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18 Commits

Author SHA1 Message Date
Michal Pikulski
b5364a2bbc Stash work! 2025-11-17 17:10:24 +01:00
Michal Pikulski
c6f635f871 Update assets, working save kerfuffle 2025-11-17 14:30:07 +01:00
Michal Pikulski
ee07d89d3e Update pages to follow new card flow 2025-11-17 10:59:59 +01:00
Michal Pikulski
7aca1a17ac Stash work 2025-11-17 08:39:41 +01:00
Michal Pikulski
78aafb9275 Almost working card state machine 2025-11-16 20:35:54 +01:00
Michal Pikulski
6fe7d012fc Updates to testing scene 2025-11-15 20:37:02 +01:00
Michal Pikulski
b2c47d4e4f Stash scene changes 2025-11-15 20:37:02 +01:00
Michal Pikulski
755082c67d Updates to card testing scene 2025-11-15 20:37:02 +01:00
Michal Pikulski
4e7f774386 Stash half-assed work on testing scene 2025-11-15 20:37:02 +01:00
Michal Pikulski
39d5890db4 Fix up card flows, align with the old 1:1 2025-11-15 20:37:01 +01:00
Michal Pikulski
a6471ede45 Make cards use settings 2025-11-15 20:37:01 +01:00
Michal Pikulski
4fdbbb0aa8 Add roadmap docs 2025-11-15 20:37:01 +01:00
Michal Pikulski
1fdff3450b Update the card kerfufle 2025-11-15 20:37:01 +01:00
06cc3bde3b Merge pull request 'DamianBranch' (#58) from DamianBranch into main
Reviewed-on: #58
2025-11-14 09:30:49 +00:00
9cc112e5f0 Update Quarry.unity 2025-11-14 10:30:05 +01:00
DamianCorazza
19be64a75f Butterfly Distraction 2025-11-14 00:04:33 +01:00
c08fc4a720 WIP Butterfly can be set free, now only missing forcing the couple to look. 2025-11-13 16:23:52 +01:00
c3639bbb93 Added the Flying Butterfly WIP 2025-11-12 16:25:32 +01:00
169 changed files with 71580 additions and 7252 deletions

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@@ -12,12 +12,12 @@ MonoBehaviour:
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m_Name: Card_KalkUlation 1
m_EditorClassIdentifier: AppleHillsScripts::AppleHills.Data.CardSystem.CardDefinition
Id: 1006b95d-e3e1-4426-bc76-ab816e316b33
Id: 9f3fd9b8-3350-421e-b2ec-b4f019596506
Name: Kalk Ulation
UseCustomFileName: 0
CustomFileName:
Description: Card description
Rarity: 2
Zone: 4
Rarity: 1
Zone: 5
CardImage: {fileID: 5907816357319480503, guid: 84b744282e7e8084f935104f492f17b2, type: 3}
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@@ -10,14 +10,14 @@ MonoBehaviour:
m_Enabled: 1
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m_Name: Card_KalkUlation 3
m_Name: Card_KalkUlation 2
m_EditorClassIdentifier: AppleHillsScripts::AppleHills.Data.CardSystem.CardDefinition
Id: 9f3fd9b8-3350-421e-b2ec-b4f019596506
Id: 1006b95d-e3e1-4426-bc76-ab816e316b33
Name: Kalk Ulation
UseCustomFileName: 0
CustomFileName:
Description: Card description
Rarity: 1
Zone: 4
Rarity: 2
Zone: 5
CardImage: {fileID: 5907816357319480503, guid: 84b744282e7e8084f935104f492f17b2, type: 3}
CollectionIndex: 15
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@@ -18,6 +18,6 @@ MonoBehaviour:
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@@ -12,12 +12,12 @@ MonoBehaviour:
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m_Name: Card_MormorMarmor 1
m_EditorClassIdentifier: AppleHillsScripts::AppleHills.Data.CardSystem.CardDefinition
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Name: Mormor Marmor
UseCustomFileName: 0
CustomFileName:
Description: Card description
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Rarity: 1
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m_Name: Card_MormorMarmor 3
m_Name: Card_MormorMarmor 2
m_EditorClassIdentifier: AppleHillsScripts::AppleHills.Data.CardSystem.CardDefinition
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Id: 798301d9-70a5-46d4-8b81-e375de0abfb3
Name: Mormor Marmor
UseCustomFileName: 0
CustomFileName:
Description: Card description
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Rarity: 2
Zone: 6
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@@ -1,5 +1,5 @@
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@@ -18,6 +18,6 @@ MonoBehaviour:
CustomFileName:
Description: Card description
Rarity: 0
Zone: 5
Zone: 6
CardImage: {fileID: -1694013536, guid: c28c2d55edc2fbc4baf57d2672c0c3df, type: 3}
CollectionIndex: 17

View File

@@ -20,8 +20,10 @@ namespace AppleHills.Editor
// Cache for display
private Dictionary<CardRarity, List<CardData>> cardsByRarity = new Dictionary<CardRarity, List<CardData>>();
private List<CardData> pendingCards = new List<CardData>();
private int totalCards = 0;
private int totalUniqueCards = 0;
private int totalPendingCards = 0;
private int boosterCount = 0;
private string lastEventMessage = "";
@@ -72,6 +74,8 @@ namespace AppleHills.Editor
CardSystemManager.Instance.OnBoosterOpened += OnBoosterOpened;
CardSystemManager.Instance.OnCardCollected += OnCardCollected;
CardSystemManager.Instance.OnBoosterCountChanged += OnBoosterCountChanged;
CardSystemManager.Instance.OnPendingCardAdded += OnPendingCardAdded;
CardSystemManager.Instance.OnPendingCardRemoved += OnPendingCardRemoved;
isSubscribed = true;
Debug.Log("[CardSystemLivePreview] Subscribed to CardSystemManager events");
@@ -87,6 +91,8 @@ namespace AppleHills.Editor
CardSystemManager.Instance.OnBoosterOpened -= OnBoosterOpened;
CardSystemManager.Instance.OnCardCollected -= OnCardCollected;
CardSystemManager.Instance.OnBoosterCountChanged -= OnBoosterCountChanged;
CardSystemManager.Instance.OnPendingCardAdded -= OnPendingCardAdded;
CardSystemManager.Instance.OnPendingCardRemoved -= OnPendingCardRemoved;
}
isSubscribed = false;
@@ -114,21 +120,40 @@ namespace AppleHills.Editor
Repaint();
}
private void OnPendingCardAdded(CardData card)
{
lastEventMessage = $"Pending card added: {card.Name} ({card.Rarity})";
RefreshData();
Repaint();
}
private void OnPendingCardRemoved(CardData card)
{
lastEventMessage = $"Card removed from pending: {card.Name} ({card.Rarity}) - being placed";
RefreshData();
Repaint();
}
private void RefreshData()
{
if (!Application.isPlaying || CardSystemManager.Instance == null) return;
var allCards = CardSystemManager.Instance.GetAllCollectedCards();
// Get ONLY collected cards (not pending) to avoid duplicates
var collectedCards = CardSystemManager.Instance.GetCollectionOnly();
// Group by rarity
cardsByRarity.Clear();
cardsByRarity[CardRarity.Normal] = allCards.Where(c => c.Rarity == CardRarity.Normal).ToList();
cardsByRarity[CardRarity.Rare] = allCards.Where(c => c.Rarity == CardRarity.Rare).ToList();
cardsByRarity[CardRarity.Legendary] = allCards.Where(c => c.Rarity == CardRarity.Legendary).ToList();
cardsByRarity[CardRarity.Normal] = collectedCards.Where(c => c.Rarity == CardRarity.Normal).ToList();
cardsByRarity[CardRarity.Rare] = collectedCards.Where(c => c.Rarity == CardRarity.Rare).ToList();
cardsByRarity[CardRarity.Legendary] = collectedCards.Where(c => c.Rarity == CardRarity.Legendary).ToList();
totalCards = allCards.Sum(c => c.CopiesOwned);
totalUniqueCards = allCards.Count;
totalCards = collectedCards.Sum(c => c.CopiesOwned);
totalUniqueCards = collectedCards.Count;
boosterCount = CardSystemManager.Instance.GetBoosterPackCount();
// Get pending cards separately
pendingCards = CardSystemManager.Instance.GetPendingRevealCards();
totalPendingCards = pendingCards.Count;
}
private void Update()
@@ -173,6 +198,7 @@ namespace AppleHills.Editor
EditorGUILayout.LabelField("Total Unique Cards:", totalUniqueCards.ToString());
EditorGUILayout.LabelField("Total Cards Owned:", totalCards.ToString());
EditorGUILayout.LabelField("Booster Packs:", boosterCount.ToString());
EditorGUILayout.LabelField("Pending Reveal:", totalPendingCards.ToString(), EditorStyles.boldLabel);
if (!string.IsNullOrEmpty(lastEventMessage))
{
@@ -187,6 +213,13 @@ namespace AppleHills.Editor
// Collection by Rarity
scrollPosition = EditorGUILayout.BeginScrollView(scrollPosition);
// Pending Cards Section
if (totalPendingCards > 0)
{
DrawPendingCardsSection();
EditorGUILayout.Space();
}
DrawRaritySection(CardRarity.Legendary, Color.yellow);
DrawRaritySection(CardRarity.Rare, new Color(0.5f, 0.5f, 1f)); // Light blue
DrawRaritySection(CardRarity.Normal, Color.white);
@@ -208,6 +241,52 @@ namespace AppleHills.Editor
EditorGUILayout.EndHorizontal();
}
private void DrawPendingCardsSection()
{
var oldColor = GUI.backgroundColor;
GUI.backgroundColor = new Color(1f, 0.8f, 0.4f); // Orange tint for pending
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
GUI.backgroundColor = oldColor;
GUILayout.Label($"⏳ Pending Reveal ({pendingCards.Count} cards)", EditorStyles.boldLabel);
// Group pending by rarity for display
var pendingByRarity = pendingCards.GroupBy(c => c.Rarity).OrderByDescending(g => g.Key);
foreach (var rarityGroup in pendingByRarity)
{
EditorGUILayout.Space(5);
var rarityColor = GetRarityColor(rarityGroup.Key);
oldColor = GUI.color;
GUI.color = rarityColor;
GUILayout.Label($"{rarityGroup.Key} ({rarityGroup.Count()})", EditorStyles.miniBoldLabel);
GUI.color = oldColor;
foreach (var card in rarityGroup.OrderBy(c => c.Name))
{
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField(" • " + card.Name, GUILayout.Width(200));
EditorGUILayout.LabelField(card.Zone.ToString(), GUILayout.Width(100));
EditorGUILayout.LabelField($"Copies: {card.CopiesOwned}", GUILayout.Width(80));
EditorGUILayout.EndHorizontal();
}
}
EditorGUILayout.EndVertical();
}
private Color GetRarityColor(CardRarity rarity)
{
switch (rarity)
{
case CardRarity.Legendary: return Color.yellow;
case CardRarity.Rare: return new Color(0.5f, 0.5f, 1f);
case CardRarity.Normal: return Color.white;
default: return Color.gray;
}
}
private void DrawRaritySection(CardRarity rarity, Color color)
{
if (!cardsByRarity.ContainsKey(rarity) || cardsByRarity[rarity].Count == 0)

