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7 Commits

Author SHA1 Message Date
Michal Pikulski
fc0c3d0df3 Clean up docs 2025-11-18 09:35:15 +01:00
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
Michal Pikulski
b5364a2bbc Stash work! 2025-11-17 17:10:24 +01:00
154 changed files with 2781 additions and 53954 deletions

View File

@@ -87,18 +87,6 @@ MonoBehaviour:
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m_Address: Assets/Data/Cards/Card_New Card.asset
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@@ -75,6 +75,7 @@ namespace AppleHills.Editor
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");
@@ -91,6 +92,7 @@ namespace AppleHills.Editor
CardSystemManager.Instance.OnCardCollected -= OnCardCollected;
CardSystemManager.Instance.OnBoosterCountChanged -= OnBoosterCountChanged;
CardSystemManager.Instance.OnPendingCardAdded -= OnPendingCardAdded;
CardSystemManager.Instance.OnPendingCardRemoved -= OnPendingCardRemoved;
}
isSubscribed = false;
@@ -125,6 +127,13 @@ namespace AppleHills.Editor
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;

View File

@@ -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)

File diff suppressed because one or more lines are too long

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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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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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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;
@@ -66,8 +66,8 @@ namespace UI.CardSystem.StateMachine
}
// Default behavior: transition to DraggingState
Logging.Debug($"[Card] Drag started on {CardData?.Name}, transitioning to DraggingState");
ChangeState("DraggingState");
// Logging.Debug($"[Card] Drag started on {CardData?.Name}, transitioning to DraggingState");
// ChangeState("DraggingState");
}
protected override void OnDragEndedHook()
@@ -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);
}

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@@ -1,4 +1,4 @@
using System;
using System;
using AppleHills.Data.CardSystem;
using Core.SaveLoad;
using UnityEngine;
@@ -19,6 +19,9 @@ namespace UI.CardSystem.StateMachine
[Header("Card Data")]
private CardData cardData;
// Injected dependencies
private AlbumViewPage albumViewPage;
// Public accessors
public CardDisplay CardDisplay => cardDisplay;
public CardAnimator Animator => cardAnimator;
@@ -26,37 +29,45 @@ namespace UI.CardSystem.StateMachine
public Transform RootTransform => transform;
public CardData CardData => cardData;
/// <summary>
/// Get the injected AlbumViewPage (null if not set)
/// </summary>
public AlbumViewPage AlbumViewPage => albumViewPage;
// Runtime state
public bool IsClickable { get; set; } = true;
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; }
// 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;
private bool _hasCompletedReveal = false;
public bool HasCompletedReveal => _hasCompletedReveal;
// 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()
{
@@ -118,7 +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.
@@ -140,6 +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

@@ -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()
@@ -492,11 +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($"[CardSystemManager] Removed '{card.Name}' from pending reveal cards");
}
return removed;
}
/// <summary>
@@ -563,26 +581,37 @@ namespace Data.CardSystem
/// <summary>
/// Marks a card as placed in the album
/// Moves it from pending reveal to owned inventory
/// Adds card to owned inventory and tracks as placed
/// Note: Card may have already been removed from pending list during drag
/// </summary>
public void MarkCardAsPlaced(CardData card)
{
if (_pendingRevealCards.Remove(card))
if (card == null)
{
// Add to owned inventory
playerInventory.AddCard(card);
// Track as placed
_placedInAlbumCardIds.Add(card.Id);
OnCardPlacedInAlbum?.Invoke(card);
OnCardCollected?.Invoke(card);
Logging.Debug($"[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)");
}
}

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@@ -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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@@ -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;
}
}
}

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

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@@ -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";
}
}

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

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@@ -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

