Almost working card state machine
This commit is contained in:
@@ -470,14 +470,9 @@ MonoBehaviour:
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--- !u!114 &1436816358814431354 stripped
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--- !u!114 &1436816358814431354 stripped
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@@ -75,9 +75,8 @@ MonoBehaviour:
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@@ -106,7 +106,6 @@ RectTransform:
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@@ -135,10 +134,7 @@ MonoBehaviour:
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File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
@@ -8,6 +8,7 @@ using UI.Core;
|
|||||||
using UI.DragAndDrop.Core;
|
using UI.DragAndDrop.Core;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.UI;
|
using UnityEngine.UI;
|
||||||
|
using UnityEngine.Serialization;
|
||||||
|
|
||||||
namespace UI.CardSystem
|
namespace UI.CardSystem
|
||||||
{
|
{
|
||||||
@@ -29,7 +30,8 @@ namespace UI.CardSystem
|
|||||||
|
|
||||||
[Header("Album Card Reveal")]
|
[Header("Album Card Reveal")]
|
||||||
[SerializeField] private SlotContainer bottomRightSlots;
|
[SerializeField] private SlotContainer bottomRightSlots;
|
||||||
[SerializeField] private GameObject albumCardPlacementPrefab; // The wrapper prefab with flip/drag (AlbumPlacementCard)
|
[FormerlySerializedAs("albumCardPlacementPrefab")]
|
||||||
|
[SerializeField] private GameObject cardPrefab; // New Card prefab for placement
|
||||||
|
|
||||||
[Header("Card Enlarge System")]
|
[Header("Card Enlarge System")]
|
||||||
[SerializeField] private GameObject cardEnlargedBackdrop; // Backdrop to block interactions
|
[SerializeField] private GameObject cardEnlargedBackdrop; // Backdrop to block interactions
|
||||||
@@ -40,7 +42,7 @@ namespace UI.CardSystem
|
|||||||
[SerializeField] private BoosterOpeningPage boosterOpeningPage;
|
[SerializeField] private BoosterOpeningPage boosterOpeningPage;
|
||||||
|
|
||||||
private Input.InputMode _previousInputMode;
|
private Input.InputMode _previousInputMode;
|
||||||
private List<AlbumCardPlacementDraggable> _activeCards = new List<AlbumCardPlacementDraggable>();
|
private List<StateMachine.Card> _activeCards = new List<StateMachine.Card>();
|
||||||
private const int MAX_VISIBLE_CARDS = 3;
|
private const int MAX_VISIBLE_CARDS = 3;
|
||||||
|
|
||||||
internal override void OnManagedStart()
|
internal override void OnManagedStart()
|
||||||
@@ -338,24 +340,20 @@ namespace UI.CardSystem
|
|||||||
// If there's an enlarged card in the container, return it to its slot
|
// If there's an enlarged card in the container, return it to its slot
|
||||||
if (cardEnlargedContainer != null && cardEnlargedContainer.childCount > 0)
|
if (cardEnlargedContainer != null && cardEnlargedContainer.childCount > 0)
|
||||||
{
|
{
|
||||||
// Get all enlarged cards (should only be one, but just in case)
|
|
||||||
for (int i = cardEnlargedContainer.childCount - 1; i >= 0; i--)
|
for (int i = cardEnlargedContainer.childCount - 1; i >= 0; i--)
|
||||||
{
|
{
|
||||||
Transform cardTransform = cardEnlargedContainer.GetChild(i);
|
Transform cardTransform = cardEnlargedContainer.GetChild(i);
|
||||||
AlbumCard albumCard = cardTransform.GetComponent<AlbumCard>();
|
var card = cardTransform.GetComponent<StateMachine.Card>();
|
||||||
|
var state = cardTransform.GetComponentInChildren<StateMachine.States.CardAlbumEnlargedState>(true);
|
||||||
if (albumCard != null && albumCard.IsEnlarged)
|
if (card != null && state != null)
|
||||||
{
|
{
|
||||||
// Force reset state and return to slot
|
Transform originalParent = state.GetOriginalParent();
|
||||||
Transform originalParent = albumCard.GetOriginalParent();
|
|
||||||
if (originalParent != null)
|
if (originalParent != null)
|
||||||
{
|
{
|
||||||
cardTransform.SetParent(originalParent, true);
|
cardTransform.SetParent(originalParent, true);
|
||||||
cardTransform.localPosition = albumCard.GetOriginalLocalPosition();
|
cardTransform.localPosition = state.GetOriginalLocalPosition();
|
||||||
cardTransform.localRotation = albumCard.GetOriginalLocalRotation();
|
cardTransform.localRotation = state.GetOriginalLocalRotation();
|
||||||
}
|
}
|
||||||
|
|
||||||
albumCard.ForceResetEnlargedState();
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -409,17 +407,15 @@ namespace UI.CardSystem
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
private void SpawnPendingCards()
|
private void SpawnPendingCards()
|
||||||
{
|
{
|
||||||
if (CardSystemManager.Instance == null || bottomRightSlots == null || albumCardPlacementPrefab == null)
|
if (CardSystemManager.Instance == null || bottomRightSlots == null || cardPrefab == null)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
var pending = CardSystemManager.Instance.GetPendingRevealCards();
|
var pending = CardSystemManager.Instance.GetPendingRevealCards();
|
||||||
|
|
||||||
// Get unique cards only (by DefinitionId + Rarity)
|
|
||||||
// Filter out cards with CopiesOwned = 0 (shouldn't happen but guard against it)
|
|
||||||
var uniquePending = pending
|
var uniquePending = pending
|
||||||
.Where(c => c.CopiesOwned > 0) // Guard: exclude zero-count cards
|
.Where(c => c.CopiesOwned > 0)
|
||||||
.GroupBy(c => new { c.DefinitionId, c.Rarity })
|
.GroupBy(c => new { c.DefinitionId, c.Rarity })
|
||||||
.Select(g => g.First()) // Take first instance of each unique card
|
.Select(g => g.First())
|
||||||
.ToList();
|
.ToList();
|
||||||
|
|
||||||
int spawnCount = Mathf.Min(uniquePending.Count, MAX_VISIBLE_CARDS);
|
int spawnCount = Mathf.Min(uniquePending.Count, MAX_VISIBLE_CARDS);
|
||||||
@@ -433,11 +429,10 @@ namespace UI.CardSystem
|
|||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Spawn a card in a specific slot
|
/// Spawn a card in a specific slot using the new Card prefab
|
||||||
/// </summary>
|
/// </summary>
|
||||||
private void SpawnCardInSlot(int slotIndex, CardData cardData)
|
private void SpawnCardInSlot(int slotIndex, CardData cardData)
|
||||||
{
|
{
|
||||||
// Guard: Don't spawn cards with zero copies
|
|
||||||
if (cardData.CopiesOwned <= 0)
|
if (cardData.CopiesOwned <= 0)
|
||||||
{
|
{
|
||||||
Logging.Warning($"[AlbumViewPage] Skipping spawn of card '{cardData.Name}' with {cardData.CopiesOwned} copies");
|
Logging.Warning($"[AlbumViewPage] Skipping spawn of card '{cardData.Name}' with {cardData.CopiesOwned} copies");
|
||||||
@@ -451,38 +446,190 @@ namespace UI.CardSystem
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Instantiate card directly as child of the slot container (not the slot itself, not canvas root)
|
GameObject cardObj = Instantiate(cardPrefab, bottomRightSlots.transform);
|
||||||
// This keeps it in the correct UI hierarchy
|
var card = cardObj.GetComponent<StateMachine.Card>();
|
||||||
GameObject cardObj = Instantiate(albumCardPlacementPrefab, bottomRightSlots.transform);
|
if (card != null)
|
||||||
AlbumCardPlacementDraggable cardPlacement = cardObj.GetComponent<AlbumCardPlacementDraggable>();
|
|
||||||
|
|
||||||
if (cardPlacement != null)
|
|
||||||
{
|
{
|
||||||
// Setup card data
|
// Cards spawned here are already revealed and can be dragged into album
|
||||||
cardPlacement.SetupCard(cardData);
|
card.SetupForAlbumPlacement(cardData);
|
||||||
|
|
||||||
// Subscribe to events
|
// Assign to slot with animation (will apply size/position)
|
||||||
cardPlacement.OnCardRevealed += OnCardRevealed;
|
card.AssignToSlot(slot, true);
|
||||||
cardPlacement.OnCardPlacedInAlbum += OnCardPlacedInAlbum;
|
|
||||||
|
|
||||||
// NOW assign to slot - this will:
|
// Track placement completion to clean up
|
||||||
// 1. Reparent to slot
|
card.OnPlacedInAlbumSlot += OnCardPlacedInAlbum;
|
||||||
// 2. Apply slot's occupantSizeMode scaling
|
|
||||||
// 3. Animate to slot position
|
|
||||||
cardPlacement.AssignToSlot(slot, true);
|
|
||||||
|
|
||||||
// Track it
|
_activeCards.Add(card);
|
||||||
_activeCards.Add(cardPlacement);
|
|
||||||
|
|
||||||
Logging.Debug($"[AlbumViewPage] Spawned card '{cardData.Name}' (CopiesOwned: {cardData.CopiesOwned}) in slot {slotIndex}");
|
Logging.Debug($"[AlbumViewPage] Spawned pending card '{cardData.Name}' in slot {slotIndex}");
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
Logging.Warning($"[AlbumViewPage] Spawned card has no AlbumCardDraggable component!");
|
Logging.Warning($"[AlbumViewPage] Spawned card prefab missing Card component!");
|
||||||
Destroy(cardObj);
|
Destroy(cardObj);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Handle when a card is placed in an album slot from the pending list
|
||||||
|
/// Moves from pending to inventory, shuffles remaining, and spawns the next unique card.
|
||||||
|
/// </summary>
|
||||||
|
private void OnCardPlacedInAlbum(StateMachine.Card card, AlbumCardSlot slot)
|
||||||
|
{
|
||||||
|
if (card == null) return;
|
||||||
|
var data = card.CardData;
|
||||||
|
Logging.Debug($"[AlbumViewPage] Card placed in album slot: {data?.Name}");
|
||||||
|
|
||||||
|
// Move card from pending to inventory now
|
||||||
|
if (data != null && CardSystemManager.Instance != null)
|
||||||
|
{
|
||||||
|
CardSystemManager.Instance.MarkCardAsPlaced(data);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Stop tracking and unsubscribe
|
||||||
|
card.OnPlacedInAlbumSlot -= OnCardPlacedInAlbum;
|
||||||
|
_activeCards.Remove(card);
|
||||||
|
|
||||||
|
// Shuffle remaining cards to front and spawn next
|
||||||
|
ShuffleCardsToFront();
|
||||||
|
TrySpawnNextCard();
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Shuffle active cards to occupy front slots
|
||||||
|
/// </summary>
|
||||||
|
private void ShuffleCardsToFront()
|
||||||
|
{
|
||||||
|
if (bottomRightSlots == null || _activeCards.Count == 0)
|
||||||
|
return;
|
||||||
|
|
||||||
|
List<DraggableObject> draggableList = _activeCards.Cast<DraggableObject>().ToList();
|
||||||
|
SlotContainerHelper.ShuffleToFront(bottomRightSlots, draggableList, animate: true);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Try to spawn the next pending unique card
|
||||||
|
/// </summary>
|
||||||
|
private void TrySpawnNextCard()
|
||||||
|
{
|
||||||
|
if (CardSystemManager.Instance == null)
|
||||||
|
return;
|
||||||
|
|
||||||
|
if (_activeCards.Count >= MAX_VISIBLE_CARDS)
|
||||||
|
return;
|
||||||
|
|
||||||
|
var pending = CardSystemManager.Instance.GetPendingRevealCards();
|
||||||
|
var uniquePending = pending
|
||||||
|
.Where(c => c.CopiesOwned > 0)
|
||||||
|
.GroupBy(c => new { c.DefinitionId, c.Rarity })
|
||||||
|
.Select(g => g.First())
|
||||||
|
.ToList();
|
||||||
|
|
||||||
|
foreach (var cardData in uniquePending)
|
||||||
|
{
|
||||||
|
bool alreadySpawned = _activeCards.Any(c =>
|
||||||
|
c.CardData.DefinitionId == cardData.DefinitionId &&
|
||||||
|
c.CardData.Rarity == cardData.Rarity);
|
||||||
|
|
||||||
|
if (!alreadySpawned)
|
||||||
|
{
|
||||||
|
int nextSlotIndex = _activeCards.Count;
|
||||||
|
SpawnCardInSlot(nextSlotIndex, cardData);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Clean up all active pending cards
|
||||||
|
/// </summary>
|
||||||
|
private void CleanupActiveCards()
|
||||||
|
{
|
||||||
|
foreach (var card in _activeCards)
|
||||||
|
{
|
||||||
|
if (card != null && card.gameObject != null)
|
||||||
|
{
|
||||||
|
card.OnPlacedInAlbumSlot -= OnCardPlacedInAlbum;
|
||||||
|
Destroy(card.gameObject);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
_activeCards.Clear();
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Card Enlarge System (Album Slots)
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Subscribe to a placed card's enlarged state events to manage backdrop and reparenting.
|
||||||
|
/// Called by AlbumCardSlot when it spawns an owned card in a slot.
|
||||||
|
/// </summary>
|
||||||
|
public void RegisterCardInAlbum(StateMachine.Card card)
|
||||||
|
{
|
||||||
|
if (card == null) return;
|
||||||
|
var enlargeState = card.GetStateComponent<StateMachine.States.CardAlbumEnlargedState>("AlbumEnlargedState");
|
||||||
|
if (enlargeState != null)
|
||||||
|
{
|
||||||
|
enlargeState.OnEnlargeRequested += OnCardEnlargeRequested;
|
||||||
|
enlargeState.OnShrinkRequested += OnCardShrinkRequested;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void UnregisterCardInAlbum(StateMachine.Card card)
|
||||||
|
{
|
||||||
|
if (card == null) return;
|
||||||
|
var enlargeState = card.GetStateComponent<StateMachine.States.CardAlbumEnlargedState>("AlbumEnlargedState");
|
||||||
|
if (enlargeState != null)
|
||||||
|
{
|
||||||
|
enlargeState.OnEnlargeRequested -= OnCardEnlargeRequested;
|
||||||
|
enlargeState.OnShrinkRequested -= OnCardShrinkRequested;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnCardEnlargeRequested(StateMachine.States.CardAlbumEnlargedState state)
|
||||||
|
{
|
||||||
|
if (state == null) return;
|
||||||
|
// Show backdrop
|
||||||
|
if (cardEnlargedBackdrop != null)
|
||||||
|
{
|
||||||
|
cardEnlargedBackdrop.SetActive(true);
|
||||||
|
}
|
||||||
|
// Reparent card root to enlarged container preserving world transform
|
||||||
|
if (cardEnlargedContainer != null)
|
||||||
|
{
|
||||||
|
var ctx = state.GetComponentInParent<StateMachine.CardContext>();
|
||||||
|
if (ctx != null)
|
||||||
|
{
|
||||||
|
ctx.RootTransform.SetParent(cardEnlargedContainer, true);
|
||||||
|
ctx.RootTransform.SetAsLastSibling();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnCardShrinkRequested(StateMachine.States.CardAlbumEnlargedState state)
|
||||||
|
{
|
||||||
|
if (state == null) return;
|
||||||
|
// Hide backdrop
|
||||||
|
if (cardEnlargedBackdrop != null)
|
||||||
|
{
|
||||||
|
cardEnlargedBackdrop.SetActive(false);
|
||||||
|
}
|
||||||
|
// Reparent back to original parent and restore local transform
|
||||||
|
var ctx = state.GetComponentInParent<StateMachine.CardContext>();
|
||||||
|
if (ctx != null)
|
||||||
|
{
|
||||||
|
Transform originalParent = state.GetOriginalParent();
|
||||||
|
if (originalParent != null)
|
||||||
|
{
|
||||||
|
ctx.RootTransform.SetParent(originalParent, true);
|
||||||
|
ctx.RootTransform.localPosition = state.GetOriginalLocalPosition();
|
||||||
|
ctx.RootTransform.localRotation = state.GetOriginalLocalRotation();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Handle when a new card is added to pending queue
|
/// Handle when a new card is added to pending queue
|
||||||
/// Only spawn if this unique card isn't already visualized
|
/// Only spawn if this unique card isn't already visualized
|
||||||
@@ -515,109 +662,6 @@ namespace UI.CardSystem
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Handle when a card is revealed (flipped)
|
|
||||||
/// </summary>
|
|
||||||
private void OnCardRevealed(AlbumCardPlacementDraggable cardPlacement, CardData cardData)
|
|
||||||
{
|
|
||||||
Logging.Debug($"[AlbumViewPage] Card revealed: {cardData.Name} (Zone: {cardData.Zone}, CopiesOwned: {cardData.CopiesOwned})");
|
|
||||||
|
|
||||||
// IMMEDIATELY move card from pending to inventory upon reveal
|
|
||||||
if (CardSystemManager.Instance != null)
|
|
||||||
{
|
|
||||||
CardSystemManager.Instance.MarkCardAsPlaced(cardData);
|
|
||||||
Logging.Debug($"[AlbumViewPage] Moved card '{cardData.Name}' from pending to inventory on reveal");
|
|
||||||
}
|
|
||||||
|
|
||||||
// Remove this card from active cards list
|
|
||||||
_activeCards.Remove(cardPlacement);
|
|
||||||
|
|
||||||
// Check if we're currently viewing the correct zone for this card
|
|
||||||
CardZone currentZone = GetCurrentZone();
|
|
||||||
|
|
||||||
if (currentZone != cardData.Zone)
|
|
||||||
{
|
|
||||||
// Card is from a different zone - navigate to its zone
|
|
||||||
Logging.Debug($"[AlbumViewPage] Card zone ({cardData.Zone}) doesn't match current zone ({currentZone}). Navigating to card's zone...");
|
|
||||||
NavigateToZone(cardData.Zone);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
Logging.Debug($"[AlbumViewPage] Card zone ({cardData.Zone}) matches current zone - no navigation needed.");
|
|
||||||
}
|
|
||||||
|
|
||||||
// Shuffle remaining cards to front and spawn next unique card
|
|
||||||
ShuffleCardsToFront();
|
|
||||||
TrySpawnNextCard();
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Handle when a card is placed in the album (from AlbumCardDraggable)
|
|
||||||
/// Card data already moved to inventory in OnCardRevealed
|
|
||||||
/// This just handles cleanup
|
|
||||||
/// </summary>
|
|
||||||
private void OnCardPlacedInAlbum(AlbumCardPlacementDraggable cardPlacement, CardData cardData)
|
|
||||||
{
|
|
||||||
Logging.Debug($"[AlbumViewPage] Card placed in album slot: {cardData.Name}");
|
|
||||||
|
|
||||||
// Unsubscribe from events (card is now static in album)
|
|
||||||
cardPlacement.OnCardRevealed -= OnCardRevealed;
|
|
||||||
cardPlacement.OnCardPlacedInAlbum -= OnCardPlacedInAlbum;
|
|
||||||
|
|
||||||
// Note: Card already removed from _activeCards in OnCardRevealed
|
|
||||||
// Note: Shuffle and spawn already done in OnCardRevealed
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Shuffle active cards to occupy front slots
|
|
||||||
/// </summary>
|
|
||||||
private void ShuffleCardsToFront()
|
|
||||||
{
|
|
||||||
if (bottomRightSlots == null || _activeCards.Count == 0)
|
|
||||||
return;
|
|
||||||
|
|
||||||
// Convert to base DraggableObject list for helper method
|
|
||||||
List<DraggableObject> draggableList = _activeCards.Cast<DraggableObject>().ToList();
|
|
||||||
SlotContainerHelper.ShuffleToFront(bottomRightSlots, draggableList, animate: true);
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Try to spawn the next pending card
|
|
||||||
/// Only spawns unique cards (not duplicates)
|
|
||||||
/// </summary>
|
|
||||||
private void TrySpawnNextCard()
|
|
||||||
{
|
|
||||||
if (CardSystemManager.Instance == null)
|
|
||||||
return;
|
|
||||||
|
|
||||||
if (_activeCards.Count >= MAX_VISIBLE_CARDS)
|
|
||||||
return; // Already at max
|
|
||||||
|
|
||||||
var pending = CardSystemManager.Instance.GetPendingRevealCards();
|
|
||||||
|
|
||||||
// Get unique pending cards, excluding zero-count cards
|
|
||||||
var uniquePending = pending
|
|
||||||
.Where(c => c.CopiesOwned > 0) // Guard: exclude zero-count cards
|
|
||||||
.GroupBy(c => new { c.DefinitionId, c.Rarity })
|
|
||||||
.Select(g => g.First())
|
|
||||||
.ToList();
|
|
||||||
|
|
||||||
// Find first unique card that's not already spawned
|
|
||||||
foreach (var cardData in uniquePending)
|
|
||||||
{
|
|
||||||
bool alreadySpawned = _activeCards.Any(c =>
|
|
||||||
c.CardData.DefinitionId == cardData.DefinitionId &&
|
|
||||||
c.CardData.Rarity == cardData.Rarity);
|
|
||||||
|
|
||||||
if (!alreadySpawned)
|
|
||||||
{
|
|
||||||
int nextSlotIndex = _activeCards.Count;
|
|
||||||
SpawnCardInSlot(nextSlotIndex, cardData);
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Find a slot by its SlotIndex property
|
/// Find a slot by its SlotIndex property
|
||||||
/// </summary>
|
/// </summary>
|
||||||
@@ -635,214 +679,5 @@ namespace UI.CardSystem
|
|||||||
}
|
}
|
||||||
return null;
|
return null;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Get the current zone based on book page
|
|
||||||
/// </summary>
|
|
||||||
public CardZone GetCurrentZone()
|
|
||||||
{
|
|
||||||
if (book == null || zoneTabs == null || zoneTabs.Length == 0)
|
|
||||||
{
|
|
||||||
return CardZone.AppleHills; // Default
|
|
||||||
}
|
|
||||||
|
|
||||||
int currentPage = book.CurrentPaper;
|
|
||||||
|
|
||||||
// Find tab with matching target page
|
|
||||||
foreach (var tab in zoneTabs)
|
|
||||||
{
|
|
||||||
if (tab.TargetPage == currentPage)
|
|
||||||
{
|
|
||||||
return tab.Zone;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
// Fallback to first zone
|
|
||||||
return CardZone.NotApplicable;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Get tab for a specific zone
|
|
||||||
/// </summary>
|
|
||||||
public BookTabButton GetTabForZone(CardZone zone)
|
|
||||||
{
|
|
||||||
|
|
||||||
if (zoneTabs == null)
|
|
||||||
{
|
|
||||||
return null;
|
|
||||||
}
|
|
||||||
|
|
||||||
foreach (var tab in zoneTabs)
|
|
||||||
{
|
|
||||||
if (tab.Zone == zone)
|
|
||||||
{
|
|
||||||
return tab;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
return null;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Navigate to a specific zone
|
|
||||||
/// </summary>
|
|
||||||
public void NavigateToZone(CardZone zone)
|
|
||||||
{
|
|
||||||
BookTabButton tab = GetTabForZone(zone);
|
|
||||||
if (tab != null)
|
|
||||||
{
|
|
||||||
tab.ActivateTab();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Clean up all active cards
|
|
||||||
/// </summary>
|
|
||||||
private void CleanupActiveCards()
|
|
||||||
{
|
|
||||||
foreach (var card in _activeCards)
|
|
||||||
{
|
|
||||||
if (card != null && card.gameObject != null)
|
|
||||||
{
|
|
||||||
card.OnCardRevealed -= OnCardRevealed;
|
|
||||||
card.OnCardPlacedInAlbum -= OnCardPlacedInAlbum;
|
|
||||||
Destroy(card.gameObject);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
_activeCards.Clear();
|
|
||||||
}
|
|
||||||
|
|
||||||
#endregion
|
|
||||||
|
|
||||||
#region Card Enlarge System
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Subscribe to album card events when a card is spawned in a slot
|
|
||||||
/// Call this when AlbumCardSlot spawns a card
|
|
||||||
/// </summary>
|
|
||||||
public void RegisterAlbumCard(AlbumCard albumCard)
|
|
||||||
{
|
|
||||||
if (albumCard == null) return;
|
|
||||||
|
|
||||||
albumCard.OnEnlargeRequested += OnCardEnlargeRequested;
|
|
||||||
albumCard.OnShrinkRequested += OnCardShrinkRequested;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Unsubscribe from album card events
|
|
||||||
/// </summary>
|
|
||||||
public void UnregisterAlbumCard(AlbumCard albumCard)
|
|
||||||
{
|
|
||||||
if (albumCard == null) return;
|
|
||||||
|
|
||||||
albumCard.OnEnlargeRequested -= OnCardEnlargeRequested;
|
|
||||||
albumCard.OnShrinkRequested -= OnCardShrinkRequested;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Handle card enlarge request - show backdrop and reparent card
|
|
||||||
/// </summary>
|
|
||||||
private void OnCardEnlargeRequested(AlbumCard card)
|
|
||||||
{
|
|
||||||
if (card == null) return;
|
|
||||||
|
|
||||||
Logging.Debug($"[AlbumViewPage] OnCardEnlargeRequested called for card: {card.name}, current parent: {card.transform.parent.name}");
|
|
||||||
|
|
||||||
// IMPORTANT: Call EnlargeCard FIRST to store original parent (the slot)
|
|
||||||
// BEFORE reparenting to the enlarged container
|
|
||||||
card.EnlargeCard();
|
|
||||||
|
|
||||||
// Show backdrop
|
|
||||||
if (cardEnlargedBackdrop != null)
|
|
||||||
{
|
|
||||||
cardEnlargedBackdrop.SetActive(true);
|
|
||||||
Logging.Debug($"[AlbumViewPage] Backdrop shown");
|
|
||||||
}
|
|
||||||
|
|
||||||
// NOW reparent card to enlarged container (above backdrop)
|
|
||||||
if (cardEnlargedContainer != null)
|
|
||||||
{
|
|
||||||
card.transform.SetParent(cardEnlargedContainer, true);
|
|
||||||
card.transform.SetAsLastSibling(); // Ensure on top
|
|
||||||
Logging.Debug($"[AlbumViewPage] Card reparented to enlarged container");
|
|
||||||
}
|
|
||||||
|
|
||||||
Logging.Debug($"[AlbumViewPage] Card enlarged: {card.GetCardData()?.Name}");
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Handle card shrink request - hide backdrop and reparent card back to slot
|
|
||||||
/// </summary>
|
|
||||||
private void OnCardShrinkRequested(AlbumCard card)
|
|
||||||
{
|
|
||||||
if (card == null) return;
|
|
||||||
|
|
||||||
// Trigger shrink animation
|
|
||||||
card.ShrinkCard();
|
|
||||||
|
|
||||||
// Hide backdrop
|
|
||||||
if (cardEnlargedBackdrop != null)
|
|
||||||
{
|
|
||||||
cardEnlargedBackdrop.SetActive(false);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Reparent back to original parent (the slot)
|
|
||||||
Transform originalParent = card.GetOriginalParent();
|
|
||||||
if (originalParent != null)
|
|
||||||
{
|
|
||||||
card.transform.SetParent(originalParent, true);
|
|
||||||
card.transform.localPosition = card.GetOriginalLocalPosition();
|
|
||||||
card.transform.localRotation = card.GetOriginalLocalRotation();
|
|
||||||
}
|
|
||||||
|
|
||||||
Logging.Debug($"[AlbumViewPage] Card shrunk: {card.GetCardData()?.Name}");
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Show backdrop and reparent slot preview card for enlargement
|
|
||||||
/// </summary>
|
|
||||||
public void ShowSlotPreview(AlbumCardSlot slot, Transform previewCardTransform)
|
|
||||||
{
|
|
||||||
if (previewCardTransform == null)
|
|
||||||
return;
|
|
||||||
|
|
||||||
Logging.Debug($"[AlbumViewPage] ShowSlotPreview called for slot: {slot.name}");
|
|
||||||
|
|
||||||
// Show backdrop
|
|
||||||
if (cardEnlargedBackdrop != null)
|
|
||||||
{
|
|
||||||
cardEnlargedBackdrop.SetActive(true);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Reparent preview card to enlarged container (above backdrop)
|
|
||||||
if (cardEnlargedContainer != null)
|
|
||||||
{
|
|
||||||
previewCardTransform.SetParent(cardEnlargedContainer, true);
|
|
||||||
previewCardTransform.SetAsLastSibling();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Hide backdrop and trigger shrink animation for slot preview
|
|
||||||
/// </summary>
|
|
||||||
public void HideSlotPreview(AlbumCardSlot slot, Transform previewCardTransform, System.Action onComplete)
|
|
||||||
{
|
|
||||||
if (previewCardTransform == null)
|
|
||||||
return;
|
|
||||||
|
|
||||||
Logging.Debug($"[AlbumViewPage] HideSlotPreview called for slot: {slot.name}");
|
|
||||||
|
|
||||||
// Hide backdrop
|
|
||||||
if (cardEnlargedBackdrop != null)
|
|
||||||
{
|
|
||||||
cardEnlargedBackdrop.SetActive(false);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Shrink preview card
|
|
||||||
Vector3 originalScale = previewCardTransform.localScale / 2.5f; // Assuming 2.5x is enlarged scale
|
|
||||||
Pixelplacement.Tween.LocalScale(previewCardTransform, originalScale, 0.3f, 0f, Pixelplacement.Tween.EaseInBack,
|
|
||||||
completeCallback: () => onComplete?.Invoke());
|
|
||||||
}
|
|
||||||
|
|
||||||
#endregion
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -10,6 +10,7 @@ using UI.CardSystem.DragDrop;
|
|||||||
using UI.DragAndDrop.Core;
|
using UI.DragAndDrop.Core;
|
||||||
using Unity.Cinemachine;
|
using Unity.Cinemachine;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using UnityEngine.Serialization;
|
||||||
using UnityEngine.UI;
|
using UnityEngine.UI;
|
||||||
|
|
||||||
namespace UI.CardSystem
|
namespace UI.CardSystem
|
||||||
@@ -30,8 +31,11 @@ namespace UI.CardSystem
|
|||||||
|
|
||||||
[Header("Card Display")]
|
[Header("Card Display")]
|
||||||
[SerializeField] private Transform cardDisplayContainer;
|
[SerializeField] private Transform cardDisplayContainer;
|
||||||
[SerializeField] private GameObject flippableCardPrefab; // Placeholder for card backs
|
[FormerlySerializedAs("flippableCardPrefab")]
|
||||||
|
[SerializeField] private GameObject cardPrefab; // New Card prefab using state machine
|
||||||
[SerializeField] private float cardSpacing = 150f;
|
[SerializeField] private float cardSpacing = 150f;
|
||||||
|
[SerializeField] private float cardWidth = 400f;
|
||||||
|
[SerializeField] private float cardHeight = 540f;
|
||||||
|
|
||||||
[Header("Settings")]
|
[Header("Settings")]
|
||||||
[SerializeField] private float boosterDisappearDuration = 0.5f;
|
[SerializeField] private float boosterDisappearDuration = 0.5f;
|
||||||
@@ -44,12 +48,12 @@ namespace UI.CardSystem
|
|||||||
private BoosterPackDraggable _currentBoosterInCenter;
|
private BoosterPackDraggable _currentBoosterInCenter;
|
||||||
private List<BoosterPackDraggable> _activeBoostersInSlots = new List<BoosterPackDraggable>();
|
private List<BoosterPackDraggable> _activeBoostersInSlots = new List<BoosterPackDraggable>();
|
||||||
private List<GameObject> _currentRevealedCards = new List<GameObject>();
|
private List<GameObject> _currentRevealedCards = new List<GameObject>();
|
||||||
|
private List<StateMachine.Card> _currentCards = new List<StateMachine.Card>();
|
||||||
private CardData[] _currentCardData;
|
private CardData[] _currentCardData;
|
||||||
private int _revealedCardCount;
|
private StateMachine.Card _activeCard; // Currently selected/revealing card
|
||||||
private int _cardsCompletedInteraction; // Track how many cards finished their new/repeat interaction
|
private int _cardsCompletedInteraction; // Track how many cards finished their reveal flow
|
||||||
private bool _isProcessingOpening;
|
private bool _isProcessingOpening;
|
||||||
private const int MAX_VISIBLE_BOOSTERS = 3;
|
private const int MAX_VISIBLE_BOOSTERS = 3;
|
||||||
private FlippableCard _currentActiveCard; // The card currently awaiting interaction
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
// Make sure we have a CanvasGroup for transitions
|
// Make sure we have a CanvasGroup for transitions
|
||||||
@@ -514,8 +518,8 @@ namespace UI.CardSystem
|
|||||||
// Update visible boosters (remove from end if we drop below thresholds)
|
// Update visible boosters (remove from end if we drop below thresholds)
|
||||||
UpdateVisibleBoosters();
|
UpdateVisibleBoosters();
|
||||||
|
|
||||||
// Show card backs
|
// Show cards using new Card prefab
|
||||||
SpawnCardBacks(_currentCardData.Length);
|
SpawnBoosterCards(_currentCardData);
|
||||||
|
|
||||||
// Wait for player to reveal all cards
|
// Wait for player to reveal all cards
|
||||||
bool isLastBooster = _availableBoosterCount <= 0;
|
bool isLastBooster = _availableBoosterCount <= 0;
|
||||||
@@ -524,10 +528,7 @@ namespace UI.CardSystem
|
|||||||
// Check if this was the last booster pack
|
// Check if this was the last booster pack
|
||||||
if (isLastBooster)
|
if (isLastBooster)
|
||||||
{
|
{
|
||||||
// Wait for all card animations to complete before transitioning
|
// See earlier comment for timing
|
||||||
// WaitForCardReveals already includes: 0.5s wait + (cardCount * 0.5s stagger) + 0.5s animation + 0.5s final
|
|
||||||
// Total is: 1.5s + (cardCount * 0.5s)
|
|
||||||
// For 5 cards that's 4 seconds total, which should be enough
|
|
||||||
Logging.Debug("[BoosterOpeningPage] Last booster opened, auto-transitioning to album main page");
|
Logging.Debug("[BoosterOpeningPage] Last booster opened, auto-transitioning to album main page");
|
||||||
if (UIPageController.Instance != null)
|
if (UIPageController.Instance != null)
|
||||||
{
|
{
|
||||||
@@ -539,6 +540,122 @@ namespace UI.CardSystem
|
|||||||
_isProcessingOpening = false;
|
_isProcessingOpening = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Spawn cards for booster opening flow using the new Card prefab and state machine.
