Merge a card refresh #59

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tschesky merged 19 commits from cards_rewrite into main 2025-11-18 08:40:59 +00:00
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 using System.Collections.Generic;
using Core;
using UI.DragAndDrop.Core;
using UnityEngine;
namespace UI.CardSystem
{
/// <summary>
/// Helper utility for shuffling draggable objects in a SlotContainer.
/// Moves objects to occupy the first available slots (0, 1, 2, etc.)
/// </summary>
public static class SlotContainerHelper
{
/// <summary>
/// Shuffles draggable objects to always occupy the first available slots.
/// Unassigns all objects from their current slots, then reassigns them starting from slot 0.
/// </summary>
/// <param name="container">The slot container holding the slots</param>
/// <param name="objects">List of draggable objects to shuffle</param>
/// <param name="animate">Whether to animate the movement</param>
public static void ShuffleToFront(SlotContainer container, List<DraggableObject> objects, bool animate = true)
{
if (container == null || objects == null || objects.Count == 0)
return;
Logging.Debug($"[SlotContainerHelper] Shuffling {objects.Count} objects to front slots");
// Unassign all objects from their current slots
foreach (var obj in objects)
{
if (obj.CurrentSlot != null)
{
obj.CurrentSlot.Vacate();
}
}
// Reassign objects to first N slots starting from slot 0
for (int i = 0; i < objects.Count; i++)
{
DraggableSlot targetSlot = FindSlotByIndex(container, i);
DraggableObject obj = objects[i];
if (targetSlot != null)
{
Logging.Debug($"[SlotContainerHelper] Assigning object to slot with SlotIndex {i}");
obj.AssignToSlot(targetSlot, animate);
}
else
{
Logging.Warning($"[SlotContainerHelper] Could not find slot with SlotIndex {i}");
}
}
}
/// <summary>
/// Find a slot by its SlotIndex property (not list position)
/// </summary>
private static DraggableSlot FindSlotByIndex(SlotContainer container, int slotIndex)
{
foreach (var slot in container.Slots)
{
if (slot.SlotIndex == slotIndex)
{
return slot;
}
}
return null;
}
}
}

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# Album Card Placement Flow - Refactored Design
## Current State Analysis
### Existing Flow (Pre-Refactor):
1. Pending cards spawn face-up in bottom-right slots
2. User drags card to album slot
3. Card placement triggers inventory move
4. Next card spawns
### Problems:
- Cards spawn face-up (should be face-down)
- No "smart selection" from pending queue based on current album page
- No auto-flip to correct album page when card is picked up
- States don't support "hold to reveal" behavior
---
## Proposed New Flow
### Visual Journey:
```
[Face-Down Card in Corner]
↓ (user holds/drags)
[Card Flips to Reveal] + [Album auto-flips to correct page]
↓ (user drags over album)
[Card hovers over slot]
↓ (user releases)
[Card snaps to slot] → [Revealed State in slot]
```
### Technical Implementation:
---
## 1. New Card States
### A. `CardPendingFaceDownState`
**Purpose:** Initial state for cards in pending corner slots
**Visuals:**
- Card back visible (card front hidden)
- Small scale (to fit in corner slot)
- Idle in corner
**Behavior:**
- Does NOT respond to clicks
- Responds to drag start (OnDragStarted)
- On drag start → trigger smart card selection + flip animation
**Transitions:**
- OnDragStarted → `CardFlippingPendingState`
---
### B. `CardFlippingPendingState`
**Purpose:** Transition state while card flips and album navigates
**Visuals:**
- Flip animation (card back → card front)
