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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@@ -17,9 +17,10 @@ namespace Interactions
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}
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/// <summary>
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/// Represents an interactable object that can respond to tap input events.
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/// Base class for interactable objects that can respond to tap input events.
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/// Subclasses should override OnCharacterArrived() to implement interaction-specific logic.
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/// </summary>
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public class Interactable : MonoBehaviour, ITouchInputConsumer
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public class InteractableBase : MonoBehaviour, ITouchInputConsumer
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{
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[Header("Interaction Settings")]
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public bool isOneTime;
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@@ -34,8 +35,8 @@ namespace Interactions
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// Helpers for managing interaction state
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private bool _interactionInProgress;
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private PlayerTouchController _playerRef;
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private FollowerController _followerController;
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protected PlayerTouchController _playerRef;
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protected FollowerController _followerController;
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private bool _isActive = true;
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private InteractionEventType _currentEventType;
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@@ -420,7 +421,7 @@ namespace Interactions
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if (step != null && !step.IsStepUnlocked() && slot == null)
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{
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DebugUIMessage.Show("This step is locked!", Color.yellow);
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BroadcastInteractionComplete(false);
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CompleteInteraction(false);
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// Reset variables for next time
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_interactionInProgress = false;
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_playerRef = null;
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@@ -434,6 +435,9 @@ namespace Interactions
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// Broadcast appropriate event
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characterArrived?.Invoke();
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// Call the virtual method for subclasses to override
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OnCharacterArrived();
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// Reset variables for next time
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_interactionInProgress = false;
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_playerRef = null;
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@@ -441,6 +445,17 @@ namespace Interactions
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return Task.CompletedTask;
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}
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/// <summary>
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/// Called when the character has arrived at the interaction point.
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/// Subclasses should override this to implement interaction-specific logic
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/// and call CompleteInteraction(bool success) when done.
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/// </summary>
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protected virtual void OnCharacterArrived()
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{
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// Default implementation does nothing - subclasses should override
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// and call CompleteInteraction when their logic is complete
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}
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private async void OnInteractionComplete(bool success)
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{
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// Dispatch InteractionComplete event
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@@ -481,11 +496,25 @@ namespace Interactions
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throw new NotImplementedException();
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}
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public void BroadcastInteractionComplete(bool success)
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/// <summary>
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/// Call this from subclasses to mark the interaction as complete.
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/// </summary>
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/// <param name="success">Whether the interaction was successful</param>
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protected void CompleteInteraction(bool success)
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{
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interactionComplete?.Invoke(success);
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}
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/// <summary>
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/// Legacy method for backward compatibility. Use CompleteInteraction instead.
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/// </summary>
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/// TODO: Remove this method in future versions
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[Obsolete("Use CompleteInteraction instead")]
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public void BroadcastInteractionComplete(bool success)
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{
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CompleteInteraction(success);
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}
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#if UNITY_EDITOR
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/// <summary>
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/// Draws gizmos for pickup interaction range in the editor.
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