Small updates to dispatchers in items and puzzles
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@@ -25,7 +25,7 @@ namespace Interactions
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public UnityEvent interactionInterrupted;
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public UnityEvent characterArrived;
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public UnityEvent<bool> interactionComplete;
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// Helpers for managing interaction state
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private bool _interactionInProgress;
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private PlayerTouchController _playerRef;
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@@ -1,18 +1,38 @@
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Events;
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using System; // for Action<T>
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namespace Interactions
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{
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// New enum describing possible states for the slotted item
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public enum ItemSlotState
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{
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None,
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Correct,
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Incorrect,
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Forbidden
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}
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/// <summary>
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/// Interaction requirement that allows slotting, swapping, or picking up items in a slot.
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/// </summary>
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[RequireComponent(typeof(Interactable))]
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public class ItemSlot : Pickup
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{
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// Tracks the current state of the slotted item
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private ItemSlotState _currentState = ItemSlotState.None;
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/// <summary>
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/// Read-only access to the current slotted item state.
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/// </summary>
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public ItemSlotState CurrentSlottedState => _currentState;
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public UnityEvent onItemSlotted;
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public UnityEvent onItemSlotRemoved;
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public UnityEvent onCorrectItemSlotted;
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// Native C# event alternative to the UnityEvent for code-only subscribers
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public event Action<PickupItemData, PickupItemData> OnCorrectItemSlotted;
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public UnityEvent onIncorrectItemSlotted;
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public UnityEvent onForbiddenItemSlotted;
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private PickupItemData _currentlySlottedItemData;
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@@ -48,6 +68,7 @@ namespace Interactions
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{
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DebugUIMessage.Show("Can't place that here.", Color.red);
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onForbiddenItemSlotted?.Invoke();
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_currentState = ItemSlotState.Forbidden;
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Interactable.BroadcastInteractionComplete(false);
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return;
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}
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@@ -62,6 +83,7 @@ namespace Interactions
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{
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FollowerController.TryPickupItem(_currentlySlottedItemObject, _currentlySlottedItemData, false);
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onItemSlotRemoved?.Invoke();
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_currentState = ItemSlotState.None;
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SlotItem(heldItemObj, heldItemData, _currentlySlottedItemObject == null);
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return;
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}
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@@ -109,6 +131,8 @@ namespace Interactions
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{
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_currentlySlottedItemObject = null;
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_currentlySlottedItemData = null;
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// Clear state when no item is slotted
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_currentState = ItemSlotState.None;
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}
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else
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{
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@@ -133,6 +157,8 @@ namespace Interactions
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{
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DebugUIMessage.Show("You correctly slotted " + itemToSlotData.itemName + " into: " + itemData.itemName, Color.green);
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onCorrectItemSlotted?.Invoke();
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OnCorrectItemSlotted?.Invoke(itemData, _currentlySlottedItemData);
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_currentState = ItemSlotState.Correct;
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}
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Interactable.BroadcastInteractionComplete(true);
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@@ -143,6 +169,7 @@ namespace Interactions
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{
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DebugUIMessage.Show("I'm not sure this works.", Color.yellow);
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onIncorrectItemSlotted?.Invoke();
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_currentState = ItemSlotState.Incorrect;
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}
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Interactable.BroadcastInteractionComplete(false);
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}
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@@ -1,5 +1,6 @@
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using Input;
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using UnityEngine;
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using System; // added for Action<T>
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namespace Interactions
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{
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@@ -11,6 +12,9 @@ namespace Interactions
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protected Interactable Interactable;
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private PlayerTouchController _playerRef;
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protected FollowerController FollowerController;
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// Event: invoked when the item was picked up successfully
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public event Action<PickupItemData> OnItemPickedUp;
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/// <summary>
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/// Unity Awake callback. Sets up icon, interactable, and event handlers.
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@@ -89,7 +93,14 @@ namespace Interactions
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}
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FollowerController?.TryPickupItem(gameObject, itemData);
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Interactable.BroadcastInteractionComplete(combinationResult == FollowerController.CombinationResult.NotApplicable);
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bool wasPickedUp = (combinationResult == FollowerController.CombinationResult.NotApplicable);
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Interactable.BroadcastInteractionComplete(wasPickedUp);
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// Invoke native C# event when the item was picked up successfully
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if (wasPickedUp)
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{
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OnItemPickedUp?.Invoke(itemData);
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}
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}
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}
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}
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