stash work
This commit is contained in:
committed by
Michal Pikulski
parent
8d410b42d3
commit
5bab6d9596
@@ -1,7 +1,6 @@
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using Core;
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using Minigames.StatueDressup.Utils;
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.UI;
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using Utils;
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namespace Minigames.StatueDressup.Controllers
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{
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@@ -24,7 +23,7 @@ namespace Minigames.StatueDressup.Controllers
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captureButton.onClick.AddListener(OnCaptureClicked);
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}
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Debug.Log($"[PhotoCaptureTest] Ready. Photo save path: {StatuePhotoManager.GetPhotoDirectory()}");
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Debug.Log($"[PhotoCaptureTest] Ready. Photo save path: {PhotoManager.GetCaptureDirectory(CaptureType.StatueMinigame)}");
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}
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private void OnCaptureClicked()
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@@ -41,47 +40,29 @@ namespace Minigames.StatueDressup.Controllers
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private System.Collections.IEnumerator CaptureCoroutine()
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{
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// Hide UI
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foreach (var obj in hideTheseObjects)
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if (obj != null) obj.SetActive(false);
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yield return new WaitForEndOfFrame();
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// Capture
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bool done = false;
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Texture2D photo = null;
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StatuePhotoManager.CaptureAreaPhoto(captureArea, (texture) => {
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photo = texture;
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done = true;
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});
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yield return new WaitUntil(() => done);
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// Restore UI
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foreach (var obj in hideTheseObjects)
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if (obj != null) obj.SetActive(true);
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// Save
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if (photo != null)
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{
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string photoId = StatuePhotoManager.SavePhoto(photo, 0);
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if (!string.IsNullOrEmpty(photoId))
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// Use new PhotoManager plug-and-play coroutine
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yield return PhotoManager.CaptureAndSaveCoroutine(
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CaptureType.StatueMinigame,
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captureArea,
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hideTheseObjects,
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onSuccess: (photoId) =>
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{
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string path = $"{StatuePhotoManager.GetPhotoDirectory()}/{photoId}.png";
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string path = $"{PhotoManager.GetCaptureDirectory(CaptureType.StatueMinigame)}/{photoId}.png";
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Debug.Log($"[PhotoCaptureTest] ✅ SUCCESS! Photo saved: {path}");
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Debug.Log($"[PhotoCaptureTest] Photo size: {photo.width}x{photo.height}");
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}
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else
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// Load back to verify
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Texture2D loadedPhoto = PhotoManager.LoadPhoto(CaptureType.StatueMinigame, photoId);
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if (loadedPhoto != null)
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{
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Debug.Log($"[PhotoCaptureTest] Photo size: {loadedPhoto.width}x{loadedPhoto.height}");
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}
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},
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onFailure: (error) =>
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{
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Debug.LogError("[PhotoCaptureTest] ❌ Failed to save photo");
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}
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}
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else
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{
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Debug.LogError("[PhotoCaptureTest] ❌ Failed to capture photo");
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}
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Debug.LogError($"[PhotoCaptureTest] ❌ Failed: {error}");
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},
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metadata: 0
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);
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}
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private void OnDestroy()
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@@ -0,0 +1,163 @@
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using Core;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using Utils;
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namespace Minigames.StatueDressup.Controllers
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{
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/// <summary>
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/// Manages enlarged photo preview display.
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/// Handles backdrop, preview spawning, and click-to-dismiss.
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/// Similar to CardEnlargeController but simpler (no state machine).
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/// </summary>
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public class PhotoEnlargeController
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{
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private readonly GameObject _backdrop;
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private readonly Transform _enlargedContainer;
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private readonly float _animationDuration;
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private GameObject _currentEnlargedPreview;
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private PhotoGridItem _currentSourceItem;
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/// <summary>
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/// Constructor
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/// </summary>
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public PhotoEnlargeController(GameObject backdrop, Transform enlargedContainer, float animationDuration = 0.3f)
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{
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_backdrop = backdrop;
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_enlargedContainer = enlargedContainer;
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_animationDuration = animationDuration;
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}
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/// <summary>
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/// Check if a photo is currently enlarged
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/// </summary>
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public bool IsPhotoEnlarged => _currentEnlargedPreview != null;
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/// <summary>
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/// Enlarge a photo from a grid item
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/// </summary>
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public void EnlargePhoto(PhotoGridItem sourceItem, GameObject previewPrefab, Texture2D photoTexture, float enlargedScale)
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{
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if (sourceItem == null || previewPrefab == null || photoTexture == null)
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{
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Logging.Error("[PhotoEnlargeController] Invalid parameters for EnlargePhoto");
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return;
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}
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// Don't allow multiple enlargements
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if (_currentEnlargedPreview != null)
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{
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Logging.Warning("[PhotoEnlargeController] Photo already enlarged");
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return;
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}
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_currentSourceItem = sourceItem;
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// Show backdrop
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if (_backdrop != null)
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{
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_backdrop.SetActive(true);
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}
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// Spawn preview clone
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_currentEnlargedPreview = Object.Instantiate(previewPrefab, _enlargedContainer);