View File

@@ -10,7 +10,7 @@ namespace AppleHills.Core.Settings.Editor
{
private Vector2 scrollPosition;
private List<BaseSettings> allSettings = new List<BaseSettings>();
private string[] tabNames = new string[] { "Player & Follower", "Interaction & Items", "Diving Minigame" };
private string[] tabNames = new string[] { "Player & Follower", "Interaction & Items", "Diving Minigame", "Card System" };
private int selectedTab = 0;
private Dictionary<string, SerializedObject> serializedSettingsObjects = new Dictionary<string, SerializedObject>();
private GUIStyle headerStyle;
@@ -48,6 +48,7 @@ namespace AppleHills.Core.Settings.Editor
CreateSettingsIfMissing<PlayerFollowerSettings>("PlayerFollowerSettings");
CreateSettingsIfMissing<InteractionSettings>("InteractionSettings");
CreateSettingsIfMissing<DivingMinigameSettings>("DivingMinigameSettings");
CreateSettingsIfMissing<CardSystemSettings>("CardSystemSettings");
}
private void CreateSettingsIfMissing<T>(string fileName) where T : BaseSettings
@@ -114,6 +115,9 @@ namespace AppleHills.Core.Settings.Editor
case 2: // Minigames
DrawSettingsEditor<DivingMinigameSettings>();
break;
case 3: // Card System
DrawSettingsEditor<CardSystemSettings>();
break;
}
EditorGUILayout.EndScrollView();

View File

@@ -1,6 +1,5 @@
using UnityEngine;
using System.Collections;
using System;
using UnityEngine.Events;
namespace BookCurlPro
{
@@ -13,6 +12,10 @@ namespace BookCurlPro
public float DelayBeforeStart;
public float TimeBetweenPages = 5;
public bool AutoStartFlip = true;
[Header("Events")]
public UnityEvent OnTargetReached;
bool flippingStarted = false;
bool isPageFlipping = false;
float elapsedTime = 0;
@@ -42,6 +45,24 @@ namespace BookCurlPro
PageFlipper.FlipPage(ControledBook, PageFlipTime, FlipMode.LeftToRight, () => { isPageFlipping = false; });
}
int targetPaper;
/// <summary>
/// Start flipping to target page with optional completion callback
/// </summary>
public void StartFlipping(int target, UnityAction callback)
{
if (callback != null)
{
if (OnTargetReached == null)
OnTargetReached = new UnityEvent();
OnTargetReached.RemoveAllListeners();
OnTargetReached.AddListener(callback);
}
StartFlipping(target);
}
public void StartFlipping(int target)
{
isBookInteractable = ControledBook.interactable;
@@ -75,7 +96,9 @@ namespace BookCurlPro
flippingStarted = false;
ControledBook.interactable = isBookInteractable;
this.enabled = false;
// Invoke target reached event
OnTargetReached?.Invoke();
}
nextPageCountDown = PageFlipTime + TimeBetweenPages + Time.deltaTime;

View File

@@ -1,9 +1,5 @@
version: 2
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- Assets/Art/Animations/Trafalgar/Trafalgar-_Walking3.tpsheet
- Assets/Art/Animations/Trafalgar/Trafalgar-_Walking4.tpsheet
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- Assets/Art/Sprites/Spritesheets/Characters/Annelise_Camera/Annelise_camera-AnneLise_2.tpsheet
- Assets/Art/Sprites/Spritesheets/Characters/Gardener/Gardener-IdleRun.tpsheet
@@ -34,10 +30,6 @@ tpsheetFileNames:
- Assets/Art/Sprites/Spritesheets/Quarry/Trees&Bushes/Trees.tpsheet
- Assets/External/Plugins/codeandweb.com/Example/SpriteSheet/sprites.tpsheet
textureFileNames:
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- Assets/Art/Animations/Trafalgar/Trafalgar-_Walking2.png
- Assets/Art/Animations/Trafalgar/Trafalgar-_Walking3.png
- Assets/Art/Animations/Trafalgar/Trafalgar-_Walking4.png
- Assets/Art/Sprites/Spritesheets/Characters/Annelise_Camera/Annelise_camera-AnneLise_1.png
- Assets/Art/Sprites/Spritesheets/Characters/Annelise_Camera/Annelise_camera-AnneLise_2.png
- Assets/Art/Sprites/Spritesheets/Characters/Gardener/Gardener-IdleRun.png
@@ -96,9 +88,5 @@ normalmapFileNames:
-
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File diff suppressed because one or more lines are too long

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@@ -1,5 +1,5 @@
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@@ -169,6 +169,7 @@ namespace Core
var playerSettings = SettingsProvider.Instance.LoadSettingsSynchronous<PlayerFollowerSettings>();
var interactionSettings = SettingsProvider.Instance.LoadSettingsSynchronous<InteractionSettings>();
var minigameSettings = SettingsProvider.Instance.LoadSettingsSynchronous<DivingMinigameSettings>();
var cardSystemSettings = SettingsProvider.Instance.LoadSettingsSynchronous<CardSystemSettings>();
// Register settings with service locator
if (playerSettings != null)
@@ -200,9 +201,19 @@ namespace Core
{
Debug.LogError("Failed to load MinigameSettings");
}
if (cardSystemSettings != null)
{
ServiceLocator.Register<ICardSystemSettings>(cardSystemSettings);
Logging.Debug("CardSystemSettings registered successfully");
}
else
{
Debug.LogError("Failed to load CardSystemSettings");
}
// Log success
_settingsLoaded = playerSettings != null && interactionSettings != null && minigameSettings != null;
_settingsLoaded = playerSettings != null && interactionSettings != null && minigameSettings != null && cardSystemSettings != null;
if (_settingsLoaded)
{
Logging.Debug("All settings loaded and registered with ServiceLocator");

View File

@@ -82,7 +82,7 @@ namespace Core.SaveLoad
private void Start()
{
// Direct registration - SaveLoadManager guaranteed available (priority 25)
if (SaveLoadManager.Instance != null)
if (SaveLoadManager.Instance != null && ShouldParticipateInSave())
{
SaveLoadManager.Instance.RegisterParticipant(this);
}
@@ -126,6 +126,15 @@ namespace Core.SaveLoad
// Match ManagedBehaviour convention: SceneName/GameObjectName/ComponentType
return $"{sceneName}/{gameObject.name}/AppleMachine";
}
/// <summary>
/// Returns true to participate in save/load system.
/// Override this in derived classes to opt out (return false).
/// </summary>
public virtual bool ShouldParticipateInSave()
{
return true;
}
private string GetSceneName()
{

View File

@@ -29,6 +29,13 @@
/// Used to prevent double-restoration when inactive objects become active.
/// </summary>
bool HasBeenRestored { get; }
/// <summary>
/// Returns true if this participant wants to participate in save/load system.
/// Return false to opt out (participant will not be saved or restored).
/// Useful for transient objects like UI elements that don't need persistence.
/// </summary>
bool ShouldParticipateInSave();
}
}

View File

@@ -130,6 +130,13 @@ namespace Core.SaveLoad
participants[saveId] = participant;
Logging.Debug($"[SaveLoadManager] Registered participant: {saveId}");
// Skip restoration for participants that opt out
if (!participant.ShouldParticipateInSave())
{
Logging.Debug($"[SaveLoadManager] Participant opted out of save/load: {saveId}");
return;
}
// If we have save data loaded and the participant hasn't been restored yet
if (IsSaveDataLoaded && currentSaveData != null && !participant.HasBeenRestored)
{
@@ -446,6 +453,13 @@ namespace Core.SaveLoad
{
string saveId = kvp.Key;
ISaveParticipant participant = kvp.Value;
// Skip participants that opt out of save system
if (!participant.ShouldParticipateInSave())
{
Logging.Debug($"[SaveLoadManager] Skipping participant (opted out): {saveId}");
continue;
}
try
{
@@ -630,6 +644,13 @@ namespace Core.SaveLoad
{
string saveId = kvp.Key;
ISaveParticipant participant = kvp.Value;
// Skip participants that opt out of save system
if (!participant.ShouldParticipateInSave())
{
Logging.Debug($"[SaveLoadManager] Skipping participant (opted out): {saveId}");
continue;
}
try
{

