Revamp the puzzle registration system
This commit is contained in:
@@ -14,7 +14,17 @@ MonoBehaviour:
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m_Address: Puzzles/Testing
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m_Address: Puzzles/Quarry
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8
Assets/Data/Puzzles/Quarry.meta
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8
Assets/Data/Puzzles/Quarry.meta
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@@ -13,7 +13,7 @@ MonoBehaviour:
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m_Name: LureWolter
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stepId: LureWolter
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displayName: Wolter Lured!
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displayName: Wolter Lured!!
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description: Place Chocolate in the luring spot.
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icon: {fileID: 0}
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unlocks:
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@@ -17,4 +17,4 @@ MonoBehaviour:
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description: Avoid the gaze of the picnic lovers and steal their loot.
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icon: {fileID: 0}
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unlocks:
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31
Assets/Data/Puzzles/Quarry/Quarry.asset
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31
Assets/Data/Puzzles/Quarry/Quarry.asset
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@@ -0,0 +1,31 @@
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m_Script: {fileID: 11500000, guid: 0a79780a5a0d498084afd737d4515e3b, type: 3}
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m_Name: Quarry
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m_EditorClassIdentifier: AppleHillsScripts::PuzzleS.PuzzleLevelDataSO
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levelId: Quarry
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displayName: Quarry
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allSteps:
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initialSteps:
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8
Assets/Data/Puzzles/Quarry/Quarry.asset.meta
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8
Assets/Data/Puzzles/Quarry/Quarry.asset.meta
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@@ -16,4 +16,5 @@ MonoBehaviour:
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displayName: Picked up Headband!
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description: Once Wolter jumps out of the bushes, the headband is interactable.
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icon: {fileID: 0}
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unlocks: []
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unlocks:
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- {fileID: 11400000, guid: 37409d749a15970438d761d1d658d7a6, type: 2}
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@@ -0,0 +1,19 @@
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--- !u!114 &11400000
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stepId: Deafen Bird
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displayName: Deaf SoundBird
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description: sds
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icon: {fileID: 0}
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unlocks: []
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Assets/Data/Puzzles/Testing.meta
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8
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24
Assets/Data/Puzzles/Testing/Testing.asset
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24
Assets/Data/Puzzles/Testing/Testing.asset
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@@ -0,0 +1,24 @@
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m_Name: Testing
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m_EditorClassIdentifier: AppleHillsScripts::PuzzleS.PuzzleLevelDataSO
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levelId: Testing
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displayName: Testing
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allSteps:
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321
Assets/Editor/PuzzleAssetProcessor.cs
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321
Assets/Editor/PuzzleAssetProcessor.cs
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@@ -0,0 +1,321 @@
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using UnityEditor;
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using UnityEngine;
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using UnityEditor.AddressableAssets;
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using UnityEditor.AddressableAssets.Settings;
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namespace PuzzleS.Editor
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{
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/// <summary>
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/// Handles asset post-processing for puzzle step data.
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/// Automatically builds level data from folder structure.
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/// </summary>
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public class PuzzleAssetProcessor : AssetPostprocessor
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{
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// Base path for puzzle data
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private const string PuzzleDataBasePath = "Assets/Data/Puzzles";
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/// <summary>
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/// Called after assets have been imported, deleted, or moved.
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/// </summary>
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private static void OnPostprocessAllAssets(
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string[] importedAssets,
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string[] deletedAssets,
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string[] movedAssets,
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string[] movedFromAssetPaths)
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{
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bool puzzleAssetsChanged = false;
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// Check for changes to puzzle step assets
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foreach (string assetPath in importedAssets.Concat(movedAssets))
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{
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if (IsPuzzleAssetPath(assetPath) && Path.GetExtension(assetPath) == ".asset")
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{
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var asset = AssetDatabase.LoadAssetAtPath<ScriptableObject>(assetPath);
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if (asset is PuzzleStepSO)
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{
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// Find which level this step belongs to
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string assetDir = Path.GetDirectoryName(assetPath);
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string levelFolderPath = FindLevelFolder(assetDir);
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if (!string.IsNullOrEmpty(levelFolderPath))
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{
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ProcessPuzzleLevelFolder(levelFolderPath);
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puzzleAssetsChanged = true;
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}
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}
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}
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}
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// Check for changes to puzzle folder structure
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foreach (string assetPath in deletedAssets.Concat(movedFromAssetPaths))
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{
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if (IsPuzzleAssetPath(assetPath))
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{
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// Extract parent folders for processing
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string assetDir = Path.GetDirectoryName(assetPath);
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string levelFolderPath = FindLevelFolder(assetDir);
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if (!string.IsNullOrEmpty(levelFolderPath) && Directory.Exists(levelFolderPath))
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{
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ProcessPuzzleLevelFolder(levelFolderPath);
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puzzleAssetsChanged = true;
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}
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}
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}
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if (puzzleAssetsChanged)
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{
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// Make sure changes are saved
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AssetDatabase.SaveAssets();
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AssetDatabase.Refresh();
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Debug.Log("[PuzzleProcessor] Puzzle data processing complete");
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}
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}
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/// <summary>
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/// Checks if an asset path is within the puzzle data folder structure
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/// </summary>
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private static bool IsPuzzleAssetPath(string assetPath)
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{
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// Unity's AssetDatabase always uses forward slashes, so we need to normalize for comparison
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string normalizedPath = assetPath.Replace('\\', '/');
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string normalizedBasePath = PuzzleDataBasePath;
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return normalizedPath.StartsWith(normalizedBasePath) &&
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!normalizedPath.Contains("/.") && // Skip hidden folders
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!Path.GetExtension(normalizedPath).Equals(".meta");
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}
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/// <summary>
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/// Find the level folder that contains this asset path
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/// Assumes level folders are direct children of PuzzleDataBasePath
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/// </summary>
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private static string FindLevelFolder(string assetPath)
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{
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if (string.IsNullOrEmpty(assetPath)) return null;
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// Unity's AssetDatabase always uses forward slashes
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string normalizedPath = assetPath.Replace('\\', '/');
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if (!normalizedPath.StartsWith(PuzzleDataBasePath))
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return null;
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// Get the relative path from the base path
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string relativePath = normalizedPath.Substring(PuzzleDataBasePath.Length);
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if (relativePath.StartsWith("/"))
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relativePath = relativePath.Substring(1);
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// Split into path components and get the first folder (level name)
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string[] pathComponents = relativePath.Split('/');
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// First component after PuzzleDataBasePath should be the level name
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if (pathComponents.Length > 0)
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{
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// Use proper path joining with Unity's forward slash convention
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return PuzzleDataBasePath + "/" + pathComponents[0];
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}
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return null;
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}
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/// <summary>
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/// Process a level folder to build/update a PuzzleLevelDataSO with all puzzle steps
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/// </summary>
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private static void ProcessPuzzleLevelFolder(string folderPath)
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{
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if (!Directory.Exists(folderPath)) return;
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// Get level name from folder name
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string levelName = Path.GetFileName(folderPath);
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if (string.IsNullOrEmpty(levelName)) return;
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// Find all puzzle step assets in this level (including subfolders)
