Merge branch 'main' into DamianBranch

This commit is contained in:
2025-11-23 22:37:04 +01:00
7 changed files with 464 additions and 186 deletions

View File

@@ -262,7 +262,7 @@ MonoBehaviour:
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slottedItemRenderer: {fileID: 4110666412151536905} slottedItemRenderers: []
onItemSlotted: onItemSlotted:
m_PersistentCalls: m_PersistentCalls:
m_Calls: [] m_Calls: []

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@@ -1170,7 +1170,7 @@ MonoBehaviour:
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onItemSlotted: onItemSlotted:
m_PersistentCalls: m_PersistentCalls:
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View File

@@ -348,7 +348,7 @@ MonoBehaviour:
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onItemSlotted: onItemSlotted:
m_PersistentCalls: m_PersistentCalls:
m_Calls: [] m_Calls: []

View File

@@ -203,7 +203,7 @@ MonoBehaviour:
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slottedItemRenderer: {fileID: 6941190210788968874} slottedItemRenderers: []
onItemSlotted: onItemSlotted:
m_PersistentCalls: m_PersistentCalls:
m_Calls: [] m_Calls: []

View File

@@ -465965,7 +465965,8 @@ MonoBehaviour:
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iconRenderer: {fileID: 1399567344} iconRenderer: {fileID: 1399567344}
slottedItemRenderer: {fileID: 1707349194} slottedItemRenderers:
- {fileID: 1707349194}
onItemSlotted: onItemSlotted:
m_PersistentCalls: m_PersistentCalls:
m_Calls: [] m_Calls: []
@@ -471861,6 +471862,14 @@ PrefabInstance:
propertyPath: bushAnimator propertyPath: bushAnimator
value: value:
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propertyPath: slottedItemRenderers.Array.size
value: 1
objectReference: {fileID: 0}
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propertyPath: 'slottedItemRenderers.Array.data[0]'
value:
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value: value:
@@ -471939,6 +471948,11 @@ MonoBehaviour:
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m_Name: m_Name:
m_EditorClassIdentifier: AppleHillsScripts::Core.SaveLoad.AppleState m_EditorClassIdentifier: AppleHillsScripts::Core.SaveLoad.AppleState
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SpriteRenderer:
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m_PrefabInstance: {fileID: 3708074769586677211}
m_PrefabAsset: {fileID: 0}
--- !u!1001 &3917799031583628180 --- !u!1001 &3917799031583628180
PrefabInstance: PrefabInstance:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
@@ -472016,6 +472030,14 @@ PrefabInstance:
serializedVersion: 3 serializedVersion: 3
m_TransformParent: {fileID: 1007550749} m_TransformParent: {fileID: 1007550749}
m_Modifications: m_Modifications:
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propertyPath: slottedItemRenderers.Array.size
value: 1
objectReference: {fileID: 0}
- target: {fileID: 106497079666291966, guid: df01157608cce6447b7ccde0bfa290e1, type: 3}
propertyPath: 'slottedItemRenderers.Array.data[0]'
value:
objectReference: {fileID: 3978117984697153446}
- target: {fileID: 106497079666291966, guid: df01157608cce6447b7ccde0bfa290e1, type: 3} - target: {fileID: 106497079666291966, guid: df01157608cce6447b7ccde0bfa290e1, type: 3}
propertyPath: onCorrectItemSlotted.m_PersistentCalls.m_Calls.Array.data[1].m_Target propertyPath: onCorrectItemSlotted.m_PersistentCalls.m_Calls.Array.data[1].m_Target
value: value:
@@ -472081,6 +472103,11 @@ PrefabInstance:
m_AddedGameObjects: [] m_AddedGameObjects: []
m_AddedComponents: [] m_AddedComponents: []
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SpriteRenderer:
m_CorrespondingSourceObject: {fileID: 3806274462998212361, guid: df01157608cce6447b7ccde0bfa290e1, type: 3}
m_PrefabInstance: {fileID: 3978117984697153445}
m_PrefabAsset: {fileID: 0}
--- !u!1001 &4596770314561390347 --- !u!1001 &4596770314561390347
PrefabInstance: PrefabInstance:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
@@ -472839,6 +472866,22 @@ PrefabInstance:
propertyPath: playerToPlaceDistance propertyPath: playerToPlaceDistance
value: 30 value: 30
objectReference: {fileID: 0} objectReference: {fileID: 0}
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propertyPath: m_Size.x
value: 5.75
objectReference: {fileID: 0}
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propertyPath: m_Size.y
value: 2.78
objectReference: {fileID: 0}
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propertyPath: m_Sprite
value:
objectReference: {fileID: 0}
- target: {fileID: 4110666412151536905, guid: 3144c6bbac26fbd49a1608152821cc5f, type: 3}
propertyPath: m_WasSpriteAssigned
value: 0
objectReference: {fileID: 0}
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propertyPath: m_LocalPosition.x propertyPath: m_LocalPosition.x
value: 5.28 value: 5.28
@@ -472911,6 +472954,18 @@ PrefabInstance:
propertyPath: m_Name propertyPath: m_Name
value: LureSpotA_Slot value: LureSpotA_Slot
objectReference: {fileID: 0} objectReference: {fileID: 0}
- target: {fileID: 8578055200319571631, guid: 3144c6bbac26fbd49a1608152821cc5f, type: 3}
propertyPath: iconRenderer
value:
objectReference: {fileID: 8013274907828598646}
- target: {fileID: 8578055200319571631, guid: 3144c6bbac26fbd49a1608152821cc5f, type: 3}
propertyPath: slottedItemRenderers.Array.size
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objectReference: {fileID: 0}
- target: {fileID: 8578055200319571631, guid: 3144c6bbac26fbd49a1608152821cc5f, type: 3}
propertyPath: 'slottedItemRenderers.Array.data[0]'
value:
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propertyPath: onCorrectItemSlotted.m_PersistentCalls.m_Calls.Array.size propertyPath: onCorrectItemSlotted.m_PersistentCalls.m_Calls.Array.size
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m_PrefabAsset: {fileID: 0} m_PrefabAsset: {fileID: 0}
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SpriteRenderer:
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m_PrefabInstance: {fileID: 8013274907828598643}
m_PrefabAsset: {fileID: 0}
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SpriteRenderer:
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m_PrefabInstance: {fileID: 8013274907828598643}
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PrefabInstance: PrefabInstance:
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View File

@@ -23,5 +23,8 @@ namespace AppleHills.Core.Settings
public PickupItemData slotItem; // The slot object (SO reference) public PickupItemData slotItem; // The slot object (SO reference)
public List<PickupItemData> allowedItems; public List<PickupItemData> allowedItems;
public List<PickupItemData> forbiddenItems; // Items that cannot be placed in this slot public List<PickupItemData> forbiddenItems; // Items that cannot be placed in this slot
[Tooltip("Number of items required to complete this slot. If 0, requires ALL allowed items.")]
public int requiredItemCount; // 0 = require all allowed items (backward compatible)
} }
} }

View File

@@ -1,4 +1,5 @@
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; // for Count() on List<bool>
using UnityEngine; using UnityEngine;
using UnityEngine.Events; using UnityEngine.Events;
using System; // for Action<T> using System; // for Action<T>
@@ -23,8 +24,9 @@ namespace Interactions
public class ItemSlotSaveData public class ItemSlotSaveData
{ {
public ItemSlotState slotState; public ItemSlotState slotState;
public string slottedItemSaveId; public List<string> slottedItemSaveIds = new List<string>(); // Changed to list for multi-slot support
public string slottedItemDataId; // ItemId of the PickupItemData (for verification) public List<string> slottedItemDataIds = new List<string>(); // Changed to list for multi-slot support
public bool isLocked; // Track if slot is completed and locked
} }
/// <summary> /// <summary>
@@ -37,13 +39,17 @@ namespace Interactions
public PickupItemData itemData; public PickupItemData itemData;
public SpriteRenderer iconRenderer; public SpriteRenderer iconRenderer;
// Slotted item tracking // Multi-slot item tracking
private PickupItemData currentlySlottedItemData; private List<PickupItemData> slottedItemsData = new List<PickupItemData>();
public SpriteRenderer slottedItemRenderer; public SpriteRenderer[] slottedItemRenderers; // Array of renderers for multiple items
private GameObject currentlySlottedItemObject; private List<GameObject> slottedItemObjects = new List<GameObject>();
private List<bool> slottedItemCorrectness = new List<bool>(); // Track which items are correct
// Tracks the current state of the slotted item // Tracks the current state of the slotted item(s)
private ItemSlotState currentState = ItemSlotState.None; private ItemSlotState currentState = ItemSlotState.None;
// Lock flag to prevent removal after successful completion
private bool isLockedAfterCompletion;
// Settings reference // Settings reference
private IInteractionSettings interactionSettings; private IInteractionSettings interactionSettings;
@@ -53,10 +59,53 @@ namespace Interactions
/// Read-only access to the current slotted item state. /// Read-only access to the current slotted item state.
