Compare commits
2 Commits
cards_rewr
...
animation-
| Author | SHA1 | Date | |
|---|---|---|---|
| 16962a5ae3 | |||
| 2602cbbeb3 |
@@ -87,6 +87,18 @@ MonoBehaviour:
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m_Address: Assets/Data/Cards/Card_New Card.asset
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@@ -30,11 +30,6 @@ MonoBehaviour:
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m_Name: Card_KalkUlation 3
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m_Name: Card_MormorMarmor 3
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@@ -20,10 +20,8 @@ namespace AppleHills.Editor
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// Cache for display
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private Dictionary<CardRarity, List<CardData>> cardsByRarity = new Dictionary<CardRarity, List<CardData>>();
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|
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@@ -74,8 +72,6 @@ namespace AppleHills.Editor
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@@ -91,8 +87,6 @@ namespace AppleHills.Editor
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CardSystemManager.Instance.OnBoosterCountChanged -= OnBoosterCountChanged;
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@@ -120,40 +114,21 @@ namespace AppleHills.Editor
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{
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RefreshData();
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// Get ONLY collected cards (not pending) to avoid duplicates
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|
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|
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|
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|
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cardsByRarity[CardRarity.Rare] = collectedCards.Where(c => c.Rarity == CardRarity.Rare).ToList();
|
||||
cardsByRarity[CardRarity.Legendary] = collectedCards.Where(c => c.Rarity == CardRarity.Legendary).ToList();
|
||||
cardsByRarity[CardRarity.Normal] = allCards.Where(c => c.Rarity == CardRarity.Normal).ToList();
|
||||
cardsByRarity[CardRarity.Rare] = allCards.Where(c => c.Rarity == CardRarity.Rare).ToList();
|
||||
cardsByRarity[CardRarity.Legendary] = allCards.Where(c => c.Rarity == CardRarity.Legendary).ToList();
|
||||
|
||||
totalCards = collectedCards.Sum(c => c.CopiesOwned);
|
||||
totalUniqueCards = collectedCards.Count;
|
||||
totalCards = allCards.Sum(c => c.CopiesOwned);
|
||||
totalUniqueCards = allCards.Count;
|
||||
boosterCount = CardSystemManager.Instance.GetBoosterPackCount();
|
||||
|
||||
// Get pending cards separately
|
||||
pendingCards = CardSystemManager.Instance.GetPendingRevealCards();
|
||||
totalPendingCards = pendingCards.Count;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
@@ -198,7 +173,6 @@ namespace AppleHills.Editor
|
||||
EditorGUILayout.LabelField("Total Unique Cards:", totalUniqueCards.ToString());
|
||||
EditorGUILayout.LabelField("Total Cards Owned:", totalCards.ToString());
|
||||
EditorGUILayout.LabelField("Booster Packs:", boosterCount.ToString());
|
||||
EditorGUILayout.LabelField("Pending Reveal:", totalPendingCards.ToString(), EditorStyles.boldLabel);
|
||||
|
||||
if (!string.IsNullOrEmpty(lastEventMessage))
|
||||
{
|
||||
@@ -213,13 +187,6 @@ namespace AppleHills.Editor
|
||||
// Collection by Rarity
|
||||
scrollPosition = EditorGUILayout.BeginScrollView(scrollPosition);
|
||||
|
||||
// Pending Cards Section
|
||||
if (totalPendingCards > 0)
|
||||
{
|
||||
DrawPendingCardsSection();
|
||||
EditorGUILayout.Space();
|
||||
}
|
||||
|
||||
DrawRaritySection(CardRarity.Legendary, Color.yellow);
|
||||
DrawRaritySection(CardRarity.Rare, new Color(0.5f, 0.5f, 1f)); // Light blue
|
||||
DrawRaritySection(CardRarity.Normal, Color.white);
|
||||
@@ -241,52 +208,6 @@ namespace AppleHills.Editor
|
||||
EditorGUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
private void DrawPendingCardsSection()
|
||||
{
|
||||
var oldColor = GUI.backgroundColor;
|
||||
GUI.backgroundColor = new Color(1f, 0.8f, 0.4f); // Orange tint for pending
|
||||
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
|
||||
GUI.backgroundColor = oldColor;
|
||||
|
||||
GUILayout.Label($"⏳ Pending Reveal ({pendingCards.Count} cards)", EditorStyles.boldLabel);
|
||||
|
||||
// Group pending by rarity for display
|
||||
var pendingByRarity = pendingCards.GroupBy(c => c.Rarity).OrderByDescending(g => g.Key);
|
||||
|
||||
foreach (var rarityGroup in pendingByRarity)
|
||||
{
|
||||
EditorGUILayout.Space(5);
|
||||
var rarityColor = GetRarityColor(rarityGroup.Key);
|
||||
|
||||
oldColor = GUI.color;
|
||||
GUI.color = rarityColor;
|
||||
GUILayout.Label($"{rarityGroup.Key} ({rarityGroup.Count()})", EditorStyles.miniBoldLabel);
|
||||
GUI.color = oldColor;
|
||||
|
||||
foreach (var card in rarityGroup.OrderBy(c => c.Name))
|
||||
{
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
EditorGUILayout.LabelField(" • " + card.Name, GUILayout.Width(200));
|
||||
EditorGUILayout.LabelField(card.Zone.ToString(), GUILayout.Width(100));
|
||||
EditorGUILayout.LabelField($"Copies: {card.CopiesOwned}", GUILayout.Width(80));
|
||||
EditorGUILayout.EndHorizontal();
|
||||
}
|
||||
}
|
||||
|
||||
EditorGUILayout.EndVertical();
|
||||
}
|
||||
|
||||
private Color GetRarityColor(CardRarity rarity)
|
||||
{
|
||||
switch (rarity)
|
||||
{
|
||||
case CardRarity.Legendary: return Color.yellow;
|
||||
case CardRarity.Rare: return new Color(0.5f, 0.5f, 1f);
|
||||
case CardRarity.Normal: return Color.white;
|
||||
default: return Color.gray;
|
||||
}
|
||||
}
|
||||
|
||||
private void DrawRaritySection(CardRarity rarity, Color color)
|
||||
{
|
||||
if (!cardsByRarity.ContainsKey(rarity) || cardsByRarity[rarity].Count == 0)
|
||||
|
||||
@@ -216,13 +216,6 @@ namespace Editor.CardSystem
|
||||
|
||||
EditorGUILayout.Space(5);
|
||||
|
||||
if (GUILayout.Button("Populate Pending (6 Unique Cards)", GUILayout.Height(30)))
|
||||
{
|
||||
PopulatePendingCards();
|
||||
}
|
||||
|
||||
EditorGUILayout.Space(5);
|
||||
|
||||
// Danger Zone
|
||||
EditorGUILayout.Space(10);
|
||||
EditorGUILayout.LabelField("Danger Zone", EditorStyles.miniBoldLabel);
|
||||
@@ -311,53 +304,6 @@ namespace Editor.CardSystem
|
||||
}
|
||||
}
|
||||
|
||||
private void PopulatePendingCards()
|
||||
{
|
||||
if (CardSystemManager.Instance != null)
|
||||
{
|
||||
List<CardDefinition> allDefinitions = CardSystemManager.Instance.GetAllCardDefinitions();
|
||||
|
||||
if (allDefinitions.Count == 0)
|
||||
{
|
||||
lastActionMessage = "Error: No card definitions available";
|
||||
Logging.Warning($"[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)
|
||||
|
||||
@@ -10,7 +10,7 @@ namespace AppleHills.Core.Settings.Editor
|
||||
{
|
||||
private Vector2 scrollPosition;
