### Interactables Architecture Refactor - Converted composition to inheritance, moved from component-based to class-based interactables. No more requirement for chain of "Interactable -> Item" etc. - Created `InteractableBase` abstract base class with common functionality that replaces the old component - Specialized child classes: `Pickup`, `ItemSlot`, `LevelSwitch`, `MinigameSwitch`, `CombinationItem`, `OneClickInteraction` are now children classes - Light updates to the interactable inspector, moved some things arround, added collapsible inspector sections in the UI for better editor experience ### State Machine Integration - Custom `AppleMachine` inheritong from Pixelplacement's StateMachine which implements our own interface for saving, easy place for future improvements - Replaced all previous StateMachines by `AppleMachine` - Custom `AppleState` extends from default `State`. Added serialization, split state logic into "EnterState", "RestoreState", "ExitState" allowing for separate logic when triggering in-game vs loading game - Restores directly to target state without triggering transitional logic - Migration tool converts existing instances ### Prefab Organization - Saved changes from scenes into prefabs - Cleaned up duplicated components, confusing prefabs hierarchies - Created prefab variants where possible - Consolidated Environment prefabs and moved them out of Placeholders subfolder into main Environment folder - Organized item prefabs from PrefabsPLACEHOLDER into proper Items folder - Updated prefab references - All scene references updated to new locations - Removed placeholder files from Characters, Levels, UI, and Minigames folders ### Scene Updates - Quarry scene with major updates - Saved multiple working versions (Quarry, Quarry_Fixed, Quarry_OLD) - Added proper lighting data - Updated all interactable components to new architecture ### Minor editor tools - New tool for testing cards from an editor window (no in-scene object required) - Updated Interactable Inspector - New debug option to opt in-and-out of the save/load system - Tooling for easier migration Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com> Reviewed-on: #44
370 lines
13 KiB
C#
370 lines
13 KiB
C#
using UnityEditor;
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using UnityEngine;
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using AppleHills.Data.CardSystem;
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using Data.CardSystem;
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using Core;
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using UI.CardSystem;
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using UnityEngine.UI;
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using System.Collections.Generic;
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namespace Editor.CardSystem
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{
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/// <summary>
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/// Editor window for testing the Card System in play mode.
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/// Provides buttons to test core functionalities like adding booster packs, opening packs, and generating cards.
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/// </summary>
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public class CardSystemTesterWindow : EditorWindow
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{
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// Test Settings
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private int boosterPacksToAdd = 3;
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private int cardsToGenerate = 10;
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private bool autoOpenPacksWhenAdded = false;
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// Debug Info
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private int currentBoosterCount;
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private int totalCardsInCollection;
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private string lastActionMessage = "";
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// UI State
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private Vector2 scrollPosition;
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private CardAlbumUI cachedCardAlbumUI;
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[MenuItem("AppleHills/Card System Tester")]
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public static void ShowWindow()
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{
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var window = GetWindow<CardSystemTesterWindow>(false, "Card System Tester", true);
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window.minSize = new Vector2(400, 500);
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}
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private void OnEnable()
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{
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EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
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}
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private void OnDisable()
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{
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EditorApplication.playModeStateChanged -= OnPlayModeStateChanged;
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}
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private void OnPlayModeStateChanged(PlayModeStateChange state)
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{
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if (state == PlayModeStateChange.EnteredPlayMode)
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{
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cachedCardAlbumUI = null;
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RefreshDebugInfo();
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}
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else if (state == PlayModeStateChange.ExitingPlayMode)
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{
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cachedCardAlbumUI = null;
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lastActionMessage = "";
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}
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Repaint();
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}
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private void OnGUI()
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{
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scrollPosition = EditorGUILayout.BeginScrollView(scrollPosition);
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// Header
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EditorGUILayout.Space(10);
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EditorGUILayout.LabelField("Card System Tester", EditorStyles.boldLabel);
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EditorGUILayout.HelpBox("This tool allows you to test the card system in play mode. " +
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"Enter play mode to enable the testing functions.", MessageType.Info);
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EditorGUILayout.Space(10);
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// Test Settings Section
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DrawTestSettings();
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EditorGUILayout.Space(10);
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// Debug Info Section
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DrawDebugInfo();
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EditorGUILayout.Space(10);
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// Test Actions Section
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DrawTestActions();
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EditorGUILayout.EndScrollView();
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}
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private void DrawTestSettings()
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{
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EditorGUILayout.LabelField("Test Settings", EditorStyles.boldLabel);
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EditorGUI.BeginDisabledGroup(!Application.isPlaying);
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boosterPacksToAdd = EditorGUILayout.IntSlider("Booster Packs to Add", boosterPacksToAdd, 1, 10);
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cardsToGenerate = EditorGUILayout.IntSlider("Cards to Generate", cardsToGenerate, 1, 100);
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autoOpenPacksWhenAdded = EditorGUILayout.Toggle("Auto-Open Packs When Added", autoOpenPacksWhenAdded);
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EditorGUI.EndDisabledGroup();
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}
