- **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separated from `CardContext` for single responsibility - **Code Cleanup** - Identified unused `SlotContainerHelper.cs` (superseded by `CornerCardManager`) - Identified unused `BoosterPackDraggable.canOpenOnDrop` field - Identified unused `AlbumViewPage._previousInputMode` (hardcoded value)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
206 lines
7.4 KiB
C#
206 lines
7.4 KiB
C#
using System.Collections;
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using Core;
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using UnityEngine;
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using UnityEngine.UI;
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using AppleHills.Core.Settings;
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namespace UI.CardSystem
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{
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/// <summary>
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/// Controls a vertical progress bar made of individual Image elements.
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/// Fills from bottom to top and animates the newest element with a blink effect.
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///
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/// Setup: Place on GameObject with VerticalLayoutGroup (Reverse Arrangement enabled).
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/// First child = first progress element (1/5), last child = last progress element (5/5).
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/// </summary>
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public class ProgressBarController : MonoBehaviour
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{
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[Header("Progress Elements")]
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[Tooltip("The individual Image components representing progress segments (auto-detected from children)")]
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private Image[] _progressElements;
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private ICardSystemSettings _settings;
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private Coroutine _currentBlinkCoroutine;
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private void Awake()
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{
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_settings = GameManager.GetSettingsObject<ICardSystemSettings>();
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// Auto-detect all child Image components
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_progressElements = GetComponentsInChildren<Image>(true);
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if (_progressElements.Length == 0)
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{
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Logging.Warning("[ProgressBarController] No child Image components found! Add Image children to this GridLayout.");
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}
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}
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/// <summary>
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/// Show progress and animate the newest element with a blink effect.
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/// </summary>
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/// <param name="currentCount">Current progress (1 to maxCount)</param>
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/// <param name="maxCount">Maximum progress value (typically 5)</param>
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/// <param name="onComplete">Callback invoked after blink animation completes</param>
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public void ShowProgress(int currentCount, int maxCount, System.Action onComplete)
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{
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// Validate input
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if (currentCount < 0 || currentCount > maxCount)
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{
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Logging.Warning($"[ProgressBarController] Invalid progress: {currentCount}/{maxCount}");
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onComplete?.Invoke();
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return;
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}
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// Validate element count
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if (_progressElements.Length < maxCount)
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{
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Logging.Warning($"[ProgressBarController] Not enough progress elements! Expected {maxCount}, found {_progressElements.Length}");
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onComplete?.Invoke();
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return;
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}
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// Stop any existing blink animation
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if (_currentBlinkCoroutine != null)
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{
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StopCoroutine(_currentBlinkCoroutine);
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_currentBlinkCoroutine = null;
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}
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// Disable all elements first
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foreach (var element in _progressElements)
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{
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element.enabled = false;
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}
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// Enable first N elements (since first child = 1/5, last child = 5/5)
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// If currentCount = 3, enable elements [0], [1], [2] (first 3 elements)
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for (int i = 0; i < currentCount && i < _progressElements.Length; i++)
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{
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_progressElements[i].enabled = true;
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}
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Logging.Debug($"[ProgressBarController] Showing progress {currentCount}/{maxCount}");
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// Blink the NEWEST element (the last one we just enabled)
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// Newest element is at index (currentCount - 1)
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int newestIndex = currentCount - 1;
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if (newestIndex >= 0 && newestIndex < _progressElements.Length && currentCount > 0)
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{
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_currentBlinkCoroutine = StartCoroutine(BlinkElement(newestIndex, onComplete));
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}
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else
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{
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// No element to blink (e.g., currentCount = 0)
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onComplete?.Invoke();
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}
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}
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/// <summary>
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/// Show progress without blink animation (instant display).
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/// </summary>
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/// <param name="currentCount">Current progress (1 to maxCount)</param>
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/// <param name="maxCount">Maximum progress value</param>
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public void ShowProgressInstant(int currentCount, int maxCount)
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{
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// Validate
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if (currentCount < 0 || currentCount > maxCount || _progressElements.Length < maxCount)
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{
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return;
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}
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// Disable all
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foreach (var element in _progressElements)
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{
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element.enabled = false;
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}
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// Enable first N elements
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for (int i = 0; i < currentCount && i < _progressElements.Length; i++)
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{
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_progressElements[i].enabled = true;
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}
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}
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/// <summary>
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/// Hide all progress elements.
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/// </summary>
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public void HideProgress()
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{
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foreach (var element in _progressElements)
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{
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element.enabled = false;
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}
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}
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/// <summary>
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/// Blink a specific element by toggling enabled/disabled.
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/// </summary>
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private IEnumerator BlinkElement(int index, System.Action onComplete)
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{
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if (index < 0 || index >= _progressElements.Length)
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{
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onComplete?.Invoke();
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yield break;
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}
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Image element = _progressElements[index];
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// Get blink settings (or use defaults if not available)
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float blinkDuration = 0.15f; // Duration for each on/off toggle
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int blinkCount = 3; // Number of full blinks (on->off->on = 1 blink)
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// Try to get settings if available
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if (_settings != null)
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{
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// Settings could expose these if needed:
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// blinkDuration = _settings.ProgressBlinkDuration;
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// blinkCount = _settings.ProgressBlinkCount;
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}
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Logging.Debug($"[ProgressBarController] Blinking element {index} ({blinkCount} times)");
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// Wait a brief moment before starting blink
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yield return new WaitForSeconds(0.3f);
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// Perform blinks (on->off->on = 1 full blink)
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for (int i = 0; i < blinkCount; i++)
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{
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// Off
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element.enabled = false;
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yield return new WaitForSeconds(blinkDuration);
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// On
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element.enabled = true;
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yield return new WaitForSeconds(blinkDuration);
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}
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// Ensure element is enabled at the end
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element.enabled = true;
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Logging.Debug($"[ProgressBarController] Blink complete for element {index}");
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_currentBlinkCoroutine = null;
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onComplete?.Invoke();
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}
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/// <summary>
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/// Get the total number of progress elements available.
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/// </summary>
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public int GetElementCount()
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{
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return _progressElements?.Length ?? 0;
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}
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private void OnDestroy()
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{
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// Clean up any running coroutines
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if (_currentBlinkCoroutine != null)
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{
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StopCoroutine(_currentBlinkCoroutine);
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_currentBlinkCoroutine = null;
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}
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}
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}
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}
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