Merge pull request 'Add backbone for card creation and implement Camera minigame mechanics' (#23) from card_album into main
Reviewed-on: #23
8
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@@ -182,7 +182,7 @@ public class GameManager : MonoBehaviour
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// Resume all registered components
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foreach (var component in _pausableComponents)
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{
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component.Resume();
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component.DoResume();
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}
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// Broadcast resume event
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@@ -15,7 +15,7 @@ namespace AppleHills.Core.Interfaces
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/// <summary>
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/// Resumes the component's functionality
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/// </summary>
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void Resume();
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void DoResume();
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/// <summary>
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/// Gets whether the component is currently paused
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@@ -126,6 +126,38 @@ namespace AppleHills.Core.Settings
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||||
[Tooltip("Whether to block player input during bump movement")]
|
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[SerializeField] private bool blockInputDuringBump = true;
|
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|
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[Header("Camera Viewfinder")]
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[Tooltip("The prefab to use for the camera viewfinder UI")]
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[SerializeField] private GameObject viewfinderPrefab;
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[Tooltip("Duration in seconds for the viewfinder to shrink")]
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[SerializeField] private float viewfinderShrinkDuration = 1.5f;
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[Tooltip("Speed at which the viewfinder moves toward the target")]
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[SerializeField] private float viewfinderMoveSpeed = 5f;
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[Tooltip("Animation curve for the shrinking effect")]
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[SerializeField] private AnimationCurve viewfinderShrinkCurve = AnimationCurve.EaseInOut(0, 1, 1, 0);
|
||||
|
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[Tooltip("Padding factor to add space around the monster (1.0 = exact size, 1.2 = 20% extra)")]
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[SerializeField] private float paddingFactor = 1.2f;
|
||||
|
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[Tooltip("Minimum size of the viewfinder as a percentage of screen width (0.15 = 15%)")]
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[SerializeField] private float minSizePercent = 0.15f;
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[Tooltip("Maximum size of the viewfinder as a percentage of screen width (0.8 = 80%)")]
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[SerializeField] private float maxSizePercent = 0.8f;
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[Tooltip("Starting scale of the viewfinder (relative to screen width)")]
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[SerializeField] private float viewfinderStartScale = 1.0f;
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[Tooltip("Final scale of the viewfinder")]
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[SerializeField] private float viewfinderEndScale = 0.25f;
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[Tooltip("Progress percentages at which to trigger events (0-1)")]
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[SerializeField] private float[] viewfinderProgressThresholds = new float[] { 0.25f, 0.5f, 0.75f, 1.0f };
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// IDivingMinigameSettings implementation - Basic Movement
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public float LerpSpeed => lerpSpeed;
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public float MaxOffset => maxOffset;
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@@ -177,6 +209,18 @@ namespace AppleHills.Core.Settings
|
||||
public float SmoothMoveSpeed => smoothMoveSpeed;
|
||||
public bool BlockInputDuringBump => blockInputDuringBump;
|
||||
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||||
// IDivingMinigameSettings implementation - Camera Viewfinder
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public GameObject ViewfinderPrefab => viewfinderPrefab;
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public float ViewfinderShrinkDuration => viewfinderShrinkDuration;
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public float ViewfinderMoveSpeed => viewfinderMoveSpeed;
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public AnimationCurve ViewfinderShrinkCurve => viewfinderShrinkCurve;
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public float ViewfinderStartScale => viewfinderStartScale;
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public float ViewfinderEndScale => viewfinderEndScale;
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public float[] ViewfinderProgressThresholds => viewfinderProgressThresholds;
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public float PaddingFactor => paddingFactor;
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public float MaxSizePercent => maxSizePercent;
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public float MinSizePercent => minSizePercent;
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||||
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public override void OnValidate()
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{
|
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base.OnValidate();
|
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@@ -238,6 +282,16 @@ namespace AppleHills.Core.Settings
|
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damageImmunityDuration = Mathf.Max(0.1f, damageImmunityDuration);
|
||||
bumpForce = Mathf.Max(0.1f, bumpForce);
|
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smoothMoveSpeed = Mathf.Max(0.1f, smoothMoveSpeed);
|
||||
|
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// Validate camera viewfinder settings
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viewfinderShrinkDuration = Mathf.Max(0.1f, viewfinderShrinkDuration);
|
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viewfinderMoveSpeed = Mathf.Max(0.1f, viewfinderMoveSpeed);
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viewfinderStartScale = Mathf.Max(0.01f, viewfinderStartScale);
|
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viewfinderEndScale = Mathf.Max(viewfinderStartScale, viewfinderEndScale);
|
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for (int i = 0; i < viewfinderProgressThresholds.Length; i++)
|
||||
{
|
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viewfinderProgressThresholds[i] = Mathf.Clamp01(viewfinderProgressThresholds[i]);
|
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}
|
||||
}
|
||||
}
|
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}
|
||||
|
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@@ -108,5 +108,17 @@ namespace AppleHills.Core.Settings
|
||||
float BumpForce { get; }
|
||||
float SmoothMoveSpeed { get; }
|
||||
bool BlockInputDuringBump { get; }
|
||||
|
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// Camera Viewfinder Settings
|
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GameObject ViewfinderPrefab { get; }
|
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float ViewfinderShrinkDuration { get; }
|
||||
float ViewfinderMoveSpeed { get; }
|
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AnimationCurve ViewfinderShrinkCurve { get; }
|
||||
float ViewfinderStartScale { get; }
|
||||
float ViewfinderEndScale { get; }
|
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float[] ViewfinderProgressThresholds { get; }
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float PaddingFactor { get; }
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float MaxSizePercent { get; }
|
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float MinSizePercent { get; }
|
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}
|
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}
|
||||
|
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3
Assets/Scripts/Data/CardSystem.meta
Normal file
@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 52a47d9c5b29456faca1c9b43f8f4750
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timeCreated: 1759923654
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115
Assets/Scripts/Data/CardSystem/CardData.cs
Normal file
@@ -0,0 +1,115 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace AppleHills.Data.CardSystem
|
||||
{
|
||||
[Serializable]
|
||||
public class CardData
|
||||
{
|
||||
// Core data (serialized)
|
||||
public string Id; // Auto-generated unique ID (GUID)
|
||||
public string DefinitionId; // ID of the card definition this instance was created from
|
||||
public CardRarity Rarity; // Current rarity (may be upgraded from original)
|
||||
public int CopiesOwned; // Number of copies the player has (for stacking)
|
||||
|
||||
// Reference back to the definition (not serialized)
|
||||
[NonSerialized]
|
||||
private CardDefinition _definition;
|
||||
|
||||
// Properties that reference definition data
|
||||
public string Name => _definition?.Name;
|
||||
public string Description => _definition?.Description;
|
||||
public CardZone Zone => _definition?.Zone ?? CardZone.AppleHills;
|
||||
public int CollectionIndex => _definition?.CollectionIndex ?? 0;
|
||||
public Sprite CardImage => _definition?.CardImage;
|
||||
|
||||
// Derived properties
|
||||
public Color BackgroundColor => _definition?.GetBackgroundColor() ?? Color.white;
|
||||
|
||||
// Get frame shape based on rarity
|
||||
public string GetFrameShapeName()
|
||||
{
|
||||
return $"Frame_{Rarity}";
|
||||
}
|
||||
|
||||
// Default constructor
|
||||
public CardData()
|
||||
{
|
||||
Id = Guid.NewGuid().ToString();
|
||||
CopiesOwned = 0;
|
||||
}
|
||||
|
||||
// Constructor from definition
|
||||
public CardData(CardDefinition definition)
|
||||
{
|
||||
Id = Guid.NewGuid().ToString();
|
||||
DefinitionId = definition.Id;
|
||||
Rarity = definition.Rarity;
|
||||
CopiesOwned = 1;
|
||||
_definition = definition;
|
||||
}
|
||||
|
||||
// Copy constructor
|
||||
public CardData(CardData other)
|
||||
{
|
||||
Id = other.Id;
|
||||
DefinitionId = other.DefinitionId;
|
||||
Rarity = other.Rarity;
|
||||
CopiesOwned = other.CopiesOwned;
|
||||
_definition = other._definition;
|
||||
}
|
||||
|
||||
// Method to link this card data to its definition
|
||||
public void SetDefinition(CardDefinition definition)
|
||||
{
|
||||
if (definition != null)
|
||||
{
|
||||
_definition = definition;
|
||||
DefinitionId = definition.Id;
|
||||
}
|
||||
}
|
||||
|
||||
// Method to upgrade rarity when enough copies are collected
|
||||
public bool TryUpgradeRarity()
|
||||
{
|
||||
// Simple implementation - each rarity needs twice as many copies to upgrade
|
||||
int requiredCopies = (int)Rarity * 2 + 1;
|
||||
|
||||
if (CopiesOwned >= requiredCopies && Rarity < CardRarity.Legendary)
|
||||
{
|
||||
Rarity += 1;
|
||||
CopiesOwned -= requiredCopies;
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// ToString method for debugging
|
||||
public override string ToString()
|
||||
{
|
||||
return $"CardData [ID: {Id}, Name: {Name}, Rarity: {Rarity}, Zone: {Zone}, " +
|
||||
$"DefinitionID: {DefinitionId}, Copies: {CopiesOwned}, " +
|
||||
$"Has Definition: {_definition != null}, Has Image: {CardImage != null}]";
|
||||
}
|
||||
}
|
||||
|
||||
// Enums for card attributes
|
||||
public enum CardRarity
|
||||
{
|
||||
Common = 0,
|
||||
Uncommon = 1,
|
||||
Rare = 2,
|
||||
Epic = 3,
|
||||
Legendary = 4
|
||||
}
|
||||
|
||||
public enum CardZone
|
||||
{
|
||||
AppleHills,
|
||||
Quarry,
|
||||
Forest,
|
||||
Mountain,
|
||||
Beach
|
||||
}
|
||||
}
|
||||
3
Assets/Scripts/Data/CardSystem/CardData.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 812f681e555841c584d5791cb66278de
|
||||
timeCreated: 1759923654
|
||||
61
Assets/Scripts/Data/CardSystem/CardDefinition.cs
Normal file
@@ -0,0 +1,61 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace AppleHills.Data.CardSystem
|
||||
{
|
||||
/// <summary>
|
||||
/// Scriptable object defining a collectible card's properties.
|
||||
/// Used as a template for generating CardData instances.
|
||||
/// </summary>
|
||||
[CreateAssetMenu(fileName = "New Card", menuName = "Apple Hills/Card System/Card Definition")]
|
||||
public class CardDefinition : ScriptableObject
|
||||
{
|
||||
[Header("Identification")]
|
||||
[Tooltip("Unique identifier for this card definition")]
|
||||
public string Id = Guid.NewGuid().ToString();
|
||||
|
||||
[Header("Basic Info")]
|
||||
public string Name;
|
||||
[TextArea(3, 5)]
|
||||
public string Description;
|
||||
public CardRarity Rarity;
|
||||
public CardZone Zone;
|
||||
|
||||
[Header("Visual Elements")]
|
||||
public Sprite CardImage; // The actual card image
|
||||
|
||||
[Header("Collection Info")]
|
||||
public int CollectionIndex; // Position in the album
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new CardData instance from this definition
|
||||
/// </summary>
|
||||
public CardData CreateCardData()
|
||||
{
|
||||
return new CardData(this);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the background color for this card based on its zone
|
||||
/// </summary>
|
||||
public Color GetBackgroundColor()
|
||||
{
|
||||
// Colors based on zone
|
||||
switch (Zone)
|
||||
{
|
||||
case CardZone.AppleHills:
|
||||
return new Color(0.8f, 0.9f, 0.8f); // Light green
|
||||
case CardZone.Quarry:
|
||||
return new Color(0.85f, 0.8f, 0.7f); // Sandy brown
|
||||
case CardZone.Forest:
|
||||
return new Color(0.6f, 0.8f, 0.6f); // Forest green
|
||||
case CardZone.Mountain:
|
||||
return new Color(0.7f, 0.7f, 0.9f); // Bluish
|
||||
case CardZone.Beach:
|
||||
return new Color(0.9f, 0.85f, 0.7f); // Sandy yellow
|
||||
default:
|
||||
return Color.white;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
3
Assets/Scripts/Data/CardSystem/CardDefinition.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2a80cc88c9884512b8b633110d838780
|
||||
timeCreated: 1759923702
|
||||
264
Assets/Scripts/Data/CardSystem/CardSystemManager.cs
Normal file
@@ -0,0 +1,264 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace AppleHills.Data.CardSystem
|
||||
{
|
||||
/// <summary>
|
||||
/// Manages the player's card collection, booster packs, and related operations.
|
||||
/// Uses a singleton pattern for global access.
|
||||
/// </summary>
|
||||
public class CardSystemManager : MonoBehaviour
|
||||
{
|
||||
private static CardSystemManager _instance;
|
||||
private static bool _isQuitting = false;
|
||||
|
||||
public static CardSystemManager Instance
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_instance == null && Application.isPlaying && !_isQuitting)
|
||||
{
|
||||
_instance = FindAnyObjectByType<CardSystemManager>();
|
||||
if (_instance == null)
|
||||
{
|
||||
var go = new GameObject("CardSystemManager");
|
||||
_instance = go.AddComponent<CardSystemManager>();
|
||||
DontDestroyOnLoad(go);
|
||||
}
|
||||
}
|
||||
return _instance;
|
||||
}
|
||||
}
|
||||
|
||||
[Header("Card Collection")]
|
||||
[SerializeField] private List<CardDefinition> availableCards = new List<CardDefinition>();
|
||||
|
||||
// Runtime data - will be serialized for save/load
|
||||
[SerializeField] private CardInventory playerInventory = new CardInventory();
|
||||
|
||||
// Dictionary to quickly look up card definitions by ID
|
||||
private Dictionary<string, CardDefinition> _definitionLookup = new Dictionary<string, CardDefinition>();
|
||||
|
||||
// Event callbacks using System.Action
|
||||
public event Action<List<CardData>> OnBoosterOpened;
|
||||
public event Action<CardData> OnCardCollected;
|
||||
public event Action<CardData> OnCardRarityUpgraded;
|
||||
public event Action<int> OnBoosterCountChanged;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if (_instance != null && _instance != this)
|
||||
{
|
||||
Destroy(gameObject);
|
||||
return;
|
||||
}
|
||||
|
||||
_instance = this;
|
||||
DontDestroyOnLoad(gameObject);
|
||||
|
||||
// Build lookup dictionary
|
||||
BuildDefinitionLookup();
|
||||
}
|
||||
|
||||
private void OnApplicationQuit()
|
||||
{
|
||||
_isQuitting = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Builds a lookup dictionary for quick access to card definitions by ID
|
||||
/// </summary>
|
||||
private void BuildDefinitionLookup()
|
||||
{
|
||||
_definitionLookup.Clear();
|
||||
|
||||
foreach (var cardDef in availableCards)
|
||||
{
|
||||
if (cardDef != null && !string.IsNullOrEmpty(cardDef.Id))
|
||||
{
|
||||
_definitionLookup[cardDef.Id] = cardDef;
|
||||
}
|
||||
}
|
||||
|
||||
// Link existing card data to their definitions
|
||||
foreach (var cardData in playerInventory.CollectedCards.Values)
|
||||
{
|
||||
if (!string.IsNullOrEmpty(cardData.DefinitionId) &&
|
||||
_definitionLookup.TryGetValue(cardData.DefinitionId, out CardDefinition def))
|
||||
{
|
||||
cardData.SetDefinition(def);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds a booster pack to the player's inventory
|
||||
/// </summary>
|
||||
public void AddBoosterPack(int count = 1)
|
||||
{
|
||||
playerInventory.BoosterPackCount += count;
|
||||
OnBoosterCountChanged?.Invoke(playerInventory.BoosterPackCount);
|
||||
Debug.Log($"[CardSystemManager] Added {count} booster pack(s). Total: {playerInventory.BoosterPackCount}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Opens a booster pack and returns the newly obtained cards
|
||||
/// </summary>
|
||||
public List<CardData> OpenBoosterPack()
|
||||
{
|
||||
if (playerInventory.BoosterPackCount <= 0)
|
||||
{
|
||||
Debug.LogWarning("[CardSystemManager] Attempted to open a booster pack, but none are available.");
|
||||
return new List<CardData>();
|
||||
}
|
||||
|
||||
playerInventory.BoosterPackCount--;
|
||||
OnBoosterCountChanged?.Invoke(playerInventory.BoosterPackCount);
|
||||
|
||||
// Draw 3 cards based on rarity distribution
|
||||
List<CardData> drawnCards = DrawRandomCards(3);
|
||||
|
||||
// Add cards to the inventory
|
||||
foreach (var card in drawnCards)
|
||||
{
|
||||
AddCardToInventory(card);
|
||||
}
|
||||
|
||||
// Notify listeners
|
||||
OnBoosterOpened?.Invoke(drawnCards);
|
||||
|
||||
Debug.Log($"[CardSystemManager] Opened a booster pack and obtained {drawnCards.Count} cards. Remaining boosters: {playerInventory.BoosterPackCount}");
|
||||
return drawnCards;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds a card to the player's inventory, handles duplicates
|
||||
/// </summary>
|
||||
private void AddCardToInventory(CardData card)
|
||||
{
|
||||
// Check if the player already has this card type (definition)
|
||||
if (playerInventory.CollectedCards.TryGetValue(card.DefinitionId, out CardData existingCard))
|
||||
{
|
||||
existingCard.CopiesOwned++;
|
||||
|
||||
// Check if the card can be upgraded
|
||||
if (existingCard.TryUpgradeRarity())
|
||||
{
|
||||
OnCardRarityUpgraded?.Invoke(existingCard);
|
||||
}
|
||||
|
||||
Debug.Log($"[CardSystemManager] Added duplicate card '{card.Name}'. Now have {existingCard.CopiesOwned} copies.");
|
||||
}
|
||||
else
|
||||
{
|
||||
// Add new card
|
||||
playerInventory.CollectedCards.Add(card.DefinitionId, new CardData(card));
|
||||
OnCardCollected?.Invoke(card);
|
||||
|
||||
Debug.Log($"[CardSystemManager] Added new card '{card.Name}' to collection.");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Draws random cards based on rarity distribution
|
||||
/// </summary>
|
||||
private List<CardData> DrawRandomCards(int count)
|
||||
{
|
||||
List<CardData> result = new List<CardData>();
|
||||
|
||||
if (availableCards.Count == 0)
|
||||
{
|
||||
Debug.LogError("[CardSystemManager] No available cards defined!");
|
||||
return result;
|
||||
}
|
||||
|
||||
// Simple weighted random selection based on rarity
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
// Determine card rarity first
|
||||
CardRarity rarity = DetermineRandomRarity();
|
||||
|
||||
// Filter cards by the selected rarity
|
||||
List<CardDefinition> cardsOfRarity = availableCards.FindAll(c => c.Rarity == rarity);
|
||||
|
||||
if (cardsOfRarity.Count > 0)
|
||||
{
|
||||
// Select a random card of this rarity
|
||||
int randomIndex = UnityEngine.Random.Range(0, cardsOfRarity.Count);
|
||||
CardDefinition selectedDef = cardsOfRarity[randomIndex];
|
||||
|
||||
// Create card data from definition
|
||||
CardData newCard = selectedDef.CreateCardData();
|
||||
result.Add(newCard);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Fallback if no cards of the selected rarity
|
||||
Debug.LogWarning($"[CardSystemManager] No cards of rarity {rarity} available, selecting a random card instead.");
|
||||
int randomIndex = UnityEngine.Random.Range(0, availableCards.Count);
|
||||
CardDefinition randomDef = availableCards[randomIndex];
|
||||
|
||||
CardData newCard = randomDef.CreateCardData();
|
||||
result.Add(newCard);
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Determines a random card rarity with appropriate weighting
|
||||
/// </summary>
|
||||
private CardRarity DetermineRandomRarity()
|
||||
{
|
||||
// Simple weighted random - can be adjusted for better distribution
|
||||
float rand = UnityEngine.Random.value;
|
||||
|
||||
if (rand < 0.6f) return CardRarity.Common;
|
||||
if (rand < 0.85f) return CardRarity.Uncommon;
|
||||
if (rand < 0.95f) return CardRarity.Rare;
|
||||
if (rand < 0.99f) return CardRarity.Epic;
|
||||
return CardRarity.Legendary;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns all cards from the player's collection
|
||||
/// </summary>
|
||||
public List<CardData> GetAllCollectedCards()
|
||||
{
|
||||
List<CardData> result = new List<CardData>();
|
||||
foreach (var card in playerInventory.CollectedCards.Values)
|
||||
{
|
||||
result.Add(card);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the number of booster packs the player has
|
||||
/// </summary>
|
||||
public int GetBoosterPackCount()
|
||||
{
|
||||
return playerInventory.BoosterPackCount;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns whether a specific card definition has been collected
|
||||
/// </summary>
|
||||
public bool IsCardCollected(string definitionId)
|
||||
{
|
||||
