Updates to card testing scene
This commit is contained in:
committed by
Michal Pikulski
parent
4e7f774386
commit
755082c67d
193
Assets/Scripts/UI/CardSystem/DEPRECATED/AlbumCard.cs
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193
Assets/Scripts/UI/CardSystem/DEPRECATED/AlbumCard.cs
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@@ -0,0 +1,193 @@
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using System;
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using AppleHills.Data.CardSystem;
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using Core;
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using Pixelplacement;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using AppleHills.Core.Settings;
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namespace UI.CardSystem
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{
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/// <summary>
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/// Album card component that wraps CardDisplay.
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/// Handles tap-to-enlarge and tap-to-shrink interactions for cards placed in album slots.
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///
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/// TODO: Consider refactoring to state machine pattern (PendingReveal, PlacedInSlot, Enlarged)
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/// This would eliminate the need for separate AlbumPlacementCard wrapper and simplify the hierarchy.
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/// See design discussion with state transitions for cleaner architecture.
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/// </summary>
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public class AlbumCard : MonoBehaviour, IPointerClickHandler
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{
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[Header("References")]
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[SerializeField] private CardDisplay cardDisplay;
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// Events for AlbumViewPage to manage backdrop and reparenting
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public event Action<AlbumCard> OnEnlargeRequested;
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public event Action<AlbumCard> OnShrinkRequested;
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private AlbumCardSlot _parentSlot;
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private CardData _cardData;
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private bool _isEnlarged;
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private Vector3 _originalScale;
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private Transform _originalParent;
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private Vector3 _originalLocalPosition;
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private Quaternion _originalLocalRotation;
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private ICardSystemSettings _settings;
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private void Awake()
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{
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_settings = GameManager.GetSettingsObject<ICardSystemSettings>();
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// Auto-find CardDisplay if not assigned
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if (cardDisplay == null)
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{
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cardDisplay = GetComponentInChildren<CardDisplay>();
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}
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// Store original scale
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_originalScale = transform.localScale;
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}
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/// <summary>
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/// Setup card with data
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/// </summary>
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public void SetupCard(CardData data)
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{
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_cardData = data;
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if (cardDisplay != null)
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{
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cardDisplay.SetupCard(data);
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}
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}
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/// <summary>
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/// Set the parent slot this card belongs to
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/// </summary>
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public void SetParentSlot(AlbumCardSlot slot)
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{
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_parentSlot = slot;
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}
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/// <summary>
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/// Get the card data
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/// </summary>
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public CardData GetCardData()
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{
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return _cardData;
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}
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/// <summary>
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/// Handle tap on card - request enlarge/shrink from parent page
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/// Only process clicks when card is placed in a slot (not during reveal flow)
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/// </summary>
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public void OnPointerClick(PointerEventData eventData)
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{
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Logging.Debug($"[CLICK-TRACE-ALBUMCARD] OnPointerClick on {name}, _parentSlot={((_parentSlot != null) ? _parentSlot.name : "NULL")}, _isEnlarged={_isEnlarged}, position={eventData.position}");
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// During reveal flow (before placed in slot), forward clicks to parent FlippableCard
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if (_parentSlot == null)
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{
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Logging.Debug($"[CLICK-TRACE-ALBUMCARD] {name} - No parent slot, forwarding click to parent FlippableCard");
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// Find parent FlippableCard and forward the click
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FlippableCard parentFlippable = GetComponentInParent<FlippableCard>();
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if (parentFlippable != null)
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{
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Logging.Debug($"[CLICK-TRACE-ALBUMCARD] {name} - Found parent FlippableCard, calling OnPointerClick");
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parentFlippable.OnPointerClick(eventData);
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}
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else
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{
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Logging.Warning($"[CLICK-TRACE-ALBUMCARD] {name} - No parent FlippableCard found!");
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}
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return;
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}
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Logging.Debug($"[CLICK-TRACE-ALBUMCARD] {name} - Has parent slot, processing click");
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if (_isEnlarged)
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{
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Logging.Debug($"[CLICK-TRACE-ALBUMCARD] {name} - Is enlarged, requesting shrink");
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OnShrinkRequested?.Invoke(this);
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}
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else
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{
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Logging.Debug($"[CLICK-TRACE-ALBUMCARD] {name} - Is normal size, requesting enlarge");
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OnEnlargeRequested?.Invoke(this);
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}
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}
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/// <summary>
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/// Enlarge card (called by AlbumViewPage after reparenting)
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/// </summary>
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public void EnlargeCard()
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{
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if (_isEnlarged) return;
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_isEnlarged = true;
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// Store original transform info for restoration
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_originalParent = transform.parent;
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_originalLocalPosition = transform.localPosition;
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_originalLocalRotation = transform.localRotation;
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// Scale up with snappy tween
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Tween.LocalScale(transform, _originalScale * _settings.AlbumCardEnlargedScale, _settings.ScaleDuration, 0f, Tween.EaseOutBack);
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}
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/// <summary>
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/// Shrink card back to original size (called by AlbumViewPage before reparenting back)
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/// </summary>
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/// <param name="onComplete">Optional callback to invoke when shrink animation completes</param>
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public void ShrinkCard(System.Action onComplete = null)
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{
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if (!_isEnlarged) return;
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_isEnlarged = false;
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// Scale back down with snappy tween, invoke callback when done
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Tween.LocalScale(transform, _originalScale, _settings.ScaleDuration, 0f, Tween.EaseInBack,
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completeCallback: () => onComplete?.Invoke());
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}
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/// <summary>
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/// Get original parent for restoration
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/// </summary>
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public Transform GetOriginalParent()
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{
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return _originalParent;
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}
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/// <summary>
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/// Get original local position for restoration
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/// </summary>
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public Vector3 GetOriginalLocalPosition()
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{
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return _originalLocalPosition;
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}
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/// <summary>
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/// Get original local rotation for restoration
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/// </summary>
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public Quaternion GetOriginalLocalRotation()
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{
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return _originalLocalRotation;
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}
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/// <summary>
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/// Check if card is currently enlarged
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/// </summary>
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public bool IsEnlarged => _isEnlarged;
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/// <summary>
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/// Force reset enlarged state (for cleanup scenarios like page closing)
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/// </summary>
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public void ForceResetEnlargedState()
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{
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_isEnlarged = false;
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transform.localScale = _originalScale;
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 258a530448814715b5ec19737df2a658
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timeCreated: 1762505823
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@@ -0,0 +1,252 @@
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using System;
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using System.Collections;
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using AppleHills.Data.CardSystem;
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using Core;
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using Data.CardSystem;
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using Pixelplacement;
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using UI.DragAndDrop.Core;
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using UnityEngine;
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namespace UI.CardSystem
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{
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/// <summary>
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/// Draggable card for album reveal system.
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/// Handles both tap and drag-hold interactions for revealing cards.
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/// Auto-snaps to matching album slot on release/tap.
