Code up the card part

This commit is contained in:
Michal Pikulski
2025-11-06 11:11:15 +01:00
parent b6d8586eab
commit 95daea8d34
24 changed files with 3179 additions and 4 deletions

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@@ -153,6 +153,10 @@ namespace UI.CardSystem
{
if (boosterOpeningPage != null && UIPageController.Instance != null)
{
// Pass current booster count to the opening page
int boosterCount = CardSystemManager.Instance?.GetBoosterPackCount() ?? 0;
boosterOpeningPage.SetAvailableBoosterCount(boosterCount);
UIPageController.Instance.PushPage(boosterOpeningPage);
}
}

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@@ -1,9 +1,12 @@
using System.Collections;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using AppleHills.Data.CardSystem;
using Data.CardSystem;
using Pixelplacement;
using UI.Core;
using UI.CardSystem.DragDrop;
using UI.DragAndDrop.Core;
using UnityEngine;
using UnityEngine.UI;
@@ -11,7 +14,7 @@ namespace UI.CardSystem
{
/// <summary>
/// UI page for opening booster packs and displaying the cards received.
/// Automatically triggers the opening when the page is shown.
/// Manages the entire booster opening flow with drag-and-drop interaction.
/// </summary>
public class BoosterOpeningPage : UIPage
{
@@ -19,13 +22,26 @@ namespace UI.CardSystem
[SerializeField] private CanvasGroup canvasGroup;
[SerializeField] private Button closeButton;
[Header("Booster Management")]
[SerializeField] private GameObject[] boosterPackInstances; // Booster prefabs/instances
[SerializeField] private SlotContainer bottomRightSlots; // Holds waiting boosters
[SerializeField] private DraggableSlot centerOpeningSlot; // Where booster goes to open
[Header("Card Display")]
[SerializeField] private Transform cardDisplayContainer;
[SerializeField] private CardDisplay cardDisplayPrefab;
[SerializeField] private GameObject flippableCardPrefab; // Placeholder for card backs
[SerializeField] private float cardSpacing = 150f;
[Header("Settings")]
[SerializeField] private float cardRevealDelay = 0.5f;
[SerializeField] private float cardSpacing = 50f;
[SerializeField] private float boosterDisappearDuration = 0.5f;
private int _availableBoosterCount;
private BoosterPackDraggable _currentBoosterInCenter;
private List<GameObject> _currentRevealedCards = new List<GameObject>();
private CardData[] _currentCardData;
private int _revealedCardCount;
private bool _isProcessingOpening;
private void Awake()
{
@@ -51,6 +67,15 @@ namespace UI.CardSystem
{
closeButton.onClick.RemoveListener(OnCloseButtonClicked);
}
// Unsubscribe from slot events
if (centerOpeningSlot != null)
{
centerOpeningSlot.OnOccupied -= OnBoosterPlacedInCenter;
}
// Unsubscribe from booster events
UnsubscribeFromAllBoosters();
}
private void OnCloseButtonClicked()
@@ -61,6 +86,371 @@ namespace UI.CardSystem
}
}
/// <summary>
/// Set the number of available booster packs before showing the page
/// </summary>
public void SetAvailableBoosterCount(int count)
{
_availableBoosterCount = count;
}
public override void TransitionIn()
{
base.TransitionIn();
InitializeBoosterDisplay();
}
public override void TransitionOut()
{
CleanupPage();
base.TransitionOut();
}
/// <summary>
/// Initialize the booster pack display based on available count
/// </summary>
private void InitializeBoosterDisplay()
{
if (boosterPackInstances == null || boosterPackInstances.Length == 0)
{
Debug.LogWarning("BoosterOpeningPage: No booster pack instances assigned!");
return;
}
// Calculate how many boosters to show (capped by array size)
int visibleCount = Mathf.Min(_availableBoosterCount, boosterPackInstances.Length);
// Show/hide boosters and assign to slots
for (int i = 0; i < boosterPackInstances.Length; i++)
{
if (boosterPackInstances[i] == null) continue;
bool shouldShow = i < visibleCount;
boosterPackInstances[i].SetActive(shouldShow);
