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20 Commits
lifecycle_
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7aca1a17ac
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dec7ced2d1 |
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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
|
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{
|
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/// <summary>
|
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/// Editor utility for managing and debugging interactable objects in the scene.
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/// Provides scene object locator, inspector editing, and runtime debugging capabilities.
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/// </summary>
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public class InteractableEditorWindow : EditorWindow
|
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{
|
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// Tab management
|
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private int _selectedTab = 0;
|
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private readonly string[] _tabNames = { "Scene", "Debug" };
|
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|
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// Scene interactables tracking
|
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private List<InteractableBase> _sceneInteractables = new List<InteractableBase>();
|
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private InteractableBase _selectedInteractable;
|
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private GameObject _selectedGameObject;
|
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|
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// UI state
|
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private Vector2 _listScrollPosition;
|
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private Vector2 _inspectorScrollPosition;
|
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private Vector2 _debugScrollPosition;
|
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private string _searchQuery = "";
|
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// Runtime state
|
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private bool _isPlaying = false;
|
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|
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// Editor for selected interactable
|
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private UnityEditor.Editor _cachedEditor;
|
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|
||||
// 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");
|
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window.minSize = new Vector2(900, 600);
|
||||
window.Show();
|
||||
}
|
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|
||||
private void OnEnable()
|
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{
|
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RefreshSceneInteractables();
|
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|
||||
// Register for scene and selection changes
|
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UnityEditor.SceneManagement.EditorSceneManager.sceneOpened += OnSceneOpened;
|
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UnityEditor.SceneManagement.EditorSceneManager.sceneClosed += OnSceneClosed;
|
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Selection.selectionChanged += OnSelectionChanged;
|
||||
EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
|
||||
EditorApplication.hierarchyChanged += OnHierarchyChanged;
|
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}
|
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|
||||
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;
|
||||
}
|
||||
}
|
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|
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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();
|
||||
}
|
||||
}
|
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|
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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
|
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{
|
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EditorGUILayout.LabelField(_isPlaying ? "Runtime Active" : "Editor Mode", EditorStyles.toolbarButton, GUILayout.Width(100));
|
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}
|
||||
|
||||
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
|
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if (_runtimeLevelData.IsInitialStep(step))
|
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return true;
|
||||
|
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// Check if all dependencies are completed
|
||||
if (_runtimeLevelData.stepDependencies.TryGetValue(step.stepId, out string[] dependencies))
|
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{
|
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foreach (var depId in dependencies)
|
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{
|
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|
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{
|
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return false;
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}
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}
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}
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return true;
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}
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|
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#endregion
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}
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}
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@@ -10,7 +10,7 @@ namespace AppleHills.Core.Settings.Editor
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{
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private Vector2 scrollPosition;
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private List<BaseSettings> allSettings = new List<BaseSettings>();
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|
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private string[] tabNames = new string[] { "Player & Follower", "Interaction & Items", "Diving Minigame", "Card System" };
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private int selectedTab = 0;
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private Dictionary<string, SerializedObject> serializedSettingsObjects = new Dictionary<string, SerializedObject>();
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CreateSettingsIfMissing<PlayerFollowerSettings>("PlayerFollowerSettings");
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CreateSettingsIfMissing<InteractionSettings>("InteractionSettings");
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CreateSettingsIfMissing<DivingMinigameSettings>("DivingMinigameSettings");
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CreateSettingsIfMissing<CardSystemSettings>("CardSystemSettings");
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private void CreateSettingsIfMissing<T>(string fileName) where T : BaseSettings
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@@ -114,6 +115,9 @@ namespace AppleHills.Core.Settings.Editor
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case 2: // Minigames
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DrawSettingsEditor<DivingMinigameSettings>();
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break;
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case 3: // Card System
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DrawSettingsEditor<CardSystemSettings>();
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break;
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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
7
Assets/Scenes/TestingStuff/CardTesting.unity.meta
Normal file
7
Assets/Scenes/TestingStuff/CardTesting.unity.meta
Normal file
@@ -0,0 +1,7 @@
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@@ -11,9 +11,6 @@
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"OptimizedRope",
|
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|
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|
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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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@@ -169,6 +169,7 @@ namespace Core
|
||||
var playerSettings = SettingsProvider.Instance.LoadSettingsSynchronous<PlayerFollowerSettings>();
|
||||
var interactionSettings = SettingsProvider.Instance.LoadSettingsSynchronous<InteractionSettings>();
|
||||
var minigameSettings = SettingsProvider.Instance.LoadSettingsSynchronous<DivingMinigameSettings>();
|
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var cardSystemSettings = SettingsProvider.Instance.LoadSettingsSynchronous<CardSystemSettings>();
|
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|
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// Register settings with service locator
|
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if (playerSettings != null)
|
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@@ -200,9 +201,19 @@ namespace Core
|
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{
|
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Debug.LogError("Failed to load MinigameSettings");
|
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}
|
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|
||||
if (cardSystemSettings != null)
|
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{
|
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ServiceLocator.Register<ICardSystemSettings>(cardSystemSettings);
|
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Logging.Debug("CardSystemSettings registered successfully");
|
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}
|
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else
|
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{
|
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Debug.LogError("Failed to load CardSystemSettings");
|
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}
|
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|
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// Log success
|
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_settingsLoaded = playerSettings != null && interactionSettings != null && minigameSettings != null;
|
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_settingsLoaded = playerSettings != null && interactionSettings != null && minigameSettings != null && cardSystemSettings != null;
|
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if (_settingsLoaded)
|
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{
|
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Logging.Debug("All settings loaded and registered with ServiceLocator");
|
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|
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102
Assets/Scripts/Core/Settings/CardSystemSettings.cs
Normal file
102
Assets/Scripts/Core/Settings/CardSystemSettings.cs
Normal file
@@ -0,0 +1,102 @@
|
||||
using UnityEngine;
|
||||
|
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namespace AppleHills.Core.Settings
|
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{
|
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/// <summary>
|
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/// Settings for the card system - controls animations, interactions, and progression
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/// </summary>
|
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[CreateAssetMenu(fileName = "CardSystemSettings", menuName = "AppleHills/Settings/Card System", order = 4)]
|
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public class CardSystemSettings : BaseSettings, ICardSystemSettings
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{
|
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[Header("Idle Hover Animations")]
|
||||
[Tooltip("Height of the idle hover animation in pixels")]
|
||||
[SerializeField] private float idleHoverHeight = 10f;
|
||||
|
||||
[Tooltip("Duration of one complete hover cycle in seconds")]
|
||||
[SerializeField] private float idleHoverDuration = 1.5f;
|
||||
|
||||
[Tooltip("Scale multiplier when hovering over a card (1.05 = 5% larger)")]
|
||||
[SerializeField] private float hoverScaleMultiplier = 1.05f;
|
||||
|
||||
[Header("Flip Animations")]
|
||||
[Tooltip("Duration of the card flip animation in seconds")]
|
||||
[SerializeField] private float flipDuration = 0.6f;
|
||||
|
||||
[Tooltip("Scale punch amount during flip (1.1 = 10% larger at peak)")]
|
||||
[SerializeField] private float flipScalePunch = 1.1f;
|
||||
|
||||
[Header("Enlarge/Shrink Animations")]
|
||||
[Tooltip("Scale for new cards when enlarged (1.5 = 150% of normal size)")]
|
||||
[SerializeField] private float newCardEnlargedScale = 1.5f;
|
||||
|
||||
[Tooltip("Scale for album cards when enlarged (2.5 = 250% of normal size)")]
|
||||
[SerializeField] private float albumCardEnlargedScale = 2.5f;
|
||||
|
||||
[Tooltip("Duration of scale animations in seconds")]
|
||||
[SerializeField] private float scaleDuration = 0.3f;
|
||||
|
||||
[Header("Drag & Drop")]
|
||||
[Tooltip("Scale multiplier when dragging a card (1.1 = 10% larger)")]
|
||||
[SerializeField] private float dragScale = 1.1f;
|
||||
|
||||
[Header("Progression System")]
|
||||
[Tooltip("Number of duplicate cards needed to upgrade rarity")]
|
||||
[SerializeField] private int cardsToUpgrade = 5;
|
||||
|
||||
[Header("General Animation")]
|
||||
[Tooltip("Default animation duration when not specified in seconds")]
|
||||
[SerializeField] private float defaultAnimationDuration = 0.3f;
|
||||
|
||||
// ICardSystemSettings implementation - Idle Hover Animations
|
||||
public float IdleHoverHeight => idleHoverHeight;
|
||||
public float IdleHoverDuration => idleHoverDuration;
|
||||
public float HoverScaleMultiplier => hoverScaleMultiplier;
|
||||
|
||||
// ICardSystemSettings implementation - Flip Animations
|
||||
public float FlipDuration => flipDuration;
|
||||
public float FlipScalePunch => flipScalePunch;
|
||||
|
||||
// ICardSystemSettings implementation - Enlarge/Shrink Animations
|
||||
public float NewCardEnlargedScale => newCardEnlargedScale;
|
||||
public float AlbumCardEnlargedScale => albumCardEnlargedScale;
|
||||
public float ScaleDuration => scaleDuration;
|
||||
|
||||
// ICardSystemSettings implementation - Drag & Drop
|
||||
public float DragScale => dragScale;
|
||||
|
||||
// ICardSystemSettings implementation - Progression System
|
||||
public int CardsToUpgrade => cardsToUpgrade;
|
||||
|
||||
// ICardSystemSettings implementation - General Animation
|
||||
public float DefaultAnimationDuration => defaultAnimationDuration;
|
||||
|
||||
public override void OnValidate()
|
||||
{
|
||||
base.OnValidate();
|
||||
|
||||
// Validate idle hover animations
|
||||
idleHoverHeight = Mathf.Max(0f, idleHoverHeight);
|
||||
idleHoverDuration = Mathf.Max(0.1f, idleHoverDuration);
|
||||
hoverScaleMultiplier = Mathf.Max(1.0f, hoverScaleMultiplier);
|
||||
|
||||
// Validate flip animations
|
||||
flipDuration = Mathf.Max(0.1f, flipDuration);
|
||||
flipScalePunch = Mathf.Max(1.0f, flipScalePunch);
|
||||
|
||||
// Validate enlarge/shrink animations
|
||||
newCardEnlargedScale = Mathf.Max(1.0f, newCardEnlargedScale);
|
||||
albumCardEnlargedScale = Mathf.Max(1.0f, albumCardEnlargedScale);
|
||||
scaleDuration = Mathf.Max(0.1f, scaleDuration);
|
||||
|
||||
// Validate drag & drop
|
||||
dragScale = Mathf.Max(1.0f, dragScale);
|
||||
|
||||
// Validate progression system
|
||||
cardsToUpgrade = Mathf.Max(1, cardsToUpgrade);
|
||||
|
||||
// Validate general animation
|
||||
defaultAnimationDuration = Mathf.Max(0.1f, defaultAnimationDuration);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
3
Assets/Scripts/Core/Settings/CardSystemSettings.cs.meta
Normal file
3
Assets/Scripts/Core/Settings/CardSystemSettings.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ce6f8e26f4e74a9ab16c190529e67638
|
||||
timeCreated: 1762934668
|
||||
@@ -128,9 +128,36 @@ namespace AppleHills.Core.Settings
|
||||
float[] ViewfinderProgressThresholds { get; }
|
||||
float PaddingFactor { get; }
|
||||
float MaxSizePercent { get; }
|
||||
float MinSizePercent { get; }
|
||||
public float MinSizePercent { get; }
|
||||
public PhotoInputModes PhotoInputMode { get; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Interface for card system settings
|
||||
/// </summary>
|
||||
public interface ICardSystemSettings
|
||||
{
|
||||
// Idle Hover Animations
|
||||
float IdleHoverHeight { get; }
|
||||
float IdleHoverDuration { get; }
|
||||
float HoverScaleMultiplier { get; }
|
||||
|
||||
// Photo Input Settings
|
||||
PhotoInputModes PhotoInputMode { get; }
|
||||
// Flip Animations
|
||||
float FlipDuration { get; }
|
||||
float FlipScalePunch { get; }
|
||||
|
||||
// Enlarge/Shrink Animations
|
||||
float NewCardEnlargedScale { get; }
|
||||
float AlbumCardEnlargedScale { get; }
|
||||
float ScaleDuration { get; }
|
||||
|
||||
// Drag & Drop
|
||||
float DragScale { get; }
|
||||
|
||||
// Progression System
|
||||
int CardsToUpgrade { get; }
|
||||
|
||||
// General Animation
|
||||
float DefaultAnimationDuration { get; }
|
||||
}
|
||||
}
|
||||
|
||||
53
Assets/Scripts/DamianExperiments/ButterFlyBehaviour.cs
Normal file
53
Assets/Scripts/DamianExperiments/ButterFlyBehaviour.cs
Normal file
@@ -0,0 +1,53 @@
|
||||
using Pixelplacement;
|
||||
using UnityEngine;
|
||||
using Core.SaveLoad;
|
||||
|
||||
public class ButterFlyBehaviour : MonoBehaviour
|
||||
{
|
||||
public AppleMachine butterStateMachine;
|
||||
public Spline butterflightSpline;
|
||||
public Transform butterflyObject;
|
||||
public float flightDuration = 2f;
|
||||
public float flightDelay = 0f;
|
||||
|
||||
private const float AnchorThreshold = 0.05f;
|
||||
private Animator butterflyAnimator;
|
||||
|
||||
// Called when entering the butterfly flight state
|
||||
public void OnEnable()
|
||||
{
|
||||
if (butterflightSpline == null || butterflyObject == null)
|
||||
{
|
||||
Debug.LogWarning("ButterFlyBehaviour: Missing spline or butterfly object reference.");
|
||||
return;
|
||||
}
|
||||
if (butterflyObject != null )
|
||||
{
|
||||
butterflyAnimator = butterflyObject.GetComponentInChildren<Animator>();
|
||||
}
|
||||
|
||||
butterflyAnimator.SetTrigger("BrokeOut");
|
||||
|
||||
Tween.Spline(
|
||||
butterflightSpline,
|
||||
butterflyObject,
|
||||
0,
|
||||
1,
|
||||
false,
|
||||
flightDuration,
|
||||
flightDelay,
|
||||
Tween.EaseInOut,
|
||||
Tween.LoopType.None, HandleTweenStarted, HandleTweenFinished
|
||||
);
|
||||
}
|
||||
public void HandleTweenStarted()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void HandleTweenFinished()
|
||||
{
|
||||
butterStateMachine.ChangeState("Free");
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f8cd0ca91dab0404daaa3fa1dc722658
|
||||
13
Assets/Scripts/DamianExperiments/ButterFlyState.cs
Normal file
13
Assets/Scripts/DamianExperiments/ButterFlyState.cs
Normal file
@@ -0,0 +1,13 @@
|
||||
using Core.SaveLoad;
|
||||
using Core;
|
||||
using UnityEngine;
|
||||
|
||||
public class ButterFlyState : AppleMachine
|
||||
{
|
||||
|
||||
public void stateSwitch(string StateName)
|
||||
{
|
||||
Logging.Debug("State Switch to: " + StateName);
|
||||
ChangeState(StateName);
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts/DamianExperiments/ButterFlyState.cs.meta
Normal file
2
Assets/Scripts/DamianExperiments/ButterFlyState.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b889d915f28f8ac4ebeb12013bcaa4ce
|
||||
21
Assets/Scripts/DamianExperiments/ButterflyFreeBehaviour.cs
Normal file
21
Assets/Scripts/DamianExperiments/ButterflyFreeBehaviour.cs
Normal file
@@ -0,0 +1,21 @@
|
||||
using Pixelplacement;
|
||||
using UnityEngine;
|
||||
using Core.SaveLoad;
|
||||
public class ButterflyFreeBehaviour : MonoBehaviour
|
||||
{
|
||||
public GameObject butterflyRef;
|
||||
private Animator butterflyAnimator;
|
||||
public PicnicBehaviour picnicRef;
|
||||
public void OnEnable()
|
||||
{
|
||||
if (butterflyRef != null)
|
||||
{
|
||||
butterflyAnimator = butterflyRef.GetComponentInChildren<Animator>();
|
||||
}
|
||||
butterflyAnimator.SetTrigger("IsFree");
|
||||
picnicRef.EnterDistractedState();
|
||||
|
||||
Debug.Log("ButterflyFreeBehaviour enabled");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6821f70f6ac4b85418b15ce068ddc6da
|
||||
@@ -8,12 +8,6 @@ using UnityEngine.Audio;
|
||||
|
||||
public class PicnicBehaviour : ManagedBehaviour
|
||||
{
|
||||
[Header("Random Call Settings")]
|
||||
public float getDistractedMin = 2f;
|
||||
public float getDistractedMax = 5f;
|
||||
public float getFlirtyMin = 1f;
|
||||
public float getFlirtyMax = 3f;
|
||||
|
||||
private AppleMachine stateMachine;
|
||||
private Animator animator;
|
||||
|
||||
@@ -32,6 +26,7 @@ public class PicnicBehaviour : ManagedBehaviour
|
||||
|
||||
// Runtime state tracking
|
||||
private bool _fakeChocolateDestroyed;
|
||||
private bool _isDistracted; // track current explicit state so it can be saved
|
||||
|
||||
internal override void OnManagedAwake()
|
||||
{
|
||||
@@ -48,28 +43,37 @@ public class PicnicBehaviour : ManagedBehaviour
|
||||
}
|
||||
else
|
||||
{
|
||||
StartCoroutine(StateCycleRoutine());
|
||||
// Restore the saved state (distracted or chilling) and wait for external control to change states.
|
||||
if (_isDistracted)
|
||||
EnterDistractedState();
|
||||
else
|
||||
EnterChillingState();
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerator StateCycleRoutine()
|
||||
// Manual state control methods (replaces automatic timer-based switching)
|
||||
public void EnterDistractedState()
|
||||
{
|
||||
while (true)
|
||||
{
|
||||
// Distracted state
|
||||
float distractedWait = UnityEngine.Random.Range(getDistractedMin, getDistractedMax);
|
||||
stateMachine.ChangeState("Picnic PPL Distracted");
|
||||
animator.SetBool("theyDistracted", true);
|
||||
_audioSource.Stop();
|
||||
yield return new WaitForSeconds(distractedWait);
|
||||
if (stateMachine == null) stateMachine = GetComponent<AppleMachine>();
|
||||
if (animator == null) animator = GetComponent<Animator>();
|
||||
if (_audioSource == null) _audioSource = GetComponent<AppleAudioSource>();
|
||||
|
||||
// Chilling state
|
||||
float chillingWait = UnityEngine.Random.Range(getFlirtyMin, getFlirtyMax);
|
||||
stateMachine.ChangeState("Picnic PPL Chilling");
|
||||
animator.SetBool("theyDistracted", false);
|
||||
_audioSource.Stop();
|
||||
yield return new WaitForSeconds(chillingWait);
|
||||
}
|
||||
_audioSource.Stop();
|
||||
stateMachine.ChangeState("Picnic PPL Distracted");
|
||||
animator.SetBool("theyDistracted", true);
|
||||
_isDistracted = true;
|
||||
}
|
||||
|
||||
public void EnterChillingState()
|
||||
{
|
||||
if (stateMachine == null) stateMachine = GetComponent<AppleMachine>();
|
||||
if (animator == null) animator = GetComponent<Animator>();
|
||||
if (_audioSource == null) _audioSource = GetComponent<AppleAudioSource>();
|
||||
|
||||
_audioSource.Stop();
|
||||
stateMachine.ChangeState("Picnic PPL Chilling");
|
||||
animator.SetBool("theyDistracted", false);
|
||||
_isDistracted = false;
|
||||
}
|
||||
|
||||
public void triedToStealChocolate()
|
||||
@@ -122,7 +126,7 @@ public class PicnicBehaviour : ManagedBehaviour
|
||||
|
||||
internal override string OnSceneSaveRequested()
|
||||
{
|
||||
var state = new PicnicBehaviourState { fakeChocolateDestroyed = _fakeChocolateDestroyed };
|
||||
var state = new PicnicBehaviourState { fakeChocolateDestroyed = _fakeChocolateDestroyed, isDistracted = _isDistracted };
|
||||
return JsonUtility.ToJson(state);
|
||||
}
|
||||
|
||||
@@ -136,6 +140,7 @@ public class PicnicBehaviour : ManagedBehaviour
|
||||
if (state != null)
|
||||
{
|
||||
_fakeChocolateDestroyed = state.fakeChocolateDestroyed;
|
||||
_isDistracted = state.isDistracted;
|
||||
}
|
||||
}
|
||||
catch (Exception ex)
|
||||
@@ -149,4 +154,5 @@ public class PicnicBehaviour : ManagedBehaviour
|
||||
public class PicnicBehaviourState
|
||||
{
|
||||
public bool fakeChocolateDestroyed;
|
||||
public bool isDistracted;
|
||||
}
|
||||
|
||||
@@ -13,7 +13,6 @@ using UI.Core;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
using UnityEngine.Playables;
|
||||
using Svg;
|
||||
|
||||
namespace Minigames.DivingForPictures
|
||||
{
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using SkiaSharp.Unity;
|
||||
using Input;
|
||||
using AppleHills.Core;
|
||||
using UI.Core;
|
||||
@@ -11,8 +10,6 @@ using UI;
|
||||
|
||||
public class AppSwitcher : UIPage
|
||||
{
|
||||
public GameObject rainbowIn;
|
||||
public GameObject rainbowOut;
|
||||
public GameObject gameLayoutContainer;
|
||||
public GameObject exitButton;
|
||||
public RectMask2D rectMask;
|
||||
@@ -20,8 +17,6 @@ public class AppSwitcher : UIPage
|
||||
[Header("Slide Animation Settings")]
|
||||
public float slideDuration = 0.5f;
|
||||
|
||||
private SkottiePlayerV2 rainbowInPlayer;
|
||||
private SkottiePlayerV2 rainbowOutPlayer;
|
||||
private TweenBase slideInTween;
|
||||
private TweenBase slideOutTween;
|
||||
|
||||
@@ -30,16 +25,13 @@ public class AppSwitcher : UIPage
|
||||
base.OnManagedAwake();
|
||||
|
||||
PageName = "AppSwitcher";
|
||||
rainbowInPlayer = rainbowIn.GetComponent<SkottiePlayerV2>();
|
||||
rainbowOutPlayer = rainbowOut.GetComponent<SkottiePlayerV2>();
|
||||
|
||||
if (rectMask == null)
|
||||
{
|
||||
rectMask = GetComponent<RectMask2D>();
|
||||
}
|
||||
|
||||
// Initially hide both
|
||||
rainbowIn.SetActive(true);
|
||||
// Initially hide
|
||||
exitButton.SetActive(false);
|
||||
}
|
||||
|
||||
@@ -49,27 +41,19 @@ public class AppSwitcher : UIPage
|
||||
|
||||
gameLayoutContainer.SetActive(true);
|
||||
|
||||
// Hide rainbow out, show rainbow in
|
||||
rainbowOut.SetActive(false);
|
||||
|
||||
// Play animation on rainbow in without resetting state
|
||||
rainbowInPlayer.PlayAnimation(true);
|
||||
|
||||
// Slide in animation - tween padding.left from 1700 to 0
|
||||
slideInTween = TweenPaddingLeft(1700f, 0f, Tween.EaseOut, () =>
|
||||
{
|
||||
onComplete?.Invoke();
|
||||
rainbowOut.SetActive(true);
|
||||
exitButton.SetActive(true);
|
||||
});
|
||||
}
|
||||
|
||||
protected override void DoTransitionOut(Action onComplete)
|
||||
{
|
||||
rainbowIn.SetActive(false);
|
||||
|
||||
// Play animation on rainbow out with resetting state
|
||||
rainbowOutPlayer.PlayAnimation(true);
|
||||
|
||||
// Hide the exit button
|
||||
exitButton.SetActive(false);
|
||||
@@ -77,7 +61,6 @@ public class AppSwitcher : UIPage
|
||||
// Slide out animation - tween padding.left from 0 to 1700
|
||||
slideOutTween = TweenPaddingLeft(0f, 1700f, Tween.EaseIn, () => {
|
||||
gameLayoutContainer.SetActive(false);
|
||||
rainbowIn.SetActive(true);
|
||||
onComplete?.Invoke();
|
||||
InputManager.Instance.SetInputMode(InputMode.GameAndUI);
|
||||
});
|
||||
|
||||
@@ -1,193 +0,0 @@
|
||||
using System;
|
||||
using AppleHills.Data.CardSystem;
|
||||
using Core;
|
||||
using Pixelplacement;
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
|
||||
namespace UI.CardSystem
|
||||
{
|
||||
/// <summary>
|
||||
/// Album card component that wraps CardDisplay.
|
||||
/// Handles tap-to-enlarge and tap-to-shrink interactions for cards placed in album slots.
