maze_switching (#82)
Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com> Reviewed-on: #82
This commit is contained in:
318
Assets/Scripts/Interactions/ControllerSwitchItem.cs
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318
Assets/Scripts/Interactions/ControllerSwitchItem.cs
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@@ -0,0 +1,318 @@
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using System;
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using System.Collections;
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using Core;
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using Input;
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using Interactions;
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using Minigames.TrashMaze.Core;
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using Minigames.TrashMaze.Data;
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using Unity.Cinemachine;
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using UnityEngine;
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namespace Items
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{
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/// <summary>
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/// Saveable data for ControllerSwitchItem state
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/// </summary>
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[Serializable]
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public class ControllerSwitchItemSaveData
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{
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public bool hasBeenUsed;
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}
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/// <summary>
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/// Camera switching mode for controller switch items
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/// </summary>
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public enum CameraSwitchMode
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{
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/// <summary>
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/// No camera switching - controller switch only
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/// </summary>
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None,
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/// <summary>
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/// Use a direct reference to a Cinemachine camera
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/// </summary>
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DirectReference,
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/// <summary>
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/// Use TrashMazeCameraController state manager API
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/// </summary>
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TrashMazeCameraState
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}
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/// <summary>
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/// An interactable item that switches control from one character controller to another.
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/// When clicked:
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/// 1. The selected character moves to this item's position
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/// 2. Upon arrival, the current controller is disabled
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/// 3. Camera blends to the target camera (based on camera mode)
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/// 4. Once the blend completes, control switches to the target controller
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/// </summary>
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public class ControllerSwitchItem : SaveableInteractable
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{
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[Header("Controller Switch Settings")]
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[Tooltip("Name of the controller to switch to (must match GameObject name of the controller)")]
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[SerializeField] private string targetControllerName;
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[Header("Camera Settings")]
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[Tooltip("How to switch the camera when changing controllers")]
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[SerializeField] private CameraSwitchMode cameraSwitchMode = CameraSwitchMode.None;
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[Tooltip("Direct camera reference (only used if Camera Switch Mode is DirectReference)")]
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[SerializeField] private CinemachineCamera targetVirtualCamera;
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[Tooltip("Target camera state (only used if Camera Switch Mode is TrashMazeCameraState)")]
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[SerializeField] private TrashMazeCameraState targetCameraState;
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[Header("Visual Feedback")]
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[Tooltip("Visual representation to hide after use (optional)")]
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[SerializeField] private GameObject visualRepresentation;
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// State
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private bool _hasBeenUsed;
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private PlayerTouchController _currentPlayerController;
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private bool _isSwitching;
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public override string SaveId => $"{gameObject.scene.name}/ControllerSwitchItem/{gameObject.name}";
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internal override void OnManagedAwake()
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{
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base.OnManagedAwake();
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if (string.IsNullOrEmpty(targetControllerName))
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{
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Debug.LogError($"[ControllerSwitchItem] {gameObject.name} has no target controller name specified!");
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}
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}
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internal override void OnManagedStart()
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{
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base.OnManagedStart();
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// Apply state after restoration
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if (_hasBeenUsed && isOneTime)
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{
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DisableVisual();
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}
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}
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protected override bool CanBeClicked()
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{
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// Cannot be clicked if already used (one-time) or if currently switching
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if (_isSwitching)
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return false;
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if (isOneTime && _hasBeenUsed)
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return false;
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// Check if target controller is registered
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if (!InputManager.Instance.IsControllerRegistered(targetControllerName))
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{
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Debug.LogWarning($"[ControllerSwitchItem] Target controller '{targetControllerName}' is not registered with InputManager.");
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return false;
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}
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return base.CanBeClicked();
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}
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protected override bool DoInteraction()
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{
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if (_isSwitching)
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return false;
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// By the time this is called, the interacting character has already arrived at this item
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// We just need to perform the controller/camera switch
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Logging.Debug("[ControllerSwitchItem] Starting controller switch sequence");
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// Start the async switch sequence (camera blend + controller switch)
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StartCoroutine(SwitchControllerSequence());
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// Return true immediately - interaction is considered successful
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// The coroutine will handle the actual switching asynchronously
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return true;
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}
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private IEnumerator SwitchControllerSequence()
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{
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_isSwitching = true;
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// Step 1: Get current player controller (the one we're switching FROM)
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_currentPlayerController = FindFirstObjectByType<PlayerTouchController>();
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if (_currentPlayerController == null)
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{
