# Card State Machine Implementation Summary ## Architecture Overview **Isolated State Pattern** using Pixelplacement StateMachine: ``` Card (RectTransform - primary animation target) ├─ CardDisplay (always visible) ├─ CardContext (shared references) ├─ CardAnimator (reusable animations) └─ CardStateMachine (AppleMachine) ├─ IdleState/ ├─ FlippingState/ │ └─ CardBackVisual ← State owns this ├─ EnlargedNewState/ │ └─ NewCardBadge ← State owns this └─ EnlargedRepeatState/ └─ ProgressBarUI ← State owns this ``` ## Key Design Decisions ### 1. State-Owned Visuals - State-specific GameObjects (CardBackVisual, NewCardBadge, etc.) are **children of their state GameObject** - When state activates → children activate automatically - When state deactivates → children deactivate automatically - **No manual visibility management needed!** ### 2. Transform Animation - **Root Card.transform** is animated for position/scale (affects all children via Unity hierarchy) - **State child visuals** can be animated independently (e.g., rotating CardBackVisual during flip) - States decide WHAT to animate, CardAnimator provides HOW ### 3. Shared Resources - `CardContext` component provides states access to: - CardDisplay - CardAnimator - StateMachine - CardData - IsNewCard flag - States call `_context.Animator.PlayFlip(...)` instead of duplicating tween code ### 4. State Transitions States explicitly transition via `_context.StateMachine.ChangeState("StateName")` Example flow: ``` IdleState [click] → FlippingState [flip complete + IsNew] → EnlargedNewState [tap] → RevealedState ``` ## Files Created **Core Components:** - `CardContext.cs` - Shared context accessible to all states - `CardAnimator.cs` - Reusable animation methods - `CardAnimationConfig.cs` - ScriptableObject for designer tweaks **State Implementations:** - `States/CardIdleState.cs` - Hover animation, click to flip - `States/CardFlippingState.cs` - Owns CardBackVisual, flip animation - `States/CardRevealedState.cs` - Waiting for interaction - `States/CardEnlargedNewState.cs` - Owns NewCardBadge, tap to dismiss - `States/CardEnlargedRepeatState.cs` - Owns ProgressBarUI, tap to dismiss ## Next Steps 1. **Create remaining states:** - `CardDraggingState` (for album placement flow) - `CardPlacedInSlotState` (album slot interaction) - `CardAlbumEnlargedState` (enlarge from album) 2. **Build Card prefab:** - Setup hierarchy with state children - Assign CardBackVisual, NewCardBadge, ProgressBarUI to states - Create CardAnimationConfig asset 3. **Migrate existing code:** - Update BoosterOpeningPage to use new Card - Update AlbumViewPage to use new Card - Remove old wrapper scripts (FlippableCard, AlbumCard, etc.) ## Benefits vs Old System | Aspect | Old System | New System | |--------|-----------|------------| | Components per card | 5+ wrappers | 1 root + states | | Animation code duplication | ~150 lines across 4 files | 0 (shared CardAnimator) | | State tracking | 12+ boolean flags | 1 state machine | | Visual element management | Manual SetActive calls | Automatic via state activation | | Adding new behaviors | Modify 3-4 components | Add 1 new state GameObject | | Prefab nesting | 5 layers deep | Flat (states as children) | | Debugging state | Check 12 booleans | Look at active state name | ## Example: Adding New State Want to add a "Trading" state where card shows trade UI? **Old system:** Modify FlippableCard, AlbumCard, add new wrapper, update events, etc. **New system:** 1. Create `CardTradingState.cs` 2. Add `TradingState` GameObject under CardStateMachine 3. Add trade UI as child of TradingState 4. Implement `OnEnterState()` to show UI 5. Call `ChangeState("TradingState")` from wherever needed Done! No other files touched.