Interactables documentaiton
3
Assets/Editor/InteractionSystem.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cb41c852d70c4066bf510792ee19b3f5
|
||||
timeCreated: 1762866335
|
||||
748
Assets/Editor/InteractionSystem/InteractableEditorWindow.cs
Normal file
@@ -0,0 +1,748 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using Interactions;
|
||||
using System.Reflection;
|
||||
using System;
|
||||
|
||||
namespace AppleHills.Editor.InteractionSystem
|
||||
{
|
||||
/// <summary>
|
||||
/// Editor utility for managing and debugging interactable objects in the scene.
|
||||
/// Provides scene object locator, inspector editing, and runtime debugging capabilities.
|
||||
/// </summary>
|
||||
public class InteractableEditorWindow : EditorWindow
|
||||
{
|
||||
// Tab management
|
||||
private int _selectedTab = 0;
|
||||
private readonly string[] _tabNames = { "Scene", "Debug" };
|
||||
|
||||
// Scene interactables tracking
|
||||
private List<InteractableBase> _sceneInteractables = new List<InteractableBase>();
|
||||
private InteractableBase _selectedInteractable;
|
||||
private GameObject _selectedGameObject;
|
||||
|
||||
// UI state
|
||||
private Vector2 _listScrollPosition;
|
||||
private Vector2 _inspectorScrollPosition;
|
||||
private Vector2 _debugScrollPosition;
|
||||
private string _searchQuery = "";
|
||||
|
||||
// Runtime state
|
||||
private bool _isPlaying = false;
|
||||
|
||||
// Editor for selected interactable
|
||||
private UnityEditor.Editor _cachedEditor;
|
||||
|
||||
// Available interactable types for adding
|
||||
private static readonly Type[] AvailableInteractableTypes = new Type[]
|
||||
{
|
||||
typeof(OneClickInteraction),
|
||||
typeof(Pickup),
|
||||
typeof(ItemSlot),
|
||||
typeof(SaveableInteractable),
|
||||
typeof(InteractableBase)
|
||||
};
|
||||
|
||||
[MenuItem("AppleHills/Interactable Editor")]
|
||||
public static void ShowWindow()
|
||||
{
|
||||
var window = GetWindow<InteractableEditorWindow>("Interactable Editor");
|
||||
window.minSize = new Vector2(900, 600);
|
||||
window.Show();
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
RefreshSceneInteractables();
|
||||
|
||||
// Register for scene and selection changes
|
||||
UnityEditor.SceneManagement.EditorSceneManager.sceneOpened += OnSceneOpened;
|
||||
UnityEditor.SceneManagement.EditorSceneManager.sceneClosed += OnSceneClosed;
|
||||
Selection.selectionChanged += OnSelectionChanged;
|
||||
EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
|
||||
EditorApplication.hierarchyChanged += OnHierarchyChanged;
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
UnityEditor.SceneManagement.EditorSceneManager.sceneOpened -= OnSceneOpened;
|
||||
UnityEditor.SceneManagement.EditorSceneManager.sceneClosed -= OnSceneClosed;
|
||||
Selection.selectionChanged -= OnSelectionChanged;
|
||||
EditorApplication.playModeStateChanged -= OnPlayModeStateChanged;
|
||||
EditorApplication.hierarchyChanged -= OnHierarchyChanged;
|
||||
|
||||
// Clean up cached editor
|
||||
if (_cachedEditor != null)
|
||||
{
|
||||
DestroyImmediate(_cachedEditor);
|
||||
_cachedEditor = null;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnSceneOpened(UnityEngine.SceneManagement.Scene scene, UnityEditor.SceneManagement.OpenSceneMode mode)
|
||||
{
|
||||
RefreshSceneInteractables();
|
||||
}
|
||||
|
||||
private void OnSceneClosed(UnityEngine.SceneManagement.Scene scene)
|
||||
{
|
||||
RefreshSceneInteractables();
|
||||
}
|
||||
|
||||
private void OnHierarchyChanged()
|
||||
{
|
||||
RefreshSceneInteractables();
|
||||
}
|
||||
|
||||
private void OnSelectionChanged()
|
||||
{
|
||||
// Check if selected object has changed
|
||||
if (Selection.activeGameObject != null && Selection.activeGameObject != _selectedGameObject)
|
||||
{
|
||||
var interactable = Selection.activeGameObject.GetComponent<InteractableBase>();
|
||||
if (interactable != null)
|
||||
{
|
||||
// GameObject has an interactable - select it
|
||||
SelectInteractable(interactable);
|
||||
}
|
||||
else
|
||||
{
|
||||
// GameObject doesn't have an interactable - track it for add menu
|
||||
_selectedGameObject = Selection.activeGameObject;
|
||||
_selectedInteractable = null;
|
||||
|
||||
// Clear cached editor
|
||||
if (_cachedEditor != null)
|
||||
{
|
||||
DestroyImmediate(_cachedEditor);
|
||||
_cachedEditor = null;
|
||||
}
|
||||
}
|
||||
Repaint();
|
||||
}
|
||||
else if (Selection.activeGameObject == null)
|
||||
{
|
||||
// Nothing selected - clear selection
|
||||
_selectedGameObject = null;
|
||||
_selectedInteractable = null;
|
||||
|
||||
if (_cachedEditor != null)
|
||||
{
|
||||
DestroyImmediate(_cachedEditor);
|
||||
_cachedEditor = null;
|
||||
}
|
||||
Repaint();
|
||||
}
|
||||
}
|
||||
|
||||
private void OnPlayModeStateChanged(PlayModeStateChange state)
|
||||
{
|
||||
_isPlaying = EditorApplication.isPlaying;
|
||||
if (_isPlaying)
|
||||
{
|
||||
RefreshSceneInteractables();
|
||||
}
|
||||
Repaint();
|
||||
}
|
||||
|
||||
private void OnGUI()
|
||||
{
|
||||
DrawHeader();
|
||||
|
||||
_selectedTab = GUILayout.Toolbar(_selectedTab, _tabNames);
|
||||
|
||||
EditorGUILayout.Space();
|
||||
|
||||
switch (_selectedTab)
|
||||
{
|
||||
case 0: // Scene tab
|
||||
DrawSceneTab();
|
||||
break;
|
||||
case 1: // Debug tab
|
||||
DrawDebugTab();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
#region Header UI
|
||||
|
||||
private void DrawHeader()
|
||||
{
|
||||
EditorGUILayout.BeginHorizontal(EditorStyles.toolbar);
|
||||
|
||||
if (GUILayout.Button("Refresh", EditorStyles.toolbarButton, GUILayout.Width(60)))
|
||||
{
|
||||
RefreshSceneInteractables();
|
||||
}
|
||||
|
||||
GUILayout.FlexibleSpace();
|
||||
|
||||
// Tab-specific toolbar options
|
||||
if (_selectedTab == 0) // Scene tab
|
||||
{
|
||||
EditorGUILayout.LabelField($"Found: {_sceneInteractables.Count} interactables", EditorStyles.toolbarButton, GUILayout.Width(150));
|
||||
}
|
||||
else if (_selectedTab == 1) // Debug tab
|
||||
{
|
||||
EditorGUILayout.LabelField(_isPlaying ? "Runtime Active" : "Editor Mode", EditorStyles.toolbarButton, GUILayout.Width(100));
|
||||
}
|
||||
|
||||
EditorGUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Scene Tab
|
||||
|
||||
private void DrawSceneTab()
|
||||
{
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
|
||||
// Left panel - interactable list
|
||||
EditorGUILayout.BeginVertical(GUILayout.Width(300));
|
||||
DrawInteractableListPanel();
|
||||
EditorGUILayout.EndVertical();
|
||||
|
||||
// Separator
|
||||
EditorGUILayout.Space(5);
|
||||
|
||||
// Right panel - inspector/editor
|
||||
EditorGUILayout.BeginVertical();
|
||||
DrawInspectorPanel();
|
||||
EditorGUILayout.EndVertical();
|
||||
|
||||
EditorGUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
private void DrawInteractableListPanel()
|
||||
{
|
||||
// Search field
|
||||
EditorGUILayout.BeginHorizontal(EditorStyles.toolbar);
|
||||
_searchQuery = EditorGUILayout.TextField(_searchQuery, EditorStyles.toolbarSearchField);
|
||||
if (GUILayout.Button("×", EditorStyles.toolbarButton, GUILayout.Width(20)) && !string.IsNullOrEmpty(_searchQuery))
|
||||
{
|
||||
_searchQuery = "";
|
||||
GUI.FocusControl(null);
|
||||
}
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
_listScrollPosition = EditorGUILayout.BeginScrollView(_listScrollPosition);
|
||||
|
||||
// Filter interactables by search query
|
||||
var filteredInteractables = string.IsNullOrEmpty(_searchQuery)
|
||||
? _sceneInteractables
|
||||
: _sceneInteractables.Where(i => i != null && i.gameObject.name.ToLower().Contains(_searchQuery.ToLower())).ToList();
|
||||
|
||||
if (filteredInteractables.Count == 0)
|
||||
{
|
||||
EditorGUILayout.HelpBox("No interactables found in scene", MessageType.Info);
|
||||
}
|
||||
else
|
||||
{
|
||||
foreach (var interactable in filteredInteractables)
|
||||
{
|
||||
if (interactable == null) continue;
|
||||
|
||||
if (DrawInteractableListItem(interactable))
|
||||
{
|
||||
SelectInteractable(interactable);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
EditorGUILayout.EndScrollView();
|
||||
}
|
||||
|
||||
private bool DrawInteractableListItem(InteractableBase interactable)
|
||||
{
|
||||
bool isSelected = interactable == _selectedInteractable;
|
||||
|
||||
Color originalColor = GUI.backgroundColor;
|
||||
if (isSelected)
|
||||
GUI.backgroundColor = new Color(0.3f, 0.5f, 0.8f);
|
||||
|
||||
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
|
||||
GUI.backgroundColor = originalColor;
|
||||
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
|
||||
// Interactable info
|
||||
EditorGUILayout.BeginVertical();
|
||||
EditorGUILayout.LabelField(interactable.gameObject.name, EditorStyles.boldLabel);
|
||||
EditorGUILayout.LabelField(interactable.GetType().Name, EditorStyles.miniLabel);
|
||||
|
||||
// Show additional info for specific types
|
||||
if (interactable is Pickup pickup && pickup.itemData != null)
|
||||
{
|
||||
EditorGUILayout.LabelField($"Item: {pickup.itemData.itemName}", EditorStyles.miniLabel);
|
||||
}
|
||||
else if (interactable is ItemSlot slot && slot.itemData != null)
|
||||
{
|
||||
EditorGUILayout.LabelField($"Slot: {slot.itemData.itemName}", EditorStyles.miniLabel);
|
||||
}
|
||||
|
||||
EditorGUILayout.EndVertical();
|
||||
|
||||
GUILayout.FlexibleSpace();
|
||||
|
||||
// Ping button
|
||||
if (GUILayout.Button("Ping", GUILayout.Width(50)))
|
||||
{
|
||||
EditorGUIUtility.PingObject(interactable.gameObject);
|
||||
Selection.activeGameObject = interactable.gameObject;
|
||||
}
|
||||
|
||||
EditorGUILayout.EndHorizontal();
|
||||
EditorGUILayout.EndVertical();
|
||||
|
||||
Rect itemRect = GUILayoutUtility.GetLastRect();
|
||||
bool wasClicked = Event.current.type == EventType.MouseDown && Event.current.button == 0
|
||||
&& itemRect.Contains(Event.current.mousePosition);
|
||||
|
||||
if (wasClicked)
|
||||
{
|
||||
Event.current.Use();
|
||||
}
|
||||
|
||||
return wasClicked;
|
||||
}
|
||||
|
||||
private void DrawInspectorPanel()
|
||||
{
|
||||
_inspectorScrollPosition = EditorGUILayout.BeginScrollView(_inspectorScrollPosition);
|
||||
|
||||
if (_selectedInteractable == null && _selectedGameObject == null)
|
||||
{
|
||||
EditorGUILayout.HelpBox("Select an interactable from the list or in the scene hierarchy", MessageType.Info);
