Finalize work on the dump controller switching
This commit is contained in:
@@ -57,7 +57,7 @@ Material:
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- _Thickness: 0.01
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m_Colors:
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- White: {r: 1, g: 1, b: 1, a: 1}
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- _Color: {r: 1, g: 0.87843144, b: 0.57254905, a: 1}
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- _Color: {r: 1, g: 0.8784314, b: 0.57254905, a: 1}
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- _Colour: {r: 0.9341286, g: 1, b: 0, a: 1}
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m_BuildTextureStacks: []
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m_AllowLocking: 1
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File diff suppressed because one or more lines are too long
@@ -363479,6 +363479,10 @@ PrefabInstance:
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propertyPath: targetCameraState
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value: 0
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objectReference: {fileID: 0}
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- target: {fileID: 5320225058563658919, guid: 67a60833f9f205940a2308bd74a2863e, type: 3}
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propertyPath: characterToInteract
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value: 2
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objectReference: {fileID: 0}
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- target: {fileID: 5320225058563658919, guid: 67a60833f9f205940a2308bd74a2863e, type: 3}
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propertyPath: targetControllerName
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value: trafalgar
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@@ -365941,6 +365945,10 @@ PrefabInstance:
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propertyPath: m_Name
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value: Player
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objectReference: {fileID: 0}
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- target: {fileID: 7393789300602426170, guid: 301b4e0735896334f8f6fb9a68a7e419, type: 3}
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propertyPath: endReachedDistance
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value: 0.5
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objectReference: {fileID: 0}
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m_RemovedComponents: []
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m_RemovedGameObjects: []
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m_AddedGameObjects: []
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@@ -330,6 +330,31 @@ namespace Input
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#region IInteractingCharacter Implementation
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/// <summary>
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/// Controller-driven interaction movement. Base implementation moves this controller to the interactable.
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/// Override in derived classes for custom behavior (e.g., PlayerTouchController handles follower dispatch).
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/// </summary>
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public virtual async System.Threading.Tasks.Task<bool> MoveToInteractableAsync(Interactions.InteractableBase interactable)
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{
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// Default behavior: move self to interactable position
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Vector3 targetPosition = interactable.transform.position;
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// Check for custom CharacterMoveToTarget
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var moveTargets = interactable.GetComponentsInChildren<Interactions.CharacterMoveToTarget>();
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foreach (var target in moveTargets)
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{
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if (target.characterType == Interactions.CharacterToInteract.Trafalgar ||
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target.characterType == Interactions.CharacterToInteract.Both)
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{
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targetPosition = target.GetTargetPosition();
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break;
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}
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}
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// Use MovementUtilities to handle movement
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return await Utils.MovementUtilities.MoveToPositionAsync(this, targetPosition);
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}
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/// <summary>
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/// Moves the character to a specific target position and notifies via events when arrived or cancelled.
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/// This is used by systems like interactions to orchestrate scripted movement.
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@@ -1,4 +1,5 @@
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using UnityEngine;
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using System.Threading.Tasks;
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using UnityEngine;
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namespace Input
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{
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@@ -9,6 +10,14 @@ namespace Input
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/// </summary>
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public interface IInteractingCharacter
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{
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/// <summary>
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/// Controller-driven interaction movement. Each controller implements its own behavior
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/// based on the interactable's settings (characterToInteract, CharacterMoveToTarget, etc.)
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/// </summary>
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/// <param name="interactable">The interactable to move to</param>
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/// <returns>True if movement succeeded and character arrived, false if cancelled/failed</returns>
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Task<bool> MoveToInteractableAsync(Interactions.InteractableBase interactable);
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/// <summary>
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/// Moves character to target position and notifies when arrived/cancelled
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/// </summary>
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@@ -46,6 +46,114 @@ namespace Input
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}
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}
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#region IInteractingCharacter Override
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/// <summary>
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/// PlayerTouchController-specific interaction movement.
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/// Handles main character movement + follower dispatch based on interactable.characterToInteract setting.
