Update the card kerfufle
This commit is contained in:
@@ -0,0 +1,93 @@
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using Core;
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using Core.SaveLoad;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UI.CardSystem.StateMachine;
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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, IPointerClickHandler
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{
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private CardContext _context;
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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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}
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public override void OnEnterState()
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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
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if (_context.Animator != null)
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{
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_context.Animator.PlayEnlarge();
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}
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Logging.Debug($"[CardAlbumEnlargedState] Card enlarged from album: {_context.CardData?.Name}");
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}
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public void OnPointerClick(PointerEventData eventData)
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{
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// Click to shrink back
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Logging.Debug($"[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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}
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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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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 5f33526d9bb8458d8dc5ba41a88561da
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timeCreated: 1762884900
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@@ -0,0 +1,73 @@
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using Core.SaveLoad;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using Core;
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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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/// </summary>
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public class CardDraggingState : AppleState
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{
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[Header("Drag Settings")]
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[SerializeField] private float dragScale = 1.1f;
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private CardContext _context;
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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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_context = GetComponentInParent<CardContext>();
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}
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public override void OnEnterState()
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{
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// Store original transform
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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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_context.RootTransform.localScale = _originalScale * 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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}
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private void OnDisable()
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{
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// Restore original scale when exiting drag
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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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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: b17e4e1d7139446c9c4e0a813067331c
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timeCreated: 1762884899
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@@ -0,0 +1,64 @@
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using Core.SaveLoad;
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using UnityEngine;
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using UnityEngine.EventSystems;
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namespace UI.CardSystem.StateMachine.States
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{
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/// <summary>
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/// Enlarged state for NEW cards - shows "NEW CARD" badge and waits for tap to dismiss.
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/// Owns the NewCardBadge as a child GameObject.
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/// </summary>
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public class CardEnlargedNewState : AppleState, IPointerClickHandler
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{
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[Header("State-Owned Visuals")]
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[SerializeField] private GameObject newCardBadge;
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private CardContext _context;
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private Vector3 _originalScale;
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private void Awake()
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{
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_context = GetComponentInParent<CardContext>();
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}
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public override void OnEnterState()
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{
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// Store original scale
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_originalScale = _context.RootTransform.localScale;
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// Show NEW badge
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if (newCardBadge != null)
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{
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newCardBadge.SetActive(true);
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}
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// Enlarge the card
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if (_context.Animator != null)
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{
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_context.Animator.PlayEnlarge();
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}
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}
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public void OnPointerClick(PointerEventData eventData)
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{
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// Tap to dismiss - shrink back and transition to revealed state
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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("RevealedState");
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});
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}
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}
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private void OnDisable()
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{
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// Hide NEW badge when leaving state
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if (newCardBadge != null)
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{
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newCardBadge.SetActive(false);
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}
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 698741a53f314b598af359a81d914ed3
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timeCreated: 1762884651
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@@ -0,0 +1,86 @@
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using Core.SaveLoad;
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using TMPro;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.UI;
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namespace UI.CardSystem.StateMachine.States
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{
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/// <summary>
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/// Enlarged state for REPEAT cards - shows progress bar toward next rarity upgrade.
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/// Owns the ProgressBarUI as a child GameObject.
