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5 Commits

Author SHA1 Message Date
Michal Pikulski
cf13fb78b5 Refactor, cleanup code and add documentaiton 2025-11-18 09:29:59 +01:00
Michal Pikulski
034654c308 Stash factoring out functionality out of album view page 2025-11-18 09:20:00 +01:00
Michal Pikulski
64c304bb6d Working refactor of cleaned up card structure 2025-11-18 01:03:45 +01:00
Michal Pikulski
689e177c99 Finalize nice animations 2025-11-17 23:49:37 +01:00
Michal Pikulski
e18f1b9963 Working bottom-corner card display 2025-11-17 23:38:34 +01:00
112 changed files with 51485 additions and 18908 deletions

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@@ -87,18 +87,6 @@ MonoBehaviour:
m_SerializedLabels:
- BlokkemonCard
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: 80e3766cc597fd94f895f5cd6aa2bcc6
m_Address: Assets/Data/Cards/Card_New Card.asset
m_ReadOnly: 0
m_SerializedLabels:
- BlokkemonCard
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: 82008856df7c51f47b1582de464ba44b
m_Address: Assets/Data/Cards/Card_New Card.asset
m_ReadOnly: 0
m_SerializedLabels:
- BlokkemonCard
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: 99d8e528a8f9ead438e4c88a08c6f6c0
m_Address: Assets/Data/Cards/Card_New Card.asset
m_ReadOnly: 0

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@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 4f4ec75013bc276429c2f4fa52d165e0
guid: bcbebd216e6c867409206d33b4395b5b
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 11400000

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@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 53996921ed2094948aa317efe4ca6630
guid: 7e3c8a4745009804b9a620e3ae15070f
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 11400000

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@@ -216,6 +216,13 @@ namespace Editor.CardSystem
EditorGUILayout.Space(5);
if (GUILayout.Button("Populate Pending (6 Unique Cards)", GUILayout.Height(30)))
{
PopulatePendingCards();
}
EditorGUILayout.Space(5);
// Danger Zone
EditorGUILayout.Space(10);
EditorGUILayout.LabelField("Danger Zone", EditorStyles.miniBoldLabel);
@@ -304,6 +311,53 @@ namespace Editor.CardSystem
}
}
private void PopulatePendingCards()
{
if (CardSystemManager.Instance != null)
{
List<CardDefinition> allDefinitions = CardSystemManager.Instance.GetAllCardDefinitions();
if (allDefinitions.Count == 0)
{
lastActionMessage = "Error: No card definitions available";
Logging.Warning($"[CardSystemTesterWindow] {lastActionMessage}");
Repaint();
return;
}
// Ensure we have enough definitions to pick 6 unique cards
int cardsToAdd = Mathf.Min(6, allDefinitions.Count);
// Shuffle definitions to get random unique cards
List<CardDefinition> shuffledDefs = new List<CardDefinition>(allDefinitions);
for (int i = 0; i < shuffledDefs.Count; i++)
{
int randomIndex = Random.Range(i, shuffledDefs.Count);
(shuffledDefs[i], shuffledDefs[randomIndex]) = (shuffledDefs[randomIndex], shuffledDefs[i]);
}
// Add first 6 unique cards to pending
// AddCardToInventoryDelayed automatically routes NEW cards to pending queue
int cardsAdded = 0;
for (int i = 0; i < cardsToAdd; i++)
{
CardData newCard = shuffledDefs[i].CreateCardData();
CardSystemManager.Instance.AddCardToInventoryDelayed(newCard);
cardsAdded++;
}
lastActionMessage = $"Added {cardsAdded} unique cards to pending reveal queue";
Logging.Debug($"[CardSystemTesterWindow] {lastActionMessage}");
RefreshDebugInfo();
}
else
{
lastActionMessage = "Error: CardSystemManager instance not found!";
Debug.LogError("[CardSystemTesterWindow] " + lastActionMessage);
Repaint();
}
}
private void ClearAllCards()
{
if (CardSystemManager.Instance != null)

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@@ -824,6 +824,10 @@ PrefabInstance:
propertyPath: m_SizeDelta.x
value: 0
objectReference: {fileID: 0}
- target: {fileID: 2685537002028647152, guid: 88a05fdd940194543ade1cc2bcdada5f, type: 3}
propertyPath: interactable
value: 0
objectReference: {fileID: 0}
- target: {fileID: 2717636461124059971, guid: 88a05fdd940194543ade1cc2bcdada5f, type: 3}
propertyPath: m_SizeDelta.x
value: 0

File diff suppressed because one or more lines are too long

File diff suppressed because one or more lines are too long

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: abf7a5def55e43178a4c88caf5686cc9
timeCreated: 1763454388

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@@ -0,0 +1,172 @@
using System.Collections.Generic;
using AppleHills.Data.CardSystem;
using Core;
using UnityEngine;
namespace UI.CardSystem
{
/// <summary>
/// Manages album page navigation, zone mapping, and page flip tracking.
/// Created and owned by AlbumViewPage (not a Unity component).
/// </summary>
public class AlbumNavigationService
{
private readonly BookCurlPro.BookPro _book;
private readonly BookTabButton[] _zoneTabs;
private bool _isPageFlipping = false;
/// <summary>
/// Is the book currently flipping to a page?
/// </summary>
public bool IsPageFlipping => _isPageFlipping;
/// <summary>
/// Constructor - called by AlbumViewPage's lazy property
/// </summary>
public AlbumNavigationService(BookCurlPro.BookPro book, BookTabButton[] zoneTabs)
{
_book = book;
_zoneTabs = zoneTabs;
}
/// <summary>
/// Check if we're currently viewing the album proper (not the menu page)
/// </summary>
public bool IsInAlbumProper()
{
if (_book == null)
{
Logging.Warning("[AlbumNavigationService] Book reference is null");
return false;
}
// Page 1 is the menu/cover, page 2+ are album pages with card slots
return _book.CurrentPaper > 1;
}
/// <summary>
/// Navigate to the page where a specific card belongs
/// </summary>
public void NavigateToCardPage(CardData cardData, System.Action onComplete)
{
if (cardData == null || _book == null)
{
onComplete?.Invoke();
return;
}
// Find target page based on card's zone
int targetPage = FindPageForZone(cardData.Zone);
if (targetPage < 0)
{
Logging.Warning($"[AlbumNavigationService] No page found for zone {cardData.Zone}");
onComplete?.Invoke();
return;
}
// Mark as flipping
_isPageFlipping = true;
Logging.Debug($"[AlbumNavigationService] Starting page flip to page {targetPage}");
// Get or add AutoFlip component
BookCurlPro.AutoFlip autoFlip = _book.GetComponent<BookCurlPro.AutoFlip>();
if (autoFlip == null)
{
autoFlip = _book.gameObject.AddComponent<BookCurlPro.AutoFlip>();
}
// Start flipping with callback
autoFlip.enabled = true;
autoFlip.StartFlipping(targetPage, () =>
{
// Mark as complete
_isPageFlipping = false;
Logging.Debug($"[AlbumNavigationService] Page flip to {targetPage} completed");
// Call original callback if provided
onComplete?.Invoke();
});
}
/// <summary>
/// Get list of card definition IDs on the current page
/// </summary>
public List<string> GetDefinitionsOnCurrentPage()
{
var result = new List<string>();
if (_book == null) return result;
int currentPage = _book.CurrentPaper;
// Find all AlbumCardSlot in scene
var allSlots = Object.FindObjectsByType<AlbumCardSlot>(FindObjectsSortMode.None);
foreach (var slot in allSlots)
{
if (IsSlotOnPage(slot.transform, currentPage))
{
if (slot.TargetCardDefinition != null && !string.IsNullOrEmpty(slot.TargetCardDefinition.Id))
{
result.Add(slot.TargetCardDefinition.Id);
}
}
}
return result;
}
#region Private Helpers
/// <summary>
/// Find the target page for a card zone using BookTabButtons
/// </summary>
private int FindPageForZone(CardZone zone)
{
if (_zoneTabs == null || _zoneTabs.Length == 0)
{
Logging.Warning("[AlbumNavigationService] No zone tabs available!");
return -1;
}
foreach (var tab in _zoneTabs)
{
if (tab.Zone == zone)
{
return tab.TargetPage;
}
}
Logging.Warning($"[AlbumNavigationService] No BookTabButton found for zone {zone}");
return -1;
}
/// <summary>
/// Check if a slot's transform is on a specific book page
/// </summary>
private bool IsSlotOnPage(Transform slotTransform, int pageIndex)
{
if (_book == null || _book.papers == null || pageIndex < 0 || pageIndex >= _book.papers.Length)
return false;
var paper = _book.papers[pageIndex];
if (paper == null) return false;
// Check if slotTransform parent hierarchy contains paper.Front or paper.Back
Transform current = slotTransform;
while (current != null)
{
if ((paper.Front != null && current.gameObject == paper.Front) ||
(paper.Back != null && current.gameObject == paper.Back))
return true;
current = current.parent;
}
return false;
}
#endregion
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 5dce94e276b8456996d9ddacef25c744
timeCreated: 1763425777

