Refactor, cleanup code and add documentaiton
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Assets/Scripts/CardSystem/Controllers.meta
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Assets/Scripts/CardSystem/Controllers.meta
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guid: abf7a5def55e43178a4c88caf5686cc9
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timeCreated: 1763454388
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Assets/Scripts/CardSystem/Core.meta
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Assets/Scripts/CardSystem/Core.meta
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guid: 619e69d1b6e44ecabc40657b2bcd13f9
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timeCreated: 1763454353
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Assets/Scripts/CardSystem/UI.meta
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Assets/Scripts/CardSystem/UI.meta
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timeCreated: 1763454480
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Assets/Scripts/CardSystem/UI/Component.meta
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Assets/Scripts/CardSystem/UI/Component.meta
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guid: 7cb791415c884e97ac181816424200e4
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timeCreated: 1763454497
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Assets/Scripts/CardSystem/UI/Pages.meta
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Assets/Scripts/CardSystem/UI/Pages.meta
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fileFormatVersion: 2
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timeCreated: 1763454486
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fileFormatVersion: 2
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guid: e0b15b90103942c3b0e630462ecc5de1
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timeCreated: 1757518020
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using System.Collections.Generic;
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using Core;
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using UI.DragAndDrop.Core;
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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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/// Helper utility for shuffling draggable objects in a SlotContainer.
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/// Moves objects to occupy the first available slots (0, 1, 2, etc.)
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/// </summary>
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public static class SlotContainerHelper
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{
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/// <summary>
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/// Shuffles draggable objects to always occupy the first available slots.
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/// Unassigns all objects from their current slots, then reassigns them starting from slot 0.
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/// </summary>
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/// <param name="container">The slot container holding the slots</param>
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/// <param name="objects">List of draggable objects to shuffle</param>
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/// <param name="animate">Whether to animate the movement</param>
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public static void ShuffleToFront(SlotContainer container, List<DraggableObject> objects, bool animate = true)
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{
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if (container == null || objects == null || objects.Count == 0)
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return;
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Logging.Debug($"[SlotContainerHelper] Shuffling {objects.Count} objects to front slots");
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// Unassign all objects from their current slots
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foreach (var obj in objects)
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{
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if (obj.CurrentSlot != null)
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{
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obj.CurrentSlot.Vacate();
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}
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}
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// Reassign objects to first N slots starting from slot 0
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for (int i = 0; i < objects.Count; i++)
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{
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DraggableSlot targetSlot = FindSlotByIndex(container, i);
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DraggableObject obj = objects[i];
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if (targetSlot != null)
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{
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Logging.Debug($"[SlotContainerHelper] Assigning object to slot with SlotIndex {i}");
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obj.AssignToSlot(targetSlot, animate);
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}
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else
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{
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Logging.Warning($"[SlotContainerHelper] Could not find slot with SlotIndex {i}");
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}
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}
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}
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/// <summary>
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/// Find a slot by its SlotIndex property (not list position)
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/// </summary>
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private static DraggableSlot FindSlotByIndex(SlotContainer container, int slotIndex)
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{
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foreach (var slot in container.Slots)
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{
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if (slot.SlotIndex == slotIndex)
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{
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return slot;
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}
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}
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return null;
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}
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}
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}
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@@ -1,3 +0,0 @@
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fileFormatVersion: 2
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guid: cad44f85ab1a4672ab4bb14e2f919413
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timeCreated: 1762470959
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@@ -1,460 +0,0 @@
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# Album Card Placement Flow - Refactored Design
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## Current State Analysis
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### Existing Flow (Pre-Refactor):
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1. Pending cards spawn face-up in bottom-right slots
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2. User drags card to album slot
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3. Card placement triggers inventory move
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4. Next card spawns
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### Problems:
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- Cards spawn face-up (should be face-down)
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- No "smart selection" from pending queue based on current album page
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- No auto-flip to correct album page when card is picked up
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- States don't support "hold to reveal" behavior
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---
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## Proposed New Flow
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### Visual Journey:
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```
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[Face-Down Card in Corner]
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↓ (user holds/drags)
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[Card Flips to Reveal] + [Album auto-flips to correct page]
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↓ (user drags over album)
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[Card hovers over slot]
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↓ (user releases)
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[Card snaps to slot] → [Revealed State in slot]
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```
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### Technical Implementation:
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---
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## 1. New Card States
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### A. `CardPendingFaceDownState`
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**Purpose:** Initial state for cards in pending corner slots
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**Visuals:**
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- Card back visible (card front hidden)
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- Small scale (to fit in corner slot)
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- Idle in corner
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**Behavior:**
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- Does NOT respond to clicks
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- Responds to drag start (OnDragStarted)
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- On drag start → trigger smart card selection + flip animation
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**Transitions:**
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- OnDragStarted → `CardFlippingPendingState`
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---
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### B. `CardFlippingPendingState`
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**Purpose:** Transition state while card flips and album navigates
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**Visuals:**
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- Flip animation (card back → card front)
