using Core.SaveLoad; using UnityEngine; namespace UI.CardSystem.StateMachine.States { /// /// Card is in pending face-down state in corner, awaiting drag. /// Front hidden, back visible (assumes CardBack child exists). /// public class CardPendingFaceDownState : AppleState { private CardContext context; private GameObject cardBack; private void Awake() { context = GetComponentInParent(); if (context != null) { var backTransform = context.RootTransform.Find("CardBack"); if (backTransform != null) cardBack = backTransform.gameObject; } } public override void OnEnterState() { if (context == null) return; // Hide front if (context.CardDisplay != null) { context.CardDisplay.gameObject.SetActive(false); } // Show back if (cardBack != null) cardBack.SetActive(true); // Scale context.RootTransform.localScale = context.OriginalScale * 0.8f; } } }