Stash half-assed work on testing scene

This commit is contained in:
Michal Pikulski
2025-11-12 11:58:01 +01:00
parent a9f102b3c4
commit 6fd1a10eb6
18 changed files with 3065 additions and 321 deletions

View File

@@ -29,6 +29,7 @@ namespace UI.CardSystem.StateMachine
// Runtime state
public bool IsNewCard { get; set; }
public int RepeatCardCount { get; set; }
public bool IsClickable { get; set; } = true;
// Events for external coordination (BoosterOpeningPage, etc.)
public event Action<CardContext> OnFlipComplete;

View File

@@ -15,7 +15,6 @@ namespace UI.CardSystem.StateMachine.States
public class CardEnlargedRepeatState : AppleState, IPointerClickHandler
{
[Header("State-Owned Visuals")]
[SerializeField] private GameObject progressBarContainer;
[SerializeField] private ProgressBarController progressBar;
private CardContext _context;
@@ -35,21 +34,11 @@ namespace UI.CardSystem.StateMachine.States
_originalScale = _context.RootTransform.localScale;
_waitingForTap = false;
// Show progress bar container
if (progressBarContainer != null)
{
progressBarContainer.SetActive(true);
}
// Enlarge the card
if (_context.Animator != null)
{
_context.Animator.PlayEnlarge(_settings.NewCardEnlargedScale);
}
// Show progress with blink animation
// Show progress bar
if (progressBar != null)
{
progressBar.gameObject.SetActive(true);
int currentCount = _context.RepeatCardCount + 1; // +1 because we just got this card
int maxCount = _settings.CardsToUpgrade;
@@ -60,6 +49,12 @@ namespace UI.CardSystem.StateMachine.States
Logging.Warning("[CardEnlargedRepeatState] ProgressBar component not assigned!");
OnProgressComplete();
}
// Enlarge the card
if (_context.Animator != null)
{
_context.Animator.PlayEnlarge(_settings.NewCardEnlargedScale);
}
}
private void OnProgressComplete()
@@ -170,9 +165,9 @@ namespace UI.CardSystem.StateMachine.States
_context.IsNewCard = true;
// Hide progress bar before transitioning
if (progressBarContainer != null)
if (progressBar != null)
{
progressBarContainer.SetActive(false);
progressBar.gameObject.SetActive(false);
}
// Transition to EnlargedNewState (card is already enlarged, will show NEW badge)
@@ -205,9 +200,9 @@ namespace UI.CardSystem.StateMachine.States
private void OnDisable()
{
// Hide progress bar when leaving state
if (progressBarContainer != null)
if (progressBar != null)
{
progressBarContainer.SetActive(false);
progressBar.gameObject.SetActive(false);
}
}
}

View File

@@ -1,91 +0,0 @@
using Core.SaveLoad;
using UnityEngine;
namespace UI.CardSystem.StateMachine.States
{
/// <summary>
/// Flipping state - handles the card flip animation from back to front.
/// Owns the CardBackVisual as a child GameObject.
/// </summary>
public class CardFlippingState : AppleState
{
[Header("State-Owned Visuals")]
[SerializeField] private GameObject cardBackVisual;
private CardContext _context;
private void Awake()
{
_context = GetComponentInParent<CardContext>();
}
public override void OnEnterState()
{
// Activate card back, hide card front
if (cardBackVisual != null)
{
cardBackVisual.SetActive(true);
}
if (_context.CardDisplay != null)
{
_context.CardDisplay.gameObject.SetActive(false);
}
// Play flip animation + scale punch
if (_context.Animator != null)
{
_context.Animator.PlayFlip(
cardBack: cardBackVisual.transform,
cardFront: _context.CardDisplay.transform,
onComplete: OnFlipComplete
);
_context.Animator.PlayFlipScalePunch();
}
}
private void OnFlipComplete()
{
// Fire flip complete event
_context.FireFlipComplete();
// Transition based on whether this is a new card or repeat
if (_context.IsNewCard)
{
_context.StateMachine.ChangeState("EnlargedNewState");
}
else if (_context.CardData.Rarity == AppleHills.Data.CardSystem.CardRarity.Legendary)
{
// Legendary repeat - skip enlarge, they can't upgrade
// Add to inventory and move to revealed state
Data.CardSystem.CardSystemManager.Instance.AddCardToInventoryDelayed(_context.CardData);
_context.StateMachine.ChangeState("RevealedState");
}
else if (_context.RepeatCardCount > 0)
{
_context.StateMachine.ChangeState("EnlargedRepeatState");
}
else
{
_context.StateMachine.ChangeState("RevealedState");
}
}
private void OnDisable()
{
// Hide card back when leaving state
if (cardBackVisual != null)
{
cardBackVisual.SetActive(false);
}
// Ensure card front is visible
if (_context?.CardDisplay != null)
{
_context.CardDisplay.gameObject.SetActive(true);
}
}
}
}