- Card follows cursor during flip
**Behavior:**
- Play flip animation (uses CardAnimator.PlayFlip)
- Emit event to AlbumViewPage to navigate to card's page
- Wait for flip animation complete
**Transitions:**
- OnFlipComplete → `CardDraggingRevealedState`
---
### C. `CardDraggingRevealedState`
**Purpose:** Card is revealed and being dragged around album
**Visuals:**
- Card front visible
- No badges (clean revealed state)
- Follow cursor/drag position
- Slight scale-up while dragging
**Behavior:**
- Respond to drag position updates
- Detect when hovering over valid AlbumCardSlot
- Visual feedback when over valid slot
- On drag end → snap to slot if valid, otherwise return to corner
**Transitions:**
- OnDragEnd (over valid slot) → slot's `PlacedInSlotState`
- OnDragEnd (invalid) → `CardPendingFaceDownState` (return to corner, flip back)
---
## 2. Smart Card Selection System
### AlbumViewPage Responsibilities:
```csharp
public class AlbumViewPage
{
private List<CardData> _pendingQueue; // All pending cards
private List<Card> _cornerCards; // 3 face-down card GameObjects in corner
private int _currentAlbumPageIndex;
/// <summary>
/// When user starts dragging ANY corner card, we pick which pending card to reveal
/// </summary>
private void OnCornerCardDragStarted(Card cornerCard)
{
// 1. Get current album page's expected cards
var currentPageSlots = GetSlotsOnCurrentPage();
var currentPageDefinitions = currentPageSlots
.Select(slot => slot.TargetCardDefinition)
.ToList();
// 2. Try to find a pending card that belongs on this page
CardData selectedCard = _pendingQueue.FirstOrDefault(card =>
currentPageDefinitions.Any(def => def.Id == card.DefinitionId && def.Rarity == card.Rarity)
);
// 3. If none on current page, pick random pending
if (selectedCard == null)
{
selectedCard = _pendingQueue[Random.Range(0, _pendingQueue.Count)];
// Navigate album to the page where this card belongs
int targetPage = FindPageForCard(selectedCard);
NavigateToPage(targetPage);
}
// 4. Assign the selected card data to the corner card being dragged
cornerCard.Context.SetupCard(selectedCard);
// 5. Trigger flip (handled by state)
cornerCard.Context.StateMachine.ChangeState("FlippingPendingState");
}
}
```
---
## 3. Card.cs Extensions
### New Setup Method:
```csharp
public class Card
{
/// <summary>
/// Setup for album pending placement (starts face-down in corner)
/// </summary>
public void SetupForAlbumPending()
{
// Start with NO card data (will be assigned on drag)
SetupCard(null, "PendingFaceDownState");
SetDraggingEnabled(true); // Enable drag immediately
}
}
```
### Drag Event Routing:
```csharp
// In Card.cs
public event Action<Card> OnDragStartedEvent;
private void OnDragStarted()
{
OnDragStartedEvent?.Invoke(this);
}
```
---
## 4. AlbumViewPage Modifications
### Spawn Pending Cards (Face-Down):
```csharp
private void SpawnPendingCards()
{
// Spawn up to 3 "blank" face-down cards in corner
for (int i = 0; i < MAX_VISIBLE_CARDS; i++)
{
GameObject cardObj = Instantiate(cardPrefab, bottomRightSlots.transform);
var card = cardObj.GetComponent<StateMachine.Card>();
if (card != null)
{
// Setup as pending (no data yet, face-down)
card.SetupForAlbumPending();
// Subscribe to drag start
card.OnDragStartedEvent += OnCornerCardDragStarted;
// Assign to corner slot
DraggableSlot slot = FindSlotByIndex(i);
card.AssignToSlot(slot, true);
_cornerCards.Add(card);
}
}
}
```
### Handle Drag Start (Smart Selection):
```csharp
private void OnCornerCardDragStarted(Card cornerCard)
{
if (_pendingQueue.Count == 0) return;
// Smart selection logic (from section 2)
