Compare commits
28 Commits
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3
.gitignore
vendored
3
.gitignore
vendored
@@ -104,3 +104,6 @@ InitTestScene*.unity*
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||||
.vscode/launch.json
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||||
.vscode/settings.json
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||||
.idea/.idea.AppleHillsProduction/.idea/indexLayout.xml
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# WIP docs
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Assets/Art/Animations/Characters/Butterfly/Butterfly.controller
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userData:
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m_Name: Card_KalkUlation 1
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m_EditorClassIdentifier: AppleHillsScripts::AppleHills.Data.CardSystem.CardDefinition
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Id: 9f3fd9b8-3350-421e-b2ec-b4f019596506
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Description: Card description
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CardImage: {fileID: 5907816357319480503, guid: 84b744282e7e8084f935104f492f17b2, type: 3}
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m_Enabled: 1
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m_Script: {fileID: 11500000, guid: 2a80cc88c9884512b8b633110d838780, type: 3}
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m_Name: Card_KalkUlation 3
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m_Name: Card_KalkUlation 2
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m_EditorClassIdentifier: AppleHillsScripts::AppleHills.Data.CardSystem.CardDefinition
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Id: 9f3fd9b8-3350-421e-b2ec-b4f019596506
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Name: Kalk Ulation
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UseCustomFileName: 0
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CustomFileName:
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Description: Card description
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CardImage: {fileID: 5907816357319480503, guid: 84b744282e7e8084f935104f492f17b2, type: 3}
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@@ -18,6 +18,6 @@ MonoBehaviour:
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CustomFileName:
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Rarity: 0
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Zone: 4
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Zone: 5
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CardImage: {fileID: 5907816357319480503, guid: 84b744282e7e8084f935104f492f17b2, type: 3}
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CollectionIndex: 14
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m_EditorClassIdentifier: AppleHillsScripts::AppleHills.Data.CardSystem.CardDefinition
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Description: Card description
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@@ -10,14 +10,14 @@ MonoBehaviour:
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 2a80cc88c9884512b8b633110d838780, type: 3}
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m_Name: Card_MormorMarmor 3
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m_Name: Card_MormorMarmor 2
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m_EditorClassIdentifier: AppleHillsScripts::AppleHills.Data.CardSystem.CardDefinition
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Description: Card description
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|
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Zone: 6
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CardImage: {fileID: -1694013536, guid: c28c2d55edc2fbc4baf57d2672c0c3df, type: 3}
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@@ -18,6 +18,6 @@ MonoBehaviour:
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CustomFileName:
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Rarity: 0
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Zone: 5
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Zone: 6
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CardImage: {fileID: -1694013536, guid: c28c2d55edc2fbc4baf57d2672c0c3df, type: 3}
|
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CollectionIndex: 17
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@@ -20,8 +20,10 @@ namespace AppleHills.Editor
|
||||
|
||||
// Cache for display
|
||||
private Dictionary<CardRarity, List<CardData>> cardsByRarity = new Dictionary<CardRarity, List<CardData>>();
|
||||
private List<CardData> pendingCards = new List<CardData>();
|
||||
private int totalCards = 0;
|
||||
private int totalUniqueCards = 0;
|
||||
private int totalPendingCards = 0;
|
||||
private int boosterCount = 0;
|
||||
private string lastEventMessage = "";
|
||||
|
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@@ -72,6 +74,8 @@ namespace AppleHills.Editor
|
||||
CardSystemManager.Instance.OnBoosterOpened += OnBoosterOpened;
|
||||
CardSystemManager.Instance.OnCardCollected += OnCardCollected;
|
||||
CardSystemManager.Instance.OnBoosterCountChanged += OnBoosterCountChanged;
|
||||
CardSystemManager.Instance.OnPendingCardAdded += OnPendingCardAdded;
|
||||
CardSystemManager.Instance.OnPendingCardRemoved += OnPendingCardRemoved;
|
||||
|
||||
isSubscribed = true;
|
||||
Debug.Log("[CardSystemLivePreview] Subscribed to CardSystemManager events");
|
||||
@@ -87,6 +91,8 @@ namespace AppleHills.Editor
|
||||
CardSystemManager.Instance.OnBoosterOpened -= OnBoosterOpened;
|
||||
CardSystemManager.Instance.OnCardCollected -= OnCardCollected;
|
||||
CardSystemManager.Instance.OnBoosterCountChanged -= OnBoosterCountChanged;
|
||||
CardSystemManager.Instance.OnPendingCardAdded -= OnPendingCardAdded;
|
||||
CardSystemManager.Instance.OnPendingCardRemoved -= OnPendingCardRemoved;
|
||||
}
|
||||
|
||||
isSubscribed = false;
|
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@@ -114,21 +120,40 @@ namespace AppleHills.Editor
|
||||
Repaint();
|
||||
}
|
||||
|
||||
private void OnPendingCardAdded(CardData card)
|
||||
{
|
||||
lastEventMessage = $"Pending card added: {card.Name} ({card.Rarity})";
|
||||
RefreshData();
|
||||
Repaint();
|
||||
}
|
||||
|
||||
private void OnPendingCardRemoved(CardData card)
|
||||
{
|
||||
lastEventMessage = $"Card removed from pending: {card.Name} ({card.Rarity}) - being placed";
|
||||
RefreshData();
|
||||
Repaint();
|
||||
}
|
||||
|
||||
private void RefreshData()
|
||||
{
|
||||
if (!Application.isPlaying || CardSystemManager.Instance == null) return;
|
||||
|
||||
var allCards = CardSystemManager.Instance.GetAllCollectedCards();
|
||||
// Get ONLY collected cards (not pending) to avoid duplicates
|
||||
var collectedCards = CardSystemManager.Instance.GetCollectionOnly();
|
||||
|
||||
// Group by rarity
|
||||
cardsByRarity.Clear();
|
||||
cardsByRarity[CardRarity.Normal] = allCards.Where(c => c.Rarity == CardRarity.Normal).ToList();
|
||||
cardsByRarity[CardRarity.Rare] = allCards.Where(c => c.Rarity == CardRarity.Rare).ToList();
|
||||
cardsByRarity[CardRarity.Legendary] = allCards.Where(c => c.Rarity == CardRarity.Legendary).ToList();
|
||||
cardsByRarity[CardRarity.Normal] = collectedCards.Where(c => c.Rarity == CardRarity.Normal).ToList();
|
||||
cardsByRarity[CardRarity.Rare] = collectedCards.Where(c => c.Rarity == CardRarity.Rare).ToList();
|
||||
cardsByRarity[CardRarity.Legendary] = collectedCards.Where(c => c.Rarity == CardRarity.Legendary).ToList();
|
||||
|
||||
totalCards = allCards.Sum(c => c.CopiesOwned);
|
||||
totalUniqueCards = allCards.Count;
|
||||
totalCards = collectedCards.Sum(c => c.CopiesOwned);
|
||||
totalUniqueCards = collectedCards.Count;
|
||||
boosterCount = CardSystemManager.Instance.GetBoosterPackCount();
|
||||
|
||||
// Get pending cards separately
|
||||
pendingCards = CardSystemManager.Instance.GetPendingRevealCards();
|
||||
totalPendingCards = pendingCards.Count;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
@@ -173,6 +198,7 @@ namespace AppleHills.Editor
|
||||
EditorGUILayout.LabelField("Total Unique Cards:", totalUniqueCards.ToString());
|
||||
EditorGUILayout.LabelField("Total Cards Owned:", totalCards.ToString());
|
||||
EditorGUILayout.LabelField("Booster Packs:", boosterCount.ToString());
|
||||
EditorGUILayout.LabelField("Pending Reveal:", totalPendingCards.ToString(), EditorStyles.boldLabel);
|
||||
|
||||
if (!string.IsNullOrEmpty(lastEventMessage))
|
||||
{
|
||||
@@ -187,6 +213,13 @@ namespace AppleHills.Editor
|
||||
// Collection by Rarity
|
||||
scrollPosition = EditorGUILayout.BeginScrollView(scrollPosition);
|
||||
|
||||
// Pending Cards Section
|
||||
if (totalPendingCards > 0)
|
||||
{
|
||||
DrawPendingCardsSection();
|
||||
EditorGUILayout.Space();
|
||||
}
|
||||
|
||||
DrawRaritySection(CardRarity.Legendary, Color.yellow);
|
||||
DrawRaritySection(CardRarity.Rare, new Color(0.5f, 0.5f, 1f)); // Light blue
|
||||
DrawRaritySection(CardRarity.Normal, Color.white);
|
||||
@@ -208,6 +241,52 @@ namespace AppleHills.Editor
|
||||
EditorGUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
private void DrawPendingCardsSection()
|
||||
{
|
||||
var oldColor = GUI.backgroundColor;
|
||||
GUI.backgroundColor = new Color(1f, 0.8f, 0.4f); // Orange tint for pending
|
||||
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
|
||||
GUI.backgroundColor = oldColor;
|
||||
|
||||
GUILayout.Label($"⏳ Pending Reveal ({pendingCards.Count} cards)", EditorStyles.boldLabel);
|
||||
|
||||
// Group pending by rarity for display
|
||||
var pendingByRarity = pendingCards.GroupBy(c => c.Rarity).OrderByDescending(g => g.Key);
|
||||
|
||||
foreach (var rarityGroup in pendingByRarity)
|
||||
{
|
||||
EditorGUILayout.Space(5);
|
||||
var rarityColor = GetRarityColor(rarityGroup.Key);
|
||||
|
||||
oldColor = GUI.color;
|
||||
GUI.color = rarityColor;
|
||||
GUILayout.Label($"{rarityGroup.Key} ({rarityGroup.Count()})", EditorStyles.miniBoldLabel);
|
||||
GUI.color = oldColor;
|
||||
|
||||
foreach (var card in rarityGroup.OrderBy(c => c.Name))
|
||||
{
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
EditorGUILayout.LabelField(" • " + card.Name, GUILayout.Width(200));
|
||||
EditorGUILayout.LabelField(card.Zone.ToString(), GUILayout.Width(100));
|
||||
EditorGUILayout.LabelField($"Copies: {card.CopiesOwned}", GUILayout.Width(80));
|
||||
EditorGUILayout.EndHorizontal();
|
||||
}
|
||||
}
|
||||
|
||||
EditorGUILayout.EndVertical();
|
||||
}
|
||||
|
||||
private Color GetRarityColor(CardRarity rarity)
|
||||
{
|
||||
switch (rarity)
|
||||
{
|
||||
case CardRarity.Legendary: return Color.yellow;
|
||||
case CardRarity.Rare: return new Color(0.5f, 0.5f, 1f);
|
||||
case CardRarity.Normal: return Color.white;
|
||||
default: return Color.gray;
|
||||
}
|
||||
}
|
||||
|
||||
private void DrawRaritySection(CardRarity rarity, Color color)
|
||||
{
|
||||
if (!cardsByRarity.ContainsKey(rarity) || cardsByRarity[rarity].Count == 0)
|
||||
|
||||
@@ -216,6 +216,13 @@ namespace Editor.CardSystem
|
||||
|
||||
EditorGUILayout.Space(5);
|
||||
|
||||
if (GUILayout.Button("Populate Pending (6 Unique Cards)", GUILayout.Height(30)))
|
||||
{
|
||||
PopulatePendingCards();
|
||||
}
|
||||
|
||||
EditorGUILayout.Space(5);
|
||||
|
||||
// Danger Zone
|
||||
EditorGUILayout.Space(10);
|
||||
EditorGUILayout.LabelField("Danger Zone", EditorStyles.miniBoldLabel);
|
||||
@@ -304,6 +311,53 @@ namespace Editor.CardSystem
|
||||
}
|
||||
}
|
||||
|
||||
private void PopulatePendingCards()
|
||||
{
|
||||
if (CardSystemManager.Instance != null)
|
||||
{
|
||||
List<CardDefinition> allDefinitions = CardSystemManager.Instance.GetAllCardDefinitions();
|
||||
|
||||
if (allDefinitions.Count == 0)
|
||||
{
|
||||
lastActionMessage = "Error: No card definitions available";
|
||||
Logging.Warning($"[CardSystemTesterWindow] {lastActionMessage}");
|
||||
Repaint();
|
||||
return;
|
||||
}
|
||||
|
||||
// Ensure we have enough definitions to pick 6 unique cards
|
||||
int cardsToAdd = Mathf.Min(6, allDefinitions.Count);
|
||||
|
||||
// Shuffle definitions to get random unique cards
|
||||
List<CardDefinition> shuffledDefs = new List<CardDefinition>(allDefinitions);
|
||||
for (int i = 0; i < shuffledDefs.Count; i++)
|
||||
{
|
||||
int randomIndex = Random.Range(i, shuffledDefs.Count);
|
||||
(shuffledDefs[i], shuffledDefs[randomIndex]) = (shuffledDefs[randomIndex], shuffledDefs[i]);
|
||||
}
|
||||
|
||||
// Add first 6 unique cards to pending
|
||||
// AddCardToInventoryDelayed automatically routes NEW cards to pending queue
|
||||
int cardsAdded = 0;
|
||||
for (int i = 0; i < cardsToAdd; i++)
|
||||
{
|
||||
CardData newCard = shuffledDefs[i].CreateCardData();
|
||||
CardSystemManager.Instance.AddCardToInventoryDelayed(newCard);
|
||||
cardsAdded++;
|
||||
}
|
||||
|
||||
lastActionMessage = $"Added {cardsAdded} unique cards to pending reveal queue";
|
||||
Logging.Debug($"[CardSystemTesterWindow] {lastActionMessage}");
|
||||
RefreshDebugInfo();
|
||||
}
|
||||
else
|
||||
{
|
||||
lastActionMessage = "Error: CardSystemManager instance not found!";
|
||||
Debug.LogError("[CardSystemTesterWindow] " + lastActionMessage);
|
||||
Repaint();
|
||||
}
|
||||
}
|
||||
|
||||
private void ClearAllCards()
|
||||
{
|
||||
if (CardSystemManager.Instance != null)
|
||||
|
||||
3
Assets/Editor/InteractionSystem.meta
Normal file
3
Assets/Editor/InteractionSystem.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cb41c852d70c4066bf510792ee19b3f5
|
||||
timeCreated: 1762866335
|
||||
748
Assets/Editor/InteractionSystem/InteractableEditorWindow.cs
Normal file
748
Assets/Editor/InteractionSystem/InteractableEditorWindow.cs
Normal file
@@ -0,0 +1,748 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using Interactions;
|
||||
using System.Reflection;
|
||||
using System;
|
||||
|
||||
namespace AppleHills.Editor.InteractionSystem
|
||||
{
|
||||
/// <summary>
|
||||
/// Editor utility for managing and debugging interactable objects in the scene.