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private void DrawDebugInfo()
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{
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EditorGUILayout.LabelField("Debug Info", EditorStyles.boldLabel);
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if (Application.isPlaying)
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{
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EditorGUI.BeginDisabledGroup(true);
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EditorGUILayout.IntField("Current Booster Count", currentBoosterCount);
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EditorGUILayout.IntField("Total Cards in Collection", totalCardsInCollection);
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EditorGUI.EndDisabledGroup();
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if (!string.IsNullOrEmpty(lastActionMessage))
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{
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EditorGUILayout.Space(5);
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EditorGUILayout.HelpBox(lastActionMessage, MessageType.None);
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}
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EditorGUILayout.Space(5);
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if (GUILayout.Button("Refresh Debug Info"))
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{
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RefreshDebugInfo();
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}
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}
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else
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{
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EditorGUILayout.HelpBox("Debug info available in play mode.", MessageType.Warning);
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}
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}
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private void DrawTestActions()
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{
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EditorGUILayout.LabelField("Test Actions", EditorStyles.boldLabel);
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if (!Application.isPlaying)
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{
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EditorGUILayout.HelpBox("Enter Play Mode to use these testing functions.", MessageType.Warning);
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return;
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}
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// Booster Pack Actions
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EditorGUILayout.Space(5);
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EditorGUILayout.LabelField("Booster Pack Actions", EditorStyles.miniBoldLabel);
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if (GUILayout.Button("Add Booster Packs", GUILayout.Height(30)))
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{
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AddBoosterPacks();
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}
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if (GUILayout.Button("Open Card Menu", GUILayout.Height(30)))
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{
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SimulateBackpackClick();
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}
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if (GUILayout.Button("Open Booster Pack", GUILayout.Height(30)))
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{
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OpenBoosterPack();
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}
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if (GUILayout.Button("Open Album View", GUILayout.Height(30)))
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{
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OpenAlbumView();
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}
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// Card Generation Actions
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EditorGUILayout.Space(10);
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EditorGUILayout.LabelField("Card Generation Actions", EditorStyles.miniBoldLabel);
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if (GUILayout.Button("Generate Random Cards", GUILayout.Height(30)))
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{
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GenerateRandomCards();
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}
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EditorGUILayout.Space(5);
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// Danger Zone
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EditorGUILayout.Space(10);
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EditorGUILayout.LabelField("Danger Zone", EditorStyles.miniBoldLabel);
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GUI.backgroundColor = new Color(1f, 0.6f, 0.6f);
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if (GUILayout.Button("Clear All Cards", GUILayout.Height(30)))
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{
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if (EditorUtility.DisplayDialog("Clear All Cards",
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"Are you sure you want to clear all cards from the inventory? This cannot be undone in this play session.",
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"Clear All", "Cancel"))
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{
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ClearAllCards();
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}
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}
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GUI.backgroundColor = Color.white;
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}
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// Refresh the debug information
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private void RefreshDebugInfo()
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{
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if (!Application.isPlaying)
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return;
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if (CardSystemManager.Instance != null)
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{
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currentBoosterCount = CardSystemManager.Instance.GetBoosterPackCount();
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totalCardsInCollection = CardSystemManager.Instance.GetCardInventory().GetAllCards().Count;
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Repaint();
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}
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}
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private CardAlbumUI GetCardAlbumUI()
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{
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if (cachedCardAlbumUI == null)
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{
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cachedCardAlbumUI = Object.FindAnyObjectByType<CardAlbumUI>();
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if (cachedCardAlbumUI == null)
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{
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lastActionMessage = "Error: No CardAlbumUI found in the scene!";
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Debug.LogError("[CardSystemTesterWindow] " + lastActionMessage);
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Repaint();
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}
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}
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return cachedCardAlbumUI;
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}
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// Test Action Methods
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private void AddBoosterPacks()
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{
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if (CardSystemManager.Instance != null)
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{
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CardSystemManager.Instance.AddBoosterPack(boosterPacksToAdd);
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lastActionMessage = $"Added {boosterPacksToAdd} booster pack(s)";
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Logging.Debug($"[CardSystemTesterWindow] {lastActionMessage}");
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RefreshDebugInfo();
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if (autoOpenPacksWhenAdded && GetCardAlbumUI() != null)
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{
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SimulateBackpackClick();
