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2 Commits

Author SHA1 Message Date
Michal Pikulski
6f515e954d Fix hud issues and have rainbow play correctly 2025-11-09 22:40:58 +01:00
Michal Pikulski
e9855faede Move app switcher to hud 2025-11-09 21:52:47 +01:00
295 changed files with 18594 additions and 39175 deletions

3
.gitignore vendored
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@@ -104,6 +104,3 @@ InitTestScene*.unity*
.vscode/launch.json
.vscode/settings.json
.idea/.idea.AppleHillsProduction/.idea/indexLayout.xml
# WIP docs
/docs/wip/

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m_Name: Card_KalkUlation 1
m_EditorClassIdentifier: AppleHillsScripts::AppleHills.Data.CardSystem.CardDefinition
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Id: 1006b95d-e3e1-4426-bc76-ab816e316b33
Name: Kalk Ulation
UseCustomFileName: 0
CustomFileName:
Description: Card description
Rarity: 1
Zone: 5
Rarity: 2
Zone: 4
CardImage: {fileID: 5907816357319480503, guid: 84b744282e7e8084f935104f492f17b2, type: 3}
CollectionIndex: 15
CollectionIndex: 16

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@@ -10,14 +10,14 @@ MonoBehaviour:
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 2a80cc88c9884512b8b633110d838780, type: 3}
m_Name: Card_KalkUlation 2
m_Name: Card_KalkUlation 3
m_EditorClassIdentifier: AppleHillsScripts::AppleHills.Data.CardSystem.CardDefinition
Id: 1006b95d-e3e1-4426-bc76-ab816e316b33
Id: 9f3fd9b8-3350-421e-b2ec-b4f019596506
Name: Kalk Ulation
UseCustomFileName: 0
CustomFileName:
Description: Card description
Rarity: 2
Zone: 5
Rarity: 1
Zone: 4
CardImage: {fileID: 5907816357319480503, guid: 84b744282e7e8084f935104f492f17b2, type: 3}
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@@ -18,6 +18,6 @@ MonoBehaviour:
CustomFileName:
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Rarity: 0
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CardImage: {fileID: 5907816357319480503, guid: 84b744282e7e8084f935104f492f17b2, type: 3}
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@@ -12,12 +12,12 @@ MonoBehaviour:
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m_Name: Card_MormorMarmor 1
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Id: 798301d9-70a5-46d4-8b81-e375de0abfb3
Name: Mormor Marmor
UseCustomFileName: 0
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Description: Card description
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Rarity: 2
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m_Name: Card_MormorMarmor 3
m_EditorClassIdentifier: AppleHillsScripts::AppleHills.Data.CardSystem.CardDefinition
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@@ -18,6 +18,6 @@ MonoBehaviour:
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Description: Card description
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View File

@@ -20,10 +20,8 @@ namespace AppleHills.Editor
// Cache for display
private Dictionary<CardRarity, List<CardData>> cardsByRarity = new Dictionary<CardRarity, List<CardData>>();
private List<CardData> pendingCards = new List<CardData>();
private int totalCards = 0;
private int totalUniqueCards = 0;
private int totalPendingCards = 0;
private int boosterCount = 0;
private string lastEventMessage = "";
@@ -73,9 +71,8 @@ namespace AppleHills.Editor
{
CardSystemManager.Instance.OnBoosterOpened += OnBoosterOpened;
CardSystemManager.Instance.OnCardCollected += OnCardCollected;
CardSystemManager.Instance.OnCardRarityUpgraded += OnCardRarityUpgraded;
CardSystemManager.Instance.OnBoosterCountChanged += OnBoosterCountChanged;
CardSystemManager.Instance.OnPendingCardAdded += OnPendingCardAdded;
CardSystemManager.Instance.OnPendingCardRemoved += OnPendingCardRemoved;
isSubscribed = true;
Debug.Log("[CardSystemLivePreview] Subscribed to CardSystemManager events");
@@ -90,9 +87,8 @@ namespace AppleHills.Editor
{
CardSystemManager.Instance.OnBoosterOpened -= OnBoosterOpened;
CardSystemManager.Instance.OnCardCollected -= OnCardCollected;
CardSystemManager.Instance.OnCardRarityUpgraded -= OnCardRarityUpgraded;
CardSystemManager.Instance.OnBoosterCountChanged -= OnBoosterCountChanged;
CardSystemManager.Instance.OnPendingCardAdded -= OnPendingCardAdded;
CardSystemManager.Instance.OnPendingCardRemoved -= OnPendingCardRemoved;
}
isSubscribed = false;
@@ -113,6 +109,13 @@ namespace AppleHills.Editor
Repaint();
}
private void OnCardRarityUpgraded(CardData card)
{
lastEventMessage = $"Card upgraded: {card.Name} → {card.Rarity}!";
RefreshData();
Repaint();
}
private void OnBoosterCountChanged(int count)
{
boosterCount = count;
@@ -120,40 +123,21 @@ namespace AppleHills.Editor
Repaint();
}
private void OnPendingCardAdded(CardData card)
{
lastEventMessage = $"Pending card added: {card.Name} ({card.Rarity})";
RefreshData();
Repaint();
}
private void OnPendingCardRemoved(CardData card)
{
lastEventMessage = $"Card removed from pending: {card.Name} ({card.Rarity}) - being placed";
RefreshData();
Repaint();
}
private void RefreshData()
{
if (!Application.isPlaying || CardSystemManager.Instance == null) return;
// Get ONLY collected cards (not pending) to avoid duplicates
var collectedCards = CardSystemManager.Instance.GetCollectionOnly();
var allCards = CardSystemManager.Instance.GetAllCollectedCards();
// Group by rarity
cardsByRarity.Clear();
cardsByRarity[CardRarity.Normal] = collectedCards.Where(c => c.Rarity == CardRarity.Normal).ToList();
cardsByRarity[CardRarity.Rare] = collectedCards.Where(c => c.Rarity == CardRarity.Rare).ToList();
cardsByRarity[CardRarity.Legendary] = collectedCards.Where(c => c.Rarity == CardRarity.Legendary).ToList();
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 +182,6 @@ 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 +196,6 @@ 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 +217,6 @@ 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)

View File

@@ -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)

View File

@@ -1,4 +1,4 @@
using UnityEngine;
using UnityEngine;
using UnityEditor;
namespace Interactions

