chunk 1: core gameplay scripts scenes runtime assets

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using UnityEngine;
using System.Collections;
namespace SpecialMoveCards
{
/// <summary>
/// Handles world pickup visuals and behavior for a card: hover, rotate, glow, and pickup.
/// Expect a trigger collider and optionally a Rigidbody set to kinematic.
/// </summary>
[RequireComponent(typeof(Collider))]
public class CardBehaviour : MonoBehaviour
{
[SerializeField] private CardData cardData;
[Header("Visual References")]
[Tooltip("Renderer(s) that should have emissive color applied.")]
[SerializeField] private Renderer[] emissiveRenderers;
[Tooltip("Optional glow mesh (cube/cylinder/etc) used for volumetric-looking glow.")]
[SerializeField] private Transform glowCube; // kept for backward-compat; any mesh child works
[Tooltip("Optional explicit renderer for the glow mesh. If assigned, takes priority over 'glowCube'.")]
[SerializeField] private Renderer glowRenderer;
[Tooltip("Optional light to boost bloom.")]
[SerializeField] private Light glowLight;
[Header("Glow Sync")]
[Tooltip("If true, reads emission color from the first emissive renderer's material and uses it for glow, without overriding the material. If false, uses CardData color to set emission on the renderers.")]
[SerializeField] private bool deriveGlowFromMaterial = true;
[Tooltip("Scales the glow intensity derived from material or CardData.")]
[SerializeField] private float glowIntensityMultiplier = 1f;
[Header("Motion")]
[SerializeField] private float defaultHoverAmplitude = 0.25f;
[SerializeField] private float defaultHoverSpeed = 1.0f;
[SerializeField] private float defaultRotationSpeed = 35f;
private Vector3 basePos;
private float hoverPhase;
private MaterialPropertyBlock mpb;
private Collider trigger;
private Color baseEmissive = Color.white;
[Header("Glow Pulse (Optional)")]
[SerializeField] private bool pulseGlow = false;
[SerializeField] private float pulseSpeed = 2f;
[SerializeField, Range(0f, 2f)] private float pulseAmplitude = 0.25f;
public CardData Data => cardData;
private void Reset()
{
var col = GetComponent<Collider>();
if (col) col.isTrigger = true;
}
private void Awake()
{
// Skip if card system is disabled globally - destroy this card
if (CardSpawner.CARD_SYSTEM_DISABLED)
{
Destroy(gameObject);
return;
}
trigger = GetComponent<Collider>();
if (trigger) trigger.isTrigger = true;
EnsureMaterialPropertyBlock();
basePos = transform.position;
ApplyVisuals();
}
private void OnValidate()
{
if (Application.isPlaying) return;
EnsureMaterialPropertyBlock();
ApplyVisuals();
}
private void Update()
{
float amp = (cardData && cardData.hoverAmplitude > 0f) ? cardData.hoverAmplitude : defaultHoverAmplitude;
float spd = (cardData && cardData.hoverSpeed > 0f) ? cardData.hoverSpeed : defaultHoverSpeed;
float rot = (cardData && cardData.rotationSpeed > 0f) ? cardData.rotationSpeed : defaultRotationSpeed;
hoverPhase += spd * Time.deltaTime;
float offset = Mathf.Sin(hoverPhase) * amp;
transform.position = basePos + Vector3.up * offset;
transform.Rotate(Vector3.up, rot * Time.deltaTime, Space.World);
// Optional pulsing for volumetric glow look
if (pulseGlow)
{
float f = 1f + Mathf.Sin(Time.time * pulseSpeed) * pulseAmplitude;
Color current = baseEmissive * f;
ApplyGlowOnly(current);
}
}
private void OnTriggerEnter(Collider other)
{
// Look for a PlayerPocket on the other object or its parents
var pocket = other.GetComponentInParent<PlayerPocket>();
if (pocket == null) return;
if (pocket.TryAddCard(cardData))
{
if (cardData && cardData.particlePrefab)
{
Instantiate(cardData.particlePrefab, transform.position, Quaternion.identity);
