Stash work
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using Core.SaveLoad;
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using UnityEngine;
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namespace UI.CardSystem.StateMachine.States
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{
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/// <summary>
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/// Card is in pending face-down state in corner, awaiting drag.
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/// Front hidden, back visible (assumes CardBack child exists).
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/// </summary>
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public class CardPendingFaceDownState : AppleState
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{
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private CardContext context;
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private GameObject cardBack;
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private void Awake()
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{
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context = GetComponentInParent<CardContext>();
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if (context != null)
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{
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var backTransform = context.RootTransform.Find("CardBack");
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if (backTransform != null) cardBack = backTransform.gameObject;
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}
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}
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public override void OnEnterState()
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{
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if (context == null) return;
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// Hide front
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if (context.CardDisplay != null)
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{
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context.CardDisplay.gameObject.SetActive(false);
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}
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// Show back
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if (cardBack != null) cardBack.SetActive(true);
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// Scale
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context.RootTransform.localScale = context.OriginalScale * 0.8f;
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}
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}
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}
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