Updates to card testing scene
This commit is contained in:
committed by
Michal Pikulski
parent
4e7f774386
commit
755082c67d
@@ -622,7 +622,7 @@ Canvas:
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--- !u!224 &2075976386 stripped
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--- !u!1 &2090466563
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GameObject:
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@@ -674,13 +924,14 @@ RectTransform:
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_Father: {fileID: 1424282867}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!1660057539 &9223372036854775807
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--- !u!1660057539 &9223372036854775807
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SceneRoots:
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SceneRoots:
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@@ -7,7 +7,6 @@ using Pixelplacement;
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using UI.Core;
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using UI.Core;
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using UI.DragAndDrop.Core;
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using UI.DragAndDrop.Core;
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEngine.UI;
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using UnityEngine.UI;
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namespace UI.CardSystem
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namespace UI.CardSystem
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|||||||
8
Assets/Scripts/UI/CardSystem/DEPRECATED.meta
Normal file
8
Assets/Scripts/UI/CardSystem/DEPRECATED.meta
Normal file
@@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: ea96bf019611f0249998bb2819f3b320
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: e6edf435b57f09c47bb9e10d34164570
|
||||||
@@ -46,7 +46,7 @@ namespace UI.CardSystem.StateMachine.States
|
|||||||
out worldPosition
|
out worldPosition
|
||||||
);
|
);
|
||||||
|
|
||||||
_draggingState.UpdateDragPosition(worldPosition);
|
// _draggingState.UpdateDragPosition(worldPosition);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnEndDrag(PointerEventData eventData)
|
public void OnEndDrag(PointerEventData eventData)
|
||||||
@@ -58,7 +58,7 @@ namespace UI.CardSystem.StateMachine.States
|
|||||||
// Check if dropped over a valid slot
|
// Check if dropped over a valid slot
|
||||||
// This would integrate with your existing AlbumCardSlot system
|
// This would integrate with your existing AlbumCardSlot system
|
||||||
// For now, just return to revealed state
|
// For now, just return to revealed state
|
||||||
_draggingState.OnDroppedOutsideSlot();
|
// _draggingState.OnDroppedOutsideSlot();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 56af1049620bac744b1eee076a14594e
|
||||||
@@ -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
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 5a2741bb7299441b9f9bd44d746ebb4b
|
|
||||||
timeCreated: 1762420654
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: ffa05ec4ecbd4cc485e2127683c29f09
|
|
||||||
timeCreated: 1762454507
|
|
||||||
@@ -1,5 +1,7 @@
|
|||||||
using AppleHills.Data.CardSystem;
|
using AppleHills.Data.CardSystem;
|
||||||
|
using Core;
|
||||||
using Core.SaveLoad;
|
using Core.SaveLoad;
|
||||||
|
using UI.DragAndDrop.Core;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
namespace UI.CardSystem.StateMachine
|
namespace UI.CardSystem.StateMachine
|
||||||
@@ -7,9 +9,10 @@ namespace UI.CardSystem.StateMachine
|
|||||||
/// <summary>
|
/// <summary>
|
||||||
/// Main Card controller component.
|
/// Main Card controller component.
|
||||||
/// Orchestrates the card state machine, context, and animator.
|
/// Orchestrates the card state machine, context, and animator.
|
||||||
|
/// Inherits from DraggableObject to provide drag/drop capabilities for album placement.
|
||||||
/// This is the single entry point for working with cards.
|
/// This is the single entry point for working with cards.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public class Card : MonoBehaviour
|
public class Card : DraggableObject
|
||||||
{
|
{
|
||||||
[Header("Components")]
|
[Header("Components")]
|
||||||
[SerializeField] private CardContext context;
|
[SerializeField] private CardContext context;
|
||||||
@@ -25,8 +28,10 @@ namespace UI.CardSystem.StateMachine
|
|||||||
public AppleMachine StateMachine => stateMachine;
|
public AppleMachine StateMachine => stateMachine;
|
||||||
public CardData CardData => context?.CardData;
|
public CardData CardData => context?.CardData;
|
||||||
|
|
||||||
private void Awake()
|
protected override void Initialize()
|
||||||
{
|
{
|
||||||
|
base.Initialize(); // Call DraggableObject initialization
|
||||||
|
|
||||||
// Auto-find components if not assigned
|
// Auto-find components if not assigned
|
||||||
if (context == null)
|
if (context == null)
|
||||||
context = GetComponent<CardContext>();
|
context = GetComponent<CardContext>();
|
||||||
@@ -38,6 +43,44 @@ namespace UI.CardSystem.StateMachine
|
|||||||
stateMachine = GetComponentInChildren<AppleMachine>();
|
stateMachine = GetComponentInChildren<AppleMachine>();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
#region DraggableObject Hooks - Trigger State Transitions
|
||||||
|
|
||||||
|
protected override void OnDragStartedHook()
|
||||||
|
{
|
||||||
|
base.OnDragStartedHook();
|
||||||
|
|
||||||
|
// Transition to dragging state when drag begins
|
||||||
|
Logging.Debug($"[Card] Drag started on {CardData?.Name}, transitioning to DraggingState");
|
||||||
|
ChangeState("DraggingState");
|
||||||
|
}
|
||||||
|
|
||||||
|
protected override void OnDragEndedHook()
|
||||||
|
{
|
||||||
|
base.OnDragEndedHook();
|
||||||
|
|
||||||
|
// Check if we dropped in a valid album slot
|
||||||
|
if (CurrentSlot is AlbumCardSlot albumSlot)
|
||||||
|
{
|
||||||
|
Logging.Debug($"[Card] Dropped in album slot, transitioning to PlacedInSlotState");
|
||||||
|
|
||||||
|
// Set the parent slot on PlacedInSlotState
|
||||||
|
var placedState = GetStateComponent<States.CardPlacedInSlotState>("PlacedInSlotState");
|
||||||
|
if (placedState != null)
|
||||||
|
{
|
||||||
|
placedState.SetParentSlot(albumSlot);
|
||||||
|
}
|
||||||
|
|
||||||
|
ChangeState("PlacedInSlotState");
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Logging.Debug($"[Card] Dropped outside valid slot, returning to RevealedState");
|
||||||
|
ChangeState("RevealedState");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Setup the card with data and optional initial state
|
/// Setup the card with data and optional initial state
|
||||||
/// </summary>
|
/// </summary>
|
||||||
@@ -58,18 +101,32 @@ namespace UI.CardSystem.StateMachine
|
|||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Setup for booster reveal flow (starts at IdleState, will flip on click)
|
/// Setup for booster reveal flow (starts at IdleState, will flip on click)
|
||||||
|
/// Dragging is DISABLED for booster cards
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public void SetupForBoosterReveal(CardData data, bool isNew)
|
public void SetupForBoosterReveal(CardData data, bool isNew)
|
||||||
{
|
{
|
||||||
SetupCard(data, isNew, "IdleState");
|
SetupCard(data, isNew, "IdleState");
|
||||||
|
SetDraggingEnabled(false); // Booster cards cannot be dragged
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Setup for album placement flow (starts at RevealedState, can be dragged)
|
||||||
|
/// Dragging is ENABLED for album placement cards
|
||||||
|
/// </summary>
|
||||||
|
public void SetupForAlbumPlacement(CardData data)
|
||||||
|
{
|
||||||
|
SetupCard(data, false, "RevealedState");
|
||||||
|
SetDraggingEnabled(true); // Album placement cards can be dragged
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Setup for album placement (starts at PlacedInSlotState)
|
/// Setup for album placement (starts at PlacedInSlotState)
|
||||||
|
/// Dragging is DISABLED once placed in slot
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public void SetupForAlbumSlot(CardData data, AlbumCardSlot slot)
|
public void SetupForAlbumSlot(CardData data, AlbumCardSlot slot)
|
||||||
{
|
{
|
||||||
SetupCard(data, false, "PlacedInSlotState");
|
SetupCard(data, false, "PlacedInSlotState");
|
||||||
|
SetDraggingEnabled(false); // Cards in slots cannot be dragged out
|
||||||
|
|
||||||
// Set the parent slot on the PlacedInSlotState
|
// Set the parent slot on the PlacedInSlotState
|
||||||
var placedState = GetStateComponent<States.CardPlacedInSlotState>("PlacedInSlotState");
|
var placedState = GetStateComponent<States.CardPlacedInSlotState>("PlacedInSlotState");
|
||||||
|
|||||||
@@ -6,15 +6,15 @@ using AppleHills.Core.Settings;
|
|||||||
namespace UI.CardSystem.StateMachine.States
|
namespace UI.CardSystem.StateMachine.States
|
||||||
{
|
{
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Dragging state - handles card being dragged for album placement.
|
/// Dragging state - provides visual feedback when card is being dragged.
|
||||||
/// Integrates with existing drag/drop system.
|
/// The actual drag logic is handled by Card.cs (inherits from DraggableObject).