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_currentEnlargedPreview.transform.SetAsLastSibling();
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// Position at source item's world position
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_currentEnlargedPreview.transform.position = sourceItem.transform.position;
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_currentEnlargedPreview.transform.localScale = sourceItem.transform.localScale;
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// Set photo texture on preview
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var previewImage = _currentEnlargedPreview.GetComponent<UnityEngine.UI.Image>();
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if (previewImage != null)
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{
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// Create sprite from texture
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Sprite photoSprite = Sprite.Create(
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photoTexture,
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new Rect(0, 0, photoTexture.width, photoTexture.height),
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new Vector2(0.5f, 0.5f)
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);
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previewImage.sprite = photoSprite;
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}
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// Add click handler to preview
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var clickHandler = _currentEnlargedPreview.GetComponent<EventTrigger>();
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if (clickHandler == null)
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{
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clickHandler = _currentEnlargedPreview.AddComponent<EventTrigger>();
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}
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var pointerClickEntry = new EventTrigger.Entry { eventID = EventTriggerType.PointerClick };
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pointerClickEntry.callback.AddListener((_) => { ShrinkPhoto(); });
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clickHandler.triggers.Add(pointerClickEntry);
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// Animate to center and scale up
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TweenAnimationUtility.AnimateLocalPosition(_currentEnlargedPreview.transform, Vector3.zero, _animationDuration);
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TweenAnimationUtility.AnimateScale(_currentEnlargedPreview.transform, Vector3.one * enlargedScale, _animationDuration);
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// Play audio feedback
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AudioManager.Instance.LoadAndPlayUIAudio("card_albumdrop_deep", false);
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Logging.Debug("[PhotoEnlargeController] Photo enlarged");
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}
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/// <summary>
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/// Shrink the currently enlarged photo back to grid
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/// </summary>
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public void ShrinkPhoto()
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{
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if (_currentEnlargedPreview == null || _currentSourceItem == null)
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{
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Logging.Warning("[PhotoEnlargeController] No photo to shrink");
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return;
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}
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// Hide backdrop
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if (_backdrop != null)
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{
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_backdrop.SetActive(false);
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}
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// Get target position from source item
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Vector3 targetWorldPos = _currentSourceItem.transform.position;
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Vector3 targetScale = _currentSourceItem.transform.localScale;
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GameObject previewToDestroy = _currentEnlargedPreview;
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// Animate back to source position
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Pixelplacement.Tween.Position(previewToDestroy.transform, targetWorldPos, _animationDuration, 0f, Pixelplacement.Tween.EaseInOut);
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TweenAnimationUtility.AnimateScale(previewToDestroy.transform, targetScale, _animationDuration, () =>
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{
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// Destroy preview after animation
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Object.Destroy(previewToDestroy);
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});
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// Clear references
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_currentEnlargedPreview = null;
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_currentSourceItem = null;
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Logging.Debug("[PhotoEnlargeController] Photo shrunk");
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}
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/// <summary>
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/// Cleanup - call when gallery is closed
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/// </summary>
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public void Cleanup()
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{
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if (_currentEnlargedPreview != null)
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{
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Object.Destroy(_currentEnlargedPreview);
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_currentEnlargedPreview = null;
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}
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if (_backdrop != null)
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{
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_backdrop.SetActive(false);
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}
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_currentSourceItem = null;
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 8ba20462f9a647ee90389c7480147d2e
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timeCreated: 1764151481
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@@ -64,14 +64,14 @@ namespace Minigames.StatueDressup.Controllers
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}
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/// <summary>
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/// Handle click to show enlarged view
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/// Handle click to enlarge/shrink photo
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/// </summary>
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public void OnPointerClick(PointerEventData eventData)
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{
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if (_galleryController != null && !string.IsNullOrEmpty(_photoId))
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{
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Logging.Debug($"[PhotoGridItem] Clicked: {_photoId}");
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_galleryController.ShowEnlargedView(_photoId);
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_galleryController.OnGridItemClicked(this, _photoId);
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}
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}
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}
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@@ -1,9 +1,12 @@
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using System.Collections.Generic;
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using Core;
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using Core.Lifecycle;
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using Minigames.StatueDressup.Data;
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using Minigames.StatueDressup.DragDrop;
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using UI.Core;
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using UnityEngine;
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using UnityEngine.UI;
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using Utils;
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namespace Minigames.StatueDressup.Controllers
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{
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@@ -19,17 +22,24 @@ namespace Minigames.StatueDressup.Controllers
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[SerializeField] private DecorationMenuController menuController;
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[SerializeField] private Button takePhotoButton;
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[SerializeField] private GameObject statue;
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[SerializeField] private DecorationDraggableInstance draggablePrefab; // Prefab for spawning decorations
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[Header("UI Pages")]
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[SerializeField] private UI.PlayAreaPage playAreaPage;
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[SerializeField] private UI.PhotoGalleryPage photoGalleryPage;
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[SerializeField] private Button openGalleryButton;
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[Header("UI Elements to Hide for Photo")]
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[SerializeField] private GameObject[] uiElementsToHideForPhoto;
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[Header("Photo Settings")]