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/// </summary>
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public override async System.Threading.Tasks.Task<bool> MoveToInteractableAsync(Interactions.InteractableBase interactable)
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{
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var characterToInteract = interactable.characterToInteract;
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// If None, skip movement
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if (characterToInteract == Interactions.CharacterToInteract.None)
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{
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return true;
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}
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// Determine stop distance based on interaction type
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float stopDistance;
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if (characterToInteract == Interactions.CharacterToInteract.Trafalgar)
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{
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// Move ONLY main character directly to item (close distance)
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stopDistance = Core.GameManager.Instance.PlayerStopDistanceDirectInteraction;
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}
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else // Pulver or Both
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{
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// Move main character to radius (far distance)
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stopDistance = Core.GameManager.Instance.PlayerStopDistance;
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}
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// Calculate stop position for main character
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Vector3 stopPoint = interactable.transform.position;
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bool customTargetFound = false;
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// Check for custom CharacterMoveToTarget for main character
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var moveTargets = interactable.GetComponentsInChildren<Interactions.CharacterMoveToTarget>();
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foreach (var target in moveTargets)
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{
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if (target.characterType == Interactions.CharacterToInteract.Trafalgar ||
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target.characterType == Interactions.CharacterToInteract.Both)
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{
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stopPoint = target.GetTargetPosition();
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customTargetFound = true;
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break;
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}
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}
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// If no custom target, calculate based on distance
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if (!customTargetFound)
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{
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stopPoint = Utils.MovementUtilities.CalculateStopPosition(
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interactable.transform.position,
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transform.position,
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stopDistance
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);
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}
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// Move main character
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bool mainCharacterArrived = await Utils.MovementUtilities.MoveToPositionAsync(this, stopPoint);
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if (!mainCharacterArrived)
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{
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return false; // Movement cancelled
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}
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// Handle follower dispatch based on interaction type
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if (characterToInteract == Interactions.CharacterToInteract.Pulver ||
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characterToInteract == Interactions.CharacterToInteract.Both)
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{
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// Find follower and dispatch to interactable
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var followerController = FindFirstObjectByType<FollowerController>();
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if (followerController != null)
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{
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// Determine follower target position
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Vector3 followerTarget = interactable.transform.position;
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// Check for custom target for Pulver
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foreach (var target in moveTargets)
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{
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if (target.characterType == Interactions.CharacterToInteract.Pulver ||
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target.characterType == Interactions.CharacterToInteract.Both)
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{
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followerTarget = target.GetTargetPosition();
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break;
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}
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}
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// Wait for follower to arrive
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var tcs = new System.Threading.Tasks.TaskCompletionSource<bool>();
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void OnFollowerArrived()
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{
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followerController.OnPickupArrived -= OnFollowerArrived;
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followerController.ReturnToPlayer(transform);
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tcs.TrySetResult(true);
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}
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followerController.OnPickupArrived += OnFollowerArrived;
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followerController.GoToPoint(followerTarget);
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await tcs.Task;
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}
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}
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return true; // Success
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}
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#endregion
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#region Save/Load Lifecycle Hooks
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@@ -6,7 +6,6 @@ using UnityEngine.Events;
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using System.Threading.Tasks;
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using Core;
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using Core.Lifecycle;
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using Utils;
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namespace Interactions
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{
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@@ -146,7 +145,14 @@ namespace Interactions
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await DispatchEventAsync(InteractionEventType.InteractionStarted, playerRef);
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// 5. Orchestrate character movement
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await MoveCharactersAsync(playerRef);
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bool movementSucceeded = await MoveCharactersAsync(playerRef);
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// If movement was cancelled, stop the interaction flow
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if (!movementSucceeded)
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{
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Logging.Debug($"[Interactable] Interaction cancelled due to movement failure on {gameObject.name}");
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return;
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}
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// 6. Virtual hook: Arrival reaction
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OnInteractingCharacterArrived();
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@@ -280,130 +286,37 @@ namespace Interactions
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#region Character Movement Orchestration
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/// <summary>
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/// Orchestrates character movement based on characterToInteract setting.
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/// Delegates movement to the interacting character's controller.
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/// Each controller implements its own movement behavior based on this interactable's settings.
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/// </summary>
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private async Task MoveCharactersAsync(PlayerTouchController playerRef = null)
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/// <returns>True if movement succeeded, false if cancelled or failed</returns>
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private async Task<bool> MoveCharactersAsync(PlayerTouchController playerRef = null)
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{
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if (_interactingCharacter == null)
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{
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Logging.Debug($"[Interactable] No interacting character found. Aborting interaction.");
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interactionInterrupted.Invoke();
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await DispatchEventAsync(InteractionEventType.InteractionInterrupted, playerRef);
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return;
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return false;
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}
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// If characterToInteract is None, skip movement
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if (characterToInteract == CharacterToInteract.None)
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{
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return; // Continue to arrival
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return true; // Continue to arrival
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}
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// Move the appropriate character based on characterToInteract setting
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if (characterToInteract == CharacterToInteract.Trafalgar)
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{
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await MoveCharacterAsync(_interactingCharacter, CharacterToInteract.Trafalgar, playerRef);
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}
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else if (characterToInteract == CharacterToInteract.Pulver)
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{
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await MoveCharacterAsync(_interactingCharacter, CharacterToInteract.Pulver, playerRef);
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}
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else if (characterToInteract == CharacterToInteract.Both)
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{
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await MoveCharacterAsync(_interactingCharacter, CharacterToInteract.Trafalgar, playerRef); // Move first character to range
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await MoveFollowerAsync(playerRef); // Then move follower to interaction point
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}
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}
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/// <summary>
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/// Moves a character controller to the interaction point or custom target.
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/// Works with any controller implementing IInteractingCharacter.