|
||||
private List<BaseSettings> allSettings = new List<BaseSettings>();
|
||||
private string[] tabNames = new string[] { "Player & Follower", "Interaction & Items", "Diving Minigame", "Card System" };
|
||||
private string[] tabNames = new string[] { "Player & Follower", "Interaction & Items", "Diving Minigame" };
|
||||
private int selectedTab = 0;
|
||||
private Dictionary<string, SerializedObject> serializedSettingsObjects = new Dictionary<string, SerializedObject>();
|
||||
private GUIStyle headerStyle;
|
||||
@@ -48,7 +48,6 @@ namespace AppleHills.Core.Settings.Editor
|
||||
CreateSettingsIfMissing<PlayerFollowerSettings>("PlayerFollowerSettings");
|
||||
CreateSettingsIfMissing<InteractionSettings>("InteractionSettings");
|
||||
CreateSettingsIfMissing<DivingMinigameSettings>("DivingMinigameSettings");
|
||||
CreateSettingsIfMissing<CardSystemSettings>("CardSystemSettings");
|
||||
}
|
||||
|
||||
private void CreateSettingsIfMissing<T>(string fileName) where T : BaseSettings
|
||||
@@ -115,9 +114,6 @@ namespace AppleHills.Core.Settings.Editor
|
||||
case 2: // Minigames
|
||||
DrawSettingsEditor<DivingMinigameSettings>();
|
||||
break;
|
||||
case 3: // Card System
|
||||
DrawSettingsEditor<CardSystemSettings>();
|
||||
break;
|
||||
}
|
||||
|
||||
EditorGUILayout.EndScrollView();
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
using System.Collections;
|
||||
using System;
|
||||
|
||||
namespace BookCurlPro
|
||||
{
|
||||
@@ -12,10 +13,6 @@ namespace BookCurlPro
|
||||
public float DelayBeforeStart;
|
||||
public float TimeBetweenPages = 5;
|
||||
public bool AutoStartFlip = true;
|
||||
|
||||
[Header("Events")]
|
||||
public UnityEvent OnTargetReached;
|
||||
|
||||
bool flippingStarted = false;
|
||||
bool isPageFlipping = false;
|
||||
float elapsedTime = 0;
|
||||
@@ -45,24 +42,6 @@ namespace BookCurlPro
|
||||
PageFlipper.FlipPage(ControledBook, PageFlipTime, FlipMode.LeftToRight, () => { isPageFlipping = false; });
|
||||
}
|
||||
int targetPaper;
|
||||
|
||||
/// <summary>
|
||||
/// Start flipping to target page with optional completion callback
|
||||
/// </summary>
|
||||
public void StartFlipping(int target, UnityAction callback)
|
||||
{
|
||||
if (callback != null)
|
||||
{
|
||||
if (OnTargetReached == null)
|
||||
OnTargetReached = new UnityEvent();
|
||||
|
||||
OnTargetReached.RemoveAllListeners();
|
||||
OnTargetReached.AddListener(callback);
|
||||
}
|
||||
|
||||
StartFlipping(target);
|
||||
}
|
||||
|
||||
public void StartFlipping(int target)
|
||||
{
|
||||
isBookInteractable = ControledBook.interactable;
|
||||
@@ -96,9 +75,7 @@ namespace BookCurlPro
|
||||
flippingStarted = false;
|
||||
ControledBook.interactable = isBookInteractable;
|
||||
this.enabled = false;
|
||||
|
||||
// Invoke target reached event
|
||||
OnTargetReached?.Invoke();
|
||||
|
||||
}
|
||||
|
||||
nextPageCountDown = PageFlipTime + TimeBetweenPages + Time.deltaTime;
|
||||
|
||||
@@ -1,5 +1,9 @@
|
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version: 2
|
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tpsheetFileNames:
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- Assets/Art/Animations/Trafalgar/Trafalgar-_Walking1.tpsheet
|
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- Assets/Art/Animations/Trafalgar/Trafalgar-_Walking2.tpsheet
|
||||
- Assets/Art/Animations/Trafalgar/Trafalgar-_Walking3.tpsheet
|
||||
- Assets/Art/Animations/Trafalgar/Trafalgar-_Walking4.tpsheet
|
||||
- Assets/Art/Sprites/Spritesheets/Characters/Annelise_Camera/Annelise_camera-AnneLise_1.tpsheet
|
||||
- Assets/Art/Sprites/Spritesheets/Characters/Annelise_Camera/Annelise_camera-AnneLise_2.tpsheet
|
||||
- Assets/Art/Sprites/Spritesheets/Characters/Gardener/Gardener-IdleRun.tpsheet
|
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@@ -30,6 +34,10 @@ tpsheetFileNames:
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- Assets/Art/Sprites/Spritesheets/Quarry/Trees&Bushes/Trees.tpsheet
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- Assets/External/Plugins/codeandweb.com/Example/SpriteSheet/sprites.tpsheet
|
||||
textureFileNames:
|
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- Assets/Art/Animations/Trafalgar/Trafalgar-_Walking1.png
|
||||
- Assets/Art/Animations/Trafalgar/Trafalgar-_Walking2.png
|
||||
- Assets/Art/Animations/Trafalgar/Trafalgar-_Walking3.png
|
||||
- Assets/Art/Animations/Trafalgar/Trafalgar-_Walking4.png
|
||||
- Assets/Art/Sprites/Spritesheets/Characters/Annelise_Camera/Annelise_camera-AnneLise_1.png
|
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- Assets/Art/Sprites/Spritesheets/Characters/Annelise_Camera/Annelise_camera-AnneLise_2.png
|
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- Assets/Art/Sprites/Spritesheets/Characters/Gardener/Gardener-IdleRun.png
|
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@@ -88,5 +96,9 @@ normalmapFileNames:
|
||||
-
|
||||
-
|
||||
-
|
||||
-
|
||||
-
|
||||
-
|
||||
-
|
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- Assets/External/Plugins/codeandweb.com/Example/SpriteSheet/sprites_n.png
|
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enableDebugOutput: 0
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@@ -2,24 +2,20 @@
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%TAG !u! tag:unity3d.com,2011:
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@@ -112,9 +107,9 @@ Material:
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@@ -153,8 +148,6 @@ Material:
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@@ -168,6 +161,11 @@ MonoBehaviour:
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@@ -190,8 +188,57 @@ MonoBehaviour:
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@@ -211,486 +258,6 @@ MonoBehaviour:
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timeCreated: 1763454388
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@@ -1,172 +0,0 @@
|
||||
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
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
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||||
guid: 5dce94e276b8456996d9ddacef25c744
|
||||
timeCreated: 1763425777
|
||||
@@ -1,128 +0,0 @@
|
||||
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
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f0c2c6c12ee64ccabe778e848ac9c822
|
||||
timeCreated: 1763425800
|
||||
@@ -1,392 +0,0 @@
|
||||
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
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c7c68770a6974aa4a22c645fe0517fe2
|
||||
timeCreated: 1763425113
|
||||
@@ -1,205 +0,0 @@
|
||||
using System.Collections;
|
||||
using Core;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using AppleHills.Core.Settings;
|
||||
|
||||
namespace UI.CardSystem
|
||||
{
|
||||
/// <summary>
|
||||
/// Controls a vertical progress bar made of individual Image elements.