|
||||
}
|
||||
else if (_selectedGameObject != null && _selectedInteractable == null)
|
||||
{
|
||||
// Selected object doesn't have an interactable - show add menu
|
||||
DrawAddInteractableMenu();
|
||||
}
|
||||
else if (_selectedInteractable != null)
|
||||
{
|
||||
// Draw custom inspector for the selected interactable
|
||||
DrawInteractableInspector();
|
||||
}
|
||||
|
||||
EditorGUILayout.EndScrollView();
|
||||
}
|
||||
|
||||
private void DrawAddInteractableMenu()
|
||||
{
|
||||
EditorGUILayout.HelpBox($"GameObject '{_selectedGameObject.name}' doesn't have an Interactable component", MessageType.Info);
|
||||
|
||||
EditorGUILayout.Space();
|
||||
EditorGUILayout.LabelField("Add Interactable Component:", EditorStyles.boldLabel);
|
||||
|
||||
foreach (var interactableType in AvailableInteractableTypes)
|
||||
{
|
||||
if (GUILayout.Button($"Add {interactableType.Name}", GUILayout.Height(30)))
|
||||
{
|
||||
Undo.RecordObject(_selectedGameObject, $"Add {interactableType.Name}");
|
||||
var component = _selectedGameObject.AddComponent(interactableType) as InteractableBase;
|
||||
EditorUtility.SetDirty(_selectedGameObject);
|
||||
SelectInteractable(component);
|
||||
RefreshSceneInteractables();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void DrawInteractableInspector()
|
||||
{
|
||||
// Header
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
EditorGUILayout.LabelField("Editing:", EditorStyles.boldLabel, GUILayout.Width(60));
|
||||
EditorGUILayout.LabelField(_selectedInteractable.gameObject.name, EditorStyles.boldLabel);
|
||||
|
||||
GUILayout.FlexibleSpace();
|
||||
|
||||
if (GUILayout.Button("Ping", GUILayout.Width(50)))
|
||||
{
|
||||
EditorGUIUtility.PingObject(_selectedInteractable.gameObject);
|
||||
Selection.activeGameObject = _selectedInteractable.gameObject;
|
||||
}
|
||||
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
EditorGUILayout.Space();
|
||||
|
||||
// Draw default inspector using Editor
|
||||
if (_cachedEditor == null || _cachedEditor.target != _selectedInteractable)
|
||||
{
|
||||
if (_cachedEditor != null)
|
||||
{
|
||||
DestroyImmediate(_cachedEditor);
|
||||
}
|
||||
_cachedEditor = UnityEditor.Editor.CreateEditor(_selectedInteractable);
|
||||
}
|
||||
|
||||
if (_cachedEditor != null)
|
||||
{
|
||||
EditorGUI.BeginChangeCheck();
|
||||
_cachedEditor.OnInspectorGUI();
|
||||
if (EditorGUI.EndChangeCheck())
|
||||
{
|
||||
EditorUtility.SetDirty(_selectedInteractable);
|
||||
}
|
||||
}
|
||||
|
||||
EditorGUILayout.Space();
|
||||
|
||||
// Additional info section
|
||||
DrawAdditionalInfo();
|
||||
}
|
||||
|
||||
private void DrawAdditionalInfo()
|
||||
{
|
||||
EditorGUILayout.LabelField("Additional Information", EditorStyles.boldLabel);
|
||||
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
|
||||
|
||||
// Show component information
|
||||
EditorGUILayout.LabelField("Type:", _selectedInteractable.GetType().Name);
|
||||
|
||||
// Show attached actions
|
||||
var actions = _selectedInteractable.GetComponents<InteractionActionBase>();
|
||||
if (actions.Length > 0)
|
||||
{
|
||||
EditorGUILayout.LabelField($"Actions: {actions.Length}");
|
||||
EditorGUI.indentLevel++;
|
||||
foreach (var action in actions)
|
||||
{
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
EditorGUILayout.LabelField(action.GetType().Name, EditorStyles.miniLabel);
|
||||
if (GUILayout.Button("Ping", GUILayout.Width(50)))
|
||||
{
|
||||
EditorGUIUtility.PingObject(action);
|
||||
}
|
||||
EditorGUILayout.EndHorizontal();
|
||||
}
|
||||
EditorGUI.indentLevel--;
|
||||
}
|
||||
|
||||
// Show specific type info
|
||||
if (_selectedInteractable is Pickup pickup)
|
||||
{
|
||||
EditorGUILayout.Space();
|
||||
EditorGUILayout.LabelField("Pickup Info:", EditorStyles.boldLabel);
|
||||
if (pickup.itemData != null)
|
||||
{
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
EditorGUILayout.LabelField("Item Data:", GUILayout.Width(100));
|
||||
EditorGUILayout.ObjectField(pickup.itemData, typeof(PickupItemData), false);
|
||||
if (GUILayout.Button("Ping", GUILayout.Width(50)))
|
||||
{
|
||||
EditorGUIUtility.PingObject(pickup.itemData);
|
||||
}
|
||||
EditorGUILayout.EndHorizontal();
|
||||
}
|
||||
}
|
||||
else if (_selectedInteractable is ItemSlot slot)
|
||||
{
|
||||
EditorGUILayout.Space();
|
||||
EditorGUILayout.LabelField("Slot Info:", EditorStyles.boldLabel);
|
||||
if (slot.itemData != null)
|
||||
{
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
EditorGUILayout.LabelField("Slot Data:", GUILayout.Width(100));
|
||||
EditorGUILayout.ObjectField(slot.itemData, typeof(PickupItemData), false);
|
||||
if (GUILayout.Button("Ping", GUILayout.Width(50)))
|
||||
{
|
||||
EditorGUIUtility.PingObject(slot.itemData);
|
||||
}
|
||||
EditorGUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
if (_isPlaying)
|
||||
{
|
||||
var slottedObject = slot.GetSlottedObject();
|
||||
if (slottedObject != null)
|
||||
{
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
EditorGUILayout.LabelField("Slotted Object:", GUILayout.Width(100));
|
||||
EditorGUILayout.ObjectField(slottedObject, typeof(GameObject), true);
|
||||
if (GUILayout.Button("Ping", GUILayout.Width(50)))
|
||||
{
|
||||
EditorGUIUtility.PingObject(slottedObject);
|
||||
}
|
||||
EditorGUILayout.EndHorizontal();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
EditorGUILayout.EndVertical();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Debug Tab
|
||||
|
||||
private void DrawDebugTab()
|
||||
{
|
||||
if (!_isPlaying)
|
||||
{
|
||||
EditorGUILayout.HelpBox("Enter Play Mode to debug interactables at runtime", MessageType.Info);
|
||||
return;
|
||||
}
|
||||
|
||||
_debugScrollPosition = EditorGUILayout.BeginScrollView(_debugScrollPosition);
|
||||
|
||||
EditorGUILayout.LabelField("Scene Interactables", EditorStyles.boldLabel);
|
||||
EditorGUILayout.HelpBox("Test interactions and trigger individual events", MessageType.Info);
|
||||
|
||||
EditorGUILayout.Space();
|
||||
|
||||
foreach (var interactable in _sceneInteractables)
|
||||
{
|
||||
if (interactable == null) continue;
|
||||
|
||||
DrawDebugInteractableItem(interactable);
|
||||
}
|
||||
|
||||
EditorGUILayout.EndScrollView();
|
||||
}
|
||||
|
||||
private void DrawDebugInteractableItem(InteractableBase interactable)
|
||||
{
|
||||
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
|
||||
|
||||
// Header
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
EditorGUILayout.LabelField(interactable.gameObject.name, EditorStyles.boldLabel);
|
||||
EditorGUILayout.LabelField($"({interactable.GetType().Name})", EditorStyles.miniLabel);
|
||||
|
||||
GUILayout.FlexibleSpace();
|
||||
|
||||
if (GUILayout.Button("Ping", GUILayout.Width(50)))
|
||||
{
|
||||
EditorGUIUtility.PingObject(interactable.gameObject);
|
||||
Selection.activeGameObject = interactable.gameObject;
|
||||
}
|
||||
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
EditorGUILayout.Space();
|
||||
|
||||
// Interaction buttons
|
||||
EditorGUILayout.LabelField("Trigger Interaction:", EditorStyles.boldLabel);
|
||||
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
|
||||
if (GUILayout.Button("Full Interaction", GUILayout.Height(25)))
|
||||
{
|
||||
TriggerFullInteraction(interactable);
|
||||
}
|
||||
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
EditorGUILayout.Space();
|
||||
|
||||
// Event buttons
|
||||
EditorGUILayout.LabelField("Trigger Individual Events:", EditorStyles.boldLabel);
|
||||
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
|
||||
if (GUILayout.Button("Started"))
|
||||
{
|
||||
TriggerEvent(interactable, "OnInteractionStarted");
|
||||
TriggerUnityEvent(interactable, "interactionStarted");
|
||||
}
|
||||
|
||||
if (GUILayout.Button("Arrived"))
|
||||
{
|
||||
TriggerEvent(interactable, "OnInteractingCharacterArrived");
|
||||
TriggerUnityEvent(interactable, "characterArrived");
|
||||
}
|
||||
|
||||
if (GUILayout.Button("Do Interaction"))
|
||||
{
|
||||
TriggerEvent(interactable, "DoInteraction");
|
||||
}
|
||||
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
|
||||
if (GUILayout.Button("Complete (Success)"))
|
||||
{
|
||||
TriggerEventWithParam(interactable, "OnInteractionFinished", true);
|
||||
TriggerUnityEventWithParam(interactable, "interactionComplete", true);
|
||||
}
|
||||
|
||||
if (GUILayout.Button("Complete (Fail)"))
|
||||
{
|
||||
TriggerEventWithParam(interactable, "OnInteractionFinished", false);
|
||||
TriggerUnityEventWithParam(interactable, "interactionComplete", false);
|
||||
}
|
||||
|
||||
if (GUILayout.Button("Interrupted"))
|
||||
{
|
||||
TriggerUnityEvent(interactable, "interactionInterrupted");
|
||||
}
|
||||
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
// Show registered actions
|
||||
var actions = interactable.GetComponents<InteractionActionBase>();
|
||||
if (actions.Length > 0)
|
||||
{
|
||||
EditorGUILayout.Space();
|
||||
EditorGUILayout.LabelField($"Registered Actions ({actions.Length}):", EditorStyles.boldLabel);
|
||||
|
||||
foreach (var action in actions)
|
||||
{
|
||||
EditorGUILayout.BeginHorizontal(EditorStyles.helpBox);
|
||||
EditorGUILayout.LabelField(action.GetType().Name);
|
||||
|
||||
if (action.respondToEvents != null && action.respondToEvents.Count > 0)
|
||||
{
|
||||
string events = string.Join(", ", action.respondToEvents);
|
||||
EditorGUILayout.LabelField($"Events: {events}", EditorStyles.miniLabel);
|
||||
}
|
||||
|
||||
EditorGUILayout.EndHorizontal();
|
||||
}
|
||||
}
|
||||
|
||||
EditorGUILayout.EndVertical();
|
||||
EditorGUILayout.Space();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Data Management
|
||||
|
||||
private void RefreshSceneInteractables()
|
||||
{
|
||||
_sceneInteractables.Clear();
|
||||
|
||||
// Find all interactables in the scene
|
||||
var allInteractables = FindObjectsByType<InteractableBase>(FindObjectsSortMode.None);
|
||||
_sceneInteractables.AddRange(allInteractables);
|
||||
|
||||
// Sort by name for easier browsing
|
||||
_sceneInteractables.Sort((a, b) =>
|
||||
{
|
||||
if (a == null || b == null) return 0;
|
||||
return string.Compare(a.gameObject.name, b.gameObject.name, StringComparison.Ordinal);
|
||||
});
|
||||
}
|
||||
|
||||