View File

@@ -1,829 +0,0 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEditor;
using UnityEngine;
using Core;
namespace Editor
{
/// <summary>
/// Custom dockable log window with advanced filtering capabilities.
/// Supports filtering by class, method, log level, time range, and text search.
/// Multiple instances can be opened with independent filter states.
///
/// PERFORMANCE NOTE: For large log counts (10,000+), consider implementing virtualized scrolling.
/// Only render visible entries within the scroll view to avoid GUI overhead.
/// See DrawLogEntries() method for potential optimization location.
/// </summary>
public class CustomLogWindow : EditorWindow
{
#region Window State
private Vector2 scrollPosition;
private readonly List<LogEntry> allLogs = new List<LogEntry>();
#endregion
#region Filter State
private HashSet<string> activeClassTags = new HashSet<string>();
private HashSet<string> activeMethodTags = new HashSet<string>();
private HashSet<string> selectedClassFilters = new HashSet<string>();
private HashSet<string> selectedMethodFilters = new HashSet<string>();
private HashSet<LogLevel> selectedLevelFilters = new HashSet<LogLevel>
{
LogLevel.Debug, LogLevel.Info, LogLevel.Warning, LogLevel.Error
};
private string searchText = "";
private bool autoScroll = true;
// Time range filtering
private bool enableTimeFilter = false;
private float minTimestamp = 0;
private float maxTimestamp = 0;
private float currentMaxTimestamp = 0;
#endregion
#region UI State
// Colors for log levels
private readonly Color debugColor = Color.white;
private readonly Color infoColor = Color.white;
private readonly Color warningColor = Color.yellow;
private readonly Color errorColor = new Color(1f, 0.3f, 0.3f);
// Alternating row background colors
private readonly Color evenRowColor = new Color(0.22f, 0.22f, 0.22f);
private readonly Color oddRowColor = new Color(0.26f, 0.26f, 0.26f);
#endregion
#region Menu Items
[MenuItem("AppleHills/Custom Log Console")]
public static void ShowWindow()
{
var window = GetWindow<CustomLogWindow>("Custom Log");
window.Show();
}
#endregion
#region Unity Lifecycle
private void OnEnable()
{
// Subscribe to new log events
Logging.OnLogEntryAdded += OnLogAdded;
// Load existing logs
allLogs.AddRange(Logging.GetRecentLogs());
// Build initial tag lists
RebuildTagLists();
// Initialize time range
UpdateTimeRange();
}
private void OnDisable()
{
Logging.OnLogEntryAdded -= OnLogAdded;
}
private void OnLogAdded(LogEntry entry)
{
allLogs.Add(entry);
// Update active tags
activeClassTags.Add(entry.ClassName);
activeMethodTags.Add(entry.MethodName);
// Update time range
UpdateTimeRange();
if (autoScroll)
scrollPosition.y = float.MaxValue;
Repaint(); // Redraw window
}
#endregion
#region GUI Drawing
private void OnGUI()
{
DrawToolbar();
DrawLogEntries();
}
private void DrawToolbar()
{
EditorGUILayout.BeginHorizontal(EditorStyles.toolbar);
// Clear button
if (GUILayout.Button("Clear", EditorStyles.toolbarButton, GUILayout.Width(50)))
{
allLogs.Clear();
activeClassTags.Clear();
activeMethodTags.Clear();
Logging.ClearLogs();
Repaint();
}
// Auto-scroll toggle
autoScroll = GUILayout.Toggle(autoScroll, "Auto-scroll", EditorStyles.toolbarButton, GUILayout.Width(80));
GUILayout.Space(10);
// Class Filter Button
string classLabel = selectedClassFilters.Count == 0 ? "Classes: All" :
selectedClassFilters.Count == activeClassTags.Count ? "Classes: All" :
$"Classes: {selectedClassFilters.Count}";
if (GUILayout.Button(new GUIContent(classLabel, "Filter by class"), EditorStyles.toolbarDropDown, GUILayout.Width(100)))
{
ShowClassFilterMenu();
}
// Method Filter Button
string methodLabel = selectedMethodFilters.Count == 0 ? "Methods: All" :
selectedMethodFilters.Count == activeMethodTags.Count ? "Methods: All" :
$"Methods: {selectedMethodFilters.Count}";
if (GUILayout.Button(new GUIContent(methodLabel, "Filter by method"), EditorStyles.toolbarDropDown, GUILayout.Width(110)))
{
ShowMethodFilterMenu();
}
// Log Level Filter Button
string levelLabel = selectedLevelFilters.Count == 4 ? "Levels: All" :
selectedLevelFilters.Count == 0 ? "Levels: None" :
$"Levels: {selectedLevelFilters.Count}";
if (GUILayout.Button(new GUIContent(levelLabel, "Filter by log level"), EditorStyles.toolbarDropDown, GUILayout.Width(90)))
{
ShowLevelFilterMenu();
}
// Time Range Filter Button
if (GUILayout.Button(new GUIContent("⏱", "Time range filter"), EditorStyles.toolbarButton, GUILayout.Width(25)))
{
ShowTimeRangeWindow();
}
GUILayout.FlexibleSpace();
// Search box
GUILayout.Label("Search:", GUILayout.Width(50));
searchText = GUILayout.TextField(searchText, EditorStyles.toolbarSearchField, GUILayout.Width(150));
GUILayout.Space(10);
// Export button
if (GUILayout.Button("Export", EditorStyles.toolbarButton, GUILayout.Width(60)))
{
ExportLogs();
}
GUILayout.Space(5);
// Log count
var filteredCount = GetFilteredLogs().Count();
GUILayout.Label($"{filteredCount}/{allLogs.Count}", GUILayout.Width(80));
EditorGUILayout.EndHorizontal();
}
private void ShowClassFilterMenu()
{
ClassFilterWindow.ShowWindow(this, activeClassTags, selectedClassFilters,
(newSelection) =>
{
selectedClassFilters = newSelection;
Repaint();
});
}
private void ShowMethodFilterMenu()
{
MethodFilterWindow.ShowWindow(this, activeMethodTags, selectedMethodFilters,
(newSelection) =>
{
selectedMethodFilters = newSelection;
Repaint();
});
}
private void ShowLevelFilterMenu()
{
LevelFilterWindow.ShowWindow(this, selectedLevelFilters,
(newSelection) =>
{
selectedLevelFilters = newSelection;
Repaint();
});
}
private void ShowTimeRangeWindow()
{
TimeRangeFilterWindow.ShowWindow(this, enableTimeFilter, minTimestamp, maxTimestamp, currentMaxTimestamp,
(enabled, min, max) =>
{
enableTimeFilter = enabled;
minTimestamp = min;
maxTimestamp = max;
Repaint();
});
}
private void DrawLogEntries()
{
// PERFORMANCE NOTE: For 10,000+ logs, consider virtualized scrolling here.
// Only render entries visible within the scroll view rect.
// Current implementation renders all filtered logs which may cause GUI slowdown.
scrollPosition = EditorGUILayout.BeginScrollView(scrollPosition);
var filteredLogs = GetFilteredLogs().ToList();
for (int i = 0; i < filteredLogs.Count; i++)
{
DrawLogEntry(filteredLogs[i], i);
}
EditorGUILayout.EndScrollView();
}
private void DrawLogEntry(LogEntry entry, int index)
{
// Draw alternating row background
Color bgColor = (index % 2 == 0) ? evenRowColor : oddRowColor;
Rect rowRect = EditorGUILayout.BeginHorizontal();
EditorGUI.DrawRect(rowRect, bgColor);
// Color-code by log level
Color color = GetColorForLevel(entry.Level);
var originalColor = GUI.contentColor;
GUI.contentColor = color;
// Timestamp
GUILayout.Label($"[{entry.Timestamp:F2}s]", GUILayout.Width(80));
// Level
GUILayout.Label($"[{entry.Level}]", GUILayout.Width(70));
// Class
GUILayout.Label($"[{entry.ClassName}]", GUILayout.Width(150));
// Method
GUILayout.Label($"[{entry.MethodName}]", GUILayout.Width(150));
// Message
GUILayout.Label(entry.Message, GUILayout.ExpandWidth(true));
EditorGUILayout.EndHorizontal();
GUI.contentColor = originalColor;
// Right-click context menu
if (Event.current.type == EventType.ContextClick && rowRect.Contains(Event.current.mousePosition))
{
GenericMenu menu = new GenericMenu();
menu.AddItem(new GUIContent("Copy Full Message"), false, () =>
{
EditorGUIUtility.systemCopyBuffer = entry.FullFormattedMessage;
});
menu.AddItem(new GUIContent("Copy Message Only"), false, () =>
{
EditorGUIUtility.systemCopyBuffer = entry.Message;
});
menu.AddSeparator("");
menu.AddItem(new GUIContent("Filter to this Class"), false, () =>
{
selectedClassFilters.Clear();
selectedClassFilters.Add(entry.ClassName);
Repaint();
});
menu.AddItem(new GUIContent("Filter to this Method"), false, () =>
{
selectedMethodFilters.Clear();
selectedMethodFilters.Add(entry.MethodName);
Repaint();
});
menu.AddItem(new GUIContent("Filter to this Class + Method"), false, () =>
{
selectedClassFilters.Clear();
selectedClassFilters.Add(entry.ClassName);
selectedMethodFilters.Clear();
selectedMethodFilters.Add(entry.MethodName);
Repaint();
});
menu.AddSeparator("");
menu.AddItem(new GUIContent("Filter to this Log Level"), false, () =>
{
selectedLevelFilters.Clear();
selectedLevelFilters.Add(entry.Level);
Repaint();
});
menu.ShowAsContext();
Event.current.Use();
}
}
#endregion
#region Filtering Logic
private IEnumerable<LogEntry> GetFilteredLogs()
{
return allLogs.Where(entry =>
{
// Filter by class (if any selected)
if (selectedClassFilters.Count > 0 && !selectedClassFilters.Contains(entry.ClassName))
return false;
// Filter by method (if any selected)
if (selectedMethodFilters.Count > 0 && !selectedMethodFilters.Contains(entry.MethodName))
return false;
// Filter by log level
if (!selectedLevelFilters.Contains(entry.Level))
return false;
// Filter by time range
if (enableTimeFilter)
{
if (entry.Timestamp < minTimestamp || entry.Timestamp > maxTimestamp)
return false;
}
// Filter by search text
if (!string.IsNullOrEmpty(searchText))
{
bool matchesSearch =
entry.ClassName.Contains(searchText, StringComparison.OrdinalIgnoreCase) ||
entry.MethodName.Contains(searchText, StringComparison.OrdinalIgnoreCase) ||
entry.Message.Contains(searchText, StringComparison.OrdinalIgnoreCase);
if (!matchesSearch)
return false;
}
return true;
});
}
#endregion
#region Helper Methods
private Color GetColorForLevel(LogLevel level)
{
return level switch
{
LogLevel.Debug => debugColor,
LogLevel.Info => infoColor,
LogLevel.Warning => warningColor,
LogLevel.Error => errorColor,
_ => infoColor
};
}
private void RebuildTagLists()
{
activeClassTags.Clear();
activeMethodTags.Clear();
foreach (var log in allLogs)
{
activeClassTags.Add(log.ClassName);
activeMethodTags.Add(log.MethodName);
}
}
