add back booster pack giver
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File diff suppressed because one or more lines are too long
@@ -38,7 +38,7 @@ public class SoundGenerator : MonoBehaviour
|
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{
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audioSource.audioSource.PlayOneShot(enterSound);
|
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}
|
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if (soundBirdSMRef != null && soundBirdSMRef.currentState.name.ToLower().Contains("soundbird") && soundbirdHearingCheck.canFly == true)
|
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if (soundBirdSMRef != null && soundBirdSMRef.currentState.name.ToLower().Contains("soundbird_slot") && soundbirdHearingCheck.canFly == true)
|
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{
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soundBirdSMRef.ChangeState("SoundBirdTakeoff");
|
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@@ -662,18 +662,14 @@ namespace Minigames.DivingForPictures
|
||||
|
||||
// 1) Call the booster pack giver if available
|
||||
bool completed = false;
|
||||
var giver = UI.CardSystem.BoosterPackGiver.Instance;
|
||||
var giver = UI.CardSystem.MinigameBoosterGiver.Instance;
|
||||
if (giver != null)
|
||||
{
|
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// Temporarily subscribe to completion
|
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UnityAction onDone = null;
|
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onDone = () => { completed = true; giver.OnCompleted.RemoveListener(onDone); };
|
||||
giver.OnCompleted.AddListener(onDone);
|
||||
UIPageController.Instance.ShowAllUI();
|
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giver.GiveBoosterPack();
|
||||
giver.GiveBooster(() => { completed = true; });
|
||||
|
||||
// 2) Wait for it to finish (with a safety timeout in case it's not wired)
|
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float timeout = 5f; // fallback to avoid blocking forever
|
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float timeout = 10f; // fallback to avoid blocking forever
|
||||
float elapsed = 0f;
|
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while (!completed && elapsed < timeout)
|
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{
|
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@@ -684,7 +680,7 @@ namespace Minigames.DivingForPictures
|
||||
else
|
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{
|
||||
// If no giver is present, proceed immediately
|
||||
Logging.Debug("[DivingGameManager] BoosterPackGiver not found; skipping booster animation.");
|
||||
Logging.Debug("[DivingGameManager] MinigameBoosterGiver not found; skipping booster animation.");
|
||||
}
|
||||
|
||||
// 3) Only then show the game over screen
|
||||
|
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242
Assets/Scripts/UI/CardSystem/MinigameBoosterGiver.cs
Normal file
242
Assets/Scripts/UI/CardSystem/MinigameBoosterGiver.cs
Normal file
@@ -0,0 +1,242 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using Data.CardSystem;
|
||||
using Pixelplacement;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace UI.CardSystem
|
||||
{
|
||||
/// <summary>
|
||||
/// Singleton UI component for granting booster packs from minigames.
|
||||
/// Displays a booster pack with glow effect, waits for user to click continue,
|
||||
/// then animates the pack flying to bottom-left corner before granting the reward.