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@@ -0,0 +1,128 @@
using Core;
using UI.CardSystem.StateMachine;
using UnityEngine;
namespace UI.CardSystem
{
/// <summary>
/// Manages card enlarge system: backdrop display and card reparenting.
/// Created and owned by AlbumViewPage (not a Unity component).
/// </summary>
public class CardEnlargeController
{
private readonly GameObject _backdrop;
private readonly Transform _enlargedContainer;
/// <summary>
/// Constructor - called by AlbumViewPage's lazy property
/// </summary>
public CardEnlargeController(GameObject backdrop, Transform enlargedContainer)
{
_backdrop = backdrop;
_enlargedContainer = enlargedContainer;
}
/// <summary>
/// Subscribe to a placed card's enlarged state events
/// </summary>
public void RegisterCard(StateMachine.Card card)
{
if (card == null) return;
var enlargeState = card.GetStateComponent<StateMachine.States.CardAlbumEnlargedState>(CardStateNames.AlbumEnlarged);
if (enlargeState != null)
{
enlargeState.OnEnlargeRequested += OnCardEnlargeRequested;
enlargeState.OnShrinkRequested += OnCardShrinkRequested;
}
}
/// <summary>
/// Unsubscribe from a card's enlarged state events
/// </summary>
public void UnregisterCard(StateMachine.Card card)
{
if (card == null) return;
var enlargeState = card.GetStateComponent<StateMachine.States.CardAlbumEnlargedState>(CardStateNames.AlbumEnlarged);
if (enlargeState != null)
{
enlargeState.OnEnlargeRequested -= OnCardEnlargeRequested;
enlargeState.OnShrinkRequested -= OnCardShrinkRequested;
}
}
/// <summary>
/// Clean up enlarged card state (on page close)
/// </summary>
public void CleanupEnlargedState()
{
// Hide backdrop if visible
if (_backdrop != null && _backdrop.activeSelf)
{
_backdrop.SetActive(false);
}
// If there's an enlarged card in the container, return it to its slot
if (_enlargedContainer != null && _enlargedContainer.childCount > 0)
{
for (int i = _enlargedContainer.childCount - 1; i >= 0; i--)
{
Transform cardTransform = _enlargedContainer.GetChild(i);
var card = cardTransform.GetComponent<StateMachine.Card>();
var state = cardTransform.GetComponentInChildren<StateMachine.States.CardAlbumEnlargedState>(true);
if (card != null && state != null)
{
Transform originalParent = state.GetOriginalParent();
if (originalParent != null)
{
cardTransform.SetParent(originalParent, true);
cardTransform.localPosition = state.GetOriginalLocalPosition();
cardTransform.localRotation = state.GetOriginalLocalRotation();
}
}
}
}
}
#region Event Handlers
private void OnCardEnlargeRequested(StateMachine.States.CardAlbumEnlargedState state)
{
if (state == null) return;
// Show backdrop
if (_backdrop != null)
{
_backdrop.SetActive(true);
}
// Reparent card root to enlarged container preserving world transform
if (_enlargedContainer != null)
{
var ctx = state.GetComponentInParent<StateMachine.CardContext>();
if (ctx != null)
{
ctx.RootTransform.SetParent(_enlargedContainer, true);
ctx.RootTransform.SetAsLastSibling();
}
}
}
private void OnCardShrinkRequested(StateMachine.States.CardAlbumEnlargedState state)
{
if (state == null) return;
// Hide backdrop; state will animate back to slot and reparent on completion
if (_backdrop != null)
{
_backdrop.SetActive(false);
}
// Do not reparent here; reverse animation is orchestrated by the state
}
#endregion
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: f0c2c6c12ee64ccabe778e848ac9c822
timeCreated: 1763425800