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- Card follows cursor during flip
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**Behavior:**
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- Play flip animation (uses CardAnimator.PlayFlip)
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- Emit event to AlbumViewPage to navigate to card's page
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- Wait for flip animation complete
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**Transitions:**
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- OnFlipComplete → `CardDraggingRevealedState`
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---
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### C. `CardDraggingRevealedState`
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**Purpose:** Card is revealed and being dragged around album
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**Visuals:**
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- Card front visible
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- No badges (clean revealed state)
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- Follow cursor/drag position
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- Slight scale-up while dragging
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**Behavior:**
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- Respond to drag position updates
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- Detect when hovering over valid AlbumCardSlot
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- Visual feedback when over valid slot
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- On drag end → snap to slot if valid, otherwise return to corner
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**Transitions:**
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- OnDragEnd (over valid slot) → slot's `PlacedInSlotState`
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- OnDragEnd (invalid) → `CardPendingFaceDownState` (return to corner, flip back)
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---
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## 2. Smart Card Selection System
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### AlbumViewPage Responsibilities:
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```csharp
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public class AlbumViewPage
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{
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private List<CardData> _pendingQueue; // All pending cards
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private List<Card> _cornerCards; // 3 face-down card GameObjects in corner
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private int _currentAlbumPageIndex;
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/// <summary>
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/// When user starts dragging ANY corner card, we pick which pending card to reveal
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/// </summary>
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private void OnCornerCardDragStarted(Card cornerCard)
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{
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// 1. Get current album page's expected cards
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var currentPageSlots = GetSlotsOnCurrentPage();
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var currentPageDefinitions = currentPageSlots
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.Select(slot => slot.TargetCardDefinition)
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.ToList();
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// 2. Try to find a pending card that belongs on this page
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CardData selectedCard = _pendingQueue.FirstOrDefault(card =>
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currentPageDefinitions.Any(def => def.Id == card.DefinitionId && def.Rarity == card.Rarity)
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);
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// 3. If none on current page, pick random pending
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if (selectedCard == null)
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{
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selectedCard = _pendingQueue[Random.Range(0, _pendingQueue.Count)];
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// Navigate album to the page where this card belongs
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int targetPage = FindPageForCard(selectedCard);
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NavigateToPage(targetPage);
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}
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// 4. Assign the selected card data to the corner card being dragged
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cornerCard.Context.SetupCard(selectedCard);
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// 5. Trigger flip (handled by state)
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cornerCard.Context.StateMachine.ChangeState("FlippingPendingState");
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}
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}
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```
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---
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## 3. Card.cs Extensions
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### New Setup Method:
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```csharp
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public class Card
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{
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/// <summary>
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/// Setup for album pending placement (starts face-down in corner)
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/// </summary>
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public void SetupForAlbumPending()
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{
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// Start with NO card data (will be assigned on drag)
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SetupCard(null, "PendingFaceDownState");
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SetDraggingEnabled(true); // Enable drag immediately
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}
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}
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```
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### Drag Event Routing:
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```csharp
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// In Card.cs
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public event Action<Card> OnDragStartedEvent;
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private void OnDragStarted()
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{
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OnDragStartedEvent?.Invoke(this);
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}
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```
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---
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## 4. AlbumViewPage Modifications
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### Spawn Pending Cards (Face-Down):
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```csharp
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private void SpawnPendingCards()
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{
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// Spawn up to 3 "blank" face-down cards in corner
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for (int i = 0; i < MAX_VISIBLE_CARDS; i++)
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{
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GameObject cardObj = Instantiate(cardPrefab, bottomRightSlots.transform);
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var card = cardObj.GetComponent<StateMachine.Card>();
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if (card != null)
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{
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// Setup as pending (no data yet, face-down)
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card.SetupForAlbumPending();
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// Subscribe to drag start
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card.OnDragStartedEvent += OnCornerCardDragStarted;
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// Assign to corner slot
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DraggableSlot slot = FindSlotByIndex(i);
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card.AssignToSlot(slot, true);
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_cornerCards.Add(card);
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}
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}
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}
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```
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### Handle Drag Start (Smart Selection):
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```csharp
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private void OnCornerCardDragStarted(Card cornerCard)
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{
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if (_pendingQueue.Count == 0) return;
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// Smart selection logic (from section 2)
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CardData selectedCard = SelectSmartPendingCard();
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// Assign data to the dragged corner card
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cornerCard.Context.SetupCard(selectedCard);
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// State transition to flipping (handled by state machine)
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// FlippingPendingState will trigger flip animation + album navigation
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}
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```
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### Navigate to Card's Page:
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```csharp
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public void NavigateToCardPage(CardData card)
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{
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int targetPage = FindPageForCard(card);
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if (targetPage != _currentAlbumPageIndex)
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{
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// Trigger book page flip animation
