Refactor, cleanup code and add documentaiton
This commit is contained in:
220
Assets/Scripts/CardSystem/UI/BoosterPackGiver.cs
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220
Assets/Scripts/CardSystem/UI/BoosterPackGiver.cs
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using System.Collections;
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using Core;
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using Data.CardSystem;
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using UnityEngine;
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using UnityEngine.Events;
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namespace UI.CardSystem
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{
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/// <summary>
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/// One-off helper to visually grant a booster pack.
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/// Place this on a UI GameObject with two Image children (a background "glow" and a booster pack image).
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/// Access via BoosterPackGiver.Instance and call GiveBoosterPack().
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/// The sequence:
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/// 1) Shows the object (enables children)
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/// 2) Pulses the glow scale for a fixed duration
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/// 3) Hides the glow, tweens the booster image towards the backpack icon and scales to zero
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/// 4) Invokes OnCompleted
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/// </summary>
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public class BoosterPackGiver : MonoBehaviour
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{
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public static BoosterPackGiver Instance { get; private set; }
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[Header("References")]
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[Tooltip("Canvas that contains these UI elements. If null, will search up the hierarchy.")]
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[SerializeField] private Canvas canvas;
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[Tooltip("Background glow RectTransform (child image)")]
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[SerializeField] private RectTransform backgroundGlow;
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[Tooltip("Booster pack image RectTransform (child image)")]
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[SerializeField] private RectTransform boosterImage;
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[Tooltip("Target RectTransform for the backpack icon (where the booster flies to)")]
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[SerializeField] private RectTransform targetBackpackIcon;
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[Header("Timing")]
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[Tooltip("How long the glow should pulse before the booster flies to the backpack")]
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[SerializeField] private float pulseDuration = 2.0f;
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[Tooltip("Duration of the flight/scale-down animation")]
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[SerializeField] private float moveDuration = 0.6f;
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[Header("Glow Pulse")]
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[Tooltip("Minimum scale during pulse")] [SerializeField] private float glowScaleMin = 0.9f;
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[Tooltip("Maximum scale during pulse")] [SerializeField] private float glowScaleMax = 1.1f;
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[Tooltip("Pulse speed in cycles per second")] [SerializeField] private float glowPulseSpeed = 2.0f;
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[Header("Move/Scale Easing")]
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[SerializeField] private AnimationCurve moveCurve = AnimationCurve.EaseInOut(0, 0, 1, 1);
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[SerializeField] private AnimationCurve scaleCurve = AnimationCurve.EaseInOut(0, 0, 1, 1);
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[Header("Behaviour")]
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[Tooltip("Hide visuals when the sequence completes")] [SerializeField] private bool hideOnComplete = true;
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[Header("Events")]
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public UnityEvent OnCompleted;
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private Coroutine _sequenceCoroutine;
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private Vector3 _boosterInitialScale;
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private Vector2 _boosterInitialAnchoredPos;
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private IEnumerator Start()
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{
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if (Instance != null && Instance != this)
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{
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Logging.Warning("[BoosterPackGiver] Duplicate instance detected. Destroying this component.");
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Destroy(this);
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yield break;
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}
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Instance = this;
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if (canvas == null)
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{
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canvas = GetComponentInParent<Canvas>();
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}
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CacheInitialBoosterState();
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// Start hidden (keep GameObject active so the singleton remains accessible)
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SetVisualsActive(false);
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// yield return new WaitForSeconds(1f);
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// GiveBoosterPack();
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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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Instance = null;
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}
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private void CacheInitialBoosterState()
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{
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if (boosterImage != null)
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{
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_boosterInitialScale = boosterImage.localScale;
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_boosterInitialAnchoredPos = boosterImage.anchoredPosition;
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}
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}
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/// <summary>
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/// Public entry point: run the grant animation.
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/// </summary>
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public void GiveBoosterPack()
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{
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if (backgroundGlow == null || boosterImage == null)
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{
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Debug.LogError("[BoosterPackGiver] Missing references. Assign Background Glow and Booster Image in the inspector.");
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return;
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}
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// Reset and start fresh
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if (_sequenceCoroutine != null)
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{
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StopCoroutine(_sequenceCoroutine);
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_sequenceCoroutine = null;
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}
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// Ensure canvas reference
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if (canvas == null)
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{
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canvas = GetComponentInParent<Canvas>();
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}
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// Reset booster transform
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boosterImage.localScale = _boosterInitialScale;
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boosterImage.anchoredPosition = _boosterInitialAnchoredPos;
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// Show visuals
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SetVisualsActive(true);
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_sequenceCoroutine = StartCoroutine(RunSequence());
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}
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private IEnumerator RunSequence()
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{
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// 1) Pulse the glow
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float elapsed = 0f;
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Vector3 baseGlowScale = backgroundGlow.localScale;
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while (elapsed < pulseDuration)
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{
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elapsed += Time.unscaledDeltaTime;
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float t = Mathf.Sin(elapsed * Mathf.PI * 2f * glowPulseSpeed) * 0.5f + 0.5f; // 0..1
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float s = Mathf.Lerp(glowScaleMin, glowScaleMax, t);
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backgroundGlow.localScale = baseGlowScale * s;
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yield return null;
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}
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// 2) Hide glow
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backgroundGlow.gameObject.SetActive(false);
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// 3) Move booster to backpack icon and scale to zero
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Vector2 startPos = boosterImage.anchoredPosition;
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Vector2 targetPos = startPos;
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// Convert target to booster parent space if available
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if (targetBackpackIcon != null)
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{
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var parentRect = boosterImage.parent as RectTransform;
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if (parentRect != null)
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{
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Vector2 localPoint;
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Vector2 screenPoint = RectTransformUtility.WorldToScreenPoint(canvas != null ? canvas.worldCamera : null, targetBackpackIcon.position);
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if (RectTransformUtility.ScreenPointToLocalPointInRectangle(parentRect, screenPoint, canvas != null ? canvas.worldCamera : null, out localPoint))
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{
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targetPos = localPoint;
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}
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}
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}
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elapsed = 0f;
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while (elapsed < moveDuration)
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{
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elapsed += Time.unscaledDeltaTime;
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float t = Mathf.Clamp01(elapsed / moveDuration);
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float mt = moveCurve != null ? moveCurve.Evaluate(t) : t;
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float st = scaleCurve != null ? scaleCurve.Evaluate(t) : t;
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boosterImage.anchoredPosition = Vector2.LerpUnclamped(startPos, targetPos, mt);
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boosterImage.localScale = Vector3.LerpUnclamped(_boosterInitialScale, Vector3.zero, st);
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yield return null;
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}
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// Ensure final state
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boosterImage.anchoredPosition = targetPos;
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boosterImage.localScale = Vector3.zero;
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if (hideOnComplete)
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{
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SetVisualsActive(false);
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// Restore booster for the next run
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boosterImage.localScale = _boosterInitialScale;
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boosterImage.anchoredPosition = _boosterInitialAnchoredPos;
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backgroundGlow.localScale = Vector3.one; // reset pulse scaling
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}
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_sequenceCoroutine = null;
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OnCompleted?.Invoke();
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CardSystemManager.Instance.AddBoosterPack(1);
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}
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private void SetVisualsActive(bool active)
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{
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if (backgroundGlow != null) backgroundGlow.gameObject.SetActive(active);
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if (boosterImage != null) boosterImage.gameObject.SetActive(active);
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}
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// Optional: quick editor hookup to validate references
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#if UNITY_EDITOR
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private void OnValidate()
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{
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if (canvas == null)
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{
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canvas = GetComponentInParent<Canvas>();
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}
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if (boosterImage != null && _boosterInitialScale == Vector3.zero)
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{
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_boosterInitialScale = boosterImage.localScale;
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_boosterInitialAnchoredPos = boosterImage.anchoredPosition;
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}
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}
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#endif
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}
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}
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3
Assets/Scripts/CardSystem/UI/BoosterPackGiver.cs.meta
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3
Assets/Scripts/CardSystem/UI/BoosterPackGiver.cs.meta
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: e805057df6a34bd4b881031b5f460fe5
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timeCreated: 1761053022
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3
Assets/Scripts/CardSystem/UI/Component.meta
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3
Assets/Scripts/CardSystem/UI/Component.meta
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 7cb791415c884e97ac181816424200e4
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timeCreated: 1763454497
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135
Assets/Scripts/CardSystem/UI/Component/BookTabButton.cs
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135
Assets/Scripts/CardSystem/UI/Component/BookTabButton.cs
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@@ -0,0 +1,135 @@
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using System;
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using AppleHills.Data.CardSystem;
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using BookCurlPro;
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using Core;
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using UnityEngine;
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using UnityEngine.UI;
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using Tween = Pixelplacement.Tween;
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namespace UI.CardSystem
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{
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/// <summary>
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/// Tab button for navigating to specific pages in the card album book.
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/// Coordinates with other tabs via static events for visual feedback.