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@@ -0,0 +1,392 @@
using System.Collections.Generic;
using System.Linq;
using AppleHills.Data.CardSystem;
using Core;
using Data.CardSystem;
using UI.DragAndDrop.Core;
using UnityEngine;
namespace UI.CardSystem
{
/// <summary>
/// Manages corner card spawning, selection, shuffling, and rebuilding.
/// Created and owned by AlbumViewPage (not a Unity component).
/// </summary>
public class CornerCardManager
{
private readonly SlotContainer _slots;
private readonly GameObject _cardPrefab;
private readonly AlbumViewPage _owner;
private List<StateMachine.Card> _pendingCards = new List<StateMachine.Card>();
private const int MaxVisible = 3;
/// <summary>
/// Constructor - called by AlbumViewPage's lazy property
/// </summary>
public CornerCardManager(SlotContainer slots, GameObject cardPrefab, AlbumViewPage owner)
{
_slots = slots;
_cardPrefab = cardPrefab;
_owner = owner;
}
/// <summary>
/// Get the list of currently spawned corner cards
/// </summary>
public List<StateMachine.Card> PendingCards => _pendingCards;
/// <summary>
/// Spawn pending corner cards with initial setup
/// </summary>
public void SpawnCards()
{
RebuildCards();
}
/// <summary>
/// Rebuild corner card display incrementally.
/// Flow: 1) Shuffle remaining cards to front slots (0→1→2)
/// 2) Spawn new card in last slot if needed
/// Called on initial spawn and after card is removed.
/// </summary>
public void RebuildCards()
{
if (_cardPrefab == null || _slots == null) return;
// Step 1: Determine how many cards should be displayed
var uniquePending = GetUniquePendingCards();
int totalPendingCards = uniquePending.Count;
int cardsToDisplay = Mathf.Min(totalPendingCards, MaxVisible);
int currentCardCount = _pendingCards.Count;
Logging.Debug($"[CornerCardManager] RebuildCards: current={currentCardCount}, target={cardsToDisplay}");
// Step 2: Remove excess cards if we have too many
while (_pendingCards.Count > cardsToDisplay)
{
int lastIndex = _pendingCards.Count - 1;
var cardToRemove = _pendingCards[lastIndex];
if (cardToRemove != null)
{
if (cardToRemove.Context != null)
{
cardToRemove.Context.OnDragStarted -= OnCardDragStarted;
}
Object.Destroy(cardToRemove.gameObject);
}
_pendingCards.RemoveAt(lastIndex);
Logging.Debug($"[CornerCardManager] Removed excess card, now have {_pendingCards.Count}");
}
// Step 3: Shuffle remaining cards to occupy first slots (0, 1, 2)
ShuffleCardsToFrontSlots();
// Step 4: Spawn new cards in remaining slots if needed
while (_pendingCards.Count < cardsToDisplay)
{
int slotIndex = _pendingCards.Count; // Next available slot
var slot = FindSlotByIndex(slotIndex);
if (slot == null)
{
Logging.Warning($"[CornerCardManager] Slot {slotIndex} not found, stopping spawn");
break;
}
SpawnCardInSlot(slot);
Logging.Debug($"[CornerCardManager] Added new card in slot {slotIndex}, now have {_pendingCards.Count}");
}
if (cardsToDisplay == 0)
{
Logging.Debug("[CornerCardManager] No pending cards to display in corner");
}
}
/// <summary>
/// Smart card selection from pending queue.
/// Prioritizes cards that belong on current album page, falls back to random.
/// Removes selected card from pending and rebuilds corner.
/// </summary>
public CardData GetSmartSelection()
{
if (CardSystemManager.Instance == null) return null;
var pending = CardSystemManager.Instance.GetPendingRevealCards();
if (pending.Count == 0) return null;
// Try current page match
var pageDefs = _owner.GetDefinitionsOnCurrentPage();
var match = pending.Find(c => pageDefs.Contains(c.DefinitionId));
// If no match, use random
if (match == null)
{
int idx = Random.Range(0, pending.Count);
match = pending[idx];
}
// IMPORTANT: Remove from pending list immediately
// Card is now in "reveal flow" and will be added to collection when placed
if (match != null)
{
// Remove from pending using the manager (fires OnPendingCardRemoved event)
CardSystemManager.Instance.RemoveFromPending(match);
Logging.Debug($"[CornerCardManager] Removed '{match.Name}' from pending cards, starting reveal flow");
// Rebuild corner cards AFTER removing from pending list
// This ensures the removed card doesn't get re-spawned
RebuildCards();
}
return match;
}
/// <summary>
/// Cleanup all corner cards (on page close)
/// </summary>
public void CleanupAllCards()
{
// First, unsubscribe and destroy tracked cards
foreach (var c in _pendingCards)
{
if (c != null)
{
if (c.Context != null)
{
c.Context.OnDragStarted -= OnCardDragStarted;
}
Object.Destroy(c.gameObject);
}
}
_pendingCards.Clear();
// IMPORTANT: Also clear ALL children from corner slots
// This catches cards that were removed from tracking but not destroyed
// (e.g., cards being dragged to album)
if (_slots != null)
{
foreach (var slot in _slots.Slots)
{
if (slot == null || slot.transform == null) continue;
// Destroy all card children in this slot
for (int i = slot.transform.childCount - 1; i >= 0; i--)
{
var child = slot.transform.GetChild(i);
var card = child.GetComponent<StateMachine.Card>();
if (card != null)
{
// Unsubscribe if somehow still subscribed
if (card.Context != null)
{
card.Context.OnDragStarted -= OnCardDragStarted;
}
Object.Destroy(child.gameObject);
Logging.Debug($"[CornerCardManager] Cleaned up orphaned card from slot {slot.SlotIndex}");
}
}
}
}
}
/// <summary>
/// Notify that a card has been placed in album (remove from tracking)
/// </summary>
public void NotifyCardPlaced(StateMachine.Card card)
{
if (card != null)
{
// Remove from tracking list
_pendingCards.Remove(card);
// IMPORTANT: Unsubscribe from drag events
// Placed cards should never respond to corner drag events
if (card.Context != null)
{
card.Context.OnDragStarted -= OnCardDragStarted;
}
Logging.Debug($"[CornerCardManager] Card placed and unsubscribed from corner events: {card.CardData?.Name}");
}
}
#region Private Helpers
/// <summary>
/// Shuffle remaining cards to occupy the first available slots (0 → 1 → 2).
/// Example: If we have 2 cards in slots 0 and 2, move the card from slot 2 to slot 1.
/// </summary>
private void ShuffleCardsToFrontSlots()
{
if (_pendingCards.Count == 0) return;
Logging.Debug($"[CornerCardManager] Shuffling {_pendingCards.Count} cards to front slots");
// Reassign each card to the first N slots (0, 1, 2...)
for (int i = 0; i < _pendingCards.Count; i++)
{
var card = _pendingCards[i];
var targetSlot = FindSlotByIndex(i);
if (targetSlot == null)
{
Logging.Warning($"[CornerCardManager] Could not find slot with index {i} during shuffle");
continue;
}
// Check if card is already in the correct slot
if (card.CurrentSlot == targetSlot)
{
// Already in correct slot, skip
continue;
}
// Vacate current slot if occupied
if (card.CurrentSlot != null)
{
card.CurrentSlot.Vacate();
}
// Assign to target slot with animation
card.AssignToSlot(targetSlot, true); // true = animate
Logging.Debug($"[CornerCardManager] Shuffled card {i} to slot {targetSlot.SlotIndex}");
}
}
/// <summary>
/// Spawn a single card in the specified slot.
/// Card will be in PendingFaceDownState and match slot transform.
/// </summary>
private void SpawnCardInSlot(DraggableSlot slot)
{
if (slot == null || _cardPrefab == null) return;
// Instantiate card as child of slot (not container)
GameObject cardObj = Object.Instantiate(_cardPrefab, slot.transform);
var card = cardObj.GetComponent<StateMachine.Card>();
if (card == null)
{
Logging.Warning("[CornerCardManager] Card prefab missing Card component!");
Object.Destroy(cardObj);
return;
}
// IMPORTANT: Assign to slot FIRST (establishes correct transform)
card.AssignToSlot(slot, false); // false = instant, no animation
// Inject AlbumViewPage dependency
card.Context.SetAlbumViewPage(_owner);
// THEN setup card for pending state (transitions to PendingFaceDownState)
// This ensures OriginalScale is captured AFTER slot assignment
card.SetupForAlbumPending();
// Subscribe to drag events for reorganization
card.Context.OnDragStarted += OnCardDragStarted;
// Track in list
_pendingCards.Add(card);
Logging.Debug($"[CornerCardManager] Spawned card in slot {slot.SlotIndex}, state: {card.GetCurrentStateName()}");
}
/// <summary>
/// Handle card drag started - cleanup and unparent from corner slot
/// Rebuild happens in GetSmartSelection after pending list is updated
/// </summary>
private void OnCardDragStarted(StateMachine.CardContext context)
{
if (context == null) return;
var card = context.GetComponent<StateMachine.Card>();
if (card == null) return;
// Only handle pending corner cards
if (!_pendingCards.Contains(card)) return;
Logging.Debug($"[CornerCardManager] Card drag started, removing from corner");
// 1. Remove from tracking (card is transitioning to placement flow)
_pendingCards.Remove(card);
// 2. Unsubscribe from this card's events
if (card.Context != null)
{
card.Context.OnDragStarted -= OnCardDragStarted;
}
// 3. CRITICAL: Unparent from corner slot BEFORE rebuild happens
// This prevents the card from being destroyed when CleanupAllCards runs
// Reparent to page's transform to keep it alive during drag
if (card.transform.parent != null)
{
card.transform.SetParent(_owner.transform, true); // Keep world position
Logging.Debug($"[CornerCardManager] Card unparented from corner slot - safe for rebuild");
}
// Note: RebuildCards() is called in GetSmartSelection()
// after the card is removed from CardSystemManager's pending list
// The card is now safe from being destroyed since it's no longer a child of corner slots
}
/// <summary>
/// Get unique pending cards (one per definition+rarity combo)
/// </summary>
private List<CardData> GetUniquePendingCards()
{
if (CardSystemManager.Instance == null) return new List<CardData>();
var pending = CardSystemManager.Instance.GetPendingRevealCards();
// Group by definition+rarity, take first of each group
var uniqueDict = new Dictionary<string, CardData>();
int duplicateCount = 0;
foreach (var card in pending)
{
string key = $"{card.DefinitionId}_{card.Rarity}";
if (!uniqueDict.ContainsKey(key))
{
uniqueDict[key] = card;
}
else
{
duplicateCount++;
}
}
if (duplicateCount > 0)
{
Logging.Warning($"[CornerCardManager] Found {duplicateCount} duplicate pending cards (same definition+rarity combo)");
}
return new List<CardData>(uniqueDict.Values);
}
/// <summary>
/// Find a slot by its SlotIndex property
/// </summary>
private DraggableSlot FindSlotByIndex(int slotIndex)
{
if (_slots == null)
return null;
foreach (var slot in _slots.Slots)
{
if (slot.SlotIndex == slotIndex)
{
return slot;
}
}
return null;
}
#endregion
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: c7c68770a6974aa4a22c645fe0517fe2
timeCreated: 1763425113

