Files
AppleHillsProduction/Assets/Scripts/CardSystem/Data/CardVisualConfig.cs
tschesky 235fa04eba Merge a card refresh (#59)
- **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  - Identified unused `SlotContainerHelper.cs` (superseded by `CornerCardManager`)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
2025-11-18 08:40:59 +00:00

207 lines
6.8 KiB
C#

using System;
using System.Collections.Generic;
using Core;
using UnityEngine;
namespace AppleHills.Data.CardSystem
{
/// <summary>
/// ScriptableObject containing visual configuration for card display
/// Maps card rarities to frames/overlays and zones to backgrounds/shapes
/// </summary>
[CreateAssetMenu(fileName = "CardVisualConfig", menuName = "AppleHills/Card System/Visual Config")]
public class CardVisualConfig : ScriptableObject
{
[Serializable]
public class RarityVisualMapping
{
public CardRarity rarity;
[Tooltip("Frame image for this rarity")]
public Sprite frame;
[Tooltip("Overlay image for this rarity (can be null)")]
public Sprite overlay;
}
[Serializable]
public class ZoneVisualMapping
{
public CardZone zone;
[Tooltip("Background image for this zone")]
public Sprite background;
[Tooltip("Shape sprite for Normal rarity cards in this zone")]
public Sprite shapeNormal;
[Tooltip("Shape sprite for Rare rarity cards in this zone")]
public Sprite shapeRare;
}
[Header("Rarity Configuration")]
[Tooltip("Visual mappings for different card rarities (frames and overlays)")]
[SerializeField] private List<RarityVisualMapping> rarityVisuals = new List<RarityVisualMapping>();
[Header("Zone Configuration")]
[Tooltip("Visual mappings for different card zones (backgrounds and shapes)")]
[SerializeField] private List<ZoneVisualMapping> zoneVisuals = new List<ZoneVisualMapping>();
[Header("Legendary Override")]
[Tooltip("Background used for all Legendary cards, regardless of zone")]
[SerializeField] private Sprite legendaryBackground;
private Dictionary<CardRarity, RarityVisualMapping> _rarityLookup;
private Dictionary<CardZone, ZoneVisualMapping> _zoneLookup;
/// <summary>
/// Initialize the lookup dictionaries when the asset is loaded
/// </summary>
private void OnEnable()
{
InitializeLookups();
}
/// <summary>
/// Builds the lookup dictionaries from the serialized lists
/// </summary>
private void InitializeLookups()
{
// Build rarity visual lookup
_rarityLookup = new Dictionary<CardRarity, RarityVisualMapping>();
foreach (var mapping in rarityVisuals)
{
_rarityLookup[mapping.rarity] = mapping;
}
// Build zone visual lookup
_zoneLookup = new Dictionary<CardZone, ZoneVisualMapping>();
foreach (var mapping in zoneVisuals)
{
_zoneLookup[mapping.zone] = mapping;
}
}
/// <summary>
/// Get the frame sprite for a specific card rarity
/// </summary>
public Sprite GetRarityFrame(CardRarity rarity)
{
if (_rarityLookup == null) InitializeLookups();
if (_rarityLookup.TryGetValue(rarity, out RarityVisualMapping mapping))
{
return mapping.frame;
}
Logging.Warning($"[CardVisualConfig] No frame mapping found for rarity {rarity}");
return null;
}
/// <summary>
/// Get the overlay sprite for a specific card rarity (can be null)
/// </summary>
public Sprite GetRarityOverlay(CardRarity rarity)
{
if (_rarityLookup == null) InitializeLookups();
if (_rarityLookup.TryGetValue(rarity, out RarityVisualMapping mapping))
{
return mapping.overlay;
}
return null;
}
/// <summary>
/// Get the background sprite for a card based on zone and rarity
/// Legendary cards always use the legendary background override
/// </summary>
public Sprite GetBackground(CardZone zone, CardRarity rarity)
{
if (_zoneLookup == null) InitializeLookups();
// Legendary cards use special background
if (rarity == CardRarity.Legendary)
{
return legendaryBackground;
}
// Normal and Rare cards use zone background
if (_zoneLookup.TryGetValue(zone, out ZoneVisualMapping mapping))
{
return mapping.background;
}
Logging.Warning($"[CardVisualConfig] No background mapping found for zone {zone}");
return null;
}
/// <summary>
/// Get the shape sprite for a card based on zone and rarity
/// Legendary cards don't display shapes (returns null)
/// </summary>
public Sprite GetZoneShape(CardZone zone, CardRarity rarity)
{
if (_zoneLookup == null) InitializeLookups();
// Legendary cards don't have shapes
if (rarity == CardRarity.Legendary)
{
return null;
}
if (_zoneLookup.TryGetValue(zone, out ZoneVisualMapping mapping))
{
// Return shape based on rarity
return rarity == CardRarity.Rare ? mapping.shapeRare : mapping.shapeNormal;
}
Logging.Warning($"[CardVisualConfig] No shape mapping found for zone {zone}");
return null;
}
#if UNITY_EDITOR
/// <summary>
/// Editor-only utility to initialize the config with default structure
/// </summary>
public void InitializeDefaults()
{
// Clear existing mappings
rarityVisuals.Clear();
zoneVisuals.Clear();
// Add entries for all rarities
foreach (CardRarity rarity in Enum.GetValues(typeof(CardRarity)))
{
rarityVisuals.Add(new RarityVisualMapping { rarity = rarity });
}
// Add entries for all zones
foreach (CardZone zone in Enum.GetValues(typeof(CardZone)))
{
zoneVisuals.Add(new ZoneVisualMapping { zone = zone });
}
// Initialize the lookups
InitializeLookups();
}
#endif
}
#if UNITY_EDITOR
[UnityEditor.CustomEditor(typeof(CardVisualConfig))]
public class CardVisualConfigEditor : UnityEditor.Editor
{
public override void OnInspectorGUI()
{
DrawDefaultInspector();
CardVisualConfig config = (CardVisualConfig)target;
UnityEditor.EditorGUILayout.Space();
if (GUILayout.Button("Initialize Default Structure"))
{
config.InitializeDefaults();
UnityEditor.EditorUtility.SetDirty(config);
}
}
}
#endif
}