- **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separated from `CardContext` for single responsibility - **Code Cleanup** - Identified unused `SlotContainerHelper.cs` (superseded by `CornerCardManager`) - Identified unused `BoosterPackDraggable.canOpenOnDrop` field - Identified unused `AlbumViewPage._previousInputMode` (hardcoded value)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
60 lines
1.8 KiB
C#
60 lines
1.8 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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/// <summary>
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/// Scriptable object defining a collectible card's properties.
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/// Used as a template for generating CardData instances.
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/// </summary>
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[CreateAssetMenu(fileName = "New Card", menuName = "AppleHills/Card System/Card Definition")]
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public class CardDefinition : ScriptableObject
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{
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[Header("Identification")]
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[Tooltip("Unique identifier for this card definition")]
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public string Id = Guid.NewGuid().ToString();
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[Header("Basic Info")]
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public string Name;
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[Tooltip("Use a custom file name instead of the card name")]
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public bool UseCustomFileName = false;
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[Tooltip("Custom file name (only used if UseCustomFileName is true)")]
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public string CustomFileName = "";
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[TextArea(3, 5)]
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public string Description;
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public CardRarity Rarity;
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public CardZone Zone;
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[Header("Visual Elements")]
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public Sprite CardImage; // The actual card image
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[Header("Collection Info")]
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public int CollectionIndex; // Position in the album
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/// <summary>
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/// Creates a new CardData instance from this definition
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/// </summary>
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public CardData CreateCardData()
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{
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return new CardData(this);
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}
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public override bool Equals(object obj)
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{
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if (obj is CardDefinition other)
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{
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return string.Equals(Id, other.Id, StringComparison.Ordinal);
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}
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return false;
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}
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public override int GetHashCode()
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{
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return Id != null ? Id.GetHashCode() : 0;
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}
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}
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}
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