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bookController.FlipToPage(targetPage);
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}
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}
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```
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---
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## 5. State Implementation Details
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### CardPendingFaceDownState.cs
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```csharp
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public class CardPendingFaceDownState : AppleState
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{
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private CardContext _context;
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public override void OnEnterState()
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{
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// Show card back, hide card front
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if (_context.CardDisplay != null)
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{
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_context.CardDisplay.gameObject.SetActive(false); // Hide front
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}
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var cardBack = GetComponentInChildren<CardBack>(); // Assumes CardBack component exists
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if (cardBack != null)
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{
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cardBack.gameObject.SetActive(true);
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}
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// Small scale for corner slot
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_context.RootTransform.localScale = Vector3.one * 0.8f;
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}
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}
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```
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### CardFlippingPendingState.cs
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```csharp
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public class CardFlippingPendingState : AppleState
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{
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private CardContext _context;
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public override void OnEnterState()
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{
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// Notify album page to navigate
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var albumPage = FindObjectOfType<AlbumViewPage>();
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if (albumPage != null)
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{
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albumPage.NavigateToCardPage(_context.CardData);
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}
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// Play flip animation
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if (_context.Animator != null)
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{
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_context.Animator.PlayFlip(
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startRotation: Quaternion.Euler(0, 180, 0), // back facing
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endRotation: Quaternion.identity, // front facing
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onComplete: OnFlipComplete
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);
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}
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}
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private void OnFlipComplete()
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{
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_context.StateMachine.ChangeState("DraggingRevealedState");
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}
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}
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```
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### CardDraggingRevealedState.cs
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```csharp
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public class CardDraggingRevealedState : AppleState
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{
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private CardContext _context;
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private AlbumCardSlot _hoveredSlot;
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public override void OnEnterState()
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{
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// Card front visible, clean revealed (no badges)
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if (_context.CardDisplay != null)
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{
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_context.CardDisplay.gameObject.SetActive(true);
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}
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// Slightly larger while dragging
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_context.Animator.PlayEnlarge(1.2f);
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}
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void Update()
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{
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// Detect hover over valid album slots
|
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_hoveredSlot = DetectValidSlotUnderCursor();
|
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|
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if (_hoveredSlot != null)
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{
|
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// Visual feedback: highlight slot or card
|
||||
}
|
||||
}
|
||||
|
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public void OnDragEnded()
|
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{
|
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if (_hoveredSlot != null && _hoveredSlot.CanAcceptCard(_context.CardData))
|
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{
|
||||
// Snap to slot and transition to PlacedInSlotState
|
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SnapToSlot(_hoveredSlot);
|
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}
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else
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{
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// Return to corner, flip back to face-down
|
||||
ReturnToCorner();
|
||||
}
|
||||
}
|
||||
}
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||||
```
|
||||
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||||
---
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||||
|
||||
## 6. Required New Components
|
||||
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||||
### CardBack Component
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||||
```csharp
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public class CardBack : MonoBehaviour
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{
|
||||
[SerializeField] private Image backImage;
|
||||
|
||||
public void Show() => gameObject.SetActive(true);
|
||||
public void Hide() => gameObject.SetActive(false);
|
||||
}
|
||||
```
|
||||
|
||||
Attach to Card prefab as a sibling to CardDisplay.
|
||||
|
||||
---
|
||||
|
||||
## 7. Prefab Structure
|
||||
|
||||
```
|
||||
Card (GameObject)
|
||||
├── StateMachine (AppleMachine)
|
||||
│ ├── PendingFaceDownState
|
||||
│ ├── FlippingPendingState
|
||||
│ ├── DraggingRevealedState
|
||||
│ ├── PlacedInSlotState (existing)
|
||||
│ └── ... (other states)
|
||||
├── CardContext
|
||||
├── CardAnimator
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||||
├── CardDisplay (front visuals)
|
||||
├── CardBack (back visuals - NEW)
|
||||
└── DraggableObject
|
||||
```
|
||||
|
||||
---
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||||
|
||||
## 8. Migration Steps
|
||||
|
||||
### Step 1: Create New States
|
||||
- CardPendingFaceDownState.cs
|
||||
- CardFlippingPendingState.cs
|
||||
- CardDraggingRevealedState.cs
|
||||
|
||||
### Step 2: Add CardBack Component
|
||||
- Create CardBack.cs script
|
||||
- Add CardBack GameObject to Card prefab
|
||||
- Design card back visual (sprite, frame, etc.)
|
||||
|
||||
### Step 3: Update Card.cs
|
||||
- Add SetupForAlbumPending() method
|
||||
- Add OnDragStartedEvent
|
||||
- Wire drag events to state machine
|
||||
|
||||
### Step 4: Update AlbumViewPage
|
||||
- Modify SpawnPendingCards() to spawn face-down
|
||||
- Implement smart selection logic
|
||||
- Add NavigateToCardPage() method
|
||||
- Connect to book flip controller
|
||||
|
||||
### Step 5: Update CardAnimator
|
||||
- Ensure PlayFlip() can handle arbitrary start/end rotations
|
||||
- Add any needed drag-follow animation helpers
|
||||
|
||||
### Step 6: Testing
|
||||
- Test corner card drag → flip → album navigation
|
||||
- Test smart selection (page match prioritization)
|
||||
- Test return-to-corner on invalid drop
|
||||
- Test snap-to-slot on valid drop
|
||||
- Test multiple cards in queue
|
||||
|
||||
---
|
||||
|
||||
## 9. Edge Cases & Considerations
|
||||
|
||||
### No Pending Cards
|
||||
- Don't spawn corner cards if pending queue is empty
|
||||
- Hide corner slots when no cards to place
|
||||
|
||||
### Album Page Navigation During Drag
|
||||
- Lock page flipping while dragging (prevent user manual flip)
|
||||
- Queue navigation if flip animation in progress
|
||||
|
||||
### Multiple Cards Dragged Simultaneously
|
||||
- Only allow one card to be in FlippingPending/DraggingRevealed at a time
|
||||
- Disable other corner cards while one is being dragged
|
||||
|
||||
### Card Returns to Corner
|
||||
- Flip back animation (reverse of reveal)
|
||||
- Re-enter PendingFaceDownState
|
||||
- Unassign CardData (become "blank" again for next drag)
|
||||
|
||||
### Invalid Slot Drop
|
||||
- Visual feedback (shake, red highlight)
|
||||
- Smooth return animation to corner
|
||||
|
||||
---
|
||||
|
||||
## 10. Benefits of This Approach
|
||||
|
||||
✅ **Consistent State Architecture** - Uses same state machine pattern as booster flow
|
||||
✅ **Smart UX** - Auto-navigation to correct album page
|
||||
✅ **Clean Separation** - States handle visuals/behavior, page handles logic
|
||||
✅ **Reusable** - States can be reused for other card flows
|
||||
✅ **Extensible** - Easy to add new behaviors (e.g., card preview on hover)
|
||||
✅ **Testable** - Each state can be tested independently
|
||||
|
||||
---
|
||||
|
||||
## Open Questions for Approval
|
||||
|
||||
1. **Card Back Design:** Should we use a generic back for all cards, or rarity-specific backs?