CardData selectedCard = SelectSmartPendingCard();
// Assign data to the dragged corner card
cornerCard.Context.SetupCard(selectedCard);
// State transition to flipping (handled by state machine)
// FlippingPendingState will trigger flip animation + album navigation
}
```
### Navigate to Card's Page:
```csharp
public void NavigateToCardPage(CardData card)
{
int targetPage = FindPageForCard(card);
if (targetPage != _currentAlbumPageIndex)
{
// Trigger book page flip animation
bookController.FlipToPage(targetPage);
}
}
```
---
## 5. State Implementation Details
### CardPendingFaceDownState.cs
```csharp
public class CardPendingFaceDownState : AppleState
{
private CardContext _context;
public override void OnEnterState()
{
// Show card back, hide card front
if (_context.CardDisplay != null)
{
_context.CardDisplay.gameObject.SetActive(false); // Hide front
}
var cardBack = GetComponentInChildren<CardBack>(); // Assumes CardBack component exists
if (cardBack != null)
{
cardBack.gameObject.SetActive(true);
}
// Small scale for corner slot
_context.RootTransform.localScale = Vector3.one * 0.8f;
}
}
```
### CardFlippingPendingState.cs
```csharp
public class CardFlippingPendingState : AppleState
{
private CardContext _context;
public override void OnEnterState()
{
// Notify album page to navigate
var albumPage = FindObjectOfType<AlbumViewPage>();
if (albumPage != null)
{
albumPage.NavigateToCardPage(_context.CardData);
}
// Play flip animation
if (_context.Animator != null)
{
_context.Animator.PlayFlip(
startRotation: Quaternion.Euler(0, 180, 0), // back facing
endRotation: Quaternion.identity, // front facing
onComplete: OnFlipComplete
);
}
}
private void OnFlipComplete()
{
_context.StateMachine.ChangeState("DraggingRevealedState");
}
}
```
### CardDraggingRevealedState.cs
```csharp
public class CardDraggingRevealedState : AppleState
{
private CardContext _context;
private AlbumCardSlot _hoveredSlot;
public override void OnEnterState()
{
// Card front visible, clean revealed (no badges)
if (_context.CardDisplay != null)
{
_context.CardDisplay.gameObject.SetActive(true);
}
// Slightly larger while dragging
_context.Animator.PlayEnlarge(1.2f);
}
void Update()
{
// Detect hover over valid album slots
_hoveredSlot = DetectValidSlotUnderCursor();
if (_hoveredSlot != null)
{
// Visual feedback: highlight slot or card
}
}
public void OnDragEnded()
{
if (_hoveredSlot != null && _hoveredSlot.CanAcceptCard(_context.CardData))
{
// Snap to slot and transition to PlacedInSlotState
SnapToSlot(_hoveredSlot);
}
else
{
// Return to corner, flip back to face-down
ReturnToCorner();
}
}
}
```
---
## 6. Required New Components
### CardBack Component
```csharp
public class CardBack : MonoBehaviour
{
[SerializeField] private Image backImage;
public void Show() => gameObject.SetActive(true);
public void Hide() => gameObject.SetActive(false);
}
```
Attach to Card prefab as a sibling to CardDisplay.
---
## 7. Prefab Structure
```
Card (GameObject)
├── StateMachine (AppleMachine)
│ ├── PendingFaceDownState
│ ├── FlippingPendingState
│ ├── DraggingRevealedState
│ ├── PlacedInSlotState (existing)
│ └── ... (other states)
├── CardContext
├── CardAnimator
├── CardDisplay (front visuals)
├── CardBack (back visuals - NEW)
└── DraggableObject
```
---
## 8. Migration Steps
### Step 1: Create New States
- CardPendingFaceDownState.cs
- CardFlippingPendingState.cs
- CardDraggingRevealedState.cs
### Step 2: Add CardBack Component
- Create CardBack.cs script
- Add CardBack GameObject to Card prefab
- Design card back visual (sprite, frame, etc.)
