Merge branch 'main' into audio-overhaul

This commit is contained in:
2025-10-29 11:33:13 +01:00
25 changed files with 4635 additions and 923 deletions

View File

@@ -9,6 +9,9 @@ namespace Core.SaveLoad
// Snapshot of the player's card collection (MVP)
public CardCollectionState cardCollection;
// List of unlocked minigames by name
public List<string> unlockedMinigames = new List<string>();
}
// Minimal DTOs for card persistence

View File

@@ -21,6 +21,7 @@ namespace AppleHills.Core.Settings
[Header("Default Prefabs")]
[SerializeField] private GameObject basePickupPrefab;
[SerializeField] private GameObject levelSwitchMenuPrefab;
[SerializeField] private GameObject minigameSwitchMenuPrefab;
[Header("Puzzle Settings")]
[Tooltip("Default prefab for puzzle step indicators")]
@@ -39,6 +40,7 @@ namespace AppleHills.Core.Settings
public LayerMask InteractableLayerMask => interactableLayerMask;
public GameObject BasePickupPrefab => basePickupPrefab;
public GameObject LevelSwitchMenuPrefab => levelSwitchMenuPrefab;
public GameObject MinigameSwitchMenuPrefab => minigameSwitchMenuPrefab;
public List<CombinationRule> CombinationRules => combinationRules;
public List<SlotItemConfig> SlotItemConfigs => slotItemConfigs;
public GameObject DefaultPuzzleIndicatorPrefab => defaultPuzzleIndicatorPrefab;

View File

@@ -46,6 +46,7 @@ namespace AppleHills.Core.Settings
LayerMask InteractableLayerMask { get; }
GameObject BasePickupPrefab { get; }
GameObject LevelSwitchMenuPrefab { get; }
GameObject MinigameSwitchMenuPrefab { get; }
List<CombinationRule> CombinationRules { get; }
List<SlotItemConfig> SlotItemConfigs { get; }

View File

@@ -28,7 +28,7 @@ public class SoundGenerator : MonoBehaviour
if (!playerInside && other.CompareTag("Player"))
{
playerInside = true;
Logging.Debug("Player entered SoundGenerator trigger!");
// Logging.Debug("Player entered SoundGenerator trigger!");
if (spriteRenderer != null && enterSprite != null)
{
spriteRenderer.sprite = enterSprite;
@@ -50,7 +50,7 @@ public class SoundGenerator : MonoBehaviour
if (playerInside && other.CompareTag("Player"))
{
playerInside = false;
Logging.Debug("Player exited SoundGenerator trigger!");
// Logging.Debug("Player exited SoundGenerator trigger!");
if (spriteRenderer != null && exitSprite != null)
{
spriteRenderer.sprite = exitSprite;

View File

@@ -28,5 +28,10 @@ namespace Levels
/// Icon to display for this level switch.
/// </summary>
public Sprite mapSprite;
/// <summary>
/// Icon to display for this level switch.
/// </summary>
public Sprite menuSprite;
}
}

