Simple interactable rework

This commit is contained in:
Michal Pikulski
2025-10-31 13:50:08 +01:00
parent 095f21908b
commit 917230e10a
15 changed files with 1897 additions and 103 deletions

View File

@@ -47,7 +47,7 @@ namespace Interactions
Gizmos.DrawSphere(targetPos, 0.2f);
// Draw a line from the parent interactable to this target
Interactable parentInteractable = GetComponentInParent<Interactable>();
InteractableBase parentInteractable = GetComponentInParent<InteractableBase>();
if (parentInteractable != null)
{
Gizmos.DrawLine(parentInteractable.transform.position, targetPos);

View File

@@ -17,9 +17,10 @@ namespace Interactions
}
/// <summary>
/// Represents an interactable object that can respond to tap input events.
/// Base class for interactable objects that can respond to tap input events.
/// Subclasses should override OnCharacterArrived() to implement interaction-specific logic.
/// </summary>
public class Interactable : MonoBehaviour, ITouchInputConsumer
public abstract class InteractableBase : MonoBehaviour, ITouchInputConsumer
{
[Header("Interaction Settings")]
public bool isOneTime;
@@ -34,8 +35,8 @@ namespace Interactions
// Helpers for managing interaction state
private bool _interactionInProgress;
private PlayerTouchController _playerRef;
private FollowerController _followerController;
protected PlayerTouchController _playerRef;
protected FollowerController _followerController;
private bool _isActive = true;
private InteractionEventType _currentEventType;
@@ -420,7 +421,7 @@ namespace Interactions
if (step != null && !step.IsStepUnlocked() && slot == null)
{
DebugUIMessage.Show("This step is locked!", Color.yellow);
BroadcastInteractionComplete(false);
CompleteInteraction(false);
// Reset variables for next time
_interactionInProgress = false;
_playerRef = null;
@@ -434,6 +435,9 @@ namespace Interactions
// Broadcast appropriate event
characterArrived?.Invoke();
// Call the virtual method for subclasses to override
OnCharacterArrived();
// Reset variables for next time
_interactionInProgress = false;
_playerRef = null;
@@ -441,6 +445,17 @@ namespace Interactions
return Task.CompletedTask;
}
/// <summary>
/// Called when the character has arrived at the interaction point.
/// Subclasses should override this to implement interaction-specific logic
/// and call CompleteInteraction(bool success) when done.
/// </summary>
protected virtual void OnCharacterArrived()
{
// Default implementation does nothing - subclasses should override
// and call CompleteInteraction when their logic is complete
}
private async void OnInteractionComplete(bool success)
{
// Dispatch InteractionComplete event
@@ -481,11 +496,25 @@ namespace Interactions
throw new NotImplementedException();
}
public void BroadcastInteractionComplete(bool success)
/// <summary>
/// Call this from subclasses to mark the interaction as complete.
/// </summary>
/// <param name="success">Whether the interaction was successful</param>
protected void CompleteInteraction(bool success)
{
interactionComplete?.Invoke(success);
}
/// <summary>
/// Legacy method for backward compatibility. Use CompleteInteraction instead.
/// </summary>
/// TODO: Remove this method in future versions
[Obsolete("Use CompleteInteraction instead")]
public void BroadcastInteractionComplete(bool success)
{
CompleteInteraction(success);
}
#if UNITY_EDITOR
/// <summary>
/// Draws gizmos for pickup interaction range in the editor.

View File

@@ -18,12 +18,12 @@ namespace Interactions
[Tooltip("Whether the interaction flow should wait for this action to complete")]
public bool pauseInteractionFlow = true;
protected Interactable parentInteractable;
protected InteractableBase parentInteractable;
protected virtual void Awake()
{
// Get the parent interactable component
parentInteractable = GetComponentInParent<Interactable>();
parentInteractable = GetComponentInParent<InteractableBase>();
if (parentInteractable == null)
{

