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21 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
3f70591686 Merge pull request 'DamianBranch' (#46) from DamianBranch into main
Reviewed-on: #46
2025-11-06 13:21:55 +00:00
a3d0c3232d Merge branch 'main' into DamianBranch 2025-11-06 14:17:35 +01:00
0f1a0cfecc Delete CardSystem.prefab 2025-11-06 14:17:23 +01:00
2b3154c22b Level Change and Confirmation popups art change 2025-11-06 14:11:52 +01:00
Michal Pikulski
b17ba7bd98 Finish setting up the basic album layout 2025-11-06 01:25:13 +01:00
0ac8f4b70c CHanged Menus Backgrounds 2025-11-06 00:22:07 +01:00
Michal Pikulski
50c0a12391 New card UI, new visual config, new card definitions, new working editor window for authoring! 2025-11-05 23:50:15 +01:00
DamianCorazza
1442a2426b Changed ScrapBook Icon 2025-11-05 23:14:27 +01:00
629b137421 Added New Map TExture 2025-11-05 17:46:56 +01:00
261 changed files with 22474 additions and 27581 deletions

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Never edit Unity's .meta files.
Always present your solution in a brief overview first.
Only implement when you have an explicit apprival to do so.
DOn't produce documentation, .md files unless explicitely asked to do so.
Never enter "" sequence into my files.

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Name: HR PimpSten
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@@ -10,12 +10,14 @@ MonoBehaviour:
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m_Name: Card_New Card 2
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m_EditorClassIdentifier: AppleHillsScripts::AppleHills.Data.CardSystem.CardDefinition
Id: 7ea4fa95-5327-439b-ab7f-94f2656281f2
Name: HR PimpSten
Description: Description goes hereeee
Id: b8a2dcea-8439-4f0a-91a9-e352b24443ad
Name: Marmormormor
UseCustomFileName: 0
CustomFileName:
Description: ' fsdfsdfsdfsdf'
Rarity: 0
Zone: 1
CardImage: {fileID: 2928974366146460655, guid: ab39d3c28640d3646ada092af9b639e6, type: 3}
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Zone: 0
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m_Name: Card_Mormor Marmor (Copy) (Copy)
m_EditorClassIdentifier: AppleHillsScripts::AppleHills.Data.CardSystem.CardDefinition
Id: f7b0d422-a7fe-4ab4-a731-0ca83e5328d2
Name: Mormor Marmor
Description: Description goes here
Rarity: 4
Zone: 1
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@@ -13,5 +13,8 @@ MonoBehaviour:
m_Name: CementFactory
m_EditorClassIdentifier:
targetLevelSceneName: CementFactory
targetMinigameSceneName:
description: Level loading for CementFaactory
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View File

@@ -13,5 +13,8 @@ MonoBehaviour:
m_Name: Dump
m_EditorClassIdentifier:
targetLevelSceneName: Dump
targetMinigameSceneName:
description: Level loading for Dump
mapSprite: {fileID: 6832473030474215414, guid: aaea3c56bc9f08f428fdaeaf2cf7ef56, type: 3}
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View File

@@ -16,5 +16,5 @@ MonoBehaviour:
targetMinigameSceneName: DivingForPictures
description: Level loading for Quarry
mapSprite: {fileID: -3645797367086948227, guid: fea1a8662ef819746b8073c9ba0d9047, type: 3}
menuSprite: {fileID: 0}
menuSprite: {fileID: 7656277421824277605, guid: 0c6f7485c9a6e3c469d5d3ad4784d0f4, type: 3}
minigameMenuSprite: {fileID: 6579828237621196356, guid: 7031dc4d177f92b4f970e104cdd6de51, type: 3}

File diff suppressed because it is too large Load Diff

View File

@@ -18,7 +18,6 @@ namespace Editor.CardSystem
// Test Settings
private int boosterPacksToAdd = 3;
private int cardsToGenerate = 10;
private bool autoOpenPacksWhenAdded = false;
// Debug Info
private int currentBoosterCount;
@@ -27,7 +26,6 @@ namespace Editor.CardSystem
// UI State
private Vector2 scrollPosition;
private CardAlbumUI cachedCardAlbumUI;
[MenuItem("AppleHills/Card System Tester")]
public static void ShowWindow()
@@ -50,12 +48,10 @@ namespace Editor.CardSystem
{
if (state == PlayModeStateChange.EnteredPlayMode)
{
cachedCardAlbumUI = null;
RefreshDebugInfo();
}
else if (state == PlayModeStateChange.ExitingPlayMode)
{
cachedCardAlbumUI = null;
lastActionMessage = "";
}
@@ -98,7 +94,6 @@ namespace Editor.CardSystem
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();
}
@@ -151,21 +146,6 @@ namespace Editor.CardSystem
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);
@@ -208,23 +188,6 @@ namespace Editor.CardSystem
}
}
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()
@@ -235,12 +198,6 @@ namespace Editor.CardSystem
lastActionMessage = $"Added {boosterPacksToAdd} booster pack(s)";
Logging.Debug($"[CardSystemTesterWindow] {lastActionMessage}");
RefreshDebugInfo();
if (autoOpenPacksWhenAdded && GetCardAlbumUI() != null)
{
SimulateBackpackClick();
cachedCardAlbumUI.OpenBoosterPack();
}
}
else
{
@@ -250,65 +207,6 @@ namespace Editor.CardSystem
}
}
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)