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var stepAssets = FindAssetsOfTypeRecursive<PuzzleStepSO>(folderPath);
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if (stepAssets.Count == 0) return;
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// Get or create level data asset
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var levelDataAsset = GetOrCreateLevelDataAsset(folderPath, levelName);
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if (levelDataAsset == null) return;
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// Update level data
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levelDataAsset.levelId = levelName;
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levelDataAsset.displayName = levelName; // Default display name matches folder name
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levelDataAsset.allSteps = stepAssets;
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// Pre-process initial steps (those with no dependencies)
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levelDataAsset.initialSteps = FindInitialSteps(stepAssets);
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// Pre-process dependencies (which steps are required by each step)
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PrecomputeDependencies(levelDataAsset);
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// Mark as dirty and save
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EditorUtility.SetDirty(levelDataAsset);
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// Setup addressables
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SetupAddressableAsset(AssetDatabase.GetAssetPath(levelDataAsset), $"Puzzles/{levelName}");
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Debug.Log($"[PuzzleProcessor] Processed level: {levelName} with {stepAssets.Count} steps");
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}
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/// <summary>
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/// Find all assets of a specific type in a folder and its subfolders
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/// </summary>
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private static List<T> FindAssetsOfTypeRecursive<T>(string folderPath) where T : ScriptableObject
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{
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var result = new List<T>();
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if (!Directory.Exists(folderPath)) return result;
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var guids = AssetDatabase.FindAssets("t:" + typeof(T).Name, new[] { folderPath });
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foreach (var guid in guids)
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{
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string assetPath = AssetDatabase.GUIDToAssetPath(guid);
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var asset = AssetDatabase.LoadAssetAtPath<T>(assetPath);
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if (asset != null)
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{
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result.Add(asset);
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}
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}
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return result;
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}
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/// <summary>
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/// Get existing level data asset or create a new one
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/// </summary>
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private static PuzzleLevelDataSO GetOrCreateLevelDataAsset(string folderPath, string levelName)
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{
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// Check for existing level data asset
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string levelDataAssetPath = $"{folderPath}/{levelName}.asset";
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var levelDataAsset = AssetDatabase.LoadAssetAtPath<PuzzleLevelDataSO>(levelDataAssetPath);
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if (levelDataAsset == null)
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{
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// Create new level data asset
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levelDataAsset = ScriptableObject.CreateInstance<PuzzleLevelDataSO>();
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AssetDatabase.CreateAsset(levelDataAsset, levelDataAssetPath);
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Debug.Log($"[PuzzleProcessor] Created new level data asset: {levelDataAssetPath}");
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||||
}
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||||
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||||
return levelDataAsset;
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||||
}
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||||
|
||||
/// <summary>
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||||
/// Find steps that have no dependencies (initial steps)
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||||
/// </summary>
|
||||
private static List<PuzzleStepSO> FindInitialSteps(List<PuzzleStepSO> steps)
|
||||
{
|
||||
var initialSteps = new List<PuzzleStepSO>();
|
||||
var dependentSteps = new HashSet<PuzzleStepSO>();
|
||||
|
||||
// Find all steps that are dependencies of other steps
|
||||
foreach (var step in steps)
|
||||
{
|
||||
if (step == null) continue;
|
||||
|
||||
foreach (var unlockStep in step.unlocks)
|
||||
{
|
||||
if (unlockStep != null && steps.Contains(unlockStep))
|
||||
{
|
||||
dependentSteps.Add(unlockStep);
|
||||
}
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||||
}
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||||
}
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||||
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||||
// Initial steps are those not depended on by any other step
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||||
foreach (var step in steps)
|
||||
{
|
||||
if (step != null && !dependentSteps.Contains(step))
|
||||
{
|
||||
initialSteps.Add(step);
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||||
}
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||||
}
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||||
|
||||
return initialSteps;
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||||
}
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||||
|
||||
/// <summary>
|
||||
/// Pre-compute dependency information for a puzzle level
|
||||
/// </summary>
|
||||
private static void PrecomputeDependencies(PuzzleLevelDataSO levelDataAsset)
|
||||
{
|
||||
levelDataAsset.stepDependencies.Clear();
|
||||
|
||||
// Build reverse dependency map (which steps are required by each step)
|
||||
var reverseDependencies = new Dictionary<string, List<string>>();
|
||||
|
||||
foreach (var step in levelDataAsset.allSteps)
|
||||
{
|
||||
if (step == null) continue;
|
||||
|
||||
foreach (var unlockStep in step.unlocks)
|
||||
{
|
||||
if (unlockStep == null) continue;
|
||||
|
||||
if (!reverseDependencies.ContainsKey(unlockStep.stepId))
|
||||
{
|
||||
reverseDependencies[unlockStep.stepId] = new List<string>();
|
||||
}
|
||||
|
||||
reverseDependencies[unlockStep.stepId].Add(step.stepId);
|
||||
}
|
||||
}
|
||||
|
||||
// Convert to serialized form
|
||||
foreach (var entry in reverseDependencies)
|
||||
{
|
||||
levelDataAsset.stepDependencies[entry.Key] = entry.Value.ToArray();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set up an asset as an Addressable with the specified address
|
||||
/// </summary>
|
||||
private static void SetupAddressableAsset(string assetPath, string address)
|
||||
{
|
||||
if (!File.Exists(assetPath)) return;
|
||||
|
||||
// Get Addressable settings
|
||||
var settings = AddressableAssetSettingsDefaultObject.Settings;
|
||||
if (settings == null)
|
||||
{
|
||||
Debug.LogWarning("[PuzzleProcessor] Addressable Asset Settings not found. Make sure Addressables is set up in your project.");
|
||||
return;
|
||||
}
|
||||
|
||||
// Get default group
|
||||
var defaultGroup = settings.DefaultGroup;
|
||||
if (defaultGroup == null)
|
||||
{
|
||||
Debug.LogWarning("[PuzzleProcessor] Default Addressable Asset Group not found.");
|
||||
return;
|
||||
}
|
||||
|
||||
// Get asset GUID
|
||||
var guid = AssetDatabase.AssetPathToGUID(assetPath);
|
||||
|
||||
// Check if entry exists
|
||||
var existingEntry = settings.FindAssetEntry(guid);
|
||||
if (existingEntry != null)
|
||||
{
|
||||
// Update existing entry
|
||||
existingEntry.SetAddress(address);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Create new entry
|
||||
settings.CreateOrMoveEntry(guid, defaultGroup);
|
||||
var newEntry = settings.FindAssetEntry(guid);
|
||||
if (newEntry != null)
|
||||
{
|
||||
newEntry.SetAddress(address);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
3
Assets/Editor/PuzzleAssetProcessor.cs.meta
Normal file
3
Assets/Editor/PuzzleAssetProcessor.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5097566c60d341dbb6f2bf5175b048cb
|
||||
timeCreated: 1760532147
|
||||
@@ -1,116 +0,0 @@
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using System.Collections.Generic;
|
||||
|
||||
public class PuzzleChainEditorWindow : EditorWindow
|
||||
{
|
||||
private List<PuzzleStepSO> puzzleSteps = new List<PuzzleStepSO>();
|
||||
private Dictionary<PuzzleStepSO, List<PuzzleStepSO>> dependencyGraph;
|
||||
private Vector2 scrollPos;
|
||||
private const int INDENT_SIZE = 24;
|
||||
|
||||
[MenuItem("AppleHills/Puzzle Chain Editor")]
|
||||
public static void ShowWindow()
|
||||
{
|
||||
var window = GetWindow<PuzzleChainEditorWindow>("Puzzle Chain Editor");
|
||||
window.minSize = new Vector2(600, 400);
|
||||
window.maxSize = new Vector2(1200, 800);
|
||||
window.position = new Rect(100, 100, 700, 500); // Reasonable default size and position
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
LoadPuzzleSteps();
|
||||
ProcessPuzzleChains();
|
||||
}
|
||||
|
||||
private void LoadPuzzleSteps()
|
||||
{
|
||||
puzzleSteps.Clear();
|
||||
// Find all PuzzleStepSO assets in the project
|
||||
string[] guids = AssetDatabase.FindAssets("t:PuzzleStepSO");
|
||||
foreach (var guid in guids)
|
||||
{
|
||||
var path = AssetDatabase.GUIDToAssetPath(guid);
|
||||
// Only include those under Assets/Data/Puzzles (case-insensitive)
|
||||
if (path.Replace('\\', '/').StartsWith("Assets/Data/Puzzles", System.StringComparison.OrdinalIgnoreCase))
|
||||
{
|
||||
var step = AssetDatabase.LoadAssetAtPath<PuzzleStepSO>(path);
|
||||
if (step != null)
|
||||
puzzleSteps.Add(step);
|
||||
}
|
||||
}
|
||||
// Remove any nulls just in case
|
||||
puzzleSteps.RemoveAll(s => s == null);
|
||||
// Remove nulls from unlocks lists
|
||||
foreach (var step in puzzleSteps)
|
||||
{
|
||||
if (step.unlocks != null)
|
||||
step.unlocks.RemoveAll(u => u == null);
|
||||
}
|
||||
}
|
||||
|
||||
private void ProcessPuzzleChains()
|
||||
{
|
||||
// Defensive: ensure no nulls in puzzleSteps or unlocks
|
||||
puzzleSteps.RemoveAll(s => s == null);
|
||||
foreach (var step in puzzleSteps)
|
||||
{
|
||||
if (step.unlocks != null)
|
||||
step.unlocks.RemoveAll(u => u == null);
|
||||
}
|
||||
dependencyGraph = PuzzleGraphUtility.BuildDependencyGraph(puzzleSteps);
|
||||
}
|
||||
|
||||
private void OnGUI()
|
||||
{
|
||||
EditorGUILayout.LabelField("Puzzle Chain Visualization", EditorStyles.boldLabel);
|
||||
if (puzzleSteps.Count == 0)
|
||||
{
|
||||
EditorGUILayout.HelpBox("No PuzzleStepSO assets found in Assets/Data/Puzzles.", MessageType.Warning);
|
||||
return;
|
||||
}
|
||||
scrollPos = EditorGUILayout.BeginScrollView(scrollPos);
|
||||
var initialSteps = dependencyGraph != null ? PuzzleGraphUtility.FindInitialSteps(dependencyGraph) : new List<PuzzleStepSO>();
|
||||
foreach (var step in initialSteps)
|
||||
{
|
||||
if (step == null) continue; // Defensive
|
||||
EditorGUILayout.BeginVertical("box");
|
||||
EditorGUILayout.LabelField($"Step Path: {step.displayName} ({step.stepId})", EditorStyles.largeLabel);
|
||||
GUILayout.Space(6);
|
||||
DrawStepTree(step, 0);
|
||||
EditorGUILayout.EndVertical();
|
||||
GUILayout.Space(12); // Space between step paths
|
||||
}
|
||||
EditorGUILayout.EndScrollView();
|
||||
}
|
||||
|
||||
private void DrawStepTree(PuzzleStepSO step, int indent)
|
||||
{
|
||||
if (step == null) {
|
||||
EditorGUILayout.LabelField("[Missing Step]", EditorStyles.boldLabel);
|
||||
return;
|
||||
}
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
GUILayout.Space(indent * INDENT_SIZE);
|
||||
EditorGUILayout.BeginVertical("box");
|
||||
EditorGUILayout.LabelField($"{step.displayName} ({step.stepId})", EditorStyles.boldLabel);
|
||||
EditorGUILayout.LabelField(step.description ?? "", EditorStyles.wordWrappedLabel);
|
||||
GUILayout.Space(4);
|
||||
if (GUILayout.Button("Open in Inspector", GUILayout.Width(150)))
|
||||
{
|
||||
Selection.activeObject = step;
|
||||
EditorGUIUtility.PingObject(step);
|
||||
}
|
||||
EditorGUILayout.EndVertical();
|
||||
EditorGUILayout.EndHorizontal();
|
||||
GUILayout.Space(6);
|
||||
if (step.unlocks != null)
|
||||
{
|
||||
foreach (var unlock in step.unlocks)
|
||||
{
|
||||
DrawStepTree(unlock, indent + 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f7bfaa69d42e45adaa4a44dd143efc2f
|
||||
timeCreated: 1756991142
|
||||
3
Assets/Editor/PuzzleSystem.meta
Normal file
3
Assets/Editor/PuzzleSystem.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 453e2745b86c424da42227fbc38ed6d7
|
||||
timeCreated: 1760539457
|
||||
875
Assets/Editor/PuzzleSystem/PuzzleEditorWindow.cs
Normal file
875
Assets/Editor/PuzzleSystem/PuzzleEditorWindow.cs
Normal file
@@ -0,0 +1,875 @@
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using PuzzleS;
|
||||
|
||||
namespace AppleHills.Editor.PuzzleSystem
|
||||
{
|
||||
/// <summary>
|
||||
/// Editor utility for managing puzzle steps and debugging puzzle state at runtime.
|
||||
/// Provides tabs for both editing puzzle data and runtime debugging.