View File

@@ -0,0 +1,102 @@
using UnityEngine;
namespace AppleHills.Core.Settings
{
/// <summary>
/// Settings for the card system - controls animations, interactions, and progression
/// </summary>
[CreateAssetMenu(fileName = "CardSystemSettings", menuName = "AppleHills/Settings/Card System", order = 4)]
public class CardSystemSettings : BaseSettings, ICardSystemSettings
{
[Header("Idle Hover Animations")]
[Tooltip("Height of the idle hover animation in pixels")]
[SerializeField] private float idleHoverHeight = 10f;
[Tooltip("Duration of one complete hover cycle in seconds")]
[SerializeField] private float idleHoverDuration = 1.5f;
[Tooltip("Scale multiplier when hovering over a card (1.05 = 5% larger)")]
[SerializeField] private float hoverScaleMultiplier = 1.05f;
[Header("Flip Animations")]
[Tooltip("Duration of the card flip animation in seconds")]
[SerializeField] private float flipDuration = 0.6f;
[Tooltip("Scale punch amount during flip (1.1 = 10% larger at peak)")]
[SerializeField] private float flipScalePunch = 1.1f;
[Header("Enlarge/Shrink Animations")]
[Tooltip("Scale for new cards when enlarged (1.5 = 150% of normal size)")]
[SerializeField] private float newCardEnlargedScale = 1.5f;
[Tooltip("Scale for album cards when enlarged (2.5 = 250% of normal size)")]
[SerializeField] private float albumCardEnlargedScale = 2.5f;
[Tooltip("Duration of scale animations in seconds")]
[SerializeField] private float scaleDuration = 0.3f;
[Header("Drag & Drop")]
[Tooltip("Scale multiplier when dragging a card (1.1 = 10% larger)")]
[SerializeField] private float dragScale = 1.1f;
[Header("Progression System")]
[Tooltip("Number of duplicate cards needed to upgrade rarity")]
[SerializeField] private int cardsToUpgrade = 5;
[Header("General Animation")]
[Tooltip("Default animation duration when not specified in seconds")]
[SerializeField] private float defaultAnimationDuration = 0.3f;
// ICardSystemSettings implementation - Idle Hover Animations
public float IdleHoverHeight => idleHoverHeight;
public float IdleHoverDuration => idleHoverDuration;
public float HoverScaleMultiplier => hoverScaleMultiplier;
// ICardSystemSettings implementation - Flip Animations
public float FlipDuration => flipDuration;
public float FlipScalePunch => flipScalePunch;
// ICardSystemSettings implementation - Enlarge/Shrink Animations
public float NewCardEnlargedScale => newCardEnlargedScale;
public float AlbumCardEnlargedScale => albumCardEnlargedScale;
public float ScaleDuration => scaleDuration;
// ICardSystemSettings implementation - Drag & Drop
public float DragScale => dragScale;
// ICardSystemSettings implementation - Progression System
public int CardsToUpgrade => cardsToUpgrade;
// ICardSystemSettings implementation - General Animation
public float DefaultAnimationDuration => defaultAnimationDuration;
public override void OnValidate()
{
base.OnValidate();
// Validate idle hover animations
idleHoverHeight = Mathf.Max(0f, idleHoverHeight);
idleHoverDuration = Mathf.Max(0.1f, idleHoverDuration);
hoverScaleMultiplier = Mathf.Max(1.0f, hoverScaleMultiplier);
// Validate flip animations
flipDuration = Mathf.Max(0.1f, flipDuration);
flipScalePunch = Mathf.Max(1.0f, flipScalePunch);
// Validate enlarge/shrink animations
newCardEnlargedScale = Mathf.Max(1.0f, newCardEnlargedScale);
albumCardEnlargedScale = Mathf.Max(1.0f, albumCardEnlargedScale);
scaleDuration = Mathf.Max(0.1f, scaleDuration);
// Validate drag & drop
dragScale = Mathf.Max(1.0f, dragScale);
// Validate progression system
cardsToUpgrade = Mathf.Max(1, cardsToUpgrade);
// Validate general animation
defaultAnimationDuration = Mathf.Max(0.1f, defaultAnimationDuration);
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: ce6f8e26f4e74a9ab16c190529e67638
timeCreated: 1762934668

View File

@@ -128,9 +128,36 @@ namespace AppleHills.Core.Settings
float[] ViewfinderProgressThresholds { get; }
float PaddingFactor { get; }
float MaxSizePercent { get; }
float MinSizePercent { get; }
public float MinSizePercent { get; }
public PhotoInputModes PhotoInputMode { get; }
}
/// <summary>
/// Interface for card system settings
/// </summary>
public interface ICardSystemSettings
{
// Idle Hover Animations
float IdleHoverHeight { get; }
float IdleHoverDuration { get; }
float HoverScaleMultiplier { get; }
// Photo Input Settings
PhotoInputModes PhotoInputMode { get; }
// Flip Animations
float FlipDuration { get; }
float FlipScalePunch { get; }
// Enlarge/Shrink Animations
float NewCardEnlargedScale { get; }
float AlbumCardEnlargedScale { get; }
float ScaleDuration { get; }
// Drag & Drop
float DragScale { get; }
// Progression System
int CardsToUpgrade { get; }
// General Animation
float DefaultAnimationDuration { get; }
}
}

View File

@@ -0,0 +1,53 @@
using Pixelplacement;
using UnityEngine;
using Core.SaveLoad;
public class ButterFlyBehaviour : MonoBehaviour
{
public AppleMachine butterStateMachine;
public Spline butterflightSpline;
public Transform butterflyObject;
public float flightDuration = 2f;
public float flightDelay = 0f;
private const float AnchorThreshold = 0.05f;
private Animator butterflyAnimator;
// Called when entering the butterfly flight state
public void OnEnable()
{
if (butterflightSpline == null || butterflyObject == null)
{
Debug.LogWarning("ButterFlyBehaviour: Missing spline or butterfly object reference.");
return;
}
if (butterflyObject != null )
{
butterflyAnimator = butterflyObject.GetComponentInChildren<Animator>();
}
butterflyAnimator.SetTrigger("BrokeOut");
Tween.Spline(
butterflightSpline,
butterflyObject,
0,
1,
false,
flightDuration,
flightDelay,
Tween.EaseInOut,
Tween.LoopType.None, HandleTweenStarted, HandleTweenFinished
);
}
public void HandleTweenStarted()
{
}
public void HandleTweenFinished()
{
butterStateMachine.ChangeState("Free");
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: f8cd0ca91dab0404daaa3fa1dc722658

View File

@@ -0,0 +1,13 @@
using Core.SaveLoad;
using Core;
using UnityEngine;
public class ButterFlyState : AppleMachine
{
public void stateSwitch(string StateName)
{
Logging.Debug("State Switch to: " + StateName);
ChangeState(StateName);
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: b889d915f28f8ac4ebeb12013bcaa4ce

View File

@@ -0,0 +1,21 @@
using Pixelplacement;
using UnityEngine;
using Core.SaveLoad;
public class ButterflyFreeBehaviour : MonoBehaviour
{
public GameObject butterflyRef;
private Animator butterflyAnimator;
public PicnicBehaviour picnicRef;
public void OnEnable()
{
if (butterflyRef != null)
{
butterflyAnimator = butterflyRef.GetComponentInChildren<Animator>();
}
butterflyAnimator.SetTrigger("IsFree");
picnicRef.EnterDistractedState();
Debug.Log("ButterflyFreeBehaviour enabled");
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 6821f70f6ac4b85418b15ce068ddc6da

View File

@@ -8,12 +8,6 @@ using UnityEngine.Audio;
public class PicnicBehaviour : ManagedBehaviour
{
[Header("Random Call Settings")]
public float getDistractedMin = 2f;
public float getDistractedMax = 5f;
public float getFlirtyMin = 1f;
public float getFlirtyMax = 3f;
private AppleMachine stateMachine;
private Animator animator;
@@ -32,6 +26,7 @@ public class PicnicBehaviour : ManagedBehaviour
// Runtime state tracking
private bool _fakeChocolateDestroyed;
private bool _isDistracted; // track current explicit state so it can be saved
internal override void OnManagedAwake()
{
@@ -48,28 +43,37 @@ public class PicnicBehaviour : ManagedBehaviour
}
else
{
StartCoroutine(StateCycleRoutine());
// Restore the saved state (distracted or chilling) and wait for external control to change states.
if (_isDistracted)
EnterDistractedState();
else
EnterChillingState();
}
}
private IEnumerator StateCycleRoutine()
// Manual state control methods (replaces automatic timer-based switching)
public void EnterDistractedState()
{
while (true)
{
// Distracted state
float distractedWait = UnityEngine.Random.Range(getDistractedMin, getDistractedMax);
stateMachine.ChangeState("Picnic PPL Distracted");
animator.SetBool("theyDistracted", true);
_audioSource.Stop();
yield return new WaitForSeconds(distractedWait);
if (stateMachine == null) stateMachine = GetComponent<AppleMachine>();
if (animator == null) animator = GetComponent<Animator>();
if (_audioSource == null) _audioSource = GetComponent<AppleAudioSource>();
// Chilling state
float chillingWait = UnityEngine.Random.Range(getFlirtyMin, getFlirtyMax);
stateMachine.ChangeState("Picnic PPL Chilling");
animator.SetBool("theyDistracted", false);
_audioSource.Stop();
yield return new WaitForSeconds(chillingWait);
}
_audioSource.Stop();
stateMachine.ChangeState("Picnic PPL Distracted");
animator.SetBool("theyDistracted", true);
_isDistracted = true;
}
public void EnterChillingState()
{
if (stateMachine == null) stateMachine = GetComponent<AppleMachine>();
if (animator == null) animator = GetComponent<Animator>();
if (_audioSource == null) _audioSource = GetComponent<AppleAudioSource>();
_audioSource.Stop();
stateMachine.ChangeState("Picnic PPL Chilling");
animator.SetBool("theyDistracted", false);
_isDistracted = false;
}
public void triedToStealChocolate()
@@ -122,7 +126,7 @@ public class PicnicBehaviour : ManagedBehaviour
internal override string OnSceneSaveRequested()
{
var state = new PicnicBehaviourState { fakeChocolateDestroyed = _fakeChocolateDestroyed };
var state = new PicnicBehaviourState { fakeChocolateDestroyed = _fakeChocolateDestroyed, isDistracted = _isDistracted };
return JsonUtility.ToJson(state);
}
@@ -136,6 +140,7 @@ public class PicnicBehaviour : ManagedBehaviour
if (state != null)
{
_fakeChocolateDestroyed = state.fakeChocolateDestroyed;
_isDistracted = state.isDistracted;
}
}
catch (Exception ex)
@@ -149,4 +154,5 @@ public class PicnicBehaviour : ManagedBehaviour
public class PicnicBehaviourState
{
public bool fakeChocolateDestroyed;
public bool isDistracted;
}