### Step 3: Update Card.cs
- Add SetupForAlbumPending() method
- Add OnDragStartedEvent
- Wire drag events to state machine
### Step 4: Update AlbumViewPage
- Modify SpawnPendingCards() to spawn face-down
- Implement smart selection logic
- Add NavigateToCardPage() method
- Connect to book flip controller
### Step 5: Update CardAnimator
- Ensure PlayFlip() can handle arbitrary start/end rotations
- Add any needed drag-follow animation helpers
### Step 6: Testing
- Test corner card drag → flip → album navigation
- Test smart selection (page match prioritization)
- Test return-to-corner on invalid drop
- Test snap-to-slot on valid drop
- Test multiple cards in queue
---
## 9. Edge Cases & Considerations
### No Pending Cards
- Don't spawn corner cards if pending queue is empty
- Hide corner slots when no cards to place
### Album Page Navigation During Drag
- Lock page flipping while dragging (prevent user manual flip)
- Queue navigation if flip animation in progress
### Multiple Cards Dragged Simultaneously
- Only allow one card to be in FlippingPending/DraggingRevealed at a time
- Disable other corner cards while one is being dragged
### Card Returns to Corner
- Flip back animation (reverse of reveal)
- Re-enter PendingFaceDownState
- Unassign CardData (become "blank" again for next drag)
### Invalid Slot Drop
- Visual feedback (shake, red highlight)
- Smooth return animation to corner
---
## 10. Benefits of This Approach
**Consistent State Architecture** - Uses same state machine pattern as booster flow
**Smart UX** - Auto-navigation to correct album page
**Clean Separation** - States handle visuals/behavior, page handles logic
**Reusable** - States can be reused for other card flows
**Extensible** - Easy to add new behaviors (e.g., card preview on hover)
**Testable** - Each state can be tested independently
---
## Open Questions for Approval
1. **Card Back Design:** Should we use a generic back for all cards, or rarity-specific backs?
2. **Navigation Timing:** Should album flip happen instantly or animated during card flip?
3. **Return Animation:** Fast snap-back or gentle float-back when invalid drop?
4. **Multiple Rarities:** If pending queue has same card at multiple rarities, which to prioritize?
5. **Corner Slot Count:** Keep at 3, or make configurable?
---
Ready to implement once approved! 🎉

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# Card System Guide
Complete guide to the Apple Hills card collecting and album system.
## Table of Contents
- [Overview](#overview)
- [Quick Start](#quick-start)
- [System Architecture](#system-architecture)
- [Card Flows](#card-flows)
- [Key Components](#key-components)
- [Working with Cards in Code](#working-with-cards-in-code)
- [Extending the System](#extending-the-system)
- [Troubleshooting](#troubleshooting)
---
## Overview
The Card System manages the player's collectible card journey from booster pack opening to album placement. It consists of:
- **Booster Opening Flow**: Interactive pack opening with card reveals
- **Album Placement Flow**: Drag-and-drop cards into album slots
- **State Machine**: Each card progresses through well-defined states
- **Album Navigation**: Book-based album with zone tabs
- **Notification System**: Visual feedback for new boosters/pending cards
### Core Concepts
**CardData**: Runtime data for a single card (definition ID, rarity, zone, image)
**CardDefinition**: ScriptableObject template defining card properties
**Card States**: Cards transition through states (Idle → Revealed → Dragging → Placed)
**Pending Cards**: Cards waiting to be placed in the album (shown in bottom-right corner)
---
## Quick Start
### Opening the Album
```csharp
// From any script
if (UIPageController.Instance != null)
{
UIPageController.Instance.PushPage(albumViewPage);
}
```
### Granting Booster Packs
```csharp
// Simple API
CardSystemManager.Instance.AddBoosterPack(1);
// Visual grant with animation (from minigames)
MinigameBoosterGiver.Instance.GiveBooster(() => {
Debug.Log("Booster granted and animation complete!");
});
```
### Opening a Booster Pack (Programmatic)
```csharp
// Returns list of cards in the pack
List<CardData> cards = CardSystemManager.Instance.OpenBoosterPack();