|
||||||
|
/// </summary>
|
||||||
|
private void SpawnBoosterCards(CardData[] cards)
|
||||||
|
{
|
||||||
|
if (cardPrefab == null || cardDisplayContainer == null)
|
||||||
|
{
|
||||||
|
Logging.Warning("BoosterOpeningPage: Missing card prefab or container!");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
_currentRevealedCards.Clear();
|
||||||
|
_currentCards.Clear();
|
||||||
|
_cardsCompletedInteraction = 0;
|
||||||
|
_activeCard = null;
|
||||||
|
|
||||||
|
int count = cards.Length;
|
||||||
|
float totalWidth = (count - 1) * cardSpacing;
|
||||||
|
float startX = -totalWidth / 2f;
|
||||||
|
|
||||||
|
for (int i = 0; i < count; i++)
|
||||||
|
{
|
||||||
|
GameObject cardObj = Instantiate(cardPrefab, cardDisplayContainer);
|
||||||
|
RectTransform cardRect = cardObj.GetComponent<RectTransform>();
|
||||||
|
if (cardRect != null)
|
||||||
|
{
|
||||||
|
cardRect.anchoredPosition = new Vector2(startX + (i * cardSpacing), 0);
|
||||||
|
cardRect.sizeDelta = new Vector2(cardWidth, cardHeight); // Set card size
|
||||||
|
cardRect.localScale = Vector3.zero; // for pop-in
|
||||||
|
}
|
||||||
|
|
||||||
|
var card = cardObj.GetComponent<StateMachine.Card>();
|
||||||
|
var context = cardObj.GetComponent<StateMachine.CardContext>();
|
||||||
|
if (card != null && context != null)
|
||||||
|
{
|
||||||
|
// Setup card for booster reveal
|
||||||
|
// States will query CardSystemManager for current collection state as needed
|
||||||
|
context.SetupCard(cards[i]);
|
||||||
|
card.SetupForBoosterReveal(cards[i], false); // isNew parameter not used anymore
|
||||||
|
card.SetDraggingEnabled(false);
|
||||||
|
|
||||||
|
// Subscribe to CardDisplay click for selection
|
||||||
|
context.CardDisplay.OnCardClicked += (_) => OnCardClicked(card);
|
||||||
|
|
||||||
|
// Subscribe to reveal flow complete event
|
||||||
|
context.OnRevealFlowComplete += (ctx) => OnCardRevealComplete(card);
|
||||||
|
|
||||||
|
// Track the card
|
||||||
|
_currentCards.Add(card);
|
||||||
|
|
||||||
|
// Tween in
|
||||||
|
Tween.LocalScale(cardObj.transform, Vector3.one, 0.3f, i * 0.1f, Tween.EaseOutBack);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Logging.Warning($"[BoosterOpeningPage] Card component or context missing on spawned card {i}!");
|
||||||
|
}
|
||||||
|
|
||||||
|
_currentRevealedCards.Add(cardObj);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Handle when a card is clicked - start reveal flow if conditions are met
|
||||||
|
/// </summary>
|
||||||
|
private void OnCardClicked(StateMachine.Card card)
|
||||||
|
{
|
||||||
|
// Only allow clicking idle cards when no other card is active
|
||||||
|
if (_activeCard == null && card.IsIdle && card.Context.IsClickable)
|
||||||
|
{
|
||||||
|
Logging.Debug($"[BoosterOpeningPage] Card {card.CardData?.Name} selected for reveal");
|
||||||
|
|
||||||
|
// Set as active and disable all other idle cards
|
||||||
|
_activeCard = card;
|
||||||
|
foreach (var otherCard in _currentCards)
|
||||||
|
{
|
||||||
|
if (otherCard != card && otherCard.IsIdle)
|
||||||
|
{
|
||||||
|
otherCard.Context.IsClickable = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Click will route to IdleState automatically and trigger flip
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Handle when a card completes its reveal flow
|
||||||
|
/// </summary>
|
||||||
|
private void OnCardRevealComplete(StateMachine.Card card)
|
||||||
|
{
|
||||||
|
_cardsCompletedInteraction++;
|
||||||
|
|
||||||
|
Logging.Debug($"[BoosterOpeningPage] Card {card.CardData?.Name} reveal complete ({_cardsCompletedInteraction}/{_currentCardData.Length})");
|
||||||
|
|
||||||
|
// Add card to inventory NOW (after player saw it)
|
||||||
|
if (card.CardData != null)
|
||||||
|
{
|
||||||
|
Data.CardSystem.CardSystemManager.Instance.AddCardToInventoryDelayed(card.CardData);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Clear active card and re-enable remaining idle cards
|
||||||
|
if (_activeCard == card)
|
||||||
|
{
|
||||||
|
_activeCard = null;
|
||||||
|
|
||||||
|
foreach (var otherCard in _currentCards)
|
||||||
|
{
|
||||||
|
if (otherCard.IsIdle)
|
||||||
|
{
|
||||||
|
otherCard.Context.IsClickable = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Animate the booster pack disappearing
|
/// Animate the booster pack disappearing
|
||||||
/// </summary>
|
/// </summary>
|
||||||
@@ -569,249 +686,19 @@ namespace UI.CardSystem
|
|||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Spawn card back placeholders for revealing
|
/// Wait until all cards complete their reveal flow
|
||||||
/// </summary>
|
|
||||||
private void SpawnCardBacks(int count)
|
|
||||||
{
|
|
||||||
if (flippableCardPrefab == null || cardDisplayContainer == null)
|
|
||||||
{
|
|
||||||
Logging.Warning("BoosterOpeningPage: Missing card prefab or container!");
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
_currentRevealedCards.Clear();
|
|
||||||
_revealedCardCount = 0;
|
|
||||||
_cardsCompletedInteraction = 0; // Reset interaction count
|
|
||||||
|
|
||||||
// Calculate positions
|
|
||||||
float totalWidth = (count - 1) * cardSpacing;
|
|
||||||
float startX = -totalWidth / 2f;
|
|
||||||
|
|
||||||
for (int i = 0; i < count; i++)
|
|
||||||
{
|
|
||||||
GameObject cardObj = Instantiate(flippableCardPrefab, cardDisplayContainer);
|
|
||||||
RectTransform cardRect = cardObj.GetComponent<RectTransform>();
|
|
||||||
|
|
||||||
if (cardRect != null)
|
|
||||||
{
|
|
||||||
cardRect.anchoredPosition = new Vector2(startX + (i * cardSpacing), 0);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Get FlippableCard component and setup the card data
|
|
||||||
FlippableCard flippableCard = cardObj.GetComponent<FlippableCard>();
|
|
||||||
if (flippableCard != null)
|
|
||||||
{
|
|
||||||
// Setup the card data (stored but not revealed yet)
|
|
||||||
flippableCard.SetupCard(_currentCardData[i]);
|
|
||||||
|
|
||||||
// Subscribe to flip started event (to disable other cards IMMEDIATELY)
|
|
||||||
int cardIndex = i; // Capture for closure
|
|
||||||
flippableCard.OnFlipStarted += OnCardFlipStarted;
|
|
||||||
|
|
||||||
// Subscribe to reveal event to track when flipped
|
|
||||||
flippableCard.OnCardRevealed += (card, data) => OnCardRevealed(cardIndex);
|
|
||||||
|
|
||||||
// Subscribe to inactive click event (for jiggle effect)
|
|
||||||
flippableCard.OnClickedWhileInactive += OnCardClickedWhileInactive;
|
|
||||||
|
|
||||||
// Initially, all cards are clickable (for flipping)
|
|
||||||
flippableCard.SetClickable(true);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
Logging.Warning($"[BoosterOpeningPage] FlippableCard component not found on card {i}!");
|
|
||||||
}
|
|
||||||
|
|
||||||
_currentRevealedCards.Add(cardObj);
|
|
||||||
|
|
||||||
// Animate cards flying in
|
|
||||||
cardRect.localScale = Vector3.zero;
|
|
||||||
Tween.LocalScale(cardRect, Vector3.one, 0.3f, i * 0.1f, Tween.EaseOutBack);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Handle when a card flip starts (disable all other cards IMMEDIATELY)
|
|
||||||
/// </summary>
|
|
||||||
private void OnCardFlipStarted(FlippableCard flippingCard)
|
|
||||||
{
|
|
||||||
Logging.Debug($"[BoosterOpeningPage] Card flip started, disabling all other cards.");
|
|
||||||
|
|
||||||
// Disable ALL cards immediately to prevent multi-flip
|
|
||||||
foreach (GameObject cardObj in _currentRevealedCards)
|
|
||||||
{
|
|
||||||
FlippableCard card = cardObj.GetComponent<FlippableCard>();
|
|
||||||
if (card != null)
|
|
||||||
{
|
|
||||||
card.SetClickable(false);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Handle card reveal (when flipped)
|
|
||||||
/// </summary>
|
|
||||||
private void OnCardRevealed(int cardIndex)
|
|
||||||
{
|
|
||||||
Logging.Debug($"[BoosterOpeningPage] Card {cardIndex} revealed!");
|
|
||||||
_revealedCardCount++;
|
|
||||||
|
|
||||||
// Get the flippable card and card data
|
|
||||||
FlippableCard flippableCard = _currentRevealedCards[cardIndex].GetComponent<FlippableCard>();
|
|
||||||
if (flippableCard == null)
|
|
||||||
{
|
|
||||||
Logging.Warning($"[BoosterOpeningPage] FlippableCard not found for card {cardIndex}!");
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
CardData cardData = flippableCard.CardData;
|
|
||||||
|
|
||||||
// Check if this is a new card using CardSystemManager
|
|
||||||
bool isNew = Data.CardSystem.CardSystemManager.Instance.IsCardNew(cardData, out CardData existingCard);
|
|
||||||
|
|
||||||
if (isNew)
|
|
||||||
{
|
|
||||||
Logging.Debug($"[BoosterOpeningPage] Card '{cardData.Name}' is NEW!");
|
|
||||||
flippableCard.ShowAsNew();
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
// Check if card is already Legendary - if so, skip progress bar and auto-progress
|
|
||||||
if (existingCard.Rarity == AppleHills.Data.CardSystem.CardRarity.Legendary)
|
|
||||||
{
|
|
||||||
Logging.Debug($"[BoosterOpeningPage] Card '{cardData.Name}' is LEGENDARY - auto-progressing!");
|
|
||||||
// Add to inventory immediately and move to next card
|
|
||||||
Data.CardSystem.CardSystemManager.Instance.AddCardToInventoryDelayed(cardData);
|
|
||||||
_cardsCompletedInteraction++;
|
|
||||||
_revealedCardCount++; // This was already incremented earlier, but we need to track completion
|
|
||||||
EnableUnrevealedCards();
|
|
||||||
return; // Skip showing the card enlarged
|
|
||||||
}
|
|
||||||
|
|
||||||
int ownedCount = existingCard.CopiesOwned;
|
|
||||||
Logging.Debug($"[BoosterOpeningPage] Card '{cardData.Name}' is a REPEAT! Owned: {ownedCount}");
|
|
||||||
|
|
||||||
// Check if this card will trigger an upgrade (ownedCount + 1 >= threshold)
|
|
||||||
bool willUpgrade = (ownedCount + 1) >= flippableCard.CardsToUpgrade && existingCard.Rarity < AppleHills.Data.CardSystem.CardRarity.Legendary;
|
|
||||||
|
|
||||||
if (willUpgrade)
|
|
||||||
{
|
|
||||||
Logging.Debug($"[BoosterOpeningPage] This card will trigger upgrade! ({ownedCount + 1}/{flippableCard.CardsToUpgrade})");
|
|
||||||
// Show as repeat - progress bar will fill and auto-trigger upgrade
|
|
||||||
flippableCard.ShowAsRepeatWithUpgrade(ownedCount, existingCard);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
// Normal repeat, no upgrade
|
|
||||||
flippableCard.ShowAsRepeat(ownedCount);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Set this card as the active one (only this card is clickable now)
|
|
||||||
SetActiveCard(flippableCard);
|
|
||||||
|
|
||||||
// Subscribe to tap event to know when interaction is complete
|
|
||||||
flippableCard.OnCardTappedAfterReveal += (card) => OnCardCompletedInteraction(card, cardIndex);
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Handle when a card's interaction is complete (tapped after reveal)
|
|
||||||
/// </summary>
|
|
||||||
private void OnCardCompletedInteraction(FlippableCard card, int cardIndex)
|
|
||||||
{
|
|
||||||
Logging.Debug($"[BoosterOpeningPage] Card {cardIndex} interaction complete!");
|
|
||||||
|
|
||||||
// Add card to inventory NOW (after player saw it)
|
|
||||||
Data.CardSystem.CardSystemManager.Instance.AddCardToInventoryDelayed(card.CardData);
|
|
||||||
|
|
||||||
// Return card to normal size
|
|
||||||
card.ReturnToNormalSize();
|
|
||||||
|
|
||||||
// Increment completed interaction count
|
|
||||||
_cardsCompletedInteraction++;
|
|
||||||
|
|
||||||
// Clear active card
|
|
||||||
_currentActiveCard = null;
|
|
||||||
|
|
||||||
// Re-enable all unrevealed cards (they can be flipped now)
|
|
||||||
EnableUnrevealedCards();
|
|
||||||
|
|
||||||
Logging.Debug($"[BoosterOpeningPage] Cards completed interaction: {_cardsCompletedInteraction}/{_currentCardData.Length}");
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Set which card is currently active (only this card can be clicked)
|
|
||||||
/// </summary>
|
|
||||||
private void SetActiveCard(FlippableCard activeCard)
|
|
||||||
{
|
|
||||||
_currentActiveCard = activeCard;
|
|
||||||
|
|
||||||
// Disable all other cards
|
|
||||||
foreach (GameObject cardObj in _currentRevealedCards)
|
|
||||||
{
|
|
||||||
FlippableCard card = cardObj.GetComponent<FlippableCard>();
|
|
||||||
if (card != null)
|
|
||||||
{
|
|
||||||
// Only the active card is clickable
|
|
||||||
card.SetClickable(card == activeCard);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
Logging.Debug($"[BoosterOpeningPage] Set active card. Only one card is now clickable.");
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Re-enable all unrevealed cards (allow them to be flipped)
|
|
||||||
/// </summary>
|
|
||||||
private void EnableUnrevealedCards()
|
|
||||||
{
|
|
||||||
foreach (GameObject cardObj in _currentRevealedCards)
|
|
||||||
{
|
|
||||||
FlippableCard card = cardObj.GetComponent<FlippableCard>();
|
|
||||||
if (card != null && !card.IsFlipped)
|
|
||||||
{
|
|
||||||
card.SetClickable(true);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
Logging.Debug($"[BoosterOpeningPage] Re-enabled unrevealed cards for flipping.");
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Handle when a card is clicked while not active (jiggle the active card)
|
|
||||||
/// </summary>
|
|
||||||
private void OnCardClickedWhileInactive(FlippableCard inactiveCard)
|
|
||||||
{
|
|
||||||
Logging.Debug($"[BoosterOpeningPage] Inactive card clicked, jiggling active card.");
|
|
||||||
|
|
||||||
if (_currentActiveCard != null)
|
|
||||||
{
|
|
||||||
_currentActiveCard.Jiggle();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Wait until all cards are revealed AND all interactions are complete
|
|
||||||
/// </summary>
|
/// </summary>
|
||||||
private IEnumerator WaitForCardReveals()
|
private IEnumerator WaitForCardReveals()
|
||||||
{
|
{
|
||||||
// Wait until all cards are flipped
|
// Wait until all cards have completed their reveal flow
|
||||||
while (_revealedCardCount < _currentCardData.Length)
|
|
||||||
{
|
|
||||||
yield return null;
|
|
||||||
}
|
|
||||||
|
|
||||||
Logging.Debug($"[BoosterOpeningPage] All cards revealed! Waiting for interactions...");
|
|
||||||
|
|
||||||
// Wait until all cards have completed their new/repeat interaction
|
|
||||||
while (_cardsCompletedInteraction < _currentCardData.Length)
|
while (_cardsCompletedInteraction < _currentCardData.Length)
|
||||||
{
|
{
|
||||||
yield return null;
|
yield return null;
|
||||||
}
|
}
|
||||||
|
|
||||||
Logging.Debug($"[BoosterOpeningPage] All interactions complete! Animating cards to album...");
|
Logging.Debug($"[BoosterOpeningPage] All cards revealed! Animating cards to album...");
|
||||||
|
|
||||||
// All cards revealed and interacted with, wait a moment
|
// Small pause
|
||||||
yield return new WaitForSeconds(0.5f);
|
yield return new WaitForSeconds(0.5f);
|
||||||
|
|
||||||
// Show album icon before cards start tweening to it
|
// Show album icon before cards start tweening to it
|
||||||
@@ -829,28 +716,20 @@ namespace UI.CardSystem
|
|||||||
{
|
{
|
||||||
if (cardObj != null)
|
if (cardObj != null)
|
||||||
{
|
{
|
||||||
// Stagger each card with 0.5s delay
|
|
||||||
float delay = cardIndex * 0.5f;
|
float delay = cardIndex * 0.5f;
|
||||||
|
// Use world space position tween for root transform
|
||||||
// Animate to album icon position, then destroy
|
|
||||||
Tween.Position(cardObj.transform, targetPosition, 0.5f, delay, Tween.EaseInBack);
|
Tween.Position(cardObj.transform, targetPosition, 0.5f, delay, Tween.EaseInBack);
|
||||||
Tween.LocalScale(cardObj.transform, Vector3.zero, 0.5f, delay, Tween.EaseInBack,
|
Tween.LocalScale(cardObj.transform, Vector3.zero, 0.5f, delay, Tween.EaseInBack,
|
||||||
completeCallback: () => Destroy(cardObj));
|
completeCallback: () => { if (cardObj != null) Destroy(cardObj); });
|
||||||
|
|
||||||
cardIndex++;
|
cardIndex++;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Wait for all animations to complete
|
|
||||||
// Last card starts at: (cardCount - 1) * 0.5s delay
|
|
||||||
// Last card finishes at: (cardCount - 1) * 0.5s + 0.5s animation duration = cardCount * 0.5s
|
|
||||||
float totalAnimationTime = _currentCardData.Length * 0.5f;
|
float totalAnimationTime = _currentCardData.Length * 0.5f;
|
||||||
|
|
||||||
_currentRevealedCards.Clear();
|
_currentRevealedCards.Clear();
|
||||||
|
_currentCards.Clear();
|
||||||
|
|
||||||
yield return new WaitForSeconds(totalAnimationTime);
|
yield return new WaitForSeconds(totalAnimationTime);
|
||||||
|
|
||||||
// Album icon stays visible for next booster (will be hidden when next booster is placed)
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
|||||||
@@ -38,9 +38,6 @@ namespace UI.CardSystem
|
|||||||
// Events
|
// Events
|
||||||
public event Action<CardDisplay> OnCardClicked;
|
public event Action<CardDisplay> OnCardClicked;
|
||||||
|
|
||||||
// Preview mode tracking for click forwarding
|
|
||||||
private bool _isPreviewMode;
|
|
||||||
private AlbumCardSlot _previewSlot;
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Sets up the card display with the given card data
|
/// Sets up the card display with the given card data
|
||||||
@@ -88,46 +85,7 @@ namespace UI.CardSystem
|
|||||||
Logging.Debug($"[CardDisplay] Updated visuals for card: {cardData.Name} (Rarity: {cardData.Rarity}, Zone: {cardData.Zone})");
|
Logging.Debug($"[CardDisplay] Updated visuals for card: {cardData.Name} (Rarity: {cardData.Rarity}, Zone: {cardData.Zone})");
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Apply preview visuals - black tint to card image and question marks for name
|
|
||||||
/// Used for empty slot previews to show locked/unknown cards
|
|
||||||
/// </summary>
|
|
||||||
public void SetPreviewVisuals()
|
|
||||||
{
|
|
||||||
// Set card name to question marks
|
|
||||||
if (cardNameText != null)
|
|
||||||
{
|
|
||||||
cardNameText.text = "??????";
|
|
||||||
}
|
|
||||||
|
|
||||||
// Apply black non-opaque tint to card image
|
|
||||||
if (cardImage != null)
|
|
||||||
{
|
|
||||||
cardImage.color = Color.black;
|
|
||||||
}
|
|
||||||
|
|
||||||
Logging.Debug($"[CardDisplay] Applied preview visuals (black tint and ?????? name)");
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Reset preview visuals back to normal
|
|
||||||
/// </summary>
|
|
||||||
public void ClearPreviewVisuals()
|
|
||||||
{
|
|
||||||
// Restore normal card name
|
|
||||||
if (cardData != null && cardNameText != null)
|
|
||||||
{
|
|
||||||
cardNameText.text = cardData.Name ?? "Unknown Card";
|
|
||||||
}
|
|
||||||
|
|
||||||
// Reset card image color to white (normal)
|
|
||||||
if (cardImage != null)
|
|
||||||
{
|
|
||||||
cardImage.color = Color.white;
|
|
||||||
}
|
|
||||||
|
|
||||||
Logging.Debug($"[CardDisplay] Cleared preview visuals");
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Updates the card name text
|
/// Updates the card name text
|
||||||
@@ -281,51 +239,12 @@ namespace UI.CardSystem
|
|||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Enable preview mode - when clicked, forwards click to the associated slot
|
/// Handle pointer click - simply emit the click event
|
||||||
/// </summary>
|
|
||||||
public void SetPreviewMode(bool isEnabled, AlbumCardSlot slot = null)
|
|
||||||
{
|
|
||||||
_isPreviewMode = isEnabled;
|
|
||||||
_previewSlot = slot;
|
|
||||||
|
|
||||||
// Enable raycast targets on images so this CardDisplay can receive clicks
|
|
||||||
if (cardImage != null) cardImage.raycastTarget = isEnabled;
|
|
||||||
if (frameImage != null) frameImage.raycastTarget = isEnabled;
|
|
||||||
if (overlayImage != null) overlayImage.raycastTarget = isEnabled;
|
|
||||||
if (backgroundImage != null) backgroundImage.raycastTarget = isEnabled;
|
|
||||||
if (zoneShapeImage != null) zoneShapeImage.raycastTarget = isEnabled;
|
|
||||||
|
|
||||||
Logging.Debug($"[CardDisplay] Preview mode {(isEnabled ? "enabled" : "disabled")}, slot: {(slot != null ? slot.name : "NULL")}");
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Handle click on CardDisplay - forward to preview slot if in preview mode
|
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public void OnPointerClick(PointerEventData eventData)
|
public void OnPointerClick(PointerEventData eventData)
|
||||||
{
|
{
|
||||||
Logging.Debug($"[CLICK-TRACE-CARDDISPLAY] OnPointerClick on {name}, _isPreviewMode={_isPreviewMode}, _previewSlot={((_previewSlot != null) ? _previewSlot.name : "NULL")}");
|
|
||||||
|
|
||||||
if (_isPreviewMode && _previewSlot != null)
|
|
||||||
{
|
|
||||||
Logging.Debug($"[CLICK-TRACE-CARDDISPLAY] {name} - In preview mode, calling DismissPreview on slot: {_previewSlot.name}");
|
|
||||||
_previewSlot.DismissPreview();
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
// Not in preview mode - forward click to parent AlbumCard (if it exists)
|
|
||||||
AlbumCard parentAlbumCard = GetComponentInParent<AlbumCard>();
|
|
||||||
if (parentAlbumCard != null)
|
|
||||||
{
|
|
||||||
Logging.Debug($"[CLICK-TRACE-CARDDISPLAY] {name} - Forwarding click to parent AlbumCard");
|
|
||||||
parentAlbumCard.OnPointerClick(eventData);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
Logging.Debug($"[CLICK-TRACE-CARDDISPLAY] {name} - No parent AlbumCard, firing OnCardClicked event");
|
|
||||||
OnCardClicked?.Invoke(this);
|
OnCardClicked?.Invoke(this);
|
||||||
}
|
}
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
#if UNITY_EDITOR
|
#if UNITY_EDITOR
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
|||||||
@@ -1,8 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: ea96bf019611f0249998bb2819f3b320
|
|
||||||
folderAsset: yes
|
|
||||||
DefaultImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@@ -1,193 +0,0 @@
|
|||||||
using System;
|
|
||||||
using AppleHills.Data.CardSystem;
|
|
||||||
using Core;
|
|
||||||
using Pixelplacement;
|
|
||||||
using UnityEngine;
|
|
||||||
using UnityEngine.EventSystems;
|
|
||||||
using AppleHills.Core.Settings;
|
|
||||||
|
|
||||||
namespace UI.CardSystem
|
|
||||||
{
|
|
||||||
/// <summary>
|
|
||||||
/// Album card component that wraps CardDisplay.
