Further updates to state machines

This commit is contained in:
Michal Pikulski
2025-11-05 13:48:25 +01:00
parent 15fe4bdce6
commit 210823344a
25 changed files with 2209 additions and 4382 deletions

View File

@@ -14,8 +14,9 @@ namespace Levels
public class LevelSwitch : InteractableBase
{
public LevelSwitchData switchData;
private SpriteRenderer iconRenderer;
private IInteractionSettings interactionSettings;
private SpriteRenderer _iconRenderer;
private IInteractionSettings _interactionSettings;
private GameObject _menuObjectRef;
/// <summary>
/// Unity Awake callback. Sets up icon, interactable, and event handlers.
@@ -26,11 +27,11 @@ namespace Levels
Debug.Log($"[LevelSwitch] Awake called for {gameObject.name} in scene {gameObject.scene.name}");
if (iconRenderer == null)
iconRenderer = GetComponent<SpriteRenderer>();
if (_iconRenderer == null)
_iconRenderer = GetComponent<SpriteRenderer>();
// Initialize settings reference
interactionSettings = GameManager.GetSettingsObject<IInteractionSettings>();
_interactionSettings = GameManager.GetSettingsObject<IInteractionSettings>();
ApplySwitchData();
}
@@ -51,8 +52,8 @@ namespace Levels
/// </summary>
void OnValidate()
{
if (iconRenderer == null)
iconRenderer = GetComponent<SpriteRenderer>();
if (_iconRenderer == null)
_iconRenderer = GetComponent<SpriteRenderer>();
ApplySwitchData();
}
#endif
@@ -64,8 +65,8 @@ namespace Levels
{
if (switchData != null)
{
if (iconRenderer != null)
iconRenderer.sprite = switchData.mapSprite;
if (_iconRenderer != null)
_iconRenderer.sprite = switchData.mapSprite;
gameObject.name = switchData.targetLevelSceneName;
// Optionally update other fields, e.g. description
}
@@ -82,7 +83,7 @@ namespace Levels
return false;
}
var menuPrefab = interactionSettings?.LevelSwitchMenuPrefab;
var menuPrefab = _interactionSettings?.LevelSwitchMenuPrefab;
if (menuPrefab == null)
{
Debug.LogError("LevelSwitchMenu prefab not assigned in InteractionSettings!");
@@ -90,12 +91,12 @@ namespace Levels
}
// Spawn the menu overlay
var menuGo = Instantiate(menuPrefab);
var menu = menuGo.GetComponent<LevelSwitchMenu>();
_menuObjectRef = Instantiate(menuPrefab);
var menu = _menuObjectRef.GetComponent<LevelSwitchMenu>();
if (menu == null)
{
Debug.LogError("LevelSwitchMenu component missing on prefab!");
Destroy(menuGo);
Destroy(_menuObjectRef);
return false;
}