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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@@ -1,37 +1,21 @@
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using UnityEngine;
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using System;
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using Input;
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using Interactions;
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/// <summary>
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/// MonoBehaviour that immediately completes an interaction when started.
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/// </summary>
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public class OneClickInteraction : MonoBehaviour
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namespace Interactions
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{
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private Interactable interactable;
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void Awake()
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/// <summary>
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/// Interactable that immediately completes when the character arrives at the interaction point.
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/// Useful for simple trigger interactions that don't require additional logic.
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/// </summary>
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public class OneClickInteraction : InteractableBase
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{
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interactable = GetComponent<Interactable>();
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if (interactable != null)
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/// <summary>
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/// Override: Immediately completes the interaction with success when character arrives.
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/// </summary>
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protected override void OnCharacterArrived()
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{
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interactable.interactionStarted.AddListener(OnInteractionStarted);
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}
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}
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void OnDestroy()
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{
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if (interactable != null)
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{
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interactable.interactionStarted.RemoveListener(OnInteractionStarted);
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}
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}
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private void OnInteractionStarted(PlayerTouchController playerRef, FollowerController followerRef)
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{
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if (interactable != null)
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{
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interactable.BroadcastInteractionComplete(true);
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CompleteInteraction(true);
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}
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}
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}
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