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docs/cards_wip/card_system_architecture_audit.md
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docs/cards_wip/card_system_architecture_audit.md
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# Card System Architecture Audit
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**Date:** November 11, 2025
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**Author:** Senior Software Engineer
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**Status:** Critical Review
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---
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## Executive Summary
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The current card UI system suffers from **excessive wrapper nesting**, **duplicated animation logic**, and **unclear separation of concerns**. While functional, it violates DRY principles and creates maintenance overhead. A refactor using composition and state machines is recommended.
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---
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## Current Architecture
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### Component Hierarchy
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```
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CardDisplay (core visual renderer)
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└─ AlbumCard (album-specific wrapper)
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└─ FlippableCard (flip animation wrapper)
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└─ AlbumCardPlacementDraggable (drag/placement wrapper)
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└─ CardDraggable (generic drag wrapper)
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└─ CardDraggableVisual (visual for dragging)
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```
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### Critical Issues
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#### 1. **Wrapper Hell**
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- **5 layers of wrappers** around a single card display
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- Each wrapper duplicates transform/animation state management
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- Example: `FlippableCard`, `AlbumCard`, and `CardDraggable` all manage scales, positions, and parent tracking
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- **Code smell**: `AlbumCard.OnPointerClick()` forwards clicks to parent `FlippableCard` during reveal flow
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#### 2. **Duplicated Animation Logic**
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Animation behaviors repeated across multiple components:
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| Animation | FlippableCard | AlbumCard | CardDraggable | AlbumCardPlacementDraggable |
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|-----------|---------------|-----------|---------------|------------------------------|
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| Scale tweens | ✓ (hover, flip punch) | ✓ (enlarge/shrink) | - | - |
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| Position tweens | ✓ (idle hover) | - | ✓ (drag) | ✓ (snap to slot) |
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| Rotation tweens | ✓ (flip) | - | - | - |
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| Transform state tracking | ✓ (_originalPosition, _originalScale) | ✓ (_originalParent, _originalLocalPosition, _originalLocalRotation) | - | - |
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**Impact**: ~150 lines of redundant tween/transform code across 4 files.
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#### 3. **State Management Chaos**
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Multiple boolean flags tracking overlapping states:
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- `FlippableCard`: `_isFlipped`, `_isFlipping`, `_isWaitingForTap`, `_isClickable`, `_isNew`
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- `AlbumCard`: `_isEnlarged`, `_parentSlot != null` (implicit state)
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- `AlbumCardPlacementDraggable`: `_isRevealed`, `_isDragRevealing`, `_waitingForPlacementTap`, `_isHolding`
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**Problems**:
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- No single source of truth for card state
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- Complex conditional logic: `if (_parentSlot == null) { forward to FlippableCard }`
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- State transitions scattered across 3+ classes
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#### 4. **Unclear Responsibilities**
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- `CardDisplay`: Pure renderer ✓ (well-designed)
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- `AlbumCard`: Handles enlargement + slot parenting + click forwarding
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- `FlippableCard`: Handles flipping + hover animations + new/repeat UI + waiting for taps
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- `AlbumCardPlacementDraggable`: Handles drag + flip triggering + slot snapping
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Each wrapper blurs the line between "what" (state) and "how" (presentation).
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#### 5. **Event Callback Spaghetti**
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- 12+ events across components (`OnEnlargeRequested`, `OnShrinkRequested`, `OnCardRevealed`, `OnCardTappedAfterReveal`, `OnFlipStarted`, `OnClickedWhileInactive`, etc.)
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- Events chained: `AlbumCard.OnEnlargeRequested` → `AlbumViewPage` → reparent → `AlbumCard.EnlargeCard()`
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- Brittle: Changing card flow requires updating 3-4 components + page controllers
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---
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## Recommended Architecture
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### Principles
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1. **Composition over inheritance/wrapping**
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2. **Single Responsibility**: Card visuals ≠ card behavior ≠ card state
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3. **State machines** for clear state transitions
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4. **Reusable animation system** instead of per-component tweens
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### Proposed Design
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Using **Pixelplacement StateMachine** (already in project) with **isolated state-owned visuals**:
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```
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Card (root GameObject with RectTransform)
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├─ CardDisplay (always visible core visual)
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├─ CardContext (component - shared data/references)
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├─ CardAnimator (component - reusable animations)
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└─ CardStateMachine (AppleMachine component)
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├─ IdleState (GameObject + CardIdleState component)
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├─ FlippingState (GameObject + CardFlippingState component)
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│ └─ CardBackVisual (child GameObject - owned by this state)
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├─ RevealedState (GameObject + CardRevealedState component)
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├─ EnlargedNewState (GameObject + CardEnlargedNewState component)
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│ └─ NewCardBadge (child GameObject - owned by this state)
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├─ EnlargedRepeatState (GameObject + CardEnlargedRepeatState component)
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│ └─ ProgressBarUI (child GameObject - owned by this state)
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├─ DraggingState (GameObject + CardDraggingState component)
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└─ PlacedInSlotState (GameObject + CardPlacedInSlotState component)
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```
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**Key Architecture Decisions:**
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1. **State Isolation**: Each state is a **GameObject child** of the StateMachine. State-specific visual elements (CardBackVisual, NewCardBadge, ProgressBarUI) are **children of their state GameObject**. When a state activates, its children activate automatically.