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/// </summary>
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public class CardEnlargedRepeatState : AppleState, IPointerClickHandler
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{
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[Header("State-Owned Visuals")]
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[SerializeField] private GameObject progressBarContainer;
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[SerializeField] private Image progressBarFill;
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[SerializeField] private TextMeshProUGUI progressText;
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[SerializeField] private int cardsToUpgrade = 5;
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private CardContext _context;
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private Vector3 _originalScale;
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private void Awake()
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{
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_context = GetComponentInParent<CardContext>();
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}
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public override void OnEnterState()
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{
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// Store original scale
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_originalScale = _context.RootTransform.localScale;
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// Show progress bar
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if (progressBarContainer != null)
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{
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progressBarContainer.SetActive(true);
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UpdateProgressBar();
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}
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// Enlarge the card
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if (_context.Animator != null)
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{
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_context.Animator.PlayEnlarge();
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}
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}
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private void UpdateProgressBar()
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{
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int currentCount = _context.RepeatCardCount;
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float progress = (float)currentCount / cardsToUpgrade;
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if (progressBarFill != null)
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{
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progressBarFill.fillAmount = progress;
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}
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if (progressText != null)
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{
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progressText.text = $"{currentCount}/{cardsToUpgrade}";
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}
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}
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public void OnPointerClick(PointerEventData eventData)
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{
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// Tap to dismiss - shrink back and transition to revealed state
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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("RevealedState");
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});
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}
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}
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private void OnDisable()
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{
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// Hide progress bar when leaving state
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if (progressBarContainer != null)
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{
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progressBarContainer.SetActive(false);
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}
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 257f0c81caa14481812a8ca0397bf567
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timeCreated: 1762884651
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@@ -0,0 +1,81 @@
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using Core.SaveLoad;
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using UnityEngine;
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namespace UI.CardSystem.StateMachine.States
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{
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/// <summary>
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/// Flipping state - handles the card flip animation from back to front.
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/// Owns the CardBackVisual as a child GameObject.
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/// </summary>
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public class CardFlippingState : AppleState
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{
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[Header("State-Owned Visuals")]
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[SerializeField] private GameObject cardBackVisual;
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private CardContext _context;
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private void Awake()
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{
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_context = GetComponentInParent<CardContext>();
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}
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public override void OnEnterState()
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{
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// Activate card back, hide card front
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if (cardBackVisual != null)
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{
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cardBackVisual.SetActive(true);
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}
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if (_context.CardDisplay != null)
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{
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_context.CardDisplay.gameObject.SetActive(false);
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}
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// Play flip animation + scale punch
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if (_context.Animator != null)
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{
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_context.Animator.PlayFlip(
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cardBack: cardBackVisual.transform,
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cardFront: _context.CardDisplay.transform,
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onComplete: OnFlipComplete
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);
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_context.Animator.PlayFlipScalePunch();
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}
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}
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private void OnFlipComplete()
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{
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// Transition based on whether this is a new card or repeat
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if (_context.IsNewCard)
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{
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_context.StateMachine.ChangeState("EnlargedNewState");
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}
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else if (_context.RepeatCardCount > 0)
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{
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_context.StateMachine.ChangeState("EnlargedRepeatState");
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}
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else
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{
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_context.StateMachine.ChangeState("RevealedState");
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}
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}
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private void OnDisable()
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{
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// Hide card back when leaving state
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if (cardBackVisual != null)
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{
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cardBackVisual.SetActive(false);
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}
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// Ensure card front is visible
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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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}
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 7223d6cab8d94f74b00a6a538291850a
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timeCreated: 1762884650
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@@ -0,0 +1,118 @@
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using Core.SaveLoad;
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using Pixelplacement.TweenSystem;
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using UnityEngine;
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using UnityEngine.EventSystems;
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namespace UI.CardSystem.StateMachine.States
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{
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/// <summary>
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/// Idle state - card back is showing with gentle hover animation.
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/// Waiting for click to flip and reveal.
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/// Based on FlippableCard's idle behavior.