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Debug.LogError("[ControllerSwitchItem] Could not find PlayerTouchController in scene!");
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_isSwitching = false;
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yield break;
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}
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Logging.Debug("[ControllerSwitchItem] Character has arrived, beginning switch");
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// Step 2: Disable current player controller
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_currentPlayerController.enabled = false;
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Logging.Debug("[ControllerSwitchItem] Disabled current player controller");
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// Step 3: Blend to target camera based on mode
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yield return SwitchCamera();
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// Step 4: Switch to target controller
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ITouchInputConsumer targetController = InputManager.Instance.GetController(targetControllerName);
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if (targetController != null)
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{
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// Enable the target controller if it's a MonoBehaviour
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if (targetController is MonoBehaviour targetMono)
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{
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targetMono.enabled = true;
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Logging.Debug($"[ControllerSwitchItem] Enabled target controller: {targetControllerName}");
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}
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// Switch input control to the target controller
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bool switchSuccess = InputManager.Instance.SwitchToController(targetControllerName);
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if (switchSuccess)
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{
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Logging.Debug($"[ControllerSwitchItem] Successfully switched input to controller: {targetControllerName}");
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}
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else
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{
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Debug.LogError($"[ControllerSwitchItem] Failed to switch to controller: {targetControllerName}");
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}
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}
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else
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{
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Debug.LogError($"[ControllerSwitchItem] Target controller '{targetControllerName}' not found!");
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}
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// Step 5: Mark as used if one-time use
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if (isOneTime)
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{
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_hasBeenUsed = true;
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DisableVisual();
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}
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_isSwitching = false;
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}
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private IEnumerator SwitchCamera()
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{
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switch (cameraSwitchMode)
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{
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case CameraSwitchMode.None:
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// No camera switching
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Logging.Debug("[ControllerSwitchItem] No camera switching configured");
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break;
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case CameraSwitchMode.DirectReference:
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if (targetVirtualCamera != null)
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{
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Logging.Debug($"[ControllerSwitchItem] Blending to camera: {targetVirtualCamera.name}");
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// Set the target camera as highest priority
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targetVirtualCamera.Priority = 100;
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// Wait for camera blend to complete
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yield return WaitForCameraBlend();
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}
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else
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{
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Debug.LogWarning("[ControllerSwitchItem] DirectReference mode selected but no camera assigned!");
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}
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break;
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case CameraSwitchMode.TrashMazeCameraState:
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if (TrashMazeCameraController.Instance != null)
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{
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Logging.Debug($"[ControllerSwitchItem] Switching to camera state: {targetCameraState}");
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// Use the state manager API
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if (targetCameraState == TrashMazeCameraState.Gameplay)
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{
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TrashMazeCameraController.Instance.SwitchToGameplay();
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}
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else if (targetCameraState == TrashMazeCameraState.Maze)
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{
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TrashMazeCameraController.Instance.SwitchToMaze();
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}
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// Wait for camera blend to complete
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yield return WaitForCameraBlend();
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}
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else
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{
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Debug.LogError("[ControllerSwitchItem] TrashMazeCameraController instance not found in scene!");
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}
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break;
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}
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}
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private IEnumerator WaitForCameraBlend()
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{
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CinemachineBrain brain = Camera.main?.GetComponent<CinemachineBrain>();
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if (brain != null)
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{
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// Wait until blend is not active
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while (brain.IsBlending)
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{
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yield return null;
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}
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Logging.Debug("[ControllerSwitchItem] Camera blend completed");
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}
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else
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{
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// If no brain, just wait a brief moment
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yield return new WaitForSeconds(0.5f);
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}
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}
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private void DisableVisual()
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{
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if (visualRepresentation != null)
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{
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visualRepresentation.SetActive(false);
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}
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}
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#region Save/Load
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protected override object GetSerializableState()
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{
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return new ControllerSwitchItemSaveData
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{
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hasBeenUsed = _hasBeenUsed
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};
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}
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protected override void ApplySerializableState(string serializedData)
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{
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try
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{
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var data = JsonUtility.FromJson<ControllerSwitchItemSaveData>(serializedData);
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_hasBeenUsed = data.hasBeenUsed;
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Logging.Debug($"[ControllerSwitchItem] Restored state: hasBeenUsed={_hasBeenUsed}");
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}
