Revamp the prompt system, the bootstrapper system, the starting cinematic

This commit is contained in:
Michal Pikulski
2025-10-16 19:43:19 +02:00
parent df604fbc03
commit 50448c5bd3
89 changed files with 3964 additions and 677 deletions

View File

@@ -1,10 +1,7 @@
using Input;
using Interactions;
using UnityEngine;
using System;
using AppleHills.Core.Settings;
using Core;
using UnityEngine.Serialization;
namespace PuzzleS
{
@@ -37,22 +34,52 @@ namespace PuzzleS
void Awake()
{
_interactable = GetComponent<Interactable>();
// Initialize the indicator if it exists, but ensure it's hidden initially
if (puzzleIndicator != null)
{
// The indicator should start inactive until we determine its proper state
puzzleIndicator.SetActive(false);
// Get the IPuzzlePrompt component
_indicator = puzzleIndicator.GetComponent<IPuzzlePrompt>();
if (_indicator == null)
{
// Try to find it in children if not on the root
_indicator = puzzleIndicator.GetComponentInChildren<IPuzzlePrompt>();
}
if (_indicator == null)
{
Logging.Warning($"[Puzzles] Indicator prefab for {stepData?.stepId} does not implement IPuzzlePrompt");
}
}
}
void OnEnable()
{
if (_interactable == null)
_interactable = GetComponent<Interactable>();
if (_interactable != null)
{
_interactable.interactionStarted.AddListener(OnInteractionStarted);
_interactable.interactionComplete.AddListener(OnInteractionComplete);
}
PuzzleManager.Instance?.RegisterStepBehaviour(this);
// Check if this step was already unlocked
if (stepData != null && PuzzleManager.Instance != null && PuzzleManager.Instance.IsStepUnlocked(stepData))
}
void Start()
{
// Simply register with the PuzzleManager
// The manager will handle state updates appropriately based on whether data is loaded
if (stepData != null && PuzzleManager.Instance != null)
{
UnlockStep();
PuzzleManager.Instance.RegisterStepBehaviour(this);
}
else if (stepData == null)
{
Logging.Warning($"[Puzzles] Cannot register step on {gameObject.name}: stepData is null");
}
}
@@ -63,7 +90,11 @@ namespace PuzzleS
_interactable.interactionStarted.RemoveListener(OnInteractionStarted);
_interactable.interactionComplete.RemoveListener(OnInteractionComplete);
}
PuzzleManager.Instance?.UnregisterStepBehaviour(this);
if (PuzzleManager.Instance != null && stepData != null)
{
PuzzleManager.Instance.UnregisterStepBehaviour(this);
}
}
/// <summary>
@@ -73,7 +104,7 @@ namespace PuzzleS
public void UpdateProximityState(ProximityState newState)
{
if (_currentProximityState == newState) return;
if (_indicator == null) return;
if (!_isUnlocked) return; // Don't process state changes if locked
// Determine state changes and call appropriate methods
if (newState == ProximityState.Close)
@@ -97,6 +128,9 @@ namespace PuzzleS
/// </summary>
public virtual void OnShow()
{
if (puzzleIndicator != null)
puzzleIndicator.SetActive(true);
// Delegate to indicator if available
if (IsIndicatorValid())
{
@@ -104,7 +138,6 @@ namespace PuzzleS
return;
}
// Default fallback behavior
Logging.Debug($"[Puzzles] Prompt shown for {stepData?.stepId} on {gameObject.name}");
}
@@ -113,14 +146,15 @@ namespace PuzzleS
/// </summary>
public virtual void OnHide()
{
if (puzzleIndicator != null)
puzzleIndicator.SetActive(false);
// Delegate to indicator if available
if (IsIndicatorValid())
{
_indicator.OnHide();
return;
}
// Default fallback behavior
Logging.Debug($"[Puzzles] Prompt hidden for {stepData?.stepId} on {gameObject.name}");
}
@@ -138,9 +172,6 @@ namespace PuzzleS
_indicator.ShowFar();
return;
}
// Default fallback behavior
Logging.Debug($"[Puzzles] Player entered far range of {stepData?.stepId} on {gameObject.name}");
}
/// <summary>
@@ -157,9 +188,6 @@ namespace PuzzleS
_indicator.ShowClose();
return;
}
// Default fallback behavior
