Somewhat working indicators

This commit is contained in:
Michal Pikulski
2025-10-02 07:41:27 +02:00
parent dac119fd7b
commit 9c67f503d2
7 changed files with 172 additions and 80 deletions

View File

@@ -8,6 +8,16 @@ namespace PuzzleS
/// </summary>
public interface IPuzzlePrompt
{
/// <summary>
/// Called when the prompt should be initially shown (e.g., when step is unlocked)
/// </summary>
void OnShow();
/// <summary>
/// Called when the prompt should be hidden (e.g., when step is locked)
/// </summary>
void OnHide();
/// <summary>
/// Called when the player enters the outer range of the prompt.
/// </summary>

View File

@@ -3,6 +3,7 @@ using Interactions;
using UnityEngine;
using System;
using AppleHills.Core.Settings;
using UnityEngine.Serialization;
namespace PuzzleS
{
@@ -18,12 +19,11 @@ namespace PuzzleS
public PuzzleStepSO stepData;
[Header("Indicator Settings")]
[SerializeField] private GameObject indicatorPrefab;
[SerializeField] private GameObject puzzleIndicator;
[SerializeField] private bool drawPromptRangeGizmo = true;
private Interactable _interactable;
private bool _isUnlocked = false;
private GameObject _spawnedIndicator;
private IPuzzlePrompt _indicator;
// Current proximity state tracked by PuzzleManager
@@ -62,14 +62,6 @@ namespace PuzzleS
_interactable.interactionComplete.RemoveListener(OnInteractionComplete);
}
PuzzleManager.Instance?.UnregisterStepBehaviour(this);
// Clean up indicator
if (_spawnedIndicator != null)
{
Destroy(_spawnedIndicator);
_spawnedIndicator = null;
_indicator = null;
}
}
/// <summary>
@@ -97,11 +89,46 @@ namespace PuzzleS
// IPuzzlePrompt interface implementation - delegates to indicator if available
/// <summary>
/// Called when the prompt should be initially shown (e.g., when step is unlocked)
/// </summary>
public virtual void OnShow()
{
// Delegate to indicator if available
if (_indicator != null)
{
_indicator.OnShow();
return;
}
// Default fallback behavior
Debug.Log($"[Puzzles] Prompt shown for {stepData?.stepId} on {gameObject.name}");
}
/// <summary>
/// Called when the prompt should be hidden (e.g., when step is locked)
/// </summary>
public virtual void OnHide()
{
// Delegate to indicator if available
if (_indicator != null)
{
_indicator.OnHide();
return;
}
// Default fallback behavior
Debug.Log($"[Puzzles] Prompt hidden for {stepData?.stepId} on {gameObject.name}");
}
/// <summary>
/// Called when player enters the far range
/// </summary>
public virtual void ShowFar()
{
// Only show if step is unlocked
if (!_isUnlocked) return;
// Delegate to indicator if available
if (_indicator != null)
{
@@ -118,6 +145,9 @@ namespace PuzzleS
/// </summary>
public virtual void ShowClose()
{
// Only show if step is unlocked
if (!_isUnlocked) return;
// Delegate to indicator if available
if (_indicator != null)
{
@@ -134,6 +164,9 @@ namespace PuzzleS
/// </summary>
public virtual void HideClose()
{
// Only respond if step is unlocked
if (!_isUnlocked) return;
// Delegate to indicator if available
if (_indicator != null)
{
@@ -150,6 +183,9 @@ namespace PuzzleS
/// </summary>
public virtual void HideFar()
{
// Only respond if step is unlocked
if (!_isUnlocked) return;
// Delegate to indicator if available
if (_indicator != null)
{
@@ -170,16 +206,15 @@ namespace PuzzleS
Debug.Log($"[Puzzles] Step unlocked: {stepData?.stepId} on {gameObject.name}");
// Show indicator if enabled in settings
if (stepData?.ShowIndicator == true && indicatorPrefab != null && _spawnedIndicator == null)
if (puzzleIndicator != null)
{
_spawnedIndicator = Instantiate(indicatorPrefab, transform);
// Try to get the IPuzzlePrompt component from the spawned indicator
_indicator = _spawnedIndicator.GetComponent<IPuzzlePrompt>();
_indicator = puzzleIndicator.GetComponent<IPuzzlePrompt>();
if (_indicator == null)
{
// Try to find it in children if not on the root
_indicator = _spawnedIndicator.GetComponentInChildren<IPuzzlePrompt>();
_indicator = puzzleIndicator.GetComponentInChildren<IPuzzlePrompt>();
}
if (_indicator == null)
@@ -188,7 +223,10 @@ namespace PuzzleS
}
else
{
// Immediately set the correct state based on current player distance
// First show the indicator
_indicator.OnShow();
// Then set the correct state based on current player distance
Transform playerTransform = GameObject.FindGameObjectWithTag("Player")?.transform;
if (playerTransform != null)
{
@@ -227,11 +265,9 @@ namespace PuzzleS
Debug.Log($"[Puzzles] Step locked: {stepData?.stepId} on {gameObject.name}");
// Hide indicator
if (_spawnedIndicator != null)
if (_indicator != null)
{
Destroy(_spawnedIndicator);
_spawnedIndicator = null;
_indicator = null;
_indicator.OnHide();
}
}

View File

@@ -14,6 +14,16 @@ public class TestIndicator : MonoBehaviour, PuzzleS.IPuzzlePrompt
}
public void OnShow()
{
gameObject.SetActive(true);
}
public void OnHide()
{
gameObject.SetActive(false);
}
public void ShowFar()
{
gameObject.SetActive(true);