SaveLoad using managed lifecycle
This commit is contained in:
committed by
Michal Pikulski
parent
3e835ed3b8
commit
b932be2232
@@ -1,4 +1,4 @@
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using System.Collections.Generic;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Events;
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using System; // for Action<T>
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@@ -24,6 +24,7 @@ namespace Interactions
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{
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public ItemSlotState slotState;
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public string slottedItemSaveId;
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public string slottedItemDataId; // ItemId of the PickupItemData (for verification)
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}
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/// <summary>
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@@ -227,6 +228,16 @@ namespace Interactions
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{
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var previousData = currentlySlottedItemData;
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// Clear the pickup's OwningSlot reference
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if (currentlySlottedItemObject != null)
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{
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var pickup = currentlySlottedItemObject.GetComponent<Pickup>();
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if (pickup != null)
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{
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pickup.OwningSlot = null;
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}
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}
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currentlySlottedItemObject = null;
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currentlySlottedItemData = null;
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currentState = ItemSlotState.None;
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@@ -272,17 +283,15 @@ namespace Interactions
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#endregion
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// Register with ItemManager when enabled
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protected override void Start()
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private void OnEnable()
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{
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base.Start(); // SaveableInteractable registration
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// Register as ItemSlot
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ItemManager.Instance?.RegisterItemSlot(this);
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}
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protected override void OnDestroy()
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{
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base.OnDestroy(); // SaveableInteractable cleanup
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base.OnDestroy();
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// Unregister from slot manager
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ItemManager.Instance?.UnregisterItemSlot(this);
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@@ -294,20 +303,28 @@ namespace Interactions
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{
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// Get slotted item save ID if there's a slotted item
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string slottedSaveId = "";
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string slottedDataId = "";
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if (currentlySlottedItemObject != null)
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{
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var slottedPickup = currentlySlottedItemObject.GetComponent<Pickup>();
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if (slottedPickup is SaveableInteractable saveablePickup)
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{
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slottedSaveId = saveablePickup.GetSaveId();
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slottedSaveId = saveablePickup.SaveId;
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}
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}
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// Also save the itemData ID for verification
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if (currentlySlottedItemData != null)
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{
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slottedDataId = currentlySlottedItemData.itemId;
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}
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return new ItemSlotSaveData
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{
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slotState = currentState,
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slottedItemSaveId = slottedSaveId
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slottedItemSaveId = slottedSaveId,
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slottedItemDataId = slottedDataId
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};
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}
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@@ -326,7 +343,8 @@ namespace Interactions
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// Restore slotted item if there was one
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if (!string.IsNullOrEmpty(data.slottedItemSaveId))
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{
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RestoreSlottedItem(data.slottedItemSaveId);
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Debug.Log($"[ItemSlot] Restoring slotted item: {data.slottedItemSaveId} (itemId: {data.slottedItemDataId})");
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RestoreSlottedItem(data.slottedItemSaveId, data.slottedItemDataId);
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}
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}
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@@ -334,7 +352,7 @@ namespace Interactions
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/// Restore a slotted item from save data.
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/// This is called during load restoration and should NOT trigger events.
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/// </summary>
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private void RestoreSlottedItem(string slottedItemSaveId)
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private void RestoreSlottedItem(string slottedItemSaveId, string expectedItemDataId)
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{
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// Try to find the item in the scene by its save ID via ItemManager
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GameObject slottedObject = ItemManager.Instance?.FindPickupBySaveId(slottedItemSaveId);
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@@ -351,11 +369,33 @@ namespace Interactions
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if (pickup != null)
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{
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slottedData = pickup.itemData;
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// Verify itemId matches if we have it (safety check)
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if (slottedData != null && !string.IsNullOrEmpty(expectedItemDataId))
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{
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if (slottedData.itemId != expectedItemDataId)
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{
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Debug.LogWarning($"[ItemSlot] ItemId mismatch! Pickup has '{slottedData.itemId}' but expected '{expectedItemDataId}'");
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}
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}
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if (slottedData == null)
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{
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Debug.LogWarning($"[ItemSlot] Pickup {pickup.gameObject.name} has null itemData! Expected itemId: {expectedItemDataId}");
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return;
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}
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}
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else
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{
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Debug.LogWarning($"[ItemSlot] Slotted object has no Pickup component: {slottedObject.name}");
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return;
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}
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// Silently slot the item (no events, no interaction completion)
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// Follower state is managed separately during save/load restoration
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ApplySlottedItemState(slottedObject, slottedData, triggerEvents: false);
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Debug.Log($"[ItemSlot] Successfully restored slotted item: {slottedData.itemName} (itemId: {slottedData.itemId})");
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}
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/// <summary>
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@@ -370,7 +410,16 @@ namespace Interactions
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{
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if (itemToSlot == null)
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{
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// Clear slot
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// Clear slot - also clear the pickup's OwningSlot reference
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if (currentlySlottedItemObject != null)
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{
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var oldPickup = currentlySlottedItemObject.GetComponent<Pickup>();
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if (oldPickup != null)
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{
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oldPickup.OwningSlot = null;
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}
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}
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var previousData = currentlySlottedItemData;
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currentlySlottedItemObject = null;
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currentlySlottedItemData = null;
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@@ -391,6 +440,14 @@ namespace Interactions
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SetSlottedObject(itemToSlot);
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currentlySlottedItemData = itemToSlotData;
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// Mark the pickup as picked up and track slot ownership for save/load
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var pickup = itemToSlot.GetComponent<Pickup>();
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if (pickup != null)
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{
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pickup.IsPickedUp = true;
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pickup.OwningSlot = this;
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}
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// Determine if correct
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var config = interactionSettings?.GetSlotItemConfig(itemData);
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var allowed = config?.allowedItems ?? new List<PickupItemData>();
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@@ -433,6 +490,33 @@ namespace Interactions
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ApplySlottedItemState(itemToSlot, itemToSlotData, triggerEvents: true);
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}
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/// <summary>
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/// Bilateral restoration entry point: Pickup calls this to offer itself to the Slot.
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/// Returns true if claim was successful, false if slot already has an item or wrong pickup.
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/// </summary>
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public bool TryClaimSlottedItem(Pickup pickup)
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{
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if (pickup == null)
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return false;
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// If slot already has an item, reject the claim
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if (currentlySlottedItemObject != null)
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{
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Debug.LogWarning($"[ItemSlot] Already has a slotted item, rejecting claim from {pickup.gameObject.name}");
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return false;
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}
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// Verify this pickup's SaveId matches what we expect (from our save data)
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// Note: We don't have easy access to the expected SaveId here, so we just accept it
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// The Pickup's bilateral restoration ensures it only claims the correct slot
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// Claim the pickup
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ApplySlottedItemState(pickup.gameObject, pickup.itemData, triggerEvents: false);
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Debug.Log($"[ItemSlot] Successfully claimed slotted item: {pickup.itemData?.itemName}");
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return true;
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}
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#endregion
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}
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}
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