|
||||||
|
/// This state only manages visual scaling during drag.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public class CardDraggingState : AppleState
|
public class CardDraggingState : AppleState
|
||||||
{
|
{
|
||||||
private CardContext _context;
|
private CardContext _context;
|
||||||
private ICardSystemSettings _settings;
|
private ICardSystemSettings _settings;
|
||||||
private Vector3 _originalScale;
|
private Vector3 _originalScale;
|
||||||
private Vector3 _dragStartPosition;
|
|
||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
@@ -24,39 +24,14 @@ namespace UI.CardSystem.StateMachine.States
|
|||||||
|
|
||||||
public override void OnEnterState()
|
public override void OnEnterState()
|
||||||
{
|
{
|
||||||
// Store original transform
|
// Store original scale
|
||||||
_originalScale = _context.RootTransform.localScale;
|
_originalScale = _context.RootTransform.localScale;
|
||||||
_dragStartPosition = _context.RootTransform.position;
|
|
||||||
|
|
||||||
// Scale up slightly during drag for visual feedback
|
// Scale up slightly during drag for visual feedback
|
||||||
|
// DraggableObject handles actual position updates
|
||||||
_context.RootTransform.localScale = _originalScale * _settings.DragScale;
|
_context.RootTransform.localScale = _originalScale * _settings.DragScale;
|
||||||
|
|
||||||
Logging.Debug($"[CardDraggingState] Entered drag state for card: {_context.CardData?.Name}");
|
Logging.Debug($"[CardDraggingState] Entered drag state for card: {_context.CardData?.Name}, scale: {_settings.DragScale}");
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Update drag position (called by external drag handler)
|
|
||||||
/// </summary>
|
|
||||||
public void UpdateDragPosition(Vector3 worldPosition)
|
|
||||||
{
|
|
||||||
_context.RootTransform.position = worldPosition;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Called when drag is released and card snaps to slot
|
|
||||||
/// </summary>
|
|
||||||
public void OnDroppedInSlot()
|
|
||||||
{
|
|
||||||
_context.StateMachine.ChangeState("PlacedInSlotState");
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Called when drag is released but not over valid slot
|
|
||||||
/// </summary>
|
|
||||||
public void OnDroppedOutsideSlot()
|
|
||||||
{
|
|
||||||
// Return to revealed state
|
|
||||||
_context.StateMachine.ChangeState("RevealedState");
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnDisable()
|
private void OnDisable()
|
||||||
|
|||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 860a5494378b465a9cc05b2b3d585bf9
|
|
||||||
timeCreated: 1762884900
|
|
||||||
@@ -19,10 +19,6 @@ namespace UI.CardSystem.Testing
|
|||||||
[SerializeField] private Card testCard;
|
[SerializeField] private Card testCard;
|
||||||
[SerializeField] private CardData testCardData;
|
[SerializeField] private CardData testCardData;
|
||||||
|
|
||||||
[Header("Album Slots for Drag Testing")]
|
|
||||||
[SerializeField] private AlbumCardSlot slot1;
|
|
||||||
[SerializeField] private AlbumCardSlot slot2;
|
|
||||||
|
|
||||||
[Header("UI References")]
|
[Header("UI References")]
|
||||||
[SerializeField] private TextMeshProUGUI eventLogText;
|
[SerializeField] private TextMeshProUGUI eventLogText;
|
||||||
[SerializeField] private Toggle isNewToggle;
|
[SerializeField] private Toggle isNewToggle;
|
||||||
@@ -51,6 +47,10 @@ namespace UI.CardSystem.Testing
|
|||||||
_cardContext.OnCardInteractionComplete += OnCardInteractionComplete;
|
_cardContext.OnCardInteractionComplete += OnCardInteractionComplete;
|
||||||
_cardContext.OnUpgradeTriggered += OnCardUpgradeTriggered;
|
_cardContext.OnUpgradeTriggered += OnCardUpgradeTriggered;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Subscribe to drag events to ensure card snaps back when released
|
||||||
|
testCard.OnDragStarted += OnCardDragStarted;
|
||||||
|
testCard.OnDragEnded += OnCardDragEnded;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Setup UI listeners
|
// Setup UI listeners
|
||||||
@@ -118,12 +118,6 @@ namespace UI.CardSystem.Testing
|
|||||||
LogEvent("Transitioned to DraggingState");
|
LogEvent("Transitioned to DraggingState");
|
||||||
}
|
}
|
||||||
|
|
||||||
public void TransitionToPlacedInSlotState()
|
|
||||||
{
|
|
||||||
_cardContext?.StateMachine.ChangeState("PlacedInSlotState");
|
|
||||||
LogEvent("Transitioned to PlacedInSlotState");
|
|
||||||
}
|
|
||||||
|
|
||||||
public void TransitionToAlbumEnlargedState()
|
public void TransitionToAlbumEnlargedState()
|
||||||
{
|
{
|
||||||
_cardContext?.StateMachine.ChangeState("AlbumEnlargedState");
|
_cardContext?.StateMachine.ChangeState("AlbumEnlargedState");
|
||||||
@@ -171,15 +165,15 @@ namespace UI.CardSystem.Testing
|
|||||||
LogEvent("Simulating UPGRADE flow (5/5) - click card to flip and auto-upgrade");
|
LogEvent("Simulating UPGRADE flow (5/5) - click card to flip and auto-upgrade");
|
||||||
}
|
}
|
||||||
|
|
||||||
public void SimulateAlbumPlacementFlow()
|
public void TestDragAndSnap()
|
||||||
{
|
{
|
||||||
if (_cardContext == null) return;
|
if (testCard == null) return;
|
||||||
|
|
||||||
_cardContext.IsNewCard = false;
|
|
||||||
_cardContext.RepeatCardCount = 0;
|
|
||||||
|
|
||||||
|
// Enable dragging for the test
|
||||||
|
testCard.SetDraggingEnabled(true);
|
||||||
TransitionToRevealedState();
|
TransitionToRevealedState();
|
||||||
LogEvent("Simulating ALBUM PLACEMENT - drag card to slot");
|
|
||||||
|
LogEvent("DRAG TEST enabled - drag the card and release to see it snap back");
|
||||||
}
|
}
|
||||||
|
|
||||||
#endregion
|
#endregion
|
||||||
@@ -318,6 +312,25 @@ namespace UI.CardSystem.Testing
|
|||||||
LogEvent($"Event: OnUpgradeTriggered - New Rarity={context.CardData?.Rarity}");
|
LogEvent($"Event: OnUpgradeTriggered - New Rarity={context.CardData?.Rarity}");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void OnCardDragStarted(UI.DragAndDrop.Core.DraggableObject draggable)
|
||||||
|
{
|
||||||
|
LogEvent("Event: OnDragStarted - Card is being dragged");
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnCardDragEnded(UI.DragAndDrop.Core.DraggableObject draggable)
|
||||||
|
{
|
||||||
|
LogEvent("Event: OnDragEnded - Snapping card back to spawn point");
|
||||||
|
|
||||||
|
// Snap card back to original position (no slotting in test scene)
|
||||||
|
if (testCard != null)
|
||||||
|
{
|
||||||
|
testCard.transform.position = _originalCardPosition;
|
||||||
|
|
||||||
|
// Return to idle state after drag
|
||||||
|
TransitionToIdleState();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
#endregion
|
#endregion
|
||||||
|
|
||||||
#region Event Log
|
#region Event Log
|
||||||
@@ -379,6 +392,12 @@ namespace UI.CardSystem.Testing
|
|||||||
_cardContext.OnCardInteractionComplete -= OnCardInteractionComplete;
|
_cardContext.OnCardInteractionComplete -= OnCardInteractionComplete;
|
||||||
_cardContext.OnUpgradeTriggered -= OnCardUpgradeTriggered;
|
_cardContext.OnUpgradeTriggered -= OnCardUpgradeTriggered;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (testCard != null)
|
||||||
|
{
|
||||||
|
testCard.OnDragStarted -= OnCardDragStarted;
|
||||||
|
testCard.OnDragEnded -= OnCardDragEnded;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
291
docs/cards_wip/card_dragdrop_integration_summary.md
Normal file
291
docs/cards_wip/card_dragdrop_integration_summary.md
Normal file
@@ -0,0 +1,291 @@
|
|||||||
|
# Card Drag/Drop Integration - Refactor Summary
|
||||||
|
|
||||||
|
## What Was Changed
|
||||||
|
|
||||||
|
### ✅ **Files Modified:**
|
||||||
|
|
||||||
|
1. **Card.cs** - Now inherits from `DraggableObject`
|
||||||
|
- Added drag event hooks (`OnDragStartedHook`, `OnDragEndedHook`)
|
||||||
|
- Added setup methods for different flows (booster, album placement, album slot)
|
||||||
|
- Changed `Awake()` to `Initialize()` to match DraggableObject pattern
|
||||||
|
|
||||||
|
2. **CardDraggingState.cs** - Simplified to visual-only
|
||||||
|
- Removed position update methods (handled by DraggableObject base)
|
||||||
|
- Kept scale animation for visual feedback
|
||||||
|
- Removed redundant methods (`UpdateDragPosition`, `OnDroppedInSlot`, etc.)
|
||||||
|
|
||||||
|
### ✅ **Files Moved to DEPRECATED:**
|
||||||
|
|
||||||
|
- `CardDraggable.cs` → `DEPRECATED/` (redundant wrapper)
|
||||||
|
- `CardDraggableVisual.cs` → `DEPRECATED/` (tied to old system)
|
||||||
|
- `FlippableCard.cs` → `DEPRECATED/` (old card implementation)
|
||||||
|
|
||||||
|
**Note:** AlbumCardPlacementDraggable.cs remains in DragDrop/ for now (used by album corner cards)
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## How It Works Now
|
||||||
|
|
||||||
|
### **Card.cs Inheritance Chain:**
|
||||||
|
```
|
||||||
|
Card → DraggableObject → MonoBehaviour
|
||||||
|
```
|
||||||
|
|
||||||
|
Card now has all DraggableObject capabilities:
|
||||||
|
- ✅ Drag/drop detection (OnBeginDrag, OnDrag, OnEndDrag)
|
||||||
|
- ✅ Slot detection and snapping
|
||||||
|
- ✅ Pointer events (OnPointerEnter, OnPointerExit, etc.)
|
||||||
|
- ✅ Enable/disable dragging via `SetDraggingEnabled(bool)`
|
||||||
|
|
||||||
|
### **Drag Event Flow:**
|
||||||
|
|
||||||
|
```
|
||||||
|
1. Player starts dragging card
|
||||||
|
↓
|
||||||
|
2. DraggableObject.OnBeginDrag() fires
|
||||||
|
↓
|
||||||
|
3. Calls Card.OnDragStartedHook()
|
||||||
|
↓
|
||||||
|
4. Card transitions to DraggingState
|
||||||
|
↓
|
||||||
|
5. DraggingState.OnEnterState() scales card up (visual feedback)
|
||||||
|
↓
|
||||||
|
6. Player drags (DraggableObject handles position updates)
|
||||||
|
↓
|
||||||
|
7. Player releases drag
|
||||||
|
↓
|
||||||
|
8. DraggableObject.OnEndDrag() fires
|
||||||
|
↓
|
||||||
|
9. DraggableObject finds closest slot
|
||||||
|
↓
|
||||||
|
10. Calls Card.OnDragEndedHook()
|
||||||
|
↓
|
||||||
|
11. Card checks if dropped in AlbumCardSlot:
|
||||||
|
- YES → Transition to PlacedInSlotState
|
||||||
|
- NO → Transition to RevealedState
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Setup Methods
|
||||||
|
|
||||||
|
### **For Booster Opening Flow:**
|
||||||
|
```csharp
|
||||||
|
card.SetupForBoosterReveal(cardData, isNew: true);
|
||||||
|
// - Starts in IdleState
|
||||||
|
// - Dragging DISABLED (booster cards can't be dragged)
|
||||||
|
```
|
||||||
|
|
||||||
|
### **For Album Placement Flow:**
|
||||||
|
```csharp
|
||||||
|
card.SetupForAlbumPlacement(cardData);
|
||||||
|
// - Starts in RevealedState
|
||||||
|
// - Dragging ENABLED (can drag to album slots)
|
||||||
|
```
|
||||||
|
|
||||||
|
### **For Cards Already in Album:**
|
||||||
|
```csharp
|
||||||
|
card.SetupForAlbumSlot(cardData, albumSlot);
|
||||||
|
// - Starts in PlacedInSlotState
|
||||||
|
// - Dragging DISABLED (can't drag out of album)
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Integration with Existing Drag/Drop System
|
||||||
|
|
||||||
|
### **Works with AlbumCardSlot:**
|
||||||
|
```csharp
|
||||||
|
// AlbumCardSlot.cs doesn't need changes!
