First MVP of sorting minigame (#60)
Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com> Co-authored-by: Michal Pikulski <michal@foolhardyhorizons.com> Reviewed-on: #60
This commit is contained in:
@@ -631,6 +631,25 @@ namespace Data.CardSystem
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return _pendingRevealCards.Count;
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}
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/// <summary>
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/// Gets a random card definition of the specified rarity.
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/// Used by minigames to spawn cards without affecting player's collection.
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/// </summary>
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public CardDefinition GetRandomCardDefinitionByRarity(CardRarity targetRarity)
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{
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// Filter available cards by rarity
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var matchingCards = availableCards.Where(c => c.Rarity == targetRarity).ToList();
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if (matchingCards.Count == 0)
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{
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Debug.LogWarning($"[CardSystemManager] No card definitions found for rarity {targetRarity}");
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return null;
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}
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// Return random card from matching rarity
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return matchingCards[UnityEngine.Random.Range(0, matchingCards.Count)];
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}
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#endregion
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/// <summary>
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@@ -401,6 +401,56 @@ namespace UI.CardSystem.StateMachine
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}
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#endregion
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#region Color/Tint Animations
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private TweenBase _activeBlinkTween;
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private Color _originalColor;
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/// <summary>
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/// Blink an image red repeatedly (for fell-off-conveyor state)
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/// </summary>
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public void BlinkRed(UnityEngine.UI.Image image, float blinkSpeed = 0.25f)
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{
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if (image == null) return;
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// Stop any existing blink
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StopBlinking();
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// Store original color
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_originalColor = image.color;
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// Start blinking red loop
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BlinkLoop(image, blinkSpeed);
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}
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private void BlinkLoop(UnityEngine.UI.Image image, float blinkSpeed)
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{
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if (image == null) return;
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// Tween to red
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_activeBlinkTween = Tween.Color(image, Color.red, blinkSpeed, 0f, Tween.EaseInOut,
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completeCallback: () =>
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{
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// Tween back to original
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_activeBlinkTween = Tween.Color(image, _originalColor, blinkSpeed, 0f, Tween.EaseInOut,
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completeCallback: () => BlinkLoop(image, blinkSpeed)); // Loop
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});
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}
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/// <summary>
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/// Stop blinking animation and restore original color
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/// </summary>
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public void StopBlinking()
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{
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if (_activeBlinkTween != null)
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{
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_activeBlinkTween.Stop();
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_activeBlinkTween = null;
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}
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}
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#endregion
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}
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}
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@@ -170,6 +170,7 @@ namespace Core
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var interactionSettings = SettingsProvider.Instance.LoadSettingsSynchronous<InteractionSettings>();
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var minigameSettings = SettingsProvider.Instance.LoadSettingsSynchronous<DivingMinigameSettings>();
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var cardSystemSettings = SettingsProvider.Instance.LoadSettingsSynchronous<CardSystemSettings>();
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var sortingGameSettings = SettingsProvider.Instance.LoadSettingsSynchronous<CardSortingSettings>();
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// Register settings with service locator
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if (playerSettings != null)
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@@ -211,6 +212,16 @@ namespace Core
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{
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Debug.LogError("Failed to load CardSystemSettings");
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}
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if (sortingGameSettings != null)
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{
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ServiceLocator.Register<ICardSortingSettings>(sortingGameSettings);
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Logging.Debug("CardSortingSettings registered successfully");
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}
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else
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{
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Debug.LogError("Failed to load CardSystemSettings");
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}
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// Log success
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_settingsLoaded = playerSettings != null && interactionSettings != null && minigameSettings != null && cardSystemSettings != null;
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92
Assets/Scripts/Core/Settings/CardSortingSettings.cs
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92
Assets/Scripts/Core/Settings/CardSortingSettings.cs
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@@ -0,0 +1,92 @@
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using AppleHills.Core.Settings;
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using Minigames.CardSorting.Data;
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using UnityEngine;
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namespace Core.Settings
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{
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/// <summary>
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/// Settings for Card Sorting minigame.
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/// Follows DivingMinigameSettings pattern.
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/// </summary>
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[CreateAssetMenu(fileName = "CardSortingSettings", menuName = "AppleHills/Settings/CardSorting", order = 4)]
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public class CardSortingSettings : BaseSettings, ICardSortingSettings
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{
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[Header("Timing")]
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[Tooltip("Total game duration in seconds")]
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[SerializeField] private float gameDuration = 120f;
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[Tooltip("Distance between item spawns (units)")]
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[SerializeField] private float spawnDistance = 50f;
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[Header("Conveyor Speed")]
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[Tooltip("Initial belt movement speed")]
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[SerializeField] private float initialBeltSpeed = 1f;
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[Tooltip("Maximum belt movement speed")]
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[SerializeField] private float maxBeltSpeed = 3f;
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[Tooltip("Curve for difficulty progression (X=time%, Y=speed multiplier)")]
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[SerializeField] private AnimationCurve speedCurve = AnimationCurve.EaseInOut(0f, 0f, 1f, 1f);
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[Header("Item Pools")]
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[Tooltip("Garbage items that can spawn (banana peels, cans, receipts, etc.)")]
