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a/Assets/Editor/Settings/SettingsEditorWindow.cs +++ b/Assets/Editor/Settings/SettingsEditorWindow.cs @@ -3,6 +3,7 @@ using UnityEditor; using System.Collections.Generic; using System.Linq; using System.IO; +using Core.Settings; namespace AppleHills.Core.Settings.Editor { @@ -10,7 +11,7 @@ namespace AppleHills.Core.Settings.Editor { private Vector2 scrollPosition; private List allSettings = new List(); - private string[] tabNames = new string[] { "Player & Follower", "Interaction & Items", "Diving Minigame", "Card System" }; + private string[] tabNames = new string[] { "Player & Follower", "Interaction & Items", "Diving Minigame", "Card System", "Card Sorting" }; private int selectedTab = 0; private Dictionary serializedSettingsObjects = new Dictionary(); private GUIStyle headerStyle; @@ -49,6 +50,7 @@ namespace AppleHills.Core.Settings.Editor CreateSettingsIfMissing("InteractionSettings"); CreateSettingsIfMissing("DivingMinigameSettings"); 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to spawn cards without affecting player's collection. + /// + public CardDefinition GetRandomCardDefinitionByRarity(CardRarity targetRarity) + { + // Filter available cards by rarity + var matchingCards = availableCards.Where(c => c.Rarity == targetRarity).ToList(); + + if (matchingCards.Count == 0) + { + Debug.LogWarning($"[CardSystemManager] No card definitions found for rarity {targetRarity}"); + return null; + } + + // Return random card from matching rarity + return matchingCards[UnityEngine.Random.Range(0, matchingCards.Count)]; + } + #endregion /// diff --git a/Assets/Scripts/CardSystem/StateMachine/CardAnimator.cs b/Assets/Scripts/CardSystem/StateMachine/CardAnimator.cs index c0743676..3b2cff63 100644 --- a/Assets/Scripts/CardSystem/StateMachine/CardAnimator.cs +++ b/Assets/Scripts/CardSystem/StateMachine/CardAnimator.cs @@ -401,6 +401,56 @@ namespace UI.CardSystem.StateMachine } #endregion + + #region Color/Tint Animations + + private TweenBase _activeBlinkTween; + private Color _originalColor; + + /// + /// Blink an image red repeatedly (for fell-off-conveyor state) + /// + public void BlinkRed(UnityEngine.UI.Image image, float blinkSpeed = 0.25f) + { + if (image == null) return; + + // Stop any existing blink + StopBlinking(); + + // Store original color + _originalColor = image.color; + + // Start blinking red loop + BlinkLoop(image, blinkSpeed); + } + + private void BlinkLoop(UnityEngine.UI.Image image, float blinkSpeed) + { + if (image == null) return; + + // Tween to red + _activeBlinkTween = Tween.Color(image, Color.red, blinkSpeed, 0f, Tween.EaseInOut, + completeCallback: () => + { + // Tween back to original + _activeBlinkTween = Tween.Color(image, _originalColor, blinkSpeed, 0f, Tween.EaseInOut, + completeCallback: () => BlinkLoop(image, blinkSpeed)); // Loop + }); + } + + /// + /// Stop blinking animation and restore original color + /// + public void StopBlinking() + { + if (_activeBlinkTween != null) + { + _activeBlinkTween.Stop(); + _activeBlinkTween = null; + } + } + + #endregion } } diff --git a/Assets/Scripts/Core/GameManager.cs b/Assets/Scripts/Core/GameManager.cs index 61bbe092..58eb3dbf 100644 --- a/Assets/Scripts/Core/GameManager.cs +++ b/Assets/Scripts/Core/GameManager.cs @@ -170,6 +170,7 @@ namespace Core var interactionSettings = SettingsProvider.Instance.LoadSettingsSynchronous(); var minigameSettings = SettingsProvider.Instance.LoadSettingsSynchronous(); var cardSystemSettings = SettingsProvider.Instance.LoadSettingsSynchronous(); + var sortingGameSettings = SettingsProvider.Instance.LoadSettingsSynchronous(); // Register settings with service locator if (playerSettings != null) @@ -211,6 +212,16 @@ namespace Core { Debug.LogError("Failed to load CardSystemSettings"); } + + if (sortingGameSettings != null) + { + ServiceLocator.Register(sortingGameSettings); + Logging.Debug("CardSortingSettings registered successfully"); + } + else + { + Debug.LogError("Failed to load CardSystemSettings"); + } // Log success _settingsLoaded = playerSettings != null && interactionSettings != null && minigameSettings != null && cardSystemSettings != null; diff --git a/Assets/Scripts/Core/Settings/CardSortingSettings.cs b/Assets/Scripts/Core/Settings/CardSortingSettings.cs new file mode 100644 index 00000000..6faf176b --- /dev/null +++ b/Assets/Scripts/Core/Settings/CardSortingSettings.cs @@ -0,0 +1,92 @@ +using AppleHills.Core.Settings; +using Minigames.CardSorting.Data; +using UnityEngine; + +namespace Core.Settings +{ + /// + /// Settings for Card Sorting minigame. + /// Follows DivingMinigameSettings pattern. + /// + [CreateAssetMenu(fileName = "CardSortingSettings", menuName = "AppleHills/Settings/CardSorting", order = 4)] + public class CardSortingSettings : BaseSettings, ICardSortingSettings + { + [Header("Timing")] + [Tooltip("Total game duration in seconds")] + [SerializeField] private float gameDuration = 120f; + + [Tooltip("Distance between item spawns (units)")] + [SerializeField] private float spawnDistance = 50f; + + [Header("Conveyor Speed")] + [Tooltip("Initial belt movement speed")] + [SerializeField] private float initialBeltSpeed = 1f; + + [Tooltip("Maximum belt movement speed")] + [SerializeField] private float maxBeltSpeed = 3f; + + [Tooltip("Curve for difficulty progression (X=time%, Y=speed multiplier)")] + [SerializeField] private AnimationCurve speedCurve = AnimationCurve.EaseInOut(0f, 0f, 1f, 1f); + + [Header("Item Pools")] + [Tooltip("Garbage items that can spawn (banana peels, cans, receipts, etc.)")] + [SerializeField] private GarbageItemDefinition[] garbageItems = new GarbageItemDefinition[0]; + + [Header("Spawn Weights")] + [Tooltip("Weight for spawning normal rarity cards")] + [Range(0, 100)] [SerializeField] private float normalCardWeight = 40f; + + [Tooltip("Weight for spawning rare rarity cards")] + [Range(0, 100)] [SerializeField] private float rareCardWeight = 30f; + + [Tooltip("Weight for spawning legendary rarity cards")] + [Range(0, 100)] [SerializeField] private float legendCardWeight = 20f; + + [Tooltip("Weight for spawning garbage items")] + [Range(0, 100)] [SerializeField] private float garbageWeight = 10f; + + [Header("Scoring")] + [Tooltip("Points awarded for correct sort")] + [SerializeField] private int correctSortPoints = 10; + + [Tooltip("Points deducted for incorrect sort")] + [SerializeField] private int incorrectSortPenalty = -5; + + [Tooltip("Points deducted when item falls off belt")] + [SerializeField] private int missedItemPenalty = -3; + + [Header("Rewards")] + [Tooltip("Booster packs awarded per correct sort")] + [SerializeField] private int boosterPacksPerCorrectItem = 1; + + // Interface implementation + public float GameDuration => gameDuration; + + public float SpawnDistance => spawnDistance; + + public float InitialBeltSpeed => initialBeltSpeed; + public float MaxBeltSpeed => maxBeltSpeed; + public AnimationCurve SpeedCurve => speedCurve; + public GarbageItemDefinition[] GarbageItems => garbageItems; + public float NormalCardWeight => normalCardWeight; + public float RareCardWeight => rareCardWeight; + public float LegendCardWeight => legendCardWeight; + public float GarbageWeight => garbageWeight; + public int CorrectSortPoints => correctSortPoints; + public int IncorrectSortPenalty => incorrectSortPenalty; + public int MissedItemPenalty => missedItemPenalty; + public int BoosterPacksPerCorrectItem => boosterPacksPerCorrectItem; + + public override void OnValidate() + { + base.OnValidate(); + + gameDuration = Mathf.Max(1f, gameDuration); + initialBeltSpeed = Mathf.Max(0.1f, initialBeltSpeed); + maxBeltSpeed = Mathf.Max(initialBeltSpeed, maxBeltSpeed); + correctSortPoints = Mathf.Max(0, correctSortPoints); + boosterPacksPerCorrectItem = Mathf.Max(0, boosterPacksPerCorrectItem); + } + } +} + diff --git a/Assets/Scripts/Core/Settings/CardSortingSettings.cs.meta b/Assets/Scripts/Core/Settings/CardSortingSettings.cs.meta new file mode 100644 index 00000000..c9c99aa5 --- /dev/null +++ b/Assets/Scripts/Core/Settings/CardSortingSettings.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: a0fd5f8ab5d74b12968501dd4e3cc416 +timeCreated: 1763461789 \ No newline at end of file diff --git a/Assets/Scripts/Core/Settings/ICardSortingSettings.cs b/Assets/Scripts/Core/Settings/ICardSortingSettings.cs new file mode 100644 index 00000000..6d5636f4 --- /dev/null +++ b/Assets/Scripts/Core/Settings/ICardSortingSettings.cs @@ -0,0 +1,39 @@ +using Minigames.CardSorting.Data; +using UnityEngine; + +namespace Core.Settings +{ + /// + /// Settings interface for Card Sorting minigame. + /// Accessed via GameManager.GetSettingsObject<ICardSortingSettings>() + /// + public interface ICardSortingSettings + { + // Timing + float GameDuration { get; } + float SpawnDistance { get; } + + // Conveyor Speed + float InitialBeltSpeed { get; } + float MaxBeltSpeed { get; } + AnimationCurve SpeedCurve { get; } + + // Item Pools + GarbageItemDefinition[] GarbageItems { get; } + + // Spawn Weights + float NormalCardWeight { get; } + float RareCardWeight { get; } + float LegendCardWeight { get; } + float GarbageWeight { get; } + + // Scoring + int CorrectSortPoints { get; } + int IncorrectSortPenalty { get; } + int MissedItemPenalty { get; } + + // Rewards + int BoosterPacksPerCorrectItem { get; } + } +} + diff --git a/Assets/Scripts/Core/Settings/ICardSortingSettings.cs.meta b/Assets/Scripts/Core/Settings/ICardSortingSettings.cs.meta new file mode 100644 index 00000000..fa644e0e --- /dev/null +++ b/Assets/Scripts/Core/Settings/ICardSortingSettings.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 646b90dfa92640e59430f871037affea +timeCreated: 1763461774 \ No newline at end of file diff --git a/Assets/Scripts/Minigames/CardSorting.meta b/Assets/Scripts/Minigames/CardSorting.meta new file mode 100644 index 00000000..3285e18d --- /dev/null +++ b/Assets/Scripts/Minigames/CardSorting.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 1f5c5963e2ff4b33a086f5b97e648914 +timeCreated: 1763461758 \ No newline at end of file diff --git a/Assets/Scripts/Minigames/CardSorting/Controllers.meta b/Assets/Scripts/Minigames/CardSorting/Controllers.meta new file mode 100644 index 00000000..dbf2ca7d --- /dev/null +++ b/Assets/Scripts/Minigames/CardSorting/Controllers.