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/// </summary>
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[RequireComponent(typeof(Button))]
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public class BookTabButton : MonoBehaviour
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{
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[Header("Book Reference")]
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[SerializeField] private BookPro book;
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[Header("Tab Configuration")]
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[SerializeField] private int targetPage;
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[SerializeField] private CardZone zone;
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[Header("Visual Settings")]
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[SerializeField] private bool enableScaling = true;
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[SerializeField] private float selectedScale = 2.0f;
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[SerializeField] private float normalScale = 1.0f;
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[SerializeField] private float scaleTransitionDuration = 0.2f;
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private Button button;
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private RectTransform rectTransform;
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private Vector2 originalSize;
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// Static dispatcher for coordinating all tabs
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private static event Action<BookTabButton> OnTabClicked;
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// Public properties to access this tab's configuration
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public CardZone Zone => zone;
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public int TargetPage => targetPage;
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private void Awake()
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{
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// Get required components
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button = GetComponent<Button>();
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rectTransform = GetComponent<RectTransform>();
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// Cache original size
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originalSize = rectTransform.sizeDelta;
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// Register button click
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button.onClick.AddListener(OnButtonClicked);
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// Subscribe to static tab event
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OnTabClicked += OnAnyTabClicked;
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}
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private void OnDestroy()
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{
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// Cleanup listeners
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if (button != null)
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{
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button.onClick.RemoveListener(OnButtonClicked);
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}
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OnTabClicked -= OnAnyTabClicked;
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}
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private void OnButtonClicked()
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{
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if (book == null)
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{
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Logging.Warning($"[BookTabButton] No BookPro reference assigned on {gameObject.name}");
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return;
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}
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// Notify all tabs that this one was clicked
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OnTabClicked?.Invoke(this);
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// Flip to target page using AutoFlip
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BookCurlPro.AutoFlip autoFlip = book.GetComponent<BookCurlPro.AutoFlip>();
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if (autoFlip == null)
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{
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autoFlip = book.gameObject.AddComponent<BookCurlPro.AutoFlip>();
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}
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autoFlip.enabled = true;
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autoFlip.StartFlipping(targetPage);
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}
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private void OnAnyTabClicked(BookTabButton clickedTab)
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{
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// Skip scaling if disabled
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if (!enableScaling) return;
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// Scale this tab based on whether it was clicked
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if (clickedTab == this)
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{
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SetScale(selectedScale);
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}
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else
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{
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SetScale(normalScale);
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}
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}
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private void SetScale(float targetScale)
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{
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Vector2 targetSize = originalSize * targetScale;
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// Use Pixelplacement Tween for smooth size change
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Tween.Value(rectTransform.sizeDelta, targetSize,
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(Vector2 value) => rectTransform.sizeDelta = value,
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scaleTransitionDuration, 0f, Tween.EaseInOut);
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}
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// Public method to programmatically trigger this tab
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public void ActivateTab()
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{
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OnButtonClicked();
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}
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#if UNITY_EDITOR
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private void OnValidate()
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{
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// Ensure target page is non-negative
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if (targetPage < 0)
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{
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targetPage = 0;
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}
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}
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#endif
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: ff50caabb55742bc8d24a6ddffeda815
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||||
timeCreated: 1762385754
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219
Assets/Scripts/CardSystem/UI/Component/BoosterNotificationDot.cs
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219
Assets/Scripts/CardSystem/UI/Component/BoosterNotificationDot.cs
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@@ -0,0 +1,219 @@
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using Core.Lifecycle;
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using Data.CardSystem;
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using Pixelplacement;
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using Pixelplacement.TweenSystem;
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using TMPro;
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using UnityEngine;
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namespace UI.CardSystem
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{
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/// <summary>
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/// Manages a notification dot that displays a count (e.g., booster packs)
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/// Can be reused across different UI elements that need to show numeric notifications
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/// Automatically syncs with CardSystemManager to display booster pack count
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/// </summary>
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public class BoosterNotificationDot : ManagedBehaviour
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{
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[Header("UI References")]
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[SerializeField] private GameObject dotBackground;
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[SerializeField] private TextMeshProUGUI countText;
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[Header("Settings")]
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[SerializeField] private bool hideWhenZero = true;
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[SerializeField] private bool useAnimation = false;
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[SerializeField] private string textPrefix = "";
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[SerializeField] private string textSuffix = "";
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[SerializeField] private Color textColor = Color.white;
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[Header("Animation")]
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[SerializeField] private bool useTween = true;
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[SerializeField] private float pulseDuration = 0.3f;
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[SerializeField] private float pulseScale = 1.2f;
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// Optional animator reference
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[SerializeField] private Animator animator;
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[SerializeField] private string animationTrigger = "Update";
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// Current count value
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private int _currentCount;
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private Vector3 _originalScale;
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private TweenBase _activeTween;
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||||
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internal override void OnManagedStart()
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||||
{
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// Store original scale for pulse animation
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||||
if (dotBackground != null)
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||||
{
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||||
_originalScale = dotBackground.transform.localScale;
|
||||
}
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||||
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||||
// Apply text color
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||||
if (countText != null)
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||||
{
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countText.color = textColor;
|
||||
}
|
||||
|
||||
// Subscribe to CardSystemManager events (managers are guaranteed to be initialized)
|
||||
if (CardSystemManager.Instance != null)
|
||||
{
|
||||
CardSystemManager.Instance.OnBoosterCountChanged += OnBoosterCountChanged;
|
||||
|
||||
// Poll initial count and display it
|
||||
int initialCount = CardSystemManager.Instance.GetBoosterPackCount();
|
||||
SetCount(initialCount);
|
||||
}
|
||||
else
|
||||
{
|
||||
// If CardSystemManager isn't available yet, set to default count
|
||||
SetCount(_currentCount);
|
||||
}
|
||||
}
|
||||
|
||||
internal override void OnManagedDestroy()
|
||||
{
|
||||
// Unsubscribe from CardSystemManager events to prevent memory leaks
|
||||
if (CardSystemManager.Instance != null)
|
||||
{
|
||||
CardSystemManager.Instance.OnBoosterCountChanged -= OnBoosterCountChanged;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Callback when booster count changes in CardSystemManager
|
||||
/// </summary>
|
||||
private void OnBoosterCountChanged(int newCount)
|
||||
{
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||||
SetCount(newCount);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the count displayed on the notification dot
|
||||
/// Also handles visibility based on settings
|
||||
/// </summary>
|
||||
public void SetCount(int count)
|
||||
{
|
||||
bool countChanged = count != _currentCount;
|
||||
_currentCount = count;
|
||||
|
||||
// Update text
|
||||
if (countText != null)
|
||||
{
|
||||
countText.text = textPrefix + count.ToString() + textSuffix;
|
||||
}
|
||||
|
||||
// Handle visibility
|
||||
if (hideWhenZero)
|
||||
{
|
||||
SetVisibility(count > 0);
|
||||
}
|
||||
|
||||
// Play animation if value changed and animation is enabled
|
||||
if (countChanged && count > 0)
|
||||
{
|
||||
if (useAnimation)
|
||||
{
|
||||
Animate();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the current count value
|
||||
/// </summary>
|
||||
public int GetCount()
|
||||
{
|
||||
return _currentCount;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set text formatting options
|
||||
/// </summary>
|
||||
public void SetFormatting(string prefix, string suffix, Color color)
|
||||
{
|
||||
textPrefix = prefix;
|
||||
textSuffix = suffix;
|
||||
textColor = color;
|
||||
|
||||
if (countText != null)
|
||||
{
|
||||
countText.color = color;
|
||||
// Update text with new formatting
|
||||
countText.text = textPrefix + _currentCount.ToString() + textSuffix;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Explicitly control the notification dot visibility
|
||||
/// </summary>
|
||||
public void SetVisibility(bool isVisible)
|
||||
{
|
||||
if (dotBackground != null)
|
||||
{
|
||||
dotBackground.SetActive(isVisible);
|
||||
}
|
||||
|
||||
if (countText != null)
|
||||
{
|
||||
countText.gameObject.SetActive(isVisible);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Show the notification dot
|
||||
/// </summary>
|
||||
public void Show()
|
||||
{
|
||||
SetVisibility(true);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Hide the notification dot
|
||||
/// </summary>
|
||||
public void Hide()
|
||||
{
|
||||
SetVisibility(false);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Play animation manually - either using Animator or Tween
|
||||
/// </summary>
|
||||
public void Animate()
|
||||
{
|
||||
if (useAnimation)
|
||||
{
|
||||
if (animator != null)
|
||||
{
|
||||
animator.SetTrigger(animationTrigger);
|
||||
}
|
||||
else if (useTween && dotBackground != null)
|
||||
{
|
||||
// Cancel any existing tweens on this transform
|
||||
if(_activeTween != null)
|
||||
_activeTween.Cancel();
|
||||
|
||||
// Reset to original scale
|
||||
dotBackground.transform.localScale = _originalScale;
|
||||
|
||||
// Pulse animation using Tween
|
||||
_activeTween = Tween.LocalScale(dotBackground.transform,
|
||||
_originalScale * pulseScale,
|
||||
pulseDuration/2,
|
||||
0,
|
||||
Tween.EaseOut,
|
||||
Tween.LoopType.None,
|
||||
null,
|
||||
() => {
|
||||
// Scale back to original size
|
||||
Tween.LocalScale(dotBackground.transform,
|
||||
_originalScale,
|
||||
pulseDuration/2,
|
||||
0,
|
||||
Tween.EaseIn);
|
||||
},
|
||||
obeyTimescale: false);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5845ed3764635fe429b6f1063effdd8a
|
||||
92
Assets/Scripts/CardSystem/UI/Component/CardAlbumOpener.cs
Normal file
92
Assets/Scripts/CardSystem/UI/Component/CardAlbumOpener.cs
Normal file
@@ -0,0 +1,92 @@
|
||||
using Core;
|
||||
using UI.Core;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace UI.CardSystem
|
||||
{
|
||||
/// <summary>
|
||||
/// Opens the card album view when the button is pressed.
