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16 Commits

Author SHA1 Message Date
1bcb63ffd0 Cinematics fuckery 2025-11-07 16:54:41 +01:00
de2966fb1e Cinematics and UI overhaul 2025-11-07 16:47:10 +01:00
dfa42b2296 Merge pull request 'DamianBranch' (#52) from DamianBranch into main
Reviewed-on: #52
2025-11-07 15:37:03 +00:00
720df10178 Updated the minigame tutorials 2025-11-07 16:35:13 +01:00
32601e5ef8 Card Data Update 2025-11-07 15:54:25 +01:00
dba3c5a1af Changed the Arrows of the Scrapbook 2025-11-07 14:05:12 +01:00
5c4b8825ee Card Creation 2025-11-07 13:57:36 +01:00
355c3fabc8 Merge branch 'main' into DamianBranch 2025-11-07 13:35:19 +01:00
00e1746ac4 Merge branch 'main' of https://homelab.tailf7f81b.ts.net/tschesky/AppleHillsProduction 2025-11-07 13:34:56 +01:00
d7d9d74a7b Change to Card NamePlaque, and Card Album Prefabs 2025-11-07 13:34:30 +01:00
Michal Pikulski
5b70042005 Update minigames to start unlocked 2025-11-07 13:31:49 +01:00
Michal Pikulski
32a477b843 WOrking card dragging, slotting, previewing 2025-11-07 12:51:45 +01:00
Michal Pikulski
77f7d1ee97 Working card dragging into album slots, persistent slots 2025-11-07 11:24:19 +01:00
Michal Pikulski
0d8702a5f6 Move some tools for consistency, audo add feature for card debugger 2025-11-07 09:32:43 +01:00
Michal Pikulski
3e607f3857 Slotting cards in album after revealing 2025-11-07 01:51:03 +01:00
Michal Pikulski
debe70c9b1 Hammer out some last flows of the booster opening page 2025-11-06 23:52:02 +01:00
112 changed files with 17239 additions and 3459 deletions

5
.github/copilot-instructions.md vendored Normal file
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You are an expert code architect and developer. YOu prioritize clean, efficient, and maintainable code.
You priotize up-front though out planning before writing code.
You will always present implementaiton plan first and always ask for permission to implement it.
Never insert zero-width spaces or non-breaking spaces in my code.
DOn't produce .MD documentation unless i ask you to.

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@@ -17,7 +17,7 @@ namespace Editor.CardSystem
{
// Paths
private const string CardDefinitionsPath = "Assets/Data/Cards";
private const string MenuPath = "AppleHills/Card Editor";
private const string MenuPath = "AppleHills/Cards/Card Editor";
private const string CardUIPrefabPath = "Assets/Prefabs/UI/CardsSystem/Cards/Card.prefab";
private const string CardVisualConfigPath = CardDefinitionsPath + "/CardVisualConfig.asset";

View File

@@ -25,7 +25,7 @@ namespace AppleHills.Editor
private int boosterCount = 0;
private string lastEventMessage = "";
[MenuItem("Tools/Card System/Live Collection Preview")]
[MenuItem("AppleHills/Cards/Live Collection Preview")]
public static void ShowWindow()
{
CardSystemLivePreview window = GetWindow<CardSystemLivePreview>("Card Collection Live");

View File

@@ -19,6 +19,15 @@ namespace Editor.CardSystem
private int boosterPacksToAdd = 3;
private int cardsToGenerate = 10;
// Auto-add toggles (always editable)
private bool autoAddBoosters = false;
private bool autoAddCards = false;
// Scheduling for delayed auto-add after entering play mode
private double scheduledAddTime = -1.0;
private bool scheduledBoosters = false;
private bool scheduledCards = false;
// Debug Info
private int currentBoosterCount;
private int totalCardsInCollection;
@@ -27,7 +36,7 @@ namespace Editor.CardSystem
// UI State
private Vector2 scrollPosition;
[MenuItem("AppleHills/Card System Tester")]
[MenuItem("AppleHills/Cards/Card System Tester")]
public static void ShowWindow()
{
var window = GetWindow<CardSystemTesterWindow>(false, "Card System Tester", true);
@@ -37,11 +46,13 @@ namespace Editor.CardSystem
private void OnEnable()
{
EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
EditorApplication.update += EditorUpdate;
}
private void OnDisable()
{
EditorApplication.playModeStateChanged -= OnPlayModeStateChanged;
EditorApplication.update -= EditorUpdate;
}
private void OnPlayModeStateChanged(PlayModeStateChange state)
@@ -49,15 +60,52 @@ namespace Editor.CardSystem
if (state == PlayModeStateChange.EnteredPlayMode)
{
RefreshDebugInfo();
// Schedule auto-adds after 1 second if toggles are enabled
if (autoAddBoosters || autoAddCards)
{
scheduledAddTime = EditorApplication.timeSinceStartup + 1.0;
scheduledBoosters = autoAddBoosters;
scheduledCards = autoAddCards;
}
}
else if (state == PlayModeStateChange.ExitingPlayMode)
{
lastActionMessage = "";
// clear any scheduled actions when leaving play mode
scheduledAddTime = -1.0;
scheduledBoosters = false;
scheduledCards = false;
}
Repaint();
}
// Polling update used to execute scheduled actions after a delay
private void EditorUpdate()
{
if (scheduledAddTime > 0 && EditorApplication.timeSinceStartup >= scheduledAddTime)
{
// perform scheduled actions
if (scheduledBoosters)
{
AddBoosterPacks();
}
if (scheduledCards)
{
GenerateRandomCards();
}
// clear schedule
scheduledAddTime = -1.0;
scheduledBoosters = false;
scheduledCards = false;
Repaint();
}
}
private void OnGUI()
{
scrollPosition = EditorGUILayout.BeginScrollView(scrollPosition);
@@ -90,12 +138,23 @@ namespace Editor.CardSystem
{
EditorGUILayout.LabelField("Test Settings", EditorStyles.boldLabel);
// Booster pack slider with always-editable auto-add toggle
EditorGUILayout.BeginHorizontal();
EditorGUI.BeginDisabledGroup(!Application.isPlaying);
boosterPacksToAdd = EditorGUILayout.IntSlider("Booster Packs to Add", boosterPacksToAdd, 1, 10);
cardsToGenerate = EditorGUILayout.IntSlider("Cards to Generate", cardsToGenerate, 1, 100);
EditorGUI.EndDisabledGroup();
GUILayout.FlexibleSpace();
autoAddBoosters = EditorGUILayout.ToggleLeft("Auto Add", autoAddBoosters, GUILayout.Width(110));
EditorGUILayout.EndHorizontal();
// Card generation slider with always-editable auto-add toggle
EditorGUILayout.BeginHorizontal();
EditorGUI.BeginDisabledGroup(!Application.isPlaying);
cardsToGenerate = EditorGUILayout.IntSlider("Cards to Generate", cardsToGenerate, 1, 100);
EditorGUI.EndDisabledGroup();
GUILayout.FlexibleSpace();
autoAddCards = EditorGUILayout.ToggleLeft("Auto Add", autoAddCards, GUILayout.Width(110));
EditorGUILayout.EndHorizontal();
}
private void DrawDebugInfo()

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 101d8cab829741d0bafb3512ff5ca313
timeCreated: 1762504148

View File

@@ -17,7 +17,7 @@ namespace Editor
private bool hasScanned;
private int componentsFound;
[MenuItem("AppleHills/Remove InteractableBase Components")]
[MenuItem("AppleHills/Developer/Remove InteractableBase Components")]
public static void ShowWindow()
{
var window = GetWindow<RemoveInteractableBaseComponents>("Remove InteractableBase");

View File

@@ -12,7 +12,7 @@ namespace Editor
private Vector2 scrollPosition;
private bool hasScanned = false;
[MenuItem("AppleHills/Remove Old Interactable References")]
[MenuItem("AppleHills/Developer/Remove Old Interactable References")]
public static void ShowWindow()
{
var window = GetWindow<RemoveOldInteractableReferences>("Clean Old Interactables");

