Rework interactables into a flatter hierarchy, reenable puzzles as well
This commit is contained in:
@@ -18,4 +18,3 @@ MonoBehaviour:
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- {fileID: 458265635552197097, guid: a77d1e8b2fa8aa945a6f39b312536e0d, type: 3}
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- {fileID: 458265635552197097, guid: a77d1e8b2fa8aa945a6f39b312536e0d, type: 3}
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- {fileID: 552225285624929822, guid: e39992796d5459442be9967c77e27066, type: 3}
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- {fileID: 552225285624929822, guid: e39992796d5459442be9967c77e27066, type: 3}
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- {fileID: 7644433920135100480, guid: 12d242e44fe80ab44af852254b7cab0f, type: 3}
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- {fileID: 7644433920135100480, guid: 12d242e44fe80ab44af852254b7cab0f, type: 3}
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- {fileID: 5970756976527527001, guid: eaab28d7e21337b4baef062e2977e616, type: 3}
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@@ -1,4 +1,6 @@
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using UnityEditor;
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using Interactions;
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using PuzzleS;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine;
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namespace Editor
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namespace Editor
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@@ -64,27 +66,16 @@ namespace Editor
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{
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{
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PrefabEditorUtility.RemoveComponent<Pickup>(_selectedGameObject);
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PrefabEditorUtility.RemoveComponent<Pickup>(_selectedGameObject);
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}
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}
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// CombineWithBehavior
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bool hasCombine = _selectedGameObject.GetComponent<CombineWithBehavior>() != null;
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bool addCombine = EditorGUILayout.Toggle("CombineWithBehavior", hasCombine);
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if (addCombine && !hasCombine)
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{
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PrefabEditorUtility.AddOrGetComponent<CombineWithBehavior>(_selectedGameObject);
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}
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else if (!addCombine && hasCombine)
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{
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PrefabEditorUtility.RemoveComponent<CombineWithBehavior>(_selectedGameObject);
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}
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// SlotItemBehavior
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// SlotItemBehavior
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bool hasSlot = _selectedGameObject.GetComponent<SlotItemBehavior>() != null;
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bool hasSlot = _selectedGameObject.GetComponent<ItemSlot>() != null;
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bool addSlot = EditorGUILayout.Toggle("SlotItemBehavior", hasSlot);
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bool addSlot = EditorGUILayout.Toggle("SlotItemBehavior", hasSlot);
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if (addSlot && !hasSlot)
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if (addSlot && !hasSlot)
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{
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{
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PrefabEditorUtility.AddOrGetComponent<SlotItemBehavior>(_selectedGameObject);
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PrefabEditorUtility.AddOrGetComponent<ItemSlot>(_selectedGameObject);
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}
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}
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else if (!addSlot && hasSlot)
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else if (!addSlot && hasSlot)
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{
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{
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PrefabEditorUtility.RemoveComponent<SlotItemBehavior>(_selectedGameObject);
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PrefabEditorUtility.RemoveComponent<ItemSlot>(_selectedGameObject);
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}
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}
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// ObjectiveStepBehaviour
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// ObjectiveStepBehaviour
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bool hasObjective = _selectedGameObject.GetComponent<ObjectiveStepBehaviour>() != null;
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bool hasObjective = _selectedGameObject.GetComponent<ObjectiveStepBehaviour>() != null;
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@@ -1,6 +1,8 @@
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using UnityEditor;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine;
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using System.IO;
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using System.IO;
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using Interactions;
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using PuzzleS;
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namespace Editor
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namespace Editor
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{
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{
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@@ -121,13 +123,9 @@ namespace Editor
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var pickup = go.AddComponent<Pickup>();
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var pickup = go.AddComponent<Pickup>();
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pickup.itemData = _pickupData;
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pickup.itemData = _pickupData;
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}
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}
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if (_addCombineWith)
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{
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go.AddComponent<CombineWithBehavior>();
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}
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if (_addSlot)
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if (_addSlot)
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{
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{
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go.AddComponent<SlotItemBehavior>();
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go.AddComponent<ItemSlot>();
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}