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: d35b6d1850b94234bbb54e77b202861b +timeCreated: 1763469999 \ No newline at end of file diff --git a/Assets/Scripts/Minigames/CardSorting/Controllers/ConveyorBeltController.cs b/Assets/Scripts/Minigames/CardSorting/Controllers/ConveyorBeltController.cs new file mode 100644 index 00000000..632e17f5 --- /dev/null +++ b/Assets/Scripts/Minigames/CardSorting/Controllers/ConveyorBeltController.cs @@ -0,0 +1,370 @@ +using AppleHills.Data.CardSystem; +using Core.Settings; +using Data.CardSystem; +using Minigames.CardSorting.Core; +using Minigames.CardSorting.Data; +using System.Collections.Generic; +using UnityEngine; + +namespace Minigames.CardSorting.Controllers +{ + /// + /// Non-MonoBehaviour controller for conveyor belt logic. + /// Handles spawning, speed, item lifecycle. + /// Owns item tracking and emits events when items fall off or are sorted. + /// Parallel to CornerCardManager in card system. + /// + public class ConveyorBeltController + { + private readonly Transform spawnPoint; + private readonly Transform endPoint; // Visual end - scoring happens here + private readonly Transform despawnPoint; // Off-screen - destruction happens here + private readonly GameObject cardPrefab; + private readonly GameObject garbagePrefab; + private readonly ICardSortingSettings settings; + + private List activeItems = new List(); + private HashSet missedItems = new HashSet(); // Items past visual end, moving to despawn + private float currentSpeed; + private SortableItem lastSpawnedItem; // Track last spawned item for distance-based spawning + + // Events - conveyor owns item lifecycle + public event System.Action OnItemSpawned; // Fired when new item spawns + public event System.Action OnItemFellOffBelt; // Fired at visual end (endPoint) + public event System.Action OnItemDespawned; // Fired at despawn point (destruction) + public event System.Action OnItemSorted; // item, box, correct + public event System.Action OnItemDroppedOnFloor; // Fired when dropped outside any box + + public float CurrentSpeed => currentSpeed; + public int ActiveItemCount => activeItems.Count; + + public ConveyorBeltController( + Transform spawnPoint, + Transform endPoint, + Transform despawnPoint, + GameObject cardPrefab, + GameObject garbagePrefab, + ICardSortingSettings settings) + { + this.spawnPoint = spawnPoint; + this.endPoint = endPoint; + this.despawnPoint = despawnPoint; + this.cardPrefab = cardPrefab; + this.garbagePrefab = garbagePrefab; + this.settings = settings; + + this.currentSpeed = settings.InitialBeltSpeed; + this.lastSpawnedItem = null; // No items spawned yet + } + + /// + /// Update belt speed, check for items falling off, and handle distance-based spawning. + /// + public void Update(float deltaTime, float gameProgress) + { + UpdateBeltSpeed(gameProgress); + CheckItemsOffBelt(); + CheckDistanceBasedSpawn(gameProgress); + } + + /// + /// Check if we should spawn a new item based on distance from last spawn. + /// Items spawn when last item has moved far enough from spawn point. + /// + private void CheckDistanceBasedSpawn(float gameProgress) + { + // If no items spawned yet, spawn immediately + if (lastSpawnedItem == null) + { + SpawnNewItem(gameProgress); + return; + } + + // Check if last spawned item is far enough from spawn point + float distanceFromSpawn = Mathf.Abs(lastSpawnedItem.transform.position.x - spawnPoint.position.x); + + if (distanceFromSpawn >= settings.SpawnDistance) // Using InitialSpawnInterval as distance threshold + { + SpawnNewItem(gameProgress); + } + } + + /// + /// Spawn a new item at the spawn point. + /// + private SortableItem SpawnNewItem(float gameProgress) + { + // Weighted random: card or garbage? + float totalWeight = settings.NormalCardWeight + settings.RareCardWeight + + settings.LegendCardWeight + settings.GarbageWeight; + + if (totalWeight <= 0f) + { + Debug.LogWarning("[ConveyorBeltController] Total spawn weight is 0, cannot spawn items!"); + return null; + } + + float roll = Random.Range(0f, totalWeight); + + SortableItem item; + + if (roll < settings.GarbageWeight) + { + // Spawn garbage + item = SpawnGarbageItem(); + } + else + { + // Spawn card - determine rarity, get random card from CardSystemManager + CardRarity rarity = DetermineRarity(roll); + item = SpawnCardItem(rarity); + } + + if (item != null) + { + // Set conveyor speed on item + item.Context.ConveyorSpeed = currentSpeed; + + activeItems.Add(item); + lastSpawnedItem = item; // Track for distance-based spawning + + // Emit spawn event + OnItemSpawned?.Invoke(item); + } + + return item; + } + + private SortableItem SpawnGarbageItem() + { + if (settings.GarbageItems == null || settings.GarbageItems.Length == 0) + { + Debug.LogWarning("[ConveyorBeltController] No garbage items configured!"); + return null; + } + + GarbageItemDefinition garbage = SelectRandomGarbage(); + + GameObject obj = Object.Instantiate(garbagePrefab, spawnPoint.position, Quaternion.identity); + SortableItem item = obj.GetComponent(); + + if (item != null) + { + item.SetupAsGarbage(garbage); + + // Subscribe to item events + item.OnItemDroppedInBox += HandleItemDroppedInBox; + item.OnItemReturnedToConveyor += HandleItemReturnedToConveyor; + } + else + { + Debug.LogError("[ConveyorBeltController] Garbage prefab missing SortableItem component!"); + Object.Destroy(obj); + return null; + } + + return item; + } + + private SortableItem SpawnCardItem(CardRarity rarity) + { + // Get a random card of the specified rarity + CardData cardData = GetRandomCardDataByRarity(rarity); + + if (cardData == null) + { + Debug.LogWarning($"[ConveyorBeltController] No card data found for rarity {rarity}"); + return null; + } + + GameObject obj = Object.Instantiate(cardPrefab, spawnPoint.position, Quaternion.identity); + SortableItem item = obj.GetComponent(); + + if (item != null) + { + item.SetupAsCard(cardData); + + // Subscribe to item events + item.OnItemDroppedInBox += HandleItemDroppedInBox; + item.OnItemReturnedToConveyor += HandleItemReturnedToConveyor; + } + else + { + Debug.LogError("[ConveyorBeltController] Card prefab missing SortableItem component!"); + Object.Destroy(obj); + return null; + } + + return item; + } + + /// + /// Helper method to get a random card of a specific rarity. + /// Gets a CardDefinition from CardSystemManager and converts to CardData. + /// Does NOT affect player's collection or open boosters. + /// + private CardData GetRandomCardDataByRarity(CardRarity targetRarity) + { + // Get random card definition from manager + var definition = CardSystemManager.Instance.GetRandomCardDefinitionByRarity(targetRarity); + + if (definition == null) + { + Debug.LogWarning($"[ConveyorBeltController] No card definition found for rarity {targetRarity}"); + return null; + } + + // Create CardData from definition using constructor + // This properly links the definition and sets all properties + return new CardData(definition); + } + + private void UpdateBeltSpeed(float gameProgress) + { + // Evaluate speed curve + float speedMultiplier = settings.SpeedCurve.Evaluate(gameProgress); + currentSpeed = Mathf.Lerp( + settings.InitialBeltSpeed, + settings.MaxBeltSpeed, + speedMultiplier + ); + + // Update all active items (including missed items moving to despawn) + foreach (var item in activeItems) + { + if (item != null && item.Context.IsOnConveyor) + { + item.Context.ConveyorSpeed = currentSpeed; + } + } + } + + private void CheckItemsOffBelt() + { + // Check active items for reaching visual end point + for (int i = activeItems.Count - 1; i >= 0; i--) + { + var item = activeItems[i]; + if (item == null) + { + activeItems.RemoveAt(i); + continue; + } + + // Check if past visual end point (not yet scored as missed) + if (item.transform.position.x > endPoint.position.x && !missedItems.Contains(item)) + { + // Mark as missed and emit event for scoring + missedItems.Add(item); + + // Transition item to FellOffConveyorState (will blink red) + item.ChangeState("FellOffConveyorState"); + + OnItemFellOffBelt?.Invoke(item); + + // Item continues moving, stays in activeItems until despawn + } + } + + // Check missed items for reaching despawn point + for (int i = activeItems.Count - 1; i >= 0; i--) + { + var item = activeItems[i]; + if (item == null) + { + activeItems.RemoveAt(i); + continue; + } + + // Check if past despawn point (time to destroy) + if (item.transform.position.x > despawnPoint.position.x && missedItems.Contains(item)) + { + // Remove from tracking + activeItems.RemoveAt(i); + missedItems.Remove(item); + + // Clear lastSpawnedItem reference if this was it + if (lastSpawnedItem == item) + { + lastSpawnedItem = null; + } + + // Emit despawn event for destruction + OnItemDespawned?.Invoke(item); + } + } + } + + + /// + /// Handle when an item is dropped in a box (correct or incorrect). + /// + private void HandleItemDroppedInBox(SortableItem item, SortingBox box, bool correct) + { + // Remove from tracking and unsubscribe + if (activeItems.Remove(item)) + { + // Also remove from missed items if it was there + missedItems.Remove(item); + + // Clear lastSpawnedItem reference if this was it + if (lastSpawnedItem == item) + { + lastSpawnedItem = null; + } + + item.OnItemDroppedInBox -= HandleItemDroppedInBox; + item.OnItemReturnedToConveyor -= HandleItemReturnedToConveyor; + + // Emit event for game manager to handle scoring, passing box and correctness + OnItemSorted?.Invoke(item, box, correct); + } + } + + /// + /// Handle when an item is returned to conveyor (dropped outside box). + /// Item transitions to DroppedOnFloorState and gets destroyed. + /// + private void HandleItemReturnedToConveyor(SortableItem item) + { + // Remove from tracking and unsubscribe (item will be destroyed) + if (activeItems.Remove(item)) + { + missedItems.Remove(item); + + if (lastSpawnedItem == item) + { + lastSpawnedItem = null; + } + + item.OnItemDroppedInBox -= HandleItemDroppedInBox; + item.OnItemReturnedToConveyor -= HandleItemReturnedToConveyor; + + // Emit event for scoring + OnItemDroppedOnFloor?.Invoke(item); + + Debug.Log($"[ConveyorBeltController] Item dropped on floor: {item.CardData?.Name ?? item.GarbageItem?.DisplayName}"); + } + } + + private CardRarity DetermineRarity(float roll) + { + // Adjust roll to be relative to card weights only (subtract garbage weight) + float adjusted = roll - settings.GarbageWeight; + + if (adjusted < settings.NormalCardWeight) + return CardRarity.Normal; + + if (adjusted < settings.NormalCardWeight + settings.RareCardWeight) + return CardRarity.Rare; + + return CardRarity.Legendary; + } + + private GarbageItemDefinition SelectRandomGarbage() + { + return settings.GarbageItems[Random.Range(0, settings.GarbageItems.Length)]; + } + } +} + diff --git a/Assets/Scripts/Minigames/CardSorting/Controllers/ConveyorBeltController.cs.meta b/Assets/Scripts/Minigames/CardSorting/Controllers/ConveyorBeltController.cs.meta new file mode 100644 index 00000000..9d440ea8 --- /dev/null +++ b/Assets/Scripts/Minigames/CardSorting/Controllers/ConveyorBeltController.