diff --git a/Assets/AddressableAssetsData/AssetGroups/Default Local Group.asset b/Assets/AddressableAssetsData/AssetGroups/Default Local Group.asset
index c94410e0..a7fb6d32 100644
--- a/Assets/AddressableAssetsData/AssetGroups/Default Local Group.asset
+++ b/Assets/AddressableAssetsData/AssetGroups/Default Local Group.asset
@@ -14,7 +14,12 @@ MonoBehaviour:
m_EditorClassIdentifier:
m_GroupName: Default Local Group
m_GUID: 6f3207429a65b3e4b83935ac19791077
- m_SerializeEntries: []
+ m_SerializeEntries:
+ - m_GUID: d28c589c05c122f449a8b34e696cda53
+ m_Address: Puzzles/Quarry
+ m_ReadOnly: 0
+ m_SerializedLabels: []
+ FlaggedDuringContentUpdateRestriction: 0
m_ReadOnly: 0
m_Settings: {fileID: 11400000, guid: 11da9bb90d9dd5848b4f7629415a6937, type: 2}
m_SchemaSet:
diff --git a/Assets/Data/Puzzles/Quarry.meta b/Assets/Data/Puzzles/Quarry.meta
new file mode 100644
index 00000000..36f2ab7f
--- /dev/null
+++ b/Assets/Data/Puzzles/Quarry.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: a17ef190d30246143a8f7a83591f2c1f
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Data/Puzzles/ChocolateBirdPuzzle.meta b/Assets/Data/Puzzles/Quarry/ChocolateBirdPuzzle.meta
similarity index 100%
rename from Assets/Data/Puzzles/ChocolateBirdPuzzle.meta
rename to Assets/Data/Puzzles/Quarry/ChocolateBirdPuzzle.meta
diff --git a/Assets/Data/Puzzles/ChocolateBirdPuzzle/LureWolter.asset b/Assets/Data/Puzzles/Quarry/ChocolateBirdPuzzle/LureWolter.asset
similarity index 95%
rename from Assets/Data/Puzzles/ChocolateBirdPuzzle/LureWolter.asset
rename to Assets/Data/Puzzles/Quarry/ChocolateBirdPuzzle/LureWolter.asset
index 8f148371..bebae427 100644
--- a/Assets/Data/Puzzles/ChocolateBirdPuzzle/LureWolter.asset
+++ b/Assets/Data/Puzzles/Quarry/ChocolateBirdPuzzle/LureWolter.asset
@@ -13,7 +13,7 @@ MonoBehaviour:
m_Name: LureWolter
m_EditorClassIdentifier:
stepId: LureWolter
- displayName: Wolter Lured!
+ displayName: Wolter Lured!!
description: Place Chocolate in the luring spot.
icon: {fileID: 0}
unlocks:
diff --git a/Assets/Data/Puzzles/ChocolateBirdPuzzle/LureWolter.asset.meta b/Assets/Data/Puzzles/Quarry/ChocolateBirdPuzzle/LureWolter.asset.meta
similarity index 100%
rename from Assets/Data/Puzzles/ChocolateBirdPuzzle/LureWolter.asset.meta
rename to Assets/Data/Puzzles/Quarry/ChocolateBirdPuzzle/LureWolter.asset.meta
diff --git a/Assets/Data/Puzzles/ChocolateBirdPuzzle/PickChocolate.asset b/Assets/Data/Puzzles/Quarry/ChocolateBirdPuzzle/PickChocolate.asset
similarity index 100%
rename from Assets/Data/Puzzles/ChocolateBirdPuzzle/PickChocolate.asset
rename to Assets/Data/Puzzles/Quarry/ChocolateBirdPuzzle/PickChocolate.asset
diff --git a/Assets/Data/Puzzles/ChocolateBirdPuzzle/PickChocolate.asset.meta b/Assets/Data/Puzzles/Quarry/ChocolateBirdPuzzle/PickChocolate.asset.meta
similarity index 100%
rename from Assets/Data/Puzzles/ChocolateBirdPuzzle/PickChocolate.asset.meta
rename to Assets/Data/Puzzles/Quarry/ChocolateBirdPuzzle/PickChocolate.asset.meta
diff --git a/Assets/Data/Puzzles/ExampleAssPuzzle.meta b/Assets/Data/Puzzles/Quarry/ExampleAssPuzzle.meta
similarity index 100%
rename from Assets/Data/Puzzles/ExampleAssPuzzle.meta
rename to Assets/Data/Puzzles/Quarry/ExampleAssPuzzle.meta
diff --git a/Assets/Data/Puzzles/ExampleAssPuzzle/Ass1.asset b/Assets/Data/Puzzles/Quarry/ExampleAssPuzzle/Ass1.asset
similarity index 100%
rename from Assets/Data/Puzzles/ExampleAssPuzzle/Ass1.asset
rename to Assets/Data/Puzzles/Quarry/ExampleAssPuzzle/Ass1.asset
diff --git a/Assets/Data/Puzzles/ExampleAssPuzzle/Ass1.asset.meta b/Assets/Data/Puzzles/Quarry/ExampleAssPuzzle/Ass1.asset.meta
similarity index 100%
rename from Assets/Data/Puzzles/ExampleAssPuzzle/Ass1.asset.meta
rename to Assets/Data/Puzzles/Quarry/ExampleAssPuzzle/Ass1.asset.meta
diff --git a/Assets/Data/Puzzles/ExampleAssPuzzle/Ass2.asset b/Assets/Data/Puzzles/Quarry/ExampleAssPuzzle/Ass2.asset
