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
This commit is contained in:
@@ -15,8 +15,9 @@ namespace Data.CardSystem
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/// <summary>
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/// Manages the player's card collection, booster packs, and related operations.
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/// Uses a singleton pattern for global access.
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/// Implements ISaveParticipant to integrate with the save/load system.
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/// </summary>
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public class CardSystemManager : MonoBehaviour
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public class CardSystemManager : MonoBehaviour, ISaveParticipant
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{
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private static CardSystemManager _instance;
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public static CardSystemManager Instance => _instance;
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@@ -36,9 +37,6 @@ namespace Data.CardSystem
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public event Action<CardData> OnCardRarityUpgraded;
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public event Action<int> OnBoosterCountChanged;
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// Keep a reference to unsubscribe safely
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private Action<string> _onSaveDataLoadedHandler;
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private void Awake()
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{
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_instance = this;
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@@ -49,7 +47,7 @@ namespace Data.CardSystem
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private void InitializePostBoot()
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{
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// Load card definitions from Addressables
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// Load card definitions from Addressables, then register with save system
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LoadCardDefinitionsFromAddressables();
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Logging.Debug("[CardSystemManager] Post-boot initialization complete");
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@@ -85,48 +83,32 @@ namespace Data.CardSystem
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// Build lookup now that cards are loaded
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BuildDefinitionLookup();
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// Apply saved state when save data is available
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Logging.Debug($"[CardSystemManager] Loaded {availableCards.Count} card definitions from Addressables");
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// NOW register with save/load system (definitions are ready for state restoration)
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if (SaveLoadManager.Instance != null)
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{
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if (SaveLoadManager.Instance.IsSaveDataLoaded)
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{
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ApplySavedCardStateIfAvailable();
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}
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else
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{
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SaveLoadManager.Instance.OnLoadCompleted += OnSaveDataLoadedHandler;
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}
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SaveLoadManager.Instance.RegisterParticipant(this);
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Logging.Debug("[CardSystemManager] Registered with SaveLoadManager after definitions loaded");
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}
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else
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{
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Logging.Warning("[CardSystemManager] SaveLoadManager not available for registration");
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}
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}
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else
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{
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Logging.Warning("[CardSystemManager] Failed to load card definitions from Addressables");
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}
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}
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private void OnDestroy()
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{
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// Unregister from save/load system
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if (SaveLoadManager.Instance != null)
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{
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SaveLoadManager.Instance.OnLoadCompleted -= OnSaveDataLoadedHandler;
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}
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}
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// Apply saved state if present in the SaveLoadManager
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private void ApplySavedCardStateIfAvailable()
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{
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var data = SaveLoadManager.Instance?.currentSaveData;
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if (data?.cardCollection != null)
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{
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ApplyCardCollectionState(data.cardCollection);
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Logging.Debug("[CardSystemManager] Applied saved card collection state after loading definitions");
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}
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}
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// Event handler for when save data load completes
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private void OnSaveDataLoadedHandler(string slot)
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{
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ApplySavedCardStateIfAvailable();
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if (SaveLoadManager.Instance != null)
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{
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SaveLoadManager.Instance.OnLoadCompleted -= OnSaveDataLoadedHandler;
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SaveLoadManager.Instance.UnregisterParticipant(GetSaveId());
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}
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}
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@@ -476,5 +458,66 @@ namespace Data.CardSystem
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}
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}
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}
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#region ISaveParticipant Implementation
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private bool hasBeenRestored;
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/// <summary>
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/// Returns true if this participant has already had its state restored.
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/// </summary>
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public bool HasBeenRestored => hasBeenRestored;
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/// <summary>
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/// Returns the unique save ID for the CardSystemManager.
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/// Since this is a singleton global system, the ID is constant.
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/// </summary>
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public string GetSaveId()
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{
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return "CardSystemManager";
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}
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/// <summary>
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/// Serializes the current card collection state to JSON.
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/// </summary>
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public string SerializeState()
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{
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var state = ExportCardCollectionState();
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return JsonUtility.ToJson(state);
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}
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/// <summary>
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/// Restores the card collection state from serialized JSON data.
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/// </summary>
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public void RestoreState(string serializedData)
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{
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if (string.IsNullOrEmpty(serializedData))
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{
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Logging.Debug("[CardSystemManager] No saved state to restore, using defaults");
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hasBeenRestored = true;
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return;
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}
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try
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{
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var state = JsonUtility.FromJson<CardCollectionState>(serializedData);
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if (state != null)
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{
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ApplyCardCollectionState(state);
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hasBeenRestored = true;
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Logging.Debug("[CardSystemManager] Successfully restored card collection state");
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}
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else
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{
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Logging.Warning("[CardSystemManager] Failed to deserialize card collection state");
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}
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}
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catch (Exception ex)
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{
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Logging.Warning($"[CardSystemManager] Exception while restoring card collection state: {ex}");
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}
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}
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#endregion
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}
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}
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