Files
AppleHillsProduction/Assets/Scripts/UI/CardSystem/StateMachine/Card.cs

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using AppleHills.Data.CardSystem;
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using Core;
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using Core.SaveLoad;
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using UI.DragAndDrop.Core;
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using UnityEngine;
namespace UI.CardSystem.StateMachine
{
/// <summary>
/// Main Card controller component.
/// Orchestrates the card state machine, context, and animator.
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/// Inherits from DraggableObject to provide drag/drop capabilities for album placement.
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/// This is the single entry point for working with cards.
/// </summary>
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public class Card : DraggableObject
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{
[Header("Components")]
[SerializeField] private CardContext context;
[SerializeField] private CardAnimator animator;
[SerializeField] private AppleMachine stateMachine;
[Header("Configuration")]
[SerializeField] private string initialState = "IdleState";
// Public accessors
public CardContext Context => context;
public CardAnimator Animator => animator;
public AppleMachine StateMachine => stateMachine;
public CardData CardData => context?.CardData;
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// State inspection properties for booster flow
public bool IsIdle => GetCurrentStateName() == "IdleState";
public bool IsRevealing => !IsIdle && !IsComplete;
public bool IsComplete => context?.HasCompletedReveal ?? false;
// Event fired when this card is successfully placed into an AlbumCardSlot
public event System.Action<Card, AlbumCardSlot> OnPlacedInAlbumSlot;
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protected override void Initialize()
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{
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base.Initialize(); // Call DraggableObject initialization
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// Auto-find components if not assigned
if (context == null)
context = GetComponent<CardContext>();
if (animator == null)
animator = GetComponent<CardAnimator>();
if (stateMachine == null)
stateMachine = GetComponentInChildren<AppleMachine>();
}
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#region DraggableObject Hooks - Trigger State Transitions
protected override void OnDragStartedHook()
{
base.OnDragStartedHook();
// Transition to dragging state when drag begins
Logging.Debug($"[Card] Drag started on {CardData?.Name}, transitioning to DraggingState");
ChangeState("DraggingState");
}
protected override void OnDragEndedHook()
{
base.OnDragEndedHook();
// Check if we dropped in a valid album slot
if (CurrentSlot is AlbumCardSlot albumSlot)
{
Logging.Debug($"[Card] Dropped in album slot, transitioning to PlacedInSlotState");
// Set the parent slot on PlacedInSlotState
var placedState = GetStateComponent<States.CardPlacedInSlotState>("PlacedInSlotState");
if (placedState != null)
{
placedState.SetParentSlot(albumSlot);
}
ChangeState("PlacedInSlotState");
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// Notify listeners (AlbumViewPage) that this pending card was placed
OnPlacedInAlbumSlot?.Invoke(this, albumSlot);
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}
else
{
Logging.Debug($"[Card] Dropped outside valid slot, returning to RevealedState");
ChangeState("RevealedState");
}
}
#endregion
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/// <summary>
/// Setup the card with data and optional initial state
/// </summary>
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public void SetupCard(CardData data, string startState = null)
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{
if (context != null)
{
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context.SetupCard(data);
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}
// Start the state machine with specified or default state
string targetState = startState ?? initialState;
if (stateMachine != null && !string.IsNullOrEmpty(targetState))
{
stateMachine.ChangeState(targetState);
}
}
/// <summary>
/// Setup for booster reveal flow (starts at IdleState, will flip on click)
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/// Dragging is DISABLED for booster cards
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/// States will query CardSystemManager for collection state as needed
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/// </summary>
public void SetupForBoosterReveal(CardData data, bool isNew)
{
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SetupCard(data, "IdleState");
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SetDraggingEnabled(false); // Booster cards cannot be dragged
}
/// <summary>
/// Setup for album placement flow (starts at RevealedState, can be dragged)
/// Dragging is ENABLED for album placement cards
/// </summary>
public void SetupForAlbumPlacement(CardData data)
{
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SetupCard(data, "RevealedState");
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SetDraggingEnabled(true); // Album placement cards can be dragged
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}
/// <summary>
/// Setup for album placement (starts at PlacedInSlotState)
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/// Dragging is DISABLED once placed in slot
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/// </summary>
public void SetupForAlbumSlot(CardData data, AlbumCardSlot slot)
{
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SetupCard(data, "PlacedInSlotState");
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SetDraggingEnabled(false); // Cards in slots cannot be dragged out
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// Set the parent slot on the PlacedInSlotState
var placedState = GetStateComponent<States.CardPlacedInSlotState>("PlacedInSlotState");
if (placedState != null)
{
placedState.SetParentSlot(slot);
}
}
/// <summary>
/// Transition to a specific state
/// </summary>
public void ChangeState(string stateName)
{
if (stateMachine != null)
{
stateMachine.ChangeState(stateName);
}
}
/// <summary>
/// Get a specific state component by name
/// </summary>
public T GetStateComponent<T>(string stateName) where T : AppleState
{
if (stateMachine == null) return null;
Transform stateTransform = stateMachine.transform.Find(stateName);
if (stateTransform != null)
{
return stateTransform.GetComponent<T>();
}
return null;
}
/// <summary>
/// Get the current active state name
/// </summary>
public string GetCurrentStateName()
{
if (stateMachine?.currentState != null)
{
return stateMachine.currentState.name;
}
return "None";
}
}
}