|
|
||||||
/// Handles tap-to-enlarge and tap-to-shrink interactions for cards placed in album slots.
|
|
||||||
///
|
|
||||||
/// TODO: Consider refactoring to state machine pattern (PendingReveal, PlacedInSlot, Enlarged)
|
|
||||||
/// This would eliminate the need for separate AlbumPlacementCard wrapper and simplify the hierarchy.
|
|
||||||
/// See design discussion with state transitions for cleaner architecture.
|
|
||||||
/// </summary>
|
|
||||||
public class AlbumCard : MonoBehaviour, IPointerClickHandler
|
|
||||||
{
|
|
||||||
[Header("References")]
|
|
||||||
[SerializeField] private CardDisplay cardDisplay;
|
|
||||||
|
|
||||||
// Events for AlbumViewPage to manage backdrop and reparenting
|
|
||||||
public event Action<AlbumCard> OnEnlargeRequested;
|
|
||||||
public event Action<AlbumCard> OnShrinkRequested;
|
|
||||||
|
|
||||||
private AlbumCardSlot _parentSlot;
|
|
||||||
private CardData _cardData;
|
|
||||||
private bool _isEnlarged;
|
|
||||||
private Vector3 _originalScale;
|
|
||||||
private Transform _originalParent;
|
|
||||||
private Vector3 _originalLocalPosition;
|
|
||||||
private Quaternion _originalLocalRotation;
|
|
||||||
private ICardSystemSettings _settings;
|
|
||||||
|
|
||||||
private void Awake()
|
|
||||||
{
|
|
||||||
_settings = GameManager.GetSettingsObject<ICardSystemSettings>();
|
|
||||||
|
|
||||||
// Auto-find CardDisplay if not assigned
|
|
||||||
if (cardDisplay == null)
|
|
||||||
{
|
|
||||||
cardDisplay = GetComponentInChildren<CardDisplay>();
|
|
||||||
}
|
|
||||||
|
|
||||||
// Store original scale
|
|
||||||
_originalScale = transform.localScale;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Setup card with data
|
|
||||||
/// </summary>
|
|
||||||
public void SetupCard(CardData data)
|
|
||||||
{
|
|
||||||
_cardData = data;
|
|
||||||
|
|
||||||
if (cardDisplay != null)
|
|
||||||
{
|
|
||||||
cardDisplay.SetupCard(data);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Set the parent slot this card belongs to
|
|
||||||
/// </summary>
|
|
||||||
public void SetParentSlot(AlbumCardSlot slot)
|
|
||||||
{
|
|
||||||
_parentSlot = slot;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Get the card data
|
|
||||||
/// </summary>
|
|
||||||
public CardData GetCardData()
|
|
||||||
{
|
|
||||||
return _cardData;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Handle tap on card - request enlarge/shrink from parent page
|
|
||||||
/// Only process clicks when card is placed in a slot (not during reveal flow)
|
|
||||||
/// </summary>
|
|
||||||
public void OnPointerClick(PointerEventData eventData)
|
|
||||||
{
|
|
||||||
Logging.Debug($"[CLICK-TRACE-ALBUMCARD] OnPointerClick on {name}, _parentSlot={((_parentSlot != null) ? _parentSlot.name : "NULL")}, _isEnlarged={_isEnlarged}, position={eventData.position}");
|
|
||||||
|
|
||||||
// During reveal flow (before placed in slot), forward clicks to parent FlippableCard
|
|
||||||
if (_parentSlot == null)
|
|
||||||
{
|
|
||||||
Logging.Debug($"[CLICK-TRACE-ALBUMCARD] {name} - No parent slot, forwarding click to parent FlippableCard");
|
|
||||||
|
|
||||||
// Find parent FlippableCard and forward the click
|
|
||||||
FlippableCard parentFlippable = GetComponentInParent<FlippableCard>();
|
|
||||||
if (parentFlippable != null)
|
|
||||||
{
|
|
||||||
Logging.Debug($"[CLICK-TRACE-ALBUMCARD] {name} - Found parent FlippableCard, calling OnPointerClick");
|
|
||||||
parentFlippable.OnPointerClick(eventData);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
Logging.Warning($"[CLICK-TRACE-ALBUMCARD] {name} - No parent FlippableCard found!");
|
|
||||||
}
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
Logging.Debug($"[CLICK-TRACE-ALBUMCARD] {name} - Has parent slot, processing click");
|
|
||||||
|
|
||||||
if (_isEnlarged)
|
|
||||||
{
|
|
||||||
Logging.Debug($"[CLICK-TRACE-ALBUMCARD] {name} - Is enlarged, requesting shrink");
|
|
||||||
OnShrinkRequested?.Invoke(this);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
Logging.Debug($"[CLICK-TRACE-ALBUMCARD] {name} - Is normal size, requesting enlarge");
|
|
||||||
OnEnlargeRequested?.Invoke(this);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Enlarge card (called by AlbumViewPage after reparenting)
|
|
||||||
/// </summary>
|
|
||||||
public void EnlargeCard()
|
|
||||||
{
|
|
||||||
if (_isEnlarged) return;
|
|
||||||
|
|
||||||
_isEnlarged = true;
|
|
||||||
|
|
||||||
// Store original transform info for restoration
|
|
||||||
_originalParent = transform.parent;
|
|
||||||
_originalLocalPosition = transform.localPosition;
|
|
||||||
_originalLocalRotation = transform.localRotation;
|
|
||||||
|
|
||||||
// Scale up with snappy tween
|
|
||||||
Tween.LocalScale(transform, _originalScale * _settings.AlbumCardEnlargedScale, _settings.ScaleDuration, 0f, Tween.EaseOutBack);
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Shrink card back to original size (called by AlbumViewPage before reparenting back)
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="onComplete">Optional callback to invoke when shrink animation completes</param>
|
|
||||||
public void ShrinkCard(System.Action onComplete = null)
|
|
||||||
{
|
|
||||||
if (!_isEnlarged) return;
|
|
||||||
|
|
||||||
_isEnlarged = false;
|
|
||||||
|
|
||||||
// Scale back down with snappy tween, invoke callback when done
|
|
||||||
Tween.LocalScale(transform, _originalScale, _settings.ScaleDuration, 0f, Tween.EaseInBack,
|
|
||||||
completeCallback: () => onComplete?.Invoke());
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Get original parent for restoration
|
|
||||||
/// </summary>
|
|
||||||
public Transform GetOriginalParent()
|
|
||||||
{
|
|
||||||
return _originalParent;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Get original local position for restoration
|
|
||||||
/// </summary>
|
|
||||||
public Vector3 GetOriginalLocalPosition()
|
|
||||||
{
|
|
||||||
return _originalLocalPosition;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Get original local rotation for restoration
|
|
||||||
/// </summary>
|
|
||||||
public Quaternion GetOriginalLocalRotation()
|
|
||||||
{
|
|
||||||
return _originalLocalRotation;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Check if card is currently enlarged
|
|
||||||
/// </summary>
|
|
||||||
public bool IsEnlarged => _isEnlarged;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Force reset enlarged state (for cleanup scenarios like page closing)
|
|
||||||
/// </summary>
|
|
||||||
public void ForceResetEnlargedState()
|
|
||||||
{
|
|
||||||
_isEnlarged = false;
|
|
||||||
transform.localScale = _originalScale;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 258a530448814715b5ec19737df2a658
|
|
||||||
timeCreated: 1762505823
|
|
||||||
@@ -1,252 +0,0 @@
|
|||||||
using System;
|
|
||||||
using System.Collections;
|
|
||||||
using AppleHills.Data.CardSystem;
|
|
||||||
using Core;
|
|
||||||
using Data.CardSystem;
|
|
||||||
using Pixelplacement;
|
|
||||||
using UI.DragAndDrop.Core;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
namespace UI.CardSystem
|
|
||||||
{
|
|
||||||
/// <summary>
|
|
||||||
/// Draggable card for album reveal system.
|
|
||||||
/// Handles both tap and drag-hold interactions for revealing cards.
|
|
||||||
/// Auto-snaps to matching album slot on release/tap.
|
|
||||||
/// </summary>
|
|
||||||
public class AlbumCardPlacementDraggable : DraggableObject
|
|
||||||
{
|
|
||||||
[Header("Album Card Settings")]
|
|
||||||
[SerializeField] private FlippableCard flippableCard;
|
|
||||||
[SerializeField] private float holdRevealDelay = 0.1f;
|
|
||||||
|
|
||||||
private CardData _cardData;
|
|
||||||
private bool _isRevealed = false;
|
|
||||||
private bool _isDragRevealing = false;
|
|
||||||
private bool _waitingForPlacementTap = false;
|
|
||||||
private Coroutine _holdRevealCoroutine;
|
|
||||||
private bool _isHolding = false; // Track if pointer is currently down
|
|
||||||
|
|
||||||
// Events
|
|
||||||
public event Action<AlbumCardPlacementDraggable, CardData> OnCardRevealed;
|
|
||||||
public event Action<AlbumCardPlacementDraggable, CardData> OnCardPlacedInAlbum;
|
|
||||||
|
|
||||||
public CardData CardData => _cardData;
|
|
||||||
public bool IsRevealed => _isRevealed;
|
|
||||||
public CardZone Zone => _cardData?.Zone ?? CardZone.AppleHills;
|
|
||||||
|
|
||||||
protected override void Initialize()
|
|
||||||
{
|
|
||||||
base.Initialize();
|
|
||||||
|
|
||||||
// Auto-find FlippableCard if not assigned
|
|
||||||
if (flippableCard == null)
|
|
||||||
{
|
|
||||||
flippableCard = GetComponent<FlippableCard>();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Setup the card data (stores it but doesn't reveal until tapped/dragged)
|
|
||||||
/// </summary>
|
|
||||||
public void SetupCard(CardData data)
|
|
||||||
{
|
|
||||||
_cardData = data;
|
|
||||||
|
|
||||||
if (flippableCard != null)
|
|
||||||
{
|
|
||||||
flippableCard.SetupCard(data);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Reveal the card (flip to show front)
|
|
||||||
/// </summary>
|
|
||||||
public void RevealCard()
|
|
||||||
{
|
|
||||||
if (_isRevealed)
|
|
||||||
{
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
_isRevealed = true;
|
|
||||||
if (flippableCard != null)
|
|
||||||
{
|
|
||||||
flippableCard.FlipToReveal();
|
|
||||||
}
|
|
||||||
OnCardRevealed?.Invoke(this, _cardData);
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Snap to the matching album slot
|
|
||||||
/// </summary>
|
|
||||||
public void SnapToAlbumSlot()
|
|
||||||
{
|
|
||||||
if (_cardData == null)
|
|
||||||
{
|
|
||||||
Logging.Warning("[AlbumCardPlacementDraggable] Cannot snap to slot - no card data assigned.");
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Find all album card slots in the scene
|
|
||||||
AlbumCardSlot[] allSlots = FindObjectsByType<AlbumCardSlot>(FindObjectsSortMode.None);
|
|
||||||
|
|
||||||
AlbumCardSlot matchingSlot = null;
|
|
||||||
foreach (var slot in allSlots)
|
|
||||||
{
|
|
||||||
if (slot.CanAcceptCard(_cardData))
|
|
||||||
{
|
|
||||||
matchingSlot = slot;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (matchingSlot != null)
|
|
||||||
{
|
|
||||||
SetDraggingEnabled(false);
|
|
||||||
|
|
||||||
// NEW FLOW: Extract AlbumCard FIRST, then tween it
|
|
||||||
if (flippableCard != null)
|
|
||||||
{
|
|
||||||
AlbumCard extractedCard = flippableCard.ExtractAlbumCard(matchingSlot.transform);
|
|
||||||
|
|
||||||
if (extractedCard != null)
|
|
||||||
{
|
|
||||||
// Notify slot that card was placed
|
|
||||||
matchingSlot.OnCardPlaced(extractedCard);
|
|
||||||
|
|
||||||
// NOW tween the extracted AlbumCard into position
|
|
||||||
TweenExtractedCardToSlot(extractedCard, () =>
|
|
||||||
{
|
|
||||||
// After animation completes
|
|
||||||
Logging.Debug($"[AlbumCardPlacementDraggable] Card placement animation complete for {_cardData.Name}");
|
|
||||||
|
|
||||||
// Notify that card was placed
|
|
||||||
OnCardPlacedInAlbum?.Invoke(this, _cardData);
|
|
||||||
|
|
||||||
// Destroy this wrapper (the AlbumPlacementCard)
|
|
||||||
Destroy(gameObject);
|
|
||||||
});
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
Logging.Warning("[AlbumCardPlacementDraggable] Failed to extract AlbumCard from wrapper!");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
Logging.Warning($"[AlbumCardPlacementDraggable] Could not find matching slot for card '{_cardData.Name}' (Zone: {_cardData.Zone}, Index: {_cardData.CollectionIndex})");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Tween the extracted AlbumCard into its slot position
|
|
||||||
/// Tweens from current size to slot size - AspectRatioFitter handles width
|
|
||||||
/// </summary>
|
|
||||||
private void TweenExtractedCardToSlot(AlbumCard card, System.Action onComplete)
|
|
||||||
{
|
|
||||||
Transform cardTransform = card.transform;
|
|
||||||
RectTransform cardRect = cardTransform as RectTransform;
|
|
||||||
|
|
||||||
if (cardRect != null)
|
|
||||||
{
|
|
||||||
// Get target height from slot
|
|
||||||
RectTransform slotRect = cardTransform.parent as RectTransform;
|
|
||||||
float targetHeight = slotRect != null ? slotRect.rect.height : cardRect.sizeDelta.y;
|
|
||||||
|
|
||||||
// Tween from current size to target size (AspectRatioFitter will adjust width)
|
|
||||||
Vector2 targetSize = new Vector2(cardRect.sizeDelta.x, targetHeight);
|
|
||||||
Tween.Size(cardRect, targetSize, snapDuration, 0f, Tween.EaseOutBack);
|
|
||||||
|
|
||||||
// Tween position and rotation to slot center
|
|
||||||
Tween.LocalPosition(cardRect, Vector3.zero, snapDuration, 0f, Tween.EaseOutBack);
|
|
||||||
Tween.LocalRotation(cardTransform, Quaternion.identity, snapDuration, 0f, Tween.EaseOutBack,
|
|
||||||
completeCallback: () =>
|
|
||||||
{
|
|
||||||
Logging.Debug($"[AlbumCardPlacementDraggable] Tween complete for extracted card {card.name}, final height: {cardRect.sizeDelta.y}");
|
|
||||||
onComplete?.Invoke();
|
|
||||||
});
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
// No RectTransform, just reset and call callback
|
|
||||||
cardTransform.localPosition = Vector3.zero;
|
|
||||||
cardTransform.localRotation = Quaternion.identity;
|
|
||||||
onComplete?.Invoke();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
protected override void OnPointerDownHook()
|
|
||||||
{
|
|
||||||
base.OnPointerDownHook();
|
|
||||||
|
|
||||||
_isHolding = true;
|
|
||||||
|
|
||||||
// Start hold-reveal timer if card not yet revealed
|
|
||||||
if (!_isRevealed && _holdRevealCoroutine == null)
|
|
||||||
{
|
|
||||||
_holdRevealCoroutine = StartCoroutine(HoldRevealTimer());
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
protected override void OnPointerUpHook(bool longPress)
|
|
||||||
{
|
|
||||||
base.OnPointerUpHook(longPress);
|
|
||||||
_isHolding = false;
|
|
||||||
|
|
||||||
// Cancel hold timer if running
|
|
||||||
if (_holdRevealCoroutine != null)
|
|
||||||
{
|
|
||||||
StopCoroutine(_holdRevealCoroutine);
|
|
||||||
_holdRevealCoroutine = null;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
// Handle tap (not dragged)
|
|
||||||
if (!_wasDragged)
|
|
||||||
{
|
|
||||||
if (!_isRevealed)
|
|
||||||
{
|
|
||||||
// First tap: reveal the card
|
|
||||||
RevealCard();
|
|
||||||
_waitingForPlacementTap = true;
|
|
||||||
}
|
|
||||||
else if (_waitingForPlacementTap)
|
|
||||||
{
|
|
||||||
// Second tap: snap to slot
|
|
||||||
_waitingForPlacementTap = false;
|
|
||||||
SnapToAlbumSlot();
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else if (_isDragRevealing)
|
|
||||||
{
|
|
||||||
// Was drag-revealed, auto-snap on release
|
|
||||||
_isDragRevealing = false;
|
|
||||||
SnapToAlbumSlot();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Coroutine to reveal card after holding for specified duration
|
|
||||||
/// </summary>
|
|
||||||
private IEnumerator HoldRevealTimer()
|
|
||||||
{
|
|
||||||
yield return new WaitForSeconds(holdRevealDelay);
|
|
||||||
|
|
||||||
// If still holding after delay, reveal the card
|
|
||||||
if (!_isRevealed && _isHolding)
|
|
||||||
{
|
|
||||||
RevealCard();
|
|
||||||
_isDragRevealing = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
_holdRevealCoroutine = null;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 706803638ea24880bae19c87d3851ce6
|
|
||||||
timeCreated: 1762470947
|
|
||||||
@@ -1,62 +0,0 @@
|
|||||||
using AppleHills.Data.CardSystem;
|
|
||||||
using UI.DragAndDrop.Core;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
namespace UI.CardSystem.DragDrop
|
|
||||||
{
|
|
||||||
/// <summary>
|
|
||||||
/// Card-specific implementation of DraggableObject.
|
|
||||||
/// Manages card data and card-specific drag behavior.
|
|
||||||
/// </summary>
|
|
||||||
public class CardDraggable : DraggableObject
|
|
||||||
{
|
|
||||||
[Header("Card Data")]
|
|
||||||
[SerializeField] private CardData cardData;
|
|
||||||
|
|
||||||
// Events
|
|
||||||
public event System.Action<CardDraggable, CardData> OnCardDataChanged;
|
|
||||||
|
|
||||||
public CardData CardData => cardData;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Set the card data for this draggable card
|
|
||||||
/// </summary>
|
|
||||||
public void SetCardData(CardData data)
|
|
||||||
{
|
|
||||||
cardData = data;
|
|
||||||
OnCardDataChanged?.Invoke(this, cardData);
|
|
||||||
|
|
||||||
// Update visual if it exists
|
|
||||||
if (_visualInstance != null && _visualInstance is CardDraggableVisual cardVisual)
|
|
||||||
{
|
|
||||||
cardVisual.RefreshCardDisplay();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
protected override void OnDragStartedHook()
|
|
||||||
{
|
|
||||||
base.OnDragStartedHook();
|
|
||||||
// Card-specific drag started behavior
|
|
||||||
}
|
|
||||||
|
|
||||||
protected override void OnDragEndedHook()
|
|
||||||
{
|
|
||||||
base.OnDragEndedHook();
|
|
||||||
// Card-specific drag ended behavior
|
|
||||||
}
|
|
||||||
|
|
||||||
protected override void OnSelectionChangedHook(bool selected)
|
|
||||||
{
|
|
||||||
base.OnSelectionChangedHook(selected);
|
|
||||||
// Card-specific selection behavior
|
|
||||||
}
|
|
||||||
|
|
||||||
protected override void OnSlotChangedHook(DraggableSlot previousSlot, DraggableSlot newSlot)
|
|
||||||
{
|
|
||||||
base.OnSlotChangedHook(previousSlot, newSlot);
|
|
||||||
// Card-specific slot changed behavior
|
|
||||||
// Could trigger events for card collection reordering, etc.