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}
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if (_addObjective)
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if (_addObjective)
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{
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{
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@@ -3,6 +3,8 @@ using UnityEngine;
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using UnityEditor.SceneManagement;
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using UnityEditor.SceneManagement;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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using Interactions;
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using PuzzleS;
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public class SceneObjectLocatorWindow : EditorWindow
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public class SceneObjectLocatorWindow : EditorWindow
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{
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{
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@@ -43,12 +45,10 @@ public class SceneObjectLocatorWindow : EditorWindow
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foreach (var pickup in pickups)
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foreach (var pickup in pickups)
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{
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{
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var go = pickup.gameObject;
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var go = pickup.gameObject;
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bool hasCombine = go.GetComponent<CombineWithBehavior>() != null;
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bool hasSlot = go.GetComponent<ItemSlot>() != null;
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bool hasSlot = go.GetComponent<SlotItemBehavior>() != null;
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pickupInfos.Add(new PickupInfo
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pickupInfos.Add(new PickupInfo
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{
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{
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pickup = pickup,
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pickup = pickup,
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hasCombine = hasCombine,
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hasSlot = hasSlot
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hasSlot = hasSlot
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});
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});
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}
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}
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@@ -13,6 +13,7 @@ GameObject:
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- component: {fileID: 3435632802124758411}
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- component: {fileID: 3435632802124758411}
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- component: {fileID: 1621671461027776358}
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m_Layer: 8
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m_Layer: 8
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m_Name: PulverCharacter
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m_Name: PulverCharacter
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m_TagString: Pulver
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m_TagString: Pulver
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@@ -86,16 +87,10 @@ MonoBehaviour:
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--- !u!114 &8947209170748834035
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--- !u!114 &8947209170748834035
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MonoBehaviour:
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MonoBehaviour:
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@@ -162,11 +157,33 @@ MonoBehaviour:
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rotationSpeed: 360
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rotationSpeed: 360
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slowdownDistance: 3
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slowdownDistance: 3
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pickNextWaypointDist: 2
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pickNextWaypointDist: 2
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179
Assets/Prefabs/Items/PrefabsPLACEHOLDER/Bunfflers.prefab
Normal file
179
Assets/Prefabs/Items/PrefabsPLACEHOLDER/Bunfflers.prefab
Normal file
@@ -0,0 +1,179 @@
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@@ -1,5 +1,5 @@
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|
|
||||||
propertyPath: acceleration
|
|
||||||
value: 15
|
|
||||||
objectReference: {fileID: 0}
|
|
||||||
- target: {fileID: 3435632802124758411, guid: 8ac0210dbf9d7754e9526d6d5c214f49, type: 3}
|
|
||||||
propertyPath: thresholdFar
|
|
||||||
value: 12
|
|
||||||
objectReference: {fileID: 0}
|
|
||||||
- target: {fileID: 3435632802124758411, guid: 8ac0210dbf9d7754e9526d6d5c214f49, type: 3}
|
|
||||||
propertyPath: thresholdNear
|
|
||||||
value: 7
|
|
||||||
objectReference: {fileID: 0}
|
|
||||||
- target: {fileID: 3435632802124758411, guid: 8ac0210dbf9d7754e9526d6d5c214f49, type: 3}
|
|
||||||
propertyPath: followDistance
|
|
||||||
value: 5
|
|
||||||
objectReference: {fileID: 0}
|
|
||||||
- target: {fileID: 3435632802124758411, guid: 8ac0210dbf9d7754e9526d6d5c214f49, type: 3}
|
|
||||||
propertyPath: manualMoveSmooth
|
|
||||||
value: 100
|
|
||||||
objectReference: {fileID: 0}
|
|
||||||
- target: {fileID: 3435632802124758411, guid: 8ac0210dbf9d7754e9526d6d5c214f49, type: 3}
|
|
||||||
propertyPath: heldIconDisplayHeight
|
|
||||||
value: 2
|
|
||||||
objectReference: {fileID: 0}
|
|
||||||
- target: {fileID: 7852204877518954380, guid: 8ac0210dbf9d7754e9526d6d5c214f49, type: 3}
|
|
||||||
propertyPath: endReachedDistance
|
|
||||||
value: 1
|
|
||||||
objectReference: {fileID: 0}
|
|
||||||
m_RemovedComponents: []
|
m_RemovedComponents: []
|
||||||
m_RemovedGameObjects: []
|
m_RemovedGameObjects: []
|
||||||
m_AddedGameObjects: []
|
m_AddedGameObjects: []
|
||||||
@@ -2017,7 +1979,7 @@ PrefabInstance:
|
|||||||
m_Modifications:
|
m_Modifications:
|
||||||
- target: {fileID: 3823830588451517910, guid: 301b4e0735896334f8f6fb9a68a7e419, type: 3}
|
- target: {fileID: 3823830588451517910, guid: 301b4e0735896334f8f6fb9a68a7e419, type: 3}
|
||||||
propertyPath: m_LocalPosition.x
|
propertyPath: m_LocalPosition.x
|
||||||
value: 0
|
value: -4
|
||||||
objectReference: {fileID: 0}
|
objectReference: {fileID: 0}
|
||||||
- target: {fileID: 3823830588451517910, guid: 301b4e0735896334f8f6fb9a68a7e419, type: 3}
|
- target: {fileID: 3823830588451517910, guid: 301b4e0735896334f8f6fb9a68a7e419, type: 3}
|
||||||
propertyPath: m_LocalPosition.y
|
propertyPath: m_LocalPosition.y
|
||||||
|
|||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 01ee82c489314d60bf27aa9a405f2633
|
|
||||||
timeCreated: 1757513074
|
|
||||||
@@ -1,11 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Base class for all characters that can interact in the world (e.g., player, follower).
