- **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separated from `CardContext` for single responsibility - **Code Cleanup** - Identified unused `SlotContainerHelper.cs` (superseded by `CornerCardManager`) - Identified unused `BoosterPackDraggable.canOpenOnDrop` field - Identified unused `AlbumViewPage._previousInputMode` (hardcoded value)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
129 lines
4.6 KiB
C#
129 lines
4.6 KiB
C#
using Core;
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using UI.CardSystem.StateMachine;
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using UnityEngine;
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namespace UI.CardSystem
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{
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/// <summary>
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/// Manages card enlarge system: backdrop display and card reparenting.
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/// Created and owned by AlbumViewPage (not a Unity component).
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/// </summary>
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public class CardEnlargeController
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{
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private readonly GameObject _backdrop;
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private readonly Transform _enlargedContainer;
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/// <summary>
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/// Constructor - called by AlbumViewPage's lazy property
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/// </summary>
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public CardEnlargeController(GameObject backdrop, Transform enlargedContainer)
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{
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_backdrop = backdrop;
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_enlargedContainer = enlargedContainer;
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}
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/// <summary>
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/// Subscribe to a placed card's enlarged state events
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/// </summary>
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public void RegisterCard(StateMachine.Card card)
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{
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if (card == null) return;
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var enlargeState = card.GetStateComponent<StateMachine.States.CardAlbumEnlargedState>(CardStateNames.AlbumEnlarged);
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if (enlargeState != null)
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{
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enlargeState.OnEnlargeRequested += OnCardEnlargeRequested;
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enlargeState.OnShrinkRequested += OnCardShrinkRequested;
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}
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}
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/// <summary>
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/// Unsubscribe from a card's enlarged state events
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/// </summary>
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public void UnregisterCard(StateMachine.Card card)
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{
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if (card == null) return;
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var enlargeState = card.GetStateComponent<StateMachine.States.CardAlbumEnlargedState>(CardStateNames.AlbumEnlarged);
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if (enlargeState != null)
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{
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enlargeState.OnEnlargeRequested -= OnCardEnlargeRequested;
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enlargeState.OnShrinkRequested -= OnCardShrinkRequested;
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}
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}
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/// <summary>
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/// Clean up enlarged card state (on page close)
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/// </summary>
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public void CleanupEnlargedState()
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{
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// Hide backdrop if visible
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if (_backdrop != null && _backdrop.activeSelf)
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{
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_backdrop.SetActive(false);
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}
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// If there's an enlarged card in the container, return it to its slot
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if (_enlargedContainer != null && _enlargedContainer.childCount > 0)
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{
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for (int i = _enlargedContainer.childCount - 1; i >= 0; i--)
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{
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Transform cardTransform = _enlargedContainer.GetChild(i);
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var card = cardTransform.GetComponent<StateMachine.Card>();
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var state = cardTransform.GetComponentInChildren<StateMachine.States.CardAlbumEnlargedState>(true);
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if (card != null && state != null)
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{
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Transform originalParent = state.GetOriginalParent();
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if (originalParent != null)
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{
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cardTransform.SetParent(originalParent, true);
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cardTransform.localPosition = state.GetOriginalLocalPosition();
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cardTransform.localRotation = state.GetOriginalLocalRotation();
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}
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}
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}
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}
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}
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#region Event Handlers
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private void OnCardEnlargeRequested(StateMachine.States.CardAlbumEnlargedState state)
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{
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if (state == null) return;
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// Show backdrop
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if (_backdrop != null)
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{
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_backdrop.SetActive(true);
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}
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// Reparent card root to enlarged container preserving world transform
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if (_enlargedContainer != null)
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{
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var ctx = state.GetComponentInParent<StateMachine.CardContext>();
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if (ctx != null)
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{
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ctx.RootTransform.SetParent(_enlargedContainer, true);
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ctx.RootTransform.SetAsLastSibling();
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}
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}
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}
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private void OnCardShrinkRequested(StateMachine.States.CardAlbumEnlargedState state)
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{
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if (state == null) return;
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// Hide backdrop; state will animate back to slot and reparent on completion
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if (_backdrop != null)
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{
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_backdrop.SetActive(false);
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}
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// Do not reparent here; reverse animation is orchestrated by the state
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}
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#endregion
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}
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}
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