/// </summary> /// </summary>
public ItemSlotState CurrentSlottedState => currentState; public ItemSlotState CurrentSlottedState => currentState;
/// <summary>
/// Number of items currently slotted (correct or incorrect)
/// </summary>
public int CurrentSlottedCount => slottedItemObjects.Count;
/// <summary>
/// Number of CORRECT items currently slotted
/// </summary>
public int CurrentCorrectCount => slottedItemCorrectness.Count(correct => correct);
/// <summary>
/// Number of items required to complete this slot
/// </summary>
public int RequiredItemCount
{
get
{
var config = interactionSettings?.GetSlotItemConfig(itemData);
if (config != null)
{
// If requiredItemCount is set (> 0), use it; otherwise require all allowed items
return config.requiredItemCount > 0 ? config.requiredItemCount : (config.allowedItems?.Count ?? 0);
}
return 1; // Default to 1 for backward compatibility
}
}
/// <summary>
/// Whether this slot has all required CORRECT items
/// </summary>
public bool IsComplete => CurrentCorrectCount >= RequiredItemCount && RequiredItemCount > 0;
/// <summary>
/// Whether this slot has space for more items
/// </summary>
public bool HasSpace => slottedItemRenderers != null && CurrentSlottedCount < slottedItemRenderers.Length;
/// <summary>
/// Whether this is a multi-slot (more than one renderer)
/// </summary>
private bool IsMultiSlot => slottedItemRenderers != null && slottedItemRenderers.Length > 1;
public UnityEvent onItemSlotted; public UnityEvent onItemSlotted;
public UnityEvent onItemSlotRemoved; public UnityEvent onItemSlotRemoved;
// Native C# event alternative for code-only subscribers // Native C# event alternatives for code-only subscribers
public event Action<PickupItemData, PickupItemData> OnItemSlotted; // (slotData, slottedItemData)
public event Action<PickupItemData> OnItemSlotRemoved; public event Action<PickupItemData> OnItemSlotRemoved;
public UnityEvent onCorrectItemSlotted; public UnityEvent onCorrectItemSlotted;
@@ -69,17 +118,30 @@ namespace Interactions
public UnityEvent onForbiddenItemSlotted; public UnityEvent onForbiddenItemSlotted;
/// <summary>
/// Get the first (or only) slotted object - for backward compatibility
/// </summary>
public GameObject GetSlottedObject() public GameObject GetSlottedObject()
{ {
return currentlySlottedItemObject; return slottedItemObjects.Count > 0 ? slottedItemObjects[0] : null;
} }
/// <summary>
/// Set a slotted object - for backward compatibility, replaces first item or adds
/// </summary>
public void SetSlottedObject(GameObject obj) public void SetSlottedObject(GameObject obj)
{ {
currentlySlottedItemObject = obj; if (obj != null)
if (currentlySlottedItemObject != null)
{ {
currentlySlottedItemObject.SetActive(false); if (slottedItemObjects.Count == 0)
{
slottedItemObjects.Add(obj);
}
else
{
slottedItemObjects[0] = obj;
}
obj.SetActive(false);
} }
} }
@@ -134,12 +196,32 @@ namespace Interactions
{ {
var heldItem = FollowerController?.CurrentlyHeldItemData; var heldItem = FollowerController?.CurrentlyHeldItemData;
// Check if slot is locked after completion
if (isLockedAfterCompletion)
{
if (heldItem != null)
return (false, "This is already complete.");
else
return (false, "I can't remove these items.");
}
// Scenario: Nothing held + Empty slot = Error // Scenario: Nothing held + Empty slot = Error
if (heldItem == null && currentlySlottedItemObject == null) if (heldItem == null && CurrentSlottedCount == 0)
return (false, "This requires an item."); return (false, "This requires an item.");
// Check forbidden items if trying to slot into empty slot // If holding an item and slot is full but not complete, allow swap
if (heldItem != null && currentlySlottedItemObject == null) if (heldItem != null && !HasSpace)
{
// Allow swap for fixing mistakes (single-slot or multi-slot not complete)
if (!IsMultiSlot || !IsComplete)
return (true, null); // Allow swap
// Multi-slot is complete - can't swap
return (false, "This slot is full.");
}
// Check forbidden items if trying to slot
if (heldItem != null)
{ {
var config = interactionSettings?.GetSlotItemConfig(itemData); var config = interactionSettings?.GetSlotItemConfig(itemData);
var forbidden = config?.forbiddenItems ?? new List<PickupItemData>(); var forbidden = config?.forbiddenItems ?? new List<PickupItemData>();
@@ -153,7 +235,7 @@ namespace Interactions
/// <summary> /// <summary>
/// Main interaction logic: Slot, pickup, swap, or combine items. /// Main interaction logic: Slot, pickup, swap, or combine items.
