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12 Commits

Author SHA1 Message Date
fe7612d23a Merge pull request 'DamianBranch' (#48) from DamianBranch into main
Reviewed-on: #48
2025-11-06 16:16:18 +00:00
0eb1e0efd5 Merge branch 'main' into DamianBranch 2025-11-06 17:11:57 +01:00
d4f6505c85 Merge branch 'DamianBranch' of https://homelab.tailf7f81b.ts.net/tschesky/AppleHillsProduction into DamianBranch 2025-11-06 17:11:42 +01:00
5e4de3ebef Added the Eagle Eye button, It's a standalone prefab that can be added to other canvases. 2025-11-06 17:11:30 +01:00
Michal Pikulski
7862af7f8b Cleanup 2025-11-06 15:33:30 +01:00
Michal Pikulski
2d10d92bf5 Add a semi-finished booster opening sequence 2025-11-06 15:27:08 +01:00
Michal Pikulski
4e0c9cb4c4 Working visual part 2025-11-06 15:27:08 +01:00
Michal Pikulski
95daea8d34 Code up the card part 2025-11-06 15:27:08 +01:00
Michal Pikulski
b6d8586eab Setup booster page opening 2025-11-06 15:27:08 +01:00
5792c01908 Merge pull request 'Update LevelConfirmMenu.prefab' (#47) from DamianBranch into main
Reviewed-on: #47
2025-11-06 14:07:19 +00:00
a41136e69e Merge branch 'main' into DamianBranch 2025-11-06 14:07:13 +00:00
9a4f604314 Update LevelConfirmMenu.prefab 2025-11-06 15:06:47 +01:00
113 changed files with 11613 additions and 5256 deletions