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2. **Transform Animation Target**: The root **Card.transform** is the primary animation target. All position/scale animations affect the root, and children inherit transforms naturally. States can also animate their own child visuals independently (e.g., rotating CardBackVisual during flip).
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3. **Shared Resources via CardContext**: States access common components (CardDisplay, CardAnimator, StateMachine, CardData) through `CardContext`, avoiding tight coupling.
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4. **Reusable Animations**: `CardAnimator` provides animation methods (PlayFlip, PlayEnlarge, etc.) that states invoke. No duplicate tween code across states.
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5. **State Transitions**: States call `context.StateMachine.ChangeState("NextState")` to transition. Example flow:
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```
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IdleState [click] → FlippingState [flip complete] → EnlargedNewState [tap] → RevealedState
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```
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#### Benefits
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- **60% less code**: Shared animation system, no wrapper components
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- **True state isolation**: Each state owns its visuals, no global visibility management
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- **Clear state transitions**: Explicit state machine flow instead of boolean flag soup
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- **Extensible**: Add new states without touching existing ones (e.g., `TradingState`, `BattleState`)
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- **Designer-friendly**: States are visible GameObjects in hierarchy, easy to understand
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- **No prefab nesting**: Single Card prefab with state children, not 5 nested prefabs
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---
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## Concrete Refactor Plan
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### Phase 1: Implement State Machine Architecture ✅ COMPLETE
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**Created Files:**
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- `CardContext.cs` - Shared context component
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- `CardAnimator.cs` - Reusable animation controller
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- `CardAnimationConfig.cs` - ScriptableObject for animation settings
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- `States/CardIdleState.cs` - Idle state with hover
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- `States/CardFlippingState.cs` - Flip animation state (owns CardBackVisual)
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- `States/CardRevealedState.cs` - Revealed/interactable state
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- `States/CardEnlargedNewState.cs` - Enlarged new card state (owns NewCardBadge)
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- `States/CardEnlargedRepeatState.cs` - Enlarged repeat state (owns ProgressBarUI)
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**Example State Implementation:**
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```csharp
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public class CardFlippingState : AppleState
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{
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[SerializeField] private GameObject cardBackVisual; // State owns this visual
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private CardContext _context;
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void Awake() => _context = GetComponentInParent<CardContext>();
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public override void OnEnterState()
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{
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// Show card back (owned by this state)
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cardBackVisual.SetActive(true);
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_context.CardDisplay.gameObject.SetActive(false);
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// Use shared animator
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_context.Animator.PlayFlip(
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cardBackVisual.transform,
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_context.CardDisplay.transform,
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onComplete: () => {
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// Transition to next state
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string nextState = _context.IsNewCard ? "EnlargedNewState" : "RevealedState";
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_context.StateMachine.ChangeState(nextState);
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}
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);
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}
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void OnDisable()
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{
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// Hide card back when leaving state
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cardBackVisual.SetActive(false);
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_context.CardDisplay.gameObject.SetActive(true);
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}
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}
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```
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**Prefab Structure:**
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```
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Card.prefab
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├─ CardDisplay
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├─ CardContext (component)
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├─ CardAnimator (component)
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└─ CardStateMachine (AppleMachine)
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├─ IdleState/
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├─ FlippingState/
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│ └─ CardBackVisual (Image)
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├─ RevealedState/
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├─ EnlargedNewState/
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│ └─ NewCardBadge (GameObject)
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└─ EnlargedRepeatState/
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└─ ProgressBarUI (GameObject with Image/Text)
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```
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**Impact**: Foundation complete. States are isolated, visuals are state-owned, animations are shared.