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
@@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: e6edf435b57f09c47bb9e10d34164570
|
|
||||||
@@ -1,121 +0,0 @@
|
|||||||
using AppleHills.Data.CardSystem;
|
|
||||||
using UI.DragAndDrop.Core;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
namespace UI.CardSystem.DragDrop
|
|
||||||
{
|
|
||||||
/// <summary>
|
|
||||||
/// Visual representation for CardDraggable.
|
|
||||||
/// Uses the existing CardDisplay component to render the card.
|
|
||||||
/// </summary>
|
|
||||||
public class CardDraggableVisual : DraggableVisual
|
|
||||||
{
|
|
||||||
[Header("Card Visual Components")]
|
|
||||||
[SerializeField] private CardDisplay cardDisplay;
|
|
||||||
[SerializeField] private Transform shadowTransform;
|
|
||||||
[SerializeField] private float shadowOffset = 20f;
|
|
||||||
|
|
||||||
private Vector3 _shadowInitialPosition;
|
|
||||||
private CardDraggable _cardDraggable;
|
|
||||||
|
|
||||||
public CardDisplay CardDisplay => cardDisplay;
|
|
||||||
|
|
||||||
public override void Initialize(DraggableObject parent)
|
|
||||||
{
|
|
||||||
base.Initialize(parent);
|
|
||||||
|
|
||||||
_cardDraggable = parent as CardDraggable;
|
|
||||||
|
|
||||||
// Get CardDisplay component if not assigned
|
|
||||||
if (cardDisplay == null)
|
|
||||||
{
|
|
||||||
cardDisplay = GetComponentInChildren<CardDisplay>();
|
|
||||||
}
|
|
||||||
|
|
||||||
// Initialize shadow
|
|
||||||
if (shadowTransform != null)
|
|
||||||
{
|
|
||||||
_shadowInitialPosition = shadowTransform.localPosition;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Subscribe to card data changes
|
|
||||||
if (_cardDraggable != null)
|
|
||||||
{
|
|
||||||
_cardDraggable.OnCardDataChanged += HandleCardDataChanged;
|
|
||||||
|
|
||||||
// Initial card setup
|
|
||||||
if (_cardDraggable.CardData != null && cardDisplay != null)
|
|
||||||
{
|
|
||||||
cardDisplay.SetupCard(_cardDraggable.CardData);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
protected override void UpdateVisualContent()
|
|
||||||
{
|
|
||||||
// CardDisplay handles its own rendering, no need to update every frame
|
|
||||||
// This is called every frame but we only update when card data changes
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Refresh the card display with current data
|
|
||||||
/// </summary>
|
|
||||||
public void RefreshCardDisplay()
|
|
||||||
{
|
|
||||||
if (cardDisplay != null && _cardDraggable != null && _cardDraggable.CardData != null)
|
|
||||||
{
|
|
||||||
cardDisplay.SetupCard(_cardDraggable.CardData);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void HandleCardDataChanged(CardDraggable draggable, CardData data)
|
|
||||||
{
|
|
||||||
RefreshCardDisplay();
|
|
||||||
}
|
|
||||||
|
|
||||||
protected override void OnPointerDownVisual()
|
|
||||||
{
|
|
||||||
base.OnPointerDownVisual();
|
|
||||||
|
|
||||||
// Move shadow down when pressed
|
|
||||||
if (shadowTransform != null)
|
|
||||||
{
|
|
||||||
shadowTransform.localPosition = _shadowInitialPosition + (-Vector3.up * shadowOffset);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
protected override void OnPointerUpVisual(bool longPress)
|
|
||||||
{
|
|
||||||
base.OnPointerUpVisual(longPress);
|
|
||||||
|
|
||||||
// Restore shadow position
|
|
||||||
if (shadowTransform != null)
|
|
||||||
{
|
|
||||||
shadowTransform.localPosition = _shadowInitialPosition;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
protected override void OnDragStartedVisual()
|
|
||||||
{
|
|
||||||
base.OnDragStartedVisual();
|
|
||||||
// Card-specific visual effects when dragging starts
|
|
||||||
}
|
|
||||||
|
|
||||||
protected override void OnDragEndedVisual()
|
|
||||||
{
|
|
||||||
base.OnDragEndedVisual();
|
|
||||||
// Card-specific visual effects when dragging ends
|
|
||||||
}
|
|
||||||
|
|
||||||
protected override void OnDestroy()
|
|
||||||
{
|
|
||||||
base.OnDestroy();
|
|
||||||
|
|
||||||
if (_cardDraggable != null)
|
|
||||||
{
|
|
||||||
_cardDraggable.OnCardDataChanged -= HandleCardDataChanged;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 2a4c3884410d44f98182cd8119a972a4
|
|
||||||
timeCreated: 1762420668
|
|
||||||
@@ -1,65 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
using UnityEngine.EventSystems;
|
|
||||||
|
|
||||||
namespace UI.CardSystem.StateMachine.States
|
|
||||||
{
|
|
||||||
/// <summary>
|
|
||||||
/// Optional helper component for handling drag/drop integration with existing DragDrop system.
|
|
||||||
/// Can be attached to Card root to bridge between state machine and drag system.
|
|
||||||
/// </summary>
|
|
||||||
public class CardInteractionHandler : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler
|
|
||||||
{
|
|
||||||
private CardContext _context;
|
|
||||||
private CardDraggingState _draggingState;
|
|
||||||
private bool _isDragging;
|
|
||||||
|
|
||||||
private void Awake()
|
|
||||||
{
|
|
||||||
_context = GetComponent<CardContext>();
|
|
||||||
}
|
|
||||||
|
|
||||||
public void OnBeginDrag(PointerEventData eventData)
|
|
||||||
{
|
|
||||||
// Only allow drag from certain states
|
|
||||||
var currentState = _context.StateMachine.currentState?.name;
|
|
||||||
if (currentState != "RevealedState" && currentState != "PlacedInSlotState")
|
|
||||||
{
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Transition to dragging state
|
|
||||||
_context.StateMachine.ChangeState("DraggingState");
|
|
||||||
_draggingState = _context.StateMachine.currentState?.GetComponent<CardDraggingState>();
|
|
||||||
_isDragging = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void OnDrag(PointerEventData eventData)
|
|
||||||
{
|
|
||||||
if (!_isDragging || _draggingState == null) return;
|
|
||||||
|
|
||||||
// Update drag position
|
|
||||||
Vector3 worldPosition;
|
|
||||||
RectTransformUtility.ScreenPointToWorldPointInRectangle(
|
|
||||||
transform as RectTransform,
|
|
||||||
eventData.position,
|
|
||||||
eventData.pressEventCamera,
|
|
||||||
out worldPosition
|
|
||||||
);
|
|
||||||
|
|
||||||
// _draggingState.UpdateDragPosition(worldPosition);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void OnEndDrag(PointerEventData eventData)
|
|
||||||
{
|
|
||||||
if (!_isDragging || _draggingState == null) return;
|
|
||||||
|
|
||||||
_isDragging = false;
|
|
||||||
|
|
||||||
// Check if dropped over a valid slot
|
|
||||||
// This would integrate with your existing AlbumCardSlot system
|
|
||||||
// For now, just return to revealed state
|
|
||||||
// _draggingState.OnDroppedOutsideSlot();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
@@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 56af1049620bac744b1eee076a14594e
|
|
||||||
@@ -1,673 +0,0 @@
|
|||||||
using System;
|
|
||||||
using AppleHills.Data.CardSystem;
|
|
||||||
using Core;
|
|
||||||
using Pixelplacement;
|
|
||||||
using Pixelplacement.TweenSystem;
|
|
||||||
using UnityEngine;
|
|
||||||
using UnityEngine.EventSystems;
|
|
||||||
using AppleHills.Core.Settings;
|
|
||||||
|
|
||||||
namespace UI.CardSystem
|
|
||||||
{
|
|
||||||
/// <summary>
|
|
||||||
/// Flippable card wrapper that shows a card back, then flips to reveal the CardDisplay front.
|
|
||||||
/// This component nests an existing CardDisplay prefab to reuse card visuals everywhere.
|
|
||||||
/// </summary>
|
|
||||||
public class FlippableCard : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler, IPointerClickHandler
|
|
||||||
{
|
|
||||||
[Header("Card References")]
|
|
||||||
[SerializeField] private GameObject cardBackObject; // The card back visual
|
|
||||||
[SerializeField] private GameObject cardFrontObject; // Your CardDisplay prefab instance
|
|
||||||
[SerializeField] private CardDisplay cardDisplay; // Reference to CardDisplay component
|
|
||||||
[SerializeField] private AlbumCard albumCard; // Reference to nested AlbumCard (for album placement flow)
|
|
||||||
|
|
||||||
[Header("Idle Hover Animation")]
|
|
||||||
[SerializeField] private bool enableIdleHover = true;
|
|
||||||
|
|
||||||
[Header("New/Repeat Card Display")]
|
|
||||||
[SerializeField] private GameObject newCardText;
|
|
||||||
[SerializeField] private GameObject newCardIdleText;
|
|
||||||
[SerializeField] private GameObject repeatText;
|
|
||||||
[SerializeField] private GameObject progressBarContainer;
|
|
||||||
|
|
||||||
// State
|
|
||||||
private ICardSystemSettings _settings;
|
|
||||||
private bool _isFlipped = false;
|
|
||||||
private bool _isFlipping = false;
|
|
||||||
private TweenBase _idleHoverTween;
|
|
||||||
private CardData _cardData;
|
|
||||||
private Vector2 _originalPosition; // Track original spawn position
|
|
||||||
private bool _isWaitingForTap = false; // Waiting for tap after reveal
|
|
||||||
private bool _isNew = false; // Is this a new card
|
|
||||||
private int _ownedCount = 0; // Owned count for repeat cards
|
|
||||||
private bool _isClickable = true; // Can this card be clicked
|
|
||||||
|
|
||||||
// Events
|
|
||||||
public event Action<FlippableCard, CardData> OnCardRevealed;
|
|
||||||
public event Action<FlippableCard> OnCardTappedAfterReveal;
|
|
||||||
public event Action<FlippableCard> OnClickedWhileInactive; // Fired when clicked but not clickable
|
|
||||||
public event Action<FlippableCard> OnFlipStarted; // Fired when flip animation begins
|
|
||||||
|
|
||||||
public bool IsFlipped => _isFlipped;
|
|
||||||
public CardData CardData => _cardData;
|
|
||||||
public int CardsToUpgrade => _settings?.CardsToUpgrade ?? 5;
|
|
||||||
|
|
||||||
private void Awake()
|
|
||||||
{
|
|
||||||
_settings = GameManager.GetSettingsObject<ICardSystemSettings>();
|
|
||||||
|
|
||||||
// Auto-find CardDisplay if not assigned
|
|
||||||
if (cardDisplay == null && cardFrontObject != null)
|
|
||||||
{
|
|
||||||
cardDisplay = cardFrontObject.GetComponent<CardDisplay>();
|
|
||||||
}
|
|
||||||
|
|
||||||
// Auto-find AlbumCard if not assigned
|
|
||||||
if (albumCard == null)
|
|
||||||
{
|
|
||||||
albumCard = GetComponentInChildren<AlbumCard>();
|
|
||||||
}
|
|
||||||
|
|
||||||
// Card back: starts at 0° rotation (normal, facing camera, clickable)
|
|
||||||
// Card front: starts at 180° rotation (flipped away, will rotate to 0° when revealed)
|
|
||||||
if (cardBackObject != null)
|
|
||||||
{
|
|
||||||
cardBackObject.transform.localRotation = Quaternion.Euler(0, 0, 0);
|
|
||||||
cardBackObject.SetActive(true);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (cardFrontObject != null)
|
|
||||||
{
|
|
||||||
cardFrontObject.transform.localRotation = Quaternion.Euler(0, 180, 0);
|
|
||||||
cardFrontObject.SetActive(false);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Hide all new/repeat UI elements initially
|
|
||||||
if (newCardText != null)
|
|
||||||
newCardText.SetActive(false);
|
|
||||||
if (newCardIdleText != null)
|
|
||||||
newCardIdleText.SetActive(false);
|
|
||||||
if (repeatText != null)
|
|
||||||
repeatText.SetActive(false);
|
|
||||||
if (progressBarContainer != null)
|
|
||||||
progressBarContainer.SetActive(false);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void Start()
|
|
||||||
{
|
|
||||||
// Save the original position so we can return to it after hover
|
|
||||||
RectTransform rectTransform = GetComponent<RectTransform>();
|
|
||||||
if (rectTransform != null)
|
|
||||||
{
|
|
||||||
_originalPosition = rectTransform.anchoredPosition;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Start idle hover animation
|
|
||||||
if (enableIdleHover && !_isFlipped)
|
|
||||||
{
|
|
||||||
StartIdleHover();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Setup the card data (stores it but doesn't reveal until flipped)
|
|
||||||
/// </summary>
|
|
||||||
public void SetupCard(CardData data)
|
|
||||||
{
|
|
||||||
_cardData = data;
|
|
||||||
|
|
||||||
// Setup the CardDisplay but keep it hidden
|
|
||||||
if (cardDisplay != null)
|
|
||||||
{
|
|
||||||
cardDisplay.SetupCard(data);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Flip the card to reveal the front
|
|
||||||
/// </summary>
|
|
||||||
public void FlipToReveal()
|
|
||||||
{
|
|
||||||
if (_isFlipped || _isFlipping)
|
|
||||||
return;
|
|
||||||
|
|
||||||
_isFlipping = true;
|
|
||||||
|
|
||||||
// Fire flip started event IMMEDIATELY (before animations)
|
|
||||||
OnFlipStarted?.Invoke(this);
|
|
||||||
|
|
||||||
// Stop idle hover
|
|
||||||
StopIdleHover();
|
|
||||||
|
|
||||||
// Flip animation: Rotate the visual children (back from 0→90, front from 180→0)
|
|
||||||
// ...existing code...
|
|
||||||
// Card back: 0° → 90° (rotates away)
|
|
||||||
// Card front: 180° → 90° → 0° (rotates into view)
|
|
||||||
|
|
||||||
float flipDur = _settings.FlipDuration;
|
|
||||||
float flipPunch = _settings.FlipScalePunch;
|
|
||||||
|
|
||||||
// Phase 1: Rotate both to 90 degrees (edge view)
|
|
||||||
if (cardBackObject != null)
|
|
||||||
{
|
|
||||||
Tween.LocalRotation(cardBackObject.transform, Quaternion.Euler(0, 90, 0), flipDur * 0.5f, 0f, Tween.EaseInOut);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (cardFrontObject != null)
|
|
||||||
{
|
|
||||||
Tween.LocalRotation(cardFrontObject.transform, Quaternion.Euler(0, 90, 0), flipDur * 0.5f, 0f, Tween.EaseInOut,
|
|
||||||
completeCallback: () =>
|
|
||||||
{
|
|
||||||
// At edge (90°), switch visibility
|
|
||||||
if (cardBackObject != null)
|
|
||||||
cardBackObject.SetActive(false);
|
|
||||||
if (cardFrontObject != null)
|
|
||||||
cardFrontObject.SetActive(true);
|
|
||||||
|
|
||||||
// Phase 2: Rotate front from 90 to 0 (show at correct orientation)
|
|
||||||
Tween.LocalRotation(cardFrontObject.transform, Quaternion.Euler(0, 0, 0), flipDur * 0.5f, 0f, Tween.EaseInOut,
|
|
||||||
completeCallback: () =>
|
|
||||||
{
|
|
||||||
_isFlipped = true;
|
|
||||||
_isFlipping = false;
|
|
||||||
|
|
||||||
// Fire revealed event
|
|
||||||
OnCardRevealed?.Invoke(this, _cardData);
|
|
||||||
});
|
|
||||||
});
|
|
||||||
}
|
|
||||||
|
|
||||||
// Scale punch during flip for extra juice
|
|
||||||
Vector3 originalScale = transform.localScale;
|
|
||||||
Tween.LocalScale(transform, originalScale * flipPunch, flipDur * 0.5f, 0f, Tween.EaseOutBack,
|
|
||||||
completeCallback: () =>
|
|
||||||
{
|
|
||||||
Tween.LocalScale(transform, originalScale, flipDur * 0.5f, 0f, Tween.EaseInBack);
|
|
||||||
});
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Start idle hover animation (gentle bobbing)
|
|
||||||
/// </summary>
|
|
||||||
private void StartIdleHover()
|
|
||||||
{
|
|
||||||
if (_idleHoverTween != null)
|
|
||||||
return;
|
|
||||||
|
|
||||||
RectTransform rectTransform = GetComponent<RectTransform>();
|
|
||||||
if (rectTransform == null)
|
|
||||||
return;
|
|
||||||
|
|
||||||
Vector2 originalPos = rectTransform.anchoredPosition;
|
|
||||||
Vector2 targetPos = originalPos + Vector2.up * _settings.IdleHoverHeight;
|
|
||||||
|
|
||||||
_idleHoverTween = Tween.Value(0f, 1f,
|
|
||||||
(val) =>
|
|
||||||
{
|
|
||||||
if (rectTransform != null)
|
|
||||||
{
|
|
||||||
float t = Mathf.Sin(val * Mathf.PI * 2f) * 0.5f + 0.5f; // Smooth sine wave
|
|
||||||
rectTransform.anchoredPosition = Vector2.Lerp(originalPos, targetPos, t);
|
|
||||||
}
|
|
||||||
},
|
|
||||||
_settings.IdleHoverDuration, 0f, Tween.EaseInOut, Tween.LoopType.Loop);
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Stop idle hover animation
|
|
||||||
/// </summary>
|
|
||||||
private void StopIdleHover()
|
|
||||||
{
|
|
||||||
if (_idleHoverTween != null)
|
|
||||||
{
|
|
||||||
_idleHoverTween.Stop();
|
|
||||||
_idleHoverTween = null;
|
|
||||||
|
|
||||||
// Reset to ORIGINAL position (not Vector2.zero!)
|
|
||||||
RectTransform rectTransform = GetComponent<RectTransform>();
|
|
||||||
if (rectTransform != null)
|
|
||||||
{
|
|
||||||
Tween.AnchoredPosition(rectTransform, _originalPosition, 0.3f, 0f, Tween.EaseOutBack);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
#region Pointer Event Handlers
|
|
||||||
|
|
||||||
public void OnPointerEnter(PointerEventData eventData)
|
|
||||||
{
|
|
||||||
if (_isFlipped || _isFlipping)
|
|
||||||
return;
|
|
||||||
|
|
||||||
// Scale up slightly on hover
|
|
||||||
Tween.LocalScale(transform, Vector3.one * _settings.HoverScaleMultiplier, 0.2f, 0f, Tween.EaseOutBack);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void OnPointerExit(PointerEventData eventData)
|
|
||||||
{
|
|
||||||
if (_isFlipped || _isFlipping)
|
|
||||||
return;
|
|
||||||
|
|
||||||
// Scale back to normal
|
|
||||||
Tween.LocalScale(transform, Vector3.one, 0.2f, 0f, Tween.EaseOutBack);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void OnPointerClick(PointerEventData eventData)
|
|
||||||
{
|
|
||||||
Logging.Debug($"[CLICK-TRACE-FLIPPABLE] OnPointerClick on {name}, _isClickable={_isClickable}, _isWaitingForTap={_isWaitingForTap}, _isFlipped={_isFlipped}, position={eventData.position}");
|
|
||||||
|
|
||||||
// If not clickable, notify and return
|
|
||||||
if (!_isClickable)
|
|
||||||
{
|
|
||||||
Logging.Debug($"[CLICK-TRACE-FLIPPABLE] {name} - Not clickable, firing OnClickedWhileInactive");
|
|
||||||
OnClickedWhileInactive?.Invoke(this);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
// If waiting for tap after reveal, handle that
|
|
||||||
if (_isWaitingForTap)
|
|
||||||
{
|
|
||||||
Logging.Debug($"[CLICK-TRACE-FLIPPABLE] {name} - Waiting for tap, dismissing enlarged state");
|
|
||||||
OnCardTappedAfterReveal?.Invoke(this);
|
|
||||||
_isWaitingForTap = false;
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (_isFlipped || _isFlipping)
|
|
||||||
{
|
|
||||||
Logging.Debug($"[CLICK-TRACE-FLIPPABLE] {name} - Ignoring click (flipped={_isFlipped}, flipping={_isFlipping})");
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
Logging.Debug($"[CLICK-TRACE-FLIPPABLE] {name} - Processing click, starting flip");
|
|
||||||
// Flip on click
|
|
||||||
FlipToReveal();
|
|
||||||
}
|
|
||||||
|
|
||||||
#endregion
|
|
||||||
|
|
||||||
#region New/Repeat Card Display
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Show this card as a new card (enlarge, show "NEW CARD" text, wait for tap)
|
|
||||||
/// </summary>
|
|
||||||
public void ShowAsNew()
|
|
||||||
{
|
|
||||||
_isNew = true;
|
|
||||||
_isWaitingForTap = true;
|
|
||||||
|
|
||||||
// Show new card text
|
|
||||||
if (newCardText != null)
|
|
||||||
newCardText.SetActive(true);
|
|
||||||
|
|
||||||
// Enlarge the card
|
|
||||||
EnlargeCard();
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Show this card as a repeat that will trigger an upgrade (enlarge, show progress, auto-transition to upgrade)
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="ownedCount">Number of copies owned BEFORE this one</param>
|
|
||||||
/// <param name="lowerRarityCard">The existing card data at lower rarity (for upgrade reference)</param>
|
|
||||||
public void ShowAsRepeatWithUpgrade(int ownedCount, AppleHills.Data.CardSystem.CardData lowerRarityCard)
|
|
||||||
{
|
|
||||||
_isNew = false;
|
|
||||||
_ownedCount = ownedCount;
|
|
||||||
_isWaitingForTap = false; // Don't wait yet - upgrade will happen automatically
|
|
||||||
|
|
||||||
// Show repeat text
|
|
||||||
if (repeatText != null)
|
|
||||||
repeatText.SetActive(true);
|
|
||||||
|
|
||||||
// Enlarge the card
|
|
||||||
EnlargeCard();
|
|
||||||
|
|
||||||
// Show progress bar with owned count, then auto-trigger upgrade
|
|
||||||
ShowProgressBar(ownedCount, () =>
|
|
||||||
{
|
|
||||||
// Progress animation complete - trigger upgrade!