|
||||
/// </summary>
|
||||
public class PuzzleEditorWindow : EditorWindow
|
||||
{
|
||||
// Paths
|
||||
private const string PuzzleDataBasePath = "Assets/Data";
|
||||
private const string MenuPath = "AppleHills/Puzzle Editor";
|
||||
|
||||
// Editor state
|
||||
private List<PuzzleStepSO> _allPuzzleSteps = new List<PuzzleStepSO>();
|
||||
private Dictionary<string, List<PuzzleStepSO>> _puzzleStepsByFolder = new Dictionary<string, List<PuzzleStepSO>>();
|
||||
private PuzzleStepSO _selectedStep;
|
||||
private Dictionary<string, bool> _folderExpanded = new Dictionary<string, bool>();
|
||||
private Vector2 _puzzleListScrollPosition;
|
||||
private Vector2 _puzzleEditScrollPosition;
|
||||
private string _searchQuery = "";
|
||||
private bool _isDirty = false;
|
||||
|
||||
// Tab management
|
||||
private int _selectedTab = 0;
|
||||
private readonly string[] _tabNames = { "Edit", "Debug" };
|
||||
|
||||
// Runtime debug state
|
||||
private Dictionary<string, bool> _stepUnlockState = new Dictionary<string, bool>();
|
||||
private Dictionary<string, bool> _stepCompletedState = new Dictionary<string, bool>();
|
||||
private Vector2 _debugScrollPosition;
|
||||
private bool _isPlaying = false;
|
||||
private bool _hasRuntimeData = false;
|
||||
private PuzzleLevelDataSO _runtimeLevelData;
|
||||
|
||||
// New step creation
|
||||
private string _newStepName = "New Step";
|
||||
private string _selectedFolder = "";
|
||||
private bool _showCreateNewStepDialog = false;
|
||||
|
||||
[MenuItem(MenuPath)]
|
||||
public static void ShowWindow()
|
||||
{
|
||||
var window = GetWindow<PuzzleEditorWindow>("Puzzle Editor");
|
||||
window.minSize = new Vector2(800, 600);
|
||||
window.Show();
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
// Load all puzzle steps
|
||||
LoadAllPuzzleSteps();
|
||||
|
||||
// Register for undo/redo
|
||||
Undo.undoRedoPerformed += OnUndoRedo;
|
||||
|
||||
// Set up update callbacks
|
||||
EditorApplication.update += OnEditorUpdate;
|
||||
EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
// Unregister from undo/redo
|
||||
Undo.undoRedoPerformed -= OnUndoRedo;
|
||||
|
||||
// Unregister from update
|
||||
EditorApplication.update -= OnEditorUpdate;
|
||||
EditorApplication.playModeStateChanged -= OnPlayModeStateChanged;
|
||||
}
|
||||
|
||||
private void OnEditorUpdate()
|
||||
{
|
||||
// Check if we're in play mode
|
||||
bool currentlyPlaying = EditorApplication.isPlaying && !EditorApplication.isPaused;
|
||||
if (_isPlaying != currentlyPlaying)
|
||||
{
|
||||
_isPlaying = currentlyPlaying;
|
||||
Repaint();
|
||||
}
|
||||
|
||||
// In play mode, update runtime data periodically
|
||||
if (_isPlaying)
|
||||
{
|
||||
UpdateRuntimeData();
|
||||
Repaint();
|
||||
}
|
||||
}
|
||||
|
||||
private void OnUndoRedo()
|
||||
{
|
||||
_isDirty = true;
|
||||
Repaint();
|
||||
}
|
||||
|
||||
private void OnPlayModeStateChanged(PlayModeStateChange state)
|
||||
{
|
||||
if (state == PlayModeStateChange.EnteredPlayMode)
|
||||
{
|
||||
_isPlaying = true;
|
||||
_hasRuntimeData = false;
|
||||
_stepUnlockState.Clear();
|
||||
_stepCompletedState.Clear();
|
||||
}
|
||||
else if (state == PlayModeStateChange.ExitingPlayMode)
|
||||
{
|
||||
_isPlaying = false;
|
||||
_hasRuntimeData = false;
|
||||
_runtimeLevelData = null;
|
||||
}
|
||||
|
||||
Repaint();
|
||||
}
|
||||
|
||||
private void OnGUI()
|
||||
{
|
||||
DrawHeader();
|
||||
|
||||
_selectedTab = GUILayout.Toolbar(_selectedTab, _tabNames);
|
||||
|
||||
EditorGUILayout.Space();
|
||||
|
||||
switch (_selectedTab)
|
||||
{
|
||||
case 0: // Edit tab
|
||||
DrawEditTab();
|
||||
break;
|
||||
case 1: // Debug tab
|
||||
DrawDebugTab();
|
||||
break;
|
||||
}
|
||||
|
||||
// Apply any pending changes
|
||||
if (_isDirty)
|
||||
{
|
||||
SaveChanges();
|
||||
_isDirty = false;
|
||||
}
|
||||
}
|
||||
|
||||
#region Header UI
|
||||
|
||||
private void DrawHeader()
|
||||
{
|
||||
EditorGUILayout.BeginHorizontal(EditorStyles.toolbar);
|
||||
|
||||
if (GUILayout.Button("Refresh", EditorStyles.toolbarButton, GUILayout.Width(60)))
|
||||
{
|
||||
LoadAllPuzzleSteps();
|
||||
}
|
||||
|
||||
GUILayout.FlexibleSpace();
|
||||
|
||||
// Tab-specific toolbar options
|
||||
if (_selectedTab == 0) // Edit tab
|
||||
{
|
||||
if (GUILayout.Button("Create New", EditorStyles.toolbarButton, GUILayout.Width(80)))
|
||||
{
|
||||
_showCreateNewStepDialog = true;
|
||||
}
|
||||
}
|
||||
else if (_selectedTab == 1) // Debug tab
|
||||
{
|
||||
EditorGUILayout.LabelField(_isPlaying ? "Runtime Active" : "Editor Mode", EditorStyles.toolbarButton, GUILayout.Width(100));
|
||||
}
|
||||
|
||||
EditorGUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Edit Tab
|
||||
|
||||
private void DrawEditTab()
|
||||
{
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
|
||||
// Left panel - puzzle step list
|
||||
EditorGUILayout.BeginVertical(GUILayout.Width(250));
|
||||
DrawStepListPanel();
|
||||
EditorGUILayout.EndVertical();
|
||||
|
||||
// Separator
|
||||
EditorGUILayout.Space();
|
||||
|
||||
// Right panel - puzzle step editor
|
||||
EditorGUILayout.BeginVertical();
|
||||
DrawStepEditorPanel();
|
||||
EditorGUILayout.EndVertical();
|
||||
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
// Draw create new step dialog if needed
|
||||
if (_showCreateNewStepDialog)
|
||||
{
|
||||
DrawCreateNewStepDialog();
|
||||
}
|
||||
}
|
||||
|
||||
private void DrawStepListPanel()
|
||||
{
|
||||
// Search field
|
||||
EditorGUILayout.BeginHorizontal(EditorStyles.toolbar);
|
||||
_searchQuery = EditorGUILayout.TextField(_searchQuery, EditorStyles.toolbarSearchField);
|
||||
if (GUILayout.Button("×", EditorStyles.toolbarButton, GUILayout.Width(20)) && !string.IsNullOrEmpty(_searchQuery))
|
||||
{
|
||||
_searchQuery = "";
|
||||
GUI.FocusControl(null);
|
||||
}
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
_puzzleListScrollPosition = EditorGUILayout.BeginScrollView(_puzzleListScrollPosition);
|
||||
|
||||
// If search query exists, show filtered results across all folders
|
||||
if (!string.IsNullOrEmpty(_searchQuery))
|
||||
{
|
||||
var filteredSteps = _allPuzzleSteps.Where(step =>
|
||||
step.displayName.ToLower().Contains(_searchQuery.ToLower()) ||
|
||||
step.stepId.ToLower().Contains(_searchQuery.ToLower())).ToList();
|
||||
|
||||
if (filteredSteps.Any())
|
||||
{
|
||||
EditorGUILayout.LabelField($"Search Results ({filteredSteps.Count}):", EditorStyles.boldLabel);
|
||||
|
||||
foreach (var step in filteredSteps)
|
||||
{
|
||||
if (DrawStepListItem(step))
|
||||
{
|
||||
_selectedStep = step;
|
||||
GUI.FocusControl(null);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
EditorGUILayout.LabelField("No matching steps found");
|
||||
}
|
||||
}
|
||||
// Otherwise show organized by folder
|
||||
else
|
||||
{
|
||||
foreach (var folderEntry in _puzzleStepsByFolder)
|
||||
{
|
||||
string folderName = folderEntry.Key;
|
||||
List<PuzzleStepSO> steps = folderEntry.Value;
|
||||
|
||||
if (!_folderExpanded.ContainsKey(folderName))
|
||||
{
|
||||
_folderExpanded[folderName] = true; // Default to expanded
|
||||
}
|
||||
|
||||
// Folder header with toggle
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
_folderExpanded[folderName] = EditorGUILayout.Foldout(_folderExpanded[folderName], folderName, true);
|
||||
|
||||
// Show step count
|
||||
EditorGUILayout.LabelField($"({steps.Count})", GUILayout.Width(40));
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
// Draw steps in folder if expanded
|
||||
if (_folderExpanded[folderName])
|
||||
{
|
||||
EditorGUI.indentLevel++;
|
||||
|
||||
foreach (var step in steps)
|
||||
{
|
||||
if (DrawStepListItem(step))
|
||||
{
|
||||
_selectedStep = step;
|
||||
GUI.FocusControl(null);
|
||||
}
|
||||
}
|
||||
|
||||
EditorGUI.indentLevel--;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
EditorGUILayout.EndScrollView();
|
||||
}
|
||||
|
||||
private bool DrawStepListItem(PuzzleStepSO step)
|
||||
{
|
||||
if (step == null) return false;
|
||||
|
||||
bool isSelected = step == _selectedStep;
|
||||
EditorGUILayout.BeginHorizontal(isSelected ? EditorStyles.selectionRect : EditorStyles.helpBox);
|
||||
|
||||
// Icon if available
|
||||
if (step.icon != null)
|
||||
{
|
||||
GUILayout.Label(new GUIContent(step.icon.texture), GUILayout.Width(20), GUILayout.Height(20));
|
||||
}
|
||||
else
|
||||
{
|
||||
GUILayout.Space(24);
|
||||
}
|
||||
|
||||
// Name and ID
|
||||
EditorGUILayout.BeginVertical();
|
||||
EditorGUILayout.LabelField(step.displayName, EditorStyles.boldLabel);
|
||||
EditorGUILayout.LabelField(step.stepId, EditorStyles.miniLabel);
|
||||
EditorGUILayout.EndVertical();
|
||||
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
// Check if this item was clicked
|
||||
Rect itemRect = GUILayoutUtility.GetLastRect();
|
||||
bool wasClicked = Event.current.type == EventType.MouseDown && Event.current.button == 0
|
||||
&& itemRect.Contains(Event.current.mousePosition);
|
||||
|
||||
if (wasClicked)
|
||||
{
|
||||
Event.current.Use();
|
||||
}
|
||||
|
||||
return wasClicked;
|
||||
}
|
||||
|
||||
private void DrawStepEditorPanel()
|
||||
{
|
||||
if (_selectedStep == null)
|
||||
{
|
||||
EditorGUILayout.HelpBox("Select a puzzle step to edit", MessageType.Info);
|
||||
return;
|
||||
}
|
||||
|
||||
_puzzleEditScrollPosition = EditorGUILayout.BeginScrollView(_puzzleEditScrollPosition);
|
||||
|
||||
EditorGUI.BeginChangeCheck();
|
||||
|
||||
// Header with name and ID
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
EditorGUILayout.LabelField("Editing:", EditorStyles.boldLabel, GUILayout.Width(60));
|
||||
EditorGUILayout.LabelField(_selectedStep.displayName, EditorStyles.boldLabel);
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
EditorGUILayout.Space();
|
||||
|
||||
// Basic properties
|
||||
EditorGUILayout.LabelField("Basic Properties", EditorStyles.boldLabel);
|
||||
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
|
||||
|
||||
// Step ID
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
EditorGUILayout.LabelField("Step ID:", GUILayout.Width(100));
|
||||
string newStepId = EditorGUILayout.TextField(_selectedStep.stepId);
|
||||
if (newStepId != _selectedStep.stepId)
|
||||
{
|
||||
Undo.RecordObject(_selectedStep, "Change Step ID");
|
||||
_selectedStep.stepId = newStepId;
|
||||
_isDirty = true;
|
||||
}
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
// Display Name
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
EditorGUILayout.LabelField("Display Name:", GUILayout.Width(100));
|
||||
string newDisplayName = EditorGUILayout.TextField(_selectedStep.displayName);
|
||||
if (newDisplayName != _selectedStep.displayName)
|
||||
{
|
||||
Undo.RecordObject(_selectedStep, "Change Display Name");
|
||||
_selectedStep.displayName = newDisplayName;
|
||||
_isDirty = true;
|
||||
}
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
// Description
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
EditorGUILayout.LabelField("Description:", GUILayout.Width(100));
|
||||
string newDescription = EditorGUILayout.TextArea(_selectedStep.description, GUILayout.Height(60));
|
||||
if (newDescription != _selectedStep.description)
|
||||
{
|
||||
Undo.RecordObject(_selectedStep, "Change Description");
|
||||
_selectedStep.description = newDescription;
|
||||
_isDirty = true;
|
||||
}