/// Returns true only if correct item was slotted. /// Returns true only if correct item was slotted AND slot is now complete.
/// </summary> /// </summary>
protected override bool DoInteraction() protected override bool DoInteraction()
{ {
@@ -162,24 +244,33 @@ namespace Interactions
var heldItemData = FollowerController.CurrentlyHeldItemData; var heldItemData = FollowerController.CurrentlyHeldItemData;
var heldItemObj = FollowerController.GetHeldPickupObject(); var heldItemObj = FollowerController.GetHeldPickupObject();
// Scenario 1: Held item + Empty slot = Slot it // Scenario 1: Held item + Has space = Slot it
if (heldItemData != null && currentlySlottedItemObject == null) if (heldItemData != null && HasSpace)
{ {
SlotItem(heldItemObj, heldItemData); SlotItem(heldItemObj, heldItemData);
FollowerController.ClearHeldItem(); // Clear follower's hand after slotting FollowerController.ClearHeldItem(); // Clear follower's hand after slotting
return IsSlottedItemCorrect();
// Check if we completed the slot
if (IsComplete)
{
isLockedAfterCompletion = true;
currentState = ItemSlotState.Correct;
return true; // Completed!
}
return false; // Slotted but not complete yet
} }
// Scenario 2 & 3: Slot is full // Scenario 2 & 3: Slot is full
if (currentlySlottedItemObject != null) if (CurrentSlottedCount > 0)
{ {
// Try combination if both items present // Try combination if both items present (only for single slots)
if (heldItemData != null) if (heldItemData != null && !IsMultiSlot)
{ {
var slottedPickup = currentlySlottedItemObject.GetComponent<Pickup>(); var slottedPickup = slottedItemObjects[0].GetComponent<Pickup>();
if (slottedPickup != null) if (slottedPickup != null)
{ {
var comboResult = FollowerController.TryCombineItems(slottedPickup, out var combinationResultItem); var comboResult = FollowerController.TryCombineItems(slottedPickup, out _);
if (comboResult == FollowerController.CombinationResult.Successful) if (comboResult == FollowerController.CombinationResult.Successful)
{ {
@@ -190,55 +281,88 @@ namespace Interactions
} }
} }
// No combination or unsuccessful - perform swap // Swap behavior when slot is full (single slots OR multi-slots that aren't complete)
// Step 1: Pickup from slot (follower now holds the old slotted item) if (heldItemData != null && !HasSpace)
FollowerController.TryPickupItem(currentlySlottedItemObject, currentlySlottedItemData, dropItem: false);
ClearSlot();
// Step 2: If we had a held item, slot it (follower already holding picked up item, don't clear!)
if (heldItemData != null)
{ {
SlotItem(heldItemObj, heldItemData); // For single slots: always allow swap
// Don't clear follower - they're holding the item they picked up from the slot // For multi-slots: only allow swap if not complete yet (allows fixing mistakes)
return IsSlottedItemCorrect(); if (!IsMultiSlot || !IsComplete)
{
// LIFO swap - swap with the last item
int lastIndex = CurrentSlottedCount - 1;
var itemToReturn = slottedItemObjects[lastIndex];
var itemDataToReturn = slottedItemsData[lastIndex];
// Step 1: Give old item to follower
FollowerController.TryPickupItem(itemToReturn, itemDataToReturn, dropItem: false);
// Step 2: Remove old item from slot
RemoveItemAtIndex(lastIndex);
// Step 3: Slot the new item
SlotItem(heldItemObj, heldItemData);
// Check if we completed the slot with this swap
if (IsComplete)
{
isLockedAfterCompletion = true;
currentState = ItemSlotState.Correct;
return true; // Completed!
