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AppleHillsProduction/docs/interactables/code_reference.md

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# Interactables System - Code Reference
## Table of Contents
1. [Overview](#overview)
2. [Class Hierarchy](#class-hierarchy)
3. [InteractableBase - The Template Method](#interactablebase---the-template-method)
- [Interaction Flow](#interaction-flow)
- [Virtual Methods to Override](#virtual-methods-to-override)
4. [Creating Custom Interactables](#creating-custom-interactables)
- [Example 1: Simple Button (OneClickInteraction)](#example-1-simple-button-oneclickinteraction)
- [Example 2: Item Pickup](#example-2-item-pickup)
- [Example 3: Item Slot with Validation](#example-3-item-slot-with-validation)
5. [Character Movement](#character-movement)
6. [Action Component System](#action-component-system)
7. [Events System](#events-system)
8. [Save/Load System Integration](#saveload-system-integration)
9. [Integration with Puzzle System](#integration-with-puzzle-system)
10. [Advanced Patterns](#advanced-patterns)
---
## Overview
Simple, centrally orchestrated interaction system for player and follower characters.
### Core Concepts
- **Template Method Pattern**: `InteractableBase` defines the interaction flow; subclasses override specific steps
- **Action Component System**: Modular actions respond to interaction events independently
- **Async/Await Flow**: Character movement and timeline playback use async patterns
- **Save/Load Integration**: `SaveableInteractable` provides persistence for interaction state
---
## Class Hierarchy
```
ManagedBehaviour
└── InteractableBase
├── OneClickInteraction
└── SaveableInteractable
├── Pickup
└── ItemSlot
```
### Class Descriptions
- **InteractableBase** - Abstract base class that orchestrates the complete interaction flow using the Template Method pattern. Handles tap input, character movement, validation, and event dispatching for all interactables.
- **SaveableInteractable** - Extends InteractableBase with save/load capabilities, integrating with the ManagedBehaviour save system. Provides abstract methods for JSON serialization and deserialization of state.
- **OneClickInteraction** - Simplest concrete interactable that completes immediately when character arrives with no additional logic. All functionality comes from UnityEvents configured in the Inspector.
- **Pickup** - Represents items that can be picked up by the follower, handling item combination and state tracking. Integrates with ItemManager and supports bilateral restoration with ItemSlots.
- **ItemSlot** - Container that accepts specific items with validation for correct/incorrect/forbidden items. Manages item placement, swapping, and supports combination with special puzzle integration that allows swapping when locked.
---
## InteractableBase - The Template Method
### Interaction Flow
When a player taps an interactable, the following flow executes:
```csharp
OnTap() → CanBeClicked() → StartInteractionFlowAsync()
1. Find Characters (player, follower)
2. OnInteractionStarted() [Virtual Hook]
3. Fire interactionStarted events
4. MoveCharactersAsync()
5. OnInteractingCharacterArrived() [Virtual Hook]
6. Fire characterArrived events
7. ValidateInteraction()
8. DoInteraction() [Virtual Hook - OVERRIDE THIS]
9. OnInteractionFinished() [Virtual Hook]
10. Fire interactionComplete events
```
### Virtual Methods to Override
#### 1. `CanBeClicked()` - Pre-Interaction Validation
```csharp
protected virtual bool CanBeClicked()
{
if (!isActive) return false;
// Add custom checks here
return true;
}
```
**When to override:** Add high-level validation before interaction starts (cooldowns, prerequisites, etc.)
#### 2. `OnInteractionStarted()` - Setup Logic
```csharp
protected virtual void OnInteractionStarted()
{
// Called after characters found, before movement
// Setup animations, sound effects, etc.
}
```
**When to override:** Perform setup that needs to happen before character movement
#### 3. `DoInteraction()` - Main Logic ⭐ **OVERRIDE THIS**
```csharp
protected override bool DoInteraction()
{
// Your interaction logic here
return true; // Return true for success, false for failure
}
```
**When to override:** **Always override this** - this is your main interaction logic
#### 4. `OnInteractingCharacterArrived()` - Arrival Reaction
```csharp
protected virtual void OnInteractingCharacterArrived()
{
// Called when character reaches interaction point
// Trigger arrival animations, sounds, etc.
}
```
**When to override:** React to character arrival with visuals/audio
#### 5. `OnInteractionFinished()` - Cleanup Logic
```csharp
protected virtual void OnInteractionFinished(bool success)
{
// Called after interaction completes
// Cleanup, reset state, etc.