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[SerializeField] private GarbageItemDefinition[] garbageItems = new GarbageItemDefinition[0];
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[Header("Spawn Weights")]
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[Tooltip("Weight for spawning normal rarity cards")]
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[Range(0, 100)] [SerializeField] private float normalCardWeight = 40f;
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[Tooltip("Weight for spawning rare rarity cards")]
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[Range(0, 100)] [SerializeField] private float rareCardWeight = 30f;
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[Tooltip("Weight for spawning legendary rarity cards")]
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[Range(0, 100)] [SerializeField] private float legendCardWeight = 20f;
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[Tooltip("Weight for spawning garbage items")]
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[Range(0, 100)] [SerializeField] private float garbageWeight = 10f;
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[Header("Scoring")]
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[Tooltip("Points awarded for correct sort")]
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[SerializeField] private int correctSortPoints = 10;
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[Tooltip("Points deducted for incorrect sort")]
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[SerializeField] private int incorrectSortPenalty = -5;
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[Tooltip("Points deducted when item falls off belt")]
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[SerializeField] private int missedItemPenalty = -3;
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[Header("Rewards")]
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[Tooltip("Booster packs awarded per correct sort")]
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[SerializeField] private int boosterPacksPerCorrectItem = 1;
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// Interface implementation
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public float GameDuration => gameDuration;
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public float SpawnDistance => spawnDistance;
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public float InitialBeltSpeed => initialBeltSpeed;
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public float MaxBeltSpeed => maxBeltSpeed;
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public AnimationCurve SpeedCurve => speedCurve;
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public GarbageItemDefinition[] GarbageItems => garbageItems;
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public float NormalCardWeight => normalCardWeight;
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public float RareCardWeight => rareCardWeight;
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public float LegendCardWeight => legendCardWeight;
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public float GarbageWeight => garbageWeight;
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public int CorrectSortPoints => correctSortPoints;
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public int IncorrectSortPenalty => incorrectSortPenalty;
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public int MissedItemPenalty => missedItemPenalty;
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public int BoosterPacksPerCorrectItem => boosterPacksPerCorrectItem;
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public override void OnValidate()
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{
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base.OnValidate();
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gameDuration = Mathf.Max(1f, gameDuration);
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initialBeltSpeed = Mathf.Max(0.1f, initialBeltSpeed);
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maxBeltSpeed = Mathf.Max(initialBeltSpeed, maxBeltSpeed);
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correctSortPoints = Mathf.Max(0, correctSortPoints);
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boosterPacksPerCorrectItem = Mathf.Max(0, boosterPacksPerCorrectItem);
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}
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}
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}
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3
Assets/Scripts/Core/Settings/CardSortingSettings.cs.meta
Normal file
3
Assets/Scripts/Core/Settings/CardSortingSettings.cs.meta
Normal file
@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: a0fd5f8ab5d74b12968501dd4e3cc416
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timeCreated: 1763461789
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39
Assets/Scripts/Core/Settings/ICardSortingSettings.cs
Normal file
39
Assets/Scripts/Core/Settings/ICardSortingSettings.cs
Normal file
@@ -0,0 +1,39 @@
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using Minigames.CardSorting.Data;
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using UnityEngine;
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namespace Core.Settings
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{
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/// <summary>
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/// Settings interface for Card Sorting minigame.
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/// Accessed via GameManager.GetSettingsObject<ICardSortingSettings>()
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/// </summary>
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public interface ICardSortingSettings
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{
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// Timing
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float GameDuration { get; }
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float SpawnDistance { get; }
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// Conveyor Speed
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float InitialBeltSpeed { get; }
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float MaxBeltSpeed { get; }
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AnimationCurve SpeedCurve { get; }
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// Item Pools
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GarbageItemDefinition[] GarbageItems { get; }
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// Spawn Weights
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float NormalCardWeight { get; }
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float RareCardWeight { get; }
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float LegendCardWeight { get; }
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float GarbageWeight { get; }
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// Scoring
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int CorrectSortPoints { get; }
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int IncorrectSortPenalty { get; }
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int MissedItemPenalty { get; }
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// Rewards
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int BoosterPacksPerCorrectItem { get; }
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 646b90dfa92640e59430f871037affea
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timeCreated: 1763461774
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3
Assets/Scripts/Minigames/CardSorting.meta
Normal file
3
Assets/Scripts/Minigames/CardSorting.meta
Normal file
@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 1f5c5963e2ff4b33a086f5b97e648914
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timeCreated: 1763461758
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3
Assets/Scripts/Minigames/CardSorting/Controllers.meta
Normal file
3
Assets/Scripts/Minigames/CardSorting/Controllers.meta
Normal file
@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: d35b6d1850b94234bbb54e77b202861b
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timeCreated: 1763469999
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@@ -0,0 +1,370 @@
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using AppleHills.Data.CardSystem;
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using Core.Settings;
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using Data.CardSystem;
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using Minigames.CardSorting.Core;
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using Minigames.CardSorting.Data;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Minigames.CardSorting.Controllers
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{
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/// <summary>
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/// Non-MonoBehaviour controller for conveyor belt logic.
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/// Handles spawning, speed, item lifecycle.
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/// Owns item tracking and emits events when items fall off or are sorted.
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/// Parallel to CornerCardManager in card system.
