Update assets, working save kerfuffle

This commit is contained in:
Michal Pikulski
2025-11-17 14:30:07 +01:00
parent ee07d89d3e
commit c6f635f871
30 changed files with 44358 additions and 462 deletions

View File

@@ -6,12 +6,7 @@ using UnityEngine;
namespace UI.CardSystem.StateMachine
{
/// <summary>
/// Main Card controller component.
/// Orchestrates the card state machine, context, and animator.
/// Inherits from DraggableObject to provide drag/drop capabilities for album placement.
/// This is the single entry point for working with cards.
/// </summary>
// ...existing code...
public class Card : DraggableObject
{
[Header("Components")]
@@ -57,34 +52,45 @@ namespace UI.CardSystem.StateMachine
{
base.OnDragStartedHook();
// Always emit the generic drag started event - consumers can decide what to do
// Always emit the generic drag started event for external consumers (AlbumViewPage, etc.)
context?.NotifyDragStarted();
string current = GetCurrentStateName();
if (current == "PendingFaceDownState")
// Check if current state wants to handle drag behavior
if (stateMachine?.currentState != null)
{
// Let the state handle the flip transition
var pendingState = GetStateComponent<States.CardPendingFaceDownState>("PendingFaceDownState");
if (pendingState != null)
var dragHandler = stateMachine.currentState.GetComponent<ICardStateDragHandler>();
if (dragHandler != null && dragHandler.OnCardDragStarted(context))
{
pendingState.OnDragStarted();
return; // State handled it, don't do default behavior
}
}
else
{
Logging.Debug($"[Card] Drag started on {CardData?.Name}, transitioning to DraggingState");
ChangeState("DraggingState");
}
// Default behavior: transition to DraggingState
Logging.Debug($"[Card] Drag started on {CardData?.Name}, transitioning to DraggingState");
ChangeState("DraggingState");
}
protected override void OnDragEndedHook()
{
base.OnDragEndedHook();
// Always emit the generic drag ended event for external consumers
context?.NotifyDragEnded();
// Check if current state wants to handle drag end
if (stateMachine?.currentState != null)
{
var dragHandler = stateMachine.currentState.GetComponent<ICardStateDragHandler>();
if (dragHandler != null && dragHandler.OnCardDragEnded(context))
{
return; // State handled it
}
}
// Default behavior for states that don't implement custom drag end
string current = GetCurrentStateName();
if (current == "DraggingState")
{
// Existing logic
if (CurrentSlot is AlbumCardSlot albumSlot)
{
Logging.Debug($"[Card] Dropped in album slot, transitioning to PlacedInSlotState");
@@ -102,22 +108,6 @@ namespace UI.CardSystem.StateMachine
ChangeState("RevealedState");
}
}
else if (current == "DraggingRevealedState")
{
// Pending revealed drag state end
if (CurrentSlot is AlbumCardSlot albumSlot)
{
var placedState = GetStateComponent<States.CardPlacedInSlotState>("PlacedInSlotState");
if (placedState != null) placedState.SetParentSlot(albumSlot);
ChangeState("PlacedInSlotState");
OnPlacedInAlbumSlot?.Invoke(this, albumSlot);
}
else
{
// Return to corner face-down
ChangeState("PendingFaceDownState");
}
}
}
#endregion
@@ -151,16 +141,6 @@ namespace UI.CardSystem.StateMachine
SetDraggingEnabled(false); // Booster cards cannot be dragged
}
/// <summary>
/// Setup for album placement flow (starts at RevealedState, can be dragged)
/// Dragging is ENABLED for album placement cards
/// </summary>
public void SetupForAlbumPlacement(CardData data)
{
SetupCard(data, "RevealedState");
SetDraggingEnabled(true); // Album placement cards can be dragged
}
/// <summary>
/// Setup for album placement (starts at PlacedInSlotState)
/// Dragging is DISABLED once placed in slot

View File

@@ -41,6 +41,9 @@ namespace UI.CardSystem.StateMachine
// Generic drag event - fired when drag starts, consumers decide how to handle based on current state
public event Action<CardContext> OnDragStarted;
// Generic drag end event - fired when drag ends, consumers decide how to handle based on current state
public event Action<CardContext> OnDragEnded;
private bool _hasCompletedReveal = false;
public bool HasCompletedReveal => _hasCompletedReveal;
@@ -60,6 +63,12 @@ namespace UI.CardSystem.StateMachine
OnDragStarted?.Invoke(this);
}
// Helper method for states/card to signal drag ended
public void NotifyDragEnded()
{
OnDragEnded?.Invoke(this);
}
private void Awake()
{
// Auto-find components if not assigned

View File

@@ -0,0 +1,19 @@
using Core.SaveLoad;
namespace UI.CardSystem.StateMachine
{
/// <summary>
/// Card state machine that opts out of save system.
/// Cards are transient UI elements that don't need persistence.
/// </summary>
public class CardStateMachine : AppleMachine
{
/// <summary>
/// Opt out of save/load system - cards are transient and spawned from data.
/// </summary>
public override bool ShouldParticipateInSave()
{
return false;
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 87ed5616041a4d878f452a8741e1eeab
timeCreated: 1763385180

