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using Cthangover.Core.Cards;
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using Cthangover.Core.Characters;
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using Cthangover.Core.UI;
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using Godot;
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namespace Cthangover.CardBattle.UI
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{
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/// <summary>
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/// UI node representing a single action card that the player can drag onto a target.
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/// Implements <see cref="ICard"/> so <see cref="CardController"/> can hit-test drag targets.
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/// Displayed in the <see cref="CardController"/>'s action panel below the character cards.
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/// Supports hover scale-up animation, selection highlighting (<see cref="Select"/>, <see cref="Attack"/>, <see cref="Invalid"/>),
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/// and info updates from the underlying <see cref="ActionCharacter"/> data model.
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/// </summary>
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public partial class ActionCardNode : ModWidget, ICard
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{
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private TextureRect frame;
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private TextureRect image;
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private Label nameLabel;
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/// <inheritdoc />
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public TextureRect Frame => frame;
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/// <inheritdoc />
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public TextureRect Image => image;
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/// <summary>
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/// The <see cref="ActionCharacter"/> data model backing this card. Contains the action's
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/// name, image, type, and stat modifiers used during execution.
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/// </summary>
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public ActionCharacter Card { get; set; }
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/// <summary>
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/// Returns <c>this</c> — action cards are <see cref="Control"/> nodes themselves,
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/// unlike <see cref="CharacterCardNode"/> which wraps a separate control.
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/// </summary>
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public Control GetControlNode() => this;
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private Tween hoverTween;
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private float baseY;
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private bool isHovered;
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private Vector2 _baseScale;
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protected override void Construct()
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{
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image = GetNode<TextureRect>("Image");
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frame = GetNode<TextureRect>("Frame");
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nameLabel = GetNode<Label>("NameLabel");
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Size = CustomMinimumSize;
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MouseEntered += OnMouseEntered;
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MouseExited += OnMouseExited;
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}
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/// <summary>
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/// Placeholder for selection highlight. Currently unused — action cards use
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/// <see cref="Attack"/> and <see cref="Invalid"/> for drag-over feedback instead.
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/// </summary>
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public void Select()
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{
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}
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/// <summary>
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/// Placeholder for attack-mode highlight. Currently unused — target highlighting
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/// is applied by <see cref="ICardActionStrategy.HighlightTarget"/> instead.
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/// </summary>
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public void Attack()
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{
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}
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/// <summary>
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/// Placeholder for invalid-target highlight. Currently unused — invalidity is
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/// indicated by <see cref="ICardActionStrategy.HighlightTarget"/> calling
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/// <see cref="CharacterCardNode.Invalid"/> on the target card instead.
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/// </summary>
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public void Invalid()
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{
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}
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/// <summary>
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/// Resets the Z-index to 0 when the card is no longer being dragged.
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/// </summary>
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public void Unselect()
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{
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ZIndex = 0;
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}
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private void OnMouseEntered()
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{
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if (isHovered) return;
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isHovered = true;
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baseY = Position.Y;
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hoverTween?.Kill();
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hoverTween = CreateTween();
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hoverTween.SetParallel(true);
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hoverTween.SetEase(Tween.EaseType.Out).SetTrans(Tween.TransitionType.Cubic);
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hoverTween.TweenProperty(this, "position:y", baseY - 10f, 0.12f);
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hoverTween.TweenProperty(this, "scale", _baseScale * 1.15f, 0.12f);
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}
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private void OnMouseExited()
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{
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if (!isHovered) return;
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isHovered = false;
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hoverTween?.Kill();
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hoverTween = CreateTween();
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hoverTween.SetParallel(true);
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hoverTween.SetEase(Tween.EaseType.Out).SetTrans(Tween.TransitionType.Cubic);
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hoverTween.TweenProperty(this, "position:y", baseY, 0.12f);
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hoverTween.TweenProperty(this, "scale", _baseScale, 0.12f);
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}
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/// <summary>
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/// Initializes the card with data from <paramref name="card"/>, caches the base scale
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/// for hover animation, sets the card image texture, and refreshes displayed text.
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/// Called by <see cref="CardController.CreateAction"/>.
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/// </summary>
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public void Init(ActionCharacter card)
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{
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Card = card;
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_baseScale = Scale;
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if (image != null)
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image.Texture = card.Image;
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UpdateInfo();
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}
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/// <summary>
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/// Refreshes the displayed name label from the translated <see cref="ActionCharacter.Name"/>.
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/// </summary>
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public void UpdateInfo()
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{
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if (nameLabel != null && Card != null)
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nameLabel.Text = TranslationServer.Translate(Card.Name);
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}
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}
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}
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@@ -0,0 +1,263 @@
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using System.Collections.Generic;
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using System.Linq;
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using Cthangover.Core.Characters;
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using Cthangover.Core.Scenes;
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using Cthangover.Core.UI;
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using Godot;
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namespace Cthangover.CardBattle.UI
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{
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/// <summary>
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/// Container panel that manages a list of <see cref="CharacterCardNode"/> instances for one side
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/// of the battle (player or enemy). Handles card creation, multi-row layout when enemy count exceeds
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/// <c>MAX_CARDS_ROW</c> (10 per row), smooth animated repositioning, health-triggered death,
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/// and the <see cref="CardDeathAnimation"/> dissolve sequence.
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/// Two instances are created by <see cref="CardBattleCore.Init"/>: a left-aligned player panel
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/// and a right-aligned enemy panel.
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/// </summary>
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public partial class BattleCardPanel : ModWidget
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{
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private const int MAX_CARDS_ROW = 10;
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private const float BASE_CARD_HEIGHT = 280f;
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[Export] private Control content;
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/// <summary>
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/// Controls card alignment within the panel. <c>"Left"</c> for the player side,
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/// <c>"Right"</c> for the enemy side. Affects <see cref="CalcTargetPosition"/>.
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/// </summary>
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[Export] public string AlignType { get; set; } = "Left";
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[Export] private float cellOffset = 10f;
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/// <summary>
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/// All character cards currently managed by this panel. Populated by <see cref="Init"/>
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/// and modified by <see cref="Dead"/> (removal) and <see cref="ClearAll"/> (full clear).
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/// </summary>
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public List<CharacterCardNode> CardList { get; } = new();
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private Dictionary<CharacterCardNode, Tween> activeTweens = new();
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/// <summary>
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/// When <c>true</c>, cards are laid out in multiple rows (up to 3) instead of a single row.
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/// Set by <see cref="CardBattleCore.Start"/> when enemy count exceeds 6.
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/// </summary>
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public bool UseRows { get; set; }
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/// <summary>
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/// Fired when a card's death animation completes. <see cref="CardBattleCore"/> subscribes
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/// to record the defeated character in <see cref="BattleSceneContext"/>.
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/// </summary>
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public event System.Action<CharacterCardNode> OnCardDead;
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protected override void Construct()
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{
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content ??= GetNodeOrNull<Control>("Content");
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}
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/// <summary>
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/// Clears the current card list and creates new <see cref="CharacterCardNode"/> instances
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/// for each <paramref name="cards"/> entry. Sets player/enemy team colors and subscribes
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/// the health-change handler. Returns the created card list.
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/// Called by <see cref="CardBattleCore.Start"/> with the full character roster for each side.
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/// </summary>
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public List<CharacterCardNode> Init(IEnumerable<Character> cards, bool isPlayer, float cardScale)
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{
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CardList.Clear();
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activeTweens.Clear();
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int idx = 0;
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foreach (var card in cards)
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{
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CardList.Add(Create(card, isPlayer, cardScale));
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idx++;
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}
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Redraw(animate: false);
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return CardList;
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}
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/// <summary>
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/// Instantiates a single <see cref="CharacterCardNode"/>, adds it to the content panel,
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/// sets its scale, initializes it with card data, applies team colors, and hooks
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/// the health-change event. Called by <see cref="Init"/> for each character.
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/// </summary>
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public CharacterCardNode Create(Character card, bool isPlayer, float cardScale)
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{
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var behaviour = (CharacterCardNode)TscnScenes.LoadAndBuild("scenes/character_card_node.tscn");
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behaviour.EnsureConstructed();
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if (content != null)
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content.AddChild(behaviour);
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else
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AddChild(behaviour);
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behaviour.Scale = new Vector2(cardScale, cardScale);
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behaviour.Init(card);
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behaviour.IsPlayer = isPlayer;
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behaviour.SetTeamColors();
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if (card != null)
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card.Attributes.Health.OnChange += CheckHealthAttribute;
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return behaviour;
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}
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private void CheckHealthAttribute(float value, float basevalue)
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{
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if (value > 0)
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return;
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foreach (var cardItem in CardList.ToList())
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{
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if (cardItem.Card.Attributes.Health.Value <= 0)
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Dead(cardItem);
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}
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}
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/// <summary>
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/// Frees all card nodes from the scene tree, clears the card list, and triggers a redraw.
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/// Called by <see cref="CardBattleCore.OnBattleCleared"/> when the battle scene is cleaned up.
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/// </summary>
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public void ClearAll()
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{
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foreach (var card in CardList.ToList())
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{
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if (GodotObject.IsInstanceValid(card))
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card.QueueFree();
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}
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CardList.Clear();
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activeTweens.Clear();
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Redraw(animate: false);
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}
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/// <summary>
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/// Recalculates and applies positions for all cards in the list. When <paramref name="animate"/>
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/// is <c>true</c>, cards tween to their new positions with a cubic ease-out; otherwise they
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/// snap instantly. Called after cards are added, removed, or when a selection/unselection
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/// changes the sort order.
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/// </summary>
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public void Redraw(bool animate = true)
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{
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for (int i = 0; i < CardList.Count; i++)
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{
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var card = CardList[i];
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if (card == null)
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continue;
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var (row, col) = GetRowCol(i);
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SetCardPosition(card, i, row, col, animate);
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}
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}
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private (int row, int col) GetRowCol(int index)
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{
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if (!UseRows || index < MAX_CARDS_ROW)
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return (0, index);
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if (index < MAX_CARDS_ROW * 2)
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return (1, index - MAX_CARDS_ROW);
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return (2, index - MAX_CARDS_ROW * 2);
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}
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private int CalcBaseZIndex(int row, int col)
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{
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return row * 20 + col;
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}
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private Vector2 CalcTargetPosition(CharacterCardNode card, int row, int col)
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{
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var panelSize = Size;
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float effectiveWidth = card.Size.X * card.Scale.X;
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float effectiveHeight = card.Size.Y * card.Scale.Y;
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float y = row * (effectiveHeight + cellOffset);
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if (AlignType == "Left")
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return new Vector2((cellOffset + effectiveWidth) * col, y);
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else
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return new Vector2(panelSize.X - (cellOffset + effectiveWidth) * (col + 1), y);
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}
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/// <summary>
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/// Calculates how many rows are needed to display <paramref name="enemyCount"/> enemies
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/// when <see cref="UseRows"/> is enabled. Returns 1, 2, or 3.
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/// Called by <see cref="CardBattleCore.CalculateCardScale"/> to determine maximum card scale.
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/// </summary>
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public int GetCurrentRowCount(int enemyCount)
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{
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if (!UseRows)
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return 1;
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if (enemyCount <= MAX_CARDS_ROW)
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return 1;
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if (enemyCount <= MAX_CARDS_ROW * 2)
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return 2;
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return 3;
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}
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/// <summary>
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/// Returns the maximum cards per row constant (<c>MAX_CARDS_ROW = 10</c>).
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/// Used by <see cref="CardBattleCore.CalculateCardScale"/> for scale calculations.
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/// </summary>
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public int GetMaxCardsPerRow()
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{
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return MAX_CARDS_ROW;
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}
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private void SetCardPosition(CharacterCardNode card, int index, int row, int col, bool animate)
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{
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if (card == null)
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return;
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var targetPos = CalcTargetPosition(card, row, col);
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if (activeTweens.TryGetValue(card, out var prevTween) && prevTween != null && prevTween.IsValid())
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prevTween.Kill();
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if (animate)
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{
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var tween = CreateTween();
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tween.SetEase(Tween.EaseType.Out).SetTrans(Tween.TransitionType.Cubic);
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tween.TweenProperty(card, "position", targetPos, 0.3f);
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activeTweens[card] = tween;
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}
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else
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{
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card.Position = targetPos;
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activeTweens.Remove(card);
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}
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var baseZ = CalcBaseZIndex(row, col);
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card.SetBaseZIndex(baseZ);
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if (content != null)
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content.MoveChild(card, index);
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else
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MoveChild(card, index);
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card.UpdateInfo();
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}
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/// <summary>
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/// Marks the card as dead and starts the <see cref="CardDeathAnimation"/> dissolve sequence.
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/// Once the animation completes, the card is removed from <see cref="CardList"/>,
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/// <see cref="OnCardDead"/> is fired, and the remaining cards are redrawn.
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/// Triggered by the health-change handler when a character's health reaches zero.
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/// </summary>
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public void Dead(CharacterCardNode characterCardNode)
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{
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if (characterCardNode == null || characterCardNode.IsDead)
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return;
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characterCardNode.IsDead = true;
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var animator = new Cthangover.CardBattle.UI.CardDeathAnimation();
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characterCardNode.AddChild(animator);
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animator.StartAnimation(characterCardNode, () =>
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{
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OnCardDead?.Invoke(characterCardNode);
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CardList.Remove(characterCardNode);
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activeTweens.Remove(characterCardNode);
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Redraw();
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});
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}
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}
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}
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@@ -0,0 +1,510 @@
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using System.Collections.Generic;
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using Cthangover.Core.Cards;
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using Cthangover.Core.Audio;
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using Cthangover.Core.Scenes;
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using Cthangover.Core.Utils;
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using Cthangover.Core.Characters;
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using Cthangover.Core.UI;
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using Godot;
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namespace Cthangover.CardBattle.UI
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{
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/// <summary>
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/// Central input handler for the card battle UI. Processes mouse clicks and drags to implement
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/// the full player interaction flow: click a character card to show its action cards in the
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/// action panel, drag an action card onto a valid target (enemy for attacks, ally for support,
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/// self for self-buffs), and execute the action on drop. Valid targets are determined by
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/// <see cref="CardActionStrategyFactory.Get"/> dispatching the appropriate <see cref="ICardActionStrategy"/>.
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/// Fires <see cref="OnActionExecuted"/> after each action, which <see cref="CardBattleCore"/>
|
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/// uses to detect automatic turn end when all points are exhausted.
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/// </summary>
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public partial class CardController : InputHandlerNode
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{
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private Control actionPanel;
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private BattleCardPanel[] panels;
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private List<CharacterCardNode> characterCards = new();
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private List<ActionCardNode> actionCards = new();
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private CharacterCardNode selectedCharacter;
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private CharacterCardNode targetCharacter;
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private ActionCardNode currentActionCharacter;
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private bool isDragging;
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private bool dragValid;
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private float dragThreshold = 15f;
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private Vector2 pressPosition;
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private Node _originalActionCardParent;
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/// <summary>
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/// Locates the action panel and both battle card panels (<see cref="BattleCardPanel"/>) in the
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/// scene tree relative to this node. Called once by <see cref="CardBattleCore.Init"/>
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/// after the controller is added to the scene.
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/// </summary>
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public void FindPanels()
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{
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actionPanel = GetNodeOrNull<Control>("../ActionPanel");
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panels = new[]
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{
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GetNodeOrNull<BattleCardPanel>("../PlayerPanel"),
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GetNodeOrNull<BattleCardPanel>("../EnemyPanel"),
|
||||
};
|
||||
}
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protected override void OnInput(InputEvent @event)
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{
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if (@event is InputEventMouseButton mb1 && mb1.Pressed && mb1.ButtonIndex == MouseButton.Left)
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GameLogger.Log("CARD_CTRL", "_Input received mouse press", LogLevel.Debug);
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if (Cthangover.Core.Battle.BattleSceneContext.Instance != null &&
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(Cthangover.Core.Battle.BattleSceneContext.Instance.IsWait ||
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Cthangover.Core.Battle.BattleSceneContext.Instance.IsDestroyed))
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{
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if (@event is InputEventMouseButton mb2 && !mb2.Pressed)
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GameLogger.Log("CARD_CTRL",
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$"Input blocked: IsWait={Cthangover.Core.Battle.BattleSceneContext.Instance.IsWait} IsDestroyed={Cthangover.Core.Battle.BattleSceneContext.Instance.IsDestroyed}",
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LogLevel.Debug);
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return;
|
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}
|
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|
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if (@event is InputEventMouseButton mouseButton)
|
||||
{
|
||||
if (mouseButton.ButtonIndex == MouseButton.Left)
|
||||
{
|
||||
if (mouseButton.Pressed)
|
||||
{
|
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pressPosition = mouseButton.GlobalPosition;
|
||||
isDragging = false;
|
||||
dragValid = false;
|
||||
OnBeginDrag(mouseButton.GlobalPosition);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (isDragging && dragValid)
|
||||
OnEndDrag(mouseButton.GlobalPosition);
|
||||
else
|
||||
OnPointerClick(mouseButton.GlobalPosition);
|
||||
isDragging = false;
|
||||
dragValid = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (@event is InputEventMouseMotion mouseMotion)
|
||||
{
|
||||
if (mouseMotion.ButtonMask.HasFlag(MouseButtonMask.Left))
|
||||
{
|
||||
if (dragValid && !isDragging && (mouseMotion.GlobalPosition - pressPosition).Length() > dragThreshold)
|
||||
isDragging = true;
|
||||
if (isDragging && dragValid)
|
||||
OnDrag(mouseMotion.GlobalPosition);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private float cardScale = 1f;
|
||||
|
||||
/// <summary>
|
||||
/// Uniform scale factor applied to all action cards created by this controller.
|
||||
/// Set by <see cref="CardBattleCore.Start"/> based on viewport fitting calculations.
|
||||
/// </summary>
|
||||
public float CardScale
|
||||
{
|
||||
get => cardScale;
|
||||
set => cardScale = value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Fired after a successful drag-and-drop action execution. Subscribed by
|
||||
/// <see cref="CardBattleCore.CheckPlayerTurnEnd"/> to auto-end the player's turn
|
||||
/// when all action points are spent.
|
||||
/// </summary>
|
||||
public event System.Action OnActionExecuted;
|
||||
|
||||
/// <summary>
|
||||
/// Clears previous action cards and creates new <see cref="ActionCardNode"/> instances
|
||||
/// for every action in <paramref name="character"/>'s deck. Action cards fade in and are
|
||||
/// laid out horizontally in the action panel. Called when the player clicks a character card.
|
||||
/// </summary>
|
||||
public void ShowActions(CharacterCardNode character)
|
||||
{
|
||||
if (character?.Card?.Actions == null)
|
||||
{
|
||||
GameLogger.Log("CARD_CTRL",
|
||||
$"ShowActions: NULL actions for character {(character?.Card?.Name ?? "null")}",
|
||||
LogLevel.Error);
|
||||
return;
|
||||
}
|
||||
|
||||
GameLogger.Log("CARD_CTRL",
|
||||
$"ShowActions: {character.Card.Name} ({character.Card.Actions.Count} actions)",
|
||||
LogLevel.Debug);
|
||||
|
||||
DiscardActionCharacters();
|
||||
|
||||
var originPos = character.GlobalPosition * actionPanel.GetGlobalTransformWithCanvas().AffineInverse();
|
||||
var count = character.Card.Actions.Count;
|
||||
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
var action = character.Card.Actions[i];
|
||||
if (!action.Type.UseInBattle())
|
||||
continue;
|
||||
var cardNode = CreateAction(action, cardScale);
|
||||
cardNode.Modulate = new Color(1, 1, 1, 0);
|
||||
cardNode.Position = originPos - cardNode.Size / 2;
|
||||
actionCards.Add(cardNode);
|
||||
|
||||
var targetPos = new Vector2(cardNode.Size.X * i, 0);
|
||||
|
||||
var tween = CreateTween();
|
||||
tween.SetParallel(true);
|
||||
tween.SetEase(Tween.EaseType.Out).SetTrans(Tween.TransitionType.Cubic);
|
||||
tween.TweenProperty(cardNode, "modulate:a", 1f, 0.5f);
|
||||
tween.TweenProperty(cardNode, "position", targetPos, 0.5f);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Animates existing action cards fading out and dropping down, then frees them.
|
||||
/// Called before showing new action cards for a different character.
|
||||
/// </summary>
|
||||
public void DiscardActionCharacters()
|
||||
{
|
||||
if (actionCards.Count == 0)
|
||||
return;
|
||||
|
||||
var oldCards = new List<ActionCardNode>(actionCards);
|
||||
actionCards.Clear();
|
||||
|
||||
foreach (var card in oldCards)
|
||||
{
|
||||
if (!GodotObject.IsInstanceValid(card))
|
||||
continue;
|
||||
|
||||
card.MouseFilter = Control.MouseFilterEnum.Ignore;
|
||||
var tween = CreateTween();
|
||||
tween.SetParallel(true);
|
||||
tween.SetEase(Tween.EaseType.In).SetTrans(Tween.TransitionType.Cubic);
|
||||
tween.TweenProperty(card, "modulate:a", 0f, 0.15f);
|
||||
tween.TweenProperty(card, "position:y", card.Position.Y + 40f, 0.15f);
|
||||
tween.Chain().TweenCallback(Callable.From(card.QueueFree));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Deselects the current action card, source character, and target character, clearing
|
||||
/// their visual highlights and optionally discarding action cards. When
|
||||
/// <paramref name="clearSource"/> is <c>true</c>, the action panel is also cleared. Triggers
|
||||
/// a redraw of all battle panels to restore normal Z-ordering.
|
||||
/// </summary>
|
||||
public void ClearSelections(bool clearSource = true)
|
||||
{
|
||||
if (currentActionCharacter != null)
|
||||
{
|
||||
currentActionCharacter.Unselect();
|
||||
currentActionCharacter = null;
|
||||
}
|
||||
if (selectedCharacter != null && clearSource)
|
||||
{
|
||||
selectedCharacter.Unselect();
|
||||
selectedCharacter = null;
|
||||
DiscardActionCharacters();
|
||||
}
|
||||
if (targetCharacter != null)
|
||||
{
|
||||
targetCharacter.Unselect();
|
||||
targetCharacter = null;
|
||||
}
|
||||
|
||||
if (panels != null)
|
||||
{
|
||||
foreach (var panel in panels)
|
||||
panel?.Redraw();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Immediately frees all action card nodes without animation. Called at battle cleanup
|
||||
/// by <see cref="CardBattleCore.OnBattleCleared"/>.
|
||||
/// </summary>
|
||||
public void ClearActions()
|
||||
{
|
||||
if (actionCards.Count > 0)
|
||||
{
|
||||
foreach (var card in actionCards)
|
||||
card.QueueFree();
|
||||
actionCards.Clear();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Re-positions all action cards in a horizontal row within the action panel.
|
||||
/// When <paramref name="animate"/> is <c>true</c>, cards tween smoothly to their targets.
|
||||
/// </summary>
|
||||
public void Redraw(bool animate = true)
|
||||
{
|
||||
var size = actionCards.Count;
|
||||
for (int i = 0; i < size; i++)
|
||||
SetActionCharacterPosition(actionCards[i], i, size, animate);
|
||||
}
|
||||
|
||||
private void SetActionCharacterPosition(ActionCardNode card, int index, int count, bool animate)
|
||||
{
|
||||
var rect = card.GetControlNode();
|
||||
var targetPos = new Vector2(rect.Size.X * index, 0);
|
||||
|
||||
if (animate)
|
||||
{
|
||||
var tween = CreateTween();
|
||||
tween.SetEase(Tween.EaseType.Out).SetTrans(Tween.TransitionType.Cubic);
|
||||
tween.TweenProperty(rect, "position", targetPos, 0.25f);
|
||||
}
|
||||
else
|
||||
{
|
||||
rect.Position = targetPos;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Instantiates an <see cref="ActionCardNode"/>, adds it to the action panel, applies
|
||||
/// the given <paramref name="cardScale"/>, and initializes it with <paramref name="actionCard"/> data.
|
||||
/// Called by <see cref="ShowActions"/> for each action in a character's deck.
|
||||
/// </summary>
|
||||
public ActionCardNode CreateAction(ActionCharacter actionCard, float cardScale)
|
||||
{
|
||||
var card = (ActionCardNode)TscnScenes.LoadAndBuild("scenes/action_card_node.tscn");
|
||||
card.EnsureConstructed();
|
||||
actionPanel.AddChild(card);
|
||||
card.Scale = new Vector2(cardScale, cardScale);
|
||||
card.Init(actionCard);
|
||||
return card;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resolves the currently selected action against the selected target using the
|
||||
/// appropriate <see cref="ICardActionStrategy"/>. Called by <see cref="OnEndDrag"/>
|
||||
/// when a valid drop is confirmed.
|
||||
/// </summary>
|
||||
public void DoActionToTarget()
|
||||
{
|
||||
var strategy = Cthangover.CardBattle.Player.CardActionStrategyFactory.Get(
|
||||
currentActionCharacter.Card, selectedCharacter, targetCharacter);
|
||||
strategy?.Execute(selectedCharacter, targetCharacter, currentActionCharacter.Card);
|
||||
}
|
||||
|
||||
private void OnPointerClick(Vector2 screenPosition)
|
||||
{
|
||||
characterCards = GetAllCharacters();
|
||||
var source = TryFindCardByPosition(screenPosition, characterCards);
|
||||
|
||||
if (source != null)
|
||||
GameLogger.Log("CARD_CTRL",
|
||||
$"Click on card: {source.Card.Name} isPlayer={source.IsPlayer} actionsCount={source.Card.Actions?.Count ?? 0}",
|
||||
LogLevel.Debug);
|
||||
else
|
||||
GameLogger.Log("CARD_CTRL", "Click on empty space", LogLevel.Debug);
|
||||
|
||||
if (source != selectedCharacter && selectedCharacter != null)
|
||||
selectedCharacter.Unselect();
|
||||
|
||||
if (source != null && source.IsPlayer)
|
||||
{
|
||||
var audioService = SceneContextNode.Instance?.GetSceneRoot<AudioService>("AudioService");
|
||||
audioService?.PlaySound("battle/card_show_actions", Cthangover.Core.Audio.SoundType.CardEffect);
|
||||
selectedCharacter = source;
|
||||
ShowActions(selectedCharacter);
|
||||
selectedCharacter.Select();
|
||||
}
|
||||
else
|
||||
{
|
||||
ClearSelections();
|
||||
}
|
||||
}
|
||||
|
||||
private void OnBeginDrag(Vector2 screenPosition)
|
||||
{
|
||||
var source = TryFindCardByPosition(screenPosition, actionCards);
|
||||
if (currentActionCharacter != null && source != currentActionCharacter)
|
||||
currentActionCharacter.Unselect();
|
||||
|
||||
if (source != null)
|
||||
{
|
||||
dragValid = true;
|
||||
var audioService = SceneContextNode.Instance?.GetSceneRoot<AudioService>("AudioService");
|
||||
audioService?.PlaySound("battle/card_pick", 4, Cthangover.Core.Audio.SoundType.CardEffect);
|
||||
|
||||
GameLogger.Log("CARD_CTRL",
|
||||
$"Begin drag: {source.Card.Name}",
|
||||
LogLevel.Debug);
|
||||
|
||||
currentActionCharacter = source;
|
||||
var control = currentActionCharacter.GetControlNode();
|
||||
_originalActionCardParent = control.GetParent();
|
||||
var globalPos = control.GlobalPosition;
|
||||
control.Reparent(GetTree().Root);
|
||||
control.GlobalPosition = globalPos;
|
||||
control.ZIndex = 4096;
|
||||
var pickTween = CreateTween();
|
||||
pickTween.SetEase(Tween.EaseType.Out).SetTrans(Tween.TransitionType.Back);
|
||||
pickTween.TweenProperty(control, "scale", new Vector2(1.1f, 1.1f), 0.1f);
|
||||
|
||||
foreach (var card in actionCards)
|
||||
{
|
||||
if (card != currentActionCharacter && GodotObject.IsInstanceValid(card))
|
||||
card.MouseFilter = Control.MouseFilterEnum.Ignore;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDrag(Vector2 screenPosition)
|
||||
{
|
||||
if (currentActionCharacter == null)
|
||||
return;
|
||||
|
||||
var cardControl = currentActionCharacter.GetControlNode();
|
||||
cardControl.GlobalPosition = screenPosition - cardControl.Size / 2;
|
||||
|
||||
var target = TryFindCardByRect(cardControl, characterCards);
|
||||
|
||||
if (target != targetCharacter && targetCharacter != null)
|
||||
targetCharacter.Unselect();
|
||||
|
||||
if (target != null)
|
||||
{
|
||||
targetCharacter = target;
|
||||
var strategy = Cthangover.CardBattle.Player.CardActionStrategyFactory.Get(
|
||||
currentActionCharacter.Card, selectedCharacter, target);
|
||||
|
||||
var valid = strategy != null && strategy.Check(currentActionCharacter.Card, selectedCharacter, target);
|
||||
|
||||
GameLogger.Log("CARD_CTRL",
|
||||
$"Drag over: {target.Card.Name} valid={valid}",
|
||||
LogLevel.Debug);
|
||||
|
||||
if (valid)
|
||||
{
|
||||
strategy.HighlightTarget(currentActionCharacter, targetCharacter);
|
||||
}
|
||||
else
|
||||
{
|
||||
targetCharacter.Invalid();
|
||||
currentActionCharacter.Invalid();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
targetCharacter = null;
|
||||
currentActionCharacter.Unselect();
|
||||
}
|
||||
}
|
||||
|
||||
private void OnEndDrag(Vector2 screenPosition)
|
||||
{
|
||||
foreach (var card in actionCards)
|
||||
{
|
||||
if (card != null && GodotObject.IsInstanceValid(card))
|
||||
card.MouseFilter = Control.MouseFilterEnum.Stop;
|
||||
}
|
||||
|
||||
if (selectedCharacter != null && currentActionCharacter != null && targetCharacter != null)
|
||||
{
|
||||
var strategy = Cthangover.CardBattle.Player.CardActionStrategyFactory.Get(
|
||||
currentActionCharacter.Card, selectedCharacter, targetCharacter);
|
||||
|
||||
var valid = strategy != null && strategy.Check(currentActionCharacter.Card, selectedCharacter, targetCharacter);
|
||||
|
||||
GameLogger.Log("CARD_CTRL",
|
||||
$"End drag: {currentActionCharacter.Card.Name} from {selectedCharacter.Card.Name} to {targetCharacter.Card.Name} valid={valid}",
|
||||
LogLevel.Debug);
|
||||
|
||||
if (valid)
|
||||
{
|
||||
if (_originalActionCardParent != null)
|
||||
{
|
||||
currentActionCharacter.GetControlNode().Reparent(_originalActionCardParent);
|
||||
_originalActionCardParent = null;
|
||||
}
|
||||
|
||||
var audioService = SceneContextNode.Instance?.GetSceneRoot<AudioService>("AudioService");
|
||||
audioService?.PlaySound("battle/card_drop", 4, Cthangover.Core.Audio.SoundType.CardEffect);
|
||||
|
||||
DoActionToTarget();
|
||||
|
||||
if (panels != null)
|
||||
{
|
||||
foreach (var panel in panels)
|
||||
panel?.Redraw();
|
||||
}
|
||||
|
||||
ClearSelections();
|
||||
OnActionExecuted?.Invoke();
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (currentActionCharacter != null)
|
||||
{
|
||||
var control = currentActionCharacter.GetControlNode();
|
||||
if (_originalActionCardParent != null)
|
||||
{
|
||||
control.Reparent(_originalActionCardParent);
|
||||
_originalActionCardParent = null;
|
||||
}
|
||||
var resetTween = CreateTween();
|
||||
resetTween.SetEase(Tween.EaseType.Out).SetTrans(Tween.TransitionType.Cubic);
|
||||
resetTween.TweenProperty(control, "scale", Vector2.One, 0.15f);
|
||||
control.ZIndex = 0;
|
||||
}
|
||||
|
||||
Redraw();
|
||||
ClearSelections(false);
|
||||
}
|
||||
|
||||
private T TryFindCardByPosition<T>(Vector2 screenPosition, IList<T> cards, ICard exclude = null) where T : class, ICard
|
||||
{
|
||||
if (cards == null)
|
||||
return null;
|
||||
foreach (var card in cards)
|
||||
{
|
||||
if (card == exclude || card == null)
|
||||
continue;
|
||||
if (card.Frame != null && card.Frame.GetGlobalRect().HasPoint(screenPosition))
|
||||
return card;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
private T TryFindCardByRect<T>(Control draggingRect, IList<T> cards, ICard exclude = null) where T : class, ICard
|
||||
{
|
||||
Vector2 screenPoint = draggingRect.GlobalPosition + draggingRect.Size / 2;
|
||||
foreach (var card in cards)
|
||||
{
|
||||
if (card == exclude || card == null)
|
||||
continue;
|
||||
if (card.Frame != null && card.Frame.GetGlobalRect().HasPoint(screenPoint))
|
||||
return card;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
private List<CharacterCardNode> GetAllCharacters()
|
||||
{
|
||||
var list = new List<CharacterCardNode>();
|
||||
var root = GetParent();
|
||||
if (root != null)
|
||||
CollectNodes<CharacterCardNode>(root, list);
|
||||
return list;
|
||||
}
|
||||
|
||||
private static void CollectNodes<T>(Node parent, List<T> results) where T : Node
|
||||
{
|
||||
foreach (Node child in parent.GetChildren())
|
||||
{
|
||||
if (child is T t)
|
||||
results.Add(t);
|
||||
CollectNodes(child, results);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,101 @@
|
||||
using System;
|
||||
using Cthangover.Core.Mods;
|
||||
using Cthangover.Core.Mods.Resolvers;
|
||||
using Cthangover.Core.UI;
|
||||
using Godot;
|
||||
|
||||
namespace Cthangover.CardBattle.UI
|
||||
{
|
||||
/// <summary>
|
||||
/// Plays a death animation on a <see cref="CharacterCardNode"/> when its health reaches zero.
|
||||
/// The card simultaneously fades out, shrinks toward the screen center, spins 360 degrees,
|
||||
/// and applies a dissolve shader to all its <see cref="CharacterCardNode.AllImages"/> textures.
|
||||
/// The dissolve shader (<c>"scene_transition"</c>) is resolved once via <see cref="ModManager"/>
|
||||
/// and cached statically. Created and started by <see cref="BattleCardPanel.Dead"/>.
|
||||
/// </summary>
|
||||
public partial class CardDeathAnimation : Node
|
||||
{
|
||||
private CharacterCardNode card;
|
||||
private Vector2 center;
|
||||
private Action onComplete;
|
||||
|
||||
private static Shader dissolveShader;
|
||||
|
||||
/// <summary>
|
||||
/// Begins the death animation sequence. Calculates a target position at the viewport center
|
||||
/// (relative to the card's parent), starts fading all child <see cref="Label"/> nodes,
|
||||
/// applies the dissolve shader material to all card images, and tweens position/rotation/alpha.
|
||||
/// On completion, invokes <paramref name="onComplete"/> and frees this node.
|
||||
/// </summary>
|
||||
public void StartAnimation(CharacterCardNode card, Action onComplete)
|
||||
{
|
||||
this.card = card;
|
||||
this.onComplete = onComplete;
|
||||
|
||||
var viewportCenter = card.GetViewport().GetVisibleRect().Size / 2;
|
||||
center = card.GetParent<Control>() is Control parent
|
||||
? viewportCenter - parent.GlobalPosition
|
||||
: viewportCenter - card.GlobalPosition + card.Position;
|
||||
|
||||
RunAnimation();
|
||||
}
|
||||
|
||||
private void RunAnimation()
|
||||
{
|
||||
float duration = 0.8f;
|
||||
|
||||
Vector2 endPos = center;
|
||||
|
||||
StartFadeOutRecursive(card, duration);
|
||||
|
||||
if (dissolveShader == null)
|
||||
dissolveShader = Shaders.Resolve("scene_transition");
|
||||
|
||||
if (dissolveShader != null)
|
||||
{
|
||||
foreach (var img in card.AllImages)
|
||||
{
|
||||
var mat = new ShaderMaterial { Shader = dissolveShader };
|
||||
mat.SetShaderParameter("noise_scale", 5f);
|
||||
mat.SetShaderParameter("smoothness", 0.25f);
|
||||
mat.SetShaderParameter("distortion", 0.092f);
|
||||
mat.SetShaderParameter("glow_intensity", 0f);
|
||||
mat.SetShaderParameter("hue_shift", 0f);
|
||||
mat.SetShaderParameter("invert_direction", false);
|
||||
mat.SetShaderParameter("progress", 0f);
|
||||
img.Material = mat;
|
||||
|
||||
var matTween = CreateTween();
|
||||
matTween.TweenMethod(
|
||||
Callable.From<float>(t => mat.SetShaderParameter("progress", t)),
|
||||
0f, 1f, duration);
|
||||
}
|
||||
}
|
||||
|
||||
var tween = CreateTween();
|
||||
tween.SetParallel(true);
|
||||
tween.TweenProperty(card, "position", endPos, duration);
|
||||
tween.TweenProperty(card, "rotation", Mathf.DegToRad(360f), duration);
|
||||
tween.TweenProperty(card, "modulate:a", 0f, duration);
|
||||
|
||||
tween.Finished += () =>
|
||||
{
|
||||
onComplete?.Invoke();
|
||||
QueueFree();
|
||||
};
|
||||
}
|
||||
|
||||
private static void StartFadeOutRecursive(Node node, float duration)
|
||||
{
|
||||
foreach (Node child in node.GetChildren())
|
||||
{
|
||||
if (child is Label label)
|
||||
{
|
||||
var t = child.CreateTween();
|
||||
t.TweenProperty(label, "modulate:a", 0f, duration);
|
||||
}
|
||||
StartFadeOutRecursive(child, duration);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,277 @@
|
||||
using Cthangover.Core.Cards;
|
||||
using Cthangover.Core.Mods;
|
||||
using Cthangover.Core.Mods.Resolvers;
|
||||
using Cthangover.Core.Characters;
|
||||
using Cthangover.Core.UI;
|
||||
using Godot;
|
||||
|
||||
namespace Cthangover.CardBattle.UI
|
||||
{
|
||||
/// <summary>
|
||||
/// UI node representing a single character (player or enemy) on the battle field.
|
||||
/// Displays the character portrait, name, health bar, and stat labels (defence S, attack A, action points P).
|
||||
/// Implements <see cref="ICard"/> for hit-testing during drag-and-drop targeting.
|
||||
/// Supports team-colored outlines (blue for player, yellow for enemy), hover scale-up animation,
|
||||
/// and multiple selection highlight modes (<see cref="Select"/>, <see cref="Attack"/>, <see cref="Invalid"/>)
|
||||
/// driven by the <see cref="ICardActionStrategy"/> flow. Manages Z-index layering for selected,
|
||||
/// hovered, and normal states.
|
||||
/// </summary>
|
||||
public partial class CharacterCardNode : ModWidget, ICard
|
||||
{
|
||||
private ColorRect teamOutline;
|
||||
private TextureRect frame;
|
||||
private TextureRect image;
|
||||
private TextureRect selection;
|
||||
|
||||
private ColorRect healthRect;
|
||||
private Label nameLabel;
|
||||
private Label defenceLabel;
|
||||
private Label attackLabel;
|
||||
private Label pointsLabel;
|
||||
|
||||
private Color selectionState;
|
||||
private float defaultWidth;
|
||||
private float baseY;
|
||||
private bool isHovered;
|
||||
private Tween hoverTween;
|
||||
private Tween selectionTween;
|
||||
private static Texture2D cachedSelectTex;
|
||||
private static bool selectTexLoaded;
|
||||
|
||||
/// <summary>
|
||||
/// Distinguishes player-owned cards from enemy cards. Affects team outline color in
|
||||
/// <see cref="SetTeamColors"/> and determines whether the card is clickable in
|
||||
/// <see cref="CardController.OnPointerClick"/>.
|
||||
/// </summary>
|
||||
public bool IsPlayer { get; set; }
|
||||
/// <summary>
|
||||
/// Marks the card as dead. Set by <see cref="BattleCardPanel.Dead"/>, checked by
|
||||
/// <see cref="CardBattleCore"/> when counting alive cards and by
|
||||
/// <see cref="CardBattleCore.RunEnemyTurn"/> when iterating for enemy actions.
|
||||
/// </summary>
|
||||
public bool IsDead { get; set; }
|
||||
|
||||
private int _baseZIndex;
|
||||
private bool _selected;
|
||||
private Vector2 _baseScale;
|
||||
|
||||
/// <inheritdoc />
|
||||
public TextureRect Frame => frame;
|
||||
/// <inheritdoc />
|
||||
public TextureRect Image => image;
|
||||
/// <summary>
|
||||
/// All <see cref="TextureRect"/> nodes on this card (frame, image, selection).
|
||||
/// Consumed by <see cref="CardDeathAnimation"/> to apply the dissolve shader to every visual element.
|
||||
/// </summary>
|
||||
public TextureRect[] AllImages => _allImages ??= new[] { frame, image, selection };
|
||||
private TextureRect[] _allImages;
|
||||
|
||||
/// <summary>
|
||||
/// The <see cref="Character"/> data model backing this card. Contains attributes
|
||||
/// (health, attack, defence, points) and the action deck.
|
||||
/// </summary>
|
||||
public Character Card { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Returns <c>this</c> — character cards are self-contained <see cref="Control"/> nodes.
|
||||
/// </summary>
|
||||
public Control GetControlNode() => this;
|
||||
|
||||
protected override void Construct()
|
||||
{
|
||||
teamOutline = GetNode<ColorRect>("TeamOutline");
|
||||
image = GetNode<TextureRect>("Image");
|
||||
frame = GetNode<TextureRect>("Frame");
|
||||
selection = GetNode<TextureRect>("Selection");
|
||||
nameLabel = GetNode<Label>("InfoPanel/NameLabel");
|
||||
healthRect = GetNode<ColorRect>("InfoPanel/HealthBar/HealthRect");
|
||||
defenceLabel = GetNode<Label>("InfoPanel/Labels/DefenceLabel");
|
||||
attackLabel = GetNode<Label>("InfoPanel/Labels/AttackLabel");
|
||||
pointsLabel = GetNode<Label>("InfoPanel/Labels/PointsLabel");
|
||||
|
||||
Size = CustomMinimumSize;
|
||||
|
||||
defaultWidth = 230f;
|
||||
selectionState = new Color(0, 0, 0, 0);
|
||||
|
||||
if (!selectTexLoaded)
|
||||
{
|
||||
cachedSelectTex = Textures.Resolve("select");
|
||||
selectTexLoaded = true;
|
||||
}
|
||||
if (cachedSelectTex != null)
|
||||
{
|
||||
selection.Texture = cachedSelectTex;
|
||||
selection.ExpandMode = TextureRect.ExpandModeEnum.IgnoreSize;
|
||||
selection.StretchMode = TextureRect.StretchModeEnum.Scale;
|
||||
}
|
||||
|
||||
MouseEntered += OnMouseEntered;
|
||||
MouseExited += OnMouseExited;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Initializes the card with the given <paramref name="characterCard"/> data, sets the
|
||||
/// portrait and frame textures, resets selection visuals, and refreshes stat labels.
|
||||
/// Called by <see cref="BattleCardPanel.Create"/>.
|
||||
/// </summary>
|
||||
public void Init(Character characterCard)
|
||||
{
|
||||
Card = characterCard;
|
||||
_baseScale = Scale;
|
||||
|
||||
if (image != null)
|
||||
image.Texture = characterCard.Image;
|
||||
|
||||
if (frame != null && characterCard?.Image != null)
|
||||
frame.Texture = characterCard.Image;
|
||||
|
||||
if (selection != null)
|
||||
selection.Modulate = new Color(0, 0, 0, 0);
|
||||
|
||||
selectionState = new Color(0, 0, 0, 0);
|
||||
|
||||
UpdateInfo();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Applies a team-colored outline: blue for player cards (<see cref="IsPlayer"/> = <c>true</c>),
|
||||
/// yellow for enemy cards. Called by <see cref="BattleCardPanel.Create"/> after initialization.
|
||||
/// </summary>
|
||||
public void SetTeamColors()
|
||||
{
|
||||
if (teamOutline != null)
|
||||
teamOutline.Color = IsPlayer
|
||||
? new Color(0.2f, 0.4f, 1f, 0.5f)
|
||||
: new Color(1f, 0.8f, 0.1f, 0.5f);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the base Z-index used for layering cards. When not selected, the card renders at
|
||||
/// this Z-index. Selected cards jump to Z-index 4096 to render above all others.
|
||||
/// Called by <see cref="BattleCardPanel.SetCardPosition"/> during layout.
|
||||
/// </summary>
|
||||
public void SetBaseZIndex(int z)
|
||||
{
|
||||
_baseZIndex = z;
|
||||
if (!_selected)
|
||||
ZIndex = z;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Applies a green selection highlight, raises Z-index to 4096 to ensure the card
|
||||
/// is clickable above other cards during drag-and-drop targeting, and animates
|
||||
/// the selection overlay to green. Called when the player clicks a character card
|
||||
/// or when a valid support/self target is dragged over.
|
||||
/// </summary>
|
||||
public void Select()
|
||||
{
|
||||
_selected = true;
|
||||
selectionState = new Color(0, 1, 0, 1);
|
||||
AnimateSelection(selectionState);
|
||||
if (selection != null) selection.ZIndex = 1;
|
||||
ZIndex = 4096;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Clears the selection highlight, restores Z-index to <see cref="SetBaseZIndex"/> value,
|
||||
/// and fades the selection overlay to transparent.
|
||||
/// </summary>
|
||||
public void Unselect()
|
||||
{
|
||||
_selected = false;
|
||||
selectionState = new Color(0, 0, 0, 0);
|
||||
AnimateSelection(selectionState);
|
||||
if (selection != null) selection.ZIndex = 0;
|
||||
ZIndex = _baseZIndex;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Applies a red highlight indicating this card is being targeted for an attack.
|
||||
/// Called by <see cref="ICardActionStrategy.HighlightTarget"/> during drag-over.
|
||||
/// </summary>
|
||||
public void Attack()
|
||||
{
|
||||
selectionState = new Color(1, 0, 0, 1);
|
||||
AnimateSelection(selectionState);
|
||||
if (selection != null) selection.ZIndex = 1;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Applies a gray dimming highlight indicating this card is an invalid target
|
||||
/// for the currently dragged action card. Called by <see cref="CardController.OnDrag"/>
|
||||
/// when the strategy's <c>Check</c> returns <c>false</c>.
|
||||
/// </summary>
|
||||
public void Invalid()
|
||||
{
|
||||
selectionState = new Color(0.4f, 0.4f, 0.4f, 0.8f);
|
||||
AnimateSelection(selectionState);
|
||||
if (selection != null) selection.ZIndex = 1;
|
||||
}
|
||||
|
||||
private void AnimateSelection(Color target)
|
||||
{
|
||||
if (selection == null) return;
|
||||
selectionTween?.Kill();
|
||||
selectionTween = CreateTween();
|
||||
selectionTween.SetEase(Tween.EaseType.Out).SetTrans(Tween.TransitionType.Quad);
|
||||
selectionTween.TweenProperty(selection, "modulate", target, 0.15f);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Refreshes all displayed stats from the underlying <see cref="Character"/> data:
|
||||
/// name, defence, attack, action points, and health bar width (based on health percent).
|
||||
/// Called after every action execution and during initial setup.
|
||||
/// </summary>
|
||||
public void UpdateInfo()
|
||||
{
|
||||
if (healthRect == null || Card == null) return;
|
||||
|
||||
if (nameLabel != null)
|
||||
nameLabel.Text = TranslationServer.Translate(Card.Name);
|
||||
if (defenceLabel != null)
|
||||
defenceLabel.Text = Card.Attributes.Defence.Value.ToString();
|
||||
if (attackLabel != null)
|
||||
attackLabel.Text = Card.Attributes.Attack.Value.ToString();
|
||||
if (pointsLabel != null)
|
||||
pointsLabel.Text = Card.Attributes.Point.Value.ToString();
|
||||
|
||||
var sizeDelta = healthRect.Size;
|
||||
sizeDelta.X = Card.Attributes.Health.Percent * defaultWidth;
|
||||
healthRect.SetDeferred(Control.PropertyName.Size, sizeDelta);
|
||||
}
|
||||
|
||||
private void OnMouseEntered()
|
||||
{
|
||||
if (isHovered) return;
|
||||
isHovered = true;
|
||||
baseY = Position.Y;
|
||||
|
||||
if (!_selected)
|
||||
ZIndex = _baseZIndex + 100;
|
||||
|
||||
hoverTween?.Kill();
|
||||
hoverTween = CreateTween();
|
||||
hoverTween.SetParallel(true);
|
||||
hoverTween.SetEase(Tween.EaseType.Out).SetTrans(Tween.TransitionType.Cubic);
|
||||
hoverTween.TweenProperty(this, "position:y", baseY - 10f, 0.15f);
|
||||
hoverTween.TweenProperty(this, "scale", _baseScale * 1.15f, 0.15f);
|
||||
}
|
||||
|
||||
private void OnMouseExited()
|
||||
{
|
||||
if (!isHovered) return;
|
||||
isHovered = false;
|
||||
|
||||
if (!_selected)
|
||||
ZIndex = _baseZIndex;
|
||||
|
||||
hoverTween?.Kill();
|
||||
hoverTween = CreateTween();
|
||||
hoverTween.SetParallel(true);
|
||||
hoverTween.SetEase(Tween.EaseType.Out).SetTrans(Tween.TransitionType.Cubic);
|
||||
hoverTween.TweenProperty(this, "position:y", baseY, 0.15f);
|
||||
hoverTween.TweenProperty(this, "scale", _baseScale, 0.15f);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,41 @@
|
||||
using Cthangover.Core.UI;
|
||||
using Godot;
|
||||
|
||||
namespace Cthangover.CardBattle.UI
|
||||
{
|
||||
/// <summary>
|
||||
/// A styled button widget that allows the player to manually end their turn.
|
||||
/// Displayed during the player's turn and hidden during enemy turns and battle cleanup.
|
||||
/// Fires <see cref="OnPressed"/> when clicked, which <see cref="CardBattleCore"/> binds
|
||||
/// to <c>OnPlayerTurnEnd</c>. The button text is translated via the <c>"battle/end_turn"</c> key.
|
||||
/// </summary>
|
||||
public partial class EndTurnButton : ModWidget
|
||||
{
|
||||
private Button _button;
|
||||
|
||||
/// <summary>
|
||||
/// Fired when the button is pressed. Subscribed by <see cref="CardBattleCore.OnEndTurnPressed"/>.
|
||||
/// </summary>
|
||||
public event System.Action OnPressed;
|
||||
|
||||
protected override void Construct()
|
||||
{
|
||||
_button = GetNode<Button>("BtnEndTurn");
|
||||
|
||||
Size = CustomMinimumSize;
|
||||
|
||||
_button.Text = TranslationServer.Translate("battle/end_turn");
|
||||
_button.Pressed += () => OnPressed?.Invoke();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Shows or hides the underlying <see cref="Button"/> control.
|
||||
/// Called by <see cref="CardBattleCore"/> during turn transitions and battle cleanup.
|
||||
/// </summary>
|
||||
public void SetVisible(bool visible)
|
||||
{
|
||||
if (_button != null)
|
||||
_button.Visible = visible;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in new issue
Block a user