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
// Icon
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
EditorGUILayout.LabelField("Icon:", GUILayout.Width(100));
|
||||
Sprite newIcon = (Sprite)EditorGUILayout.ObjectField(_selectedStep.icon, typeof(Sprite), false);
|
||||
if (newIcon != _selectedStep.icon)
|
||||
{
|
||||
Undo.RecordObject(_selectedStep, "Change Icon");
|
||||
_selectedStep.icon = newIcon;
|
||||
_isDirty = true;
|
||||
}
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
EditorGUILayout.EndVertical();
|
||||
|
||||
EditorGUILayout.Space();
|
||||
|
||||
// Unlocks (dependencies)
|
||||
EditorGUILayout.LabelField("Unlocks", EditorStyles.boldLabel);
|
||||
EditorGUILayout.HelpBox("Steps that will be unlocked when this step is completed", MessageType.Info);
|
||||
|
||||
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
|
||||
|
||||
// Show unlocked steps list
|
||||
if (_selectedStep.unlocks.Count > 0)
|
||||
{
|
||||
for (int i = 0; i < _selectedStep.unlocks.Count; i++)
|
||||
{
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
|
||||
// Draw step selector
|
||||
PuzzleStepSO newUnlockedStep = (PuzzleStepSO)EditorGUILayout.ObjectField(
|
||||
_selectedStep.unlocks[i], typeof(PuzzleStepSO), false);
|
||||
|
||||
if (newUnlockedStep != _selectedStep.unlocks[i])
|
||||
{
|
||||
Undo.RecordObject(_selectedStep, "Change Unlocked Step");
|
||||
_selectedStep.unlocks[i] = newUnlockedStep;
|
||||
_isDirty = true;
|
||||
}
|
||||
|
||||
// Remove button
|
||||
if (GUILayout.Button("-", GUILayout.Width(20)))
|
||||
{
|
||||
Undo.RecordObject(_selectedStep, "Remove Unlocked Step");
|
||||
_selectedStep.unlocks.RemoveAt(i);
|
||||
_isDirty = true;
|
||||
i--;
|
||||
}
|
||||
|
||||
EditorGUILayout.EndHorizontal();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
EditorGUILayout.LabelField("No steps will be unlocked");
|
||||
}
|
||||
|
||||
// Add new dependency
|
||||
if (GUILayout.Button("Add Unlocked Step"))
|
||||
{
|
||||
Undo.RecordObject(_selectedStep, "Add Unlocked Step");
|
||||
_selectedStep.unlocks.Add(null);
|
||||
_isDirty = true;
|
||||
}
|
||||
|
||||
EditorGUILayout.EndVertical();
|
||||
|
||||
EditorGUILayout.Space();
|
||||
|
||||
// Asset path info
|
||||
string assetPath = AssetDatabase.GetAssetPath(_selectedStep);
|
||||
EditorGUILayout.LabelField("Asset Path:", EditorStyles.miniLabel);
|
||||
EditorGUILayout.LabelField(assetPath, EditorStyles.miniLabel);
|
||||
|
||||
// Delete button
|
||||
EditorGUILayout.Space();
|
||||
if (GUILayout.Button("Delete Step", GUILayout.Width(100)))
|
||||
{
|
||||
if (EditorUtility.DisplayDialog("Delete Puzzle Step",
|
||||
$"Are you sure you want to delete '{_selectedStep.displayName}'? This action cannot be undone.",
|
||||
"Delete", "Cancel"))
|
||||
{
|
||||
DeletePuzzleStep(_selectedStep);
|
||||
_selectedStep = null;
|
||||
}
|
||||
}
|
||||
|
||||
if (EditorGUI.EndChangeCheck())
|
||||
{
|
||||
EditorUtility.SetDirty(_selectedStep);
|
||||
}
|
||||
|
||||
EditorGUILayout.EndScrollView();
|
||||
}
|
||||
|
||||
private void DrawCreateNewStepDialog()
|
||||
{
|
||||
// Create a centered window
|
||||
Rect windowRect = new Rect(
|
||||
(position.width - 400) / 2,
|
||||
(position.height - 200) / 2,
|
||||
400, 200);
|
||||
|
||||
GUI.Box(windowRect, "Create New Puzzle Step", EditorStyles.helpBox);
|
||||
GUILayout.BeginArea(new Rect(windowRect.x + 10, windowRect.y + 30, windowRect.width - 20, windowRect.height - 40));
|
||||
|
||||
// Name field
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
EditorGUILayout.LabelField("Name:", GUILayout.Width(80));
|
||||
_newStepName = EditorGUILayout.TextField(_newStepName);
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
// Folder selection
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
EditorGUILayout.LabelField("Folder:", GUILayout.Width(80));
|
||||
|
||||
// Create folder dropdown
|
||||
List<string> folderNames = _puzzleStepsByFolder.Keys.ToList();
|
||||
int selectedFolderIndex = folderNames.IndexOf(_selectedFolder);
|
||||
int newSelectedFolderIndex = EditorGUILayout.Popup(selectedFolderIndex >= 0 ? selectedFolderIndex : 0, folderNames.ToArray());
|
||||
if (newSelectedFolderIndex >= 0 && newSelectedFolderIndex < folderNames.Count)
|
||||
{
|
||||
_selectedFolder = folderNames[newSelectedFolderIndex];
|
||||
}
|
||||
else if (folderNames.Count > 0)
|
||||
{
|
||||
_selectedFolder = folderNames[0];
|
||||
}
|
||||
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
EditorGUILayout.Space();
|
||||
|
||||
// Buttons
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
GUILayout.FlexibleSpace();
|
||||
|
||||
if (GUILayout.Button("Cancel", GUILayout.Width(100)))
|
||||
{
|
||||
_showCreateNewStepDialog = false;
|
||||
}
|
||||
|
||||
if (GUILayout.Button("Create", GUILayout.Width(100)))
|
||||
{
|
||||
if (!string.IsNullOrEmpty(_newStepName) && !string.IsNullOrEmpty(_selectedFolder))
|
||||
{
|
||||
CreateNewPuzzleStep(_newStepName, _selectedFolder);
|
||||
_showCreateNewStepDialog = false;
|
||||
_newStepName = "New Step";
|
||||
}
|
||||
}
|
||||
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
GUILayout.EndArea();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Debug Tab
|
||||
|
||||
private void DrawDebugTab()
|
||||
{
|
||||
if (!_isPlaying)
|
||||
{
|
||||
EditorGUILayout.HelpBox("Enter Play Mode to debug puzzles at runtime", MessageType.Info);
|
||||
return;
|
||||
}
|
||||
|
||||
if (!_hasRuntimeData || _runtimeLevelData == null)
|
||||
{
|
||||
EditorGUILayout.HelpBox("Waiting for puzzle data to be loaded...", MessageType.Info);
|
||||
return;
|
||||
}
|
||||
|
||||
EditorGUILayout.BeginHorizontal(EditorStyles.toolbar);
|
||||
EditorGUILayout.LabelField($"Current Level: {_runtimeLevelData.levelId}", EditorStyles.boldLabel);
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
_debugScrollPosition = EditorGUILayout.BeginScrollView(_debugScrollPosition);
|
||||
|
||||
// List all steps with their current state
|
||||
EditorGUILayout.LabelField("Puzzle Steps", EditorStyles.boldLabel);
|
||||
|
||||
// Show steps directly from the level data in a flat list
|
||||
foreach (var step in _runtimeLevelData.allSteps)
|
||||
{
|
||||
if (step == null) continue;
|
||||
|
||||
DrawRuntimeStepItem(step);
|
||||
}
|
||||
|
||||
EditorGUILayout.EndScrollView();
|
||||
}
|
||||
|
||||
private void DrawRuntimeStepItem(PuzzleStepSO step)
|
||||
{
|
||||
bool isUnlocked = _stepUnlockState.ContainsKey(step.stepId) && _stepUnlockState[step.stepId];
|
||||
bool isCompleted = _stepCompletedState.ContainsKey(step.stepId) && _stepCompletedState[step.stepId];
|
||||
|
||||
// Set background color based on state
|
||||
Color originalColor = GUI.backgroundColor;
|
||||
|
||||
if (isCompleted)
|
||||
GUI.backgroundColor = new Color(0.5f, 1f, 0.5f); // Green for completed
|
||||
else if (isUnlocked)
|
||||
GUI.backgroundColor = new Color(1f, 1f, 0.5f); // Yellow for unlocked but not completed
|
||||
else
|
||||
GUI.backgroundColor = new Color(1f, 0.5f, 0.5f); // Red for locked
|
||||
|
||||
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
|
||||
|
||||
// Reset color
|
||||
GUI.backgroundColor = originalColor;
|
||||
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
|
||||
// Step info
|
||||
EditorGUILayout.BeginVertical(GUILayout.ExpandWidth(true));
|
||||
EditorGUILayout.LabelField(step.displayName, EditorStyles.boldLabel);
|
||||
EditorGUILayout.LabelField(step.stepId, EditorStyles.miniLabel);
|
||||
|
||||
// Status text
|
||||
string statusText = isCompleted ? "Completed" : (isUnlocked ? "Unlocked" : "Locked");
|
||||
EditorGUILayout.LabelField($"Status: {statusText}", EditorStyles.miniLabel);
|
||||
|
||||
EditorGUILayout.EndVertical();
|
||||
|
||||
// Action buttons
|
||||
EditorGUILayout.BeginVertical(GUILayout.Width(100));
|
||||
|
||||
EditorGUI.BeginDisabledGroup(isCompleted);
|
||||
if (GUILayout.Button(isUnlocked ? "Lock" : "Unlock"))
|
||||
{
|
||||
ToggleStepUnlocked(step);
|
||||
}
|
||||
EditorGUI.EndDisabledGroup();
|
||||
|
||||
EditorGUI.BeginDisabledGroup(!isUnlocked || isCompleted);
|
||||
if (GUILayout.Button("Complete"))
|
||||
{
|
||||
CompleteStep(step);
|
||||
}
|
||||
EditorGUI.EndDisabledGroup();
|
||||
|
||||
EditorGUILayout.EndVertical();
|
||||
|
||||
EditorGUILayout.EndHorizontal();
|
||||
EditorGUILayout.EndVertical();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Data Management
|
||||
|
||||
private void LoadAllPuzzleSteps()
|
||||
{
|
||||
_allPuzzleSteps.Clear();
|
||||
_puzzleStepsByFolder.Clear();
|
||||
|
||||
// Find all PuzzleStepSO assets in the project
|
||||
string[] guids = AssetDatabase.FindAssets("t:PuzzleStepSO");
|
||||
|
||||
foreach (string guid in guids)
|
||||
{
|
||||
string assetPath = AssetDatabase.GUIDToAssetPath(guid);
|
||||
|
||||
// Only include assets from the Data folder
|
||||
if (assetPath.StartsWith(PuzzleDataBasePath))
|
||||
{
|
||||
PuzzleStepSO step = AssetDatabase.LoadAssetAtPath<PuzzleStepSO>(assetPath);
|
||||
|
||||
if (step != null)
|
||||
{
|
||||
_allPuzzleSteps.Add(step);
|
||||
|
||||
// Add to folder dictionary for organization
|
||||
string folder = Path.GetDirectoryName(assetPath)?.Replace("\\", "/");
|
||||
|
||||
if (folder != null)
|
||||
{
|
||||
if (!_puzzleStepsByFolder.ContainsKey(folder))
|
||||
{
|
||||
_puzzleStepsByFolder[folder] = new List<PuzzleStepSO>();
|
||||
}
|
||||
|
||||
_puzzleStepsByFolder[folder].Add(step);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Make sure each folder is sorted by name
|
||||
foreach (var key in _puzzleStepsByFolder.Keys.ToList())
|
||||
{
|
||||
_puzzleStepsByFolder[key] = _puzzleStepsByFolder[key]
|
||||
.OrderBy(step => step.displayName)
|
||||
.ToList();
|
||||
}
|
||||
|
||||
_isDirty = false;
|
||||
}
|
||||
|
||||
private void SaveChanges()
|
||||
{
|
||||
AssetDatabase.SaveAssets();
|
||||
AssetDatabase.Refresh();
|
||||
}
|
||||
|
||||
private void CreateNewPuzzleStep(string stepName, string folderPath)
|
||||
{
|
||||
// Create a new PuzzleStepSO
|
||||
PuzzleStepSO newStep = CreateInstance<PuzzleStepSO>();
|
||||
newStep.stepId = GenerateUniqueStepId(stepName);
|
||||
newStep.displayName = stepName;
|
||||
|
||||
// Create the path
|
||||
string assetPath = Path.Combine(folderPath, $"{stepName}.asset").Replace("\\", "/");
|
||||
|
||||
// Make sure the directory exists
|
||||
string directory = Path.GetDirectoryName(assetPath);
|
||||
if (!Directory.Exists(directory))
|
||||
{
|
||||
Directory.CreateDirectory(directory);
|
||||
}
|
||||
|
||||
// Create the asset
|
||||
AssetDatabase.CreateAsset(newStep, assetPath);
|
||||
AssetDatabase.SaveAssets();
|
||||
AssetDatabase.Refresh();
|
||||
|
||||
// Reload all steps and select the new one
|
||||
LoadAllPuzzleSteps();
|
||||
_selectedStep = newStep;
|
||||
}
|
||||
|
||||
private void DeletePuzzleStep(PuzzleStepSO step)
|
||||
{
|
||||
if (step == null) return;
|
||||
|
||||
string assetPath = AssetDatabase.GetAssetPath(step);
|
||||
|
||||
if (!string.IsNullOrEmpty(assetPath))
|
||||
{
|
||||
// Also need to remove all references to this step from other steps' unlocks lists
|
||||
foreach (var otherStep in _allPuzzleSteps)
|
||||
{
|
||||
if (otherStep != null && otherStep != step)
|
||||
{
|
||||
if (otherStep.unlocks.Contains(step))
|
||||
{
|
||||
Undo.RecordObject(otherStep, "Remove Deleted Step Reference");
|
||||
otherStep.unlocks.Remove(step);
|
||||