private void SelectInteractable(InteractableBase interactable)
|
||||
{
|
||||
_selectedInteractable = interactable;
|
||||
_selectedGameObject = interactable?.gameObject;
|
||||
|
||||
// Clear cached editor to force recreation
|
||||
if (_cachedEditor != null)
|
||||
{
|
||||
DestroyImmediate(_cachedEditor);
|
||||
_cachedEditor = null;
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Debug Helpers
|
||||
|
||||
private void TriggerFullInteraction(InteractableBase interactable)
|
||||
{
|
||||
if (!_isPlaying || interactable == null) return;
|
||||
|
||||
// Simulate a tap on the interactable
|
||||
Vector3 worldPos = interactable.transform.position;
|
||||
interactable.OnTap(new Vector2(worldPos.x, worldPos.y));
|
||||
|
||||
Debug.Log($"[Interactable Editor] Triggered full interaction on {interactable.gameObject.name}");
|
||||
}
|
||||
|
||||
private void TriggerEvent(InteractableBase interactable, string methodName)
|
||||
{
|
||||
if (!_isPlaying || interactable == null) return;
|
||||
|
||||
Type type = interactable.GetType();
|
||||
MethodInfo method = type.GetMethod(methodName, BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
|
||||
|
||||
if (method != null)
|
||||
{
|
||||
try
|
||||
{
|
||||
method.Invoke(interactable, null);
|
||||
Debug.Log($"[Interactable Editor] Invoked {methodName} on {interactable.gameObject.name}");
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Debug.LogError($"[Interactable Editor] Error invoking {methodName}: {e.Message}");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning($"[Interactable Editor] Method {methodName} not found on {type.Name}");
|
||||
}
|
||||
}
|
||||
|
||||
private void TriggerEventWithParam(InteractableBase interactable, string methodName, object param)
|
||||
{
|
||||
if (!_isPlaying || interactable == null) return;
|
||||
|
||||
Type type = interactable.GetType();
|
||||
MethodInfo method = type.GetMethod(methodName, BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
|
||||
|
||||
if (method != null)
|
||||
{
|
||||
try
|
||||
{
|
||||
method.Invoke(interactable, new object[] { param });
|
||||
Debug.Log($"[Interactable Editor] Invoked {methodName}({param}) on {interactable.gameObject.name}");
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Debug.LogError($"[Interactable Editor] Error invoking {methodName}: {e.Message}");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning($"[Interactable Editor] Method {methodName} not found on {type.Name}");
|
||||
}
|
||||
}
|
||||
|
||||
private void TriggerUnityEvent(InteractableBase interactable, string fieldName)
|
||||
{
|
||||
if (!_isPlaying || interactable == null) return;
|
||||
|
||||
Type type = interactable.GetType();
|
||||
FieldInfo field = type.GetField(fieldName, BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
|
||||
|
||||
if (field != null && field.GetValue(interactable) is UnityEngine.Events.UnityEventBase unityEvent)
|
||||
{
|
||||
// Use reflection to invoke the protected Invoke method
|
||||
MethodInfo invokeMethod = unityEvent.GetType().GetMethod("Invoke", BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
|
||||
if (invokeMethod != null)
|
||||
{
|
||||
invokeMethod.Invoke(unityEvent, null);
|
||||
Debug.Log($"[Interactable Editor] Invoked UnityEvent {fieldName} on {interactable.gameObject.name}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void TriggerUnityEventWithParam(InteractableBase interactable, string fieldName, bool param)
|
||||
{
|
||||
if (!_isPlaying || interactable == null) return;
|
||||
|
||||
Type type = interactable.GetType();
|
||||
FieldInfo field = type.GetField(fieldName, BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
|
||||
|
||||
if (field != null && field.GetValue(interactable) is UnityEngine.Events.UnityEvent<bool> unityEvent)
|
||||
{
|
||||
unityEvent.Invoke(param);
|
||||
Debug.Log($"[Interactable Editor] Invoked UnityEvent<bool> {fieldName}({param}) on {interactable.gameObject.name}");
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3045d5bcf3e04203bfe060f80d8913ca
|
||||
timeCreated: 1762866335
|
||||
@@ -560,6 +560,15 @@ namespace AppleHills.Editor.PuzzleSystem
|
||||
|
||||
EditorGUILayout.BeginHorizontal(EditorStyles.toolbar);
|
||||
EditorGUILayout.LabelField($"Current Level: {_runtimeLevelData.levelId}", EditorStyles.boldLabel);
|
||||
|
||||
GUILayout.FlexibleSpace();
|
||||
|
||||
// Unlock All button
|
||||
if (GUILayout.Button("Unlock All", EditorStyles.toolbarButton, GUILayout.Width(100)))
|
||||
{
|
||||
UnlockAllPuzzles();
|
||||
}
|
||||
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
_debugScrollPosition = EditorGUILayout.BeginScrollView(_debugScrollPosition);
|
||||
@@ -870,6 +879,121 @@ namespace AppleHills.Editor.PuzzleSystem
|
||||
UpdateRuntimeData();
|
||||
}
|
||||
|
||||
private void UnlockAllPuzzles()
|
||||
{
|
||||
if (!_isPlaying || _runtimeLevelData == null) return;
|
||||
|
||||
PuzzleManager puzzleManager = Object.FindFirstObjectByType<PuzzleManager>();
|
||||
if (puzzleManager == null)
|
||||
{
|
||||
Debug.LogError("[Puzzle Editor] Cannot find PuzzleManager in scene");
|
||||
return;
|
||||
}
|
||||
|
||||
Debug.Log("[Puzzle Editor] Starting to unlock all puzzles...");
|
||||
|
||||
// Get all steps from the level data
|
||||
List<PuzzleStepSO> allSteps = new List<PuzzleStepSO>(_runtimeLevelData.allSteps);
|
||||
|
||||
// Track which steps we've processed
|
||||
HashSet<string> processedSteps = new HashSet<string>();
|
||||
bool madeProgress = true;
|
||||
int maxIterations = 100; // Safety limit to prevent infinite loops
|
||||
int iteration = 0;
|
||||
|
||||
// Keep iterating until no more steps can be unlocked/completed
|
||||
while (madeProgress && iteration < maxIterations)
|
||||
{
|
||||
madeProgress = false;
|
||||
iteration++;
|
||||
|
||||
foreach (var step in allSteps)
|
||||
{
|
||||
if (step == null || processedSteps.Contains(step.stepId))
|
||||
continue;
|
||||
|
||||
// Check if already completed
|
||||
if (puzzleManager.IsPuzzleStepCompleted(step.stepId))
|
||||
{
|
||||
processedSteps.Add(step.stepId);
|
||||
continue;
|
||||
}
|
||||
|
||||
// Check if step is unlocked or can be unlocked
|
||||
bool isUnlocked = puzzleManager.IsStepUnlocked(step);
|
||||
|
||||
if (!isUnlocked)
|
||||
{
|
||||
// Try to unlock it if dependencies are met
|
||||
// We need to check if all dependencies are completed
|
||||
bool canUnlock = CanUnlockStep(step, puzzleManager);
|
||||
|
||||
if (canUnlock)
|
||||
{
|
||||
// Unlock the step using reflection
|
||||
System.Type managerType = puzzleManager.GetType();
|
||||
System.Reflection.MethodInfo unlockMethod = managerType.GetMethod("UnlockStep",
|
||||
System.Reflection.BindingFlags.Instance |
|
||||
System.Reflection.BindingFlags.Public |
|
||||
System.Reflection.BindingFlags.NonPublic);
|
||||
|
||||
if (unlockMethod != null)
|
||||
{
|
||||
unlockMethod.Invoke(puzzleManager, new object[] { step });
|
||||
Debug.Log($"[Puzzle Editor] Unlocked step: {step.stepId}");
|
||||
isUnlocked = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// If unlocked, complete it
|
||||
if (isUnlocked && !puzzleManager.IsPuzzleStepCompleted(step.stepId))
|
||||
{
|
||||
puzzleManager.MarkPuzzleStepCompleted(step);
|
||||
Debug.Log($"[Puzzle Editor] Completed step: {step.stepId}");
|
||||
processedSteps.Add(step.stepId);
|
||||
madeProgress = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (iteration >= maxIterations)
|
||||
{
|
||||
Debug.LogWarning($"[Puzzle Editor] Reached maximum iterations ({maxIterations}). Some steps may not have been completed.");
|
||||
}
|
||||
|
||||
Debug.Log($"[Puzzle Editor] Unlock all complete. Processed {processedSteps.Count} steps in {iteration} iterations.");
|
||||
|
||||
// Update runtime data to reflect all changes
|
||||
UpdateRuntimeData();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if a step can be unlocked by verifying all its dependencies are completed
|
||||
/// </summary>
|
||||
private bool CanUnlockStep(PuzzleStepSO step, PuzzleManager puzzleManager)
|
||||
{
|
||||
if (step == null || _runtimeLevelData == null) return false;
|
||||
|
||||
// Initial steps can always be unlocked
|
||||
if (_runtimeLevelData.IsInitialStep(step))
|
||||
return true;
|
||||
|
||||
// Check if all dependencies are completed
|
||||
if (_runtimeLevelData.stepDependencies.TryGetValue(step.stepId, out string[] dependencies))
|
||||
{
|
||||
foreach (var depId in dependencies)
|
||||
{
|
||||
if (!puzzleManager.IsPuzzleStepCompleted(depId))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
||||
@@ -260,6 +260,7 @@ MonoBehaviour:
|
||||
getFlirtyMin: 4
|
||||
getFlirtyMax: 5
|
||||
fakeChocolate: {fileID: 2391935521422290070}
|
||||
realChocolate: {fileID: 0}
|
||||
distractedAudioClips: {fileID: 6418180475301049370, guid: 956d8d84e8dd1de4e94ba48c041dc6ec, type: 2}
|
||||
angryAudioClips: {fileID: 6418180475301049370, guid: 22e6e844862e5b94989b572cb70c1eff, type: 2}
|
||||
feederClips: {fileID: 6418180475301049370, guid: 2e607d3f32c25a14ea074850dd2f8ac5, type: 2}
|
||||
|
||||
573
docs/interactables/code_reference.md
Normal file
@@ -0,0 +1,573 @@
|
||||
# Interactables System - Code Reference
|
||||
|
||||
## Table of Contents
|
||||
|
||||
1. [Overview](#overview)
|
||||
2. [Class Hierarchy](#class-hierarchy)
|
||||
3. [InteractableBase - The Template Method](#interactablebase---the-template-method)
|
||||
- [Interaction Flow](#interaction-flow)
|
||||
- [Virtual Methods to Override](#virtual-methods-to-override)
|
||||
4. [Creating Custom Interactables](#creating-custom-interactables)
|
||||
- [Example 1: Simple Button (OneClickInteraction)](#example-1-simple-button-oneclickinteraction)
|
||||
- [Example 2: Item Pickup](#example-2-item-pickup)
|
||||
- [Example 3: Item Slot with Validation](#example-3-item-slot-with-validation)
|
||||
5. [Character Movement](#character-movement)
|
||||
6. [Action Component System](#action-component-system)
|
||||
7. [Events System](#events-system)
|
||||
8. [Save/Load System Integration](#saveload-system-integration)
|
||||
9. [Integration with Puzzle System](#integration-with-puzzle-system)
|
||||
10. [Advanced Patterns](#advanced-patterns)
|
||||
|
||||
---
|
||||
|
||||
## Overview
|
||||
|
||||
Simple, centrally orchestrated interaction system for player and follower characters.