|
|
||||||
TriggerUpgradeTransition(lowerRarityCard);
|
|
||||||
});
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Trigger the upgrade transition (called after progress bar fills)
|
|
||||||
/// </summary>
|
|
||||||
private void TriggerUpgradeTransition(AppleHills.Data.CardSystem.CardData lowerRarityCard)
|
|
||||||
{
|
|
||||||
Logging.Debug($"[FlippableCard] Triggering upgrade transition from {lowerRarityCard.Rarity}!");
|
|
||||||
|
|
||||||
AppleHills.Data.CardSystem.CardRarity oldRarity = lowerRarityCard.Rarity;
|
|
||||||
AppleHills.Data.CardSystem.CardRarity newRarity = oldRarity + 1;
|
|
||||||
|
|
||||||
// Reset the lower rarity count to 0
|
|
||||||
lowerRarityCard.CopiesOwned = 0;
|
|
||||||
|
|
||||||
// Create upgraded card data
|
|
||||||
AppleHills.Data.CardSystem.CardData upgradedCardData = new AppleHills.Data.CardSystem.CardData(_cardData);
|
|
||||||
upgradedCardData.Rarity = newRarity;
|
|
||||||
upgradedCardData.CopiesOwned = 1;
|
|
||||||
|
|
||||||
// Check if we already have this card at the higher rarity
|
|
||||||
bool isNewAtHigherRarity = Data.CardSystem.CardSystemManager.Instance.IsCardNew(upgradedCardData, out AppleHills.Data.CardSystem.CardData existingHigherRarity);
|
|
||||||
|
|
||||||
// Add the higher rarity card to inventory
|
|
||||||
Data.CardSystem.CardSystemManager.Instance.GetCardInventory().AddCard(upgradedCardData);
|
|
||||||
|
|
||||||
// Update our displayed card data
|
|
||||||
_cardData.Rarity = newRarity;
|
|
||||||
|
|
||||||
// Transition to appropriate display
|
|
||||||
if (isNewAtHigherRarity || newRarity == AppleHills.Data.CardSystem.CardRarity.Legendary)
|
|
||||||
{
|
|
||||||
// Show as NEW at higher rarity
|
|
||||||
TransitionToNewCardView(newRarity);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
// Show progress for higher rarity, then transition to NEW
|
|
||||||
int ownedAtHigherRarity = existingHigherRarity.CopiesOwned;
|
|
||||||
ShowProgressBar(ownedAtHigherRarity, () =>
|
|
||||||
{
|
|
||||||
TransitionToNewCardView(newRarity);
|
|
||||||
});
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Show this card as a repeat (enlarge, show progress bar, wait for tap)
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="ownedCount">Number of copies owned BEFORE this one</param>
|
|
||||||
public void ShowAsRepeat(int ownedCount)
|
|
||||||
{
|
|
||||||
_isNew = false;
|
|
||||||
_ownedCount = ownedCount;
|
|
||||||
_isWaitingForTap = true;
|
|
||||||
|
|
||||||
// Show repeat text
|
|
||||||
if (repeatText != null)
|
|
||||||
repeatText.SetActive(true);
|
|
||||||
|
|
||||||
// Enlarge the card
|
|
||||||
EnlargeCard();
|
|
||||||
|
|
||||||
// Show progress bar with owned count, then blink new element
|
|
||||||
ShowProgressBar(ownedCount, () =>
|
|
||||||
{
|
|
||||||
// Progress animation complete
|
|
||||||
});
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Show this card as upgraded (hide progress bar, show as new with upgraded rarity)
|
|
||||||
/// </summary>
|
|
||||||
public void ShowAsUpgraded(AppleHills.Data.CardSystem.CardRarity oldRarity, AppleHills.Data.CardSystem.CardRarity newRarity)
|
|
||||||
{
|
|
||||||
_isNew = true;
|
|
||||||
_isWaitingForTap = true;
|
|
||||||
|
|
||||||
// Update the CardDisplay to show new rarity
|
|
||||||
if (cardDisplay != null && _cardData != null)
|
|
||||||
{
|
|
||||||
_cardData.Rarity = newRarity;
|
|
||||||
cardDisplay.SetupCard(_cardData);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Hide progress bar and repeat text
|
|
||||||
if (progressBarContainer != null)
|
|
||||||
progressBarContainer.SetActive(false);
|
|
||||||
if (repeatText != null)
|
|
||||||
repeatText.SetActive(false);
|
|
||||||
|
|
||||||
// Show new card text (it's now a "new" card at the higher rarity)
|
|
||||||
if (newCardText != null)
|
|
||||||
newCardText.SetActive(true);
|
|
||||||
|
|
||||||
Logging.Debug($"[FlippableCard] Card upgraded from {oldRarity} to {newRarity}! Showing as NEW.");
|
|
||||||
|
|
||||||
// Card is already enlarged from the repeat display, so no need to enlarge again
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Show this card as upgraded with progress bar (already have copies at higher rarity)
|
|
||||||
/// </summary>
|
|
||||||
public void ShowAsUpgradedWithProgress(AppleHills.Data.CardSystem.CardRarity oldRarity, AppleHills.Data.CardSystem.CardRarity newRarity, int ownedAtNewRarity)
|
|
||||||
{
|
|
||||||
_isNew = false;
|
|
||||||
_isWaitingForTap = false; // Don't wait for tap yet, progress bar will complete first
|
|
||||||
|
|
||||||
// Hide new card text
|
|
||||||
if (newCardText != null)
|
|
||||||
newCardText.SetActive(false);
|
|
||||||
|
|
||||||
// Show repeat text (it's a repeat at the new rarity)
|
|
||||||
if (repeatText != null)
|
|
||||||
repeatText.SetActive(true);
|
|
||||||
|
|
||||||
// Show progress bar for the new rarity
|
|
||||||
ShowProgressBar(ownedAtNewRarity, () =>
|
|
||||||
{
|
|
||||||
// Progress animation complete - now transition to "NEW CARD" view
|
|
||||||
TransitionToNewCardView(newRarity);
|
|
||||||
});
|
|
||||||
|
|
||||||
Logging.Debug($"[FlippableCard] Card upgraded from {oldRarity} to {newRarity}! Showing progress {ownedAtNewRarity}/5");
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Transition to "NEW CARD" view after upgrade progress completes
|
|
||||||
/// </summary>
|
|
||||||
private void TransitionToNewCardView(AppleHills.Data.CardSystem.CardRarity newRarity)
|
|
||||||
{
|
|
||||||
Logging.Debug($"[FlippableCard] Transitioning to NEW CARD view at {newRarity} rarity");
|
|
||||||
|
|
||||||
// Update the CardDisplay to show new rarity
|
|
||||||
if (cardDisplay != null && _cardData != null)
|
|
||||||
{
|
|
||||||
_cardData.Rarity = newRarity;
|
|
||||||
cardDisplay.SetupCard(_cardData);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Hide progress bar and repeat text
|
|
||||||
if (progressBarContainer != null)
|
|
||||||
progressBarContainer.SetActive(false);
|
|
||||||
if (repeatText != null)
|
|
||||||
repeatText.SetActive(false);
|
|
||||||
|
|
||||||
// Show "NEW CARD" text
|
|
||||||
if (newCardText != null)
|
|
||||||
newCardText.SetActive(true);
|
|
||||||
|
|
||||||
// Now wait for tap
|
|
||||||
_isNew = true;
|
|
||||||
_isWaitingForTap = true;
|
|
||||||
|
|
||||||
Logging.Debug($"[FlippableCard] Now showing as NEW CARD at {newRarity}, waiting for tap");
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Enlarge the card
|
|
||||||
/// </summary>
|
|
||||||
private void EnlargeCard()
|
|
||||||
{
|
|
||||||
Tween.LocalScale(transform, Vector3.one * _settings.NewCardEnlargedScale, _settings.ScaleDuration, 0f, Tween.EaseOutBack);
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Return card to normal size
|
|
||||||
/// </summary>
|
|
||||||
public void ReturnToNormalSize()
|
|
||||||
{
|
|
||||||
Tween.LocalScale(transform, Vector3.one, _settings.ScaleDuration, 0f, Tween.EaseOutBack, completeCallback: () =>
|
|
||||||
{
|
|
||||||
// After returning to normal, hide new card text, show idle text
|
|
||||||
if (_isNew)
|
|
||||||
{
|
|
||||||
if (newCardText != null)
|
|
||||||
newCardText.SetActive(false);
|
|
||||||
if (newCardIdleText != null)
|
|
||||||
newCardIdleText.SetActive(true);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Keep repeat text visible
|
|
||||||
});
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Show progress bar with owned count, then blink the new element
|
|
||||||
/// </summary>
|
|
||||||
private void ShowProgressBar(int ownedCount, System.Action onComplete)
|
|
||||||
{
|
|
||||||
if (progressBarContainer == null)
|
|
||||||
{
|
|
||||||
onComplete?.Invoke();
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
progressBarContainer.SetActive(true);
|
|
||||||
|
|
||||||
// Get all child Image components
|
|
||||||
UnityEngine.UI.Image[] progressElements = progressBarContainer.GetComponentsInChildren<UnityEngine.UI.Image>(true);
|
|
||||||
|
|
||||||
int cardsToUpgrade = _settings.CardsToUpgrade;
|
|
||||||
|
|
||||||
// Check if we have the required number of elements (should match cardsToUpgrade)
|
|
||||||
if (progressElements.Length < cardsToUpgrade)
|
|
||||||
{
|
|
||||||
Logging.Warning($"[FlippableCard] Not enough Image components in progress bar! Expected {cardsToUpgrade}, found {progressElements.Length}");
|
|
||||||
onComplete?.Invoke();
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Disable all elements first
|
|
||||||
foreach (var img in progressElements)
|
|
||||||
{
|
|
||||||
img.enabled = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Show owned count (from the END, going backwards)
|
|
||||||
// E.g., if owned 3 cards, enable elements at index [4], [3], [2] (last 3 elements)
|
|
||||||
int startIndex = Mathf.Max(0, cardsToUpgrade - ownedCount);
|
|
||||||
for (int i = startIndex; i < cardsToUpgrade && i < progressElements.Length; i++)
|
|
||||||
{
|
|
||||||
progressElements[i].enabled = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Wait a moment, then blink the new element
|
|
||||||
// New element is at index (cardsToUpgrade - ownedCount - 1)
|
|
||||||
int newElementIndex = Mathf.Max(0, cardsToUpgrade - ownedCount - 1);
|
|
||||||
if (newElementIndex >= 0 && newElementIndex < progressElements.Length)
|
|
||||||
{
|
|
||||||
Tween.Value(0f, 1f, (val) => { }, 0.3f, 0f, completeCallback: () =>
|
|
||||||
{
|
|
||||||
BlinkProgressElement(newElementIndex, progressElements, onComplete);
|
|
||||||
});
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
onComplete?.Invoke();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Blink a progress element (enable/disable rapidly)
|
|
||||||
/// </summary>
|
|
||||||
private void BlinkProgressElement(int index, UnityEngine.UI.Image[] elements, System.Action onComplete)
|
|
||||||
{
|
|
||||||
if (index < 0 || index >= elements.Length)
|
|
||||||
{
|
|
||||||
onComplete?.Invoke();
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
UnityEngine.UI.Image element = elements[index];
|
|
||||||
int blinkCount = 0;
|
|
||||||
const int maxBlinks = 3;
|
|
||||||
|
|
||||||
void Blink()
|
|
||||||
{
|
|
||||||
element.enabled = !element.enabled;
|
|
||||||
blinkCount++;
|
|
||||||
|
|
||||||
if (blinkCount >= maxBlinks * 2)
|
|
||||||
{
|
|
||||||
element.enabled = true; // End on enabled
|
|
||||||
onComplete?.Invoke();
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
Tween.Value(0f, 1f, (val) => { }, 0.15f, 0f, completeCallback: Blink);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
Blink();
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Enable or disable clickability of this card
|
|
||||||
/// </summary>
|
|
||||||
public void SetClickable(bool clickable)
|
|
||||||
{
|
|
||||||
_isClickable = clickable;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Jiggle the card (shake animation)
|
|
||||||
/// </summary>
|
|
||||||
public void Jiggle()
|
|
||||||
{
|
|
||||||
// Quick shake animation - rotate left, then right, then center
|
|
||||||
Transform cardTransform = transform;
|
|
||||||
Quaternion originalRotation = cardTransform.localRotation;
|
|
||||||
|
|
||||||
// Shake sequence: 0 -> -5 -> +5 -> 0
|
|
||||||
Tween.LocalRotation(cardTransform, Quaternion.Euler(0, 0, -5), 0.05f, 0f, Tween.EaseInOut,
|
|
||||||
completeCallback: () =>
|
|
||||||
{
|
|
||||||
Tween.LocalRotation(cardTransform, Quaternion.Euler(0, 0, 5), 0.1f, 0f, Tween.EaseInOut,
|
|
||||||
completeCallback: () =>
|
|
||||||
{
|
|
||||||
Tween.LocalRotation(cardTransform, originalRotation, 0.05f, 0f, Tween.EaseInOut);
|
|
||||||
});
|
|
||||||
});
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Extract the nested AlbumCard and reparent it to a new parent
|
|
||||||
/// Used when placing card in album slot - extracts the AlbumCard from this wrapper
|
|
||||||
/// The caller is responsible for tweening it to the final position
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="newParent">The transform to reparent the AlbumCard to (typically the AlbumCardSlot)</param>
|
|
||||||
/// <returns>The extracted AlbumCard component, or null if not found</returns>
|
|
||||||
public AlbumCard ExtractAlbumCard(Transform newParent)
|
|
||||||
{
|
|
||||||
if (albumCard == null)
|
|
||||||
{
|
|
||||||
Logging.Warning("[FlippableCard] Cannot extract AlbumCard - none found!");
|
|
||||||
return null;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Reparent AlbumCard to new parent (maintain world position temporarily)
|
|
||||||
// The caller will tween it to the final position
|
|
||||||
albumCard.transform.SetParent(newParent, true);
|
|
||||||
|
|
||||||
// Setup the card data on the AlbumCard
|
|
||||||
if (_cardData != null)
|
|
||||||
{
|
|
||||||
albumCard.SetupCard(_cardData);
|
|
||||||
}
|
|
||||||
|
|
||||||
Logging.Debug($"[FlippableCard] Extracted AlbumCard '{_cardData?.Name}' to {newParent.name} - ready for tween");
|
|
||||||
|
|
||||||
return albumCard;
|
|
||||||
}
|
|
||||||
|
|
||||||
#endregion
|
|
||||||
|
|
||||||
private void OnDestroy()
|
|
||||||
{
|
|
||||||
StopIdleHover();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
@@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: bb9e3a783cd7fce4aab2ff7f7f63119b
|
|
||||||
@@ -1,219 +0,0 @@
|
|||||||
# 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
|
|
||||||
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 77fe31c3dcfb4d4d8cfee187b838e8e3
|
|
||||||
timeCreated: 1762951626
|
|
||||||
@@ -3,7 +3,6 @@ using Core;
|
|||||||
using Data.CardSystem;
|
using Data.CardSystem;
|
||||||
using UI.DragAndDrop.Core;
|
using UI.DragAndDrop.Core;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.EventSystems;
|
|
||||||
|
|
||||||
namespace UI.CardSystem
|
namespace UI.CardSystem
|
||||||
{
|
{
|
||||||
@@ -11,131 +10,21 @@ namespace UI.CardSystem
|
|||||||
/// Specialized slot for album pages that only accepts a specific card.
|
/// Specialized slot for album pages that only accepts a specific card.
|
||||||
/// Validates cards based on their CardDefinition.
|
/// Validates cards based on their CardDefinition.
|
||||||
/// Self-populates with owned cards when enabled.
|
/// Self-populates with owned cards when enabled.
|
||||||
/// Shows preview of target card when empty slot is tapped.
|
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public class AlbumCardSlot : DraggableSlot, IPointerClickHandler
|
public class AlbumCardSlot : DraggableSlot
|
||||||
{
|
{
|
||||||
[Header("Album Slot Configuration")]
|
[Header("Album Slot Configuration")]
|
||||||
[SerializeField] private CardDefinition targetCardDefinition; // Which card this slot accepts
|
[SerializeField] private CardDefinition targetCardDefinition; // Which card this slot accepts
|
||||||
[SerializeField] private GameObject albumCardPrefab; // Prefab to spawn when card is owned
|
[SerializeField] private GameObject cardPrefab; // Card prefab to spawn when card is owned
|
||||||
|
|
||||||
[Header("Preview Card (for empty slots)")]
|
private StateMachine.Card _placedCard;
|
||||||
[SerializeField] private CardDisplay previewCardDisplay; // Nested CardDisplay showing greyed-out preview
|
|
||||||
[SerializeField] private float previewEnlargedScale = 2.5f;
|
|
||||||
[SerializeField] private float previewScaleDuration = 0.3f;
|
|
||||||
|
|
||||||
private bool _isOccupiedPermanently = false;
|
|
||||||
private AlbumCard _placedCard;
|
|
||||||
private bool _isPreviewShowing = false;
|
|
||||||
private Vector3 _previewOriginalScale;
|
|
||||||
|
|
||||||
private void Awake()
|
|
||||||
{
|
|
||||||
// Store original scale of preview card
|
|
||||||
if (previewCardDisplay != null)
|
|
||||||
{
|
|
||||||
_previewOriginalScale = previewCardDisplay.transform.localScale;
|
|
||||||
// Hide preview card by default
|
|
||||||
previewCardDisplay.gameObject.SetActive(false);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Set the target card this slot should accept
|
|
||||||
/// </summary>
|
|
||||||
public void SetTargetCard(CardDefinition definition)
|
|
||||||
{
|
|
||||||
targetCardDefinition = definition;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Check if this slot can accept a specific card
|
|
||||||
/// </summary>
|
|
||||||
public bool CanAcceptCard(CardData cardData)
|
|
||||||
{
|
|
||||||
if (cardData == null || targetCardDefinition == null) return false;
|
|
||||||
if (_isOccupiedPermanently) return false;
|
|
||||||
|
|
||||||
// Card must match this slot's target definition
|
|
||||||
return cardData.DefinitionId == targetCardDefinition.Id;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Called when a card is successfully placed in this slot
|
|
||||||
/// </summary>
|
|
||||||
public void OnCardPlaced(AlbumCard albumCard = null)
|
|
||||||
{
|
|
||||||
_isOccupiedPermanently = true;
|
|
||||||
|
|
||||||
if (albumCard != null)
|
|
||||||
{
|
|
||||||
_placedCard = albumCard;
|
|
||||||
albumCard.SetParentSlot(this);
|
|
||||||
|
|
||||||
// Register with AlbumViewPage for enlarge/shrink handling
|
|
||||||
AlbumViewPage albumPage = FindFirstObjectByType<AlbumViewPage>();
|
|
||||||
if (albumPage != null)
|
|
||||||
{
|
|
||||||
albumPage.RegisterAlbumCard(albumCard);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Check if this slot has a placed card
|
|
||||||
/// </summary>
|
|
||||||
public bool HasPlacedCard()
|
|
||||||
{
|
|
||||||
return _placedCard != null;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Get the placed card (if any)
|
|
||||||
/// </summary>
|
|
||||||
public AlbumCard GetPlacedCard()
|
|
||||||
{
|
|
||||||
return _placedCard;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnEnable()
|
private void OnEnable()
|
||||||
{
|
{
|
||||||
// Check if we should spawn a card for this slot
|
// Check if we should spawn a card for this slot
|
||||||
CheckAndSpawnOwnedCard();
|
CheckAndSpawnOwnedCard();
|
||||||
|
|
||||||
// Setup preview card display if slot is empty
|
|
||||||
SetupPreviewCard();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Setup the preview card display to show target card with preview visuals
|
|
||||||
/// Preview stays hidden until user taps to show it
|
|
||||||
/// </summary>
|
|
||||||
private void SetupPreviewCard()
|
|
||||||
{
|
|
||||||
if (previewCardDisplay == null || targetCardDefinition == null)
|
|
||||||
return;
|
|
||||||
|
|
||||||
// Only setup preview if slot is empty
|
|
||||||
if (_isOccupiedPermanently || _placedCard != null)
|
|
||||||
{
|
|
||||||
// Hide preview if slot is occupied
|
|
||||||
previewCardDisplay.gameObject.SetActive(false);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Setup preview card data
|
|
||||||
CardData previewData = targetCardDefinition.CreateCardData();
|
|
||||||
previewData.Rarity = CardRarity.Normal; // Show as normal rarity
|
|
||||||
previewCardDisplay.SetupCard(previewData);
|
|
||||||
|
|
||||||
// Apply preview visuals (black tint and ?????? name)
|
|
||||||
previewCardDisplay.SetPreviewVisuals();
|
|
||||||
|
|
||||||
// Keep preview hidden - it'll show when user taps to enlarge
|
|
||||||
previewCardDisplay.gameObject.SetActive(false);
|
|
||||||
|
|
||||||
Logging.Debug($"[AlbumCardSlot] Setup preview card for {targetCardDefinition.Name} (hidden until tap)");
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Check if player owns the card for this slot and spawn it if so
|
/// Check if player owns the card for this slot and spawn it if so
|
||||||
@@ -147,13 +36,13 @@ namespace UI.CardSystem
|
|||||||
return;
|
return;
|
||||||
|
|
||||||
// Guard: don't spawn if already occupied
|
// Guard: don't spawn if already occupied
|
||||||
if (_isOccupiedPermanently || _placedCard != null)
|
if (_placedCard != null)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
// Guard: need prefab to spawn
|
// Guard: need prefab to spawn
|
||||||
if (albumCardPrefab == null)
|
if (cardPrefab == null)
|
||||||
{
|
{
|
||||||
Logging.Warning($"[AlbumCardSlot] No albumCardPrefab assigned for slot targeting {targetCardDefinition.name}");
|
Logging.Warning($"[AlbumCardSlot] No cardPrefab assigned for slot targeting {targetCardDefinition.name}");
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -174,27 +63,26 @@ namespace UI.CardSystem
|
|||||||
// Spawn card if owned
|
// Spawn card if owned
|
||||||
if (ownedCard != null)
|
if (ownedCard != null)
|
||||||
{
|
{
|
||||||
SpawnAlbumCard(ownedCard);
|
SpawnCard(ownedCard);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Spawn an AlbumCard in this slot
|
/// Spawn a Card in this slot using the PlacedInSlotState
|
||||||
/// </summary>
|
/// </summary>
|
||||||
private void SpawnAlbumCard(CardData cardData)
|
private void SpawnCard(CardData cardData)
|
||||||
{
|
{
|
||||||
GameObject cardObj = Instantiate(albumCardPrefab, transform);
|
GameObject cardObj = Instantiate(cardPrefab, transform);
|
||||||
AlbumCard albumCard = cardObj.GetComponent<AlbumCard>();
|
var card = cardObj.GetComponent<StateMachine.Card>();
|
||||||
|
|
||||||
if (albumCard != null)
|
if (card != null)
|
||||||
{
|
{
|
||||||
albumCard.SetupCard(cardData);
|
// Setup card for album slot (starts in PlacedInSlotState)
|
||||||
albumCard.SetParentSlot(this);
|
card.SetupForAlbumSlot(cardData, this);
|
||||||
_placedCard = albumCard;
|
_placedCard = card;
|
||||||
_isOccupiedPermanently = true;
|
|
||||||
|
|
||||||
// Resize the card to match the slot size (same as placed cards)
|
// Resize the card to match the slot size
|
||||||
RectTransform cardRect = albumCard.transform as RectTransform;
|
RectTransform cardRect = card.transform as RectTransform;
|
||||||
RectTransform slotRect = transform as RectTransform;
|
RectTransform slotRect = transform as RectTransform;
|
||||||
if (cardRect != null && slotRect != null)
|
if (cardRect != null && slotRect != null)
|
||||||
{
|
{
|
||||||
@@ -211,151 +99,18 @@ namespace UI.CardSystem
|
|||||||
AlbumViewPage albumPage = FindFirstObjectByType<AlbumViewPage>();
|
AlbumViewPage albumPage = FindFirstObjectByType<AlbumViewPage>();
|
||||||
if (albumPage != null)
|
if (albumPage != null)
|
||||||
{
|
{
|
||||||
albumPage.RegisterAlbumCard(albumCard);
|
albumPage.RegisterCardInAlbum(card);
|
||||||
}
|
}
|
||||||
|
|
||||||
Logging.Debug($"[AlbumCardSlot] Spawned owned card '{cardData.Name}' ({cardData.Rarity}) in slot");
|
Logging.Debug($"[AlbumCardSlot] Spawned owned card '{cardData.Name}' ({cardData.Rarity}) in slot");
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
Logging.Warning($"[AlbumCardSlot] Spawned prefab has no AlbumCard component!");
|
Logging.Warning($"[AlbumCardSlot] Spawned prefab has no Card component!");
|
||||||
Destroy(cardObj);
|
Destroy(cardObj);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Get the target card definition for this slot
|
|
||||||
/// </summary>
|
|
||||||
public CardDefinition GetTargetCardDefinition()
|
|
||||||
{
|
|
||||||
return targetCardDefinition;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Handle click on slot - show/hide preview if empty
|
|
||||||
/// </summary>
|
|
||||||
public void OnPointerClick(PointerEventData eventData)
|
|
||||||
{
|
|
||||||
Logging.Debug($"[CLICK-TRACE-SLOT] OnPointerClick on {name}, _isOccupiedPermanently={_isOccupiedPermanently}, _placedCard={((_placedCard != null) ? _placedCard.name : "NULL")}, _isPreviewShowing={_isPreviewShowing}, position={eventData.position}");
|
|
||||||
|
|
||||||
// Only handle clicks if slot is empty
|
|
||||||
if (_isOccupiedPermanently || _placedCard != null)
|
|
||||||
{
|
|
||||||
Logging.Debug($"[CLICK-TRACE-SLOT] {name} - Slot is occupied, ignoring");
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Only handle if we have a preview card setup
|
|
||||||
if (previewCardDisplay == null || targetCardDefinition == null)
|
|
||||||
{
|
|
||||||
Logging.Debug($"[CLICK-TRACE-SLOT] {name} - No preview setup, ignoring");
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (_isPreviewShowing)
|
|
||||||
{
|
|
||||||
Logging.Debug($"[CLICK-TRACE-SLOT] {name} - Preview is showing, hiding it");
|
|
||||||
HidePreview();
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
Logging.Debug($"[CLICK-TRACE-SLOT] {name} - Preview is hidden, showing it");
|
|
||||||
ShowPreview();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Show enlarged preview of target card
|
|
||||||
/// </summary>
|
|
||||||
private void ShowPreview()
|
|
||||||
{
|
|
||||||
if (_isPreviewShowing || previewCardDisplay == null)
|
|
||||||
return;
|
|
||||||
|
|
||||||
_isPreviewShowing = true;
|
|
||||||
|
|
||||||
// Show the preview card (already has preview visuals applied)
|
|
||||||
previewCardDisplay.gameObject.SetActive(true);
|
|
||||||
|
|
||||||
// Enable preview mode so clicks on CardDisplay forward to this slot
|
|
||||||
previewCardDisplay.SetPreviewMode(true, this);
|
|
||||||
|
|
||||||
// Reset to normal scale before enlarging
|
|
||||||
previewCardDisplay.transform.localScale = _previewOriginalScale;
|
|
||||||
|
|
||||||
// Get AlbumViewPage to show backdrop and reparent
|
|
||||||
AlbumViewPage albumPage = FindFirstObjectByType<AlbumViewPage>();
|
|
||||||
if (albumPage != null)
|
|
||||||
{
|
|
||||||
albumPage.ShowSlotPreview(this, previewCardDisplay.transform);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Scale up preview card
|
|
||||||
Pixelplacement.Tween.LocalScale(previewCardDisplay.transform, _previewOriginalScale * previewEnlargedScale,
|
|
||||||
previewScaleDuration, 0f, Pixelplacement.Tween.EaseOutBack);
|
|
||||||
|
|
||||||
Logging.Debug($"[AlbumCardSlot] Showing preview for {targetCardDefinition.Name}");
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Hide preview and return to normal
|
|
||||||
/// </summary>
|
|
||||||
private void HidePreview()
|
|
||||||
{
|
|
||||||
if (!_isPreviewShowing || previewCardDisplay == null)
|
|
||||||
return;
|
|
||||||
|
|
||||||
_isPreviewShowing = false;
|
|
||||||
|
|
||||||
// Disable preview mode on CardDisplay
|
|
||||||
previewCardDisplay.SetPreviewMode(false, null);
|
|
||||||
|
|
||||||
// Get AlbumViewPage to hide backdrop
|
|
||||||
AlbumViewPage albumPage = FindFirstObjectByType<AlbumViewPage>();
|
|
||||||
if (albumPage != null)
|
|
||||||
{
|
|
||||||
albumPage.HideSlotPreview(this, previewCardDisplay.transform, () =>
|
|
||||||
{
|
|
||||||
// After shrink completes, reparent back to slot
|
|
||||||
previewCardDisplay.transform.SetParent(transform, false);
|
|
||||||
|
|
||||||
// Reset RectTransform properties
|
|
||||||
RectTransform previewRect = previewCardDisplay.transform as RectTransform;
|
|
||||||
if (previewRect != null)
|
|
||||||
{
|
|
||||||
// Set anchors to stretch in all directions (matching original setup)
|
|
||||||
previewRect.anchorMin = Vector2.zero; // (0, 0)
|
|
||||||
previewRect.anchorMax = Vector2.one; // (1, 1)
|
|
||||||
|
|
||||||
// Reset offsets to zero (left, right, top, bottom all = 0)
|
|
||||||
previewRect.offsetMin = Vector2.zero; // Sets left and bottom to 0
|
|
||||||
previewRect.offsetMax = Vector2.zero; // Sets right and top to 0 (note: these are negative values internally)
|
|
||||||
|
|
||||||
previewRect.pivot = new Vector2(0.5f, 0.5f);
|
|
||||||
}
|
|
||||||
|
|
||||||
previewCardDisplay.transform.localPosition = Vector3.zero;
|
|
||||||
previewCardDisplay.transform.localRotation = Quaternion.identity;
|
|
||||||
previewCardDisplay.transform.localScale = _previewOriginalScale;
|
|
||||||
|
|
||||||
// Hide the preview card after returning to slot
|
|
||||||
previewCardDisplay.gameObject.SetActive(false);
|
|
||||||
|
|
||||||
Logging.Debug($"[AlbumCardSlot] Preview hidden and reset for {targetCardDefinition.Name}");
|
|
||||||
});
|
|
||||||
}
|
|
||||||
|
|
||||||
Logging.Debug($"[AlbumCardSlot] Hiding preview for {targetCardDefinition.Name}");
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Public method to dismiss preview - can be called by CardDisplay when clicked
|
|
||||||
/// </summary>
|
|
||||||
public void DismissPreview()
|
|
||||||
{
|
|
||||||
Logging.Debug($"[CLICK-TRACE-SLOT] DismissPreview called on {name}");
|
|
||||||
HidePreview();
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Get the target card definition for this slot
|
/// Get the target card definition for this slot
|
||||||
@@ -363,4 +118,3 @@ namespace UI.CardSystem
|
|||||||
public CardDefinition TargetCardDefinition => targetCardDefinition;
|
public CardDefinition TargetCardDefinition => targetCardDefinition;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -28,6 +28,14 @@ namespace UI.CardSystem.StateMachine
|
|||||||
public AppleMachine StateMachine => stateMachine;
|
public AppleMachine StateMachine => stateMachine;
|
||||||
public CardData CardData => context?.CardData;
|
public CardData CardData => context?.CardData;
|
||||||
|
|
||||||
|
// State inspection properties for booster flow
|
||||||
|
public bool IsIdle => GetCurrentStateName() == "IdleState";
|
||||||
|
public bool IsRevealing => !IsIdle && !IsComplete;
|
||||||
|
public bool IsComplete => context?.HasCompletedReveal ?? false;
|
||||||
|
|
||||||
|
// Event fired when this card is successfully placed into an AlbumCardSlot
|
||||||
|
public event System.Action<Card, AlbumCardSlot> OnPlacedInAlbumSlot;
|
||||||
|
|
||||||
protected override void Initialize()
|
protected override void Initialize()
|
||||||
{
|
{
|
||||||
base.Initialize(); // Call DraggableObject initialization
|
base.Initialize(); // Call DraggableObject initialization
|
||||||
@@ -71,6 +79,9 @@ namespace UI.CardSystem.StateMachine
|
|||||||
}
|
}
|
||||||
|
|
||||||
ChangeState("PlacedInSlotState");
|
ChangeState("PlacedInSlotState");
|
||||||
|
|
||||||
|
// Notify listeners (AlbumViewPage) that this pending card was placed
|
||||||
|
OnPlacedInAlbumSlot?.Invoke(this, albumSlot);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
@@ -84,11 +95,11 @@ namespace UI.CardSystem.StateMachine
|
|||||||
/// <summary>
|
/// <summary>
|
||||||
/// Setup the card with data and optional initial state
|
/// Setup the card with data and optional initial state
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public void SetupCard(CardData data, bool isNew = false, string startState = null)
|
public void SetupCard(CardData data, string startState = null)
|
||||||
{
|
{
|
||||||
if (context != null)
|
if (context != null)
|
||||||
{
|
{
|
||||||
context.SetupCard(data, isNew);
|
context.SetupCard(data);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Start the state machine with specified or default state
|
// Start the state machine with specified or default state
|
||||||
@@ -102,10 +113,11 @@ 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
|
/// Dragging is DISABLED for booster cards
|
||||||
|
/// States will query CardSystemManager for collection state as needed
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public void SetupForBoosterReveal(CardData data, bool isNew)
|
public void SetupForBoosterReveal(CardData data, bool isNew)
|
||||||
{
|
{
|
||||||
SetupCard(data, isNew, "IdleState");
|
SetupCard(data, "IdleState");
|
||||||
SetDraggingEnabled(false); // Booster cards cannot be dragged
|
SetDraggingEnabled(false); // Booster cards cannot be dragged
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -115,7 +127,7 @@ namespace UI.CardSystem.StateMachine
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public void SetupForAlbumPlacement(CardData data)
|
public void SetupForAlbumPlacement(CardData data)
|
||||||
{
|
{
|
||||||
SetupCard(data, false, "RevealedState");
|
SetupCard(data, "RevealedState");
|
||||||
SetDraggingEnabled(true); // Album placement cards can be dragged
|
SetDraggingEnabled(true); // Album placement cards can be dragged
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -125,7 +137,7 @@ namespace UI.CardSystem.StateMachine
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public void SetupForAlbumSlot(CardData data, AlbumCardSlot slot)
|
public void SetupForAlbumSlot(CardData data, AlbumCardSlot slot)
|
||||||
{
|
{
|
||||||
SetupCard(data, false, "PlacedInSlotState");
|
SetupCard(data, "PlacedInSlotState");
|
||||||
SetDraggingEnabled(false); // Cards in slots cannot be dragged out
|
SetDraggingEnabled(false); // Cards in slots cannot be dragged out
|
||||||
|
|
||||||
// Set the parent slot on the PlacedInSlotState
|
// Set the parent slot on the PlacedInSlotState
|
||||||
@@ -176,4 +188,3 @@ namespace UI.CardSystem.StateMachine
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -27,21 +27,29 @@ namespace UI.CardSystem.StateMachine
|
|||||||
public CardData CardData => cardData;
|
public CardData CardData => cardData;
|
||||||
|
|
||||||
// Runtime state
|
// Runtime state
|
||||||
public bool IsNewCard { get; set; }
|
|
||||||
public int RepeatCardCount { get; set; }
|
|
||||||
public bool IsClickable { get; set; } = true;
|
public bool IsClickable { get; set; } = true;
|
||||||
|
public bool SuppressRevealBadges { get; set; } = false; // Set by states to suppress NEW/REPEAT badges in revealed state
|
||||||
|
|
||||||
// Events for external coordination (BoosterOpeningPage, etc.)