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@@ -1,369 +1,267 @@
// using UnityEditor;
// using UnityEngine;
// using AppleHills.Data.CardSystem;
// using Data.CardSystem;
// using Core;
// using UI.CardSystem;
// using UnityEngine.UI;
// using System.Collections.Generic;
//
// namespace Editor.CardSystem
// {
// /// <summary>
// /// Editor window for testing the Card System in play mode.
// /// Provides buttons to test core functionalities like adding booster packs, opening packs, and generating cards.
// /// </summary>
// public class CardSystemTesterWindow : EditorWindow
// {
// // Test Settings
// private int boosterPacksToAdd = 3;
// private int cardsToGenerate = 10;
// private bool autoOpenPacksWhenAdded = false;
//
// // Debug Info
// private int currentBoosterCount;
// private int totalCardsInCollection;
// private string lastActionMessage = "";
//
// // UI State
// private Vector2 scrollPosition;
// private CardAlbumUI cachedCardAlbumUI;
//
// [MenuItem("AppleHills/Card System Tester")]
// public static void ShowWindow()
// {
// var window = GetWindow<CardSystemTesterWindow>(false, "Card System Tester", true);
// window.minSize = new Vector2(400, 500);
// }
//
// private void OnEnable()
// {
// EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
// }
//
// private void OnDisable()
// {
// EditorApplication.playModeStateChanged -= OnPlayModeStateChanged;
// }
//
// private void OnPlayModeStateChanged(PlayModeStateChange state)
// {
// if (state == PlayModeStateChange.EnteredPlayMode)
// {
// cachedCardAlbumUI = null;
// RefreshDebugInfo();
// }
// else if (state == PlayModeStateChange.ExitingPlayMode)
// {
// cachedCardAlbumUI = null;
// lastActionMessage = "";
// }
//
// Repaint();
// }
//
// private void OnGUI()
// {
// scrollPosition = EditorGUILayout.BeginScrollView(scrollPosition);
//
// // Header
// EditorGUILayout.Space(10);
// EditorGUILayout.LabelField("Card System Tester", EditorStyles.boldLabel);
// EditorGUILayout.HelpBox("This tool allows you to test the card system in play mode. " +
// "Enter play mode to enable the testing functions.", MessageType.Info);
//
// EditorGUILayout.Space(10);
//
// // Test Settings Section
// DrawTestSettings();
//
// EditorGUILayout.Space(10);
//
// // Debug Info Section
// DrawDebugInfo();
//
// EditorGUILayout.Space(10);
//
// // Test Actions Section
// DrawTestActions();
//
// EditorGUILayout.EndScrollView();
// }
//
// private void DrawTestSettings()
// {
// EditorGUILayout.LabelField("Test Settings", EditorStyles.boldLabel);
//
// EditorGUI.BeginDisabledGroup(!Application.isPlaying);
//
// boosterPacksToAdd = EditorGUILayout.IntSlider("Booster Packs to Add", boosterPacksToAdd, 1, 10);
// cardsToGenerate = EditorGUILayout.IntSlider("Cards to Generate", cardsToGenerate, 1, 100);
// autoOpenPacksWhenAdded = EditorGUILayout.Toggle("Auto-Open Packs When Added", autoOpenPacksWhenAdded);
//
// EditorGUI.EndDisabledGroup();
// }
//
// private void DrawDebugInfo()
// {
// EditorGUILayout.LabelField("Debug Info", EditorStyles.boldLabel);
//
// if (Application.isPlaying)
// {
// EditorGUI.BeginDisabledGroup(true);
// EditorGUILayout.IntField("Current Booster Count", currentBoosterCount);
// EditorGUILayout.IntField("Total Cards in Collection", totalCardsInCollection);
// EditorGUI.EndDisabledGroup();
//
// if (!string.IsNullOrEmpty(lastActionMessage))
// {
// EditorGUILayout.Space(5);
// EditorGUILayout.HelpBox(lastActionMessage, MessageType.None);
// }
//
// EditorGUILayout.Space(5);
// if (GUILayout.Button("Refresh Debug Info"))
// {
// RefreshDebugInfo();
// }
// }
// else
// {
// EditorGUILayout.HelpBox("Debug info available in play mode.", MessageType.Warning);
// }
// }
//
// private void DrawTestActions()
// {
// EditorGUILayout.LabelField("Test Actions", EditorStyles.boldLabel);
//
// if (!Application.isPlaying)
// {
// EditorGUILayout.HelpBox("Enter Play Mode to use these testing functions.", MessageType.Warning);
// return;
// }
//
// // Booster Pack Actions
// EditorGUILayout.Space(5);
// EditorGUILayout.LabelField("Booster Pack Actions", EditorStyles.miniBoldLabel);
//
// if (GUILayout.Button("Add Booster Packs", GUILayout.Height(30)))
// {
// AddBoosterPacks();
// }
//
// if (GUILayout.Button("Open Card Menu", GUILayout.Height(30)))
// {
// SimulateBackpackClick();
// }
//
// if (GUILayout.Button("Open Booster Pack", GUILayout.Height(30)))
// {
// OpenBoosterPack();
// }
//
// if (GUILayout.Button("Open Album View", GUILayout.Height(30)))
// {
// OpenAlbumView();
// }
//
// // Card Generation Actions
// EditorGUILayout.Space(10);
// EditorGUILayout.LabelField("Card Generation Actions", EditorStyles.miniBoldLabel);
//
// if (GUILayout.Button("Generate Random Cards", GUILayout.Height(30)))
// {
// GenerateRandomCards();
// }
//
// EditorGUILayout.Space(5);
//
// // Danger Zone
// EditorGUILayout.Space(10);
// EditorGUILayout.LabelField("Danger Zone", EditorStyles.miniBoldLabel);
//
// GUI.backgroundColor = new Color(1f, 0.6f, 0.6f);
// if (GUILayout.Button("Clear All Cards", GUILayout.Height(30)))
// {
// if (EditorUtility.DisplayDialog("Clear All Cards",
// "Are you sure you want to clear all cards from the inventory? This cannot be undone in this play session.",
// "Clear All", "Cancel"))
// {
// ClearAllCards();
// }
// }
// GUI.backgroundColor = Color.white;
// }
//
// // Refresh the debug information
// private void RefreshDebugInfo()
// {
// if (!Application.isPlaying)
// return;
//
// if (CardSystemManager.Instance != null)
// {
// currentBoosterCount = CardSystemManager.Instance.GetBoosterPackCount();
// totalCardsInCollection = CardSystemManager.Instance.GetCardInventory().GetAllCards().Count;
// Repaint();
// }
// }
//
// private CardAlbumUI GetCardAlbumUI()
// {
// if (cachedCardAlbumUI == null)
// {
// cachedCardAlbumUI = Object.FindAnyObjectByType<CardAlbumUI>();
//
// if (cachedCardAlbumUI == null)
// {
// lastActionMessage = "Error: No CardAlbumUI found in the scene!";
// Debug.LogError("[CardSystemTesterWindow] " + lastActionMessage);
// Repaint();
// }
// }
//
// return cachedCardAlbumUI;
// }
//
// // Test Action Methods
//
// private void AddBoosterPacks()
// {
// if (CardSystemManager.Instance != null)
// {
// CardSystemManager.Instance.AddBoosterPack(boosterPacksToAdd);
// lastActionMessage = $"Added {boosterPacksToAdd} booster pack(s)";
// Logging.Debug($"[CardSystemTesterWindow] {lastActionMessage}");
// RefreshDebugInfo();
//
// if (autoOpenPacksWhenAdded && GetCardAlbumUI() != null)
// {
// SimulateBackpackClick();
// cachedCardAlbumUI.OpenBoosterPack();
// }
// }
// else
// {
// lastActionMessage = "Error: CardSystemManager instance not found!";
// Debug.LogError("[CardSystemTesterWindow] " + lastActionMessage);
// Repaint();
// }
// }
//
// private void SimulateBackpackClick()
// {
// CardAlbumUI cardAlbumUI = GetCardAlbumUI();
//
// if (cardAlbumUI != null)
// {
// if (cardAlbumUI.BackpackIcon != null)
// {
// Button backpackButton = cardAlbumUI.BackpackIcon.GetComponent<Button>();
// if (backpackButton != null)
// {
// backpackButton.onClick.Invoke();
// lastActionMessage = "Opened card menu via backpack click";
// Logging.Debug($"[CardSystemTesterWindow] {lastActionMessage}");
// }
// else
// {
// lastActionMessage = "Failed to find Button component on backpack icon";
// Logging.Warning($"[CardSystemTesterWindow] {lastActionMessage}");
// }
// }
// else
// {
// lastActionMessage = "BackpackIcon reference is null";
// Logging.Warning($"[CardSystemTesterWindow] {lastActionMessage}");
// }
//
// Repaint();
// }
// }
//
// private void OpenBoosterPack()
// {
// CardAlbumUI cardAlbumUI = GetCardAlbumUI();
//
// if (cardAlbumUI != null)
// {
// SimulateBackpackClick();
// cardAlbumUI.OpenBoosterPack();
// lastActionMessage = "Opening booster pack";
// Logging.Debug($"[CardSystemTesterWindow] {lastActionMessage}");
// RefreshDebugInfo();
// }
// }
//
// private void OpenAlbumView()
// {
// CardAlbumUI cardAlbumUI = GetCardAlbumUI();
//
// if (cardAlbumUI != null)
// {
// SimulateBackpackClick();
// cardAlbumUI.OpenAlbumView();
// lastActionMessage = "Opening album view";
// Logging.Debug($"[CardSystemTesterWindow] {lastActionMessage}");
// Repaint();
// }
// }
//
// private void GenerateRandomCards()
// {
// if (CardSystemManager.Instance != null)
// {
// int cardsAdded = 0;
// List<CardDefinition> allDefinitions = CardSystemManager.Instance.GetAllCardDefinitions();
//
// if (allDefinitions.Count == 0)
// {
// lastActionMessage = "Error: No card definitions available";
// Logging.Warning($"[CardSystemTesterWindow] {lastActionMessage}");
// Repaint();
// return;
// }
//
// for (int i = 0; i < cardsToGenerate; i++)
// {
// // Get a random card definition
// CardDefinition randomDef = allDefinitions[Random.Range(0, allDefinitions.Count)];
//
// // Create a card data instance and add it to inventory
// CardData newCard = randomDef.CreateCardData();
// CardSystemManager.Instance.GetCardInventory().AddCard(newCard);
// cardsAdded++;
// }
//
// lastActionMessage = $"Generated {cardsAdded} random cards";
// Logging.Debug($"[CardSystemTesterWindow] {lastActionMessage}");
// RefreshDebugInfo();
// }
// else
// {
// lastActionMessage = "Error: CardSystemManager instance not found!";
// Debug.LogError("[CardSystemTesterWindow] " + lastActionMessage);
// Repaint();
// }
// }
//
// private void ClearAllCards()
// {
// if (CardSystemManager.Instance != null)
// {
// int count = CardSystemManager.Instance.GetCardInventory().GetAllCards().Count;
// CardSystemManager.Instance.GetCardInventory().ClearAllCards();
// lastActionMessage = $"Cleared {count} cards from inventory";
// Logging.Debug($"[CardSystemTesterWindow] {lastActionMessage}");
// RefreshDebugInfo();
// }
// else
// {
// lastActionMessage = "Error: CardSystemManager instance not found!";
// Debug.LogError("[CardSystemTesterWindow] " + lastActionMessage);
// Repaint();
// }
// }
// }
// }
//
using UnityEditor;
using UnityEngine;
using AppleHills.Data.CardSystem;
using Data.CardSystem;
using Core;
using UI.CardSystem;
using UnityEngine.UI;
using System.Collections.Generic;
namespace Editor.CardSystem
{
/// <summary>
/// Editor window for testing the Card System in play mode.
/// Provides buttons to test core functionalities like adding booster packs, opening packs, and generating cards.
/// </summary>
public class CardSystemTesterWindow : EditorWindow
{
// Test Settings
private int boosterPacksToAdd = 3;
private int cardsToGenerate = 10;
// Debug Info
private int currentBoosterCount;
private int totalCardsInCollection;
private string lastActionMessage = "";
// UI State
private Vector2 scrollPosition;
[MenuItem("AppleHills/Card System Tester")]
public static void ShowWindow()
{
var window = GetWindow<CardSystemTesterWindow>(false, "Card System Tester", true);
window.minSize = new Vector2(400, 500);
}
private void OnEnable()
{
EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
}
private void OnDisable()
{
EditorApplication.playModeStateChanged -= OnPlayModeStateChanged;
}
private void OnPlayModeStateChanged(PlayModeStateChange state)
{
if (state == PlayModeStateChange.EnteredPlayMode)
{
RefreshDebugInfo();
}
else if (state == PlayModeStateChange.ExitingPlayMode)
{
lastActionMessage = "";
}
Repaint();
}
private void OnGUI()
{
scrollPosition = EditorGUILayout.BeginScrollView(scrollPosition);
// Header
EditorGUILayout.Space(10);
EditorGUILayout.LabelField("Card System Tester", EditorStyles.boldLabel);
EditorGUILayout.HelpBox("This tool allows you to test the card system in play mode. " +
"Enter play mode to enable the testing functions.", MessageType.Info);
EditorGUILayout.Space(10);
// Test Settings Section
DrawTestSettings();
EditorGUILayout.Space(10);
// Debug Info Section
DrawDebugInfo();
EditorGUILayout.Space(10);
// Test Actions Section
DrawTestActions();
EditorGUILayout.EndScrollView();
}
private void DrawTestSettings()
{
EditorGUILayout.LabelField("Test Settings", EditorStyles.boldLabel);
EditorGUI.BeginDisabledGroup(!Application.isPlaying);
boosterPacksToAdd = EditorGUILayout.IntSlider("Booster Packs to Add", boosterPacksToAdd, 1, 10);
cardsToGenerate = EditorGUILayout.IntSlider("Cards to Generate", cardsToGenerate, 1, 100);
EditorGUI.EndDisabledGroup();
}
private void DrawDebugInfo()
{
EditorGUILayout.LabelField("Debug Info", EditorStyles.boldLabel);
if (Application.isPlaying)
{
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.IntField("Current Booster Count", currentBoosterCount);
EditorGUILayout.IntField("Total Cards in Collection", totalCardsInCollection);
EditorGUI.EndDisabledGroup();
if (!string.IsNullOrEmpty(lastActionMessage))
{
EditorGUILayout.Space(5);
EditorGUILayout.HelpBox(lastActionMessage, MessageType.None);
}
EditorGUILayout.Space(5);
if (GUILayout.Button("Refresh Debug Info"))
{
RefreshDebugInfo();
}
}
else
{
EditorGUILayout.HelpBox("Debug info available in play mode.", MessageType.Warning);
}
}
private void DrawTestActions()
{
EditorGUILayout.LabelField("Test Actions", EditorStyles.boldLabel);
if (!Application.isPlaying)
{
EditorGUILayout.HelpBox("Enter Play Mode to use these testing functions.", MessageType.Warning);
return;
}
// Booster Pack Actions
EditorGUILayout.Space(5);
EditorGUILayout.LabelField("Booster Pack Actions", EditorStyles.miniBoldLabel);
if (GUILayout.Button("Add Booster Packs", GUILayout.Height(30)))
{
AddBoosterPacks();
}
// Card Generation Actions
EditorGUILayout.Space(10);
EditorGUILayout.LabelField("Card Generation Actions", EditorStyles.miniBoldLabel);
if (GUILayout.Button("Generate Random Cards", GUILayout.Height(30)))
{
GenerateRandomCards();
}
EditorGUILayout.Space(5);
// Danger Zone
EditorGUILayout.Space(10);
EditorGUILayout.LabelField("Danger Zone", EditorStyles.miniBoldLabel);
GUI.backgroundColor = new Color(1f, 0.6f, 0.6f);
if (GUILayout.Button("Clear All Cards", GUILayout.Height(30)))
{
if (EditorUtility.DisplayDialog("Clear All Cards",
"Are you sure you want to clear all cards from the inventory? This cannot be undone in this play session.",
"Clear All", "Cancel"))
{
ClearAllCards();
}
}
GUI.backgroundColor = Color.white;
}
// Refresh the debug information
private void RefreshDebugInfo()
{
if (!Application.isPlaying)
return;
if (CardSystemManager.Instance != null)
{
currentBoosterCount = CardSystemManager.Instance.GetBoosterPackCount();
totalCardsInCollection = CardSystemManager.Instance.GetCardInventory().GetAllCards().Count;
Repaint();
}
}
// Test Action Methods
private void AddBoosterPacks()
{
if (CardSystemManager.Instance != null)
{
CardSystemManager.Instance.AddBoosterPack(boosterPacksToAdd);
lastActionMessage = $"Added {boosterPacksToAdd} booster pack(s)";
Logging.Debug($"[CardSystemTesterWindow] {lastActionMessage}");
RefreshDebugInfo();
}
else
{
lastActionMessage = "Error: CardSystemManager instance not found!";
Debug.LogError("[CardSystemTesterWindow] " + lastActionMessage);
Repaint();
}
}
private void GenerateRandomCards()
{
if (CardSystemManager.Instance != null)
{
int cardsAdded = 0;
List<CardDefinition> allDefinitions = CardSystemManager.Instance.GetAllCardDefinitions();
if (allDefinitions.Count == 0)
{
lastActionMessage = "Error: No card definitions available";
Logging.Warning($"[CardSystemTesterWindow] {lastActionMessage}");
Repaint();
return;
}
for (int i = 0; i < cardsToGenerate; i++)
{
// Get a random card definition
CardDefinition randomDef = allDefinitions[Random.Range(0, allDefinitions.Count)];
// Create a card data instance and add it to inventory
CardData newCard = randomDef.CreateCardData();
CardSystemManager.Instance.GetCardInventory().AddCard(newCard);
cardsAdded++;
}
lastActionMessage = $"Generated {cardsAdded} random cards";
Logging.Debug($"[CardSystemTesterWindow] {lastActionMessage}");
RefreshDebugInfo();
}
else
{
lastActionMessage = "Error: CardSystemManager instance not found!";
Debug.LogError("[CardSystemTesterWindow] " + lastActionMessage);
Repaint();
}
}
private void ClearAllCards()
{
if (CardSystemManager.Instance != null)
{
int count = CardSystemManager.Instance.GetCardInventory().GetAllCards().Count;
CardSystemManager.Instance.GetCardInventory().ClearAllCards();
lastActionMessage = $"Cleared {count} cards from inventory";
Logging.Debug($"[CardSystemTesterWindow] {lastActionMessage}");
RefreshDebugInfo();
}
else
{
lastActionMessage = "Error: CardSystemManager instance not found!";
Debug.LogError("[CardSystemTesterWindow] " + lastActionMessage);
Repaint();
}
}
}
}