|
||||
|
||||
### Core Concepts
|
||||
|
||||
- **Template Method Pattern**: `InteractableBase` defines the interaction flow; subclasses override specific steps
|
||||
- **Action Component System**: Modular actions respond to interaction events independently
|
||||
- **Async/Await Flow**: Character movement and timeline playback use async patterns
|
||||
- **Save/Load Integration**: `SaveableInteractable` provides persistence for interaction state
|
||||
|
||||
---
|
||||
|
||||
## Class Hierarchy
|
||||
|
||||
```
|
||||
ManagedBehaviour
|
||||
└── InteractableBase
|
||||
├── OneClickInteraction
|
||||
└── SaveableInteractable
|
||||
├── Pickup
|
||||
└── ItemSlot
|
||||
```
|
||||
|
||||
### Class Descriptions
|
||||
|
||||
- **InteractableBase** - Abstract base class that orchestrates the complete interaction flow using the Template Method pattern. Handles tap input, character movement, validation, and event dispatching for all interactables.
|
||||
|
||||
- **SaveableInteractable** - Extends InteractableBase with save/load capabilities, integrating with the ManagedBehaviour save system. Provides abstract methods for JSON serialization and deserialization of state.
|
||||
|
||||
- **OneClickInteraction** - Simplest concrete interactable that completes immediately when character arrives with no additional logic. All functionality comes from UnityEvents configured in the Inspector.
|
||||
|
||||
- **Pickup** - Represents items that can be picked up by the follower, handling item combination and state tracking. Integrates with ItemManager and supports bilateral restoration with ItemSlots.
|
||||
|
||||
- **ItemSlot** - Container that accepts specific items with validation for correct/incorrect/forbidden items. Manages item placement, swapping, and supports combination with special puzzle integration that allows swapping when locked.
|
||||
|
||||
---
|
||||
|
||||
## InteractableBase - The Template Method
|
||||
|
||||
### Interaction Flow
|
||||
|
||||
When a player taps an interactable, the following flow executes:
|
||||
|
||||
```csharp
|
||||
OnTap() → CanBeClicked() → StartInteractionFlowAsync()
|
||||
↓
|
||||
1. Find Characters (player, follower)
|
||||
2. OnInteractionStarted() [Virtual Hook]
|
||||
3. Fire interactionStarted events
|
||||
4. MoveCharactersAsync()
|
||||
5. OnInteractingCharacterArrived() [Virtual Hook]
|
||||
6. Fire characterArrived events
|
||||
7. ValidateInteraction()
|
||||
8. DoInteraction() [Virtual Hook - OVERRIDE THIS]
|
||||
9. OnInteractionFinished() [Virtual Hook]
|
||||
10. Fire interactionComplete events
|
||||
```
|
||||
|
||||
### Virtual Methods to Override
|
||||
|
||||
#### 1. `CanBeClicked()` - Pre-Interaction Validation
|
||||
```csharp
|
||||
protected virtual bool CanBeClicked()
|
||||
{
|
||||
if (!isActive) return false;
|
||||
// Add custom checks here
|
||||
return true;
|
||||
}
|
||||
```
|
||||
**When to override:** Add high-level validation before interaction starts (cooldowns, prerequisites, etc.)
|
||||
|
||||
#### 2. `OnInteractionStarted()` - Setup Logic
|
||||
```csharp
|
||||
protected virtual void OnInteractionStarted()
|
||||
{
|
||||
// Called after characters found, before movement
|
||||
// Setup animations, sound effects, etc.
|
||||
}
|
||||
```
|
||||
**When to override:** Perform setup that needs to happen before character movement
|
||||
|
||||
#### 3. `DoInteraction()` - Main Logic ⭐ **OVERRIDE THIS**
|
||||
```csharp
|
||||
protected override bool DoInteraction()
|
||||
{
|
||||
// Your interaction logic here
|
||||
return true; // Return true for success, false for failure
|
||||
}
|
||||
```
|
||||
**When to override:** **Always override this** - this is your main interaction logic
|
||||
|
||||
#### 4. `OnInteractingCharacterArrived()` - Arrival Reaction
|
||||
```csharp
|
||||
protected virtual void OnInteractingCharacterArrived()
|
||||
{
|
||||
// Called when character reaches interaction point
|
||||
// Trigger arrival animations, sounds, etc.
|
||||
}
|
||||
```
|
||||
**When to override:** React to character arrival with visuals/audio
|
||||
|
||||
#### 5. `OnInteractionFinished()` - Cleanup Logic
|
||||
```csharp
|
||||
protected virtual void OnInteractionFinished(bool success)
|
||||
{
|
||||
// Called after interaction completes
|
||||
// Cleanup, reset state, etc.
|
||||
}
|
||||
```
|
||||
**When to override:** Perform cleanup after interaction completes
|
||||
|
||||
#### 6. `CanProceedWithInteraction()` - Validation
|
||||
```csharp
|
||||
protected virtual (bool canProceed, string errorMessage) CanProceedWithInteraction()
|
||||
{
|
||||
// Validate if interaction can proceed
|
||||
// Return error message to show to player
|
||||
return (true, null);
|
||||
}
|
||||
```
|
||||
**When to override:** Add validation that shows error messages to player
|
||||
|
||||
---
|
||||
|
||||
## Creating Custom Interactables
|
||||
|
||||
### Example 1: Simple Button (OneClickInteraction)
|
||||
|
||||
The simplest interactable just completes when the character arrives:
|
||||
|
||||
```csharp
|
||||
using Interactions;
|
||||
|
||||
public class OneClickInteraction : InteractableBase
|
||||
{
|
||||
protected override bool DoInteraction()
|
||||
{
|
||||
// Simply return success - no additional logic needed
|
||||
return true;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
**Use Case:** Triggers, pressure plates, simple activators
|
||||
|
||||
**Configuration:**
|
||||
- Set `characterToInteract` to define which character activates it
|
||||
- Use UnityEvents in inspector to trigger game logic
|
||||
|
||||
---
|
||||
|
||||
### Example 2: Item Pickup
|
||||
|
||||
From `Pickup.cs` - demonstrates validation and follower interaction:
|
||||
|
||||
```csharp
|
||||
public class Pickup : SaveableInteractable
|
||||
{
|
||||
public PickupItemData itemData;
|
||||
public bool IsPickedUp { get; internal set; }
|
||||
|
||||
protected override bool DoInteraction()
|
||||
{
|
||||
// Try combination first if follower is holding something
|
||||
var heldItemObject = FollowerController?.GetHeldPickupObject();
|
||||
var heldItemData = heldItemObject?.GetComponent<Pickup>()?.itemData;
|
||||
|
||||
var combinationResult = FollowerController.TryCombineItems(
|
||||
this, out var resultItem
|
||||
);
|
||||
|
||||
if (combinationResult == FollowerController.CombinationResult.Successful)
|
||||
{
|
||||
IsPickedUp = true;
|
||||
FireCombinationEvent(resultItem, heldItemData);
|
||||
return true;
|
||||
}
|
||||
|
||||
// No combination - do regular pickup
|
||||
FollowerController?.TryPickupItem(gameObject, itemData);
|
||||
IsPickedUp = true;
|
||||
OnItemPickedUp?.Invoke(itemData);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
**Key Patterns:**
|
||||
- Access `FollowerController` directly (set by base class)
|
||||
- Return `true` for successful pickup
|
||||
- Use custom events (`OnItemPickedUp`) for specific notifications
|
||||
|
||||
---
|
||||
|
||||
### Example 3: Item Slot with Validation
|
||||
|
||||
From `ItemSlot.cs` - demonstrates complex validation and state management:
|
||||
|
||||
```csharp
|
||||
public class ItemSlot : SaveableInteractable
|
||||
{
|
||||
public PickupItemData itemData; // What item should go here
|
||||
private ItemSlotState currentState = ItemSlotState.None;
|
||||
|
||||
protected override (bool canProceed, string errorMessage) CanProceedWithInteraction()
|
||||
{
|
||||
var heldItem = FollowerController?.CurrentlyHeldItemData;
|
||||
|
||||
// Can't interact with empty slot and no item
|
||||
if (heldItem == null && currentlySlottedItemObject == null)
|
||||
return (false, "This requires an item.");
|
||||
|
||||
// Check forbidden items
|
||||
if (heldItem != null && currentlySlottedItemObject == null)
|
||||
{
|
||||
var config = interactionSettings?.GetSlotItemConfig(itemData);
|
||||
var forbidden = config?.forbiddenItems ?? new List<PickupItemData>();
|
||||
|
||||
if (PickupItemData.ListContainsEquivalent(forbidden, heldItem))
|
||||
return (false, "Can't place that here.");
|
||||
}
|
||||
|
||||
return (true, null);
|
||||
}
|
||||
|
||||
protected override bool DoInteraction()
|
||||
{
|
||||
var heldItemData = FollowerController.CurrentlyHeldItemData;
|
||||
var heldItemObj = FollowerController.GetHeldPickupObject();
|
||||
|
||||
// Scenario 1: Slot empty + holding item = Slot it
|
||||
if (heldItemData != null && currentlySlottedItemObject == null)
|
||||
{
|
||||
SlotItem(heldItemObj, heldItemData);
|
||||
FollowerController.ClearHeldItem();
|
||||
return IsSlottedItemCorrect(); // Returns true only if correct item
|
||||
}
|
||||
|
||||
// Scenario 2: Slot full + holding item = Try combine or swap
|
||||
if (currentlySlottedItemObject != null)
|
||||
{
|
||||
// Try combination...
|
||||
// Or swap items...
