Revamp the prompt system, the bootstrapper system, the starting cinematic
This commit is contained in:
@@ -5,7 +5,11 @@ using System.Linq;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using AppleHills.Core.Settings;
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using Core; // Added for IInteractionSettings
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using Bootstrap;
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using Core;
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using UnityEngine.AddressableAssets;
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using UnityEngine.ResourceManagement.AsyncOperations;
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using Utils;
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namespace PuzzleS
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{
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@@ -26,71 +30,103 @@ namespace PuzzleS
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// Settings reference
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private IInteractionSettings _interactionSettings;
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// Current level puzzle data
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private PuzzleLevelDataSO _currentLevelData;
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private AsyncOperationHandle<PuzzleLevelDataSO> _levelDataLoadOperation;
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private bool _isDataLoaded = false;
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// Store registered behaviors that are waiting for data to be loaded
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private List<ObjectiveStepBehaviour> _registeredBehaviours = new List<ObjectiveStepBehaviour>();
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/// <summary>
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/// Singleton instance of the PuzzleManager.
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/// </summary>
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public static PuzzleManager Instance
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{
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get
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{
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if (_instance == null && Application.isPlaying && !_isQuitting)
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{
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_instance = FindAnyObjectByType<PuzzleManager>();
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if (_instance == null)
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{
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var go = new GameObject("PuzzleManager");
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_instance = go.AddComponent<PuzzleManager>();
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// DontDestroyOnLoad(go);
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}
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}
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return _instance;
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}
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}
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public static PuzzleManager Instance => _instance;
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// Events to notify about step lifecycle
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public event Action<PuzzleStepSO> OnStepCompleted;
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public event Action<PuzzleStepSO> OnStepUnlocked;
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public event Action<PuzzleLevelDataSO> OnLevelDataLoaded;
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public event Action<PuzzleLevelDataSO> OnAllPuzzlesComplete;
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private HashSet<PuzzleStepSO> _completedSteps = new HashSet<PuzzleStepSO>();
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private HashSet<PuzzleStepSO> _unlockedSteps = new HashSet<PuzzleStepSO>();
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// Registration for ObjectiveStepBehaviour
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private Dictionary<PuzzleStepSO, ObjectiveStepBehaviour> _stepBehaviours = new Dictionary<PuzzleStepSO, ObjectiveStepBehaviour>();
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// Runtime dependency graph
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private Dictionary<PuzzleStepSO, List<PuzzleStepSO>> _runtimeDependencies = new Dictionary<PuzzleStepSO, List<PuzzleStepSO>>();
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void Awake()
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{
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_instance = this;
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// DontDestroyOnLoad(gameObject);
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SceneManager.sceneLoaded += OnSceneLoaded;
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// Initialize settings reference
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_interactionSettings = GameManager.GetSettingsObject<IInteractionSettings>();
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// Register for post-boot initialization
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BootCompletionService.RegisterInitAction(InitializePostBoot);
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}
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void Start()
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private void InitializePostBoot()
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{
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// Subscribe to SceneManagerService events after boot is complete
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SceneManagerService.Instance.SceneLoadCompleted += OnSceneLoadCompleted;
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SceneManagerService.Instance.SceneLoadStarted += OnSceneLoadStarted;
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// Find player transform
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_playerTransform = GameObject.FindGameObjectWithTag("Player")?.transform;
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// Start proximity check coroutine
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StartProximityChecks();
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// Load puzzle data for the current scene if not already loading
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if (_currentLevelData == null && !_isDataLoaded)
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{
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LoadPuzzleDataForCurrentScene();
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}
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Logging.Debug("[PuzzleManager] Subscribed to SceneManagerService events");
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}
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void OnDestroy()
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{
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SceneManager.sceneLoaded -= OnSceneLoaded;
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StopProximityChecks();
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// Unsubscribe from scene manager events
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if (SceneManagerService.Instance != null)
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{
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SceneManagerService.Instance.SceneLoadCompleted -= OnSceneLoadCompleted;
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SceneManagerService.Instance.SceneLoadStarted -= OnSceneLoadStarted;
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}
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// Release addressable handle if needed
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if (_levelDataLoadOperation.IsValid())
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{
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Addressables.Release(_levelDataLoadOperation);
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}
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}
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private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
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/// <summary>
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/// Called when a scene is starting to load
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/// </summary>
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public void OnSceneLoadStarted(string sceneName)
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{
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SceneManager.sceneLoaded -= OnSceneLoaded;
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// Reset data loaded state when changing scenes to avoid using stale data
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_isDataLoaded = false;