similarity index 100%
rename from Assets/Data/Puzzles/ExampleAssPuzzle/Ass2.asset
rename to Assets/Data/Puzzles/Quarry/ExampleAssPuzzle/Ass2.asset
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similarity index 100%
rename from Assets/Data/Puzzles/ExampleAssPuzzle/Ass2.asset.meta
rename to Assets/Data/Puzzles/Quarry/ExampleAssPuzzle/Ass2.asset.meta
diff --git a/Assets/Data/Puzzles/ExampleAssPuzzle/Ass3.asset b/Assets/Data/Puzzles/Quarry/ExampleAssPuzzle/Ass3.asset
similarity index 100%
rename from Assets/Data/Puzzles/ExampleAssPuzzle/Ass3.asset
rename to Assets/Data/Puzzles/Quarry/ExampleAssPuzzle/Ass3.asset
diff --git a/Assets/Data/Puzzles/ExampleAssPuzzle/Ass3.asset.meta b/Assets/Data/Puzzles/Quarry/ExampleAssPuzzle/Ass3.asset.meta
similarity index 100%
rename from Assets/Data/Puzzles/ExampleAssPuzzle/Ass3.asset.meta
rename to Assets/Data/Puzzles/Quarry/ExampleAssPuzzle/Ass3.asset.meta
diff --git a/Assets/Data/Puzzles/ExampleAssPuzzle/Head.asset b/Assets/Data/Puzzles/Quarry/ExampleAssPuzzle/Head.asset
similarity index 100%
rename from Assets/Data/Puzzles/ExampleAssPuzzle/Head.asset
rename to Assets/Data/Puzzles/Quarry/ExampleAssPuzzle/Head.asset
diff --git a/Assets/Data/Puzzles/ExampleAssPuzzle/Head.asset.meta b/Assets/Data/Puzzles/Quarry/ExampleAssPuzzle/Head.asset.meta
similarity index 100%
rename from Assets/Data/Puzzles/ExampleAssPuzzle/Head.asset.meta
rename to Assets/Data/Puzzles/Quarry/ExampleAssPuzzle/Head.asset.meta
diff --git a/Assets/Data/Puzzles/FootballBirdPuzzle.meta b/Assets/Data/Puzzles/Quarry/FootballBirdPuzzle.meta
similarity index 100%
rename from Assets/Data/Puzzles/FootballBirdPuzzle.meta
rename to Assets/Data/Puzzles/Quarry/FootballBirdPuzzle.meta
diff --git a/Assets/Data/Puzzles/FootballBirdPuzzle/InteractWithBallTree.asset b/Assets/Data/Puzzles/Quarry/FootballBirdPuzzle/InteractWithBallTree.asset
similarity index 100%
rename from Assets/Data/Puzzles/FootballBirdPuzzle/InteractWithBallTree.asset
rename to Assets/Data/Puzzles/Quarry/FootballBirdPuzzle/InteractWithBallTree.asset
diff --git a/Assets/Data/Puzzles/FootballBirdPuzzle/InteractWithBallTree.asset.meta b/Assets/Data/Puzzles/Quarry/FootballBirdPuzzle/InteractWithBallTree.asset.meta
similarity index 100%
rename from Assets/Data/Puzzles/FootballBirdPuzzle/InteractWithBallTree.asset.meta
rename to Assets/Data/Puzzles/Quarry/FootballBirdPuzzle/InteractWithBallTree.asset.meta
diff --git a/Assets/Data/Puzzles/FootballBirdPuzzle/PickUpFootball.asset b/Assets/Data/Puzzles/Quarry/FootballBirdPuzzle/PickUpFootball.asset
similarity index 100%
rename from Assets/Data/Puzzles/FootballBirdPuzzle/PickUpFootball.asset
rename to Assets/Data/Puzzles/Quarry/FootballBirdPuzzle/PickUpFootball.asset
diff --git a/Assets/Data/Puzzles/FootballBirdPuzzle/PickUpFootball.asset.meta b/Assets/Data/Puzzles/Quarry/FootballBirdPuzzle/PickUpFootball.asset.meta
similarity index 100%
rename from Assets/Data/Puzzles/FootballBirdPuzzle/PickUpFootball.asset.meta
rename to Assets/Data/Puzzles/Quarry/FootballBirdPuzzle/PickUpFootball.asset.meta
diff --git a/Assets/Data/Puzzles/FootballBirdPuzzle/PlaceFootballInLureSpotA.asset b/Assets/Data/Puzzles/Quarry/FootballBirdPuzzle/PlaceFootballInLureSpotA.asset
similarity index 100%
rename from Assets/Data/Puzzles/FootballBirdPuzzle/PlaceFootballInLureSpotA.asset
rename to Assets/Data/Puzzles/Quarry/FootballBirdPuzzle/PlaceFootballInLureSpotA.asset
diff --git a/Assets/Data/Puzzles/FootballBirdPuzzle/PlaceFootballInLureSpotA.asset.meta b/Assets/Data/Puzzles/Quarry/FootballBirdPuzzle/PlaceFootballInLureSpotA.asset.meta
similarity index 100%
rename from Assets/Data/Puzzles/FootballBirdPuzzle/PlaceFootballInLureSpotA.asset.meta
rename to Assets/Data/Puzzles/Quarry/FootballBirdPuzzle/PlaceFootballInLureSpotA.asset.meta
diff --git a/Assets/Data/Puzzles/HammerBirdPuzzle.meta b/Assets/Data/Puzzles/Quarry/HammerBirdPuzzle.meta
similarity index 100%