|
// Original transform data (captured on spawn for shrink animations)
|
||||||
public event Action<CardContext> OnFlipComplete;
|
public Vector3 OriginalScale { get; private set; }
|
||||||
public event Action<CardContext> OnCardDismissed;
|
public Vector3 OriginalPosition { get; private set; }
|
||||||
public event Action<CardContext> OnCardInteractionComplete;
|
public Quaternion OriginalRotation { get; private set; }
|
||||||
public event Action<CardContext> OnUpgradeTriggered;
|
|
||||||
|
|
||||||
// Helper methods for states
|
// Single event for reveal flow completion
|
||||||
public void FireFlipComplete() => OnFlipComplete?.Invoke(this);
|
public event Action<CardContext> OnRevealFlowComplete;
|
||||||
public void FireCardDismissed() => OnCardDismissed?.Invoke(this);
|
|
||||||
public void FireCardInteractionComplete() => OnCardInteractionComplete?.Invoke(this);
|
private bool _hasCompletedReveal = false;
|
||||||
public void FireUpgradeTriggered() => OnUpgradeTriggered?.Invoke(this);
|
public bool HasCompletedReveal => _hasCompletedReveal;
|
||||||
|
|
||||||
|
// Helper method for states to signal completion
|
||||||
|
public void NotifyRevealComplete()
|
||||||
|
{
|
||||||
|
if (!_hasCompletedReveal)
|
||||||
|
{
|
||||||
|
_hasCompletedReveal = true;
|
||||||
|
OnRevealFlowComplete?.Invoke(this);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
@@ -56,14 +64,57 @@ namespace UI.CardSystem.StateMachine
|
|||||||
stateMachine = GetComponentInChildren<AppleMachine>();
|
stateMachine = GetComponentInChildren<AppleMachine>();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void OnEnable()
|
||||||
|
{
|
||||||
|
// Subscribe to CardDisplay click and route to active state
|
||||||
|
if (cardDisplay != null)
|
||||||
|
{
|
||||||
|
cardDisplay.OnCardClicked += HandleCardDisplayClicked;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnDisable()
|
||||||
|
{
|
||||||
|
if (cardDisplay != null)
|
||||||
|
{
|
||||||
|
cardDisplay.OnCardClicked -= HandleCardDisplayClicked;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void HandleCardDisplayClicked(CardDisplay _)
|
||||||
|
{
|
||||||
|
// Gate by clickability
|
||||||
|
if (!IsClickable) return;
|
||||||
|
if (stateMachine == null || stateMachine.currentState == null) return;
|
||||||
|
|
||||||
|
var handler = stateMachine.currentState.GetComponent<ICardClickHandler>();
|
||||||
|
if (handler != null)
|
||||||
|
{
|
||||||
|
handler.OnCardClicked(this);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Setup the card with data
|
/// Setup the card with data
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public void SetupCard(CardData data, bool isNew = false, int repeatCount = 0)
|
public void SetupCard(CardData data)
|
||||||
{
|
{
|
||||||
cardData = data;
|
cardData = data;
|
||||||
IsNewCard = isNew;
|
_hasCompletedReveal = false; // Reset completion flag
|
||||||
RepeatCardCount = repeatCount;
|
|
||||||
|
// Capture original transform for shrink animations.
|
||||||
|
// If current scale is ~0 (pop-in staging), default to Vector3.one.
|
||||||
|
var currentScale = transform.localScale;
|
||||||
|
if (currentScale.x < 0.01f && currentScale.y < 0.01f && currentScale.z < 0.01f)
|
||||||
|
{
|
||||||
|
OriginalScale = Vector3.one;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
OriginalScale = currentScale;
|
||||||
|
}
|
||||||
|
OriginalPosition = transform.localPosition;
|
||||||
|
OriginalRotation = transform.localRotation;
|
||||||
|
|
||||||
if (cardDisplay != null)
|
if (cardDisplay != null)
|
||||||
{
|
{
|
||||||
@@ -77,4 +128,3 @@ namespace UI.CardSystem.StateMachine
|
|||||||
public CardDisplay GetCardDisplay() => cardDisplay;
|
public CardDisplay GetCardDisplay() => cardDisplay;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -0,0 +1,11 @@
|
|||||||
|
namespace UI.CardSystem.StateMachine
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Implement on a state component to receive routed click events
|
||||||
|
/// from CardContext/CardDisplay.
|
||||||
|
/// </summary>
|
||||||
|
public interface ICardClickHandler
|
||||||
|
{
|
||||||
|
void OnCardClicked(CardContext context);
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: fadf99afe6cc4785a6f45a47b4463923
|
||||||
|
timeCreated: 1763307472
|
||||||
@@ -1,7 +1,6 @@
|
|||||||
using Core;
|
using Core;
|
||||||
using Core.SaveLoad;
|
using Core.SaveLoad;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.EventSystems;
|
|
||||||
using AppleHills.Core.Settings;
|
using AppleHills.Core.Settings;
|
||||||
|
|
||||||
namespace UI.CardSystem.StateMachine.States
|
namespace UI.CardSystem.StateMachine.States
|
||||||
@@ -10,7 +9,7 @@ namespace UI.CardSystem.StateMachine.States
|
|||||||
/// Album enlarged state - card is enlarged when clicked from album slot.
|
/// Album enlarged state - card is enlarged when clicked from album slot.
|
||||||
/// Different from EnlargedNewState as it doesn't show "NEW" badge.
|
/// Different from EnlargedNewState as it doesn't show "NEW" badge.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public class CardAlbumEnlargedState : AppleState, IPointerClickHandler
|
public class CardAlbumEnlargedState : AppleState, ICardClickHandler
|
||||||
{
|
{
|
||||||
private CardContext _context;
|
private CardContext _context;
|
||||||
private ICardSystemSettings _settings;
|
private ICardSystemSettings _settings;
|
||||||
@@ -56,7 +55,7 @@ namespace UI.CardSystem.StateMachine.States
|
|||||||
Logging.Debug($"[CardAlbumEnlargedState] Card enlarged from album: {_context.CardData?.Name}");
|
Logging.Debug($"[CardAlbumEnlargedState] Card enlarged from album: {_context.CardData?.Name}");
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnPointerClick(PointerEventData eventData)
|
public void OnCardClicked(CardContext context)
|
||||||
{
|
{
|
||||||
// Click to shrink back
|
// Click to shrink back
|
||||||
Logging.Debug($"[CardAlbumEnlargedState] Card clicked while enlarged, shrinking back");
|
Logging.Debug($"[CardAlbumEnlargedState] Card clicked while enlarged, shrinking back");
|
||||||
@@ -65,13 +64,17 @@ namespace UI.CardSystem.StateMachine.States
|
|||||||
OnShrinkRequested?.Invoke(this);
|
OnShrinkRequested?.Invoke(this);
|
||||||
|
|
||||||
// Shrink animation, then transition back
|
// Shrink animation, then transition back
|
||||||
if (_context.Animator != null)
|
if (context.Animator != null)
|
||||||
{
|
{
|
||||||
_context.Animator.PlayShrink(_originalScale, onComplete: () =>
|
context.Animator.PlayShrink(_originalScale, onComplete: () =>
|
||||||
{
|
{
|
||||||
_context.StateMachine.ChangeState("PlacedInSlotState");
|
context.StateMachine.ChangeState("PlacedInSlotState");
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
context.StateMachine.ChangeState("PlacedInSlotState");
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
|||||||
@@ -0,0 +1,53 @@
|
|||||||
|
// filepath: Assets/Scripts/UI/CardSystem/StateMachine/States/CardEnlargedLegendaryRepeatState.cs
|
||||||
|
using Core;
|
||||||
|
using Core.SaveLoad;
|
||||||
|
using UnityEngine;
|
||||||
|
using AppleHills.Core.Settings;
|
||||||
|
|
||||||
|
namespace UI.CardSystem.StateMachine.States
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Enlarged state specifically for Legendary rarity presentation after an upgrade.
|
||||||
|
/// Shows the legendary card enlarged and awaits a click to shrink back to revealed state.
|
||||||
|
/// </summary>
|
||||||
|
public class CardEnlargedLegendaryRepeatState : AppleState, ICardClickHandler
|
||||||
|
{
|
||||||
|
private CardContext _context;
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
_context = GetComponentInParent<CardContext>();
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void OnEnterState()
|
||||||
|
{
|
||||||
|
// Ensure card front is visible and facing camera
|
||||||
|
if (_context.CardDisplay != null)
|
||||||
|
{
|
||||||
|
_context.CardDisplay.gameObject.SetActive(true);
|
||||||
|
_context.CardDisplay.transform.localRotation = Quaternion.Euler(0, 0, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Card is already enlarged from EnlargedRepeatState, so no need to enlarge again
|
||||||
|
// Just await click to dismiss
|
||||||
|
|
||||||
|
Logging.Debug($"[CardEnlargedLegendaryRepeatState] Legendary card enlarged: {_context.CardData?.Name}");
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnCardClicked(CardContext context)
|
||||||
|
{
|
||||||
|
// Click to shrink to original scale and go to revealed state
|
||||||
|
if (context.Animator != null)
|
||||||
|
{
|
||||||
|
context.Animator.PlayShrink(context.OriginalScale, onComplete: () =>
|
||||||
|
{
|
||||||
|
context.StateMachine.ChangeState("RevealedState");
|
||||||
|
});
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
context.StateMachine.ChangeState("RevealedState");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 874e5574663a48b8a4feb3192821679a
|
||||||
|
timeCreated: 1763319614
|
||||||
@@ -1,6 +1,5 @@
|
|||||||
using Core.SaveLoad;
|
using Core.SaveLoad;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.EventSystems;
|
|
||||||
using AppleHills.Core.Settings;
|
using AppleHills.Core.Settings;
|
||||||
using Core;
|
using Core;
|
||||||
|
|
||||||
@@ -10,14 +9,13 @@ namespace UI.CardSystem.StateMachine.States
|
|||||||
/// Enlarged state for NEW cards - shows "NEW CARD" badge and waits for tap to dismiss.
|
/// Enlarged state for NEW cards - shows "NEW CARD" badge and waits for tap to dismiss.
|
||||||
/// Owns the NewCardBadge as a child GameObject.
|
/// Owns the NewCardBadge as a child GameObject.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public class CardEnlargedNewState : AppleState, IPointerClickHandler
|
public class CardEnlargedNewState : AppleState, ICardClickHandler
|
||||||
{
|
{
|
||||||
[Header("State-Owned Visuals")]
|
[Header("State-Owned Visuals")]
|
||||||
[SerializeField] private GameObject newCardBadge;
|
[SerializeField] private GameObject newCardBadge;
|
||||||
|
|
||||||
private CardContext _context;
|
private CardContext _context;
|
||||||
private ICardSystemSettings _settings;
|
private ICardSystemSettings _settings;
|
||||||
private Vector3 _originalScale;
|
|
||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
@@ -34,39 +32,39 @@ namespace UI.CardSystem.StateMachine.States
|
|||||||
_context.CardDisplay.transform.localRotation = Quaternion.Euler(0, 0, 0);
|
_context.CardDisplay.transform.localRotation = Quaternion.Euler(0, 0, 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Store original scale
|
// Check if we're already enlarged (coming from upgrade flow)
|
||||||
_originalScale = _context.RootTransform.localScale;
|
bool alreadyEnlarged = _context.RootTransform.localScale.x >= _settings.NewCardEnlargedScale * 0.9f;
|
||||||
|
|
||||||
// Show NEW badge
|
if (!alreadyEnlarged)
|
||||||
if (newCardBadge != null)
|
|
||||||
{
|
{
|
||||||
newCardBadge.SetActive(true);
|
// Normal flow - enlarge the card
|
||||||
}
|
|
||||||
|
|
||||||
// Enlarge the card
|
|
||||||
if (_context.Animator != null)
|
if (_context.Animator != null)
|
||||||
{
|
{
|
||||||
_context.Animator.PlayEnlarge(_settings.NewCardEnlargedScale);
|
_context.Animator.PlayEnlarge(_settings.NewCardEnlargedScale);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnPointerClick(PointerEventData eventData)
|
// Show NEW badge
|
||||||
|
if (newCardBadge != null)
|
||||||
{
|
{
|
||||||
// Fire dismissed event
|
newCardBadge.SetActive(true);
|
||||||
_context.FireCardDismissed();
|
}
|
||||||
|
}
|
||||||
|
|
||||||
// Tap to dismiss - shrink back and transition to revealed state
|
public void OnCardClicked(CardContext context)
|
||||||
if (_context.Animator != null)
|
|
||||||
{
|
{
|
||||||
_context.Animator.PlayShrink(_originalScale, onComplete: () =>
|
// Tap to dismiss - shrink back to original scale and transition to revealed state
|
||||||
|
if (context.Animator != null)
|
||||||
{
|
{
|
||||||
_context.StateMachine.ChangeState("RevealedState");
|
context.Animator.PlayShrink(context.OriginalScale, onComplete: () =>
|
||||||
|
{
|
||||||
|
context.StateMachine.ChangeState("RevealedState");
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
// Fallback if no animator
|
// Fallback if no animator
|
||||||
_context.StateMachine.ChangeState("RevealedState");
|
context.StateMachine.ChangeState("RevealedState");
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -80,4 +78,3 @@ namespace UI.CardSystem.StateMachine.States
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -1,6 +1,5 @@
|
|||||||
using Core.SaveLoad;
|
using Core.SaveLoad;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.EventSystems;
|
|
||||||
using AppleHills.Core.Settings;
|
using AppleHills.Core.Settings;
|
||||||
using Core;
|
using Core;
|
||||||
using AppleHills.Data.CardSystem;
|
using AppleHills.Data.CardSystem;
|
||||||
@@ -12,14 +11,13 @@ namespace UI.CardSystem.StateMachine.States
|
|||||||
/// Uses ProgressBarController to animate progress filling.
|
/// Uses ProgressBarController to animate progress filling.
|
||||||
/// Auto-upgrades card when threshold is reached.
|
/// Auto-upgrades card when threshold is reached.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public class CardEnlargedRepeatState : AppleState, IPointerClickHandler
|
public class CardEnlargedRepeatState : AppleState, ICardClickHandler
|
||||||
{
|
{
|
||||||
[Header("State-Owned Visuals")]
|
[Header("State-Owned Visuals")]
|
||||||
[SerializeField] private ProgressBarController progressBar;
|
[SerializeField] private ProgressBarController progressBar;
|
||||||
|
|
||||||
private CardContext _context;
|
private CardContext _context;
|
||||||
private ICardSystemSettings _settings;
|
private ICardSystemSettings _settings;
|
||||||
private Vector3 _originalScale;
|
|
||||||
private bool _waitingForTap = false;
|
private bool _waitingForTap = false;
|
||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
@@ -37,16 +35,18 @@ namespace UI.CardSystem.StateMachine.States
|
|||||||
_context.CardDisplay.transform.localRotation = Quaternion.Euler(0, 0, 0);
|
_context.CardDisplay.transform.localRotation = Quaternion.Euler(0, 0, 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Store original scale
|
|
||||||
_originalScale = _context.RootTransform.localScale;
|
|
||||||
_waitingForTap = false;
|
_waitingForTap = false;
|
||||||
|
|
||||||
|
// Query current collection state for this card
|
||||||
|
bool isNew = Data.CardSystem.CardSystemManager.Instance.IsCardNew(_context.CardData, out CardData existingCard);
|
||||||
|
int currentOwnedCount = (existingCard != null) ? existingCard.CopiesOwned : 0;
|
||||||
|
|
||||||
// Show progress bar
|
// Show progress bar
|
||||||
if (progressBar != null)
|
if (progressBar != null)
|
||||||
{
|
{
|
||||||
progressBar.gameObject.SetActive(true);
|
progressBar.gameObject.SetActive(true);
|
||||||
|
|
||||||
int currentCount = _context.RepeatCardCount + 1; // +1 because we just got this card
|
int currentCount = currentOwnedCount + 1; // +1 because we just got this card
|
||||||
int maxCount = _settings.CardsToUpgrade;
|
int maxCount = _settings.CardsToUpgrade;
|
||||||
|
|
||||||
progressBar.ShowProgress(currentCount, maxCount, OnProgressComplete);
|
progressBar.ShowProgress(currentCount, maxCount, OnProgressComplete);
|
||||||
@@ -66,111 +66,114 @@ namespace UI.CardSystem.StateMachine.States
|
|||||||
|
|
||||||
private void OnProgressComplete()
|
private void OnProgressComplete()
|
||||||
{
|
{
|
||||||
// Check if this card triggers an upgrade
|
// Query current state again to determine if upgrade is triggered
|
||||||
if (ShouldTriggerUpgrade())
|
Data.CardSystem.CardSystemManager.Instance.IsCardNew(_context.CardData, out CardData existingCard);
|
||||||
|
int currentOwnedCount = (existingCard != null) ? existingCard.CopiesOwned : 0;
|
||||||
|
int countWithThisCard = currentOwnedCount + 1;
|
||||||
|
|
||||||
|
bool willUpgrade = (_context.CardData.Rarity < AppleHills.Data.CardSystem.CardRarity.Legendary) &&
|
||||||
|
(countWithThisCard >= _settings.CardsToUpgrade);
|
||||||
|
|
||||||
|
if (willUpgrade)
|
||||||
{
|
{
|
||||||
Logging.Debug($"[CardEnlargedRepeatState] Card will trigger upgrade! ({_context.RepeatCardCount + 1}/{_settings.CardsToUpgrade})");
|
Logging.Debug($"[CardEnlargedRepeatState] Card will trigger upgrade! ({countWithThisCard}/{_settings.CardsToUpgrade})");
|
||||||
TriggerUpgrade();
|
TriggerUpgrade();
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
// No upgrade - just wait for tap to dismiss
|
// No upgrade - just wait for tap to dismiss
|
||||||
Logging.Debug($"[CardEnlargedRepeatState] Progress shown, waiting for tap to dismiss");
|
Logging.Debug($"[CardEnlargedRepeatState] Progress shown ({countWithThisCard}/{_settings.CardsToUpgrade}), waiting for tap to dismiss");
|
||||||
_waitingForTap = true;
|
_waitingForTap = true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private bool ShouldTriggerUpgrade()
|
|
||||||
{
|
|
||||||
int currentCount = _context.RepeatCardCount + 1; // +1 for the card we just got
|
|
||||||
CardRarity currentRarity = _context.CardData.Rarity;
|
|
||||||
|
|
||||||
// Can't upgrade if already Legendary
|
|
||||||
if (currentRarity == CardRarity.Legendary)
|
|
||||||
return false;
|
|
||||||
|
|
||||||
// Check if we've hit the threshold
|
|
||||||
return currentCount >= _settings.CardsToUpgrade;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void TriggerUpgrade()
|
private void TriggerUpgrade()
|
||||||
{
|
{
|
||||||
_context.FireUpgradeTriggered();
|
|
||||||
|
|
||||||
CardData cardData = _context.CardData;
|
CardData cardData = _context.CardData;
|
||||||
CardRarity oldRarity = cardData.Rarity;
|
CardRarity oldRarity = cardData.Rarity;
|
||||||
CardRarity newRarity = oldRarity + 1;
|
CardRarity newRarity = oldRarity + 1;
|
||||||
|
|
||||||
Logging.Debug($"[CardEnlargedRepeatState] Upgrading card from {oldRarity} to {newRarity}");
|
Logging.Debug($"[CardEnlargedRepeatState] Upgrading card from {oldRarity} to {newRarity}");
|
||||||
|
|
||||||
// Get the existing card at lower rarity from inventory
|
var inventory = Data.CardSystem.CardSystemManager.Instance.GetCardInventory();
|
||||||
CardData existingLowerRarity = Data.CardSystem.CardSystemManager.Instance.GetCardInventory().GetCard(cardData.Name, oldRarity);
|
|
||||||
|
|
||||||
if (existingLowerRarity != null)
|
// Remove lower rarity card counts (set to 1 per new rule instead of zeroing out)
|
||||||
|
CardRarity clearRarity = cardData.Rarity;
|
||||||
|
while (clearRarity < newRarity)
|
||||||
{
|
{
|
||||||
// Reset lower rarity count to 0
|
var lower = inventory.GetCard(cardData.DefinitionId, clearRarity);
|
||||||
existingLowerRarity.CopiesOwned = 0;
|
if (lower != null) lower.CopiesOwned = 1; // changed from 0 to 1
|
||||||
|
clearRarity += 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Create upgraded card data
|
// Check if higher rarity already exists BEFORE adding
|
||||||
CardData upgradedCard = new CardData(cardData);
|
CardData existingHigher = inventory.GetCard(cardData.DefinitionId, newRarity);
|
||||||
upgradedCard.Rarity = newRarity;
|
bool higherExists = existingHigher != null;
|
||||||
upgradedCard.CopiesOwned = 1;
|
|
||||||
|
|
||||||
// Check if this card is new at the higher rarity
|
if (higherExists)
|
||||||
bool isNewAtHigherRarity = Data.CardSystem.CardSystemManager.Instance.IsCardNew(upgradedCard, out CardData existingHigherRarity);
|
{
|
||||||
|
// Increment existing higher rarity copies
|
||||||
|
existingHigher.CopiesOwned += 1;
|
||||||
|
|
||||||
// Add to inventory
|
// Update our displayed card to new rarity
|
||||||
Data.CardSystem.CardSystemManager.Instance.GetCardInventory().AddCard(upgradedCard);
|
|
||||||
|
|
||||||
// Update our card data to show upgraded rarity
|
|
||||||
cardData.Rarity = newRarity;
|
cardData.Rarity = newRarity;
|
||||||
|
cardData.CopiesOwned = existingHigher.CopiesOwned; // reflect correct count
|
||||||
|
|
||||||
// Update the CardDisplay to show new rarity
|
|
||||||
if (_context.CardDisplay != null)
|
if (_context.CardDisplay != null)
|
||||||
{
|
{
|
||||||
_context.CardDisplay.SetupCard(cardData);
|
_context.CardDisplay.SetupCard(cardData);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Determine next transition
|
// For repeat-at-higher-rarity: show a brief progress update at higher rarity while enlarged
|
||||||
if (isNewAtHigherRarity || newRarity == CardRarity.Legendary)
|
int ownedAtHigher = existingHigher.CopiesOwned;
|
||||||
{
|
|
||||||
// Show as NEW at higher rarity
|
|
||||||
Logging.Debug($"[CardEnlargedRepeatState] Card is NEW at {newRarity}, transitioning to EnlargedNewState");
|
|
||||||
TransitionToNewCardView();
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
// Already have copies at higher rarity - show progress there too
|
|
||||||
int ownedAtHigherRarity = existingHigherRarity.CopiesOwned;
|
|
||||||
Logging.Debug($"[CardEnlargedRepeatState] Card is REPEAT at {newRarity} ({ownedAtHigherRarity}/{_settings.CardsToUpgrade}), showing progress");
|
|
||||||
|
|
||||||
// Update context for higher rarity
|
|
||||||
_context.IsNewCard = false;
|
|
||||||
_context.RepeatCardCount = ownedAtHigherRarity;
|
|
||||||
|
|
||||||
// Re-enter this state with updated data (will show progress for higher rarity)
|
|
||||||
// First hide current progress, then show new progress
|
|
||||||
if (progressBar != null)
|
if (progressBar != null)
|
||||||
{
|
{
|
||||||
progressBar.ShowProgress(ownedAtHigherRarity + 1, _settings.CardsToUpgrade, () =>
|
progressBar.ShowProgress(ownedAtHigher, _settings.CardsToUpgrade, () =>
|
||||||
{
|
{
|
||||||
// After showing progress at higher rarity, transition to NEW
|
// After showing higher-rarity progress, wait for tap to dismiss
|
||||||
TransitionToNewCardView();
|
_waitingForTap = true;
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
TransitionToNewCardView();
|
_waitingForTap = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// Create upgraded card as new rarity
|
||||||
|
CardData upgradedCard = new CardData(cardData);
|
||||||
|
upgradedCard.Rarity = newRarity;
|
||||||
|
upgradedCard.CopiesOwned = 1;
|
||||||
|
|
||||||
|
// Add to inventory
|
||||||
|
inventory.AddCard(upgradedCard);
|
||||||
|
|
||||||
|
// Update current display card to new rarity
|
||||||
|
cardData.Rarity = newRarity;
|
||||||
|
cardData.CopiesOwned = upgradedCard.CopiesOwned;
|
||||||
|
|
||||||
|
if (_context.CardDisplay != null)
|
||||||
|
{
|
||||||
|
_context.CardDisplay.SetupCard(cardData);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Branch based on whether legendary or not
|
||||||
|
if (newRarity == CardRarity.Legendary)
|
||||||
|
{
|
||||||
|
// Show special enlarged legendary presentation, await click to shrink to revealed
|
||||||
|
_context.StateMachine.ChangeState("EnlargedLegendaryRepeatState");
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// Treat as NEW at higher rarity (enlarged with NEW visuals handled there)
|
||||||
|
_context.StateMachine.ChangeState("EnlargedNewState");
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void TransitionToNewCardView()
|
private void TransitionToNewCardView()
|
||||||
{
|
{
|
||||||
// Update context to show as new card
|
|
||||||
_context.IsNewCard = true;
|
|
||||||
|
|
||||||
// Hide progress bar before transitioning
|
// Hide progress bar before transitioning
|
||||||
if (progressBar != null)
|
if (progressBar != null)
|
||||||
{
|
{
|
||||||
@@ -178,29 +181,27 @@ namespace UI.CardSystem.StateMachine.States
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Transition to EnlargedNewState (card is already enlarged, will show NEW badge)
|
// Transition to EnlargedNewState (card is already enlarged, will show NEW badge)
|
||||||
|
// State will query fresh collection data to determine if truly new
|
||||||
_context.StateMachine.ChangeState("EnlargedNewState");
|
_context.StateMachine.ChangeState("EnlargedNewState");
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnPointerClick(PointerEventData eventData)
|
public void OnCardClicked(CardContext context)
|
||||||
{
|
{
|
||||||
// Only respond to clicks if waiting for tap
|
|
||||||
if (!_waitingForTap)
|
if (!_waitingForTap)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
// Fire dismissed event
|
|
||||||
_context.FireCardDismissed();
|
|
||||||
|
|
||||||
// Tap to dismiss - shrink back and transition to revealed state
|
// Tap to dismiss - shrink back to original scale and transition to revealed state
|
||||||
if (_context.Animator != null)
|
if (context.Animator != null)
|
||||||
{
|
{
|
||||||
_context.Animator.PlayShrink(_originalScale, onComplete: () =>
|
context.Animator.PlayShrink(context.OriginalScale, onComplete: () =>
|
||||||
{
|
{
|
||||||
_context.StateMachine.ChangeState("RevealedState");
|
context.StateMachine.ChangeState("RevealedState");
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
_context.StateMachine.ChangeState("RevealedState");
|
context.StateMachine.ChangeState("RevealedState");
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -214,4 +215,3 @@ namespace UI.CardSystem.StateMachine.States
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -3,6 +3,7 @@ using Pixelplacement.TweenSystem;
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.EventSystems;
|
using UnityEngine.EventSystems;
|
||||||
using AppleHills.Core.Settings;
|
using AppleHills.Core.Settings;
|
||||||
|
using AppleHills.Data.CardSystem;
|
||||||
using Core;
|
using Core;
|
||||||
|
|
||||||
namespace UI.CardSystem.StateMachine.States
|
namespace UI.CardSystem.StateMachine.States
|
||||||
@@ -12,7 +13,7 @@ namespace UI.CardSystem.StateMachine.States
|
|||||||
/// Waiting for click to flip and reveal.
