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:
@@ -1,21 +1,32 @@
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using Input;
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using UnityEngine;
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using System; // added for Action<T>
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using System;
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using System.Linq;
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using Bootstrap; // added for Action<T>
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using Core; // register with ItemManager
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namespace Interactions
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{
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[RequireComponent(typeof(Interactable))]
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public class Pickup : MonoBehaviour
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/// <summary>
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/// Saveable data for Pickup state
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/// </summary>
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[System.Serializable]
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public class PickupSaveData
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{
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public bool isPickedUp;
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public bool wasHeldByFollower; // Track if held by follower for bilateral restoration
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public Vector3 worldPosition;
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public Quaternion worldRotation;
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public bool isActive;
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}
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public class Pickup : SaveableInteractable
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{
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public PickupItemData itemData;
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public SpriteRenderer iconRenderer;
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protected Interactable Interactable;
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private PlayerTouchController _playerRef;
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protected FollowerController FollowerController;
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// Track if the item has been picked up
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public bool isPickedUp { get; private set; }
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public bool IsPickedUp { get; internal set; }
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// Event: invoked when the item was picked up successfully
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public event Action<PickupItemData> OnItemPickedUp;
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@@ -24,19 +35,14 @@ namespace Interactions
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public event Action<PickupItemData, PickupItemData, PickupItemData> OnItemsCombined;
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/// <summary>
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/// Unity Awake callback. Sets up icon, interactable, and event handlers.
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/// Unity Awake callback. Sets up icon and applies item data.
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/// </summary>
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public virtual void Awake()
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protected override void Awake()
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{
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base.Awake(); // Register with save system
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if (iconRenderer == null)
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iconRenderer = GetComponent<SpriteRenderer>();
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Interactable = GetComponent<Interactable>();
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if (Interactable != null)
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{
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Interactable.interactionStarted.AddListener(OnInteractionStarted);
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Interactable.characterArrived.AddListener(OnCharacterArrived);
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}
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ApplyItemData();
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}
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@@ -44,22 +50,26 @@ namespace Interactions
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/// <summary>
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/// Register with ItemManager on Start
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/// </summary>
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void Start()
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protected override void Start()
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{
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ItemManager.Instance?.RegisterPickup(this);
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base.Start(); // Register with save system
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// Always register with ItemManager, even if picked up
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// This allows the save/load system to find held items when restoring state
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BootCompletionService.RegisterInitAction(() =>
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{
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ItemManager.Instance?.RegisterPickup(this);
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});
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}
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/// <summary>
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/// Unity OnDestroy callback. Cleans up event handlers.
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/// Unity OnDestroy callback. Unregisters from ItemManager.
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/// </summary>
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void OnDestroy()
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protected override 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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Interactable.characterArrived.RemoveListener(OnCharacterArrived);
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}
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base.OnDestroy(); // Unregister from save system
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// Unregister from ItemManager
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ItemManager.Instance?.UnregisterPickup(this);
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}
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@@ -76,6 +86,7 @@ namespace Interactions
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}
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#endif
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/// <summary>
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/// Applies the item data to the pickup (icon, name, etc).
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/// </summary>
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@@ -93,22 +104,17 @@ namespace Interactions
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}
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/// <summary>
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/// Handles the start of an interaction (for feedback/UI only).
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/// Override: Called when character arrives at the interaction point.
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/// Handles item pickup and combination logic.
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/// </summary>
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private void OnInteractionStarted(PlayerTouchController playerRef, FollowerController followerRef)
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{
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_playerRef = playerRef;
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FollowerController = followerRef;
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}
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protected virtual void OnCharacterArrived()
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protected override void OnCharacterArrived()
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{
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Logging.Debug("[Pickup] OnCharacterArrived");
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var combinationResult = FollowerController.TryCombineItems(this, out var combinationResultItem);
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var combinationResult = _followerController.TryCombineItems(this, out var combinationResultItem);
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if (combinationResultItem != null)
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{
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Interactable.BroadcastInteractionComplete(true);
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CompleteInteraction(true);
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// Fire the combination event when items are successfully combined
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if (combinationResult == FollowerController.CombinationResult.Successful)
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@@ -118,7 +124,7 @@ namespace Interactions
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{
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// Get the combined item data
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var resultItemData = resultPickup.itemData;
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var heldItem = FollowerController.GetHeldPickupObject();
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var heldItem = _followerController.GetHeldPickupObject();
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if (heldItem != null)
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{
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@@ -135,25 +141,101 @@ namespace Interactions
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return;
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}
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FollowerController?.TryPickupItem(gameObject, itemData);
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_followerController?.TryPickupItem(gameObject, itemData);
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var step = GetComponent<PuzzleS.ObjectiveStepBehaviour>();
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if (step != null && !step.IsStepUnlocked())
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{
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Interactable.BroadcastInteractionComplete(false);
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CompleteInteraction(false);
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return;
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}
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bool wasPickedUp = (combinationResult == FollowerController.CombinationResult.NotApplicable
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|| combinationResult == FollowerController.CombinationResult.Unsuccessful);
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Interactable.BroadcastInteractionComplete(wasPickedUp);
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CompleteInteraction(wasPickedUp);
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// Update pickup state and invoke event when the item was picked up successfully
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if (wasPickedUp)
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{
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isPickedUp = true;
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IsPickedUp = true;
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OnItemPickedUp?.Invoke(itemData);
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}
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}
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#region Save/Load Implementation
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protected override object GetSerializableState()
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{
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// Check if this pickup is currently held by the follower
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bool isHeldByFollower = IsPickedUp && !gameObject.activeSelf && transform.parent != null;
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return new PickupSaveData
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{
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isPickedUp = this.IsPickedUp,
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wasHeldByFollower = isHeldByFollower,
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worldPosition = transform.position,
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worldRotation = transform.rotation,
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isActive = gameObject.activeSelf
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};
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}
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protected override void ApplySerializableState(string serializedData)
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{
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PickupSaveData data = JsonUtility.FromJson<PickupSaveData>(serializedData);
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if (data == null)
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{
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Debug.LogWarning($"[Pickup] Failed to deserialize save data for {gameObject.name}");
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return;
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}
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// Restore picked up state
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IsPickedUp = data.isPickedUp;
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if (IsPickedUp)
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{
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// Hide the pickup if it was already picked up
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gameObject.SetActive(false);
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// If this was held by the follower, try bilateral restoration
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if (data.wasHeldByFollower)
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{
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// Try to give this pickup to the follower
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// This might succeed or fail depending on timing
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var follower = FollowerController.FindInstance();
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if (follower != null)
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{
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follower.TryClaimHeldItem(this);
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}
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}
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}
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else
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{
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// Restore position for items that haven't been picked up (they may have moved)
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transform.position = data.worldPosition;
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transform.rotation = data.worldRotation;
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gameObject.SetActive(data.isActive);
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}
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// Note: We do NOT fire OnItemPickedUp event during restoration
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// This prevents duplicate logic execution
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}
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/// <summary>
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/// Resets the pickup state when the item is dropped back into the world.
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/// Called by FollowerController when swapping items.
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/// </summary>
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public void ResetPickupState()
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{
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IsPickedUp = false;
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gameObject.SetActive(true);
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// Re-register with ItemManager if not already registered
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if (ItemManager.Instance != null && !ItemManager.Instance.GetAllPickups().Contains(this))
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{
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ItemManager.Instance.RegisterPickup(this);
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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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