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

@@ -20,6 +20,12 @@ namespace AppleHills.UI.CardSystem
[SerializeField] private GameObject cardSlotPrefab;
[SerializeField] private GameObject cardPrefab;
[Header("Filter UI")]
[SerializeField] private Dropdown zoneFilterDropdown;
[SerializeField] private Dropdown rarityFilterDropdown;
[SerializeField] private Button resetFiltersButton;
[SerializeField] private CanvasGroup canvasGroup;
// Runtime references
private CardSystemManager _cardManager;
private List<CardUIElement> _displayedCards = new List<CardUIElement>();
@@ -32,6 +38,12 @@ namespace AppleHills.UI.CardSystem
private void Awake()
{
_cardManager = CardSystemManager.Instance;
// Make sure we have a CanvasGroup for transitions
if (canvasGroup == null)
canvasGroup = GetComponent<CanvasGroup>();
if (canvasGroup == null)
canvasGroup = gameObject.AddComponent<CanvasGroup>();
}
/// <summary>
@@ -53,6 +65,9 @@ namespace AppleHills.UI.CardSystem
// Clear any previous setup
ClearAlbum();
// Setup filter UI
InitializeFilters();
// Get all collected cards
List<CardData> collectedCards = _cardManager.GetAllCollectedCards();
@@ -160,28 +175,15 @@ namespace AppleHills.UI.CardSystem
/// </summary>
private void SetupCardDragHandlers(CardUIElement cardUI)
{
// // Get drag handler component (you might need to implement this)
// DragHandler dragHandler = cardUI.GetComponent<DragHandler>();
// if (dragHandler == null)
// {
// // This is a stub for the drag handler
// // In a real implementation, you'd have a proper drag handler component
// // For now, we'll just add click listeners
//
// // Add click listener
// Button cardButton = cardUI.GetComponent<Button>();
// if (cardButton != null)
// {
// cardButton.onClick.AddListener(() => OnCardClicked(cardUI));
// }
// }
// else
// {
// // Set up the drag handler events
// dragHandler.OnBeginDrag.AddListener(() => OnBeginDragCard(cardUI));
// dragHandler.OnDrag.AddListener((position) => OnDragCard(cardUI, position));
// dragHandler.OnEndDrag.AddListener(() => OnEndDragCard(cardUI));
// }
// Add click listener to handle card clicks
Button cardButton = cardUI.GetComponent<Button>();
if (cardButton != null)
{
cardButton.onClick.AddListener(() => OnCardClicked(cardUI));
}
// Subscribe to the card's own click event
cardUI.OnCardClicked += OnCardClicked;
}
/// <summary>
@@ -200,146 +202,223 @@ namespace AppleHills.UI.CardSystem
}
/// <summary>
/// Handles the start of a card drag operation
/// Places a card in a specific album slot
/// </summary>
private void OnBeginDragCard(CardUIElement cardUI)
private void PlaceCardInSlot(CardUIElement cardUI, Transform slotTransform)
{
_currentlyDraggedCard = cardUI;
_cardOriginalPosition = cardUI.transform.position;
if (cardUI == null || slotTransform == null) return;
// Bring the card to the front
cardUI.transform.SetAsLastSibling();
// Save original parent to revert if needed
Transform originalParent = cardUI.transform.parent;
Vector3 originalPosition = cardUI.transform.position;
Vector3 originalScale = cardUI.transform.localScale;
// Animate card moving to slot
cardUI.transform.SetParent(slotTransform);
// Use tween to animate the placement
Tween.Position(cardUI.transform, slotTransform.position, 0.3f, 0f);
Tween.LocalScale(cardUI.transform, Vector3.one, 0.3f, 0f);
// Update the card's internal state (if needed)
CardData cardData = cardUI.GetCardData();
Logging.Debug($"[AlbumViewPage] Placed card {cardData.Name} in slot {cardData.CollectionIndex}");
}
/// <summary>
/// Handles the dragging of a card
/// </summary>
private void OnDragCard(CardUIElement cardUI, Vector3 position)
{
cardUI.transform.position = position;
}
/// <summary>
/// Handles the end of a card drag operation
/// </summary>
private void OnEndDragCard(CardUIElement cardUI)
{
// Check if the card is over a valid slot
Transform closestSlot = FindClosestSlot(cardUI.transform.position);
if (closestSlot != null)
{
// Place the card in the slot
PlaceCardInSlot(cardUI, closestSlot);
}
else
{
// Return the card to its original position
cardUI.transform.position = _cardOriginalPosition;
}
_currentlyDraggedCard = null;
}
/// <summary>
/// Places a card in an album slot
/// </summary>
private void PlaceCardInSlot(CardUIElement cardUI, Transform slot)
{
// Reparent the card to the slot
cardUI.transform.SetParent(slot);
// Animate card to center of slot using Pixelplacement.Tween
Tween.LocalPosition(cardUI.transform, Vector3.zero, 0.25f, 0f, Tween.EaseOutBack);
Logging.Debug($"[AlbumViewPage] Placed card '{cardUI.GetCardData().Name}' in album slot");
}
/// <summary>
/// Finds the closest album slot to a given position
/// </summary>
private Transform FindClosestSlot(Vector3 position)
{
Transform closest = null;
float closestDistance = 100f; // Large initial value
foreach (var slot in _albumSlots.Values)
{
float distance = Vector3.Distance(position, slot.position);
if (distance < closestDistance && distance < 50f) // Only if within reasonable range
{
closestDistance = distance;
closest = slot;
}
}
return closest;
}
/// <summary>
/// Clears the album UI
/// Clears all cards from the album
/// </summary>
private void ClearAlbum()
{
// Clear displayed cards
// Clear card UI elements
foreach (var card in _displayedCards)
{
if (card != null && card.gameObject != null)
{
Destroy(card.gameObject);
}
}
_displayedCards.Clear();
// Clear album slots
foreach (Transform child in albumGrid.transform)
foreach (var slotPair in _albumSlots)
{
Destroy(child.gameObject);
if (slotPair.Value != null && slotPair.Value.gameObject != null)
{
Destroy(slotPair.Value.gameObject);
}
}
_albumSlots.Clear();
}
/// <summary>
/// Override for transition in animation using Pixelplacement.Tween
/// Initialize filtering UI and set up listeners
/// </summary>
protected override void DoTransitionIn(System.Action onComplete)
private void InitializeFilters()
{
// Simple slide in animation
RectTransform rt = GetComponent<RectTransform>();
if (rt != null)
// Setup zone filter
if (zoneFilterDropdown != null)
{
// Store the end position
Vector2 endPosition = rt.anchoredPosition;
zoneFilterDropdown.ClearOptions();
// Set initial position (off-screen to the right)
rt.anchoredPosition = new Vector2(Screen.width, endPosition.y);
// Add "All Zones" option
List<string> zoneOptions = new List<string> { "All Zones" };
// Animate to end position
Tween.AnchoredPosition(rt, endPosition, transitionDuration, 0f,
Tween.EaseOutStrong, Tween.LoopType.None, null, onComplete);
// Add each zone
foreach (CardZone zone in System.Enum.GetValues(typeof(CardZone)))
{
zoneOptions.Add(zone.ToString());
}
else
zoneFilterDropdown.AddOptions(zoneOptions);
zoneFilterDropdown.onValueChanged.AddListener(OnZoneFilterChanged);
}
// Setup rarity filter
if (rarityFilterDropdown != null)
{
onComplete?.Invoke();
rarityFilterDropdown.ClearOptions();
// Add "All Rarities" option
List<string> rarityOptions = new List<string> { "All Rarities" };
// Add each rarity
foreach (CardRarity rarity in System.Enum.GetValues(typeof(CardRarity)))
{
rarityOptions.Add(rarity.ToString());
}
rarityFilterDropdown.AddOptions(rarityOptions);
rarityFilterDropdown.onValueChanged.AddListener(OnRarityFilterChanged);
}
// Setup reset button
if (resetFiltersButton != null)