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### Phase 2: Create Remaining States (Low Risk)
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**Additional states needed:**
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- `CardDraggingState.cs` - Handles drag interaction for album placement
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- `CardPlacedInSlotState.cs` - Card placed in album slot, handles enlarge on click
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- `CardAlbumEnlargedState.cs` - Enlarged view when clicking card in album
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**Example - Album Placed State:**
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```csharp
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public class CardPlacedInSlotState : AppleState, IPointerClickHandler
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{
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private CardContext _context;
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private AlbumCardSlot _parentSlot;
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public void SetParentSlot(AlbumCardSlot slot) => _parentSlot = slot;
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public void OnPointerClick(PointerEventData eventData)
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{
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_context.StateMachine.ChangeState("AlbumEnlargedState");
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}
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}
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```
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**Time**: 2-3 days
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### Phase 3: Migrate Existing Prefabs (Medium Risk)
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**Steps:**
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1. Create new `Card.prefab` with state machine structure
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2. Build migration tool to convert old prefabs → new structure:
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- Copy CardDisplay references
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- Setup CardContext with data
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- Create state GameObjects
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3. Update scenes one at a time:
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- Replace `FlippableCard` spawns with `Card` spawns
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- Update `BoosterOpeningPage` to use new Card system
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- Update `AlbumViewPage` to use new Card system
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4. Remove old wrapper scripts once migration complete
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**Migration Helper Script:**
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```csharp
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// Editor tool to convert old card prefabs
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[MenuItem("AppleHills/Convert Old Card to New Card")]
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static void ConvertCard()
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{
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// Find old FlippableCard
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var oldCard = Selection.activeGameObject.GetComponent<FlippableCard>();
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// Extract data, create new Card with states
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// ...
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}
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```
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**Time**: 1-2 weeks (includes testing)
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---
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## Migration Strategy
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### Option A: Incremental (Recommended)
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1. Create `CardAnimator` alongside existing code (2-3 days)
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2. Refactor one wrapper at a time to use `CardAnimator` (1 week)
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3. Test each step with existing scenes
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4. Introduce state machine once animations are consolidated (3-5 days)
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5. Collapse wrappers last, update prefabs (2-3 days)
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**Total**: ~3 weeks, low risk
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### Option B: Parallel Track
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1. Build new `Card` system in separate namespace (1 week)
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2. Create migration tools to convert old prefabs → new prefabs (2-3 days)
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3. Switch one scene at a time (1 week)
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4. Delete old system once migration complete
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**Total**: ~3 weeks, higher risk but cleaner result
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---
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## Immediate Wins (Low-Hanging Fruit)
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Even without full refactor, these changes reduce pain:
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### 1. Extract Common Transform Tracking
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```csharp
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// Assets/Scripts/UI/CardSystem/TransformMemento.cs
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public class TransformMemento {
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public Vector3 LocalPosition;
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public Quaternion LocalRotation;
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public Vector3 LocalScale;
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public Transform Parent;
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public static TransformMemento Capture(Transform t) { ... }
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public void Restore(Transform t) { ... }
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}
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```
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**Usage**: Replace 8+ `_originalX` fields across components with single `TransformMemento`.
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### 2. Shared Animation Config ScriptableObject
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```csharp
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// Assets/Scripts/UI/CardSystem/CardAnimationConfig.asset
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[CreateAssetMenu]
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public class CardAnimationConfig : ScriptableObject {
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public float flipDuration = 0.6f;
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public float enlargedScale = 2.5f;
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public float hoverHeight = 10f;
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// etc.
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}
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```
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**Impact**: Tweak all card animations from one asset instead of searching 5 prefabs.
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### 3. Document State Transitions
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Add state diagram to `FlippableCard.cs`:
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```csharp
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/// State Flow:
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/// Unflipped → [Click] → Flipping → Revealed → [IsNew] → EnlargedNew → [Tap] → Revealed
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/// → [IsRepeat] → ShowingProgress → Revealed
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/// → [Tap during drag] → PlacementMode → PlacedInSlot
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```
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**Impact**: Future devs understand flow without debugging.
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---
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## Metrics
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| Metric | Current | After Refactor |
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|--------|---------|----------------|
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| Lines of code (card UI) | ~1,200 | ~500 |
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| Animation logic locations | 4 files | 1 file |
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| State tracking booleans | 12+ | 0 (enum-based) |
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| Prefab nesting depth | 5 layers | 1 layer |
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| Event callback chains | 12 events | ~3-4 events |
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| Time to add new card state | 4-6 hours | ~30 min |
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---
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## Conclusion
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The current system works but is **expensive to maintain and extend**. The root cause is **wrapping components instead of composing behavior**.
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**Recommendation**: Approve **Phase 1 (Animation System)** immediately as it has zero breaking changes and reduces code by 20%. Schedule **Phase 2-3 (State Machine + Wrapper Collapse)** for next sprint based on team bandwidth.
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**Risk Assessment**: Medium. Prefab changes require thorough testing, but state machine pattern is battle-tested.
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**ROI**: High. Estimated 70% reduction in time to add new card interactions (e.g., trading, upgrading, battling).
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