Stash half-assed work on testing scene
This commit is contained in:
committed by
Michal Pikulski
parent
39d5890db4
commit
4e7f774386
@@ -82,13 +82,61 @@ namespace UI.CardSystem.StateMachine.States
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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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// Check if card is clickable (prevents multi-flip in booster opening)
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if (!_context.IsClickable)
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{
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Logging.Debug($"[CardIdleState] Card is not clickable, ignoring click");
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return;
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}
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// Stop idle hover and pointer interactions
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StopIdleHover();
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// Play flip animation directly (no state transition yet)
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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 != null ? cardBackVisual.transform : null,
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cardFront: _context.CardDisplay != null ? _context.CardDisplay.transform : null,
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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 OnDisable()
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private void OnFlipComplete()
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{
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// Fire flip complete event
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_context.FireFlipComplete();
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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.CardData != null && _context.CardData.Rarity == AppleHills.Data.CardSystem.CardRarity.Legendary)
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{
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// Legendary repeat - skip enlarge, they can't upgrade
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// Add to inventory and move to revealed state
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if (Data.CardSystem.CardSystemManager.Instance != null)
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{
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Data.CardSystem.CardSystemManager.Instance.AddCardToInventoryDelayed(_context.CardData);
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}
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_context.StateMachine.ChangeState("RevealedState");
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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 StopIdleHover()
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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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@@ -101,9 +149,15 @@ namespace UI.CardSystem.StateMachine.States
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_context.Animator.AnimateAnchoredPosition(_originalPosition, 0.3f);
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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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// Stop idle hover animation when leaving state
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StopIdleHover();
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// Reset scale
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if (_context.Animator != null)
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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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