EditorUtility.SetDirty(otherStep);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
AssetDatabase.DeleteAsset(assetPath);
|
||||
AssetDatabase.SaveAssets();
|
||||
AssetDatabase.Refresh();
|
||||
|
||||
// Reload all steps
|
||||
LoadAllPuzzleSteps();
|
||||
}
|
||||
}
|
||||
|
||||
private string GenerateUniqueStepId(string baseName)
|
||||
{
|
||||
// Convert to lowercase and replace spaces with underscores
|
||||
string baseId = baseName.ToLower().Replace(" ", "_");
|
||||
|
||||
// Check if this ID already exists
|
||||
bool idExists = _allPuzzleSteps.Any(step => step.stepId == baseId);
|
||||
|
||||
if (!idExists)
|
||||
{
|
||||
return baseId;
|
||||
}
|
||||
|
||||
// Add a number suffix if ID already exists
|
||||
int counter = 1;
|
||||
while (_allPuzzleSteps.Any(step => step.stepId == $"{baseId}_{counter}"))
|
||||
{
|
||||
counter++;
|
||||
}
|
||||
|
||||
return $"{baseId}_{counter}";
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Runtime Debug Helpers
|
||||
|
||||
private void UpdateRuntimeData()
|
||||
{
|
||||
if (!_isPlaying) return;
|
||||
|
||||
// Find PuzzleManager instance
|
||||
PuzzleManager puzzleManager = Object.FindObjectOfType<PuzzleManager>();
|
||||
|
||||
if (puzzleManager == null)
|
||||
{
|
||||
_hasRuntimeData = false;
|
||||
return;
|
||||
}
|
||||
|
||||
// Get current level data
|
||||
var levelData = puzzleManager.GetCurrentLevelData();
|
||||
if (levelData == null)
|
||||
{
|
||||
_hasRuntimeData = false;
|
||||
return;
|
||||
}
|
||||
|
||||
_hasRuntimeData = true;
|
||||
_runtimeLevelData = levelData;
|
||||
|
||||
// Update step states
|
||||
foreach (var step in _runtimeLevelData.allSteps)
|
||||
{
|
||||
if (step != null)
|
||||
{
|
||||
_stepUnlockState[step.stepId] = puzzleManager.IsStepUnlocked(step);
|
||||
_stepCompletedState[step.stepId] = puzzleManager.IsPuzzleStepCompleted(step.stepId);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void ToggleStepUnlocked(PuzzleStepSO step)
|
||||
{
|
||||
if (!_isPlaying || step == null) return;
|
||||
|
||||
PuzzleManager puzzleManager = Object.FindObjectOfType<PuzzleManager>();
|
||||
if (puzzleManager == null) return;
|
||||
|
||||
// Get current unlock state
|
||||
bool isCurrentlyUnlocked = _stepUnlockState.ContainsKey(step.stepId) && _stepUnlockState[step.stepId];
|
||||
|
||||
// Call appropriate method using reflection since these might be private methods
|
||||
System.Type managerType = puzzleManager.GetType();
|
||||
|
||||
if (isCurrentlyUnlocked)
|
||||
{
|
||||
// Find the LockStep method that takes a PuzzleStepSO parameter
|
||||
System.Reflection.MethodInfo lockMethod = managerType.GetMethod("LockStep",
|
||||
System.Reflection.BindingFlags.Instance |
|
||||
System.Reflection.BindingFlags.Public |
|
||||
System.Reflection.BindingFlags.NonPublic);
|
||||
|
||||
if (lockMethod != null)
|
||||
{
|
||||
lockMethod.Invoke(puzzleManager, new object[] { step });
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Find the UnlockStep method that takes a PuzzleStepSO parameter
|
||||
System.Reflection.MethodInfo unlockMethod = managerType.GetMethod("UnlockStep",
|
||||
System.Reflection.BindingFlags.Instance |
|
||||
System.Reflection.BindingFlags.Public |
|
||||
System.Reflection.BindingFlags.NonPublic);
|
||||
|
||||
if (unlockMethod != null)
|
||||
{
|
||||
unlockMethod.Invoke(puzzleManager, new object[] { step });
|
||||
}
|
||||
}
|
||||
|
||||
// Update state
|
||||
UpdateRuntimeData();
|
||||
}
|
||||
|
||||
private void CompleteStep(PuzzleStepSO step)
|
||||
{
|
||||
if (!_isPlaying || step == null) return;
|
||||
|
||||
PuzzleManager puzzleManager = Object.FindObjectOfType<PuzzleManager>();
|
||||
if (puzzleManager == null) return;
|
||||
|
||||
// Complete the step
|
||||
puzzleManager.MarkPuzzleStepCompleted(step);
|
||||
|
||||
// Update state
|
||||
UpdateRuntimeData();
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
3
Assets/Editor/PuzzleSystem/PuzzleEditorWindow.cs.meta
Normal file
3
Assets/Editor/PuzzleSystem/PuzzleEditorWindow.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c733f3c6624e4e5486c07abfe4fab81e
|
||||
timeCreated: 1760539457
|
||||
@@ -26,7 +26,7 @@ Transform:
|
||||
m_GameObject: {fileID: 1646387898454772943}
|
||||
serializedVersion: 2
|
||||
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File diff suppressed because it is too large
Load Diff
@@ -418,7 +418,8 @@ namespace Interactions
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{
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@@ -1,10 +1,7 @@
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using Input;
|
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using Interactions;
|
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using UnityEngine;
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using System;
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using AppleHills.Core.Settings;
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using Core;
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using UnityEngine.Serialization;
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namespace PuzzleS
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{
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void Awake()
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{
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{
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// The indicator should start inactive until we determine its proper state
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// Get the IPuzzlePrompt component
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_indicator = puzzleIndicator.GetComponent<IPuzzlePrompt>();
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if (_indicator == null)
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{
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// Try to find it in children if not on the root
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}
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if (_indicator == null)
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{
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Logging.Warning($"[Puzzles] Indicator prefab for {stepData?.stepId} does not implement IPuzzlePrompt");
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}
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}
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}
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void OnEnable()
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{
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if (_interactable == null)
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_interactable = GetComponent<Interactable>();
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if (_interactable != null)
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{
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_interactable.interactionComplete.AddListener(OnInteractionComplete);
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}
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}
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void Start()
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{
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// Register with PuzzleManager, regardless of enabled/disabled state
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// PuzzleManager will call UnlockStep or LockStep based on current puzzle state
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PuzzleManager.Instance?.RegisterStepBehaviour(this);
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// Check if this step was already unlocked
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if (stepData != null && PuzzleManager.Instance != null && PuzzleManager.Instance.IsStepUnlocked(stepData))
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{
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UnlockStep();
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}
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}
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void OnDestroy()
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public void UpdateProximityState(ProximityState newState)
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{
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if (_currentProximityState == newState) return;
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if (_indicator == null) return;
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if (!_isUnlocked) return; // Don't process state changes if locked
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// Determine state changes and call appropriate methods
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if (newState == ProximityState.Close)
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@@ -97,6 +117,9 @@ namespace PuzzleS
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/// </summary>
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public virtual void OnShow()
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{
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if (puzzleIndicator != null)
|
||||
puzzleIndicator.SetActive(true);
|
||||
|
||||
// Delegate to indicator if available
|
||||
if (IsIndicatorValid())
|
||||
{
|
||||
@@ -104,7 +127,6 @@ namespace PuzzleS
|
||||
return;
|
||||
}
|
||||
|
||||
// Default fallback behavior
|
||||
Logging.Debug($"[Puzzles] Prompt shown for {stepData?.stepId} on {gameObject.name}");
|
||||
}
|
||||
|
||||
@@ -113,14 +135,15 @@ namespace PuzzleS
|
||||
/// </summary>
|
||||
public virtual void OnHide()
|
||||
{
|
||||
if (puzzleIndicator != null)
|
||||
puzzleIndicator.SetActive(false);
|
||||
|
||||
// Delegate to indicator if available
|
||||
if (IsIndicatorValid())
|
||||
{
|
||||
_indicator.OnHide();
|
||||
return;
|
||||
}
|
||||
|
||||
// Default fallback behavior
|
||||
Logging.Debug($"[Puzzles] Prompt hidden for {stepData?.stepId} on {gameObject.name}");
|
||||
}
|
||||
|
||||
@@ -138,9 +161,6 @@ namespace PuzzleS
|
||||
_indicator.ShowFar();
|
||||
return;
|
||||
}
|
||||
|
||||
// Default fallback behavior
|
||||
Logging.Debug($"[Puzzles] Player entered far range of {stepData?.stepId} on {gameObject.name}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -157,9 +177,6 @@ namespace PuzzleS
|
||||
_indicator.ShowClose();
|
||||
return;
|
||||
}
|
||||
|
||||
// Default fallback behavior
|
||||
Logging.Debug($"[Puzzles] Player entered close range of {stepData?.stepId} on {gameObject.name}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -176,9 +193,6 @@ namespace PuzzleS
|
||||
_indicator.HideClose();
|
||||
return;
|
||||
}
|
||||
|
||||
// Default fallback behavior
|
||||
Logging.Debug($"[Puzzles] Player exited close range of {stepData?.stepId} on {gameObject.name}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -195,9 +209,6 @@ namespace PuzzleS
|
||||
_indicator.HideFar();
|
||||
return;
|
||||
}
|
||||
|
||||
// Default fallback behavior
|
||||
Logging.Debug($"[Puzzles] Player exited far range of {stepData?.stepId} on {gameObject.name}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -205,57 +216,42 @@ namespace PuzzleS
|
||||
/// </summary>
|
||||
public void UnlockStep()
|
||||
{
|
||||
if (_isUnlocked) return;
|
||||
|
||||
_isUnlocked = true;
|
||||
Logging.Debug($"[Puzzles] Step unlocked: {stepData?.stepId} on {gameObject.name}");