|
||||
/// </summary>
|
||||
public class MinigameBoosterGiver : MonoBehaviour
|
||||
{
|
||||
public static MinigameBoosterGiver Instance { get; private set; }
|
||||
|
||||
[Header("Visual References")]
|
||||
[SerializeField] private GameObject visualContainer;
|
||||
[SerializeField] private RectTransform boosterImage;
|
||||
[SerializeField] private RectTransform glowImage;
|
||||
[SerializeField] private Button continueButton;
|
||||
|
||||
[Header("Animation Settings")]
|
||||
[SerializeField] private float hoverAmount = 20f;
|
||||
[SerializeField] private float hoverDuration = 1.5f;
|
||||
[SerializeField] private float glowPulseMin = 0.9f;
|
||||
[SerializeField] private float glowPulseMax = 1.1f;
|
||||
[SerializeField] private float glowPulseDuration = 1.2f;
|
||||
|
||||
[Header("Disappear Animation")]
|
||||
[SerializeField] private Vector2 targetBottomLeftOffset = new Vector2(100f, 100f);
|
||||
[SerializeField] private float disappearDuration = 0.8f;
|
||||
[SerializeField] private float disappearScale = 0.2f;
|
||||
|
||||
private Vector3 _boosterInitialPosition;
|
||||
private Vector3 _boosterInitialScale;
|
||||
private Vector3 _glowInitialScale;
|
||||
private Coroutine _currentSequence;
|
||||
private Action _onCompleteCallback;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
// Singleton pattern
|
||||
if (Instance != null && Instance != this)
|
||||
{
|
||||
Debug.LogWarning("[MinigameBoosterGiver] Duplicate instance found. Destroying.");
|
||||
Destroy(gameObject);
|
||||
return;
|
||||
}
|
||||
|
||||
Instance = this;
|
||||
|
||||
// Cache initial values
|
||||
if (boosterImage != null)
|
||||
{
|
||||
_boosterInitialPosition = boosterImage.localPosition;
|
||||
_boosterInitialScale = boosterImage.localScale;
|
||||
}
|
||||
|
||||
if (glowImage != null)
|
||||
{
|
||||
_glowInitialScale = glowImage.localScale;
|
||||
}
|
||||
|
||||
// Setup button listener
|
||||
if (continueButton != null)
|
||||
{
|
||||
continueButton.onClick.AddListener(OnContinueClicked);
|
||||
}
|
||||
|
||||
// Start hidden
|
||||
if (visualContainer != null)
|
||||
{
|
||||
visualContainer.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
if (Instance == this)
|
||||
{
|
||||
Instance = null;
|
||||
}
|
||||
|
||||
if (continueButton != null)
|
||||
{
|
||||
continueButton.onClick.RemoveListener(OnContinueClicked);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Public API to give a booster pack. Displays UI, starts animations, and waits for user interaction.
|
||||
/// </summary>
|
||||
/// <param name="onComplete">Optional callback when the sequence completes and pack is granted</param>
|
||||
public void GiveBooster(Action onComplete = null)
|
||||
{
|
||||
if (_currentSequence != null)
|
||||
{
|
||||
Debug.LogWarning("[MinigameBoosterGiver] Already running a sequence. Ignoring new request.");
|
||||
return;
|
||||
}
|
||||
|
||||
_onCompleteCallback = onComplete;
|
||||
_currentSequence = StartCoroutine(GiveBoosterSequence());
|
||||
}
|
||||
|
||||
private IEnumerator GiveBoosterSequence()
|
||||
{
|
||||
// Show the visual
|
||||
if (visualContainer != null)
|
||||
{
|
||||
visualContainer.SetActive(true);
|
||||
}
|
||||
|
||||
// Reset positions and scales
|
||||
if (boosterImage != null)
|
||||
{
|
||||
boosterImage.localPosition = _boosterInitialPosition;
|
||||
boosterImage.localScale = _boosterInitialScale;
|
||||
}
|
||||
|
||||
if (glowImage != null)
|
||||
{
|
||||
glowImage.localScale = _glowInitialScale;
|
||||
}
|
||||
|
||||
// Enable the continue button
|
||||
if (continueButton != null)
|
||||
{
|
||||
continueButton.interactable = true;
|
||||
}
|
||||
|
||||
