Code up the card part
This commit is contained in:
@@ -153,6 +153,10 @@ namespace UI.CardSystem
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{
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if (boosterOpeningPage != null && UIPageController.Instance != null)
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{
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// Pass current booster count to the opening page
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int boosterCount = CardSystemManager.Instance?.GetBoosterPackCount() ?? 0;
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boosterOpeningPage.SetAvailableBoosterCount(boosterCount);
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UIPageController.Instance.PushPage(boosterOpeningPage);
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}
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}
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@@ -1,9 +1,12 @@
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using System.Collections;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using AppleHills.Data.CardSystem;
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using Data.CardSystem;
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using Pixelplacement;
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using UI.Core;
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using UI.CardSystem.DragDrop;
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using UI.DragAndDrop.Core;
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using UnityEngine;
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using UnityEngine.UI;
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@@ -11,7 +14,7 @@ namespace UI.CardSystem
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{
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/// <summary>
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/// UI page for opening booster packs and displaying the cards received.
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/// Automatically triggers the opening when the page is shown.
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/// Manages the entire booster opening flow with drag-and-drop interaction.
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/// </summary>
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public class BoosterOpeningPage : UIPage
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{
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@@ -19,13 +22,26 @@ namespace UI.CardSystem
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[SerializeField] private CanvasGroup canvasGroup;
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[SerializeField] private Button closeButton;
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[Header("Booster Management")]
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[SerializeField] private GameObject[] boosterPackInstances; // Booster prefabs/instances
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[SerializeField] private SlotContainer bottomRightSlots; // Holds waiting boosters
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[SerializeField] private DraggableSlot centerOpeningSlot; // Where booster goes to open
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[Header("Card Display")]
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[SerializeField] private Transform cardDisplayContainer;
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[SerializeField] private CardDisplay cardDisplayPrefab;
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[SerializeField] private GameObject flippableCardPrefab; // Placeholder for card backs
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[SerializeField] private float cardSpacing = 150f;
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[Header("Settings")]
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[SerializeField] private float cardRevealDelay = 0.5f;
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[SerializeField] private float cardSpacing = 50f;
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[SerializeField] private float boosterDisappearDuration = 0.5f;
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private int _availableBoosterCount;
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private BoosterPackDraggable _currentBoosterInCenter;
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private List<GameObject> _currentRevealedCards = new List<GameObject>();
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private CardData[] _currentCardData;
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private int _revealedCardCount;
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private bool _isProcessingOpening;
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private void Awake()
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{
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@@ -51,6 +67,15 @@ namespace UI.CardSystem
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{
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closeButton.onClick.RemoveListener(OnCloseButtonClicked);
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}
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// Unsubscribe from slot events
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if (centerOpeningSlot != null)
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{
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centerOpeningSlot.OnOccupied -= OnBoosterPlacedInCenter;
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}
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// Unsubscribe from booster events
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UnsubscribeFromAllBoosters();
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}
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private void OnCloseButtonClicked()
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@@ -61,6 +86,371 @@ namespace UI.CardSystem
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}
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}
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/// <summary>
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/// Set the number of available booster packs before showing the page
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/// </summary>
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public void SetAvailableBoosterCount(int count)
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{
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_availableBoosterCount = count;
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}
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public override void TransitionIn()
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{
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base.TransitionIn();
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InitializeBoosterDisplay();
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}
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public override void TransitionOut()
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{
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CleanupPage();
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base.TransitionOut();
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}
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/// <summary>
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/// Initialize the booster pack display based on available count
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/// </summary>
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private void InitializeBoosterDisplay()
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{
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if (boosterPackInstances == null || boosterPackInstances.Length == 0)
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{
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Debug.LogWarning("BoosterOpeningPage: No booster pack instances assigned!");
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return;
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}
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// Calculate how many boosters to show (capped by array size)
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int visibleCount = Mathf.Min(_availableBoosterCount, boosterPackInstances.Length);
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// Show/hide boosters and assign to slots
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for (int i = 0; i < boosterPackInstances.Length; i++)
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{
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if (boosterPackInstances[i] == null) continue;
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bool shouldShow = i < visibleCount;
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boosterPackInstances[i].SetActive(shouldShow);
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if (shouldShow)
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{
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// Get the booster draggable component
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BoosterPackDraggable booster = boosterPackInstances[i].GetComponent<BoosterPackDraggable>();
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if (booster != null)
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{
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// Reset state
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booster.ResetTapCount();
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booster.SetTapToOpenEnabled(false); // Disable tap-to-open until in center
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// Subscribe to events
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booster.OnReadyToOpen += OnBoosterReadyToOpen;
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// Assign to bottom-right slot if slots available
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if (bottomRightSlots != null && i < bottomRightSlots.SlotCount)
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{
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DraggableSlot slot = bottomRightSlots.GetSlotAtIndex(i);
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if (slot != null)
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{
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booster.AssignToSlot(slot, false);
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}
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}
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}
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}
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}
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// Subscribe to center slot events
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if (centerOpeningSlot != null)
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{
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centerOpeningSlot.OnOccupied += OnBoosterPlacedInCenter;
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}
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}
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/// <summary>
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/// Handle when a booster is placed in the center opening slot
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/// </summary>
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private void OnBoosterPlacedInCenter(DraggableObject draggable)
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{
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BoosterPackDraggable booster = draggable as BoosterPackDraggable;
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if (booster == null) return;
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_currentBoosterInCenter = booster;
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// Lock the slot so it can't be dragged out
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centerOpeningSlot.SetLocked(true);
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// Enable tap-to-open and reset tap count
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booster.ResetTapCount();
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booster.SetTapToOpenEnabled(true);
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}
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/// <summary>
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/// Handle tap-to-place: When player taps a booster in bottom slots, move it to center
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/// </summary>
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public void OnBoosterTappedInBottomSlot(BoosterPackDraggable booster)
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{
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if (_currentBoosterInCenter != null || centerOpeningSlot == null)
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return; // Center slot already occupied
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// Move booster to center slot
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booster.AssignToSlot(centerOpeningSlot, true);
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}
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/// <summary>
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/// Handle when booster is ready to open (after max taps)
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/// </summary>
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private void OnBoosterReadyToOpen(BoosterPackDraggable booster)
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{
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if (_isProcessingOpening) return;
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StartCoroutine(ProcessBoosterOpening(booster));
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}
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/// <summary>
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/// Process the booster opening sequence
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/// </summary>
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private IEnumerator ProcessBoosterOpening(BoosterPackDraggable booster)
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{
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_isProcessingOpening = true;
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// Call CardSystemManager to open the pack
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if (CardSystemManager.Instance != null)
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{
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List<CardData> revealedCardsList = CardSystemManager.Instance.OpenBoosterPack();
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_currentCardData = revealedCardsList.ToArray();
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// Animate booster disappearing
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yield return StartCoroutine(AnimateBoosterDisappear(booster));
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// Show card backs
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SpawnCardBacks(_currentCardData.Length);
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// Wait for player to reveal all cards
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yield return StartCoroutine(WaitForCardReveals());
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// Check if more boosters available
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_availableBoosterCount--;
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if (_availableBoosterCount > 0)
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{
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// Show next booster
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yield return StartCoroutine(ShowNextBooster());
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}
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else
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{
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// No more boosters, auto-close page
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yield return new WaitForSeconds(1f);
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if (UIPageController.Instance != null)
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{
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UIPageController.Instance.PopPage();
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}
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}
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}
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_isProcessingOpening = false;
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}
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/// <summary>
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/// Animate the booster pack disappearing
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/// </summary>
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private IEnumerator AnimateBoosterDisappear(BoosterPackDraggable booster)
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{
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if (booster == null) yield break;
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// Scale down and fade out
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Transform boosterTransform = booster.transform;
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Tween.LocalScale(boosterTransform, Vector3.zero, boosterDisappearDuration, 0f, Tween.EaseInBack);
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// Also fade the visual if it has a CanvasGroup
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CanvasGroup boosterCg = booster.GetComponentInChildren<CanvasGroup>();
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if (boosterCg != null)
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{
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Tween.Value(1f, 0f, (val) => boosterCg.alpha = val, boosterDisappearDuration, 0f);
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}
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yield return new WaitForSeconds(boosterDisappearDuration);
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// Destroy the booster
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Destroy(booster.gameObject);
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_currentBoosterInCenter = null;
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// Unlock center slot
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centerOpeningSlot.SetLocked(false);
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}
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/// <summary>
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/// Spawn card back placeholders for revealing
