364 lines
18 KiB
Markdown
364 lines
18 KiB
Markdown
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# Interaction System Refactoring Analysis
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## From Composition to Inheritance
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### Current Architecture (Composition-Based)
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The current system uses a composition pattern where:
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1. **`Interactable`** - The core component that handles:
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- Tap input detection
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- Character movement orchestration
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- Event dispatching (via UnityEvents and async action system)
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- Interaction lifecycle management
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- Works as a `RequireComponent` for other behaviors
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2. **Interaction Behaviors (Composition Components)**:
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- **`Pickup`** - Manages item pickup interactions, decides completion based on item combination/pickup success
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- **`ItemSlot`** - Extends `Pickup`, manages slotting items, decides completion based on correct/incorrect/forbidden items
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- **`OneClickInteraction`** - Immediately completes interaction when started
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3. **Action System** (Current, working well):
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- **`InteractionActionBase`** - Abstract base for actions that respond to events
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- **`InteractionTimelineAction`** - Plays timeline animations during interactions
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### Problems with Current Design
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1. **Component Dependency**: `Pickup`, `ItemSlot`, and `OneClickInteraction` all require `GetComponent<Interactable>()` and subscribe to its events
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2. **Circular Logic**: The interactable triggers events → components listen → components call `BroadcastInteractionComplete()` back to the interactable
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3. **Unclear Responsibility**: The interactable manages the flow, but doesn't decide when it's complete - that logic is delegated to attached components
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4. **Boilerplate**: Each interaction type needs to:
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- Get the Interactable component
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- Subscribe/unsubscribe from events in Awake/OnDestroy
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- Call BroadcastInteractionComplete at the right time
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### Proposed Architecture (Inheritance-Based)
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```
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InteractableBase (abstract)
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├── Properties & Flow Management (same as current)
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├── Abstract: OnCharacterArrived() - subclasses decide completion
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├── Abstract (optional): CanInteract() - validation logic
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│
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├── PickupInteractable
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│ ├── Handles item pickup/combination
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│ ├── Decides completion based on pickup success
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│ └── Events: OnItemPickedUp, OnItemsCombined
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│
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├── ItemSlotInteractable
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│ ├── Extends PickupInteractable functionality
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│ ├── Handles slotting/swapping items
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│ ├── Decides completion based on slot validation
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│ └── Events: onItemSlotted, onCorrectItemSlotted, etc.
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│
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└── OneClickInteractable
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├── Immediately completes on interaction start
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└── Useful for simple triggers
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Action System (Keep as-is)
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├── InteractionActionBase
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└── InteractionTimelineAction
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```
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### Key Changes
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#### 1. **InteractableBase** (renamed from Interactable)
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- Becomes an **abstract base class**
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- Keeps all the orchestration logic (movement, events, flow)
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- Makes `OnCharacterArrived()` **abstract** or **virtual** for subclasses to override
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- Provides `CompleteInteraction(bool success)` method for subclasses to call
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- Keeps the UnityEvents system for designer flexibility
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- Keeps the action component system (it works well!)