return playerInventory.CollectedCards.ContainsKey(definitionId);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Serializable class to store the player's card inventory
|
||||
/// </summary>
|
||||
[Serializable]
|
||||
public class CardInventory
|
||||
{
|
||||
public Dictionary<string, CardData> CollectedCards = new Dictionary<string, CardData>();
|
||||
public int BoosterPackCount;
|
||||
}
|
||||
}
|
||||
3
Assets/Scripts/Data/CardSystem/CardSystemManager.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8d80347e4bd04c87be23a9399860783d
|
||||
timeCreated: 1759923691
|
||||
203
Assets/Scripts/Data/CardSystem/CardVisualConfig.cs
Normal file
@@ -0,0 +1,203 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace AppleHills.Data.CardSystem
|
||||
{
|
||||
/// <summary>
|
||||
/// ScriptableObject containing visual configuration for card display
|
||||
/// Maps card rarities to colors and zones to colors/shapes
|
||||
/// </summary>
|
||||
[CreateAssetMenu(fileName = "CardVisualConfig", menuName = "Apple Hills/Card System/Visual Config")]
|
||||
public class CardVisualConfig : ScriptableObject
|
||||
{
|
||||
[Serializable]
|
||||
public class RarityColorMapping
|
||||
{
|
||||
public CardRarity rarity;
|
||||
public Color color = Color.white;
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public class ZoneVisualMapping
|
||||
{
|
||||
public CardZone zone;
|
||||
public Color color = Color.white;
|
||||
public Sprite backgroundShape;
|
||||
}
|
||||
|
||||
[Header("Rarity Configuration")]
|
||||
[Tooltip("Color mappings for different card rarities")]
|
||||
[SerializeField] private List<RarityColorMapping> rarityColors = new List<RarityColorMapping>();
|
||||
|
||||
[Header("Zone Configuration")]
|
||||
[Tooltip("Visual mappings for different card zones")]
|
||||
[SerializeField] private List<ZoneVisualMapping> zoneVisuals = new List<ZoneVisualMapping>();
|
||||
|
||||
private Dictionary<CardRarity, Color> _rarityColorLookup;
|
||||
private Dictionary<CardZone, Color> _zoneColorLookup;
|
||||
private Dictionary<CardZone, Sprite> _zoneShapeLookup;
|
||||
|
||||
/// <summary>
|
||||
/// Initialize the lookup dictionaries when the asset is loaded
|
||||
/// </summary>
|
||||
private void OnEnable()
|
||||
{
|
||||
InitializeLookups();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Builds the lookup dictionaries from the serialized lists
|
||||
/// </summary>
|
||||
private void InitializeLookups()
|
||||
{
|
||||
// Build rarity color lookup
|
||||
_rarityColorLookup = new Dictionary<CardRarity, Color>();
|
||||
foreach (var mapping in rarityColors)
|
||||
{
|
||||
_rarityColorLookup[mapping.rarity] = mapping.color;
|
||||
}
|
||||
|
||||
// Build zone color and shape lookups
|
||||
_zoneColorLookup = new Dictionary<CardZone, Color>();
|
||||
_zoneShapeLookup = new Dictionary<CardZone, Sprite>();
|
||||
|
||||
foreach (var mapping in zoneVisuals)
|
||||
{
|
||||
_zoneColorLookup[mapping.zone] = mapping.color;
|
||||
_zoneShapeLookup[mapping.zone] = mapping.backgroundShape;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the color for a specific card rarity
|
||||
/// </summary>
|
||||
public Color GetRarityColor(CardRarity rarity)
|
||||
{
|
||||
// Initialize lookups if needed
|
||||
if (_rarityColorLookup == null)
|
||||
{
|
||||
InitializeLookups();
|
||||
}
|
||||
|
||||
// Return the color if found, otherwise white
|
||||
if (_rarityColorLookup.TryGetValue(rarity, out Color color))
|
||||
{
|
||||
return color;
|
||||
}
|
||||
|
||||
Debug.LogWarning($"[CardVisualConfig] No color mapping found for rarity {rarity}, using default");
|
||||
return Color.white;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the color for a specific card zone
|
||||
/// </summary>
|
||||
public Color GetZoneColor(CardZone zone)
|
||||
{
|
||||
// Initialize lookups if needed
|
||||
if (_zoneColorLookup == null)
|
||||
{
|
||||
InitializeLookups();
|
||||
}
|
||||
|
||||
// Return the color if found, otherwise white
|
||||
if (_zoneColorLookup.TryGetValue(zone, out Color color))
|
||||
{
|
||||
return color;
|
||||
}
|
||||
|
||||
Debug.LogWarning($"[CardVisualConfig] No color mapping found for zone {zone}, using default");
|
||||
return Color.white;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the background shape sprite for a specific zone
|
||||
/// </summary>
|
||||
public Sprite GetZoneShape(CardZone zone)
|
||||
{
|
||||
// Initialize lookups if needed
|
||||
if (_zoneShapeLookup == null)
|
||||
{
|
||||
InitializeLookups();
|
||||
}
|
||||
|
||||
// Return the sprite if found, otherwise null
|
||||
if (_zoneShapeLookup.TryGetValue(zone, out Sprite sprite))
|
||||
{
|
||||
return sprite;
|
||||
}
|
||||
|
||||
Debug.LogWarning($"[CardVisualConfig] No shape mapping found for zone {zone}");
|
||||
return null;
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
/// <summary>
|
||||
/// Editor-only utility to reset the config with default values
|
||||
/// </summary>
|
||||
public void ResetWithDefaults()
|
||||
{
|
||||
// Clear existing mappings
|
||||
rarityColors.Clear();
|
||||
zoneVisuals.Clear();
|
||||
|
||||
// Add default rarity colors
|
||||
rarityColors.Add(new RarityColorMapping { rarity = CardRarity.Common, color = Color.gray });
|
||||
rarityColors.Add(new RarityColorMapping { rarity = CardRarity.Uncommon, color = Color.green });
|
||||
rarityColors.Add(new RarityColorMapping { rarity = CardRarity.Rare, color = Color.blue });
|
||||
rarityColors.Add(new RarityColorMapping { rarity = CardRarity.Epic, color = new Color(0.5f, 0, 0.5f) });
|
||||
rarityColors.Add(new RarityColorMapping { rarity = CardRarity.Legendary, color = Color.yellow });
|
||||
|
||||
// Add default zone colors
|
||||
zoneVisuals.Add(new ZoneVisualMapping {
|
||||
zone = CardZone.AppleHills,
|
||||
color = new Color(0.8f, 0.9f, 0.8f)
|
||||
});
|
||||
|
||||
zoneVisuals.Add(new ZoneVisualMapping {
|
||||
zone = CardZone.Quarry,
|
||||
color = new Color(0.85f, 0.8f, 0.7f)
|
||||
});
|
||||
|
||||
zoneVisuals.Add(new ZoneVisualMapping {
|
||||
zone = CardZone.Forest,
|
||||
color = new Color(0.6f, 0.8f, 0.6f)
|
||||
});
|
||||
|
||||
zoneVisuals.Add(new ZoneVisualMapping {
|
||||
zone = CardZone.Mountain,
|
||||
color = new Color(0.7f, 0.7f, 0.9f)
|
||||
});
|
||||
|
||||
zoneVisuals.Add(new ZoneVisualMapping {
|
||||
zone = CardZone.Beach,
|
||||
color = new Color(0.9f, 0.85f, 0.7f)
|
||||
});
|
||||
|
||||
// Initialize the lookups
|
||||
InitializeLookups();
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
[UnityEditor.CustomEditor(typeof(CardVisualConfig))]
|
||||
public class CardVisualConfigEditor : UnityEditor.Editor
|
||||
{
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
DrawDefaultInspector();
|
||||
|
||||
CardVisualConfig config = (CardVisualConfig)target;
|
||||
|
||||
UnityEditor.EditorGUILayout.Space();
|
||||
if (GUILayout.Button("Reset with Defaults"))
|
||||
{
|
||||
config.ResetWithDefaults();
|
||||
UnityEditor.EditorUtility.SetDirty(config);
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
3
Assets/Scripts/Data/CardSystem/CardVisualConfig.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a82f88f485b4410e9eb7c383b44557cf
|
||||
timeCreated: 1759931508
|
||||
@@ -1,4 +1,5 @@
|
||||
using System;
|
||||
using System.Collections.Generic; // Added for List<ITouchInputConsumer>
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
using UnityEngine.InputSystem;
|
||||
@@ -27,6 +28,9 @@ namespace Input
|
||||
private static InputManager _instance;
|
||||
private static bool _isQuitting = false;
|
||||
|
||||
// Override consumer stack - using a list to support multiple overrides that can be removed in LIFO order
|
||||
private readonly List<ITouchInputConsumer> _overrideConsumers = new List<ITouchInputConsumer>();
|
||||
|
||||
public static InputManager Instance
|
||||
{
|
||||
get
|
||||
@@ -38,7 +42,6 @@ namespace Input
|
||||
{
|
||||
var go = new GameObject("InputManager");
|
||||
_instance = go.AddComponent<InputManager>();
|
||||
// DontDestroyOnLoad(go);
|
||||
}
|
||||
}
|
||||
return _instance;
|
||||
@@ -58,7 +61,6 @@ namespace Input
|
||||
void Awake()
|
||||
{
|
||||
_instance = this;
|
||||
// DontDestroyOnLoad(gameObject);
|
||||
|
||||
// Initialize settings reference
|
||||
_interactionSettings = GameManager.GetSettingsObject<IInteractionSettings>();
|
||||
@@ -157,23 +159,27 @@ namespace Input
|
||||
/// </summary>
|
||||
private void OnTapMovePerformed(InputAction.CallbackContext ctx)
|
||||
{
|
||||
if (EventSystem.current.IsPointerOverGameObject())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Vector2 screenPos = positionAction.ReadValue<Vector2>();
|
||||
Vector3 worldPos = Camera.main.ScreenToWorldPoint(screenPos);
|
||||
Vector2 worldPos2D = new Vector2(worldPos.x, worldPos.y);
|
||||
Debug.Log($"[InputManager] TapMove performed at {worldPos2D}");
|
||||
if (!TryDelegateToInteractable(worldPos2D))
|
||||
|
||||
// First try to delegate to an override consumer if available
|
||||
if (TryDelegateToOverrideConsumer(screenPos, worldPos2D))
|
||||
{
|
||||
Debug.Log("[InputManager] No interactable found, forwarding tap to default consumer");
|
||||
Debug.Log("[InputManager] Tap delegated to override consumer");
|
||||
return;
|
||||
}
|
||||
|
||||
// Then try to delegate to any ITouchInputConsumer (UI or world interactable)
|
||||
if (!TryDelegateToAnyInputConsumer(screenPos, worldPos2D))
|
||||
{
|
||||
Debug.Log("[InputManager] No input consumer found, forwarding tap to default consumer");
|
||||
defaultConsumer?.OnTap(worldPos2D);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("[InputManager] Tap delegated to interactable");
|
||||
Debug.Log("[InputManager] Tap delegated to input consumer");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -219,14 +225,84 @@ namespace Input
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Attempts to delegate a tap to any ITouchInputConsumer at the given position.
|
||||
/// Checks both UI elements and world interactables.
|
||||
/// </summary>
|
||||
private bool TryDelegateToAnyInputConsumer(Vector2 screenPos, Vector2 worldPos)
|
||||
{
|
||||
// First check if we hit a UI element implementing ITouchInputConsumer
|
||||
if (TryDelegateToUIInputConsumer(screenPos))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
// If no UI element with ITouchInputConsumer, try world interactables
|
||||
return TryDelegateToInteractable(worldPos);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Attempts to delegate a tap to a UI element implementing ITouchInputConsumer.
|
||||
/// </summary>
|
||||
private bool TryDelegateToUIInputConsumer(Vector2 screenPos)
|
||||
{
|
||||
// Check for UI elements under the pointer
|
||||
var eventData = new PointerEventData(EventSystem.current)
|
||||
{
|
||||
position = screenPos
|
||||
};
|
||||
|
||||
var results = new System.Collections.Generic.List<RaycastResult>();
|
||||
EventSystem.current.RaycastAll(eventData, results);
|
||||
|
||||
foreach (var result in results)
|
||||
{
|
||||
// Try to get ITouchInputConsumer component
|
||||
var consumer = result.gameObject.GetComponent<ITouchInputConsumer>();
|
||||
if (consumer == null)
|
||||
{
|
||||
consumer = result.gameObject.GetComponentInParent<ITouchInputConsumer>();
|
||||
}
|
||||
if (consumer != null)
|
||||
{
|
||||
Debug.unityLogger.Log("Interactable", $"[InputManager] Delegating tap to UI consumer at {screenPos} (GameObject: {result.gameObject.name})");
|
||||
consumer.OnTap(screenPos);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Attempts to delegate a tap to an interactable at the given world position.
|
||||
/// Traces on the "Interactable" channel and logs detailed info.
|
||||
/// </summary>
|
||||
private bool TryDelegateToInteractable(Vector2 worldPos)
|
||||
{
|
||||
LayerMask mask = _interactionSettings != null ? _interactionSettings.InteractableLayerMask : -1;
|
||||
Collider2D hit = Physics2D.OverlapPoint(worldPos, mask);
|
||||
// First try with the interaction layer mask if available
|
||||
if (_interactionSettings != null)
|
||||
{
|
||||
LayerMask mask = _interactionSettings.InteractableLayerMask;
|
||||
Collider2D hitWithMask = Physics2D.OverlapPoint(worldPos, mask);
|
||||
if (hitWithMask != null)
|
||||
{
|
||||
var consumer = hitWithMask.GetComponent<ITouchInputConsumer>();
|
||||
if (consumer == null)
|
||||
{
|
||||
consumer = hitWithMask.GetComponentInParent<ITouchInputConsumer>();
|
||||
}
|
||||
if (consumer != null)
|
||||
{
|
||||
Debug.unityLogger.Log("Interactable", $"[InputManager] Delegating tap to consumer at {worldPos} (GameObject: {hitWithMask.gameObject.name})");
|
||||
consumer.OnTap(worldPos);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// If no hit with the mask or no settings available, try with all colliders
|
||||
Collider2D hit = Physics2D.OverlapPoint(worldPos);
|
||||
if (hit != null)
|
||||
{
|
||||
var consumer = hit.GetComponent<ITouchInputConsumer>();
|
||||
@@ -244,5 +320,54 @@ namespace Input
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Registers an override consumer to receive input events.
|
||||
/// The most recently registered consumer will receive input first.
|
||||
/// </summary>
|
||||
public void RegisterOverrideConsumer(ITouchInputConsumer consumer)
|
||||
{
|
||||
if (consumer == null || _overrideConsumers.Contains(consumer))
|
||||
return;
|
||||
|
||||
_overrideConsumers.Add(consumer);
|
||||
Debug.Log($"[InputManager] Override consumer registered: {consumer}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unregisters an override consumer, removing it from the input event delegation.
|
||||
/// </summary>
|
||||
public void UnregisterOverrideConsumer(ITouchInputConsumer consumer)
|
||||
{
|
||||
if (consumer == null || !_overrideConsumers.Contains(consumer))
|
||||
return;
|
||||
|
||||
_overrideConsumers.Remove(consumer);
|
||||
Debug.Log($"[InputManager] Override consumer unregistered: {consumer}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Clears all registered override consumers.
|
||||
/// </summary>
|
||||
public void ClearOverrideConsumers()
|
||||
{
|
||||
_overrideConsumers.Clear();
|
||||
Debug.Log("[InputManager] All override consumers cleared.");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Attempts to delegate a tap to the topmost registered override consumer, if any.
|
||||
/// </summary>
|
||||
private bool TryDelegateToOverrideConsumer(Vector2 screenPos, Vector2 worldPos)
|
||||
{
|
||||
if (_overrideConsumers.Count == 0)
|
||||
return false;
|
||||
|
||||
// Get the topmost override consumer (last registered)
|
||||
var consumer = _overrideConsumers[_overrideConsumers.Count - 1];
|
||||
Debug.unityLogger.Log("Interactable", $"[InputManager] Delegating tap to override consumer at {worldPos} (GameObject: {consumer})");
|
||||
consumer.OnTap(worldPos);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -20,7 +20,7 @@ namespace Minigames.DivingForPictures
|
||||
private float maxScale = 1.2f;
|
||||
private float baseScale = 1f;
|
||||
|
||||
private Camera mainCamera;
|
||||
private UnityEngine.Camera mainCamera;
|
||||
private BubblePool parentPool;
|
||||
|
||||
// Coroutine references
|
||||
@@ -48,7 +48,7 @@ namespace Minigames.DivingForPictures
|
||||
}
|
||||
|
||||
// Cache camera reference
|
||||
mainCamera = Camera.main;
|
||||
mainCamera = UnityEngine.Camera.main;
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
@@ -78,7 +78,7 @@ namespace Minigames.DivingForPictures
|
||||
/// <summary>
|
||||
/// Resumes all bubble behaviors
|
||||
/// </summary>
|
||||
public void Resume()
|
||||
public void DoResume()
|
||||
{
|
||||
if (!_isPaused) return; // Already running
|
||||
|
||||
@@ -94,7 +94,7 @@ namespace Minigames.DivingForPictures
|
||||
/// </summary>
|
||||
private void StartBubbleBehavior()
|
||||
{
|
||||
if (_isPaused) return; // Don't start if paused
|
||||
if (_isPaused || !isActiveAndEnabled) return; // Don't start if paused
|
||||
|
||||
_movementCoroutine = StartCoroutine(MovementCoroutine());
|
||||
_wobbleCoroutine = StartCoroutine(WobbleCoroutine());
|
||||
|
||||
@@ -1,6 +1,5 @@
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
using Pooling;
|
||||
using AppleHills.Core.Settings;
|
||||
using AppleHills.Core.Interfaces;
|
||||
|
||||
@@ -20,7 +19,7 @@ namespace Minigames.DivingForPictures
|
||||
private float _timer;
|
||||
private float _nextSpawnInterval;
|
||||
private BubblePool _bubblePool;
|
||||
private Camera _mainCamera; // Cache camera reference
|
||||
private UnityEngine.Camera _mainCamera; // Cache camera reference
|
||||
private bool _isSurfacing = false;
|
||||
|
||||
// Pause state
|
||||
@@ -34,7 +33,7 @@ namespace Minigames.DivingForPictures
|
||||
|
||||
void Awake()
|
||||
{
|
||||
_mainCamera = Camera.main;
|
||||
_mainCamera = UnityEngine.Camera.main;
|
||||
|
||||
// Get developer settings and game settings
|
||||
_devSettings = GameManager.GetDeveloperSettings<DivingDeveloperSettings>();
|
||||
@@ -67,12 +66,7 @@ namespace Minigames.DivingForPictures
|
||||
|
||||
void Start()
|
||||
{
|
||||
// Register with DivingGameManager for pause/resume events
|
||||
DivingGameManager gameManager = FindFirstObjectByType<DivingGameManager>();
|
||||
if (gameManager != null)
|
||||
{
|
||||
gameManager.RegisterPausableComponent(this);
|
||||
}
|
||||
DivingGameManager.Instance.RegisterPausableComponent(this);
|
||||
|
||||
// Start spawning if not paused
|
||||
StartSpawningCoroutine();
|
||||
@@ -80,12 +74,7 @@ namespace Minigames.DivingForPictures
|
||||
|
||||
void OnDestroy()
|
||||
{
|
||||
// Unregister from DivingGameManager
|
||||
DivingGameManager gameManager = FindFirstObjectByType<DivingGameManager>();
|
||||
if (gameManager != null)
|
||||
{
|
||||
gameManager.UnregisterPausableComponent(this);
|
||||
}
|
||||
DivingGameManager.Instance.UnregisterPausableComponent(this);
|
||||
|
||||
// Clean up any active coroutines
|
||||
StopAllCoroutines();
|
||||
@@ -123,7 +112,7 @@ namespace Minigames.DivingForPictures
|
||||
/// <summary>
|
||||
/// Resumes the bubble spawner and all bubbles
|
||||
/// </summary>
|
||||
public void Resume()
|
||||
public void DoResume()
|
||||
{
|
||||
if (!_isPaused) return; // Already running
|
||||
|
||||
@@ -138,7 +127,7 @@ namespace Minigames.DivingForPictures
|
||||
{
|
||||
if (bubble != null)
|
||||
{
|
||||
bubble.Resume();
|
||||
bubble.DoResume();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -2,12 +2,15 @@
|
||||
using System.Collections.Generic;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Linq;
|
||||
using UnityEngine.Events;
|
||||
using UnityEngine.Playables;
|
||||
using AppleHills.Core.Settings;
|
||||
using Utility;
|
||||
using AppleHills.Core.Interfaces;
|
||||
using Input;
|
||||
using UI;
|
||||
using Minigames.DivingForPictures.PictureCamera;
|
||||
|
||||
namespace Minigames.DivingForPictures
|
||||
{
|
||||
@@ -24,9 +27,11 @@ namespace Minigames.DivingForPictures
|
||||
[Header("Surfacing Settings")]
|
||||
[Tooltip("Reference to the PlayableDirector that will play the surfacing timeline")]
|
||||
[SerializeField] private PlayableDirector surfacingTimeline;
|
||||
|
||||
private CameraViewfinderManager viewfinderManager;
|
||||
|
||||
// Settings reference
|
||||
private IDivingMinigameSettings _settings;
|
||||
private IDivingMinigameSettings settings;
|
||||
|
||||
// Private state variables
|
||||
private int playerScore = 0;
|
||||
@@ -37,13 +42,13 @@ namespace Minigames.DivingForPictures
|
||||
|
||||
// Velocity management
|
||||
// Velocity state tracking
|
||||
private float _currentVelocityFactor = 1.0f; // 1.0 = normal descent speed, -1.0 * surfacingSpeedFactor = full surfacing speed
|
||||
private Coroutine _velocityTransitionCoroutine;
|
||||
private Coroutine _surfacingSequenceCoroutine;
|
||||
private float currentVelocityFactor = 1.0f; // 1.0 = normal descent speed, -1.0 * surfacingSpeedFactor = full surfacing speed
|
||||
private Coroutine velocityTransitionCoroutine;
|
||||
private Coroutine surfacingSequenceCoroutine;
|
||||
|
||||
// Public properties
|
||||
public int PlayerScore => playerScore;
|
||||
public float CurrentVelocityFactor => _currentVelocityFactor;
|
||||
public float CurrentVelocityFactor => currentVelocityFactor;
|
||||
|
||||
// Events
|
||||
public event Action<int> OnScoreChanged;
|
||||
@@ -76,18 +81,58 @@ namespace Minigames.DivingForPictures
|
||||
|
||||
// IPausable implementation
|
||||
public bool IsPaused => _isPaused;
|
||||
|
||||
// Photo sequence state
|
||||
private bool _isPhotoSequenceActive = false;
|
||||
private Monster _currentPhotoTarget = null;
|
||||
private Dictionary<IPausable, bool> _pauseStateBackup = new Dictionary<IPausable, bool>();
|
||||
private float _capturedProximity = 0f; // New: tracks how close to target the photo was taken (0-1)
|
||||
|
||||
// List of components to exempt from pausing during photo sequence
|
||||
private List<IPausable> _exemptFromPhotoSequencePausing = new List<IPausable>();
|
||||
|
||||
// Photo sequence events
|
||||
public event Action<Monster> OnPhotoSequenceStarted;
|
||||
public event Action<Monster, float> OnPhotoSequenceCompleted; // Now includes proximity score
|
||||
public event Action<float> OnPhotoSequenceProgressUpdated;
|
||||
|
||||
private static DivingGameManager _instance;
|
||||
private static bool _isQuitting = false;
|
||||
public static DivingGameManager Instance
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_instance == null && Application.isPlaying && !_isQuitting)
|
||||
{
|
||||
_instance = FindAnyObjectByType<DivingGameManager>();
|
||||
if (_instance == null)
|
||||
{
|
||||
var go = new GameObject("DivingGameManager");
|
||||
_instance = go.AddComponent<DivingGameManager>();
|
||||
}
|
||||
}
|
||||
return _instance;
|
||||
}
|
||||
}
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
// Get settings from GameManager
|
||||
_settings = GameManager.GetSettingsObject<IDivingMinigameSettings>();
|
||||
if (_settings == null)
|
||||
{
|
||||
Debug.LogError("[DivingGameManager] Failed to load diving minigame settings!");
|
||||
}
|
||||
settings = GameManager.GetSettingsObject<IDivingMinigameSettings>();
|
||||
currentSpawnProbability = settings?.BaseSpawnProbability ?? 0.2f;
|
||||
|
||||
// Initialize with base probability from settings
|
||||
currentSpawnProbability = _settings?.BaseSpawnProbability ?? 0.2f;
|
||||
if (_instance == null)
|
||||
{
|
||||
_instance = this;
|
||||
}
|
||||
else if (_instance != this)
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnApplicationQuit()
|
||||
{
|
||||
_isQuitting = true;
|
||||
}
|
||||
|
||||
private void Start()
|
||||
@@ -97,7 +142,7 @@ namespace Minigames.DivingForPictures
|
||||
if (pauseMenu != null)
|
||||
{
|
||||
pauseMenu.OnGamePaused += Pause;
|
||||
pauseMenu.OnGameResumed += Resume;
|
||||
pauseMenu.OnGameResumed += DoResume;
|
||||
|
||||
Debug.Log("[DivingGameManager] Subscribed to PauseMenu events");
|
||||
}
|
||||
@@ -135,35 +180,26 @@ namespace Minigames.DivingForPictures
|
||||
|
||||
// Validate rope references (this doesn't depend on initialization)
|
||||
ValidateRopeReferences();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Initializes the game components once the orientation is correct.