|
||||
/// Provides scene object locator, inspector editing, and runtime debugging capabilities.
|
||||
/// </summary>
|
||||
public class InteractableEditorWindow : EditorWindow
|
||||
{
|
||||
// Tab management
|
||||
private int _selectedTab = 0;
|
||||
private readonly string[] _tabNames = { "Scene", "Debug" };
|
||||
|
||||
// Scene interactables tracking
|
||||
private List<InteractableBase> _sceneInteractables = new List<InteractableBase>();
|
||||
private InteractableBase _selectedInteractable;
|
||||
private GameObject _selectedGameObject;
|
||||
|
||||
// UI state
|
||||
private Vector2 _listScrollPosition;
|
||||
private Vector2 _inspectorScrollPosition;
|
||||
private Vector2 _debugScrollPosition;
|
||||
private string _searchQuery = "";
|
||||
|
||||
// Runtime state
|
||||
private bool _isPlaying = false;
|
||||
|
||||
// Editor for selected interactable
|
||||
private UnityEditor.Editor _cachedEditor;
|
||||
|
||||
// Available interactable types for adding
|
||||
private static readonly Type[] AvailableInteractableTypes = new Type[]
|
||||
{
|
||||
typeof(OneClickInteraction),
|
||||
typeof(Pickup),
|
||||
typeof(ItemSlot),
|
||||
typeof(SaveableInteractable),
|
||||
typeof(InteractableBase)
|
||||
};
|
||||
|
||||
[MenuItem("AppleHills/Interactable Editor")]
|
||||
public static void ShowWindow()
|
||||
{
|
||||
var window = GetWindow<InteractableEditorWindow>("Interactable Editor");
|
||||
window.minSize = new Vector2(900, 600);
|
||||
window.Show();
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
RefreshSceneInteractables();
|
||||
|
||||
// Register for scene and selection changes
|
||||
UnityEditor.SceneManagement.EditorSceneManager.sceneOpened += OnSceneOpened;
|
||||
UnityEditor.SceneManagement.EditorSceneManager.sceneClosed += OnSceneClosed;
|
||||
Selection.selectionChanged += OnSelectionChanged;
|
||||
EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
|
||||
EditorApplication.hierarchyChanged += OnHierarchyChanged;
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
UnityEditor.SceneManagement.EditorSceneManager.sceneOpened -= OnSceneOpened;
|
||||
UnityEditor.SceneManagement.EditorSceneManager.sceneClosed -= OnSceneClosed;
|
||||
Selection.selectionChanged -= OnSelectionChanged;
|
||||
EditorApplication.playModeStateChanged -= OnPlayModeStateChanged;
|
||||
EditorApplication.hierarchyChanged -= OnHierarchyChanged;
|
||||
|
||||
// Clean up cached editor
|
||||
if (_cachedEditor != null)
|
||||
{
|
||||
DestroyImmediate(_cachedEditor);
|
||||
_cachedEditor = null;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnSceneOpened(UnityEngine.SceneManagement.Scene scene, UnityEditor.SceneManagement.OpenSceneMode mode)
|
||||
{
|
||||
RefreshSceneInteractables();
|
||||
}
|
||||
|
||||
private void OnSceneClosed(UnityEngine.SceneManagement.Scene scene)
|
||||
{
|
||||
RefreshSceneInteractables();
|
||||
}
|
||||
|
||||
private void OnHierarchyChanged()
|
||||
{
|
||||
RefreshSceneInteractables();
|
||||
}
|
||||
|
||||
private void OnSelectionChanged()
|
||||
{
|
||||
// Check if selected object has changed
|
||||
if (Selection.activeGameObject != null && Selection.activeGameObject != _selectedGameObject)
|
||||
{
|
||||
var interactable = Selection.activeGameObject.GetComponent<InteractableBase>();
|
||||
if (interactable != null)
|
||||
{
|
||||
// GameObject has an interactable - select it
|
||||
SelectInteractable(interactable);
|
||||
}
|
||||
else
|
||||
{
|
||||
// GameObject doesn't have an interactable - track it for add menu
|
||||
_selectedGameObject = Selection.activeGameObject;
|
||||
_selectedInteractable = null;
|
||||
|
||||
// Clear cached editor
|
||||
if (_cachedEditor != null)
|
||||
{
|
||||
DestroyImmediate(_cachedEditor);
|
||||
_cachedEditor = null;
|
||||
}
|
||||
}
|
||||
Repaint();
|
||||
}
|
||||
else if (Selection.activeGameObject == null)
|
||||
{
|
||||
// Nothing selected - clear selection
|
||||
_selectedGameObject = null;
|
||||
_selectedInteractable = null;
|
||||
|
||||
if (_cachedEditor != null)
|
||||
{
|
||||
DestroyImmediate(_cachedEditor);
|
||||
_cachedEditor = null;
|
||||
}
|
||||
Repaint();
|
||||
}
|
||||
}
|
||||
|
||||
private void OnPlayModeStateChanged(PlayModeStateChange state)
|
||||
{
|
||||
_isPlaying = EditorApplication.isPlaying;
|
||||
if (_isPlaying)
|
||||
{
|
||||
RefreshSceneInteractables();
|
||||
}
|
||||
Repaint();
|
||||
}
|
||||
|
||||
private void OnGUI()
|
||||
{
|
||||
DrawHeader();
|
||||
|
||||
_selectedTab = GUILayout.Toolbar(_selectedTab, _tabNames);
|
||||
|
||||
EditorGUILayout.Space();
|
||||
|
||||
switch (_selectedTab)
|
||||
{
|
||||
case 0: // Scene tab
|
||||
DrawSceneTab();
|
||||
break;
|
||||
case 1: // Debug tab
|
||||
DrawDebugTab();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
#region Header UI
|
||||
|
||||
private void DrawHeader()
|
||||
{
|
||||
EditorGUILayout.BeginHorizontal(EditorStyles.toolbar);
|
||||
|
||||
if (GUILayout.Button("Refresh", EditorStyles.toolbarButton, GUILayout.Width(60)))
|
||||
{
|
||||
RefreshSceneInteractables();
|
||||
}
|
||||
|
||||
GUILayout.FlexibleSpace();
|
||||
|
||||
// Tab-specific toolbar options
|
||||
if (_selectedTab == 0) // Scene tab
|
||||
{
|
||||
EditorGUILayout.LabelField($"Found: {_sceneInteractables.Count} interactables", EditorStyles.toolbarButton, GUILayout.Width(150));
|
||||
}
|
||||
else if (_selectedTab == 1) // Debug tab
|
||||
{
|
||||
EditorGUILayout.LabelField(_isPlaying ? "Runtime Active" : "Editor Mode", EditorStyles.toolbarButton, GUILayout.Width(100));
|
||||
}
|
||||
|
||||
EditorGUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Scene Tab
|
||||
|
||||
private void DrawSceneTab()
|
||||
{
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
|
||||
// Left panel - interactable list
|
||||
EditorGUILayout.BeginVertical(GUILayout.Width(300));
|
||||
DrawInteractableListPanel();
|
||||
EditorGUILayout.EndVertical();
|
||||
|
||||
// Separator
|
||||
EditorGUILayout.Space(5);
|
||||
|
||||
// Right panel - inspector/editor
|
||||
EditorGUILayout.BeginVertical();
|
||||
DrawInspectorPanel();
|
||||
EditorGUILayout.EndVertical();
|
||||
|
||||
EditorGUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
private void DrawInteractableListPanel()
|
||||
{
|
||||
// Search field
|
||||
EditorGUILayout.BeginHorizontal(EditorStyles.toolbar);
|
||||
_searchQuery = EditorGUILayout.TextField(_searchQuery, EditorStyles.toolbarSearchField);
|
||||
if (GUILayout.Button("×", EditorStyles.toolbarButton, GUILayout.Width(20)) && !string.IsNullOrEmpty(_searchQuery))
|
||||
{
|
||||
_searchQuery = "";
|
||||
GUI.FocusControl(null);
|
||||
}
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
_listScrollPosition = EditorGUILayout.BeginScrollView(_listScrollPosition);
|
||||
|
||||
// Filter interactables by search query
|
||||
var filteredInteractables = string.IsNullOrEmpty(_searchQuery)
|
||||
? _sceneInteractables
|
||||
: _sceneInteractables.Where(i => i != null && i.gameObject.name.ToLower().Contains(_searchQuery.ToLower())).ToList();
|
||||
|
||||
if (filteredInteractables.Count == 0)
|
||||
{
|
||||
EditorGUILayout.HelpBox("No interactables found in scene", MessageType.Info);
|
||||
}
|
||||
else
|
||||
{
|
||||
foreach (var interactable in filteredInteractables)
|
||||
{
|
||||
if (interactable == null) continue;
|
||||
|
||||
if (DrawInteractableListItem(interactable))
|
||||
{
|
||||
SelectInteractable(interactable);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
EditorGUILayout.EndScrollView();
|
||||
}
|
||||
|
||||
private bool DrawInteractableListItem(InteractableBase interactable)
|
||||
{
|
||||
bool isSelected = interactable == _selectedInteractable;
|
||||
|
||||
Color originalColor = GUI.backgroundColor;
|
||||
if (isSelected)
|
||||
GUI.backgroundColor = new Color(0.3f, 0.5f, 0.8f);
|
||||
|
||||
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
|
||||
GUI.backgroundColor = originalColor;
|
||||
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
|
||||
// Interactable info
|
||||
EditorGUILayout.BeginVertical();
|
||||
EditorGUILayout.LabelField(interactable.gameObject.name, EditorStyles.boldLabel);
|
||||
EditorGUILayout.LabelField(interactable.GetType().Name, EditorStyles.miniLabel);
|
||||
|
||||
// Show additional info for specific types
|
||||
if (interactable is Pickup pickup && pickup.itemData != null)
|
||||
{
|
||||
EditorGUILayout.LabelField($"Item: {pickup.itemData.itemName}", EditorStyles.miniLabel);
|
||||
}
|
||||
else if (interactable is ItemSlot slot && slot.itemData != null)
|
||||
{
|
||||
EditorGUILayout.LabelField($"Slot: {slot.itemData.itemName}", EditorStyles.miniLabel);
|
||||
}
|
||||
|
||||
EditorGUILayout.EndVertical();
|
||||
|
||||
GUILayout.FlexibleSpace();
|
||||
|
||||
// Ping button
|
||||
if (GUILayout.Button("Ping", GUILayout.Width(50)))
|
||||
{
|
||||
EditorGUIUtility.PingObject(interactable.gameObject);
|
||||
Selection.activeGameObject = interactable.gameObject;
|
||||
}
|
||||
|
||||
EditorGUILayout.EndHorizontal();
|
||||
EditorGUILayout.EndVertical();
|
||||
|
||||
Rect itemRect = GUILayoutUtility.GetLastRect();
|
||||
bool wasClicked = Event.current.type == EventType.MouseDown && Event.current.button == 0
|
||||
&& itemRect.Contains(Event.current.mousePosition);
|
||||
|
||||
if (wasClicked)
|
||||
{
|
||||
Event.current.Use();
|
||||
}
|
||||
|
||||
return wasClicked;
|
||||
}
|
||||
|
||||
private void DrawInspectorPanel()
|
||||
{
|
||||
_inspectorScrollPosition = EditorGUILayout.BeginScrollView(_inspectorScrollPosition);
|
||||
|
||||
if (_selectedInteractable == null && _selectedGameObject == null)
|
||||
{
|
||||
EditorGUILayout.HelpBox("Select an interactable from the list or in the scene hierarchy", MessageType.Info);
|
||||
}
|
||||
else if (_selectedGameObject != null && _selectedInteractable == null)
|
||||
{
|
||||
// Selected object doesn't have an interactable - show add menu
|
||||
DrawAddInteractableMenu();
|
||||
}
|
||||
else if (_selectedInteractable != null)
|
||||
{
|
||||
// Draw custom inspector for the selected interactable
|
||||
DrawInteractableInspector();
|
||||
}
|
||||
|
||||
EditorGUILayout.EndScrollView();
|
||||
}
|
||||
|
||||
private void DrawAddInteractableMenu()
|
||||
{
|
||||
EditorGUILayout.HelpBox($"GameObject '{_selectedGameObject.name}' doesn't have an Interactable component", MessageType.Info);
|
||||
|
||||
EditorGUILayout.Space();
|
||||
EditorGUILayout.LabelField("Add Interactable Component:", EditorStyles.boldLabel);
|
||||
|
||||
foreach (var interactableType in AvailableInteractableTypes)
|
||||
{
|
||||
if (GUILayout.Button($"Add {interactableType.Name}", GUILayout.Height(30)))
|
||||
{
|
||||
Undo.RecordObject(_selectedGameObject, $"Add {interactableType.Name}");
|
||||
var component = _selectedGameObject.AddComponent(interactableType) as InteractableBase;
|
||||
EditorUtility.SetDirty(_selectedGameObject);
|
||||
SelectInteractable(component);
|
||||
RefreshSceneInteractables();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void DrawInteractableInspector()
|
||||
{
|
||||
// Header
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
EditorGUILayout.LabelField("Editing:", EditorStyles.boldLabel, GUILayout.Width(60));
|
||||
EditorGUILayout.LabelField(_selectedInteractable.gameObject.name, EditorStyles.boldLabel);
|
||||
|
||||
GUILayout.FlexibleSpace();
|
||||
|
||||
if (GUILayout.Button("Ping", GUILayout.Width(50)))
|
||||
{
|
||||
EditorGUIUtility.PingObject(_selectedInteractable.gameObject);
|
||||
Selection.activeGameObject = _selectedInteractable.gameObject;
|
||||
}
|
||||
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
EditorGUILayout.Space();
|
||||
