- **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separated from `CardContext` for single responsibility - **Code Cleanup** - Identified unused `SlotContainerHelper.cs` (superseded by `CornerCardManager`) - Identified unused `BoosterPackDraggable.canOpenOnDrop` field - Identified unused `AlbumViewPage._previousInputMode` (hardcoded value)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
81 lines
2.6 KiB
C#
81 lines
2.6 KiB
C#
using Core.SaveLoad;
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using UnityEngine;
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using AppleHills.Core.Settings;
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using Core;
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namespace UI.CardSystem.StateMachine.States
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{
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/// <summary>
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/// Enlarged state for NEW cards - shows "NEW CARD" badge and waits for tap to dismiss.
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/// Owns the NewCardBadge as a child GameObject.
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/// </summary>
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public class CardEnlargedNewState : AppleState, ICardClickHandler
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{
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[Header("State-Owned Visuals")]
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[SerializeField] private GameObject newCardBadge;
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private CardContext _context;
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private ICardSystemSettings _settings;
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private void Awake()
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{
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_context = GetComponentInParent<CardContext>();
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_settings = GameManager.GetSettingsObject<ICardSystemSettings>();
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}
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public override void OnEnterState()
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{
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// Ensure card front is visible and facing camera
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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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// Check if we're already enlarged (coming from upgrade flow)
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bool alreadyEnlarged = _context.RootTransform.localScale.x >= _settings.NewCardEnlargedScale * 0.9f;
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if (!alreadyEnlarged)
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{
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// Normal flow - enlarge the card
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if (_context.Animator != null)
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{
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_context.Animator.PlayEnlarge(_settings.NewCardEnlargedScale);
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}
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}
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// Show NEW badge
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if (newCardBadge != null)
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{
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newCardBadge.SetActive(true);
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}
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}
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public void OnCardClicked(CardContext context)
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{
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// Tap to dismiss - shrink back to original scale and transition to revealed state
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if (context.Animator != null)
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{
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context.Animator.PlayShrink(context.OriginalScale, onComplete: () =>
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{
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context.StateMachine.ChangeState(CardStateNames.Revealed);
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});
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}
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else
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{
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// Fallback if no animator
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context.StateMachine.ChangeState(CardStateNames.Revealed);
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}
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}
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private void OnDisable()
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{
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// Hide NEW badge when leaving state
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if (newCardBadge != null)
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{
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newCardBadge.SetActive(false);
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}
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}
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}
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}
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