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: c5d626da49844592981ef14524e3a308
timeCreated: 1762332131

View File

@@ -1,144 +0,0 @@
using UnityEditor;
using UnityEngine;
using UnityEngine.SceneManagement;
using Core.Lifecycle;
using Core.SaveLoad;
using AppleHills.Core.Settings;
using Bootstrap;
namespace Editor.Lifecycle
{
/// <summary>
/// Editor-only bootstrap that ensures OnSceneReady is triggered when playing directly from a scene in Unity Editor.
///
/// PROBLEM: When you press Play in the editor without going through the scene manager:
/// - CustomBoot runs and triggers OnBootCompletionTriggered (which broadcasts OnManagedAwake)
/// - But BroadcastSceneReady is NEVER called for the initial scene
/// - Components in the scene never receive their OnSceneReady() callback
///
/// SOLUTION: After boot completes, detect the active scene and broadcast OnSceneReady for it.
/// This only runs in editor mode and mimics what SceneManagerService does during normal scene transitions.
/// </summary>
[InitializeOnLoad]
public static class EditorLifecycleBootstrap
{
private static bool hasTriggeredInitialSceneReady = false;
private static int framesSincePlayMode = 0;
private const int MaxFramesToWait = 300; // 5 seconds at 60fps
static EditorLifecycleBootstrap()
{
// Subscribe to play mode state changes
EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
}
private static void OnPlayModeStateChanged(PlayModeStateChange state)
{
// Reset flag when exiting play mode
if (state == PlayModeStateChange.ExitingPlayMode || state == PlayModeStateChange.EnteredEditMode)
{
hasTriggeredInitialSceneReady = false;
framesSincePlayMode = 0;
return;
}
// When we enter play mode, wait for boot to complete then trigger scene ready
if (state == PlayModeStateChange.EnteredPlayMode)
{
hasTriggeredInitialSceneReady = false;
framesSincePlayMode = 0;
// Use EditorApplication.update to poll until boot completes
EditorApplication.update += WaitForBootAndTriggerSceneReady;
}
}
private static void WaitForBootAndTriggerSceneReady()
{
framesSincePlayMode++;
// Safety timeout - if boot hasn't completed after 5 seconds, something is wrong
if (framesSincePlayMode > MaxFramesToWait)
{
Debug.LogError($"[EditorLifecycleBootstrap] Timed out waiting for boot completion after {MaxFramesToWait} frames. " +
"CustomBoot may have failed to initialize properly.");
EditorApplication.update -= WaitForBootAndTriggerSceneReady;
return;
}
// Check if boot has completed
if (!CustomBoot.Initialised)
return;
// Check if LifecycleManager exists
if (LifecycleManager.Instance == null)
{
Debug.LogWarning("[EditorLifecycleBootstrap] LifecycleManager instance not found. " +
"Lifecycle may not be properly initialized.");
EditorApplication.update -= WaitForBootAndTriggerSceneReady;
return;
}
// Only trigger once per play session
if (hasTriggeredInitialSceneReady)
{
EditorApplication.update -= WaitForBootAndTriggerSceneReady;
return;
}
hasTriggeredInitialSceneReady = true;
EditorApplication.update -= WaitForBootAndTriggerSceneReady;
// Get the active scene
Scene activeScene = SceneManager.GetActiveScene();
if (!activeScene.isLoaded)
{
Debug.LogWarning($"[EditorLifecycleBootstrap] Active scene '{activeScene.name}' is not loaded.");
return;
}
// Skip bootstrap scene - it doesn't need scene ready
// Note: BootstrapScene is the infrastructure scene, not a gameplay scene
if (activeScene.name == "BootstrapScene" || activeScene.name == "Bootstrap")
{
Debug.Log($"[EditorLifecycleBootstrap] Skipping OnSceneReady for infrastructure scene: {activeScene.name}");
return;
}
Debug.Log($"<color=cyan>[EditorLifecycleBootstrap] Triggering lifecycle for initial scene: {activeScene.name}</color>");
// Broadcast scene ready for the initial scene
// This mimics what SceneManagerService does during scene transitions (Phase 10)
try
{
LifecycleManager.Instance.BroadcastSceneReady(activeScene.name);
}
catch (System.Exception ex)
{
Debug.LogError($"[EditorLifecycleBootstrap] Error broadcasting SceneReady: {ex.Message}\n{ex.StackTrace}");
return;
}
// Restore scene-specific data via SaveLoadManager
// This mimics SceneManagerService Phase 11
if (SaveLoadManager.Instance != null)
{
var debugSettings = DeveloperSettingsProvider.Instance.GetSettings<DebugSettings>();
if (debugSettings.useSaveLoadSystem)
{
try
{
Debug.Log($"[EditorLifecycleBootstrap] Restoring scene data for: {activeScene.name}");
SaveLoadManager.Instance.RestoreSceneData();
}
catch (System.Exception ex)
{
Debug.LogError($"[EditorLifecycleBootstrap] Error restoring scene data: {ex.Message}\n{ex.StackTrace}");
}
}
}
}
}
}