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
**Key Patterns:**
|
||||
- `CanProceedWithInteraction()` shows error messages to player
|
||||
- `DoInteraction()` returns true only for correct item (affects puzzle completion)
|
||||
- Access settings via `GameManager.GetSettingsObject<T>()`
|
||||
|
||||
---
|
||||
|
||||
## Character Movement
|
||||
|
||||
### Character Types
|
||||
|
||||
```csharp
|
||||
public enum CharacterToInteract
|
||||
{
|
||||
None, // No character movement
|
||||
Trafalgar, // Player only
|
||||
Pulver, // Follower only (player moves to range first)
|
||||
Both // Both characters move
|
||||
}
|
||||
```
|
||||
|
||||
Set in Inspector on `InteractableBase`.
|
||||
|
||||
### Custom Movement Targets
|
||||
|
||||
Add `CharacterMoveToTarget` component as child of your interactable:
|
||||
|
||||
```csharp
|
||||
// Automatically used if present
|
||||
var moveTarget = GetComponentInChildren<CharacterMoveToTarget>();
|
||||
Vector3 targetPos = moveTarget.GetTargetPosition();
|
||||
```
|
||||
|
||||
See [Editor Reference](editor_reference.md#character-movement-targets) for details.
|
||||
|
||||
---
|
||||
|
||||
## Action Component System
|
||||
|
||||
Add modular behaviors to interactables via `InteractionActionBase` components.
|
||||
|
||||
### Creating an Action Component
|
||||
|
||||
```csharp
|
||||
using Interactions;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
public class MyCustomAction : InteractionActionBase
|
||||
{
|
||||
protected override async Task<bool> ExecuteAsync(
|
||||
InteractionEventType eventType,
|
||||
PlayerTouchController player,
|
||||
FollowerController follower)
|
||||
{
|
||||
// Your action logic here
|
||||
|
||||
if (eventType == InteractionEventType.InteractionStarted)
|
||||
{
|
||||
// Play sound, spawn VFX, etc.
|
||||
await Task.Delay(1000); // Simulate async work
|
||||
}
|
||||
|
||||
return true; // Return success
|
||||
}
|
||||
|
||||
protected override bool ShouldExecute(
|
||||
InteractionEventType eventType,
|
||||
PlayerTouchController player,
|
||||
FollowerController follower)
|
||||
{
|
||||
// Add conditions for when this action should run
|
||||
return base.ShouldExecute(eventType, player, follower);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Configuring in Inspector
|
||||
|
||||

|
||||
|
||||
- **Respond To Events**: Select which events trigger this action
|
||||
- **Pause Interaction Flow**: If true, interaction waits for this action to complete
|
||||
|
||||
### Built-in Action: Timeline Playback
|
||||
|
||||
`InteractionTimelineAction` plays Unity Timeline sequences in response to events:
|
||||
|
||||
```csharp
|
||||
// Automatically configured via Inspector
|
||||
// See Editor Reference for details
|
||||
```
|
||||
|
||||
**Features:**
|
||||
- Character binding to timeline tracks
|
||||
- Sequential timeline playback
|
||||
- Loop options (loop all, loop last)
|
||||
- Timeout protection
|
||||
|
||||
---
|
||||
|
||||
## Events System
|
||||
|
||||
### UnityEvents (Inspector-Configurable)
|
||||
|
||||
Available on all `InteractableBase`:
|
||||
|
||||
```csharp
|
||||
[Header("Interaction Events")]
|
||||
public UnityEvent<PlayerTouchController, FollowerController> interactionStarted;
|
||||
public UnityEvent interactionInterrupted;
|
||||
public UnityEvent characterArrived;
|
||||
public UnityEvent<bool> interactionComplete; // bool = success
|
||||
```
|
||||
|
||||
### C# Events (Code Subscribers)
|
||||
|
||||
Pickup example:
|
||||
```csharp
|
||||
public event Action<PickupItemData> OnItemPickedUp;
|
||||
public event Action<PickupItemData, PickupItemData, PickupItemData> OnItemsCombined;
|
||||
```
|
||||
|
||||
ItemSlot example:
|
||||
```csharp
|
||||
public event Action<PickupItemData> OnItemSlotRemoved;
|
||||
public event Action<PickupItemData, PickupItemData> OnCorrectItemSlotted;
|
||||
public event Action<PickupItemData, PickupItemData> OnIncorrectItemSlotted;
|
||||
```
|
||||
|
||||
### Subscribing to Events
|
||||
|
||||
```csharp
|
||||
void Start()
|
||||
{
|
||||
var pickup = GetComponent<Pickup>();
|
||||
pickup.OnItemPickedUp += HandleItemPickedUp;
|
||||
}
|
||||
|
||||
void HandleItemPickedUp(PickupItemData itemData)
|
||||
{
|
||||
Debug.Log($"Picked up: {itemData.itemName}");
|
||||
}
|
||||
|
||||
void OnDestroy()
|
||||
{
|
||||
var pickup = GetComponent<Pickup>();
|
||||
if (pickup != null)
|
||||
pickup.OnItemPickedUp -= HandleItemPickedUp;
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Save/Load System Integration
|
||||
|
||||
### Making an Interactable Saveable
|
||||
|
||||
1. Inherit from `SaveableInteractable` instead of `InteractableBase`
|
||||
2. Define a serializable data structure
|
||||
3. Override `GetSerializableState()` and `ApplySerializableState()`
|
||||
|
||||
### Example Implementation
|
||||
|
||||
```csharp
|
||||
using Interactions;
|
||||
using UnityEngine;
|
||||
|
||||
// 1. Define save data structure
|
||||
[System.Serializable]
|
||||
public class MyInteractableSaveData
|
||||
{
|
||||
public bool hasBeenActivated;
|
||||
public int activationCount;
|
||||
}
|
||||
|
||||
// 2. Inherit from SaveableInteractable
|
||||
public class MyInteractable : SaveableInteractable
|
||||
{
|
||||
private bool hasBeenActivated = false;
|
||||
private int activationCount = 0;
|
||||
|
||||
// 3. Serialize state
|
||||
protected override object GetSerializableState()
|
||||
{
|
||||
return new MyInteractableSaveData
|
||||
{
|
||||
hasBeenActivated = this.hasBeenActivated,
|
||||
activationCount = this.activationCount
|
||||
};
|
||||
}
|
||||
|
||||
// 4. Deserialize state
|
||||
protected override void ApplySerializableState(string serializedData)
|
||||
{
|
||||
var data = JsonUtility.FromJson<MyInteractableSaveData>(serializedData);
|
||||
if (data == null) return;
|
||||
|
||||
this.hasBeenActivated = data.hasBeenActivated;
|
||||
this.activationCount = data.activationCount;
|
||||
|
||||
// IMPORTANT: Don't fire events during restoration
|
||||
// Don't re-run initialization logic
|
||||
}
|
||||
|
||||
protected override bool DoInteraction()
|
||||
{
|
||||
hasBeenActivated = true;
|
||||
activationCount++;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
```
|
||||
---
|
||||
|
||||
## Integration with Puzzle System
|
||||
|
||||
Interactables can be puzzle steps by adding `ObjectiveStepBehaviour`:
|
||||
|
||||
```csharp
|
||||
// On GameObject with Interactable component
|
||||
var stepBehaviour = gameObject.AddComponent<ObjectiveStepBehaviour>();
|
||||
stepBehaviour.stepData = myPuzzleStepSO;
|
||||
```
|
||||
|
||||
### Automatic Puzzle Integration
|
||||
|
||||
`InteractableBase` automatically checks for puzzle locks:
|
||||
|
||||
```csharp
|
||||
private (bool, string) ValidateInteractionBase()
|
||||
{
|
||||
var step = GetComponent<PuzzleS.ObjectiveStepBehaviour>();
|
||||
if (step != null && !step.IsStepUnlocked())
|
||||
{
|
||||
// Special case: ItemSlots can swap even when locked
|
||||
if (!(this is ItemSlot))
|
||||
{
|
||||
return (false, "This step is locked!");
|
||||
}
|
||||
}
|
||||
return (true, null);
|
||||
}
|
||||
```
|
||||
|
||||
**Result:** Locked puzzle steps can't be interacted with (except ItemSlots for item swapping).
|
||||
|
||||
---
|
||||
|
||||
## Advanced Patterns
|
||||
|
||||
### Async Validation
|
||||
|
||||
For complex validation that requires async operations:
|
||||
|
||||
```csharp
|
||||
protected override (bool canProceed, string errorMessage) CanProceedWithInteraction()
|
||||
{
|
||||
// Synchronous validation only
|
||||
// Async validation should be done in OnInteractionStarted
|
||||
return (true, null);
|
||||
}
|
||||
|
||||
protected override void OnInteractionStarted()
|
||||
{
|
||||
// Can perform async checks here if needed
|
||||
// But interaction flow continues automatically
|
||||
}
|
||||
```
|
||||
|
||||
### Interrupting Interactions
|
||||
|
||||
Interactions auto-interrupt if player cancels movement:
|
||||
|
||||
```csharp
|
||||
// Automatically handled in MoveCharactersAsync()
|
||||
playerRef.OnMoveToCancelled += () => {
|
||||
interactionInterrupted?.Invoke();
|
||||
// Flow stops here
|
||||
};
|
||||
```
|
||||
|
||||
### One-Time Interactions
|
||||
|
||||
```csharp
|
||||
[Header("Interaction Settings")]
|
||||
public bool isOneTime = true;
|
||||
|
||||
// Automatically disabled after first successful interaction
|
||||
// No override needed
|
||||
```
|
||||
|
||||
### Cooldown Systems
|
||||
|
||||
```csharp
|
||||
[Header("Interaction Settings")]
|
||||
public float cooldown = 5f; // Seconds
|
||||
|
||||
// Automatically handled by base class
|
||||
// Interaction disabled for 5 seconds after completion
|
||||
```
|
||||
305
docs/interactables/editor_reference.md
Normal file
@@ -0,0 +1,305 @@
|
||||
# Interactables System - Editor Reference
|
||||
|
||||
## Table of Contents
|
||||
|
||||
1. [Overview](#overview)
|
||||
2. [Adding Interactables to Scene](#adding-interactables-to-scene)
|
||||
3. [InteractableBase Inspector](#interactablebase-inspector)
|
||||
- [Interaction Settings](#interaction-settings)
|
||||
- [Interaction Events](#interaction-events-unityevents)
|
||||
4. [Character Movement Targets](#character-movement-targets)
|
||||
5. [Pickup Inspector](#pickup-inspector)
|
||||
6. [ItemSlot Inspector](#itemslot-inspector)
|
||||
7. [OneClickInteraction Inspector](#oneclickinteraction-inspector)
|
||||
8. [Interaction Action Components](#interaction-action-components)
|
||||
9. [Custom Action Components](#custom-action-components)
|
||||
10. [Puzzle Integration](#puzzle-integration)
|
||||
11. [Save System Configuration](#save-system-configuration)
|
||||
|
||||
---
|
||||
|
||||
## Overview
|
||||
|
||||
This guide covers configuring interactables using the Unity Inspector and scene tools. It might be helpful, although
|
||||
not necessary to be familiar with the code architecture covered in the [Code Reference](code_reference.md).
|
||||
|
||||
---
|
||||
|
||||
## Adding Interactables to Scene
|
||||
|
||||
### Method 1: Add Component Manually
|
||||
Select GameObject → Add Component → Search "Interactable" → Choose type
|
||||
|
||||
### Method 2: Use Interactable Editor
|
||||
`AppleHills > Interactable Editor` → Scene tab → Select GameObject → Click button for desired type
|
||||
|
||||
See [Editor Tools Reference](editor_tools_reference.md#interactable-editor) for details.