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/// </summary>
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public class ConveyorBeltController
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{
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private readonly Transform spawnPoint;
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private readonly Transform endPoint; // Visual end - scoring happens here
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private readonly Transform despawnPoint; // Off-screen - destruction happens here
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private readonly GameObject cardPrefab;
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private readonly GameObject garbagePrefab;
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private readonly ICardSortingSettings settings;
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private List<SortableItem> activeItems = new List<SortableItem>();
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private HashSet<SortableItem> missedItems = new HashSet<SortableItem>(); // Items past visual end, moving to despawn
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private float currentSpeed;
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private SortableItem lastSpawnedItem; // Track last spawned item for distance-based spawning
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// Events - conveyor owns item lifecycle
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public event System.Action<SortableItem> OnItemSpawned; // Fired when new item spawns
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public event System.Action<SortableItem> OnItemFellOffBelt; // Fired at visual end (endPoint)
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public event System.Action<SortableItem> OnItemDespawned; // Fired at despawn point (destruction)
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public event System.Action<SortableItem, SortingBox, bool> OnItemSorted; // item, box, correct
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public event System.Action<SortableItem> OnItemDroppedOnFloor; // Fired when dropped outside any box
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public float CurrentSpeed => currentSpeed;
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public int ActiveItemCount => activeItems.Count;
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public ConveyorBeltController(
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Transform spawnPoint,
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Transform endPoint,
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Transform despawnPoint,
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GameObject cardPrefab,
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GameObject garbagePrefab,
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ICardSortingSettings settings)
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{
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this.spawnPoint = spawnPoint;
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this.endPoint = endPoint;
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this.despawnPoint = despawnPoint;
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this.cardPrefab = cardPrefab;
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this.garbagePrefab = garbagePrefab;
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this.settings = settings;
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this.currentSpeed = settings.InitialBeltSpeed;
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this.lastSpawnedItem = null; // No items spawned yet
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}
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/// <summary>
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/// Update belt speed, check for items falling off, and handle distance-based spawning.
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/// </summary>
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public void Update(float deltaTime, float gameProgress)
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{
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UpdateBeltSpeed(gameProgress);
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CheckItemsOffBelt();
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CheckDistanceBasedSpawn(gameProgress);
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}
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/// <summary>
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/// Check if we should spawn a new item based on distance from last spawn.
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/// Items spawn when last item has moved far enough from spawn point.
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/// </summary>
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private void CheckDistanceBasedSpawn(float gameProgress)
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{
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// If no items spawned yet, spawn immediately
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if (lastSpawnedItem == null)
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{
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SpawnNewItem(gameProgress);
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return;
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}
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// Check if last spawned item is far enough from spawn point
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float distanceFromSpawn = Mathf.Abs(lastSpawnedItem.transform.position.x - spawnPoint.position.x);
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if (distanceFromSpawn >= settings.SpawnDistance) // Using InitialSpawnInterval as distance threshold
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{
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SpawnNewItem(gameProgress);
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}
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}
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/// <summary>
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/// Spawn a new item at the spawn point.
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/// </summary>
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private SortableItem SpawnNewItem(float gameProgress)
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{
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// Weighted random: card or garbage?
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float totalWeight = settings.NormalCardWeight + settings.RareCardWeight +
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settings.LegendCardWeight + settings.GarbageWeight;
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if (totalWeight <= 0f)
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{
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Debug.LogWarning("[ConveyorBeltController] Total spawn weight is 0, cannot spawn items!");
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return null;
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}
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float roll = Random.Range(0f, totalWeight);
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SortableItem item;
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if (roll < settings.GarbageWeight)
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{
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// Spawn garbage
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item = SpawnGarbageItem();
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}
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else
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{
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// Spawn card - determine rarity, get random card from CardSystemManager
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CardRarity rarity = DetermineRarity(roll);
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item = SpawnCardItem(rarity);
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}
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if (item != null)
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{
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// Set conveyor speed on item
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item.Context.ConveyorSpeed = currentSpeed;
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activeItems.Add(item);
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lastSpawnedItem = item; // Track for distance-based spawning
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// Emit spawn event
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OnItemSpawned?.Invoke(item);
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}
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return item;
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}
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private SortableItem SpawnGarbageItem()
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{
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if (settings.GarbageItems == null || settings.GarbageItems.Length == 0)
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{
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Debug.LogWarning("[ConveyorBeltController] No garbage items configured!");
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return null;
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}
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GarbageItemDefinition garbage = SelectRandomGarbage();
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GameObject obj = Object.Instantiate(garbagePrefab, spawnPoint.position, Quaternion.identity);
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SortableItem item = obj.GetComponent<SortableItem>();
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if (item != null)
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{
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item.SetupAsGarbage(garbage);
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// Subscribe to item events
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item.OnItemDroppedInBox += HandleItemDroppedInBox;
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item.OnItemReturnedToConveyor += HandleItemReturnedToConveyor;
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}
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else
|
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{
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Debug.LogError("[ConveyorBeltController] Garbage prefab missing SortableItem component!");
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Object.Destroy(obj);
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return null;
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}
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return item;
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}
|
||||
|
||||
private SortableItem SpawnCardItem(CardRarity rarity)
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{
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// Get a random card of the specified rarity
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CardData cardData = GetRandomCardDataByRarity(rarity);
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||||
|
||||
if (cardData == null)
|
||||
{
|
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Debug.LogWarning($"[ConveyorBeltController] No card data found for rarity {rarity}");
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return null;
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||||
}
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||||
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GameObject obj = Object.Instantiate(cardPrefab, spawnPoint.position, Quaternion.identity);
|
||||
SortableItem item = obj.GetComponent<SortableItem>();
|
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||||
if (item != null)
|
||||
{
|
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item.SetupAsCard(cardData);
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|
||||
// Subscribe to item events
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item.OnItemDroppedInBox += HandleItemDroppedInBox;
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item.OnItemReturnedToConveyor += HandleItemReturnedToConveyor;
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}
|
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else
|
||||
{
|
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Debug.LogError("[ConveyorBeltController] Card prefab missing SortableItem component!");
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Object.Destroy(obj);
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return null;
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||||
}
|
||||
|
||||
return item;
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||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 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.
