Rework interactables into a flatter hierarchy, reenable puzzles as well

This commit is contained in:
Michal Pikulski
2025-09-11 13:00:26 +02:00
parent 3a40d1a151
commit e1ff13db30
32 changed files with 981 additions and 1018 deletions

View File

@@ -1,4 +1,5 @@
using UnityEngine;
using Interactions;
using UnityEngine;
using Pathfinding;
using UnityEngine.SceneManagement;
using Utils;
@@ -6,7 +7,7 @@ using Utils;
/// <summary>
/// Controls the follower character, including following the player, handling pickups, and managing held items.
/// </summary>
public class FollowerController : Character
public class FollowerController: MonoBehaviour
{
[Header("Follower Settings")]
public bool debugDrawTarget = true;
@@ -29,10 +30,13 @@ public class FollowerController : Character
private float _currentSpeed = 0f;
private Animator _animator;
private Transform _artTransform;
private SpriteRenderer spriteRenderer;
private SpriteRenderer _spriteRenderer;
private PickupItemData _currentlyHeldItemData;
public PickupItemData CurrentlyHeldItemData => _currentlyHeldItemData;
private GameObject _cachedPickupObject = null;
public bool justCombined = false;
private PickupItemData _currentlyHeldItem;
public PickupItemData CurrentlyHeldItem => _currentlyHeldItem;
/// <summary>
/// Renderer for the held item icon.
/// </summary>
@@ -54,27 +58,9 @@ public class FollowerController : Character
/// </summary>
public event FollowerPickupHandler OnPickupReturned;
private Coroutine _pickupCoroutine;
private bool _lastInteractionSuccess = true;
/// <summary>
/// Cache for the currently picked-up GameObject (hidden while held).
/// </summary>
private GameObject _cachedPickupObject = null;
public bool justCombined = false;
/// <summary>
/// Caches the given pickup object as the currently held item, hides it, and parents it to the follower.
/// </summary>
public void CacheHeldPickupObject(GameObject obj)
{
// Do not destroy the previous object; just replace and hide
_cachedPickupObject = obj;
if (_cachedPickupObject != null)
{
_cachedPickupObject.SetActive(false);
}
}
void Awake()
{
@@ -84,12 +70,12 @@ public class FollowerController : Character
if (_artTransform != null)
{
_animator = _artTransform.GetComponent<Animator>();
spriteRenderer = _artTransform.GetComponent<SpriteRenderer>();
_spriteRenderer = _artTransform.GetComponent<SpriteRenderer>();
}
else
{
_animator = GetComponentInChildren<Animator>(); // fallback
spriteRenderer = GetComponentInChildren<SpriteRenderer>();
_spriteRenderer = GetComponentInChildren<SpriteRenderer>();
}
}
@@ -108,38 +94,7 @@ public class FollowerController : Character
{
FindPlayerReference();
}
void UpdateFollowTarget()
{
if (_playerTransform == null)
{
FindPlayerReference();
if (_playerTransform == null)
return;
}
if (_isManualFollowing)
{
Vector3 playerPos = _playerTransform.position;
Vector3 moveDir = Vector3.zero;
if (_playerAIPath != null && _playerAIPath.velocity.magnitude > 0.01f)
{
moveDir = _playerAIPath.velocity.normalized;
_lastMoveDir = moveDir;
}
else
{
moveDir = _lastMoveDir;
}
// Use GameSettings for followDistance
_targetPoint = playerPos - moveDir * GameManager.Instance.FollowDistance;
_targetPoint.z = 0;
if (_aiPath != null)
{
_aiPath.enabled = false;
}
}
}
void Update()
{
if (_playerTransform == null)
@@ -185,12 +140,12 @@ public class FollowerController : Character
}
Vector3 dir = (_targetPoint - transform.position).normalized;
// Sprite flipping based on movement direction
if (spriteRenderer != null && dir.sqrMagnitude > 0.001f)
if (_spriteRenderer != null && dir.sqrMagnitude > 0.001f)
{
if (dir.x > 0.01f)
spriteRenderer.flipX = false;
_spriteRenderer.flipX = false;
else if (dir.x < -0.01f)
spriteRenderer.flipX = true;
_spriteRenderer.flipX = true;
}
transform.position += dir * _currentSpeed * Time.deltaTime;
}
@@ -214,12 +169,12 @@ public class FollowerController : Character
{
normalizedSpeed = _aiPath.velocity.magnitude / _followerMaxSpeed;
// Sprite flipping for pathfinding mode
if (spriteRenderer != null && _aiPath.velocity.sqrMagnitude > 0.001f)
if (_spriteRenderer != null && _aiPath.velocity.sqrMagnitude > 0.001f)
{
if (_aiPath.velocity.x > 0.01f)
spriteRenderer.flipX = false;
_spriteRenderer.flipX = false;
else if (_aiPath.velocity.x < -0.01f)
spriteRenderer.flipX = true;
_spriteRenderer.flipX = true;
}
}
_animator.SetFloat("Speed", Mathf.Clamp01(normalizedSpeed));
@@ -246,7 +201,44 @@ public class FollowerController : Character
_playerAIPath = null;
}
}
#region Movement
/// <summary>
/// Updates the follower's target point to follow the player at a specified distance,
/// using the player's current movement direction if available. Disables pathfinding
/// when in manual following mode.
