Update the card kerfufle

This commit is contained in:
Michal Pikulski
2025-11-11 20:25:23 +01:00
parent 612ca7eae8
commit a42b0099bf
28 changed files with 1259 additions and 0 deletions

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using AppleHills.Data.CardSystem;
using Core.SaveLoad;
using UnityEngine;
namespace UI.CardSystem.StateMachine
{
/// <summary>
/// Main Card controller component.
/// Orchestrates the card state machine, context, and animator.
/// This is the single entry point for working with cards.
/// </summary>
public class Card : MonoBehaviour
{
[Header("Components")]
[SerializeField] private CardContext context;
[SerializeField] private CardAnimator animator;
[SerializeField] private AppleMachine stateMachine;
[Header("Configuration")]
[SerializeField] private string initialState = "IdleState";
// Public accessors
public CardContext Context => context;
public CardAnimator Animator => animator;
public AppleMachine StateMachine => stateMachine;
public CardData CardData => context?.CardData;
private void Awake()
{
// Auto-find components if not assigned
if (context == null)
context = GetComponent<CardContext>();
if (animator == null)
animator = GetComponent<CardAnimator>();
if (stateMachine == null)
stateMachine = GetComponentInChildren<AppleMachine>();
}
/// <summary>
/// Setup the card with data and optional initial state
/// </summary>
public void SetupCard(CardData data, bool isNew = false, string startState = null)
{
if (context != null)
{
context.SetupCard(data, isNew);
}
// Start the state machine with specified or default state
string targetState = startState ?? initialState;
if (stateMachine != null && !string.IsNullOrEmpty(targetState))
{
stateMachine.ChangeState(targetState);
}
}
/// <summary>
/// Setup for booster reveal flow (starts at IdleState, will flip on click)
/// </summary>
public void SetupForBoosterReveal(CardData data, bool isNew)
{
SetupCard(data, isNew, "IdleState");
}
/// <summary>
/// Setup for album placement (starts at PlacedInSlotState)
/// </summary>
public void SetupForAlbumSlot(CardData data, AlbumCardSlot slot)
{
SetupCard(data, false, "PlacedInSlotState");
// Set the parent slot on the PlacedInSlotState
var placedState = GetStateComponent<States.CardPlacedInSlotState>("PlacedInSlotState");
if (placedState != null)
{
placedState.SetParentSlot(slot);
}
}
/// <summary>
/// Transition to a specific state
/// </summary>
public void ChangeState(string stateName)
{
if (stateMachine != null)
{
stateMachine.ChangeState(stateName);
}
}
/// <summary>
/// Get a specific state component by name
/// </summary>
public T GetStateComponent<T>(string stateName) where T : AppleState
{
if (stateMachine == null) return null;
Transform stateTransform = stateMachine.transform.Find(stateName);
if (stateTransform != null)
{
return stateTransform.GetComponent<T>();
}
return null;
}
/// <summary>
/// Get the current active state name
/// </summary>
public string GetCurrentStateName()
{
if (stateMachine?.currentState != null)
{
return stateMachine.currentState.name;
}
return "None";
}
}
}