|
||||||
|
// It expects DraggableObject, and Card now IS a DraggableObject
|
||||||
|
public class AlbumCardSlot : DraggableSlot
|
||||||
|
{
|
||||||
|
public bool CanAccept(DraggableObject draggable)
|
||||||
|
{
|
||||||
|
// Works with Card because Card inherits from DraggableObject
|
||||||
|
if (draggable is Card card)
|
||||||
|
{
|
||||||
|
return CanAcceptCard(card.CardData);
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
### **No Visual Component Needed:**
|
||||||
|
- DraggableObject can optionally use a DraggableVisual child
|
||||||
|
- Card doesn't need one - the state machine handles all visuals
|
||||||
|
- Card itself IS the visual representation
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## State Machine Integration
|
||||||
|
|
||||||
|
### **States that interact with drag system:**
|
||||||
|
|
||||||
|
1. **RevealedState** - Card waits here, dragging enabled
|
||||||
|
- Player can click to flip (if corner card)
|
||||||
|
- Player can drag to album slot (if placement card)
|
||||||
|
|
||||||
|
2. **DraggingState** - Visual feedback during drag
|
||||||
|
- Scales card up (1.1x by default)
|
||||||
|
- DraggableObject handles actual drag movement
|
||||||
|
|
||||||
|
3. **PlacedInSlotState** - Card placed in album
|
||||||
|
- Dragging disabled
|
||||||
|
- Can be clicked to enlarge
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Benefits
|
||||||
|
|
||||||
|
### **Cleaner Architecture:**
|
||||||
|
- ✅ No wrapper scripts needed (Card, CardDraggable, CardDraggableVisual → Just Card)
|
||||||
|
- ✅ Drag capability at top level (Card manages it directly)
|
||||||
|
- ✅ States handle visuals only (DraggingState shows scale, not position)
|
||||||
|
- ✅ Separation of concerns (drag logic ≠ visual logic)
|
||||||
|
|
||||||
|
### **Reuses Generic Base:**
|
||||||
|
- ✅ DraggableObject does all heavy lifting (snapping, slot detection, events)
|
||||||
|
- ✅ No card-specific drag code duplication
|
||||||
|
- ✅ Works with existing SlotContainer, DraggableSlot system
|
||||||
|
|
||||||
|
### **Backward Compatible:**
|
||||||
|
- ✅ Old files moved to DEPRECATED/ (not deleted)
|
||||||
|
- ✅ AlbumCardPlacementDraggable still exists for old corner cards
|
||||||
|
- ✅ Can migrate gradually (new Card works alongside old FlippableCard)
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Testing Checklist
|
||||||
|
|
||||||
|
### **Booster Opening Flow:**
|
||||||
|
- [ ] Cards spawn in center (not draggable)
|
||||||
|
- [ ] Click card → flips → enlarges
|
||||||
|
- [ ] Tap enlarged card → shrinks to revealed state
|
||||||
|
- [ ] Try dragging card → should be blocked (dragging disabled)
|
||||||
|
|
||||||
|
### **Album Placement Flow:**
|
||||||
|
- [ ] Cards spawn in corner (draggable)
|
||||||
|
- [ ] Click card → flips → shows which card it is
|
||||||
|
- [ ] Card enters RevealedState (draggable)
|
||||||
|
- [ ] Drag card → enters DraggingState (scales up)
|
||||||
|
- [ ] Drop in valid AlbumCardSlot → PlacedInSlotState
|
||||||
|
- [ ] Drop outside slot → returns to RevealedState
|
||||||
|
- [ ] Card in slot is NOT draggable
|
||||||
|
|
||||||
|
### **Album Slot Interaction:**
|
||||||
|
- [ ] Click card in slot → AlbumEnlargedState
|
||||||
|
- [ ] Tap enlarged card → shrinks back to PlacedInSlotState
|
||||||
|
- [ ] Card cannot be dragged out of slot
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Migration Path for Old Code
|
||||||
|
|
||||||
|
### **Current State:**
|
||||||
|
- ✅ New Card.cs works with drag/drop
|
||||||
|
- ✅ Old FlippableCard.cs in DEPRECATED/ (still compiles)
|
||||||
|
- ✅ Old AlbumCardPlacementDraggable.cs still in DragDrop/ (for corner cards)
|
||||||
|
|
||||||
|
### **Next Steps:**
|
||||||
|
1. Update BoosterOpeningPage to use new Card.SetupForBoosterReveal()
|
||||||
|
2. Update AlbumViewPage corner cards to use Card.SetupForAlbumPlacement()
|
||||||
|
3. Test both flows thoroughly
|
||||||
|
4. Once stable, delete DEPRECATED/ folder
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Example Usage
|
||||||
|
|
||||||
|
### **BoosterOpeningPage.cs (New):**
|
||||||
|
```csharp
|
||||||
|
// Spawn booster cards (NOT draggable)
|
||||||
|
Card card = Instantiate(cardPrefab);
|
||||||
|
card.SetupForBoosterReveal(cardData, isNew: isNewCard);
|
||||||
|
card.Context.IsClickable = true;
|
||||||
|
|
||||||
|
// Subscribe to events
|
||||||
|
card.Context.OnFlipComplete += OnCardFlipComplete;
|
||||||
|
card.Context.OnCardInteractionComplete += OnCardComplete;
|
||||||
|
```
|
||||||
|
|
||||||
|
### **AlbumViewPage.cs (New - Corner Cards):**
|
||||||
|
```csharp
|
||||||
|
// Spawn unrevealed corner card (DRAGGABLE)
|
||||||
|
Card card = Instantiate(cardPrefab);
|
||||||
|
card.SetupForAlbumPlacement(cardData);
|
||||||
|
|
||||||
|
// Card can now be dragged to matching album slot
|
||||||
|
// When dropped, automatically transitions to PlacedInSlotState
|
||||||
|
```
|
||||||
|
|
||||||
|
### **AlbumViewPage.cs (New - Already Placed):**
|
||||||
|
```csharp
|
||||||
|
// Card already in album slot (NOT draggable)
|
||||||
|
Card card = Instantiate(cardPrefab, albumSlot.transform);
|
||||||
|
card.SetupForAlbumSlot(cardData, albumSlot);
|
||||||
|
|
||||||
|
// Card can be clicked to enlarge, but not dragged out
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Technical Notes
|
||||||
|
|
||||||
|
### **Why Card inherits from DraggableObject:**
|
||||||
|
- **Single Responsibility:** Card manages its own drag capability
|
||||||
|
- **No Wrappers:** Simpler prefab structure (no CardDraggable wrapper)
|
||||||
|
- **Polymorphism:** AlbumCardSlot accepts DraggableObject, Card IS a DraggableObject
|
||||||
|
- **Event Integration:** DraggableObject events trigger state transitions
|
||||||
|
|
||||||
|
### **Why DraggingState is visual-only:**
|
||||||
|
- **DraggableObject handles movement:** OnDrag() updates transform.position automatically
|
||||||
|
- **State shows feedback:** Scaling up indicates "I'm being dragged"
|
||||||
|
- **Clean separation:** Drag logic (base class) vs visual feedback (state)
|
||||||
|
|
||||||
|
### **Why SetDraggingEnabled():**
|
||||||
|
- **Booster cards:** Should never be draggable (opens in place)
|
||||||
|
- **Corner cards:** Should be draggable (placement flow)
|
||||||
|
- **Album cards:** Should NOT be draggable once placed (locked in slot)
|
||||||
|
- **Runtime control:** Can enable/disable per card instance
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Files Structure After Refactor
|
||||||
|
|
||||||
|
```
|
||||||
|
CardSystem/
|
||||||
|
├─ Card.cs ← NOW inherits from DraggableObject
|
||||||
|
├─ CardContext.cs
|
||||||
|
├─ CardAnimator.cs
|
||||||
|
├─ ProgressBarController.cs
|
||||||
|
├─ StateMachine/
|
||||||
|
│ ├─ States/
|
||||||
|
│ │ ├─ CardDraggingState.cs ← Simplified (visual-only)
|
||||||
|
│ │ ├─ CardRevealedState.cs ← Drag starts from here
|
||||||
|
│ │ ├─ CardPlacedInSlotState.cs ← Drag ends here (if valid slot)
|
||||||
|
│ │ └─ [other states...]
|
||||||
|
├─ DragDrop/
|
||||||
|
│ ├─ AlbumCardSlot.cs ← Works with Card (DraggableObject)
|
||||||
|
│ └─ AlbumCardPlacementDraggable.cs ← OLD system, for corner cards
|
||||||
|
└─ DEPRECATED/ ✨ NEW
|
||||||
|
├─ CardDraggable.cs ← Moved
|
||||||
|
├─ CardDraggableVisual.cs ← Moved
|
||||||
|
└─ FlippableCard.cs ← Moved
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Summary
|
||||||
|
|
||||||
|
✅ **Card.cs now inherits from DraggableObject** - Owns drag capability
|
||||||
|
✅ **Drag events trigger state transitions** - OnDragStarted → DraggingState
|
||||||
|
✅ **DraggingState is visual-only** - Shows scale feedback
|
||||||
|
✅ **Setup methods control dragging** - Enable/disable per flow
|
||||||
|
✅ **Backward compatible** - Old files in DEPRECATED/
|
||||||
|
✅ **Works with existing slots** - AlbumCardSlot unchanged
|
||||||
|
✅ **Cleaner architecture** - No wrappers, states handle visuals
|
||||||
|
|
||||||
|
**Status: Drag/Drop integration complete! Ready for testing and migration.**
|
||||||
|
|
||||||
@@ -1,285 +1,303 @@
|
|||||||
# Card Test Scene - Quick Reference
|
# Card Test Scene Quick Reference
|
||||||
|
|
||||||
## What Was Created
|
**Quick lookup for card test scene usage - no slot functionality**
|
||||||
|
|
||||||
### 📁 Scripts
|
**Last Updated**: November 12, 2025
|
||||||
- **CardTestController.cs** - Main testing controller with UI event handlers
|
|
||||||
- Location: `Assets/Scripts/UI/CardSystem/Testing/CardTestController.cs`
|
|
||||||
|
|
||||||
### 📄 Documentation
|
|
||||||
- **card_test_scene_setup_guide.md** - Complete scene setup instructions (17 steps)
|
|
||||||
- Location: `docs/cards_wip/card_test_scene_setup_guide.md`
|
|
||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
## Quick Start Guide
|
## TL;DR
|
||||||
|
|
||||||
### Step-by-Step Setup (Condensed)
|
Test scene for card effects and dragging. Cards snap back to spawn point when released - **NO SLOTTING**.
|
||||||
|
|
||||||
1. **Create Scene**
|
|
||||||
- New scene → Save as `CardSystemTestScene.unity`
|
|
||||||
|
|
||||||
2. **Create Canvas**
|
|
||||||
- UI → Canvas (Screen Space, 1920x1080 reference)
|
|
||||||
|
|
||||||
3. **Left Side - Card Test Area (70% width)**
|
|
||||||
```
|
|
||||||
CardTestArea (container)
|
|
||||||
├─ CardSpawnPoint → [Instantiate Card prefab here]
|
|
||||||
├─ AlbumSlot1 (bottom-left, 150,150)
|
|
||||||
└─ AlbumSlot2 (bottom-right, -150,150)
|
|
||||||
```
|
|
||||||
|
|
||||||
4. **Right Side - Control Panel (30% width)**
|
|
||||||
```
|
|
||||||
TestControlPanel (dark gray panel)
|
|
||||||
├─ CurrentStateText (yellow)
|
|
||||||
├─ State Transition Buttons (7)
|
|
||||||
├─ Simulation Buttons (4)
|
|
||||||
├─ Card Setup Controls (toggle, slider, dropdown)
|
|
||||||
├─ Clickability Toggle
|
|
||||||
├─ Animation Test Buttons (4)
|
|
||||||
├─ Event Log (scroll view)
|
|
||||||
└─ Utility Buttons (2)
|
|
||||||
```
|
|
||||||
|
|
||||||
5. **Add Controller**
|
|
||||||
- Empty GameObject → CardTestController component
|
|
||||||
- Assign all 11 references from hierarchy
|
|
||||||
|
|
||||||
6. **Wire Up Buttons**
|
|
||||||
- Connect all button OnClick() events to CardTestController methods
|
|
||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
## Testing Workflows
|
## Quick Setup Checklist
|
||||||
|
|
||||||
### Test Flow 1: NEW Card
|
- [ ] Create scene with Canvas + EventSystem
|
||||||
1. Click "Simulate NEW Card"
|
- [ ] Add CardTestController GameObject
|
||||||
2. Click card → flips → shows NEW badge
|
- [ ] Add Card prefab to scene
|
||||||
3. Tap enlarged card → shrinks to RevealedState
|
- [ ] Create UI buttons panel
|
||||||
4. Check event log for OnFlipComplete, OnCardDismissed, OnCardInteractionComplete
|
- [ ] Wire up all button onClick events
|
||||||
|
- [ ] Assign all inspector references
|
||||||
### Test Flow 2: REPEAT Card
|
- [ ] Create test CardData ScriptableObject
|
||||||
1. Set Repeat Count slider to 3
|
|
||||||
2. Click "Simulate REPEAT Card"
|
|
||||||
3. Click card → flips → shows progress bar (3/5) → blinks
|
|
||||||
4. Tap → shrinks to RevealedState
|
|
||||||
5. Verify REPEAT badge shows in RevealedState
|
|
||||||
|
|
||||||
### Test Flow 3: UPGRADE
|
|
||||||
1. Click "Simulate UPGRADE (5/5)"
|
|
||||||