|
||||
/// Fills from bottom to top and animates the newest element with a blink effect.
|
||||
///
|
||||
/// Setup: Place on GameObject with VerticalLayoutGroup (Reverse Arrangement enabled).
|
||||
/// First child = first progress element (1/5), last child = last progress element (5/5).
|
||||
/// </summary>
|
||||
public class ProgressBarController : MonoBehaviour
|
||||
{
|
||||
[Header("Progress Elements")]
|
||||
[Tooltip("The individual Image components representing progress segments (auto-detected from children)")]
|
||||
private Image[] _progressElements;
|
||||
|
||||
private ICardSystemSettings _settings;
|
||||
private Coroutine _currentBlinkCoroutine;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_settings = GameManager.GetSettingsObject<ICardSystemSettings>();
|
||||
|
||||
// Auto-detect all child Image components
|
||||
_progressElements = GetComponentsInChildren<Image>(true);
|
||||
|
||||
if (_progressElements.Length == 0)
|
||||
{
|
||||
Logging.Warning("[ProgressBarController] No child Image components found! Add Image children to this GridLayout.");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Show progress and animate the newest element with a blink effect.
|
||||
/// </summary>
|
||||
/// <param name="currentCount">Current progress (1 to maxCount)</param>
|
||||
/// <param name="maxCount">Maximum progress value (typically 5)</param>
|
||||
/// <param name="onComplete">Callback invoked after blink animation completes</param>
|
||||
public void ShowProgress(int currentCount, int maxCount, System.Action onComplete)
|
||||
{
|
||||
// Validate input
|
||||
if (currentCount < 0 || currentCount > maxCount)
|
||||
{
|
||||
Logging.Warning($"[ProgressBarController] Invalid progress: {currentCount}/{maxCount}");
|
||||
onComplete?.Invoke();
|
||||
return;
|
||||
}
|
||||
|
||||
// Validate element count
|
||||
if (_progressElements.Length < maxCount)
|
||||
{
|
||||
Logging.Warning($"[ProgressBarController] Not enough progress elements! Expected {maxCount}, found {_progressElements.Length}");
|
||||
onComplete?.Invoke();
|
||||
return;
|
||||
}
|
||||
|
||||
// Stop any existing blink animation
|
||||
if (_currentBlinkCoroutine != null)
|
||||
{
|
||||
StopCoroutine(_currentBlinkCoroutine);
|
||||
_currentBlinkCoroutine = null;
|
||||
}
|
||||
|
||||
// Disable all elements first
|
||||
foreach (var element in _progressElements)
|
||||
{
|
||||
element.enabled = false;
|
||||
}
|
||||
|
||||
// Enable first N elements (since first child = 1/5, last child = 5/5)
|
||||
// If currentCount = 3, enable elements [0], [1], [2] (first 3 elements)
|
||||
for (int i = 0; i < currentCount && i < _progressElements.Length; i++)
|
||||
{
|
||||
_progressElements[i].enabled = true;
|
||||
}
|
||||
|
||||
Logging.Debug($"[ProgressBarController] Showing progress {currentCount}/{maxCount}");
|
||||
|
||||
// Blink the NEWEST element (the last one we just enabled)
|
||||
// Newest element is at index (currentCount - 1)
|
||||
int newestIndex = currentCount - 1;
|
||||
if (newestIndex >= 0 && newestIndex < _progressElements.Length && currentCount > 0)
|
||||
{
|
||||
_currentBlinkCoroutine = StartCoroutine(BlinkElement(newestIndex, onComplete));
|
||||
}
|
||||
else
|
||||
{
|
||||
// No element to blink (e.g., currentCount = 0)
|
||||
onComplete?.Invoke();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Show progress without blink animation (instant display).
|
||||
/// </summary>
|
||||
/// <param name="currentCount">Current progress (1 to maxCount)</param>
|
||||
/// <param name="maxCount">Maximum progress value</param>
|
||||
public void ShowProgressInstant(int currentCount, int maxCount)
|
||||
{
|
||||
// Validate
|
||||
if (currentCount < 0 || currentCount > maxCount || _progressElements.Length < maxCount)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Disable all
|
||||
foreach (var element in _progressElements)
|
||||
{
|
||||
element.enabled = false;
|
||||
}
|
||||
|
||||
// Enable first N elements
|
||||
for (int i = 0; i < currentCount && i < _progressElements.Length; i++)
|
||||
{
|
||||
_progressElements[i].enabled = true;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Hide all progress elements.
|
||||
/// </summary>
|
||||
public void HideProgress()
|
||||
{
|
||||
foreach (var element in _progressElements)
|
||||
{
|
||||
element.enabled = false;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Blink a specific element by toggling enabled/disabled.
|
||||
/// </summary>
|
||||
private IEnumerator BlinkElement(int index, System.Action onComplete)
|
||||
{
|
||||
if (index < 0 || index >= _progressElements.Length)
|
||||
{
|
||||
onComplete?.Invoke();
|
||||
yield break;
|
||||
}
|
||||
|
||||
Image element = _progressElements[index];
|
||||
|
||||
// Get blink settings (or use defaults if not available)
|
||||
float blinkDuration = 0.15f; // Duration for each on/off toggle
|
||||
int blinkCount = 3; // Number of full blinks (on->off->on = 1 blink)
|
||||
|
||||
// Try to get settings if available
|
||||
if (_settings != null)
|
||||
{
|
||||
// Settings could expose these if needed:
|
||||
// blinkDuration = _settings.ProgressBlinkDuration;
|
||||
// blinkCount = _settings.ProgressBlinkCount;
|
||||
}
|
||||
|
||||
Logging.Debug($"[ProgressBarController] Blinking element {index} ({blinkCount} times)");
|
||||
|
||||
// Wait a brief moment before starting blink
|
||||
yield return new WaitForSeconds(0.3f);
|
||||
|
||||
// Perform blinks (on->off->on = 1 full blink)
|
||||
for (int i = 0; i < blinkCount; i++)
|
||||
{
|
||||
// Off
|
||||
element.enabled = false;
|
||||
yield return new WaitForSeconds(blinkDuration);
|
||||
|
||||
// On
|
||||
element.enabled = true;
|
||||
yield return new WaitForSeconds(blinkDuration);
|
||||
}
|
||||
|
||||
// Ensure element is enabled at the end
|
||||
element.enabled = true;
|
||||
|
||||
Logging.Debug($"[ProgressBarController] Blink complete for element {index}");
|
||||
|
||||
_currentBlinkCoroutine = null;
|
||||
onComplete?.Invoke();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the total number of progress elements available.