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m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 0, y: 1}
m_AnchoredPosition: {x: 75, y: -75}
m_AnchoredPosition: {x: 75, y: -100}
m_SizeDelta: {x: 150, y: 150}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &6779017702749071
@@ -1287,7 +1287,7 @@ MonoBehaviour:
m_OnCullStateChanged:
m_PersistentCalls:
m_Calls: []
m_Sprite: {fileID: 8885823950580872478, guid: 1be56db5ce99a814e91eb0a67206bd35, type: 3}
m_Sprite: {fileID: 2636902231072113825, guid: ee014bd71cac2bc4ab845f435726f383, type: 3}
m_Type: 0
m_PreserveAspect: 0
m_FillCenter: 1
@@ -1377,7 +1377,7 @@ RectTransform:
m_AnchorMin: {x: 0, y: 0.5}
m_AnchorMax: {x: 0, y: 0.5}
m_AnchoredPosition: {x: 220, y: 0}
m_SizeDelta: {x: 200, y: 170}
m_SizeDelta: {x: 170, y: 170}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &6749540931972845406
CanvasRenderer:
@@ -1400,14 +1400,14 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier: UnityEngine.UI::UnityEngine.UI.Image
m_Material: {fileID: 0}
m_Color: {r: 0.50194824, g: 0.98490566, b: 0.4441367, a: 1}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_RaycastTarget: 1
m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
m_Maskable: 1
m_OnCullStateChanged:
m_PersistentCalls:
m_Calls: []
m_Sprite: {fileID: -4346244404228752641, guid: 7b5d036a9fa30484e911f4752e3a64c8, type: 3}
m_Sprite: {fileID: 4043309221732817638, guid: ee014bd71cac2bc4ab845f435726f383, type: 3}
m_Type: 0
m_PreserveAspect: 0
m_FillCenter: 1
@@ -1600,7 +1600,7 @@ RectTransform:
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0, y: 0}
m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: 150, y: 150}
m_SizeDelta: {x: 100, y: 100}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &269258005419161547
CanvasRenderer:
@@ -1623,14 +1623,14 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
m_Material: {fileID: 0}
m_Color: {r: 0.9709896, g: 1, b: 0, a: 1}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_RaycastTarget: 1
m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
m_Maskable: 1
m_OnCullStateChanged:
m_PersistentCalls:
m_Calls: []
m_Sprite: {fileID: -1083306995931140661, guid: 9d084ac2438d6f9448c61a62639581ba, type: 3}
m_Sprite: {fileID: 5513972211207546632, guid: ee014bd71cac2bc4ab845f435726f383, type: 3}
m_Type: 0
m_PreserveAspect: 0
m_FillCenter: 1
@@ -1776,12 +1776,12 @@ MonoBehaviour:
m_faceColor:
serializedVersion: 2
rgba: 4294967295
m_fontSize: 100
m_fontSize: 104.8
m_fontSizeBase: 100
m_fontWeight: 400
m_enableAutoSizing: 0
m_enableAutoSizing: 1
m_fontSizeMin: 18
m_fontSizeMax: 72
m_fontSizeMax: 500
m_fontStyle: 1
m_HorizontalAlignment: 2
m_VerticalAlignment: 512
@@ -1912,12 +1912,12 @@ MonoBehaviour:
m_faceColor:
serializedVersion: 2
rgba: 4294967295
m_fontSize: 100
m_fontSize: 104.8
m_fontSizeBase: 100
m_fontWeight: 400
m_enableAutoSizing: 0
m_enableAutoSizing: 1
m_fontSizeMin: 18
m_fontSizeMax: 72
m_fontSizeMax: 500
m_fontStyle: 1
m_HorizontalAlignment: 2
m_VerticalAlignment: 512
@@ -1993,7 +1993,7 @@ RectTransform:
m_AnchorMin: {x: 0.5, y: 0}
m_AnchorMax: {x: 0.5, y: 0}
m_AnchoredPosition: {x: 0, y: 347.74}
m_SizeDelta: {x: 341.5, y: 150}
m_SizeDelta: {x: 391.5, y: 200}
m_Pivot: {x: 0.5, y: 0}
--- !u!114 &4213333726324520130
MonoBehaviour:
@@ -2071,7 +2071,7 @@ RectTransform:
m_AnchorMin: {x: 1, y: 0.5}
m_AnchorMax: {x: 1, y: 0.5}
m_AnchoredPosition: {x: -125, y: 0}
m_SizeDelta: {x: 200, y: 170}
m_SizeDelta: {x: 170, y: 170}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &2151603547065558192
CanvasRenderer:
@@ -2094,14 +2094,14 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier: UnityEngine.UI::UnityEngine.UI.Image
m_Material: {fileID: 0}
m_Color: {r: 0.50194824, g: 0.98490566, b: 0.4441367, a: 1}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_RaycastTarget: 1
m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
m_Maskable: 1
m_OnCullStateChanged:
m_PersistentCalls:
m_Calls: []
m_Sprite: {fileID: -4346244404228752641, guid: 7b5d036a9fa30484e911f4752e3a64c8, type: 3}
m_Sprite: {fileID: 4043309221732817638, guid: ee014bd71cac2bc4ab845f435726f383, type: 3}
m_Type: 0
m_PreserveAspect: 0
m_FillCenter: 1
@@ -2296,7 +2296,7 @@ MonoBehaviour:
m_OnCullStateChanged:
m_PersistentCalls:
m_Calls: []
m_Sprite: {fileID: 8885823950580872478, guid: 1be56db5ce99a814e91eb0a67206bd35, type: 3}
m_Sprite: {fileID: 2636902231072113825, guid: ee014bd71cac2bc4ab845f435726f383, type: 3}
m_Type: 0
m_PreserveAspect: 0
m_FillCenter: 1
@@ -2416,7 +2416,7 @@ MonoBehaviour:
m_OnCullStateChanged:
m_PersistentCalls:
m_Calls: []
m_Sprite: {fileID: -5941552768301239376, guid: 300528d856c15824989bade57a7e04e4, type: 3}
m_Sprite: {fileID: 607773040016097035, guid: ee014bd71cac2bc4ab845f435726f383, type: 3}
m_Type: 0
m_PreserveAspect: 0
m_FillCenter: 1

File diff suppressed because one or more lines are too long

View File

@@ -11,10 +11,7 @@
"OptimizedRope",
"Unity.Cinemachine",
"AudioSourceEvents",
"NewAssembly",
"SkiaSharp.Unity",
"SkiaSharp.Editor",
"SkiaSharp"
"NewAssembly"
],
"includePlatforms": [],
"excludePlatforms": [],

View File

@@ -0,0 +1,84 @@
using Unity.Cinemachine;
using UnityEngine;
using System.Collections;
public class EagleEyeBehaviour : MonoBehaviour
{
[SerializeField] private CinemachineCamera virtualCamera;
[SerializeField] private CinemachineConfiner2D confiner2D;
[SerializeField] private float zoomOutOrthoSize = 30f;
[SerializeField] private float normalOrthoSize = 15f;
private float currentOrthoSize;
[SerializeField] private float transitionDuration = 0.5f; // Duration of the transition
[SerializeField] private float eagleEyeDuration = 3f; // Duration to stay zoomed out
[SerializeField] private bool disablePlayerInputDuringEagleEye = true; // Gate input disable
[SerializeField] private UnityEngine.UI.Button eagleEyeButton; // Reference to the UI button
private Coroutine zoomCoroutine;
public void ActivateEagleEye()
{
//Assigns the Virtual Camera and Confiner if not already assigned
if (virtualCamera == null)
{
virtualCamera = FindAnyObjectByType<CinemachineCamera>();
}
if (confiner2D == null)
{
confiner2D = virtualCamera.GetComponent<CinemachineConfiner2D>();
}
// Implementation for activating eagle eye behaviour
if (disablePlayerInputDuringEagleEye)
{
currentOrthoSize = virtualCamera.Lens.OrthographicSize;
}
if (eagleEyeButton != null)
{
eagleEyeButton.interactable = false;
}
if (zoomCoroutine != null) StopCoroutine(zoomCoroutine);
zoomCoroutine = StartCoroutine(EagleEyeSequence());
}
private IEnumerator EagleEyeSequence()
{
if (disablePlayerInputDuringEagleEye)
{
Core.GameManager.Instance.RequestPause(this); // Disable player input
}
yield return StartCoroutine(SmoothOrthoSize(virtualCamera, zoomOutOrthoSize, transitionDuration));
yield return new WaitForSeconds(eagleEyeDuration);
float zoomInTarget = disablePlayerInputDuringEagleEye ? currentOrthoSize : normalOrthoSize;
yield return StartCoroutine(SmoothOrthoSize(virtualCamera, zoomInTarget, transitionDuration));
if (disablePlayerInputDuringEagleEye)
{
Core.GameManager.Instance.ReleasePause(this); // Re-enable player input
}
if (eagleEyeButton != null)
{
eagleEyeButton.interactable = true;
}
}
private IEnumerator SmoothOrthoSize(CinemachineCamera cam, float targetSize, float duration)
{
float startSize = cam.Lens.OrthographicSize;
float elapsed = 0f;
while (elapsed < duration)
{
elapsed += Time.deltaTime;
cam.Lens.OrthographicSize = Mathf.Lerp(startSize, targetSize, elapsed / duration);
if (confiner2D != null)
{
confiner2D.InvalidateBoundingShapeCache();
}
yield return null;
}
cam.Lens.OrthographicSize = targetSize;
if (confiner2D != null)
{
confiner2D.InvalidateBoundingShapeCache();
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: f5a0fae2a16515d46aca1e6cc631cee0

View File

@@ -62,6 +62,10 @@ public class cameraSwitcher : MonoBehaviour
{
elapsed += Time.deltaTime;
cam.Lens.OrthographicSize = Mathf.Lerp(startSize, targetSize, elapsed / duration);
if (confiner2D != null)
{
confiner2D.InvalidateBoundingShapeCache();
}
yield return null;
}
cam.Lens.OrthographicSize = targetSize;

View File

@@ -49,6 +49,10 @@ public class cameraSwitcherNailBird : MonoBehaviour
{
elapsed += Time.deltaTime;
cam.Lens.OrthographicSize = Mathf.Lerp(startSize, targetSize, elapsed / duration);
if (confiner2D != null)
{
confiner2D.InvalidateBoundingShapeCache();
}
yield return null;
}
cam.Lens.OrthographicSize = targetSize;

View File

@@ -1,82 +0,0 @@
using UnityEngine;
using SkiaSharp.Unity;
using Input;
using AppleHills.Core;
using UnityEngine.Events;
public class AppSwitcher : MonoBehaviour
{
public TextAsset iconIdle;
public TextAsset iconEstablish;
public TextAsset rainbowEstablish;
public TextAsset rainbowRemove;
public GameObject rainbow;
public GameObject icon;
public GameObject gameLayoutContainer;
public GameObject exitButton;
private SkottiePlayerV2 iconPlayer;
private SkottiePlayerV2 rainbowPlayer;
private Animator animator;
private void OnEnable()
{
iconPlayer = icon.GetComponentInChildren<SkottiePlayerV2>();
rainbowPlayer = rainbow.GetComponentInChildren<SkottiePlayerV2>();
animator = GetComponent<Animator>();
}
public void OpenAppSwitcher()
{
//Activate players
rainbow.SetActive(true);
gameLayoutContainer.SetActive(true);
// Play establishing animations
rainbowPlayer.LoadAnimation(rainbowEstablish.text);
rainbowPlayer.PlayAnimation(false);
rainbowPlayer.loop = false;
gameLayoutContainer.SetActive(true);
animator.Play("GamesReveal");
// Show the exit button
exitButton.SetActive(true);
// Set input mode to UI
QuickAccess.Instance.PlayerController.InterruptMoveTo();
InputManager.Instance.SetInputMode(InputMode.UI);
rainbowPlayer.OnAnimationFinished += AnimFinished;
}
public void CloseAppSwitcher()
{
rainbowPlayer.resetAfterFinished = true;
rainbowPlayer.LoadAnimation(rainbowRemove.text);
rainbowPlayer.PlayAnimation(false);
rainbowPlayer.loop = false;
animator.Play("GamesHide");
// Set input mode to game and ui
InputManager.Instance.SetInputMode(InputMode.GameAndUI);
// Hide the exit button
exitButton.SetActive(false);
}
public void GamesHiddenAnimationEvent()
{
rainbow.SetActive(false);
gameLayoutContainer.SetActive(false);
}
private void AnimFinished(string str)
{
}
}

