REname to AppleMachine

This commit is contained in:
Michal Pikulski
2025-11-03 10:36:56 +01:00
parent 54c9094be1
commit 3e343d074c
9 changed files with 19 additions and 19 deletions

View File

@@ -157,7 +157,7 @@ namespace Editor
var componentType = component.GetType(); var componentType = component.GetType();
if (componentType.Name == "StateMachine" && componentType.Namespace == "Pixelplacement") if (componentType.Name == "StateMachine" && componentType.Namespace == "Pixelplacement")
{ {
bool isAlreadySaveable = component is SaveableStateMachine; bool isAlreadySaveable = component is AppleMachine;
foundStateMachines.Add(new StateMachineInfo foundStateMachines.Add(new StateMachineInfo
{ {
name = component.gameObject.name, name = component.gameObject.name,
@@ -189,7 +189,7 @@ namespace Editor
var componentType = component.GetType(); var componentType = component.GetType();
if (componentType.Name == "StateMachine" && componentType.Namespace == "Pixelplacement") if (componentType.Name == "StateMachine" && componentType.Namespace == "Pixelplacement")
{ {
bool isAlreadySaveable = component is SaveableStateMachine; bool isAlreadySaveable = component is AppleMachine;
foundStateMachines.Add(new StateMachineInfo foundStateMachines.Add(new StateMachineInfo
{ {
name = component.gameObject.name, name = component.gameObject.name,
@@ -336,7 +336,7 @@ namespace Editor
var componentType = component.GetType(); var componentType = component.GetType();
if (componentType.Name == "StateMachine" && if (componentType.Name == "StateMachine" &&
componentType.Namespace == "Pixelplacement" && componentType.Namespace == "Pixelplacement" &&
!(component is SaveableStateMachine)) !(component is AppleMachine))
{ {
if (MigrateComponent(component.gameObject, component)) if (MigrateComponent(component.gameObject, component))
{ {
@@ -369,7 +369,7 @@ namespace Editor
var componentType = component.GetType(); var componentType = component.GetType();
if (componentType.Name == "StateMachine" && if (componentType.Name == "StateMachine" &&
componentType.Namespace == "Pixelplacement" && componentType.Namespace == "Pixelplacement" &&
!(component is SaveableStateMachine)) !(component is AppleMachine))
{ {
bool success = MigrateComponent(gameObject, component); bool success = MigrateComponent(gameObject, component);
@@ -412,7 +412,7 @@ namespace Editor
Object.DestroyImmediate(oldComponent); Object.DestroyImmediate(oldComponent);
// Add new component // Add new component
var newSM = gameObject.AddComponent<SaveableStateMachine>(); var newSM = gameObject.AddComponent<AppleMachine>();
// Restore data using SerializedObject // Restore data using SerializedObject
SerializedObject newSO = new SerializedObject(newSM); SerializedObject newSO = new SerializedObject(newSM);

View File

@@ -6,7 +6,7 @@ using Core.SaveLoad;
using Pixelplacement; using Pixelplacement;
using UnityEngine.Serialization; using UnityEngine.Serialization;
public class GardenerChaseBehavior : SaveableState public class GardenerChaseBehavior : AppleState
{ {
private static readonly int Property = Animator.StringToHash("IsIdle?"); private static readonly int Property = Animator.StringToHash("IsIdle?");
public Spline chaseSpline; public Spline chaseSpline;