|
||||
2. **Navigation Timing:** Should album flip happen instantly or animated during card flip?
|
||||
3. **Return Animation:** Fast snap-back or gentle float-back when invalid drop?
|
||||
4. **Multiple Rarities:** If pending queue has same card at multiple rarities, which to prioritize?
|
||||
5. **Corner Slot Count:** Keep at 3, or make configurable?
|
||||
|
||||
---
|
||||
|
||||
Ready to implement once approved! 🎉
|
||||
|
||||
674
docs/card_system_guide.md
Normal file
674
docs/card_system_guide.md
Normal file
@@ -0,0 +1,674 @@
|
||||
# Card System Guide
|
||||
|
||||
Complete guide to the Apple Hills card collecting and album system.
|
||||
|
||||
## Table of Contents
|
||||
- [Overview](#overview)
|
||||
- [Quick Start](#quick-start)
|
||||
- [System Architecture](#system-architecture)
|
||||
- [Card Flows](#card-flows)
|
||||
- [Key Components](#key-components)
|
||||
- [Working with Cards in Code](#working-with-cards-in-code)
|
||||
- [Extending the System](#extending-the-system)
|
||||
- [Troubleshooting](#troubleshooting)
|
||||
|
||||
---
|
||||
|
||||
## Overview
|
||||
|
||||
The Card System manages the player's collectible card journey from booster pack opening to album placement. It consists of:
|
||||
|
||||
- **Booster Opening Flow**: Interactive pack opening with card reveals
|
||||
- **Album Placement Flow**: Drag-and-drop cards into album slots
|
||||
- **State Machine**: Each card progresses through well-defined states
|
||||
- **Album Navigation**: Book-based album with zone tabs
|
||||
- **Notification System**: Visual feedback for new boosters/pending cards
|
||||
|
||||
### Core Concepts
|
||||
|
||||
**CardData**: Runtime data for a single card (definition ID, rarity, zone, image)
|
||||
**CardDefinition**: ScriptableObject template defining card properties
|
||||
**Card States**: Cards transition through states (Idle → Revealed → Dragging → Placed)
|
||||
**Pending Cards**: Cards waiting to be placed in the album (shown in bottom-right corner)
|
||||
|
||||
---
|
||||
|
||||
## Quick Start
|
||||
|
||||
### Opening the Album
|
||||
|
||||
```csharp
|
||||
// From any script
|
||||
if (UIPageController.Instance != null)
|
||||
{
|
||||
UIPageController.Instance.PushPage(albumViewPage);
|
||||
}
|
||||
```
|
||||
|
||||
### Granting Booster Packs
|
||||
|
||||
```csharp
|
||||
// Simple API
|
||||
CardSystemManager.Instance.AddBoosterPack(1);
|
||||
|
||||
// Visual grant with animation (from minigames)
|
||||
MinigameBoosterGiver.Instance.GiveBooster(() => {
|
||||
Debug.Log("Booster granted and animation complete!");
|
||||
});
|
||||
```
|
||||
|
||||
### Opening a Booster Pack (Programmatic)
|
||||
|
||||
```csharp
|
||||
// Returns list of cards in the pack
|
||||
List<CardData> cards = CardSystemManager.Instance.OpenBoosterPack();
|
||||
|
||||
// The cards are automatically added to "pending" state
|
||||
// Player must place them in album manually
|
||||
```
|
||||
|
||||
### Checking Player's Collection
|
||||
|
||||
```csharp
|
||||
var inventory = CardSystemManager.Instance.GetCardInventory();
|
||||
|
||||
// Check if player owns a specific card
|
||||
CardData ownedCard = inventory.GetCard("CardDefID", CardRarity.Legendary);
|
||||
|
||||
// Get all cards in a zone
|
||||
List<CardData> townCards = inventory.GetCardsByZone(CardZone.Town);
|
||||
|
||||
// Check completion percentage
|
||||
float completion = inventory.GetCompletionPercentage();
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## System Architecture
|
||||
|
||||
### Component Hierarchy
|
||||
|
||||
```
|
||||
CardSystemManager (Singleton)
|
||||
├── Inventory Management
|
||||
├── Booster Pack Logic
|
||||
└── Pending Card Queue
|
||||
|
||||
AlbumViewPage (UI Page)
|
||||
├── CornerCardManager (Non-Component)
|
||||
│ └── Manages 3 pending cards in corner
|
||||
├── AlbumNavigationService (Non-Component)
|
||||
│ └── Book page flipping & zone navigation
|
||||
└── CardEnlargeController (Non-Component)
|
||||
└── Backdrop & enlarge/shrink animations
|
||||
|
||||
BoosterOpeningPage (UI Page)
|
||||
└── Manages pack opening flow & card reveals
|
||||
|
||||
Card (MonoBehaviour)
|
||||
├── CardContext (shared state)
|
||||
├── CardAnimator (animations)
|
||||
├── CardDisplay (visuals)
|
||||
└── StateMachine (10 possible states)
