|
// Use the UIPageController to go back to the previous page
|
||||||
|
UIPageController pageController = UIPageController.Instance;
|
||||||
|
if (pageController != null)
|
||||||
|
{
|
||||||
|
pageController.PopPage();
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -4,6 +4,7 @@ using AppleHills.Data.CardSystem;
|
|||||||
using Core;
|
using Core;
|
||||||
using Data.CardSystem;
|
using Data.CardSystem;
|
||||||
using Pixelplacement;
|
using Pixelplacement;
|
||||||
|
using TMPro;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.UI;
|
using UnityEngine.UI;
|
||||||
|
|
||||||
@@ -16,25 +17,26 @@ namespace AppleHills.UI.CardSystem
|
|||||||
{
|
{
|
||||||
[Header("UI Elements")]
|
[Header("UI Elements")]
|
||||||
[SerializeField] private GameObject boosterPackObject;
|
[SerializeField] private GameObject boosterPackObject;
|
||||||
[SerializeField] private Transform cardRevealTransform;
|
[SerializeField] private RectTransform cardRevealContainer; // This should have a HorizontalLayoutGroup component
|
||||||
[SerializeField] private GameObject cardPrefab;
|
[SerializeField] private GameObject cardPrefab;
|
||||||
|
[SerializeField] private GameObject cardBackPrefab;
|
||||||
[SerializeField] private Button openBoosterButton;
|
[SerializeField] private Button openBoosterButton;
|
||||||
[SerializeField] private Button continueButton;
|
[SerializeField] private Button continueButton;
|
||||||
[SerializeField] private CanvasGroup canvasGroup;
|
[SerializeField] private CanvasGroup canvasGroup;
|
||||||
|
|
||||||
|
[Header("Navigation")]
|
||||||
|
[SerializeField] private Button backButton;
|
||||||
|
|
||||||
[Header("Animation Settings")]
|
[Header("Animation Settings")]
|
||||||
[SerializeField] private float cardRevealDelay = 0.5f;
|
[SerializeField] private float cardRevealDelay = 0.3f;
|
||||||
[SerializeField] private float cardMoveToBackpackDelay = 1.0f;
|
[SerializeField] private float cardMoveToBackpackDelay = 0.8f;
|
||||||
[SerializeField] private Transform backpackTargetTransform;
|
[SerializeField] private float flipAnimationDuration = 0.5f;
|
||||||
[SerializeField] private AudioSource cardRevealSound;
|
|
||||||
[SerializeField] private AudioSource rareCardSound;
|
|
||||||
[SerializeField] private ParticleSystem cardRevealParticles;
|
|
||||||
[SerializeField] private ParticleSystem rareCardParticles;
|
|
||||||
|
|
||||||
// State tracking
|
// State tracking
|
||||||
private enum OpeningState
|
private enum OpeningState
|
||||||
{
|
{
|
||||||
BoosterReady,
|
BoosterReady,
|
||||||
|
CardBacksVisible,
|
||||||
CardsRevealing,
|
CardsRevealing,
|
||||||
CardsRevealed,
|
CardsRevealed,
|
||||||
MovingToBackpack,
|
MovingToBackpack,
|
||||||
@@ -43,13 +45,17 @@ namespace AppleHills.UI.CardSystem
|
|||||||
|
|
||||||
private OpeningState _currentState = OpeningState.BoosterReady;
|
private OpeningState _currentState = OpeningState.BoosterReady;
|
||||||
private List<CardUIElement> _revealedCards = new List<CardUIElement>();
|
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 CardSystemManager _cardManager;
|
||||||
private Coroutine _revealCoroutine;
|
private CardAlbumUI _cardAlbumUI;
|
||||||
private Coroutine _moveToBackpackCoroutine;
|
private Coroutine _moveToBackpackCoroutine;
|
||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