|
||||
|
||||
---
|
||||
|
||||
## InteractableBase Inspector
|
||||
|
||||

|
||||
|
||||
### Interaction Settings
|
||||
|
||||
**Is One Time** - Disable after first successful interaction (switches, consumables)
|
||||
|
||||
**Cooldown** - Temporarily disable after use, in seconds. `-1` = no cooldown (levers, buttons)
|
||||
|
||||
**Character To Interact** - Which character(s) move to activate:
|
||||
- **None** - No movement, instant interaction
|
||||
- **Trafalgar** - Player moves to point
|
||||
- **Pulver** - Follower moves (player moves to range first)
|
||||
- **Both** - Both characters move
|
||||
|
||||
### Interaction Events (UnityEvents)
|
||||
|
||||

|
||||
|
||||
**Interaction Started** `<PlayerTouchController, FollowerController>` - Fires after tap, before movement
|
||||
|
||||
**Interaction Interrupted** - Player cancels or validation fails
|
||||
|
||||
**Character Arrived** - Character reaches destination
|
||||
|
||||
**Interaction Complete** `<bool>` - After DoInteraction(), bool = success
|
||||
|
||||
### Example Event Configuration
|
||||
|
||||

|
||||
|
||||
**Door that opens when player arrives:**
|
||||
- Character To Interact: `Trafalgar`
|
||||
- Character Arrived: `DoorAnimator.SetTrigger("Open")`, `AudioSource.Play()`
|
||||
- Interaction Complete: `PuzzleStep.CompleteStep()` (if success)
|
||||
|
||||
---
|
||||
|
||||
## Character Movement Targets
|
||||
|
||||
### Default Movement
|
||||
|
||||
Without `CharacterMoveToTarget`, characters move to default distances configured in `GameManager`:
|
||||
- `PlayerStopDistance` - Follower interactions (~1.5 units)
|
||||
- `PlayerStopDistanceDirectInteraction` - Player interactions (~0.5 units)
|
||||
|
||||
### Custom Movement Targets
|
||||
|
||||
Add `CharacterMoveToTarget` component to child GameObject:
|
||||
|
||||

|
||||
|
||||
**Fields:**
|
||||
- **Character Type** - Which character (Trafalgar/Pulver/Both/None)
|
||||
- **Position Offset** - Offset from transform position
|
||||
|
||||
### Scene Gizmos
|
||||
|
||||

|
||||
|
||||
**Colors:** 🔵 Blue (Trafalgar), 🟠 Orange (Pulver), 🟣 Purple (Both), ⚪ Gray (None)
|
||||
|
||||
---
|
||||
|
||||
## Pickup Inspector
|
||||
|
||||

|
||||
|
||||
**Required Fields:**
|
||||
|
||||
**Item Data** - `PickupItemData` ScriptableObject defining the item. Create via `Assets > Create > AppleHills > Items + Puzzles > Pickup Item Data`
|
||||
|
||||
**Icon Renderer** - `SpriteRenderer` displaying item icon (auto-assigned if not set)
|
||||
|
||||
### PickupItemData ScriptableObject
|
||||
|
||||

|
||||
|
||||
**Fields:** Item Name, Description, Map Sprite, Pick Up Sound, Drop Sound
|
||||
|
||||
**Item ID** (Read-Only) - Auto-generated unique identifier for save/load
|
||||
|
||||
---
|
||||
|
||||
## ItemSlot Inspector
|
||||
|
||||

|
||||
|
||||
**Required Fields:**
|
||||
|
||||
**Item Data** - `PickupItemData` defining the **correct** item for this slot
|
||||
|
||||
**Icon Renderer** - `SpriteRenderer` showing slot icon (background/outline)
|
||||
|
||||
**Slotted Item Renderer** - `SpriteRenderer` showing currently slotted item (usually child GameObject)
|
||||
|
||||
### Slot Events
|
||||
|
||||

|
||||
|
||||
**On Item Slotted** - Any item placed
|
||||
**On Item Slot Removed** - Item removed
|
||||
**On Correct Item Slotted** - Correct item placed (also fires `interactionComplete(true)`)
|
||||
**On Incorrect Item Slotted** - Wrong item placed
|
||||
**On Forbidden Item Slotted** - Forbidden item attempted
|
||||
|
||||
|
||||
### Slot Item Configuration (Settings)
|
||||
|
||||

|
||||
|
||||
Configured in `InteractionSettings` at `Assets/Settings/InteractionSettings`:
|
||||
- **Correct Items** - List of accepted items
|
||||
- **Forbidden Items** - Items that can't be placed
|
||||
- **Incorrect Items** - Items that slot but aren't correct
|
||||
|
||||
|
||||
---
|
||||
|
||||
## OneClickInteraction Inspector
|
||||
|
||||

|
||||
|
||||
**No additional fields** - only inherits `InteractableBase` settings.
|
||||
|
||||
### Typical Configuration
|
||||
|
||||
- **Character To Interact:** `Trafalgar` or `Pulver`
|
||||
- **Is One Time:** Depends on use case
|
||||
- **Interaction Complete Event:** Configure to trigger game logic
|
||||
|
||||
### Example Use Cases
|
||||
|
||||
**Pressure Plate:**
|
||||
- Character To Interact: `Pulver`
|
||||
- Is One Time: `false`
|
||||
- Interaction Complete: Call `Door.Open()`
|
||||
|
||||
**Tutorial Trigger:**
|
||||
- Character To Interact: `None`
|
||||
- Is One Time: `true`
|
||||
- Interaction Started: Call `TutorialManager.ShowTip()`
|
||||
|
||||
**Dialogue Starter:**
|
||||
- Character To Interact: `Both`
|
||||
- Is One Time: `false`
|
||||
- Character Arrived: Call `DialogueManager.StartDialogue()`
|
||||
|
||||
---
|
||||
|
||||
## Interaction Action Components
|
||||
|
||||
### InteractionTimelineAction
|
||||
|
||||

|
||||
|
||||
Plays Unity Timeline sequences in response to interaction events.
|
||||
|
||||
#### Required Fields
|
||||
|
||||
**Playable Director**
|
||||
- **Type:** `PlayableDirector` component
|
||||
- **Purpose:** Timeline player
|
||||
- **Setup:** Auto-assigned from same GameObject if present
|
||||
|
||||
**Timeline Mappings** (Array)
|
||||
Each element maps an interaction event to timeline(s):
|
||||
|
||||

|
||||
|
||||
##### Event Type
|
||||
- **Type:** `InteractionEventType` enum
|
||||
- **Options:**
|
||||
- `InteractionStarted`
|
||||
- `PlayerArrived`
|
||||
- `InteractingCharacterArrived`
|
||||
- `InteractionComplete`
|
||||
- `InteractionInterrupted`
|
||||
- **Purpose:** When to play this timeline
|
||||
|
||||
##### Timelines (Array)
|
||||
- **Type:** `PlayableAsset[]`
|
||||
- **Purpose:** Timeline(s) to play for this event
|
||||
- **Note:** Plays sequentially if multiple
|
||||
|
||||
##### Bind Player Character
|
||||
- **Type:** `bool`
|
||||
- **Purpose:** Automatically bind player to timeline track
|
||||
- **Track Name:** `Player` (customizable via Player Track Name field)
|
||||
|
||||
##### Bind Pulver Character
|
||||
- **Type:** `bool`
|
||||
- **Purpose:** Automatically bind follower to timeline track
|
||||
- **Track Name:** `Pulver` (customizable via Pulver Track Name field)
|
||||
|
||||
##### Player Track Name / Pulver Track Name
|
||||
- **Type:** `string`
|
||||
- **Default:** `"Player"` / `"Pulver"`
|
||||
- **Purpose:** Name of timeline track to bind character to
|
||||
- **Note:** Must match track name in Timeline asset exactly
|
||||
|
||||
##### Timeout Seconds
|
||||
- **Type:** `float`
|
||||
- **Default:** `30`
|
||||
- **Purpose:** Safety timeout - auto-complete if timeline doesn't finish
|
||||
- **Use Case:** Prevent stuck interactions if timeline errors
|
||||
|
||||
##### Loop Last / Loop All
|
||||
- **Type:** `bool`
|
||||
- **Purpose:** Loop behavior for timeline sequence
|
||||
- **Loop Last:** Replays final timeline on next interaction
|
||||
- **Loop All:** Cycles through all timelines repeatedly
|
||||
|
||||
---
|
||||
|
||||
## Custom Action Components
|
||||
|
||||
See [Code Reference - Action Component System](code_reference.md#action-component-system).
|
||||
|
||||
**Base Fields:**
|
||||
- **Respond To Events** - Which events trigger this action
|
||||
- **Pause Interaction Flow** - Wait for completion (`true`) or run in background (`false`)
|
||||
|
||||
---
|
||||
|
||||
## Puzzle Integration
|
||||
|
||||
### Adding Puzzle Step to Interactable
|
||||
|
||||
1. Select interactable GameObject
|
||||
2. Add Component → `ObjectiveStepBehaviour`
|
||||
3. Assign `Step Data` (PuzzleStepSO asset)
|
||||
|
||||

|
||||
|
||||
**GameObject has two components:**
|
||||
- **ItemSlot** (or other Interactable type)
|
||||
- **ObjectiveStepBehaviour**
|
||||
|
||||
**Behavior:**
|
||||
- Interactable locked until puzzle step unlocked
|
||||
- Successful interaction (return `true` from `DoInteraction()`) completes puzzle step
|
||||
- ItemSlots can still swap items when locked (special case)
|
||||
|
||||
### Automatic Step Completion
|
||||
|
||||
**For Pickup:**
|
||||
```csharp
|
||||
protected override bool DoInteraction()
|
||||
{
|
||||
// ...pickup logic...
|
||||
return true; // Automatically completes puzzle step if present
|
||||
}
|
||||
```
|
||||
|
||||
**For ItemSlot:**
|
||||
```csharp
|
||||
protected override bool DoInteraction()
|
||||
{
|
||||
// ...slot logic...
|
||||
return IsSlottedItemCorrect(); // Only completes if correct item
|
||||
}
|
||||
```
|
||||
|
||||
No additional code needed - `InteractableBase` handles step completion automatically.
|
||||
251
docs/interactables/editor_tools_reference.md
Normal file
@@ -0,0 +1,251 @@
|
||||
# Editor Tools Reference
|
||||
|
||||
## Overview
|
||||
|
||||
AppleHills provides two specialized editor tools for managing puzzles and interactables:
|
||||
- **Interactable Editor** - Manage scene interactables and debug interactions
|
||||
- **Puzzle Editor** - Manage puzzle steps and debug puzzle flow
|
||||
|
||||
Both tools are accessible via the `AppleHills` menu and follow a consistent two-tab design pattern for editing and debugging.
|
||||
|
||||
---
|
||||
|
||||
## Interactable Editor
|
||||
|
||||
**Menu:** `AppleHills > Interactable Editor`
|
||||
|
||||
The Interactable Editor provides scene-based management and runtime debugging for interactable objects in your scenes.
|
||||
|
||||
### Edit Tab
|
||||
|
||||

|
||||
|
||||
The Edit tab lets you browse, select, and modify all interactables in the current scene with a real-time inspector.
