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@@ -9,10 +9,9 @@ using UnityEngine.UI;
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namespace UI.CardSystem
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{
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/// <summary>
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/// Singleton UI component for granting booster packs from minigames.
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/// Displays a booster pack with glow effect, waits for user to click continue,
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/// then shows the scrapbook button and animates the pack flying to it before granting the reward.
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/// The scrapbook button is automatically hidden after the animation completes.
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/// UI component for granting booster packs from minigames.
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/// Supports awarding 1 to N booster packs with visual animations.
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/// Shows up to 3 booster packs visually. For more than 3, duplicates the first pack and tweens them sequentially.
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/// </summary>
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public class MinigameBoosterGiver : MonoBehaviour
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{
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@@ -20,8 +19,8 @@ namespace UI.CardSystem
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[Header("Visual References")]
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[SerializeField] private GameObject visualContainer;
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[SerializeField] private RectTransform boosterImage;
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[SerializeField] private RectTransform glowImage;
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[SerializeField] private RectTransform[] boosterImages; // Up to 3 booster pack visuals
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[SerializeField] private RectTransform glowImage; // Single glow effect for all boosters
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[SerializeField] private Button continueButton;
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[Header("Animation Settings")]
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@@ -32,14 +31,16 @@ namespace UI.CardSystem
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[Header("Disappear Animation")]
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[SerializeField] private Vector2 targetBottomLeftOffset = new Vector2(100f, 100f);
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[SerializeField] private float disappearDuration = 0.8f;
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[SerializeField] private float tweenDuration = 0.8f;
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[SerializeField] private float delayBetweenTweens = 0.2f;
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[SerializeField] private float disappearScale = 0.2f;
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private Vector3 _boosterInitialPosition;
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private Vector3 _boosterInitialScale;
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private Vector3[] _boosterInitialPositions;
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private Vector3[] _boosterInitialScales;
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private Vector3 _glowInitialScale;
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private Coroutine _currentSequence;
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private Action _onCompleteCallback;
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private int _totalPackCount = 1;
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private void Awake()
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{
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@@ -53,11 +54,20 @@ namespace UI.CardSystem
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Instance = this;
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// Cache initial values
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if (boosterImage != null)
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// Cache initial values for all booster images
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if (boosterImages != null && boosterImages.Length > 0)
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{
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_boosterInitialPosition = boosterImage.localPosition;
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_boosterInitialScale = boosterImage.localScale;
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_boosterInitialPositions = new Vector3[boosterImages.Length];
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_boosterInitialScales = new Vector3[boosterImages.Length];
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for (int i = 0; i < boosterImages.Length; i++)
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{
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if (boosterImages[i] != null)
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{
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_boosterInitialPositions[i] = boosterImages[i].localPosition;
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_boosterInitialScales[i] = boosterImages[i].localScale;
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}
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}
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}
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if (glowImage != null)
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@@ -78,6 +88,30 @@ namespace UI.CardSystem
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}
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}
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/// <summary>
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/// Initialize the booster giver with a specific pack count.
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/// Shows up to 3 booster visuals based on count.