|
||||
/// This is called by SceneOrientationEnforcer when the device is properly oriented.
|
||||
/// </summary>
|
||||
public void InitializeGame()
|
||||
{
|
||||
// Prevent double initialization
|
||||
if (_isGameInitialized) return;
|
||||
viewfinderManager = CameraViewfinderManager.Instance;
|
||||
|
||||
Debug.Log("[DivingGameManager] Initializing game");
|
||||
|
||||
// Subscribe to tile spawned event
|
||||
TrenchTileSpawner tileSpawner = FindFirstObjectByType<TrenchTileSpawner>();
|
||||
if (tileSpawner != null)
|
||||
// Subscribe to viewfinder events if found
|
||||
if (viewfinderManager != null)
|
||||
{
|
||||
tileSpawner.onTileSpawned.AddListener(OnTileSpawned);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("No TrenchTileSpawner found in scene. Monster spawning won't work.");
|
||||
viewfinderManager.OnAnimationCompleted += OnViewfinderAnimationCompleted;
|
||||
viewfinderManager.OnViewfinderTapped += OnViewfinderTapped;
|
||||
viewfinderManager.OnProximityUpdated += OnProximityUpdated;
|
||||
viewfinderManager.OnViewfinderTappedDuringAnimation += OnViewfinderTappedDuringAnimation;
|
||||
viewfinderManager.OnReverseAnimationStarted += OnReverseAnimationStarted;
|
||||
|
||||
// Add the viewfinder manager to exempt list to ensure it keeps working during photo sequences
|
||||
if (viewfinderManager is IPausable viewfinderPausable)
|
||||
{
|
||||
RegisterExemptFromPhotoSequencePausing(viewfinderPausable);
|
||||
}
|
||||
}
|
||||
|
||||
// Mark as initialized
|
||||
_isGameInitialized = true;
|
||||
|
||||
// Notify all listeners that the game is initialized
|
||||
OnGameInitialized?.Invoke();
|
||||
OnMonsterSpawned += DoMonsterSpawned;
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
@@ -181,7 +217,7 @@ namespace Minigames.DivingForPictures
|
||||
if (pauseMenu != null)
|
||||
{
|
||||
pauseMenu.OnGamePaused -= Pause;
|
||||
pauseMenu.OnGameResumed -= Resume;
|
||||
pauseMenu.OnGameResumed -= DoResume;
|
||||
}
|
||||
|
||||
// Unregister from GameManager
|
||||
@@ -192,6 +228,16 @@ namespace Minigames.DivingForPictures
|
||||
|
||||
// Unregister all pausable components
|
||||
_pausableComponents.Clear();
|
||||
|
||||
// Unsubscribe from viewfinder events
|
||||
if (viewfinderManager != null)
|
||||
{
|
||||
viewfinderManager.OnAnimationCompleted -= OnViewfinderAnimationCompleted;
|
||||
viewfinderManager.OnViewfinderTapped -= OnViewfinderTapped;
|
||||
viewfinderManager.OnProximityUpdated -= OnProximityUpdated;
|
||||
viewfinderManager.OnViewfinderTappedDuringAnimation -= OnViewfinderTappedDuringAnimation;
|
||||
viewfinderManager.OnReverseAnimationStarted -= OnReverseAnimationStarted;
|
||||
}
|
||||
}
|
||||
|
||||
private void Update()
|
||||
@@ -200,10 +246,10 @@ namespace Minigames.DivingForPictures
|
||||
|
||||
// Gradually increase spawn probability over time
|
||||
float previousProbability = currentSpawnProbability;
|
||||
if (currentSpawnProbability < _settings.MaxSpawnProbability)
|
||||
if (currentSpawnProbability < settings.MaxSpawnProbability)
|
||||
{
|
||||
currentSpawnProbability += _settings.ProbabilityIncreaseRate * Time.deltaTime;
|
||||
currentSpawnProbability = Mathf.Min(currentSpawnProbability, _settings.MaxSpawnProbability);
|
||||
currentSpawnProbability += settings.ProbabilityIncreaseRate * Time.deltaTime;
|
||||
currentSpawnProbability = Mathf.Min(currentSpawnProbability, settings.MaxSpawnProbability);
|
||||
|
||||
// Only fire event if probability changed significantly
|
||||
if (Mathf.Abs(currentSpawnProbability - previousProbability) > 0.01f)
|
||||
@@ -223,8 +269,8 @@ namespace Minigames.DivingForPictures
|
||||
// If we're surfacing, don't spawn new monsters
|
||||
if (_isSurfacing) return;
|
||||
|
||||
bool forceSpawn = timeSinceLastSpawn >= _settings.GuaranteedSpawnTime;
|
||||
bool onCooldown = timeSinceLastSpawn < _settings.SpawnCooldown;
|
||||
bool forceSpawn = timeSinceLastSpawn >= settings.GuaranteedSpawnTime;
|
||||
bool onCooldown = timeSinceLastSpawn < settings.SpawnCooldown;
|
||||
|
||||
// Don't spawn if on cooldown, unless forced
|
||||
if (onCooldown && !forceSpawn) return;
|
||||
@@ -241,7 +287,7 @@ namespace Minigames.DivingForPictures
|
||||
// Reset timer and adjust probability
|
||||
lastSpawnTime = Time.time;
|
||||
timeSinceLastSpawn = 0f;
|
||||
currentSpawnProbability = _settings.BaseSpawnProbability;
|
||||
currentSpawnProbability = settings.BaseSpawnProbability;
|
||||
OnSpawnProbabilityChanged?.Invoke(currentSpawnProbability);
|
||||
}
|
||||
}
|
||||
@@ -265,14 +311,7 @@ namespace Minigames.DivingForPictures
|
||||
{
|
||||
// Parent the monster to the spawn point so it moves with the tile
|
||||
monsterObj.transform.SetParent(spawnPoint);
|
||||
|
||||
// Subscribe to monster events
|
||||
monster.OnPictureTaken += OnMonsterPictureTaken;
|
||||
monster.OnMonsterDespawned += OnMonsterDespawned;
|
||||
|
||||
// Add to active monsters list
|
||||
activeMonsters.Add(monster);
|
||||
|
||||
|
||||
// Fire event
|
||||
OnMonsterSpawned?.Invoke(monster);
|
||||
}
|
||||
@@ -283,11 +322,11 @@ namespace Minigames.DivingForPictures
|
||||
}
|
||||
}
|
||||
|
||||
private void OnMonsterPictureTaken(Monster monster)
|
||||
private void DoPictureTaken(Monster monster)
|
||||
{
|
||||
// Calculate points based on depth
|
||||
int depthBonus = Mathf.FloorToInt(Mathf.Abs(monster.transform.position.y) * _settings.DepthMultiplier);
|
||||
int pointsAwarded = _settings.BasePoints + depthBonus;
|
||||
int depthBonus = Mathf.FloorToInt(Mathf.Abs(monster.transform.position.y) * settings.DepthMultiplier);
|
||||
int pointsAwarded = settings.BasePoints + depthBonus;
|
||||
|
||||
// Add score
|
||||
playerScore += pointsAwarded;
|
||||
@@ -296,17 +335,7 @@ namespace Minigames.DivingForPictures
|
||||
OnScoreChanged?.Invoke(playerScore);
|
||||
OnPictureTaken?.Invoke(monster, pointsAwarded);
|
||||
}
|
||||
|
||||
private void OnMonsterDespawned(Monster monster)
|
||||
{
|
||||
// Remove from active list
|
||||
activeMonsters.Remove(monster);
|
||||
|
||||
// Unsubscribe from events
|
||||
monster.OnPictureTaken -= OnMonsterPictureTaken;
|
||||
monster.OnMonsterDespawned -= OnMonsterDespawned;
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Called when the player takes damage from any collision
|
||||
/// </summary>
|
||||
@@ -438,7 +467,7 @@ namespace Minigames.DivingForPictures
|
||||
_isSurfacing = true;
|
||||
|
||||
// 1. Initiate smooth velocity transition to surfacing speed
|
||||
float targetVelocityFactor = -1.0f * _settings.SurfacingSpeedFactor;
|
||||
float targetVelocityFactor = -1.0f * settings.SurfacingSpeedFactor;
|
||||
SetVelocityFactor(targetVelocityFactor);
|
||||
|
||||
// 2. Find and notify trench tile spawner about direction change (for spawning/despawning logic)
|
||||
@@ -457,7 +486,7 @@ namespace Minigames.DivingForPictures
|
||||
tileSpawner.StartSurfacing();
|
||||
|
||||
// Immediately send current velocity factor
|
||||
tileSpawner.OnVelocityFactorChanged(_currentVelocityFactor);
|
||||
tileSpawner.OnVelocityFactorChanged(currentVelocityFactor);
|
||||
}
|
||||
|
||||
// Handle the Rock object - disable components and animate it falling offscreen
|
||||
@@ -525,15 +554,15 @@ namespace Minigames.DivingForPictures
|
||||
obstacleSpawner.StartSurfacing();
|
||||
|
||||
// Immediately send current velocity factor
|
||||
obstacleSpawner.OnVelocityFactorChanged(_currentVelocityFactor);
|
||||
obstacleSpawner.OnVelocityFactorChanged(currentVelocityFactor);
|
||||
}
|
||||
|
||||
// Start the surfacing sequence coroutine
|
||||
if (_surfacingSequenceCoroutine != null)
|
||||
if (surfacingSequenceCoroutine != null)
|
||||
{
|
||||
StopCoroutine(_surfacingSequenceCoroutine);
|
||||
StopCoroutine(surfacingSequenceCoroutine);
|
||||
}
|
||||
_surfacingSequenceCoroutine = StartCoroutine(SurfacingSequence());
|
||||
surfacingSequenceCoroutine = StartCoroutine(SurfacingSequence());
|
||||
|
||||
Debug.Log($"[DivingGameManager] Started surfacing with target velocity factor: {targetVelocityFactor}");
|
||||
}
|
||||
@@ -546,7 +575,7 @@ namespace Minigames.DivingForPictures
|
||||
Vector3 startPosition = rockTransform.position;
|
||||
|
||||
// Calculate position below the screen
|
||||
Camera mainCamera = Camera.main;
|
||||
UnityEngine.Camera mainCamera = UnityEngine.Camera.main;
|
||||
if (mainCamera == null)
|
||||
{
|
||||
Debug.LogWarning("[DivingGameManager] Cannot find main camera to calculate offscreen position");
|
||||
@@ -609,7 +638,7 @@ namespace Minigames.DivingForPictures
|
||||
private IEnumerator SurfacingSequence()
|
||||
{
|
||||
// Wait for the configured delay
|
||||
yield return new WaitForSeconds(_settings.SurfacingSpawnDelay);
|
||||
yield return new WaitForSeconds(settings.SurfacingSpawnDelay);
|
||||
|
||||
// Find tile spawner and tell it to stop spawning
|
||||
TrenchTileSpawner tileSpawner = FindFirstObjectByType<TrenchTileSpawner>();
|
||||
@@ -662,12 +691,12 @@ namespace Minigames.DivingForPictures
|
||||
/// <param name="targetFactor">Target velocity factor (e.g., -1.0 for surfacing speed)</param>
|
||||
public void SetVelocityFactor(float targetFactor)
|
||||
{
|
||||
if (_velocityTransitionCoroutine != null)
|
||||
if (velocityTransitionCoroutine != null)
|
||||
{
|
||||
StopCoroutine(_velocityTransitionCoroutine);
|
||||
StopCoroutine(velocityTransitionCoroutine);
|
||||
}
|
||||
|
||||
_velocityTransitionCoroutine = StartCoroutine(TransitionVelocityFactor(targetFactor));
|
||||
velocityTransitionCoroutine = StartCoroutine(TransitionVelocityFactor(targetFactor));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -675,29 +704,29 @@ namespace Minigames.DivingForPictures
|
||||
/// </summary>
|
||||
private IEnumerator<WaitForEndOfFrame> TransitionVelocityFactor(float targetFactor)
|
||||
{
|
||||
float startFactor = _currentVelocityFactor;
|
||||
float startFactor = currentVelocityFactor;
|
||||
float elapsed = 0f;
|
||||
|
||||
while (elapsed < _settings.SpeedTransitionDuration)
|
||||
while (elapsed < settings.SpeedTransitionDuration)
|
||||
{
|
||||
elapsed += Time.deltaTime;
|
||||
float t = Mathf.Clamp01(elapsed / _settings.SpeedTransitionDuration);
|
||||
float t = Mathf.Clamp01(elapsed / settings.SpeedTransitionDuration);
|
||||
|
||||
// Smooth step interpolation
|
||||
float smoothStep = t * t * (3f - 2f * t);
|
||||
|
||||
_currentVelocityFactor = Mathf.Lerp(startFactor, targetFactor, smoothStep);
|
||||
currentVelocityFactor = Mathf.Lerp(startFactor, targetFactor, smoothStep);
|
||||
|
||||
// Notify listeners about the velocity factor change
|
||||
OnVelocityFactorChanged?.Invoke(_currentVelocityFactor);
|
||||
OnVelocityFactorChanged?.Invoke(currentVelocityFactor);
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
_currentVelocityFactor = targetFactor;
|
||||
currentVelocityFactor = targetFactor;
|
||||
|
||||
// Final assignment to ensure exact target value
|
||||
OnVelocityFactorChanged?.Invoke(_currentVelocityFactor);
|
||||
OnVelocityFactorChanged?.Invoke(currentVelocityFactor);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -737,6 +766,11 @@ namespace Minigames.DivingForPictures
|
||||
/// Pause the game and all registered components
|
||||
/// </summary>
|
||||
public void Pause()
|
||||
{
|
||||
DoPause();
|
||||
}
|
||||
|
||||
public void DoPause(bool turnOffGameInput = true)
|
||||
{
|
||||
if (_isPaused) return; // Already paused
|
||||
|
||||
@@ -748,13 +782,17 @@ namespace Minigames.DivingForPictures
|
||||
component.Pause();
|
||||
}
|
||||
|
||||
// Change input mode to UI when menu is open
|
||||
if(turnOffGameInput)
|
||||
InputManager.Instance.SetInputMode(InputMode.UI);
|
||||
|
||||
Debug.Log($"[DivingGameManager] Game paused. Paused {_pausableComponents.Count} components.");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resume the game and all registered components
|
||||
/// </summary>
|
||||
public void Resume()
|
||||
public void DoResume()
|
||||
{
|
||||
if (!_isPaused) return; // Already running
|
||||
|
||||
@@ -763,10 +801,281 @@ namespace Minigames.DivingForPictures
|
||||
// Resume all registered components
|
||||
foreach (var component in _pausableComponents)
|
||||
{
|
||||
component.Resume();
|
||||
component.DoResume();
|
||||
}
|
||||
|
||||
// Change input mode to UI when menu is open
|
||||
InputManager.Instance.SetInputMode(InputMode.GameAndUI);
|
||||
|
||||
Debug.Log($"[DivingGameManager] Game resumed. Resumed {_pausableComponents.Count} components.");
|
||||
}
|
||||
|
||||
#region Photo Sequence Methods
|
||||
|
||||
/// <summary>
|
||||
/// Called when the viewfinder animation phase changes to reverse (zoom out)
|
||||
/// </summary>
|
||||
private void OnReverseAnimationStarted()
|
||||
{
|
||||
Debug.Log("[DivingGameManager] Viewfinder animation entering reverse (zoom-out) phase");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when proximity value is updated during animation
|
||||
/// </summary>
|
||||
private void OnProximityUpdated(float proximity)
|
||||
{
|
||||
// Store the current proximity value for potential use in scoring
|
||||
_capturedProximity = proximity;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when the player taps during the viewfinder animation
|
||||
/// </summary>
|
||||
private void OnViewfinderTappedDuringAnimation(float proximity)
|
||||
{
|
||||
if (!_isPhotoSequenceActive || _currentPhotoTarget == null)
|
||||
return;
|
||||
|
||||
// Store the proximity value at the time of tap for scoring
|
||||
_capturedProximity = proximity;
|
||||
|
||||
Debug.Log($"[DivingGameManager] Player tapped during animation! Proximity: {proximity:F2}");
|
||||
|
||||
// Take the picture at the current proximity
|
||||
TakePicture();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Takes the picture with the current proximity value for scoring
|
||||
/// </summary>
|
||||
private void TakePicture()
|
||||
{
|
||||
if (!_isPhotoSequenceActive || _currentPhotoTarget == null)
|
||||
return;
|
||||
|
||||
// Notify the monster that its picture was taken
|
||||
_currentPhotoTarget.NotifyPictureTaken();
|
||||
|
||||
// Calculate score based on proximity and depth
|
||||
CalculateScore(_currentPhotoTarget, _capturedProximity);
|
||||
|
||||
// Complete the sequence
|
||||
CompletePhotoSequence();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calculates the score for a picture based on proximity to target and monster depth
|
||||
/// </summary>
|
||||
private void CalculateScore(Monster monster, float proximity)
|
||||
{
|
||||
if (monster == null) return;
|
||||
|
||||
// Calculate base points from depth
|
||||
int depthBonus = Mathf.FloorToInt(Mathf.Abs(monster.transform.position.y) * settings.DepthMultiplier);
|
||||
|
||||
// Apply proximity multiplier (0-100%)
|
||||
float proximityMultiplier = Mathf.Clamp01(proximity); // Ensure it's in 0-1 range
|
||||
int proximityBonus = Mathf.RoundToInt(settings.BasePoints * proximityMultiplier);
|
||||
|
||||
// Calculate total score
|
||||
int pointsAwarded = settings.BasePoints + proximityBonus + depthBonus;
|
||||
|
||||
Debug.Log($"[DivingGameManager] Picture score calculation: base={proximityBonus} (proximity={proximity:F2}), " +
|
||||
$"depth bonus={depthBonus}, total={pointsAwarded}");
|
||||
|
||||
// Add score
|
||||
playerScore += pointsAwarded;
|
||||
|
||||
// Fire events
|
||||
OnScoreChanged?.Invoke(playerScore);
|
||||
OnPictureTaken?.Invoke(monster, pointsAwarded);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handles completion of the viewfinder animation
|
||||
/// </summary>
|
||||
private void OnViewfinderAnimationCompleted()
|
||||
{
|
||||
if (!_isPhotoSequenceActive || _currentPhotoTarget == null)
|
||||
return;
|
||||
|
||||
// Take the picture at whatever the final proximity was
|
||||
TakePicture();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Cleans up and completes the picture-taking sequence
|
||||
/// </summary>
|
||||
private void CompletePhotoSequence()
|
||||
{
|
||||
if (!_isPhotoSequenceActive)
|
||||
return;
|
||||
|
||||
// Notify listeners that photo sequence has completed (with proximity score)
|
||||
if (_currentPhotoTarget != null)
|
||||
{
|
||||
OnPhotoSequenceCompleted?.Invoke(_currentPhotoTarget, _capturedProximity);
|
||||
|
||||
// We no longer despawn the monster after taking a picture
|
||||
// _currentPhotoTarget.Despawn(false);
|
||||
|
||||
// Just mark the photo sequence as no longer in progress
|
||||
_currentPhotoTarget.NotifyPictureTaken();
|
||||
}
|
||||
|
||||
DoResume();
|
||||
|
||||
// Reset state
|
||||
_isPhotoSequenceActive = false;
|
||||
_currentPhotoTarget = null;
|
||||
|
||||
Debug.Log($"[DivingGameManager] Completed photo sequence with proximity score: {_capturedProximity:F2}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Register a component to be exempt from pausing during photo sequence
|
||||
/// </summary>
|
||||
public void RegisterExemptFromPhotoSequencePausing(IPausable component)
|
||||
{
|
||||
if (!_exemptFromPhotoSequencePausing.Contains(component))
|
||||
{
|
||||
_exemptFromPhotoSequencePausing.Add(component);
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Game Initialization
|
||||
|
||||
/// <summary>
|
||||
/// Initializes the game components once the orientation is correct.
|
||||
/// This is called by SceneOrientationEnforcer when the device is properly oriented.