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/// </summary>
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private void SpawnCardBacks(int count)
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{
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if (flippableCardPrefab == null || cardDisplayContainer == null)
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{
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Debug.LogWarning("BoosterOpeningPage: Missing card prefab or container!");
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return;
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}
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_currentRevealedCards.Clear();
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_revealedCardCount = 0;
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// Calculate positions
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float totalWidth = (count - 1) * cardSpacing;
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float startX = -totalWidth / 2f;
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for (int i = 0; i < count; i++)
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{
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GameObject cardObj = Instantiate(flippableCardPrefab, cardDisplayContainer);
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RectTransform cardRect = cardObj.GetComponent<RectTransform>();
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if (cardRect != null)
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{
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cardRect.anchoredPosition = new Vector2(startX + (i * cardSpacing), 0);
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}
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// Add button to handle reveal on click
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Button cardButton = cardObj.GetComponent<Button>();
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if (cardButton == null)
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{
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cardButton = cardObj.AddComponent<Button>();
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}
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int cardIndex = i; // Capture for closure
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cardButton.onClick.AddListener(() => OnCardClicked(cardIndex, cardObj));
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_currentRevealedCards.Add(cardObj);
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// Animate cards flying in
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cardRect.localScale = Vector3.zero;
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Tween.LocalScale(cardRect, Vector3.one, 0.3f, i * 0.1f, Tween.EaseOutBack);
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}
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}
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/// <summary>
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/// Handle card click to reveal
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/// </summary>
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private void OnCardClicked(int cardIndex, GameObject cardObj)
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{
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if (cardIndex >= _currentCardData.Length) return;
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// Flip/reveal animation (placeholder - just show card data for now)
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CardDisplay cardDisplay = cardObj.GetComponent<CardDisplay>();
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if (cardDisplay != null)
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{
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cardDisplay.SetupCard(_currentCardData[cardIndex]);
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}
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// Disable button so it can't be clicked again
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Button cardButton = cardObj.GetComponent<Button>();
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if (cardButton != null)
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{
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cardButton.interactable = false;
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}
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// Scale punch animation
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Tween.LocalScale(cardObj.transform, Vector3.one * 1.2f, 0.15f, 0f, Tween.EaseOutBack,
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completeCallback: () => {
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Tween.LocalScale(cardObj.transform, Vector3.one, 0.15f, 0f, Tween.EaseInBack);
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});
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_revealedCardCount++;
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}
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/// <summary>
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/// Wait until all cards are revealed
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/// </summary>
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private IEnumerator WaitForCardReveals()
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{
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while (_revealedCardCount < _currentCardData.Length)
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{
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yield return null;
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}
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// All cards revealed, wait a moment
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yield return new WaitForSeconds(1f);
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// Clear cards
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foreach (GameObject card in _currentRevealedCards)
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{
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if (card != null)
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{
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// Animate out
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Tween.LocalScale(card.transform, Vector3.zero, 0.3f, 0f, Tween.EaseInBack,
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completeCallback: () => Destroy(card));
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}
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}
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_currentRevealedCards.Clear();
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yield return new WaitForSeconds(0.5f);
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}
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/// <summary>
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/// Show the next booster pack
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/// </summary>
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private IEnumerator ShowNextBooster()
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{
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// Find the next inactive booster and activate it
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for (int i = 0; i < boosterPackInstances.Length; i++)
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{
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if (boosterPackInstances[i] != null && !boosterPackInstances[i].activeSelf)
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{
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boosterPackInstances[i].SetActive(true);
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BoosterPackDraggable booster = boosterPackInstances[i].GetComponent<BoosterPackDraggable>();
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if (booster != null)
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{
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booster.ResetTapCount();
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booster.SetTapToOpenEnabled(false);
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booster.OnReadyToOpen += OnBoosterReadyToOpen;
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// Assign to first available slot
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DraggableSlot slot = bottomRightSlots?.GetAvailableSlots().FirstOrDefault();
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if (slot != null)
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{
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booster.AssignToSlot(slot, true);
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}
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}
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break;
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}
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}
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yield return null;
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}
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/// <summary>
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/// Clean up the page when hidden
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/// </summary>
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private void CleanupPage()
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{
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UnsubscribeFromAllBoosters();
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// Clear any remaining cards
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foreach (GameObject card in _currentRevealedCards)
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{
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if (card != null)
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Destroy(card);
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}
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_currentRevealedCards.Clear();
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_currentBoosterInCenter = null;
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_isProcessingOpening = false;
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}
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/// <summary>
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/// Unsubscribe from all booster events
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/// </summary>
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private void UnsubscribeFromAllBoosters()
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{
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if (boosterPackInstances == null) return;
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foreach (GameObject boosterObj in boosterPackInstances)
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{
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if (boosterObj == null) continue;
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BoosterPackDraggable booster = boosterObj.GetComponent<BoosterPackDraggable>();
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if (booster != null)
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{
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booster.OnReadyToOpen -= OnBoosterReadyToOpen;
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}
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}
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}
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protected override void DoTransitionIn(System.Action onComplete)
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{
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// Simple fade in animation
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3
Assets/Scripts/UI/CardSystem/DragDrop.meta
Normal file
3
Assets/Scripts/UI/CardSystem/DragDrop.meta
Normal file
@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 053a2ff2538541699b134b07a07edecb
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timeCreated: 1762420654
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120
Assets/Scripts/UI/CardSystem/DragDrop/BoosterPackDraggable.cs
Normal file
120
Assets/Scripts/UI/CardSystem/DragDrop/BoosterPackDraggable.cs
Normal file
@@ -0,0 +1,120 @@
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using UI.DragAndDrop.Core;
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using UnityEngine;
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namespace UI.CardSystem.DragDrop
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{
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/// <summary>
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/// Booster pack specific implementation of DraggableObject.
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/// Manages booster pack behavior and opening logic.
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/// </summary>
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public class BoosterPackDraggable : DraggableObject
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{
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[Header("Booster Pack Settings")]
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[SerializeField] private bool canOpenOnDrop = true;
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[SerializeField] private bool canOpenOnDoubleClick = true;
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[Header("Tap to Open")]
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[SerializeField] private bool canTapToOpen = true;
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[SerializeField] private int maxTapsToOpen = 3;
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// Events
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public event System.Action<BoosterPackDraggable> OnBoosterOpened;
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public event System.Action<BoosterPackDraggable, int, int> OnTapped; // (booster, currentTap, maxTaps)
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public event System.Action<BoosterPackDraggable> OnReadyToOpen; // Final tap reached
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private bool _isOpening;
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private float _lastClickTime;
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private int _currentTapCount;
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public bool IsOpening => _isOpening;
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public int CurrentTapCount => _currentTapCount;
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protected override void OnPointerUpHook(bool longPress)
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{
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base.OnPointerUpHook(longPress);
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// Handle tap-to-open logic (only when in slot and not dragged)
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if (canTapToOpen && !_wasDragged && !longPress && CurrentSlot != null)
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{
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_currentTapCount++;
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OnTapped?.Invoke(this, _currentTapCount, maxTapsToOpen);
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||||
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if (_currentTapCount >= maxTapsToOpen)
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{
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OnReadyToOpen?.Invoke(this);
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}
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||||
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return; // Don't process double-click if tap-to-open is active
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}
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||||
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||||
// Check for double click
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||||
if (canOpenOnDoubleClick && !longPress && !_wasDragged)
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||||
{
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||||
float timeSinceLastClick = Time.time - _lastClickTime;
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||||
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||||
if (timeSinceLastClick < 0.3f) // Double click threshold
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||||
{
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||||
TriggerOpen();
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||||
}
|
||||
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||||
_lastClickTime = Time.time;
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||||
}
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||||
}
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||||
|
||||
protected override void OnDragEndedHook()
|
||||
{
|
||||
base.OnDragEndedHook();
|
||||
|
||||
// Optionally trigger open when dropped in specific zones
|
||||
if (canOpenOnDrop)
|
||||
{
|
||||
// Could check if dropped in an "opening zone"
|
||||
// For now, just a placeholder
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Trigger the booster pack opening animation and logic
|
||||
/// </summary>
|
||||
public void TriggerOpen()
|
||||
{
|
||||
if (_isOpening)
|
||||
return;
|
||||
|
||||
_isOpening = true;
|
||||
|
||||
OnBoosterOpened?.Invoke(this);
|
||||
|
||||
// The actual opening logic (calling CardSystemManager) should be handled
|
||||
// by the UI page or controller that manages this booster pack
|
||||
|
||||
// Visual feedback would be handled by the BoosterPackVisual
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Reset the opening state
|
||||
/// </summary>
|
||||
public void ResetOpeningState()
|
||||
{
|
||||
_isOpening = false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Reset tap count (useful when starting a new opening sequence)
|
||||
/// </summary>
|
||||
public void ResetTapCount()
|
||||
{
|
||||
_currentTapCount = 0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Enable or disable tap-to-open functionality at runtime
|
||||
/// </summary>
|
||||
public void SetTapToOpenEnabled(bool enabled)
|
||||
{
|
||||
canTapToOpen = enabled;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f95c1542aaa549d1867b43f6dc21e90f
|
||||
timeCreated: 1762420681
|
||||
189
Assets/Scripts/UI/CardSystem/DragDrop/BoosterPackVisual.cs
Normal file
189
Assets/Scripts/UI/CardSystem/DragDrop/BoosterPackVisual.cs
Normal file
@@ -0,0 +1,189 @@
|
||||
using Pixelplacement;
|
||||
using UI.DragAndDrop.Core;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace UI.CardSystem.DragDrop
|
||||
{
|
||||
/// <summary>
|
||||
/// Visual representation for BoosterPackDraggable.
|
||||
/// Displays the booster pack sprite and handles opening animations.
