- **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separated from `CardContext` for single responsibility - **Code Cleanup** - Identified unused `SlotContainerHelper.cs` (superseded by `CornerCardManager`) - Identified unused `BoosterPackDraggable.canOpenOnDrop` field - Identified unused `AlbumViewPage._previousInputMode` (hardcoded value)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
107 lines
3.2 KiB
C#
107 lines
3.2 KiB
C#
using System;
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using UnityEngine;
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namespace AppleHills.Data.CardSystem
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{
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[Serializable]
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public class CardData
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{
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// Core data (serialized)
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public string Id; // Auto-generated unique ID (GUID)
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public string DefinitionId; // ID of the card definition this instance was created from
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public CardRarity Rarity; // Current rarity (may be upgraded from original)
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public int CopiesOwned; // Number of copies the player has (for stacking)
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// Reference back to the definition (not serialized)
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[NonSerialized]
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private CardDefinition _definition;
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// Properties that reference definition data
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public string Name => _definition?.Name;
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public string Description => _definition?.Description;
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public CardZone Zone => _definition?.Zone ?? CardZone.AppleHills;
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public int CollectionIndex => _definition?.CollectionIndex ?? 0;
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public Sprite CardImage => _definition?.CardImage;
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// Default constructor
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public CardData()
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{
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Id = Guid.NewGuid().ToString();
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CopiesOwned = 0;
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}
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// Constructor from definition
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public CardData(CardDefinition definition)
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{
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Id = Guid.NewGuid().ToString();
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DefinitionId = definition.Id;
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Rarity = definition.Rarity;
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CopiesOwned = 1;
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_definition = definition;
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}
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// Copy constructor
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public CardData(CardData other)
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{
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Id = other.Id;
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DefinitionId = other.DefinitionId;
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Rarity = other.Rarity;
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CopiesOwned = other.CopiesOwned;
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_definition = other._definition;
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}
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// Method to link this card data to its definition
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public void SetDefinition(CardDefinition definition)
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{
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if (definition != null)
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{
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_definition = definition;
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DefinitionId = definition.Id;
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}
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}
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// Method to upgrade rarity when enough copies are collected
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public bool TryUpgradeRarity()
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{
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// Simple implementation - each rarity needs twice as many copies to upgrade
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int requiredCopies = (int)Rarity * 2 + 1;
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if (CopiesOwned >= requiredCopies && Rarity < CardRarity.Legendary)
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{
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Rarity += 1;
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CopiesOwned -= requiredCopies;
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return true;
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}
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return false;
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}
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// ToString method for debugging
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public override string ToString()
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{
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return $"CardData [ID: {Id}, Name: {Name}, Rarity: {Rarity}, Zone: {Zone}, " +
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$"DefinitionID: {DefinitionId}, Copies: {CopiesOwned}, " +
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$"Has Definition: {_definition != null}, Has Image: {CardImage != null}]";
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}
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}
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// Enums for card attributes
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public enum CardRarity
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{
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Normal = 0,
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Rare = 1,
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Legendary = 2
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}
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public enum CardZone
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{
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NotApplicable,
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AppleHills,
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Quarry,
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CementFactory,
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CentralStreet,
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Valentine,
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Dump
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}
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}
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