@@ -0,0 +1,169 @@
using Core;
using Core.SaveLoad;
using UnityEngine;
namespace UI.CardSystem.StateMachine.States
{
/// <summary>
/// Dragging revealed state for pending cards after flip.
/// Shows card front without badges, handles transition to placement after drag release.
/// Queries AlbumViewPage for page flip status instead of tracking state internally.
/// </summary>
public class CardDraggingRevealedState : AppleState, ICardStateDragHandler
{
private CardContext _context;
private Vector3 _originalScale;
// Placement info passed from PendingFaceDownState
private AlbumCardSlot _targetSlot;
private bool _dragAlreadyEnded = false; // Track if drag ended before we entered this state (instant-release case)
private void Awake()
{
_context = GetComponentInParent<CardContext>();
}
/// <summary>
/// Set target slot from previous state
/// Called by PendingFaceDownState before transition
/// </summary>
public void SetTargetSlot(AlbumCardSlot targetSlot)
{
_targetSlot = targetSlot;
}
/// <summary>
/// Set flag indicating drag already ended before entering this state
/// Called by PendingFaceDownState for instant-release case
/// </summary>
public void SetDragAlreadyEnded(bool ended)
{
_dragAlreadyEnded = ended;
}
public override void OnEnterState()
{
if (_context == null) return;
if (_context.CardDisplay != null)
{
_context.CardDisplay.gameObject.SetActive(true);
_context.CardDisplay.transform.localRotation = Quaternion.Euler(0,0,0);
}
_originalScale = _context.RootTransform.localScale;
_context.RootTransform.localScale = _originalScale * 1.15f;
// Check if drag already ended before we entered this state (instant-release case)
if (_dragAlreadyEnded)
{
Logging.Debug("[CardDraggingRevealedState] Drag ended before state entry - handling placement immediately");
_dragAlreadyEnded = false; // Clear flag
HandlePlacement();
}
}
/// <summary>
/// Already in dragging state, nothing to do
/// </summary>
public bool OnCardDragStarted(CardContext ctx)
{
return true; // Prevent default DraggingState transition
}
/// <summary>
/// Handle drag end - query AlbumViewPage for page flip status and place accordingly
/// </summary>
public bool OnCardDragEnded(CardContext ctx)
{
HandlePlacement();
return true;
}
/// <summary>
/// Handle card placement logic - called from OnCardDragEnded or OnEnterState (instant-release)
/// </summary>
private void HandlePlacement()
{
if (_targetSlot == null)
{
Logging.Warning("[CardDraggingRevealedState] No target slot set - cannot place card");
// Return to corner
_context.StateMachine.ChangeState(CardStateNames.PendingFaceDown);
return;
}
// Query AlbumViewPage for page flip status
var albumPage = _context.AlbumViewPage;
if (albumPage == null)
{
Logging.Warning("[CardDraggingRevealedState] AlbumViewPage not injected - placing immediately");
TransitionToPlacement(_context);
return;
}
// Check if page is still flipping
if (albumPage.IsPageFlipping)
{
// Wait for flip to complete
Logging.Debug("[CardDraggingRevealedState] Page still flipping - waiting before placement");
StartCoroutine(WaitForPageFlipThenPlace(_context, albumPage));
}
else
{
// Flip already done - place immediately
Logging.Debug("[CardDraggingRevealedState] Page flip complete - placing card immediately");
TransitionToPlacement(_context);
}
}
private System.Collections.IEnumerator WaitForPageFlipThenPlace(CardContext ctx, AlbumViewPage albumPage)
{
// Wait until page flip completes (max 0.5 seconds timeout)
float timeout = 0.5f;
float elapsed = 0f;
while (albumPage.IsPageFlipping && elapsed < timeout)
{
yield return null;
elapsed += Time.deltaTime;
}
if (elapsed >= timeout)
{
Logging.Warning("[CardDraggingRevealedState] Page flip wait timed out");
}
else
{
Logging.Debug("[CardDraggingRevealedState] Page flip completed, placing card");
}
// Now place the card
TransitionToPlacement(ctx);
}
private void TransitionToPlacement(CardContext ctx)
{
// Pass target slot to PlacedInSlotState
var card = ctx.GetComponent<Card>();
if (card != null)
{
var placedState = card.GetStateComponent<CardPlacedInSlotState>(CardStateNames.PlacedInSlot);
if (placedState != null)
{
placedState.SetPlacementInfo(_targetSlot);
}
}
// Transition to PlacedInSlotState
// The state will handle animation and finalization in OnEnterState
ctx.StateMachine.ChangeState(CardStateNames.PlacedInSlot);
}
private void OnDisable()
{
if (_context?.RootTransform != null)
{
_context.RootTransform.localScale = _originalScale;
}
}
}
}

