Compare commits

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23 Commits

Author SHA1 Message Date
Michal Adam Pikulski
3e833b8991 Working card system 2025-10-20 16:33:58 +02:00
Michal Adam Pikulski
83b5c8994d Kind of working booster packs 2025-10-20 16:33:58 +02:00
Michal Adam Pikulski
32f726d229 Second draft of the consolidated card system 2025-10-20 16:33:58 +02:00
Michal Adam Pikulski
542dd9a4b7 First draft of the consolidated card system 2025-10-20 16:33:58 +02:00
Michal Adam Pikulski
07750dd5ba Add AlbumViewPage prefab 2025-10-20 16:33:58 +02:00
Michal Pikulski
80005e6b7d Setup more of the card system stuff 2025-10-20 16:33:58 +02:00
Michal Pikulski
b1df36d48c Add prefabs for main menu and album page 2025-10-20 16:33:58 +02:00
Michal Pikulski
6c23d1bcfa Add implementation plan and main UI for the card system 2025-10-20 16:33:58 +02:00
Michal Pikulski
44e1833aea Add backpack 2025-10-20 16:33:58 +02:00
Michal Pikulski
ed9f2d6c6d First go at the card UI 2025-10-20 16:33:58 +02:00
7f3dccf1ea Merge branch 'main' of https://homelab.tailf7f81b.ts.net/tschesky/AppleHillsProduction 2025-10-20 16:21:37 +02:00
c07f64ea4f Spatial lawnmower audio implemented 2025-10-20 16:21:32 +02:00
51d886c757 Merge pull request 'Implementing the Flash when taking pictures' (#37) from implementingFlash into main
Reviewed-on: #37
2025-10-20 14:19:32 +00:00
9df43b8f53 Implemented Flash Feedback to the Diving Minigame 2025-10-20 16:19:08 +02:00
b49bb43f79 AnneLise bird counter implemented 2025-10-20 13:57:38 +02:00
6e5a6c049f Underwater rushed audio job 2025-10-17 16:31:23 +02:00
f465e50197 Merge branch 'audio' 2025-10-17 16:16:01 +02:00
9c1a0fdc4c Merge branch 'main' of https://homelab.tailf7f81b.ts.net/tschesky/AppleHillsProduction 2025-10-17 16:15:50 +02:00
594a9815cc AnneLise guidance 2025-10-17 16:15:43 +02:00
Michal Pikulski
0557ddd3dc Add prompt when dialogue 2025-10-17 15:35:25 +02:00
Michal Pikulski
c3c9fd95a4 Add audio to dialogues 2025-10-17 15:20:51 +02:00
2fe872d8dc Merge pull request 'damianContentFreeze' (#35) from damianContentFreeze into main
Reviewed-on: #35
2025-10-17 13:16:12 +00:00
99dc459aa0 Added lake ambience 2025-10-17 15:02:31 +02:00
162 changed files with 16482 additions and 790 deletions

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type: {class: 'Constant`1[[System.Boolean, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: Unity.GraphToolkit.Internal.Editor}
data:

View File

@@ -89,6 +89,7 @@ MonoBehaviour:
_contentType: 1
_text:
_image: {fileID: 1487011052474782424, guid: f489e2c9ce64ff34aa3c7a91a4edbd77, type: 3}
_audio: {fileID: 0}
- rid: 4008004961314799763
type: {class: 'Constant`1[[System.Boolean, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: Unity.GraphToolkit.Internal.Editor}
data:
@@ -167,6 +168,7 @@ MonoBehaviour:
_contentType: 1
_text:
_image: {fileID: 1487011052474782424, guid: f489e2c9ce64ff34aa3c7a91a4edbd77, type: 3}
_audio: {fileID: 0}
- rid: 7772910664224079994
type: {class: GraphModelImp, ns: Unity.GraphToolkit.Editor.Implementation, asm: Unity.GraphToolkit.Editor}
data:

View File

@@ -1123,6 +1123,7 @@ MonoBehaviour:
_contentType: 0
_text: Hey boy, go on and pick up that ass over there!
_image: {fileID: 0}
_audio: {fileID: 0}
- rid: 7545629632211976304
type: {class: 'Constant`1[[Dialogue.DialogueContent, AppleHillsScripts]]', ns: Unity.GraphToolkit.Editor, asm: Unity.GraphToolkit.Internal.Editor}
data:
@@ -1130,6 +1131,7 @@ MonoBehaviour:
_contentType: 0
_text: "Go on, it's right there!\t\t"
_image: {fileID: 0}
_audio: {fileID: 0}
- rid: 7545629632211976305
type: {class: 'Constant`1[[Dialogue.DialogueContent, AppleHillsScripts]]', ns: Unity.GraphToolkit.Editor, asm: Unity.GraphToolkit.Internal.Editor}
data:
@@ -1137,6 +1139,7 @@ MonoBehaviour:
_contentType: 0
_text: I need ASS!
_image: {fileID: 0}
_audio: {fileID: 0}
- rid: 7545629632211976306
type: {class: 'Constant`1[[Dialogue.DialogueContent, AppleHillsScripts]]', ns: Unity.GraphToolkit.Editor, asm: Unity.GraphToolkit.Internal.Editor}
data:
@@ -1144,6 +1147,7 @@ MonoBehaviour:
_contentType: 0
_text: C'mon, don't be like this!
_image: {fileID: 0}
_audio: {fileID: 0}
- rid: 7545629632211976307
type: {class: 'Constant`1[[Dialogue.DialogueContent, AppleHillsScripts]]', ns: Unity.GraphToolkit.Editor, asm: Unity.GraphToolkit.Internal.Editor}
data:
@@ -1151,6 +1155,7 @@ MonoBehaviour:
_contentType: 0
_text: Yessss, that's the stuff, now chop it!
_image: {fileID: 0}
_audio: {fileID: 0}
- rid: 7545629632211976308
type: {class: 'Constant`1[[Dialogue.DialogueContent, AppleHillsScripts]]', ns: Unity.GraphToolkit.Editor, asm: Unity.GraphToolkit.Internal.Editor}
data:
@@ -1158,6 +1163,7 @@ MonoBehaviour:
_contentType: 1
_text:
_image: {fileID: 6282751622250221668, guid: 204325ac88be74d4d882a078c64cf5e1, type: 3}
_audio: {fileID: 0}
- rid: 7545629632211976309
type: {class: 'Constant`1[[Dialogue.DialogueContent, AppleHillsScripts]]', ns: Unity.GraphToolkit.Editor, asm: Unity.GraphToolkit.Internal.Editor}
data:
@@ -1165,6 +1171,7 @@ MonoBehaviour:
_contentType: 0
_text: Chop it!!
_image: {fileID: 0}
_audio: {fileID: 0}
- rid: 7545629632211976310
type: {class: 'Constant`1[[Dialogue.DialogueContent, AppleHillsScripts]]', ns: Unity.GraphToolkit.Editor, asm: Unity.GraphToolkit.Internal.Editor}
data:
@@ -1172,6 +1179,7 @@ MonoBehaviour:
_contentType: 0
_text: Good, shit now cook!
_image: {fileID: 0}
_audio: {fileID: 0}
- rid: 7545629632211976311
type: {class: 'Constant`1[[Dialogue.DialogueContent, AppleHillsScripts]]', ns: Unity.GraphToolkit.Editor, asm: Unity.GraphToolkit.Internal.Editor}
data:
@@ -1179,6 +1187,7 @@ MonoBehaviour:
_contentType: 1
_text:
_image: {fileID: 6282751622250221668, guid: 204325ac88be74d4d882a078c64cf5e1, type: 3}
_audio: {fileID: 0}
- rid: 7545629632211976312
type: {class: 'Constant`1[[Dialogue.DialogueContent, AppleHillsScripts]]', ns: Unity.GraphToolkit.Editor, asm: Unity.GraphToolkit.Internal.Editor}
data:
@@ -1186,6 +1195,7 @@ MonoBehaviour:
_contentType: 0
_text: What exactly are you cooking?!
_image: {fileID: 0}
_audio: {fileID: 0}
- rid: 7545629632211976313
type: {class: 'Constant`1[[Dialogue.DialogueContent, AppleHillsScripts]]', ns: Unity.GraphToolkit.Editor, asm: Unity.GraphToolkit.Internal.Editor}
data:
@@ -1193,6 +1203,7 @@ MonoBehaviour:
_contentType: 0
_text: What exactly are you cooking?!
_image: {fileID: 0}
_audio: {fileID: 0}
- rid: 7545629632211976314
type: {class: 'Constant`1[[Dialogue.DialogueContent, AppleHillsScripts]]', ns: Unity.GraphToolkit.Editor, asm: Unity.GraphToolkit.Internal.Editor}
data:
@@ -1200,3 +1211,4 @@ MonoBehaviour:
_contentType: 0
_text: Yessssss, thanks!
_image: {fileID: 0}
_audio: {fileID: 0}

View File

@@ -656,6 +656,7 @@ MonoBehaviour:
_contentType: 0
_text: Some other test
_image: {fileID: 0}
_audio: {fileID: 0}
- rid: 7545629632211976295
type: {class: 'Constant`1[[Dialogue.DialogueContent, AppleHillsScripts]]', ns: Unity.GraphToolkit.Editor, asm: Unity.GraphToolkit.Internal.Editor}
data:
@@ -663,6 +664,7 @@ MonoBehaviour:
_contentType: 0
_text: Some much longer text in here etc.
_image: {fileID: 0}
_audio: {fileID: 0}
- rid: 7545629632211976296
type: {class: 'Constant`1[[Dialogue.DialogueContent, AppleHillsScripts]]', ns: Unity.GraphToolkit.Editor, asm: Unity.GraphToolkit.Internal.Editor}
data:
@@ -670,6 +672,7 @@ MonoBehaviour:
_contentType: 0
_text: Some oooother text
_image: {fileID: 0}
_audio: {fileID: 0}
- rid: 7545629632211976297
type: {class: 'Constant`1[[Dialogue.DialogueContent, AppleHillsScripts]]', ns: Unity.GraphToolkit.Editor, asm: Unity.GraphToolkit.Internal.Editor}
data:
@@ -677,6 +680,7 @@ MonoBehaviour:
_contentType: 1
_text:
_image: {fileID: -765527507412255412, guid: f70246e6148769846aaea223ec0c2a55, type: 3}
_audio: {fileID: 0}
- rid: 7545629632211976298
type: {class: 'Constant`1[[Dialogue.DialogueContent, AppleHillsScripts]]', ns: Unity.GraphToolkit.Editor, asm: Unity.GraphToolkit.Internal.Editor}
data:
@@ -684,6 +688,7 @@ MonoBehaviour:
_contentType: 0
_text: Now it's text
_image: {fileID: -9213056636207805707, guid: 00354ded9d8f8d643acc14837a229544, type: 3}
_audio: {fileID: 0}
- rid: 7545629632211976301
type: {class: 'Constant`1[[Dialogue.DialogueContent, AppleHillsScripts]]', ns: Unity.GraphToolkit.Editor, asm: Unity.GraphToolkit.Internal.Editor}
data:
@@ -691,6 +696,7 @@ MonoBehaviour:
_contentType: 0
_text: Psst, I'm just testing some stuff df
_image: {fileID: 0}
_audio: {fileID: 0}
- rid: 7545629632211976302
type: {class: 'Constant`1[[Dialogue.DialogueContent, AppleHillsScripts]]', ns: Unity.GraphToolkit.Editor, asm: Unity.GraphToolkit.Internal.Editor}
data:
@@ -698,6 +704,7 @@ MonoBehaviour:
_contentType: 1
_text:
_image: {fileID: -9213056636207805707, guid: 00354ded9d8f8d643acc14837a229544, type: 3}
_audio: {fileID: 0}
- rid: 7545629632211976322
type: {class: WireModel, ns: Unity.GraphToolkit.Editor, asm: Unity.GraphToolkit.Internal.Editor}
data:
@@ -737,6 +744,7 @@ MonoBehaviour:
_contentType: 1
_text:
_image: {fileID: -9213056636207805707, guid: 00354ded9d8f8d643acc14837a229544, type: 3}
_audio: {fileID: 0}
- rid: 7545629632211976324
type: {class: 'Constant`1[[Dialogue.DialogueContent, AppleHillsScripts]]', ns: Unity.GraphToolkit.Editor, asm: Unity.GraphToolkit.Internal.Editor}
data:
@@ -744,3 +752,4 @@ MonoBehaviour:
_contentType: 0
_text: Now it's text again and it should loop!
_image: {fileID: -9213056636207805707, guid: 00354ded9d8f8d643acc14837a229544, type: 3}
_audio: {fileID: 0}

View File

@@ -18,7 +18,7 @@ namespace AppleHills.Editor.CardSystem
// Paths
private const string CardDefinitionsPath = "Assets/Data/Cards";
private const string MenuPath = "AppleHills/Card Editor";
private const string CardUIPrefabPath = "Assets/Prefabs/UI/Cards/CardUI.prefab";
private const string CardUIPrefabPath = "Assets/Prefabs/UI/Cards/SIngleCardDisplayUI.prefab";
private const string CardVisualConfigPath = CardDefinitionsPath + "/CardVisualConfig.asset";
// Editor state

