- **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separated from `CardContext` for single responsibility - **Code Cleanup** - Identified unused `SlotContainerHelper.cs` (superseded by `CornerCardManager`) - Identified unused `BoosterPackDraggable.canOpenOnDrop` field - Identified unused `AlbumViewPage._previousInputMode` (hardcoded value)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
178 lines
6.4 KiB
C#
178 lines
6.4 KiB
C#
using Core.SaveLoad;
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using Pixelplacement.TweenSystem;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using AppleHills.Core.Settings;
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using AppleHills.Data.CardSystem;
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using Core;
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namespace UI.CardSystem.StateMachine.States
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{
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/// <summary>
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/// Idle state - card back is showing with gentle hover animation.
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/// Waiting for click to flip and reveal.
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/// Based on FlippableCard's idle behavior.
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/// </summary>
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public class CardIdleState : AppleState, ICardClickHandler, IPointerEnterHandler, IPointerExitHandler, IPointerClickHandler
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{
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[Header("State-Owned Visuals")]
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[SerializeField] private GameObject cardBackVisual;
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[Header("Idle Hover Settings")]
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[SerializeField] private bool enableIdleHover = true;
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private CardContext _context;
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private ICardSystemSettings _settings;
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private TweenBase _idleHoverTween;
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private Vector2 _originalPosition;
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private void Awake()
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{
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_context = GetComponentInParent<CardContext>();
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_settings = GameManager.GetSettingsObject<ICardSystemSettings>();
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}
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public override void OnEnterState()
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{
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// Show card back, hide card front
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if (cardBackVisual != null)
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{
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cardBackVisual.SetActive(true);
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// Ensure card back is at 0° rotation (facing camera)
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cardBackVisual.transform.localRotation = Quaternion.Euler(0, 0, 0);
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}
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if (_context.CardDisplay != null)
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{
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_context.CardDisplay.gameObject.SetActive(false);
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// Ensure card front starts at 180° rotation (flipped away)
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_context.CardDisplay.transform.localRotation = Quaternion.Euler(0, 180, 0);
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}
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// Save original position for hover animation
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RectTransform rectTransform = _context.RootTransform.GetComponent<RectTransform>();
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if (rectTransform != null)
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{
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_originalPosition = rectTransform.anchoredPosition;
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}
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// Start idle hover animation
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if (enableIdleHover && _context.Animator != null)
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{
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_idleHoverTween = _context.Animator.StartIdleHover(_settings.IdleHoverHeight, _settings.IdleHoverDuration);
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}
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}
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public void OnPointerEnter(PointerEventData eventData)
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{
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// Scale up slightly on hover
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if (_context.Animator != null)
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{
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_context.Animator.AnimateScale(Vector3.one * _settings.HoverScaleMultiplier, 0.2f);
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}
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}
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public void OnPointerExit(PointerEventData eventData)
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{
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// Scale back to normal
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if (_context.Animator != null)
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{
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_context.Animator.AnimateScale(Vector3.one, 0.2f);
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}
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}
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public void OnCardClicked(CardContext context)
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{
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// Check if card is clickable (prevents multi-flip in booster opening)
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if (!context.IsClickable)
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{
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Logging.Debug($"[CardIdleState] Card is not clickable, ignoring click");
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return;
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}
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// Stop idle hover and pointer interactions
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StopIdleHover();
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// Play flip animation directly
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if (context.Animator != null)
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{
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context.Animator.PlayFlip(
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cardBack: cardBackVisual != null ? cardBackVisual.transform : null,
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cardFront: context.CardDisplay != null ? context.CardDisplay.transform : null,
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onComplete: OnFlipComplete
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);
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context.Animator.PlayFlipScalePunch();
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}
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}
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public void OnPointerClick(PointerEventData eventData)
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{
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// Forward to same logic as routed click to keep behavior unified
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OnCardClicked(_context);
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}
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private void OnFlipComplete()
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{
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// Query current collection state from CardSystemManager (don't use cached values)
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bool isNew = Data.CardSystem.CardSystemManager.Instance.IsCardNew(_context.CardData, out CardData existingCard);
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// Transition based on whether this is a new card or repeat
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if (isNew)
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{
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// New card - show "NEW" badge and enlarge
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_context.StateMachine.ChangeState(CardStateNames.EnlargedNew);
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}
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else if (_context.CardData != null && _context.CardData.Rarity == AppleHills.Data.CardSystem.CardRarity.Legendary)
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{
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// Legendary repeat - skip enlarge, they can't upgrade
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// Add to inventory and move to revealed state
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if (Data.CardSystem.CardSystemManager.Instance != null)
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{
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Data.CardSystem.CardSystemManager.Instance.AddCardToInventoryDelayed(_context.CardData);
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}
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_context.StateMachine.ChangeState(CardStateNames.Revealed);
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}
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else
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{
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// Repeat card - show progress toward upgrade
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_context.StateMachine.ChangeState(CardStateNames.EnlargedRepeat);
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}
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}
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private void StopIdleHover()
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{
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if (_idleHoverTween != null)
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{
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_idleHoverTween.Stop();
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_idleHoverTween = null;
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// Return to original position
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RectTransform rectTransform = _context.RootTransform.GetComponent<RectTransform>();
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if (rectTransform != null && _context.Animator != null)
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{
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_context.Animator.AnimateAnchoredPosition(_originalPosition, 0.3f);
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}
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}
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}
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private void OnDisable()
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{
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// Stop idle hover animation when leaving state
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StopIdleHover();
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// Reset scale
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if (_context?.Animator != null)
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{
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_context.Animator.AnimateScale(Vector3.one, 0.2f);
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}
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// Hide card back when leaving state
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if (cardBackVisual != null)
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{
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cardBackVisual.SetActive(false);
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}
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}
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}
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}
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