|
||||
/// </summary>
|
||||
public class BoosterPackVisual : DraggableVisual
|
||||
{
|
||||
[Header("Booster Pack Visual")]
|
||||
[SerializeField] private Image packImage;
|
||||
[SerializeField] private Sprite packSprite;
|
||||
[SerializeField] private ParticleSystem glowEffect;
|
||||
[SerializeField] private Transform glowTransform;
|
||||
|
||||
[Header("Opening Animation")]
|
||||
[SerializeField] private float openingScalePunch = 0.5f;
|
||||
[SerializeField] private float openingRotationPunch = 360f;
|
||||
[SerializeField] private float openingDuration = 0.5f;
|
||||
|
||||
private BoosterPackDraggable _boosterDraggable;
|
||||
|
||||
public override void Initialize(DraggableObject parent)
|
||||
{
|
||||
base.Initialize(parent);
|
||||
|
||||
_boosterDraggable = parent as BoosterPackDraggable;
|
||||
|
||||
// Get pack image if not assigned
|
||||
if (packImage == null)
|
||||
{
|
||||
packImage = GetComponentInChildren<Image>();
|
||||
}
|
||||
|
||||
// Set initial sprite
|
||||
if (packImage != null && packSprite != null)
|
||||
{
|
||||
packImage.sprite = packSprite;
|
||||
}
|
||||
|
||||
// Subscribe to booster events
|
||||
if (_boosterDraggable != null)
|
||||
{
|
||||
_boosterDraggable.OnBoosterOpened += HandleBoosterOpened;
|
||||
_boosterDraggable.OnTapped += HandleTapped;
|
||||
}
|
||||
|
||||
// Start glow effect if available
|
||||
if (glowEffect != null && !glowEffect.isPlaying)
|
||||
{
|
||||
glowEffect.Play();
|
||||
}
|
||||
}
|
||||
|
||||
protected override void UpdateVisualContent()
|
||||
{
|
||||
// Update glow rotation for visual interest
|
||||
if (glowTransform != null)
|
||||
{
|
||||
glowTransform.Rotate(Vector3.forward * 30f * Time.deltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
private void HandleBoosterOpened(BoosterPackDraggable booster)
|
||||
{
|
||||
PlayOpeningAnimation();
|
||||
}
|
||||
|
||||
private void HandleTapped(BoosterPackDraggable booster, int currentTap, int maxTaps)
|
||||
{
|
||||
PlayShakeAnimation(currentTap, maxTaps);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Play progressive shake animation based on tap intensity
|
||||
/// </summary>
|
||||
public void PlayShakeAnimation(int intensity, int maxIntensity)
|
||||
{
|
||||
float normalizedIntensity = (float)intensity / maxIntensity;
|
||||
float shakeAmount = Mathf.Lerp(5f, 30f, normalizedIntensity);
|
||||
float shakeDuration = 0.15f;
|
||||
|
||||
// Shake rotation
|
||||
Vector3 shakeRotation = new Vector3(
|
||||
Random.Range(-shakeAmount, shakeAmount),
|
||||
Random.Range(-shakeAmount, shakeAmount),
|
||||
Random.Range(-shakeAmount, shakeAmount)
|
||||
);
|
||||
|
||||
Tween.Rotation(transform, transform.eulerAngles + shakeRotation,
|
||||
shakeDuration, 0f, Tween.EaseOutBack,
|
||||
completeCallback: () => {
|
||||
Tween.Rotation(transform, Vector3.zero,
|
||||
shakeDuration, 0f, Tween.EaseInBack);
|
||||
});
|
||||
|
||||
// Scale punch (gets bigger with each tap)
|
||||
float punchScale = 1f + (normalizedIntensity * 0.2f);
|
||||
Tween.LocalScale(transform, Vector3.one * punchScale,
|
||||
shakeDuration / 2f, 0f, Tween.EaseOutBack,
|
||||
completeCallback: () => {
|
||||
Tween.LocalScale(transform, Vector3.one,
|
||||
shakeDuration / 2f, 0f, Tween.EaseInBack);
|
||||
});
|
||||
|
||||
// Extra glow burst on final tap
|
||||
if (intensity == maxIntensity && glowEffect != null)
|
||||
{
|
||||
var emission = glowEffect.emission;
|
||||
emission.rateOverTimeMultiplier = 50f;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Play the booster pack opening animation
|
||||
/// </summary>
|
||||
public void PlayOpeningAnimation()
|
||||
{
|
||||
// Scale punch
|
||||
Vector3 targetScale = transform.localScale * (1f + openingScalePunch);
|
||||
Tween.LocalScale(transform, targetScale, openingDuration / 2f, 0f, Tween.EaseOutBack,
|
||||
completeCallback: () => {
|
||||
Tween.LocalScale(transform, Vector3.one, openingDuration / 2f, 0f, Tween.EaseInBack);
|
||||
});
|
||||
|
||||
// Rotation
|
||||
Tween.Rotation(transform, transform.eulerAngles + Vector3.forward * openingRotationPunch,
|
||||
openingDuration, 0f, Tween.EaseOutBack);
|
||||
|
||||
// Glow burst
|
||||
if (glowEffect != null)
|
||||
{
|
||||
glowEffect.Stop();
|
||||
glowEffect.Play();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set the booster pack sprite
|
||||
/// </summary>
|
||||
public void SetPackSprite(Sprite sprite)
|
||||
{
|
||||
packSprite = sprite;
|
||||
if (packImage != null)
|
||||
{
|
||||
packImage.sprite = packSprite;
|
||||
}
|
||||
}
|
||||
|
||||
protected override void OnPointerEnterVisual()
|
||||
{
|
||||
base.OnPointerEnterVisual();
|
||||
|
||||
// Extra glow when hovering
|
||||
if (glowEffect != null)
|
||||
{
|
||||
var emission = glowEffect.emission;
|
||||
emission.rateOverTimeMultiplier = 20f;
|
||||
}
|
||||
}
|
||||
|
||||
protected override void OnPointerExitVisual()
|
||||
{
|
||||
base.OnPointerExitVisual();
|
||||
|
||||
// Restore normal glow
|
||||
if (glowEffect != null)
|
||||
{
|
||||
var emission = glowEffect.emission;
|
||||
emission.rateOverTimeMultiplier = 10f;
|
||||
}
|
||||
}
|
||||
|
||||
protected override void OnDestroy()
|
||||
{
|
||||
base.OnDestroy();
|
||||
|
||||
if (_boosterDraggable != null)
|
||||
{
|
||||
_boosterDraggable.OnBoosterOpened -= HandleBoosterOpened;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a7d9474ece3b4d2ebad19ae178b22f4d
|
||||
timeCreated: 1762420699
|
||||
62
Assets/Scripts/UI/CardSystem/DragDrop/CardDraggable.cs
Normal file
62
Assets/Scripts/UI/CardSystem/DragDrop/CardDraggable.cs
Normal file
@@ -0,0 +1,62 @@
|
||||
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.
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5a2741bb7299441b9f9bd44d746ebb4b
|
||||
timeCreated: 1762420654
|
||||
121
Assets/Scripts/UI/CardSystem/DragDrop/CardDraggableVisual.cs
Normal file
121
Assets/Scripts/UI/CardSystem/DragDrop/CardDraggableVisual.cs
Normal file
@@ -0,0 +1,121 @@
|
||||
using AppleHills.Data.CardSystem;
|
||||
using UI.DragAndDrop.Core;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UI.CardSystem.DragDrop
|
||||
{
|
||||
/// <summary>
|
||||
/// Visual representation for CardDraggable.
|
||||
/// Uses the existing CardDisplay component to render the card.
|
||||
/// </summary>
|
||||
public class CardDraggableVisual : DraggableVisual
|
||||
{
|
||||
[Header("Card Visual Components")]
|
||||
[SerializeField] private CardDisplay cardDisplay;
|
||||
[SerializeField] private Transform shadowTransform;
|
||||
[SerializeField] private float shadowOffset = 20f;
|
||||
|
||||
private Vector3 _shadowInitialPosition;
|
||||
private CardDraggable _cardDraggable;
|
||||
|
||||
public CardDisplay CardDisplay => cardDisplay;
|
||||
|
||||
public override void Initialize(DraggableObject parent)
|
||||
{
|
||||
base.Initialize(parent);
|
||||
|
||||
_cardDraggable = parent as CardDraggable;
|
||||
|
||||
// Get CardDisplay component if not assigned
|
||||
if (cardDisplay == null)
|
||||
{
|
||||
cardDisplay = GetComponentInChildren<CardDisplay>();
|
||||
}
|
||||
|
||||
// Initialize shadow
|
||||
if (shadowTransform != null)
|
||||
{
|
||||
_shadowInitialPosition = shadowTransform.localPosition;
|
||||
}
|
||||
|
||||
// Subscribe to card data changes
|
||||
if (_cardDraggable != null)
|
||||
{
|
||||
_cardDraggable.OnCardDataChanged += HandleCardDataChanged;
|
||||
|
||||
// Initial card setup
|
||||
if (_cardDraggable.CardData != null && cardDisplay != null)
|
||||
{
|
||||
cardDisplay.SetupCard(_cardDraggable.CardData);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected override void UpdateVisualContent()
|
||||
{
|
||||
// CardDisplay handles its own rendering, no need to update every frame
|
||||
// This is called every frame but we only update when card data changes
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Refresh the card display with current data
|
||||
/// </summary>
|
||||
public void RefreshCardDisplay()
|
||||
{
|
||||
if (cardDisplay != null && _cardDraggable != null && _cardDraggable.CardData != null)
|
||||
{
|
||||
cardDisplay.SetupCard(_cardDraggable.CardData);
|
||||
}
|
||||
}
|
||||
|
||||
private void HandleCardDataChanged(CardDraggable draggable, CardData data)
|
||||
{
|
||||
RefreshCardDisplay();
|
||||
}
|
||||
|
||||
protected override void OnPointerDownVisual()
|
||||
{
|
||||
base.OnPointerDownVisual();
|
||||
|
||||
// Move shadow down when pressed
|
||||
if (shadowTransform != null)
|
||||
{
|
||||
shadowTransform.localPosition = _shadowInitialPosition + (-Vector3.up * shadowOffset);
|
||||
}
|
||||
}
|
||||
|
||||
protected override void OnPointerUpVisual(bool longPress)
|
||||
{
|
||||
base.OnPointerUpVisual(longPress);
|
||||
|
||||
// Restore shadow position
|
||||
if (shadowTransform != null)
|
||||
{
|
||||
shadowTransform.localPosition = _shadowInitialPosition;
|
||||
}
|
||||
}
|
||||
|
||||
protected override void OnDragStartedVisual()
|
||||
{
|
||||
base.OnDragStartedVisual();
|
||||
// Card-specific visual effects when dragging starts
|
||||
}
|
||||
|
||||
protected override void OnDragEndedVisual()
|
||||
{
|
||||
base.OnDragEndedVisual();
|
||||
// Card-specific visual effects when dragging ends
|
||||
}
|
||||
|
||||
protected override void OnDestroy()
|
||||
{
|
||||
base.OnDestroy();
|
||||
|
||||
if (_cardDraggable != null)
|
||||
{
|
||||
_cardDraggable.OnCardDataChanged -= HandleCardDataChanged;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2a4c3884410d44f98182cd8119a972a4
|
||||
timeCreated: 1762420668
|
||||
3
Assets/Scripts/UI/DragAndDrop.meta
Normal file
3
Assets/Scripts/UI/DragAndDrop.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9818aa1de299458b8b1fc95cdabc3f7f
|
||||
timeCreated: 1762420597
|
||||
3
Assets/Scripts/UI/DragAndDrop/Core.meta
Normal file
3
Assets/Scripts/UI/DragAndDrop/Core.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: de2fa1660c564a13ab22715e94b45e4c
|
||||
timeCreated: 1762420597
|
||||
476
Assets/Scripts/UI/DragAndDrop/Core/DraggableObject.cs
Normal file
476
Assets/Scripts/UI/DragAndDrop/Core/DraggableObject.cs
Normal file
@@ -0,0 +1,476 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using Pixelplacement;
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace UI.DragAndDrop.Core
|
||||
{
|
||||
/// <summary>
|
||||
/// Abstract base class for draggable UI objects.