|
||||
```
|
||||
|
||||
### Non-Component Controllers
|
||||
|
||||
The system uses **Controller** pattern for complex logic without Unity lifecycle overhead:
|
||||
|
||||
- **CornerCardManager**: Spawns/despawns pending cards, smart selection, shuffle logic
|
||||
- **AlbumNavigationService**: Book page navigation, zone mapping
|
||||
- **CardEnlargeController**: Backdrop visibility, card reparenting for enlarge view
|
||||
- **ProgressBarController**: Booster opening progress visualization
|
||||
|
||||
These are instantiated lazily via C# properties:
|
||||
```csharp
|
||||
private CornerCardManager _cornerCardManager;
|
||||
private CornerCardManager CornerCards => _cornerCardManager ??= new CornerCardManager(...);
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Card Flows
|
||||
|
||||
### 1. Booster Opening Flow
|
||||
|
||||
```
|
||||
Player opens booster pack
|
||||
↓
|
||||
BoosterOpeningPage spawns cards face-down
|
||||
↓
|
||||
Player clicks a card (IdleState → EnlargedNewState/EnlargedRepeatState)
|
||||
↓
|
||||
Card flips & enlarges, shows NEW or REPEAT badge
|
||||
↓
|
||||
Player clicks to dismiss (→ RevealedState)
|
||||
↓
|
||||
Repeat until all cards revealed
|
||||
↓
|
||||
Cards fly to album icon, added to pending queue
|
||||
↓
|
||||
Page auto-closes (or waits for player)
|
||||
```
|
||||
|
||||
**Key States:**
|
||||
- **IdleState**: Face-down, awaiting click
|
||||
- **EnlargedNewState**: NEW badge (first time collection)
|
||||
- **EnlargedRepeatState**: REPEAT badge (duplicate)
|
||||
- **EnlargedLegendaryRepeatState**: Special legendary repeat state
|
||||
- **RevealedState**: Face-up, dismissed from center
|
||||
|
||||
### 2. Album Placement Flow
|
||||
|
||||
```
|
||||
AlbumViewPage opens
|
||||
↓
|
||||
CornerCardManager spawns up to 3 pending cards (face-down)
|
||||
↓
|
||||
Player drags card (PendingFaceDownState → DraggingRevealedState)
|
||||
↓
|
||||
Card data assigned, flips to reveal, book navigates to correct zone page
|
||||
↓
|
||||
Player drops card on matching AlbumCardSlot
|
||||
↓
|
||||
Card placed (→ PlacedInSlotState), registered with AlbumViewPage
|
||||
↓
|
||||
CornerCardManager rebuilds: shuffles remaining cards, spawns new if available
|
||||
```
|
||||
|
||||
**Key States:**
|
||||
- **PendingFaceDownState**: Face-down in corner, no data assigned yet
|
||||
- **DraggingRevealedState**: Data assigned, flipped, dragging to slot
|
||||
- **PlacedInSlotState**: Locked in album slot
|
||||
- **AlbumEnlargedState**: Clicked from slot, enlarged for viewing
|
||||
|
||||
### 3. Album Card Viewing
|
||||
|
||||
```
|
||||
Player clicks placed card in album slot
|
||||
↓
|
||||
Card enlarges (PlacedInSlotState → AlbumEnlargedState)
|
||||
↓
|
||||
Backdrop shown, card reparented to enlarged container
|
||||
↓
|
||||
Card animates to center with dramatic scale increase
|
||||
↓
|
||||
Player clicks card or backdrop to dismiss
|
||||
↓
|
||||
Card shrinks & animates back to slot (→ PlacedInSlotState)
|
||||
↓
|
||||
Backdrop hidden, card reparented back to slot
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Key Components
|
||||
|
||||
### CardSystemManager
|
||||
|
||||
**Singleton** managing all card data and inventory.
|
||||
|
||||
```csharp
|
||||
// Access
|
||||
CardSystemManager.Instance
|
||||
|
||||
// Key Methods
|
||||
.AddBoosterPack(int count) // Grant booster packs
|
||||
.OpenBoosterPack() // Open a pack, returns CardData[]
|
||||
.GetPendingRevealCards() // Get cards waiting for album placement
|
||||
.GetCardInventory() // Access player's collection
|
||||
.AddCardToInventory(CardData) // Add card to collection
|
||||
.RemoveFromPending(CardData) // Remove from pending queue
|
||||
|
||||
// Events
|
||||
.OnBoosterCountChanged(int newCount)
|
||||
.OnPendingCardAdded(CardData)
|
||||
.OnPendingCardRemoved(CardData)
|
||||
```
|
||||
|
||||
### AlbumViewPage
|
||||
|
||||
**UI Page** for viewing and managing the album.
|
||||
|
||||
```csharp
|
||||
// Setup in scene:
|
||||
// - Assign book reference (BookPro component)
|
||||
// - Assign zone tab container
|
||||
// - Assign card prefab for spawning
|
||||
// - Assign backdrop & enlarged container for card viewing
|
||||
// - Link to BoosterOpeningPage
|
||||
|
||||
// Query Methods (used by Card states)