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[SerializeField] private RectTransform photoArea; // Area to capture
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[SerializeField] private string photoSaveKey = "MrCementStatuePhoto";
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private List<DecorationDraggableInstance> _placedDecorations = new List<DecorationDraggableInstance>();
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private bool _minigameCompleted;
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private AppleHills.Core.Settings.IStatueDressupSettings _settings;
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private Dictionary<string, DecorationData> _decorationDataDict;
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private UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle<System.Collections.Generic.IList<DecorationData>> _decorationDataHandle;
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// Public property for menu controller
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public Transform StatueParent => statueParent;
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@@ -48,19 +58,36 @@ namespace Minigames.StatueDressup.Controllers
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/// <summary>
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/// Main initialization after all managers are ready
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/// </summary>
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internal override void OnManagedStart()
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internal override async void OnManagedStart()
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{
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base.OnManagedStart();
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Logging.Debug("[StatueDecorationController] Initializing minigame");
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// Load all DecorationData via Addressables first
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await LoadDecorationDataAsync();
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// TODO: If ever picture gallery
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// Setup UI pages (DISABLED - kept for future gallery integration)
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// if (playAreaPage != null && UIPageController.Instance != null)
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// {
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// UIPageController.Instance.PushPage(playAreaPage);
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// Logging.Debug("[StatueDecorationController] Play area page registered");
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// }
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// Setup photo button
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if (takePhotoButton != null)
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{
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// TODO: Remove comment when ready
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// takePhotoButton.onClick.AddListener(OnTakePhoto);
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takePhotoButton.onClick.AddListener(OnTakePhoto);
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}
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// TODO: If ever picture gallery
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// Setup gallery button (DISABLED - kept for future use)
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// if (openGalleryButton != null)
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// {
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// openGalleryButton.onClick.AddListener(OnOpenGallery);
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// }
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// Subscribe to menu controller for tracking placed items
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// Items will manage their own placement via overlap detection
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if (menuController != null)
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@@ -73,6 +100,49 @@ namespace Minigames.StatueDressup.Controllers
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LoadStatueState();
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}
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/// <summary>
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/// Load all DecorationData assets via Addressables and build lookup dictionary
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/// </summary>
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private async System.Threading.Tasks.Task LoadDecorationDataAsync()
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{
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string label = _settings?.DecorationDataLabel;
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if (string.IsNullOrEmpty(label))
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{
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Logging.Error("[StatueDecorationController] Decoration data label not set in settings!");
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return;
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}
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Logging.Debug($"[StatueDecorationController] Loading DecorationData with label '{label}'...");
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// Use utility to load all DecorationData and create dictionary by ID
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var result = await AddressablesUtility.LoadAssetsByLabelAsync<DecorationData, string>(
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label,
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data => data.DecorationId
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);
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_decorationDataDict = result.dictionary;
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_decorationDataHandle = result.handle;
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Logging.Debug($"[StatueDecorationController] Loaded {_decorationDataDict.Count} DecorationData assets");
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}
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/// <summary>
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/// Open photo gallery
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/// </summary>
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private void OnOpenGallery()
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{
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if (photoGalleryPage != null && UIPageController.Instance != null)
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{
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UIPageController.Instance.PushPage(photoGalleryPage);
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Logging.Debug("[StatueDecorationController] Opening photo gallery");
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}
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else
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{
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Logging.Warning("[StatueDecorationController] Photo gallery page not assigned");
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}
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}
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/// <summary>
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/// Register a decoration as placed on statue
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/// </summary>
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@@ -116,76 +186,66 @@ namespace Minigames.StatueDressup.Controllers
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Logging.Debug("[StatueDecorationController] Taking photo of statue");
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// Hide UI elements
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HideUIForPhoto(true);
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// Wait a frame for UI to hide, then capture
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// CapturePhotoCoroutine handles all UI hiding/showing
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StartCoroutine(CapturePhotoCoroutine());
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}
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/// <summary>
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/// Capture photo after UI is hidden
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/// Capture photo and save decoration metadata
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/// </summary>
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private System.Collections.IEnumerator CapturePhotoCoroutine()
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{
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yield return new WaitForEndOfFrame();
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int decorationCount = _placedDecorations.Count;
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bool captureSuccess = false;
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string savedPhotoId = null;
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// Capture using Screenshot Helper via StatuePhotoManager
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bool captureComplete = false;
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Texture2D capturedPhoto = null;
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Utils.StatuePhotoManager.CaptureAreaPhoto(
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// Capture photo
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yield return PhotoManager.CaptureAndSaveCoroutine(
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CaptureType.StatueMinigame,
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photoArea,
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(Texture2D texture) =>
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{
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capturedPhoto = texture;
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captureComplete = true;
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},
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Camera.main
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);
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// Wait for capture to complete
