- **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separated from `CardContext` for single responsibility - **Code Cleanup** - Identified unused `SlotContainerHelper.cs` (superseded by `CornerCardManager`) - Identified unused `BoosterPackDraggable.canOpenOnDrop` field - Identified unused `AlbumViewPage._previousInputMode` (hardcoded value)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
166 lines
6.3 KiB
C#
166 lines
6.3 KiB
C#
using AppleHills.Data.CardSystem;
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using Core;
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using Data.CardSystem;
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using UI.DragAndDrop.Core;
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using UnityEngine;
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namespace UI.CardSystem
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{
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/// <summary>
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/// Specialized slot for album pages that only accepts a specific card.
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/// Empty by default, auto-spawns owned cards on enable.
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/// </summary>
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public class AlbumCardSlot : DraggableSlot
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{
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[Header("Album Slot Configuration")]
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[SerializeField] private CardDefinition targetCardDefinition; // Which card this slot accepts
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[SerializeField] private GameObject cardPrefab; // Card prefab to spawn when card is owned
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private StateMachine.Card _assignedCard; // The card currently in this slot (if any)
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/// <summary>
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/// Get the target card definition for this slot
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/// </summary>
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public CardDefinition TargetCardDefinition => targetCardDefinition;
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/// <summary>
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/// Check if this slot has a card assigned to it
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/// </summary>
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public bool HasCardAssigned => _assignedCard != null;
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/// <summary>
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/// Get the card currently assigned to this slot
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/// </summary>
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public StateMachine.Card AssignedCard => _assignedCard;
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private void OnEnable()
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{
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// Check if we should spawn a card for this slot
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CheckAndSpawnOwnedCard();
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}
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/// <summary>
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/// Assign a card to this slot (called by AlbumViewPage after placement animation)
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/// </summary>
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public void AssignCard(StateMachine.Card card)
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{
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if (card == null)
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{
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Logging.Warning("[AlbumCardSlot] Attempted to assign null card to slot");
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return;
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}
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if (_assignedCard != null && _assignedCard != card)
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{
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Logging.Warning($"[AlbumCardSlot] Slot already has a card assigned, replacing with new card");
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// Clean up old card
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if (_assignedCard.gameObject != null)
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{
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Destroy(_assignedCard.gameObject);
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}
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}
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_assignedCard = card;
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Logging.Debug($"[AlbumCardSlot] Card '{card.CardData?.Name}' assigned to slot for {targetCardDefinition?.name}");
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}
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/// <summary>
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/// Check if player owns the card for this slot and spawn it if so
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/// (Called on OnEnable to handle game reload scenarios)
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/// </summary>
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private void CheckAndSpawnOwnedCard()
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{
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// Guard: need CardSystemManager and target definition
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if (CardSystemManager.Instance == null || targetCardDefinition == null)
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return;
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// Guard: don't spawn if already has a card assigned
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if (_assignedCard != null)
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{
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Logging.Debug($"[AlbumCardSlot] Slot for {targetCardDefinition.name} already has card assigned, skipping spawn");
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return;
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}
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// Guard: need prefab to spawn
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if (cardPrefab == null)
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{
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Logging.Warning($"[AlbumCardSlot] No cardPrefab assigned for slot targeting {targetCardDefinition.name}");
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return;
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}
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// Check if player owns this card in COLLECTION (not pending)
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CardData ownedCard = FindOwnedCardForSlot();
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// Only spawn if owned (not pending)
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if (ownedCard != null)
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{
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Logging.Debug($"[AlbumCardSlot] Found owned card for {targetCardDefinition.name}, spawning");
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SpawnOwnedCard(ownedCard);
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}
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}
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/// <summary>
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/// Find owned card for this slot (checks collection only, not pending)
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/// </summary>
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private CardData FindOwnedCardForSlot()
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{
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var inventory = CardSystemManager.Instance.GetCardInventory();
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// Check in order: Legendary > Rare > Normal (prioritize highest rarity)
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foreach (CardRarity rarity in new[] { CardRarity.Legendary, CardRarity.Rare, CardRarity.Normal })
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{
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CardData card = inventory.GetCard(targetCardDefinition.Id, rarity);
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if (card != null)
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{
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return card; // Found highest rarity owned
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}
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}
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return null; // Not owned
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}
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/// <summary>
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/// Spawn a card that the player already owns (for reload scenarios)
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/// </summary>
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private void SpawnOwnedCard(CardData cardData)
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{
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GameObject cardObj = Instantiate(cardPrefab, transform);
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var card = cardObj.GetComponent<StateMachine.Card>();
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if (card != null)
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{
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// Setup card for album slot (starts in PlacedInSlotState)
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card.SetupForAlbumSlot(cardData, this);
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// Resize the card to match the slot size
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RectTransform cardRect = card.transform as RectTransform;
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RectTransform slotRect = transform as RectTransform;
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if (cardRect != null && slotRect != null)
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{
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float targetHeight = slotRect.rect.height;
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cardRect.sizeDelta = new Vector2(cardRect.sizeDelta.x, targetHeight);
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cardRect.localPosition = Vector3.zero;
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cardRect.localRotation = Quaternion.identity;
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}
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// Assign card to this slot
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_assignedCard = card;
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// Register with AlbumViewPage for enlarge/shrink handling
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AlbumViewPage albumPage = FindFirstObjectByType<AlbumViewPage>();
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if (albumPage != null)
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{
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albumPage.RegisterCardInAlbum(card);
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}
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Logging.Debug($"[AlbumCardSlot] Spawned owned card '{cardData.Name}' ({cardData.Rarity}) in slot");
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}
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else
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{
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Logging.Warning($"[AlbumCardSlot] Spawned prefab has no Card component!");
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Destroy(cardObj);
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}
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}
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}
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}
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