Fix slot items to fully work with the stashing prefab flow

This commit is contained in:
Michal Pikulski
2025-09-08 16:13:13 +02:00
committed by Michal Pikulski
parent a8d398e097
commit 5804b170d0
7 changed files with 278 additions and 35 deletions

View File

@@ -56,7 +56,7 @@ public class GameSettings : ScriptableObject
public class CombinationRule {
public PickupItemData itemA;
public PickupItemData itemB;
public PickupItemData result;
public GameObject resultPrefab; // The prefab to spawn as the result
}
[System.Serializable]

View File

@@ -28,19 +28,35 @@ public class CombineWithBehavior : InteractionRequirementBase
return false;
}
var rule = GameManager.Instance.GetCombinationRule(heldItem, pickup.itemData);
if (rule != null && rule.result != null)
if (rule != null && rule.resultPrefab != null)
{
// Remove both items and add result to follower's inventory
follower.SetHeldItem(rule.result);
follower.justCombined = true;
OnSuccess?.Invoke();
return true;
// Instantiate the result prefab at the pickup's position
var resultObj = GameObject.Instantiate(rule.resultPrefab, pickup.transform.position, Quaternion.identity);
var resultPickup = resultObj.GetComponent<Pickup>();
if (resultPickup != null)
{
// Hide and parent to follower
resultObj.SetActive(false);
resultObj.transform.SetParent(follower.transform);
// Set held item and icon from the spawned prefab
follower.SetHeldItem(resultPickup.itemData, resultPickup.iconRenderer);
// Cache the spawned object as the held item
follower.CacheHeldPickupObject(resultObj);
follower.justCombined = true;
OnSuccess?.Invoke();
return true;
}
else
{
Debug.LogWarning("Result prefab does not have a Pickup component.");
GameObject.Destroy(resultObj);
OnFailure?.Invoke();
return false;
}
}
else
{
string heldName = heldItem.itemName ?? "an item";
string targetName = pickup.itemData.itemName ?? "target item";
// DebugUIMessage.Show($"Cannot combine {heldName} with {targetName}.");
// DebugUIMessage.Show($"Cannot combine {heldItem.itemName ?? \"an item\"} with {pickup.itemData.itemName ?? \"target item\"}.");
OnFailure?.Invoke();
return true;
}

View File

@@ -19,6 +19,45 @@ public class SlotItemBehavior : InteractionRequirementBase
/// </summary>
public SpriteRenderer slottedItemRenderer;
private GameObject _cachedSlottedObject = null;
// Helper for slotting an object, with option to skip destruction (for swap)
private void SetSlottedObject(GameObject obj)
{
_cachedSlottedObject = obj;
if (_cachedSlottedObject != null)
{
_cachedSlottedObject.SetActive(false);
}
}
private void RemoveSlottedObject()
{
if (_cachedSlottedObject != null)
{
Destroy(_cachedSlottedObject);
_cachedSlottedObject = null;
}
}
private void CacheSlottedObject(GameObject obj)
{
// Only destroy if not swapping
RemoveSlottedObject();
SetSlottedObject(obj);
}
private void RestoreSlottedObject(Vector3 position)
{
if (_cachedSlottedObject != null)
{
_cachedSlottedObject.transform.position = position;
_cachedSlottedObject.transform.SetParent(null);
_cachedSlottedObject.SetActive(true);
_cachedSlottedObject = null;
}
}
/// <summary>
/// Attempts to interact with the slot, handling slotting, swapping, or picking up items.
/// </summary>
@@ -27,6 +66,7 @@ public class SlotItemBehavior : InteractionRequirementBase
public override bool TryInteract(FollowerController follower)
{
var heldItem = follower.CurrentlyHeldItem;
var heldObj = follower.GetHeldPickupObject();
var pickup = GetComponent<Pickup>();
var slotItem = pickup != null ? pickup.itemData : null;
var config = GameManager.Instance.GetSlotItemConfig(slotItem);
@@ -34,33 +74,44 @@ public class SlotItemBehavior : InteractionRequirementBase
var forbidden = config?.forbiddenItems ?? new List<PickupItemData>();
// CASE 1: No held item, slot has item -> pick up slotted item
if (heldItem == null && currentlySlottedItem != null)
if (heldItem == null && _cachedSlottedObject != null)
{
follower.SetHeldItem(currentlySlottedItem);
follower.SetHeldItemFromObject(_cachedSlottedObject);
RemoveSlottedObject();
currentlySlottedItem = null;
UpdateSlottedSprite();
return true;
}
// CASE 2: Held item, slot has item -> swap
if (heldItem != null && currentlySlottedItem != null)
if (heldItem != null && _cachedSlottedObject != null)
{
var temp = currentlySlottedItem;
currentlySlottedItem = heldItem;
var followerHeldObj = heldObj;
var followerHeldItem = heldItem;
var slotObj = _cachedSlottedObject;
var slotItemData = currentlySlottedItem;
// 1. Slot the follower's held object (do NOT destroy the old one)
SetSlottedObject(followerHeldObj);
currentlySlottedItem = followerHeldItem;
UpdateSlottedSprite();
follower.SetHeldItem(temp);
// 2. Give the slot's object to the follower
follower.SetHeldItemFromObject(slotObj);
return true;
}
// CASE 3: Held item, slot empty -> slot the held item
if (heldItem != null && currentlySlottedItem == null)
if (heldItem != null && _cachedSlottedObject == null)
{
if (forbidden.Contains(heldItem))
{
DebugUIMessage.Show("Can't place that here.");
return false;
}
CacheSlottedObject(heldObj);
currentlySlottedItem = heldItem;
UpdateSlottedSprite();
follower.SetHeldItem(null);
follower.ClearHeldItem();
if (allowed.Contains(heldItem))
{
OnSuccess?.Invoke();
@@ -74,7 +125,7 @@ public class SlotItemBehavior : InteractionRequirementBase
}
}
// CASE 4: No held item, slot empty -> show warning
if (heldItem == null && currentlySlottedItem == null)
if (heldItem == null && _cachedSlottedObject == null)
{
DebugUIMessage.Show("This requires an item.");
return false;
@@ -110,4 +161,9 @@ public class SlotItemBehavior : InteractionRequirementBase
slottedItemRenderer.sprite = null;
}
}
void Update()
{
Debug.Log($"[SlotItemBehavior] _cachedSlottedObject: {_cachedSlottedObject} (GameObject name: {(_cachedSlottedObject != null ? _cachedSlottedObject.name : "null")})", this);
}
}

