Rework interactables into a flatter hierarchy, reenable puzzles as well
This commit is contained in:
@@ -1,93 +1,97 @@
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using Input;
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using Interactions;
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using UnityEngine;
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/// <summary>
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/// Manages the state and interactions for a single puzzle step, including unlock/lock logic and event handling.
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/// </summary>
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[RequireComponent(typeof(Interactable))]
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public class ObjectiveStepBehaviour : MonoBehaviour
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namespace PuzzleS
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{
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/// <summary>
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/// The data object representing this puzzle step.
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/// Manages the state and interactions for a single puzzle step, including unlock/lock logic and event handling.
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/// </summary>
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public PuzzleStepSO stepData;
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private Interactable interactable;
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private bool isUnlocked = false;
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void Awake()
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[RequireComponent(typeof(Interactable))]
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public class ObjectiveStepBehaviour : MonoBehaviour
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{
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interactable = GetComponent<Interactable>();
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}
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/// <summary>
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/// The data object representing this puzzle step.
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/// </summary>
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public PuzzleStepSO stepData;
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private Interactable _interactable;
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private bool _isUnlocked = false;
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void OnEnable()
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{
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if (interactable == null)
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interactable = GetComponent<Interactable>();
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if (interactable != null)
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void Awake()
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{
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interactable.StartedInteraction += OnStartedInteraction;
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interactable.InteractionComplete += OnInteractionComplete;
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_interactable = GetComponent<Interactable>();
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}
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PuzzleManager.Instance?.RegisterStepBehaviour(this);
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}
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void OnDisable()
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{
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if (interactable != null)
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void OnEnable()
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{
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interactable.StartedInteraction -= OnStartedInteraction;
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interactable.InteractionComplete -= OnInteractionComplete;
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if (_interactable == null)
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_interactable = GetComponent<Interactable>();
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if (_interactable != null)
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{
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_interactable.interactionStarted.AddListener(OnInteractionStarted);
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_interactable.interactionComplete.AddListener(OnInteractionComplete);
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}
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PuzzleManager.Instance?.RegisterStepBehaviour(this);
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}
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PuzzleManager.Instance?.UnregisterStepBehaviour(this);
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}
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/// <summary>
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/// Unlocks this puzzle step, allowing interaction.
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/// </summary>
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public void UnlockStep()
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{
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isUnlocked = true;
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Debug.Log($"[Puzzles] Step unlocked: {stepData?.stepId} on {gameObject.name}");
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// Optionally, show visual feedback for unlocked state
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}
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/// <summary>
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/// Locks this puzzle step, preventing interaction.
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/// </summary>
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public void LockStep()
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{
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isUnlocked = false;
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Debug.Log($"[Puzzles] Step locked: {stepData?.stepId} on {gameObject.name}");
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// Optionally, show visual feedback for locked state
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}
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/// <summary>
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/// Returns whether this step is currently unlocked.
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/// </summary>
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public bool IsStepUnlocked()
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{
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return isUnlocked;
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}
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/// <summary>
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/// Handles the start of an interaction (can be used for visual feedback).
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/// </summary>
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private void OnStartedInteraction()
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{
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// Optionally handle started interaction (e.g. visual feedback)
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}
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/// <summary>
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/// Handles completion of the interaction, notifies PuzzleManager if successful and unlocked.
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/// </summary>
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/// <param name="success">Whether the interaction was successful.</param>
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private void OnInteractionComplete(bool success)
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{
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if (!isUnlocked) return;
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if (success)
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void OnDestroy()
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{
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Debug.Log($"[Puzzles] Step interacted: {stepData?.stepId} on {gameObject.name}");
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PuzzleManager.Instance?.OnStepCompleted(stepData);
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if (_interactable != null)
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{
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_interactable.interactionStarted.RemoveListener(OnInteractionStarted);
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_interactable.interactionComplete.RemoveListener(OnInteractionComplete);
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}
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PuzzleManager.Instance?.UnregisterStepBehaviour(this);
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}
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/// <summary>
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/// Unlocks this puzzle step, allowing interaction.
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/// </summary>
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public void UnlockStep()
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{
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_isUnlocked = true;
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Debug.Log($"[Puzzles] Step unlocked: {stepData?.stepId} on {gameObject.name}");
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// Optionally, show visual feedback for unlocked state
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}
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/// <summary>
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/// Locks this puzzle step, preventing interaction.
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/// </summary>
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public void LockStep()
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{
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_isUnlocked = false;
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Debug.Log($"[Puzzles] Step locked: {stepData?.stepId} on {gameObject.name}");
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// Optionally, show visual feedback for locked state
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}
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/// <summary>
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/// Returns whether this step is currently unlocked.
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/// </summary>
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public bool IsStepUnlocked()
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{
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return _isUnlocked;
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}
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/// <summary>
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/// Handles the start of an interaction (can be used for visual feedback).
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/// </summary>
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private void OnInteractionStarted(PlayerTouchController playerRef, FollowerController followerRef)
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{
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// Optionally handle started interaction (e.g. visual feedback)
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}
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/// <summary>
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/// Handles completion of the interaction, notifies PuzzleManager if successful and unlocked.
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/// </summary>
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/// <param name="success">Whether the interaction was successful.</param>
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private void OnInteractionComplete(bool success)
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{
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if (!_isUnlocked) return;
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if (success)
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{
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Debug.Log($"[Puzzles] Step interacted: {stepData?.stepId} on {gameObject.name}");
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PuzzleManager.Instance?.OnStepCompleted(stepData);
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}
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}
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}
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}
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@@ -1,5 +1,6 @@
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using UnityEngine;
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using System.Collections.Generic;
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using PuzzleS;
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/// <summary>
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/// Manages puzzle step registration, dependency management, and step completion for the puzzle system.
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