|
||||
public CardData GetCardForPendingSlot() // Smart card selection
|
||||
public AlbumCardSlot GetTargetSlotForCard(CardData) // Find destination slot
|
||||
public void NavigateToCardPage(CardData, Action) // Flip to correct page
|
||||
public void NotifyCardPlaced(Card) // Cleanup after placement
|
||||
|
||||
// Public Properties
|
||||
public bool IsPageFlipping // For state timing checks
|
||||
```
|
||||
|
||||
### BoosterOpeningPage
|
||||
|
||||
**UI Page** for opening booster packs.
|
||||
|
||||
```csharp
|
||||
// Setup in scene:
|
||||
// - Assign booster pack prefab
|
||||
// - Assign corner slots for waiting boosters (max 3)
|
||||
// - Assign center slot for opening
|
||||
// - Assign card display container
|
||||
// - Assign card prefab
|
||||
// - Assign album icon (dismiss button & tween target)
|
||||
|
||||
// Call before showing:
|
||||
.SetAvailableBoosterCount(int count) // How many boosters player has
|
||||
|
||||
// Flow automatically managed by page
|
||||
```
|
||||
|
||||
### Card States
|
||||
|
||||
Each card uses **AppleMachine** state machine with these states:
|
||||
|
||||
| State | Purpose | Entry Trigger |
|
||||
|-------|---------|---------------|
|
||||
| **IdleState** | Face-down in booster opening | Card spawned for booster reveal |
|
||||
| **EnlargedNewState** | Enlarged with NEW badge | Clicked first-time card |
|
||||
| **EnlargedRepeatState** | Enlarged with REPEAT badge | Clicked duplicate |
|
||||
| **EnlargedLegendaryRepeatState** | Legendary repeat variant | Clicked legendary duplicate |
|
||||
| **RevealedState** | Face-up, dismissed | Dismissed from enlarged state |
|
||||
| **PendingFaceDownState** | Face-down in corner | Spawned in album corner |
|
||||
| **DraggingRevealedState** | Face-up while dragging | Dragged from corner |
|
||||
| **PlacedInSlotState** | Locked in album slot | Dropped on correct slot |
|
||||
| **AlbumEnlargedState** | Enlarged from album | Clicked while in slot |
|
||||
| **DraggingState** | Generic drag state | *(unused in current flow)* |
|
||||
|
||||
### Card Context & Components
|
||||
|
||||
Every card has:
|
||||
- **CardContext**: Shared state, component references, events
|
||||
- **CardAnimator**: Centralized animation methods
|
||||
- **CardDisplay**: Visual rendering (image, frame, overlay, rarity/zone styling)
|
||||
- **AppleMachine**: State machine controller
|
||||
|
||||
```csharp
|
||||
// Accessing card components
|
||||
var card = GetComponent<Card>();
|
||||
card.Context.CardData // CardData
|
||||
card.Context.Animator // CardAnimator
|
||||
card.Context.CardDisplay // CardDisplay
|
||||
card.Context.StateMachine // AppleMachine
|
||||
card.Context.AlbumViewPage // Injected page reference
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Working with Cards in Code
|
||||
|
||||
### Spawning a Card for Booster Opening
|
||||
|
||||
```csharp
|
||||
GameObject cardObj = Instantiate(cardPrefab, containerTransform);
|
||||
var card = cardObj.GetComponent<Card>();
|
||||
var context = cardObj.GetComponent<CardContext>();
|
||||
|
||||
// Setup card data
|
||||
context.SetupCard(cardData);
|
||||
|
||||
// Start in IdleState for booster reveal
|
||||
card.SetupForBoosterReveal(cardData, isNew); // isNew unused, states query inventory
|
||||
|
||||
// Subscribe to reveal complete event
|
||||
context.BoosterContext.OnRevealFlowComplete += () => {
|
||||
Debug.Log("Card reveal finished!");
|
||||
};
|
||||
```
|
||||
|
||||
### Spawning a Card for Album Corner
|
||||
|
||||
```csharp
|
||||
GameObject cardObj = Instantiate(cardPrefab, slotTransform);
|
||||
var card = cardObj.GetComponent<Card>();
|
||||
|
||||
// Assign to slot FIRST
|
||||
card.AssignToSlot(slot, animateMove: false);
|
||||
|
||||
// Inject AlbumViewPage dependency
|
||||
card.Context.SetAlbumViewPage(albumViewPage);
|
||||
|
||||
// Setup for pending state (no data yet)
|
||||
card.SetupForAlbumPending(); // Starts in PendingFaceDownState
|
||||
```
|
||||
|
||||
### Spawning a Card Already in Album Slot
|
||||
|
||||
```csharp
|
||||
GameObject cardObj = Instantiate(cardPrefab, slotTransform);
|
||||
var card = cardObj.GetComponent<Card>();
|
||||
|
||||
// Setup for album slot (already owned)
|
||||
card.SetupForAlbumSlot(cardData, albumCardSlot); // Starts in PlacedInSlotState
|
||||
|
||||
// Register for enlarge/shrink functionality
|
||||
albumViewPage.RegisterCardInAlbum(card);
|
||||
```
|
||||
|
||||
### Transitioning Card States Manually
|
||||
|
||||
```csharp
|
||||
// Get card component
|
||||
var card = GetComponent<Card>();
|
||||
|
||||
// Change state
|
||||
card.ChangeState(CardStateNames.Revealed);
|
||||