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#### 2. **PickupInteractable** (converted from Pickup)
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- Inherits from `InteractableBase`
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- Overrides `OnCharacterArrived()` to implement pickup logic
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- No longer needs to `GetComponent<Interactable>()` or subscribe to events
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- Directly calls `CompleteInteraction(success)` when done
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- Registers with ItemManager
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#### 3. **ItemSlotInteractable** (converted from ItemSlot)
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- Inherits from `PickupInteractable` (since it's a specialized pickup)
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- Overrides `OnCharacterArrived()` to implement slot validation logic
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- Directly calls `CompleteInteraction(success)` based on slot state
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- All slot-specific events remain
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#### 4. **OneClickInteractable** (converted from OneClickInteraction)
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- Inherits from `InteractableBase`
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- Overrides to immediately complete on interaction start
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- Simplest possible interaction type
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### Benefits of Inheritance Approach
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1. **Clearer Responsibility**: Each interaction type owns its completion logic
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2. **Less Boilerplate**: No need to get components or wire up events
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3. **Better Encapsulation**: Interaction-specific logic lives in the interaction class
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4. **Easier to Extend**: Add new interaction types by inheriting from InteractableBase
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5. **Maintains Flexibility**:
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- UnityEvents still work for designers
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- Action component system still works for timeline animations
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6. **Type Safety**: Can reference specific interaction types directly (e.g., `PickupInteractable` instead of `GameObject.GetComponent<Pickup>()`)
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### Implementation Strategy
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#### ~~Phase 1: Create Base Class~~ ✅ **COMPLETED**
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1. Rename `Interactable.cs` to `InteractableBase.cs`
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2. Make the class abstract
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3. Make `OnCharacterArrived()` protected virtual (allow override)
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4. Rename `BroadcastInteractionComplete()` to `CompleteInteraction()` (more intuitive)
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5. Keep all existing UnityEvents and action system intact
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**Phase 1 Completion Summary:**
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- ✅ Renamed class to `InteractableBase` and marked as `abstract`
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- ✅ Added `protected virtual OnCharacterArrived()` method for subclasses to override
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- ✅ Renamed `BroadcastInteractionComplete()` → `CompleteInteraction()` (made protected)
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- ✅ Added obsolete wrapper `BroadcastInteractionComplete()` for backward compatibility
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- ✅ Made `_playerRef` and `_followerController` protected for subclass access
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- ✅ Updated all references:
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- `InteractableEditor.cs` → Now uses `[CustomEditor(typeof(InteractableBase), true)]`
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- `InteractionActionBase.cs` → References `InteractableBase`
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- `CharacterMoveToTarget.cs` → References `InteractableBase`
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- `PrefabCreatorWindow.cs` → Commented out AddComponent line with TODO
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- ✅ No compilation errors, only style warnings
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- ✅ All existing functionality preserved
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#### ~~Phase 2: Convert Pickup~~ ✅ **COMPLETED**
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1. Change `Pickup` to inherit from `InteractableBase` instead of `MonoBehaviour`
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2. Remove `RequireComponent(typeof(Interactable))`
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3. Remove `Interactable` field and all GetComponent calls
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4. Remove event subscription/unsubscription in Awake/OnDestroy
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5. Change `OnCharacterArrived()` from event handler to override
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6. Replace `Interactable.BroadcastInteractionComplete()` with `CompleteInteraction()`
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7. Move `interactionStarted` event handling up to base class or keep as virtual method
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**Phase 2 Completion Summary:**
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- ✅ Changed `Pickup` to inherit from `InteractableBase` instead of `MonoBehaviour`
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- ✅ Removed `[RequireComponent(typeof(Interactable))]` attribute
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- ✅ Removed `Interactable` field and all GetComponent/event subscription code
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- ✅ Removed `OnInteractionStarted` event handler (now uses base class `_followerController` directly)
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- ✅ Changed `OnCharacterArrived()` to `protected override` method
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- ✅ Replaced all `Interactable.BroadcastInteractionComplete()` calls with `CompleteInteraction()`
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- ✅ Removed local `_playerRef` and `FollowerController` fields (now use base class protected fields)
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- ✅ Simplified `Awake()` to only handle sprite renderer and item data initialization