private void UpdateTimeRange()
{
if (allLogs.Count > 0)
{
currentMaxTimestamp = allLogs.Max(l => l.Timestamp);
// Initialize time range on first log
if (maxTimestamp == 0)
{
maxTimestamp = currentMaxTimestamp;
}
else
{
// Auto-expand max range as new logs come in
maxTimestamp = currentMaxTimestamp;
}
}
}
private void ExportLogs()
{
string defaultFileName = $"logs_{DateTime.Now:yyyy-MM-dd_HH-mm-ss}.txt";
string path = EditorUtility.SaveFilePanel("Export Logs", "", defaultFileName, "txt");
if (!string.IsNullOrEmpty(path))
{
try
{
var filteredLogs = GetFilteredLogs().ToList();
var lines = filteredLogs.Select(e => e.FullFormattedMessage);
File.WriteAllLines(path, lines);
EditorUtility.DisplayDialog("Export Successful",
$"Exported {filteredLogs.Count} log entries to:\n{path}", "OK");
}
catch (Exception ex)
{
EditorUtility.DisplayDialog("Export Failed",
$"Failed to export logs:\n{ex.Message}", "OK");
}
}
}
#endregion
}
/// <summary>
/// Persistent popup window for class filtering with multi-selection support
/// </summary>
public class ClassFilterWindow : EditorWindow
{
private HashSet<string> availableTags;
private HashSet<string> selectedTags;
private System.Action<HashSet<string>> onApply;
private Vector2 scrollPosition;
private string searchFilter = "";
public static void ShowWindow(CustomLogWindow parent, HashSet<string> available, HashSet<string> selected,
System.Action<HashSet<string>> applyCallback)
{
var window = CreateInstance<ClassFilterWindow>();
window.titleContent = new GUIContent("Class Filter");
window.availableTags = available;
window.selectedTags = new HashSet<string>(selected);
window.onApply = applyCallback;
var parentRect = parent.position;
window.position = new Rect(parentRect.x + 50, parentRect.y + 50, 300, 400);
window.ShowUtility();
}
private void OnGUI()
{
EditorGUILayout.Space(5);
// Control buttons
EditorGUILayout.BeginHorizontal();
if (GUILayout.Button("All", GUILayout.Width(60)))
{
if (availableTags != null)
selectedTags = new HashSet<string>(availableTags);
}
if (GUILayout.Button("None", GUILayout.Width(60)))
{
selectedTags.Clear();
}
GUILayout.FlexibleSpace();
searchFilter = EditorGUILayout.TextField(searchFilter, EditorStyles.toolbarSearchField, GUILayout.Width(150));
EditorGUILayout.EndHorizontal();
EditorGUILayout.Space(5);
// Scrollable list of toggles
scrollPosition = EditorGUILayout.BeginScrollView(scrollPosition);
if (availableTags != null && availableTags.Count > 0)
{
var filteredTags = string.IsNullOrEmpty(searchFilter)
? availableTags.OrderBy(t => t)
: availableTags.Where(t => t.Contains(searchFilter, StringComparison.OrdinalIgnoreCase)).OrderBy(t => t);
foreach (var tag in filteredTags)
{
bool isSelected = selectedTags.Contains(tag);
bool newSelection = EditorGUILayout.ToggleLeft(tag, isSelected);
if (newSelection != isSelected)
{
if (newSelection)
selectedTags.Add(tag);
else
selectedTags.Remove(tag);
}
}
}
else
{
EditorGUILayout.HelpBox("No classes available", MessageType.Info);
}
EditorGUILayout.EndScrollView();
EditorGUILayout.Space(5);
// Apply/Close buttons
EditorGUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
if (GUILayout.Button("Apply", GUILayout.Width(80)))
{
onApply?.Invoke(selectedTags);
Close();
}
if (GUILayout.Button("Close", GUILayout.Width(80)))
{
Close();
}
GUILayout.FlexibleSpace();
EditorGUILayout.EndHorizontal();
EditorGUILayout.Space(5);
}
}
/// <summary>
/// Persistent popup window for method filtering with multi-selection support
/// </summary>
public class MethodFilterWindow : EditorWindow
{
private HashSet<string> availableTags;
private HashSet<string> selectedTags;
private System.Action<HashSet<string>> onApply;
private Vector2 scrollPosition;
private string searchFilter = "";
public static void ShowWindow(CustomLogWindow parent, HashSet<string> available, HashSet<string> selected,
System.Action<HashSet<string>> applyCallback)
{
var window = CreateInstance<MethodFilterWindow>();
window.titleContent = new GUIContent("Method Filter");
window.availableTags = available;
window.selectedTags = new HashSet<string>(selected);
window.onApply = applyCallback;
var parentRect = parent.position;
window.position = new Rect(parentRect.x + 50, parentRect.y + 50, 300, 400);
window.ShowUtility();
}
private void OnGUI()
{
EditorGUILayout.Space(5);
// Control buttons
EditorGUILayout.BeginHorizontal();
if (GUILayout.Button("All", GUILayout.Width(60)))
{
if (availableTags != null)
selectedTags = new HashSet<string>(availableTags);
}
if (GUILayout.Button("None", GUILayout.Width(60)))
{
selectedTags.Clear();
}
GUILayout.FlexibleSpace();
searchFilter = EditorGUILayout.TextField(searchFilter, EditorStyles.toolbarSearchField, GUILayout.Width(150));
EditorGUILayout.EndHorizontal();
EditorGUILayout.Space(5);
// Scrollable list of toggles
scrollPosition = EditorGUILayout.BeginScrollView(scrollPosition);
if (availableTags != null && availableTags.Count > 0)
{
var filteredTags = string.IsNullOrEmpty(searchFilter)
? availableTags.OrderBy(t => t)
: availableTags.Where(t => t.Contains(searchFilter, StringComparison.OrdinalIgnoreCase)).OrderBy(t => t);
foreach (var tag in filteredTags)
{
bool isSelected = selectedTags.Contains(tag);
bool newSelection = EditorGUILayout.ToggleLeft(tag, isSelected);
if (newSelection != isSelected)
{
if (newSelection)
selectedTags.Add(tag);
else
selectedTags.Remove(tag);
}
}
}
else
{
EditorGUILayout.HelpBox("No methods available", MessageType.Info);
}
EditorGUILayout.EndScrollView();
EditorGUILayout.Space(5);
// Apply/Close buttons
EditorGUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
if (GUILayout.Button("Apply", GUILayout.Width(80)))
{
onApply?.Invoke(selectedTags);
Close();
}
if (GUILayout.Button("Close", GUILayout.Width(80)))
{
Close();
}
GUILayout.FlexibleSpace();
EditorGUILayout.EndHorizontal();
EditorGUILayout.Space(5);
}
}
/// <summary>
/// Persistent popup window for log level filtering with multi-selection support
/// </summary>
public class LevelFilterWindow : EditorWindow
{
private HashSet<LogLevel> selectedLevels;
private System.Action<HashSet<LogLevel>> onApply;
public static void ShowWindow(CustomLogWindow parent, HashSet<LogLevel> selected,
System.Action<HashSet<LogLevel>> applyCallback)
{
var window = CreateInstance<LevelFilterWindow>();
window.titleContent = new GUIContent("Log Level Filter");
window.selectedLevels = new HashSet<LogLevel>(selected);
window.onApply = applyCallback;
var parentRect = parent.position;
window.position = new Rect(parentRect.x + 50, parentRect.y + 50, 250, 180);
window.ShowUtility();
}
private void OnGUI()
{
EditorGUILayout.Space(5);
// Control buttons
EditorGUILayout.BeginHorizontal();
if (GUILayout.Button("All", GUILayout.Width(60)))
{
selectedLevels = new HashSet<LogLevel>
{
LogLevel.Debug, LogLevel.Info, LogLevel.Warning, LogLevel.Error
};
}
if (GUILayout.Button("None", GUILayout.Width(60)))
{
selectedLevels.Clear();
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.Space(10);
// Log level toggles
foreach (LogLevel level in Enum.GetValues(typeof(LogLevel)))
{
bool isSelected = selectedLevels.Contains(level);
bool newSelection = EditorGUILayout.ToggleLeft(level.ToString(), isSelected);
if (newSelection != isSelected)
{
if (newSelection)
selectedLevels.Add(level);
else
selectedLevels.Remove(level);
}
}
EditorGUILayout.Space(10);
// Apply/Close buttons
EditorGUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
if (GUILayout.Button("Apply", GUILayout.Width(80)))
{
onApply?.Invoke(selectedLevels);
Close();
}
if (GUILayout.Button("Close", GUILayout.Width(80)))
{
Close();
}
GUILayout.FlexibleSpace();
EditorGUILayout.EndHorizontal();
EditorGUILayout.Space(5);
}
}
/// <summary>
/// Popup window for configuring time range filters
/// </summary>
public class TimeRangeFilterWindow : EditorWindow
{
private bool enableTimeFilter;
private float minTimestamp;
private float maxTimestamp;
private float currentMaxTimestamp;
private System.Action<bool, float, float> onApply;
public static void ShowWindow(CustomLogWindow parent, bool enabled, float min, float max, float currentMax,
System.Action<bool, float, float> applyCallback)
{
var window = CreateInstance<TimeRangeFilterWindow>();
window.titleContent = new GUIContent("Time Range Filter");
window.enableTimeFilter = enabled;
window.minTimestamp = min;
window.maxTimestamp = max;
window.currentMaxTimestamp = currentMax;
window.onApply = applyCallback;
// Position near the parent window
var parentRect = parent.position;
window.position = new Rect(parentRect.x + 100, parentRect.y + 100, 350, 120);
window.ShowUtility();
}
private void OnGUI()
{
EditorGUILayout.Space(10);
enableTimeFilter = EditorGUILayout.Toggle("Enable Time Filter", enableTimeFilter);
EditorGUILayout.Space(5);
if (enableTimeFilter && currentMaxTimestamp > 0)
{
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField($"Min: {minTimestamp:F2}s", GUILayout.Width(100));
EditorGUILayout.LabelField($"Max: {maxTimestamp:F2}s", GUILayout.Width(100));
EditorGUILayout.EndHorizontal();
EditorGUILayout.MinMaxSlider(
ref minTimestamp,
ref maxTimestamp,
0,
currentMaxTimestamp);
EditorGUILayout.Space(5);
EditorGUILayout.BeginHorizontal();
if (GUILayout.Button("Reset Range"))
{
minTimestamp = 0;
maxTimestamp = currentMaxTimestamp;
}
EditorGUILayout.EndHorizontal();
}
else if (enableTimeFilter)
{
EditorGUILayout.HelpBox("No logs available for time filtering", MessageType.Info);
}
EditorGUILayout.Space(10);
EditorGUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
if (GUILayout.Button("Apply", GUILayout.Width(80)))
{
onApply?.Invoke(enableTimeFilter, minTimestamp, maxTimestamp);
Close();
}
if (GUILayout.Button("Cancel", GUILayout.Width(80)))
{
Close();
}
GUILayout.FlexibleSpace();
EditorGUILayout.EndHorizontal();
EditorGUILayout.Space(10);
}
}
}