|
||||
/// Handles drag logic, slot snapping, and events.
|
||||
/// Spawns and manages a separate DraggableVisual for rendering.
|
||||
/// Touch-compatible via Unity's pointer event system.
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(Image))]
|
||||
public abstract class DraggableObject : MonoBehaviour,
|
||||
IBeginDragHandler, IDragHandler, IEndDragHandler,
|
||||
IPointerEnterHandler, IPointerExitHandler,
|
||||
IPointerUpHandler, IPointerDownHandler
|
||||
{
|
||||
[Header("Draggable Settings")]
|
||||
[SerializeField] protected float moveSpeed = 50f;
|
||||
[SerializeField] protected bool smoothMovement = true;
|
||||
[SerializeField] protected float snapDuration = 0.3f;
|
||||
|
||||
[Header("Visual")]
|
||||
[SerializeField] protected GameObject visualPrefab;
|
||||
[SerializeField] protected bool instantiateVisual = true;
|
||||
[SerializeField] protected Transform visualParent;
|
||||
|
||||
[Header("Selection")]
|
||||
[SerializeField] protected bool isSelectable = true;
|
||||
[SerializeField] protected float selectionOffset = 50f;
|
||||
|
||||
// State
|
||||
protected bool _isDragging;
|
||||
protected bool _isHovering;
|
||||
protected bool _isSelected;
|
||||
protected bool _wasDragged;
|
||||
|
||||
// References
|
||||
protected Canvas _canvas;
|
||||
protected Image _imageComponent;
|
||||
protected GraphicRaycaster _raycaster;
|
||||
protected DraggableSlot _currentSlot;
|
||||
protected DraggableVisual _visualInstance;
|
||||
|
||||
// Drag tracking
|
||||
protected Vector3 _dragOffset;
|
||||
protected Vector3 _lastPointerPosition;
|
||||
protected float _pointerDownTime;
|
||||
protected float _pointerUpTime;
|
||||
|
||||
// Events
|
||||
public event Action<DraggableObject> OnDragStarted;
|
||||
public event Action<DraggableObject> OnDragEnded;
|
||||
public event Action<DraggableObject> OnPointerEntered;
|
||||
public event Action<DraggableObject> OnPointerExited;
|
||||
public event Action<DraggableObject> OnPointerDowned;
|
||||
public event Action<DraggableObject, bool> OnPointerUpped; // bool = long press
|
||||
public event Action<DraggableObject, bool> OnSelected; // bool = selected state
|
||||
public event Action<DraggableObject, DraggableSlot> OnSlotChanged;
|
||||
|
||||
// Properties
|
||||
public bool IsDragging => _isDragging;
|
||||
public bool IsHovering => _isHovering;
|
||||
public bool IsSelected => _isSelected;
|
||||
public bool WasDragged => _wasDragged;
|
||||
public DraggableSlot CurrentSlot => _currentSlot;
|
||||
public DraggableVisual Visual => _visualInstance;
|
||||
public Vector3 WorldPosition => transform.position;
|
||||
public RectTransform RectTransform => transform as RectTransform;
|
||||
|
||||
protected virtual void Start()
|
||||
{
|
||||
Initialize();
|
||||
}
|
||||
|
||||
protected virtual void Initialize()
|
||||
{
|
||||
_canvas = GetComponentInParent<Canvas>();
|
||||
_imageComponent = GetComponent<Image>();
|
||||
_raycaster = _canvas?.GetComponent<GraphicRaycaster>();
|
||||
|
||||
if (instantiateVisual && visualPrefab != null)
|
||||
{
|
||||
SpawnVisual();
|
||||
}
|
||||
|
||||
// If we're already in a slot, register with it
|
||||
DraggableSlot parentSlot = GetComponentInParent<DraggableSlot>();
|
||||
if (parentSlot != null)
|
||||
{
|
||||
AssignToSlot(parentSlot, false);
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void SpawnVisual()
|
||||
{
|
||||
Transform parent = visualParent != null ? visualParent : _canvas.transform;
|
||||
GameObject visualObj = Instantiate(visualPrefab, parent);
|
||||
_visualInstance = visualObj.GetComponent<DraggableVisual>();
|
||||
|
||||
if (_visualInstance != null)
|
||||
{
|
||||
_visualInstance.Initialize(this);
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void Update()
|
||||
{
|
||||
if (_isDragging && smoothMovement)
|
||||
{
|
||||
SmoothMoveTowardPointer();
|
||||
}
|
||||
|
||||
ClampToScreen();
|
||||
}
|
||||
|
||||
protected virtual void SmoothMoveTowardPointer()
|
||||
{
|
||||
Vector3 targetPosition = _lastPointerPosition - _dragOffset;
|
||||
Vector3 direction = (targetPosition - transform.position).normalized;
|
||||
float distance = Vector3.Distance(transform.position, targetPosition);
|
||||
float speed = Mathf.Min(moveSpeed, distance / Time.deltaTime);
|
||||
|
||||
transform.Translate(direction * speed * Time.deltaTime, Space.World);
|
||||
}
|
||||
|
||||
protected virtual void ClampToScreen()
|
||||
{
|
||||
if (Camera.main == null || RectTransform == null)
|
||||
return;
|
||||
|
||||
Vector3[] corners = new Vector3[4];
|
||||
RectTransform.GetWorldCorners(corners);
|
||||
|
||||
// Simple clamping - can be improved
|
||||
Vector3 clampedPosition = transform.position;
|
||||
Vector2 screenBounds = Camera.main.ScreenToWorldPoint(new Vector3(Screen.width, Screen.height, 0));
|
||||
|
||||
clampedPosition.x = Mathf.Clamp(clampedPosition.x, -screenBounds.x, screenBounds.x);
|
||||
clampedPosition.y = Mathf.Clamp(clampedPosition.y, -screenBounds.y, screenBounds.y);
|
||||
|
||||
transform.position = clampedPosition;
|
||||
}
|
||||
|
||||
#region Unity Pointer Event Handlers
|
||||
|
||||
public virtual void OnBeginDrag(PointerEventData eventData)
|
||||
{
|
||||
if (eventData.button != PointerEventData.InputButton.Left)
|
||||
return;
|
||||
|
||||
_isDragging = true;
|
||||
_wasDragged = true;
|
||||
|
||||
// Calculate offset
|
||||
Vector3 worldPointer = GetWorldPosition(eventData);
|
||||
_dragOffset = worldPointer - transform.position;
|
||||
_lastPointerPosition = worldPointer;
|
||||
|
||||
// Disable raycasting to allow detecting slots underneath
|
||||
if (_raycaster != null)
|
||||
_raycaster.enabled = false;
|
||||
if (_imageComponent != null)
|
||||
_imageComponent.raycastTarget = false;
|
||||
|
||||
// Notify current slot we're leaving
|
||||
if (_currentSlot != null)
|
||||
{
|
||||
_currentSlot.Vacate();
|
||||
}
|
||||
|
||||
OnDragStarted?.Invoke(this);
|
||||
OnDragStartedHook();
|
||||
}
|
||||
|
||||
public virtual void OnDrag(PointerEventData eventData)
|
||||
{
|
||||
if (!_isDragging)
|
||||
return;
|
||||
|
||||
_lastPointerPosition = GetWorldPosition(eventData);
|
||||
|
||||
if (!smoothMovement)
|
||||
{
|
||||
transform.position = _lastPointerPosition - _dragOffset;
|
||||
}
|
||||
}
|
||||
|
||||
public virtual void OnEndDrag(PointerEventData eventData)
|
||||
{
|
||||
if (!_isDragging)
|
||||
return;
|
||||
|
||||
_isDragging = false;
|
||||
|
||||
// Re-enable raycasting
|
||||
if (_raycaster != null)
|
||||
_raycaster.enabled = true;
|
||||
if (_imageComponent != null)
|
||||
_imageComponent.raycastTarget = true;
|
||||
|
||||
// Find closest slot and snap
|
||||
FindAndSnapToSlot();
|
||||
|
||||
OnDragEnded?.Invoke(this);
|
||||
OnDragEndedHook();
|
||||
|
||||
// Reset wasDragged after a frame
|
||||
StartCoroutine(ResetWasDraggedFlag());
|
||||
}
|
||||
|
||||
public virtual void OnPointerEnter(PointerEventData eventData)
|
||||
{
|
||||
_isHovering = true;
|
||||
OnPointerEntered?.Invoke(this);
|
||||
OnPointerEnterHook();
|
||||
}
|
||||
|
||||
public virtual void OnPointerExit(PointerEventData eventData)
|
||||
{
|
||||
_isHovering = false;
|
||||
OnPointerExited?.Invoke(this);
|
||||
OnPointerExitHook();
|
||||
}
|
||||
|
||||