|
||||
///
|
||||
/// TODO: Consider refactoring to state machine pattern (PendingReveal, PlacedInSlot, Enlarged)
|
||||
/// This would eliminate the need for separate AlbumPlacementCard wrapper and simplify the hierarchy.
|
||||
/// See design discussion with state transitions for cleaner architecture.
|
||||
/// </summary>
|
||||
public class AlbumCard : MonoBehaviour, IPointerClickHandler
|
||||
{
|
||||
[Header("References")]
|
||||
[SerializeField] private CardDisplay cardDisplay;
|
||||
|
||||
[Header("Enlarge Settings")]
|
||||
[SerializeField] private float enlargedScale = 2.5f;
|
||||
[SerializeField] private float scaleDuration = 0.3f;
|
||||
|
||||
// Events for AlbumViewPage to manage backdrop and reparenting
|
||||
public event Action<AlbumCard> OnEnlargeRequested;
|
||||
public event Action<AlbumCard> OnShrinkRequested;
|
||||
|
||||
private AlbumCardSlot _parentSlot;
|
||||
private CardData _cardData;
|
||||
private bool _isEnlarged;
|
||||
private Vector3 _originalScale;
|
||||
private Transform _originalParent;
|
||||
private Vector3 _originalLocalPosition;
|
||||
private Quaternion _originalLocalRotation;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
// Auto-find CardDisplay if not assigned
|
||||
if (cardDisplay == null)
|
||||
{
|
||||
cardDisplay = GetComponentInChildren<CardDisplay>();
|
||||
}
|
||||
|
||||
// Store original scale
|
||||
_originalScale = transform.localScale;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Setup card with data
|
||||
/// </summary>
|
||||
public void SetupCard(CardData data)
|
||||
{
|
||||
_cardData = data;
|
||||
|
||||
if (cardDisplay != null)
|
||||
{
|
||||
cardDisplay.SetupCard(data);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set the parent slot this card belongs to
|
||||
/// </summary>
|
||||
public void SetParentSlot(AlbumCardSlot slot)
|
||||
{
|
||||
_parentSlot = slot;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the card data
|
||||
/// </summary>
|
||||
public CardData GetCardData()
|
||||
{
|
||||
return _cardData;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handle tap on card - request enlarge/shrink from parent page
|
||||
/// Only process clicks when card is placed in a slot (not during reveal flow)
|
||||
/// </summary>
|
||||
public void OnPointerClick(PointerEventData eventData)
|
||||
{
|
||||
Logging.Debug($"[CLICK-TRACE-ALBUMCARD] OnPointerClick on {name}, _parentSlot={((_parentSlot != null) ? _parentSlot.name : "NULL")}, _isEnlarged={_isEnlarged}, position={eventData.position}");
|
||||
|
||||
// During reveal flow (before placed in slot), forward clicks to parent FlippableCard
|
||||
if (_parentSlot == null)
|
||||
{
|
||||
Logging.Debug($"[CLICK-TRACE-ALBUMCARD] {name} - No parent slot, forwarding click to parent FlippableCard");
|
||||
|
||||
// Find parent FlippableCard and forward the click
|
||||
FlippableCard parentFlippable = GetComponentInParent<FlippableCard>();
|
||||
if (parentFlippable != null)
|
||||
{
|
||||
Logging.Debug($"[CLICK-TRACE-ALBUMCARD] {name} - Found parent FlippableCard, calling OnPointerClick");
|
||||
parentFlippable.OnPointerClick(eventData);
|
||||
}
|
||||
else
|
||||
{
|
||||
Logging.Warning($"[CLICK-TRACE-ALBUMCARD] {name} - No parent FlippableCard found!");
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
Logging.Debug($"[CLICK-TRACE-ALBUMCARD] {name} - Has parent slot, processing click");
|
||||
|
||||
if (_isEnlarged)
|
||||
{
|
||||
Logging.Debug($"[CLICK-TRACE-ALBUMCARD] {name} - Is enlarged, requesting shrink");
|
||||
OnShrinkRequested?.Invoke(this);
|
||||
}
|
||||
else
|
||||
{
|
||||
Logging.Debug($"[CLICK-TRACE-ALBUMCARD] {name} - Is normal size, requesting enlarge");
|
||||
OnEnlargeRequested?.Invoke(this);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Enlarge card (called by AlbumViewPage after reparenting)
|
||||
/// </summary>
|
||||
public void EnlargeCard()
|
||||
{
|
||||
if (_isEnlarged) return;
|
||||
|
||||
_isEnlarged = true;
|
||||
|
||||
// Store original transform info for restoration
|
||||
_originalParent = transform.parent;
|
||||
_originalLocalPosition = transform.localPosition;
|
||||
_originalLocalRotation = transform.localRotation;
|
||||
|
||||
// Scale up with snappy tween
|
||||
Tween.LocalScale(transform, _originalScale * enlargedScale, scaleDuration, 0f, Tween.EaseOutBack);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Shrink card back to original size (called by AlbumViewPage before reparenting back)
|
||||
/// </summary>
|
||||
/// <param name="onComplete">Optional callback to invoke when shrink animation completes</param>
|
||||
public void ShrinkCard(System.Action onComplete = null)
|
||||
{
|
||||
if (!_isEnlarged) return;
|
||||
|
||||
_isEnlarged = false;
|
||||
|
||||
// Scale back down with snappy tween, invoke callback when done
|
||||
Tween.LocalScale(transform, _originalScale, scaleDuration, 0f, Tween.EaseInBack,
|
||||
completeCallback: () => onComplete?.Invoke());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get original parent for restoration
|
||||
/// </summary>
|
||||
public Transform GetOriginalParent()
|
||||
{
|
||||
return _originalParent;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get original local position for restoration
|
||||
/// </summary>
|
||||
public Vector3 GetOriginalLocalPosition()
|
||||
{
|
||||
return _originalLocalPosition;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get original local rotation for restoration
|
||||
/// </summary>
|
||||
public Quaternion GetOriginalLocalRotation()
|
||||
{
|
||||
return _originalLocalRotation;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check if card is currently enlarged
|
||||
/// </summary>
|
||||
public bool IsEnlarged => _isEnlarged;
|
||||
|
||||
/// <summary>
|
||||
/// Force reset enlarged state (for cleanup scenarios like page closing)
|
||||
/// </summary>
|
||||
public void ForceResetEnlargedState()
|
||||
{
|
||||
_isEnlarged = false;
|
||||
transform.localScale = _originalScale;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 258a530448814715b5ec19737df2a658
|
||||
timeCreated: 1762505823
|
||||
@@ -7,8 +7,8 @@ using Pixelplacement;
|
||||
using UI.Core;
|
||||
using UI.DragAndDrop.Core;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
using UnityEngine.UI;
|
||||
using UnityEngine.Serialization;
|
||||
|
||||
namespace UI.CardSystem
|
||||
{
|
||||
@@ -30,7 +30,8 @@ namespace UI.CardSystem
|
||||
|
||||
[Header("Album Card Reveal")]
|
||||
[SerializeField] private SlotContainer bottomRightSlots;
|
||||
[SerializeField] private GameObject albumCardPlacementPrefab; // The wrapper prefab with flip/drag (AlbumPlacementCard)
|
||||
[FormerlySerializedAs("albumCardPlacementPrefab")]
|
||||
[SerializeField] private GameObject cardPrefab; // New Card prefab for placement
|
||||
|
||||
[Header("Card Enlarge System")]
|
||||
[SerializeField] private GameObject cardEnlargedBackdrop; // Backdrop to block interactions
|
||||
@@ -41,9 +42,11 @@ namespace UI.CardSystem
|
||||
[SerializeField] private BoosterOpeningPage boosterOpeningPage;
|
||||
|
||||
private Input.InputMode _previousInputMode;
|
||||
private List<AlbumCardPlacementDraggable> _activeCards = new List<AlbumCardPlacementDraggable>();
|
||||
private List<StateMachine.Card> _activeCards = new List<StateMachine.Card>();
|
||||
private const int MAX_VISIBLE_CARDS = 3;
|
||||
|
||||
private List<StateMachine.Card> _pendingCornerCards = new List<StateMachine.Card>();
|
||||
private const int MAX_PENDING_CORNER = 3;
|
||||
|
||||
internal override void OnManagedStart()
|
||||
{
|
||||
// Discover zone tabs from container
|
||||
@@ -339,24 +342,20 @@ namespace UI.CardSystem
|
||||
// If there's an enlarged card in the container, return it to its slot
|
||||
if (cardEnlargedContainer != null && cardEnlargedContainer.childCount > 0)
|
||||
{
|
||||
// Get all enlarged cards (should only be one, but just in case)
|
||||
for (int i = cardEnlargedContainer.childCount - 1; i >= 0; i--)
|
||||
{
|
||||
Transform cardTransform = cardEnlargedContainer.GetChild(i);
|
||||
AlbumCard albumCard = cardTransform.GetComponent<AlbumCard>();
|
||||
|
||||
if (albumCard != null && albumCard.IsEnlarged)
|
||||
var card = cardTransform.GetComponent<StateMachine.Card>();
|
||||
var state = cardTransform.GetComponentInChildren<StateMachine.States.CardAlbumEnlargedState>(true);
|
||||
if (card != null && state != null)
|
||||
{
|
||||
// Force reset state and return to slot
|
||||
Transform originalParent = albumCard.GetOriginalParent();
|
||||
Transform originalParent = state.GetOriginalParent();
|
||||
if (originalParent != null)
|
||||
{
|
||||
cardTransform.SetParent(originalParent, true);
|
||||
cardTransform.localPosition = albumCard.GetOriginalLocalPosition();
|
||||
cardTransform.localRotation = albumCard.GetOriginalLocalRotation();
|
||||
cardTransform.localPosition = state.GetOriginalLocalPosition();
|
||||
cardTransform.localRotation = state.GetOriginalLocalRotation();
|
||||
}
|
||||
|
||||
albumCard.ForceResetEnlargedState();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -410,17 +409,15 @@ namespace UI.CardSystem
|
||||
/// </summary>
|
||||
private void SpawnPendingCards()
|
||||
{
|
||||
if (CardSystemManager.Instance == null || bottomRightSlots == null || albumCardPlacementPrefab == null)
|
||||
if (CardSystemManager.Instance == null || bottomRightSlots == null || cardPrefab == null)
|
||||
return;
|
||||
|
||||
var pending = CardSystemManager.Instance.GetPendingRevealCards();
|
||||
|
||||
// Get unique cards only (by DefinitionId + Rarity)
|
||||
// Filter out cards with CopiesOwned = 0 (shouldn't happen but guard against it)
|
||||
var uniquePending = pending
|
||||
.Where(c => c.CopiesOwned > 0) // Guard: exclude zero-count cards
|
||||
.Where(c => c.CopiesOwned > 0)
|
||||
.GroupBy(c => new { c.DefinitionId, c.Rarity })
|
||||
.Select(g => g.First()) // Take first instance of each unique card
|
||||
.Select(g => g.First())
|
||||
.ToList();
|
||||
|
||||
int spawnCount = Mathf.Min(uniquePending.Count, MAX_VISIBLE_CARDS);
|
||||
@@ -434,11 +431,10 @@ namespace UI.CardSystem
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Spawn a card in a specific slot
|
||||
/// Spawn a card in a specific slot using the new Card prefab
|
||||
/// </summary>
|
||||
private void SpawnCardInSlot(int slotIndex, CardData cardData)
|
||||
{
|
||||
// Guard: Don't spawn cards with zero copies
|
||||
if (cardData.CopiesOwned <= 0)
|
||||
{
|
||||
Logging.Warning($"[AlbumViewPage] Skipping spawn of card '{cardData.Name}' with {cardData.CopiesOwned} copies");
|
||||
@@ -452,38 +448,190 @@ namespace UI.CardSystem
|
||||
return;
|
||||
}
|
||||
|
||||
// Instantiate card directly as child of the slot container (not the slot itself, not canvas root)
|
||||
// This keeps it in the correct UI hierarchy
|
||||
GameObject cardObj = Instantiate(albumCardPlacementPrefab, bottomRightSlots.transform);
|
||||
AlbumCardPlacementDraggable cardPlacement = cardObj.GetComponent<AlbumCardPlacementDraggable>();
|
||||
|
||||
if (cardPlacement != null)
|
||||
GameObject cardObj = Instantiate(cardPrefab, bottomRightSlots.transform);
|
||||
var card = cardObj.GetComponent<StateMachine.Card>();
|
||||
if (card != null)
|
||||
{
|
||||
// Setup card data
|
||||
cardPlacement.SetupCard(cardData);
|
||||
// Cards spawned here are already revealed and can be dragged into album
|
||||
card.SetupForAlbumPlacement(cardData);
|
||||
|
||||
// Subscribe to events
|
||||
cardPlacement.OnCardRevealed += OnCardRevealed;
|
||||
cardPlacement.OnCardPlacedInAlbum += OnCardPlacedInAlbum;
|
||||
// Assign to slot with animation (will apply size/position)
|
||||
card.AssignToSlot(slot, true);
|
||||
|
||||
// NOW assign to slot - this will:
|
||||
// 1. Reparent to slot
|
||||
// 2. Apply slot's occupantSizeMode scaling
|
||||
// 3. Animate to slot position
|
||||
cardPlacement.AssignToSlot(slot, true);
|
||||
// Track placement completion to clean up
|
||||
card.OnPlacedInAlbumSlot += OnCardPlacedInAlbum;
|
||||
|
||||
// Track it
|
||||
_activeCards.Add(cardPlacement);
|
||||
_activeCards.Add(card);
|
||||
|
||||
Logging.Debug($"[AlbumViewPage] Spawned card '{cardData.Name}' (CopiesOwned: {cardData.CopiesOwned}) in slot {slotIndex}");
|
||||
Logging.Debug($"[AlbumViewPage] Spawned pending card '{cardData.Name}' in slot {slotIndex}");
|
||||
}
|
||||
else
|
||||
{
|
||||
Logging.Warning($"[AlbumViewPage] Spawned card has no AlbumCardDraggable component!");
|
||||
Logging.Warning($"[AlbumViewPage] Spawned card prefab missing Card component!");
|
||||
Destroy(cardObj);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handle when a card is placed in an album slot from the pending list
|
||||
/// Moves from pending to inventory, shuffles remaining, and spawns the next unique card.
|
||||
/// </summary>
|
||||
private void OnCardPlacedInAlbum(StateMachine.Card card, AlbumCardSlot slot)
|
||||
{
|
||||
if (card == null) return;
|
||||
var data = card.CardData;
|
||||
Logging.Debug($"[AlbumViewPage] Card placed in album slot: {data?.Name}");
|
||||
|
||||
// Move card from pending to inventory now
|
||||
if (data != null && CardSystemManager.Instance != null)
|
||||
{
|
||||
CardSystemManager.Instance.MarkCardAsPlaced(data);
|
||||
}
|
||||
|
||||
// Stop tracking and unsubscribe
|
||||
card.OnPlacedInAlbumSlot -= OnCardPlacedInAlbum;
|
||||
_activeCards.Remove(card);
|
||||
|
||||
// Shuffle remaining cards to front and spawn next
|
||||
ShuffleCardsToFront();
|
||||
TrySpawnNextCard();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Shuffle active cards to occupy front slots
|
||||
/// </summary>
|
||||
private void ShuffleCardsToFront()
|
||||
{
|
||||
if (bottomRightSlots == null || _activeCards.Count == 0)
|
||||
return;
|
||||
|
||||
List<DraggableObject> draggableList = _activeCards.Cast<DraggableObject>().ToList();
|
||||
SlotContainerHelper.ShuffleToFront(bottomRightSlots, draggableList, animate: true);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Try to spawn the next pending unique card
|
||||
/// </summary>
|
||||
private void TrySpawnNextCard()
|
||||
{
|
||||
if (CardSystemManager.Instance == null)
|
||||
return;
|
||||
|
||||
if (_activeCards.Count >= MAX_VISIBLE_CARDS)
|
||||
return;
|
||||
|
||||
var pending = CardSystemManager.Instance.GetPendingRevealCards();
|
||||
var uniquePending = pending
|
||||
.Where(c => c.CopiesOwned > 0)
|
||||
.GroupBy(c => new { c.DefinitionId, c.Rarity })
|
||||
.Select(g => g.First())
|
||||
.ToList();
|
||||
|
||||
foreach (var cardData in uniquePending)
|
||||
{
|
||||
bool alreadySpawned = _activeCards.Any(c =>
|
||||
c.CardData.DefinitionId == cardData.DefinitionId &&
|
||||
c.CardData.Rarity == cardData.Rarity);
|
||||
|
||||
if (!alreadySpawned)
|
||||
{
|
||||
int nextSlotIndex = _activeCards.Count;
|
||||
SpawnCardInSlot(nextSlotIndex, cardData);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Clean up all active pending cards
|
||||
/// </summary>
|
||||
private void CleanupActiveCards()
|
||||
{
|
||||
foreach (var card in _activeCards)
|
||||
{
|
||||
if (card != null && card.gameObject != null)
|
||||
{
|
||||
card.OnPlacedInAlbumSlot -= OnCardPlacedInAlbum;
|
||||
Destroy(card.gameObject);
|
||||
}
|
||||
}
|
||||
_activeCards.Clear();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Card Enlarge System (Album Slots)
|
||||
|
||||
/// <summary>
|
||||
/// Subscribe to a placed card's enlarged state events to manage backdrop and reparenting.
|
||||
/// Called by AlbumCardSlot when it spawns an owned card in a slot.
|
||||
/// </summary>
|
||||
public void RegisterCardInAlbum(StateMachine.Card card)
|
||||
{
|
||||
if (card == null) return;
|
||||
var enlargeState = card.GetStateComponent<StateMachine.States.CardAlbumEnlargedState>("AlbumEnlargedState");
|
||||
if (enlargeState != null)
|
||||
{
|
||||
enlargeState.OnEnlargeRequested += OnCardEnlargeRequested;
|
||||
enlargeState.OnShrinkRequested += OnCardShrinkRequested;
|
||||
}
|
||||
}
|
||||
|
||||
public void UnregisterCardInAlbum(StateMachine.Card card)
|
||||
{
|
||||
if (card == null) return;
|
||||
var enlargeState = card.GetStateComponent<StateMachine.States.CardAlbumEnlargedState>("AlbumEnlargedState");
|
||||
if (enlargeState != null)
|
||||
{
|
||||
enlargeState.OnEnlargeRequested -= OnCardEnlargeRequested;
|
||||
enlargeState.OnShrinkRequested -= OnCardShrinkRequested;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnCardEnlargeRequested(StateMachine.States.CardAlbumEnlargedState state)
|
||||
{
|
||||
if (state == null) return;
|
||||
// Show backdrop
|
||||
if (cardEnlargedBackdrop != null)
|
||||
{
|
||||
cardEnlargedBackdrop.SetActive(true);
|
||||
}
|
||||
// Reparent card root to enlarged container preserving world transform
|
||||
if (cardEnlargedContainer != null)
|
||||
{
|
||||
var ctx = state.GetComponentInParent<StateMachine.CardContext>();
|
||||
if (ctx != null)
|
||||
{
|
||||
ctx.RootTransform.SetParent(cardEnlargedContainer, true);
|
||||
ctx.RootTransform.SetAsLastSibling();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void OnCardShrinkRequested(StateMachine.States.CardAlbumEnlargedState state)
|
||||
{
|
||||
if (state == null) return;
|
||||
// Hide backdrop
|
||||
if (cardEnlargedBackdrop != null)
|
||||
{
|
||||
cardEnlargedBackdrop.SetActive(false);
|
||||
}
|
||||
// Reparent back to original parent and restore local transform
|
||||
var ctx = state.GetComponentInParent<StateMachine.CardContext>();
|
||||
if (ctx != null)
|
||||
{
|
||||
Transform originalParent = state.GetOriginalParent();
|
||||
if (originalParent != null)
|
||||
{
|
||||
ctx.RootTransform.SetParent(originalParent, true);
|
||||
ctx.RootTransform.localPosition = state.GetOriginalLocalPosition();
|
||||
ctx.RootTransform.localRotation = state.GetOriginalLocalRotation();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Handle when a new card is added to pending queue
|
||||
/// Only spawn if this unique card isn't already visualized
|
||||
@@ -516,109 +664,6 @@ namespace UI.CardSystem
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handle when a card is revealed (flipped)
|
||||
/// </summary>
|
||||
private void OnCardRevealed(AlbumCardPlacementDraggable cardPlacement, CardData cardData)
|
||||
{
|
||||
Logging.Debug($"[AlbumViewPage] Card revealed: {cardData.Name} (Zone: {cardData.Zone}, CopiesOwned: {cardData.CopiesOwned})");
|
||||
|
||||
// IMMEDIATELY move card from pending to inventory upon reveal
|
||||
if (CardSystemManager.Instance != null)
|
||||
{
|
||||
CardSystemManager.Instance.MarkCardAsPlaced(cardData);
|
||||
Logging.Debug($"[AlbumViewPage] Moved card '{cardData.Name}' from pending to inventory on reveal");
|
||||
}
|
||||
|
||||
// Remove this card from active cards list
|
||||
_activeCards.Remove(cardPlacement);
|
||||
|
||||
// Check if we're currently viewing the correct zone for this card
|
||||
CardZone currentZone = GetCurrentZone();
|
||||
|
||||
if (currentZone != cardData.Zone)
|
||||
{
|
||||
// Card is from a different zone - navigate to its zone
|
||||
Logging.Debug($"[AlbumViewPage] Card zone ({cardData.Zone}) doesn't match current zone ({currentZone}). Navigating to card's zone...");
|
||||
NavigateToZone(cardData.Zone);
|
||||
}
|
||||
else
|
||||
{
|
||||
Logging.Debug($"[AlbumViewPage] Card zone ({cardData.Zone}) matches current zone - no navigation needed.");
|
||||
}
|
||||
|
||||
// Shuffle remaining cards to front and spawn next unique card
|
||||
ShuffleCardsToFront();
|
||||
TrySpawnNextCard();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handle when a card is placed in the album (from AlbumCardDraggable)
|
||||
/// Card data already moved to inventory in OnCardRevealed
|
||||
/// This just handles cleanup
|
||||
/// </summary>
|
||||
private void OnCardPlacedInAlbum(AlbumCardPlacementDraggable cardPlacement, CardData cardData)
|
||||
{
|
||||
Logging.Debug($"[AlbumViewPage] Card placed in album slot: {cardData.Name}");
|
||||
|
||||
// Unsubscribe from events (card is now static in album)
|
||||
cardPlacement.OnCardRevealed -= OnCardRevealed;
|
||||
cardPlacement.OnCardPlacedInAlbum -= OnCardPlacedInAlbum;
|
||||
|
||||
// Note: Card already removed from _activeCards in OnCardRevealed
|
||||
// Note: Shuffle and spawn already done in OnCardRevealed
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Shuffle active cards to occupy front slots
|
||||
/// </summary>
|
||||
private void ShuffleCardsToFront()
|
||||
{
|
||||
if (bottomRightSlots == null || _activeCards.Count == 0)
|
||||
return;
|
||||
|
||||
// Convert to base DraggableObject list for helper method
|
||||
List<DraggableObject> draggableList = _activeCards.Cast<DraggableObject>().ToList();
|
||||
SlotContainerHelper.ShuffleToFront(bottomRightSlots, draggableList, animate: true);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Try to spawn the next pending card
|
||||
/// Only spawns unique cards (not duplicates)
|
||||
/// </summary>
|
||||
private void TrySpawnNextCard()
|
||||
{
|
||||
if (CardSystemManager.Instance == null)
|
||||
return;
|
||||
|
||||
if (_activeCards.Count >= MAX_VISIBLE_CARDS)
|
||||
return; // Already at max
|
||||
|
||||
var pending = CardSystemManager.Instance.GetPendingRevealCards();
|
||||
|
||||
// Get unique pending cards, excluding zero-count cards
|
||||
var uniquePending = pending
|
||||
.Where(c => c.CopiesOwned > 0) // Guard: exclude zero-count cards
|
||||
.GroupBy(c => new { c.DefinitionId, c.Rarity })
|
||||
.Select(g => g.First())
|
||||
.ToList();
|
||||
|
||||
// Find first unique card that's not already spawned
|
||||
foreach (var cardData in uniquePending)
|
||||
{
|
||||
bool alreadySpawned = _activeCards.Any(c =>
|
||||
c.CardData.DefinitionId == cardData.DefinitionId &&
|
||||
c.CardData.Rarity == cardData.Rarity);
|
||||
|
||||
if (!alreadySpawned)
|
||||
{
|
||||
int nextSlotIndex = _activeCards.Count;
|
||||
SpawnCardInSlot(nextSlotIndex, cardData);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Find a slot by its SlotIndex property
|
||||
/// </summary>
|
||||
@@ -637,213 +682,86 @@ namespace UI.CardSystem
|
||||
return null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the current zone based on book page
|
||||
/// </summary>
|
||||
public CardZone GetCurrentZone()
|
||||
public void SpawnPendingCornerCards()
|
||||
{
|
||||
if (book == null || zoneTabs == null || zoneTabs.Length == 0)
|
||||
if (cardPrefab == null || bottomRightSlots == null) return;
|
||||
CleanupPendingCornerCards();
|
||||
for (int i = 0; i < MAX_PENDING_CORNER; i++)
|
||||
{
|
||||
return CardZone.AppleHills; // Default
|
||||
}
|
||||
|
||||
int currentPage = book.CurrentPaper;
|
||||
|
||||
// Find tab with matching target page
|
||||
foreach (var tab in zoneTabs)
|
||||
{
|
||||
if (tab.TargetPage == currentPage)
|
||||
var slot = FindSlotByIndex(i);
|
||||
if (slot == null) break;
|
||||
GameObject cardObj = Instantiate(cardPrefab, bottomRightSlots.transform);
|
||||
var card = cardObj.GetComponent<StateMachine.Card>();
|
||||
if (card != null)
|
||||
{
|
||||
return tab.Zone;
|
||||
card.SetupForAlbumPending();
|
||||
card.AssignToSlot(slot, true);
|
||||
_pendingCornerCards.Add(card);
|
||||
}
|
||||
else
|
||||
{
|
||||
Destroy(cardObj);
|
||||
}
|
||||
}
|
||||
// Fallback to first zone
|
||||
return CardZone.NotApplicable;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get tab for a specific zone
|
||||
/// </summary>
|
||||
public BookTabButton GetTabForZone(CardZone zone)
|
||||
private void CleanupPendingCornerCards()
|
||||
{
|
||||
|
||||
if (zoneTabs == null)
|
||||
foreach (var c in _pendingCornerCards)
|
||||
{
|
||||
return null;
|
||||
if (c != null) Destroy(c.gameObject);
|
||||
}
|
||||
|
||||
foreach (var tab in zoneTabs)
|
||||
{
|
||||
if (tab.Zone == zone)
|
||||
{
|
||||
return tab;
|
||||
}
|
||||
}
|
||||
|
||||
return null;
|
||||
_pendingCornerCards.Clear();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Navigate to a specific zone
|
||||
/// </summary>
|
||||
public void NavigateToZone(CardZone zone)
|
||||
public void HandlePendingCardDragStart(StateMachine.Card cornerCard)
|
||||
{
|
||||
BookTabButton tab = GetTabForZone(zone);
|
||||
if (tab != null)
|
||||
// Select smart pending card data
|
||||
var selected = SelectSmartPendingCard();
|
||||
if (selected == null)
|
||||
{
|
||||
tab.ActivateTab();
|
||||
return; // no pending data
|
||||
}
|
||||
cornerCard.Context.SetupCard(selected);
|
||||
// Navigate album to page
|
||||
int targetPage = FindPageForCard(selected);
|
||||
if (targetPage >= 0)
|
||||
{
|
||||