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using Pixelplacement;
using Pixelplacement.TweenSystem;
using UnityEngine;
using System;
namespace UI.CardSystem.StateMachine
{
/// <summary>
/// Handles common card animations that can be reused across states.
/// Centralizes animation logic to avoid duplication.
/// Animates the CARD ROOT TRANSFORM (all states follow the card).
/// </summary>
public class CardAnimator : MonoBehaviour
{
[Header("Animation Settings")]
[SerializeField] private float defaultDuration = 0.3f;
private Transform _transform;
private RectTransform _rectTransform;
private void Awake()
{
_transform = transform;
_rectTransform = GetComponent<RectTransform>();
}
#region Scale Animations
/// <summary>
/// Animate scale to target value
/// </summary>
public TweenBase AnimateScale(Vector3 targetScale, float? duration = null, Action onComplete = null)
{
return Tween.LocalScale(_transform, targetScale, duration ?? defaultDuration, 0f,
Tween.EaseInOut, completeCallback: onComplete);
}
/// <summary>
/// Pulse scale animation (scale up then back to normal)
/// </summary>
public void PulseScale(float pulseAmount = 1.1f, float duration = 0.2f, Action onComplete = null)
{
Vector3 originalScale = _transform.localScale;
Vector3 pulseScale = originalScale * pulseAmount;
Tween.LocalScale(_transform, pulseScale, duration, 0f, Tween.EaseOutBack,
completeCallback: () =>
{
Tween.LocalScale(_transform, originalScale, duration, 0f, Tween.EaseInBack,
completeCallback: onComplete);
});
}
/// <summary>
/// Pop-in animation (scale from 0 to 1 with overshoot)
/// </summary>
public TweenBase PopIn(float duration = 0.5f, Action onComplete = null)
{
_transform.localScale = Vector3.zero;
return Tween.LocalScale(_transform, Vector3.one, duration, 0f,
Tween.EaseOutBack, completeCallback: onComplete);
}
/// <summary>
/// Pop-out animation (scale from current to 0)
/// </summary>
public TweenBase PopOut(float duration = 0.3f, Action onComplete = null)
{
return Tween.LocalScale(_transform, Vector3.zero, duration, 0f,
Tween.EaseInBack, completeCallback: onComplete);
}
#endregion
#region Position Animations (RectTransform)
/// <summary>
/// Animate anchored position (for UI elements)
/// </summary>
public TweenBase AnimateAnchoredPosition(Vector2 targetPosition, float? duration = null, Action onComplete = null)
{
if (_rectTransform == null)
{
Debug.LogWarning("CardAnimator: No RectTransform found for anchored position animation");
return null;
}
return Tween.AnchoredPosition(_rectTransform, targetPosition, duration ?? defaultDuration, 0f,
Tween.EaseInOut, completeCallback: onComplete);
}
/// <summary>
/// Animate local position
/// </summary>
public TweenBase AnimateLocalPosition(Vector3 targetPosition, float? duration = null, Action onComplete = null)
{
return Tween.LocalPosition(_transform, targetPosition, duration ?? defaultDuration, 0f,
Tween.EaseInOut, completeCallback: onComplete);
}
#endregion
#region Rotation Animations
/// <summary>
/// Animate local rotation to target
/// </summary>
public TweenBase AnimateLocalRotation(Quaternion targetRotation, float? duration = null, Action onComplete = null)
{
return Tween.LocalRotation(_transform, targetRotation, duration ?? defaultDuration, 0f,
Tween.EaseInOut, completeCallback: onComplete);
}
/// <summary>
/// Rotate a child object (typically used by states for CardBackVisual, etc.)
/// </summary>
public TweenBase AnimateChildRotation(Transform childTransform, Quaternion targetRotation,
float duration, Action onComplete = null)
{
return Tween.LocalRotation(childTransform, targetRotation, duration, 0f,
Tween.EaseInOut, completeCallback: onComplete);
}
#endregion
#region Flip Animations
/// <summary>
/// Play card flip animation - rotates card back from 0° to 90°, then card front from 180° to 0°
/// Based on FlippableCard.FlipToReveal()
/// </summary>
public void PlayFlip(Transform cardBack, Transform cardFront, float duration = 0.6f, Action onComplete = null)
{
// Phase 1: Rotate both to 90 degrees (edge view)
if (cardBack != null)
{
Tween.LocalRotation(cardBack, Quaternion.Euler(0, 90, 0), duration * 0.5f, 0f, Tween.EaseInOut);
}
if (cardFront != null)
{
Tween.LocalRotation(cardFront, Quaternion.Euler(0, 90, 0), duration * 0.5f, 0f, Tween.EaseInOut,
completeCallback: () =>
{
// At edge (90°), switch visibility
if (cardBack != null)
cardBack.gameObject.SetActive(false);
if (cardFront != null)
cardFront.gameObject.SetActive(true);
// Phase 2: Rotate front from 90 to 0 (show at correct orientation)
Tween.LocalRotation(cardFront, Quaternion.Euler(0, 0, 0), duration * 0.5f, 0f, Tween.EaseInOut,
completeCallback: onComplete);
});
}
}
/// <summary>
/// Play scale punch during flip animation for extra juice
/// Based on FlippableCard.FlipToReveal()
/// </summary>
public void PlayFlipScalePunch(float punchScale = 1.1f, float duration = 0.6f)
{
Vector3 originalScale = _transform.localScale;
Tween.LocalScale(_transform, originalScale * punchScale, duration * 0.5f, 0f, Tween.EaseOutBack,
completeCallback: () =>
{
Tween.LocalScale(_transform, originalScale, duration * 0.5f, 0f, Tween.EaseInBack);
});
}
#endregion
#region Enlarge/Shrink Animations
/// <summary>
/// Enlarge card to specified scale
/// Based on FlippableCard.EnlargeCard() and AlbumCard.EnlargeCard()
/// </summary>
public void PlayEnlarge(float targetScale = 2.5f, float duration = 0.3f, Action onComplete = null)
{
Tween.LocalScale(_transform, Vector3.one * targetScale, duration, 0f, Tween.EaseOutBack,
completeCallback: onComplete);
}
/// <summary>
/// Shrink card back to original scale
/// Based on AlbumCard.ShrinkCard() and FlippableCard.ReturnToNormalSize()
/// </summary>
public void PlayShrink(Vector3 targetScale, float duration = 0.3f, Action onComplete = null)
{
Tween.LocalScale(_transform, targetScale, duration, 0f, Tween.EaseInBack,
completeCallback: onComplete);
}
#endregion
#region Combined Animations
/// <summary>
/// Hover enter animation (lift and scale)
/// For RectTransform UI elements
/// </summary>
public void HoverEnter(float liftAmount = 20f, float scaleMultiplier = 1.05f,
float duration = 0.2f, Action onComplete = null)
{
if (_rectTransform != null)
{
Vector2 currentPos = _rectTransform.anchoredPosition;
Vector2 targetPos = currentPos + Vector2.up * liftAmount;
Tween.AnchoredPosition(_rectTransform, targetPos, duration, 0f, Tween.EaseOutBack);
Tween.LocalScale(_transform, Vector3.one * scaleMultiplier, duration, 0f,
Tween.EaseOutBack, completeCallback: onComplete);
}
else
{
// Fallback for non-RectTransform
Vector3 currentPos = _transform.localPosition;
Vector3 targetPos = currentPos + Vector3.up * liftAmount;
Tween.LocalPosition(_transform, targetPos, duration, 0f, Tween.EaseOutBack);
Tween.LocalScale(_transform, Vector3.one * scaleMultiplier, duration, 0f,
Tween.EaseOutBack, completeCallback: onComplete);
}
}
/// <summary>
/// Hover exit animation (return to original position and scale)
/// </summary>
public void HoverExit(Vector2 originalPosition, float duration = 0.2f, Action onComplete = null)
{
if (_rectTransform != null)
{
Tween.AnchoredPosition(_rectTransform, originalPosition, duration, 0f, Tween.EaseInBack);
Tween.LocalScale(_transform, Vector3.one, duration, 0f,
Tween.EaseInBack, completeCallback: onComplete);
}
else
{
Tween.LocalPosition(_transform, originalPosition, duration, 0f, Tween.EaseInBack);
Tween.LocalScale(_transform, Vector3.one, duration, 0f,
Tween.EaseInBack, completeCallback: onComplete);
}
}
/// <summary>
/// Idle hover animation (gentle bobbing loop)
/// Returns the TweenBase so caller can stop it later
/// </summary>
public TweenBase StartIdleHover(float hoverHeight = 10f, float duration = 1.5f)
{
if (_rectTransform != null)
{
Vector2 originalPos = _rectTransform.anchoredPosition;
Vector2 targetPos = originalPos + Vector2.up * hoverHeight;
return Tween.Value(0f, 1f,
(val) =>
{
if (_rectTransform != null)
{
float t = Mathf.Sin(val * Mathf.PI * 2f) * 0.5f + 0.5f;
_rectTransform.anchoredPosition = Vector2.Lerp(originalPos, targetPos, t);
}
},
duration, 0f, Tween.EaseInOut, Tween.LoopType.Loop);
}
return null;
}
#endregion
#region Flip Animations (Two-Phase)
/// <summary>
/// Flip animation: Phase 1 - Rotate card back to edge (0° to 90°)
/// Used by FlippingState to hide the back
/// </summary>
public void FlipPhase1_HideBack(Transform cardBackTransform, float duration, Action onHalfwayComplete)
{
Tween.LocalRotation(cardBackTransform, Quaternion.Euler(0, 90, 0), duration, 0f,
Tween.EaseInOut, completeCallback: onHalfwayComplete);
}
/// <summary>
/// Flip animation: Phase 2 - Rotate card front from back to face (180° to 90° to 0°)
/// Used by FlippingState to reveal the front
/// </summary>
public void FlipPhase2_RevealFront(Transform cardFrontTransform, float duration, Action onComplete)
{
// First rotate from 180 to 90 (edge)
Tween.LocalRotation(cardFrontTransform, Quaternion.Euler(0, 90, 0), duration, 0f,
Tween.EaseInOut,
completeCallback: () =>
{
// Then rotate from 90 to 0 (face)
Tween.LocalRotation(cardFrontTransform, Quaternion.Euler(0, 0, 0), duration, 0f,
Tween.EaseInOut, completeCallback: onComplete);
});
}
/// <summary>
/// Scale punch during flip (makes flip more juicy)
/// </summary>
public void FlipScalePunch(float punchMultiplier = 1.1f, float totalDuration = 0.6f)
{
Vector3 originalScale = _transform.localScale;
Vector3 punchScale = originalScale * punchMultiplier;
Tween.LocalScale(_transform, punchScale, totalDuration * 0.5f, 0f, Tween.EaseOutBack,
completeCallback: () =>
{
Tween.LocalScale(_transform, originalScale, totalDuration * 0.5f, 0f, Tween.EaseInBack);
});
}
#endregion
#region Utility
/// <summary>
/// Stop all active tweens on this transform
/// </summary>
public void StopAllAnimations()
{
Tween.Stop(_transform.GetInstanceID());
if (_rectTransform != null)
Tween.Stop(_rectTransform.GetInstanceID());
}
/// <summary>
/// Reset transform to default values
/// </summary>
public void ResetTransform()
{
StopAllAnimations();
_transform.localPosition = Vector3.zero;
_transform.localRotation = Quaternion.identity;
_transform.localScale = Vector3.one;
if (_rectTransform != null)
_rectTransform.anchoredPosition = Vector2.zero;
}
/// <summary>
/// Get current anchored position (useful for saving before hover)
/// </summary>
public Vector2 GetAnchoredPosition()
{
return _rectTransform != null ? _rectTransform.anchoredPosition : Vector2.zero;
}
#endregion
}
}