|
||||
/// Attach this to a top-level GameObject in the scene.
|
||||
/// </summary>
|
||||
public class CardAlbumOpener : MonoBehaviour
|
||||
{
|
||||
[Header("References")]
|
||||
[SerializeField] private Button openAlbumButton;
|
||||
[SerializeField] private AlbumViewPage albumViewPage;
|
||||
[SerializeField] private BoosterOpeningPage boosterOpeningPage;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if (openAlbumButton != null)
|
||||
{
|
||||
openAlbumButton.onClick.AddListener(OnOpenAlbumClicked);
|
||||
}
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
if (UIPageController.Instance != null)
|
||||
{
|
||||
UIPageController.Instance.OnPageChanged += OnPageChanged;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
if (UIPageController.Instance != null)
|
||||
{
|
||||
UIPageController.Instance.OnPageChanged -= OnPageChanged;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
if (openAlbumButton != null)
|
||||
{
|
||||
openAlbumButton.onClick.RemoveListener(OnOpenAlbumClicked);
|
||||
}
|
||||
|
||||
Logging.Debug("ALBUM: CardAlbumDestroyed");
|
||||
}
|
||||
|
||||
private void OnOpenAlbumClicked()
|
||||
{
|
||||
if (UIPageController.Instance == null) return;
|
||||
|
||||
// Check if we're currently on the booster opening page
|
||||
if (UIPageController.Instance.CurrentPage == boosterOpeningPage)
|
||||
{
|
||||
// We're in booster opening page, pop back to album main page
|
||||
UIPageController.Instance.PopPage();
|
||||
}
|
||||
else if (UIPageController.Instance.CurrentPage != albumViewPage)
|
||||
{
|
||||
// We're not in the album at all, open it
|
||||
if (openAlbumButton != null)
|
||||
{
|
||||
openAlbumButton.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
if (albumViewPage != null)
|
||||
{
|
||||
UIPageController.Instance.PushPage(albumViewPage);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void OnPageChanged(UIPage currentPage)
|
||||
{
|
||||
if (openAlbumButton == null) return;
|
||||
|
||||
// Show the button when:
|
||||
// 1. We're on the booster opening page (acts as "back to album" button)
|
||||
// 2. We're NOT on the album main page (acts as "open album" button)
|
||||
// Hide the button only when we're on the album main page
|
||||
|
||||
bool shouldShowButton = currentPage == boosterOpeningPage || currentPage != albumViewPage;
|
||||
openAlbumButton.gameObject.SetActive(shouldShowButton);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4b3b63118ebc48d6b8f28cd69d96191e
|
||||
timeCreated: 1762384087
|
||||
300
Assets/Scripts/CardSystem/UI/MinigameBoosterGiver.cs
Normal file
300
Assets/Scripts/CardSystem/UI/MinigameBoosterGiver.cs
Normal file
@@ -0,0 +1,300 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using Core;
|
||||
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 shows the scrapbook button and animates the pack flying to it before granting the reward.
|
||||
/// The scrapbook button is automatically hidden after the animation completes.
|
||||
/// </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 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)
|
||||
{
|
||||
Logging.Warning("[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)
|
||||
{
|
||||
Logging.Warning("[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;
|
||||
}
|
||||
|
||||
// Show scrapbook button temporarily using HUD visibility context
|
||||
PlayerHudManager.HudVisibilityContext hudContext = null;
|
||||
GameObject scrapbookButton = null;
|
||||
|
||||
scrapbookButton = PlayerHudManager.Instance.GetScrabookButton();
|
||||
if (scrapbookButton != null)
|
||||
{
|
||||
hudContext = PlayerHudManager.Instance.ShowElementTemporarily(scrapbookButton);
|
||||
}
|
||||
else
|
||||
{
|
||||
Logging.Warning("[MinigameBoosterGiver] Scrapbook button not found in PlayerHudManager.");
|
||||
}
|
||||
|
||||
// Calculate target position - use scrapbook button position if available
|
||||
Vector3 targetPosition;
|
||||
|
||||
if (scrapbookButton != null)
|
||||
{
|
||||
// Get the scrapbook button's position in the same coordinate space as boosterImage
|
||||
RectTransform scrapbookRect = scrapbookButton.GetComponent<RectTransform>();
|
||||
if (scrapbookRect != null)
|
||||
{
|
||||
// Convert scrapbook button's world position to local position relative to boosterImage's parent
|
||||
Canvas canvas = GetComponentInParent<Canvas>();
|
||||
if (canvas != null && canvas.renderMode == RenderMode.ScreenSpaceOverlay)
|
||||
{
|
||||
// For overlay canvas, convert screen position to local position
|
||||
Vector2 screenPos = RectTransformUtility.WorldToScreenPoint(null, scrapbookRect.position);
|
||||
RectTransformUtility.ScreenPointToLocalPointInRectangle(
|
||||
boosterImage.parent as RectTransform,
|
||||
screenPos,
|
||||
null,
|
||||
out Vector2 localPoint);
|
||||
targetPosition = localPoint;
|
||||
}
|
||||
else
|
||||
{
|
||||
// For world space or camera canvas
|
||||
targetPosition = boosterImage.parent.InverseTransformPoint(scrapbookRect.position);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Logging.Warning("[MinigameBoosterGiver] Scrapbook button has no RectTransform, using fallback position.");
|
||||
targetPosition = GetFallbackPosition();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Fallback to bottom-left corner
|
||||
targetPosition = GetFallbackPosition();
|
||||
}
|
||||
|
||||
// Tween to scrapbook button position
|
||||
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);
|
||||
Logging.Debug("[MinigameBoosterGiver] Booster pack granted!");
|
||||
}
|
||||
else
|
||||
{
|
||||
Logging.Warning("[MinigameBoosterGiver] CardSystemManager not found, cannot grant booster pack.");
|
||||
}
|
||||
|
||||
// Hide scrapbook button by disposing the context
|
||||
hudContext?.Dispose();
|
||||
|
||||
// Hide the visual
|
||||
if (visualContainer != null)
|
||||
{
|
||||
visualContainer.SetActive(false);
|
||||
}
|
||||
|
||||
// Invoke completion callback
|
||||
_onCompleteCallback?.Invoke();
|
||||
_onCompleteCallback = null;
|
||||
|
||||
// Clear sequence reference
|
||||
_currentSequence = null;
|
||||
}
|
||||
|
||||
private Vector3 GetFallbackPosition()
|
||||
{
|
||||
RectTransform canvasRect = GetComponentInParent<Canvas>()?.GetComponent<RectTransform>();
|
||||
if (canvasRect != null)
|
||||
{
|
||||
// Convert bottom-left corner with offset to local position
|
||||
Vector2 bottomLeft = new Vector2(-canvasRect.rect.width / 2f, -canvasRect.rect.height / 2f);
|
||||
return bottomLeft + targetBottomLeftOffset;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Ultimate fallback if no canvas found
|
||||
return _boosterInitialPosition + new Vector3(-500f, -500f, 0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
12
Assets/Scripts/CardSystem/UI/MinigameBoosterGiver.cs.meta
Normal file
12
Assets/Scripts/CardSystem/UI/MinigameBoosterGiver.cs.meta
Normal file
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7d8f3e9a2b4c5f6d1a8e9c0b3d4f5a6b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
||||
3
Assets/Scripts/CardSystem/UI/Pages.meta
Normal file
3
Assets/Scripts/CardSystem/UI/Pages.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c548995da9c746d1916b79304734c1c9
|
||||
timeCreated: 1763454486
|
||||
491
Assets/Scripts/CardSystem/UI/Pages/AlbumViewPage.cs
Normal file
491
Assets/Scripts/CardSystem/UI/Pages/AlbumViewPage.cs
Normal file
@@ -0,0 +1,491 @@
|
||||
using System.Collections.Generic;
|
||||
using AppleHills.Data.CardSystem;
|
||||
using Core;
|
||||
using Data.CardSystem;
|
||||
using Pixelplacement;
|
||||
using UI.Core;
|
||||
using UI.DragAndDrop.Core;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using UnityEngine.Serialization;
|
||||
|
||||
namespace UI.CardSystem
|
||||
{
|
||||
/// <summary>
|
||||
/// UI page for viewing the player's card collection in an album.
|
||||
/// Manages booster pack button visibility and opening flow.