// Start idle hovering animation on booster (ping-pong)
|
||||
if (boosterImage != null)
|
||||
{
|
||||
Vector3 hoverTarget = _boosterInitialPosition + Vector3.up * hoverAmount;
|
||||
Tween.LocalPosition(boosterImage, hoverTarget, hoverDuration, 0f, Tween.EaseLinear, Tween.LoopType.PingPong);
|
||||
}
|
||||
|
||||
// Start pulsing animation on glow (ping-pong scale)
|
||||
if (glowImage != null)
|
||||
{
|
||||
Vector3 glowPulseScale = _glowInitialScale * glowPulseMax;
|
||||
Tween.LocalScale(glowImage, glowPulseScale, glowPulseDuration, 0f, Tween.EaseOut, Tween.LoopType.PingPong);
|
||||
}
|
||||
|
||||
// Wait for button click (handled by OnContinueClicked)
|
||||
yield return null;
|
||||
}
|
||||
|
||||
private void OnContinueClicked()
|
||||
{
|
||||
if (_currentSequence == null)
|
||||
{
|
||||
return; // Not in a sequence
|
||||
}
|
||||
|
||||
// Disable button to prevent double-clicks
|
||||
if (continueButton != null)
|
||||
{
|
||||
continueButton.interactable = false;
|
||||
}
|
||||
|
||||
// Stop the ongoing animations by stopping all tweens on these objects
|
||||
if (boosterImage != null)
|
||||
{
|
||||
Tween.Stop(boosterImage.GetInstanceID());
|
||||
}
|
||||
|
||||
if (glowImage != null)
|
||||
{
|
||||
Tween.Stop(glowImage.GetInstanceID());
|
||||
// Fade out the glow
|
||||
Tween.LocalScale(glowImage, Vector3.zero, disappearDuration * 0.5f, 0f, Tween.EaseInBack);
|
||||
}
|
||||
|
||||
// Start disappear animation
|
||||
StartCoroutine(DisappearSequence());
|
||||
}
|
||||
|
||||
private IEnumerator DisappearSequence()
|
||||
{
|
||||
if (boosterImage == null)
|
||||
{
|
||||
yield break;
|
||||
}
|
||||
|
||||
// Calculate bottom-left corner position in local space
|
||||
RectTransform canvasRect = GetComponentInParent<Canvas>()?.GetComponent<RectTransform>();
|
||||
Vector3 targetPosition;
|
||||
|
||||
if (canvasRect != null)
|
||||
{
|
||||
// Convert bottom-left corner with offset to local position
|
||||
Vector2 bottomLeft = new Vector2(-canvasRect.rect.width / 2f, -canvasRect.rect.height / 2f);
|
||||
targetPosition = bottomLeft + targetBottomLeftOffset;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Fallback if no canvas found
|
||||
targetPosition = _boosterInitialPosition + new Vector3(-500f, -500f, 0f);
|
||||
}
|
||||
|
||||
// Tween to bottom-left corner
|
||||
Tween.LocalPosition(boosterImage, targetPosition, disappearDuration, 0f, Tween.EaseInBack);
|
||||
|
||||
// Scale down
|
||||
Vector3 targetScale = _boosterInitialScale * disappearScale;
|
||||
Tween.LocalScale(boosterImage, targetScale, disappearDuration, 0f, Tween.EaseInBack);
|
||||
|
||||
// Wait for animation to complete
|
||||
yield return new WaitForSeconds(disappearDuration);
|
||||
|
||||
// Grant the booster pack
|
||||
if (CardSystemManager.Instance != null)
|
||||
{
|
||||
CardSystemManager.Instance.AddBoosterPack(1);
|
||||
Debug.Log("[MinigameBoosterGiver] Booster pack granted!");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("[MinigameBoosterGiver] CardSystemManager not found, cannot grant booster pack.");
|
||||
}
|
||||
|
||||
// Hide the visual
|
||||
if (visualContainer != null)
|
||||
{
|
||||
visualContainer.SetActive(false);
|
||||
}
|
||||
|
||||
// Invoke completion callback
|
||||
_onCompleteCallback?.Invoke();
|
||||
_onCompleteCallback = null;
|
||||
|
||||
// Clear sequence reference
|
||||
_currentSequence = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
12
Assets/Scripts/UI/CardSystem/MinigameBoosterGiver.cs.meta
Normal file
12
Assets/Scripts/UI/CardSystem/MinigameBoosterGiver.cs.meta
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Reference in New Issue
Block a user