|
||||
|
||||
#### Left Panel - Scene Interactable List
|
||||
|
||||
**Refresh Button** - Manual refresh (auto-refreshes on scene changes, hierarchy changes, and play mode toggle)
|
||||
|
||||
**Found Count** - Displays total number of interactables found in the active scene
|
||||
|
||||
**Search Field** - Filter interactables by GameObject name for quick access
|
||||
|
||||
**Interactable Cards** - Each card shows:
|
||||
- GameObject name
|
||||
- Interactable component type
|
||||
- Item/Slot data reference (for Pickup and ItemSlot types)
|
||||
- Ping button to highlight in scene hierarchy
|
||||
|
||||
**Auto-Discovery:** Automatically scans for all `InteractableBase` components when:
|
||||
- Scene loads or unloads
|
||||
- GameObjects or components are added/removed
|
||||
- Play mode is toggled
|
||||
|
||||
#### Right Panel - Dynamic Inspector
|
||||
|
||||
The right panel adapts based on what's selected:
|
||||
|
||||
**Nothing Selected State:**
|
||||
- Shows a help message prompting you to select an interactable from the list
|
||||
|
||||
**GameObject Without Interactable State:**
|
||||
- Displays "Add Interactable Component" buttons for:
|
||||
- OneClickInteraction
|
||||
- Pickup
|
||||
- ItemSlot
|
||||
- SaveableInteractable
|
||||
- InteractableBase
|
||||
- Clicking any button adds the component with full undo support and auto-refreshes the list
|
||||
|
||||
**Interactable Selected State:**
|
||||
- Shows full Unity inspector for the selected component
|
||||
- All changes auto-save with undo/redo support (Ctrl+Z / Ctrl+Y)
|
||||
- Additional Information section displays:
|
||||
- Component type
|
||||
- Attached action components with Ping buttons
|
||||
- Type-specific data (Item Data for Pickup, Slot Data for ItemSlot)
|
||||
- In Play Mode: shows slotted object for ItemSlot types
|
||||
|
||||
**Selection Synchronization:**
|
||||
- Bidirectional sync between editor list and scene hierarchy
|
||||
- Selecting in the list highlights in hierarchy and vice versa
|
||||
- Selecting a GameObject without an interactable shows the "Add Component" interface
|
||||
|
||||
---
|
||||
|
||||

|
||||
|
||||
### Debug Tab
|
||||
|
||||
**Availability:** Play Mode only
|
||||
|
||||
The Debug tab provides runtime testing tools for triggering interactions and events on interactables.
|
||||
|
||||
#### Interactable Debug Cards
|
||||
|
||||
Each debug card represents one interactable in the scene and includes:
|
||||
|
||||
**Header Section:**
|
||||
- GameObject name (bold text)
|
||||
- Interactable component type (gray text)
|
||||
- Ping button (locates object in hierarchy)
|
||||
|
||||
**Full Interaction Button:**
|
||||
- Simulates complete `OnTap()` flow
|
||||
- Triggers character movement and full event chain
|
||||
- Tests end-to-end interaction behavior
|
||||
|
||||
**Individual Event Triggers:**
|
||||
- **Started** - Calls `OnInteractionStarted()` and fires `interactionStarted` event
|
||||
- **Arrived** - Calls `OnInteractingCharacterArrived()` and fires `characterArrived` event
|
||||
- **Do Interaction** - Calls `DoInteraction()` directly to test core interaction logic
|
||||
- **Complete (Success)** - Calls `OnInteractionFinished(true)` and triggers puzzle completion
|
||||
- **Complete (Fail)** - Calls `OnInteractionFinished(false)` to test failure handling
|
||||
- **Interrupted** - Invokes `interactionInterrupted` event
|
||||
|
||||
**Registered Actions Display:**
|
||||
- Lists all action components registered to this interactable
|
||||
- Shows which events each action responds to
|
||||
|
||||
#### Common Testing Workflows
|
||||
|
||||
**Test Full Interaction:**
|
||||
1. Enter Play Mode
|
||||
2. Find target interactable in debug list
|
||||
3. Click **Full Interaction** button
|
||||
4. Verify complete behavior chain
|
||||
|
||||
**Test Specific Event:**
|
||||
1. Enter Play Mode
|
||||
2. Locate interactable
|
||||
3. Click individual event button (e.g., **Started** or **Arrived**)
|
||||
4. Verify specific event behavior
|
||||
|
||||
**Test Event Sequence:**
|
||||
1. Click **Started**
|
||||
2. Click **Arrived**
|
||||
3. Click **Do Interaction**
|
||||
4. Click **Complete (Success)**
|
||||
5. Verify full event chain executes correctly
|
||||
|
||||
**Test Action Integration:**
|
||||
1. Find interactable with timeline or dialogue action
|
||||
2. Check Registered Actions to confirm action is attached
|
||||
3. Click **Started** or appropriate event trigger
|
||||
4. Verify action executes (timeline plays, dialogue shows, etc.)
|
||||
|
||||
**Test Puzzle Integration:**
|
||||
1. Open both Interactable Editor and Puzzle Editor
|
||||
2. Verify required puzzle step is unlocked in Puzzle Editor
|
||||
3. Click **Full Interaction** in Interactable Editor
|
||||
4. Switch to Puzzle Editor and verify step marked as completed
|
||||
|
||||
---
|
||||
|
||||
## Puzzle Editor
|
||||
|
||||
**Menu:** `AppleHills > Puzzle Editor`
|
||||
|
||||

|
||||
|
||||
The Puzzle Editor manages puzzle step assets and provides runtime debugging for the puzzle progression system.
|
||||
|
||||
### Edit Tab
|
||||
|
||||
The Edit tab displays all `PuzzleStepSO` assets in your project with full editing capabilities.
|
||||
|
||||
#### Left Panel - Puzzle Step List
|
||||
|
||||
**Search Field** - Filter puzzle steps by name
|
||||
|
||||
**Folder Organization:**
|
||||
- Steps are grouped by their asset folder location
|
||||
- Click folder headers to expand/collapse groups
|
||||
- Helps organize large numbers of puzzle steps
|
||||
|
||||
**Step Cards** - Each card displays:
|
||||
- Display name (user-friendly identifier)
|
||||
- Step ID (unique technical identifier)
|
||||
- Dependency information (unlocked by / unlocks)
|
||||
|
||||
**Toolbar Actions:**
|
||||
- **Refresh** - Reloads all puzzle step assets from project
|
||||
- **Create New** - Opens creation dialog
|
||||
|
||||
**Creating New Steps:**
|
||||
1. Click **Create New** button
|
||||
2. Enter step name (stepId auto-generates from name)
|
||||
3. Select destination folder
|
||||
4. Click Create
|
||||
5. New step appears in list and is auto-selected
|
||||
|
||||
#### Right Panel - Step Inspector
|
||||
|
||||
When a puzzle step is selected, the inspector shows:
|
||||
|
||||
**Basic Properties:**
|
||||
- **Display Name** - Editable user-friendly name for the step
|
||||
- **Step ID** - Read-only unique identifier (lowercase, underscored format)
|
||||
|
||||
**Dependencies Configuration:**
|
||||
- **Unlocked By** - List of steps that must complete before this step unlocks
|
||||
- Drag and drop `PuzzleStepSO` assets to add dependencies
|
||||
- Empty list means this is an initial step (unlocked by default)
|
||||
- **Unlocks** - List of steps that this step will unlock when completed
|
||||
- Bidirectional relationship (automatically syncs with "Unlocked By" on other steps)
|
||||
- Edit from either side of the relationship
|
||||
|
||||
**Asset Management:**
|
||||
- **Asset Path** - Shows full file path to the .asset file
|
||||
- **Delete Button** - Permanently deletes the step asset
|
||||
- Shows confirmation dialog before deletion
|
||||
- Cannot be undone after confirmation
|
||||
|
||||
**Auto-Save:** All changes save automatically to the asset with full undo/redo support (Ctrl+Z / Ctrl+Y)
|
||||
|
||||

|
||||
|
||||
---
|
||||
|
||||
### Debug Tab
|
||||
|
||||
**Availability:** Play Mode only
|
||||
|
||||
The Debug tab provides runtime testing and debugging tools for the puzzle progression system.
|
||||
|
||||
#### Toolbar
|
||||
|
||||
**Current Level Display:**
|
||||
- Shows the name of the currently loaded puzzle level
|
||||
- Updates automatically when scenes change
|
||||
- Displays "No level loaded" if puzzle system is inactive
|
||||
|
||||
**Unlock All Button:**
|
||||
- Unlocks and completes all puzzle steps in the current level
|
||||
- Processes steps in dependency order using iterative algorithm
|
||||
- Logs progression to console for debugging
|
||||
- Useful for testing late-game content or verifying completion flow
|
||||
|
||||
#### Step List
|
||||
|
||||
Each step in the current level displays:
|
||||
|
||||
**Step Header:**
|
||||
- Display name in bold text
|
||||
- Step ID in gray text below name
|
||||
|
||||
**State Indicators:**
|
||||
- 🔒 **Locked** (gray background) - Dependencies not met, step unavailable
|
||||
- 🔓 **Unlocked** (yellow background) - Available for interaction but not completed
|
||||
- ✅ **Completed** (green background) - Successfully completed
|
||||
|
||||
**Action Buttons:**
|
||||
- **Toggle Lock** - Manually lock/unlock the step
|
||||
- Bypasses normal dependency requirements
|
||||
- Useful for testing specific scenarios
|
||||
- Does not affect dependent steps automatically
|
||||
- **Complete** - Marks step as completed
|
||||
- Only enabled when step is unlocked
|
||||
- Fires completion events
|
||||
- Automatically unlocks dependent steps
|
||||
- Updates state indicators in real-time
|
||||
@@ -1,253 +0,0 @@
|
||||
# Apple Hills Interaction System
|
||||
|
||||
A concise, code-first guide to creating and extending interactions using `Interactable` and modular action/requirement components. Designed to match the style of the other updated docs (TOC, inline code, case studies).
|
||||
|
||||
## Table of Contents
|
||||
- [What This Solves](#what-this-solves)
|
||||
- [Architecture at a Glance](#architecture-at-a-glance)
|
||||
- [Quick Start (Code-First)](#quick-start-code-first)
|
||||
- [Subscribe to Interaction Events](#subscribe-to-interaction-events)
|
||||
- [Create a Custom Action](#create-a-custom-action)
|
||||
- [Trigger Programmatically](#trigger-programmatically)
|
||||
- [Core Components](#core-components)
|
||||
- [`Interactable`](#interactable)
|
||||
- [`CharacterMoveToTarget`](#charactermovetotarget)
|
||||
- [`InteractionActionBase` and concrete actions](#interactionactionbase-and-concrete-actions)
|
||||
- [`InteractionRequirementBase`](#interactionrequirementbase)
|
||||
- [Interaction Event Flow](#interaction-event-flow)
|
||||
- [Case Studies](#case-studies)
|
||||
- [Open a Door on Arrival](#open-a-door-on-arrival)
|
||||
- [Pick Up an Item then Play Timeline](#pick-up-an-item-then-play-timeline)
|
||||
- [Kick Off Dialogue When Player Arrives](#kick-off-dialogue-when-player-arrives)
|
||||
- [Troubleshooting / FAQ](#troubleshooting--faq)
|
||||
- [Paths & Namespaces](#paths--namespaces)
|
||||
- [Change Log](#change-log)
|
||||
|
||||
## What This Solves
|
||||
- Standardized interaction lifecycle with reliable events (`InteractionStarted`, `PlayerArrived`, `InteractingCharacterArrived`, `InteractionComplete`, `InteractionInterrupted`).