Logging.Debug($"[Puzzles] Player entered close range of {stepData?.stepId} on {gameObject.name}");
}
/// <summary>
@@ -176,9 +204,6 @@ namespace PuzzleS
_indicator.HideClose();
return;
}
// Default fallback behavior
Logging.Debug($"[Puzzles] Player exited close range of {stepData?.stepId} on {gameObject.name}");
}
/// <summary>
@@ -195,9 +220,6 @@ namespace PuzzleS
_indicator.HideFar();
return;
}
// Default fallback behavior
Logging.Debug($"[Puzzles] Player exited far range of {stepData?.stepId} on {gameObject.name}");
}
/// <summary>
@@ -205,57 +227,42 @@ namespace PuzzleS
/// </summary>
public void UnlockStep()
{
if (_isUnlocked) return;
_isUnlocked = true;
Logging.Debug($"[Puzzles] Step unlocked: {stepData?.stepId} on {gameObject.name}");
// Show indicator if enabled in settings
if (puzzleIndicator != null)
// Make the indicator visible since this step is now unlocked
OnShow();
if (IsIndicatorValid())
{
// Try to get the IPuzzlePrompt component from the spawned indicator
_indicator = puzzleIndicator.GetComponent<IPuzzlePrompt>();
if (_indicator == null)
// Set the correct state based on current player distance
Transform playerTransform = GameObject.FindGameObjectWithTag("Player")?.transform;
if (playerTransform != null)
{
// Try to find it in children if not on the root
_indicator = puzzleIndicator.GetComponentInChildren<IPuzzlePrompt>();
}
if (_indicator == null)
{
Logging.Warning($"[Puzzles] Indicator prefab for {stepData?.stepId} does not implement IPuzzlePrompt");
}
else
{
// First show the indicator
_indicator.OnShow();
float distance = Vector3.Distance(transform.position, playerTransform.position);
float promptRange = AppleHills.SettingsAccess.GetPuzzlePromptRange();
// Then set the correct state based on current player distance
Transform playerTransform = GameObject.FindGameObjectWithTag("Player")?.transform;
if (playerTransform != null)
if (distance <= promptRange)
{
float distance = Vector3.Distance(transform.position, playerTransform.position);
float promptRange = AppleHills.SettingsAccess.GetPuzzlePromptRange();
if (distance <= promptRange)
{
// Player is in close range
_currentProximityState = ProximityState.Close;
_indicator.ShowClose();
}
else
{
// Player is in far range
_currentProximityState = ProximityState.Far;
_indicator.ShowFar();
}
// Player is in close range
_currentProximityState = ProximityState.Close;
_indicator.ShowClose();
}
else
{
// Default to far if player not found
// Player is in far range
_currentProximityState = ProximityState.Far;
_indicator.ShowFar();
}
}
else
{
// Default to far if player not found
_currentProximityState = ProximityState.Far;
_indicator.ShowFar();
}
}
}
@@ -264,14 +271,18 @@ namespace PuzzleS
/// </summary>
public void LockStep()
{
if (!_isUnlocked && puzzleIndicator != null)
{
// Make sure indicator is hidden if we're already locked
puzzleIndicator.SetActive(false);
return;
}
_isUnlocked = false;
Logging.Debug($"[Puzzles] Step locked: {stepData?.stepId} on {gameObject.name}");
// Hide indicator
if (IsIndicatorValid())
{
_indicator.OnHide();
}
// Hide the indicator
OnHide();
}
/// <summary>
@@ -287,7 +298,7 @@ namespace PuzzleS
/// </summary>
private void OnInteractionStarted(PlayerTouchController playerRef, FollowerController followerRef)
{
// Optionally handle started interaction (e.g. visual feedback)
// Empty - handled by Interactable
}
/// <summary>
@@ -297,12 +308,17 @@ namespace PuzzleS
private void OnInteractionComplete(bool success)
{
if (!_isUnlocked) return;
if (success)
if (success && !_isCompleted)
{
Logging.Debug($"[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 +339,7 @@ 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
guid: 58109a40325e47f2a8a3b9264d8938dd
timeCreated: 1760532067

View File

@@ -0,0 +1,73 @@
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>
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>
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

View File

@@ -5,7 +5,11 @@ using System.Linq;
using UnityEngine;
using UnityEngine.SceneManagement;
using AppleHills.Core.Settings;
using Core; // Added for IInteractionSettings
using Bootstrap;
using Core;
using UnityEngine.AddressableAssets;
using UnityEngine.ResourceManagement.AsyncOperations;
using Utils;
namespace PuzzleS
{
@@ -26,71 +30,103 @@ namespace PuzzleS
// Settings reference
private IInteractionSettings _interactionSettings;
// Current level puzzle data
private PuzzleLevelDataSO _currentLevelData;
private AsyncOperationHandle<PuzzleLevelDataSO> _levelDataLoadOperation;
private bool _isDataLoaded = false;
// Store registered behaviors that are waiting for data to be loaded
private List<ObjectiveStepBehaviour> _registeredBehaviours = new List<ObjectiveStepBehaviour>();
/// <summary>
/// Singleton instance of the PuzzleManager.
/// </summary>
public static PuzzleManager Instance
{
get
{
if (_instance == null && Application.isPlaying && !_isQuitting)
{
_instance = FindAnyObjectByType<PuzzleManager>();
if (_instance == null)
{
var go = new GameObject("PuzzleManager");
_instance = go.AddComponent<PuzzleManager>();
// DontDestroyOnLoad(go);
}
}
return _instance;
}
}
public static PuzzleManager Instance => _instance;
// 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>();
// Register for post-boot initialization
BootCompletionService.RegisterInitAction(InitializePostBoot);
}
void Start()
private void InitializePostBoot()
{
// Subscribe to SceneManagerService events after boot is complete
SceneManagerService.Instance.SceneLoadCompleted += OnSceneLoadCompleted;
SceneManagerService.Instance.SceneLoadStarted += OnSceneLoadStarted;
// Find player transform
_playerTransform = GameObject.FindGameObjectWithTag("Player")?.transform;
// Start proximity check coroutine
StartProximityChecks();
// Load puzzle data for the current scene if not already loading
if (_currentLevelData == null && !_isDataLoaded)
{
LoadPuzzleDataForCurrentScene();
}
Logging.Debug("[PuzzleManager] Subscribed to SceneManagerService events");
}
void OnDestroy()
{
SceneManager.sceneLoaded -= OnSceneLoaded;
StopProximityChecks();
// Unsubscribe from scene manager events
if (SceneManagerService.Instance != null)
{
SceneManagerService.Instance.SceneLoadCompleted -= OnSceneLoadCompleted;
SceneManagerService.Instance.SceneLoadStarted -= OnSceneLoadStarted;
}
// Release addressable handle if needed
if (_levelDataLoadOperation.IsValid())
{
Addressables.Release(_levelDataLoadOperation);
}
}
private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
/// <summary>
/// Called when a scene is starting to load
/// </summary>
public void OnSceneLoadStarted(string sceneName)
{
SceneManager.sceneLoaded -= OnSceneLoaded;
// Reset data loaded state when changing scenes to avoid using stale data
_isDataLoaded = false;
Logging.Debug($"[Puzzles] Scene load started: {sceneName}, marked puzzle data as not loaded");
}
/// <summary>
/// Called when a scene is loaded
/// </summary>
public void OnSceneLoadCompleted(string sceneName)
{
// Skip for non-gameplay scenes
if (sceneName == "BootstrapScene" || string.IsNullOrEmpty(sceneName))
{
return;
}
Logging.Debug("[MDPI] OnSceneLoaded");
_runtimeDependencies.Clear();
BuildRuntimeDependencies();
UnlockInitialSteps();
Logging.Debug($"[Puzzles] Scene loaded: {sceneName}, loading puzzle data");
LoadPuzzleDataForCurrentScene(sceneName);
// Find player transform again in case it changed with scene load
_playerTransform = GameObject.FindGameObjectWithTag("Player")?.transform;
@@ -99,6 +135,72 @@ namespace PuzzleS
StartProximityChecks();
}
/// <summary>
/// Load puzzle data for the current scene
/// </summary>
private void LoadPuzzleDataForCurrentScene(string sceneName = null)
{
string currentScene = sceneName ?? SceneManagerService.Instance.CurrentGameplayScene;
if (string.IsNullOrEmpty(currentScene))
{
Logging.Warning("[Puzzles] Cannot load puzzle data: Current scene name is empty");
return;
}
_isDataLoaded = false;
string addressablePath = $"Puzzles/{currentScene}";
Logging.Debug($"[Puzzles] Loading puzzle data from addressable: {addressablePath}");
// Release previous handle if needed
if (_levelDataLoadOperation.IsValid())
{
Addressables.Release(_levelDataLoadOperation);
}
// Check if the addressable exists before trying to load it
if (!AppleHillsUtils.AddressableKeyExists(addressablePath))
{
Logging.Warning($"[Puzzles] Puzzle data does not exist for scene: {currentScene}");
_isDataLoaded = true; // Mark as loaded but with no data
_currentLevelData = null;