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/// </summary>
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/// <param name="packCount">Number of booster packs to grant</param>
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public void Initialize(int packCount)
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{
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_totalPackCount = Mathf.Max(1, packCount);
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// Show up to 3 booster visuals
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int visualCount = Mathf.Min(_totalPackCount, boosterImages.Length);
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for (int i = 0; i < boosterImages.Length; i++)
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{
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bool shouldShow = i < visualCount;
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if (boosterImages[i] != null)
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{
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boosterImages[i].gameObject.SetActive(shouldShow);
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}
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}
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Logging.Debug($"[MinigameBoosterGiver] Initialized with {_totalPackCount} packs, showing {visualCount} visuals");
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}
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private void OnDestroy()
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{
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if (Instance == this)
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@@ -115,13 +149,19 @@ namespace UI.CardSystem
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visualContainer.SetActive(true);
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}
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// Reset positions and scales
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if (boosterImage != null)
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// Reset positions and scales for visible boosters
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int visualCount = Mathf.Min(_totalPackCount, boosterImages.Length);
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for (int i = 0; i < visualCount; i++)
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{
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boosterImage.localPosition = _boosterInitialPosition;
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boosterImage.localScale = _boosterInitialScale;
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if (boosterImages[i] != null)
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{
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boosterImages[i].localPosition = _boosterInitialPositions[i];
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boosterImages[i].localScale = _boosterInitialScales[i];
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}
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}
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// Reset glow scale
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if (glowImage != null)
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{
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glowImage.localScale = _glowInitialScale;
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@@ -133,14 +173,17 @@ namespace UI.CardSystem
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continueButton.interactable = true;
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}
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// Start idle hovering animation on booster (ping-pong)
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if (boosterImage != null)
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// Start idle hovering animation on all visible boosters (ping-pong)
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for (int i = 0; i < visualCount; i++)
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{
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Vector3 hoverTarget = _boosterInitialPosition + Vector3.up * hoverAmount;
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Tween.LocalPosition(boosterImage, hoverTarget, hoverDuration, 0f, Tween.EaseLinear, Tween.LoopType.PingPong);
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if (boosterImages[i] != null)
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{
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Vector3 hoverTarget = _boosterInitialPositions[i] + Vector3.up * hoverAmount;
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Tween.LocalPosition(boosterImages[i], hoverTarget, hoverDuration, 0f, Tween.EaseLinear, Tween.LoopType.PingPong);
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}
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}
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// Start pulsing animation on glow (ping-pong scale)
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// Start pulsing animation on the single glow (ping-pong scale)
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if (glowImage != null)
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{
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Vector3 glowPulseScale = _glowInitialScale * glowPulseMax;
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@@ -158,41 +201,23 @@ namespace UI.CardSystem
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return; // Not in a sequence
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}
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// Disable button to prevent double-clicks
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// Disable and hide button to prevent double-clicks
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if (continueButton != null)
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{
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continueButton.interactable = false;
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continueButton.gameObject.SetActive(false);
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}
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// Stop the ongoing animations by stopping all tweens on these objects
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if (boosterImage != null)
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{
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Tween.Stop(boosterImage.GetInstanceID());
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}
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if (glowImage != null)
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{
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Tween.Stop(glowImage.GetInstanceID());
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// Fade out the glow
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Tween.LocalScale(glowImage, Vector3.zero, disappearDuration * 0.5f, 0f, Tween.EaseInBack);
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}
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// Start disappear animation
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StartCoroutine(DisappearSequence());
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// Start moving all boosters to backpack
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StartCoroutine(MoveAllBoostersToBackpack());
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}
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private IEnumerator DisappearSequence()
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private IEnumerator MoveAllBoostersToBackpack()
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{
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if (boosterImage == null)
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{
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yield break;
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}
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// Show scrapbook button temporarily using HUD visibility context
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PlayerHudManager.HudVisibilityContext hudContext = null;
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GameObject scrapbookButton = null;
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GameObject scrapbookButton = PlayerHudManager.Instance?.GetScrabookButton();
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scrapbookButton = PlayerHudManager.Instance.GetScrabookButton();
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if (scrapbookButton != null)
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{
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hudContext = PlayerHudManager.Instance.ShowElementTemporarily(scrapbookButton);
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@@ -202,75 +227,86 @@ namespace UI.CardSystem
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Logging.Warning("[MinigameBoosterGiver] Scrapbook button not found in PlayerHudManager.");
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}
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// Calculate target position - use scrapbook button position if available
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Vector3 targetPosition;
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// Calculate target position once
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Vector3 targetPosition = GetTargetPosition(scrapbookButton);
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if (scrapbookButton != null)
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int remaining = _totalPackCount;