public virtual void OnPointerDown(PointerEventData eventData)
|
||||
{
|
||||
if (eventData.button != PointerEventData.InputButton.Left)
|
||||
return;
|
||||
|
||||
_pointerDownTime = Time.time;
|
||||
OnPointerDowned?.Invoke(this);
|
||||
OnPointerDownHook();
|
||||
}
|
||||
|
||||
public virtual void OnPointerUp(PointerEventData eventData)
|
||||
{
|
||||
if (eventData.button != PointerEventData.InputButton.Left)
|
||||
return;
|
||||
|
||||
_pointerUpTime = Time.time;
|
||||
bool isLongPress = (_pointerUpTime - _pointerDownTime) > 0.2f;
|
||||
|
||||
OnPointerUpped?.Invoke(this, isLongPress);
|
||||
OnPointerUpHook(isLongPress);
|
||||
|
||||
// Handle selection (only if not long press and not dragged)
|
||||
if (!isLongPress && !_wasDragged && isSelectable)
|
||||
{
|
||||
ToggleSelection();
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Slot Management
|
||||
|
||||
protected virtual void FindAndSnapToSlot()
|
||||
{
|
||||
SlotContainer[] containers = FindObjectsOfType<SlotContainer>();
|
||||
DraggableSlot closestSlot = null;
|
||||
float closestDistance = float.MaxValue;
|
||||
|
||||
foreach (var container in containers)
|
||||
{
|
||||
DraggableSlot slot = container.FindClosestSlot(transform.position, this);
|
||||
if (slot != null)
|
||||
{
|
||||
float distance = Vector3.Distance(transform.position, slot.WorldPosition);
|
||||
if (distance < closestDistance)
|
||||
{
|
||||
closestDistance = distance;
|
||||
closestSlot = slot;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (closestSlot != null)
|
||||
{
|
||||
// Check if slot is occupied
|
||||
if (closestSlot.IsOccupied && closestSlot.Occupant != this)
|
||||
{
|
||||
// Swap with occupant
|
||||
SwapWithSlot(closestSlot);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Move to empty slot
|
||||
AssignToSlot(closestSlot, true);
|
||||
}
|
||||
}
|
||||
else if (_currentSlot != null)
|
||||
{
|
||||
// Return to current slot if no valid slot found
|
||||
SnapToCurrentSlot();
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void SwapWithSlot(DraggableSlot targetSlot)
|
||||
{
|
||||
DraggableSlot mySlot = _currentSlot;
|
||||
DraggableObject otherObject = targetSlot.Occupant;
|
||||
|
||||
if (otherObject != null)
|
||||
{
|
||||
// Both objects swap slots
|
||||
targetSlot.Vacate();
|
||||
if (mySlot != null)
|
||||
mySlot.Vacate();
|
||||
|
||||
AssignToSlot(targetSlot, true);
|
||||
if (mySlot != null)
|
||||
otherObject.AssignToSlot(mySlot, true);
|
||||
}
|
||||
}
|
||||
|
||||
public virtual void AssignToSlot(DraggableSlot slot, bool animate)
|
||||
{
|
||||
if (slot == null)
|
||||
return;
|
||||
|
||||
DraggableSlot previousSlot = _currentSlot;
|
||||
_currentSlot = slot;
|
||||
|
||||
if (slot.Occupy(this))
|
||||
{
|
||||
if (animate)
|
||||
{
|
||||
SnapToSlot(slot);
|
||||
}
|
||||
else
|
||||
{
|
||||
transform.SetParent(slot.transform);
|
||||
transform.localPosition = _isSelected ? new Vector3(0, selectionOffset, 0) : Vector3.zero;
|
||||
}
|
||||
|
||||
OnSlotChanged?.Invoke(this, slot);
|
||||
OnSlotChangedHook(previousSlot, slot);
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void SnapToSlot(DraggableSlot slot)
|
||||
{
|
||||
transform.SetParent(slot.transform);
|
||||
|
||||
Vector3 targetLocalPos = _isSelected ? new Vector3(0, selectionOffset, 0) : Vector3.zero;
|
||||
|
||||
if (RectTransform != null)
|
||||
{
|
||||
Tween.LocalPosition(RectTransform, targetLocalPos, snapDuration, 0f, Tween.EaseOutBack);
|
||||
}
|
||||
else
|
||||
{
|
||||
transform.localPosition = targetLocalPos;
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void SnapToCurrentSlot()
|
||||
{
|
||||
if (_currentSlot != null)
|
||||
{
|
||||
SnapToSlot(_currentSlot);
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Selection
|
||||
|
||||
public virtual void ToggleSelection()
|
||||
{
|
||||
SetSelected(!_isSelected);
|
||||
}
|
||||
|
||||
public virtual void SetSelected(bool selected)
|
||||
{
|
||||
if (!isSelectable)
|
||||
return;
|
||||
|
||||
_isSelected = selected;
|
||||
|
||||
// Update position based on selection
|
||||
Vector3 targetLocalPos = _isSelected ? new Vector3(0, selectionOffset, 0) : Vector3.zero;
|
||||
|
||||
if (RectTransform != null && _currentSlot != null)
|
||||
{
|
||||
Tween.LocalPosition(RectTransform, targetLocalPos, 0.15f, 0f, Tween.EaseOutBack);
|
||||
}
|
||||
|
||||
OnSelected?.Invoke(this, _isSelected);
|
||||
OnSelectionChangedHook(_isSelected);
|
||||
}
|
||||
|
||||
public virtual void Deselect()
|
||||
{
|
||||
SetSelected(false);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Helper Methods
|
||||
|
||||
protected Vector3 GetWorldPosition(PointerEventData eventData)
|
||||
{
|
||||
if (Camera.main == null)
|
||||
return Vector3.zero;
|
||||
|
||||
// For screen space overlay canvas
|
||||
if (_canvas != null && _canvas.renderMode == RenderMode.ScreenSpaceOverlay)
|
||||
{
|
||||
return eventData.position;
|
||||
}
|
||||
|
||||
// For world space or camera space
|
||||
return Camera.main.ScreenToWorldPoint(new Vector3(eventData.position.x, eventData.position.y, _canvas.planeDistance));
|
||||
}
|
||||
|
||||
protected IEnumerator ResetWasDraggedFlag()
|
||||
{
|
||||
yield return new WaitForEndOfFrame();
|
||||
_wasDragged = false;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Abstract/Virtual Hooks for Subclasses
|
||||
|
||||
protected virtual void OnDragStartedHook() { }
|
||||
protected virtual void OnDragEndedHook() { }
|
||||
protected virtual void OnPointerEnterHook() { }
|
||||
protected virtual void OnPointerExitHook() { }
|
||||
protected virtual void OnPointerDownHook() { }
|
||||
protected virtual void OnPointerUpHook(bool longPress) { }
|
||||
protected virtual void OnSelectionChangedHook(bool selected) { }
|
||||
protected virtual void OnSlotChangedHook(DraggableSlot previousSlot, DraggableSlot newSlot) { }
|
||||
|
||||
#endregion
|
||||
|
||||
protected virtual void OnDestroy()
|
||||
{
|
||||
if (_visualInstance != null)
|
||||
{
|
||||
Destroy(_visualInstance.gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
public int GetSiblingCount()
|
||||
{
|
||||
return _currentSlot != null && _currentSlot.transform.parent != null
|
||||
? _currentSlot.transform.parent.childCount - 1
|
||||
: 0;
|
||||
}
|
||||
|
||||
public int GetSlotIndex()
|
||||
{
|
||||
return _currentSlot != null ? _currentSlot.SlotIndex : 0;
|
||||
}
|
||||
|
||||
public float GetNormalizedSlotPosition()
|
||||
{
|
||||
if (_currentSlot == null || _currentSlot.transform.parent == null)
|
||||
return 0f;
|
||||
|
||||
int siblingCount = _currentSlot.transform.parent.childCount - 1;
|
||||
if (siblingCount <= 0)
|
||||
return 0f;
|
||||
|
||||
return (float)_currentSlot.SlotIndex / siblingCount;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 062198d83a0940538c140da0999f4de9
|
||||
timeCreated: 1762420597
|
||||
139
Assets/Scripts/UI/DragAndDrop/Core/DraggableSlot.cs
Normal file
139
Assets/Scripts/UI/DragAndDrop/Core/DraggableSlot.cs
Normal file
@@ -0,0 +1,139 @@
|
||||
using System;
|
||||
using Pixelplacement;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UI.DragAndDrop.Core
|
||||
{
|
||||
/// <summary>
|
||||
/// Represents a position where draggable objects can snap to.
|
||||
/// Can be occupied by one DraggableObject at a time.