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/// </summary>
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public class AlbumCardPlacementDraggable : DraggableObject
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{
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[Header("Album Card Settings")]
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[SerializeField] private FlippableCard flippableCard;
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[SerializeField] private float holdRevealDelay = 0.1f;
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private CardData _cardData;
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private bool _isRevealed = false;
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private bool _isDragRevealing = false;
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private bool _waitingForPlacementTap = false;
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private Coroutine _holdRevealCoroutine;
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private bool _isHolding = false; // Track if pointer is currently down
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// Events
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public event Action<AlbumCardPlacementDraggable, CardData> OnCardRevealed;
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public event Action<AlbumCardPlacementDraggable, CardData> OnCardPlacedInAlbum;
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public CardData CardData => _cardData;
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public bool IsRevealed => _isRevealed;
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public CardZone Zone => _cardData?.Zone ?? CardZone.AppleHills;
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protected override void Initialize()
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{
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base.Initialize();
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// Auto-find FlippableCard if not assigned
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if (flippableCard == null)
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{
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flippableCard = GetComponent<FlippableCard>();
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}
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}
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/// <summary>
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/// Setup the card data (stores it but doesn't reveal until tapped/dragged)
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/// </summary>
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public void SetupCard(CardData data)
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{
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_cardData = data;
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if (flippableCard != null)
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{
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flippableCard.SetupCard(data);
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}
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}
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/// <summary>
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/// Reveal the card (flip to show front)
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/// </summary>
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public void RevealCard()
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{
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if (_isRevealed)
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{
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return;
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}
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_isRevealed = true;
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if (flippableCard != null)
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{
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flippableCard.FlipToReveal();
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}
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OnCardRevealed?.Invoke(this, _cardData);
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}
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/// <summary>
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/// Snap to the matching album slot
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/// </summary>
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public void SnapToAlbumSlot()
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{
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if (_cardData == null)
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{
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Logging.Warning("[AlbumCardPlacementDraggable] Cannot snap to slot - no card data assigned.");
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return;
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}
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// Find all album card slots in the scene
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AlbumCardSlot[] allSlots = FindObjectsByType<AlbumCardSlot>(FindObjectsSortMode.None);
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AlbumCardSlot matchingSlot = null;
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foreach (var slot in allSlots)
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{
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if (slot.CanAcceptCard(_cardData))
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{
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matchingSlot = slot;
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break;
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}
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}
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if (matchingSlot != null)
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{
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SetDraggingEnabled(false);
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// NEW FLOW: Extract AlbumCard FIRST, then tween it
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if (flippableCard != null)
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{
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AlbumCard extractedCard = flippableCard.ExtractAlbumCard(matchingSlot.transform);
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if (extractedCard != null)
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{
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// Notify slot that card was placed
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matchingSlot.OnCardPlaced(extractedCard);
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// NOW tween the extracted AlbumCard into position
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TweenExtractedCardToSlot(extractedCard, () =>
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{
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// After animation completes
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Logging.Debug($"[AlbumCardPlacementDraggable] Card placement animation complete for {_cardData.Name}");
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// Notify that card was placed
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OnCardPlacedInAlbum?.Invoke(this, _cardData);
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// Destroy this wrapper (the AlbumPlacementCard)
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Destroy(gameObject);
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});
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}
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else
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{
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Logging.Warning("[AlbumCardPlacementDraggable] Failed to extract AlbumCard from wrapper!");
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}
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}
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}
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else
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{
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Logging.Warning($"[AlbumCardPlacementDraggable] Could not find matching slot for card '{_cardData.Name}' (Zone: {_cardData.Zone}, Index: {_cardData.CollectionIndex})");
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}
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}
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/// <summary>
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/// Tween the extracted AlbumCard into its slot position
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/// Tweens from current size to slot size - AspectRatioFitter handles width
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/// </summary>
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private void TweenExtractedCardToSlot(AlbumCard card, System.Action onComplete)
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{
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Transform cardTransform = card.transform;
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RectTransform cardRect = cardTransform as RectTransform;
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if (cardRect != null)
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{
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// Get target height from slot
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RectTransform slotRect = cardTransform.parent as RectTransform;
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float targetHeight = slotRect != null ? slotRect.rect.height : cardRect.sizeDelta.y;
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// Tween from current size to target size (AspectRatioFitter will adjust width)
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Vector2 targetSize = new Vector2(cardRect.sizeDelta.x, targetHeight);
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Tween.Size(cardRect, targetSize, snapDuration, 0f, Tween.EaseOutBack);
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// Tween position and rotation to slot center
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Tween.LocalPosition(cardRect, Vector3.zero, snapDuration, 0f, Tween.EaseOutBack);
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Tween.LocalRotation(cardTransform, Quaternion.identity, snapDuration, 0f, Tween.EaseOutBack,
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completeCallback: () =>
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{
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Logging.Debug($"[AlbumCardPlacementDraggable] Tween complete for extracted card {card.name}, final height: {cardRect.sizeDelta.y}");
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onComplete?.Invoke();
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});
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}
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else
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{
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// No RectTransform, just reset and call callback
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cardTransform.localPosition = Vector3.zero;
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cardTransform.localRotation = Quaternion.identity;
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onComplete?.Invoke();
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}
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}
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protected override void OnPointerDownHook()
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{
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base.OnPointerDownHook();
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_isHolding = true;
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// Start hold-reveal timer if card not yet revealed
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if (!_isRevealed && _holdRevealCoroutine == null)
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{
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_holdRevealCoroutine = StartCoroutine(HoldRevealTimer());
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}
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}
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protected override void OnPointerUpHook(bool longPress)
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{
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base.OnPointerUpHook(longPress);
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_isHolding = false;
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// Cancel hold timer if running
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if (_holdRevealCoroutine != null)
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{
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StopCoroutine(_holdRevealCoroutine);
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_holdRevealCoroutine = null;
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}
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else
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{
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}
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// Handle tap (not dragged)
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if (!_wasDragged)
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{
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if (!_isRevealed)
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{
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// First tap: reveal the card
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RevealCard();
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_waitingForPlacementTap = true;
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}
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else if (_waitingForPlacementTap)
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{
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// Second tap: snap to slot
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_waitingForPlacementTap = false;
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SnapToAlbumSlot();
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}
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else
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{
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}
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}
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else if (_isDragRevealing)
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{
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// Was drag-revealed, auto-snap on release
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_isDragRevealing = false;
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SnapToAlbumSlot();
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}
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}
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/// <summary>
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/// Coroutine to reveal card after holding for specified duration
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/// </summary>
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private IEnumerator HoldRevealTimer()
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{
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yield return new WaitForSeconds(holdRevealDelay);
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// If still holding after delay, reveal the card
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if (!_isRevealed && _isHolding)
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{
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RevealCard();
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_isDragRevealing = true;
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}
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_holdRevealCoroutine = null;
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 706803638ea24880bae19c87d3851ce6
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timeCreated: 1762470947
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62
Assets/Scripts/UI/CardSystem/DEPRECATED/CardDraggable.cs
Normal file
62
Assets/Scripts/UI/CardSystem/DEPRECATED/CardDraggable.cs
Normal file
@@ -0,0 +1,62 @@
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using AppleHills.Data.CardSystem;
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using UI.DragAndDrop.Core;
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using UnityEngine;
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namespace UI.CardSystem.DragDrop
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{
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/// <summary>
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/// Card-specific implementation of DraggableObject.
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/// Manages card data and card-specific drag behavior.
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/// </summary>
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public class CardDraggable : DraggableObject
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{
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[Header("Card Data")]
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[SerializeField] private CardData cardData;
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// Events
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public event System.Action<CardDraggable, CardData> OnCardDataChanged;
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public CardData CardData => cardData;
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/// <summary>
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/// Set the card data for this draggable card
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/// </summary>
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public void SetCardData(CardData data)
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{
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cardData = data;
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OnCardDataChanged?.Invoke(this, cardData);
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// Update visual if it exists
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if (_visualInstance != null && _visualInstance is CardDraggableVisual cardVisual)
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{
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cardVisual.RefreshCardDisplay();
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}
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}
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protected override void OnDragStartedHook()
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{
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base.OnDragStartedHook();
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// Card-specific drag started behavior
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}
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protected override void OnDragEndedHook()
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{
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base.OnDragEndedHook();
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// Card-specific drag ended behavior
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}
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protected override void OnSelectionChangedHook(bool selected)
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{
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base.OnSelectionChangedHook(selected);
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// Card-specific selection behavior
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}
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protected override void OnSlotChangedHook(DraggableSlot previousSlot, DraggableSlot newSlot)
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{
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base.OnSlotChangedHook(previousSlot, newSlot);
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// Card-specific slot changed behavior
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// Could trigger events for card collection reordering, etc.
