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...

13 Commits

Author SHA1 Message Date
Michal Pikulski
b5364a2bbc Stash work! 2025-11-17 17:10:24 +01:00
Michal Pikulski
c6f635f871 Update assets, working save kerfuffle 2025-11-17 14:30:07 +01:00
Michal Pikulski
ee07d89d3e Update pages to follow new card flow 2025-11-17 10:59:59 +01:00
Michal Pikulski
7aca1a17ac Stash work 2025-11-17 08:39:41 +01:00
Michal Pikulski
78aafb9275 Almost working card state machine 2025-11-16 20:35:54 +01:00
Michal Pikulski
6fe7d012fc Updates to testing scene 2025-11-15 20:37:02 +01:00
Michal Pikulski
b2c47d4e4f Stash scene changes 2025-11-15 20:37:02 +01:00
Michal Pikulski
755082c67d Updates to card testing scene 2025-11-15 20:37:02 +01:00
Michal Pikulski
4e7f774386 Stash half-assed work on testing scene 2025-11-15 20:37:02 +01:00
Michal Pikulski
39d5890db4 Fix up card flows, align with the old 1:1 2025-11-15 20:37:01 +01:00
Michal Pikulski
a6471ede45 Make cards use settings 2025-11-15 20:37:01 +01:00
Michal Pikulski
4fdbbb0aa8 Add roadmap docs 2025-11-15 20:37:01 +01:00
Michal Pikulski
1fdff3450b Update the card kerfufle 2025-11-15 20:37:01 +01:00
127 changed files with 66839 additions and 5131 deletions

View File

@@ -30,6 +30,11 @@ MonoBehaviour:
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: 533a675687aa04146bfb69b8c9be7a6b
m_Address: Settings/CardSystemSettings
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: 8f5195fb013895049a19488fd4d8f2a1
m_Address: Settings/InteractionSettings
m_ReadOnly: 0

View File

@@ -12,12 +12,12 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 2a80cc88c9884512b8b633110d838780, type: 3}
m_Name: Card_KalkUlation 1
m_EditorClassIdentifier: AppleHillsScripts::AppleHills.Data.CardSystem.CardDefinition
Id: 1006b95d-e3e1-4426-bc76-ab816e316b33
Id: 9f3fd9b8-3350-421e-b2ec-b4f019596506
Name: Kalk Ulation
UseCustomFileName: 0
CustomFileName:
Description: Card description
Rarity: 2
Zone: 4
Rarity: 1
Zone: 5
CardImage: {fileID: 5907816357319480503, guid: 84b744282e7e8084f935104f492f17b2, type: 3}
CollectionIndex: 16
CollectionIndex: 15

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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 3
m_Name: Card_KalkUlation 2
m_EditorClassIdentifier: AppleHillsScripts::AppleHills.Data.CardSystem.CardDefinition
Id: 9f3fd9b8-3350-421e-b2ec-b4f019596506
Id: 1006b95d-e3e1-4426-bc76-ab816e316b33
Name: Kalk Ulation
UseCustomFileName: 0
CustomFileName:
Description: Card description
Rarity: 1
Zone: 4
Rarity: 2
Zone: 5
CardImage: {fileID: 5907816357319480503, guid: 84b744282e7e8084f935104f492f17b2, type: 3}
CollectionIndex: 15
CollectionIndex: 16

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@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 82008856df7c51f47b1582de464ba44b
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@@ -18,6 +18,6 @@ MonoBehaviour:
CustomFileName:
Description: Card description
Rarity: 0
Zone: 4
Zone: 5
CardImage: {fileID: 5907816357319480503, guid: 84b744282e7e8084f935104f492f17b2, type: 3}
CollectionIndex: 14

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@@ -12,12 +12,12 @@ MonoBehaviour:
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m_Name: Card_MormorMarmor 1
m_EditorClassIdentifier: AppleHillsScripts::AppleHills.Data.CardSystem.CardDefinition
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Id: 9d7a1e8d-6c9f-4dc9-b013-cda836e7b413
Name: Mormor Marmor
UseCustomFileName: 0
CustomFileName:
Description: Card description
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Rarity: 1
Zone: 6
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@@ -10,14 +10,14 @@ MonoBehaviour:
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m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 2a80cc88c9884512b8b633110d838780, type: 3}
m_Name: Card_MormorMarmor 3
m_Name: Card_MormorMarmor 2
m_EditorClassIdentifier: AppleHillsScripts::AppleHills.Data.CardSystem.CardDefinition
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Name: Mormor Marmor
UseCustomFileName: 0
CustomFileName:
Description: Card description
Rarity: 1
Zone: 5
Rarity: 2
Zone: 6
CardImage: {fileID: -1694013536, guid: c28c2d55edc2fbc4baf57d2672c0c3df, type: 3}
CollectionIndex: 18
CollectionIndex: 19

View File

@@ -1,5 +1,5 @@
fileFormatVersion: 2
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View File

@@ -18,6 +18,6 @@ MonoBehaviour:
CustomFileName:
Description: Card description
Rarity: 0
Zone: 5
Zone: 6
CardImage: {fileID: -1694013536, guid: c28c2d55edc2fbc4baf57d2672c0c3df, type: 3}
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View File

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

View File

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

View File

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

File diff suppressed because one or more lines are too long

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@@ -470,14 +470,9 @@ MonoBehaviour:
canvasGroup: {fileID: 2448231841641732440}
exitButton: {fileID: 1436816358814431354}
book: {fileID: 2685537002028647152}
zoneTabs:
- {fileID: 6429946768665127855}
- {fileID: 9183285670530916085}
- {fileID: 994625896264652594}
- {fileID: 6982294778394446152}
- {fileID: 185814890104990467}
tabContainer: {fileID: 0}
bottomRightSlots: {fileID: 3356256732385166000}
albumCardPlacementPrefab: {fileID: 1275563675283742273, guid: aca553283b12f314795f62d785d01912, type: 3}
cardPrefab: {fileID: 7504168507910195884, guid: c1795924899c08343a189300904ed424, type: 3}
cardEnlargedBackdrop: {fileID: 0}
cardEnlargedContainer: {fileID: 0}
boosterPackButtons:
@@ -1834,28 +1829,6 @@ PrefabInstance:
m_AddedGameObjects: []
m_AddedComponents: []
m_SourcePrefab: {fileID: 100100000, guid: 0809b88801c54604aac49ad1d382a0e5, type: 3}
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m_Script: {fileID: 11500000, guid: ff50caabb55742bc8d24a6ddffeda815, type: 3}
m_Name:
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--- !u!114 &994625896264652594 stripped
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@@ -1898,36 +1871,3 @@ RectTransform:
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m_Name:
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View File

@@ -75,9 +75,10 @@ MonoBehaviour:
bottomRightSlots: {fileID: 415627682025321105}
centerOpeningSlot: {fileID: 3371630871680769077}
cardDisplayContainer: {fileID: 4830022034953347571}
flippableCardPrefab: {fileID: 9060030918047515996, guid: e16716863eca4704fbfabef5a699b5aa, type: 3}
cardPrefab: {fileID: 7504168507910195884, guid: c1795924899c08343a189300904ed424, type: 3}
cardSpacing: 500
cardRevealDelay: 0.5
cardWidth: 400
cardHeight: 540
boosterDisappearDuration: 0.5
impulseSource: {fileID: 4448843358972162772}
openingParticleSystem: {fileID: 0}
@@ -172,7 +173,7 @@ RectTransform:
m_AnchorMin: {x: 1, y: 0}
m_AnchorMax: {x: 1, y: 0}
m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: 500, y: 500}
m_SizeDelta: {x: 100, y: 100}
m_Pivot: {x: 1, y: 0}
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MonoBehaviour:
@@ -639,11 +640,11 @@ PrefabInstance:
objectReference: {fileID: 0}
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propertyPath: m_AnchoredPosition.x
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value: 24
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value: 263
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@@ -749,11 +750,11 @@ PrefabInstance:
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value: -146
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value: 227
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@@ -867,11 +868,11 @@ PrefabInstance:
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value: -132
value: -299
objectReference: {fileID: 0}
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value: -181
value: 82
objectReference: {fileID: 0}
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propertyPath: m_LocalEulerAnglesHint.x
@@ -999,6 +1000,10 @@ PrefabInstance:
propertyPath: m_Name
value: CenterBoosterSlot
objectReference: {fileID: 0}
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propertyPath: filterByType
value: 0
objectReference: {fileID: 0}
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@@ -169,6 +169,7 @@ namespace Core
var playerSettings = SettingsProvider.Instance.LoadSettingsSynchronous<PlayerFollowerSettings>();
var interactionSettings = SettingsProvider.Instance.LoadSettingsSynchronous<InteractionSettings>();
var minigameSettings = SettingsProvider.Instance.LoadSettingsSynchronous<DivingMinigameSettings>();
var cardSystemSettings = SettingsProvider.Instance.LoadSettingsSynchronous<CardSystemSettings>();
// Register settings with service locator
if (playerSettings != null)
@@ -200,9 +201,19 @@ namespace Core
{
Debug.LogError("Failed to load MinigameSettings");
}
if (cardSystemSettings != null)
{
ServiceLocator.Register<ICardSystemSettings>(cardSystemSettings);
Logging.Debug("CardSystemSettings registered successfully");
}
else
{
Debug.LogError("Failed to load CardSystemSettings");
}
// Log success
_settingsLoaded = playerSettings != null && interactionSettings != null && minigameSettings != null;
_settingsLoaded = playerSettings != null && interactionSettings != null && minigameSettings != null && cardSystemSettings != null;
if (_settingsLoaded)
{
Logging.Debug("All settings loaded and registered with ServiceLocator");

View File

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

View File

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

View File

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

View File

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

View File

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View File

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

View File

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

View File

@@ -1,193 +0,0 @@
using System;
using AppleHills.Data.CardSystem;
using Core;
using Pixelplacement;
using UnityEngine;
using UnityEngine.EventSystems;
namespace UI.CardSystem
{
/// <summary>
/// Album card component that wraps CardDisplay.
/// Handles tap-to-enlarge and tap-to-shrink interactions for cards placed in album slots.
///
/// TODO: Consider refactoring to state machine pattern (PendingReveal, PlacedInSlot, Enlarged)
/// This would eliminate the need for separate AlbumPlacementCard wrapper and simplify the hierarchy.
/// See design discussion with state transitions for cleaner architecture.
/// </summary>
public class AlbumCard : MonoBehaviour, IPointerClickHandler
{
[Header("References")]
[SerializeField] private CardDisplay cardDisplay;
[Header("Enlarge Settings")]
[SerializeField] private float enlargedScale = 2.5f;
[SerializeField] private float scaleDuration = 0.3f;
// Events for AlbumViewPage to manage backdrop and reparenting
public event Action<AlbumCard> OnEnlargeRequested;
public event Action<AlbumCard> OnShrinkRequested;
private AlbumCardSlot _parentSlot;
private CardData _cardData;
private bool _isEnlarged;
private Vector3 _originalScale;
private Transform _originalParent;
private Vector3 _originalLocalPosition;
private Quaternion _originalLocalRotation;
private void Awake()
{
// Auto-find CardDisplay if not assigned
if (cardDisplay == null)
{
cardDisplay = GetComponentInChildren<CardDisplay>();
}
// Store original scale
_originalScale = transform.localScale;
}
/// <summary>
/// Setup card with data
/// </summary>
public void SetupCard(CardData data)
{
_cardData = data;
if (cardDisplay != null)
{
cardDisplay.SetupCard(data);
}
}
/// <summary>
/// Set the parent slot this card belongs to
/// </summary>
public void SetParentSlot(AlbumCardSlot slot)
{
_parentSlot = slot;
}
/// <summary>
/// Get the card data
/// </summary>
public CardData GetCardData()
{
return _cardData;
}
/// <summary>
/// Handle tap on card - request enlarge/shrink from parent page
/// Only process clicks when card is placed in a slot (not during reveal flow)
/// </summary>
public void OnPointerClick(PointerEventData eventData)
{
Logging.Debug($"[CLICK-TRACE-ALBUMCARD] OnPointerClick on {name}, _parentSlot={((_parentSlot != null) ? _parentSlot.name : "NULL")}, _isEnlarged={_isEnlarged}, position={eventData.position}");
// During reveal flow (before placed in slot), forward clicks to parent FlippableCard
if (_parentSlot == null)
{
Logging.Debug($"[CLICK-TRACE-ALBUMCARD] {name} - No parent slot, forwarding click to parent FlippableCard");
// Find parent FlippableCard and forward the click
FlippableCard parentFlippable = GetComponentInParent<FlippableCard>();
if (parentFlippable != null)
{
Logging.Debug($"[CLICK-TRACE-ALBUMCARD] {name} - Found parent FlippableCard, calling OnPointerClick");
parentFlippable.OnPointerClick(eventData);
}
else
{
Logging.Warning($"[CLICK-TRACE-ALBUMCARD] {name} - No parent FlippableCard found!");
}
return;
}
Logging.Debug($"[CLICK-TRACE-ALBUMCARD] {name} - Has parent slot, processing click");
if (_isEnlarged)
{
Logging.Debug($"[CLICK-TRACE-ALBUMCARD] {name} - Is enlarged, requesting shrink");
OnShrinkRequested?.Invoke(this);
}
else
{
Logging.Debug($"[CLICK-TRACE-ALBUMCARD] {name} - Is normal size, requesting enlarge");
OnEnlargeRequested?.Invoke(this);
}
}
/// <summary>
/// Enlarge card (called by AlbumViewPage after reparenting)
/// </summary>
public void EnlargeCard()
{
if (_isEnlarged) return;
_isEnlarged = true;
// Store original transform info for restoration
_originalParent = transform.parent;
_originalLocalPosition = transform.localPosition;
_originalLocalRotation = transform.localRotation;
// Scale up with snappy tween
Tween.LocalScale(transform, _originalScale * enlargedScale, scaleDuration, 0f, Tween.EaseOutBack);
}
/// <summary>
/// Shrink card back to original size (called by AlbumViewPage before reparenting back)
/// </summary>
/// <param name="onComplete">Optional callback to invoke when shrink animation completes</param>
public void ShrinkCard(System.Action onComplete = null)
{
if (!_isEnlarged) return;
_isEnlarged = false;
// Scale back down with snappy tween, invoke callback when done
Tween.LocalScale(transform, _originalScale, scaleDuration, 0f, Tween.EaseInBack,
completeCallback: () => onComplete?.Invoke());
}
/// <summary>
/// Get original parent for restoration
/// </summary>
public Transform GetOriginalParent()
{
return _originalParent;
}
/// <summary>
/// Get original local position for restoration
/// </summary>
public Vector3 GetOriginalLocalPosition()
{
return _originalLocalPosition;
}
/// <summary>
/// Get original local rotation for restoration
/// </summary>
public Quaternion GetOriginalLocalRotation()
{
return _originalLocalRotation;
}
/// <summary>
/// Check if card is currently enlarged
/// </summary>
public bool IsEnlarged => _isEnlarged;
/// <summary>
/// Force reset enlarged state (for cleanup scenarios like page closing)
/// </summary>
public void ForceResetEnlargedState()
{
_isEnlarged = false;
transform.localScale = _originalScale;
}
}
}