|
||||
/// </summary>
|
||||
public class DraggableSlot : MonoBehaviour
|
||||
{
|
||||
[Header("Slot Settings")]
|
||||
[SerializeField] private int slotIndex;
|
||||
[SerializeField] private bool isLocked;
|
||||
|
||||
[Header("Type Filtering")]
|
||||
[SerializeField] private bool filterByType;
|
||||
[SerializeField] private string[] allowedTypeNames;
|
||||
|
||||
[Header("Scale Control")]
|
||||
[SerializeField] private bool applyScaleToOccupant = false;
|
||||
[SerializeField] private Vector3 occupantScale = Vector3.one;
|
||||
[SerializeField] private float scaleTransitionDuration = 0.3f;
|
||||
|
||||
// Current occupant
|
||||
private DraggableObject _occupant;
|
||||
|
||||
// Events
|
||||
public event Action<DraggableObject> OnOccupied;
|
||||
public event Action<DraggableObject> OnVacated;
|
||||
|
||||
public int SlotIndex => slotIndex;
|
||||
public bool IsOccupied => _occupant != null;
|
||||
public bool IsLocked => isLocked;
|
||||
public DraggableObject Occupant => _occupant;
|
||||
public Vector3 WorldPosition => transform.position;
|
||||
public RectTransform RectTransform => transform as RectTransform;
|
||||
|
||||
/// <summary>
|
||||
/// Attempt to occupy this slot with a draggable object
|
||||
/// </summary>
|
||||
public bool Occupy(DraggableObject draggable)
|
||||
{
|
||||
if (isLocked)
|
||||
return false;
|
||||
|
||||
if (!CanAccept(draggable))
|
||||
return false;
|
||||
|
||||
if (_occupant != null && _occupant != draggable)
|
||||
return false;
|
||||
|
||||
_occupant = draggable;
|
||||
draggable.transform.SetParent(transform);
|
||||
|
||||
// Apply scale if configured
|
||||
if (applyScaleToOccupant)
|
||||
{
|
||||
Tween.LocalScale(draggable.transform, occupantScale, scaleTransitionDuration, 0f, Tween.EaseOutBack);
|
||||
}
|
||||
|
||||
OnOccupied?.Invoke(draggable);
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Vacate this slot, removing the current occupant
|
||||
/// </summary>
|
||||
public void Vacate()
|
||||
{
|
||||
if (_occupant != null)
|
||||
{
|
||||
DraggableObject previousOccupant = _occupant;
|
||||
_occupant = null;
|
||||
OnVacated?.Invoke(previousOccupant);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check if this slot can accept a specific draggable type
|
||||
/// </summary>
|
||||
public bool CanAccept(DraggableObject draggable)
|
||||
{
|
||||
if (!filterByType || allowedTypeNames == null || allowedTypeNames.Length == 0)
|
||||
return true;
|
||||
|
||||
string draggableTypeName = draggable.GetType().Name;
|
||||
|
||||
foreach (string allowedType in allowedTypeNames)
|
||||
{
|
||||
if (draggableTypeName == allowedType)
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Swap occupants with another slot
|
||||
/// </summary>
|
||||
public void SwapWith(DraggableSlot otherSlot)
|
||||
{
|
||||
if (otherSlot == null || otherSlot == this)
|
||||
return;
|
||||
|
||||
DraggableObject thisOccupant = _occupant;
|
||||
DraggableObject otherOccupant = otherSlot._occupant;
|
||||
|
||||
// Vacate both slots
|
||||
Vacate();
|
||||
otherSlot.Vacate();
|
||||
|
||||
// Occupy with swapped objects
|
||||
if (otherOccupant != null)
|
||||
Occupy(otherOccupant);
|
||||
|
||||
if (thisOccupant != null)
|
||||
otherSlot.Occupy(thisOccupant);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Lock/unlock this slot
|
||||
/// </summary>
|
||||
public void SetLocked(bool locked)
|
||||
{
|
||||
isLocked = locked;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set the slot index
|
||||
/// </summary>
|
||||
public void SetSlotIndex(int index)
|
||||
{
|
||||
slotIndex = index;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
3
Assets/Scripts/UI/DragAndDrop/Core/DraggableSlot.cs.meta
Normal file
3
Assets/Scripts/UI/DragAndDrop/Core/DraggableSlot.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ee43b700f9dd44dba39deb8c5bcd688c
|
||||
timeCreated: 1762420738
|
||||
367
Assets/Scripts/UI/DragAndDrop/Core/DraggableVisual.cs
Normal file
367
Assets/Scripts/UI/DragAndDrop/Core/DraggableVisual.cs
Normal file
@@ -0,0 +1,367 @@
|
||||
using Pixelplacement;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UI.DragAndDrop.Core
|
||||
{
|
||||
/// <summary>
|
||||
/// Abstract base class for visual representation of draggable objects.
|
||||
/// Follows the parent DraggableObject with lerping and visual effects.
|
||||
/// Inspired by Balatro's CardVisual system.
|
||||
/// </summary>
|
||||
public abstract class DraggableVisual : MonoBehaviour
|
||||
{
|
||||
[Header("References")]
|
||||
[SerializeField] protected Canvas canvas;
|
||||
[SerializeField] protected CanvasGroup canvasGroup;
|
||||
[SerializeField] protected Transform tiltParent;
|
||||
[SerializeField] protected Transform shakeParent;
|
||||
|
||||
[Header("Follow Parameters")]
|
||||
[SerializeField] protected float followSpeed = 30f;
|
||||
[SerializeField] protected bool useFollowDelay = true;
|
||||
|
||||
[Header("Rotation/Tilt Parameters")]
|
||||
[SerializeField] protected float rotationAmount = 20f;
|
||||
[SerializeField] protected float rotationSpeed = 20f;
|
||||
[SerializeField] protected float autoTiltAmount = 30f;
|
||||
[SerializeField] protected float manualTiltAmount = 20f;
|
||||
[SerializeField] protected float tiltSpeed = 20f;
|
||||
|
||||
[Header("Scale Parameters")]
|
||||
[SerializeField] protected bool useScaleAnimations = true;
|
||||
[SerializeField] protected float scaleOnHover = 1.15f;
|
||||
[SerializeField] protected float scaleOnDrag = 1.25f;
|
||||
[SerializeField] protected float scaleTransitionDuration = 0.15f;
|
||||
|
||||
[Header("Idle Animation")]
|
||||
[SerializeField] protected bool useIdleAnimation = true;
|
||||
[SerializeField] protected float idleAnimationSpeed = 1f;
|
||||
|
||||
// State
|
||||
protected DraggableObject _parentDraggable;
|
||||
protected bool _isInitialized;
|
||||
protected Vector3 _movementDelta;
|
||||
protected Vector3 _rotationDelta;
|
||||
protected int _savedSlotIndex;
|
||||
protected Vector3 _lastPosition;
|
||||
|
||||
// Properties
|
||||
public DraggableObject ParentDraggable => _parentDraggable;
|
||||
public bool IsInitialized => _isInitialized;
|
||||
|
||||
/// <summary>
|
||||
/// Initialize the visual with its parent draggable object
|
||||
/// </summary>
|
||||
public virtual void Initialize(DraggableObject parent)
|
||||
{
|
||||
_parentDraggable = parent;
|
||||
|
||||
// Get or add required components
|
||||
if (canvas == null)
|
||||
canvas = GetComponent<Canvas>();
|
||||
if (canvas == null)
|
||||
canvas = gameObject.AddComponent<Canvas>();
|
||||
|
||||
if (canvasGroup == null)
|
||||
canvasGroup = GetComponent<CanvasGroup>();
|
||||
if (canvasGroup == null)
|
||||
canvasGroup = gameObject.AddComponent<CanvasGroup>();
|
||||
|
||||
// Subscribe to parent events
|
||||
SubscribeToParentEvents();
|
||||
|
||||
// Initial position
|
||||
transform.position = parent.transform.position;
|
||||
_lastPosition = transform.position;
|
||||
|
||||
_isInitialized = true;
|
||||
|
||||
OnInitialized();
|
||||
}
|
||||
|
||||
protected virtual void SubscribeToParentEvents()
|
||||
{
|
||||
if (_parentDraggable == null)
|
||||
return;
|
||||
|
||||
_parentDraggable.OnDragStarted += HandleDragStarted;
|
||||
_parentDraggable.OnDragEnded += HandleDragEnded;
|
||||
_parentDraggable.OnPointerEntered += HandlePointerEnter;
|
||||
_parentDraggable.OnPointerExited += HandlePointerExit;
|
||||
_parentDraggable.OnPointerDowned += HandlePointerDown;
|
||||
_parentDraggable.OnPointerUpped += HandlePointerUp;
|
||||
_parentDraggable.OnSelected += HandleSelection;
|
||||