NavigateToAlbumPage(targetPage);
|
||||
}
|
||||
// Begin flip state
|
||||
cornerCard.ChangeState("FlippingPendingState");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Clean up all active cards
|
||||
/// </summary>
|
||||
private void CleanupActiveCards()
|
||||
private CardData SelectSmartPendingCard()
|
||||
{
|
||||
foreach (var card in _activeCards)
|
||||
{
|
||||
if (card != null && card.gameObject != null)
|
||||
{
|
||||
card.OnCardRevealed -= OnCardRevealed;
|
||||
card.OnCardPlacedInAlbum -= OnCardPlacedInAlbum;
|
||||
Destroy(card.gameObject);
|
||||
}
|
||||
}
|
||||
_activeCards.Clear();
|
||||
if (CardSystemManager.Instance == null) return null;
|
||||
var pending = CardSystemManager.Instance.GetPendingRevealCards();
|
||||
if (pending.Count == 0) return null;
|
||||
// Try current page match
|
||||
var pageDefs = GetDefinitionsOnCurrentPage();
|
||||
var match = pending.Find(c => pageDefs.Contains(c.DefinitionId));
|
||||
if (match != null) return match;
|
||||
// Fallback random
|
||||
int idx = Random.Range(0, pending.Count);
|
||||
return pending[idx];
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Card Enlarge System
|
||||
|
||||
/// <summary>
|
||||
/// Subscribe to album card events when a card is spawned in a slot
|
||||
/// Call this when AlbumCardSlot spawns a card
|
||||
/// </summary>
|
||||
public void RegisterAlbumCard(AlbumCard albumCard)
|
||||
private List<string> GetDefinitionsOnCurrentPage()
|
||||
{
|
||||
if (albumCard == null) return;
|
||||
|
||||
albumCard.OnEnlargeRequested += OnCardEnlargeRequested;
|
||||
albumCard.OnShrinkRequested += OnCardShrinkRequested;
|
||||
// Placeholder: gather from slots on current page
|
||||
return new List<string>();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unsubscribe from album card events
|
||||
/// </summary>
|
||||
public void UnregisterAlbumCard(AlbumCard albumCard)
|
||||
private int FindPageForCard(CardData data)
|
||||
{
|
||||
if (albumCard == null) return;
|
||||
|
||||
albumCard.OnEnlargeRequested -= OnCardEnlargeRequested;
|
||||
albumCard.OnShrinkRequested -= OnCardShrinkRequested;
|
||||
// Placeholder: map definition to page index
|
||||
return -1;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handle card enlarge request - show backdrop and reparent card
|
||||
/// </summary>
|
||||
private void OnCardEnlargeRequested(AlbumCard card)
|
||||
private void NavigateToAlbumPage(int pageIndex)
|
||||
{
|
||||
if (card == null) return;
|
||||
|
||||
Logging.Debug($"[AlbumViewPage] OnCardEnlargeRequested called for card: {card.name}, current parent: {card.transform.parent.name}");
|
||||
|
||||
// IMPORTANT: Call EnlargeCard FIRST to store original parent (the slot)
|
||||
// BEFORE reparenting to the enlarged container
|
||||
card.EnlargeCard();
|
||||
|
||||
// Show backdrop
|
||||
if (cardEnlargedBackdrop != null)
|
||||
{
|
||||
cardEnlargedBackdrop.SetActive(true);
|
||||
Logging.Debug($"[AlbumViewPage] Backdrop shown");
|
||||
}
|
||||
|
||||
// NOW reparent card to enlarged container (above backdrop)
|
||||
if (cardEnlargedContainer != null)
|
||||
{
|
||||
card.transform.SetParent(cardEnlargedContainer, true);
|
||||
card.transform.SetAsLastSibling(); // Ensure on top
|
||||
Logging.Debug($"[AlbumViewPage] Card reparented to enlarged container");
|
||||
}
|
||||
|
||||
Logging.Debug($"[AlbumViewPage] Card enlarged: {card.GetCardData()?.Name}");
|
||||
// Placeholder: call book/page flip controller
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handle card shrink request - hide backdrop and reparent card back to slot
|
||||
/// </summary>
|
||||
private void OnCardShrinkRequested(AlbumCard card)
|
||||
{
|
||||
if (card == null) return;
|
||||
|
||||
// Trigger shrink animation
|
||||
card.ShrinkCard();
|
||||
|
||||
// Hide backdrop
|
||||
if (cardEnlargedBackdrop != null)
|
||||
{
|
||||
cardEnlargedBackdrop.SetActive(false);
|
||||
}
|
||||
|
||||
// Reparent back to original parent (the slot)
|
||||
Transform originalParent = card.GetOriginalParent();
|
||||
if (originalParent != null)
|
||||
{
|
||||
card.transform.SetParent(originalParent, true);
|
||||
card.transform.localPosition = card.GetOriginalLocalPosition();
|
||||
card.transform.localRotation = card.GetOriginalLocalRotation();
|
||||
}
|
||||
|
||||
Logging.Debug($"[AlbumViewPage] Card shrunk: {card.GetCardData()?.Name}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Show backdrop and reparent slot preview card for enlargement
|
||||
/// </summary>
|
||||
public void ShowSlotPreview(AlbumCardSlot slot, Transform previewCardTransform)
|
||||
{
|
||||
if (previewCardTransform == null)
|
||||
return;
|
||||
|
||||
Logging.Debug($"[AlbumViewPage] ShowSlotPreview called for slot: {slot.name}");
|
||||
|
||||
// Show backdrop
|
||||
if (cardEnlargedBackdrop != null)
|
||||
{
|
||||
cardEnlargedBackdrop.SetActive(true);
|
||||
}
|
||||
|
||||
// Reparent preview card to enlarged container (above backdrop)
|
||||
if (cardEnlargedContainer != null)
|
||||
{
|
||||
previewCardTransform.SetParent(cardEnlargedContainer, true);
|
||||
previewCardTransform.SetAsLastSibling();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Hide backdrop and trigger shrink animation for slot preview
|
||||
/// </summary>
|
||||
public void HideSlotPreview(AlbumCardSlot slot, Transform previewCardTransform, System.Action onComplete)
|
||||
{
|
||||
if (previewCardTransform == null)
|
||||
return;
|
||||
|
||||
Logging.Debug($"[AlbumViewPage] HideSlotPreview called for slot: {slot.name}");
|
||||
|
||||
// Hide backdrop
|
||||
if (cardEnlargedBackdrop != null)
|
||||
{
|
||||
cardEnlargedBackdrop.SetActive(false);
|
||||
}
|
||||
|
||||
// Shrink preview card
|
||||
Vector3 originalScale = previewCardTransform.localScale / 2.5f; // Assuming 2.5x is enlarged scale
|
||||
Pixelplacement.Tween.LocalScale(previewCardTransform, originalScale, 0.3f, 0f, Pixelplacement.Tween.EaseInBack,
|
||||
completeCallback: () => onComplete?.Invoke());
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
||||
@@ -10,6 +10,7 @@ using UI.CardSystem.DragDrop;
|
||||
using UI.DragAndDrop.Core;
|
||||
using Unity.Cinemachine;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Serialization;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace UI.CardSystem
|
||||
@@ -30,8 +31,11 @@ namespace UI.CardSystem
|
||||
|
||||
[Header("Card Display")]
|
||||
[SerializeField] private Transform cardDisplayContainer;
|
||||
[SerializeField] private GameObject flippableCardPrefab; // Placeholder for card backs
|
||||
[FormerlySerializedAs("flippableCardPrefab")]
|
||||
[SerializeField] private GameObject cardPrefab; // New Card prefab using state machine
|
||||
[SerializeField] private float cardSpacing = 150f;
|
||||
[SerializeField] private float cardWidth = 400f;
|
||||
[SerializeField] private float cardHeight = 540f;
|
||||
|
||||
[Header("Settings")]
|
||||
[SerializeField] private float boosterDisappearDuration = 0.5f;
|
||||
@@ -44,12 +48,12 @@ namespace UI.CardSystem
|
||||
private BoosterPackDraggable _currentBoosterInCenter;
|
||||
private List<BoosterPackDraggable> _activeBoostersInSlots = new List<BoosterPackDraggable>();
|
||||
private List<GameObject> _currentRevealedCards = new List<GameObject>();
|
||||
private List<StateMachine.Card> _currentCards = new List<StateMachine.Card>();
|
||||
private CardData[] _currentCardData;
|
||||
private int _revealedCardCount;
|
||||
private int _cardsCompletedInteraction; // Track how many cards finished their new/repeat interaction
|
||||
private StateMachine.Card _activeCard; // Currently selected/revealing card
|
||||
private int _cardsCompletedInteraction; // Track how many cards finished their reveal flow
|
||||
private bool _isProcessingOpening;
|
||||
private const int MAX_VISIBLE_BOOSTERS = 3;
|
||||
private FlippableCard _currentActiveCard; // The card currently awaiting interaction
|
||||
private void Awake()
|
||||
{
|
||||
// Make sure we have a CanvasGroup for transitions
|
||||
@@ -514,8 +518,8 @@ namespace UI.CardSystem
|
||||
// Update visible boosters (remove from end if we drop below thresholds)
|
||||
UpdateVisibleBoosters();
|
||||
|
||||
// Show card backs
|
||||
SpawnCardBacks(_currentCardData.Length);
|
||||
// Show cards using new Card prefab
|
||||
SpawnBoosterCards(_currentCardData);
|
||||
|
||||
// Wait for player to reveal all cards
|
||||
bool isLastBooster = _availableBoosterCount <= 0;
|
||||
@@ -524,10 +528,7 @@ namespace UI.CardSystem
|
||||
// Check if this was the last booster pack
|
||||
if (isLastBooster)
|
||||
{
|
||||
// Wait for all card animations to complete before transitioning
|
||||
// WaitForCardReveals already includes: 0.5s wait + (cardCount * 0.5s stagger) + 0.5s animation + 0.5s final
|
||||
// Total is: 1.5s + (cardCount * 0.5s)
|
||||
// For 5 cards that's 4 seconds total, which should be enough
|
||||
// See earlier comment for timing
|
||||
Logging.Debug("[BoosterOpeningPage] Last booster opened, auto-transitioning to album main page");
|
||||
if (UIPageController.Instance != null)
|
||||
{
|
||||
@@ -539,6 +540,122 @@ namespace UI.CardSystem
|
||||
_isProcessingOpening = false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Spawn cards for booster opening flow using the new Card prefab and state machine.
|
||||
/// </summary>
|
||||
private void SpawnBoosterCards(CardData[] cards)
|
||||
{
|
||||
if (cardPrefab == null || cardDisplayContainer == null)
|
||||
{
|
||||
Logging.Warning("BoosterOpeningPage: Missing card prefab or container!");
|
||||
return;
|
||||
}
|
||||
|
||||
_currentRevealedCards.Clear();
|
||||
_currentCards.Clear();
|
||||
_cardsCompletedInteraction = 0;
|
||||
_activeCard = null;
|
||||
|
||||
int count = cards.Length;
|
||||
float totalWidth = (count - 1) * cardSpacing;
|
||||
float startX = -totalWidth / 2f;
|
||||
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
GameObject cardObj = Instantiate(cardPrefab, cardDisplayContainer);
|
||||
RectTransform cardRect = cardObj.GetComponent<RectTransform>();
|
||||
if (cardRect != null)
|
||||
{
|
||||
cardRect.anchoredPosition = new Vector2(startX + (i * cardSpacing), 0);
|
||||
cardRect.sizeDelta = new Vector2(cardWidth, cardHeight); // Set card size
|
||||
cardRect.localScale = Vector3.zero; // for pop-in
|
||||
}
|
||||
|
||||
var card = cardObj.GetComponent<StateMachine.Card>();
|
||||
var context = cardObj.GetComponent<StateMachine.CardContext>();
|
||||
if (card != null && context != null)
|
||||
{
|
||||
// Setup card for booster reveal
|
||||
// States will query CardSystemManager for current collection state as needed
|
||||
context.SetupCard(cards[i]);
|
||||
card.SetupForBoosterReveal(cards[i], false); // isNew parameter not used anymore
|
||||
card.SetDraggingEnabled(false);
|
||||
|
||||
// Subscribe to CardDisplay click for selection
|
||||
context.CardDisplay.OnCardClicked += (_) => OnCardClicked(card);
|
||||
|
||||
// Subscribe to reveal flow complete event
|
||||
context.OnRevealFlowComplete += (ctx) => OnCardRevealComplete(card);
|
||||
|
||||
// Track the card
|
||||
_currentCards.Add(card);
|
||||
|
||||
// Tween in
|
||||
Tween.LocalScale(cardObj.transform, Vector3.one, 0.3f, i * 0.1f, Tween.EaseOutBack);
|
||||
}
|
||||
else
|
||||
{
|
||||
Logging.Warning($"[BoosterOpeningPage] Card component or context missing on spawned card {i}!");
|
||||
}
|
||||
|
||||
_currentRevealedCards.Add(cardObj);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handle when a card is clicked - start reveal flow if conditions are met
|
||||
/// </summary>
|
||||
private void OnCardClicked(StateMachine.Card card)
|
||||
{
|
||||
// Only allow clicking idle cards when no other card is active
|
||||
if (_activeCard == null && card.IsIdle && card.Context.IsClickable)
|
||||
{
|
||||
Logging.Debug($"[BoosterOpeningPage] Card {card.CardData?.Name} selected for reveal");
|
||||
|
||||
// Set as active and disable all other idle cards
|
||||
_activeCard = card;
|
||||
foreach (var otherCard in _currentCards)
|
||||
{
|
||||
if (otherCard != card && otherCard.IsIdle)
|
||||
{
|
||||
otherCard.Context.IsClickable = false;
|
||||
}
|
||||
}
|
||||
|
||||
// Click will route to IdleState automatically and trigger flip
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handle when a card completes its reveal flow
|
||||
/// </summary>
|
||||
private void OnCardRevealComplete(StateMachine.Card card)
|
||||
{
|
||||
_cardsCompletedInteraction++;
|
||||
|
||||
Logging.Debug($"[BoosterOpeningPage] Card {card.CardData?.Name} reveal complete ({_cardsCompletedInteraction}/{_currentCardData.Length})");
|
||||
|
||||
// Add card to inventory NOW (after player saw it)
|
||||
if (card.CardData != null)
|
||||
{
|
||||
Data.CardSystem.CardSystemManager.Instance.AddCardToInventoryDelayed(card.CardData);
|
||||
}
|
||||
|
||||
// Clear active card and re-enable remaining idle cards
|
||||
if (_activeCard == card)
|
||||
{
|
||||
_activeCard = null;
|
||||
|
||||
foreach (var otherCard in _currentCards)
|
||||
{
|
||||
if (otherCard.IsIdle)
|
||||
{
|
||||
otherCard.Context.IsClickable = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Animate the booster pack disappearing
|
||||
/// </summary>
|
||||
@@ -569,249 +686,19 @@ namespace UI.CardSystem
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Spawn card back placeholders for revealing
|
||||
/// </summary>
|
||||
private void SpawnCardBacks(int count)
|
||||
{
|
||||
if (flippableCardPrefab == null || cardDisplayContainer == null)
|
||||
{
|
||||
Logging.Warning("BoosterOpeningPage: Missing card prefab or container!");
|
||||
return;
|
||||
}
|
||||
|
||||
_currentRevealedCards.Clear();
|
||||
_revealedCardCount = 0;
|
||||
_cardsCompletedInteraction = 0; // Reset interaction count
|
||||
|
||||
// Calculate positions
|
||||
float totalWidth = (count - 1) * cardSpacing;
|
||||
float startX = -totalWidth / 2f;
|
||||
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
GameObject cardObj = Instantiate(flippableCardPrefab, cardDisplayContainer);
|
||||
RectTransform cardRect = cardObj.GetComponent<RectTransform>();
|
||||
|
||||
if (cardRect != null)
|
||||
{
|
||||
cardRect.anchoredPosition = new Vector2(startX + (i * cardSpacing), 0);
|
||||
}
|
||||
|
||||
// Get FlippableCard component and setup the card data
|
||||
FlippableCard flippableCard = cardObj.GetComponent<FlippableCard>();
|
||||
if (flippableCard != null)
|
||||
{
|
||||
// Setup the card data (stored but not revealed yet)
|
||||
flippableCard.SetupCard(_currentCardData[i]);
|
||||
|
||||
// Subscribe to flip started event (to disable other cards IMMEDIATELY)
|
||||
int cardIndex = i; // Capture for closure
|
||||
flippableCard.OnFlipStarted += OnCardFlipStarted;
|
||||
|
||||
// Subscribe to reveal event to track when flipped
|
||||
flippableCard.OnCardRevealed += (card, data) => OnCardRevealed(cardIndex);
|
||||
|
||||
// Subscribe to inactive click event (for jiggle effect)
|
||||
flippableCard.OnClickedWhileInactive += OnCardClickedWhileInactive;
|
||||
|
||||
// Initially, all cards are clickable (for flipping)
|
||||
flippableCard.SetClickable(true);
|
||||
}
|
||||
else
|
||||
{
|
||||
Logging.Warning($"[BoosterOpeningPage] FlippableCard component not found on card {i}!");
|
||||
}
|
||||
|
||||
_currentRevealedCards.Add(cardObj);
|
||||
|
||||
// Animate cards flying in
|
||||
cardRect.localScale = Vector3.zero;
|
||||
Tween.LocalScale(cardRect, Vector3.one, 0.3f, i * 0.1f, Tween.EaseOutBack);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handle when a card flip starts (disable all other cards IMMEDIATELY)
|
||||
/// </summary>
|
||||
private void OnCardFlipStarted(FlippableCard flippingCard)
|
||||
{
|
||||
Logging.Debug($"[BoosterOpeningPage] Card flip started, disabling all other cards.");
|
||||
|
||||
// Disable ALL cards immediately to prevent multi-flip
|
||||
foreach (GameObject cardObj in _currentRevealedCards)
|
||||
{
|
||||
FlippableCard card = cardObj.GetComponent<FlippableCard>();
|
||||
if (card != null)
|
||||
{
|
||||
card.SetClickable(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handle card reveal (when flipped)
|
||||
/// </summary>
|
||||
private void OnCardRevealed(int cardIndex)
|
||||
{
|
||||
Logging.Debug($"[BoosterOpeningPage] Card {cardIndex} revealed!");
|
||||
_revealedCardCount++;
|
||||
|
||||
// Get the flippable card and card data
|
||||
FlippableCard flippableCard = _currentRevealedCards[cardIndex].GetComponent<FlippableCard>();
|
||||
if (flippableCard == null)
|
||||
{
|
||||
Logging.Warning($"[BoosterOpeningPage] FlippableCard not found for card {cardIndex}!");
|
||||
return;
|
||||
}
|
||||
|
||||
CardData cardData = flippableCard.CardData;
|
||||
|
||||
// Check if this is a new card using CardSystemManager
|
||||
bool isNew = Data.CardSystem.CardSystemManager.Instance.IsCardNew(cardData, out CardData existingCard);
|
||||
|
||||
if (isNew)
|
||||
{
|
||||
Logging.Debug($"[BoosterOpeningPage] Card '{cardData.Name}' is NEW!");
|
||||
flippableCard.ShowAsNew();
|
||||
}
|
||||
else
|
||||
{
|
||||
// Check if card is already Legendary - if so, skip progress bar and auto-progress
|
||||
if (existingCard.Rarity == AppleHills.Data.CardSystem.CardRarity.Legendary)
|
||||
{
|
||||
Logging.Debug($"[BoosterOpeningPage] Card '{cardData.Name}' is LEGENDARY - auto-progressing!");
|
||||
// Add to inventory immediately and move to next card
|
||||
Data.CardSystem.CardSystemManager.Instance.AddCardToInventoryDelayed(cardData);
|
||||
_cardsCompletedInteraction++;
|
||||
_revealedCardCount++; // This was already incremented earlier, but we need to track completion
|
||||
EnableUnrevealedCards();
|
||||
return; // Skip showing the card enlarged
|
||||
}
|
||||
|
||||
int ownedCount = existingCard.CopiesOwned;
|
||||
Logging.Debug($"[BoosterOpeningPage] Card '{cardData.Name}' is a REPEAT! Owned: {ownedCount}");
|
||||
|
||||
// Check if this card will trigger an upgrade (ownedCount + 1 >= threshold)
|
||||
bool willUpgrade = (ownedCount + 1) >= flippableCard.CardsToUpgrade && existingCard.Rarity < AppleHills.Data.CardSystem.CardRarity.Legendary;
|
||||
|
||||
if (willUpgrade)
|
||||
{
|
||||
Logging.Debug($"[BoosterOpeningPage] This card will trigger upgrade! ({ownedCount + 1}/{flippableCard.CardsToUpgrade})");
|
||||
// Show as repeat - progress bar will fill and auto-trigger upgrade
|
||||
flippableCard.ShowAsRepeatWithUpgrade(ownedCount, existingCard);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Normal repeat, no upgrade
|
||||
flippableCard.ShowAsRepeat(ownedCount);
|
||||
}
|
||||
}
|
||||
|
||||
// Set this card as the active one (only this card is clickable now)
|
||||
SetActiveCard(flippableCard);
|
||||
|
||||
// Subscribe to tap event to know when interaction is complete
|
||||
flippableCard.OnCardTappedAfterReveal += (card) => OnCardCompletedInteraction(card, cardIndex);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handle when a card's interaction is complete (tapped after reveal)
|
||||
/// </summary>
|
||||
private void OnCardCompletedInteraction(FlippableCard card, int cardIndex)
|
||||
{
|
||||
Logging.Debug($"[BoosterOpeningPage] Card {cardIndex} interaction complete!");
|
||||
|
||||
// Add card to inventory NOW (after player saw it)
|
||||
Data.CardSystem.CardSystemManager.Instance.AddCardToInventoryDelayed(card.CardData);
|
||||
|
||||
// Return card to normal size
|
||||
card.ReturnToNormalSize();
|
||||
|
||||
// Increment completed interaction count
|
||||
_cardsCompletedInteraction++;
|
||||
|
||||
// Clear active card
|
||||
_currentActiveCard = null;
|
||||
|
||||
// Re-enable all unrevealed cards (they can be flipped now)
|
||||
EnableUnrevealedCards();
|
||||
|
||||
Logging.Debug($"[BoosterOpeningPage] Cards completed interaction: {_cardsCompletedInteraction}/{_currentCardData.Length}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set which card is currently active (only this card can be clicked)
|
||||
/// </summary>
|
||||
private void SetActiveCard(FlippableCard activeCard)
|
||||
{
|
||||
_currentActiveCard = activeCard;
|
||||
|
||||
// Disable all other cards
|
||||
foreach (GameObject cardObj in _currentRevealedCards)
|
||||
{
|
||||
FlippableCard card = cardObj.GetComponent<FlippableCard>();
|
||||
if (card != null)
|
||||
{
|
||||
// Only the active card is clickable
|
||||
card.SetClickable(card == activeCard);
|
||||
}
|
||||
}
|
||||
|
||||
Logging.Debug($"[BoosterOpeningPage] Set active card. Only one card is now clickable.");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Re-enable all unrevealed cards (allow them to be flipped)
|
||||
/// </summary>
|
||||
private void EnableUnrevealedCards()
|
||||
{
|
||||
foreach (GameObject cardObj in _currentRevealedCards)
|
||||
{
|
||||
FlippableCard card = cardObj.GetComponent<FlippableCard>();
|
||||
if (card != null && !card.IsFlipped)
|
||||
{
|
||||
card.SetClickable(true);
|
||||
}
|
||||
}
|
||||
|
||||
Logging.Debug($"[BoosterOpeningPage] Re-enabled unrevealed cards for flipping.");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handle when a card is clicked while not active (jiggle the active card)
|
||||
/// </summary>
|
||||
private void OnCardClickedWhileInactive(FlippableCard inactiveCard)
|
||||
{
|
||||
Logging.Debug($"[BoosterOpeningPage] Inactive card clicked, jiggling active card.");
|
||||
|
||||
if (_currentActiveCard != null)
|
||||
{
|
||||
_currentActiveCard.Jiggle();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Wait until all cards are revealed AND all interactions are complete
|
||||
/// Wait until all cards complete their reveal flow
|
||||
/// </summary>
|
||||
private IEnumerator WaitForCardReveals()
|
||||
{
|
||||
// Wait until all cards are flipped
|
||||
while (_revealedCardCount < _currentCardData.Length)
|
||||
{
|
||||
yield return null;
|
||||
}
|
||||
|
||||
Logging.Debug($"[BoosterOpeningPage] All cards revealed! Waiting for interactions...");
|
||||
|
||||
// Wait until all cards have completed their new/repeat interaction
|
||||
// Wait until all cards have completed their reveal flow
|
||||
while (_cardsCompletedInteraction < _currentCardData.Length)
|
||||
{
|
||||
yield return null;
|
||||
}
|
||||
|
||||
Logging.Debug($"[BoosterOpeningPage] All interactions complete! Animating cards to album...");
|
||||
Logging.Debug($"[BoosterOpeningPage] All cards revealed! Animating cards to album...");
|
||||
|
||||
// All cards revealed and interacted with, wait a moment
|
||||
// Small pause
|
||||
yield return new WaitForSeconds(0.5f);
|
||||
|
||||
// Show album icon before cards start tweening to it
|
||||
@@ -829,28 +716,20 @@ namespace UI.CardSystem
|
||||
{
|
||||
if (cardObj != null)
|
||||
{
|
||||
// Stagger each card with 0.5s delay
|
||||
float delay = cardIndex * 0.5f;
|
||||
|
||||
// Animate to album icon position, then destroy
|
||||
// Use world space position tween for root transform
|
||||
Tween.Position(cardObj.transform, targetPosition, 0.5f, delay, Tween.EaseInBack);
|
||||
Tween.LocalScale(cardObj.transform, Vector3.zero, 0.5f, delay, Tween.EaseInBack,
|
||||
completeCallback: () => Destroy(cardObj));
|
||||
|
||||
completeCallback: () => { if (cardObj != null) Destroy(cardObj); });
|
||||
cardIndex++;
|
||||
}
|
||||
}
|
||||
|
||||
// Wait for all animations to complete
|
||||
// Last card starts at: (cardCount - 1) * 0.5s delay
|
||||
// Last card finishes at: (cardCount - 1) * 0.5s + 0.5s animation duration = cardCount * 0.5s
|
||||
float totalAnimationTime = _currentCardData.Length * 0.5f;
|
||||
|
||||
_currentRevealedCards.Clear();
|
||||
_currentCards.Clear();
|
||||
|
||||
yield return new WaitForSeconds(totalAnimationTime);
|
||||
|
||||
// Album icon stays visible for next booster (will be hidden when next booster is placed)
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
23
Assets/Scripts/UI/CardSystem/CardBack.cs
Normal file
23
Assets/Scripts/UI/CardSystem/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/UI/CardSystem/CardBack.cs.meta
Normal file
3
Assets/Scripts/UI/CardSystem/CardBack.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 37d815ba7b02481786cc1953678a3e8e
|
||||
timeCreated: 1763322207
|
||||
@@ -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
|
||||
|
||||
@@ -1,252 +0,0 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using AppleHills.Data.CardSystem;
|
||||
using Core;
|
||||
using Data.CardSystem;
|
||||
using Pixelplacement;
|
||||
using UI.DragAndDrop.Core;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UI.CardSystem
|
||||
{
|
||||
/// <summary>
|
||||
/// Draggable card for album reveal system.