View File

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

File diff suppressed because it is too large Load Diff

View File

@@ -10,6 +10,7 @@ using UI.CardSystem.DragDrop;
using UI.DragAndDrop.Core;
using Unity.Cinemachine;
using UnityEngine;
using UnityEngine.Serialization;
using UnityEngine.UI;
namespace UI.CardSystem
@@ -30,8 +31,11 @@ namespace UI.CardSystem
[Header("Card Display")]
[SerializeField] private Transform cardDisplayContainer;
[SerializeField] private GameObject flippableCardPrefab; // Placeholder for card backs
[FormerlySerializedAs("flippableCardPrefab")]
[SerializeField] private GameObject cardPrefab; // New Card prefab using state machine
[SerializeField] private float cardSpacing = 150f;
[SerializeField] private float cardWidth = 400f;
[SerializeField] private float cardHeight = 540f;
[Header("Settings")]
[SerializeField] private float boosterDisappearDuration = 0.5f;
@@ -44,12 +48,12 @@ namespace UI.CardSystem
private BoosterPackDraggable _currentBoosterInCenter;
private List<BoosterPackDraggable> _activeBoostersInSlots = new List<BoosterPackDraggable>();
private List<GameObject> _currentRevealedCards = new List<GameObject>();
private List<StateMachine.Card> _currentCards = new List<StateMachine.Card>();
private CardData[] _currentCardData;
private int _revealedCardCount;
private int _cardsCompletedInteraction; // Track how many cards finished their new/repeat interaction
private StateMachine.Card _activeCard; // Currently selected/revealing card
private int _cardsCompletedInteraction; // Track how many cards finished their reveal flow
private bool _isProcessingOpening;
private const int MAX_VISIBLE_BOOSTERS = 3;
private FlippableCard _currentActiveCard; // The card currently awaiting interaction
private void Awake()
{
// Make sure we have a CanvasGroup for transitions
@@ -514,8 +518,8 @@ namespace UI.CardSystem
// Update visible boosters (remove from end if we drop below thresholds)
UpdateVisibleBoosters();
// Show card backs
SpawnCardBacks(_currentCardData.Length);
// Show cards using new Card prefab
SpawnBoosterCards(_currentCardData);
// Wait for player to reveal all cards
bool isLastBooster = _availableBoosterCount <= 0;
@@ -524,10 +528,7 @@ namespace UI.CardSystem
// Check if this was the last booster pack
if (isLastBooster)
{
// Wait for all card animations to complete before transitioning
// WaitForCardReveals already includes: 0.5s wait + (cardCount * 0.5s stagger) + 0.5s animation + 0.5s final
// Total is: 1.5s + (cardCount * 0.5s)
// For 5 cards that's 4 seconds total, which should be enough
// See earlier comment for timing
Logging.Debug("[BoosterOpeningPage] Last booster opened, auto-transitioning to album main page");
if (UIPageController.Instance != null)
{
@@ -539,6 +540,122 @@ namespace UI.CardSystem
_isProcessingOpening = false;
}
/// <summary>
/// Spawn cards for booster opening flow using the new Card prefab and state machine.
/// </summary>
private void SpawnBoosterCards(CardData[] cards)
{
if (cardPrefab == null || cardDisplayContainer == null)
{
Logging.Warning("BoosterOpeningPage: Missing card prefab or container!");
return;
}
_currentRevealedCards.Clear();
_currentCards.Clear();
_cardsCompletedInteraction = 0;
_activeCard = null;
int count = cards.Length;
float totalWidth = (count - 1) * cardSpacing;
float startX = -totalWidth / 2f;
for (int i = 0; i < count; i++)
{
GameObject cardObj = Instantiate(cardPrefab, cardDisplayContainer);
RectTransform cardRect = cardObj.GetComponent<RectTransform>();
if (cardRect != null)
{
cardRect.anchoredPosition = new Vector2(startX + (i * cardSpacing), 0);
cardRect.sizeDelta = new Vector2(cardWidth, cardHeight); // Set card size
cardRect.localScale = Vector3.zero; // for pop-in
}
var card = cardObj.GetComponent<StateMachine.Card>();
var context = cardObj.GetComponent<StateMachine.CardContext>();
if (card != null && context != null)
{
// Setup card for booster reveal
// States will query CardSystemManager for current collection state as needed
context.SetupCard(cards[i]);
card.SetupForBoosterReveal(cards[i], false); // isNew parameter not used anymore
card.SetDraggingEnabled(false);
// Subscribe to CardDisplay click for selection
context.CardDisplay.OnCardClicked += (_) => OnCardClicked(card);
// Subscribe to reveal flow complete event
context.OnRevealFlowComplete += (ctx) => OnCardRevealComplete(card);
// Track the card
_currentCards.Add(card);
// Tween in
Tween.LocalScale(cardObj.transform, Vector3.one, 0.3f, i * 0.1f, Tween.EaseOutBack);
}
else
{
Logging.Warning($"[BoosterOpeningPage] Card component or context missing on spawned card {i}!");
}
_currentRevealedCards.Add(cardObj);
}
}
/// <summary>
/// Handle when a card is clicked - start reveal flow if conditions are met
/// </summary>
private void OnCardClicked(StateMachine.Card card)
{
// Only allow clicking idle cards when no other card is active
if (_activeCard == null && card.IsIdle && card.Context.IsClickable)
{
Logging.Debug($"[BoosterOpeningPage] Card {card.CardData?.Name} selected for reveal");
// Set as active and disable all other idle cards
_activeCard = card;
foreach (var otherCard in _currentCards)
{
if (otherCard != card && otherCard.IsIdle)
{
otherCard.Context.IsClickable = false;
}
}
// Click will route to IdleState automatically and trigger flip
}
}
/// <summary>
/// Handle when a card completes its reveal flow
/// </summary>
private void OnCardRevealComplete(StateMachine.Card card)
{
_cardsCompletedInteraction++;
Logging.Debug($"[BoosterOpeningPage] Card {card.CardData?.Name} reveal complete ({_cardsCompletedInteraction}/{_currentCardData.Length})");
// Add card to inventory NOW (after player saw it)
if (card.CardData != null)
{
Data.CardSystem.CardSystemManager.Instance.AddCardToInventoryDelayed(card.CardData);
}
// Clear active card and re-enable remaining idle cards
if (_activeCard == card)
{
_activeCard = null;
foreach (var otherCard in _currentCards)
{
if (otherCard.IsIdle)
{
otherCard.Context.IsClickable = true;
}
}
}
}
/// <summary>
/// Animate the booster pack disappearing
/// </summary>
@@ -569,249 +686,19 @@ namespace UI.CardSystem
}
/// <summary>
/// Spawn card back placeholders for revealing
/// </summary>
private void SpawnCardBacks(int count)
{
if (flippableCardPrefab == null || cardDisplayContainer == null)
{
Logging.Warning("BoosterOpeningPage: Missing card prefab or container!");
return;
}
_currentRevealedCards.Clear();
_revealedCardCount = 0;
_cardsCompletedInteraction = 0; // Reset interaction count
// Calculate positions
float totalWidth = (count - 1) * cardSpacing;
float startX = -totalWidth / 2f;
for (int i = 0; i < count; i++)
{
GameObject cardObj = Instantiate(flippableCardPrefab, cardDisplayContainer);
RectTransform cardRect = cardObj.GetComponent<RectTransform>();
if (cardRect != null)
{
cardRect.anchoredPosition = new Vector2(startX + (i * cardSpacing), 0);
}
// Get FlippableCard component and setup the card data
FlippableCard flippableCard = cardObj.GetComponent<FlippableCard>();
if (flippableCard != null)
{
// Setup the card data (stored but not revealed yet)
flippableCard.SetupCard(_currentCardData[i]);
// Subscribe to flip started event (to disable other cards IMMEDIATELY)
int cardIndex = i; // Capture for closure
flippableCard.OnFlipStarted += OnCardFlipStarted;
// Subscribe to reveal event to track when flipped
flippableCard.OnCardRevealed += (card, data) => OnCardRevealed(cardIndex);
// Subscribe to inactive click event (for jiggle effect)
flippableCard.OnClickedWhileInactive += OnCardClickedWhileInactive;
// Initially, all cards are clickable (for flipping)
flippableCard.SetClickable(true);
}
else
{
Logging.Warning($"[BoosterOpeningPage] FlippableCard component not found on card {i}!");
}
_currentRevealedCards.Add(cardObj);
// Animate cards flying in
cardRect.localScale = Vector3.zero;
Tween.LocalScale(cardRect, Vector3.one, 0.3f, i * 0.1f, Tween.EaseOutBack);
}
}
/// <summary>
/// Handle when a card flip starts (disable all other cards IMMEDIATELY)
/// </summary>
private void OnCardFlipStarted(FlippableCard flippingCard)
{
Logging.Debug($"[BoosterOpeningPage] Card flip started, disabling all other cards.");
// Disable ALL cards immediately to prevent multi-flip
foreach (GameObject cardObj in _currentRevealedCards)
{
FlippableCard card = cardObj.GetComponent<FlippableCard>();
if (card != null)
{
card.SetClickable(false);
}
}
}
/// <summary>
/// Handle card reveal (when flipped)
/// </summary>
private void OnCardRevealed(int cardIndex)
{
Logging.Debug($"[BoosterOpeningPage] Card {cardIndex} revealed!");
_revealedCardCount++;
// Get the flippable card and card data
FlippableCard flippableCard = _currentRevealedCards[cardIndex].GetComponent<FlippableCard>();
if (flippableCard == null)
{
Logging.Warning($"[BoosterOpeningPage] FlippableCard not found for card {cardIndex}!");
return;
}
CardData cardData = flippableCard.CardData;
// Check if this is a new card using CardSystemManager
bool isNew = Data.CardSystem.CardSystemManager.Instance.IsCardNew(cardData, out CardData existingCard);
if (isNew)
{
Logging.Debug($"[BoosterOpeningPage] Card '{cardData.Name}' is NEW!");
flippableCard.ShowAsNew();
}
else
{
// Check if card is already Legendary - if so, skip progress bar and auto-progress
if (existingCard.Rarity == AppleHills.Data.CardSystem.CardRarity.Legendary)
{
Logging.Debug($"[BoosterOpeningPage] Card '{cardData.Name}' is LEGENDARY - auto-progressing!");
// Add to inventory immediately and move to next card
Data.CardSystem.CardSystemManager.Instance.AddCardToInventoryDelayed(cardData);
_cardsCompletedInteraction++;
_revealedCardCount++; // This was already incremented earlier, but we need to track completion
EnableUnrevealedCards();
return; // Skip showing the card enlarged
}
int ownedCount = existingCard.CopiesOwned;
Logging.Debug($"[BoosterOpeningPage] Card '{cardData.Name}' is a REPEAT! Owned: {ownedCount}");
// Check if this card will trigger an upgrade (ownedCount + 1 >= threshold)
bool willUpgrade = (ownedCount + 1) >= flippableCard.CardsToUpgrade && existingCard.Rarity < AppleHills.Data.CardSystem.CardRarity.Legendary;
if (willUpgrade)
{
Logging.Debug($"[BoosterOpeningPage] This card will trigger upgrade! ({ownedCount + 1}/{flippableCard.CardsToUpgrade})");
// Show as repeat - progress bar will fill and auto-trigger upgrade
flippableCard.ShowAsRepeatWithUpgrade(ownedCount, existingCard);
}
else
{
// Normal repeat, no upgrade
flippableCard.ShowAsRepeat(ownedCount);
}
}
// Set this card as the active one (only this card is clickable now)
SetActiveCard(flippableCard);
// Subscribe to tap event to know when interaction is complete
flippableCard.OnCardTappedAfterReveal += (card) => OnCardCompletedInteraction(card, cardIndex);
}
/// <summary>
/// Handle when a card's interaction is complete (tapped after reveal)
/// </summary>
private void OnCardCompletedInteraction(FlippableCard card, int cardIndex)
{
Logging.Debug($"[BoosterOpeningPage] Card {cardIndex} interaction complete!");
// Add card to inventory NOW (after player saw it)
Data.CardSystem.CardSystemManager.Instance.AddCardToInventoryDelayed(card.CardData);
// Return card to normal size
card.ReturnToNormalSize();
// Increment completed interaction count
_cardsCompletedInteraction++;
// Clear active card
_currentActiveCard = null;
// Re-enable all unrevealed cards (they can be flipped now)
EnableUnrevealedCards();
Logging.Debug($"[BoosterOpeningPage] Cards completed interaction: {_cardsCompletedInteraction}/{_currentCardData.Length}");
}
/// <summary>
/// Set which card is currently active (only this card can be clicked)
/// </summary>
private void SetActiveCard(FlippableCard activeCard)
{
_currentActiveCard = activeCard;
// Disable all other cards
foreach (GameObject cardObj in _currentRevealedCards)
{
FlippableCard card = cardObj.GetComponent<FlippableCard>();
if (card != null)
{
// Only the active card is clickable
card.SetClickable(card == activeCard);
}
}
Logging.Debug($"[BoosterOpeningPage] Set active card. Only one card is now clickable.");
}
/// <summary>
/// Re-enable all unrevealed cards (allow them to be flipped)
/// </summary>
private void EnableUnrevealedCards()
{
foreach (GameObject cardObj in _currentRevealedCards)
{
FlippableCard card = cardObj.GetComponent<FlippableCard>();
if (card != null && !card.IsFlipped)
{
card.SetClickable(true);
}
}
Logging.Debug($"[BoosterOpeningPage] Re-enabled unrevealed cards for flipping.");
}
/// <summary>
/// Handle when a card is clicked while not active (jiggle the active card)
/// </summary>
private void OnCardClickedWhileInactive(FlippableCard inactiveCard)
{
Logging.Debug($"[BoosterOpeningPage] Inactive card clicked, jiggling active card.");
if (_currentActiveCard != null)
{
_currentActiveCard.Jiggle();
}
}
/// <summary>
/// Wait until all cards are revealed AND all interactions are complete
/// Wait until all cards complete their reveal flow
/// </summary>
private IEnumerator WaitForCardReveals()
{
// Wait until all cards are flipped
while (_revealedCardCount < _currentCardData.Length)
{
yield return null;
}
Logging.Debug($"[BoosterOpeningPage] All cards revealed! Waiting for interactions...");
// Wait until all cards have completed their new/repeat interaction
// Wait until all cards have completed their reveal flow
while (_cardsCompletedInteraction < _currentCardData.Length)
{
yield return null;
}
Logging.Debug($"[BoosterOpeningPage] All interactions complete! Animating cards to album...");
Logging.Debug($"[BoosterOpeningPage] All cards revealed! Animating cards to album...");
// All cards revealed and interacted with, wait a moment
// Small pause
yield return new WaitForSeconds(0.5f);
// Show album icon before cards start tweening to it
@@ -829,28 +716,20 @@ namespace UI.CardSystem
{
if (cardObj != null)
{
// Stagger each card with 0.5s delay
float delay = cardIndex * 0.5f;
// Animate to album icon position, then destroy
// Use world space position tween for root transform
Tween.Position(cardObj.transform, targetPosition, 0.5f, delay, Tween.EaseInBack);
Tween.LocalScale(cardObj.transform, Vector3.zero, 0.5f, delay, Tween.EaseInBack,
completeCallback: () => Destroy(cardObj));
completeCallback: () => { if (cardObj != null) Destroy(cardObj); });
cardIndex++;
}
}
// Wait for all animations to complete
// Last card starts at: (cardCount - 1) * 0.5s delay
// Last card finishes at: (cardCount - 1) * 0.5s + 0.5s animation duration = cardCount * 0.5s
float totalAnimationTime = _currentCardData.Length * 0.5f;
_currentRevealedCards.Clear();
_currentCards.Clear();
yield return new WaitForSeconds(totalAnimationTime);
// Album icon stays visible for next booster (will be hidden when next booster is placed)
}
/// <summary>