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@@ -0,0 +1,20 @@
namespace UI.CardSystem.StateMachine
{
/// <summary>
/// Implement on a state component to receive routed drag events from Card.
/// Similar to ICardClickHandler but for drag behavior.
/// </summary>
public interface ICardStateDragHandler
{
/// <summary>
/// Called when drag starts. Return true to handle drag (prevent default DraggingState transition).
/// </summary>
bool OnCardDragStarted(CardContext context);
/// <summary>
/// Called when drag ends. Return true to handle drag end (prevent default state transitions).
/// </summary>
bool OnCardDragEnded(CardContext context);
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: fc610b791f43409e8231085a70514e2c
timeCreated: 1763374419

View File

@@ -4,35 +4,60 @@ using UnityEngine;
namespace UI.CardSystem.StateMachine.States
{
/// <summary>
/// Dragging revealed state for pending cards after flip; minimal overlay of CardDraggingState but no badges.
/// Dragging revealed state for pending cards after flip.
/// Shows card front without badges, handles placement or return to corner.
/// </summary>
public class CardDraggingRevealedState : AppleState
public class CardDraggingRevealedState : AppleState, ICardStateDragHandler
{
private CardContext context;
private Vector3 originalScale;
private CardContext _context;
private Vector3 _originalScale;
private void Awake()
{
context = GetComponentInParent<CardContext>();
_context = GetComponentInParent<CardContext>();
}
public override void OnEnterState()
{
if (context == null) return;
if (context.CardDisplay != null)
if (_context == null) return;
if (_context.CardDisplay != null)
{
context.CardDisplay.gameObject.SetActive(true);
context.CardDisplay.transform.localRotation = Quaternion.Euler(0,0,0);
_context.CardDisplay.gameObject.SetActive(true);
_context.CardDisplay.transform.localRotation = Quaternion.Euler(0,0,0);
}
originalScale = context.RootTransform.localScale;
context.RootTransform.localScale = originalScale * 1.15f;
_originalScale = _context.RootTransform.localScale;
_context.RootTransform.localScale = _originalScale * 1.15f;
}
/// <summary>
/// Already in dragging state, nothing to do
/// </summary>
public bool OnCardDragStarted(CardContext ctx)
{
return true; // Prevent default DraggingState transition
}
/// <summary>
/// Handle drag end - just let AlbumViewPage handle placement logic
/// Stay in this state until AlbumViewPage transitions us after tween
/// </summary>
public bool OnCardDragEnded(CardContext ctx)
{
// Don't do anything - AlbumViewPage will:
// 1. Wait for page flip to complete
// 2. Find the correct slot
// 3. Tween card to slot
// 4. Transition to PlacedInSlotState
// Return true to prevent default behavior
return true;
}
private void OnDisable()
{
if (context?.RootTransform != null)
if (_context?.RootTransform != null)
{
context.RootTransform.localScale = originalScale;
_context.RootTransform.localScale = _originalScale;
}
}
}

View File

@@ -1,13 +1,14 @@
using Core.SaveLoad;
using Core;
using Core.SaveLoad;
using UnityEngine;
namespace UI.CardSystem.StateMachine.States
{
/// <summary>
/// Card is in pending face-down state in corner, awaiting drag.
/// On drag start, triggers data assignment, flip animation, and page navigation.
/// On drag start, triggers flip animation and transitions to revealed dragging.
/// </summary>
public class CardPendingFaceDownState : AppleState
public class CardPendingFaceDownState : AppleState, ICardStateDragHandler
{
[Header("State-Owned Visuals")]
[SerializeField] private GameObject cardBackVisual;
@@ -44,15 +45,31 @@ namespace UI.CardSystem.StateMachine.States
}
/// <summary>
/// Called by Card.OnDragStartedHook when user starts dragging.
/// This triggers the smart selection, page navigation, and flip animation.
/// Handle drag start - triggers flip animation and page navigation
/// </summary>
public void OnDragStarted()
public bool OnCardDragStarted(CardContext context)
{
if (_isFlipping) return; // Already flipping
if (_isFlipping) return true; // Already handling
// Start flip animation (data should be assigned by listeners by now)
// IMPORTANT: Data must be assigned by event listeners (AlbumViewPage) BEFORE we flip
// The event system guarantees this because events are synchronous
if (context.CardData == null)
{
Logging.Warning("[CardPendingFaceDownState] OnCardDragStarted called but no CardData assigned yet!");
return true; // Don't flip without data
}
// Start flip animation (data is now guaranteed to be assigned)
StartFlipAnimation();
return true; // We handled it, prevent default DraggingState transition
}
/// <summary>
/// We don't handle drag end in face-down state
/// </summary>
public bool OnCardDragEnded(CardContext context)
{
return false;
}
private void StartFlipAnimation()