View File

@@ -17,7 +17,7 @@ namespace Editor
private bool showPrefabs = true;
private bool showScenes = true;
[MenuItem("Tools/AppleHills/Migrate StateMachines to Saveable")]
[MenuItem("AppleHills/Developer/Migrate StateMachines to Saveable")]
public static void ShowWindow()
{
var window = GetWindow<StateMachineMigrationTool>("StateMachine Migration");

View File

@@ -15,7 +15,7 @@ namespace AppleHills.Core.Settings.Editor
private Dictionary<string, SerializedObject> serializedSettingsObjects = new Dictionary<string, SerializedObject>();
private GUIStyle headerStyle;
[MenuItem("AppleHills/Developer Settings Editor")]
[MenuItem("AppleHills/Settings/Developer Settings Editor")]
public static void ShowWindow()
{
GetWindow<DeveloperSettingsEditorWindow>("Developer Settings");

View File

@@ -15,7 +15,7 @@ namespace AppleHills.Core.Settings.Editor
private Dictionary<string, SerializedObject> serializedSettingsObjects = new Dictionary<string, SerializedObject>();
private GUIStyle headerStyle;
[MenuItem("AppleHills/Settings Editor")]
[MenuItem("AppleHills/Settings/Settings Editor")]
public static void ShowWindow()
{
GetWindow<SettingsEditorWindow>("Game Settings");

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- target: {fileID: 8686904468228409787, guid: 4684df63af6398f4f9f624a35023f8d2, type: 3}
propertyPath: m_AnchoredPosition.y
value: 0
objectReference: {fileID: 0}
- target: {fileID: 8742263962805741772, guid: 4684df63af6398f4f9f624a35023f8d2, type: 3}
propertyPath: m_SizeDelta.x
value: 0
objectReference: {fileID: 0}
- target: {fileID: 8962991431592255329, guid: 4684df63af6398f4f9f624a35023f8d2, type: 3}
propertyPath: m_AnchorMax.y
value: 0
@@ -643,3 +868,4 @@ SceneRoots:
- {fileID: 205824280}
- {fileID: 2067824743}
- {fileID: 445623521}
- {fileID: 112295776}

View File

@@ -79,10 +79,12 @@ namespace Bootstrap
if (CinematicsManager.Instance != null)
{
LogDebugMessage("Attempting to play intro cinematic");
// Use LoadAndPlayCinematic to play the intro sequence
CinematicsManager.Instance.LoadAndPlayCinematic("IntroSequence");
CinematicsManager.Instance.LoadAndPlayCinematic("IntroSequence", false);
CinematicsManager.Instance.ChangeCinematicBackgroundColour(new Color(0f, 0f, 0f, 1f));
//PlayerHudManager.Instance.ResizeCinematicPlayer();
// Immediately unload the StartingScene - no need to wait for cinematic to finish
// since CinematicsManager is bootstrapped and won't be unloaded
UnloadStartingScene();

View File

@@ -80,28 +80,30 @@ namespace Cinematics
// Initialize PlayableDirector if not set
if (playableDirector == null)
{
playableDirector = GetComponent<PlayableDirector>();
playableDirector = PlayerHudManager.Instance.playableDirector;
// If still null, try to add the component
if (playableDirector == null)
{
playableDirector = gameObject.AddComponent<PlayableDirector>();
Debug.Log("[CinematicsManager] Added missing PlayableDirector component");
Debug.Log("[CinematicsManager] Could not find Playable Director on the PlayerHudManager");
}
}
// Initialize _cinematicSprites if not set
if (_cinematicSprites == null)
{
// First try to find in children
_cinematicSprites = GetComponentInChildren<Image>(true);
// First try to find in children in the PlayerHud
_cinematicSprites = PlayerHudManager.Instance.cinematicSprites;
// If still null, create a new UI Image for cinematics
// If still null, return error
if (_cinematicSprites == null)
{
Debug.LogWarning("[CinematicsManager] No Image found for cinematics display. Cinematics may not display correctly.");
}
}
cinematicSpritesGameObject = PlayerHudManager.Instance.currentCinematicPlayer;
cinematicBackground = PlayerHudManager.Instance.CinematicBackground;
}
/// <summary>
@@ -117,6 +119,7 @@ namespace Cinematics
_cinematicSprites.enabled = true;
cinematicSpritesGameObject.SetActive(true);
}
cinematicBackground.SetActive(true);
playableDirector.stopped += OnPlayableDirectorStopped;
playableDirector.Play(assetToPlay);
@@ -141,7 +144,7 @@ namespace Cinematics
/// <summary>
/// Loads a playable from an asset path and plays it as a cinematic
/// </summary>
public PlayableDirector LoadAndPlayCinematic(string key)
public PlayableDirector LoadAndPlayCinematic(string key, bool playPortraitMode)
{
// Load the asset via addressables
var handle = Addressables.LoadAssetAsync<PlayableAsset>(key);
@@ -152,6 +155,7 @@ namespace Cinematics
Logging.Debug($"[CinematicsManager] Loaded addressable cinematic: {key}");
PlayerHudManager.Instance.SetPortraitMode(playPortraitMode);
return PlayCinematic(result);
}
@@ -197,7 +201,7 @@ namespace Cinematics
public void ShowCinematicBackground(bool shouldBeActive)
{
cinematicBackground.SetActive(shouldBeActive);
cinematicBackground.SetActive(shouldBeActive);
}
public void ShowGameOverScreen()
@@ -217,5 +221,12 @@ namespace Cinematics
Logging.Warning("[CinematicsManager] DivingGameOverScreen reference is not set!");
}
}
public void ChangeCinematicBackgroundColour(Color clr)
{
PlayerHudManager.Instance.cinematicBackgroundSprites.color = clr;
}
}
}

View File

@@ -11,6 +11,8 @@ namespace Data.CardSystem
{
public int boosterPackCount;
public List<SavedCardEntry> cards = new List<SavedCardEntry>();
public List<SavedCardEntry> pendingRevealCards = new List<SavedCardEntry>();
public List<string> placedInAlbumCardIds = new List<string>();
}
/// <summary>

View File

@@ -97,8 +97,9 @@ namespace AppleHills.Data.CardSystem
{
AppleHills,
Quarry,
Forest,
Mountain,
Beach
CementFactory,
CentralStreet,
Valentine,
Dump
}
}