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 60a300585fef4ac990c963c8b37c3887
timeCreated: 1762814971

View File

@@ -181,7 +181,7 @@ namespace Editor
string scenePath = AssetDatabase.GUIDToAssetPath(guid);
var scene = EditorSceneManager.OpenScene(scenePath, OpenSceneMode.Additive);
var allComponents = GameObject.FindObjectsByType<Component>(FindObjectsInactive.Include, FindObjectsSortMode.None);
var allComponents = GameObject.FindObjectsOfType<Component>(true);
foreach (var component in allComponents)
{
if (component == null || component.gameObject.scene != scene) continue;

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: cb41c852d70c4066bf510792ee19b3f5
timeCreated: 1762866335

View File

@@ -1,748 +0,0 @@
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine;
using Interactions;
using System.Reflection;
using System;
namespace AppleHills.Editor.InteractionSystem
{
/// <summary>
/// Editor utility for managing and debugging interactable objects in the scene.
/// Provides scene object locator, inspector editing, and runtime debugging capabilities.
/// </summary>
public class InteractableEditorWindow : EditorWindow
{
// Tab management
private int _selectedTab = 0;
private readonly string[] _tabNames = { "Scene", "Debug" };
// Scene interactables tracking
private List<InteractableBase> _sceneInteractables = new List<InteractableBase>();
private InteractableBase _selectedInteractable;
private GameObject _selectedGameObject;
// UI state
private Vector2 _listScrollPosition;
private Vector2 _inspectorScrollPosition;
private Vector2 _debugScrollPosition;
private string _searchQuery = "";
// Runtime state
private bool _isPlaying = false;
// Editor for selected interactable
private UnityEditor.Editor _cachedEditor;
// Available interactable types for adding
private static readonly Type[] AvailableInteractableTypes = new Type[]
{
typeof(OneClickInteraction),
typeof(Pickup),
typeof(ItemSlot),
typeof(SaveableInteractable),
typeof(InteractableBase)
};
[MenuItem("AppleHills/Interactable Editor")]
public static void ShowWindow()
{
var window = GetWindow<InteractableEditorWindow>("Interactable Editor");
window.minSize = new Vector2(900, 600);
window.Show();
}
private void OnEnable()
{
RefreshSceneInteractables();
// Register for scene and selection changes
UnityEditor.SceneManagement.EditorSceneManager.sceneOpened += OnSceneOpened;
UnityEditor.SceneManagement.EditorSceneManager.sceneClosed += OnSceneClosed;
Selection.selectionChanged += OnSelectionChanged;
EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
EditorApplication.hierarchyChanged += OnHierarchyChanged;
}
private void OnDisable()
{
UnityEditor.SceneManagement.EditorSceneManager.sceneOpened -= OnSceneOpened;
UnityEditor.SceneManagement.EditorSceneManager.sceneClosed -= OnSceneClosed;
Selection.selectionChanged -= OnSelectionChanged;
EditorApplication.playModeStateChanged -= OnPlayModeStateChanged;
EditorApplication.hierarchyChanged -= OnHierarchyChanged;
// Clean up cached editor
if (_cachedEditor != null)
{
DestroyImmediate(_cachedEditor);
_cachedEditor = null;
}
}
private void OnSceneOpened(UnityEngine.SceneManagement.Scene scene, UnityEditor.SceneManagement.OpenSceneMode mode)
{
RefreshSceneInteractables();
}
private void OnSceneClosed(UnityEngine.SceneManagement.Scene scene)
{
RefreshSceneInteractables();
}
private void OnHierarchyChanged()
{
RefreshSceneInteractables();
}
private void OnSelectionChanged()
{
// Check if selected object has changed
if (Selection.activeGameObject != null && Selection.activeGameObject != _selectedGameObject)
{
var interactable = Selection.activeGameObject.GetComponent<InteractableBase>();
if (interactable != null)
{
// GameObject has an interactable - select it
SelectInteractable(interactable);
}
else
{
// GameObject doesn't have an interactable - track it for add menu
_selectedGameObject = Selection.activeGameObject;
_selectedInteractable = null;
// Clear cached editor
if (_cachedEditor != null)
{
DestroyImmediate(_cachedEditor);
_cachedEditor = null;
}
}
Repaint();
}
else if (Selection.activeGameObject == null)
{
// Nothing selected - clear selection
_selectedGameObject = null;
_selectedInteractable = null;
if (_cachedEditor != null)
{
DestroyImmediate(_cachedEditor);
_cachedEditor = null;
}
Repaint();
}
}
private void OnPlayModeStateChanged(PlayModeStateChange state)
{
_isPlaying = EditorApplication.isPlaying;
if (_isPlaying)
{
RefreshSceneInteractables();
}
Repaint();
}
private void OnGUI()
{
DrawHeader();
_selectedTab = GUILayout.Toolbar(_selectedTab, _tabNames);
EditorGUILayout.Space();
switch (_selectedTab)
{
case 0: // Scene tab
DrawSceneTab();
break;
case 1: // Debug tab
DrawDebugTab();
break;
}
}
#region Header UI
private void DrawHeader()
{
EditorGUILayout.BeginHorizontal(EditorStyles.toolbar);
if (GUILayout.Button("Refresh", EditorStyles.toolbarButton, GUILayout.Width(60)))
{
RefreshSceneInteractables();
}
GUILayout.FlexibleSpace();
// Tab-specific toolbar options
if (_selectedTab == 0) // Scene tab
{
EditorGUILayout.LabelField($"Found: {_sceneInteractables.Count} interactables", EditorStyles.toolbarButton, GUILayout.Width(150));
}
else if (_selectedTab == 1) // Debug tab
{
EditorGUILayout.LabelField(_isPlaying ? "Runtime Active" : "Editor Mode", EditorStyles.toolbarButton, GUILayout.Width(100));
}
EditorGUILayout.EndHorizontal();
}
#endregion
#region Scene Tab
private void DrawSceneTab()
{
EditorGUILayout.BeginHorizontal();
// Left panel - interactable list
EditorGUILayout.BeginVertical(GUILayout.Width(300));
DrawInteractableListPanel();
EditorGUILayout.EndVertical();
// Separator
EditorGUILayout.Space(5);
// Right panel - inspector/editor
EditorGUILayout.BeginVertical();
DrawInspectorPanel();
EditorGUILayout.EndVertical();
EditorGUILayout.EndHorizontal();
}
private void DrawInteractableListPanel()
{
// Search field
EditorGUILayout.BeginHorizontal(EditorStyles.toolbar);
_searchQuery = EditorGUILayout.TextField(_searchQuery, EditorStyles.toolbarSearchField);
if (GUILayout.Button("×", EditorStyles.toolbarButton, GUILayout.Width(20)) && !string.IsNullOrEmpty(_searchQuery))
{
_searchQuery = "";
GUI.FocusControl(null);
}
EditorGUILayout.EndHorizontal();
_listScrollPosition = EditorGUILayout.BeginScrollView(_listScrollPosition);
// Filter interactables by search query
var filteredInteractables = string.IsNullOrEmpty(_searchQuery)
? _sceneInteractables
: _sceneInteractables.Where(i => i != null && i.gameObject.name.ToLower().Contains(_searchQuery.ToLower())).ToList();
if (filteredInteractables.Count == 0)
{
EditorGUILayout.HelpBox("No interactables found in scene", MessageType.Info);
}
else
{
foreach (var interactable in filteredInteractables)
{
if (interactable == null) continue;
if (DrawInteractableListItem(interactable))
{
SelectInteractable(interactable);
}
}
}
EditorGUILayout.EndScrollView();
}
private bool DrawInteractableListItem(InteractableBase interactable)
{
bool isSelected = interactable == _selectedInteractable;
Color originalColor = GUI.backgroundColor;
if (isSelected)
GUI.backgroundColor = new Color(0.3f, 0.5f, 0.8f);
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
GUI.backgroundColor = originalColor;
EditorGUILayout.BeginHorizontal();
// Interactable info
EditorGUILayout.BeginVertical();
EditorGUILayout.LabelField(interactable.gameObject.name, EditorStyles.boldLabel);
EditorGUILayout.LabelField(interactable.GetType().Name, EditorStyles.miniLabel);
// Show additional info for specific types
if (interactable is Pickup pickup && pickup.itemData != null)
{
EditorGUILayout.LabelField($"Item: {pickup.itemData.itemName}", EditorStyles.miniLabel);
}
else if (interactable is ItemSlot slot && slot.itemData != null)
{
EditorGUILayout.LabelField($"Slot: {slot.itemData.itemName}", EditorStyles.miniLabel);
}
EditorGUILayout.EndVertical();
GUILayout.FlexibleSpace();
// Ping button
if (GUILayout.Button("Ping", GUILayout.Width(50)))
{
EditorGUIUtility.PingObject(interactable.gameObject);
Selection.activeGameObject = interactable.gameObject;
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.EndVertical();
Rect itemRect = GUILayoutUtility.GetLastRect();
bool wasClicked = Event.current.type == EventType.MouseDown && Event.current.button == 0
&& itemRect.Contains(Event.current.mousePosition);
if (wasClicked)
{
Event.current.Use();
}
return wasClicked;
}
private void DrawInspectorPanel()
{
_inspectorScrollPosition = EditorGUILayout.BeginScrollView(_inspectorScrollPosition);
if (_selectedInteractable == null && _selectedGameObject == null)
{
EditorGUILayout.HelpBox("Select an interactable from the list or in the scene hierarchy", MessageType.Info);
}
else if (_selectedGameObject != null && _selectedInteractable == null)
{
// Selected object doesn't have an interactable - show add menu
DrawAddInteractableMenu();
}
else if (_selectedInteractable != null)
{
// Draw custom inspector for the selected interactable
DrawInteractableInspector();
}
EditorGUILayout.EndScrollView();
}
private void DrawAddInteractableMenu()
{
EditorGUILayout.HelpBox($"GameObject '{_selectedGameObject.name}' doesn't have an Interactable component", MessageType.Info);
EditorGUILayout.Space();
EditorGUILayout.LabelField("Add Interactable Component:", EditorStyles.boldLabel);
foreach (var interactableType in AvailableInteractableTypes)
{
if (GUILayout.Button($"Add {interactableType.Name}", GUILayout.Height(30)))
{
Undo.RecordObject(_selectedGameObject, $"Add {interactableType.Name}");
var component = _selectedGameObject.AddComponent(interactableType) as InteractableBase;
EditorUtility.SetDirty(_selectedGameObject);
SelectInteractable(component);
RefreshSceneInteractables();
}
}
}
private void DrawInteractableInspector()
{
// Header
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("Editing:", EditorStyles.boldLabel, GUILayout.Width(60));
EditorGUILayout.LabelField(_selectedInteractable.gameObject.name, EditorStyles.boldLabel);
GUILayout.FlexibleSpace();
