Finalize work on the dump controller switching

This commit is contained in:
Michal Pikulski
2025-12-15 10:18:43 +01:00
parent b14fdfbe68
commit 5b33eb8fbb
9 changed files with 211 additions and 1258 deletions

View File

@@ -46,6 +46,114 @@ namespace Input
}
}
#region IInteractingCharacter Override
/// <summary>
/// PlayerTouchController-specific interaction movement.
/// Handles main character movement + follower dispatch based on interactable.characterToInteract setting.
/// </summary>
public override async System.Threading.Tasks.Task<bool> MoveToInteractableAsync(Interactions.InteractableBase interactable)
{
var characterToInteract = interactable.characterToInteract;
// If None, skip movement
if (characterToInteract == Interactions.CharacterToInteract.None)
{
return true;
}
// Determine stop distance based on interaction type
float stopDistance;
if (characterToInteract == Interactions.CharacterToInteract.Trafalgar)
{
// Move ONLY main character directly to item (close distance)
stopDistance = Core.GameManager.Instance.PlayerStopDistanceDirectInteraction;
}
else // Pulver or Both
{
// Move main character to radius (far distance)
stopDistance = Core.GameManager.Instance.PlayerStopDistance;
}
// Calculate stop position for main character
Vector3 stopPoint = interactable.transform.position;
bool customTargetFound = false;
// Check for custom CharacterMoveToTarget for main character
var moveTargets = interactable.GetComponentsInChildren<Interactions.CharacterMoveToTarget>();
foreach (var target in moveTargets)
{
if (target.characterType == Interactions.CharacterToInteract.Trafalgar ||
target.characterType == Interactions.CharacterToInteract.Both)
{
stopPoint = target.GetTargetPosition();
customTargetFound = true;
break;
}
}
// If no custom target, calculate based on distance
if (!customTargetFound)
{
stopPoint = Utils.MovementUtilities.CalculateStopPosition(
interactable.transform.position,
transform.position,
stopDistance
);
}
// Move main character
bool mainCharacterArrived = await Utils.MovementUtilities.MoveToPositionAsync(this, stopPoint);
if (!mainCharacterArrived)
{
return false; // Movement cancelled
}
// Handle follower dispatch based on interaction type
if (characterToInteract == Interactions.CharacterToInteract.Pulver ||
characterToInteract == Interactions.CharacterToInteract.Both)
{
// Find follower and dispatch to interactable
var followerController = FindFirstObjectByType<FollowerController>();
if (followerController != null)
{
// Determine follower target position
Vector3 followerTarget = interactable.transform.position;
// Check for custom target for Pulver
foreach (var target in moveTargets)
{
if (target.characterType == Interactions.CharacterToInteract.Pulver ||
target.characterType == Interactions.CharacterToInteract.Both)
{
followerTarget = target.GetTargetPosition();
break;
}
}
// Wait for follower to arrive
var tcs = new System.Threading.Tasks.TaskCompletionSource<bool>();
void OnFollowerArrived()
{
followerController.OnPickupArrived -= OnFollowerArrived;
followerController.ReturnToPlayer(transform);
tcs.TrySetResult(true);
}
followerController.OnPickupArrived += OnFollowerArrived;
followerController.GoToPoint(followerTarget);
await tcs.Task;
}
}
return true; // Success
}
#endregion
#region Save/Load Lifecycle Hooks