|
||||
/// </summary>
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Handle when an item is dropped in a box (correct or incorrect).
|
||||
/// </summary>
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handle when an item is returned to conveyor (dropped outside box).
|
||||
/// Item transitions to DroppedOnFloorState and gets destroyed.
|
||||
/// </summary>
|
||||
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)];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 681596c1ece04da18b2c3394441ebd4b
|
||||
timeCreated: 1763469999
|
||||
@@ -0,0 +1,88 @@
|
||||
using Core.Settings;
|
||||
using System;
|
||||
|
||||
namespace Minigames.CardSorting.Controllers
|
||||
{
|
||||
/// <summary>
|
||||
/// Non-MonoBehaviour controller for score tracking.
|
||||
/// Handles scoring, accuracy calculation, and reward calculation.
|
||||
/// </summary>
|
||||
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<int> OnScoreChanged;
|
||||
public event Action<int> OnCorrectSort;
|
||||
public event Action<int> OnIncorrectSort;
|
||||
|
||||
public SortingScoreController(ICardSortingSettings settings)
|
||||
{
|
||||
this.settings = settings;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Record a correct sort.
|
||||
/// </summary>
|
||||
public void RecordCorrectSort()
|
||||
{
|
||||
correctSorts++;
|
||||
totalScore += settings.CorrectSortPoints;
|
||||
OnScoreChanged?.Invoke(totalScore);
|
||||
OnCorrectSort?.Invoke(correctSorts);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Record an incorrect sort.
|
||||
/// </summary>
|
||||
public void RecordIncorrectSort()
|
||||
{
|
||||
incorrectSorts++;
|
||||
totalScore += settings.IncorrectSortPenalty; // This is a negative value
|
||||
OnScoreChanged?.Invoke(totalScore);
|
||||
OnIncorrectSort?.Invoke(incorrectSorts);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Record a missed item (fell off belt).
|
||||
/// </summary>
|
||||
public void RecordMissedItem()
|
||||
{
|
||||
missedItems++;
|
||||
totalScore += settings.MissedItemPenalty; // This is a negative value
|
||||
OnScoreChanged?.Invoke(totalScore);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calculate booster pack reward based on performance.
|
||||
/// </summary>
|
||||
public int CalculateBoosterReward()
|
||||
{
|
||||
// Simple: 1 booster per correct sort (or use settings multiplier)
|
||||
return correctSorts * settings.BoosterPacksPerCorrectItem;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Reset all scores (for restarting game).
|
||||
/// </summary>
|
||||
public void Reset()
|
||||
{
|
||||
totalScore = 0;
|
||||
correctSorts = 0;
|
||||
incorrectSorts = 0;
|
||||
missedItems = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 280957c6e5b24e91b9fdc49ec685ed2f
|
||||
timeCreated: 1763470011
|
||||
3
Assets/Scripts/Minigames/CardSorting/Core.meta
Normal file
3
Assets/Scripts/Minigames/CardSorting/Core.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fa35cf17256e403ab8bed2555352eaf5
|
||||
timeCreated: 1763461824
|
||||
36
Assets/Scripts/Minigames/CardSorting/Core/GarbageVisual.cs
Normal file
36
Assets/Scripts/Minigames/CardSorting/Core/GarbageVisual.cs
Normal file
@@ -0,0 +1,36 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace Minigames.CardSorting.Core
|
||||
{
|
||||
/// <summary>
|
||||
/// Simple sprite renderer for garbage items.
|
||||
/// Parallel to CardDisplay for cards.
|
||||
/// </summary>
|
||||
public class GarbageVisual : MonoBehaviour
|
||||
{
|
||||
[Header("Visual Components")]
|
||||
[SerializeField] private Image spriteRenderer;
|
||||
|
||||
/// <summary>
|
||||
/// Update the displayed sprite.
|
||||
/// </summary>
|
||||
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<Image>();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b707770fc3a6448ea0dcd1b2fbf41e00
|
||||
timeCreated: 1763461824
|
||||
230
Assets/Scripts/Minigames/CardSorting/Core/SortableItem.cs
Normal file
230
Assets/Scripts/Minigames/CardSorting/Core/SortableItem.cs
Normal file
@@ -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
|
||||
{
|
||||
/// <summary>
|
||||
/// Draggable sortable item on conveyor belt.
|
||||
/// Uses state machine for behavior (OnConveyor → BeingDragged → Sorted).
|
||||
/// Inherits from DraggableObject to reuse drag/drop system.
