# 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 - Implements functionality for adding and opening booster packs 4. **CardInventory.cs**: - Fully implemented management of the player's card collection - Includes methods for adding cards and tracking booster packs - Provides filtering methods for different card types - Supports card lookup by various properties (zone, rarity) 5. **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**: - **CardMenuPage.cs**: Main menu for card system navigation - **AlbumViewPage.cs**: Simplified implementation that shows filtered cards in grid - **BoosterOpeningPage.cs**: Interactive card reveal experience - **CardAlbumUI.cs**: Main controller for the card system UI - **UIPage.cs**: Base class for common page functionality ## Implementation Status ### Completed 1. **Complete CardInventory Implementation**: - Full implementation with methods to manage the player's card collection - Filtering, sorting, and organization features - Integration with CardSystemManager 2. **Booster Pack Generation**: - Logic to generate random booster packs with appropriate rarity distribution - Methods for awarding booster packs to the player - Events for notifying UI when booster packs are obtained 3. **Card Collection UI**: - Simplified album browsing UI with filtering and sorting options - Removed unnecessary card stack and slot system - Updated AlbumViewPage to use TextMeshPro components 4. **Booster Pack Opening UI (In Progress)**: - Implemented interactive card reveal system - Added card back prefabs for clickable reveal experience - Created flip animations and particle effects for card reveals - Updated to support revealing three cards individually ### Still Needed 1. **Booster Opening UI Refinement**: - Fine-tune animation timings and transitions - Implement custom card back designs - Add more visual/audio feedback for different rarities 2. **Save/Load System**: - Implement persistence for the player's card collection - Add autosave functionality for cards and booster packs 3. **Card Collection Statistics**: - Add UI for tracking collection completion - Implement achievements for collecting sets ## Next Steps ### 1. Complete the Booster Opening Experience - Create proper card back prefab with appropriate design - Test and refine the card reveal animations - Ensure particle effects and sounds play correctly ### 2. Add Save/Load System - Implement JSON serialization for CardInventory - Add autosave triggers after obtaining new cards - Create save/load methods in CardSystemManager ### 3. Polish the Overall Experience - Add transition animations between pages - Improve visual feedback for obtaining new cards - Implement collection statistics display ### 4. Additional Features (Optional) - Special collection bonuses for completing sets - Card trading system with NPCs - Card usage mechanics beyond collection