First go at the card UI

This commit is contained in:
Michal Pikulski
2025-10-15 09:22:13 +02:00
committed by Michal Adam Pikulski
parent 7f3dccf1ea
commit ed9f2d6c6d
4 changed files with 758 additions and 167 deletions

View File

@@ -20,22 +20,32 @@ namespace AppleHills.UI.CardSystem
[SerializeField] private GameObject cardPrefab;
[SerializeField] private Button openBoosterButton;
[SerializeField] private Button continueButton;
[SerializeField] private CanvasGroup canvasGroup;
[Header("Animation Settings")]
[SerializeField] private float cardRevealDelay = 0.5f;
[SerializeField] private float cardMoveToBackpackDelay = 1.0f;
[SerializeField] private Transform backpackTargetTransform;
[SerializeField] private AudioSource cardRevealSound;
[SerializeField] private AudioSource rareCardSound;
[SerializeField] private ParticleSystem cardRevealParticles;
[SerializeField] private ParticleSystem rareCardParticles;
// State tracking
private enum OpeningState
{
BoosterReady,
CardsRevealing,
CardsRevealed,
MovingToBackpack,
Completed
}
private OpeningState _currentState = OpeningState.BoosterReady;
private List<CardUIElement> _revealedCards = new List<CardUIElement>();
private CardSystemManager _cardManager;
private Coroutine _revealCoroutine;
private Coroutine _moveToBackpackCoroutine;
private void Awake()
{
@@ -52,6 +62,12 @@ namespace AppleHills.UI.CardSystem
continueButton.onClick.AddListener(OnContinueClicked);
continueButton.gameObject.SetActive(false);
}
// Make sure we have a CanvasGroup for transitions
if (canvasGroup == null)
canvasGroup = GetComponent<CanvasGroup>();
if (canvasGroup == null)
canvasGroup = gameObject.AddComponent<CanvasGroup>();
}
private void OnDestroy()
@@ -66,6 +82,13 @@ namespace AppleHills.UI.CardSystem
{
continueButton.onClick.RemoveListener(OnContinueClicked);
}
// Stop any running coroutines
if (_revealCoroutine != null)
StopCoroutine(_revealCoroutine);
if (_moveToBackpackCoroutine != null)
StopCoroutine(_moveToBackpackCoroutine);
}
/// <summary>
@@ -86,7 +109,8 @@ namespace AppleHills.UI.CardSystem
// Clear any previously revealed cards
foreach (var card in _revealedCards)
{
Destroy(card.gameObject);
if (card != null && card.gameObject != null)
Destroy(card.gameObject);
}
_revealedCards.Clear();
@@ -117,6 +141,8 @@ namespace AppleHills.UI.CardSystem
{
if (_currentState != OpeningState.BoosterReady) return;
_currentState = OpeningState.CardsRevealing;
// Open the booster pack and get the cards
List<CardData> newCards = _cardManager.OpenBoosterPack();
@@ -125,7 +151,10 @@ namespace AppleHills.UI.CardSystem
// Hide the booster pack and open button
if (boosterPackObject != null)
{
boosterPackObject.SetActive(false);
// Animate the booster pack opening
Tween.LocalScale(boosterPackObject.transform, Vector3.zero, 0.3f, 0f, Tween.EaseInBack, Tween.LoopType.None, null, () => {
boosterPackObject.SetActive(false);
});
}
if (openBoosterButton != null)
@@ -134,7 +163,7 @@ namespace AppleHills.UI.CardSystem
}
// Start revealing cards
StartCoroutine(RevealCards(newCards));
_revealCoroutine = StartCoroutine(RevealCards(newCards));
}
else
{
@@ -173,6 +202,38 @@ namespace AppleHills.UI.CardSystem
// Call card's show animation
cardUI.OnShowAnimation();
// Play appropriate sound and particles based on rarity
if (cardData.Rarity >= CardRarity.Rare)
{
// Play rare card sound
if (rareCardSound != null)
{
rareCardSound.Play();
}
// Play rare card particles
if (rareCardParticles != null)
{
rareCardParticles.transform.position = cardObj.transform.position;
rareCardParticles.Play();
}
}
else
{
// Play regular card sound
if (cardRevealSound != null)
{
cardRevealSound.Play();
}
// Play regular particles
if (cardRevealParticles != null)
{
cardRevealParticles.transform.position = cardObj.transform.position;
cardRevealParticles.Play();
}
}
// Wait for animation delay