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

@@ -1,62 +0,0 @@
using AppleHills.Data.CardSystem;
using UI.DragAndDrop.Core;
using UnityEngine;
namespace UI.CardSystem.DragDrop
{
/// <summary>
/// Card-specific implementation of DraggableObject.
/// Manages card data and card-specific drag behavior.
/// </summary>
public class CardDraggable : DraggableObject
{
[Header("Card Data")]
[SerializeField] private CardData cardData;
// Events
public event System.Action<CardDraggable, CardData> OnCardDataChanged;
public CardData CardData => cardData;
/// <summary>
/// Set the card data for this draggable card
/// </summary>
public void SetCardData(CardData data)
{
cardData = data;
OnCardDataChanged?.Invoke(this, cardData);
// Update visual if it exists
if (_visualInstance != null && _visualInstance is CardDraggableVisual cardVisual)
{
cardVisual.RefreshCardDisplay();
}
}
protected override void OnDragStartedHook()
{
base.OnDragStartedHook();
// Card-specific drag started behavior
}
protected override void OnDragEndedHook()
{
base.OnDragEndedHook();
// Card-specific drag ended behavior
}
protected override void OnSelectionChangedHook(bool selected)
{
base.OnSelectionChangedHook(selected);
// Card-specific selection behavior
}
protected override void OnSlotChangedHook(DraggableSlot previousSlot, DraggableSlot newSlot)
{
base.OnSlotChangedHook(previousSlot, newSlot);
// Card-specific slot changed behavior
// Could trigger events for card collection reordering, etc.
}
}
}

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 5a2741bb7299441b9f9bd44d746ebb4b
timeCreated: 1762420654

View File

@@ -1,121 +0,0 @@
using AppleHills.Data.CardSystem;
using UI.DragAndDrop.Core;
using UnityEngine;
namespace UI.CardSystem.DragDrop
{
/// <summary>
/// Visual representation for CardDraggable.
/// Uses the existing CardDisplay component to render the card.
/// </summary>
public class CardDraggableVisual : DraggableVisual
{
[Header("Card Visual Components")]
[SerializeField] private CardDisplay cardDisplay;
[SerializeField] private Transform shadowTransform;
[SerializeField] private float shadowOffset = 20f;
private Vector3 _shadowInitialPosition;
private CardDraggable _cardDraggable;
public CardDisplay CardDisplay => cardDisplay;
public override void Initialize(DraggableObject parent)
{
base.Initialize(parent);
_cardDraggable = parent as CardDraggable;
// Get CardDisplay component if not assigned
if (cardDisplay == null)
{
cardDisplay = GetComponentInChildren<CardDisplay>();
}
// Initialize shadow
if (shadowTransform != null)
{
_shadowInitialPosition = shadowTransform.localPosition;
}
// Subscribe to card data changes
if (_cardDraggable != null)
{
_cardDraggable.OnCardDataChanged += HandleCardDataChanged;
// Initial card setup
if (_cardDraggable.CardData != null && cardDisplay != null)
{
cardDisplay.SetupCard(_cardDraggable.CardData);
}
}
}
protected override void UpdateVisualContent()
{
// CardDisplay handles its own rendering, no need to update every frame
// This is called every frame but we only update when card data changes
}
/// <summary>
/// Refresh the card display with current data
/// </summary>
public void RefreshCardDisplay()
{
if (cardDisplay != null && _cardDraggable != null && _cardDraggable.CardData != null)
{
cardDisplay.SetupCard(_cardDraggable.CardData);
}
}
private void HandleCardDataChanged(CardDraggable draggable, CardData data)
{
RefreshCardDisplay();
}
protected override void OnPointerDownVisual()
{
base.OnPointerDownVisual();
// Move shadow down when pressed
if (shadowTransform != null)
{
shadowTransform.localPosition = _shadowInitialPosition + (-Vector3.up * shadowOffset);
}
}
protected override void OnPointerUpVisual(bool longPress)
{
base.OnPointerUpVisual(longPress);
// Restore shadow position
if (shadowTransform != null)
{
shadowTransform.localPosition = _shadowInitialPosition;
}
}
protected override void OnDragStartedVisual()
{
base.OnDragStartedVisual();
// Card-specific visual effects when dragging starts
}
protected override void OnDragEndedVisual()
{
base.OnDragEndedVisual();
// Card-specific visual effects when dragging ends
}
protected override void OnDestroy()
{
base.OnDestroy();
if (_cardDraggable != null)
{
_cardDraggable.OnCardDataChanged -= HandleCardDataChanged;
}
}
}
}

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fileFormatVersion: 2
guid: 2a4c3884410d44f98182cd8119a972a4
timeCreated: 1762420668

