339 lines
11 KiB
C#
339 lines
11 KiB
C#
using System.Collections.Generic;
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using AppleHills.Data.CardSystem;
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using Core;
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using Data.CardSystem;
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using Pixelplacement;
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using TMPro;
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using UI.Core;
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using UnityEngine;
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using UnityEngine.UI;
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namespace UI.CardSystem
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{
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/// <summary>
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/// UI page for viewing the player's card collection in an album.
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/// </summary>
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public class AlbumViewPage : UIPage
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{
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[Header("Album UI Elements")]
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[SerializeField] private GridLayoutGroup albumGrid;
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[SerializeField] private GameObject cardPrefab;
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[Header("Filter UI")]
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[SerializeField] private TMP_Dropdown zoneFilterDropdown;
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[SerializeField] private TMP_Dropdown rarityFilterDropdown;
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[SerializeField] private Button resetFiltersButton;
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[SerializeField] private CanvasGroup canvasGroup;
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[Header("Navigation")]
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[SerializeField] private Button backButton;
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// Runtime references
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private CardSystemManager _cardManager;
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private List<CardDisplay> _displayedCards = new List<CardDisplay>();
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private void Awake()
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{
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_cardManager = CardSystemManager.Instance;
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// Make sure we have a CanvasGroup for transitions
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if (canvasGroup == null)
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canvasGroup = GetComponent<CanvasGroup>();
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if (canvasGroup == null)
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canvasGroup = gameObject.AddComponent<CanvasGroup>();
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// Set up back button
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if (backButton != null)
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{
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backButton.onClick.AddListener(OnBackButtonClicked);
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}
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}
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/// <summary>
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/// Sets up the album when the page becomes active
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/// </summary>
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public override void TransitionIn()
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{
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base.TransitionIn();
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// Initialize the album when the page becomes active
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InitializeAlbum();
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}
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/// <summary>
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/// Initializes the album with the player's collection
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/// </summary>
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private void InitializeAlbum()
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{
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// Clear any previous setup
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ClearAlbum();
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// Setup filter UI
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InitializeFilters();
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// Get all collected cards
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List<CardData> collectedCards = _cardManager.GetAllCollectedCards();
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// If there are cards to display, create UI elements for them
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if (collectedCards.Count > 0)
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{
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// Create card UI elements
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DisplayCards(collectedCards);
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}
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}
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/// <summary>
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/// Creates UI elements for the player's collected cards
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/// </summary>
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private void DisplayCards(List<CardData> cards)
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{
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if (albumGrid == null || cardPrefab == null) return;
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// Sort cards by collection index
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cards.Sort((a, b) => a.CollectionIndex.CompareTo(b.CollectionIndex));
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// Create card UI elements
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foreach (var cardData in cards)
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{
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GameObject cardObj = Instantiate(cardPrefab, albumGrid.transform);
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// Configure the card UI with the card data
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// TODO: Update this to use your actual CardDisplay component
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// CardUIElement cardUI = cardObj.GetComponent<CardUIElement>();
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// if (cardUI != null)
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// {
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// cardUI.SetupCard(cardData);
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// _displayedCards.Add(cardUI);
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// }
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}
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}
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/// <summary>
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/// Clears all card UI elements from the album
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/// </summary>
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private void ClearAlbum()
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{
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foreach (var card in _displayedCards)
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{
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if (card != null && card.gameObject != null)
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Destroy(card.gameObject);
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}
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_displayedCards.Clear();
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}
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/// <summary>
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/// Initializes filter dropdowns
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/// </summary>
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private void InitializeFilters()
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{
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// Setup zone filter dropdown
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if (zoneFilterDropdown != null)
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{
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zoneFilterDropdown.ClearOptions();
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// Add "All Zones" option
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List<string> zoneOptions = new List<string>() { "All Zones" };
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// Add options for each zone
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foreach (CardZone zone in System.Enum.GetValues(typeof(CardZone)))
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{
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zoneOptions.Add(zone.ToString());
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}
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zoneFilterDropdown.AddOptions(zoneOptions);
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zoneFilterDropdown.onValueChanged.AddListener(OnFilterChanged);
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}
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// Setup rarity filter dropdown
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if (rarityFilterDropdown != null)
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{
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rarityFilterDropdown.ClearOptions();
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// Add "All Rarities" option
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List<string> rarityOptions = new List<string>() { "All Rarities" };
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// Add options for each rarity
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foreach (CardRarity rarity in System.Enum.GetValues(typeof(CardRarity)))
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{
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rarityOptions.Add(rarity.ToString());
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}
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rarityFilterDropdown.AddOptions(rarityOptions);
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rarityFilterDropdown.onValueChanged.AddListener(OnFilterChanged);
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}
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// Setup reset filters button
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if (resetFiltersButton != null)
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{
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resetFiltersButton.onClick.AddListener(OnResetFiltersClicked);