View File

@@ -19,7 +19,6 @@ namespace Interactions
/// <summary>
/// Interaction requirement that allows slotting, swapping, or picking up items in a slot.
/// </summary>
[RequireComponent(typeof(Interactable))]
public class ItemSlot : Pickup
{
// Tracks the current state of the slotted item
@@ -53,7 +52,7 @@ namespace Interactions
private PickupItemData _currentlySlottedItemData;
public SpriteRenderer slottedItemRenderer;
private GameObject _currentlySlottedItemObject = null;
private GameObject _currentlySlottedItemObject;
public GameObject GetSlottedObject()
{
@@ -69,7 +68,7 @@ namespace Interactions
}
}
public override void Awake()
protected override void Awake()
{
base.Awake();
@@ -82,8 +81,8 @@ namespace Interactions
{
Logging.Debug("[ItemSlot] OnCharacterArrived");
var heldItemData = FollowerController.CurrentlyHeldItemData;
var heldItemObj = FollowerController.GetHeldPickupObject();
var heldItemData = _followerController.CurrentlyHeldItemData;
var heldItemObj = _followerController.GetHeldPickupObject();
var config = _interactionSettings?.GetSlotItemConfig(itemData);
var forbidden = config?.forbiddenItems ?? new List<PickupItemData>();
@@ -97,7 +96,7 @@ namespace Interactions
onForbiddenItemSlotted?.Invoke();
OnForbiddenItemSlotted?.Invoke(itemData, heldItemData);
_currentState = ItemSlotState.Forbidden;
Interactable.BroadcastInteractionComplete(false);
CompleteInteraction(false);
return;
}
@@ -115,7 +114,7 @@ namespace Interactions
var slottedPickup = _currentlySlottedItemObject?.GetComponent<Pickup>();
if (slottedPickup != null)
{
var comboResult = FollowerController.TryCombineItems(slottedPickup, out var combinationResultItem);
var comboResult = _followerController.TryCombineItems(slottedPickup, out var combinationResultItem);
if (combinationResultItem != null && comboResult == FollowerController.CombinationResult.Successful)
{
// Combination succeeded: fire slot-removed events and clear internals (don't call SlotItem to avoid duplicate events)
@@ -128,14 +127,14 @@ namespace Interactions
_currentlySlottedItemData = null;
UpdateSlottedSprite();
Interactable.BroadcastInteractionComplete(false);
CompleteInteraction(false);
return;
}
}
}
// No combination (or not applicable) -> perform normal swap/pickup behavior
FollowerController.TryPickupItem(_currentlySlottedItemObject, _currentlySlottedItemData, false);
_followerController.TryPickupItem(_currentlySlottedItemObject, _currentlySlottedItemData, false);
onItemSlotRemoved?.Invoke();
OnItemSlotRemoved?.Invoke(_currentlySlottedItemData);
_currentState = ItemSlotState.None;
@@ -163,7 +162,6 @@ namespace Interactions
float desiredHeight = _playerFollowerSettings?.HeldIconDisplayHeight ?? 2.0f;
var sprite = _currentlySlottedItemData.mapSprite;
float spriteHeight = sprite.bounds.size.y;
float spriteWidth = sprite.bounds.size.x;
Vector3 parentScale = slottedItemRenderer.transform.parent != null
? slottedItemRenderer.transform.parent.localScale
: Vector3.one;
@@ -209,7 +207,7 @@ namespace Interactions
if (clearFollowerHeldItem)
{
FollowerController.ClearHeldItem();
_followerController.ClearHeldItem();
}
UpdateSlottedSprite();
@@ -227,7 +225,7 @@ namespace Interactions
_currentState = ItemSlotState.Correct;
}
Interactable.BroadcastInteractionComplete(true);
CompleteInteraction(true);
}
else
{
@@ -238,18 +236,23 @@ namespace Interactions
OnIncorrectItemSlotted?.Invoke(itemData, _currentlySlottedItemData);
_currentState = ItemSlotState.Incorrect;
}
Interactable.BroadcastInteractionComplete(false);
CompleteInteraction(false);
}
}
// Register with ItemManager when enabled
void Start()
{
// Note: Base Pickup class also calls RegisterPickup in its Start
// This additionally registers as ItemSlot
ItemManager.Instance?.RegisterPickup(this);
ItemManager.Instance?.RegisterItemSlot(this);
}
void OnDestroy()
{
// Unregister from both pickup and slot managers
ItemManager.Instance?.UnregisterPickup(this);
ItemManager.Instance?.UnregisterItemSlot(this);
}
}

View File

@@ -1,37 +1,21 @@
using UnityEngine;
using System;
using Input;
using Interactions;
/// <summary>
/// MonoBehaviour that immediately completes an interaction when started.
/// </summary>
public class OneClickInteraction : MonoBehaviour
namespace Interactions
{
private Interactable interactable;
void Awake()
/// <summary>
/// Interactable that immediately completes when the character arrives at the interaction point.
/// Useful for simple trigger interactions that don't require additional logic.
/// </summary>
public class OneClickInteraction : InteractableBase
{
interactable = GetComponent<Interactable>();
if (interactable != null)
/// <summary>
/// Override: Immediately completes the interaction with success when character arrives.
/// </summary>
protected override void OnCharacterArrived()
{
interactable.interactionStarted.AddListener(OnInteractionStarted);
}
}
void OnDestroy()
{
if (interactable != null)
{
interactable.interactionStarted.RemoveListener(OnInteractionStarted);
}
}
private void OnInteractionStarted(PlayerTouchController playerRef, FollowerController followerRef)
{
if (interactable != null)
{
interactable.BroadcastInteractionComplete(true);
CompleteInteraction(true);
}
}
}

