Change the puzzle system to an offline-processed data structure to get around activation issues
This commit is contained in:
@@ -14,7 +14,12 @@ MonoBehaviour:
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- m_GUID: d28c589c05c122f449a8b34e696cda53
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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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m_EditorClassIdentifier:
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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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37
Assets/Data/Puzzles/Quarry/Quarry.asset
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37
Assets/Data/Puzzles/Quarry/Quarry.asset
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@@ -0,0 +1,37 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &11400000
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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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@@ -0,0 +1,8 @@
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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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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>
|
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private static List<PuzzleStepSO> FindInitialSteps(List<PuzzleStepSO> steps)
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{
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var initialSteps = new List<PuzzleStepSO>();
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var dependentSteps = new HashSet<PuzzleStepSO>();
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// Find all steps that are dependencies of other steps
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foreach (var step in steps)
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{
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if (step == null) continue;
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foreach (var unlockStep in step.unlocks)
|
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{
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if (unlockStep != null && steps.Contains(unlockStep))
|
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{
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dependentSteps.Add(unlockStep);
|
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}
|
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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)
|
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{
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if (step != null && !dependentSteps.Contains(step))
|
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{
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initialSteps.Add(step);
|
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}
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}
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||||
|
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return initialSteps;
|
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}
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|
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/// <summary>
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/// Pre-compute dependency information for a puzzle level
|
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/// </summary>
|
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private static void PrecomputeDependencies(PuzzleLevelDataSO levelDataAsset)
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{
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levelDataAsset.stepDependencies.Clear();
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// Build reverse dependency map (which steps are required by each step)
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var reverseDependencies = new Dictionary<string, List<string>>();
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|
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foreach (var step in levelDataAsset.allSteps)
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{
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if (step == null) continue;
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|
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foreach (var unlockStep in step.unlocks)
|
||||
{
|
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if (unlockStep == null) continue;
|
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|
||||
if (!reverseDependencies.ContainsKey(unlockStep.stepId))
|
||||
{
|
||||
reverseDependencies[unlockStep.stepId] = new List<string>();
|
||||
}
|
||||
|
||||
reverseDependencies[unlockStep.stepId].Add(step.stepId);
|
||||
}
|
||||
}
|
||||
|
||||
// Convert to serialized form
|
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foreach (var entry in reverseDependencies)
|
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{
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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
|
||||
@@ -1,10 +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);
|
||||
}
|
||||
PuzzleManager.Instance?.RegisterStepBehaviour(this);
|
||||
// Check if this step was already unlocked
|
||||
if (stepData != null && PuzzleManager.Instance != null && PuzzleManager.Instance.IsStepUnlocked(stepData))
|
||||
{
|
||||
UnlockStep();
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
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
|
||||
/// </summary>
|
||||
public void UnlockStep()
|
||||
{
|
||||
if (_isUnlocked) return;
|
||||
|
||||
_isUnlocked = true;
|
||||
Logging.Debug($"[Puzzles] Step unlocked: {stepData?.stepId} on {gameObject.name}");
|
||||
|
||||
// Show indicator if enabled in settings
|
||||
// Show indicator if available
|
||||
if (puzzleIndicator != null)
|
||||
{
|
||||
// Try to get the IPuzzlePrompt component from the spawned indicator
|
||||
@@ -264,6 +264,8 @@ namespace PuzzleS
|
||||
/// </summary>
|
||||
public void LockStep()
|
||||
{
|
||||
if (!_isUnlocked) return;
|
||||
|
||||
_isUnlocked = false;
|
||||
Logging.Debug($"[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);
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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
|
||||
75
Assets/Scripts/PuzzleS/PuzzleLevelDataSO.cs
Normal file
75
Assets/Scripts/PuzzleS/PuzzleLevelDataSO.cs
Normal file
@@ -0,0 +1,75 @@
|
||||
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>
|
||||
[HideInInspector]
|
||||
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>
|
||||
[HideInInspector]
|
||||
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 +5,9 @@ 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<PuzzleLevelDataSO> _levelDataLoadOperation;
|
||||
private bool _isLoadingLevelData = false;
|
||||
|
||||
/// <summary>
|
||||
/// Singleton instance of the PuzzleManager.
|
||||
/// </summary>
|
||||
@@ -50,22 +57,24 @@ 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>();
|
||||
|
||||
// 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;
|
||||
}
|
||||
|
||||
private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
|
||||
// Release addressable handle if needed
|
||||
if (_levelDataLoadOperation.IsValid())
|
||||
{
|
||||
SceneManager.sceneLoaded -= OnSceneLoaded;
|
||||
Addressables.Release(_levelDataLoadOperation);
|
||||
}
|
||||
}
|
||||
|
||||
Logging.Debug("[MDPI] OnSceneLoaded");
|
||||
_runtimeDependencies.Clear();
|
||||
BuildRuntimeDependencies();
|
||||
UnlockInitialSteps();
|
||||
/// <summary>
|
||||
/// Called when a scene is loaded
|
||||
/// </summary>
|
||||
private void OnSceneLoadCompleted(string sceneName)
|
||||
{
|
||||
// Skip for non-gameplay scenes
|
||||
if (sceneName == "BootstrapScene" || string.IsNullOrEmpty(sceneName))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
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();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Load puzzle data for the current scene
|
||||
/// </summary>
|
||||
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<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 +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($"[Puzzles] Registered step: {behaviour.stepData.stepId} on {behaviour.gameObject.name}");
|
||||
|
||||
// Immediately set the correct state based on current puzzle state
|
||||
UpdateStepState(behaviour);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates a step's state based on the current puzzle state.
|
||||
/// </summary>
|
||||
private void UpdateStepState(ObjectiveStepBehaviour behaviour)
|
||||
{
|
||||
if (behaviour?.stepData == null) return;
|
||||
|
||||
// If step is already completed, ignore
|
||||
if (_completedSteps.Contains(behaviour.stepData))
|
||||
return;
|
||||
|
||||
// If step is already unlocked, update the behaviour
|
||||
if (_unlockedSteps.Contains(behaviour.stepData))
|
||||
{
|
||||
behaviour.UnlockStep();
|
||||
}
|
||||
else
|
||||
{
|
||||
// Make sure it's locked
|
||||
behaviour.LockStep();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates the states of all registered step behaviours based on current puzzle state.
|
||||
/// </summary>
|
||||
private void UpdateRegisteredStepStates()
|
||||
{
|
||||
foreach (var kvp in _stepBehaviours)
|
||||
{
|
||||
UpdateStepState(kvp.Value);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -191,52 +306,19 @@ namespace PuzzleS
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Builds the runtime dependency graph for all registered steps.
|
||||
/// </summary>
|
||||
private void BuildRuntimeDependencies()
|
||||
{
|
||||
_runtimeDependencies = PuzzleGraphUtility.BuildDependencyGraph(_stepBehaviours.Keys);
|
||||
foreach (var step in _runtimeDependencies.Keys)
|
||||
{
|
||||
foreach (var dep in _runtimeDependencies[step])
|
||||
{
|
||||
Logging.Debug($"[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 +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
|
||||
/// </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 +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
|
||||
}
|
||||
|
||||
/// <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 +429,6 @@ namespace PuzzleS
|
||||
/// </summary>
|
||||
public bool IsStepUnlocked(PuzzleStepSO step)
|
||||
{
|
||||
// _runtimeDependencies.Clear();
|
||||
// BuildRuntimeDependencies();
|
||||
// UnlockInitialSteps();
|
||||
return _unlockedSteps.Contains(step);
|
||||
}
|
||||
|
||||
@@ -333,6 +442,14 @@ namespace PuzzleS
|
||||
return _completedSteps.Any(step => step.stepId == stepId);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the current level puzzle data
|
||||
/// </summary>
|
||||
public PuzzleLevelDataSO GetCurrentLevelData()
|
||||
{
|
||||
return _currentLevelData;
|
||||
}
|
||||
|
||||
void OnApplicationQuit()
|
||||
{
|
||||
_isQuitting = true;
|
||||
|
||||
Reference in New Issue
Block a user