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 681596c1ece04da18b2c3394441ebd4b +timeCreated: 1763469999 \ No newline at end of file diff --git a/Assets/Scripts/Minigames/CardSorting/Controllers/SortingScoreController.cs b/Assets/Scripts/Minigames/CardSorting/Controllers/SortingScoreController.cs new file mode 100644 index 00000000..493c9da0 --- /dev/null +++ b/Assets/Scripts/Minigames/CardSorting/Controllers/SortingScoreController.cs @@ -0,0 +1,88 @@ +using Core.Settings; +using System; + +namespace Minigames.CardSorting.Controllers +{ + /// + /// Non-MonoBehaviour controller for score tracking. + /// Handles scoring, accuracy calculation, and reward calculation. + /// + public class SortingScoreController + { + private readonly ICardSortingSettings settings; + + private int totalScore; + private int correctSorts; + private int incorrectSorts; + private int missedItems; + + public int TotalScore => totalScore; + public int CorrectSorts => correctSorts; + public int IncorrectSorts => incorrectSorts; + public int MissedItems => missedItems; + public int TotalAttempts => correctSorts + incorrectSorts; + public float Accuracy => TotalAttempts > 0 ? (float)correctSorts / TotalAttempts : 0f; + + public event Action OnScoreChanged; + public event Action OnCorrectSort; + public event Action OnIncorrectSort; + + public SortingScoreController(ICardSortingSettings settings) + { + this.settings = settings; + } + + /// + /// Record a correct sort. + /// + public void RecordCorrectSort() + { + correctSorts++; + totalScore += settings.CorrectSortPoints; + OnScoreChanged?.Invoke(totalScore); + OnCorrectSort?.Invoke(correctSorts); + } + + /// + /// Record an incorrect sort. + /// + public void RecordIncorrectSort() + { + incorrectSorts++; + totalScore += settings.IncorrectSortPenalty; // This is a negative value + OnScoreChanged?.Invoke(totalScore); + OnIncorrectSort?.Invoke(incorrectSorts); + } + + /// + /// Record a missed item (fell off belt). + /// + public void RecordMissedItem() + { + missedItems++; + totalScore += settings.MissedItemPenalty; // This is a negative value + OnScoreChanged?.Invoke(totalScore); + } + + /// + /// Calculate booster pack reward based on performance. + /// + public int CalculateBoosterReward() + { + // Simple: 1 booster per correct sort (or use settings multiplier) + return correctSorts * settings.BoosterPacksPerCorrectItem; + } + + /// + /// Reset all scores (for restarting game). + /// + public void Reset() + { + totalScore = 0; + correctSorts = 0; + incorrectSorts = 0; + missedItems = 0; + } + } +} + diff --git a/Assets/Scripts/Minigames/CardSorting/Controllers/SortingScoreController.cs.meta b/Assets/Scripts/Minigames/CardSorting/Controllers/SortingScoreController.cs.meta new file mode 100644 index 00000000..b66e1154 --- /dev/null +++ b/Assets/Scripts/Minigames/CardSorting/Controllers/SortingScoreController.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 280957c6e5b24e91b9fdc49ec685ed2f +timeCreated: 1763470011 \ No newline at end of file diff --git a/Assets/Scripts/Minigames/CardSorting/Core.meta b/Assets/Scripts/Minigames/CardSorting/Core.meta new file mode 100644 index 00000000..e332cfa6 --- /dev/null +++ b/Assets/Scripts/Minigames/CardSorting/Core.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: fa35cf17256e403ab8bed2555352eaf5 +timeCreated: 1763461824 \ No newline at end of file diff --git a/Assets/Scripts/Minigames/CardSorting/Core/GarbageVisual.cs b/Assets/Scripts/Minigames/CardSorting/Core/GarbageVisual.cs new file mode 100644 index 00000000..99de3579 --- /dev/null +++ b/Assets/Scripts/Minigames/CardSorting/Core/GarbageVisual.cs @@ -0,0 +1,36 @@ +using UnityEngine; +using UnityEngine.UI; + +namespace Minigames.CardSorting.Core +{ + /// + /// Simple sprite renderer for garbage items. + /// Parallel to CardDisplay for cards. + /// + public class GarbageVisual : MonoBehaviour + { + [Header("Visual Components")] + [SerializeField] private Image spriteRenderer; + + /// + /// Update the displayed sprite. + /// + public void UpdateDisplay(Sprite sprite) + { + if (spriteRenderer != null) + { + spriteRenderer.sprite = sprite; + } + } + + private void Awake() + { + // Auto-find Image component if not assigned + if (spriteRenderer == null) + { + spriteRenderer = GetComponent(); + } + } + } +} + diff --git a/Assets/Scripts/Minigames/CardSorting/Core/GarbageVisual.cs.meta b/Assets/Scripts/Minigames/CardSorting/Core/GarbageVisual.cs.meta new file mode 100644 index 00000000..96c07f2a --- /dev/null +++ b/Assets/Scripts/Minigames/CardSorting/Core/GarbageVisual.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: b707770fc3a6448ea0dcd1b2fbf41e00 +timeCreated: 1763461824 \ No newline at end of file diff --git a/Assets/Scripts/Minigames/CardSorting/Core/SortableItem.cs b/Assets/Scripts/Minigames/CardSorting/Core/SortableItem.cs new file mode 100644 index 00000000..53f4a77d --- /dev/null +++ b/Assets/Scripts/Minigames/CardSorting/Core/SortableItem.cs @@ -0,0 +1,230 @@ +using AppleHills.Data.CardSystem; +using Core; +using Core.SaveLoad; +using Minigames.CardSorting.Data; +using UI.DragAndDrop.Core; +using UnityEngine; + +namespace Minigames.CardSorting.Core +{ + /// + /// Draggable sortable item on conveyor belt. + /// Uses state machine for behavior (OnConveyor → BeingDragged → Sorted). + /// Inherits from DraggableObject to reuse drag/drop system. + /// + public class SortableItem : DraggableObject + { + [Header("Components")] + [SerializeField] private SortableItemContext context; + [SerializeField] private AppleMachine stateMachine; + + [Header("Configuration")] + [SerializeField] private string initialState = "OnConveyorState"; + + // Data tracking + private bool isGarbage; + private CardData cardData; + private GarbageItemDefinition garbageItem; + + // Events - item emits notifications, conveyor subscribes + public event System.Action OnItemDroppedInBox; + public event System.Action OnItemReturnedToConveyor; + + // Public accessors + public SortableItemContext Context => context; + public AppleMachine StateMachine => stateMachine; + public bool IsGarbage => isGarbage; + public CardData CardData => cardData; + public GarbageItemDefinition GarbageItem => garbageItem; + + /// + /// Get the correct box type for this item. + /// + public BoxType CorrectBox + { + get + { + if (isGarbage) + return BoxType.Trash; + + return cardData.Rarity switch + { + CardRarity.Normal => BoxType.Normal, + CardRarity.Rare => BoxType.Rare, + CardRarity.Legendary => BoxType.Legend, + _ => BoxType.Trash + }; + } + } + + protected override void Initialize() + { + base.Initialize(); + + // Auto-find components if not assigned + if (context == null) + context = GetComponent(); + + if (stateMachine == null) + stateMachine = GetComponentInChildren(); + } + + /// + /// Setup item as a card. + /// + public void SetupAsCard(CardData data) + { + isGarbage = false; + cardData = data; + garbageItem = null; + + if (context != null) + { + context.SetupAsCard(data); + } + + if (stateMachine != null && !string.IsNullOrEmpty(initialState)) + { + stateMachine.ChangeState(initialState); + } + } + + /// + /// Setup item as garbage. + /// + public void SetupAsGarbage(GarbageItemDefinition garbage) + { + isGarbage = true; + cardData = default; + garbageItem = garbage; + + if (context != null) + { + context.SetupAsGarbage(garbage.Sprite); + } + + if (stateMachine != null && !string.IsNullOrEmpty(initialState)) + { + stateMachine.ChangeState(initialState); + } + } + + protected override void OnDragStartedHook() + { + base.OnDragStartedHook(); + + // Check if current state wants to handle drag behavior + if (stateMachine?.currentState != null) + { + var dragHandler = stateMachine.currentState.GetComponent(); + if (dragHandler != null && dragHandler.OnDragStarted(context)) + { + return; // State handled it + } + } + + // Default behavior if state doesn't handle + Logging.Debug($"[SortableItem] Drag started on {(isGarbage ? garbageItem.DisplayName : cardData.Name)}"); + } + + // TODO: Fixed when base slot/draggable reworked + public override void OnDrag(UnityEngine.EventSystems.PointerEventData eventData) + { + base.OnDrag(eventData); + + if (!IsDragging) return; + + // Perform raycast to detect what's underneath the dragged card + DetectSlotUnderPointer(eventData); + } + + protected override void OnDragEndedHook() + { + base.OnDragEndedHook(); + + // Validate drop on sorting box + if (CurrentSlot is SortingBox box) + { + bool correctSort = box.ValidateItem(this); + + // Fire event IMMEDIATELY when card is released over bin + // This allows manager to update score/UI right away + OnItemDroppedInBox?.Invoke(this, box, correctSort); + + // Transition to appropriate state based on correctness + // State will handle fall-into-bin animation and destruction + if (correctSort) + { + ChangeState("SortedCorrectlyState"); + } + else + { + ChangeState("SortedIncorrectlyState"); + } + } + else + { + // Dropped outside valid box - transition to dropped on floor state + Logging.Debug("[SortableItem] Dropped outside box, transitioning to floor state"); + ChangeState("DroppedOnFloorState"); + } + } + + // TODO: Fixed when base slot/draggable reworked + /// + /// Detect which slot (if any) is under the pointer during drag. + /// Updates CurrentSlot for drop detection. + /// + private void DetectSlotUnderPointer(UnityEngine.EventSystems.PointerEventData eventData) + { + // Perform raycast at pointer position to find slots + var raycastResults = new System.Collections.Generic.List(); + UnityEngine.EventSystems.EventSystem.current.RaycastAll(eventData, raycastResults); + + SortingBox hoveredBox = null; + + // Find first SortingBox in raycast results + foreach (var result in raycastResults) + { + var box = result.gameObject.GetComponentInParent(); + if (box != null) + { + hoveredBox = box; + break; + } + } + + // Update current slot (used in OnDragEndedHook) + if (hoveredBox != null && hoveredBox != CurrentSlot) + { + _currentSlot = hoveredBox; + Logging.Debug($"[SortableItem] Now hovering over {hoveredBox.BoxType} box"); + } + else if (hoveredBox == null && CurrentSlot != null) + { + _currentSlot = null; + Logging.Debug("[SortableItem] No longer over any box"); + } + } + + /// + /// Change to a specific state. + /// + public void ChangeState(string stateName) + { + if (stateMachine != null) + { + stateMachine.ChangeState(stateName); + } + } + } + + /// + /// Interface for states that handle drag behavior. + /// + public interface ISortableItemDragHandler + { + bool OnDragStarted(SortableItemContext context); + } +} + diff --git a/Assets/Scripts/Minigames/CardSorting/Core/SortableItem.cs.meta b/Assets/Scripts/Minigames/CardSorting/Core/SortableItem.cs.meta new file mode 100644 index 00000000..3ca3844d --- /dev/null +++ b/Assets/Scripts/Minigames/CardSorting/Core/SortableItem.