|
||||
/// Handles both tap and drag-hold interactions for revealing cards.
|
||||
/// Auto-snaps to matching album slot on release/tap.
|
||||
/// </summary>
|
||||
public class AlbumCardPlacementDraggable : DraggableObject
|
||||
{
|
||||
[Header("Album Card Settings")]
|
||||
[SerializeField] private FlippableCard flippableCard;
|
||||
[SerializeField] private float holdRevealDelay = 0.1f;
|
||||
|
||||
private CardData _cardData;
|
||||
private bool _isRevealed = false;
|
||||
private bool _isDragRevealing = false;
|
||||
private bool _waitingForPlacementTap = false;
|
||||
private Coroutine _holdRevealCoroutine;
|
||||
private bool _isHolding = false; // Track if pointer is currently down
|
||||
|
||||
// Events
|
||||
public event Action<AlbumCardPlacementDraggable, CardData> OnCardRevealed;
|
||||
public event Action<AlbumCardPlacementDraggable, CardData> OnCardPlacedInAlbum;
|
||||
|
||||
public CardData CardData => _cardData;
|
||||
public bool IsRevealed => _isRevealed;
|
||||
public CardZone Zone => _cardData?.Zone ?? CardZone.AppleHills;
|
||||
|
||||
protected override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
// Auto-find FlippableCard if not assigned
|
||||
if (flippableCard == null)
|
||||
{
|
||||
flippableCard = GetComponent<FlippableCard>();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Setup the card data (stores it but doesn't reveal until tapped/dragged)
|
||||
/// </summary>
|
||||
public void SetupCard(CardData data)
|
||||
{
|
||||
_cardData = data;
|
||||
|
||||
if (flippableCard != null)
|
||||
{
|
||||
flippableCard.SetupCard(data);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Reveal the card (flip to show front)
|
||||
/// </summary>
|
||||
public void RevealCard()
|
||||
{
|
||||
if (_isRevealed)
|
||||
{
|
||||
return;
|
||||
}
|
||||
_isRevealed = true;
|
||||
if (flippableCard != null)
|
||||
{
|
||||
flippableCard.FlipToReveal();
|
||||
}
|
||||
OnCardRevealed?.Invoke(this, _cardData);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Snap to the matching album slot
|
||||
/// </summary>
|
||||
public void SnapToAlbumSlot()
|
||||
{
|
||||
if (_cardData == null)
|
||||
{
|
||||
Logging.Warning("[AlbumCardPlacementDraggable] Cannot snap to slot - no card data assigned.");
|
||||
return;
|
||||
}
|
||||
|
||||
// Find all album card slots in the scene
|
||||
AlbumCardSlot[] allSlots = FindObjectsByType<AlbumCardSlot>(FindObjectsSortMode.None);
|
||||
|
||||
AlbumCardSlot matchingSlot = null;
|
||||
foreach (var slot in allSlots)
|
||||
{
|
||||
if (slot.CanAcceptCard(_cardData))
|
||||
{
|
||||
matchingSlot = slot;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (matchingSlot != null)
|
||||
{
|
||||
SetDraggingEnabled(false);
|
||||
|
||||
// NEW FLOW: Extract AlbumCard FIRST, then tween it
|
||||
if (flippableCard != null)
|
||||
{
|
||||
AlbumCard extractedCard = flippableCard.ExtractAlbumCard(matchingSlot.transform);
|
||||
|
||||
if (extractedCard != null)
|
||||
{
|
||||
// Notify slot that card was placed
|
||||
matchingSlot.OnCardPlaced(extractedCard);
|
||||
|
||||
// NOW tween the extracted AlbumCard into position
|
||||
TweenExtractedCardToSlot(extractedCard, () =>
|
||||
{
|
||||
// After animation completes
|
||||
Logging.Debug($"[AlbumCardPlacementDraggable] Card placement animation complete for {_cardData.Name}");
|
||||
|
||||
// Notify that card was placed
|
||||
OnCardPlacedInAlbum?.Invoke(this, _cardData);
|
||||
|
||||
// Destroy this wrapper (the AlbumPlacementCard)
|
||||
Destroy(gameObject);
|
||||
});
|
||||
}
|
||||
else
|
||||
{
|
||||
Logging.Warning("[AlbumCardPlacementDraggable] Failed to extract AlbumCard from wrapper!");
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Logging.Warning($"[AlbumCardPlacementDraggable] Could not find matching slot for card '{_cardData.Name}' (Zone: {_cardData.Zone}, Index: {_cardData.CollectionIndex})");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tween the extracted AlbumCard into its slot position
|
||||
/// Tweens from current size to slot size - AspectRatioFitter handles width
|
||||
/// </summary>
|
||||
private void TweenExtractedCardToSlot(AlbumCard card, System.Action onComplete)
|
||||
{
|
||||
Transform cardTransform = card.transform;
|
||||
RectTransform cardRect = cardTransform as RectTransform;
|
||||
|
||||
if (cardRect != null)
|
||||
{
|
||||
// Get target height from slot
|
||||
RectTransform slotRect = cardTransform.parent as RectTransform;
|
||||
float targetHeight = slotRect != null ? slotRect.rect.height : cardRect.sizeDelta.y;
|
||||
|
||||
// Tween from current size to target size (AspectRatioFitter will adjust width)
|
||||
Vector2 targetSize = new Vector2(cardRect.sizeDelta.x, targetHeight);
|
||||
Tween.Size(cardRect, targetSize, snapDuration, 0f, Tween.EaseOutBack);
|
||||
|
||||
// Tween position and rotation to slot center
|
||||
Tween.LocalPosition(cardRect, Vector3.zero, snapDuration, 0f, Tween.EaseOutBack);
|
||||
Tween.LocalRotation(cardTransform, Quaternion.identity, snapDuration, 0f, Tween.EaseOutBack,
|
||||
completeCallback: () =>
|
||||
{
|
||||
Logging.Debug($"[AlbumCardPlacementDraggable] Tween complete for extracted card {card.name}, final height: {cardRect.sizeDelta.y}");
|
||||
onComplete?.Invoke();
|
||||
});
|
||||
}
|
||||
else
|
||||
{
|
||||
// No RectTransform, just reset and call callback
|
||||
cardTransform.localPosition = Vector3.zero;
|
||||
cardTransform.localRotation = Quaternion.identity;
|
||||
onComplete?.Invoke();
|
||||
}
|
||||
}
|
||||
|
||||
protected override void OnPointerDownHook()
|
||||
{
|
||||
base.OnPointerDownHook();
|
||||
|
||||
_isHolding = true;
|
||||
|
||||
// Start hold-reveal timer if card not yet revealed
|
||||
if (!_isRevealed && _holdRevealCoroutine == null)
|
||||
{
|
||||
_holdRevealCoroutine = StartCoroutine(HoldRevealTimer());
|
||||
}
|
||||
}
|
||||
|
||||
protected override void OnPointerUpHook(bool longPress)
|
||||
{
|
||||
base.OnPointerUpHook(longPress);
|
||||
_isHolding = false;
|
||||
|
||||
// Cancel hold timer if running
|
||||
if (_holdRevealCoroutine != null)
|
||||
{
|
||||
StopCoroutine(_holdRevealCoroutine);
|
||||
_holdRevealCoroutine = null;
|
||||
}
|
||||
else
|
||||
{
|
||||
}
|
||||
|
||||
// Handle tap (not dragged)
|
||||
if (!_wasDragged)
|
||||
{
|
||||
if (!_isRevealed)
|
||||
{
|
||||
// First tap: reveal the card
|
||||
RevealCard();
|
||||
_waitingForPlacementTap = true;
|
||||
}
|
||||
else if (_waitingForPlacementTap)
|
||||
{
|
||||
// Second tap: snap to slot
|
||||
_waitingForPlacementTap = false;
|
||||
SnapToAlbumSlot();
|
||||
}
|
||||
else
|
||||
{
|
||||
}
|
||||
}
|
||||
else if (_isDragRevealing)
|
||||
{
|
||||
// Was drag-revealed, auto-snap on release
|
||||
_isDragRevealing = false;
|
||||
SnapToAlbumSlot();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Coroutine to reveal card after holding for specified duration
|
||||
/// </summary>
|
||||
private IEnumerator HoldRevealTimer()
|
||||
{
|
||||
yield return new WaitForSeconds(holdRevealDelay);
|
||||
|
||||
// If still holding after delay, reveal the card
|
||||
if (!_isRevealed && _isHolding)
|
||||
{
|
||||
RevealCard();
|
||||
_isDragRevealing = true;
|
||||
}
|
||||
|
||||
_holdRevealCoroutine = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 706803638ea24880bae19c87d3851ce6
|
||||
timeCreated: 1762470947
|
||||
@@ -3,7 +3,6 @@ using Core;
|
||||
using Data.CardSystem;
|
||||
using UI.DragAndDrop.Core;
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
|
||||
namespace UI.CardSystem
|
||||
{
|
||||
@@ -11,131 +10,21 @@ namespace UI.CardSystem
|
||||
/// Specialized slot for album pages that only accepts a specific card.
|
||||
/// Validates cards based on their CardDefinition.
|
||||
/// Self-populates with owned cards when enabled.
|
||||
/// Shows preview of target card when empty slot is tapped.
|
||||
/// </summary>
|
||||
public class AlbumCardSlot : DraggableSlot, IPointerClickHandler
|
||||
public class AlbumCardSlot : DraggableSlot
|
||||
{
|
||||
[Header("Album Slot Configuration")]
|
||||
[SerializeField] private CardDefinition targetCardDefinition; // Which card this slot accepts
|
||||
[SerializeField] private GameObject albumCardPrefab; // Prefab to spawn when card is owned
|
||||
[SerializeField] private GameObject cardPrefab; // Card prefab to spawn when card is owned
|
||||
|
||||
[Header("Preview Card (for empty slots)")]
|
||||
[SerializeField] private CardDisplay previewCardDisplay; // Nested CardDisplay showing greyed-out preview
|
||||
[SerializeField] private float previewEnlargedScale = 2.5f;
|
||||
[SerializeField] private float previewScaleDuration = 0.3f;
|
||||
|
||||
private bool _isOccupiedPermanently = false;
|
||||
private AlbumCard _placedCard;
|
||||
private bool _isPreviewShowing = false;
|
||||
private Vector3 _previewOriginalScale;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
// Store original scale of preview card
|
||||
if (previewCardDisplay != null)
|
||||
{
|
||||
_previewOriginalScale = previewCardDisplay.transform.localScale;
|
||||
// Hide preview card by default
|
||||
previewCardDisplay.gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set the target card this slot should accept
|
||||
/// </summary>
|
||||
public void SetTargetCard(CardDefinition definition)
|
||||
{
|
||||
targetCardDefinition = definition;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check if this slot can accept a specific card
|
||||
/// </summary>
|
||||
public bool CanAcceptCard(CardData cardData)
|
||||
{
|
||||
if (cardData == null || targetCardDefinition == null) return false;
|
||||
if (_isOccupiedPermanently) return false;
|
||||
|
||||
// Card must match this slot's target definition
|
||||
return cardData.DefinitionId == targetCardDefinition.Id;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when a card is successfully placed in this slot
|
||||
/// </summary>
|
||||
public void OnCardPlaced(AlbumCard albumCard = null)
|
||||
{
|
||||
_isOccupiedPermanently = true;
|
||||
|
||||
if (albumCard != null)
|
||||
{
|
||||
_placedCard = albumCard;
|
||||
albumCard.SetParentSlot(this);
|
||||
|
||||
// Register with AlbumViewPage for enlarge/shrink handling
|
||||
AlbumViewPage albumPage = FindFirstObjectByType<AlbumViewPage>();
|
||||
if (albumPage != null)
|
||||
{
|
||||
albumPage.RegisterAlbumCard(albumCard);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check if this slot has a placed card
|
||||
/// </summary>
|
||||
public bool HasPlacedCard()
|
||||
{
|
||||
return _placedCard != null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the placed card (if any)
|
||||
/// </summary>
|
||||
public AlbumCard GetPlacedCard()
|
||||
{
|
||||
return _placedCard;
|
||||
}
|
||||
private StateMachine.Card _placedCard;
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
// Check if we should spawn a card for this slot
|
||||
CheckAndSpawnOwnedCard();
|
||||
|
||||
// Setup preview card display if slot is empty
|
||||
SetupPreviewCard();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Setup the preview card display to show target card with preview visuals
|
||||
/// Preview stays hidden until user taps to show it
|
||||
/// </summary>
|
||||
private void SetupPreviewCard()
|
||||
{
|
||||
if (previewCardDisplay == null || targetCardDefinition == null)
|
||||
return;
|
||||
|
||||
// Only setup preview if slot is empty
|
||||
if (_isOccupiedPermanently || _placedCard != null)
|
||||
{
|
||||
// Hide preview if slot is occupied
|
||||
previewCardDisplay.gameObject.SetActive(false);
|
||||
return;
|
||||
}
|
||||
|
||||
// Setup preview card data
|
||||
CardData previewData = targetCardDefinition.CreateCardData();
|
||||
previewData.Rarity = CardRarity.Normal; // Show as normal rarity
|
||||
previewCardDisplay.SetupCard(previewData);
|
||||
|
||||
// Apply preview visuals (black tint and ?????? name)
|
||||
previewCardDisplay.SetPreviewVisuals();
|
||||
|
||||
// Keep preview hidden - it'll show when user taps to enlarge
|
||||
previewCardDisplay.gameObject.SetActive(false);
|
||||
|
||||
Logging.Debug($"[AlbumCardSlot] Setup preview card for {targetCardDefinition.Name} (hidden until tap)");
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Check if player owns the card for this slot and spawn it if so
|
||||
@@ -147,13 +36,13 @@ namespace UI.CardSystem
|
||||
return;
|
||||
|
||||
// Guard: don't spawn if already occupied
|
||||
if (_isOccupiedPermanently || _placedCard != null)
|
||||
if (_placedCard != null)
|
||||
return;
|
||||
|
||||
// Guard: need prefab to spawn
|
||||
if (albumCardPrefab == null)
|
||||
if (cardPrefab == null)
|
||||
{
|
||||
Logging.Warning($"[AlbumCardSlot] No albumCardPrefab assigned for slot targeting {targetCardDefinition.name}");
|
||||
Logging.Warning($"[AlbumCardSlot] No cardPrefab assigned for slot targeting {targetCardDefinition.name}");
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -174,27 +63,26 @@ namespace UI.CardSystem
|
||||
// Spawn card if owned
|
||||
if (ownedCard != null)
|
||||
{
|
||||
SpawnAlbumCard(ownedCard);
|
||||
SpawnCard(ownedCard);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Spawn an AlbumCard in this slot
|
||||
/// Spawn a Card in this slot using the PlacedInSlotState
|
||||
/// </summary>
|
||||
private void SpawnAlbumCard(CardData cardData)
|
||||
private void SpawnCard(CardData cardData)
|
||||
{
|
||||
GameObject cardObj = Instantiate(albumCardPrefab, transform);
|
||||
AlbumCard albumCard = cardObj.GetComponent<AlbumCard>();
|
||||
GameObject cardObj = Instantiate(cardPrefab, transform);
|
||||
var card = cardObj.GetComponent<StateMachine.Card>();
|
||||
|
||||
if (albumCard != null)
|
||||
if (card != null)
|
||||
{
|
||||
albumCard.SetupCard(cardData);
|
||||
albumCard.SetParentSlot(this);
|
||||
_placedCard = albumCard;
|
||||
_isOccupiedPermanently = true;
|
||||
// Setup card for album slot (starts in PlacedInSlotState)
|
||||
card.SetupForAlbumSlot(cardData, this);
|
||||
_placedCard = card;
|
||||
|
||||
// Resize the card to match the slot size (same as placed cards)
|
||||
RectTransform cardRect = albumCard.transform as RectTransform;
|
||||
// Resize the card to match the slot size
|
||||
RectTransform cardRect = card.transform as RectTransform;
|
||||
RectTransform slotRect = transform as RectTransform;
|
||||
if (cardRect != null && slotRect != null)
|
||||
{
|
||||
@@ -211,156 +99,22 @@ namespace UI.CardSystem
|
||||
AlbumViewPage albumPage = FindFirstObjectByType<AlbumViewPage>();
|
||||
if (albumPage != null)
|
||||
{
|
||||
albumPage.RegisterAlbumCard(albumCard);
|
||||
albumPage.RegisterCardInAlbum(card);
|
||||
}
|
||||
|
||||
Logging.Debug($"[AlbumCardSlot] Spawned owned card '{cardData.Name}' ({cardData.Rarity}) in slot");
|
||||
}
|
||||
else
|
||||
{
|
||||
Logging.Warning($"[AlbumCardSlot] Spawned prefab has no AlbumCard component!");
|
||||
Logging.Warning($"[AlbumCardSlot] Spawned prefab has no Card component!");
|
||||
Destroy(cardObj);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the target card definition for this slot
|
||||
/// </summary>
|
||||
public CardDefinition GetTargetCardDefinition()
|
||||
{
|
||||
return targetCardDefinition;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handle click on slot - show/hide preview if empty
|
||||
/// </summary>
|
||||
public void OnPointerClick(PointerEventData eventData)
|
||||
{
|
||||
Logging.Debug($"[CLICK-TRACE-SLOT] OnPointerClick on {name}, _isOccupiedPermanently={_isOccupiedPermanently}, _placedCard={((_placedCard != null) ? _placedCard.name : "NULL")}, _isPreviewShowing={_isPreviewShowing}, position={eventData.position}");
|
||||
|
||||
// Only handle clicks if slot is empty
|
||||
if (_isOccupiedPermanently || _placedCard != null)
|
||||
{
|
||||
Logging.Debug($"[CLICK-TRACE-SLOT] {name} - Slot is occupied, ignoring");
|
||||
return;
|
||||
}
|
||||
|
||||
// Only handle if we have a preview card setup
|
||||
if (previewCardDisplay == null || targetCardDefinition == null)
|
||||
{
|
||||
Logging.Debug($"[CLICK-TRACE-SLOT] {name} - No preview setup, ignoring");
|
||||
return;
|
||||
}
|
||||
|
||||
if (_isPreviewShowing)
|
||||
{
|
||||
Logging.Debug($"[CLICK-TRACE-SLOT] {name} - Preview is showing, hiding it");
|
||||
HidePreview();
|
||||
}
|
||||
else
|
||||
{
|
||||
Logging.Debug($"[CLICK-TRACE-SLOT] {name} - Preview is hidden, showing it");
|
||||
ShowPreview();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Show enlarged preview of target card
|
||||
/// </summary>
|
||||
private void ShowPreview()
|
||||
{
|
||||
if (_isPreviewShowing || previewCardDisplay == null)
|
||||
return;
|
||||
|
||||
_isPreviewShowing = true;
|
||||
|
||||
// Show the preview card (already has preview visuals applied)
|
||||
previewCardDisplay.gameObject.SetActive(true);
|
||||
|
||||
// Enable preview mode so clicks on CardDisplay forward to this slot
|
||||
previewCardDisplay.SetPreviewMode(true, this);
|
||||
|
||||
// Reset to normal scale before enlarging
|
||||
previewCardDisplay.transform.localScale = _previewOriginalScale;
|
||||
|
||||
// Get AlbumViewPage to show backdrop and reparent
|
||||
AlbumViewPage albumPage = FindFirstObjectByType<AlbumViewPage>();
|
||||
if (albumPage != null)
|
||||
{
|
||||
albumPage.ShowSlotPreview(this, previewCardDisplay.transform);
|
||||
}
|
||||
|
||||
// Scale up preview card
|
||||
Pixelplacement.Tween.LocalScale(previewCardDisplay.transform, _previewOriginalScale * previewEnlargedScale,
|
||||
previewScaleDuration, 0f, Pixelplacement.Tween.EaseOutBack);
|
||||
|
||||
Logging.Debug($"[AlbumCardSlot] Showing preview for {targetCardDefinition.Name}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Hide preview and return to normal
|
||||
/// </summary>
|
||||
private void HidePreview()
|
||||
{
|
||||
if (!_isPreviewShowing || previewCardDisplay == null)
|
||||
return;
|
||||
|
||||
_isPreviewShowing = false;
|
||||
|
||||
// Disable preview mode on CardDisplay
|
||||
previewCardDisplay.SetPreviewMode(false, null);
|
||||
|
||||
// Get AlbumViewPage to hide backdrop
|
||||
AlbumViewPage albumPage = FindFirstObjectByType<AlbumViewPage>();
|
||||
if (albumPage != null)
|
||||
{
|
||||
albumPage.HideSlotPreview(this, previewCardDisplay.transform, () =>
|
||||
{
|
||||
// After shrink completes, reparent back to slot
|
||||
previewCardDisplay.transform.SetParent(transform, false);
|
||||
|
||||
// Reset RectTransform properties
|
||||
RectTransform previewRect = previewCardDisplay.transform as RectTransform;
|
||||
if (previewRect != null)
|
||||
{
|
||||
// Set anchors to stretch in all directions (matching original setup)
|
||||
previewRect.anchorMin = Vector2.zero; // (0, 0)
|
||||
previewRect.anchorMax = Vector2.one; // (1, 1)
|
||||
|
||||
// Reset offsets to zero (left, right, top, bottom all = 0)
|
||||
previewRect.offsetMin = Vector2.zero; // Sets left and bottom to 0
|
||||
previewRect.offsetMax = Vector2.zero; // Sets right and top to 0 (note: these are negative values internally)
|
||||
|
||||
previewRect.pivot = new Vector2(0.5f, 0.5f);
|
||||
}
|
||||
|
||||
previewCardDisplay.transform.localPosition = Vector3.zero;
|
||||
previewCardDisplay.transform.localRotation = Quaternion.identity;
|
||||
previewCardDisplay.transform.localScale = _previewOriginalScale;
|
||||
|
||||
// Hide the preview card after returning to slot
|
||||
previewCardDisplay.gameObject.SetActive(false);
|
||||
|
||||
Logging.Debug($"[AlbumCardSlot] Preview hidden and reset for {targetCardDefinition.Name}");
|
||||
});
|
||||
}
|
||||
|
||||
Logging.Debug($"[AlbumCardSlot] Hiding preview for {targetCardDefinition.Name}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Public method to dismiss preview - can be called by CardDisplay when clicked
|
||||
/// </summary>
|
||||
public void DismissPreview()
|
||||
{
|
||||
Logging.Debug($"[CLICK-TRACE-SLOT] DismissPreview called on {name}");
|
||||
HidePreview();
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Get the target card definition for this slot
|
||||
/// </summary>
|
||||
public CardDefinition TargetCardDefinition => targetCardDefinition;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -1,62 +0,0 @@
|
||||
using AppleHills.Data.CardSystem;
|
||||
using UI.DragAndDrop.Core;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UI.CardSystem.DragDrop
|
||||
{
|
||||
/// <summary>
|
||||
/// Card-specific implementation of DraggableObject.