|
||||
/// </summary>
|
||||
public class AlbumViewPage : UIPage
|
||||
{
|
||||
[Header("UI References")]
|
||||
[SerializeField] private CanvasGroup canvasGroup;
|
||||
[SerializeField] private Button exitButton;
|
||||
[SerializeField] private BookCurlPro.BookPro book;
|
||||
|
||||
[Header("Zone Navigation")]
|
||||
[SerializeField] private Transform tabContainer; // Container holding all BookTabButton children
|
||||
private BookTabButton[] _zoneTabs; // Discovered zone tab buttons
|
||||
|
||||
[Header("Album Card Reveal")]
|
||||
[SerializeField] private SlotContainer bottomRightSlots;
|
||||
[FormerlySerializedAs("albumCardPlacementPrefab")]
|
||||
[SerializeField] private GameObject cardPrefab; // New Card prefab for placement
|
||||
|
||||
[Header("Card Enlarge System")]
|
||||
[SerializeField] private GameObject cardEnlargedBackdrop; // Backdrop to block interactions
|
||||
[SerializeField] private Transform cardEnlargedContainer; // Container for enlarged cards (sits above backdrop)
|
||||
|
||||
[Header("Booster Pack UI")]
|
||||
[SerializeField] private GameObject[] boosterPackButtons;
|
||||
[SerializeField] private BoosterOpeningPage boosterOpeningPage;
|
||||
|
||||
private Input.InputMode _previousInputMode;
|
||||
|
||||
// Controllers: Lazy-initialized services (auto-created on first use)
|
||||
private CornerCardManager _cornerCardManager;
|
||||
private CornerCardManager CornerCards => _cornerCardManager ??= new CornerCardManager(
|
||||
bottomRightSlots,
|
||||
cardPrefab,
|
||||
this
|
||||
);
|
||||
|
||||
private AlbumNavigationService _navigationService;
|
||||
private AlbumNavigationService Navigation => _navigationService ??= new AlbumNavigationService(
|
||||
book,
|
||||
_zoneTabs
|
||||
);
|
||||
|
||||
private CardEnlargeController _enlargeController;
|
||||
private CardEnlargeController Enlarge => _enlargeController ??= new CardEnlargeController(
|
||||
cardEnlargedBackdrop,
|
||||
cardEnlargedContainer
|
||||
);
|
||||
|
||||
/// <summary>
|
||||
/// Query method: Check if the book is currently flipping to a page.
|
||||
/// Used by card states to know if they should wait before placing.
|
||||
/// </summary>
|
||||
public bool IsPageFlipping => Navigation.IsPageFlipping;
|
||||
|
||||
internal override void OnManagedStart()
|
||||
{
|
||||
// Discover zone tabs from container
|
||||
DiscoverZoneTabs();
|
||||
|
||||
// Make sure we have a CanvasGroup for transitions
|
||||
if (canvasGroup == null)
|
||||
canvasGroup = GetComponent<CanvasGroup>();
|
||||
if (canvasGroup == null)
|
||||
canvasGroup = gameObject.AddComponent<CanvasGroup>();
|
||||
|
||||
// Hide backdrop initially
|
||||
if (cardEnlargedBackdrop != null)
|
||||
{
|
||||
cardEnlargedBackdrop.SetActive(false);
|
||||
}
|
||||
|
||||
// Set up exit button
|
||||
if (exitButton != null)
|
||||
{
|
||||
exitButton.onClick.AddListener(OnExitButtonClicked);
|
||||
}
|
||||
|
||||
// Set up booster pack button listeners
|
||||
SetupBoosterButtonListeners();
|
||||
|
||||
// Subscribe to book page flip events
|
||||
if (book != null)
|
||||
{
|
||||
book.OnFlip.AddListener(OnPageFlipped);
|
||||
Logging.Debug("[AlbumViewPage] Subscribed to book.OnFlip event");
|
||||
}
|
||||
else
|
||||
{
|
||||
Logging.Warning("[AlbumViewPage] Book reference is null, cannot subscribe to OnFlip event!");
|
||||
}
|
||||
|
||||
// Subscribe to CardSystemManager events (managers are guaranteed to be initialized)
|
||||
if (CardSystemManager.Instance != null)
|
||||
{
|
||||
CardSystemManager.Instance.OnBoosterCountChanged += OnBoosterCountChanged;
|
||||
// NOTE: OnPendingCardAdded is subscribed in TransitionIn, not here
|
||||
// This prevents spawning cards when page is not active
|
||||
|
||||
// Update initial button visibility
|
||||
int initialCount = CardSystemManager.Instance.GetBoosterPackCount();
|
||||
UpdateBoosterButtons(initialCount);
|
||||
}
|
||||
|
||||
// UI pages should start disabled
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Discover all BookTabButton components from the tab container
|
||||
/// </summary>
|
||||
private void DiscoverZoneTabs()
|
||||
{
|
||||
if (tabContainer == null)
|
||||
{
|
||||
Debug.LogError("[AlbumViewPage] Tab container is not assigned! Cannot discover zone tabs.");
|
||||
_zoneTabs = new BookTabButton[0];
|
||||
return;
|
||||
}
|
||||
|
||||
// Get all BookTabButton components from children
|
||||
_zoneTabs = tabContainer.GetComponentsInChildren<BookTabButton>(includeInactive: false);
|
||||
|
||||
if (_zoneTabs == null || _zoneTabs.Length == 0)
|
||||
{
|
||||
Logging.Warning($"[AlbumViewPage] No BookTabButton components found in tab container '{tabContainer.name}'!");
|
||||
_zoneTabs = new BookTabButton[0];
|
||||
}
|
||||
else
|
||||
{
|
||||
Logging.Debug($"[AlbumViewPage] Discovered {_zoneTabs.Length} zone tabs from container '{tabContainer.name}'");
|
||||
foreach (var tab in _zoneTabs)
|
||||
{
|
||||
Logging.Debug($" - Tab: {tab.name}, Zone: {tab.Zone}, TargetPage: {tab.TargetPage}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void SetupBoosterButtonListeners()
|
||||
{
|
||||
if (boosterPackButtons == null) return;
|
||||
|
||||
for (int i = 0; i < boosterPackButtons.Length; i++)
|
||||
{
|
||||
if (boosterPackButtons[i] == null) continue;
|
||||
|
||||
|
||||
Button button = boosterPackButtons[i].GetComponent<Button>();
|
||||
if (button != null)
|
||||
{
|
||||
button.onClick.AddListener(OnBoosterButtonClicked);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
internal override void OnManagedDestroy()
|
||||
{
|
||||
// Unsubscribe from book events
|
||||
if (book != null)
|
||||
{
|
||||
book.OnFlip.RemoveListener(OnPageFlipped);
|
||||
}
|
||||
|
||||
// Unsubscribe from CardSystemManager
|
||||
if (CardSystemManager.Instance != null)
|
||||
{
|
||||
CardSystemManager.Instance.OnBoosterCountChanged -= OnBoosterCountChanged;
|
||||
}
|
||||
|
||||
// Clean up exit button
|
||||
if (exitButton != null)
|
||||
{
|
||||
exitButton.onClick.RemoveListener(OnExitButtonClicked);
|
||||
}
|
||||
|
||||
// Clean up booster button listeners
|
||||
if (boosterPackButtons != null)
|
||||
{
|
||||
foreach (var buttonObj in boosterPackButtons)
|
||||
{
|
||||
if (buttonObj == null) continue;
|
||||
|
||||
Button button = buttonObj.GetComponent<Button>();
|
||||
if (button != null)
|
||||
{
|
||||
button.onClick.RemoveListener(OnBoosterButtonClicked);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Clean up pending corner cards
|
||||
CleanupPendingCornerCards();
|
||||
}
|
||||
|
||||
private void OnExitButtonClicked()
|
||||
{
|
||||
if (book != null && book.CurrentPaper != 1)
|
||||
{
|
||||
// Not on page 0, flip to page 0 first
|
||||
BookCurlPro.AutoFlip autoFlip = book.GetComponent<BookCurlPro.AutoFlip>();
|
||||
if (autoFlip == null)
|
||||
{
|
||||
autoFlip = book.gameObject.AddComponent<BookCurlPro.AutoFlip>();
|
||||
}
|
||||
|
||||
autoFlip.enabled = true;
|
||||
autoFlip.StartFlipping(1);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Already on page 0 or no book reference, exit
|
||||
// Restore input mode before popping
|
||||
if (Input.InputManager.Instance != null)
|
||||
{
|
||||
Input.InputManager.Instance.SetInputMode(_previousInputMode);
|
||||
Logging.Debug($"[AlbumViewPage] Restored input mode to {_previousInputMode} on exit");
|
||||
}
|
||||
|
||||
if (UIPageController.Instance != null)
|
||||
{
|
||||
UIPageController.Instance.PopPage();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void OnBoosterCountChanged(int newCount)
|
||||
{
|
||||
UpdateBoosterButtons(newCount);
|
||||
}
|
||||
|
||||
private void UpdateBoosterButtons(int boosterCount)
|
||||
{
|
||||
if (boosterPackButtons == null || boosterPackButtons.Length == 0) return;
|
||||
|
||||
int visibleCount = Mathf.Min(boosterCount, boosterPackButtons.Length);
|
||||
|
||||
for (int i = 0; i < boosterPackButtons.Length; i++)
|
||||
{
|
||||
if (boosterPackButtons[i] != null)
|
||||
{
|
||||
boosterPackButtons[i].SetActive(i < visibleCount);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void OnBoosterButtonClicked()
