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AppleHillsProduction/CHANGELOG.md

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# AppleHills - Interactables Refactor & Save System Integration
## 🎯 Overview
Major refactoring of the interaction system and full integration of save/load functionality across the game. This includes architecture improvements, asset cleanup, and comprehensive state persistence.
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## 🔧 Core Systems
### Interactables Architecture Refactor
- **Converted composition to inheritance** - Moved from component-based to class-based interactables
- **Created `InteractableBase`** abstract base class with common functionality
- **Specialized child classes**: `Pickup`, `ItemSlot`, `LevelSwitch`, `MinigameSwitch`, `CombinationItem`, `OneClickInteraction`
- **Unified interaction flow** - All interactables now share consistent behavior patterns
- **Custom inspector** - New collapsible inspector UI for better editor experience
📚 **Documentation**: See `docs/Interaction_System_Refactoring_Analysis.md`
### Save/Load System Integration
- **Implemented `ISaveParticipant` interface** for all stateful objects
- **`SaveableInteractable` base class** - Abstract base for all save-enabled interactables
- **Bilateral restoration pattern** - Elegant timing-independent state restoration
- **Integrated systems**:
- ✅ Interactables (Pickups, ItemSlots, Switches)
- ✅ Player & Follower positions and held items
- ✅ Puzzle system state (completed/unlocked steps)
- ✅ State machines (custom `SaveableStateMachine` wrapper)
- ✅ Card collection progress
📚 **Documentation**:
- `docs/SaveLoadSystem_Implementation_Complete.md`
- `docs/bilateral_restoration_implementation.md`
- `docs/puzzle_save_load_proposal.md`
- `docs/state_machine_save_load_FINAL_SUMMARY.md`
---
## 🧹 Asset & Scene Cleanup
### Prefab Organization
- **Removed placeholder files** from Characters, Levels, UI, and Minigames folders
- **Consolidated Environment prefabs** - Moved items out of Placeholders subfolder into main Environment folder
- **Moved Item prefabs** - Organized items from PrefabsPLACEHOLDER into proper Items folder
- **Updated prefab references** - All scene references updated to new locations
### Scene Updates
- **Quarry scene** - Major updates and cleanup
- Saved multiple working versions (Quarry, Quarry_Fixed, Quarry_OLD)
- Added proper lighting data
- Updated all interactable components to new architecture
- **Test scenes** - Updated MichalTesting_ItemsPuzzles to new interaction system
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## 🛠️ Developer Tools
### Migration & Cleanup Tools
- **`StateMachineMigrationTool`** - Automated migration from base StateMachine to SaveableStateMachine
- **`RemoveInteractableBaseComponents`** - Cleanup tool for removing old abstract Interactable references
- **`RemoveOldInteractableReferences`** - Scene cleanup for refactored components
- **`CardSystemTesterWindow`** - New testing window for card system development
### Editor Improvements
- **`InteractableEditor`** - Custom inspector with collapsible sections for base + child properties
- **Updated `ItemPrefabEditor`** and `PrefabCreatorWindow`** for new architecture
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## 📊 Statistics
- **159 files changed**
- **~975k insertions, ~10k deletions** (massive scene file updates)
- **13 new documentation files** covering implementation details
- **~2k lines of new production code** (excluding scene data)
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## 🎨 Key Features
### Bilateral Restoration Pattern
Solved complex timing issues with a simple elegant solution:
- Both Pickup and Follower attempt to restore their relationship
- First to succeed claims ownership
- No callbacks, no queues, no race conditions
### State Machine Integration
- Custom `SaveableStateMachine` wrapper around Pixelplacement's StateMachine
- Saves state IDs instead of references
- Restores directly to target state without triggering transitional logic
- Migration tool converts existing instances
### Puzzle System Persistence
- String-based step tracking (timing-independent)
- Pending registration pattern for late-loading objectives
- Supports both pre-placed and dynamically created puzzle elements
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## 🚀 What's Next
The save system foundation is complete and tested. Future work:
- Additional state machines integration
- More complex puzzle element support
- Save slot management UI
- Auto-save functionality
---
## 📝 Notes
All internal implementation docs have been cleaned up. Key architectural documentation remains in the `docs/` folder for future reference.