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@@ -6,7 +6,8 @@ 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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/// On drag start, triggers flip animation and transitions to revealed dragging.
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/// On drag start, queries AlbumViewPage for card data and slot, triggers page navigation,
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/// then flips and transitions to dragging revealed state.
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/// </summary>
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public class CardPendingFaceDownState : AppleState, ICardStateDragHandler
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{
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@@ -15,6 +16,8 @@ namespace UI.CardSystem.StateMachine.States
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private CardContext _context;
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private bool _isFlipping;
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private AlbumCardSlot _targetSlot;
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private bool _dragEndedDuringFlip = false; // Track if user released before card flip animation completed
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private void Awake()
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{
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@@ -26,6 +29,8 @@ namespace UI.CardSystem.StateMachine.States
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if (_context == null) return;
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_isFlipping = false;
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_targetSlot = null;
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_dragEndedDuringFlip = false;
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// Show card back, hide card front
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if (cardBackVisual != null)
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@@ -39,37 +44,67 @@ namespace UI.CardSystem.StateMachine.States
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_context.CardDisplay.gameObject.SetActive(false);
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_context.CardDisplay.transform.localRotation = Quaternion.Euler(0, 180, 0);
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}
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// Scale down for corner display
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_context.RootTransform.localScale = _context.OriginalScale * 0.8f;
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}
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/// <summary>
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/// Handle drag start - triggers flip animation and page navigation
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/// Handle drag start - STATE ORCHESTRATES ITS OWN FLOW
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/// </summary>
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public bool OnCardDragStarted(CardContext context)
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{
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if (_isFlipping) return true; // Already handling
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// IMPORTANT: Data must be assigned by event listeners (AlbumViewPage) BEFORE we flip
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// The event system guarantees this because events are synchronous
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if (context.CardData == null)
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// Step 1: Find AlbumViewPage
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AlbumViewPage albumPage = Object.FindFirstObjectByType<AlbumViewPage>();
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if (albumPage == null)
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{
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Logging.Warning("[CardPendingFaceDownState] OnCardDragStarted called but no CardData assigned yet!");
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return true; // Don't flip without data
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Logging.Warning("[CardPendingFaceDownState] AlbumViewPage not found!");
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return true;
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}
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// Start flip animation (data is now guaranteed to be assigned)
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// Step 2: Ask AlbumViewPage what card to display and prompt it to rebuild
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var cardData = albumPage.GetCardForPendingSlot();
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if (cardData == null)
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{
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Logging.Warning("[CardPendingFaceDownState] No card data available from AlbumViewPage!");
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return true;
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}
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// Step 3: Apply card data to context
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context.SetupCard(cardData);
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Logging.Debug($"[CardPendingFaceDownState] Assigned card data: {cardData.Name} ({cardData.Zone})");
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// Step 4: Ask AlbumViewPage for target slot
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_targetSlot = albumPage.GetTargetSlotForCard(cardData);
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if (_targetSlot == null)
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{
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Logging.Warning($"[CardPendingFaceDownState] No slot found for card {cardData.DefinitionId}");
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// Still flip and show card, but won't be able to place it
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}
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// Step 5: Request page navigation (no callback needed - AlbumViewPage tracks state)
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albumPage.NavigateToCardPage(cardData, null);
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// Step 6: Start card flip animation
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StartFlipAnimation();
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return true; // We handled it, prevent default DraggingState transition
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}
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/// <summary>
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/// We don't handle drag end in face-down state
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/// Handle drag end - if card flip animation still in progress, flag it for next state
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/// </summary>
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public bool OnCardDragEnded(CardContext context)
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{
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return false;
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if (_isFlipping)
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{
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// Card flip animation still in progress - user released immediately
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_dragEndedDuringFlip = true;
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Logging.Debug("[CardPendingFaceDownState] Drag ended during card flip - will pass to next state");
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return true; // We handled it
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}
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return false; // Already transitioned to DraggingRevealedState, let it handle
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}
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private void StartFlipAnimation()
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@@ -103,6 +138,24 @@ namespace UI.CardSystem.StateMachine.States
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private void OnFlipComplete()
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{
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// Transition to dragging revealed state
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// Pass target slot to next state (it will query AlbumViewPage for flip status)
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var card = _context.GetComponent<Card>();
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if (card != null)
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{
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var draggingState = card.GetStateComponent<CardDraggingRevealedState>("DraggingRevealedState");
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if (draggingState != null)
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{
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draggingState.SetTargetSlot(_targetSlot);
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// If drag ended before we transitioned, tell next state to handle placement immediately
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if (_dragEndedDuringFlip)
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{
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draggingState.SetDragAlreadyEnded(true);
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Logging.Debug("[CardPendingFaceDownState] Passing drag-ended flag to DraggingRevealedState");
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}
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}
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}
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_context.StateMachine.ChangeState("DraggingRevealedState");
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}
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