maze_switching (#82)

Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com>
Reviewed-on: #82
This commit is contained in:
2025-12-15 09:20:15 +00:00
parent 34a6c367cc
commit c62f169d08
32 changed files with 2226 additions and 1155 deletions

View File

@@ -16,17 +16,12 @@ namespace Input
/// <summary>
/// Handles player movement in response to tap and hold input events.
/// Supports both direct and pathfinding movement modes, and provides event/callbacks for arrival/cancellation.
/// Extends BasePlayerMovementController with save/load and MoveToAndNotify functionality.
/// Supports both direct and pathfinding movement modes.
/// Extends BasePlayerMovementController with save/load functionality.
/// Interaction capability (MoveToAndNotify) is provided by base class.
/// </summary>
public class PlayerTouchController : BasePlayerMovementController
{
// --- PlayerTouchController-specific features (MoveToAndNotify) ---
public delegate void ArrivedAtTargetHandler();
private Coroutine _moveToCoroutine;
public event ArrivedAtTargetHandler OnArrivedAtTarget;
public event System.Action OnMoveToCancelled;
private bool _interruptMoveTo;
// Save system configuration
public override bool AutoRegisterForSave => true;
@@ -39,89 +34,126 @@ namespace Input
_movementSettings = configs.DefaultPlayerMovement;
}
#region ITouchInputConsumer Overrides (Add InterruptMoveTo)
public override void OnTap(Vector2 worldPosition)
internal override void OnManagedStart()
{
InterruptMoveTo();
base.OnTap(worldPosition);
base.OnManagedStart();
// Register with InputManager as default consumer
if (InputManager.Instance != null)
{
InputManager.Instance.RegisterController("trafalgar", this, setAsDefaultConsumer: true);
Logging.Debug($"[PlayerTouchController] Registered controller '{gameObject.name}' as default consumer");
}
}
#region IInteractingCharacter Override
public override void OnHoldStart(Vector2 worldPosition)
/// <summary>
/// PlayerTouchController-specific interaction movement.
/// Handles main character movement + follower dispatch based on interactable.characterToInteract setting.
/// </summary>
public override async System.Threading.Tasks.Task<bool> MoveToInteractableAsync(Interactions.InteractableBase interactable)
{
InterruptMoveTo();
base.OnHoldStart(worldPosition);
var characterToInteract = interactable.characterToInteract;
// If None, skip movement
if (characterToInteract == Interactions.CharacterToInteract.None)
{
return true;
}
// Determine stop distance based on interaction type
float stopDistance;
if (characterToInteract == Interactions.CharacterToInteract.Trafalgar)
{
// Move ONLY main character directly to item (close distance)
stopDistance = Core.GameManager.Instance.PlayerStopDistanceDirectInteraction;
}
else // Pulver or Both
{
// Move main character to radius (far distance)
stopDistance = Core.GameManager.Instance.PlayerStopDistance;
}
// Calculate stop position for main character
Vector3 stopPoint = interactable.transform.position;
bool customTargetFound = false;
// Check for custom CharacterMoveToTarget for main character
var moveTargets = interactable.GetComponentsInChildren<Interactions.CharacterMoveToTarget>();
foreach (var target in moveTargets)
{
if (target.characterType == Interactions.CharacterToInteract.Trafalgar ||
target.characterType == Interactions.CharacterToInteract.Both)
{
stopPoint = target.GetTargetPosition();
customTargetFound = true;
break;
}
}
// If no custom target, calculate based on distance
if (!customTargetFound)
{
stopPoint = Utils.MovementUtilities.CalculateStopPosition(
interactable.transform.position,
transform.position,
stopDistance
);
}
// Move main character
bool mainCharacterArrived = await Utils.MovementUtilities.MoveToPositionAsync(this, stopPoint);
if (!mainCharacterArrived)
{
return false; // Movement cancelled
}
// Handle follower dispatch based on interaction type
if (characterToInteract == Interactions.CharacterToInteract.Pulver ||
characterToInteract == Interactions.CharacterToInteract.Both)
{
// Find follower and dispatch to interactable
var followerController = FindFirstObjectByType<FollowerController>();
if (followerController != null)
{
// Determine follower target position
Vector3 followerTarget = interactable.transform.position;
// Check for custom target for Pulver
foreach (var target in moveTargets)
{
if (target.characterType == Interactions.CharacterToInteract.Pulver ||
target.characterType == Interactions.CharacterToInteract.Both)
{
followerTarget = target.GetTargetPosition();
break;
}
}
// Wait for follower to arrive
var tcs = new System.Threading.Tasks.TaskCompletionSource<bool>();
void OnFollowerArrived()
{
followerController.OnPickupArrived -= OnFollowerArrived;
followerController.ReturnToPlayer(transform);
tcs.TrySetResult(true);
}
followerController.OnPickupArrived += OnFollowerArrived;
followerController.GoToPoint(followerTarget);
await tcs.Task;
}
}
return true; // Success
}
#endregion
/// <summary>
/// Moves the player to a specific target position and notifies via events when arrived or cancelled.
/// This is used by systems like Pickup.cs to orchestrate movement.
/// </summary>
public void MoveToAndNotify(Vector3 target)
{
// Cancel any previous move-to coroutine
if (_moveToCoroutine != null)
{
StopCoroutine(_moveToCoroutine);
}
_interruptMoveTo = false;
// Ensure pathfinding is enabled for MoveToAndNotify
if (_aiPath != null)
{
_aiPath.enabled = true;
_aiPath.canMove = true;
_aiPath.isStopped = false;
}
_moveToCoroutine = StartCoroutine(MoveToTargetCoroutine(target));
}
/// <summary>
/// Cancels any in-progress MoveToAndNotify operation and fires the cancellation event.
/// </summary>
public void InterruptMoveTo()
{
_interruptMoveTo = true;
_isHolding = false;
_directMoveVelocity = Vector3.zero;
if (Settings.DefaultHoldMovementMode == HoldMovementMode.Direct && _aiPath != null)
_aiPath.enabled = false;
OnMoveToCancelled?.Invoke();
}
/// <summary>
/// Coroutine for moving the player to a target position and firing arrival/cancel events.
/// </summary>
private System.Collections.IEnumerator MoveToTargetCoroutine(Vector3 target)
{
if (_aiPath != null)
{
_aiPath.destination = target;
_aiPath.maxSpeed = Settings.MoveSpeed;
_aiPath.maxAcceleration = Settings.MaxAcceleration;
}
while (!_interruptMoveTo)
{
Vector2 current2D = new Vector2(transform.position.x, transform.position.y);
Vector2 target2D = new Vector2(target.x, target.y);
float dist = Vector2.Distance(current2D, target2D);
if (dist <= Settings.StopDistance + 0.2f)
{
break;
}
yield return null;
}
_moveToCoroutine = null;
if (!_interruptMoveTo)
{
OnArrivedAtTarget?.Invoke();
}
}
#region Save/Load Lifecycle Hooks