View File

@@ -60,11 +60,20 @@ public class FollowerController : MonoBehaviour
/// Cache for the currently picked-up GameObject (hidden while held).
/// </summary>
private GameObject _cachedPickupObject = null;
public bool justCombined = false;
/// <summary>
/// Set to true if the follower just combined items.
/// Caches the given pickup object as the currently held item, hides it, and parents it to the follower.
/// </summary>
public bool justCombined = false;
public void CacheHeldPickupObject(GameObject obj)
{
// Do not destroy the previous object; just replace and hide
_cachedPickupObject = obj;
if (_cachedPickupObject != null)
{
_cachedPickupObject.SetActive(false);
}
}
void Awake()
{
@@ -281,6 +290,45 @@ public class FollowerController : MonoBehaviour
_lastInteractionSuccess = success;
}
public GameObject GetHeldPickupObject()
{
return _cachedPickupObject;
}
public void SetHeldItemFromObject(GameObject obj)
{
if (obj == null)
{
ClearHeldItem();
return;
}
var pickup = obj.GetComponent<Pickup>();
if (pickup != null)
{
SetHeldItem(pickup.itemData, pickup.iconRenderer);
CacheHeldPickupObject(obj);
}
else
{
ClearHeldItem();
}
}
public void ClearHeldItem()
{
if (_cachedPickupObject != null)
{
// Destroy(_cachedPickupObject);
_cachedPickupObject = null;
}
_currentlyHeldItem = null;
if (heldObjectRenderer != null)
{
heldObjectRenderer.sprite = null;
heldObjectRenderer.enabled = false;
}
}
private System.Collections.IEnumerator PickupSequence(Vector2 itemPosition, Transform playerTransform)
{
_isManualFollowing = false;
@@ -314,12 +362,6 @@ public class FollowerController : MonoBehaviour
}
if (justCombined)
{
// Combination: just destroy the pickup, don't spawn anything
if (_cachedPickupObject != null)
{
Destroy(_cachedPickupObject);
_cachedPickupObject = null;
}
GameObject.Destroy(pickup.gameObject);
justCombined = false;
break;
@@ -334,10 +376,7 @@ public class FollowerController : MonoBehaviour
_cachedPickupObject = null;
}
SetHeldItem(pickup.itemData, pickup.iconRenderer);
// Cache and hide the picked up object
_cachedPickupObject = pickup.gameObject;
_cachedPickupObject.SetActive(false);
_cachedPickupObject.transform.SetParent(this.transform);
CacheHeldPickupObject(pickup.gameObject);
break;
}
}
@@ -367,6 +406,27 @@ public class FollowerController : MonoBehaviour
_pickupCoroutine = null;
}
/// <summary>
/// Drop the held item at the specified position, unparenting and activating it.
/// </summary>
/// <param name="position">The world position to drop the item at.</param>
public void DropHeldItemAt(Vector3 position)
{
if (_cachedPickupObject != null)
{
_cachedPickupObject.transform.position = position;
_cachedPickupObject.transform.SetParent(null);
_cachedPickupObject.SetActive(true);
_cachedPickupObject = null;
_currentlyHeldItem = null;
if (heldObjectRenderer != null)
{
heldObjectRenderer.sprite = null;
heldObjectRenderer.enabled = false;
}
}
}
void OnDrawGizmos()
{
if (debugDrawTarget && Application.isPlaying)