|
||||
/// </summary>
|
||||
public int GetElementCount()
|
||||
{
|
||||
return _progressElements?.Length ?? 0;
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
// Clean up any running coroutines
|
||||
if (_currentBlinkCoroutine != null)
|
||||
{
|
||||
StopCoroutine(_currentBlinkCoroutine);
|
||||
_currentBlinkCoroutine = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e91de41001c14101b8fa4216d6c7888b
|
||||
timeCreated: 1762939781
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 619e69d1b6e44ecabc40657b2bcd13f9
|
||||
timeCreated: 1763454353
|
||||
@@ -1,211 +0,0 @@
|
||||
using AppleHills.Data.CardSystem;
|
||||
using Core;
|
||||
using Core.SaveLoad;
|
||||
using UI.DragAndDrop.Core;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UI.CardSystem.StateMachine
|
||||
{
|
||||
// ...existing code...
|
||||
public class Card : DraggableObject
|
||||
{
|
||||
[Header("Components")]
|
||||
[SerializeField] private CardContext context;
|
||||
[SerializeField] private CardAnimator animator;
|
||||
[SerializeField] private AppleMachine stateMachine;
|
||||
|
||||
[Header("Configuration")]
|
||||
[SerializeField] private string initialState = "IdleState";
|
||||
|
||||
// Public accessors
|
||||
public CardContext Context => context;
|
||||
public CardAnimator Animator => animator;
|
||||
public AppleMachine StateMachine => stateMachine;
|
||||
public CardData CardData => context?.CardData;
|
||||
|
||||
// State inspection properties for booster flow
|
||||
public bool IsIdle => GetCurrentStateName() == CardStateNames.Idle;
|
||||
public bool IsRevealing => !IsIdle && !IsComplete;
|
||||
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;
|
||||
|
||||
protected override void Initialize()
|
||||
{
|
||||
base.Initialize(); // Call DraggableObject initialization
|
||||
|
||||
// Auto-find components if not assigned
|
||||
if (context == null)
|
||||
context = GetComponent<CardContext>();
|
||||
|
||||
if (animator == null)
|
||||
animator = GetComponent<CardAnimator>();
|
||||
|
||||
if (stateMachine == null)
|
||||
stateMachine = GetComponentInChildren<AppleMachine>();
|
||||
}
|
||||
|
||||
#region DraggableObject Hooks - Trigger State Transitions
|
||||
|
||||
protected override void OnDragStartedHook()
|
||||
{
|
||||
base.OnDragStartedHook();
|
||||
|
||||
// Always emit the generic drag started event for external consumers (AlbumViewPage, etc.)
|
||||
context?.NotifyDragStarted();
|
||||
|
||||
// Check if current state wants to handle drag behavior
|
||||
if (stateMachine?.currentState != null)
|
||||
{
|
||||
var dragHandler = stateMachine.currentState.GetComponent<ICardStateDragHandler>();
|
||||
if (dragHandler != null && dragHandler.OnCardDragStarted(context))
|
||||
{
|
||||
return; // State handled it, don't do default behavior
|
||||
}
|
||||
}
|
||||
|
||||
// Default behavior: transition to DraggingState
|
||||
// Logging.Debug($"[Card] Drag started on {CardData?.Name}, transitioning to DraggingState");
|
||||
// ChangeState("DraggingState");
|
||||
}
|
||||
|
||||
protected override void OnDragEndedHook()
|
||||
{
|
||||
base.OnDragEndedHook();
|
||||
|
||||
// Always emit the generic drag ended event for external consumers
|
||||
context?.NotifyDragEnded();
|
||||
|
||||
// Check if current state wants to handle drag end
|
||||
if (stateMachine?.currentState != null)
|
||||
{
|
||||
var dragHandler = stateMachine.currentState.GetComponent<ICardStateDragHandler>();
|
||||
if (dragHandler != null && dragHandler.OnCardDragEnded(context))
|
||||
{
|
||||
return; // State handled it
|
||||
}
|
||||
}
|
||||
|
||||
// Default behavior for states that don't implement custom drag end
|
||||
string current = GetCurrentStateName();
|
||||
if (current == CardStateNames.Dragging)
|
||||
{
|
||||
if (CurrentSlot is AlbumCardSlot albumSlot)
|
||||
{
|
||||
Logging.Debug($"[Card] Dropped in album slot, transitioning to PlacedInSlotState");
|
||||
var placedState = GetStateComponent<States.CardPlacedInSlotState>(CardStateNames.PlacedInSlot);
|
||||
if (placedState != null)
|
||||
{
|
||||
placedState.SetParentSlot(albumSlot);
|
||||
}
|
||||
ChangeState(CardStateNames.PlacedInSlot);
|
||||
OnPlacedInAlbumSlot?.Invoke(this, albumSlot);
|
||||
}
|
||||
else
|
||||
{
|
||||
Logging.Debug("[Card] Dropped outside valid slot, returning to RevealedState");
|
||||
ChangeState(CardStateNames.Revealed);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Setup the card with data and optional initial state
|
||||
/// </summary>
|
||||
public void SetupCard(CardData data, string startState = null)
|
||||
{
|
||||
if (context != null)
|
||||
{
|
||||
context.SetupCard(data);
|
||||
}
|
||||
|
||||
// Start the state machine with specified or default state
|
||||
string targetState = startState ?? initialState;
|
||||
if (stateMachine != null && !string.IsNullOrEmpty(targetState))
|
||||
{
|
||||
stateMachine.ChangeState(targetState);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Setup for booster reveal flow (starts at IdleState, will flip on click)
|
||||
/// Dragging is DISABLED for booster cards
|
||||
/// States will query CardSystemManager for collection state as needed
|
||||
/// </summary>
|
||||
public void SetupForBoosterReveal(CardData data, bool isNew)
|
||||
{
|
||||
SetupCard(data, CardStateNames.Idle);
|
||||
SetDraggingEnabled(false); // Booster cards cannot be dragged
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Setup for album placement (starts at PlacedInSlotState)
|
||||
/// Dragging is DISABLED once placed in slot
|
||||
/// </summary>
|
||||
public void SetupForAlbumSlot(CardData data, AlbumCardSlot slot)
|
||||
{
|
||||
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>(CardStateNames.PlacedInSlot);
|
||||
if (placedState != null)
|
||||
{
|
||||
placedState.SetParentSlot(slot);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Setup for album pending state (starts at PendingFaceDownState)
|
||||
/// Dragging is ENABLED; state will assign data when dragged
|
||||
/// </summary>
|
||||
public void SetupForAlbumPending()
|
||||
{
|
||||
// Start with no data; state will assign when dragged
|
||||
SetupCard(null, CardStateNames.PendingFaceDown);
|
||||
SetDraggingEnabled(true);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Transition to a specific state
|
||||
/// </summary>
|
||||
public void ChangeState(string stateName)
|
||||
{
|
||||
if (stateMachine != null)
|
||||
{
|
||||
stateMachine.ChangeState(stateName);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get a specific state component by name
|
||||
/// </summary>
|
||||
public T GetStateComponent<T>(string stateName) where T : AppleState
|
||||
{
|
||||
if (stateMachine == null) return null;
|
||||
|
||||
Transform stateTransform = stateMachine.transform.Find(stateName);
|
||||
if (stateTransform != null)
|
||||
{
|
||||
return stateTransform.GetComponent<T>();
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the current active state name
|
||||
/// </summary>
|
||||
public string GetCurrentStateName()
|
||||
{
|
||||
if (stateMachine?.currentState != null)
|
||||
{
|
||||
return stateMachine.currentState.name;
|
||||
}
|
||||
return "None";
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d97dd4e4bc3246e9bed5ac227f13de10
|
||||
timeCreated: 1762884900
|
||||
@@ -1,23 +0,0 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace UI.CardSystem
|
||||
{
|
||||
/// <summary>
|
||||
/// Simple component representing card back visuals; toggle visibility.