|
||||
{
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
public override void TransitionIn()
|
||||
{
|
||||
// Only store and switch input mode if this is the first time entering
|
||||
if (Input.InputManager.Instance != null)
|
||||
{
|
||||
// Store the current input mode before switching
|
||||
_previousInputMode = Input.InputMode.GameAndUI;
|
||||
Input.InputManager.Instance.SetInputMode(Input.InputMode.UI);
|
||||
Logging.Debug("[AlbumViewPage] Switched to UI-only input mode on first entry");
|
||||
}
|
||||
|
||||
// Only spawn pending cards if we're already on an album page (not the menu)
|
||||
if (IsInAlbumProper())
|
||||
{
|
||||
Logging.Debug("[AlbumViewPage] Opening directly to album page - spawning cards immediately");
|
||||
SpawnPendingCornerCards();
|
||||
}
|
||||
else
|
||||
{
|
||||
Logging.Debug("[AlbumViewPage] Opening to menu page - cards will spawn when entering album");
|
||||
}
|
||||
|
||||
base.TransitionIn();
|
||||
}
|
||||
|
||||
public override void TransitionOut()
|
||||
{
|
||||
// Clean up active pending cards to prevent duplicates on next opening
|
||||
CleanupPendingCornerCards();
|
||||
|
||||
// Don't restore input mode here - only restore when actually exiting (in OnExitButtonClicked)
|
||||
base.TransitionOut();
|
||||
}
|
||||
|
||||
protected override void DoTransitionIn(System.Action onComplete)
|
||||
{
|
||||
// Simple fade in animation
|
||||
if (canvasGroup != null)
|
||||
{
|
||||
canvasGroup.alpha = 0f;
|
||||
Tween.Value(0f, 1f, (value) => canvasGroup.alpha = value, transitionDuration, 0f, Tween.EaseInOut, Tween.LoopType.None, null, onComplete, obeyTimescale: false);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Fallback if no CanvasGroup
|
||||
onComplete?.Invoke();
|
||||
}
|
||||
}
|
||||
|
||||
protected override void DoTransitionOut(System.Action onComplete)
|
||||
{
|
||||
// Clean up any enlarged card state before closing
|
||||
CleanupEnlargedCardState();
|
||||
|
||||
// Simple fade out animation
|
||||
if (canvasGroup != null)
|
||||
{
|
||||
Tween.Value(canvasGroup.alpha, 0f, (value) => canvasGroup.alpha = value, transitionDuration, 0f, Tween.EaseInOut, Tween.LoopType.None, null, onComplete, obeyTimescale: false);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Fallback if no CanvasGroup
|
||||
onComplete?.Invoke();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Clean up enlarged card state when closing the album
|
||||
/// </summary>
|
||||
private void CleanupEnlargedCardState()
|
||||
{
|
||||
Enlarge.CleanupEnlargedState();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check if we're currently viewing the album proper (not the menu page)
|
||||
/// </summary>
|
||||
private bool IsInAlbumProper()
|
||||
{
|
||||
return Navigation.IsInAlbumProper();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when book page flips - show/hide pending cards based on whether we're in the album proper
|
||||
/// </summary>
|
||||
private void OnPageFlipped()
|
||||
{
|
||||
bool isInAlbum = IsInAlbumProper();
|
||||
if (isInAlbum && CornerCards.PendingCards.Count == 0)
|
||||
{
|
||||
// Entering album proper and no cards spawned yet - spawn them with animation
|
||||
Logging.Debug("[AlbumViewPage] Entering album proper - spawning pending cards with animation");
|
||||
SpawnPendingCornerCards();
|
||||
}
|
||||
else if (!isInAlbum && CornerCards.PendingCards.Count > 0)
|
||||
{
|
||||
// Returning to menu page - cleanup cards
|
||||
Logging.Debug("[AlbumViewPage] Returning to menu page - cleaning up pending cards");
|
||||
CleanupPendingCornerCards();
|
||||
}
|
||||
else
|
||||
{
|
||||
Logging.Debug($"[AlbumViewPage] Page flipped but no card state change needed (already in correct state)");
|
||||
}
|
||||
}
|
||||
|
||||
#region Card Enlarge System (Album Slots)
|
||||
|
||||
/// <summary>
|
||||
/// Subscribe to a placed card's enlarged state events to manage backdrop and reparenting.
|
||||
/// Called by AlbumCardSlot when it spawns an owned card in a slot.
|
||||
/// </summary>
|
||||
public void RegisterCardInAlbum(StateMachine.Card card)
|
||||
{
|
||||
Enlarge.RegisterCard(card);
|
||||
}
|
||||
|
||||
public void UnregisterCardInAlbum(StateMachine.Card card)
|
||||
{
|
||||
Enlarge.UnregisterCard(card);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Find a slot by its SlotIndex property
|
||||
/// </summary>
|
||||
private DraggableSlot FindSlotByIndex(int slotIndex)
|
||||
{
|
||||
if (bottomRightSlots == null)
|
||||
return null;
|
||||
|
||||
foreach (var slot in bottomRightSlots.Slots)
|
||||
{
|
||||
if (slot.SlotIndex == slotIndex)
|
||||
{
|
||||
return slot;
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
public void SpawnPendingCornerCards()
|
||||
{
|
||||
CornerCards.SpawnCards();
|
||||
}
|
||||
|
||||
private void CleanupPendingCornerCards()
|
||||
{
|
||||
CornerCards.CleanupAllCards();
|
||||
}
|
||||
|
||||
#region Query Methods for Card States (Data Providers)
|
||||
|
||||
/// <summary>
|
||||
/// Query method: Get card data for a pending slot.
|
||||
/// Called by PendingFaceDownState when drag starts.
|
||||
/// IMPORTANT: This removes the card from pending list immediately, then rebuilds corner.
|
||||
/// </summary>
|
||||
public CardData GetCardForPendingSlot()
|
||||
{
|
||||
return CornerCards.GetSmartSelection();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Query method: Get target slot for a card.
|
||||
/// Called by PendingFaceDownState to find where card should go.
|
||||
/// </summary>
|
||||
public AlbumCardSlot GetTargetSlotForCard(CardData cardData)
|
||||
{
|
||||
if (cardData == null) return null;
|
||||
|
||||
var allSlots = FindObjectsByType<AlbumCardSlot>(FindObjectsSortMode.None);
|
||||
|
||||
foreach (var slot in allSlots)
|
||||
{
|
||||
if (slot.TargetCardDefinition != null &&
|
||||
slot.TargetCardDefinition.Id == cardData.DefinitionId)
|
||||
{
|
||||
return slot;
|
||||
}
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Service method: Navigate to the page for a specific card.
|
||||
/// Called by PendingFaceDownState to flip book to correct zone page.
|
||||
/// </summary>
|
||||
public void NavigateToCardPage(CardData cardData, System.Action onComplete)
|
||||
{
|
||||
Navigation.NavigateToCardPage(cardData, onComplete);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Notify that a card has been placed (for cleanup).
|
||||
/// Called by PlacedInSlotState after placement is complete.
|
||||
/// </summary>
|
||||
public void NotifyCardPlaced(StateMachine.Card card)
|
||||
{
|
||||
// Delegate to corner card manager for tracking removal
|
||||
CornerCards.NotifyCardPlaced(card);
|
||||
|
||||
// Register for enlarge/shrink functionality
|
||||
RegisterCardInAlbum(card);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Helper Methods
|
||||
|
||||
public List<string> GetDefinitionsOnCurrentPage()
|
||||
{
|
||||
return Navigation.GetDefinitionsOnCurrentPage();
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
3
Assets/Scripts/CardSystem/UI/Pages/AlbumViewPage.cs.meta
Normal file
3
Assets/Scripts/CardSystem/UI/Pages/AlbumViewPage.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 59ff936424a34ce3937299c66232bf7a
|
||||
timeCreated: 1759923921
|
||||
817
Assets/Scripts/CardSystem/UI/Pages/BoosterOpeningPage.cs
Normal file
817
Assets/Scripts/CardSystem/UI/Pages/BoosterOpeningPage.cs
Normal file
@@ -0,0 +1,817 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using AppleHills.Data.CardSystem;
|
||||
using Core;
|
||||
using Data.CardSystem;
|
||||
using Pixelplacement;
|
||||
using UI.Core;
|
||||
using UI.CardSystem.DragDrop;
|
||||
using UI.DragAndDrop.Core;
|
||||
using Unity.Cinemachine;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Serialization;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace UI.CardSystem
|
||||
{
|
||||
/// <summary>
|
||||
/// UI page for opening booster packs and displaying the cards received.
|
||||
/// Manages the entire booster opening flow with drag-and-drop interaction.
