2025-09-01 22:51:52 +02:00
|
|
|
%YAML 1.1
|
|
|
|
|
%TAG !u! tag:unity3d.com,2011:
|
|
|
|
|
--- !u!1 &1498439134679474750
|
|
|
|
|
GameObject:
|
|
|
|
|
m_ObjectHideFlags: 0
|
|
|
|
|
m_CorrespondingSourceObject: {fileID: 0}
|
|
|
|
|
m_PrefabInstance: {fileID: 0}
|
|
|
|
|
m_PrefabAsset: {fileID: 0}
|
|
|
|
|
serializedVersion: 6
|
|
|
|
|
m_Component:
|
|
|
|
|
- component: {fileID: 4428217320659622763}
|
|
|
|
|
- component: {fileID: 5374700348512867011}
|
|
|
|
|
- component: {fileID: 841695541655102207}
|
|
|
|
|
- component: {fileID: 1397300447834037203}
|
2025-09-08 12:51:33 +02:00
|
|
|
m_Layer: 10
|
2025-09-01 22:51:52 +02:00
|
|
|
m_Name: BaseLevelSwitch
|
|
|
|
|
m_TagString: Untagged
|
|
|
|
|
m_Icon: {fileID: 0}
|
|
|
|
|
m_NavMeshLayer: 0
|
|
|
|
|
m_StaticEditorFlags: 0
|
|
|
|
|
m_IsActive: 1
|
|
|
|
|
--- !u!4 &4428217320659622763
|
|
|
|
|
Transform:
|
|
|
|
|
m_ObjectHideFlags: 0
|
|
|
|
|
m_CorrespondingSourceObject: {fileID: 0}
|
|
|
|
|
m_PrefabInstance: {fileID: 0}
|
|
|
|
|
m_PrefabAsset: {fileID: 0}
|
|
|
|
|
m_GameObject: {fileID: 1498439134679474750}
|
|
|
|
|
serializedVersion: 2
|
|
|
|
|
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
|
|
|
|
m_LocalPosition: {x: 0.26496, y: -0.01775, z: 0}
|
|
|
|
|
m_LocalScale: {x: 1, y: 1, z: 1}
|
|
|
|
|
m_ConstrainProportionsScale: 0
|
|
|
|
|
m_Children: []
|
|
|
|
|
m_Father: {fileID: 0}
|
|
|
|
|
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
|
|
|
|
--- !u!212 &5374700348512867011
|
|
|
|
|
SpriteRenderer:
|
|
|
|
|
m_ObjectHideFlags: 0
|
|
|
|
|
m_CorrespondingSourceObject: {fileID: 0}
|
|
|
|
|
m_PrefabInstance: {fileID: 0}
|
|
|
|
|
m_PrefabAsset: {fileID: 0}
|
|
|
|
|
m_GameObject: {fileID: 1498439134679474750}
|
|
|
|
|
m_Enabled: 1
|
|
|
|
|
m_CastShadows: 0
|
|
|
|
|
m_ReceiveShadows: 0
|
|
|
|
|
m_DynamicOccludee: 1
|
|
|
|
|
m_StaticShadowCaster: 0
|
|
|
|
|
m_MotionVectors: 1
|
|
|
|
|
m_LightProbeUsage: 1
|
|
|
|
|
m_ReflectionProbeUsage: 1
|
|
|
|
|
m_RayTracingMode: 0
|
|
|
|
|
m_RayTraceProcedural: 0
|
|
|
|
|
m_RayTracingAccelStructBuildFlagsOverride: 0
|
|
|
|
|
m_RayTracingAccelStructBuildFlags: 1
|
|
|
|
|
m_SmallMeshCulling: 1
|
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
|
|
|
m_ForceMeshLod: -1
|
|
|
|
|
m_MeshLodSelectionBias: 0
|
2025-09-01 22:51:52 +02:00
|
|
|
m_RenderingLayerMask: 1
|
|
|
|
|
m_RendererPriority: 0
|
|
|
|
|
m_Materials:
|
|
|
|
|
- {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
|
|
|
|
|
m_StaticBatchInfo:
|
|
|
|
|
firstSubMesh: 0
|
|
|
|
|
subMeshCount: 0
|
|
|
|
|
m_StaticBatchRoot: {fileID: 0}
|
|
|
|
|
m_ProbeAnchor: {fileID: 0}
|
|
|
|
|
m_LightProbeVolumeOverride: {fileID: 0}
|
|
|
|
|
m_ScaleInLightmap: 1
|
|
|
|
|
m_ReceiveGI: 1
|
|
|
|
|
m_PreserveUVs: 0
|
|
|
|
|
m_IgnoreNormalsForChartDetection: 0
|
|
|
|
|
m_ImportantGI: 0
|
|
|
|
|
m_StitchLightmapSeams: 1
|
|
|
|
|
m_SelectedEditorRenderState: 0
|
|
|
|
|
m_MinimumChartSize: 4
|
|
|
|
|
m_AutoUVMaxDistance: 0.5
|
|
|
|
|
m_AutoUVMaxAngle: 89
|
|
