Files
AppleHillsProduction/Assets/Scripts/PuzzleManager.cs

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4.6 KiB
C#
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using UnityEngine;
using System.Collections.Generic;
public class PuzzleManager : MonoBehaviour
{
private static PuzzleManager _instance;
public static PuzzleManager Instance
{
get
{
if (_instance == null)
{
_instance = FindAnyObjectByType<PuzzleManager>();
if (_instance == null)
{
var go = new GameObject("PuzzleManager");
_instance = go.AddComponent<PuzzleManager>();
DontDestroyOnLoad(go);
}
}
return _instance;
}
}
private HashSet<PuzzleStepSO> completedSteps = new HashSet<PuzzleStepSO>();
private HashSet<PuzzleStepSO> unlockedSteps = new HashSet<PuzzleStepSO>();
// Registration for ObjectiveStepBehaviour
private Dictionary<PuzzleStepSO, ObjectiveStepBehaviour> stepBehaviours = new Dictionary<PuzzleStepSO, ObjectiveStepBehaviour>();
// Runtime dependency graph
private Dictionary<PuzzleStepSO, List<PuzzleStepSO>> runtimeDependencies = new Dictionary<PuzzleStepSO, List<PuzzleStepSO>>();
void Awake()
{
_instance = this;
DontDestroyOnLoad(gameObject);
}
public void RegisterStepBehaviour(ObjectiveStepBehaviour behaviour)
{
if (behaviour?.stepData == null) return;
if (!stepBehaviours.ContainsKey(behaviour.stepData))
{
stepBehaviours.Add(behaviour.stepData, behaviour);
Debug.Log($"[Puzzles] Registered step: {behaviour.stepData.stepId} on {behaviour.gameObject.name}");
}
}
public void UnregisterStepBehaviour(ObjectiveStepBehaviour behaviour)
{
if (behaviour?.stepData == null) return;
stepBehaviours.Remove(behaviour.stepData);
Debug.Log($"[Puzzles] Unregistered step: {behaviour.stepData.stepId} on {behaviour.gameObject.name}");
}
void Start()
{
BuildRuntimeDependencies();
UnlockInitialSteps();
}
private void BuildRuntimeDependencies()
{
runtimeDependencies.Clear();
foreach (var step in stepBehaviours.Keys)
{
runtimeDependencies[step] = new List<PuzzleStepSO>();
}
foreach (var step in stepBehaviours.Keys)
{
foreach (var unlocked in step.unlocks)
{
if (!runtimeDependencies.ContainsKey(unlocked))
runtimeDependencies[unlocked] = new List<PuzzleStepSO>();
runtimeDependencies[unlocked].Add(step);
Debug.Log($"[Puzzles] Step {unlocked.stepId} depends on {step.stepId}");
}
}
Debug.Log($"[Puzzles] Runtime dependencies built. Total steps: {stepBehaviours.Count}");
}
private void UnlockInitialSteps()
{
foreach (var step in stepBehaviours.Keys)
{
if (runtimeDependencies[step].Count == 0)
{
Debug.Log($"[Puzzles] Initial step unlocked: {step.stepId}");
UnlockStep(step);
}
}
}
public void OnStepCompleted(PuzzleStepSO step)
{
if (completedSteps.Contains(step)) return;
completedSteps.Add(step);
Debug.Log($"[Puzzles] Step completed: {step.stepId}");
foreach (var unlock in step.unlocks)
{
if (AreRuntimeDependenciesMet(unlock))
{
Debug.Log($"[Puzzles] Unlocking step {unlock.stepId} after completing {step.stepId}");
UnlockStep(unlock);
}
else
{
Debug.Log($"[Puzzles] Step {unlock.stepId} not unlocked yet, waiting for other dependencies");
}
}
CheckPuzzleCompletion();
}
private bool AreRuntimeDependenciesMet(PuzzleStepSO step)
{
if (!runtimeDependencies.ContainsKey(step) || runtimeDependencies[step].Count == 0) return true;
foreach (var dep in runtimeDependencies[step])
{
if (!completedSteps.Contains(dep)) return false;
}
return true;
}
private void UnlockStep(PuzzleStepSO step)
{
if (unlockedSteps.Contains(step)) return;
unlockedSteps.Add(step);
if (stepBehaviours.TryGetValue(step, out var behaviour))
{
behaviour.UnlockStep();
}
Debug.Log($"[Puzzles] Step unlocked: {step.stepId}");
}
private void CheckPuzzleCompletion()
{
if (completedSteps.Count == stepBehaviours.Count)
{
Debug.Log("[Puzzles] Puzzle complete! All steps finished.");
// TODO: Fire puzzle complete event or trigger outcome logic
}
}
}