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yield return new WaitUntil(() => captureComplete);
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if (capturedPhoto != null)
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{
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// Save photo with StatuePhotoManager
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int decorationCount = _placedDecorations.Count;
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string photoId = Utils.StatuePhotoManager.SavePhoto(capturedPhoto, decorationCount);
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if (!string.IsNullOrEmpty(photoId))
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uiElementsToHideForPhoto,
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onSuccess: (photoId) =>
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{
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Logging.Debug($"[StatueDecorationController] Photo saved: {photoId}");
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// Award cards
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AwardCards();
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// Update town icon
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UpdateTownIcon(capturedPhoto);
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// Show completion feedback
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ShowCompletionFeedback();
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_minigameCompleted = true;
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}
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else
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savedPhotoId = photoId;
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captureSuccess = true;
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},
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onFailure: (error) =>
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{
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Logging.Error("[StatueDecorationController] Failed to save photo!");
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Logging.Error($"[StatueDecorationController] Photo capture failed: {error}");
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DebugUIMessage.Show("Failed to save photo!", Color.red);
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}
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}
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else
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captureSuccess = false;
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},
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metadata: decorationCount
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);
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// If photo failed, abort
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if (!captureSuccess)
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{
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Logging.Error("[StatueDecorationController] Failed to capture photo!");
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DebugUIMessage.Show("Failed to capture photo!", Color.red);
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yield break;
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}
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// Restore UI
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HideUIForPhoto(false);
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// Save decoration metadata
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SaveDecorationMetadata(savedPhotoId);
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// Load the saved photo for town icon update
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Texture2D savedPhoto = PhotoManager.LoadPhoto(CaptureType.StatueMinigame, savedPhotoId);
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// Award cards
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AwardCards();
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// Update town icon
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if (savedPhoto != null)
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{
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UpdateTownIcon(savedPhoto);
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}
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// Show completion feedback
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ShowCompletionFeedback();
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_minigameCompleted = true;
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}
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/// <summary>
|
||||
/// Award Blokkemon cards to player
|
||||
/// </summary>
|
||||
@@ -219,17 +279,60 @@ namespace Minigames.StatueDressup.Controllers
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Hide/show UI elements for photo
|
||||
/// Save decoration metadata for reconstruction
|
||||
/// </summary>
|
||||
private void HideUIForPhoto(bool hide)
|
||||
private void SaveDecorationMetadata(string photoId)
|
||||
{
|
||||
foreach (var element in uiElementsToHideForPhoto)
|
||||
// Determine coordinate system type
|
||||
bool isUIRectTransform = statue != null && statue.GetComponent<RectTransform>() != null;
|
||||
|
||||
// Get statue size for coordinate conversion
|
||||
Vector2 statueSize = Vector2.one;
|
||||
if (isUIRectTransform && statue != null)
|
||||
{
|
||||
if (element != null)
|
||||
RectTransform statueRect = statue.GetComponent<RectTransform>();
|
||||
statueSize = statueRect.rect.size;
|
||||
}
|
||||
else if (statue != null)
|
||||
{
|
||||
SpriteRenderer statueSprite = statue.GetComponent<SpriteRenderer>();
|
||||
if (statueSprite != null && statueSprite.sprite != null)
|
||||
{
|
||||
element.SetActive(!hide);
|
||||
statueSize = statueSprite.sprite.bounds.size;
|
||||
}
|
||||
}
|
||||
|
||||
StatueDecorationData data = new StatueDecorationData
|
||||
{
|
||||
photoId = photoId,
|
||||
timestamp = System.DateTime.Now.ToString("o"),
|
||||
coordinateSystem = isUIRectTransform ? CoordinateSystemType.UIRectTransform : CoordinateSystemType.WorldSpace,
|
||||
sourceStatueSize = statueSize
|
||||
};
|
||||
|
||||
// Collect all decoration placements
|
||||
foreach (var decoration in _placedDecorations)
|
||||
{
|
||||
if (decoration == null || decoration.Data == null) continue;
|
||||
|
||||
SpriteRenderer spriteRenderer = decoration.GetComponent<SpriteRenderer>();
|
||||
|
||||
DecorationPlacement placement = new DecorationPlacement
|
||||
{
|
||||
decorationId = decoration.Data.DecorationId,
|
||||
localPosition = decoration.transform.localPosition,
|
||||
localScale = decoration.transform.localScale,
|
||||
rotation = decoration.transform.eulerAngles.z,
|
||||
sortingOrder = spriteRenderer != null ? spriteRenderer.sortingOrder : 0
|
||||
};
|
||||
|
||||
data.placements.Add(placement);
|
||||
}
|
||||
|
||||
// Save metadata using PhotoManager
|
||||
PhotoManager.SaveDecorationMetadata(CaptureType.StatueMinigame, photoId, data);
|
||||
|
||||
Logging.Debug($"[StatueDecorationController] Saved decoration metadata: {data.placements.Count} decorations");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -252,7 +355,7 @@ namespace Minigames.StatueDressup.Controllers
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Load saved statue decoration state
|
||||
/// Load saved statue decoration state from metadata
|
||||
/// </summary>
|
||||
private void LoadStatueState()
|
||||
{
|
||||
@@ -263,10 +366,83 @@ namespace Minigames.StatueDressup.Controllers
|
||||
return;
|
||||
}
|
||||
|
||||
// TODO: Implement load system
|
||||
// Restore decorations from saved state
|
||||
// Check if DecorationData is loaded
|
||||
if (_decorationDataDict == null || _decorationDataDict.Count == 0)
|
||||
{
|
||||
Logging.Warning("[StatueDecorationController] DecorationData not loaded yet. Cannot restore state.");
|
||||
return;
|
||||
}
|
||||
|
||||
Logging.Debug($"[StatueDecorationController] State loaded from {_settings.StateSaveKey} (TODO: implement persistence)");
|
||||
// Load latest decoration metadata
|
||||
StatueDecorationData data = PhotoManager.LoadLatestDecorationMetadata<StatueDecorationData>(CaptureType.StatueMinigame);
|
||||
|
||||
if (data == null || data.placements == null || data.placements.Count == 0)
|
||||
{
|
||||
Logging.Debug("[StatueDecorationController] No saved state found");
|
||||
return;
|
||||
}
|
||||
|
||||
Logging.Debug($"[StatueDecorationController] Restoring {data.placements.Count} decorations from saved state");
|
||||
|
||||
// Spawn each decoration
|
||||
int successCount = 0;
|
||||
foreach (var placement in data.placements)
|
||||
{
|
||||
if (SpawnSavedDecoration(placement))
|
||||
{
|
||||
successCount++;
|
||||
}
|
||||
}
|
||||
|
||||
Logging.Debug($"[StatueDecorationController] Successfully restored {successCount}/{data.placements.Count} decorations");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Spawn a saved decoration from placement data
|
||||
/// </summary>
|
||||
private bool SpawnSavedDecoration(DecorationPlacement placement)
|
||||
{
|
||||
// Look up DecorationData from dictionary
|
||||
if (!_decorationDataDict.TryGetValue(placement.decorationId, out DecorationData decorationData))
|
||||
{
|
||||
Logging.Warning($"[StatueDecorationController] DecorationData not found for ID: {placement.decorationId}");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (draggablePrefab == null || statueParent == null)
|
||||
{
|
||||
Logging.Error("[StatueDecorationController] Missing draggable prefab or statue parent");
|
||||
return false;
|
||||
}
|
||||
|
||||
// Spawn decoration instance
|
||||
DecorationDraggableInstance instance = Instantiate(draggablePrefab, statueParent);
|
||||
|
||||
// Initialize in "placed" state (skip drag logic)
|
||||
instance.InitializeAsPlaced(
|
||||
decorationData,
|
||||
this,
|
||||
_settings
|
||||
);
|
||||
|
||||
// Apply saved transform
|
||||
instance.transform.localPosition = placement.localPosition;
|
||||
instance.transform.localScale = placement.localScale;
|
||||
instance.transform.localEulerAngles = new Vector3(0, 0, placement.rotation);
|
||||
|
||||
// Set sorting order if has SpriteRenderer
|
||||
SpriteRenderer spriteRenderer = instance.GetComponent<SpriteRenderer>();
|
||||
if (spriteRenderer != null)
|
||||
{
|
||||
spriteRenderer.sortingOrder = placement.sortingOrder;
|
||||
}
|
||||
|
||||