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 9b3db9ce867c4df884411fb3da8fd80a +timeCreated: 1763461867 \ No newline at end of file diff --git a/Assets/Scripts/Minigames/CardSorting/Core/SortableItemContext.cs b/Assets/Scripts/Minigames/CardSorting/Core/SortableItemContext.cs new file mode 100644 index 00000000..3fa460d6 --- /dev/null +++ b/Assets/Scripts/Minigames/CardSorting/Core/SortableItemContext.cs @@ -0,0 +1,139 @@ +using AppleHills.Data.CardSystem; +using Core.SaveLoad; +using UI.CardSystem; +using UI.CardSystem.StateMachine; +using UnityEngine; + +namespace Minigames.CardSorting.Core +{ + /// + /// Shared context for sortable item states. + /// Provides access to common components and data that states need. + /// Routes data to appropriate visual component (CardDisplay for cards, GarbageVisual for garbage). + /// + public class SortableItemContext : MonoBehaviour + { + [Header("Visual Components (one or the other)")] + [SerializeField] private CardDisplay cardDisplay; // For cards + [SerializeField] private GarbageVisual garbageVisual; // For garbage + + [Header("Shared Components")] + [SerializeField] private CardAnimator animator; + [SerializeField] private Transform visualTransform; // "Visual" GameObject + + private AppleMachine stateMachine; + + // Public accessors + public CardDisplay CardDisplay => cardDisplay; + public GarbageVisual GarbageVisual => garbageVisual; + public CardAnimator Animator => animator; + public Transform VisualTransform => visualTransform; + public AppleMachine StateMachine => stateMachine; + public Transform RootTransform => transform; + + // Conveyor state + public bool IsOnConveyor { get; set; } = true; + public float ConveyorSpeed { get; set; } = 1f; + + // Original transform data (captured on spawn for drag animations) + public Vector3 OriginalScale { get; private set; } + public Vector3 OriginalPosition { get; private set; } + public Quaternion OriginalRotation { get; private set; } + + private void Awake() + { + // Auto-find components if not assigned + if (visualTransform == null) + { + visualTransform = transform.Find("Visual"); + if (visualTransform == null) + { + Debug.LogWarning($"[SortableItemContext] 'Visual' child GameObject not found on {name}"); + } + } + + if (animator == null) + { + // CardAnimator should be on root GameObject (animates root transform with Canvas scale) + animator = GetComponent(); + + // Fallback: check Visual child (legacy setup) + if (animator == null && visualTransform != null) + { + animator = visualTransform.GetComponent(); + } + } + + if (cardDisplay == null && visualTransform != null) + { + cardDisplay = visualTransform.GetComponentInChildren(); + } + + if (garbageVisual == null && visualTransform != null) + { + garbageVisual = visualTransform.GetComponentInChildren(); + } + + stateMachine = GetComponentInChildren(); + } + + /// + /// Setup as card item - CardDisplay handles all rendering. + /// + public void SetupAsCard(CardData cardData) + { + // Capture original root transform for drag animations + // This preserves the tiny world-space Canvas scale (e.g., 0.05) + var currentScale = transform.localScale; + if (currentScale.x < 0.01f && currentScale.y < 0.01f && currentScale.z < 0.01f) + { + OriginalScale = Vector3.one; // Fallback if scale is ~0 + } + else + { + OriginalScale = currentScale; + } + OriginalPosition = transform.localPosition; + OriginalRotation = transform.localRotation; + + if (cardDisplay != null) + { + cardDisplay.SetupCard(cardData); + } + else + { + Debug.LogError($"[SortableItemContext] CardDisplay not found on {name}"); + } + } + + /// + /// Setup as garbage item - simple sprite display. + /// + public void SetupAsGarbage(Sprite sprite) + { + // Capture original root transform for drag animations + // This preserves the tiny world-space Canvas scale (e.g., 0.05) + var currentScale = transform.localScale; + if (currentScale.x < 0.01f && currentScale.y < 0.01f && currentScale.z < 0.01f) + { + OriginalScale = Vector3.one; // Fallback if scale is ~0 + } + else + { + OriginalScale = currentScale; + } + OriginalPosition = transform.localPosition; + OriginalRotation = transform.localRotation; + + if (garbageVisual != null) + { + garbageVisual.UpdateDisplay(sprite); + } + else + { + Debug.LogError($"[SortableItemContext] GarbageVisual not found on {name}"); + } + } + } +} + diff --git a/Assets/Scripts/Minigames/CardSorting/Core/SortableItemContext.cs.meta b/Assets/Scripts/Minigames/CardSorting/Core/SortableItemContext.cs.meta new file mode 100644 index 00000000..d8eb5d2d --- /dev/null +++ b/Assets/Scripts/Minigames/CardSorting/Core/SortableItemContext.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 9a9c60767eef4a3090d8bf70ee87340f +timeCreated: 1763461839 \ No newline at end of file diff --git a/Assets/Scripts/Minigames/CardSorting/Core/SortingBox.cs b/Assets/Scripts/Minigames/CardSorting/Core/SortingBox.cs new file mode 100644 index 00000000..42e825a8 --- /dev/null +++ b/Assets/Scripts/Minigames/CardSorting/Core/SortingBox.cs @@ -0,0 +1,40 @@ +using Minigames.CardSorting.Data; +using UI.DragAndDrop.Core; +using UnityEngine; + +namespace Minigames.CardSorting.Core +{ + /// + /// Drop target for sortable items. + /// Validates if item belongs in this box. + /// + public class SortingBox : DraggableSlot + { + [Header("Box Configuration")] + [SerializeField] private BoxType boxType; + + public BoxType BoxType => boxType; + + /// + /// Check if item belongs in this box. + /// + public bool ValidateItem(SortableItem item) + { + if (item == null) return false; + + BoxType correctBox = item.CorrectBox; + return correctBox == boxType; + } + + /// + /// Check if this slot can accept a specific draggable type. + /// SortingBox accepts all SortableItems (validation happens on drop). + /// + public new bool CanAccept(DraggableObject draggable) + { + // Accept all sortable items (validation happens on drop) + return draggable is SortableItem; + } + } +} + diff --git a/Assets/Scripts/Minigames/CardSorting/Core/SortingBox.cs.meta b/Assets/Scripts/Minigames/CardSorting/Core/SortingBox.cs.meta new file mode 100644 index 00000000..03014ee0 --- /dev/null +++ b/Assets/Scripts/Minigames/CardSorting/Core/SortingBox.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: a25b1c9a82b540c8ac0d6c016849f561 +timeCreated: 1763461875 \ No newline at end of file diff --git a/Assets/Scripts/Minigames/CardSorting/Core/SortingGameManager.cs b/Assets/Scripts/Minigames/CardSorting/Core/SortingGameManager.cs new file mode 100644 index 00000000..3fb03567 --- /dev/null +++ b/Assets/Scripts/Minigames/CardSorting/Core/SortingGameManager.cs @@ -0,0 +1,341 @@ +using System; +using Core; +using Core.Lifecycle; +using Core.Settings; +using Data.CardSystem; +using Input; +using Minigames.CardSorting.Controllers; +using Minigames.CardSorting.Core; +using Unity.Cinemachine; +using UnityEngine; + +namespace Minigames.CardSorting.Core +{ + /// + /// Main manager for card sorting minigame. + /// Orchestrates game loop, timer, controllers, and integration with CardSystemManager. + /// Parallel to DivingGameManager. + /// + public class SortingGameManager : ManagedBehaviour + { + [Header("Scene References")] + [SerializeField] private Transform conveyorSpawnPoint; + [SerializeField] private Transform conveyorEndPoint; // Visual end - items scored as missed here + [SerializeField] private Transform conveyorDespawnPoint; // Off-screen - items destroyed here + [SerializeField] private GameObject sortableCardPrefab; + [SerializeField] private GameObject sortableGarbagePrefab; + [SerializeField] private SortingBox[] sortingBoxes; + + [Header("Effects")] + [SerializeField] private CinemachineImpulseSource impulseSource; // Screen shake on incorrect sort + + // Settings + private ICardSortingSettings _settings; + + // Controllers (lazy init) + private ConveyorBeltController _conveyorController; + private ConveyorBeltController Conveyor => _conveyorController ??= new ConveyorBeltController( + conveyorSpawnPoint, + conveyorEndPoint, + conveyorDespawnPoint, + sortableCardPrefab, + sortableGarbagePrefab, + _settings + ); + + private SortingScoreController _scoreController; + private SortingScoreController Score => _scoreController ??