Merge branch 'main' of https://homelab.tailf7f81b.ts.net/tschesky/AppleHillsProduction
This commit is contained in:
@@ -22,6 +22,7 @@ MonoBehaviour:
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moveSpeed: 20
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stopDistance: 0.1
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useRigidbody: 1
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defaultHoldMovementMode: 1
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followUpdateInterval: 0.1
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followerSpeedMultiplier: 1.2
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heldIconDisplayHeight: 2
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@@ -23,6 +23,15 @@
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"processors": "",
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"interactions": "",
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"initialStateCheck": false
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},
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{
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"name": "TouchDelta",
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"type": "Value",
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"id": "99ae0aa3-a70e-4afc-8a8a-c7d6144fa75b",
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"expectedControlType": "Vector2",
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"processors": "",
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"interactions": "",
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"initialStateCheck": true
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}
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],
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"bindings": [
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@@ -41,12 +50,23 @@
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"name": "",
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"id": "f3dcd77f-15e5-4621-af67-001e6b08e3e6",
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"path": "<Touchscreen>/Press",
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"interactions": "Hold",
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"interactions": "Press(behavior=2)",
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"processors": "",
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"groups": "",
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"action": "TouchPress",
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"isComposite": false,
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"isPartOfComposite": false
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},
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{
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"name": "",
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"id": "19cc6a3f-9316-4da5-8e35-8297e02b8f6c",
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"path": "<Touchscreen>/delta",
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"interactions": "",
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"processors": "",
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"groups": "",
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"action": "TouchDelta",
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"isComposite": false,
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"isPartOfComposite": false
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}
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]
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}
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@@ -20,19 +20,48 @@ public class EndlessDescenderController : MonoBehaviour, ITouchInputConsumer
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isTouchActive = false;
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}
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public void OnTouchPress(Vector2 worldPosition)
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// Implement new ITouchInputConsumer contract
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public void OnTap(Vector2 worldPosition)
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{
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// Only update horizontal position
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// Treat tap as a quick move to the tapped X position
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targetFingerX = Mathf.Clamp(worldPosition.x, GameManager.Instance.EndlessDescenderClampXMin, GameManager.Instance.EndlessDescenderClampXMax);
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isTouchActive = true;
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}
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public void OnTouchPosition(Vector2 worldPosition)
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public void OnDragStart(Vector2 position)
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{
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//
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}
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public void OnDrag(Vector2 position)
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{
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//
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}
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public void OnDragEnd(Vector2 position)
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{
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//
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}
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public void OnHoldStart(Vector2 worldPosition)
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{
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// Start hold, update target X
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targetFingerX = Mathf.Clamp(worldPosition.x, GameManager.Instance.EndlessDescenderClampXMin, GameManager.Instance.EndlessDescenderClampXMax);
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isTouchActive = true;
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}
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public void OnHold(Vector2 worldPosition)
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{
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// Update target x as finger moves
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targetFingerX = Mathf.Clamp(worldPosition.x, GameManager.Instance.EndlessDescenderClampXMin, GameManager.Instance.EndlessDescenderClampXMax);
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}
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public void OnHoldEnd(Vector2 worldPosition)
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{
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// Stop hold
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isTouchActive = false;
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}
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void Update()
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{
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if (!isTouchActive) return;
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@@ -74,4 +74,5 @@ public class GameManager : MonoBehaviour
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public float EndlessDescenderClampXMin => gameSettings != null ? gameSettings.endlessDescenderClampXMin : -5f;
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public float EndlessDescenderClampXMax => gameSettings != null ? gameSettings.endlessDescenderClampXMax : 5f;
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public float EndlessDescenderSpeedExponent => gameSettings != null ? gameSettings.endlessDescenderSpeedExponent : 2.5f;
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public GameSettings.HoldMovementMode DefaultHoldMovementMode => gameSettings != null ? gameSettings.defaultHoldMovementMode : GameSettings.HoldMovementMode.Pathfinding;
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}
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@@ -18,6 +18,8 @@ public class GameSettings : ScriptableObject
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public float moveSpeed = 5f;
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public float stopDistance = 0.1f;
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public bool useRigidbody = true;
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public enum HoldMovementMode { Pathfinding, Direct }
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public HoldMovementMode defaultHoldMovementMode = HoldMovementMode.Pathfinding;
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[Header("Backend Settings")]
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[Tooltip("Technical parameters, not for design tuning")]
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@@ -2,7 +2,11 @@
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public interface ITouchInputConsumer
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{
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void OnTouchPress(Vector2 screenPosition);
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void OnTouchPosition(Vector2 screenPosition);