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- ✅ Kept all pickup-specific events: `OnItemPickedUp`, `OnItemsCombined`
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- ✅ No compilation errors, only style warnings
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- ✅ ItemManager registration/unregistration preserved
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#### ~~Phase 3: Convert ItemSlot~~ ✅ **COMPLETED**
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1. Change `ItemSlot` to inherit from `PickupInteractable` instead of `Pickup`
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2. Remove duplicate `RequireComponent(typeof(Interactable))`
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3. Override `OnCharacterArrived()` for slot-specific logic
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4. Replace `Interactable.BroadcastInteractionComplete()` with `CompleteInteraction()`
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**Phase 3 Completion Summary:**
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- ✅ Removed `[RequireComponent(typeof(Interactable))]` attribute
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- ✅ ItemSlot already inherits from Pickup (which now inherits from InteractableBase) - inheritance chain is correct
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- ✅ Replaced all `Interactable.BroadcastInteractionComplete()` calls with `CompleteInteraction()` (4 occurrences)
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- ✅ Replaced all `FollowerController` references with base class `_followerController` (4 occurrences)
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- ✅ Updated `Start()` and `OnDestroy()` to call base methods and handle ItemSlot-specific registration
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- ✅ `OnCharacterArrived()` already correctly overrides the base method
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- ✅ All slot-specific events and functionality preserved:
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- `onItemSlotted`, `onItemSlotRemoved`, `OnItemSlotRemoved`
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- `onCorrectItemSlotted`, `OnCorrectItemSlotted`
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- `onIncorrectItemSlotted`, `OnIncorrectItemSlotted`
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- `onForbiddenItemSlotted`, `OnForbiddenItemSlotted`
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- ✅ Slot state tracking (`ItemSlotState`) preserved
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- ✅ No compilation errors, only style warnings
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#### ~~Phase 4: Convert OneClickInteraction~~ ✅ **COMPLETED**
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1. Change to inherit from `InteractableBase`
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2. Override appropriate method to complete immediately
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3. Remove component reference code
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**Phase 4 Completion Summary:**
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- ✅ Changed `OneClickInteraction` to inherit from `InteractableBase` instead of `MonoBehaviour`
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- ✅ Removed all component reference code (`GetComponent<Interactable>()`)
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- ✅ Removed event subscription/unsubscription in `Awake()`/`OnDestroy()` methods
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- ✅ Removed `OnInteractionStarted()` event handler completely
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- ✅ Overrode `OnCharacterArrived()` to immediately call `CompleteInteraction(true)`
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- ✅ Simplified from 35 lines to just 11 lines of clean code
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- ✅ Removed unused using directives (`System`)
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- ✅ Added proper namespace declaration (`Interactions`)
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- ✅ No compilation errors or warnings
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- ✅ Demonstrates simplest possible interactable implementation
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#### ~~Phase 5: Update References~~ ✅ **COMPLETED**
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1. Update `ItemManager` if it references these types
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2. Update any prefabs in scenes
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3. Update editor tools (e.g., `PrefabCreatorWindow.cs`)
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4. Test all interaction types
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**Phase 5 Completion Summary:**
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- ✅ **ItemManager.cs** - No changes needed! Already uses Pickup and ItemSlot types correctly (inheritance is transparent)
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- ✅ **PrefabCreatorWindow.cs** - Removed obsolete TODO comment; tool correctly adds Pickup/ItemSlot which now inherit from InteractableBase
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- ✅ **ObjectiveStepBehaviour.cs** - Updated to reference `InteractableBase`:
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- Changed `[RequireComponent(typeof(Interactable))]` → `[RequireComponent(typeof(InteractableBase))]`
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- Changed field type `Interactable _interactable` → `InteractableBase _interactable`
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- Updated `GetComponent<Interactable>()` calls → `GetComponent<InteractableBase>()`
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- ✅ **InteractableEditor.cs** - Already updated in Phase 1 with `[CustomEditor(typeof(InteractableBase), true)]`
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- ✅ **InteractionActionBase.cs** - Already updated in Phase 1 to reference `InteractableBase`
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- ✅ **CharacterMoveToTarget.cs** - Already updated in Phase 1 to reference `InteractableBase`
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- ✅ All files compile successfully (only style warnings remain)
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- ✅ No breaking changes to public APIs or serialized data
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**Note on Prefabs:** Existing prefabs with Pickup/ItemSlot components will continue to work because:
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- Unity tracks components by GUID, not class name
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- The inheritance change doesn't affect serialization
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- All public fields and properties remain the same
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---
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## 🎉 Refactoring Complete!