View File

@@ -42,6 +42,7 @@ namespace Data.CardSystem
public event Action<CardData> OnCardCollected;
public event Action<int> OnBoosterCountChanged;
public event Action<CardData> OnPendingCardAdded;
public event Action<CardData> OnPendingCardRemoved;
public event Action<CardData> OnCardPlacedInAlbum;
internal override void OnManagedAwake()
@@ -325,6 +326,14 @@ namespace Data.CardSystem
return allCards;
}
/// <summary>
/// Returns only owned/collected cards (excludes pending reveal cards)
/// </summary>
public List<CardData> GetCollectionOnly()
{
return new List<CardData>(playerInventory.GetAllCards());
}
/// <summary>
/// Returns cards from a specific zone (both owned and pending)
/// </summary>
@@ -484,11 +493,28 @@ namespace Data.CardSystem
#region Album System
/// <summary>
/// Returns all cards waiting to be placed in the album
/// Returns all pending reveal cards (cards waiting to be placed in album)
/// </summary>
public List<CardData> GetPendingRevealCards()
{
return new List<CardData>(_pendingRevealCards);
return _pendingRevealCards;
}
/// <summary>
/// Remove a card from the pending reveal list and fire event.
/// Called when a card starts being dragged to album slot.
/// </summary>
public bool RemoveFromPending(CardData card)
{
if (card == null) return false;
bool removed = _pendingRevealCards.Remove(card);
if (removed)
{
OnPendingCardRemoved?.Invoke(card);
Logging.Debug($"[CardSystemManager] Removed '{card.Name}' from pending reveal cards");
}
return removed;
}
/// <summary>
@@ -555,26 +581,37 @@ namespace Data.CardSystem
/// <summary>
/// Marks a card as placed in the album
/// Moves it from pending reveal to owned inventory
/// Adds card to owned inventory and tracks as placed
/// Note: Card may have already been removed from pending list during drag
/// </summary>
public void MarkCardAsPlaced(CardData card)
{
if (_pendingRevealCards.Remove(card))
if (card == null)
{
// Add to owned inventory
playerInventory.AddCard(card);
// Track as placed
_placedInAlbumCardIds.Add(card.Id);
OnCardPlacedInAlbum?.Invoke(card);
OnCardCollected?.Invoke(card);
Logging.Debug($"[CardSystemManager] Card '{card.Name}' placed in album and added to inventory.");
Logging.Warning("[CardSystemManager] Attempted to place null card");
return;
}
// Try to remove from pending (may already be removed during drag)
bool wasInPending = _pendingRevealCards.Remove(card);
// Add to owned inventory (regardless of whether it was in pending)
playerInventory.AddCard(card);
// Track as placed
_placedInAlbumCardIds.Add(card.Id);
// Fire events
OnCardPlacedInAlbum?.Invoke(card);
OnCardCollected?.Invoke(card);
if (wasInPending)
{
Logging.Debug($"[CardSystemManager] Card '{card.Name}' removed from pending and added to inventory");
}
else
{
Logging.Warning($"[CardSystemManager] Attempted to place card '{card.Name}' but it wasn't in pending reveal list.");
Logging.Debug($"[CardSystemManager] Card '{card.Name}' added to inventory (was already removed from pending)");
}
}

View File

@@ -1,193 +0,0 @@
using System;
using AppleHills.Data.CardSystem;
using Core;
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)
{
Logging.Debug($"[CLICK-TRACE-ALBUMCARD] OnPointerClick on {name}, _parentSlot={((_parentSlot != null) ? _parentSlot.name : "NULL")}, _isEnlarged={_isEnlarged}, position={eventData.position}");
// During reveal flow (before placed in slot), forward clicks to parent FlippableCard
if (_parentSlot == null)
{
Logging.Debug($"[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)
{
Logging.Debug($"[CLICK-TRACE-ALBUMCARD] {name} - Found parent FlippableCard, calling OnPointerClick");
parentFlippable.OnPointerClick(eventData);
}
else
{
Logging.Warning($"[CLICK-TRACE-ALBUMCARD] {name} - No parent FlippableCard found!");
}
return;
}
Logging.Debug($"[CLICK-TRACE-ALBUMCARD] {name} - Has parent slot, processing click");
if (_isEnlarged)
{
Logging.Debug($"[CLICK-TRACE-ALBUMCARD] {name} - Is enlarged, requesting shrink");
OnShrinkRequested?.Invoke(this);
}
else
{
Logging.Debug($"[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

