Setup scene for the statue nonsense

This commit is contained in:
Michal Pikulski
2025-11-24 13:43:42 +01:00
parent e9a6f35ef5
commit 6a41fd3340
50 changed files with 3391 additions and 214 deletions

View File

@@ -1,7 +1,9 @@
using System.Collections.Generic;
using Core;
using Core.Lifecycle;
using Minigames.StatueDressup.Data;
using Minigames.StatueDressup.DragDrop;
using UI.DragAndDrop.Core;
using UnityEngine;
using UnityEngine.UI;
@@ -10,13 +12,16 @@ namespace Minigames.StatueDressup.Controllers
/// <summary>
/// Manages the side menu with decoration items and pagination
/// </summary>
public class DecorationMenuController : MonoBehaviour
public class DecorationMenuController : ManagedBehaviour
{
[Header("References")]
[SerializeField] private DecorationItem itemPrefab;
[SerializeField] private Transform itemsContainer;
[SerializeField] private Button nextPageButton;
[SerializeField] private Button previousPageButton;
[SerializeField] private RectTransform statueArea; // For overlap detection
[SerializeField] private Transform statueParent; // Parent for placed decorations
[SerializeField] private StatueDecorationController statueController; // Controller for registration
[Header("Configuration")]
[SerializeField] private List<DecorationData> allDecorations = new List<DecorationData>();
@@ -25,22 +30,40 @@ namespace Minigames.StatueDressup.Controllers
[Header("Layout")]
[SerializeField] private GridLayoutGroup gridLayout;
private int _currentPage = 0;
private int _totalPages = 0;
private int _currentPage;
private int _totalPages;
private List<DecorationItem> _spawnedItems = new List<DecorationItem>();
private Dictionary<DecorationItem, DecorationData> _itemDataMapping = new Dictionary<DecorationItem, DecorationData>();
private AppleHills.Core.Settings.IStatueDressupSettings _settings;
// Properties
public int CurrentPage => _currentPage;
public int TotalPages => _totalPages;
private void Start()
/// <summary>
/// Early initialization - get settings reference
/// </summary>
internal override void OnManagedAwake()
{
Initialize();
base.OnManagedAwake();
// Get settings early
_settings = GameManager.GetSettingsObject<AppleHills.Core.Settings.IStatueDressupSettings>();
// Override itemsPerPage with settings value if available
if (_settings != null)
{
itemsPerPage = _settings.ItemsPerPage;
}
}
private void Initialize()
/// <summary>
/// Main initialization after all managers are ready
/// </summary>
internal override void OnManagedStart()
{
base.OnManagedStart();
Logging.Debug($"[DecorationMenuController] Initializing with {allDecorations.Count} decorations");
// Calculate total pages
@@ -105,6 +128,12 @@ namespace Minigames.StatueDressup.Controllers
DecorationItem item = Instantiate(itemPrefab, itemsContainer);
item.SetDecorationData(data);
// Set statue references for overlap detection
item.SetStatueArea(statueArea);
item.SetStatueParent(statueParent);
item.SetMenuParent(itemsContainer);
item.SetController(statueController);
// Store original position for return animation
if (item.RectTransform != null)
{
@@ -132,9 +161,6 @@ namespace Minigames.StatueDressup.Controllers
{
Logging.Debug($"[DecorationMenuController] Item picked up: {item.Data?.DecorationName}");
// Spawn replacement in menu slot
// This ensures menu always shows available items
DecorationData data = _itemDataMapping[item];
// We'll spawn replacement only if item is actually placed, not on pickup
}
}
@@ -146,10 +172,10 @@ namespace Minigames.StatueDressup.Controllers
{
if (draggable is DecorationItem item && _itemDataMapping.ContainsKey(item))
{
Logging.Debug($"[DecorationMenuController] Item dropped: {item.Data?.DecorationName}, slot={item.CurrentSlot?.name}");
Logging.Debug($"[DecorationMenuController] Item dropped: {item.Data?.DecorationName}, isPlacedOnStatue={item.IsPlacedOnStatue}");
// If item was placed on statue, spawn replacement in menu
if (item.CurrentSlot != null && !item.IsInMenu)
if (item.IsPlacedOnStatue && !item.IsInMenu)
{
DecorationData data = _itemDataMapping[item];
@@ -226,8 +252,13 @@ namespace Minigames.StatueDressup.Controllers
}
}
private void OnDestroy()
/// <summary>
/// Cleanup when menu controller is destroyed
/// </summary>
internal override void OnManagedDestroy()
{
base.OnManagedDestroy();
// Cleanup button listeners
if (nextPageButton != null)
{