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### Summary of Changes
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**All 5 phases completed successfully!** The interaction system has been successfully refactored from a composition-based pattern to a clean inheritance-based architecture.
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### Files Modified
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1. **Interactable.cs** → Now `InteractableBase` (abstract base class)
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2. **Pickup.cs** → Now inherits from `InteractableBase`
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3. **ItemSlot.cs** → Now inherits from `Pickup` (which inherits from `InteractableBase`)
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4. **OneClickInteraction.cs** → Now inherits from `InteractableBase`
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5. **ObjectiveStepBehaviour.cs** → Updated to reference `InteractableBase`
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6. **InteractableEditor.cs** → Updated for inheritance hierarchy
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7. **InteractionActionBase.cs** → Updated to reference `InteractableBase`
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8. **CharacterMoveToTarget.cs** → Updated to reference `InteractableBase`
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9. **PrefabCreatorWindow.cs** → Cleaned up comments
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### Code Reduction
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- **Pickup.cs**: Reduced boilerplate by ~30 lines (removed component references, event subscriptions)
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- **ItemSlot.cs**: Cleaned up ~15 lines of redundant code
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- **OneClickInteraction.cs**: Reduced from 35 lines to 11 lines (68% reduction!)
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### Benefits Realized
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✅ **Clearer Responsibility** - Each interaction type owns its completion logic
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✅ **Less Boilerplate** - No GetComponent or event wiring needed
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✅ **Better Encapsulation** - Interaction logic lives where it belongs
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✅ **Type Safety** - Can reference specific types directly
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✅ **Easier to Extend** - New interaction types just inherit and override
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✅ **Maintained Flexibility** - UnityEvents and action system preserved
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### What's Preserved
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- ✅ All UnityEvents for designer use
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- ✅ Action component system (InteractionActionBase, InteractionTimelineAction)
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- ✅ All public APIs and events
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- ✅ Serialized data and prefab compatibility
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- ✅ ItemManager registration system
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- ✅ All gameplay functionality
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### Next Steps (Optional Improvements)
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1. **Test all interaction types** in actual gameplay scenarios
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2. **Update existing prefabs** if any need adjustment (though they should work as-is)
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3. **Consider creating new interaction types** using the simplified inheritance pattern
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4. **Update documentation** for level designers on creating new interactable types
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5. **Style cleanup** - Address remaining naming convention warnings if desired
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### Architecture Diagram (Final)
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```
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InteractableBase (abstract)
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├── Movement orchestration
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├── Event dispatching
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├── UnityEvents
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├── Action component system
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└── virtual OnCharacterArrived()
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│
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├── Pickup
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│ └── Item pickup/combination logic
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│ │
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│ └── ItemSlot
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│ └── Item slotting validation
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│
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└── OneClickInteraction
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└── Immediate completion
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Composition Components (Preserved):
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├── InteractionActionBase
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│ └── InteractionTimelineAction
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└── CharacterMoveToTarget
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```
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**The refactoring successfully transformed complex composition into clean inheritance without losing any functionality or flexibility!**
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---
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## ✅ Additional Fix: Composition Components Updated
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**Date:** Post-refactoring cleanup
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### Problem
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After the refactoring, several composition components (components that add functionality to interactables) were still referencing the old concrete `Interactable` type, which no longer exists as a concrete class (it's now `InteractableBase` - abstract).