_cardManager = CardSystemManager.Instance;
|
_cardManager = CardSystemManager.Instance;
|
||||||
|
_cardAlbumUI = FindObjectOfType<CardAlbumUI>();
|
||||||
|
|
||||||
// Set up button listeners
|
// Set up button listeners
|
||||||
if (openBoosterButton != null)
|
if (openBoosterButton != null)
|
||||||
@@ -63,6 +69,12 @@ namespace AppleHills.UI.CardSystem
|
|||||||
continueButton.gameObject.SetActive(false);
|
continueButton.gameObject.SetActive(false);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Set up back button
|
||||||
|
if (backButton != null)
|
||||||
|
{
|
||||||
|
backButton.onClick.AddListener(OnBackButtonClicked);
|
||||||
|
}
|
||||||
|
|
||||||
// Make sure we have a CanvasGroup for transitions
|
// Make sure we have a CanvasGroup for transitions
|
||||||
if (canvasGroup == null)
|
if (canvasGroup == null)
|
||||||
canvasGroup = GetComponent<CanvasGroup>();
|
canvasGroup = GetComponent<CanvasGroup>();
|
||||||
@@ -83,14 +95,36 @@ namespace AppleHills.UI.CardSystem
|
|||||||
continueButton.onClick.RemoveListener(OnContinueClicked);
|
continueButton.onClick.RemoveListener(OnContinueClicked);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (backButton != null)
|
||||||
|
{
|
||||||
|
backButton.onClick.RemoveListener(OnBackButtonClicked);
|
||||||
|
}
|
||||||
|
|
||||||
// Stop any running coroutines
|
// Stop any running coroutines
|
||||||
if (_revealCoroutine != null)
|
|
||||||
StopCoroutine(_revealCoroutine);
|
|
||||||
|
|
||||||
if (_moveToBackpackCoroutine != null)
|
if (_moveToBackpackCoroutine != null)
|
||||||
StopCoroutine(_moveToBackpackCoroutine);
|
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>
|
/// <summary>
|
||||||
/// Resets the page to its initial state when it becomes active
|
/// Resets the page to its initial state when it becomes active
|
||||||
/// </summary>
|
/// </summary>
|
||||||
@@ -114,10 +148,19 @@ namespace AppleHills.UI.CardSystem
|
|||||||
}
|
}
|
||||||
_revealedCards.Clear();
|
_revealedCards.Clear();
|
||||||
|
|
||||||
|
// Clear card backs
|
||||||
|
foreach (var cardBack in _cardBacks)
|
||||||
|
{
|
||||||
|
if (cardBack != null)
|
||||||
|
Destroy(cardBack);
|
||||||
|
}
|
||||||
|
_cardBacks.Clear();
|
||||||
|
|
||||||
// Reset state
|
// Reset state
|
||||||
_currentState = OpeningState.BoosterReady;
|
_currentState = OpeningState.BoosterReady;
|
||||||
|
_revealedCardCount = 0;
|
||||||
|
|
||||||
// Show booster pack, hide continue button
|
// Show booster pack, show open button, hide continue button
|
||||||
if (boosterPackObject != null)
|
if (boosterPackObject != null)
|
||||||
{
|
{
|
||||||
boosterPackObject.SetActive(true);
|
boosterPackObject.SetActive(true);
|
||||||
@@ -132,6 +175,12 @@ namespace AppleHills.UI.CardSystem
|
|||||||
{
|
{
|
||||||
continueButton.gameObject.SetActive(false);
|
continueButton.gameObject.SetActive(false);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Make back button visible
|
||||||
|
if (backButton != null)
|
||||||
|
{
|
||||||
|
backButton.gameObject.SetActive(true);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@@ -141,12 +190,12 @@ namespace AppleHills.UI.CardSystem
|
|||||||
{
|
{
|
||||||
if (_currentState != OpeningState.BoosterReady) return;
|
if (_currentState != OpeningState.BoosterReady) return;