/// </summary>
void UpdateFollowTarget()
{
if (_playerTransform == null)
{
FindPlayerReference();
if (_playerTransform == null)
return;
}
if (_isManualFollowing)
{
Vector3 playerPos = _playerTransform.position;
Vector3 moveDir = Vector3.zero;
if (_playerAIPath != null && _playerAIPath.velocity.magnitude > 0.01f)
{
moveDir = _playerAIPath.velocity.normalized;
_lastMoveDir = moveDir;
}
else
{
moveDir = _lastMoveDir;
}
// Use GameSettings for followDistance
_targetPoint = playerPos - moveDir * GameManager.Instance.FollowDistance;
_targetPoint.z = 0;
if (_aiPath != null)
{
_aiPath.enabled = false;
}
}
}
// Command follower to go to a specific point (pathfinding mode)
/// <summary>
/// Command follower to go to a specific point (pathfinding mode).
@@ -277,7 +269,99 @@ public class FollowerController : Character
_aiPath.maxSpeed = _followerMaxSpeed;
_pickupCoroutine = StartCoroutine(PickupSequence(itemPosition, playerTransform));
}
private System.Collections.IEnumerator PickupSequence(Vector2 itemPosition, Transform playerTransform)
{
_isManualFollowing = false;
_isReturningToPlayer = false;
if (_aiPath != null)
{
_aiPath.enabled = true;
_aiPath.maxSpeed = _followerMaxSpeed;
_aiPath.destination = new Vector3(itemPosition.x, itemPosition.y, 0);
}
// Wait until follower reaches item (2D distance)
while (Vector2.Distance(new Vector2(transform.position.x, transform.position.y), new Vector2(itemPosition.x, itemPosition.y)) > GameManager.Instance.StopThreshold)
{
yield return null;
}
OnPickupArrived?.Invoke();
// Wait briefly, then return to player
yield return new WaitForSeconds(0.2f);
if (_aiPath != null && playerTransform != null)
{
_aiPath.maxSpeed = _followerMaxSpeed;
_aiPath.destination = playerTransform.position;
}
_isReturningToPlayer = true;
// Wait until follower returns to player (2D distance)
while (playerTransform != null && Vector2.Distance(new Vector2(transform.position.x, transform.position.y), new Vector2(playerTransform.position.x, playerTransform.position.y)) > GameManager.Instance.StopThreshold)
{
yield return null;
}
_isReturningToPlayer = false;
OnPickupReturned?.Invoke();
// Reset follower speed to normal after pickup
_followerMaxSpeed = _defaultFollowerMaxSpeed;
if (_aiPath != null)
_aiPath.maxSpeed = _followerMaxSpeed;
_isManualFollowing = true;
if (_aiPath != null)
_aiPath.enabled = false;
_pickupCoroutine = null;
}
#endregion Movement
#region ItemInteractions
public void TryPickupItem(GameObject itemObject, PickupItemData itemData)
{
if (_currentlyHeldItemData != null && _cachedPickupObject != null)
{
// Drop the currently held item at the current position
DropHeldItemAt(transform.position);
}
// Pick up the new item
SetHeldItem(itemData, itemObject.GetComponent<SpriteRenderer>());
_cachedPickupObject = itemObject;
_cachedPickupObject.SetActive(false);
}
public enum CombinationResult
{
Successful,
Unsuccessful,
NotApplicable
}
public CombinationResult TryCombineItems(Pickup pickupA, out GameObject newItem)
{
newItem = null;
if (_cachedPickupObject == null)
{
return CombinationResult.NotApplicable;
}
Pickup pickupB = _cachedPickupObject.GetComponent<Pickup>();
if (pickupA == null || pickupB == null)
{
return CombinationResult.NotApplicable;
}
var rule = GameManager.Instance.GetCombinationRule(pickupA.itemData, pickupB.itemData);
Vector3 spawnPos = pickupA.gameObject.transform.position;
if (rule != null && rule.resultPrefab != null)
{
newItem = Instantiate(rule.resultPrefab, spawnPos, Quaternion.identity);
PickupItemData itemData = newItem.GetComponent<Pickup>().itemData;
Destroy(pickupA.gameObject);
Destroy(pickupB.gameObject);
TryPickupItem(newItem,itemData);
return CombinationResult.Successful;
}
// If no combination found, return Unsuccessful
return CombinationResult.Unsuccessful;
}
/// <summary>
/// Set the item held by the follower, copying all visual properties from the Pickup's SpriteRenderer.