View File

@@ -1,5 +1,6 @@
using System;
using System.Collections.Generic;
using System.Linq;
using AppleHills.Data.CardSystem;
using Bootstrap;
using Core;
@@ -23,6 +24,10 @@ namespace Data.CardSystem
// Runtime data - will be serialized for save/load
[SerializeField] private CardInventory playerInventory = new CardInventory();
// Album system - cards waiting to be placed in album
private List<CardData> _pendingRevealCards = new List<CardData>();
private HashSet<string> _placedInAlbumCardIds = new HashSet<string>();
// Dictionary to quickly look up card definitions by ID
private Dictionary<string, CardDefinition> _definitionLookup = new Dictionary<string, CardDefinition>();
@@ -32,6 +37,8 @@ namespace Data.CardSystem
public event Action<CardData> OnCardCollected;
public event Action<CardData> OnCardRarityUpgraded;
public event Action<int> OnBoosterCountChanged;
public event Action<CardData> OnPendingCardAdded;
public event Action<CardData> OnCardPlacedInAlbum;
private void Awake()
{
@@ -175,19 +182,34 @@ namespace Data.CardSystem
/// <summary>
/// Check if a card is new to the player's collection at the specified rarity
/// Checks both owned inventory and pending reveal queue
/// </summary>
/// <param name="cardData">The card to check</param>
/// <param name="existingCard">Out parameter - the existing card if found, null otherwise</param>
/// <returns>True if this is a new card at this rarity, false if already owned</returns>
/// <returns>True if this is a new card at this rarity, false if already owned or pending</returns>
public bool IsCardNew(CardData cardData, out CardData existingCard)
{
// First check inventory (cards already placed in album)
if (playerInventory.HasCard(cardData.DefinitionId, cardData.Rarity))
{
existingCard = playerInventory.GetCard(cardData.DefinitionId, cardData.Rarity);
return false;
}
// Then check pending reveal queue (cards waiting to be placed)
CardData pendingCard = _pendingRevealCards.FirstOrDefault(c =>
c.DefinitionId == cardData.DefinitionId && c.Rarity == cardData.Rarity);
if (pendingCard != null)
{
// Return the actual pending card with its real CopiesOwned count
// Pending status is just about placement location, not copy count
existingCard = pendingCard;
return false; // Not new - already in pending queue
}
existingCard = null;
return true;
return true; // Truly new - not in inventory or pending
}
/// <summary>
@@ -201,28 +223,46 @@ namespace Data.CardSystem
/// <summary>
/// Adds a card to the player's inventory, handles duplicates
/// Checks both inventory and pending lists to find existing cards
/// </summary>
private void AddCardToInventory(CardData card)
{
// Check if the player already has this card at this rarity
// Guard: Ensure card has at least 1 copy
if (card.CopiesOwned <= 0)
{
card.CopiesOwned = 1;
Logging.Warning($"[CardSystemManager] Card '{card.Name}' had {card.CopiesOwned} copies, setting to 1");
}
// First check inventory (cards already placed in album)
if (playerInventory.HasCard(card.DefinitionId, card.Rarity))
{
CardData existingCard = playerInventory.GetCard(card.DefinitionId, card.Rarity);
existingCard.CopiesOwned++;
// Note: Upgrades are now handled separately in BoosterOpeningPage
// We don't auto-upgrade here anymore
Logging.Debug($"[CardSystemManager] Added duplicate card '{card.Name}' ({card.Rarity}). Now have {existingCard.CopiesOwned} copies.");
Logging.Debug($"[CardSystemManager] Added duplicate card '{card.Name}' ({card.Rarity}) to INVENTORY. Now have {existingCard.CopiesOwned} copies.");
return;
}
else
// Then check pending reveal queue
CardData pendingCard = _pendingRevealCards.FirstOrDefault(c =>
c.DefinitionId == card.DefinitionId && c.Rarity == card.Rarity);
if (pendingCard != null)
{
// Add new card at this rarity
playerInventory.AddCard(card);
OnCardCollected?.Invoke(card);
// Card already in pending - increment its copy count
pendingCard.CopiesOwned++;
Logging.Debug($"[CardSystemManager] Added new card '{card.Name}' ({card.Rarity}) to collection.");
Logging.Debug($"[CardSystemManager] Added duplicate card '{card.Name}' ({card.Rarity}) to PENDING. Now have {pendingCard.CopiesOwned} copies pending.");
return;
}
// This is a NEW card (never owned at this rarity before)
// Add to pending reveal list instead of inventory
_pendingRevealCards.Add(card);
OnPendingCardAdded?.Invoke(card);
Logging.Debug($"[CardSystemManager] Added new card '{card.Name}' ({card.Rarity}) to pending reveal queue.");
}
/// <summary>
@@ -286,27 +326,33 @@ namespace Data.CardSystem
}
/// <summary>
/// Returns all cards from the player's collection
/// Returns all cards from the player's collection (both owned and pending)
/// </summary>
public List<CardData> GetAllCollectedCards()
{
return playerInventory.GetAllCards();
List<CardData> allCards = new List<CardData>(playerInventory.GetAllCards());
allCards.AddRange(_pendingRevealCards);
return allCards;
}
/// <summary>
/// Returns cards from a specific zone
/// Returns cards from a specific zone (both owned and pending)
/// </summary>
public List<CardData> GetCardsByZone(CardZone zone)
{
return playerInventory.GetCardsByZone(zone);
List<CardData> zoneCards = new List<CardData>(playerInventory.GetCardsByZone(zone));
zoneCards.AddRange(_pendingRevealCards.Where(c => c.Zone == zone));
return zoneCards;
}
/// <summary>
/// Returns cards of a specific rarity
/// Returns cards of a specific rarity (both owned and pending)
/// </summary>
public List<CardData> GetCardsByRarity(CardRarity rarity)
{
return playerInventory.GetCardsByRarity(rarity);
List<CardData> rarityCards = new List<CardData>(playerInventory.GetCardsByRarity(rarity));
rarityCards.AddRange(_pendingRevealCards.Where(c => c.Rarity == rarity));
return rarityCards;
}
/// <summary>
@@ -318,25 +364,38 @@ namespace Data.CardSystem
}
/// <summary>
/// Returns whether a specific card definition has been collected (at any rarity)
/// Returns whether a specific card definition has been collected (at any rarity, in inventory or pending)
/// </summary>
public bool IsCardCollected(string definitionId)
{
// Check if the card exists at any rarity
// Check inventory at any rarity
foreach (CardRarity rarity in System.Enum.GetValues(typeof(CardRarity)))
{
if (playerInventory.HasCard(definitionId, rarity))
return true;
}
// Check pending reveal queue
if (_pendingRevealCards.Any(c => c.DefinitionId == definitionId))
return true;
return false;
}
/// <summary>
/// Gets total unique card count
/// Gets total unique card count (both owned and pending)
/// </summary>
public int GetUniqueCardCount()
{
return playerInventory.GetUniqueCardCount();
int inventoryCount = playerInventory.GetUniqueCardCount();
// Count unique cards in pending that aren't already in inventory
int pendingUniqueCount = _pendingRevealCards
.Select(c => new { c.DefinitionId, c.Rarity })
.Distinct()
.Count(pc => !playerInventory.HasCard(pc.DefinitionId, pc.Rarity));
return inventoryCount + pendingUniqueCount;
}
/// <summary>
@@ -381,19 +440,23 @@ namespace Data.CardSystem
}
/// <summary>
/// Returns the count of cards by rarity
/// Returns the count of cards by rarity (both owned and pending)
/// </summary>
public int GetCardCountByRarity(CardRarity rarity)
{
return playerInventory.GetCardsByRarity(rarity).Count;
int inventoryCount = playerInventory.GetCardsByRarity(rarity).Count;
int pendingCount = _pendingRevealCards.Count(c => c.Rarity == rarity);
return inventoryCount + pendingCount;
}
/// <summary>
/// Returns the count of cards by zone
/// Returns the count of cards by zone (both owned and pending)
/// </summary>
public int GetCardCountByZone(CardZone zone)
{
return playerInventory.GetCardsByZone(zone).Count;
int inventoryCount = playerInventory.GetCardsByZone(zone).Count;
int pendingCount = _pendingRevealCards.Count(c => c.Zone == zone);
return inventoryCount + pendingCount;
}
/// <summary>
@@ -428,6 +491,121 @@ namespace Data.CardSystem
return (float)collectedOfRarity / totalOfRarity * 100f;
}
#region Album System
/// <summary>
/// Returns all cards waiting to be placed in the album
/// </summary>
public List<CardData> GetPendingRevealCards()
{
return new List<CardData>(_pendingRevealCards);
}
/// <summary>
/// Get a card by definition ID and rarity from either inventory or pending
/// Returns the actual card reference so changes persist
/// </summary>
/// <param name="definitionId">Card definition ID</param>
/// <param name="rarity">Card rarity</param>
/// <param name="isFromPending">Out parameter - true if card is from pending, false if from inventory</param>
/// <returns>The card data if found, null otherwise</returns>
public CardData GetCard(string definitionId, CardRarity rarity, out bool isFromPending)
{
// Check inventory first
if (playerInventory.HasCard(definitionId, rarity))
{
isFromPending = false;
return playerInventory.GetCard(definitionId, rarity);
}
// Check pending
CardData pendingCard = _pendingRevealCards.FirstOrDefault(c =>
c.DefinitionId == definitionId && c.Rarity == rarity);
if (pendingCard != null)
{
isFromPending = true;
return pendingCard;
}
isFromPending = false;
return null;
}
/// <summary>
/// Get a card by definition ID and rarity from either inventory or pending (simplified overload)
/// </summary>
public CardData GetCard(string definitionId, CardRarity rarity)
{
return GetCard(definitionId, rarity, out _);
}
/// <summary>
/// Update a card's data in whichever list it's in (inventory or pending)
/// Useful for incrementing CopiesOwned, upgrading rarity, etc.
/// </summary>
/// <param name="definitionId">Card definition ID</param>
/// <param name="rarity">Card rarity</param>
/// <param name="updateAction">Action to perform on the card</param>
/// <returns>True if card was found and updated, false otherwise</returns>
public bool UpdateCard(string definitionId, CardRarity rarity, System.Action<CardData> updateAction)
{
CardData card = GetCard(definitionId, rarity, out bool isFromPending);
if (card != null)
{
updateAction?.Invoke(card);
Logging.Debug($"[CardSystemManager] Updated card '{card.Name}' in {(isFromPending ? "pending" : "inventory")}");
return true;
}
Logging.Warning($"[CardSystemManager] Could not find card with ID '{definitionId}' and rarity '{rarity}' to update");
return false;
}
/// <summary>
/// Marks a card as placed in the album
/// Moves it from pending reveal to owned inventory
/// </summary>
public void MarkCardAsPlaced(CardData card)
{
if (_pendingRevealCards.Remove(card))
{
// Add to owned inventory
playerInventory.AddCard(card);
// Track as placed
_placedInAlbumCardIds.Add(card.Id);
OnCardPlacedInAlbum?.Invoke(card);
OnCardCollected?.Invoke(card);
Logging.Debug($"[CardSystemManager] Card '{card.Name}' placed in album and added to inventory.");
}
else
{
Logging.Warning($"[CardSystemManager] Attempted to place card '{card.Name}' but it wasn't in pending reveal list.");
}
}
/// <summary>
/// Checks if a card has been placed in the album
/// </summary>
public bool IsCardPlacedInAlbum(string cardId)
{
return _placedInAlbumCardIds.Contains(cardId);
}
/// <summary>
/// Gets count of cards waiting to be revealed
/// </summary>
public int GetPendingRevealCount()
{
return _pendingRevealCards.Count;
}
#endregion
/// <summary>
/// Export current card collection to a serializable snapshot
/// </summary>
@@ -436,7 +614,9 @@ namespace Data.CardSystem
var state = new CardCollectionState
{
boosterPackCount = playerInventory.BoosterPackCount,
cards = new List<SavedCardEntry>()
cards = new List<SavedCardEntry>(),
pendingRevealCards = new List<SavedCardEntry>(),
placedInAlbumCardIds = new List<string>(_placedInAlbumCardIds)
};
foreach (var card in playerInventory.CollectedCards.Values)
@@ -449,6 +629,18 @@ namespace Data.CardSystem
copiesOwned = card.CopiesOwned
});
}
foreach (var card in _pendingRevealCards)
{
if (string.IsNullOrEmpty(card.DefinitionId)) continue;
state.pendingRevealCards.Add(new SavedCardEntry
{
definitionId = card.DefinitionId,
rarity = card.Rarity,
copiesOwned = card.CopiesOwned
});
}
return state;
}
@@ -460,6 +652,9 @@ namespace Data.CardSystem
if (state == null) return;
playerInventory.ClearAllCards();
_pendingRevealCards.Clear();
_placedInAlbumCardIds.Clear();
playerInventory.BoosterPackCount = state.boosterPackCount;
OnBoosterCountChanged?.Invoke(playerInventory.BoosterPackCount);
@@ -479,6 +674,31 @@ namespace Data.CardSystem
Logging.Warning($"[CardSystemManager] Saved card definition not found: {entry.definitionId}");
}
}
// Restore pending reveal cards
if (state.pendingRevealCards != null)
{
foreach (var entry in state.pendingRevealCards)
{
if (string.IsNullOrEmpty(entry.definitionId)) continue;
if (_definitionLookup.TryGetValue(entry.definitionId, out var def))
{
var cd = def.CreateCardData();
cd.Rarity = entry.rarity;
cd.CopiesOwned = entry.copiesOwned;
_pendingRevealCards.Add(cd);
}
}
}
// Restore placed in album tracking
if (state.placedInAlbumCardIds != null)
{
foreach (var cardId in state.placedInAlbumCardIds)
{
_placedInAlbumCardIds.Add(cardId);
}
}
}
#region ISaveParticipant Implementation