// Register with controller
|
||||
RegisterDecoration(instance);
|
||||
|
||||
Logging.Debug($"[StatueDecorationController] Restored decoration: {placement.decorationId} at {placement.localPosition}");
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -276,11 +452,21 @@ namespace Minigames.StatueDressup.Controllers
|
||||
{
|
||||
base.OnManagedDestroy();
|
||||
|
||||
// Cleanup button listener
|
||||
// Release Addressables handle
|
||||
AddressablesUtility.ReleaseHandle(_decorationDataHandle);
|
||||
|
||||
// Cleanup button listeners
|
||||
if (takePhotoButton != null)
|
||||
{
|
||||
takePhotoButton.onClick.RemoveListener(OnTakePhoto);
|
||||
}
|
||||
|
||||
// TODO: If ever picture gallery
|
||||
// Gallery button cleanup (DISABLED - kept for future use)
|
||||
// if (openGalleryButton != null)
|
||||
// {
|
||||
// openGalleryButton.onClick.RemoveListener(OnOpenGallery);
|
||||
// }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2,9 +2,9 @@
|
||||
using System.Collections.Generic;
|
||||
using Core;
|
||||
using Core.Lifecycle;
|
||||
using Minigames.StatueDressup.Utils;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using Utils;
|
||||
|
||||
namespace Minigames.StatueDressup.Controllers
|
||||
{
|
||||
@@ -18,49 +18,50 @@ namespace Minigames.StatueDressup.Controllers
|
||||
[Header("Gallery UI")]
|
||||
[SerializeField] private Transform gridContainer;
|
||||
[SerializeField] private PhotoGridItem gridItemPrefab;
|
||||
[SerializeField] private ScrollRect scrollRect;
|
||||
|
||||
[Header("Enlarged View")]
|
||||
[SerializeField] private GameObject enlargedViewPanel;
|
||||
[SerializeField] private Image enlargedPhotoImage;
|
||||
[SerializeField] private Button closeEnlargedButton;
|
||||
[SerializeField] private Button deletePhotoButton;
|
||||
[SerializeField] private Text photoInfoText;
|
||||
[SerializeField] private Transform enlargedContainer; // Container for enlarged preview (top layer)
|
||||
[SerializeField] private GameObject backdrop; // Dark backdrop for enlarged view
|
||||
[SerializeField] private GameObject enlargedPreviewPrefab; // Prefab for enlarged preview (same as grid item)
|
||||
|
||||
[Header("Pagination")]
|
||||
[SerializeField] private Button loadMoreButton;
|
||||
[SerializeField] private Text statusText;
|
||||
[SerializeField] private Button previousPageButton;
|
||||
[SerializeField] private Button nextPageButton;
|
||||
[SerializeField] private Text pageStatusText;
|
||||
|
||||
[Header("Settings")]
|
||||
[SerializeField] private int itemsPerPage = 20;
|
||||
[SerializeField] private int thumbnailSize = 256;
|
||||
[SerializeField] private int maxCachedThumbnails = 50; // Keep recent thumbnails in memory
|
||||
|
||||
private int _currentPage = 0;
|
||||
private AppleHills.Core.Settings.IStatueDressupSettings _settings;
|
||||
private int _currentPage;
|
||||
private List<string> _allPhotoIds = new List<string>();
|
||||
private Dictionary<string, PhotoGridItem> _activeGridItems = new Dictionary<string, PhotoGridItem>();
|
||||
private Dictionary<string, Texture2D> _thumbnailCache = new Dictionary<string, Texture2D>();
|
||||
private Dictionary<string, Texture2D> _fullPhotoCache = new Dictionary<string, Texture2D>(); // Cache full photos for enlargement
|
||||
private Queue<string> _thumbnailCacheOrder = new Queue<string>();
|
||||
private string _currentEnlargedPhotoId = null;
|
||||
private Texture2D _currentEnlargedTexture = null;
|
||||
private bool _isLoadingPage;
|
||||
private PhotoEnlargeController _enlargeController;
|
||||
|
||||
internal override void OnManagedStart()
|
||||
{
|
||||
base.OnManagedStart();
|
||||
|
||||
// Setup buttons
|
||||
if (closeEnlargedButton != null)
|
||||
closeEnlargedButton.onClick.AddListener(CloseEnlargedView);
|
||||
// Get settings
|
||||
_settings = GameManager.GetSettingsObject<AppleHills.Core.Settings.IStatueDressupSettings>();
|
||||
|
||||
if (deletePhotoButton != null)
|
||||
deletePhotoButton.onClick.AddListener(DeleteCurrentPhoto);
|
||||
// Initialize enlarge controller
|
||||
_enlargeController = new PhotoEnlargeController(backdrop, enlargedContainer, _settings?.GalleryAnimationDuration ?? 0.3f);
|
||||
|
||||
if (loadMoreButton != null)
|
||||
loadMoreButton.onClick.AddListener(LoadNextPage);
|
||||
// Setup page navigation buttons
|
||||
if (previousPageButton != null)
|
||||
previousPageButton.onClick.AddListener(OnPreviousPageClicked);
|
||||
|
||||
// Hide enlarged view initially
|
||||
if (enlargedViewPanel != null)
|
||||
enlargedViewPanel.SetActive(false);
|
||||
if (nextPageButton != null)
|
||||
nextPageButton.onClick.AddListener(OnNextPageClicked);
|
||||
|
||||
// Hide backdrop initially
|
||||
if (backdrop != null)
|
||||
backdrop.SetActive(false);
|
||||
|
||||
// Clear grid initially (in case there are leftover items from scene setup)
|
||||
ClearGrid();
|
||||
|
||||
// Load first page
|
||||
RefreshGallery();
|
||||
@@ -72,35 +73,35 @@ namespace Minigames.StatueDressup.Controllers
|
||||
public void RefreshGallery()
|
||||
{
|
||||
// Clear existing items
|
||||
ClearGallery();
|
||||
ClearGrid();
|
||||
|
||||
// Get all photo IDs
|
||||
_allPhotoIds = StatuePhotoManager.GetAllPhotoIds();
|
||||
_allPhotoIds = PhotoManager.GetAllPhotoIds(CaptureType.StatueMinigame);
|
||||
_currentPage = 0;
|
||||
|
||||
Logging.Debug($"[StatuePhotoGalleryController] Gallery refreshed: {_allPhotoIds.Count} photos");
|
||||
|
||||
// Load first page
|
||||
LoadNextPage();
|
||||
// Display first page
|
||||
DisplayCurrentPage();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Load next page of photos
|
||||
/// Display the current page of photos (clears grid and shows only current page)
|
||||
/// </summary>
|
||||
private void LoadNextPage()
|
||||
private void DisplayCurrentPage()
|
||||
{
|
||||
List<string> pagePhotoIds = StatuePhotoManager.GetPhotoIdsPage(_currentPage, itemsPerPage);
|
||||
if (_isLoadingPage) return;
|
||||
|
||||
if (pagePhotoIds.Count == 0)
|
||||
{
|
||||
if (loadMoreButton != null)
|
||||
loadMoreButton.gameObject.SetActive(false);
|
||||
|
||||
UpdateStatusText($"All photos loaded ({_allPhotoIds.Count} total)");
|
||||
return;
|
||||
}
|
||||
_isLoadingPage = true;
|
||||
|
||||
Logging.Debug($"[StatuePhotoGalleryController] Loading page {_currentPage}: {pagePhotoIds.Count} items");
|
||||
// Clear current grid
|
||||
ClearGrid();
|
||||
|
||||
// Get photos for current page
|
||||
int itemsPerPage = _settings?.GalleryItemsPerPage ?? 20;
|
||||
List<string> pagePhotoIds = PhotoManager.GetPhotoIdsPage(CaptureType.StatueMinigame, _currentPage, itemsPerPage);
|
||||
|
||||
Logging.Debug($"[StatuePhotoGalleryController] Displaying page {_currentPage + 1}: {pagePhotoIds.Count} items");
|
||||
|
||||
// Spawn grid items for this page
|
||||
foreach (string photoId in pagePhotoIds)
|
||||
@@ -108,14 +109,64 @@ namespace Minigames.StatueDressup.Controllers
|
||||
SpawnGridItem(photoId);
|
||||
}
|
||||
|
||||
_currentPage++;
|
||||
// Update button states
|
||||
UpdatePageButtons();
|
||||
|
||||
// Update UI state
|
||||
bool hasMore = _currentPage * itemsPerPage < _allPhotoIds.Count;
|
||||
if (loadMoreButton != null)
|
||||
loadMoreButton.gameObject.SetActive(hasMore);
|
||||
// Update status text
|
||||
int totalPages = Mathf.CeilToInt((float)_allPhotoIds.Count / itemsPerPage);
|
||||
UpdateStatusText($"Page {_currentPage + 1}/{totalPages} ({_allPhotoIds.Count} photos)");
|
||||
|
||||
UpdateStatusText($"Showing {_activeGridItems.Count} of {_allPhotoIds.Count} photos");
|
||||
_isLoadingPage = false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Update page navigation button states
|
||||
/// </summary>
|
||||
private void UpdatePageButtons()
|
||||
{
|
||||
int itemsPerPage = _settings?.GalleryItemsPerPage ?? 20;
|
||||
int totalPages = Mathf.CeilToInt((float)_allPhotoIds.Count / itemsPerPage);
|
||||
|
||||
// Enable/disable previous button
|
||||
if (previousPageButton != null)
|
||||
{
|
||||
previousPageButton.interactable = _currentPage > 0;
|
||||
}
|
||||
|
||||
// Enable/disable next button
|
||||
if (nextPageButton != null)
|
||||
{
|
||||
nextPageButton.interactable = _currentPage < totalPages - 1;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Navigate to previous page
|
||||
/// </summary>
|
||||
private void OnPreviousPageClicked()
|
||||
{
|
||||
if (_currentPage > 0)
|
||||
{
|
||||
_currentPage--;
|
||||
DisplayCurrentPage();
|
||||
Logging.Debug($"[StatuePhotoGalleryController] Navigated to previous page: {_currentPage}");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Navigate to next page
|
||||
/// </summary>
|
||||
private void OnNextPageClicked()
|
||||
{
|
||||
int itemsPerPage = _settings?.GalleryItemsPerPage ?? 20;
|
||||
int totalPages = Mathf.CeilToInt((float)_allPhotoIds.Count / itemsPerPage);
|
||||
|
||||
if (_currentPage < totalPages - 1)
|
||||
{
|
||||
_currentPage++;
|
||||
DisplayCurrentPage();
|
||||
Logging.Debug($"[StatuePhotoGalleryController] Navigated to next page: {_currentPage}");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -154,7 +205,7 @@ namespace Minigames.StatueDressup.Controllers
|
||||
yield return null;
|
||||
|
||||
// Load full photo
|
||||
Texture2D fullPhoto = StatuePhotoManager.LoadPhoto(photoId);
|
||||
Texture2D fullPhoto = PhotoManager.LoadPhoto(CaptureType.StatueMinigame, photoId);
|
||||
|
||||
if (fullPhoto == null)
|
||||
{
|
||||
@@ -163,7 +214,8 @@ namespace Minigames.StatueDressup.Controllers
|
||||
}
|
||||
|
||||
// Create thumbnail
|
||||
Texture2D thumbnail = StatuePhotoManager.CreateThumbnail(fullPhoto, thumbnailSize);
|
||||
int thumbSize = _settings?.GalleryThumbnailSize ?? 256;
|
||||
Texture2D thumbnail = PhotoManager.CreateThumbnail(fullPhoto, thumbSize);
|
||||
|
||||
// Destroy full photo immediately (we only need thumbnail)
|
||||
Destroy(fullPhoto);
|
||||
@@ -188,7 +240,8 @@ namespace Minigames.StatueDressup.Controllers
|
||||
_thumbnailCacheOrder.Enqueue(photoId);
|
||||
|
||||
// Evict oldest if over limit
|
||||
while (_thumbnailCache.Count > maxCachedThumbnails && _thumbnailCacheOrder.Count > 0)
|
||||
int maxCached = _settings?.GalleryMaxCachedThumbnails ?? 50;
|
||||
while (_thumbnailCache.Count > maxCached && _thumbnailCacheOrder.Count > 0)
|
||||
{
|
||||
string oldestId = _thumbnailCacheOrder.Dequeue();
|
||||
|
||||
@@ -202,154 +255,90 @@ namespace Minigames.StatueDressup.Controllers
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Show enlarged view of a photo (called by PhotoGridItem)
|
||||
