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

@@ -13,33 +13,27 @@ namespace Levels
/// <summary>
/// Handles level switching when interacted with. Applies switch data and triggers scene transitions.
/// </summary>
public class LevelSwitch : MonoBehaviour
public class LevelSwitch : InteractableBase
{
/// <summary>
/// Data for this level switch (target scene, icon, etc).
/// </summary>
public LevelSwitchData switchData;
private SpriteRenderer _iconRenderer;
private Interactable _interactable;
// Settings reference
private IInteractionSettings _interactionSettings;
private bool _isActive = true;
private bool switchActive = true;
/// <summary>
/// Unity Awake callback. Sets up icon, interactable, and event handlers.
/// </summary>
void Awake()
{
_isActive = true;
switchActive = true;
if (_iconRenderer == null)
_iconRenderer = GetComponent<SpriteRenderer>();
_interactable = GetComponent<Interactable>();
if (_interactable != null)
{
_interactable.characterArrived.AddListener(OnCharacterArrived);
}
// Initialize settings reference
_interactionSettings = GameManager.GetSettingsObject<IInteractionSettings>();
@@ -47,17 +41,6 @@ namespace Levels
ApplySwitchData();
}
/// <summary>
/// Unity OnDestroy callback. Cleans up event handlers.
/// </summary>
void OnDestroy()
{
if (_interactable != null)
{
_interactable.characterArrived.RemoveListener(OnCharacterArrived);
}
}
#if UNITY_EDITOR
/// <summary>
/// Unity OnValidate callback. Ensures icon and data are up to date in editor.
@@ -87,9 +70,9 @@ namespace Levels
/// <summary>
/// Handles the start of an interaction (shows confirmation menu and switches the level if confirmed).
/// </summary>
private void OnCharacterArrived()
protected override void OnCharacterArrived()
{
if (switchData == null || string.IsNullOrEmpty(switchData.targetLevelSceneName) || !_isActive)
if (switchData == null || string.IsNullOrEmpty(switchData.targetLevelSceneName) || !switchActive)
return;
var menuPrefab = _interactionSettings?.LevelSwitchMenuPrefab;
@@ -109,7 +92,7 @@ namespace Levels
}
// Setup menu with data and callbacks
menu.Setup(switchData, OnLevelSelectedWrapper, OnMinigameSelected, OnMenuCancel, OnRestartSelected);
_isActive = false; // Prevent re-triggering until menu is closed
switchActive = false; // Prevent re-triggering until menu is closed
// Switch input mode to UI only
InputManager.Instance.SetInputMode(InputMode.UI);
@@ -140,7 +123,7 @@ namespace Levels
private void OnMenuCancel()
{
_isActive = true; // Allow interaction again if cancelled
switchActive = true; // Allow interaction again if cancelled
InputManager.Instance.SetInputMode(InputMode.GameAndUI);
}
}