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

@@ -0,0 +1,176 @@
using Core;
using Core.SaveLoad;
using UnityEngine;
namespace UI.CardSystem.StateMachine.States
{
/// <summary>
/// Card is in pending face-down state in corner, awaiting drag.
/// On drag start, queries AlbumViewPage for card data and slot, triggers page navigation,
/// then flips and transitions to dragging revealed state.
/// </summary>
public class CardPendingFaceDownState : AppleState, ICardStateDragHandler
{
[Header("State-Owned Visuals")]
[SerializeField] private GameObject cardBackVisual;
private CardContext _context;
private bool _isFlipping;
private AlbumCardSlot _targetSlot;
private bool _dragEndedDuringFlip = false; // Track if user released before card flip animation completed
private void Awake()
{
_context = GetComponentInParent<CardContext>();
}
public override void OnEnterState()
{
if (_context == null) return;
_isFlipping = false;
_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)
{
cardBackVisual.SetActive(true);
cardBackVisual.transform.localRotation = Quaternion.Euler(0, 0, 0);
}
if (_context.CardDisplay != null)
{
_context.CardDisplay.gameObject.SetActive(false);
_context.CardDisplay.transform.localRotation = Quaternion.Euler(0, 180, 0);
}
}
/// <summary>
/// Handle drag start - STATE ORCHESTRATES ITS OWN FLOW
/// </summary>
public bool OnCardDragStarted(CardContext context)
{
if (_isFlipping) return true; // Already handling
// Get AlbumViewPage from context (injected dependency)
var albumPage = context.AlbumViewPage;
if (albumPage == null)
{
Logging.Warning("[CardPendingFaceDownState] AlbumViewPage not injected!");
return true;
}
// Step 2: Ask AlbumViewPage what card to display and prompt it to rebuild
var cardData = albumPage.GetCardForPendingSlot();
if (cardData == null)
{
Logging.Warning("[CardPendingFaceDownState] No card data available from AlbumViewPage!");
return true;
}
// Step 3: Apply card data to context
// Use UpdateCardData instead of SetupCard to preserve OriginalScale
// (card was already initialized with correct scale in SpawnCardInSlot)
context.UpdateCardData(cardData);
Logging.Debug($"[CardPendingFaceDownState] Assigned card data: {cardData.Name} ({cardData.Zone})");
// Step 4: Ask AlbumViewPage for target slot
_targetSlot = albumPage.GetTargetSlotForCard(cardData);
if (_targetSlot == null)
{
Logging.Warning($"[CardPendingFaceDownState] No slot found for card {cardData.DefinitionId}");
// Still flip and show card, but won't be able to place it
}
// Step 5: Request page navigation (no callback needed - AlbumViewPage tracks state)
albumPage.NavigateToCardPage(cardData, null);
// Step 6: Start card flip animation
StartFlipAnimation();
return true; // We handled it, prevent default DraggingState transition
}
/// <summary>
/// Handle drag end - if card flip animation still in progress, flag it for next state
/// </summary>
public bool OnCardDragEnded(CardContext context)
{
if (_isFlipping)
{
// Card flip animation still in progress - user released immediately
_dragEndedDuringFlip = true;
Logging.Debug("[CardPendingFaceDownState] Drag ended during card flip - will pass to next state");
return true; // We handled it
}
return false; // Already transitioned to DraggingRevealedState, let it handle
}
private void StartFlipAnimation()
{
_isFlipping = true;
// Scale up from corner size to normal dragging size
if (_context.Animator != null)
{
_context.Animator.AnimateScale(_context.OriginalScale * 1.15f, 0.3f);
}
// Play flip animation
if (_context.Animator != null)
{
_context.Animator.PlayFlip(
cardBack: cardBackVisual != null ? cardBackVisual.transform : null,
cardFront: _context.CardDisplay != null ? _context.CardDisplay.transform : null,
onComplete: OnFlipComplete
);
}
else
{
// No animator, just switch visibility immediately
if (cardBackVisual != null) cardBackVisual.SetActive(false);
if (_context.CardDisplay != null) _context.CardDisplay.gameObject.SetActive(true);
OnFlipComplete();
}
}
private void OnFlipComplete()
{
// Transition to dragging revealed state
// 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>(CardStateNames.DraggingRevealed);
if (draggingState != null)
{
draggingState.SetTargetSlot(_targetSlot);
// If drag ended before we transitioned, tell next state to handle placement immediately
if (_dragEndedDuringFlip)
{
draggingState.SetDragAlreadyEnded(true);
Logging.Debug("[CardPendingFaceDownState] Passing drag-ended flag to DraggingRevealedState");
}
}
}
_context.StateMachine.ChangeState(CardStateNames.DraggingRevealed);
}
private void OnDisable()
{
// Hide card back when leaving state
if (cardBackVisual != null)
{
cardBackVisual.SetActive(false);
}
}
}
}