|
||||
/// </summary>
|
||||
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<SortableItem, SortingBox, bool> OnItemDroppedInBox;
|
||||
public event System.Action<SortableItem> OnItemReturnedToConveyor;
|
||||
|
||||
// Public accessors
|
||||
public SortableItemContext Context => context;
|
||||
public AppleMachine StateMachine => stateMachine;
|
||||
public bool IsGarbage => isGarbage;
|
||||
public CardData CardData => cardData;
|
||||
public GarbageItemDefinition GarbageItem => garbageItem;
|
||||
|
||||
/// <summary>
|
||||
/// Get the correct box type for this item.
|
||||
/// </summary>
|
||||
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<SortableItemContext>();
|
||||
|
||||
if (stateMachine == null)
|
||||
stateMachine = GetComponentInChildren<AppleMachine>();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Setup item as a card.
|
||||
/// </summary>
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Setup item as garbage.
|
||||
/// </summary>
|
||||
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<ISortableItemDragHandler>();
|
||||
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
|
||||
/// <summary>
|
||||
/// Detect which slot (if any) is under the pointer during drag.
|
||||
/// Updates CurrentSlot for drop detection.
|
||||
/// </summary>
|
||||
private void DetectSlotUnderPointer(UnityEngine.EventSystems.PointerEventData eventData)
|
||||
{
|
||||
// Perform raycast at pointer position to find slots
|
||||
var raycastResults = new System.Collections.Generic.List<UnityEngine.EventSystems.RaycastResult>();
|
||||
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<SortingBox>();
|
||||
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");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Change to a specific state.
|
||||
/// </summary>
|
||||
public void ChangeState(string stateName)
|
||||
{
|
||||
if (stateMachine != null)
|
||||
{
|
||||
stateMachine.ChangeState(stateName);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Interface for states that handle drag behavior.
|
||||
/// </summary>
|
||||
public interface ISortableItemDragHandler
|
||||
{
|
||||
bool OnDragStarted(SortableItemContext context);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9b3db9ce867c4df884411fb3da8fd80a
|
||||
timeCreated: 1763461867
|
||||
139
Assets/Scripts/Minigames/CardSorting/Core/SortableItemContext.cs
Normal file
139
Assets/Scripts/Minigames/CardSorting/Core/SortableItemContext.cs
Normal file
@@ -0,0 +1,139 @@
|
||||
using AppleHills.Data.CardSystem;
|
||||
using Core.SaveLoad;
|
||||
using UI.CardSystem;
|
||||
using UI.CardSystem.StateMachine;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Minigames.CardSorting.Core
|
||||
{
|
||||
/// <summary>
|
||||
/// 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).
|
||||
/// </summary>
|
||||
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($"[SortableItemContext] 'Visual' child GameObject not found on {name}");
|
||||
}
|
||||
}
|
||||
|
||||
if (animator == null)
|
||||
{
|
||||
// CardAnimator should be on root GameObject (animates root transform with Canvas scale)
|
||||
animator = GetComponent<CardAnimator>();
|
||||
|
||||
// Fallback: check Visual child (legacy setup)
|
||||
if (animator == null && visualTransform != null)
|
||||
{
|
||||
animator = visualTransform.GetComponent<CardAnimator>();
|
||||
}
|
||||
}
|
||||
|
||||
if (cardDisplay == null && visualTransform != null)
|
||||
{
|
||||
cardDisplay = visualTransform.GetComponentInChildren<CardDisplay>();
|
||||
}
|
||||
|
||||
if (garbageVisual == null && visualTransform != null)
|
||||
{
|
||||
garbageVisual = visualTransform.GetComponentInChildren<GarbageVisual>();
|
||||
}
|
||||
|
||||
stateMachine = GetComponentInChildren<AppleMachine>();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Setup as card item - CardDisplay handles all rendering.
|
||||
/// </summary>
|
||||
public void SetupAsCard(CardData cardData)
|
||||
{
|
||||
// Capture original root transform for drag animations
|
||||
// This preserves the tiny world-space Canvas scale (e.g., 0.05)
|
||||
var currentScale = transform.localScale;
|
||||
if (currentScale.x < 0.01f && currentScale.y < 0.01f && currentScale.z < 0.01f)
|
||||
{
|
||||
OriginalScale = Vector3.one; // Fallback if scale is ~0
|
||||
}
|
||||
else
|
||||
{
|
||||
OriginalScale = currentScale;
|
||||
}
|
||||
OriginalPosition = transform.localPosition;
|
||||
OriginalRotation = transform.localRotation;
|
||||
|
||||
if (cardDisplay != null)
|
||||
{
|
||||
cardDisplay.SetupCard(cardData);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError($"[SortableItemContext] CardDisplay not found on {name}");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Setup as garbage item - simple sprite display.
|
||||
/// </summary>
|
||||
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}");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9a9c60767eef4a3090d8bf70ee87340f
|
||||
timeCreated: 1763461839
|
||||
40
Assets/Scripts/Minigames/CardSorting/Core/SortingBox.cs
Normal file
40
Assets/Scripts/Minigames/CardSorting/Core/SortingBox.cs
Normal file
@@ -0,0 +1,40 @@
|
||||
using Minigames.CardSorting.Data;
|
||||
using UI.DragAndDrop.Core;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Minigames.CardSorting.Core
|
||||
{
|
||||
/// <summary>
|
||||
/// Drop target for sortable items.