// The cards are automatically added to "pending" state
// Player must place them in album manually
```
### Checking Player's Collection
```csharp
var inventory = CardSystemManager.Instance.GetCardInventory();
// Check if player owns a specific card
CardData ownedCard = inventory.GetCard("CardDefID", CardRarity.Legendary);
// Get all cards in a zone
List<CardData> townCards = inventory.GetCardsByZone(CardZone.Town);
// Check completion percentage
float completion = inventory.GetCompletionPercentage();
```
---
## System Architecture
### Component Hierarchy
```
CardSystemManager (Singleton)
├── Inventory Management
├── Booster Pack Logic
└── Pending Card Queue
AlbumViewPage (UI Page)
├── CornerCardManager (Non-Component)
│ └── Manages 3 pending cards in corner
├── AlbumNavigationService (Non-Component)
│ └── Book page flipping & zone navigation
└── CardEnlargeController (Non-Component)
└── Backdrop & enlarge/shrink animations
BoosterOpeningPage (UI Page)
└── Manages pack opening flow & card reveals
Card (MonoBehaviour)
├── CardContext (shared state)
├── CardAnimator (animations)
├── CardDisplay (visuals)
└── StateMachine (10 possible states)
```
### Non-Component Controllers
The system uses **Controller** pattern for complex logic without Unity lifecycle overhead:
- **CornerCardManager**: Spawns/despawns pending cards, smart selection, shuffle logic
- **AlbumNavigationService**: Book page navigation, zone mapping
- **CardEnlargeController**: Backdrop visibility, card reparenting for enlarge view
- **ProgressBarController**: Booster opening progress visualization
These are instantiated lazily via C# properties:
```csharp
private CornerCardManager _cornerCardManager;
private CornerCardManager CornerCards => _cornerCardManager ??= new CornerCardManager(...);
```
---
## Card Flows
### 1. Booster Opening Flow
```
Player opens booster pack
BoosterOpeningPage spawns cards face-down
Player clicks a card (IdleState → EnlargedNewState/EnlargedRepeatState)
Card flips & enlarges, shows NEW or REPEAT badge
Player clicks to dismiss (→ RevealedState)
Repeat until all cards revealed
Cards fly to album icon, added to pending queue
Page auto-closes (or waits for player)
```
**Key States:**
- **IdleState**: Face-down, awaiting click
- **EnlargedNewState**: NEW badge (first time collection)
- **EnlargedRepeatState**: REPEAT badge (duplicate)
- **EnlargedLegendaryRepeatState**: Special legendary repeat state
- **RevealedState**: Face-up, dismissed from center
### 2. Album Placement Flow
```
AlbumViewPage opens
CornerCardManager spawns up to 3 pending cards (face-down)
Player drags card (PendingFaceDownState → DraggingRevealedState)
Card data assigned, flips to reveal, book navigates to correct zone page
Player drops card on matching AlbumCardSlot
Card placed (→ PlacedInSlotState), registered with AlbumViewPage
CornerCardManager rebuilds: shuffles remaining cards, spawns new if available
```
**Key States:**
- **PendingFaceDownState**: Face-down in corner, no data assigned yet
- **DraggingRevealedState**: Data assigned, flipped, dragging to slot
- **PlacedInSlotState**: Locked in album slot
- **AlbumEnlargedState**: Clicked from slot, enlarged for viewing
### 3. Album Card Viewing
```
Player clicks placed card in album slot
Card enlarges (PlacedInSlotState → AlbumEnlargedState)
Backdrop shown, card reparented to enlarged container
Card animates to center with dramatic scale increase
Player clicks card or backdrop to dismiss
Card shrinks & animates back to slot (→ PlacedInSlotState)
Backdrop hidden, card reparented back to slot
```
---
## Key Components
### CardSystemManager
**Singleton** managing all card data and inventory.
```csharp
// Access
CardSystemManager.Instance
// Key Methods
.AddBoosterPack(int count) // Grant booster packs
.OpenBoosterPack() // Open a pack, returns CardData[]
.GetPendingRevealCards() // Get cards waiting for album placement
.GetCardInventory() // Access player's collection
.AddCardToInventory(CardData) // Add card to collection
.RemoveFromPending(CardData) // Remove from pending queue
// Events
.OnBoosterCountChanged(int newCount)
.OnPendingCardAdded(CardData)
.OnPendingCardRemoved(CardData)