|
|
||||||
/// </summary>
|
|
||||||
public abstract class Character : MonoBehaviour
|
|
||||||
{
|
|
||||||
// Placeholder for shared character logic or properties.
|
|
||||||
// For now, this is intentionally minimal.
|
|
||||||
}
|
|
||||||
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 9253c7c4ca6946b1b31196c4bf8d685e
|
|
||||||
timeCreated: 1757513074
|
|
||||||
@@ -59,6 +59,7 @@ public class GameManager : MonoBehaviour
|
|||||||
public float HeldIconDisplayHeight => gameSettings != null ? gameSettings.heldIconDisplayHeight : 2.0f;
|
public float HeldIconDisplayHeight => gameSettings != null ? gameSettings.heldIconDisplayHeight : 2.0f;
|
||||||
public GameObject BasePickupPrefab => gameSettings != null ? gameSettings.basePickupPrefab : null;
|
public GameObject BasePickupPrefab => gameSettings != null ? gameSettings.basePickupPrefab : null;
|
||||||
public LayerMask InteractableLayerMask => gameSettings != null ? gameSettings.interactableLayerMask : -1;
|
public LayerMask InteractableLayerMask => gameSettings != null ? gameSettings.interactableLayerMask : -1;
|
||||||
|
public float PlayerStopDistanceDirectInteraction => gameSettings != null ? gameSettings.playerStopDistanceDirectInteraction : 2.0f;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Returns the combination rule for two items, if any.
|
/// Returns the combination rule for two items, if any.
|
||||||
|
|||||||
@@ -8,6 +8,7 @@ public class GameSettings : ScriptableObject
|
|||||||
{
|
{
|
||||||
[Header("Interactions")]
|
[Header("Interactions")]
|
||||||
public float playerStopDistance = 6.0f;
|
public float playerStopDistance = 6.0f;
|
||||||
|
public float playerStopDistanceDirectInteraction = 2.0f;
|
||||||
public float followerPickupDelay = 0.2f;
|
public float followerPickupDelay = 0.2f;
|
||||||
|
|
||||||
[Header("Follower Settings")]
|
[Header("Follower Settings")]
|
||||||
|
|||||||
@@ -157,34 +157,14 @@ public class InputManager : MonoBehaviour
|
|||||||
Collider2D hit = Physics2D.OverlapPoint(worldPos, mask);
|
Collider2D hit = Physics2D.OverlapPoint(worldPos, mask);
|
||||||
if (hit != null)
|
if (hit != null)
|
||||||
{
|
{
|
||||||
var interactable = hit.GetComponent<Interactable>();
|
|
||||||
if (interactable != null)
|
|
||||||
{
|
|
||||||
Debug.unityLogger.Log("Interactable", $"[InputManager] Delegating tap to interactable at {worldPos} (GameObject: {hit.gameObject.name})");
|
|
||||||
// Find the player Character (by tag)
|
|
||||||
var playerObj = GameObject.FindGameObjectWithTag("Player");
|
|
||||||
var playerCharacter = playerObj != null ? playerObj.GetComponent<Character>() : null;
|
|
||||||
if (playerCharacter != null)
|
|
||||||
{
|
|
||||||
InteractionOrchestrator.Instance.RequestInteraction(interactable, playerCharacter);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
Debug.LogWarning("[InputManager] Player Character not found for interaction delegation.");
|
|
||||||
}
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
// Fallback: support other ITouchInputConsumer implementations
|
|
||||||
var consumer = hit.GetComponent<ITouchInputConsumer>();
|
var consumer = hit.GetComponent<ITouchInputConsumer>();
|
||||||
if (consumer != null)
|
if (consumer != null)
|
||||||
{
|
{
|
||||||
|
Debug.unityLogger.Log("Interactable", $"[InputManager] Delegating tap to consumer at {worldPos} (GameObject: {hit.gameObject.name})");
|
||||||
consumer.OnTap(worldPos);
|
consumer.OnTap(worldPos);
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
else
|
Debug.unityLogger.Log("Interactable", $"[InputManager] Collider2D hit at {worldPos} (GameObject: {hit.gameObject.name}), but no ITouchInputConsumer found.");
|
||||||
{
|
|
||||||
Debug.unityLogger.Log("Interactable", $"[InputManager] Collider2D hit at {worldPos} (GameObject: {hit.gameObject.name}), but no ITouchInputConsumer found.");
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -7,7 +7,7 @@ namespace Input
|
|||||||
/// Handles player movement in response to tap and hold input events.