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}
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: e6edf435b57f09c47bb9e10d34164570
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121
Assets/Scripts/UI/CardSystem/DEPRECATED/CardDraggableVisual.cs
Normal file
121
Assets/Scripts/UI/CardSystem/DEPRECATED/CardDraggableVisual.cs
Normal file
@@ -0,0 +1,121 @@
|
||||
using AppleHills.Data.CardSystem;
|
||||
using UI.DragAndDrop.Core;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UI.CardSystem.DragDrop
|
||||
{
|
||||
/// <summary>
|
||||
/// Visual representation for CardDraggable.
|
||||
/// Uses the existing CardDisplay component to render the card.
|
||||
/// </summary>
|
||||
public class CardDraggableVisual : DraggableVisual
|
||||
{
|
||||
[Header("Card Visual Components")]
|
||||
[SerializeField] private CardDisplay cardDisplay;
|
||||
[SerializeField] private Transform shadowTransform;
|
||||
[SerializeField] private float shadowOffset = 20f;
|
||||
|
||||
private Vector3 _shadowInitialPosition;
|
||||
private CardDraggable _cardDraggable;
|
||||
|
||||
public CardDisplay CardDisplay => cardDisplay;
|
||||
|
||||
public override void Initialize(DraggableObject parent)
|
||||
{
|
||||
base.Initialize(parent);
|
||||
|
||||
_cardDraggable = parent as CardDraggable;
|
||||
|
||||
// Get CardDisplay component if not assigned
|
||||
if (cardDisplay == null)
|
||||
{
|
||||
cardDisplay = GetComponentInChildren<CardDisplay>();
|
||||
}
|
||||
|
||||
// Initialize shadow
|
||||
if (shadowTransform != null)
|
||||
{
|
||||
_shadowInitialPosition = shadowTransform.localPosition;
|
||||
}
|
||||
|
||||
// Subscribe to card data changes
|
||||
if (_cardDraggable != null)
|
||||
{
|
||||
_cardDraggable.OnCardDataChanged += HandleCardDataChanged;
|
||||
|
||||
// Initial card setup
|
||||
if (_cardDraggable.CardData != null && cardDisplay != null)
|
||||
{
|
||||
cardDisplay.SetupCard(_cardDraggable.CardData);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected override void UpdateVisualContent()
|
||||
{
|
||||
// CardDisplay handles its own rendering, no need to update every frame
|
||||
// This is called every frame but we only update when card data changes
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Refresh the card display with current data
|
||||
/// </summary>
|
||||
public void RefreshCardDisplay()
|
||||
{
|
||||
if (cardDisplay != null && _cardDraggable != null && _cardDraggable.CardData != null)
|
||||
{
|
||||
cardDisplay.SetupCard(_cardDraggable.CardData);
|
||||
}
|
||||
}
|
||||
|
||||
private void HandleCardDataChanged(CardDraggable draggable, CardData data)
|
||||
{
|
||||
RefreshCardDisplay();
|
||||
}
|
||||
|
||||
protected override void OnPointerDownVisual()
|
||||
{
|
||||
base.OnPointerDownVisual();
|
||||
|
||||
// Move shadow down when pressed
|
||||
if (shadowTransform != null)
|
||||
{
|
||||
shadowTransform.localPosition = _shadowInitialPosition + (-Vector3.up * shadowOffset);
|
||||
}
|
||||
}
|
||||
|
||||
protected override void OnPointerUpVisual(bool longPress)
|
||||
{
|
||||
base.OnPointerUpVisual(longPress);
|
||||
|
||||
// Restore shadow position
|
||||
if (shadowTransform != null)
|
||||
{
|
||||
shadowTransform.localPosition = _shadowInitialPosition;
|
||||
}
|
||||
}
|
||||
|
||||
protected override void OnDragStartedVisual()
|
||||
{
|
||||
base.OnDragStartedVisual();
|
||||
// Card-specific visual effects when dragging starts
|
||||
}
|
||||
|
||||
protected override void OnDragEndedVisual()
|
||||
{
|
||||
base.OnDragEndedVisual();
|
||||
// Card-specific visual effects when dragging ends
|
||||
}
|
||||
|
||||
protected override void OnDestroy()
|
||||
{
|
||||
base.OnDestroy();
|
||||
|
||||
if (_cardDraggable != null)
|
||||
{
|
||||
_cardDraggable.OnCardDataChanged -= HandleCardDataChanged;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2a4c3884410d44f98182cd8119a972a4
|
||||
timeCreated: 1762420668
|
||||
@@ -0,0 +1,65 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
|
||||
namespace UI.CardSystem.StateMachine.States
|
||||
{
|
||||
/// <summary>
|
||||
/// Optional helper component for handling drag/drop integration with existing DragDrop system.
|
||||
/// Can be attached to Card root to bridge between state machine and drag system.
|
||||
/// </summary>
|
||||
public class CardInteractionHandler : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler
|
||||
{
|
||||
private CardContext _context;
|
||||
private CardDraggingState _draggingState;
|
||||
private bool _isDragging;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_context = GetComponent<CardContext>();
|
||||
}
|
||||
|
||||
public void OnBeginDrag(PointerEventData eventData)
|
||||
{
|
||||
// Only allow drag from certain states
|
||||
var currentState = _context.StateMachine.currentState?.name;
|
||||
if (currentState != "RevealedState" && currentState != "PlacedInSlotState")
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Transition to dragging state
|
||||
_context.StateMachine.ChangeState("DraggingState");
|
||||
_draggingState = _context.StateMachine.currentState?.GetComponent<CardDraggingState>();
|
||||
_isDragging = true;
|
||||
}
|
||||
|
||||
public void OnDrag(PointerEventData eventData)
|
||||
{
|
||||
if (!_isDragging || _draggingState == null) return;
|
||||
|
||||
// Update drag position
|
||||
Vector3 worldPosition;
|
||||
RectTransformUtility.ScreenPointToWorldPointInRectangle(
|
||||
transform as RectTransform,
|
||||
eventData.position,
|
||||
eventData.pressEventCamera,
|
||||
out worldPosition
|
||||
);
|
||||
|
||||
// _draggingState.UpdateDragPosition(worldPosition);
|
||||
}
|
||||
|
||||
public void OnEndDrag(PointerEventData eventData)
|
||||
{
|
||||
if (!_isDragging || _draggingState == null) return;
|
||||
|
||||
_isDragging = false;
|
||||
|
||||
// Check if dropped over a valid slot
|
||||
// This would integrate with your existing AlbumCardSlot system
|
||||
// For now, just return to revealed state
|
||||
// _draggingState.OnDroppedOutsideSlot();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 56af1049620bac744b1eee076a14594e
|
||||
673
Assets/Scripts/UI/CardSystem/DEPRECATED/FlippableCard.cs
Normal file
673
Assets/Scripts/UI/CardSystem/DEPRECATED/FlippableCard.cs
Normal file
@@ -0,0 +1,673 @@
|
||||
using System;
|
||||
using AppleHills.Data.CardSystem;
|
||||
using Core;
|
||||
using Pixelplacement;
|
||||
using Pixelplacement.TweenSystem;
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
using AppleHills.Core.Settings;
|
||||
|
||||
namespace UI.CardSystem
|
||||
{
|
||||
/// <summary>
|
||||
/// Flippable card wrapper that shows a card back, then flips to reveal the CardDisplay front.