|
||||
// Draw default inspector using Editor
|
||||
if (_cachedEditor == null || _cachedEditor.target != _selectedInteractable)
|
||||
{
|
||||
if (_cachedEditor != null)
|
||||
{
|
||||
DestroyImmediate(_cachedEditor);
|
||||
}
|
||||
_cachedEditor = UnityEditor.Editor.CreateEditor(_selectedInteractable);
|
||||
}
|
||||
|
||||
if (_cachedEditor != null)
|
||||
{
|
||||
EditorGUI.BeginChangeCheck();
|
||||
_cachedEditor.OnInspectorGUI();
|
||||
if (EditorGUI.EndChangeCheck())
|
||||
{
|
||||
EditorUtility.SetDirty(_selectedInteractable);
|
||||
}
|
||||
}
|
||||
|
||||
EditorGUILayout.Space();
|
||||
|
||||
// Additional info section
|
||||
DrawAdditionalInfo();
|
||||
}
|
||||
|
||||
private void DrawAdditionalInfo()
|
||||
{
|
||||
EditorGUILayout.LabelField("Additional Information", EditorStyles.boldLabel);
|
||||
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
|
||||
|
||||
// Show component information
|
||||
EditorGUILayout.LabelField("Type:", _selectedInteractable.GetType().Name);
|
||||
|
||||
// Show attached actions
|
||||
var actions = _selectedInteractable.GetComponents<InteractionActionBase>();
|
||||
if (actions.Length > 0)
|
||||
{
|
||||
EditorGUILayout.LabelField($"Actions: {actions.Length}");
|
||||
EditorGUI.indentLevel++;
|
||||
foreach (var action in actions)
|
||||
{
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
EditorGUILayout.LabelField(action.GetType().Name, EditorStyles.miniLabel);
|
||||
if (GUILayout.Button("Ping", GUILayout.Width(50)))
|
||||
{
|
||||
EditorGUIUtility.PingObject(action);
|
||||
}
|
||||
EditorGUILayout.EndHorizontal();
|
||||
}
|
||||
EditorGUI.indentLevel--;
|
||||
}
|
||||
|
||||
// Show specific type info
|
||||
if (_selectedInteractable is Pickup pickup)
|
||||
{
|
||||
EditorGUILayout.Space();
|
||||
EditorGUILayout.LabelField("Pickup Info:", EditorStyles.boldLabel);
|
||||
if (pickup.itemData != null)
|
||||
{
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
EditorGUILayout.LabelField("Item Data:", GUILayout.Width(100));
|
||||
EditorGUILayout.ObjectField(pickup.itemData, typeof(PickupItemData), false);
|
||||
if (GUILayout.Button("Ping", GUILayout.Width(50)))
|
||||
{
|
||||
EditorGUIUtility.PingObject(pickup.itemData);
|
||||
}
|
||||
EditorGUILayout.EndHorizontal();
|
||||
}
|
||||
}
|
||||
else if (_selectedInteractable is ItemSlot slot)
|
||||
{
|
||||
EditorGUILayout.Space();
|
||||
EditorGUILayout.LabelField("Slot Info:", EditorStyles.boldLabel);
|
||||
if (slot.itemData != null)
|
||||
{
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
EditorGUILayout.LabelField("Slot Data:", GUILayout.Width(100));
|
||||
EditorGUILayout.ObjectField(slot.itemData, typeof(PickupItemData), false);
|
||||
if (GUILayout.Button("Ping", GUILayout.Width(50)))
|
||||
{
|
||||
EditorGUIUtility.PingObject(slot.itemData);
|
||||
}
|
||||
EditorGUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
if (_isPlaying)
|
||||
{
|
||||
var slottedObject = slot.GetSlottedObject();
|
||||
if (slottedObject != null)
|
||||
{
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
EditorGUILayout.LabelField("Slotted Object:", GUILayout.Width(100));
|
||||
EditorGUILayout.ObjectField(slottedObject, typeof(GameObject), true);
|
||||
if (GUILayout.Button("Ping", GUILayout.Width(50)))
|
||||
{
|
||||
EditorGUIUtility.PingObject(slottedObject);
|
||||
}
|
||||
EditorGUILayout.EndHorizontal();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
EditorGUILayout.EndVertical();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Debug Tab
|
||||
|
||||
private void DrawDebugTab()
|
||||
{
|
||||
if (!_isPlaying)
|
||||
{
|
||||
EditorGUILayout.HelpBox("Enter Play Mode to debug interactables at runtime", MessageType.Info);
|
||||
return;
|
||||
}
|
||||
|
||||
_debugScrollPosition = EditorGUILayout.BeginScrollView(_debugScrollPosition);
|
||||
|
||||
EditorGUILayout.LabelField("Scene Interactables", EditorStyles.boldLabel);
|
||||
EditorGUILayout.HelpBox("Test interactions and trigger individual events", MessageType.Info);
|
||||
|
||||
EditorGUILayout.Space();
|
||||
|
||||
foreach (var interactable in _sceneInteractables)
|
||||
{
|
||||
if (interactable == null) continue;
|
||||
|
||||
DrawDebugInteractableItem(interactable);
|
||||
}
|
||||
|
||||
EditorGUILayout.EndScrollView();
|
||||
}
|
||||
|
||||
private void DrawDebugInteractableItem(InteractableBase interactable)
|
||||
{
|
||||
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
|
||||
|
||||
// Header
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
EditorGUILayout.LabelField(interactable.gameObject.name, EditorStyles.boldLabel);
|
||||
EditorGUILayout.LabelField($"({interactable.GetType().Name})", EditorStyles.miniLabel);
|
||||
|
||||
GUILayout.FlexibleSpace();
|
||||
|
||||
if (GUILayout.Button("Ping", GUILayout.Width(50)))
|
||||
{
|
||||
EditorGUIUtility.PingObject(interactable.gameObject);
|
||||
Selection.activeGameObject = interactable.gameObject;
|
||||
}
|
||||
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
EditorGUILayout.Space();
|
||||
|
||||
// Interaction buttons
|
||||
EditorGUILayout.LabelField("Trigger Interaction:", EditorStyles.boldLabel);
|
||||
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
|
||||
if (GUILayout.Button("Full Interaction", GUILayout.Height(25)))
|
||||
{
|
||||
TriggerFullInteraction(interactable);
|
||||
}
|
||||
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
EditorGUILayout.Space();
|
||||
|
||||
// Event buttons
|
||||
EditorGUILayout.LabelField("Trigger Individual Events:", EditorStyles.boldLabel);
|
||||
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
|
||||
if (GUILayout.Button("Started"))
|
||||
{
|
||||
TriggerEvent(interactable, "OnInteractionStarted");
|
||||
TriggerUnityEvent(interactable, "interactionStarted");
|
||||
}
|
||||
|
||||
if (GUILayout.Button("Arrived"))
|
||||
{
|
||||
TriggerEvent(interactable, "OnInteractingCharacterArrived");
|
||||
TriggerUnityEvent(interactable, "characterArrived");
|
||||
}
|
||||
|
||||
if (GUILayout.Button("Do Interaction"))
|
||||
{
|
||||
TriggerEvent(interactable, "DoInteraction");
|
||||
}
|
||||
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
|
||||
if (GUILayout.Button("Complete (Success)"))
|
||||
{
|
||||
TriggerEventWithParam(interactable, "OnInteractionFinished", true);
|
||||
TriggerUnityEventWithParam(interactable, "interactionComplete", true);
|
||||
}
|
||||
|
||||
if (GUILayout.Button("Complete (Fail)"))
|
||||
{
|
||||
TriggerEventWithParam(interactable, "OnInteractionFinished", false);
|
||||
TriggerUnityEventWithParam(interactable, "interactionComplete", false);
|
||||
}
|
||||
|
||||
if (GUILayout.Button("Interrupted"))
|
||||
{
|
||||
TriggerUnityEvent(interactable, "interactionInterrupted");
|
||||
}
|
||||
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
// Show registered actions
|
||||
var actions = interactable.GetComponents<InteractionActionBase>();
|
||||
if (actions.Length > 0)
|
||||
{
|
||||
EditorGUILayout.Space();
|
||||
EditorGUILayout.LabelField($"Registered Actions ({actions.Length}):", EditorStyles.boldLabel);
|
||||
|
||||
foreach (var action in actions)
|
||||
{
|
||||
EditorGUILayout.BeginHorizontal(EditorStyles.helpBox);
|
||||
EditorGUILayout.LabelField(action.GetType().Name);
|
||||
|
||||
if (action.respondToEvents != null && action.respondToEvents.Count > 0)
|
||||
{
|
||||
string events = string.Join(", ", action.respondToEvents);
|
||||
EditorGUILayout.LabelField($"Events: {events}", EditorStyles.miniLabel);
|
||||
}
|
||||
|
||||
EditorGUILayout.EndHorizontal();
|
||||
}
|
||||
}
|
||||
|
||||
EditorGUILayout.EndVertical();
|
||||
EditorGUILayout.Space();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Data Management
|
||||
|
||||
private void RefreshSceneInteractables()
|
||||
{
|
||||
_sceneInteractables.Clear();
|
||||
|
||||
// Find all interactables in the scene
|
||||
var allInteractables = FindObjectsByType<InteractableBase>(FindObjectsSortMode.None);
|
||||
_sceneInteractables.AddRange(allInteractables);
|
||||
|
||||
// Sort by name for easier browsing
|
||||
_sceneInteractables.Sort((a, b) =>
|
||||
{
|
||||
if (a == null || b == null) return 0;
|
||||
return string.Compare(a.gameObject.name, b.gameObject.name, StringComparison.Ordinal);
|
||||
});
|
||||
}
|
||||
|
||||
private void SelectInteractable(InteractableBase interactable)
|
||||
{
|
||||
_selectedInteractable = interactable;
|
||||
_selectedGameObject = interactable?.gameObject;
|
||||
|
||||
// Clear cached editor to force recreation
|
||||
if (_cachedEditor != null)
|
||||
{
|
||||
DestroyImmediate(_cachedEditor);
|
||||
_cachedEditor = null;
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Debug Helpers
|
||||
|
||||
private void TriggerFullInteraction(InteractableBase interactable)
|
||||
{
|
||||
if (!_isPlaying || interactable == null) return;
|
||||
|
||||
// Simulate a tap on the interactable
|
||||
Vector3 worldPos = interactable.transform.position;
|
||||
interactable.OnTap(new Vector2(worldPos.x, worldPos.y));
|
||||
|
||||
Debug.Log($"[Interactable Editor] Triggered full interaction on {interactable.gameObject.name}");
|
||||
}
|
||||
|
||||
private void TriggerEvent(InteractableBase interactable, string methodName)
|
||||
{
|
||||
if (!_isPlaying || interactable == null) return;
|
||||
|
||||
Type type = interactable.GetType();
|
||||
MethodInfo method = type.GetMethod(methodName, BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
|
||||
|
||||
if (method != null)
|
||||
{
|
||||
try
|
||||
{
|
||||
method.Invoke(interactable, null);
|
||||
Debug.Log($"[Interactable Editor] Invoked {methodName} on {interactable.gameObject.name}");
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Debug.LogError($"[Interactable Editor] Error invoking {methodName}: {e.Message}");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning($"[Interactable Editor] Method {methodName} not found on {type.Name}");
|
||||
}
|
||||
}
|
||||
|
||||
private void TriggerEventWithParam(InteractableBase interactable, string methodName, object param)
|
||||
{
|
||||
if (!_isPlaying || interactable == null) return;
|
||||
|
||||
Type type = interactable.GetType();
|
||||
MethodInfo method = type.GetMethod(methodName, BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
|
||||
|
||||
if (method != null)
|
||||
{
|
||||
try
|
||||
{
|
||||
method.Invoke(interactable, new object[] { param });
|
||||
Debug.Log($"[Interactable Editor] Invoked {methodName}({param}) on {interactable.gameObject.name}");
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Debug.LogError($"[Interactable Editor] Error invoking {methodName}: {e.Message}");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning($"[Interactable Editor] Method {methodName} not found on {type.Name}");
|
||||
}
|
||||
}
|
||||
|
||||
private void TriggerUnityEvent(InteractableBase interactable, string fieldName)
|
||||
{
|
||||
if (!_isPlaying || interactable == null) return;
|
||||
|
||||
Type type = interactable.GetType();
|
||||
FieldInfo field = type.GetField(fieldName, BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
|
||||
|
||||
if (field != null && field.GetValue(interactable) is UnityEngine.Events.UnityEventBase unityEvent)
|
||||
{
|
||||
// Use reflection to invoke the protected Invoke method
|
||||
MethodInfo invokeMethod = unityEvent.GetType().GetMethod("Invoke", BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
|
||||
if (invokeMethod != null)
|
||||
{
|
||||
invokeMethod.Invoke(unityEvent, null);
|
||||
Debug.Log($"[Interactable Editor] Invoked UnityEvent {fieldName} on {interactable.gameObject.name}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void TriggerUnityEventWithParam(InteractableBase interactable, string fieldName, bool param)