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 619e69d1b6e44ecabc40657b2bcd13f9
timeCreated: 1763454353

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@@ -24,9 +24,9 @@ namespace UI.CardSystem.StateMachine
public CardData CardData => context?.CardData;
// State inspection properties for booster flow
public bool IsIdle => GetCurrentStateName() == "IdleState";
public bool IsIdle => GetCurrentStateName() == CardStateNames.Idle;
public bool IsRevealing => !IsIdle && !IsComplete;
public bool IsComplete => context?.HasCompletedReveal ?? false;
public bool IsComplete => context?.BoosterContext.HasCompletedReveal ?? false;
// Event fired when this card is successfully placed into an AlbumCardSlot
public event System.Action<Card, AlbumCardSlot> OnPlacedInAlbumSlot;
@@ -89,23 +89,23 @@ namespace UI.CardSystem.StateMachine
// Default behavior for states that don't implement custom drag end
string current = GetCurrentStateName();
if (current == "DraggingState")
if (current == CardStateNames.Dragging)
{
if (CurrentSlot is AlbumCardSlot albumSlot)
{
Logging.Debug($"[Card] Dropped in album slot, transitioning to PlacedInSlotState");
var placedState = GetStateComponent<States.CardPlacedInSlotState>("PlacedInSlotState");
var placedState = GetStateComponent<States.CardPlacedInSlotState>(CardStateNames.PlacedInSlot);
if (placedState != null)
{
placedState.SetParentSlot(albumSlot);
}
ChangeState("PlacedInSlotState");
ChangeState(CardStateNames.PlacedInSlot);
OnPlacedInAlbumSlot?.Invoke(this, albumSlot);
}
else
{
Logging.Debug("[Card] Dropped outside valid slot, returning to RevealedState");
ChangeState("RevealedState");
ChangeState(CardStateNames.Revealed);
}
}
}
@@ -137,7 +137,7 @@ namespace UI.CardSystem.StateMachine
/// </summary>
public void SetupForBoosterReveal(CardData data, bool isNew)
{
SetupCard(data, "IdleState");
SetupCard(data, CardStateNames.Idle);
SetDraggingEnabled(false); // Booster cards cannot be dragged
}
@@ -147,11 +147,11 @@ namespace UI.CardSystem.StateMachine
/// </summary>
public void SetupForAlbumSlot(CardData data, AlbumCardSlot slot)
{
SetupCard(data, "PlacedInSlotState");
SetupCard(data, CardStateNames.PlacedInSlot);
SetDraggingEnabled(false); // Cards in slots cannot be dragged out
// Set the parent slot on the PlacedInSlotState
var placedState = GetStateComponent<States.CardPlacedInSlotState>("PlacedInSlotState");
var placedState = GetStateComponent<States.CardPlacedInSlotState>(CardStateNames.PlacedInSlot);
if (placedState != null)
{
placedState.SetParentSlot(slot);
@@ -165,7 +165,7 @@ namespace UI.CardSystem.StateMachine
public void SetupForAlbumPending()
{
// Start with no data; state will assign when dragged
SetupCard(null, "PendingFaceDownState");
SetupCard(null, CardStateNames.PendingFaceDown);
SetDraggingEnabled(true);
}

View File

@@ -19,8 +19,8 @@ namespace UI.CardSystem.StateMachine
[Header("Card Data")]
private CardData cardData;
// Cached reference to AlbumViewPage (lazy-loaded)
private AlbumViewPage _albumViewPage;
// Injected dependencies
private AlbumViewPage albumViewPage;
// Public accessors
public CardDisplay CardDisplay => cardDisplay;
@@ -30,56 +30,44 @@ namespace UI.CardSystem.StateMachine
public CardData CardData => cardData;
/// <summary>
/// Get the AlbumViewPage instance (cached to avoid repeated FindFirstObjectByType calls)
/// Get the injected AlbumViewPage (null if not set)
/// </summary>
public AlbumViewPage AlbumViewPage
{
get
{
if (_albumViewPage == null)
{
_albumViewPage = FindFirstObjectByType<AlbumViewPage>();
}
return _albumViewPage;
}
}
public AlbumViewPage AlbumViewPage => albumViewPage;
// Runtime state
public bool IsClickable { get; set; } = true;
// TODO: Move to booster-specific states - this is workflow-specific, not generic context
public bool SuppressRevealBadges { get; set; } = false; // Set by states to suppress NEW/REPEAT badges in revealed state
// Original transform data (captured on spawn for shrink animations)
public Vector3 OriginalScale { get; private set; }
public Vector3 OriginalPosition { get; private set; }
public Quaternion OriginalRotation { get; private set; }
// TODO: Move to BoosterOpeningPage - reveal flow is booster-specific workflow coordination
// Single event for reveal flow completion
public event Action<CardContext> OnRevealFlowComplete;
// Generic drag event - fired when drag starts, consumers decide how to handle based on current state
public event Action<CardContext> OnDragStarted;
// Generic drag end event - fired when drag ends, consumers decide how to handle based on current state
public event Action<CardContext> OnDragEnded;
// TODO: Move to booster-specific states - this tracks reveal workflow completion
private bool _hasCompletedReveal = false;
public bool HasCompletedReveal => _hasCompletedReveal;
// TODO: Move to booster-specific states - workflow coordination method
// Helper method for states to signal completion
public void NotifyRevealComplete()
// Booster-specific context (optional, only set for booster flow cards)
private BoosterCardContext boosterContext;
public BoosterCardContext BoosterContext
{
if (!_hasCompletedReveal)
get
{
_hasCompletedReveal = true;
OnRevealFlowComplete?.Invoke(this);
if (boosterContext == null)
boosterContext = new BoosterCardContext();
return boosterContext;
}
}
/// <summary>
/// Inject AlbumViewPage dependency
/// </summary>
public void SetAlbumViewPage(AlbumViewPage page)
{
albumViewPage = page;
}
// Helper method for states/card to signal drag started
public void NotifyDragStarted()
{
@@ -141,7 +129,12 @@ namespace UI.CardSystem.StateMachine
public void SetupCard(CardData data)
{
cardData = data;
_hasCompletedReveal = false; // Reset completion flag
// Reset booster context if it exists
if (boosterContext != null)
{
boosterContext.Reset();
}
// Capture original transform for shrink animations.
// If current scale is ~0 (pop-in staging), default to Vector3.one.
@@ -163,6 +156,30 @@ namespace UI.CardSystem.StateMachine
}
}
/// <summary>
/// Update card data without re-capturing original transform values.
/// Use this when assigning data to an already-initialized card (e.g., pending cards on drag).
/// This prevents changing OriginalScale when the card is already correctly sized.
/// </summary>
public void UpdateCardData(CardData data)
{
cardData = data;
// Reset booster context if it exists
if (boosterContext != null)
{
boosterContext.Reset();
}
// Don't re-capture OriginalScale/Position/Rotation
// This preserves the transform values captured during initial setup
if (cardDisplay != null)
{
cardDisplay.SetupCard(data);
}
}
/// <summary>
/// Get the card display component
/// </summary>

