- **Refactored Card Placement Flow**
- Separated card presentation from orchestration logic
- Extracted `CornerCardManager` for pending card lifecycle (spawn, shuffle, rebuild)
- Extracted `AlbumNavigationService` for book page navigation and zone mapping
- Extracted `CardEnlargeController` for backdrop management and card reparenting
- Implemented controller pattern (non-MonoBehaviour) for complex logic
- Cards now unparent from slots before rebuild to prevent premature destruction
- **Improved Corner Card Display**
- Fixed cards spawning on top of each other during rebuild
- Implemented shuffle-to-front logic (remaining cards occupy slots 0→1→2)
- Added smart card selection (prioritizes cards matching current album page)
- Pending cards now removed from queue immediately on drag start
- Corner cards rebuild after each placement with proper slot reassignment
- **Enhanced Album Card Viewing**
- Added dramatic scale increase when viewing cards from album slots
- Implemented shrink animation when dismissing enlarged cards
- Cards transition: `PlacedInSlotState` → `AlbumEnlargedState` → `PlacedInSlotState`
- Backdrop shows/hides with card enlarge/shrink cycle
- Cards reparent to enlarged container while viewing, return to slot after
- **State Machine Improvements**
- Added `CardStateNames` constants for type-safe state transitions
- Implemented `ICardClickHandler` and `ICardStateDragHandler` interfaces
- State transitions now use cached property indices
- `BoosterCardContext` separated from `CardContext` for single responsibility
- **Code Cleanup**
- Identified unused `SlotContainerHelper.cs` (superseded by `CornerCardManager`)
- Identified unused `BoosterPackDraggable.canOpenOnDrop` field
- Identified unused `AlbumViewPage._previousInputMode` (hardcoded value)
- Identified unused `Card.OnPlacedInAlbumSlot` event (no subscribers)
Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com>
Co-authored-by: Michal Pikulski <michal@foolhardyhorizons.com>
Reviewed-on: #59
### Interactables Architecture Refactor
- Converted composition to inheritance, moved from component-based to class-based interactables. No more requirement for chain of "Interactable -> Item" etc.
- Created `InteractableBase` abstract base class with common functionality that replaces the old component
- Specialized child classes: `Pickup`, `ItemSlot`, `LevelSwitch`, `MinigameSwitch`, `CombinationItem`, `OneClickInteraction` are now children classes
- Light updates to the interactable inspector, moved some things arround, added collapsible inspector sections in the UI for better editor experience
### State Machine Integration
- Custom `AppleMachine` inheritong from Pixelplacement's StateMachine which implements our own interface for saving, easy place for future improvements
- Replaced all previous StateMachines by `AppleMachine`
- Custom `AppleState` extends from default `State`. Added serialization, split state logic into "EnterState", "RestoreState", "ExitState" allowing for separate logic when triggering in-game vs loading game
- Restores directly to target state without triggering transitional logic
- Migration tool converts existing instances
### Prefab Organization
- Saved changes from scenes into prefabs
- Cleaned up duplicated components, confusing prefabs hierarchies
- Created prefab variants where possible
- Consolidated Environment prefabs and moved them out of Placeholders subfolder into main Environment folder
- Organized item prefabs from PrefabsPLACEHOLDER into proper Items folder
- Updated prefab references - All scene references updated to new locations
- Removed placeholder files from Characters, Levels, UI, and Minigames folders
### Scene Updates
- Quarry scene with major updates
- Saved multiple working versions (Quarry, Quarry_Fixed, Quarry_OLD)
- Added proper lighting data
- Updated all interactable components to new architecture
### Minor editor tools
- New tool for testing cards from an editor window (no in-scene object required)
- Updated Interactable Inspector
- New debug option to opt in-and-out of the save/load system
- Tooling for easier migration
Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com>
Reviewed-on: #44
- Editor dialogue graph
- Asset importer for processing the graph into runtime data
- DialogueComponent that steers the dialogue interactions
- DialogueCanbas with a scalable speech bubble to display everything
- Brief README overview of the system
Co-authored-by: AlexanderT <alexander@foolhardyhorizons.com>
Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com>
Reviewed-on: #10