View File

@@ -2,6 +2,8 @@
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using Core.SaveLoad;
using Unity.Android.Gradle;
namespace Levels
{
@@ -41,23 +43,41 @@ namespace Levels
_onMinigameConfirm = onMinigameConfirm;
_onCancel = onCancel;
_onRestart = onRestart;
if (iconImage) iconImage.sprite = switchData?.mapSprite;
if (levelNameText) levelNameText.text = switchData?.targetLevelSceneName ?? "";
if(switchData != null)
{
if (iconImage)
{
iconImage.sprite = switchData.menuSprite != null
? switchData.menuSprite
: switchData.mapSprite;
}
if (levelNameText) levelNameText.text = switchData?.targetLevelSceneName ?? "";
}
else
{
Logging.LogWarning("[LevelSwitchMenu] No level data is assigned!");
}
if (confirmButton) confirmButton.onClick.AddListener(OnConfirmClicked);
if (cancelButton) cancelButton.onClick.AddListener(OnCancelClicked);
if (minigameButton)
{
minigameButton.onClick.AddListener(OnMinigameClicked);
bool minigameUnlocked = true;
minigameButton.interactable = minigameUnlocked;
padlockIcon.SetActive(!minigameUnlocked);
}
if (minigameButton) minigameButton.onClick.AddListener(OnMinigameClicked);
if (restartButton) restartButton.onClick.AddListener(OnRestartClicked);
if (popupConfirmMenu) popupConfirmMenu.SetActive(false);
if (tintTargetImage) _originalTintColor = tintTargetImage.color;
if (popupConfirmButton) popupConfirmButton.onClick.AddListener(OnPopupConfirmClicked);
if (popupCancelButton) popupCancelButton.onClick.AddListener(OnPopupCancelClicked);
// --- Minigame unlock state logic ---
if (SaveLoadManager.Instance != null)
{
if (SaveLoadManager.Instance.IsSaveDataLoaded)
{
ApplyMinigameUnlockStateIfAvailable();
}
else
{
SaveLoadManager.Instance.OnLoadCompleted += OnSaveDataLoadedHandler;
}
}
}
private void OnDestroy()
@@ -68,6 +88,10 @@ namespace Levels
if (restartButton) restartButton.onClick.RemoveListener(OnRestartClicked);
if (popupConfirmButton) popupConfirmButton.onClick.RemoveListener(OnPopupConfirmClicked);
if (popupCancelButton) popupCancelButton.onClick.RemoveListener(OnPopupCancelClicked);
if (SaveLoadManager.Instance != null)
{
SaveLoadManager.Instance.OnLoadCompleted -= OnSaveDataLoadedHandler;
}
}
private void OnConfirmClicked()
@@ -106,5 +130,25 @@ namespace Levels
if (popupConfirmMenu) popupConfirmMenu.SetActive(false);
if (tintTargetImage) tintTargetImage.color = _originalTintColor;
}
private void ApplyMinigameUnlockStateIfAvailable()
{
if (minigameButton == null || padlockIcon == null || _switchData == null)
return;
var data = SaveLoadManager.Instance?.currentSaveData;
string minigameName = _switchData.targetMinigameSceneName;
bool unlocked = data?.unlockedMinigames != null && !string.IsNullOrEmpty(minigameName) && data.unlockedMinigames.Contains(minigameName);
minigameButton.interactable = unlocked;
padlockIcon.SetActive(!unlocked);
}
private void OnSaveDataLoadedHandler(string slot)
{
ApplyMinigameUnlockStateIfAvailable();
if (SaveLoadManager.Instance != null)
{
SaveLoadManager.Instance.OnLoadCompleted -= OnSaveDataLoadedHandler;
}
}
}
}