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Logging.Debug($"[Puzzles] Scene load started: {sceneName}, marked puzzle data as not loaded");
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}
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/// <summary>
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/// Called when a scene is loaded
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/// </summary>
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public void OnSceneLoadCompleted(string sceneName)
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{
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// Skip for non-gameplay scenes
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if (sceneName == "BootstrapScene" || string.IsNullOrEmpty(sceneName))
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{
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return;
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}
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Logging.Debug("[MDPI] OnSceneLoaded");
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_runtimeDependencies.Clear();
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BuildRuntimeDependencies();
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UnlockInitialSteps();
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Logging.Debug($"[Puzzles] Scene loaded: {sceneName}, loading puzzle data");
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LoadPuzzleDataForCurrentScene(sceneName);
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// Find player transform again in case it changed with scene load
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_playerTransform = GameObject.FindGameObjectWithTag("Player")?.transform;
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@@ -99,6 +135,72 @@ namespace PuzzleS
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StartProximityChecks();
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}
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/// <summary>
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/// Load puzzle data for the current scene
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/// </summary>
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private void LoadPuzzleDataForCurrentScene(string sceneName = null)
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{
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string currentScene = sceneName ?? SceneManagerService.Instance.CurrentGameplayScene;
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if (string.IsNullOrEmpty(currentScene))
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{
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Logging.Warning("[Puzzles] Cannot load puzzle data: Current scene name is empty");
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return;
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}
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_isDataLoaded = false;
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string addressablePath = $"Puzzles/{currentScene}";
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Logging.Debug($"[Puzzles] Loading puzzle data from addressable: {addressablePath}");
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// Release previous handle if needed
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if (_levelDataLoadOperation.IsValid())
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{
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Addressables.Release(_levelDataLoadOperation);
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}
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// Check if the addressable exists before trying to load it
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if (!AppleHillsUtils.AddressableKeyExists(addressablePath))
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{
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Logging.Warning($"[Puzzles] Puzzle data does not exist for scene: {currentScene}");
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_isDataLoaded = true; // Mark as loaded but with no data
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_currentLevelData = null;
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return;
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}
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// Load the level data asset
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_levelDataLoadOperation = Addressables.LoadAssetAsync<PuzzleLevelDataSO>(addressablePath);
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_levelDataLoadOperation.Completed += handle =>
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{
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if (handle.Status == AsyncOperationStatus.Succeeded)
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{
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_currentLevelData = handle.Result;
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Logging.Debug($"[Puzzles] Loaded level data: {_currentLevelData.levelId} with {_currentLevelData.allSteps.Count} steps");
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// Reset state
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_completedSteps.Clear();
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_unlockedSteps.Clear();
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// Unlock initial steps
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UnlockInitialSteps();
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// Update all registered behaviors now that data is loaded
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UpdateAllRegisteredBehaviors();
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// Mark data as loaded
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_isDataLoaded = true;
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// Notify listeners
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OnLevelDataLoaded?.Invoke(_currentLevelData);
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}
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else
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{
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Logging.Warning($"[Puzzles] Failed to load puzzle data for {currentScene}: {handle.OperationException?.Message}");
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_isDataLoaded = true; // Mark as loaded but with error
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_currentLevelData = null;
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}
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};
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}
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/// <summary>
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/// Start the proximity check coroutine.
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/// </summary>
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@@ -138,7 +240,7 @@ namespace PuzzleS
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foreach (var kvp in _stepBehaviours)
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{
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if (kvp.Value == null) continue;
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if (IsPuzzleStepCompleted(kvp.Value.stepData.stepId)) continue;
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if (IsPuzzleStepCompleted(kvp.Key.stepId)) continue;
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float distance = Vector3.Distance(_playerTransform.position, kvp.Value.transform.position);
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@@ -157,6 +259,24 @@ namespace PuzzleS
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}
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}
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/// <summary>
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/// Update all registered behaviors with their current state
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/// </summary>
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private void UpdateAllRegisteredBehaviors()
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{
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foreach (var behaviour in _registeredBehaviours)
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{
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if (behaviour == null) continue;
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// Only update if the step is in our dictionary
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bool stepUnlocked = IsStepUnlocked(behaviour.stepData);
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if (stepUnlocked)
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{
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UpdateStepState(behaviour);
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}
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}
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}
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/// <summary>
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/// Registers a step behaviour with the manager.