|
/// Handles player movement in response to tap and hold input events.
|
||||||
/// Supports both direct and pathfinding movement modes, and provides event/callbacks for arrival/cancellation.
|
/// Supports both direct and pathfinding movement modes, and provides event/callbacks for arrival/cancellation.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public class PlayerTouchController : Character, ITouchInputConsumer
|
public class PlayerTouchController : MonoBehaviour, ITouchInputConsumer
|
||||||
{
|
{
|
||||||
// --- Movement State ---
|
// --- Movement State ---
|
||||||
private Vector3 targetPosition;
|
private Vector3 targetPosition;
|
||||||
|
|||||||
@@ -1,45 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Interaction requirement that allows combining the follower's held item with this pickup if a valid combination rule exists.
|
|
||||||
/// </summary>
|
|
||||||
[RequireComponent(typeof(Pickup))]
|
|
||||||
public class CombineWithBehavior : InteractionRequirementBase
|
|
||||||
{
|
|
||||||
/// <summary>
|
|
||||||
/// Attempts to combine the follower's held item with this pickup's item.
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="follower">The follower attempting the interaction.</param>
|
|
||||||
/// <returns>True if the combination was successful, false otherwise.</returns>
|
|
||||||
public override bool TryInteract(FollowerController follower)
|
|
||||||
{
|
|
||||||
var heldItem = follower.GetHeldPickupObject();
|
|
||||||
var pickup = GetComponent<Pickup>();
|
|
||||||
if (heldItem == null)
|
|
||||||
{
|
|
||||||
// DebugUIMessage.Show("You need an item to combine.");
|
|
||||||
OnFailure?.Invoke();
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
if (pickup == null || pickup.itemData == null)
|
|
||||||
{
|
|
||||||
DebugUIMessage.Show("Target item is missing or invalid.");
|
|
||||||
OnFailure?.Invoke();
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
var combinedItem = InteractionOrchestrator.Instance.CombineItems(heldItem, pickup.gameObject);
|
|
||||||
if (combinedItem != null)
|
|
||||||
{
|
|
||||||
InteractionOrchestrator.Instance.PickupItem(follower, combinedItem);
|
|
||||||
follower.justCombined = true;
|
|
||||||
OnSuccess?.Invoke();
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
// DebugUIMessage.Show($"Cannot combine {follower.CurrentlyHeldItem?.itemName ?? "an item"} with {pickup.itemData.itemName ?? "target item"}.");
|
|
||||||
OnFailure?.Invoke();
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 21401a3b30134380bb205964d9e5c67d
|
|
||||||
timeCreated: 1756981777
|
|
||||||
@@ -1,41 +1,230 @@
|
|||||||
using UnityEngine;
|
using Input;
|
||||||
|
using UnityEngine;
|
||||||
using System;
|
using System;
|
||||||
|
using UnityEngine.Events;
|
||||||
|
|
||||||
/// <summary>
|
namespace Interactions
|
||||||
/// Represents an interactable object that can respond to tap input events.
|
|
||||||
/// </summary>
|
|
||||||
public class Interactable : MonoBehaviour, ITouchInputConsumer
|
|
||||||
{
|
{
|
||||||
public event Action StartedInteraction;
|
public enum CharacterToInteract
|
||||||
public event Action<bool> InteractionComplete;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Handles tap input. Triggers interaction logic.