}
|
||||
|
||||
protected virtual void UnsubscribeFromParentEvents()
|
||||
{
|
||||
if (_parentDraggable == null)
|
||||
return;
|
||||
|
||||
_parentDraggable.OnDragStarted -= HandleDragStarted;
|
||||
_parentDraggable.OnDragEnded -= HandleDragEnded;
|
||||
_parentDraggable.OnPointerEntered -= HandlePointerEnter;
|
||||
_parentDraggable.OnPointerExited -= HandlePointerExit;
|
||||
_parentDraggable.OnPointerDowned -= HandlePointerDown;
|
||||
_parentDraggable.OnPointerUpped -= HandlePointerUp;
|
||||
_parentDraggable.OnSelected -= HandleSelection;
|
||||
}
|
||||
|
||||
protected virtual void Update()
|
||||
{
|
||||
if (!_isInitialized || _parentDraggable == null)
|
||||
return;
|
||||
|
||||
UpdateFollowPosition();
|
||||
UpdateRotation();
|
||||
UpdateTilt();
|
||||
UpdateVisualContent();
|
||||
}
|
||||
|
||||
#region Position & Movement
|
||||
|
||||
protected virtual void UpdateFollowPosition()
|
||||
{
|
||||
if (_parentDraggable == null)
|
||||
return;
|
||||
|
||||
Vector3 targetPosition = GetTargetPosition();
|
||||
|
||||
if (useFollowDelay)
|
||||
{
|
||||
transform.position = Vector3.Lerp(transform.position, targetPosition, followSpeed * Time.deltaTime);
|
||||
}
|
||||
else
|
||||
{
|
||||
transform.position = targetPosition;
|
||||
}
|
||||
|
||||
// Calculate movement delta for tilt
|
||||
Vector3 movement = transform.position - _lastPosition;
|
||||
_movementDelta = Vector3.Lerp(_movementDelta, movement, 25f * Time.deltaTime);
|
||||
_lastPosition = transform.position;
|
||||
}
|
||||
|
||||
protected virtual Vector3 GetTargetPosition()
|
||||
{
|
||||
return _parentDraggable.transform.position;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Rotation & Tilt
|
||||
|
||||
protected virtual void UpdateRotation()
|
||||
{
|
||||
if (_parentDraggable == null)
|
||||
return;
|
||||
|
||||
// Rotation based on movement direction (like Balatro)
|
||||
Vector3 movementRotation = _parentDraggable.IsDragging
|
||||
? _movementDelta * rotationAmount
|
||||
: (_lastPosition - _parentDraggable.transform.position) * rotationAmount;
|
||||
|
||||
_rotationDelta = Vector3.Lerp(_rotationDelta, movementRotation, rotationSpeed * Time.deltaTime);
|
||||
|
||||
float clampedZ = Mathf.Clamp(_rotationDelta.x, -60f, 60f);
|
||||
transform.eulerAngles = new Vector3(transform.eulerAngles.x, transform.eulerAngles.y, clampedZ);
|
||||
}
|
||||
|
||||
protected virtual void UpdateTilt()
|
||||
{
|
||||
if (tiltParent == null)
|
||||
return;
|
||||
|
||||
// Save slot index when not dragging for idle animation
|
||||
_savedSlotIndex = _parentDraggable.IsDragging
|
||||
? _savedSlotIndex
|
||||
: _parentDraggable.GetSlotIndex();
|
||||
|
||||
// Idle animation (sine/cosine wobble)
|
||||
float idleMultiplier = _parentDraggable.IsHovering ? 0.2f : 1f;
|
||||
float time = Time.time * idleAnimationSpeed + _savedSlotIndex;
|
||||
float sineWobble = Mathf.Sin(time) * idleMultiplier;
|
||||
float cosineWobble = Mathf.Cos(time) * idleMultiplier;
|
||||
|
||||
// Manual tilt based on pointer position (when hovering)
|
||||
float manualTiltX = 0f;
|
||||
float manualTiltY = 0f;
|
||||
|
||||
if (_parentDraggable.IsHovering && Camera.main != null)
|
||||
{
|
||||
Vector3 mouseWorldPos = Camera.main.ScreenToWorldPoint(UnityEngine.Input.mousePosition);
|
||||
Vector3 offset = transform.position - mouseWorldPos;
|
||||
manualTiltX = (offset.y * -1f) * manualTiltAmount;
|
||||
manualTiltY = offset.x * manualTiltAmount;
|
||||
}
|
||||
|
||||
// Combine auto and manual tilt
|
||||
float targetTiltX = manualTiltX + (useIdleAnimation ? sineWobble * autoTiltAmount : 0f);
|
||||
float targetTiltY = manualTiltY + (useIdleAnimation ? cosineWobble * autoTiltAmount : 0f);
|
||||
float targetTiltZ = _parentDraggable.IsDragging ? tiltParent.eulerAngles.z : 0f;
|
||||
|
||||
// Lerp to target tilt
|
||||
float lerpX = Mathf.LerpAngle(tiltParent.eulerAngles.x, targetTiltX, tiltSpeed * Time.deltaTime);
|
||||
float lerpY = Mathf.LerpAngle(tiltParent.eulerAngles.y, targetTiltY, tiltSpeed * Time.deltaTime);
|
||||
float lerpZ = Mathf.LerpAngle(tiltParent.eulerAngles.z, targetTiltZ, (tiltSpeed / 2f) * Time.deltaTime);
|
||||
|
||||
tiltParent.eulerAngles = new Vector3(lerpX, lerpY, lerpZ);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Event Handlers
|
||||
|
||||
protected virtual void HandleDragStarted(DraggableObject draggable)
|
||||
{
|
||||
if (useScaleAnimations)
|
||||
{
|
||||
Tween.LocalScale(transform, Vector3.one * scaleOnDrag, scaleTransitionDuration, 0f, Tween.EaseOutBack);
|
||||
}
|
||||
|
||||
if (canvas != null)
|
||||
{
|
||||
canvas.overrideSorting = true;
|
||||
}
|
||||
|
||||
OnDragStartedVisual();
|
||||
}
|
||||
|
||||
protected virtual void HandleDragEnded(DraggableObject draggable)
|
||||
{
|
||||
if (canvas != null)
|
||||
{
|
||||
canvas.overrideSorting = false;
|
||||
}
|
||||
|
||||
Tween.LocalScale(transform, Vector3.one, scaleTransitionDuration, 0f, Tween.EaseOutBack);
|
||||
|
||||
OnDragEndedVisual();
|
||||
}
|
||||
|
||||
protected virtual void HandlePointerEnter(DraggableObject draggable)
|
||||
{
|
||||
if (useScaleAnimations)
|
||||
{
|
||||
Tween.LocalScale(transform, Vector3.one * scaleOnHover, scaleTransitionDuration, 0f, Tween.EaseOutBack);
|
||||
}
|
||||
|
||||
// Punch rotation effect
|
||||
if (shakeParent != null)
|
||||
{
|
||||
Tween.Rotation(shakeParent, shakeParent.eulerAngles + Vector3.forward * 5f, 0.15f, 0f, Tween.EaseOutBack);
|
||||
}
|
||||
|
||||
OnPointerEnterVisual();
|
||||
}
|
||||
|
||||
protected virtual void HandlePointerExit(DraggableObject draggable)
|
||||
{
|
||||
if (!draggable.WasDragged && useScaleAnimations)
|
||||
{
|
||||
Tween.LocalScale(transform, Vector3.one, scaleTransitionDuration, 0f, Tween.EaseOutBack);
|
||||
}
|
||||
|
||||
OnPointerExitVisual();
|
||||
}
|
||||
|
||||
protected virtual void HandlePointerDown(DraggableObject draggable)
|
||||
{
|
||||
if (useScaleAnimations)
|
||||
{
|
||||
Tween.LocalScale(transform, Vector3.one * scaleOnDrag, scaleTransitionDuration, 0f, Tween.EaseOutBack);
|
||||
}
|
||||
|
||||
OnPointerDownVisual();
|
||||
}
|
||||
|
||||
protected virtual void HandlePointerUp(DraggableObject draggable, bool longPress)
|
||||
{
|
||||
float targetScale = longPress ? scaleOnHover : scaleOnDrag;
|
||||
|
||||
if (useScaleAnimations)
|
||||
{
|
||||
Tween.LocalScale(transform, Vector3.one * targetScale, scaleTransitionDuration, 0f, Tween.EaseOutBack);
|
||||
}
|
||||
|
||||
OnPointerUpVisual(longPress);
|
||||
}
|
||||
|
||||
protected virtual void HandleSelection(DraggableObject draggable, bool selected)
|
||||
{
|
||||
// Punch effect on selection
|
||||
if (shakeParent != null && selected)
|
||||
{
|
||||
Vector3 punchAmount = shakeParent.up * 20f;
|
||||
Tween.Position(shakeParent, shakeParent.position + punchAmount, 0.15f, 0f, Tween.EaseOutBack,
|
||||
completeCallback: () => Tween.Position(shakeParent, shakeParent.position - punchAmount, 0.15f, 0f, Tween.EaseInBack));
|
||||
}
|
||||
|
||||
if (useScaleAnimations)
|
||||
{
|
||||
float targetScale = selected ? scaleOnDrag : scaleOnHover;
|
||||
Tween.LocalScale(transform, Vector3.one * targetScale, scaleTransitionDuration, 0f, Tween.EaseOutBack);
|
||||
}
|
||||
|
||||
OnSelectionVisual(selected);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Abstract/Virtual Hooks for Subclasses
|
||||
|
||||
/// <summary>
|
||||
/// Called after initialization is complete
|
||||
/// </summary>
|
||||
protected virtual void OnInitialized() { }
|
||||
|
||||
/// <summary>
|
||||
/// Update the actual visual content (sprites, UI elements, etc.)