rename from Assets/Data/Puzzles/HammerBirdPuzzle.meta
rename to Assets/Data/Puzzles/Quarry/HammerBirdPuzzle.meta
diff --git a/Assets/Data/Puzzles/HammerBirdPuzzle/InteractWLawnMower.asset b/Assets/Data/Puzzles/Quarry/HammerBirdPuzzle/InteractWLawnMower.asset
similarity index 100%
rename from Assets/Data/Puzzles/HammerBirdPuzzle/InteractWLawnMower.asset
rename to Assets/Data/Puzzles/Quarry/HammerBirdPuzzle/InteractWLawnMower.asset
diff --git a/Assets/Data/Puzzles/HammerBirdPuzzle/InteractWLawnMower.asset.meta b/Assets/Data/Puzzles/Quarry/HammerBirdPuzzle/InteractWLawnMower.asset.meta
similarity index 100%
rename from Assets/Data/Puzzles/HammerBirdPuzzle/InteractWLawnMower.asset.meta
rename to Assets/Data/Puzzles/Quarry/HammerBirdPuzzle/InteractWLawnMower.asset.meta
diff --git a/Assets/Data/Puzzles/HammerBirdPuzzle/PickUpNails.asset b/Assets/Data/Puzzles/Quarry/HammerBirdPuzzle/PickUpNails.asset
similarity index 100%
rename from Assets/Data/Puzzles/HammerBirdPuzzle/PickUpNails.asset
rename to Assets/Data/Puzzles/Quarry/HammerBirdPuzzle/PickUpNails.asset
diff --git a/Assets/Data/Puzzles/HammerBirdPuzzle/PickUpNails.asset.meta b/Assets/Data/Puzzles/Quarry/HammerBirdPuzzle/PickUpNails.asset.meta
similarity index 100%
rename from Assets/Data/Puzzles/HammerBirdPuzzle/PickUpNails.asset.meta
rename to Assets/Data/Puzzles/Quarry/HammerBirdPuzzle/PickUpNails.asset.meta
diff --git a/Assets/Data/Puzzles/HammerBirdPuzzle/PlaceNailsinlureC.asset b/Assets/Data/Puzzles/Quarry/HammerBirdPuzzle/PlaceNailsinlureC.asset
similarity index 100%
rename from Assets/Data/Puzzles/HammerBirdPuzzle/PlaceNailsinlureC.asset
rename to Assets/Data/Puzzles/Quarry/HammerBirdPuzzle/PlaceNailsinlureC.asset
diff --git a/Assets/Data/Puzzles/HammerBirdPuzzle/PlaceNailsinlureC.asset.meta b/Assets/Data/Puzzles/Quarry/HammerBirdPuzzle/PlaceNailsinlureC.asset.meta
similarity index 100%
rename from Assets/Data/Puzzles/HammerBirdPuzzle/PlaceNailsinlureC.asset.meta
rename to Assets/Data/Puzzles/Quarry/HammerBirdPuzzle/PlaceNailsinlureC.asset.meta
diff --git a/Assets/Data/Puzzles/Quarry/Quarry.asset b/Assets/Data/Puzzles/Quarry/Quarry.asset
new file mode 100644
index 00000000..bb5746f9
--- /dev/null
+++ b/Assets/Data/Puzzles/Quarry/Quarry.asset
@@ -0,0 +1,37 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
+--- !u!114 &11400000
+MonoBehaviour:
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+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
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+ m_Script: {fileID: 11500000, guid: 0a79780a5a0d498084afd737d4515e3b, type: 3}
+ m_Name: Quarry
+ m_EditorClassIdentifier: AppleHillsScripts::PuzzleS.PuzzleLevelDataSO
+ levelId: Quarry
+ displayName: Quarry
+ allSteps:
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diff --git a/Assets/Data/Puzzles/Quarry/Quarry.asset.meta b/Assets/Data/Puzzles/Quarry/Quarry.asset.meta
new file mode 100644
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diff --git a/Assets/Data/Puzzles/SoundBirdPuzzle.meta b/Assets/Data/Puzzles/Quarry/SoundBirdPuzzle.meta
similarity index 100%
rename from Assets/Data/Puzzles/SoundBirdPuzzle.meta
rename to Assets/Data/Puzzles/Quarry/SoundBirdPuzzle.meta
diff --git a/Assets/Data/Puzzles/SoundBirdPuzzle/HeadbandPickup.asset b/Assets/Data/Puzzles/Quarry/SoundBirdPuzzle/HeadbandPickup.asset
similarity index 100%
rename from Assets/Data/Puzzles/SoundBirdPuzzle/HeadbandPickup.asset
rename to Assets/Data/Puzzles/Quarry/SoundBirdPuzzle/HeadbandPickup.asset
diff --git a/Assets/Data/Puzzles/SoundBirdPuzzle/HeadbandPickup.asset.meta b/Assets/Data/Puzzles/Quarry/SoundBirdPuzzle/HeadbandPickup.asset.meta
similarity index 100%
rename from Assets/Data/Puzzles/SoundBirdPuzzle/HeadbandPickup.asset.meta
rename to Assets/Data/Puzzles/Quarry/SoundBirdPuzzle/HeadbandPickup.asset.meta
diff --git a/Assets/Editor/PuzzleAssetProcessor.cs b/Assets/Editor/PuzzleAssetProcessor.cs