|
||||
/// Validates if item belongs in this box.
|
||||
/// </summary>
|
||||
public class SortingBox : DraggableSlot
|
||||
{
|
||||
[Header("Box Configuration")]
|
||||
[SerializeField] private BoxType boxType;
|
||||
|
||||
public BoxType BoxType => boxType;
|
||||
|
||||
/// <summary>
|
||||
/// Check if item belongs in this box.
|
||||
/// </summary>
|
||||
public bool ValidateItem(SortableItem item)
|
||||
{
|
||||
if (item == null) return false;
|
||||
|
||||
BoxType correctBox = item.CorrectBox;
|
||||
return correctBox == boxType;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check if this slot can accept a specific draggable type.
|
||||
/// SortingBox accepts all SortableItems (validation happens on drop).
|
||||
/// </summary>
|
||||
public new bool CanAccept(DraggableObject draggable)
|
||||
{
|
||||
// Accept all sortable items (validation happens on drop)
|
||||
return draggable is SortableItem;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a25b1c9a82b540c8ac0d6c016849f561
|
||||
timeCreated: 1763461875
|
||||
341
Assets/Scripts/Minigames/CardSorting/Core/SortingGameManager.cs
Normal file
341
Assets/Scripts/Minigames/CardSorting/Core/SortingGameManager.cs
Normal file
@@ -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
|
||||
{
|
||||
/// <summary>
|
||||
/// Main manager for card sorting minigame.
|
||||
/// Orchestrates game loop, timer, controllers, and integration with CardSystemManager.
|
||||
/// Parallel to DivingGameManager.
|
||||
/// </summary>
|
||||
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<SortableItem> OnItemSpawned;
|
||||
public event Action<SortableItem, SortingBox, bool> OnItemSortedEvent;
|
||||
public event Action<float> OnTimerUpdated; // Remaining time
|
||||
|
||||
// Global effect events
|
||||
public event Action<SortableItem> OnItemSortedCorrectly;
|
||||
public event Action<SortableItem> OnItemSortedIncorrectly;
|
||||
public event Action<SortableItem> OnItemFellOffBelt;
|
||||
|
||||
internal override void OnManagedAwake()
|
||||
{
|
||||
_instance = this;
|
||||
|
||||
// Load settings
|
||||
_settings = GameManager.GetSettingsObject<ICardSortingSettings>();
|
||||
|
||||
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)
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when conveyor spawns a new item.
|
||||
/// </summary>
|
||||
private void OnConveyorItemSpawned(SortableItem item)
|
||||
{
|
||||
// Forward to public event for UI/other systems
|
||||
OnItemSpawned?.Invoke(item);
|
||||
|
||||
Logging.Debug($"[SortingGameManager] Item spawned: {item.CardData?.Name ?? item.GarbageItem?.DisplayName}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when item reaches visual end of belt (via conveyor event).
|
||||
/// Item continues moving off-screen until despawn point.
|
||||
/// Scoring rules:
|
||||
/// - Trash fell off: Negative score (penalty)
|
||||
/// - Card fell off: Neutral (no score change)
|
||||
/// </summary>
|
||||
private void OnConveyorItemFellOff(SortableItem item)
|
||||
{
|
||||
// Only penalize TRASH items that fall off
|
||||
// Cards falling off are neutral (no score change)
|
||||
if (item.IsGarbage)
|
||||
{
|
||||
Score.RecordMissedItem();
|
||||
Logging.Debug($"[SortingGameManager] Trash fell off belt! {item.GarbageItem?.DisplayName} - PENALTY");
|
||||
}
|
||||
else
|
||||
{
|
||||
Logging.Debug($"[SortingGameManager] Card fell off belt: {item.CardData?.Name} - no penalty");
|
||||
}
|
||||
|
||||
// Fire global fell off belt event for effects
|
||||
OnItemFellOffBelt?.Invoke(item);
|
||||
|
||||
// Visual feedback could go here (e.g., "MISS!" popup)
|
||||
// Item will continue moving and be destroyed at despawn point
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when item is dropped on floor (via conveyor event).
|
||||
/// Scoring rules:
|
||||
/// - Trash dropped on floor: Negative score (penalty)
|
||||
/// - Card dropped on floor: Neutral (no score change)
|
||||
/// </summary>
|
||||
private void OnConveyorItemDroppedOnFloor(SortableItem item)
|
||||
{
|
||||
// Only penalize TRASH items dropped on floor
|
||||
// Cards dropped on floor are neutral (no score change)
|
||||
if (item.IsGarbage)
|
||||
{
|
||||
Score.RecordIncorrectSort();
|
||||
Logging.Debug($"[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($"[SortingGameManager] Card dropped on floor: {item.CardData?.Name} - no penalty");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when item reaches despawn point (via conveyor event).
|
||||
/// Actually destroys the item.