}
```
**When to override:** Perform cleanup after interaction completes
#### 6. `CanProceedWithInteraction()` - Validation
```csharp
protected virtual (bool canProceed, string errorMessage) CanProceedWithInteraction()
{
// Validate if interaction can proceed
// Return error message to show to player
return (true, null);
}
```
**When to override:** Add validation that shows error messages to player
---
## Creating Custom Interactables
### Example 1: Simple Button (OneClickInteraction)
The simplest interactable just completes when the character arrives:
```csharp
using Interactions;
public class OneClickInteraction : InteractableBase
{
protected override bool DoInteraction()
{
// Simply return success - no additional logic needed
return true;
}
}
```
**Use Case:** Triggers, pressure plates, simple activators
**Configuration:**
- Set `characterToInteract` to define which character activates it
- Use UnityEvents in inspector to trigger game logic
---
### Example 2: Item Pickup
From `Pickup.cs` - demonstrates validation and follower interaction:
```csharp
public class Pickup : SaveableInteractable
{
public PickupItemData itemData;
public bool IsPickedUp { get; internal set; }
protected override bool DoInteraction()
{
// Try combination first if follower is holding something
var heldItemObject = FollowerController?.GetHeldPickupObject();
var heldItemData = heldItemObject?.GetComponent<Pickup>()?.itemData;
var combinationResult = FollowerController.TryCombineItems(
this, out var resultItem
);
if (combinationResult == FollowerController.CombinationResult.Successful)
{
IsPickedUp = true;
FireCombinationEvent(resultItem, heldItemData);
return true;
}
// No combination - do regular pickup
FollowerController?.TryPickupItem(gameObject, itemData);
IsPickedUp = true;
OnItemPickedUp?.Invoke(itemData);
return true;
}
}
```
**Key Patterns:**
- Access `FollowerController` directly (set by base class)
- Return `true` for successful pickup
- Use custom events (`OnItemPickedUp`) for specific notifications
---
### Example 3: Item Slot with Validation
From `ItemSlot.cs` - demonstrates complex validation and state management:
```csharp
public class ItemSlot : SaveableInteractable
{
public PickupItemData itemData; // What item should go here
private ItemSlotState currentState = ItemSlotState.None;
protected override (bool canProceed, string errorMessage) CanProceedWithInteraction()
{
var heldItem = FollowerController?.CurrentlyHeldItemData;
// Can't interact with empty slot and no item
if (heldItem == null && currentlySlottedItemObject == null)
return (false, "This requires an item.");
// Check forbidden items
if (heldItem != null && currentlySlottedItemObject == null)
{
var config = interactionSettings?.GetSlotItemConfig(itemData);
var forbidden = config?.forbiddenItems ?? new List<PickupItemData>();
if (PickupItemData.ListContainsEquivalent(forbidden, heldItem))
return (false, "Can't place that here.");
}
return (true, null);
}
protected override bool DoInteraction()
{
var heldItemData = FollowerController.CurrentlyHeldItemData;
var heldItemObj = FollowerController.GetHeldPickupObject();
// Scenario 1: Slot empty + holding item = Slot it
if (heldItemData != null && currentlySlottedItemObject == null)
{
SlotItem(heldItemObj, heldItemData);
FollowerController.ClearHeldItem();
return IsSlottedItemCorrect(); // Returns true only if correct item
}
// Scenario 2: Slot full + holding item = Try combine or swap
if (currentlySlottedItemObject != null)
{
// Try combination...
// Or swap items...
}
return false;
}
}
```
**Key Patterns:**
- `CanProceedWithInteraction()` shows error messages to player
- `DoInteraction()` returns true only for correct item (affects puzzle completion)
- Access settings via `GameManager.GetSettingsObject<T>()`
---
## Character Movement
### Character Types
```csharp
public enum CharacterToInteract
{
None, // No character movement
Trafalgar, // Player only
Pulver, // Follower only (player moves to range first)
Both // Both characters move
}
```
Set in Inspector on `InteractableBase`.
### Custom Movement Targets
Add `CharacterMoveToTarget` component as child of your interactable:
```csharp
// Automatically used if present
var moveTarget = GetComponentInChildren<CharacterMoveToTarget>();
Vector3 targetPos = moveTarget.GetTargetPosition();
```
See [Editor Reference](editor_reference.md#character-movement-targets) for details.
---
## Action Component System
Add modular behaviors to interactables via `InteractionActionBase` components.
### Creating an Action Component
```csharp
using Interactions;
using System.Threading.Tasks;
public class MyCustomAction : InteractionActionBase
{
protected override async Task<bool> ExecuteAsync(
InteractionEventType eventType,
PlayerTouchController player,
FollowerController follower)
{
// Your action logic here
if (eventType == InteractionEventType.InteractionStarted)
{
// Play sound, spawn VFX, etc.
await Task.Delay(1000); // Simulate async work
}
return true; // Return success
}
protected override bool ShouldExecute(
InteractionEventType eventType,
PlayerTouchController player,
FollowerController follower)
{
// Add conditions for when this action should run
return base.ShouldExecute(eventType, player, follower);
}
}
```
### Configuring in Inspector
![Action Component Setup](../media/interactable_action_component_inspector.png)
- **Respond To Events**: Select which events trigger this action
- **Pause Interaction Flow**: If true, interaction waits for this action to complete
### Built-in Action: Timeline Playback
`InteractionTimelineAction` plays Unity Timeline sequences in response to events:
```csharp
// Automatically configured via Inspector
// See Editor Reference for details
```
**Features:**
- Character binding to timeline tracks
- Sequential timeline playback
- Loop options (loop all, loop last)
- Timeout protection
---
## Events System
### UnityEvents (Inspector-Configurable)
Available on all `InteractableBase`:
```csharp
[Header("Interaction Events")]
public UnityEvent<PlayerTouchController, FollowerController> interactionStarted;
public UnityEvent interactionInterrupted;
public UnityEvent characterArrived;
public UnityEvent<bool> interactionComplete; // bool = success
```
### C# Events (Code Subscribers)
Pickup example:
```csharp
public event Action<PickupItemData> OnItemPickedUp;
public event Action<PickupItemData, PickupItemData, PickupItemData> OnItemsCombined;
```
ItemSlot example:
```csharp
public event Action<PickupItemData> OnItemSlotRemoved;
public event Action<PickupItemData, PickupItemData> OnCorrectItemSlotted;
public event Action<PickupItemData, PickupItemData> OnIncorrectItemSlotted;
```
### Subscribing to Events
```csharp
void Start()
{
var pickup = GetComponent<Pickup>();
pickup.OnItemPickedUp += HandleItemPickedUp;
}
void HandleItemPickedUp(PickupItemData itemData)
{
Debug.Log($"Picked up: {itemData.itemName}");
}
void OnDestroy()
{
var pickup = GetComponent<Pickup>();
if (pickup != null)
pickup.OnItemPickedUp -= HandleItemPickedUp;
}
```
---
## Save/Load System Integration
### Making an Interactable Saveable
1. Inherit from `SaveableInteractable` instead of `InteractableBase`
2. Define a serializable data structure
3. Override `GetSerializableState()` and `ApplySerializableState()`
### Example Implementation
```csharp
using Interactions;
using UnityEngine;
// 1. Define save data structure
[System.Serializable]
public class MyInteractableSaveData
{
public bool hasBeenActivated;
public int activationCount;
}
// 2. Inherit from SaveableInteractable
public class MyInteractable : SaveableInteractable
{
private bool hasBeenActivated = false;
private int activationCount = 0;
// 3. Serialize state
protected override object GetSerializableState()
{
return new MyInteractableSaveData
{
hasBeenActivated = this.hasBeenActivated,
activationCount = this.activationCount
};
}
// 4. Deserialize state
protected override void ApplySerializableState(string serializedData)
{
var data = JsonUtility.FromJson<MyInteractableSaveData>(serializedData);
if (data == null) return;
this.hasBeenActivated = data.hasBeenActivated;
this.activationCount = data.activationCount;
// IMPORTANT: Don't fire events during restoration
// Don't re-run initialization logic
}
protected override bool DoInteraction()
{
hasBeenActivated = true;
activationCount++;
return true;
}
}
```
---
## Integration with Puzzle System
Interactables can be puzzle steps by adding `ObjectiveStepBehaviour`:
```csharp
// On GameObject with Interactable component
var stepBehaviour = gameObject.AddComponent<ObjectiveStepBehaviour>();
stepBehaviour.stepData = myPuzzleStepSO;
```
### Automatic Puzzle Integration
`InteractableBase` automatically checks for puzzle locks:
```csharp
private (bool, string) ValidateInteractionBase()
{
var step = GetComponent<PuzzleS.ObjectiveStepBehaviour>();
if (step != null && !step.IsStepUnlocked())
{
// Special case: ItemSlots can swap even when locked
if (!(this is ItemSlot))
{
return (false, "This step is locked!");
}
}
return (true, null);
}
```
**Result:** Locked puzzle steps can't be interacted with (except ItemSlots for item swapping).
---
## Advanced Patterns
### Async Validation
For complex validation that requires async operations:
```csharp
protected override (bool canProceed, string errorMessage) CanProceedWithInteraction()
{
// Synchronous validation only
// Async validation should be done in OnInteractionStarted
return (true, null);
}
protected override void OnInteractionStarted()
{
// Can perform async checks here if needed
// But interaction flow continues automatically
}
```
### Interrupting Interactions
Interactions auto-interrupt if player cancels movement:
```csharp
// Automatically handled in MoveCharactersAsync()
playerRef.OnMoveToCancelled += () => {
interactionInterrupted?.Invoke();
// Flow stops here
};
```
### One-Time Interactions
```csharp
[Header("Interaction Settings")]
public bool isOneTime = true;
// Automatically disabled after first successful interaction
// No override needed
```
### Cooldown Systems
```csharp
[Header("Interaction Settings")]
public float cooldown = 5f; // Seconds
// Automatically handled by base class
// Interaction disabled for 5 seconds after completion
```