|
||||
- Composable behavior via components derived from `InteractionActionBase` and `InteractionRequirementBase`.
|
||||
- Clean separation of input, locomotion-to-target, cinematic timelines, and game logic.
|
||||
|
||||
## Architecture at a Glance
|
||||
- Driver: `Interactable` — owns lifecycle, input hook, character selection via `CharacterToInteract`, one‑shot/cooldown, and event dispatch.
|
||||
- Targets: `CharacterMoveToTarget` — editor-authored world points for `Trafalgar`/`Pulver` to path to before executing actions.
|
||||
- Actions: `InteractionActionBase` (abstract) — modular responses to specific `InteractionEventType` values; can pause the flow with async tasks.
|
||||
- Requirements: `InteractionRequirementBase` (abstract) — gatekeepers for availability; multiple can be attached.
|
||||
- Cinematics: `InteractionTimelineAction` — plays one or more `PlayableAsset` timelines per event; optional character auto-binding.
|
||||
|
||||
## Quick Start (Code-First)
|
||||
|
||||
### Subscribe to Interaction Events
|
||||
```csharp
|
||||
using Interactions;
|
||||
using UnityEngine;
|
||||
|
||||
public class InteractDebugHooks : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private Interactable interactable;
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
interactable.interactionStarted.AddListener(OnStarted);
|
||||
interactable.characterArrived.AddListener(OnCharacterArrived);
|
||||
interactable.interactionInterrupted.AddListener(OnInterrupted);
|
||||
interactable.interactionComplete.AddListener(OnComplete);
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
interactable.interactionStarted.RemoveListener(OnStarted);
|
||||
interactable.characterArrived.RemoveListener(OnCharacterArrived);
|
||||
interactable.interactionInterrupted.RemoveListener(OnInterrupted);
|
||||
interactable.interactionComplete.RemoveListener(OnComplete);
|
||||
}
|
||||
|
||||
private void OnStarted(Input.PlayerTouchController player, FollowerController follower)
|
||||
=> Debug.Log("Interaction started");
|
||||
|
||||
private void OnCharacterArrived() => Debug.Log("Character arrived");
|
||||
private void OnInterrupted() => Debug.Log("Interaction interrupted");
|
||||
private void OnComplete(bool success) => Debug.Log($"Interaction complete: {success}");
|
||||
}
|
||||
```
|
||||
|
||||
### Create a Custom Action
|
||||
```csharp
|
||||
using System.Threading.Tasks;
|
||||
using Interactions;
|
||||
using Input;
|
||||
using UnityEngine;
|
||||
|
||||
public class PlaySfxOnArrivalAction : InteractionActionBase
|
||||
{
|
||||
[SerializeField] private AudioSource sfx;
|
||||
|
||||
private void Reset()
|
||||
{
|
||||
// React to the arrival event; don't block the flow
|
||||
respondToEvents = new() { InteractionEventType.InteractingCharacterArrived };
|
||||
pauseInteractionFlow = false;
|
||||
}
|
||||
|
||||
protected override bool ShouldExecute(InteractionEventType evt, PlayerTouchController player, FollowerController follower)
|
||||
{
|
||||
return sfx != null;
|
||||
}
|
||||
|
||||
protected override async Task<bool> ExecuteAsync(InteractionEventType evt, PlayerTouchController player, FollowerController follower)
|
||||
{
|
||||
sfx.Play();
|
||||
// non-blocking action returns immediately when pauseInteractionFlow == false
|
||||
return true;
|
||||
}
|
||||
}
|
||||
```
|
||||
Attach this component under the same hierarchy as an `Interactable`. Registration is automatic via `OnEnable()`/`OnDisable()` in `InteractionActionBase`.
|
||||
|
||||
### Trigger Programmatically
|
||||
Normally input goes through `ITouchInputConsumer.OnTap(...)`. For testing, you can call the public tap handler:
|
||||
```csharp
|
||||
using UnityEngine;
|
||||
using Interactions;
|
||||
|
||||
public class TestTrigger : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private Interactable interactable;
|
||||
|
||||
[ContextMenu("Trigger Interact (dev)")]
|
||||
private void Trigger()
|
||||
{
|
||||
interactable.OnTap(interactable.transform.position);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Core Components
|
||||
|
||||
### `Interactable`
|
||||
- Handles input, cooldowns (`cooldown`), one‑shot (`isOneTime`), and which character participates (`characterToInteract`).
|
||||
- Exposes events: `interactionStarted`, `characterArrived`, `interactionInterrupted`, `interactionComplete`.
|
||||
- Discovers and dispatches to child `InteractionActionBase` components; awaits those that request to pause.
|
||||
|
||||

|
||||
|
||||
### `CharacterMoveToTarget`
|
||||
Defines the world positions characters should reach before actions evaluate.
|
||||
- Can target `Trafalgar`, `Pulver`, or `Both` via configuration.
|
||||
- Supports offsets and editor gizmos; multiple instances allowed.
|
||||
|
||||

|
||||
|
||||
### `InteractionActionBase` and concrete actions
|
||||
- Filter by `InteractionEventType` using `respondToEvents`.
|
||||
- Control flow with `pauseInteractionFlow` and async `ExecuteAsync(...)`.
|
||||
- Built‑in example: `InteractionTimelineAction` for cinematics.
|
||||
|
||||

|
||||
|
||||
### `InteractionRequirementBase`
|
||||
- Attach one or more to gate the interaction based on items, puzzles, proximity, etc.
|
||||
|
||||
## Interaction Event Flow
|
||||
1. `InteractionStarted`
|
||||
2. `PlayerArrived`
|
||||
3. `InteractingCharacterArrived`
|
||||
4. `InteractionComplete` (bool success)
|
||||
5. `InteractionInterrupted`
|
||||
|
||||
Actions receive these events in order and may run concurrently; those with `pauseInteractionFlow` true are awaited.
|
||||
|
||||
## Case Studies
|
||||
|
||||
### Open a Door on Arrival
|
||||
```csharp
|
||||
using System.Threading.Tasks;
|
||||
using Interactions;
|
||||
using Input;
|
||||
using UnityEngine;
|
||||
|
||||
public class DoorOpenOnArrival : InteractionActionBase
|
||||
{
|
||||
[SerializeField] private Animator animator; // expects a bool parameter "Open"
|
||||
|
||||
private void Reset()
|
||||
{
|
||||
respondToEvents = new() { InteractionEventType.InteractingCharacterArrived };
|
||||
pauseInteractionFlow = false;
|
||||
}
|
||||
|
||||
protected override async Task<bool> ExecuteAsync(InteractionEventType evt, PlayerTouchController p, FollowerController f)
|
||||
{
|
||||
animator.SetBool("Open", true);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Pick Up an Item then Play Timeline
|
||||
Attach two actions: your `PickupItemAction` that pauses until the item is collected, and an `InteractionTimelineAction` mapped to `InteractionEventType.InteractionComplete` to celebrate.
|
||||
|
||||
### Kick Off Dialogue When Player Arrives
|
||||
```csharp
|
||||
using System.Threading.Tasks;
|
||||
using Dialogue;
|
||||
using Input;
|
||||
using Interactions;
|
||||
using UnityEngine;
|
||||
|
||||
public class StartDialogueOnArrival : InteractionActionBase
|
||||
{
|
||||
[SerializeField] private DialogueComponent dialogue;
|
||||
|
||||
private void Reset()
|
||||
{
|
||||
respondToEvents = new() { InteractionEventType.PlayerArrived };
|
||||
pauseInteractionFlow = false;
|
||||
}
|
||||
|
||||
protected override async Task<bool> ExecuteAsync(InteractionEventType evt, PlayerTouchController p, FollowerController f)
|
||||
{
|
||||
dialogue.StartDialogue();
|
||||
return true;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Troubleshooting / FAQ
|
||||
- Interaction doesn’t fire:
|
||||
- Confirm `Interactable` is active and not in cooldown or already completed (`isOneTime`).
|
||||
- Ensure `CharacterMoveToTarget` exists for the selected `CharacterToInteract`.
|
||||
- Actions not running:
|
||||
- Verify `respondToEvents` includes the lifecycle moment you expect.
|
||||
- Check that the component sits under the same hierarchy so it registers with the `Interactable`.
|
||||
- Timeline never finishes:
|
||||
- Make sure `InteractionTimelineAction` has valid `PlayableAsset` entries and binding flags.
|
||||
- Double triggers:
|
||||
- Guard reentry in your actions or check `_interactionInProgress` usage in `Interactable` by following logs.
|
||||
|
||||
## Paths & Namespaces
|
||||
- Scripts: `Assets/Scripts/Interactions/`
|
||||
- `Interactable.cs`
|
||||
- `InteractionActionBase.cs`
|
||||
- `InteractionTimelineAction.cs`
|
||||
- `InteractionEventType.cs`
|
||||
- `InteractionRequirementBase.cs`
|
||||
- Editor tooling: `Assets/Editor/InteractableEditor.cs`
|
||||
- Primary namespace: `Interactions`
|
||||
|
||||
## Additional Editor Visuals
|
||||
- Timeline mapping configuration UI:
|
||||
|
||||

|
||||
|
||||
- Unity Timeline editor when authoring cinematics for interactions:
|
||||
|
||||

|
||||
|
||||
- Example target placement in Scene view:
|
||||
|
||||

|
||||
|
||||
## Change Log
|
||||
- v1.1: Added Table of Contents, code-first snippets, case studies, standardized inline code references, preserved existing editor images, and added troubleshooting/paths.
|
||||
- v1.0: Original overview and setup guide.
|
||||
BIN
docs/media/character_move_target_setup.png
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|
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docs/media/interactable_base_inspector.png
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|
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docs/media/interactable_editor_debug.png
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|
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docs/media/interactable_editor_edit.png
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|
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docs/media/interactable_event_configuration_example.png
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|
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docs/media/interactable_events_inspector.png
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|
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docs/media/item_slot_events.png
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|
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docs/media/item_slot_inspector.png
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|
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docs/media/movement_target_gizmos.png
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|
After Width: | Height: | Size: 85 KiB |
BIN
docs/media/oneclick_inspector.png
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|
After Width: | Height: | Size: 27 KiB |
BIN
docs/media/pickup_inspector.png
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|
After Width: | Height: | Size: 34 KiB |
BIN
docs/media/pickup_item_data_inspector.png
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|
After Width: | Height: | Size: 29 KiB |
BIN
docs/media/puzzle_editor_debug.png
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|
After Width: | Height: | Size: 63 KiB |
BIN
docs/media/puzzle_editor_edit.png
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|
After Width: | Height: | Size: 84 KiB |
BIN
docs/media/puzzle_step_integration.png
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|
After Width: | Height: | Size: 23 KiB |
BIN
docs/media/slot_item_config_settings.png
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|
After Width: | Height: | Size: 34 KiB |
BIN
docs/media/timeline_mapping_element.png
Normal file
|
After Width: | Height: | Size: 40 KiB |