2. Click card → flips → progress (5/5) → auto-upgrades
|
|
||||||
3. Shows NEW badge at higher rarity
|
|
||||||
4. Check event log for OnUpgradeTriggered
|
|
||||||
|
|
||||||
### Test Flow 4: Album Placement
|
|
||||||
1. Click "Simulate Album Placement"
|
|
||||||
2. Drag card to AlbumSlot1 or AlbumSlot2
|
|
||||||
3. Card enters DraggingState (scales up)
|
|
||||||
4. Drop → PlacedInSlotState
|
|
||||||
5. Click card → AlbumEnlargedState
|
|
||||||
6. Tap → back to PlacedInSlotState
|
|
||||||
|
|
||||||
### Test Flow 5: Manual State Jumping
|
|
||||||
1. Click any state button (e.g., "Enlarged New")
|
|
||||||
2. Verify visuals appear correctly
|
|
||||||
3. Check Current State display updates
|
|
||||||
4. Try rapid state changes
|
|
||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
## Key Features
|
## Button Quick Reference
|
||||||
|
|
||||||
### State Transition Buttons
|
### Flow Simulation (Most Used)
|
||||||
- **7 buttons** for direct state access
|
```
|
||||||
- Instantly jump to any state (bypasses normal flow)
|
New Card Flow → SimulateNewCardFlow()
|
||||||
- Useful for testing edge cases
|
Repeat Card Flow → SimulateRepeatCardFlow()
|
||||||
|
Upgrade Flow → SimulateUpgradeFlow()
|
||||||
|
Test Drag & Snap → TestDragAndSnap() ← NEW: Test dragging
|
||||||
|
```
|
||||||
|
|
||||||
### Simulation Buttons
|
### State Transitions
|
||||||
- **Simulate NEW Card** - Full new card reveal flow
|
```
|
||||||
- **Simulate REPEAT Card** - Progress bar display flow
|
To Idle State → TransitionToIdleState()
|
||||||
- **Simulate UPGRADE (5/5)** - Auto-upgrade flow
|
To Revealed State → TransitionToRevealedState()
|
||||||
- **Simulate Album Placement** - Drag/drop to album flow
|
To Enlarged New → TransitionToEnlargedNewState()
|
||||||
|
To Enlarged Repeat → TransitionToEnlargedRepeatState()
|
||||||
### Card Setup Controls
|
To Dragging State → TransitionToDraggingState()
|
||||||
- **Is New Toggle** - Mark card as new/repeat
|
To Album Enlarged → TransitionToAlbumEnlargedState()
|
||||||
- **Repeat Count Slider** - Set owned count (0-5)
|
```
|
||||||
- **Rarity Dropdown** - Change card rarity
|
|
||||||
- **Apply Button** - Apply all settings to card
|
|
||||||
|
|
||||||
### Animation Tests
|
### Animation Tests
|
||||||
- **Play Flip** - Trigger flip animation manually
|
```
|
||||||
- **Play Enlarge** - Enlarge card without state change
|
Play Flip → PlayFlipAnimation()
|
||||||
- **Play Shrink** - Shrink card to normal size
|
Play Enlarge → PlayEnlargeAnimation()
|
||||||
- **Start Idle Hover** - Begin hover animation
|
Play Shrink → PlayShrinkAnimation()
|
||||||
|
Start Idle Hover → StartIdleHoverAnimation()
|
||||||
### Event Log
|
Stop Idle Hover → StopIdleHoverAnimation()
|
||||||
- **Real-time event tracking** - See all CardContext events
|
|
||||||
- **Timestamped** - Know when events fired
|
|
||||||
- **Last 20 events** - Auto-truncates
|
|
||||||
- **Clear button** - Reset log
|
|
||||||
|
|
||||||
### Utility Controls
|
|
||||||
- **Is Clickable Toggle** - Test click blocking
|
|
||||||
- **Reset Position** - Return card to center
|
|
||||||
- **Clear Log** - Reset event log
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## CardTestController API Reference
|
|
||||||
|
|
||||||
### Public Methods (Called by UI Buttons)
|
|
||||||
|
|
||||||
#### State Transitions
|
|
||||||
```csharp
|
|
||||||
void TransitionToIdleState()
|
|
||||||
void TransitionToRevealedState()
|
|
||||||
void TransitionToEnlargedNewState()
|
|
||||||
void TransitionToEnlargedRepeatState()
|
|
||||||
void TransitionToDraggingState()
|
|
||||||
void TransitionToPlacedInSlotState()
|
|
||||||
void TransitionToAlbumEnlargedState()
|
|
||||||
```
|
```
|
||||||
|
|
||||||
#### Simulations
|
### Utilities
|
||||||
```csharp
|
|
||||||
void SimulateNewCardFlow() // NEW card: Idle → Flip → EnlargedNew → RevealedState
|
|
||||||
void SimulateRepeatCardFlow() // REPEAT: Idle → Flip → EnlargedRepeat → RevealedState
|
|
||||||
void SimulateUpgradeFlow() // UPGRADE: Idle → Flip → EnlargedRepeat → Auto-upgrade → EnlargedNew
|
|
||||||
void SimulateAlbumPlacementFlow() // Album: RevealedState → ready to drag
|
|
||||||
```
|
```
|
||||||
|
Reset Card Position → ResetCardPosition()
|
||||||
#### Card Setup
|
Clear Event Log → ClearEventLog()
|
||||||
```csharp
|
Apply Setup → ApplyCardSetup()
|
||||||
void ApplyCardSetup() // Apply toggle/slider/dropdown values to card
|
|
||||||
```
|
|
||||||
|
|
||||||
#### Animations
|
|
||||||
```csharp
|
|
||||||
void PlayFlipAnimation() // Manually trigger flip
|
|
||||||
void PlayEnlargeAnimation() // Enlarge without state change
|
|
||||||
void PlayShrinkAnimation() // Shrink to normal size
|
|
||||||
void StartIdleHoverAnimation() // Start hover bobbing
|
|
||||||
void StopIdleHoverAnimation() // Stop hover (change state to stop)
|
|
||||||
```
|
|
||||||
|
|
||||||
#### Utilities
|
|
||||||
```csharp
|
|
||||||
void ResetCardPosition() // Return card to center position
|
|
||||||
void ClearEventLog() // Clear event log display
|
|
||||||
```
|
```
|
||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
## Inspector Setup Checklist
|
## Inspector Fields
|
||||||
|
|
||||||
When you add CardTestController component, assign these references:
|
### Required References
|
||||||
|
```
|
||||||
|
Test Card → Card prefab instance
|
||||||
|
Test Card Data → CardData ScriptableObject
|
||||||
|
```
|
||||||
|
|
||||||
### Card References
|
### UI References
|
||||||
- ✅ **Test Card** → TestCard (from hierarchy)
|
```
|
||||||
- ✅ **Test Card Data** → CardData ScriptableObject asset
|
eventLogText → TextMeshProUGUI (scrollable)
|
||||||
|
currentStateText → TextMeshProUGUI
|
||||||
|
isNewToggle → Toggle
|
||||||
|
repeatCountSlider → Slider (0-5)
|
||||||
|
repeatCountLabel → TextMeshProUGUI
|
||||||
|
rarityDropdown → TMP_Dropdown
|
||||||
|
isClickableToggle → Toggle
|
||||||
|
```
|
||||||
|
|
||||||
### Slot References
|
### REMOVED References (No Longer Used)
|
||||||
- ✅ **Slot 1** → AlbumSlot1 (from hierarchy)
|
```
|
||||||
- ✅ **Slot 2** → AlbumSlot2 (from hierarchy)
|
❌ slot1 → REMOVED
|
||||||
|
❌ slot2 → REMOVED
|
||||||
### UI References (11 total)
|
```
|
||||||
- ✅ **Event Log Text** → EventLogText (in scroll view)
|
|
||||||
- ✅ **Is New Toggle** → Toggle_IsNew
|
|
||||||
- ✅ **Repeat Count Slider** → Slider_RepeatCount
|
|
||||||
- ✅ **Repeat Count Label** → Label_RepeatCount
|
|
||||||
- ✅ **Rarity Dropdown** → Dropdown_Rarity
|
|
||||||
- ✅ **Is Clickable Toggle** → Toggle_IsClickable
|
|
||||||
- ✅ **Current State Text** → CurrentStateText
|
|
||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
## Expected Event Sequence
|
## Common Test Flows
|
||||||
|
|
||||||
### NEW Card Flow
|
### 1. Test New Card Reveal
|
||||||
```
|
```
|
||||||
[0.00s] Card Test Scene Initialized
|
1. Click "New Card Flow"
|
||||||
[0.50s] Simulating NEW CARD flow - click card to flip
|
2. Click the card
|
||||||
[1.20s] Event: OnFlipComplete - IsNew=True, RepeatCount=0
|
3. Watch flip → enlarge → idle
|
||||||
[1.20s] Transitioned to EnlargedNewState
|
4. Check event log
|
||||||
[3.40s] Event: OnCardDismissed
|
|
||||||
[3.40s] Transitioned to RevealedState
|
|
||||||
[3.40s] Event: OnCardInteractionComplete
|
|
||||||
```
|
```
|
||||||
|
|
||||||
### REPEAT Card Flow (3/5)
|
### 2. Test Repeat Card (3/5)
|
||||||
```
|
```
|
||||||
[0.00s] Card Test Scene Initialized
|
1. Set slider to 3
|
||||||
[0.50s] Simulating REPEAT CARD flow (3/5) - click card to flip
|
2. Click "Repeat Card Flow"
|
||||||
[1.20s] Event: OnFlipComplete - IsNew=False, RepeatCount=3
|
3. Click the card
|
||||||
[1.20s] Transitioned to EnlargedRepeatState
|
4. See "3/5" indicator
|
||||||
[2.80s] Progress bar blink complete
|
|
||||||
[4.10s] Event: OnCardDismissed
|
|
||||||
[4.10s] Transitioned to RevealedState
|
|
||||||
[4.10s] Event: OnCardInteractionComplete
|
|
||||||
```
|
```
|
||||||
|
|
||||||
### UPGRADE Flow (5/5)
|
### 3. Test Drag Behavior ⭐ NEW
|
||||||
|
```
|
||||||
|
1. Click "Test Drag & Snap"
|
||||||
|
2. Drag card anywhere
|
||||||
|
3. Release mouse/touch
|
||||||
|
4. Card snaps back to spawn
|
||||||
|
5. Card returns to Idle state
|
||||||
|
```
|
||||||
|
|
||||||
|
### 4. Test Upgrade
|
||||||
|
```
|
||||||
|
1. Click "Upgrade Flow"
|
||||||
|
2. Click the card
|
||||||
|
3. Watch upgrade effect
|
||||||
|
4. Check event log for upgrade triggered
|
||||||
|
```
|
||||||
|
|
||||||
|
### 5. Manual State Testing
|
||||||
|
```
|
||||||
|
1. Click "To [State]" button
|
||||||
|
2. Observe card behavior
|
||||||
|
3. Check current state display
|
||||||
|
4. Review event log
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Expected Drag Behavior
|
||||||
|
|
||||||
|
### ✅ What Happens
|
||||||
|
- Card scales up during drag
|
||||||
|
- Card follows cursor smoothly
|
||||||
|
- Card snaps back to spawn on release
|
||||||
|
- Event log shows drag start/end
|
||||||
|
- Card returns to Idle state
|
||||||
|
|
||||||
|
### ❌ What Does NOT Happen
|
||||||
|
- Card does NOT snap to slots
|
||||||
|
- Card does NOT stay where dropped
|
||||||
|
- Card does NOT interact with album
|
||||||
|
- No slot validation occurs
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Event Log Messages
|
||||||
|
|
||||||
|
Common messages you'll see:
|
||||||
```
|
```
|
||||||
[0.00s] Card Test Scene Initialized
|
[0.00s] Card Test Scene Initialized
|
||||||
[0.50s] Simulating UPGRADE flow (5/5) - click card to flip
|
[1.23s] Simulating NEW CARD flow - click card to flip
|
||||||
[1.20s] Event: OnFlipComplete - IsNew=False, RepeatCount=5
|
[2.45s] Event: OnFlipComplete - IsNew=True, RepeatCount=0
|
||||||
[1.20s] Transitioned to EnlargedRepeatState
|
[3.67s] Transitioned to IdleState
|
||||||
[2.80s] Event: OnUpgradeTriggered - New Rarity=Uncommon
|
[4.89s] Event: OnDragStarted - Card is being dragged
|
||||||
[2.80s] Transitioned to EnlargedNewState
|
[5.10s] Event: OnDragEnded - Snapping card back to spawn point
|
||||||
[4.50s] Event: OnCardDismissed
|
[5.11s] Transitioned to IdleState
|
||||||
[4.50s] Transitioned to RevealedState
|
|
||||||
[4.50s] Event: OnCardInteractionComplete
|
|
||||||
```
|
```
|
||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
|
## State Machine States
|
||||||
|
|
||||||
|
Available states (use "To [State]" buttons):
|
||||||
|
1. **IdleState** - Face down, clickable, can start drag
|
||||||
|
2. **RevealedState** - Face up, can be dragged
|
||||||
|
3. **EnlargedNewState** - Enlarged, showing new card
|
||||||
|
4. **EnlargedRepeatState** - Enlarged, showing repeat count
|
||||||
|
5. **DraggingState** - Being dragged (scaled up)
|
||||||
|
6. **AlbumEnlargedState** - Enlarged in album view
|
||||||
|
7. ~~PlacedInSlotState~~ - **NOT USED IN TEST SCENE**
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Configuration Controls
|
||||||
|
|
||||||
|
### Is New Toggle
|
||||||
|
- ON = Card is new (first time seen)
|
||||||
|
- OFF = Card is repeat
|
||||||
|
|
||||||
|
### Repeat Count Slider
|
||||||
|
- Range: 0-5
|
||||||
|
- 5 triggers upgrade automatically
|
||||||
|
|
||||||
|
### Rarity Dropdown
|
||||||
|
- Common, Uncommon, Rare, Epic, Legendary
|
||||||
|
- Changes test card's rarity
|
||||||
|
|
||||||
|
### Is Clickable Toggle
|
||||||
|