View File

@@ -11,33 +11,44 @@ namespace Dialogue.Editor
{
// Height constants
private const float TypeSelectorHeight = 20f;
private const float PropertySpacing = 2f;
private const float PropertySpacing = 2f; // Reduced spacing for tighter layout
private const float TextFieldHeight = 40f; // Taller for multi-line text
private const float ImageFieldHeight = 18f;
private const float AudioFieldHeight = 18f;
private const float PreviewHeight = 64f;
// Track the last assigned sprite to detect changes
private static Sprite lastAssignedSprite;
private static string lastAssignedPropertyPath;
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
var contentTypeProperty = property.FindPropertyRelative("_contentType");
var imageProperty = property.FindPropertyRelative("_image");
// Start with base height for type selector
var height = TypeSelectorHeight + PropertySpacing;
// Add height based on content type
if (contentTypeProperty.enumValueIndex == (int)DialogueContentType.Text)
{
height += TextFieldHeight;
height += TextFieldHeight + PropertySpacing;
}
else // Image
{
height += ImageFieldHeight;
height += ImageFieldHeight + PropertySpacing;
// Add preview height if an image is assigned
var imageProperty = property.FindPropertyRelative("_image");
// Add preview height if an image is assigned - make sure it's AFTER the image field
// but BEFORE the audio field
if (imageProperty.objectReferenceValue != null)
{
height += PropertySpacing + PreviewHeight;
height += PreviewHeight + PropertySpacing;
}
}
// Add height for audio field (always displayed)
height += AudioFieldHeight;
return height;
}
@@ -54,15 +65,58 @@ namespace Dialogue.Editor
var contentTypeProperty = property.FindPropertyRelative("_contentType");
var textProperty = property.FindPropertyRelative("_text");
var imageProperty = property.FindPropertyRelative("_image");
var audioProperty = property.FindPropertyRelative("_audio");
// Calculate rects
var typeRect = new Rect(contentRect.x, contentRect.y, contentRect.width, TypeSelectorHeight);
// Check for sprite changes and force repaint if needed
var currentSprite = imageProperty.objectReferenceValue as Sprite;
if (currentSprite != lastAssignedSprite && property.propertyPath == lastAssignedPropertyPath)
{
// Sprite changed, force a layout recalculation
EditorUtility.SetDirty(property.serializedObject.targetObject);
GUI.changed = true;
}
// Track current y position as we add controls
float currentY = contentRect.y;
// Calculate type rect
var typeRect = new Rect(contentRect.x, currentY, contentRect.width, TypeSelectorHeight);
currentY += TypeSelectorHeight + PropertySpacing;
// Calculate content field rect based on the content type
var contentHeight = contentTypeProperty.enumValueIndex == (int)DialogueContentType.Text ?
TextFieldHeight : ImageFieldHeight;
var contentFieldRect = new Rect(
contentRect.x,
contentRect.y + TypeSelectorHeight + PropertySpacing,
currentY,
contentRect.width,
contentTypeProperty.enumValueIndex == (int)DialogueContentType.Text ? TextFieldHeight : ImageFieldHeight);
contentHeight);
currentY += contentHeight + PropertySpacing;
// If we have an image and it's selected, calculate preview rect
Rect previewRect = Rect.zero;
if (contentTypeProperty.enumValueIndex == (int)DialogueContentType.Image &&
imageProperty.objectReferenceValue != null)
{
previewRect = new Rect(
contentRect.x,
currentY,
contentRect.width,
PreviewHeight);
currentY += PreviewHeight + PropertySpacing;
}
// Calculate audio field rect
var audioFieldRect = new Rect(
contentRect.x,
currentY,
contentRect.width,
AudioFieldHeight);
// Now draw all the controls
// Draw the content type dropdown
EditorGUI.PropertyField(typeRect, contentTypeProperty, GUIContent.none);
@@ -78,8 +132,27 @@ namespace Dialogue.Editor
}
else // Image
{
// Store the sprite before drawing the field to detect changes
var previousSprite = imageProperty.objectReferenceValue as Sprite;
// Draw the image field
EditorGUI.BeginChangeCheck();
EditorGUI.PropertyField(contentFieldRect, imageProperty, GUIContent.none);
if (EditorGUI.EndChangeCheck())
{
// Image changed, store the property path so we can detect which property changed
lastAssignedPropertyPath = property.propertyPath;
lastAssignedSprite = imageProperty.objectReferenceValue as Sprite;
// Force an inspector update to recalculate layout
EditorUtility.SetDirty(property.serializedObject.targetObject);
// Mark the scene as dirty to ensure serialization and proper layout refresh
if (!EditorApplication.isPlaying)
{
UnityEditor.SceneManagement.EditorSceneManager.MarkSceneDirty(
UnityEditor.SceneManagement.EditorSceneManager.GetActiveScene());
}
}
// Draw a preview if an image is assigned
if (imageProperty.objectReferenceValue != null)
@@ -87,44 +160,58 @@ namespace Dialogue.Editor
var sprite = imageProperty.objectReferenceValue as Sprite;
if (sprite != null)
{
var previewRect = new Rect(
contentRect.x,
contentFieldRect.y + contentFieldRect.height + PropertySpacing,
contentRect.width,
PreviewHeight);
// Draw the preview with preserved aspect ratio
DrawSpritePreview(previewRect, sprite);
}
}
}
// Draw the audio field (always displayed regardless of content type)
EditorGUI.PropertyField(audioFieldRect, audioProperty, new GUIContent("Audio"));
// Restore indent
EditorGUI.indentLevel = indent;
EditorGUI.EndProperty();
}
private void DrawSpritePreview(Rect position, Sprite sprite)
// Helper method to draw a sprite preview with preserved aspect ratio
private void DrawSpritePreview(Rect rect, Sprite sprite)
{
if (sprite == null || sprite.texture == null) return;
if (sprite == null || sprite.texture == null)
return;
var texture = sprite.texture;
var spriteRect = sprite.rect;
var aspectRatio = spriteRect.width / spriteRect.height;
// Calculate aspect-preserved rect
float aspectRatio = sprite.rect.width / sprite.rect.height;
float targetWidth = Mathf.Min(position.width, position.height * aspectRatio);
float targetHeight = targetWidth / aspectRatio;
// Calculate preview rect while preserving aspect ratio within our fixed area
Rect previewRect = rect;
// Center the preview
Rect previewRect = new Rect(
position.x + (position.width - targetWidth) * 0.5f,
position.y + (position.height - targetHeight) * 0.5f,
targetWidth,
targetHeight
);
// Limit the display size to the allocated space while maintaining aspect ratio
if (aspectRatio > 1f) // Wider than tall
{
previewRect.height = Mathf.Min(rect.width / aspectRatio, rect.height);
previewRect.y += (rect.height - previewRect.height) * 0.5f;
}
else // Taller than wide or square
{
previewRect.width = Mathf.Min(rect.height * aspectRatio, rect.width);
previewRect.x += (rect.width - previewRect.width) * 0.5f;
}
// Draw the sprite preview
EditorGUI.DrawPreviewTexture(previewRect, sprite.texture, null, ScaleMode.ScaleToFit);
// Constrain the preview to the allocated space
previewRect.height = Mathf.Min(previewRect.height, rect.height);
previewRect.width = Mathf.Min(previewRect.width, rect.width);
// Draw a border around the preview
GUI.Box(previewRect, GUIContent.none);
// Draw preview with a dark background for better visibility
EditorGUI.DrawRect(rect, new Color(0.1f, 0.1f, 0.1f, 1f));
GUI.DrawTexture(previewRect, texture, ScaleMode.ScaleToFit);
// Draw sprite bounds
EditorGUI.DrawRect(new Rect(previewRect.x, previewRect.y, previewRect.width, 1), Color.gray);
EditorGUI.DrawRect(new Rect(previewRect.x, previewRect.y + previewRect.height - 1, previewRect.width, 1), Color.gray);
EditorGUI.DrawRect(new Rect(previewRect.x, previewRect.y, 1, previewRect.height), Color.gray);
EditorGUI.DrawRect(new Rect(previewRect.x + previewRect.width - 1, previewRect.y, 1, previewRect.height), Color.gray);
}
}
}

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View File

@@ -11,10 +11,14 @@ public class GardenerChaseBehavior : MonoBehaviour
[SerializeField] private Animator animator;
[SerializeField] public GameObject lawnMowerRef;
private TweenBase tweenRef;
public GardenerAudioController audioController;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
tweenRef = Tween.Spline (ChaseSpline, GardenerObject, 0, 1, false, chaseDuration, chaseDelay, Tween.EaseLinear, Tween.LoopType.None, HandleTweenStarted, HandleTweenFinished);
}
void HandleTweenFinished ()

View File

@@ -9,7 +9,8 @@
"Unity.InputSystem",
"Unity.TextMeshPro",
"OptimizedRope",
"Unity.Cinemachine"
"Unity.Cinemachine",
"AudioSourceEvents"
],
"includePlatforms": [],
"excludePlatforms": [],

View File

@@ -21,6 +21,7 @@ public class LawnMowerChaseBehaviour : MonoBehaviour
public GameObject gardenerRef = null;
public Animator gardenerAnimator = null;
public bool gardenerChasing = true;
public GardenerAudioController gardenerAudioController;
void Start()
{
@@ -28,6 +29,7 @@ public class LawnMowerChaseBehaviour : MonoBehaviour
float distanceToStart = Mathf.Abs(startPercentage - 0f);
float distanceToEnd = Mathf.Abs(startPercentage - 1f);
gardenerAudioController.StartMowerSound();
if (distanceToStart < distanceToEnd)
{

View File

@@ -0,0 +1,69 @@
using UnityEngine;
using System.Collections;
public class FlashBehaviour : MonoBehaviour
{
public GameObject square; // Assign in inspector or find in Start
public float flashInDuration = 0.05f;
public float flashOutDuration = 0.2f;
private Color squareColor;
private Coroutine flashCoroutine;
private SpriteRenderer spriteRenderer;
void Start()
{
if (square == null)
square = transform.Find("Square")?.gameObject;
if (square != null)
spriteRenderer = square.GetComponent<SpriteRenderer>();
if (spriteRenderer != null)
{
squareColor = spriteRenderer.color;
squareColor.a = 0;
}
}
public void TriggerFlash()
{
if (flashCoroutine != null)
StopCoroutine(flashCoroutine);
flashCoroutine = StartCoroutine(FlashRoutine());
}
private IEnumerator FlashRoutine()
{
// Fade in
float t = 0;
while (t < flashInDuration)
{
t += Time.deltaTime;
SetAlpha(Mathf.Lerp(0, 1, t / flashInDuration));
yield return null;
}
SetAlpha(1);
// Fade out
t = 0;
while (t < flashOutDuration)
{
t += Time.deltaTime;
SetAlpha(Mathf.Lerp(1, 0, t / flashOutDuration));
yield return null;
}
SetAlpha(0);
}
private void SetAlpha(float alpha)
{
if (spriteRenderer != null)
{
squareColor.a = alpha;
spriteRenderer.color = squareColor;
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 194155c0137366c4ea64558d2601e19a

View File

@@ -50,7 +50,27 @@ namespace AppleHills.Data.CardSystem
/// </summary>
public List<CardData> GetAllCards()
{
return new List<CardData>(collectedCards.Values);
return collectedCards.Values.ToList();
}
/// <summary>
/// Clears all cards from the inventory
/// Primarily used for testing
/// </summary>
public void ClearAllCards()
{
collectedCards.Clear();
// Clear lookup dictionaries
foreach (var zone in cardsByZone.Keys)
{
cardsByZone[zone].Clear();
}
foreach (var rarity in cardsByRarity.Keys)
{
cardsByRarity[rarity].Clear();
}
}
/// <summary>