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/// </summary>
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@@ -164,21 +284,51 @@ namespace PuzzleS
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public void RegisterStepBehaviour(ObjectiveStepBehaviour behaviour)
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{
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if (behaviour?.stepData == null) return;
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// Always add to our registered behaviors list
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if (!_registeredBehaviours.Contains(behaviour))
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{
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_registeredBehaviours.Add(behaviour);
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}
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// Add to the step behaviours dictionary if not already there
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if (!_stepBehaviours.ContainsKey(behaviour.stepData))
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{
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_stepBehaviours.Add(behaviour.stepData, behaviour);
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_runtimeDependencies.Clear();
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foreach (var step in _stepBehaviours.Values)
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{
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step.LockStep();
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}
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_unlockedSteps.Clear();
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BuildRuntimeDependencies();
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UnlockInitialSteps();
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Logging.Debug($"[Puzzles] Registered step: {behaviour.stepData.stepId} on {behaviour.gameObject.name}");
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// Only update state if data is already loaded
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if (_isDataLoaded && _currentLevelData != null)
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{
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UpdateStepState(behaviour);
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}
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// Otherwise, the state will be updated when data loads in UpdateAllRegisteredBehaviors
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}
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}
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/// <summary>
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/// Updates a step's state based on the current puzzle state.
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/// </summary>
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private void UpdateStepState(ObjectiveStepBehaviour behaviour)
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{
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if (behaviour?.stepData == null) return;
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// If step is already completed, ignore
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if (_completedSteps.Contains(behaviour.stepData))
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return;
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// If step is already unlocked, update the behaviour
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if (_unlockedSteps.Contains(behaviour.stepData))
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{
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behaviour.UnlockStep();
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}
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else
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{
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// Make sure it's locked
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behaviour.LockStep();
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}
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}
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/// <summary>
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/// Unregisters a step behaviour from the manager.
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/// </summary>
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@@ -186,57 +336,27 @@ namespace PuzzleS
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public void UnregisterStepBehaviour(ObjectiveStepBehaviour behaviour)
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{
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if (behaviour?.stepData == null) return;
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_stepBehaviours.Remove(behaviour.stepData);
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_registeredBehaviours.Remove(behaviour);
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Logging.Debug($"[Puzzles] Unregistered step: {behaviour.stepData.stepId} on {behaviour.gameObject.name}");
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}
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/// <summary>
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/// Builds the runtime dependency graph for all registered steps.
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/// </summary>
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private void BuildRuntimeDependencies()
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{
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_runtimeDependencies = PuzzleGraphUtility.BuildDependencyGraph(_stepBehaviours.Keys);
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foreach (var step in _runtimeDependencies.Keys)
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{
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foreach (var dep in _runtimeDependencies[step])
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{
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Logging.Debug($"[Puzzles] Step {step.stepId} depends on {dep.stepId}");
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}
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}
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Logging.Debug($"[Puzzles] Runtime dependencies built. Total steps: {_stepBehaviours.Count}");
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}
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/// <summary>
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/// Unlocks all initial steps (those with no dependencies) and any steps whose dependencies are already met.
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/// Unlocks all initial steps (those with no dependencies)
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/// </summary>
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private void UnlockInitialSteps()
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{
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// First, unlock all steps with no dependencies (initial steps)
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var initialSteps = PuzzleGraphUtility.FindInitialSteps(_runtimeDependencies);
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foreach (var step in initialSteps)
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if (_currentLevelData == null) return;
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// Unlock initial steps
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foreach (var step in _currentLevelData.initialSteps)
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{
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Logging.Debug($"[Puzzles] Initial step unlocked: {step.stepId}");
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UnlockStep(step);
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}
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// Keep trying to unlock steps as long as we're making progress
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bool madeProgress;
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do
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{
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madeProgress = false;
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// Check all steps that haven't been unlocked yet
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foreach (var step in _runtimeDependencies.Keys.Where(s => !_unlockedSteps.Contains(s)))
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{
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// Check if all dependencies have been completed
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if (AreRuntimeDependenciesMet(step))
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{
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Logging.Debug($"[Puzzles] Chain step unlocked: {step.stepId}");
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UnlockStep(step);
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madeProgress = true;
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}
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}
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} while (madeProgress);
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Logging.Debug($"[Puzzles] Unlocked {_unlockedSteps.Count} initial steps");
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}
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/// <summary>
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@@ -246,24 +366,29 @@ namespace PuzzleS
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public void MarkPuzzleStepCompleted(PuzzleStepSO step)