|
||||
/// This component nests an existing CardDisplay prefab to reuse card visuals everywhere.
|
||||
/// </summary>
|
||||
public class FlippableCard : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler, IPointerClickHandler
|
||||
{
|
||||
[Header("Card References")]
|
||||
[SerializeField] private GameObject cardBackObject; // The card back visual
|
||||
[SerializeField] private GameObject cardFrontObject; // Your CardDisplay prefab instance
|
||||
[SerializeField] private CardDisplay cardDisplay; // Reference to CardDisplay component
|
||||
[SerializeField] private AlbumCard albumCard; // Reference to nested AlbumCard (for album placement flow)
|
||||
|
||||
[Header("Idle Hover Animation")]
|
||||
[SerializeField] private bool enableIdleHover = true;
|
||||
|
||||
[Header("New/Repeat Card Display")]
|
||||
[SerializeField] private GameObject newCardText;
|
||||
[SerializeField] private GameObject newCardIdleText;
|
||||
[SerializeField] private GameObject repeatText;
|
||||
[SerializeField] private GameObject progressBarContainer;
|
||||
|
||||
// State
|
||||
private ICardSystemSettings _settings;
|
||||
private bool _isFlipped = false;
|
||||
private bool _isFlipping = false;
|
||||
private TweenBase _idleHoverTween;
|
||||
private CardData _cardData;
|
||||
private Vector2 _originalPosition; // Track original spawn position
|
||||
private bool _isWaitingForTap = false; // Waiting for tap after reveal
|
||||
private bool _isNew = false; // Is this a new card
|
||||
private int _ownedCount = 0; // Owned count for repeat cards
|
||||
private bool _isClickable = true; // Can this card be clicked
|
||||
|
||||
// Events
|
||||
public event Action<FlippableCard, CardData> OnCardRevealed;
|
||||
public event Action<FlippableCard> OnCardTappedAfterReveal;
|
||||
public event Action<FlippableCard> OnClickedWhileInactive; // Fired when clicked but not clickable
|
||||
public event Action<FlippableCard> OnFlipStarted; // Fired when flip animation begins
|
||||
|
||||
public bool IsFlipped => _isFlipped;
|
||||
public CardData CardData => _cardData;
|
||||
public int CardsToUpgrade => _settings?.CardsToUpgrade ?? 5;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_settings = GameManager.GetSettingsObject<ICardSystemSettings>();
|
||||
|
||||
// Auto-find CardDisplay if not assigned
|
||||
if (cardDisplay == null && cardFrontObject != null)
|
||||
{
|
||||
cardDisplay = cardFrontObject.GetComponent<CardDisplay>();
|
||||
}
|
||||
|
||||
// Auto-find AlbumCard if not assigned
|
||||
if (albumCard == null)
|
||||
{
|
||||
albumCard = GetComponentInChildren<AlbumCard>();
|
||||
}
|
||||
|
||||
// Card back: starts at 0° rotation (normal, facing camera, clickable)
|
||||
// Card front: starts at 180° rotation (flipped away, will rotate to 0° when revealed)
|
||||
if (cardBackObject != null)
|
||||
{
|
||||
cardBackObject.transform.localRotation = Quaternion.Euler(0, 0, 0);
|
||||
cardBackObject.SetActive(true);
|
||||
}
|
||||
|
||||
if (cardFrontObject != null)
|
||||
{
|
||||
cardFrontObject.transform.localRotation = Quaternion.Euler(0, 180, 0);
|
||||
cardFrontObject.SetActive(false);
|
||||
}
|
||||
|
||||
// Hide all new/repeat UI elements initially
|
||||
if (newCardText != null)
|
||||
newCardText.SetActive(false);
|
||||
if (newCardIdleText != null)
|
||||
newCardIdleText.SetActive(false);
|
||||
if (repeatText != null)
|
||||
repeatText.SetActive(false);
|
||||
if (progressBarContainer != null)
|
||||
progressBarContainer.SetActive(false);
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
// Save the original position so we can return to it after hover
|
||||
RectTransform rectTransform = GetComponent<RectTransform>();
|
||||
if (rectTransform != null)
|
||||
{
|
||||
_originalPosition = rectTransform.anchoredPosition;
|
||||
}
|
||||
|
||||
// Start idle hover animation
|
||||
if (enableIdleHover && !_isFlipped)
|
||||
{
|
||||
StartIdleHover();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Setup the card data (stores it but doesn't reveal until flipped)
|
||||
/// </summary>
|
||||
public void SetupCard(CardData data)
|
||||
{
|
||||
_cardData = data;
|
||||
|
||||
// Setup the CardDisplay but keep it hidden
|
||||
if (cardDisplay != null)
|
||||
{
|
||||
cardDisplay.SetupCard(data);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Flip the card to reveal the front
|
||||
/// </summary>
|
||||
public void FlipToReveal()
|
||||
{
|
||||
if (_isFlipped || _isFlipping)
|
||||
return;
|
||||
|
||||
_isFlipping = true;
|
||||
|
||||
// Fire flip started event IMMEDIATELY (before animations)
|
||||
OnFlipStarted?.Invoke(this);
|
||||
|
||||
// Stop idle hover
|
||||
StopIdleHover();
|
||||
|
||||
// Flip animation: Rotate the visual children (back from 0→90, front from 180→0)
|
||||
// ...existing code...
|
||||
// Card back: 0° → 90° (rotates away)
|
||||
// Card front: 180° → 90° → 0° (rotates into view)
|
||||
|
||||
float flipDur = _settings.FlipDuration;
|
||||
float flipPunch = _settings.FlipScalePunch;
|
||||
|
||||
// Phase 1: Rotate both to 90 degrees (edge view)
|
||||
if (cardBackObject != null)
|
||||
{
|
||||
Tween.LocalRotation(cardBackObject.transform, Quaternion.Euler(0, 90, 0), flipDur * 0.5f, 0f, Tween.EaseInOut);
|
||||
}
|
||||
|
||||
if (cardFrontObject != null)
|
||||
{
|
||||
Tween.LocalRotation(cardFrontObject.transform, Quaternion.Euler(0, 90, 0), flipDur * 0.5f, 0f, Tween.EaseInOut,
|
||||
completeCallback: () =>
|
||||
{
|
||||
// At edge (90°), switch visibility
|
||||
if (cardBackObject != null)
|
||||
cardBackObject.SetActive(false);
|
||||
if (cardFrontObject != null)
|
||||
cardFrontObject.SetActive(true);
|
||||
|
||||
// Phase 2: Rotate front from 90 to 0 (show at correct orientation)
|
||||
Tween.LocalRotation(cardFrontObject.transform, Quaternion.Euler(0, 0, 0), flipDur * 0.5f, 0f, Tween.EaseInOut,
|
||||
completeCallback: () =>
|
||||
{
|
||||
_isFlipped = true;
|
||||
_isFlipping = false;
|
||||
|
||||
// Fire revealed event
|
||||
OnCardRevealed?.Invoke(this, _cardData);
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
// Scale punch during flip for extra juice
|
||||
Vector3 originalScale = transform.localScale;
|
||||
Tween.LocalScale(transform, originalScale * flipPunch, flipDur * 0.5f, 0f, Tween.EaseOutBack,
|
||||
completeCallback: () =>
|
||||
{
|
||||
Tween.LocalScale(transform, originalScale, flipDur * 0.5f, 0f, Tween.EaseInBack);
|
||||
});
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Start idle hover animation (gentle bobbing)
|
||||
/// </summary>
|
||||
private void StartIdleHover()
|
||||
{
|
||||
if (_idleHoverTween != null)
|
||||
return;
|
||||
|
||||
RectTransform rectTransform = GetComponent<RectTransform>();
|
||||
if (rectTransform == null)
|
||||
return;
|
||||
|
||||
Vector2 originalPos = rectTransform.anchoredPosition;
|
||||
Vector2 targetPos = originalPos + Vector2.up * _settings.IdleHoverHeight;
|
||||
|
||||
_idleHoverTween = Tween.Value(0f, 1f,
|
||||
(val) =>
|
||||
{
|
||||
if (rectTransform != null)
|
||||
{
|
||||
float t = Mathf.Sin(val * Mathf.PI * 2f) * 0.5f + 0.5f; // Smooth sine wave
|
||||
rectTransform.anchoredPosition = Vector2.Lerp(originalPos, targetPos, t);
|
||||
}
|
||||
},
|
||||
_settings.IdleHoverDuration, 0f, Tween.EaseInOut, Tween.LoopType.Loop);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Stop idle hover animation
|
||||
/// </summary>
|
||||
private void StopIdleHover()
|
||||
{
|
||||
if (_idleHoverTween != null)
|
||||
{
|
||||
_idleHoverTween.Stop();
|
||||
_idleHoverTween = null;
|
||||
|
||||
// Reset to ORIGINAL position (not Vector2.zero!)