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int visualCount = Mathf.Min(_totalPackCount, boosterImages.Length);
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// Stop and fade out the single glow immediately
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if (glowImage != null)
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{
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// Get the scrapbook button's position in the same coordinate space as boosterImage
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RectTransform scrapbookRect = scrapbookButton.GetComponent<RectTransform>();
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if (scrapbookRect != null)
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Tween.Stop(glowImage.GetInstanceID());
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Tween.LocalScale(glowImage, Vector3.zero, tweenDuration * 0.5f, 0f, Tween.EaseInBack);
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}
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// Phase 1: Animate duplicates for packs above 3 (if any)
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int duplicatesToAnimate = Mathf.Max(0, _totalPackCount - 3);
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for (int i = 0; i < duplicatesToAnimate; i++)
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{
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// Spawn duplicate at the first booster's current position
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if (boosterImages.Length > 0 && boosterImages[0] != null)
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{
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// Convert scrapbook button's world position to local position relative to boosterImage's parent
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Canvas canvas = GetComponentInParent<Canvas>();
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if (canvas != null && canvas.renderMode == RenderMode.ScreenSpaceOverlay)
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{
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// For overlay canvas, convert screen position to local position
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Vector2 screenPos = RectTransformUtility.WorldToScreenPoint(null, scrapbookRect.position);
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RectTransformUtility.ScreenPointToLocalPointInRectangle(
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boosterImage.parent as RectTransform,
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screenPos,
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null,
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out Vector2 localPoint);
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targetPosition = localPoint;
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}
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else
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{
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// For world space or camera canvas
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targetPosition = boosterImage.parent.InverseTransformPoint(scrapbookRect.position);
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}
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StartCoroutine(TweenPackToBackpack(boosterImages[0], targetPosition, isDuplicate: true));
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}
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else
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remaining--;
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// Wait for stagger delay before next
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if (i < duplicatesToAnimate - 1 || remaining > 0)
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{
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Logging.Warning("[MinigameBoosterGiver] Scrapbook button has no RectTransform, using fallback position.");
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targetPosition = GetFallbackPosition();
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yield return new WaitForSeconds(delayBetweenTweens);
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}
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}
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else
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// Phase 2: Animate the actual visible packs (up to 3)
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for (int i = 0; i < visualCount && i < remaining; i++)
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{
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// Fallback to bottom-left corner
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targetPosition = GetFallbackPosition();
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if (boosterImages[i] != null)
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{
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// Stop hover animations first
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Tween.Stop(boosterImages[i].GetInstanceID());
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// Tween the actual booster
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StartCoroutine(TweenPackToBackpack(boosterImages[i], targetPosition, isDuplicate: false));
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}
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// Wait for stagger delay before next (except after last one)
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if (i < visualCount - 1 && i < remaining - 1)
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{
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yield return new WaitForSeconds(delayBetweenTweens);
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}
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}
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// Tween to scrapbook button position
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Tween.LocalPosition(boosterImage, targetPosition, disappearDuration, 0f, Tween.EaseInBack);
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// Scale down
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Vector3 targetScale = _boosterInitialScale * disappearScale;
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Tween.LocalScale(boosterImage, targetScale, disappearDuration, 0f, Tween.EaseInBack);
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// Wait for animation to complete
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yield return new WaitForSeconds(disappearDuration);
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// Grant the booster pack
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// Wait for the last tween to complete
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yield return new WaitForSeconds(tweenDuration);
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// Grant all booster packs at once
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if (CardSystemManager.Instance != null)
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{
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CardSystemManager.Instance.AddBoosterPack(1);
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Logging.Debug("[MinigameBoosterGiver] Booster pack granted!");
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CardSystemManager.Instance.AddBoosterPack(_totalPackCount);
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Logging.Debug($"[MinigameBoosterGiver] Granted {_totalPackCount} booster pack(s)!");
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}
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else
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{
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Logging.Warning("[MinigameBoosterGiver] CardSystemManager not found, cannot grant booster pack.");
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Logging.Warning("[MinigameBoosterGiver] CardSystemManager not found, cannot grant booster packs.");
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}
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// Hide scrapbook button by disposing the context
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hudContext?.Dispose();
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// Hide the visual
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// Hide the visual container
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if (visualContainer != null)
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{
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visualContainer.SetActive(false);
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}
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// Show button again for next use
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if (continueButton != null)
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{
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continueButton.gameObject.SetActive(true);
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}
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// Invoke completion callback
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_onCompleteCallback?.Invoke();
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@@ -279,6 +315,92 @@ namespace UI.CardSystem
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// Clear sequence reference
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_currentSequence = null;
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}
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/// <summary>
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/// Generic method to tween a booster pack to the backpack button.