|
||||||
|
|
||||||
_currentState = OpeningState.CardsRevealing;
|
_currentState = OpeningState.CardBacksVisible;
|
||||||
|
|
||||||
// Open the booster pack and get the cards
|
// 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
|
// Hide the booster pack and open button
|
||||||
if (boosterPackObject != null)
|
if (boosterPackObject != null)
|
||||||
@@ -162,8 +211,8 @@ namespace AppleHills.UI.CardSystem
|
|||||||
openBoosterButton.gameObject.SetActive(false);
|
openBoosterButton.gameObject.SetActive(false);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Start revealing cards
|
// Show card backs first
|
||||||
_revealCoroutine = StartCoroutine(RevealCards(newCards));
|
StartCoroutine(ShowCardBacks());
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
@@ -173,81 +222,120 @@ namespace AppleHills.UI.CardSystem
|
|||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Reveals cards one by one with animation
|
/// Shows card backs in the reveal positions
|
||||||
/// </summary>
|
/// </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);
|
yield return new WaitForSeconds(0.5f);
|
||||||
|
|
||||||
// Reveal each card
|
// Create card backs for each position (usually 3)
|
||||||
foreach (var cardData in cards)
|
for (int i = 0; i < Mathf.Min(_boosterCards.Count, cardRevealContainer.childCount); i++)
|
||||||
{
|
{
|
||||||
// Instantiate card UI element
|
if (cardBackPrefab == null || cardRevealContainer.GetChild(i) == null) continue;
|
||||||
GameObject cardObj = Instantiate(cardPrefab, cardRevealTransform);
|
|
||||||
CardUIElement cardUI = cardObj.GetComponent<CardUIElement>();
|
|
||||||
|
|
||||||
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
|
cardBackButton = cardBackObj.AddComponent<Button>();
|
||||||
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);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// 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
|
// Update state
|
||||||
_currentState = OpeningState.CardsRevealed;
|
_currentState = OpeningState.CardBacksVisible;
|
||||||
if (continueButton != null)
|
}
|
||||||
|
|
||||||
|
/// <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);
|
cardUI.SetupCard(cardData);
|
||||||
|
_revealedCards.Add(cardUI);
|
||||||
// Animate button appearance
|
}
|
||||||
continueButton.transform.localScale = Vector3.zero;
|
|
||||||
Tween.LocalScale(continueButton.transform, Vector3.one, 0.3f, 0f, Tween.EaseOutBack);
|
// 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>
|
/// </summary>
|
||||||
private IEnumerator MoveCardsToBackpack()
|
private IEnumerator MoveCardsToBackpack()
|
||||||
{
|
{
|
||||||
// If no backpack target, use a default position (lower-right corner)
|
// Use the backpackIcon from CardAlbumUI as the target
|
||||||
Vector3 targetPosition = (backpackTargetTransform != null)
|
Vector3 targetPosition;
|
||||||
? backpackTargetTransform.position
|
|
||||||
: new Vector3(Screen.width * 0.9f, Screen.height * 0.1f, 0f);
|
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
|
// Move each card to backpack with animation
|
||||||
foreach (var cardUI in _revealedCards)
|
foreach (var cardUI in _revealedCards)
|
||||||
|
|||||||
@@ -23,19 +23,18 @@ namespace AppleHills.UI.CardSystem
|
|||||||
|
|
||||||
[Header("UI Elements")]
|
[Header("UI Elements")]
