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

@@ -57,7 +57,7 @@ Material:
- _Thickness: 0.01
m_Colors:
- White: {r: 1, g: 1, b: 1, a: 1}
- _Color: {r: 1, g: 0.87843144, b: 0.57254905, a: 1}
- _Color: {r: 1, g: 0.8784314, b: 0.57254905, a: 1}
- _Colour: {r: 0.9341286, g: 1, b: 0, a: 1}
m_BuildTextureStacks: []
m_AllowLocking: 1

File diff suppressed because one or more lines are too long

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@@ -363479,6 +363479,10 @@ PrefabInstance:
propertyPath: targetCameraState
value: 0
objectReference: {fileID: 0}
- target: {fileID: 5320225058563658919, guid: 67a60833f9f205940a2308bd74a2863e, type: 3}
propertyPath: characterToInteract
value: 2
objectReference: {fileID: 0}
- target: {fileID: 5320225058563658919, guid: 67a60833f9f205940a2308bd74a2863e, type: 3}
propertyPath: targetControllerName
value: trafalgar
@@ -365941,6 +365945,10 @@ PrefabInstance:
propertyPath: m_Name
value: Player
objectReference: {fileID: 0}
- target: {fileID: 7393789300602426170, guid: 301b4e0735896334f8f6fb9a68a7e419, type: 3}
propertyPath: endReachedDistance
value: 0.5
objectReference: {fileID: 0}
m_RemovedComponents: []
m_RemovedGameObjects: []
m_AddedGameObjects: []

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@@ -330,6 +330,31 @@ namespace Input
#region IInteractingCharacter Implementation
/// <summary>
/// Controller-driven interaction movement. Base implementation moves this controller to the interactable.
/// Override in derived classes for custom behavior (e.g., PlayerTouchController handles follower dispatch).
/// </summary>
public virtual async System.Threading.Tasks.Task<bool> MoveToInteractableAsync(Interactions.InteractableBase interactable)
{
// Default behavior: move self to interactable position
Vector3 targetPosition = interactable.transform.position;
// Check for custom CharacterMoveToTarget
var moveTargets = interactable.GetComponentsInChildren<Interactions.CharacterMoveToTarget>();
foreach (var target in moveTargets)
{
if (target.characterType == Interactions.CharacterToInteract.Trafalgar ||
target.characterType == Interactions.CharacterToInteract.Both)
{
targetPosition = target.GetTargetPosition();
break;
}
}
// Use MovementUtilities to handle movement
return await Utils.MovementUtilities.MoveToPositionAsync(this, targetPosition);
}
/// <summary>
/// Moves the character to a specific target position and notifies via events when arrived or cancelled.
/// This is used by systems like interactions to orchestrate scripted movement.

View File

@@ -1,4 +1,5 @@
using UnityEngine;
using System.Threading.Tasks;
using UnityEngine;
namespace Input
{
@@ -9,6 +10,14 @@ namespace Input
/// </summary>
public interface IInteractingCharacter
{
/// <summary>
/// Controller-driven interaction movement. Each controller implements its own behavior
/// based on the interactable's settings (characterToInteract, CharacterMoveToTarget, etc.)
/// </summary>
/// <param name="interactable">The interactable to move to</param>
/// <returns>True if movement succeeded and character arrived, false if cancelled/failed</returns>
Task<bool> MoveToInteractableAsync(Interactions.InteractableBase interactable);
/// <summary>
/// Moves character to target position and notifies when arrived/cancelled
/// </summary>

