2025-09-06 21:01:54 +02:00
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using UnityEngine;
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2025-09-24 13:33:43 +00:00
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using AppleHills.Core.Settings;
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2025-10-14 15:53:58 +02:00
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using Core;
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2025-09-06 21:01:54 +02:00
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namespace Input
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{
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Refactoring of the interaction system and preliminary integration of save/load functionality across the game. (#44)
### Interactables Architecture Refactor
- Converted composition to inheritance, moved from component-based to class-based interactables. No more requirement for chain of "Interactable -> Item" etc.
- Created `InteractableBase` abstract base class with common functionality that replaces the old component
- Specialized child classes: `Pickup`, `ItemSlot`, `LevelSwitch`, `MinigameSwitch`, `CombinationItem`, `OneClickInteraction` are now children classes
- Light updates to the interactable inspector, moved some things arround, added collapsible inspector sections in the UI for better editor experience
### State Machine Integration
- Custom `AppleMachine` inheritong from Pixelplacement's StateMachine which implements our own interface for saving, easy place for future improvements
- Replaced all previous StateMachines by `AppleMachine`
- Custom `AppleState` extends from default `State`. Added serialization, split state logic into "EnterState", "RestoreState", "ExitState" allowing for separate logic when triggering in-game vs loading game
- Restores directly to target state without triggering transitional logic
- Migration tool converts existing instances
### Prefab Organization
- Saved changes from scenes into prefabs
- Cleaned up duplicated components, confusing prefabs hierarchies
- Created prefab variants where possible
- Consolidated Environment prefabs and moved them out of Placeholders subfolder into main Environment folder
- Organized item prefabs from PrefabsPLACEHOLDER into proper Items folder
- Updated prefab references - All scene references updated to new locations
- Removed placeholder files from Characters, Levels, UI, and Minigames folders
### Scene Updates
- Quarry scene with major updates
- Saved multiple working versions (Quarry, Quarry_Fixed, Quarry_OLD)
- Added proper lighting data
- Updated all interactable components to new architecture
### Minor editor tools
- New tool for testing cards from an editor window (no in-scene object required)
- Updated Interactable Inspector
- New debug option to opt in-and-out of the save/load system
- Tooling for easier migration
Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com>
Reviewed-on: https://homelab.tailf7f81b.ts.net/tschesky/AppleHillsProduction/pulls/44
2025-11-03 10:12:51 +00:00
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/// <summary>
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/// Saveable data for PlayerTouchController state
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/// </summary>
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[System.Serializable]
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public class PlayerSaveData
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{
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public Vector3 worldPosition;
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public Quaternion worldRotation;
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}
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2025-09-06 21:01:54 +02:00
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/// <summary>
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/// Handles player movement in response to tap and hold input events.
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2025-12-15 00:57:50 +01:00
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/// Supports both direct and pathfinding movement modes.
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/// Extends BasePlayerMovementController with save/load functionality.
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/// Interaction capability (MoveToAndNotify) is provided by base class.
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2025-09-06 21:01:54 +02:00
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/// </summary>
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2025-12-10 11:14:10 +00:00
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public class PlayerTouchController : BasePlayerMovementController
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2025-09-06 21:01:54 +02:00
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{
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2025-11-07 15:38:31 +00:00
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// Save system configuration
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public override bool AutoRegisterForSave => true;
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// Scene-specific SaveId - each level has its own player state
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public override string SaveId => $"{gameObject.scene.name}/PlayerController";
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2025-12-10 11:14:10 +00:00
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protected override void LoadSettings()
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2025-09-06 21:01:54 +02:00
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{
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2025-12-10 11:14:10 +00:00
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var configs = GameManager.GetSettingsObject<IPlayerMovementConfigs>();
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_movementSettings = configs.DefaultPlayerMovement;
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2025-09-06 21:01:54 +02:00
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}
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2025-12-15 00:05:35 +01:00
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internal override void OnManagedStart()
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{
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base.OnManagedStart();
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// Register with InputManager as default consumer
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if (InputManager.Instance != null)
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{
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InputManager.Instance.RegisterController("trafalgar", this, setAsDefaultConsumer: true);
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Logging.Debug($"[PlayerTouchController] Registered controller '{gameObject.name}' as default consumer");
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}
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}
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2025-12-15 10:18:43 +01:00
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#region IInteractingCharacter Override
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/// <summary>
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/// PlayerTouchController-specific interaction movement.
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/// Handles main character movement + follower dispatch based on interactable.characterToInteract setting.
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/// </summary>
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public override async System.Threading.Tasks.Task<bool> MoveToInteractableAsync(Interactions.InteractableBase interactable)
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{
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var characterToInteract = interactable.characterToInteract;
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// If None, skip movement
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if (characterToInteract == Interactions.CharacterToInteract.None)
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{
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return true;
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}
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// Determine stop distance based on interaction type
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float stopDistance;
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if (characterToInteract == Interactions.CharacterToInteract.Trafalgar)
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{
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// Move ONLY main character directly to item (close distance)
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stopDistance = Core.GameManager.Instance.PlayerStopDistanceDirectInteraction;
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}
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else // Pulver or Both
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{
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// Move main character to radius (far distance)
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stopDistance = Core.GameManager.Instance.PlayerStopDistance;
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}
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// Calculate stop position for main character
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Vector3 stopPoint = interactable.transform.position;
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bool customTargetFound = false;
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// Check for custom CharacterMoveToTarget for main character
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var moveTargets = interactable.GetComponentsInChildren<Interactions.CharacterMoveToTarget>();
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foreach (var target in moveTargets)
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{
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if (target.characterType == Interactions.CharacterToInteract.Trafalgar ||
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target.characterType == Interactions.CharacterToInteract.Both)
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{
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stopPoint = target.GetTargetPosition();
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customTargetFound = true;
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break;
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}
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}
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// If no custom target, calculate based on distance
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if (!customTargetFound)
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{
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stopPoint = Utils.MovementUtilities.CalculateStopPosition(
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interactable.transform.position,
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transform.position,
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stopDistance
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);
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}
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// Move main character
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bool mainCharacterArrived = await Utils.MovementUtilities.MoveToPositionAsync(this, stopPoint);
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if (!mainCharacterArrived)
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{
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return false; // Movement cancelled
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}
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// Handle follower dispatch based on interaction type
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if (characterToInteract == Interactions.CharacterToInteract.Pulver ||
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characterToInteract == Interactions.CharacterToInteract.Both)
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{
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// Find follower and dispatch to interactable
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var followerController = FindFirstObjectByType<FollowerController>();
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if (followerController != null)
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{
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// Determine follower target position
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Vector3 followerTarget = interactable.transform.position;
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// Check for custom target for Pulver
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foreach (var target in moveTargets)
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{
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if (target.characterType == Interactions.CharacterToInteract.Pulver ||
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target.characterType == Interactions.CharacterToInteract.Both)
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{
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followerTarget = target.GetTargetPosition();
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break;
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}
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}
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// Wait for follower to arrive
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var tcs = new System.Threading.Tasks.TaskCompletionSource<bool>();
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void OnFollowerArrived()
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{
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followerController.OnPickupArrived -= OnFollowerArrived;
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followerController.ReturnToPlayer(transform);
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tcs.TrySetResult(true);
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}
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followerController.OnPickupArrived += OnFollowerArrived;
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followerController.GoToPoint(followerTarget);
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await tcs.Task;
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}
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}
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return true; // Success
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}
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#endregion
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Refactoring of the interaction system and preliminary integration of save/load functionality across the game. (#44)
### Interactables Architecture Refactor
- Converted composition to inheritance, moved from component-based to class-based interactables. No more requirement for chain of "Interactable -> Item" etc.
- Created `InteractableBase` abstract base class with common functionality that replaces the old component
- Specialized child classes: `Pickup`, `ItemSlot`, `LevelSwitch`, `MinigameSwitch`, `CombinationItem`, `OneClickInteraction` are now children classes
- Light updates to the interactable inspector, moved some things arround, added collapsible inspector sections in the UI for better editor experience
### State Machine Integration
- Custom `AppleMachine` inheritong from Pixelplacement's StateMachine which implements our own interface for saving, easy place for future improvements
- Replaced all previous StateMachines by `AppleMachine`
- Custom `AppleState` extends from default `State`. Added serialization, split state logic into "EnterState", "RestoreState", "ExitState" allowing for separate logic when triggering in-game vs loading game
- Restores directly to target state without triggering transitional logic
- Migration tool converts existing instances
### Prefab Organization
- Saved changes from scenes into prefabs
- Cleaned up duplicated components, confusing prefabs hierarchies
- Created prefab variants where possible
- Consolidated Environment prefabs and moved them out of Placeholders subfolder into main Environment folder
- Organized item prefabs from PrefabsPLACEHOLDER into proper Items folder
- Updated prefab references - All scene references updated to new locations
- Removed placeholder files from Characters, Levels, UI, and Minigames folders
### Scene Updates
- Quarry scene with major updates
- Saved multiple working versions (Quarry, Quarry_Fixed, Quarry_OLD)
- Added proper lighting data
- Updated all interactable components to new architecture
### Minor editor tools
- New tool for testing cards from an editor window (no in-scene object required)
- Updated Interactable Inspector
- New debug option to opt in-and-out of the save/load system
- Tooling for easier migration
Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com>
Reviewed-on: https://homelab.tailf7f81b.ts.net/tschesky/AppleHillsProduction/pulls/44
2025-11-03 10:12:51 +00:00
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2025-11-07 15:38:31 +00:00
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#region Save/Load Lifecycle Hooks
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Refactoring of the interaction system and preliminary integration of save/load functionality across the game. (#44)
### Interactables Architecture Refactor
- Converted composition to inheritance, moved from component-based to class-based interactables. No more requirement for chain of "Interactable -> Item" etc.
- Created `InteractableBase` abstract base class with common functionality that replaces the old component
- Specialized child classes: `Pickup`, `ItemSlot`, `LevelSwitch`, `MinigameSwitch`, `CombinationItem`, `OneClickInteraction` are now children classes
- Light updates to the interactable inspector, moved some things arround, added collapsible inspector sections in the UI for better editor experience
### State Machine Integration
- Custom `AppleMachine` inheritong from Pixelplacement's StateMachine which implements our own interface for saving, easy place for future improvements
- Replaced all previous StateMachines by `AppleMachine`
- Custom `AppleState` extends from default `State`. Added serialization, split state logic into "EnterState", "RestoreState", "ExitState" allowing for separate logic when triggering in-game vs loading game
- Restores directly to target state without triggering transitional logic
- Migration tool converts existing instances
### Prefab Organization
- Saved changes from scenes into prefabs
- Cleaned up duplicated components, confusing prefabs hierarchies
- Created prefab variants where possible
- Consolidated Environment prefabs and moved them out of Placeholders subfolder into main Environment folder
- Organized item prefabs from PrefabsPLACEHOLDER into proper Items folder
- Updated prefab references - All scene references updated to new locations
- Removed placeholder files from Characters, Levels, UI, and Minigames folders
### Scene Updates
- Quarry scene with major updates
- Saved multiple working versions (Quarry, Quarry_Fixed, Quarry_OLD)
- Added proper lighting data
- Updated all interactable components to new architecture
### Minor editor tools
- New tool for testing cards from an editor window (no in-scene object required)
- Updated Interactable Inspector
- New debug option to opt in-and-out of the save/load system
- Tooling for easier migration
Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com>
Reviewed-on: https://homelab.tailf7f81b.ts.net/tschesky/AppleHillsProduction/pulls/44
2025-11-03 10:12:51 +00:00
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2025-11-11 08:48:29 +00:00
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internal override string OnSceneSaveRequested()
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Refactoring of the interaction system and preliminary integration of save/load functionality across the game. (#44)
### Interactables Architecture Refactor
- Converted composition to inheritance, moved from component-based to class-based interactables. No more requirement for chain of "Interactable -> Item" etc.
- Created `InteractableBase` abstract base class with common functionality that replaces the old component
- Specialized child classes: `Pickup`, `ItemSlot`, `LevelSwitch`, `MinigameSwitch`, `CombinationItem`, `OneClickInteraction` are now children classes
- Light updates to the interactable inspector, moved some things arround, added collapsible inspector sections in the UI for better editor experience
### State Machine Integration
- Custom `AppleMachine` inheritong from Pixelplacement's StateMachine which implements our own interface for saving, easy place for future improvements
- Replaced all previous StateMachines by `AppleMachine`
- Custom `AppleState` extends from default `State`. Added serialization, split state logic into "EnterState", "RestoreState", "ExitState" allowing for separate logic when triggering in-game vs loading game
- Restores directly to target state without triggering transitional logic
- Migration tool converts existing instances
### Prefab Organization
- Saved changes from scenes into prefabs
- Cleaned up duplicated components, confusing prefabs hierarchies
- Created prefab variants where possible
- Consolidated Environment prefabs and moved them out of Placeholders subfolder into main Environment folder
- Organized item prefabs from PrefabsPLACEHOLDER into proper Items folder
- Updated prefab references - All scene references updated to new locations
- Removed placeholder files from Characters, Levels, UI, and Minigames folders
### Scene Updates
- Quarry scene with major updates
- Saved multiple working versions (Quarry, Quarry_Fixed, Quarry_OLD)
- Added proper lighting data
- Updated all interactable components to new architecture
### Minor editor tools
- New tool for testing cards from an editor window (no in-scene object required)
- Updated Interactable Inspector
- New debug option to opt in-and-out of the save/load system
- Tooling for easier migration
Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com>
Reviewed-on: https://homelab.tailf7f81b.ts.net/tschesky/AppleHillsProduction/pulls/44
2025-11-03 10:12:51 +00:00
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{
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var saveData = new PlayerSaveData
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{
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worldPosition = transform.position,
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worldRotation = transform.rotation
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};
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return JsonUtility.ToJson(saveData);
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}
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2025-11-11 08:48:29 +00:00
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internal override void OnSceneRestoreRequested(string serializedData)
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Refactoring of the interaction system and preliminary integration of save/load functionality across the game. (#44)
### Interactables Architecture Refactor
- Converted composition to inheritance, moved from component-based to class-based interactables. No more requirement for chain of "Interactable -> Item" etc.
- Created `InteractableBase` abstract base class with common functionality that replaces the old component
- Specialized child classes: `Pickup`, `ItemSlot`, `LevelSwitch`, `MinigameSwitch`, `CombinationItem`, `OneClickInteraction` are now children classes
- Light updates to the interactable inspector, moved some things arround, added collapsible inspector sections in the UI for better editor experience
### State Machine Integration
- Custom `AppleMachine` inheritong from Pixelplacement's StateMachine which implements our own interface for saving, easy place for future improvements
- Replaced all previous StateMachines by `AppleMachine`
- Custom `AppleState` extends from default `State`. Added serialization, split state logic into "EnterState", "RestoreState", "ExitState" allowing for separate logic when triggering in-game vs loading game
- Restores directly to target state without triggering transitional logic
- Migration tool converts existing instances
### Prefab Organization
- Saved changes from scenes into prefabs
- Cleaned up duplicated components, confusing prefabs hierarchies
- Created prefab variants where possible
- Consolidated Environment prefabs and moved them out of Placeholders subfolder into main Environment folder
- Organized item prefabs from PrefabsPLACEHOLDER into proper Items folder
- Updated prefab references - All scene references updated to new locations
- Removed placeholder files from Characters, Levels, UI, and Minigames folders
### Scene Updates
- Quarry scene with major updates
- Saved multiple working versions (Quarry, Quarry_Fixed, Quarry_OLD)
- Added proper lighting data
- Updated all interactable components to new architecture
### Minor editor tools
- New tool for testing cards from an editor window (no in-scene object required)
- Updated Interactable Inspector
- New debug option to opt in-and-out of the save/load system
- Tooling for easier migration
Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com>
Reviewed-on: https://homelab.tailf7f81b.ts.net/tschesky/AppleHillsProduction/pulls/44
2025-11-03 10:12:51 +00:00
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{
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if (string.IsNullOrEmpty(serializedData))
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{
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Logging.Debug("[PlayerTouchController] No saved state to restore");
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return;
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}
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try
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{
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var saveData = JsonUtility.FromJson<PlayerSaveData>(serializedData);
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if (saveData != null)
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{
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transform.position = saveData.worldPosition;
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transform.rotation = saveData.worldRotation;
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Logging.Debug($"[PlayerTouchController] Restored position: {saveData.worldPosition}");
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}
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}
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catch (System.Exception ex)
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{
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Logging.Warning($"[PlayerTouchController] Failed to restore state: {ex.Message}");
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}
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}
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#endregion
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2025-09-06 21:01:54 +02:00
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}
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}
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