View File

@@ -0,0 +1,51 @@
using System;
namespace UI.CardSystem.StateMachine
{
/// <summary>
/// Booster-specific card context for reveal flow coordination.
/// Separated from generic CardContext to maintain single responsibility.
/// </summary>
public class BoosterCardContext
{
// Booster reveal workflow state
private bool _hasCompletedReveal = false;
/// <summary>
/// Has this card completed its booster reveal flow?
/// </summary>
public bool HasCompletedReveal => _hasCompletedReveal;
/// <summary>
/// Suppress NEW/REPEAT badges in revealed state
/// </summary>
public bool SuppressRevealBadges { get; set; } = false;
/// <summary>
/// Event fired when reveal flow is complete (card dismissed)
/// </summary>
public event Action OnRevealFlowComplete;
/// <summary>
/// Signal that this card has completed its reveal flow
/// </summary>
public void NotifyRevealComplete()
{
if (!_hasCompletedReveal)
{
_hasCompletedReveal = true;
OnRevealFlowComplete?.Invoke();
}
}
/// <summary>
/// Reset reveal state (for card reuse/pooling)
/// </summary>
public void Reset()
{
_hasCompletedReveal = false;
SuppressRevealBadges = false;
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 484a792a835a418bb690947b82e45da7
timeCreated: 1763421968

View File

@@ -0,0 +1,26 @@
namespace UI.CardSystem.StateMachine
{
/// <summary>
/// Centralized string constants for card state names.
/// Prevents typos and provides compile-time checking for state transitions.
/// </summary>
public static class CardStateNames
{
// Booster Flow States
public const string Idle = "IdleState";
public const string EnlargedNew = "EnlargedNewState";
public const string EnlargedRepeat = "EnlargedRepeatState";
public const string EnlargedLegendaryRepeat = "EnlargedLegendaryRepeatState";
public const string Revealed = "RevealedState";
// Album Placement Flow States
public const string PendingFaceDown = "PendingFaceDownState";
public const string DraggingRevealed = "DraggingRevealedState";
public const string PlacedInSlot = "PlacedInSlotState";
public const string AlbumEnlarged = "AlbumEnlargedState";
// Generic Drag State
public const string Dragging = "DraggingState";
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: de659f0ceb6f4ef6bab333d5f7de00ec
timeCreated: 1763421948

View File

@@ -2,6 +2,7 @@
using Core.SaveLoad;
using UnityEngine;
using AppleHills.Core.Settings;
using Pixelplacement;
namespace UI.CardSystem.StateMachine.States
{
@@ -17,6 +18,7 @@ namespace UI.CardSystem.StateMachine.States
private Transform _originalParent;
private Vector3 _originalLocalPosition;
private Quaternion _originalLocalRotation;
private Vector3 _originalWorldPosition;
// Events for page to manage backdrop and reparenting
public event System.Action<CardAlbumEnlargedState> OnEnlargeRequested;
@@ -42,14 +44,18 @@ namespace UI.CardSystem.StateMachine.States
_originalParent = _context.RootTransform.parent;
_originalLocalPosition = _context.RootTransform.localPosition;
_originalLocalRotation = _context.RootTransform.localRotation;
_originalWorldPosition = _context.RootTransform.position;
// Notify page to show backdrop and reparent card to top layer
// Notify page to show backdrop and reparent card to top layer (preserve world transform)
OnEnlargeRequested?.Invoke(this);
// Enlarge the card using album scale setting
// Animate into center and scale up significantly
if (_context.Animator != null)
{
_context.Animator.PlayEnlarge(_settings.AlbumCardEnlargedScale);
// Move to center of enlarged container (assumes zero is centered)
_context.Animator.AnimateLocalPosition(Vector3.zero, _settings.ScaleDuration);
// Enlarge using settings-controlled scale
_context.Animator.PlayEnlarge(_settings.AlbumCardEnlargedScale, _settings.ScaleDuration);
}
Logging.Debug($"[CardAlbumEnlargedState] Card enlarged from album: {_context.CardData?.Name}");
@@ -57,23 +63,39 @@ namespace UI.CardSystem.StateMachine.States
public void OnCardClicked(CardContext context)
{
// Click to shrink back
// Click to shrink back (play reverse of opening animation)
Logging.Debug($"[CardAlbumEnlargedState] Card clicked while enlarged, shrinking back");
// Notify page to prepare for shrink
// Ask page to hide backdrop (state will handle moving back & reparenting)
OnShrinkRequested?.Invoke(this);
// Shrink animation, then transition back
// Animate back to original world position + shrink to original scale
float duration = _settings.ScaleDuration;
// Move using world-space tween so we land exactly on the original position
Tween.Position(context.RootTransform, _originalWorldPosition, duration, 0f, Tween.EaseInOut);
if (context.Animator != null)
{
context.Animator.PlayShrink(_originalScale, onComplete: () =>
context.Animator.PlayShrink(_originalScale, duration, onComplete: () =>
{
context.StateMachine.ChangeState("PlacedInSlotState");
// Reparent back to original hierarchy and restore local transform
context.RootTransform.SetParent(_originalParent, true);
context.RootTransform.localPosition = _originalLocalPosition;
context.RootTransform.localRotation = _originalLocalRotation;
// Transition back to placed state
context.StateMachine.ChangeState(CardStateNames.PlacedInSlot);
});
}
else
{
context.StateMachine.ChangeState("PlacedInSlotState");
// Fallback if no animator: snap back
context.RootTransform.position = _originalWorldPosition;
context.RootTransform.SetParent(_originalParent, true);
context.RootTransform.localPosition = _originalLocalPosition;
context.RootTransform.localRotation = _originalLocalRotation;
context.StateMachine.ChangeState(CardStateNames.PlacedInSlot);
}
}
@@ -102,4 +124,3 @@ namespace UI.CardSystem.StateMachine.States
}
}
}