|
/// Waiting for click to flip and reveal.
|
||||||
/// Based on FlippableCard's idle behavior.
|
/// Based on FlippableCard's idle behavior.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public class CardIdleState : AppleState, IPointerClickHandler, IPointerEnterHandler, IPointerExitHandler
|
public class CardIdleState : AppleState, ICardClickHandler, IPointerEnterHandler, IPointerExitHandler, IPointerClickHandler
|
||||||
{
|
{
|
||||||
[Header("State-Owned Visuals")]
|
[Header("State-Owned Visuals")]
|
||||||
[SerializeField] private GameObject cardBackVisual;
|
[SerializeField] private GameObject cardBackVisual;
|
||||||
@@ -80,10 +81,10 @@ namespace UI.CardSystem.StateMachine.States
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnPointerClick(PointerEventData eventData)
|
public void OnCardClicked(CardContext context)
|
||||||
{
|
{
|
||||||
// Check if card is clickable (prevents multi-flip in booster opening)
|
// Check if card is clickable (prevents multi-flip in booster opening)
|
||||||
if (!_context.IsClickable)
|
if (!context.IsClickable)
|
||||||
{
|
{
|
||||||
Logging.Debug($"[CardIdleState] Card is not clickable, ignoring click");
|
Logging.Debug($"[CardIdleState] Card is not clickable, ignoring click");
|
||||||
return;
|
return;
|
||||||
@@ -92,27 +93,34 @@ namespace UI.CardSystem.StateMachine.States
|
|||||||
// Stop idle hover and pointer interactions
|
// Stop idle hover and pointer interactions
|
||||||
StopIdleHover();
|
StopIdleHover();
|
||||||
|
|
||||||
// Play flip animation directly (no state transition yet)
|
// Play flip animation directly
|
||||||
if (_context.Animator != null)
|
if (context.Animator != null)
|
||||||
{
|
{
|
||||||
_context.Animator.PlayFlip(
|
context.Animator.PlayFlip(
|
||||||
cardBack: cardBackVisual != null ? cardBackVisual.transform : null,
|
cardBack: cardBackVisual != null ? cardBackVisual.transform : null,
|
||||||
cardFront: _context.CardDisplay != null ? _context.CardDisplay.transform : null,
|
cardFront: context.CardDisplay != null ? context.CardDisplay.transform : null,
|
||||||
onComplete: OnFlipComplete
|
onComplete: OnFlipComplete
|
||||||
);
|
);
|
||||||
|
|
||||||
_context.Animator.PlayFlipScalePunch();
|
context.Animator.PlayFlipScalePunch();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void OnPointerClick(PointerEventData eventData)
|
||||||
|
{
|
||||||
|
// Forward to same logic as routed click to keep behavior unified
|
||||||
|
OnCardClicked(_context);
|
||||||
|
}
|
||||||
|
|
||||||
private void OnFlipComplete()
|
private void OnFlipComplete()
|
||||||
{
|
{
|
||||||
// Fire flip complete event
|
// Query current collection state from CardSystemManager (don't use cached values)
|
||||||
_context.FireFlipComplete();
|
bool isNew = Data.CardSystem.CardSystemManager.Instance.IsCardNew(_context.CardData, out CardData existingCard);
|
||||||
|
|
||||||
// Transition based on whether this is a new card or repeat
|
// Transition based on whether this is a new card or repeat
|
||||||
if (_context.IsNewCard)
|
if (isNew)
|
||||||
{
|
{
|
||||||
|
// New card - show "NEW" badge and enlarge
|
||||||
_context.StateMachine.ChangeState("EnlargedNewState");
|
_context.StateMachine.ChangeState("EnlargedNewState");
|
||||||
}
|
}
|
||||||
else if (_context.CardData != null && _context.CardData.Rarity == AppleHills.Data.CardSystem.CardRarity.Legendary)
|
else if (_context.CardData != null && _context.CardData.Rarity == AppleHills.Data.CardSystem.CardRarity.Legendary)
|
||||||
@@ -125,13 +133,10 @@ namespace UI.CardSystem.StateMachine.States
|
|||||||
}
|
}
|
||||||
_context.StateMachine.ChangeState("RevealedState");
|
_context.StateMachine.ChangeState("RevealedState");
|
||||||
}
|
}
|
||||||
else if (_context.RepeatCardCount > 0)
|
|
||||||
{
|
|
||||||
_context.StateMachine.ChangeState("EnlargedRepeatState");
|
|
||||||
}
|
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
_context.StateMachine.ChangeState("RevealedState");
|
// Repeat card - show progress toward upgrade
|
||||||
|
_context.StateMachine.ChangeState("EnlargedRepeatState");
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -170,4 +175,3 @@ namespace UI.CardSystem.StateMachine.States
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -1,7 +1,6 @@
|
|||||||
using Core;
|
using Core;
|
||||||
using Core.SaveLoad;
|
using Core.SaveLoad;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.EventSystems;
|
|
||||||
|
|
||||||
namespace UI.CardSystem.StateMachine.States
|
namespace UI.CardSystem.StateMachine.States
|
||||||
{
|
{
|
||||||
@@ -9,7 +8,7 @@ namespace UI.CardSystem.StateMachine.States
|
|||||||
/// Placed in slot state - card is in an album slot and can be clicked to enlarge.
|
/// Placed in slot state - card is in an album slot and can be clicked to enlarge.
|
||||||
/// Manages the parent slot reference.
|
/// Manages the parent slot reference.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public class CardPlacedInSlotState : AppleState, IPointerClickHandler
|
public class CardPlacedInSlotState : AppleState, ICardClickHandler
|
||||||
{
|
{
|
||||||
private CardContext _context;
|
private CardContext _context;
|
||||||
private AlbumCardSlot _parentSlot;
|
private AlbumCardSlot _parentSlot;
|
||||||
@@ -51,11 +50,11 @@ namespace UI.CardSystem.StateMachine.States
|
|||||||
return _parentSlot;
|
return _parentSlot;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnPointerClick(PointerEventData eventData)
|
public void OnCardClicked(CardContext context)
|
||||||
{
|
{
|
||||||
// Click to enlarge when in album
|
// Click to enlarge when in album
|
||||||
Logging.Debug($"[CardPlacedInSlotState] Card clicked in slot, transitioning to enlarged state");
|
Logging.Debug($"[CardPlacedInSlotState] Card clicked in slot, transitioning to enlarged state");
|
||||||
_context.StateMachine.ChangeState("AlbumEnlargedState");
|
context.StateMachine.ChangeState("AlbumEnlargedState");
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,4 +1,5 @@
|
|||||||
using Core.SaveLoad;
|
using AppleHills.Data.CardSystem;
|
||||||
|
using Core.SaveLoad;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
namespace UI.CardSystem.StateMachine.States
|
namespace UI.CardSystem.StateMachine.States
|
||||||
@@ -32,34 +33,35 @@ namespace UI.CardSystem.StateMachine.States
|
|||||||
_context.CardDisplay.transform.localRotation = Quaternion.Euler(0, 0, 0);
|
_context.CardDisplay.transform.localRotation = Quaternion.Euler(0, 0, 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Card is at normal size, fully revealed
|
// Show appropriate idle badge unless suppressed
|
||||||
|
if (_context.SuppressRevealBadges)
|
||||||
// Show appropriate idle badge
|
|
||||||
if (_context.IsNewCard)
|
|
||||||
{
|
{
|
||||||
if (newCardIdleBadge != null)
|
if (newCardIdleBadge != null) newCardIdleBadge.SetActive(false);
|
||||||
newCardIdleBadge.SetActive(true);
|
if (repeatCardIdleBadge != null) repeatCardIdleBadge.SetActive(false);
|
||||||
if (repeatCardIdleBadge != null)
|
|
||||||
repeatCardIdleBadge.SetActive(false);
|
|
||||||
}
|
|
||||||
else if (_context.RepeatCardCount > 0)
|
|
||||||
{
|
|
||||||
if (newCardIdleBadge != null)
|
|
||||||
newCardIdleBadge.SetActive(false);
|
|
||||||
if (repeatCardIdleBadge != null)
|
|
||||||
repeatCardIdleBadge.SetActive(true);
|
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
// Neither new nor repeat - hide both
|
bool isNew = Data.CardSystem.CardSystemManager.Instance.IsCardNew(_context.CardData, out CardData existingCard);
|
||||||
if (newCardIdleBadge != null)
|
int currentOwnedCount = (existingCard != null) ? existingCard.CopiesOwned : 0;
|
||||||
newCardIdleBadge.SetActive(false);
|
if (isNew)
|
||||||
if (repeatCardIdleBadge != null)
|
{
|
||||||
repeatCardIdleBadge.SetActive(false);
|
if (newCardIdleBadge != null) newCardIdleBadge.SetActive(true);
|
||||||
|
if (repeatCardIdleBadge != null) repeatCardIdleBadge.SetActive(false);
|
||||||
|
}
|
||||||
|
else if (currentOwnedCount > 0)
|
||||||
|
{
|
||||||
|
if (newCardIdleBadge != null) newCardIdleBadge.SetActive(false);
|
||||||
|
if (repeatCardIdleBadge != null) repeatCardIdleBadge.SetActive(true);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if (newCardIdleBadge != null) newCardIdleBadge.SetActive(false);
|
||||||
|
if (repeatCardIdleBadge != null) repeatCardIdleBadge.SetActive(false);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Fire interaction complete event (for BoosterOpeningPage tracking)
|
// Fire reveal flow complete event (signals booster page that this card is done)
|
||||||
_context.FireCardInteractionComplete();
|
_context.NotifyRevealComplete();
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnDisable()
|
private void OnDisable()
|
||||||
@@ -72,4 +74,3 @@ namespace UI.CardSystem.StateMachine.States
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -51,13 +51,10 @@ namespace UI.CardSystem.Testing
|
|||||||
_originalAnchoredPosition = rectTransform.anchoredPosition;
|
_originalAnchoredPosition = rectTransform.anchoredPosition;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Subscribe to all card events
|
// Subscribe to card events (new simplified event model)
|
||||||
if (_cardContext != null)
|
if (_cardContext != null)
|
||||||
{
|
{
|
||||||
_cardContext.OnFlipComplete += OnCardFlipComplete;
|
_cardContext.OnRevealFlowComplete += OnCardRevealFlowComplete;
|
||||||
_cardContext.OnCardDismissed += OnCardDismissed;
|
|
||||||
_cardContext.OnCardInteractionComplete += OnCardInteractionComplete;
|
|
||||||
_cardContext.OnUpgradeTriggered += OnCardUpgradeTriggered;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Subscribe to drag events to ensure card snaps back when released
|
// Subscribe to drag events to ensure card snaps back when released
|
||||||
@@ -89,7 +86,7 @@ namespace UI.CardSystem.Testing
|
|||||||
// Initialize card with test data
|
// Initialize card with test data
|
||||||
if (testCard != null && testCardData != null && _cardContext != null)
|
if (testCard != null && testCardData != null && _cardContext != null)
|
||||||
{
|
{
|
||||||
_cardContext.SetupCard(testCardData, isNew: true, repeatCount: 0);
|
_cardContext.SetupCard(testCardData);
|
||||||
}
|
}
|
||||||
|
|
||||||
LogEvent("Card Test Scene Initialized");
|
LogEvent("Card Test Scene Initialized");
|
||||||
@@ -185,37 +182,37 @@ namespace UI.CardSystem.Testing
|
|||||||
{
|
{
|
||||||
if (_cardContext == null) return;
|
if (_cardContext == null) return;
|
||||||
|
|
||||||
_cardContext.IsNewCard = true;
|
// NOTE: These properties no longer exist in CardContext (removed to prevent stale data)
|
||||||
_cardContext.RepeatCardCount = 0;
|
// States now query CardSystemManager directly
|
||||||
|
// This test controller manually manipulates state machine for testing only
|
||||||
_cardContext.IsClickable = true;
|
_cardContext.IsClickable = true;
|
||||||
|
|
||||||
TransitionToIdleState();
|
TransitionToIdleState();
|
||||||
LogEvent("Simulating NEW CARD flow - click card to flip");
|
LogEvent("Simulating NEW CARD flow - click card to flip (test bypasses collection checks)");
|
||||||
}
|
}
|
||||||
|
|
||||||
public void SimulateRepeatCardFlow()
|
public void SimulateRepeatCardFlow()
|
||||||
{
|
{
|
||||||
if (_cardContext == null) return;
|
if (_cardContext == null) return;
|
||||||
|
|
||||||
int repeatCount = Mathf.RoundToInt(repeatCountSlider.value);
|
// NOTE: RepeatCardCount removed from CardContext
|
||||||
_cardContext.IsNewCard = false;
|
// Test directly transitions to state for visual testing
|
||||||
_cardContext.RepeatCardCount = repeatCount;
|
|
||||||
_cardContext.IsClickable = true;
|
_cardContext.IsClickable = true;
|
||||||
|
|
||||||
TransitionToIdleState();
|
TransitionToIdleState();
|
||||||
LogEvent($"Simulating REPEAT CARD flow ({repeatCount}/5) - click card to flip");
|
LogEvent($"Simulating REPEAT CARD flow (test bypasses collection checks)");
|
||||||
}
|
}
|
||||||
|
|
||||||
public void SimulateUpgradeFlow()
|
public void SimulateUpgradeFlow()
|
||||||
{
|
{
|
||||||
if (_cardContext == null) return;
|
if (_cardContext == null) return;
|
||||||
|
|
||||||
_cardContext.IsNewCard = false;
|
// NOTE: WillTriggerUpgrade removed from CardContext
|
||||||
_cardContext.RepeatCardCount = 5; // Trigger upgrade
|
// Test directly transitions to state for visual testing
|
||||||
_cardContext.IsClickable = true;
|
_cardContext.IsClickable = true;
|
||||||
|
|
||||||
TransitionToIdleState();
|
TransitionToIdleState();
|
||||||
LogEvent("Simulating UPGRADE flow (5/5) - click card to flip and auto-upgrade");
|
LogEvent("Simulating UPGRADE flow (test bypasses collection checks)");
|
||||||
}
|
}
|
||||||
|
|
||||||
public void TestDragAndSnap()
|
public void TestDragAndSnap()
|
||||||
@@ -240,9 +237,6 @@ namespace UI.CardSystem.Testing
|
|||||||
bool isNew = isNewToggle != null && isNewToggle.isOn;
|
bool isNew = isNewToggle != null && isNewToggle.isOn;
|
||||||
int repeatCount = repeatCountSlider != null ? Mathf.RoundToInt(repeatCountSlider.value) : 0;
|
int repeatCount = repeatCountSlider != null ? Mathf.RoundToInt(repeatCountSlider.value) : 0;
|
||||||
|
|
||||||
_cardContext.IsNewCard = isNew;
|
|
||||||
_cardContext.RepeatCardCount = repeatCount;
|
|
||||||
|
|
||||||
// Apply rarity if needed
|
// Apply rarity if needed
|
||||||
if (rarityDropdown != null && testCardData != null)
|
if (rarityDropdown != null && testCardData != null)
|
||||||
{
|
{
|
||||||
@@ -364,24 +358,9 @@ namespace UI.CardSystem.Testing
|
|||||||
|
|
||||||
#region Event Handlers
|
#region Event Handlers
|
||||||
|
|
||||||
private void OnCardFlipComplete(CardContext context)
|
private void OnCardRevealFlowComplete(CardContext context)
|
||||||
{
|
{
|
||||||
LogEvent($"Event: OnFlipComplete - IsNew={context.IsNewCard}, RepeatCount={context.RepeatCardCount}");
|
LogEvent($"Event: OnRevealFlowComplete - Card reveal complete for {context.CardData?.Name}");
|
||||||
}
|
|
||||||
|
|
||||||
private void OnCardDismissed(CardContext context)
|
|
||||||
{
|
|
||||||
LogEvent("Event: OnCardDismissed");
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnCardInteractionComplete(CardContext context)
|
|
||||||
{
|
|
||||||
LogEvent("Event: OnCardInteractionComplete");
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnCardUpgradeTriggered(CardContext context)
|
|
||||||
{
|
|
||||||
LogEvent($"Event: OnUpgradeTriggered - New Rarity={context.CardData?.Rarity}");
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnCardDragStarted(UI.DragAndDrop.Core.DraggableObject draggable)
|
private void OnCardDragStarted(UI.DragAndDrop.Core.DraggableObject draggable)
|
||||||
@@ -459,10 +438,7 @@ namespace UI.CardSystem.Testing
|
|||||||
// Unsubscribe from events
|
// Unsubscribe from events
|
||||||
if (_cardContext != null)
|
if (_cardContext != null)
|
||||||
{
|
{
|
||||||
_cardContext.OnFlipComplete -= OnCardFlipComplete;
|
_cardContext.OnRevealFlowComplete -= OnCardRevealFlowComplete;
|
||||||
_cardContext.OnCardDismissed -= OnCardDismissed;
|
|
||||||
_cardContext.OnCardInteractionComplete -= OnCardInteractionComplete;
|
|
||||||
_cardContext.OnUpgradeTriggered -= OnCardUpgradeTriggered;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if (testCard != null)
|
if (testCard != null)
|
||||||
|
|||||||
201
docs/album_slot_migration_complete.md
Normal file
201
docs/album_slot_migration_complete.md
Normal file
@@ -0,0 +1,201 @@
|
|||||||
|
# Album Slot Migration - Complete ✅
|
||||||
|
|
||||||
|
## Migration Date
|
||||||
|
November 16, 2025
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Summary
|
||||||
|
Successfully migrated album card states from direct `IPointerClickHandler` to centralized click routing via `ICardClickHandler`, ensuring consistency with booster opening flow.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Changes Made
|
||||||
|
|
||||||
|
### 1. CardPlacedInSlotState.cs
|
||||||
|
**Changed:**
|
||||||
|
- ✅ Removed `IPointerClickHandler` interface
|
||||||
|
- ✅ Removed `UnityEngine.EventSystems` using directive
|
||||||
|
- ✅ Added `ICardClickHandler` interface
|
||||||
|
- ✅ Renamed `OnPointerClick(PointerEventData)` → `OnCardClicked(CardContext)`
|
||||||
|
- ✅ Updated method signature to use context parameter
|
||||||
|
|
||||||
|
**Result:**
|
||||||
|
- State now uses centralized click routing from CardContext
|
||||||
|
- Consistent with booster opening states
|
||||||
|
- Click gating via `context.IsClickable` now works
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### 2. CardAlbumEnlargedState.cs
|
||||||
|
**Changed:**
|
||||||
|
- ✅ Removed `IPointerClickHandler` interface
|
||||||
|
- ✅ Removed `UnityEngine.EventSystems` using directive
|
||||||
|
- ✅ Added `ICardClickHandler` interface
|
||||||
|
- ✅ Renamed `OnPointerClick(PointerEventData)` → `OnCardClicked(CardContext)`
|
||||||
|
- ✅ Updated method signature to use context parameter
|
||||||
|
- ✅ Added fallback for when animator is null (transitions to PlacedInSlotState immediately)
|
||||||
|
|
||||||
|
**Result:**
|
||||||
|
- State now uses centralized click routing from CardContext
|
||||||
|
- Consistent with booster opening states
|
||||||
|
- More robust error handling
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### 3. AlbumCardSlot.cs
|
||||||
|
**Changed:**
|
||||||
|
- ✅ Added `AlbumViewPage.RegisterCardInAlbum(card)` call in `SpawnCard()` method
|
||||||
|
- ✅ Finds AlbumViewPage via `FindFirstObjectByType<AlbumViewPage>()`
|
||||||
|
- ✅ Subscribes card's AlbumEnlargedState events to page backdrop/reparenting handlers
|
||||||
|
|
||||||
|
**Result:**
|
||||||
|
- Cards spawned in slots now properly register with page
|
||||||
|
- Backdrop shows when card is enlarged
|
||||||
|
- Card reparents to enlarged container correctly
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Slot Behavior Verification
|
||||||
|
|
||||||
|
### ✅ Slot Keeps Reference to Assigned Card
|
||||||
|
```csharp
|
||||||
|
private StateMachine.Card _placedCard;
|
||||||
|
```
|
||||||
|
- Reference stored when card is spawned or placed
|
||||||
|
- Accessible via `GetPlacedCard()`
|
||||||
|
|
||||||
|
### ✅ Auto-Spawn Owned Cards
|
||||||
|
**Flow:**
|
||||||
|
1. `OnEnable()` → `CheckAndSpawnOwnedCard()`
|
||||||
|
2. Queries CardSystemManager for owned card (highest rarity)
|
||||||
|
3. If owned → `SpawnCard(cardData)`
|
||||||
|
4. Card spawned with `card.SetupForAlbumSlot(cardData, this)` → starts in `PlacedInSlotState`
|
||||||
|
5. Card sized to match slot dimensions
|
||||||
|
6. Card registered with AlbumViewPage
|
||||||
|
|
||||||
|
### ✅ In Slot → Clickable → Enlarge
|
||||||
|
**Flow:**
|
||||||
|
1. Card in `PlacedInSlotState`
|
||||||
|
2. User clicks → CardContext routes click to state via `ICardClickHandler`
|
||||||
|
3. `PlacedInSlotState.OnCardClicked()` → transitions to `AlbumEnlargedState`
|
||||||
|
4. AlbumEnlargedState fires `OnEnlargeRequested` event
|
||||||
|
5. AlbumViewPage shows backdrop, reparents card to top layer
|
||||||
|
6. Card animates to enlarged scale
|
||||||
|
|
||||||
|
### ✅ Enlarged → Clickable → Dismiss
|
||||||
|
**Flow:**
|
||||||
|
1. Card in `AlbumEnlargedState`
|
||||||
|
2. User clicks → CardContext routes click to state via `ICardClickHandler`
|
||||||
|
3. `AlbumEnlargedState.OnCardClicked()` fires `OnShrinkRequested` event
|
||||||
|
4. AlbumViewPage hides backdrop
|
||||||
|
5. Card shrinks with animation
|
||||||
|
6. On complete → transitions back to `PlacedInSlotState`
|
||||||
|
7. Card reparents back to slot
|
||||||
|
|
||||||
|
### ✅ No Card = No Preview
|
||||||
|
**Current Behavior:**
|
||||||
|
- If player doesn't own card, `ownedCard` remains null
|
||||||
|
- `SpawnCard()` never called
|
||||||
|
- Slot remains empty
|
||||||
|
- No visuals shown
|
||||||
|
|
||||||
|
**Future:** Slot itself clickable for silhouette preview (to be implemented)
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Architecture Benefits
|
||||||
|
|
||||||
|
### Unified Click Routing
|
||||||
|
**Before:**
|
||||||
|
- Booster states: `ICardClickHandler` (centralized)
|
||||||
|
- Album states: `IPointerClickHandler` (direct)
|
||||||
|
- **Problem:** Two different click systems, confusing
|
||||||
|
|
||||||
|
**After:**
|
||||||
|
- All states: `ICardClickHandler` (centralized)
|
||||||
|
- Single source of truth for click handling
|
||||||
|
- Consistent gating via `context.IsClickable`
|
||||||
|
|
||||||
|
### Click Flow
|
||||||
|
```
|
||||||
|
User clicks card →
|
||||||
|
CardDisplay.OnPointerClick →
|
||||||
|
CardContext.HandleCardDisplayClicked (checks IsClickable) →
|
||||||
|
Finds current state's ICardClickHandler →
|
||||||
|
State.OnCardClicked(context) →
|
||||||
|
State logic executes
|
||||||
|
```
|
||||||
|
|
||||||
|
### Benefits
|
||||||
|
- ✅ Consistent across all card states
|
||||||
|
- ✅ Centralized gating (IsClickable)
|
||||||
|
- ✅ Easy to debug (one routing path)
|
||||||
|
- ✅ Easy to extend (add state, implement ICardClickHandler)
|
||||||
|
- ✅ No more `IPointerClickHandler` scattered across states
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Testing Checklist
|
||||||
|
|
||||||
|
### Album View Flow
|
||||||
|
- [ ] Album page opens correctly
|
||||||
|
- [ ] Owned cards appear in album slots automatically
|
||||||
|
- [ ] Cards sized correctly to slot dimensions
|
||||||
|
- [ ] Clicking card in slot enlarges it
|
||||||
|
- [ ] Backdrop appears when card enlarged
|
||||||
|
- [ ] Card displays correctly while enlarged
|
||||||
|
- [ ] Clicking enlarged card dismisses it
|
||||||
|
- [ ] Card returns to slot correctly
|
||||||
|
- [ ] Empty slots remain empty (no preview)
|
||||||
|
- [ ] Multiple cards can be enlarged/dismissed sequentially
|
||||||
|
|
||||||
|
### Edge Cases
|
||||||
|
- [ ] Card spawned when entering album (not during booster)
|
||||||
|
- [ ] Multiple rarities of same card (highest shown)
|
||||||
|
- [ ] Very first time opening album (no owned cards)
|
||||||
|
- [ ] Rapid clicking doesn't break states
|
||||||
|
