Add seeing mr Cement photos in the album
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using System.Collections.Generic;
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using System.Linq;
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using CardSystem.UI.Component;
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using Core;
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using Minigames.StatueDressup.Controllers;
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using Minigames.StatueDressup.PhotoGallery;
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using UnityEngine;
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using Utils;
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namespace CardSystem.Controllers
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{
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/// <summary>
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/// Controller for managing photo slots across album pages.
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/// Discovers all AlbumPhotoSlot prefabs in scene, groups by CaptureType,
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/// and populates with latest photos from PhotoManager.
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/// </summary>
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public class AlbumPhotoPageController
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{
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private readonly GameObject _backdrop;
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private readonly Transform _enlargedContainer;
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private readonly float _animationDuration;
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private Dictionary<CaptureType, List<AlbumPhotoSlot>> _slotsByType;
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private Dictionary<AlbumPhotoSlot, string> _photoAssignments; // Maps each slot to its assigned photoId
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private PhotoEnlargeController _enlargeController;
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private bool _isInitialized;
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public bool IsInitialized => _isInitialized;
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/// <summary>
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/// Constructor
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/// </summary>
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/// <param name="backdrop">Backdrop for photo enlargement</param>
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/// <param name="enlargedContainer">Container for enlarged photos</param>
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/// <param name="animationDuration">Duration for enlarge/shrink animations</param>
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public AlbumPhotoPageController(GameObject backdrop, Transform enlargedContainer, float animationDuration = 0.3f)
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{
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_backdrop = backdrop;
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_enlargedContainer = enlargedContainer;
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_animationDuration = animationDuration;
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// Initialize data structures
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_photoAssignments = new Dictionary<AlbumPhotoSlot, string>();
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// Initialize enlarge controller
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_enlargeController = new PhotoEnlargeController(backdrop, enlargedContainer, animationDuration);
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Logging.Debug("[AlbumPhotoPageController] Controller created");
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}
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/// <summary>
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/// Discover all photo slots in scene and populate them with latest photos
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/// </summary>
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public void Initialize()
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{
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Logging.Debug("[AlbumPhotoPageController] Initialize() called");
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if (_isInitialized)
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{
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Logging.Warning("[AlbumPhotoPageController] Already initialized");
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return;
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}
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// Find all photo slots in scene
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AlbumPhotoSlot[] allSlots = Object.FindObjectsByType<AlbumPhotoSlot>(FindObjectsInactive.Include, FindObjectsSortMode.None);
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Logging.Debug($"[AlbumPhotoPageController] Found {(allSlots != null ? allSlots.Length : 0)} AlbumPhotoSlot components in scene");
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if (allSlots == null || allSlots.Length == 0)
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{
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Logging.Warning("[AlbumPhotoPageController] No AlbumPhotoSlot components found in scene");
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_isInitialized = true;
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return;
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}
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// Group slots by CaptureType
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_slotsByType = new Dictionary<CaptureType, List<AlbumPhotoSlot>>();
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foreach (var slot in allSlots)
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{
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Logging.Debug($"[AlbumPhotoPageController] Processing slot: {slot.name}, CaptureType: {slot.CaptureType}");
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if (!_slotsByType.ContainsKey(slot.CaptureType))
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{
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_slotsByType[slot.CaptureType] = new List<AlbumPhotoSlot>();
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}
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_slotsByType[slot.CaptureType].Add(slot);
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// Initialize the slot with this controller
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slot.Initialize(this);
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}
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Logging.Debug($"[AlbumPhotoPageController] Found {allSlots.Length} photo slots across {_slotsByType.Count} capture types");
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// Log slot counts per type
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foreach (var kvp in _slotsByType)
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{
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Logging.Debug($"[AlbumPhotoPageController] {kvp.Key}: {kvp.Value.Count} slots");
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}
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// Prepare photo assignments (but don't populate yet - slots will request when they become active)
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Logging.Debug("[AlbumPhotoPageController] Starting PreparePhotoAssignments()");
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PreparePhotoAssignments();
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_isInitialized = true;
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Logging.Debug("[AlbumPhotoPageController] Initialize() complete");
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}
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/// <summary>
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/// Prepare photo assignments for all discovered slots.
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/// Slots will request their assigned photo when they become active.
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/// </summary>
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private void PreparePhotoAssignments()
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{
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_photoAssignments.Clear();
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foreach (var kvp in _slotsByType)
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{
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CaptureType captureType = kvp.Key;
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List<AlbumPhotoSlot> slots = kvp.Value;
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// Get latest photos for this capture type
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int slotCount = slots.Count;
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List<string> photoIds = PhotoManager.GetPhotoIds(captureType, slotCount);
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Logging.Debug($"[AlbumPhotoPageController] Preparing assignments for {slotCount} slots of {captureType} with {photoIds.Count} photos");
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// Build assignment map
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for (int i = 0; i < slots.Count; i++)
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{
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string photoId = (i < photoIds.Count) ? photoIds[i] : null;
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_photoAssignments[slots[i]] = photoId;
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if (photoId != null)
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{
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Logging.Debug($"[AlbumPhotoPageController] Slot {i} ({slots[i].name}) -> {photoId}");
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}
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else
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{
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Logging.Debug($"[AlbumPhotoPageController] Slot {i} ({slots[i].name}) -> (no photo)");
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}
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}
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}
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Logging.Debug($"[AlbumPhotoPageController] Prepared {_photoAssignments.Count} photo assignments");
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}
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/// <summary>
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/// Get the assigned photo ID for a specific slot.