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

File diff suppressed because it is too large Load Diff

View File

@@ -10,6 +10,7 @@ using UI.CardSystem.DragDrop;
using UI.DragAndDrop.Core;
using Unity.Cinemachine;
using UnityEngine;
using UnityEngine.Serialization;
using UnityEngine.UI;
namespace UI.CardSystem
@@ -30,8 +31,11 @@ namespace UI.CardSystem
[Header("Card Display")]
[SerializeField] private Transform cardDisplayContainer;
[SerializeField] private GameObject flippableCardPrefab; // Placeholder for card backs
[FormerlySerializedAs("flippableCardPrefab")]
[SerializeField] private GameObject cardPrefab; // New Card prefab using state machine
[SerializeField] private float cardSpacing = 150f;
[SerializeField] private float cardWidth = 400f;
[SerializeField] private float cardHeight = 540f;
[Header("Settings")]
[SerializeField] private float boosterDisappearDuration = 0.5f;
@@ -44,12 +48,12 @@ namespace UI.CardSystem
private BoosterPackDraggable _currentBoosterInCenter;
private List<BoosterPackDraggable> _activeBoostersInSlots = new List<BoosterPackDraggable>();
private List<GameObject> _currentRevealedCards = new List<GameObject>();
private List<StateMachine.Card> _currentCards = new List<StateMachine.Card>();
private CardData[] _currentCardData;
private int _revealedCardCount;
private int _cardsCompletedInteraction; // Track how many cards finished their new/repeat interaction
private StateMachine.Card _activeCard; // Currently selected/revealing card
private int _cardsCompletedInteraction; // Track how many cards finished their reveal flow
private bool _isProcessingOpening;
private const int MAX_VISIBLE_BOOSTERS = 3;
private FlippableCard _currentActiveCard; // The card currently awaiting interaction
private void Awake()
{
// Make sure we have a CanvasGroup for transitions
@@ -514,8 +518,8 @@ namespace UI.CardSystem
// Update visible boosters (remove from end if we drop below thresholds)
UpdateVisibleBoosters();
// Show card backs
SpawnCardBacks(_currentCardData.Length);
// Show cards using new Card prefab
SpawnBoosterCards(_currentCardData);
// Wait for player to reveal all cards
bool isLastBooster = _availableBoosterCount <= 0;
@@ -524,10 +528,7 @@ namespace UI.CardSystem
// Check if this was the last booster pack
if (isLastBooster)
{
// 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
// See earlier comment for timing
Logging.Debug("[BoosterOpeningPage] Last booster opened, auto-transitioning to album main page");
if (UIPageController.Instance != null)
{
@@ -539,6 +540,122 @@ namespace UI.CardSystem
_isProcessingOpening = false;
}
/// <summary>
/// Spawn cards for booster opening flow using the new Card prefab and state machine.
/// </summary>
private void SpawnBoosterCards(CardData[] cards)
{
if (cardPrefab == null || cardDisplayContainer == null)
{
Logging.Warning("BoosterOpeningPage: Missing card prefab or container!");
return;
}
_currentRevealedCards.Clear();
_currentCards.Clear();
_cardsCompletedInteraction = 0;
_activeCard = null;
int count = cards.Length;
float totalWidth = (count - 1) * cardSpacing;
float startX = -totalWidth / 2f;
for (int i = 0; i < count; i++)
{
GameObject cardObj = Instantiate(cardPrefab, cardDisplayContainer);
RectTransform cardRect = cardObj.GetComponent<RectTransform>();
if (cardRect != null)
{
cardRect.anchoredPosition = new Vector2(startX + (i * cardSpacing), 0);
cardRect.sizeDelta = new Vector2(cardWidth, cardHeight); // Set card size
cardRect.localScale = Vector3.zero; // for pop-in
}
var card = cardObj.GetComponent<StateMachine.Card>();
var context = cardObj.GetComponent<StateMachine.CardContext>();
if (card != null && context != null)
{
// Setup card for booster reveal
// States will query CardSystemManager for current collection state as needed
context.SetupCard(cards[i]);
card.SetupForBoosterReveal(cards[i], false); // isNew parameter not used anymore
card.SetDraggingEnabled(false);
// Subscribe to CardDisplay click for selection
context.CardDisplay.OnCardClicked += (_) => OnCardClicked(card);
// Subscribe to reveal flow complete event
context.OnRevealFlowComplete += (ctx) => OnCardRevealComplete(card);
// Track the card
_currentCards.Add(card);
// Tween in
Tween.LocalScale(cardObj.transform, Vector3.one, 0.3f, i * 0.1f, Tween.EaseOutBack);
}
else
{
Logging.Warning($"[BoosterOpeningPage] Card component or context missing on spawned card {i}!");
}
_currentRevealedCards.Add(cardObj);
}
}
/// <summary>
/// Handle when a card is clicked - start reveal flow if conditions are met
/// </summary>
private void OnCardClicked(StateMachine.Card card)
{
// Only allow clicking idle cards when no other card is active
if (_activeCard == null && card.IsIdle && card.Context.IsClickable)
{
Logging.Debug($"[BoosterOpeningPage] Card {card.CardData?.Name} selected for reveal");
// Set as active and disable all other idle cards
_activeCard = card;
foreach (var otherCard in _currentCards)
{
if (otherCard != card && otherCard.IsIdle)
{
otherCard.Context.IsClickable = false;
}
}
// Click will route to IdleState automatically and trigger flip
}
}
/// <summary>
/// Handle when a card completes its reveal flow
/// </summary>
private void OnCardRevealComplete(StateMachine.Card card)
{
_cardsCompletedInteraction++;
Logging.Debug($"[BoosterOpeningPage] Card {card.CardData?.Name} reveal complete ({_cardsCompletedInteraction}/{_currentCardData.Length})");
// Add card to inventory NOW (after player saw it)
if (card.CardData != null)
{
Data.CardSystem.CardSystemManager.Instance.AddCardToInventoryDelayed(card.CardData);
}
// Clear active card and re-enable remaining idle cards
if (_activeCard == card)
{
_activeCard = null;
foreach (var otherCard in _currentCards)
{
if (otherCard.IsIdle)
{
otherCard.Context.IsClickable = true;
}
}
}
}
/// <summary>
/// Animate the booster pack disappearing
/// </summary>
@@ -569,249 +686,19 @@ namespace UI.CardSystem
}
/// <summary>
/// Spawn card back placeholders for revealing
/// </summary>
private void SpawnCardBacks(int count)
{
if (flippableCardPrefab == null || cardDisplayContainer == null)
{
Logging.Warning("BoosterOpeningPage: Missing card prefab or container!");
return;
}
_currentRevealedCards.Clear();
_revealedCardCount = 0;
_cardsCompletedInteraction = 0; // Reset interaction count
// Calculate positions
float totalWidth = (count - 1) * cardSpacing;
float startX = -totalWidth / 2f;
for (int i = 0; i < count; i++)
{
GameObject cardObj = Instantiate(flippableCardPrefab, cardDisplayContainer);
RectTransform cardRect = cardObj.GetComponent<RectTransform>();
if (cardRect != null)
{
cardRect.anchoredPosition = new Vector2(startX + (i * cardSpacing), 0);
}
// Get FlippableCard component and setup the card data
FlippableCard flippableCard = cardObj.GetComponent<FlippableCard>();
if (flippableCard != null)
{
// Setup the card data (stored but not revealed yet)
flippableCard.SetupCard(_currentCardData[i]);
// Subscribe to flip started event (to disable other cards IMMEDIATELY)
int cardIndex = i; // Capture for closure
flippableCard.OnFlipStarted += OnCardFlipStarted;
// Subscribe to reveal event to track when flipped
flippableCard.OnCardRevealed += (card, data) => OnCardRevealed(cardIndex);
// Subscribe to inactive click event (for jiggle effect)
flippableCard.OnClickedWhileInactive += OnCardClickedWhileInactive;
// Initially, all cards are clickable (for flipping)
flippableCard.SetClickable(true);
}
else
{
Logging.Warning($"[BoosterOpeningPage] FlippableCard component not found on card {i}!");
}
_currentRevealedCards.Add(cardObj);
// Animate cards flying in
cardRect.localScale = Vector3.zero;
Tween.LocalScale(cardRect, Vector3.one, 0.3f, i * 0.1f, Tween.EaseOutBack);
}
}
/// <summary>
/// Handle when a card flip starts (disable all other cards IMMEDIATELY)
/// </summary>
private void OnCardFlipStarted(FlippableCard flippingCard)
{
Logging.Debug($"[BoosterOpeningPage] Card flip started, disabling all other cards.");
// Disable ALL cards immediately to prevent multi-flip
foreach (GameObject cardObj in _currentRevealedCards)
{
FlippableCard card = cardObj.GetComponent<FlippableCard>();
if (card != null)
{
card.SetClickable(false);
}
}
}
/// <summary>
/// Handle card reveal (when flipped)
/// </summary>
private void OnCardRevealed(int cardIndex)
{
Logging.Debug($"[BoosterOpeningPage] Card {cardIndex} revealed!");
_revealedCardCount++;
// Get the flippable card and card data
FlippableCard flippableCard = _currentRevealedCards[cardIndex].GetComponent<FlippableCard>();
if (flippableCard == null)
{
Logging.Warning($"[BoosterOpeningPage] FlippableCard not found for card {cardIndex}!");
return;
}
CardData cardData = flippableCard.CardData;
// Check if this is a new card using CardSystemManager
bool isNew = Data.CardSystem.CardSystemManager.Instance.IsCardNew(cardData, out CardData existingCard);
if (isNew)
{
Logging.Debug($"[BoosterOpeningPage] Card '{cardData.Name}' is NEW!");
flippableCard.ShowAsNew();
}
else
{
// Check if card is already Legendary - if so, skip progress bar and auto-progress
if (existingCard.Rarity == AppleHills.Data.CardSystem.CardRarity.Legendary)
{
Logging.Debug($"[BoosterOpeningPage] Card '{cardData.Name}' is LEGENDARY - auto-progressing!");
// Add to inventory immediately and move to next card
Data.CardSystem.CardSystemManager.Instance.AddCardToInventoryDelayed(cardData);
_cardsCompletedInteraction++;
_revealedCardCount++; // This was already incremented earlier, but we need to track completion
EnableUnrevealedCards();
return; // Skip showing the card enlarged
}
int ownedCount = existingCard.CopiesOwned;
Logging.Debug($"[BoosterOpeningPage] Card '{cardData.Name}' is a REPEAT! Owned: {ownedCount}");
// Check if this card will trigger an upgrade (ownedCount + 1 >= threshold)
bool willUpgrade = (ownedCount + 1) >= flippableCard.CardsToUpgrade && existingCard.Rarity < AppleHills.Data.CardSystem.CardRarity.Legendary;
if (willUpgrade)
{
Logging.Debug($"[BoosterOpeningPage] This card will trigger upgrade! ({ownedCount + 1}/{flippableCard.CardsToUpgrade})");
// Show as repeat - progress bar will fill and auto-trigger upgrade
flippableCard.ShowAsRepeatWithUpgrade(ownedCount, existingCard);
}
else
{
// Normal repeat, no upgrade
flippableCard.ShowAsRepeat(ownedCount);
}
}
// Set this card as the active one (only this card is clickable now)
SetActiveCard(flippableCard);
// Subscribe to tap event to know when interaction is complete
flippableCard.OnCardTappedAfterReveal += (card) => OnCardCompletedInteraction(card, cardIndex);
}
/// <summary>
/// Handle when a card's interaction is complete (tapped after reveal)
/// </summary>
private void OnCardCompletedInteraction(FlippableCard card, int cardIndex)
{
Logging.Debug($"[BoosterOpeningPage] Card {cardIndex} interaction complete!");
// Add card to inventory NOW (after player saw it)
Data.CardSystem.CardSystemManager.Instance.AddCardToInventoryDelayed(card.CardData);
// Return card to normal size
card.ReturnToNormalSize();
// Increment completed interaction count
_cardsCompletedInteraction++;
// Clear active card
_currentActiveCard = null;
// Re-enable all unrevealed cards (they can be flipped now)
EnableUnrevealedCards();
Logging.Debug($"[BoosterOpeningPage] Cards completed interaction: {_cardsCompletedInteraction}/{_currentCardData.Length}");
}
/// <summary>
/// Set which card is currently active (only this card can be clicked)
/// </summary>
private void SetActiveCard(FlippableCard activeCard)
{
_currentActiveCard = activeCard;
// Disable all other cards
foreach (GameObject cardObj in _currentRevealedCards)
{
FlippableCard card = cardObj.GetComponent<FlippableCard>();
if (card != null)
{
// Only the active card is clickable
card.SetClickable(card == activeCard);
}
}
Logging.Debug($"[BoosterOpeningPage] Set active card. Only one card is now clickable.");
}
/// <summary>
/// Re-enable all unrevealed cards (allow them to be flipped)
/// </summary>
private void EnableUnrevealedCards()
{
foreach (GameObject cardObj in _currentRevealedCards)
{
FlippableCard card = cardObj.GetComponent<FlippableCard>();
if (card != null && !card.IsFlipped)
{
card.SetClickable(true);
}
}
Logging.Debug($"[BoosterOpeningPage] Re-enabled unrevealed cards for flipping.");
}
/// <summary>
/// Handle when a card is clicked while not active (jiggle the active card)
/// </summary>
private void OnCardClickedWhileInactive(FlippableCard inactiveCard)
{
Logging.Debug($"[BoosterOpeningPage] Inactive card clicked, jiggling active card.");
if (_currentActiveCard != null)
{
_currentActiveCard.Jiggle();
}
}
/// <summary>
/// Wait until all cards are revealed AND all interactions are complete
/// Wait until all cards complete their reveal flow
/// </summary>
private IEnumerator WaitForCardReveals()
{
// Wait until all cards are flipped
while (_revealedCardCount < _currentCardData.Length)
{
yield return null;
}
Logging.Debug($"[BoosterOpeningPage] All cards revealed! Waiting for interactions...");
// Wait until all cards have completed their new/repeat interaction
// Wait until all cards have completed their reveal flow
while (_cardsCompletedInteraction < _currentCardData.Length)
{
yield return null;
}
Logging.Debug($"[BoosterOpeningPage] All interactions complete! Animating cards to album...");
Logging.Debug($"[BoosterOpeningPage] All cards revealed! Animating cards to album...");
// All cards revealed and interacted with, wait a moment
// Small pause
yield return new WaitForSeconds(0.5f);
// Show album icon before cards start tweening to it
@@ -829,28 +716,20 @@ namespace UI.CardSystem
{
if (cardObj != null)
{
// Stagger each card with 0.5s delay
float delay = cardIndex * 0.5f;
// Animate to album icon position, then destroy
// Use world space position tween for root transform
Tween.Position(cardObj.transform, targetPosition, 0.5f, delay, Tween.EaseInBack);
Tween.LocalScale(cardObj.transform, Vector3.zero, 0.5f, delay, Tween.EaseInBack,
completeCallback: () => Destroy(cardObj));
completeCallback: () => { if (cardObj != null) Destroy(cardObj); });
cardIndex++;
}
}
// 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();
_currentCards.Clear();
yield return new WaitForSeconds(totalAnimationTime);
// Album icon stays visible for next booster (will be hidden when next booster is placed)
}
/// <summary>

