Update assets, working save kerfuffle

This commit is contained in:
Michal Pikulski
2025-11-17 14:30:07 +01:00
parent ee07d89d3e
commit c6f635f871
30 changed files with 44358 additions and 462 deletions

View File

@@ -1,13 +1,14 @@
using Core.SaveLoad;
using Core;
using Core.SaveLoad;
using UnityEngine;
namespace UI.CardSystem.StateMachine.States
{
/// <summary>
/// Card is in pending face-down state in corner, awaiting drag.
/// On drag start, triggers data assignment, flip animation, and page navigation.
/// On drag start, triggers flip animation and transitions to revealed dragging.
/// </summary>
public class CardPendingFaceDownState : AppleState
public class CardPendingFaceDownState : AppleState, ICardStateDragHandler
{
[Header("State-Owned Visuals")]
[SerializeField] private GameObject cardBackVisual;
@@ -44,15 +45,31 @@ namespace UI.CardSystem.StateMachine.States
}
/// <summary>
/// Called by Card.OnDragStartedHook when user starts dragging.
/// This triggers the smart selection, page navigation, and flip animation.
/// Handle drag start - triggers flip animation and page navigation
/// </summary>
public void OnDragStarted()
public bool OnCardDragStarted(CardContext context)
{
if (_isFlipping) return; // Already flipping
if (_isFlipping) return true; // Already handling
// Start flip animation (data should be assigned by listeners by now)
// IMPORTANT: Data must be assigned by event listeners (AlbumViewPage) BEFORE we flip
// The event system guarantees this because events are synchronous
if (context.CardData == null)
{
Logging.Warning("[CardPendingFaceDownState] OnCardDragStarted called but no CardData assigned yet!");
return true; // Don't flip without data
}
// Start flip animation (data is now guaranteed to be assigned)
StartFlipAnimation();
return true; // We handled it, prevent default DraggingState transition
}
/// <summary>
/// We don't handle drag end in face-down state
/// </summary>
public bool OnCardDragEnded(CardContext context)
{
return false;
}
private void StartFlipAnimation()