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: #44
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@@ -3,6 +3,7 @@ using System.Collections.Generic;
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using UnityEngine;
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using Interactions;
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using Bootstrap;
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using Core.SaveLoad;
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namespace Core
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{
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@@ -59,6 +60,7 @@ namespace Core
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{
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// Subscribe to scene load completed so we can clear registrations when scenes change
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SceneManagerService.Instance.SceneLoadStarted += OnSceneLoadStarted;
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Logging.Debug("[ItemManager] Subscribed to SceneManagerService events");
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}
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@@ -244,5 +246,36 @@ namespace Core
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public IEnumerable<Pickup> Pickups => _pickups;
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public IEnumerable<ItemSlot> ItemSlots => _itemSlots;
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/// <summary>
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/// Gets all registered pickups. Used by save/load system to find items by save ID.
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/// </summary>
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public IEnumerable<Pickup> GetAllPickups() => _pickups;
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/// <summary>
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/// Gets all registered item slots. Used by save/load system.
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/// </summary>
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public IEnumerable<ItemSlot> GetAllItemSlots() => _itemSlots;
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/// <summary>
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/// Finds a pickup by its save ID. Used by save/load system to restore item references.
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/// </summary>
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/// <param name="saveId">The save ID to search for</param>
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/// <returns>The pickup's GameObject if found, null otherwise</returns>
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public GameObject FindPickupBySaveId(string saveId)
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{
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if (string.IsNullOrEmpty(saveId)) return null;
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// Search through all registered pickups
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foreach (var pickup in _pickups)
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{
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if (pickup is SaveableInteractable saveable && saveable.GetSaveId() == saveId)
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{
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return pickup.gameObject;
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}
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}
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return null;
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}
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}
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}
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