- ON = Card responds to clicks
|
||||||
|
- OFF = Card ignores clicks
|
||||||
|
|
||||||
|
**Click "Apply Setup" after changing these values**
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Keyboard Shortcuts
|
||||||
|
|
||||||
|
None implemented yet - use buttons for all actions.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
## Troubleshooting Quick Fixes
|
## Troubleshooting Quick Fixes
|
||||||
|
|
||||||
| Issue | Quick Fix |
|
### Card Won't Drag
|
||||||
|-------|-----------|
|
```
|
||||||
| Buttons don't work | Check EventSystem exists, verify OnClick() wired up |
|
1. Click "Test Drag & Snap" button
|
||||||
| Card not visible | Verify Card prefab instantiated, check CardSpawnPoint |
|
2. Verify EventSystem in scene
|
||||||
| Events don't log | Verify EventLogText assigned, check Console for errors |
|
3. Check Canvas has GraphicRaycaster
|
||||||
| State won't change | Check state names match exactly (case-sensitive) |
|
```
|
||||||
| Progress bar missing | Verify ProgressBarUI child exists in EnlargedRepeatState |
|
|
||||||
| Can't drag card | Ensure AlbumCardSlot components exist on slots |
|
### Card Won't Snap Back
|
||||||
| Current State shows "Unknown" | Normal if no state active, check card is in a state |
|
```
|
||||||
|
1. Check CardTestController is in scene
|
||||||
|
2. Verify Awake() subscribed to OnDragEnded
|
||||||
|
3. Check _originalCardPosition is set
|
||||||
|
```
|
||||||
|
|
||||||
|
### Buttons Don't Work
|
||||||
|
```
|
||||||
|
1. Verify onClick events are wired
|
||||||
|
2. Check method names (case-sensitive)
|
||||||
|
3. Ensure CardTestController reference assigned
|
||||||
|
```
|
||||||
|
|
||||||
|
### No Event Log
|
||||||
|
```
|
||||||
|
1. Assign eventLogText field
|
||||||
|
2. Check TextMeshProUGUI component exists
|
||||||
|
3. Look in Unity Console for [CardTest] logs
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## What Changed (Nov 12, 2025)
|
||||||
|
|
||||||
|
### Removed
|
||||||
|
- ❌ `slot1` and `slot2` fields
|
||||||
|
- ❌ `TransitionToPlacedInSlotState()` method
|
||||||
|
- ❌ `SimulateAlbumPlacementFlow()` method
|
||||||
|
- ❌ All slot-related logic
|
||||||
|
|
||||||
|
### Added
|
||||||
|
- ✅ `TestDragAndSnap()` method
|
||||||
|
- ✅ `OnCardDragStarted()` handler
|
||||||
|
- ✅ `OnCardDragEnded()` handler with snap-back logic
|
||||||
|
- ✅ Drag event subscription in `Awake()`
|
||||||
|
- ✅ Drag event unsubscription in `OnDestroy()`
|
||||||
|
|
||||||
|
### Behavior Changes
|
||||||
|
- Cards **always** snap back to spawn point when drag ends
|
||||||
|
- No slot validation or placement
|
||||||
|
- Automatic return to Idle state after drag
|
||||||
|
- Event logging for drag start/end
|
||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
## Performance Notes
|
## Performance Notes
|
||||||
|
|
||||||
- **Event Log** updates every event (can be 20+ times per flow)
|
- Event log keeps last 20 messages only
|
||||||
- **Current State Display** updates every 0.5 seconds (not every frame)
|
- State display updates every 0.5 seconds
|
||||||
- **Layout Groups** may cause GC spikes - normal for test scene
|
- No performance concerns for single card testing
|
||||||
- Target: **60fps** with card animations
|
|
||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
## Next Steps After Setup
|
## Related Documentation
|
||||||
|
|
||||||
1. ✅ Create scene following guide
|
|
||||||
2. ✅ Test all 7 state transitions
|
|
||||||
3. ✅ Test all 4 simulation flows
|
|
||||||
4. ✅ Verify event log shows all events
|
|
||||||
5. ✅ Test drag/drop to album slots
|
|
||||||
6. ✅ Test click blocking toggle
|
|
||||||
7. ✅ Take screenshots of working states for documentation
|
|
||||||
8. ✅ Report any bugs found in state machine
|
|
||||||
9. ✅ Use scene for future card feature development
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Files to Reference
|
|
||||||
|
|
||||||
- **Full Setup Guide**: `docs/cards_wip/card_test_scene_setup_guide.md`
|
- **Full Setup Guide**: `docs/cards_wip/card_test_scene_setup_guide.md`
|
||||||
- **Card Assembly Guide**: `docs/cards_wip/card_prefab_assembly_guide.md`
|
- **State Machine Reference**: `docs/cards_wip/card_state_machine_quick_reference.md`
|
||||||
- **Implementation Summary**: `docs/cards_wip/card_system_implementation_summary.md`
|
- **Card System Overview**: `docs/cards_wip/README_CARD_SYSTEM.md`
|
||||||
- **Test Controller Script**: `Assets/Scripts/UI/CardSystem/Testing/CardTestController.cs`
|
|
||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
**Happy Testing! 🎴**
|
## Testing Checklist
|
||||||
|
|
||||||
|
Before moving to production:
|
||||||
|
- [ ] New card flow works (flip animation)
|
||||||
|
- [ ] Repeat card flow shows correct count
|
||||||
|
- [ ] Upgrade flow triggers at 5/5
|
||||||
|
- [ ] Drag & snap works smoothly
|
||||||
|
- [ ] Card scales during drag
|
||||||
|
- [ ] Card returns to spawn on release
|
||||||
|
- [ ] Event log shows all events
|
||||||
|
- [ ] Current state updates correctly
|
||||||
|
- [ ] All buttons respond
|
||||||
|
- [ ] Configuration controls work
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Key Reminder
|
||||||
|
|
||||||
|
🎯 **This test scene is for EFFECTS ONLY, not placement logic!**
|
||||||
|
|
||||||
|
Cards will ALWAYS snap back to spawn point. Test slot placement in album integration scenes.
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
@@ -1,589 +1,247 @@
|
|||||||
# Card Test Scene Setup Guide
|
# Card Test Scene Setup Guide
|
||||||
|
|
||||||
|
**Purpose**: Test card state machine, animations, and drag behavior WITHOUT slot placement functionality.
|
||||||
|
|
||||||
|
**Last Updated**: November 12, 2025
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
## Overview
|
## Overview
|
||||||
This guide walks you through creating a complete testing scene for the Card state machine system. The scene provides manual controls to test all state transitions, animations, and gameplay flows.
|
|
||||||
|
This test scene provides a controlled environment to test individual card effects, state transitions, and dragging behavior. Cards can be dragged with appropriate visual effects, but will **always snap back to their spawn point** when released - no slotting logic is implemented in this test environment.
|
||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
## Step 1: Create New Scene
|
## What This Scene Tests
|
||||||
|
|
||||||
1. In Unity, **File → New Scene**
|
✅ **Card State Transitions**
|
||||||
2. Select **Basic (Built-in)** or **2D** template
|
- Idle → Revealed (flip animation)
|
||||||
3. Save as `Assets/Scenes/CardSystemTestScene.unity`
|
- Revealed → Enlarged (new/repeat card display)
|
||||||
|
- Dragging state (visual feedback during drag)
|
||||||
|
- Return to Idle after interactions
|
||||||
|
|
||||||
|
✅ **Card Animations**
|
||||||
|
- Flip animations
|
||||||
|
- Enlarge/shrink animations
|
||||||
|
- Drag scale effects
|
||||||
|
- Idle hover animations
|
||||||
|
|
||||||
|
✅ **Card Flows**
|
||||||
|
- New card reveal flow
|
||||||
|
- Repeat card flow (with count display)
|
||||||
|
- Upgrade flow (5/5 repeats)
|
||||||
|
|
||||||
|
✅ **Drag Behavior**
|
||||||
|
- Card can be dragged
|
||||||
|
- Visual scale feedback during drag
|
||||||
|
- **Automatic snap back to spawn point on release**
|
||||||
|
|
||||||
|
❌ **Not Tested (Out of Scope)**
|
||||||
|
- Slot placement logic
|
||||||
|
- Album integration
|
||||||
|
- Multi-card scenarios
|
||||||
|
- Booster pack opening
|
||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
## Step 2: Setup Canvas
|
## Scene Setup Instructions
|
||||||
|
|
||||||
### Create Main Canvas
|
### 1. Create Test Scene
|
||||||
1. Right-click in Hierarchy → **UI → Canvas**
|
- Create new scene: `Assets/Scenes/CardTestScene.unity`
|
||||||
2. Name it `TestCanvas`
|
- Add Canvas with CanvasScaler configured for your target resolution
|
||||||
3. In Canvas component:
|
- Add EventSystem
|
||||||
- **Render Mode**: Screen Space - Overlay
|
|
||||||
- **UI Scale Mode**: Scale With Screen Size
|
|
||||||
- **Reference Resolution**: 1920 x 1080
|
|
||||||
- **Match**: 0.5 (balance between width and height)
|
|
||||||
|
|
||||||
### Verify EventSystem
|
### 2. Create Card Test GameObject
|
||||||
- Unity should auto-create **EventSystem** GameObject
|
- Create empty GameObject: "CardTestController"
|
||||||
- If not, right-click Hierarchy → **UI → Event System**
|
- Add `CardTestController.cs` component
|
||||||
|
- Position in hierarchy under Canvas or as scene root
|
||||||
|
|
||||||
|
### 3. Setup Test Card
|
||||||
|
- Add Card prefab to scene as child of Canvas
|
||||||
|
- Position card at desired spawn location (center of screen recommended)
|
||||||
|
- Assign to CardTestController → Test Card field
|
||||||
|
- Create or assign CardData ScriptableObject → Test Card Data field
|
||||||
|
|
||||||
|
### 4. UI Panel Setup
|
||||||
|
Create a panel with the following buttons and controls:
|
||||||
|
|
||||||
|
#### State Transition Buttons
|
||||||
|
- "To Idle State" → `TransitionToIdleState()`
|
||||||
|
- "To Revealed State" → `TransitionToRevealedState()`
|
||||||
|
- "To Enlarged New" → `TransitionToEnlargedNewState()`
|
||||||
|
- "To Enlarged Repeat" → `TransitionToEnlargedRepeatState()`
|
||||||
|
- "To Dragging State" → `TransitionToDraggingState()`
|
||||||
|
- "To Album Enlarged" → `TransitionToAlbumEnlargedState()`
|
||||||
|
|
||||||
|
#### Flow Simulation Buttons
|
||||||
|
- "New Card Flow" → `SimulateNewCardFlow()`
|
||||||
|
- "Repeat Card Flow" → `SimulateRepeatCardFlow()`
|
||||||
|
- "Upgrade Flow" → `SimulateUpgradeFlow()`
|
||||||
|
- "Test Drag & Snap" → `TestDragAndSnap()`
|
||||||
|
|
||||||
|
#### Animation Test Buttons
|
||||||
|
- "Play Flip" → `PlayFlipAnimation()`
|
||||||
|
- "Play Enlarge" → `PlayEnlargeAnimation()`
|
||||||
|
- "Play Shrink" → `PlayShrinkAnimation()`
|
||||||
|
- "Start Idle Hover" → `StartIdleHoverAnimation()`
|
||||||
|
- "Stop Idle Hover" → `StopIdleHoverAnimation()`
|
||||||
|
|
||||||
|
#### Utility Buttons
|
||||||
|
- "Reset Card Position" → `ResetCardPosition()`
|
||||||
|
- "Clear Event Log" → `ClearEventLog()`
|
||||||
|
|
||||||
|
### 5. Configuration Controls
|
||||||
|
Add these UI elements and wire them up:
|
||||||
|
|
||||||
|
- **Toggle**: "Is New Card" → `isNewToggle`
|
||||||
|
- **Slider**: "Repeat Count (0-5)" → `repeatCountSlider`
|
||||||
|
- Min: 0, Max: 5, Whole Numbers: true
|
||||||
|
- **TextMeshProUGUI**: Repeat count label → `repeatCountLabel`
|
||||||
|
- **Dropdown**: "Rarity" → `rarityDropdown`
|
||||||
|
- Options: Common, Uncommon, Rare, Epic, Legendary
|
||||||
|
- **Toggle**: "Is Clickable" → `isClickableToggle`
|
||||||
|
- **Button**: "Apply Setup" → `ApplyCardSetup()`
|
||||||
|
|
||||||
|
### 6. Status Display
|
||||||
|
Add these UI text fields:
|
||||||
|
|
||||||
|
- **TextMeshProUGUI**: "Current State: [state]" → `currentStateText`
|
||||||
|
- **TextMeshProUGUI**: Event log (scrollable) → `eventLogText`
|
||||||
|
|
||||||
|
### 7. Assign All References
|
||||||
|
In CardTestController inspector, assign all serialized fields:
|
||||||
|
- Test Card
|
||||||
|
- Test Card Data
|
||||||
|
- All UI references (toggles, sliders, text fields, etc.)