|
||||
/// </summary>
|
||||
public void InitializeGame()
|
||||
{
|
||||
// Prevent double initialization
|
||||
if (_isGameInitialized) return;
|
||||
|
||||
Debug.Log("[DivingGameManager] Initializing game");
|
||||
|
||||
// Subscribe to tile spawned event
|
||||
TrenchTileSpawner tileSpawner = FindFirstObjectByType<TrenchTileSpawner>();
|
||||
if (tileSpawner != null)
|
||||
{
|
||||
tileSpawner.onTileSpawned.AddListener(OnTileSpawned);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("No TrenchTileSpawner found in scene. Monster spawning won't work.");
|
||||
}
|
||||
|
||||
// Mark as initialized
|
||||
_isGameInitialized = true;
|
||||
|
||||
// Notify all listeners that the game is initialized
|
||||
OnGameInitialized?.Invoke();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
private void DoMonsterSpawned(Monster monster)
|
||||
{
|
||||
if (monster != null)
|
||||
{
|
||||
// Subscribe to monster enter/exit events
|
||||
monster.OnPlayerEnterDetectionRange += OnPlayerEnterMonsterRange;
|
||||
monster.OnPlayerExitDetectionRange += OnPlayerExitMonsterRange;
|
||||
monster.OnMonsterDespawned += DoMonsterDespawned;
|
||||
|
||||
// Add to active monsters list
|
||||
activeMonsters.Add(monster);
|
||||
}
|
||||
}
|
||||
|
||||
private void DoMonsterDespawned(Monster monster)
|
||||
{
|
||||
// Remove from active list
|
||||
activeMonsters.Remove(monster);
|
||||
|
||||
// Unsubscribe from monster events
|
||||
if (monster != null)
|
||||
{
|
||||
monster.OnPlayerEnterDetectionRange -= OnPlayerEnterMonsterRange;
|
||||
monster.OnPlayerExitDetectionRange -= OnPlayerExitMonsterRange;
|
||||
monster.OnMonsterDespawned -= DoMonsterDespawned;
|
||||
}
|
||||
}
|
||||
|
||||
// Handles player entering monster detection range
|
||||
private void OnPlayerEnterMonsterRange(Monster monster)
|
||||
{
|
||||
if (monster != null && !_isPhotoSequenceActive)
|
||||
{
|
||||
// Store current target for later use
|
||||
_currentPhotoTarget = monster;
|
||||
|
||||
// Show the full-screen viewfinder (first step in two-step process)
|
||||
if (viewfinderManager != null)
|
||||
{
|
||||
viewfinderManager.ShowFullScreenViewfinder();
|
||||
Debug.Log($"[DivingGameManager] Player entered range of monster {monster.name}, showing full-screen viewfinder");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Handles player exiting monster detection range
|
||||
private void OnPlayerExitMonsterRange(Monster monster)
|
||||
{
|
||||
// Only hide viewfinder if we're not already in a photo sequence
|
||||
if (!_isPhotoSequenceActive && monster == _currentPhotoTarget)
|
||||
{
|
||||
// Hide the viewfinder
|
||||
if (viewfinderManager != null)
|
||||
{
|
||||
viewfinderManager.HideViewfinder();
|
||||
Debug.Log($"[DivingGameManager] Player exited range of monster {monster.name}, hiding viewfinder");
|
||||
}
|
||||
|
||||
// Clear current target
|
||||
_currentPhotoTarget = null;
|
||||
}
|
||||
}
|
||||
|
||||
// Called when the player taps on the viewfinder
|
||||
private void OnViewfinderTapped()
|
||||
{
|
||||
// Only proceed if we have a valid target and not already in a sequence
|
||||
if (_currentPhotoTarget != null && !_isPhotoSequenceActive && _currentPhotoTarget.IsPlayerInDetectionRange)
|
||||
{
|
||||
// Pause the game immediately
|
||||
DoPause(false);
|
||||
Debug.Log($"[DivingGameManager] Pausing game before starting viewfinder animation");
|
||||
|
||||
// Mark the photo sequence as active
|
||||
_isPhotoSequenceActive = true;
|
||||
|
||||
// Mark monster as in photo sequence
|
||||
_currentPhotoTarget.SetPhotoSequenceInProgress();
|
||||
|
||||
// Reset captured proximity
|
||||
_capturedProximity = 0f;
|
||||
|
||||
// Notify listeners that photo sequence has started
|
||||
OnPhotoSequenceStarted?.Invoke(_currentPhotoTarget);
|
||||
|
||||
// Start the complete animation sequence to target monster
|
||||
if (viewfinderManager != null)
|
||||
{
|
||||
viewfinderManager.StartViewfinderSequence(_currentPhotoTarget.transform);
|
||||
Debug.Log($"[DivingGameManager] Viewfinder tapped for monster {_currentPhotoTarget.name}, starting animation sequence");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("[DivingGameManager] No ViewfinderManager available!");
|
||||
CompletePhotoSequence();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -9,25 +9,15 @@ namespace Minigames.DivingForPictures
|
||||
[SerializeField] private GameObject scorePopupPrefab;
|
||||
[SerializeField] private Transform popupParent;
|
||||
|
||||
private DivingGameManager gameManager;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
gameManager = FindFirstObjectByType<DivingGameManager>();
|
||||
// Subscribe to events
|
||||
DivingGameManager.Instance.OnScoreChanged += UpdateScoreDisplay;
|
||||
DivingGameManager.Instance.OnPictureTaken += ShowScorePopup;
|
||||
|
||||
if (gameManager != null)
|
||||
{
|
||||
// Subscribe to events
|
||||
gameManager.OnScoreChanged += UpdateScoreDisplay;
|
||||
gameManager.OnPictureTaken += ShowScorePopup;
|
||||
|
||||
// Initialize display
|
||||
UpdateScoreDisplay(gameManager.PlayerScore);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("No DivingGameManager found in scene.");
|
||||
}
|
||||
// Initialize display
|
||||
UpdateScoreDisplay(DivingGameManager.Instance.PlayerScore);
|
||||
|
||||
|
||||
// Create popup parent if needed
|
||||
if (popupParent == null)
|
||||
@@ -38,12 +28,9 @@ namespace Minigames.DivingForPictures
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
if (gameManager != null)
|
||||
{
|
||||
// Unsubscribe from events
|
||||
gameManager.OnScoreChanged -= UpdateScoreDisplay;
|
||||
gameManager.OnPictureTaken -= ShowScorePopup;
|
||||
}
|
||||
// Unsubscribe from events
|
||||
DivingGameManager.Instance.OnScoreChanged -= UpdateScoreDisplay;
|
||||
DivingGameManager.Instance.OnPictureTaken -= ShowScorePopup;
|
||||
}
|
||||
|
||||
private void UpdateScoreDisplay(int score)
|
||||
|
||||
@@ -10,22 +10,29 @@ namespace Minigames.DivingForPictures
|
||||
[SerializeField] private CircleCollider2D detectionCollider;
|
||||
|
||||
private bool pictureAlreadyTaken = false;
|
||||
private Camera mainCamera;
|
||||
private bool photoSequenceInProgress = false;
|
||||
private UnityEngine.Camera mainCamera;
|
||||
|
||||
// Track if player is in detection range
|
||||
private bool playerInDetectionRange = false;
|
||||
|
||||
// Events
|
||||
public event Action<Monster> OnPictureTaken;
|
||||
public event Action<Monster> OnMonsterSpawned;
|
||||
public event Action<Monster> OnMonsterDespawned;
|
||||
public event Action<Monster> OnPlayerEnterDetectionRange;
|
||||
public event Action<Monster> OnPlayerExitDetectionRange;
|
||||
|
||||
// Properties
|
||||
public float PictureRadius => detectionCollider != null ? detectionCollider.radius : 0f;
|
||||
public bool IsPhotoSequenceInProgress => photoSequenceInProgress;
|
||||
public bool IsPlayerInDetectionRange => playerInDetectionRange;
|
||||
public bool IsPictureTaken => pictureAlreadyTaken;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if (detectionCollider == null)
|
||||
detectionCollider = GetComponent<CircleCollider2D>();
|
||||
|
||||
mainCamera = Camera.main;
|
||||
mainCamera = UnityEngine.Camera.main;
|
||||
|
||||
// Start checking if monster is off-screen
|
||||
StartCoroutine(CheckIfOffScreen());
|
||||
@@ -34,7 +41,7 @@ namespace Minigames.DivingForPictures
|
||||
private void OnEnable()
|
||||
{
|
||||
pictureAlreadyTaken = false;
|
||||
OnMonsterSpawned?.Invoke(this);
|
||||
photoSequenceInProgress = false;
|
||||
}
|
||||
|
||||
private IEnumerator CheckIfOffScreen()
|
||||
@@ -56,7 +63,7 @@ namespace Minigames.DivingForPictures
|
||||
private bool IsVisibleToCamera()
|
||||
{
|
||||
if (mainCamera == null)
|
||||
mainCamera = Camera.main;
|
||||
mainCamera = UnityEngine.Camera.main;
|
||||
|
||||
if (mainCamera == null)
|
||||
return false;
|
||||
@@ -81,18 +88,67 @@ namespace Minigames.DivingForPictures
|
||||
// Check if it's the player
|
||||
if (other.CompareTag("Player") && !pictureAlreadyTaken)
|
||||
{
|
||||
TakePicture();
|
||||
playerInDetectionRange = true;
|
||||
// Fire the event so the game manager can display the viewfinder without pausing
|
||||
OnPlayerEnterDetectionRange?.Invoke(this);
|
||||
}
|
||||
}
|
||||
|
||||
// Called when a picture is taken of this monster
|
||||
public void TakePicture()
|
||||
private void OnTriggerExit2D(Collider2D other)
|
||||
{
|
||||
// Check if it's the player
|
||||
if (other.CompareTag("Player"))
|
||||
{
|
||||
playerInDetectionRange = false;
|
||||
// Fire the event so the game manager can hide the viewfinder
|
||||
OnPlayerExitDetectionRange?.Invoke(this);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Mark this monster as having its photo sequence in progress
|
||||
/// </summary>
|
||||
public void SetPhotoSequenceInProgress(bool inProgress = true)
|
||||
{
|
||||
if (pictureAlreadyTaken) return;
|
||||
photoSequenceInProgress = inProgress;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Notify that a picture has been taken of this monster
|
||||
/// This is now called by DivingGameManager instead of handling the logic internally
|
||||
/// </summary>
|
||||
public void NotifyPictureTaken()
|
||||
{
|
||||
if (pictureAlreadyTaken) return;
|
||||
|
||||
pictureAlreadyTaken = true;
|
||||
OnPictureTaken?.Invoke(this);
|
||||
photoSequenceInProgress = false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Despawn this monster (can be called externally)
|
||||
/// </summary>
|
||||
/// <param name="immediate">Whether to despawn immediately or after a delay</param>
|
||||
public void Despawn(bool immediate = false)
|
||||
{
|
||||
if (immediate)
|
||||
{
|
||||
DespawnMonster();
|
||||
}
|
||||
else
|
||||
{
|
||||
// Add small delay before despawning
|
||||
StartCoroutine(DelayedDespawn());
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Coroutine to despawn after a short delay
|
||||
/// </summary>
|
||||
private IEnumerator DelayedDespawn()
|
||||
{
|
||||
yield return new WaitForSeconds(1.0f); // 1-second delay before despawn
|
||||
DespawnMonster();
|
||||
}
|
||||
|
||||
@@ -106,20 +162,7 @@ namespace Minigames.DivingForPictures
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
// Visualization for the picture radius in editor
|
||||
private void OnDrawGizmosSelected()
|
||||
{
|
||||
// Get the collider in edit mode
|
||||
if (detectionCollider == null)
|
||||
detectionCollider = GetComponent<CircleCollider2D>();
|
||||
|
||||
if (detectionCollider != null)
|
||||
{
|
||||
Gizmos.color = Color.yellow;
|
||||
Gizmos.DrawWireSphere(transform.position, detectionCollider.radius / 2);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
#if UNITY_EDITOR
|
||||
// Update collider radius in editor
|
||||
|
||||
@@ -45,7 +45,7 @@ namespace Minigames.DivingForPictures
|
||||
|
||||
// Private fields
|
||||
private Collider2D _collider;
|
||||
private Camera _mainCamera;
|
||||
private UnityEngine.Camera _mainCamera;
|
||||
private float _screenTop;
|
||||
private float _screenBottom; // Added to track bottom of screen
|
||||
private Coroutine _movementCoroutine;
|
||||
@@ -78,7 +78,7 @@ namespace Minigames.DivingForPictures
|
||||
Debug.LogError($"[FloatingObstacle] No Collider2D found on {gameObject.name}!");
|
||||
}
|
||||
|
||||
_mainCamera = Camera.main;
|
||||
_mainCamera = UnityEngine.Camera.main;
|
||||
|
||||
// Get settings
|
||||
_settings = GameManager.GetSettingsObject<IDivingMinigameSettings>();
|
||||
@@ -153,7 +153,7 @@ namespace Minigames.DivingForPictures
|
||||
/// <summary>
|
||||
/// Resume this obstacle's movement and behavior
|
||||
/// </summary>
|
||||
public void Resume()
|
||||
public void DoResume()
|
||||
{
|
||||
if (!_isPaused) return; // Already running
|
||||
|
||||
@@ -168,6 +168,9 @@ namespace Minigames.DivingForPictures
|
||||
/// </summary>
|
||||
private void StartObstacleCoroutines()
|
||||
{
|
||||
if (!isActiveAndEnabled)
|
||||
return;
|
||||
|
||||
if (enableMovement && _movementCoroutine == null)
|
||||
{
|
||||
_movementCoroutine = StartCoroutine(MovementCoroutine());
|
||||
@@ -281,7 +284,7 @@ namespace Minigames.DivingForPictures
|
||||
{
|
||||
if (_mainCamera == null)
|
||||
{
|
||||
_mainCamera = Camera.main;
|
||||
_mainCamera = UnityEngine.Camera.main;
|
||||
if (_mainCamera == null) return;
|
||||
}
|
||||
|
||||
@@ -357,7 +360,7 @@ namespace Minigames.DivingForPictures
|
||||
{
|
||||
// Reset all state first
|
||||
_screenTop = 0f; // Reset cached screen bounds
|
||||
_mainCamera = Camera.main; // Refresh camera reference
|
||||
_mainCamera = UnityEngine.Camera.main; // Refresh camera reference
|
||||
|
||||
// Re-enable the collider for reuse
|
||||
if (_collider != null)
|
||||
|
||||
@@ -31,7 +31,7 @@ namespace Minigames.DivingForPictures
|
||||
|
||||
// Private fields
|
||||
private ObstaclePool _obstaclePool;
|
||||
private Camera _mainCamera;
|
||||
private UnityEngine.Camera _mainCamera;
|
||||
private float _screenBottom;
|
||||
private float _spawnRangeX;
|
||||
private Coroutine _spawnCoroutine;
|
||||
@@ -50,7 +50,7 @@ namespace Minigames.DivingForPictures
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_mainCamera = Camera.main;
|
||||
_mainCamera = UnityEngine.Camera.main;
|
||||
|
||||
// Get settings from GameManager
|
||||
_settings = GameManager.GetSettingsObject<IDivingMinigameSettings>();
|
||||
@@ -84,38 +84,23 @@ namespace Minigames.DivingForPictures
|
||||
|
||||
private void Start()
|
||||
{
|
||||
// Find DivingGameManager and subscribe to its initialization event
|
||||
DivingGameManager gameManager = FindFirstObjectByType<DivingGameManager>();
|
||||
if (gameManager != null)
|
||||
DivingGameManager.Instance.OnGameInitialized += Initialize;
|
||||
|
||||
// Register with the DivingGameManager for pause/resume events
|
||||
DivingGameManager.Instance.RegisterPausableComponent(this);
|
||||
|
||||
// If game is already initialized, initialize immediately
|
||||
if (DivingGameManager.Instance.GetType().GetField("_isGameInitialized",
|
||||
System.Reflection.BindingFlags.NonPublic |
|
||||
System.Reflection.BindingFlags.Instance)?.GetValue(DivingGameManager.Instance) is bool isInitialized && isInitialized)
|
||||
{
|
||||
gameManager.OnGameInitialized += Initialize;
|
||||
|
||||
// Register with the DivingGameManager for pause/resume events
|
||||
gameManager.RegisterPausableComponent(this);
|
||||
|
||||
// If game is already initialized, initialize immediately
|
||||
if (gameManager.GetType().GetField("_isGameInitialized",
|
||||
System.Reflection.BindingFlags.NonPublic |
|
||||
System.Reflection.BindingFlags.Instance)?.GetValue(gameManager) is bool isInitialized && isInitialized)
|
||||
{
|
||||
Initialize();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("[ObstacleSpawner] DivingGameManager not found. Initializing immediately.");
|
||||
Initialize();
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
// Unregister from DivingGameManager
|
||||
DivingGameManager gameManager = FindFirstObjectByType<DivingGameManager>();
|
||||
if (gameManager != null)
|
||||
{
|
||||
gameManager.UnregisterPausableComponent(this);
|
||||
}
|
||||
DivingGameManager.Instance.UnregisterPausableComponent(this);
|
||||
|
||||
// Clean up any active coroutines
|
||||
StopAllCoroutines();
|
||||
@@ -172,7 +157,7 @@ namespace Minigames.DivingForPictures
|
||||
/// <summary>
|
||||
/// Resumes the spawner and all associated processes
|
||||
/// </summary>
|
||||
public void Resume()
|
||||
public void DoResume()
|
||||
{
|
||||
if (!_isPaused) return; // Already running
|
||||
|
||||
@@ -192,7 +177,7 @@ namespace Minigames.DivingForPictures
|
||||
FloatingObstacle obstacleComponent = obstacle.GetComponent<FloatingObstacle>();
|
||||
if (obstacleComponent != null)
|
||||
{
|
||||
obstacleComponent.Resume();
|
||||
obstacleComponent.DoResume();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -314,7 +299,7 @@ namespace Minigames.DivingForPictures
|
||||
{
|
||||
if (_mainCamera == null)
|
||||
{
|
||||
_mainCamera = Camera.main;
|
||||
_mainCamera = UnityEngine.Camera.main;
|
||||
if (_mainCamera == null)
|
||||
{
|
||||
Debug.LogError("[ObstacleSpawner] No main camera found!");
|
||||
@@ -751,7 +736,7 @@ namespace Minigames.DivingForPictures
|
||||
|
||||
if (_mainCamera == null)
|
||||
{
|
||||
_mainCamera = Camera.main;
|
||||
_mainCamera = UnityEngine.Camera.main;
|
||||
if (_mainCamera == null)
|
||||
{
|
||||
yield return new WaitForSeconds(checkInterval);
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ddda7563ddf04d63ae19527266695bd2
|
||||
timeCreated: 1760016807
|
||||
@@ -0,0 +1,776 @@
|
||||
using UnityEngine;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using AppleHills.Core.Settings;
|
||||
|
||||
namespace Minigames.DivingForPictures.PictureCamera
|
||||
{
|
||||
/// <summary>
|
||||
/// Manages the camera viewfinder visual representation and animation
|
||||
/// Responsible only for visual aspects with no game logic
|
||||
/// </summary>
|
||||
public class CameraViewfinderManager : MonoBehaviour
|
||||
{
|
||||
// Singleton instance
|
||||
private static CameraViewfinderManager _instance;
|
||||
private static bool _isQuitting = false;
|
||||
|
||||
public static CameraViewfinderManager Instance
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_instance == null && Application.isPlaying && !_isQuitting)
|
||||
{
|
||||
_instance = FindAnyObjectByType<CameraViewfinderManager>();
|
||||
if (_instance == null)
|
||||
{
|
||||
var go = new GameObject("CameraViewfinderManager");
|
||||
_instance = go.AddComponent<CameraViewfinderManager>();
|
||||
}
|
||||
}
|
||||
|
||||
return _instance;
|
||||
}
|
||||
}
|
||||
|
||||
[Header("References")] [Tooltip("The Canvas to spawn the viewfinder UI on")] [SerializeField]
|
||||
private Canvas targetCanvas;
|
||||
|
||||
// References
|
||||
private GameObject viewfinderInstance;
|
||||
private RectTransform viewfinderRectTransform;
|
||||
private Viewfinder viewfinderComponent;
|
||||
private UnityEngine.Camera mainCamera;
|
||||
|
||||
// Animation state
|
||||
private float animationProgress = 0f;
|
||||
private bool isAnimating = false;
|
||||
private bool isReversePhase = false; // Whether we're in the zoom-out phase
|
||||
private float currentProximity = 0f; // How close we are to the target (0=far, 1=directly over target)
|
||||
private Transform targetTransform;
|
||||
private Coroutine animationCoroutine;
|
||||
|
||||
// Target position and size (calculated once at start)
|
||||
private Vector3 targetScreenPosition;
|
||||
private float targetViewfinderSize;
|
||||
private Vector2 targetAnchoredPosition; // target position in canvas units
|
||||
|
||||
// Store settings
|
||||
private IDivingMinigameSettings settings;
|
||||
|
||||
// Events for progress milestones
|
||||
public event Action<float> OnProgressUpdated; // Continuous progress updates (0-1)
|
||||
public event Action OnAnimationStarted;
|
||||
public event Action OnAnimationCompleted;
|
||||
public event Action OnReverseAnimationStarted; // New event for when zoom-out phase starts
|
||||
public event Action<float> OnProximityUpdated; // New event for proximity updates
|
||||
public event Action<float> OnProgressThresholdReached; // Fires at configured thresholds (25%, 50%, etc.)
