Almost working card state machine

This commit is contained in:
Michal Pikulski
2025-11-16 20:35:54 +01:00
parent 6fe7d012fc
commit 78aafb9275
42 changed files with 3057 additions and 3077 deletions

View File

@@ -1,6 +1,5 @@
using Core.SaveLoad;
using UnityEngine;
using UnityEngine.EventSystems;
using AppleHills.Core.Settings;
using Core;
using AppleHills.Data.CardSystem;
@@ -12,14 +11,13 @@ namespace UI.CardSystem.StateMachine.States
/// Uses ProgressBarController to animate progress filling.
/// Auto-upgrades card when threshold is reached.
/// </summary>
public class CardEnlargedRepeatState : AppleState, IPointerClickHandler
public class CardEnlargedRepeatState : AppleState, ICardClickHandler
{
[Header("State-Owned Visuals")]
[SerializeField] private ProgressBarController progressBar;
private CardContext _context;
private ICardSystemSettings _settings;
private Vector3 _originalScale;
private bool _waitingForTap = false;
private void Awake()
@@ -37,16 +35,18 @@ namespace UI.CardSystem.StateMachine.States
_context.CardDisplay.transform.localRotation = Quaternion.Euler(0, 0, 0);
}
// Store original scale
_originalScale = _context.RootTransform.localScale;
_waitingForTap = false;
// Query current collection state for this card
bool isNew = Data.CardSystem.CardSystemManager.Instance.IsCardNew(_context.CardData, out CardData existingCard);
int currentOwnedCount = (existingCard != null) ? existingCard.CopiesOwned : 0;
// Show progress bar
if (progressBar != null)
{
progressBar.gameObject.SetActive(true);
int currentCount = _context.RepeatCardCount + 1; // +1 because we just got this card
int currentCount = currentOwnedCount + 1; // +1 because we just got this card
int maxCount = _settings.CardsToUpgrade;
progressBar.ShowProgress(currentCount, maxCount, OnProgressComplete);
@@ -66,111 +66,114 @@ namespace UI.CardSystem.StateMachine.States
private void OnProgressComplete()
{
// Check if this card triggers an upgrade
if (ShouldTriggerUpgrade())
// Query current state again to determine if upgrade is triggered
Data.CardSystem.CardSystemManager.Instance.IsCardNew(_context.CardData, out CardData existingCard);
int currentOwnedCount = (existingCard != null) ? existingCard.CopiesOwned : 0;
int countWithThisCard = currentOwnedCount + 1;
bool willUpgrade = (_context.CardData.Rarity < AppleHills.Data.CardSystem.CardRarity.Legendary) &&
(countWithThisCard >= _settings.CardsToUpgrade);
if (willUpgrade)
{
Logging.Debug($"[CardEnlargedRepeatState] Card will trigger upgrade! ({_context.RepeatCardCount + 1}/{_settings.CardsToUpgrade})");
Logging.Debug($"[CardEnlargedRepeatState] Card will trigger upgrade! ({countWithThisCard}/{_settings.CardsToUpgrade})");
TriggerUpgrade();
}
else
{
// No upgrade - just wait for tap to dismiss
Logging.Debug($"[CardEnlargedRepeatState] Progress shown, waiting for tap to dismiss");
Logging.Debug($"[CardEnlargedRepeatState] Progress shown ({countWithThisCard}/{_settings.CardsToUpgrade}), waiting for tap to dismiss");
_waitingForTap = true;
}
}
private bool ShouldTriggerUpgrade()
{
int currentCount = _context.RepeatCardCount + 1; // +1 for the card we just got
CardRarity currentRarity = _context.CardData.Rarity;
// Can't upgrade if already Legendary
if (currentRarity == CardRarity.Legendary)
return false;
// Check if we've hit the threshold
return currentCount >= _settings.CardsToUpgrade;
}
private void TriggerUpgrade()
{
_context.FireUpgradeTriggered();
CardData cardData = _context.CardData;
CardRarity oldRarity = cardData.Rarity;
CardRarity newRarity = oldRarity + 1;
Logging.Debug($"[CardEnlargedRepeatState] Upgrading card from {oldRarity} to {newRarity}");
var inventory = Data.CardSystem.CardSystemManager.Instance.GetCardInventory();
// Get the existing card at lower rarity from inventory
CardData existingLowerRarity = Data.CardSystem.CardSystemManager.Instance.GetCardInventory().GetCard(cardData.Name, oldRarity);
if (existingLowerRarity != null)
// Remove lower rarity card counts (set to 1 per new rule instead of zeroing out)
CardRarity clearRarity = cardData.Rarity;
while (clearRarity < newRarity)
{
// Reset lower rarity count to 0
existingLowerRarity.CopiesOwned = 0;
var lower = inventory.GetCard(cardData.DefinitionId, clearRarity);
if (lower != null) lower.CopiesOwned = 1; // changed from 0 to 1
clearRarity += 1;
}
// Create upgraded card data
CardData upgradedCard = new CardData(cardData);
upgradedCard.Rarity = newRarity;
upgradedCard.CopiesOwned = 1;
// Check if higher rarity already exists BEFORE adding
CardData existingHigher = inventory.GetCard(cardData.DefinitionId, newRarity);
bool higherExists = existingHigher != null;
// Check if this card is new at the higher rarity
bool isNewAtHigherRarity = Data.CardSystem.CardSystemManager.Instance.IsCardNew(upgradedCard, out CardData existingHigherRarity);
// Add to inventory
Data.CardSystem.CardSystemManager.Instance.GetCardInventory().AddCard(upgradedCard);
// Update our card data to show upgraded rarity
cardData.Rarity = newRarity;
// Update the CardDisplay to show new rarity
if (_context.CardDisplay != null)
if (higherExists)
{
_context.CardDisplay.SetupCard(cardData);
}
// Determine next transition
if (isNewAtHigherRarity || newRarity == CardRarity.Legendary)
{
// Show as NEW at higher rarity
Logging.Debug($"[CardEnlargedRepeatState] Card is NEW at {newRarity}, transitioning to EnlargedNewState");
TransitionToNewCardView();
}
else
{
// Already have copies at higher rarity - show progress there too
int ownedAtHigherRarity = existingHigherRarity.CopiesOwned;
Logging.Debug($"[CardEnlargedRepeatState] Card is REPEAT at {newRarity} ({ownedAtHigherRarity}/{_settings.CardsToUpgrade}), showing progress");
// Update context for higher rarity
_context.IsNewCard = false;
_context.RepeatCardCount = ownedAtHigherRarity;
// Re-enter this state with updated data (will show progress for higher rarity)
// First hide current progress, then show new progress
// Increment existing higher rarity copies
existingHigher.CopiesOwned += 1;
// Update our displayed card to new rarity
cardData.Rarity = newRarity;
cardData.CopiesOwned = existingHigher.CopiesOwned; // reflect correct count
if (_context.CardDisplay != null)
{
_context.CardDisplay.SetupCard(cardData);
}
// For repeat-at-higher-rarity: show a brief progress update at higher rarity while enlarged
int ownedAtHigher = existingHigher.CopiesOwned;
if (progressBar != null)
{
progressBar.ShowProgress(ownedAtHigherRarity + 1, _settings.CardsToUpgrade, () =>
progressBar.ShowProgress(ownedAtHigher, _settings.CardsToUpgrade, () =>
{
// After showing progress at higher rarity, transition to NEW
TransitionToNewCardView();
// After showing higher-rarity progress, wait for tap to dismiss
_waitingForTap = true;
});
}
else
{
TransitionToNewCardView();
_waitingForTap = true;
}
}
else
{
// Create upgraded card as new rarity
CardData upgradedCard = new CardData(cardData);
upgradedCard.Rarity = newRarity;
upgradedCard.CopiesOwned = 1;
// Add to inventory
inventory.AddCard(upgradedCard);
// Update current display card to new rarity
cardData.Rarity = newRarity;
cardData.CopiesOwned = upgradedCard.CopiesOwned;
if (_context.CardDisplay != null)
{
_context.CardDisplay.SetupCard(cardData);
}
// Branch based on whether legendary or not
if (newRarity == CardRarity.Legendary)
{
// Show special enlarged legendary presentation, await click to shrink to revealed
_context.StateMachine.ChangeState("EnlargedLegendaryRepeatState");
}
else
{
// Treat as NEW at higher rarity (enlarged with NEW visuals handled there)
_context.StateMachine.ChangeState("EnlargedNewState");
}
}
}
private void TransitionToNewCardView()
{
// Update context to show as new card
_context.IsNewCard = true;
// Hide progress bar before transitioning
if (progressBar != null)
{
@@ -178,29 +181,27 @@ 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");
}
public void OnPointerClick(PointerEventData eventData)
public void OnCardClicked(CardContext context)
{
// Only respond to clicks if waiting for tap
if (!_waitingForTap)
return;
// Fire dismissed event
_context.FireCardDismissed();
// Tap to dismiss - shrink back and transition to revealed state
if (_context.Animator != null)
// Tap to dismiss - shrink back to original scale and transition to revealed state
if (context.Animator != null)
{
_context.Animator.PlayShrink(_originalScale, onComplete: () =>
context.Animator.PlayShrink(context.OriginalScale, onComplete: () =>
{
_context.StateMachine.ChangeState("RevealedState");
context.StateMachine.ChangeState("RevealedState");
});
}
else
{
_context.StateMachine.ChangeState("RevealedState");
context.StateMachine.ChangeState("RevealedState");
}
}
@@ -214,4 +215,3 @@ namespace UI.CardSystem.StateMachine.States
}
}
}