|
||||
/// </summary>
|
||||
private void OnConveyorItemDespawned(SortableItem item)
|
||||
{
|
||||
Logging.Debug($"[SortingGameManager] Item despawned: {item.CardData?.Name ?? item.GarbageItem?.DisplayName}");
|
||||
|
||||
// Destroy the item
|
||||
if (item != null)
|
||||
Destroy(item.gameObject);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 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)
|
||||
/// </summary>
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 20acac8b97ca4d6397612679b3bbde50
|
||||
timeCreated: 1763470372
|
||||
3
Assets/Scripts/Minigames/CardSorting/Data.meta
Normal file
3
Assets/Scripts/Minigames/CardSorting/Data.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a450e2687ce14a66b1495e1f2db7d403
|
||||
timeCreated: 1763461758
|
||||
14
Assets/Scripts/Minigames/CardSorting/Data/Enums.cs
Normal file
14
Assets/Scripts/Minigames/CardSorting/Data/Enums.cs
Normal file
@@ -0,0 +1,14 @@
|
||||
namespace Minigames.CardSorting.Data
|
||||
{
|
||||
/// <summary>
|
||||
/// Types of sorting boxes in the minigame.
|
||||
/// </summary>
|
||||
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
|
||||
}
|
||||
}
|
||||
|
||||
3
Assets/Scripts/Minigames/CardSorting/Data/Enums.cs.meta
Normal file
3
Assets/Scripts/Minigames/CardSorting/Data/Enums.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7e238b51f7164867b519bf139fe22c01
|
||||
timeCreated: 1763461758
|
||||
@@ -0,0 +1,38 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Minigames.CardSorting.Data
|
||||
{
|
||||
/// <summary>
|
||||
/// Definition for garbage items (banana peels, cans, receipts, etc.).
|
||||
/// Cards use existing CardDefinition from CardSystemManager.
|
||||
/// </summary>
|
||||
[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
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2e69a2167710437798b1980126d5a4f6
|
||||
timeCreated: 1763461765
|
||||
3
Assets/Scripts/Minigames/CardSorting/StateMachine.meta
Normal file
3
Assets/Scripts/Minigames/CardSorting/StateMachine.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0197a7c7c3174a5fbf1ddd5b1445f24c
|
||||
timeCreated: 1763461845
|
||||
@@ -0,0 +1,21 @@
|
||||
using Core.SaveLoad;
|
||||
|
||||
namespace Minigames.CardSorting.StateMachine
|
||||
{
|
||||
/// <summary>
|
||||
/// 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.
|
||||
/// </summary>
|
||||
public class SortingStateMachine : AppleMachine
|
||||
{
|
||||
/// <summary>
|
||||
/// Opt out of save/load system - sortable items are transient minigame objects.
|
||||
/// </summary>
|
||||
public override bool ShouldParticipateInSave()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1b459f40574b45839aa32d5730627ca6
|
||||
timeCreated: 1763461845
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 24973c8bb25d493885224ac6f099492d
|
||||
timeCreated: 1763469762
|
||||
@@ -0,0 +1,49 @@
|
||||
using Core;
|
||||
using Core.SaveLoad;
|
||||
using Minigames.CardSorting.Core;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Minigames.CardSorting.StateMachine.States
|
||||
{
|
||||
/// <summary>
|
||||
/// 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.
|
||||
/// </summary>
|
||||
public class BeingDraggedState : AppleState
|
||||
{
|
||||
private SortableItemContext _context;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_context = GetComponentInParent<SortableItemContext>();
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 015c0740240748c8901c9304490cb80d
|
||||
timeCreated: 1763469770
|
||||
@@ -0,0 +1,86 @@
|
||||
using Core;
|
||||
using Core.SaveLoad;
|
||||
using Minigames.CardSorting.Core;
|
||||
|
||||
namespace Minigames.CardSorting.StateMachine.States
|
||||
{
|
||||
/// <summary>
|
||||
/// Item was dropped outside any bin (on the floor).
|
||||
/// Plays "disappear" animation then destroys the item.
|
||||
/// </summary>
|
||||
public class DroppedOnFloorState : AppleState
|
||||
{
|
||||
private SortableItemContext _context;
|
||||
private SortableItem _item;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_context = GetComponentInParent<SortableItemContext>();
|
||||
_item = GetComponentInParent<SortableItem>();
|
||||
}
|
||||
|
||||
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<UnityEngine.UI.Image>();
|
||||
}
|
||||
else if (_context.GarbageVisual != null)
|
||||
{
|
||||
imageToBlink = _context.GarbageVisual.GetComponent<UnityEngine.UI.Image>();
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b384e4988bf549f2b6e70d1ff0fa4bcd
|
||||
timeCreated: 1763557103
|
||||
@@ -0,0 +1,88 @@
|
||||
using Core;
|
||||
using Core.SaveLoad;
|
||||
using Minigames.CardSorting.Core;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Minigames.CardSorting.StateMachine.States
|
||||
{
|
||||
/// <summary>
|
||||
/// Item reached the visual end of conveyor without being sorted.
|
||||
/// Becomes non-clickable and blinks red until despawn point.