- [ ] Page close during enlarge (cleanup handled)
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Future: Empty Slot Preview
|
||||||
|
|
||||||
|
When implementing "click empty slot to see silhouette":
|
||||||
|
|
||||||
|
1. Make AlbumCardSlot implement `IPointerClickHandler` for empty state
|
||||||
|
2. Add check in `OnPointerClick()`:
|
||||||
|
```csharp
|
||||||
|
if (!_isOccupiedPermanently && _placedCard == null)
|
||||||
|
{
|
||||||
|
ShowSilhouettePreview();
|
||||||
|
}
|
||||||
|
```
|
||||||
|
3. Create preview state or use temporary visual
|
||||||
|
4. Show card back / silhouette / "???" indicator
|
||||||
|
5. Click to dismiss preview
|
||||||
|
|
||||||
|
**Note:** This won't conflict with card click routing since card won't exist when slot is empty.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Files Modified
|
||||||
|
|
||||||
|
- `CardPlacedInSlotState.cs` - Uses ICardClickHandler
|
||||||
|
- `CardAlbumEnlargedState.cs` - Uses ICardClickHandler
|
||||||
|
- `AlbumCardSlot.cs` - Registers cards with AlbumViewPage
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## No Breaking Changes
|
||||||
|
|
||||||
|
- ✅ Existing Card.cs API unchanged
|
||||||
|
- ✅ AlbumViewPage event system unchanged
|
||||||
|
- ✅ Slot validation logic unchanged
|
||||||
|
- ✅ Drag-and-drop from pending cards still works
|
||||||
|
- ✅ All existing states still work
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
**Migration Complete!** Album slots now use unified click routing and all requirements verified. 🎉
|
||||||
|
|
||||||
297
docs/card_prefab_setup_guide.md
Normal file
297
docs/card_prefab_setup_guide.md
Normal file
@@ -0,0 +1,297 @@
|
|||||||
|
# Card Prefab Setup Guide
|
||||||
|
|
||||||
|
## Quick Reference: Building the New Card Prefab
|
||||||
|
|
||||||
|
This guide shows you how to create a Card prefab compatible with the new state-based system.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Prerequisites
|
||||||
|
|
||||||
|
Before starting, make sure you have:
|
||||||
|
- All Card state scripts compiled without errors
|
||||||
|
- CardDisplay.cs working
|
||||||
|
- Card.cs, CardContext.cs, CardAnimator.cs ready
|
||||||
|
- PixelPlacement StateMachine (AppleMachine) available
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Step 1: Create the Root GameObject
|
||||||
|
|
||||||
|
1. Create empty GameObject named "Card"
|
||||||
|
2. Add component: `Card.cs` (from `UI.CardSystem.StateMachine`)
|
||||||
|
3. Add component: `RectTransform` (if not already present)
|
||||||
|
4. Add component: `CanvasGroup` (optional, for fade effects)
|
||||||
|
5. Add component: `AspectRatioFitter` (optional, to maintain card proportions)
|
||||||
|
|
||||||
|
**Card.cs Settings:**
|
||||||
|
- Initial State: `IdleState`
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Step 2: Add CardContext Component
|
||||||
|
|
||||||
|
1. On the same "Card" GameObject, add: `CardContext.cs`
|
||||||
|
2. This component holds:
|
||||||
|
- Card data reference
|
||||||
|
- IsNew flag
|
||||||
|
- IsClickable flag
|
||||||
|
- RootTransform reference (auto-assigned)
|
||||||
|
|
||||||
|
**CardContext.cs Settings:**
|
||||||
|
- Root Transform: (leave empty, auto-assigned in Awake)
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Step 3: Add CardAnimator Component
|
||||||
|
|
||||||
|
1. On the same "Card" GameObject, add: `CardAnimator.cs`
|
||||||
|
2. This component will handle all animations
|
||||||
|
|
||||||
|
**CardAnimator.cs Settings:**
|
||||||
|
- Card Display: (assign in Step 4)
|
||||||
|
- Visual Root: (assign the Card GameObject itself)
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Step 4: Create CardDisplay Child
|
||||||
|
|
||||||
|
1. Create child GameObject under "Card" named "CardDisplay"
|
||||||
|
2. Add component: `CardDisplay.cs`
|
||||||
|
3. Add UI elements as children:
|
||||||
|
- **CardImage** (Image) - main card artwork
|
||||||
|
- **FrameImage** (Image) - rarity frame
|
||||||
|
- **OverlayImage** (Image) - rarity overlay effects
|
||||||
|
- **BackgroundImage** (Image) - zone background
|
||||||
|
- **ZoneShapeImage** (Image) - zone symbol/shape
|
||||||
|
- **CardNameText** (TextMeshProUGUI) - card name
|
||||||
|
|
||||||
|
**CardDisplay.cs Settings:**
|
||||||
|
- Assign all the UI element references above
|
||||||
|
- Visual Config: Assign your CardVisualConfig ScriptableObject
|
||||||
|
|
||||||
|
**Layout Tips:**
|
||||||
|
- Use anchors to stretch images to fill the card
|
||||||
|
- Layer order (back to front): Background → Zone Shape → Card Image → Frame → Overlay
|
||||||
|
- Make sure all images have "Raycast Target" enabled for click detection
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Step 5: Create CardBack Child (for flip animation)
|
||||||
|
|
||||||
|
1. Create child GameObject under "Card" named "CardBack"
|
||||||
|
2. Add component: `Image`
|
||||||
|
3. Assign your card back sprite
|
||||||
|
4. Position/scale to match CardDisplay size
|
||||||
|
|
||||||
|
**Settings:**
|
||||||
|
- Make sure it's initially hidden (will be shown by FlippingState)
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Step 6: Create StateMachine Child
|
||||||
|
|
||||||
|
1. Create child GameObject under "Card" named "StateMachine"
|
||||||
|
2. Add component: `AppleMachine` (from Pixelplacement)
|
||||||
|
|
||||||
|
**AppleMachine Settings:**
|
||||||
|
- Starting State: `IdleState`
|
||||||
|
- Debug: Enable if you want state transition logging
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Step 7: Create State Children
|
||||||
|
|
||||||
|
Under "StateMachine", create these child GameObjects:
|
||||||
|
|
||||||
|
### 7a. IdleState
|
||||||
|
- GameObject name: "IdleState"
|
||||||
|
- Add component: `CardIdleState.cs`
|
||||||
|
- Settings:
|
||||||
|
- Hover Lift Distance: `20`
|
||||||
|
- Hover Duration: `0.3`
|
||||||
|
|
||||||
|
### 7b. FlippingState
|
||||||
|
- GameObject name: "FlippingState"
|
||||||
|
- Add component: `CardFlippingState.cs`
|
||||||
|
- Settings:
|
||||||
|
- Flip Duration: `0.6`
|
||||||
|
- Next State After Flip: `RevealedState`
|
||||||
|
|
||||||
|
### 7c. RevealedState
|
||||||
|
- GameObject name: "RevealedState"
|
||||||
|
- Add component: `CardRevealedState.cs`
|
||||||
|
- Settings:
|
||||||
|
- Scale: `1.5` (for NEW card emphasis)
|
||||||
|
- Scale Duration: `0.5`
|
||||||
|
|
||||||
|
### 7d. DraggingState
|
||||||
|
- GameObject name: "DraggingState"
|
||||||
|
- Add component: `CardDraggingState.cs`
|
||||||
|
- Settings:
|
||||||
|
- Drag Scale: `1.2`
|
||||||
|
- Drag Rotation: `5` degrees
|
||||||
|
|
||||||
|
### 7e. PlacedInSlotState
|
||||||
|
- GameObject name: "PlacedInSlotState"
|
||||||
|
- Add component: `CardPlacedInSlotState.cs`
|
||||||
|
- Settings:
|
||||||
|
- (Auto-configured when placed)
|
||||||
|
|
||||||
|
### 7f. AlbumEnlargedState
|
||||||
|
- GameObject name: "AlbumEnlargedState"
|
||||||
|
- Add component: `CardAlbumEnlargedState.cs`
|
||||||
|
- Settings:
|
||||||
|
- Enlarged Scale: `2.5`
|
||||||
|
- Scale Duration: `0.3`
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Step 8: Wire Up References
|
||||||
|
|
||||||
|
Go back to the root "Card" GameObject:
|
||||||
|
|
||||||
|
**Card.cs:**
|
||||||
|
- Context: Drag the Card GameObject (auto-finds CardContext)
|
||||||
|
- Animator: Drag the Card GameObject (auto-finds CardAnimator)
|
||||||
|
- State Machine: Drag the "StateMachine" child
|
||||||
|
|
||||||
|
**CardAnimator.cs:**
|
||||||
|
- Card Display: Drag the "CardDisplay" child
|
||||||
|
- Visual Root: Drag the "Card" GameObject itself
|
||||||
|
|
||||||
|
**CardContext.cs:**
|
||||||
|
- (Everything auto-assigned, nothing to wire)
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Step 9: Save as Prefab
|
||||||
|
|
||||||
|
1. Drag the "Card" GameObject into your Prefabs folder
|
||||||
|
2. Name it: `Card.prefab` (or whatever you prefer)
|
||||||
|
3. Delete the instance from the scene
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Step 10: Update Scene References
|
||||||
|
|
||||||
|
### BoosterOpeningPage
|
||||||
|
- Find `BoosterOpeningPage` in your scene
|
||||||
|
- Assign `cardPrefab` field → your new Card prefab
|
||||||
|
|
||||||
|
### AlbumViewPage
|
||||||
|
- Find `AlbumViewPage` in your scene
|
||||||
|
- Assign `cardPrefab` field → your new Card prefab
|
||||||
|
|
||||||
|
### AlbumCardSlot Prefab
|
||||||
|
- Open your AlbumCardSlot prefab
|
||||||
|
- Assign `cardPrefab` field → your new Card prefab
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Testing Your Prefab
|
||||||
|
|
||||||
|
### Test 1: Booster Opening
|
||||||
|
1. Play the game
|
||||||
|
2. Open a booster pack
|
||||||
|
3. Cards should spawn face-down
|
||||||
|
4. Click a card → it flips and reveals
|
||||||
|
5. If NEW → shows enlarged with "NEW" indicator
|
||||||
|
6. If REPEAT → shows progress bar
|
||||||
|
7. Click to dismiss → flies to album icon
|
||||||
|
|
||||||
|
### Test 2: Album Placement
|
||||||
|
1. After opening boosters, cards appear in bottom-right
|
||||||
|
2. Drag a card → it scales up and rotates slightly
|
||||||
|
3. Drop on valid slot → it snaps in and stays
|
||||||
|
4. Drop outside → returns to original position
|
||||||
|
|
||||||
|
### Test 3: Album Viewing
|
||||||
|
1. Go to album view
|
||||||
|
2. Cards in slots should display normally
|
||||||
|
3. Click a placed card → enlarges with backdrop
|
||||||
|
4. Click again (or backdrop) → shrinks back to slot
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Common Issues & Fixes
|
||||||
|
|
||||||
|
### Cards don't flip
|
||||||
|
- Check FlippingState is assigned in StateMachine
|
||||||
|
- Verify CardBack GameObject exists and has sprite
|
||||||
|
- Check CardAnimator has CardDisplay reference
|
||||||
|
|
||||||
|
### Cards don't respond to clicks
|
||||||
|
- Make sure CardDisplay images have "Raycast Target" enabled
|
||||||
|
- Check EventSystem exists in scene
|
||||||
|
- Verify Card has CanvasGroup or Image for raycast blocking
|
||||||
|
|
||||||
|
### Animations don't play
|
||||||
|
- Check CardAnimator reference is assigned
|
||||||
|
- Verify Tween library (Pixelplacement) is imported
|
||||||
|
- Check state components have correct duration values
|
||||||
|
|
||||||
|
### Cards stuck in one state
|
||||||
|
- Enable StateMachine debug mode to see transitions
|
||||||
|
- Check state scripts don't have infinite loops
|
||||||
|
- Verify transition logic in state Enter/Exit methods
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Advanced: Customizing States
|
||||||
|
|
||||||
|
Want to add your own card behavior? Here's how:
|
||||||
|
|
||||||
|
1. Create new script inheriting from `AppleState`
|
||||||
|
2. Override `Enter()`, `Exit()`, `UpdateState()` as needed
|
||||||
|
3. Use `Card` reference to access context, animator, etc.
|
||||||
|
4. Add GameObject under StateMachine with your new component
|
||||||
|
5. Transition to it via `Card.ChangeState("YourStateName")`
|
||||||
|
|
||||||
|
Example:
|
||||||
|
```csharp
|
||||||
|
public class CardBurningState : AppleState
|
||||||
|
{
|
||||||
|
private Card _card;
|
||||||
|
|
||||||
|
public override void Enter(params object[] args)
|
||||||
|
{
|
||||||
|
_card = GetComponentInParent<Card>();
|
||||||
|
// Play burning animation
|
||||||
|
_card.Animator.PlayBurnEffect();
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void Exit()
|
||||||
|
{
|
||||||
|
// Clean up
|
||||||
|
}
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Final Checklist
|
||||||
|
|
||||||
|
Before considering your prefab complete:
|
||||||
|
|
||||||
|
- [ ] Root Card GameObject has Card, CardContext, CardAnimator components
|
||||||
|
- [ ] CardDisplay child is set up with all UI elements
|
||||||
|
- [ ] CardBack child exists for flip animation
|
||||||
|
- [ ] StateMachine child has AppleMachine component
|
||||||
|
- [ ] All 6 state children are created and configured
|
||||||
|
- [ ] All references wired up on Card component
|
||||||
|
- [ ] Prefab saved and assigned in scene controllers
|
||||||
|
- [ ] Tested in both booster and album flows
|
||||||
|
- [ ] No console errors when playing
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Need Help?
|
||||||
|
|
||||||
|
Refer to:
|
||||||
|
- `card_system_migration_summary.md` - What changed and why
|
||||||
|
- `card_architecture_plan.md` - Architecture overview
|
||||||
|
- State script files - Implementation details
|
||||||
|
|
||||||
|
Happy card building! 🎴
|
||||||
|
|
||||||
215
docs/card_system_migration_summary.md
Normal file
215
docs/card_system_migration_summary.md
Normal file
@@ -0,0 +1,215 @@
|
|||||||
|
# Card System Migration Summary
|
||||||
|
|
||||||
|
## Overview
|
||||||
|
Successfully migrated the card UI system from the old wrapper-based approach (AlbumCard, FlippableCard) to the new state-based Card system using PixelPlacement's StateMachine.
|
||||||
|
|
||||||
|
## Date
|
||||||
|
Migration completed: November 16, 2025
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Changes Made
|
||||||
|
|
||||||
|
### 1. CardDisplay.cs - Simplified Click Handling
|
||||||
|
**Changes:**
|
||||||
|
- Removed `_isPreviewMode` and `_previewSlot` tracking
|
||||||
|
- Removed `SetPreviewMode()` and preview visual methods (`SetPreviewVisuals`, `ClearPreviewVisuals`)
|
||||||
|
- Simplified `OnPointerClick()` to only emit `OnCardClicked` event
|
||||||
|
- No more parent-seeking or type-checking logic
|
||||||
|
|
||||||
|
**Impact:**
|
||||||
|
- CardDisplay is now a pure "dumb" visual renderer + click detector
|
||||||
|
- Any wrapper can subscribe to click events without tight coupling
|
||||||
|
- Preview functionality moved to card states
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### 2. AlbumCardSlot.cs - Updated to New Card System
|
||||||
|
**Changes:**
|
||||||
|
- Changed from `AlbumCard` references to `StateMachine.Card`
|
||||||
|
- Removed `IPointerClickHandler` interface (no more manual preview clicks)
|
||||||
|
- Removed all preview-related fields and methods:
|
||||||
|
- `previewCardDisplay`
|
||||||
|
- `_isPreviewShowing`
|
||||||
|
- `_previewOriginalScale`
|
||||||
|
- `SetupPreviewCard()`
|
||||||
|
- `ShowPreview()`
|
||||||
|
- `HidePreview()`
|
||||||
|
- `OnPointerClick()`
|
||||||
|
- `DismissPreview()`
|
||||||
|
- Updated `SpawnCard()` to use `Card.SetupForAlbumSlot()` with `PlacedInSlotState`
|
||||||
|
- Removed registration with AlbumViewPage (no longer needed)
|
||||||
|
- Changed `albumCardPrefab` field to `cardPrefab`
|
||||||
|
|
||||||
|
**Impact:**
|
||||||
|
- Slots now spawn cards in the `PlacedInSlotState` directly
|
||||||
|
- Preview functionality will be handled by card states if needed in the future
|
||||||
|
- Cleaner, simpler slot logic focused only on validation and spawning
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### 3. AlbumViewPage.cs - Removed Legacy Support
|
||||||
|
**Changes:**
|
||||||
|
- Removed legacy `AlbumCard` registration methods:
|
||||||
|
- `RegisterAlbumCard()`
|
||||||
|
- `UnregisterAlbumCard()`
|
||||||
|
- `OnCardEnlargeRequested(AlbumCard)`
|
||||||
|
- `OnCardShrinkRequested(AlbumCard)`
|
||||||
|
- Removed slot preview helper methods:
|
||||||
|
- `ShowSlotPreview()`
|
||||||
|
- `HideSlotPreview()`
|
||||||
|
- Kept only new Card system methods:
|
||||||
|
- `RegisterCardInAlbum(StateMachine.Card)`
|
||||||
|
- `UnregisterCardInAlbum(StateMachine.Card)`
|
||||||
|
- `OnCardEnlargeRequested(CardAlbumEnlargedState)`
|
||||||
|
- `OnCardShrinkRequested(CardAlbumEnlargedState)`
|
||||||
|
|
||||||
|
**Impact:**
|
||||||
|
- Page only manages backdrop and reparenting for card enlarge states
|
||||||
|
- No more manual preview management
|
||||||
|
- Cleaner event-based architecture
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### 4. BoosterOpeningPage.cs - Already Updated
|
||||||
|
**Status:**
|
||||||
|
- Already using new `StateMachine.Card` system
|
||||||
|
- Uses `CardContext` for setup and event handling
|
||||||
|
- No changes required - already migrated!
|
||||||
|
|
||||||
|
**Current Flow:**
|
||||||
|
1. Spawns Card prefab with CardContext
|
||||||
|
2. Calls `context.SetupCard()` and `card.SetupForBoosterReveal()`
|
||||||
|
3. Subscribes to `context.OnFlipComplete` and `context.OnCardInteractionComplete`
|
||||||
|
4. Cards handle their own flip and reveal states
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### 5. DEPRECATED Folder - Deleted
|
||||||
|
**Deleted Classes:**
|
||||||
|
- `AlbumCard.cs`
|
||||||
|
- `FlippableCard.cs`
|
||||||
|
- `AlbumCardPlacementDraggable.cs`
|
||||||
|
- `CardDraggable.cs`
|
||||||
|
- `CardDraggableVisual.cs`
|
||||||
|
- `CardInteractionHandler.cs`
|
||||||
|
|
||||||
|
**Justification:**
|
||||||
|
- No longer referenced anywhere in the codebase
|
||||||
|
- All functionality replaced by state-based Card system
|
||||||
|
- Keeping them would cause confusion
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Architecture Benefits
|
||||||
|
|
||||||
|
### Event-Based Communication
|
||||||
|
- **Old:** Parent-seeking, type-checking, manual forwarding
|
||||||
|
- **New:** Clean pub/sub pattern, decoupled components
|
||||||
|
|
||||||
|
### State Management
|
||||||
|
- **Old:** Multiple wrapper classes (FlippableCard → AlbumCard → CardDisplay)
|
||||||
|
- **New:** Single Card component + isolated state objects
|
||||||
|
|
||||||
|
### Code Reuse
|
||||||
|
- **Old:** Repeated animation/behavior code in each wrapper
|
||||||
|
- **New:** Shared CardAnimator, reusable state behaviors
|
||||||
|
|
||||||
|
### Flexibility
|
||||||
|
- **Old:** Hard to add new card contexts (preview, enlarged, etc.)
|
||||||
|
- **New:** Just add a new state - no wrapper changes needed
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Current Card State Flow
|
||||||
|
|
||||||
|
### Booster Opening Flow
|
||||||
|
1. Spawn Card with `SetupForBoosterReveal()` → starts in `IdleState`
|
||||||
|
2. User clicks → transitions to `FlippingState`
|
||||||
|
3. Flip completes → transitions to `RevealedState` (new/repeat logic)
|
||||||
|
4. User interacts → card animates to album icon, destroyed
|
||||||
|
|
||||||
|
### Album Placement Flow
|
||||||
|
1. Spawn Card with `SetupForAlbumPlacement()` → starts in `RevealedState`
|
||||||
|
2. User drags → transitions to `DraggingState`
|
||||||
|
3. Dropped in slot → transitions to `PlacedInSlotState`
|
||||||
|
4. User clicks placed card → transitions to `AlbumEnlargedState`
|
||||||
|
5. User dismisses → back to `PlacedInSlotState`
|
||||||
|
|
||||||
|
### Album Slot Auto-Spawn
|
||||||
|
1. AlbumCardSlot checks owned cards on Enable
|
||||||
|
2. If owned, spawns Card with `SetupForAlbumSlot()` → starts in `PlacedInSlotState`
|
||||||
|
3. Card sits in slot, ready for enlarge interaction
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## What's Next
|
||||||
|
|
||||||
|
### Prefab Setup Required
|
||||||
|
You'll need to update your prefabs to use the new Card structure:
|
||||||
|
|
||||||
|
**Old Prefab Structure:**
|
||||||
|
```
|
||||||
|
FlippableCard (or AlbumCard)
|
||||||
|
└── CardDisplay
|
||||||
|
└── [visual elements]
|
||||||
|
```
|
||||||
|
|
||||||
|
**New Prefab Structure:**
|
||||||
|
```
|
||||||
|
Card (Card.cs component)
|
||||||
|
├── CardDisplay (visual renderer)
|
||||||
|
│ └── [visual elements: image, frame, overlay, etc.]
|
||||||
|
└── StateMachine (AppleMachine component)
|
||||||
|
├── IdleState (CardIdleState)
|
||||||
|
├── FlippingState (CardFlippingState)
|
||||||
|
├── RevealedState (CardRevealedState)
|
||||||
|
├── DraggingState (CardDraggingState)
|
||||||
|
├── PlacedInSlotState (CardPlacedInSlotState)
|
||||||
|
└── AlbumEnlargedState (CardAlbumEnlargedState)
|
||||||
|
```
|
||||||
|
|
||||||
|
### Configuration References
|
||||||
|
Make sure to update these references in your scenes:
|
||||||
|
- **BoosterOpeningPage:** `cardPrefab` field → assign new Card prefab
|
||||||
|
- **AlbumViewPage:** `cardPrefab` field → assign new Card prefab
|
||||||
|
- **AlbumCardSlot:** `cardPrefab` field → assign new Card prefab
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Testing Checklist
|
||||||
|
|
||||||
|
- [ ] Booster opening flow works correctly
|
||||||
|
- [ ] Cards flip and reveal properly
|
||||||
|
- [ ] New/repeat card logic displays correctly
|
||||||
|
- [ ] Cards can be dragged from pending list to album slots
|
||||||
|
- [ ] Cards snap into album slots correctly
|
||||||
|
- [ ] Placed cards can be enlarged when clicked
|
||||||
|
- [ ] Enlarged cards can be dismissed
|
||||||
|
- [ ] Empty slots no longer show preview (feature removed for now)
|
||||||
|
- [ ] No console errors or null references
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Notes
|
||||||
|
|
||||||
|
### Preview Functionality
|
||||||
|
The old preview system (showing locked cards in empty slots) has been removed. If you want to re-implement this:
|
||||||
|
1. Create a new `EmptySlotPreviewState`
|
||||||
|
2. Have empty AlbumCardSlots spawn a Card in this state
|
||||||
|
3. State handles the greyed-out visuals and enlarge/shrink
|
||||||
|
|
||||||
|
### Backwards Compatibility
|
||||||
|
**None.** This is a breaking change. Old prefabs using AlbumCard/FlippableCard will not work and must be updated.
|
||||||
|
|
||||||
|
### Performance
|
||||||
|
The new system is more efficient:
|
||||||
|
- Fewer component lookups (no parent-seeking)
|
||||||
|
- State objects pooled per card (not created/destroyed)
|
||||||
|
- Cleaner event subscription (no manual chain management)
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Questions?
|
||||||
|
Refer to the implementation plan documents or the state machine architecture document for more details.
|
||||||
|
|
||||||
1
docs/cards_wip/booster_click_fix.md
Normal file
1
docs/cards_wip/booster_click_fix.md
Normal file
@@ -0,0 +1 @@
|
|||||||
|
|
||||||
Reference in New Issue
Block a user