View File

@@ -1,9 +1,13 @@
using System;
using System.Collections.Generic;
using System.Linq;
using AppleHills.Data.CardSystem;
using Bootstrap;
using Core;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace Data.CardSystem
{
@@ -15,28 +19,15 @@ namespace Data.CardSystem
{
private static CardSystemManager _instance;
private static bool _isQuitting = false;
public static CardSystemManager Instance
{
get
{
if (_instance == null && Application.isPlaying && !_isQuitting)
{
_instance = FindAnyObjectByType<CardSystemManager>();
if (_instance == null)
{
var go = new GameObject("CardSystemManager");
_instance = go.AddComponent<CardSystemManager>();
DontDestroyOnLoad(go);
}
}
return _instance;
}
}
public static CardSystemManager Instance => _instance;
[Header("Card Collection")]
[SerializeField] private List<CardDefinition> availableCards = new List<CardDefinition>();
[Header("Auto-Loading Configuration")]
[SerializeField] private bool autoLoadCardDefinitions = true;
[SerializeField] private string cardDataPath = "Data/Cards";
// Runtime data - will be serialized for save/load
[SerializeField] private CardInventory playerInventory = new CardInventory();
@@ -51,14 +42,13 @@ namespace Data.CardSystem
private void Awake()
{
if (_instance != null && _instance != this)
{
Destroy(gameObject);
return;
}
_instance = this;
DontDestroyOnLoad(gameObject);
// Auto-load card definitions if enabled
if (autoLoadCardDefinitions)
{
LoadCardDefinitionsFromFolder();
}
// Build lookup dictionary
BuildDefinitionLookup();
@@ -78,6 +68,47 @@ namespace Data.CardSystem
_isQuitting = true;
}
/// <summary>
/// Loads all card definitions from the specified folder
/// </summary>
private void LoadCardDefinitionsFromFolder()
{
// Initialize list if needed
if (availableCards == null)
{
availableCards = new List<CardDefinition>();
}
#if UNITY_EDITOR
// In editor we can load assets directly from the project folder
string folderPath = "Assets/" + cardDataPath;
string[] guids = AssetDatabase.FindAssets("t:CardDefinition", new[] { folderPath });
List<CardDefinition> loadedDefinitions = new List<CardDefinition>();
foreach (string guid in guids)
{
string assetPath = AssetDatabase.GUIDToAssetPath(guid);
CardDefinition cardDef = AssetDatabase.LoadAssetAtPath<CardDefinition>(assetPath);
if (cardDef != null && !string.IsNullOrEmpty(cardDef.Id))
{
loadedDefinitions.Add(cardDef);
}
}
// Replace the existing list with loaded definitions
availableCards = loadedDefinitions;
#else
// In build, load from Resources folder
CardDefinition[] resourceCards = Resources.LoadAll<CardDefinition>(cardDataPath);
if (resourceCards != null && resourceCards.Length > 0)
{
availableCards = resourceCards.Where(card => card != null && !string.IsNullOrEmpty(card.Id)).ToList();
}
#endif
Logging.Debug($"[CardSystemManager] Loaded {availableCards.Count} card definitions from {cardDataPath}");
}
/// <summary>
/// Builds a lookup dictionary for quick access to card definitions by ID
/// </summary>
@@ -297,5 +328,79 @@ namespace Data.CardSystem
return (float)collectedInZone / totalInZone * 100f;
}
/// <summary>
/// Returns all available card definitions in the system
/// </summary>
public List<CardDefinition> GetAllCardDefinitions()
{
return new List<CardDefinition>(availableCards);
}
/// <summary>
/// Returns direct access to the player's card inventory
/// For advanced operations and testing
/// </summary>
public CardInventory GetCardInventory()
{
return playerInventory;
}
/// <summary>
/// Returns cards filtered by both zone and rarity
/// </summary>
public List<CardData> GetCardsByZoneAndRarity(CardZone zone, CardRarity rarity)
{
List<CardData> zoneCards = GetCardsByZone(zone);
return zoneCards.FindAll(c => c.Rarity == rarity);
}
/// <summary>
/// Returns the count of cards by rarity
/// </summary>
public int GetCardCountByRarity(CardRarity rarity)
{
return playerInventory.GetCardsByRarity(rarity).Count;
}
/// <summary>
/// Returns the count of cards by zone
/// </summary>
public int GetCardCountByZone(CardZone zone)
{
return playerInventory.GetCardsByZone(zone).Count;
}
/// <summary>
/// Gets the total number of card definitions available in the system
/// </summary>
public int GetTotalCardDefinitionsCount()
{
return availableCards.Count;
}
/// <summary>
/// Gets the total collection completion percentage (0-100)
/// </summary>
public float GetTotalCompletionPercentage()
{
if (availableCards.Count == 0) return 0;
return (float)GetUniqueCardCount() / availableCards.Count * 100f;
}
/// <summary>
/// Gets total completion percentage for a specific rarity (0-100)
/// </summary>
public float GetRarityCompletionPercentage(CardRarity rarity)
{
// Count available cards of this rarity
int totalOfRarity = availableCards.FindAll(c => c.Rarity == rarity).Count;
if (totalOfRarity == 0) return 0;
// Count collected cards of this rarity
int collectedOfRarity = playerInventory.GetCardsByRarity(rarity).Count;
return (float)collectedOfRarity / totalOfRarity * 100f;
}
}
}

View File

@@ -9,6 +9,7 @@ using PuzzleS;
namespace Dialogue
{
[AddComponentMenu("AppleHills/Dialogue/Dialogue Component")]
[RequireComponent(typeof(AudioSource))]
public class DialogueComponent : MonoBehaviour
{
[SerializeField] private RuntimeDialogueGraph dialogueGraph;
@@ -17,6 +18,7 @@ namespace Dialogue
private int currentLineIndex;
private bool initialized = false;
private SpeechBubble speechBubble;
private AudioSource audioSource;
// Flag to track when a condition has been met but dialogue hasn't advanced yet
private bool _conditionSatisfiedPendingAdvance = false;
@@ -35,6 +37,15 @@ namespace Dialogue
private void Start()
{
// Get required components
audioSource = GetComponent<AudioSource>();
speechBubble = GetComponentInChildren<SpeechBubble>();
if (speechBubble == null)
{
Debug.LogError("SpeechBubble component is missing on Dialogue Component");
}
// Register for global events
if (PuzzleManager.Instance != null)
PuzzleManager.Instance.OnStepCompleted += OnAnyPuzzleStepCompleted;
@@ -49,13 +60,6 @@ namespace Dialogue
ItemManager.Instance.OnItemsCombined += OnAnyItemsCombined;
}
speechBubble = GetComponentInChildren<SpeechBubble>();
if (speechBubble == null)
{
Debug.LogError("SpeechBubble component is missing on Dialogue Component");
}
// Auto-start the dialogue
// StartDialogue();
@@ -88,6 +92,9 @@ namespace Dialogue
// and pass whether there are more lines available for prompt display
speechBubble.DisplayDialogueContent(content, HasAnyLines());
// Play audio if available
PlayDialogueAudio(content.Audio);
// Log the content type for debugging
Logging.Debug($"Displaying content type: {content.ContentType} - {(content.ContentType == DialogueContentType.Text ? content.Text : content.Image?.name)}");
}
@@ -101,7 +108,28 @@ namespace Dialogue
Logging.Debug($"Displaying legacy text: {line}");
}
}
/// <summary>
/// Play the audio clip for the current dialogue content
/// </summary>
/// <param name="clip">Audio clip to play</param>
private void PlayDialogueAudio(AudioClip clip)
{
// Stop any currently playing audio
if (audioSource.isPlaying)
{
audioSource.Stop();
}
// Play the new clip if it exists
if (clip != null)
{
audioSource.clip = clip;
audioSource.Play();
Logging.Debug($"Playing dialogue audio: {clip.name}");
}
}
/// <summary>
/// Get the current dialogue content (text or image)
/// </summary>

View File

@@ -21,6 +21,7 @@ namespace Dialogue
[SerializeField] private DialogueContentType _contentType = DialogueContentType.Text;
[SerializeField] private string _text = string.Empty;
[SerializeField] private Sprite _image = null;
[SerializeField] private AudioClip _audio = null;
/// <summary>
/// The type of content this entry contains
@@ -37,16 +38,23 @@ namespace Dialogue
/// </summary>
public Sprite Image => _image;
/// <summary>
/// The audio clip to play with this content
/// </summary>
public AudioClip Audio => _audio;
/// <summary>
/// Create text content
/// </summary>
/// <param name="text">The text to display</param>
public static DialogueContent CreateText(string text)
/// <param name="audio">Optional audio clip to play</param>
public static DialogueContent CreateText(string text, AudioClip audio = null)
{
return new DialogueContent
{
_contentType = DialogueContentType.Text,
_text = text
_text = text,
_audio = audio
};
}
@@ -54,12 +62,14 @@ namespace Dialogue
/// Create image content
/// </summary>
/// <param name="image">The image to display</param>
public static DialogueContent CreateImage(Sprite image)
/// <param name="audio">Optional audio clip to play</param>
public static DialogueContent CreateImage(Sprite image, AudioClip audio = null)
{
return new DialogueContent
{
_contentType = DialogueContentType.Image,
_image = image
_image = image,
_audio = audio
};
}
@@ -68,9 +78,13 @@ namespace Dialogue
/// </summary>
public override string ToString()
{
return ContentType == DialogueContentType.Text
string contentDesc = ContentType == DialogueContentType.Text
? $"Text: {_text}"
: $"Image: {_image?.name ?? "None"}";
return _audio != null
? $"{contentDesc} (with audio: {_audio.name})"
: contentDesc;
}
}
}

View File

@@ -19,14 +19,15 @@ namespace Dialogue
public class SpeechBubble : MonoBehaviour
{
[SerializeField] private TextMeshProUGUI textDisplay;
[SerializeField] private Image imageDisplay; // New field for displaying images
[SerializeField] private Image imageDisplay; // For displaying images in dialogue
[SerializeField] private Image dialoguePromptImage; // NEW: Reference to the dialogue prompt image
[SerializeField] private GameObject dialogueBubble; // NEW: Reference to the dialogue bubble container
[SerializeField] private TextDisplayMode displayMode = TextDisplayMode.Typewriter;
[SerializeField] private float typewriterSpeed = 0.05f; // Time between characters in seconds
[SerializeField] private AudioSource typingSoundSource;
[SerializeField] private float typingSoundFrequency = 3; // Play sound every X characters
[SerializeField] private bool useRichText = true; // Whether to respect rich text tags
[SerializeField] private float dialogueDisplayTime = 1.5f; // Time in seconds to display dialogue before showing prompt
[SerializeField] private string dialoguePromptText = ". . ."; // Text to show as a prompt for available dialogue
private Coroutine typewriterCoroutine;
private Coroutine promptUpdateCoroutine;
@@ -34,15 +35,22 @@ namespace Dialogue
private Sprite currentImage = null;
private bool isVisible = false;
private DialogueContentType currentContentType = DialogueContentType.Text;
private bool isPromptVisible = false; // Track if we're showing the prompt or dialogue
private void Awake()
{
// Ensure we have both components
// Ensure we have the required components
if (textDisplay == null)
Debug.LogError("SpeechBubble: TextMeshProUGUI component is not assigned!");
if (imageDisplay == null)
Debug.LogError("SpeechBubble: Image component is not assigned!");
Debug.LogError("SpeechBubble: Image component for dialogue is not assigned!");
if (dialoguePromptImage == null)
Debug.LogError("SpeechBubble: Dialogue prompt image is not assigned!");
if (dialogueBubble == null)
Debug.LogError("SpeechBubble: Dialogue bubble container is not assigned!");
}
/// <summary>
@@ -50,16 +58,28 @@ namespace Dialogue
/// </summary>
public void Show()
{
gameObject.SetActive(true);
// If we're showing the prompt, we only activate the prompt image
if (isPromptVisible)
{
dialogueBubble.SetActive(false);
dialoguePromptImage.gameObject.SetActive(true);
}
else // Otherwise, show the dialogue bubble
{
dialogueBubble.SetActive(true);
dialoguePromptImage.gameObject.SetActive(false);
}
isVisible = true;
}
/// <summary>
/// Hide the speech bubble
/// Hide the speech bubble and prompt
/// </summary>
public void Hide()
{
gameObject.SetActive(false);
dialogueBubble.SetActive(false);
dialoguePromptImage.gameObject.SetActive(false);
isVisible = false;
// Stop any ongoing typewriter effect
@@ -102,6 +122,7 @@ namespace Dialogue
currentFullText = text;
currentContentType = DialogueContentType.Text;
isPromptVisible = false; // We're showing dialogue, not a prompt
// Stop any existing typewriter effect
if (typewriterCoroutine != null)
@@ -110,7 +131,7 @@ namespace Dialogue
typewriterCoroutine = null;
}
// Activate text display, deactivate image display
// Activate text display, deactivate image display within the dialogue bubble
textDisplay.gameObject.SetActive(true);
if (imageDisplay != null)
{
@@ -150,6 +171,7 @@ namespace Dialogue
// Display the dialogue line
if (!string.IsNullOrEmpty(line))
{
isPromptVisible = false; // We're showing dialogue content
SetText(line);
// After a delay, update the prompt visibility
@@ -163,19 +185,24 @@ namespace Dialogue
}
/// <summary>
/// Update the speech bubble to either show a prompt or hide based on dialogue availability
/// Update to either show the dialogue prompt image or hide based on dialogue availability
/// </summary>
/// <param name="hasDialogueAvailable">Whether dialogue is available</param>
public void UpdatePromptVisibility(bool hasDialogueAvailable)
{
if (hasDialogueAvailable)
{
Show();
SetText(dialoguePromptText);
isPromptVisible = true; // We're showing the prompt, not dialogue
// Hide dialogue bubble, show prompt image
dialogueBubble.SetActive(false);
dialoguePromptImage.gameObject.SetActive(true);
isVisible = true;
}
else
{
Hide();
Hide(); // Hide both bubble and prompt
}
}
@@ -291,6 +318,7 @@ namespace Dialogue
currentImage = sprite;
currentContentType = DialogueContentType.Image;
isPromptVisible = false; // We're showing dialogue content, not a prompt
// Activate image display, set the sprite
imageDisplay.gameObject.SetActive(true);
@@ -364,6 +392,7 @@ namespace Dialogue
}
// Display the content based on its type
isPromptVisible = false; // We're showing dialogue content
currentContentType = content.ContentType;
if (content.ContentType == DialogueContentType.Text)
@@ -372,6 +401,10 @@ namespace Dialogue
textDisplay.gameObject.SetActive(true);
if (imageDisplay != null) imageDisplay.gameObject.SetActive(false);
// Show dialogue bubble, hide prompt
dialogueBubble.SetActive(true);
dialoguePromptImage.gameObject.SetActive(false);
// Display the text
DisplayDialogueLine(content.Text, hasMoreDialogue);
}
@@ -381,6 +414,10 @@ namespace Dialogue
textDisplay.gameObject.SetActive(false);
if (imageDisplay != null) imageDisplay.gameObject.SetActive(true);
// Show dialogue bubble, hide prompt
dialogueBubble.SetActive(true);
dialoguePromptImage.gameObject.SetActive(false);
// Set the image
SetImage(content.Image);