if (shouldShow)
{
// Get the booster draggable component
BoosterPackDraggable booster = boosterPackInstances[i].GetComponent<BoosterPackDraggable>();
if (booster != null)
{
// Reset state
booster.ResetTapCount();
booster.SetTapToOpenEnabled(false); // Disable tap-to-open until in center
// Subscribe to events
booster.OnReadyToOpen += OnBoosterReadyToOpen;
// Assign to bottom-right slot if slots available
if (bottomRightSlots != null && i < bottomRightSlots.SlotCount)
{
DraggableSlot slot = bottomRightSlots.GetSlotAtIndex(i);
if (slot != null)
{
booster.AssignToSlot(slot, false);
}
}
}
}
}
// Subscribe to center slot events
if (centerOpeningSlot != null)
{
centerOpeningSlot.OnOccupied += OnBoosterPlacedInCenter;
}
}
/// <summary>
/// Handle when a booster is placed in the center opening slot
/// </summary>
private void OnBoosterPlacedInCenter(DraggableObject draggable)
{
BoosterPackDraggable booster = draggable as BoosterPackDraggable;
if (booster == null) return;
_currentBoosterInCenter = booster;
// Lock the slot so it can't be dragged out
centerOpeningSlot.SetLocked(true);
// Enable tap-to-open and reset tap count
booster.ResetTapCount();
booster.SetTapToOpenEnabled(true);
}
/// <summary>
/// Handle tap-to-place: When player taps a booster in bottom slots, move it to center
/// </summary>
public void OnBoosterTappedInBottomSlot(BoosterPackDraggable booster)
{
if (_currentBoosterInCenter != null || centerOpeningSlot == null)
return; // Center slot already occupied
// Move booster to center slot
booster.AssignToSlot(centerOpeningSlot, true);
}
/// <summary>
/// Handle when booster is ready to open (after max taps)
/// </summary>
private void OnBoosterReadyToOpen(BoosterPackDraggable booster)
{
if (_isProcessingOpening) return;
StartCoroutine(ProcessBoosterOpening(booster));
}
/// <summary>
/// Process the booster opening sequence
/// </summary>
private IEnumerator ProcessBoosterOpening(BoosterPackDraggable booster)
{
_isProcessingOpening = true;
// Call CardSystemManager to open the pack
if (CardSystemManager.Instance != null)
{
List<CardData> revealedCardsList = CardSystemManager.Instance.OpenBoosterPack();
_currentCardData = revealedCardsList.ToArray();
// Animate booster disappearing
yield return StartCoroutine(AnimateBoosterDisappear(booster));
// Show card backs
SpawnCardBacks(_currentCardData.Length);
// Wait for player to reveal all cards
yield return StartCoroutine(WaitForCardReveals());
// Check if more boosters available
_availableBoosterCount--;
if (_availableBoosterCount > 0)
{
// Show next booster
yield return StartCoroutine(ShowNextBooster());
}
else
{
// No more boosters, auto-close page
yield return new WaitForSeconds(1f);
if (UIPageController.Instance != null)
{
UIPageController.Instance.PopPage();
}
}
}
_isProcessingOpening = false;
}
/// <summary>
/// Animate the booster pack disappearing
/// </summary>
private IEnumerator AnimateBoosterDisappear(BoosterPackDraggable booster)
{
if (booster == null) yield break;
// Scale down and fade out
Transform boosterTransform = booster.transform;
Tween.LocalScale(boosterTransform, Vector3.zero, boosterDisappearDuration, 0f, Tween.EaseInBack);
// Also fade the visual if it has a CanvasGroup
CanvasGroup boosterCg = booster.GetComponentInChildren<CanvasGroup>();
if (boosterCg != null)
{
Tween.Value(1f, 0f, (val) => boosterCg.alpha = val, boosterDisappearDuration, 0f);
}
yield return new WaitForSeconds(boosterDisappearDuration);
// Destroy the booster
Destroy(booster.gameObject);
_currentBoosterInCenter = null;
// Unlock center slot
centerOpeningSlot.SetLocked(false);
}
/// <summary>
/// Spawn card back placeholders for revealing
/// </summary>
private void SpawnCardBacks(int count)
{
if (flippableCardPrefab == null || cardDisplayContainer == null)
{
Debug.LogWarning("BoosterOpeningPage: Missing card prefab or container!");