|
||||||
[SerializeField] private Button backpackButton;
|
[SerializeField] private Button backpackButton;
|
||||||
[SerializeField] private BoosterNotificationDot boosterNotificationDot; // Changed to BoosterNotificationDot
|
[SerializeField] private BoosterNotificationDot boosterNotificationDot;
|
||||||
[SerializeField] private GameObject backpackAnimationTarget;
|
|
||||||
[SerializeField] private GameObject newCardNotification;
|
|
||||||
|
|
||||||
[Header("Notification Settings")]
|
[Header("Notification Settings")]
|
||||||
[SerializeField] private float notificationDuration = 3f;
|
|
||||||
[SerializeField] private AudioSource notificationSound;
|
[SerializeField] private AudioSource notificationSound;
|
||||||
|
|
||||||
|
// Public property to access the backpack icon for animations
|
||||||
|
public GameObject BackpackIcon => backpackIcon;
|
||||||
|
|
||||||
private UIPageController _pageController;
|
private UIPageController _pageController;
|
||||||
private CardSystemManager _cardManager;
|
private CardSystemManager _cardManager;
|
||||||
private bool _isInitialized = false;
|
private bool _isInitialized = false;
|
||||||
private bool _hasUnseenCards = false;
|
private bool _hasUnseenCards = false;
|
||||||
private Coroutine _notificationCoroutine;
|
|
||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
@@ -60,12 +59,9 @@ namespace AppleHills.UI.CardSystem
|
|||||||
// Initially show only the backpack icon
|
// Initially show only the backpack icon
|
||||||
ShowOnlyBackpackIcon();
|
ShowOnlyBackpackIcon();
|
||||||
|
|
||||||
// Hide notifications initially
|
// Hide notification dot initially
|
||||||
if (boosterNotificationDot != null)
|
if (boosterNotificationDot != null)
|
||||||
boosterNotificationDot.gameObject.SetActive(false);
|
boosterNotificationDot.gameObject.SetActive(false);
|
||||||
|
|
||||||
if (newCardNotification != null)
|
|
||||||
newCardNotification.SetActive(false);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void Start()
|
private void Start()
|
||||||
@@ -105,9 +101,11 @@ namespace AppleHills.UI.CardSystem
|
|||||||
backpackButton.onClick.RemoveListener(OnBackpackButtonClicked);
|
backpackButton.onClick.RemoveListener(OnBackpackButtonClicked);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Stop any coroutines
|
// Unsubscribe from page controller events
|
||||||
if (_notificationCoroutine != null)
|
if (_pageController != null)
|
||||||
StopCoroutine(_notificationCoroutine);
|
{
|
||||||
|
_pageController.OnPageChanged -= OnPageChanged;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@@ -152,11 +150,12 @@ namespace AppleHills.UI.CardSystem
|
|||||||
{
|
{
|
||||||
_pageController.PushPage(mainMenuPage);
|
_pageController.PushPage(mainMenuPage);
|
||||||
|
|
||||||
// Clear notification
|
// Clear notification for unseen cards when opening menu
|
||||||
if (boosterNotificationDot != null)
|
if (_hasUnseenCards)
|
||||||
boosterNotificationDot.gameObject.SetActive(false);
|
{
|
||||||
|
_hasUnseenCards = false;
|
||||||
_hasUnseenCards = false;
|
UpdateBoosterVisibility();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
else if (_pageController.CurrentPage == mainMenuPage)
|
else if (_pageController.CurrentPage == mainMenuPage)
|
||||||
{
|
{
|
||||||
