Change the puzzle system to an offline-processed data structure to get around activation issues

This commit is contained in:
Michal Pikulski
2025-10-15 15:51:37 +02:00
parent c0f141f5ac
commit 1d773823c4
43 changed files with 781 additions and 91 deletions

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@@ -13,7 +13,7 @@ MonoBehaviour:
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displayName: Wolter Lured!!
description: Place Chocolate in the luring spot.
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unlocks:

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@@ -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
{
/// <summary>
/// Handles asset post-processing for puzzle step data.
/// Automatically builds level data from folder structure.
/// </summary>
public class PuzzleAssetProcessor : AssetPostprocessor
{
// Base path for puzzle data
private const string PuzzleDataBasePath = "Assets/Data/Puzzles";
/// <summary>
/// Called after assets have been imported, deleted, or moved.
/// </summary>
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<ScriptableObject>(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");
}
}
/// <summary>
/// Checks if an asset path is within the puzzle data folder structure
/// </summary>
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");
}
/// <summary>
/// Find the level folder that contains this asset path
/// Assumes level folders are direct children of PuzzleDataBasePath
/// </summary>
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;
}
/// <summary>
/// Process a level folder to build/update a PuzzleLevelDataSO with all puzzle steps
/// </summary>
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<PuzzleStepSO>(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");
}
/// <summary>
/// Find all assets of a specific type in a folder and its subfolders
/// </summary>
private static List<T> FindAssetsOfTypeRecursive<T>(string folderPath) where T : ScriptableObject
{
var result = new List<T>();
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<T>(assetPath);
if (asset != null)
{
result.Add(asset);
}
}
return result;
}
/// <summary>
/// Get existing level data asset or create a new one
/// </summary>
private static PuzzleLevelDataSO GetOrCreateLevelDataAsset(string folderPath, string levelName)
{
// Check for existing level data asset
string levelDataAssetPath = $"{folderPath}/{levelName}.asset";
var levelDataAsset = AssetDatabase.LoadAssetAtPath<PuzzleLevelDataSO>(levelDataAssetPath);
if (levelDataAsset == null)
{
// Create new level data asset
levelDataAsset = ScriptableObject.CreateInstance<PuzzleLevelDataSO>();
AssetDatabase.CreateAsset(levelDataAsset, levelDataAssetPath);
Debug.Log($"[PuzzleProcessor] Created new level data asset: {levelDataAssetPath}");
}
return levelDataAsset;
}
/// <summary>
/// Find steps that have no dependencies (initial steps)
/// </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);
}
}
}
// 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;
}
/// <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);
}
}
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 5097566c60d341dbb6f2bf5175b048cb
timeCreated: 1760532147

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@@ -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
/// </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);
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);
}
}
}

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@@ -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;
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
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timeCreated: 1760532067

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@@ -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);
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 0a79780a5a0d498084afd737d4515e3b
timeCreated: 1760532084

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@@ -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;
}
// 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>
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();
}
/// <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);
}
@@ -332,6 +441,14 @@ namespace PuzzleS
{
return _completedSteps.Any(step => step.stepId == stepId);
}
/// <summary>
/// Get the current level puzzle data
/// </summary>
public PuzzleLevelDataSO GetCurrentLevelData()
{
return _currentLevelData;
}
void OnApplicationQuit()
{