/// Enlarge a photo (called by PhotoGridItem)
|
||||
/// </summary>
|
||||
public void ShowEnlargedView(string photoId)
|
||||
public void OnGridItemClicked(PhotoGridItem gridItem, string photoId)
|
||||
{
|
||||
if (enlargedViewPanel == null || enlargedPhotoImage == null)
|
||||
if (_enlargeController == null)
|
||||
{
|
||||
Logging.Warning("[StatuePhotoGalleryController] Enlarged view UI not configured");
|
||||
Logging.Error("[StatuePhotoGalleryController] Enlarge controller not initialized");
|
||||
return;
|
||||
}
|
||||
|
||||
Logging.Debug($"[StatuePhotoGalleryController] Showing enlarged view: {photoId}");
|
||||
|
||||
// Clear previous enlarged texture
|
||||
if (_currentEnlargedTexture != null)
|
||||
// If already enlarged, shrink it
|
||||
if (_enlargeController.IsPhotoEnlarged)
|
||||
{
|
||||
Destroy(_currentEnlargedTexture);
|
||||
_currentEnlargedTexture = null;
|
||||
}
|
||||
|
||||
// Load full-size photo
|
||||
_currentEnlargedTexture = StatuePhotoManager.LoadPhoto(photoId);
|
||||
|
||||
if (_currentEnlargedTexture == null)
|
||||
{
|
||||
Logging.Error($"[StatuePhotoGalleryController] Failed to load enlarged photo: {photoId}");
|
||||
_enlargeController.ShrinkPhoto();
|
||||
return;
|
||||
}
|
||||
|
||||
// Create sprite from texture
|
||||
Sprite enlargedSprite = Sprite.Create(
|
||||
_currentEnlargedTexture,
|
||||
new Rect(0, 0, _currentEnlargedTexture.width, _currentEnlargedTexture.height),
|
||||
new Vector2(0.5f, 0.5f)
|
||||
);
|
||||
Logging.Debug($"[StatuePhotoGalleryController] Enlarging photo: {photoId}");
|
||||
|
||||
enlargedPhotoImage.sprite = enlargedSprite;
|
||||
_currentEnlargedPhotoId = photoId;
|
||||
float enlargedScale = _settings?.GalleryEnlargedScale ?? 2.5f;
|
||||
|
||||
// Update photo info
|
||||
UpdatePhotoInfo(photoId);
|
||||
|
||||
// Show panel
|
||||
enlargedViewPanel.SetActive(true);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Close enlarged view
|
||||
/// </summary>
|
||||
private void CloseEnlargedView()
|
||||
{
|
||||
if (enlargedViewPanel != null)
|
||||
enlargedViewPanel.SetActive(false);
|
||||
|
||||
// Clean up texture
|
||||
if (_currentEnlargedTexture != null)
|
||||
// Check cache first
|
||||
if (_fullPhotoCache.TryGetValue(photoId, out Texture2D fullPhoto))
|
||||
{
|
||||
Destroy(_currentEnlargedTexture);
|
||||
_currentEnlargedTexture = null;
|
||||
}
|
||||
|
||||
_currentEnlargedPhotoId = null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Delete currently viewed photo
|
||||
/// </summary>
|
||||
private void DeleteCurrentPhoto()
|
||||
{
|
||||
if (string.IsNullOrEmpty(_currentEnlargedPhotoId))
|
||||
{
|
||||
Logging.Warning("[StatuePhotoGalleryController] No photo selected for deletion");
|
||||
return;
|
||||
}
|
||||
|
||||
string photoIdToDelete = _currentEnlargedPhotoId;
|
||||
|
||||
// Close enlarged view first
|
||||
CloseEnlargedView();
|
||||
|
||||
// Delete photo
|
||||
bool deleted = StatuePhotoManager.DeletePhoto(photoIdToDelete);
|
||||
|
||||
if (deleted)
|
||||
{
|
||||
// Remove from grid
|
||||
if (_activeGridItems.TryGetValue(photoIdToDelete, out PhotoGridItem gridItem))
|
||||
{
|
||||
Destroy(gridItem.gameObject);
|
||||
_activeGridItems.Remove(photoIdToDelete);
|
||||
}
|
||||
|
||||
// Remove from cache
|
||||
if (_thumbnailCache.TryGetValue(photoIdToDelete, out Texture2D thumbnail))
|
||||
{
|
||||
Destroy(thumbnail);
|
||||
_thumbnailCache.Remove(photoIdToDelete);
|
||||
}
|
||||
|
||||
// Refresh photo list
|
||||
_allPhotoIds.Remove(photoIdToDelete);
|
||||
|
||||
UpdateStatusText($"Photo deleted. {_allPhotoIds.Count} photos remaining");
|
||||
|
||||
Logging.Debug($"[StatuePhotoGalleryController] Photo deleted: {photoIdToDelete}");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Update photo info text in enlarged view
|
||||
/// </summary>
|
||||
private void UpdatePhotoInfo(string photoId)
|
||||
{
|
||||
if (photoInfoText == null) return;
|
||||
|
||||
StatuePhotoManager.PhotoMetadata metadata = StatuePhotoManager.GetPhotoMetadata(photoId);
|
||||
|
||||
if (metadata != null)
|
||||
{
|
||||
System.DateTime timestamp = System.DateTime.Parse(metadata.timestamp);
|
||||
string dateStr = timestamp.ToString("MMM dd, yyyy hh:mm tt");
|
||||
|
||||
float fileSizeMB = metadata.fileSizeBytes / (1024f * 1024f);
|
||||
|
||||
photoInfoText.text = $"Date: {dateStr}\n" +
|
||||
$"Decorations: {metadata.decorationCount}\n" +
|
||||
$"Size: {fileSizeMB:F2} MB";
|
||||
// Use cached photo
|
||||
_enlargeController.EnlargePhoto(gridItem, enlargedPreviewPrefab != null ? enlargedPreviewPrefab : gridItem.gameObject, fullPhoto, enlargedScale);
|
||||
}
|
||||
else
|
||||
{
|
||||
photoInfoText.text = "Photo information unavailable";
|
||||
// Load full-size photo
|
||||
fullPhoto = PhotoManager.LoadPhoto(CaptureType.StatueMinigame, photoId);
|
||||
|
||||
if (fullPhoto == null)
|
||||
{
|
||||
Logging.Error($"[StatuePhotoGalleryController] Failed to load photo: {photoId}");
|
||||
return;
|
||||
}
|
||||
|
||||
// Cache it (limited cache)
|
||||
if (_fullPhotoCache.Count < 10) // Keep only recent 10 full photos
|
||||
{
|
||||
_fullPhotoCache[photoId] = fullPhoto;
|
||||
}
|
||||
|
||||
_enlargeController.EnlargePhoto(gridItem, enlargedPreviewPrefab != null ? enlargedPreviewPrefab : gridItem.gameObject, fullPhoto, enlargedScale);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Cleanup when gallery is closed
|
||||
/// </summary>
|
||||
public void CleanupGallery()
|
||||
{
|
||||
if (_enlargeController != null)
|
||||
{
|
||||
_enlargeController.Cleanup();
|
||||
}
|
||||
|
||||
// Clean up cached full photos
|
||||
foreach (var photo in _fullPhotoCache.Values)
|
||||
{
|
||||
if (photo != null)
|
||||
{
|
||||
Destroy(photo);
|
||||
}
|
||||
}
|
||||
_fullPhotoCache.Clear();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Update status text
|
||||
/// </summary>
|
||||
private void UpdateStatusText(string message)
|
||||
{
|
||||
if (statusText != null)
|
||||
statusText.text = message;
|
||||
if (pageStatusText != null)
|
||||
pageStatusText.text = message;
|
||||
|
||||
Logging.Debug($"[StatuePhotoGalleryController] Status: {message}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Clear all grid items and cached data
|
||||
/// Clear only the grid items (used when switching pages)
|
||||
/// </summary>
|
||||
private void ClearGallery()
|
||||
private void ClearGrid()
|
||||
{
|
||||
// Destroy grid items
|
||||
foreach (var gridItem in _activeGridItems.Values)
|
||||
@@ -359,6 +348,16 @@ namespace Minigames.StatueDressup.Controllers
|
||||
}
|
||||
_activeGridItems.Clear();
|
||||
|
||||
Logging.Debug("[StatuePhotoGalleryController] Grid cleared");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Clear all grid items and cached data (full cleanup)
|
||||
/// </summary>
|
||||
private void ClearGallery()
|
||||
{
|
||||
ClearGrid();
|
||||
|
||||
// Clear thumbnail cache
|
||||
foreach (var thumbnail in _thumbnailCache.Values)
|
||||
{
|
||||
@@ -368,7 +367,7 @@ namespace Minigames.StatueDressup.Controllers
|
||||
_thumbnailCache.Clear();
|
||||
_thumbnailCacheOrder.Clear();
|
||||
|
||||
Logging.Debug("[StatuePhotoGalleryController] Gallery cleared");
|
||||
Logging.Debug("[StatuePhotoGalleryController] Gallery fully cleared");
|
||||
}
|
||||
|
||||
internal override void OnManagedDestroy()
|
||||
@@ -377,17 +376,14 @@ namespace Minigames.StatueDressup.Controllers
|
||||
|
||||
// Cleanup
|
||||
ClearGallery();
|
||||
CloseEnlargedView();
|
||||
CleanupGallery();
|
||||
|
||||
// Unsubscribe buttons
|
||||
if (closeEnlargedButton != null)
|
||||
closeEnlargedButton.onClick.RemoveListener(CloseEnlargedView);
|
||||
if (previousPageButton != null)
|
||||
previousPageButton.onClick.RemoveListener(OnPreviousPageClicked);
|
||||
|
||||
if (deletePhotoButton != null)
|
||||
deletePhotoButton.onClick.RemoveListener(DeleteCurrentPhoto);
|
||||
|
||||
if (loadMoreButton != null)
|
||||
loadMoreButton.onClick.RemoveListener(LoadNextPage);
|
||||
if (nextPageButton != null)
|
||||
nextPageButton.onClick.RemoveListener(OnNextPageClicked);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,42 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Minigames.StatueDressup.Data
|
||||
{
|
||||
/// <summary>
|
||||
/// Metadata for a single decoration placement
|
||||
/// </summary>
|
||||
[Serializable]
|
||||
public class DecorationPlacement
|
||||
{
|
||||
public string decorationId; // Unique ID to load decoration
|
||||
public Vector2 localPosition; // Position relative to statue
|
||||
public Vector2 localScale; // Scale relative to statue
|
||||
public float rotation; // Z rotation in degrees
|
||||
public int sortingOrder; // Sprite sorting order
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Coordinate system type used when saving decoration positions
|
||||
/// </summary>
|
||||
public enum CoordinateSystemType
|
||||
{
|
||||
WorldSpace, // Regular Transform (world units)
|
||||
UIRectTransform // UI RectTransform (pixel coordinates)
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Collection of decoration placements for a statue
|
||||
/// </summary>
|
||||
[Serializable]
|
||||
public class StatueDecorationData
|
||||
{
|
||||
public string photoId; // Associated photo ID
|
||||
public string timestamp; // When captured
|
||||
public CoordinateSystemType coordinateSystem; // Source coordinate system
|
||||
public Vector2 sourceStatueSize; // Size of statue in source units (for conversion)
|
||||
public List<DecorationPlacement> placements = new List<DecorationPlacement>();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bde3a2b8ef7247d29967999bb5e9dbd8
|
||||
timeCreated: 1764163703
|
||||
3
Assets/Scripts/Minigames/StatueDressup/Display.meta
Normal file
3
Assets/Scripts/Minigames/StatueDressup/Display.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 21f5742e8db64d52a293d822c93df4f3
|
||||
timeCreated: 1764163758
|
||||
@@ -0,0 +1,305 @@
|
||||
using System.Collections.Generic;
|
||||
using Core;
|
||||
using Core.Lifecycle;
|
||||
using Minigames.StatueDressup.Data;
|
||||
using UnityEngine;
|
||||
using UnityEngine.ResourceManagement.AsyncOperations;
|
||||
using Utils;
|
||||
|
||||
namespace Minigames.StatueDressup.Display
|
||||
{
|
||||
/// <summary>
|
||||
/// Loads decoration metadata and reconstructs decorations on a statue sprite.
|
||||
/// Place this component on a GameObject with a SpriteRenderer showing the statue.
|
||||
/// On Start, loads all DecorationData via Addressables label, then spawns decorations from metadata.