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void OnTap(Vector2 position);
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void OnDragStart(Vector2 position);
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void OnDrag(Vector2 position);
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void OnDragEnd(Vector2 position);
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void OnHoldStart(Vector2 position);
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void OnHold(Vector2 position);
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void OnHoldEnd(Vector2 position);
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}
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@@ -31,6 +31,14 @@ public class InputManager : MonoBehaviour
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private bool isTouchHeld = false;
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private bool lastFrameInteracted = false;
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// Tap/drag detection state
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private Vector2 pressStartPosition;
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private float pressStartTime;
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private bool isPressed = false;
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private bool isDragging = false;
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private float dragThreshold = 10f; // pixels
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private float tapTimeThreshold = 0.2f; // seconds
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void Awake()
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{
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_instance = this;
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@@ -76,46 +84,53 @@ public class InputManager : MonoBehaviour
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private void OnTouchPressStarted(InputAction.CallbackContext ctx)
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{
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// Touch started (finger down)
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Vector3 _screenPos = Camera.main.ScreenToWorldPoint(touchPositionAction.ReadValue<Vector2>());
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Vector2 screenPos = new Vector2(_screenPos.x, _screenPos.y);
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lastFrameInteracted = TryDelegateToInteractable(screenPos);
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Vector2 screenPos = touchPositionAction.ReadValue<Vector2>();
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Vector3 worldPos = Camera.main.ScreenToWorldPoint(screenPos);
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Vector2 worldPos2D = new Vector2(worldPos.x, worldPos.y);
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lastFrameInteracted = TryDelegateToInteractable(worldPos2D);
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if (!lastFrameInteracted)
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defaultConsumer?.OnTouchPress(screenPos);
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isTouchHeld = true;
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{
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pressStartPosition = screenPos;
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pressStartTime = Time.time;
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isPressed = true;
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isDragging = false;
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defaultConsumer?.OnHoldStart(worldPos2D);
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}
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}
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private void OnTouchPressCanceled(InputAction.CallbackContext ctx)
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{
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// Touch released (finger up)
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isTouchHeld = false;
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// Reset lastFrameInteracted for next frame
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Vector2 screenPos = touchPositionAction.ReadValue<Vector2>();
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Vector3 worldPos = Camera.main.ScreenToWorldPoint(screenPos);
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Vector2 worldPos2D = new Vector2(worldPos.x, worldPos.y);
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if (!lastFrameInteracted)
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{
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float timeHeld = Time.time - pressStartTime;
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float dist = Vector2.Distance(screenPos, pressStartPosition);
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if (!isDragging && timeHeld < tapTimeThreshold && dist < dragThreshold)
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{
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defaultConsumer?.OnTap(worldPos2D);
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}
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defaultConsumer?.OnHoldEnd(worldPos2D);
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}
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isPressed = false;
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isDragging = false;
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lastFrameInteracted = false;
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// Optionally, you can notify consumers of release if needed
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}
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private void OnTouchPositionPerformed(InputAction.CallbackContext ctx)
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{
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Vector2 pos = ctx.ReadValue<Vector2>();
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if (isTouchHeld)
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{
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// Convert to world position
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Vector3 worldPos = Camera.main.ScreenToWorldPoint(pos);
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Vector2 worldPos2D = new Vector2(worldPos.x, worldPos.y);
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if (!lastFrameInteracted)
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defaultConsumer?.OnTouchPress(worldPos2D); // Move continuously to finger position
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}
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// No longer needed, OnTouchHeld will be handled in Update
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}
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void Update()
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{
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// Continuously advertise the last touch position while held
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if (isTouchHeld && touchPositionAction != null)
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if (isPressed && touchPositionAction != null)
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{
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Vector2 pos = touchPositionAction.ReadValue<Vector2>();
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Vector3 worldPos = Camera.main.ScreenToWorldPoint(pos);
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Vector2 screenPos = touchPositionAction.ReadValue<Vector2>();
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Vector3 worldPos = Camera.main.ScreenToWorldPoint(screenPos);
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Vector2 worldPos2D = new Vector2(worldPos.x, worldPos.y);
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if (!lastFrameInteracted)
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defaultConsumer?.OnTouchPress(worldPos2D);
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defaultConsumer?.OnHold(worldPos2D);
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}
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}
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@@ -128,7 +143,7 @@ public class InputManager : MonoBehaviour
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var interactable = hit.GetComponent<Interactable>();
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if (interactable != null)
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{
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interactable.OnTouchPress(worldPos);
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interactable.OnTap(worldPos);
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return true;
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}
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}
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@@ -13,18 +13,19 @@ public class Interactable : MonoBehaviour, ITouchInputConsumer
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stepBehaviour = GetComponent<ObjectiveStepBehaviour>();
