Stash work

This commit is contained in:
Michal Pikulski
2025-11-17 08:39:41 +01:00
parent 78aafb9275
commit 7aca1a17ac
13 changed files with 792 additions and 1845 deletions

View File

@@ -44,7 +44,9 @@ namespace UI.CardSystem
private Input.InputMode _previousInputMode;
private List<StateMachine.Card> _activeCards = new List<StateMachine.Card>();
private const int MAX_VISIBLE_CARDS = 3;
private List<StateMachine.Card> _pendingCornerCards = new List<StateMachine.Card>();
private const int MAX_PENDING_CORNER = 3;
internal override void OnManagedStart()
{
// Discover zone tabs from container
@@ -679,5 +681,87 @@ namespace UI.CardSystem
}
return null;
}
public void SpawnPendingCornerCards()
{
if (cardPrefab == null || bottomRightSlots == null) return;
CleanupPendingCornerCards();
for (int i = 0; i < MAX_PENDING_CORNER; i++)
{
var slot = FindSlotByIndex(i);
if (slot == null) break;
GameObject cardObj = Instantiate(cardPrefab, bottomRightSlots.transform);
var card = cardObj.GetComponent<StateMachine.Card>();
if (card != null)
{
card.SetupForAlbumPending();
card.AssignToSlot(slot, true);
_pendingCornerCards.Add(card);
}
else
{
Destroy(cardObj);
}
}
}
private void CleanupPendingCornerCards()
{
foreach (var c in _pendingCornerCards)
{
if (c != null) Destroy(c.gameObject);
}
_pendingCornerCards.Clear();
}
public void HandlePendingCardDragStart(StateMachine.Card cornerCard)
{
// Select smart pending card data
var selected = SelectSmartPendingCard();
if (selected == null)
{
return; // no pending data
}
cornerCard.Context.SetupCard(selected);
// Navigate album to page
int targetPage = FindPageForCard(selected);
if (targetPage >= 0)
{
NavigateToAlbumPage(targetPage);
}
// Begin flip state
cornerCard.ChangeState("FlippingPendingState");
}
private CardData SelectSmartPendingCard()
{
if (CardSystemManager.Instance == null) return null;
var pending = CardSystemManager.Instance.GetPendingRevealCards();
if (pending.Count == 0) return null;
// Try current page match
var pageDefs = GetDefinitionsOnCurrentPage();
var match = pending.Find(c => pageDefs.Contains(c.DefinitionId));
if (match != null) return match;
// Fallback random
int idx = Random.Range(0, pending.Count);
return pending[idx];
}
private List<string> GetDefinitionsOnCurrentPage()
{
// Placeholder: gather from slots on current page
return new List<string>();
}
private int FindPageForCard(CardData data)
{
// Placeholder: map definition to page index
return -1;
}
private void NavigateToAlbumPage(int pageIndex)
{
// Placeholder: call book/page flip controller
}
}
}

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@@ -0,0 +1,23 @@
using UnityEngine;
using UnityEngine.UI;
namespace UI.CardSystem
{
/// <summary>
/// Simple component representing card back visuals; toggle visibility.
/// </summary>
public class CardBack : MonoBehaviour
{
[SerializeField] private Image backImage;
public void Show()
{
gameObject.SetActive(true);
}
public void Hide()
{
gameObject.SetActive(false);
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 37d815ba7b02481786cc1953678a3e8e
timeCreated: 1763322207

View File

@@ -56,37 +56,63 @@ namespace UI.CardSystem.StateMachine
protected override void OnDragStartedHook()
{
base.OnDragStartedHook();
// Transition to dragging state when drag begins
Logging.Debug($"[Card] Drag started on {CardData?.Name}, transitioning to DraggingState");
ChangeState("DraggingState");
string current = GetCurrentStateName();
if (current == "PendingFaceDownState")
{
// Notify AlbumViewPage to assign data & flip
var albumPage = FindObjectOfType<AlbumViewPage>();
if (albumPage != null)
{
albumPage.HandlePendingCardDragStart(this);
}
// State change will be triggered by album page after data assignment
}
else
{
Logging.Debug($"[Card] Drag started on {CardData?.Name}, transitioning to DraggingState");
ChangeState("DraggingState");
}
}
protected override void OnDragEndedHook()
{
base.OnDragEndedHook();
// Check if we dropped in a valid album slot
if (CurrentSlot is AlbumCardSlot albumSlot)
string current = GetCurrentStateName();
if (current == "DraggingState")
{
Logging.Debug($"[Card] Dropped in album slot, transitioning to PlacedInSlotState");
// Set the parent slot on PlacedInSlotState
var placedState = GetStateComponent<States.CardPlacedInSlotState>("PlacedInSlotState");
if (placedState != null)
// Existing logic
if (CurrentSlot is AlbumCardSlot albumSlot)
{
placedState.SetParentSlot(albumSlot);
Logging.Debug($"[Card] Dropped in album slot, transitioning to PlacedInSlotState");
var placedState = GetStateComponent<States.CardPlacedInSlotState>("PlacedInSlotState");
if (placedState != null)
{
placedState.SetParentSlot(albumSlot);
}
ChangeState("PlacedInSlotState");
OnPlacedInAlbumSlot?.Invoke(this, albumSlot);
}
else
{
Logging.Debug("[Card] Dropped outside valid slot, returning to RevealedState");
ChangeState("RevealedState");
}
ChangeState("PlacedInSlotState");
// Notify listeners (AlbumViewPage) that this pending card was placed
OnPlacedInAlbumSlot?.Invoke(this, albumSlot);
}
else
else if (current == "DraggingRevealedState")
{
Logging.Debug($"[Card] Dropped outside valid slot, returning to RevealedState");
ChangeState("RevealedState");
// Pending revealed drag state end
if (CurrentSlot is AlbumCardSlot albumSlot)
{
var placedState = GetStateComponent<States.CardPlacedInSlotState>("PlacedInSlotState");
if (placedState != null) placedState.SetParentSlot(albumSlot);
ChangeState("PlacedInSlotState");
OnPlacedInAlbumSlot?.Invoke(this, albumSlot);
}
else
{
// Return to corner face-down
ChangeState("PendingFaceDownState");
}
}
}
@@ -148,6 +174,17 @@ namespace UI.CardSystem.StateMachine
}
}
/// <summary>
/// Setup for album pending state (starts at PendingFaceDownState)
/// Dragging is ENABLED; state will assign data when dragged
/// </summary>
public void SetupForAlbumPending()
{
// Start with no data; state will assign when dragged
SetupCard(null, "PendingFaceDownState");
SetDraggingEnabled(true);
}
/// <summary>
/// Transition to a specific state
/// </summary>