/// </summary>
@@ -285,10 +369,10 @@ public class FollowerController : Character
/// <param name="pickupRenderer">The SpriteRenderer from the Pickup to copy appearance from.</param>
public void SetHeldItem(PickupItemData itemData, SpriteRenderer pickupRenderer = null)
{
_currentlyHeldItem = itemData;
_currentlyHeldItemData = itemData;
if (heldObjectRenderer != null)
{
if (_currentlyHeldItem != null && pickupRenderer != null)
if (_currentlyHeldItemData != null && pickupRenderer != null)
{
AppleHillsUtils.CopySpriteRendererProperties(pickupRenderer, heldObjectRenderer);
}
@@ -299,16 +383,7 @@ public class FollowerController : Character
}
}
}
/// <summary>
/// Set the result of the last interaction (success or failure).
/// </summary>
/// <param name="success">True if the last interaction was successful, false otherwise.</param>
public void SetInteractionResult(bool success)
{
_lastInteractionSuccess = success;
}
public GameObject GetHeldPickupObject()
{
return _cachedPickupObject;
@@ -336,7 +411,7 @@ public class FollowerController : Character
public void ClearHeldItem()
{
_cachedPickupObject = null;
_currentlyHeldItem = null;
_currentlyHeldItemData = null;
if (heldObjectRenderer != null)
{
heldObjectRenderer.sprite = null;
@@ -344,83 +419,26 @@ public class FollowerController : Character
}
}
public void DropItem(FollowerController follower, Vector3 position)
{
var item = follower.GetHeldPickupObject();
if (item == null) return;
item.transform.position = position;
item.transform.SetParent(null);
item.SetActive(true);
follower.ClearHeldItem();
// Optionally: fire event, update UI, etc.
}
public void DropHeldItemAt(Vector3 position)
{
InteractionOrchestrator.Instance.DropItem(this, position);
}
private System.Collections.IEnumerator PickupSequence(Vector2 itemPosition, Transform playerTransform)
{
_isManualFollowing = false;
_isReturningToPlayer = false;
if (_aiPath != null)
{
_aiPath.enabled = true;
_aiPath.maxSpeed = _followerMaxSpeed;
_aiPath.destination = new Vector3(itemPosition.x, itemPosition.y, 0);
}
// Wait until follower reaches item (2D distance)
while (Vector2.Distance(new Vector2(transform.position.x, transform.position.y), new Vector2(itemPosition.x, itemPosition.y)) > GameManager.Instance.StopThreshold)
{
yield return null;
}
OnPickupArrived?.Invoke();
// Only perform pickup/swap logic if interaction succeeded
if (_lastInteractionSuccess && heldObjectRenderer != null)
{
Collider2D[] hits = Physics2D.OverlapCircleAll(itemPosition, 0.2f);
foreach (var hit in hits)
{
var pickup = hit.GetComponent<Pickup>();
if (pickup != null)
{
var slotBehavior = pickup.GetComponent<SlotItemBehavior>();
if (slotBehavior != null)
{
// Slot item: orchestrator handles slotting
break;
}
if (justCombined)
{
InteractionOrchestrator.Instance.CombineItems(pickup.gameObject, _cachedPickupObject);
justCombined = false;
break;
}
// Swap logic: if holding an item, drop it here
if (_currentlyHeldItem != null && _cachedPickupObject != null)
{
InteractionOrchestrator.Instance.DropItem(this, pickup.transform.position);
}
InteractionOrchestrator.Instance.PickupItem(this, pickup.gameObject);
break;
}
}
}
// Wait briefly, then return to player
yield return new WaitForSeconds(0.2f);
if (_aiPath != null && playerTransform != null)
{
_aiPath.maxSpeed = _followerMaxSpeed;
_aiPath.destination = playerTransform.position;
}
_isReturningToPlayer = true;
// Wait until follower returns to player (2D distance)
while (playerTransform != null && Vector2.Distance(new Vector2(transform.position.x, transform.position.y), new Vector2(playerTransform.position.x, playerTransform.position.y)) > GameManager.Instance.StopThreshold)
{
yield return null;
}
_isReturningToPlayer = false;
OnPickupReturned?.Invoke();
// Reset follower speed to normal after pickup
_followerMaxSpeed = _defaultFollowerMaxSpeed;
if (_aiPath != null)
_aiPath.maxSpeed = _followerMaxSpeed;
_isManualFollowing = true;
if (_aiPath != null)
_aiPath.enabled = false;
_pickupCoroutine = null;
DropItem(this, position);
}
#endregion ItemInteractions
#if UNITY_EDITOR
void OnDrawGizmos()
{
if (debugDrawTarget && Application.isPlaying)
@@ -431,4 +449,5 @@ public class FollowerController : Character
Gizmos.DrawLine(transform.position, _targetPoint);
}
}
#endif
}