|
||||
{
|
||||
if (!_isPlaying || interactable == null) return;
|
||||
|
||||
Type type = interactable.GetType();
|
||||
FieldInfo field = type.GetField(fieldName, BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
|
||||
|
||||
if (field != null && field.GetValue(interactable) is UnityEngine.Events.UnityEvent<bool> unityEvent)
|
||||
{
|
||||
unityEvent.Invoke(param);
|
||||
Debug.Log($"[Interactable Editor] Invoked UnityEvent<bool> {fieldName}({param}) on {interactable.gameObject.name}");
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3045d5bcf3e04203bfe060f80d8913ca
|
||||
timeCreated: 1762866335
|
||||
@@ -560,6 +560,15 @@ namespace AppleHills.Editor.PuzzleSystem
|
||||
|
||||
EditorGUILayout.BeginHorizontal(EditorStyles.toolbar);
|
||||
EditorGUILayout.LabelField($"Current Level: {_runtimeLevelData.levelId}", EditorStyles.boldLabel);
|
||||
|
||||
GUILayout.FlexibleSpace();
|
||||
|
||||
// Unlock All button
|
||||
if (GUILayout.Button("Unlock All", EditorStyles.toolbarButton, GUILayout.Width(100)))
|
||||
{
|
||||
UnlockAllPuzzles();
|
||||
}
|
||||
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
_debugScrollPosition = EditorGUILayout.BeginScrollView(_debugScrollPosition);
|
||||
@@ -870,6 +879,121 @@ namespace AppleHills.Editor.PuzzleSystem
|
||||
UpdateRuntimeData();
|
||||
}
|
||||
|
||||
private void UnlockAllPuzzles()
|
||||
{
|
||||
if (!_isPlaying || _runtimeLevelData == null) return;
|
||||
|
||||
PuzzleManager puzzleManager = Object.FindFirstObjectByType<PuzzleManager>();
|
||||
if (puzzleManager == null)
|
||||
{
|
||||
Debug.LogError("[Puzzle Editor] Cannot find PuzzleManager in scene");
|
||||
return;
|
||||
}
|
||||
|
||||
Debug.Log("[Puzzle Editor] Starting to unlock all puzzles...");
|
||||
|
||||
// Get all steps from the level data
|
||||
List<PuzzleStepSO> allSteps = new List<PuzzleStepSO>(_runtimeLevelData.allSteps);
|
||||
|
||||
// Track which steps we've processed
|
||||
HashSet<string> processedSteps = new HashSet<string>();
|
||||
bool madeProgress = true;
|
||||
int maxIterations = 100; // Safety limit to prevent infinite loops
|
||||
int iteration = 0;
|
||||
|
||||
// Keep iterating until no more steps can be unlocked/completed
|
||||
while (madeProgress && iteration < maxIterations)
|
||||
{
|
||||
madeProgress = false;
|
||||
iteration++;
|
||||
|
||||
foreach (var step in allSteps)
|
||||
{
|
||||
if (step == null || processedSteps.Contains(step.stepId))
|
||||
continue;
|
||||
|
||||
// Check if already completed
|
||||
if (puzzleManager.IsPuzzleStepCompleted(step.stepId))
|
||||
{
|
||||
processedSteps.Add(step.stepId);
|
||||
continue;
|
||||
}
|
||||
|
||||
// Check if step is unlocked or can be unlocked
|
||||
bool isUnlocked = puzzleManager.IsStepUnlocked(step);
|
||||
|
||||
if (!isUnlocked)
|
||||
{
|
||||
// Try to unlock it if dependencies are met
|
||||
// We need to check if all dependencies are completed
|
||||
bool canUnlock = CanUnlockStep(step, puzzleManager);
|
||||
|
||||
if (canUnlock)
|
||||
{
|
||||
// Unlock the step using reflection
|
||||
System.Type managerType = puzzleManager.GetType();
|
||||
System.Reflection.MethodInfo unlockMethod = managerType.GetMethod("UnlockStep",
|
||||
System.Reflection.BindingFlags.Instance |
|
||||
System.Reflection.BindingFlags.Public |
|
||||
System.Reflection.BindingFlags.NonPublic);
|
||||
|
||||
if (unlockMethod != null)
|
||||
{
|
||||
unlockMethod.Invoke(puzzleManager, new object[] { step });
|
||||
Debug.Log($"[Puzzle Editor] Unlocked step: {step.stepId}");
|
||||
isUnlocked = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// If unlocked, complete it
|
||||
if (isUnlocked && !puzzleManager.IsPuzzleStepCompleted(step.stepId))
|
||||
{
|
||||
puzzleManager.MarkPuzzleStepCompleted(step);
|
||||
Debug.Log($"[Puzzle Editor] Completed step: {step.stepId}");
|
||||
processedSteps.Add(step.stepId);
|
||||
madeProgress = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (iteration >= maxIterations)
|
||||
{
|
||||
Debug.LogWarning($"[Puzzle Editor] Reached maximum iterations ({maxIterations}). Some steps may not have been completed.");
|
||||
}
|
||||
|
||||
Debug.Log($"[Puzzle Editor] Unlock all complete. Processed {processedSteps.Count} steps in {iteration} iterations.");
|
||||
|
||||
// Update runtime data to reflect all changes
|
||||
UpdateRuntimeData();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if a step can be unlocked by verifying all its dependencies are completed
|
||||
/// </summary>
|
||||
private bool CanUnlockStep(PuzzleStepSO step, PuzzleManager puzzleManager)
|
||||
{
|
||||
if (step == null || _runtimeLevelData == null) return false;
|
||||
|
||||
// Initial steps can always be unlocked
|
||||
if (_runtimeLevelData.IsInitialStep(step))
|
||||
return true;
|
||||
|
||||
// Check if all dependencies are completed
|
||||
if (_runtimeLevelData.stepDependencies.TryGetValue(step.stepId, out string[] dependencies))
|
||||
{
|
||||
foreach (var depId in dependencies)
|
||||
{
|
||||
if (!puzzleManager.IsPuzzleStepCompleted(depId))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
||||
@@ -10,7 +10,7 @@ namespace AppleHills.Core.Settings.Editor
|
||||
{
|
||||
private Vector2 scrollPosition;
|
||||
private List<BaseSettings> allSettings = new List<BaseSettings>();
|
||||
private string[] tabNames = new string[] { "Player & Follower", "Interaction & Items", "Diving Minigame" };
|
||||
private string[] tabNames = new string[] { "Player & Follower", "Interaction & Items", "Diving Minigame", "Card System" };
|
||||
private int selectedTab = 0;
|
||||
private Dictionary<string, SerializedObject> serializedSettingsObjects = new Dictionary<string, SerializedObject>();
|
||||
private GUIStyle headerStyle;
|
||||
@@ -48,6 +48,7 @@ namespace AppleHills.Core.Settings.Editor
|
||||
CreateSettingsIfMissing<PlayerFollowerSettings>("PlayerFollowerSettings");
|
||||
CreateSettingsIfMissing<InteractionSettings>("InteractionSettings");
|
||||
CreateSettingsIfMissing<DivingMinigameSettings>("DivingMinigameSettings");
|
||||
CreateSettingsIfMissing<CardSystemSettings>("CardSystemSettings");
|
||||
}
|
||||
|
||||
private void CreateSettingsIfMissing<T>(string fileName) where T : BaseSettings
|
||||
@@ -114,6 +115,9 @@ namespace AppleHills.Core.Settings.Editor
|
||||
case 2: // Minigames
|
||||
DrawSettingsEditor<DivingMinigameSettings>();
|
||||
break;
|
||||
case 3: // Card System
|
||||
DrawSettingsEditor<CardSystemSettings>();
|
||||
break;
|
||||
}
|
||||
|
||||
EditorGUILayout.EndScrollView();
|
||||
|
||||
@@ -1,6 +1,5 @@
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using System;
|
||||
using UnityEngine.Events;
|
||||
|
||||
namespace BookCurlPro
|
||||
{
|
||||
@@ -13,6 +12,10 @@ namespace BookCurlPro
|
||||
public float DelayBeforeStart;
|
||||
public float TimeBetweenPages = 5;
|
||||
public bool AutoStartFlip = true;
|
||||
|
||||
[Header("Events")]
|
||||
public UnityEvent OnTargetReached;
|
||||
|
||||
bool flippingStarted = false;
|
||||
bool isPageFlipping = false;
|
||||
float elapsedTime = 0;
|
||||
@@ -42,6 +45,24 @@ namespace BookCurlPro
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PageFlipper.FlipPage(ControledBook, PageFlipTime, FlipMode.LeftToRight, () => { isPageFlipping = false; });
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}
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int targetPaper;
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/// <summary>
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public void StartFlipping(int target, UnityAction callback)
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{
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StartFlipping(target);
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isBookInteractable = ControledBook.interactable;
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@@ -75,7 +96,9 @@ namespace BookCurlPro
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File diff suppressed because it is too large
Load Diff
9619
Assets/Scenes/TestingStuff/CardTesting.unity
Normal file
9619
Assets/Scenes/TestingStuff/CardTesting.unity
Normal file
File diff suppressed because it is too large
Load Diff
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"OptimizedRope",
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"AudioSourceEvents",
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"NewAssembly",
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"SkiaSharp.Unity",
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"SkiaSharp.Editor",
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"SkiaSharp",
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"Unity.Cinemachine"
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],
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"includePlatforms": [],
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@@ -30,8 +30,6 @@ namespace Bootstrap
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private float _sceneLoadingProgress = 0f;
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private LogVerbosity _logVerbosity = LogVerbosity.Warning;
|
||||
|
||||
// Run very early - need to set up loading screen before other systems initialize
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public override int ManagedAwakePriority => 5;
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internal override void OnManagedAwake()
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{
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@@ -83,10 +81,8 @@ namespace Bootstrap
|
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Invoke(nameof(StartLoadingMainMenu), minDelayAfterBoot);
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}
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protected override void OnDestroy()
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internal override void OnManagedDestroy()
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{
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base.OnDestroy();
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// Manual cleanup for events
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if (initialLoadingScreen != null)
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{
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3
Assets/Scripts/CardSystem/Controllers.meta
Normal file
3
Assets/Scripts/CardSystem/Controllers.meta
Normal file
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fileFormatVersion: 2
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guid: abf7a5def55e43178a4c88caf5686cc9
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timeCreated: 1763454388
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172
Assets/Scripts/CardSystem/Controllers/AlbumNavigationService.cs
Normal file
172
Assets/Scripts/CardSystem/Controllers/AlbumNavigationService.cs
Normal file
@@ -0,0 +1,172 @@
|
||||
using System.Collections.Generic;
|
||||
using AppleHills.Data.CardSystem;
|
||||
using Core;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UI.CardSystem
|
||||
{
|
||||
/// <summary>
|
||||
/// Manages album page navigation, zone mapping, and page flip tracking.
|
||||
/// Created and owned by AlbumViewPage (not a Unity component).
|
||||
/// </summary>
|
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public class AlbumNavigationService
|
||||
{
|
||||
private readonly BookCurlPro.BookPro _book;
|
||||
private readonly BookTabButton[] _zoneTabs;
|
||||
|
||||
private bool _isPageFlipping = false;
|
||||
|
||||
/// <summary>
|
||||
/// Is the book currently flipping to a page?