|
|
||||||
/// </summary>
|
|
||||||
public void OnTap(Vector2 worldPosition)
|
|
||||||
{
|
{
|
||||||
Debug.Log($"[Interactable] OnTap at {worldPosition} on {gameObject.name}");
|
Trafalgar,
|
||||||
StartedInteraction?.Invoke();
|
Pulver
|
||||||
}
|
}
|
||||||
|
|
||||||
// No hold behavior for interactables.
|
|
||||||
public void OnHoldStart(Vector2 worldPosition) { }
|
|
||||||
public void OnHoldMove(Vector2 worldPosition) { }
|
|
||||||
public void OnHoldEnd(Vector2 worldPosition) { }
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Called to interact with this object by a character (player, follower, etc).
|
/// Represents an interactable object that can respond to tap input events.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public virtual void OnInteract(Character character)
|
public class Interactable : MonoBehaviour, ITouchInputConsumer
|
||||||
{
|
{
|
||||||
// In the new architecture, requirements and step checks will be handled by orchestrator.
|
[Header("Interaction Settings")]
|
||||||
StartedInteraction?.Invoke();
|
public bool isOneTime = false;
|
||||||
// For now, immediately complete interaction as success (can be extended later).
|
public float cooldown = -1f;
|
||||||
InteractionComplete?.Invoke(true);
|
public CharacterToInteract characterToInteract = CharacterToInteract.Pulver;
|
||||||
}
|
|
||||||
|
[Header("Interaction Events")]
|
||||||
|
public UnityEvent<PlayerTouchController, FollowerController> interactionStarted;
|
||||||
|
public UnityEvent interactionInterrupted;
|
||||||
|
public UnityEvent characterArrived;
|
||||||
|
public UnityEvent<bool> interactionComplete;
|
||||||
|
|
||||||
public void CompleteInteraction(bool success)
|
// Helpers for managing interaction state
|
||||||
{
|
private bool _interactionInProgress;
|
||||||
InteractionComplete?.Invoke(success);
|
private PlayerTouchController _playerRef;
|
||||||
|
private FollowerController _followerController;
|
||||||
|
|
||||||
|
private bool _isActive = true;
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
// Subscribe to interactionComplete event
|
||||||
|
interactionComplete.AddListener(OnInteractionComplete);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Handles tap input. Triggers interaction logic.
|
||||||
|
/// </summary>
|
||||||
|
public void OnTap(Vector2 worldPosition)
|
||||||
|
{
|
||||||
|
if (!_isActive)
|
||||||
|
{
|
||||||
|
Debug.Log($"[Interactable] Is disabled!");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
Debug.Log($"[Interactable] OnTap at {worldPosition} on {gameObject.name}");
|
||||||
|
// Broadcast interaction started event
|
||||||
|
TryInteract();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void TryInteract()
|
||||||
|
{
|
||||||
|
_interactionInProgress = true;
|
||||||
|
|
||||||
|
_playerRef = FindFirstObjectByType<PlayerTouchController>();
|
||||||
|
_followerController = FindFirstObjectByType<FollowerController>();
|
||||||
|
|
||||||
|
interactionStarted?.Invoke(_playerRef, _followerController);
|
||||||
|
|
||||||
|
if (_playerRef == null)
|
||||||
|
{
|
||||||
|
Debug.Log($"[Interactable] Player character could not be found. Aborting interaction.");
|
||||||
|
interactionInterrupted.Invoke();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Compute closest point on the interaction radius
|
||||||
|
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;
|
||||||
|
Vector3 stopPoint = interactablePos + toPlayer * stopDistance;
|
||||||
|
|
||||||
|
// Unsubscribe previous to avoid duplicate calls
|
||||||
|
_playerRef.OnArrivedAtTarget -= OnPlayerArrived;
|
||||||
|
_playerRef.OnMoveToCancelled -= OnPlayerMoveCancelled;
|
||||||
|
_playerRef.OnArrivedAtTarget += OnPlayerArrived;
|
||||||
|
_playerRef.OnMoveToCancelled += OnPlayerMoveCancelled;
|
||||||
|
_playerRef.MoveToAndNotify(stopPoint);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnPlayerMoveCancelled()
|
||||||
|
{
|
||||||
|
_interactionInProgress = false;
|
||||||
|
interactionInterrupted?.Invoke();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnPlayerArrived()
|
||||||
|
{
|
||||||
|
if (!_interactionInProgress)
|
||||||
|
return;
|
||||||
|
|
||||||
|
// Unsubscribe to avoid memory leaks
|
||||||
|
_playerRef.OnArrivedAtTarget -= OnPlayerArrived;
|
||||||
|
|
||||||
|
if (characterToInteract == CharacterToInteract.Pulver)
|
||||||
|
{
|
||||||
|
_followerController.OnPickupArrived -= OnFollowerArrived;
