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:
@@ -8,7 +8,7 @@ namespace PuzzleS
|
||||
/// <summary>
|
||||
/// Manages the state and interactions for a single puzzle step, including unlock/lock logic and event handling.
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(Interactable))]
|
||||
[RequireComponent(typeof(InteractableBase))]
|
||||
public class ObjectiveStepBehaviour : MonoBehaviour, IPuzzlePrompt
|
||||
{
|
||||
/// <summary>
|
||||
@@ -20,7 +20,7 @@ namespace PuzzleS
|
||||
[SerializeField] private GameObject puzzleIndicator;
|
||||
[SerializeField] private bool drawPromptRangeGizmo = true;
|
||||
|
||||
private Interactable _interactable;
|
||||
private InteractableBase _interactable;
|
||||
private bool _isUnlocked = false;
|
||||
private bool _isCompleted = false;
|
||||
private IPuzzlePrompt _indicator;
|
||||
@@ -33,7 +33,7 @@ namespace PuzzleS
|
||||
|
||||
void Awake()
|
||||
{
|
||||
_interactable = GetComponent<Interactable>();
|
||||
_interactable = GetComponent<InteractableBase>();
|
||||
|
||||
// Initialize the indicator if it exists, but ensure it's hidden initially
|
||||
if (puzzleIndicator != null)
|
||||
@@ -60,7 +60,7 @@ namespace PuzzleS
|
||||
void OnEnable()
|
||||
{
|
||||
if (_interactable == null)
|
||||
_interactable = GetComponent<Interactable>();
|
||||
_interactable = GetComponent<InteractableBase>();
|
||||
|
||||
if (_interactable != null)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user