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(SpriteRenderer))]
|
||||
public class StatueDecorationLoader : ManagedBehaviour
|
||||
{
|
||||
[Header("Settings")]
|
||||
[Tooltip("Root GameObject for spawning decorations (clears only this, not statue children)")]
|
||||
[SerializeField] private Transform decorationRoot;
|
||||
|
||||
[Tooltip("Load specific photo ID, or leave empty to load latest")]
|
||||
[SerializeField] private string specificPhotoId = "";
|
||||
|
||||
[Header("Debug")]
|
||||
[SerializeField] private bool showDebugInfo = true;
|
||||
|
||||
private SpriteRenderer _statueSpriteRenderer;
|
||||
private Dictionary<string, DecorationData> _decorationDataDict;
|
||||
private AsyncOperationHandle<IList<DecorationData>> _decorationDataHandle;
|
||||
private AppleHills.Core.Settings.IStatueDressupSettings _settings;
|
||||
|
||||
internal override void OnManagedStart()
|
||||
{
|
||||
base.OnManagedStart();
|
||||
|
||||
_statueSpriteRenderer = GetComponent<SpriteRenderer>();
|
||||
|
||||
// Get settings
|
||||
_settings = GameManager.GetSettingsObject<AppleHills.Core.Settings.IStatueDressupSettings>();
|
||||
|
||||
// Ensure decoration root exists
|
||||
if (decorationRoot == null)
|
||||
{
|
||||
GameObject rootObj = new GameObject("DecorationRoot");
|
||||
rootObj.transform.SetParent(transform, false);
|
||||
decorationRoot = rootObj.transform;
|
||||
|
||||
if (showDebugInfo)
|
||||
{
|
||||
Logging.Debug("[StatueDecorationLoader] Created decoration root automatically");
|
||||
}
|
||||
}
|
||||
|
||||
// Start async loading via coroutine wrapper
|
||||
StartCoroutine(LoadAndDisplayDecorationsCoroutine());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Coroutine wrapper for async loading and display
|
||||
/// </summary>
|
||||
private System.Collections.IEnumerator LoadAndDisplayDecorationsCoroutine()
|
||||
{
|
||||
// Convert async Task to coroutine-compatible operation
|
||||
var loadTask = LoadDecorationDataAsync();
|
||||
|
||||
// Wait for async operation to complete
|
||||
while (!loadTask.IsCompleted)
|
||||
{
|
||||
yield return null;
|
||||
}
|
||||
|
||||
// Check for exceptions
|
||||
if (loadTask.IsFaulted)
|
||||
{
|
||||
Logging.Error($"[StatueDecorationLoader] Failed to load decoration data: {loadTask.Exception?.GetBaseException().Message}");
|
||||
yield break;
|
||||
}
|
||||
|
||||
// Load and display decorations
|
||||
LoadAndDisplayDecorations();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Load all DecorationData assets via Addressables and build lookup dictionary
|
||||
/// </summary>
|
||||
private async System.Threading.Tasks.Task LoadDecorationDataAsync()
|
||||
{
|
||||
string label = _settings?.DecorationDataLabel;
|
||||
|
||||
if (string.IsNullOrEmpty(label))
|
||||
{
|
||||
Logging.Error("[StatueDecorationLoader] Decoration data label not set in settings!");
|
||||
return;
|
||||
}
|
||||
|
||||
if (showDebugInfo)
|
||||
{
|
||||
Logging.Debug($"[StatueDecorationLoader] Loading DecorationData with label '{label}'...");
|
||||
}
|
||||
|
||||
// Use utility to load all DecorationData and create dictionary by ID
|
||||
var result = await AddressablesUtility.LoadAssetsByLabelAsync<DecorationData, string>(
|
||||
label,
|
||||
data => data.DecorationId, // Key selector: use DecorationId as key
|
||||
progress => { /* Optional: could show loading bar */ }
|
||||
);
|
||||
|
||||
_decorationDataDict = result.dictionary;
|
||||
_decorationDataHandle = result.handle;
|
||||
|
||||
if (showDebugInfo)
|
||||
{
|
||||
Logging.Debug($"[StatueDecorationLoader] Loaded {_decorationDataDict.Count} DecorationData assets");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Load decoration metadata and spawn decorations
|
||||
/// </summary>
|
||||
public void LoadAndDisplayDecorations()
|
||||
{
|
||||
// Check if DecorationData is loaded
|
||||
if (_decorationDataDict == null || _decorationDataDict.Count == 0)
|
||||
{
|
||||
Logging.Warning("[StatueDecorationLoader] DecorationData not loaded yet. Cannot display decorations.");
|
||||
return;
|
||||
}
|
||||
|
||||
// Load metadata
|
||||
StatueDecorationData data = string.IsNullOrEmpty(specificPhotoId)
|
||||
? PhotoManager.LoadLatestDecorationMetadata<StatueDecorationData>(CaptureType.StatueMinigame)
|
||||
: PhotoManager.LoadDecorationMetadata<StatueDecorationData>(CaptureType.StatueMinigame, specificPhotoId);
|
||||
|
||||
if (data == null)
|
||||
{
|
||||
Logging.Warning("[StatueDecorationLoader] No decoration metadata found");
|
||||
return;
|
||||
}
|
||||
|
||||
if (showDebugInfo)
|
||||
{
|
||||
Logging.Debug($"[StatueDecorationLoader] Loading {data.placements.Count} decorations from {data.photoId}");
|
||||
Logging.Debug($"[StatueDecorationLoader] Source coordinate system: {data.coordinateSystem}, statue size: {data.sourceStatueSize}");
|
||||
}
|
||||
|
||||
// Clear existing decorations (in case reloading)
|
||||
ClearDecorations();
|
||||
|
||||
// Calculate coordinate conversion factor if needed
|
||||
float conversionFactor = CalculateCoordinateConversion(data);
|
||||
|
||||
// Spawn each decoration synchronously (data already loaded)
|
||||
int successCount = 0;
|
||||
foreach (var placement in data.placements)
|
||||
{
|
||||
if (SpawnDecoration(placement, conversionFactor))
|
||||
{
|
||||
successCount++;
|
||||
}
|
||||
}
|
||||
|
||||
if (showDebugInfo)
|
||||
{
|
||||
Logging.Debug($"[StatueDecorationLoader] Successfully loaded {successCount}/{data.placements.Count} decorations");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calculate coordinate conversion factor between source and target coordinate systems
|
||||
/// </summary>
|
||||
private float CalculateCoordinateConversion(StatueDecorationData data)
|
||||
{
|
||||
// If source was world space and we're also world space, no conversion needed
|
||||
if (data.coordinateSystem == CoordinateSystemType.WorldSpace)
|
||||
{
|
||||
if (showDebugInfo)
|
||||
{
|
||||
Logging.Debug("[StatueDecorationLoader] No coordinate conversion needed (WorldSpace → WorldSpace)");
|
||||
}
|
||||
return 1f;
|
||||
}
|
||||
|
||||
// Source was UI RectTransform (pixels), target is WorldSpace (units)
|
||||
// Need to convert from source statue pixel size to target statue world size
|
||||
|
||||
// Get target statue size (world units)
|
||||
Vector2 targetStatueSize = Vector2.one;
|
||||
if (_statueSpriteRenderer != null && _statueSpriteRenderer.sprite != null)
|
||||
{
|
||||
targetStatueSize = _statueSpriteRenderer.sprite.bounds.size;
|
||||
}
|
||||
|
||||
// Calculate conversion factor (target size / source size)
|
||||
float conversionX = targetStatueSize.x / data.sourceStatueSize.x;
|
||||
float conversionY = targetStatueSize.y / data.sourceStatueSize.y;
|
||||
|
||||
// Use average of X and Y for uniform scaling (or could use separate X/Y)
|
||||
float conversionFactor = (conversionX + conversionY) / 2f;
|
||||
|
||||
if (showDebugInfo)
|
||||
{
|
||||
Logging.Debug($"[StatueDecorationLoader] Coordinate conversion: UI({data.sourceStatueSize}) → World({targetStatueSize}) = factor {conversionFactor:F3}");
|
||||
}
|
||||
|
||||
return conversionFactor;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Spawn a single decoration from placement data
|
||||
/// Looks up DecorationData from pre-loaded dictionary and applies coordinate conversion