|
||||
RectTransform rectTransform = GetComponent<RectTransform>();
|
||||
if (rectTransform != null)
|
||||
{
|
||||
Tween.AnchoredPosition(rectTransform, _originalPosition, 0.3f, 0f, Tween.EaseOutBack);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#region Pointer Event Handlers
|
||||
|
||||
public void OnPointerEnter(PointerEventData eventData)
|
||||
{
|
||||
if (_isFlipped || _isFlipping)
|
||||
return;
|
||||
|
||||
// Scale up slightly on hover
|
||||
Tween.LocalScale(transform, Vector3.one * _settings.HoverScaleMultiplier, 0.2f, 0f, Tween.EaseOutBack);
|
||||
}
|
||||
|
||||
public void OnPointerExit(PointerEventData eventData)
|
||||
{
|
||||
if (_isFlipped || _isFlipping)
|
||||
return;
|
||||
|
||||
// Scale back to normal
|
||||
Tween.LocalScale(transform, Vector3.one, 0.2f, 0f, Tween.EaseOutBack);
|
||||
}
|
||||
|
||||
public void OnPointerClick(PointerEventData eventData)
|
||||
{
|
||||
Logging.Debug($"[CLICK-TRACE-FLIPPABLE] OnPointerClick on {name}, _isClickable={_isClickable}, _isWaitingForTap={_isWaitingForTap}, _isFlipped={_isFlipped}, position={eventData.position}");
|
||||
|
||||
// If not clickable, notify and return
|
||||
if (!_isClickable)
|
||||
{
|
||||
Logging.Debug($"[CLICK-TRACE-FLIPPABLE] {name} - Not clickable, firing OnClickedWhileInactive");
|
||||
OnClickedWhileInactive?.Invoke(this);
|
||||
return;
|
||||
}
|
||||
|
||||
// If waiting for tap after reveal, handle that
|
||||
if (_isWaitingForTap)
|
||||
{
|
||||
Logging.Debug($"[CLICK-TRACE-FLIPPABLE] {name} - Waiting for tap, dismissing enlarged state");
|
||||
OnCardTappedAfterReveal?.Invoke(this);
|
||||
_isWaitingForTap = false;
|
||||
return;
|
||||
}
|
||||
|
||||
if (_isFlipped || _isFlipping)
|
||||
{
|
||||
Logging.Debug($"[CLICK-TRACE-FLIPPABLE] {name} - Ignoring click (flipped={_isFlipped}, flipping={_isFlipping})");
|
||||
return;
|
||||
}
|
||||
|
||||
Logging.Debug($"[CLICK-TRACE-FLIPPABLE] {name} - Processing click, starting flip");
|
||||
// Flip on click
|
||||
FlipToReveal();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region New/Repeat Card Display
|
||||
|
||||
/// <summary>
|
||||
/// Show this card as a new card (enlarge, show "NEW CARD" text, wait for tap)
|
||||
/// </summary>
|
||||
public void ShowAsNew()
|
||||
{
|
||||
_isNew = true;
|
||||
_isWaitingForTap = true;
|
||||
|
||||
// Show new card text
|
||||
if (newCardText != null)
|
||||
newCardText.SetActive(true);
|
||||
|
||||
// Enlarge the card
|
||||
EnlargeCard();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Show this card as a repeat that will trigger an upgrade (enlarge, show progress, auto-transition to upgrade)
|
||||
/// </summary>
|
||||
/// <param name="ownedCount">Number of copies owned BEFORE this one</param>
|
||||
/// <param name="lowerRarityCard">The existing card data at lower rarity (for upgrade reference)</param>
|
||||
public void ShowAsRepeatWithUpgrade(int ownedCount, AppleHills.Data.CardSystem.CardData lowerRarityCard)
|
||||
{
|
||||
_isNew = false;
|
||||
_ownedCount = ownedCount;
|
||||
_isWaitingForTap = false; // Don't wait yet - upgrade will happen automatically
|
||||
|
||||
// Show repeat text
|
||||
if (repeatText != null)
|
||||
repeatText.SetActive(true);
|
||||
|
||||
// Enlarge the card
|
||||
EnlargeCard();
|
||||
|
||||
// Show progress bar with owned count, then auto-trigger upgrade
|
||||
ShowProgressBar(ownedCount, () =>
|
||||
{
|
||||
// Progress animation complete - trigger upgrade!