{
resetFiltersButton.onClick.AddListener(ResetFilters);
}
}
/// <summary>
/// Override for transition out animation using Pixelplacement.Tween
/// Called when zone filter dropdown changes
/// </summary>
protected override void DoTransitionOut(System.Action onComplete)
private void OnZoneFilterChanged(int index)
{
// Simple slide out animation
RectTransform rt = GetComponent<RectTransform>();
if (rt != null)
{
// Animate to off-screen position (to the left)
Vector2 offScreenPosition = new Vector2(-Screen.width, rt.anchoredPosition.y);
ApplyFilters();
}
Tween.AnchoredPosition(rt, offScreenPosition, transitionDuration, 0f,
Tween.EaseInOutStrong, Tween.LoopType.None, null, onComplete);
/// <summary>
/// Called when rarity filter dropdown changes
/// </summary>
private void OnRarityFilterChanged(int index)
{
ApplyFilters();
}
/// <summary>
/// Reset all filters to default values
/// </summary>
private void ResetFilters()
{
if (zoneFilterDropdown != null)
zoneFilterDropdown.value = 0;
if (rarityFilterDropdown != null)
rarityFilterDropdown.value = 0;
ApplyFilters();
}
/// <summary>
/// Apply current filter settings to the displayed cards
/// </summary>
private void ApplyFilters()
{
if (_cardManager == null) return;
// Get all cards
List<CardData> allCards = _cardManager.GetAllCollectedCards();
List<CardData> filteredCards = new List<CardData>(allCards);
// Apply zone filter
if (zoneFilterDropdown != null && zoneFilterDropdown.value > 0)
{
CardZone selectedZone = (CardZone)(zoneFilterDropdown.value - 1);
filteredCards = filteredCards.FindAll(card => card.Zone == selectedZone);
}
// Apply rarity filter
if (rarityFilterDropdown != null && rarityFilterDropdown.value > 0)
{
CardRarity selectedRarity = (CardRarity)(rarityFilterDropdown.value - 1);
filteredCards = filteredCards.FindAll(card => card.Rarity == selectedRarity);
}
// Update the displayed cards
ClearAlbum();
SetupAlbumSlots();
CreateCardStack(filteredCards);
}
// Override for transition animations
protected override void DoTransitionIn(System.Action onComplete)
{
// Reset the canvas group
if (canvasGroup != null)
{
canvasGroup.alpha = 0f;
Tween.Value(0f, 1f, (value) => canvasGroup.alpha = value, transitionDuration, 0f, Tween.EaseInOut, Tween.LoopType.None, null, onComplete);
}
else
{
onComplete?.Invoke();
// Simple scale animation if no canvas group
transform.localScale = Vector3.zero;
Tween.LocalScale(transform, Vector3.one, transitionDuration, 0f, Tween.EaseOutBack, Tween.LoopType.None, null, onComplete);
}
}
protected override void DoTransitionOut(System.Action onComplete)
{
// Simple fade animation
if (canvasGroup != null)
{
Tween.Value(canvasGroup.alpha, 0f, (value) => canvasGroup.alpha = value, transitionDuration, 0f, Tween.EaseInOut, Tween.LoopType.None, null, onComplete);
}
else
{
Tween.LocalScale(transform, Vector3.zero, transitionDuration, 0f, Tween.EaseInBack, Tween.LoopType.None, null, onComplete);
}
}
private void OnDestroy()
{
// Clean up filter listeners
if (zoneFilterDropdown != null)
zoneFilterDropdown.onValueChanged.RemoveListener(OnZoneFilterChanged);
if (rarityFilterDropdown != null)
rarityFilterDropdown.onValueChanged.RemoveListener(OnRarityFilterChanged);
if (resetFiltersButton != null)
resetFiltersButton.onClick.RemoveListener(ResetFilters);
// Clean up card listeners
foreach (var card in _displayedCards)
{
if (card != null)
{
// Unsubscribe from card events
card.OnCardClicked -= OnCardClicked;
// Remove button listeners
Button cardButton = card.GetComponent<Button>();
if (cardButton != null)
{
cardButton.onClick.RemoveAllListeners();
}
}
}
}
}
}