if (GUILayout.Button("Ping", GUILayout.Width(50)))
{
EditorGUIUtility.PingObject(_selectedInteractable.gameObject);
Selection.activeGameObject = _selectedInteractable.gameObject;
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.Space();
// Draw default inspector using Editor
if (_cachedEditor == null || _cachedEditor.target != _selectedInteractable)
{
if (_cachedEditor != null)
{
DestroyImmediate(_cachedEditor);
}
_cachedEditor = UnityEditor.Editor.CreateEditor(_selectedInteractable);
}
if (_cachedEditor != null)
{
EditorGUI.BeginChangeCheck();
_cachedEditor.OnInspectorGUI();
if (EditorGUI.EndChangeCheck())
{
EditorUtility.SetDirty(_selectedInteractable);
}
}
EditorGUILayout.Space();
// Additional info section
DrawAdditionalInfo();
}
private void DrawAdditionalInfo()
{
EditorGUILayout.LabelField("Additional Information", EditorStyles.boldLabel);
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
// Show component information
EditorGUILayout.LabelField("Type:", _selectedInteractable.GetType().Name);
// Show attached actions
var actions = _selectedInteractable.GetComponents<InteractionActionBase>();
if (actions.Length > 0)
{
EditorGUILayout.LabelField($"Actions: {actions.Length}");
EditorGUI.indentLevel++;
foreach (var action in actions)
{
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField(action.GetType().Name, EditorStyles.miniLabel);
if (GUILayout.Button("Ping", GUILayout.Width(50)))
{
EditorGUIUtility.PingObject(action);
}
EditorGUILayout.EndHorizontal();
}
EditorGUI.indentLevel--;
}
// Show specific type info
if (_selectedInteractable is Pickup pickup)
{
EditorGUILayout.Space();
EditorGUILayout.LabelField("Pickup Info:", EditorStyles.boldLabel);
if (pickup.itemData != null)
{
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("Item Data:", GUILayout.Width(100));
EditorGUILayout.ObjectField(pickup.itemData, typeof(PickupItemData), false);
if (GUILayout.Button("Ping", GUILayout.Width(50)))
{
EditorGUIUtility.PingObject(pickup.itemData);
}
EditorGUILayout.EndHorizontal();
}
}
else if (_selectedInteractable is ItemSlot slot)
{
EditorGUILayout.Space();
EditorGUILayout.LabelField("Slot Info:", EditorStyles.boldLabel);
if (slot.itemData != null)
{
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("Slot Data:", GUILayout.Width(100));
EditorGUILayout.ObjectField(slot.itemData, typeof(PickupItemData), false);
if (GUILayout.Button("Ping", GUILayout.Width(50)))
{
EditorGUIUtility.PingObject(slot.itemData);
}
EditorGUILayout.EndHorizontal();
}
if (_isPlaying)
{
var slottedObject = slot.GetSlottedObject();
if (slottedObject != null)
{
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("Slotted Object:", GUILayout.Width(100));
EditorGUILayout.ObjectField(slottedObject, typeof(GameObject), true);
if (GUILayout.Button("Ping", GUILayout.Width(50)))
{
EditorGUIUtility.PingObject(slottedObject);
}
EditorGUILayout.EndHorizontal();
}
}
}
EditorGUILayout.EndVertical();
}
#endregion
#region Debug Tab
private void DrawDebugTab()
{
if (!_isPlaying)
{
EditorGUILayout.HelpBox("Enter Play Mode to debug interactables at runtime", MessageType.Info);
return;
}
_debugScrollPosition = EditorGUILayout.BeginScrollView(_debugScrollPosition);
EditorGUILayout.LabelField("Scene Interactables", EditorStyles.boldLabel);
EditorGUILayout.HelpBox("Test interactions and trigger individual events", MessageType.Info);
EditorGUILayout.Space();
foreach (var interactable in _sceneInteractables)
{
if (interactable == null) continue;
DrawDebugInteractableItem(interactable);
}
EditorGUILayout.EndScrollView();
}
private void DrawDebugInteractableItem(InteractableBase interactable)
{
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
// Header
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField(interactable.gameObject.name, EditorStyles.boldLabel);
EditorGUILayout.LabelField($"({interactable.GetType().Name})", EditorStyles.miniLabel);
GUILayout.FlexibleSpace();
if (GUILayout.Button("Ping", GUILayout.Width(50)))
{
EditorGUIUtility.PingObject(interactable.gameObject);
Selection.activeGameObject = interactable.gameObject;
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.Space();
// Interaction buttons
EditorGUILayout.LabelField("Trigger Interaction:", EditorStyles.boldLabel);
EditorGUILayout.BeginHorizontal();
if (GUILayout.Button("Full Interaction", GUILayout.Height(25)))
{
TriggerFullInteraction(interactable);
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.Space();
// Event buttons
EditorGUILayout.LabelField("Trigger Individual Events:", EditorStyles.boldLabel);
EditorGUILayout.BeginHorizontal();
if (GUILayout.Button("Started"))
{
TriggerEvent(interactable, "OnInteractionStarted");
TriggerUnityEvent(interactable, "interactionStarted");
}
if (GUILayout.Button("Arrived"))
{
TriggerEvent(interactable, "OnInteractingCharacterArrived");
TriggerUnityEvent(interactable, "characterArrived");
}
if (GUILayout.Button("Do Interaction"))
{
TriggerEvent(interactable, "DoInteraction");
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
if (GUILayout.Button("Complete (Success)"))
{
TriggerEventWithParam(interactable, "OnInteractionFinished", true);
TriggerUnityEventWithParam(interactable, "interactionComplete", true);
}
if (GUILayout.Button("Complete (Fail)"))
{
TriggerEventWithParam(interactable, "OnInteractionFinished", false);
TriggerUnityEventWithParam(interactable, "interactionComplete", false);
}
if (GUILayout.Button("Interrupted"))
{
TriggerUnityEvent(interactable, "interactionInterrupted");
}
EditorGUILayout.EndHorizontal();
// Show registered actions
var actions = interactable.GetComponents<InteractionActionBase>();
if (actions.Length > 0)
{
EditorGUILayout.Space();
EditorGUILayout.LabelField($"Registered Actions ({actions.Length}):", EditorStyles.boldLabel);
foreach (var action in actions)
{
EditorGUILayout.BeginHorizontal(EditorStyles.helpBox);
EditorGUILayout.LabelField(action.GetType().Name);
if (action.respondToEvents != null && action.respondToEvents.Count > 0)
{
string events = string.Join(", ", action.respondToEvents);
EditorGUILayout.LabelField($"Events: {events}", EditorStyles.miniLabel);
}
EditorGUILayout.EndHorizontal();
}
}
EditorGUILayout.EndVertical();
EditorGUILayout.Space();
}
#endregion
#region Data Management
private void RefreshSceneInteractables()
{
_sceneInteractables.Clear();
// Find all interactables in the scene
var allInteractables = FindObjectsByType<InteractableBase>(FindObjectsSortMode.None);
_sceneInteractables.AddRange(allInteractables);
// Sort by name for easier browsing
_sceneInteractables.Sort((a, b) =>
{
if (a == null || b == null) return 0;
return string.Compare(a.gameObject.name, b.gameObject.name, StringComparison.Ordinal);
});
}
private void SelectInteractable(InteractableBase interactable)
{
_selectedInteractable = interactable;
_selectedGameObject = interactable?.gameObject;
// Clear cached editor to force recreation
if (_cachedEditor != null)
{
DestroyImmediate(_cachedEditor);
_cachedEditor = null;
}
}
#endregion
#region Debug Helpers
private void TriggerFullInteraction(InteractableBase interactable)
{
if (!_isPlaying || interactable == null) return;
// Simulate a tap on the interactable
Vector3 worldPos = interactable.transform.position;
interactable.OnTap(new Vector2(worldPos.x, worldPos.y));
Debug.Log($"[Interactable Editor] Triggered full interaction on {interactable.gameObject.name}");
}
private void TriggerEvent(InteractableBase interactable, string methodName)
{
if (!_isPlaying || interactable == null) return;
Type type = interactable.GetType();
MethodInfo method = type.GetMethod(methodName, BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
if (method != null)
{
try
{
method.Invoke(interactable, null);
Debug.Log($"[Interactable Editor] Invoked {methodName} on {interactable.gameObject.name}");
}
catch (Exception e)
{
Debug.LogError($"[Interactable Editor] Error invoking {methodName}: {e.Message}");
}
}
else
{
Debug.LogWarning($"[Interactable Editor] Method {methodName} not found on {type.Name}");
}
}
private void TriggerEventWithParam(InteractableBase interactable, string methodName, object param)
{
if (!_isPlaying || interactable == null) return;
Type type = interactable.GetType();
MethodInfo method = type.GetMethod(methodName, BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
if (method != null)
{
try
{
method.Invoke(interactable, new object[] { param });
Debug.Log($"[Interactable Editor] Invoked {methodName}({param}) on {interactable.gameObject.name}");
}
catch (Exception e)
{
Debug.LogError($"[Interactable Editor] Error invoking {methodName}: {e.Message}");
}
}
else
{
Debug.LogWarning($"[Interactable Editor] Method {methodName} not found on {type.Name}");
}
}
private void TriggerUnityEvent(InteractableBase interactable, string fieldName)
{
if (!_isPlaying || interactable == null) return;
Type type = interactable.GetType();
FieldInfo field = type.GetField(fieldName, BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
if (field != null && field.GetValue(interactable) is UnityEngine.Events.UnityEventBase unityEvent)
{
// Use reflection to invoke the protected Invoke method
MethodInfo invokeMethod = unityEvent.GetType().GetMethod("Invoke", BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
if (invokeMethod != null)
{
invokeMethod.Invoke(unityEvent, null);
Debug.Log($"[Interactable Editor] Invoked UnityEvent {fieldName} on {interactable.gameObject.name}");
}
}
}
private void TriggerUnityEventWithParam(InteractableBase interactable, string fieldName, bool param)
{
if (!_isPlaying || interactable == null) return;
Type type = interactable.GetType();
FieldInfo field = type.GetField(fieldName, BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
if (field != null && field.GetValue(interactable) is UnityEngine.Events.UnityEvent<bool> unityEvent)
{
unityEvent.Invoke(param);
Debug.Log($"[Interactable Editor] Invoked UnityEvent<bool> {fieldName}({param}) on {interactable.gameObject.name}");
}
}
#endregion
}
}