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catch (Exception e)
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{
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Debug.LogError($"[ControllerSwitchItem] Failed to deserialize save data: {e.Message}");
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}
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}
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#endregion
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#if UNITY_EDITOR
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private void OnValidate()
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{
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// Visual feedback in editor
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if (string.IsNullOrEmpty(targetControllerName))
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{
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name = "ControllerSwitchItem (UNCONFIGURED)";
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}
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else
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{
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name = $"ControllerSwitchItem_To_{targetControllerName}";
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}
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}
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#endif
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}
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}
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3
Assets/Scripts/Interactions/ControllerSwitchItem.cs.meta
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3
Assets/Scripts/Interactions/ControllerSwitchItem.cs.meta
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 915abd653d714ea3ae11bbf14feafb1e
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timeCreated: 1765747971
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@@ -56,7 +56,10 @@ public class GlowOutline : ManagedBehaviour
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foreach (SpriteRenderer childSprite in childrenSprites)
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{
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if (itemSprite.sprite != null)
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if (!itemSprite)
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continue;
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if (itemSprite?.sprite != null)
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{
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childSprite.sprite = itemSprite.sprite;
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childSprite.material = outlineMaterial;
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@@ -34,7 +34,7 @@ namespace Interactions
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public UnityEvent characterArrived;
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public UnityEvent<bool> interactionComplete;
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private PlayerTouchController playerRef;
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private IInteractingCharacter _interactingCharacter;
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protected FollowerController FollowerController;
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private bool isActive = true;
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@@ -69,7 +69,7 @@ namespace Interactions
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/// <summary>
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/// Dispatch an interaction event to all registered actions and await their completion
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/// </summary>
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private async Task DispatchEventAsync(InteractionEventType eventType)
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private async Task DispatchEventAsync(InteractionEventType eventType, PlayerTouchController playerRef = null)
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{
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// Collect all tasks from actions that want to respond
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List<Task<bool>> tasks = new List<Task<bool>>();
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@@ -114,26 +114,52 @@ namespace Interactions
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/// </summary>
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private async Task StartInteractionFlowAsync()
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{
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// 2. Find characters
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playerRef = FindFirstObjectByType<PlayerTouchController>();
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// 2. Find characters - get the ACTIVE controller from InputManager
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BasePlayerMovementController playerController = null;
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if (InputManager.Instance != null)
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{
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// Get the controller that currently has input control
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var activeController = InputManager.Instance.GetActiveController();
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playerController = activeController as BasePlayerMovementController;
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}
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// Fallback: if InputManager doesn't have an active controller, try to find PlayerTouchController specifically
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if (playerController == null)
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{
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playerController = FindFirstObjectByType<PlayerTouchController>();
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Logging.Warning("[Interactable] No active controller from InputManager, falling back to FindFirstObjectByType<PlayerTouchController>");
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}
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_interactingCharacter = playerController;
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FollowerController = FindFirstObjectByType<FollowerController>();
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// For legacy event compatibility, try to get PlayerTouchController reference
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var playerRef = playerController as PlayerTouchController;
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// 3. Virtual hook: Setup
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OnInteractionStarted();
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// 4. Fire events
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interactionStarted?.Invoke(playerRef, FollowerController);
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await DispatchEventAsync(InteractionEventType.InteractionStarted);
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await DispatchEventAsync(InteractionEventType.InteractionStarted, playerRef);
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// 5. Orchestrate character movement
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await MoveCharactersAsync();
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bool movementSucceeded = await MoveCharactersAsync(playerRef);
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// If movement was cancelled, stop the interaction flow
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if (!movementSucceeded)
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{
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Logging.Debug($"[Interactable] Interaction cancelled due to movement failure on {gameObject.name}");
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return;
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}
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// 6. Virtual hook: Arrival reaction
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OnInteractingCharacterArrived();
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// 7. Fire arrival events
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characterArrived?.Invoke();
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await DispatchEventAsync(InteractionEventType.InteractingCharacterArrived);
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await DispatchEventAsync(InteractionEventType.InteractingCharacterArrived, playerRef);
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// 8. Validation (base + child)
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var (canProceed, errorMessage) = ValidateInteraction();
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@@ -143,7 +169,7 @@ namespace Interactions
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{
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DebugUIMessage.Show(errorMessage, Color.yellow);
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}
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FinishInteraction(false);
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FinishInteraction(false, playerRef);
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return;
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}
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@@ -151,7 +177,7 @@ namespace Interactions
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bool success = DoInteraction();
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// 10. Finish up
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FinishInteraction(success);
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FinishInteraction(success, playerRef);
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}
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#region Virtual Lifecycle Methods
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@@ -260,151 +286,46 @@ namespace Interactions
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#region Character Movement Orchestration
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/// <summary>
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/// Orchestrates character movement based on characterToInteract setting.