}
return false; // Swapped but not complete
}
} }
// Just picked up from slot - not a success // Pickup from slot (empty hands) - LIFO removal
return false; if (heldItemData == null)
{
int lastIndex = CurrentSlottedCount - 1;
var itemToPickup = slottedItemObjects[lastIndex];
var itemDataToPickup = slottedItemsData[lastIndex];
// Try to give item to follower
FollowerController.TryPickupItem(itemToPickup, itemDataToPickup, dropItem: false);
// Remove from slot
RemoveItemAtIndex(lastIndex);
// Just picked up from slot - not a success
return false;
}
} }
// Shouldn't reach here (validation prevents empty + no held) // Shouldn't reach here (validation prevents empty + no held)
return false; return false;
} }
/// <summary>
/// Helper: Check if the currently slotted item is correct.
/// </summary>
private bool IsSlottedItemCorrect()
{
return currentState == ItemSlotState.Correct;
}
/// <summary> /// <summary>
/// Helper: Clear the slot and fire removal events. /// Helper: Clear the slot and fire removal events.
/// </summary> /// </summary>
private void ClearSlot() private void ClearSlot()
{ {
var previousData = currentlySlottedItemData; var previousData = slottedItemsData.Count > 0 ? slottedItemsData[0] : null;
// Clear the pickup's OwningSlot reference // Clear all pickup's OwningSlot references
if (currentlySlottedItemObject != null) foreach (var itemObj in slottedItemObjects)
{ {
var pickup = currentlySlottedItemObject.GetComponent<Pickup>(); if (itemObj != null)
if (pickup != null)
{ {
pickup.OwningSlot = null; var pickup = itemObj.GetComponent<Pickup>();
if (pickup != null)
{
pickup.OwningSlot = null;
}
} }
} }
currentlySlottedItemObject = null; slottedItemObjects.Clear();
currentlySlottedItemData = null; slottedItemsData.Clear();
slottedItemCorrectness.Clear(); // Also clear correctness tracking
currentState = ItemSlotState.None; currentState = ItemSlotState.None;
isLockedAfterCompletion = false;
UpdateSlottedSprite(); UpdateSlottedSprite();
// Fire removal events // Fire removal events
@@ -246,35 +370,92 @@ namespace Interactions
OnItemSlotRemoved?.Invoke(previousData); OnItemSlotRemoved?.Invoke(previousData);
} }
/// <summary>
/// Helper: Remove a specific item from the slot by index.
/// </summary>
private void RemoveItemAtIndex(int index)
{
if (index < 0 || index >= CurrentSlottedCount)
return;
var itemObj = slottedItemObjects[index];
var removedItemData = slottedItemsData[index];
// Clear the pickup's OwningSlot reference
if (itemObj != null)
{
var pickup = itemObj.GetComponent<Pickup>();
if (pickup != null)
{
pickup.OwningSlot = null;
}
}
slottedItemObjects.RemoveAt(index);
slottedItemsData.RemoveAt(index);
slottedItemCorrectness.RemoveAt(index); // Also remove correctness tracking
if (CurrentSlottedCount == 0)
{
currentState = ItemSlotState.None;
isLockedAfterCompletion = false;
}
UpdateSlottedSprite();
// Fire removal events
onItemSlotRemoved?.Invoke();
OnItemSlotRemoved?.Invoke(removedItemData);
}
#endregion #endregion
#region Visual Updates #region Visual Updates
/// <summary> /// <summary>
/// Updates the sprite and scale for the currently slotted item. /// Updates the sprite and scale for all slotted items.
/// </summary> /// </summary>
private void UpdateSlottedSprite() private void UpdateSlottedSprite()
{ {
if (slottedItemRenderer != null && currentlySlottedItemData != null && currentlySlottedItemData.mapSprite != null) if (slottedItemRenderers == null || slottedItemRenderers.Length == 0)
return;
// Update each renderer based on slotted items
for (int i = 0; i < slottedItemRenderers.Length; i++)
{ {
slottedItemRenderer.sprite = currentlySlottedItemData.mapSprite; var slotRenderer = slottedItemRenderers[i];
// Scale sprite to desired height, preserve aspect ratio, compensate for parent scale if (slotRenderer == null)
float desiredHeight = playerFollowerSettings?.HeldIconDisplayHeight ?? 2.0f; continue;
var sprite = currentlySlottedItemData.mapSprite;
float spriteHeight = sprite.bounds.size.y; // If we have an item at this index, show it
Vector3 parentScale = slottedItemRenderer.transform.parent != null if (i < slottedItemsData.Count && slottedItemsData[i] != null)
? slottedItemRenderer.transform.parent.localScale
: Vector3.one;
if (spriteHeight > 0f)
{ {
float uniformScale = desiredHeight / spriteHeight; var slottedData = slottedItemsData[i];
float scale = uniformScale / Mathf.Max(parentScale.x, parentScale.y); if (slottedData.mapSprite != null)
slottedItemRenderer.transform.localScale = new Vector3(scale, scale, 1f); {
slotRenderer.sprite = slottedData.mapSprite;
// Scale sprite to desired height, preserve aspect ratio, compensate for parent scale
float desiredHeight = playerFollowerSettings?.HeldIconDisplayHeight ?? 2.0f;
var sprite = slottedData.mapSprite;
float spriteHeight = sprite.bounds.size.y;
Vector3 parentScale = slotRenderer.transform.parent != null
? slotRenderer.transform.parent.localScale
: Vector3.one;
if (spriteHeight > 0f)
{
float uniformScale = desiredHeight / spriteHeight;
float scale = uniformScale / Mathf.Max(parentScale.x, parentScale.y);
slotRenderer.transform.localScale = new Vector3(scale, scale, 1f);
}
}
}
else
{
// Clear renderer if no item at this index
slotRenderer.sprite = null;
} }
}
else if (slottedItemRenderer != null)
{
slottedItemRenderer.sprite = null;
} }
} }
@@ -297,31 +478,47 @@ namespace Interactions
protected override object GetSerializableState() protected override object GetSerializableState()
{ {
// Get slotted item save ID if there's a slotted item var saveData = new ItemSlotSaveData
string slottedSaveId = "";
string slottedDataId = "";
if (currentlySlottedItemObject != null)
{ {
var slottedPickup = currentlySlottedItemObject.GetComponent<Pickup>(); slotState = currentState,
if (slottedPickup is SaveableInteractable saveablePickup) isLocked = isLockedAfterCompletion
};
// Save all slotted items
foreach (var itemObj in slottedItemObjects)
{
if (itemObj != null)
{ {
slottedSaveId = saveablePickup.SaveId; var slottedPickup = itemObj.GetComponent<Pickup>();
if (slottedPickup is SaveableInteractable saveablePickup)
{
saveData.slottedItemSaveIds.Add(saveablePickup.SaveId);
}
else
{
saveData.slottedItemSaveIds.Add("");
}
}
else
{
saveData.slottedItemSaveIds.Add("");
} }
} }
// Also save the itemData ID for verification // Save all item data IDs for verification
if (currentlySlottedItemData != null) foreach (var slottedData in slottedItemsData)
{ {
slottedDataId = currentlySlottedItemData.itemId; if (slottedData != null)
{
saveData.slottedItemDataIds.Add(slottedData.itemId);
}
else
{
saveData.slottedItemDataIds.Add("");
}
} }
return new ItemSlotSaveData return saveData;
{
slotState = currentState,
slottedItemSaveId = slottedSaveId,
slottedItemDataId = slottedDataId
};
} }
protected override void ApplySerializableState(string serializedData) protected override void ApplySerializableState(string serializedData)
@@ -335,13 +532,26 @@ namespace Interactions
// Restore slot state // Restore slot state
currentState = data.slotState; currentState = data.slotState;
isLockedAfterCompletion = data.isLocked;
// Restore slotted item if there was one // Restore all slotted items if there were any
if (!string.IsNullOrEmpty(data.slottedItemSaveId)) if (data.slottedItemSaveIds != null && data.slottedItemSaveIds.Count > 0)
{ {
Logging.Debug($"[ItemSlot] Restoring slotted item: {data.slottedItemSaveId} (itemId: {data.slottedItemDataId})"); for (int i = 0; i < data.slottedItemSaveIds.Count; i++)
RestoreSlottedItem(data.slottedItemSaveId, data.slottedItemDataId); {
string saveId = data.slottedItemSaveIds[i];
string dataId = i < data.slottedItemDataIds.Count ? data.slottedItemDataIds[i] : "";
if (!string.IsNullOrEmpty(saveId))
{
Logging.Debug($"[ItemSlot] Restoring slotted item {i}: {saveId} (itemId: {dataId})");
RestoreSlottedItem(saveId, dataId);
}
}
} }
// Update all renderers after restoration
UpdateSlottedSprite();
} }
/// <summary> /// <summary>
@@ -411,118 +621,107 @@ namespace Interactions
return; return;
} }
// Silently slot the item (no events, no interaction completion) // Add to slotted items list (no events, no interaction completion)
// Follower state is managed separately during save/load restoration // Follower state is managed separately during save/load restoration
ApplySlottedItemState(slottedObject, slottedData, triggerEvents: false); slottedItemObjects.Add(slottedObject);
slottedItemsData.Add(slottedData);
Logging.Debug($"[ItemSlot] Successfully restored slotted item: {slottedData.itemName} (itemId: {slottedData.itemId})"); // Determine if this item is correct for correctness tracking
} var config = interactionSettings?.GetSlotItemConfig(itemData);
var allowed = config?.allowedItems ?? new List<PickupItemData>();
/// <summary> bool isCorrectItem = PickupItemData.ListContainsEquivalent(allowed, slottedData);
/// Core logic for slotting an item. Can be used both for normal slotting and silent restoration. slottedItemCorrectness.Add(isCorrectItem);
/// NOTE: Does NOT call CompleteInteraction - the template method handles that via DoInteraction return value.