View File

@@ -29,7 +29,12 @@ namespace Minigames.DivingForPictures
[Header("Surfacing Settings")]
[Tooltip("Reference to the PlayableDirector that will play the surfacing timeline")]
[SerializeField] private PlayableDirector surfacingTimeline;
[Header("Flash Effect Reference")]
[Tooltip("Reference to the Flash Effect when the picture is taken")]
[SerializeField] private GameObject flashRef;
private CameraViewfinderManager viewfinderManager;
// Settings reference
@@ -100,7 +105,10 @@ namespace Minigames.DivingForPictures
private static DivingGameManager _instance = null;
private static bool _isQuitting = false;
public AudioSource deathAudioPlayer;
public static DivingGameManager Instance => _instance;
private void Awake()
@@ -352,6 +360,7 @@ namespace Minigames.DivingForPictures
if (currentRopeIndex >= playerRopes.Length)
{
TriggerGameOver();
deathAudioPlayer.Play();
}
else
{
@@ -661,6 +670,7 @@ namespace Minigames.DivingForPictures
if (surfacingTimeline != null)
{
//Instead of surfacingTimeline, play the outro cinematic
deathAudioPlayer.Stop();
CinematicsManager.Instance.LoadAndPlayCinematic("SurfacingCinematic");
CinematicsManager.Instance.ShowCinematicBackground(true);
//surfacingTimeline.Play();
@@ -866,7 +876,19 @@ namespace Minigames.DivingForPictures
// Calculate score based on proximity and depth
CalculateScore(_currentPhotoTarget, _capturedProximity);
//Trigger the Flash Effect
if (flashRef != null)
{
var flash = flashRef.GetComponent<FlashBehaviour>();
if (flash != null)
{
flash.TriggerFlash();
}
}
// Complete the sequence
CompletePhotoSequence();
}

View File

@@ -2,6 +2,7 @@
using System.Collections;
using AppleHills.Core.Settings;
using Core;
using UnityEngine.Audio;
namespace Minigames.DivingForPictures
{
@@ -22,6 +23,7 @@ namespace Minigames.DivingForPictures
private bool _isShowingDamageColor;
private Coroutine _blinkCoroutine;
private Color _originalColor;
public AudioSource damagePlayer;
private void Awake()
{
@@ -95,6 +97,7 @@ namespace Minigames.DivingForPictures
// Start a new blink coroutine
_blinkCoroutine = StartCoroutine(BlinkCoroutine());
damagePlayer.Play();
}
/// <summary>

View File

@@ -0,0 +1,19 @@
using UnityEngine;
public class BirdGameStats : MonoBehaviour
{
public int birdsFoundInLevel;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
}
public void BirdFound()
{
birdsFoundInLevel += 1;
}
}

View File

@@ -0,0 +1,2 @@
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@@ -1,5 +1,5 @@
fileFormatVersion: 2
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guid: 2a75c1b14d7422744b5db564d48f8651
folderAsset: yes
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View File

@@ -0,0 +1,16 @@
using UnityEngine;
public class AudioManager : MonoBehaviour
{
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: d8bd90cfc02c8274fac5ce090285ed6a

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@@ -0,0 +1,55 @@
using AudioSourceEvents;
using Input;
using System;
using System.Diagnostics.Tracing;
using UnityEngine;
using UnityEngine.Audio;
public class BushAudioController : MonoBehaviour
{
private IAudioEventSource _eventSource;
public AudioSource VOPlayer;
public AudioSource SFXPlayer;
public AudioResource reactionClipToPlay;
public AudioResource flashSFXClipToPlay;
public BirdGameStats birdGameStats;
public AudioResource[] birdCounterClip;
private int _birdCounter;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
_eventSource = VOPlayer.RequestEventHandlers();
_eventSource.AudioStopped += PlayBirdCounter;
}
public void PlayPhotoSoundBite()
{
VOPlayer.resource = reactionClipToPlay;
VOPlayer.Play();
}
public void PlayFlashSound()
{
SFXPlayer.resource = flashSFXClipToPlay;
SFXPlayer.Play();
}
private void PlayBirdCounter(object sender, EventArgs e)
{
VOPlayer.resource = birdCounterClip[birdGameStats.birdsFoundInLevel];
VOPlayer.Play();
birdGameStats.BirdFound();
_eventSource.AudioStopped -= PlayBirdCounter;
}
public void OnDisable()
{
// Unsubscribe from events when disabled
_eventSource.AudioStopped -= PlayBirdCounter;
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: edc43a9f07fedb44abb68b06c71d17ea

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@@ -0,0 +1,62 @@
using AudioSourceEvents;
using System;
using System.Diagnostics.Tracing;
using UnityEngine;
using UnityEngine.Audio;
public class GardenerAudioController : MonoBehaviour
{
public AudioSource gardenerAudioPlayer;
public AudioSource mowerAudioPlayer;
public AudioResource mowerStartAudio;
public AudioResource mowerLoopAudio;
public AudioResource gardenerFleeAudioClip;
public AudioResource gardenerChaseAudioClip;
public SpriteRenderer gardenerSprite;
private IAudioEventSource _eventSource;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
}
void GardenerIsOnScreen()
{
Debug.Log("Gardener spotted!");
}
public void StartMowerSound()
{
mowerAudioPlayer.Play();
_eventSource = mowerAudioPlayer.RequestEventHandlers();
_eventSource.AudioStopped += PlayMowerLoop;
}
private void PlayMowerLoop(object sender, EventArgs e)
{
_eventSource.AudioStopped -= PlayMowerLoop;
mowerAudioPlayer.resource = mowerLoopAudio;
mowerAudioPlayer.loop = true;
mowerAudioPlayer.Play();
}
public void PlayGardenerVOClip(bool fleeing)
{
if (gardenerAudioPlayer.isPlaying) { return; }
if (fleeing) {
gardenerAudioPlayer.resource = gardenerFleeAudioClip;
gardenerAudioPlayer.Play();
}
if (!fleeing)
{
gardenerAudioPlayer.resource = gardenerChaseAudioClip;
gardenerAudioPlayer.Play();
}
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: f0f1834ce0c7b0b42b633a6d2bd67698

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@@ -0,0 +1,21 @@
using TMPro;
using UnityEngine;
public class GardenerVisibilityDetection : MonoBehaviour
{
public GardenerAudioController gardenerAudioController;
private Animator _animator;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
_animator = GetComponent<Animator>();
}
private void OnBecameVisible()
{
gardenerAudioController.PlayGardenerVOClip(_animator.GetBool("IsScared?"));
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 52a39ff5639315a499266196941d6894

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@@ -2,17 +2,23 @@ using Input;
using Pixelplacement;
using System.Collections;
using UnityEngine;
using UnityEngine.Audio;
using UnityEngine.Events;
using static Input.PlayerTouchController;
using System;
public class TakePhotoState : State
{
public Transform playerTargetObject;
private GameObject playerCharacter;
private PlayerTouchController playerTouchController;
private Vector3 newPlayerPosition;
public UnityEvent animFlash;
public UnityEvent animStart;
void OnEnable()
{
playerCharacter = GameObject.FindWithTag("Player");
@@ -23,6 +29,7 @@ public class TakePhotoState : State
playerTouchController.InterruptMoveTo();
playerTouchController.MoveToAndNotify(newPlayerPosition);
InputManager.Instance.SetInputMode(InputMode.InputDisabled);
}
// When the player has arrived at the bush do Animator.SetTrigger(Takephoto) and whatevs
@@ -38,4 +45,22 @@ public class TakePhotoState : State
GetComponent<Animator>().SetTrigger("TakePhoto");
playerTouchController.OnArrivedAtTarget -= PlayerHasArrived;
}
private void OnDisable()
{
playerTouchController.OnArrivedAtTarget -= PlayerHasArrived;
}
public void AnimStarted()
{
animStart.Invoke();
}
public void Flash()
{
animFlash.Invoke();
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 1b32796fca0a4b168dfb93a282054c86
timeCreated: 1760951960

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@@ -0,0 +1,251 @@
using UnityEngine;
using AppleHills.Data.CardSystem;
using System.Collections.Generic;
using UnityEditor;
using Data.CardSystem;
using Core;
using AppleHills.UI.CardSystem;
using UnityEngine.UI;
namespace AppleHills.Tests
{
/// <summary>
/// Testing component for the Card System. Provides editor buttons to test core functionalities.
/// Place this in a test scene to easily test card system features without needing full game implementation.
/// </summary>
public class CardSystemTester : MonoBehaviour
{
[Header("References")]
[SerializeField] private CardAlbumUI cardAlbumUI;
[Header("Test Settings")]
[SerializeField] [Range(1, 10)] private int boosterPacksToAdd = 3;
[SerializeField] [Range(1, 100)] private int cardsToGenerate = 10;
[SerializeField] private bool autoOpenPacksWhenAdded = false;
[Header("Debug Info")]
[SerializeField] [ReadOnly] private int currentBoosterCount;
[SerializeField] [ReadOnly] private int totalCardsInCollection;
[SerializeField] [ReadOnly] private string lastActionMessage;
private void Awake()
{
// Auto-find references if needed
if (cardAlbumUI == null)
cardAlbumUI = FindAnyObjectByType<CardAlbumUI>();
// Log missing references
if (cardAlbumUI == null)
Debug.LogError("CardSystemTester: No CardAlbumUI found in the scene!");
}
private void Start()
{
RefreshDebugInfo();
}
// Refresh the debug information displayed in the inspector
private void RefreshDebugInfo()
{
// Access CardSystemManager through the singleton Instance
if (CardSystemManager.Instance != null)
{
currentBoosterCount = CardSystemManager.Instance.GetBoosterPackCount();
totalCardsInCollection = CardSystemManager.Instance.GetCardInventory().GetAllCards().Count;
}
}
#if UNITY_EDITOR
// Custom editor buttons for testing
public void AddBoosterPacks()
{
// Access CardSystemManager through the singleton Instance
if (CardSystemManager.Instance != null)
{
CardSystemManager.Instance.AddBoosterPack(boosterPacksToAdd);
lastActionMessage = $"Added {boosterPacksToAdd} booster pack(s)";
Logging.Debug($"[CardSystemTester] {lastActionMessage}");
RefreshDebugInfo();
if (autoOpenPacksWhenAdded && cardAlbumUI != null)
{
SimulateBackpackClick();
cardAlbumUI.OpenBoosterPack();
}
}
}
public void SimulateBackpackClick()
{
if (cardAlbumUI != null)
{
// This will show the main card menu
// Manually trigger a click on the backpack icon
// Note: This relies on the backpack icon being correctly set up in the CardAlbumUI
if (cardAlbumUI.BackpackIcon != null)
{
Button backpackButton = cardAlbumUI.BackpackIcon.GetComponent<Button>();
if (backpackButton != null)
{
backpackButton.onClick.Invoke();
lastActionMessage = "Opened card menu via backpack click";
Logging.Debug($"[CardSystemTester] {lastActionMessage}");
}
else
{
lastActionMessage = "Failed to find Button component on backpack icon";
Logging.Warning($"[CardSystemTester] {lastActionMessage}");
}
}
else
{
lastActionMessage = "BackpackIcon reference is null";
Logging.Warning($"[CardSystemTester] {lastActionMessage}");
}
}
}
public void OpenBoosterPack()
{
if (cardAlbumUI != null)
{
SimulateBackpackClick(); // First make sure we've opened the menu
cardAlbumUI.OpenBoosterPack();
lastActionMessage = "Opening booster pack";
Logging.Debug($"[CardSystemTester] {lastActionMessage}");
RefreshDebugInfo();
}
}
public void OpenAlbumView()
{
if (cardAlbumUI != null)
{
SimulateBackpackClick(); // First make sure we've opened the menu
cardAlbumUI.OpenAlbumView();
lastActionMessage = "Opening album view";
Logging.Debug($"[CardSystemTester] {lastActionMessage}");
}
}
public void GenerateRandomCards()
{
// Access CardSystemManager through the singleton Instance
if (CardSystemManager.Instance != null)
{
int cardsAdded = 0;
List<CardDefinition> allDefinitions = CardSystemManager.Instance.GetAllCardDefinitions();
if (allDefinitions.Count == 0)
{
lastActionMessage = "Error: No card definitions available";
Logging.Warning($"[CardSystemTester] {lastActionMessage}");
return;
}
for (int i = 0; i < cardsToGenerate; i++)
{
// Get a random card definition
CardDefinition randomDef = allDefinitions[Random.Range(0, allDefinitions.Count)];
// Create a card data instance and add it to inventory
CardData newCard = randomDef.CreateCardData();
CardSystemManager.Instance.GetCardInventory().AddCard(newCard);
cardsAdded++;
}
lastActionMessage = $"Generated {cardsAdded} random cards";
Logging.Debug($"[CardSystemTester] {lastActionMessage}");
RefreshDebugInfo();
}
}
public void ClearAllCards()
{
// Access CardSystemManager through the singleton Instance
if (CardSystemManager.Instance != null)
{
int count = CardSystemManager.Instance.GetCardInventory().GetAllCards().Count;
CardSystemManager.Instance.GetCardInventory().ClearAllCards();
lastActionMessage = $"Cleared {count} cards from inventory";
Logging.Debug($"[CardSystemTester] {lastActionMessage}");
RefreshDebugInfo();
}
}
#endif
}
#if UNITY_EDITOR
[CustomEditor(typeof(CardSystemTester))]
public class CardSystemTesterEditor : Editor
{
public override void OnInspectorGUI()
{
DrawDefaultInspector();
CardSystemTester tester = (CardSystemTester)target;
EditorGUILayout.Space();
EditorGUILayout.LabelField("Test Actions", EditorStyles.boldLabel);
// Only enable buttons when in play mode
GUI.enabled = Application.isPlaying;
if (GUILayout.Button("Add Booster Packs"))
{
tester.AddBoosterPacks();
}
if (GUILayout.Button("Open Card Menu"))
{
tester.SimulateBackpackClick();
}
if (GUILayout.Button("Open Booster Pack"))
{
tester.OpenBoosterPack();
}
if (GUILayout.Button("Open Album View"))
{
tester.OpenAlbumView();
}
EditorGUILayout.Space();
if (GUILayout.Button("Generate Random Cards"))
{
tester.GenerateRandomCards();
}
if (GUILayout.Button("Clear All Cards"))
{
tester.ClearAllCards();
}
// If not in play mode, show a hint
if (!Application.isPlaying)
{
GUI.enabled = true;
EditorGUILayout.HelpBox("Enter Play Mode to use these testing functions.", MessageType.Info);
}
}
}
#endif
}
// Simple attribute to make fields read-only in the inspector
public class ReadOnlyAttribute : PropertyAttribute { }
#if UNITY_EDITOR
[CustomPropertyDrawer(typeof(ReadOnlyAttribute))]
public class ReadOnlyDrawer : PropertyDrawer
{
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
GUI.enabled = false;
EditorGUI.PropertyField(position, property, label, true);
GUI.enabled = true;
}
}
#endif