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 3045d5bcf3e04203bfe060f80d8913ca
timeCreated: 1762866335

View File

@@ -12,7 +12,7 @@ namespace Editor.Lifecycle
/// Editor-only bootstrap that ensures OnSceneReady is triggered when playing directly from a scene in Unity Editor.
///
/// PROBLEM: When you press Play in the editor without going through the scene manager:
/// - CustomBoot runs and triggers OnBootCompletionTriggered (which broadcasts OnManagedStart)
/// - CustomBoot runs and triggers OnBootCompletionTriggered (which broadcasts OnManagedAwake)
/// - But BroadcastSceneReady is NEVER called for the initial scene
/// - Components in the scene never receive their OnSceneReady() callback
///

View File

@@ -560,15 +560,6 @@ namespace AppleHills.Editor.PuzzleSystem
EditorGUILayout.BeginHorizontal(EditorStyles.toolbar);
EditorGUILayout.LabelField($"Current Level: {_runtimeLevelData.levelId}", EditorStyles.boldLabel);
GUILayout.FlexibleSpace();
// Unlock All button
if (GUILayout.Button("Unlock All", EditorStyles.toolbarButton, GUILayout.Width(100)))
{
UnlockAllPuzzles();
}
EditorGUILayout.EndHorizontal();
_debugScrollPosition = EditorGUILayout.BeginScrollView(_debugScrollPosition);
@@ -879,121 +870,6 @@ namespace AppleHills.Editor.PuzzleSystem
UpdateRuntimeData();
}
private void UnlockAllPuzzles()
{
if (!_isPlaying || _runtimeLevelData == null) return;
PuzzleManager puzzleManager = Object.FindFirstObjectByType<PuzzleManager>();
if (puzzleManager == null)
{
Debug.LogError("[Puzzle Editor] Cannot find PuzzleManager in scene");
return;
}
Debug.Log("[Puzzle Editor] Starting to unlock all puzzles...");
// Get all steps from the level data
List<PuzzleStepSO> allSteps = new List<PuzzleStepSO>(_runtimeLevelData.allSteps);
// Track which steps we've processed
HashSet<string> processedSteps = new HashSet<string>();
bool madeProgress = true;
int maxIterations = 100; // Safety limit to prevent infinite loops
int iteration = 0;
// Keep iterating until no more steps can be unlocked/completed
while (madeProgress && iteration < maxIterations)
{
madeProgress = false;
iteration++;
foreach (var step in allSteps)
{
if (step == null || processedSteps.Contains(step.stepId))
continue;
// Check if already completed
if (puzzleManager.IsPuzzleStepCompleted(step.stepId))
{
processedSteps.Add(step.stepId);
continue;
}
// Check if step is unlocked or can be unlocked
bool isUnlocked = puzzleManager.IsStepUnlocked(step);
if (!isUnlocked)
{
// Try to unlock it if dependencies are met
// We need to check if all dependencies are completed
bool canUnlock = CanUnlockStep(step, puzzleManager);
if (canUnlock)
{
// Unlock the step using reflection
System.Type managerType = puzzleManager.GetType();
System.Reflection.MethodInfo unlockMethod = managerType.GetMethod("UnlockStep",
System.Reflection.BindingFlags.Instance |
System.Reflection.BindingFlags.Public |
System.Reflection.BindingFlags.NonPublic);
if (unlockMethod != null)
{
unlockMethod.Invoke(puzzleManager, new object[] { step });
Debug.Log($"[Puzzle Editor] Unlocked step: {step.stepId}");
isUnlocked = true;
}
}
}
// If unlocked, complete it
if (isUnlocked && !puzzleManager.IsPuzzleStepCompleted(step.stepId))
{
puzzleManager.MarkPuzzleStepCompleted(step);
Debug.Log($"[Puzzle Editor] Completed step: {step.stepId}");
processedSteps.Add(step.stepId);
madeProgress = true;
}
}
}
if (iteration >= maxIterations)
{
Debug.LogWarning($"[Puzzle Editor] Reached maximum iterations ({maxIterations}). Some steps may not have been completed.");
}
Debug.Log($"[Puzzle Editor] Unlock all complete. Processed {processedSteps.Count} steps in {iteration} iterations.");
// Update runtime data to reflect all changes
UpdateRuntimeData();
}
/// <summary>
/// Checks if a step can be unlocked by verifying all its dependencies are completed
/// </summary>
private bool CanUnlockStep(PuzzleStepSO step, PuzzleManager puzzleManager)
{
if (step == null || _runtimeLevelData == null) return false;
// Initial steps can always be unlocked
if (_runtimeLevelData.IsInitialStep(step))
return true;
// Check if all dependencies are completed
if (_runtimeLevelData.stepDependencies.TryGetValue(step.stepId, out string[] dependencies))
{
foreach (var depId in dependencies)
{
if (!puzzleManager.IsPuzzleStepCompleted(depId))
{
return false;
}
}
}
return true;
}
#endregion
}
}

View File

@@ -1,6 +1,8 @@
using UnityEditor;
using AppleHills.Core.Settings;
using Core;
using UnityEngine;
using UnityEngine.Rendering.VirtualTexturing;
namespace AppleHills.Editor
{
@@ -63,7 +65,7 @@ namespace AppleHills.Editor
GetPuzzlePromptRange
);
Logging.Debug("Editor settings loaded for Scene View use");
LogDebugMessage("Editor settings loaded for Scene View use");
}
public static void RefreshSceneViews()
@@ -100,5 +102,14 @@ namespace AppleHills.Editor
return null;
}
private static void LogDebugMessage(string message)
{
if (Application.isPlaying &&
DeveloperSettingsProvider.Instance.GetSettings<DebugSettings>().settingsLogVerbosity <= LogVerbosity.Debug)
{
Logging.Debug($"[EditorSettingsProvider] {message}");
}
}
}
}

View File

@@ -10,7 +10,7 @@ namespace AppleHills.Core.Settings.Editor
{
private Vector2 scrollPosition;
private List<BaseSettings> allSettings = new List<BaseSettings>();
private string[] tabNames = new string[] { "Player & Follower", "Interaction & Items", "Diving Minigame", "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();

View File

@@ -0,0 +1,153 @@
using Interactions;
using PuzzleS;
using UnityEditor;
using UnityEngine;
namespace Editor
{
public class ItemPrefabEditorWindow : EditorWindow
{
private GameObject _selectedGameObject;
private InteractableBase _interactable;
private PickupItemData _pickupData;
private PuzzleStepSO _objectiveData;
private UnityEditor.Editor _soEditor;
private string _pickupSoFolderPath = "Assets/Data/Items";
private string _puzzleSoFolderPath = "Assets/Data/Puzzles";
private enum ItemType { None, Pickup, ItemSlot }
private ItemType _itemType = ItemType.None;
[MenuItem("AppleHills/Item Prefab Editor")]
public static void ShowWindow()
{
var window = GetWindow<ItemPrefabEditorWindow>("Item Prefab Editor");
window.minSize = new Vector2(400, 400);
}
private void OnEnable()
{
Selection.selectionChanged += Repaint;
}
private void OnDisable()
{
Selection.selectionChanged -= Repaint;
}
private void OnGUI()
{
_selectedGameObject = null;
_interactable = null;
if (Selection.activeGameObject != null)
{
_selectedGameObject = Selection.activeGameObject;
_interactable = _selectedGameObject.GetComponent<InteractableBase>();
}
else if (Selection.activeObject is GameObject go)
{
_selectedGameObject = go;
_interactable = go.GetComponent<InteractableBase>();
}
if (_selectedGameObject == null || _interactable == null)
{
EditorGUILayout.HelpBox("Select a GameObject or prefab with an InteractableBase component to edit.", MessageType.Info);
return;
}
EditorGUILayout.LabelField("Editing: ", _selectedGameObject.name, EditorStyles.boldLabel);
EditorGUILayout.Space();
// Determine current type
bool hasPickup = _selectedGameObject.GetComponent<Pickup>() != null;
bool hasSlot = _selectedGameObject.GetComponent<ItemSlot>() != null;
if (hasSlot) _itemType = ItemType.ItemSlot;
else if (hasPickup) _itemType = ItemType.Pickup;
else _itemType = ItemType.None;
// Item type selection
var newType = (ItemType)EditorGUILayout.EnumPopup("Item Type", _itemType);
if (newType != _itemType)
{
// Remove both, then add selected
PrefabEditorUtility.RemoveComponent<Pickup>(_selectedGameObject);
PrefabEditorUtility.RemoveComponent<ItemSlot>(_selectedGameObject);
if (newType == ItemType.Pickup)
PrefabEditorUtility.AddOrGetComponent<Pickup>(_selectedGameObject);
else if (newType == ItemType.ItemSlot)
PrefabEditorUtility.AddOrGetComponent<ItemSlot>(_selectedGameObject);
_itemType = newType;
}
// ObjectiveStepBehaviour
bool hasObjective = _selectedGameObject.GetComponent<ObjectiveStepBehaviour>() != null;
bool addObjective = EditorGUILayout.Toggle("ObjectiveStepBehaviour", hasObjective);
if (addObjective && !hasObjective)
{
PrefabEditorUtility.AddOrGetComponent<ObjectiveStepBehaviour>(_selectedGameObject);
}
else if (!addObjective && hasObjective)
{
PrefabEditorUtility.RemoveComponent<ObjectiveStepBehaviour>(_selectedGameObject);
}
// Pickup Data (for Pickup or ItemSlot)
if (_itemType == ItemType.Pickup || _itemType == ItemType.ItemSlot)
{
var pickup = _selectedGameObject.GetComponent<Pickup>();
_pickupData = pickup.itemData;
EditorGUILayout.LabelField("Pickup Data:", EditorStyles.boldLabel);
_pickupData = (PickupItemData)EditorGUILayout.ObjectField("PickupItemData", _pickupData, typeof(PickupItemData), false);
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("Save To");
EditorGUILayout.SelectableLabel(_pickupSoFolderPath, EditorStyles.textField, GUILayout.Height(EditorGUIUtility.singleLineHeight));
if (GUILayout.Button("Select...", GUILayout.Width(80)))
{
_pickupSoFolderPath = PrefabEditorUtility.SelectFolder(_pickupSoFolderPath, "Data/Items");
}
EditorGUILayout.EndHorizontal();
if (_pickupData == null && GUILayout.Button("Create New PickupItemData"))
{
_pickupData = PrefabEditorUtility.CreateScriptableAsset<PickupItemData>(_selectedGameObject.name + "_pickup", _pickupSoFolderPath);
}
if (_pickupData != null)
{
PrefabEditorUtility.DrawScriptableObjectEditor(ref _soEditor, _pickupData);
pickup.itemData = _pickupData;
}
}
// Objective Data
if (addObjective)
{
var obj = _selectedGameObject.GetComponent<ObjectiveStepBehaviour>();
_objectiveData = obj.stepData;
EditorGUILayout.LabelField("Objective Data:", EditorStyles.boldLabel);
_objectiveData = (PuzzleStepSO)EditorGUILayout.ObjectField("PuzzleStepSO", _objectiveData, typeof(PuzzleStepSO), false);
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("Save To");
EditorGUILayout.SelectableLabel(_puzzleSoFolderPath, EditorStyles.textField, GUILayout.Height(EditorGUIUtility.singleLineHeight));
if (GUILayout.Button("Select...", GUILayout.Width(80)))
{
_puzzleSoFolderPath = PrefabEditorUtility.SelectFolder(_puzzleSoFolderPath, "Data/Puzzles");
}
EditorGUILayout.EndHorizontal();
if (_objectiveData == null && GUILayout.Button("Create New PuzzleStepSO"))
{
_objectiveData = PrefabEditorUtility.CreateScriptableAsset<PuzzleStepSO>(_selectedGameObject.name + "_puzzle", _puzzleSoFolderPath);
}
if (_objectiveData != null)
{
PrefabEditorUtility.DrawScriptableObjectEditor(ref _soEditor, _objectiveData);
obj.stepData = _objectiveData;
}
}
if (GUI.changed)
{
EditorUtility.SetDirty(_selectedGameObject);
PrefabUtility.RecordPrefabInstancePropertyModifications(_selectedGameObject);
}
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 943b203cde5343c68a6278c111fce2ed
timeCreated: 1757508162

