- **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separated from `CardContext` for single responsibility - **Code Cleanup** - Identified unused `SlotContainerHelper.cs` (superseded by `CornerCardManager`) - Identified unused `BoosterPackDraggable.canOpenOnDrop` field - Identified unused `AlbumViewPage._previousInputMode` (hardcoded value)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
455 lines
15 KiB
C#
455 lines
15 KiB
C#
using System.Collections.Generic;
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using AppleHills.Data.CardSystem;
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using Core;
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using Core.Lifecycle;
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using Input;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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using UI.CardSystem.StateMachine;
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using UI.CardSystem.StateMachine.States;
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namespace UI.CardSystem.Testing
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{
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/// <summary>
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/// Test controller for card state machine testing.
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/// Provides UI controls to manually test state transitions, animations, and flows.
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/// </summary>
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public class CardTestController : ManagedBehaviour
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{
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[Header("Test Card")]
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[SerializeField] private Card testCard;
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[SerializeField] private CardData testCardData;
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[Header("UI References")]
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[SerializeField] private TextMeshProUGUI eventLogText;
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[SerializeField] private Toggle isNewToggle;
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[SerializeField] private Slider repeatCountSlider;
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[SerializeField] private TextMeshProUGUI repeatCountLabel;
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[SerializeField] private TMP_Dropdown rarityDropdown;
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[SerializeField] private Toggle isClickableToggle;
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[SerializeField] private TextMeshProUGUI currentStateText;
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private List<string> _eventLog = new List<string>();
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private CardContext _cardContext;
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private Vector3 _originalCardPosition;
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private Vector3 _originalCardScale;
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private Vector2 _originalAnchoredPosition;
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private void Awake()
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{
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if (testCard != null)
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{
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_cardContext = testCard.GetComponent<CardContext>();
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_originalCardPosition = testCard.transform.position;
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_originalCardScale = testCard.transform.localScale;
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// Store original anchored position if it's a RectTransform
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RectTransform rectTransform = testCard.GetComponent<RectTransform>();
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if (rectTransform != null)
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{
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_originalAnchoredPosition = rectTransform.anchoredPosition;
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}
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// Subscribe to card events (new simplified event model)
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if (_cardContext != null)
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{
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// TODO: FIX
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// _cardContext.OnRevealFlowComplete += OnCardRevealFlowComplete;
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}
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// Subscribe to drag events to ensure card snaps back when released
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testCard.OnDragStarted += OnCardDragStarted;
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testCard.OnDragEnded += OnCardDragEnded;
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}
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// Setup UI listeners
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if (repeatCountSlider != null)
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{
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repeatCountSlider.onValueChanged.AddListener(OnRepeatCountChanged);
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}
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if (isClickableToggle != null)
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{
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isClickableToggle.onValueChanged.AddListener(OnIsClickableToggled);
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}
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}
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internal override void OnManagedAwake()
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{
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base.OnManagedAwake();
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InputManager.Instance.SetInputMode(InputMode.UI);
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}
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private void Start()
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{
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// Initialize card with test data
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if (testCard != null && testCardData != null && _cardContext != null)
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{
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_cardContext.SetupCard(testCardData);
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}
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LogEvent("Card Test Scene Initialized");
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UpdateCurrentStateDisplay();
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}
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private void Update()
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{
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// Update current state display every frame
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if (Time.frameCount % 30 == 0) // Every 0.5 seconds at 60fps
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{
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UpdateCurrentStateDisplay();
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}
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}
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#region State Transition Buttons
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/// <summary>
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/// Reset card to default state (position, scale) before transitioning to a new state.
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/// This prevents accumulation of tweens and ensures animations play correctly.