|
||||
/// </summary>
|
||||
public bool IsPageFlipping => _isPageFlipping;
|
||||
|
||||
/// <summary>
|
||||
/// Constructor - called by AlbumViewPage's lazy property
|
||||
/// </summary>
|
||||
public AlbumNavigationService(BookCurlPro.BookPro book, BookTabButton[] zoneTabs)
|
||||
{
|
||||
_book = book;
|
||||
_zoneTabs = zoneTabs;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check if we're currently viewing the album proper (not the menu page)
|
||||
/// </summary>
|
||||
public bool IsInAlbumProper()
|
||||
{
|
||||
if (_book == null)
|
||||
{
|
||||
Logging.Warning("[AlbumNavigationService] Book reference is null");
|
||||
return false;
|
||||
}
|
||||
|
||||
// Page 1 is the menu/cover, page 2+ are album pages with card slots
|
||||
return _book.CurrentPaper > 1;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Navigate to the page where a specific card belongs
|
||||
/// </summary>
|
||||
public void NavigateToCardPage(CardData cardData, System.Action onComplete)
|
||||
{
|
||||
if (cardData == null || _book == null)
|
||||
{
|
||||
onComplete?.Invoke();
|
||||
return;
|
||||
}
|
||||
|
||||
// Find target page based on card's zone
|
||||
int targetPage = FindPageForZone(cardData.Zone);
|
||||
|
||||
if (targetPage < 0)
|
||||
{
|
||||
Logging.Warning($"[AlbumNavigationService] No page found for zone {cardData.Zone}");
|
||||
onComplete?.Invoke();
|
||||
return;
|
||||
}
|
||||
|
||||
// Mark as flipping
|
||||
_isPageFlipping = true;
|
||||
Logging.Debug($"[AlbumNavigationService] Starting page flip to page {targetPage}");
|
||||
|
||||
// Get or add AutoFlip component
|
||||
BookCurlPro.AutoFlip autoFlip = _book.GetComponent<BookCurlPro.AutoFlip>();
|
||||
if (autoFlip == null)
|
||||
{
|
||||
autoFlip = _book.gameObject.AddComponent<BookCurlPro.AutoFlip>();
|
||||
}
|
||||
|
||||
// Start flipping with callback
|
||||
autoFlip.enabled = true;
|
||||
autoFlip.StartFlipping(targetPage, () =>
|
||||
{
|
||||
// Mark as complete
|
||||
_isPageFlipping = false;
|
||||
Logging.Debug($"[AlbumNavigationService] Page flip to {targetPage} completed");
|
||||
|
||||
// Call original callback if provided
|
||||
onComplete?.Invoke();
|
||||
});
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get list of card definition IDs on the current page
|
||||
/// </summary>
|
||||
public List<string> GetDefinitionsOnCurrentPage()
|
||||
{
|
||||
var result = new List<string>();
|
||||
if (_book == null) return result;
|
||||
|
||||
int currentPage = _book.CurrentPaper;
|
||||
|
||||
// Find all AlbumCardSlot in scene
|
||||
var allSlots = Object.FindObjectsByType<AlbumCardSlot>(FindObjectsSortMode.None);
|
||||
|
||||
foreach (var slot in allSlots)
|
||||
{
|
||||
if (IsSlotOnPage(slot.transform, currentPage))
|
||||
{
|
||||
if (slot.TargetCardDefinition != null && !string.IsNullOrEmpty(slot.TargetCardDefinition.Id))
|
||||
{
|
||||
result.Add(slot.TargetCardDefinition.Id);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
#region Private Helpers
|
||||
|
||||
/// <summary>
|
||||
/// Find the target page for a card zone using BookTabButtons
|
||||
/// </summary>
|
||||
private int FindPageForZone(CardZone zone)
|
||||
{
|
||||
if (_zoneTabs == null || _zoneTabs.Length == 0)
|
||||
{
|
||||
Logging.Warning("[AlbumNavigationService] No zone tabs available!");
|
||||
return -1;
|
||||
}
|
||||
|
||||
foreach (var tab in _zoneTabs)
|
||||
{
|
||||
if (tab.Zone == zone)
|
||||
{
|
||||
return tab.TargetPage;
|
||||
}
|
||||
}
|
||||
|
||||
Logging.Warning($"[AlbumNavigationService] No BookTabButton found for zone {zone}");
|
||||
return -1;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check if a slot's transform is on a specific book page
|
||||
/// </summary>
|
||||
private bool IsSlotOnPage(Transform slotTransform, int pageIndex)
|
||||
{
|
||||
if (_book == null || _book.papers == null || pageIndex < 0 || pageIndex >= _book.papers.Length)
|
||||
return false;
|
||||
|
||||
var paper = _book.papers[pageIndex];
|
||||
if (paper == null) return false;
|
||||
|
||||
// Check if slotTransform parent hierarchy contains paper.Front or paper.Back
|
||||
Transform current = slotTransform;
|
||||
while (current != null)
|
||||
{
|
||||
if ((paper.Front != null && current.gameObject == paper.Front) ||
|
||||
(paper.Back != null && current.gameObject == paper.Back))
|
||||
return true;
|
||||
current = current.parent;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5dce94e276b8456996d9ddacef25c744
|
||||
timeCreated: 1763425777
|
||||
128
Assets/Scripts/CardSystem/Controllers/CardEnlargeController.cs
Normal file
128
Assets/Scripts/CardSystem/Controllers/CardEnlargeController.cs
Normal file
@@ -0,0 +1,128 @@
|
||||
using Core;
|
||||
using UI.CardSystem.StateMachine;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UI.CardSystem
|
||||
{
|
||||
/// <summary>
|
||||
/// Manages card enlarge system: backdrop display and card reparenting.
|
||||
/// Created and owned by AlbumViewPage (not a Unity component).
|
||||
/// </summary>
|
||||
public class CardEnlargeController
|
||||
{
|
||||
private readonly GameObject _backdrop;
|
||||
private readonly Transform _enlargedContainer;
|
||||
|
||||
/// <summary>
|
||||
/// Constructor - called by AlbumViewPage's lazy property
|
||||
/// </summary>
|
||||
public CardEnlargeController(GameObject backdrop, Transform enlargedContainer)
|
||||
{
|
||||
_backdrop = backdrop;
|
||||
_enlargedContainer = enlargedContainer;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Subscribe to a placed card's enlarged state events
|
||||
/// </summary>
|
||||
public void RegisterCard(StateMachine.Card card)
|
||||
{
|
||||
if (card == null) return;
|
||||
|
||||
var enlargeState = card.GetStateComponent<StateMachine.States.CardAlbumEnlargedState>(CardStateNames.AlbumEnlarged);
|
||||
if (enlargeState != null)
|
||||
{
|
||||
enlargeState.OnEnlargeRequested += OnCardEnlargeRequested;
|
||||
enlargeState.OnShrinkRequested += OnCardShrinkRequested;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unsubscribe from a card's enlarged state events
|
||||
/// </summary>
|
||||
public void UnregisterCard(StateMachine.Card card)
|
||||
{
|
||||
if (card == null) return;
|
||||
|
||||
var enlargeState = card.GetStateComponent<StateMachine.States.CardAlbumEnlargedState>(CardStateNames.AlbumEnlarged);
|
||||
if (enlargeState != null)
|
||||
{
|
||||
enlargeState.OnEnlargeRequested -= OnCardEnlargeRequested;
|
||||
enlargeState.OnShrinkRequested -= OnCardShrinkRequested;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Clean up enlarged card state (on page close)
|
||||
/// </summary>
|
||||
public void CleanupEnlargedState()
|
||||
{
|
||||
// Hide backdrop if visible
|
||||
if (_backdrop != null && _backdrop.activeSelf)
|
||||
{
|
||||
_backdrop.SetActive(false);
|
||||
}
|
||||
|
||||
// If there's an enlarged card in the container, return it to its slot
|
||||
if (_enlargedContainer != null && _enlargedContainer.childCount > 0)
|
||||
{
|
||||
for (int i = _enlargedContainer.childCount - 1; i >= 0; i--)
|
||||
{
|
||||
Transform cardTransform = _enlargedContainer.GetChild(i);
|
||||
var card = cardTransform.GetComponent<StateMachine.Card>();
|
||||
var state = cardTransform.GetComponentInChildren<StateMachine.States.CardAlbumEnlargedState>(true);
|
||||
if (card != null && state != null)
|
||||
{
|
||||
Transform originalParent = state.GetOriginalParent();
|
||||
if (originalParent != null)
|
||||
{
|
||||
cardTransform.SetParent(originalParent, true);
|
||||
cardTransform.localPosition = state.GetOriginalLocalPosition();
|
||||
cardTransform.localRotation = state.GetOriginalLocalRotation();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#region Event Handlers
|
||||
|
||||
private void OnCardEnlargeRequested(StateMachine.States.CardAlbumEnlargedState state)
|
||||
{
|
||||
if (state == null) return;
|
||||
|
||||
// Show backdrop
|
||||
if (_backdrop != null)
|
||||
{
|
||||
_backdrop.SetActive(true);
|
||||
}
|
||||
|
||||
// Reparent card root to enlarged container preserving world transform
|
||||
if (_enlargedContainer != null)
|
||||
{
|
||||
var ctx = state.GetComponentInParent<StateMachine.CardContext>();
|
||||
if (ctx != null)
|
||||
{
|
||||
ctx.RootTransform.SetParent(_enlargedContainer, true);
|
||||
ctx.RootTransform.SetAsLastSibling();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void OnCardShrinkRequested(StateMachine.States.CardAlbumEnlargedState state)
|
||||
{
|
||||
if (state == null) return;
|
||||
|
||||
// Hide backdrop; state will animate back to slot and reparent on completion
|
||||
if (_backdrop != null)
|
||||
{
|
||||
_backdrop.SetActive(false);
|
||||
}
|
||||
|
||||
// Do not reparent here; reverse animation is orchestrated by the state
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f0c2c6c12ee64ccabe778e848ac9c822
|
||||
timeCreated: 1763425800
|
||||
392
Assets/Scripts/CardSystem/Controllers/CornerCardManager.cs
Normal file
392
Assets/Scripts/CardSystem/Controllers/CornerCardManager.cs
Normal file
@@ -0,0 +1,392 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using AppleHills.Data.CardSystem;
|
||||
using Core;
|
||||
using Data.CardSystem;
|
||||
using UI.DragAndDrop.Core;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UI.CardSystem
|
||||
{
|
||||
/// <summary>
|
||||
/// Manages corner card spawning, selection, shuffling, and rebuilding.
|
||||
/// Created and owned by AlbumViewPage (not a Unity component).
|
||||
/// </summary>
|
||||
public class CornerCardManager
|
||||
{
|
||||
private readonly SlotContainer _slots;
|
||||
private readonly GameObject _cardPrefab;
|
||||
private readonly AlbumViewPage _owner;
|
||||
|
||||
private List<StateMachine.Card> _pendingCards = new List<StateMachine.Card>();
|
||||
private const int MaxVisible = 3;
|
||||
|
||||
/// <summary>
|
||||
/// Constructor - called by AlbumViewPage's lazy property
|
||||
/// </summary>
|
||||
public CornerCardManager(SlotContainer slots, GameObject cardPrefab, AlbumViewPage owner)
|
||||
{
|
||||
_slots = slots;
|
||||
_cardPrefab = cardPrefab;
|
||||
_owner = owner;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the list of currently spawned corner cards
|
||||
/// </summary>
|
||||
public List<StateMachine.Card> PendingCards => _pendingCards;
|
||||
|
||||
/// <summary>
|
||||
/// Spawn pending corner cards with initial setup
|
||||
/// </summary>
|
||||
public void SpawnCards()
|
||||
{
|
||||
RebuildCards();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Rebuild corner card display incrementally.
|
||||
/// Flow: 1) Shuffle remaining cards to front slots (0→1→2)
|
||||
/// 2) Spawn new card in last slot if needed
|
||||
/// Called on initial spawn and after card is removed.
|
||||
/// </summary>
|
||||
public void RebuildCards()
|
||||
{
|
||||
if (_cardPrefab == null || _slots == null) return;
|
||||
|
||||
// Step 1: Determine how many cards should be displayed
|
||||
var uniquePending = GetUniquePendingCards();
|
||||
int totalPendingCards = uniquePending.Count;
|
||||
int cardsToDisplay = Mathf.Min(totalPendingCards, MaxVisible);
|
||||
|
||||
int currentCardCount = _pendingCards.Count;
|
||||
|
||||
Logging.Debug($"[CornerCardManager] RebuildCards: current={currentCardCount}, target={cardsToDisplay}");
|
||||
|
||||
// Step 2: Remove excess cards if we have too many
|
||||
while (_pendingCards.Count > cardsToDisplay)
|
||||
{
|
||||
int lastIndex = _pendingCards.Count - 1;
|
||||
var cardToRemove = _pendingCards[lastIndex];
|
||||
|
||||
if (cardToRemove != null)
|
||||
{
|
||||
if (cardToRemove.Context != null)
|
||||
{
|
||||
cardToRemove.Context.OnDragStarted -= OnCardDragStarted;
|
||||
}
|
||||
Object.Destroy(cardToRemove.gameObject);
|
||||
}
|
||||
|
||||
_pendingCards.RemoveAt(lastIndex);
|
||||
Logging.Debug($"[CornerCardManager] Removed excess card, now have {_pendingCards.Count}");
|
||||
}
|
||||
|
||||
// Step 3: Shuffle remaining cards to occupy first slots (0, 1, 2)
|
||||
ShuffleCardsToFrontSlots();
|
||||
|
||||
// Step 4: Spawn new cards in remaining slots if needed
|
||||
while (_pendingCards.Count < cardsToDisplay)
|
||||
{
|
||||
int slotIndex = _pendingCards.Count; // Next available slot
|
||||
var slot = FindSlotByIndex(slotIndex);
|
||||
|
||||
if (slot == null)
|
||||
{
|
||||
Logging.Warning($"[CornerCardManager] Slot {slotIndex} not found, stopping spawn");
|
||||
break;
|
||||
}
|
||||
|
||||
SpawnCardInSlot(slot);
|
||||
Logging.Debug($"[CornerCardManager] Added new card in slot {slotIndex}, now have {_pendingCards.Count}");
|
||||
}
|
||||
|
||||
if (cardsToDisplay == 0)
|
||||
{
|
||||
Logging.Debug("[CornerCardManager] No pending cards to display in corner");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Smart card selection from pending queue.
|
||||
/// Prioritizes cards that belong on current album page, falls back to random.
|
||||
/// Removes selected card from pending and rebuilds corner.