return;
}
_currentRevealedCards.Clear();
_revealedCardCount = 0;
// Calculate positions
float totalWidth = (count - 1) * cardSpacing;
float startX = -totalWidth / 2f;
for (int i = 0; i < count; i++)
{
GameObject cardObj = Instantiate(flippableCardPrefab, cardDisplayContainer);
RectTransform cardRect = cardObj.GetComponent<RectTransform>();
if (cardRect != null)
{
cardRect.anchoredPosition = new Vector2(startX + (i * cardSpacing), 0);
}
// Add button to handle reveal on click
Button cardButton = cardObj.GetComponent<Button>();
if (cardButton == null)
{
cardButton = cardObj.AddComponent<Button>();
}
int cardIndex = i; // Capture for closure
cardButton.onClick.AddListener(() => OnCardClicked(cardIndex, cardObj));
_currentRevealedCards.Add(cardObj);
// Animate cards flying in
cardRect.localScale = Vector3.zero;
Tween.LocalScale(cardRect, Vector3.one, 0.3f, i * 0.1f, Tween.EaseOutBack);
}
}
/// <summary>
/// Handle card click to reveal
/// </summary>
private void OnCardClicked(int cardIndex, GameObject cardObj)
{
if (cardIndex >= _currentCardData.Length) return;
// Flip/reveal animation (placeholder - just show card data for now)
CardDisplay cardDisplay = cardObj.GetComponent<CardDisplay>();
if (cardDisplay != null)
{
cardDisplay.SetupCard(_currentCardData[cardIndex]);
}
// Disable button so it can't be clicked again
Button cardButton = cardObj.GetComponent<Button>();
if (cardButton != null)
{
cardButton.interactable = false;
}
// Scale punch animation
Tween.LocalScale(cardObj.transform, Vector3.one * 1.2f, 0.15f, 0f, Tween.EaseOutBack,
completeCallback: () => {
Tween.LocalScale(cardObj.transform, Vector3.one, 0.15f, 0f, Tween.EaseInBack);
});
_revealedCardCount++;
}
/// <summary>
/// Wait until all cards are revealed
/// </summary>
private IEnumerator WaitForCardReveals()
{
while (_revealedCardCount < _currentCardData.Length)
{
yield return null;
}
// All cards revealed, wait a moment
yield return new WaitForSeconds(1f);
// Clear cards
foreach (GameObject card in _currentRevealedCards)
{
if (card != null)
{
// Animate out
Tween.LocalScale(card.transform, Vector3.zero, 0.3f, 0f, Tween.EaseInBack,
completeCallback: () => Destroy(card));
}
}
_currentRevealedCards.Clear();
yield return new WaitForSeconds(0.5f);
}
/// <summary>
/// Show the next booster pack
/// </summary>
private IEnumerator ShowNextBooster()
{
// Find the next inactive booster and activate it
for (int i = 0; i < boosterPackInstances.Length; i++)
{
if (boosterPackInstances[i] != null && !boosterPackInstances[i].activeSelf)
{
boosterPackInstances[i].SetActive(true);
BoosterPackDraggable booster = boosterPackInstances[i].GetComponent<BoosterPackDraggable>();
if (booster != null)
{
booster.ResetTapCount();
booster.SetTapToOpenEnabled(false);
booster.OnReadyToOpen += OnBoosterReadyToOpen;
// Assign to first available slot
DraggableSlot slot = bottomRightSlots?.GetAvailableSlots().FirstOrDefault();
if (slot != null)
{
booster.AssignToSlot(slot, true);
}
}
break;
}
}
yield return null;
}
/// <summary>
/// Clean up the page when hidden
/// </summary>
private void CleanupPage()
{
UnsubscribeFromAllBoosters();
// Clear any remaining cards
foreach (GameObject card in _currentRevealedCards)
{
if (card != null)
Destroy(card);
}
_currentRevealedCards.Clear();
_currentBoosterInCenter = null;
_isProcessingOpening = false;
}
/// <summary>
/// Unsubscribe from all booster events
/// </summary>
private void UnsubscribeFromAllBoosters()
{
if (boosterPackInstances == null) return;
foreach (GameObject boosterObj in boosterPackInstances)
{
if (boosterObj == null) continue;
BoosterPackDraggable booster = boosterObj.GetComponent<BoosterPackDraggable>();
if (booster != null)
{
booster.OnReadyToOpen -= OnBoosterReadyToOpen;
}
}
}
protected override void DoTransitionIn(System.Action onComplete)
{
// Simple fade in animation