|
||||
public event Action OnViewfinderTapped; // Event when viewfinder is tapped during normal display
|
||||
public event Action<float> OnViewfinderTappedDuringAnimation; // Event when viewfinder is tapped during animation (with proximity)
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if (_instance == null)
|
||||
{
|
||||
_instance = this;
|
||||
}
|
||||
else if (_instance != this)
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnApplicationQuit()
|
||||
{
|
||||
_isQuitting = true;
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
settings = GameManager.GetSettingsObject<IDivingMinigameSettings>();
|
||||
mainCamera = UnityEngine.Camera.main;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Begin the viewfinder animation targeting a specific transform
|
||||
/// </summary>
|
||||
/// <param name="target">The transform to focus on (usually the monster)</param>
|
||||
public void StartViewfinderAnimation(Transform target)
|
||||
{
|
||||
if (isAnimating)
|
||||
{
|
||||
StopViewfinderAnimation();
|
||||
}
|
||||
|
||||
if (settings.ViewfinderPrefab == null)
|
||||
{
|
||||
Debug.LogError("[CameraViewfinderManager] No viewfinder prefab assigned!");
|
||||
return;
|
||||
}
|
||||
|
||||
if (targetCanvas == null)
|
||||
{
|
||||
Debug.LogError("[CameraViewfinderManager] No canvas assigned!");
|
||||
return;
|
||||
}
|
||||
|
||||
targetTransform = target;
|
||||
|
||||
// Calculate target screen position and size only once at the start
|
||||
CalculateTargetScreenPositionAndSize();
|
||||
|
||||
// Create viewfinder as UI element
|
||||
viewfinderInstance = Instantiate(settings.ViewfinderPrefab, targetCanvas.transform);
|
||||
viewfinderRectTransform = viewfinderInstance.GetComponent<RectTransform>();
|
||||
viewfinderComponent = viewfinderInstance.GetComponent<Viewfinder>();
|
||||
if (viewfinderRectTransform == null)
|
||||
{
|
||||
Debug.LogError("[CameraViewfinderManager] Viewfinder prefab doesn't have a RectTransform component!");
|
||||
Destroy(viewfinderInstance);
|
||||
return;
|
||||
}
|
||||
|
||||
// Initialize viewfinder with a reference to this manager
|
||||
if (viewfinderComponent != null)
|
||||
{
|
||||
viewfinderComponent.Initialize(this);
|
||||
viewfinderComponent.SetupInputOverride();
|
||||
viewfinderComponent.OnViewfinderTapped += HandleViewfinderTapped;
|
||||
}
|
||||
|
||||
// Reset state
|
||||
animationProgress = 0f;
|
||||
isAnimating = true;
|
||||
|
||||
// Determine canvas width for CanvasScaler-consistent sizing
|
||||
RectTransform canvasRect = targetCanvas.transform as RectTransform;
|
||||
float canvasWidth = canvasRect != null ? canvasRect.rect.width : Screen.width;
|
||||
|
||||
// Initialize viewfinder size and position to full canvas width (square) at center
|
||||
float startSize = canvasWidth;
|
||||
viewfinderRectTransform.sizeDelta = new Vector2(startSize, startSize);
|
||||
viewfinderRectTransform.anchorMin = new Vector2(0.5f, 0.5f);
|
||||
viewfinderRectTransform.anchorMax = new Vector2(0.5f, 0.5f);
|
||||
viewfinderRectTransform.pivot = new Vector2(0.5f, 0.5f);
|
||||
viewfinderRectTransform.anchoredPosition = Vector2.zero;
|
||||
|
||||
// Compute target anchored position in canvas units from previously calculated screen position
|
||||
targetAnchoredPosition = ScreenToAnchoredPosition(targetScreenPosition);
|
||||
|
||||
// Fire starting event
|
||||
OnAnimationStarted?.Invoke();
|
||||
|
||||
// Start animation coroutine
|
||||
animationCoroutine = StartCoroutine(AnimateViewfinder());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calculates the target screen position and size based on monster's sprite bounds
|
||||
/// </summary>
|
||||
private void CalculateTargetScreenPositionAndSize()
|
||||
{
|
||||
if (targetTransform == null || mainCamera == null) return;
|
||||
|
||||
RectTransform canvasRect = targetCanvas != null ? targetCanvas.transform as RectTransform : null;
|
||||
if (canvasRect == null)
|
||||
{
|
||||
Debug.LogError("[CameraViewfinderManager] Target canvas RectTransform not found.");
|
||||
return;
|
||||
}
|
||||
|
||||
// Choose UI camera for coordinate conversion
|
||||
Camera uiCamera = null;
|
||||
if (targetCanvas.renderMode == RenderMode.ScreenSpaceCamera ||
|
||||
targetCanvas.renderMode == RenderMode.WorldSpace)
|
||||
{
|
||||
uiCamera = targetCanvas.worldCamera;
|
||||
}
|
||||
|
||||
// Get sprite renderer from the monster
|
||||
SpriteRenderer spriteRenderer = targetTransform.GetComponent<SpriteRenderer>();
|
||||
if (spriteRenderer == null || spriteRenderer.sprite == null)
|
||||
{
|
||||
// Fallback to transform position and default size if no sprite renderer
|
||||
targetScreenPosition = mainCamera.WorldToScreenPoint(targetTransform.position);
|
||||
// Convert to anchored UI position
|
||||
RectTransformUtility.ScreenPointToLocalPointInRectangle(canvasRect, targetScreenPosition, uiCamera,
|
||||
out targetAnchoredPosition);
|
||||
|
||||
// Default size: fraction of canvas width (canvas units)
|
||||
float canvasWidth = canvasRect.rect.width;
|
||||
targetViewfinderSize = canvasWidth * 0.25f;
|
||||
|
||||
Debug.LogWarning("[CameraViewfinderManager] No SpriteRenderer found on target, using default size");
|
||||
return;
|
||||
}
|
||||
|
||||
// Calculate world bounds of the sprite and apply padding
|
||||
Bounds spriteBounds = spriteRenderer.bounds;
|
||||
Vector3 paddedSize = spriteBounds.size * settings.PaddingFactor;
|
||||
Bounds paddedBounds = new Bounds(spriteBounds.center, paddedSize);
|
||||
|
||||
// Convert bounds corners to screen space
|
||||
Vector3[] worldCorners = new Vector3[4];
|
||||
worldCorners[0] = new Vector3(paddedBounds.min.x, paddedBounds.min.y, paddedBounds.center.z); // BL
|
||||
worldCorners[1] = new Vector3(paddedBounds.max.x, paddedBounds.min.y, paddedBounds.center.z); // BR
|
||||
worldCorners[2] = new Vector3(paddedBounds.min.x, paddedBounds.max.y, paddedBounds.center.z); // TL
|
||||
worldCorners[3] = new Vector3(paddedBounds.max.x, paddedBounds.max.y, paddedBounds.center.z); // TR
|
||||
|
||||
// Convert screen-space corners to canvas local points (canvas units)
|
||||
bool anyFailed = false;
|
||||
Vector2[] localCorners = new Vector2[4];
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
Vector3 screenPos = mainCamera.WorldToScreenPoint(worldCorners[i]);
|
||||
if (!RectTransformUtility.ScreenPointToLocalPointInRectangle(canvasRect, screenPos, uiCamera,
|
||||
out localCorners[i]))
|
||||
{
|
||||
anyFailed = true;
|
||||
}
|
||||
}
|
||||
|
||||
// Fallback: if conversion failed for some reason, keep original behavior (pixels -> clamp -> convert later)
|
||||
if (anyFailed)
|
||||
{
|
||||
Vector2 minScreen = new Vector2(float.MaxValue, float.MaxValue);
|
||||
Vector2 maxScreen = new Vector2(float.MinValue, float.MinValue);
|
||||
foreach (Vector3 corner in worldCorners)
|
||||
{
|
||||
Vector3 sp = mainCamera.WorldToScreenPoint(corner);
|
||||
minScreen.x = Mathf.Min(minScreen.x, sp.x);
|
||||
minScreen.y = Mathf.Min(minScreen.y, sp.y);
|
||||
maxScreen.x = Mathf.Max(maxScreen.x, sp.x);
|
||||
maxScreen.y = Mathf.Max(maxScreen.y, sp.y);
|
||||
}
|
||||
|
||||
float widthPx = maxScreen.x - minScreen.x;
|
||||
float heightPx = maxScreen.y - minScreen.y;
|
||||
float canvasWidth = canvasRect.rect.width;
|
||||
float scaleX = Screen.width > 0 ? canvasWidth / Screen.width : 1f;
|
||||
targetViewfinderSize = Mathf.Max(widthPx, heightPx) * scaleX; // approximate conversion
|
||||
float minCanvas = canvasWidth * settings.MinSizePercent;
|
||||
float maxCanvas = canvasWidth * settings.MaxSizePercent;
|
||||
targetViewfinderSize = Mathf.Clamp(targetViewfinderSize, minCanvas, maxCanvas);
|
||||
|
||||
// Target position
|
||||
targetScreenPosition = mainCamera.WorldToScreenPoint(spriteBounds.center);
|
||||
RectTransformUtility.ScreenPointToLocalPointInRectangle(canvasRect, targetScreenPosition, uiCamera,
|
||||
out targetAnchoredPosition);
|
||||
return;
|
||||
}
|
||||
|
||||
// Compute width/height in canvas units from local corners
|
||||
float minX = float.MaxValue, minY = float.MaxValue, maxX = float.MinValue, maxY = float.MinValue;
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
minX = Mathf.Min(minX, localCorners[i].x);
|
||||
minY = Mathf.Min(minY, localCorners[i].y);
|
||||
maxX = Mathf.Max(maxX, localCorners[i].x);
|
||||
maxY = Mathf.Max(maxY, localCorners[i].y);
|
||||
}
|
||||
|
||||
float widthCanvas = Mathf.Max(0f, maxX - minX);
|
||||
float heightCanvas = Mathf.Max(0f, maxY - minY);
|
||||
float canvasSquare = Mathf.Max(widthCanvas, heightCanvas);
|
||||
|
||||
// Clamp using canvas width
|
||||
float canvasW = canvasRect.rect.width;
|
||||
float minSizeCanvas = canvasW * settings.MinSizePercent;
|
||||
float maxSizeCanvas = canvasW * settings.MaxSizePercent;
|
||||
targetViewfinderSize = Mathf.Clamp(canvasSquare, minSizeCanvas, maxSizeCanvas);
|
||||
|
||||
// Target position in both screen and canvas units
|
||||
targetScreenPosition = mainCamera.WorldToScreenPoint(spriteBounds.center);
|
||||
RectTransformUtility.ScreenPointToLocalPointInRectangle(canvasRect, targetScreenPosition, uiCamera,
|
||||
out targetAnchoredPosition);
|
||||
|
||||
Debug.Log(
|
||||
$"[CameraViewfinderManager] Target size (canvas): {targetViewfinderSize}, target anchored: {targetAnchoredPosition}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Stop the current viewfinder animation and clean up
|
||||
/// </summary>
|
||||
public void StopViewfinderAnimation()
|
||||
{
|
||||
if (animationCoroutine != null)
|
||||
{
|
||||
StopCoroutine(animationCoroutine);
|
||||
animationCoroutine = null;
|
||||
}
|
||||
|
||||
if (viewfinderInstance != null)
|
||||
{
|
||||
Destroy(viewfinderInstance);
|
||||
viewfinderInstance = null;
|
||||
}
|
||||
|
||||
isAnimating = false;
|
||||
targetTransform = null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Coroutine that handles the viewfinder animation
|
||||
/// </summary>
|
||||
private IEnumerator AnimateViewfinder()
|
||||
{
|
||||
RectTransform canvasRect = targetCanvas.transform as RectTransform;
|
||||
float canvasWidth = canvasRect != null ? canvasRect.rect.width : Screen.width;
|
||||
|
||||
// IMPORTANT: We're animating from full canvas width DOWN to the target size
|
||||
float startSize = canvasWidth; // Always start with full canvas width
|
||||
float endSize = targetViewfinderSize; // End at the calculated target size
|
||||
|
||||
float elapsedTime = 0f;
|
||||
bool[] thresholdTriggered = new bool[settings.ViewfinderProgressThresholds.Length];
|
||||
|
||||
// Debug the actual values
|
||||
Debug.Log($"[CameraViewfinderManager] Animation starting: startSize={startSize}, endSize={endSize}, " +
|
||||
$"current sizeDelta={viewfinderRectTransform.sizeDelta}");
|
||||
|
||||
// Verify the initial size is set correctly
|
||||
viewfinderRectTransform.sizeDelta = new Vector2(startSize, startSize);
|
||||
|
||||
while (elapsedTime < settings.ViewfinderShrinkDuration)
|
||||
{
|
||||
if (targetTransform == null)
|
||||
{
|
||||
StopViewfinderAnimation();
|
||||
yield break;
|
||||
}
|
||||
|
||||
elapsedTime += Time.unscaledDeltaTime;
|
||||
animationProgress = Mathf.Clamp01(elapsedTime / settings.ViewfinderShrinkDuration);
|
||||
|
||||
// The curve value might be inverted - ensure we're shrinking not growing
|
||||
float curveValue = settings.ViewfinderShrinkCurve.Evaluate(animationProgress);
|
||||
|
||||
// FIX: Ensure we're interpolating from large (start) to small (end)
|
||||
// This is critical - we must ensure the start and end are in the right order
|
||||
float currentSize = Mathf.Lerp(startSize, endSize, curveValue);
|
||||
|
||||
// Additional check to ensure size is actually shrinking
|
||||
if (startSize > endSize && currentSize > startSize)
|
||||
{
|
||||
Debug.LogWarning($"[CameraViewfinderManager] Animation curve producing wrong direction! " +
|
||||
$"progress={animationProgress:F2}, curveValue={curveValue:F2}");
|
||||
// Force correct behavior
|
||||
curveValue = animationProgress; // Override with linear interpolation
|
||||
currentSize = Mathf.Lerp(startSize, endSize, curveValue);
|
||||
}
|
||||
|
||||
viewfinderRectTransform.sizeDelta = new Vector2(currentSize, currentSize);
|
||||
|
||||
// Move in UI space towards the anchored target position
|
||||
Vector2 currentPos = viewfinderRectTransform.anchoredPosition;
|
||||
Vector2 newPos = Vector2.Lerp(currentPos, targetAnchoredPosition,
|
||||
settings.ViewfinderMoveSpeed * Time.unscaledDeltaTime);
|
||||
viewfinderRectTransform.anchoredPosition = newPos;
|
||||
|
||||
// Log the animation state occasionally for debugging
|
||||
if (animationProgress % 0.25f <= 0.01f || animationProgress >= 0.99f)
|
||||
{
|
||||
Debug.Log($"[CameraViewfinderManager] Animation progress: {animationProgress:F2}, " +
|
||||
$"curveValue={curveValue:F2}, currentSize={currentSize:F2}, currentPos={newPos}");
|
||||
}
|
||||
|
||||
for (int i = 0; i < settings.ViewfinderProgressThresholds.Length; i++)
|
||||
{
|
||||
if (!thresholdTriggered[i] && animationProgress >= settings.ViewfinderProgressThresholds[i])
|
||||
{
|
||||
thresholdTriggered[i] = true;
|
||||
OnProgressThresholdReached?.Invoke(settings.ViewfinderProgressThresholds[i]);
|
||||
}
|
||||
}
|
||||
|
||||
OnProgressUpdated?.Invoke(animationProgress);
|
||||
yield return null;
|
||||
}
|
||||
|
||||
// Ensure we reach the exact end size
|
||||
viewfinderRectTransform.sizeDelta = new Vector2(endSize, endSize);
|
||||
|
||||
animationProgress = 1f;
|
||||
OnProgressUpdated?.Invoke(animationProgress);
|
||||
OnAnimationCompleted?.Invoke();
|
||||
|
||||
// Log final state to confirm we reached the target size
|
||||
Debug.Log(
|
||||
$"[CameraViewfinderManager] Animation completed: final size={viewfinderRectTransform.sizeDelta}");
|
||||
|
||||
yield return new WaitForSecondsRealtime(0.5f);
|
||||
StopViewfinderAnimation();
|
||||
}
|
||||
|
||||
// Converts a screen-space point to a RectTransform anchoredPosition for the target canvas
|
||||
private Vector2 ScreenToAnchoredPosition(Vector3 screenPosition)
|
||||
{
|
||||
if (targetCanvas == null)
|
||||
{
|
||||
return new Vector2(screenPosition.x, screenPosition.y);
|
||||
}
|
||||
|
||||
RectTransform canvasRect = targetCanvas.transform as RectTransform;
|
||||
Camera uiCamera = null;
|
||||
if (targetCanvas.renderMode == RenderMode.ScreenSpaceCamera ||
|
||||
targetCanvas.renderMode == RenderMode.WorldSpace)
|
||||
{
|
||||
uiCamera = targetCanvas.worldCamera;
|
||||
}
|
||||
|
||||
Vector2 localPoint;
|
||||
RectTransformUtility.ScreenPointToLocalPointInRectangle(canvasRect, screenPosition, uiCamera,
|
||||
out localPoint);
|
||||
return localPoint;
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
StopViewfinderAnimation();
|
||||
|
||||
if (_instance == this)
|
||||
{
|
||||
_instance = null;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handles tap event from the viewfinder and forwards it
|
||||
/// </summary>
|
||||
private void HandleViewfinderTapped()
|
||||
{
|
||||
// Forward the tap event to any listeners
|
||||
OnViewfinderTapped?.Invoke();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Hides the currently displayed viewfinder
|
||||
/// </summary>
|
||||
public void HideViewfinder()
|
||||
{
|
||||
if (viewfinderInstance != null)
|
||||
{
|
||||
// Unsubscribe from the viewfinder's tap event
|
||||
if (viewfinderComponent != null)
|
||||
{
|
||||
viewfinderComponent.OnViewfinderTapped -= HandleViewfinderTapped;
|
||||
}
|
||||
|
||||
Destroy(viewfinderInstance);
|
||||
viewfinderInstance = null;
|
||||
viewfinderComponent = null;
|
||||
viewfinderRectTransform = null;
|
||||
Debug.Log("[CameraViewfinderManager] Hid viewfinder");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Shows the viewfinder in the middle of the screen at full size without animation
|
||||
/// This is the first step in the two-step process, showing the UI without targeting a monster yet
|
||||
/// </summary>
|
||||
public void ShowFullScreenViewfinder()
|
||||
{
|
||||
if (viewfinderInstance != null)
|
||||
{
|
||||
// Already showing a viewfinder, destroy it first
|
||||
Destroy(viewfinderInstance);
|
||||
}
|
||||
|
||||
if (settings.ViewfinderPrefab == null)
|
||||
{
|
||||
Debug.LogError("[CameraViewfinderManager] No viewfinder prefab assigned!");
|
||||
return;
|
||||
}
|
||||
|
||||
if (targetCanvas == null)
|
||||
{
|
||||
Debug.LogError("[CameraViewfinderManager] No canvas assigned!");
|
||||
return;
|
||||
}
|
||||
|
||||
isAnimating = false;
|
||||
|
||||
// Create viewfinder as UI element
|
||||
viewfinderInstance = Instantiate(settings.ViewfinderPrefab, targetCanvas.transform);
|
||||
viewfinderRectTransform = viewfinderInstance.GetComponent<RectTransform>();
|
||||
viewfinderComponent = viewfinderInstance.GetComponent<Viewfinder>();
|
||||
|
||||
if (viewfinderRectTransform == null)
|
||||
{
|
||||
Debug.LogError("[CameraViewfinderManager] Viewfinder prefab doesn't have a RectTransform component!");
|
||||
Destroy(viewfinderInstance);
|
||||
return;
|
||||
}
|
||||
|
||||
// Initialize viewfinder with a reference to this manager
|
||||
if (viewfinderComponent != null)
|
||||
{
|
||||
viewfinderComponent.Initialize(this);
|
||||
viewfinderComponent.SetupInputOverride();
|
||||
viewfinderComponent.OnViewfinderTapped += HandleViewfinderTapped;
|
||||
|
||||
}
|
||||
|
||||
// Determine canvas width for full-screen sizing
|
||||
RectTransform canvasRect = targetCanvas.transform as RectTransform;
|
||||
float canvasWidth = canvasRect != null ? canvasRect.rect.width : Screen.width;
|
||||
|
||||
// Set up the viewfinder in the center of the screen at full canvas width
|
||||
viewfinderRectTransform.anchorMin = new Vector2(0.5f, 0.5f);
|
||||
viewfinderRectTransform.anchorMax = new Vector2(0.5f, 0.5f);
|
||||
viewfinderRectTransform.pivot = new Vector2(0.5f, 0.5f);
|
||||
viewfinderRectTransform.sizeDelta = new Vector2(canvasWidth, canvasWidth);
|
||||
viewfinderRectTransform.anchoredPosition = Vector2.zero;
|
||||
|
||||
Debug.Log($"[CameraViewfinderManager] Showed full-screen viewfinder with size {canvasWidth}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Starts the complete viewfinder animation sequence (zoom in, then zoom out)
|
||||
/// </summary>
|
||||
/// <param name="target">The transform to focus on (usually the monster)</param>
|
||||
public void StartViewfinderSequence(Transform target)
|
||||
{
|
||||
if (isAnimating)
|
||||
{
|
||||
StopViewfinderAnimation();
|
||||
}
|
||||
|
||||
if (settings.ViewfinderPrefab == null)
|
||||
{
|
||||
Debug.LogError("[CameraViewfinderManager] No viewfinder prefab assigned!");
|
||||
return;
|
||||
}
|
||||
|
||||
if (targetCanvas == null)
|
||||
{
|
||||
Debug.LogError("[CameraViewfinderManager] No canvas assigned!");
|
||||
return;
|
||||
}
|
||||
|
||||
targetTransform = target;
|
||||
isReversePhase = false;
|
||||
currentProximity = 0f;
|
||||
|
||||
// Calculate target screen position and size based on monster's sprite bounds
|
||||
CalculateTargetScreenPositionAndSize();
|
||||
|
||||
// Reuse existing viewfinder instance if it exists
|
||||
if (viewfinderInstance == null)
|
||||
{
|
||||
// Create viewfinder as UI element if it doesn't exist yet
|
||||
viewfinderInstance = Instantiate(settings.ViewfinderPrefab, targetCanvas.transform);
|
||||
viewfinderRectTransform = viewfinderInstance.GetComponent<RectTransform>();
|
||||
viewfinderComponent = viewfinderInstance.GetComponent<Viewfinder>();
|
||||
|
||||
if (viewfinderRectTransform == null)
|
||||
{
|
||||
Debug.LogError("[CameraViewfinderManager] Viewfinder prefab doesn't have a RectTransform component!");
|
||||
Destroy(viewfinderInstance);
|
||||
return;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Unsubscribe from any existing event to prevent multiple subscriptions
|
||||
if (viewfinderComponent != null)
|
||||
{
|
||||
viewfinderComponent.OnViewfinderTapped -= HandleViewfinderTapped;
|
||||
viewfinderComponent.OnViewfinderTapped -= HandleViewfinderTappedDuringAnimation;
|
||||
}
|
||||
|
||||
// Subscribe to the viewfinder's tap event for interrupting the animation
|
||||
viewfinderComponent.OnViewfinderTapped += HandleViewfinderTappedDuringAnimation;
|
||||
}
|
||||
|
||||
// Reset state
|
||||
animationProgress = 0f;
|
||||
isAnimating = true;
|
||||
|
||||
// Determine canvas width for CanvasScaler-consistent sizing
|
||||
RectTransform canvasRect = targetCanvas.transform as RectTransform;
|
||||
float canvasWidth = canvasRect != null ? canvasRect.rect.width : Screen.width;
|
||||
|
||||
// Initialize viewfinder size and position to full canvas width (square) at center
|
||||
float startSize = canvasWidth;
|
||||
viewfinderRectTransform.sizeDelta = new Vector2(startSize, startSize);
|
||||
viewfinderRectTransform.anchorMin = new Vector2(0.5f, 0.5f);
|
||||
viewfinderRectTransform.anchorMax = new Vector2(0.5f, 0.5f);
|
||||
viewfinderRectTransform.pivot = new Vector2(0.5f, 0.5f);
|
||||
viewfinderRectTransform.anchoredPosition = Vector2.zero;
|
||||
|
||||
// Compute target anchored position in canvas units from previously calculated screen position
|
||||
targetAnchoredPosition = ScreenToAnchoredPosition(targetScreenPosition);
|
||||
|
||||
// Fire starting event
|
||||
OnAnimationStarted?.Invoke();
|
||||
|
||||
// Start sequence coroutine
|
||||
animationCoroutine = StartCoroutine(AnimateViewfinderSequence());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Coroutine that handles the complete viewfinder animation sequence (zoom in, then zoom out)
|
||||
/// </summary>
|
||||
private IEnumerator AnimateViewfinderSequence()
|
||||
{
|
||||
RectTransform canvasRect = targetCanvas.transform as RectTransform;
|
||||
float canvasWidth = canvasRect != null ? canvasRect.rect.width : Screen.width;
|
||||
|
||||
// Phase 1: Zoom in (from full screen to monster)
|
||||
float startSize = canvasWidth; // Always start with full canvas width
|
||||
float endSize = targetViewfinderSize; // End at the calculated target size
|
||||
Vector2 startPos = Vector2.zero; // Center of screen
|
||||
Vector2 endPos = targetAnchoredPosition; // Target position
|
||||
|
||||
float elapsedTime = 0f;
|
||||
bool[] thresholdTriggered = new bool[settings.ViewfinderProgressThresholds.Length];
|
||||
|
||||
// Debug the actual values
|
||||
Debug.Log($"[CameraViewfinderManager] Animation sequence starting: startSize={startSize}, endSize={endSize}");
|
||||
|
||||
// Verify the initial size is set correctly
|
||||
viewfinderRectTransform.sizeDelta = new Vector2(startSize, startSize);
|
||||
|
||||
// Phase 1: Zoom In
|
||||
while (elapsedTime < settings.ViewfinderShrinkDuration && !isReversePhase)
|
||||
{
|
||||
if (targetTransform == null)
|
||||
{
|
||||
StopViewfinderAnimation();
|
||||
yield break;
|
||||
}
|
||||
|
||||
elapsedTime += Time.unscaledDeltaTime;
|
||||
animationProgress = Mathf.Clamp01(elapsedTime / settings.ViewfinderShrinkDuration);
|
||||
|
||||
// Calculate proximity - it increases as we get closer to the target
|
||||
currentProximity = animationProgress;
|
||||
OnProximityUpdated?.Invoke(currentProximity);
|
||||
|
||||
// The curve value might be inverted - ensure we're shrinking not growing
|
||||
float curveValue = settings.ViewfinderShrinkCurve.Evaluate(animationProgress);
|
||||
|
||||
// Interpolate size
|
||||
float currentSize = Mathf.Lerp(startSize, endSize, curveValue);
|
||||
viewfinderRectTransform.sizeDelta = new Vector2(currentSize, currentSize);
|
||||
|
||||
// Interpolate position
|
||||
Vector2 currentPos = viewfinderRectTransform.anchoredPosition;
|
||||
Vector2 newPos = Vector2.Lerp(startPos, endPos, curveValue);
|
||||
viewfinderRectTransform.anchoredPosition = newPos;
|
||||
|
||||
// Log the animation state occasionally for debugging
|
||||
if (animationProgress % 0.25f <= 0.01f || animationProgress >= 0.99f)
|
||||
{
|
||||
Debug.Log($"[CameraViewfinderManager] Animation progress: {animationProgress:F2}, " +
|
||||
$"curveValue={curveValue:F2}, currentSize={currentSize:F2}, currentPos={newPos}, proximity={currentProximity:F2}");
|
||||
}
|
||||
|
||||
for (int i = 0; i < settings.ViewfinderProgressThresholds.Length; i++)
|
||||
{
|
||||
if (!thresholdTriggered[i] && animationProgress >= settings.ViewfinderProgressThresholds[i])
|
||||
{
|
||||
thresholdTriggered[i] = true;
|
||||
OnProgressThresholdReached?.Invoke(settings.ViewfinderProgressThresholds[i]);
|
||||
}
|
||||
}
|
||||
|
||||
OnProgressUpdated?.Invoke(animationProgress);
|
||||
yield return null;
|
||||
}
|
||||
|
||||
// Ensure we reach the exact end size and position for phase 1
|
||||
viewfinderRectTransform.sizeDelta = new Vector2(endSize, endSize);
|
||||
viewfinderRectTransform.anchoredPosition = endPos;
|
||||
currentProximity = 1.0f; // At target
|
||||
OnProximityUpdated?.Invoke(currentProximity);
|
||||
|
||||
// Brief pause at target
|
||||
yield return new WaitForSecondsRealtime(0.2f);
|
||||
|
||||
// Start phase 2 - reverse animation
|
||||
isReversePhase = true;
|
||||
OnReverseAnimationStarted?.Invoke();
|
||||
|
||||
// Reset for reverse phase
|
||||
elapsedTime = 0f;
|
||||
animationProgress = 0f;
|
||||
|
||||
// Phase 2: Zoom Out (from monster back to full screen)
|
||||
while (elapsedTime < settings.ViewfinderShrinkDuration && isReversePhase)
|
||||
{
|
||||
if (targetTransform == null)
|
||||
{
|
||||
StopViewfinderAnimation();
|
||||
yield break;
|
||||
}
|
||||
|
||||
elapsedTime += Time.unscaledDeltaTime;
|
||||
animationProgress = Mathf.Clamp01(elapsedTime / settings.ViewfinderShrinkDuration);
|
||||
|
||||
// Calculate proximity - it decreases as we move away from target
|
||||
currentProximity = 1.0f - animationProgress;
|
||||
OnProximityUpdated?.Invoke(currentProximity);
|
||||
|
||||
// The curve value for zooming out
|
||||
float curveValue = settings.ViewfinderShrinkCurve.Evaluate(animationProgress);
|
||||
|
||||
// Interpolate size (now growing)
|
||||
float currentSize = Mathf.Lerp(endSize, startSize, curveValue);
|
||||
viewfinderRectTransform.sizeDelta = new Vector2(currentSize, currentSize);
|
||||
|
||||
// Interpolate position (now returning to center)
|
||||
Vector2 currentPos = viewfinderRectTransform.anchoredPosition;
|
||||
Vector2 newPos = Vector2.Lerp(endPos, startPos, curveValue);
|
||||
viewfinderRectTransform.anchoredPosition = newPos;
|
||||
|
||||
// Log the animation state occasionally for debugging
|
||||
if (animationProgress % 0.25f <= 0.01f || animationProgress >= 0.99f)
|
||||
{
|
||||
Debug.Log($"[CameraViewfinderManager] Reverse animation progress: {animationProgress:F2}, " +
|
||||
$"curveValue={curveValue:F2}, currentSize={currentSize:F2}, currentPos={newPos}, proximity={currentProximity:F2}");
|
||||
}
|
||||
|
||||
OnProgressUpdated?.Invoke(animationProgress);
|
||||
yield return null;
|
||||
}
|
||||
|
||||
// Animation completed (both phases)
|
||||
HandleViewfinderTappedDuringAnimation();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handle tap events during animation (for capturing at current proximity)
|
||||
/// </summary>
|
||||
private void HandleViewfinderTappedDuringAnimation()
|
||||
{
|
||||
if (isAnimating)
|
||||
{
|
||||
// Fire event with current proximity value for scoring
|
||||
OnViewfinderTappedDuringAnimation?.Invoke(currentProximity);
|
||||
|
||||
// Complete the animation immediately
|
||||
if (animationCoroutine != null)
|
||||
{
|
||||
StopCoroutine(animationCoroutine);
|
||||
animationCoroutine = null;
|
||||
}
|
||||
|
||||
// Fire completed event
|
||||
OnAnimationCompleted?.Invoke();
|
||||
isAnimating = false;
|
||||
isReversePhase = false;
|
||||
|
||||
// Hide the viewfinder on the second tap
|
||||
viewfinderComponent.RemoveInputOverride();
|
||||
HideViewfinder();
|
||||
}
|
||||
else
|
||||
{
|
||||
// Regular tap handling when not animating
|
||||
HandleViewfinderTapped();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e5a6d17776b84719a2599fdc35c7076d
|
||||
timeCreated: 1760016840
|
||||
@@ -0,0 +1,119 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
using UnityEngine.UI;
|
||||
using Input;
|
||||
|
||||
namespace Minigames.DivingForPictures.PictureCamera
|
||||
{
|
||||
/// <summary>
|
||||
/// Attached to the viewfinder UI prefab. Handles tap detection and other viewfinder-specific operations.