```
### AlbumViewPage
**UI Page** for viewing and managing the album.
```csharp
// Setup in scene:
// - Assign book reference (BookPro component)
// - Assign zone tab container
// - Assign card prefab for spawning
// - Assign backdrop & enlarged container for card viewing
// - Link to BoosterOpeningPage
// Query Methods (used by Card states)
public CardData GetCardForPendingSlot() // Smart card selection
public AlbumCardSlot GetTargetSlotForCard(CardData) // Find destination slot
public void NavigateToCardPage(CardData, Action) // Flip to correct page
public void NotifyCardPlaced(Card) // Cleanup after placement
// Public Properties
public bool IsPageFlipping // For state timing checks
```
### BoosterOpeningPage
**UI Page** for opening booster packs.
```csharp
// Setup in scene:
// - Assign booster pack prefab
// - Assign corner slots for waiting boosters (max 3)
// - Assign center slot for opening
// - Assign card display container
// - Assign card prefab
// - Assign album icon (dismiss button & tween target)
// Call before showing:
.SetAvailableBoosterCount(int count) // How many boosters player has
// Flow automatically managed by page
```
### Card States
Each card uses **AppleMachine** state machine with these states:
| State | Purpose | Entry Trigger |
|-------|---------|---------------|
| **IdleState** | Face-down in booster opening | Card spawned for booster reveal |
| **EnlargedNewState** | Enlarged with NEW badge | Clicked first-time card |
| **EnlargedRepeatState** | Enlarged with REPEAT badge | Clicked duplicate |
| **EnlargedLegendaryRepeatState** | Legendary repeat variant | Clicked legendary duplicate |
| **RevealedState** | Face-up, dismissed | Dismissed from enlarged state |
| **PendingFaceDownState** | Face-down in corner | Spawned in album corner |
| **DraggingRevealedState** | Face-up while dragging | Dragged from corner |
| **PlacedInSlotState** | Locked in album slot | Dropped on correct slot |
| **AlbumEnlargedState** | Enlarged from album | Clicked while in slot |
| **DraggingState** | Generic drag state | *(unused in current flow)* |
### Card Context & Components
Every card has:
- **CardContext**: Shared state, component references, events
- **CardAnimator**: Centralized animation methods
- **CardDisplay**: Visual rendering (image, frame, overlay, rarity/zone styling)
- **AppleMachine**: State machine controller
```csharp
// Accessing card components
var card = GetComponent<Card>();
card.Context.CardData // CardData
card.Context.Animator // CardAnimator
card.Context.CardDisplay // CardDisplay
card.Context.StateMachine // AppleMachine
card.Context.AlbumViewPage // Injected page reference
```
---
## Working with Cards in Code
### Spawning a Card for Booster Opening
```csharp
GameObject cardObj = Instantiate(cardPrefab, containerTransform);
var card = cardObj.GetComponent<Card>();
var context = cardObj.GetComponent<CardContext>();
// Setup card data
context.SetupCard(cardData);
// Start in IdleState for booster reveal
card.SetupForBoosterReveal(cardData, isNew); // isNew unused, states query inventory
// Subscribe to reveal complete event
context.BoosterContext.OnRevealFlowComplete += () => {
Debug.Log("Card reveal finished!");
};
```
### Spawning a Card for Album Corner
```csharp
GameObject cardObj = Instantiate(cardPrefab, slotTransform);
var card = cardObj.GetComponent<Card>();
// Assign to slot FIRST
card.AssignToSlot(slot, animateMove: false);
// Inject AlbumViewPage dependency
card.Context.SetAlbumViewPage(albumViewPage);
// Setup for pending state (no data yet)
card.SetupForAlbumPending(); // Starts in PendingFaceDownState
```
### Spawning a Card Already in Album Slot
```csharp
GameObject cardObj = Instantiate(cardPrefab, slotTransform);