return;
}
// Load the level data asset
_levelDataLoadOperation = Addressables.LoadAssetAsync<PuzzleLevelDataSO>(addressablePath);
_levelDataLoadOperation.Completed += handle =>
{
if (handle.Status == AsyncOperationStatus.Succeeded)
{
_currentLevelData = handle.Result;
Logging.Debug($"[Puzzles] Loaded level data: {_currentLevelData.levelId} with {_currentLevelData.allSteps.Count} steps");
// Reset state
_completedSteps.Clear();
_unlockedSteps.Clear();
// Unlock initial steps
UnlockInitialSteps();
// Update all registered behaviors now that data is loaded
UpdateAllRegisteredBehaviors();
// Mark data as loaded
_isDataLoaded = true;
// Notify listeners
OnLevelDataLoaded?.Invoke(_currentLevelData);
}
else
{
Logging.Warning($"[Puzzles] Failed to load puzzle data for {currentScene}: {handle.OperationException?.Message}");
_isDataLoaded = true; // Mark as loaded but with error
_currentLevelData = null;
}
};
}
/// <summary>
/// Start the proximity check coroutine.
/// </summary>
@@ -138,7 +240,7 @@ namespace PuzzleS
foreach (var kvp in _stepBehaviours)
{
if (kvp.Value == null) continue;
if (IsPuzzleStepCompleted(kvp.Value.stepData.stepId)) continue;
if (IsPuzzleStepCompleted(kvp.Key.stepId)) continue;
float distance = Vector3.Distance(_playerTransform.position, kvp.Value.transform.position);
@@ -157,6 +259,24 @@ namespace PuzzleS
}
}
/// <summary>
/// Update all registered behaviors with their current state
/// </summary>
private void UpdateAllRegisteredBehaviors()
{
foreach (var behaviour in _registeredBehaviours)
{
if (behaviour == null) continue;
// Only update if the step is in our dictionary
bool stepUnlocked = IsStepUnlocked(behaviour.stepData);
if (stepUnlocked)
{
UpdateStepState(behaviour);
}
}
}
/// <summary>
/// Registers a step behaviour with the manager.
/// </summary>
@@ -164,21 +284,51 @@ namespace PuzzleS
public void RegisterStepBehaviour(ObjectiveStepBehaviour behaviour)
{
if (behaviour?.stepData == null) return;
// Always add to our registered behaviors list
if (!_registeredBehaviours.Contains(behaviour))
{
_registeredBehaviours.Add(behaviour);
}
// Add to the step behaviours dictionary if not already there
if (!_stepBehaviours.ContainsKey(behaviour.stepData))
{
_stepBehaviours.Add(behaviour.stepData, behaviour);
_runtimeDependencies.Clear();
foreach (var step in _stepBehaviours.Values)
{
step.LockStep();
}
_unlockedSteps.Clear();
BuildRuntimeDependencies();
UnlockInitialSteps();
Logging.Debug($"[Puzzles] Registered step: {behaviour.stepData.stepId} on {behaviour.gameObject.name}");
// Only update state if data is already loaded
if (_isDataLoaded && _currentLevelData != null)
{
UpdateStepState(behaviour);
}
// Otherwise, the state will be updated when data loads in UpdateAllRegisteredBehaviors
}
}
/// <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>
/// Unregisters a step behaviour from the manager.
/// </summary>
@@ -186,57 +336,27 @@ namespace PuzzleS
public void UnregisterStepBehaviour(ObjectiveStepBehaviour behaviour)
{
if (behaviour?.stepData == null) return;
_stepBehaviours.Remove(behaviour.stepData);
_registeredBehaviours.Remove(behaviour);
Logging.Debug($"[Puzzles] Unregistered step: {behaviour.stepData.stepId} on {behaviour.gameObject.name}");
}
/// <summary>
/// Builds the runtime dependency graph for all registered steps.
/// </summary>
private void BuildRuntimeDependencies()
{
_runtimeDependencies = PuzzleGraphUtility.BuildDependencyGraph(_stepBehaviours.Keys);
foreach (var step in _runtimeDependencies.Keys)
{
foreach (var dep in _runtimeDependencies[step])
{
Logging.Debug($"[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 +366,29 @@ 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 +397,33 @@ 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 +435,7 @@ namespace PuzzleS
{
if (_unlockedSteps.Contains(step)) return;
_unlockedSteps.Add(step);
if (_stepBehaviours.TryGetValue(step, out var behaviour))
{
behaviour.UnlockStep();
@@ -301,14 +447,18 @@ 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 +467,6 @@ namespace PuzzleS
/// </summary>
public bool IsStepUnlocked(PuzzleStepSO step)
{
// _runtimeDependencies.Clear();
// BuildRuntimeDependencies();
// UnlockInitialSteps();
return _unlockedSteps.Contains(step);
}
@@ -332,6 +479,23 @@ namespace PuzzleS
{
return _completedSteps.Any(step => step.stepId == stepId);
}
/// <summary>
/// Get the current level puzzle data
/// </summary>
public PuzzleLevelDataSO GetCurrentLevelData()
{
return _currentLevelData;
}
/// <summary>
/// Checks if puzzle data is loaded
/// </summary>
/// <returns>True if data loading has completed (whether successful or not)</returns>
public bool IsDataLoaded()
{
return _isDataLoaded;
}
void OnApplicationQuit()
{