View File

@@ -31,6 +31,12 @@ namespace Levels
/// Data for this level switch (target scene, icon, etc).
/// </summary>
public LevelSwitchData switchData;
/// <summary>
/// If true, skip save/load logic and start the game active (unlocked by default)
/// </summary>
[SerializeField] private bool startUnlocked = false;
private SpriteRenderer iconRenderer;
// Settings reference
@@ -52,6 +58,12 @@ namespace Levels
if (iconRenderer == null)
iconRenderer = GetComponent<SpriteRenderer>();
// If startUnlocked is true, set isUnlocked and skip save/load logic
if (startUnlocked)
{
isUnlocked = true;
}
// Initialize settings reference
interactionSettings = GameManager.GetSettingsObject<IInteractionSettings>();
ApplySwitchData();
@@ -61,7 +73,14 @@ namespace Levels
{
base.Start(); // Register with save system
// If not restoring from save, start inactive
// If startUnlocked is true, always start active
if (startUnlocked)
{
gameObject.SetActive(true);
return;
}
// Otherwise, if not restoring from save, start inactive
if (!IsRestoringFromSave && !isUnlocked)
{
gameObject.SetActive(false);
@@ -165,6 +184,10 @@ namespace Levels
protected override object GetSerializableState()
{
// Skip saving if startUnlocked is true
if (startUnlocked)
return null;
return new MinigameSwitchSaveData
{
isUnlocked = isUnlocked
@@ -173,6 +196,10 @@ namespace Levels
protected override void ApplySerializableState(string serializedData)
{
// Skip loading if startUnlocked is true
if (startUnlocked)
return;
MinigameSwitchSaveData data = JsonUtility.FromJson<MinigameSwitchSaveData>(serializedData);
if (data == null)
{

View File

@@ -14,6 +14,7 @@ using UI.Core;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.Playables;
using Svg;
namespace Minigames.DivingForPictures
{
@@ -627,8 +628,9 @@ namespace Minigames.DivingForPictures
{
//Instead of surfacingTimeline, play the outro cinematic
deathAudioPlayer.Stop();
CinematicsManager.Instance.LoadAndPlayCinematic("SurfacingCinematic");
CinematicsManager.Instance.ShowCinematicBackground(true);
CinematicsManager.Instance.LoadAndPlayCinematic("SurfacingCinematic",true);
CinematicsManager.Instance.ChangeCinematicBackgroundColour(new Color(0.5058824f, 0.7803922f, 0.8862746f, 1f));
//PlayerHudManager.Instance.ResizeCinematicPlayer();
//surfacingTimeline.Play();
//Logging.Debug("[DivingGameManager] Last tile left the screen, playing timeline");