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using System;
using AppleHills.Data.CardSystem;
using Core;
using Pixelplacement;
using Pixelplacement.TweenSystem;
using UnityEngine;
using UnityEngine.EventSystems;
namespace UI.CardSystem
{
/// <summary>
/// Flippable card wrapper that shows a card back, then flips to reveal the CardDisplay front.
/// This component nests an existing CardDisplay prefab to reuse card visuals everywhere.
/// </summary>
public class FlippableCard : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler, IPointerClickHandler
{
[Header("Card References")]
[SerializeField] private GameObject cardBackObject; // The card back visual
[SerializeField] private GameObject cardFrontObject; // Your CardDisplay prefab instance
[SerializeField] private CardDisplay cardDisplay; // Reference to CardDisplay component
[SerializeField] private AlbumCard albumCard; // Reference to nested AlbumCard (for album placement flow)
[Header("Idle Hover Animation")]
[SerializeField] private bool enableIdleHover = true;
[SerializeField] private float idleHoverHeight = 10f;
[SerializeField] private float idleHoverDuration = 1.5f;
[SerializeField] private float hoverScaleMultiplier = 1.05f;
[Header("Flip Animation")]
[SerializeField] private float flipDuration = 0.6f;
[SerializeField] private float flipScalePunch = 1.1f;
[Header("New/Repeat Card Display")]
[SerializeField] private GameObject newCardText;
[SerializeField] private GameObject newCardIdleText;
[SerializeField] private GameObject repeatText;
[SerializeField] private GameObject progressBarContainer;
[SerializeField] private int cardsToUpgrade = 5;
[SerializeField] private float enlargedScale = 1.5f;
// State
private bool _isFlipped = false;
private bool _isFlipping = false;
private TweenBase _idleHoverTween;
private CardData _cardData;
private Vector2 _originalPosition; // Track original spawn position
private bool _isWaitingForTap = false; // Waiting for tap after reveal
private bool _isNew = false; // Is this a new card
private int _ownedCount = 0; // Owned count for repeat cards
private bool _isClickable = true; // Can this card be clicked
// Events
public event Action<FlippableCard, CardData> OnCardRevealed;
public event Action<FlippableCard> OnCardTappedAfterReveal;
public event Action<FlippableCard> OnClickedWhileInactive; // Fired when clicked but not clickable
public event Action<FlippableCard> OnFlipStarted; // Fired when flip animation begins
public bool IsFlipped => _isFlipped;
public CardData CardData => _cardData;
public int CardsToUpgrade => cardsToUpgrade; // Expose upgrade threshold
private void Awake()
{
// Auto-find CardDisplay if not assigned
if (cardDisplay == null && cardFrontObject != null)
{
cardDisplay = cardFrontObject.GetComponent<CardDisplay>();
}
// Auto-find AlbumCard if not assigned
if (albumCard == null)
{
albumCard = GetComponentInChildren<AlbumCard>();
}
// Card back: starts at 0° rotation (normal, facing camera, clickable)
// Card front: starts at 180° rotation (flipped away, will rotate to 0° when revealed)
if (cardBackObject != null)
{
cardBackObject.transform.localRotation = Quaternion.Euler(0, 0, 0);
cardBackObject.SetActive(true);
}
if (cardFrontObject != null)
{
cardFrontObject.transform.localRotation = Quaternion.Euler(0, 180, 0);
cardFrontObject.SetActive(false);
}
// Hide all new/repeat UI elements initially
if (newCardText != null)
newCardText.SetActive(false);
if (newCardIdleText != null)
newCardIdleText.SetActive(false);
if (repeatText != null)
repeatText.SetActive(false);
if (progressBarContainer != null)
progressBarContainer.SetActive(false);
}
private void Start()
{
// Save the original position so we can return to it after hover
RectTransform rectTransform = GetComponent<RectTransform>();
if (rectTransform != null)
{
_originalPosition = rectTransform.anchoredPosition;
}
// Start idle hover animation
if (enableIdleHover && !_isFlipped)
{
StartIdleHover();
}
}
/// <summary>
/// Setup the card data (stores it but doesn't reveal until flipped)
/// </summary>
public void SetupCard(CardData data)
{
_cardData = data;
// Setup the CardDisplay but keep it hidden
if (cardDisplay != null)
{
cardDisplay.SetupCard(data);
}
}
/// <summary>
/// Flip the card to reveal the front
/// </summary>
public void FlipToReveal()
{
if (_isFlipped || _isFlipping)
return;
_isFlipping = true;
// Fire flip started event IMMEDIATELY (before animations)
OnFlipStarted?.Invoke(this);
// Stop idle hover
StopIdleHover();
// Flip animation: Rotate the visual children (back from 0→90, front from 180→0)
// ...existing code...
// Card back: 0° → 90° (rotates away)
// Card front: 180° → 90° → 0° (rotates into view)
// Phase 1: Rotate both to 90 degrees (edge view)
if (cardBackObject != null)
{
Tween.LocalRotation(cardBackObject.transform, Quaternion.Euler(0, 90, 0), flipDuration * 0.5f, 0f, Tween.EaseInOut);
}
if (cardFrontObject != null)
{
Tween.LocalRotation(cardFrontObject.transform, Quaternion.Euler(0, 90, 0), flipDuration * 0.5f, 0f, Tween.EaseInOut,
completeCallback: () =>
{
// At edge (90°), switch visibility
if (cardBackObject != null)
cardBackObject.SetActive(false);
if (cardFrontObject != null)
cardFrontObject.SetActive(true);
// Phase 2: Rotate front from 90 to 0 (show at correct orientation)
Tween.LocalRotation(cardFrontObject.transform, Quaternion.Euler(0, 0, 0), flipDuration * 0.5f, 0f, Tween.EaseInOut,
completeCallback: () =>
{
_isFlipped = true;
_isFlipping = false;
// Fire revealed event
OnCardRevealed?.Invoke(this, _cardData);
});
});
}
// Scale punch during flip for extra juice
Vector3 originalScale = transform.localScale;
Tween.LocalScale(transform, originalScale * flipScalePunch, flipDuration * 0.5f, 0f, Tween.EaseOutBack,
completeCallback: () =>
{
Tween.LocalScale(transform, originalScale, flipDuration * 0.5f, 0f, Tween.EaseInBack);
});
}
/// <summary>
/// Start idle hover animation (gentle bobbing)
/// </summary>
private void StartIdleHover()
{
if (_idleHoverTween != null)
return;
RectTransform rectTransform = GetComponent<RectTransform>();
if (rectTransform == null)
return;
Vector2 originalPos = rectTransform.anchoredPosition;
Vector2 targetPos = originalPos + Vector2.up * idleHoverHeight;
_idleHoverTween = Tween.Value(0f, 1f,
(val) =>
{
if (rectTransform != null)
{
float t = Mathf.Sin(val * Mathf.PI * 2f) * 0.5f + 0.5f; // Smooth sine wave
rectTransform.anchoredPosition = Vector2.Lerp(originalPos, targetPos, t);
}
},
idleHoverDuration, 0f, Tween.EaseInOut, Tween.LoopType.Loop);
}
/// <summary>
/// Stop idle hover animation
/// </summary>
private void StopIdleHover()
{
if (_idleHoverTween != null)
{
_idleHoverTween.Stop();
_idleHoverTween = null;
// Reset to ORIGINAL position (not Vector2.zero!)
RectTransform rectTransform = GetComponent<RectTransform>();
if (rectTransform != null)
{
Tween.AnchoredPosition(rectTransform, _originalPosition, 0.3f, 0f, Tween.EaseOutBack);
}
}
}
#region Pointer Event Handlers
public void OnPointerEnter(PointerEventData eventData)
{
if (_isFlipped || _isFlipping)
return;
// Scale up slightly on hover
Tween.LocalScale(transform, Vector3.one * hoverScaleMultiplier, 0.2f, 0f, Tween.EaseOutBack);
}
public void OnPointerExit(PointerEventData eventData)
{
if (_isFlipped || _isFlipping)
return;
// Scale back to normal
Tween.LocalScale(transform, Vector3.one, 0.2f, 0f, Tween.EaseOutBack);
}
public void OnPointerClick(PointerEventData eventData)
{
Logging.Debug($"[CLICK-TRACE-FLIPPABLE] OnPointerClick on {name}, _isClickable={_isClickable}, _isWaitingForTap={_isWaitingForTap}, _isFlipped={_isFlipped}, position={eventData.position}");
// If not clickable, notify and return
if (!_isClickable)
{
Logging.Debug($"[CLICK-TRACE-FLIPPABLE] {name} - Not clickable, firing OnClickedWhileInactive");
OnClickedWhileInactive?.Invoke(this);
return;
}
// If waiting for tap after reveal, handle that
if (_isWaitingForTap)
{
Logging.Debug($"[CLICK-TRACE-FLIPPABLE] {name} - Waiting for tap, dismissing enlarged state");
OnCardTappedAfterReveal?.Invoke(this);
_isWaitingForTap = false;
return;
}
if (_isFlipped || _isFlipping)
{
Logging.Debug($"[CLICK-TRACE-FLIPPABLE] {name} - Ignoring click (flipped={_isFlipped}, flipping={_isFlipping})");
return;
}
Logging.Debug($"[CLICK-TRACE-FLIPPABLE] {name} - Processing click, starting flip");
// Flip on click
FlipToReveal();
}
#endregion
#region New/Repeat Card Display
/// <summary>
/// Show this card as a new card (enlarge, show "NEW CARD" text, wait for tap)
/// </summary>
public void ShowAsNew()
{
_isNew = true;
_isWaitingForTap = true;
// Show new card text
if (newCardText != null)
newCardText.SetActive(true);
// Enlarge the card
EnlargeCard();
}
/// <summary>
/// Show this card as a repeat that will trigger an upgrade (enlarge, show progress, auto-transition to upgrade)
/// </summary>
/// <param name="ownedCount">Number of copies owned BEFORE this one</param>
/// <param name="lowerRarityCard">The existing card data at lower rarity (for upgrade reference)</param>
public void ShowAsRepeatWithUpgrade(int ownedCount, AppleHills.Data.CardSystem.CardData lowerRarityCard)
{
_isNew = false;
_ownedCount = ownedCount;
_isWaitingForTap = false; // Don't wait yet - upgrade will happen automatically
// Show repeat text
if (repeatText != null)
repeatText.SetActive(true);
// Enlarge the card
EnlargeCard();
// Show progress bar with owned count, then auto-trigger upgrade
ShowProgressBar(ownedCount, () =>
{
// Progress animation complete - trigger upgrade!
TriggerUpgradeTransition(lowerRarityCard);
});
}
/// <summary>
/// Trigger the upgrade transition (called after progress bar fills)
/// </summary>
private void TriggerUpgradeTransition(AppleHills.Data.CardSystem.CardData lowerRarityCard)
{
Logging.Debug($"[FlippableCard] Triggering upgrade transition from {lowerRarityCard.Rarity}!");
AppleHills.Data.CardSystem.CardRarity oldRarity = lowerRarityCard.Rarity;
AppleHills.Data.CardSystem.CardRarity newRarity = oldRarity + 1;
// Reset the lower rarity count to 0
lowerRarityCard.CopiesOwned = 0;
// Create upgraded card data
AppleHills.Data.CardSystem.CardData upgradedCardData = new AppleHills.Data.CardSystem.CardData(_cardData);
upgradedCardData.Rarity = newRarity;
upgradedCardData.CopiesOwned = 1;
// Check if we already have this card at the higher rarity
bool isNewAtHigherRarity = Data.CardSystem.CardSystemManager.Instance.IsCardNew(upgradedCardData, out AppleHills.Data.CardSystem.CardData existingHigherRarity);
// Add the higher rarity card to inventory
Data.CardSystem.CardSystemManager.Instance.GetCardInventory().AddCard(upgradedCardData);
// Update our displayed card data
_cardData.Rarity = newRarity;
// Transition to appropriate display
if (isNewAtHigherRarity || newRarity == AppleHills.Data.CardSystem.CardRarity.Legendary)
{
// Show as NEW at higher rarity
TransitionToNewCardView(newRarity);
}
else
{
// Show progress for higher rarity, then transition to NEW
int ownedAtHigherRarity = existingHigherRarity.CopiesOwned;
ShowProgressBar(ownedAtHigherRarity, () =>
{
TransitionToNewCardView(newRarity);
});
}
}
/// <summary>
/// Show this card as a repeat (enlarge, show progress bar, wait for tap)
/// </summary>
/// <param name="ownedCount">Number of copies owned BEFORE this one</param>
public void ShowAsRepeat(int ownedCount)
{
_isNew = false;
_ownedCount = ownedCount;
_isWaitingForTap = true;
// Show repeat text
if (repeatText != null)
repeatText.SetActive(true);
// Enlarge the card
EnlargeCard();
// Show progress bar with owned count, then blink new element
ShowProgressBar(ownedCount, () =>
{
// Progress animation complete
});
}
/// <summary>
/// Show this card as upgraded (hide progress bar, show as new with upgraded rarity)
/// </summary>
public void ShowAsUpgraded(AppleHills.Data.CardSystem.CardRarity oldRarity, AppleHills.Data.CardSystem.CardRarity newRarity)
{
_isNew = true;
_isWaitingForTap = true;
// Update the CardDisplay to show new rarity
if (cardDisplay != null && _cardData != null)
{
_cardData.Rarity = newRarity;
cardDisplay.SetupCard(_cardData);
}
// Hide progress bar and repeat text
if (progressBarContainer != null)
progressBarContainer.SetActive(false);
if (repeatText != null)
repeatText.SetActive(false);
// Show new card text (it's now a "new" card at the higher rarity)
if (newCardText != null)
newCardText.SetActive(true);
Logging.Debug($"[FlippableCard] Card upgraded from {oldRarity} to {newRarity}! Showing as NEW.");
// Card is already enlarged from the repeat display, so no need to enlarge again
}
/// <summary>
/// Show this card as upgraded with progress bar (already have copies at higher rarity)
/// </summary>
public void ShowAsUpgradedWithProgress(AppleHills.Data.CardSystem.CardRarity oldRarity, AppleHills.Data.CardSystem.CardRarity newRarity, int ownedAtNewRarity)
{
_isNew = false;
_isWaitingForTap = false; // Don't wait for tap yet, progress bar will complete first
// Hide new card text
if (newCardText != null)
newCardText.SetActive(false);
// Show repeat text (it's a repeat at the new rarity)
if (repeatText != null)
repeatText.SetActive(true);
// Show progress bar for the new rarity
ShowProgressBar(ownedAtNewRarity, () =>
{
// Progress animation complete - now transition to "NEW CARD" view
TransitionToNewCardView(newRarity);
});
Logging.Debug($"[FlippableCard] Card upgraded from {oldRarity} to {newRarity}! Showing progress {ownedAtNewRarity}/5");
}
/// <summary>
/// Transition to "NEW CARD" view after upgrade progress completes
/// </summary>
private void TransitionToNewCardView(AppleHills.Data.CardSystem.CardRarity newRarity)
{
Logging.Debug($"[FlippableCard] Transitioning to NEW CARD view at {newRarity} rarity");
// Update the CardDisplay to show new rarity
if (cardDisplay != null && _cardData != null)
{
_cardData.Rarity = newRarity;
cardDisplay.SetupCard(_cardData);
}
// Hide progress bar and repeat text
if (progressBarContainer != null)
progressBarContainer.SetActive(false);
if (repeatText != null)
repeatText.SetActive(false);
// Show "NEW CARD" text
if (newCardText != null)
newCardText.SetActive(true);
// Now wait for tap
_isNew = true;
_isWaitingForTap = true;
Logging.Debug($"[FlippableCard] Now showing as NEW CARD at {newRarity}, waiting for tap");
}
/// <summary>
/// Enlarge the card
/// </summary>
private void EnlargeCard()
{
Tween.LocalScale(transform, Vector3.one * enlargedScale, 0.3f, 0f, Tween.EaseOutBack);
}
/// <summary>
/// Return card to normal size
/// </summary>
public void ReturnToNormalSize()
{
Tween.LocalScale(transform, Vector3.one, 0.3f, 0f, Tween.EaseOutBack, completeCallback: () =>
{
// After returning to normal, hide new card text, show idle text
if (_isNew)
{
if (newCardText != null)
newCardText.SetActive(false);
if (newCardIdleText != null)
newCardIdleText.SetActive(true);
}
// Keep repeat text visible
});
}
/// <summary>
/// Show progress bar with owned count, then blink the new element
/// </summary>
private void ShowProgressBar(int ownedCount, System.Action onComplete)
{
if (progressBarContainer == null)
{
onComplete?.Invoke();
return;
}
progressBarContainer.SetActive(true);
// Get all child Image components
UnityEngine.UI.Image[] progressElements = progressBarContainer.GetComponentsInChildren<UnityEngine.UI.Image>(true);
// Check if we have the required number of elements (should match cardsToUpgrade)
if (progressElements.Length < cardsToUpgrade)
{
Logging.Warning($"[FlippableCard] Not enough Image components in progress bar! Expected {cardsToUpgrade}, found {progressElements.Length}");
onComplete?.Invoke();
return;
}
// Disable all elements first
foreach (var img in progressElements)
{
img.enabled = false;
}
// Show owned count (from the END, going backwards)
// E.g., if owned 3 cards, enable elements at index [4], [3], [2] (last 3 elements)
int startIndex = Mathf.Max(0, cardsToUpgrade - ownedCount);
for (int i = startIndex; i < cardsToUpgrade && i < progressElements.Length; i++)
{
progressElements[i].enabled = true;
}
// Wait a moment, then blink the new element
// New element is at index (cardsToUpgrade - ownedCount - 1)
int newElementIndex = Mathf.Max(0, cardsToUpgrade - ownedCount - 1);
if (newElementIndex >= 0 && newElementIndex < progressElements.Length)
{
Tween.Value(0f, 1f, (val) => { }, 0.3f, 0f, completeCallback: () =>
{
BlinkProgressElement(newElementIndex, progressElements, onComplete);
});
}
else
{
onComplete?.Invoke();
}
}
/// <summary>
/// Blink a progress element (enable/disable rapidly)
/// </summary>
private void BlinkProgressElement(int index, UnityEngine.UI.Image[] elements, System.Action onComplete)
{
if (index < 0 || index >= elements.Length)
{
onComplete?.Invoke();
return;
}
UnityEngine.UI.Image element = elements[index];
int blinkCount = 0;
const int maxBlinks = 3;
void Blink()
{
element.enabled = !element.enabled;
blinkCount++;
if (blinkCount >= maxBlinks * 2)
{
element.enabled = true; // End on enabled
onComplete?.Invoke();
}
else
{
Tween.Value(0f, 1f, (val) => { }, 0.15f, 0f, completeCallback: Blink);
}
}
Blink();
}
/// <summary>
/// Enable or disable clickability of this card
/// </summary>
public void SetClickable(bool clickable)
{
_isClickable = clickable;
}
/// <summary>
/// Jiggle the card (shake animation)
/// </summary>
public void Jiggle()
{
// Quick shake animation - rotate left, then right, then center
Transform cardTransform = transform;
Quaternion originalRotation = cardTransform.localRotation;
// Shake sequence: 0 -> -5 -> +5 -> 0
Tween.LocalRotation(cardTransform, Quaternion.Euler(0, 0, -5), 0.05f, 0f, Tween.EaseInOut,
completeCallback: () =>
{
Tween.LocalRotation(cardTransform, Quaternion.Euler(0, 0, 5), 0.1f, 0f, Tween.EaseInOut,
completeCallback: () =>
{
Tween.LocalRotation(cardTransform, originalRotation, 0.05f, 0f, Tween.EaseInOut);
});
});
}
/// <summary>
/// Extract the nested AlbumCard and reparent it to a new parent
/// Used when placing card in album slot - extracts the AlbumCard from this wrapper
/// The caller is responsible for tweening it to the final position
/// </summary>
/// <param name="newParent">The transform to reparent the AlbumCard to (typically the AlbumCardSlot)</param>
/// <returns>The extracted AlbumCard component, or null if not found</returns>
public AlbumCard ExtractAlbumCard(Transform newParent)
{
if (albumCard == null)
{
Logging.Warning("[FlippableCard] Cannot extract AlbumCard - none found!");
return null;
}
// Reparent AlbumCard to new parent (maintain world position temporarily)
// The caller will tween it to the final position
albumCard.transform.SetParent(newParent, true);
// Setup the card data on the AlbumCard
if (_cardData != null)
{
albumCard.SetupCard(_cardData);
}
Logging.Debug($"[FlippableCard] Extracted AlbumCard '{_cardData?.Name}' to {newParent.name} - ready for tween");
return albumCard;
}
#endregion
private void OnDestroy()
{
StopIdleHover();
}
}
}

