Files
AppleHillsProduction/Assets/Scripts/CardSystem/UI/Component/AlbumPhotoSlot.cs
2025-12-15 15:24:17 +01:00

258 lines
8.5 KiB
C#

using System.Collections;
using CardSystem.Controllers;
using Core;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
using Utils;
namespace CardSystem.UI.Component
{
/// <summary>
/// Photo display slot for the album book pages.
/// Pre-placed prefab that displays photos from a specific minigame category.
/// Supports click-to-enlarge functionality.
/// </summary>
public class AlbumPhotoSlot : MonoBehaviour, IPointerClickHandler
{
[Header("Configuration")]
[Tooltip("Which minigame category this slot displays photos from")]
[SerializeField] private CaptureType captureType = CaptureType.StatueMinigame;
[Header("References")]
[SerializeField] private Image photoImage;
[SerializeField] private GameObject loadingIndicator;
[SerializeField] private GameObject emptyPlaceholder;
[Header("Visual Settings")]
[SerializeField] private int thumbnailSize = 256;
private string _photoId;
private Texture2D _currentTexture;
private Texture2D _fullSizeTexture;
private AlbumPhotoPageController _controller;
private bool _isPopulated;
public CaptureType CaptureType => captureType;
public bool IsPopulated => _isPopulated;
public string PhotoId => _photoId;
/// <summary>
/// Initialize the slot with controller reference
/// </summary>
public void Initialize(AlbumPhotoPageController controller)
{
_controller = controller;
Logging.Debug($"[AlbumPhotoSlot] {gameObject.name} initialized with controller");
}
/// <summary>
/// When slot becomes active, request and load assigned photo from controller
/// </summary>
private void OnEnable()
{
// Only auto-load if we have a controller and haven't already populated
if (_controller != null && !_isPopulated && string.IsNullOrEmpty(_photoId))
{
Logging.Debug($"[AlbumPhotoSlot] {gameObject.name} became active, requesting assigned photo");
// Request our assigned photo ID from controller
string assignedPhotoId = _controller.GetAssignedPhotoId(this);
if (!string.IsNullOrEmpty(assignedPhotoId))
{
Logging.Debug($"[AlbumPhotoSlot] {gameObject.name} assigned photoId: {assignedPhotoId}");
PopulateWithPhoto(assignedPhotoId);
}
else
{
Logging.Debug($"[AlbumPhotoSlot] {gameObject.name} has no assigned photo, showing empty state");
ShowEmptyState();
}
}
}
/// <summary>
/// Populate this slot with a photo from the minigame
/// </summary>
/// <param name="photoId">Photo ID to load</param>
public void PopulateWithPhoto(string photoId)
{
Logging.Debug($"[AlbumPhotoSlot] PopulateWithPhoto called: photoId='{photoId}', captureType={captureType}");
if (string.IsNullOrEmpty(photoId))
{
Logging.Debug($"[AlbumPhotoSlot] Photo ID is null or empty, showing empty state");
ShowEmptyState();
return;
}
_photoId = photoId;
StartCoroutine(LoadPhotoAsync(photoId));
}
/// <summary>
/// Load photo asynchronously to avoid frame hitches
/// </summary>
private IEnumerator LoadPhotoAsync(string photoId)
{
ShowLoadingState();
Logging.Debug($"[AlbumPhotoSlot] LoadPhotoAsync started for photoId: {photoId}, captureType: {captureType}");
// Yield to avoid loading all photos in one frame
yield return null;
// Load full photo
Logging.Debug($"[AlbumPhotoSlot] Calling PhotoManager.LoadPhoto({captureType}, {photoId})");
Texture2D fullPhoto = PhotoManager.LoadPhoto(captureType, photoId);
if (fullPhoto == null)
{
Logging.Warning($"[AlbumPhotoSlot] Failed to load photo: {photoId} for {captureType}");
ShowEmptyState();
yield break;
}
Logging.Debug($"[AlbumPhotoSlot] Photo loaded successfully! Size: {fullPhoto.width}x{fullPhoto.height}");
// Create thumbnail for display
Texture2D thumbnail = PhotoManager.CreateThumbnail(fullPhoto, thumbnailSize);
Logging.Debug($"[AlbumPhotoSlot] Thumbnail created: {thumbnail.width}x{thumbnail.height}");
// Store full size for enlargement
_fullSizeTexture = fullPhoto;
_currentTexture = thumbnail;
// Display thumbnail
DisplayPhoto(thumbnail);
_isPopulated = true;
Logging.Debug($"[AlbumPhotoSlot] Photo display complete for {photoId}");
}
/// <summary>
/// Display photo texture on the image component
/// </summary>
private void DisplayPhoto(Texture2D texture)
{
if (texture == null || photoImage == null) return;
// Create sprite from texture
Sprite photoSprite = Sprite.Create(
texture,
new Rect(0, 0, texture.width, texture.height),
new Vector2(0.5f, 0.5f)
);
photoImage.sprite = photoSprite;
photoImage.enabled = true;
HideLoadingState();
HideEmptyState();
}
/// <summary>
/// Handle click to enlarge photo
/// </summary>
public void OnPointerClick(PointerEventData eventData)
{
if (!_isPopulated || string.IsNullOrEmpty(_photoId) || _controller == null)
{
return;
}
Logging.Debug($"[AlbumPhotoSlot] Clicked photo: {_photoId} from {captureType}");
// Request enlargement from controller
_controller.EnlargePhoto(this, _fullSizeTexture);
}
/// <summary>
/// Clear the slot
/// </summary>
public void Clear()
{
_photoId = null;
_isPopulated = false;
if (_currentTexture != null)
{
Destroy(_currentTexture);
_currentTexture = null;
}
if (_fullSizeTexture != null)
{
Destroy(_fullSizeTexture);
_fullSizeTexture = null;
}
if (photoImage != null)
{
photoImage.sprite = null;
photoImage.enabled = false;
}
ShowEmptyState();
}
#region Visual States
private void ShowLoadingState()
{
if (loadingIndicator != null)
loadingIndicator.SetActive(true);
if (photoImage != null)
photoImage.enabled = false;
if (emptyPlaceholder != null)
emptyPlaceholder.SetActive(false);
}
private void HideLoadingState()
{
if (loadingIndicator != null)
loadingIndicator.SetActive(false);
}
private void ShowEmptyState()
{
if (emptyPlaceholder != null)
emptyPlaceholder.SetActive(true);
if (loadingIndicator != null)
loadingIndicator.SetActive(false);
if (photoImage != null)
photoImage.enabled = false;
_isPopulated = false;
}
private void HideEmptyState()
{
if (emptyPlaceholder != null)
emptyPlaceholder.SetActive(false);
}
#endregion
private void OnDestroy()
{
// Cleanup textures
if (_currentTexture != null)
{
Destroy(_currentTexture);
}
if (_fullSizeTexture != null)
{
Destroy(_fullSizeTexture);
}
}
}
}