Updates to card testing scene
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@@ -6,15 +6,15 @@ 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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/// Dragging state - handles card being dragged for album placement.
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/// Integrates with existing drag/drop system.
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/// Dragging state - provides visual feedback when card is being dragged.
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/// The actual drag logic is handled by Card.cs (inherits from DraggableObject).
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/// This state only manages visual scaling during drag.
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/// </summary>
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public class CardDraggingState : AppleState
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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 Vector3 _dragStartPosition;
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private void Awake()
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{
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@@ -24,39 +24,14 @@ namespace UI.CardSystem.StateMachine.States
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public override void OnEnterState()
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{
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// Store original transform
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// Store original scale
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_originalScale = _context.RootTransform.localScale;
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_dragStartPosition = _context.RootTransform.position;
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// Scale up slightly during drag for visual feedback
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// DraggableObject handles actual position updates
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_context.RootTransform.localScale = _originalScale * _settings.DragScale;
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Logging.Debug($"[CardDraggingState] Entered drag state for card: {_context.CardData?.Name}");
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}
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/// <summary>
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/// Update drag position (called by external drag handler)
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/// </summary>
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public void UpdateDragPosition(Vector3 worldPosition)
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{
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_context.RootTransform.position = worldPosition;
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}
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/// <summary>
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/// Called when drag is released and card snaps to slot
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/// </summary>
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public void OnDroppedInSlot()
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{
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_context.StateMachine.ChangeState("PlacedInSlotState");
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}
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/// <summary>
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/// Called when drag is released but not over valid slot
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/// </summary>
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public void OnDroppedOutsideSlot()
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{
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// Return to revealed state
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_context.StateMachine.ChangeState("RevealedState");
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Logging.Debug($"[CardDraggingState] Entered drag state for card: {_context.CardData?.Name}, scale: {_settings.DragScale}");
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}
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private void OnDisable()
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