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fileFormatVersion: 2
guid: ffa05ec4ecbd4cc485e2127683c29f09
timeCreated: 1762454507

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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: 80f8dd01edcd4742b3edbb5c7fcecd12
timeCreated: 1762884650

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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() == "IdleState";
public bool IsRevealing => !IsIdle && !IsComplete;
public bool IsComplete => context?.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($"[Card] Drag started on {CardData?.Name}, transitioning to DraggingState");
// ChangeState("DraggingState");
}
protected override void OnDragEndedHook()
{
base.OnDragEndedHook();
// Always emit the generic drag ended event for external consumers
context?.NotifyDragEnded();
// Check if current state wants to handle drag end
if (stateMachine?.currentState != null)
{
var dragHandler = stateMachine.currentState.GetComponent<ICardStateDragHandler>();
if (dragHandler != null && dragHandler.OnCardDragEnded(context))
{
return; // State handled it
}
}
// Default behavior for states that don't implement custom drag end
string current = GetCurrentStateName();
if (current == "DraggingState")
{
if (CurrentSlot is AlbumCardSlot albumSlot)
{
Logging.Debug($"[Card] Dropped in album slot, transitioning to PlacedInSlotState");
var placedState = GetStateComponent<States.CardPlacedInSlotState>("PlacedInSlotState");
if (placedState != null)
{
placedState.SetParentSlot(albumSlot);
}
ChangeState("PlacedInSlotState");
OnPlacedInAlbumSlot?.Invoke(this, albumSlot);
}
else
{
Logging.Debug("[Card] Dropped outside valid slot, returning to RevealedState");
ChangeState("RevealedState");
}
}
}
#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, "IdleState");
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, "PlacedInSlotState");
SetDraggingEnabled(false); // Cards in slots cannot be dragged out
// Set the parent slot on the PlacedInSlotState
var placedState = GetStateComponent<States.CardPlacedInSlotState>("PlacedInSlotState");
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, "PendingFaceDownState");
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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guid: d97dd4e4bc3246e9bed5ac227f13de10
timeCreated: 1762884900