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

View File

@@ -6,7 +6,6 @@ using UnityEngine.Events;
using System.Threading.Tasks;
using Core;
using Core.Lifecycle;
using Utils;
namespace Interactions
{
@@ -146,7 +145,14 @@ namespace Interactions
await DispatchEventAsync(InteractionEventType.InteractionStarted, playerRef);
// 5. Orchestrate character movement
await MoveCharactersAsync(playerRef);
bool movementSucceeded = await MoveCharactersAsync(playerRef);
// If movement was cancelled, stop the interaction flow
if (!movementSucceeded)
{
Logging.Debug($"[Interactable] Interaction cancelled due to movement failure on {gameObject.name}");
return;
}
// 6. Virtual hook: Arrival reaction
OnInteractingCharacterArrived();
@@ -280,130 +286,37 @@ namespace Interactions
#region Character Movement Orchestration
/// <summary>
/// Orchestrates character movement based on characterToInteract setting.
/// Delegates movement to the interacting character's controller.
/// Each controller implements its own movement behavior based on this interactable's settings.
/// </summary>
private async Task MoveCharactersAsync(PlayerTouchController playerRef = null)
/// <returns>True if movement succeeded, false if cancelled or failed</returns>
private async Task<bool> MoveCharactersAsync(PlayerTouchController playerRef = null)
{
if (_interactingCharacter == null)
{
Logging.Debug($"[Interactable] No interacting character found. Aborting interaction.");
interactionInterrupted.Invoke();
await DispatchEventAsync(InteractionEventType.InteractionInterrupted, playerRef);
return;
return false;
}
// If characterToInteract is None, skip movement
if (characterToInteract == CharacterToInteract.None)
{
return; // Continue to arrival
return true; // Continue to arrival
}
// Move the appropriate character based on characterToInteract setting
if (characterToInteract == CharacterToInteract.Trafalgar)
{
await MoveCharacterAsync(_interactingCharacter, CharacterToInteract.Trafalgar, playerRef);
}
else if (characterToInteract == CharacterToInteract.Pulver)
{
await MoveCharacterAsync(_interactingCharacter, CharacterToInteract.Pulver, playerRef);
}
else if (characterToInteract == CharacterToInteract.Both)
{
await MoveCharacterAsync(_interactingCharacter, CharacterToInteract.Trafalgar, playerRef); // Move first character to range
await MoveFollowerAsync(playerRef); // Then move follower to interaction point
}
}
/// <summary>
/// Moves a character controller to the interaction point or custom target.
/// Works with any controller implementing IInteractingCharacter.
/// </summary>
private async Task MoveCharacterAsync(IInteractingCharacter character, CharacterToInteract targetCharacterType, PlayerTouchController playerRef = null)
{
if (character == null)
{
Logging.Warning("[Interactable] Cannot move null character");
return;
}
Vector3 stopPoint = transform.position; // Default to interactable position
bool customTargetFound = false;
// Check for a CharacterMoveToTarget component
CharacterMoveToTarget[] moveTargets = GetComponentsInChildren<CharacterMoveToTarget>();
foreach (var target in moveTargets)
{
if (target.characterType == targetCharacterType || target.characterType == CharacterToInteract.Both)
{
stopPoint = target.GetTargetPosition();
customTargetFound = true;
break;
}
}
// If no custom target, use default distance
if (!customTargetFound)
{
Vector3 interactablePos = transform.position;
Vector3 characterPos = character.transform.position;
float stopDistance = targetCharacterType == CharacterToInteract.Pulver
? GameManager.Instance.PlayerStopDistance
: GameManager.Instance.PlayerStopDistanceDirectInteraction;
stopPoint = MovementUtilities.CalculateStopPosition(interactablePos, characterPos, stopDistance);
}
// Use MovementUtilities to handle movement
bool arrived = await MovementUtilities.MoveToPositionAsync(character, stopPoint);
// Delegate to controller - let it decide how to handle the interaction
bool arrived = await _interactingCharacter.MoveToInteractableAsync(this);
if (!arrived)
{
_ = HandleInteractionCancelledAsync(playerRef);
}
Logging.Debug($"[Interactable] Movement cancelled for {gameObject.name}");
await HandleInteractionCancelledAsync(playerRef);
return false;
}
/// <summary>
/// Moves the follower to the interaction point or custom target.
/// </summary>
private async Task MoveFollowerAsync(PlayerTouchController playerRef = null)
{
if (FollowerController == null)
return;
// Check for a CharacterMoveToTarget component for Pulver or Both
Vector3 targetPosition = transform.position;
CharacterMoveToTarget[] moveTargets = GetComponentsInChildren<CharacterMoveToTarget>();
foreach (var target in moveTargets)
{
if (target.characterType == CharacterToInteract.Pulver || target.characterType == CharacterToInteract.Both)
{
targetPosition = target.GetTargetPosition();
break;
}
}
// Wait for follower to arrive
var tcs = new TaskCompletionSource<bool>();
void OnFollowerArrivedLocal()
{
if (FollowerController != null)
{
FollowerController.OnPickupArrived -= OnFollowerArrivedLocal;
}
// Tell follower to return to player if we have a PlayerTouchController reference
if (FollowerController != null && playerRef != null)
{
FollowerController.ReturnToPlayer(playerRef.transform);
}
tcs.TrySetResult(true);
}
FollowerController.OnPickupArrived += OnFollowerArrivedLocal;
FollowerController.GoToPoint(targetPosition);
await tcs.Task;
return true;
}
/// <summary>

View File

@@ -99,6 +99,33 @@ namespace Minigames.TrashMaze.Core
{
_visionRadius = Mathf.Max(0.1f, radius);
}
#region IInteractingCharacter Override
/// <summary>
/// PulverController-specific interaction movement.
/// Moves Pulver to the interactable using the main character's stop distance.
/// No follower logic since Pulver is alone in the maze.
/// </summary>
public override async System.Threading.Tasks.Task<bool> MoveToInteractableAsync(Interactions.InteractableBase interactable)
{
// Use the same stop distance as main character for consistency
float stopDistance = GameManager.Instance.PlayerStopDistance;
// Calculate stop position
Vector3 stopPoint = Utils.MovementUtilities.CalculateStopPosition(
interactable.transform.position,
transform.position,
stopDistance
);
Logging.Debug($"[PulverController] Moving to interactable {interactable.gameObject.name} at stop distance {stopDistance}");
// Use MovementUtilities to handle movement
return await Utils.MovementUtilities.MoveToPositionAsync(this, stopPoint);
}
#endregion
}
}

View File

@@ -15,13 +15,13 @@ MonoBehaviour:
defaultPlayerMovement:
moveSpeed: 15
maxAcceleration: 10000
stopDistance: 0.1
stopDistance: 0.5
useRigidbody: 0
defaultHoldMovementMode: 1
trashMazeMovement:
moveSpeed: 15
maxAcceleration: 10000
stopDistance: 0.1
stopDistance: 0.5
useRigidbody: 0
defaultHoldMovementMode: 1
followerMovement: