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using System;
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using System.Collections.Generic;
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using System.Threading;
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using Cysharp.Threading.Tasks;
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using TMPro;
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using UnityEngine;
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public class GameManager : MonoBehaviour
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{
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public static GameManager Instance { get; private set; }
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[Header("Containers")]
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public CardContainer deckContainer;
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public CardContainer handContainer;
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public CardContainer boardContainer;
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public CardContainer discardContainer;
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[Header("Prefabs & UI")]
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public CardView cardPrefab;
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public TMP_Text statusText;
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public TMP_Text scoreText;
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[Header("Rules")]
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public int maxHandSize = 4;
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private int _playerScore;
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private int _enemyScore;
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private bool _isBusy;
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private CancellationToken _destroyToken;
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private void Awake()
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{
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Instance = this;
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_destroyToken = this.GetCancellationTokenOnDestroy();
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}
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private void Start()
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{
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StartGameAsync().Forget();
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}
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private async UniTaskVoid StartGameAsync()
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{
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_isBusy = true;
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UpdateScoreUI();
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SetStatus("Подготовка колоды...");
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CreateAndShuffleDeck();
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await UniTask.Delay(400, cancellationToken: _destroyToken);
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SetStatus("Раздаём карты...");
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for (var i = 0; i < 3; i++)
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{
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await DrawTopCardToHandAsync();
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}
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SetStatus("Ваш ход: сыграйте карту на поле или сбросьте ненужную");
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_isBusy = false;
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}
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private void CreateAndShuffleDeck()
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{
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var models = new List<CardModel>();
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for (var copy = 0; copy < 2; copy++)
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{
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foreach (CardSuit suit in Enum.GetValues(typeof(CardSuit)))
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{
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foreach (CardRank rank in Enum.GetValues(typeof(CardRank)))
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{
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models.Add(new CardModel(suit, rank));
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}
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}
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}
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for (var i = models.Count - 1; i > 0; i--)
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{
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var rnd = UnityEngine.Random.Range(0, i + 1);
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(models[i], models[rnd]) = (models[rnd], models[i]);
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}
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foreach (var model in models)
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{
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var card = Instantiate(cardPrefab, deckContainer.cardHolder);
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card.Initialize(model, faceUp: false);
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deckContainer.AddCardInstant(card);
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}
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}
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public bool CanStartDrag(CardView card)
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{
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if (_isBusy || card.CurrentContainer == null) return false;
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return card.CurrentContainer.type switch
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{
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ContainerType.Deck => deckContainer.Cards.Count > 0 && deckContainer.Cards.Contains(card),
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ContainerType.Hand => true,
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ContainerType.Board => true,
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ContainerType.Discard => discardContainer.Cards.Count > 0 && discardContainer.Cards.Contains(card),
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_ => false
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};
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}
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public async UniTask HandleCardDropAsync(CardView card, CardContainer origin, CardContainer target, int returnIndex)
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{
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_isBusy = true;
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if (target == null || target == origin)
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{
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await origin.AddCardAnimatedAsync(card, returnIndex, _destroyToken);
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_isBusy = false;
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return;
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}
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switch (origin.type)
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{
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case ContainerType.Deck when target.type == ContainerType.Hand:
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{
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if (handContainer.Cards.Count < maxHandSize)
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{
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await handContainer.AddCardAnimatedAsync(card, -1, _destroyToken);
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SetStatus($"Взята карта: {FormatCardName(card.Model)}");
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}
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else
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{
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SetStatus($"В руке нет места (максимум {maxHandSize} карты)");
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await origin.AddCardAnimatedAsync(card, returnIndex, _destroyToken);
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}
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break;
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}
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case ContainerType.Hand when target.type == ContainerType.Board:
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await boardContainer.AddCardAnimatedAsync(card, -1, _destroyToken);
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await ResolveBattleOnBoardAsync(card);
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break;
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case ContainerType.Hand when target.type == ContainerType.Discard:
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await discardContainer.AddCardAnimatedAsync(card, -1, _destroyToken);
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SetStatus($"Сброшен {FormatCardName(card.Model)}. Берём замену...");
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await UniTask.Delay(250, cancellationToken: _destroyToken);
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await DrawTopCardToHandAsync();
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SetStatus("Ваш ход: выберите карту для атаки");
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break;
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case ContainerType.Discard when target.type == ContainerType.Deck:
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await deckContainer.AddCardAnimatedAsync(card, -1, _destroyToken);
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await RecycleDiscardToDeckAsync();
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SetStatus("Сброшенные карты вернулись в колоду!");
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break;
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case ContainerType.Board when target.type == ContainerType.Discard:
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await discardContainer.AddCardAnimatedAsync(card, -1, _destroyToken);
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SetStatus("Карта отправлена в сброс");
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break;
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default:
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SetStatus("Сюда карту положить нельзя");
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await origin.AddCardAnimatedAsync(card, returnIndex, _destroyToken);
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break;
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}
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_isBusy = false;
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}
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private async UniTask ResolveBattleOnBoardAsync(CardView playerCard)
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{
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SetStatus($"Вы сыграли: {FormatCardName(playerCard.Model)}. Ход противника...");
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await UniTask.Delay(400, cancellationToken: _destroyToken);
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if (deckContainer.Cards.Count == 0)
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{
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await RecycleDiscardToDeckAsync();
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}
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if (deckContainer.Cards.Count == 0)
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{
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SetStatus("В колоде закончились карты. Ничья в раунде!");
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boardContainer.RemoveCardListReference(playerCard);