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}
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// Called by InputManager when this interactable is clicked/touched
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public void OnTouchPress(Vector2 worldPosition)
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// Implement new ITouchInputConsumer contract
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public void OnTap(Vector2 worldPosition)
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{
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// Defer lock check to follower arrival
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Debug.Log($"[Interactable] OnTouchPress at {worldPosition} on {gameObject.name}");
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Debug.Log($"[Interactable] OnTap at {worldPosition} on {gameObject.name}");
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StartedInteraction?.Invoke();
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}
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public void OnTouchPosition(Vector2 screenPosition)
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{
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// Optionally handle drag/move here
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}
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public void OnDragStart(Vector2 worldPosition) { }
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public void OnDrag(Vector2 worldPosition) { }
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public void OnDragEnd(Vector2 worldPosition) { }
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public void OnHoldStart(Vector2 worldPosition) { /* No hold behavior for interactables */ }
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public void OnHold(Vector2 worldPosition) { /* No hold behavior for interactables */ }
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public void OnHoldEnd(Vector2 worldPosition) { /* No hold behavior for interactables */ }
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// Called when the follower arrives at this interactable
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public bool OnFollowerArrived(FollowerController follower)
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@@ -17,12 +17,21 @@ public class PlayerTouchController : MonoBehaviour, ITouchInputConsumer
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private Animator animator;
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private Transform artTransform;
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// For direct movement mode
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private Vector3 directMoveVelocity = Vector3.zero;
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public delegate void ArrivedAtTargetHandler();
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public event ArrivedAtTargetHandler OnArrivedAtTarget;
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public event System.Action OnMoveToCancelled;
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private Coroutine moveToCoroutine;
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private bool interruptMoveTo = false;
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private bool isDragging = false;
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private Coroutine pathfindingDragCoroutine; // For pathfinding drag updates
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private Vector2 lastDragPosition; // Store last drag position
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private float pathfindingDragUpdateInterval = 0.1f; // Interval in seconds
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private bool pendingTap = false; // Track if OnHoldEnd is following a tap
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void Awake()
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{
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rb3d = GetComponent<Rigidbody>();
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@@ -49,37 +58,90 @@ public class PlayerTouchController : MonoBehaviour, ITouchInputConsumer
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InputManager.Instance?.SetDefaultConsumer(this);
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}
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void OnEnable()
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// Implement new ITouchInputConsumer contract
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public void OnTap(Vector2 worldPosition)
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{
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// No longer register here
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Debug.Log($"[PlayerTouchController] OnTap at {worldPosition}");
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pendingTap = true;
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if (aiPath != null)
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{
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aiPath.enabled = true;
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aiPath.canMove = true;
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aiPath.isStopped = false;
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SetTargetPosition(worldPosition);
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directMoveVelocity = Vector3.zero;
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isDragging = false;
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}
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}
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// Remove Update and HandleInput
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public void OnTouchPress(Vector2 worldPosition)
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// --- Hold-based tracking ---
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public void OnHoldStart(Vector2 worldPosition)
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{
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// If moving to pickup, interrupt
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InterruptMoveTo();
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Debug.Log($"PlayerTouchController.OnTouchPress received worldPosition: {worldPosition}");
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SetTargetPosition(worldPosition);
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pendingTap = false;
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lastDragPosition = worldPosition;
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isDragging = true;
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if (GameManager.Instance.DefaultHoldMovementMode == GameSettings.HoldMovementMode.Pathfinding && aiPath != null)
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{
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aiPath.enabled = true;
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if (pathfindingDragCoroutine != null) StopCoroutine(pathfindingDragCoroutine);
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pathfindingDragCoroutine = StartCoroutine(PathfindingDragUpdateCoroutine());
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}
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else // Direct movement
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{
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if (aiPath != null) aiPath.enabled = false;
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directMoveVelocity = Vector3.zero;
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}
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}
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public void OnTouchPosition(Vector2 screenPosition)
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public void OnHold(Vector2 worldPosition)
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{
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Debug.Log($"PlayerTouchController.OnTouchPosition called with screenPosition: {screenPosition}");
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// Optionally handle drag/move here
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if (!isDragging) return;
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lastDragPosition = worldPosition;
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if (GameManager.Instance.DefaultHoldMovementMode == GameSettings.HoldMovementMode.Direct)
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{
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if (aiPath != null && aiPath.enabled) aiPath.enabled = false;
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MoveDirectlyTo(worldPosition);
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}
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// If pathfinding, coroutine will update destination
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}
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public void OnHoldEnd(Vector2 worldPosition)
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{
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isDragging = false;
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directMoveVelocity = Vector3.zero;