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}
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}
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/// <summary>
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/// Handles changes to the filter dropdowns
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/// </summary>
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private void OnFilterChanged(int value)
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{
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ApplyFilters();
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}
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/// <summary>
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/// Resets all filters to their default values
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/// </summary>
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private void OnResetFiltersClicked()
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{
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if (zoneFilterDropdown != null)
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zoneFilterDropdown.value = 0;
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if (rarityFilterDropdown != null)
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rarityFilterDropdown.value = 0;
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ApplyFilters();
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}
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/// <summary>
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/// Applies the current filter selections to the displayed cards
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/// </summary>
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private void ApplyFilters()
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{
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// Clear current cards
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ClearAlbum();
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// Get selected filters
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CardZone? selectedZone = null;
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CardRarity? selectedRarity = null;
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// Get zone filter value
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if (zoneFilterDropdown != null && zoneFilterDropdown.value > 0)
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{
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selectedZone = (CardZone)(zoneFilterDropdown.value - 1);
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}
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// Get rarity filter value
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if (rarityFilterDropdown != null && rarityFilterDropdown.value > 0)
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{
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selectedRarity = (CardRarity)(rarityFilterDropdown.value - 1);
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}
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// Get filtered cards
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List<CardData> filteredCards = GetFilteredCards(selectedZone, selectedRarity);
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// Create card UI elements for the filtered cards
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DisplayCards(filteredCards);
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Logging.Debug($"[AlbumViewPage] Applied filters. Showing {filteredCards.Count} cards.");
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}
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/// <summary>
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/// Gets cards filtered by zone and/or rarity
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/// </summary>
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private List<CardData> GetFilteredCards(CardZone? zone, CardRarity? rarity)
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{
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List<CardData> result;
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// Get all collected cards
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if (zone == null && rarity == null)
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{
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// No filters, return all cards
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result = _cardManager.GetAllCollectedCards();
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}
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else if (zone != null && rarity != null)
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{
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// Both filters, get cards by zone and rarity
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result = _cardManager.GetCardsByZoneAndRarity(zone.Value, rarity.Value);
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}
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else if (zone != null)
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{
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// Only zone filter
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result = _cardManager.GetCardsByZone(zone.Value);
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}
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else
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{
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// Only rarity filter
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result = _cardManager.GetCardsByRarity(rarity.Value);
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}
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return result;
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}
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/// <summary>
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/// Handles click on the back button
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/// </summary>
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private void OnBackButtonClicked()
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{
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// Use the UIPageController to go back to the previous page
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UIPageController pageController = UIPageController.Instance;
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if (pageController != null)
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{
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pageController.PopPage();
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}
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}
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protected override void DoTransitionIn(System.Action onComplete)
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{
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// Simple fade in animation
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if (canvasGroup != null)
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{
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canvasGroup.alpha = 0f;
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Tween.Value(0f, 1f, (value) => canvasGroup.alpha = value, transitionDuration, 0f, Tween.EaseInOut, Tween.LoopType.None, null, onComplete, obeyTimescale: false);
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}
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else
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{
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// Fallback if no CanvasGroup
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onComplete?.Invoke();
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}
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}
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protected override void DoTransitionOut(System.Action onComplete)
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{
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// Simple fade out animation
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if (canvasGroup != null)
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{
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Tween.Value(canvasGroup.alpha, 0f, (value) => canvasGroup.alpha = value, transitionDuration, 0f, Tween.EaseInOut, Tween.LoopType.None, null, onComplete, obeyTimescale: false);
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}
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else
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{
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// Fallback if no CanvasGroup
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onComplete?.Invoke();
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}
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}
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private void OnDestroy()
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{
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// Clean up button listeners
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if (backButton != null)
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{
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backButton.onClick.RemoveListener(OnBackButtonClicked);
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}
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if (zoneFilterDropdown != null)
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{
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zoneFilterDropdown.onValueChanged.RemoveListener(OnFilterChanged);
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}
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if (rarityFilterDropdown != null)
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{
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rarityFilterDropdown.onValueChanged.RemoveListener(OnFilterChanged);
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}
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if (resetFiltersButton != null)
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{
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resetFiltersButton.onClick.RemoveListener(OnResetFiltersClicked);
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}
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}
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private void OnEnable()
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{
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if (_cardManager == null)
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{
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_cardManager = CardSystemManager.Instance;
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}
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}
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public void ExitAlbum()
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{
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UIPageController.Instance.PopPage();
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}
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}
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}
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