View File

@@ -0,0 +1,23 @@
using UnityEngine;
using UnityEngine.UI;
namespace UI.CardSystem
{
/// <summary>
/// Simple component representing card back visuals; toggle visibility.
/// </summary>
public class CardBack : MonoBehaviour
{
[SerializeField] private Image backImage;
public void Show()
{
gameObject.SetActive(true);
}
public void Hide()
{
gameObject.SetActive(false);
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 37d815ba7b02481786cc1953678a3e8e
timeCreated: 1763322207

View File

@@ -37,10 +37,7 @@ namespace UI.CardSystem
// Events
public event Action<CardDisplay> OnCardClicked;
// Preview mode tracking for click forwarding
private bool _isPreviewMode;
private AlbumCardSlot _previewSlot;
/// <summary>
/// Sets up the card display with the given card data
@@ -88,46 +85,7 @@ namespace UI.CardSystem
Logging.Debug($"[CardDisplay] Updated visuals for card: {cardData.Name} (Rarity: {cardData.Rarity}, Zone: {cardData.Zone})");
}
/// <summary>
/// Apply preview visuals - black tint to card image and question marks for name
/// Used for empty slot previews to show locked/unknown cards
/// </summary>
public void SetPreviewVisuals()
{
// Set card name to question marks
if (cardNameText != null)
{
cardNameText.text = "??????";
}
// Apply black non-opaque tint to card image
if (cardImage != null)
{
cardImage.color = Color.black;
}
Logging.Debug($"[CardDisplay] Applied preview visuals (black tint and ?????? name)");
}
/// <summary>
/// Reset preview visuals back to normal
/// </summary>
public void ClearPreviewVisuals()
{
// Restore normal card name
if (cardData != null && cardNameText != null)
{
cardNameText.text = cardData.Name ?? "Unknown Card";
}
// Reset card image color to white (normal)
if (cardImage != null)
{
cardImage.color = Color.white;
}
Logging.Debug($"[CardDisplay] Cleared preview visuals");
}
/// <summary>
/// Updates the card name text
@@ -281,50 +239,11 @@ namespace UI.CardSystem
}
/// <summary>
/// Enable preview mode - when clicked, forwards click to the associated slot
/// </summary>
public void SetPreviewMode(bool isEnabled, AlbumCardSlot slot = null)
{
_isPreviewMode = isEnabled;
_previewSlot = slot;
// Enable raycast targets on images so this CardDisplay can receive clicks
if (cardImage != null) cardImage.raycastTarget = isEnabled;
if (frameImage != null) frameImage.raycastTarget = isEnabled;
if (overlayImage != null) overlayImage.raycastTarget = isEnabled;
if (backgroundImage != null) backgroundImage.raycastTarget = isEnabled;
if (zoneShapeImage != null) zoneShapeImage.raycastTarget = isEnabled;
Logging.Debug($"[CardDisplay] Preview mode {(isEnabled ? "enabled" : "disabled")}, slot: {(slot != null ? slot.name : "NULL")}");
}
/// <summary>
/// Handle click on CardDisplay - forward to preview slot if in preview mode
/// Handle pointer click - simply emit the click event
/// </summary>
public void OnPointerClick(PointerEventData eventData)
{
Logging.Debug($"[CLICK-TRACE-CARDDISPLAY] OnPointerClick on {name}, _isPreviewMode={_isPreviewMode}, _previewSlot={((_previewSlot != null) ? _previewSlot.name : "NULL")}");
if (_isPreviewMode && _previewSlot != null)
{
Logging.Debug($"[CLICK-TRACE-CARDDISPLAY] {name} - In preview mode, calling DismissPreview on slot: {_previewSlot.name}");
_previewSlot.DismissPreview();
}
else
{
// Not in preview mode - forward click to parent AlbumCard (if it exists)
AlbumCard parentAlbumCard = GetComponentInParent<AlbumCard>();
if (parentAlbumCard != null)
{
Logging.Debug($"[CLICK-TRACE-CARDDISPLAY] {name} - Forwarding click to parent AlbumCard");
parentAlbumCard.OnPointerClick(eventData);
}
else
{
Logging.Debug($"[CLICK-TRACE-CARDDISPLAY] {name} - No parent AlbumCard, firing OnCardClicked event");
OnCardClicked?.Invoke(this);
}
}
OnCardClicked?.Invoke(this);
}
#if UNITY_EDITOR

View File

@@ -1,252 +0,0 @@
using System;
using System.Collections;
using AppleHills.Data.CardSystem;
using Core;
using Data.CardSystem;
using Pixelplacement;
using UI.DragAndDrop.Core;
using UnityEngine;
namespace UI.CardSystem
{
/// <summary>
/// Draggable card for album reveal system.
/// Handles both tap and drag-hold interactions for revealing cards.
/// Auto-snaps to matching album slot on release/tap.
/// </summary>
public class AlbumCardPlacementDraggable : DraggableObject
{
[Header("Album Card Settings")]
[SerializeField] private FlippableCard flippableCard;
[SerializeField] private float holdRevealDelay = 0.1f;
private CardData _cardData;
private bool _isRevealed = false;
private bool _isDragRevealing = false;
private bool _waitingForPlacementTap = false;
private Coroutine _holdRevealCoroutine;
private bool _isHolding = false; // Track if pointer is currently down
// Events
public event Action<AlbumCardPlacementDraggable, CardData> OnCardRevealed;
public event Action<AlbumCardPlacementDraggable, CardData> OnCardPlacedInAlbum;
public CardData CardData => _cardData;
public bool IsRevealed => _isRevealed;
public CardZone Zone => _cardData?.Zone ?? CardZone.AppleHills;
protected override void Initialize()
{
base.Initialize();
// Auto-find FlippableCard if not assigned
if (flippableCard == null)
{
flippableCard = GetComponent<FlippableCard>();
}
}
/// <summary>
/// Setup the card data (stores it but doesn't reveal until tapped/dragged)
/// </summary>
public void SetupCard(CardData data)
{
_cardData = data;
if (flippableCard != null)
{
flippableCard.SetupCard(data);
}
}
/// <summary>
/// Reveal the card (flip to show front)
/// </summary>
public void RevealCard()
{
if (_isRevealed)
{
return;
}
_isRevealed = true;
if (flippableCard != null)
{
flippableCard.FlipToReveal();
}
OnCardRevealed?.Invoke(this, _cardData);
}
/// <summary>
/// Snap to the matching album slot
/// </summary>
public void SnapToAlbumSlot()
{
if (_cardData == null)
{
Logging.Warning("[AlbumCardPlacementDraggable] Cannot snap to slot - no card data assigned.");
return;
}
// Find all album card slots in the scene
AlbumCardSlot[] allSlots = FindObjectsByType<AlbumCardSlot>(FindObjectsSortMode.None);
AlbumCardSlot matchingSlot = null;
foreach (var slot in allSlots)
{
if (slot.CanAcceptCard(_cardData))
{
matchingSlot = slot;
break;
}
}
if (matchingSlot != null)
{
SetDraggingEnabled(false);
// NEW FLOW: Extract AlbumCard FIRST, then tween it
if (flippableCard != null)
{
AlbumCard extractedCard = flippableCard.ExtractAlbumCard(matchingSlot.transform);
if (extractedCard != null)
{
// Notify slot that card was placed
matchingSlot.OnCardPlaced(extractedCard);
// NOW tween the extracted AlbumCard into position
TweenExtractedCardToSlot(extractedCard, () =>
{
// After animation completes
Logging.Debug($"[AlbumCardPlacementDraggable] Card placement animation complete for {_cardData.Name}");
// Notify that card was placed
OnCardPlacedInAlbum?.Invoke(this, _cardData);
// Destroy this wrapper (the AlbumPlacementCard)
Destroy(gameObject);
});
}
else
{
Logging.Warning("[AlbumCardPlacementDraggable] Failed to extract AlbumCard from wrapper!");
}
}
}
else
{
Logging.Warning($"[AlbumCardPlacementDraggable] Could not find matching slot for card '{_cardData.Name}' (Zone: {_cardData.Zone}, Index: {_cardData.CollectionIndex})");
}
}
/// <summary>
/// Tween the extracted AlbumCard into its slot position
/// Tweens from current size to slot size - AspectRatioFitter handles width
/// </summary>
private void TweenExtractedCardToSlot(AlbumCard card, System.Action onComplete)
{
Transform cardTransform = card.transform;
RectTransform cardRect = cardTransform as RectTransform;
if (cardRect != null)
{
// Get target height from slot
RectTransform slotRect = cardTransform.parent as RectTransform;
float targetHeight = slotRect != null ? slotRect.rect.height : cardRect.sizeDelta.y;
// Tween from current size to target size (AspectRatioFitter will adjust width)
Vector2 targetSize = new Vector2(cardRect.sizeDelta.x, targetHeight);
Tween.Size(cardRect, targetSize, snapDuration, 0f, Tween.EaseOutBack);
// Tween position and rotation to slot center
Tween.LocalPosition(cardRect, Vector3.zero, snapDuration, 0f, Tween.EaseOutBack);
Tween.LocalRotation(cardTransform, Quaternion.identity, snapDuration, 0f, Tween.EaseOutBack,
completeCallback: () =>
{
Logging.Debug($"[AlbumCardPlacementDraggable] Tween complete for extracted card {card.name}, final height: {cardRect.sizeDelta.y}");
onComplete?.Invoke();
});
}
else
{
// No RectTransform, just reset and call callback
cardTransform.localPosition = Vector3.zero;
cardTransform.localRotation = Quaternion.identity;
onComplete?.Invoke();
}
}
protected override void OnPointerDownHook()
{
base.OnPointerDownHook();
_isHolding = true;
// Start hold-reveal timer if card not yet revealed
if (!_isRevealed && _holdRevealCoroutine == null)
{
_holdRevealCoroutine = StartCoroutine(HoldRevealTimer());
}
}
protected override void OnPointerUpHook(bool longPress)
{
base.OnPointerUpHook(longPress);
_isHolding = false;
// Cancel hold timer if running
if (_holdRevealCoroutine != null)
{
StopCoroutine(_holdRevealCoroutine);
_holdRevealCoroutine = null;
}
else
{
}
// Handle tap (not dragged)
if (!_wasDragged)
{
if (!_isRevealed)
{
// First tap: reveal the card
RevealCard();
_waitingForPlacementTap = true;
}
else if (_waitingForPlacementTap)
{
// Second tap: snap to slot
_waitingForPlacementTap = false;
SnapToAlbumSlot();
}
else
{
}
}
else if (_isDragRevealing)
{
// Was drag-revealed, auto-snap on release
_isDragRevealing = false;
SnapToAlbumSlot();
}
}
/// <summary>
/// Coroutine to reveal card after holding for specified duration
/// </summary>
private IEnumerator HoldRevealTimer()
{
yield return new WaitForSeconds(holdRevealDelay);
// If still holding after delay, reveal the card
if (!_isRevealed && _isHolding)
{
RevealCard();
_isDragRevealing = true;
}
_holdRevealCoroutine = null;
}
}
}