yield return new WaitForSeconds(cardRevealDelay);
}
@@ -183,6 +244,10 @@ namespace AppleHills.UI.CardSystem
if (continueButton != null)
{
continueButton.gameObject.SetActive(true);
// Animate button appearance
continueButton.transform.localScale = Vector3.zero;
Tween.LocalScale(continueButton.transform, Vector3.one, 0.3f, 0f, Tween.EaseOutBack);
}
}
@@ -193,8 +258,15 @@ namespace AppleHills.UI.CardSystem
{
if (_currentState != OpeningState.CardsRevealed) return;
_currentState = OpeningState.MovingToBackpack;
if (continueButton != null)
{
continueButton.gameObject.SetActive(false);
}
// Start moving cards to backpack animation
StartCoroutine(MoveCardsToBackpack());
_moveToBackpackCoroutine = StartCoroutine(MoveCardsToBackpack());
}
/// <summary>
@@ -202,48 +274,46 @@ namespace AppleHills.UI.CardSystem
/// </summary>
private IEnumerator MoveCardsToBackpack()
{
// Hide continue button
if (continueButton != null)
// If no backpack target, use a default position (lower-right corner)
Vector3 targetPosition = (backpackTargetTransform != null)
? backpackTargetTransform.position
: new Vector3(Screen.width * 0.9f, Screen.height * 0.1f, 0f);
// Move each card to backpack with animation
foreach (var cardUI in _revealedCards)
{
continueButton.gameObject.SetActive(false);
if (cardUI != null)
{
// Call card's move to backpack animation
cardUI.OnMoveToBackpackAnimation();
// Animate movement to backpack
Tween.Position(cardUI.transform, targetPosition, 0.5f, 0f, Tween.EaseInBack);
Tween.LocalScale(cardUI.transform, Vector3.zero, 0.5f, 0f, Tween.EaseInBack);
// Wait for delay between cards
yield return new WaitForSeconds(0.2f);
}
}
// Get corner position for backpack (bottom left)
Vector3 cornerPosition = new Vector3(-Screen.width/2 + 50, -Screen.height/2 + 50, 0);
// Wait for final animation
yield return new WaitForSeconds(0.5f);
// Animate each card moving to the backpack
foreach (var card in _revealedCards)
{
// Play move to backpack animation using Pixelplacement.Tween
Tween.Position(card.transform, cornerPosition, 0.5f, 0f, Tween.EaseInBack);
Tween.LocalScale(card.transform, Vector3.zero, 0.5f, 0f, Tween.EaseInBack);
// Call card's move to backpack animation
card.OnMoveToBackpackAnimation();
// Wait for animation delay
yield return new WaitForSeconds(cardMoveToBackpackDelay);
}
// Wait a moment before completing
yield return new WaitForSeconds(0.3f);
// Complete the process and return to previous page
// Update state to completed
_currentState = OpeningState.Completed;
// Return to previous page
UIPageController.Instance.PopPage();
}
/// <summary>
/// Override for transition in animation using Pixelplacement.Tween
/// </summary>
// Override for transition animations
protected override void DoTransitionIn(System.Action onComplete)
{
// Scale in animation for the booster pack
if (boosterPackObject != null)
// Simple fade in animation
if (canvasGroup != null)
{
boosterPackObject.transform.localScale = Vector3.zero;
Tween.LocalScale(boosterPackObject.transform, Vector3.one, transitionDuration, 0f,
Tween.EaseOutBack, Tween.LoopType.None, null, onComplete);
canvasGroup.alpha = 0f;
Tween.Value(0f, 1f, (value) => canvasGroup.alpha = value, transitionDuration, 0f, Tween.EaseInOut, Tween.LoopType.None, null, onComplete);
}
else
{
@@ -251,17 +321,12 @@ namespace AppleHills.UI.CardSystem
}
}
/// <summary>
/// Override for transition out animation using Pixelplacement.Tween
/// </summary>
protected override void DoTransitionOut(System.Action onComplete)
{
// Fade out animation using a CanvasGroup if available
CanvasGroup canvasGroup = GetComponent<CanvasGroup>();
// 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);
Tween.Value(canvasGroup.alpha, 0f, (value) => canvasGroup.alpha = value, transitionDuration, 0f, Tween.EaseInOut, Tween.LoopType.None, null, onComplete);
}
else
{