View File

@@ -0,0 +1,192 @@
using System;
using AppleHills.Data.CardSystem;
using Pixelplacement;
using UnityEngine;
using UnityEngine.EventSystems;
namespace UI.CardSystem
{
/// <summary>
/// Album card component that wraps CardDisplay.
/// Handles tap-to-enlarge and tap-to-shrink interactions for cards placed in album slots.
///
/// TODO: Consider refactoring to state machine pattern (PendingReveal, PlacedInSlot, Enlarged)
/// This would eliminate the need for separate AlbumPlacementCard wrapper and simplify the hierarchy.
/// See design discussion with state transitions for cleaner architecture.
/// </summary>
public class AlbumCard : MonoBehaviour, IPointerClickHandler
{
[Header("References")]
[SerializeField] private CardDisplay cardDisplay;
[Header("Enlarge Settings")]
[SerializeField] private float enlargedScale = 2.5f;
[SerializeField] private float scaleDuration = 0.3f;
// Events for AlbumViewPage to manage backdrop and reparenting
public event Action<AlbumCard> OnEnlargeRequested;
public event Action<AlbumCard> OnShrinkRequested;
private AlbumCardSlot _parentSlot;
private CardData _cardData;
private bool _isEnlarged;
private Vector3 _originalScale;
private Transform _originalParent;
private Vector3 _originalLocalPosition;
private Quaternion _originalLocalRotation;
private void Awake()
{
// Auto-find CardDisplay if not assigned
if (cardDisplay == null)
{
cardDisplay = GetComponentInChildren<CardDisplay>();
}
// Store original scale
_originalScale = transform.localScale;
}
/// <summary>
/// Setup card with data
/// </summary>
public void SetupCard(CardData data)
{
_cardData = data;
if (cardDisplay != null)
{
cardDisplay.SetupCard(data);
}
}
/// <summary>
/// Set the parent slot this card belongs to
/// </summary>
public void SetParentSlot(AlbumCardSlot slot)
{
_parentSlot = slot;
}
/// <summary>
/// Get the card data
/// </summary>
public CardData GetCardData()
{
return _cardData;
}
/// <summary>
/// Handle tap on card - request enlarge/shrink from parent page
/// Only process clicks when card is placed in a slot (not during reveal flow)
/// </summary>
public void OnPointerClick(PointerEventData eventData)
{
Debug.Log($"[CLICK-TRACE-ALBUMCARD] OnPointerClick on {name}, _parentSlot={((_parentSlot != null) ? _parentSlot.name : "NULL")}, _isEnlarged={_isEnlarged}, position={eventData.position}");
// During reveal flow (before placed in slot), forward clicks to parent FlippableCard
if (_parentSlot == null)
{
Debug.Log($"[CLICK-TRACE-ALBUMCARD] {name} - No parent slot, forwarding click to parent FlippableCard");
// Find parent FlippableCard and forward the click
FlippableCard parentFlippable = GetComponentInParent<FlippableCard>();
if (parentFlippable != null)
{
Debug.Log($"[CLICK-TRACE-ALBUMCARD] {name} - Found parent FlippableCard, calling OnPointerClick");
parentFlippable.OnPointerClick(eventData);
}
else
{
Debug.LogWarning($"[CLICK-TRACE-ALBUMCARD] {name} - No parent FlippableCard found!");
}
return;
}
Debug.Log($"[CLICK-TRACE-ALBUMCARD] {name} - Has parent slot, processing click");
if (_isEnlarged)
{
Debug.Log($"[CLICK-TRACE-ALBUMCARD] {name} - Is enlarged, requesting shrink");
OnShrinkRequested?.Invoke(this);
}
else
{
Debug.Log($"[CLICK-TRACE-ALBUMCARD] {name} - Is normal size, requesting enlarge");
OnEnlargeRequested?.Invoke(this);
}
}
/// <summary>
/// Enlarge card (called by AlbumViewPage after reparenting)
/// </summary>
public void EnlargeCard()
{
if (_isEnlarged) return;
_isEnlarged = true;
// Store original transform info for restoration
_originalParent = transform.parent;
_originalLocalPosition = transform.localPosition;
_originalLocalRotation = transform.localRotation;
// Scale up with snappy tween
Tween.LocalScale(transform, _originalScale * enlargedScale, scaleDuration, 0f, Tween.EaseOutBack);
}
/// <summary>
/// Shrink card back to original size (called by AlbumViewPage before reparenting back)
/// </summary>
/// <param name="onComplete">Optional callback to invoke when shrink animation completes</param>
public void ShrinkCard(System.Action onComplete = null)
{
if (!_isEnlarged) return;
_isEnlarged = false;
// Scale back down with snappy tween, invoke callback when done
Tween.LocalScale(transform, _originalScale, scaleDuration, 0f, Tween.EaseInBack,
completeCallback: () => onComplete?.Invoke());
}
/// <summary>
/// Get original parent for restoration
/// </summary>
public Transform GetOriginalParent()
{
return _originalParent;
}
/// <summary>
/// Get original local position for restoration
/// </summary>
public Vector3 GetOriginalLocalPosition()
{
return _originalLocalPosition;
}
/// <summary>
/// Get original local rotation for restoration
/// </summary>
public Quaternion GetOriginalLocalRotation()
{
return _originalLocalRotation;
}
/// <summary>
/// Check if card is currently enlarged
/// </summary>
public bool IsEnlarged => _isEnlarged;
/// <summary>
/// Force reset enlarged state (for cleanup scenarios like page closing)
/// </summary>
public void ForceResetEnlargedState()
{
_isEnlarged = false;
transform.localScale = _originalScale;
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 258a530448814715b5ec19737df2a658
timeCreated: 1762505823