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>
@@ -86,6 +109,7 @@ namespace AppleHills.UI.CardSystem
// Clear any previously revealed cards
foreach (var card in _revealedCards)
{
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)
{
// 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);
}
// Get corner position for backpack (bottom left)
Vector3 cornerPosition = new Vector3(-Screen.width/2 + 50, -Screen.height/2 + 50, 0);
// Animate each card moving to the backpack
foreach (var card in _revealedCards)
if (cardUI != null)
{
// 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();
cardUI.OnMoveToBackpackAnimation();
// Wait for animation delay
yield return new WaitForSeconds(cardMoveToBackpackDelay);
// 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);
}
}
// Wait a moment before completing
yield return new WaitForSeconds(0.3f);
// Wait for final animation
yield return new WaitForSeconds(0.5f);
// 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
{

View File

@@ -1,7 +1,9 @@
using System;
using System.Collections;
using AppleHills.Data.CardSystem;
using Core;
using Data.CardSystem;
using Pixelplacement;
using UnityEngine;
using UnityEngine.UI;
@@ -22,10 +24,19 @@ namespace AppleHills.UI.CardSystem
[Header("UI Elements")]
[SerializeField] private Button backpackButton;
[SerializeField] private Text boosterCountText;
[SerializeField] private GameObject notificationDot;
[SerializeField] private GameObject backpackAnimationTarget;
[SerializeField] private GameObject newCardNotification;
[Header("Notification Settings")]
[SerializeField] private float notificationDuration = 3f;
[SerializeField] private AudioSource notificationSound;
private UIPageController _pageController;
private CardSystemManager _cardManager;
private bool _isInitialized = false;
private bool _hasUnseenCards = false;
private Coroutine _notificationCoroutine;
private void Awake()
{
@@ -49,6 +60,13 @@ namespace AppleHills.UI.CardSystem
// Initially show only the backpack icon
ShowOnlyBackpackIcon();
// Hide notifications initially
if (notificationDot != null)
notificationDot.SetActive(false);
if (newCardNotification != null)
newCardNotification.SetActive(false);
}
private void Start()
@@ -60,6 +78,11 @@ namespace AppleHills.UI.CardSystem
if (_cardManager != null)
{
_cardManager.OnBoosterCountChanged += UpdateBoosterCount;
_cardManager.OnBoosterOpened += HandleBoosterOpened;
_cardManager.OnCardCollected += HandleCardCollected;
_cardManager.OnCardRarityUpgraded += HandleCardRarityUpgraded;
// Initialize UI with current values
UpdateBoosterCount(_cardManager.GetBoosterPackCount());
}
@@ -72,6 +95,9 @@ namespace AppleHills.UI.CardSystem
if (_cardManager != null)
{
_cardManager.OnBoosterCountChanged -= UpdateBoosterCount;
_cardManager.OnBoosterOpened -= HandleBoosterOpened;
_cardManager.OnCardCollected -= HandleCardCollected;
_cardManager.OnCardRarityUpgraded -= HandleCardRarityUpgraded;
}
// Clean up button listeners
@@ -79,6 +105,10 @@ namespace AppleHills.UI.CardSystem
{
backpackButton.onClick.RemoveListener(OnBackpackButtonClicked);
}
// Stop any coroutines
if (_notificationCoroutine != null)
StopCoroutine(_notificationCoroutine);
}
/// <summary>
@@ -114,10 +144,20 @@ namespace AppleHills.UI.CardSystem
/// </summary>
private void OnBackpackButtonClicked()
{
// Play button sound if available
if (notificationSound != null)
notificationSound.Play();
// If no pages are open, push the main menu
if (_pageController.CurrentPage == null)
{
_pageController.PushPage(mainMenuPage);
// Clear notification
if (notificationDot != null)
notificationDot.SetActive(false);
_hasUnseenCards = false;