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await discardContainer.AddCardAnimatedAsync(playerCard, -1, _destroyToken);
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return;
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}
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var enemyCard = deckContainer.Cards[^1];
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deckContainer.RemoveCardListReference(enemyCard);
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await boardContainer.AddCardAnimatedAsync(enemyCard, -1, _destroyToken);
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await UniTask.Delay(650, cancellationToken: _destroyToken);
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var result = CompareCards(playerCard.Model, enemyCard.Model);
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switch (result)
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{
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case > 0:
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_playerScore++;
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SoundManager.Instance?.PlayWin();
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SetStatus($"Победа! Ваш {FormatCardName(playerCard.Model)} побеждает {FormatCardNameGenitive(enemyCard.Model)}!");
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break;
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case < 0:
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_enemyScore++;
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SoundManager.Instance?.PlayLose();
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SetStatus($"Поражение: {FormatCardName(enemyCard.Model)} соперника оказался сильнее.");
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break;
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default:
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SetStatus("Боевая ничья! Силы стихий равны.");
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break;
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}
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UpdateScoreUI();
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await UniTask.Delay(1100, cancellationToken: _destroyToken);
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boardContainer.RemoveCardListReference(playerCard);
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boardContainer.RemoveCardListReference(enemyCard);
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await UniTask.WhenAll(
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discardContainer.AddCardAnimatedAsync(playerCard, -1, _destroyToken),
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discardContainer.AddCardAnimatedAsync(enemyCard, -1, _destroyToken)
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);
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if (handContainer.Cards.Count == 0)
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{
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if (deckContainer.Cards.Count == 0)
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await RecycleDiscardToDeckAsync();
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await DrawTopCardToHandAsync();
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}
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SetStatus("Ваш ход: выберите карту для атаки");
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}
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private int CompareCards(CardModel p, CardModel e)
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{
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if (p.rank != e.rank)
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return p.rank > e.rank ? 1 : -1;
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if (p.suit == e.suit)
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return 0;
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var playerSuitAdvantage =
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(p.suit == CardSuit.Fire && e.suit == CardSuit.Earth) ||
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(p.suit == CardSuit.Earth && e.suit == CardSuit.Air) ||
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(p.suit == CardSuit.Air && e.suit == CardSuit.Water) ||
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(p.suit == CardSuit.Water && e.suit == CardSuit.Fire);
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return playerSuitAdvantage ? 1 : -1;
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}
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private async UniTask DrawTopCardToHandAsync()
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{
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if (deckContainer.Cards.Count == 0 || handContainer.Cards.Count >= maxHandSize) return;
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var topCard = deckContainer.Cards[^1];
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deckContainer.RemoveCardListReference(topCard);
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await handContainer.AddCardAnimatedAsync(topCard, -1, _destroyToken);
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}
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private async UniTask RecycleDiscardToDeckAsync()
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{
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if (discardContainer.Cards.Count == 0) return;
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SetStatus("Перетасовываем сброс обратно в колоду...");
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var cardsToRecycle = new List<CardView>(discardContainer.Cards);
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discardContainer.Cards.Clear();
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foreach (var c in cardsToRecycle)
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{
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await deckContainer.AddCardAnimatedAsync(c, -1, _destroyToken);
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}
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}
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public async UniTaskVoid DrawCardByClickAsync()
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{
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if (_isBusy) return;
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if (handContainer.Cards.Count >= maxHandSize)
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{
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SetStatus($"В руке уже максимум карт ({maxHandSize})");
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return;
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}
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_isBusy = true;
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await DrawTopCardToHandAsync();
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_isBusy = false;
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}
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public async UniTaskVoid PlayCardFromHandByClickAsync(CardView card)
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{
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if (_isBusy || card == null || card.CurrentContainer != handContainer) return;
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_isBusy = true;
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handContainer.RemoveCardListReference(card);
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await boardContainer.AddCardAnimatedAsync(card, -1, _destroyToken);
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await ResolveBattleOnBoardAsync(card);
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_isBusy = false;
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}
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public async UniTaskVoid RecycleDiscardByClickAsync()
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{
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if (_isBusy) return;
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if (discardContainer.Cards.Count == 0)
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{
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SetStatus("Стопка сброса пуста");
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return;
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}
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_isBusy = true;
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await RecycleDiscardToDeckAsync();
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SetStatus("Колода пополнена из сброса!");
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_isBusy = false;
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}
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private void UpdateScoreUI()
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{
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if (scoreText != null)
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scoreText.text = $"Игрок: {_playerScore} | Противник: {_enemyScore}";
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}
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private void SetStatus(string message)
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{
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if (statusText != null)
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statusText.text = message;
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}
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private static string FormatCardName(CardModel card)
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{
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var rank = card.rank switch
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{
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CardRank.Servant => "Слуга",
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CardRank.Knight => "Рыцарь",
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CardRank.Lord => "Владыка",
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_ => "Воин"
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};
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var suit = card.suit switch
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{
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CardSuit.Fire => "Огня",
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CardSuit.Earth => "Земли",
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CardSuit.Air => "Воздуха",
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CardSuit.Water => "Воды",
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_ => ""
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};
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return $"{rank} {suit}";
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}
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private static string FormatCardNameGenitive(CardModel card)
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{
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var rank = card.rank switch
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{
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CardRank.Servant => "Слугу",
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CardRank.Knight => "Рыцаря",
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CardRank.Lord => "Владыку",
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_ => "Воина"
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};
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var suit = card.suit switch
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{
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CardSuit.Fire => "Огня",
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CardSuit.Earth => "Земли",
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CardSuit.Air => "Воздуха",
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CardSuit.Water => "Воды",
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_ => ""
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};
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return $"{rank} {suit}";
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}
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}
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