View File

@@ -1,7 +1,11 @@
using Bootstrap;
using System.Collections.Generic;
using System.Linq;
using AppleHills.Data.CardSystem;
using Bootstrap;
using Data.CardSystem;
using Pixelplacement;
using UI.Core;
using UI.DragAndDrop.Core;
using UnityEngine;
using UnityEngine.UI;
@@ -18,11 +22,24 @@ namespace UI.CardSystem
[SerializeField] private Button exitButton;
[SerializeField] private BookCurlPro.BookPro book;
[Header("Zone Navigation")]
[SerializeField] private BookTabButton[] zoneTabs; // All zone tab buttons
[Header("Album Card Reveal")]
[SerializeField] private SlotContainer bottomRightSlots;
[SerializeField] private GameObject albumCardPlacementPrefab; // The wrapper prefab with flip/drag (AlbumPlacementCard)
[Header("Card Enlarge System")]
[SerializeField] private GameObject cardEnlargedBackdrop; // Backdrop to block interactions
[SerializeField] private Transform cardEnlargedContainer; // Container for enlarged cards (sits above backdrop)
[Header("Booster Pack UI")]
[SerializeField] private GameObject[] boosterPackButtons;
[SerializeField] private BoosterOpeningPage boosterOpeningPage;
private Input.InputMode _previousInputMode;
private List<AlbumCardPlacementDraggable> _activeCards = new List<AlbumCardPlacementDraggable>();
private const int MAX_VISIBLE_CARDS = 3;
private void Awake()
{
@@ -32,6 +49,12 @@ namespace UI.CardSystem
if (canvasGroup == null)
canvasGroup = gameObject.AddComponent<CanvasGroup>();
// Hide backdrop initially
if (cardEnlargedBackdrop != null)
{
cardEnlargedBackdrop.SetActive(false);
}
// Set up exit button
if (exitButton != null)
{
@@ -54,6 +77,8 @@ namespace UI.CardSystem
if (CardSystemManager.Instance != null)
{
CardSystemManager.Instance.OnBoosterCountChanged += OnBoosterCountChanged;
// NOTE: OnPendingCardAdded is subscribed in TransitionIn, not here
// This prevents spawning cards when page is not active
// Update initial button visibility
int initialCount = CardSystemManager.Instance.GetBoosterPackCount();
@@ -83,6 +108,7 @@ namespace UI.CardSystem
if (CardSystemManager.Instance != null)
{
CardSystemManager.Instance.OnBoosterCountChanged -= OnBoosterCountChanged;
// NOTE: OnPendingCardAdded is unsubscribed in TransitionOut
}
// Clean up exit button
@@ -105,6 +131,9 @@ namespace UI.CardSystem
}
}
}
// Clean up active cards
CleanupActiveCards();
}
private void OnExitButtonClicked()
@@ -182,11 +211,26 @@ namespace UI.CardSystem
Debug.Log("[AlbumViewPage] Switched to UI-only input mode on first entry");
}
// Subscribe to pending card events while page is active
if (CardSystemManager.Instance != null)
{
CardSystemManager.Instance.OnPendingCardAdded += OnPendingCardAdded;
}
// Spawn pending cards when opening album
SpawnPendingCards();
base.TransitionIn();
}
public override void TransitionOut()
{
// Unsubscribe from pending card events when page closes
if (CardSystemManager.Instance != null)
{
CardSystemManager.Instance.OnPendingCardAdded -= OnPendingCardAdded;
}
// Don't restore input mode here - only restore when actually exiting (in OnExitButtonClicked)
base.TransitionOut();
}
@@ -208,6 +252,9 @@ namespace UI.CardSystem
protected override void DoTransitionOut(System.Action onComplete)
{
// Clean up any enlarged card state before closing
CleanupEnlargedCardState();
// Simple fade out animation
if (canvasGroup != null)
{
@@ -219,5 +266,481 @@ namespace UI.CardSystem
onComplete?.Invoke();
}
}
/// <summary>
/// Clean up enlarged card state when closing the album
/// </summary>
private void CleanupEnlargedCardState()
{
// Hide backdrop if visible
if (cardEnlargedBackdrop != null && cardEnlargedBackdrop.activeSelf)
{
cardEnlargedBackdrop.SetActive(false);
}
// If there's an enlarged card in the container, return it to its slot
if (cardEnlargedContainer != null && cardEnlargedContainer.childCount > 0)
{
// Get all enlarged cards (should only be one, but just in case)
for (int i = cardEnlargedContainer.childCount - 1; i >= 0; i--)
{
Transform cardTransform = cardEnlargedContainer.GetChild(i);
AlbumCard albumCard = cardTransform.GetComponent<AlbumCard>();
if (albumCard != null && albumCard.IsEnlarged)
{
// Force reset state and return to slot
Transform originalParent = albumCard.GetOriginalParent();
if (originalParent != null)
{
cardTransform.SetParent(originalParent, true);
cardTransform.localPosition = albumCard.GetOriginalLocalPosition();
cardTransform.localRotation = albumCard.GetOriginalLocalRotation();
}
albumCard.ForceResetEnlargedState();
}
}
}
}
#region Album Card Reveal System
/// <summary>
/// Spawn pending cards from CardSystemManager
/// Only spawns unique cards (one per definition+rarity, not one per copy)
/// </summary>
private void SpawnPendingCards()
{
if (CardSystemManager.Instance == null || bottomRightSlots == null || albumCardPlacementPrefab == null)
return;
var pending = CardSystemManager.Instance.GetPendingRevealCards();
// Get unique cards only (by DefinitionId + Rarity)
// Filter out cards with CopiesOwned = 0 (shouldn't happen but guard against it)
var uniquePending = pending
.Where(c => c.CopiesOwned > 0) // Guard: exclude zero-count cards
.GroupBy(c => new { c.DefinitionId, c.Rarity })
.Select(g => g.First()) // Take first instance of each unique card
.ToList();
int spawnCount = Mathf.Min(uniquePending.Count, MAX_VISIBLE_CARDS);
Debug.Log($"[AlbumViewPage] Spawning {spawnCount} unique pending cards (total pending: {pending.Count})");
for (int i = 0; i < spawnCount; i++)
{
SpawnCardInSlot(i, uniquePending[i]);
}
}
/// <summary>
/// Spawn a card in a specific slot
/// </summary>
private void SpawnCardInSlot(int slotIndex, CardData cardData)
{
// Guard: Don't spawn cards with zero copies
if (cardData.CopiesOwned <= 0)
{
Debug.LogWarning($"[AlbumViewPage] Skipping spawn of card '{cardData.Name}' with {cardData.CopiesOwned} copies");
return;
}
DraggableSlot slot = FindSlotByIndex(slotIndex);
if (slot == null)
{
Debug.LogWarning($"[AlbumViewPage] Could not find slot with SlotIndex {slotIndex}");
return;
}
// Instantiate card directly as child of the slot container (not the slot itself, not canvas root)
// This keeps it in the correct UI hierarchy
GameObject cardObj = Instantiate(albumCardPlacementPrefab, bottomRightSlots.transform);
AlbumCardPlacementDraggable cardPlacement = cardObj.GetComponent<AlbumCardPlacementDraggable>();
if (cardPlacement != null)
{
// Setup card data
cardPlacement.SetupCard(cardData);
// Subscribe to events
cardPlacement.OnCardRevealed += OnCardRevealed;
cardPlacement.OnCardPlacedInAlbum += OnCardPlacedInAlbum;
// NOW assign to slot - this will:
// 1. Reparent to slot
// 2. Apply slot's occupantSizeMode scaling
// 3. Animate to slot position
cardPlacement.AssignToSlot(slot, true);
// Track it
_activeCards.Add(cardPlacement);
Debug.Log($"[AlbumViewPage] Spawned card '{cardData.Name}' (CopiesOwned: {cardData.CopiesOwned}) in slot {slotIndex}");
}
else
{
Debug.LogWarning($"[AlbumViewPage] Spawned card has no AlbumCardDraggable component!");
Destroy(cardObj);
}
}
/// <summary>
/// Handle when a new card is added to pending queue
/// Only spawn if this unique card isn't already visualized
/// </summary>
private void OnPendingCardAdded(CardData card)
{
// Guard: Don't spawn cards with zero copies
if (card.CopiesOwned <= 0)
{
Debug.LogWarning($"[AlbumViewPage] Ignoring pending card '{card.Name}' with {card.CopiesOwned} copies");
return;
}
// Check if we already have a card with this definition + rarity spawned
bool alreadySpawned = _activeCards.Any(c =>
c.CardData.DefinitionId == card.DefinitionId &&
c.CardData.Rarity == card.Rarity);
if (alreadySpawned)
{
Debug.Log($"[AlbumViewPage] Card '{card.Name}' already spawned, skipping duplicate spawn");
return; // Don't spawn duplicates
}
// Try to spawn if we have space
if (_activeCards.Count < MAX_VISIBLE_CARDS)
{
int nextSlotIndex = _activeCards.Count;
SpawnCardInSlot(nextSlotIndex, card);
}
}
/// <summary>
/// Handle when a card is revealed (flipped)
/// </summary>
private void OnCardRevealed(AlbumCardPlacementDraggable cardPlacement, CardData cardData)
{
