Working refactor of cleaned up card structure

This commit is contained in:
Michal Pikulski
2025-11-18 01:03:45 +01:00
parent 689e177c99
commit 64c304bb6d
18 changed files with 163 additions and 73 deletions

View File

@@ -162,12 +162,12 @@ namespace UI.CardSystem.StateMachine.States
if (newRarity == CardRarity.Legendary)
{
// Show special enlarged legendary presentation, await click to shrink to revealed
_context.StateMachine.ChangeState("EnlargedLegendaryRepeatState");
_context.StateMachine.ChangeState(CardStateNames.EnlargedLegendaryRepeat);
}
else
{
// Treat as NEW at higher rarity (enlarged with NEW visuals handled there)
_context.StateMachine.ChangeState("EnlargedNewState");
_context.StateMachine.ChangeState(CardStateNames.EnlargedNew);
}
}
}
@@ -182,7 +182,7 @@ namespace UI.CardSystem.StateMachine.States
// Transition to EnlargedNewState (card is already enlarged, will show NEW badge)
// State will query fresh collection data to determine if truly new
_context.StateMachine.ChangeState("EnlargedNewState");
_context.StateMachine.ChangeState(CardStateNames.EnlargedNew);
}
public void OnCardClicked(CardContext context)
@@ -196,7 +196,7 @@ namespace UI.CardSystem.StateMachine.States
{
context.Animator.PlayShrink(context.OriginalScale, onComplete: () =>
{
context.StateMachine.ChangeState("RevealedState");
context.StateMachine.ChangeState(CardStateNames.Revealed);
});
}
else