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using AppleHills.Data.CardSystem;
using Core.SaveLoad;
using UnityEngine;
namespace UI.CardSystem.StateMachine
{
/// <summary>
/// Shared context for card states.
/// Provides access to common components and data that states need.
/// </summary>
public class CardContext : MonoBehaviour
{
[Header("Core Components")]
[SerializeField] private CardDisplay cardDisplay;
[SerializeField] private CardAnimator cardAnimator;
private AppleMachine stateMachine;
[Header("Card Data")]
private CardData cardData;
// Public accessors
public CardDisplay CardDisplay => cardDisplay;
public CardAnimator Animator => cardAnimator;
public AppleMachine StateMachine => stateMachine;
public Transform RootTransform => transform;
public CardData CardData => cardData;
// Runtime state
public bool IsNewCard { get; set; }
public int RepeatCardCount { get; set; }
private void Awake()
{
// Auto-find components if not assigned
if (cardDisplay == null)
cardDisplay = GetComponentInChildren<CardDisplay>();
if (cardAnimator == null)
cardAnimator = GetComponent<CardAnimator>();
if (stateMachine == null)
stateMachine = GetComponentInChildren<AppleMachine>();
}
/// <summary>
/// Setup the card with data
/// </summary>
public void SetupCard(CardData data, bool isNew = false, int repeatCount = 0)
{
cardData = data;
IsNewCard = isNew;
RepeatCardCount = repeatCount;
if (cardDisplay != null)
{
cardDisplay.SetupCard(data);
}
}
/// <summary>
/// Get the card display component
/// </summary>
public CardDisplay GetCardDisplay() => cardDisplay;
}
}