View File

@@ -0,0 +1,195 @@
using System;
using AppleHills.Core.Settings;
using Core;
using Input;
using Interactions;
using System.Threading.Tasks;
using Bootstrap;
using PuzzleS;
using UnityEngine;
using Core.SaveLoad;
// Added for IInteractionSettings
namespace Levels
{
/// <summary>
/// Handles switching into minigame levels when interacted with. Applies switch data and triggers scene transitions.
/// </summary>
public class MinigameSwitch : MonoBehaviour
{
/// <summary>
/// Data for this level switch (target scene, icon, etc).
/// </summary>
public LevelSwitchData switchData;
private SpriteRenderer _iconRenderer;
private Interactable _interactable;
// Settings reference
private IInteractionSettings _interactionSettings;
private bool _isActive = true;
/// <summary>
/// Unity Awake callback. Sets up icon, interactable, and event handlers.
/// </summary>
void Awake()
{
gameObject.SetActive(false); // Start inactive
BootCompletionService.RegisterInitAction(InitializePostBoot);
_isActive = true;
if (_iconRenderer == null)
_iconRenderer = GetComponent<SpriteRenderer>();
_interactable = GetComponent<Interactable>();
if (_interactable != null)
{
_interactable.characterArrived.AddListener(OnCharacterArrived);
}
// Initialize settings reference
_interactionSettings = GameManager.GetSettingsObject<IInteractionSettings>();
ApplySwitchData();
// --- Save state loading logic ---
if (SaveLoadManager.Instance != null)
{
if (SaveLoadManager.Instance.IsSaveDataLoaded)
{
ApplySavedMinigameStateIfAvailable();
}
else
{
SaveLoadManager.Instance.OnLoadCompleted += OnSaveDataLoadedHandler;
}
}
}
private void OnDestroy()
{
PuzzleManager.Instance.OnAllPuzzlesComplete -= HandleAllPuzzlesComplete;
if (_interactable != null)
{
_interactable.characterArrived.RemoveListener(OnCharacterArrived);
}
if (SaveLoadManager.Instance != null)
{
SaveLoadManager.Instance.OnLoadCompleted -= OnSaveDataLoadedHandler;
}
}
// Apply saved state if present in the SaveLoadManager
private void ApplySavedMinigameStateIfAvailable()
{
var data = SaveLoadManager.Instance?.currentSaveData;
if (data?.unlockedMinigames != null && switchData != null &&
data.unlockedMinigames.Contains(switchData.targetLevelSceneName))
{
gameObject.SetActive(true);
}
}
// Event handler for when save data load completes
private void OnSaveDataLoadedHandler(string slot)
{
ApplySavedMinigameStateIfAvailable();
if (SaveLoadManager.Instance != null)
{
SaveLoadManager.Instance.OnLoadCompleted -= OnSaveDataLoadedHandler;
}
}
private void HandleAllPuzzlesComplete(PuzzleS.PuzzleLevelDataSO _)
{
// Unlock and save
if (switchData != null)
{
var unlocked = SaveLoadManager.Instance.currentSaveData.unlockedMinigames;
string minigameName = switchData.targetLevelSceneName;
if (!unlocked.Contains(minigameName))
{
unlocked.Add(minigameName);
}
}
gameObject.SetActive(true);
}
#if UNITY_EDITOR
/// <summary>
/// Unity OnValidate callback. Ensures icon and data are up to date in editor.
/// </summary>
void OnValidate()
{
if (_iconRenderer == null)
_iconRenderer = GetComponent<SpriteRenderer>();
ApplySwitchData();
}
#endif
/// <summary>
/// Applies the switch data to the level switch (icon, name, etc).
/// </summary>
public void ApplySwitchData()
{
if (switchData != null)
{
if (_iconRenderer != null)
_iconRenderer.sprite = switchData.mapSprite;
gameObject.name = switchData.targetLevelSceneName;
// Optionally update other fields, e.g. description
}
}
/// <summary>
/// Handles the start of an interaction (shows confirmation menu and switches the level if confirmed).
/// </summary>
private void OnCharacterArrived()
{
if (switchData == null || string.IsNullOrEmpty(switchData.targetLevelSceneName) || !_isActive)
return;
var menuPrefab = _interactionSettings?.MinigameSwitchMenuPrefab;
if (menuPrefab == null)
{
Debug.LogError("MinigameSwitchMenu prefab not assigned in InteractionSettings!");
return;
}
// Spawn the menu overlay (assume Canvas parent is handled in prefab setup)
var menuGo = Instantiate(menuPrefab);
var menu = menuGo.GetComponent<MinigameSwitchMenu>();
if (menu == null)
{
Debug.LogError("MinigameSwitchMenu component missing on prefab!");
Destroy(menuGo);
return;
}
// Setup menu with data and callbacks
menu.Setup(switchData, OnLevelSelectedWrapper, OnMenuCancel);
_isActive = false; // Prevent re-triggering until menu is closed
// Switch input mode to UI only
InputManager.Instance.SetInputMode(InputMode.UI);
}
private void OnLevelSelectedWrapper()
{
_ = OnLevelSelected();
}
private async Task OnLevelSelected()
{
var progress = new Progress<float>(p => Logging.Debug($"Loading progress: {p * 100:F0}%"));
await SceneManagerService.Instance.SwitchSceneAsync(switchData.targetLevelSceneName, progress);
}
private void OnMenuCancel()
{
_isActive = true; // Allow interaction again if cancelled
InputManager.Instance.SetInputMode(InputMode.GameAndUI);
}
private void InitializePostBoot()
{
PuzzleManager.Instance.OnAllPuzzlesComplete += HandleAllPuzzlesComplete;
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: d9b7a2b4b1fe492aae7b0f280b4063cf
timeCreated: 1761725126

