235fa04ebaac48fabbf186041588d46cd0b5d338
- **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separated from `CardContext` for single responsibility - **Code Cleanup** - Identified unused `SlotContainerHelper.cs` (superseded by `CornerCardManager`) - Identified unused `BoosterPackDraggable.canOpenOnDrop` field - Identified unused `AlbumViewPage._previousInputMode` (hardcoded value)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
Apple Hills
Apple Hills is a Unity-based adventure game featuring interactive puzzle mechanics, dialogue systems, and item interactions.
Project Overview
Apple Hills provides a unique gaming experience with:
- Node-based dialogue system for interactive NPC conversations
- Puzzle mechanics with condition-based progression
- Item pickup, combination, and interaction systems
- Custom Universal Render Pipeline setup
Repository Structure
AppleHills/
├── Assets/ # Unity asset files
│ ├── Art/ # Visual assets, models, textures
│ ├── Dialogue/ # Dialogue system and dialogue data
│ ├── Scripts/ # C# code for game systems
│ │ ├── Core/ # Core managers and services
│ │ ├── Dialogue/ # Dialogue system implementation
│ │ ├── Input/ # Input handling systems
│ │ ├── Interactions/ # Object interaction systems
│ │ ├── Movement/ # Character movement controllers
│ │ ├── PuzzleS/ # Puzzle mechanics and systems
│ │ └── UI/ # User interface components
│ ├── Scenes/ # Game scenes and levels
│ ├── Prefabs/ # Reusable game objects
│ └── ... # Other asset folders
├── Packages/ # Unity package dependencies
├── ProjectSettings/ # Unity project settings
└── docs/ # Project documentation
├── media/ # Images and other media for documentation
└── dialogue_readme.md # Detailed documentation about the dialogue system
Code Structure
Scripts Organization
The game's codebase is organized into several key modules:
| Module | Purpose |
|---|---|
| Animation | Animation controllers and state machines |
| Bootstrap | Game initialization and scene loading |
| Core | Core game managers and services |
| Dialogue | Dialogue tree implementation and text handling |
| Input | Player input processing and mapping |
| Interactions | Interactive object behaviors and triggers |
| Movement | Character controllers and navigation |
| Pooling | Object pooling for performance optimization |
| PuzzleS | Puzzle mechanics, conditions, and validators |
| Settings | Configurable game parameters and constants |
| UI | User interface elements and controllers |
| Utilities | Helper classes and extension methods |
Core Systems Highlight
The Assets/Scripts/Core directory contains critical managers that orchestrate the game's systems:
Key Managers
- GameManager: Central hub managing game state, scene transitions, and system coordination
- ItemManager: Handles inventory system, item pickup, combination, and usage logic
- SceneManagerService: Controls scene loading, unloading, and transitions
Settings Framework
The Core/Settings system provides a robust configuration framework:
- ServiceLocator: Dependency injection system for accessing game services
- SettingsProvider: Central access point for game configuration values
- BaseSettings/BaseDeveloperSettings: Foundation for creating configurable parameters
- InteractionSettings: Configuration for player-object interactions
- MovementModeTypes: Movement parameters for different locomotion modes
Documentation
Detailed documentation about specific systems can be found in the docs folder:
Development
The project is structured using standard Unity practices. Key components:
- Universal Render Pipeline for consistent visuals
- Input System for configurable controls
- Addressable Assets for asset management
Description
Languages
C#
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