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/// Called by slots when they become active.
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/// </summary>
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public string GetAssignedPhotoId(AlbumPhotoSlot slot)
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{
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if (slot == null || _photoAssignments == null)
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{
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return null;
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}
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if (_photoAssignments.TryGetValue(slot, out string photoId))
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{
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return photoId;
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}
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Logging.Warning($"[AlbumPhotoPageController] Slot {slot.name} not found in assignments");
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return null;
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}
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/// <summary>
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/// Refresh photos for a specific capture type (call after new photo is taken)
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/// </summary>
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public void RefreshPhotosForType(CaptureType captureType)
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{
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if (!_isInitialized || !_slotsByType.ContainsKey(captureType))
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{
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return;
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}
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List<AlbumPhotoSlot> slots = _slotsByType[captureType];
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// Clear existing slots
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foreach (var slot in slots)
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{
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slot.Clear();
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}
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// Get latest photos and rebuild assignments
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int slotCount = slots.Count;
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List<string> photoIds = PhotoManager.GetPhotoIds(captureType, slotCount);
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Logging.Debug($"[AlbumPhotoPageController] Refreshing assignments for {slotCount} slots of {captureType} with {photoIds.Count} photos");
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// Update assignments
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for (int i = 0; i < slots.Count; i++)
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{
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string photoId = (i < photoIds.Count) ? photoIds[i] : null;
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_photoAssignments[slots[i]] = photoId;
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}
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// Trigger slots to reload (they will request their new assignment when they become active)
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foreach (var slot in slots)
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{
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if (slot.gameObject.activeInHierarchy)
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{
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// If slot is currently active, immediately populate with new assignment
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slot.PopulateWithPhoto(GetAssignedPhotoId(slot));
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}
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}
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}
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/// <summary>
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/// Refresh all photo slots (call after album is opened to show latest photos)
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/// </summary>
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public void RefreshAllPhotos()
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{
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if (!_isInitialized)
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{
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return;
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}
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foreach (var captureType in _slotsByType.Keys.ToList())
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{
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RefreshPhotosForType(captureType);
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}
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Logging.Debug("[AlbumPhotoPageController] All photos refreshed");
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}
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/// <summary>
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/// Enlarge a photo (called by AlbumPhotoSlot)
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/// </summary>
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public void EnlargePhoto(AlbumPhotoSlot slot, Texture2D fullSizeTexture)
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{
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if (_enlargeController == null)
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{
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Logging.Error("[AlbumPhotoPageController] Enlarge controller not initialized");
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return;
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}
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// If already enlarged, shrink it
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if (_enlargeController.IsPhotoEnlarged)
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{
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_enlargeController.ShrinkPhoto();
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return;
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}
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if (fullSizeTexture == null)
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{
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Logging.Error($"[AlbumPhotoPageController] Cannot enlarge null texture for slot {slot.PhotoId}");
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return;
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}
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Logging.Debug($"[AlbumPhotoPageController] Enlarging photo: {slot.PhotoId} from {slot.CaptureType}");
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// Default enlarged scale (can be made configurable)
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float enlargedScale = 2.5f;
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// Enlarge using the controller
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_enlargeController.EnlargePhoto(slot, slot.gameObject, fullSizeTexture, enlargedScale);
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}
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/// <summary>
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/// Get photo count for a specific capture type
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/// </summary>
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public int GetPhotoCount(CaptureType captureType)
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{
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return PhotoManager.GetPhotoCount(captureType);
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}
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/// <summary>
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/// Get slot count for a specific capture type
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/// </summary>
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public int GetSlotCount(CaptureType captureType)
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{
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if (!_isInitialized || !_slotsByType.ContainsKey(captureType))
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{
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return 0;
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}
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return _slotsByType[captureType].Count;
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}
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/// <summary>
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/// Cleanup when album is closed
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/// </summary>
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public void Cleanup()
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{
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if (_enlargeController != null)
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{
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_enlargeController.Cleanup();
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}
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// Clear all slots
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if (_slotsByType != null)
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{
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foreach (var slots in _slotsByType.Values)
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{
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foreach (var slot in slots)
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{
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if (slot != null)
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{
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slot.Clear();
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}
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}
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}
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}
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Logging.Debug("[AlbumPhotoPageController] Cleanup complete");
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}
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}
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}
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