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using Pixelplacement;
using Pixelplacement.TweenSystem;
using UnityEngine;
using System;
using AppleHills.Core.Settings;
using Core;
namespace UI.CardSystem.StateMachine
{
/// <summary>
/// Handles common card animations that can be reused across states.
/// Centralizes animation logic to avoid duplication.
/// Animates the CARD ROOT TRANSFORM (all states follow the card).
/// </summary>
public class CardAnimator : MonoBehaviour
{
private Transform _transform;
private RectTransform _rectTransform;
private ICardSystemSettings _settings;
private TweenBase _activeIdleHoverTween;
private void Awake()
{
_transform = transform;
_rectTransform = GetComponent<RectTransform>();
_settings = GameManager.GetSettingsObject<ICardSystemSettings>();
}
#region Scale Animations
/// <summary>
/// Animate scale to target value
/// </summary>
public TweenBase AnimateScale(Vector3 targetScale, float? duration = null, Action onComplete = null)
{
return Tween.LocalScale(_transform, targetScale, duration ?? _settings.DefaultAnimationDuration, 0f,
Tween.EaseInOut, completeCallback: onComplete);
}
/// <summary>
/// Pulse scale animation (scale up then back to normal)
/// </summary>
public void PulseScale(float pulseAmount = 1.1f, float duration = 0.2f, Action onComplete = null)
{
Vector3 originalScale = _transform.localScale;
Vector3 pulseScale = originalScale * pulseAmount;
Tween.LocalScale(_transform, pulseScale, duration, 0f, Tween.EaseOutBack,
completeCallback: () =>
{
Tween.LocalScale(_transform, originalScale, duration, 0f, Tween.EaseInBack,
completeCallback: onComplete);
});
}
/// <summary>
/// Pop-in animation (scale from 0 to 1 with overshoot)
/// </summary>
public TweenBase PopIn(float duration = 0.5f, Action onComplete = null)
{
_transform.localScale = Vector3.zero;
return Tween.LocalScale(_transform, Vector3.one, duration, 0f,
Tween.EaseOutBack, completeCallback: onComplete);
}
/// <summary>
/// Pop-out animation (scale from current to 0)
/// </summary>
public TweenBase PopOut(float duration = 0.3f, Action onComplete = null)
{
return Tween.LocalScale(_transform, Vector3.zero, duration, 0f,
Tween.EaseInBack, completeCallback: onComplete);
}
#endregion
#region Position Animations (RectTransform)
/// <summary>
/// Animate anchored position (for UI elements)
/// </summary>
public TweenBase AnimateAnchoredPosition(Vector2 targetPosition, float? duration = null, Action onComplete = null)
{
if (_rectTransform == null)
{
Debug.LogWarning("CardAnimator: No RectTransform found for anchored position animation");
return null;
}
return Tween.AnchoredPosition(_rectTransform, targetPosition, duration ?? _settings.DefaultAnimationDuration, 0f,
Tween.EaseInOut, completeCallback: onComplete);
}
/// <summary>
/// Animate local position
/// </summary>
public TweenBase AnimateLocalPosition(Vector3 targetPosition, float? duration = null, Action onComplete = null)
{
return Tween.LocalPosition(_transform, targetPosition, duration ?? _settings.DefaultAnimationDuration, 0f,
Tween.EaseInOut, completeCallback: onComplete);
}
#endregion
#region Rotation Animations
/// <summary>
/// Animate local rotation to target
/// </summary>
public TweenBase AnimateLocalRotation(Quaternion targetRotation, float? duration = null, Action onComplete = null)
{
return Tween.LocalRotation(_transform, targetRotation, duration ?? _settings.DefaultAnimationDuration, 0f,
Tween.EaseInOut, completeCallback: onComplete);
}
/// <summary>
/// Rotate a child object (typically used by states for CardBackVisual, etc.)
/// </summary>
public TweenBase AnimateChildRotation(Transform childTransform, Quaternion targetRotation,
float duration, Action onComplete = null)
{
return Tween.LocalRotation(childTransform, targetRotation, duration, 0f,
Tween.EaseInOut, completeCallback: onComplete);
}
#endregion
#region Flip Animations
/// <summary>
/// Play card flip animation - rotates card back from 0° to 90°, then card front from 180° to 0°
/// Based on FlippableCard.FlipToReveal()
/// </summary>
public void PlayFlip(Transform cardBack, Transform cardFront, float? duration = null, Action onComplete = null)
{
float flipDuration = duration ?? _settings.FlipDuration;
// Phase 1: Rotate both to 90 degrees (edge view)
if (cardBack != null)
{
Tween.LocalRotation(cardBack, Quaternion.Euler(0, 90, 0), flipDuration * 0.5f, 0f, Tween.EaseInOut);
}
if (cardFront != null)
{
Tween.LocalRotation(cardFront, Quaternion.Euler(0, 90, 0), flipDuration * 0.5f, 0f, Tween.EaseInOut,
completeCallback: () =>
{
// At edge (90°), switch visibility
if (cardBack != null)
cardBack.gameObject.SetActive(false);
if (cardFront != null)
cardFront.gameObject.SetActive(true);
// Phase 2: Rotate front from 90 to 0 (show at correct orientation)
Tween.LocalRotation(cardFront, Quaternion.Euler(0, 0, 0), flipDuration * 0.5f, 0f, Tween.EaseInOut,
completeCallback: onComplete);
});
}
}
/// <summary>
/// Play scale punch during flip animation for extra juice
/// Based on FlippableCard.FlipToReveal()
/// </summary>
public void PlayFlipScalePunch(float? punchScale = null, float? duration = null)
{
float punch = punchScale ?? _settings.FlipScalePunch;
float flipDuration = duration ?? _settings.FlipDuration;
Vector3 originalScale = _transform.localScale;
Tween.LocalScale(_transform, originalScale * punch, flipDuration * 0.5f, 0f, Tween.EaseOutBack,
completeCallback: () =>
{
Tween.LocalScale(_transform, originalScale, flipDuration * 0.5f, 0f, Tween.EaseInBack);
});
}
#endregion
#region Enlarge/Shrink Animations
/// <summary>
/// Enlarge card to specified scale
/// Based on FlippableCard.EnlargeCard() and AlbumCard.EnlargeCard()
/// </summary>
public void PlayEnlarge(float? targetScale = null, float? duration = null, Action onComplete = null)
{
float scale = targetScale ?? _settings.NewCardEnlargedScale;
float scaleDuration = duration ?? _settings.ScaleDuration;
Tween.LocalScale(_transform, Vector3.one * scale, scaleDuration, 0f, Tween.EaseOutBack,
completeCallback: onComplete);
}
/// <summary>
/// Shrink card back to original scale
/// Based on AlbumCard.ShrinkCard() and FlippableCard.ReturnToNormalSize()
/// </summary>
public void PlayShrink(Vector3 targetScale, float? duration = null, Action onComplete = null)
{
float scaleDuration = duration ?? _settings.ScaleDuration;
Tween.LocalScale(_transform, targetScale, scaleDuration, 0f, Tween.EaseInBack,
completeCallback: onComplete);
}
#endregion
#region Combined Animations
/// <summary>
/// Hover enter animation (lift and scale)
/// For RectTransform UI elements
/// </summary>
public void HoverEnter(float liftAmount = 20f, float scaleMultiplier = 1.05f,
float duration = 0.2f, Action onComplete = null)
{
if (_rectTransform != null)
{
Vector2 currentPos = _rectTransform.anchoredPosition;
Vector2 targetPos = currentPos + Vector2.up * liftAmount;
Tween.AnchoredPosition(_rectTransform, targetPos, duration, 0f, Tween.EaseOutBack);
Tween.LocalScale(_transform, Vector3.one * scaleMultiplier, duration, 0f,
Tween.EaseOutBack, completeCallback: onComplete);
}
else
{
// Fallback for non-RectTransform
Vector3 currentPos = _transform.localPosition;
Vector3 targetPos = currentPos + Vector3.up * liftAmount;
Tween.LocalPosition(_transform, targetPos, duration, 0f, Tween.EaseOutBack);
Tween.LocalScale(_transform, Vector3.one * scaleMultiplier, duration, 0f,
Tween.EaseOutBack, completeCallback: onComplete);
}
}
/// <summary>
/// Hover exit animation (return to original position and scale)
/// </summary>
public void HoverExit(Vector2 originalPosition, float duration = 0.2f, Action onComplete = null)
{
if (_rectTransform != null)
{
Tween.AnchoredPosition(_rectTransform, originalPosition, duration, 0f, Tween.EaseInBack);
Tween.LocalScale(_transform, Vector3.one, duration, 0f,
Tween.EaseInBack, completeCallback: onComplete);
}
else
{
Tween.LocalPosition(_transform, originalPosition, duration, 0f, Tween.EaseInBack);
Tween.LocalScale(_transform, Vector3.one, duration, 0f,
Tween.EaseInBack, completeCallback: onComplete);
}
}
/// <summary>
/// Idle hover animation (gentle bobbing loop)
/// Returns the TweenBase so caller can stop it later.
/// Only starts if not already running, or kills and restarts.
/// </summary>
public TweenBase StartIdleHover(float hoverHeight = 10f, float duration = 1.5f, bool restartIfActive = false)
{
// If already running, either skip or restart
if (_activeIdleHoverTween != null)
{
if (!restartIfActive)
{
// Already running, skip
return _activeIdleHoverTween;
}
// Kill existing and restart
_activeIdleHoverTween.Stop();
_activeIdleHoverTween = null;
}
if (_rectTransform != null)
{
Vector2 originalPos = _rectTransform.anchoredPosition;
Vector2 targetPos = originalPos + Vector2.up * hoverHeight;
_activeIdleHoverTween = Tween.Value(0f, 1f,
(val) =>
{
if (_rectTransform != null)
{
float t = Mathf.Sin(val * Mathf.PI * 2f) * 0.5f + 0.5f;
_rectTransform.anchoredPosition = Vector2.Lerp(originalPos, targetPos, t);
}
},
duration, 0f, Tween.EaseInOut, Tween.LoopType.Loop);
return _activeIdleHoverTween;
}
return null;
}
/// <summary>
/// Stop idle hover animation and return to original position
/// </summary>
public void StopIdleHover(Vector2 originalPosition, float duration = 0.3f)
{
// Stop the tracked tween if it exists
if (_activeIdleHoverTween != null)
{
_activeIdleHoverTween.Stop();
_activeIdleHoverTween = null;
}
// Return to original position
if (_rectTransform != null)
{
Tween.AnchoredPosition(_rectTransform, originalPosition, duration, 0f, Tween.EaseInOut);
}
}
#endregion
#region Flip Animations (Two-Phase)
/// <summary>
/// Flip animation: Phase 1 - Rotate card back to edge (0° to 90°)
/// Used by FlippingState to hide the back
/// </summary>
public void FlipPhase1_HideBack(Transform cardBackTransform, float duration, Action onHalfwayComplete)
{
Tween.LocalRotation(cardBackTransform, Quaternion.Euler(0, 90, 0), duration, 0f,
Tween.EaseInOut, completeCallback: onHalfwayComplete);
}
/// <summary>
/// Flip animation: Phase 2 - Rotate card front from back to face (180° to 90° to 0°)
/// Used by FlippingState to reveal the front
/// </summary>
public void FlipPhase2_RevealFront(Transform cardFrontTransform, float duration, Action onComplete)
{
// First rotate from 180 to 90 (edge)
Tween.LocalRotation(cardFrontTransform, Quaternion.Euler(0, 90, 0), duration, 0f,
Tween.EaseInOut,
completeCallback: () =>
{
// Then rotate from 90 to 0 (face)
Tween.LocalRotation(cardFrontTransform, Quaternion.Euler(0, 0, 0), duration, 0f,
Tween.EaseInOut, completeCallback: onComplete);
});
}
/// <summary>
/// Scale punch during flip (makes flip more juicy)
/// </summary>
public void FlipScalePunch(float punchMultiplier = 1.1f, float totalDuration = 0.6f)
{
Vector3 originalScale = _transform.localScale;
Vector3 punchScale = originalScale * punchMultiplier;
Tween.LocalScale(_transform, punchScale, totalDuration * 0.5f, 0f, Tween.EaseOutBack,
completeCallback: () =>
{
Tween.LocalScale(_transform, originalScale, totalDuration * 0.5f, 0f, Tween.EaseInBack);
});
}
#endregion
#region Utility
/// <summary>
/// Stop all active tweens on this transform
/// </summary>
public void StopAllAnimations()
{
Tween.Stop(_transform.GetInstanceID());
if (_rectTransform != null)
Tween.Stop(_rectTransform.GetInstanceID());
}
/// <summary>
/// Reset transform to default values
/// </summary>
public void ResetTransform()
{
StopAllAnimations();
_transform.localPosition = Vector3.zero;
_transform.localRotation = Quaternion.identity;
_transform.localScale = Vector3.one;
if (_rectTransform != null)
_rectTransform.anchoredPosition = Vector2.zero;
}
/// <summary>
/// Get current anchored position (useful for saving before hover)
/// </summary>
public Vector2 GetAnchoredPosition()
{
return _rectTransform != null ? _rectTransform.anchoredPosition : Vector2.zero;
}
#endregion
}
}

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fileFormatVersion: 2
guid: 5eacab725f4346d091696042b9cd2a82
timeCreated: 1762887143

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using System;
using AppleHills.Data.CardSystem;
using Core.SaveLoad;
using UnityEngine;
namespace UI.CardSystem.StateMachine
{
/// <summary>
/// Shared context for card states.
/// Provides access to common components and data that states need.
/// </summary>
public class CardContext : MonoBehaviour
{
[Header("Core Components")]
[SerializeField] private CardDisplay cardDisplay;
[SerializeField] private CardAnimator cardAnimator;
private AppleMachine stateMachine;
[Header("Card Data")]
private CardData cardData;
// Cached reference to AlbumViewPage (lazy-loaded)
private AlbumViewPage _albumViewPage;
// Public accessors
public CardDisplay CardDisplay => cardDisplay;
public CardAnimator Animator => cardAnimator;
public AppleMachine StateMachine => stateMachine;
public Transform RootTransform => transform;
public CardData CardData => cardData;
/// <summary>
/// Get the AlbumViewPage instance (cached to avoid repeated FindFirstObjectByType calls)
/// </summary>
public AlbumViewPage AlbumViewPage
{
get
{
if (_albumViewPage == null)
{
_albumViewPage = FindFirstObjectByType<AlbumViewPage>();
}
return _albumViewPage;
}
}
// Runtime state
public bool IsClickable { get; set; } = true;
// TODO: Move to booster-specific states - this is workflow-specific, not generic context
public bool SuppressRevealBadges { get; set; } = false; // Set by states to suppress NEW/REPEAT badges in revealed state
// Original transform data (captured on spawn for shrink animations)
public Vector3 OriginalScale { get; private set; }
public Vector3 OriginalPosition { get; private set; }
public Quaternion OriginalRotation { get; private set; }
// TODO: Move to BoosterOpeningPage - reveal flow is booster-specific workflow coordination
// Single event for reveal flow completion
public event Action<CardContext> OnRevealFlowComplete;
// Generic drag event - fired when drag starts, consumers decide how to handle based on current state
public event Action<CardContext> OnDragStarted;
// Generic drag end event - fired when drag ends, consumers decide how to handle based on current state
public event Action<CardContext> OnDragEnded;
// TODO: Move to booster-specific states - this tracks reveal workflow completion
private bool _hasCompletedReveal = false;
public bool HasCompletedReveal => _hasCompletedReveal;
// TODO: Move to booster-specific states - workflow coordination method
// Helper method for states to signal completion
public void NotifyRevealComplete()
{
if (!_hasCompletedReveal)
{
_hasCompletedReveal = true;
OnRevealFlowComplete?.Invoke(this);
}
}
// Helper method for states/card to signal drag started
public void NotifyDragStarted()
{
OnDragStarted?.Invoke(this);
}
// Helper method for states/card to signal drag ended
public void NotifyDragEnded()
{
OnDragEnded?.Invoke(this);
}
private void Awake()
{
// Auto-find components if not assigned
if (cardDisplay == null)
cardDisplay = GetComponentInChildren<CardDisplay>();
if (cardAnimator == null)
cardAnimator = GetComponent<CardAnimator>();
if (stateMachine == null)
stateMachine = GetComponentInChildren<AppleMachine>();
}
private void OnEnable()
{
// Subscribe to CardDisplay click and route to active state
if (cardDisplay != null)
{
cardDisplay.OnCardClicked += HandleCardDisplayClicked;
}
}
private void OnDisable()
{
if (cardDisplay != null)
{
cardDisplay.OnCardClicked -= HandleCardDisplayClicked;
}
}
private void HandleCardDisplayClicked(CardDisplay _)
{
// Gate by clickability
if (!IsClickable) return;
if (stateMachine == null || stateMachine.currentState == null) return;
var handler = stateMachine.currentState.GetComponent<ICardClickHandler>();
if (handler != null)
{
handler.OnCardClicked(this);
}
}
/// <summary>
/// Setup the card with data
/// </summary>
public void SetupCard(CardData data)
{
cardData = data;
_hasCompletedReveal = false; // Reset completion flag
// Capture original transform for shrink animations.
// If current scale is ~0 (pop-in staging), default to Vector3.one.
var currentScale = transform.localScale;
if (currentScale.x < 0.01f && currentScale.y < 0.01f && currentScale.z < 0.01f)
{
OriginalScale = Vector3.one;
}
else
{
OriginalScale = currentScale;
}
OriginalPosition = transform.localPosition;
OriginalRotation = transform.localRotation;
if (cardDisplay != null)
{
cardDisplay.SetupCard(data);
}
}
/// <summary>
/// Get the card display component
/// </summary>
public CardDisplay GetCardDisplay() => cardDisplay;
}
}