new file mode 100644
index 00000000..a3fdb7d4
--- /dev/null
+++ b/Assets/Editor/PuzzleAssetProcessor.cs
@@ -0,0 +1,321 @@
+using System.Collections.Generic;
+using System.IO;
+using System.Linq;
+using UnityEditor;
+using UnityEngine;
+using UnityEditor.AddressableAssets;
+using UnityEditor.AddressableAssets.Settings;
+
+namespace PuzzleS.Editor
+{
+ ///
+ /// Handles asset post-processing for puzzle step data.
+ /// Automatically builds level data from folder structure.
+ ///
+ public class PuzzleAssetProcessor : AssetPostprocessor
+ {
+ // Base path for puzzle data
+ private const string PuzzleDataBasePath = "Assets/Data/Puzzles";
+
+ ///
+ /// Called after assets have been imported, deleted, or moved.
+ ///
+ private static void OnPostprocessAllAssets(
+ string[] importedAssets,
+ string[] deletedAssets,
+ string[] movedAssets,
+ string[] movedFromAssetPaths)
+ {
+ bool puzzleAssetsChanged = false;
+
+ // Check for changes to puzzle step assets
+ foreach (string assetPath in importedAssets.Concat(movedAssets))
+ {
+ if (IsPuzzleAssetPath(assetPath) && Path.GetExtension(assetPath) == ".asset")
+ {
+ var asset = AssetDatabase.LoadAssetAtPath(assetPath);
+
+ if (asset is PuzzleStepSO)
+ {
+ // Find which level this step belongs to
+ string assetDir = Path.GetDirectoryName(assetPath);
+ string levelFolderPath = FindLevelFolder(assetDir);
+
+ if (!string.IsNullOrEmpty(levelFolderPath))
+ {
+ ProcessPuzzleLevelFolder(levelFolderPath);
+ puzzleAssetsChanged = true;
+ }
+ }
+ }
+ }
+
+ // Check for changes to puzzle folder structure
+ foreach (string assetPath in deletedAssets.Concat(movedFromAssetPaths))
+ {
+ if (IsPuzzleAssetPath(assetPath))
+ {
+ // Extract parent folders for processing
+ string assetDir = Path.GetDirectoryName(assetPath);
+ string levelFolderPath = FindLevelFolder(assetDir);
+
+ if (!string.IsNullOrEmpty(levelFolderPath) && Directory.Exists(levelFolderPath))
+ {
+ ProcessPuzzleLevelFolder(levelFolderPath);
+ puzzleAssetsChanged = true;
+ }
+ }
+ }
+
+ if (puzzleAssetsChanged)
+ {
+ // Make sure changes are saved
+ AssetDatabase.SaveAssets();
+ AssetDatabase.Refresh();
+
+ Debug.Log("[PuzzleProcessor] Puzzle data processing complete");
+ }
+ }
+
+ ///
+ /// Checks if an asset path is within the puzzle data folder structure
+ ///
+ private static bool IsPuzzleAssetPath(string assetPath)
+ {
+ // Unity's AssetDatabase always uses forward slashes, so we need to normalize for comparison
+ string normalizedPath = assetPath.Replace('\\', '/');
+ string normalizedBasePath = PuzzleDataBasePath;
+
+ return normalizedPath.StartsWith(normalizedBasePath) &&
+ !normalizedPath.Contains("/.") && // Skip hidden folders
+ !Path.GetExtension(normalizedPath).Equals(".meta");
+ }
+
+ ///
+ /// Find the level folder that contains this asset path
+ /// Assumes level folders are direct children of PuzzleDataBasePath
+ ///
+ private static string FindLevelFolder(string assetPath)
+ {
+ if (string.IsNullOrEmpty(assetPath)) return null;
+
+ // Unity's AssetDatabase always uses forward slashes
+ string normalizedPath = assetPath.Replace('\\', '/');
+
+ if (!normalizedPath.StartsWith(PuzzleDataBasePath))
+ return null;
+
+ // Get the relative path from the base path
+ string relativePath = normalizedPath.Substring(PuzzleDataBasePath.Length);
+ if (relativePath.StartsWith("/"))
+ relativePath = relativePath.Substring(1);
+
+ // Split into path components and get the first folder (level name)
+ string[] pathComponents = relativePath.Split('/');
+
+ // First component after PuzzleDataBasePath should be the level name
+ if (pathComponents.Length > 0)
+ {
+ // Use proper path joining with Unity's forward slash convention
+ return PuzzleDataBasePath + "/" + pathComponents[0];
+ }
+
+ return null;
+ }
+
+ ///
+ /// Process a level folder to build/update a PuzzleLevelDataSO with all puzzle steps
+ ///
+ private static void ProcessPuzzleLevelFolder(string folderPath)
+ {
+ if (!Directory.Exists(folderPath)) return;
+
+ // Get level name from folder name
+ string levelName = Path.GetFileName(folderPath);
+ if (string.IsNullOrEmpty(levelName)) return;
+
+ // Find all puzzle step assets in this level (including subfolders)
+ var stepAssets = FindAssetsOfTypeRecursive(folderPath);
+ if (stepAssets.Count == 0) return;
+
+ // Get or create level data asset
+ var levelDataAsset = GetOrCreateLevelDataAsset(folderPath, levelName);
+ if (levelDataAsset == null) return;
+
+ // Update level data
+ levelDataAsset.levelId = levelName;
+ levelDataAsset.displayName = levelName; // Default display name matches folder name
+ levelDataAsset.allSteps = stepAssets;
+
+ // Pre-process initial steps (those with no dependencies)
+ levelDataAsset.initialSteps = FindInitialSteps(stepAssets);
+
+ // Pre-process dependencies (which steps are required by each step)
+ PrecomputeDependencies(levelDataAsset);
+
+ // Mark as dirty and save
+ EditorUtility.SetDirty(levelDataAsset);
+
+ // Setup addressables
+ SetupAddressableAsset(AssetDatabase.GetAssetPath(levelDataAsset), $"Puzzles/{levelName}");
+
+ Debug.Log($"[PuzzleProcessor] Processed level: {levelName} with {stepAssets.Count} steps");
+ }
+
+ ///
+ /// Find all assets of a specific type in a folder and its subfolders
+ ///
+ private static List FindAssetsOfTypeRecursive(string folderPath) where T : ScriptableObject
+ {
+ var result = new List();
+
+ if (!Directory.Exists(folderPath)) return result;
+
+ var guids = AssetDatabase.FindAssets("t:" + typeof(T).Name, new[] { folderPath });
+ foreach (var guid in guids)
+ {
+ string assetPath = AssetDatabase.GUIDToAssetPath(guid);
+ var asset = AssetDatabase.LoadAssetAtPath(assetPath);
+ if (asset != null)
+ {
+ result.Add(asset);
+ }
+ }
+
+ return result;
+ }
+
+ ///
+ /// Get existing level data asset or create a new one
+ ///
+ private static PuzzleLevelDataSO GetOrCreateLevelDataAsset(string folderPath, string levelName)
+ {
+ // Check for existing level data asset
+ string levelDataAssetPath = $"{folderPath}/{levelName}.asset";
+ var levelDataAsset = AssetDatabase.LoadAssetAtPath(levelDataAssetPath);
+
+ if (levelDataAsset == null)
+ {
+ // Create new level data asset
+ levelDataAsset = ScriptableObject.CreateInstance();
+ AssetDatabase.CreateAsset(levelDataAsset, levelDataAssetPath);
+ Debug.Log($"[PuzzleProcessor] Created new level data asset: {levelDataAssetPath}");
+ }
+
+ return levelDataAsset;
+ }
+
+ ///
+ /// Find steps that have no dependencies (initial steps)
+ ///
+ private static List FindInitialSteps(List steps)
+ {
+ var initialSteps = new List();
+ var dependentSteps = new HashSet();
+
+ // 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);
+ }
+ }
+ }
+
+ // Initial steps are those not depended on by any other step
+ foreach (var step in steps)
+ {
+ if (step != null && !dependentSteps.Contains(step))
+ {
+ initialSteps.Add(step);
+ }
+ }
+
+ return initialSteps;
+ }
+
+ ///
+ /// Pre-compute dependency information for a puzzle level
+ ///
+ private static void PrecomputeDependencies(PuzzleLevelDataSO levelDataAsset)
+ {
+ levelDataAsset.stepDependencies.Clear();
+
+ // Build reverse dependency map (which steps are required by each step)
+ var reverseDependencies = new Dictionary>();
+
+ 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();
+ }
+
+ reverseDependencies[unlockStep.stepId].Add(step.stepId);
+ }
+ }
+
+ // Convert to serialized form
+ foreach (var entry in reverseDependencies)
+ {
+ levelDataAsset.stepDependencies[entry.Key] = entry.Value.ToArray();
+ }
+ }
+
+ ///
+ /// Set up an asset as an Addressable with the specified address
+ ///
+ 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);
+ }
+ }
+ }
+ }
+}
diff --git a/Assets/Editor/PuzzleAssetProcessor.cs.meta b/Assets/Editor/PuzzleAssetProcessor.cs.meta
new file mode 100644
index 00000000..1e34c156
--- /dev/null
+++ b/Assets/Editor/PuzzleAssetProcessor.cs.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 5097566c60d341dbb6f2bf5175b048cb
+timeCreated: 1760532147
\ No newline at end of file
diff --git a/Assets/Scripts/PuzzleS/ObjectiveStepBehaviour.cs b/Assets/Scripts/PuzzleS/ObjectiveStepBehaviour.cs
index e11e168d..e4687273 100644
--- a/Assets/Scripts/PuzzleS/ObjectiveStepBehaviour.cs
+++ b/Assets/Scripts/PuzzleS/ObjectiveStepBehaviour.cs
@@ -1,10 +1,7 @@
using Input;
using Interactions;
using UnityEngine;
-using System;
-using AppleHills.Core.Settings;
using Core;
-using UnityEngine.Serialization;
namespace PuzzleS
{
@@ -48,12 +45,13 @@ namespace PuzzleS
_interactable.interactionStarted.AddListener(OnInteractionStarted);
_interactable.interactionComplete.AddListener(OnInteractionComplete);
}
+ }
+
+ void Start()
+ {
+ // Register with PuzzleManager, regardless of enabled/disabled state
+ // This happens in Start instead of OnEnable to ensure PuzzleManager has loaded level data
PuzzleManager.Instance?.RegisterStepBehaviour(this);
- // Check if this step was already unlocked
- if (stepData != null && PuzzleManager.Instance != null && PuzzleManager.Instance.IsStepUnlocked(stepData))
- {
- UnlockStep();
- }
}
void OnDestroy()
@@ -73,7 +71,7 @@ namespace PuzzleS
public void UpdateProximityState(ProximityState newState)
{
if (_currentProximityState == newState) return;
- if (_indicator == null) return;
+ if (!_isUnlocked) return;
// Determine state changes and call appropriate methods
if (newState == ProximityState.Close)
@@ -205,10 +203,12 @@ namespace PuzzleS
///
public void UnlockStep()
{
+ if (_isUnlocked) return;
+
_isUnlocked = true;
Logging.Debug($"[Puzzles] Step unlocked: {stepData?.stepId} on {gameObject.name}");
- // Show indicator if enabled in settings
+ // Show indicator if available
if (puzzleIndicator != null)
{
// Try to get the IPuzzlePrompt component from the spawned indicator
@@ -264,6 +264,8 @@ namespace PuzzleS
///
public void LockStep()
{
+ if (!_isUnlocked) return;
+
_isUnlocked = false;
Logging.Debug($"[Puzzles] Step locked: {stepData?.stepId} on {gameObject.name}");
@@ -297,12 +299,17 @@ 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 +330,7 @@ namespace PuzzleS
// Draw threshold circle
Gizmos.color = Color.cyan;
- Gizmos.DrawWireSphere(transform.position, promptRange / 2f);
+ Gizmos.DrawWireSphere(transform.position, promptRange);
}
}
}
diff --git a/Assets/Scripts/PuzzleS/PuzzleChainSO.cs b/Assets/Scripts/PuzzleS/PuzzleChainSO.cs
new file mode 100644
index 00000000..3340dfa7
--- /dev/null
+++ b/Assets/Scripts/PuzzleS/PuzzleChainSO.cs
@@ -0,0 +1,103 @@
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.AddressableAssets;
+
+namespace PuzzleS
+{
+ ///
+ /// Represents a complete chain of puzzle steps that form a logical sequence.
+ /// This is automatically generated from folder structure during asset import.
+ ///
+ [CreateAssetMenu(fileName = "PuzzleChain", menuName = "AppleHills/Items & Puzzles/PuzzleChain")]
+ public class PuzzleChainSO : ScriptableObject
+ {
+ ///
+ /// Unique identifier for this puzzle chain, automatically set to match folder name
+ ///
+ public string chainId;
+
+ ///
+ /// Display name for this chain
+ ///
+ public string displayName;
+
+ ///
+ /// Description of this puzzle chain
+ ///
+ [TextArea]
+ public string description;
+
+ ///
+ /// All steps that belong to this puzzle chain
+ ///
+ public List allSteps = new List();
+
+ ///
+ /// Initial steps that should be unlocked when the puzzle chain starts
+ /// (steps with no dependencies)
+ ///
+ public List initialSteps = new List();
+
+ ///
+ /// Optional requirement for this entire chain to be activated
+ /// If not null, this chain requires the specified chain to be completed first
+ ///
+ public PuzzleChainSO requiredChain;
+
+ ///
+ /// Pre-processed dependency data built at edit time.