View File

@@ -5,14 +5,10 @@ using Core; // register with ItemManager
namespace Interactions
{
[RequireComponent(typeof(Interactable))]
public class Pickup : MonoBehaviour
public class Pickup : InteractableBase
{
public PickupItemData itemData;
public SpriteRenderer iconRenderer;
protected Interactable Interactable;
private PlayerTouchController _playerRef;
protected FollowerController FollowerController;
// Track if the item has been picked up
public bool isPickedUp { get; private set; }
@@ -24,19 +20,12 @@ namespace Interactions
public event Action<PickupItemData, PickupItemData, PickupItemData> OnItemsCombined;
/// <summary>
/// Unity Awake callback. Sets up icon, interactable, and event handlers.
/// Unity Awake callback. Sets up icon and applies item data.
/// </summary>
public virtual void Awake()
protected virtual void Awake()
{
if (iconRenderer == null)
iconRenderer = GetComponent<SpriteRenderer>();
Interactable = GetComponent<Interactable>();
if (Interactable != null)
{
Interactable.interactionStarted.AddListener(OnInteractionStarted);
Interactable.characterArrived.AddListener(OnCharacterArrived);
}
ApplyItemData();
}
@@ -50,16 +39,10 @@ namespace Interactions
}
/// <summary>
/// Unity OnDestroy callback. Cleans up event handlers.
/// Unity OnDestroy callback. Unregisters from ItemManager.
/// </summary>
void OnDestroy()
{
if (Interactable != null)
{
Interactable.interactionStarted.RemoveListener(OnInteractionStarted);
Interactable.characterArrived.RemoveListener(OnCharacterArrived);
}
// Unregister from ItemManager
ItemManager.Instance?.UnregisterPickup(this);
}
@@ -76,6 +59,7 @@ namespace Interactions
}
#endif
/// <summary>
/// Applies the item data to the pickup (icon, name, etc).
/// </summary>
@@ -93,22 +77,17 @@ namespace Interactions
}
/// <summary>
/// Handles the start of an interaction (for feedback/UI only).
/// Override: Called when character arrives at the interaction point.
/// Handles item pickup and combination logic.
/// </summary>
private void OnInteractionStarted(PlayerTouchController playerRef, FollowerController followerRef)
{
_playerRef = playerRef;
FollowerController = followerRef;
}
protected virtual void OnCharacterArrived()
protected override void OnCharacterArrived()
{
Logging.Debug("[Pickup] OnCharacterArrived");
var combinationResult = FollowerController.TryCombineItems(this, out var combinationResultItem);
var combinationResult = _followerController.TryCombineItems(this, out var combinationResultItem);
if (combinationResultItem != null)
{
Interactable.BroadcastInteractionComplete(true);
CompleteInteraction(true);
// Fire the combination event when items are successfully combined
if (combinationResult == FollowerController.CombinationResult.Successful)
@@ -118,7 +97,7 @@ namespace Interactions
{
// Get the combined item data
var resultItemData = resultPickup.itemData;
var heldItem = FollowerController.GetHeldPickupObject();
var heldItem = _followerController.GetHeldPickupObject();
if (heldItem != null)
{
@@ -135,18 +114,18 @@ namespace Interactions
return;
}
FollowerController?.TryPickupItem(gameObject, itemData);
_followerController?.TryPickupItem(gameObject, itemData);
var step = GetComponent<PuzzleS.ObjectiveStepBehaviour>();
if (step != null && !step.IsStepUnlocked())
{
Interactable.BroadcastInteractionComplete(false);
CompleteInteraction(false);
return;
}
bool wasPickedUp = (combinationResult == FollowerController.CombinationResult.NotApplicable
|| combinationResult == FollowerController.CombinationResult.Unsuccessful);
Interactable.BroadcastInteractionComplete(wasPickedUp);
CompleteInteraction(wasPickedUp);
// Update pickup state and invoke event when the item was picked up successfully
if (wasPickedUp)