var card = cardObj.GetComponent<Card>();
// Setup for album slot (already owned)
card.SetupForAlbumSlot(cardData, albumCardSlot); // Starts in PlacedInSlotState
// Register for enlarge/shrink functionality
albumViewPage.RegisterCardInAlbum(card);
```
### Transitioning Card States Manually
```csharp
// Get card component
var card = GetComponent<Card>();
// Change state
card.ChangeState(CardStateNames.Revealed);
// Check current state
string currentState = card.GetCurrentStateName();
if (currentState == CardStateNames.PlacedInSlot)
{
Debug.Log("Card is placed in album!");
}
// Get specific state component
var enlargedState = card.GetStateComponent<CardAlbumEnlargedState>(
CardStateNames.AlbumEnlarged
);
if (enlargedState != null)
{
// Access state-specific methods/properties
}
```
### Subscribing to Card Events
```csharp
var context = card.Context;
// Drag events
context.OnDragStarted += (ctx) => Debug.Log("Drag started!");
context.OnDragEnded += (ctx) => Debug.Log("Drag ended!");
// Click events (routed through CardDisplay)
context.CardDisplay.OnCardClicked += (display) => Debug.Log("Card clicked!");
// Booster reveal events
context.BoosterContext.OnRevealFlowComplete += () => {
Debug.Log("Reveal complete!");
CardSystemManager.Instance.AddCardToInventory(context.CardData);
};
// State machine events (if needed)
context.StateMachine.OnStateChange += (newState) => Debug.Log($"State: {newState.name}");
```
### Custom Animations
```csharp
var animator = card.Animator;
// Built-in animations
animator.PopIn(duration: 0.5f, onComplete: () => Debug.Log("Popped in!"));
animator.PopOut(duration: 0.3f);
animator.PlayEnlarge(targetScale: 2.5f);
animator.PlayShrink(targetScale: Vector3.one);
// Combine animations
animator.AnimateLocalPosition(Vector3.zero, duration: 0.5f);
animator.AnimateScale(Vector3.one * 1.5f, duration: 0.3f);
// Flip animation
Transform cardBack = card.transform.Find("CardBack");
Transform cardFront = card.transform.Find("CardDisplay");
animator.PlayFlip(cardBack, cardFront, duration: 0.6f, onComplete: () => {
Debug.Log("Flip complete!");
});
animator.PlayFlipScalePunch(punchScale: 1.1f);
// Hover effects
Vector2 originalPos = animator.GetAnchoredPosition();
animator.HoverEnter(liftAmount: 20f, scaleMultiplier: 1.05f);
// ... later
animator.HoverExit(originalPos);
```
---
## Extending the System
### Adding a New Card State
1. **Create State Script** in `StateMachine/States/`
```csharp
using Core.SaveLoad;
using UI.CardSystem.StateMachine;
public class MyNewCardState : AppleState, ICardClickHandler
{
private CardContext _context;
public override void EnterState()
{
_context = GetComponentInParent<CardContext>();
// Setup animations, visuals, etc.
}
public void OnCardClicked(CardContext context)
{
// Handle click behavior
}
public override void ExitState()
{
// Cleanup
}
}
```
2. **Add State Name** to `CardStateNames.cs`
```csharp
public const string MyNewState = "MyNewCardState";
```
3. **Add GameObject** as child of Card prefab's AppleMachine with your state component attached
4. **Transition to State**
```csharp
card.ChangeState(CardStateNames.MyNewState);
```
### Creating a Custom Card Visual Effect
```csharp
public class MyCardEffect : MonoBehaviour
{
private CardContext _context;
void Start()
{
_context = GetComponentInParent<CardContext>();
// Subscribe to state changes
_context.StateMachine.OnStateChange += OnStateChanged;
}
void OnStateChanged(AppleState newState)
{
if (newState.name == CardStateNames.EnlargedNew)
{
// Play custom effect
PlaySparkleEffect();
}
}
void PlaySparkleEffect()
{
// Your custom effect logic
}
}
```
### Adding Custom Card Slots
```csharp
public class MyCustomCardSlot : AlbumCardSlot
{
protected override void OnCardPlaced(Card card)
{
base.OnCardPlaced(card);