|
||||
/// </summary>
|
||||
public class Viewfinder : MonoBehaviour, ITouchInputConsumer
|
||||
{
|
||||
[SerializeField]
|
||||
private Image[] viewfinderImages; // Array of Image components to tint based on proximity
|
||||
|
||||
// Events
|
||||
public event System.Action OnViewfinderTapped;
|
||||
|
||||
// State
|
||||
private bool isActive = true;
|
||||
private RectTransform _rectTransform;
|
||||
private CameraViewfinderManager _viewfinderManager;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_rectTransform = GetComponent<RectTransform>();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Initializes the viewfinder with a reference to its manager
|
||||
/// </summary>
|
||||
/// <param name="manager">Reference to the CameraViewfinderManager</param>
|
||||
public void Initialize(CameraViewfinderManager manager)
|
||||
{
|
||||
_viewfinderManager = manager;
|
||||
|
||||
if (_viewfinderManager != null)
|
||||
{
|
||||
_viewfinderManager.OnProximityUpdated += UpdateProximityColor;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
// Unsubscribe from events when disabled
|
||||
if (_viewfinderManager != null)
|
||||
{
|
||||
_viewfinderManager.OnProximityUpdated -= UpdateProximityColor;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates the color of all viewfinder images based on proximity value
|
||||
/// </summary>
|
||||
/// <param name="proximity">Proximity value between 0 and 1 (0=far, 1=close)</param>
|
||||
private void UpdateProximityColor(float proximity)
|
||||
{
|
||||
// Lerp between green (close) and red (far)
|
||||
Color tintColor = Color.Lerp(Color.red, Color.green, proximity);
|
||||
|
||||
// Apply the color to all referenced image components
|
||||
if (viewfinderImages != null && viewfinderImages.Length > 0)
|
||||
{
|
||||
foreach (Image image in viewfinderImages)
|
||||
{
|
||||
if (image != null)
|
||||
{
|
||||
image.color = tintColor;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Enable or disable input reception
|
||||
/// </summary>
|
||||
public void SetActive(bool active)
|
||||
{
|
||||
isActive = active;
|
||||
}
|
||||
|
||||
#region ITouchInputConsumer Implementation
|
||||
|
||||
public void SetupInputOverride()
|
||||
{
|
||||
InputManager.Instance.RegisterOverrideConsumer(this);
|
||||
}
|
||||
|
||||
public void RemoveInputOverride()
|
||||
{
|
||||
InputManager.Instance.UnregisterOverrideConsumer(this);
|
||||
}
|
||||
|
||||
public void OnTap(Vector2 position)
|
||||
{
|
||||
if (isActive)
|
||||
{
|
||||
// Fire the tap event that PhotoSequenceController will listen to
|
||||
OnViewfinderTapped?.Invoke();
|
||||
Debug.Log($"[MDPI] Viewfinder OnTap: {position}");
|
||||
}
|
||||
}
|
||||
|
||||
// Required interface methods (no-op implementations)
|
||||
public void OnHoldStart(Vector2 position) { }
|
||||
public void OnHoldMove(Vector2 position) { }
|
||||
public void OnHoldEnd(Vector2 position) { }
|
||||
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Check if a point is within the viewfinder's bounds
|
||||
/// </summary>
|
||||
public bool ContainsPoint(Vector2 screenPoint)
|
||||
{
|
||||
return RectTransformUtility.RectangleContainsScreenPoint(_rectTransform, screenPoint);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4b4b818dd8cb454abe85b8edcaece1db
|
||||
timeCreated: 1760032922
|
||||
@@ -42,23 +42,13 @@ namespace Minigames.DivingForPictures
|
||||
_targetFingerX = transform.position.x;
|
||||
_isTouchActive = false;
|
||||
|
||||
// Find DivingGameManager and subscribe to its initialization event
|
||||
DivingGameManager gameManager = FindFirstObjectByType<DivingGameManager>();
|
||||
if (gameManager != null)
|
||||
DivingGameManager.Instance.OnGameInitialized += Initialize;
|
||||
|
||||
// If game is already initialized, initialize immediately
|
||||
if (DivingGameManager.Instance.GetType().GetField("_isGameInitialized",
|
||||
System.Reflection.BindingFlags.NonPublic |
|
||||
System.Reflection.BindingFlags.Instance)?.GetValue(DivingGameManager.Instance) is bool isInitialized && isInitialized)
|
||||
{
|
||||
gameManager.OnGameInitialized += Initialize;
|
||||
|
||||
// If game is already initialized, initialize immediately
|
||||
if (gameManager.GetType().GetField("_isGameInitialized",
|
||||
System.Reflection.BindingFlags.NonPublic |
|
||||
System.Reflection.BindingFlags.Instance)?.GetValue(gameManager) is bool isInitialized && isInitialized)
|
||||
{
|
||||
Initialize();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("[PlayerController] DivingGameManager not found. Initializing immediately.");
|
||||
Initialize();
|
||||
}
|
||||
}
|
||||
@@ -79,12 +69,7 @@ namespace Minigames.DivingForPictures
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
// Unsubscribe from events to prevent memory leaks
|
||||
DivingGameManager gameManager = FindFirstObjectByType<DivingGameManager>();
|
||||
if (gameManager != null)
|
||||
{
|
||||
gameManager.OnGameInitialized -= Initialize;
|
||||
}
|
||||
DivingGameManager.Instance.OnGameInitialized -= Initialize;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
@@ -31,7 +31,7 @@ public class RopeEndPhysicsFollower : MonoBehaviour
|
||||
private Vector2 offset;
|
||||
private Vector3 lastTargetPosition;
|
||||
private bool initialized = false;
|
||||
private bool debugLog = true;
|
||||
private bool debugLog = false;
|
||||
|
||||
// Rope reference to get the actual rope length
|
||||
private Rope attachedRope;
|
||||
|
||||
@@ -37,7 +37,7 @@ namespace Minigames.DivingForPictures
|
||||
|
||||
private int _spawnCounter;
|
||||
private float _speedUpTimer;
|
||||
private Camera _mainCamera;
|
||||
private UnityEngine.Camera _mainCamera;
|
||||
private float _screenBottom;
|
||||
private float _screenTop;
|
||||
private TrenchTilePool _tilePool;
|
||||
@@ -76,7 +76,7 @@ namespace Minigames.DivingForPictures
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_mainCamera = Camera.main;
|
||||
_mainCamera = UnityEngine.Camera.main;
|
||||
|
||||
// Get settings from GameManager
|
||||
_settings = GameManager.GetSettingsObject<IDivingMinigameSettings>();
|
||||
@@ -125,38 +125,23 @@ namespace Minigames.DivingForPictures
|
||||
|
||||
private void Start()
|
||||
{
|
||||
// Find DivingGameManager and subscribe to its initialization event
|
||||
DivingGameManager gameManager = FindFirstObjectByType<DivingGameManager>();
|
||||
if (gameManager != null)
|
||||
DivingGameManager.Instance.OnGameInitialized += Initialize;
|
||||
|
||||
// Register with the DivingGameManager for pause/resume events
|
||||
DivingGameManager.Instance.RegisterPausableComponent(this);
|
||||
|
||||
// If game is already initialized, initialize immediately
|
||||
if (DivingGameManager.Instance.GetType().GetField("_isGameInitialized",
|
||||
System.Reflection.BindingFlags.NonPublic |
|
||||
System.Reflection.BindingFlags.Instance)?.GetValue(DivingGameManager.Instance) is bool isInitialized && isInitialized)
|
||||
{
|
||||
gameManager.OnGameInitialized += Initialize;
|
||||
|
||||
// Register with the DivingGameManager for pause/resume events
|
||||
gameManager.RegisterPausableComponent(this);
|
||||
|
||||
// If game is already initialized, initialize immediately
|
||||
if (gameManager.GetType().GetField("_isGameInitialized",
|
||||
System.Reflection.BindingFlags.NonPublic |
|
||||
System.Reflection.BindingFlags.Instance)?.GetValue(gameManager) is bool isInitialized && isInitialized)
|
||||
{
|
||||
Initialize();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("[TrenchTileSpawner] DivingGameManager not found. Initializing immediately.");
|
||||
Initialize();
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
// Unregister from DivingGameManager
|
||||
DivingGameManager gameManager = FindFirstObjectByType<DivingGameManager>();
|
||||
if (gameManager != null)
|
||||
{
|
||||
gameManager.UnregisterPausableComponent(this);
|
||||
}
|
||||
DivingGameManager.Instance.UnregisterPausableComponent(this);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -199,7 +184,7 @@ namespace Minigames.DivingForPictures
|
||||
/// <summary>
|
||||
/// Resumes the spawner and all associated processes
|
||||
/// </summary>
|
||||
public void Resume()
|
||||
public void DoResume()
|
||||
{
|
||||
if (!_isPaused) return; // Already running
|
||||
|
||||
@@ -386,7 +371,7 @@ namespace Minigames.DivingForPictures
|
||||
{
|
||||
if (_mainCamera == null)
|
||||
{
|
||||
_mainCamera = Camera.main;
|
||||
_mainCamera = UnityEngine.Camera.main;
|
||||
if (_mainCamera == null)
|
||||
{
|
||||
Debug.LogError("No main camera found!");
|
||||
@@ -904,7 +889,7 @@ namespace Minigames.DivingForPictures
|
||||
if (!Application.isPlaying)
|
||||
{
|
||||
// Only try to calculate this if _screenBottom hasn't been set by the game
|
||||
Camera editorCam = Camera.main;
|
||||
UnityEngine.Camera editorCam = UnityEngine.Camera.main;
|
||||
if (editorCam != null)
|
||||
{
|
||||
Vector3 bottom = editorCam.ViewportToWorldPoint(new Vector3(0.5f, 0f, editorCam.nearClipPlane));
|
||||
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0892ac3d8370a274b8d5847ca51ac046
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,31 @@
|
||||
using AppleHills.Core.Interfaces;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Minigames.DivingForPictures.Utilities
|
||||
{
|
||||
public class BottlePauser : MonoBehaviour, IPausable
|
||||
{
|
||||
[SerializeField] private WobbleBehavior wobbleReference;
|
||||
|
||||
private bool isPaused = false;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
DivingGameManager.Instance.RegisterPausableComponent(this);
|
||||
}
|
||||
|
||||
public void Pause()
|
||||
{
|
||||
wobbleReference.enabled = false;
|
||||
isPaused = true;
|
||||
}
|
||||
|
||||
public void DoResume()
|
||||
{
|
||||
wobbleReference.enabled = true;
|
||||
isPaused = false;
|
||||
}
|
||||
|
||||
public bool IsPaused => isPaused;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cf50e6f7c05d5a14296152b8c3fbb923
|
||||
@@ -0,0 +1,34 @@
|
||||
using AppleHills.Core.Interfaces;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Minigames.DivingForPictures.Utilities
|
||||
{
|
||||
public class RockPauser : MonoBehaviour, IPausable
|
||||
{
|
||||
[SerializeField] private RockFollower rockReference;
|
||||
[SerializeField] private WobbleBehavior rockWobbleReference;
|
||||
|
||||
private bool isPaused = false;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
DivingGameManager.Instance.RegisterPausableComponent(this);
|
||||
}
|
||||
|
||||
public void Pause()
|
||||
{
|
||||
rockReference.enabled = false;
|
||||
rockWobbleReference.enabled = false;
|
||||
isPaused = true;
|
||||
}
|
||||
|
||||
public void DoResume()
|
||||
{
|
||||
rockReference.enabled = true;
|
||||
rockWobbleReference.enabled = true;
|
||||
isPaused = false;
|
||||
}
|
||||
|
||||
public bool IsPaused => isPaused;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a392c919de2df0340b700309e221b7b1
|
||||
3
Assets/Scripts/UI/CardSystem.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 27f0915ceda44ccf9415c3f344645b38
|
||||
timeCreated: 1759923720
|
||||
343
Assets/Scripts/UI/CardSystem/AlbumViewPage.cs
Normal file
@@ -0,0 +1,343 @@
|
||||
using System.Collections.Generic;
|
||||
using AppleHills.Data.CardSystem;
|
||||
using Pixelplacement;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace AppleHills.UI.CardSystem
|
||||
{
|
||||
/// <summary>
|
||||
/// UI page for viewing and organizing the player's card collection in an album.