|
||||
/// Manages card data and card-specific drag behavior.
|
||||
/// </summary>
|
||||
public class CardDraggable : DraggableObject
|
||||
{
|
||||
[Header("Card Data")]
|
||||
[SerializeField] private CardData cardData;
|
||||
|
||||
// Events
|
||||
public event System.Action<CardDraggable, CardData> OnCardDataChanged;
|
||||
|
||||
public CardData CardData => cardData;
|
||||
|
||||
/// <summary>
|
||||
/// Set the card data for this draggable card
|
||||
/// </summary>
|
||||
public void SetCardData(CardData data)
|
||||
{
|
||||
cardData = data;
|
||||
OnCardDataChanged?.Invoke(this, cardData);
|
||||
|
||||
// Update visual if it exists
|
||||
if (_visualInstance != null && _visualInstance is CardDraggableVisual cardVisual)
|
||||
{
|
||||
cardVisual.RefreshCardDisplay();
|
||||
}
|
||||
}
|
||||
|
||||
protected override void OnDragStartedHook()
|
||||
{
|
||||
base.OnDragStartedHook();
|
||||
// Card-specific drag started behavior
|
||||
}
|
||||
|
||||
protected override void OnDragEndedHook()
|
||||
{
|
||||
base.OnDragEndedHook();
|
||||
// Card-specific drag ended behavior
|
||||
}
|
||||
|
||||
protected override void OnSelectionChangedHook(bool selected)
|
||||
{
|
||||
base.OnSelectionChangedHook(selected);
|
||||
// Card-specific selection behavior
|
||||
}
|
||||
|
||||
protected override void OnSlotChangedHook(DraggableSlot previousSlot, DraggableSlot newSlot)
|
||||
{
|
||||
base.OnSlotChangedHook(previousSlot, newSlot);
|
||||
// Card-specific slot changed behavior
|
||||
// Could trigger events for card collection reordering, etc.
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5a2741bb7299441b9f9bd44d746ebb4b
|
||||
timeCreated: 1762420654
|
||||
@@ -1,121 +0,0 @@
|
||||
using AppleHills.Data.CardSystem;
|
||||
using UI.DragAndDrop.Core;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UI.CardSystem.DragDrop
|
||||
{
|
||||
/// <summary>
|
||||
/// Visual representation for CardDraggable.
|
||||
/// Uses the existing CardDisplay component to render the card.
|
||||
/// </summary>
|
||||
public class CardDraggableVisual : DraggableVisual
|
||||
{
|
||||
[Header("Card Visual Components")]
|
||||
[SerializeField] private CardDisplay cardDisplay;
|
||||
[SerializeField] private Transform shadowTransform;
|
||||
[SerializeField] private float shadowOffset = 20f;
|
||||
|
||||
private Vector3 _shadowInitialPosition;
|
||||
private CardDraggable _cardDraggable;
|
||||
|
||||
public CardDisplay CardDisplay => cardDisplay;
|
||||
|
||||
public override void Initialize(DraggableObject parent)
|
||||
{
|
||||
base.Initialize(parent);
|
||||
|
||||
_cardDraggable = parent as CardDraggable;
|
||||
|
||||
// Get CardDisplay component if not assigned
|
||||
if (cardDisplay == null)
|
||||
{
|
||||
cardDisplay = GetComponentInChildren<CardDisplay>();
|
||||
}
|
||||
|
||||
// Initialize shadow
|
||||
if (shadowTransform != null)
|
||||
{
|
||||
_shadowInitialPosition = shadowTransform.localPosition;
|
||||
}
|
||||
|
||||
// Subscribe to card data changes
|
||||
if (_cardDraggable != null)
|
||||
{
|
||||
_cardDraggable.OnCardDataChanged += HandleCardDataChanged;
|
||||
|
||||
// Initial card setup
|
||||
if (_cardDraggable.CardData != null && cardDisplay != null)
|
||||
{
|
||||
cardDisplay.SetupCard(_cardDraggable.CardData);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected override void UpdateVisualContent()
|
||||
{
|
||||
// CardDisplay handles its own rendering, no need to update every frame
|
||||
// This is called every frame but we only update when card data changes
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Refresh the card display with current data
|
||||
/// </summary>
|
||||
public void RefreshCardDisplay()
|
||||
{
|
||||
if (cardDisplay != null && _cardDraggable != null && _cardDraggable.CardData != null)
|
||||
{
|
||||
cardDisplay.SetupCard(_cardDraggable.CardData);
|
||||
}
|
||||
}
|
||||
|
||||
private void HandleCardDataChanged(CardDraggable draggable, CardData data)
|
||||
{
|
||||
RefreshCardDisplay();
|
||||
}
|
||||
|
||||
protected override void OnPointerDownVisual()
|
||||
{
|
||||
base.OnPointerDownVisual();
|
||||
|
||||
// Move shadow down when pressed
|
||||
if (shadowTransform != null)
|
||||
{
|
||||
shadowTransform.localPosition = _shadowInitialPosition + (-Vector3.up * shadowOffset);
|
||||
}
|
||||
}
|
||||
|
||||
protected override void OnPointerUpVisual(bool longPress)
|
||||
{
|
||||
base.OnPointerUpVisual(longPress);
|
||||
|
||||
// Restore shadow position
|
||||
if (shadowTransform != null)
|
||||
{
|
||||
shadowTransform.localPosition = _shadowInitialPosition;
|
||||
}
|
||||
}
|
||||
|
||||
protected override void OnDragStartedVisual()
|
||||
{
|
||||
base.OnDragStartedVisual();
|
||||
// Card-specific visual effects when dragging starts
|
||||
}
|
||||
|
||||
protected override void OnDragEndedVisual()
|
||||
{
|
||||
base.OnDragEndedVisual();
|
||||
// Card-specific visual effects when dragging ends
|
||||
}
|
||||
|
||||
protected override void OnDestroy()
|
||||
{
|
||||
base.OnDestroy();
|
||||
|
||||
if (_cardDraggable != null)
|
||||
{
|
||||
_cardDraggable.OnCardDataChanged -= HandleCardDataChanged;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2a4c3884410d44f98182cd8119a972a4
|
||||
timeCreated: 1762420668
|
||||
@@ -1,673 +0,0 @@
|
||||
using System;
|
||||
using AppleHills.Data.CardSystem;
|
||||
using Core;
|
||||
using Pixelplacement;
|
||||
using Pixelplacement.TweenSystem;
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
|
||||
namespace UI.CardSystem
|
||||
{
|
||||
/// <summary>
|
||||
/// Flippable card wrapper that shows a card back, then flips to reveal the CardDisplay front.
|
||||
/// This component nests an existing CardDisplay prefab to reuse card visuals everywhere.
|
||||
/// </summary>
|
||||
public class FlippableCard : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler, IPointerClickHandler
|
||||
{
|
||||
[Header("Card References")]
|
||||
[SerializeField] private GameObject cardBackObject; // The card back visual
|
||||
[SerializeField] private GameObject cardFrontObject; // Your CardDisplay prefab instance
|
||||
[SerializeField] private CardDisplay cardDisplay; // Reference to CardDisplay component
|
||||
[SerializeField] private AlbumCard albumCard; // Reference to nested AlbumCard (for album placement flow)
|
||||
|
||||
[Header("Idle Hover Animation")]
|
||||
[SerializeField] private bool enableIdleHover = true;
|
||||
[SerializeField] private float idleHoverHeight = 10f;
|
||||
[SerializeField] private float idleHoverDuration = 1.5f;
|
||||
[SerializeField] private float hoverScaleMultiplier = 1.05f;
|
||||
|
||||
[Header("Flip Animation")]
|
||||
[SerializeField] private float flipDuration = 0.6f;
|
||||
[SerializeField] private float flipScalePunch = 1.1f;
|
||||
|
||||
[Header("New/Repeat Card Display")]
|
||||
[SerializeField] private GameObject newCardText;
|
||||
[SerializeField] private GameObject newCardIdleText;
|
||||
[SerializeField] private GameObject repeatText;
|
||||
[SerializeField] private GameObject progressBarContainer;
|
||||
[SerializeField] private int cardsToUpgrade = 5;
|
||||
[SerializeField] private float enlargedScale = 1.5f;
|
||||
|
||||
// State
|
||||
private bool _isFlipped = false;
|
||||
private bool _isFlipping = false;
|
||||
private TweenBase _idleHoverTween;
|
||||
private CardData _cardData;
|
||||
private Vector2 _originalPosition; // Track original spawn position
|
||||
private bool _isWaitingForTap = false; // Waiting for tap after reveal
|
||||
private bool _isNew = false; // Is this a new card
|
||||
private int _ownedCount = 0; // Owned count for repeat cards
|
||||
private bool _isClickable = true; // Can this card be clicked
|
||||
|
||||
// Events
|
||||
public event Action<FlippableCard, CardData> OnCardRevealed;
|
||||
public event Action<FlippableCard> OnCardTappedAfterReveal;
|
||||
public event Action<FlippableCard> OnClickedWhileInactive; // Fired when clicked but not clickable
|
||||
public event Action<FlippableCard> OnFlipStarted; // Fired when flip animation begins
|
||||
|
||||
public bool IsFlipped => _isFlipped;
|
||||
public CardData CardData => _cardData;
|
||||
public int CardsToUpgrade => cardsToUpgrade; // Expose upgrade threshold
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
// Auto-find CardDisplay if not assigned
|
||||
if (cardDisplay == null && cardFrontObject != null)
|
||||
{
|
||||
cardDisplay = cardFrontObject.GetComponent<CardDisplay>();
|
||||
}
|
||||
|
||||
// Auto-find AlbumCard if not assigned
|
||||
if (albumCard == null)
|
||||
{
|
||||
albumCard = GetComponentInChildren<AlbumCard>();
|
||||
}
|
||||
|
||||
// Card back: starts at 0° rotation (normal, facing camera, clickable)
|
||||
// Card front: starts at 180° rotation (flipped away, will rotate to 0° when revealed)
|
||||
if (cardBackObject != null)
|
||||
{
|
||||
cardBackObject.transform.localRotation = Quaternion.Euler(0, 0, 0);
|
||||
cardBackObject.SetActive(true);
|
||||
}
|
||||
|
||||
if (cardFrontObject != null)
|
||||
{
|
||||
cardFrontObject.transform.localRotation = Quaternion.Euler(0, 180, 0);
|
||||
cardFrontObject.SetActive(false);
|
||||
}
|
||||
|
||||
// Hide all new/repeat UI elements initially
|
||||
if (newCardText != null)
|
||||
newCardText.SetActive(false);
|
||||
if (newCardIdleText != null)
|
||||
newCardIdleText.SetActive(false);
|
||||
if (repeatText != null)
|
||||
repeatText.SetActive(false);
|
||||
if (progressBarContainer != null)
|
||||
progressBarContainer.SetActive(false);
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
// Save the original position so we can return to it after hover
|
||||
RectTransform rectTransform = GetComponent<RectTransform>();
|
||||
if (rectTransform != null)
|
||||
{
|
||||
_originalPosition = rectTransform.anchoredPosition;
|
||||
}
|
||||
|
||||
// Start idle hover animation
|
||||
if (enableIdleHover && !_isFlipped)
|
||||
{
|
||||
StartIdleHover();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Setup the card data (stores it but doesn't reveal until flipped)
|
||||
/// </summary>
|
||||
public void SetupCard(CardData data)
|
||||
{
|
||||
_cardData = data;
|
||||
|
||||
// Setup the CardDisplay but keep it hidden
|
||||
if (cardDisplay != null)
|
||||
{
|
||||
cardDisplay.SetupCard(data);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Flip the card to reveal the front
|
||||
/// </summary>
|
||||
public void FlipToReveal()
|
||||
{
|
||||
if (_isFlipped || _isFlipping)
|
||||
return;
|
||||
|
||||
_isFlipping = true;
|
||||
|
||||
// Fire flip started event IMMEDIATELY (before animations)
|
||||
OnFlipStarted?.Invoke(this);
|
||||
|
||||
// Stop idle hover
|
||||
StopIdleHover();
|
||||
|
||||
// Flip animation: Rotate the visual children (back from 0→90, front from 180→0)
|
||||
// ...existing code...
|
||||
// Card back: 0° → 90° (rotates away)
|
||||
// Card front: 180° → 90° → 0° (rotates into view)
|
||||
|
||||
// Phase 1: Rotate both to 90 degrees (edge view)
|
||||
if (cardBackObject != null)
|
||||
{
|
||||
Tween.LocalRotation(cardBackObject.transform, Quaternion.Euler(0, 90, 0), flipDuration * 0.5f, 0f, Tween.EaseInOut);
|
||||
}
|
||||
|
||||
if (cardFrontObject != null)
|
||||
{
|
||||
Tween.LocalRotation(cardFrontObject.transform, Quaternion.Euler(0, 90, 0), flipDuration * 0.5f, 0f, Tween.EaseInOut,
|
||||
completeCallback: () =>
|
||||
{
|
||||
// At edge (90°), switch visibility
|
||||
if (cardBackObject != null)
|
||||
cardBackObject.SetActive(false);
|
||||
if (cardFrontObject != null)
|
||||
cardFrontObject.SetActive(true);
|
||||
|
||||
// Phase 2: Rotate front from 90 to 0 (show at correct orientation)
|
||||
Tween.LocalRotation(cardFrontObject.transform, Quaternion.Euler(0, 0, 0), flipDuration * 0.5f, 0f, Tween.EaseInOut,
|
||||
completeCallback: () =>
|
||||
{
|
||||
_isFlipped = true;
|
||||
_isFlipping = false;
|
||||
|
||||
// Fire revealed event
|
||||
OnCardRevealed?.Invoke(this, _cardData);
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
// Scale punch during flip for extra juice
|
||||
Vector3 originalScale = transform.localScale;
|
||||
Tween.LocalScale(transform, originalScale * flipScalePunch, flipDuration * 0.5f, 0f, Tween.EaseOutBack,
|
||||
completeCallback: () =>
|
||||
{
|
||||
Tween.LocalScale(transform, originalScale, flipDuration * 0.5f, 0f, Tween.EaseInBack);
|
||||
});
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Start idle hover animation (gentle bobbing)
|
||||
/// </summary>
|
||||
private void StartIdleHover()
|
||||
{
|
||||
if (_idleHoverTween != null)
|
||||
return;
|
||||
|
||||
RectTransform rectTransform = GetComponent<RectTransform>();
|
||||
if (rectTransform == null)
|
||||
return;
|
||||
|
||||
Vector2 originalPos = rectTransform.anchoredPosition;
|
||||
Vector2 targetPos = originalPos + Vector2.up * idleHoverHeight;
|
||||
|
||||
_idleHoverTween = Tween.Value(0f, 1f,
|
||||
(val) =>
|
||||
{
|
||||
if (rectTransform != null)
|
||||
{
|
||||
float t = Mathf.Sin(val * Mathf.PI * 2f) * 0.5f + 0.5f; // Smooth sine wave
|
||||
rectTransform.anchoredPosition = Vector2.Lerp(originalPos, targetPos, t);
|
||||
}
|
||||
},
|
||||
idleHoverDuration, 0f, Tween.EaseInOut, Tween.LoopType.Loop);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Stop idle hover animation
|
||||
/// </summary>
|
||||
private void StopIdleHover()
|
||||
{
|
||||
if (_idleHoverTween != null)
|
||||
{
|
||||
_idleHoverTween.Stop();
|
||||
_idleHoverTween = null;
|
||||
|
||||
// Reset to ORIGINAL position (not Vector2.zero!)
|
||||
RectTransform rectTransform = GetComponent<RectTransform>();
|
||||
if (rectTransform != null)
|
||||
{
|
||||
Tween.AnchoredPosition(rectTransform, _originalPosition, 0.3f, 0f, Tween.EaseOutBack);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#region Pointer Event Handlers
|
||||
|
||||
public void OnPointerEnter(PointerEventData eventData)
|
||||
{
|
||||
if (_isFlipped || _isFlipping)
|
||||
return;
|
||||
|
||||
// Scale up slightly on hover
|
||||
Tween.LocalScale(transform, Vector3.one * hoverScaleMultiplier, 0.2f, 0f, Tween.EaseOutBack);
|
||||
}
|
||||
|
||||
public void OnPointerExit(PointerEventData eventData)
|
||||
{
|
||||
if (_isFlipped || _isFlipping)
|
||||
return;
|
||||
|
||||
// Scale back to normal
|
||||
Tween.LocalScale(transform, Vector3.one, 0.2f, 0f, Tween.EaseOutBack);
|
||||
}
|
||||
|
||||
public void OnPointerClick(PointerEventData eventData)
|
||||
{
|
||||
Logging.Debug($"[CLICK-TRACE-FLIPPABLE] OnPointerClick on {name}, _isClickable={_isClickable}, _isWaitingForTap={_isWaitingForTap}, _isFlipped={_isFlipped}, position={eventData.position}");
|
||||
|
||||
// If not clickable, notify and return
|
||||
if (!_isClickable)
|
||||
{
|
||||
Logging.Debug($"[CLICK-TRACE-FLIPPABLE] {name} - Not clickable, firing OnClickedWhileInactive");
|
||||
OnClickedWhileInactive?.Invoke(this);
|
||||
return;
|
||||
}
|
||||
|
||||
// If waiting for tap after reveal, handle that
|
||||
if (_isWaitingForTap)
|
||||
{
|
||||
Logging.Debug($"[CLICK-TRACE-FLIPPABLE] {name} - Waiting for tap, dismissing enlarged state");
|
||||
OnCardTappedAfterReveal?.Invoke(this);
|
||||
_isWaitingForTap = false;
|
||||
return;
|
||||
}
|
||||
|
||||
if (_isFlipped || _isFlipping)
|
||||
{
|
||||
Logging.Debug($"[CLICK-TRACE-FLIPPABLE] {name} - Ignoring click (flipped={_isFlipped}, flipping={_isFlipping})");
|
||||
return;
|
||||
}
|
||||
|
||||
Logging.Debug($"[CLICK-TRACE-FLIPPABLE] {name} - Processing click, starting flip");
|
||||
// Flip on click
|
||||
FlipToReveal();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region New/Repeat Card Display
|
||||
|
||||
/// <summary>
|
||||
/// Show this card as a new card (enlarge, show "NEW CARD" text, wait for tap)
|
||||
/// </summary>
|
||||
public void ShowAsNew()
|
||||
{
|
||||
_isNew = true;
|
||||
_isWaitingForTap = true;
|
||||
|
||||
// Show new card text
|
||||
if (newCardText != null)
|
||||
newCardText.SetActive(true);
|
||||
|
||||
// Enlarge the card
|
||||
EnlargeCard();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Show this card as a repeat that will trigger an upgrade (enlarge, show progress, auto-transition to upgrade)
|
||||
/// </summary>
|
||||
/// <param name="ownedCount">Number of copies owned BEFORE this one</param>
|
||||
/// <param name="lowerRarityCard">The existing card data at lower rarity (for upgrade reference)</param>
|
||||
public void ShowAsRepeatWithUpgrade(int ownedCount, AppleHills.Data.CardSystem.CardData lowerRarityCard)
|
||||
{
|
||||
_isNew = false;
|
||||
_ownedCount = ownedCount;
|
||||
_isWaitingForTap = false; // Don't wait yet - upgrade will happen automatically
|
||||
|
||||
// Show repeat text
|
||||
if (repeatText != null)
|
||||
repeatText.SetActive(true);
|
||||
|
||||
// Enlarge the card
|
||||
EnlargeCard();
|
||||
|
||||
// Show progress bar with owned count, then auto-trigger upgrade
|
||||
ShowProgressBar(ownedCount, () =>
|
||||
{
|
||||
// Progress animation complete - trigger upgrade!