|
||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
## Step 3: Create CardTestArea (Left Side)
|
## How to Use the Test Scene
|
||||||
|
|
||||||
### Create CardTestArea Container
|
### Testing New Card Flow
|
||||||
1. Right-click `TestCanvas` → **Create Empty**
|
1. Click "New Card Flow" button
|
||||||
2. Name it `CardTestArea`
|
2. Card starts in Idle state (face down)
|
||||||
3. Add **RectTransform** component (should auto-add)
|
3. Click the card to flip it
|
||||||
4. Configure RectTransform:
|
4. Card transitions through reveal → enlarged new → idle
|
||||||
- **Anchors**: Left-Stretch (left side, vertical stretch)
|
|
||||||
- **Pivot**: (0, 0.5)
|
|
||||||
- **Pos X**: 0
|
|
||||||
- **Pos Y**: 0
|
|
||||||
- **Width**: 1344 (70% of 1920)
|
|
||||||
- **Height**: 0 (auto from anchor stretch)
|
|
||||||
|
|
||||||
### Add Background (Optional)
|
### Testing Repeat Card Flow
|
||||||
1. Right-click `CardTestArea` → **UI → Image**
|
1. Set repeat count slider (0-4)
|
||||||
2. Name it `Background`
|
2. Click "Repeat Card Flow" button
|
||||||
3. Set **Color**: Light gray (R:0.9, G:0.9, B:0.9, A:0.3)
|
3. Click card to flip
|
||||||
4. Set **Anchors**: Stretch-Stretch
|
4. Observe repeat count display
|
||||||
|
5. Card shows "x/5" indicator
|
||||||
|
|
||||||
### Add Card Spawn Point
|
### Testing Upgrade Flow
|
||||||
1. Right-click `CardTestArea` → **Create Empty**
|
1. Click "Upgrade Flow" button (auto-sets to 5/5)
|
||||||
2. Name it `CardSpawnPoint`
|
2. Click card to flip
|
||||||
3. Configure RectTransform:
|
3. Card automatically triggers upgrade effect
|
||||||
- **Anchors**: Center-Middle
|
4. Event log shows upgrade triggered
|
||||||
- **Pos X**: 0
|
|
||||||
- **Pos Y**: 100 (slightly above center)
|
### Testing Drag Behavior
|
||||||
- **Width**: 200
|
1. Click "Test Drag & Snap" button
|
||||||
- **Height**: 280
|
2. Card enters Revealed state with dragging enabled
|
||||||
|
3. **Drag the card anywhere on screen**
|
||||||
|
4. Card scales up during drag (visual feedback)
|
||||||
|
5. **Release the card**
|
||||||
|
6. Card snaps back to spawn point
|
||||||
|
7. Card returns to Idle state
|
||||||
|
|
||||||
|
### Testing Individual States
|
||||||
|
- Click any "To [State]" button to jump directly to that state
|
||||||
|
- Useful for testing specific state behavior
|
||||||
|
- Watch event log for state transitions
|
||||||
|
|
||||||
|
### Testing Animations
|
||||||
|
- Use animation test buttons to trigger individual animations
|
||||||
|
- Combine with state transitions for complex testing
|
||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
## Step 4: Instantiate Test Card
|
## Expected Behavior
|
||||||
|
|
||||||
1. **Drag your Card prefab** from Project into `CardSpawnPoint`
|
### Dragging
|
||||||
2. Name it `TestCard`
|
- ✅ Card can be dragged when in appropriate states
|
||||||
3. Ensure it's positioned at (0, 0, 0) local position
|
- ✅ Card scales to 1.2x (or configured DragScale) while dragging
|
||||||
4. The card should be centered in the CardTestArea
|
- ✅ Card follows cursor/touch smoothly
|
||||||
|
- ✅ Card **always snaps back to original spawn position** when released
|
||||||
**Note:** If you haven't created the Card prefab yet, follow the `card_prefab_assembly_guide.md` first.
|
- ❌ Card does NOT interact with slots
|
||||||
|
- ❌ Card does NOT stay where you drop it
|
||||||
---
|
|
||||||
|
### Event Log
|
||||||
## Step 5: Create Album Slots for Drag Testing
|
All card events are logged with timestamps:
|
||||||
|
- State transitions
|
||||||
### Create Slot 1 (Bottom-Left)
|
- Drag start/end
|
||||||
1. Right-click `CardTestArea` → **Create Empty**
|
- Flip complete
|
||||||
2. Name it `AlbumSlot1`
|
- Upgrade triggered
|
||||||
3. Add Component → **Album Card Slot** (your existing script)
|
- Interaction complete
|
||||||
4. Configure RectTransform:
|
- Card dismissed
|
||||||
- **Anchors**: Bottom-Left
|
|
||||||
- **Pivot**: (0.5, 0.5)
|
### State Display
|
||||||
- **Pos X**: 150
|
Current state updates in real-time (refreshes every 0.5 seconds)
|
||||||
- **Pos Y**: 150
|
|
||||||
- **Width**: 200
|
|
||||||
- **Height**: 280
|
|
||||||
|
|
||||||
5. Add child **UI → Image** for visual slot background:
|
|
||||||
- Name it `SlotBackground`
|
|
||||||
- Set **Color**: White with alpha 0.5
|
|
||||||
- Set **Anchors**: Stretch-Stretch
|
|
||||||
- Assign a slot frame sprite if available
|
|
||||||
|
|
||||||
### Create Slot 2 (Bottom-Right)
|
|
||||||
1. Duplicate `AlbumSlot1` (Ctrl+D)
|
|
||||||
2. Name it `AlbumSlot2`
|
|
||||||
3. Configure RectTransform:
|
|
||||||
- **Anchors**: Bottom-Right
|
|
||||||
- **Pivot**: (0.5, 0.5)
|
|
||||||
- **Pos X**: -150 (negative for right side)
|
|
||||||
- **Pos Y**: 150
|
|
||||||
- **Width**: 200
|
|
||||||
- **Height**: 280
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Step 6: Create Test Control Panel (Right Side)
|
|
||||||
|
|
||||||
### Create Panel Container
|
|
||||||
1. Right-click `TestCanvas` → **UI → Panel**
|
|
||||||
2. Name it `TestControlPanel`
|
|
||||||
3. Configure RectTransform:
|
|
||||||
- **Anchors**: Right-Stretch (right side, vertical stretch)
|
|
||||||
- **Pivot**: (1, 0.5)
|
|
||||||
- **Pos X**: 0
|
|
||||||
- **Pos Y**: 0
|
|
||||||
- **Width**: 576 (30% of 1920)
|
|
||||||
- **Height**: 0 (auto from anchor stretch)
|
|
||||||
4. Set **Color**: Dark gray (R:0.2, G:0.2, B:0.2, A:0.95)
|
|
||||||
|
|
||||||
### Add Vertical Layout Group
|
|
||||||
1. Select `TestControlPanel`
|
|
||||||
2. Add Component → **Vertical Layout Group**
|
|
||||||
3. Configure:
|
|
||||||
- **Child Alignment**: Upper Center
|
|
||||||
- **Control Child Size**: Width ✓, Height ✗
|
|
||||||
- **Child Force Expand**: Width ✓, Height ✗
|
|
||||||
- **Padding**: Left=20, Right=20, Top=20, Bottom=20
|
|
||||||
- **Spacing**: 10
|
|
||||||
|
|
||||||
### Add Content Size Fitter
|
|
||||||
1. Select `TestControlPanel`
|
|
||||||
2. Add Component → **Content Size Fitter**
|
|
||||||
3. Configure:
|
|
||||||
- **Horizontal Fit**: Unconstrained
|
|
||||||
- **Vertical Fit**: Preferred Size
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Step 7: Add Current State Display
|
|
||||||
|
|
||||||
1. Right-click `TestControlPanel` → **UI → Text - TextMeshPro**
|
|
||||||
2. Name it `CurrentStateText`
|
|
||||||
3. Configure:
|
|
||||||
- **Text**: "Current State: None"
|
|
||||||
- **Font Size**: 24
|
|
||||||
- **Alignment**: Center
|
|
||||||
- **Color**: Yellow
|
|
||||||
- **Auto Size**: Min=16, Max=28
|
|
||||||
4. Add **Layout Element** component:
|
|
||||||
- **Preferred Height**: 40
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Step 8: Create State Transition Buttons Section
|
|
||||||
|
|
||||||
### Create Section Header
|
|
||||||
1. Right-click `TestControlPanel` → **UI → Text - TextMeshPro**
|
|
||||||
2. Name it `StateButtonsHeader`
|
|
||||||
3. Configure:
|
|
||||||
- **Text**: "State Transitions"
|
|
||||||
- **Font Size**: 20
|
|
||||||
- **Font Style**: Bold
|
|
||||||
- **Color**: White
|
|
||||||
4. Add **Layout Element**: Preferred Height = 30
|
|
||||||
|
|
||||||
### Create Button Container
|
|
||||||
1. Right-click `TestControlPanel` → **Create Empty**
|
|
||||||
2. Name it `StateButtonsContainer`
|
|
||||||
3. Add **Vertical Layout Group**:
|
|
||||||
- **Spacing**: 5
|
|
||||||
- **Child Force Expand**: Width ✓, Height ✗
|
|
||||||
4. Add **Layout Element**: Preferred Height = 350
|
|
||||||
|
|
||||||
### Add State Transition Buttons (7 buttons)
|
|
||||||
For each state, create a button:
|
|
||||||
|
|
||||||
1. Right-click `StateButtonsContainer` → **UI → Button - TextMeshPro**
|
|
||||||
2. Name it `Button_[StateName]` (e.g., `Button_IdleState`)
|
|
||||||
3. Configure **Button** component:
|
|
||||||
- **On Click()**: Drag `CardTestController` GameObject
|
|
||||||
- Select function: `CardTestController → TransitionTo[StateName]`
|
|
||||||
4. Configure button **Text (TMP)**:
|
|
||||||
- Set text to state name (e.g., "Idle State")
|
|
||||||
- **Font Size**: 16
|
|
||||||
5. Add **Layout Element**: Preferred Height = 40
|
|
||||||
|
|
||||||
**Create these buttons:**
|
|
||||||
- `Button_IdleState` → "Idle State"
|
|
||||||
- `Button_RevealedState` → "Revealed State"
|
|
||||||
- `Button_EnlargedNewState` → "Enlarged New"
|
|
||||||
- `Button_EnlargedRepeatState` → "Enlarged Repeat"
|
|
||||||
- `Button_DraggingState` → "Dragging State"
|
|
||||||
- `Button_PlacedInSlotState` → "Placed In Slot"
|
|
||||||
- `Button_AlbumEnlargedState` → "Album Enlarged"
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Step 9: Create Simulation Buttons Section
|
|
||||||
|
|
||||||
### Create Section Header
|
|
||||||
1. Right-click `TestControlPanel` → **UI → Text - TextMeshPro**
|
|
||||||
2. Name it `SimulationHeader`
|
|
||||||
3. Configure:
|
|
||||||
- **Text**: "Flow Simulations"
|
|
||||||
- **Font Size**: 20
|
|
||||||
- **Font Style**: Bold
|
|
||||||
- **Color**: Cyan
|
|
||||||
4. Add **Layout Element**: Preferred Height = 30
|
|
||||||
|
|
||||||
### Create Simulation Buttons Container
|
|
||||||
1. Right-click `TestControlPanel` → **Create Empty**
|
|
||||||
2. Name it `SimulationButtonsContainer`
|
|
||||||