|
||||
/// </summary>
|
||||
public class AlbumViewPage : UIPage
|
||||
{
|
||||
[Header("Album UI Elements")]
|
||||
[SerializeField] private GridLayoutGroup albumGrid;
|
||||
[SerializeField] private RectTransform cardStackContainer;
|
||||
[SerializeField] private GameObject emptyAlbumMessage;
|
||||
[SerializeField] private GameObject cardSlotPrefab;
|
||||
[SerializeField] private GameObject cardPrefab;
|
||||
|
||||
// Runtime references
|
||||
private CardSystemManager _cardManager;
|
||||
private List<CardUIElement> _displayedCards = new List<CardUIElement>();
|
||||
private Dictionary<int, Transform> _albumSlots = new Dictionary<int, Transform>();
|
||||
|
||||
// Drag and drop handling
|
||||
private CardUIElement _currentlyDraggedCard = null;
|
||||
private Vector3 _cardOriginalPosition;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_cardManager = CardSystemManager.Instance;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets up the album when the page becomes active
|
||||
/// </summary>
|
||||
public override void TransitionIn()
|
||||
{
|
||||
base.TransitionIn();
|
||||
|
||||
// Initialize the album when the page becomes active
|
||||
InitializeAlbum();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Initializes the album with card slots and the player's collection
|
||||
/// </summary>
|
||||
private void InitializeAlbum()
|
||||
{
|
||||
// Clear any previous setup
|
||||
ClearAlbum();
|
||||
|
||||
// Get all collected cards
|
||||
List<CardData> collectedCards = _cardManager.GetAllCollectedCards();
|
||||
|
||||
// Show/hide empty message based on collection
|
||||
if (emptyAlbumMessage != null)
|
||||
{
|
||||
emptyAlbumMessage.SetActive(collectedCards.Count == 0);
|
||||
}
|
||||
|
||||
if (collectedCards.Count == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Set up the album slots
|
||||
SetupAlbumSlots();
|
||||
|
||||
// Create card UI elements for the stack
|
||||
CreateCardStack(collectedCards);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets up empty slots in the album grid
|
||||
/// </summary>
|
||||
private void SetupAlbumSlots()
|
||||
{
|
||||
if (albumGrid == null || cardSlotPrefab == null) return;
|
||||
|
||||
// Create predefined slots in the album
|
||||
// For a simple implementation, we'll create a 5x5 grid of slots
|
||||
int slotsPerZone = 5; // 5 slots per zone (one row)
|
||||
int totalZones = System.Enum.GetValues(typeof(CardZone)).Length;
|
||||
|
||||
for (int zone = 0; zone < totalZones; zone++)
|
||||
{
|
||||
for (int i = 0; i < slotsPerZone; i++)
|
||||
{
|
||||
// Create a slot at this position
|
||||
GameObject slotObj = Instantiate(cardSlotPrefab, albumGrid.transform);
|
||||
|
||||
// Calculate the collection index for this slot
|
||||
int collectionIndex = zone * 100 + i; // Zone*100 + position to ensure unique indices
|
||||
|
||||
// Store the slot reference
|
||||
_albumSlots[collectionIndex] = slotObj.transform;
|
||||
|
||||
// Set the slot label (optional)
|
||||
Text slotLabel = slotObj.GetComponentInChildren<Text>();
|
||||
if (slotLabel != null)
|
||||
{
|
||||
CardZone zoneEnum = (CardZone)zone;
|
||||
slotLabel.text = $"{zoneEnum} #{i+1}";
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates UI elements for the player's collected cards
|
||||
/// </summary>
|
||||
private void CreateCardStack(List<CardData> cards)
|
||||
{
|
||||
if (cardStackContainer == null || cardPrefab == null) return;
|
||||
|
||||
// Stack offset for visual effect
|
||||
Vector3 stackOffset = new Vector3(5f, -5f, 0f);
|
||||
Vector3 basePosition = Vector3.zero;
|
||||
|
||||
// Sort cards by collection index
|
||||
cards.Sort((a, b) => a.CollectionIndex.CompareTo(b.CollectionIndex));
|
||||
|
||||
// Create card UI elements
|
||||
for (int i = 0; i < cards.Count; i++)
|
||||
{
|
||||
GameObject cardObj = Instantiate(cardPrefab, cardStackContainer);
|
||||
CardUIElement cardUI = cardObj.GetComponent<CardUIElement>();
|
||||
|
||||
if (cardUI != null)
|
||||
{
|
||||
// Position in stack
|
||||
cardObj.GetComponent<RectTransform>().anchoredPosition = basePosition + (stackOffset * i);
|
||||
|
||||
// Set up card data
|
||||
cardUI.SetupCard(cards[i]);
|
||||
|
||||
// Add drag handlers
|
||||
SetupCardDragHandlers(cardUI);
|
||||
|
||||
// Add to tracked cards
|
||||
_displayedCards.Add(cardUI);
|
||||
|
||||
// Check if this card should be placed in a slot already
|
||||
int collectionIndex = cards[i].CollectionIndex;
|
||||
if (_albumSlots.TryGetValue(collectionIndex, out Transform slot))
|
||||
{
|
||||
// Card has a designated slot, place it there
|
||||
PlaceCardInSlot(cardUI, slot);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets up drag and drop handlers for a card
|
||||
/// </summary>
|
||||
private void SetupCardDragHandlers(CardUIElement cardUI)
|
||||
{
|
||||
// // Get drag handler component (you might need to implement this)
|
||||
// DragHandler dragHandler = cardUI.GetComponent<DragHandler>();
|
||||
// if (dragHandler == null)
|
||||
// {
|
||||
// // This is a stub for the drag handler
|
||||
// // In a real implementation, you'd have a proper drag handler component
|
||||
// // For now, we'll just add click listeners
|
||||
//
|
||||
// // Add click listener
|
||||
// Button cardButton = cardUI.GetComponent<Button>();
|
||||
// if (cardButton != null)
|
||||
// {
|
||||
// cardButton.onClick.AddListener(() => OnCardClicked(cardUI));
|
||||
// }
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// // Set up the drag handler events
|
||||
// dragHandler.OnBeginDrag.AddListener(() => OnBeginDragCard(cardUI));
|
||||
// dragHandler.OnDrag.AddListener((position) => OnDragCard(cardUI, position));
|
||||
// dragHandler.OnEndDrag.AddListener(() => OnEndDragCard(cardUI));
|
||||
// }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handles when a card is clicked (simplistic alternative to drag and drop)
|
||||
/// </summary>
|
||||
private void OnCardClicked(CardUIElement cardUI)
|
||||
{
|
||||
CardData cardData = cardUI.GetCardData();
|
||||
|
||||
// Find the slot for this card based on collection index
|
||||
if (_albumSlots.TryGetValue(cardData.CollectionIndex, out Transform slot))
|
||||
{
|
||||
// Place the card in its slot
|
||||
PlaceCardInSlot(cardUI, slot);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handles the start of a card drag operation
|
||||
/// </summary>
|
||||
private void OnBeginDragCard(CardUIElement cardUI)
|
||||
{
|
||||
_currentlyDraggedCard = cardUI;
|
||||
_cardOriginalPosition = cardUI.transform.position;
|
||||
|
||||
// Bring the card to the front
|
||||
cardUI.transform.SetAsLastSibling();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handles the dragging of a card
|
||||
/// </summary>
|
||||
private void OnDragCard(CardUIElement cardUI, Vector3 position)
|
||||
{
|
||||
cardUI.transform.position = position;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handles the end of a card drag operation
|
||||
/// </summary>
|
||||
private void OnEndDragCard(CardUIElement cardUI)
|
||||
{
|
||||
// Check if the card is over a valid slot
|
||||
Transform closestSlot = FindClosestSlot(cardUI.transform.position);
|
||||
|
||||
if (closestSlot != null)
|
||||
{
|
||||
// Place the card in the slot
|
||||
PlaceCardInSlot(cardUI, closestSlot);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Return the card to its original position
|
||||
cardUI.transform.position = _cardOriginalPosition;
|
||||
}
|
||||
|
||||
_currentlyDraggedCard = null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Places a card in an album slot
|
||||
/// </summary>
|
||||
private void PlaceCardInSlot(CardUIElement cardUI, Transform slot)
|
||||
{
|
||||
// Reparent the card to the slot
|
||||
cardUI.transform.SetParent(slot);
|
||||
|
||||
// Animate card to center of slot using Pixelplacement.Tween
|
||||
Tween.LocalPosition(cardUI.transform, Vector3.zero, 0.25f, 0f, Tween.EaseOutBack);
|
||||
|
||||
Debug.Log($"[AlbumViewPage] Placed card '{cardUI.GetCardData().Name}' in album slot");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Finds the closest album slot to a given position
|
||||
/// </summary>
|
||||
private Transform FindClosestSlot(Vector3 position)
|
||||
{
|
||||
Transform closest = null;
|
||||
float closestDistance = 100f; // Large initial value
|
||||
|
||||
foreach (var slot in _albumSlots.Values)
|
||||
{
|
||||
float distance = Vector3.Distance(position, slot.position);
|
||||
if (distance < closestDistance && distance < 50f) // Only if within reasonable range
|
||||
{
|
||||
closestDistance = distance;
|
||||
closest = slot;
|
||||
}
|
||||
}
|
||||
|
||||
return closest;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Clears the album UI
|
||||
/// </summary>
|
||||
private void ClearAlbum()
|
||||
{
|
||||
// Clear displayed cards
|
||||
foreach (var card in _displayedCards)
|
||||
{
|
||||
Destroy(card.gameObject);
|
||||
}
|
||||
_displayedCards.Clear();
|
||||
|
||||
// Clear album slots
|
||||
foreach (Transform child in albumGrid.transform)
|
||||
{
|
||||
Destroy(child.gameObject);
|
||||
}
|
||||
_albumSlots.Clear();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Override for transition in animation using Pixelplacement.Tween
|
||||
/// </summary>
|
||||
protected override void DoTransitionIn(System.Action onComplete)
|
||||
{
|
||||
// Simple slide in animation
|
||||
RectTransform rt = GetComponent<RectTransform>();
|
||||
if (rt != null)
|
||||
{
|
||||
// Store the end position
|
||||
Vector2 endPosition = rt.anchoredPosition;
|
||||
|
||||
// Set initial position (off-screen to the right)
|
||||
rt.anchoredPosition = new Vector2(Screen.width, endPosition.y);
|
||||
|
||||
// Animate to end position
|
||||
Tween.AnchoredPosition(rt, endPosition, transitionDuration, 0f,
|
||||
Tween.EaseOutStrong, Tween.LoopType.None, null, onComplete);
|
||||
}
|
||||
else
|
||||
{
|
||||
onComplete?.Invoke();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Override for transition out animation using Pixelplacement.Tween
|
||||
/// </summary>
|
||||
protected override void DoTransitionOut(System.Action onComplete)
|
||||
{
|
||||
// Simple slide out animation
|
||||
RectTransform rt = GetComponent<RectTransform>();
|
||||
if (rt != null)
|
||||
{
|
||||
// Animate to off-screen position (to the left)
|
||||
Vector2 offScreenPosition = new Vector2(-Screen.width, rt.anchoredPosition.y);
|
||||
|
||||
Tween.AnchoredPosition(rt, offScreenPosition, transitionDuration, 0f,
|
||||
Tween.EaseInOutStrong, Tween.LoopType.None, null, onComplete);
|
||||
}
|
||||
else
|
||||
{
|
||||
onComplete?.Invoke();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
3
Assets/Scripts/UI/CardSystem/AlbumViewPage.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 59ff936424a34ce3937299c66232bf7a
|
||||
timeCreated: 1759923921
|
||||
270
Assets/Scripts/UI/CardSystem/BoosterOpeningPage.cs
Normal file
@@ -0,0 +1,270 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using AppleHills.Data.CardSystem;
|
||||
using Pixelplacement;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace AppleHills.UI.CardSystem
|
||||
{
|
||||
/// <summary>
|
||||
/// UI page for opening booster packs and displaying the cards obtained.
|
||||
/// </summary>
|
||||
public class BoosterOpeningPage : UIPage
|
||||
{
|
||||
[Header("UI Elements")]
|
||||
[SerializeField] private GameObject boosterPackObject;
|
||||
[SerializeField] private Transform cardRevealTransform;
|
||||
[SerializeField] private GameObject cardPrefab;
|
||||
[SerializeField] private Button openBoosterButton;
|
||||
[SerializeField] private Button continueButton;
|
||||
|
||||
[Header("Animation Settings")]
|
||||
[SerializeField] private float cardRevealDelay = 0.5f;
|
||||
[SerializeField] private float cardMoveToBackpackDelay = 1.0f;
|
||||
|
||||
// State tracking
|
||||
private enum OpeningState
|
||||
{
|
||||
BoosterReady,
|
||||
CardsRevealed,
|
||||
Completed
|
||||
}
|
||||
|
||||
private OpeningState _currentState = OpeningState.BoosterReady;
|
||||
private List<CardUIElement> _revealedCards = new List<CardUIElement>();
|
||||
private CardSystemManager _cardManager;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_cardManager = CardSystemManager.Instance;
|
||||
|
||||
// Set up button listeners
|
||||
if (openBoosterButton != null)
|
||||
{
|
||||
openBoosterButton.onClick.AddListener(OnOpenBoosterClicked);
|
||||
}
|
||||
|
||||
if (continueButton != null)
|
||||
{
|
||||
continueButton.onClick.AddListener(OnContinueClicked);
|
||||
continueButton.gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
// Clean up button listeners
|
||||
if (openBoosterButton != null)
|
||||
{
|
||||
openBoosterButton.onClick.RemoveListener(OnOpenBoosterClicked);
|
||||
}
|
||||
|
||||
if (continueButton != null)
|
||||
{
|
||||
continueButton.onClick.RemoveListener(OnContinueClicked);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resets the page to its initial state when it becomes active
|
||||
/// </summary>
|
||||
public override void TransitionIn()
|
||||
{
|
||||
base.TransitionIn();
|
||||
|
||||
ResetState();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resets the state of the booster opening process
|
||||
/// </summary>
|
||||
private void ResetState()
|
||||
{
|
||||
// Clear any previously revealed cards
|
||||
foreach (var card in _revealedCards)
|
||||
{
|
||||
Destroy(card.gameObject);
|
||||
}
|
||||
_revealedCards.Clear();
|
||||
|
||||
// Reset state
|
||||
_currentState = OpeningState.BoosterReady;
|
||||
|
||||
// Show booster pack, hide continue button
|
||||
if (boosterPackObject != null)
|
||||
{
|
||||
boosterPackObject.SetActive(true);
|
||||
}
|
||||
|
||||
if (openBoosterButton != null)
|
||||
{
|
||||
openBoosterButton.gameObject.SetActive(true);
|
||||
}
|
||||
|
||||
if (continueButton != null)
|
||||
{
|
||||
continueButton.gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handles click on the booster pack to open it
|
||||
/// </summary>
|
||||
private void OnOpenBoosterClicked()
|
||||
{
|
||||
if (_currentState != OpeningState.BoosterReady) return;
|
||||
|
||||
// Open the booster pack and get the cards
|
||||
List<CardData> newCards = _cardManager.OpenBoosterPack();
|
||||
|
||||
if (newCards.Count > 0)
|
||||
{
|
||||
// Hide the booster pack and open button
|
||||
if (boosterPackObject != null)
|
||||
{
|
||||
boosterPackObject.SetActive(false);
|
||||
}
|
||||
|
||||
if (openBoosterButton != null)
|
||||
{
|
||||
openBoosterButton.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
// Start revealing cards
|
||||
StartCoroutine(RevealCards(newCards));
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("[BoosterOpeningPage] No cards were obtained from the booster pack.");
|
||||
UIPageController.Instance.PopPage();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Reveals cards one by one with animation
|
||||
/// </summary>
|
||||
private IEnumerator RevealCards(List<CardData> cards)
|
||||
{
|
||||
// Wait a short delay before revealing cards
|
||||
yield return new WaitForSeconds(0.5f);
|
||||
|
||||
// Reveal each card
|
||||
foreach (var cardData in cards)
|
||||
{
|
||||
// Instantiate card UI element
|
||||
GameObject cardObj = Instantiate(cardPrefab, cardRevealTransform);
|
||||
CardUIElement cardUI = cardObj.GetComponent<CardUIElement>();
|
||||
|
||||
if (cardUI != null)
|
||||
{
|
||||
// Set up the card data
|
||||
cardUI.SetupCard(cardData);
|
||||
_revealedCards.Add(cardUI);
|
||||
|
||||
// Set initial scale to zero for animation
|
||||
cardObj.transform.localScale = Vector3.zero;
|
||||
|
||||
// Play reveal animation using Pixelplacement.Tween
|
||||
Tween.LocalScale(cardObj.transform, Vector3.one, 0.5f, 0f, Tween.EaseOutBack);
|
||||
|
||||
// Call card's show animation
|
||||
cardUI.OnShowAnimation();
|
||||
|
||||
// Wait for animation delay
|
||||
yield return new WaitForSeconds(cardRevealDelay);
|
||||
}
|
||||
}
|
||||
|
||||
// Update state and show continue button
|
||||
_currentState = OpeningState.CardsRevealed;
|
||||
if (continueButton != null)
|
||||
{
|
||||
continueButton.gameObject.SetActive(true);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handles click on the continue button after cards are revealed
|
||||
/// </summary>
|
||||
private void OnContinueClicked()
|
||||
{
|
||||
if (_currentState != OpeningState.CardsRevealed) return;
|
||||
|
||||
// Start moving cards to backpack animation
|
||||
StartCoroutine(MoveCardsToBackpack());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Animates cards moving to the backpack
|
||||
/// </summary>
|
||||
private IEnumerator MoveCardsToBackpack()
|
||||
{
|
||||
// Hide continue button
|
||||
if (continueButton != null)
|
||||
{
|
||||
continueButton.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
// Get corner position for backpack (bottom left)
|
||||
Vector3 cornerPosition = new Vector3(-Screen.width/2 + 50, -Screen.height/2 + 50, 0);
|
||||
|
||||
// Animate each card moving to the backpack
|
||||
foreach (var card in _revealedCards)
|
||||
{
|
||||
// Play move to backpack animation using Pixelplacement.Tween
|
||||
Tween.Position(card.transform, cornerPosition, 0.5f, 0f, Tween.EaseInBack);
|
||||
Tween.LocalScale(card.transform, Vector3.zero, 0.5f, 0f, Tween.EaseInBack);
|
||||
|
||||
// Call card's move to backpack animation
|
||||
card.OnMoveToBackpackAnimation();
|
||||
|
||||
// Wait for animation delay
|
||||
yield return new WaitForSeconds(cardMoveToBackpackDelay);
|
||||
}
|
||||
|
||||
// Wait a moment before completing
|
||||
yield return new WaitForSeconds(0.3f);
|
||||
|
||||
// Complete the process and return to previous page
|
||||
_currentState = OpeningState.Completed;
|
||||
UIPageController.Instance.PopPage();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Override for transition in animation using Pixelplacement.Tween
|
||||
/// </summary>
|
||||
protected override void DoTransitionIn(System.Action onComplete)
|
||||
{
|
||||
// Scale in animation for the booster pack
|
||||
if (boosterPackObject != null)
|
||||
{
|
||||
boosterPackObject.transform.localScale = Vector3.zero;
|
||||
Tween.LocalScale(boosterPackObject.transform, Vector3.one, transitionDuration, 0f,
|
||||
Tween.EaseOutBack, Tween.LoopType.None, null, onComplete);
|
||||
}
|
||||
else
|
||||
{
|
||||
onComplete?.Invoke();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Override for transition out animation using Pixelplacement.Tween
|
||||
/// </summary>
|
||||
protected override void DoTransitionOut(System.Action onComplete)
|
||||
{
|
||||
// Fade out animation using a CanvasGroup if available
|
||||
CanvasGroup canvasGroup = GetComponent<CanvasGroup>();
|
||||
if (canvasGroup != null)
|
||||
{
|
||||
Tween.Value(canvasGroup.alpha, 0f, (value) => canvasGroup.alpha = value,
|
||||
transitionDuration, 0f, Tween.EaseInOut, Tween.LoopType.None, null, onComplete);
|
||||
}
|
||||
else
|
||||
{
|
||||
onComplete?.Invoke();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
3
Assets/Scripts/UI/CardSystem/BoosterOpeningPage.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f64698442ba344e0a466ee3c530797c7
|
||||
timeCreated: 1759923862
|
||||
186
Assets/Scripts/UI/CardSystem/CardAlbumUI.cs
Normal file
@@ -0,0 +1,186 @@
|
||||
using System;
|
||||
using AppleHills.Data.CardSystem;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace AppleHills.UI.CardSystem
|
||||
{
|
||||
/// <summary>
|
||||
/// Main UI controller for the card album system.
|
||||
/// Manages the backpack icon and navigation between card system pages.
|
||||
/// </summary>
|
||||
public class CardAlbumUI : MonoBehaviour
|
||||
{
|
||||
[Header("UI References")]
|
||||
[SerializeField] private GameObject backpackIcon;
|
||||
[SerializeField] private UIPage mainMenuPage;
|
||||
[SerializeField] private UIPage albumViewPage;
|
||||
[SerializeField] private UIPage boosterOpeningPage;
|
||||
|
||||
[Header("UI Elements")]
|
||||
[SerializeField] private Button backpackButton;
|
||||
[SerializeField] private Text boosterCountText;
|
||||
|
||||
private UIPageController _pageController;
|
||||
private CardSystemManager _cardManager;
|
||||
private bool _isInitialized = false;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
// Get or create a UI page controller
|
||||
_pageController = FindAnyObjectByType<UIPageController>();
|
||||
if (_pageController == null)
|
||||
{
|
||||
GameObject controllerObj = new GameObject("UIPageController");
|
||||
controllerObj.transform.SetParent(transform);
|
||||
_pageController = controllerObj.AddComponent<UIPageController>();
|
||||
}
|
||||
|
||||
// Initialize pages and hide them
|
||||
InitializePages();
|
||||
|
||||
// Set up backpack button
|
||||
if (backpackButton != null)
|
||||
{
|
||||
backpackButton.onClick.AddListener(OnBackpackButtonClicked);
|
||||
}
|
||||
|
||||
// Initially show only the backpack icon
|
||||
ShowOnlyBackpackIcon();
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
// Get card manager
|
||||
_cardManager = CardSystemManager.Instance;
|
||||
|
||||
// Subscribe to events
|
||||
if (_cardManager != null)
|
||||
{
|
||||
_cardManager.OnBoosterCountChanged += UpdateBoosterCount;
|
||||
UpdateBoosterCount(_cardManager.GetBoosterPackCount());
|
||||
}
|
||||
|
||||
_isInitialized = true;
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
// Unsubscribe from events
|
||||
if (_cardManager != null)
|
||||
{
|
||||
_cardManager.OnBoosterCountChanged -= UpdateBoosterCount;
|
||||
}
|
||||
|
||||
// Clean up button listeners
|
||||
if (backpackButton != null)
|
||||
{
|
||||
backpackButton.onClick.RemoveListener(OnBackpackButtonClicked);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Initializes all UI pages and sets them up with proper callbacks
|
||||
/// </summary>
|
||||
private void InitializePages()
|
||||
{
|
||||
// Ensure all pages are inactive at start
|
||||
if (mainMenuPage != null)
|
||||
{
|
||||
mainMenuPage.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
if (albumViewPage != null)
|
||||
{
|
||||
albumViewPage.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
if (boosterOpeningPage != null)
|
||||
{
|
||||
boosterOpeningPage.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
// Set up page changed callback
|
||||
if (_pageController != null)
|
||||
{
|
||||
_pageController.OnPageChanged += OnPageChanged;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handles click on the backpack icon
|
||||
/// </summary>
|
||||
private void OnBackpackButtonClicked()
|
||||
{
|
||||
// If no pages are open, push the main menu
|
||||
if (_pageController.CurrentPage == null)
|
||||
{
|
||||
_pageController.PushPage(mainMenuPage);
|
||||
}
|
||||
else if (_pageController.CurrentPage == mainMenuPage)
|
||||
{
|
||||
// If main menu is open, pop it
|
||||
_pageController.PopPage();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handles changes to the current page
|
||||
/// </summary>
|
||||
private void OnPageChanged(UIPage newPage)
|
||||
{
|
||||
// Hide/show backpack icon based on current page
|
||||
if (newPage == null)
|
||||
{
|
||||
ShowOnlyBackpackIcon();
|
||||
}
|
||||
else
|
||||
{
|
||||
backpackIcon.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Shows only the backpack icon, hiding all other UI elements
|
||||
/// </summary>
|
||||
private void ShowOnlyBackpackIcon()
|
||||
{
|
||||
backpackIcon.SetActive(true);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Opens the album view page
|
||||
/// </summary>
|
||||
public void OpenAlbumView()
|
||||
{
|
||||
_pageController.PushPage(albumViewPage);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Opens the booster opening page if boosters are available
|
||||
/// </summary>
|
||||
public void OpenBoosterPack()
|
||||
{
|
||||
if (_cardManager != null && _cardManager.GetBoosterPackCount() > 0)
|
||||
{
|
||||
_pageController.PushPage(boosterOpeningPage);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("[CardAlbumUI] No booster packs available");
|
||||
// TODO: Show "no boosters available" message
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates the booster count display
|
||||
/// </summary>
|
||||
private void UpdateBoosterCount(int count)
|
||||
{
|
||||
if (boosterCountText != null)
|
||||
{
|
||||
boosterCountText.text = count.ToString();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
3
Assets/Scripts/UI/CardSystem/CardAlbumUI.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fe5ff32f529d4f24a2064ee1dfa07758
|
||||
timeCreated: 1759923763
|
||||
177
Assets/Scripts/UI/CardSystem/CardMenuPage.cs
Normal file
@@ -0,0 +1,177 @@
|
||||
using System.Collections.Generic;
|
||||
using AppleHills.Data.CardSystem;
|
||||
using Pixelplacement;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace AppleHills.UI.CardSystem
|
||||
{
|
||||
/// <summary>
|
||||
/// UI page for the main menu of the card system.
|
||||
/// Shows options to open boosters, view album, etc.