@@ -177,7 +176,15 @@ namespace AppleHills.UI.CardSystem
|
|||||||
}
|
}
|
||||||
else
|
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>
|
/// </summary>
|
||||||
private void ShowOnlyBackpackIcon()
|
private void ShowOnlyBackpackIcon()
|
||||||
{
|
{
|
||||||
backpackIcon.SetActive(true);
|
if (backpackIcon != null)
|
||||||
|
backpackIcon.SetActive(true);
|
||||||
|
|
||||||
|
// Update booster notification visibility
|
||||||
|
UpdateBoosterVisibility();
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@@ -209,60 +220,9 @@ namespace AppleHills.UI.CardSystem
|
|||||||
else
|
else
|
||||||
{
|
{
|
||||||
Logging.Debug("[CardAlbumUI] No booster packs available");
|
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>
|
/// <summary>
|
||||||
/// Updates the booster count display
|
/// Updates the booster count display
|
||||||
/// </summary>
|
/// </summary>
|
||||||
@@ -272,9 +232,25 @@ namespace AppleHills.UI.CardSystem
|
|||||||
{
|
{
|
||||||
boosterNotificationDot.SetCount(count);
|
boosterNotificationDot.SetCount(count);
|
||||||
|
|
||||||
// Animate the text for feedback
|
// Animate the notification dot for feedback
|
||||||
boosterNotificationDot.transform.localScale = Vector3.one * 1.2f;
|
boosterNotificationDot.transform.localScale = Vector3.one * 1.2f;
|
||||||
Tween.LocalScale(boosterNotificationDot.transform, Vector3.one, 0.3f, 0f);
|
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)
|
_pageController.CurrentPage != boosterOpeningPage)
|
||||||
{
|
{
|
||||||
_hasUnseenCards = true;
|
_hasUnseenCards = true;
|
||||||
if (boosterNotificationDot != null)
|
UpdateBoosterVisibility();
|
||||||
boosterNotificationDot.gameObject.SetActive(true);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
Logging.Debug($"[CardAlbumUI] New card collected: {card.Name}");
|
Logging.Debug($"[CardAlbumUI] New card collected: {card.Name}");
|
||||||
@@ -310,18 +285,7 @@ namespace AppleHills.UI.CardSystem
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
private void HandleCardRarityUpgraded(CardData card)
|
private void HandleCardRarityUpgraded(CardData card)
|
||||||
{
|
{
|
||||||
// Show a special notification for rarity upgrade
|
// Just log the upgrade event without showing a notification
|
||||||
if (newCardNotification != null)
|
|
||||||
{
|
|
||||||
// Set notification text
|
|
||||||
Text notificationText = newCardNotification.GetComponentInChildren<Text>();
|
|
||||||
if (notificationText != null)
|
|
||||||
notificationText.text = $"{card.Name} upgraded to {card.Rarity}!";
|
|
||||||
|
|
||||||
// Show and animate the notification
|
|
||||||
ShowTemporaryNotification(newCardNotification);
|
|
||||||
}
|
|
||||||
|
|
||||||
Logging.Debug($"[CardAlbumUI] Card upgraded: {card.Name} to {card.Rarity}");
|
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>
|
/// <summary>
|
||||||
/// Updates the UI elements based on current state
|
/// Updates the UI elements based on current state
|
||||||
/// </summary>
|
/// </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
|
1. **Main Card System Prefab** - Contains the CardAlbumUI component and core structure
|
||||||
2. **Individual UI Page Prefabs** - Each page as its own prefab
|
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
|
## Detailed Prefab Structure
|
||||||
|
|
||||||