|
||||||
|
_followerController.OnPickupArrived += OnFollowerArrived;
|
||||||
|
_followerController.GoToPointAndReturn(transform.position, _playerRef.transform);
|
||||||
|
}
|
||||||
|
else if (characterToInteract == CharacterToInteract.Trafalgar)
|
||||||
|
{
|
||||||
|
BroadcastCharacterArrived();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnFollowerArrived()
|
||||||
|
{
|
||||||
|
if (!_interactionInProgress)
|
||||||
|
return;
|
||||||
|
|
||||||
|
// Unsubscribe to avoid memory leaks
|
||||||
|
_followerController.OnPickupArrived -= OnFollowerArrived;
|
||||||
|
|
||||||
|
BroadcastCharacterArrived();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void BroadcastCharacterArrived()
|
||||||
|
{
|
||||||
|
// Check for ObjectiveStepBehaviour and lock state
|
||||||
|
var step = GetComponent<PuzzleS.ObjectiveStepBehaviour>();
|
||||||
|
if (step != null && !step.IsStepUnlocked())
|
||||||
|
{
|
||||||
|
DebugUIMessage.Show("This step is locked!", 2f);
|
||||||
|
BroadcastInteractionComplete(false);
|
||||||
|
// Reset variables for next time
|
||||||
|
_interactionInProgress = false;
|
||||||
|
_playerRef = null;
|
||||||
|
_followerController = null;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
// Broadcast appropriate event
|
||||||
|
characterArrived?.Invoke();
|
||||||
|
// Reset variables for next time
|
||||||
|
_interactionInProgress = false;
|
||||||
|
_playerRef = null;
|
||||||
|
_followerController = null;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnInteractionComplete(bool success)
|
||||||
|
{
|
||||||
|
if (success)
|
||||||
|
{
|
||||||
|
if (isOneTime)
|
||||||
|
{
|
||||||
|
_isActive = false;
|
||||||
|
}
|
||||||
|
else if (cooldown >= 0f)
|
||||||
|
{
|
||||||
|
StartCoroutine(HandleCooldown());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private System.Collections.IEnumerator HandleCooldown()
|
||||||
|
{
|
||||||
|
_isActive = false;
|
||||||
|
yield return new WaitForSeconds(cooldown);
|
||||||
|
_isActive = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnHoldStart(Vector2 position)
|
||||||
|
{
|
||||||
|
throw new NotImplementedException();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnHoldMove(Vector2 position)
|
||||||
|
{
|
||||||
|
throw new NotImplementedException();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnHoldEnd(Vector2 position)
|
||||||
|
{
|
||||||
|
throw new NotImplementedException();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void BroadcastInteractionComplete(bool success)
|
||||||
|
{
|
||||||
|
interactionComplete?.Invoke(success);
|
||||||
|
}
|
||||||
|
|
||||||
|
#if UNITY_EDITOR
|
||||||
|
/// <summary>
|
||||||
|
/// Draws gizmos for pickup interaction range in the editor.
|
||||||
|
/// </summary>
|
||||||
|
void OnDrawGizmos()
|
||||||
|
{
|
||||||
|
float playerStopDistance;
|
||||||
|
if (Application.isPlaying)
|
||||||
|
{
|
||||||
|
playerStopDistance = characterToInteract == CharacterToInteract.Trafalgar
|
||||||
|
? GameManager.Instance.PlayerStopDistanceDirectInteraction
|
||||||
|
: GameManager.Instance.PlayerStopDistance;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// Load settings directly from asset path in editor
|
||||||
|
var settings =
|
||||||
|
UnityEditor.AssetDatabase.LoadAssetAtPath<GameSettings>(
|
||||||
|
"Assets/Data/Settings/DefaultSettings.asset");
|
||||||
|
playerStopDistance = settings != null
|
||||||
|
? (characterToInteract == CharacterToInteract.Trafalgar
|
||||||
|
? settings.playerStopDistanceDirectInteraction
|
||||||
|
: settings.playerStopDistance)
|
||||||
|
: 1.0f;
|
||||||
|
}
|
||||||
|
|
||||||
|
Gizmos.color = Color.yellow;
|
||||||
|
Gizmos.DrawWireSphere(transform.position, playerStopDistance);
|
||||||
|
GameObject playerObj = GameObject.FindGameObjectWithTag("Player");
|
||||||
|
if (playerObj != null)
|
||||||
|
{
|
||||||
|
Vector3 stopPoint = transform.position +
|
||||||
|
(playerObj.transform.position - transform.position).normalized * playerStopDistance;
|
||||||
|
Gizmos.color = Color.cyan;
|
||||||
|
Gizmos.DrawSphere(stopPoint, 0.15f);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
#endif
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,218 +0,0 @@
|
|||||||
using System;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Handles the process of moving characters to interactables and orchestrating interactions.