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@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 7223d6cab8d94f74b00a6a538291850a
timeCreated: 1762884650

View File

@@ -82,13 +82,61 @@ namespace UI.CardSystem.StateMachine.States
public void OnPointerClick(PointerEventData eventData)
{
// Click to flip - transition to flipping state
_context.StateMachine.ChangeState("FlippingState");
// Check if card is clickable (prevents multi-flip in booster opening)
if (!_context.IsClickable)
{
Logging.Debug($"[CardIdleState] Card is not clickable, ignoring click");
return;
}
// Stop idle hover and pointer interactions
StopIdleHover();
// Play flip animation directly (no state transition yet)
if (_context.Animator != null)
{
_context.Animator.PlayFlip(
cardBack: cardBackVisual != null ? cardBackVisual.transform : null,
cardFront: _context.CardDisplay != null ? _context.CardDisplay.transform : null,
onComplete: OnFlipComplete
);
_context.Animator.PlayFlipScalePunch();
}
}
private void OnDisable()
private void OnFlipComplete()
{
// Fire flip complete event
_context.FireFlipComplete();
// Transition based on whether this is a new card or repeat
if (_context.IsNewCard)
{
_context.StateMachine.ChangeState("EnlargedNewState");
}
else if (_context.CardData != null && _context.CardData.Rarity == AppleHills.Data.CardSystem.CardRarity.Legendary)
{
// Legendary repeat - skip enlarge, they can't upgrade
// Add to inventory and move to revealed state
if (Data.CardSystem.CardSystemManager.Instance != null)
{
Data.CardSystem.CardSystemManager.Instance.AddCardToInventoryDelayed(_context.CardData);
}
_context.StateMachine.ChangeState("RevealedState");
}
else if (_context.RepeatCardCount > 0)
{
_context.StateMachine.ChangeState("EnlargedRepeatState");
}
else
{
_context.StateMachine.ChangeState("RevealedState");
}
}
private void StopIdleHover()
{
// Stop idle hover animation when leaving state
if (_idleHoverTween != null)
{
_idleHoverTween.Stop();
@@ -101,9 +149,15 @@ namespace UI.CardSystem.StateMachine.States
_context.Animator.AnimateAnchoredPosition(_originalPosition, 0.3f);
}
}
}
private void OnDisable()
{
// Stop idle hover animation when leaving state
StopIdleHover();
// Reset scale
if (_context.Animator != null)
if (_context?.Animator != null)
{
_context.Animator.AnimateScale(Vector3.one, 0.2f);
}

View File

@@ -1,4 +1,5 @@
using Core.SaveLoad;
using UnityEngine;
namespace UI.CardSystem.StateMachine.States
{
@@ -7,9 +8,14 @@ namespace UI.CardSystem.StateMachine.States
/// This is the "waiting" state:
/// - In booster flow: waiting for all cards to finish before animating to album
/// - In album placement flow: waiting to be dragged to a slot
/// Shows small idle badges for NEW or REPEAT cards.
/// </summary>
public class CardRevealedState : AppleState
{
[Header("State-Owned Visuals")]
[SerializeField] private UnityEngine.GameObject newCardIdleBadge;
[SerializeField] private UnityEngine.GameObject repeatCardIdleBadge;
private CardContext _context;
private void Awake()
@@ -20,9 +26,43 @@ namespace UI.CardSystem.StateMachine.States
public override void OnEnterState()
{
// Card is at normal size, fully revealed
// Show appropriate idle badge
if (_context.IsNewCard)
{
if (newCardIdleBadge != null)
newCardIdleBadge.SetActive(true);
if (repeatCardIdleBadge != null)
repeatCardIdleBadge.SetActive(false);
}
else if (_context.RepeatCardCount > 0)
{
if (newCardIdleBadge != null)
newCardIdleBadge.SetActive(false);
if (repeatCardIdleBadge != null)
repeatCardIdleBadge.SetActive(true);
}
else
{
// Neither new nor repeat - hide both
if (newCardIdleBadge != null)
newCardIdleBadge.SetActive(false);
if (repeatCardIdleBadge != null)
repeatCardIdleBadge.SetActive(false);
}
// Fire interaction complete event (for BoosterOpeningPage tracking)
_context.FireCardInteractionComplete();
}
private void OnDisable()
{
// Hide badges when leaving state
if (newCardIdleBadge != null)
newCardIdleBadge.SetActive(false);
if (repeatCardIdleBadge != null)
repeatCardIdleBadge.SetActive(false);
}
}
}