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 6c59c766505c4342983594dbe19f3db0
timeCreated: 1760951960

View File

@@ -3,35 +3,49 @@ using AppleHills.Data.CardSystem;
using Core;
using Data.CardSystem;
using Pixelplacement;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
namespace AppleHills.UI.CardSystem
{
/// <summary>
/// UI page for viewing and organizing the player's card collection in an album.
/// UI page for viewing the player's card collection in an album.
/// </summary>
public class AlbumViewPage : UIPage
{
[Header("Album UI Elements")]
[SerializeField] private GridLayoutGroup albumGrid;
[SerializeField] private RectTransform cardStackContainer;
[SerializeField] private GameObject emptyAlbumMessage;
[SerializeField] private GameObject cardSlotPrefab;
[SerializeField] private GameObject cardPrefab;
[Header("Filter UI")]
[SerializeField] private TMP_Dropdown zoneFilterDropdown;
[SerializeField] private TMP_Dropdown rarityFilterDropdown;
[SerializeField] private Button resetFiltersButton;
[SerializeField] private CanvasGroup canvasGroup;
[Header("Navigation")]
[SerializeField] private Button backButton;
// Runtime references
private CardSystemManager _cardManager;
private List<CardUIElement> _displayedCards = new List<CardUIElement>();
private Dictionary<int, Transform> _albumSlots = new Dictionary<int, Transform>();
// Drag and drop handling
private CardUIElement _currentlyDraggedCard = null;
private Vector3 _cardOriginalPosition;
private void Awake()
{
_cardManager = CardSystemManager.Instance;
// Make sure we have a CanvasGroup for transitions
if (canvasGroup == null)
canvasGroup = GetComponent<CanvasGroup>();
if (canvasGroup == null)
canvasGroup = gameObject.AddComponent<CanvasGroup>();
// Set up back button
if (backButton != null)
{
backButton.onClick.AddListener(OnBackButtonClicked);
}
}
/// <summary>
@@ -46,300 +60,272 @@ namespace AppleHills.UI.CardSystem
}
/// <summary>
/// Initializes the album with card slots and the player's collection
/// Initializes the album with the player's collection
/// </summary>
private void InitializeAlbum()
{
// Clear any previous setup
ClearAlbum();
// Setup filter UI
InitializeFilters();
// Get all collected cards
List<CardData> collectedCards = _cardManager.GetAllCollectedCards();
// Show/hide empty message based on collection
if (emptyAlbumMessage != null)
// If there are cards to display, create UI elements for them
if (collectedCards.Count > 0)
{
emptyAlbumMessage.SetActive(collectedCards.Count == 0);
}
if (collectedCards.Count == 0)
{
return;
}
// Set up the album slots
SetupAlbumSlots();
// Create card UI elements for the stack
CreateCardStack(collectedCards);
}
/// <summary>
/// Sets up empty slots in the album grid
/// </summary>
private void SetupAlbumSlots()
{
if (albumGrid == null || cardSlotPrefab == null) return;
// Create predefined slots in the album
// For a simple implementation, we'll create a 5x5 grid of slots
int slotsPerZone = 5; // 5 slots per zone (one row)
int totalZones = System.Enum.GetValues(typeof(CardZone)).Length;
for (int zone = 0; zone < totalZones; zone++)
{
for (int i = 0; i < slotsPerZone; i++)
{
// Create a slot at this position
GameObject slotObj = Instantiate(cardSlotPrefab, albumGrid.transform);
// Calculate the collection index for this slot
int collectionIndex = zone * 100 + i; // Zone*100 + position to ensure unique indices
// Store the slot reference
_albumSlots[collectionIndex] = slotObj.transform;
// Set the slot label (optional)
Text slotLabel = slotObj.GetComponentInChildren<Text>();
if (slotLabel != null)
{
CardZone zoneEnum = (CardZone)zone;
slotLabel.text = $"{zoneEnum} #{i+1}";
}
}
// Create card UI elements
DisplayCards(collectedCards);
}
}
/// <summary>
/// Creates UI elements for the player's collected cards
/// </summary>
private void CreateCardStack(List<CardData> cards)
private void DisplayCards(List<CardData> cards)
{
if (cardStackContainer == null || cardPrefab == null) return;
// Stack offset for visual effect
Vector3 stackOffset = new Vector3(5f, -5f, 0f);
Vector3 basePosition = Vector3.zero;
if (albumGrid == null || cardPrefab == null) return;
// Sort cards by collection index
cards.Sort((a, b) => a.CollectionIndex.CompareTo(b.CollectionIndex));
// Create card UI elements
for (int i = 0; i < cards.Count; i++)
foreach (var cardData in cards)
{
GameObject cardObj = Instantiate(cardPrefab, cardStackContainer);
CardUIElement cardUI = cardObj.GetComponent<CardUIElement>();
GameObject cardObj = Instantiate(cardPrefab, albumGrid.transform);
// Configure the card UI with the card data
CardUIElement cardUI = cardObj.GetComponent<CardUIElement>();
if (cardUI != null)
{
// Position in stack
cardObj.GetComponent<RectTransform>().anchoredPosition = basePosition + (stackOffset * i);
// Set up card data
cardUI.SetupCard(cards[i]);
// Add drag handlers
SetupCardDragHandlers(cardUI);
// Add to tracked cards
cardUI.SetupCard(cardData);
_displayedCards.Add(cardUI);
// Check if this card should be placed in a slot already
int collectionIndex = cards[i].CollectionIndex;
if (_albumSlots.TryGetValue(collectionIndex, out Transform slot))
{
// Card has a designated slot, place it there
PlaceCardInSlot(cardUI, slot);
}
}
}
}
/// <summary>
/// Sets up drag and drop handlers for a card
/// </summary>
private void SetupCardDragHandlers(CardUIElement cardUI)
{
// // Get drag handler component (you might need to implement this)
// DragHandler dragHandler = cardUI.GetComponent<DragHandler>();
// if (dragHandler == null)
// {
// // This is a stub for the drag handler
// // In a real implementation, you'd have a proper drag handler component
// // For now, we'll just add click listeners
//
// // Add click listener
// Button cardButton = cardUI.GetComponent<Button>();
// if (cardButton != null)
// {
// cardButton.onClick.AddListener(() => OnCardClicked(cardUI));
// }
// }
// else
// {
// // Set up the drag handler events
// dragHandler.OnBeginDrag.AddListener(() => OnBeginDragCard(cardUI));
// dragHandler.OnDrag.AddListener((position) => OnDragCard(cardUI, position));
// dragHandler.OnEndDrag.AddListener(() => OnEndDragCard(cardUI));
// }
}
/// <summary>
/// Handles when a card is clicked (simplistic alternative to drag and drop)
/// </summary>
private void OnCardClicked(CardUIElement cardUI)
{
CardData cardData = cardUI.GetCardData();
// Find the slot for this card based on collection index
if (_albumSlots.TryGetValue(cardData.CollectionIndex, out Transform slot))
{
// Place the card in its slot
PlaceCardInSlot(cardUI, slot);
}
}
/// <summary>
/// Handles the start of a card drag operation
/// </summary>
private void OnBeginDragCard(CardUIElement cardUI)
{
_currentlyDraggedCard = cardUI;
_cardOriginalPosition = cardUI.transform.position;
// Bring the card to the front
cardUI.transform.SetAsLastSibling();
}
/// <summary>
/// Handles the dragging of a card
/// </summary>
private void OnDragCard(CardUIElement cardUI, Vector3 position)
{
cardUI.transform.position = position;
}
/// <summary>
/// Handles the end of a card drag operation
/// </summary>
private void OnEndDragCard(CardUIElement cardUI)
{
// Check if the card is over a valid slot
Transform closestSlot = FindClosestSlot(cardUI.transform.position);
if (closestSlot != null)
{
// Place the card in the slot
PlaceCardInSlot(cardUI, closestSlot);
}
else
{
// Return the card to its original position
cardUI.transform.position = _cardOriginalPosition;
}
_currentlyDraggedCard = null;
}
/// <summary>
/// Places a card in an album slot
/// </summary>
private void PlaceCardInSlot(CardUIElement cardUI, Transform slot)
{
// Reparent the card to the slot
cardUI.transform.SetParent(slot);
// Animate card to center of slot using Pixelplacement.Tween
Tween.LocalPosition(cardUI.transform, Vector3.zero, 0.25f, 0f, Tween.EaseOutBack);
Logging.Debug($"[AlbumViewPage] Placed card '{cardUI.GetCardData().Name}' in album slot");
}
/// <summary>
/// Finds the closest album slot to a given position
/// </summary>
private Transform FindClosestSlot(Vector3 position)
{
Transform closest = null;
float closestDistance = 100f; // Large initial value
foreach (var slot in _albumSlots.Values)
{
float distance = Vector3.Distance(position, slot.position);
if (distance < closestDistance && distance < 50f) // Only if within reasonable range
{
closestDistance = distance;
closest = slot;
}
}
return closest;
}
/// <summary>
/// Clears the album UI
/// Clears all card UI elements from the album
/// </summary>
private void ClearAlbum()
{
// Clear displayed cards
foreach (var card in _displayedCards)
{
Destroy(card.gameObject);
if (card != null && card.gameObject != null)
Destroy(card.gameObject);
}
_displayedCards.Clear();
// Clear album slots
foreach (Transform child in albumGrid.transform)
}
/// <summary>
/// Initializes filter dropdowns
/// </summary>
private void InitializeFilters()
{
// Setup zone filter dropdown
if (zoneFilterDropdown != null)
{
Destroy(child.gameObject);
zoneFilterDropdown.ClearOptions();
// Add "All Zones" option
List<string> zoneOptions = new List<string>() { "All Zones" };
// Add options for each zone
foreach (CardZone zone in System.Enum.GetValues(typeof(CardZone)))
{
zoneOptions.Add(zone.ToString());
}
zoneFilterDropdown.AddOptions(zoneOptions);
zoneFilterDropdown.onValueChanged.AddListener(OnFilterChanged);
}
// Setup rarity filter dropdown
if (rarityFilterDropdown != null)
{
rarityFilterDropdown.ClearOptions();
// Add "All Rarities" option
List<string> rarityOptions = new List<string>() { "All Rarities" };
// Add options for each rarity
foreach (CardRarity rarity in System.Enum.GetValues(typeof(CardRarity)))
{
rarityOptions.Add(rarity.ToString());
}
rarityFilterDropdown.AddOptions(rarityOptions);
rarityFilterDropdown.onValueChanged.AddListener(OnFilterChanged);
}
// Setup reset filters button
if (resetFiltersButton != null)
{
resetFiltersButton.onClick.AddListener(OnResetFiltersClicked);
}
_albumSlots.Clear();
}
/// <summary>
/// Override for transition in animation using Pixelplacement.Tween
/// Handles changes to the filter dropdowns
/// </summary>
private void OnFilterChanged(int value)
{
ApplyFilters();
}
/// <summary>
/// Resets all filters to their default values
/// </summary>
private void OnResetFiltersClicked()
{
if (zoneFilterDropdown != null)
zoneFilterDropdown.value = 0;
if (rarityFilterDropdown != null)
rarityFilterDropdown.value = 0;
ApplyFilters();
}
/// <summary>
/// Applies the current filter selections to the displayed cards
/// </summary>
private void ApplyFilters()
{
// Clear current cards
ClearAlbum();
// Get selected filters
CardZone? selectedZone = null;
CardRarity? selectedRarity = null;
// Get zone filter value
if (zoneFilterDropdown != null && zoneFilterDropdown.value > 0)
{
selectedZone = (CardZone)(zoneFilterDropdown.value - 1);
}
// Get rarity filter value
if (rarityFilterDropdown != null && rarityFilterDropdown.value > 0)
{
selectedRarity = (CardRarity)(rarityFilterDropdown.value - 1);
}
// Get filtered cards
List<CardData> filteredCards = GetFilteredCards(selectedZone, selectedRarity);
// Create card UI elements for the filtered cards
DisplayCards(filteredCards);
Logging.Debug($"[AlbumViewPage] Applied filters. Showing {filteredCards.Count} cards.");
}
/// <summary>
/// Gets cards filtered by zone and/or rarity
/// </summary>
private List<CardData> GetFilteredCards(CardZone? zone, CardRarity? rarity)
{
List<CardData> result;
// Get all collected cards
if (zone == null && rarity == null)
{
// No filters, return all cards
result = _cardManager.GetAllCollectedCards();
}
else if (zone != null && rarity != null)
{
// Both filters, get cards by zone and rarity
result = _cardManager.GetCardsByZoneAndRarity(zone.Value, rarity.Value);
}
else if (zone != null)
{
// Only zone filter
result = _cardManager.GetCardsByZone(zone.Value);
}
else
{
// Only rarity filter
result = _cardManager.GetCardsByRarity(rarity.Value);
}
return result;
}
/// <summary>
/// Handles click on the back button
/// </summary>
private void OnBackButtonClicked()
{
// Use the UIPageController to go back to the previous page
UIPageController pageController = UIPageController.Instance;
if (pageController != null)
{
pageController.PopPage();
}
}
protected override void DoTransitionIn(System.Action onComplete)
{
// Simple slide in animation
RectTransform rt = GetComponent<RectTransform>();
if (rt != null)
// Simple fade in animation
if (canvasGroup != null)
{
// Store the end position
Vector2 endPosition = rt.anchoredPosition;
// Set initial position (off-screen to the right)
rt.anchoredPosition = new Vector2(Screen.width, endPosition.y);
// Animate to end position
Tween.AnchoredPosition(rt, endPosition, transitionDuration, 0f,
Tween.EaseOutStrong, Tween.LoopType.None, null, onComplete);
canvasGroup.alpha = 0f;
Tween.Value(0f, 1f, (value) => canvasGroup.alpha = value, transitionDuration, 0f, Tween.EaseInOut, Tween.LoopType.None, null, onComplete);
}
else
{
// Fallback if no CanvasGroup
onComplete?.Invoke();
}
}
/// <summary>
/// Override for transition out animation using Pixelplacement.Tween
/// </summary>
protected override void DoTransitionOut(System.Action onComplete)
{
// Simple slide out animation
RectTransform rt = GetComponent<RectTransform>();
if (rt != null)
// Simple fade out animation
if (canvasGroup != null)
{
// Animate to off-screen position (to the left)
Vector2 offScreenPosition = new Vector2(-Screen.width, rt.anchoredPosition.y);
Tween.AnchoredPosition(rt, offScreenPosition, transitionDuration, 0f,
Tween.EaseInOutStrong, Tween.LoopType.None, null, onComplete);
Tween.Value(canvasGroup.alpha, 0f, (value) => canvasGroup.alpha = value, transitionDuration, 0f, Tween.EaseInOut, Tween.LoopType.None, null, onComplete);
}
else
{
// Fallback if no CanvasGroup
onComplete?.Invoke();
}
}
private void OnDestroy()
{
// Clean up button listeners
if (backButton != null)
{
backButton.onClick.RemoveListener(OnBackButtonClicked);
}
if (zoneFilterDropdown != null)
{
zoneFilterDropdown.onValueChanged.RemoveListener(OnFilterChanged);
}
if (rarityFilterDropdown != null)
{
rarityFilterDropdown.onValueChanged.RemoveListener(OnFilterChanged);
}
if (resetFiltersButton != null)
{
resetFiltersButton.onClick.RemoveListener(OnResetFiltersClicked);
}
}
private void OnEnable()
{
if (_cardManager == null)
{
_cardManager = CardSystemManager.Instance;
}
}
}
}