View File

@@ -87,7 +87,7 @@ namespace UI.CardSystem.StateMachine.States
{
Logging.Warning("[CardDraggingRevealedState] No target slot set - cannot place card");
// Return to corner
_context.StateMachine.ChangeState("PendingFaceDownState");
_context.StateMachine.ChangeState(CardStateNames.PendingFaceDown);
return;
}
@@ -95,11 +95,11 @@ namespace UI.CardSystem.StateMachine.States
var albumPage = _context.AlbumViewPage;
if (albumPage == null)
{
Logging.Warning("[CardDraggingRevealedState] AlbumViewPage not found - placing immediately");
Logging.Warning("[CardDraggingRevealedState] AlbumViewPage not injected - placing immediately");
TransitionToPlacement(_context);
return;
}
// Check if page is still flipping
if (albumPage.IsPageFlipping)
{
@@ -146,7 +146,7 @@ namespace UI.CardSystem.StateMachine.States
var card = ctx.GetComponent<Card>();
if (card != null)
{
var placedState = card.GetStateComponent<CardPlacedInSlotState>("PlacedInSlotState");
var placedState = card.GetStateComponent<CardPlacedInSlotState>(CardStateNames.PlacedInSlot);
if (placedState != null)
{
placedState.SetPlacementInfo(_targetSlot);
@@ -155,7 +155,7 @@ namespace UI.CardSystem.StateMachine.States
// Transition to PlacedInSlotState
// The state will handle animation and finalization in OnEnterState
ctx.StateMachine.ChangeState("PlacedInSlotState");
ctx.StateMachine.ChangeState(CardStateNames.PlacedInSlot);
}
private void OnDisable()

View File

@@ -58,13 +58,13 @@ namespace UI.CardSystem.StateMachine.States
{
context.Animator.PlayShrink(context.OriginalScale, onComplete: () =>
{
context.StateMachine.ChangeState("RevealedState");
context.StateMachine.ChangeState(CardStateNames.Revealed);
});
}
else
{
// Fallback if no animator
context.StateMachine.ChangeState("RevealedState");
context.StateMachine.ChangeState(CardStateNames.Revealed);
}
}

View File

@@ -162,12 +162,12 @@ namespace UI.CardSystem.StateMachine.States
if (newRarity == CardRarity.Legendary)
{
// Show special enlarged legendary presentation, await click to shrink to revealed
_context.StateMachine.ChangeState("EnlargedLegendaryRepeatState");
_context.StateMachine.ChangeState(CardStateNames.EnlargedLegendaryRepeat);
}
else
{
// Treat as NEW at higher rarity (enlarged with NEW visuals handled there)
_context.StateMachine.ChangeState("EnlargedNewState");
_context.StateMachine.ChangeState(CardStateNames.EnlargedNew);
}
}
}
@@ -182,7 +182,7 @@ namespace UI.CardSystem.StateMachine.States
// Transition to EnlargedNewState (card is already enlarged, will show NEW badge)
// State will query fresh collection data to determine if truly new
_context.StateMachine.ChangeState("EnlargedNewState");
_context.StateMachine.ChangeState(CardStateNames.EnlargedNew);
}
public void OnCardClicked(CardContext context)
@@ -196,7 +196,7 @@ namespace UI.CardSystem.StateMachine.States
{
context.Animator.PlayShrink(context.OriginalScale, onComplete: () =>
{
context.StateMachine.ChangeState("RevealedState");
context.StateMachine.ChangeState(CardStateNames.Revealed);
});
}
else

View File

@@ -121,7 +121,7 @@ namespace UI.CardSystem.StateMachine.States
if (isNew)
{
// New card - show "NEW" badge and enlarge
_context.StateMachine.ChangeState("EnlargedNewState");
_context.StateMachine.ChangeState(CardStateNames.EnlargedNew);
}
else if (_context.CardData != null && _context.CardData.Rarity == AppleHills.Data.CardSystem.CardRarity.Legendary)
{
@@ -131,12 +131,12 @@ namespace UI.CardSystem.StateMachine.States
{
Data.CardSystem.CardSystemManager.Instance.AddCardToInventoryDelayed(_context.CardData);
}
_context.StateMachine.ChangeState("RevealedState");
_context.StateMachine.ChangeState(CardStateNames.Revealed);
}
else
{
// Repeat card - show progress toward upgrade
_context.StateMachine.ChangeState("EnlargedRepeatState");
_context.StateMachine.ChangeState(CardStateNames.EnlargedRepeat);
}
}

View File

@@ -32,6 +32,9 @@ namespace UI.CardSystem.StateMachine.States
_targetSlot = null;
_dragEndedDuringFlip = false;
// Reset scale to normal (in case transitioning from scaled state)
_context.RootTransform.localScale = Vector3.one;
// Show card back, hide card front
if (cardBackVisual != null)
{
@@ -53,11 +56,11 @@ namespace UI.CardSystem.StateMachine.States
{
if (_isFlipping) return true; // Already handling
// Step 1: Find AlbumViewPage
AlbumViewPage albumPage = Object.FindFirstObjectByType<AlbumViewPage>();
// Get AlbumViewPage from context (injected dependency)
var albumPage = context.AlbumViewPage;
if (albumPage == null)
{
Logging.Warning("[CardPendingFaceDownState] AlbumViewPage not found!");
Logging.Warning("[CardPendingFaceDownState] AlbumViewPage not injected!");
return true;
}
@@ -70,7 +73,9 @@ namespace UI.CardSystem.StateMachine.States
}
// Step 3: Apply card data to context
context.SetupCard(cardData);
// Use UpdateCardData instead of SetupCard to preserve OriginalScale
// (card was already initialized with correct scale in SpawnCardInSlot)
context.UpdateCardData(cardData);
Logging.Debug($"[CardPendingFaceDownState] Assigned card data: {cardData.Name} ({cardData.Zone})");
// Step 4: Ask AlbumViewPage for target slot
@@ -138,11 +143,11 @@ namespace UI.CardSystem.StateMachine.States
private void OnFlipComplete()
{
// Transition to dragging revealed state
// Pass target slot to next state (it will query AlbumViewPage for flip status)
// Pass target slot to next state (it will query AlbumService for flip status)
var card = _context.GetComponent<Card>();
if (card != null)
{
var draggingState = card.GetStateComponent<CardDraggingRevealedState>("DraggingRevealedState");
var draggingState = card.GetStateComponent<CardDraggingRevealedState>(CardStateNames.DraggingRevealed);
if (draggingState != null)
{
draggingState.SetTargetSlot(_targetSlot);
@@ -156,7 +161,7 @@ namespace UI.CardSystem.StateMachine.States
}
}
_context.StateMachine.ChangeState("DraggingRevealedState");
_context.StateMachine.ChangeState(CardStateNames.DraggingRevealed);
}
private void OnDisable()

View File

@@ -1,4 +1,4 @@
using Core;
using Core;
using Core.SaveLoad;
using Data.CardSystem;
using UnityEngine;
@@ -143,7 +143,7 @@ namespace UI.CardSystem.StateMachine.States
{
// Click to enlarge when in album
Logging.Debug($"[CardPlacedInSlotState] Card clicked in slot, transitioning to enlarged state");
context.StateMachine.ChangeState("AlbumEnlargedState");
context.StateMachine.ChangeState(CardStateNames.AlbumEnlarged);
}
}
}