+ /// Maps step IDs to arrays of dependency step IDs
+ ///
+ [HideInInspector]
+ public Dictionary stepDependencies = new Dictionary();
+
+ ///
+ /// Gets all steps that will be unlocked by completing the given step
+ ///
+ public List GetUnlockedSteps(string stepId)
+ {
+ var result = new List();
+ foreach (var step in allSteps)
+ {
+ if (step.stepId == stepId && step != null)
+ {
+ return step.unlocks;
+ }
+ }
+ return result;
+ }
+
+ ///
+ /// Gets all steps that will be unlocked by completing the given step
+ ///
+ public List GetUnlockedSteps(PuzzleStepSO completedStep)
+ {
+ return completedStep != null ? completedStep.unlocks : new List();
+ }
+
+ ///
+ /// Check if this step is an initial step (no dependencies)
+ ///
+ public bool IsInitialStep(PuzzleStepSO step)
+ {
+ return step != null && initialSteps.Contains(step);
+ }
+
+ ///
+ /// Check if all steps in this chain are completed
+ ///
+ public bool IsChainComplete(HashSet completedSteps)
+ {
+ if (completedSteps == null) return false;
+
+ foreach (var step in allSteps)
+ {
+ if (step != null && !completedSteps.Contains(step))
+ {
+ return false;
+ }
+ }
+ return true;
+ }
+ }
+}
diff --git a/Assets/Scripts/PuzzleS/PuzzleChainSO.cs.meta b/Assets/Scripts/PuzzleS/PuzzleChainSO.cs.meta
new file mode 100644
index 00000000..62518a80
--- /dev/null
+++ b/Assets/Scripts/PuzzleS/PuzzleChainSO.cs.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 58109a40325e47f2a8a3b9264d8938dd
+timeCreated: 1760532067
\ No newline at end of file
diff --git a/Assets/Scripts/PuzzleS/PuzzleLevelDataSO.cs b/Assets/Scripts/PuzzleS/PuzzleLevelDataSO.cs
new file mode 100644
index 00000000..b5757cb3
--- /dev/null
+++ b/Assets/Scripts/PuzzleS/PuzzleLevelDataSO.cs
@@ -0,0 +1,75 @@
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.AddressableAssets;
+
+namespace PuzzleS
+{
+ ///
+ /// Represents all puzzle steps in a level.
+ /// This is automatically generated from folder structure during asset import.
+ ///
+ [CreateAssetMenu(fileName = "LevelPuzzleData", menuName = "AppleHills/Items & Puzzles/LevelPuzzleData")]
+ public class PuzzleLevelDataSO : ScriptableObject
+ {
+ ///
+ /// Unique identifier for this level, automatically set to match folder name
+ ///
+ public string levelId;
+
+ ///
+ /// Display name for this level
+ ///
+ public string displayName;
+
+ ///
+ /// All puzzle steps in this level
+ ///
+ public List allSteps = new List();
+
+ ///
+ /// Steps that should be unlocked at level start (no dependencies)
+ ///
+ [HideInInspector]
+ public List initialSteps = new List();
+
+ ///
+ /// Pre-processed dependency data built at edit time.
+ /// Maps step IDs to arrays of dependency step IDs (which steps are required by each step)
+ ///
+ [HideInInspector]
+ public Dictionary stepDependencies = new Dictionary();
+
+ ///
+ /// Check if all steps in the level are complete
+ ///
+ public bool IsLevelComplete(HashSet completedSteps)
+ {
+ if (completedSteps == null) return false;
+
+ foreach (var step in allSteps)
+ {
+ if (step != null && !completedSteps.Contains(step))
+ {
+ return false;
+ }
+ }
+ return true;
+ }
+
+ ///
+ /// Gets all steps that will be unlocked by completing the given step
+ ///
+ public List GetUnlockedSteps(PuzzleStepSO completedStep)
+ {
+ return completedStep != null ? completedStep.unlocks : new List();
+ }
+
+ ///
+ /// Check if this step is an initial step (no dependencies)
+ ///
+ public bool IsInitialStep(PuzzleStepSO step)
+ {
+ return step != null && initialSteps.Contains(step);
+ }
+ }
+}
diff --git a/Assets/Scripts/PuzzleS/PuzzleLevelDataSO.cs.meta b/Assets/Scripts/PuzzleS/PuzzleLevelDataSO.cs.meta
new file mode 100644
index 00000000..0fde9380
--- /dev/null
+++ b/Assets/Scripts/PuzzleS/PuzzleLevelDataSO.cs.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 0a79780a5a0d498084afd737d4515e3b
+timeCreated: 1760532084
\ No newline at end of file
diff --git a/Assets/Scripts/PuzzleS/PuzzleManager.cs b/Assets/Scripts/PuzzleS/PuzzleManager.cs
index 61e1a2b3..6b184cbd 100644
--- a/Assets/Scripts/PuzzleS/PuzzleManager.cs
+++ b/Assets/Scripts/PuzzleS/PuzzleManager.cs
@@ -5,7 +5,9 @@ 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;
namespace PuzzleS
{
@@ -26,6 +28,11 @@ namespace PuzzleS
// Settings reference
private IInteractionSettings _interactionSettings;
+ // Current level puzzle data
+ private PuzzleLevelDataSO _currentLevelData;
+ private AsyncOperationHandle _levelDataLoadOperation;
+ private bool _isLoadingLevelData = false;
+
///
/// Singleton instance of the PuzzleManager.