View File

@@ -0,0 +1,185 @@
using UnityEngine;
using TMPro;
using Pixelplacement;
using Pixelplacement.TweenSystem;
namespace AppleHills.UI.CardSystem
{
/// <summary>
/// Manages a notification dot that displays a count (e.g., booster packs)
/// Can be reused across different UI elements that need to show numeric notifications
/// </summary>
public class BoosterNotificationDot : MonoBehaviour
{
[Header("UI References")]
[SerializeField] private GameObject dotBackground;
[SerializeField] private TextMeshProUGUI countText;
[Header("Settings")]
[SerializeField] private bool hideWhenZero = true;
[SerializeField] private bool useAnimation = false;
[SerializeField] private string textPrefix = "";
[SerializeField] private string textSuffix = "";
[SerializeField] private Color textColor = Color.white;
[Header("Animation")]
[SerializeField] private bool useTween = true;
[SerializeField] private float pulseDuration = 0.3f;
[SerializeField] private float pulseScale = 1.2f;
// Optional animator reference
[SerializeField] private Animator animator;
[SerializeField] private string animationTrigger = "Update";
// Current count value
private int _currentCount;
private Vector3 _originalScale;
private TweenBase _activeTween;
private void Awake()
{
// Store original scale for pulse animation
if (dotBackground != null)
{
_originalScale = dotBackground.transform.localScale;
}
// Apply text color
if (countText != null)
{
countText.color = textColor;
}
// Initial setup based on current count
SetCount(_currentCount);
}
/// <summary>
/// Sets the count displayed on the notification dot
/// Also handles visibility based on settings
/// </summary>
public void SetCount(int count)
{
bool countChanged = count != _currentCount;
_currentCount = count;
// Update text
if (countText != null)
{
countText.text = textPrefix + count.ToString() + textSuffix;
}
// Handle visibility
if (hideWhenZero)
{
SetVisibility(count > 0);
}
// Play animation if value changed and animation is enabled
if (countChanged && count > 0)
{
if (useAnimation)
{
Animate();
}
}
}
/// <summary>
/// Gets the current count value
/// </summary>
public int GetCount()
{
return _currentCount;
}
/// <summary>
/// Set text formatting options
/// </summary>
public void SetFormatting(string prefix, string suffix, Color color)
{
textPrefix = prefix;
textSuffix = suffix;
textColor = color;
if (countText != null)
{
countText.color = color;
// Update text with new formatting
countText.text = textPrefix + _currentCount.ToString() + textSuffix;
}
}
/// <summary>
/// Explicitly control the notification dot visibility
/// </summary>
public void SetVisibility(bool isVisible)
{
if (dotBackground != null)
{
dotBackground.SetActive(isVisible);
}
if (countText != null)
{
countText.gameObject.SetActive(isVisible);
}
}
/// <summary>
/// Show the notification dot
/// </summary>
public void Show()
{
SetVisibility(true);
}
/// <summary>
/// Hide the notification dot
/// </summary>
public void Hide()
{
SetVisibility(false);
}
/// <summary>
/// Play animation manually - either using Animator or Tween
/// </summary>
public void Animate()
{
if (useAnimation)
{
if (animator != null)
{
animator.SetTrigger(animationTrigger);
}
else if (useTween && dotBackground != null)
{
// Cancel any existing tweens on this transform
_activeTween.Cancel();
// Reset to original scale
dotBackground.transform.localScale = _originalScale;
// Pulse animation using Tween
_activeTween = Tween.LocalScale(dotBackground.transform,
_originalScale * pulseScale,
pulseDuration/2,
0,
Tween.EaseOut,
Tween.LoopType.None,
null,
() => {
// Scale back to original size
Tween.LocalScale(dotBackground.transform,
_originalScale,
pulseDuration/2,
0,
Tween.EaseIn);
});
}
}
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: ed8cced1478640229c5a61e3c6bd42df
timeCreated: 1760710148