/// NOTE: Does NOT manage follower state - caller is responsible for clearing follower's hand if needed. // Deactivate the item and set pickup state
/// </summary> slottedObject.SetActive(false);
/// <param name="itemToSlot">The item GameObject to slot (or null to clear)</param> if (pickup != null)
/// <param name="itemToSlotData">The PickupItemData for the item</param>
/// <param name="triggerEvents">Whether to fire events</param>
private void ApplySlottedItemState(GameObject itemToSlot, PickupItemData itemToSlotData, bool triggerEvents)
{
if (itemToSlot == null)
{ {
// Clear slot - also clear the pickup's OwningSlot reference pickup.IsPickedUp = true;
if (currentlySlottedItemObject != null) pickup.OwningSlot = this;
{
var oldPickup = currentlySlottedItemObject.GetComponent<Pickup>();
if (oldPickup != null)
{
oldPickup.OwningSlot = null;
}
}
var previousData = currentlySlottedItemData;
currentlySlottedItemObject = null;
currentlySlottedItemData = null;
currentState = ItemSlotState.None;
// Fire native event for slot clearing (only if triggering events)
if (previousData != null && triggerEvents)
{
onItemSlotRemoved?.Invoke();
OnItemSlotRemoved?.Invoke(previousData);
}
}
else
{
// Slot the item
itemToSlot.SetActive(false);
itemToSlot.transform.SetParent(null);
SetSlottedObject(itemToSlot);
currentlySlottedItemData = itemToSlotData;
// Mark the pickup as picked up and track slot ownership for save/load
var pickup = itemToSlot.GetComponent<Pickup>();
if (pickup != null)
{
pickup.IsPickedUp = true;
pickup.OwningSlot = this;
}
// Determine if correct
var config = interactionSettings?.GetSlotItemConfig(itemData);
var allowed = config?.allowedItems ?? new List<PickupItemData>();
if (itemToSlotData != null && PickupItemData.ListContainsEquivalent(allowed, itemToSlotData))
{
currentState = ItemSlotState.Correct;
// Fire events if requested
if (triggerEvents)
{
DebugUIMessage.Show($"You correctly slotted {itemToSlotData.itemName} into: {itemData.itemName}", Color.green);
onCorrectItemSlotted?.Invoke();
OnCorrectItemSlotted?.Invoke(itemData, currentlySlottedItemData);
}
}
else
{
currentState = ItemSlotState.Incorrect;
// Fire events if requested
if (triggerEvents)
{
DebugUIMessage.Show("I'm not sure this works.", Color.yellow);
onIncorrectItemSlotted?.Invoke();
OnIncorrectItemSlotted?.Invoke(itemData, currentlySlottedItemData);
}
}
} }
UpdateSlottedSprite(); Logging.Debug($"[ItemSlot] Successfully restored slotted item: {slottedData.itemName} (itemId: {slottedData.itemId}, correct: {isCorrectItem})");
} }
/// <summary> /// <summary>
/// Public API for slotting items during gameplay. /// Public API for slotting items during gameplay.
/// Adds item to the slot (multi-slot support).
/// Caller is responsible for managing follower's held item state. /// Caller is responsible for managing follower's held item state.
