Updates to testing scene
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@@ -31,6 +31,13 @@ namespace UI.CardSystem.StateMachine.States
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public override void OnEnterState()
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{
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// Ensure card front is visible and facing camera
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if (_context.CardDisplay != null)
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{
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_context.CardDisplay.gameObject.SetActive(true);
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_context.CardDisplay.transform.localRotation = Quaternion.Euler(0, 0, 0);
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}
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// Store original transform for restoration
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_originalScale = _context.RootTransform.localScale;
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_originalParent = _context.RootTransform.parent;
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@@ -24,6 +24,13 @@ namespace UI.CardSystem.StateMachine.States
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public override void OnEnterState()
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{
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// Ensure card front is visible and facing camera (in case we transitioned from an unexpected state)
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if (_context.CardDisplay != null)
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{
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_context.CardDisplay.gameObject.SetActive(true);
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_context.CardDisplay.transform.localRotation = Quaternion.Euler(0, 0, 0);
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}
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// Store original scale
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_originalScale = _context.RootTransform.localScale;
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@@ -27,6 +27,13 @@ namespace UI.CardSystem.StateMachine.States
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public override void OnEnterState()
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{
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// Ensure card front is visible and facing camera
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if (_context.CardDisplay != null)
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{
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_context.CardDisplay.gameObject.SetActive(true);
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_context.CardDisplay.transform.localRotation = Quaternion.Euler(0, 0, 0);
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}
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// Store original scale
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_originalScale = _context.RootTransform.localScale;
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@@ -30,6 +30,13 @@ namespace UI.CardSystem.StateMachine.States
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public override void OnEnterState()
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{
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// Ensure card front is visible and facing camera
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if (_context.CardDisplay != null)
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{
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_context.CardDisplay.gameObject.SetActive(true);
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_context.CardDisplay.transform.localRotation = Quaternion.Euler(0, 0, 0);
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}
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// Store original scale
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_originalScale = _context.RootTransform.localScale;
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_waitingForTap = false;
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@@ -1,5 +1,6 @@
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using Core;
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using Core.SaveLoad;
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using UnityEngine;
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using UnityEngine.EventSystems;
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namespace UI.CardSystem.StateMachine.States
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@@ -20,6 +21,14 @@ namespace UI.CardSystem.StateMachine.States
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public override void OnEnterState()
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{
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// Ensure card front is visible and facing camera
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// This is important when spawning cards directly into album (skipping booster flow)
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if (_context.CardDisplay != null)
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{
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_context.CardDisplay.gameObject.SetActive(true);
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_context.CardDisplay.transform.localRotation = Quaternion.Euler(0, 0, 0);
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}
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Logging.Debug($"[CardPlacedInSlotState] Card placed in slot: {_context.CardData?.Name}");
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// Card is now part of the album, no special visuals needed
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@@ -25,6 +25,13 @@ namespace UI.CardSystem.StateMachine.States
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public override void OnEnterState()
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{
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// Ensure card front is visible and facing camera
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if (_context.CardDisplay != null)
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{
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_context.CardDisplay.gameObject.SetActive(true);
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_context.CardDisplay.transform.localRotation = Quaternion.Euler(0, 0, 0);
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}
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// Card is at normal size, fully revealed
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// Show appropriate idle badge
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