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using Core.SaveLoad;
namespace UI.CardSystem.StateMachine
{
/// <summary>
/// Card state machine that opts out of save system.
/// Cards are transient UI elements that don't need persistence.
/// </summary>
public class CardStateMachine : AppleMachine
{
/// <summary>
/// Opt out of save/load system - cards are transient and spawned from data.
/// </summary>
public override bool ShouldParticipateInSave()
{
return false;
}
}
}

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fileFormatVersion: 2
guid: 87ed5616041a4d878f452a8741e1eeab
timeCreated: 1763385180

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namespace UI.CardSystem.StateMachine
{
/// <summary>
/// Implement on a state component to receive routed click events
/// from CardContext/CardDisplay.
/// </summary>
public interface ICardClickHandler
{
void OnCardClicked(CardContext context);
}
}

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fileFormatVersion: 2
guid: fadf99afe6cc4785a6f45a47b4463923
timeCreated: 1763307472

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namespace UI.CardSystem.StateMachine
{
/// <summary>
/// Implement on a state component to receive routed drag events from Card.
/// Similar to ICardClickHandler but for drag behavior.
/// </summary>
public interface ICardStateDragHandler
{
/// <summary>
/// Called when drag starts. Return true to handle drag (prevent default DraggingState transition).
/// </summary>
bool OnCardDragStarted(CardContext context);
/// <summary>
/// Called when drag ends. Return true to handle drag end (prevent default state transitions).
/// </summary>
bool OnCardDragEnded(CardContext context);
}
}

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fileFormatVersion: 2
guid: fc610b791f43409e8231085a70514e2c
timeCreated: 1763374419

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fileFormatVersion: 2
guid: 43f3b0a00e934598a6a58abad11930a4
timeCreated: 1762884650

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using Core;
using Core.SaveLoad;
using UnityEngine;
using AppleHills.Core.Settings;
namespace UI.CardSystem.StateMachine.States
{
/// <summary>
/// Album enlarged state - card is enlarged when clicked from album slot.
/// Different from EnlargedNewState as it doesn't show "NEW" badge.
/// </summary>
public class CardAlbumEnlargedState : AppleState, ICardClickHandler
{
private CardContext _context;
private ICardSystemSettings _settings;
private Vector3 _originalScale;
private Transform _originalParent;
private Vector3 _originalLocalPosition;
private Quaternion _originalLocalRotation;
// Events for page to manage backdrop and reparenting
public event System.Action<CardAlbumEnlargedState> OnEnlargeRequested;
public event System.Action<CardAlbumEnlargedState> OnShrinkRequested;
private void Awake()
{
_context = GetComponentInParent<CardContext>();
_settings = GameManager.GetSettingsObject<ICardSystemSettings>();
}
public override void OnEnterState()
{
// Ensure card front is visible and facing camera
if (_context.CardDisplay != null)
{
_context.CardDisplay.gameObject.SetActive(true);
_context.CardDisplay.transform.localRotation = Quaternion.Euler(0, 0, 0);
}
// Store original transform for restoration
_originalScale = _context.RootTransform.localScale;
_originalParent = _context.RootTransform.parent;
_originalLocalPosition = _context.RootTransform.localPosition;
_originalLocalRotation = _context.RootTransform.localRotation;
// Notify page to show backdrop and reparent card to top layer
OnEnlargeRequested?.Invoke(this);
// Enlarge the card using album scale setting
if (_context.Animator != null)
{
_context.Animator.PlayEnlarge(_settings.AlbumCardEnlargedScale);
}
Logging.Debug($"[CardAlbumEnlargedState] Card enlarged from album: {_context.CardData?.Name}");
}
public void OnCardClicked(CardContext context)
{
// Click to shrink back
Logging.Debug($"[CardAlbumEnlargedState] Card clicked while enlarged, shrinking back");
// Notify page to prepare for shrink
OnShrinkRequested?.Invoke(this);
// Shrink animation, then transition back
if (context.Animator != null)
{
context.Animator.PlayShrink(_originalScale, onComplete: () =>
{
context.StateMachine.ChangeState("PlacedInSlotState");
});
}
else
{
context.StateMachine.ChangeState("PlacedInSlotState");
}
}
/// <summary>
/// Get original parent for restoration
/// </summary>
public Transform GetOriginalParent() => _originalParent;
/// <summary>
/// Get original local position for restoration
/// </summary>
public Vector3 GetOriginalLocalPosition() => _originalLocalPosition;
/// <summary>
/// Get original local rotation for restoration
/// </summary>
public Quaternion GetOriginalLocalRotation() => _originalLocalRotation;
private void OnDisable()
{
// Restore original scale when exiting
if (_context?.RootTransform != null)
{
_context.RootTransform.localScale = _originalScale;
}
}
}
}

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fileFormatVersion: 2
guid: 5f33526d9bb8458d8dc5ba41a88561da
timeCreated: 1762884900

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

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fileFormatVersion: 2
guid: ce2483293cdd4680b5095afc1fcb2fde
timeCreated: 1763322199

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using Core.SaveLoad;
using UnityEngine;
using Core;
using AppleHills.Core.Settings;
namespace UI.CardSystem.StateMachine.States
{
/// <summary>
/// Dragging state - provides visual feedback when card is being dragged.
/// The actual drag logic is handled by Card.cs (inherits from DraggableObject).
/// This state only manages visual scaling during drag.
/// </summary>
public class CardDraggingState : AppleState
{
private CardContext _context;
private ICardSystemSettings _settings;
private Vector3 _originalScale;
private void Awake()
{
_context = GetComponentInParent<CardContext>();
_settings = GameManager.GetSettingsObject<ICardSystemSettings>();
}
public override void OnEnterState()
{
// Ensure card front is visible and facing camera (in case we transitioned from an unexpected state)
if (_context.CardDisplay != null)
{
_context.CardDisplay.gameObject.SetActive(true);
_context.CardDisplay.transform.localRotation = Quaternion.Euler(0, 0, 0);
}
// Store original scale
_originalScale = _context.RootTransform.localScale;
// Scale up slightly during drag for visual feedback
// DraggableObject handles actual position updates
_context.RootTransform.localScale = _originalScale * _settings.DragScale;
Logging.Debug($"[CardDraggingState] Entered drag state for card: {_context.CardData?.Name}, scale: {_settings.DragScale}");
}
private void OnDisable()
{
// Restore original scale when exiting drag
if (_context?.RootTransform != null)
{
_context.RootTransform.localScale = _originalScale;
}
}
}
}

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fileFormatVersion: 2
guid: b17e4e1d7139446c9c4e0a813067331c
timeCreated: 1762884899

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// filepath: Assets/Scripts/UI/CardSystem/StateMachine/States/CardEnlargedLegendaryRepeatState.cs
using Core;
using Core.SaveLoad;
using UnityEngine;
using AppleHills.Core.Settings;
namespace UI.CardSystem.StateMachine.States
{
/// <summary>
/// Enlarged state specifically for Legendary rarity presentation after an upgrade.
/// Shows the legendary card enlarged and awaits a click to shrink back to revealed state.
/// </summary>
public class CardEnlargedLegendaryRepeatState : AppleState, ICardClickHandler
{
private CardContext _context;
private void Awake()
{
_context = GetComponentInParent<CardContext>();
}
public override void OnEnterState()
{
// Ensure card front is visible and facing camera
if (_context.CardDisplay != null)
{
_context.CardDisplay.gameObject.SetActive(true);
_context.CardDisplay.transform.localRotation = Quaternion.Euler(0, 0, 0);
}
// Card is already enlarged from EnlargedRepeatState, so no need to enlarge again
// Just await click to dismiss
Logging.Debug($"[CardEnlargedLegendaryRepeatState] Legendary card enlarged: {_context.CardData?.Name}");
}
public void OnCardClicked(CardContext context)
{
// Click to shrink to original scale and go to revealed state
if (context.Animator != null)
{
context.Animator.PlayShrink(context.OriginalScale, onComplete: () =>
{
context.StateMachine.ChangeState("RevealedState");
});
}
else
{
context.StateMachine.ChangeState("RevealedState");
}
}
}
}

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fileFormatVersion: 2
guid: 874e5574663a48b8a4feb3192821679a
timeCreated: 1763319614

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using Core.SaveLoad;
using UnityEngine;
using AppleHills.Core.Settings;
using Core;
namespace UI.CardSystem.StateMachine.States
{
/// <summary>
/// Enlarged state for NEW cards - shows "NEW CARD" badge and waits for tap to dismiss.
/// Owns the NewCardBadge as a child GameObject.
/// </summary>
public class CardEnlargedNewState : AppleState, ICardClickHandler
{
[Header("State-Owned Visuals")]
[SerializeField] private GameObject newCardBadge;
private CardContext _context;
private ICardSystemSettings _settings;
private void Awake()
{
_context = GetComponentInParent<CardContext>();
_settings = GameManager.GetSettingsObject<ICardSystemSettings>();
}
public override void OnEnterState()
{
// Ensure card front is visible and facing camera
if (_context.CardDisplay != null)
{
_context.CardDisplay.gameObject.SetActive(true);
_context.CardDisplay.transform.localRotation = Quaternion.Euler(0, 0, 0);
}
// Check if we're already enlarged (coming from upgrade flow)
bool alreadyEnlarged = _context.RootTransform.localScale.x >= _settings.NewCardEnlargedScale * 0.9f;
if (!alreadyEnlarged)
{
// Normal flow - enlarge the card
if (_context.Animator != null)
{
_context.Animator.PlayEnlarge(_settings.NewCardEnlargedScale);
}
}
// Show NEW badge
if (newCardBadge != null)
{
newCardBadge.SetActive(true);
}
}
public void OnCardClicked(CardContext context)
{
// Tap to dismiss - shrink back to original scale and transition to revealed state
if (context.Animator != null)
{
context.Animator.PlayShrink(context.OriginalScale, onComplete: () =>
{
context.StateMachine.ChangeState("RevealedState");
});
}
else
{
// Fallback if no animator
context.StateMachine.ChangeState("RevealedState");
}
}
private void OnDisable()
{
// Hide NEW badge when leaving state
if (newCardBadge != null)
{
newCardBadge.SetActive(false);
}
}
}
}

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fileFormatVersion: 2
guid: 698741a53f314b598af359a81d914ed3
timeCreated: 1762884651