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/// Handles both duplicates (instantiated clones) and actual booster visuals.
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/// </summary>
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private IEnumerator TweenPackToBackpack(RectTransform sourceRect, Vector3 targetPosition, bool isDuplicate)
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{
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RectTransform packToAnimate;
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if (isDuplicate)
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{
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// Create a clone at the source position
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GameObject clone = Instantiate(sourceRect.gameObject, sourceRect.parent);
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packToAnimate = clone.GetComponent<RectTransform>();
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if (packToAnimate != null)
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{
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packToAnimate.localPosition = sourceRect.localPosition;
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packToAnimate.localScale = sourceRect.localScale;
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packToAnimate.gameObject.SetActive(true);
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}
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}
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else
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{
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packToAnimate = sourceRect;
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}
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if (packToAnimate == null)
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{
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yield break;
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}
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// Tween to target position
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Tween.LocalPosition(packToAnimate, targetPosition, tweenDuration, 0f, Tween.EaseInBack);
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// Scale down
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Vector3 targetScale = packToAnimate.localScale * disappearScale;
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Tween.LocalScale(packToAnimate, targetScale, tweenDuration, 0f, Tween.EaseInBack);
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// Don't wait here - let animations overlap
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// Hide/destroy the booster after tween completes (duplicate or not)
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// Since we destroy the entire UI instance anyway, just clean up visual artifacts
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yield return new WaitForSeconds(tweenDuration);
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if (packToAnimate != null)
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{
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packToAnimate.gameObject.SetActive(false);
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}
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yield break;
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}
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/// <summary>
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/// Get the target position for the booster pack animation (scrapbook button or fallback).
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/// </summary>
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private Vector3 GetTargetPosition(GameObject scrapbookButton)
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{
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if (scrapbookButton != null && boosterImages.Length > 0 && boosterImages[0] != null)
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{
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RectTransform scrapbookRect = scrapbookButton.GetComponent<RectTransform>();
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if (scrapbookRect != null)
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{
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// Convert scrapbook button's world position to local position relative to booster's parent
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Canvas canvas = GetComponentInParent<Canvas>();
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if (canvas != null && canvas.renderMode == RenderMode.ScreenSpaceOverlay)
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{
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// For overlay canvas, convert screen position to local position
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Vector2 screenPos = RectTransformUtility.WorldToScreenPoint(null, scrapbookRect.position);
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RectTransformUtility.ScreenPointToLocalPointInRectangle(
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boosterImages[0].parent as RectTransform,
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screenPos,
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null,
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out Vector2 localPoint);
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return localPoint;
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}
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else
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{
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// For world space or camera canvas
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return boosterImages[0].parent.InverseTransformPoint(scrapbookRect.position);
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}
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}
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}
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// Fallback position
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return GetFallbackPosition();
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}
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private Vector3 GetFallbackPosition()
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{
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@@ -292,7 +414,11 @@ namespace UI.CardSystem
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else
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{
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// Ultimate fallback if no canvas found
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return _boosterInitialPosition + new Vector3(-500f, -500f, 0f);
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if (boosterImages.Length > 0 && _boosterInitialPositions != null && _boosterInitialPositions.Length > 0)
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{
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return _boosterInitialPositions[0] + new Vector3(-500f, -500f, 0f);
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}
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return new Vector3(-500f, -500f, 0f);
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}
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}
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}
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