|
||||
|
||||
// Show indicator if enabled in settings
|
||||
if (puzzleIndicator != null)
|
||||
// Make the indicator visible since this step is now unlocked
|
||||
OnShow();
|
||||
|
||||
if (IsIndicatorValid())
|
||||
{
|
||||
// Try to get the IPuzzlePrompt component from the spawned indicator
|
||||
_indicator = puzzleIndicator.GetComponent<IPuzzlePrompt>();
|
||||
|
||||
if (_indicator == null)
|
||||
// Set the correct state based on current player distance
|
||||
Transform playerTransform = GameObject.FindGameObjectWithTag("Player")?.transform;
|
||||
if (playerTransform != null)
|
||||
{
|
||||
// Try to find it in children if not on the root
|
||||
_indicator = puzzleIndicator.GetComponentInChildren<IPuzzlePrompt>();
|
||||
}
|
||||
|
||||
if (_indicator == null)
|
||||
{
|
||||
Logging.Warning($"[Puzzles] Indicator prefab for {stepData?.stepId} does not implement IPuzzlePrompt");
|
||||
}
|
||||
else
|
||||
{
|
||||
// First show the indicator
|
||||
_indicator.OnShow();
|
||||
float distance = Vector3.Distance(transform.position, playerTransform.position);
|
||||
float promptRange = AppleHills.SettingsAccess.GetPuzzlePromptRange();
|
||||
|
||||
// Then set the correct state based on current player distance
|
||||
Transform playerTransform = GameObject.FindGameObjectWithTag("Player")?.transform;
|
||||
if (playerTransform != null)
|
||||
if (distance <= promptRange)
|
||||
{
|
||||
float distance = Vector3.Distance(transform.position, playerTransform.position);
|
||||
float promptRange = AppleHills.SettingsAccess.GetPuzzlePromptRange();
|
||||
|
||||
if (distance <= promptRange)
|
||||
{
|
||||
// Player is in close range
|
||||
_currentProximityState = ProximityState.Close;
|
||||
_indicator.ShowClose();
|
||||
}
|
||||
else
|
||||
{
|
||||
// Player is in far range
|
||||
_currentProximityState = ProximityState.Far;
|
||||
_indicator.ShowFar();
|
||||
}
|
||||
// Player is in close range
|
||||
_currentProximityState = ProximityState.Close;
|
||||
_indicator.ShowClose();
|
||||
}
|
||||
else
|
||||
{
|
||||
// Default to far if player not found
|
||||
// Player is in far range
|
||||
_currentProximityState = ProximityState.Far;
|
||||
_indicator.ShowFar();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Default to far if player not found
|
||||
_currentProximityState = ProximityState.Far;
|
||||
_indicator.ShowFar();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -264,14 +260,18 @@ namespace PuzzleS
|
||||
/// </summary>
|
||||
public void LockStep()
|
||||
{
|
||||
if (!_isUnlocked && puzzleIndicator != null)
|
||||
{
|
||||
// Make sure indicator is hidden if we're already locked
|
||||
puzzleIndicator.SetActive(false);
|
||||
return;
|
||||
}
|
||||
|
||||
_isUnlocked = false;
|
||||
Logging.Debug($"[Puzzles] Step locked: {stepData?.stepId} on {gameObject.name}");
|
||||
|
||||
// Hide indicator
|
||||
if (IsIndicatorValid())
|
||||
{
|
||||
_indicator.OnHide();
|
||||
}
|
||||
// Hide the indicator
|
||||
OnHide();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -287,7 +287,7 @@ namespace PuzzleS
|
||||
/// </summary>
|
||||
private void OnInteractionStarted(PlayerTouchController playerRef, FollowerController followerRef)
|
||||
{
|
||||
// Optionally handle started interaction (e.g. visual feedback)
|
||||
// Empty - handled by Interactable
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -297,12 +297,17 @@ namespace PuzzleS
|
||||
private void OnInteractionComplete(bool success)
|
||||
{
|
||||
if (!_isUnlocked) return;
|
||||
if (success)
|
||||
if (success && !_isCompleted)
|
||||
{
|
||||
Logging.Debug($"[Puzzles] Step interacted: {stepData?.stepId} on {gameObject.name}");
|
||||
_isCompleted = true;
|
||||
PuzzleManager.Instance?.MarkPuzzleStepCompleted(stepData);
|
||||
Destroy(puzzleIndicator);
|
||||
|
||||
if (puzzleIndicator != null)
|
||||
{
|
||||
Destroy(puzzleIndicator);
|
||||
_indicator = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -323,7 +328,7 @@ namespace PuzzleS
|
||||
|
||||
// Draw threshold circle
|
||||
Gizmos.color = Color.cyan;
|
||||
Gizmos.DrawWireSphere(transform.position, promptRange / 2f);
|
||||
Gizmos.DrawWireSphere(transform.position, promptRange);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
103
Assets/Scripts/PuzzleS/PuzzleChainSO.cs
Normal file
103
Assets/Scripts/PuzzleS/PuzzleChainSO.cs
Normal file
@@ -0,0 +1,103 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.AddressableAssets;
|
||||
|
||||
namespace PuzzleS
|
||||
{
|
||||
/// <summary>
|
||||
/// Represents a complete chain of puzzle steps that form a logical sequence.
|
||||
/// This is automatically generated from folder structure during asset import.
|
||||
/// </summary>
|
||||
[CreateAssetMenu(fileName = "PuzzleChain", menuName = "AppleHills/Items & Puzzles/PuzzleChain")]
|
||||
public class PuzzleChainSO : ScriptableObject
|
||||
{
|
||||
/// <summary>
|
||||
/// Unique identifier for this puzzle chain, automatically set to match folder name
|
||||
/// </summary>
|
||||
public string chainId;
|
||||
|
||||
/// <summary>
|
||||
/// Display name for this chain
|
||||
/// </summary>
|
||||
public string displayName;
|
||||
|
||||
/// <summary>
|
||||
/// Description of this puzzle chain
|
||||
/// </summary>
|
||||
[TextArea]
|
||||
public string description;
|
||||
|
||||
/// <summary>
|
||||
/// All steps that belong to this puzzle chain
|
||||
/// </summary>
|
||||
public List<PuzzleStepSO> allSteps = new List<PuzzleStepSO>();
|
||||
|
||||
/// <summary>
|
||||
/// Initial steps that should be unlocked when the puzzle chain starts
|
||||
/// (steps with no dependencies)
|
||||
/// </summary>
|
||||
public List<PuzzleStepSO> initialSteps = new List<PuzzleStepSO>();
|
||||
|
||||
/// <summary>
|
||||
/// Optional requirement for this entire chain to be activated
|
||||
/// If not null, this chain requires the specified chain to be completed first
|
||||
/// </summary>
|
||||
public PuzzleChainSO requiredChain;
|
||||
|
||||
/// <summary>
|
||||
/// Pre-processed dependency data built at edit time.
|
||||
/// Maps step IDs to arrays of dependency step IDs
|
||||
/// </summary>
|
||||
[HideInInspector]
|
||||
public Dictionary<string, string[]> stepDependencies = new Dictionary<string, string[]>();
|
||||
|
||||
/// <summary>
|
||||
/// Gets all steps that will be unlocked by completing the given step
|
||||
/// </summary>
|
||||
public List<PuzzleStepSO> GetUnlockedSteps(string stepId)
|
||||
{
|
||||
var result = new List<PuzzleStepSO>();
|
||||
foreach (var step in allSteps)
|
||||
{
|
||||
if (step.stepId == stepId && step != null)
|
||||
{
|
||||
return step.unlocks;
|
||||
}
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets all steps that will be unlocked by completing the given step
|
||||
/// </summary>
|
||||
public List<PuzzleStepSO> GetUnlockedSteps(PuzzleStepSO completedStep)
|
||||
{
|
||||
return completedStep != null ? completedStep.unlocks : new List<PuzzleStepSO>();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check if this step is an initial step (no dependencies)
|
||||
/// </summary>
|
||||
public bool IsInitialStep(PuzzleStepSO step)
|
||||
{
|
||||
return step != null && initialSteps.Contains(step);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check if all steps in this chain are completed
|
||||
/// </summary>
|
||||
public bool IsChainComplete(HashSet<PuzzleStepSO> completedSteps)
|
||||
{
|
||||
if (completedSteps == null) return false;
|
||||
|
||||
foreach (var step in allSteps)
|
||||
{
|
||||
if (step != null && !completedSteps.Contains(step))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
3
Assets/Scripts/PuzzleS/PuzzleChainSO.cs.meta
Normal file
3
Assets/Scripts/PuzzleS/PuzzleChainSO.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 58109a40325e47f2a8a3b9264d8938dd
|
||||
timeCreated: 1760532067
|
||||
73
Assets/Scripts/PuzzleS/PuzzleLevelDataSO.cs
Normal file
73
Assets/Scripts/PuzzleS/PuzzleLevelDataSO.cs
Normal file
@@ -0,0 +1,73 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.AddressableAssets;
|
||||
|
||||
namespace PuzzleS
|
||||
{
|
||||
/// <summary>
|
||||
/// Represents all puzzle steps in a level.
|
||||
/// This is automatically generated from folder structure during asset import.
|
||||
/// </summary>
|
||||
[CreateAssetMenu(fileName = "LevelPuzzleData", menuName = "AppleHills/Items & Puzzles/LevelPuzzleData")]
|
||||
public class PuzzleLevelDataSO : ScriptableObject
|
||||
{
|
||||
/// <summary>
|
||||
/// Unique identifier for this level, automatically set to match folder name
|
||||
/// </summary>
|
||||
public string levelId;
|
||||
|
||||
/// <summary>
|
||||
/// Display name for this level
|
||||
/// </summary>
|
||||
public string displayName;
|
||||
|
||||
/// <summary>
|
||||
/// All puzzle steps in this level
|
||||
/// </summary>
|
||||
public List<PuzzleStepSO> allSteps = new List<PuzzleStepSO>();
|
||||
|
||||
/// <summary>
|
||||
/// Steps that should be unlocked at level start (no dependencies)
|
||||
/// </summary>
|
||||
public List<PuzzleStepSO> initialSteps = new List<PuzzleStepSO>();
|
||||
|
||||
/// <summary>
|
||||
/// Pre-processed dependency data built at edit time.
|
||||
/// Maps step IDs to arrays of dependency step IDs (which steps are required by each step)
|
||||
/// </summary>
|
||||
public Dictionary<string, string[]> stepDependencies = new Dictionary<string, string[]>();
|
||||
|
||||
/// <summary>
|
||||
/// Check if all steps in the level are complete
|
||||
/// </summary>
|
||||
public bool IsLevelComplete(HashSet<PuzzleStepSO> completedSteps)
|
||||
{
|
||||
if (completedSteps == null) return false;
|
||||
|
||||
foreach (var step in allSteps)
|
||||
{
|
||||
if (step != null && !completedSteps.Contains(step))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets all steps that will be unlocked by completing the given step
|
||||
/// </summary>
|
||||
public List<PuzzleStepSO> GetUnlockedSteps(PuzzleStepSO completedStep)
|
||||
{
|
||||
return completedStep != null ? completedStep.unlocks : new List<PuzzleStepSO>();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check if this step is an initial step (no dependencies)
|
||||
/// </summary>
|
||||
public bool IsInitialStep(PuzzleStepSO step)
|
||||
{
|
||||
return step != null && initialSteps.Contains(step);
|
||||
}
|
||||
}
|
||||
}
|
||||
3
Assets/Scripts/PuzzleS/PuzzleLevelDataSO.cs.meta
Normal file
3
Assets/Scripts/PuzzleS/PuzzleLevelDataSO.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0a79780a5a0d498084afd737d4515e3b
|
||||
timeCreated: 1760532084
|
||||
@@ -5,7 +5,10 @@ using System.Linq;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
using AppleHills.Core.Settings;
|
||||
using Core; // Added for IInteractionSettings
|
||||
using Core;
|
||||
using UnityEngine.AddressableAssets;
|
||||
using UnityEngine.ResourceManagement.AsyncOperations;
|
||||
using Utils;
|
||||
|
||||
namespace PuzzleS
|
||||
{
|
||||
@@ -26,6 +29,11 @@ namespace PuzzleS
|
||||
// Settings reference
|
||||
private IInteractionSettings _interactionSettings;
|
||||
|
||||
// Current level puzzle data
|
||||
private PuzzleLevelDataSO _currentLevelData;
|
||||
private AsyncOperationHandle<PuzzleLevelDataSO> _levelDataLoadOperation;
|
||||
private bool _isLoadingLevelData = false;
|
||||
|
||||
/// <summary>
|
||||
/// Singleton instance of the PuzzleManager.