/// </summary> /// </summary>
public void SlotItem(GameObject itemToSlot, PickupItemData itemToSlotData) public void SlotItem(GameObject itemToSlot, PickupItemData itemToSlotData)
{ {
ApplySlottedItemState(itemToSlot, itemToSlotData, triggerEvents: true); if (itemToSlot == null || itemToSlotData == null)
{
Logging.Warning($"[ItemSlot] Attempted to slot null item or data");
return;
}
// Determine if this item is correct (allowed)
var config = interactionSettings?.GetSlotItemConfig(itemData);
var allowed = config?.allowedItems ?? new List<PickupItemData>();
bool isCorrectItem = PickupItemData.ListContainsEquivalent(allowed, itemToSlotData);
// Add to lists
slottedItemObjects.Add(itemToSlot);
slottedItemsData.Add(itemToSlotData);
slottedItemCorrectness.Add(isCorrectItem); // Track correctness
// Deactivate item and set pickup state
itemToSlot.SetActive(false);
itemToSlot.transform.SetParent(null);
var pickup = itemToSlot.GetComponent<Pickup>();
if (pickup != null)
{
pickup.IsPickedUp = true;
pickup.OwningSlot = this;
}
// Update visuals
UpdateSlottedSprite();
// Fire events based on correctness
if (isCorrectItem)
{
DebugUIMessage.Show($"You slotted {itemToSlotData.itemName} into: {itemData.itemName}", Color.green);
// Fire generic slot event
onItemSlotted?.Invoke();
OnItemSlotted?.Invoke(itemData, itemToSlotData);
// Only fire correct completion event if ALL required CORRECT items are now slotted
if (IsComplete)
{
currentState = ItemSlotState.Correct;
DebugUIMessage.Show($"Completed: {itemData.itemName}", Color.green);
onCorrectItemSlotted?.Invoke();
OnCorrectItemSlotted?.Invoke(itemData, itemToSlotData);
}
}
else
{
// Incorrect item slotted
DebugUIMessage.Show($"Slotted {itemToSlotData.itemName}, but it might not be right...", Color.yellow);
onItemSlotted?.Invoke(); // Still fire generic event
OnItemSlotted?.Invoke(itemData, itemToSlotData);
onIncorrectItemSlotted?.Invoke();
OnIncorrectItemSlotted?.Invoke(itemData, itemToSlotData);
}
} }
/// <summary> /// <summary>
/// Bilateral restoration entry point: Pickup calls this to offer itself to the Slot. /// Bilateral restoration entry point: Pickup calls this to offer itself to the Slot.
/// Returns true if claim was successful, false if slot already has an item or wrong pickup. /// Returns true if claim was successful, false if slot is full or wrong pickup.
/// </summary> /// </summary>
public bool TryClaimSlottedItem(Pickup pickup) public bool TryClaimSlottedItem(Pickup pickup)
{ {
if (pickup == null) if (pickup == null)
return false; return false;
// If slot already has an item, reject the claim // If slot is full, reject the claim
if (currentlySlottedItemObject != null) if (!HasSpace)
{ {
Logging.Warning($"[ItemSlot] Already has a slotted item, rejecting claim from {pickup.gameObject.name}"); Logging.Warning($"[ItemSlot] Slot is full, rejecting claim from {pickup.gameObject.name}");
return false; return false;
} }
@@ -530,10 +729,21 @@ namespace Interactions
// Note: We don't have easy access to the expected SaveId here, so we just accept it // Note: We don't have easy access to the expected SaveId here, so we just accept it
// The Pickup's bilateral restoration ensures it only claims the correct slot // The Pickup's bilateral restoration ensures it only claims the correct slot
// Claim the pickup // Add the item to lists
ApplySlottedItemState(pickup.gameObject, pickup.itemData, triggerEvents: false); slottedItemObjects.Add(pickup.gameObject);
slottedItemsData.Add(pickup.itemData);
Logging.Debug($"[ItemSlot] Successfully claimed slotted item: {pickup.itemData?.itemName}"); // Determine correctness for tracking
var config = interactionSettings?.GetSlotItemConfig(itemData);
var allowed = config?.allowedItems ?? new List<PickupItemData>();
bool isCorrectItem = PickupItemData.ListContainsEquivalent(allowed, pickup.itemData);
slottedItemCorrectness.Add(isCorrectItem);
pickup.gameObject.SetActive(false);
pickup.IsPickedUp = true;
pickup.OwningSlot = this;
Logging.Debug($"[ItemSlot] Successfully claimed slotted item: {pickup.itemData?.itemName} (correct: {isCorrectItem})");
return true; return true;
} }