|
||||
/// </summary>
|
||||
public class FellOffConveyorState : AppleState
|
||||
{
|
||||
private SortableItemContext _context;
|
||||
private SortableItem _item;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_context = GetComponentInParent<SortableItemContext>();
|
||||
_item = GetComponentInParent<SortableItem>();
|
||||
}
|
||||
|
||||
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<UnityEngine.UI.Image>()
|
||||
?? _context.CardDisplay.GetComponentInChildren<UnityEngine.UI.Image>();
|
||||
}
|
||||
else if (_context.GarbageVisual != null)
|
||||
{
|
||||
imageToBlink =
|
||||
_context.GarbageVisual.GetComponent<UnityEngine.UI.Image>()
|
||||
?? _context.GarbageVisual.GetComponentInChildren<UnityEngine.UI.Image>();
|
||||
}
|
||||
|
||||
if (imageToBlink != null)
|
||||
{
|
||||
_context.Animator.BlinkRed(imageToBlink);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
// Stop blinking when state exits (item despawned)
|
||||
if (_context?.Animator != null)
|
||||
{
|
||||
_context.Animator.StopBlinking();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 619a38624dcf48b19913bd4e1ac28625
|
||||
timeCreated: 1763557115
|
||||
@@ -0,0 +1,62 @@
|
||||
using Core;
|
||||
using Core.SaveLoad;
|
||||
using Minigames.CardSorting.Core;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Minigames.CardSorting.StateMachine.States
|
||||
{
|
||||
/// <summary>
|
||||
/// Item is moving along the conveyor belt.
|
||||
/// Transitions to BeingDraggedState when player drags the item.
|
||||
/// </summary>
|
||||
public class OnConveyorState : AppleState, ISortableItemDragHandler
|
||||
{
|
||||
private SortableItemContext _context;
|
||||
private SortableItem _item;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_context = GetComponentInParent<SortableItemContext>();
|
||||
_item = GetComponentInParent<SortableItem>();
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handle drag start - transition to BeingDraggedState.
|
||||
/// </summary>
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 17d2ba6f5aec4b698247b082734cad8f
|
||||
timeCreated: 1763469762
|
||||
@@ -0,0 +1,73 @@
|
||||
using Core;
|
||||
using Core.SaveLoad;
|
||||
using Minigames.CardSorting.Core;
|
||||
|
||||
namespace Minigames.CardSorting.StateMachine.States
|
||||
{
|
||||
/// <summary>
|
||||
/// Item has been correctly sorted into the right box.
|
||||
/// Plays "fall into bin" animation then destroys the card.
|
||||
/// </summary>
|
||||
public class SortedCorrectlyState : AppleState
|
||||
{
|
||||
private SortableItemContext _context;
|
||||
private SortableItem _item;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_context = GetComponentInParent<SortableItemContext>();
|
||||
_item = GetComponentInParent<SortableItem>();
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f3ed2e6fb0814273926c33a178bdf42b
|
||||
timeCreated: 1763555977
|
||||
@@ -0,0 +1,109 @@
|
||||
using Core;
|
||||
using Core.SaveLoad;
|
||||
using Minigames.CardSorting.Core;
|
||||
|
||||
namespace Minigames.CardSorting.StateMachine.States
|
||||
{
|
||||
/// <summary>
|
||||
/// 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.
|
||||
/// </summary>
|
||||
public class SortedIncorrectlyState : AppleState
|
||||
{
|
||||
private SortableItemContext _context;
|
||||
private SortableItem _item;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_context = GetComponentInParent<SortableItemContext>();
|
||||
_item = GetComponentInParent<SortableItem>();
|
||||
}
|
||||
|
||||
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<UnityEngine.UI.Image>();
|
||||
}
|
||||
else if (_context.GarbageVisual != null)
|
||||
{
|
||||
imageToBlink = _context.GarbageVisual.GetComponent<UnityEngine.UI.Image>();
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: edef0fb846be4fd99d396ea27dca1e4f
|
||||
timeCreated: 1763555989
|
||||
3
Assets/Scripts/Minigames/CardSorting/UI.meta
Normal file
3
Assets/Scripts/Minigames/CardSorting/UI.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2194dbe8c2c4479f89f7307ce56cac5d
|
||||
timeCreated: 1763470403
|
||||
116
Assets/Scripts/Minigames/CardSorting/UI/SortingGameHUD.cs
Normal file
116
Assets/Scripts/Minigames/CardSorting/UI/SortingGameHUD.cs
Normal file
@@ -0,0 +1,116 @@
|
||||
using Core.Settings;
|
||||
using Minigames.CardSorting.Core;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Minigames.CardSorting.UI
|
||||
{
|
||||
/// <summary>
|
||||
/// HUD display for card sorting minigame.
|
||||
/// Shows timer and score during gameplay.
|
||||
/// </summary>
|
||||
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<int>(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
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: aa656e03d5384a9eae31fab73b6fe5e2
|
||||
timeCreated: 1763470403
|
||||
126
Assets/Scripts/Minigames/CardSorting/UI/SortingResultsScreen.cs
Normal file
126
Assets/Scripts/Minigames/CardSorting/UI/SortingResultsScreen.cs
Normal file
@@ -0,0 +1,126 @@
|
||||
using Minigames.CardSorting.Core;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace Minigames.CardSorting.UI
|
||||
{
|
||||
/// <summary>
|
||||
/// Results screen shown at end of card sorting minigame.
|
||||
/// Displays final score, accuracy, and boosters earned.
|
||||
/// </summary>
|
||||
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");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 03823b5ad80b482086569050fbb8bb40
|
||||
timeCreated: 1763470418
|
||||
@@ -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();
|
||||
}
|
||||
|
||||
@@ -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:
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user