View File

@@ -0,0 +1,168 @@
using UnityEditor;
using UnityEngine;
using System.IO;
using Interactions;
using PuzzleS;
namespace Editor
{
public class PrefabCreatorWindow : EditorWindow
{
private string _prefabName = "NewPrefab";
private string _saveFolderPath = "Assets/Prefabs/Items";
private string _pickupSoFolderPath = "Assets/Data/Items";
private string _puzzleSoFolderPath = "Assets/Data/Puzzles";
private bool _addObjective;
private PickupItemData _pickupData;
private PuzzleStepSO _objectiveData;
private UnityEditor.Editor _soEditor;
private enum ItemType { None, Pickup, ItemSlot }
private ItemType _itemType = ItemType.None;
private bool _createNext = false;
[MenuItem("AppleHills/Item Prefab Creator")]
public static void ShowWindow()
{
var window = GetWindow<PrefabCreatorWindow>("Prefab Creator");
window.minSize = new Vector2(400, 400);
// Set default paths if not already set
if (string.IsNullOrEmpty(window._saveFolderPath))
window._saveFolderPath = "Assets/Prefabs/Items";
if (string.IsNullOrEmpty(window._pickupSoFolderPath))
window._pickupSoFolderPath = "Assets/Data/Items";
if (string.IsNullOrEmpty(window._puzzleSoFolderPath))
window._puzzleSoFolderPath = "Assets/Data/Puzzles";
}
private void OnGUI()
{
EditorGUILayout.LabelField("Prefab Creator", EditorStyles.boldLabel);
_prefabName = EditorGUILayout.TextField("Prefab Name", _prefabName);
// Prefab save folder
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("Save Folder");
EditorGUILayout.SelectableLabel(_saveFolderPath, EditorStyles.textField, GUILayout.Height(EditorGUIUtility.singleLineHeight));
if (GUILayout.Button("Select...", GUILayout.Width(80)))
{
_saveFolderPath = PrefabEditorUtility.SelectFolder(_saveFolderPath, "Prefabs/Items");
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.Space();
EditorGUILayout.LabelField("Add Components:", EditorStyles.boldLabel);
// Item type selection
var newType = (ItemType)EditorGUILayout.EnumPopup("Item Type", _itemType);
if (newType != _itemType)
{
_itemType = newType;
}
bool addObjective = EditorGUILayout.Toggle("ObjectiveStepBehaviour", _addObjective);
_addObjective = addObjective;
EditorGUILayout.Space();
// Pickup Data (for Pickup or ItemSlot)
if (_itemType == ItemType.Pickup || _itemType == ItemType.ItemSlot)
{
EditorGUILayout.LabelField("Pickup Data:", EditorStyles.boldLabel);
_pickupData = (PickupItemData)EditorGUILayout.ObjectField("PickupItemData", _pickupData, typeof(PickupItemData), false);
// Pickup SO save folder
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("Save To");
EditorGUILayout.SelectableLabel(_pickupSoFolderPath, EditorStyles.textField, GUILayout.Height(EditorGUIUtility.singleLineHeight));
if (GUILayout.Button("Select...", GUILayout.Width(80)))
{
_pickupSoFolderPath = PrefabEditorUtility.SelectFolder(_pickupSoFolderPath, "Data/Items");
}
EditorGUILayout.EndHorizontal();
if (_pickupData == null && GUILayout.Button("Create New PickupItemData"))
{
_pickupData = PrefabEditorUtility.CreateScriptableAsset<PickupItemData>(_prefabName + "_pickup", _pickupSoFolderPath);
}
if (_pickupData != null)
{
PrefabEditorUtility.DrawScriptableObjectEditor(ref _soEditor, _pickupData);
}
}
// Objective Data
if (_addObjective)
{
EditorGUILayout.LabelField("Objective Data:", EditorStyles.boldLabel);
_objectiveData = (PuzzleStepSO)EditorGUILayout.ObjectField("PuzzleStepSO", _objectiveData, typeof(PuzzleStepSO), false);
// Puzzle SO save folder
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("Save To");
EditorGUILayout.SelectableLabel(_puzzleSoFolderPath, EditorStyles.textField, GUILayout.Height(EditorGUIUtility.singleLineHeight));
if (GUILayout.Button("Select...", GUILayout.Width(80)))
{
_puzzleSoFolderPath = PrefabEditorUtility.SelectFolder(_puzzleSoFolderPath, "Data/Puzzles");
}
EditorGUILayout.EndHorizontal();
if (_objectiveData == null && GUILayout.Button("Create New PuzzleStepSO"))
{
_objectiveData = PrefabEditorUtility.CreateScriptableAsset<PuzzleStepSO>(_prefabName + "_puzzle", _puzzleSoFolderPath);
}
if (_objectiveData != null)
{
PrefabEditorUtility.DrawScriptableObjectEditor(ref _soEditor, _objectiveData);
}
}
GUILayout.FlexibleSpace();
EditorGUILayout.BeginHorizontal();
GUI.enabled = !string.IsNullOrEmpty(_prefabName) && !string.IsNullOrEmpty(_saveFolderPath);
if (GUILayout.Button("Create Prefab", GUILayout.Height(28)))
{
CreatePrefab();
}
_createNext = GUILayout.Toggle(_createNext, "Create Next", GUILayout.Width(100), GUILayout.Height(28));
GUI.enabled = true;
EditorGUILayout.EndHorizontal();
}
private void CreatePrefab()
{
var go = new GameObject(_prefabName);
// Note: No need to add InteractableBase separately - Pickup and ItemSlot inherit from it
go.AddComponent<BoxCollider>();
int interactableLayer = LayerMask.NameToLayer("Interactable");
if (interactableLayer != -1)
go.layer = interactableLayer;
go.AddComponent<SpriteRenderer>();
if (_itemType == ItemType.Pickup)
{
var pickup = go.AddComponent<Pickup>();
pickup.itemData = _pickupData;
}
else if (_itemType == ItemType.ItemSlot)
{
var slot = go.AddComponent<ItemSlot>();
slot.itemData = _pickupData;
}
if (_addObjective)
{
var obj = go.AddComponent<ObjectiveStepBehaviour>();
obj.stepData = _objectiveData;
}
string prefabPath = Path.Combine(_saveFolderPath, _prefabName + ".prefab").Replace("\\", "/");
var prefab = PrefabUtility.SaveAsPrefabAsset(go, prefabPath);
DestroyImmediate(go);
AssetDatabase.Refresh();
Selection.activeObject = prefab;
EditorGUIUtility.PingObject(prefab);
EditorUtility.DisplayDialog("Prefab Created", $"Prefab saved to {prefabPath}", "OK");
if (_createNext)
{
_prefabName = "NewPrefab";
_pickupData = null;
_objectiveData = null;
_itemType = ItemType.None;
_addObjective = false;
_soEditor = null;
GUI.FocusControl(null);
Repaint();
}
}
}
}

View File

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fileFormatVersion: 2
guid: f67e06e997f642509ba61ea12b0f793e
timeCreated: 1757503955

View File

@@ -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;

View File

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m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 8137280556209245475}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: e91de41001c14101b8fa4216d6c7888b, type: 3}
m_Name:
m_EditorClassIdentifier: AppleHillsScripts::UI.CardSystem.ProgressBarController

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@@ -1,8 +0,0 @@
fileFormatVersion: 2
guid: 6a109593abfcd2449906dd7a6da292c9
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@@ -1562,7 +1562,7 @@ AudioSource:
OutputAudioMixerGroup: {fileID: 3533147658878909314, guid: 727a7e4b6df4b0d47897f7d8ee7fa323, type: 2}
m_audioClip: {fileID: 0}
m_Resource: {fileID: 0}
m_PlayOnAwake: 0
m_PlayOnAwake: 1
m_Volume: 1
m_Pitch: 1
Loop: 0
@@ -3633,18 +3633,6 @@ PrefabInstance:
propertyPath: m_Name
value: Tutorial
objectReference: {fileID: 0}
- target: {fileID: 4267886887244421663, guid: a4dd78ff48942854ebb4c65025a8dc36, type: 3}
propertyPath: introVO
value:
objectReference: {fileID: 8300000, guid: fca641cdc8dcd074483fad3db1cbe24c, type: 3}
- target: {fileID: 4267886887244421663, guid: a4dd78ff48942854ebb4c65025a8dc36, type: 3}
propertyPath: playTutorial
value: 1
objectReference: {fileID: 0}
- target: {fileID: 4267886887244421663, guid: a4dd78ff48942854ebb4c65025a8dc36, type: 3}
propertyPath: bottleAudioPlayer
value:
objectReference: {fileID: 747976408}
- target: {fileID: 8452897808363562605, guid: a4dd78ff48942854ebb4c65025a8dc36, type: 3}
propertyPath: m_Sprite
value:

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@@ -56,7 +56,7 @@ public class BirdEyesBehavior : ManagedBehaviour
_statemachine.ChangeState("BirdSpawned");
}
internal override void OnSceneRestoreRequested(string serializedData)
protected override void OnSceneRestoreRequested(string serializedData)
{
base.OnSceneRestoreRequested(serializedData);
@@ -75,7 +75,7 @@ public class BirdEyesBehavior : ManagedBehaviour
}
}
internal override string OnSceneSaveRequested()
protected override string OnSceneSaveRequested()
{
return _wolterisoutTriggered.ToString();
}

View File

@@ -11,6 +11,9 @@
"OptimizedRope",
"AudioSourceEvents",
"NewAssembly",
"SkiaSharp.Unity",
"SkiaSharp.Editor",
"SkiaSharp",
"Unity.Cinemachine"
],
"includePlatforms": [],