View File

@@ -19,7 +19,6 @@ namespace Editor.Tools
private string searchTypeName = "Select a Component...";
private string replaceTypeName = "Select a Component...";
private List<Type> allMonoBehaviourTypes = new List<Type>();
private bool includeDerivedTypes = true;
[MenuItem("Tools/Component Search & Replace")]
public static void ShowWindow()
@@ -103,15 +102,6 @@ namespace Editor.Tools
GUILayout.Space(5);
// Include Derived Types checkbox
includeDerivedTypes = EditorGUILayout.Toggle(
new GUIContent("Include Derived Types",
"When enabled, searches for the selected type and all types that inherit from it. " +
"When disabled, searches only for the exact type."),
includeDerivedTypes);
GUILayout.Space(5);
EditorGUI.BeginDisabledGroup(selectedSearchType == null);
if (GUILayout.Button("Search Scene", GUILayout.Height(30)))
{
@@ -252,20 +242,7 @@ namespace Editor.Tools
foreach (var go in allObjects)
{
Component component = null;
if (includeDerivedTypes)
{
// Search for the type and all derived types
component = go.GetComponent(selectedSearchType);
}
else
{
// Search for exact type only
var components = go.GetComponents<Component>();
component = components.FirstOrDefault(c => c != null && c.GetType() == selectedSearchType);
}
var component = go.GetComponent(selectedSearchType);
if (component != null)
{
foundComponents.Add(new ComponentInfo
@@ -279,8 +256,7 @@ namespace Editor.Tools
foundComponents = foundComponents.OrderBy(c => c.hierarchyPath).ToList();
string searchMode = includeDerivedTypes ? "including derived types" : "exact type only";
Debug.Log($"Found {foundComponents.Count} objects with component type '{selectedSearchType.Name}' ({searchMode})");
Debug.Log($"Found {foundComponents.Count} objects with component type '{selectedSearchType.Name}'");
Repaint();
}

View File

@@ -1,31 +0,0 @@
using UnityEngine;
using UnityEditor;
using Core.Lifecycle;
namespace Editor.Tools
{
/// <summary>
/// Editor utility to debug SaveIds for all ManagedBehaviours in the scene
/// </summary>
public class DebugSaveIds : EditorWindow
{
[MenuItem("Tools/Debug/Log All SaveIds")]
public static void LogAllSaveIds()
{
var allManaged = FindObjectsByType<ManagedBehaviour>(FindObjectsInactive.Include, FindObjectsSortMode.None);
Debug.Log($"=== Found {allManaged.Length} ManagedBehaviours ===");
foreach (var managed in allManaged)
{
if (managed.AutoRegisterForSave)
{
Debug.Log($"GameObject: {managed.gameObject.name} | Component: {managed.GetType().Name} | SaveID: {managed.SaveId}");
}
}
Debug.Log("=== End SaveIds ===");
}
}
}

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: a34fbba4efbb4acd85d79a99abf00a08
timeCreated: 1762358959

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@@ -0,0 +1,16 @@
{
"name": "NewAssembly",
"rootNamespace": "",
"references": [
"GUID:75469ad4d38634e559750d17036d5f7c"
],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}

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@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 01e2ec214c3a77746b63e6bed18fb3f5
AssemblyDefinitionImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,18 @@
{
"name": "BookCurlProEditor",
"rootNamespace": "",
"references": [
"GUID:01e2ec214c3a77746b63e6bed18fb3f5"
],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}

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@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: ebbec1b2d3e78164aab82a7197b80c57
AssemblyDefinitionImporter:
externalObjects: {}
userData:
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assetBundleVariant:

View File

@@ -2,8 +2,7 @@
using UnityEngine.UI;
using UnityEditor;
using UnityEditorInternal;
using System;
using BookCurlPro;
namespace BookCurlPro.BookEditor
{
[CustomEditor(typeof(BookPro))]

View File

@@ -1,7 +1,6 @@
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.UI;
using System.Collections;
using System;
#if ENABLE_INPUT_SYSTEM
using UnityEngine.InputSystem;

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