View File

@@ -12,7 +12,7 @@ namespace Core.SaveLoad
/// Inherits from Pixelplacement.StateMachine and adds save/load functionality. /// Inherits from Pixelplacement.StateMachine and adds save/load functionality.
/// Use SaveableState (not State) for child states to get save/load hooks. /// Use SaveableState (not State) for child states to get save/load hooks.
/// </summary> /// </summary>
public class SaveableStateMachine : StateMachine, ISaveParticipant public class AppleMachine : StateMachine, ISaveParticipant
{ {
[SerializeField] [SerializeField]
[Tooltip("Optional custom save ID. If empty, will auto-generate from scene name and hierarchy path.")] [Tooltip("Optional custom save ID. If empty, will auto-generate from scene name and hierarchy path.")]
@@ -36,7 +36,7 @@ namespace Core.SaveLoad
// If not restoring and change was successful, call OnEnterState // If not restoring and change was successful, call OnEnterState
if (!IsRestoring && result != null && currentState != null) if (!IsRestoring && result != null && currentState != null)
{ {
var saveableState = currentState.GetComponent<SaveableState>(); var saveableState = currentState.GetComponent<AppleState>();
if (saveableState != null) if (saveableState != null)
{ {
saveableState.OnEnterState(); saveableState.OnEnterState();
@@ -53,7 +53,7 @@ namespace Core.SaveLoad
// If not restoring and change was successful, call OnEnterState // If not restoring and change was successful, call OnEnterState
if (!IsRestoring && result != null && currentState != null) if (!IsRestoring && result != null && currentState != null)
{ {
var saveableState = currentState.GetComponent<SaveableState>(); var saveableState = currentState.GetComponent<AppleState>();
if (saveableState != null) if (saveableState != null)
{ {
saveableState.OnEnterState(); saveableState.OnEnterState();
@@ -70,7 +70,7 @@ namespace Core.SaveLoad
// If not restoring and change was successful, call OnEnterState // If not restoring and change was successful, call OnEnterState
if (!IsRestoring && result != null && currentState != null) if (!IsRestoring && result != null && currentState != null)
{ {
var saveableState = currentState.GetComponent<SaveableState>(); var saveableState = currentState.GetComponent<AppleState>();
if (saveableState != null) if (saveableState != null)
{ {
saveableState.OnEnterState(); saveableState.OnEnterState();
@@ -158,8 +158,8 @@ namespace Core.SaveLoad
return JsonUtility.ToJson(new StateMachineSaveData { stateName = "", stateData = "" }); return JsonUtility.ToJson(new StateMachineSaveData { stateName = "", stateData = "" });
} }
SaveableState saveableState = currentState.GetComponent<SaveableState>(); AppleState appleState = currentState.GetComponent<AppleState>();
string stateData = saveableState?.SerializeState() ?? ""; string stateData = appleState?.SerializeState() ?? "";
var saveData = new StateMachineSaveData var saveData = new StateMachineSaveData
{ {
@@ -203,10 +203,10 @@ namespace Core.SaveLoad
// Now explicitly call OnRestoreState with the saved data // Now explicitly call OnRestoreState with the saved data
if (currentState != null) if (currentState != null)
{ {
SaveableState saveableState = currentState.GetComponent<SaveableState>(); AppleState appleState = currentState.GetComponent<AppleState>();
if (saveableState != null) if (appleState != null)
{ {
saveableState.OnRestoreState(saveData.stateData); appleState.OnRestoreState(saveData.stateData);
} }
} }

View File

@@ -6,7 +6,7 @@ namespace Core.SaveLoad
/// Base class for states that need save/load functionality. /// Base class for states that need save/load functionality.
/// Inherit from this instead of Pixelplacement.State for states in SaveableStateMachines. /// Inherit from this instead of Pixelplacement.State for states in SaveableStateMachines.
/// </summary> /// </summary>
public class SaveableState : State public class AppleState : State
{ {
/// <summary> /// <summary>
/// Called when this state is entered during normal gameplay. /// Called when this state is entered during normal gameplay.

View File

@@ -5,7 +5,7 @@ using Pixelplacement;
using UnityEngine; using UnityEngine;
public class GardenerBehaviour : SaveableStateMachine public class GardenerBehaviour : AppleMachine
{ {
public void stateSwitch (string StateName) public void stateSwitch (string StateName)
{ {

View File

@@ -2,7 +2,7 @@ using Core;
using Core.SaveLoad; using Core.SaveLoad;
using Pixelplacement; using Pixelplacement;
public class LawnMowerBehaviour : SaveableStateMachine public class LawnMowerBehaviour : AppleMachine
{ {
public void mowerTouched() public void mowerTouched()
{ {

View File

@@ -2,7 +2,7 @@ using Core.SaveLoad;
using UnityEngine; using UnityEngine;
using Pixelplacement; using Pixelplacement;
public class LawnMowerChaseBehaviour : SaveableState public class LawnMowerChaseBehaviour : AppleState
{ {
public Spline ChaseSpline; public Spline ChaseSpline;
public Transform LawnMowerObject; public Transform LawnMowerObject;