|
||||
TriggerUpgradeTransition(lowerRarityCard);
|
||||
});
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Trigger the upgrade transition (called after progress bar fills)
|
||||
/// </summary>
|
||||
private void TriggerUpgradeTransition(AppleHills.Data.CardSystem.CardData lowerRarityCard)
|
||||
{
|
||||
Logging.Debug($"[FlippableCard] Triggering upgrade transition from {lowerRarityCard.Rarity}!");
|
||||
|
||||
AppleHills.Data.CardSystem.CardRarity oldRarity = lowerRarityCard.Rarity;
|
||||
AppleHills.Data.CardSystem.CardRarity newRarity = oldRarity + 1;
|
||||
|
||||
// Reset the lower rarity count to 0
|
||||
lowerRarityCard.CopiesOwned = 0;
|
||||
|
||||
// Create upgraded card data
|
||||
AppleHills.Data.CardSystem.CardData upgradedCardData = new AppleHills.Data.CardSystem.CardData(_cardData);
|
||||
upgradedCardData.Rarity = newRarity;
|
||||
upgradedCardData.CopiesOwned = 1;
|
||||
|
||||
// Check if we already have this card at the higher rarity
|
||||
bool isNewAtHigherRarity = Data.CardSystem.CardSystemManager.Instance.IsCardNew(upgradedCardData, out AppleHills.Data.CardSystem.CardData existingHigherRarity);
|
||||
|
||||
// Add the higher rarity card to inventory
|
||||
Data.CardSystem.CardSystemManager.Instance.GetCardInventory().AddCard(upgradedCardData);
|
||||
|
||||
// Update our displayed card data
|
||||
_cardData.Rarity = newRarity;
|
||||
|
||||
// Transition to appropriate display
|
||||
if (isNewAtHigherRarity || newRarity == AppleHills.Data.CardSystem.CardRarity.Legendary)
|
||||
{
|
||||
// Show as NEW at higher rarity
|
||||
TransitionToNewCardView(newRarity);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Show progress for higher rarity, then transition to NEW
|
||||
int ownedAtHigherRarity = existingHigherRarity.CopiesOwned;
|
||||
ShowProgressBar(ownedAtHigherRarity, () =>
|
||||
{
|
||||
TransitionToNewCardView(newRarity);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Show this card as a repeat (enlarge, show progress bar, wait for tap)
|
||||
/// </summary>
|
||||
/// <param name="ownedCount">Number of copies owned BEFORE this one</param>
|
||||
public void ShowAsRepeat(int ownedCount)
|
||||
{
|
||||
_isNew = false;
|
||||
_ownedCount = ownedCount;
|
||||
_isWaitingForTap = true;
|
||||
|
||||
// Show repeat text
|
||||
if (repeatText != null)
|
||||
repeatText.SetActive(true);
|
||||
|
||||
// Enlarge the card
|
||||
EnlargeCard();
|
||||
|
||||
// Show progress bar with owned count, then blink new element
|
||||
ShowProgressBar(ownedCount, () =>
|
||||
{
|
||||
// Progress animation complete
|
||||
});
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Show this card as upgraded (hide progress bar, show as new with upgraded rarity)
|
||||
/// </summary>
|
||||
public void ShowAsUpgraded(AppleHills.Data.CardSystem.CardRarity oldRarity, AppleHills.Data.CardSystem.CardRarity newRarity)
|
||||
{
|
||||
_isNew = true;
|
||||
_isWaitingForTap = true;
|
||||
|
||||
// Update the CardDisplay to show new rarity
|
||||
if (cardDisplay != null && _cardData != null)
|
||||
{
|
||||
_cardData.Rarity = newRarity;
|
||||
cardDisplay.SetupCard(_cardData);
|
||||
}
|
||||
|
||||
// Hide progress bar and repeat text
|
||||
if (progressBarContainer != null)
|
||||
progressBarContainer.SetActive(false);
|
||||
if (repeatText != null)
|
||||
repeatText.SetActive(false);
|
||||
|
||||
// Show new card text (it's now a "new" card at the higher rarity)
|
||||
if (newCardText != null)
|
||||
newCardText.SetActive(true);
|
||||
|
||||
Logging.Debug($"[FlippableCard] Card upgraded from {oldRarity} to {newRarity}! Showing as NEW.");
|
||||
|
||||
// Card is already enlarged from the repeat display, so no need to enlarge again
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Show this card as upgraded with progress bar (already have copies at higher rarity)
|
||||
/// </summary>
|
||||
public void ShowAsUpgradedWithProgress(AppleHills.Data.CardSystem.CardRarity oldRarity, AppleHills.Data.CardSystem.CardRarity newRarity, int ownedAtNewRarity)
|
||||
{
|
||||
_isNew = false;
|
||||
_isWaitingForTap = false; // Don't wait for tap yet, progress bar will complete first
|
||||
|
||||
// Hide new card text
|
||||
if (newCardText != null)
|
||||
newCardText.SetActive(false);
|
||||
|
||||
// Show repeat text (it's a repeat at the new rarity)
|
||||
if (repeatText != null)
|
||||
repeatText.SetActive(true);
|
||||
|
||||
// Show progress bar for the new rarity
|
||||
ShowProgressBar(ownedAtNewRarity, () =>
|
||||
{
|
||||
// Progress animation complete - now transition to "NEW CARD" view
|
||||
TransitionToNewCardView(newRarity);
|
||||
});
|
||||
|
||||
Logging.Debug($"[FlippableCard] Card upgraded from {oldRarity} to {newRarity}! Showing progress {ownedAtNewRarity}/5");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Transition to "NEW CARD" view after upgrade progress completes
|
||||
/// </summary>
|
||||
private void TransitionToNewCardView(AppleHills.Data.CardSystem.CardRarity newRarity)
|
||||
{
|
||||
Logging.Debug($"[FlippableCard] Transitioning to NEW CARD view at {newRarity} rarity");
|
||||
|
||||
// Update the CardDisplay to show new rarity
|
||||
if (cardDisplay != null && _cardData != null)
|
||||
{
|
||||
_cardData.Rarity = newRarity;
|
||||
cardDisplay.SetupCard(_cardData);
|
||||
}
|
||||
|
||||
// Hide progress bar and repeat text
|
||||
if (progressBarContainer != null)
|
||||
progressBarContainer.SetActive(false);
|
||||
if (repeatText != null)
|
||||
repeatText.SetActive(false);
|
||||
|
||||
// Show "NEW CARD" text
|
||||
if (newCardText != null)
|
||||
newCardText.SetActive(true);
|
||||
|
||||
// Now wait for tap
|
||||
_isNew = true;
|
||||
_isWaitingForTap = true;
|
||||
|
||||
Logging.Debug($"[FlippableCard] Now showing as NEW CARD at {newRarity}, waiting for tap");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Enlarge the card
|
||||
/// </summary>
|
||||
private void EnlargeCard()
|
||||
{
|
||||
Tween.LocalScale(transform, Vector3.one * enlargedScale, 0.3f, 0f, Tween.EaseOutBack);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Return card to normal size
|
||||
/// </summary>
|
||||
public void ReturnToNormalSize()
|
||||
{
|
||||
Tween.LocalScale(transform, Vector3.one, 0.3f, 0f, Tween.EaseOutBack, completeCallback: () =>
|
||||
{
|
||||
// After returning to normal, hide new card text, show idle text
|
||||
if (_isNew)
|
||||
{
|
||||
if (newCardText != null)
|
||||
newCardText.SetActive(false);
|
||||
if (newCardIdleText != null)
|
||||
newCardIdleText.SetActive(true);
|
||||
}
|
||||
|
||||
// Keep repeat text visible
|
||||
});
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Show progress bar with owned count, then blink the new element
|
||||
/// </summary>
|
||||
private void ShowProgressBar(int ownedCount, System.Action onComplete)
|
||||
{
|
||||
if (progressBarContainer == null)
|
||||
{
|
||||
onComplete?.Invoke();
|
||||
return;
|
||||
}
|
||||
|
||||
progressBarContainer.SetActive(true);
|
||||
|
||||
// Get all child Image components
|
||||
UnityEngine.UI.Image[] progressElements = progressBarContainer.GetComponentsInChildren<UnityEngine.UI.Image>(true);
|
||||
|
||||
// Check if we have the required number of elements (should match cardsToUpgrade)
|
||||
if (progressElements.Length < cardsToUpgrade)
|
||||
{
|
||||
Logging.Warning($"[FlippableCard] Not enough Image components in progress bar! Expected {cardsToUpgrade}, found {progressElements.Length}");
|
||||
onComplete?.Invoke();
|
||||
return;
|
||||
}
|
||||
|
||||
// Disable all elements first
|
||||
foreach (var img in progressElements)
|
||||
{
|
||||
img.enabled = false;
|
||||
}
|
||||
|
||||
// Show owned count (from the END, going backwards)
|
||||
// E.g., if owned 3 cards, enable elements at index [4], [3], [2] (last 3 elements)
|
||||
int startIndex = Mathf.Max(0, cardsToUpgrade - ownedCount);
|
||||
for (int i = startIndex; i < cardsToUpgrade && i < progressElements.Length; i++)
|
||||
{
|
||||
progressElements[i].enabled = true;
|
||||
}
|
||||
|
||||
// Wait a moment, then blink the new element
|
||||
// New element is at index (cardsToUpgrade - ownedCount - 1)
|
||||
int newElementIndex = Mathf.Max(0, cardsToUpgrade - ownedCount - 1);
|
||||
if (newElementIndex >= 0 && newElementIndex < progressElements.Length)
|
||||
{
|
||||
Tween.Value(0f, 1f, (val) => { }, 0.3f, 0f, completeCallback: () =>
|
||||
{
|
||||
BlinkProgressElement(newElementIndex, progressElements, onComplete);
|
||||
});
|
||||
}
|
||||
else
|
||||
{
|
||||
onComplete?.Invoke();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Blink a progress element (enable/disable rapidly)
|
||||
/// </summary>
|
||||
private void BlinkProgressElement(int index, UnityEngine.UI.Image[] elements, System.Action onComplete)
|
||||
{
|
||||
if (index < 0 || index >= elements.Length)
|
||||
{
|
||||
onComplete?.Invoke();
|
||||
return;
|
||||
}
|
||||
|
||||
UnityEngine.UI.Image element = elements[index];
|
||||
int blinkCount = 0;
|
||||
const int maxBlinks = 3;
|
||||
|
||||
void Blink()
|
||||
{
|
||||
element.enabled = !element.enabled;
|
||||
blinkCount++;
|
||||
|
||||
if (blinkCount >= maxBlinks * 2)
|
||||
{
|
||||
element.enabled = true; // End on enabled
|
||||
onComplete?.Invoke();
|
||||
}
|
||||
else
|
||||
{
|
||||
Tween.Value(0f, 1f, (val) => { }, 0.15f, 0f, completeCallback: Blink);
|
||||
}
|
||||
}
|
||||
|
||||
Blink();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Enable or disable clickability of this card
|
||||
/// </summary>
|
||||
public void SetClickable(bool clickable)
|
||||
{
|
||||
_isClickable = clickable;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Jiggle the card (shake animation)
|
||||
/// </summary>
|
||||
public void Jiggle()
|
||||
{
|
||||
// Quick shake animation - rotate left, then right, then center
|
||||
Transform cardTransform = transform;
|
||||
Quaternion originalRotation = cardTransform.localRotation;
|
||||
|
||||
// Shake sequence: 0 -> -5 -> +5 -> 0
|
||||
Tween.LocalRotation(cardTransform, Quaternion.Euler(0, 0, -5), 0.05f, 0f, Tween.EaseInOut,
|
||||
completeCallback: () =>
|
||||
{
|
||||
Tween.LocalRotation(cardTransform, Quaternion.Euler(0, 0, 5), 0.1f, 0f, Tween.EaseInOut,
|
||||
completeCallback: () =>
|
||||
{
|
||||
Tween.LocalRotation(cardTransform, originalRotation, 0.05f, 0f, Tween.EaseInOut);
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Extract the nested AlbumCard and reparent it to a new parent
|
||||
/// Used when placing card in album slot - extracts the AlbumCard from this wrapper
|
||||
/// The caller is responsible for tweening it to the final position
|
||||
/// </summary>
|
||||
/// <param name="newParent">The transform to reparent the AlbumCard to (typically the AlbumCardSlot)</param>
|
||||
/// <returns>The extracted AlbumCard component, or null if not found</returns>
|
||||
public AlbumCard ExtractAlbumCard(Transform newParent)
|
||||
{
|
||||
if (albumCard == null)
|
||||
{
|
||||
Logging.Warning("[FlippableCard] Cannot extract AlbumCard - none found!");
|
||||
return null;
|
||||
}
|
||||
|
||||
// Reparent AlbumCard to new parent (maintain world position temporarily)
|
||||
// The caller will tween it to the final position
|
||||
albumCard.transform.SetParent(newParent, true);
|
||||
|
||||
// Setup the card data on the AlbumCard
|
||||
if (_cardData != null)
|
||||
{
|
||||
albumCard.SetupCard(_cardData);
|
||||
}
|
||||
|
||||
Logging.Debug($"[FlippableCard] Extracted AlbumCard '{_cardData?.Name}' to {newParent.name} - ready for tween");
|
||||
|
||||
return albumCard;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
StopIdleHover();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ffa05ec4ecbd4cc485e2127683c29f09
|
||||
timeCreated: 1762454507
|
||||
205
Assets/Scripts/UI/CardSystem/ProgressBarController.cs
Normal file
205
Assets/Scripts/UI/CardSystem/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/UI/CardSystem/StateMachine.meta
Normal file
3
Assets/Scripts/UI/CardSystem/StateMachine.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 80f8dd01edcd4742b3edbb5c7fcecd12
|
||||
timeCreated: 1762884650
|
||||
227
Assets/Scripts/UI/CardSystem/StateMachine/Card.cs
Normal file
227
Assets/Scripts/UI/CardSystem/StateMachine/Card.cs
Normal file
@@ -0,0 +1,227 @@
|
||||
using AppleHills.Data.CardSystem;
|
||||
using Core;
|
||||
using Core.SaveLoad;
|
||||
using UI.DragAndDrop.Core;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UI.CardSystem.StateMachine
|
||||
{
|
||||
/// <summary>
|
||||
/// Main Card controller component.
|
||||
/// Orchestrates the card state machine, context, and animator.
|
||||
/// Inherits from DraggableObject to provide drag/drop capabilities for album placement.
|
||||
/// This is the single entry point for working with cards.
|
||||
/// </summary>
|
||||
public class Card : DraggableObject
|
||||
{
|
||||
[Header("Components")]
|
||||
[SerializeField] private CardContext context;
|
||||
[SerializeField] private CardAnimator animator;
|
||||
[SerializeField] private AppleMachine stateMachine;
|
||||
|
||||
[Header("Configuration")]
|
||||
[SerializeField] private string initialState = "IdleState";
|
||||
|
||||
// Public accessors
|
||||
public CardContext Context => context;
|
||||
public CardAnimator Animator => animator;
|
||||
public AppleMachine StateMachine => stateMachine;
|
||||
public CardData CardData => context?.CardData;
|
||||
|
||||
// State inspection properties for booster flow
|
||||
public bool IsIdle => GetCurrentStateName() == "IdleState";
|
||||
public bool IsRevealing => !IsIdle && !IsComplete;
|
||||
public bool IsComplete => context?.HasCompletedReveal ?? false;
|
||||
|
||||
// Event fired when this card is successfully placed into an AlbumCardSlot
|
||||
public event System.Action<Card, AlbumCardSlot> OnPlacedInAlbumSlot;
|
||||
|
||||
protected override void Initialize()
|
||||
{
|
||||
base.Initialize(); // Call DraggableObject initialization
|
||||
|
||||
// Auto-find components if not assigned
|
||||
if (context == null)
|
||||
context = GetComponent<CardContext>();
|
||||
|
||||
if (animator == null)
|
||||
animator = GetComponent<CardAnimator>();
|
||||
|
||||
if (stateMachine == null)
|
||||
stateMachine = GetComponentInChildren<AppleMachine>();
|
||||
}
|
||||
|
||||
#region DraggableObject Hooks - Trigger State Transitions
|
||||
|
||||
protected override void OnDragStartedHook()
|
||||
{
|
||||
base.OnDragStartedHook();
|
||||
string current = GetCurrentStateName();
|
||||
if (current == "PendingFaceDownState")
|
||||
{
|
||||
// Notify AlbumViewPage to assign data & flip
|
||||
var albumPage = FindObjectOfType<AlbumViewPage>();
|
||||
if (albumPage != null)
|
||||
{
|
||||
albumPage.HandlePendingCardDragStart(this);
|
||||
}
|
||||
// State change will be triggered by album page after data assignment
|
||||
}
|
||||
else
|
||||
{
|
||||
Logging.Debug($"[Card] Drag started on {CardData?.Name}, transitioning to DraggingState");
|
||||
ChangeState("DraggingState");
|
||||
}
|
||||
}
|
||||
|
||||
protected override void OnDragEndedHook()
|
||||
{
|
||||
base.OnDragEndedHook();
|
||||
string current = GetCurrentStateName();
|
||||
if (current == "DraggingState")
|
||||
{
|
||||
// Existing logic
|
||||
if (CurrentSlot is AlbumCardSlot albumSlot)
|
||||
{
|
||||
Logging.Debug($"[Card] Dropped in album slot, transitioning to PlacedInSlotState");
|
||||
var placedState = GetStateComponent<States.CardPlacedInSlotState>("PlacedInSlotState");
|
||||
if (placedState != null)
|
||||
{
|
||||
placedState.SetParentSlot(albumSlot);
|
||||
}
|
||||
ChangeState("PlacedInSlotState");
|
||||
OnPlacedInAlbumSlot?.Invoke(this, albumSlot);
|
||||
}
|
||||
else
|
||||
{
|
||||
Logging.Debug("[Card] Dropped outside valid slot, returning to RevealedState");
|
||||
ChangeState("RevealedState");
|
||||
}
|
||||
}
|
||||
else if (current == "DraggingRevealedState")
|
||||
{
|
||||
// Pending revealed drag state end
|
||||
if (CurrentSlot is AlbumCardSlot albumSlot)
|
||||
{
|
||||
var placedState = GetStateComponent<States.CardPlacedInSlotState>("PlacedInSlotState");
|
||||
if (placedState != null) placedState.SetParentSlot(albumSlot);
|
||||
ChangeState("PlacedInSlotState");
|
||||
OnPlacedInAlbumSlot?.Invoke(this, albumSlot);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Return to corner face-down
|
||||
ChangeState("PendingFaceDownState");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Setup the card with data and optional initial state
|
||||
/// </summary>
|
||||
public void SetupCard(CardData data, string startState = null)
|
||||
{
|
||||
if (context != null)
|
||||
{
|
||||
context.SetupCard(data);
|
||||
}
|
||||
|
||||
// Start the state machine with specified or default state
|
||||
string targetState = startState ?? initialState;
|
||||
if (stateMachine != null && !string.IsNullOrEmpty(targetState))
|
||||
{
|
||||
stateMachine.ChangeState(targetState);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Setup for booster reveal flow (starts at IdleState, will flip on click)
|
||||
/// Dragging is DISABLED for booster cards
|
||||
/// States will query CardSystemManager for collection state as needed
|
||||
/// </summary>
|
||||
public void SetupForBoosterReveal(CardData data, bool isNew)
|
||||
{
|
||||
SetupCard(data, "IdleState");
|
||||
SetDraggingEnabled(false); // Booster cards cannot be dragged
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Setup for album placement flow (starts at RevealedState, can be dragged)
|
||||
/// Dragging is ENABLED for album placement cards
|
||||
/// </summary>
|
||||
public void SetupForAlbumPlacement(CardData data)
|
||||
{
|
||||
SetupCard(data, "RevealedState");
|
||||
SetDraggingEnabled(true); // Album placement cards can be dragged
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Setup for album placement (starts at PlacedInSlotState)
|
||||
/// Dragging is DISABLED once placed in slot
|
||||
/// </summary>
|
||||
public void SetupForAlbumSlot(CardData data, AlbumCardSlot slot)
|
||||
{
|
||||
SetupCard(data, "PlacedInSlotState");
|
||||
SetDraggingEnabled(false); // Cards in slots cannot be dragged out
|
||||
|
||||
// Set the parent slot on the PlacedInSlotState
|
||||
var placedState = GetStateComponent<States.CardPlacedInSlotState>("PlacedInSlotState");
|
||||
if (placedState != null)
|
||||
{
|
||||
placedState.SetParentSlot(slot);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Setup for album pending state (starts at PendingFaceDownState)
|
||||
/// Dragging is ENABLED; state will assign data when dragged
|
||||
/// </summary>
|
||||
public void SetupForAlbumPending()
|
||||
{
|
||||
// Start with no data; state will assign when dragged
|
||||
SetupCard(null, "PendingFaceDownState");
|
||||
SetDraggingEnabled(true);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Transition to a specific state
|
||||
/// </summary>
|
||||
public void ChangeState(string stateName)
|
||||
{
|
||||
if (stateMachine != null)
|
||||
{
|
||||
stateMachine.ChangeState(stateName);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get a specific state component by name
|
||||
/// </summary>
|
||||
public T GetStateComponent<T>(string stateName) where T : AppleState
|
||||
{
|
||||
if (stateMachine == null) return null;
|
||||
|
||||
Transform stateTransform = stateMachine.transform.Find(stateName);
|
||||
if (stateTransform != null)
|
||||
{
|
||||
return stateTransform.GetComponent<T>();
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the current active state name
|
||||
/// </summary>
|
||||
public string GetCurrentStateName()
|
||||
{
|
||||
if (stateMachine?.currentState != null)
|
||||
{
|
||||
return stateMachine.currentState.name;
|
||||
}
|
||||
return "None";
|
||||
}
|
||||
}
|
||||
}
|
||||
3
Assets/Scripts/UI/CardSystem/StateMachine/Card.cs.meta
Normal file
3
Assets/Scripts/UI/CardSystem/StateMachine/Card.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d97dd4e4bc3246e9bed5ac227f13de10
|
||||
timeCreated: 1762884900
|
||||
406
Assets/Scripts/UI/CardSystem/StateMachine/CardAnimator.cs
Normal file
406
Assets/Scripts/UI/CardSystem/StateMachine/CardAnimator.cs
Normal file
@@ -0,0 +1,406 @@
|
||||
using Pixelplacement;
|
||||
using Pixelplacement.TweenSystem;
|
||||
using UnityEngine;
|
||||
using System;
|
||||
using AppleHills.Core.Settings;
|
||||
using Core;
|
||||
|
||||
namespace UI.CardSystem.StateMachine
|
||||
{
|
||||
/// <summary>
|
||||
/// Handles common card animations that can be reused across states.
|
||||
/// Centralizes animation logic to avoid duplication.
|
||||
/// Animates the CARD ROOT TRANSFORM (all states follow the card).
|
||||
/// </summary>
|
||||
public class CardAnimator : MonoBehaviour
|
||||
{
|
||||
private Transform _transform;
|
||||
private RectTransform _rectTransform;
|
||||
private ICardSystemSettings _settings;
|
||||
private TweenBase _activeIdleHoverTween;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_transform = transform;
|
||||
_rectTransform = GetComponent<RectTransform>();
|
||||
_settings = GameManager.GetSettingsObject<ICardSystemSettings>();
|
||||
}
|
||||
|
||||
#region Scale Animations
|
||||
|
||||
/// <summary>
|
||||
/// Animate scale to target value
|
||||
/// </summary>
|
||||
public TweenBase AnimateScale(Vector3 targetScale, float? duration = null, Action onComplete = null)
|
||||
{
|
||||
return Tween.LocalScale(_transform, targetScale, duration ?? _settings.DefaultAnimationDuration, 0f,
|
||||
Tween.EaseInOut, completeCallback: onComplete);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Pulse scale animation (scale up then back to normal)
|
||||
/// </summary>
|
||||
public void PulseScale(float pulseAmount = 1.1f, float duration = 0.2f, Action onComplete = null)
|
||||
{
|
||||
Vector3 originalScale = _transform.localScale;
|
||||
Vector3 pulseScale = originalScale * pulseAmount;
|
||||
|
||||
Tween.LocalScale(_transform, pulseScale, duration, 0f, Tween.EaseOutBack,
|
||||
completeCallback: () =>
|
||||
{
|
||||
Tween.LocalScale(_transform, originalScale, duration, 0f, Tween.EaseInBack,
|
||||
completeCallback: onComplete);
|
||||
});
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Pop-in animation (scale from 0 to 1 with overshoot)
|
||||
/// </summary>
|
||||
public TweenBase PopIn(float duration = 0.5f, Action onComplete = null)
|
||||
{
|
||||
_transform.localScale = Vector3.zero;
|
||||
return Tween.LocalScale(_transform, Vector3.one, duration, 0f,
|
||||
Tween.EaseOutBack, completeCallback: onComplete);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Pop-out animation (scale from current to 0)
|
||||
/// </summary>
|
||||
public TweenBase PopOut(float duration = 0.3f, Action onComplete = null)
|
||||
{
|
||||
return Tween.LocalScale(_transform, Vector3.zero, duration, 0f,
|
||||
Tween.EaseInBack, completeCallback: onComplete);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Position Animations (RectTransform)
|
||||
|
||||
/// <summary>
|
||||
/// Animate anchored position (for UI elements)
|
||||
/// </summary>
|
||||
public TweenBase AnimateAnchoredPosition(Vector2 targetPosition, float? duration = null, Action onComplete = null)
|
||||
{
|
||||
if (_rectTransform == null)
|
||||
{
|
||||
Debug.LogWarning("CardAnimator: No RectTransform found for anchored position animation");
|
||||
return null;
|
||||
}
|
||||
|
||||
return Tween.AnchoredPosition(_rectTransform, targetPosition, duration ?? _settings.DefaultAnimationDuration, 0f,
|
||||
Tween.EaseInOut, completeCallback: onComplete);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Animate local position
|
||||
/// </summary>
|
||||
public TweenBase AnimateLocalPosition(Vector3 targetPosition, float? duration = null, Action onComplete = null)
|
||||
{
|
||||
return Tween.LocalPosition(_transform, targetPosition, duration ?? _settings.DefaultAnimationDuration, 0f,
|
||||
Tween.EaseInOut, completeCallback: onComplete);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Rotation Animations
|
||||
|
||||
/// <summary>
|
||||
/// Animate local rotation to target
|
||||
/// </summary>
|
||||
public TweenBase AnimateLocalRotation(Quaternion targetRotation, float? duration = null, Action onComplete = null)
|
||||
{
|
||||
return Tween.LocalRotation(_transform, targetRotation, duration ?? _settings.DefaultAnimationDuration, 0f,
|
||||
Tween.EaseInOut, completeCallback: onComplete);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Rotate a child object (typically used by states for CardBackVisual, etc.)