|
||||
/// </summary>
|
||||
@@ -50,47 +58,76 @@ namespace PuzzleS
|
||||
// Events to notify about step lifecycle
|
||||
public event Action<PuzzleStepSO> OnStepCompleted;
|
||||
public event Action<PuzzleStepSO> OnStepUnlocked;
|
||||
public event Action<PuzzleLevelDataSO> OnLevelDataLoaded;
|
||||
public event Action<PuzzleLevelDataSO> OnAllPuzzlesComplete;
|
||||
|
||||
private HashSet<PuzzleStepSO> _completedSteps = new HashSet<PuzzleStepSO>();
|
||||
private HashSet<PuzzleStepSO> _unlockedSteps = new HashSet<PuzzleStepSO>();
|
||||
// Registration for ObjectiveStepBehaviour
|
||||
private Dictionary<PuzzleStepSO, ObjectiveStepBehaviour> _stepBehaviours = new Dictionary<PuzzleStepSO, ObjectiveStepBehaviour>();
|
||||
// Runtime dependency graph
|
||||
private Dictionary<PuzzleStepSO, List<PuzzleStepSO>> _runtimeDependencies = new Dictionary<PuzzleStepSO, List<PuzzleStepSO>>();
|
||||
|
||||
void Awake()
|
||||
{
|
||||
_instance = this;
|
||||
// DontDestroyOnLoad(gameObject);
|
||||
SceneManager.sceneLoaded += OnSceneLoaded;
|
||||
|
||||
|
||||
// Initialize settings reference
|
||||
_interactionSettings = GameManager.GetSettingsObject<IInteractionSettings>();
|
||||
}
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
// Subscribe to scene manager events
|
||||
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
SceneManagerService.Instance.SceneLoadCompleted += OnSceneLoadCompleted;
|
||||
|
||||
// Find player transform
|
||||
_playerTransform = GameObject.FindGameObjectWithTag("Player")?.transform;
|
||||
|
||||
// Start proximity check coroutine
|
||||
StartProximityChecks();
|
||||
|
||||
// Load puzzle data for the current scene if not already loading
|
||||
if (_currentLevelData == null && !_isLoadingLevelData)
|
||||
{
|
||||
LoadPuzzleDataForCurrentScene();
|
||||
}
|
||||
}
|
||||
|
||||
void OnDestroy()
|
||||
{
|
||||
SceneManager.sceneLoaded -= OnSceneLoaded;
|
||||
StopProximityChecks();
|
||||
|
||||
// Unsubscribe from scene manager events
|
||||
if (SceneManagerService.Instance != null)
|
||||
{
|
||||
SceneManagerService.Instance.SceneLoadCompleted -= OnSceneLoadCompleted;
|
||||
}
|
||||
|
||||
// Release addressable handle if needed
|
||||
if (_levelDataLoadOperation.IsValid())
|
||||
{
|
||||
Addressables.Release(_levelDataLoadOperation);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
|
||||
/// <summary>
|
||||
/// Called when a scene is loaded
|
||||
/// </summary>
|
||||
public void OnSceneLoadCompleted(string sceneName)
|
||||
{
|
||||
SceneManager.sceneLoaded -= OnSceneLoaded;
|
||||
// Skip for non-gameplay scenes
|
||||
if (sceneName == "BootstrapScene" || string.IsNullOrEmpty(sceneName))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Logging.Debug("[MDPI] OnSceneLoaded");
|
||||
_runtimeDependencies.Clear();
|
||||
BuildRuntimeDependencies();
|
||||
UnlockInitialSteps();
|
||||
Logging.Debug($"[Puzzles] Scene loaded: {sceneName}, loading puzzle data");
|
||||
LoadPuzzleDataForCurrentScene(sceneName);
|
||||
|
||||
// Find player transform again in case it changed with scene load
|
||||
_playerTransform = GameObject.FindGameObjectWithTag("Player")?.transform;
|
||||
@@ -99,6 +136,66 @@ namespace PuzzleS
|
||||
StartProximityChecks();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Load puzzle data for the current scene
|
||||
/// </summary>
|
||||
private void LoadPuzzleDataForCurrentScene(string sceneName = null)
|
||||
{
|
||||
string currentScene = sceneName ?? SceneManagerService.Instance.CurrentGameplayScene;
|
||||
if (string.IsNullOrEmpty(currentScene))
|
||||
{
|
||||
Logging.Warning("[Puzzles] Cannot load puzzle data: Current scene name is empty");
|
||||
return;
|
||||
}
|
||||
|
||||
_isLoadingLevelData = true;
|
||||
string addressablePath = $"Puzzles/{currentScene}";
|
||||
|
||||
Logging.Debug($"[Puzzles] Loading puzzle data from addressable: {addressablePath}");
|
||||
|
||||
// Release previous handle if needed
|
||||
if (_levelDataLoadOperation.IsValid())
|
||||
{
|
||||
Addressables.Release(_levelDataLoadOperation);
|
||||
}
|
||||
|
||||
if (!AppleHillsUtils.AddressableKeyExists(addressablePath))
|
||||
{
|
||||
Logging.Warning($"[Puzzles] Puzzle key does not exist in Addressables: {addressablePath}. Returning early!");
|
||||
return;
|
||||
}
|
||||
|
||||
// Load the level data asset
|
||||
_levelDataLoadOperation = Addressables.LoadAssetAsync<PuzzleLevelDataSO>(addressablePath);
|
||||
_levelDataLoadOperation.Completed += handle =>
|
||||
{
|
||||
_isLoadingLevelData = false;
|
||||
|
||||
if (handle.Status == AsyncOperationStatus.Succeeded)
|
||||
{
|
||||
_currentLevelData = handle.Result;
|
||||
Logging.Debug($"[Puzzles] Loaded level data: {_currentLevelData.levelId} with {_currentLevelData.allSteps.Count} steps");
|
||||
|
||||
// Reset state
|
||||
_completedSteps.Clear();
|
||||
_unlockedSteps.Clear();
|
||||
|
||||
// Unlock initial steps
|
||||
UnlockInitialSteps();
|
||||
|
||||
// Update existing ObjectiveStepBehaviours with the current state
|
||||
UpdateRegisteredStepStates();
|
||||
|
||||
// Notify listeners
|
||||
OnLevelDataLoaded?.Invoke(_currentLevelData);
|
||||
}
|
||||
else
|
||||
{
|
||||
Logging.Warning($"[Puzzles] Failed to load puzzle data for {currentScene}: {handle.OperationException?.Message}");
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Start the proximity check coroutine.
|
||||
/// </summary>
|
||||
@@ -138,7 +235,7 @@ namespace PuzzleS
|
||||
foreach (var kvp in _stepBehaviours)
|
||||
{
|
||||
if (kvp.Value == null) continue;
|
||||
if (IsPuzzleStepCompleted(kvp.Value.stepData.stepId)) continue;
|
||||
if (IsPuzzleStepCompleted(kvp.Key.stepId)) continue;
|
||||
|
||||
float distance = Vector3.Distance(_playerTransform.position, kvp.Value.transform.position);
|
||||
|
||||
@@ -164,18 +261,48 @@ namespace PuzzleS
|
||||
public void RegisterStepBehaviour(ObjectiveStepBehaviour behaviour)
|
||||
{
|
||||
if (behaviour?.stepData == null) return;
|
||||
|
||||
if (!_stepBehaviours.ContainsKey(behaviour.stepData))
|
||||
{
|
||||
_stepBehaviours.Add(behaviour.stepData, behaviour);
|
||||
_runtimeDependencies.Clear();
|
||||
foreach (var step in _stepBehaviours.Values)
|
||||
{
|
||||
step.LockStep();
|
||||
}
|
||||
_unlockedSteps.Clear();
|
||||
BuildRuntimeDependencies();
|
||||
UnlockInitialSteps();
|
||||
Logging.Debug($"[Puzzles] Registered step: {behaviour.stepData.stepId} on {behaviour.gameObject.name}");
|
||||
|
||||
// Immediately set the correct state based on current puzzle state
|
||||
UpdateStepState(behaviour);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates a step's state based on the current puzzle state.
|
||||
/// </summary>
|
||||
private void UpdateStepState(ObjectiveStepBehaviour behaviour)
|
||||
{
|
||||
if (behaviour?.stepData == null) return;
|
||||
|
||||
// If step is already completed, ignore
|
||||
if (_completedSteps.Contains(behaviour.stepData))
|
||||
return;
|
||||
|
||||
// If step is already unlocked, update the behaviour
|
||||
if (_unlockedSteps.Contains(behaviour.stepData))
|
||||
{
|
||||
behaviour.UnlockStep();
|
||||
}
|
||||
else
|
||||
{
|
||||
// Make sure it's locked
|
||||
behaviour.LockStep();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates the states of all registered step behaviours based on current puzzle state.
|
||||
/// </summary>
|
||||
private void UpdateRegisteredStepStates()
|
||||
{
|
||||
foreach (var kvp in _stepBehaviours)
|
||||
{
|
||||
UpdateStepState(kvp.Value);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -191,52 +318,19 @@ namespace PuzzleS
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Builds the runtime dependency graph for all registered steps.
|
||||
/// </summary>
|
||||
private void BuildRuntimeDependencies()
|
||||
{
|
||||
_runtimeDependencies = PuzzleGraphUtility.BuildDependencyGraph(_stepBehaviours.Keys);
|
||||
foreach (var step in _runtimeDependencies.Keys)
|
||||
{
|
||||
foreach (var dep in _runtimeDependencies[step])
|
||||
{
|
||||
Logging.Debug($"[Puzzles] Step {step.stepId} depends on {dep.stepId}");
|
||||
}
|
||||
}
|
||||
Logging.Debug($"[Puzzles] Runtime dependencies built. Total steps: {_stepBehaviours.Count}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unlocks all initial steps (those with no dependencies) and any steps whose dependencies are already met.