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 053a2ff2538541699b134b07a07edecb
timeCreated: 1762420654

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@@ -0,0 +1,120 @@
using UI.DragAndDrop.Core;
using UnityEngine;
namespace UI.CardSystem.DragDrop
{
/// <summary>
/// Booster pack specific implementation of DraggableObject.
/// Manages booster pack behavior and opening logic.
/// </summary>
public class BoosterPackDraggable : DraggableObject
{
[Header("Booster Pack Settings")]
[SerializeField] private bool canOpenOnDrop = true;
[SerializeField] private bool canOpenOnDoubleClick = true;
[Header("Tap to Open")]
[SerializeField] private bool canTapToOpen = true;
[SerializeField] private int maxTapsToOpen = 3;
// Events
public event System.Action<BoosterPackDraggable> OnBoosterOpened;
public event System.Action<BoosterPackDraggable, int, int> OnTapped; // (booster, currentTap, maxTaps)
public event System.Action<BoosterPackDraggable> OnReadyToOpen; // Final tap reached
private bool _isOpening;
private float _lastClickTime;
private int _currentTapCount;
public bool IsOpening => _isOpening;
public int CurrentTapCount => _currentTapCount;
protected override void OnPointerUpHook(bool longPress)
{
base.OnPointerUpHook(longPress);
// Handle tap-to-open logic (only when in slot and not dragged)
if (canTapToOpen && !_wasDragged && !longPress && CurrentSlot != null)
{
_currentTapCount++;
OnTapped?.Invoke(this, _currentTapCount, maxTapsToOpen);
if (_currentTapCount >= maxTapsToOpen)
{
OnReadyToOpen?.Invoke(this);
}
return; // Don't process double-click if tap-to-open is active
}
// Check for double click
if (canOpenOnDoubleClick && !longPress && !_wasDragged)
{
float timeSinceLastClick = Time.time - _lastClickTime;
if (timeSinceLastClick < 0.3f) // Double click threshold
{
TriggerOpen();
}
_lastClickTime = Time.time;
}
}
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;
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: f95c1542aaa549d1867b43f6dc21e90f
timeCreated: 1762420681

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@@ -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;
}
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: a7d9474ece3b4d2ebad19ae178b22f4d
timeCreated: 1762420699

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@@ -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.
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 5a2741bb7299441b9f9bd44d746ebb4b
timeCreated: 1762420654

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@@ -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;
}
}
}
}

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fileFormatVersion: 2
guid: 2a4c3884410d44f98182cd8119a972a4
timeCreated: 1762420668