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/// </summary>
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public class CardIdleState : AppleState, IPointerClickHandler, IPointerEnterHandler, IPointerExitHandler
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{
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[Header("State-Owned Visuals")]
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[SerializeField] private GameObject cardBackVisual;
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[Header("Idle Hover Settings")]
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[SerializeField] private bool enableIdleHover = true;
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[SerializeField] private float idleHoverHeight = 10f;
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[SerializeField] private float idleHoverDuration = 1.5f;
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[SerializeField] private float hoverScaleMultiplier = 1.05f;
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private CardContext _context;
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private TweenBase _idleHoverTween;
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private Vector2 _originalPosition;
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private void Awake()
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{
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_context = GetComponentInParent<CardContext>();
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}
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public override void OnEnterState()
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{
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// Show card back, hide card front
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if (cardBackVisual != null)
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{
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cardBackVisual.SetActive(true);
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// Ensure card back is at 0° rotation (facing camera)
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cardBackVisual.transform.localRotation = Quaternion.Euler(0, 0, 0);
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}
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if (_context.CardDisplay != null)
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{
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_context.CardDisplay.gameObject.SetActive(false);
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// Ensure card front starts at 180° rotation (flipped away)
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_context.CardDisplay.transform.localRotation = Quaternion.Euler(0, 180, 0);
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}
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// Save original position for hover animation
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RectTransform rectTransform = _context.RootTransform.GetComponent<RectTransform>();
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if (rectTransform != null)
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{
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_originalPosition = rectTransform.anchoredPosition;
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}
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// Start idle hover animation
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if (enableIdleHover && _context.Animator != null)
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{
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_idleHoverTween = _context.Animator.StartIdleHover(idleHoverHeight, idleHoverDuration);
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}
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}
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public void OnPointerEnter(PointerEventData eventData)
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{
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// Scale up slightly on hover
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if (_context.Animator != null)
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{
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_context.Animator.AnimateScale(Vector3.one * hoverScaleMultiplier, 0.2f);
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}
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}
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public void OnPointerExit(PointerEventData eventData)
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{
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// Scale back to normal
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if (_context.Animator != null)
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{
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_context.Animator.AnimateScale(Vector3.one, 0.2f);
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}
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}
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public void OnPointerClick(PointerEventData eventData)
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{
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// Click to flip - transition to flipping state
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_context.StateMachine.ChangeState("FlippingState");
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}
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private void OnDisable()
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{
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// Stop idle hover animation when leaving state
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if (_idleHoverTween != null)
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{
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_idleHoverTween.Stop();
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_idleHoverTween = null;
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// Return to original position
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RectTransform rectTransform = _context.RootTransform.GetComponent<RectTransform>();
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if (rectTransform != null && _context.Animator != null)
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{
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_context.Animator.AnimateAnchoredPosition(_originalPosition, 0.3f);
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}
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}
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// Reset scale
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if (_context.Animator != null)
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{
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_context.Animator.AnimateScale(Vector3.one, 0.2f);
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}
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// Hide card back when leaving state
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if (cardBackVisual != null)
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{
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cardBackVisual.SetActive(false);
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}
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}
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}
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}
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||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7da1bdc06be348f2979d3b92cc7ce723
|
||||
timeCreated: 1762884650
|
||||
@@ -0,0 +1,65 @@
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using UnityEngine;
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using UnityEngine.EventSystems;
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||||
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namespace UI.CardSystem.StateMachine.States
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{
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/// <summary>
|
||||
/// Optional helper component for handling drag/drop integration with existing DragDrop system.
|
||||
/// Can be attached to Card root to bridge between state machine and drag system.