|
||||
/// </summary>
|
||||
public class BoosterOpeningPage : UIPage
|
||||
{
|
||||
[Header("UI References")]
|
||||
[SerializeField] private CanvasGroup canvasGroup;
|
||||
|
||||
[Header("Booster Management")]
|
||||
[SerializeField] private GameObject boosterPackPrefab; // Prefab to instantiate new boosters
|
||||
[SerializeField] private SlotContainer bottomRightSlots; // Holds waiting boosters (max 3)
|
||||
[SerializeField] private DraggableSlot centerOpeningSlot; // Where booster goes to open
|
||||
|
||||
[Header("Card Display")]
|
||||
[SerializeField] private Transform cardDisplayContainer;
|
||||
[FormerlySerializedAs("flippableCardPrefab")]
|
||||
[SerializeField] private GameObject cardPrefab; // New Card prefab using state machine
|
||||
[SerializeField] private float cardSpacing = 150f;
|
||||
[SerializeField] private float cardWidth = 400f;
|
||||
[SerializeField] private float cardHeight = 540f;
|
||||
|
||||
[Header("Settings")]
|
||||
[SerializeField] private float boosterDisappearDuration = 0.5f;
|
||||
[SerializeField] private CinemachineImpulseSource impulseSource;
|
||||
[SerializeField] private ParticleSystem openingParticleSystem;
|
||||
[SerializeField] private GameObject albumIcon; // Target for card fly-away animation and dismiss button
|
||||
|
||||
private Button _dismissButton; // Button to close/dismiss the booster opening page
|
||||
private int _availableBoosterCount;
|
||||
private BoosterPackDraggable _currentBoosterInCenter;
|
||||
private List<BoosterPackDraggable> _activeBoostersInSlots = new List<BoosterPackDraggable>();
|
||||
private List<GameObject> _currentRevealedCards = new List<GameObject>();
|
||||
private List<StateMachine.Card> _currentCards = new List<StateMachine.Card>();
|
||||
private CardData[] _currentCardData;
|
||||
private StateMachine.Card _activeCard; // Currently selected/revealing card
|
||||
private int _cardsCompletedInteraction; // Track how many cards finished their reveal flow
|
||||
private bool _isProcessingOpening;
|
||||
private const int MAX_VISIBLE_BOOSTERS = 3;
|
||||
private void Awake()
|
||||
{
|
||||
// Make sure we have a CanvasGroup for transitions
|
||||
if (canvasGroup == null)
|
||||
canvasGroup = GetComponent<CanvasGroup>();
|
||||
if (canvasGroup == null)
|
||||
canvasGroup = gameObject.AddComponent<CanvasGroup>();
|
||||
|
||||
// Get dismiss button from albumIcon GameObject
|
||||
if (albumIcon != null)
|
||||
{
|
||||
_dismissButton = albumIcon.GetComponent<Button>();
|
||||
if (_dismissButton != null)
|
||||
{
|
||||
_dismissButton.onClick.AddListener(OnDismissButtonClicked);
|
||||
}
|
||||
else
|
||||
{
|
||||
Logging.Warning("[BoosterOpeningPage] albumIcon does not have a Button component!");
|
||||
}
|
||||
}
|
||||
|
||||
// UI pages should start disabled
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
internal override void OnManagedDestroy()
|
||||
{
|
||||
// Unsubscribe from dismiss button
|
||||
if (_dismissButton != null)
|
||||
{
|
||||
_dismissButton.onClick.RemoveListener(OnDismissButtonClicked);
|
||||
}
|
||||
|
||||
// Unsubscribe from slot events
|
||||
if (centerOpeningSlot != null)
|
||||
{
|
||||
centerOpeningSlot.OnOccupied -= OnBoosterPlacedInCenter;
|
||||
centerOpeningSlot.OnVacated -= OnBoosterRemovedFromCenter;
|
||||
}
|
||||
|
||||
// Unsubscribe from booster events
|
||||
UnsubscribeFromAllBoosters();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set the number of available booster packs before showing the page
|
||||
/// </summary>
|
||||
public void SetAvailableBoosterCount(int count)
|
||||
{
|
||||
_availableBoosterCount = count;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when the dismiss button (albumIcon) is clicked
|
||||
/// </summary>
|
||||
private void OnDismissButtonClicked()
|
||||
{
|
||||
if (UIPageController.Instance != null)
|
||||
{
|
||||
UIPageController.Instance.PopPage();
|
||||
Logging.Debug("[BoosterOpeningPage] Dismiss button clicked, popping page from stack");
|
||||
}
|
||||
}
|
||||
|
||||
public override void TransitionIn()
|
||||
{
|
||||
base.TransitionIn();
|
||||
|
||||
// Ensure album icon is visible when page opens
|
||||
if (albumIcon != null)
|
||||
{
|
||||
albumIcon.SetActive(true);
|
||||
}
|
||||
|
||||
InitializeBoosterDisplay();
|
||||
}
|
||||
|
||||
public override void TransitionOut()
|
||||
{
|
||||
CleanupPage();
|
||||
base.TransitionOut();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Initialize the booster pack display based on available count
|
||||
/// </summary>
|
||||
private void InitializeBoosterDisplay()
|
||||
{
|
||||
Logging.Debug($"[BoosterOpeningPage] InitializeBoosterDisplay called with {_availableBoosterCount} boosters available");
|
||||
|
||||
if (boosterPackPrefab == null)
|
||||
{
|
||||
Logging.Warning("BoosterOpeningPage: No booster pack prefab assigned!");
|
||||
return;
|
||||
}
|
||||
|
||||
if (bottomRightSlots == null || bottomRightSlots.SlotCount == 0)
|
||||
{
|
||||
Logging.Warning("BoosterOpeningPage: No slots available!");
|
||||
return;
|
||||
}
|
||||
|
||||
// Clear any existing boosters
|
||||
_activeBoostersInSlots.Clear();
|
||||
|
||||
// Calculate how many boosters to show (max 3, or available count, whichever is lower)
|
||||
int visibleCount = Mathf.Min(_availableBoosterCount, MAX_VISIBLE_BOOSTERS);
|
||||
|
||||
Logging.Debug($"[BoosterOpeningPage] Will spawn {visibleCount} boosters");
|
||||
|
||||
// Spawn boosters and assign to slots
|
||||
for (int i = 0; i < visibleCount; i++)
|
||||
{
|
||||
SpawnBoosterInSlot(i);
|
||||
}
|
||||
|
||||
// Subscribe to center slot events
|
||||
if (centerOpeningSlot != null)
|
||||
{
|
||||
centerOpeningSlot.OnOccupied += OnBoosterPlacedInCenter;
|
||||
centerOpeningSlot.OnVacated += OnBoosterRemovedFromCenter;
|
||||
Logging.Debug($"[BoosterOpeningPage] Subscribed to center slot events");
|
||||
}
|
||||
else
|
||||
{
|
||||
Logging.Warning("[BoosterOpeningPage] centerOpeningSlot is null!");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Spawn a new booster and place it in the specified slot index
|
||||
/// </summary>
|
||||
private void SpawnBoosterInSlot(int slotIndex)
|
||||
{
|
||||
DraggableSlot slot = FindSlotByIndex(slotIndex);
|
||||
if (slot == null)
|
||||
{
|
||||
Logging.Warning($"[BoosterOpeningPage] Could not find slot with SlotIndex {slotIndex}!");
|
||||
return;
|
||||
}
|
||||
|
||||
// Instantiate booster
|
||||
GameObject boosterObj = Instantiate(boosterPackPrefab, slot.transform);
|
||||
BoosterPackDraggable booster = boosterObj.GetComponent<BoosterPackDraggable>();
|
||||
|
||||
if (booster != null)
|
||||
{
|
||||
// Reset state
|
||||
booster.ResetTapCount();
|
||||
booster.SetTapToOpenEnabled(false);
|
||||
|
||||
// Subscribe to events
|
||||
booster.OnReadyToOpen += OnBoosterReadyToOpen;
|
||||
|
||||
// Assign to slot with animation
|
||||
booster.AssignToSlot(slot, true);
|
||||
|
||||
// Track it
|
||||
_activeBoostersInSlots.Add(booster);
|
||||
|
||||
Logging.Debug($"[BoosterOpeningPage] Spawned booster in slot with SlotIndex {slotIndex}");
|
||||
}
|
||||
else
|
||||
{
|
||||
Logging.Warning($"[BoosterOpeningPage] Spawned booster has no BoosterPackDraggable component!");
|
||||
Destroy(boosterObj);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Remove and destroy the booster from the specified slot
|
||||
/// </summary>
|
||||
private void RemoveBoosterFromSlot(int slotIndex)
|
||||
{
|
||||
if (slotIndex >= _activeBoostersInSlots.Count)
|
||||
return;
|
||||
|
||||
BoosterPackDraggable booster = _activeBoostersInSlots[slotIndex];
|
||||
if (booster != null)
|
||||
{
|
||||
// Unsubscribe from events
|
||||
booster.OnReadyToOpen -= OnBoosterReadyToOpen;
|
||||
|
||||
// Animate out and destroy
|
||||
Transform boosterTransform = booster.transform;
|
||||
Tween.LocalScale(boosterTransform, Vector3.zero, 0.3f, 0f, Tween.EaseInBack,
|
||||
completeCallback: () =>
|
||||
{
|
||||
if (booster != null && booster.gameObject != null)
|
||||
{
|
||||
Destroy(booster.gameObject);
|
||||
}
|
||||
});
|
||||
|
||||
// Remove from slot
|
||||
if (booster.CurrentSlot != null)
|
||||
{
|
||||
booster.CurrentSlot.Vacate();
|
||||
}
|
||||
|
||||
Logging.Debug($"[BoosterOpeningPage] Removed booster from slot {slotIndex}");
|
||||
}
|
||||
|
||||
_activeBoostersInSlots.RemoveAt(slotIndex);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Update visible boosters based on available count
|
||||
/// </summary>
|
||||
private void UpdateVisibleBoosters()
|
||||
{
|
||||
int targetCount = Mathf.Min(_availableBoosterCount, MAX_VISIBLE_BOOSTERS);
|
||||
|
||||
// Remove excess boosters (from the end)
|
||||
while (_activeBoostersInSlots.Count > targetCount)
|
||||
{
|
||||
int lastIndex = _activeBoostersInSlots.Count - 1;
|
||||
RemoveBoosterFromSlot(lastIndex);
|
||||
}
|
||||
|
||||
Logging.Debug($"[BoosterOpeningPage] Updated visible boosters: {_activeBoostersInSlots.Count}/{targetCount}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Shuffle boosters so they always occupy the first available slots
|
||||
/// </summary>
|
||||
private void ShuffleBoostersToFront()
|
||||
{
|
||||
if (_activeBoostersInSlots.Count == 0) return;
|
||||
|
||||
Logging.Debug($"[BoosterOpeningPage] Shuffling {_activeBoostersInSlots.Count} boosters to front slots");
|
||||
|
||||
// Unassign all boosters from their current slots
|
||||
foreach (var booster in _activeBoostersInSlots)
|
||||
{
|
||||
if (booster.CurrentSlot != null)
|
||||
{
|
||||
booster.CurrentSlot.Vacate();
|
||||
}
|
||||
}
|
||||
|
||||
// Reassign boosters to first N slots starting from slot with SlotIndex 0
|
||||
for (int i = 0; i < _activeBoostersInSlots.Count; i++)
|
||||
{
|
||||
// Find slot by its actual SlotIndex property
|
||||
DraggableSlot targetSlot = FindSlotByIndex(i);
|
||||
BoosterPackDraggable booster = _activeBoostersInSlots[i];
|
||||
|
||||
if (targetSlot != null)
|
||||
{
|
||||
Logging.Debug($"[BoosterOpeningPage] Assigning booster to slot with SlotIndex {i} {targetSlot.name}");
|
||||
booster.AssignToSlot(targetSlot, true); // Animate the move
|
||||
}
|
||||
else
|
||||
{
|
||||
Logging.Warning($"[BoosterOpeningPage] Could not find slot with SlotIndex {i} {targetSlot.name}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Find a slot by its SlotIndex property (not list position)
|
||||
/// </summary>
|
||||
private DraggableSlot FindSlotByIndex(int slotIndex)
|
||||
{
|
||||
foreach (var slot in bottomRightSlots.Slots)
|
||||
{
|
||||
if (slot.SlotIndex == slotIndex)
|
||||
{
|
||||
return slot;
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Try to spawn a new booster to maintain up to 3 visible
|
||||
/// Pass decrementCount=true when called after placing a booster in center slot
|
||||
/// (accounts for the booster that will be consumed)
|
||||
/// </summary>
|
||||
private void TrySpawnNewBooster(bool decrementCount = false)
|
||||
{
|
||||
// Can we spawn more boosters?
