4.8 KiB
4.8 KiB
Card System Implementation Plan
Current Implementation Analysis
Data Layer
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CardData.cs:
- Represents an instance of a card in the player's collection
- Contains unique ID, rarity, and copies owned
- Has a reference to its CardDefinition for display information
- Includes methods for rarity upgrades when collecting duplicates
- Well-structured with proper serialization support
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CardDefinition.cs:
- ScriptableObject template for creating card instances
- Contains basic info (name, description), visuals, and collection data
- Provides helper methods like CreateCardData() and GetBackgroundColor()
- Supports different zones (AppleHills, Quarry, Forest, Mountain, Beach)
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CardSystemManager.cs:
- Singleton manager for the card system
- Manages available card definitions and player inventory
- Includes event callbacks for booster packs and card collection
- Has partial implementation for adding booster packs
- Has a simple CardInventory class stub
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CardVisualConfig.cs:
- ScriptableObject for configuring the visual appearance of cards
- Maps rarities to colors and zones to colors/shapes
- Uses dictionary lookups for efficient access
UI Layer
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CardUIElement.cs:
- Handles displaying a single card in the UI
- Updates visuals based on card data (rarity, zone)
- References UI elements like card name text, images, frames, etc.
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UIPageController.cs:
- Manages UI page transitions with a stack-based navigation system
- Provides methods for pushing, popping, and clearing the page stack
- Uses events to notify when pages change
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UI Page Components:
- Several page-related files (AlbumViewPage.cs, BoosterOpeningPage.cs, CardMenuPage.cs)
- CardAlbumUI.cs file for handling the album display
- Base UIPage.cs class for common page functionality
What's Missing
Based on the requirements, here's what still needs to be implemented:
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Complete CardInventory Implementation:
- Move from simple stub to full implementation
- Add methods to manage the player's card collection
- Implement filtering, sorting, and organization features
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Booster Pack Generation:
- Complete the logic to generate random booster packs with appropriate rarity distribution
- Implement methods for awarding booster packs to the player
- Add events for notifying UI when booster packs are obtained
-
Card Collection UI:
- Complete the album browsing UI with filtering and sorting options
- Implement visual indicators for owned/not owned cards
- Add UI for tracking collection completion
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Booster Pack Opening UI:
- Implement the UI flow for opening booster packs
- Add card reveal animations and effects
- Create UI feedback for rare card discoveries
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Save/Load System:
- Implement persistence for the player's card collection
- Add autosave functionality for cards and booster packs
Implementation Plan
Step 1: Complete the Data Layer
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Implement CardInventory.cs:
- Create a dedicated class file (replacing the stub in CardSystemManager)
- Add methods for adding/removing cards, checking duplicates
- Implement filtering by zone, rarity, etc.
- Add collection statistics methods
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Complete CardSystemManager.cs:
- Update references to use the new CardInventory class
- Add methods for save/load integration
- Implement additional helper methods for card management
Step 2: Implement UI Flow
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Complete UIPage Implementations:
- Implement CardMenuPage.cs as the main card system entry point
- Complete AlbumViewPage.cs for browsing the collection
- Implement BoosterOpeningPage.cs for the pack opening experience
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Card Collection Browsing:
- Complete CardAlbumUI.cs to display the player's collection
- Add filtering by zone, rarity, etc.
- Implement pagination for large collections
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Booster Pack UI:
- Create UI for displaying and opening booster packs
- Implement card reveal animations and transitions
- Add sound effects and visual feedback
Step 3: Integration and Polishing
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Connect UI to Data Layer:
- Hook up UI components to CardSystemManager events
- Ensure data flows correctly between UI and data layers
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Test and Balance:
- Test rarity distribution in booster packs
- Balance the upgrade system for duplicates
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Performance Optimization:
- Implement object pooling for card UI elements
- Optimize loading of card data and sprites
Step 4: Additional Features (Optional)
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Card Trading System:
- Allow players to trade cards with NPCs or other players
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Special Collection Bonuses:
- Rewards for completing sets of cards
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Card Usage Mechanics:
- Ways to use cards in gameplay beyond collection