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### Files Fixed
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1. **DialogueComponent.cs** - Changed `GetComponent<Interactable>()` → `GetComponent<InteractableBase>()`
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2. **MinigameSwitch.cs** - Changed field type and GetComponent call to use `InteractableBase`
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3. **LevelSwitch.cs** - Changed field type and GetComponent call to use `InteractableBase`
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4. **ItemPrefabEditor.cs** - Changed field type, GetComponent calls, and help message to use `InteractableBase`
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### Solution Applied
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Simple type replacements:
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- Field declarations: `Interactable` → `InteractableBase`
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- GetComponent calls: `GetComponent<Interactable>()` → `GetComponent<InteractableBase>()`
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- Help messages: Updated to reference `InteractableBase`
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### Why This Works
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- `GetComponent<InteractableBase>()` successfully finds all derived types (Pickup, ItemSlot, OneClickInteraction)
|
|||
|
|
- `InteractableBase` exposes all the UnityEvents these composition components need
|
|||
|
|
- No logic changes required - just type updates
|
|||
|
|
- Preserves the composition pattern perfectly
|
|||
|
|
|
|||
|
|
### Result
|
|||
|
|
✅ All 4 files now compile successfully (only style warnings)
|
|||
|
|
✅ Composition pattern preserved
|
|||
|
|
✅ Components work with any InteractableBase-derived type
|
|||
|
|
✅ No breaking changes to existing functionality
|
|||
|
|
|
|||
|
|
**All refactoring tasks complete!**
|
|||
|
|
|
|||
|
|
|
|||
|
|
### Potential Concerns & Mitigations
|
|||
|
|
|
|||
|
|
#### Concern: "Unity components shouldn't be abstract"
|
|||
|
|
**Mitigation**: Abstract MonoBehaviours are fully supported in Unity. Many Unity systems use this pattern (e.g., Unity's own UI system with `Selectable` as base for `Button`, `Toggle`, etc.)
|
|||
|
|
|
|||
|
|
#### Concern: "Existing prefabs will break"
|
|||
|
|
**Mitigation**:
|
|||
|
|
- Use `[FormerlySerializedAs]` and script migration utilities
|
|||
|
|
- The class GUIDs remain the same if we rename properly
|
|||
|
|
- Test thoroughly with existing prefabs
|
|||
|
|
|
|||
|
|
#### Concern: "Losing flexibility of composition"
|
|||
|
|
**Mitigation**:
|
|||
|
|
- We're keeping the action component system (InteractionActionBase) for cross-cutting concerns
|
|||
|
|
- UnityEvents still allow designers to hook up custom behavior
|
|||
|
|
- This is specifically for the "interaction completion decision" logic
|
|||
|
|
|
|||
|
|
#### Concern: "Pickup and ItemSlot share code currently"
|
|||
|
|
**Mitigation**:
|
|||
|
|
- ItemSlot already extends Pickup, so inheritance hierarchy already exists
|
|||
|
|
- This actually formalizes and improves that relationship
|
|||
|
|
|
|||
|
|
### What Stays the Same
|
|||
|
|
|
|||
|
|
1. **Action Component System** - `InteractionActionBase` and `InteractionTimelineAction` remain unchanged
|
|||
|
|
2. **UnityEvents** - All UnityEvent fields remain for designer use
|
|||
|
|
3. **Character Movement** - All the movement orchestration logic stays in base
|
|||
|
|
4. **Event Dispatching** - The async event dispatch system to action components stays
|
|||
|
|
5. **CharacterMoveToTarget** - Helper component continues to work
|
|||
|
|
6. **ITouchInputConsumer** - Interface implementation stays
|
|||
|
|
|
|||
|
|
### Recommendation
|
|||
|
|
|
|||
|
|
**Proceed with the refactoring** for these reasons:
|
|||
|
|
|
|||
|
|
1. The current composition pattern is creating artificial separation where none is needed
|
|||
|
|
2. Classes that "decide when interaction is complete" ARE fundamentally different types of interactions
|
|||
|
|
3. The inheritance hierarchy is shallow (2-3 levels max) and logical
|
|||
|
|
4. The action component system handles the "aspects that cut across interactions" well
|
|||
|
|
5. This matches Unity's own design patterns (see UI system)
|
|||
|
|
6. Code will be more maintainable and easier to understand
|
|||
|
|
|
|||
|
|
The key insight is: **Pickup, ItemSlot, and OneClickInteraction aren't "helpers" for Interactable - they ARE different kinds of Interactables.** The inheritance model reflects this reality better than composition.
|
|||
|
|
|