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{
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if (_completedSteps.Contains(step)) return;
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if (_currentLevelData == null) return;
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_completedSteps.Add(step);
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Logging.Debug($"[Puzzles] Step completed: {step.stepId}");
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// Broadcast completion
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OnStepCompleted?.Invoke(step);
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foreach (var unlock in step.unlocks)
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// Unlock steps that are unlocked by this step
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foreach (var unlockStep in _currentLevelData.GetUnlockedSteps(step))
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{
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if (AreRuntimeDependenciesMet(unlock))
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if (AreStepDependenciesMet(unlockStep))
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{
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Logging.Debug($"[Puzzles] Unlocking step {unlock.stepId} after completing {step.stepId}");
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UnlockStep(unlock);
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Logging.Debug($"[Puzzles] Unlocking step {unlockStep.stepId} after completing {step.stepId}");
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UnlockStep(unlockStep);
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}
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else
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{
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Logging.Debug($"[Puzzles] Step {unlock.stepId} not unlocked yet, waiting for other dependencies");
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Logging.Debug($"[Puzzles] Step {unlockStep.stepId} not unlocked yet, waiting for other dependencies");
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}
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}
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// Check if all puzzle steps are now complete
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CheckPuzzleCompletion();
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}
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@@ -272,13 +397,33 @@ namespace PuzzleS
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/// </summary>
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/// <param name="step">The step to check.</param>
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/// <returns>True if all dependencies are met, false otherwise.</returns>
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private bool AreRuntimeDependenciesMet(PuzzleStepSO step)
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private bool AreStepDependenciesMet(PuzzleStepSO step)
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{
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if (!_runtimeDependencies.ContainsKey(step) || _runtimeDependencies[step].Count == 0) return true;
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foreach (var dep in _runtimeDependencies[step])
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if (_currentLevelData == null || step == null) return false;
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// If it's an initial step, it has no dependencies
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if (_currentLevelData.IsInitialStep(step)) return true;
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// Check if dependencies are met using pre-processed data
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if (_currentLevelData.stepDependencies.TryGetValue(step.stepId, out string[] dependencies))
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{
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if (!_completedSteps.Contains(dep)) return false;
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foreach (var depId in dependencies)
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{
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// Find the dependency step
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bool dependencyMet = false;
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foreach (var completedStep in _completedSteps)
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{
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if (completedStep.stepId == depId)
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{
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dependencyMet = true;
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break;
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}
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}
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if (!dependencyMet) return false;
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}
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}
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return true;
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}
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@@ -290,6 +435,7 @@ namespace PuzzleS
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{
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if (_unlockedSteps.Contains(step)) return;
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_unlockedSteps.Add(step);
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if (_stepBehaviours.TryGetValue(step, out var behaviour))
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{
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behaviour.UnlockStep();
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@@ -301,14 +447,18 @@ namespace PuzzleS
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}
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/// <summary>
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/// Checks if the puzzle is complete (all steps finished).
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/// Checks if the puzzle is complete (all steps in level finished).
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/// </summary>
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private void CheckPuzzleCompletion()
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{
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if (_completedSteps.Count == _stepBehaviours.Count)
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if (_currentLevelData == null) return;
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if (_currentLevelData.IsLevelComplete(_completedSteps))
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{
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Logging.Debug("[Puzzles] Puzzle complete! All steps finished.");
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// TODO: Fire puzzle complete event or trigger outcome logic
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Logging.Debug("[Puzzles] All puzzles complete! Level finished.");
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// Fire level complete event
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OnAllPuzzlesComplete?.Invoke(_currentLevelData);
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}
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}
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@@ -317,9 +467,6 @@ namespace PuzzleS
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/// </summary>
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public bool IsStepUnlocked(PuzzleStepSO step)
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{
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// _runtimeDependencies.Clear();
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// BuildRuntimeDependencies();
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// UnlockInitialSteps();
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return _unlockedSteps.Contains(step);
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}
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@@ -332,6 +479,23 @@ namespace PuzzleS
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{
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return _completedSteps.Any(step => step.stepId == stepId);
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}
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/// <summary>
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/// Get the current level puzzle data
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/// </summary>
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public PuzzleLevelDataSO GetCurrentLevelData()
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{
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return _currentLevelData;
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}
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/// <summary>
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/// Checks if puzzle data is loaded
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/// </summary>
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/// <returns>True if data loading has completed (whether successful or not)</returns>
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public bool IsDataLoaded()
|
||||
{
|
||||
return _isDataLoaded;
|
||||
}
|
||||
|
||||
void OnApplicationQuit()
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user