- **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separated from `CardContext` for single responsibility - **Code Cleanup** - Identified unused `SlotContainerHelper.cs` (superseded by `CornerCardManager`) - Identified unused `BoosterPackDraggable.canOpenOnDrop` field - Identified unused `AlbumViewPage._previousInputMode` (hardcoded value)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
220 lines
7.0 KiB
C#
220 lines
7.0 KiB
C#
using Core.Lifecycle;
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using Data.CardSystem;
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using Pixelplacement;
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using Pixelplacement.TweenSystem;
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using TMPro;
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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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/// Manages a notification dot that displays a count (e.g., booster packs)
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/// Can be reused across different UI elements that need to show numeric notifications
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/// Automatically syncs with CardSystemManager to display booster pack count
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/// </summary>
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public class BoosterNotificationDot : ManagedBehaviour
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{
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[Header("UI References")]
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[SerializeField] private GameObject dotBackground;
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[SerializeField] private TextMeshProUGUI countText;
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[Header("Settings")]
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[SerializeField] private bool hideWhenZero = true;
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[SerializeField] private bool useAnimation = false;
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[SerializeField] private string textPrefix = "";
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[SerializeField] private string textSuffix = "";
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[SerializeField] private Color textColor = Color.white;
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[Header("Animation")]
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[SerializeField] private bool useTween = true;
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[SerializeField] private float pulseDuration = 0.3f;
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[SerializeField] private float pulseScale = 1.2f;
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// Optional animator reference
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[SerializeField] private Animator animator;
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[SerializeField] private string animationTrigger = "Update";
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// Current count value
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private int _currentCount;
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private Vector3 _originalScale;
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private TweenBase _activeTween;
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internal override void OnManagedStart()
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{
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// Store original scale for pulse animation
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if (dotBackground != null)
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{
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_originalScale = dotBackground.transform.localScale;
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}
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// Apply text color
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if (countText != null)
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{
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countText.color = textColor;
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}
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// Subscribe to CardSystemManager events (managers are guaranteed to be initialized)
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if (CardSystemManager.Instance != null)
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{
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CardSystemManager.Instance.OnBoosterCountChanged += OnBoosterCountChanged;
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// Poll initial count and display it
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int initialCount = CardSystemManager.Instance.GetBoosterPackCount();
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SetCount(initialCount);
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}
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else
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{
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// If CardSystemManager isn't available yet, set to default count
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SetCount(_currentCount);
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}
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}
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internal override void OnManagedDestroy()
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{
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// Unsubscribe from CardSystemManager events to prevent memory leaks
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if (CardSystemManager.Instance != null)
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{
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CardSystemManager.Instance.OnBoosterCountChanged -= OnBoosterCountChanged;
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}
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}
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/// <summary>
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/// Callback when booster count changes in CardSystemManager
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/// </summary>
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private void OnBoosterCountChanged(int newCount)
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{
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SetCount(newCount);
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}
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/// <summary>
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/// Sets the count displayed on the notification dot
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/// Also handles visibility based on settings
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/// </summary>
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public void SetCount(int count)
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{
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bool countChanged = count != _currentCount;
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_currentCount = count;
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// Update text
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if (countText != null)
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{
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countText.text = textPrefix + count.ToString() + textSuffix;
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}
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// Handle visibility
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if (hideWhenZero)
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{
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SetVisibility(count > 0);
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}
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// Play animation if value changed and animation is enabled
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if (countChanged && count > 0)
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{
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if (useAnimation)
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{
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Animate();
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}
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}
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}
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/// <summary>
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/// Gets the current count value
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/// </summary>
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public int GetCount()
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{
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return _currentCount;
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}
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/// <summary>
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/// Set text formatting options
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/// </summary>
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public void SetFormatting(string prefix, string suffix, Color color)
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{
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textPrefix = prefix;
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textSuffix = suffix;
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textColor = color;
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if (countText != null)
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{
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countText.color = color;
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// Update text with new formatting
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countText.text = textPrefix + _currentCount.ToString() + textSuffix;
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}
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}
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/// <summary>
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/// Explicitly control the notification dot visibility
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/// </summary>
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public void SetVisibility(bool isVisible)
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{
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if (dotBackground != null)
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{
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dotBackground.SetActive(isVisible);
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}
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if (countText != null)
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{
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countText.gameObject.SetActive(isVisible);
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}
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}
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/// <summary>
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/// Show the notification dot
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/// </summary>
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public void Show()
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{
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SetVisibility(true);
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}
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/// <summary>
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/// Hide the notification dot
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/// </summary>
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public void Hide()
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{
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SetVisibility(false);
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}
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/// <summary>
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/// Play animation manually - either using Animator or Tween
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/// </summary>
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public void Animate()
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{
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if (useAnimation)
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{
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if (animator != null)
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{
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animator.SetTrigger(animationTrigger);
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}
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else if (useTween && dotBackground != null)
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{
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// Cancel any existing tweens on this transform
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if(_activeTween != null)
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_activeTween.Cancel();
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// Reset to original scale
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dotBackground.transform.localScale = _originalScale;
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// Pulse animation using Tween
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_activeTween = Tween.LocalScale(dotBackground.transform,
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_originalScale * pulseScale,
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pulseDuration/2,
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0,
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Tween.EaseOut,
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Tween.LoopType.None,
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null,
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() => {
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// Scale back to original size
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Tween.LocalScale(dotBackground.transform,
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_originalScale,
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pulseDuration/2,
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0,
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Tween.EaseIn);
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},
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obeyTimescale: false);
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}
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}
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}
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}
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}
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