|
||||
/// </summary>
|
||||
public CardData GetSmartSelection()
|
||||
{
|
||||
if (CardSystemManager.Instance == null) return null;
|
||||
var pending = CardSystemManager.Instance.GetPendingRevealCards();
|
||||
if (pending.Count == 0) return null;
|
||||
|
||||
// Try current page match
|
||||
var pageDefs = _owner.GetDefinitionsOnCurrentPage();
|
||||
var match = pending.Find(c => pageDefs.Contains(c.DefinitionId));
|
||||
|
||||
// If no match, use random
|
||||
if (match == null)
|
||||
{
|
||||
int idx = Random.Range(0, pending.Count);
|
||||
match = pending[idx];
|
||||
}
|
||||
|
||||
// IMPORTANT: Remove from pending list immediately
|
||||
// Card is now in "reveal flow" and will be added to collection when placed
|
||||
if (match != null)
|
||||
{
|
||||
// Remove from pending using the manager (fires OnPendingCardRemoved event)
|
||||
CardSystemManager.Instance.RemoveFromPending(match);
|
||||
Logging.Debug($"[CornerCardManager] Removed '{match.Name}' from pending cards, starting reveal flow");
|
||||
|
||||
// Rebuild corner cards AFTER removing from pending list
|
||||
// This ensures the removed card doesn't get re-spawned
|
||||
RebuildCards();
|
||||
}
|
||||
|
||||
return match;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Cleanup all corner cards (on page close)
|
||||
/// </summary>
|
||||
public void CleanupAllCards()
|
||||
{
|
||||
// First, unsubscribe and destroy tracked cards
|
||||
foreach (var c in _pendingCards)
|
||||
{
|
||||
if (c != null)
|
||||
{
|
||||
if (c.Context != null)
|
||||
{
|
||||
c.Context.OnDragStarted -= OnCardDragStarted;
|
||||
}
|
||||
Object.Destroy(c.gameObject);
|
||||
}
|
||||
}
|
||||
_pendingCards.Clear();
|
||||
|
||||
// IMPORTANT: Also clear ALL children from corner slots
|
||||
// This catches cards that were removed from tracking but not destroyed
|
||||
// (e.g., cards being dragged to album)
|
||||
if (_slots != null)
|
||||
{
|
||||
foreach (var slot in _slots.Slots)
|
||||
{
|
||||
if (slot == null || slot.transform == null) continue;
|
||||
|
||||
// Destroy all card children in this slot
|
||||
for (int i = slot.transform.childCount - 1; i >= 0; i--)
|
||||
{
|
||||
var child = slot.transform.GetChild(i);
|
||||
var card = child.GetComponent<StateMachine.Card>();
|
||||
if (card != null)
|
||||
{
|
||||
// Unsubscribe if somehow still subscribed
|
||||
if (card.Context != null)
|
||||
{
|
||||
card.Context.OnDragStarted -= OnCardDragStarted;
|
||||
}
|
||||
Object.Destroy(child.gameObject);
|
||||
Logging.Debug($"[CornerCardManager] Cleaned up orphaned card from slot {slot.SlotIndex}");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Notify that a card has been placed in album (remove from tracking)
|
||||
/// </summary>
|
||||
public void NotifyCardPlaced(StateMachine.Card card)
|
||||
{
|
||||
if (card != null)
|
||||
{
|
||||
// Remove from tracking list
|
||||
_pendingCards.Remove(card);
|
||||
|
||||
// IMPORTANT: Unsubscribe from drag events
|
||||
// Placed cards should never respond to corner drag events
|
||||
if (card.Context != null)
|
||||
{
|
||||
card.Context.OnDragStarted -= OnCardDragStarted;
|
||||
}
|
||||
|
||||
Logging.Debug($"[CornerCardManager] Card placed and unsubscribed from corner events: {card.CardData?.Name}");
|
||||
}
|
||||
}
|
||||
|
||||
#region Private Helpers
|
||||
|
||||
/// <summary>
|
||||
/// Shuffle remaining cards to occupy the first available slots (0 → 1 → 2).
|
||||
/// Example: If we have 2 cards in slots 0 and 2, move the card from slot 2 to slot 1.
|
||||
/// </summary>
|
||||
private void ShuffleCardsToFrontSlots()
|
||||
{
|
||||
if (_pendingCards.Count == 0) return;
|
||||
|
||||
Logging.Debug($"[CornerCardManager] Shuffling {_pendingCards.Count} cards to front slots");
|
||||
|
||||
// Reassign each card to the first N slots (0, 1, 2...)
|
||||
for (int i = 0; i < _pendingCards.Count; i++)
|
||||
{
|
||||
var card = _pendingCards[i];
|
||||
var targetSlot = FindSlotByIndex(i);
|
||||
|
||||
if (targetSlot == null)
|
||||
{
|
||||
Logging.Warning($"[CornerCardManager] Could not find slot with index {i} during shuffle");
|
||||
continue;
|
||||
}
|
||||
|
||||
// Check if card is already in the correct slot
|
||||
if (card.CurrentSlot == targetSlot)
|
||||
{
|
||||
// Already in correct slot, skip
|
||||
continue;
|
||||
}
|
||||
|
||||
// Vacate current slot if occupied
|
||||
if (card.CurrentSlot != null)
|
||||
{
|
||||
card.CurrentSlot.Vacate();
|
||||
}
|
||||
|
||||
// Assign to target slot with animation
|
||||
card.AssignToSlot(targetSlot, true); // true = animate
|
||||
Logging.Debug($"[CornerCardManager] Shuffled card {i} to slot {targetSlot.SlotIndex}");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Spawn a single card in the specified slot.
|
||||
/// Card will be in PendingFaceDownState and match slot transform.
|
||||
/// </summary>
|
||||
private void SpawnCardInSlot(DraggableSlot slot)
|
||||
{
|
||||
if (slot == null || _cardPrefab == null) return;
|
||||
|
||||
// Instantiate card as child of slot (not container)
|
||||
GameObject cardObj = Object.Instantiate(_cardPrefab, slot.transform);
|
||||
var card = cardObj.GetComponent<StateMachine.Card>();
|
||||
|
||||
if (card == null)
|
||||
{
|
||||
Logging.Warning("[CornerCardManager] Card prefab missing Card component!");
|
||||
Object.Destroy(cardObj);
|
||||
return;
|
||||
}
|
||||
|
||||
// IMPORTANT: Assign to slot FIRST (establishes correct transform)
|
||||
card.AssignToSlot(slot, false); // false = instant, no animation
|
||||
|
||||
// Inject AlbumViewPage dependency
|
||||
card.Context.SetAlbumViewPage(_owner);
|
||||
|
||||
// THEN setup card for pending state (transitions to PendingFaceDownState)
|
||||
// This ensures OriginalScale is captured AFTER slot assignment
|
||||
card.SetupForAlbumPending();
|
||||
|
||||
// Subscribe to drag events for reorganization
|
||||
card.Context.OnDragStarted += OnCardDragStarted;
|
||||
|
||||
// Track in list
|
||||
_pendingCards.Add(card);
|
||||
|
||||
Logging.Debug($"[CornerCardManager] Spawned card in slot {slot.SlotIndex}, state: {card.GetCurrentStateName()}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handle card drag started - cleanup and unparent from corner slot
|
||||
/// Rebuild happens in GetSmartSelection after pending list is updated
|
||||
/// </summary>
|
||||
private void OnCardDragStarted(StateMachine.CardContext context)
|
||||
{
|
||||
if (context == null) return;
|
||||
|
||||
var card = context.GetComponent<StateMachine.Card>();
|
||||
if (card == null) return;
|
||||
|
||||
// Only handle pending corner cards
|
||||
if (!_pendingCards.Contains(card)) return;
|
||||
|
||||
Logging.Debug($"[CornerCardManager] Card drag started, removing from corner");
|
||||
|
||||
// 1. Remove from tracking (card is transitioning to placement flow)
|
||||
_pendingCards.Remove(card);
|
||||
|
||||
// 2. Unsubscribe from this card's events
|
||||
if (card.Context != null)
|
||||
{
|
||||
card.Context.OnDragStarted -= OnCardDragStarted;
|
||||
}
|
||||
|
||||
// 3. CRITICAL: Unparent from corner slot BEFORE rebuild happens
|
||||
// This prevents the card from being destroyed when CleanupAllCards runs
|
||||
// Reparent to page's transform to keep it alive during drag
|
||||
if (card.transform.parent != null)
|
||||
{
|
||||
card.transform.SetParent(_owner.transform, true); // Keep world position
|
||||
Logging.Debug($"[CornerCardManager] Card unparented from corner slot - safe for rebuild");
|
||||
}
|
||||
|
||||
// Note: RebuildCards() is called in GetSmartSelection()
|
||||
// after the card is removed from CardSystemManager's pending list
|
||||
// The card is now safe from being destroyed since it's no longer a child of corner slots
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get unique pending cards (one per definition+rarity combo)
|
||||
/// </summary>
|
||||
private List<CardData> GetUniquePendingCards()
|
||||
{
|
||||
if (CardSystemManager.Instance == null) return new List<CardData>();
|
||||
|
||||
var pending = CardSystemManager.Instance.GetPendingRevealCards();
|
||||
|
||||
// Group by definition+rarity, take first of each group
|
||||
var uniqueDict = new Dictionary<string, CardData>();
|
||||
int duplicateCount = 0;
|
||||
|
||||
foreach (var card in pending)
|
||||
{
|
||||
string key = $"{card.DefinitionId}_{card.Rarity}";
|
||||
if (!uniqueDict.ContainsKey(key))
|
||||
{
|
||||
uniqueDict[key] = card;
|
||||
}
|
||||
else
|
||||
{
|
||||
duplicateCount++;
|
||||
}
|
||||
}
|
||||
|
||||
if (duplicateCount > 0)
|
||||
{
|
||||
Logging.Warning($"[CornerCardManager] Found {duplicateCount} duplicate pending cards (same definition+rarity combo)");
|
||||
}
|
||||
|
||||
return new List<CardData>(uniqueDict.Values);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Find a slot by its SlotIndex property
|
||||
/// </summary>
|
||||
private DraggableSlot FindSlotByIndex(int slotIndex)
|
||||
{
|
||||
if (_slots == null)
|
||||
return null;
|
||||
|
||||
foreach (var slot in _slots.Slots)
|
||||
{
|
||||
if (slot.SlotIndex == slotIndex)
|
||||
{
|
||||
return slot;
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c7c68770a6974aa4a22c645fe0517fe2
|
||||
timeCreated: 1763425113
|
||||
205
Assets/Scripts/CardSystem/Controllers/ProgressBarController.cs
Normal file
205
Assets/Scripts/CardSystem/Controllers/ProgressBarController.cs
Normal file
@@ -0,0 +1,205 @@
|
||||
using System.Collections;
|
||||
using Core;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using AppleHills.Core.Settings;
|
||||
|
||||
namespace UI.CardSystem
|
||||
{
|
||||
/// <summary>
|
||||
/// Controls a vertical progress bar made of individual Image elements.
|
||||
/// Fills from bottom to top and animates the newest element with a blink effect.
|
||||
///
|
||||
/// Setup: Place on GameObject with VerticalLayoutGroup (Reverse Arrangement enabled).
|
||||
/// First child = first progress element (1/5), last child = last progress element (5/5).
|
||||
/// </summary>
|
||||
public class ProgressBarController : MonoBehaviour
|
||||
{
|
||||
[Header("Progress Elements")]
|
||||
[Tooltip("The individual Image components representing progress segments (auto-detected from children)")]
|
||||
private Image[] _progressElements;
|
||||
|
||||
private ICardSystemSettings _settings;
|
||||
private Coroutine _currentBlinkCoroutine;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_settings = GameManager.GetSettingsObject<ICardSystemSettings>();
|
||||
|
||||
// Auto-detect all child Image components
|
||||
_progressElements = GetComponentsInChildren<Image>(true);
|
||||
|
||||
if (_progressElements.Length == 0)
|
||||
{
|
||||
Logging.Warning("[ProgressBarController] No child Image components found! Add Image children to this GridLayout.");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Show progress and animate the newest element with a blink effect.
|
||||
/// </summary>
|
||||
/// <param name="currentCount">Current progress (1 to maxCount)</param>
|
||||
/// <param name="maxCount">Maximum progress value (typically 5)</param>
|
||||
/// <param name="onComplete">Callback invoked after blink animation completes</param>
|
||||
public void ShowProgress(int currentCount, int maxCount, System.Action onComplete)
|
||||
{
|
||||
// Validate input
|
||||
if (currentCount < 0 || currentCount > maxCount)
|
||||
{
|
||||
Logging.Warning($"[ProgressBarController] Invalid progress: {currentCount}/{maxCount}");
|
||||
onComplete?.Invoke();
|
||||
return;
|
||||
}
|
||||
|
||||
// Validate element count
|
||||
if (_progressElements.Length < maxCount)
|
||||
{
|
||||
Logging.Warning($"[ProgressBarController] Not enough progress elements! Expected {maxCount}, found {_progressElements.Length}");
|
||||
onComplete?.Invoke();
|
||||
return;
|
||||
}
|
||||
|
||||
// Stop any existing blink animation
|
||||
if (_currentBlinkCoroutine != null)
|
||||
{
|
||||
StopCoroutine(_currentBlinkCoroutine);
|
||||
_currentBlinkCoroutine = null;
|
||||
}
|
||||
|
||||
// Disable all elements first
|
||||
foreach (var element in _progressElements)
|
||||
{
|
||||
element.enabled = false;
|
||||
}
|
||||
|
||||
// Enable first N elements (since first child = 1/5, last child = 5/5)
|
||||
// If currentCount = 3, enable elements [0], [1], [2] (first 3 elements)
|
||||
for (int i = 0; i < currentCount && i < _progressElements.Length; i++)
|
||||
{
|
||||
_progressElements[i].enabled = true;
|
||||
}
|
||||
|
||||
Logging.Debug($"[ProgressBarController] Showing progress {currentCount}/{maxCount}");
|
||||
|
||||
// Blink the NEWEST element (the last one we just enabled)
|
||||
// Newest element is at index (currentCount - 1)
|
||||
int newestIndex = currentCount - 1;
|
||||
if (newestIndex >= 0 && newestIndex < _progressElements.Length && currentCount > 0)
|
||||
{
|
||||
_currentBlinkCoroutine = StartCoroutine(BlinkElement(newestIndex, onComplete));
|
||||
}
|
||||
else
|
||||
{
|
||||
// No element to blink (e.g., currentCount = 0)
|
||||
onComplete?.Invoke();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Show progress without blink animation (instant display).
|
||||
/// </summary>
|
||||
/// <param name="currentCount">Current progress (1 to maxCount)</param>
|
||||
/// <param name="maxCount">Maximum progress value</param>
|
||||
public void ShowProgressInstant(int currentCount, int maxCount)
|
||||
{
|
||||
// Validate
|
||||
if (currentCount < 0 || currentCount > maxCount || _progressElements.Length < maxCount)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Disable all
|
||||
foreach (var element in _progressElements)
|
||||
{
|
||||
element.enabled = false;
|
||||
}
|
||||
|
||||
// Enable first N elements
|
||||
for (int i = 0; i < currentCount && i < _progressElements.Length; i++)
|
||||
{
|
||||
_progressElements[i].enabled = true;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Hide all progress elements.