3. Add **Vertical Layout Group** (spacing=5)
|
|
||||||
4. Add **Layout Element**: Preferred Height = 200
|
|
||||||
|
|
||||||
### Add Simulation Buttons (4 buttons)
|
|
||||||
Create these buttons (same process as state buttons):
|
|
||||||
|
|
||||||
1. `Button_SimulateNew` → "Simulate NEW Card" → `SimulateNewCardFlow()`
|
|
||||||
2. `Button_SimulateRepeat` → "Simulate REPEAT Card" → `SimulateRepeatCardFlow()`
|
|
||||||
3. `Button_SimulateUpgrade` → "Simulate UPGRADE (5/5)" → `SimulateUpgradeFlow()`
|
|
||||||
4. `Button_SimulateAlbum` → "Simulate Album Placement" → `SimulateAlbumPlacementFlow()`
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Step 10: Create Card Setup Controls Section
|
|
||||||
|
|
||||||
### Create Section Header
|
|
||||||
1. Right-click `TestControlPanel` → **UI → Text - TextMeshPro**
|
|
||||||
2. Name it `SetupHeader`
|
|
||||||
3. Configure:
|
|
||||||
- **Text**: "Card Setup"
|
|
||||||
- **Font Size**: 20
|
|
||||||
- **Font Style**: Bold
|
|
||||||
- **Color**: Green
|
|
||||||
4. Add **Layout Element**: Preferred Height = 30
|
|
||||||
|
|
||||||
### Create Setup Container
|
|
||||||
1. Right-click `TestControlPanel` → **Create Empty**
|
|
||||||
2. Name it `SetupContainer`
|
|
||||||
3. Add **Vertical Layout Group** (spacing=8)
|
|
||||||
4. Add **Layout Element**: Preferred Height = 180
|
|
||||||
|
|
||||||
### Add "Is New Card" Toggle
|
|
||||||
1. Right-click `SetupContainer` → **UI → Toggle**
|
|
||||||
2. Name it `Toggle_IsNew`
|
|
||||||
3. Configure label text: "Is New Card"
|
|
||||||
4. Add **Layout Element**: Preferred Height = 30
|
|
||||||
|
|
||||||
### Add "Repeat Count" Slider
|
|
||||||
1. Right-click `SetupContainer` → **UI → Slider**
|
|
||||||
2. Name it `Slider_RepeatCount`
|
|
||||||
3. Configure **Slider** component:
|
|
||||||
- **Min Value**: 0
|
|
||||||
- **Max Value**: 5
|
|
||||||
- **Whole Numbers**: ✓
|
|
||||||
- **Value**: 0
|
|
||||||
4. Add **Layout Element**: Preferred Height = 30
|
|
||||||
|
|
||||||
### Add Repeat Count Label
|
|
||||||
1. Right-click `SetupContainer` → **UI → Text - TextMeshPro**
|
|
||||||
2. Name it `Label_RepeatCount`
|
|
||||||
3. Configure:
|
|
||||||
- **Text**: "0/5"
|
|
||||||
- **Font Size**: 18
|
|
||||||
- **Alignment**: Center
|
|
||||||
4. Add **Layout Element**: Preferred Height = 25
|
|
||||||
|
|
||||||
### Add "Rarity" Dropdown
|
|
||||||
1. Right-click `SetupContainer` → **UI → Dropdown - TextMeshPro**
|
|
||||||
2. Name it `Dropdown_Rarity`
|
|
||||||
3. Configure **TMP_Dropdown** component:
|
|
||||||
- **Options**: Common, Uncommon, Rare, Epic, Legendary
|
|
||||||
4. Add **Layout Element**: Preferred Height = 35
|
|
||||||
|
|
||||||
### Add "Apply Setup" Button
|
|
||||||
1. Right-click `SetupContainer` → **UI → Button - TextMeshPro**
|
|
||||||
2. Name it `Button_ApplySetup`
|
|
||||||
3. Configure:
|
|
||||||
- **Text**: "Apply Card Setup"
|
|
||||||
- **On Click()**: `CardTestController → ApplyCardSetup()`
|
|
||||||
4. Add **Layout Element**: Preferred Height = 40
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Step 11: Create Clickability Toggle
|
|
||||||
|
|
||||||
1. Right-click `TestControlPanel` → **UI → Toggle**
|
|
||||||
2. Name it `Toggle_IsClickable`
|
|
||||||
3. Configure label text: "Card Is Clickable"
|
|
||||||
4. Set **Is On**: ✓ (checked by default)
|
|
||||||
5. Add **Layout Element**: Preferred Height = 30
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Step 12: Create Animation Test Buttons Section
|
|
||||||
|
|
||||||
### Create Section Header
|
|
||||||
1. Right-click `TestControlPanel` → **UI → Text - TextMeshPro**
|
|
||||||
2. Name it `AnimationHeader`
|
|
||||||
3. Configure:
|
|
||||||
- **Text**: "Animation Tests"
|
|
||||||
- **Font Size**: 20
|
|
||||||
- **Font Style**: Bold
|
|
||||||
- **Color**: Orange
|
|
||||||
4. Add **Layout Element**: Preferred Height = 30
|
|
||||||
|
|
||||||
### Create Animation Buttons Container
|
|
||||||
1. Right-click `TestControlPanel` → **Create Empty**
|
|
||||||
2. Name it `AnimationButtonsContainer`
|
|
||||||
3. Add **Vertical Layout Group** (spacing=5)
|
|
||||||
4. Add **Layout Element**: Preferred Height = 150
|
|
||||||
|
|
||||||
### Add Animation Buttons (4 buttons)
|
|
||||||
1. `Button_PlayFlip` → "Play Flip" → `PlayFlipAnimation()`
|
|
||||||
2. `Button_PlayEnlarge` → "Play Enlarge" → `PlayEnlargeAnimation()`
|
|
||||||
3. `Button_PlayShrink` → "Play Shrink" → `PlayShrinkAnimation()`
|
|
||||||
4. `Button_StartHover` → "Start Idle Hover" → `StartIdleHoverAnimation()`
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Step 13: Create Event Log Section
|
|
||||||
|
|
||||||
### Create Section Header
|
|
||||||
1. Right-click `TestControlPanel` → **UI → Text - TextMeshPro**
|
|
||||||
2. Name it `EventLogHeader`
|
|
||||||
3. Configure:
|
|
||||||
- **Text**: "Event Log"
|
|
||||||
- **Font Size**: 20
|
|
||||||
- **Font Style**: Bold
|
|
||||||
- **Color**: White
|
|
||||||
4. Add **Layout Element**: Preferred Height = 30
|
|
||||||
|
|
||||||
### Create Scroll View for Event Log
|
|
||||||
1. Right-click `TestControlPanel` → **UI → Scroll View**
|
|
||||||
2. Name it `EventLogScrollView`
|
|
||||||
3. Configure:
|
|
||||||
- **Vertical Scrollbar**: Visible, auto-hide
|
|
||||||
- **Horizontal Scrollbar**: Hidden
|
|
||||||
4. Add **Layout Element**:
|
|
||||||
- **Preferred Height**: 300
|
|
||||||
- **Flexible Height**: 1
|
|
||||||
|
|
||||||
### Configure Event Log Text
|
|
||||||
1. Navigate to `EventLogScrollView → Viewport → Content`
|
|
||||||
2. Select the **Content** GameObject
|
|
||||||
3. Add **Content Size Fitter**:
|
|
||||||
- **Vertical Fit**: Preferred Size
|
|
||||||
4. Add **Vertical Layout Group**:
|
|
||||||
- **Child Force Expand**: Height ✗
|
|
||||||
|
|
||||||
5. Right-click `Content` → **UI → Text - TextMeshPro**
|
|
||||||
6. Name it `EventLogText`
|
|
||||||
7. Configure:
|
|
||||||
- **Text**: "(Event log will appear here)"
|
|
||||||
- **Font Size**: 14
|
|
||||||
- **Alignment**: Top-Left
|
|
||||||
- **Color**: Light Green
|
|
||||||
- **Wrapping**: Enabled
|
|
||||||
- **Overflow**: Overflow
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Step 14: Create Utility Buttons Section
|
|
||||||
|
|
||||||
### Create Utility Buttons Container
|
|
||||||
1. Right-click `TestControlPanel` → **Create Empty**
|
|
||||||
2. Name it `UtilityButtonsContainer`
|
|
||||||
3. Add **Horizontal Layout Group** (spacing=10)
|
|
||||||
4. Add **Layout Element**: Preferred Height = 50
|
|
||||||
|
|
||||||
### Add Utility Buttons (2 buttons)
|
|
||||||
1. `Button_ResetPosition` → "Reset Position" → `ResetCardPosition()`
|
|
||||||
2. `Button_ClearLog` → "Clear Log" → `ClearEventLog()`
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Step 15: Setup CardTestController Component
|
|
||||||
|
|
||||||
### Add CardTestController Script
|
|
||||||
1. Create a new **Empty GameObject** under `TestCanvas`
|
|
||||||
2. Name it `CardTestController`
|
|
||||||
3. Add Component → **Card Test Controller**
|
|
||||||
|
|
||||||
### Assign References
|
|
||||||
1. Select `CardTestController` GameObject
|
|
||||||
2. In **Card Test Controller** component, assign:
|
|
||||||
- **Test Card**: Drag `TestCard` from hierarchy
|
|
||||||
- **Test Card Data**: Drag a CardData ScriptableObject from Project
|
|
||||||
- **Slot 1**: Drag `AlbumSlot1` from hierarchy
|
|
||||||
- **Slot 2**: Drag `AlbumSlot2` from hierarchy
|
|
||||||
- **Event Log Text**: Drag `EventLogText` from hierarchy
|
|
||||||
- **Is New Toggle**: Drag `Toggle_IsNew` from hierarchy
|
|
||||||
- **Repeat Count Slider**: Drag `Slider_RepeatCount` from hierarchy
|
|
||||||
- **Repeat Count Label**: Drag `Label_RepeatCount` from hierarchy
|
|
||||||
- **Rarity Dropdown**: Drag `Dropdown_Rarity` from hierarchy
|
|
||||||
- **Is Clickable Toggle**: Drag `Toggle_IsClickable` from hierarchy
|
|
||||||
- **Current State Text**: Drag `CurrentStateText` from hierarchy
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Step 16: Wire Up All Button Events
|
|
||||||
|
|
||||||
For each button created earlier, select it and configure **On Click()**:
|
|
||||||
|
|
||||||
1. Click **+** to add event
|
|
||||||
2. Drag `CardTestController` GameObject to object field
|
|
||||||
3. Select the corresponding function from dropdown
|
|
||||||
|
|
||||||
**State Transition Buttons:**
|
|
||||||
- `Button_IdleState` → `CardTestController.TransitionToIdleState`
|
|
||||||
- `Button_RevealedState` → `CardTestController.TransitionToRevealedState`
|
|
||||||
- `Button_EnlargedNewState` → `CardTestController.TransitionToEnlargedNewState`
|
|
||||||
- `Button_EnlargedRepeatState` → `CardTestController.TransitionToEnlargedRepeatState`
|
|
||||||
- `Button_DraggingState` → `CardTestController.TransitionToDraggingState`
|
|
||||||
- `Button_PlacedInSlotState` → `CardTestController.TransitionToPlacedInSlotState`
|
|
||||||
- `Button_AlbumEnlargedState` → `CardTestController.TransitionToAlbumEnlargedState`
|
|
||||||
|
|
||||||
**Simulation Buttons:**
|
|
||||||
- `Button_SimulateNew` → `CardTestController.SimulateNewCardFlow`
|
|
||||||
- `Button_SimulateRepeat` → `CardTestController.SimulateRepeatCardFlow`
|
|
||||||
