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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@@ -1,21 +1,15 @@
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using System.Security.Cryptography.X509Certificates;
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using Core;
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using Core.SaveLoad;
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using Pixelplacement;
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using UnityEngine;
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public class GardenerBehaviour : MonoBehaviour
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public class GardenerBehaviour : AppleMachine
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{
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private StateMachine stateMachineRef;
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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{
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stateMachineRef = GetComponent<StateMachine>();
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}
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public void stateSwitch (string StateName)
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{
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Logging.Debug("State Switch to: " + StateName);
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stateMachineRef.ChangeState(StateName);
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ChangeState(StateName);
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}
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}
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@@ -1,17 +1,9 @@
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using Core;
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using UnityEngine;
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using Core.SaveLoad;
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using Pixelplacement;
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public class LawnMowerBehaviour : MonoBehaviour
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public class LawnMowerBehaviour : AppleMachine
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{
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private StateMachine stateMachineRef;
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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{
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stateMachineRef = GetComponent<StateMachine>();
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}
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public void mowerTouched()
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{
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Logging.Debug("Mower Touched");
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@@ -20,6 +12,6 @@ public class LawnMowerBehaviour : MonoBehaviour
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public void stateSwitch(string StateName)
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{
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Logging.Debug("State Switch to: " + StateName);
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stateMachineRef.ChangeState(StateName);
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ChangeState(StateName);
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}
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}
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@@ -1,7 +1,8 @@
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using Core.SaveLoad;
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using UnityEngine;
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using Pixelplacement;
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public class LawnMowerChaseBehaviour : MonoBehaviour
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public class LawnMowerChaseBehaviour : AppleState
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{
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public Spline ChaseSpline;
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public Transform LawnMowerObject;
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@@ -23,7 +24,7 @@ public class LawnMowerChaseBehaviour : MonoBehaviour
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public bool gardenerChasing = true;
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public GardenerAudioController gardenerAudioController;
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void Start()
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public override void OnEnterState()
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{
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LawnMowerObject.position = ChaseSpline.GetPosition(startPercentage);
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@@ -66,6 +67,11 @@ public class LawnMowerChaseBehaviour : MonoBehaviour
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_initialTweenActive = true;
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}
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public override void OnRestoreState(string data)
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{
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OnEnterState();
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}
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void Update()
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{
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float percentage = ChaseSpline.ClosestPoint(LawnMowerObject.position);
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