|
||||
/// </summary>
|
||||
public class CardInteractionHandler : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler
|
||||
{
|
||||
private CardContext _context;
|
||||
private CardDraggingState _draggingState;
|
||||
private bool _isDragging;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_context = GetComponent<CardContext>();
|
||||
}
|
||||
|
||||
public void OnBeginDrag(PointerEventData eventData)
|
||||
{
|
||||
// Only allow drag from certain states
|
||||
var currentState = _context.StateMachine.currentState?.name;
|
||||
if (currentState != "RevealedState" && currentState != "PlacedInSlotState")
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Transition to dragging state
|
||||
_context.StateMachine.ChangeState("DraggingState");
|
||||
_draggingState = _context.StateMachine.currentState?.GetComponent<CardDraggingState>();
|
||||
_isDragging = true;
|
||||
}
|
||||
|
||||
public void OnDrag(PointerEventData eventData)
|
||||
{
|
||||
if (!_isDragging || _draggingState == null) return;
|
||||
|
||||
// Update drag position
|
||||
Vector3 worldPosition;
|
||||
RectTransformUtility.ScreenPointToWorldPointInRectangle(
|
||||
transform as RectTransform,
|
||||
eventData.position,
|
||||
eventData.pressEventCamera,
|
||||
out worldPosition
|
||||
);
|
||||
|
||||
_draggingState.UpdateDragPosition(worldPosition);
|
||||
}
|
||||
|
||||
public void OnEndDrag(PointerEventData eventData)
|
||||
{
|
||||
if (!_isDragging || _draggingState == null) return;
|
||||
|
||||
_isDragging = false;
|
||||
|
||||
// Check if dropped over a valid slot
|
||||
// This would integrate with your existing AlbumCardSlot system
|
||||
// For now, just return to revealed state
|
||||
_draggingState.OnDroppedOutsideSlot();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 860a5494378b465a9cc05b2b3d585bf9
|
||||
timeCreated: 1762884900
|
||||
@@ -0,0 +1,53 @@
|
||||
using Core;
|
||||
using Core.SaveLoad;
|
||||
using UnityEngine.EventSystems;
|
||||
|
||||
namespace UI.CardSystem.StateMachine.States
|
||||
{
|
||||
/// <summary>
|
||||
/// Placed in slot state - card is in an album slot and can be clicked to enlarge.
|
||||
/// Manages the parent slot reference.
|
||||
/// </summary>
|
||||
public class CardPlacedInSlotState : AppleState, IPointerClickHandler
|
||||
{
|
||||
private CardContext _context;
|
||||
private AlbumCardSlot _parentSlot;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_context = GetComponentInParent<CardContext>();
|
||||
}
|
||||
|
||||
public override void OnEnterState()
|
||||
{
|
||||
Logging.Debug($"[CardPlacedInSlotState] Card placed in slot: {_context.CardData?.Name}");
|
||||
|
||||
// Card is now part of the album, no special visuals needed
|
||||
// Just wait for interaction
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set the parent slot this card belongs to
|
||||
/// </summary>
|
||||
public void SetParentSlot(AlbumCardSlot slot)
|
||||
{
|
||||
_parentSlot = slot;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the parent slot
|
||||
/// </summary>
|
||||
public AlbumCardSlot GetParentSlot()
|
||||
{
|
||||
return _parentSlot;
|
||||
}
|
||||
|
||||
public void OnPointerClick(PointerEventData eventData)
|
||||
{
|
||||
// Click to enlarge when in album
|
||||
Logging.Debug($"[CardPlacedInSlotState] Card clicked in slot, transitioning to enlarged state");
|
||||
_context.StateMachine.ChangeState("AlbumEnlargedState");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 11a4dc9bbeed4623baf1675ab5679bd9
|
||||
timeCreated: 1762884899
|
||||
@@ -0,0 +1,33 @@
|
||||
using Core.SaveLoad;
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
|
||||
namespace UI.CardSystem.StateMachine.States
|
||||
{
|
||||
/// <summary>
|
||||
/// Revealed state - card is flipped and visible, waiting for interaction.
|
||||
/// Can be clicked to enlarge or dragged to place in album.
|
||||
/// </summary>
|
||||
public class CardRevealedState : AppleState, IPointerClickHandler
|
||||
{
|
||||
private CardContext _context;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_context = GetComponentInParent<CardContext>();
|
||||
}
|
||||
|
||||
public override void OnEnterState()
|
||||
{
|
||||
// Card is simply visible and interactable
|
||||
// No special animations needed
|
||||
}
|
||||
|
||||
public void OnPointerClick(PointerEventData eventData)
|
||||
{
|
||||
// Click to enlarge
|
||||
_context.StateMachine.ChangeState("EnlargedNewState");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 891aad90d6cc41869e497f94d1408859
|
||||
timeCreated: 1762884650
|
||||
Reference in New Issue
Block a user