View File

@@ -1,5 +1,6 @@
using System.Collections.Generic;
using Core;
using Core.Lifecycle;
using Minigames.StatueDressup.DragDrop;
using UnityEngine;
using UnityEngine.UI;
@@ -8,11 +9,13 @@ namespace Minigames.StatueDressup.Controllers
{
/// <summary>
/// Main controller for the Mr. Cement statue decoration minigame
/// Uses overlap-based placement instead of slots
/// </summary>
public class StatueDecorationController : MonoBehaviour
public class StatueDecorationController : ManagedBehaviour
{
[Header("References")]
[SerializeField] private StatueDecorationSlot[] statueSlots;
[SerializeField] private RectTransform statueArea; // Statue area for overlap detection
[SerializeField] private Transform statueParent; // Parent for placed decorations
[SerializeField] private DecorationMenuController menuController;
[SerializeField] private Button takePhotoButton;
[SerializeField] private GameObject statue;
@@ -24,16 +27,28 @@ namespace Minigames.StatueDressup.Controllers
[SerializeField] private RectTransform photoArea; // Area to capture
[SerializeField] private string photoSaveKey = "MrCementStatuePhoto";
private Dictionary<StatueDecorationSlot, DecorationItem> _placedDecorations = new Dictionary<StatueDecorationSlot, DecorationItem>();
private bool _minigameCompleted = false;
private List<DecorationItem> _placedDecorations = new List<DecorationItem>();
private bool _minigameCompleted;
private AppleHills.Core.Settings.IStatueDressupSettings _settings;
private void Start()
/// <summary>
/// Early initialization - get settings reference
/// </summary>
internal override void OnManagedAwake()
{
Initialize();
base.OnManagedAwake();
// Get settings early
_settings = GameManager.GetSettingsObject<AppleHills.Core.Settings.IStatueDressupSettings>();
}
private void Initialize()
/// <summary>
/// Main initialization after all managers are ready
/// </summary>
internal override void OnManagedStart()
{
base.OnManagedStart();
Logging.Debug("[StatueDecorationController] Initializing minigame");
// Setup photo button
@@ -42,13 +57,12 @@ namespace Minigames.StatueDressup.Controllers
takePhotoButton.onClick.AddListener(OnTakePhoto);
}
// Subscribe to slot occupation events
foreach (var slot in statueSlots)
// Subscribe to menu controller for tracking placed items
// Items will manage their own placement via overlap detection
if (menuController != null)
{
if (slot != null)
{
slot.OnOccupied += HandleDecorationPlaced;
}
// Menu controller will handle spawning replacements
Logging.Debug("[StatueDecorationController] Menu controller connected");
}
// Load saved state if exists
@@ -56,21 +70,32 @@ namespace Minigames.StatueDressup.Controllers
}
/// <summary>
/// Handle decoration placed in slot
/// Register a decoration as placed on statue
/// </summary>
private void HandleDecorationPlaced(DraggableObject draggable)
public void RegisterDecoration(DecorationItem decoration)
{
if (draggable is DecorationItem decoration)
if (decoration != null && !_placedDecorations.Contains(decoration))
{
var slot = decoration.CurrentSlot as StatueDecorationSlot;
if (slot != null)
{
_placedDecorations[slot] = decoration;
Logging.Debug($"[StatueDecorationController] Decoration placed: {decoration.Data?.DecorationName} in slot {slot.name}");
// Auto-save state
SaveStatueState();
}
_placedDecorations.Add(decoration);