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/// </summary>
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private void ResetCardToDefault()
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{
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if (testCard == null || _cardContext == null) return;
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// Stop all animations
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if (_cardContext.Animator != null)
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{
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_cardContext.Animator.StopAllAnimations();
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}
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// Reset transform immediately
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testCard.transform.localScale = _originalCardScale;
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testCard.transform.position = _originalCardPosition;
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// Reset anchored position if it's a RectTransform
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RectTransform rectTransform = testCard.GetComponent<RectTransform>();
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if (rectTransform != null)
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{
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rectTransform.anchoredPosition = _originalAnchoredPosition;
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}
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LogEvent("Card reset to default state");
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}
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public void TransitionToIdleState()
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{
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ResetCardToDefault();
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_cardContext?.StateMachine.ChangeState("IdleState");
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LogEvent("Transitioned to IdleState");
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}
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public void TransitionToRevealedState()
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{
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ResetCardToDefault();
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_cardContext?.StateMachine.ChangeState("RevealedState");
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LogEvent("Transitioned to RevealedState");
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}
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public void TransitionToEnlargedNewState()
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{
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ResetCardToDefault();
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_cardContext?.StateMachine.ChangeState("EnlargedNewState");
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LogEvent("Transitioned to EnlargedNewState");
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}
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public void TransitionToEnlargedRepeatState()
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{
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ResetCardToDefault();
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_cardContext?.StateMachine.ChangeState("EnlargedRepeatState");
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LogEvent("Transitioned to EnlargedRepeatState");
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}
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public void TransitionToDraggingState()
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{
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ResetCardToDefault();
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_cardContext?.StateMachine.ChangeState("DraggingState");
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LogEvent("Transitioned to DraggingState");
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}
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public void TransitionToAlbumEnlargedState()
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{
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ResetCardToDefault();
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_cardContext?.StateMachine.ChangeState("AlbumEnlargedState");
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LogEvent("Transitioned to AlbumEnlargedState");
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}
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#endregion
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#region Simulation Buttons
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public void SimulateNewCardFlow()
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{
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if (_cardContext == null) return;
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// NOTE: These properties no longer exist in CardContext (removed to prevent stale data)
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// States now query CardSystemManager directly
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// This test controller manually manipulates state machine for testing only
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_cardContext.IsClickable = true;
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TransitionToIdleState();
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LogEvent("Simulating NEW CARD flow - click card to flip (test bypasses collection checks)");
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}
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public void SimulateRepeatCardFlow()
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{
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if (_cardContext == null) return;
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// NOTE: RepeatCardCount removed from CardContext
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// Test directly transitions to state for visual testing
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_cardContext.IsClickable = true;
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TransitionToIdleState();
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LogEvent($"Simulating REPEAT CARD flow (test bypasses collection checks)");
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}
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public void SimulateUpgradeFlow()
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{
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if (_cardContext == null) return;
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// NOTE: WillTriggerUpgrade removed from CardContext
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// Test directly transitions to state for visual testing
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_cardContext.IsClickable = true;
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TransitionToIdleState();
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LogEvent("Simulating UPGRADE flow (test bypasses collection checks)");
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}
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public void TestDragAndSnap()
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{
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if (testCard == null) return;
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// Enable dragging for the test
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testCard.SetDraggingEnabled(true);
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TransitionToRevealedState();
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LogEvent("DRAG TEST enabled - drag the card and release to see it snap back");
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}
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#endregion
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#region Card Setup Controls
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public void ApplyCardSetup()
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{
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if (_cardContext == null) return;
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bool isNew = isNewToggle != null && isNewToggle.isOn;
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int repeatCount = repeatCountSlider != null ? Mathf.RoundToInt(repeatCountSlider.value) : 0;
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// Apply rarity if needed
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if (rarityDropdown != null && testCardData != null)
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{
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testCardData.Rarity = (CardRarity)rarityDropdown.value;
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}
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LogEvent($"Card setup applied: IsNew={isNew}, RepeatCount={repeatCount}");
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}
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private void OnRepeatCountChanged(float value)
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{
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if (repeatCountLabel != null)
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{
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repeatCountLabel.text = $"{Mathf.RoundToInt(value)}/5";
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}
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}
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private void OnIsClickableToggled(bool isClickable)
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{
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if (_cardContext != null)
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{
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_cardContext.IsClickable = isClickable;
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LogEvent($"Card clickable: {isClickable}");
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}
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}
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#endregion
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#region Animation Test Buttons
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public void PlayFlipAnimation()
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{
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// Reset card first to prevent accumulation
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ResetCardToDefault();
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// Transition to IdleState and programmatically trigger flip
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TransitionToIdleState();
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// Get IdleState and trigger click
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var idleState = testCard.GetComponentInChildren<CardIdleState>();