View File

@@ -0,0 +1,77 @@
using System;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
namespace Levels
{
/// <summary>
/// UI overlay for confirming a level switch. Displays level info and handles confirm/cancel actions, and supports leaderboard view.
/// </summary>
public class MinigameSwitchMenu : MonoBehaviour
{
[Header("UI References")]
public Image iconImage;
public TMP_Text levelNameText;
public Button confirmButton;
public Button cancelButton;
public Button leaderboardButton;
public GameObject levelInfoContainer;
public GameObject leaderboardContainer;
public Button leaderboardDismissButton;
private Action _onLevelConfirm;
private Action _onCancel;
private LevelSwitchData _switchData;
/// <summary>
/// Initialize the menu with data and callbacks.
/// </summary>
public void Setup(LevelSwitchData switchData, Action onLevelConfirm, Action onCancel)
{
_switchData = switchData;
_onLevelConfirm = onLevelConfirm;
_onCancel = onCancel;
if (iconImage) iconImage.sprite = switchData?.menuSprite ?? switchData?.mapSprite;
if (levelNameText) levelNameText.text = switchData?.targetLevelSceneName ?? "";
if (confirmButton) confirmButton.onClick.AddListener(OnConfirmClicked);
if (cancelButton) cancelButton.onClick.AddListener(OnCancelClicked);
if (leaderboardButton) leaderboardButton.onClick.AddListener(OnLeaderboardClicked);
if (leaderboardDismissButton) leaderboardDismissButton.onClick.AddListener(OnLeaderboardDismissClicked);
if (levelInfoContainer) levelInfoContainer.SetActive(true);
if (leaderboardContainer) leaderboardContainer.SetActive(false);
}
private void OnDestroy()
{
if (confirmButton) confirmButton.onClick.RemoveListener(OnConfirmClicked);
if (cancelButton) cancelButton.onClick.RemoveListener(OnCancelClicked);
if (leaderboardButton) leaderboardButton.onClick.RemoveListener(OnLeaderboardClicked);
if (leaderboardDismissButton) leaderboardDismissButton.onClick.RemoveListener(OnLeaderboardDismissClicked);
}
private void OnConfirmClicked()
{
_onLevelConfirm?.Invoke();
Destroy(gameObject);
}
private void OnCancelClicked()
{
_onCancel?.Invoke();
Destroy(gameObject);
}
private void OnLeaderboardClicked()
{
if (levelInfoContainer) levelInfoContainer.SetActive(false);
if (leaderboardContainer) leaderboardContainer.SetActive(true);
}
private void OnLeaderboardDismissClicked()
{
if (levelInfoContainer) levelInfoContainer.SetActive(true);
if (leaderboardContainer) leaderboardContainer.SetActive(false);
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: fc21f4724bf441f7bd4c5ec7d6463d66
timeCreated: 1761725170

View File

@@ -197,11 +197,11 @@ namespace UI
// pass obeyTimescale = false so this tween runs even when Time.timeScale == 0
Tween.Value(0f, 1f, (v) =>
{
Logging.Debug($"[PauseMenu] Tweening pause menu alpha: {v}");
// Logging.Debug($"[PauseMenu] Tweening pause menu alpha: {v}");
canvasGroup.alpha = v;
}, transitionDuration, 0f, Tween.EaseInOut, Tween.LoopType.None, null, () =>
{
Logging.Debug("[PauseMenu] Finished tweening pause menu in.");
// Logging.Debug("[PauseMenu] Finished tweening pause menu in.");
onComplete?.Invoke();
}, false);
}