|
||||
/// Unlocks all initial steps (those with no dependencies)
|
||||
/// </summary>
|
||||
private void UnlockInitialSteps()
|
||||
{
|
||||
// First, unlock all steps with no dependencies (initial steps)
|
||||
var initialSteps = PuzzleGraphUtility.FindInitialSteps(_runtimeDependencies);
|
||||
foreach (var step in initialSteps)
|
||||
if (_currentLevelData == null) return;
|
||||
|
||||
// Unlock initial steps
|
||||
foreach (var step in _currentLevelData.initialSteps)
|
||||
{
|
||||
Logging.Debug($"[Puzzles] Initial step unlocked: {step.stepId}");
|
||||
UnlockStep(step);
|
||||
}
|
||||
|
||||
// Keep trying to unlock steps as long as we're making progress
|
||||
bool madeProgress;
|
||||
do
|
||||
{
|
||||
madeProgress = false;
|
||||
|
||||
// Check all steps that haven't been unlocked yet
|
||||
foreach (var step in _runtimeDependencies.Keys.Where(s => !_unlockedSteps.Contains(s)))
|
||||
{
|
||||
// Check if all dependencies have been completed
|
||||
if (AreRuntimeDependenciesMet(step))
|
||||
{
|
||||
Logging.Debug($"[Puzzles] Chain step unlocked: {step.stepId}");
|
||||
UnlockStep(step);
|
||||
madeProgress = true;
|
||||
}
|
||||
}
|
||||
} while (madeProgress);
|
||||
Logging.Debug($"[Puzzles] Unlocked {_unlockedSteps.Count} initial steps");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -246,24 +340,29 @@ namespace PuzzleS
|
||||
public void MarkPuzzleStepCompleted(PuzzleStepSO step)
|
||||
{
|
||||
if (_completedSteps.Contains(step)) return;
|
||||
if (_currentLevelData == null) return;
|
||||
|
||||
_completedSteps.Add(step);
|
||||
Logging.Debug($"[Puzzles] Step completed: {step.stepId}");
|
||||
|
||||
// Broadcast completion
|
||||
OnStepCompleted?.Invoke(step);
|
||||
|
||||
foreach (var unlock in step.unlocks)
|
||||
// Unlock steps that are unlocked by this step
|
||||
foreach (var unlockStep in _currentLevelData.GetUnlockedSteps(step))
|
||||
{
|
||||
if (AreRuntimeDependenciesMet(unlock))
|
||||
if (AreStepDependenciesMet(unlockStep))
|
||||
{
|
||||
Logging.Debug($"[Puzzles] Unlocking step {unlock.stepId} after completing {step.stepId}");
|
||||
UnlockStep(unlock);
|
||||
Logging.Debug($"[Puzzles] Unlocking step {unlockStep.stepId} after completing {step.stepId}");
|
||||
UnlockStep(unlockStep);
|
||||
}
|
||||
else
|
||||
{
|
||||
Logging.Debug($"[Puzzles] Step {unlock.stepId} not unlocked yet, waiting for other dependencies");
|
||||
Logging.Debug($"[Puzzles] Step {unlockStep.stepId} not unlocked yet, waiting for other dependencies");
|
||||
}
|
||||
}
|
||||
|
||||
// Check if all puzzle steps are now complete
|
||||
CheckPuzzleCompletion();
|
||||
}
|
||||
|
||||
@@ -272,13 +371,33 @@ namespace PuzzleS
|
||||
/// </summary>
|
||||
/// <param name="step">The step to check.</param>
|
||||
/// <returns>True if all dependencies are met, false otherwise.</returns>
|
||||
private bool AreRuntimeDependenciesMet(PuzzleStepSO step)
|
||||
private bool AreStepDependenciesMet(PuzzleStepSO step)
|
||||
{
|
||||
if (!_runtimeDependencies.ContainsKey(step) || _runtimeDependencies[step].Count == 0) return true;
|
||||
foreach (var dep in _runtimeDependencies[step])
|
||||
if (_currentLevelData == null || step == null) return false;
|
||||
|
||||
// If it's an initial step, it has no dependencies
|
||||
if (_currentLevelData.IsInitialStep(step)) return true;
|
||||
|
||||
// Check if dependencies are met using pre-processed data
|
||||
if (_currentLevelData.stepDependencies.TryGetValue(step.stepId, out string[] dependencies))
|
||||
{
|
||||
if (!_completedSteps.Contains(dep)) return false;
|
||||
foreach (var depId in dependencies)
|
||||
{
|
||||
// Find the dependency step
|
||||
bool dependencyMet = false;
|
||||
foreach (var completedStep in _completedSteps)
|
||||
{
|
||||
if (completedStep.stepId == depId)
|
||||
{
|
||||
dependencyMet = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (!dependencyMet) return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -290,6 +409,7 @@ namespace PuzzleS
|
||||
{
|
||||
if (_unlockedSteps.Contains(step)) return;
|
||||
_unlockedSteps.Add(step);
|
||||
|
||||
if (_stepBehaviours.TryGetValue(step, out var behaviour))
|
||||
{
|
||||
behaviour.UnlockStep();
|
||||
@@ -301,14 +421,18 @@ namespace PuzzleS
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if the puzzle is complete (all steps finished).
|
||||
/// Checks if the puzzle is complete (all steps in level finished).
|
||||
/// </summary>
|
||||
private void CheckPuzzleCompletion()
|
||||
{
|
||||
if (_completedSteps.Count == _stepBehaviours.Count)
|
||||
if (_currentLevelData == null) return;
|
||||
|
||||
if (_currentLevelData.IsLevelComplete(_completedSteps))
|
||||
{
|
||||
Logging.Debug("[Puzzles] Puzzle complete! All steps finished.");
|
||||
// TODO: Fire puzzle complete event or trigger outcome logic
|
||||
Logging.Debug("[Puzzles] All puzzles complete! Level finished.");
|
||||
|
||||
// Fire level complete event
|
||||
OnAllPuzzlesComplete?.Invoke(_currentLevelData);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -317,9 +441,6 @@ namespace PuzzleS
|
||||
/// </summary>
|
||||
public bool IsStepUnlocked(PuzzleStepSO step)
|
||||
{
|
||||
// _runtimeDependencies.Clear();
|
||||
// BuildRuntimeDependencies();
|
||||
// UnlockInitialSteps();
|
||||
return _unlockedSteps.Contains(step);
|
||||
}
|
||||
|
||||
@@ -332,6 +453,14 @@ namespace PuzzleS
|
||||
{
|
||||
return _completedSteps.Any(step => step.stepId == stepId);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the current level puzzle data
|
||||
/// </summary>
|
||||
public PuzzleLevelDataSO GetCurrentLevelData()
|
||||
{
|
||||
return _currentLevelData;
|
||||
}
|
||||
|
||||
void OnApplicationQuit()
|
||||
{
|
||||
|
||||
@@ -42,22 +42,21 @@ public class DivingTutorial : MonoBehaviour, ITouchInputConsumer
|
||||
|
||||
public void OnTap(Vector2 position)
|
||||
{
|
||||
|
||||
stateMachine.Next(true);
|
||||
}
|
||||
|
||||
public void OnHoldStart(Vector2 position)
|
||||
{
|
||||
throw new System.NotImplementedException();
|
||||
return;
|
||||
}
|
||||
|
||||
public void OnHoldMove(Vector2 position)
|
||||
{
|
||||
throw new System.NotImplementedException();
|
||||
return;
|
||||
}
|
||||
|
||||
public void OnHoldEnd(Vector2 position)
|
||||
{
|
||||
throw new System.NotImplementedException();
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,6 +1,9 @@
|
||||
using UnityEngine;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using AppleHills.Core.Settings;
|
||||
using Core;
|
||||
using UnityEngine.AddressableAssets;
|
||||
using UnityEngine.ResourceManagement.ResourceLocations;
|
||||
|
||||
namespace Utils
|
||||
{
|
||||
@@ -68,5 +71,11 @@ namespace Utils
|
||||
// Apply screen normalization
|
||||
return frameAdjustedSpeed * screenNormalizationFactor;
|
||||
}
|
||||
|
||||
public static bool AddressableKeyExists(object key)
|
||||
{
|
||||
IList<IResourceLocation> locations;
|
||||
return Addressables.LoadResourceLocationsAsync(key).WaitForCompletion()?.Count > 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -329,42 +329,6 @@ PlayerSettings:
|
||||
m_Height: 36
|
||||
m_Kind: 0
|
||||
m_SubKind:
|
||||
- m_Textures:
|
||||
- {fileID: 2800000, guid: 00354ded9d8f8d643acc14837a229544, type: 3}
|
||||
- {fileID: 2800000, guid: 00354ded9d8f8d643acc14837a229544, type: 3}
|
||||
m_Width: 432
|
||||
m_Height: 432
|
||||
m_Kind: 2
|
||||
m_SubKind:
|
||||
- m_Textures:
|
||||
- {fileID: 2800000, guid: 00354ded9d8f8d643acc14837a229544, type: 3}
|
||||
- {fileID: 2800000, guid: 00354ded9d8f8d643acc14837a229544, type: 3}
|
||||
m_Width: 324
|
||||
m_Height: 324
|
||||
m_Kind: 2
|
||||
m_SubKind:
|
||||
- m_Textures:
|
||||
- {fileID: 2800000, guid: 00354ded9d8f8d643acc14837a229544, type: 3}
|
||||
- {fileID: 2800000, guid: 00354ded9d8f8d643acc14837a229544, type: 3}
|
||||
m_Width: 216
|
||||
m_Height: 216
|
||||
m_Kind: 2
|
||||
m_SubKind:
|
||||
- m_Textures: []
|
||||
m_Width: 162
|
||||
m_Height: 162
|
||||
m_Kind: 2
|
||||
m_SubKind:
|
||||
- m_Textures: []
|
||||
m_Width: 108
|
||||
m_Height: 108
|
||||
m_Kind: 2
|
||||
m_SubKind:
|
||||
- m_Textures: []
|
||||
m_Width: 81
|
||||
m_Height: 81
|
||||
m_Kind: 2
|
||||
m_SubKind:
|
||||
- m_Textures: []
|
||||
m_Width: 192
|
||||
m_Height: 192
|
||||
@@ -395,6 +359,42 @@ PlayerSettings:
|
||||
m_Height: 36
|
||||
m_Kind: 1
|
||||
m_SubKind:
|
||||
- m_Textures:
|
||||
- {fileID: 2800000, guid: 6767e1e5c0a16f14e926a72a81bf95cb, type: 3}
|
||||
- {fileID: 2800000, guid: 6767e1e5c0a16f14e926a72a81bf95cb, type: 3}
|
||||
m_Width: 432
|
||||
m_Height: 432
|
||||
m_Kind: 2
|
||||
m_SubKind:
|
||||
- m_Textures:
|
||||
- {fileID: 2800000, guid: 6767e1e5c0a16f14e926a72a81bf95cb, type: 3}
|
||||
- {fileID: 2800000, guid: 6767e1e5c0a16f14e926a72a81bf95cb, type: 3}
|
||||
m_Width: 324
|
||||
m_Height: 324
|
||||
m_Kind: 2
|
||||
m_SubKind:
|
||||
- m_Textures:
|
||||
- {fileID: 2800000, guid: 6767e1e5c0a16f14e926a72a81bf95cb, type: 3}
|
||||
- {fileID: 2800000, guid: 6767e1e5c0a16f14e926a72a81bf95cb, type: 3}
|
||||
m_Width: 216
|
||||
m_Height: 216
|
||||
m_Kind: 2
|
||||
m_SubKind:
|
||||
- m_Textures: []
|
||||
m_Width: 162
|
||||
m_Height: 162
|
||||
m_Kind: 2
|
||||
m_SubKind:
|
||||
- m_Textures: []
|
||||
m_Width: 108
|
||||
m_Height: 108
|
||||
m_Kind: 2
|
||||
m_SubKind:
|
||||
- m_Textures: []
|
||||
m_Width: 81
|
||||
m_Height: 81
|
||||
m_Kind: 2
|
||||
m_SubKind:
|
||||
- m_BuildTarget: iPhone
|
||||
m_Icons:
|
||||
- m_Textures: []
|
||||
|
||||
Reference in New Issue
Block a user