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/// Delegates movement to the interacting character's controller.
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/// Each controller implements its own movement behavior based on this interactable's settings.
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/// </summary>
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private async Task MoveCharactersAsync()
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/// <returns>True if movement succeeded, false if cancelled or failed</returns>
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private async Task<bool> MoveCharactersAsync(PlayerTouchController playerRef = null)
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{
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if (playerRef == null)
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if (_interactingCharacter == null)
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{
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Logging.Debug($"[Interactable] Player character could not be found. Aborting interaction.");
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Logging.Debug($"[Interactable] No interacting character found. Aborting interaction.");
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interactionInterrupted.Invoke();
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await DispatchEventAsync(InteractionEventType.InteractionInterrupted);
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return;
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await DispatchEventAsync(InteractionEventType.InteractionInterrupted, playerRef);
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return false;
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}
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// If characterToInteract is None, skip movement
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if (characterToInteract == CharacterToInteract.None)
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{
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return; // Continue to arrival
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return true; // Continue to arrival
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}
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// Move player and optionally follower based on characterToInteract setting
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if (characterToInteract == CharacterToInteract.Trafalgar)
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// Delegate to controller - let it decide how to handle the interaction
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bool arrived = await _interactingCharacter.MoveToInteractableAsync(this);
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if (!arrived)
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{
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await MovePlayerAsync();
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}
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else if (characterToInteract == CharacterToInteract.Pulver || characterToInteract == CharacterToInteract.Both)
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{
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await MovePlayerAsync(); // Move player to range first
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await MoveFollowerAsync(); // Then move follower to interaction point
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}
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}
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/// <summary>
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/// Moves the player to the interaction point or custom target.
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/// </summary>
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private async Task MovePlayerAsync()
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{
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Vector3 stopPoint = transform.position; // Default to interactable position
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bool customTargetFound = false;
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// Check for a CharacterMoveToTarget component for Trafalgar or Both
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CharacterMoveToTarget[] moveTargets = GetComponentsInChildren<CharacterMoveToTarget>();
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foreach (var target in moveTargets)
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{
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if (target.characterType == CharacterToInteract.Trafalgar || target.characterType == CharacterToInteract.Both)
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{
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stopPoint = target.GetTargetPosition();
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customTargetFound = true;
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break;
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}
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Logging.Debug($"[Interactable] Movement cancelled for {gameObject.name}");
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await HandleInteractionCancelledAsync(playerRef);
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return false;
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}
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// If no custom target, use default distance
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if (!customTargetFound)
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{
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Vector3 interactablePos = transform.position;
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Vector3 playerPos = playerRef.transform.position;
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float stopDistance = characterToInteract == CharacterToInteract.Pulver
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? GameManager.Instance.PlayerStopDistance
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: GameManager.Instance.PlayerStopDistanceDirectInteraction;
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Vector3 toPlayer = (playerPos - interactablePos).normalized;
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stopPoint = interactablePos + toPlayer * stopDistance;
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}
|
||||
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||||
// Wait for player to arrive
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||||
var tcs = new TaskCompletionSource<bool>();
|
||||
|
||||
void OnPlayerArrivedLocal()
|
||||
{
|
||||
if (playerRef != null)
|
||||
{
|
||||
playerRef.OnArrivedAtTarget -= OnPlayerArrivedLocal;
|
||||
playerRef.OnMoveToCancelled -= OnPlayerMoveCancelledLocal;
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||||
}
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tcs.TrySetResult(true);
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}
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||||
|
||||
void OnPlayerMoveCancelledLocal()
|
||||
{
|
||||
if (playerRef != null)
|
||||
{
|
||||
playerRef.OnArrivedAtTarget -= OnPlayerArrivedLocal;
|
||||
playerRef.OnMoveToCancelled -= OnPlayerMoveCancelledLocal;
|
||||
}
|
||||
_ = HandleInteractionCancelledAsync();
|
||||
tcs.TrySetResult(false);
|
||||
}
|
||||
|
||||
playerRef.OnArrivedAtTarget += OnPlayerArrivedLocal;
|
||||
playerRef.OnMoveToCancelled += OnPlayerMoveCancelledLocal;
|
||||
playerRef.MoveToAndNotify(stopPoint);
|
||||
|
||||
await tcs.Task;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Moves the follower to the interaction point or custom target.
