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:
2025-11-03 10:12:51 +00:00
parent d317fffad7
commit 011901eb8f
148 changed files with 969503 additions and 10746 deletions

View File

@@ -2,14 +2,26 @@
using Pathfinding;
using AppleHills.Core.Settings;
using Core;
using Core.SaveLoad;
using Bootstrap;
namespace Input
{
/// <summary>
/// Saveable data for PlayerTouchController state
/// </summary>
[System.Serializable]
public class PlayerSaveData
{
public Vector3 worldPosition;
public Quaternion worldRotation;
}
/// <summary>
/// Handles player movement in response to tap and hold input events.
/// Supports both direct and pathfinding movement modes, and provides event/callbacks for arrival/cancellation.
/// </summary>
public class PlayerTouchController : MonoBehaviour, ITouchInputConsumer
public class PlayerTouchController : MonoBehaviour, ITouchInputConsumer, ISaveParticipant
{
// --- Movement State ---
private Vector3 targetPosition;
@@ -55,6 +67,9 @@ namespace Input
private bool interruptMoveTo;
private LogVerbosity _logVerbosity = LogVerbosity.Warning;
// Save system tracking
private bool hasBeenRestored;
void Awake()
{
aiPath = GetComponent<AIPath>();
@@ -71,6 +86,9 @@ namespace Input
// Initialize settings reference using GetSettingsObject
_settings = GameManager.GetSettingsObject<IPlayerFollowerSettings>();
// Register for post-boot initialization
BootCompletionService.RegisterInitAction(InitializePostBoot);
}
void Start()
@@ -79,6 +97,29 @@ namespace Input
_logVerbosity = DeveloperSettingsProvider.Instance.GetSettings<DebugSettings>().inputLogVerbosity;
}
private void InitializePostBoot()
{
// Register with save system after boot
if (SaveLoadManager.Instance != null)
{
SaveLoadManager.Instance.RegisterParticipant(this);
Logging.Debug("[PlayerTouchController] Registered with SaveLoadManager");
}
else
{
Logging.Warning("[PlayerTouchController] SaveLoadManager not available for registration");
}
}
void OnDestroy()
{
// Unregister from save system
if (SaveLoadManager.Instance != null)
{
SaveLoadManager.Instance.UnregisterParticipant(GetSaveId());
}
}
/// <summary>
/// Handles tap input. Always uses pathfinding to move to the tapped location.
/// Cancels any in-progress MoveToAndNotify.
@@ -415,5 +456,52 @@ namespace Input
Logging.Debug($"[PlayerTouchController] {message}");
}
}
#region ISaveParticipant Implementation
public bool HasBeenRestored => hasBeenRestored;
public string GetSaveId()
{
return "PlayerController";
}
public string SerializeState()
{
var saveData = new PlayerSaveData
{
worldPosition = transform.position,
worldRotation = transform.rotation
};
return JsonUtility.ToJson(saveData);
}
public void RestoreState(string serializedData)
{
if (string.IsNullOrEmpty(serializedData))
{
Logging.Debug("[PlayerTouchController] No saved state to restore");
hasBeenRestored = true;
return;
}
try
{
var saveData = JsonUtility.FromJson<PlayerSaveData>(serializedData);
if (saveData != null)
{
transform.position = saveData.worldPosition;
transform.rotation = saveData.worldRotation;
hasBeenRestored = true;
Logging.Debug($"[PlayerTouchController] Restored position: {saveData.worldPosition}");
}
}
catch (System.Exception ex)
{
Logging.Warning($"[PlayerTouchController] Failed to restore state: {ex.Message}");
}
}
#endregion
}
}