|
||||
/// Called every frame
|
||||
/// </summary>
|
||||
protected abstract void UpdateVisualContent();
|
||||
|
||||
/// <summary>
|
||||
/// Visual-specific behavior when drag starts
|
||||
/// </summary>
|
||||
protected virtual void OnDragStartedVisual() { }
|
||||
|
||||
/// <summary>
|
||||
/// Visual-specific behavior when drag ends
|
||||
/// </summary>
|
||||
protected virtual void OnDragEndedVisual() { }
|
||||
|
||||
/// <summary>
|
||||
/// Visual-specific behavior when pointer enters
|
||||
/// </summary>
|
||||
protected virtual void OnPointerEnterVisual() { }
|
||||
|
||||
/// <summary>
|
||||
/// Visual-specific behavior when pointer exits
|
||||
/// </summary>
|
||||
protected virtual void OnPointerExitVisual() { }
|
||||
|
||||
/// <summary>
|
||||
/// Visual-specific behavior when pointer down
|
||||
/// </summary>
|
||||
protected virtual void OnPointerDownVisual() { }
|
||||
|
||||
/// <summary>
|
||||
/// Visual-specific behavior when pointer up
|
||||
/// </summary>
|
||||
protected virtual void OnPointerUpVisual(bool longPress) { }
|
||||
|
||||
/// <summary>
|
||||
/// Visual-specific behavior when selection changes
|
||||
/// </summary>
|
||||
protected virtual void OnSelectionVisual(bool selected) { }
|
||||
|
||||
#endregion
|
||||
|
||||
protected virtual void OnDestroy()
|
||||
{
|
||||
UnsubscribeFromParentEvents();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 203c649ed73845c6999682bcf8383ee8
|
||||
timeCreated: 1762420644
|
||||
258
Assets/Scripts/UI/DragAndDrop/Core/SlotContainer.cs
Normal file
258
Assets/Scripts/UI/DragAndDrop/Core/SlotContainer.cs
Normal file
@@ -0,0 +1,258 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UI.DragAndDrop.Core
|
||||
{
|
||||
/// <summary>
|
||||
/// Manages a collection of DraggableSlots.
|
||||
/// Handles layout, slot finding, and reordering.
|
||||
/// </summary>
|
||||
public class SlotContainer : MonoBehaviour
|
||||
{
|
||||
[Header("Container Settings")]
|
||||
[SerializeField] private LayoutType layoutType = LayoutType.Horizontal;
|
||||
[SerializeField] private float spacing = 100f;
|
||||
[SerializeField] private bool centerSlots = true;
|
||||
[SerializeField] private bool autoRegisterChildren = true;
|
||||
|
||||
[Header("Curve Layout (Horizontal Only)")]
|
||||
[SerializeField] private bool useCurveLayout;
|
||||
[SerializeField] private AnimationCurve positionCurve = AnimationCurve.Linear(0, 0, 1, 0);
|
||||
[SerializeField] private float curveHeight = 50f;
|
||||
|
||||
private List<DraggableSlot> _slots = new List<DraggableSlot>();
|
||||
|
||||
public enum LayoutType
|
||||
{
|
||||
Horizontal,
|
||||
Vertical,
|
||||
Grid,
|
||||
Custom
|
||||
}
|
||||
|
||||
// Events
|
||||
public event Action<DraggableSlot> OnSlotAdded;
|
||||
public event Action<DraggableSlot> OnSlotRemoved;
|
||||
public event Action OnLayoutChanged;
|
||||
|
||||
public List<DraggableSlot> Slots => _slots;
|
||||
public int SlotCount => _slots.Count;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if (autoRegisterChildren)
|
||||
{
|
||||
RegisterChildSlots();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Automatically register all child DraggableSlot components
|
||||
/// </summary>
|
||||
private void RegisterChildSlots()
|
||||
{
|
||||
DraggableSlot[] childSlots = GetComponentsInChildren<DraggableSlot>();
|
||||
foreach (var slot in childSlots)
|
||||
{
|
||||
RegisterSlot(slot);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Register a slot with this container
|
||||
/// </summary>
|
||||
public void RegisterSlot(DraggableSlot slot)
|
||||
{
|
||||
if (slot == null || _slots.Contains(slot))
|
||||
return;
|
||||
|
||||
_slots.Add(slot);
|
||||
slot.SetSlotIndex(_slots.Count - 1);
|
||||
|
||||
OnSlotAdded?.Invoke(slot);
|
||||
UpdateLayout();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unregister a slot from this container
|
||||
/// </summary>
|
||||
public void UnregisterSlot(DraggableSlot slot)
|
||||
{
|
||||
if (slot == null || !_slots.Contains(slot))
|
||||
return;
|
||||
|
||||
_slots.Remove(slot);
|
||||
OnSlotRemoved?.Invoke(slot);
|
||||
|
||||
// Re-index remaining slots
|
||||
for (int i = 0; i < _slots.Count; i++)
|
||||
{
|
||||
_slots[i].SetSlotIndex(i);
|
||||
}
|
||||
|
||||
UpdateLayout();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Find the closest slot to a world position
|
||||
/// </summary>
|
||||
public DraggableSlot FindClosestSlot(Vector3 worldPosition, DraggableObject draggable = null)
|
||||
{
|
||||
if (_slots.Count == 0)
|
||||
return null;
|
||||
|
||||
DraggableSlot closest = null;
|
||||
float closestDistance = float.MaxValue;
|
||||
|
||||
foreach (var slot in _slots)
|
||||
{
|
||||
// Skip locked slots or slots that can't accept this type
|
||||
if (slot.IsLocked)
|
||||
continue;
|
||||
|
||||
if (draggable != null && !slot.CanAccept(draggable))
|
||||
continue;
|
||||
|
||||
float distance = Vector3.Distance(worldPosition, slot.WorldPosition);
|
||||
if (distance < closestDistance)
|
||||
{
|
||||
closestDistance = distance;
|
||||
closest = slot;
|
||||
}
|
||||
}
|
||||
|
||||
return closest;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get all available (empty) slots
|
||||
/// </summary>
|
||||
public List<DraggableSlot> GetAvailableSlots()
|
||||
{
|
||||
return _slots.Where(s => !s.IsOccupied && !s.IsLocked).ToList();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get all occupied slots
|
||||
/// </summary>
|
||||
public List<DraggableSlot> GetOccupiedSlots()
|
||||
{
|
||||
return _slots.Where(s => s.IsOccupied).ToList();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get slot at specific index
|
||||
/// </summary>
|
||||
public DraggableSlot GetSlotAtIndex(int index)
|
||||
{
|
||||
if (index < 0 || index >= _slots.Count)
|
||||
return null;
|
||||
|
||||
return _slots[index];
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Update the layout of all slots based on layout type
|
||||
/// </summary>
|
||||
public void UpdateLayout()
|
||||
{
|
||||
if (layoutType == LayoutType.Custom)
|
||||
{
|
||||
OnLayoutChanged?.Invoke();
|
||||
return;
|
||||
}
|
||||
|
||||
int count = _slots.Count;
|
||||
if (count == 0)
|
||||
return;
|
||||
|
||||
switch (layoutType)
|
||||
{
|
||||
case LayoutType.Horizontal:
|
||||
LayoutHorizontal();
|
||||
break;
|
||||
case LayoutType.Vertical:
|
||||
LayoutVertical();
|
||||
break;
|
||||
case LayoutType.Grid:
|
||||
LayoutGrid();
|
||||
break;
|
||||
}
|
||||
|
||||
OnLayoutChanged?.Invoke();
|
||||
}
|
||||
|
||||
private void LayoutHorizontal()
|
||||
{
|
||||
float totalWidth = (_slots.Count - 1) * spacing;
|
||||
float startX = centerSlots ? -totalWidth / 2f : 0f;
|
||||
|
||||
for (int i = 0; i < _slots.Count; i++)
|
||||
{
|
||||
if (_slots[i].RectTransform != null)
|
||||
{
|
||||
float xPos = startX + (i * spacing);
|
||||
float yPos = 0;
|
||||
|
||||
// Apply curve if enabled
|
||||
if (useCurveLayout && _slots.Count > 1)
|
||||
{
|
||||
float normalizedPos = i / (float)(_slots.Count - 1);
|
||||
yPos = positionCurve.Evaluate(normalizedPos) * curveHeight;
|
||||
}
|
||||
|
||||
_slots[i].RectTransform.anchoredPosition = new Vector2(xPos, yPos);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void LayoutVertical()
|
||||
{
|
||||
float totalHeight = (_slots.Count - 1) * spacing;
|
||||
float startY = centerSlots ? totalHeight / 2f : 0f;
|
||||
|
||||
for (int i = 0; i < _slots.Count; i++)
|
||||
{
|
||||
if (_slots[i].RectTransform != null)
|
||||
{
|
||||
float yPos = startY - (i * spacing);
|
||||
_slots[i].RectTransform.anchoredPosition = new Vector2(0, yPos);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void LayoutGrid()
|
||||
{
|
||||
// Simple grid layout - can be expanded
|
||||
int columns = Mathf.CeilToInt(Mathf.Sqrt(_slots.Count));
|
||||
|
||||
for (int i = 0; i < _slots.Count; i++)
|
||||
{
|
||||
if (_slots[i].RectTransform != null)
|
||||
{
|
||||
int row = i / columns;
|
||||
int col = i % columns;
|
||||
|
||||
float xPos = col * spacing;
|
||||
float yPos = -row * spacing;
|
||||
|
||||
_slots[i].RectTransform.anchoredPosition = new Vector2(xPos, yPos);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Clear all slots
|
||||
/// </summary>
|
||||
public void ClearAllSlots()
|
||||
{
|
||||
foreach (var slot in _slots)
|
||||
{
|
||||
slot.Vacate();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
3
Assets/Scripts/UI/DragAndDrop/Core/SlotContainer.cs.meta
Normal file
3
Assets/Scripts/UI/DragAndDrop/Core/SlotContainer.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f1347da8005d4687a85dbc4db9a1bbbb
|
||||
timeCreated: 1762420766
|
||||
Reference in New Issue
Block a user