# Card System Implementation Plan ## Current Implementation Analysis ### Data Layer 1. **CardData.cs**: - Represents an instance of a card in the player's collection - Contains unique ID, rarity, and copies owned - Has a reference to its CardDefinition for display information - Includes methods for rarity upgrades when collecting duplicates - Well-structured with proper serialization support 2. **CardDefinition.cs**: - ScriptableObject template for creating card instances - Contains basic info (name, description), visuals, and collection data - Provides helper methods like CreateCardData() and GetBackgroundColor() - Supports different zones (AppleHills, Quarry, Forest, Mountain, Beach) 3. **CardSystemManager.cs**: - Singleton manager for the card system - Manages available card definitions and player inventory - Includes event callbacks for booster packs and card collection - Has partial implementation for adding booster packs - Has a simple CardInventory class stub 4. **CardVisualConfig.cs**: - ScriptableObject for configuring the visual appearance of cards - Maps rarities to colors and zones to colors/shapes - Uses dictionary lookups for efficient access ### UI Layer 1. **CardUIElement.cs**: - Handles displaying a single card in the UI - Updates visuals based on card data (rarity, zone) - References UI elements like card name text, images, frames, etc. 2. **UIPageController.cs**: - Manages UI page transitions with a stack-based navigation system - Provides methods for pushing, popping, and clearing the page stack - Uses events to notify when pages change 3. **UI Page Components**: - Several page-related files (AlbumViewPage.cs, BoosterOpeningPage.cs, CardMenuPage.cs) - CardAlbumUI.cs file for handling the album display - Base UIPage.cs class for common page functionality ## What's Missing Based on the requirements, here's what still needs to be implemented: 1. **Complete CardInventory Implementation**: - Move from simple stub to full implementation - Add methods to manage the player's card collection - Implement filtering, sorting, and organization features 2. **Booster Pack Generation**: - Complete the logic to generate random booster packs with appropriate rarity distribution - Implement methods for awarding booster packs to the player - Add events for notifying UI when booster packs are obtained 3. **Card Collection UI**: - Complete the album browsing UI with filtering and sorting options - Implement visual indicators for owned/not owned cards - Add UI for tracking collection completion 4. **Booster Pack Opening UI**: - Implement the UI flow for opening booster packs - Add card reveal animations and effects - Create UI feedback for rare card discoveries 5. **Save/Load System**: - Implement persistence for the player's card collection - Add autosave functionality for cards and booster packs ## Implementation Plan ### Step 1: Complete the Data Layer 1. **Implement CardInventory.cs**: - Create a dedicated class file (replacing the stub in CardSystemManager) - Add methods for adding/removing cards, checking duplicates - Implement filtering by zone, rarity, etc. - Add collection statistics methods 2. **Complete CardSystemManager.cs**: - Update references to use the new CardInventory class - Add methods for save/load integration - Implement additional helper methods for card management ### Step 2: Implement UI Flow 1. **Complete UIPage Implementations**: - Implement CardMenuPage.cs as the main card system entry point - Complete AlbumViewPage.cs for browsing the collection - Implement BoosterOpeningPage.cs for the pack opening experience 2. **Card Collection Browsing**: - Complete CardAlbumUI.cs to display the player's collection - Add filtering by zone, rarity, etc. - Implement pagination for large collections 3. **Booster Pack UI**: - Create UI for displaying and opening booster packs - Implement card reveal animations and transitions - Add sound effects and visual feedback ### Step 3: Integration and Polishing 1. **Connect UI to Data Layer**: - Hook up UI components to CardSystemManager events - Ensure data flows correctly between UI and data layers 2. **Test and Balance**: - Test rarity distribution in booster packs - Balance the upgrade system for duplicates 3. **Performance Optimization**: - Implement object pooling for card UI elements - Optimize loading of card data and sprites ### Step 4: Additional Features (Optional) 1. **Card Trading System**: - Allow players to trade cards with NPCs or other players 2. **Special Collection Bonuses**: - Rewards for completing sets of cards 3. **Card Usage Mechanics**: - Ways to use cards in gameplay beyond collection