|
||||
TriggerUpgradeTransition(lowerRarityCard);
|
||||
});
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Trigger the upgrade transition (called after progress bar fills)
|
||||
/// </summary>
|
||||
private void TriggerUpgradeTransition(AppleHills.Data.CardSystem.CardData lowerRarityCard)
|
||||
{
|
||||
Logging.Debug($"[FlippableCard] Triggering upgrade transition from {lowerRarityCard.Rarity}!");
|
||||
|
||||
AppleHills.Data.CardSystem.CardRarity oldRarity = lowerRarityCard.Rarity;
|
||||
AppleHills.Data.CardSystem.CardRarity newRarity = oldRarity + 1;
|
||||
|
||||
// Reset the lower rarity count to 0
|
||||
lowerRarityCard.CopiesOwned = 0;
|
||||
|
||||
// Create upgraded card data
|
||||
AppleHills.Data.CardSystem.CardData upgradedCardData = new AppleHills.Data.CardSystem.CardData(_cardData);
|
||||
upgradedCardData.Rarity = newRarity;
|
||||
upgradedCardData.CopiesOwned = 1;
|
||||
|
||||
// Check if we already have this card at the higher rarity
|
||||
bool isNewAtHigherRarity = Data.CardSystem.CardSystemManager.Instance.IsCardNew(upgradedCardData, out AppleHills.Data.CardSystem.CardData existingHigherRarity);
|
||||
|
||||
// Add the higher rarity card to inventory
|
||||
Data.CardSystem.CardSystemManager.Instance.GetCardInventory().AddCard(upgradedCardData);
|
||||
|
||||
// Update our displayed card data
|
||||
_cardData.Rarity = newRarity;
|
||||
|
||||
// Transition to appropriate display
|
||||
if (isNewAtHigherRarity || newRarity == AppleHills.Data.CardSystem.CardRarity.Legendary)
|
||||
{
|
||||
// Show as NEW at higher rarity
|
||||
TransitionToNewCardView(newRarity);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Show progress for higher rarity, then transition to NEW
|
||||
int ownedAtHigherRarity = existingHigherRarity.CopiesOwned;
|
||||
ShowProgressBar(ownedAtHigherRarity, () =>
|
||||
{
|
||||
TransitionToNewCardView(newRarity);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Show this card as a repeat (enlarge, show progress bar, wait for tap)
|
||||
/// </summary>
|
||||
/// <param name="ownedCount">Number of copies owned BEFORE this one</param>
|
||||
public void ShowAsRepeat(int ownedCount)
|
||||
{
|
||||
_isNew = false;
|
||||
_ownedCount = ownedCount;
|
||||
_isWaitingForTap = true;
|
||||
|
||||
// Show repeat text
|
||||
if (repeatText != null)
|
||||
repeatText.SetActive(true);
|
||||
|
||||
// Enlarge the card
|
||||
EnlargeCard();
|
||||
|
||||
// Show progress bar with owned count, then blink new element
|
||||
ShowProgressBar(ownedCount, () =>
|
||||
{
|
||||
// Progress animation complete
|
||||
});
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Show this card as upgraded (hide progress bar, show as new with upgraded rarity)
|
||||
/// </summary>
|
||||
public void ShowAsUpgraded(AppleHills.Data.CardSystem.CardRarity oldRarity, AppleHills.Data.CardSystem.CardRarity newRarity)
|
||||
{
|
||||
_isNew = true;
|
||||
_isWaitingForTap = true;
|
||||
|
||||
// Update the CardDisplay to show new rarity
|
||||
if (cardDisplay != null && _cardData != null)
|
||||
{
|
||||
_cardData.Rarity = newRarity;
|
||||
cardDisplay.SetupCard(_cardData);
|
||||
}
|
||||
|
||||
// Hide progress bar and repeat text
|
||||
if (progressBarContainer != null)
|
||||
progressBarContainer.SetActive(false);
|
||||
if (repeatText != null)
|
||||
repeatText.SetActive(false);
|
||||
|
||||
// Show new card text (it's now a "new" card at the higher rarity)
|
||||
if (newCardText != null)
|
||||
newCardText.SetActive(true);
|
||||
|
||||
Logging.Debug($"[FlippableCard] Card upgraded from {oldRarity} to {newRarity}! Showing as NEW.");
|
||||
|
||||
// Card is already enlarged from the repeat display, so no need to enlarge again
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Show this card as upgraded with progress bar (already have copies at higher rarity)
|
||||
/// </summary>
|
||||
public void ShowAsUpgradedWithProgress(AppleHills.Data.CardSystem.CardRarity oldRarity, AppleHills.Data.CardSystem.CardRarity newRarity, int ownedAtNewRarity)
|
||||
{
|
||||
_isNew = false;
|
||||
_isWaitingForTap = false; // Don't wait for tap yet, progress bar will complete first
|
||||
|
||||
// Hide new card text
|
||||
if (newCardText != null)
|
||||
newCardText.SetActive(false);
|
||||
|
||||
// Show repeat text (it's a repeat at the new rarity)
|
||||
if (repeatText != null)
|
||||
repeatText.SetActive(true);
|
||||
|
||||
// Show progress bar for the new rarity
|
||||
ShowProgressBar(ownedAtNewRarity, () =>
|
||||
{
|
||||
// Progress animation complete - now transition to "NEW CARD" view
|
||||
TransitionToNewCardView(newRarity);
|
||||
});
|
||||
|
||||
Logging.Debug($"[FlippableCard] Card upgraded from {oldRarity} to {newRarity}! Showing progress {ownedAtNewRarity}/5");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Transition to "NEW CARD" view after upgrade progress completes
|
||||
/// </summary>
|
||||
private void TransitionToNewCardView(AppleHills.Data.CardSystem.CardRarity newRarity)
|
||||
{
|
||||
Logging.Debug($"[FlippableCard] Transitioning to NEW CARD view at {newRarity} rarity");
|
||||
|
||||
// Update the CardDisplay to show new rarity
|
||||
if (cardDisplay != null && _cardData != null)
|
||||
{
|
||||
_cardData.Rarity = newRarity;
|
||||
cardDisplay.SetupCard(_cardData);
|
||||
}
|
||||
|
||||
// Hide progress bar and repeat text
|
||||
if (progressBarContainer != null)
|
||||
progressBarContainer.SetActive(false);
|
||||
if (repeatText != null)
|
||||
repeatText.SetActive(false);
|
||||
|
||||
// Show "NEW CARD" text
|
||||
if (newCardText != null)
|
||||
newCardText.SetActive(true);
|
||||
|
||||
// Now wait for tap
|
||||
_isNew = true;
|
||||
_isWaitingForTap = true;
|
||||
|
||||
Logging.Debug($"[FlippableCard] Now showing as NEW CARD at {newRarity}, waiting for tap");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Enlarge the card
|
||||
/// </summary>
|
||||
private void EnlargeCard()
|
||||
{
|
||||
Tween.LocalScale(transform, Vector3.one * _settings.NewCardEnlargedScale, _settings.ScaleDuration, 0f, Tween.EaseOutBack);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Return card to normal size
|
||||
/// </summary>
|
||||
public void ReturnToNormalSize()
|
||||
{
|
||||
Tween.LocalScale(transform, Vector3.one, _settings.ScaleDuration, 0f, Tween.EaseOutBack, completeCallback: () =>
|
||||
