Update to the timeline triggering logic

This commit is contained in:
Michal Pikulski
2025-10-06 16:16:41 +02:00
committed by Michal Pikulski
parent fd611ac27f
commit bdec77d36f
8 changed files with 875 additions and 933 deletions

View File

@@ -314,7 +314,8 @@ namespace Interactions
}
}
_followerController.GoToPointAndReturn(targetPosition, _playerRef.transform);
// Use the new GoToPoint method instead of GoToPointAndReturn
_followerController.GoToPoint(targetPosition);
// Await follower arrival
await tcs.Task;
@@ -356,7 +357,8 @@ namespace Interactions
}
}
_followerController.GoToPointAndReturn(targetPosition, _playerRef.transform);
// Use the new GoToPoint method instead of GoToPointAndReturn
_followerController.GoToPoint(targetPosition);
// Await follower arrival
await tcs.Task;
@@ -368,10 +370,32 @@ namespace Interactions
if (!_interactionInProgress)
return;
// Dispatch FollowerArrived event
// Dispatch InteractingCharacterArrived event and WAIT for all actions to complete
// This ensures we wait for any timeline animations to finish before proceeding
Debug.Log("[Interactable] Follower arrived, dispatching InteractingCharacterArrived event and waiting for completion");
await DispatchEventAsync(InteractionEventType.InteractingCharacterArrived);
Debug.Log("[Interactable] All InteractingCharacterArrived actions completed, proceeding with interaction");
// After all FollowerArrived actions complete, proceed to character arrived
// Check if we have any components that might have paused the interaction flow
bool hasTimelineActions = false;
foreach (var action in _registeredActions)
{
if (action is InteractionTimelineAction timelineAction &&
timelineAction.respondToEvents.Contains(InteractionEventType.InteractingCharacterArrived) &&
timelineAction.pauseInteractionFlow)
{
hasTimelineActions = true;
break;
}
}
// Tell the follower to return to the player
if (_followerController != null && _playerRef != null)
{
_followerController.ReturnToPlayer(_playerRef.transform);
}
// After all InteractingCharacterArrived actions complete, proceed to character arrived
await BroadcastCharacterArrivedAsync();
}

View File

@@ -94,7 +94,7 @@ namespace Interactions
}
_currentMapping = mapping;
_currentTimelineIndex = 0;
// _currentTimelineIndex = 0;
return await PlayTimelineSequence(player, follower);
}
@@ -155,7 +155,7 @@ namespace Interactions
if (timelineAsset == null)
{
Debug.LogWarning("[InteractionTimelineAction] Timeline asset is null");
return true;
return true; // Return true to continue the interaction flow
}
// Set the timeline asset
@@ -205,14 +205,26 @@ namespace Interactions
// Create a task completion source to await the timeline completion
_currentPlaybackTCS = new TaskCompletionSource<bool>();
// Register for the stopped event if not already registered
playableDirector.stopped -= OnPlayableDirectorStopped;
playableDirector.stopped += OnPlayableDirectorStopped;
// Log the timeline playback
Debug.Log($"[InteractionTimelineAction] Playing timeline {timelineAsset.name} for event {mapping.eventType}");
// Play the timeline
playableDirector.Play();
// Start a timeout coroutine for safety using the mapping's timeout
StartCoroutine(TimeoutCoroutine(mapping.timeoutSeconds));
// Wait for the timeline to complete (or timeout)
// Await the timeline completion (will be signaled by the OnPlayableDirectorStopped callback)
bool result = await _currentPlaybackTCS.Task;
// Log completion
Debug.Log($"[InteractionTimelineAction] Timeline {timelineAsset.name} playback completed with result: {result}");
// Clear the task completion source
_currentPlaybackTCS = null;
return result;
@@ -220,10 +232,13 @@ namespace Interactions
private void OnPlayableDirectorStopped(PlayableDirector director)
{
if (director == playableDirector && _currentPlaybackTCS != null)
{
_currentPlaybackTCS.TrySetResult(true);
}
if (director != playableDirector || _currentPlaybackTCS == null)
return;
Debug.Log($"[InteractionTimelineAction] PlayableDirector stopped. Signaling completion.");
// Signal completion when the director stops
_currentPlaybackTCS.TrySetResult(true);
}
private System.Collections.IEnumerator TimeoutCoroutine(float timeoutDuration)