@@ -18,13 +18,13 @@ The card system UI should be structured with a modular prefab approach:
|
|||||||
CardSystem (with CardAlbumUI component)
|
CardSystem (with CardAlbumUI component)
|
||||||
├── BackpackIcon (GameObject)
|
├── BackpackIcon (GameObject)
|
||||||
│ ├── BackpackImage (Image)
|
│ ├── BackpackImage (Image)
|
||||||
│ ├── BoosterCountText (Text)
|
│ ├── BoosterCountText (TextMeshProUGUI)
|
||||||
│ └── NotificationDot (GameObject with Image)
|
│ └── NotificationDot (GameObject with Image)
|
||||||
├── UIPageController (automatically added by CardAlbumUI if not present)
|
├── UIPageController (automatically added by CardAlbumUI if not present)
|
||||||
└── Notifications (GameObject)
|
└── Notifications (GameObject)
|
||||||
└── NewCardNotification (GameObject)
|
└── NewCardNotification (GameObject)
|
||||||
├── Background (Image)
|
├── Background (Image)
|
||||||
└── Text (Text)
|
└── Text (TextMeshProUGUI)
|
||||||
```
|
```
|
||||||
|
|
||||||
### Page Prefabs
|
### Page Prefabs
|
||||||
@@ -33,15 +33,15 @@ CardSystem (with CardAlbumUI component)
|
|||||||
```
|
```
|
||||||
MainMenuPage (with CardMenuPage component & CanvasGroup)
|
MainMenuPage (with CardMenuPage component & CanvasGroup)
|
||||||
├── Background (Image)
|
├── Background (Image)
|
||||||
├── Title (Text)
|
├── Title (TextMeshProUGUI)
|
||||||
├── OpenBoosterButton (Button)
|
├── OpenBoosterButton (Button)
|
||||||
│ └── Text (Text)
|
│ └── Text (TextMeshProUGUI)
|
||||||
├── ViewAlbumButton (Button)
|
├── ViewAlbumButton (Button)
|
||||||
│ └── Text (Text)
|
│ └── Text (TextMeshProUGUI)
|
||||||
├── ChangeClothesButton (Button)
|
├── ChangeClothesButton (Button)
|
||||||
│ └── Text (Text)
|
│ └── Text (TextMeshProUGUI)
|
||||||
└── NoBoostersMessage (GameObject)
|
└── NoBoostersMessage (GameObject)
|
||||||
└── Text (Text)
|
└── Text (TextMeshProUGUI)
|
||||||
```
|
```
|
||||||
|
|
||||||
**2. AlbumViewPage Prefab:**
|
**2. AlbumViewPage Prefab:**
|
||||||
@@ -49,19 +49,16 @@ MainMenuPage (with CardMenuPage component & CanvasGroup)
|
|||||||
AlbumViewPage (with AlbumViewPage component & CanvasGroup)
|
AlbumViewPage (with AlbumViewPage component & CanvasGroup)
|
||||||
├── Background (Image)
|
├── Background (Image)
|
||||||
├── FilterPanel (GameObject)
|
├── FilterPanel (GameObject)
|
||||||
│ ├── ZoneFilterDropdown (Dropdown)
|
│ ├── ZoneFilterDropdown (TMP_Dropdown)
|
||||||
│ │ ├── Label (Text)
|
│ │ ├── Label (TextMeshProUGUI)
|
||||||
│ │ └── Arrow (Image)
|
│ │ └── Arrow (Image)
|
||||||
│ ├── RarityFilterDropdown (Dropdown)
|
│ ├── RarityFilterDropdown (TMP_Dropdown)
|
||||||
│ │ ├── Label (Text)
|
│ │ ├── Label (TextMeshProUGUI)
|
||||||
│ │ └── Arrow (Image)
|
│ │ └── Arrow (Image)
|
||||||
│ └── ResetFiltersButton (Button)
|
│ └── ResetFiltersButton (Button)
|
||||||
│ └── Text (Text)
|
│ └── Text (TextMeshProUGUI)
|
||||||
├── AlbumScrollView (ScrollRect)
|
├── AlbumScrollView (ScrollRect)
|
||||||
│ └── AlbumGrid (GridLayoutGroup)
|
│ └── AlbumGrid (GridLayoutGroup)
|
||||||
├── CardStackContainer (RectTransform)
|
|
||||||
└── EmptyAlbumMessage (GameObject)
|
|
||||||
└── Text (Text)
|
|
||||||
```
|
```
|
||||||
|
|
||||||
**3. BoosterOpeningPage Prefab:**
|
**3. BoosterOpeningPage Prefab:**
|
||||||
@@ -70,11 +67,14 @@ BoosterOpeningPage (with BoosterOpeningPage component & CanvasGroup)