|
||||
// Check current state
|
||||
string currentState = card.GetCurrentStateName();
|
||||
if (currentState == CardStateNames.PlacedInSlot)
|
||||
{
|
||||
Debug.Log("Card is placed in album!");
|
||||
}
|
||||
|
||||
// Get specific state component
|
||||
var enlargedState = card.GetStateComponent<CardAlbumEnlargedState>(
|
||||
CardStateNames.AlbumEnlarged
|
||||
);
|
||||
if (enlargedState != null)
|
||||
{
|
||||
// Access state-specific methods/properties
|
||||
}
|
||||
```
|
||||
|
||||
### Subscribing to Card Events
|
||||
|
||||
```csharp
|
||||
var context = card.Context;
|
||||
|
||||
// Drag events
|
||||
context.OnDragStarted += (ctx) => Debug.Log("Drag started!");
|
||||
context.OnDragEnded += (ctx) => Debug.Log("Drag ended!");
|
||||
|
||||
// Click events (routed through CardDisplay)
|
||||
context.CardDisplay.OnCardClicked += (display) => Debug.Log("Card clicked!");
|
||||
|
||||
// Booster reveal events
|
||||
context.BoosterContext.OnRevealFlowComplete += () => {
|
||||
Debug.Log("Reveal complete!");
|
||||
CardSystemManager.Instance.AddCardToInventory(context.CardData);
|
||||
};
|
||||
|
||||
// State machine events (if needed)
|
||||
context.StateMachine.OnStateChange += (newState) => Debug.Log($"State: {newState.name}");
|
||||
```
|
||||
|
||||
### Custom Animations
|
||||
|
||||
```csharp
|
||||
var animator = card.Animator;
|
||||
|
||||
// Built-in animations
|
||||
animator.PopIn(duration: 0.5f, onComplete: () => Debug.Log("Popped in!"));
|
||||
animator.PopOut(duration: 0.3f);
|
||||
animator.PlayEnlarge(targetScale: 2.5f);
|
||||
animator.PlayShrink(targetScale: Vector3.one);
|
||||
|
||||
// Combine animations
|
||||
animator.AnimateLocalPosition(Vector3.zero, duration: 0.5f);
|
||||
animator.AnimateScale(Vector3.one * 1.5f, duration: 0.3f);
|
||||
|
||||
// Flip animation
|
||||
Transform cardBack = card.transform.Find("CardBack");
|
||||
Transform cardFront = card.transform.Find("CardDisplay");
|
||||
animator.PlayFlip(cardBack, cardFront, duration: 0.6f, onComplete: () => {
|
||||
Debug.Log("Flip complete!");
|
||||
});
|
||||
animator.PlayFlipScalePunch(punchScale: 1.1f);
|
||||
|
||||
// Hover effects
|
||||
Vector2 originalPos = animator.GetAnchoredPosition();
|
||||
animator.HoverEnter(liftAmount: 20f, scaleMultiplier: 1.05f);
|
||||
// ... later
|
||||
animator.HoverExit(originalPos);
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Extending the System
|
||||
|
||||
### Adding a New Card State
|
||||
|
||||
1. **Create State Script** in `StateMachine/States/`
|
||||
```csharp
|
||||
using Core.SaveLoad;
|
||||
using UI.CardSystem.StateMachine;
|
||||
|
||||
public class MyNewCardState : AppleState, ICardClickHandler
|
||||
{
|
||||
private CardContext _context;
|
||||
|
||||
public override void EnterState()
|
||||
{
|
||||
_context = GetComponentInParent<CardContext>();
|
||||
// Setup animations, visuals, etc.
|
||||
}
|
||||
|
||||
public void OnCardClicked(CardContext context)
|
||||
{
|
||||
// Handle click behavior
|
||||
}
|
||||
|
||||
public override void ExitState()
|
||||
{
|
||||
// Cleanup
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
2. **Add State Name** to `CardStateNames.cs`
|
||||
```csharp
|
||||
public const string MyNewState = "MyNewCardState";
|
||||
```
|
||||
|
||||
3. **Add GameObject** as child of Card prefab's AppleMachine with your state component attached
|
||||
|
||||
4. **Transition to State**
|
||||
```csharp
|
||||
card.ChangeState(CardStateNames.MyNewState);
|
||||
```
|
||||
|
||||
### Creating a Custom Card Visual Effect
|
||||
|
||||
```csharp
|
||||
public class MyCardEffect : MonoBehaviour
|
||||
{
|
||||
private CardContext _context;
|
||||
|
||||
void Start()
|
||||
{
|
||||
_context = GetComponentInParent<CardContext>();
|
||||
|
||||
// Subscribe to state changes
|
||||
_context.StateMachine.OnStateChange += OnStateChanged;
|
||||
}
|
||||
|
||||
void OnStateChanged(AppleState newState)
|
||||
{
|
||||
if (newState.name == CardStateNames.EnlargedNew)
|
||||
{
|
||||
// Play custom effect
|
||||
PlaySparkleEffect();
|
||||
}
|
||||
}
|
||||
|
||||
void PlaySparkleEffect()
|
||||
{
|
||||
// Your custom effect logic
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Adding Custom Card Slots
|
||||
|
||||
```csharp
|
||||
public class MyCustomCardSlot : AlbumCardSlot
|
||||
{
|
||||
protected override void OnCardPlaced(Card card)
|
||||
{
|
||||
base.OnCardPlaced(card);
|
||||
|
||||
// Custom logic when card placed
|
||||
PlaySpecialEffect();
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Troubleshooting
|
||||
|
||||
### Cards Not Showing in Corner
|
||||
|
||||
**Check:**
|
||||