|
||||
/// </summary>
|
||||
public class CardBack : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private Image backImage;
|
||||
|
||||
public void Show()
|
||||
{
|
||||
gameObject.SetActive(true);
|
||||
}
|
||||
|
||||
public void Hide()
|
||||
{
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 37d815ba7b02481786cc1953678a3e8e
|
||||
timeCreated: 1763322207
|
||||
@@ -1,188 +0,0 @@
|
||||
using System;
|
||||
using AppleHills.Data.CardSystem;
|
||||
using Core.SaveLoad;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UI.CardSystem.StateMachine
|
||||
{
|
||||
/// <summary>
|
||||
/// Shared context for card states.
|
||||
/// Provides access to common components and data that states need.
|
||||
/// </summary>
|
||||
public class CardContext : MonoBehaviour
|
||||
{
|
||||
[Header("Core Components")]
|
||||
[SerializeField] private CardDisplay cardDisplay;
|
||||
[SerializeField] private CardAnimator cardAnimator;
|
||||
private AppleMachine stateMachine;
|
||||
|
||||
[Header("Card Data")]
|
||||
private CardData cardData;
|
||||
|
||||
// Injected dependencies
|
||||
private AlbumViewPage albumViewPage;
|
||||
|
||||
// Public accessors
|
||||
public CardDisplay CardDisplay => cardDisplay;
|
||||
public CardAnimator Animator => cardAnimator;
|
||||
public AppleMachine StateMachine => 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;
|
||||
|
||||
// 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; }
|
||||
|
||||
// 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;
|
||||
|
||||
// Booster-specific context (optional, only set for booster flow cards)
|
||||
private BoosterCardContext boosterContext;
|
||||
public BoosterCardContext BoosterContext
|
||||
{
|
||||
get
|
||||
{
|
||||
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()
|
||||
{
|
||||
OnDragStarted?.Invoke(this);
|
||||
}
|
||||
|
||||
// Helper method for states/card to signal drag ended
|
||||
public void NotifyDragEnded()
|
||||
{
|
||||
OnDragEnded?.Invoke(this);
|
||||
}
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
// Auto-find components if not assigned
|
||||
if (cardDisplay == null)
|
||||
cardDisplay = GetComponentInChildren<CardDisplay>();
|
||||
|
||||
if (cardAnimator == null)
|
||||
cardAnimator = GetComponent<CardAnimator>();
|
||||
|
||||
if (stateMachine == null)
|
||||
stateMachine = GetComponentInChildren<AppleMachine>();
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
// Subscribe to CardDisplay click and route to active state
|
||||
if (cardDisplay != null)
|
||||
{
|
||||
cardDisplay.OnCardClicked += HandleCardDisplayClicked;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
if (cardDisplay != null)
|
||||
{
|
||||
cardDisplay.OnCardClicked -= HandleCardDisplayClicked;
|
||||
}
|
||||
}
|
||||
|
||||
private void HandleCardDisplayClicked(CardDisplay _)
|
||||
{
|
||||
// Gate by clickability
|
||||
if (!IsClickable) return;
|
||||
if (stateMachine == null || stateMachine.currentState == null) return;
|
||||
|
||||
var handler = stateMachine.currentState.GetComponent<ICardClickHandler>();
|
||||
if (handler != null)
|
||||
{
|
||||
handler.OnCardClicked(this);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Setup the card with data
|
||||
/// </summary>
|
||||
public void SetupCard(CardData data)
|
||||
{
|
||||
cardData = data;
|
||||
|
||||
// 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.
|
||||
var currentScale = transform.localScale;
|
||||
if (currentScale.x < 0.01f && currentScale.y < 0.01f && currentScale.z < 0.01f)
|
||||
{
|
||||
OriginalScale = Vector3.one;
|
||||
}
|
||||
else
|
||||
{
|
||||
OriginalScale = currentScale;
|
||||
}
|
||||
OriginalPosition = transform.localPosition;
|
||||
OriginalRotation = transform.localRotation;
|
||||
|
||||
if (cardDisplay != null)
|
||||
{
|
||||
cardDisplay.SetupCard(data);
|
||||
}
|
||||
}
|
||||
|
||||
/// <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>
|
||||
public CardDisplay GetCardDisplay() => cardDisplay;
|
||||
}
|
||||
}
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3b3126aaaa66448fa3d5bd772aaf5784
|
||||
timeCreated: 1762884650
|
||||
@@ -1,165 +0,0 @@
|
||||
using AppleHills.Data.CardSystem;
|
||||
using Core;
|
||||
using Data.CardSystem;
|
||||
using UI.DragAndDrop.Core;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UI.CardSystem
|
||||
{
|
||||
/// <summary>
|
||||
/// Specialized slot for album pages that only accepts a specific card.
|
||||
/// Empty by default, auto-spawns owned cards on enable.