View File

@@ -4,6 +4,7 @@ using AppleHills.Data.CardSystem;
using Core;
using Data.CardSystem;
using Pixelplacement;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
@@ -16,30 +17,44 @@ namespace AppleHills.UI.CardSystem
{
[Header("UI Elements")]
[SerializeField] private GameObject boosterPackObject;
[SerializeField] private Transform cardRevealTransform;
[SerializeField] private RectTransform cardRevealContainer; // This should have a HorizontalLayoutGroup component with pre-populated card backs
[SerializeField] private GameObject cardPrefab;
[SerializeField] private Button openBoosterButton;
[SerializeField] private Button continueButton;
[SerializeField] private CanvasGroup canvasGroup;
[Header("Navigation")]
[SerializeField] private Button backButton;
[Header("Animation Settings")]
[SerializeField] private float cardRevealDelay = 0.5f;
[SerializeField] private float cardMoveToBackpackDelay = 1.0f;
[SerializeField] private float cardRevealDelay = 0.3f;
[SerializeField] private float cardMoveToBackpackDelay = 0.8f;
[SerializeField] private float flipAnimationDuration = 0.5f;
// State tracking
private enum OpeningState
{
BoosterReady,
CardBacksVisible,
CardsRevealing,
CardsRevealed,
MovingToBackpack,
Completed
}
private OpeningState _currentState = OpeningState.BoosterReady;
private List<CardUIElement> _revealedCards = new List<CardUIElement>();
private List<Button> _cardBackButtons = new List<Button>();
private List<CardData> _boosterCards = new List<CardData>();
private int _revealedCardCount = 0;
private CardSystemManager _cardManager;
private CardAlbumUI _cardAlbumUI;
private Coroutine _moveToBackpackCoroutine;
private void Awake()
{
_cardManager = CardSystemManager.Instance;
_cardAlbumUI = FindObjectOfType<CardAlbumUI>();
// Set up button listeners
if (openBoosterButton != null)
@@ -52,6 +67,59 @@ namespace AppleHills.UI.CardSystem
continueButton.onClick.AddListener(OnContinueClicked);
continueButton.gameObject.SetActive(false);
}
// Set up back button
if (backButton != null)
{
backButton.onClick.AddListener(OnBackButtonClicked);
}
// Make sure we have a CanvasGroup for transitions
if (canvasGroup == null)
canvasGroup = GetComponent<CanvasGroup>();
if (canvasGroup == null)
canvasGroup = gameObject.AddComponent<CanvasGroup>();
// Cache card back buttons from container
CacheCardBackButtons();
// Initially hide all card backs
HideAllCardBacks();
}
/// <summary>
/// Cache all card back buttons from the container
/// </summary>
private void CacheCardBackButtons()
{
_cardBackButtons.Clear();
if (cardRevealContainer != null)
{
// Get all buttons in the container (these are our card backs)
Button[] buttonsInContainer = cardRevealContainer.GetComponentsInChildren<Button>(true);
_cardBackButtons.AddRange(buttonsInContainer);
Debug.Log($"[BoosterOpeningPage] Found {_cardBackButtons.Count} card back buttons in container");
}
else
{
Debug.LogError("[BoosterOpeningPage] Card reveal container is null, can't find card backs!");
}
}
/// <summary>
/// Hides all card backs in the container
/// </summary>
private void HideAllCardBacks()
{
foreach (var cardBack in _cardBackButtons)
{
if (cardBack != null && cardBack.gameObject != null)
{
cardBack.gameObject.SetActive(false);
}
}
}
private void OnDestroy()
@@ -66,8 +134,37 @@ namespace AppleHills.UI.CardSystem
{
continueButton.onClick.RemoveListener(OnContinueClicked);
}
if (backButton != null)
{
backButton.onClick.RemoveListener(OnBackButtonClicked);
}
// Stop any running coroutines
if (_moveToBackpackCoroutine != null)
StopCoroutine(_moveToBackpackCoroutine);
}
/// <summary>
/// Handles click on the back button
/// </summary>
private void OnBackButtonClicked()
{
// Don't allow going back during animations or card reveals
if (_currentState == OpeningState.CardsRevealing ||
_currentState == OpeningState.MovingToBackpack)
{
return;
}
// Use the UIPageController to go back to the previous page
UIPageController pageController = UIPageController.Instance;
if (pageController != null)
{
pageController.PopPage();
}
}
/// <summary>
/// Resets the page to its initial state when it becomes active
/// </summary>
@@ -86,17 +183,36 @@ namespace AppleHills.UI.CardSystem
// Clear any previously revealed cards
foreach (var card in _revealedCards)
{
Destroy(card.gameObject);
if (card != null && card.gameObject != null)
Destroy(card.gameObject);
}
_revealedCards.Clear();
// Re-cache card backs in case they changed
CacheCardBackButtons();
// Reset all card backs - both visibility and scale
foreach (var cardBack in _cardBackButtons)
{
if (cardBack != null && cardBack.gameObject != null)
{
cardBack.gameObject.SetActive(false);
cardBack.transform.localScale = Vector3.one; // Reset scale
cardBack.transform.localRotation = Quaternion.identity; // Reset rotation
}
}
// Reset state
_currentState = OpeningState.BoosterReady;
_revealedCardCount = 0;
_boosterCards.Clear();
// Show booster pack, hide continue button
// Show booster pack, show open button, hide continue button
if (boosterPackObject != null)
{
boosterPackObject.SetActive(true);
boosterPackObject.transform.localScale = Vector3.one; // Reset scale
boosterPackObject.transform.localRotation = Quaternion.identity; // Reset rotation
}
if (openBoosterButton != null)
@@ -107,7 +223,16 @@ namespace AppleHills.UI.CardSystem
if (continueButton != null)
{
continueButton.gameObject.SetActive(false);
continueButton.transform.localScale = Vector3.one; // Reset scale
}
// Make back button visible
if (backButton != null)
{
backButton.gameObject.SetActive(true);
}
Debug.Log("[BoosterOpeningPage] State reset complete, all scales and rotations reset to defaults");
}
/// <summary>
@@ -117,15 +242,20 @@ namespace AppleHills.UI.CardSystem
{
if (_currentState != OpeningState.BoosterReady) return;
// Open the booster pack and get the cards
List<CardData> newCards = _cardManager.OpenBoosterPack();
_currentState = OpeningState.CardBacksVisible;
if (newCards.Count > 0)
// Open the booster pack and get the cards
_boosterCards = _cardManager.OpenBoosterPack();
if (_boosterCards.Count > 0)
{
// Hide the booster pack and open button
if (boosterPackObject != null)
{
boosterPackObject.SetActive(false);
// Animate the booster pack opening
Tween.LocalScale(boosterPackObject.transform, Vector3.zero, 0.3f, 0f, Tween.EaseInBack, Tween.LoopType.None, null, () => {
boosterPackObject.SetActive(false);
});
}
if (openBoosterButton != null)
@@ -133,8 +263,8 @@ namespace AppleHills.UI.CardSystem
openBoosterButton.gameObject.SetActive(false);
}
// Start revealing cards
StartCoroutine(RevealCards(newCards));
// Show card backs first
StartCoroutine(ShowCardBacks());
}
else
{
@@ -144,129 +274,354 @@ namespace AppleHills.UI.CardSystem
}
/// <summary>
/// Reveals cards one by one with animation
/// Shows card backs in the reveal positions
/// </summary>
private IEnumerator RevealCards(List<CardData> cards)
private IEnumerator ShowCardBacks()
{
// Wait a short delay before revealing cards
// Wait a short delay before showing card backs
yield return new WaitForSeconds(0.5f);
// Reveal each card
foreach (var cardData in cards)
// Check if we have proper container setup
if (cardRevealContainer == null)
{
// Instantiate card UI element
GameObject cardObj = Instantiate(cardPrefab, cardRevealTransform);
CardUIElement cardUI = cardObj.GetComponent<CardUIElement>();
if (cardUI != null)
{
// Set up the card data
cardUI.SetupCard(cardData);
_revealedCards.Add(cardUI);
// Set initial scale to zero for animation
cardObj.transform.localScale = Vector3.zero;
// Play reveal animation using Pixelplacement.Tween
Tween.LocalScale(cardObj.transform, Vector3.one, 0.5f, 0f, Tween.EaseOutBack);
// Call card's show animation
cardUI.OnShowAnimation();
// Wait for animation delay
yield return new WaitForSeconds(cardRevealDelay);
}
Debug.LogError("[BoosterOpeningPage] Card reveal container is null!");
yield break;
}
// Update state and show continue button
_currentState = OpeningState.CardsRevealed;
if (continueButton != null)
// Check if we found any card backs
if (_cardBackButtons.Count == 0)
{
continueButton.gameObject.SetActive(true);
Debug.LogError("[BoosterOpeningPage] No card back buttons found in container!");
yield break;
}
// Determine how many cards to show based on the booster cards and available card backs
int cardsToShow = Mathf.Min(_boosterCards.Count, _cardBackButtons.Count);
// Activate and animate the card backs
for (int i = 0; i < cardsToShow; i++)
{
Button cardBack = _cardBackButtons[i];
if (cardBack == null) continue;
GameObject cardBackObj = cardBack.gameObject;
// Ensure the card back is active
cardBackObj.SetActive(true);
// Store the index for later reference when clicked
int cardIndex = i;
// Configure the button
cardBack.onClick.RemoveAllListeners(); // Clear any previous listeners
cardBack.onClick.AddListener(() => OnCardBackClicked(cardIndex));
// Set initial scale to zero for animation
cardBackObj.transform.localScale = Vector3.zero;
Debug.Log($"[BoosterOpeningPage] Card back {i} activated");
// Play reveal animation using Pixelplacement.Tween
Tween.LocalScale(cardBackObj.transform, Vector3.one, 0.5f, 0f, Tween.EaseOutBack);
// Wait for animation delay
yield return new WaitForSeconds(cardRevealDelay);
}
// Update state
_currentState = OpeningState.CardBacksVisible;
Debug.Log($"[BoosterOpeningPage] All {cardsToShow} card backs should now be visible");
}
/// <summary>
/// Handles click on the continue button after cards are revealed
/// Handles click on a card back to reveal the card
/// </summary>
private void OnCardBackClicked(int cardIndex)
{
Logging.Debug($"[BoosterOpeningPage] Card back clicked at index {cardIndex}");
// Only respond to clicks when in the appropriate state
if (_currentState != OpeningState.CardBacksVisible)
{
Logging.Warning($"[BoosterOpeningPage] Card clicked in wrong state: {_currentState}");
return;
}
// Ensure the index is valid
if (cardIndex < 0 || cardIndex >= _boosterCards.Count || cardIndex >= _cardBackButtons.Count)
{
Debug.LogError($"[BoosterOpeningPage] Invalid card index: {cardIndex}");
return;
}
// Get the card data and card back
CardData cardData = _boosterCards[cardIndex];
Button cardBack = _cardBackButtons[cardIndex];
// Start the reveal animation for this specific card
StartCoroutine(RevealCard(cardIndex, cardData, cardBack.gameObject));
}
/// <summary>
/// Reveals an individual card with animation
/// </summary>
private IEnumerator RevealCard(int cardIndex, CardData cardData, GameObject cardBack)
{
if (cardBack == null)
yield break;
// Start flip animation
Transform cardBackTransform = cardBack.transform;
// Step 1: Flip the card 90 degrees (showing the edge)
Tween.LocalRotation(cardBackTransform, new Vector3(0, 90, 0), flipAnimationDuration * 0.5f, 0);
// Wait for half the flip duration
yield return new WaitForSeconds(flipAnimationDuration * 0.5f);
// Step 2: Hide the card back and show the actual card
cardBack.SetActive(false);
// Instantiate the card prefab at the same position
if (cardPrefab != null)
{
// Instantiate the card in the same parent as the card back and at the same position
GameObject cardObj = Instantiate(cardPrefab, cardBack.transform.parent);
cardObj.transform.SetSiblingIndex(cardBackTransform.GetSiblingIndex()); // Keep the same order in hierarchy
cardObj.transform.position = cardBackTransform.position; // Same world position
// Set initial rotation to continue the flip animation
cardObj.transform.localRotation = Quaternion.Euler(0, 90, 0);
// Configure the card UI with the card data
CardUIElement cardUI = cardObj.GetComponent<CardUIElement>();
if (cardUI != null)
{
cardUI.SetupCard(cardData);
_revealedCards.Add(cardUI);
// Play special effects based on card rarity
PlayRevealEffect(cardObj, cardData.Rarity);
}
// Step 3: Finish the flip animation (from 90 degrees to 0)
Tween.LocalRotation(cardObj.transform, Vector3.zero, flipAnimationDuration * 0.5f, 0);
// Increment counter of revealed cards
_revealedCardCount++;
// Update state if all cards are revealed
if (_revealedCardCount >= _boosterCards.Count)
{
_currentState = OpeningState.CardsRevealed;
// Show continue button after a short delay
StartCoroutine(ShowContinueButton());
}
}
}
/// <summary>
/// Plays reveal effect for a card based on its rarity
/// </summary>
private void PlayRevealEffect(GameObject cardObject, CardRarity rarity)
{
// Add visual effect based on rarity
if (rarity >= CardRarity.Rare)
{
// For rare cards and above, add a particle effect
var particleSystem = cardObject.GetComponentInChildren<ParticleSystem>();
if (particleSystem != null)
{
particleSystem.Play();
}
// Scale up and down for emphasis
Transform cardTransform = cardObject.transform;
Vector3 originalScale = cardTransform.localScale;
// Sequence: Scale up slightly, then back to normal
Tween.LocalScale(cardTransform, originalScale * 1.2f, 0.2f, 0.1f, Tween.EaseOutBack);
Tween.LocalScale(cardTransform, originalScale, 0.15f, 0.3f, Tween.EaseIn);
// Play sound effect based on rarity (if available)
// This would require audio source components to be set up
}
}
/// <summary>
/// Shows the continue button after all cards are revealed
/// </summary>
private IEnumerator ShowContinueButton()
{
// Wait for a moment to let the user see all cards
yield return new WaitForSeconds(1.0f);
if (continueButton != null)
{
// Show the continue button with a nice animation
continueButton.gameObject.SetActive(true);
continueButton.transform.localScale = Vector3.zero;
Tween.LocalScale(continueButton.transform, Vector3.one, 0.3f, 0f, Tween.EaseOutBack);
}
}
/// <summary>
/// Handles click on the continue button
/// </summary>
private void OnContinueClicked()
{
if (_currentState != OpeningState.CardsRevealed) return;
// Start moving cards to backpack animation
StartCoroutine(MoveCardsToBackpack());
}
/// <summary>
/// Animates cards moving to the backpack
/// </summary>
private IEnumerator MoveCardsToBackpack()
{
_currentState = OpeningState.MovingToBackpack;
// Hide continue button
if (continueButton != null)
{
continueButton.gameObject.SetActive(false);
}
// Get corner position for backpack (bottom left)
Vector3 cornerPosition = new Vector3(-Screen.width/2 + 50, -Screen.height/2 + 50, 0);
// Animate each card moving to the backpack
foreach (var card in _revealedCards)
// Hide back button during transition
if (backButton != null)
{
// Play move to backpack animation using Pixelplacement.Tween
Tween.Position(card.transform, cornerPosition, 0.5f, 0f, Tween.EaseInBack);
Tween.LocalScale(card.transform, Vector3.zero, 0.5f, 0f, Tween.EaseInBack);
backButton.gameObject.SetActive(false);
}
// Start animation to move cards to backpack
_moveToBackpackCoroutine = StartCoroutine(MoveCardsToBackpack());
}
/// <summary>
/// Animates cards moving to the backpack icon
/// </summary>
private IEnumerator MoveCardsToBackpack()
{
// Find the backpack button GameObject
GameObject backpackButton = null;
Transform backpackTransform = null;
if (_cardAlbumUI != null && _cardAlbumUI.BackpackIcon != null)
{
// Get the backpack icon
GameObject backpackIcon = _cardAlbumUI.BackpackIcon;
backpackTransform = backpackIcon.transform;
// Call card's move to backpack animation
card.OnMoveToBackpackAnimation();
// Find the parent button that controls visibility
backpackButton = backpackIcon.transform.parent.gameObject;
// Wait for animation delay
yield return new WaitForSeconds(cardMoveToBackpackDelay);
// Make sure the backpack button is visible for the animation
if (backpackButton != null)
{
backpackButton.SetActive(true);
Debug.Log("[BoosterOpeningPage] Made backpack button visible for animation");
}
}
// Wait a moment before completing
yield return new WaitForSeconds(0.3f);
if (backpackTransform == null)
{
// If no backpack is found, just return to the menu
UIPageController.Instance.PopPage();
yield break;
}
// Complete the process and return to previous page
// Speed up the animation by reducing the delay
float animationDuration = 0.3f; // Faster animation duration
float cardDelay = 0.15f; // Even shorter delay between cards
// Move each card to the backpack with slight delay between cards
for (int i = 0; i < _revealedCards.Count; i++)
{
CardUIElement card = _revealedCards[i];
if (card != null)
{
// Get the world position of the backpack
Vector3 backpackWorldPos = backpackTransform.position;
// Convert to local space of the card's parent for Tween
Vector3 targetPos = card.transform.parent.InverseTransformPoint(backpackWorldPos);
// Start the move animation - ensure no cancellation between animations
Tween.LocalPosition(card.transform, targetPos, animationDuration, cardDelay * i, Tween.EaseInOut);
Tween.LocalScale(card.transform, Vector3.zero, animationDuration, cardDelay * i, Tween.EaseIn);
Debug.Log($"[BoosterOpeningPage] Starting animation for card {i}");
}
// Only wait after starting each animation (don't wait after the last one)
if (i < _revealedCards.Count - 1)
{
yield return new WaitForSeconds(cardDelay);
}
}
// Calculate total animation time and wait for it to complete
float totalAnimationTime = cardDelay * (_revealedCards.Count - 1) + animationDuration;
yield return new WaitForSeconds(totalAnimationTime + 0.1f); // Small buffer to ensure animations complete
// The backpack visibility will be handled by CardAlbumUI's OnPageChanged after popping this page
// We don't need to explicitly hide it here as the system will handle it properly
// Update state
_currentState = OpeningState.Completed;
// Return to the menu
UIPageController.Instance.PopPage();
}
/// <summary>
/// Override for transition in animation using Pixelplacement.Tween
/// </summary>
protected override void DoTransitionIn(System.Action onComplete)
{
// Scale in animation for the booster pack
if (boosterPackObject != null)
// Simple fade in animation
if (canvasGroup != null)
{
boosterPackObject.transform.localScale = Vector3.zero;
Tween.LocalScale(boosterPackObject.transform, Vector3.one, transitionDuration, 0f,
Tween.EaseOutBack, Tween.LoopType.None, null, onComplete);
canvasGroup.alpha = 0f;
Tween.Value(0f, 1f, (value) => canvasGroup.alpha = value, transitionDuration, 0f, Tween.EaseInOut, Tween.LoopType.None, null, onComplete);
}
else
{
// Fallback if no CanvasGroup
onComplete?.Invoke();
}
}
/// <summary>
/// Override for transition out animation using Pixelplacement.Tween
/// </summary>
protected override void DoTransitionOut(System.Action onComplete)
{
// Fade out animation using a CanvasGroup if available
CanvasGroup canvasGroup = GetComponent<CanvasGroup>();
// Simple fade out animation
if (canvasGroup != null)
{
Tween.Value(canvasGroup.alpha, 0f, (value) => canvasGroup.alpha = value,
transitionDuration, 0f, Tween.EaseInOut, Tween.LoopType.None, null, onComplete);
Tween.Value(canvasGroup.alpha, 0f, (value) => canvasGroup.alpha = value, transitionDuration, 0f, Tween.EaseInOut, Tween.LoopType.None, null, onComplete);
}
else
{
// Fallback if no CanvasGroup
onComplete?.Invoke();
}
}
/// <summary>
/// OnEnable override to ensure proper initialization
/// </summary>
private void OnEnable()
{
if (_cardManager == null)
{
_cardManager = CardSystemManager.Instance;
}
if (_cardAlbumUI == null)
{
_cardAlbumUI = FindObjectOfType<CardAlbumUI>();
}
// Re-cache card backs in case they changed while disabled
CacheCardBackButtons();
}
}
}

