Files
tschesky 235fa04eba Merge a card refresh (#59)
- **Refactored Card Placement Flow**
  - Separated card presentation from orchestration logic
  - Extracted `CornerCardManager` for pending card lifecycle (spawn, shuffle, rebuild)
  - Extracted `AlbumNavigationService` for book page navigation and zone mapping
  - Extracted `CardEnlargeController` for backdrop management and card reparenting
  - Implemented controller pattern (non-MonoBehaviour) for complex logic
  - Cards now unparent from slots before rebuild to prevent premature destruction

- **Improved Corner Card Display**
  - Fixed cards spawning on top of each other during rebuild
  - Implemented shuffle-to-front logic (remaining cards occupy slots 0→1→2)
  - Added smart card selection (prioritizes cards matching current album page)
  - Pending cards now removed from queue immediately on drag start
  - Corner cards rebuild after each placement with proper slot reassignment

- **Enhanced Album Card Viewing**
  - Added dramatic scale increase when viewing cards from album slots
  - Implemented shrink animation when dismissing enlarged cards
  - Cards transition: `PlacedInSlotState` → `AlbumEnlargedState` → `PlacedInSlotState`
  - Backdrop shows/hides with card enlarge/shrink cycle
  - Cards reparent to enlarged container while viewing, return to slot after

- **State Machine Improvements**
  - Added `CardStateNames` constants for type-safe state transitions
  - Implemented `ICardClickHandler` and `ICardStateDragHandler` interfaces
  - State transitions now use cached property indices
  - `BoosterCardContext` separated from `CardContext` for single responsibility

- **Code Cleanup**
  - Identified unused `SlotContainerHelper.cs` (superseded by `CornerCardManager`)
  - Identified unused `BoosterPackDraggable.canOpenOnDrop` field
  - Identified unused `AlbumViewPage._previousInputMode` (hardcoded value)
  - Identified unused `Card.OnPlacedInAlbumSlot` event (no subscribers)

Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com>
Co-authored-by: Michal Pikulski <michal@foolhardyhorizons.com>
Reviewed-on: #59
2025-11-18 08:40:59 +00:00

136 lines
4.0 KiB
C#

using System;
using AppleHills.Data.CardSystem;
using BookCurlPro;
using Core;
using UnityEngine;
using UnityEngine.UI;
using Tween = Pixelplacement.Tween;
namespace UI.CardSystem
{
/// <summary>
/// Tab button for navigating to specific pages in the card album book.
/// Coordinates with other tabs via static events for visual feedback.
/// </summary>
[RequireComponent(typeof(Button))]
public class BookTabButton : MonoBehaviour
{
[Header("Book Reference")]
[SerializeField] private BookPro book;
[Header("Tab Configuration")]
[SerializeField] private int targetPage;
[SerializeField] private CardZone zone;
[Header("Visual Settings")]
[SerializeField] private bool enableScaling = true;
[SerializeField] private float selectedScale = 2.0f;
[SerializeField] private float normalScale = 1.0f;
[SerializeField] private float scaleTransitionDuration = 0.2f;
private Button button;
private RectTransform rectTransform;
private Vector2 originalSize;
// Static dispatcher for coordinating all tabs
private static event Action<BookTabButton> OnTabClicked;
// Public properties to access this tab's configuration
public CardZone Zone => zone;
public int TargetPage => targetPage;
private void Awake()
{
// Get required components
button = GetComponent<Button>();
rectTransform = GetComponent<RectTransform>();
// Cache original size
originalSize = rectTransform.sizeDelta;
// Register button click
button.onClick.AddListener(OnButtonClicked);
// Subscribe to static tab event
OnTabClicked += OnAnyTabClicked;
}
private void OnDestroy()
{
// Cleanup listeners
if (button != null)
{
button.onClick.RemoveListener(OnButtonClicked);
}
OnTabClicked -= OnAnyTabClicked;
}
private void OnButtonClicked()
{
if (book == null)
{
Logging.Warning($"[BookTabButton] No BookPro reference assigned on {gameObject.name}");
return;
}
// Notify all tabs that this one was clicked
OnTabClicked?.Invoke(this);
// Flip to target page using AutoFlip
BookCurlPro.AutoFlip autoFlip = book.GetComponent<BookCurlPro.AutoFlip>();
if (autoFlip == null)
{
autoFlip = book.gameObject.AddComponent<BookCurlPro.AutoFlip>();
}
autoFlip.enabled = true;
autoFlip.StartFlipping(targetPage);
}
private void OnAnyTabClicked(BookTabButton clickedTab)
{
// Skip scaling if disabled
if (!enableScaling) return;
// Scale this tab based on whether it was clicked
if (clickedTab == this)
{
SetScale(selectedScale);
}
else
{
SetScale(normalScale);
}
}
private void SetScale(float targetScale)
{
Vector2 targetSize = originalSize * targetScale;
// Use Pixelplacement Tween for smooth size change
Tween.Value(rectTransform.sizeDelta, targetSize,
(Vector2 value) => rectTransform.sizeDelta = value,
scaleTransitionDuration, 0f, Tween.EaseInOut);
}
// Public method to programmatically trigger this tab
public void ActivateTab()
{
OnButtonClicked();
}
#if UNITY_EDITOR
private void OnValidate()
{
// Ensure target page is non-negative
if (targetPage < 0)
{
targetPage = 0;
}
}
#endif
}
}