// Custom logic when card placed
PlaySpecialEffect();
}
}
```
---
## Troubleshooting
### Cards Not Showing in Corner
**Check:**
1. AlbumViewPage has `cardPrefab` assigned
2. AlbumViewPage has `bottomRightSlots` assigned (SlotContainer with 3 slots)
3. CardSystemManager has pending cards: `GetPendingRevealCards().Count > 0`
4. Page is in album proper (not menu page): Check with `IsInAlbumProper()`
**Debug:**
```csharp
Debug.Log($"Pending cards: {CardSystemManager.Instance.GetPendingRevealCards().Count}");
Debug.Log($"Is in album: {albumViewPage.IsInAlbumProper()}");
```
### Cards Spawning on Top of Each Other
**Cause:** Corner slots not properly configured with `SlotIndex` property
**Fix:**
- Ensure each slot has unique `SlotIndex` (0, 1, 2)
- Verify in inspector: Select each slot → Check `SlotIndex` field
### Card Won't Flip
**Check:**
1. Card has `CardBack` child GameObject
2. Card has `CardDisplay` child GameObject
3. Both have proper hierarchy: `Card → CardBack`, `Card → CardDisplay`
4. State transitions are correct
**Debug:**
```csharp
var cardBack = card.transform.Find("CardBack");
var cardDisplay = card.transform.Find("CardDisplay");
Debug.Log($"Back found: {cardBack != null}, Display found: {cardDisplay != null}");
Debug.Log($"Current state: {card.GetCurrentStateName()}");
```
### Book Won't Flip to Correct Page
**Check:**
1. BookTabButton components configured with correct `zone` and `targetPage`
2. AlbumViewPage has `tabContainer` assigned
3. BookPro component reference assigned on AlbumViewPage
**Debug:**
```csharp
// In AlbumViewPage
foreach (var tab in _zoneTabs)
{
Debug.Log($"Tab: {tab.Zone} → Page {tab.TargetPage}");
}
```
### Cards Not Enlarging When Clicked in Album
**Check:**
1. Card is in `PlacedInSlotState`
2. AlbumViewPage has `cardEnlargedBackdrop` and `cardEnlargedContainer` assigned
3. Card was registered: `albumViewPage.RegisterCardInAlbum(card)`
**Debug:**
```csharp
var enlargedState = card.GetStateComponent<CardAlbumEnlargedState>(CardStateNames.AlbumEnlarged);
Debug.Log($"Enlarged state found: {enlargedState != null}");
Debug.Log($"Current state: {card.GetCurrentStateName()}");
```
### Memory Leaks / Cards Not Destroying
**Cause:** Event subscriptions not cleaned up
**Fix Pattern:**
```csharp
void OnEnable()
{
card.Context.OnDragStarted += HandleDrag;
}
void OnDisable()
{
if (card != null && card.Context != null)
{
card.Context.OnDragStarted -= HandleDrag;
}
}
```
### Booster Packs Not Appearing
**Check:**
1. BoosterOpeningPage has `boosterPackPrefab` assigned
2. BoosterOpeningPage has `bottomRightSlots` assigned
3. Called `SetAvailableBoosterCount()` before showing page
**Debug:**
```csharp
Debug.Log($"Booster count: {CardSystemManager.Instance.GetBoosterPackCount()}");
Debug.Log($"Booster prefab: {boosterOpeningPage.boosterPackPrefab != null}");
```
---
## State Diagram
```
BOOSTER OPENING FLOW:
IdleState ──click──> EnlargedNewState ──click──> RevealedState
└──> EnlargedRepeatState ──┘
└──> EnlargedLegendaryRepeatState ──┘
ALBUM PLACEMENT FLOW:
PendingFaceDownState ──drag──> DraggingRevealedState ──drop on slot──> PlacedInSlotState
click
AlbumEnlargedState
click
PlacedInSlotState
```
---
## Additional Resources
- **Code Location**: `Assets/Scripts/UI/CardSystem/`
- **Card Prefabs**: `Assets/Prefabs/UI/Cards/`
- **Card Definitions**: `Assets/Data/CardSystem/Definitions/`
- **Album Scene**: `Assets/Scenes/Album.unity`
**Related Systems:**
- [UIPageController Documentation](ui_page_navigation.md) - UI page stack navigation
- [DragAndDrop System](../Scripts/UI/DragAndDrop/Core/) - Base drag/drop framework
- [Settings System](settings_readme.md) - Card system configuration
---
**Last Updated:** November 18, 2025
**Version:** 1.0
**Contributors:** Development Team