2025-10-29 09:57:33 +01:00
|
|
|
|
using System;
|
|
|
|
|
|
using AppleHills.Core.Settings;
|
|
|
|
|
|
using Core;
|
|
|
|
|
|
using Input;
|
|
|
|
|
|
using Interactions;
|
|
|
|
|
|
using System.Threading.Tasks;
|
2025-10-29 11:19:17 +01:00
|
|
|
|
using PuzzleS;
|
2025-10-29 09:57:33 +01:00
|
|
|
|
using UnityEngine;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
namespace Levels
|
|
|
|
|
|
{
|
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
|
|
|
|
/// <summary>
|
|
|
|
|
|
/// Saveable data for MinigameSwitch state
|
|
|
|
|
|
/// </summary>
|
2025-11-07 15:38:31 +00:00
|
|
|
|
[Serializable]
|
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
|
|
|
|
public class MinigameSwitchSaveData
|
|
|
|
|
|
{
|
|
|
|
|
|
public bool isUnlocked;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2025-10-29 09:57:33 +01:00
|
|
|
|
/// <summary>
|
|
|
|
|
|
/// Handles switching into minigame levels when interacted with. Applies switch data and triggers scene transitions.
|
|
|
|
|
|
/// </summary>
|
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
|
|
|
|
public class MinigameSwitch : SaveableInteractable
|
2025-10-29 09:57:33 +01:00
|
|
|
|
{
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
|
/// Data for this level switch (target scene, icon, etc).
|
|
|
|
|
|
/// </summary>
|
|
|
|
|
|
public LevelSwitchData switchData;
|
2025-11-07 13:31:49 +01:00
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
|
/// If true, skip save/load logic and start the game active (unlocked by default)
|
|
|
|
|
|
/// </summary>
|
|
|
|
|
|
[SerializeField] private bool startUnlocked = false;
|
|
|
|
|
|
|
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
|
|
|
|
private SpriteRenderer iconRenderer;
|
2025-10-29 09:57:33 +01:00
|
|
|
|
|
|
|
|
|
|
// Settings reference
|
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
|
|
|
|
private IInteractionSettings interactionSettings;
|
2025-10-29 09:57:33 +01:00
|
|
|
|
|
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
|
|
|
|
private bool switchActive = true;
|
|
|
|
|
|
private bool isUnlocked;
|
2025-10-29 09:57:33 +01:00
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
|
/// Unity Awake callback. Sets up icon, interactable, and event handlers.
|
|
|
|
|
|
/// </summary>
|
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
|
|
|
|
protected override void Awake()
|
2025-10-29 09:57:33 +01:00
|
|
|
|
{
|
2025-11-07 15:38:31 +00:00
|
|
|
|
base.Awake();
|
2025-10-29 11:19:17 +01:00
|
|
|
|
|
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
|
|
|
|
switchActive = true;
|
|
|
|
|
|
if (iconRenderer == null)
|
|
|
|
|
|
iconRenderer = GetComponent<SpriteRenderer>();
|
|
|
|
|
|
|
2025-11-07 13:31:49 +01:00
|
|
|
|
// If startUnlocked is true, set isUnlocked and skip save/load logic
|
|
|
|
|
|
if (startUnlocked)
|
|
|
|
|
|
{
|
|
|
|
|
|
isUnlocked = true;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2025-10-29 09:57:33 +01:00
|
|
|
|
// Initialize settings reference
|
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
|
|
|
|
interactionSettings = GameManager.GetSettingsObject<IInteractionSettings>();
|
2025-10-29 09:57:33 +01:00
|
|
|
|
ApplySwitchData();
|
|
|
|
|
|
}
|
2025-11-07 15:38:31 +00:00
|
|
|
|
|
|
|
|
|
|
protected override void OnManagedAwake()
|
2025-10-29 09:57:33 +01:00
|
|
|
|
{
|
2025-11-07 15:38:31 +00:00
|
|
|
|
base.OnManagedAwake();
|
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
|
|
|
|
|
2025-11-07 13:31:49 +01:00
|
|
|
|
// If startUnlocked is true, always start active
|
|
|
|
|
|
if (startUnlocked)
|
|
|
|
|
|
{
|
|
|
|
|
|
gameObject.SetActive(true);
