Refactor, cleanup code and add documentaiton
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// filepath: Assets/Scripts/UI/CardSystem/StateMachine/States/CardEnlargedLegendaryRepeatState.cs
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using Core;
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using Core.SaveLoad;
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using UnityEngine;
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using AppleHills.Core.Settings;
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namespace UI.CardSystem.StateMachine.States
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{
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/// <summary>
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/// Enlarged state specifically for Legendary rarity presentation after an upgrade.
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/// Shows the legendary card enlarged and awaits a click to shrink back to revealed state.
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/// </summary>
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public class CardEnlargedLegendaryRepeatState : AppleState, ICardClickHandler
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{
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private CardContext _context;
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private void Awake()
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{
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_context = GetComponentInParent<CardContext>();
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}
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public override void OnEnterState()
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{
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// Ensure card front is visible and facing camera
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if (_context.CardDisplay != null)
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{
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_context.CardDisplay.gameObject.SetActive(true);
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_context.CardDisplay.transform.localRotation = Quaternion.Euler(0, 0, 0);
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}
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// Card is already enlarged from EnlargedRepeatState, so no need to enlarge again
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// Just await click to dismiss
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Logging.Debug($"[CardEnlargedLegendaryRepeatState] Legendary card enlarged: {_context.CardData?.Name}");
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}
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public void OnCardClicked(CardContext context)
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{
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// Click to shrink to original scale and go to revealed state
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if (context.Animator != null)
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{
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context.Animator.PlayShrink(context.OriginalScale, onComplete: () =>
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{
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context.StateMachine.ChangeState("RevealedState");
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});
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}
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else
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{
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context.StateMachine.ChangeState("RevealedState");
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}
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}
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}
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}
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