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if (idleState != null)
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{
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idleState.OnPointerClick(null);
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LogEvent("Playing flip animation");
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}
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}
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public void PlayEnlargeAnimation()
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{
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if (_cardContext?.Animator != null)
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{
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ResetCardToDefault();
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_cardContext.Animator.PlayEnlarge(1.5f);
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LogEvent("Playing enlarge animation");
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}
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}
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public void PlayShrinkAnimation()
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{
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if (_cardContext?.Animator != null)
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{
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// Don't reset for shrink - we want to shrink from current state
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_cardContext.Animator.PlayShrink(Vector3.one, null);
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LogEvent("Playing shrink animation");
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}
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}
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public void StartIdleHoverAnimation()
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{
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if (_cardContext?.Animator != null)
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{
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// Reset card position first to prevent accumulation
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ResetCardToDefault();
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_cardContext.Animator.StartIdleHover(10f, 1.5f, restartIfActive: true);
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LogEvent("Started idle hover animation");
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}
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}
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public void StopIdleHoverAnimation()
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{
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if (_cardContext?.Animator != null)
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{
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_cardContext.Animator.StopIdleHover(_originalAnchoredPosition);
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LogEvent("Stopped idle hover animation");
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}
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}
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#endregion
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#region Utility Buttons
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public void ResetCardPosition()
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{
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if (testCard != null)
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{
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testCard.transform.position = _originalCardPosition;
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testCard.transform.localScale = _originalCardScale;
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// Reset anchored position if it's a RectTransform
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RectTransform rectTransform = testCard.GetComponent<RectTransform>();
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if (rectTransform != null)
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{
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rectTransform.anchoredPosition = _originalAnchoredPosition;
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}
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LogEvent("Card position reset");
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}
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}
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public void ClearEventLog()
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{
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_eventLog.Clear();
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UpdateEventLog();
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LogEvent("Event log cleared");
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}
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#endregion
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#region Event Handlers
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private void OnCardRevealFlowComplete(CardContext context)
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{
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LogEvent($"Event: OnRevealFlowComplete - Card reveal complete for {context.CardData?.Name}");
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}
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private void OnCardDragStarted(UI.DragAndDrop.Core.DraggableObject draggable)
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{
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LogEvent("Event: OnDragStarted - Card is being dragged");
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}
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private void OnCardDragEnded(UI.DragAndDrop.Core.DraggableObject draggable)
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{
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LogEvent("Event: OnDragEnded - Snapping card back to spawn point");
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// Snap card back to original position (no slotting in test scene)
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if (testCard != null)
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{
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testCard.transform.position = _originalCardPosition;
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// Return to idle state after drag
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TransitionToIdleState();
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}
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}
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#endregion
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#region Event Log
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private void LogEvent(string message)
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{
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string timestamp = $"[{Time.time:F2}s]";
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_eventLog.Add($"{timestamp} {message}");
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// Keep only last 20 events
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if (_eventLog.Count > 20)
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{
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_eventLog.RemoveAt(0);
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}
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UpdateEventLog();
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Logging.Debug($"[CardTest] {message}");
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}
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private void UpdateEventLog()
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{
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if (eventLogText != null)
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{
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eventLogText.text = string.Join("\n", _eventLog);
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}
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}
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private void UpdateCurrentStateDisplay()
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{
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if (currentStateText != null && _cardContext != null && _cardContext.StateMachine != null)
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{
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// Get the active state by checking which child state GameObject is active
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string stateName = "Unknown";
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Transform stateMachineTransform = _cardContext.StateMachine.transform;
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for (int i = 0; i < stateMachineTransform.childCount; i++)
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{
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Transform child = stateMachineTransform.GetChild(i);
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if (child.gameObject.activeSelf)
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{
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stateName = child.name;
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break;
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}
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}
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currentStateText.text = $"Current State: {stateName}";
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}
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}
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#endregion
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private void OnDestroy()
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{
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// Unsubscribe from events
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if (_cardContext != null)
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{
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// TODO: FIX
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// _cardContext.OnRevealFlowComplete -= OnCardRevealFlowComplete;
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}
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if (testCard != null)
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{
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testCard.OnDragStarted -= OnCardDragStarted;
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testCard.OnDragEnded -= OnCardDragEnded;
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}
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}
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}
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}
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