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

@@ -34,7 +34,7 @@ namespace Interactions
public UnityEvent characterArrived;
public UnityEvent<bool> interactionComplete;
private PlayerTouchController playerRef;
private IInteractingCharacter _interactingCharacter;
protected FollowerController FollowerController;
private bool isActive = true;
@@ -69,7 +69,7 @@ namespace Interactions
/// <summary>
/// Dispatch an interaction event to all registered actions and await their completion
/// </summary>
private async Task DispatchEventAsync(InteractionEventType eventType)
private async Task DispatchEventAsync(InteractionEventType eventType, PlayerTouchController playerRef = null)
{
// Collect all tasks from actions that want to respond
List<Task<bool>> tasks = new List<Task<bool>>();
@@ -114,26 +114,52 @@ namespace Interactions
/// </summary>
private async Task StartInteractionFlowAsync()
{
// 2. Find characters
playerRef = FindFirstObjectByType<PlayerTouchController>();
// 2. Find characters - get the ACTIVE controller from InputManager
BasePlayerMovementController playerController = null;
if (InputManager.Instance != null)
{
// Get the controller that currently has input control
var activeController = InputManager.Instance.GetActiveController();
playerController = activeController as BasePlayerMovementController;
}
// Fallback: if InputManager doesn't have an active controller, try to find PlayerTouchController specifically
if (playerController == null)
{
playerController = FindFirstObjectByType<PlayerTouchController>();
Logging.Warning("[Interactable] No active controller from InputManager, falling back to FindFirstObjectByType<PlayerTouchController>");
}
_interactingCharacter = playerController;
FollowerController = FindFirstObjectByType<FollowerController>();
// For legacy event compatibility, try to get PlayerTouchController reference
var playerRef = playerController as PlayerTouchController;
// 3. Virtual hook: Setup
OnInteractionStarted();
// 4. Fire events
interactionStarted?.Invoke(playerRef, FollowerController);
await DispatchEventAsync(InteractionEventType.InteractionStarted);
await DispatchEventAsync(InteractionEventType.InteractionStarted, playerRef);
// 5. Orchestrate character movement
await MoveCharactersAsync();
bool movementSucceeded = await MoveCharactersAsync(playerRef);
// If movement was cancelled, stop the interaction flow
if (!movementSucceeded)
{
Logging.Debug($"[Interactable] Interaction cancelled due to movement failure on {gameObject.name}");
return;
}
// 6. Virtual hook: Arrival reaction
OnInteractingCharacterArrived();
// 7. Fire arrival events
characterArrived?.Invoke();
await DispatchEventAsync(InteractionEventType.InteractingCharacterArrived);
await DispatchEventAsync(InteractionEventType.InteractingCharacterArrived, playerRef);
// 8. Validation (base + child)
var (canProceed, errorMessage) = ValidateInteraction();
@@ -143,7 +169,7 @@ namespace Interactions
{
DebugUIMessage.Show(errorMessage, Color.yellow);
}
FinishInteraction(false);
FinishInteraction(false, playerRef);
return;
}
@@ -151,7 +177,7 @@ namespace Interactions
bool success = DoInteraction();
// 10. Finish up
FinishInteraction(success);
FinishInteraction(success, playerRef);
}
#region Virtual Lifecycle Methods
@@ -260,151 +286,46 @@ namespace Interactions
#region Character Movement Orchestration
/// <summary>
/// Orchestrates character movement based on characterToInteract setting.
/// Delegates movement to the interacting character's controller.
/// Each controller implements its own movement behavior based on this interactable's settings.
/// </summary>
private async Task MoveCharactersAsync()
/// <returns>True if movement succeeded, false if cancelled or failed</returns>
private async Task<bool> MoveCharactersAsync(PlayerTouchController playerRef = null)
{
if (playerRef == null)
if (_interactingCharacter == null)
{
Logging.Debug($"[Interactable] Player character could not be found. Aborting interaction.");
Logging.Debug($"[Interactable] No interacting character found. Aborting interaction.");
interactionInterrupted.Invoke();
await DispatchEventAsync(InteractionEventType.InteractionInterrupted);
return;
await DispatchEventAsync(InteractionEventType.InteractionInterrupted, playerRef);
return false;
}
// If characterToInteract is None, skip movement
if (characterToInteract == CharacterToInteract.None)
{
return; // Continue to arrival
return true; // Continue to arrival
}
// Move player and optionally follower based on characterToInteract setting
if (characterToInteract == CharacterToInteract.Trafalgar)
// Delegate to controller - let it decide how to handle the interaction
bool arrived = await _interactingCharacter.MoveToInteractableAsync(this);
if (!arrived)
{
await MovePlayerAsync();
}
else if (characterToInteract == CharacterToInteract.Pulver || characterToInteract == CharacterToInteract.Both)
{
await MovePlayerAsync(); // Move player to range first
await MoveFollowerAsync(); // Then move follower to interaction point
}
}
/// <summary>
/// Moves the player to the interaction point or custom target.
/// </summary>
private async Task MovePlayerAsync()
{
Vector3 stopPoint = transform.position; // Default to interactable position
bool customTargetFound = false;
// Check for a CharacterMoveToTarget component for Trafalgar or Both
CharacterMoveToTarget[] moveTargets = GetComponentsInChildren<CharacterMoveToTarget>();
foreach (var target in moveTargets)
{
if (target.characterType == CharacterToInteract.Trafalgar || target.characterType == CharacterToInteract.Both)
{
stopPoint = target.GetTargetPosition();
customTargetFound = true;
break;
}
Logging.Debug($"[Interactable] Movement cancelled for {gameObject.name}");
await HandleInteractionCancelledAsync(playerRef);
return false;
}
// If no custom target, use default distance
if (!customTargetFound)
{
Vector3 interactablePos = transform.position;
Vector3 playerPos = playerRef.transform.position;
float stopDistance = characterToInteract == CharacterToInteract.Pulver
? GameManager.Instance.PlayerStopDistance
: GameManager.Instance.PlayerStopDistanceDirectInteraction;
Vector3 toPlayer = (playerPos - interactablePos).normalized;
stopPoint = interactablePos + toPlayer * stopDistance;
}
// Wait for player to arrive
var tcs = new TaskCompletionSource<bool>();
void OnPlayerArrivedLocal()
{
if (playerRef != null)
{
playerRef.OnArrivedAtTarget -= OnPlayerArrivedLocal;
playerRef.OnMoveToCancelled -= OnPlayerMoveCancelledLocal;
}
tcs.TrySetResult(true);
}
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;
}