|
||||
/// </summary>
|
||||
public TweenBase AnimateChildRotation(Transform childTransform, Quaternion targetRotation,
|
||||
float duration, Action onComplete = null)
|
||||
{
|
||||
return Tween.LocalRotation(childTransform, targetRotation, duration, 0f,
|
||||
Tween.EaseInOut, completeCallback: onComplete);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Flip Animations
|
||||
|
||||
/// <summary>
|
||||
/// Play card flip animation - rotates card back from 0° to 90°, then card front from 180° to 0°
|
||||
/// Based on FlippableCard.FlipToReveal()
|
||||
/// </summary>
|
||||
public void PlayFlip(Transform cardBack, Transform cardFront, float? duration = null, Action onComplete = null)
|
||||
{
|
||||
float flipDuration = duration ?? _settings.FlipDuration;
|
||||
|
||||
// Phase 1: Rotate both to 90 degrees (edge view)
|
||||
if (cardBack != null)
|
||||
{
|
||||
Tween.LocalRotation(cardBack, Quaternion.Euler(0, 90, 0), flipDuration * 0.5f, 0f, Tween.EaseInOut);
|
||||
}
|
||||
|
||||
if (cardFront != null)
|
||||
{
|
||||
Tween.LocalRotation(cardFront, Quaternion.Euler(0, 90, 0), flipDuration * 0.5f, 0f, Tween.EaseInOut,
|
||||
completeCallback: () =>
|
||||
{
|
||||
// At edge (90°), switch visibility
|
||||
if (cardBack != null)
|
||||
cardBack.gameObject.SetActive(false);
|
||||
if (cardFront != null)
|
||||
cardFront.gameObject.SetActive(true);
|
||||
|
||||
// Phase 2: Rotate front from 90 to 0 (show at correct orientation)
|
||||
Tween.LocalRotation(cardFront, Quaternion.Euler(0, 0, 0), flipDuration * 0.5f, 0f, Tween.EaseInOut,
|
||||
completeCallback: onComplete);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Play scale punch during flip animation for extra juice
|
||||
/// Based on FlippableCard.FlipToReveal()
|
||||
/// </summary>
|
||||
public void PlayFlipScalePunch(float? punchScale = null, float? duration = null)
|
||||
{
|
||||
float punch = punchScale ?? _settings.FlipScalePunch;
|
||||
float flipDuration = duration ?? _settings.FlipDuration;
|
||||
Vector3 originalScale = _transform.localScale;
|
||||
|
||||
Tween.LocalScale(_transform, originalScale * punch, flipDuration * 0.5f, 0f, Tween.EaseOutBack,
|
||||
completeCallback: () =>
|
||||
{
|
||||
Tween.LocalScale(_transform, originalScale, flipDuration * 0.5f, 0f, Tween.EaseInBack);
|
||||
});
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Enlarge/Shrink Animations
|
||||
|
||||
/// <summary>
|
||||
/// Enlarge card to specified scale
|
||||
/// Based on FlippableCard.EnlargeCard() and AlbumCard.EnlargeCard()
|
||||
/// </summary>
|
||||
public void PlayEnlarge(float? targetScale = null, float? duration = null, Action onComplete = null)
|
||||
{
|
||||
float scale = targetScale ?? _settings.NewCardEnlargedScale;
|
||||
float scaleDuration = duration ?? _settings.ScaleDuration;
|
||||
|
||||
Tween.LocalScale(_transform, Vector3.one * scale, scaleDuration, 0f, Tween.EaseOutBack,
|
||||
completeCallback: onComplete);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Shrink card back to original scale
|
||||
/// Based on AlbumCard.ShrinkCard() and FlippableCard.ReturnToNormalSize()
|
||||
/// </summary>
|
||||
public void PlayShrink(Vector3 targetScale, float? duration = null, Action onComplete = null)
|
||||
{
|
||||
float scaleDuration = duration ?? _settings.ScaleDuration;
|
||||
|
||||
Tween.LocalScale(_transform, targetScale, scaleDuration, 0f, Tween.EaseInBack,
|
||||
completeCallback: onComplete);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Combined Animations
|
||||
|
||||
/// <summary>
|
||||
/// Hover enter animation (lift and scale)
|
||||
/// For RectTransform UI elements
|
||||
/// </summary>
|
||||
public void HoverEnter(float liftAmount = 20f, float scaleMultiplier = 1.05f,
|
||||
float duration = 0.2f, Action onComplete = null)
|
||||
{
|
||||
if (_rectTransform != null)
|
||||
{
|
||||
Vector2 currentPos = _rectTransform.anchoredPosition;
|
||||
Vector2 targetPos = currentPos + Vector2.up * liftAmount;
|
||||
|
||||
Tween.AnchoredPosition(_rectTransform, targetPos, duration, 0f, Tween.EaseOutBack);
|
||||
Tween.LocalScale(_transform, Vector3.one * scaleMultiplier, duration, 0f,
|
||||
Tween.EaseOutBack, completeCallback: onComplete);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Fallback for non-RectTransform
|
||||
Vector3 currentPos = _transform.localPosition;
|
||||
Vector3 targetPos = currentPos + Vector3.up * liftAmount;
|
||||
|
||||
Tween.LocalPosition(_transform, targetPos, duration, 0f, Tween.EaseOutBack);
|
||||
Tween.LocalScale(_transform, Vector3.one * scaleMultiplier, duration, 0f,
|
||||
Tween.EaseOutBack, completeCallback: onComplete);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Hover exit animation (return to original position and scale)
|
||||
/// </summary>
|
||||
public void HoverExit(Vector2 originalPosition, float duration = 0.2f, Action onComplete = null)
|
||||
{
|
||||
if (_rectTransform != null)
|
||||
{
|
||||
Tween.AnchoredPosition(_rectTransform, originalPosition, duration, 0f, Tween.EaseInBack);
|
||||
Tween.LocalScale(_transform, Vector3.one, duration, 0f,
|
||||
Tween.EaseInBack, completeCallback: onComplete);
|
||||
}
|
||||
else
|
||||
{
|
||||
Tween.LocalPosition(_transform, originalPosition, duration, 0f, Tween.EaseInBack);
|
||||
Tween.LocalScale(_transform, Vector3.one, duration, 0f,
|
||||
Tween.EaseInBack, completeCallback: onComplete);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Idle hover animation (gentle bobbing loop)
|
||||
/// Returns the TweenBase so caller can stop it later.
|
||||
/// Only starts if not already running, or kills and restarts.
|
||||
/// </summary>
|
||||
public TweenBase StartIdleHover(float hoverHeight = 10f, float duration = 1.5f, bool restartIfActive = false)
|
||||
{
|
||||
// If already running, either skip or restart
|
||||
if (_activeIdleHoverTween != null)
|
||||
{
|
||||
if (!restartIfActive)
|
||||
{
|
||||
// Already running, skip
|
||||
return _activeIdleHoverTween;
|
||||
}
|
||||
|
||||
// Kill existing and restart
|
||||
_activeIdleHoverTween.Stop();
|
||||
_activeIdleHoverTween = null;
|
||||
}
|
||||
|
||||
if (_rectTransform != null)
|
||||
{
|
||||
Vector2 originalPos = _rectTransform.anchoredPosition;
|
||||
Vector2 targetPos = originalPos + Vector2.up * hoverHeight;
|
||||
|
||||
_activeIdleHoverTween = Tween.Value(0f, 1f,
|
||||
(val) =>
|
||||
{
|
||||
if (_rectTransform != null)
|
||||
{
|
||||
float t = Mathf.Sin(val * Mathf.PI * 2f) * 0.5f + 0.5f;
|
||||
_rectTransform.anchoredPosition = Vector2.Lerp(originalPos, targetPos, t);
|
||||
}
|
||||
},
|
||||
duration, 0f, Tween.EaseInOut, Tween.LoopType.Loop);
|
||||
|
||||
return _activeIdleHoverTween;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Stop idle hover animation and return to original position
|
||||
/// </summary>
|
||||
public void StopIdleHover(Vector2 originalPosition, float duration = 0.3f)
|
||||
{
|
||||
// Stop the tracked tween if it exists
|
||||
if (_activeIdleHoverTween != null)
|
||||
{
|
||||
_activeIdleHoverTween.Stop();
|
||||
_activeIdleHoverTween = null;
|
||||
}
|
||||
|
||||
// Return to original position
|
||||
if (_rectTransform != null)
|
||||
{
|
||||
Tween.AnchoredPosition(_rectTransform, originalPosition, duration, 0f, Tween.EaseInOut);
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Flip Animations (Two-Phase)
|
||||
|
||||
/// <summary>
|
||||
/// Flip animation: Phase 1 - Rotate card back to edge (0° to 90°)
|
||||
/// Used by FlippingState to hide the back
|
||||
/// </summary>
|
||||
public void FlipPhase1_HideBack(Transform cardBackTransform, float duration, Action onHalfwayComplete)
|
||||
{
|
||||
Tween.LocalRotation(cardBackTransform, Quaternion.Euler(0, 90, 0), duration, 0f,
|
||||
Tween.EaseInOut, completeCallback: onHalfwayComplete);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Flip animation: Phase 2 - Rotate card front from back to face (180° to 90° to 0°)
|
||||
/// Used by FlippingState to reveal the front
|
||||
/// </summary>
|
||||
public void FlipPhase2_RevealFront(Transform cardFrontTransform, float duration, Action onComplete)
|
||||
{
|
||||
// First rotate from 180 to 90 (edge)
|
||||
Tween.LocalRotation(cardFrontTransform, Quaternion.Euler(0, 90, 0), duration, 0f,
|
||||
Tween.EaseInOut,
|
||||
completeCallback: () =>
|
||||
{
|
||||
// Then rotate from 90 to 0 (face)
|
||||
Tween.LocalRotation(cardFrontTransform, Quaternion.Euler(0, 0, 0), duration, 0f,
|
||||
Tween.EaseInOut, completeCallback: onComplete);
|
||||
});
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Scale punch during flip (makes flip more juicy)
|
||||
/// </summary>
|
||||
public void FlipScalePunch(float punchMultiplier = 1.1f, float totalDuration = 0.6f)
|
||||
{
|
||||
Vector3 originalScale = _transform.localScale;
|
||||
Vector3 punchScale = originalScale * punchMultiplier;
|
||||
|
||||
Tween.LocalScale(_transform, punchScale, totalDuration * 0.5f, 0f, Tween.EaseOutBack,
|
||||
completeCallback: () =>
|
||||
{
|
||||
Tween.LocalScale(_transform, originalScale, totalDuration * 0.5f, 0f, Tween.EaseInBack);
|
||||
});
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Utility
|
||||
|
||||
/// <summary>
|
||||
/// Stop all active tweens on this transform
|
||||
/// </summary>
|
||||
public void StopAllAnimations()
|
||||
{
|
||||
Tween.Stop(_transform.GetInstanceID());
|
||||
if (_rectTransform != null)
|
||||
Tween.Stop(_rectTransform.GetInstanceID());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Reset transform to default values
|
||||
/// </summary>
|
||||
public void ResetTransform()
|
||||
{
|
||||
StopAllAnimations();
|
||||
_transform.localPosition = Vector3.zero;
|
||||
_transform.localRotation = Quaternion.identity;
|
||||
_transform.localScale = Vector3.one;
|
||||
|
||||
if (_rectTransform != null)
|
||||
_rectTransform.anchoredPosition = Vector2.zero;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get current anchored position (useful for saving before hover)
|
||||
/// </summary>
|
||||
public Vector2 GetAnchoredPosition()
|
||||
{
|
||||
return _rectTransform != null ? _rectTransform.anchoredPosition : Vector2.zero;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5eacab725f4346d091696042b9cd2a82
|
||||
timeCreated: 1762887143
|
||||
130
Assets/Scripts/UI/CardSystem/StateMachine/CardContext.cs
Normal file
130
Assets/Scripts/UI/CardSystem/StateMachine/CardContext.cs
Normal file
@@ -0,0 +1,130 @@
|
||||
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;
|
||||
|
||||
// Public accessors
|
||||
public CardDisplay CardDisplay => cardDisplay;
|
||||
public CardAnimator Animator => cardAnimator;
|
||||
public AppleMachine StateMachine => stateMachine;
|
||||
public Transform RootTransform => transform;
|
||||
public CardData CardData => cardData;
|
||||
|
||||
// Runtime state
|
||||
public bool IsClickable { get; set; } = true;
|
||||
public bool SuppressRevealBadges { get; set; } = false; // Set by states to suppress NEW/REPEAT badges in revealed state
|
||||
|
||||
// Original transform data (captured on spawn for shrink animations)
|
||||
public Vector3 OriginalScale { get; private set; }
|
||||
public Vector3 OriginalPosition { get; private set; }
|
||||
public Quaternion OriginalRotation { get; private set; }
|
||||
|
||||
// Single event for reveal flow completion
|
||||
public event Action<CardContext> OnRevealFlowComplete;
|
||||
|
||||
private bool _hasCompletedReveal = false;
|
||||
public bool HasCompletedReveal => _hasCompletedReveal;
|
||||
|
||||
// Helper method for states to signal completion
|
||||
public void NotifyRevealComplete()
|
||||
{
|
||||
if (!_hasCompletedReveal)
|
||||
{
|
||||
_hasCompletedReveal = true;
|
||||
OnRevealFlowComplete?.Invoke(this);
|
||||
}
|
||||
}
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
// Auto-find components if not assigned
|
||||
if (cardDisplay == null)
|
||||
cardDisplay = GetComponentInChildren<CardDisplay>();
|
||||
|
||||
if (cardAnimator == null)
|
||||
cardAnimator = GetComponent<CardAnimator>();
|
||||
|
||||
if (stateMachine == null)
|
||||
stateMachine = GetComponentInChildren<AppleMachine>();
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
// Subscribe to CardDisplay click and route to active state
|
||||
if (cardDisplay != null)
|
||||
{
|
||||
cardDisplay.OnCardClicked += HandleCardDisplayClicked;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
if (cardDisplay != null)
|
||||
{
|
||||
cardDisplay.OnCardClicked -= HandleCardDisplayClicked;
|
||||
}
|
||||
}
|
||||
|
||||
private void HandleCardDisplayClicked(CardDisplay _)
|
||||
{
|
||||
// Gate by clickability
|
||||
if (!IsClickable) return;
|
||||
if (stateMachine == null || stateMachine.currentState == null) return;
|
||||
|
||||
var handler = stateMachine.currentState.GetComponent<ICardClickHandler>();
|
||||
if (handler != null)
|
||||
{
|
||||
handler.OnCardClicked(this);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Setup the card with data
|
||||
/// </summary>
|
||||
public void SetupCard(CardData data)
|
||||
{
|
||||
cardData = data;
|
||||
_hasCompletedReveal = false; // Reset completion flag
|
||||
|
||||
// Capture original transform for shrink animations.
|
||||
// If current scale is ~0 (pop-in staging), default to Vector3.one.
|
||||
var currentScale = transform.localScale;
|
||||
if (currentScale.x < 0.01f && currentScale.y < 0.01f && currentScale.z < 0.01f)
|
||||
{
|
||||
OriginalScale = Vector3.one;
|
||||
}
|
||||
else
|
||||
{
|
||||
OriginalScale = currentScale;
|
||||
}
|
||||
OriginalPosition = transform.localPosition;
|
||||
OriginalRotation = transform.localRotation;
|
||||
|
||||
if (cardDisplay != null)
|
||||
{
|
||||
cardDisplay.SetupCard(data);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the card display component
|
||||
/// </summary>
|
||||
public CardDisplay GetCardDisplay() => cardDisplay;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3b3126aaaa66448fa3d5bd772aaf5784
|
||||
timeCreated: 1762884650
|
||||
@@ -0,0 +1,11 @@
|
||||
namespace UI.CardSystem.StateMachine
|
||||
{
|
||||
/// <summary>
|
||||
/// Implement on a state component to receive routed click events
|
||||
/// from CardContext/CardDisplay.
|
||||
/// </summary>
|
||||
public interface ICardClickHandler
|
||||
{
|
||||
void OnCardClicked(CardContext context);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fadf99afe6cc4785a6f45a47b4463923
|
||||
timeCreated: 1763307472
|
||||
3
Assets/Scripts/UI/CardSystem/StateMachine/States.meta
Normal file
3
Assets/Scripts/UI/CardSystem/StateMachine/States.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 43f3b0a00e934598a6a58abad11930a4
|
||||
timeCreated: 1762884650
|
||||
@@ -0,0 +1,105 @@
|
||||
using Core;
|
||||
using Core.SaveLoad;
|
||||
using UnityEngine;
|
||||
using AppleHills.Core.Settings;
|
||||
|
||||
namespace UI.CardSystem.StateMachine.States
|
||||
{
|
||||
/// <summary>
|
||||
/// Album enlarged state - card is enlarged when clicked from album slot.
|
||||
/// Different from EnlargedNewState as it doesn't show "NEW" badge.
|
||||
/// </summary>
|
||||
public class CardAlbumEnlargedState : AppleState, ICardClickHandler
|
||||
{
|
||||
private CardContext _context;
|
||||
private ICardSystemSettings _settings;
|
||||
private Vector3 _originalScale;
|
||||
private Transform _originalParent;
|
||||
private Vector3 _originalLocalPosition;
|
||||
private Quaternion _originalLocalRotation;
|
||||
|
||||
// Events for page to manage backdrop and reparenting
|
||||
public event System.Action<CardAlbumEnlargedState> OnEnlargeRequested;
|
||||
public event System.Action<CardAlbumEnlargedState> OnShrinkRequested;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_context = GetComponentInParent<CardContext>();
|
||||
_settings = GameManager.GetSettingsObject<ICardSystemSettings>();
|
||||
}
|
||||
|
||||
public override void OnEnterState()
|
||||
{
|
||||
// Ensure card front is visible and facing camera
|
||||
if (_context.CardDisplay != null)
|
||||
{
|
||||
_context.CardDisplay.gameObject.SetActive(true);
|
||||
_context.CardDisplay.transform.localRotation = Quaternion.Euler(0, 0, 0);
|
||||
}
|
||||
|
||||
// Store original transform for restoration
|
||||
_originalScale = _context.RootTransform.localScale;
|
||||
_originalParent = _context.RootTransform.parent;
|
||||
_originalLocalPosition = _context.RootTransform.localPosition;
|
||||
_originalLocalRotation = _context.RootTransform.localRotation;
|
||||
|
||||
// Notify page to show backdrop and reparent card to top layer
|
||||
OnEnlargeRequested?.Invoke(this);
|
||||
|
||||
// Enlarge the card using album scale setting
|
||||
if (_context.Animator != null)
|
||||
{
|
||||
_context.Animator.PlayEnlarge(_settings.AlbumCardEnlargedScale);
|
||||
}
|
||||
|
||||
Logging.Debug($"[CardAlbumEnlargedState] Card enlarged from album: {_context.CardData?.Name}");
|
||||
}
|
||||
|
||||
public void OnCardClicked(CardContext context)
|
||||
{
|
||||
// Click to shrink back
|
||||
Logging.Debug($"[CardAlbumEnlargedState] Card clicked while enlarged, shrinking back");
|
||||
|
||||
// Notify page to prepare for shrink
|
||||
OnShrinkRequested?.Invoke(this);
|
||||
|
||||
// Shrink animation, then transition back
|
||||
if (context.Animator != null)
|
||||
{
|
||||
context.Animator.PlayShrink(_originalScale, onComplete: () =>
|
||||
{
|
||||
context.StateMachine.ChangeState("PlacedInSlotState");
|
||||
});
|
||||
}
|
||||
else
|
||||
{
|
||||
context.StateMachine.ChangeState("PlacedInSlotState");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get original parent for restoration
|
||||
/// </summary>
|
||||
public Transform GetOriginalParent() => _originalParent;
|
||||
|
||||
/// <summary>
|
||||
/// Get original local position for restoration
|
||||
/// </summary>
|
||||
public Vector3 GetOriginalLocalPosition() => _originalLocalPosition;
|
||||
|
||||
/// <summary>
|
||||
/// Get original local rotation for restoration
|
||||
/// </summary>
|
||||
public Quaternion GetOriginalLocalRotation() => _originalLocalRotation;
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
// Restore original scale when exiting
|
||||
if (_context?.RootTransform != null)
|
||||
{
|
||||
_context.RootTransform.localScale = _originalScale;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5f33526d9bb8458d8dc5ba41a88561da
|
||||
timeCreated: 1762884900
|
||||
@@ -0,0 +1,39 @@
|
||||
using Core.SaveLoad;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UI.CardSystem.StateMachine.States
|
||||
{
|
||||
/// <summary>
|
||||
/// Dragging revealed state for pending cards after flip; minimal overlay of CardDraggingState but no badges.
|
||||
/// </summary>
|
||||
public class CardDraggingRevealedState : AppleState
|
||||
{
|
||||
private CardContext context;
|
||||
private Vector3 originalScale;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
context = GetComponentInParent<CardContext>();
|
||||
}
|
||||
|
||||
public override void OnEnterState()
|
||||
{
|
||||
if (context == null) return;
|
||||
if (context.CardDisplay != null)
|
||||
{
|
||||
context.CardDisplay.gameObject.SetActive(true);
|
||||
context.CardDisplay.transform.localRotation = Quaternion.Euler(0,0,0);
|
||||
}
|
||||
originalScale = context.RootTransform.localScale;
|
||||
context.RootTransform.localScale = originalScale * 1.15f;
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
if (context?.RootTransform != null)
|
||||
{
|
||||
context.RootTransform.localScale = originalScale;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ce2483293cdd4680b5095afc1fcb2fde
|
||||
timeCreated: 1763322199
|
||||
@@ -0,0 +1,54 @@
|
||||
using Core.SaveLoad;
|
||||
using UnityEngine;
|
||||
using Core;
|
||||
using AppleHills.Core.Settings;
|
||||
|
||||
namespace UI.CardSystem.StateMachine.States
|
||||
{
|
||||
/// <summary>
|
||||
/// Dragging state - provides visual feedback when card is being dragged.
|
||||
/// The actual drag logic is handled by Card.cs (inherits from DraggableObject).
|
||||
/// This state only manages visual scaling during drag.
|
||||
/// </summary>
|
||||
public class CardDraggingState : AppleState
|
||||
{
|
||||
private CardContext _context;
|
||||
private ICardSystemSettings _settings;
|
||||
private Vector3 _originalScale;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_context = GetComponentInParent<CardContext>();
|
||||
_settings = GameManager.GetSettingsObject<ICardSystemSettings>();
|
||||
}
|
||||
|
||||
public override void OnEnterState()
|
||||
{
|
||||
// Ensure card front is visible and facing camera (in case we transitioned from an unexpected state)
|
||||
if (_context.CardDisplay != null)
|
||||
{
|
||||
_context.CardDisplay.gameObject.SetActive(true);
|
||||
_context.CardDisplay.transform.localRotation = Quaternion.Euler(0, 0, 0);
|
||||
}
|
||||
|
||||
// Store original scale
|
||||
_originalScale = _context.RootTransform.localScale;
|
||||
|
||||
// Scale up slightly during drag for visual feedback
|
||||
// DraggableObject handles actual position updates
|
||||
_context.RootTransform.localScale = _originalScale * _settings.DragScale;
|
||||
|
||||
Logging.Debug($"[CardDraggingState] Entered drag state for card: {_context.CardData?.Name}, scale: {_settings.DragScale}");
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
// Restore original scale when exiting drag
|
||||
if (_context?.RootTransform != null)
|
||||
{
|
||||
_context.RootTransform.localScale = _originalScale;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b17e4e1d7139446c9c4e0a813067331c
|
||||
timeCreated: 1762884899
|
||||
@@ -0,0 +1,53 @@
|
||||
// filepath: Assets/Scripts/UI/CardSystem/StateMachine/States/CardEnlargedLegendaryRepeatState.cs
|
||||
using Core;
|
||||
using Core.SaveLoad;
|
||||
using UnityEngine;
|
||||
using AppleHills.Core.Settings;
|
||||
|
||||
namespace UI.CardSystem.StateMachine.States
|
||||
{
|
||||
/// <summary>
|
||||
/// Enlarged state specifically for Legendary rarity presentation after an upgrade.
|
||||
/// Shows the legendary card enlarged and awaits a click to shrink back to revealed state.