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2025-11-07 15:38:31 +00:00
|
|
|
|
if (PuzzleManager.Instance != null)
|
|
|
|
|
|
{
|
|
|
|
|
|
PuzzleManager.Instance.OnAllPuzzlesComplete += HandleAllPuzzlesComplete;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
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
|
|
|
|
if (!IsRestoringFromSave && !isUnlocked)
|
2025-10-29 09:57:33 +01:00
|
|
|
|
{
|
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
|
|
|
|
gameObject.SetActive(false);
|
2025-10-29 11:19:17 +01:00
|
|
|
|
}
|
|
|
|
|
|
}
|
2025-11-07 15:38:31 +00:00
|
|
|
|
|
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
|
|
|
|
protected override void OnDestroy()
|
2025-10-29 11:19:17 +01:00
|
|
|
|
{
|
2025-11-07 15:38:31 +00:00
|
|
|
|
base.OnDestroy();
|
|
|
|
|
|
|
|
|
|
|
|
if (PuzzleManager.Instance != null)
|
|
|
|
|
|
{
|
|
|
|
|
|
PuzzleManager.Instance.OnAllPuzzlesComplete -= HandleAllPuzzlesComplete;
|
|
|
|
|
|
}
|
2025-10-29 11:19:17 +01:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
private void HandleAllPuzzlesComplete(PuzzleS.PuzzleLevelDataSO _)
|
|
|
|
|
|
{
|
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
|
|
|
|
// Unlock the minigame
|
|
|
|
|
|
isUnlocked = true;
|
2025-10-29 11:19:17 +01:00
|
|
|
|
gameObject.SetActive(true);
|
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
|
|
|
|
|
2025-11-07 15:38:31 +00:00
|
|
|
|
// Add to global unlocked minigames list
|
|
|
|
|
|
if (switchData != null && !string.IsNullOrEmpty(switchData.targetLevelSceneName))
|
|
|
|
|
|
{
|
|
|
|
|
|
Core.SaveLoad.SaveLoadManager.Instance?.UnlockMinigame(switchData.targetLevelSceneName);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Save will happen automatically on next save cycle via SaveableInteractable
|
2025-10-29 09:57:33 +01:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
#if UNITY_EDITOR
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
|
/// Unity OnValidate callback. Ensures icon and data are up to date in editor.
|
|
|
|
|
|
/// </summary>
|
|
|
|
|
|
void OnValidate()
|
|
|
|
|
|
{
|
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
|
|
|
|
if (iconRenderer == null)
|
|
|
|
|
|
iconRenderer = GetComponent<SpriteRenderer>();
|
2025-10-29 09:57:33 +01:00
|
|
|
|
ApplySwitchData();
|
|
|
|
|
|
}
|
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
|
/// Applies the switch data to the level switch (icon, name, etc).
|
|
|
|
|
|
/// </summary>
|
|
|
|
|
|
public void ApplySwitchData()
|
|
|
|
|
|
{
|
|
|
|
|
|
if (switchData != null)
|
|
|
|
|
|
{
|
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
|
|
|
|
if (iconRenderer != null)
|
|
|
|
|
|
iconRenderer.sprite = switchData.mapSprite;
|
2025-10-29 09:57:33 +01:00
|
|
|
|
gameObject.name = switchData.targetLevelSceneName;
|
|
|
|
|
|
// Optionally update other fields, e.g. description
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
2025-11-07 15:38:31 +00:00
|
|
|
|
/// High-level validation: Only allow interaction if unlocked.
|
2025-10-29 09:57:33 +01:00
|
|
|
|
/// </summary>
|
2025-11-07 15:38:31 +00:00
|
|
|
|
protected override bool CanBeClicked()
|
2025-10-29 09:57:33 +01:00
|
|
|
|
{
|
2025-11-07 15:38:31 +00:00
|
|
|
|
return base.CanBeClicked() && isUnlocked;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
|
/// Setup: Prevent re-entry while interaction is in progress.
|
|
|
|
|
|
/// </summary>
|
|
|
|
|
|
protected override void OnInteractionStarted()
|
|
|
|
|
|
{
|
|
|
|
|
|
switchActive = false;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
|
/// Main interaction logic: Spawn menu and switch input mode.