|
||||
/// </summary>
|
||||
private async Task MoveFollowerAsync()
|
||||
{
|
||||
if (FollowerController == null)
|
||||
return;
|
||||
|
||||
// Check for a CharacterMoveToTarget component for Pulver or Both
|
||||
Vector3 targetPosition = transform.position;
|
||||
CharacterMoveToTarget[] moveTargets = GetComponentsInChildren<CharacterMoveToTarget>();
|
||||
foreach (var target in moveTargets)
|
||||
{
|
||||
if (target.characterType == CharacterToInteract.Pulver || target.characterType == CharacterToInteract.Both)
|
||||
{
|
||||
targetPosition = target.GetTargetPosition();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Wait for follower to arrive
|
||||
var tcs = new TaskCompletionSource<bool>();
|
||||
|
||||
void OnFollowerArrivedLocal()
|
||||
{
|
||||
if (FollowerController != null)
|
||||
{
|
||||
FollowerController.OnPickupArrived -= OnFollowerArrivedLocal;
|
||||
}
|
||||
|
||||
// Tell follower to return to player
|
||||
if (FollowerController != null && playerRef != null)
|
||||
{
|
||||
FollowerController.ReturnToPlayer(playerRef.transform);
|
||||
}
|
||||
|
||||
tcs.TrySetResult(true);
|
||||
}
|
||||
|
||||
FollowerController.OnPickupArrived += OnFollowerArrivedLocal;
|
||||
FollowerController.GoToPoint(targetPosition);
|
||||
|
||||
await tcs.Task;
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handles interaction being cancelled (player stopped moving).
|
||||
/// </summary>
|
||||
private async Task HandleInteractionCancelledAsync()
|
||||
private async Task HandleInteractionCancelledAsync(PlayerTouchController playerRef = null)
|
||||
{
|
||||
interactionInterrupted?.Invoke();
|
||||
await DispatchEventAsync(InteractionEventType.InteractionInterrupted);
|
||||
await DispatchEventAsync(InteractionEventType.InteractionInterrupted, playerRef);
|
||||
}
|
||||
|
||||
#endregion
|
||||
@@ -414,14 +335,14 @@ namespace Interactions
|
||||
/// <summary>
|
||||
/// Finalizes the interaction after DoInteraction completes.
|
||||
/// </summary>
|
||||
private async void FinishInteraction(bool success)
|
||||
private async void FinishInteraction(bool success, PlayerTouchController playerRef = null)
|
||||
{
|
||||
// Virtual hook: Cleanup
|
||||
OnInteractionFinished(success);
|
||||
|
||||
// Fire completion events
|
||||
interactionComplete?.Invoke(success);
|
||||
await DispatchEventAsync(InteractionEventType.InteractionComplete);
|
||||
await DispatchEventAsync(InteractionEventType.InteractionComplete, playerRef);
|
||||
|
||||
// Handle one-time / cooldown
|
||||
if (success)
|
||||
@@ -437,7 +358,7 @@ namespace Interactions
|
||||
}
|
||||
|
||||
// Reset state
|
||||
playerRef = null;
|
||||
_interactingCharacter = null;
|
||||
FollowerController = null;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user