|
|
|
m_LightmapParameters: {fileID: 0}
|
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
|
|
|
m_GlobalIlluminationMeshLod: 0
|
2025-09-01 22:51:52 +02:00
|
|
|
m_SortingLayerID: 0
|
|
|
|
|
m_SortingLayer: 0
|
|
|
|
|
m_SortingOrder: 0
|
|
|
|
|
m_Sprite: {fileID: 0}
|
|
|
|
|
m_Color: {r: 1, g: 1, b: 1, a: 1}
|
|
|
|
|
m_FlipX: 0
|
|
|
|
|
m_FlipY: 0
|
|
|
|
|
m_DrawMode: 0
|
|
|
|
|
m_Size: {x: 1, y: 1}
|
|
|
|
|
m_AdaptiveModeThreshold: 0.5
|
|
|
|
|
m_SpriteTileMode: 0
|
|
|
|
|
m_WasSpriteAssigned: 0
|
|
|
|
|
m_MaskInteraction: 0
|
|
|
|
|
m_SpriteSortPoint: 0
|
|
|
|
|
--- !u!61 &841695541655102207
|
|
|
|
|
BoxCollider2D:
|
|
|
|
|
m_ObjectHideFlags: 0
|
|
|
|
|
m_CorrespondingSourceObject: {fileID: 0}
|
|
|
|
|
m_PrefabInstance: {fileID: 0}
|
|
|
|
|
m_PrefabAsset: {fileID: 0}
|
|
|
|
|
m_GameObject: {fileID: 1498439134679474750}
|
|
|
|
|
m_Enabled: 1
|
|
|
|
|
serializedVersion: 3
|
|
|
|
|
m_Density: 1
|
|
|
|
|
m_Material: {fileID: 0}
|
|
|
|
|
m_IncludeLayers:
|
|
|
|
|
serializedVersion: 2
|
|
|
|
|
m_Bits: 0
|
|
|
|
|
m_ExcludeLayers:
|
|
|
|
|
serializedVersion: 2
|
|
|
|
|
m_Bits: 0
|
|
|
|
|
m_LayerOverridePriority: 0
|
|
|
|
|
m_ForceSendLayers:
|
|
|
|
|
serializedVersion: 2
|
|
|
|
|
m_Bits: 4294967295
|
|
|
|
|
m_ForceReceiveLayers:
|
|
|
|
|
serializedVersion: 2
|
|
|
|
|
m_Bits: 4294967295
|
|
|
|
|
m_ContactCaptureLayers:
|
|
|
|
|
serializedVersion: 2
|
|
|
|
|
m_Bits: 4294967295
|
|
|
|
|
m_CallbackLayers:
|
|
|
|
|
serializedVersion: 2
|
|
|
|
|
m_Bits: 4294967295
|
|
|
|
|
m_IsTrigger: 0
|
|
|
|
|
m_UsedByEffector: 0
|
|
|
|
|
m_CompositeOperation: 0
|
|
|
|
|
m_CompositeOrder: 0
|
|
|
|
|
m_Offset: {x: 0, y: 0}
|
|
|
|
|
m_SpriteTilingProperty:
|
|
|
|
|
border: {x: 0, y: 0, z: 0, w: 0}
|
|
|
|
|
pivot: {x: 0, y: 0}
|
|
|
|
|
oldSize: {x: 0, y: 0}
|
|
|
|
|
newSize: {x: 0, y: 0}
|
|
|
|
|
adaptiveTilingThreshold: 0
|
|
|
|
|
drawMode: 0
|
|
|
|
|
adaptiveTiling: 0
|
|
|
|
|
m_AutoTiling: 0
|
|
|
|
|
m_Size: {x: 1, y: 1}
|
|
|
|
|
m_EdgeRadius: 0
|
|
|
|
|
--- !u!114 &1397300447834037203
|
|
|
|
|
MonoBehaviour:
|
|
|
|
|
m_ObjectHideFlags: 0
|
|
|
|
|
m_CorrespondingSourceObject: {fileID: 0}
|
|
|
|
|
m_PrefabInstance: {fileID: 0}
|
|
|
|
|
m_PrefabAsset: {fileID: 0}
|
|
|
|
|
m_GameObject: {fileID: 1498439134679474750}
|
|
|
|
|
m_Enabled: 1
|
|
|
|
|
m_EditorHideFlags: 0
|
|
|
|
|
m_Script: {fileID: 11500000, guid: 66cdab2e217c4c8388e2fc66da02f296, type: 3}
|
|
|
|
|
m_Name:
|
|
|
|
|
m_EditorClassIdentifier:
|
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
|
|
|
isOneTime: 0
|
|
|
|
|
cooldown: -1
|
|
|
|
|
characterToInteract: 0
|
|
|
|
|
interactionStarted:
|
|
|
|
|
m_PersistentCalls:
|
|
|
|
|
m_Calls: []
|
|
|
|
|
interactionInterrupted:
|
|
|
|
|
m_PersistentCalls:
|
|
|
|
|
m_Calls: []
|
|
|
|
|
characterArrived:
|
|
|
|
|
m_PersistentCalls:
|
|
|
|
|
m_Calls: []
|
|
|
|
|
interactionComplete:
|
|
|
|
|
m_PersistentCalls:
|
|
|
|
|
m_Calls: []
|
2025-09-01 22:51:52 +02:00
|
|
|
switchData: {fileID: 0}
|