View File

@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: bac6124b3ada8a048a0b87a729a22312

View File

@@ -1,4 +1,6 @@
using Pixelplacement;
using Bootstrap;
using Data.CardSystem;
using Pixelplacement;
using UI.Core;
using UnityEngine;
using UnityEngine.UI;
@@ -7,12 +9,20 @@ namespace UI.CardSystem
{
/// <summary>
/// UI page for viewing the player's card collection in an album.
/// Manages booster pack button visibility and opening flow.
/// </summary>
public class AlbumViewPage : UIPage
{
[Header("UI References")]
[SerializeField] private CanvasGroup canvasGroup;
[SerializeField] private Button exitButton;
[SerializeField] private BookCurlPro.BookPro book;
[Header("Booster Pack UI")]
[SerializeField] private GameObject[] boosterPackButtons;
[SerializeField] private BoosterOpeningPage boosterOpeningPage;
private Input.InputMode _previousInputMode;
private void Awake()
{
@@ -28,16 +38,73 @@ namespace UI.CardSystem
exitButton.onClick.AddListener(OnExitButtonClicked);
}
// Set up booster pack button listeners
SetupBoosterButtonListeners();
// Register for post-boot initialization
BootCompletionService.RegisterInitAction(InitializePostBoot);
// UI pages should start disabled
gameObject.SetActive(false);
}
private void InitializePostBoot()
{
// Subscribe to CardSystemManager events
if (CardSystemManager.Instance != null)
{
CardSystemManager.Instance.OnBoosterCountChanged += OnBoosterCountChanged;
// Update initial button visibility
int initialCount = CardSystemManager.Instance.GetBoosterPackCount();
UpdateBoosterButtons(initialCount);
}
}
private void SetupBoosterButtonListeners()
{
if (boosterPackButtons == null) return;
for (int i = 0; i < boosterPackButtons.Length; i++)
{
if (boosterPackButtons[i] == null) continue;
Button button = boosterPackButtons[i].GetComponent<Button>();
if (button != null)
{
button.onClick.AddListener(OnBoosterButtonClicked);
}
}
}
private void OnDestroy()
{
// Unsubscribe from CardSystemManager
if (CardSystemManager.Instance != null)
{
CardSystemManager.Instance.OnBoosterCountChanged -= OnBoosterCountChanged;
}
// Clean up exit button
if (exitButton != null)
{
exitButton.onClick.RemoveListener(OnExitButtonClicked);
}
// Clean up booster button listeners
if (boosterPackButtons != null)
{
foreach (var buttonObj in boosterPackButtons)
{
if (buttonObj == null) continue;
Button button = buttonObj.GetComponent<Button>();
if (button != null)
{
button.onClick.RemoveListener(OnBoosterButtonClicked);
}
}
}
}
private void OnExitButtonClicked()
@@ -57,12 +124,72 @@ namespace UI.CardSystem
else
{
// Already on page 0 or no book reference, exit
// Restore input mode before popping
if (Input.InputManager.Instance != null)
{
Input.InputManager.Instance.SetInputMode(_previousInputMode);
Debug.Log($"[AlbumViewPage] Restored input mode to {_previousInputMode} on exit");
}
if (UIPageController.Instance != null)
{
UIPageController.Instance.PopPage();
}
}
}
private void OnBoosterCountChanged(int newCount)
{
UpdateBoosterButtons(newCount);
}
private void UpdateBoosterButtons(int boosterCount)
{
if (boosterPackButtons == null || boosterPackButtons.Length == 0) return;
int visibleCount = Mathf.Min(boosterCount, boosterPackButtons.Length);
for (int i = 0; i < boosterPackButtons.Length; i++)
{
if (boosterPackButtons[i] != null)
{
boosterPackButtons[i].SetActive(i < visibleCount);
}
}
}
private void OnBoosterButtonClicked()
{
if (boosterOpeningPage != null && UIPageController.Instance != null)
{
// Pass current booster count to the opening page
int boosterCount = CardSystemManager.Instance?.GetBoosterPackCount() ?? 0;
boosterOpeningPage.SetAvailableBoosterCount(boosterCount);
UIPageController.Instance.PushPage(boosterOpeningPage);
}
}
public override void TransitionIn()
{
// Only store and switch input mode if this is the first time entering
// (when _previousInputMode hasn't been set yet)
if (Input.InputManager.Instance != null)
{
// Store the current input mode before switching
_previousInputMode = Input.InputMode.GameAndUI;
Input.InputManager.Instance.SetInputMode(Input.InputMode.UI);
Debug.Log("[AlbumViewPage] Switched to UI-only input mode on first entry");
}
base.TransitionIn();
}
public override void TransitionOut()
{
// Don't restore input mode here - only restore when actually exiting (in OnExitButtonClicked)
base.TransitionOut();
}
protected override void DoTransitionIn(System.Action onComplete)
{

View File

@@ -0,0 +1,225 @@
using Bootstrap;
using Data.CardSystem;
using Pixelplacement;
using Pixelplacement.TweenSystem;
using TMPro;
using UnityEngine;
namespace UI.CardSystem
{
/// <summary>
/// Manages a notification dot that displays a count (e.g., booster packs)
/// Can be reused across different UI elements that need to show numeric notifications
/// Automatically syncs with CardSystemManager to display booster pack count
/// </summary>
public class BoosterNotificationDot : MonoBehaviour
{
[Header("UI References")]
[SerializeField] private GameObject dotBackground;
[SerializeField] private TextMeshProUGUI countText;
[Header("Settings")]
[SerializeField] private bool hideWhenZero = true;
[SerializeField] private bool useAnimation = false;
[SerializeField] private string textPrefix = "";
[SerializeField] private string textSuffix = "";
[SerializeField] private Color textColor = Color.white;
[Header("Animation")]
[SerializeField] private bool useTween = true;
[SerializeField] private float pulseDuration = 0.3f;
[SerializeField] private float pulseScale = 1.2f;
// Optional animator reference
[SerializeField] private Animator animator;
[SerializeField] private string animationTrigger = "Update";
// Current count value
private int _currentCount;
private Vector3 _originalScale;
private TweenBase _activeTween;
private void Awake()
{
// Store original scale for pulse animation
if (dotBackground != null)
{
_originalScale = dotBackground.transform.localScale;
}
// Apply text color
if (countText != null)
{
countText.color = textColor;
}
// Register for post-boot initialization
BootCompletionService.RegisterInitAction(InitializePostBoot);
}
private void InitializePostBoot()
{
// Subscribe to CardSystemManager events
if (CardSystemManager.Instance != null)
{
CardSystemManager.Instance.OnBoosterCountChanged += OnBoosterCountChanged;
// Poll initial count and display it
int initialCount = CardSystemManager.Instance.GetBoosterPackCount();
SetCount(initialCount);
}
else
{
// If CardSystemManager isn't available yet, set to default count
SetCount(_currentCount);
}
}
private void OnDestroy()
{
// Unsubscribe from CardSystemManager events to prevent memory leaks
if (CardSystemManager.Instance != null)
{
CardSystemManager.Instance.OnBoosterCountChanged -= OnBoosterCountChanged;
}
}
/// <summary>
/// Callback when booster count changes in CardSystemManager
/// </summary>
private void OnBoosterCountChanged(int newCount)
{
SetCount(newCount);
}
/// <summary>
/// Sets the count displayed on the notification dot
/// Also handles visibility based on settings
/// </summary>
public void SetCount(int count)
{
bool countChanged = count != _currentCount;
_currentCount = count;
// Update text
if (countText != null)
{
countText.text = textPrefix + count.ToString() + textSuffix;
}
// Handle visibility
if (hideWhenZero)
{
SetVisibility(count > 0);
}
// Play animation if value changed and animation is enabled
if (countChanged && count > 0)
{
if (useAnimation)
{
Animate();
}
}
}
/// <summary>
/// Gets the current count value
/// </summary>
public int GetCount()
{
return _currentCount;
}
/// <summary>
/// Set text formatting options
/// </summary>
public void SetFormatting(string prefix, string suffix, Color color)
{
textPrefix = prefix;
textSuffix = suffix;
textColor = color;
if (countText != null)
{
countText.color = color;
// Update text with new formatting
countText.text = textPrefix + _currentCount.ToString() + textSuffix;
}
}
/// <summary>
/// Explicitly control the notification dot visibility
/// </summary>
public void SetVisibility(bool isVisible)
{
if (dotBackground != null)
{
dotBackground.SetActive(isVisible);
}
if (countText != null)
{
countText.gameObject.SetActive(isVisible);
}
}
/// <summary>
/// Show the notification dot
/// </summary>
public void Show()
{
SetVisibility(true);
}
/// <summary>
/// Hide the notification dot
/// </summary>
public void Hide()
{
SetVisibility(false);
}
/// <summary>
/// Play animation manually - either using Animator or Tween
/// </summary>
public void Animate()
{
if (useAnimation)
{
if (animator != null)
{
animator.SetTrigger(animationTrigger);
}
else if (useTween && dotBackground != null)
{
// Cancel any existing tweens on this transform
if(_activeTween != null)
_activeTween.Cancel();
// Reset to original scale
dotBackground.transform.localScale = _originalScale;
// Pulse animation using Tween
_activeTween = Tween.LocalScale(dotBackground.transform,
_originalScale * pulseScale,
pulseDuration/2,
0,
Tween.EaseOut,
Tween.LoopType.None,
null,
() => {
// Scale back to original size
Tween.LocalScale(dotBackground.transform,
_originalScale,
pulseDuration/2,
0,
Tween.EaseIn);
},
obeyTimescale: false);
}
}
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 5845ed3764635fe429b6f1063effdd8a