= new SortingScoreController(_settings); + + // Game state + private float gameTimer; + private bool isGameActive; + private bool isGameOver; + + // Singleton + private static SortingGameManager _instance; + public static SortingGameManager Instance => _instance; + + // Events + public event Action OnGameStarted; + public event Action OnGameEnded; + public event Action OnItemSpawned; + public event Action OnItemSortedEvent; + public event Action OnTimerUpdated; // Remaining time + + // Global effect events + public event Action OnItemSortedCorrectly; + public event Action OnItemSortedIncorrectly; + public event Action OnItemFellOffBelt; + + internal override void OnManagedAwake() + { + _instance = this; + + // Load settings + _settings = GameManager.GetSettingsObject(); + + if (_settings == null) + { + Debug.LogError("[SortingGameManager] Failed to load CardSortingSettings!"); + return; + } + + Logging.Debug("[SortingGameManager] Initialized with settings"); + } + + internal override void OnManagedStart() + { + // Subscribe to score events + Score.OnScoreChanged += OnScoreChanged; + Score.OnCorrectSort += OnCorrectSort; + Score.OnIncorrectSort += OnIncorrectSort; + + // Subscribe to conveyor events + Conveyor.OnItemSpawned += OnConveyorItemSpawned; + Conveyor.OnItemFellOffBelt += OnConveyorItemFellOff; + Conveyor.OnItemDespawned += OnConveyorItemDespawned; + Conveyor.OnItemSorted += OnConveyorItemSorted; + Conveyor.OnItemDroppedOnFloor += OnConveyorItemDroppedOnFloor; + + // Start game automatically or wait for trigger + // For now, auto-start + StartGame(); + } + + private void OnDestroy() + { + if (_scoreController != null) + { + Score.OnScoreChanged -= OnScoreChanged; + Score.OnCorrectSort -= OnCorrectSort; + Score.OnIncorrectSort -= OnIncorrectSort; + } + + if (_conveyorController != null) + { + Conveyor.OnItemSpawned -= OnConveyorItemSpawned; + Conveyor.OnItemFellOffBelt -= OnConveyorItemFellOff; + Conveyor.OnItemDespawned -= OnConveyorItemDespawned; + Conveyor.OnItemSorted -= OnConveyorItemSorted; + Conveyor.OnItemDroppedOnFloor -= OnConveyorItemDroppedOnFloor; + } + } + + private void Update() + { + if (!isGameActive || isGameOver) return; + + gameTimer += Time.deltaTime; + float remainingTime = _settings.GameDuration - gameTimer; + float gameProgress = gameTimer / _settings.GameDuration; + + // Update timer + OnTimerUpdated?.Invoke(remainingTime); + + // Check game over + if (remainingTime <= 0f) + { + EndGame(); + return; + } + + // Update conveyor (handles spawning, movement, and despawning internally) + Conveyor.Update(Time.deltaTime, gameProgress); + } + + public void StartGame() + { + isGameActive = true; + isGameOver = false; + gameTimer = 0f; + + // Reset score + Score.Reset(); + + OnGameStarted?.Invoke(); + + // Set input mode to game + if (InputManager.Instance != null) + { + InputManager.Instance.SetInputMode(InputMode.GameAndUI); + } + + Logging.Debug("[SortingGameManager] Game started!"); + } + + public void EndGame() + { + if (isGameOver) return; + + isGameOver = true; + isGameActive = false; + + // Calculate rewards + int boosterReward = Score.CalculateBoosterReward(); + + Logging.Debug($"[SortingGameManager] Game ended! Score: {Score.TotalScore}, Boosters: {boosterReward}"); + + // Grant boosters + if (CardSystemManager.Instance != null) + { + CardSystemManager.Instance.AddBoosterPack(boosterReward); + } + + OnGameEnded?.Invoke(); + + // Show results screen (handled by UI controller) + } + + /// + /// Called when conveyor spawns a new item. + /// + private void OnConveyorItemSpawned(SortableItem item) + { + // Forward to public event for UI/other systems + OnItemSpawned?.Invoke(item); + + Logging.Debug($"[SortingGameManager] Item spawned: {item.CardData?.Name ?? item.GarbageItem?.DisplayName}"); + } + + /// + /// Called when item reaches visual end of belt (via conveyor event). + /// Item continues moving off-screen until despawn point. + /// Scoring rules: + /// - Trash fell off: Negative score (penalty) + /// - Card fell off: Neutral (no score change) + /// + private void OnConveyorItemFellOff(SortableItem item) + { + // Only penalize TRASH items that fall off + // Cards falling off are neutral (no score change) + if (item.IsGarbage) + { + Score.RecordMissedItem(); + Logging.Debug($"[SortingGameManager] Trash fell off belt! {item.GarbageItem?.DisplayName} - PENALTY"); + } + else + { + Logging.Debug($"[SortingGameManager] Card fell off belt: {item.CardData?.Name} - no penalty"); + } + + // Fire global fell off belt event for effects + OnItemFellOffBelt?.Invoke(item); + + // Visual feedback could go here (e.g., "MISS!" popup) + // Item will continue moving and be destroyed at despawn point + } + + /// + /// Called when item is dropped on floor (via conveyor event). + /// Scoring rules: + /// - Trash dropped on floor: Negative score (penalty) + /// - Card dropped on floor: Neutral (no score change) + /// + private void OnConveyorItemDroppedOnFloor(SortableItem item) + { + // Only penalize TRASH items dropped on floor + // Cards dropped on floor are neutral (no score change) + if (item.IsGarbage) + { + Score.RecordIncorrectSort(); + Logging.Debug($"[SortingGameManager] Trash dropped on floor! {item.GarbageItem?.DisplayName} - PENALTY"); + + // Trigger screen shake for trash dropped on floor + if (impulseSource != null) + { + impulseSource.GenerateImpulse(); + } + } + else + { + Logging.Debug($"[SortingGameManager] Card dropped on floor: {item.CardData?.Name} - no penalty"); + } + } + + /// + /// Called when item reaches despawn point (via conveyor event). + /// Actually destroys the item. + /// + private void OnConveyorItemDespawned(SortableItem item) + { + Logging.Debug($"[SortingGameManager] Item despawned: {item.CardData?.Name ?? item.GarbageItem?.DisplayName}"); + + // Destroy the item + if (item != null) + Destroy(item.gameObject); + } + + /// + /// Called when conveyor confirms item was sorted (via event). + /// Handles scoring only - the state (SortedCorrectlyState/SortedIncorrectlyState) handles animation and destruction. + /// Scoring rules: + /// - Correct sort: Positive score (cards or trash in correct box) + /// - Incorrect trash: Negative score (trash in wrong box) + /// - Incorrect card: Neutral (no score change) + /// + private void OnConveyorItemSorted(SortableItem item, SortingBox box, bool correct) + { + if (correct) + { + Score.RecordCorrectSort(); + Logging.Debug($"[SortingGameManager] Correct sort! {item.CardData?.Name ?? item.GarbageItem?.DisplayName}"); + + // Fire global correct sort event for effects + OnItemSortedCorrectly?.Invoke(item); + } + else + { + // Only penalize incorrect sorting for TRASH items + // Cards incorrectly sorted are neutral (no score change) + if (item.IsGarbage) + { + Score.RecordIncorrectSort(); + Logging.Debug($"[SortingGameManager] Incorrect trash sort! {item.GarbageItem?.DisplayName} - PENALTY"); + + // Fire global incorrect sort event for effects + OnItemSortedIncorrectly?.Invoke(item); + + // Trigger screen shake + if (impulseSource != null) + { + impulseSource.GenerateImpulse(); + } + } + else + { + Logging.Debug($"[SortingGameManager] Card sorted incorrectly: {item.CardData?.Name} - no penalty"); + } + } + + OnItemSortedEvent?.Invoke(item, box, correct); + + // State handles animation and destruction - we just update score/UI here + } + + private void OnScoreChanged(int newScore) + { + // UI will subscribe to this event + Logging.Debug($"[SortingGameManager] Score changed: {newScore}"); + } + + private void OnCorrectSort(int totalCorrect) + { + // Could play effects, update combo, etc. + } + + private void OnIncorrectSort(int totalIncorrect) + { + // Could play error effects + } + + // Public accessors for UI + public int CurrentScore => Score?.TotalScore ?? 0; + public int CorrectSorts => Score?.CorrectSorts ?? 0; + public int IncorrectSorts => Score?.IncorrectSorts ?? 0; + public int MissedItems => Score?.MissedItems ?? 0; + public float Accuracy => Score?.Accuracy ?? 0f; + public float RemainingTime => Mathf.Max(0f, _settings.GameDuration - gameTimer); + public bool IsGameActive => isGameActive && !isGameOver; + } +} + diff --git a/Assets/Scripts/Minigames/CardSorting/Core/SortingGameManager.cs.meta b/Assets/Scripts/Minigames/CardSorting/Core/SortingGameManager.cs.meta new file mode 100644 index 00000000..8f91f86d --- /dev/null +++ b/Assets/Scripts/Minigames/CardSorting/Core/SortingGameManager.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 20acac8b97ca4d6397612679b3bbde50 +timeCreated: 1763470372 \ No newline at end of file diff --git a/Assets/Scripts/Minigames/CardSorting/Data.meta b/Assets/Scripts/Minigames/CardSorting/Data.meta new file mode 100644 index 00000000..54a6aece --- /dev/null +++ b/Assets/Scripts/Minigames/CardSorting/Data.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: a450e2687ce14a66b1495e1f2db7d403 +timeCreated: 1763461758 \ No newline at end of file diff --git a/Assets/Scripts/Minigames/CardSorting/Data/Enums.cs b/Assets/Scripts/Minigames/CardSorting/Data/Enums.cs new file mode 100644 index 00000000..35a9f244 --- /dev/null +++ b/Assets/Scripts/Minigames/CardSorting/Data/Enums.cs @@ -0,0 +1,14 @@ +namespace Minigames.CardSorting.Data +{ + /// + /// Types of sorting boxes in the minigame. + /// + public enum BoxType + { + Normal, // Copper-rimmed box for Normal rarity cards + Rare, // Silver-rimmed box for Rare rarity cards + Legend, // Gold-rimmed box for Legendary rarity cards + Trash // Trash can for garbage items + } +} + diff --git a/Assets/Scripts/Minigames/CardSorting/Data/Enums.cs.meta b/Assets/Scripts/Minigames/CardSorting/Data/Enums.cs.meta new file mode 100644 index 00000000..41a16e53 --- /dev/null +++ b/Assets/Scripts/Minigames/CardSorting/Data/Enums.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 7e238b51f7164867b519bf139fe22c01 +timeCreated: 1763461758 \ No newline at end of file diff --git a/Assets/Scripts/Minigames/CardSorting/Data/GarbageItemDefinition.cs b/Assets/Scripts/Minigames/CardSorting/Data/GarbageItemDefinition.cs new file mode 100644 index 00000000..2faf3c2b --- /dev/null +++ b/Assets/Scripts/Minigames/CardSorting/Data/GarbageItemDefinition.cs @@ -0,0 +1,38 @@ +using UnityEngine; + +namespace Minigames.CardSorting.Data +{ + /// + /// Definition for garbage items (banana peels, cans, receipts, etc.). + /// Cards use existing CardDefinition from CardSystemManager. + /// + [CreateAssetMenu(fileName = "GarbageItem", menuName = "Minigames/CardSorting/GarbageItem", order = 0)] + public class GarbageItemDefinition : ScriptableObject + { + [Tooltip("Unique identifier for this garbage item")] + [SerializeField] private string itemId; + + [Tooltip("Display name for debugging")] + [SerializeField] private string displayName; + + [Tooltip("Sprite to display for this garbage item")] + [SerializeField] private Sprite sprite; + + // Public accessors + public string ItemId => itemId; + public string DisplayName => displayName; + public Sprite Sprite => sprite; + +#if UNITY_EDITOR + private void OnValidate() + { + // Auto-generate itemId from asset name if empty + if (string.IsNullOrEmpty(itemId)) + { + itemId = name; + } + } +#endif + } +} + diff --git a/Assets/Scripts/Minigames/CardSorting/Data/GarbageItemDefinition.cs.meta b/Assets/Scripts/Minigames/CardSorting/Data/GarbageItemDefinition.cs.meta new file mode 100644 index 00000000..5896cd19 --- /dev/null +++ b/Assets/Scripts/Minigames/CardSorting/Data/GarbageItemDefinition.