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 706803638ea24880bae19c87d3851ce6
timeCreated: 1762470947

View File

@@ -3,142 +3,70 @@ using Core;
using Data.CardSystem;
using UI.DragAndDrop.Core;
using UnityEngine;
using UnityEngine.EventSystems;
namespace UI.CardSystem
{
/// <summary>
/// Specialized slot for album pages that only accepts a specific card.
/// Validates cards based on their CardDefinition.
/// Self-populates with owned cards when enabled.
/// Shows preview of target card when empty slot is tapped.
/// Empty by default, auto-spawns owned cards on enable.
/// </summary>
public class AlbumCardSlot : DraggableSlot, IPointerClickHandler
public class AlbumCardSlot : DraggableSlot
{
[Header("Album Slot Configuration")]
[SerializeField] private CardDefinition targetCardDefinition; // Which card this slot accepts
[SerializeField] private GameObject albumCardPrefab; // Prefab to spawn when card is owned
[SerializeField] private GameObject cardPrefab; // Card prefab to spawn when card is owned
[Header("Preview Card (for empty slots)")]
[SerializeField] private CardDisplay previewCardDisplay; // Nested CardDisplay showing greyed-out preview
[SerializeField] private float previewEnlargedScale = 2.5f;
[SerializeField] private float previewScaleDuration = 0.3f;
private bool _isOccupiedPermanently = false;
private AlbumCard _placedCard;
private bool _isPreviewShowing = false;
private Vector3 _previewOriginalScale;
private void Awake()
{
// Store original scale of preview card
if (previewCardDisplay != null)
{
_previewOriginalScale = previewCardDisplay.transform.localScale;
// Hide preview card by default
previewCardDisplay.gameObject.SetActive(false);
}
}
private StateMachine.Card _assignedCard; // The card currently in this slot (if any)
/// <summary>
/// Set the target card this slot should accept
/// Get the target card definition for this slot
/// </summary>
public void SetTargetCard(CardDefinition definition)
{
targetCardDefinition = definition;
}
public CardDefinition TargetCardDefinition => targetCardDefinition;
/// <summary>
/// Check if this slot can accept a specific card
/// Check if this slot has a card assigned to it
/// </summary>
public bool CanAcceptCard(CardData cardData)
{
if (cardData == null || targetCardDefinition == null) return false;
if (_isOccupiedPermanently) return false;
// Card must match this slot's target definition
return cardData.DefinitionId == targetCardDefinition.Id;
}
public bool HasCardAssigned => _assignedCard != null;
/// <summary>
/// Called when a card is successfully placed in this slot
/// Get the card currently assigned to this slot
/// </summary>
public void OnCardPlaced(AlbumCard albumCard = null)
{
_isOccupiedPermanently = true;
if (albumCard != null)
{
_placedCard = albumCard;
albumCard.SetParentSlot(this);
// Register with AlbumViewPage for enlarge/shrink handling
AlbumViewPage albumPage = FindFirstObjectByType<AlbumViewPage>();
if (albumPage != null)
{
albumPage.RegisterAlbumCard(albumCard);
}
}
}
/// <summary>
/// Check if this slot has a placed card
/// </summary>
public bool HasPlacedCard()
{
return _placedCard != null;
}
/// <summary>
/// Get the placed card (if any)
/// </summary>
public AlbumCard GetPlacedCard()
{
return _placedCard;
}
public StateMachine.Card AssignedCard => _assignedCard;
private void OnEnable()
{
// Check if we should spawn a card for this slot
CheckAndSpawnOwnedCard();
// Setup preview card display if slot is empty
SetupPreviewCard();
}
/// <summary>
/// Setup the preview card display to show target card with preview visuals
/// Preview stays hidden until user taps to show it
/// Assign a card to this slot (called by AlbumViewPage after placement animation)
/// </summary>
private void SetupPreviewCard()
public void AssignCard(StateMachine.Card card)
{
if (previewCardDisplay == null || targetCardDefinition == null)
return;
// Only setup preview if slot is empty
if (_isOccupiedPermanently || _placedCard != null)
if (card == null)
{
// Hide preview if slot is occupied
previewCardDisplay.gameObject.SetActive(false);
Logging.Warning("[AlbumCardSlot] Attempted to assign null card to slot");
return;
}
// Setup preview card data
CardData previewData = targetCardDefinition.CreateCardData();
previewData.Rarity = CardRarity.Normal; // Show as normal rarity
previewCardDisplay.SetupCard(previewData);
if (_assignedCard != null && _assignedCard != card)
{
Logging.Warning($"[AlbumCardSlot] Slot already has a card assigned, replacing with new card");
// Clean up old card
if (_assignedCard.gameObject != null)
{
Destroy(_assignedCard.gameObject);
}
}
// Apply preview visuals (black tint and ?????? name)
previewCardDisplay.SetPreviewVisuals();
// Keep preview hidden - it'll show when user taps to enlarge
previewCardDisplay.gameObject.SetActive(false);
Logging.Debug($"[AlbumCardSlot] Setup preview card for {targetCardDefinition.Name} (hidden until tap)");
_assignedCard = card;
Logging.Debug($"[AlbumCardSlot] Card '{card.CardData?.Name}' assigned to slot for {targetCardDefinition?.name}");
}
/// <summary>
/// Check if player owns the card for this slot and spawn it if so
/// (Called on OnEnable to handle game reload scenarios)
/// </summary>
private void CheckAndSpawnOwnedCard()
{
@@ -146,221 +74,92 @@ namespace UI.CardSystem
if (CardSystemManager.Instance == null || targetCardDefinition == null)
return;
// Guard: don't spawn if already occupied
if (_isOccupiedPermanently || _placedCard != null)
// Guard: don't spawn if already has a card assigned
if (_assignedCard != null)
{
Logging.Debug($"[AlbumCardSlot] Slot for {targetCardDefinition.name} already has card assigned, skipping spawn");
return;
}
// Guard: need prefab to spawn
if (albumCardPrefab == null)
if (cardPrefab == null)
{
Logging.Warning($"[AlbumCardSlot] No albumCardPrefab assigned for slot targeting {targetCardDefinition.name}");
Logging.Warning($"[AlbumCardSlot] No cardPrefab assigned for slot targeting {targetCardDefinition.name}");
return;
}
// Check if player owns this card at ANY rarity (prioritize highest rarity)
CardData ownedCard = null;
// Check if player owns this card in COLLECTION (not pending)
CardData ownedCard = FindOwnedCardForSlot();
// Check in order: Legendary > Rare > Normal
foreach (CardRarity rarity in new[] { CardRarity.Legendary, CardRarity.Rare, CardRarity.Normal })
{
CardData card = CardSystemManager.Instance.GetCardInventory().GetCard(targetCardDefinition.Id, rarity);
if (card != null)
{
ownedCard = card;
break; // Found highest rarity owned
}
}
// Spawn card if owned
// Only spawn if owned (not pending)
if (ownedCard != null)
{
SpawnAlbumCard(ownedCard);
Logging.Debug($"[AlbumCardSlot] Found owned card for {targetCardDefinition.name}, spawning");
SpawnOwnedCard(ownedCard);
}
}
/// <summary>
/// Spawn an AlbumCard in this slot
/// Find owned card for this slot (checks collection only, not pending)
/// </summary>
private void SpawnAlbumCard(CardData cardData)
private CardData FindOwnedCardForSlot()
{
GameObject cardObj = Instantiate(albumCardPrefab, transform);
AlbumCard albumCard = cardObj.GetComponent<AlbumCard>();
var inventory = CardSystemManager.Instance.GetCardInventory();
if (albumCard != null)
// Check in order: Legendary > Rare > Normal (prioritize highest rarity)
foreach (CardRarity rarity in new[] { CardRarity.Legendary, CardRarity.Rare, CardRarity.Normal })
{
albumCard.SetupCard(cardData);
albumCard.SetParentSlot(this);
_placedCard = albumCard;
_isOccupiedPermanently = true;