View File

@@ -1,5 +1,6 @@
using UnityEngine;
using System.Collections.Generic;
using System;
/// <summary>
/// ScriptableObject representing a single puzzle step, its display info, and which steps it unlocks.
@@ -29,4 +30,58 @@ public class PuzzleStepSO : ScriptableObject
/// </summary>
[Header("Unlocks")]
public List<PuzzleStepSO> unlocks = new List<PuzzleStepSO>();
/// <summary>
/// Override Equals to compare by stepId rather than reference equality.
/// This ensures consistent behavior across different platforms (Editor vs Mobile).
/// </summary>
/// <param name="obj">Object to compare to</param>
/// <returns>True if the objects represent the same puzzle step</returns>
public override bool Equals(object obj)
{
if (obj == null) return false;
// Check if the object is actually a PuzzleStepSO
PuzzleStepSO other = obj as PuzzleStepSO;
if (other == null) return false;
// Compare by stepId instead of reference
return string.Equals(stepId, other.stepId, StringComparison.Ordinal);
}
/// <summary>
/// Override GetHashCode to be consistent with the Equals method.
/// This is crucial for HashSet and Dictionary to work properly.
/// </summary>
/// <returns>Hash code based on stepId</returns>
public override int GetHashCode()
{
// Generate hash code from stepId to ensure consistent hashing
return stepId != null ? stepId.GetHashCode() : 0;
}
/// <summary>
/// Override == operator to use our custom equality logic
/// </summary>
public static bool operator ==(PuzzleStepSO a, PuzzleStepSO b)
{
// Check if both are null or if they're the same instance
if (ReferenceEquals(a, b))
return true;
// Check if either is null (but not both, as that's handled above)
if (((object)a == null) || ((object)b == null))
return false;
// Use our custom Equals method
return a.Equals(b);
}
/// <summary>
/// Override != operator to be consistent with == operator
/// </summary>
public static bool operator !=(PuzzleStepSO a, PuzzleStepSO b)
{
return !(a == b);
}
}