Debug.Log($"[AlbumViewPage] Card revealed: {cardData.Name} (Zone: {cardData.Zone}, CopiesOwned: {cardData.CopiesOwned})");
// IMMEDIATELY move card from pending to inventory upon reveal
if (CardSystemManager.Instance != null)
{
CardSystemManager.Instance.MarkCardAsPlaced(cardData);
Debug.Log($"[AlbumViewPage] Moved card '{cardData.Name}' from pending to inventory on reveal");
}
// Remove this card from active cards list
_activeCards.Remove(cardPlacement);
// Check if we're currently viewing the correct zone for this card
CardZone currentZone = GetCurrentZone();
if (currentZone != cardData.Zone)
{
// Card is from a different zone - navigate to its zone
Debug.Log($"[AlbumViewPage] Card zone ({cardData.Zone}) doesn't match current zone ({currentZone}). Navigating to card's zone...");
NavigateToZone(cardData.Zone);
}
else
{
Debug.Log($"[AlbumViewPage] Card zone ({cardData.Zone}) matches current zone - no navigation needed.");
}
// Shuffle remaining cards to front and spawn next unique card
ShuffleCardsToFront();
TrySpawnNextCard();
}
/// <summary>
/// Handle when a card is placed in the album (from AlbumCardDraggable)
/// Card data already moved to inventory in OnCardRevealed
/// This just handles cleanup
/// </summary>
private void OnCardPlacedInAlbum(AlbumCardPlacementDraggable cardPlacement, CardData cardData)
{
Debug.Log($"[AlbumViewPage] Card placed in album slot: {cardData.Name}");
// Unsubscribe from events (card is now static in album)
cardPlacement.OnCardRevealed -= OnCardRevealed;
cardPlacement.OnCardPlacedInAlbum -= OnCardPlacedInAlbum;
// Note: Card already removed from _activeCards in OnCardRevealed
// Note: Shuffle and spawn already done in OnCardRevealed
}
/// <summary>
/// Shuffle active cards to occupy front slots
/// </summary>
private void ShuffleCardsToFront()
{
if (bottomRightSlots == null || _activeCards.Count == 0)
return;
// Convert to base DraggableObject list for helper method
List<DraggableObject> draggableList = _activeCards.Cast<DraggableObject>().ToList();
SlotContainerHelper.ShuffleToFront(bottomRightSlots, draggableList, animate: true);
}
/// <summary>
/// Try to spawn the next pending card
/// Only spawns unique cards (not duplicates)
/// </summary>
private void TrySpawnNextCard()
{
if (CardSystemManager.Instance == null)
return;
if (_activeCards.Count >= MAX_VISIBLE_CARDS)
return; // Already at max
var pending = CardSystemManager.Instance.GetPendingRevealCards();
// Get unique pending cards, excluding zero-count cards
var uniquePending = pending
.Where(c => c.CopiesOwned > 0) // Guard: exclude zero-count cards
.GroupBy(c => new { c.DefinitionId, c.Rarity })
.Select(g => g.First())
.ToList();
// Find first unique card that's not already spawned
foreach (var cardData in uniquePending)
{
bool alreadySpawned = _activeCards.Any(c =>
c.CardData.DefinitionId == cardData.DefinitionId &&
c.CardData.Rarity == cardData.Rarity);
if (!alreadySpawned)
{
int nextSlotIndex = _activeCards.Count;
SpawnCardInSlot(nextSlotIndex, cardData);
break;
}
}
}
/// <summary>
/// Find a slot by its SlotIndex property
/// </summary>
private DraggableSlot FindSlotByIndex(int slotIndex)
{
if (bottomRightSlots == null)
return null;
foreach (var slot in bottomRightSlots.Slots)
{
if (slot.SlotIndex == slotIndex)
{
return slot;
}
}
return null;
}
/// <summary>
/// Get the current zone based on book page
/// </summary>
public CardZone GetCurrentZone()
{
if (book == null || zoneTabs == null || zoneTabs.Length == 0)
return CardZone.AppleHills; // Default
int currentPage = book.CurrentPaper;
// Find tab with matching target page
foreach (var tab in zoneTabs)
{
if (tab.TargetPage == currentPage)
{
return tab.Zone;
}
}
// Fallback to first zone
return zoneTabs[0].Zone;
}
/// <summary>
/// Get tab for a specific zone
/// </summary>
public BookTabButton GetTabForZone(CardZone zone)
{
if (zoneTabs == null)
return null;
foreach (var tab in zoneTabs)
{
if (tab.Zone == zone)
{
return tab;
}
}
return null;
}
/// <summary>
/// Navigate to a specific zone
/// </summary>
public void NavigateToZone(CardZone zone)
{
BookTabButton tab = GetTabForZone(zone);
if (tab != null)
{
tab.ActivateTab();
}
}
/// <summary>
/// Clean up all active cards
/// </summary>
private void CleanupActiveCards()
{
foreach (var card in _activeCards)
{
if (card != null && card.gameObject != null)
{
card.OnCardRevealed -= OnCardRevealed;
card.OnCardPlacedInAlbum -= OnCardPlacedInAlbum;
Destroy(card.gameObject);
}
}
_activeCards.Clear();
}
#endregion
#region Card Enlarge System
/// <summary>
/// Subscribe to album card events when a card is spawned in a slot
/// Call this when AlbumCardSlot spawns a card
/// </summary>
public void RegisterAlbumCard(AlbumCard albumCard)
{
if (albumCard == null) return;
albumCard.OnEnlargeRequested += OnCardEnlargeRequested;
albumCard.OnShrinkRequested += OnCardShrinkRequested;
}
/// <summary>
/// Unsubscribe from album card events
/// </summary>
public void UnregisterAlbumCard(AlbumCard albumCard)
{
if (albumCard == null) return;
albumCard.OnEnlargeRequested -= OnCardEnlargeRequested;
albumCard.OnShrinkRequested -= OnCardShrinkRequested;
}
/// <summary>
/// Handle card enlarge request - show backdrop and reparent card
/// </summary>
private void OnCardEnlargeRequested(AlbumCard card)
{
if (card == null) return;
Debug.Log($"[AlbumViewPage] OnCardEnlargeRequested called for card: {card.name}, current parent: {card.transform.parent.name}");
// IMPORTANT: Call EnlargeCard FIRST to store original parent (the slot)
// BEFORE reparenting to the enlarged container
card.EnlargeCard();
// Show backdrop
if (cardEnlargedBackdrop != null)
{
cardEnlargedBackdrop.SetActive(true);
Debug.Log($"[AlbumViewPage] Backdrop shown");
}
// NOW reparent card to enlarged container (above backdrop)
if (cardEnlargedContainer != null)
{
card.transform.SetParent(cardEnlargedContainer, true);
card.transform.SetAsLastSibling(); // Ensure on top
Debug.Log($"[AlbumViewPage] Card reparented to enlarged container");
}
Debug.Log($"[AlbumViewPage] Card enlarged: {card.GetCardData()?.Name}");
}
/// <summary>
/// Handle card shrink request - hide backdrop and reparent card back to slot
/// </summary>
private void OnCardShrinkRequested(AlbumCard card)
{
if (card == null) return;
// Trigger shrink animation
card.ShrinkCard();
// Hide backdrop
if (cardEnlargedBackdrop != null)
{
cardEnlargedBackdrop.SetActive(false);
}
// Reparent back to original parent (the slot)
Transform originalParent = card.GetOriginalParent();
if (originalParent != null)
{
card.transform.SetParent(originalParent, true);
card.transform.localPosition = card.GetOriginalLocalPosition();
card.transform.localRotation = card.GetOriginalLocalRotation();
}
Debug.Log($"[AlbumViewPage] Card shrunk: {card.GetCardData()?.Name}");
}
/// <summary>
/// Show backdrop and reparent slot preview card for enlargement
/// </summary>
public void ShowSlotPreview(AlbumCardSlot slot, Transform previewCardTransform)
{
if (previewCardTransform == null)
return;
Debug.Log($"[AlbumViewPage] ShowSlotPreview called for slot: {slot.name}");
// Show backdrop
if (cardEnlargedBackdrop != null)
{
cardEnlargedBackdrop.SetActive(true);
}
// Reparent preview card to enlarged container (above backdrop)
if (cardEnlargedContainer != null)
{
previewCardTransform.SetParent(cardEnlargedContainer, true);
previewCardTransform.SetAsLastSibling();
}
}
/// <summary>
/// Hide backdrop and trigger shrink animation for slot preview
/// </summary>
public void HideSlotPreview(AlbumCardSlot slot, Transform previewCardTransform, System.Action onComplete)
{
if (previewCardTransform == null)
return;
Debug.Log($"[AlbumViewPage] HideSlotPreview called for slot: {slot.name}");
// Hide backdrop
if (cardEnlargedBackdrop != null)
{
cardEnlargedBackdrop.SetActive(false);
}
// Shrink preview card
Vector3 originalScale = previewCardTransform.localScale / 2.5f; // Assuming 2.5x is enlarged scale
Pixelplacement.Tween.LocalScale(previewCardTransform, originalScale, 0.3f, 0f, Pixelplacement.Tween.EaseInBack,
completeCallback: () => onComplete?.Invoke());
}
#endregion
}
}