|
||||
/// </summary>
|
||||
public class AlbumCardSlot : DraggableSlot
|
||||
{
|
||||
[Header("Album Slot Configuration")]
|
||||
[SerializeField] private CardDefinition targetCardDefinition; // Which card this slot accepts
|
||||
[SerializeField] private GameObject cardPrefab; // Card prefab to spawn when card is owned
|
||||
|
||||
private StateMachine.Card _assignedCard; // The card currently in this slot (if any)
|
||||
|
||||
/// <summary>
|
||||
/// Get the target card definition for this slot
|
||||
/// </summary>
|
||||
public CardDefinition TargetCardDefinition => targetCardDefinition;
|
||||
|
||||
/// <summary>
|
||||
/// Check if this slot has a card assigned to it
|
||||
/// </summary>
|
||||
public bool HasCardAssigned => _assignedCard != null;
|
||||
|
||||
/// <summary>
|
||||
/// Get the card currently assigned to this slot
|
||||
/// </summary>
|
||||
public StateMachine.Card AssignedCard => _assignedCard;
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
// Check if we should spawn a card for this slot
|
||||
CheckAndSpawnOwnedCard();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Assign a card to this slot (called by AlbumViewPage after placement animation)
|
||||
/// </summary>
|
||||
public void AssignCard(StateMachine.Card card)
|
||||
{
|
||||
if (card == null)
|
||||
{
|
||||
Logging.Warning("[AlbumCardSlot] Attempted to assign null card to slot");
|
||||
return;
|
||||
}
|
||||
|
||||
if (_assignedCard != null && _assignedCard != card)
|
||||
{
|
||||
Logging.Warning($"[AlbumCardSlot] Slot already has a card assigned, replacing with new card");
|
||||
// Clean up old card
|
||||
if (_assignedCard.gameObject != null)
|
||||
{
|
||||
Destroy(_assignedCard.gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
_assignedCard = card;
|
||||
Logging.Debug($"[AlbumCardSlot] Card '{card.CardData?.Name}' assigned to slot for {targetCardDefinition?.name}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check if player owns the card for this slot and spawn it if so
|
||||
/// (Called on OnEnable to handle game reload scenarios)
|
||||
/// </summary>
|
||||
private void CheckAndSpawnOwnedCard()
|
||||
{
|
||||
// Guard: need CardSystemManager and target definition
|
||||
if (CardSystemManager.Instance == null || targetCardDefinition == null)
|
||||
return;
|
||||
|
||||
// Guard: don't spawn if already has a card assigned
|
||||
if (_assignedCard != null)
|
||||
{
|
||||
Logging.Debug($"[AlbumCardSlot] Slot for {targetCardDefinition.name} already has card assigned, skipping spawn");
|
||||
return;
|
||||
}
|
||||
|
||||
// Guard: need prefab to spawn
|
||||
if (cardPrefab == null)
|
||||
{
|
||||
Logging.Warning($"[AlbumCardSlot] No cardPrefab assigned for slot targeting {targetCardDefinition.name}");
|
||||
return;
|
||||
}
|
||||
|
||||
// Check if player owns this card in COLLECTION (not pending)
|
||||
CardData ownedCard = FindOwnedCardForSlot();
|
||||
|
||||
// Only spawn if owned (not pending)
|
||||
if (ownedCard != null)
|
||||
{
|
||||
Logging.Debug($"[AlbumCardSlot] Found owned card for {targetCardDefinition.name}, spawning");
|
||||
SpawnOwnedCard(ownedCard);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Find owned card for this slot (checks collection only, not pending)
|
||||
/// </summary>
|
||||
private CardData FindOwnedCardForSlot()
|
||||
{
|
||||
var inventory = CardSystemManager.Instance.GetCardInventory();
|
||||
|
||||
// Check in order: Legendary > Rare > Normal (prioritize highest rarity)
|
||||
foreach (CardRarity rarity in new[] { CardRarity.Legendary, CardRarity.Rare, CardRarity.Normal })
|
||||
{
|
||||
CardData card = inventory.GetCard(targetCardDefinition.Id, rarity);
|
||||
if (card != null)
|
||||
{
|
||||
return card; // Found highest rarity owned
|
||||
}
|
||||
}
|
||||
|
||||
return null; // Not owned
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Spawn a card that the player already owns (for reload scenarios)
|
||||
/// </summary>
|
||||
private void SpawnOwnedCard(CardData cardData)
|
||||
{
|
||||
GameObject cardObj = Instantiate(cardPrefab, transform);
|
||||
var card = cardObj.GetComponent<StateMachine.Card>();
|
||||
|
||||
if (card != null)
|
||||
{
|
||||
// Setup card for album slot (starts in PlacedInSlotState)
|
||||
card.SetupForAlbumSlot(cardData, this);
|
||||
|
||||
// Resize the card to match the slot size
|
||||
RectTransform cardRect = card.transform as RectTransform;
|
||||
RectTransform slotRect = transform as RectTransform;
|
||||
if (cardRect != null && slotRect != null)
|
||||
{
|
||||
float targetHeight = slotRect.rect.height;
|
||||
cardRect.sizeDelta = new Vector2(cardRect.sizeDelta.x, targetHeight);
|
||||
cardRect.localPosition = Vector3.zero;
|
||||
cardRect.localRotation = Quaternion.identity;
|
||||
}
|
||||
|
||||
// Assign card to this slot
|
||||
_assignedCard = card;
|
||||
|
||||
// Register with AlbumViewPage for enlarge/shrink handling
|
||||
AlbumViewPage albumPage = FindFirstObjectByType<AlbumViewPage>();
|
||||
if (albumPage != null)
|
||||
{
|
||||
albumPage.RegisterCardInAlbum(card);
|
||||
}
|
||||
|
||||
Logging.Debug($"[AlbumCardSlot] Spawned owned card '{cardData.Name}' ({cardData.Rarity}) in slot");
|
||||
}
|
||||
else
|
||||
{
|
||||
Logging.Warning($"[AlbumCardSlot] Spawned prefab has no Card component!");
|
||||
Destroy(cardObj);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 80f8dd01edcd4742b3edbb5c7fcecd12
|
||||
timeCreated: 1762884650
|
||||
@@ -1,51 +0,0 @@
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 484a792a835a418bb690947b82e45da7
|
||||
timeCreated: 1763421968
|
||||
@@ -1,406 +0,0 @@
|
||||
using Pixelplacement;
|
||||
using Pixelplacement.TweenSystem;
|
||||
using UnityEngine;
|
||||
using System;
|
||||
using AppleHills.Core.Settings;
|
||||
using Core;
|
||||
|
||||
namespace UI.CardSystem.StateMachine
|
||||
{
|
||||
/// <summary>
|
||||
/// Handles common card animations that can be reused across states.
|
||||
/// Centralizes animation logic to avoid duplication.
|
||||
/// Animates the CARD ROOT TRANSFORM (all states follow the card).
|
||||
/// </summary>
|
||||
public class CardAnimator : MonoBehaviour
|
||||
{
|
||||
private Transform _transform;
|
||||
private RectTransform _rectTransform;
|
||||
private ICardSystemSettings _settings;
|
||||
private TweenBase _activeIdleHoverTween;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_transform = transform;
|
||||
_rectTransform = GetComponent<RectTransform>();
|
||||
_settings = GameManager.GetSettingsObject<ICardSystemSettings>();
|
||||
}
|
||||
|
||||
#region Scale Animations
|
||||
|
||||
/// <summary>
|
||||
/// Animate scale to target value
|
||||
/// </summary>
|
||||
public TweenBase AnimateScale(Vector3 targetScale, float? duration = null, Action onComplete = null)
|
||||
{
|
||||
return Tween.LocalScale(_transform, targetScale, duration ?? _settings.DefaultAnimationDuration, 0f,
|
||||
Tween.EaseInOut, completeCallback: onComplete);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Pulse scale animation (scale up then back to normal)
|
||||
/// </summary>
|
||||
public void PulseScale(float pulseAmount = 1.1f, float duration = 0.2f, Action onComplete = null)
|
||||
{
|
||||
Vector3 originalScale = _transform.localScale;
|
||||
Vector3 pulseScale = originalScale * pulseAmount;
|
||||
|
||||
Tween.LocalScale(_transform, pulseScale, duration, 0f, Tween.EaseOutBack,
|
||||
completeCallback: () =>
|
||||
{
|
||||
Tween.LocalScale(_transform, originalScale, duration, 0f, Tween.EaseInBack,
|
||||
completeCallback: onComplete);
|
||||
});
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Pop-in animation (scale from 0 to 1 with overshoot)
|
||||
/// </summary>
|
||||
public TweenBase PopIn(float duration = 0.5f, Action onComplete = null)
|
||||
{
|
||||
_transform.localScale = Vector3.zero;
|
||||
return Tween.LocalScale(_transform, Vector3.one, duration, 0f,
|
||||
Tween.EaseOutBack, completeCallback: onComplete);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Pop-out animation (scale from current to 0)
|
||||
/// </summary>
|
||||
public TweenBase PopOut(float duration = 0.3f, Action onComplete = null)
|
||||
{
|
||||
return Tween.LocalScale(_transform, Vector3.zero, duration, 0f,
|
||||
Tween.EaseInBack, completeCallback: onComplete);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Position Animations (RectTransform)
|
||||
|
||||
/// <summary>
|
||||
/// Animate anchored position (for UI elements)
|
||||
/// </summary>
|
||||
public TweenBase AnimateAnchoredPosition(Vector2 targetPosition, float? duration = null, Action onComplete = null)
|
||||
{
|
||||
if (_rectTransform == null)
|
||||
{
|
||||
Debug.LogWarning("CardAnimator: No RectTransform found for anchored position animation");
|
||||
return null;
|
||||
}
|
||||
|
||||
return Tween.AnchoredPosition(_rectTransform, targetPosition, duration ?? _settings.DefaultAnimationDuration, 0f,
|
||||
Tween.EaseInOut, completeCallback: onComplete);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Animate local position
|
||||
/// </summary>
|
||||
public TweenBase AnimateLocalPosition(Vector3 targetPosition, float? duration = null, Action onComplete = null)
|
||||
{
|
||||
return Tween.LocalPosition(_transform, targetPosition, duration ?? _settings.DefaultAnimationDuration, 0f,
|
||||
Tween.EaseInOut, completeCallback: onComplete);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Rotation Animations
|
||||
|
||||
/// <summary>
|
||||
/// Animate local rotation to target
|
||||
/// </summary>
|
||||
public TweenBase AnimateLocalRotation(Quaternion targetRotation, float? duration = null, Action onComplete = null)
|
||||
{
|
||||
return Tween.LocalRotation(_transform, targetRotation, duration ?? _settings.DefaultAnimationDuration, 0f,
|
||||
Tween.EaseInOut, completeCallback: onComplete);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Rotate a child object (typically used by states for CardBackVisual, etc.)