View File

@@ -1,7 +1,9 @@
using System;
using System.Collections;
using AppleHills.Data.CardSystem;
using Core;
using Data.CardSystem;
using Pixelplacement;
using UnityEngine;
using UnityEngine.UI;
@@ -21,11 +23,18 @@ namespace AppleHills.UI.CardSystem
[Header("UI Elements")]
[SerializeField] private Button backpackButton;
[SerializeField] private Text boosterCountText;
[SerializeField] private BoosterNotificationDot boosterNotificationDot;
[Header("Notification Settings")]
[SerializeField] private AudioSource notificationSound;
// Public property to access the backpack icon for animations
public GameObject BackpackIcon => backpackIcon;
private UIPageController _pageController;
private CardSystemManager _cardManager;
private bool _isInitialized = false;
private bool _hasUnseenCards = false;
private void Awake()
{
@@ -49,6 +58,10 @@ namespace AppleHills.UI.CardSystem
// Initially show only the backpack icon
ShowOnlyBackpackIcon();
// Hide notification dot initially
if (boosterNotificationDot != null)
boosterNotificationDot.gameObject.SetActive(false);
}
private void Start()
@@ -60,6 +73,11 @@ namespace AppleHills.UI.CardSystem
if (_cardManager != null)
{
_cardManager.OnBoosterCountChanged += UpdateBoosterCount;
_cardManager.OnBoosterOpened += HandleBoosterOpened;
_cardManager.OnCardCollected += HandleCardCollected;
_cardManager.OnCardRarityUpgraded += HandleCardRarityUpgraded;
// Initialize UI with current values
UpdateBoosterCount(_cardManager.GetBoosterPackCount());
}
@@ -72,6 +90,9 @@ namespace AppleHills.UI.CardSystem
if (_cardManager != null)
{
_cardManager.OnBoosterCountChanged -= UpdateBoosterCount;
_cardManager.OnBoosterOpened -= HandleBoosterOpened;
_cardManager.OnCardCollected -= HandleCardCollected;
_cardManager.OnCardRarityUpgraded -= HandleCardRarityUpgraded;
}
// Clean up button listeners
@@ -79,6 +100,12 @@ namespace AppleHills.UI.CardSystem
{
backpackButton.onClick.RemoveListener(OnBackpackButtonClicked);
}
// Unsubscribe from page controller events
if (_pageController != null)
{
_pageController.OnPageChanged -= OnPageChanged;
}
}
/// <summary>
@@ -114,10 +141,26 @@ namespace AppleHills.UI.CardSystem
/// </summary>
private void OnBackpackButtonClicked()
{
// Play button sound if available
if (notificationSound != null)
notificationSound.Play();
// If no pages are open, push the main menu
if (_pageController.CurrentPage == null)
{
_pageController.PushPage(mainMenuPage);
// Clear notification for unseen cards when opening menu
if (_hasUnseenCards)
{
_hasUnseenCards = false;
}
// Hide the backpack button when entering menu
if (backpackButton != null)
{
backpackButton.gameObject.SetActive(false);
}
}
else if (_pageController.CurrentPage == mainMenuPage)
{
@@ -138,7 +181,15 @@ namespace AppleHills.UI.CardSystem
}
else
{
backpackIcon.SetActive(false);
if (backpackButton != null)
backpackButton.gameObject.SetActive(false);
}
// Update menu if it's the main menu page
if (newPage == mainMenuPage && mainMenuPage is CardMenuPage menuPage)
{
// Force UI refresh when returning to main menu
menuPage.RefreshUI();
}
}
@@ -147,9 +198,21 @@ namespace AppleHills.UI.CardSystem
/// </summary>
private void ShowOnlyBackpackIcon()
{
backpackIcon.SetActive(true);
if (backpackButton != null)
{
backpackButton.gameObject.SetActive(true);
// Update notification visibility based on booster count
bool hasBooters = _cardManager != null && _cardManager.GetBoosterPackCount() > 0;
// Show notification dot if there are boosters or unseen cards
if (boosterNotificationDot != null)
{
boosterNotificationDot.gameObject.SetActive(hasBooters || _hasUnseenCards);
}
}
}
/// <summary>
/// Opens the album view page
/// </summary>
@@ -170,7 +233,6 @@ namespace AppleHills.UI.CardSystem
else
{
Logging.Debug("[CardAlbumUI] No booster packs available");
// TODO: Show "no boosters available" message
}
}
@@ -179,10 +241,65 @@ namespace AppleHills.UI.CardSystem
/// </summary>
private void UpdateBoosterCount(int count)
{
if (boosterCountText != null)
if (boosterNotificationDot != null)
{
boosterCountText.text = count.ToString();
boosterNotificationDot.SetCount(count);
// Animate the notification dot for feedback
boosterNotificationDot.transform.localScale = Vector3.one * 1.2f;
Tween.LocalScale(boosterNotificationDot.transform, Vector3.one, 0.3f, 0f);
// Update visibility based on count
UpdateBoosterVisibility();
}
}
/// <summary>
/// Updates the visibility of the booster notification dot based on current state
/// </summary>
private void UpdateBoosterVisibility()
{
if (boosterNotificationDot != null)
{
// Show dot if there are boosters or unseen cards
bool hasBooters = _cardManager != null && _cardManager.GetBoosterPackCount() > 0;
boosterNotificationDot.gameObject.SetActive(hasBooters || _hasUnseenCards);
}
}
/// <summary>
/// Handles event when a booster pack is opened
/// </summary>
private void HandleBoosterOpened(System.Collections.Generic.List<CardData> cards)
{
Logging.Debug($"[CardAlbumUI] Booster opened with {cards.Count} cards");
// The booster opening page handles the UI for this event
}
/// <summary>
/// Handles event when a new card is collected
/// </summary>
private void HandleCardCollected(CardData card)
{
// If we're not in the album view or booster opening view,
// show a notification dot on the backpack
if (_pageController.CurrentPage != albumViewPage &&
_pageController.CurrentPage != boosterOpeningPage)
{
_hasUnseenCards = true;
UpdateBoosterVisibility();
}
Logging.Debug($"[CardAlbumUI] New card collected: {card.Name}");
}
/// <summary>
/// Handles event when a card is upgraded to a higher rarity
/// </summary>
private void HandleCardRarityUpgraded(CardData card)
{
// Just log the upgrade event without showing a notification
Logging.Debug($"[CardAlbumUI] Card upgraded: {card.Name} to {card.Rarity}");
}
}
}

View File

@@ -3,6 +3,7 @@ using AppleHills.Data.CardSystem;
using Core;
using Data.CardSystem;
using Pixelplacement;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
@@ -18,10 +19,10 @@ namespace AppleHills.UI.CardSystem
[SerializeField] private Button openBoosterButton;
[SerializeField] private Button viewAlbumButton;
[SerializeField] private Button changeClothesButton;
[SerializeField] private Button backButton; // Added back button field
[Header("UI Elements")]
[SerializeField] private Text boosterCountText;
[SerializeField] private GameObject noBoostersMessage;
[SerializeField] private BoosterNotificationDot boosterNotificationDot; // Changed to BoosterNotificationDot
[SerializeField] private CanvasGroup canvasGroup;
private CardAlbumUI _cardAlbumUI;
@@ -56,6 +57,11 @@ namespace AppleHills.UI.CardSystem
// Disable "Coming Soon" feature
changeClothesButton.interactable = false;
}
if (backButton != null) // Set up back button listener
{
backButton.onClick.AddListener(OnBackButtonClicked);
}
}
private void OnEnable()
@@ -80,6 +86,19 @@ namespace AppleHills.UI.CardSystem
{
changeClothesButton.onClick.RemoveListener(OnChangeClothesClicked);
}
if (backButton != null) // Clean up back button listener
{
backButton.onClick.RemoveListener(OnBackButtonClicked);
}
}
/// <summary>
/// Public method to refresh UI state when returning to this page
/// </summary>
public void RefreshUI()
{
UpdateUI();
}
/// <summary>
@@ -91,10 +110,10 @@ namespace AppleHills.UI.CardSystem
int boosterCount = _cardManager.GetBoosterPackCount();
// Update booster count text
if (boosterCountText != null)
// Update booster count text using the notification dot
if (boosterNotificationDot != null)
{
boosterCountText.text = $"Boosters: {boosterCount}";
boosterNotificationDot.SetCount(boosterCount);
}
// Enable/disable open booster button based on availability
@@ -102,12 +121,6 @@ namespace AppleHills.UI.CardSystem
{
openBoosterButton.interactable = boosterCount > 0;
}
// Show/hide no boosters message
if (noBoostersMessage != null)
{
noBoostersMessage.SetActive(boosterCount <= 0);
}
}
/// <summary>
@@ -140,6 +153,20 @@ namespace AppleHills.UI.CardSystem
Logging.Debug("[CardMenuPage] Change Clothes feature coming soon!");
// No implementation yet - "Coming soon" feature
}
/// <summary>
/// Handles click on the Back button
/// </summary>
private void OnBackButtonClicked()
{
// Use the UIPageController to pop this page
// This will hide the card menu and return to the game
if (UIPageController.Instance != null)
{
UIPageController.Instance.PopPage();
Logging.Debug("[CardMenuPage] Exiting card menu back to game");
}
}
/// <summary>
/// Override for transition in animation using Pixelplacement.Tween

View File

@@ -3,6 +3,7 @@ using System.Collections.Generic;
using Bootstrap;
using Core;
using UnityEngine;
using UnityEngine.InputSystem;
namespace AppleHills.UI.CardSystem
{
@@ -21,6 +22,9 @@ namespace AppleHills.UI.CardSystem
// Event fired when the page stack changes
public event Action<UIPage> OnPageChanged;
private PlayerInput _playerInput;
private InputAction _cancelAction;
private void Awake()
{
if (_instance != null && _instance != this)
@@ -31,9 +35,46 @@ namespace AppleHills.UI.CardSystem
_instance = this;
// TODO: Handle generic "cancel" action
// _playerInput = FindFirstObjectByType<PlayerInput>();
// if (_playerInput == null)
// {
// Logging.Warning("[UIPageController] No PlayerInput found in the scene. Cancel action might not work.");
// }
// else
// {
// // Get the Cancel action from the UI action map
// _cancelAction = _playerInput.actions.FindAction("UI/Cancel");
// if (_cancelAction != null)
// {
// _cancelAction.performed += OnCancelActionPerformed;
// }
// else
// {
// Logging.Warning("[UIPageController] Cancel action not found in the input actions asset.");
// }
// }
// Register for post-boot initialization
BootCompletionService.RegisterInitAction(InitializePostBoot);
}
private void OnDestroy()
{
// Clean up event subscription when the controller is destroyed
if (_cancelAction != null)
{
_cancelAction.performed -= OnCancelActionPerformed;
}
}
private void OnCancelActionPerformed(InputAction.CallbackContext context)
{
if (_pageStack.Count > 0)
{
_pageStack.Peek().OnBackPressed();
}
}
private void InitializePostBoot()
{
@@ -105,16 +146,5 @@ namespace AppleHills.UI.CardSystem
OnPageChanged?.Invoke(null);
Logging.Debug("[UIPageController] Cleared page stack");
}
/// <summary>
/// Handles back button input and navigates to the previous page if possible.
/// </summary>
private void Update()
{
if (UnityEngine.Input.GetKeyDown(KeyCode.Escape) && _pageStack.Count > 0)
{
_pageStack.Peek().OnBackPressed();
}
}
}
}

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