- **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separated from `CardContext` for single responsibility - **Code Cleanup** - Identified unused `SlotContainerHelper.cs` (superseded by `CornerCardManager`) - Identified unused `BoosterPackDraggable.canOpenOnDrop` field - Identified unused `AlbumViewPage._previousInputMode` (hardcoded value)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
77 lines
3.0 KiB
C#
77 lines
3.0 KiB
C#
using AppleHills.Data.CardSystem;
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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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/// Revealed state - card is flipped and visible at normal size.
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/// This is the "waiting" state:
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/// - In booster flow: waiting for all cards to finish before animating to album
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/// - In album placement flow: waiting to be dragged to a slot
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/// Shows small idle badges for NEW or REPEAT cards.
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/// </summary>
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public class CardRevealedState : AppleState
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{
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[Header("State-Owned Visuals")]
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[SerializeField] private UnityEngine.GameObject newCardIdleBadge;
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[SerializeField] private UnityEngine.GameObject repeatCardIdleBadge;
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private CardContext _context;
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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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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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// Show appropriate idle badge unless suppressed
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if (_context.BoosterContext.SuppressRevealBadges)
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{
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if (newCardIdleBadge != null) newCardIdleBadge.SetActive(false);
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if (repeatCardIdleBadge != null) repeatCardIdleBadge.SetActive(false);
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}
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else
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{
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bool isNew = Data.CardSystem.CardSystemManager.Instance.IsCardNew(_context.CardData, out CardData existingCard);
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int currentOwnedCount = (existingCard != null) ? existingCard.CopiesOwned : 0;
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if (isNew)
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{
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if (newCardIdleBadge != null) newCardIdleBadge.SetActive(true);
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if (repeatCardIdleBadge != null) repeatCardIdleBadge.SetActive(false);
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}
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else if (currentOwnedCount > 0)
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{
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if (newCardIdleBadge != null) newCardIdleBadge.SetActive(false);
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if (repeatCardIdleBadge != null) repeatCardIdleBadge.SetActive(true);
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}
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else
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{
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if (newCardIdleBadge != null) newCardIdleBadge.SetActive(false);
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if (repeatCardIdleBadge != null) repeatCardIdleBadge.SetActive(false);
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}
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}
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// Fire reveal flow complete event (signals booster page that this card is done)
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_context.BoosterContext.NotifyRevealComplete();
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}
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private void OnDisable()
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{
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// Hide badges when leaving state
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if (newCardIdleBadge != null)
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newCardIdleBadge.SetActive(false);
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if (repeatCardIdleBadge != null)
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repeatCardIdleBadge.SetActive(false);
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}
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}
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}
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