|
||||
/// </summary>
|
||||
public class CardMenuPage : UIPage
|
||||
{
|
||||
[Header("Menu Options")]
|
||||
[SerializeField] private Button openBoosterButton;
|
||||
[SerializeField] private Button viewAlbumButton;
|
||||
[SerializeField] private Button changeClothesButton;
|
||||
|
||||
[Header("UI Elements")]
|
||||
[SerializeField] private Text boosterCountText;
|
||||
[SerializeField] private GameObject noBoostersMessage;
|
||||
[SerializeField] private CanvasGroup canvasGroup;
|
||||
|
||||
private CardAlbumUI _cardAlbumUI;
|
||||
private CardSystemManager _cardManager;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
// Get references
|
||||
_cardAlbumUI = FindAnyObjectByType<CardAlbumUI>();
|
||||
_cardManager = CardSystemManager.Instance;
|
||||
|
||||
// Make sure we have a CanvasGroup
|
||||
if (canvasGroup == null)
|
||||
canvasGroup = GetComponent<CanvasGroup>();
|
||||
if (canvasGroup == null)
|
||||
canvasGroup = gameObject.AddComponent<CanvasGroup>();
|
||||
|
||||
// Set up button listeners
|
||||
if (openBoosterButton != null)
|
||||
{
|
||||
openBoosterButton.onClick.AddListener(OnOpenBoosterClicked);
|
||||
}
|
||||
|
||||
if (viewAlbumButton != null)
|
||||
{
|
||||
viewAlbumButton.onClick.AddListener(OnViewAlbumClicked);
|
||||
}
|
||||
|
||||
if (changeClothesButton != null)
|
||||
{
|
||||
changeClothesButton.onClick.AddListener(OnChangeClothesClicked);
|
||||
// Disable "Coming Soon" feature
|
||||
changeClothesButton.interactable = false;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
UpdateUI();
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
// Clean up button listeners
|
||||
if (openBoosterButton != null)
|
||||
{
|
||||
openBoosterButton.onClick.RemoveListener(OnOpenBoosterClicked);
|
||||
}
|
||||
|
||||
if (viewAlbumButton != null)
|
||||
{
|
||||
viewAlbumButton.onClick.RemoveListener(OnViewAlbumClicked);
|
||||
}
|
||||
|
||||
if (changeClothesButton != null)
|
||||
{
|
||||
changeClothesButton.onClick.RemoveListener(OnChangeClothesClicked);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates the UI elements based on current state
|
||||
/// </summary>
|
||||
private void UpdateUI()
|
||||
{
|
||||
if (_cardManager == null) return;
|
||||
|
||||
int boosterCount = _cardManager.GetBoosterPackCount();
|
||||
|
||||
// Update booster count text
|
||||
if (boosterCountText != null)
|
||||
{
|
||||
boosterCountText.text = $"Boosters: {boosterCount}";
|
||||
}
|
||||
|
||||
// Enable/disable open booster button based on availability
|
||||
if (openBoosterButton != null)
|
||||
{
|
||||
openBoosterButton.interactable = boosterCount > 0;
|
||||
}
|
||||
|
||||
// Show/hide no boosters message
|
||||
if (noBoostersMessage != null)
|
||||
{
|
||||
noBoostersMessage.SetActive(boosterCount <= 0);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handles click on the Open Booster button
|
||||
/// </summary>
|
||||
private void OnOpenBoosterClicked()
|
||||
{
|
||||
if (_cardAlbumUI != null)
|
||||
{
|
||||
_cardAlbumUI.OpenBoosterPack();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handles click on the View Album button
|
||||
/// </summary>
|
||||
private void OnViewAlbumClicked()
|
||||
{
|
||||
if (_cardAlbumUI != null)
|
||||
{
|
||||
_cardAlbumUI.OpenAlbumView();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handles click on the Change Clothes button (coming soon)
|
||||
/// </summary>
|
||||
private void OnChangeClothesClicked()
|
||||
{
|
||||
Debug.Log("[CardMenuPage] Change Clothes feature coming soon!");
|
||||
// No implementation yet - "Coming soon" feature
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Override for transition in animation using Pixelplacement.Tween
|
||||
/// </summary>
|
||||
protected override void DoTransitionIn(System.Action onComplete)
|
||||
{
|
||||
// Simple fade in animation
|
||||
if (canvasGroup != null)
|
||||
{
|
||||
canvasGroup.alpha = 0f;
|
||||
Tween.Value(0f, 1f, (value) => canvasGroup.alpha = value, transitionDuration, 0f, Tween.EaseInOut, Tween.LoopType.None, null, onComplete);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Fallback if no CanvasGroup
|
||||
onComplete?.Invoke();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Override for transition out animation using Pixelplacement.Tween
|
||||
/// </summary>
|
||||
protected override void DoTransitionOut(System.Action onComplete)
|
||||
{
|
||||
// Simple fade out animation
|
||||
if (canvasGroup != null)
|
||||
{
|
||||
Tween.Value(canvasGroup.alpha, 0f, (value) => canvasGroup.alpha = value, transitionDuration, 0f, Tween.EaseInOut, Tween.LoopType.None, null, onComplete);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Fallback if no CanvasGroup
|
||||
onComplete?.Invoke();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
3
Assets/Scripts/UI/CardSystem/CardMenuPage.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a81af156ae284925a1f004d08f0bb364
|
||||
timeCreated: 1759923823
|
||||
255
Assets/Scripts/UI/CardSystem/CardUIElement.cs
Normal file
@@ -0,0 +1,255 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using AppleHills.Data.CardSystem;
|
||||
using UnityEngine;
|
||||
using TMPro;
|
||||
using UnityEngine.UI;
|
||||
#if UNITY_EDITOR
|
||||
using UnityEditor;
|
||||
#endif
|
||||
|
||||
namespace AppleHills.UI.CardSystem
|
||||
{
|
||||
/// <summary>
|
||||
/// Handles displaying and interacting with a single card in the UI.
|
||||
/// </summary>
|
||||
public class CardUIElement : MonoBehaviour
|
||||
{
|
||||
[Header("UI Elements")]
|
||||
[SerializeField] private TextMeshProUGUI cardNameText;
|
||||
[SerializeField] private Image cardImage;
|
||||
[SerializeField] private Image frameImage;
|
||||
[SerializeField] private Image backgroundImage;
|
||||
[SerializeField] private Image backgroundShape;
|
||||
|
||||
[Header("Card Data")]
|
||||
[SerializeField] private CardDefinition cardDefinition;
|
||||
[SerializeField] private CardData cardData;
|
||||
|
||||
[Header("Visual Settings")]
|
||||
[SerializeField] private CardVisualConfig visualConfig;
|
||||
|
||||
// Events
|
||||
public event Action<CardUIElement> OnCardClicked;
|
||||
|
||||
/// <summary>
|
||||
/// Sets up the card UI with the given card data
|
||||
/// </summary>
|
||||
public void SetupCard(CardData cardData)
|
||||
{
|
||||
Debug.Log($"[CardUIElement] Setting up card with data: {cardData}");
|
||||
|
||||
this.cardData = cardData;
|
||||
|
||||
if (cardData == null)
|
||||
{
|
||||
Debug.LogError("[CardUIElement] Attempted to setup card with null data");
|
||||
return;
|
||||
}
|
||||
|
||||
UpdateCardVisuals();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates the card visuals based on the current card data
|
||||
/// </summary>
|
||||
private void UpdateCardVisuals()
|
||||
{
|
||||
if (cardData == null) return;
|
||||
|
||||
// Set basic text information
|
||||
if (cardNameText != null) cardNameText.text = cardData.Name;
|
||||
|
||||
// Set the card image
|
||||
if (cardImage != null)
|
||||
{
|
||||
if (cardData.CardImage != null)
|
||||
{
|
||||
cardImage.sprite = cardData.CardImage;
|
||||
cardImage.enabled = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
cardImage.sprite = null;
|
||||
cardImage.enabled = false;
|
||||
// Don't log warnings for missing images - this is expected for new cards
|
||||
// and causes console spam in the editor
|
||||
}
|
||||
}
|
||||
|
||||
// Update frame color based on rarity
|
||||
UpdateFrameByRarity(cardData.Rarity);
|
||||
|
||||
// Update background color and shape based on zone
|
||||
UpdateBackgroundByZone(cardData.Zone);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates the frame color based on card rarity
|
||||
/// </summary>
|
||||
private void UpdateFrameByRarity(CardRarity rarity)
|
||||
{
|
||||
if (frameImage == null) return;
|
||||
|
||||
// Get color from config if available, otherwise use default colors
|
||||
Color frameColor = visualConfig != null
|
||||
? visualConfig.GetRarityColor(rarity)
|
||||
: GetDefaultRarityColor(rarity);
|
||||
|
||||
frameImage.color = frameColor;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates the background color and shape based on card zone
|
||||
/// </summary>
|
||||
private void UpdateBackgroundByZone(CardZone zone)
|
||||
{
|
||||
// Update background color
|
||||
if (backgroundImage != null)
|
||||
{
|
||||
Color bgColor = visualConfig != null
|
||||
? visualConfig.GetZoneColor(zone)
|
||||
: GetDefaultZoneColor(zone);
|
||||
|
||||
backgroundImage.color = bgColor;
|
||||
}
|
||||
|
||||
// Update background shape
|
||||
if (backgroundShape != null && visualConfig != null)
|
||||
{
|
||||
Sprite shapeSprite = visualConfig.GetZoneShape(zone);
|
||||
if (shapeSprite != null)
|
||||
{
|
||||
backgroundShape.sprite = shapeSprite;
|
||||
backgroundShape.gameObject.SetActive(true);
|
||||
}
|
||||
else
|
||||
{
|
||||
backgroundShape.gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns default color for rarity if no config is available
|
||||
/// </summary>
|
||||
private Color GetDefaultRarityColor(CardRarity rarity)
|
||||
{
|
||||
switch (rarity)
|
||||
{
|
||||
case CardRarity.Common:
|
||||
return Color.gray;
|
||||
case CardRarity.Uncommon:
|
||||
return Color.green;
|
||||
case CardRarity.Rare:
|
||||
return Color.blue;
|
||||
case CardRarity.Epic:
|
||||
return new Color(0.5f, 0, 0.5f); // Purple
|
||||
case CardRarity.Legendary:
|
||||
return Color.yellow;
|
||||
default:
|
||||
return Color.white;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns default color for zone if no config is available
|
||||
/// </summary>
|
||||
private Color GetDefaultZoneColor(CardZone zone)
|
||||
{
|
||||
// Default zone colors from CardDefinition
|
||||
switch (zone)
|
||||
{
|
||||
case CardZone.AppleHills:
|
||||
return new Color(0.8f, 0.9f, 0.8f); // Light green
|
||||
case CardZone.Quarry:
|
||||
return new Color(0.85f, 0.8f, 0.7f); // Sandy brown
|
||||
case CardZone.Forest:
|
||||
return new Color(0.6f, 0.8f, 0.6f); // Forest green
|
||||
case CardZone.Mountain:
|
||||
return new Color(0.7f, 0.7f, 0.9f); // Bluish
|
||||
case CardZone.Beach:
|
||||
return new Color(0.9f, 0.85f, 0.7f); // Sandy yellow
|
||||
default:
|
||||
return Color.white;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when the card is clicked
|
||||
/// </summary>
|
||||
public void OnClick()
|
||||
{
|
||||
OnCardClicked?.Invoke(this);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the card data associated with this UI element
|
||||
/// </summary>
|
||||
public CardData GetCardData()
|
||||
{
|
||||
return cardData;
|
||||
}
|
||||
|
||||
// Animation methods that can be called from UI events
|
||||
|
||||
/// <summary>
|
||||
/// Called when the card is revealed from a booster pack
|
||||
/// </summary>
|
||||
public void OnShowAnimation()
|
||||
{
|
||||
// Stub for card reveal animation
|
||||
Debug.Log($"[CardUIElement] Showing card: {cardData?.Name}");
|
||||
// Could add animation code or call Animation Trigger here
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when the card moves to the backpack after being revealed
|
||||
/// </summary>
|
||||
public void OnMoveToBackpackAnimation()
|
||||
{
|
||||
// Stub for animation when card moves to backpack
|
||||
Debug.Log($"[CardUIElement] Moving card to backpack: {cardData?.Name}");
|
||||
// Could add animation code or call Animation Trigger here
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
/// <summary>
|
||||
/// Create card data from definition and update the UI
|
||||
/// </summary>
|
||||
public void CreateFromDefinition()
|
||||
{
|
||||
if (cardDefinition == null)
|
||||
{
|
||||
Debug.LogWarning("[CardUIElement] Cannot create card data: No card definition assigned");
|
||||
return;
|
||||
}
|
||||
|
||||
cardData = cardDefinition.CreateCardData();
|
||||
UpdateCardVisuals();
|
||||
|
||||
Debug.Log($"[CardUIElement] Created card from definition: {cardData.Name}");
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
[CustomEditor(typeof(CardUIElement))]
|
||||
public class CardUIElementEditor : Editor
|
||||
{
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
DrawDefaultInspector();
|
||||
|
||||
CardUIElement cardUI = (CardUIElement)target;
|
||||
|
||||
EditorGUILayout.Space();
|
||||
if (GUILayout.Button("Create From Definition"))
|
||||
{
|
||||
cardUI.CreateFromDefinition();
|
||||
EditorUtility.SetDirty(cardUI);
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
3
Assets/Scripts/UI/CardSystem/CardUIElement.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: aed7c581bdb84200a05dd8a7df409ab0
|
||||
timeCreated: 1759923795
|
||||
92
Assets/Scripts/UI/CardSystem/UIPage.cs
Normal file
@@ -0,0 +1,92 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace AppleHills.UI.CardSystem
|
||||
{
|
||||
/// <summary>
|
||||
/// Base class for UI pages that can transition in and out.
|
||||
/// Extended by specific UI page implementations for the card system.
|
||||
/// </summary>
|
||||
public abstract class UIPage : MonoBehaviour
|
||||
{
|
||||
[Header("Page Settings")]
|
||||
public string PageName;
|
||||
|
||||
// Events using System.Action instead of UnityEvents
|
||||
public event Action OnTransitionInStarted;
|
||||
public event Action OnTransitionInCompleted;
|
||||
public event Action OnTransitionOutStarted;
|
||||
public event Action OnTransitionOutCompleted;
|
||||
|
||||
// Default duration for transitions
|
||||
[SerializeField] protected float transitionDuration = 0.3f;
|
||||
|
||||
// State flags
|
||||
protected bool _isTransitioning = false;
|
||||
protected bool _isVisible = false;
|
||||
|
||||
/// <summary>
|
||||
/// Called when the page is shown. Handles the transition in animation.
|
||||
/// </summary>
|
||||
public virtual void TransitionIn()
|
||||
{
|
||||
gameObject.SetActive(true);
|
||||
_isTransitioning = true;
|
||||
OnTransitionInStarted?.Invoke();
|
||||
|
||||
// Override in child classes for specific transition animations
|
||||
DoTransitionIn(() => {
|
||||
_isTransitioning = false;
|
||||
_isVisible = true;
|
||||
OnTransitionInCompleted?.Invoke();
|
||||
});
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when the page is hidden. Handles the transition out animation.
|
||||
/// </summary>
|
||||
public virtual void TransitionOut()
|
||||
{
|
||||
_isTransitioning = true;
|
||||
OnTransitionOutStarted?.Invoke();
|
||||
|
||||
// Override in child classes for specific transition animations
|
||||
DoTransitionOut(() => {
|
||||
_isTransitioning = false;
|
||||
_isVisible = false;
|
||||
OnTransitionOutCompleted?.Invoke();
|
||||
gameObject.SetActive(false);
|
||||
});
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when the back button is pressed while this page is active.
|
||||
/// Default implementation pops the page from the stack.
|
||||
/// </summary>
|
||||
public virtual void OnBackPressed()
|
||||
{
|
||||
if (!_isTransitioning)
|
||||
{
|
||||
UIPageController.Instance.PopPage();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Implement transition in animation in child classes.
|
||||
/// </summary>
|
||||
protected virtual void DoTransitionIn(Action onComplete)
|
||||
{
|
||||
// Default implementation - instant transition
|
||||
onComplete?.Invoke();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Implement transition out animation in child classes.
|
||||
/// </summary>
|
||||
protected virtual void DoTransitionOut(Action onComplete)
|
||||
{
|
||||
// Default implementation - instant transition
|
||||
onComplete?.Invoke();
|
||||
}
|
||||
}
|
||||
}
|
||||
3
Assets/Scripts/UI/CardSystem/UIPage.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 57fa26be941c43dc9331534ab59416b1
|
||||
timeCreated: 1759923734
|
||||
109
Assets/Scripts/UI/CardSystem/UIPageController.cs
Normal file
@@ -0,0 +1,109 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace AppleHills.UI.CardSystem
|
||||
{
|
||||
/// <summary>
|
||||
/// Manages UI page transitions and maintains a stack of active pages.
|
||||
/// Pages are pushed onto a stack for navigation and popped when going back.
|
||||
/// </summary>
|
||||
public class UIPageController : MonoBehaviour
|
||||
{
|
||||
private static UIPageController _instance;
|
||||
public static UIPageController Instance => _instance;
|
||||
|
||||
private Stack<UIPage> _pageStack = new Stack<UIPage>();
|
||||
public UIPage CurrentPage => _pageStack.Count > 0 ? _pageStack.Peek() : null;
|
||||
|
||||
// Event fired when the page stack changes
|
||||
public event Action<UIPage> OnPageChanged;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if (_instance != null && _instance != this)
|
||||
{
|
||||
Destroy(gameObject);
|
||||
return;
|
||||
}
|
||||
|
||||
_instance = this;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Pushes a new page onto the stack, hiding the current page and showing the new one.
|
||||
/// </summary>
|
||||
public void PushPage(UIPage page)
|
||||
{
|
||||
if (page == null) return;
|
||||
|
||||
// Hide current page if there is one
|
||||
if (_pageStack.Count > 0)
|
||||
{
|
||||
UIPage currentPage = _pageStack.Peek();
|
||||
currentPage.TransitionOut();
|
||||
}
|
||||
|
||||
// Push and show new page
|
||||
_pageStack.Push(page);
|
||||
page.TransitionIn();
|
||||
|
||||
OnPageChanged?.Invoke(page);
|
||||
Debug.Log($"[UIPageController] Pushed page: {page.PageName}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Pops the current page from the stack and shows the previous page.
|
||||
/// </summary>
|
||||
public void PopPage()
|
||||
{
|
||||
if (_pageStack.Count <= 0) return;
|
||||
|
||||
// Hide and pop current page
|
||||
UIPage currentPage = _pageStack.Pop();
|
||||
currentPage.TransitionOut();
|
||||
|
||||
// Show previous page if there is one
|
||||
if (_pageStack.Count > 0)
|
||||
{
|
||||
UIPage previousPage = _pageStack.Peek();
|
||||
previousPage.TransitionIn();
|
||||
OnPageChanged?.Invoke(previousPage);
|
||||
Debug.Log($"[UIPageController] Popped to previous page: {previousPage.PageName}");
|
||||
}
|
||||
else
|
||||
{
|
||||
OnPageChanged?.Invoke(null);
|
||||
Debug.Log("[UIPageController] Popped last page, no pages left in stack");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Clears all pages from the stack.
|
||||
/// </summary>
|
||||
public void ClearStack()
|
||||
{
|
||||
if (_pageStack.Count <= 0) return;
|
||||
|
||||
// Hide current page
|
||||
UIPage currentPage = _pageStack.Peek();
|
||||
currentPage.TransitionOut();
|
||||
|
||||
// Clear stack
|
||||
_pageStack.Clear();
|
||||
OnPageChanged?.Invoke(null);
|
||||
Debug.Log("[UIPageController] Cleared page stack");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handles back button input and navigates to the previous page if possible.
|
||||
/// </summary>
|
||||
private void Update()
|
||||
{
|
||||
if (UnityEngine.Input.GetKeyDown(KeyCode.Escape) && _pageStack.Count > 0)
|
||||
{
|
||||
_pageStack.Peek().OnBackPressed();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
3
Assets/Scripts/UI/CardSystem/UIPageController.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b1ae6c1745e44e22a0fa9209ebe45ee3
|
||||
timeCreated: 1759923720
|
||||
@@ -5,7 +5,7 @@ using Input;
|
||||
|
||||
namespace UI
|
||||
{
|
||||
public class PauseMenu : MonoBehaviour
|
||||
public class PauseMenu : MonoBehaviour, ITouchInputConsumer
|
||||
{
|
||||
private static PauseMenu _instance;
|
||||
private static bool _isQuitting;
|
||||
@@ -97,11 +97,9 @@ namespace UI
|
||||
if (pauseButton != null)
|
||||
pauseButton.SetActive(false);
|
||||
|
||||
// Change input mode to UI when menu is open
|
||||
InputManager.Instance.SetInputMode(InputMode.UI);
|
||||
|
||||
// Set paused flag and broadcast event
|
||||
_isPaused = true;
|
||||
InputManager.Instance.SetInputMode(InputMode.UI);
|
||||
OnGamePaused?.Invoke();
|
||||
|
||||
Debug.Log("[PauseMenu] Game Paused");
|
||||
@@ -118,12 +116,9 @@ namespace UI
|
||||
if (pauseButton != null)
|
||||
pauseButton.SetActive(true);
|
||||
|
||||
// Change input mode back to Game when menu is closed
|
||||
if(resetInput)
|
||||
InputManager.Instance.SetInputMode(InputMode.Game);
|
||||
|
||||
// Clear paused flag and broadcast event
|
||||
_isPaused = false;
|
||||
InputManager.Instance.SetInputMode(InputMode.GameAndUI);
|
||||
OnGameResumed?.Invoke();
|
||||
|
||||
Debug.Log("[PauseMenu] Game Resumed");
|
||||
@@ -187,5 +182,25 @@ namespace UI
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public void OnTap(Vector2 position)
|
||||
{
|
||||
ShowPauseMenu();
|
||||
}
|
||||
|
||||
public void OnHoldStart(Vector2 position)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
public void OnHoldMove(Vector2 position)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
public void OnHoldEnd(Vector2 position)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
8
Assets/Scripts/UI/Utils.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f677e8a3181c06146a7ba095f24ca8ba
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
39
Assets/Scripts/UI/Utils/MaxHeightScaler.cs
Normal file
@@ -0,0 +1,39 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace UI.Utils
|
||||
{
|
||||
[ExecuteAlways] // ✅ Runs in Edit Mode too
|
||||
[RequireComponent(typeof(RectTransform))]
|
||||
public class MaxHeightScaler : MonoBehaviour
|
||||
{
|
||||
public float maxHeight = 400f;
|
||||
public bool maintainAspectInEditor = true;
|
||||
|
||||
private RectTransform rect;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
rect = GetComponent<RectTransform>();
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (rect == null) return;
|
||||
|
||||
// Get current screen or parent height
|
||||
float availableHeight = Screen.height;
|
||||
float targetHeight = Mathf.Min(availableHeight, maxHeight);
|
||||
|
||||
#if UNITY_EDITOR
|
||||
// In Editor Mode, use parent height so UI previews nicely in Canvas
|
||||
if (!Application.isPlaying && rect.parent is RectTransform parent)
|
||||
{
|
||||
float parentHeight = parent.rect.height;
|
||||
targetHeight = Mathf.Min(parentHeight, maxHeight);
|
||||
}
|
||||
#endif
|
||||
|
||||
rect.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, targetHeight);
|
||||
}
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts/UI/Utils/MaxHeightScaler.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9d2badd0f003c954487f5783c481102a
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d54ca063d685467f9cb2c05507ac833f
|
||||
timeCreated: 1758717247
|
||||