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if (aiPath != null && GameManager.Instance.DefaultHoldMovementMode == GameSettings.HoldMovementMode.Pathfinding)
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{
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if (pathfindingDragCoroutine != null)
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{
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StopCoroutine(pathfindingDragCoroutine);
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pathfindingDragCoroutine = null;
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}
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}
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// Only disable aiPath in direct mode if this was a hold/drag, not a tap
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if (aiPath != null && GameManager.Instance.DefaultHoldMovementMode == GameSettings.HoldMovementMode.Direct && !pendingTap)
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{
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aiPath.enabled = false;
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}
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pendingTap = false; // Reset after handling
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}
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// --- Drag methods are now no-ops for movement tracking ---
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public void OnDragStart(Vector2 worldPosition) { }
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public void OnDrag(Vector2 worldPosition) { }
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public void OnDragEnd(Vector2 worldPosition) { }
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void SetTargetPosition(Vector2 worldPosition)
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{
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Debug.Log($"PlayerTouchController.SetTargetPosition: worldPosition={worldPosition}");
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Debug.Log($"[PlayerTouchController] SetTargetPosition: worldPosition={worldPosition}");
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targetPosition = new Vector3(worldPosition.x, worldPosition.y, transform.position.z);
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hasTarget = true;
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if (aiPath != null)
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{
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aiPath.destination = targetPosition;
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aiPath.maxSpeed = GameManager.Instance.MoveSpeed;
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Debug.Log($"AIPath destination set to {targetPosition}");
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aiPath.canMove = true;
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aiPath.isStopped = false;
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Debug.Log($"[PlayerTouchController] AIPath destination set to {targetPosition}, canMove={aiPath.canMove}, isStopped={aiPath.isStopped}, enabled={aiPath.enabled}");
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}
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else
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{
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@@ -87,12 +149,41 @@ public class PlayerTouchController : MonoBehaviour, ITouchInputConsumer
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}
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}
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void MoveDirectlyTo(Vector2 worldPosition)
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{
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if (aiPath == null) return;
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Vector3 current = transform.position;
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Vector3 target = new Vector3(worldPosition.x, worldPosition.y, current.z);
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Vector3 toTarget = (target - current);
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Vector3 direction = toTarget.normalized;
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float maxSpeed = aiPath.maxSpeed;
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float acceleration = aiPath.maxAcceleration;
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// Accelerate velocity toward target direction
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directMoveVelocity = Vector3.MoveTowards(directMoveVelocity, direction * maxSpeed, acceleration * Time.deltaTime);
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// Clamp velocity to max speed
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if (directMoveVelocity.magnitude > maxSpeed)
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directMoveVelocity = directMoveVelocity.normalized * maxSpeed;
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// Move the player
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Vector3 move = directMoveVelocity * Time.deltaTime;
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// Don't overshoot the target
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if (move.magnitude > toTarget.magnitude)
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move = toTarget;
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transform.position += move;
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}
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void Update()
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{
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// Update animator speed parameter
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if (animator != null && aiPath != null)
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{
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float normalizedSpeed = aiPath.velocity.magnitude / aiPath.maxSpeed;
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float normalizedSpeed = 0f;
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if (isDragging)
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{
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normalizedSpeed = directMoveVelocity.magnitude / aiPath.maxSpeed;
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}
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else if (aiPath.enabled)
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{
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normalizedSpeed = aiPath.velocity.magnitude / aiPath.maxSpeed;
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}
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animator.SetFloat("Speed", Mathf.Clamp01(normalizedSpeed));
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}
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}
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@@ -113,6 +204,9 @@ public class PlayerTouchController : MonoBehaviour, ITouchInputConsumer
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public void InterruptMoveTo()
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{
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interruptMoveTo = true;
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isDragging = false;
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directMoveVelocity = Vector3.zero;
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if (GameManager.Instance.DefaultHoldMovementMode == GameSettings.HoldMovementMode.Direct && aiPath != null) aiPath.enabled = false;
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OnMoveToCancelled?.Invoke();
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}
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@@ -143,4 +237,16 @@ public class PlayerTouchController : MonoBehaviour, ITouchInputConsumer
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OnArrivedAtTarget?.Invoke();
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}
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}
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private System.Collections.IEnumerator PathfindingDragUpdateCoroutine()
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{
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Debug.Log("[PlayerTouchController] PathfindingDragUpdateCoroutine started");
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while (isDragging && aiPath != null)
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{
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aiPath.destination = new Vector3(lastDragPosition.x, lastDragPosition.y, transform.position.z);
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Debug.Log($"[PlayerTouchController] Updating aiPath.destination to {aiPath.destination}");
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yield return new WaitForSeconds(pathfindingDragUpdateInterval);
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}
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Debug.Log("[PlayerTouchController] PathfindingDragUpdateCoroutine stopped");
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}
|
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}
|
||||
|
||||
Reference in New Issue
Block a user