123 lines
3.9 KiB
C#
123 lines
3.9 KiB
C#
using AppleHills.Data.CardSystem;
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using Core.SaveLoad;
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using UnityEngine;
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namespace UI.CardSystem.StateMachine
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{
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/// <summary>
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/// Main Card controller component.
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/// Orchestrates the card state machine, context, and animator.
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/// This is the single entry point for working with cards.
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/// </summary>
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public class Card : MonoBehaviour
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{
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[Header("Components")]
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[SerializeField] private CardContext context;
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[SerializeField] private CardAnimator animator;
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[SerializeField] private AppleMachine stateMachine;
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[Header("Configuration")]
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[SerializeField] private string initialState = "IdleState";
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// Public accessors
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public CardContext Context => context;
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public CardAnimator Animator => animator;
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public AppleMachine StateMachine => stateMachine;
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public CardData CardData => context?.CardData;
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private void Awake()
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{
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// Auto-find components if not assigned
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if (context == null)
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context = GetComponent<CardContext>();
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if (animator == null)
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animator = GetComponent<CardAnimator>();
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if (stateMachine == null)
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stateMachine = GetComponentInChildren<AppleMachine>();
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}
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/// <summary>
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/// Setup the card with data and optional initial state
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/// </summary>
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public void SetupCard(CardData data, bool isNew = false, string startState = null)
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{
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if (context != null)
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{
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context.SetupCard(data, isNew);
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}
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// Start the state machine with specified or default state
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string targetState = startState ?? initialState;
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if (stateMachine != null && !string.IsNullOrEmpty(targetState))
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{
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stateMachine.ChangeState(targetState);
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}
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}
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/// <summary>
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/// Setup for booster reveal flow (starts at IdleState, will flip on click)
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/// </summary>
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public void SetupForBoosterReveal(CardData data, bool isNew)
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{
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SetupCard(data, isNew, "IdleState");
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}
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/// <summary>
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/// Setup for album placement (starts at PlacedInSlotState)
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/// </summary>
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public void SetupForAlbumSlot(CardData data, AlbumCardSlot slot)
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{
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SetupCard(data, false, "PlacedInSlotState");
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// Set the parent slot on the PlacedInSlotState
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var placedState = GetStateComponent<States.CardPlacedInSlotState>("PlacedInSlotState");
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if (placedState != null)
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{
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placedState.SetParentSlot(slot);
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}
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}
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/// <summary>
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/// Transition to a specific state
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/// </summary>
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public void ChangeState(string stateName)
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{
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if (stateMachine != null)
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{
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stateMachine.ChangeState(stateName);
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}
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}
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/// <summary>
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/// Get a specific state component by name
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/// </summary>
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public T GetStateComponent<T>(string stateName) where T : AppleState
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{
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if (stateMachine == null) return null;
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Transform stateTransform = stateMachine.transform.Find(stateName);
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if (stateTransform != null)
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{
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return stateTransform.GetComponent<T>();
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}
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return null;
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}
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/// <summary>
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/// Get the current active state name
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/// </summary>
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public string GetCurrentStateName()
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{
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if (stateMachine?.currentState != null)
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{
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return stateMachine.currentState.name;
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}
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return "None";
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}
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}
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}
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