View File

@@ -0,0 +1,529 @@
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using AppleHills.Data.CardSystem;
using Data.CardSystem;
using Pixelplacement;
using UI.Core;
using UI.CardSystem.DragDrop;
using UI.DragAndDrop.Core;
using UnityEngine;
using UnityEngine.UI;
namespace UI.CardSystem
{
/// <summary>
/// UI page for opening booster packs and displaying the cards received.
/// Manages the entire booster opening flow with drag-and-drop interaction.
/// </summary>
public class BoosterOpeningPage : UIPage
{
[Header("UI References")]
[SerializeField] private CanvasGroup canvasGroup;
[SerializeField] private Button closeButton;
[Header("Booster Management")]
[SerializeField] private GameObject[] boosterPackInstances; // Booster prefabs/instances
[SerializeField] private SlotContainer bottomRightSlots; // Holds waiting boosters
[SerializeField] private DraggableSlot centerOpeningSlot; // Where booster goes to open
[Header("Card Display")]
[SerializeField] private Transform cardDisplayContainer;
[SerializeField] private GameObject flippableCardPrefab; // Placeholder for card backs
[SerializeField] private float cardSpacing = 150f;
[Header("Settings")]
[SerializeField] private float cardRevealDelay = 0.5f;
[SerializeField] private float boosterDisappearDuration = 0.5f;
private int _availableBoosterCount;
private BoosterPackDraggable _currentBoosterInCenter;
private List<GameObject> _currentRevealedCards = new List<GameObject>();
private CardData[] _currentCardData;
private int _revealedCardCount;
private bool _isProcessingOpening;
private void Awake()
{
// Make sure we have a CanvasGroup for transitions
if (canvasGroup == null)
canvasGroup = GetComponent<CanvasGroup>();
if (canvasGroup == null)
canvasGroup = gameObject.AddComponent<CanvasGroup>();
// Set up close button
if (closeButton != null)
{
closeButton.onClick.AddListener(OnCloseButtonClicked);
}
// UI pages should start disabled
gameObject.SetActive(false);
}
private void OnDestroy()
{
if (closeButton != null)
{
closeButton.onClick.RemoveListener(OnCloseButtonClicked);
}
// Unsubscribe from slot events
if (centerOpeningSlot != null)
{
centerOpeningSlot.OnOccupied -= OnBoosterPlacedInCenter;
}
// Unsubscribe from booster events
UnsubscribeFromAllBoosters();
}
private void OnCloseButtonClicked()
{
if (UIPageController.Instance != null)
{
UIPageController.Instance.PopPage();
}
}
/// <summary>
/// Set the number of available booster packs before showing the page
/// </summary>
public void SetAvailableBoosterCount(int count)
{
_availableBoosterCount = count;
}
public override void TransitionIn()
{
base.TransitionIn();
InitializeBoosterDisplay();
}
public override void TransitionOut()
{
CleanupPage();
base.TransitionOut();
}
/// <summary>
/// Initialize the booster pack display based on available count
/// </summary>
private void InitializeBoosterDisplay()
{
Debug.Log($"[BoosterOpeningPage] InitializeBoosterDisplay called with {_availableBoosterCount} boosters available");
if (boosterPackInstances == null || boosterPackInstances.Length == 0)
{
Debug.LogWarning("BoosterOpeningPage: No booster pack instances assigned!");
return;
}
// Calculate how many boosters to show (capped by array size)
int visibleCount = Mathf.Min(_availableBoosterCount, boosterPackInstances.Length);
Debug.Log($"[BoosterOpeningPage] Will show {visibleCount} boosters out of {boosterPackInstances.Length} instances");
// Show/hide boosters and assign to slots
for (int i = 0; i < boosterPackInstances.Length; i++)
{
if (boosterPackInstances[i] == null) continue;
bool shouldShow = i < visibleCount;
Debug.Log($"[BoosterOpeningPage] Booster {i} ({boosterPackInstances[i].name}): shouldShow={shouldShow}, position={boosterPackInstances[i].transform.position}");
boosterPackInstances[i].SetActive(shouldShow);
if (shouldShow)
{
// Get the booster draggable component
BoosterPackDraggable booster = boosterPackInstances[i].GetComponent<BoosterPackDraggable>();
if (booster != null)
{
// Reset state
booster.ResetTapCount();
booster.SetTapToOpenEnabled(false); // Disable tap-to-open until in center
// Subscribe to events
booster.OnReadyToOpen += OnBoosterReadyToOpen;
// Assign to bottom-right slot if slots available
if (bottomRightSlots != null && i < bottomRightSlots.SlotCount)
{
DraggableSlot slot = bottomRightSlots.GetSlotAtIndex(i);
if (slot != null)
{
Debug.Log($"[BoosterOpeningPage] Assigning booster {i} to slot {slot.name} at {slot.transform.position}");
booster.AssignToSlot(slot, false);
}
else
{
Debug.LogWarning($"[BoosterOpeningPage] Slot {i} is null in bottomRightSlots!");
}
}
else
{
Debug.LogWarning($"[BoosterOpeningPage] No slot available for booster {i}. bottomRightSlots={bottomRightSlots}, SlotCount={bottomRightSlots?.SlotCount}");
}
}
else
{
Debug.LogWarning($"[BoosterOpeningPage] Booster {i} has no BoosterPackDraggable component!");
}
}
}
// Subscribe to center slot events
if (centerOpeningSlot != null)
{
centerOpeningSlot.OnOccupied += OnBoosterPlacedInCenter;
Debug.Log($"[BoosterOpeningPage] Subscribed to center slot {centerOpeningSlot.name} at {centerOpeningSlot.transform.position}");
}
else
{
Debug.LogWarning("[BoosterOpeningPage] centerOpeningSlot is null!");
}
}
/// <summary>
/// Handle when a booster is placed in the center opening slot
/// </summary>
private void OnBoosterPlacedInCenter(DraggableObject draggable)
{
BoosterPackDraggable booster = draggable as BoosterPackDraggable;
if (booster == null) return;
_currentBoosterInCenter = booster;
// Lock the slot so it can't be dragged out
centerOpeningSlot.SetLocked(true);
// Configure booster for opening (disables drag, enables tapping, resets tap count)
booster.SetInOpeningSlot(true);
// Subscribe to tap events for visual feedback
booster.OnTapped += OnBoosterTapped;
booster.OnReadyToOpen += OnBoosterReadyToOpen;
Debug.Log($"[BoosterOpeningPage] Booster placed in center, ready for {booster.CurrentTapCount} taps");
}
private void OnBoosterTapped(BoosterPackDraggable booster, int currentTaps, int maxTaps)
{
Debug.Log($"[BoosterOpeningPage] Booster tapped: {currentTaps}/{maxTaps}");
// Calculate shake intensity (increases with each tap)
float shakeIntensity = currentTaps / (float)maxTaps;
float shakeAmount = 10f + (shakeIntensity * 30f); // 10 to 40 units
// TODO: Shake visual feedback
// This would be handled by BoosterPackVisual if we add a shake method
}
/// <summary>
/// Handle tap-to-place: When player taps a booster in bottom slots, move it to center
/// </summary>
public void OnBoosterTappedInBottomSlot(BoosterPackDraggable booster)
{
if (_currentBoosterInCenter != null || centerOpeningSlot == null)
return; // Center slot already occupied
// Move booster to center slot
booster.AssignToSlot(centerOpeningSlot, true);
}
/// <summary>
/// Handle when booster is ready to open (after max taps)
/// </summary>
private void OnBoosterReadyToOpen(BoosterPackDraggable booster)
{
if (_isProcessingOpening) return;
Debug.Log($"[BoosterOpeningPage] Booster ready to open!");
// Trigger the actual opening sequence
booster.TriggerOpen();
StartCoroutine(ProcessBoosterOpening(booster));
}
/// <summary>
/// Process the booster opening sequence
/// </summary>
private IEnumerator ProcessBoosterOpening(BoosterPackDraggable booster)
{
_isProcessingOpening = true;
// Call CardSystemManager to open the pack
if (CardSystemManager.Instance != null)
{
List<CardData> revealedCardsList = CardSystemManager.Instance.OpenBoosterPack();
_currentCardData = revealedCardsList.ToArray();
// Animate booster disappearing
yield return StartCoroutine(AnimateBoosterDisappear(booster));
// Show card backs
SpawnCardBacks(_currentCardData.Length);
// Wait for player to reveal all cards
yield return StartCoroutine(WaitForCardReveals());
// Check if more boosters available
_availableBoosterCount--;
if (_availableBoosterCount > 0)
{
// Show next booster
yield return StartCoroutine(ShowNextBooster());
}
else
{
// No more boosters, auto-close page
yield return new WaitForSeconds(1f);
if (UIPageController.Instance != null)
{
UIPageController.Instance.PopPage();
}
}
}
_isProcessingOpening = false;
}
/// <summary>
/// Animate the booster pack disappearing
/// </summary>
private IEnumerator AnimateBoosterDisappear(BoosterPackDraggable booster)
{
if (booster == null) yield break;
// Scale down and fade out
Transform boosterTransform = booster.transform;
Tween.LocalScale(boosterTransform, Vector3.zero, boosterDisappearDuration, 0f, Tween.EaseInBack);
// Also fade the visual if it has a CanvasGroup
CanvasGroup boosterCg = booster.GetComponentInChildren<CanvasGroup>();
if (boosterCg != null)
{
Tween.Value(1f, 0f, (val) => boosterCg.alpha = val, boosterDisappearDuration, 0f);
}
yield return new WaitForSeconds(boosterDisappearDuration);
// Destroy the booster
Destroy(booster.gameObject);
_currentBoosterInCenter = null;
// Unlock center slot
centerOpeningSlot.SetLocked(false);
}
/// <summary>
/// Spawn card back placeholders for revealing
/// </summary>
private void SpawnCardBacks(int count)
{
if (flippableCardPrefab == null || cardDisplayContainer == null)
{
Debug.LogWarning("BoosterOpeningPage: Missing card prefab or container!");
return;
}
_currentRevealedCards.Clear();
_revealedCardCount = 0;
// 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);
}
// Add button to handle reveal on click
Button cardButton = cardObj.GetComponent<Button>();
if (cardButton == null)
{
cardButton = cardObj.AddComponent<Button>();
}
int cardIndex = i; // Capture for closure
cardButton.onClick.AddListener(() => OnCardClicked(cardIndex, cardObj));
_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 card click to reveal
/// </summary>
private void OnCardClicked(int cardIndex, GameObject cardObj)
{
if (cardIndex >= _currentCardData.Length) return;
// Flip/reveal animation (placeholder - just show card data for now)
CardDisplay cardDisplay = cardObj.GetComponent<CardDisplay>();
if (cardDisplay != null)
{
cardDisplay.SetupCard(_currentCardData[cardIndex]);
}
// Disable button so it can't be clicked again
Button cardButton = cardObj.GetComponent<Button>();
if (cardButton != null)
{
cardButton.interactable = false;
}
// Scale punch animation
Tween.LocalScale(cardObj.transform, Vector3.one * 1.2f, 0.15f, 0f, Tween.EaseOutBack,
completeCallback: () => {
Tween.LocalScale(cardObj.transform, Vector3.one, 0.15f, 0f, Tween.EaseInBack);
});
_revealedCardCount++;
}
/// <summary>
/// Wait until all cards are revealed
/// </summary>
private IEnumerator WaitForCardReveals()
{
while (_revealedCardCount < _currentCardData.Length)
{
yield return null;
}
// All cards revealed, wait a moment
yield return new WaitForSeconds(1f);
// Clear cards
foreach (GameObject card in _currentRevealedCards)
{
if (card != null)
{
// Animate out
Tween.LocalScale(card.transform, Vector3.zero, 0.3f, 0f, Tween.EaseInBack,
completeCallback: () => Destroy(card));
}
}
_currentRevealedCards.Clear();
yield return new WaitForSeconds(0.5f);
}
/// <summary>
/// Show the next booster pack
/// </summary>
private IEnumerator ShowNextBooster()
{
// Find the next inactive booster and activate it
for (int i = 0; i < boosterPackInstances.Length; i++)
{
if (boosterPackInstances[i] != null && !boosterPackInstances[i].activeSelf)
{
boosterPackInstances[i].SetActive(true);
BoosterPackDraggable booster = boosterPackInstances[i].GetComponent<BoosterPackDraggable>();
if (booster != null)
{
booster.ResetTapCount();
booster.SetTapToOpenEnabled(false);
booster.OnReadyToOpen += OnBoosterReadyToOpen;
// Assign to first available slot
DraggableSlot slot = bottomRightSlots?.GetAvailableSlots().FirstOrDefault();
if (slot != null)
{
booster.AssignToSlot(slot, true);
}
}
break;
}
}
yield return null;
}
/// <summary>
/// Clean up the page when hidden
/// </summary>
private void CleanupPage()
{
UnsubscribeFromAllBoosters();
// Clear any remaining cards
foreach (GameObject card in _currentRevealedCards)
{
if (card != null)
Destroy(card);
}
_currentRevealedCards.Clear();
_currentBoosterInCenter = null;
_isProcessingOpening = false;
}
/// <summary>
/// Unsubscribe from all booster events
/// </summary>
private void UnsubscribeFromAllBoosters()
{
if (boosterPackInstances == null) return;
foreach (GameObject boosterObj in boosterPackInstances)
{
if (boosterObj == null) continue;
BoosterPackDraggable booster = boosterObj.GetComponent<BoosterPackDraggable>();
if (booster != null)
{
booster.OnReadyToOpen -= OnBoosterReadyToOpen;
}
}
}
protected override void DoTransitionIn(System.Action onComplete)
{
// Simple fade in animation
if (canvasGroup != null)
{
canvasGroup.alpha = 0f;
Tween.Value(0f, 1f, (value) => canvasGroup.alpha = value, transitionDuration, 0f, Tween.EaseInOut, Tween.LoopType.None, null, onComplete, obeyTimescale: false);
}
else
{
// Fallback if no CanvasGroup
onComplete?.Invoke();
}
}
protected override void DoTransitionOut(System.Action onComplete)
{
// Simple fade out animation
if (canvasGroup != null)
{
Tween.Value(canvasGroup.alpha, 0f, (value) => canvasGroup.alpha = value, transitionDuration, 0f, Tween.EaseInOut, Tween.LoopType.None, null, onComplete, obeyTimescale: false);
}
else
{
// Fallback if no CanvasGroup
onComplete?.Invoke();
}
}
}
}