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/// </summary>
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private async Task MoveCharacterAsync(IInteractingCharacter character, CharacterToInteract targetCharacterType, PlayerTouchController playerRef = null)
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{
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if (character == null)
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{
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Logging.Warning("[Interactable] Cannot move null character");
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return;
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}
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Vector3 stopPoint = transform.position; // Default to interactable position
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bool customTargetFound = false;
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// Check for a CharacterMoveToTarget component
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CharacterMoveToTarget[] moveTargets = GetComponentsInChildren<CharacterMoveToTarget>();
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foreach (var target in moveTargets)
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{
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if (target.characterType == targetCharacterType || target.characterType == CharacterToInteract.Both)
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{
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stopPoint = target.GetTargetPosition();
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customTargetFound = true;
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break;
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}
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}
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// If no custom target, use default distance
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if (!customTargetFound)
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{
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Vector3 interactablePos = transform.position;
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Vector3 characterPos = character.transform.position;
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float stopDistance = targetCharacterType == CharacterToInteract.Pulver
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? GameManager.Instance.PlayerStopDistance
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: GameManager.Instance.PlayerStopDistanceDirectInteraction;
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stopPoint = MovementUtilities.CalculateStopPosition(interactablePos, characterPos, stopDistance);
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}
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// Use MovementUtilities to handle movement
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bool arrived = await MovementUtilities.MoveToPositionAsync(character, stopPoint);
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// Delegate to controller - let it decide how to handle the interaction
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bool arrived = await _interactingCharacter.MoveToInteractableAsync(this);
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if (!arrived)
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{
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_ = HandleInteractionCancelledAsync(playerRef);
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}
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}
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/// <summary>
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/// Moves the follower to the interaction point or custom target.
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/// </summary>
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private async Task MoveFollowerAsync(PlayerTouchController playerRef = null)
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{
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if (FollowerController == null)
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return;
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// Check for a CharacterMoveToTarget component for Pulver or Both
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Vector3 targetPosition = transform.position;
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CharacterMoveToTarget[] moveTargets = GetComponentsInChildren<CharacterMoveToTarget>();
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foreach (var target in moveTargets)
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{
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if (target.characterType == CharacterToInteract.Pulver || target.characterType == CharacterToInteract.Both)
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{
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targetPosition = target.GetTargetPosition();
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break;
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}
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Logging.Debug($"[Interactable] Movement cancelled for {gameObject.name}");
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await HandleInteractionCancelledAsync(playerRef);
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return false;
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}
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// Wait for follower to arrive
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var tcs = new TaskCompletionSource<bool>();
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void OnFollowerArrivedLocal()
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{
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if (FollowerController != null)
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{
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FollowerController.OnPickupArrived -= OnFollowerArrivedLocal;
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}
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// Tell follower to return to player if we have a PlayerTouchController reference
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if (FollowerController != null && playerRef != null)
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{
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FollowerController.ReturnToPlayer(playerRef.transform);
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}
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tcs.TrySetResult(true);
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}
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FollowerController.OnPickupArrived += OnFollowerArrivedLocal;
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FollowerController.GoToPoint(targetPosition);
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await tcs.Task;
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return true;
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}
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/// <summary>
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@@ -99,6 +99,33 @@ namespace Minigames.TrashMaze.Core
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{
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_visionRadius = Mathf.Max(0.1f, radius);
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}
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#region IInteractingCharacter Override
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/// <summary>
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/// PulverController-specific interaction movement.
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/// Moves Pulver to the interactable using the main character's stop distance.
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/// No follower logic since Pulver is alone in the maze.
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/// </summary>
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public override async System.Threading.Tasks.Task<bool> MoveToInteractableAsync(Interactions.InteractableBase interactable)
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{
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// Use the same stop distance as main character for consistency
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float stopDistance = GameManager.Instance.PlayerStopDistance;
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// Calculate stop position
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Vector3 stopPoint = Utils.MovementUtilities.CalculateStopPosition(
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interactable.transform.position,
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transform.position,
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stopDistance
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);
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Logging.Debug($"[PulverController] Moving to interactable {interactable.gameObject.name} at stop distance {stopDistance}");
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// Use MovementUtilities to handle movement
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return await Utils.MovementUtilities.MoveToPositionAsync(this, stopPoint);
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}
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#endregion
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}
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}
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@@ -15,13 +15,13 @@ MonoBehaviour:
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defaultPlayerMovement:
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moveSpeed: 15
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maxAcceleration: 10000
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stopDistance: 0.1
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stopDistance: 0.5
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useRigidbody: 0
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defaultHoldMovementMode: 1
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trashMazeMovement:
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moveSpeed: 15
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maxAcceleration: 10000
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stopDistance: 0.1
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stopDistance: 0.5
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useRigidbody: 0
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defaultHoldMovementMode: 1
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followerMovement:
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Reference in New Issue
Block a user