|
|
|
|
|
|
/// </summary>
|
|
|
|
|
|
protected override bool DoInteraction()
|
|
|
|
|
|
{
|
|
|
|
|
|
if (switchData == null || string.IsNullOrEmpty(switchData.targetLevelSceneName))
|
|
|
|
|
|
{
|
2025-11-10 13:03:36 +01:00
|
|
|
|
Logging.Warning("MinigameSwitch has no valid switchData!");
|
2025-11-07 15:38:31 +00:00
|
|
|
|
return false;
|
|
|
|
|
|
}
|
2025-10-29 09:57:33 +01:00
|
|
|
|
|
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
|
|
|
|
var menuPrefab = interactionSettings?.MinigameSwitchMenuPrefab;
|
2025-10-29 09:57:33 +01:00
|
|
|
|
if (menuPrefab == null)
|
|
|
|
|
|
{
|
|
|
|
|
|
Debug.LogError("MinigameSwitchMenu prefab not assigned in InteractionSettings!");
|
2025-11-07 15:38:31 +00:00
|
|
|
|
return false;
|
2025-10-29 09:57:33 +01:00
|
|
|
|
}
|
2025-11-07 15:38:31 +00:00
|
|
|
|
|
|
|
|
|
|
// Spawn the menu overlay
|
2025-10-29 09:57:33 +01:00
|
|
|
|
var menuGo = Instantiate(menuPrefab);
|
|
|
|
|
|
var menu = menuGo.GetComponent<MinigameSwitchMenu>();
|
|
|
|
|
|
if (menu == null)
|
|
|
|
|
|
{
|
|
|
|
|
|
Debug.LogError("MinigameSwitchMenu component missing on prefab!");
|
|
|
|
|
|
Destroy(menuGo);
|
2025-11-07 15:38:31 +00:00
|
|
|
|
return false;
|
2025-10-29 09:57:33 +01:00
|
|
|
|
}
|
2025-11-07 15:38:31 +00:00
|
|
|
|
|
2025-10-29 09:57:33 +01:00
|
|
|
|
// Setup menu with data and callbacks
|
|
|
|
|
|
menu.Setup(switchData, OnLevelSelectedWrapper, OnMenuCancel);
|
2025-11-07 15:38:31 +00:00
|
|
|
|
|
2025-10-29 09:57:33 +01:00
|
|
|
|
// Switch input mode to UI only
|
|
|
|
|
|
InputManager.Instance.SetInputMode(InputMode.UI);
|
2025-11-07 15:38:31 +00:00
|
|
|
|
|
|
|
|
|
|
return true; // Menu spawned successfully
|
2025-10-29 09:57:33 +01:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
private void OnLevelSelectedWrapper()
|
|
|
|
|
|
{
|
|
|
|
|
|
_ = OnLevelSelected();
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
private async Task OnLevelSelected()
|
|
|
|
|
|
{
|
|
|
|
|
|
var progress = new Progress<float>(p => Logging.Debug($"Loading progress: {p * 100:F0}%"));
|
|
|
|
|
|
await SceneManagerService.Instance.SwitchSceneAsync(switchData.targetLevelSceneName, progress);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
private void OnMenuCancel()
|
|
|
|
|
|
{
|
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
|
|
|
|
switchActive = true; // Allow interaction again if cancelled
|
2025-10-29 09:57:33 +01:00
|
|
|
|
InputManager.Instance.SetInputMode(InputMode.GameAndUI);
|
|
|
|
|
|
}
|
2025-10-29 11:19:17 +01:00
|
|
|
|
|
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
|
|
|
|
|
|
|
|
|
|
#region Save/Load Implementation
|
|
|
|
|
|
|
|
|
|
|
|
protected override object GetSerializableState()
|
|
|
|
|
|
{
|
2025-11-07 13:31:49 +01:00
|
|
|
|
// Skip saving if startUnlocked is true
|
|
|
|
|
|
if (startUnlocked)
|
|
|
|
|
|
return null;
|
|
|
|
|
|
|
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
|
|
|
|
return new MinigameSwitchSaveData
|
|
|
|
|
|
{
|
|
|
|
|
|
isUnlocked = isUnlocked
|
|
|
|
|
|
};
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
protected override void ApplySerializableState(string serializedData)
|
|
|
|
|
|
{
|
2025-11-07 13:31:49 +01:00
|
|
|
|
// Skip loading if startUnlocked is true
|
|
|
|
|
|
if (startUnlocked)
|
|
|
|
|
|
return;
|
|
|
|
|
|
|
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
|
|
|
|
MinigameSwitchSaveData data = JsonUtility.FromJson<MinigameSwitchSaveData>(serializedData);
|
|
|
|
|
|
if (data == null)
|
|
|
|
|
|
{
|
2025-11-10 13:03:36 +01:00
|
|
|
|
Logging.Warning($"[MinigameSwitch] Failed to deserialize save data for {gameObject.name}");
|
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
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
isUnlocked = data.isUnlocked;
|
|
|
|
|
|
|
2025-11-07 15:38:31 +00:00
|
|
|
|
// Sync with global unlocked minigames list
|
|
|
|
|
|
if (isUnlocked && switchData != null && !string.IsNullOrEmpty(switchData.targetLevelSceneName))
|
|
|
|
|
|
{
|
|
|
|
|
|
Core.SaveLoad.SaveLoadManager.Instance?.UnlockMinigame(switchData.targetLevelSceneName);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
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
|
|
|
|
// Show/hide based on unlock state
|
|
|
|
|
|
gameObject.SetActive(isUnlocked);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
#endregion
|
2025-10-29 09:57:33 +01:00
|
|
|
|
}
|
|
|
|
|
|
}
|