View File

@@ -34,7 +34,7 @@ namespace UI.CardSystem.StateMachine.States
}
// Show appropriate idle badge unless suppressed
if (_context.SuppressRevealBadges)
if (_context.BoosterContext.SuppressRevealBadges)
{
if (newCardIdleBadge != null) newCardIdleBadge.SetActive(false);
if (repeatCardIdleBadge != null) repeatCardIdleBadge.SetActive(false);
@@ -61,7 +61,7 @@ namespace UI.CardSystem.StateMachine.States
}
// Fire reveal flow complete event (signals booster page that this card is done)
_context.NotifyRevealComplete();
_context.BoosterContext.NotifyRevealComplete();
}
private void OnDisable()

View File

@@ -54,7 +54,8 @@ namespace UI.CardSystem.Testing
// Subscribe to card events (new simplified event model)
if (_cardContext != null)
{
_cardContext.OnRevealFlowComplete += OnCardRevealFlowComplete;
// TODO: FIX
// _cardContext.OnRevealFlowComplete += OnCardRevealFlowComplete;
}
// Subscribe to drag events to ensure card snaps back when released
@@ -438,7 +439,8 @@ namespace UI.CardSystem.Testing
// Unsubscribe from events
if (_cardContext != null)
{
_cardContext.OnRevealFlowComplete -= OnCardRevealFlowComplete;
// TODO: FIX
// _cardContext.OnRevealFlowComplete -= OnCardRevealFlowComplete;
}
if (testCard != null)

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 2a6295f642a94601ada9c21dc400d180
timeCreated: 1763454480

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 7cb791415c884e97ac181816424200e4
timeCreated: 1763454497

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: c548995da9c746d1916b79304734c1c9
timeCreated: 1763454486