}
else if (_pageController.CurrentPage == mainMenuPage)
{
@@ -170,10 +210,60 @@ namespace AppleHills.UI.CardSystem
else
{
Logging.Debug("[CardAlbumUI] No booster packs available");
// TODO: Show "no boosters available" message
ShowNoBoostersNotification();
}
}
/// <summary>
/// Shows a notification that no booster packs are available
/// </summary>
private void ShowNoBoostersNotification()
{
if (newCardNotification != null)
{
// Set notification text
Text notificationText = newCardNotification.GetComponentInChildren<Text>();
if (notificationText != null)
notificationText.text = "No booster packs available!";
// Show and animate the notification
ShowTemporaryNotification(newCardNotification);
}
}
/// <summary>
/// Shows a notification temporarily and then hides it
/// </summary>
private void ShowTemporaryNotification(GameObject notification)
{
if (notification == null) return;
// Stop any existing notification coroutine
if (_notificationCoroutine != null)
StopCoroutine(_notificationCoroutine);
// Start new notification coroutine
_notificationCoroutine = StartCoroutine(ShowNotificationCoroutine(notification));
}
private IEnumerator ShowNotificationCoroutine(GameObject notification)
{
// Show notification
notification.SetActive(true);
notification.transform.localScale = Vector3.zero;
// Animate in
Tween.LocalScale(notification.transform, Vector3.one, 0.3f, 0f, Tween.EaseOutBack);
// Wait for duration
yield return new WaitForSeconds(notificationDuration);
// Animate out
Tween.LocalScale(notification.transform, Vector3.zero, 0.3f, 0f, Tween.EaseInBack, Tween.LoopType.None, null, () => {
notification.SetActive(false);
});
}
/// <summary>
/// Updates the booster count display
/// </summary>
@@ -182,7 +272,58 @@ namespace AppleHills.UI.CardSystem
if (boosterCountText != null)
{
boosterCountText.text = count.ToString();
}
// Animate the text for feedback
boosterCountText.transform.localScale = Vector3.one * 1.2f;
Tween.LocalScale(boosterCountText.transform, Vector3.one, 0.3f, 0f);
}
}
/// <summary>
/// Handles event when a booster pack is opened
/// </summary>
private void HandleBoosterOpened(System.Collections.Generic.List<CardData> cards)
{
Logging.Debug($"[CardAlbumUI] Booster opened with {cards.Count} cards");
// The booster opening page handles the UI for this event
}
/// <summary>
/// Handles event when a new card is collected
/// </summary>
private void HandleCardCollected(CardData card)
{
// If we're not in the album view or booster opening view,
// show a notification dot on the backpack
if (_pageController.CurrentPage != albumViewPage &&
_pageController.CurrentPage != boosterOpeningPage)
{
_hasUnseenCards = true;
if (notificationDot != null)
notificationDot.SetActive(true);
}
Logging.Debug($"[CardAlbumUI] New card collected: {card.Name}");
}
/// <summary>
/// Handles event when a card is upgraded to a higher rarity
/// </summary>
private void HandleCardRarityUpgraded(CardData card)
{
// Show a special notification for rarity upgrade
if (newCardNotification != null)
{
// Set notification text
Text notificationText = newCardNotification.GetComponentInChildren<Text>();
if (notificationText != null)
notificationText.text = $"{card.Name} upgraded to {card.Rarity}!";
// Show and animate the notification
ShowTemporaryNotification(newCardNotification);
}
Logging.Debug($"[CardAlbumUI] Card upgraded: {card.Name} to {card.Rarity}");
}
}
}

View File

@@ -0,0 +1,306 @@
# Card System UI Setup Guide
This guide provides detailed instructions for setting up the Card System UI in Unity, organized into prefabs that can be easily maintained and modified.