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 2e69a2167710437798b1980126d5a4f6 +timeCreated: 1763461765 \ No newline at end of file diff --git a/Assets/Scripts/Minigames/CardSorting/StateMachine.meta b/Assets/Scripts/Minigames/CardSorting/StateMachine.meta new file mode 100644 index 00000000..86845772 --- /dev/null +++ b/Assets/Scripts/Minigames/CardSorting/StateMachine.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 0197a7c7c3174a5fbf1ddd5b1445f24c +timeCreated: 1763461845 \ No newline at end of file diff --git a/Assets/Scripts/Minigames/CardSorting/StateMachine/SortingStateMachine.cs b/Assets/Scripts/Minigames/CardSorting/StateMachine/SortingStateMachine.cs new file mode 100644 index 00000000..98be0052 --- /dev/null +++ b/Assets/Scripts/Minigames/CardSorting/StateMachine/SortingStateMachine.cs @@ -0,0 +1,21 @@ +using Core.SaveLoad; + +namespace Minigames.CardSorting.StateMachine +{ + /// + /// State machine for sortable items that opts out of save system. + /// Sorting minigame is session-only and doesn't persist between loads. + /// Follows CardStateMachine pattern. + /// + public class SortingStateMachine : AppleMachine + { + /// + /// Opt out of save/load system - sortable items are transient minigame objects. + /// + public override bool ShouldParticipateInSave() + { + return false; + } + } +} + diff --git a/Assets/Scripts/Minigames/CardSorting/StateMachine/SortingStateMachine.cs.meta b/Assets/Scripts/Minigames/CardSorting/StateMachine/SortingStateMachine.cs.meta new file mode 100644 index 00000000..58e28f91 --- /dev/null +++ b/Assets/Scripts/Minigames/CardSorting/StateMachine/SortingStateMachine.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 1b459f40574b45839aa32d5730627ca6 +timeCreated: 1763461845 \ No newline at end of file diff --git a/Assets/Scripts/Minigames/CardSorting/StateMachine/States.meta b/Assets/Scripts/Minigames/CardSorting/StateMachine/States.meta new file mode 100644 index 00000000..cfb0f4c8 --- /dev/null +++ b/Assets/Scripts/Minigames/CardSorting/StateMachine/States.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 24973c8bb25d493885224ac6f099492d +timeCreated: 1763469762 \ No newline at end of file diff --git a/Assets/Scripts/Minigames/CardSorting/StateMachine/States/BeingDraggedState.cs b/Assets/Scripts/Minigames/CardSorting/StateMachine/States/BeingDraggedState.cs new file mode 100644 index 00000000..1827b1a5 --- /dev/null +++ b/Assets/Scripts/Minigames/CardSorting/StateMachine/States/BeingDraggedState.cs @@ -0,0 +1,49 @@ +using Core; +using Core.SaveLoad; +using Minigames.CardSorting.Core; +using UnityEngine; + +namespace Minigames.CardSorting.StateMachine.States +{ + /// + /// Item is being dragged by the player. + /// Provides visual feedback (scale up). + /// Transitions to SortedState when dropped in box, or back to OnConveyorState if dropped elsewhere. + /// + public class BeingDraggedState : AppleState + { + private SortableItemContext _context; + + private void Awake() + { + _context = GetComponentInParent(); + } + + public override void OnEnterState() + { + if (_context == null) return; + + _context.IsOnConveyor = false; + + // Visual feedback: scale up root transform by 10% + // Use OriginalScale from context (captured at spawn, preserves world-space Canvas scale) + if (_context.RootTransform != null && _context.Animator != null) + { + Vector3 targetScale = _context.OriginalScale * 1.1f; + _context.Animator.AnimateScale(targetScale, 0.2f); + } + + Logging.Debug("[BeingDraggedState] Item being dragged, scaled up for feedback"); + } + + private void OnDisable() + { + // Restore original root transform scale (e.g., 0.05 for world-space Canvas) + if (_context != null && _context.Animator != null) + { + _context.Animator.AnimateScale(_context.OriginalScale, 0.2f); + } + } + } +} + diff --git a/Assets/Scripts/Minigames/CardSorting/StateMachine/States/BeingDraggedState.cs.meta b/Assets/Scripts/Minigames/CardSorting/StateMachine/States/BeingDraggedState.cs.meta new file mode 100644 index 00000000..08340806 --- /dev/null +++ b/Assets/Scripts/Minigames/CardSorting/StateMachine/States/BeingDraggedState.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 015c0740240748c8901c9304490cb80d +timeCreated: 1763469770 \ No newline at end of file diff --git a/Assets/Scripts/Minigames/CardSorting/StateMachine/States/DroppedOnFloorState.cs b/Assets/Scripts/Minigames/CardSorting/StateMachine/States/DroppedOnFloorState.cs new file mode 100644 index 00000000..567aefb8 --- /dev/null +++ b/Assets/Scripts/Minigames/CardSorting/StateMachine/States/DroppedOnFloorState.cs @@ -0,0 +1,86 @@ +using Core; +using Core.SaveLoad; +using Minigames.CardSorting.Core; + +namespace Minigames.CardSorting.StateMachine.States +{ + /// + /// Item was dropped outside any bin (on the floor). + /// Plays "disappear" animation then destroys the item. + /// + public class DroppedOnFloorState : AppleState + { + private SortableItemContext _context; + private SortableItem _item; + + private void Awake() + { + _context = GetComponentInParent(); + _item = GetComponentInParent(); + } + + public override void OnEnterState() + { + if (_context == null) return; + + _context.IsOnConveyor = false; + + Logging.Debug("[DroppedOnFloorState] Item dropped on floor, blinking red then disappearing"); + + // Blink red briefly, then play disappear animation + StartBlinkThenDisappear(); + } + + private void StartBlinkThenDisappear() + { + if (_context.Animator == null || _item == null) return; + + // Get the image to blink + UnityEngine.UI.Image imageToBlink = null; + + if (_context.CardDisplay != null) + { + imageToBlink = _context.CardDisplay.GetComponent(); + } + else if (_context.GarbageVisual != null) + { + imageToBlink = _context.GarbageVisual.GetComponent(); + } + + if (imageToBlink != null) + { + // Blink red briefly (2-3 times), then stop and disappear + _context.Animator.BlinkRed(imageToBlink, 0.15f); // Fast blink + + // After brief delay, stop blinking and play disappear animation + _context.Animator.AnimateScale(_context.RootTransform.localScale, 0.5f, () => + { + _context.Animator.StopBlinking(); + PlayDisappearAnimation(); + }); + } + else + { + // No image found, just disappear directly + PlayDisappearAnimation(); + } + } + + private void PlayDisappearAnimation() + { + if (_context.Animator == null || _item == null) return; + + // Tween scale down to 0 (disappear) + // When complete, destroy the item + _context.Animator.PopOut(0.4f, () => + { + if (_item != null) + { + Logging.Debug("[DroppedOnFloorState] Animation complete, destroying item"); + Destroy(_item.gameObject); + } + }); + } + } +} + diff --git a/Assets/Scripts/Minigames/CardSorting/StateMachine/States/DroppedOnFloorState.cs.meta b/Assets/Scripts/Minigames/CardSorting/StateMachine/States/DroppedOnFloorState.cs.meta new file mode 100644 index 00000000..18e12c23 --- /dev/null +++ b/Assets/Scripts/Minigames/CardSorting/StateMachine/States/DroppedOnFloorState.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: b384e4988bf549f2b6e70d1ff0fa4bcd +timeCreated: 1763557103 \ No newline at end of file diff --git a/Assets/Scripts/Minigames/CardSorting/StateMachine/States/FellOffConveyorState.cs b/Assets/Scripts/Minigames/CardSorting/StateMachine/States/FellOffConveyorState.cs new file mode 100644 index 00000000..b3d7a519 --- /dev/null +++ b/Assets/Scripts/Minigames/CardSorting/StateMachine/States/FellOffConveyorState.cs @@ -0,0 +1,88 @@ +using Core; +using Core.SaveLoad; +using Minigames.CardSorting.Core; +using UnityEngine; + +namespace Minigames.CardSorting.StateMachine.States +{ + /// + /// Item reached the visual end of conveyor without being sorted. + /// Becomes non-clickable and blinks red until despawn point. + /// + public class FellOffConveyorState : AppleState + { + private SortableItemContext _context; + private SortableItem _item; + + private void Awake() + { + _context = GetComponentInParent(); + _item = GetComponentInParent(); + } + + public override void OnEnterState() + { + if (_context == null) return; + + // Keep IsOnConveyor = true so item continues moving to despawn point + // Item is no longer sortable but must continue moving off-screen + _context.IsOnConveyor = true; + + Logging.Debug("[FellOffConveyorState] Item fell off conveyor, blinking red until despawn"); + + // Disable dragging - item can no longer be picked up + if (_item != null) + { + _item.SetDraggingEnabled(false); + } + + // Start blinking red animation + StartBlinkingRed(); + } + + private void Update() + { + if (_context == null || !_context.IsOnConveyor) return; + + // Continue moving item toward despawn point (same logic as OnConveyorState) + Vector3 movement = Vector3.right * _context.ConveyorSpeed * Time.deltaTime; + _context.RootTransform.position += movement; + } + + private void StartBlinkingRed() + { + if (_context.Animator == null) return; + + // Get the image to tint (CardDisplay or GarbageVisual) + UnityEngine.UI.Image imageToBlink = null; + + if (_context.CardDisplay != null) + { + imageToBlink = + _context.CardDisplay.GetComponent() + ?? _context.CardDisplay.GetComponentInChildren(); + } + else if (_context.GarbageVisual != null) + { + imageToBlink = + _context.GarbageVisual.GetComponent() + ?? _context.GarbageVisual.GetComponentInChildren(); + } + + if (imageToBlink != null) + { + _context.Animator.BlinkRed(imageToBlink); + } + } + + private void OnDisable() + { + // Stop blinking when state exits (item despawned) + if (_context?.Animator != null) + { + _context.Animator.StopBlinking(); + } + } + } +} + diff --git a/Assets/Scripts/Minigames/CardSorting/StateMachine/States/FellOffConveyorState.cs.meta b/Assets/Scripts/Minigames/CardSorting/StateMachine/States/FellOffConveyorState.cs.meta new file mode 100644 index 00000000..6b9f2f47 --- /dev/null +++ b/Assets/Scripts/Minigames/CardSorting/StateMachine/States/FellOffConveyorState.