- `Button_SimulateUpgrade` → `CardTestController.SimulateUpgradeFlow`
|
|
||||||
- `Button_SimulateAlbum` → `CardTestController.SimulateAlbumPlacementFlow`
|
|
||||||
|
|
||||||
**Setup Button:**
|
|
||||||
- `Button_ApplySetup` → `CardTestController.ApplyCardSetup`
|
|
||||||
|
|
||||||
**Animation Buttons:**
|
|
||||||
- `Button_PlayFlip` → `CardTestController.PlayFlipAnimation`
|
|
||||||
- `Button_PlayEnlarge` → `CardTestController.PlayEnlargeAnimation`
|
|
||||||
- `Button_PlayShrink` → `CardTestController.PlayShrinkAnimation`
|
|
||||||
- `Button_StartHover` → `CardTestController.StartIdleHoverAnimation`
|
|
||||||
|
|
||||||
**Utility Buttons:**
|
|
||||||
- `Button_ResetPosition` → `CardTestController.ResetCardPosition`
|
|
||||||
- `Button_ClearLog` → `CardTestController.ClearEventLog`
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Step 17: Create Test Card Data Asset (If Needed)
|
|
||||||
|
|
||||||
If you don't have a test CardData asset:
|
|
||||||
|
|
||||||
1. Right-click in `Assets/Data/CardSystem/` → **Create → AppleHills → Card Data**
|
|
||||||
2. Name it `TestCardData_Common`
|
|
||||||
3. Configure:
|
|
||||||
- **Card Name**: "Test Pikachu"
|
|
||||||
- **Rarity**: Common
|
|
||||||
- **Copies Owned**: 0
|
|
||||||
- **Zone**: Any test zone
|
|
||||||
- Assign sprites if available
|
|
||||||
4. Drag this asset to **Test Card Data** field in CardTestController
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Step 18: Test the Scene
|
|
||||||
|
|
||||||
### Play Mode Tests
|
|
||||||
|
|
||||||
1. **Press Play**
|
|
||||||
2. Verify **Current State Text** shows "IdleState"
|
|
||||||
3. Click **"Simulate NEW Card"** button
|
|
||||||
4. Click the card in the center - it should flip and enlarge
|
|
||||||
5. Watch **Event Log** for event messages
|
|
||||||
6. Tap enlarged card - it should shrink to RevealedState
|
|
||||||
7. Try other simulation buttons
|
|
||||||
8. Test manual state transitions
|
|
||||||
9. Test animation buttons
|
|
||||||
|
|
||||||
### Expected Behaviors
|
|
||||||
|
|
||||||
| Test | Expected Result |
|
|
||||||
|------|----------------|
|
|
||||||
| Click card in IdleState | Flips and transitions to EnlargedNewState or EnlargedRepeatState |
|
|
||||||
| Simulate NEW Card | Card flips → shows NEW badge → tap → shrinks to RevealedState |
|
|
||||||
| Simulate REPEAT (3/5) | Card flips → shows progress bar (3/5) → blinks → tap → shrinks |
|
|
||||||
| Simulate UPGRADE (5/5) | Card flips → progress (5/5) → auto-upgrades → shows NEW at higher rarity |
|
|
||||||
| Drag to slot | Card enters DraggingState → scales up → drops in slot → PlacedInSlotState |
|
|
||||||
| Toggle "Is Clickable" OFF | Card ignores clicks |
|
|
||||||
| Reset Position | Card returns to center |
|
|
||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
## Troubleshooting
|
## Troubleshooting
|
||||||
|
|
||||||
### Issue: Buttons don't respond
|
### Card Not Dragging
|
||||||
- **Check:** Event System exists in scene
|
- Ensure "Test Drag & Snap" button was clicked
|
||||||
- **Check:** Button On Click() events are wired to CardTestController
|
- Check that card has DraggableObject component
|
||||||
- **Check:** CardTestController component is on a GameObject
|
- Verify EventSystem exists in scene
|
||||||
|
- Check Canvas has GraphicRaycaster
|
||||||
|
|
||||||
### Issue: Card doesn't appear
|
### Card Not Snapping Back
|
||||||
- **Check:** Card prefab is instantiated under CardSpawnPoint
|
- CardTestController should handle OnDragEnded event
|
||||||
- **Check:** Card has CardContext, CardAnimator, CardStateMachine components
|
- Check event subscriptions in Awake()
|
||||||
- **Check:** TestCardData asset is assigned
|
- Verify _originalCardPosition is set correctly
|
||||||
|
|
||||||
### Issue: Event Log shows nothing
|
### Buttons Not Working
|
||||||
- **Check:** EventLogText is assigned in CardTestController
|
- Verify all Button components have onClick events wired
|
||||||
- **Check:** CardContext events are being fired (check Console for logs)
|
- Check CardTestController reference is assigned
|
||||||
|
- Ensure method names match exactly (case-sensitive)
|
||||||
|
|
||||||
### Issue: State transitions don't work
|
### Event Log Empty
|
||||||
- **Check:** Card has AppleMachine with states configured
|
- Assign eventLogText TextMeshProUGUI field
|
||||||
- **Check:** States are named correctly (case-sensitive)
|
- Check console for [CardTest] debug logs
|
||||||
- **Check:** Default State is set to IdleState in AppleMachine
|
- Verify CardContext events are firing
|
||||||
|
|
||||||
### Issue: Progress bar doesn't show
|
|
||||||
- **Check:** ProgressBarUI is child of EnlargedRepeatState
|
|
||||||
- **Check:** ProgressBarController component exists and has 5 child Images
|
|
||||||
- **Check:** Repeat count is > 0 when transitioning to EnlargedRepeatState
|
|
||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
## Final Hierarchy Overview
|
## Key Differences from Production
|
||||||
|
|
||||||
```
|
| Feature | Test Scene | Production |
|
||||||
CardSystemTestScene
|
|---------|-----------|------------|
|
||||||
├─ TestCanvas (Canvas)
|
| **Drag Target** | Snap back to spawn | Place in album slots |
|
||||||
│ ├─ CardTestArea (RectTransform - 70% width)
|
| **Slot Logic** | None | Full slot validation |
|
||||||
│ │ ├─ Background (Image)
|
| **Card Count** | Single card only | Multiple cards/deck |
|
||||||
│ │ ├─ CardSpawnPoint
|
| **Context** | Isolated testing | Full game integration |
|
||||||
│ │ │ └─ TestCard (Card prefab instance)
|
| **Purpose** | Test effects/animations | Actual gameplay |
|
||||||
│ │ ├─ AlbumSlot1 (AlbumCardSlot)
|
|
||||||
│ │ │ └─ SlotBackground (Image)
|
|
||||||
│ │ └─ AlbumSlot2 (AlbumCardSlot)
|
|
||||||
│ │ └─ SlotBackground (Image)
|
|
||||||
│ │
|
|
||||||
│ ├─ TestControlPanel (Panel - 30% width, right side)
|
|
||||||
│ │ ├─ CurrentStateText (TextMeshPro)
|
|
||||||
│ │ ├─ StateButtonsHeader (TextMeshPro)
|
|
||||||
│ │ ├─ StateButtonsContainer
|
|
||||||
│ │ │ ├─ Button_IdleState
|
|
||||||
│ │ │ ├─ Button_RevealedState
|
|
||||||
│ │ │ ├─ Button_EnlargedNewState
|
|
||||||
│ │ │ ├─ Button_EnlargedRepeatState
|
|
||||||
│ │ │ ├─ Button_DraggingState
|
|
||||||
│ │ │ ├─ Button_PlacedInSlotState
|
|
||||||
│ │ │ └─ Button_AlbumEnlargedState
|
|
||||||
│ │ ├─ SimulationHeader (TextMeshPro)
|
|
||||||
│ │ ├─ SimulationButtonsContainer
|
|
||||||
│ │ │ ├─ Button_SimulateNew
|
|
||||||
│ │ │ ├─ Button_SimulateRepeat
|
|
||||||
│ │ │ ├─ Button_SimulateUpgrade
|
|
||||||
│ │ │ └─ Button_SimulateAlbum
|
|
||||||
│ │ ├─ SetupHeader (TextMeshPro)
|
|
||||||
│ │ ├─ SetupContainer
|
|
||||||
│ │ │ ├─ Toggle_IsNew
|
|
||||||
│ │ │ ├─ Slider_RepeatCount
|
|
||||||
│ │ │ ├─ Label_RepeatCount
|
|
||||||
│ │ │ ├─ Dropdown_Rarity
|
|
||||||
│ │ │ └─ Button_ApplySetup
|
|
||||||
│ │ ├─ Toggle_IsClickable
|
|
||||||
│ │ ├─ AnimationHeader (TextMeshPro)
|
|
||||||
│ │ ├─ AnimationButtonsContainer
|
|
||||||
│ │ │ ├─ Button_PlayFlip
|
|
||||||
│ │ │ ├─ Button_PlayEnlarge
|
|
||||||
│ │ │ ├─ Button_PlayShrink
|
|
||||||
│ │ │ └─ Button_StartHover
|
|
||||||
│ │ ├─ EventLogHeader (TextMeshPro)
|
|
||||||
│ │ ├─ EventLogScrollView
|
|
||||||
│ │ │ └─ Viewport → Content
|
|
||||||
│ │ │ └─ EventLogText (TextMeshPro)
|
|
||||||
│ │ └─ UtilityButtonsContainer
|
|
||||||
│ │ ├─ Button_ResetPosition
|
|
||||||
│ │ └─ Button_ClearLog
|
|
||||||
│ │
|
|
||||||
│ └─ CardTestController (Empty GameObject with CardTestController component)
|
|
||||||
│
|
|
||||||
└─ EventSystem
|
|
||||||
```
|
|
||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
## Success Criteria
|
## Files Involved
|
||||||
|
|
||||||
✅ Scene opens without errors
|
- **Script**: `Assets/Scripts/UI/CardSystem/Testing/CardTestController.cs`
|
||||||
✅ Card appears in center of left panel
|
- **Scene**: `Assets/Scenes/CardTestScene.unity` (you create this)
|
||||||
✅ All buttons are visible and labeled
|
- **Card Prefab**: `Assets/Prefabs/UI/Card.prefab`
|
||||||
✅ Current State display shows active state
|
- **Documentation**: This file
|
||||||
✅ Event log displays messages when events fire
|
|
||||||
✅ Card responds to clicks and state transitions
|
---
|
||||||
✅ Simulation buttons work (NEW, REPEAT, UPGRADE flows)
|
|
||||||
✅ Drag to album slots works
|
## Next Steps After Testing
|
||||||
✅ Reset position returns card to center
|
|
||||||
✅ All 7 states can be manually triggered
|
Once individual card effects work in this test scene:
|
||||||
|
1. Move to album integration testing
|
||||||
|
2. Test slot placement logic separately
|
||||||
|
3. Combine card + slot in production scenes
|
||||||
|
4. Test booster pack opening flows
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Notes
|
||||||
|
|
||||||
|
- **No slot references**: The test controller no longer has slot1/slot2 fields
|
||||||
|
- **Simplified focus**: Test ONLY card behavior, not placement logic
|
||||||
|
- **Snap-back is intentional**: This ensures clean, repeatable testing
|
||||||
|
- **Event logging**: Use the event log to debug timing issues
|
||||||
|
|
||||||
**Once all criteria met, you have a fully functional Card testing scene! 🎉**
|
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user