|
||||
/// </summary>
|
||||
public void HideProgress()
|
||||
{
|
||||
foreach (var element in _progressElements)
|
||||
{
|
||||
element.enabled = false;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Blink a specific element by toggling enabled/disabled.
|
||||
/// </summary>
|
||||
private IEnumerator BlinkElement(int index, System.Action onComplete)
|
||||
{
|
||||
if (index < 0 || index >= _progressElements.Length)
|
||||
{
|
||||
onComplete?.Invoke();
|
||||
yield break;
|
||||
}
|
||||
|
||||
Image element = _progressElements[index];
|
||||
|
||||
// Get blink settings (or use defaults if not available)
|
||||
float blinkDuration = 0.15f; // Duration for each on/off toggle
|
||||
int blinkCount = 3; // Number of full blinks (on->off->on = 1 blink)
|
||||
|
||||
// Try to get settings if available
|
||||
if (_settings != null)
|
||||
{
|
||||
// Settings could expose these if needed:
|
||||
// blinkDuration = _settings.ProgressBlinkDuration;
|
||||
// blinkCount = _settings.ProgressBlinkCount;
|
||||
}
|
||||
|
||||
Logging.Debug($"[ProgressBarController] Blinking element {index} ({blinkCount} times)");
|
||||
|
||||
// Wait a brief moment before starting blink
|
||||
yield return new WaitForSeconds(0.3f);
|
||||
|
||||
// Perform blinks (on->off->on = 1 full blink)
|
||||
for (int i = 0; i < blinkCount; i++)
|
||||
{
|
||||
// Off
|
||||
element.enabled = false;
|
||||
yield return new WaitForSeconds(blinkDuration);
|
||||
|
||||
// On
|
||||
element.enabled = true;
|
||||
yield return new WaitForSeconds(blinkDuration);
|
||||
}
|
||||
|
||||
// Ensure element is enabled at the end
|
||||
element.enabled = true;
|
||||
|
||||
Logging.Debug($"[ProgressBarController] Blink complete for element {index}");
|
||||
|
||||
_currentBlinkCoroutine = null;
|
||||
onComplete?.Invoke();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the total number of progress elements available.
|
||||
/// </summary>
|
||||
public int GetElementCount()
|
||||
{
|
||||
return _progressElements?.Length ?? 0;
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
// Clean up any running coroutines
|
||||
if (_currentBlinkCoroutine != null)
|
||||
{
|
||||
StopCoroutine(_currentBlinkCoroutine);
|
||||
_currentBlinkCoroutine = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e91de41001c14101b8fa4216d6c7888b
|
||||
timeCreated: 1762939781
|
||||
3
Assets/Scripts/CardSystem/Core.meta
Normal file
3
Assets/Scripts/CardSystem/Core.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 619e69d1b6e44ecabc40657b2bcd13f9
|
||||
timeCreated: 1763454353
|
||||
211
Assets/Scripts/CardSystem/Core/Card.cs
Normal file
211
Assets/Scripts/CardSystem/Core/Card.cs
Normal file
@@ -0,0 +1,211 @@
|
||||
using AppleHills.Data.CardSystem;
|
||||
using Core;
|
||||
using Core.SaveLoad;
|
||||
using UI.DragAndDrop.Core;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UI.CardSystem.StateMachine
|
||||
{
|
||||
// ...existing code...
|
||||
public class Card : DraggableObject
|
||||
{
|
||||
[Header("Components")]
|
||||
[SerializeField] private CardContext context;
|
||||
[SerializeField] private CardAnimator animator;
|
||||
[SerializeField] private AppleMachine stateMachine;
|
||||
|
||||
[Header("Configuration")]
|
||||
[SerializeField] private string initialState = "IdleState";
|
||||
|
||||
// Public accessors
|
||||
public CardContext Context => context;
|
||||
public CardAnimator Animator => animator;
|
||||
public AppleMachine StateMachine => stateMachine;
|
||||
public CardData CardData => context?.CardData;
|
||||
|
||||
// State inspection properties for booster flow
|
||||
public bool IsIdle => GetCurrentStateName() == CardStateNames.Idle;
|
||||
public bool IsRevealing => !IsIdle && !IsComplete;
|
||||
public bool IsComplete => context?.BoosterContext.HasCompletedReveal ?? false;
|
||||
|
||||
// Event fired when this card is successfully placed into an AlbumCardSlot
|
||||
public event System.Action<Card, AlbumCardSlot> OnPlacedInAlbumSlot;
|
||||
|
||||
protected override void Initialize()
|
||||
{
|
||||
base.Initialize(); // Call DraggableObject initialization
|
||||
|
||||
// Auto-find components if not assigned
|
||||
if (context == null)
|
||||
context = GetComponent<CardContext>();
|
||||
|
||||
if (animator == null)
|
||||
animator = GetComponent<CardAnimator>();
|
||||
|
||||
if (stateMachine == null)
|
||||
stateMachine = GetComponentInChildren<AppleMachine>();
|
||||
}
|
||||
|
||||
#region DraggableObject Hooks - Trigger State Transitions
|
||||
|
||||
protected override void OnDragStartedHook()
|
||||
{
|
||||
base.OnDragStartedHook();
|
||||
|
||||
// Always emit the generic drag started event for external consumers (AlbumViewPage, etc.)
|
||||
context?.NotifyDragStarted();
|
||||
|
||||
// Check if current state wants to handle drag behavior
|
||||
if (stateMachine?.currentState != null)
|
||||
{
|
||||
var dragHandler = stateMachine.currentState.GetComponent<ICardStateDragHandler>();
|
||||
if (dragHandler != null && dragHandler.OnCardDragStarted(context))
|
||||
{
|
||||
return; // State handled it, don't do default behavior
|
||||
}
|
||||
}
|
||||
|
||||
// Default behavior: transition to DraggingState
|
||||
// Logging.Debug($"[Card] Drag started on {CardData?.Name}, transitioning to DraggingState");
|
||||
// ChangeState("DraggingState");
|
||||
}
|
||||
|
||||
protected override void OnDragEndedHook()
|
||||
{
|
||||
base.OnDragEndedHook();
|
||||
|
||||
// Always emit the generic drag ended event for external consumers
|
||||
context?.NotifyDragEnded();
|
||||
|
||||
// Check if current state wants to handle drag end
|
||||
if (stateMachine?.currentState != null)
|
||||
{
|
||||
var dragHandler = stateMachine.currentState.GetComponent<ICardStateDragHandler>();
|
||||
if (dragHandler != null && dragHandler.OnCardDragEnded(context))
|
||||
{
|
||||
return; // State handled it
|
||||
}
|
||||
}
|
||||
|
||||
// Default behavior for states that don't implement custom drag end
|
||||
string current = GetCurrentStateName();
|
||||
if (current == CardStateNames.Dragging)
|
||||
{
|
||||
if (CurrentSlot is AlbumCardSlot albumSlot)
|
||||
{
|
||||
Logging.Debug($"[Card] Dropped in album slot, transitioning to PlacedInSlotState");
|
||||
var placedState = GetStateComponent<States.CardPlacedInSlotState>(CardStateNames.PlacedInSlot);
|
||||
if (placedState != null)
|
||||
{
|
||||
placedState.SetParentSlot(albumSlot);
|
||||
}
|
||||
ChangeState(CardStateNames.PlacedInSlot);
|
||||
OnPlacedInAlbumSlot?.Invoke(this, albumSlot);
|
||||
}
|
||||
else
|
||||
{
|
||||
Logging.Debug("[Card] Dropped outside valid slot, returning to RevealedState");
|
||||
ChangeState(CardStateNames.Revealed);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Setup the card with data and optional initial state
|
||||
/// </summary>
|
||||
public void SetupCard(CardData data, string startState = null)
|
||||
{
|
||||
if (context != null)
|
||||
{
|
||||
context.SetupCard(data);
|
||||
}
|
||||
|
||||
// Start the state machine with specified or default state
|
||||
string targetState = startState ?? initialState;
|
||||
if (stateMachine != null && !string.IsNullOrEmpty(targetState))
|
||||
{
|
||||
stateMachine.ChangeState(targetState);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Setup for booster reveal flow (starts at IdleState, will flip on click)
|
||||
/// Dragging is DISABLED for booster cards
|
||||
/// States will query CardSystemManager for collection state as needed
|
||||
/// </summary>
|
||||
public void SetupForBoosterReveal(CardData data, bool isNew)
|
||||
{
|
||||
SetupCard(data, CardStateNames.Idle);
|
||||
SetDraggingEnabled(false); // Booster cards cannot be dragged
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Setup for album placement (starts at PlacedInSlotState)
|
||||
/// Dragging is DISABLED once placed in slot
|
||||
/// </summary>
|
||||
public void SetupForAlbumSlot(CardData data, AlbumCardSlot slot)
|
||||
{
|
||||
SetupCard(data, CardStateNames.PlacedInSlot);
|
||||
SetDraggingEnabled(false); // Cards in slots cannot be dragged out
|
||||
|
||||
// Set the parent slot on the PlacedInSlotState
|
||||
var placedState = GetStateComponent<States.CardPlacedInSlotState>(CardStateNames.PlacedInSlot);
|
||||
if (placedState != null)
|
||||
{
|
||||
placedState.SetParentSlot(slot);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Setup for album pending state (starts at PendingFaceDownState)
|
||||
/// Dragging is ENABLED; state will assign data when dragged
|
||||
/// </summary>
|
||||
public void SetupForAlbumPending()
|
||||
{
|
||||
// Start with no data; state will assign when dragged
|
||||
SetupCard(null, CardStateNames.PendingFaceDown);
|
||||
SetDraggingEnabled(true);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Transition to a specific state
|
||||
/// </summary>
|
||||
public void ChangeState(string stateName)
|
||||
{
|
||||
if (stateMachine != null)
|
||||
{
|
||||
stateMachine.ChangeState(stateName);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get a specific state component by name
|
||||
/// </summary>
|
||||
public T GetStateComponent<T>(string stateName) where T : AppleState
|
||||
{
|
||||
if (stateMachine == null) return null;
|
||||
|
||||
Transform stateTransform = stateMachine.transform.Find(stateName);
|
||||
if (stateTransform != null)
|
||||
{
|
||||
return stateTransform.GetComponent<T>();
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the current active state name
|
||||
/// </summary>
|
||||
public string GetCurrentStateName()
|
||||
{
|
||||
if (stateMachine?.currentState != null)
|
||||
{
|
||||
return stateMachine.currentState.name;
|
||||
}
|
||||
return "None";
|
||||
}
|
||||
}
|
||||
}
|
||||
3
Assets/Scripts/CardSystem/Core/Card.cs.meta
Normal file
3
Assets/Scripts/CardSystem/Core/Card.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d97dd4e4bc3246e9bed5ac227f13de10
|
||||
timeCreated: 1762884900
|
||||
23
Assets/Scripts/CardSystem/Core/CardBack.cs
Normal file
23
Assets/Scripts/CardSystem/Core/CardBack.cs
Normal file
@@ -0,0 +1,23 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace UI.CardSystem
|
||||
{
|
||||
/// <summary>
|
||||
/// Simple component representing card back visuals; toggle visibility.
|
||||
/// </summary>
|
||||
public class CardBack : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private Image backImage;
|
||||
|
||||
public void Show()
|
||||
{
|
||||
gameObject.SetActive(true);
|
||||
}
|
||||
|
||||
public void Hide()
|
||||
{
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
3
Assets/Scripts/CardSystem/Core/CardBack.cs.meta
Normal file
3
Assets/Scripts/CardSystem/Core/CardBack.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 37d815ba7b02481786cc1953678a3e8e
|
||||
timeCreated: 1763322207
|
||||
188
Assets/Scripts/CardSystem/Core/CardContext.cs
Normal file
188
Assets/Scripts/CardSystem/Core/CardContext.cs
Normal file
@@ -0,0 +1,188 @@
|
||||
using System;
|
||||
using AppleHills.Data.CardSystem;
|
||||
using Core.SaveLoad;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UI.CardSystem.StateMachine
|
||||
{
|
||||
/// <summary>
|
||||
/// Shared context for card states.
|
||||
/// Provides access to common components and data that states need.