|
||||
/// </summary>
|
||||
public class CardEnlargedLegendaryRepeatState : AppleState, ICardClickHandler
|
||||
{
|
||||
private CardContext _context;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_context = GetComponentInParent<CardContext>();
|
||||
}
|
||||
|
||||
public override void OnEnterState()
|
||||
{
|
||||
// Ensure card front is visible and facing camera
|
||||
if (_context.CardDisplay != null)
|
||||
{
|
||||
_context.CardDisplay.gameObject.SetActive(true);
|
||||
_context.CardDisplay.transform.localRotation = Quaternion.Euler(0, 0, 0);
|
||||
}
|
||||
|
||||
// Card is already enlarged from EnlargedRepeatState, so no need to enlarge again
|
||||
// Just await click to dismiss
|
||||
|
||||
Logging.Debug($"[CardEnlargedLegendaryRepeatState] Legendary card enlarged: {_context.CardData?.Name}");
|
||||
}
|
||||
|
||||
public void OnCardClicked(CardContext context)
|
||||
{
|
||||
// Click to shrink to original scale and go to revealed state
|
||||
if (context.Animator != null)
|
||||
{
|
||||
context.Animator.PlayShrink(context.OriginalScale, onComplete: () =>
|
||||
{
|
||||
context.StateMachine.ChangeState("RevealedState");
|
||||
});
|
||||
}
|
||||
else
|
||||
{
|
||||
context.StateMachine.ChangeState("RevealedState");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 874e5574663a48b8a4feb3192821679a
|
||||
timeCreated: 1763319614
|
||||
@@ -0,0 +1,80 @@
|
||||
using Core.SaveLoad;
|
||||
using UnityEngine;
|
||||
using AppleHills.Core.Settings;
|
||||
using Core;
|
||||
|
||||
namespace UI.CardSystem.StateMachine.States
|
||||
{
|
||||
/// <summary>
|
||||
/// Enlarged state for NEW cards - shows "NEW CARD" badge and waits for tap to dismiss.
|
||||
/// Owns the NewCardBadge as a child GameObject.
|
||||
/// </summary>
|
||||
public class CardEnlargedNewState : AppleState, ICardClickHandler
|
||||
{
|
||||
[Header("State-Owned Visuals")]
|
||||
[SerializeField] private GameObject newCardBadge;
|
||||
|
||||
private CardContext _context;
|
||||
private ICardSystemSettings _settings;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_context = GetComponentInParent<CardContext>();
|
||||
_settings = GameManager.GetSettingsObject<ICardSystemSettings>();
|
||||
}
|
||||
|
||||
public override void OnEnterState()
|
||||
{
|
||||
// Ensure card front is visible and facing camera
|
||||
if (_context.CardDisplay != null)
|
||||
{
|
||||
_context.CardDisplay.gameObject.SetActive(true);
|
||||
_context.CardDisplay.transform.localRotation = Quaternion.Euler(0, 0, 0);
|
||||
}
|
||||
|
||||
// Check if we're already enlarged (coming from upgrade flow)
|
||||
bool alreadyEnlarged = _context.RootTransform.localScale.x >= _settings.NewCardEnlargedScale * 0.9f;
|
||||
|
||||
if (!alreadyEnlarged)
|
||||
{
|
||||
// Normal flow - enlarge the card
|
||||
if (_context.Animator != null)
|
||||
{
|
||||
_context.Animator.PlayEnlarge(_settings.NewCardEnlargedScale);
|
||||
}
|
||||
}
|
||||
|
||||
// Show NEW badge
|
||||
if (newCardBadge != null)
|
||||
{
|
||||
newCardBadge.SetActive(true);
|
||||
}
|
||||
}
|
||||
|
||||
public void OnCardClicked(CardContext context)
|
||||
{
|
||||
// Tap to dismiss - shrink back to original scale and transition to revealed state
|
||||
if (context.Animator != null)
|
||||
{
|
||||
context.Animator.PlayShrink(context.OriginalScale, onComplete: () =>
|
||||
{
|
||||
context.StateMachine.ChangeState("RevealedState");
|
||||
});
|
||||
}
|
||||
else
|
||||
{
|
||||
// Fallback if no animator
|
||||
context.StateMachine.ChangeState("RevealedState");
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
// Hide NEW badge when leaving state
|
||||
if (newCardBadge != null)
|
||||
{
|
||||
newCardBadge.SetActive(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 698741a53f314b598af359a81d914ed3
|
||||
timeCreated: 1762884651
|
||||
@@ -0,0 +1,217 @@
|
||||
using Core.SaveLoad;
|
||||
using UnityEngine;
|
||||
using AppleHills.Core.Settings;
|
||||
using Core;
|
||||
using AppleHills.Data.CardSystem;
|
||||
|
||||
namespace UI.CardSystem.StateMachine.States
|
||||
{
|
||||
/// <summary>
|
||||
/// Enlarged state for REPEAT cards - shows progress bar toward next rarity upgrade.
|
||||
/// Uses ProgressBarController to animate progress filling.
|
||||
/// Auto-upgrades card when threshold is reached.
|
||||
/// </summary>
|
||||
public class CardEnlargedRepeatState : AppleState, ICardClickHandler
|
||||
{
|
||||
[Header("State-Owned Visuals")]
|
||||
[SerializeField] private ProgressBarController progressBar;
|
||||
|
||||
private CardContext _context;
|
||||
private ICardSystemSettings _settings;
|
||||
private bool _waitingForTap = false;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_context = GetComponentInParent<CardContext>();
|
||||
_settings = GameManager.GetSettingsObject<ICardSystemSettings>();
|
||||
}
|
||||
|
||||
public override void OnEnterState()
|
||||
{
|
||||
// Ensure card front is visible and facing camera
|
||||
if (_context.CardDisplay != null)
|
||||
{
|
||||
_context.CardDisplay.gameObject.SetActive(true);
|
||||
_context.CardDisplay.transform.localRotation = Quaternion.Euler(0, 0, 0);
|
||||
}
|
||||
|
||||
_waitingForTap = false;
|
||||
|
||||
// Query current collection state for this card
|
||||
bool isNew = Data.CardSystem.CardSystemManager.Instance.IsCardNew(_context.CardData, out CardData existingCard);
|
||||
int currentOwnedCount = (existingCard != null) ? existingCard.CopiesOwned : 0;
|
||||
|
||||
// Show progress bar
|
||||
if (progressBar != null)
|
||||
{
|
||||
progressBar.gameObject.SetActive(true);
|
||||
|
||||
int currentCount = currentOwnedCount + 1; // +1 because we just got this card
|
||||
int maxCount = _settings.CardsToUpgrade;
|
||||
|
||||
progressBar.ShowProgress(currentCount, maxCount, OnProgressComplete);
|
||||
}
|
||||
else
|
||||
{
|
||||
Logging.Warning("[CardEnlargedRepeatState] ProgressBar component not assigned!");
|
||||
OnProgressComplete();
|
||||
}
|
||||
|
||||
// Enlarge the card
|
||||
if (_context.Animator != null)
|
||||
{
|
||||
_context.Animator.PlayEnlarge(_settings.NewCardEnlargedScale);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnProgressComplete()
|
||||
{
|
||||
// Query current state again to determine if upgrade is triggered
|
||||
Data.CardSystem.CardSystemManager.Instance.IsCardNew(_context.CardData, out CardData existingCard);
|
||||
int currentOwnedCount = (existingCard != null) ? existingCard.CopiesOwned : 0;
|
||||
int countWithThisCard = currentOwnedCount + 1;
|
||||
|
||||
bool willUpgrade = (_context.CardData.Rarity < AppleHills.Data.CardSystem.CardRarity.Legendary) &&
|
||||
(countWithThisCard >= _settings.CardsToUpgrade);
|
||||
|
||||
if (willUpgrade)
|
||||
{
|
||||
Logging.Debug($"[CardEnlargedRepeatState] Card will trigger upgrade! ({countWithThisCard}/{_settings.CardsToUpgrade})");
|
||||
TriggerUpgrade();
|
||||
}
|
||||
else
|
||||
{
|
||||
// No upgrade - just wait for tap to dismiss
|
||||
Logging.Debug($"[CardEnlargedRepeatState] Progress shown ({countWithThisCard}/{_settings.CardsToUpgrade}), waiting for tap to dismiss");
|
||||
_waitingForTap = true;
|
||||
}
|
||||
}
|
||||
|
||||
private void TriggerUpgrade()
|
||||
{
|
||||
CardData cardData = _context.CardData;
|
||||
CardRarity oldRarity = cardData.Rarity;
|
||||
CardRarity newRarity = oldRarity + 1;
|
||||
|
||||
Logging.Debug($"[CardEnlargedRepeatState] Upgrading card from {oldRarity} to {newRarity}");
|
||||
|
||||
var inventory = Data.CardSystem.CardSystemManager.Instance.GetCardInventory();
|
||||
|
||||
// Remove lower rarity card counts (set to 1 per new rule instead of zeroing out)
|
||||
CardRarity clearRarity = cardData.Rarity;
|
||||
while (clearRarity < newRarity)
|
||||
{
|
||||
var lower = inventory.GetCard(cardData.DefinitionId, clearRarity);
|
||||
if (lower != null) lower.CopiesOwned = 1; // changed from 0 to 1
|
||||
clearRarity += 1;
|
||||
}
|
||||
|
||||
// Check if higher rarity already exists BEFORE adding
|
||||
CardData existingHigher = inventory.GetCard(cardData.DefinitionId, newRarity);
|
||||
bool higherExists = existingHigher != null;
|
||||
|
||||
if (higherExists)
|
||||
{
|
||||
// Increment existing higher rarity copies
|
||||
existingHigher.CopiesOwned += 1;
|
||||
|
||||
// Update our displayed card to new rarity
|
||||
cardData.Rarity = newRarity;
|
||||
cardData.CopiesOwned = existingHigher.CopiesOwned; // reflect correct count
|
||||
|
||||
if (_context.CardDisplay != null)
|
||||
{
|
||||
_context.CardDisplay.SetupCard(cardData);
|
||||
}
|
||||
|
||||
// For repeat-at-higher-rarity: show a brief progress update at higher rarity while enlarged
|
||||
int ownedAtHigher = existingHigher.CopiesOwned;
|
||||
if (progressBar != null)
|
||||
{
|
||||
progressBar.ShowProgress(ownedAtHigher, _settings.CardsToUpgrade, () =>
|
||||
{
|
||||
// After showing higher-rarity progress, wait for tap to dismiss
|
||||
_waitingForTap = true;
|
||||
});
|
||||
}
|
||||
else
|
||||
{
|
||||
_waitingForTap = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Create upgraded card as new rarity
|
||||
CardData upgradedCard = new CardData(cardData);
|
||||
upgradedCard.Rarity = newRarity;
|
||||
upgradedCard.CopiesOwned = 1;
|
||||
|
||||
// Add to inventory
|
||||
inventory.AddCard(upgradedCard);
|
||||
|
||||
// Update current display card to new rarity
|
||||
cardData.Rarity = newRarity;
|
||||
cardData.CopiesOwned = upgradedCard.CopiesOwned;
|
||||
|
||||
if (_context.CardDisplay != null)
|
||||
{
|
||||
_context.CardDisplay.SetupCard(cardData);
|
||||
}
|
||||
|
||||
// Branch based on whether legendary or not
|
||||
if (newRarity == CardRarity.Legendary)
|
||||
{
|
||||
// Show special enlarged legendary presentation, await click to shrink to revealed
|
||||
_context.StateMachine.ChangeState("EnlargedLegendaryRepeatState");
|
||||
}
|
||||
else
|
||||
{
|
||||
// Treat as NEW at higher rarity (enlarged with NEW visuals handled there)
|
||||
_context.StateMachine.ChangeState("EnlargedNewState");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void TransitionToNewCardView()
|
||||
{
|
||||
// Hide progress bar before transitioning
|
||||
if (progressBar != null)
|
||||
{
|
||||
progressBar.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
// Transition to EnlargedNewState (card is already enlarged, will show NEW badge)
|
||||
// State will query fresh collection data to determine if truly new
|
||||
_context.StateMachine.ChangeState("EnlargedNewState");
|
||||
}
|
||||
|
||||
public void OnCardClicked(CardContext context)
|
||||
{
|
||||
if (!_waitingForTap)
|
||||
return;
|
||||
|
||||
|
||||
// Tap to dismiss - shrink back to original scale and transition to revealed state
|
||||
if (context.Animator != null)
|
||||
{
|
||||
context.Animator.PlayShrink(context.OriginalScale, onComplete: () =>
|
||||
{
|
||||
context.StateMachine.ChangeState("RevealedState");
|
||||
});
|
||||
}
|
||||
else
|
||||
{
|
||||
context.StateMachine.ChangeState("RevealedState");
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
// Hide progress bar when leaving state
|
||||
if (progressBar != null)
|
||||
{
|
||||
progressBar.gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 257f0c81caa14481812a8ca0397bf567
|
||||
timeCreated: 1762884651
|
||||
@@ -0,0 +1,57 @@
|
||||
using Core;
|
||||
using Core.SaveLoad;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UI.CardSystem.StateMachine.States
|
||||
{
|
||||
/// <summary>
|
||||
/// Handles flipping a pending face-down card after data assignment.
|
||||
/// Transitions to DraggingRevealedState when flip completes.
|
||||
/// </summary>
|
||||
public class CardFlippingPendingState : AppleState
|
||||
{
|
||||
private CardContext context;
|
||||
private GameObject cardBack;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
context = GetComponentInParent<CardContext>();
|
||||
if (context != null)
|
||||
{
|
||||
var backTransform = context.RootTransform.Find("CardBack");
|
||||
if (backTransform != null) cardBack = backTransform.gameObject;
|
||||
}
|
||||
}
|
||||
|
||||
public override void OnEnterState()
|
||||
{
|
||||
if (context == null) return;
|
||||
// Ensure card back visible and front hidden at start
|
||||
if (cardBack != null) cardBack.SetActive(true);
|
||||
if (context.CardDisplay != null) context.CardDisplay.gameObject.SetActive(false);
|
||||
|
||||
// Optional: album navigation
|
||||
var albumPage = Object.FindObjectOfType<AlbumViewPage>();
|
||||
if (albumPage != null && context.CardData != null)
|
||||
{
|
||||
int targetPage = albumPage.FindPageForCard(context.CardData); // placeholder; method may be private
|
||||
}
|
||||
|
||||
if (context.Animator != null)
|
||||
{
|
||||
Transform back = cardBack != null ? cardBack.transform : null;
|
||||
Transform front = context.CardDisplay != null ? context.CardDisplay.transform : null;
|
||||
context.Animator.PlayFlip(back, front, onComplete: () =>
|
||||
{
|
||||
context.StateMachine.ChangeState("DraggingRevealedState");
|
||||
});
|
||||
}
|
||||
else
|
||||
{
|
||||
if (cardBack != null) cardBack.SetActive(false);
|
||||
if (context.CardDisplay != null) context.CardDisplay.gameObject.SetActive(true);
|
||||
context.StateMachine.ChangeState("DraggingRevealedState");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: edffabfce37d42ceac2194c23470acab
|
||||
timeCreated: 1763322190
|
||||
@@ -0,0 +1,177 @@
|
||||
using Core.SaveLoad;
|
||||
using Pixelplacement.TweenSystem;
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
using AppleHills.Core.Settings;
|
||||
using AppleHills.Data.CardSystem;
|
||||
using Core;
|
||||
|
||||
namespace UI.CardSystem.StateMachine.States
|
||||
{
|
||||
/// <summary>
|
||||
/// Idle state - card back is showing with gentle hover animation.
|
||||
/// Waiting for click to flip and reveal.
|
||||
/// Based on FlippableCard's idle behavior.
|
||||
/// </summary>
|
||||
public class CardIdleState : AppleState, ICardClickHandler, IPointerEnterHandler, IPointerExitHandler, IPointerClickHandler
|
||||
{
|
||||
[Header("State-Owned Visuals")]
|
||||
[SerializeField] private GameObject cardBackVisual;
|
||||
|
||||
[Header("Idle Hover Settings")]
|
||||
[SerializeField] private bool enableIdleHover = true;
|
||||
|
||||
private CardContext _context;
|
||||
private ICardSystemSettings _settings;
|
||||
private TweenBase _idleHoverTween;
|
||||
private Vector2 _originalPosition;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_context = GetComponentInParent<CardContext>();
|
||||
_settings = GameManager.GetSettingsObject<ICardSystemSettings>();
|
||||
}
|
||||
|
||||
public override void OnEnterState()
|
||||
{
|
||||
// Show card back, hide card front
|
||||
if (cardBackVisual != null)
|
||||
{
|
||||
cardBackVisual.SetActive(true);
|
||||
// Ensure card back is at 0° rotation (facing camera)
|
||||
cardBackVisual.transform.localRotation = Quaternion.Euler(0, 0, 0);
|
||||
}
|
||||
|
||||
if (_context.CardDisplay != null)
|
||||
{
|
||||
_context.CardDisplay.gameObject.SetActive(false);
|
||||
// Ensure card front starts at 180° rotation (flipped away)
|
||||
_context.CardDisplay.transform.localRotation = Quaternion.Euler(0, 180, 0);
|
||||
}
|
||||
|
||||
// Save original position for hover animation
|
||||
RectTransform rectTransform = _context.RootTransform.GetComponent<RectTransform>();
|
||||
if (rectTransform != null)
|
||||
{
|
||||
_originalPosition = rectTransform.anchoredPosition;
|
||||
}
|
||||
|
||||
// Start idle hover animation
|
||||
if (enableIdleHover && _context.Animator != null)
|
||||
{
|
||||
_idleHoverTween = _context.Animator.StartIdleHover(_settings.IdleHoverHeight, _settings.IdleHoverDuration);
|
||||
}
|
||||
}
|
||||
|
||||
public void OnPointerEnter(PointerEventData eventData)
|
||||
{
|
||||
// Scale up slightly on hover
|
||||
if (_context.Animator != null)
|
||||
{
|
||||
_context.Animator.AnimateScale(Vector3.one * _settings.HoverScaleMultiplier, 0.2f);
|
||||
}
|
||||
}
|
||||
|
||||
public void OnPointerExit(PointerEventData eventData)
|
||||
{
|
||||
// Scale back to normal
|
||||
if (_context.Animator != null)
|
||||
{
|
||||
_context.Animator.AnimateScale(Vector3.one, 0.2f);
|
||||
}
|
||||
}
|
||||
|
||||
public void OnCardClicked(CardContext context)
|
||||
{
|
||||
// Check if card is clickable (prevents multi-flip in booster opening)
|
||||
if (!context.IsClickable)
|
||||
{
|
||||
Logging.Debug($"[CardIdleState] Card is not clickable, ignoring click");
|
||||
return;
|
||||
}
|
||||
|
||||
// Stop idle hover and pointer interactions
|
||||
StopIdleHover();
|
||||
|
||||
// Play flip animation directly
|
||||
if (context.Animator != null)
|
||||
{
|
||||
context.Animator.PlayFlip(
|
||||
cardBack: cardBackVisual != null ? cardBackVisual.transform : null,
|
||||
cardFront: context.CardDisplay != null ? context.CardDisplay.transform : null,
|
||||
onComplete: OnFlipComplete
|
||||
);
|
||||
|
||||
context.Animator.PlayFlipScalePunch();
|
||||
}
|
||||
}
|
||||
|
||||
public void OnPointerClick(PointerEventData eventData)
|
||||
{
|
||||
// Forward to same logic as routed click to keep behavior unified
|
||||
OnCardClicked(_context);
|
||||
}
|
||||
|
||||
private void OnFlipComplete()
|
||||
{
|
||||
// Query current collection state from CardSystemManager (don't use cached values)
|
||||
bool isNew = Data.CardSystem.CardSystemManager.Instance.IsCardNew(_context.CardData, out CardData existingCard);
|
||||
|
||||
// Transition based on whether this is a new card or repeat
|
||||
if (isNew)
|
||||
{
|
||||
// New card - show "NEW" badge and enlarge
|
||||
_context.StateMachine.ChangeState("EnlargedNewState");
|
||||
}
|
||||
else if (_context.CardData != null && _context.CardData.Rarity == AppleHills.Data.CardSystem.CardRarity.Legendary)
|
||||
{
|
||||
// Legendary repeat - skip enlarge, they can't upgrade
|
||||
// Add to inventory and move to revealed state
|
||||
if (Data.CardSystem.CardSystemManager.Instance != null)
|
||||
{
|
||||
Data.CardSystem.CardSystemManager.Instance.AddCardToInventoryDelayed(_context.CardData);
|
||||
}
|
||||
_context.StateMachine.ChangeState("RevealedState");
|
||||
}
|
||||
else
|
||||
{
|
||||
// Repeat card - show progress toward upgrade
|
||||
_context.StateMachine.ChangeState("EnlargedRepeatState");
|
||||
}
|
||||
}
|
||||
|
||||
private void StopIdleHover()
|
||||
{
|
||||
if (_idleHoverTween != null)
|
||||
{
|
||||
_idleHoverTween.Stop();
|
||||
_idleHoverTween = null;
|
||||
|
||||
// Return to original position
|
||||
RectTransform rectTransform = _context.RootTransform.GetComponent<RectTransform>();
|
||||
if (rectTransform != null && _context.Animator != null)
|
||||
{
|
||||
_context.Animator.AnimateAnchoredPosition(_originalPosition, 0.3f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
// Stop idle hover animation when leaving state
|
||||
StopIdleHover();
|
||||
|
||||
// Reset scale
|
||||
if (_context?.Animator != null)
|
||||
{
|
||||
_context.Animator.AnimateScale(Vector3.one, 0.2f);
|
||||
}
|
||||
|
||||
// Hide card back when leaving state
|
||||
if (cardBackVisual != null)
|
||||
{
|
||||
cardBackVisual.SetActive(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7da1bdc06be348f2979d3b92cc7ce723
|
||||
timeCreated: 1762884650
|
||||
@@ -0,0 +1,39 @@
|
||||
using Core.SaveLoad;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UI.CardSystem.StateMachine.States
|
||||
{
|
||||
/// <summary>
|
||||
/// Card is in pending face-down state in corner, awaiting drag.
|
||||
/// Front hidden, back visible (assumes CardBack child exists).
|
||||
/// </summary>
|
||||
public class CardPendingFaceDownState : AppleState
|
||||
{
|
||||
private CardContext context;
|
||||
private GameObject cardBack;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
context = GetComponentInParent<CardContext>();
|
||||
if (context != null)
|
||||
{
|
||||
var backTransform = context.RootTransform.Find("CardBack");
|
||||
if (backTransform != null) cardBack = backTransform.gameObject;
|
||||
}
|
||||
}
|
||||
|
||||
public override void OnEnterState()
|
||||
{
|
||||
if (context == null) return;
|
||||
// Hide front
|
||||
if (context.CardDisplay != null)
|
||||
{
|
||||
context.CardDisplay.gameObject.SetActive(false);
|
||||
}
|
||||
// Show back
|
||||
if (cardBack != null) cardBack.SetActive(true);
|
||||
// Scale
|
||||
context.RootTransform.localScale = context.OriginalScale * 0.8f;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6fab9d595905435b82253cd4d1bf49de
|
||||
timeCreated: 1763322180
|
||||
@@ -0,0 +1,61 @@
|
||||
using Core;
|
||||
using Core.SaveLoad;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UI.CardSystem.StateMachine.States
|
||||
{
|
||||
/// <summary>
|
||||
/// Placed in slot state - card is in an album slot and can be clicked to enlarge.
|
||||
/// Manages the parent slot reference.
|
||||
/// </summary>
|
||||
public class CardPlacedInSlotState : AppleState, ICardClickHandler
|
||||
{
|
||||
private CardContext _context;
|
||||
private AlbumCardSlot _parentSlot;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_context = GetComponentInParent<CardContext>();
|
||||
}
|
||||
|
||||
public override void OnEnterState()
|
||||
{
|
||||
// Ensure card front is visible and facing camera
|
||||
// This is important when spawning cards directly into album (skipping booster flow)
|
||||
if (_context.CardDisplay != null)
|
||||
{
|
||||
_context.CardDisplay.gameObject.SetActive(true);
|
||||
_context.CardDisplay.transform.localRotation = Quaternion.Euler(0, 0, 0);
|
||||
}
|
||||
|
||||
Logging.Debug($"[CardPlacedInSlotState] Card placed in slot: {_context.CardData?.Name}");
|
||||
|
||||
// Card is now part of the album, no special visuals needed
|
||||
// Just wait for interaction
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set the parent slot this card belongs to
|
||||
/// </summary>
|
||||
public void SetParentSlot(AlbumCardSlot slot)
|
||||
{
|
||||
_parentSlot = slot;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the parent slot
|
||||
/// </summary>
|
||||
public AlbumCardSlot GetParentSlot()
|
||||
{
|
||||
return _parentSlot;
|
||||
}
|
||||
|
||||
public void OnCardClicked(CardContext context)
|
||||
{
|
||||
// Click to enlarge when in album
|
||||
Logging.Debug($"[CardPlacedInSlotState] Card clicked in slot, transitioning to enlarged state");
|
||||
context.StateMachine.ChangeState("AlbumEnlargedState");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user