|
|||||||
├── Background (Image)
|
├── Background (Image)
|
||||||
├── BoosterPackObject (GameObject)
|
├── BoosterPackObject (GameObject)
|
||||||
│ └── BoosterImage (Image)
|
│ └── BoosterImage (Image)
|
||||||
├── CardRevealTransform (Transform)
|
├── CardRevealContainer (RectTransform)
|
||||||
|
│ ├── CardRevealPosition1 (Transform)
|
||||||
|
│ ├── CardRevealPosition2 (Transform)
|
||||||
|
│ └── CardRevealPosition3 (Transform)
|
||||||
├── OpenBoosterButton (Button)
|
├── OpenBoosterButton (Button)
|
||||||
│ └── Text (Text)
|
│ └── Text (TextMeshProUGUI)
|
||||||
├── ContinueButton (Button)
|
├── ContinueButton (Button)
|
||||||
│ └── Text (Text)
|
│ └── Text (TextMeshProUGUI)
|
||||||
├── CardRevealSound (AudioSource)
|
├── CardRevealSound (AudioSource)
|
||||||
├── RareCardSound (AudioSource)
|
├── RareCardSound (AudioSource)
|
||||||
├── CardRevealParticles (ParticleSystem)
|
├── CardRevealParticles (ParticleSystem)
|
||||||
@@ -83,25 +83,25 @@ BoosterOpeningPage (with BoosterOpeningPage component & CanvasGroup)
|
|||||||
|
|
||||||
### Card-Related Prefabs
|
### Card-Related Prefabs
|
||||||
|
|
||||||
**1. CardSlotPrefab:**
|
**1. CardPrefab:**
|
||||||
```
|
|
||||||
CardSlot (GameObject)
|
|
||||||
├── Background (Image)
|
|
||||||
└── SlotLabel (Text)
|
|
||||||
```
|
|
||||||
|
|
||||||
**2. CardPrefab:**
|
|
||||||
```
|
```
|
||||||
Card (with CardUIElement component & Button)
|
Card (with CardUIElement component & Button)
|
||||||
├── CardBackground (Image)
|
├── CardBackground (Image)
|
||||||
├── CardFrame (Image)
|
├── CardFrame (Image)
|
||||||
├── CardImage (Image)
|
├── CardImage (Image)
|
||||||
├── CardNameText (Text)
|
├── CardNameText (TextMeshProUGUI)
|
||||||
├── CardDescriptionText (Text)
|
├── CardDescriptionText (TextMeshProUGUI)
|
||||||
├── ZoneLabel (Text)
|
├── ZoneLabel (TextMeshProUGUI)
|
||||||
└── RarityIndicator (Image)
|
└── RarityIndicator (Image)
|
||||||
```
|
```
|
||||||
|
|
||||||
|
**2. CardBackPrefab:**
|
||||||
|
```
|
||||||
|
CardBack (with Button component)
|
||||||
|
├── CardBackImage (Image)
|
||||||
|
└── BackDesign (Image)
|
||||||
|
```
|
||||||
|
|
||||||
## Component Setup Guide
|
## Component Setup Guide
|
||||||
|
|
||||||
### CardAlbumUI Component Setup
|
### CardAlbumUI Component Setup
|
||||||
@@ -146,9 +146,6 @@ CardMenuPage Component Inspector:
|
|||||||
AlbumViewPage Component Inspector:
|
AlbumViewPage Component Inspector:
|
||||||
- Album UI Elements:
|
- Album UI Elements:
|
||||||
- Album Grid: [AlbumGrid Component]
|
- Album Grid: [AlbumGrid Component]
|
||||||
- Card Stack Container: [CardStackContainer Transform]
|
|
||||||
- Empty Album Message: [EmptyAlbumMessage GameObject]
|
|
||||||
- Card Slot Prefab: [CardSlotPrefab Asset]
|
|
||||||
- Card Prefab: [CardPrefab Asset]
|
- Card Prefab: [CardPrefab Asset]
|
||||||
- Filter UI:
|
- Filter UI:
|
||||||
- Zone Filter Dropdown: [ZoneFilterDropdown]
|
- Zone Filter Dropdown: [ZoneFilterDropdown]
|
||||||
@@ -163,14 +160,19 @@ AlbumViewPage Component Inspector:
|
|||||||
BoosterOpeningPage Component Inspector:
|
BoosterOpeningPage Component Inspector:
|
||||||
- UI Elements:
|
- UI Elements:
|
||||||
- Booster Pack Object: [BoosterPackObject]
|
- 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 Prefab: [CardPrefab Asset]
