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:
@@ -5,12 +5,26 @@ using UnityEngine.SceneManagement;
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using Utils;
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using AppleHills.Core.Settings;
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using Core;
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using Core.SaveLoad;
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using Bootstrap;
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using UnityEngine.Events;
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/// <summary>
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/// Saveable data for FollowerController state
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/// </summary>
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[System.Serializable]
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public class FollowerSaveData
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{
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public Vector3 worldPosition;
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public Quaternion worldRotation;
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public string heldItemSaveId; // Save ID of held pickup (if any)
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public string heldItemDataAssetPath; // Asset path to PickupItemData
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}
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/// <summary>
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/// Controls the follower character, including following the player, handling pickups, and managing held items.
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/// </summary>
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public class FollowerController: MonoBehaviour
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public class FollowerController : MonoBehaviour, ISaveParticipant
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{
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private static readonly int CombineTrigger = Animator.StringToHash("Combine");
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@@ -83,6 +97,11 @@ public class FollowerController: MonoBehaviour
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public UnityEvent PulverIsCombining;
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private Input.PlayerTouchController _playerTouchController;
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// Save system tracking
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private bool hasBeenRestored;
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private bool _hasRestoredHeldItem; // Track if held item restoration completed
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private string _expectedHeldItemSaveId; // Expected saveId during restoration
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void Awake()
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{
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@@ -103,6 +122,23 @@ public class FollowerController: MonoBehaviour
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// Initialize settings references
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_settings = GameManager.GetSettingsObject<IPlayerFollowerSettings>();
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_interactionSettings = GameManager.GetSettingsObject<IInteractionSettings>();
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// Register for post-boot initialization
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BootCompletionService.RegisterInitAction(InitializePostBoot);
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}
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private void InitializePostBoot()
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{
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// Register with save system after boot
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if (SaveLoadManager.Instance != null)
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{
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SaveLoadManager.Instance.RegisterParticipant(this);
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Logging.Debug("[FollowerController] Registered with SaveLoadManager");
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}
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else
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{
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Logging.Warning("[FollowerController] SaveLoadManager not available for registration");
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}
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}
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void OnEnable()
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@@ -114,6 +150,12 @@ public class FollowerController: MonoBehaviour
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void OnDisable()
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{
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SceneManager.sceneLoaded -= OnSceneLoaded;
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// Unregister from save system
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if (SaveLoadManager.Instance != null)
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{
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SaveLoadManager.Instance.UnregisterParticipant(GetSaveId());
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}
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}
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void OnSceneLoaded(Scene scene, LoadSceneMode mode)
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@@ -584,7 +626,14 @@ public class FollowerController: MonoBehaviour
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if (matchingRule != null && matchingRule.resultPrefab != null)
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{
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newItem = Instantiate(matchingRule.resultPrefab, spawnPos, Quaternion.identity);
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PickupItemData itemData = newItem.GetComponent<Pickup>().itemData;
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var resultPickup = newItem.GetComponent<Pickup>();
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PickupItemData itemData = resultPickup.itemData;
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// Mark the base items as picked up before destroying them
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// (This ensures they save correctly if the game is saved during the combination animation)
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pickupA.IsPickedUp = true;
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pickupB.IsPickedUp = true;
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Destroy(pickupA.gameObject);
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Destroy(pickupB.gameObject);
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TryPickupItem(newItem, itemData);
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@@ -662,6 +711,14 @@ public class FollowerController: MonoBehaviour
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item.transform.position = position;
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item.transform.SetParent(null);
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item.SetActive(true);
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// Reset the pickup state so it can be picked up again and saves correctly
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var pickup = item.GetComponent<Pickup>();
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if (pickup != null)
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{
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pickup.ResetPickupState();
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}
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follower.ClearHeldItem();
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_animator.SetBool("IsCarrying", false);
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// Optionally: fire event, update UI, etc.