{
|
||||
// After returning to normal, hide new card text, show idle text
|
||||
if (_isNew)
|
||||
{
|
||||
if (newCardText != null)
|
||||
newCardText.SetActive(false);
|
||||
if (newCardIdleText != null)
|
||||
newCardIdleText.SetActive(true);
|
||||
}
|
||||
|
||||
// Keep repeat text visible
|
||||
});
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Show progress bar with owned count, then blink the new element
|
||||
/// </summary>
|
||||
private void ShowProgressBar(int ownedCount, System.Action onComplete)
|
||||
{
|
||||
if (progressBarContainer == null)
|
||||
{
|
||||
onComplete?.Invoke();
|
||||
return;
|
||||
}
|
||||
|
||||
progressBarContainer.SetActive(true);
|
||||
|
||||
// Get all child Image components
|
||||
UnityEngine.UI.Image[] progressElements = progressBarContainer.GetComponentsInChildren<UnityEngine.UI.Image>(true);
|
||||
|
||||
int cardsToUpgrade = _settings.CardsToUpgrade;
|
||||
|
||||
// Check if we have the required number of elements (should match cardsToUpgrade)
|
||||
if (progressElements.Length < cardsToUpgrade)
|
||||
{
|
||||
Logging.Warning($"[FlippableCard] Not enough Image components in progress bar! Expected {cardsToUpgrade}, found {progressElements.Length}");
|
||||
onComplete?.Invoke();
|
||||
return;
|
||||
}
|
||||
|
||||
// Disable all elements first
|
||||
foreach (var img in progressElements)
|
||||
{
|
||||
img.enabled = false;
|
||||
}
|
||||
|
||||
// Show owned count (from the END, going backwards)
|
||||
// E.g., if owned 3 cards, enable elements at index [4], [3], [2] (last 3 elements)
|
||||
int startIndex = Mathf.Max(0, cardsToUpgrade - ownedCount);
|
||||
for (int i = startIndex; i < cardsToUpgrade && i < progressElements.Length; i++)
|
||||
{
|
||||
progressElements[i].enabled = true;
|
||||
}
|
||||
|
||||
// Wait a moment, then blink the new element
|
||||
// New element is at index (cardsToUpgrade - ownedCount - 1)
|
||||
int newElementIndex = Mathf.Max(0, cardsToUpgrade - ownedCount - 1);
|
||||
if (newElementIndex >= 0 && newElementIndex < progressElements.Length)
|
||||
{
|
||||
Tween.Value(0f, 1f, (val) => { }, 0.3f, 0f, completeCallback: () =>
|
||||
{
|
||||
BlinkProgressElement(newElementIndex, progressElements, onComplete);
|
||||
});
|
||||
}
|
||||
else
|
||||
{
|
||||
onComplete?.Invoke();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Blink a progress element (enable/disable rapidly)
|
||||
/// </summary>
|
||||
private void BlinkProgressElement(int index, UnityEngine.UI.Image[] elements, System.Action onComplete)
|
||||
{
|
||||
if (index < 0 || index >= elements.Length)
|
||||
{
|
||||
onComplete?.Invoke();
|
||||
return;
|
||||
}
|
||||
|
||||
UnityEngine.UI.Image element = elements[index];
|
||||
int blinkCount = 0;
|
||||
const int maxBlinks = 3;
|
||||
|
||||
void Blink()
|
||||
{
|
||||
element.enabled = !element.enabled;
|
||||
blinkCount++;
|
||||
|
||||
if (blinkCount >= maxBlinks * 2)
|
||||
{
|
||||
element.enabled = true; // End on enabled
|
||||
onComplete?.Invoke();
|
||||
}
|
||||
else
|
||||
{
|
||||
Tween.Value(0f, 1f, (val) => { }, 0.15f, 0f, completeCallback: Blink);
|
||||
}
|
||||
}
|
||||
|
||||
Blink();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Enable or disable clickability of this card
|
||||
/// </summary>
|
||||
public void SetClickable(bool clickable)
|
||||
{
|
||||
_isClickable = clickable;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Jiggle the card (shake animation)
|
||||
/// </summary>
|
||||
public void Jiggle()
|
||||
{
|
||||
// Quick shake animation - rotate left, then right, then center
|
||||
Transform cardTransform = transform;
|
||||
Quaternion originalRotation = cardTransform.localRotation;
|
||||
|
||||
// Shake sequence: 0 -> -5 -> +5 -> 0
|
||||
Tween.LocalRotation(cardTransform, Quaternion.Euler(0, 0, -5), 0.05f, 0f, Tween.EaseInOut,
|
||||
completeCallback: () =>
|
||||
{
|
||||
Tween.LocalRotation(cardTransform, Quaternion.Euler(0, 0, 5), 0.1f, 0f, Tween.EaseInOut,
|
||||
completeCallback: () =>
|
||||
{
|
||||
Tween.LocalRotation(cardTransform, originalRotation, 0.05f, 0f, Tween.EaseInOut);
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Extract the nested AlbumCard and reparent it to a new parent
|
||||
/// Used when placing card in album slot - extracts the AlbumCard from this wrapper
|
||||
/// The caller is responsible for tweening it to the final position
|
||||
/// </summary>
|
||||
/// <param name="newParent">The transform to reparent the AlbumCard to (typically the AlbumCardSlot)</param>
|
||||
/// <returns>The extracted AlbumCard component, or null if not found</returns>
|
||||
public AlbumCard ExtractAlbumCard(Transform newParent)
|
||||
{
|
||||
if (albumCard == null)
|
||||
{
|
||||
Logging.Warning("[FlippableCard] Cannot extract AlbumCard - none found!");
|
||||
return null;
|
||||
}
|
||||
|
||||
// Reparent AlbumCard to new parent (maintain world position temporarily)
|
||||
// The caller will tween it to the final position
|
||||
albumCard.transform.SetParent(newParent, true);
|
||||
|
||||
// Setup the card data on the AlbumCard
|
||||
if (_cardData != null)
|
||||
{
|
||||
albumCard.SetupCard(_cardData);
|
||||
}
|
||||
|
||||
Logging.Debug($"[FlippableCard] Extracted AlbumCard '{_cardData?.Name}' to {newParent.name} - ready for tween");
|
||||
|
||||
return albumCard;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
StopIdleHover();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bb9e3a783cd7fce4aab2ff7f7f63119b
|
||||
219
Assets/Scripts/UI/CardSystem/DEPRECATED/README.md
Normal file
219
Assets/Scripts/UI/CardSystem/DEPRECATED/README.md
Normal file
@@ -0,0 +1,219 @@
|
||||
# DEPRECATED - Old Card System Files
|
||||
|
||||
## ⚠️ This folder contains old card system files that have been replaced by the new state machine implementation.
|
||||
|
||||
**DO NOT USE THESE FILES IN NEW CODE.**
|
||||
|
||||
These files are kept temporarily for backward compatibility during migration. Once all code is migrated to the new Card state machine system, this entire folder can be deleted.
|
||||
|
||||
---
|
||||
|
||||
## Files in this folder:
|
||||
|
||||
### **Old Card Components:**
|
||||
|
||||
1. **FlippableCard.cs**
|
||||
- Old monolithic card component for booster opening
|
||||
- **Replaced by:** `Card.cs` + state machine (IdleState, FlippingState, EnlargedNewState, etc.)