|
||||
if (_activeBoostersInSlots.Count >= MAX_VISIBLE_BOOSTERS)
|
||||
return; // Already at max
|
||||
|
||||
// Use decremented count if this is called after placing in center
|
||||
// (the booster in center will be consumed, so we check against count - 1)
|
||||
int effectiveCount = decrementCount ? _availableBoosterCount - 1 : _availableBoosterCount;
|
||||
|
||||
if (_activeBoostersInSlots.Count >= effectiveCount)
|
||||
return; // No more boosters available
|
||||
|
||||
// Find first available slot by SlotIndex (0, 1, 2)
|
||||
for (int i = 0; i < MAX_VISIBLE_BOOSTERS; i++)
|
||||
{
|
||||
DraggableSlot slot = FindSlotByIndex(i);
|
||||
if (slot != null && !slot.IsOccupied)
|
||||
{
|
||||
SpawnBoosterInSlot(i);
|
||||
Logging.Debug($"[BoosterOpeningPage] Spawned new booster in slot with SlotIndex {i}");
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <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;
|
||||
|
||||
// Remove from active slots list
|
||||
_activeBoostersInSlots.Remove(booster);
|
||||
|
||||
// Hide album icon when booster is placed in center
|
||||
if (albumIcon != null)
|
||||
{
|
||||
albumIcon.SetActive(false);
|
||||
Logging.Debug($"[BoosterOpeningPage] Album icon hidden");
|
||||
}
|
||||
|
||||
// Lock the slot so it can't be dragged out
|
||||
Logging.Debug($"[BoosterOpeningPage] Locking center slot. IsLocked before: {centerOpeningSlot.IsLocked}");
|
||||
centerOpeningSlot.SetLocked(true);
|
||||
Logging.Debug($"[BoosterOpeningPage] IsLocked after: {centerOpeningSlot.IsLocked}");
|
||||
|
||||
// Configure booster for opening (disables drag, enables tapping, resets tap count)
|
||||
Logging.Debug($"[BoosterOpeningPage] Calling SetInOpeningSlot(true) on booster");
|
||||
booster.SetInOpeningSlot(true);
|
||||
|
||||
// Subscribe to tap events for visual feedback
|
||||
booster.OnTapped += OnBoosterTapped;
|
||||
booster.OnReadyToOpen += OnBoosterReadyToOpen;
|
||||
booster.OnBoosterOpened += OnBoosterOpened;
|
||||
|
||||
// Try to spawn a new booster to maintain 3 visible
|
||||
// Use decrementCount=true because this booster will be consumed
|
||||
TrySpawnNewBooster(decrementCount: true);
|
||||
|
||||
// Shuffle remaining boosters to occupy the first slots
|
||||
ShuffleBoostersToFront();
|
||||
|
||||
Logging.Debug($"[BoosterOpeningPage] Booster placed in center, ready for taps. Active boosters in slots: {_activeBoostersInSlots.Count}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handle when a booster is removed from the center opening slot
|
||||
/// </summary>
|
||||
private void OnBoosterRemovedFromCenter(DraggableObject draggable)
|
||||
{
|
||||
BoosterPackDraggable booster = draggable as BoosterPackDraggable;
|
||||
if (booster == null) return;
|
||||
|
||||
// If it's being removed back to a corner slot, add it back to tracking
|
||||
if (booster.CurrentSlot != null && bottomRightSlots.HasSlot(booster.CurrentSlot))
|
||||
{
|
||||
_activeBoostersInSlots.Add(booster);
|
||||
booster.SetInOpeningSlot(false);
|
||||
}
|
||||
|
||||
_currentBoosterInCenter = null;
|
||||
Logging.Debug($"[BoosterOpeningPage] Booster removed from center");
|
||||
}
|
||||
|
||||
private void OnBoosterTapped(BoosterPackDraggable booster, int currentTaps, int maxTaps)
|
||||
{
|
||||
Logging.Debug($"[BoosterOpeningPage] Booster tapped: {currentTaps}/{maxTaps}");
|
||||
|
||||
// Fire Cinemachine impulse with random velocity (excluding Z)
|
||||
if (impulseSource != null)
|
||||
{
|
||||
// Generate random velocity vector (X and Y only, Z = 0)
|
||||
Vector3 randomVelocity = new Vector3(
|
||||
Random.Range(-1f, 1f),
|
||||
Random.Range(-1f, 1f),
|
||||
0f
|
||||
);
|
||||
|
||||
// Normalize to ensure consistent strength
|
||||
randomVelocity.Normalize();
|
||||
|
||||
// Generate the impulse with strength 1 and random velocity
|
||||
impulseSource.GenerateImpulse(randomVelocity);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handle when booster is opened - play particle effects
|
||||
/// </summary>
|
||||
private void OnBoosterOpened(BoosterPackDraggable booster)
|
||||
{
|
||||
Logging.Debug($"[BoosterOpeningPage] Booster opened, playing particle effect");
|
||||
|
||||
// Reset and play particle system
|
||||
if (openingParticleSystem != null)
|
||||
{
|
||||
// Stop any existing playback
|
||||
if (openingParticleSystem.isPlaying)
|
||||
{
|
||||
openingParticleSystem.Stop();
|
||||
}
|
||||
|
||||
// Clear existing particles
|
||||
openingParticleSystem.Clear();
|
||||
|
||||
// Play the particle system
|
||||
openingParticleSystem.Play();
|
||||
}
|
||||
}
|
||||
|
||||
/// <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;
|
||||
|
||||
Logging.Debug($"[BoosterOpeningPage] Booster ready to open!");
|
||||
|
||||
// Trigger the actual opening sequence
|
||||
booster.TriggerOpen();
|
||||
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));
|
||||
|
||||
// Decrement available count
|
||||
_availableBoosterCount--;
|
||||
|
||||
// Update visible boosters (remove from end if we drop below thresholds)
|
||||
UpdateVisibleBoosters();
|
||||
|
||||
// Show cards using new Card prefab
|
||||
SpawnBoosterCards(_currentCardData);
|
||||
|
||||
// Wait for player to reveal all cards
|
||||
bool isLastBooster = _availableBoosterCount <= 0;
|
||||
yield return StartCoroutine(WaitForCardReveals());
|
||||
|
||||
// Check if this was the last booster pack
|
||||
if (isLastBooster)
|
||||
{
|
||||
// See earlier comment for timing
|
||||
Logging.Debug("[BoosterOpeningPage] Last booster opened, auto-transitioning to album main page");
|
||||
if (UIPageController.Instance != null)
|
||||
{
|
||||
UIPageController.Instance.PopPage();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
_isProcessingOpening = false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Spawn cards for booster opening flow using the new Card prefab and state machine.
