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

@@ -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);
}
}
}