|
||||
/// </summary>
|
||||
private bool SpawnDecoration(DecorationPlacement placement, float conversionFactor)
|
||||
{
|
||||
// Look up DecorationData from dictionary
|
||||
if (!_decorationDataDict.TryGetValue(placement.decorationId, out DecorationData decorationData))
|
||||
{
|
||||
Logging.Warning($"[StatueDecorationLoader] DecorationData not found for ID: {placement.decorationId}");
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get sprite from DecorationData
|
||||
Sprite decorationSprite = decorationData.DecorationSprite;
|
||||
|
||||
if (decorationSprite == null)
|
||||
{
|
||||
Logging.Warning($"[StatueDecorationLoader] DecorationData has null sprite: {placement.decorationId}");
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create GameObject for decoration
|
||||
GameObject decorationObj = new GameObject($"Decoration_{placement.decorationId}");
|
||||
decorationObj.transform.SetParent(decorationRoot, false); // false = keep local position
|
||||
|
||||
// Add SpriteRenderer
|
||||
SpriteRenderer spriteRenderer = decorationObj.AddComponent<SpriteRenderer>();
|
||||
spriteRenderer.sprite = decorationSprite;
|
||||
spriteRenderer.sortingLayerName = "Foreground";
|
||||
spriteRenderer.sortingOrder = _statueSpriteRenderer.sortingOrder + placement.sortingOrder;
|
||||
|
||||
// Apply transform with coordinate conversion
|
||||
Vector3 convertedPosition = placement.localPosition * conversionFactor;
|
||||
decorationObj.transform.localPosition = convertedPosition;
|
||||
decorationObj.transform.localScale = placement.localScale;
|
||||
decorationObj.transform.localEulerAngles = new Vector3(0, 0, placement.rotation);
|
||||
|
||||
if (showDebugInfo)
|
||||
{
|
||||
Logging.Debug($"[StatueDecorationLoader] Spawned: {placement.decorationId} at {convertedPosition} (original: {placement.localPosition}, factor: {conversionFactor:F3})");
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Clear all existing decorations from decorationRoot
|
||||
/// </summary>
|
||||
public void ClearDecorations()
|
||||
{
|
||||
if (decorationRoot == null) return;
|
||||
|
||||
// Remove all children from decoration root only
|
||||
for (int i = decorationRoot.childCount - 1; i >= 0; i--)
|
||||
{
|
||||
if (Application.isPlaying)
|
||||
{
|
||||
Destroy(decorationRoot.GetChild(i).gameObject);
|
||||
}
|
||||
else
|
||||
{
|
||||
DestroyImmediate(decorationRoot.GetChild(i).gameObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Cleanup - release Addressables handle
|
||||
/// </summary>
|
||||
private void OnDestroy()
|
||||
{
|
||||
// Release DecorationData handle
|
||||
AddressablesUtility.ReleaseHandle(_decorationDataHandle);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Reload decorations (useful for testing)
|
||||
/// </summary>
|
||||
[ContextMenu("Reload Decorations")]
|
||||
public void ReloadDecorations()
|
||||
{
|
||||
LoadAndDisplayDecorations();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Load specific photo's decorations
|
||||
/// </summary>
|
||||
public void LoadSpecificPhoto(string photoId)
|
||||
{
|
||||
specificPhotoId = photoId;
|
||||
LoadAndDisplayDecorations();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 50d0f4591bbd40fc81dc615fa465e0c5
|
||||
timeCreated: 1764163758
|
||||
@@ -1,7 +1,6 @@
|
||||
using Core;
|
||||
using Minigames.StatueDressup.Controllers;
|
||||
using Minigames.StatueDressup.Data;
|
||||
using Minigames.StatueDressup.Utils;
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
using UnityEngine.UI;
|
||||
@@ -77,6 +76,40 @@ namespace Minigames.StatueDressup.DragDrop
|
||||
Logging.Debug($"[DecorationDraggableInstance] Initialized: {data?.DecorationName}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Initialize as already placed decoration (from saved state)
|
||||
/// Skips drag logic and sets up as if already placed on statue
|
||||
/// </summary>
|
||||
public void InitializeAsPlaced(DecorationData data, StatueDecorationController controller,
|
||||
AppleHills.Core.Settings.IStatueDressupSettings settings)
|
||||
{
|
||||
_decorationData = data;
|
||||
_controller = controller;
|
||||
_settings = settings;
|
||||
_isPlacedOnStatue = true;
|
||||
_isDragging = false;
|
||||
|
||||
// Set sprite
|
||||
if (decorationImage != null && data != null && data.DecorationSprite != null)
|
||||
{
|
||||
decorationImage.sprite = data.DecorationSprite;
|
||||
}
|
||||
|
||||
// Set authored size
|
||||
if (_rectTransform != null && data != null)
|
||||
{
|
||||
_rectTransform.sizeDelta = data.AuthoredSize;
|
||||
}
|
||||
|
||||
// Make non-interactive for placed state (can be made interactive later if needed)
|
||||
if (canvasGroup != null)
|
||||
{
|
||||
canvasGroup.blocksRaycasts = true;
|
||||
}
|
||||
|
||||
Logging.Debug($"[DecorationDraggableInstance] Initialized as placed: {data?.DecorationName}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Start dragging from icon
|
||||
/// </summary>
|
||||
|
||||
3
Assets/Scripts/Minigames/StatueDressup/UI.meta
Normal file
3
Assets/Scripts/Minigames/StatueDressup/UI.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 49800fa9079d485cbc65922d238d214a
|
||||
timeCreated: 1764151454
|
||||
@@ -0,0 +1,28 @@
|
||||
using UI.Core;
|
||||
|
||||
namespace Minigames.StatueDressup.UI
|
||||
{
|
||||
/// <summary>
|
||||
/// UIPage wrapper for the photo gallery.
|
||||
/// Simple stock page with no transition animations.
|
||||
/// </summary>
|
||||
public class PhotoGalleryPage : UIPage
|
||||
{
|
||||
protected override void DoTransitionIn(System.Action onComplete)
|
||||
{
|
||||
// Instant transition - just show
|
||||
gameObject.SetActive(true);
|
||||
onComplete?.Invoke();
|
||||
}
|
||||
|
||||
protected override void DoTransitionOut(System.Action onComplete)
|
||||
{
|
||||
// Instant transition - just hide
|
||||
gameObject.SetActive(false);
|
||||
onComplete?.Invoke();
|
||||
}
|
||||
|
||||
// OnBackPressed uses default behavior (pops the page)
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3136a7edf8de421e9860c6bd4e1dca10
|
||||
timeCreated: 1764151460
|
||||
32
Assets/Scripts/Minigames/StatueDressup/UI/PlayAreaPage.cs
Normal file
32
Assets/Scripts/Minigames/StatueDressup/UI/PlayAreaPage.cs
Normal file
@@ -0,0 +1,32 @@
|
||||
using UI.Core;
|
||||
|
||||
namespace Minigames.StatueDressup.UI
|
||||
{
|
||||
/// <summary>
|
||||
/// UIPage wrapper for the statue decoration play area.
|
||||
/// Simple stock page with no transition animations.
|
||||
/// </summary>
|
||||
public class PlayAreaPage : UIPage
|
||||
{
|
||||
protected override void DoTransitionIn(System.Action onComplete)
|
||||
{
|
||||
// Instant transition - just show
|
||||
gameObject.SetActive(true);
|
||||
onComplete?.Invoke();
|
||||
}
|
||||
|
||||
protected override void DoTransitionOut(System.Action onComplete)
|
||||
{
|
||||
// Instant transition - just hide
|
||||
gameObject.SetActive(false);
|
||||
onComplete?.Invoke();
|
||||
}
|
||||
|
||||
public override void OnBackPressed()
|
||||
{
|
||||
// Play area is the root page - don't allow back navigation
|
||||
// Override if you want custom behavior (e.g., quit minigame)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: edd2867b8a4f42d8af202f215c3ecc47
|
||||
timeCreated: 1764151454
|
||||
Reference in New Issue
Block a user