|
||||
/// </summary>
|
||||
public TweenBase AnimateChildRotation(Transform childTransform, Quaternion targetRotation,
|
||||
float duration, Action onComplete = null)
|
||||
{
|
||||
return Tween.LocalRotation(childTransform, targetRotation, duration, 0f,
|
||||
Tween.EaseInOut, completeCallback: onComplete);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Flip Animations
|
||||
|
||||
/// <summary>
|
||||
/// Play card flip animation - rotates card back from 0° to 90°, then card front from 180° to 0°
|
||||
/// Based on FlippableCard.FlipToReveal()
|
||||
/// </summary>
|
||||
public void PlayFlip(Transform cardBack, Transform cardFront, float? duration = null, Action onComplete = null)
|
||||
{
|
||||
float flipDuration = duration ?? _settings.FlipDuration;
|
||||
|
||||
// Phase 1: Rotate both to 90 degrees (edge view)
|
||||
if (cardBack != null)
|
||||
{
|
||||
Tween.LocalRotation(cardBack, Quaternion.Euler(0, 90, 0), flipDuration * 0.5f, 0f, Tween.EaseInOut);
|
||||
}
|
||||
|
||||
if (cardFront != null)
|
||||
{
|
||||
Tween.LocalRotation(cardFront, Quaternion.Euler(0, 90, 0), flipDuration * 0.5f, 0f, Tween.EaseInOut,
|
||||
completeCallback: () =>
|
||||
{
|
||||
// At edge (90°), switch visibility
|
||||
if (cardBack != null)
|
||||
cardBack.gameObject.SetActive(false);
|
||||
if (cardFront != null)
|
||||
cardFront.gameObject.SetActive(true);
|
||||
|
||||
// Phase 2: Rotate front from 90 to 0 (show at correct orientation)
|
||||
Tween.LocalRotation(cardFront, Quaternion.Euler(0, 0, 0), flipDuration * 0.5f, 0f, Tween.EaseInOut,
|
||||
completeCallback: onComplete);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Play scale punch during flip animation for extra juice
|
||||
/// Based on FlippableCard.FlipToReveal()
|
||||
/// </summary>
|
||||
public void PlayFlipScalePunch(float? punchScale = null, float? duration = null)
|
||||
{
|
||||
float punch = punchScale ?? _settings.FlipScalePunch;
|
||||
float flipDuration = duration ?? _settings.FlipDuration;
|
||||
Vector3 originalScale = _transform.localScale;
|
||||
|
||||
Tween.LocalScale(_transform, originalScale * punch, flipDuration * 0.5f, 0f, Tween.EaseOutBack,
|
||||
completeCallback: () =>
|
||||
{
|
||||
Tween.LocalScale(_transform, originalScale, flipDuration * 0.5f, 0f, Tween.EaseInBack);
|
||||
});
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Enlarge/Shrink Animations
|
||||
|
||||
/// <summary>
|
||||
/// Enlarge card to specified scale
|
||||
/// Based on FlippableCard.EnlargeCard() and AlbumCard.EnlargeCard()
|
||||
/// </summary>
|
||||
public void PlayEnlarge(float? targetScale = null, float? duration = null, Action onComplete = null)
|
||||
{
|
||||
float scale = targetScale ?? _settings.NewCardEnlargedScale;
|
||||
float scaleDuration = duration ?? _settings.ScaleDuration;
|
||||
|
||||
Tween.LocalScale(_transform, Vector3.one * scale, scaleDuration, 0f, Tween.EaseOutBack,
|
||||
completeCallback: onComplete);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Shrink card back to original scale
|
||||
/// Based on AlbumCard.ShrinkCard() and FlippableCard.ReturnToNormalSize()
|
||||
/// </summary>
|
||||
public void PlayShrink(Vector3 targetScale, float? duration = null, Action onComplete = null)
|
||||
{
|
||||
float scaleDuration = duration ?? _settings.ScaleDuration;
|
||||
|
||||
Tween.LocalScale(_transform, targetScale, scaleDuration, 0f, Tween.EaseInBack,
|
||||
completeCallback: onComplete);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Combined Animations
|
||||
|
||||
/// <summary>
|
||||
/// Hover enter animation (lift and scale)
|
||||
/// For RectTransform UI elements
|
||||
/// </summary>
|
||||
public void HoverEnter(float liftAmount = 20f, float scaleMultiplier = 1.05f,
|
||||
float duration = 0.2f, Action onComplete = null)
|
||||
{
|
||||
if (_rectTransform != null)
|
||||
{
|
||||
Vector2 currentPos = _rectTransform.anchoredPosition;
|
||||
Vector2 targetPos = currentPos + Vector2.up * liftAmount;
|
||||
|
||||
Tween.AnchoredPosition(_rectTransform, targetPos, duration, 0f, Tween.EaseOutBack);
|
||||
Tween.LocalScale(_transform, Vector3.one * scaleMultiplier, duration, 0f,
|
||||
Tween.EaseOutBack, completeCallback: onComplete);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Fallback for non-RectTransform
|
||||
Vector3 currentPos = _transform.localPosition;
|
||||
Vector3 targetPos = currentPos + Vector3.up * liftAmount;
|
||||
|
||||
Tween.LocalPosition(_transform, targetPos, duration, 0f, Tween.EaseOutBack);
|
||||
Tween.LocalScale(_transform, Vector3.one * scaleMultiplier, duration, 0f,
|
||||
Tween.EaseOutBack, completeCallback: onComplete);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Hover exit animation (return to original position and scale)
|
||||
/// </summary>
|
||||
public void HoverExit(Vector2 originalPosition, float duration = 0.2f, Action onComplete = null)
|
||||
{
|
||||
if (_rectTransform != null)
|
||||
{
|
||||
Tween.AnchoredPosition(_rectTransform, originalPosition, duration, 0f, Tween.EaseInBack);
|
||||
Tween.LocalScale(_transform, Vector3.one, duration, 0f,
|
||||
Tween.EaseInBack, completeCallback: onComplete);
|
||||
}
|
||||
else
|
||||
{
|
||||
Tween.LocalPosition(_transform, originalPosition, duration, 0f, Tween.EaseInBack);
|
||||
Tween.LocalScale(_transform, Vector3.one, duration, 0f,
|
||||
Tween.EaseInBack, completeCallback: onComplete);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Idle hover animation (gentle bobbing loop)
|
||||
/// Returns the TweenBase so caller can stop it later.