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using Core.SaveLoad;
using UnityEngine;
using AppleHills.Core.Settings;
using Core;
using AppleHills.Data.CardSystem;
namespace UI.CardSystem.StateMachine.States
{
/// <summary>
/// Enlarged state for REPEAT cards - shows progress bar toward next rarity upgrade.
/// Uses ProgressBarController to animate progress filling.
/// Auto-upgrades card when threshold is reached.
/// </summary>
public class CardEnlargedRepeatState : AppleState, ICardClickHandler
{
[Header("State-Owned Visuals")]
[SerializeField] private ProgressBarController progressBar;
private CardContext _context;
private ICardSystemSettings _settings;
private bool _waitingForTap = false;
private void Awake()
{
_context = GetComponentInParent<CardContext>();
_settings = GameManager.GetSettingsObject<ICardSystemSettings>();
}
public override void OnEnterState()
{
// Ensure card front is visible and facing camera
if (_context.CardDisplay != null)
{
_context.CardDisplay.gameObject.SetActive(true);
_context.CardDisplay.transform.localRotation = Quaternion.Euler(0, 0, 0);
}
_waitingForTap = false;
// Query current collection state for this card
bool isNew = Data.CardSystem.CardSystemManager.Instance.IsCardNew(_context.CardData, out CardData existingCard);
int currentOwnedCount = (existingCard != null) ? existingCard.CopiesOwned : 0;
// Show progress bar
if (progressBar != null)
{
progressBar.gameObject.SetActive(true);
int currentCount = currentOwnedCount + 1; // +1 because we just got this card
int maxCount = _settings.CardsToUpgrade;
progressBar.ShowProgress(currentCount, maxCount, OnProgressComplete);
}
else
{
Logging.Warning("[CardEnlargedRepeatState] ProgressBar component not assigned!");
OnProgressComplete();
}
// Enlarge the card
if (_context.Animator != null)
{
_context.Animator.PlayEnlarge(_settings.NewCardEnlargedScale);
}
}
private void OnProgressComplete()
{
// Query current state again to determine if upgrade is triggered
Data.CardSystem.CardSystemManager.Instance.IsCardNew(_context.CardData, out CardData existingCard);
int currentOwnedCount = (existingCard != null) ? existingCard.CopiesOwned : 0;
int countWithThisCard = currentOwnedCount + 1;
bool willUpgrade = (_context.CardData.Rarity < AppleHills.Data.CardSystem.CardRarity.Legendary) &&
(countWithThisCard >= _settings.CardsToUpgrade);
if (willUpgrade)
{
Logging.Debug($"[CardEnlargedRepeatState] Card will trigger upgrade! ({countWithThisCard}/{_settings.CardsToUpgrade})");
TriggerUpgrade();
}
else
{
// No upgrade - just wait for tap to dismiss
Logging.Debug($"[CardEnlargedRepeatState] Progress shown ({countWithThisCard}/{_settings.CardsToUpgrade}), waiting for tap to dismiss");
_waitingForTap = true;
}
}
private void TriggerUpgrade()
{
CardData cardData = _context.CardData;
CardRarity oldRarity = cardData.Rarity;
CardRarity newRarity = oldRarity + 1;
Logging.Debug($"[CardEnlargedRepeatState] Upgrading card from {oldRarity} to {newRarity}");
var inventory = Data.CardSystem.CardSystemManager.Instance.GetCardInventory();
// Remove lower rarity card counts (set to 1 per new rule instead of zeroing out)
CardRarity clearRarity = cardData.Rarity;
while (clearRarity < newRarity)
{
var lower = inventory.GetCard(cardData.DefinitionId, clearRarity);
if (lower != null) lower.CopiesOwned = 1; // changed from 0 to 1
clearRarity += 1;
}
// Check if higher rarity already exists BEFORE adding
CardData existingHigher = inventory.GetCard(cardData.DefinitionId, newRarity);
bool higherExists = existingHigher != null;
if (higherExists)
{
// Increment existing higher rarity copies
existingHigher.CopiesOwned += 1;
// Update our displayed card to new rarity
cardData.Rarity = newRarity;
cardData.CopiesOwned = existingHigher.CopiesOwned; // reflect correct count
if (_context.CardDisplay != null)
{
_context.CardDisplay.SetupCard(cardData);
}
// For repeat-at-higher-rarity: show a brief progress update at higher rarity while enlarged
int ownedAtHigher = existingHigher.CopiesOwned;
if (progressBar != null)
{
progressBar.ShowProgress(ownedAtHigher, _settings.CardsToUpgrade, () =>
{
// After showing higher-rarity progress, wait for tap to dismiss
_waitingForTap = true;
});
}
else
{
_waitingForTap = true;
}
}
else
{
// Create upgraded card as new rarity
CardData upgradedCard = new CardData(cardData);
upgradedCard.Rarity = newRarity;
upgradedCard.CopiesOwned = 1;
// Add to inventory
inventory.AddCard(upgradedCard);
// Update current display card to new rarity
cardData.Rarity = newRarity;
cardData.CopiesOwned = upgradedCard.CopiesOwned;
if (_context.CardDisplay != null)
{
_context.CardDisplay.SetupCard(cardData);
}
// Branch based on whether legendary or not
if (newRarity == CardRarity.Legendary)
{
// Show special enlarged legendary presentation, await click to shrink to revealed
_context.StateMachine.ChangeState("EnlargedLegendaryRepeatState");
}
else
{
// Treat as NEW at higher rarity (enlarged with NEW visuals handled there)
_context.StateMachine.ChangeState("EnlargedNewState");
}
}
}
private void TransitionToNewCardView()
{
// Hide progress bar before transitioning
if (progressBar != null)
{
progressBar.gameObject.SetActive(false);
}
// Transition to EnlargedNewState (card is already enlarged, will show NEW badge)
// State will query fresh collection data to determine if truly new
_context.StateMachine.ChangeState("EnlargedNewState");
}
public void OnCardClicked(CardContext context)
{
if (!_waitingForTap)
return;
// Tap to dismiss - shrink back to original scale and transition to revealed state
if (context.Animator != null)
{
context.Animator.PlayShrink(context.OriginalScale, onComplete: () =>
{
context.StateMachine.ChangeState("RevealedState");
});
}
else
{
context.StateMachine.ChangeState("RevealedState");
}
}
private void OnDisable()
{
// Hide progress bar when leaving state
if (progressBar != null)
{
progressBar.gameObject.SetActive(false);
}
}
}
}

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fileFormatVersion: 2
guid: 257f0c81caa14481812a8ca0397bf567
timeCreated: 1762884651

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using Core.SaveLoad;
using Pixelplacement.TweenSystem;
using UnityEngine;
using UnityEngine.EventSystems;
using AppleHills.Core.Settings;
using AppleHills.Data.CardSystem;
using Core;
namespace UI.CardSystem.StateMachine.States
{
/// <summary>
/// Idle state - card back is showing with gentle hover animation.
/// Waiting for click to flip and reveal.
/// Based on FlippableCard's idle behavior.
/// </summary>
public class CardIdleState : AppleState, ICardClickHandler, IPointerEnterHandler, IPointerExitHandler, IPointerClickHandler
{
[Header("State-Owned Visuals")]
[SerializeField] private GameObject cardBackVisual;
[Header("Idle Hover Settings")]
[SerializeField] private bool enableIdleHover = true;
private CardContext _context;
private ICardSystemSettings _settings;
private TweenBase _idleHoverTween;
private Vector2 _originalPosition;
private void Awake()
{
_context = GetComponentInParent<CardContext>();
_settings = GameManager.GetSettingsObject<ICardSystemSettings>();
}
public override void OnEnterState()
{
// Show card back, hide card front
if (cardBackVisual != null)
{
cardBackVisual.SetActive(true);
// Ensure card back is at 0° rotation (facing camera)
cardBackVisual.transform.localRotation = Quaternion.Euler(0, 0, 0);
}
if (_context.CardDisplay != null)
{
_context.CardDisplay.gameObject.SetActive(false);
// Ensure card front starts at 180° rotation (flipped away)
_context.CardDisplay.transform.localRotation = Quaternion.Euler(0, 180, 0);
}
// Save original position for hover animation
RectTransform rectTransform = _context.RootTransform.GetComponent<RectTransform>();
if (rectTransform != null)
{
_originalPosition = rectTransform.anchoredPosition;
}
// Start idle hover animation
if (enableIdleHover && _context.Animator != null)
{
_idleHoverTween = _context.Animator.StartIdleHover(_settings.IdleHoverHeight, _settings.IdleHoverDuration);
}
}
public void OnPointerEnter(PointerEventData eventData)
{
// Scale up slightly on hover
if (_context.Animator != null)
{
_context.Animator.AnimateScale(Vector3.one * _settings.HoverScaleMultiplier, 0.2f);
}
}
public void OnPointerExit(PointerEventData eventData)
{
// Scale back to normal
if (_context.Animator != null)
{
_context.Animator.AnimateScale(Vector3.one, 0.2f);
}
}
public void OnCardClicked(CardContext context)
{
// Check if card is clickable (prevents multi-flip in booster opening)
if (!context.IsClickable)
{
Logging.Debug($"[CardIdleState] Card is not clickable, ignoring click");
return;
}
// Stop idle hover and pointer interactions
StopIdleHover();
// Play flip animation directly
if (context.Animator != null)
{
context.Animator.PlayFlip(
cardBack: cardBackVisual != null ? cardBackVisual.transform : null,
cardFront: context.CardDisplay != null ? context.CardDisplay.transform : null,
onComplete: OnFlipComplete
);
context.Animator.PlayFlipScalePunch();
}
}
public void OnPointerClick(PointerEventData eventData)
{
// Forward to same logic as routed click to keep behavior unified
OnCardClicked(_context);
}
private void OnFlipComplete()
{
// Query current collection state from CardSystemManager (don't use cached values)
bool isNew = Data.CardSystem.CardSystemManager.Instance.IsCardNew(_context.CardData, out CardData existingCard);
// Transition based on whether this is a new card or repeat
if (isNew)
{
// New card - show "NEW" badge and enlarge
_context.StateMachine.ChangeState("EnlargedNewState");
}
else if (_context.CardData != null && _context.CardData.Rarity == AppleHills.Data.CardSystem.CardRarity.Legendary)
{
// Legendary repeat - skip enlarge, they can't upgrade
// Add to inventory and move to revealed state
if (Data.CardSystem.CardSystemManager.Instance != null)
{
Data.CardSystem.CardSystemManager.Instance.AddCardToInventoryDelayed(_context.CardData);
}
_context.StateMachine.ChangeState("RevealedState");
}
else
{
// Repeat card - show progress toward upgrade
_context.StateMachine.ChangeState("EnlargedRepeatState");
}
}
private void StopIdleHover()
{
if (_idleHoverTween != null)
{
_idleHoverTween.Stop();
_idleHoverTween = null;
// Return to original position
RectTransform rectTransform = _context.RootTransform.GetComponent<RectTransform>();
if (rectTransform != null && _context.Animator != null)
{
_context.Animator.AnimateAnchoredPosition(_originalPosition, 0.3f);
}
}
}
private void OnDisable()
{
// Stop idle hover animation when leaving state
StopIdleHover();
// Reset scale
if (_context?.Animator != null)
{
_context.Animator.AnimateScale(Vector3.one, 0.2f);
}
// Hide card back when leaving state
if (cardBackVisual != null)
{
cardBackVisual.SetActive(false);
}
}
}
}

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fileFormatVersion: 2
guid: 7da1bdc06be348f2979d3b92cc7ce723
timeCreated: 1762884650

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

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fileFormatVersion: 2
guid: 6fab9d595905435b82253cd4d1bf49de
timeCreated: 1763322180

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

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fileFormatVersion: 2
guid: 11a4dc9bbeed4623baf1675ab5679bd9
timeCreated: 1762884899

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using AppleHills.Data.CardSystem;
using Core.SaveLoad;
using UnityEngine;
namespace UI.CardSystem.StateMachine.States
{
/// <summary>
/// Revealed state - card is flipped and visible at normal size.
/// This is the "waiting" state:
/// - In booster flow: waiting for all cards to finish before animating to album
/// - In album placement flow: waiting to be dragged to a slot
/// Shows small idle badges for NEW or REPEAT cards.
/// </summary>
public class CardRevealedState : AppleState
{
[Header("State-Owned Visuals")]
[SerializeField] private UnityEngine.GameObject newCardIdleBadge;
[SerializeField] private UnityEngine.GameObject repeatCardIdleBadge;
private CardContext _context;
private void Awake()
{
_context = GetComponentInParent<CardContext>();
}
public override void OnEnterState()
{
// Ensure card front is visible and facing camera
if (_context.CardDisplay != null)
{
_context.CardDisplay.gameObject.SetActive(true);
_context.CardDisplay.transform.localRotation = Quaternion.Euler(0, 0, 0);
}
// Show appropriate idle badge unless suppressed
if (_context.SuppressRevealBadges)
{
if (newCardIdleBadge != null) newCardIdleBadge.SetActive(false);
if (repeatCardIdleBadge != null) repeatCardIdleBadge.SetActive(false);
}
else
{
bool isNew = Data.CardSystem.CardSystemManager.Instance.IsCardNew(_context.CardData, out CardData existingCard);
int currentOwnedCount = (existingCard != null) ? existingCard.CopiesOwned : 0;
if (isNew)
{
if (newCardIdleBadge != null) newCardIdleBadge.SetActive(true);
if (repeatCardIdleBadge != null) repeatCardIdleBadge.SetActive(false);
}
else if (currentOwnedCount > 0)
{
if (newCardIdleBadge != null) newCardIdleBadge.SetActive(false);
if (repeatCardIdleBadge != null) repeatCardIdleBadge.SetActive(true);
}
else
{
if (newCardIdleBadge != null) newCardIdleBadge.SetActive(false);
if (repeatCardIdleBadge != null) repeatCardIdleBadge.SetActive(false);
}
}
// Fire reveal flow complete event (signals booster page that this card is done)
_context.NotifyRevealComplete();
}
private void OnDisable()
{
// Hide badges when leaving state
if (newCardIdleBadge != null)
newCardIdleBadge.SetActive(false);
if (repeatCardIdleBadge != null)
repeatCardIdleBadge.SetActive(false);
}
}
}

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fileFormatVersion: 2
guid: 891aad90d6cc41869e497f94d1408859
timeCreated: 1762884650

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