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using Core;
using Core.SaveLoad;
using UnityEngine;
using UnityEngine.EventSystems;
using UI.CardSystem.StateMachine;
namespace UI.CardSystem.StateMachine.States
{
/// <summary>
/// Album enlarged state - card is enlarged when clicked from album slot.
/// Different from EnlargedNewState as it doesn't show "NEW" badge.
/// </summary>
public class CardAlbumEnlargedState : AppleState, IPointerClickHandler
{
private CardContext _context;
private Vector3 _originalScale;
private Transform _originalParent;
private Vector3 _originalLocalPosition;
private Quaternion _originalLocalRotation;
// Events for page to manage backdrop and reparenting
public event System.Action<CardAlbumEnlargedState> OnEnlargeRequested;
public event System.Action<CardAlbumEnlargedState> OnShrinkRequested;
private void Awake()
{
_context = GetComponentInParent<CardContext>();
}
public override void OnEnterState()
{
// Store original transform for restoration
_originalScale = _context.RootTransform.localScale;
_originalParent = _context.RootTransform.parent;
_originalLocalPosition = _context.RootTransform.localPosition;
_originalLocalRotation = _context.RootTransform.localRotation;
// Notify page to show backdrop and reparent card to top layer
OnEnlargeRequested?.Invoke(this);
// Enlarge the card
if (_context.Animator != null)
{
_context.Animator.PlayEnlarge();
}
Logging.Debug($"[CardAlbumEnlargedState] Card enlarged from album: {_context.CardData?.Name}");
}
public void OnPointerClick(PointerEventData eventData)
{
// Click to shrink back
Logging.Debug($"[CardAlbumEnlargedState] Card clicked while enlarged, shrinking back");
// Notify page to prepare for shrink
OnShrinkRequested?.Invoke(this);
// Shrink animation, then transition back
if (_context.Animator != null)
{
_context.Animator.PlayShrink(_originalScale, onComplete: () =>
{
_context.StateMachine.ChangeState("PlacedInSlotState");
});
}
}
/// <summary>
/// Get original parent for restoration
/// </summary>
public Transform GetOriginalParent() => _originalParent;
/// <summary>
/// Get original local position for restoration
/// </summary>
public Vector3 GetOriginalLocalPosition() => _originalLocalPosition;
/// <summary>
/// Get original local rotation for restoration
/// </summary>
public Quaternion GetOriginalLocalRotation() => _originalLocalRotation;
private void OnDisable()
{
// Restore original scale when exiting
if (_context?.RootTransform != null)
{
_context.RootTransform.localScale = _originalScale;
}
}
}
}

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using Core.SaveLoad;
using UnityEngine;
using UnityEngine.EventSystems;
using Core;
namespace UI.CardSystem.StateMachine.States
{
/// <summary>
/// Dragging state - handles card being dragged for album placement.
/// Integrates with existing drag/drop system.
/// </summary>
public class CardDraggingState : AppleState
{
[Header("Drag Settings")]
[SerializeField] private float dragScale = 1.1f;
private CardContext _context;
private Vector3 _originalScale;
private Vector3 _dragStartPosition;
private void Awake()
{
_context = GetComponentInParent<CardContext>();
}
public override void OnEnterState()
{
// Store original transform
_originalScale = _context.RootTransform.localScale;
_dragStartPosition = _context.RootTransform.position;
// Scale up slightly during drag for visual feedback
_context.RootTransform.localScale = _originalScale * dragScale;
Logging.Debug($"[CardDraggingState] Entered drag state for card: {_context.CardData?.Name}");
}
/// <summary>
/// Update drag position (called by external drag handler)
/// </summary>
public void UpdateDragPosition(Vector3 worldPosition)
{
_context.RootTransform.position = worldPosition;
}
/// <summary>
/// Called when drag is released and card snaps to slot
/// </summary>
public void OnDroppedInSlot()
{
_context.StateMachine.ChangeState("PlacedInSlotState");
}
/// <summary>
/// Called when drag is released but not over valid slot
/// </summary>
public void OnDroppedOutsideSlot()
{
// Return to revealed state
_context.StateMachine.ChangeState("RevealedState");
}
private void OnDisable()
{
// Restore original scale when exiting drag
if (_context?.RootTransform != null)
{
_context.RootTransform.localScale = _originalScale;
}
}
}
}

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using Core.SaveLoad;
using UnityEngine;
using UnityEngine.EventSystems;
namespace UI.CardSystem.StateMachine.States
{
/// <summary>
/// Enlarged state for NEW cards - shows "NEW CARD" badge and waits for tap to dismiss.
/// Owns the NewCardBadge as a child GameObject.
/// </summary>
public class CardEnlargedNewState : AppleState, IPointerClickHandler
{
[Header("State-Owned Visuals")]
[SerializeField] private GameObject newCardBadge;
private CardContext _context;
private Vector3 _originalScale;
private void Awake()
{
_context = GetComponentInParent<CardContext>();
}
public override void OnEnterState()
{
// Store original scale
_originalScale = _context.RootTransform.localScale;
// Show NEW badge
if (newCardBadge != null)
{
newCardBadge.SetActive(true);
}
// Enlarge the card
if (_context.Animator != null)
{
_context.Animator.PlayEnlarge();
}
}
public void OnPointerClick(PointerEventData eventData)
{
// Tap to dismiss - shrink back and transition to revealed state
if (_context.Animator != null)
{
_context.Animator.PlayShrink(_originalScale, onComplete: () =>
{
_context.StateMachine.ChangeState("RevealedState");
});
}
}
private void OnDisable()
{
// Hide NEW badge when leaving state
if (newCardBadge != null)
{
newCardBadge.SetActive(false);
}
}
}
}

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using Core.SaveLoad;
using TMPro;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
namespace UI.CardSystem.StateMachine.States
{
/// <summary>
/// Enlarged state for REPEAT cards - shows progress bar toward next rarity upgrade.
/// Owns the ProgressBarUI as a child GameObject.
/// </summary>
public class CardEnlargedRepeatState : AppleState, IPointerClickHandler
{
[Header("State-Owned Visuals")]
[SerializeField] private GameObject progressBarContainer;
[SerializeField] private Image progressBarFill;
[SerializeField] private TextMeshProUGUI progressText;
[SerializeField] private int cardsToUpgrade = 5;
private CardContext _context;
private Vector3 _originalScale;
private void Awake()
{
_context = GetComponentInParent<CardContext>();
}
public override void OnEnterState()
{
// Store original scale
_originalScale = _context.RootTransform.localScale;
// Show progress bar
if (progressBarContainer != null)
{
progressBarContainer.SetActive(true);
UpdateProgressBar();
}
// Enlarge the card
if (_context.Animator != null)
{
_context.Animator.PlayEnlarge();
}
}
private void UpdateProgressBar()
{
int currentCount = _context.RepeatCardCount;
float progress = (float)currentCount / cardsToUpgrade;
if (progressBarFill != null)
{
progressBarFill.fillAmount = progress;
}
if (progressText != null)
{
progressText.text = $"{currentCount}/{cardsToUpgrade}";
}
}
public void OnPointerClick(PointerEventData eventData)
{
// Tap to dismiss - shrink back and transition to revealed state
if (_context.Animator != null)
{
_context.Animator.PlayShrink(_originalScale, onComplete: () =>
{
_context.StateMachine.ChangeState("RevealedState");
});
}
}
private void OnDisable()
{
// Hide progress bar when leaving state
if (progressBarContainer != null)
{
progressBarContainer.SetActive(false);
}
}
}
}

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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()
{
// Transition based on whether this is a new card or repeat
if (_context.IsNewCard)
{
_context.StateMachine.ChangeState("EnlargedNewState");
}
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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fileFormatVersion: 2
guid: 7223d6cab8d94f74b00a6a538291850a
timeCreated: 1762884650

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using Core.SaveLoad;
using Pixelplacement.TweenSystem;
using UnityEngine;
using UnityEngine.EventSystems;
namespace UI.CardSystem.StateMachine.States
{
/// <summary>
/// Idle state - card back is showing with gentle hover animation.
/// Waiting for click to flip and reveal.
/// Based on FlippableCard's idle behavior.
/// </summary>
public class CardIdleState : AppleState, IPointerClickHandler, IPointerEnterHandler, IPointerExitHandler
{
[Header("State-Owned Visuals")]
[SerializeField] private GameObject cardBackVisual;
[Header("Idle Hover Settings")]
[SerializeField] private bool enableIdleHover = true;
[SerializeField] private float idleHoverHeight = 10f;
[SerializeField] private float idleHoverDuration = 1.5f;
[SerializeField] private float hoverScaleMultiplier = 1.05f;
private CardContext _context;
private TweenBase _idleHoverTween;
private Vector2 _originalPosition;
private void Awake()
{
_context = GetComponentInParent<CardContext>();
}
public override void OnEnterState()
{
// Show card back, hide card front
if (cardBackVisual != null)
{
cardBackVisual.SetActive(true);
// Ensure card back is at 0° rotation (facing camera)
cardBackVisual.transform.localRotation = Quaternion.Euler(0, 0, 0);
}
if (_context.CardDisplay != null)
{
_context.CardDisplay.gameObject.SetActive(false);
// Ensure card front starts at 180° rotation (flipped away)
_context.CardDisplay.transform.localRotation = Quaternion.Euler(0, 180, 0);
}
// Save original position for hover animation
RectTransform rectTransform = _context.RootTransform.GetComponent<RectTransform>();
if (rectTransform != null)
{
_originalPosition = rectTransform.anchoredPosition;
}
// Start idle hover animation
if (enableIdleHover && _context.Animator != null)
{
_idleHoverTween = _context.Animator.StartIdleHover(idleHoverHeight, idleHoverDuration);
}
}
public void OnPointerEnter(PointerEventData eventData)
{
// Scale up slightly on hover
if (_context.Animator != null)
{
_context.Animator.AnimateScale(Vector3.one * hoverScaleMultiplier, 0.2f);
}
}
public void OnPointerExit(PointerEventData eventData)
{
// Scale back to normal
if (_context.Animator != null)
{
_context.Animator.AnimateScale(Vector3.one, 0.2f);
}
}
public void OnPointerClick(PointerEventData eventData)
{
// Click to flip - transition to flipping state
_context.StateMachine.ChangeState("FlippingState");
}
private void OnDisable()
{
// Stop idle hover animation when leaving state
if (_idleHoverTween != null)
{
_idleHoverTween.Stop();
_idleHoverTween = null;
// Return to original position
RectTransform rectTransform = _context.RootTransform.GetComponent<RectTransform>();
if (rectTransform != null && _context.Animator != null)
{
_context.Animator.AnimateAnchoredPosition(_originalPosition, 0.3f);
}
}
// Reset scale
if (_context.Animator != null)
{
_context.Animator.AnimateScale(Vector3.one, 0.2f);
}
// Hide card back when leaving state
if (cardBackVisual != null)
{
cardBackVisual.SetActive(false);
}
}
}
}

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fileFormatVersion: 2
guid: 7da1bdc06be348f2979d3b92cc7ce723
timeCreated: 1762884650

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using UnityEngine;
using UnityEngine.EventSystems;
namespace UI.CardSystem.StateMachine.States
{
/// <summary>
/// Optional helper component for handling drag/drop integration with existing DragDrop system.
/// Can be attached to Card root to bridge between state machine and drag system.
/// </summary>
public class CardInteractionHandler : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler
{
private CardContext _context;
private CardDraggingState _draggingState;
private bool _isDragging;
private void Awake()
{
_context = GetComponent<CardContext>();
}
public void OnBeginDrag(PointerEventData eventData)
{
// Only allow drag from certain states
var currentState = _context.StateMachine.currentState?.name;
if (currentState != "RevealedState" && currentState != "PlacedInSlotState")
{
return;
}
// Transition to dragging state
_context.StateMachine.ChangeState("DraggingState");
_draggingState = _context.StateMachine.currentState?.GetComponent<CardDraggingState>();
_isDragging = true;
}
public void OnDrag(PointerEventData eventData)
{
if (!_isDragging || _draggingState == null) return;
// Update drag position
Vector3 worldPosition;
RectTransformUtility.ScreenPointToWorldPointInRectangle(
transform as RectTransform,
eventData.position,
eventData.pressEventCamera,
out worldPosition
);
_draggingState.UpdateDragPosition(worldPosition);
}
public void OnEndDrag(PointerEventData eventData)
{
if (!_isDragging || _draggingState == null) return;
_isDragging = false;
// Check if dropped over a valid slot
// This would integrate with your existing AlbumCardSlot system
// For now, just return to revealed state
_draggingState.OnDroppedOutsideSlot();
}
}
}

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fileFormatVersion: 2
guid: 860a5494378b465a9cc05b2b3d585bf9
timeCreated: 1762884900

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using Core;
using Core.SaveLoad;
using UnityEngine.EventSystems;
namespace UI.CardSystem.StateMachine.States
{
/// <summary>
/// Placed in slot state - card is in an album slot and can be clicked to enlarge.
/// Manages the parent slot reference.
/// </summary>
public class CardPlacedInSlotState : AppleState, IPointerClickHandler
{
private CardContext _context;
private AlbumCardSlot _parentSlot;
private void Awake()
{
_context = GetComponentInParent<CardContext>();
}
public override void OnEnterState()
{
Logging.Debug($"[CardPlacedInSlotState] Card placed in slot: {_context.CardData?.Name}");
// Card is now part of the album, no special visuals needed
// Just wait for interaction
}
/// <summary>
/// Set the parent slot this card belongs to
/// </summary>
public void SetParentSlot(AlbumCardSlot slot)
{
_parentSlot = slot;
}
/// <summary>
/// Get the parent slot
/// </summary>
public AlbumCardSlot GetParentSlot()
{
return _parentSlot;
}
public void OnPointerClick(PointerEventData eventData)
{
// Click to enlarge when in album
Logging.Debug($"[CardPlacedInSlotState] Card clicked in slot, transitioning to enlarged state");
_context.StateMachine.ChangeState("AlbumEnlargedState");
}
}
}

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fileFormatVersion: 2
guid: 11a4dc9bbeed4623baf1675ab5679bd9
timeCreated: 1762884899

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using Core.SaveLoad;
using UnityEngine;
using UnityEngine.EventSystems;
namespace UI.CardSystem.StateMachine.States
{
/// <summary>
/// Revealed state - card is flipped and visible, waiting for interaction.
/// Can be clicked to enlarge or dragged to place in album.
/// </summary>
public class CardRevealedState : AppleState, IPointerClickHandler
{
private CardContext _context;
private void Awake()
{
_context = GetComponentInParent<CardContext>();
}
public override void OnEnterState()
{
// Card is simply visible and interactable
// No special animations needed
}
public void OnPointerClick(PointerEventData eventData)
{
// Click to enlarge
_context.StateMachine.ChangeState("EnlargedNewState");
}
}
}

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fileFormatVersion: 2
guid: 891aad90d6cc41869e497f94d1408859
timeCreated: 1762884650