- **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separated from `CardContext` for single responsibility - **Code Cleanup** - Identified unused `SlotContainerHelper.cs` (superseded by `CornerCardManager`) - Identified unused `BoosterPackDraggable.canOpenOnDrop` field - Identified unused `AlbumViewPage._previousInputMode` (hardcoded value)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
170 lines
6.0 KiB
C#
170 lines
6.0 KiB
C#
using Core;
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using Core.SaveLoad;
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using UnityEngine;
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namespace UI.CardSystem.StateMachine.States
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{
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/// <summary>
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/// Dragging revealed state for pending cards after flip.
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/// Shows card front without badges, handles transition to placement after drag release.
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/// Queries AlbumViewPage for page flip status instead of tracking state internally.
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/// </summary>
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public class CardDraggingRevealedState : AppleState, ICardStateDragHandler
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{
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private CardContext _context;
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private Vector3 _originalScale;
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// Placement info passed from PendingFaceDownState
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private AlbumCardSlot _targetSlot;
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private bool _dragAlreadyEnded = false; // Track if drag ended before we entered this state (instant-release case)
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private void Awake()
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{
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_context = GetComponentInParent<CardContext>();
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}
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/// <summary>
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/// Set target slot from previous state
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/// Called by PendingFaceDownState before transition
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/// </summary>
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public void SetTargetSlot(AlbumCardSlot targetSlot)
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{
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_targetSlot = targetSlot;
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}
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/// <summary>
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/// Set flag indicating drag already ended before entering this state
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/// Called by PendingFaceDownState for instant-release case
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/// </summary>
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public void SetDragAlreadyEnded(bool ended)
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{
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_dragAlreadyEnded = ended;
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}
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public override void OnEnterState()
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{
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if (_context == null) return;
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if (_context.CardDisplay != null)
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{
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_context.CardDisplay.gameObject.SetActive(true);
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_context.CardDisplay.transform.localRotation = Quaternion.Euler(0,0,0);
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}
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_originalScale = _context.RootTransform.localScale;
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_context.RootTransform.localScale = _originalScale * 1.15f;
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// Check if drag already ended before we entered this state (instant-release case)
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if (_dragAlreadyEnded)
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{
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Logging.Debug("[CardDraggingRevealedState] Drag ended before state entry - handling placement immediately");
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_dragAlreadyEnded = false; // Clear flag
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HandlePlacement();
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}
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}
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/// <summary>
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/// Already in dragging state, nothing to do
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/// </summary>
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public bool OnCardDragStarted(CardContext ctx)
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{
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return true; // Prevent default DraggingState transition
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}
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/// <summary>
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/// Handle drag end - query AlbumViewPage for page flip status and place accordingly
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/// </summary>
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public bool OnCardDragEnded(CardContext ctx)
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{
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HandlePlacement();
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return true;
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}
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/// <summary>
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/// Handle card placement logic - called from OnCardDragEnded or OnEnterState (instant-release)
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/// </summary>
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private void HandlePlacement()
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{
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if (_targetSlot == null)
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{
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Logging.Warning("[CardDraggingRevealedState] No target slot set - cannot place card");
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// Return to corner
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_context.StateMachine.ChangeState(CardStateNames.PendingFaceDown);
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return;
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}
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// Query AlbumViewPage for page flip status
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var albumPage = _context.AlbumViewPage;
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if (albumPage == null)
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{
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Logging.Warning("[CardDraggingRevealedState] AlbumViewPage not injected - placing immediately");
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TransitionToPlacement(_context);
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return;
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}
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// Check if page is still flipping
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if (albumPage.IsPageFlipping)
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{
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// Wait for flip to complete
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Logging.Debug("[CardDraggingRevealedState] Page still flipping - waiting before placement");
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StartCoroutine(WaitForPageFlipThenPlace(_context, albumPage));
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}
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else
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{
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// Flip already done - place immediately
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Logging.Debug("[CardDraggingRevealedState] Page flip complete - placing card immediately");
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TransitionToPlacement(_context);
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}
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}
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private System.Collections.IEnumerator WaitForPageFlipThenPlace(CardContext ctx, AlbumViewPage albumPage)
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{
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// Wait until page flip completes (max 0.5 seconds timeout)
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float timeout = 0.5f;
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float elapsed = 0f;
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while (albumPage.IsPageFlipping && elapsed < timeout)
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{
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yield return null;
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elapsed += Time.deltaTime;
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}
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if (elapsed >= timeout)
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{
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Logging.Warning("[CardDraggingRevealedState] Page flip wait timed out");
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}
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else
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{
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Logging.Debug("[CardDraggingRevealedState] Page flip completed, placing card");
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}
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// Now place the card
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TransitionToPlacement(ctx);
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}
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private void TransitionToPlacement(CardContext ctx)
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{
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// Pass target slot to PlacedInSlotState
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var card = ctx.GetComponent<Card>();
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if (card != null)
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{
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var placedState = card.GetStateComponent<CardPlacedInSlotState>(CardStateNames.PlacedInSlot);
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if (placedState != null)
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{
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placedState.SetPlacementInfo(_targetSlot);
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}
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}
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// Transition to PlacedInSlotState
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// The state will handle animation and finalization in OnEnterState
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ctx.StateMachine.ChangeState(CardStateNames.PlacedInSlot);
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}
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private void OnDisable()
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{
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if (_context?.RootTransform != null)
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{
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_context.RootTransform.localScale = _originalScale;
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}
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}
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}
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}
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