|
|
||||||
/// </summary>
|
|
||||||
public class InteractionOrchestrator : MonoBehaviour
|
|
||||||
{
|
|
||||||
private static InteractionOrchestrator _instance;
|
|
||||||
private static bool _isQuitting = false;
|
|
||||||
|
|
||||||
// Singleton for easy access (optional, can be replaced with DI or scene reference)
|
|
||||||
public static InteractionOrchestrator Instance
|
|
||||||
{
|
|
||||||
get
|
|
||||||
{
|
|
||||||
if (_instance == null && Application.isPlaying && !_isQuitting)
|
|
||||||
{
|
|
||||||
_instance = FindAnyObjectByType<InteractionOrchestrator>();
|
|
||||||
if (_instance == null)
|
|
||||||
{
|
|
||||||
var go = new GameObject("InteractionOrchestrator");
|
|
||||||
_instance = go.AddComponent<InteractionOrchestrator>();
|
|
||||||
// DontDestroyOnLoad(go);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
return _instance;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void Awake()
|
|
||||||
{
|
|
||||||
_instance = this;
|
|
||||||
// DontDestroyOnLoad(gameObject);
|
|
||||||
}
|
|
||||||
|
|
||||||
void OnApplicationQuit()
|
|
||||||
{
|
|
||||||
_isQuitting = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Store pending interaction state
|
|
||||||
private Interactable _pendingInteractable;
|
|
||||||
private Input.PlayerTouchController _pendingPlayer;
|
|
||||||
private FollowerController _pendingFollower;
|
|
||||||
private bool _interactionInProgress;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Request an interaction between a character and an interactable.
|
|
||||||
/// </summary>
|
|
||||||
public void RequestInteraction(Interactable interactable, Character character)
|
|
||||||
{
|
|
||||||
// Only support player-initiated interactions for now
|
|
||||||
if (character is Input.PlayerTouchController player)
|
|
||||||
{
|
|
||||||
// Compute closest point on the interaction radius
|
|
||||||
Vector3 interactablePos = interactable.transform.position;
|
|
||||||
Vector3 playerPos = player.transform.position;
|
|
||||||
float stopDistance = GameManager.Instance.PlayerStopDistance;
|
|
||||||
Vector3 toPlayer = (playerPos - interactablePos).normalized;
|
|
||||||
Vector3 stopPoint = interactablePos + toPlayer * stopDistance;
|
|
||||||
|
|
||||||
// Unsubscribe previous to avoid duplicate calls
|
|
||||||
player.OnArrivedAtTarget -= OnPlayerArrived;
|
|
||||||
player.OnArrivedAtTarget += OnPlayerArrived;
|
|
||||||
_pendingInteractable = interactable;
|
|
||||||
_pendingPlayer = player;
|
|
||||||
_pendingFollower = FindFollower();
|
|
||||||
_interactionInProgress = true;
|
|
||||||
player.MoveToAndNotify(stopPoint);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
// Fallback: immediately interact
|
|
||||||
OnCharacterArrived(interactable, character);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Helper to find the follower in the scene
|
|
||||||
private FollowerController FindFollower()
|
|
||||||
{
|
|
||||||
// Use the recommended Unity API for finding objects
|
|
||||||
return GameObject.FindFirstObjectByType<FollowerController>();
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnPlayerArrived()
|
|
||||||
{
|
|
||||||
if (!_interactionInProgress || _pendingInteractable == null || _pendingPlayer == null)
|
|
||||||
return;
|
|
||||||
// Unsubscribe to avoid memory leaks
|
|
||||||
_pendingPlayer.OnArrivedAtTarget -= OnPlayerArrived;
|
|
||||||
// Now dispatch the follower to the interactable
|
|
||||||
if (_pendingFollower != null)
|
|
||||||
{
|
|
||||||
_pendingFollower.OnPickupArrived -= OnFollowerArrived;
|
|
||||||
_pendingFollower.OnPickupArrived += OnFollowerArrived;