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 619a38624dcf48b19913bd4e1ac28625 +timeCreated: 1763557115 \ No newline at end of file diff --git a/Assets/Scripts/Minigames/CardSorting/StateMachine/States/OnConveyorState.cs b/Assets/Scripts/Minigames/CardSorting/StateMachine/States/OnConveyorState.cs new file mode 100644 index 00000000..da42ed7f --- /dev/null +++ b/Assets/Scripts/Minigames/CardSorting/StateMachine/States/OnConveyorState.cs @@ -0,0 +1,62 @@ +using Core; +using Core.SaveLoad; +using Minigames.CardSorting.Core; +using UnityEngine; + +namespace Minigames.CardSorting.StateMachine.States +{ + /// + /// Item is moving along the conveyor belt. + /// Transitions to BeingDraggedState when player drags the item. + /// + public class OnConveyorState : AppleState, ISortableItemDragHandler + { + private SortableItemContext _context; + private SortableItem _item; + + private void Awake() + { + _context = GetComponentInParent(); + _item = GetComponentInParent(); + } + + public override void OnEnterState() + { + if (_context == null) return; + + _context.IsOnConveyor = true; + + Logging.Debug($"[OnConveyorState] Item entered conveyor state"); + } + + private void OnDisable() + { + if (_context == null) return; + + _context.IsOnConveyor = false; + } + + private void Update() + { + if (_context == null || !_context.IsOnConveyor) return; + + // Move item along conveyor (right direction) + Vector3 movement = Vector3.right * _context.ConveyorSpeed * Time.deltaTime; + _context.RootTransform.position += movement; + } + + /// + /// Handle drag start - transition to BeingDraggedState. + /// + public bool OnDragStarted(SortableItemContext context) + { + Logging.Debug("[OnConveyorState] Drag started, transitioning to BeingDraggedState"); + + // Transition to dragging state + _item?.ChangeState("BeingDraggedState"); + + return true; // We handled it + } + } +} + diff --git a/Assets/Scripts/Minigames/CardSorting/StateMachine/States/OnConveyorState.cs.meta b/Assets/Scripts/Minigames/CardSorting/StateMachine/States/OnConveyorState.cs.meta new file mode 100644 index 00000000..2adba518 --- /dev/null +++ b/Assets/Scripts/Minigames/CardSorting/StateMachine/States/OnConveyorState.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 17d2ba6f5aec4b698247b082734cad8f +timeCreated: 1763469762 \ No newline at end of file diff --git a/Assets/Scripts/Minigames/CardSorting/StateMachine/States/SortedCorrectlyState.cs b/Assets/Scripts/Minigames/CardSorting/StateMachine/States/SortedCorrectlyState.cs new file mode 100644 index 00000000..9b77fb1f --- /dev/null +++ b/Assets/Scripts/Minigames/CardSorting/StateMachine/States/SortedCorrectlyState.cs @@ -0,0 +1,73 @@ +using Core; +using Core.SaveLoad; +using Minigames.CardSorting.Core; + +namespace Minigames.CardSorting.StateMachine.States +{ + /// + /// Item has been correctly sorted into the right box. + /// Plays "fall into bin" animation then destroys the card. + /// + public class SortedCorrectlyState : AppleState + { + private SortableItemContext _context; + private SortableItem _item; + + private void Awake() + { + _context = GetComponentInParent(); + _item = GetComponentInParent(); + } + + public override void OnEnterState() + { + if (_context == null) return; + + _context.IsOnConveyor = false; + + Logging.Debug("[SortedCorrectlyState] Item correctly sorted, tweening to box then falling in"); + + // First tween to box center, then play fall animation + TweenToBoxThenFall(); + } + + private void TweenToBoxThenFall() + { + if (_context.Animator == null || _item == null) return; + + // Get the box position (if available from CurrentSlot) + var box = _item.CurrentSlot as SortingBox; + if (box != null) + { + // Tween position to box center + _context.Animator.AnimateLocalPosition(box.transform.position, 0.2f, () => + { + // After reaching box, play fall animation + PlayFallIntoBinAnimation(); + }); + } + else + { + // No box found, just play fall animation + PlayFallIntoBinAnimation(); + } + } + + private void PlayFallIntoBinAnimation() + { + if (_context.Animator == null || _item == null) return; + + // Tween scale down to 0 (looks like falling into bin) + // When complete, destroy the card + _context.Animator.PopOut(0.4f, () => + { + if (_item != null) + { + Logging.Debug("[SortedCorrectlyState] Animation complete, destroying item"); + Destroy(_item.gameObject); + } + }); + } + } +} + diff --git a/Assets/Scripts/Minigames/CardSorting/StateMachine/States/SortedCorrectlyState.cs.meta b/Assets/Scripts/Minigames/CardSorting/StateMachine/States/SortedCorrectlyState.cs.meta new file mode 100644 index 00000000..9a0763ea --- /dev/null +++ b/Assets/Scripts/Minigames/CardSorting/StateMachine/States/SortedCorrectlyState.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: f3ed2e6fb0814273926c33a178bdf42b +timeCreated: 1763555977 \ No newline at end of file diff --git a/Assets/Scripts/Minigames/CardSorting/StateMachine/States/SortedIncorrectlyState.cs b/Assets/Scripts/Minigames/CardSorting/StateMachine/States/SortedIncorrectlyState.cs new file mode 100644 index 00000000..79ab65f1 --- /dev/null +++ b/Assets/Scripts/Minigames/CardSorting/StateMachine/States/SortedIncorrectlyState.cs @@ -0,0 +1,109 @@ +using Core; +using Core.SaveLoad; +using Minigames.CardSorting.Core; + +namespace Minigames.CardSorting.StateMachine.States +{ + /// + /// Item has been incorrectly sorted into the wrong box. + /// Plays "fall into bin" animation then destroys the card. + /// Same animation as correct sort, but different state for tracking/events. + /// + public class SortedIncorrectlyState : AppleState + { + private SortableItemContext _context; + private SortableItem _item; + + private void Awake() + { + _context = GetComponentInParent(); + _item = GetComponentInParent(); + } + + public override void OnEnterState() + { + if (_context == null) return; + + _context.IsOnConveyor = false; + + Logging.Debug("[SortedIncorrectlyState] Item incorrectly sorted, blinking red then tweening to box"); + + // Start blinking red briefly, then tween to box + StartBlinkThenTween(); + } + + private void StartBlinkThenTween() + { + if (_context.Animator == null || _item == null) return; + + // Get the image to blink + UnityEngine.UI.Image imageToBlink = null; + + if (_context.CardDisplay != null) + { + imageToBlink = _context.CardDisplay.GetComponent(); + } + else if (_context.GarbageVisual != null) + { + imageToBlink = _context.GarbageVisual.GetComponent(); + } + + if (imageToBlink != null) + { + // Blink red briefly (2-3 times), then stop and continue with tween + _context.Animator.BlinkRed(imageToBlink, 0.15f); // Fast blink + + // After brief delay, stop blinking and tween to box + _context.Animator.AnimateScale(_context.RootTransform.localScale, 0.5f, () => + { + _context.Animator.StopBlinking(); + TweenToBoxThenFall(); + }); + } + else + { + // No image found, just tween directly + TweenToBoxThenFall(); + } + } + + private void TweenToBoxThenFall() + { + if (_context.Animator == null || _item == null) return; + + // Get the box position (if available from CurrentSlot) + var box = _item.CurrentSlot as SortingBox; + if (box != null) + { + // Tween position to box center + _context.Animator.AnimateLocalPosition(box.transform.position, 0.2f, () => + { + // After reaching box, play fall animation + PlayFallIntoBinAnimation(); + }); + } + else + { + // No box found, just play fall animation + PlayFallIntoBinAnimation(); + } + } + + private void PlayFallIntoBinAnimation() + { + if (_context.Animator == null || _item == null) return; + + // Tween scale down to 0 (looks like falling into bin) + // When complete, destroy the card + _context.Animator.PopOut(0.4f, () => + { + if (_item != null) + { + Logging.Debug("[SortedIncorrectlyState] Animation complete, destroying item"); + Destroy(_item.gameObject); + } + }); + } + } +} + diff --git a/Assets/Scripts/Minigames/CardSorting/StateMachine/States/SortedIncorrectlyState.cs.meta b/Assets/Scripts/Minigames/CardSorting/StateMachine/States/SortedIncorrectlyState.cs.meta new file mode 100644 index 00000000..903dfbdc --- /dev/null +++ b/Assets/Scripts/Minigames/CardSorting/StateMachine/States/SortedIncorrectlyState.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: edef0fb846be4fd99d396ea27dca1e4f +timeCreated: 1763555989 \ No newline at end of file diff --git a/Assets/Scripts/Minigames/CardSorting/UI.meta b/Assets/Scripts/Minigames/CardSorting/UI.meta new file mode 100644 index 00000000..5e555d04 --- /dev/null +++ b/Assets/Scripts/Minigames/CardSorting/UI.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 2194dbe8c2c4479f89f7307ce56cac5d +timeCreated: 1763470403 \ No newline at end of file diff --git a/Assets/Scripts/Minigames/CardSorting/UI/SortingGameHUD.cs b/Assets/Scripts/Minigames/CardSorting/UI/SortingGameHUD.cs new file mode 100644 index 00000000..56bfbdd0 --- /dev/null +++ b/Assets/Scripts/Minigames/CardSorting/UI/SortingGameHUD.cs @@ -0,0 +1,116 @@ +using Core.Settings; +using Minigames.CardSorting.Core; +using TMPro; +using UnityEngine; + +namespace Minigames.CardSorting.UI +{ + /// + /// HUD display for card sorting minigame. + /// Shows timer and score during gameplay. + /// + public class SortingGameHUD : MonoBehaviour + { + [Header("UI Elements")] + [SerializeField] private TextMeshProUGUI timerText; + [SerializeField] private TextMeshProUGUI scoreText; + [SerializeField] private TextMeshProUGUI accuracyText; + + private SortingGameManager gameManager; + + private void Start() + { + gameManager = SortingGameManager.Instance; + + if (gameManager == null) + { + Debug.LogError("[SortingGameHUD] SortingGameManager not found!"); + return; + } + + // Subscribe to events + gameManager.OnTimerUpdated += UpdateTimer; + + if (gameManager != null) + { + var scoreController = typeof(SortingGameManager) + .GetProperty("Score", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance) + ?.GetValue(gameManager); + + if (scoreController != null) + { + var scoreChangedEvent = scoreController.GetType().GetEvent("OnScoreChanged"); + if (scoreChangedEvent != null) + { + scoreChangedEvent.AddEventHandler(scoreController, + new System.Action(UpdateScore)); + } + } + } + + // Initial display + UpdateScore(0); + UpdateTimer(120f); // Default timer display + } + + private void OnDestroy() + { + if (gameManager != null) + { + gameManager.OnTimerUpdated -= UpdateTimer; + } + } + + private void Update() + { + // Update accuracy every frame (could optimize to only update on score change) + if (gameManager != null && accuracyText != null) + { + float accuracy = gameManager.Accuracy; + accuracyText.text = $"Accuracy: {accuracy:P0}"; + } + } + + public void UpdateTimer(float remainingTime) + { + if (timerText == null) return; + + int minutes = Mathf.FloorToInt(remainingTime / 60f); + int seconds = Mathf.FloorToInt(remainingTime % 60f); + + timerText.text = $"{minutes:00}:{seconds:00}"; + + // Change color if time running out + if (remainingTime <= 10f) + { + timerText.color = Color.red; + } + else if (remainingTime <= 30f) + { + timerText.color = Color.yellow; + } + else + { + timerText.color = Color.white; + } + } + + public void UpdateScore(int newScore) + { + if (scoreText == null) return; + + scoreText.text = $"Score: {newScore}"; + + // Color based on positive/negative + if (newScore >= 0) + { + scoreText.color = Color.white; + } + else + { + scoreText.color = new Color(1f, 0.5f, 0.5f); // Light red + } + } + } +} + diff --git a/Assets/Scripts/Minigames/CardSorting/UI/SortingGameHUD.cs.meta b/Assets/Scripts/Minigames/CardSorting/UI/SortingGameHUD.cs.meta new file mode 100644 index 00000000..dd8fb785 --- /dev/null +++ b/Assets/Scripts/Minigames/CardSorting/UI/SortingGameHUD.