40 lines
1.2 KiB
C#
40 lines
1.2 KiB
C#
using Core.SaveLoad;
|
|
using UnityEngine;
|
|
|
|
namespace UI.CardSystem.StateMachine.States
|
|
{
|
|
/// <summary>
|
|
/// Dragging revealed state for pending cards after flip; minimal overlay of CardDraggingState but no badges.
|
|
/// </summary>
|
|
public class CardDraggingRevealedState : AppleState
|
|
{
|
|
private CardContext context;
|
|
private Vector3 originalScale;
|
|
|
|
private void Awake()
|
|
{
|
|
context = GetComponentInParent<CardContext>();
|
|
}
|
|
|
|
public override void OnEnterState()
|
|
{
|
|
if (context == null) return;
|
|
if (context.CardDisplay != null)
|
|
{
|
|
context.CardDisplay.gameObject.SetActive(true);
|
|
context.CardDisplay.transform.localRotation = Quaternion.Euler(0,0,0);
|
|
}
|
|
originalScale = context.RootTransform.localScale;
|
|
context.RootTransform.localScale = originalScale * 1.15f;
|
|
}
|
|
|
|
private void OnDisable()
|
|
{
|
|
if (context?.RootTransform != null)
|
|
{
|
|
context.RootTransform.localScale = originalScale;
|
|
}
|
|
}
|
|
}
|
|
}
|