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:
@@ -13,104 +13,73 @@ using Core.SaveLoad;
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namespace Levels
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{
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/// <summary>
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/// Saveable data for MinigameSwitch state
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/// </summary>
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[System.Serializable]
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public class MinigameSwitchSaveData
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{
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public bool isUnlocked;
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}
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/// <summary>
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/// Handles switching into minigame levels when interacted with. Applies switch data and triggers scene transitions.
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/// </summary>
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public class MinigameSwitch : MonoBehaviour
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public class MinigameSwitch : SaveableInteractable
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{
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/// <summary>
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/// Data for this level switch (target scene, icon, etc).
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/// </summary>
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public LevelSwitchData switchData;
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private SpriteRenderer _iconRenderer;
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private Interactable _interactable;
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private SpriteRenderer iconRenderer;
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// Settings reference
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private IInteractionSettings _interactionSettings;
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private IInteractionSettings interactionSettings;
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private bool _isActive = true;
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private bool switchActive = true;
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private bool isUnlocked;
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/// <summary>
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/// Unity Awake callback. Sets up icon, interactable, and event handlers.
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/// </summary>
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void Awake()
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protected override void Awake()
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{
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gameObject.SetActive(false); // Start inactive
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base.Awake(); // Register with save system
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BootCompletionService.RegisterInitAction(InitializePostBoot);
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_isActive = true;
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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.characterArrived.AddListener(OnCharacterArrived);
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}
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switchActive = true;
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if (iconRenderer == null)
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iconRenderer = GetComponent<SpriteRenderer>();
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// Initialize settings reference
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_interactionSettings = GameManager.GetSettingsObject<IInteractionSettings>();
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interactionSettings = GameManager.GetSettingsObject<IInteractionSettings>();
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ApplySwitchData();
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}
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// --- Save state loading logic ---
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if (SaveLoadManager.Instance != null)
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protected override void Start()
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{
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base.Start(); // Register with save system
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// If not restoring from save, start inactive
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if (!IsRestoringFromSave && !isUnlocked)
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{
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if (SaveLoadManager.Instance.IsSaveDataLoaded)
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{
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ApplySavedMinigameStateIfAvailable();
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}
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else
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{
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SaveLoadManager.Instance.OnLoadCompleted += OnSaveDataLoadedHandler;
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}
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gameObject.SetActive(false);
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}
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}
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private void OnDestroy()
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protected override void OnDestroy()
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{
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PuzzleManager.Instance.OnAllPuzzlesComplete -= HandleAllPuzzlesComplete;
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if (_interactable != null)
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{
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_interactable.characterArrived.RemoveListener(OnCharacterArrived);
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}
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if (SaveLoadManager.Instance != null)
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{
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SaveLoadManager.Instance.OnLoadCompleted -= OnSaveDataLoadedHandler;
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}
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}
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// Apply saved state if present in the SaveLoadManager
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private void ApplySavedMinigameStateIfAvailable()
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{
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var data = SaveLoadManager.Instance?.currentSaveData;
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if (data?.unlockedMinigames != null && switchData != null &&
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data.unlockedMinigames.Contains(switchData.targetLevelSceneName))
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{
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gameObject.SetActive(true);
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}
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}
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// Event handler for when save data load completes
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private void OnSaveDataLoadedHandler(string slot)
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{
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ApplySavedMinigameStateIfAvailable();
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if (SaveLoadManager.Instance != null)
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{
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SaveLoadManager.Instance.OnLoadCompleted -= OnSaveDataLoadedHandler;
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}
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base.OnDestroy(); // Unregister from save system
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}
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private void HandleAllPuzzlesComplete(PuzzleS.PuzzleLevelDataSO _)
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{
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// Unlock and save
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if (switchData != null)
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{
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var unlocked = SaveLoadManager.Instance.currentSaveData.unlockedMinigames;
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string minigameName = switchData.targetLevelSceneName;
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if (!unlocked.Contains(minigameName))
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{
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unlocked.Add(minigameName);
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}
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}
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// Unlock the minigame
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isUnlocked = true;
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gameObject.SetActive(true);
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// Save will happen automatically on next save cycle via ISaveParticipant
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}
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#if UNITY_EDITOR
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@@ -119,8 +88,8 @@ namespace Levels
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/// </summary>
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void OnValidate()
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{
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if (_iconRenderer == null)
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_iconRenderer = GetComponent<SpriteRenderer>();
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if (iconRenderer == null)
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iconRenderer = GetComponent<SpriteRenderer>();
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ApplySwitchData();
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}
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#endif
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@@ -132,8 +101,8 @@ namespace Levels
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{
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if (switchData != null)
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{
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if (_iconRenderer != null)
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_iconRenderer.sprite = switchData.mapSprite;
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if (iconRenderer != null)
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iconRenderer.sprite = switchData.mapSprite;
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gameObject.name = switchData.targetLevelSceneName;
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// Optionally update other fields, e.g. description
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}
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@@ -142,12 +111,12 @@ namespace Levels
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/// <summary>
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/// Handles the start of an interaction (shows confirmation menu and switches the level if confirmed).
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/// </summary>
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private void OnCharacterArrived()
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protected override void OnCharacterArrived()
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{
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if (switchData == null || string.IsNullOrEmpty(switchData.targetLevelSceneName) || !_isActive)
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if (switchData == null || string.IsNullOrEmpty(switchData.targetLevelSceneName) || !switchActive)
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return;
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var menuPrefab = _interactionSettings?.MinigameSwitchMenuPrefab;
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var menuPrefab = interactionSettings?.MinigameSwitchMenuPrefab;
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if (menuPrefab == null)
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{
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Debug.LogError("MinigameSwitchMenu prefab not assigned in InteractionSettings!");
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@@ -164,7 +133,7 @@ namespace Levels
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}
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// Setup menu with data and callbacks
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menu.Setup(switchData, OnLevelSelectedWrapper, OnMenuCancel);
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_isActive = false; // Prevent re-triggering until menu is closed
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switchActive = false; // Prevent re-triggering until menu is closed
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// Switch input mode to UI only
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InputManager.Instance.SetInputMode(InputMode.UI);
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@@ -183,7 +152,7 @@ namespace Levels
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private void OnMenuCancel()
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{
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_isActive = true; // Allow interaction again if cancelled
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switchActive = true; // Allow interaction again if cancelled
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InputManager.Instance.SetInputMode(InputMode.GameAndUI);
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}
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@@ -191,5 +160,32 @@ namespace Levels
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{
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PuzzleManager.Instance.OnAllPuzzlesComplete += HandleAllPuzzlesComplete;
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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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return new MinigameSwitchSaveData
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{
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isUnlocked = isUnlocked
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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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MinigameSwitchSaveData data = JsonUtility.FromJson<MinigameSwitchSaveData>(serializedData);
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if (data == null)
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{
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Debug.LogWarning($"[MinigameSwitch] Failed to deserialize save data for {gameObject.name}");
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return;
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}
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isUnlocked = data.isUnlocked;
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// Show/hide based on unlock state
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gameObject.SetActive(isUnlocked);
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}
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#endregion
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}
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}
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