|
|
||||||
_pendingFollower.GoToPointAndReturn(_pendingInteractable.transform.position, _pendingPlayer.transform);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
// No follower found, just interact as player
|
|
||||||
OnCharacterArrived(_pendingInteractable, _pendingPlayer);
|
|
||||||
_interactionInProgress = false;
|
|
||||||
_pendingInteractable = null;
|
|
||||||
_pendingPlayer = null;
|
|
||||||
_pendingFollower = null;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnFollowerArrived()
|
|
||||||
{
|
|
||||||
if (!_interactionInProgress || _pendingInteractable == null || _pendingFollower == null)
|
|
||||||
return;
|
|
||||||
_pendingFollower.OnPickupArrived -= OnFollowerArrived;
|
|
||||||
// Now check requirements and interact as follower
|
|
||||||
OnCharacterArrived(_pendingInteractable, _pendingFollower);
|
|
||||||
_interactionInProgress = false;
|
|
||||||
_pendingInteractable = null;
|
|
||||||
_pendingPlayer = null;
|
|
||||||
_pendingFollower = null;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Called when the character has arrived at the interactable.
|
|
||||||
/// </summary>
|
|
||||||
private void OnCharacterArrived(Interactable interactable, Character character)
|
|
||||||
{
|
|
||||||
// Check all requirements
|
|
||||||
var requirements = interactable.GetComponents<InteractionRequirementBase>();
|
|
||||||
bool allMet = true;
|
|
||||||
foreach (var req in requirements)
|
|
||||||
{
|
|
||||||
// For now, only FollowerController is supported for requirements
|
|
||||||
// (can be extended to support Player, etc.)
|
|
||||||
if (character is FollowerController follower)
|
|
||||||
{
|
|
||||||
if (!req.TryInteract(follower))
|
|
||||||
{
|
|
||||||
allMet = false;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
// Add more character types as needed
|
|
||||||
}
|
|
||||||
if (allMet)
|
|
||||||
{
|
|
||||||
interactable.OnInteract(character);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
interactable.CompleteInteraction(false);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// --- ITEM MANAGEMENT API ---
|
|
||||||
public void PickupItem(FollowerController follower, GameObject item)
|
|
||||||
{
|
|
||||||
if (item == null || follower == null) return;
|
|
||||||
item.SetActive(false);
|
|
||||||
item.transform.SetParent(null);
|
|
||||||
follower.SetHeldItemFromObject(item);
|
|
||||||
// Optionally: fire event, update UI, etc.
|
|
||||||
}
|
|
||||||
|
|
||||||
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 SlotItem(SlotItemBehavior slot, GameObject item)
|
|
||||||
{
|
|
||||||
if (slot == null || item == null) return;
|
|
||||||
item.SetActive(false);
|
|
||||||
item.transform.SetParent(null);
|
|
||||||
slot.SetSlottedObject(item);
|
|
||||||
// Optionally: update visuals, fire event, etc.
|
|
||||||
}
|
|
||||||
|
|
||||||
public void SwapItems(FollowerController follower, SlotItemBehavior slot)
|
|
||||||
{
|
|
||||||
var heldObj = follower.GetHeldPickupObject();
|
|
||||||
var slotObj = slot.GetSlottedObject();
|
|
||||||
// 1. Slot the follower's held object
|
|
||||||
SlotItem(slot, heldObj);
|
|
||||||
// 2. Give the slot's object to the follower
|
|
||||||
PickupItem(follower, slotObj);
|
|
||||||
}
|
|
||||||
|
|
||||||
public GameObject CombineItems(GameObject itemA, GameObject itemB)
|
|
||||||
{
|
|
||||||
if (itemA == null || itemB == null) return null;
|
|
||||||
var pickupA = itemA.GetComponent<Pickup>();
|
|
||||||
var pickupB = itemB.GetComponent<Pickup>();
|
|
||||||
if (pickupA == null || pickupB == null) {
|
|
||||||
if (itemA != null) