2025-11-11 20:25:23 +01:00
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using Core;
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using Core.SaveLoad;
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using UnityEngine;
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using AppleHills.Core.Settings;
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namespace UI.CardSystem.StateMachine.States
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{
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/// <summary>
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/// Album enlarged state - card is enlarged when clicked from album slot.
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/// Different from EnlargedNewState as it doesn't show "NEW" badge.
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/// </summary>
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public class CardAlbumEnlargedState : AppleState, ICardClickHandler
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{
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private CardContext _context;
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private ICardSystemSettings _settings;
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private Vector3 _originalScale;
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private Transform _originalParent;
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private Vector3 _originalLocalPosition;
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private Quaternion _originalLocalRotation;
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// Events for page to manage backdrop and reparenting
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public event System.Action<CardAlbumEnlargedState> OnEnlargeRequested;
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public event System.Action<CardAlbumEnlargedState> OnShrinkRequested;
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private void Awake()
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{
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_context = GetComponentInParent<CardContext>();
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_settings = GameManager.GetSettingsObject<ICardSystemSettings>();
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}
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public override void OnEnterState()
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{
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// Ensure card front is visible and facing camera
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if (_context.CardDisplay != null)
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{
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_context.CardDisplay.gameObject.SetActive(true);
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_context.CardDisplay.transform.localRotation = Quaternion.Euler(0, 0, 0);
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}
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// Store original transform for restoration
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_originalScale = _context.RootTransform.localScale;
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_originalParent = _context.RootTransform.parent;
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_originalLocalPosition = _context.RootTransform.localPosition;
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_originalLocalRotation = _context.RootTransform.localRotation;
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// Notify page to show backdrop and reparent card to top layer
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OnEnlargeRequested?.Invoke(this);
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// Enlarge the card using album scale setting
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if (_context.Animator != null)
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{
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_context.Animator.PlayEnlarge(_settings.AlbumCardEnlargedScale);
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}
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Logging.Debug($"[CardAlbumEnlargedState] Card enlarged from album: {_context.CardData?.Name}");
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}
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public void OnCardClicked(CardContext context)
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{
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// Click to shrink back
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Logging.Debug($"[CardAlbumEnlargedState] Card clicked while enlarged, shrinking back");
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// Notify page to prepare for shrink
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OnShrinkRequested?.Invoke(this);
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// Shrink animation, then transition back
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if (context.Animator != null)
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{
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context.Animator.PlayShrink(_originalScale, onComplete: () =>
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{
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context.StateMachine.ChangeState("PlacedInSlotState");
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});
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}
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else
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{
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context.StateMachine.ChangeState("PlacedInSlotState");
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}
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}
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/// <summary>
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/// Get original parent for restoration
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/// </summary>
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public Transform GetOriginalParent() => _originalParent;
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/// <summary>
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/// Get original local position for restoration
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/// </summary>
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public Vector3 GetOriginalLocalPosition() => _originalLocalPosition;
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/// <summary>
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/// Get original local rotation for restoration
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/// </summary>
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public Quaternion GetOriginalLocalRotation() => _originalLocalRotation;
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private void OnDisable()
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{
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// Restore original scale when exiting
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if (_context?.RootTransform != null)
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{
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_context.RootTransform.localScale = _originalScale;
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}
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}
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}
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}
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