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cachedCardAlbumUI.OpenBoosterPack();
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}
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}
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else
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{
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lastActionMessage = "Error: CardSystemManager instance not found!";
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Debug.LogError("[CardSystemTesterWindow] " + lastActionMessage);
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Repaint();
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}
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}
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private void SimulateBackpackClick()
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{
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CardAlbumUI cardAlbumUI = GetCardAlbumUI();
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if (cardAlbumUI != null)
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{
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if (cardAlbumUI.BackpackIcon != null)
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{
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Button backpackButton = cardAlbumUI.BackpackIcon.GetComponent<Button>();
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if (backpackButton != null)
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{
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backpackButton.onClick.Invoke();
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lastActionMessage = "Opened card menu via backpack click";
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Logging.Debug($"[CardSystemTesterWindow] {lastActionMessage}");
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}
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else
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{
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lastActionMessage = "Failed to find Button component on backpack icon";
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Logging.Warning($"[CardSystemTesterWindow] {lastActionMessage}");
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}
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}
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else
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{
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lastActionMessage = "BackpackIcon reference is null";
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Logging.Warning($"[CardSystemTesterWindow] {lastActionMessage}");
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}
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Repaint();
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}
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}
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private void OpenBoosterPack()
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{
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CardAlbumUI cardAlbumUI = GetCardAlbumUI();
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if (cardAlbumUI != null)
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{
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SimulateBackpackClick();
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cardAlbumUI.OpenBoosterPack();
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lastActionMessage = "Opening booster pack";
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Logging.Debug($"[CardSystemTesterWindow] {lastActionMessage}");
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RefreshDebugInfo();
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}
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}
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private void OpenAlbumView()
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{
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CardAlbumUI cardAlbumUI = GetCardAlbumUI();
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if (cardAlbumUI != null)
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{
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SimulateBackpackClick();
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cardAlbumUI.OpenAlbumView();
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lastActionMessage = "Opening album view";
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Logging.Debug($"[CardSystemTesterWindow] {lastActionMessage}");
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Repaint();
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}
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}
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private void GenerateRandomCards()
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{
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if (CardSystemManager.Instance != null)
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{
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int cardsAdded = 0;
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List<CardDefinition> allDefinitions = CardSystemManager.Instance.GetAllCardDefinitions();
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if (allDefinitions.Count == 0)
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{
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lastActionMessage = "Error: No card definitions available";
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Logging.Warning($"[CardSystemTesterWindow] {lastActionMessage}");
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Repaint();
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return;
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}
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for (int i = 0; i < cardsToGenerate; i++)
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{
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// Get a random card definition
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CardDefinition randomDef = allDefinitions[Random.Range(0, allDefinitions.Count)];
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// Create a card data instance and add it to inventory
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CardData newCard = randomDef.CreateCardData();
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CardSystemManager.Instance.GetCardInventory().AddCard(newCard);
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cardsAdded++;
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}
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lastActionMessage = $"Generated {cardsAdded} random cards";
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Logging.Debug($"[CardSystemTesterWindow] {lastActionMessage}");
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RefreshDebugInfo();
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}
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else
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{
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lastActionMessage = "Error: CardSystemManager instance not found!";
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Debug.LogError("[CardSystemTesterWindow] " + lastActionMessage);
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Repaint();
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}
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}
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private void ClearAllCards()
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{
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if (CardSystemManager.Instance != null)
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{
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int count = CardSystemManager.Instance.GetCardInventory().GetAllCards().Count;
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CardSystemManager.Instance.GetCardInventory().ClearAllCards();
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lastActionMessage = $"Cleared {count} cards from inventory";
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Logging.Debug($"[CardSystemTesterWindow] {lastActionMessage}");
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RefreshDebugInfo();
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}
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else
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{
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lastActionMessage = "Error: CardSystemManager instance not found!";
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Debug.LogError("[CardSystemTesterWindow] " + lastActionMessage);
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Repaint();
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}
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}
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}
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}
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