View File

@@ -0,0 +1,150 @@
using Core;
using Core.SaveLoad;
using Data.CardSystem;
using UnityEngine;
namespace UI.CardSystem.StateMachine.States
{
/// <summary>
/// Placed in slot state - card is being/has been placed in an album slot.
/// SMART STATE: Handles snap-to-slot animation on entry, then finalizes placement.
/// </summary>
public class CardPlacedInSlotState : AppleState, ICardClickHandler
{
private CardContext _context;
private AlbumCardSlot _parentSlot;
private AlbumCardSlot _targetSlotForAnimation; // Set by DraggingRevealedState for animated placement
private void Awake()
{
_context = GetComponentInParent<CardContext>();
}
/// <summary>
/// Set placement info from previous state (for animated placement from drag)
/// </summary>
public void SetPlacementInfo(AlbumCardSlot targetSlot)
{
_targetSlotForAnimation = targetSlot;
}
public override void OnEnterState()
{
// Ensure card front is visible and facing camera
if (_context.CardDisplay != null)
{
_context.CardDisplay.gameObject.SetActive(true);
_context.CardDisplay.transform.localRotation = Quaternion.Euler(0, 0, 0);
}
// Check if this is animated placement (from drag) or direct placement (from spawn)
if (_targetSlotForAnimation != null)
{
// Animated placement - play tween to slot
Logging.Debug($"[CardPlacedInSlotState] Animating card '{_context.CardData?.Name}' to slot");
AnimateToSlot(_targetSlotForAnimation);
}
else
{
// Direct placement (spawned in slot) - already positioned correctly
// Disable dragging for spawned cards too
var card = _context.GetComponent<Card>();
if (card != null)
{
card.SetDraggingEnabled(false);
}
Logging.Debug($"[CardPlacedInSlotState] Card '{_context.CardData?.Name}' directly placed in slot");
}
}
/// <summary>
/// Animate card to slot position and finalize placement
/// </summary>
private void AnimateToSlot(AlbumCardSlot slot)
{
var card = _context.GetComponent<Card>();
if (card == null) return;
// Reparent to slot immediately, keeping world position
card.transform.SetParent(slot.transform, true);
// Tween position, scale, rotation simultaneously
float tweenDuration = 0.4f;
Pixelplacement.Tween.LocalPosition(card.transform, Vector3.zero, tweenDuration, 0f, Pixelplacement.Tween.EaseOutBack);
Pixelplacement.Tween.LocalScale(card.transform, Vector3.one, tweenDuration, 0f, Pixelplacement.Tween.EaseOutBack);
Pixelplacement.Tween.LocalRotation(card.transform, Quaternion.identity, tweenDuration, 0f, Pixelplacement.Tween.EaseOutBack,
completeCallback: () => FinalizePlacement(card, slot));
}
/// <summary>
/// Finalize placement after animation completes
/// </summary>
private void FinalizePlacement(Card card, AlbumCardSlot slot)
{
// Ensure final position/rotation
card.transform.localPosition = Vector3.zero;
card.transform.localRotation = Quaternion.identity;
// Resize to match slot
RectTransform cardRect = card.transform as RectTransform;
RectTransform slotRect = slot.transform as RectTransform;
if (cardRect != null && slotRect != null)
{
float targetHeight = slotRect.rect.height;
cardRect.sizeDelta = new Vector2(cardRect.sizeDelta.x, targetHeight);
}
// Set parent slot
_parentSlot = slot;
// Disable dragging - cards in slots should only respond to clicks for enlargement
card.SetDraggingEnabled(false);
// Notify slot
slot.AssignCard(card);
// Mark as placed in inventory
if (CardSystemManager.Instance != null)
{
CardSystemManager.Instance.MarkCardAsPlaced(card.CardData);
}
// Notify AlbumViewPage for registration
var albumPage = Object.FindFirstObjectByType<AlbumViewPage>();
if (albumPage != null)
{
albumPage.NotifyCardPlaced(card);
}
Logging.Debug($"[CardPlacedInSlotState] Card placement finalized: {card.CardData?.Name}");
// Clear animation target
_targetSlotForAnimation = null;
}
/// <summary>
/// Set the parent slot this card belongs to (for direct placement without animation)
/// </summary>
public void SetParentSlot(AlbumCardSlot slot)
{
_parentSlot = slot;
}
/// <summary>
/// Get the parent slot
/// </summary>
public AlbumCardSlot GetParentSlot()
{
return _parentSlot;
}
public void OnCardClicked(CardContext context)
{
// Click to enlarge when in album
Logging.Debug($"[CardPlacedInSlotState] Card clicked in slot, transitioning to enlarged state");
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()

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