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: aa656e03d5384a9eae31fab73b6fe5e2 +timeCreated: 1763470403 \ No newline at end of file diff --git a/Assets/Scripts/Minigames/CardSorting/UI/SortingResultsScreen.cs b/Assets/Scripts/Minigames/CardSorting/UI/SortingResultsScreen.cs new file mode 100644 index 00000000..507ffebb --- /dev/null +++ b/Assets/Scripts/Minigames/CardSorting/UI/SortingResultsScreen.cs @@ -0,0 +1,126 @@ +using Minigames.CardSorting.Core; +using TMPro; +using UnityEngine; +using UnityEngine.UI; + +namespace Minigames.CardSorting.UI +{ + /// + /// Results screen shown at end of card sorting minigame. + /// Displays final score, accuracy, and boosters earned. + /// + public class SortingResultsScreen : MonoBehaviour + { + [Header("UI Elements")] + [SerializeField] private TextMeshProUGUI finalScoreText; + [SerializeField] private TextMeshProUGUI correctSortsText; + [SerializeField] private TextMeshProUGUI incorrectSortsText; + [SerializeField] private TextMeshProUGUI missedItemsText; + [SerializeField] private TextMeshProUGUI accuracyText; + [SerializeField] private TextMeshProUGUI boostersEarnedText; + [SerializeField] private Button closeButton; + + [Header("Screen")] + [SerializeField] private CanvasGroup canvasGroup; + + private void Awake() + { + // Hide initially + if (canvasGroup != null) + { + canvasGroup.alpha = 0f; + canvasGroup.interactable = false; + canvasGroup.blocksRaycasts = false; + } + else + { + gameObject.SetActive(false); + } + + // Setup close button + if (closeButton != null) + { + closeButton.onClick.AddListener(OnCloseClicked); + } + } + + private void Start() + { + var gameManager = SortingGameManager.Instance; + + if (gameManager != null) + { + gameManager.OnGameEnded += ShowResults; + } + } + + private void OnDestroy() + { + var gameManager = SortingGameManager.Instance; + + if (gameManager != null) + { + gameManager.OnGameEnded -= ShowResults; + } + } + + private void ShowResults() + { + var gameManager = SortingGameManager.Instance; + + if (gameManager == null) return; + + // Populate data + if (finalScoreText != null) + finalScoreText.text = $"Final Score: {gameManager.CurrentScore}"; + + if (correctSortsText != null) + correctSortsText.text = $"Correct: {gameManager.CorrectSorts}"; + + if (incorrectSortsText != null) + incorrectSortsText.text = $"Incorrect: {gameManager.IncorrectSorts}"; + + if (missedItemsText != null) + missedItemsText.text = $"Missed: {gameManager.MissedItems}"; + + if (accuracyText != null) + accuracyText.text = $"Accuracy: {gameManager.Accuracy:P0}"; + + // Calculate boosters (already granted by manager) + int boosters = gameManager.CorrectSorts; // Simple 1:1 ratio + if (boostersEarnedText != null) + boostersEarnedText.text = $"Boosters Earned: {boosters}"; + + // Show screen + if (canvasGroup != null) + { + canvasGroup.alpha = 1f; + canvasGroup.interactable = true; + canvasGroup.blocksRaycasts = true; + } + else + { + gameObject.SetActive(true); + } + } + + private void OnCloseClicked() + { + // Hide screen + if (canvasGroup != null) + { + canvasGroup.alpha = 0f; + canvasGroup.interactable = false; + canvasGroup.blocksRaycasts = false; + } + else + { + gameObject.SetActive(false); + } + + // Could also trigger scene transition, return to menu, etc. + Debug.Log("[SortingResultsScreen] Closed results screen"); + } + } +} + diff --git a/Assets/Scripts/Minigames/CardSorting/UI/SortingResultsScreen.cs.meta b/Assets/Scripts/Minigames/CardSorting/UI/SortingResultsScreen.cs.meta new file mode 100644 index 00000000..0b7a826a --- /dev/null +++ b/Assets/Scripts/Minigames/CardSorting/UI/SortingResultsScreen.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 03823b5ad80b482086569050fbb8bb40 +timeCreated: 1763470418 \ No newline at end of file diff --git a/Assets/Scripts/UI/DragAndDrop/Core/DraggableObject.cs b/Assets/Scripts/UI/DragAndDrop/Core/DraggableObject.cs index 57592e8b..a57d182b 100644 --- a/Assets/Scripts/UI/DragAndDrop/Core/DraggableObject.cs +++ b/Assets/Scripts/UI/DragAndDrop/Core/DraggableObject.cs @@ -130,8 +130,9 @@ namespace UI.DragAndDrop.Core SmoothMoveTowardPointer(); } - // Only clamp for non-overlay canvases (WorldSpace/ScreenSpaceCamera) - if (_canvas != null && _canvas.renderMode != RenderMode.ScreenSpaceOverlay) + // Only clamp when actively being dragged (prevent dragging off-screen) + // Don't clamp when just sitting idle - allow objects to move freely off-screen + if (_isDragging && _canvas != null && _canvas.renderMode != RenderMode.ScreenSpaceOverlay) { ClampToScreen(); } diff --git a/Assets/Scripts/UI/DragAndDrop/Core/DraggableSlot.cs b/Assets/Scripts/UI/DragAndDrop/Core/DraggableSlot.cs index a4b63bf3..f46118e1 100644 --- a/Assets/Scripts/UI/DragAndDrop/Core/DraggableSlot.cs +++ b/Assets/Scripts/UI/DragAndDrop/Core/DraggableSlot.cs @@ -45,6 +45,10 @@ namespace UI.DragAndDrop.Core public Vector3 WorldPosition => transform.position; public RectTransform RectTransform => transform as RectTransform; + // Support for both UI and world-space slots + public bool IsUISlot => transform is RectTransform; + public Vector3 SlotPosition => transform.position; // Works for both Transform types + private void Start() { if (hideImageOnPlay) @@ -78,6 +82,7 @@ namespace UI.DragAndDrop.Core switch (occupantSizeMode) { case OccupantSizeMode.MatchSlotSize: + // Only works for UI slots with RectTransform if (draggable.RectTransform != null && RectTransform != null) { Vector2 targetSize = RectTransform.sizeDelta; @@ -85,6 +90,7 @@ namespace UI.DragAndDrop.Core (val) => draggable.RectTransform.sizeDelta = val, scaleTransitionDuration, 0f, Tween.EaseOutBack); } + // World-space slots (no RectTransform) skip size matching break; case OccupantSizeMode.Scale: diff --git a/Assets/Scripts/UI/PlayerHudManager.cs b/Assets/Scripts/UI/PlayerHudManager.cs index b363d4a0..12e1a432 100644 --- a/Assets/Scripts/UI/PlayerHudManager.cs +++ b/Assets/Scripts/UI/PlayerHudManager.cs @@ -157,19 +157,24 @@ namespace UI } } + // Subscribe to scene load events to adjust HUD based on scene if (SceneManagerService.Instance != null) { SceneManagerService.Instance.SceneLoadCompleted += NewSceneLoaded; } - if (SceneManagerService.Instance.CurrentGameplayScene == "AppleHillsOverworld") - { - NewSceneLoaded("AppleHillsOverworld"); - } - if (SceneManagerService.Instance.CurrentGameplayScene == "StartingScene") - { - // TODO: Hide all UI until cinematics have played - NewSceneLoaded("AppleHillsOverworld"); - } + + // If in editor - initialize HUD based on current scene + #if UNITY_EDITOR + if (SceneManagerService.Instance.CurrentGameplayScene == "StartingScene") + { + // TODO: Hide all UI until cinematics have played + NewSceneLoaded("AppleHillsOverworld"); + } + else if (SceneManagerService.Instance.CurrentGameplayScene != null) + { + NewSceneLoaded(SceneManagerService.Instance.CurrentGameplayScene); + } + #endif } internal override void OnManagedDestroy() @@ -229,7 +234,7 @@ namespace UI case "Quarry": currentUIMode = UIMode.Puzzle; break; - case "DivingForPictures": + case "DivingForPictures" or "CardQualityControl": currentUIMode = UIMode.Minigame; break; } diff --git a/Assets/Settings/CardSortingSettings.asset b/Assets/Settings/CardSortingSettings.asset new file mode 100644 index 00000000..14f98302 --- /dev/null +++ b/Assets/Settings/CardSortingSettings.asset @@ -0,0 +1,52 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &11400000 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: a0fd5f8ab5d74b12968501dd4e3cc416, type: 3} + m_Name: CardSortingSettings + m_EditorClassIdentifier: AppleHillsScripts::Core.Settings.CardSortingSettings + gameDuration: 120 + spawnDistance: 10 + initialBeltSpeed: 5 + maxBeltSpeed: 10 + speedCurve: + serializedVersion: 2 + m_Curve: + - serializedVersion: 3 + time: 0 + value: 0 + inSlope: 0 + outSlope: 0 + tangentMode: 0 + weightedMode: 0 + inWeight: 0 + outWeight: 0 + - serializedVersion: 3 + time: 1 + value: 1 + inSlope: 0 + outSlope: 0 + tangentMode: 0 + weightedMode: 0 + inWeight: 0 + outWeight: 0 + m_PreInfinity: 2 + m_PostInfinity: 2 + m_RotationOrder: 4 + garbageItems: + - {fileID: 11400000, guid: b9c54fbced64684419e983429fd27b34, type: 2} + normalCardWeight: 40 + rareCardWeight: 30 + legendCardWeight: 20 + garbageWeight: 40 + correctSortPoints: 10 + incorrectSortPenalty: -5 + missedItemPenalty: -3 + boosterPacksPerCorrectItem: 1 diff --git a/Assets/Settings/CardSortingSettings.asset.meta b/Assets/Settings/CardSortingSettings.asset.meta new file mode 100644 index 00000000..14c22ad6 --- /dev/null +++ b/Assets/Settings/CardSortingSettings.asset.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 9d4a355954ae0a544a9c2a8281bc4bee +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 11400000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/UniversalRenderPipelineGlobalSettings.asset b/Assets/UniversalRenderPipelineGlobalSettings.asset index 0957631e..9497abb8 100644 --- a/Assets/UniversalRenderPipelineGlobalSettings.asset +++ b/Assets/UniversalRenderPipelineGlobalSettings.asset @@ -63,19 +63,7 @@ MonoBehaviour: - rid: 7785851992983994373 - rid: 1219994508087787520 m_RuntimeSettings: - m_List: - - rid: 7752762179098771456 - - rid: 7752762179098771457 - - rid: 7752762179098771459 - - rid: 7752762179098771461 - - rid: 7752762179098771462 - - rid: 7752762179098771464 - - rid: 7752762179098771466 - - rid: 7752762179098771468 - - rid: 7752762179098771472 - - rid: 7752762179098771476 - - rid: 7785851992983994372 - - rid: 7785851992983994373 + m_List: [] m_AssetVersion: 8 m_ObsoleteDefaultVolumeProfile: {fileID: 0} m_RenderingLayerNames: