Files
AppleHillsProduction/Assets/Scripts/UI/CardSystem/StateMachine/States/CardPendingFaceDownState.cs
Michal Pikulski b5364a2bbc Stash work!
2025-11-17 17:10:24 +01:00

172 lines
6.4 KiB
C#

using Core;
using Core.SaveLoad;
using UnityEngine;
namespace UI.CardSystem.StateMachine.States
{
/// <summary>
/// Card is in pending face-down state in corner, awaiting drag.
/// On drag start, queries AlbumViewPage for card data and slot, triggers page navigation,
/// then flips and transitions to dragging revealed state.
/// </summary>
public class CardPendingFaceDownState : AppleState, ICardStateDragHandler
{
[Header("State-Owned Visuals")]
[SerializeField] private GameObject cardBackVisual;
private CardContext _context;
private bool _isFlipping;
private AlbumCardSlot _targetSlot;
private bool _dragEndedDuringFlip = false; // Track if user released before card flip animation completed
private void Awake()
{
_context = GetComponentInParent<CardContext>();
}
public override void OnEnterState()
{
if (_context == null) return;
_isFlipping = false;
_targetSlot = null;
_dragEndedDuringFlip = false;
// Show card back, hide card front
if (cardBackVisual != null)
{
cardBackVisual.SetActive(true);
cardBackVisual.transform.localRotation = Quaternion.Euler(0, 0, 0);
}
if (_context.CardDisplay != null)
{
_context.CardDisplay.gameObject.SetActive(false);
_context.CardDisplay.transform.localRotation = Quaternion.Euler(0, 180, 0);
}
}
/// <summary>
/// Handle drag start - STATE ORCHESTRATES ITS OWN FLOW
/// </summary>
public bool OnCardDragStarted(CardContext context)
{
if (_isFlipping) return true; // Already handling
// Step 1: Find AlbumViewPage
AlbumViewPage albumPage = Object.FindFirstObjectByType<AlbumViewPage>();
if (albumPage == null)
{
Logging.Warning("[CardPendingFaceDownState] AlbumViewPage not found!");
return true;
}
// Step 2: Ask AlbumViewPage what card to display and prompt it to rebuild
var cardData = albumPage.GetCardForPendingSlot();
if (cardData == null)
{
Logging.Warning("[CardPendingFaceDownState] No card data available from AlbumViewPage!");
return true;
}
// Step 3: Apply card data to context
context.SetupCard(cardData);
Logging.Debug($"[CardPendingFaceDownState] Assigned card data: {cardData.Name} ({cardData.Zone})");
// Step 4: Ask AlbumViewPage for target slot
_targetSlot = albumPage.GetTargetSlotForCard(cardData);
if (_targetSlot == null)
{
Logging.Warning($"[CardPendingFaceDownState] No slot found for card {cardData.DefinitionId}");
// Still flip and show card, but won't be able to place it
}
// Step 5: Request page navigation (no callback needed - AlbumViewPage tracks state)
albumPage.NavigateToCardPage(cardData, null);
// Step 6: Start card flip animation
StartFlipAnimation();
return true; // We handled it, prevent default DraggingState transition
}
/// <summary>
/// Handle drag end - if card flip animation still in progress, flag it for next state
/// </summary>
public bool OnCardDragEnded(CardContext context)
{
if (_isFlipping)
{
// Card flip animation still in progress - user released immediately
_dragEndedDuringFlip = true;
Logging.Debug("[CardPendingFaceDownState] Drag ended during card flip - will pass to next state");
return true; // We handled it
}
return false; // Already transitioned to DraggingRevealedState, let it handle
}
private void StartFlipAnimation()
{
_isFlipping = true;
// Scale up from corner size to normal dragging size
if (_context.Animator != null)
{
_context.Animator.AnimateScale(_context.OriginalScale * 1.15f, 0.3f);
}
// Play flip animation
if (_context.Animator != null)
{
_context.Animator.PlayFlip(
cardBack: cardBackVisual != null ? cardBackVisual.transform : null,
cardFront: _context.CardDisplay != null ? _context.CardDisplay.transform : null,
onComplete: OnFlipComplete
);
}
else
{
// No animator, just switch visibility immediately
if (cardBackVisual != null) cardBackVisual.SetActive(false);
if (_context.CardDisplay != null) _context.CardDisplay.gameObject.SetActive(true);
OnFlipComplete();
}
}
private void OnFlipComplete()
{
// Transition to dragging revealed state
// Pass target slot to next state (it will query AlbumViewPage for flip status)
var card = _context.GetComponent<Card>();
if (card != null)
{
var draggingState = card.GetStateComponent<CardDraggingRevealedState>("DraggingRevealedState");
if (draggingState != null)
{
draggingState.SetTargetSlot(_targetSlot);
// If drag ended before we transitioned, tell next state to handle placement immediately
if (_dragEndedDuringFlip)
{
draggingState.SetDragAlreadyEnded(true);
Logging.Debug("[CardPendingFaceDownState] Passing drag-ended flag to DraggingRevealedState");
}
}
}
_context.StateMachine.ChangeState("DraggingRevealedState");
}
private void OnDisable()
{
// Hide card back when leaving state
if (cardBackVisual != null)
{
cardBackVisual.SetActive(false);
}
}
}
}