|
||||
/// Only starts if not already running, or kills and restarts.
|
||||
/// </summary>
|
||||
public TweenBase StartIdleHover(float hoverHeight = 10f, float duration = 1.5f, bool restartIfActive = false)
|
||||
{
|
||||
// If already running, either skip or restart
|
||||
if (_activeIdleHoverTween != null)
|
||||
{
|
||||
if (!restartIfActive)
|
||||
{
|
||||
// Already running, skip
|
||||
return _activeIdleHoverTween;
|
||||
}
|
||||
|
||||
// Kill existing and restart
|
||||
_activeIdleHoverTween.Stop();
|
||||
_activeIdleHoverTween = null;
|
||||
}
|
||||
|
||||
if (_rectTransform != null)
|
||||
{
|
||||
Vector2 originalPos = _rectTransform.anchoredPosition;
|
||||
Vector2 targetPos = originalPos + Vector2.up * hoverHeight;
|
||||
|
||||
_activeIdleHoverTween = Tween.Value(0f, 1f,
|
||||
(val) =>
|
||||
{
|
||||
if (_rectTransform != null)
|
||||
{
|
||||
float t = Mathf.Sin(val * Mathf.PI * 2f) * 0.5f + 0.5f;
|
||||
_rectTransform.anchoredPosition = Vector2.Lerp(originalPos, targetPos, t);
|
||||
}
|
||||
},
|
||||
duration, 0f, Tween.EaseInOut, Tween.LoopType.Loop);
|
||||
|
||||
return _activeIdleHoverTween;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Stop idle hover animation and return to original position
|
||||
/// </summary>
|
||||
public void StopIdleHover(Vector2 originalPosition, float duration = 0.3f)
|
||||
{
|
||||
// Stop the tracked tween if it exists
|
||||
if (_activeIdleHoverTween != null)
|
||||
{
|
||||
_activeIdleHoverTween.Stop();
|
||||
_activeIdleHoverTween = null;
|
||||
}
|
||||
|
||||
// Return to original position
|
||||
if (_rectTransform != null)
|
||||
{
|
||||
Tween.AnchoredPosition(_rectTransform, originalPosition, duration, 0f, Tween.EaseInOut);
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Flip Animations (Two-Phase)
|
||||
|
||||
/// <summary>
|
||||
/// Flip animation: Phase 1 - Rotate card back to edge (0° to 90°)
|
||||
/// Used by FlippingState to hide the back
|
||||
/// </summary>
|
||||
public void FlipPhase1_HideBack(Transform cardBackTransform, float duration, Action onHalfwayComplete)
|
||||
{
|
||||
Tween.LocalRotation(cardBackTransform, Quaternion.Euler(0, 90, 0), duration, 0f,
|
||||
Tween.EaseInOut, completeCallback: onHalfwayComplete);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Flip animation: Phase 2 - Rotate card front from back to face (180° to 90° to 0°)
|
||||
/// Used by FlippingState to reveal the front
|
||||
/// </summary>
|
||||
public void FlipPhase2_RevealFront(Transform cardFrontTransform, float duration, Action onComplete)
|
||||
{
|
||||
// First rotate from 180 to 90 (edge)
|
||||
Tween.LocalRotation(cardFrontTransform, Quaternion.Euler(0, 90, 0), duration, 0f,
|
||||
Tween.EaseInOut,
|
||||
completeCallback: () =>
|
||||
{
|
||||
// Then rotate from 90 to 0 (face)
|
||||
Tween.LocalRotation(cardFrontTransform, Quaternion.Euler(0, 0, 0), duration, 0f,
|
||||
Tween.EaseInOut, completeCallback: onComplete);
|
||||
});
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Scale punch during flip (makes flip more juicy)
|
||||
/// </summary>
|
||||
public void FlipScalePunch(float punchMultiplier = 1.1f, float totalDuration = 0.6f)
|
||||
{
|
||||
Vector3 originalScale = _transform.localScale;
|
||||
Vector3 punchScale = originalScale * punchMultiplier;
|
||||
|
||||
Tween.LocalScale(_transform, punchScale, totalDuration * 0.5f, 0f, Tween.EaseOutBack,
|
||||
completeCallback: () =>
|
||||
{
|
||||
Tween.LocalScale(_transform, originalScale, totalDuration * 0.5f, 0f, Tween.EaseInBack);
|
||||
});
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Utility
|
||||
|
||||
/// <summary>
|
||||
/// Stop all active tweens on this transform
|
||||
/// </summary>
|
||||
public void StopAllAnimations()
|
||||
{
|
||||
Tween.Stop(_transform.GetInstanceID());
|
||||
if (_rectTransform != null)
|
||||
Tween.Stop(_rectTransform.GetInstanceID());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Reset transform to default values
|
||||
/// </summary>
|
||||
public void ResetTransform()
|
||||
{
|
||||
StopAllAnimations();
|
||||
_transform.localPosition = Vector3.zero;
|
||||
_transform.localRotation = Quaternion.identity;
|
||||
_transform.localScale = Vector3.one;
|
||||
|
||||
if (_rectTransform != null)
|
||||
_rectTransform.anchoredPosition = Vector2.zero;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get current anchored position (useful for saving before hover)
|
||||
/// </summary>
|
||||
public Vector2 GetAnchoredPosition()
|
||||
{
|
||||
return _rectTransform != null ? _rectTransform.anchoredPosition : Vector2.zero;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5eacab725f4346d091696042b9cd2a82
|
||||
timeCreated: 1762887143
|
||||
@@ -1,19 +0,0 @@
|
||||
using Core.SaveLoad;
|
||||
|
||||
namespace UI.CardSystem.StateMachine
|
||||
{
|
||||
/// <summary>
|
||||
/// Card state machine that opts out of save system.
|
||||
/// Cards are transient UI elements that don't need persistence.
|
||||
/// </summary>
|
||||
public class CardStateMachine : AppleMachine
|
||||
{
|
||||
/// <summary>
|
||||
/// Opt out of save/load system - cards are transient and spawned from data.
|
||||
/// </summary>
|
||||
public override bool ShouldParticipateInSave()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 87ed5616041a4d878f452a8741e1eeab
|
||||
timeCreated: 1763385180
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user