## Prefab Structure Overview
The card system UI should be structured with a modular prefab approach:
1. **Main Card System Prefab** - Contains the CardAlbumUI component and core structure
2. **Individual UI Page Prefabs** - Each page as its own prefab
3. **Card UI Prefabs** - For cards and card slots
## Detailed Prefab Structure
### Main CardSystem Prefab
```
CardSystem (with CardAlbumUI component)
├── BackpackIcon (GameObject)
│ ├── BackpackImage (Image)
│ ├── BoosterCountText (Text)
│ └── NotificationDot (GameObject with Image)
├── UIPageController (automatically added by CardAlbumUI if not present)
└── Notifications (GameObject)
└── NewCardNotification (GameObject)
├── Background (Image)
└── Text (Text)
```
### Page Prefabs
**1. MainMenuPage Prefab:**
```
MainMenuPage (with CardMenuPage component & CanvasGroup)
├── Background (Image)
├── Title (Text)
├── OpenBoosterButton (Button)
│ └── Text (Text)
├── ViewAlbumButton (Button)
│ └── Text (Text)
├── ChangeClothesButton (Button)
│ └── Text (Text)
└── NoBoostersMessage (GameObject)
└── Text (Text)
```
**2. AlbumViewPage Prefab:**
```
AlbumViewPage (with AlbumViewPage component & CanvasGroup)
├── Background (Image)
├── FilterPanel (GameObject)
│ ├── ZoneFilterDropdown (Dropdown)
│ │ ├── Label (Text)
│ │ └── Arrow (Image)
│ ├── RarityFilterDropdown (Dropdown)
│ │ ├── Label (Text)
│ │ └── Arrow (Image)
│ └── ResetFiltersButton (Button)
│ └── Text (Text)
├── AlbumScrollView (ScrollRect)
│ └── AlbumGrid (GridLayoutGroup)
├── CardStackContainer (RectTransform)
└── EmptyAlbumMessage (GameObject)
└── Text (Text)
```
**3. BoosterOpeningPage Prefab:**
```
BoosterOpeningPage (with BoosterOpeningPage component & CanvasGroup)
├── Background (Image)
├── BoosterPackObject (GameObject)
│ └── BoosterImage (Image)
├── CardRevealTransform (Transform)
├── OpenBoosterButton (Button)
│ └── Text (Text)
├── ContinueButton (Button)
│ └── Text (Text)
├── CardRevealSound (AudioSource)
├── RareCardSound (AudioSource)
├── CardRevealParticles (ParticleSystem)
└── RareCardParticles (ParticleSystem)
```
### Card-Related Prefabs
**1. CardSlotPrefab:**
```
CardSlot (GameObject)
├── Background (Image)
└── SlotLabel (Text)
```
**2. CardPrefab:**
```
Card (with CardUIElement component & Button)
├── CardBackground (Image)
├── CardFrame (Image)
├── CardImage (Image)
├── CardNameText (Text)
├── CardDescriptionText (Text)
├── ZoneLabel (Text)
└── RarityIndicator (Image)
```
## Component Setup Guide
### CardAlbumUI Component Setup
This is the central controller for the card system:
```
CardAlbumUI Component Inspector:
- UI References:
- Backpack Icon: [BackpackIcon GameObject]
- Main Menu Page: [MainMenuPage Prefab]
- Album View Page: [AlbumViewPage Prefab]
- Booster Opening Page: [BoosterOpeningPage Prefab]
- UI Elements:
- Backpack Button: [BackpackIcon Button Component]
- Booster Count Text: [BoosterCountText Component]
- Notification Dot: [NotificationDot GameObject]
- Backpack Animation Target: [BackpackIcon Transform]
- New Card Notification: [NewCardNotification GameObject]
- Notification Settings:
- Notification Duration: 3 seconds (adjustable)
- Notification Sound: [AudioSource Component]
```
### CardMenuPage Component Setup
```
CardMenuPage Component Inspector:
- Menu Options:
- Open Booster Button: [OpenBoosterButton]
- View Album Button: [ViewAlbumButton]
- Change Clothes Button: [ChangeClothesButton]
- UI Elements:
- Booster Count Text: [BoosterCountText]
- No Boosters Message: [NoBoostersMessage]
- Canvas Group: [CanvasGroup on this GameObject]
```
### AlbumViewPage Component Setup
```
AlbumViewPage Component Inspector:
- Album UI Elements:
- Album Grid: [AlbumGrid Component]
- Card Stack Container: [CardStackContainer Transform]
- Empty Album Message: [EmptyAlbumMessage GameObject]
- Card Slot Prefab: [CardSlotPrefab Asset]
- Card Prefab: [CardPrefab Asset]
- Filter UI:
- Zone Filter Dropdown: [ZoneFilterDropdown]
- Rarity Filter Dropdown: [RarityFilterDropdown]
- Reset Filters Button: [ResetFiltersButton]
- Canvas Group: [CanvasGroup on this GameObject]
```
### BoosterOpeningPage Component Setup
```
BoosterOpeningPage Component Inspector:
- UI Elements:
- Booster Pack Object: [BoosterPackObject]
- Card Reveal Transform: [CardRevealTransform]