View File

@@ -1,4 +1,4 @@
using System;
using System;
using AppleHills.Core.Settings;
using UnityEngine;
using Core;
@@ -30,10 +30,14 @@ namespace Bootstrap
private float _sceneLoadingProgress = 0f;
private LogVerbosity _logVerbosity = LogVerbosity.Warning;
// Run very early - need to set up loading screen before other systems initialize
public override int ManagedAwakePriority => 5;
internal override void OnManagedAwake()
protected override void Awake()
{
Logging.Debug("BootSceneController.Awake() - Initializing loading screen DURING bootstrap");
base.Awake(); // Register with LifecycleManager
LogDebugMessage("BootSceneController.Awake() - Initializing loading screen DURING bootstrap");
// Validate loading screen exists
if (initialLoadingScreen == null)
@@ -67,11 +71,11 @@ namespace Bootstrap
}
}
internal override void OnManagedStart()
protected override void OnManagedAwake()
{
Logging.Debug("BootSceneController.OnManagedStart() - Boot is GUARANTEED complete, starting scene loading");
LogDebugMessage("BootSceneController.OnManagedAwake() - Boot is GUARANTEED complete, starting scene loading");
// Boot is GUARANTEED complete at this point - that's the whole point of OnManagedStart!
// Boot is GUARANTEED complete at this point - that's the whole point of OnManagedAwake!
// No need to subscribe to OnBootCompleted or check CustomBoot.Initialised
_bootComplete = true;
_currentPhase = LoadingPhase.SceneLoading;
@@ -81,8 +85,10 @@ namespace Bootstrap
Invoke(nameof(StartLoadingMainMenu), minDelayAfterBoot);
}
internal override void OnManagedDestroy()
protected override void OnDestroy()
{
base.OnDestroy();
// Manual cleanup for events
if (initialLoadingScreen != null)
{
@@ -96,12 +102,12 @@ namespace Bootstrap
/// </summary>
private void OnInitialLoadingComplete()
{
Logging.Debug("Initial loading screen fully hidden, boot sequence completed");
LogDebugMessage("Initial loading screen fully hidden, boot sequence completed");
// Play the intro cinematic if available
if (CinematicsManager.Instance != null)
{
Logging.Debug("Attempting to play intro cinematic");
LogDebugMessage("Attempting to play intro cinematic");
// Use LoadAndPlayCinematic to play the intro sequence
CinematicsManager.Instance.LoadAndPlayCinematic("IntroSequence", false);
@@ -143,13 +149,13 @@ namespace Bootstrap
{
if (debugMode)
{
Logging.Debug($"Bootstrap progress: {progress:P0}, Combined: {GetCombinedProgress():P0}");
LogDebugMessage($"Bootstrap progress: {progress:P0}, Combined: {GetCombinedProgress():P0}");
}
}
private void LogDebugInfo()
{
Logging.Debug($"Debug - Phase: {_currentPhase}, Bootstrap: {CustomBoot.CurrentProgress:P0}, " +
LogDebugMessage($"Debug - Phase: {_currentPhase}, Bootstrap: {CustomBoot.CurrentProgress:P0}, " +
$"Scene: {_sceneLoadingProgress:P0}, Combined: {GetCombinedProgress():P0}, Boot Complete: {_bootComplete}");
}
@@ -166,7 +172,7 @@ namespace Bootstrap
private async void LoadMainScene()
{
Logging.Debug($"Loading main menu scene: {mainSceneName}");
LogDebugMessage($"Loading main menu scene: {mainSceneName}");
try
{
@@ -180,7 +186,7 @@ namespace Bootstrap
if (debugMode)
{
Logging.Debug($"Scene loading raw: {value:P0}, Combined: {GetCombinedProgress():P0}");
LogDebugMessage($"Scene loading raw: {value:P0}, Combined: {GetCombinedProgress():P0}");
}
});
@@ -204,13 +210,13 @@ namespace Bootstrap
_sceneLoadingProgress = 1f;
// CRITICAL: Broadcast lifecycle events so components get their OnSceneReady callbacks
Logging.Debug($"Broadcasting OnSceneReady for: {mainSceneName}");
LogDebugMessage($"Broadcasting OnSceneReady for: {mainSceneName}");
LifecycleManager.Instance?.BroadcastSceneReady(mainSceneName);
// Restore scene data for the main menu
if (SaveLoadManager.Instance != null)
{
Logging.Debug($"Restoring scene data for: {mainSceneName}");
LogDebugMessage($"Restoring scene data for: {mainSceneName}");
SaveLoadManager.Instance.RestoreSceneData();
}
@@ -240,7 +246,7 @@ namespace Bootstrap
Scene currentScene = SceneManager.GetActiveScene();
string startingSceneName = currentScene.name;
Logging.Debug($"Unloading StartingScene: {startingSceneName}");
LogDebugMessage($"Unloading StartingScene: {startingSceneName}");
// Unload the StartingScene
await SceneManager.UnloadSceneAsync(startingSceneName);
@@ -249,14 +255,14 @@ namespace Bootstrap
Scene mainMenuScene = SceneManager.GetSceneByName(mainSceneName);
SceneManager.SetActiveScene(mainMenuScene);
Logging.Debug($"Transition complete: {startingSceneName} unloaded, {mainSceneName} is now active");
LogDebugMessage($"Transition complete: {startingSceneName} unloaded, {mainSceneName} is now active");
// Destroy the boot scene controller since its job is done
Destroy(gameObject);
}
catch (Exception e)
{
Logging.Warning($"Error unloading StartingScene: {e.Message}");
Logging.Warning($"[BootSceneController] Error unloading StartingScene: {e.Message}");
}
}
@@ -277,5 +283,13 @@ namespace Bootstrap
_progressAction?.Invoke(value);
}
}
private void LogDebugMessage(string message)
{
if ( _logVerbosity <= LogVerbosity.Debug)
{
Logging.Debug($"[BootSceneController] {message}");
}
}
}
}

View File

@@ -1,5 +1,6 @@
using System;
using System.Threading.Tasks;
using AppleHills.Core.Settings;
using Core;
using Core.Lifecycle;
using UnityEngine;
@@ -104,7 +105,7 @@ namespace Bootstrap
// Notify the LifecycleManager that boot is complete
if (Application.isPlaying)
{
Logging.Debug("Calling LifecycleManager.OnBootCompletionTriggered()");
LogDebugMessage("Calling LifecycleManager.OnBootCompletionTriggered()");
if (LifecycleManager.Instance != null)
{
LifecycleManager.Instance.OnBootCompletionTriggered();
@@ -126,7 +127,7 @@ namespace Bootstrap
// Notify the LifecycleManager that boot is complete
if (Application.isPlaying)
{
Logging.Debug("Calling LifecycleManager.OnBootCompletionTriggered()");
LogDebugMessage("Calling LifecycleManager.OnBootCompletionTriggered()");
if (LifecycleManager.Instance != null)
{
LifecycleManager.Instance.OnBootCompletionTriggered();
@@ -237,7 +238,16 @@ namespace Bootstrap
{
CurrentProgress = Mathf.Clamp01(progress);
OnBootProgressChanged?.Invoke(CurrentProgress);
Logging.Debug($"Progress: {CurrentProgress:P0}");
LogDebugMessage($"Progress: {CurrentProgress:P0}");
}
private static void LogDebugMessage(string message)
{
if (DeveloperSettingsProvider.Instance.GetSettings<DebugSettings>().bootstrapLogVerbosity <=
LogVerbosity.Debug)
{
Logging.Debug($"[CustomBoot] {message}");
}
}
}
}

View File

@@ -138,7 +138,7 @@ namespace Bootstrap
float displayProgress = Mathf.Min(steadyProgress, actualProgress);
// Log the progress values for debugging
Logging.Debug($"Progress - Default: {steadyProgress:F2}, Actual: {actualProgress:F2}, Display: {displayProgress:F2}");
LogDebugMessage($"Progress - Default: {steadyProgress:F2}, Actual: {actualProgress:F2}, Display: {displayProgress:F2}");
// Directly set the progress bar fill amount without smoothing
if (progressBarImage != null)
@@ -151,7 +151,7 @@ namespace Bootstrap
if (steadyProgress >= 1.0f && displayProgress >= 1.0f)
{
_animationComplete = true;
Logging.Debug("Animation complete");
LogDebugMessage("Animation complete");
break;
}
@@ -163,7 +163,7 @@ namespace Bootstrap
if (progressBarImage != null)
{
progressBarImage.fillAmount = 1.0f;
Logging.Debug("Final progress set to 1.0");
LogDebugMessage("Final progress set to 1.0");
}
// Hide the screen if loading is also complete
@@ -172,7 +172,7 @@ namespace Bootstrap
if (loadingScreenContainer != null)
{
loadingScreenContainer.SetActive(false);
Logging.Debug("Animation AND loading complete, hiding screen");
LogDebugMessage("Animation AND loading complete, hiding screen");
// Invoke the callback when fully hidden
_onLoadingScreenFullyHidden?.Invoke();
@@ -189,7 +189,7 @@ namespace Bootstrap
/// </summary>
public void HideLoadingScreen()
{
Logging.Debug("Loading complete, marking loading as finished");
LogDebugMessage("Loading complete, marking loading as finished");
// Mark that loading is complete
_loadingComplete = true;
@@ -200,7 +200,7 @@ namespace Bootstrap
if (loadingScreenContainer != null)
{
loadingScreenContainer.SetActive(false);
Logging.Debug("Animation already complete, hiding screen immediately");
LogDebugMessage("Animation already complete, hiding screen immediately");
// Invoke the callback when fully hidden
_onLoadingScreenFullyHidden?.Invoke();
@@ -210,7 +210,7 @@ namespace Bootstrap
}
else
{
Logging.Debug("Animation still in progress, waiting for it to complete");
LogDebugMessage("Animation still in progress, waiting for it to complete");
// The coroutine will handle hiding when animation completes
}
}
@@ -244,5 +244,13 @@ namespace Bootstrap
return tcs.Task;
}
private void LogDebugMessage(string message)
{
if ( _logVerbosity <= LogVerbosity.Debug)
{
Logging.Debug($"[InitialLoadingScreen] {message}");
}
}
}
}

View File

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

View File

@@ -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
}
}

View File

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

View File

@@ -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
}
}

View File

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

View File

@@ -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
}
}

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fileFormatVersion: 2
guid: c7c68770a6974aa4a22c645fe0517fe2
timeCreated: 1763425113

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@@ -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;
}
}
}
}

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fileFormatVersion: 2
guid: e91de41001c14101b8fa4216d6c7888b
timeCreated: 1762939781

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fileFormatVersion: 2
guid: 619e69d1b6e44ecabc40657b2bcd13f9
timeCreated: 1763454353

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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";
}
}
}

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fileFormatVersion: 2
guid: d97dd4e4bc3246e9bed5ac227f13de10
timeCreated: 1762884900

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@@ -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);
}
}
}

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