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

View File

@@ -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