1. AlbumViewPage has `cardPrefab` assigned
|
||||
2. AlbumViewPage has `bottomRightSlots` assigned (SlotContainer with 3 slots)
|
||||
3. CardSystemManager has pending cards: `GetPendingRevealCards().Count > 0`
|
||||
4. Page is in album proper (not menu page): Check with `IsInAlbumProper()`
|
||||
|
||||
**Debug:**
|
||||
```csharp
|
||||
Debug.Log($"Pending cards: {CardSystemManager.Instance.GetPendingRevealCards().Count}");
|
||||
Debug.Log($"Is in album: {albumViewPage.IsInAlbumProper()}");
|
||||
```
|
||||
|
||||
### Cards Spawning on Top of Each Other
|
||||
|
||||
**Cause:** Corner slots not properly configured with `SlotIndex` property
|
||||
|
||||
**Fix:**
|
||||
- Ensure each slot has unique `SlotIndex` (0, 1, 2)
|
||||
- Verify in inspector: Select each slot → Check `SlotIndex` field
|
||||
|
||||
### Card Won't Flip
|
||||
|
||||
**Check:**
|
||||
1. Card has `CardBack` child GameObject
|
||||
2. Card has `CardDisplay` child GameObject
|
||||
3. Both have proper hierarchy: `Card → CardBack`, `Card → CardDisplay`
|
||||
4. State transitions are correct
|
||||
|
||||
**Debug:**
|
||||
```csharp
|
||||
var cardBack = card.transform.Find("CardBack");
|
||||
var cardDisplay = card.transform.Find("CardDisplay");
|
||||
Debug.Log($"Back found: {cardBack != null}, Display found: {cardDisplay != null}");
|
||||
Debug.Log($"Current state: {card.GetCurrentStateName()}");
|
||||
```
|
||||
|
||||
### Book Won't Flip to Correct Page
|
||||
|
||||
**Check:**
|
||||
1. BookTabButton components configured with correct `zone` and `targetPage`
|
||||
2. AlbumViewPage has `tabContainer` assigned
|
||||
3. BookPro component reference assigned on AlbumViewPage
|
||||
|
||||
**Debug:**
|
||||
```csharp
|
||||
// In AlbumViewPage
|
||||
foreach (var tab in _zoneTabs)
|
||||
{
|
||||
Debug.Log($"Tab: {tab.Zone} → Page {tab.TargetPage}");
|
||||
}
|
||||
```
|
||||
|
||||
### Cards Not Enlarging When Clicked in Album
|
||||
|
||||
**Check:**
|
||||
1. Card is in `PlacedInSlotState`
|
||||
2. AlbumViewPage has `cardEnlargedBackdrop` and `cardEnlargedContainer` assigned
|
||||
3. Card was registered: `albumViewPage.RegisterCardInAlbum(card)`
|
||||
|
||||
**Debug:**
|
||||
```csharp
|
||||
var enlargedState = card.GetStateComponent<CardAlbumEnlargedState>(CardStateNames.AlbumEnlarged);
|
||||
Debug.Log($"Enlarged state found: {enlargedState != null}");
|
||||
Debug.Log($"Current state: {card.GetCurrentStateName()}");
|
||||
```
|
||||
|
||||
### Memory Leaks / Cards Not Destroying
|
||||
|
||||
**Cause:** Event subscriptions not cleaned up
|
||||
|
||||
**Fix Pattern:**
|
||||
```csharp
|
||||
void OnEnable()
|
||||
{
|
||||
card.Context.OnDragStarted += HandleDrag;
|
||||
}
|
||||
|
||||
void OnDisable()
|
||||
{
|
||||
if (card != null && card.Context != null)
|
||||
{
|
||||
card.Context.OnDragStarted -= HandleDrag;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Booster Packs Not Appearing
|
||||
|
||||
**Check:**
|
||||
1. BoosterOpeningPage has `boosterPackPrefab` assigned
|
||||
2. BoosterOpeningPage has `bottomRightSlots` assigned
|
||||
3. Called `SetAvailableBoosterCount()` before showing page
|
||||
|
||||
**Debug:**
|
||||
```csharp
|
||||
Debug.Log($"Booster count: {CardSystemManager.Instance.GetBoosterPackCount()}");
|
||||
Debug.Log($"Booster prefab: {boosterOpeningPage.boosterPackPrefab != null}");
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## State Diagram
|
||||
|
||||
```
|
||||
BOOSTER OPENING FLOW:
|
||||
IdleState ──click──> EnlargedNewState ──click──> RevealedState
|
||||
└──> EnlargedRepeatState ──┘
|
||||
└──> EnlargedLegendaryRepeatState ──┘
|
||||
|
||||
ALBUM PLACEMENT FLOW:
|
||||
PendingFaceDownState ──drag──> DraggingRevealedState ──drop on slot──> PlacedInSlotState
|
||||
│
|
||||
click
|
||||
│
|
||||
↓
|
||||
AlbumEnlargedState
|
||||
│
|
||||
click
|
||||
│
|
||||
↓
|
||||
PlacedInSlotState
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Additional Resources
|
||||
|
||||
- **Code Location**: `Assets/Scripts/UI/CardSystem/`
|
||||
- **Card Prefabs**: `Assets/Prefabs/UI/Cards/`
|
||||
- **Card Definitions**: `Assets/Data/CardSystem/Definitions/`
|
||||
- **Album Scene**: `Assets/Scenes/Album.unity`
|
||||
|
||||
**Related Systems:**
|
||||
- [UIPageController Documentation](ui_page_navigation.md) - UI page stack navigation
|
||||
- [DragAndDrop System](../Scripts/UI/DragAndDrop/Core/) - Base drag/drop framework
|
||||
- [Settings System](settings_readme.md) - Card system configuration
|
||||
|
||||
---
|
||||
|
||||
**Last Updated:** November 18, 2025
|
||||
**Version:** 1.0
|
||||
**Contributors:** Development Team
|
||||
|
||||
Reference in New Issue
Block a user