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