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@@ -675,6 +732,186 @@ public class FollowerController: MonoBehaviour
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#endregion ItemInteractions
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#region ISaveParticipant Implementation
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public bool HasBeenRestored => hasBeenRestored;
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public string GetSaveId()
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{
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return "FollowerController";
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}
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public string SerializeState()
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{
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var saveData = new FollowerSaveData
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{
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worldPosition = transform.position,
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worldRotation = transform.rotation
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};
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// Save held item if any
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if (_cachedPickupObject != null)
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{
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var pickup = _cachedPickupObject.GetComponent<Pickup>();
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if (pickup is SaveableInteractable saveable)
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{
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saveData.heldItemSaveId = saveable.GetSaveId();
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}
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if (_currentlyHeldItemData != null)
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{
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#if UNITY_EDITOR
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saveData.heldItemDataAssetPath = UnityEditor.AssetDatabase.GetAssetPath(_currentlyHeldItemData);
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#endif
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}
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}
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return JsonUtility.ToJson(saveData);
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}
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public void RestoreState(string serializedData)
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{
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if (string.IsNullOrEmpty(serializedData))
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{
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Logging.Debug("[FollowerController] No saved state to restore");
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hasBeenRestored = true;
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return;
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}
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try
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{
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var saveData = JsonUtility.FromJson<FollowerSaveData>(serializedData);
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if (saveData != null)
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{
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// Restore position and rotation
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transform.position = saveData.worldPosition;
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transform.rotation = saveData.worldRotation;
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// Try bilateral restoration of held item
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if (!string.IsNullOrEmpty(saveData.heldItemSaveId))
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{
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_expectedHeldItemSaveId = saveData.heldItemSaveId;
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TryRestoreHeldItem(saveData.heldItemSaveId, saveData.heldItemDataAssetPath);
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}
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hasBeenRestored = true;
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Logging.Debug($"[FollowerController] Restored position: {saveData.worldPosition}");
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}
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}
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catch (System.Exception ex)
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{
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Logging.Warning($"[FollowerController] Failed to restore state: {ex.Message}");
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}
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}
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/// <summary>
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/// Bilateral restoration: Follower tries to find and claim the held item.
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/// If pickup doesn't exist yet, it will try to claim us when it restores.
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/// </summary>
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private void TryRestoreHeldItem(string heldItemSaveId, string heldItemDataAssetPath)
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{
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if (_hasRestoredHeldItem)
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{
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Logging.Debug("[FollowerController] Held item already restored");
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return;
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}
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// Try to find the pickup immediately
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GameObject heldObject = ItemManager.Instance?.FindPickupBySaveId(heldItemSaveId);
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if (heldObject == null)
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{
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Logging.Debug($"[FollowerController] Held item not found yet: {heldItemSaveId}, waiting for pickup to restore");
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return; // Pickup will find us when it restores
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}
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var pickup = heldObject.GetComponent<Pickup>();
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if (pickup == null)
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{
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Logging.Warning($"[FollowerController] Found object but no Pickup component: {heldItemSaveId}");
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return;
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}
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// Claim the pickup
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TakeOwnership(pickup, heldItemDataAssetPath);
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}
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/// <summary>
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/// Bilateral restoration entry point: Pickup calls this to offer itself to the Follower.
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/// Returns true if claim was successful, false if Follower already has an item or wrong pickup.
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/// </summary>
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public bool TryClaimHeldItem(Pickup pickup)
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{
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if (pickup == null)
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return false;
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if (_hasRestoredHeldItem)
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{
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Logging.Debug("[FollowerController] Already restored held item, rejecting claim");
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return false;
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}
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// Verify this is the expected pickup
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if (pickup is SaveableInteractable saveable)
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{
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if (saveable.GetSaveId() != _expectedHeldItemSaveId)
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{
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Logging.Warning($"[FollowerController] Pickup tried to claim but saveId mismatch: {saveable.GetSaveId()} != {_expectedHeldItemSaveId}");
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return false;
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}
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}
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// Claim the pickup
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TakeOwnership(pickup, null);
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return true;
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}
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/// <summary>
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/// Takes ownership of a pickup during restoration. Called by both restoration paths.
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/// </summary>
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private void TakeOwnership(Pickup pickup, string itemDataAssetPath)
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{
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if (_hasRestoredHeldItem)
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return; // Already claimed
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// Get the item data
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PickupItemData heldData = pickup.itemData;
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#if UNITY_EDITOR
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// Try loading from asset path if available and pickup doesn't have data
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if (heldData == null && !string.IsNullOrEmpty(itemDataAssetPath))
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{
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heldData = UnityEditor.AssetDatabase.LoadAssetAtPath<PickupItemData>(itemDataAssetPath);
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}
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#endif
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if (heldData == null)
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{
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Logging.Warning($"[FollowerController] Could not get item data for pickup: {pickup.gameObject.name}");
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return;
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}
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// Setup the held item
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_cachedPickupObject = pickup.gameObject;
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_cachedPickupObject.SetActive(false); // Held items should be hidden
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SetHeldItem(heldData, pickup.iconRenderer);
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_animator.SetBool("IsCarrying", true);
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_hasRestoredHeldItem = true;
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Logging.Debug($"[FollowerController] Successfully restored held item: {heldData.itemName}");
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}
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/// <summary>
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/// Static method to find the FollowerController instance in the scene.
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/// Used by Pickup during bilateral restoration.
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/// </summary>
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public static FollowerController FindInstance()
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{
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return FindObjectOfType<FollowerController>();
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}
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#endregion ISaveParticipant Implementation
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#if UNITY_EDITOR
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void OnDrawGizmos()
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{
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