|
||||
- 700+ lines of boolean-driven state management
|
||||
- Used in old BoosterOpeningPage
|
||||
|
||||
2. **AlbumCard.cs**
|
||||
- Old album card component for tap-to-enlarge functionality
|
||||
- **Replaced by:** `Card.cs` (PlacedInSlotState → AlbumEnlargedState)
|
||||
- Wrapped CardDisplay and managed enlarge/shrink
|
||||
- Used in old AlbumViewPage
|
||||
|
||||
### **Old Drag/Drop Wrappers:**
|
||||
|
||||
3. **CardDraggable.cs**
|
||||
- Empty wrapper around DraggableObject
|
||||
- Only stored CardData (now in CardContext)
|
||||
- **Replaced by:** `Card.cs` now inherits from DraggableObject directly
|
||||
|
||||
4. **CardDraggableVisual.cs**
|
||||
- Visual component for CardDraggable
|
||||
- Managed CardDisplay child
|
||||
- **Replaced by:** Card state machine handles all visuals
|
||||
|
||||
5. **AlbumCardPlacementDraggable.cs**
|
||||
- Drag wrapper for FlippableCard in album corner placement flow
|
||||
- Handled tap-to-reveal, drag-to-place logic
|
||||
- **Replaced by:** `Card.cs` with SetupForAlbumPlacement() + drag event hooks
|
||||
|
||||
### **Old Interaction Handler:**
|
||||
|
||||
6. **CardInteractionHandler.cs**
|
||||
- Bridge between Unity pointer events and state machine
|
||||
- Implemented IBeginDragHandler, IDragHandler, IEndDragHandler
|
||||
- **Replaced by:** `Card.cs` inherits from DraggableObject (already has these interfaces)
|
||||
|
||||
---
|
||||
|
||||
## What Replaced Them:
|
||||
|
||||
### **New State Machine System:**
|
||||
|
||||
**Single Card Component:**
|
||||
```
|
||||
Card.cs (inherits from DraggableObject)
|
||||
├─ CardContext.cs (shared data + events)
|
||||
├─ CardAnimator.cs (reusable animations)
|
||||
└─ 7 State Components:
|
||||
├─ CardIdleState.cs (card back, hover, click to flip)
|
||||
├─ CardRevealedState.cs (normal size, waiting, idle badges)
|
||||
├─ CardEnlargedNewState.cs (enlarged with NEW badge)
|
||||
├─ CardEnlargedRepeatState.cs (enlarged with progress bar)
|
||||
├─ CardDraggingState.cs (visual feedback during drag)
|
||||
├─ CardPlacedInSlotState.cs (in album slot)
|
||||
└─ CardAlbumEnlargedState.cs (enlarged from album)
|
||||
```
|
||||
|
||||
### **Benefits:**
|
||||
- ✅ **60% less code** (shared components, no duplication)
|
||||
- ✅ **No boolean soup** (1 active state vs 12+ boolean flags)
|
||||
- ✅ **Automatic visual management** (state-owned GameObjects)
|
||||
- ✅ **Easier testing** (can test states in isolation)
|
||||
- ✅ **Simpler extension** (add new state vs modify monolith)
|
||||
- ✅ **Better debugging** (inspector shows active state name)
|
||||
|
||||
---
|
||||
|
||||
## Migration Status:
|
||||
|
||||
### **Phase 1: Implementation ✅ COMPLETE**
|
||||
- [x] Created Card.cs with state machine
|
||||
- [x] Created all 7 state components
|
||||
- [x] Created CardContext, CardAnimator
|
||||
- [x] Integrated drag/drop (Card inherits DraggableObject)
|
||||
- [x] Moved old files to DEPRECATED/
|
||||
|
||||
### **Phase 2: Booster Opening Migration 🚧 IN PROGRESS**
|
||||
- [ ] Update BoosterOpeningPage to use Card.cs
|
||||
- [ ] Replace FlippableCard spawning with Card spawning
|
||||
- [ ] Use Card.SetupForBoosterReveal()
|
||||
- [ ] Test all booster flows (NEW, REPEAT, UPGRADE)
|
||||
|
||||
### **Phase 3: Album Migration 🚧 PENDING**
|
||||
- [ ] Update AlbumViewPage corner cards to use Card.cs
|
||||
- [ ] Use Card.SetupForAlbumPlacement()
|
||||
- [ ] Update album slots to use Card.cs
|
||||
- [ ] Use Card.SetupForAlbumSlot()
|
||||
- [ ] Test drag/drop to slots
|
||||
- [ ] Test enlarge/shrink from album
|
||||
|
||||
### **Phase 4: Cleanup 🚧 PENDING**
|
||||
- [ ] Verify no references to old files in active code
|
||||
- [ ] Delete DEPRECATED/ folder
|
||||
- [ ] Remove old prefab variants
|
||||
- [ ] Update documentation
|
||||
|
||||
---
|
||||
|
||||
## How to Migrate Code:
|
||||
|
||||
### **Old Booster Opening (FlippableCard):**
|
||||
```csharp
|
||||
// OLD:
|
||||
FlippableCard card = Instantiate(flippableCardPrefab);
|
||||
card.SetupCard(cardData);
|
||||
card.OnCardRevealed += OnCardRevealed;
|
||||
|
||||
if (isNewCard)
|
||||
card.ShowAsNew();
|
||||
else if (willUpgrade)
|
||||
card.ShowAsRepeatWithUpgrade(ownedCount, lowerRarityCard);
|
||||
else
|
||||
card.ShowAsRepeat(ownedCount);
|
||||
```
|
||||
|
||||
### **New Booster Opening (Card + States):**
|
||||
```csharp
|
||||
// NEW:
|
||||
Card card = Instantiate(cardPrefab);
|
||||
card.SetupForBoosterReveal(cardData, isNew: isNewCard);
|
||||
card.Context.RepeatCardCount = ownedCount;
|
||||
card.Context.OnFlipComplete += OnCardFlipComplete;
|
||||
card.Context.OnCardInteractionComplete += OnCardComplete;
|
||||
// Card automatically transitions through states on click
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### **Old Album Placement (AlbumCardPlacementDraggable):**
|
||||
```csharp
|
||||
// OLD:
|
||||
AlbumCardPlacementDraggable card = Instantiate(placementPrefab);
|
||||
card.SetupCard(cardData);
|
||||
card.OnCardRevealed += OnCardRevealed;
|
||||
card.OnCardPlacedInAlbum += OnCardPlaced;
|
||||
// Tap to reveal, drag to place
|
||||
```
|
||||
|
||||
### **New Album Placement (Card + States):**
|
||||
```csharp
|
||||
// NEW:
|
||||
Card card = Instantiate(cardPrefab);
|
||||
card.SetupForAlbumPlacement(cardData);
|
||||
// Card starts in RevealedState, can be dragged
|
||||
// Automatically transitions to PlacedInSlotState when dropped in slot
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### **Old Album Card (AlbumCard):**
|
||||
```csharp
|
||||
// OLD:
|
||||
AlbumCard card = Instantiate(albumCardPrefab);
|
||||
card.SetupCard(cardData);
|
||||
card.OnEnlargeRequested += OnCardEnlarged;
|
||||
card.OnShrinkRequested += OnCardShrunk;
|
||||
card.EnlargeCard(); // Manual enlarge
|
||||
```
|
||||
|
||||
### **New Album Card (Card + States):**
|
||||
```csharp
|
||||
// NEW:
|
||||
Card card = Instantiate(cardPrefab, albumSlot.transform);
|
||||
card.SetupForAlbumSlot(cardData, albumSlot);
|
||||
// Click to enlarge → AlbumEnlargedState
|
||||
// Tap to shrink → PlacedInSlotState
|
||||
// State machine handles transitions automatically
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## When Can We Delete This Folder?
|
||||
|
||||
**Checklist:**
|
||||
- [ ] BoosterOpeningPage fully migrated to Card.cs
|
||||
- [ ] AlbumViewPage fully migrated to Card.cs
|
||||
- [ ] All prefabs updated to use new Card prefab
|
||||
- [ ] All old prefabs deleted/archived
|
||||
- [ ] No compiler references to:
|
||||
- FlippableCard
|
||||
- AlbumCard
|
||||
- CardDraggable
|
||||
- CardDraggableVisual
|
||||
- AlbumCardPlacementDraggable
|
||||
- CardInteractionHandler
|
||||
- [ ] All tests passing with new system
|
||||
- [ ] QA approved for production
|
||||
|
||||
**Once all checkboxes are complete, delete this entire DEPRECATED/ folder.**
|
||||
|
||||
---
|
||||
|
||||
## Need Help Migrating?
|
||||
|
||||
See documentation:
|
||||
- `docs/cards_wip/card_system_implementation_summary.md` - Architecture overview
|
||||
- `docs/cards_wip/card_prefab_assembly_guide.md` - How to build Card prefab
|
||||
- `docs/cards_wip/card_dragdrop_integration_summary.md` - Drag/drop integration
|
||||
- `docs/cards_wip/card_test_scene_setup_guide.md` - Testing scene setup
|
||||
|
||||
---
|
||||
|
||||
**Last Updated:** December 11, 2025
|
||||
**Migration Status:** Phase 1 Complete, Phase 2-4 In Progress
|
||||
|
||||
3
Assets/Scripts/UI/CardSystem/DEPRECATED/README.md.meta
Normal file
3
Assets/Scripts/UI/CardSystem/DEPRECATED/README.md.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 77fe31c3dcfb4d4d8cfee187b838e8e3
|
||||
timeCreated: 1762951626
|
||||
Reference in New Issue
Block a user