CardData card = inventory.GetCard(targetCardDefinition.Id, rarity);
if (card != null)
{
return card; // Found highest rarity owned
}
}
return null; // Not owned
}
/// <summary>
/// Spawn a card that the player already owns (for reload scenarios)
/// </summary>
private void SpawnOwnedCard(CardData cardData)
{
GameObject cardObj = Instantiate(cardPrefab, transform);
var card = cardObj.GetComponent<StateMachine.Card>();
if (card != null)
{
// Setup card for album slot (starts in PlacedInSlotState)
card.SetupForAlbumSlot(cardData, this);
// Resize the card to match the slot size (same as placed cards)
RectTransform cardRect = albumCard.transform as RectTransform;
// Resize the card to match the slot size
RectTransform cardRect = card.transform as RectTransform;
RectTransform slotRect = transform as RectTransform;
if (cardRect != null && slotRect != null)
{
// Set height to match slot height (AspectRatioFitter will handle width)
float targetHeight = slotRect.rect.height;
cardRect.sizeDelta = new Vector2(cardRect.sizeDelta.x, targetHeight);
// Ensure position and rotation are centered
cardRect.localPosition = Vector3.zero;
cardRect.localRotation = Quaternion.identity;
}
// Assign card to this slot
_assignedCard = card;
// Register with AlbumViewPage for enlarge/shrink handling
AlbumViewPage albumPage = FindFirstObjectByType<AlbumViewPage>();
if (albumPage != null)
{
albumPage.RegisterAlbumCard(albumCard);
albumPage.RegisterCardInAlbum(card);
}
Logging.Debug($"[AlbumCardSlot] Spawned owned card '{cardData.Name}' ({cardData.Rarity}) in slot");
}
else
{
Logging.Warning($"[AlbumCardSlot] Spawned prefab has no AlbumCard component!");
Logging.Warning($"[AlbumCardSlot] Spawned prefab has no Card component!");
Destroy(cardObj);
}
}
/// <summary>
/// Get the target card definition for this slot
/// </summary>
public CardDefinition GetTargetCardDefinition()
{
return targetCardDefinition;
}
/// <summary>
/// Handle click on slot - show/hide preview if empty
/// </summary>
public void OnPointerClick(PointerEventData eventData)
{
Logging.Debug($"[CLICK-TRACE-SLOT] OnPointerClick on {name}, _isOccupiedPermanently={_isOccupiedPermanently}, _placedCard={((_placedCard != null) ? _placedCard.name : "NULL")}, _isPreviewShowing={_isPreviewShowing}, position={eventData.position}");
// Only handle clicks if slot is empty
if (_isOccupiedPermanently || _placedCard != null)
{
Logging.Debug($"[CLICK-TRACE-SLOT] {name} - Slot is occupied, ignoring");
return;
}
// Only handle if we have a preview card setup
if (previewCardDisplay == null || targetCardDefinition == null)
{
Logging.Debug($"[CLICK-TRACE-SLOT] {name} - No preview setup, ignoring");
return;
}
if (_isPreviewShowing)
{
Logging.Debug($"[CLICK-TRACE-SLOT] {name} - Preview is showing, hiding it");
HidePreview();
}
else
{
Logging.Debug($"[CLICK-TRACE-SLOT] {name} - Preview is hidden, showing it");
ShowPreview();
}
}
/// <summary>
/// Show enlarged preview of target card
/// </summary>
private void ShowPreview()
{
if (_isPreviewShowing || previewCardDisplay == null)
return;
_isPreviewShowing = true;
// Show the preview card (already has preview visuals applied)
previewCardDisplay.gameObject.SetActive(true);
// Enable preview mode so clicks on CardDisplay forward to this slot
previewCardDisplay.SetPreviewMode(true, this);
// Reset to normal scale before enlarging
previewCardDisplay.transform.localScale = _previewOriginalScale;
// Get AlbumViewPage to show backdrop and reparent
AlbumViewPage albumPage = FindFirstObjectByType<AlbumViewPage>();
if (albumPage != null)
{
albumPage.ShowSlotPreview(this, previewCardDisplay.transform);
}
// Scale up preview card
Pixelplacement.Tween.LocalScale(previewCardDisplay.transform, _previewOriginalScale * previewEnlargedScale,
previewScaleDuration, 0f, Pixelplacement.Tween.EaseOutBack);
Logging.Debug($"[AlbumCardSlot] Showing preview for {targetCardDefinition.Name}");
}
/// <summary>
/// Hide preview and return to normal
/// </summary>
private void HidePreview()
{
if (!_isPreviewShowing || previewCardDisplay == null)
return;
_isPreviewShowing = false;
// Disable preview mode on CardDisplay
previewCardDisplay.SetPreviewMode(false, null);
// Get AlbumViewPage to hide backdrop
AlbumViewPage albumPage = FindFirstObjectByType<AlbumViewPage>();
if (albumPage != null)
{
albumPage.HideSlotPreview(this, previewCardDisplay.transform, () =>
{
// After shrink completes, reparent back to slot
previewCardDisplay.transform.SetParent(transform, false);
// Reset RectTransform properties
RectTransform previewRect = previewCardDisplay.transform as RectTransform;
if (previewRect != null)
{
// Set anchors to stretch in all directions (matching original setup)
previewRect.anchorMin = Vector2.zero; // (0, 0)
previewRect.anchorMax = Vector2.one; // (1, 1)
// Reset offsets to zero (left, right, top, bottom all = 0)
previewRect.offsetMin = Vector2.zero; // Sets left and bottom to 0
previewRect.offsetMax = Vector2.zero; // Sets right and top to 0 (note: these are negative values internally)
previewRect.pivot = new Vector2(0.5f, 0.5f);
}
previewCardDisplay.transform.localPosition = Vector3.zero;
previewCardDisplay.transform.localRotation = Quaternion.identity;
previewCardDisplay.transform.localScale = _previewOriginalScale;
// Hide the preview card after returning to slot
previewCardDisplay.gameObject.SetActive(false);
Logging.Debug($"[AlbumCardSlot] Preview hidden and reset for {targetCardDefinition.Name}");
});
}
Logging.Debug($"[AlbumCardSlot] Hiding preview for {targetCardDefinition.Name}");
}
/// <summary>
/// Public method to dismiss preview - can be called by CardDisplay when clicked
/// </summary>
public void DismissPreview()
{
Logging.Debug($"[CLICK-TRACE-SLOT] DismissPreview called on {name}");
HidePreview();
}
/// <summary>
/// Get the target card definition for this slot
/// </summary>
public CardDefinition TargetCardDefinition => targetCardDefinition;
}
}

View File

@@ -88,11 +88,44 @@ namespace UI.CardSystem.DragDrop
{
base.OnDragEndedHook();
// Optionally trigger open when dropped in specific zones
if (canOpenOnDrop)
// Find closest slot and assign to it (replaces removed auto-slotting from base class)
SlotContainer[] containers = FindObjectsByType<SlotContainer>(FindObjectsSortMode.None);
DraggableSlot closestSlot = null;
float closestDistance = float.MaxValue;
// Get position (handle both overlay and world space canvas)
Vector3 myPosition = (RectTransform != null &&
GetComponentInParent<Canvas>()?.renderMode == RenderMode.ScreenSpaceOverlay)
? RectTransform.position
: transform.position;
// Find closest slot among all containers
foreach (var container in containers)
{
// Could check if dropped in an "opening zone"
// For now, just a placeholder
DraggableSlot slot = container.FindClosestSlot(myPosition, this);
if (slot != null)
{
Vector3 slotPosition = slot.RectTransform != null ? slot.RectTransform.position : slot.transform.position;
float distance = Vector3.Distance(myPosition, slotPosition);
if (distance < closestDistance)
{
closestDistance = distance;
closestSlot = slot;
}
}
}
// Assign to closest slot if found
if (closestSlot != null)
{
Logging.Debug($"[BoosterPackDraggable] Drag ended, assigning to closest slot: {closestSlot.name}");
AssignToSlot(closestSlot, true);
}
else if (CurrentSlot != null)
{
// No valid slot found, return to current slot
Logging.Debug($"[BoosterPackDraggable] No valid slot found, snapping back to current slot");
AssignToSlot(CurrentSlot, true);
}
}

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