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fileFormatVersion: 2
guid: 91691a5efb1346b5b34482dd8200c868
timeCreated: 1762418615

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fileFormatVersion: 2
guid: 053a2ff2538541699b134b07a07edecb
timeCreated: 1762420654

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using UI.DragAndDrop.Core;
using UnityEngine;
namespace UI.CardSystem.DragDrop
{
/// <summary>
/// Booster pack specific implementation of DraggableObject.
/// Manages booster pack behavior and opening logic.
/// </summary>
public class BoosterPackDraggable : DraggableObject
{
[Header("Booster Pack Settings")]
[SerializeField] private bool canOpenOnDrop = true;
[SerializeField] private bool canOpenOnDoubleClick = true;
[Header("Tap to Open")]
[SerializeField] private bool canTapToOpen = true;
[SerializeField] private int maxTapsToOpen = 3;
[SerializeField] private float tapPulseScale = 1.15f;
[SerializeField] private float tapPulseDuration = 0.2f;
[SerializeField] private ParticleSystem openingParticleSystem;
// ...existing code...
public event System.Action<BoosterPackDraggable> OnBoosterOpened;
public event System.Action<BoosterPackDraggable, int, int> OnTapped; // (booster, currentTap, maxTaps)
public event System.Action<BoosterPackDraggable> OnReadyToOpen; // Final tap reached
private bool _isOpening;
private float _lastClickTime;
private int _currentTapCount;
public bool IsOpening => _isOpening;
public int CurrentTapCount => _currentTapCount;
protected override void OnPointerUpHook(bool longPress)
{
base.OnPointerUpHook(longPress);
// Handle tap-to-open logic (only when in slot and not a long press)
if (canTapToOpen && !longPress && CurrentSlot != null)
{
_currentTapCount++;
// Pulse effect on tap (scales visual up and back down)
if (Visual != null)
{
// Calculate pulse intensity based on tap progress
float tapProgress = _currentTapCount / (float)maxTapsToOpen;
float currentPulseScale = 1f + (tapPulseScale - 1f) * (0.5f + tapProgress * 0.5f); // Increases from 1.075 to 1.15
// Save the current scale before pulsing
Vector3 baseScale = Visual.transform.localScale;
Pixelplacement.Tween.Cancel(Visual.transform.GetInstanceID());
Pixelplacement.Tween.LocalScale(Visual.transform, baseScale * currentPulseScale, tapPulseDuration * 0.5f, 0f,
Pixelplacement.Tween.EaseOutBack, completeCallback: () =>
{
// Return to the base scale we had before pulsing
Pixelplacement.Tween.LocalScale(Visual.transform, baseScale, tapPulseDuration * 0.5f, 0f, Pixelplacement.Tween.EaseInBack);
});
}
OnTapped?.Invoke(this, _currentTapCount, maxTapsToOpen);
if (_currentTapCount >= maxTapsToOpen)
{
OnReadyToOpen?.Invoke(this);
}
return; // Don't process double-click if tap-to-open is active
}
// ...existing code...
if (canOpenOnDoubleClick && !longPress)
{
float timeSinceLastClick = Time.time - _lastClickTime;
if (timeSinceLastClick < 0.3f) // Double click threshold
{
TriggerOpen();
}
_lastClickTime = Time.time;
}
}
protected override void OnDragEndedHook()
{
base.OnDragEndedHook();
// Optionally trigger open when dropped in specific zones
if (canOpenOnDrop)
{
// Could check if dropped in an "opening zone"
// For now, just a placeholder
}
}
/// <summary>
/// Trigger the booster pack opening animation and logic
/// </summary>
public void TriggerOpen()
{
if (_isOpening)
return;
_isOpening = true;
// Play particle effect
if (openingParticleSystem != null)
{
openingParticleSystem.Play();
}
OnBoosterOpened?.Invoke(this);
// The actual opening logic (calling CardSystemManager) should be handled
// by the UI page or controller that manages this booster pack
// Visual feedback would be handled by the BoosterPackVisual
}
/// <summary>
/// Reset the opening state
/// </summary>
public void ResetOpeningState()
{
_isOpening = false;
_currentTapCount = 0;
}
/// <summary>
/// Set whether this booster is in the opening slot (disables dragging, enables tapping)
/// </summary>
public void SetInOpeningSlot(bool inSlot)
{
SetDraggingEnabled(!inSlot); // Disable dragging when in opening slot
canTapToOpen = inSlot; // Enable tap-to-open when in opening slot
if (inSlot)
{
_currentTapCount = 0; // Reset tap counter when placed
}
else
{
ResetOpeningState(); // Reset completely when removed
}
}
/// <summary>
/// Reset tap count (useful when starting a new opening sequence)
/// </summary>
public void ResetTapCount()
{
_currentTapCount = 0;
}
/// <summary>
/// Enable or disable tap-to-open functionality at runtime
/// </summary>
public void SetTapToOpenEnabled(bool enabled)
{
canTapToOpen = enabled;
}
}
}

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fileFormatVersion: 2
guid: f95c1542aaa549d1867b43f6dc21e90f
timeCreated: 1762420681

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using Pixelplacement;
using UI.DragAndDrop.Core;
using UnityEngine;
using UnityEngine.UI;
namespace UI.CardSystem.DragDrop
{
/// <summary>
/// Visual representation for BoosterPackDraggable.
/// Displays the booster pack sprite and handles opening animations.
/// </summary>
public class BoosterPackVisual : DraggableVisual
{
[Header("Booster Pack Visual")]
[SerializeField] private Image packImage;
[SerializeField] private Sprite packSprite;
[SerializeField] private ParticleSystem glowEffect;
[SerializeField] private Transform glowTransform;
[Header("Opening Animation")]
[SerializeField] private float openingScalePunch = 0.5f;
[SerializeField] private float openingRotationPunch = 360f;
[SerializeField] private float openingDuration = 0.5f;
private BoosterPackDraggable _boosterDraggable;
public override void Initialize(DraggableObject parent)
{
base.Initialize(parent);
_boosterDraggable = parent as BoosterPackDraggable;
// Get pack image if not assigned
if (packImage == null)
{
packImage = GetComponentInChildren<Image>();
}
// Set initial sprite
if (packImage != null && packSprite != null)
{
packImage.sprite = packSprite;
}
// Subscribe to booster events
if (_boosterDraggable != null)
{
_boosterDraggable.OnBoosterOpened += HandleBoosterOpened;
_boosterDraggable.OnTapped += HandleTapped;
}
// Start glow effect if available
if (glowEffect != null && !glowEffect.isPlaying)
{
glowEffect.Play();
}
}
protected override void UpdateVisualContent()
{
// Update glow rotation for visual interest
if (glowTransform != null)
{
glowTransform.Rotate(Vector3.forward * 30f * Time.deltaTime);
}
}
private void HandleBoosterOpened(BoosterPackDraggable booster)
{
PlayOpeningAnimation();
}
private void HandleTapped(BoosterPackDraggable booster, int currentTap, int maxTaps)
{
PlayShakeAnimation(currentTap, maxTaps);
}
/// <summary>
/// Play progressive shake animation based on tap intensity
/// </summary>
public void PlayShakeAnimation(int intensity, int maxIntensity)
{
float normalizedIntensity = (float)intensity / maxIntensity;
float shakeAmount = Mathf.Lerp(5f, 30f, normalizedIntensity);
float shakeDuration = 0.15f;
// Shake rotation
Vector3 shakeRotation = new Vector3(
Random.Range(-shakeAmount, shakeAmount),
Random.Range(-shakeAmount, shakeAmount),
Random.Range(-shakeAmount, shakeAmount)
);
Tween.Rotation(transform, transform.eulerAngles + shakeRotation,
shakeDuration, 0f, Tween.EaseOutBack,
completeCallback: () => {
Tween.Rotation(transform, Vector3.zero,
shakeDuration, 0f, Tween.EaseInBack);
});
// Scale punch (gets bigger with each tap)
float punchScale = 1f + (normalizedIntensity * 0.2f);
Tween.LocalScale(transform, Vector3.one * punchScale,
shakeDuration / 2f, 0f, Tween.EaseOutBack,
completeCallback: () => {
Tween.LocalScale(transform, Vector3.one,
shakeDuration / 2f, 0f, Tween.EaseInBack);
});
// Extra glow burst on final tap
if (intensity == maxIntensity && glowEffect != null)
{
var emission = glowEffect.emission;
emission.rateOverTimeMultiplier = 50f;
}
}
/// <summary>
/// Play the booster pack opening animation
/// </summary>
public void PlayOpeningAnimation()
{
// Scale punch
Vector3 targetScale = transform.localScale * (1f + openingScalePunch);
Tween.LocalScale(transform, targetScale, openingDuration / 2f, 0f, Tween.EaseOutBack,
completeCallback: () => {
Tween.LocalScale(transform, Vector3.one, openingDuration / 2f, 0f, Tween.EaseInBack);
});
// Rotation
Tween.Rotation(transform, transform.eulerAngles + Vector3.forward * openingRotationPunch,
openingDuration, 0f, Tween.EaseOutBack);
// Glow burst
if (glowEffect != null)
{
glowEffect.Stop();
glowEffect.Play();
}
}
/// <summary>
/// Set the booster pack sprite
/// </summary>
public void SetPackSprite(Sprite sprite)
{
packSprite = sprite;
if (packImage != null)
{
packImage.sprite = packSprite;
}
}
protected override void OnPointerEnterVisual()
{
base.OnPointerEnterVisual();
// Extra glow when hovering
if (glowEffect != null)
{
var emission = glowEffect.emission;
emission.rateOverTimeMultiplier = 20f;
}
}
protected override void OnPointerExitVisual()
{
base.OnPointerExitVisual();
// Restore normal glow
if (glowEffect != null)
{
var emission = glowEffect.emission;
emission.rateOverTimeMultiplier = 10f;
}
}
protected override void OnDestroy()
{
base.OnDestroy();
if (_boosterDraggable != null)
{
_boosterDraggable.OnBoosterOpened -= HandleBoosterOpened;
}
}
}
}