|
||||||
|
- Card Back Prefab: [CardBackPrefab Asset]
|
||||||
- Open Booster Button: [OpenBoosterButton]
|
- Open Booster Button: [OpenBoosterButton]
|
||||||
- Continue Button: [ContinueButton]
|
- Continue Button: [ContinueButton]
|
||||||
- Canvas Group: [CanvasGroup on this GameObject]
|
- Canvas Group: [CanvasGroup on this GameObject]
|
||||||
|
- Open Booster Text: [TextMeshProUGUI]
|
||||||
|
- Continue Text: [TextMeshProUGUI]
|
||||||
- Animation Settings:
|
- Animation Settings:
|
||||||
- Card Reveal Delay: 0.5 (adjustable)
|
- Card Reveal Delay: 0.3 (adjustable)
|
||||||
- Card Move To Backpack Delay: 1.0 (adjustable)
|
- Card Move To Backpack Delay: 0.8 (adjustable)
|
||||||
|
- Flip Animation Duration: 0.5 (adjustable)
|
||||||
- Backpack Target Transform: [BackpackIcon Transform]
|
- Backpack Target Transform: [BackpackIcon Transform]
|
||||||
- Card Reveal Sound: [CardRevealSound Component]
|
- Card Reveal Sound: [CardRevealSound Component]
|
||||||
- Rare Card Sound: [RareCardSound 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:
|
Start by creating the card prefabs since other prefabs will reference them:
|
||||||
|
|
||||||
1. **Create CardSlotPrefab**:
|
1. **Create CardPrefab**:
|
||||||
- Create GameObject → UI → Image
|
|
||||||
- Add Text component for slot label
|
|
||||||
- Adjust visual appearance for an empty slot
|
|
||||||
- Save as prefab
|
|
||||||
|
|
||||||
2. **Create CardPrefab**:
|
|
||||||
- Create GameObject → UI → Image (for background)
|
- Create GameObject → UI → Image (for background)
|
||||||
- Add child Images for frame and card art
|
- 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
|
- Add CardUIElement script
|
||||||
- Configure Inspector references
|
- Configure Inspector references
|
||||||
- Add Button component
|
- Add Button component
|
||||||
- Save as prefab
|
- 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
|
### 2. Create UI Page Prefabs
|
||||||
|
|
||||||
Create each page prefab individually:
|
Create each page prefab individually:
|
||||||
@@ -229,16 +231,17 @@ Create each page prefab individually:
|
|||||||
- Add AlbumViewPage script
|
- Add AlbumViewPage script
|
||||||
- Add CanvasGroup component
|
- Add CanvasGroup component
|
||||||
- Configure all Inspector references
|
- Configure all Inspector references
|
||||||
- Assign CardSlotPrefab and CardPrefab
|
- Assign CardPrefab
|
||||||
- Save as prefab
|
- Save as prefab
|
||||||
|
|
||||||
3. **Create BoosterOpeningPage Prefab**:
|
3. **Create BoosterOpeningPage Prefab**:
|
||||||
- Set up UI elements as shown in structure
|
- Set up UI elements as shown in structure
|
||||||
|
- Create CardRevealContainer with three child positions
|
||||||
- Add BoosterOpeningPage script
|
- Add BoosterOpeningPage script
|
||||||
- Add CanvasGroup component
|
- Add CanvasGroup component
|
||||||
- Add audio sources and particle systems
|
- Add audio sources and particle systems
|
||||||
- Configure all Inspector references
|
- Configure all Inspector references
|
||||||
- Assign CardPrefab
|
- Assign CardPrefab and CardBackPrefab
|
||||||
- Save as prefab
|
- Save as prefab
|
||||||
|
|
||||||
### 3. Create Main CardSystem Prefab
|
### 3. Create Main CardSystem Prefab
|
||||||
Reference in New Issue
Block a user