View File

@@ -1,4 +1,5 @@
using System;
using AppleHills.Data.CardSystem;
using BookCurlPro;
using UnityEngine;
using UnityEngine.UI;
@@ -18,6 +19,7 @@ namespace UI.CardSystem
[Header("Tab Configuration")]
[SerializeField] private int targetPage;
[SerializeField] private CardZone zone;
[Header("Visual Settings")]
[SerializeField] private bool enableScaling = true;
@@ -31,6 +33,10 @@ namespace UI.CardSystem
// Static dispatcher for coordinating all tabs
private static event Action<BookTabButton> OnTabClicked;
// Public properties to access this tab's configuration
public CardZone Zone => zone;
public int TargetPage => targetPage;
private void Awake()
{

View File

@@ -21,7 +21,6 @@ namespace UI.CardSystem
{
[Header("UI References")]
[SerializeField] private CanvasGroup canvasGroup;
[SerializeField] private Button closeButton;
[Header("Booster Management")]
[SerializeField] private GameObject boosterPackPrefab; // Prefab to instantiate new boosters
@@ -58,23 +57,12 @@ namespace UI.CardSystem
if (canvasGroup == null)
canvasGroup = gameObject.AddComponent<CanvasGroup>();
// Set up close button
if (closeButton != null)
{
closeButton.onClick.AddListener(OnCloseButtonClicked);
}
// UI pages should start disabled
gameObject.SetActive(false);
}
private void OnDestroy()
{
if (closeButton != null)
{
closeButton.onClick.RemoveListener(OnCloseButtonClicked);
}
// Unsubscribe from slot events
if (centerOpeningSlot != null)
{
@@ -86,14 +74,6 @@ namespace UI.CardSystem
UnsubscribeFromAllBoosters();
}
private void OnCloseButtonClicked()
{
if (UIPageController.Instance != null)
{
UIPageController.Instance.PopPage();
}
}
/// <summary>
/// Set the number of available booster packs before showing the page
/// </summary>
@@ -165,16 +145,10 @@ namespace UI.CardSystem
/// </summary>
private void SpawnBoosterInSlot(int slotIndex)
{
if (slotIndex >= bottomRightSlots.SlotCount)
{
Debug.LogWarning($"[BoosterOpeningPage] Slot index {slotIndex} out of range!");
return;
}
DraggableSlot slot = bottomRightSlots.GetSlotAtIndex(slotIndex);
DraggableSlot slot = FindSlotByIndex(slotIndex);
if (slot == null)
{
Debug.LogWarning($"[BoosterOpeningPage] Slot {slotIndex} is null!");
Debug.LogWarning($"[BoosterOpeningPage] Could not find slot with SlotIndex {slotIndex}!");
return;
}
@@ -197,7 +171,7 @@ namespace UI.CardSystem
// Track it
_activeBoostersInSlots.Add(booster);
Debug.Log($"[BoosterOpeningPage] Spawned booster in slot {slotIndex}");
Debug.Log($"[BoosterOpeningPage] Spawned booster in slot with SlotIndex {slotIndex}");
}
else
{
@@ -260,6 +234,58 @@ namespace UI.CardSystem
Debug.Log($"[BoosterOpeningPage] Updated visible boosters: {_activeBoostersInSlots.Count}/{targetCount}");
}
/// <summary>
/// Shuffle boosters so they always occupy the first available slots
/// </summary>
private void ShuffleBoostersToFront()
{
if (_activeBoostersInSlots.Count == 0) return;
Debug.Log($"[BoosterOpeningPage] Shuffling {_activeBoostersInSlots.Count} boosters to front slots");
// Unassign all boosters from their current slots
foreach (var booster in _activeBoostersInSlots)
{
if (booster.CurrentSlot != null)
{
booster.CurrentSlot.Vacate();
}
}
// Reassign boosters to first N slots starting from slot with SlotIndex 0
for (int i = 0; i < _activeBoostersInSlots.Count; i++)
{
// Find slot by its actual SlotIndex property
DraggableSlot targetSlot = FindSlotByIndex(i);
BoosterPackDraggable booster = _activeBoostersInSlots[i];
if (targetSlot != null)
{
Debug.Log($"[BoosterOpeningPage] Assigning booster to slot with SlotIndex {i} {targetSlot.name}");
booster.AssignToSlot(targetSlot, true); // Animate the move
}
else
{
Debug.LogWarning($"[BoosterOpeningPage] Could not find slot with SlotIndex {i} {targetSlot.name}");
}
}
}
/// <summary>
/// Find a slot by its SlotIndex property (not list position)
/// </summary>
private DraggableSlot FindSlotByIndex(int slotIndex)
{
foreach (var slot in bottomRightSlots.Slots)
{
if (slot.SlotIndex == slotIndex)
{
return slot;
}
}
return null;
}
/// <summary>
/// Try to spawn a new booster to maintain up to 3 visible
/// Pass decrementCount=true when called after placing a booster in center slot
@@ -278,14 +304,14 @@ namespace UI.CardSystem
if (_activeBoostersInSlots.Count >= effectiveCount)
return; // No more boosters available
// Find first available slot
// Find first available slot by SlotIndex (0, 1, 2)
for (int i = 0; i < MAX_VISIBLE_BOOSTERS; i++)
{
DraggableSlot slot = bottomRightSlots.GetSlotAtIndex(i);
DraggableSlot slot = FindSlotByIndex(i);
if (slot != null && !slot.IsOccupied)
{
SpawnBoosterInSlot(i);
Debug.Log($"[BoosterOpeningPage] Spawned new booster in slot {i}");
Debug.Log($"[BoosterOpeningPage] Spawned new booster in slot with SlotIndex {i}");
break;
}
}
@@ -322,6 +348,9 @@ namespace UI.CardSystem
// Use decrementCount=true because this booster will be consumed
TrySpawnNewBooster(decrementCount: true);
// Shuffle remaining boosters to occupy the first slots
ShuffleBoostersToFront();
Debug.Log($"[BoosterOpeningPage] Booster placed in center, ready for taps. Active boosters in slots: {_activeBoostersInSlots.Count}");
}
@@ -442,12 +471,17 @@ namespace UI.CardSystem
SpawnCardBacks(_currentCardData.Length);
// Wait for player to reveal all cards
bool isLastBooster = _availableBoosterCount <= 0;
yield return StartCoroutine(WaitForCardReveals());
if (_availableBoosterCount <= 0)
// Check if this was the last booster pack
if (isLastBooster)
{
// No more boosters, auto-close page
yield return new WaitForSeconds(1f);
// Wait for all card animations to complete before transitioning
// WaitForCardReveals already includes: 0.5s wait + (cardCount * 0.5s stagger) + 0.5s animation + 0.5s final
// Total is: 1.5s + (cardCount * 0.5s)
// For 5 cards that's 4 seconds total, which should be enough
Debug.Log("[BoosterOpeningPage] Last booster opened, auto-transitioning to album main page");
if (UIPageController.Instance != null)
{
UIPageController.Instance.PopPage();
@@ -753,9 +787,14 @@ namespace UI.CardSystem
}
}
// Wait for all animations to complete
// Last card starts at: (cardCount - 1) * 0.5s delay
// Last card finishes at: (cardCount - 1) * 0.5s + 0.5s animation duration = cardCount * 0.5s
float totalAnimationTime = _currentCardData.Length * 0.5f;
_currentRevealedCards.Clear();
yield return new WaitForSeconds(0.5f);
yield return new WaitForSeconds(totalAnimationTime);
}
/// <summary>

View File

@@ -13,6 +13,7 @@ namespace UI.CardSystem
[Header("References")]
[SerializeField] private Button openAlbumButton;
[SerializeField] private AlbumViewPage albumViewPage;
[SerializeField] private BoosterOpeningPage boosterOpeningPage;
private void Awake()
{
@@ -48,24 +49,41 @@ namespace UI.CardSystem
private void OnOpenAlbumClicked()
{
if (openAlbumButton != null)
if (UIPageController.Instance == null) return;
// Check if we're currently on the booster opening page
if (UIPageController.Instance.CurrentPage == boosterOpeningPage)
{
openAlbumButton.gameObject.SetActive(false);
// We're in booster opening page, pop back to album main page
UIPageController.Instance.PopPage();
}
else if (UIPageController.Instance.CurrentPage != albumViewPage)
{
// We're not in the album at all, open it
if (openAlbumButton != null)
{
openAlbumButton.gameObject.SetActive(false);
}
if (albumViewPage != null && UIPageController.Instance != null)
{
UIPageController.Instance.PushPage(albumViewPage);
if (albumViewPage != null)
{
UIPageController.Instance.PushPage(albumViewPage);
}
}
// If we're already on the album main page, do nothing
}
private void OnPageChanged(UIPage currentPage)
{
// If the album page is no longer active, show the button again
if (currentPage != albumViewPage && openAlbumButton != null)
{
openAlbumButton.gameObject.SetActive(true);
}
if (openAlbumButton == null) return;
// Show the button when:
// 1. We're on the booster opening page (acts as "back to album" button)
// 2. We're NOT on the album main page (acts as "open album" button)
// Hide the button only when we're on the album main page
bool shouldShowButton = currentPage == boosterOpeningPage || currentPage != albumViewPage;
openAlbumButton.gameObject.SetActive(shouldShowButton);
}
}
}

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