|
||||
/// </summary>
|
||||
public class CardContext : MonoBehaviour
|
||||
{
|
||||
[Header("Core Components")]
|
||||
[SerializeField] private CardDisplay cardDisplay;
|
||||
[SerializeField] private CardAnimator cardAnimator;
|
||||
private AppleMachine stateMachine;
|
||||
|
||||
[Header("Card Data")]
|
||||
private CardData cardData;
|
||||
|
||||
// Injected dependencies
|
||||
private AlbumViewPage albumViewPage;
|
||||
|
||||
// Public accessors
|
||||
public CardDisplay CardDisplay => cardDisplay;
|
||||
public CardAnimator Animator => cardAnimator;
|
||||
public AppleMachine StateMachine => stateMachine;
|
||||
public Transform RootTransform => transform;
|
||||
public CardData CardData => cardData;
|
||||
|
||||
/// <summary>
|
||||
/// Get the injected AlbumViewPage (null if not set)
|
||||
/// </summary>
|
||||
public AlbumViewPage AlbumViewPage => albumViewPage;
|
||||
|
||||
// Runtime state
|
||||
public bool IsClickable { get; set; } = true;
|
||||
|
||||
// Original transform data (captured on spawn for shrink animations)
|
||||
public Vector3 OriginalScale { get; private set; }
|
||||
public Vector3 OriginalPosition { get; private set; }
|
||||
public Quaternion OriginalRotation { get; private set; }
|
||||
|
||||
// Generic drag event - fired when drag starts, consumers decide how to handle based on current state
|
||||
public event Action<CardContext> OnDragStarted;
|
||||
|
||||
// Generic drag end event - fired when drag ends, consumers decide how to handle based on current state
|
||||
public event Action<CardContext> OnDragEnded;
|
||||
|
||||
// Booster-specific context (optional, only set for booster flow cards)
|
||||
private BoosterCardContext boosterContext;
|
||||
public BoosterCardContext BoosterContext
|
||||
{
|
||||
get
|
||||
{
|
||||
if (boosterContext == null)
|
||||
boosterContext = new BoosterCardContext();
|
||||
return boosterContext;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Inject AlbumViewPage dependency
|
||||
/// </summary>
|
||||
public void SetAlbumViewPage(AlbumViewPage page)
|
||||
{
|
||||
albumViewPage = page;
|
||||
}
|
||||
|
||||
// Helper method for states/card to signal drag started
|
||||
public void NotifyDragStarted()
|
||||
{
|
||||
OnDragStarted?.Invoke(this);
|
||||
}
|
||||
|
||||
// Helper method for states/card to signal drag ended
|
||||
public void NotifyDragEnded()
|
||||
{
|
||||
OnDragEnded?.Invoke(this);
|
||||
}
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
// Auto-find components if not assigned
|
||||
if (cardDisplay == null)
|
||||
cardDisplay = GetComponentInChildren<CardDisplay>();
|
||||
|
||||
if (cardAnimator == null)
|
||||
cardAnimator = GetComponent<CardAnimator>();
|
||||
|
||||
if (stateMachine == null)
|
||||
stateMachine = GetComponentInChildren<AppleMachine>();
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
// Subscribe to CardDisplay click and route to active state
|
||||
if (cardDisplay != null)
|
||||
{
|
||||
cardDisplay.OnCardClicked += HandleCardDisplayClicked;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
if (cardDisplay != null)
|
||||
{
|
||||
cardDisplay.OnCardClicked -= HandleCardDisplayClicked;
|
||||
}
|
||||
}
|
||||
|
||||
private void HandleCardDisplayClicked(CardDisplay _)
|
||||
{
|
||||
// Gate by clickability
|
||||
if (!IsClickable) return;
|
||||
if (stateMachine == null || stateMachine.currentState == null) return;
|
||||
|
||||
var handler = stateMachine.currentState.GetComponent<ICardClickHandler>();
|
||||
if (handler != null)
|
||||
{
|
||||
handler.OnCardClicked(this);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Setup the card with data
|
||||
/// </summary>
|
||||
public void SetupCard(CardData data)
|
||||
{
|
||||
cardData = data;
|
||||
|
||||
// Reset booster context if it exists
|
||||
if (boosterContext != null)
|
||||
{
|
||||
boosterContext.Reset();
|
||||
}
|
||||
|
||||
// Capture original transform for shrink animations.
|
||||
// If current scale is ~0 (pop-in staging), default to Vector3.one.
|
||||
var currentScale = transform.localScale;
|
||||
if (currentScale.x < 0.01f && currentScale.y < 0.01f && currentScale.z < 0.01f)
|
||||
{
|
||||
OriginalScale = Vector3.one;
|
||||
}
|
||||
else
|
||||
{
|
||||
OriginalScale = currentScale;
|
||||
}
|
||||
OriginalPosition = transform.localPosition;
|
||||
OriginalRotation = transform.localRotation;
|
||||
|
||||
if (cardDisplay != null)
|
||||
{
|
||||
cardDisplay.SetupCard(data);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Update card data without re-capturing original transform values.
|
||||
/// Use this when assigning data to an already-initialized card (e.g., pending cards on drag).
|
||||
/// This prevents changing OriginalScale when the card is already correctly sized.
|
||||
/// </summary>
|
||||
public void UpdateCardData(CardData data)
|
||||
{
|
||||
cardData = data;
|
||||
|
||||
// Reset booster context if it exists
|
||||
if (boosterContext != null)
|
||||
{
|
||||
boosterContext.Reset();
|
||||
}
|
||||
|
||||
// Don't re-capture OriginalScale/Position/Rotation
|
||||
// This preserves the transform values captured during initial setup
|
||||
|
||||
if (cardDisplay != null)
|
||||
{
|
||||
cardDisplay.SetupCard(data);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the card display component
|
||||
/// </summary>
|
||||
public CardDisplay GetCardDisplay() => cardDisplay;
|
||||
}
|
||||
}
|
||||
3
Assets/Scripts/CardSystem/Core/CardContext.cs.meta
Normal file
3
Assets/Scripts/CardSystem/Core/CardContext.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3b3126aaaa66448fa3d5bd772aaf5784
|
||||
timeCreated: 1762884650
|
||||
@@ -37,10 +37,7 @@ namespace UI.CardSystem
|
||||
|
||||
// Events
|
||||
public event Action<CardDisplay> OnCardClicked;
|
||||
|
||||
// Preview mode tracking for click forwarding
|
||||
private bool _isPreviewMode;
|
||||
private AlbumCardSlot _previewSlot;
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Sets up the card display with the given card data
|
||||
@@ -88,46 +85,7 @@ namespace UI.CardSystem
|
||||
Logging.Debug($"[CardDisplay] Updated visuals for card: {cardData.Name} (Rarity: {cardData.Rarity}, Zone: {cardData.Zone})");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Apply preview visuals - black tint to card image and question marks for name
|
||||
/// Used for empty slot previews to show locked/unknown cards
|
||||
/// </summary>
|
||||
public void SetPreviewVisuals()
|
||||
{
|
||||
// Set card name to question marks
|
||||
if (cardNameText != null)
|
||||
{
|
||||
cardNameText.text = "??????";
|
||||
}
|
||||
|
||||
// Apply black non-opaque tint to card image
|
||||
if (cardImage != null)
|
||||
{
|
||||
cardImage.color = Color.black;
|
||||
}
|
||||
|
||||
Logging.Debug($"[CardDisplay] Applied preview visuals (black tint and ?????? name)");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Reset preview visuals back to normal
|
||||
/// </summary>
|
||||
public void ClearPreviewVisuals()
|
||||
{
|
||||
// Restore normal card name
|
||||
if (cardData != null && cardNameText != null)
|
||||
{
|
||||
cardNameText.text = cardData.Name ?? "Unknown Card";
|
||||
}
|
||||
|
||||
// Reset card image color to white (normal)
|
||||
if (cardImage != null)
|
||||
{
|
||||
cardImage.color = Color.white;
|
||||
}
|
||||
|
||||
Logging.Debug($"[CardDisplay] Cleared preview visuals");
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Updates the card name text
|
||||
@@ -281,50 +239,11 @@ namespace UI.CardSystem
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Enable preview mode - when clicked, forwards click to the associated slot
|
||||
/// </summary>
|
||||
public void SetPreviewMode(bool isEnabled, AlbumCardSlot slot = null)
|
||||
{
|
||||
_isPreviewMode = isEnabled;
|
||||
_previewSlot = slot;
|
||||
|
||||
// Enable raycast targets on images so this CardDisplay can receive clicks
|
||||
if (cardImage != null) cardImage.raycastTarget = isEnabled;
|
||||
if (frameImage != null) frameImage.raycastTarget = isEnabled;
|
||||
if (overlayImage != null) overlayImage.raycastTarget = isEnabled;
|
||||
if (backgroundImage != null) backgroundImage.raycastTarget = isEnabled;
|
||||
if (zoneShapeImage != null) zoneShapeImage.raycastTarget = isEnabled;
|
||||
|
||||
Logging.Debug($"[CardDisplay] Preview mode {(isEnabled ? "enabled" : "disabled")}, slot: {(slot != null ? slot.name : "NULL")}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handle click on CardDisplay - forward to preview slot if in preview mode
|
||||
/// Handle pointer click - simply emit the click event
|
||||
/// </summary>
|
||||
public void OnPointerClick(PointerEventData eventData)
|
||||
{
|
||||
Logging.Debug($"[CLICK-TRACE-CARDDISPLAY] OnPointerClick on {name}, _isPreviewMode={_isPreviewMode}, _previewSlot={((_previewSlot != null) ? _previewSlot.name : "NULL")}");
|
||||
|
||||
if (_isPreviewMode && _previewSlot != null)
|
||||
{
|
||||
Logging.Debug($"[CLICK-TRACE-CARDDISPLAY] {name} - In preview mode, calling DismissPreview on slot: {_previewSlot.name}");
|
||||
_previewSlot.DismissPreview();
|
||||
}
|
||||
else
|
||||
{
|
||||
// Not in preview mode - forward click to parent AlbumCard (if it exists)
|
||||
AlbumCard parentAlbumCard = GetComponentInParent<AlbumCard>();
|
||||
if (parentAlbumCard != null)
|
||||
{
|
||||
Logging.Debug($"[CLICK-TRACE-CARDDISPLAY] {name} - Forwarding click to parent AlbumCard");
|
||||
parentAlbumCard.OnPointerClick(eventData);
|
||||
}
|
||||
else
|
||||
{
|
||||
Logging.Debug($"[CLICK-TRACE-CARDDISPLAY] {name} - No parent AlbumCard, firing OnCardClicked event");
|
||||
OnCardClicked?.Invoke(this);
|
||||
}
|
||||
}
|
||||
OnCardClicked?.Invoke(this);
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
@@ -42,9 +42,8 @@ namespace Data.CardSystem
|
||||
public event Action<CardData> OnCardCollected;
|
||||
public event Action<int> OnBoosterCountChanged;
|
||||
public event Action<CardData> OnPendingCardAdded;
|
||||
public event Action<CardData> OnPendingCardRemoved;
|
||||
public event Action<CardData> OnCardPlacedInAlbum;
|
||||
|
||||
public override int ManagedAwakePriority => 60; // Data systems
|
||||
|
||||
internal override void OnManagedAwake()
|
||||
{
|
||||
@@ -327,6 +326,14 @@ namespace Data.CardSystem
|
||||
return allCards;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns only owned/collected cards (excludes pending reveal cards)
|
||||
/// </summary>
|
||||
public List<CardData> GetCollectionOnly()
|
||||
{
|
||||
return new List<CardData>(playerInventory.GetAllCards());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns cards from a specific zone (both owned and pending)
|
||||
/// </summary>
|
||||
@@ -486,11 +493,28 @@ namespace Data.CardSystem
|
||||
#region Album System
|
||||
|
||||
/// <summary>
|
||||
/// Returns all cards waiting to be placed in the album
|
||||
/// Returns all pending reveal cards (cards waiting to be placed in album)
|
||||
/// </summary>
|
||||
public List<CardData> GetPendingRevealCards()
|
||||
{
|
||||
return new List<CardData>(_pendingRevealCards);
|
||||
return _pendingRevealCards;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Remove a card from the pending reveal list and fire event.
|
||||
/// Called when a card starts being dragged to album slot.
|
||||
/// </summary>
|
||||
public bool RemoveFromPending(CardData card)
|
||||
{
|
||||
if (card == null) return false;
|
||||
|
||||
bool removed = _pendingRevealCards.Remove(card);
|
||||
if (removed)
|
||||
{
|
||||
OnPendingCardRemoved?.Invoke(card);
|
||||
Logging.Debug($"[CardSystemManager] Removed '{card.Name}' from pending reveal cards");
|
||||
}
|
||||
return removed;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -557,26 +581,37 @@ namespace Data.CardSystem
|
||||
|
||||
/// <summary>
|
||||
/// Marks a card as placed in the album
|
||||
/// Moves it from pending reveal to owned inventory
|
||||
/// Adds card to owned inventory and tracks as placed
|
||||
/// Note: Card may have already been removed from pending list during drag
|
||||
/// </summary>
|
||||
public void MarkCardAsPlaced(CardData card)
|
||||
{
|
||||
if (_pendingRevealCards.Remove(card))
|
||||
if (card == null)
|
||||
{
|
||||
// Add to owned inventory
|
||||
playerInventory.AddCard(card);
|
||||
|
||||
// Track as placed
|
||||
_placedInAlbumCardIds.Add(card.Id);
|
||||
|
||||
OnCardPlacedInAlbum?.Invoke(card);
|
||||
OnCardCollected?.Invoke(card);
|
||||
|
||||
Logging.Debug($"[CardSystemManager] Card '{card.Name}' placed in album and added to inventory.");
|
||||
Logging.Warning("[CardSystemManager] Attempted to place null card");
|
||||
return;
|
||||
}
|
||||
|
||||
// Try to remove from pending (may already be removed during drag)
|
||||
bool wasInPending = _pendingRevealCards.Remove(card);
|
||||
|
||||
// Add to owned inventory (regardless of whether it was in pending)
|
||||
playerInventory.AddCard(card);
|
||||
|
||||
// Track as placed
|
||||
_placedInAlbumCardIds.Add(card.Id);
|
||||
|
||||
// Fire events
|
||||
OnCardPlacedInAlbum?.Invoke(card);
|
||||
OnCardCollected?.Invoke(card);
|
||||
|
||||
if (wasInPending)
|
||||
{
|
||||
Logging.Debug($"[CardSystemManager] Card '{card.Name}' removed from pending and added to inventory");
|
||||
}
|
||||
else
|
||||
{
|
||||
Logging.Warning($"[CardSystemManager] Attempted to place card '{card.Name}' but it wasn't in pending reveal list.");
|
||||
Logging.Debug($"[CardSystemManager] Card '{card.Name}' added to inventory (was already removed from pending)");
|
||||
}
|
||||
}
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user