- Card Prefab: [CardPrefab Asset]
- Open Booster Button: [OpenBoosterButton]
- Continue Button: [ContinueButton]
- Canvas Group: [CanvasGroup on this GameObject]
- Animation Settings:
- Card Reveal Delay: 0.5 (adjustable)
- Card Move To Backpack Delay: 1.0 (adjustable)
- Backpack Target Transform: [BackpackIcon Transform]
- Card Reveal Sound: [CardRevealSound Component]
- Rare Card Sound: [RareCardSound Component]
- Card Reveal Particles: [CardRevealParticles Component]
- Rare Card Particles: [RareCardParticles Component]
```
### CardUIElement Component Setup
```
CardUIElement Component Inspector:
- Card UI Elements:
- Card Background Image: [CardBackground Image]
- Card Frame Image: [CardFrame Image]
- Card Image: [CardImage]
- Card Name Text: [CardNameText]
- Card Description Text: [CardDescriptionText]
- Zone Label: [ZoneLabel Text]
- Rarity Label: [RarityIndicator Image]
```
## Prefab Creation Process
### 1. Create Card-Related Prefabs First
Start by creating the card prefabs since other prefabs will reference them:
1. **Create CardSlotPrefab**:
- Create GameObject → UI → Image
- Add Text component for slot label
- Adjust visual appearance for an empty slot
- Save as prefab
2. **Create CardPrefab**:
- Create GameObject → UI → Image (for background)
- Add child Images for frame and card art
- Add Text components for name, description, zone
- Add CardUIElement script
- Configure Inspector references
- Add Button component
- Save as prefab
### 2. Create UI Page Prefabs
Create each page prefab individually:
1. **Create MainMenuPage Prefab**:
- Set up UI elements as shown in structure
- Add CardMenuPage script
- Add CanvasGroup component
- Configure all Inspector references
- Save as prefab
2. **Create AlbumViewPage Prefab**:
- Set up UI elements as shown in structure
- Add AlbumViewPage script
- Add CanvasGroup component
- Configure all Inspector references
- Assign CardSlotPrefab and CardPrefab
- Save as prefab
3. **Create BoosterOpeningPage Prefab**:
- Set up UI elements as shown in structure
- Add BoosterOpeningPage script
- Add CanvasGroup component
- Add audio sources and particle systems
- Configure all Inspector references
- Assign CardPrefab
- Save as prefab
### 3. Create Main CardSystem Prefab
Finally, create the main controller prefab:
1. **Create CardSystem GameObject**:
- Add CardAlbumUI script
- Set up BackpackIcon and Notifications as shown in structure
- Assign references to page prefabs (not instances)
- Configure all Inspector references
- Save as prefab
## Scene Setup Instructions
### 1. Add CardSystem to Your Scene
1. Drag the CardSystem prefab into your scene
2. Make sure it's on the UI layer
3. Verify it has a Canvas component if needed (or is under a Canvas)
### 2. Configure the CardSystemManager
1. Create a GameObject named "CardSystemManager" if not already present
2. Add the CardSystemManager script
3. Populate it with some test card definitions
4. Ensure it's marked as DontDestroyOnLoad if needed
### 3. Test the System
1. Enter Play mode
2. Test clicking the backpack icon
3. Add test booster packs: `CardSystemManager.Instance.AddBoosterPack(3)`
4. Test opening boosters and viewing the album
## Additional Tips
1. **Canvas Settings**:
- Set your Canvas to Screen Space - Overlay
- Use Scale With Screen Size with reference resolution 1920x1080
- Configure the Canvas Scaler for proper UI scaling
2. **UI Navigation**:
- Configure button navigation for keyboard/controller support
- Set tab order for accessibility
3. **Audio Setup**:
- Keep audio sources on the respective UI elements
- Adjust spatial blend to 0 (2D) for UI sounds
- Use appropriate volume for notification sounds
4. **Animation Considerations**:
- All animations use Pixelplacement.Tween
- Adjust animation durations in Inspector for fine-tuning
- Consider creating animation presets for consistent feel
5. **Testing on Different Devices**:
- Test the UI on different aspect ratios
- Ensure UI elements are anchored properly for different resolutions
- Use the Device Simulator to test mobile layouts if targeting mobile
6. **Performance Tips**:
- Consider object pooling for cards in large collections
- Disable raycast targets on non-interactive elements
- Use sprite atlases for card images