Logging.Debug($"[StatueDecorationController] Decoration placed: {decoration.Data?.DecorationName}");
// Auto-save state
SaveStatueState();
}
}
/// <summary>
/// Unregister a decoration (when removed)
/// </summary>
public void UnregisterDecoration(DecorationItem decoration)
{
if (decoration != null && _placedDecorations.Contains(decoration))
{
_placedDecorations.Remove(decoration);
Logging.Debug($"[StatueDecorationController] Decoration removed: {decoration.Data?.DecorationName}");
// Auto-save state
SaveStatueState();
}
}
@@ -155,11 +180,11 @@ namespace Minigames.StatueDressup.Controllers
Logging.Debug($"[StatueDecorationController] Capturing area: {width}x{height} at ({min.x}, {min.y})");
// Capture the specified area
Texture2D screenshot = new Texture2D(width, height, TextureFormat.RGB24, false);
screenshot.ReadPixels(new Rect(min.x, min.y, width, height), 0, 0);
screenshot.Apply();
Texture2D areaScreenshot = new Texture2D(width, height, TextureFormat.RGB24, false);
areaScreenshot.ReadPixels(new Rect(min.x, min.y, width, height), 0, 0);
areaScreenshot.Apply();
return screenshot;
return areaScreenshot;
}
/// <summary>
@@ -171,7 +196,8 @@ namespace Minigames.StatueDressup.Controllers
// For now, save to PlayerPrefs as base64
byte[] bytes = photo.EncodeToPNG();
string base64 = System.Convert.ToBase64String(bytes);
PlayerPrefs.SetString(photoSaveKey, base64);
string saveKey = _settings?.PhotoSaveKey ?? photoSaveKey;
PlayerPrefs.SetString(saveKey, base64);
PlayerPrefs.Save();
Logging.Debug("[StatueDecorationController] Photo saved to album");
@@ -228,10 +254,18 @@ namespace Minigames.StatueDressup.Controllers
/// </summary>
private void SaveStatueState()
{
// TODO: Implement save system
// Save slot ID -> decoration ID mapping
// Check if persistence is enabled
if (_settings == null || !_settings.EnableStatePersistence)
{
Logging.Debug("[StatueDecorationController] State persistence disabled");
return;
}
Logging.Debug("[StatueDecorationController] State saved (TODO: implement persistence)");
// TODO: Implement save system
// Save decoration ID + position + rotation for each placed item
// Respect MaxSavedDecorations limit
Logging.Debug($"[StatueDecorationController] State saved to {_settings.StateSaveKey} (TODO: implement persistence)");
}
/// <summary>
@@ -239,28 +273,31 @@ namespace Minigames.StatueDressup.Controllers
/// </summary>
private void LoadStatueState()
{
// TODO: Implement load system
// Restore decorations to slots
// Check if persistence is enabled
if (_settings == null || !_settings.EnableStatePersistence)
{
Logging.Debug("[StatueDecorationController] State persistence disabled");
return;
}
Logging.Debug("[StatueDecorationController] State loaded (TODO: implement persistence)");
// TODO: Implement load system
// Restore decorations from saved state
Logging.Debug($"[StatueDecorationController] State loaded from {_settings.StateSaveKey} (TODO: implement persistence)");
}
private void OnDestroy()
/// <summary>
/// Cleanup when controller is destroyed
/// </summary>
internal override void OnManagedDestroy()
{
base.OnManagedDestroy();
// Cleanup button listener
if (takePhotoButton != null)
{
takePhotoButton.onClick.RemoveListener(OnTakePhoto);
}
// Cleanup slot listeners
foreach (var slot in statueSlots)
{
if (slot != null)
{
slot.OnOccupied -= HandleDecorationPlaced;
}
}
}
}
}