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fileFormatVersion: 2
guid: a7d9474ece3b4d2ebad19ae178b22f4d
timeCreated: 1762420699

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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.
}
}
}

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fileFormatVersion: 2
guid: 5a2741bb7299441b9f9bd44d746ebb4b
timeCreated: 1762420654

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

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using System;
using System.Collections;
using Pixelplacement;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
namespace UI.DragAndDrop.Core
{
/// <summary>
/// Abstract base class for draggable UI objects.
/// Handles drag logic, slot snapping, and events.
/// Spawns and manages a separate DraggableVisual for rendering.
/// Touch-compatible via Unity's pointer event system.
/// Note: Optionally uses Image or CanvasGroup for automatic raycast toggling during drag.
/// </summary>
public abstract class DraggableObject : MonoBehaviour,
IBeginDragHandler, IDragHandler, IEndDragHandler,
IPointerEnterHandler, IPointerExitHandler,
IPointerUpHandler, IPointerDownHandler
{
[Header("Draggable Settings")]
[SerializeField] protected float moveSpeed = 50f;
[SerializeField] protected bool smoothMovement = false; // Disabled for instant cursor tracking
[SerializeField] protected float snapDuration = 0.3f;
[Header("Visual")]
[SerializeField] protected DraggableVisual visual;
[Header("Selection")]
[SerializeField] protected bool isSelectable = true;
[SerializeField] protected float selectionOffset = 50f;
// State
protected bool _isDragging;
protected bool _isHovering;
protected bool _isSelected;
protected bool _wasDragged;
protected bool _isDraggingEnabled = true;
// References
protected Canvas _canvas;
protected Image _imageComponent;
protected CanvasGroup _canvasGroup;
protected GraphicRaycaster _raycaster;
protected DraggableSlot _currentSlot;
protected DraggableVisual _visualInstance;
// Drag tracking
protected Vector3 _dragOffset;
protected Vector3 _lastPointerPosition;
protected float _pointerDownTime;
protected float _pointerUpTime;
// Events
public event Action<DraggableObject> OnDragStarted;
public event Action<DraggableObject> OnDragEnded;
public event Action<DraggableObject> OnPointerEntered;
public event Action<DraggableObject> OnPointerExited;
public event Action<DraggableObject> OnPointerDowned;
public event Action<DraggableObject, bool> OnPointerUpped; // bool = long press
public event Action<DraggableObject, bool> OnSelected; // bool = selected state
public event Action<DraggableObject, DraggableSlot> OnSlotChanged;
// Properties
public bool IsDragging => _isDragging;
public bool IsHovering => _isHovering;
public bool IsSelected => _isSelected;
public bool WasDragged => _wasDragged;
public DraggableSlot CurrentSlot => _currentSlot;
public DraggableVisual Visual => _visualInstance;
public Vector3 WorldPosition => transform.position;
public RectTransform RectTransform => transform as RectTransform;
protected virtual void Awake()
{
Initialize();
}
protected virtual void Initialize()
{
Debug.Log($"[DraggableObject] Initializing {name} at world pos {transform.position}, local pos {transform.localPosition}, parent: {(transform.parent != null ? transform.parent.name : "NULL")}");
_canvas = GetComponentInParent<Canvas>();
Debug.Log($"[DraggableObject] {name} found canvas: {(_canvas != null ? _canvas.name : "NULL")}, canvas pos: {(_canvas != null ? _canvas.transform.position.ToString() : "N/A")}");
_imageComponent = GetComponent<Image>();
_canvasGroup = GetComponent<CanvasGroup>();
_raycaster = _canvas?.GetComponent<GraphicRaycaster>();
// If no Image component exists, add an invisible one for raycast detection
// Unity UI requires a Graphic component to receive pointer events
if (_imageComponent == null && _canvasGroup != null)
{
_imageComponent = gameObject.AddComponent<Image>();
_imageComponent.color = new Color(1, 1, 1, 0.01f); // Nearly transparent (0 doesn't work)
_imageComponent.raycastTarget = true;
Debug.Log($"[DraggableObject] Added invisible Image to {name} for raycast detection");
}
// Use assigned visual, or find in children recursively if not assigned
if (visual != null)
{
_visualInstance = visual;
}
else
{
_visualInstance = GetComponentInChildren<DraggableVisual>(true);
}
// Initialize the visual if found
if (_visualInstance != null)
{
_visualInstance.Initialize(this);
}
// If we're already in a slot, register with it
DraggableSlot parentSlot = GetComponentInParent<DraggableSlot>();
if (parentSlot != null)
{
AssignToSlot(parentSlot, false);
}
}
protected virtual void Update()
{
if (_isDragging && smoothMovement)
{
SmoothMoveTowardPointer();
}
// Only clamp for non-overlay canvases (WorldSpace/ScreenSpaceCamera)
if (_canvas != null && _canvas.renderMode != RenderMode.ScreenSpaceOverlay)
{
ClampToScreen();
}
}
protected virtual void SmoothMoveTowardPointer()
{
if (RectTransform == null)
return;
// For ScreenSpaceOverlay, work with screen/anchoredPosition
if (_canvas != null && _canvas.renderMode == RenderMode.ScreenSpaceOverlay)
{
Vector2 targetPos = (Vector2)_lastPointerPosition - (Vector2)_dragOffset;
Vector2 currentPos = RectTransform.position;
Vector2 direction = (targetPos - currentPos).normalized;
float distance = Vector2.Distance(currentPos, targetPos);
float speed = Mathf.Min(moveSpeed, distance / Time.deltaTime);
RectTransform.position = currentPos + direction * speed * Time.deltaTime;
}
else
{
// For WorldSpace/ScreenSpaceCamera, use world coordinates
Vector3 targetPosition = _lastPointerPosition - _dragOffset;
Vector3 direction = (targetPosition - transform.position).normalized;
float distance = Vector3.Distance(transform.position, targetPosition);
float speed = Mathf.Min(moveSpeed, distance / Time.deltaTime);
transform.Translate(direction * speed * Time.deltaTime, Space.World);
}
}
protected virtual void ClampToScreen()
{
// This method is only called for WorldSpace/ScreenSpaceCamera canvases
if (Camera.main == null || RectTransform == null)
return;
Vector3[] corners = new Vector3[4];
RectTransform.GetWorldCorners(corners);
// Simple clamping - can be improved
Vector3 clampedPosition = transform.position;
Vector2 screenBounds = Camera.main.ScreenToWorldPoint(new Vector3(Screen.width, Screen.height, 0));
clampedPosition.x = Mathf.Clamp(clampedPosition.x, -screenBounds.x, screenBounds.x);
clampedPosition.y = Mathf.Clamp(clampedPosition.y, -screenBounds.y, screenBounds.y);
transform.position = clampedPosition;
}
#region Unity Pointer Event Handlers
public virtual void OnBeginDrag(PointerEventData eventData)
{
if (eventData.button != PointerEventData.InputButton.Left)
return;
// Check if dragging is enabled BEFORE setting any state
if (!_isDraggingEnabled)
return;
_isDragging = true;
_wasDragged = true;
// ...existing code...
if (_canvas != null && _canvas.renderMode == RenderMode.ScreenSpaceOverlay && RectTransform != null)
{
// For overlay, use screen position directly
_dragOffset = (Vector3)eventData.position - RectTransform.position;
_lastPointerPosition = eventData.position;
}
else
{
// For WorldSpace/ScreenSpaceCamera, convert to world coords
Vector3 worldPointer = GetWorldPosition(eventData);
_dragOffset = worldPointer - transform.position;
_lastPointerPosition = worldPointer;
}
// Reset base rotation to identity (0°) for clean dragging
Tween.Rotation(transform, Quaternion.identity, 0.2f, 0f, Tween.EaseOutBack);
// Disable raycasting to allow detecting slots underneath
if (_raycaster != null)
_raycaster.enabled = false;
if (_imageComponent != null)
_imageComponent.raycastTarget = false;
if (_canvasGroup != null)
_canvasGroup.blocksRaycasts = false;
// Notify current slot we're leaving
if (_currentSlot != null)
{
_currentSlot.Vacate();
}
OnDragStarted?.Invoke(this);
OnDragStartedHook();
}
public virtual void OnDrag(PointerEventData eventData)
{
if (!_isDragging)
return;
// Update last pointer position based on canvas type
if (_canvas != null && _canvas.renderMode == RenderMode.ScreenSpaceOverlay)
{
_lastPointerPosition = eventData.position;
if (!smoothMovement && RectTransform != null)
{
RectTransform.position = (Vector2)_lastPointerPosition - (Vector2)_dragOffset;
}
}
else
{
_lastPointerPosition = GetWorldPosition(eventData);
if (!smoothMovement)
{
transform.position = _lastPointerPosition - _dragOffset;
}
}
}
public virtual void OnEndDrag(PointerEventData eventData)
{
if (!_isDragging)
return;
_isDragging = false;
// Re-enable raycasting
if (_raycaster != null)
_raycaster.enabled = true;
if (_imageComponent != null)
_imageComponent.raycastTarget = true;
if (_canvasGroup != null)
_canvasGroup.blocksRaycasts = true;
// Find closest slot and snap
FindAndSnapToSlot();
// Snap base rotation back to slot rotation (if in a slot)
if (_currentSlot != null)
{
Tween.Rotation(transform, _currentSlot.transform.rotation, 0.3f, 0f, Tween.EaseOutBack);
}
OnDragEnded?.Invoke(this);
OnDragEndedHook();
// Reset wasDragged after a frame
StartCoroutine(ResetWasDraggedFlag());
}
public virtual void OnPointerEnter(PointerEventData eventData)
{
_isHovering = true;
OnPointerEntered?.Invoke(this);
OnPointerEnterHook();
}
public virtual void OnPointerExit(PointerEventData eventData)
{
_isHovering = false;
OnPointerExited?.Invoke(this);
OnPointerExitHook();
}
public virtual void OnPointerDown(PointerEventData eventData)
{
if (eventData.button != PointerEventData.InputButton.Left)
return;
_pointerDownTime = Time.time;
OnPointerDowned?.Invoke(this);
OnPointerDownHook();
}
public virtual void OnPointerUp(PointerEventData eventData)
{
if (eventData.button != PointerEventData.InputButton.Left)
return;
_pointerUpTime = Time.time;
bool isLongPress = (_pointerUpTime - _pointerDownTime) > 0.2f;
OnPointerUpped?.Invoke(this, isLongPress);
OnPointerUpHook(isLongPress);
// Handle selection (only if not long press and not dragged)
if (!isLongPress && !_wasDragged && isSelectable)
{
ToggleSelection();
}
}
#endregion
#region Slot Management
protected virtual void FindAndSnapToSlot()
{
SlotContainer[] containers = FindObjectsOfType<SlotContainer>();
DraggableSlot closestSlot = null;
float closestDistance = float.MaxValue;
// Use RectTransform.position for overlay, transform.position for others
Vector3 myPosition = (_canvas != null && _canvas.renderMode == RenderMode.ScreenSpaceOverlay && RectTransform != null)
? RectTransform.position
: transform.position;
foreach (var container in containers)
{
DraggableSlot slot = container.FindClosestSlot(myPosition, this);
if (slot != null)
{
Vector3 slotPosition = slot.RectTransform != null ? slot.RectTransform.position : slot.transform.position;
float distance = Vector3.Distance(myPosition, slotPosition);
if (distance < closestDistance)
{
closestDistance = distance;
closestSlot = slot;
}
}
}
if (closestSlot != null)
{
// Check if slot is occupied
if (closestSlot.IsOccupied && closestSlot.Occupant != this)
{
// Swap with occupant
SwapWithSlot(closestSlot);
}
else
{
// Move to empty slot
AssignToSlot(closestSlot, true);
}
}
else if (_currentSlot != null)
{
// Return to current slot if no valid slot found
SnapToCurrentSlot();
}
}
protected virtual void SwapWithSlot(DraggableSlot targetSlot)
{
DraggableSlot mySlot = _currentSlot;
DraggableObject otherObject = targetSlot.Occupant;
if (otherObject != null)
{
// Both objects swap slots
targetSlot.Vacate();
if (mySlot != null)
mySlot.Vacate();
AssignToSlot(targetSlot, true);
if (mySlot != null)
otherObject.AssignToSlot(mySlot, true);
}
}
public virtual void AssignToSlot(DraggableSlot slot, bool animate)
{
if (slot == null)
return;
Debug.Log($"[DraggableObject] Assigning {name} to slot {slot.name}, animate={animate}, current pos={transform.position}, slot pos={slot.transform.position}");
DraggableSlot previousSlot = _currentSlot;
_currentSlot = slot;
if (slot.Occupy(this))
{
if (animate)
{
SnapToSlot(slot);
}
else
{
transform.SetParent(slot.transform);
transform.localPosition = _isSelected ? new Vector3(0, selectionOffset, 0) : Vector3.zero;
transform.localRotation = Quaternion.identity;
Debug.Log($"[DraggableObject] {name} assigned to slot {slot.name}, new world pos={transform.position}, local pos={transform.localPosition}");
}
OnSlotChanged?.Invoke(this, slot);
OnSlotChangedHook(previousSlot, slot);
}
}
protected virtual void SnapToSlot(DraggableSlot slot)
{
transform.SetParent(slot.transform);
Vector3 targetLocalPos = _isSelected ? new Vector3(0, selectionOffset, 0) : Vector3.zero;
if (RectTransform != null)
{
Tween.LocalPosition(RectTransform, targetLocalPos, snapDuration, 0f, Tween.EaseOutBack);
Tween.LocalRotation(transform, Quaternion.identity, snapDuration, 0f, Tween.EaseOutBack);
}
else
{
transform.localPosition = targetLocalPos;
transform.localRotation = Quaternion.identity;
}
}
protected virtual void SnapToCurrentSlot()
{
if (_currentSlot != null)
{
SnapToSlot(_currentSlot);
}
}
#endregion
#region Selection
public virtual void ToggleSelection()
{
SetSelected(!_isSelected);
}
public virtual void SetSelected(bool selected)
{
if (!isSelectable)
return;
_isSelected = selected;
// Update position based on selection
Vector3 targetLocalPos = _isSelected ? new Vector3(0, selectionOffset, 0) : Vector3.zero;
if (RectTransform != null && _currentSlot != null)
{
Tween.LocalPosition(RectTransform, targetLocalPos, 0.15f, 0f, Tween.EaseOutBack);
}
OnSelected?.Invoke(this, _isSelected);
OnSelectionChangedHook(_isSelected);
}
public virtual void Deselect()
{
SetSelected(false);
}
#endregion
#region Dragging Control
/// <summary>
/// Enable or disable dragging functionality
/// </summary>
public virtual void SetDraggingEnabled(bool enabled)
{
_isDraggingEnabled = enabled;
}
#endregion
#region Helper Methods
protected Vector3 GetWorldPosition(PointerEventData eventData)
{
if (Camera.main == null)
return Vector3.zero;
// For screen space overlay canvas
if (_canvas != null && _canvas.renderMode == RenderMode.ScreenSpaceOverlay)
{
return eventData.position;
}
// For world space or camera space
return Camera.main.ScreenToWorldPoint(new Vector3(eventData.position.x, eventData.position.y, _canvas.planeDistance));
}
protected IEnumerator ResetWasDraggedFlag()
{
yield return new WaitForEndOfFrame();
_wasDragged = false;
}
#endregion
#region Abstract/Virtual Hooks for Subclasses
protected virtual void OnDragStartedHook() { }
protected virtual void OnDragEndedHook() { }
protected virtual void OnPointerEnterHook() { }
protected virtual void OnPointerExitHook() { }
protected virtual void OnPointerDownHook() { }
protected virtual void OnPointerUpHook(bool longPress) { }
protected virtual void OnSelectionChangedHook(bool selected) { }
protected virtual void OnSlotChangedHook(DraggableSlot previousSlot, DraggableSlot newSlot) { }
#endregion
protected virtual void OnDestroy()
{
if (_visualInstance != null)
{
Destroy(_visualInstance.gameObject);
}
}
public int GetSiblingCount()
{
return _currentSlot != null && _currentSlot.transform.parent != null
? _currentSlot.transform.parent.childCount - 1
: 0;
}
public int GetSlotIndex()
{
return _currentSlot != null ? _currentSlot.SlotIndex : 0;
}
public float GetNormalizedSlotPosition()
{
if (_currentSlot == null || _currentSlot.transform.parent == null)
return 0f;
int siblingCount = _currentSlot.transform.parent.childCount - 1;
if (siblingCount <= 0)
return 0f;
return (float)_currentSlot.SlotIndex / siblingCount;
}
}
}

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using System;
using Pixelplacement;
using UnityEngine;
namespace UI.DragAndDrop.Core
{
/// <summary>
/// Represents a position where draggable objects can snap to.
/// Can be occupied by one DraggableObject at a time.
/// </summary>
public class DraggableSlot : MonoBehaviour
{
public enum OccupantSizeMode
{
None, // Don't modify occupant size
MatchSlotSize, // Set occupant RectTransform size to match slot size
Scale // Apply scale multiplier to occupant
}
[Header("Slot Settings")]
[SerializeField] private int slotIndex;
[SerializeField] private bool isLocked;
[SerializeField] private bool hideImageOnPlay = false;
[Header("Type Filtering")]
[SerializeField] private bool filterByType;
[SerializeField] private string[] allowedTypeNames;
[Header("Occupant Size Control")]
[SerializeField] private OccupantSizeMode occupantSizeMode = OccupantSizeMode.None;
[SerializeField] private Vector3 occupantScale = Vector3.one;
[SerializeField] private float scaleTransitionDuration = 0.3f;
// Current occupant
private DraggableObject _occupant;
// Events
public event Action<DraggableObject> OnOccupied;
public event Action<DraggableObject> OnVacated;
public int SlotIndex => slotIndex;
public bool IsOccupied => _occupant != null;
public bool IsLocked => isLocked;
public DraggableObject Occupant => _occupant;
public Vector3 WorldPosition => transform.position;
public RectTransform RectTransform => transform as RectTransform;
private void Start()
{
if (hideImageOnPlay)
{
UnityEngine.UI.Image image = GetComponent<UnityEngine.UI.Image>();
if (image != null)
{
Destroy(image);
}
}
}
/// <summary>
/// Attempt to occupy this slot with a draggable object
/// </summary>
public bool Occupy(DraggableObject draggable)
{
if (isLocked)
return false;
if (!CanAccept(draggable))
return false;
if (_occupant != null && _occupant != draggable)
return false;
_occupant = draggable;
draggable.transform.SetParent(transform);
// Apply size modification based on mode
switch (occupantSizeMode)
{
case OccupantSizeMode.MatchSlotSize:
if (draggable.RectTransform != null && RectTransform != null)
{
Vector2 targetSize = RectTransform.sizeDelta;
Tween.Value(draggable.RectTransform.sizeDelta, targetSize,
(val) => draggable.RectTransform.sizeDelta = val,
scaleTransitionDuration, 0f, Tween.EaseOutBack);
}
break;
case OccupantSizeMode.Scale:
Tween.LocalScale(draggable.transform, occupantScale, scaleTransitionDuration, 0f, Tween.EaseOutBack);
// Also scale the visual if it exists (since visual is now independent)
if (draggable.Visual != null)
{
Tween.LocalScale(draggable.Visual.transform, occupantScale, scaleTransitionDuration, 0f, Tween.EaseOutBack);
}
break;
case OccupantSizeMode.None:
default:
// Don't modify size
break;
}
OnOccupied?.Invoke(draggable);
return true;
}
/// <summary>
/// Vacate this slot, removing the current occupant
/// </summary>
public void Vacate()
{
if (_occupant != null)
{
DraggableObject previousOccupant = _occupant;
_occupant = null;
OnVacated?.Invoke(previousOccupant);
}
}
/// <summary>
/// Check if this slot can accept a specific draggable type
/// </summary>
public bool CanAccept(DraggableObject draggable)
{
if (!filterByType || allowedTypeNames == null || allowedTypeNames.Length == 0)
return true;
string draggableTypeName = draggable.GetType().Name;
foreach (string allowedType in allowedTypeNames)
{
if (draggableTypeName == allowedType)
return true;
}
return false;
}
/// <summary>
/// Swap occupants with another slot
/// </summary>
public void SwapWith(DraggableSlot otherSlot)
{
if (otherSlot == null || otherSlot == this)
return;
DraggableObject thisOccupant = _occupant;
DraggableObject otherOccupant = otherSlot._occupant;
// Vacate both slots
Vacate();
otherSlot.Vacate();
// Occupy with swapped objects
if (otherOccupant != null)
Occupy(otherOccupant);
if (thisOccupant != null)
otherSlot.Occupy(thisOccupant);
}
/// <summary>
/// Lock/unlock this slot
/// </summary>
public void SetLocked(bool locked)
{
isLocked = locked;
}
/// <summary>
/// Set the slot index
/// </summary>
public void SetSlotIndex(int index)
{
slotIndex = index;
}
}
}

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