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@@ -0,0 +1,39 @@
using Core.SaveLoad;
using UnityEngine;
namespace UI.CardSystem.StateMachine.States
{
/// <summary>
/// Dragging revealed state for pending cards after flip; minimal overlay of CardDraggingState but no badges.
/// </summary>
public class CardDraggingRevealedState : AppleState
{
private CardContext context;
private Vector3 originalScale;
private void Awake()
{
context = GetComponentInParent<CardContext>();
}
public override void OnEnterState()
{
if (context == null) return;
if (context.CardDisplay != null)
{
context.CardDisplay.gameObject.SetActive(true);
context.CardDisplay.transform.localRotation = Quaternion.Euler(0,0,0);
}
originalScale = context.RootTransform.localScale;
context.RootTransform.localScale = originalScale * 1.15f;
}
private void OnDisable()
{
if (context?.RootTransform != null)
{
context.RootTransform.localScale = originalScale;
}
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: ce2483293cdd4680b5095afc1fcb2fde
timeCreated: 1763322199

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@@ -0,0 +1,57 @@
using Core;
using Core.SaveLoad;
using UnityEngine;
namespace UI.CardSystem.StateMachine.States
{
/// <summary>
/// Handles flipping a pending face-down card after data assignment.
/// Transitions to DraggingRevealedState when flip completes.
/// </summary>
public class CardFlippingPendingState : AppleState
{
private CardContext context;
private GameObject cardBack;
private void Awake()
{
context = GetComponentInParent<CardContext>();
if (context != null)
{
var backTransform = context.RootTransform.Find("CardBack");
if (backTransform != null) cardBack = backTransform.gameObject;
}
}
public override void OnEnterState()
{
if (context == null) return;
// Ensure card back visible and front hidden at start
if (cardBack != null) cardBack.SetActive(true);
if (context.CardDisplay != null) context.CardDisplay.gameObject.SetActive(false);
// Optional: album navigation
var albumPage = Object.FindObjectOfType<AlbumViewPage>();
if (albumPage != null && context.CardData != null)
{
int targetPage = albumPage.FindPageForCard(context.CardData); // placeholder; method may be private
}
if (context.Animator != null)
{
Transform back = cardBack != null ? cardBack.transform : null;
Transform front = context.CardDisplay != null ? context.CardDisplay.transform : null;
context.Animator.PlayFlip(back, front, onComplete: () =>
{
context.StateMachine.ChangeState("DraggingRevealedState");
});
}
else
{
if (cardBack != null) cardBack.SetActive(false);
if (context.CardDisplay != null) context.CardDisplay.gameObject.SetActive(true);
context.StateMachine.ChangeState("DraggingRevealedState");
}
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: edffabfce37d42ceac2194c23470acab
timeCreated: 1763322190

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@@ -0,0 +1,39 @@
using Core.SaveLoad;
using UnityEngine;
namespace UI.CardSystem.StateMachine.States
{
/// <summary>
/// Card is in pending face-down state in corner, awaiting drag.
/// Front hidden, back visible (assumes CardBack child exists).
/// </summary>
public class CardPendingFaceDownState : AppleState
{
private CardContext context;
private GameObject cardBack;
private void Awake()
{
context = GetComponentInParent<CardContext>();
if (context != null)
{
var backTransform = context.RootTransform.Find("CardBack");
if (backTransform != null) cardBack = backTransform.gameObject;
}
}
public override void OnEnterState()
{
if (context == null) return;
// Hide front
if (context.CardDisplay != null)
{
context.CardDisplay.gameObject.SetActive(false);
}
// Show back
if (cardBack != null) cardBack.SetActive(true);
// Scale
context.RootTransform.localScale = context.OriginalScale * 0.8f;
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 6fab9d595905435b82253cd4d1bf49de
timeCreated: 1763322180