}
Destroy(gameObject);
}
}
private void ApplyVisuals()
{
EnsureMaterialPropertyBlock();
// Determine target emissive color
Color emissive;
if (deriveGlowFromMaterial && TryGetMaterialEmissionColor(out emissive))
{
emissive *= glowIntensityMultiplier;
}
else
{
Color c = cardData ? cardData.color : Color.white;
float intensity = cardData ? cardData.emissionIntensity : 2.5f;
emissive = c * Mathf.LinearToGammaSpace(intensity) * glowIntensityMultiplier;
// Only in this branch we override renderer emission to match CardData
if (emissiveRenderers != null)
{
for (int i = 0; i < emissiveRenderers.Length; i++)
{
var r = emissiveRenderers[i];
if (r == null) continue;
r.GetPropertyBlock(mpb);
mpb.SetColor("_EmissionColor", emissive);
r.SetPropertyBlock(mpb);
}
}
}
baseEmissive = emissive; // store for pulse updates
ApplyGlowOnly(emissive);
}
private void ApplyGlowOnly(Color emissive)
{
EnsureMaterialPropertyBlock();
// Prefer explicit glowRenderer if provided
Renderer targetRend = glowRenderer;
if (targetRend == null && glowCube != null)
targetRend = glowCube.GetComponent<Renderer>();
if (targetRend)
{
targetRend.GetPropertyBlock(mpb);
mpb.SetColor("_EmissionColor", emissive);
targetRend.SetPropertyBlock(mpb);
}
if (glowLight)
{
Color lightColor = new Color(Mathf.Clamp01(emissive.r), Mathf.Clamp01(emissive.g), Mathf.Clamp01(emissive.b));
glowLight.color = lightColor;
glowLight.intensity = Mathf.Max(1.5f, emissive.maxColorComponent * 2.5f);
glowLight.range = 3f;
}
}
private bool TryGetMaterialEmissionColor(out Color color)
{
color = Color.black;
if (emissiveRenderers == null) return false;
// Common property names across pipelines
string[] props = { "_EmissionColor", "_EmissiveColor", "_EmissiveColorLDR" };
for (int i = 0; i < emissiveRenderers.Length; i++)
{
var r = emissiveRenderers[i];
if (r == null) continue;
var mat = r.sharedMaterial != null ? r.sharedMaterial : r.material;
if (mat == null) continue;
for (int p = 0; p < props.Length; p++)
{
string prop = props[p];
if (mat.HasProperty(prop))
{
color = mat.GetColor(prop);
return true;
}
}
}
return false;
}
/// <summary>Assign the data at runtime for generic prefabs.</summary>
public void SetData(CardData data)
{
cardData = data;
ApplyVisuals();
}
private void EnsureMaterialPropertyBlock()
{
if (mpb == null)
{
mpb = new MaterialPropertyBlock();
}
}
}
}

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using UnityEngine;
namespace SpecialMoveCards
{
/// <summary>
/// ScriptableObject defining metadata for a special move card.
/// </summary>
[CreateAssetMenu(menuName = "Special Move Cards/Card Data", fileName = "CardData")]
public class CardData : ScriptableObject
{
[Header("Identity")]
public CardType type;
[Tooltip("Display name of the special move.")]
public string moveName;
[Tooltip("Animator state/clip or Trigger name to play on pickup use.")]
public string animationTriggerName;
[Header("Visuals")]
public Color color = Color.white;
public Sprite icon;
[Tooltip("Optional particle effect to spawn on pickup or use.")]
public GameObject particlePrefab;
[Header("Tuning")]
[Tooltip("Hover amplitude for world pickup (meters). If 0, uses default on CardBehaviour.")]
public float hoverAmplitude = 0.25f;
[Tooltip("Hover speed for world pickup (Hz). If 0, uses default on CardBehaviour.")]
public float hoverSpeed = 1.0f;
[Tooltip("Self-rotation speed in degrees per second. If 0, uses default on CardBehaviour.")]
public float rotationSpeed = 35f;
[Tooltip("Emission intensity for the card material.")]
public float emissionIntensity = 2.5f;
[Header("Optional Ability Params")]
[Tooltip("Optional scalar param that other systems can read.")]
public float powerMultiplier = 1f;
}
}

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using UnityEngine;
using System.Collections.Generic;
using System.Collections;
namespace SpecialMoveCards
{
/// <summary>
/// Spawns card pickups similar to common pickup systems:
/// - Maintains a target count of active cards (default 2)
/// - Spawns at random spawn points or within an area
/// - When a card is picked up (destroyed), schedules a delayed respawn to keep the target count
/// </summary>
public class CardSpawner : MonoBehaviour
{
// ========== MASTER DISABLE FLAG ==========
// Set to TRUE to completely disable the card/special move system
// This is a quick toggle - you can implement a proper system later
public static bool CARD_SYSTEM_DISABLED = true;
// ==========================================
private static readonly List<CardSpawner> s_instances = new List<CardSpawner>();
[Header("Card Prefab & Data")]
[Tooltip("Generic Card prefab that contains CardBehaviour (used if 'Card Prefabs' list is empty).")]
public GameObject cardPrefab;
[Tooltip("If provided, a random prefab from this list will be spawned instead of the single prefab above. Each prefab can carry its own CardData and visuals (e.g., per-color prefabs).")]
public List<GameObject> cardPrefabs = new List<GameObject>();
[Tooltip("Pool of possible CardData to spawn from.")]
public List<CardData> cardPool = new List<CardData>();
[Header("Spawning")]
public List<Transform> spawnPoints = new List<Transform>();
[Tooltip("If no spawn points, use a box area in local space.")]
public Vector3 areaSize = new Vector3(10, 0, 10);
[Tooltip("Number of cards to keep alive concurrently. Typical big-game behavior uses small numbers like 1-2.")]
public int targetCardsInScene = 2;
[Tooltip("Random delay before a replacement card is spawned after pickup (x..y seconds).")]
public Vector2 respawnDelay = new Vector2(2f, 5f);
[Tooltip("Ensure only one active card per spawn point at a time.")]
public bool useUniqueSpawnPoints = true;
private readonly HashSet<GameObject> alive = new HashSet<GameObject>();
private readonly Dictionary<int, GameObject> occupiedPoints = new Dictionary<int, GameObject>();
private void OnEnable()
{
// Skip if card system is disabled
if (CARD_SYSTEM_DISABLED)
{
Debug.Log("[CardSpawner] Card System is DISABLED - skipping initialization");
return;
}
if (!s_instances.Contains(this)) s_instances.Add(this);
GameEvents.CardPicked += OnAnyCardPicked;
MaintainTargetCount();
}
private void OnDisable()
{
GameEvents.CardPicked -= OnAnyCardPicked;
alive.RemoveWhere(go => go == null);
occupiedPoints.Clear();
s_instances.Remove(this);
}
private void TrySpawnOnce()
{
CleanupDead();
if (alive.Count >= targetCardsInScene) return;
// Build disallowed type set to keep two cards different
HashSet<CardType> disallowed = BuildDisallowedTypes();
Vector3 pos;
Quaternion rot = Quaternion.identity;
int usedIndex = -1;
if (spawnPoints != null && spawnPoints.Count > 0)
{
// Choose a free spawn point if required
int safety = 25;
int idx = -1;
while (safety-- > 0)
{
int r = Random.Range(0, spawnPoints.Count);
if (!useUniqueSpawnPoints || !occupiedPoints.ContainsKey(r)) { idx = r; break; }
}
if (idx < 0) idx = Random.Range(0, spawnPoints.Count); // fallback
var t = spawnPoints[idx];
pos = t.position;
rot = t.rotation;
usedIndex = idx;
}
else
{
Vector3 half = areaSize * 0.5f;
Vector3 local = new Vector3(
Random.Range(-half.x, half.x),
Random.Range(-half.y, half.y),
Random.Range(-half.z, half.z));
pos = transform.TransformPoint(local);
}
var go = SpawnCard(pos, rot, disallowed);
if (go == null) return; // nothing feasible to spawn
alive.Add(go);
if (useUniqueSpawnPoints && usedIndex >= 0)
occupiedPoints[usedIndex] = go;
// Track destruction to free spawn point
var token = go.AddComponent<SpawnedCardToken>();
token.Init(this, usedIndex);
}
private void OnDrawGizmosSelected()
{
if (spawnPoints == null || spawnPoints.Count == 0)
{
Gizmos.color = Color.yellow;
Gizmos.matrix = transform.localToWorldMatrix;
Gizmos.DrawWireCube(Vector3.zero, areaSize);
}
}
// --- Enemy-death drops API ---
/// <summary>
/// Called by external systems to attempt a drop at a world position with a given probability.
/// Respects each spawner's targetCardsInScene limit.
/// </summary>
public static void TrySpawnOnEnemyDeath(Vector3 position, float chance = 0.25f)
{
if (s_instances.Count == 0) return;
if (Random.value > Mathf.Clamp01(chance)) return;
// Pick the first spawner that has capacity
for (int i = 0; i < s_instances.Count; i++)
{
var sp = s_instances[i];
if (sp == null || !sp.isActiveAndEnabled) continue;
sp.CleanupDead();
if (sp.alive.Count < sp.targetCardsInScene)
{
sp.SpawnAtPosition(position + Vector3.up * 0.25f, Quaternion.identity);
return;
}
}
}
private void SpawnAtPosition(Vector3 pos, Quaternion rot)
{
// For death-drops, also try to keep existing type different if only one is alive
var disallowed = BuildDisallowedTypes();
var go = SpawnCard(pos, rot, disallowed);
if (go == null) return;
alive.Add(go);
var token = go.AddComponent<SpawnedCardToken>();
token.Init(this, -1); // no spawn point occupancy
}
private void MaintainTargetCount()
{
CleanupDead();
while (alive.Count < targetCardsInScene)
TrySpawnOnce();
}
private void CleanupDead()
{
// Remove destroyed refs and free occupied points
if (alive.Count == 0) return;
var toRemove = new List<GameObject>();
foreach (var go in alive)
{
if (go == null) toRemove.Add(go);
}
for (int i = 0; i < toRemove.Count; i++)
alive.Remove(toRemove[i]);
// occupiedPoints are freed in NotifyCardDestroyed; this is extra safety if something slipped through
var free = new List<int>();
foreach (var kvp in occupiedPoints)
{
if (kvp.Value == null) free.Add(kvp.Key);
}
for (int i = 0; i < free.Count; i++)
occupiedPoints.Remove(free[i]);
}
private void OnAnyCardPicked(CardData _)
{
// Schedule a replacement after a small random delay like big games do
float delay = Random.Range(respawnDelay.x, respawnDelay.y);
StartCoroutine(RespawnDelayed(delay));
}
private IEnumerator RespawnDelayed(float delay)
{
yield return new WaitForSeconds(delay);
MaintainTargetCount();
}
internal void NotifyCardDestroyed(SpawnedCardToken token)
{
if (token == null) return;
// Free occupancy & alive set; spawning replacement happens via CardPicked event or periodic Maintain
if (token.spawnPointIndex >= 0 && occupiedPoints.ContainsKey(token.spawnPointIndex))
occupiedPoints.Remove(token.spawnPointIndex);
alive.Remove(token.gameObject);
}
public class SpawnedCardToken : MonoBehaviour
{
private CardSpawner owner;
internal int spawnPointIndex = -1;
public void Init(CardSpawner o, int index)
{
owner = o; spawnPointIndex = index;
}
private void OnDestroy()
{
if (owner != null) owner.NotifyCardDestroyed(this);
}
}
// --- Helper logic to enforce different types when two are present ---
private HashSet<CardType> BuildDisallowedTypes()
{
var disallowed = new HashSet<CardType>();
// Only enforce strict difference when target is 2 and we currently have exactly 1 alive card
if (targetCardsInScene == 2 && alive.Count == 1)
{
foreach (var go in alive)
{
if (go == null) continue;
var cb = go.GetComponent<CardBehaviour>();
if (cb != null && cb.Data != null)
{
disallowed.Add(cb.Data.type);
break;
}
}
}
return disallowed;
}
private GameObject SpawnCard(Vector3 pos, Quaternion rot, HashSet<CardType> disallowed)
{
bool multiPrefabs = cardPrefabs != null && cardPrefabs.Count > 0;
if (!multiPrefabs && cardPrefab == null) return null;
// Collect prefab capabilities
var fixedPrefabs = new List<(GameObject prefab, CardType type)>();
var genericPrefabs = new List<GameObject>();
if (multiPrefabs)
{
for (int i = 0; i < cardPrefabs.Count; i++)
{
var pf = cardPrefabs[i];
if (pf == null) continue;
var cb = pf.GetComponent<CardBehaviour>();
if (cb != null && cb.Data != null)
fixedPrefabs.Add((pf, cb.Data.type));
else
genericPrefabs.Add(pf);
}
}
else
{
var pf = cardPrefab;
var cb = pf != null ? pf.GetComponent<CardBehaviour>() : null;
if (cb != null && cb.Data != null)
fixedPrefabs.Add((pf, cb.Data.type));
else if (pf != null)
genericPrefabs.Add(pf);
}
// Determine feasible types
var feasibleTypes = new List<CardType>();
var fixedTypes = new HashSet<CardType>();
for (int i = 0; i < fixedPrefabs.Count; i++) fixedTypes.Add(fixedPrefabs[i].type);
foreach (var t in fixedTypes)
if (!disallowed.Contains(t)) feasibleTypes.Add(t);
bool hasGeneric = genericPrefabs.Count > 0;
if (hasGeneric && cardPool != null && cardPool.Count > 0)
{
var poolTypesSet = new HashSet<CardType>();
for (int i = 0; i < cardPool.Count; i++) poolTypesSet.Add(cardPool[i].type);
foreach (var t in poolTypesSet)
{
if (!disallowed.Contains(t) && !feasibleTypes.Contains(t))
feasibleTypes.Add(t);
}
}
// If nothing feasible with disallowed constraint, relax constraint
if (feasibleTypes.Count == 0)
{
foreach (var t in fixedTypes)
if (!feasibleTypes.Contains(t)) feasibleTypes.Add(t);
if (hasGeneric && cardPool != null && cardPool.Count > 0)
{
var poolTypesSet = new HashSet<CardType>();
for (int i = 0; i < cardPool.Count; i++) poolTypesSet.Add(cardPool[i].type);
foreach (var t in poolTypesSet)
if (!feasibleTypes.Contains(t)) feasibleTypes.Add(t);
}
}
// Fallback: if still empty (e.g., no pool and only generic prefabs), just spawn any prefab without enforcing type
if (feasibleTypes.Count == 0)
{
GameObject anyPrefab = multiPrefabs ? (cardPrefabs.Count > 0 ? cardPrefabs[Random.Range(0, cardPrefabs.Count)] : null) : cardPrefab;
if (anyPrefab == null) return null;
return Instantiate(anyPrefab, pos, rot);
}
// Choose a target type randomly
var targetType = feasibleTypes[Random.Range(0, feasibleTypes.Count)];
// Choose a matching prefab if possible; else a generic prefab
GameObject chosenPrefab = null;
var matches = new List<GameObject>();
for (int i = 0; i < fixedPrefabs.Count; i++)
if (fixedPrefabs[i].type.Equals(targetType)) matches.Add(fixedPrefabs[i].prefab);
if (matches.Count > 0)
chosenPrefab = matches[Random.Range(0, matches.Count)];
else if (hasGeneric)
chosenPrefab = genericPrefabs[Random.Range(0, genericPrefabs.Count)];
else
chosenPrefab = multiPrefabs ? cardPrefabs[Random.Range(0, cardPrefabs.Count)] : cardPrefab; // last resort
var go = Instantiate(chosenPrefab, pos, rot);
var behaviour = go.GetComponent<CardBehaviour>();
if (behaviour != null && behaviour.Data == null)
{
// Assign data matching chosen type
CardData assign = null;
if (cardPool != null && cardPool.Count > 0)
{
// collect indices with targetType
var idxs = new List<int>();
for (int i = 0; i < cardPool.Count; i++) if (cardPool[i].type.Equals(targetType)) idxs.Add(i);
if (idxs.Count > 0) assign = cardPool[idxs[Random.Range(0, idxs.Count)]];
else assign = cardPool[Random.Range(0, cardPool.Count)];
}
if (assign != null) behaviour.SetData(assign);
}
return go;
}
}
}

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using UnityEngine;
namespace SpecialMoveCards
{
/// <summary>
/// Types of special move cards. Extend by adding new enum values.
/// </summary>
public enum CardType
{
Red,
Cyan,
Purple,
Orange
}
}

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using UnityEngine;
namespace SpecialMoveCards
{
/// <summary>Optional helper to log pocket contents for debugging.</summary>
public class DebugPocketPrinter : MonoBehaviour
{
public PlayerPocket pocket;
public float printEverySeconds = 5f;
private float t;
private void Reset()
{
pocket = GetComponent<PlayerPocket>();
}
private void Update()
{
t += Time.deltaTime;
if (t >= printEverySeconds)
{
t = 0f;
if (pocket == null) return;
var snap = pocket.GetSnapshot();
string a = snap[0] ? snap[0].moveName : "-";
string b = snap[1] ? snap[1].moveName : "-";
Debug.Log($"[Pocket] Slot1={a}, Slot2={b}, Count={pocket.Count}");
}
}
}
}

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using System;
namespace SpecialMoveCards
{
/// <summary>
/// Central event hub for the Special Move Card system.
/// Keeps the PlayerPocket decoupled from UI and other systems.
/// </summary>
public static class GameEvents
{
/// <summary>Raised when a card is picked up by a player.</summary>
public static event Action<CardData> CardPicked;
/// <summary>Raised when a card is consumed/used by the player.</summary>
public static event Action<CardData, int> CardUsed; // Card, slotIndex
/// <summary>Raised whenever the pocket inventory changes.</summary>
public static event Action<CardData[], int> PocketChanged; // snapshot, count
public static void RaiseCardPicked(CardData data) => CardPicked?.Invoke(data);
public static void RaiseCardUsed(CardData data, int slotIndex) => CardUsed?.Invoke(data, slotIndex);
public static void RaisePocketChanged(CardData[] snapshot, int count) => PocketChanged?.Invoke(snapshot, count);
}
}

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using UnityEngine;
#if ENABLE_INPUT_SYSTEM
using UnityEngine.InputSystem;
#endif
using System;
namespace SpecialMoveCards
{
/// <summary>
/// Holds up to two cards, exposes UseCard(slot), integrates with Animation via SpecialAnimationBridge.
/// </summary>
public class PlayerPocket : MonoBehaviour
{
[Header("Animation")] public SpecialAnimationBridge animationBridge;
[Header("UI")] public UIController_Pocket pocketUI;
[Tooltip("Tag used to find the Pocket UI at runtime if not assigned in inspector.")]
[SerializeField] private string pocketUITag = "Pocket UI";
private Coroutine resolveUICoroutine;
[Header("Input (Optional)")]
#if ENABLE_INPUT_SYSTEM
public InputAction useSlot1Action; // bind to keyboard 1
public InputAction useSlot2Action; // bind to keyboard 2
[Tooltip("Input System action that triggers using the next available card in the pocket (left-most).")]
public InputActionReference specialMoveAction; // expected to be bound to e.g. gamepad X / keyboard E
#endif
[Tooltip("Allow using cards while holding only 1.")]
public bool allowUseWithSingleCard = true;
private CardData[] slots = new CardData[2];
public int Count { get { return (slots[0] != null ? 1 : 0) + (slots[1] != null ? 1 : 0); } }
private void Awake()
{
// Skip if card system is disabled globally
if (CardSpawner.CARD_SYSTEM_DISABLED)
{
Debug.Log("[PlayerPocket] Card System is DISABLED - disabling component");
enabled = false;
return;
}
if (animationBridge == null)
animationBridge = GetComponent<SpecialAnimationBridge>();
// Try to auto-resolve UI early (player is often spawned from prefab)
if (pocketUI == null)
TryResolvePocketUIOnce();
}
private void OnEnable()
{
#if ENABLE_INPUT_SYSTEM
// Create defaults if not wired in Inspector
if (useSlot1Action == null)
{
useSlot1Action = new InputAction(name: "UseCardSlot1", binding: "<Keyboard>/1");
}
if (useSlot2Action == null)
{
useSlot2Action = new InputAction(name: "UseCardSlot2", binding: "<Keyboard>/2");
}
if (useSlot1Action != null)
{
useSlot1Action.SafeEnable();
useSlot1Action.performed += OnUseSlot1;
}
if (useSlot2Action != null)
{
useSlot2Action.SafeEnable();
useSlot2Action.performed += OnUseSlot2;
}
// Hook SpecialMove input if provided
if (specialMoveAction != null && specialMoveAction.action != null)
{
specialMoveAction.action.SafeEnable();
specialMoveAction.action.performed += OnSpecialMovePerformed;
}
#endif
PushUI();
}
private void OnDisable()
{
#if ENABLE_INPUT_SYSTEM
if (useSlot1Action != null) useSlot1Action.performed -= OnUseSlot1;
if (useSlot2Action != null) useSlot2Action.performed -= OnUseSlot2;
if (useSlot1Action != null) useSlot1Action.Disable();
if (useSlot2Action != null) useSlot2Action.Disable();
if (specialMoveAction != null && specialMoveAction.action != null)
{
specialMoveAction.action.performed -= OnSpecialMovePerformed;
specialMoveAction.action.Disable();
}
#endif
if (resolveUICoroutine != null)
{
StopCoroutine(resolveUICoroutine);
resolveUICoroutine = null;
}
}
private void Update()
{
// Legacy fallback
if (Input.GetKeyDown(KeyCode.Alpha1)) UseCard(0);
if (Input.GetKeyDown(KeyCode.Alpha2)) UseCard(1);
}
#if ENABLE_INPUT_SYSTEM
private void OnUseSlot1(InputAction.CallbackContext ctx) { if (ctx.performed) UseCard(0); }
private void OnUseSlot2(InputAction.CallbackContext ctx) { if (ctx.performed) UseCard(1); }
private void OnSpecialMovePerformed(InputAction.CallbackContext ctx)
{
if (!ctx.performed) return;
// Always consume the left-most available card (sequential use)
// UseCard will compact and raise events/UI.
if (slots[0] != null) { UseCard(0); return; }
if (slots[1] != null) { UseCard(1); return; }
// no card -> ignore
}
#endif
/// <summary>
/// Try adding a card to the first empty slot. Returns true if added.
/// </summary>
public bool TryAddCard(CardData data)
{
if (data == null) return false;
if (slots[0] == null) { slots[0] = data; OnChanged(); GameEvents.RaiseCardPicked(data); return true; }
if (slots[1] == null) { slots[1] = data; OnChanged(); GameEvents.RaiseCardPicked(data); return true; }
return false; // full
}
/// <summary>
/// Uses a card at slot index (0 or 1). Consumes immediately and plays mapped animation.
/// </summary>
public void UseCard(int slotIndex)
{
if (slotIndex < 0 || slotIndex > 1) return;
var data = slots[slotIndex];
if (data == null)
{
// If only one card and user pressed empty slot, optionally redirect to occupied slot
if (allowUseWithSingleCard && Count == 1)
{
int other = slotIndex == 0 ? 1 : 0;
if (slots[other] != null) { UseCard(other); }
}
return;
}
// Consume first
slots[slotIndex] = null;
CompactLeft();
OnChanged();
GameEvents.RaiseCardUsed(data, slotIndex);
// Play animation
if (animationBridge)
{
animationBridge.PlaySpecialMove(data.animationTriggerName);
}
// Optional particles could be spawned by listening to GameEvents.CardUsed
}
/// <summary>
/// Get a snapshot of slots (length 2). Do not mutate the returned array.
/// </summary>
public CardData[] GetSnapshot()
{
var snap = new CardData[2];
snap[0] = slots[0];
snap[1] = slots[1];
return snap;
}
private void CompactLeft()
{
// Keep items packed to the left: [A,null] => [A,null], [null,B] => [B,null]
if (slots[0] == null && slots[1] != null)
{
slots[0] = slots[1];
slots[1] = null;
}
}
private void OnChanged()
{
PushUI();
GameEvents.RaisePocketChanged(GetSnapshot(), Count);
}
private void PushUI()
{
if (pocketUI == null)
{
// Attempt to resolve again at first use; if still missing, start a short retry loop
TryResolvePocketUIOnce();
if (pocketUI == null && resolveUICoroutine == null)
resolveUICoroutine = StartCoroutine(ResolvePocketUIRoutine());
}
if (pocketUI)
pocketUI.UpdateUI(GetSnapshot());
}
private void TryResolvePocketUIOnce()
{
if (string.IsNullOrEmpty(pocketUITag)) return;
var go = GameObject.FindWithTag(pocketUITag);
if (go == null) return;
var ui = go.GetComponent<UIController_Pocket>();
if (ui != null) pocketUI = ui;
}
private System.Collections.IEnumerator ResolvePocketUIRoutine()
{
// Try for a short window (e.g., next 1 second) in case UI spawns after the player
float timeout = 1.0f;
float t = 0f;
while (pocketUI == null && t < timeout)
{
TryResolvePocketUIOnce();
if (pocketUI != null) break;
t += Time.deltaTime;
yield return null;
}
resolveUICoroutine = null;
if (pocketUI)
pocketUI.UpdateUI(GetSnapshot());
else
Debug.LogWarning("PlayerPocket: Could not find Pocket UI by tag '" + pocketUITag + "' within 1s. Make sure the UI exists and is tagged.");
}
}
}

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fileFormatVersion: 2
guid: 4feb0601c38c874dca5ff0e390a7b850

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using UnityEngine;
namespace SpecialMoveCards
{
/// <summary>
/// Decouples PlayerPocket from AnimationManager or direct Animator usage.
/// Prefers AnimationManager if present, else falls back to Animator trigger/state.
/// </summary>
[RequireComponent(typeof(Animator))]
public class SpecialAnimationBridge : MonoBehaviour
{
private AnimationManager animManager; // existing class in project
private Animator animator;
private void Awake()
{
animator = GetComponent<Animator>();
animManager = GetComponent<AnimationManager>();
}
/// <summary>
/// Play a special move by animation trigger/state name.
/// </summary>
public void PlaySpecialMove(string triggerOrState)
{
if (string.IsNullOrEmpty(triggerOrState))
{
Debug.LogWarning("PlaySpecialMove called with empty name");
return;
}
if (animManager != null)
{
// AnimationManager will CrossFade by clip/state name
animManager.PlayAnimation(triggerOrState);
return;
}
// Fallback: try to SetTrigger if such a parameter exists. Else CrossFade.
if (animator == null) return;
int paramCount = animator.parameterCount;
bool hasTrigger = false;
for (int i = 0; i < paramCount; i++)
{
var p = animator.GetParameter(i);
if (p.type == AnimatorControllerParameterType.Trigger && p.name == triggerOrState)
{
hasTrigger = true;
break;
}
}
if (hasTrigger)
animator.SetTrigger(triggerOrState);
else
animator.CrossFade(triggerOrState, 0.1f, 0, 0);
}
}
}

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fileFormatVersion: 2
guid: 253f9001740e2220ab5d3c34934b6cd1

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using UnityEngine;
using UnityEngine.UI;
namespace SpecialMoveCards
{
/// <summary>
/// Simple UI binder for two pocket slots using two Image components.
/// </summary>
public class UIController_Pocket : MonoBehaviour
{
[Header("Images")]
public Image slot1Image;
public Image slot2Image;
// We'll draw card sprites on separate child Images so the assigned slot Images
// can remain as the background visuals.
private Image slot1Content;
private Image slot2Content;
private void Awake()
{
EnsureContentImage(ref slot1Content, slot1Image, "CardContent1");
EnsureContentImage(ref slot2Content, slot2Image, "CardContent2");
}
private static void EnsureContentImage(ref Image content, Image baseImage, string name)
{
if (content != null || baseImage == null) return;
var go = new GameObject(name, typeof(RectTransform));
var rt = go.GetComponent<RectTransform>();
rt.SetParent(baseImage.transform, worldPositionStays: false);
rt.anchorMin = Vector2.zero;
rt.anchorMax = Vector2.one;
rt.offsetMin = Vector2.zero;
rt.offsetMax = Vector2.zero;
content = go.AddComponent<Image>();
content.raycastTarget = false; // let background handle clicks if needed
content.preserveAspect = true;
content.enabled = false; // hidden until a card is present
// Ensure content renders on top of the background
go.transform.SetAsLastSibling();
}
public void UpdateUI(CardData[] cards)
{
// Make sure content images exist (in case references were added at runtime)
if (slot1Content == null && slot1Image != null) EnsureContentImage(ref slot1Content, slot1Image, "CardContent1");
if (slot2Content == null && slot2Image != null) EnsureContentImage(ref slot2Content, slot2Image, "CardContent2");
// Slot 1 content (background image stays untouched)
if (slot1Content)
{
if (cards != null && cards.Length > 0 && cards[0] != null)
{
slot1Content.enabled = true;
slot1Content.sprite = cards[0].icon;
slot1Content.color = cards[0].color;
}
else
{
// No card: hide only the content sprite; keep background visible
slot1Content.sprite = null;
slot1Content.enabled = false;
}
}
// Slot 2 content (background image stays untouched)
if (slot2Content)
{
if (cards != null && cards.Length > 1 && cards[1] != null)
{
slot2Content.enabled = true;
slot2Content.sprite = cards[1].icon;
slot2Content.color = cards[1].color;
}
else
{
// No card: hide only the content sprite; keep background visible
slot2Content.sprite = null;
slot2Content.enabled = false;
}
}
}
}
}

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fileFormatVersion: 2
guid: 0b74a024e67bf3756b0da0a02fac5422