|
||||
/// </summary>
|
||||
private void SpawnBoosterCards(CardData[] cards)
|
||||
{
|
||||
if (cardPrefab == null || cardDisplayContainer == null)
|
||||
{
|
||||
Logging.Warning("BoosterOpeningPage: Missing card prefab or container!");
|
||||
return;
|
||||
}
|
||||
|
||||
_currentRevealedCards.Clear();
|
||||
_currentCards.Clear();
|
||||
_cardsCompletedInteraction = 0;
|
||||
_activeCard = null;
|
||||
|
||||
int count = cards.Length;
|
||||
float totalWidth = (count - 1) * cardSpacing;
|
||||
float startX = -totalWidth / 2f;
|
||||
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
GameObject cardObj = Instantiate(cardPrefab, cardDisplayContainer);
|
||||
RectTransform cardRect = cardObj.GetComponent<RectTransform>();
|
||||
if (cardRect != null)
|
||||
{
|
||||
cardRect.anchoredPosition = new Vector2(startX + (i * cardSpacing), 0);
|
||||
cardRect.sizeDelta = new Vector2(cardWidth, cardHeight); // Set card size
|
||||
cardRect.localScale = Vector3.zero; // for pop-in
|
||||
}
|
||||
|
||||
var card = cardObj.GetComponent<StateMachine.Card>();
|
||||
var context = cardObj.GetComponent<StateMachine.CardContext>();
|
||||
if (card != null && context != null)
|
||||
{
|
||||
// Setup card for booster reveal
|
||||
// States will query CardSystemManager for current collection state as needed
|
||||
context.SetupCard(cards[i]);
|
||||
card.SetupForBoosterReveal(cards[i], false); // isNew parameter not used anymore
|
||||
card.SetDraggingEnabled(false);
|
||||
|
||||
// Subscribe to CardDisplay click for selection
|
||||
context.CardDisplay.OnCardClicked += (_) => OnCardClicked(card);
|
||||
|
||||
// Subscribe to reveal flow complete event from booster context
|
||||
context.BoosterContext.OnRevealFlowComplete += () => OnCardRevealComplete(card);
|
||||
|
||||
// Track the card
|
||||
_currentCards.Add(card);
|
||||
|
||||
// Tween in
|
||||
Tween.LocalScale(cardObj.transform, Vector3.one, 0.3f, i * 0.1f, Tween.EaseOutBack);
|
||||
}
|
||||
else
|
||||
{
|
||||
Logging.Warning($"[BoosterOpeningPage] Card component or context missing on spawned card {i}!");
|
||||
}
|
||||
|
||||
_currentRevealedCards.Add(cardObj);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handle when a card is clicked - start reveal flow if conditions are met
|
||||
/// </summary>
|
||||
private void OnCardClicked(StateMachine.Card card)
|
||||
{
|
||||
// Only allow clicking idle cards when no other card is active
|
||||
if (_activeCard == null && card.IsIdle && card.Context.IsClickable)
|
||||
{
|
||||
Logging.Debug($"[BoosterOpeningPage] Card {card.CardData?.Name} selected for reveal");
|
||||
|
||||
// Set as active and disable all other idle cards
|
||||
_activeCard = card;
|
||||
foreach (var otherCard in _currentCards)
|
||||
{
|
||||
if (otherCard != card && otherCard.IsIdle)
|
||||
{
|
||||
otherCard.Context.IsClickable = false;
|
||||
}
|
||||
}
|
||||
|
||||
// Click will route to IdleState automatically and trigger flip
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handle when a card completes its reveal flow
|
||||
/// </summary>
|
||||
private void OnCardRevealComplete(StateMachine.Card card)
|
||||
{
|
||||
_cardsCompletedInteraction++;
|
||||
|
||||
Logging.Debug($"[BoosterOpeningPage] Card {card.CardData?.Name} reveal complete ({_cardsCompletedInteraction}/{_currentCardData.Length})");
|
||||
|
||||
// Add card to inventory NOW (after player saw it)
|
||||
if (card.CardData != null)
|
||||
{
|
||||
Data.CardSystem.CardSystemManager.Instance.AddCardToInventoryDelayed(card.CardData);
|
||||
}
|
||||
|
||||
// Clear active card and re-enable remaining idle cards
|
||||
if (_activeCard == card)
|
||||
{
|
||||
_activeCard = null;
|
||||
|
||||
foreach (var otherCard in _currentCards)
|
||||
{
|
||||
if (otherCard.IsIdle)
|
||||
{
|
||||
otherCard.Context.IsClickable = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <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>
|
||||
/// Wait until all cards complete their reveal flow
|
||||
/// </summary>
|
||||
private IEnumerator WaitForCardReveals()
|
||||
{
|
||||
// Wait until all cards have completed their reveal flow
|
||||
while (_cardsCompletedInteraction < _currentCardData.Length)
|
||||
{
|
||||
yield return null;
|
||||
}
|
||||
|
||||
Logging.Debug($"[BoosterOpeningPage] All cards revealed! Animating cards to album...");
|
||||
|
||||
// Small pause
|
||||
yield return new WaitForSeconds(0.5f);
|
||||
|
||||
// Show album icon before cards start tweening to it
|
||||
if (albumIcon != null)
|
||||
{
|
||||
albumIcon.SetActive(true);
|
||||
Logging.Debug($"[BoosterOpeningPage] Album icon shown for card tween target");
|
||||
}
|
||||
|
||||
// Animate cards to album icon (or center if no icon assigned) with staggered delays
|
||||
Vector3 targetPosition = albumIcon != null ? albumIcon.transform.position : Vector3.zero;
|
||||
|
||||
int cardIndex = 0;
|
||||
foreach (GameObject cardObj in _currentRevealedCards)
|
||||
{
|
||||
if (cardObj != null)
|
||||
{
|
||||
float delay = cardIndex * 0.5f;
|
||||
// Use world space position tween for root transform
|
||||
Tween.Position(cardObj.transform, targetPosition, 0.5f, delay, Tween.EaseInBack);
|
||||
Tween.LocalScale(cardObj.transform, Vector3.zero, 0.5f, delay, Tween.EaseInBack,
|
||||
completeCallback: () => { if (cardObj != null) Destroy(cardObj); });
|
||||
cardIndex++;
|
||||
}
|
||||
}
|
||||
|
||||
float totalAnimationTime = _currentCardData.Length * 0.5f;
|
||||
_currentRevealedCards.Clear();
|
||||
_currentCards.Clear();
|
||||
|
||||
yield return new WaitForSeconds(totalAnimationTime);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Clean up the page when hidden
|
||||
/// </summary>
|
||||
private void CleanupPage()
|
||||
{
|
||||
UnsubscribeFromAllBoosters();
|
||||
|
||||
// Destroy all active boosters
|
||||
foreach (var booster in _activeBoostersInSlots.ToList())
|
||||
{
|
||||
if (booster != null && booster.gameObject != null)
|
||||
Destroy(booster.gameObject);
|
||||
}
|
||||
_activeBoostersInSlots.Clear();
|
||||
|
||||
// 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()
|
||||
{
|
||||
// Unsubscribe from active boosters in slots
|
||||
foreach (var booster in _activeBoostersInSlots)
|
||||
{
|
||||
if (booster != null)
|
||||
{
|
||||
booster.OnReadyToOpen -= OnBoosterReadyToOpen;
|
||||
booster.OnTapped -= OnBoosterTapped;
|
||||
booster.OnBoosterOpened -= OnBoosterOpened;
|
||||
}
|
||||
}
|
||||
|
||||
// Unsubscribe from center booster
|
||||
if (_currentBoosterInCenter != null)
|
||||
{
|
||||
_currentBoosterInCenter.OnReadyToOpen -= OnBoosterReadyToOpen;
|
||||
_currentBoosterInCenter.OnTapped -= OnBoosterTapped;
|
||||
_currentBoosterInCenter.OnBoosterOpened -= OnBoosterOpened;
|
||||
}
|
||||
}
|
||||
|
||||
protected override void DoTransitionIn(System.Action onComplete)
|
||||
{
|
||||
// Simple fade in animation
|
||||
if (canvasGroup != null)
|
||||
{
|
||||
canvasGroup.alpha = 0f;
|
||||
Tween.Value(0f, 1f, (value) => canvasGroup.alpha = value, transitionDuration, 0f, Tween.EaseInOut, Tween.LoopType.None, null, onComplete, obeyTimescale: false);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Fallback if no CanvasGroup
|
||||
onComplete?.Invoke();
|
||||
}
|
||||
}
|
||||
|
||||
protected override void DoTransitionOut(System.Action onComplete)
|
||||
{
|
||||
// Simple fade out animation
|
||||
if (canvasGroup != null)
|
||||
{
|
||||
Tween.Value(canvasGroup.alpha, 0f, (value) => canvasGroup.alpha = value, transitionDuration, 0f, Tween.EaseInOut, Tween.LoopType.None, null, onComplete, obeyTimescale: false);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Fallback if no CanvasGroup
|
||||
onComplete?.Invoke();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 91691a5efb1346b5b34482dd8200c868
|
||||
timeCreated: 1762418615
|
||||
Reference in New Issue
Block a user