View File

@@ -0,0 +1,491 @@
using System.Collections.Generic;
using AppleHills.Data.CardSystem;
using Core;
using Data.CardSystem;
using Pixelplacement;
using UI.Core;
using UI.DragAndDrop.Core;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Serialization;
namespace UI.CardSystem
{
/// <summary>
/// UI page for viewing the player's card collection in an album.
/// Manages booster pack button visibility and opening flow.
/// </summary>
public class AlbumViewPage : UIPage
{
[Header("UI References")]
[SerializeField] private CanvasGroup canvasGroup;
[SerializeField] private Button exitButton;
[SerializeField] private BookCurlPro.BookPro book;
[Header("Zone Navigation")]
[SerializeField] private Transform tabContainer; // Container holding all BookTabButton children
private BookTabButton[] _zoneTabs; // Discovered zone tab buttons
[Header("Album Card Reveal")]
[SerializeField] private SlotContainer bottomRightSlots;
[FormerlySerializedAs("albumCardPlacementPrefab")]
[SerializeField] private GameObject cardPrefab; // New Card prefab for placement
[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;
// Controllers: Lazy-initialized services (auto-created on first use)
private CornerCardManager _cornerCardManager;
private CornerCardManager CornerCards => _cornerCardManager ??= new CornerCardManager(
bottomRightSlots,
cardPrefab,
this
);
private AlbumNavigationService _navigationService;
private AlbumNavigationService Navigation => _navigationService ??= new AlbumNavigationService(
book,
_zoneTabs
);
private CardEnlargeController _enlargeController;
private CardEnlargeController Enlarge => _enlargeController ??= new CardEnlargeController(
cardEnlargedBackdrop,
cardEnlargedContainer
);
/// <summary>
/// Query method: Check if the book is currently flipping to a page.
/// Used by card states to know if they should wait before placing.
/// </summary>
public bool IsPageFlipping => Navigation.IsPageFlipping;
internal override void OnManagedStart()
{
// Discover zone tabs from container
DiscoverZoneTabs();
// Make sure we have a CanvasGroup for transitions
if (canvasGroup == null)
canvasGroup = GetComponent<CanvasGroup>();
if (canvasGroup == null)
canvasGroup = gameObject.AddComponent<CanvasGroup>();
// Hide backdrop initially
if (cardEnlargedBackdrop != null)
{
cardEnlargedBackdrop.SetActive(false);
}
// Set up exit button
if (exitButton != null)
{
exitButton.onClick.AddListener(OnExitButtonClicked);
}
// Set up booster pack button listeners
SetupBoosterButtonListeners();
// Subscribe to book page flip events
if (book != null)
{
book.OnFlip.AddListener(OnPageFlipped);
Logging.Debug("[AlbumViewPage] Subscribed to book.OnFlip event");
}
else
{
Logging.Warning("[AlbumViewPage] Book reference is null, cannot subscribe to OnFlip event!");
}
// Subscribe to CardSystemManager events (managers are guaranteed to be initialized)
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();
UpdateBoosterButtons(initialCount);
}
// UI pages should start disabled
gameObject.SetActive(false);
}
/// <summary>
/// Discover all BookTabButton components from the tab container
/// </summary>
private void DiscoverZoneTabs()
{
if (tabContainer == null)
{
Debug.LogError("[AlbumViewPage] Tab container is not assigned! Cannot discover zone tabs.");
_zoneTabs = new BookTabButton[0];
return;
}
// Get all BookTabButton components from children
_zoneTabs = tabContainer.GetComponentsInChildren<BookTabButton>(includeInactive: false);
if (_zoneTabs == null || _zoneTabs.Length == 0)
{
Logging.Warning($"[AlbumViewPage] No BookTabButton components found in tab container '{tabContainer.name}'!");
_zoneTabs = new BookTabButton[0];
}
else
{
Logging.Debug($"[AlbumViewPage] Discovered {_zoneTabs.Length} zone tabs from container '{tabContainer.name}'");
foreach (var tab in _zoneTabs)
{
Logging.Debug($" - Tab: {tab.name}, Zone: {tab.Zone}, TargetPage: {tab.TargetPage}");
}
}
}
private void SetupBoosterButtonListeners()
{
if (boosterPackButtons == null) return;
for (int i = 0; i < boosterPackButtons.Length; i++)
{
if (boosterPackButtons[i] == null) continue;
Button button = boosterPackButtons[i].GetComponent<Button>();
if (button != null)
{
button.onClick.AddListener(OnBoosterButtonClicked);
}
}
}
internal override void OnManagedDestroy()
{
// Unsubscribe from book events
if (book != null)
{
book.OnFlip.RemoveListener(OnPageFlipped);
}
// Unsubscribe from CardSystemManager
if (CardSystemManager.Instance != null)
{
CardSystemManager.Instance.OnBoosterCountChanged -= OnBoosterCountChanged;
}
// Clean up exit button
if (exitButton != null)
{
exitButton.onClick.RemoveListener(OnExitButtonClicked);
}
// Clean up booster button listeners
if (boosterPackButtons != null)
{
foreach (var buttonObj in boosterPackButtons)
{
if (buttonObj == null) continue;
Button button = buttonObj.GetComponent<Button>();
if (button != null)
{
button.onClick.RemoveListener(OnBoosterButtonClicked);
}
}
}
// Clean up pending corner cards
CleanupPendingCornerCards();
}
private void OnExitButtonClicked()
{
if (book != null && book.CurrentPaper != 1)
{
// Not on page 0, flip to page 0 first
BookCurlPro.AutoFlip autoFlip = book.GetComponent<BookCurlPro.AutoFlip>();
if (autoFlip == null)
{
autoFlip = book.gameObject.AddComponent<BookCurlPro.AutoFlip>();
}
autoFlip.enabled = true;
autoFlip.StartFlipping(1);
}
else
{
// Already on page 0 or no book reference, exit
// Restore input mode before popping
if (Input.InputManager.Instance != null)
{
Input.InputManager.Instance.SetInputMode(_previousInputMode);
Logging.Debug($"[AlbumViewPage] Restored input mode to {_previousInputMode} on exit");
}
if (UIPageController.Instance != null)
{
UIPageController.Instance.PopPage();
}
}
}
private void OnBoosterCountChanged(int newCount)
{
UpdateBoosterButtons(newCount);
}
private void UpdateBoosterButtons(int boosterCount)
{
if (boosterPackButtons == null || boosterPackButtons.Length == 0) return;
int visibleCount = Mathf.Min(boosterCount, boosterPackButtons.Length);
for (int i = 0; i < boosterPackButtons.Length; i++)
{
if (boosterPackButtons[i] != null)
{
boosterPackButtons[i].SetActive(i < visibleCount);
}
}
}
private void OnBoosterButtonClicked()
{
if (boosterOpeningPage != null && UIPageController.Instance != null)
{
// Pass current booster count to the opening page
int boosterCount = CardSystemManager.Instance?.GetBoosterPackCount() ?? 0;
boosterOpeningPage.SetAvailableBoosterCount(boosterCount);
UIPageController.Instance.PushPage(boosterOpeningPage);
}
}
public override void TransitionIn()
{
// Only store and switch input mode if this is the first time entering
if (Input.InputManager.Instance != null)
{
// Store the current input mode before switching
_previousInputMode = Input.InputMode.GameAndUI;
Input.InputManager.Instance.SetInputMode(Input.InputMode.UI);
Logging.Debug("[AlbumViewPage] Switched to UI-only input mode on first entry");
}
// Only spawn pending cards if we're already on an album page (not the menu)
if (IsInAlbumProper())
{
Logging.Debug("[AlbumViewPage] Opening directly to album page - spawning cards immediately");
SpawnPendingCornerCards();
}
else
{
Logging.Debug("[AlbumViewPage] Opening to menu page - cards will spawn when entering album");
}
base.TransitionIn();
}
public override void TransitionOut()
{
// Clean up active pending cards to prevent duplicates on next opening
CleanupPendingCornerCards();
// Don't restore input mode here - only restore when actually exiting (in OnExitButtonClicked)
base.TransitionOut();
}
protected override void DoTransitionIn(System.Action onComplete)
{
// Simple fade in animation
if (canvasGroup != null)
{
canvasGroup.alpha = 0f;
Tween.Value(0f, 1f, (value) => canvasGroup.alpha = value, transitionDuration, 0f, Tween.EaseInOut, Tween.LoopType.None, null, onComplete, obeyTimescale: false);
}
else
{
// Fallback if no CanvasGroup
onComplete?.Invoke();
}
}
protected override void DoTransitionOut(System.Action onComplete)
{
// Clean up any enlarged card state before closing
CleanupEnlargedCardState();
// Simple fade out animation
if (canvasGroup != null)
{
Tween.Value(canvasGroup.alpha, 0f, (value) => canvasGroup.alpha = value, transitionDuration, 0f, Tween.EaseInOut, Tween.LoopType.None, null, onComplete, obeyTimescale: false);
}
else
{
// Fallback if no CanvasGroup
onComplete?.Invoke();
}
}
/// <summary>
/// Clean up enlarged card state when closing the album
/// </summary>
private void CleanupEnlargedCardState()
{
Enlarge.CleanupEnlargedState();
}
/// <summary>
/// Check if we're currently viewing the album proper (not the menu page)
/// </summary>
private bool IsInAlbumProper()
{
return Navigation.IsInAlbumProper();
}
/// <summary>
/// Called when book page flips - show/hide pending cards based on whether we're in the album proper
/// </summary>
private void OnPageFlipped()
{
bool isInAlbum = IsInAlbumProper();
if (isInAlbum && CornerCards.PendingCards.Count == 0)
{
// Entering album proper and no cards spawned yet - spawn them with animation
Logging.Debug("[AlbumViewPage] Entering album proper - spawning pending cards with animation");
SpawnPendingCornerCards();
}
else if (!isInAlbum && CornerCards.PendingCards.Count > 0)
{
// Returning to menu page - cleanup cards
Logging.Debug("[AlbumViewPage] Returning to menu page - cleaning up pending cards");
CleanupPendingCornerCards();
}
else
{
Logging.Debug($"[AlbumViewPage] Page flipped but no card state change needed (already in correct state)");
}
}
#region Card Enlarge System (Album Slots)
/// <summary>
/// Subscribe to a placed card's enlarged state events to manage backdrop and reparenting.
/// Called by AlbumCardSlot when it spawns an owned card in a slot.
/// </summary>
public void RegisterCardInAlbum(StateMachine.Card card)
{
Enlarge.RegisterCard(card);
}
public void UnregisterCardInAlbum(StateMachine.Card card)
{
Enlarge.UnregisterCard(card);
}
#endregion
/// <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;
}
public void SpawnPendingCornerCards()
{
CornerCards.SpawnCards();
}
private void CleanupPendingCornerCards()
{
CornerCards.CleanupAllCards();
}
#region Query Methods for Card States (Data Providers)
/// <summary>
/// Query method: Get card data for a pending slot.
/// Called by PendingFaceDownState when drag starts.
/// IMPORTANT: This removes the card from pending list immediately, then rebuilds corner.
/// </summary>
public CardData GetCardForPendingSlot()
{
return CornerCards.GetSmartSelection();
}
/// <summary>
/// Query method: Get target slot for a card.
/// Called by PendingFaceDownState to find where card should go.
/// </summary>
public AlbumCardSlot GetTargetSlotForCard(CardData cardData)
{
if (cardData == null) return null;
var allSlots = FindObjectsByType<AlbumCardSlot>(FindObjectsSortMode.None);
foreach (var slot in allSlots)
{
if (slot.TargetCardDefinition != null &&
slot.TargetCardDefinition.Id == cardData.DefinitionId)
{
return slot;
}
}
return null;
}
/// <summary>
/// Service method: Navigate to the page for a specific card.
/// Called by PendingFaceDownState to flip book to correct zone page.
/// </summary>
public void NavigateToCardPage(CardData cardData, System.Action onComplete)
{
Navigation.NavigateToCardPage(cardData, onComplete);
}
/// <summary>
/// Notify that a card has been placed (for cleanup).
/// Called by PlacedInSlotState after placement is complete.
/// </summary>
public void NotifyCardPlaced(StateMachine.Card card)
{
// Delegate to corner card manager for tracking removal
CornerCards.NotifyCardPlaced(card);
// Register for enlarge/shrink functionality
RegisterCardInAlbum(card);
}
#endregion
#region Helper Methods
public List<string> GetDefinitionsOnCurrentPage()
{
return Navigation.GetDefinitionsOnCurrentPage();
}
#endregion
}
}

View File

@@ -584,8 +584,8 @@ namespace UI.CardSystem
// Subscribe to CardDisplay click for selection
context.CardDisplay.OnCardClicked += (_) => OnCardClicked(card);
// Subscribe to reveal flow complete event
context.OnRevealFlowComplete += (ctx) => OnCardRevealComplete(card);
// Subscribe to reveal flow complete event from booster context
context.BoosterContext.OnRevealFlowComplete += () => OnCardRevealComplete(card);
// Track the card
_currentCards.Add(card);

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