///
@@ -50,22 +57,24 @@ namespace PuzzleS
// Events to notify about step lifecycle
public event Action OnStepCompleted;
public event Action OnStepUnlocked;
+ public event Action OnLevelDataLoaded;
+ public event Action OnAllPuzzlesComplete;
private HashSet _completedSteps = new HashSet();
private HashSet _unlockedSteps = new HashSet();
// Registration for ObjectiveStepBehaviour
private Dictionary _stepBehaviours = new Dictionary();
- // Runtime dependency graph
- private Dictionary> _runtimeDependencies = new Dictionary>();
void Awake()
{
_instance = this;
// DontDestroyOnLoad(gameObject);
- SceneManager.sceneLoaded += OnSceneLoaded;
-
+
// Initialize settings reference
_interactionSettings = GameManager.GetSettingsObject();
+
+ // Subscribe to scene manager events
+ SceneManagerService.Instance.SceneLoadCompleted += OnSceneLoadCompleted;
}
void Start()
@@ -75,22 +84,44 @@ namespace PuzzleS
// 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)
+ ///
+ /// Called when a scene is loaded
+ ///
+ private 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();
// Find player transform again in case it changed with scene load
_playerTransform = GameObject.FindGameObjectWithTag("Player")?.transform;
@@ -99,6 +130,60 @@ namespace PuzzleS
StartProximityChecks();
}
+ ///
+ /// Load puzzle data for the current scene
+ ///
+ private void LoadPuzzleDataForCurrentScene()
+ {
+ string currentScene = 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);
+ }
+
+ // Load the level data asset
+ _levelDataLoadOperation = Addressables.LoadAssetAsync(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}");
+ }
+ };
+ }
+
///
/// Start the proximity check coroutine.
///
@@ -138,7 +223,7 @@ 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 +249,48 @@ 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($"[Puzzles] Registered step: {behaviour.stepData.stepId} on {behaviour.gameObject.name}");
+
+ // Immediately set the correct state based on current puzzle state
+ UpdateStepState(behaviour);
+ }
+ }
+
+ ///
+ /// Updates a step's state based on the current puzzle state.
+ ///
+ private void UpdateStepState(ObjectiveStepBehaviour behaviour)
+ {
+ if (behaviour?.stepData == null) return;
+
+ // If step is already completed, ignore
+ if (_completedSteps.Contains(behaviour.stepData))
+ return;
+
+ // If step is already unlocked, update the behaviour
+ if (_unlockedSteps.Contains(behaviour.stepData))
+ {
+ behaviour.UnlockStep();
+ }
+ else
+ {
+ // Make sure it's locked
+ behaviour.LockStep();
+ }
+ }
+
+ ///
+ /// Updates the states of all registered step behaviours based on current puzzle state.
+ ///
+ private void UpdateRegisteredStepStates()
+ {
+ foreach (var kvp in _stepBehaviours)
+ {
+ UpdateStepState(kvp.Value);
}
}
@@ -191,52 +306,19 @@ namespace PuzzleS
}
///
- /// Builds the runtime dependency graph for all registered steps.
- ///
- private void BuildRuntimeDependencies()
- {
- _runtimeDependencies = PuzzleGraphUtility.BuildDependencyGraph(_stepBehaviours.Keys);
- foreach (var step in _runtimeDependencies.Keys)
- {
- foreach (var dep in _runtimeDependencies[step])
- {
- Logging.Debug($"[Puzzles] Step {step.stepId} depends on {dep.stepId}");
- }
- }
- Logging.Debug($"[Puzzles] Runtime dependencies built. Total steps: {_stepBehaviours.Count}");
- }
-
- ///
- /// Unlocks all initial steps (those with no dependencies) and any steps whose dependencies are already met.
+ /// Unlocks all initial steps (those with no dependencies)
///
private void UnlockInitialSteps()
{
- // First, unlock all steps with no dependencies (initial steps)
- var initialSteps = PuzzleGraphUtility.FindInitialSteps(_runtimeDependencies);
- foreach (var step in initialSteps)
+ if (_currentLevelData == null) return;
+
+ // Unlock initial steps
+ foreach (var step in _currentLevelData.initialSteps)
{
- Logging.Debug($"[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");
}
///
@@ -246,24 +328,29 @@ 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 +359,33 @@ namespace PuzzleS
///
/// The step to check.
/// True if all dependencies are met, false otherwise.
- 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 +397,7 @@ namespace PuzzleS
{
if (_unlockedSteps.Contains(step)) return;
_unlockedSteps.Add(step);
+
if (_stepBehaviours.TryGetValue(step, out var behaviour))
{
behaviour.UnlockStep();
@@ -301,14 +409,18 @@ namespace PuzzleS
}
///
- /// Checks if the puzzle is complete (all steps finished).
+ /// Checks if the puzzle is complete (all steps in level finished).
///
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 +429,6 @@ namespace PuzzleS
///
public bool IsStepUnlocked(PuzzleStepSO step)
{
- // _runtimeDependencies.Clear();
- // BuildRuntimeDependencies();
- // UnlockInitialSteps();
return _unlockedSteps.Contains(step);
}
@@ -332,6 +441,14 @@ namespace PuzzleS
{
return _completedSteps.Any(step => step.stepId == stepId);
}
+
+ ///
+ /// Get the current level puzzle data
+ ///
+ public PuzzleLevelDataSO GetCurrentLevelData()
+ {
+ return _currentLevelData;
+ }
void OnApplicationQuit()
{