Files
AppleHillsProduction/Assets/External/Book-Page Curl Pro/Scripts/AutoFlip.cs
tschesky 235fa04eba Merge a card refresh (#59)
- **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  - Identified unused `SlotContainerHelper.cs` (superseded by `CornerCardManager`)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
2025-11-18 08:40:59 +00:00

111 lines
3.9 KiB
C#

using UnityEngine;
using UnityEngine.Events;
namespace BookCurlPro
{
[RequireComponent(typeof(BookPro))]
public class AutoFlip : MonoBehaviour
{
public BookPro ControledBook;
public FlipMode Mode;
public float PageFlipTime = 1;
public float DelayBeforeStart;
public float TimeBetweenPages = 5;
public bool AutoStartFlip = true;
[Header("Events")]
public UnityEvent OnTargetReached;
bool flippingStarted = false;
bool isPageFlipping = false;
float elapsedTime = 0;
float nextPageCountDown = 0;
bool isBookInteractable;
// Use this for initialization
void Start()
{
if (!ControledBook)
ControledBook = GetComponent<BookPro>();
if (AutoStartFlip)
StartFlipping(ControledBook.EndFlippingPaper + 1);
}
public void FlipRightPage()
{
if (isPageFlipping) return;
if (ControledBook.CurrentPaper >= ControledBook.papers.Length) return;
isPageFlipping = true;
PageFlipper.FlipPage(ControledBook, PageFlipTime, FlipMode.RightToLeft, () => { isPageFlipping = false; });
}
public void FlipLeftPage()
{
if (isPageFlipping) return;
if (ControledBook.CurrentPaper <= 0) return;
isPageFlipping = true;
PageFlipper.FlipPage(ControledBook, PageFlipTime, FlipMode.LeftToRight, () => { isPageFlipping = false; });
}
int targetPaper;
/// <summary>
/// Start flipping to target page with optional completion callback
/// </summary>
public void StartFlipping(int target, UnityAction callback)
{
if (callback != null)
{
if (OnTargetReached == null)
OnTargetReached = new UnityEvent();
OnTargetReached.RemoveAllListeners();
OnTargetReached.AddListener(callback);
}
StartFlipping(target);
}
public void StartFlipping(int target)
{
isBookInteractable = ControledBook.interactable;
ControledBook.interactable = false;
flippingStarted = true;
elapsedTime = 0;
nextPageCountDown = 0;
targetPaper = target;
if (target > ControledBook.CurrentPaper) Mode = FlipMode.RightToLeft;
else if (target < ControledBook.currentPaper) Mode = FlipMode.LeftToRight;
}
void Update()
{
if (flippingStarted)
{
elapsedTime += Time.deltaTime;
if (elapsedTime > DelayBeforeStart)
{
if (nextPageCountDown < 0)
{
if ((ControledBook.CurrentPaper < targetPaper &&
Mode == FlipMode.RightToLeft) ||
(ControledBook.CurrentPaper > targetPaper &&
Mode == FlipMode.LeftToRight))
{
isPageFlipping = true;
PageFlipper.FlipPage(ControledBook, PageFlipTime, Mode, () => { isPageFlipping = false; });
}
else
{
flippingStarted = false;
ControledBook.interactable = isBookInteractable;
this.enabled = false;
// Invoke target reached event
OnTargetReached?.Invoke();
}
nextPageCountDown = PageFlipTime + TimeBetweenPages + Time.deltaTime;
}
nextPageCountDown -= Time.deltaTime;
}
}
}
}
}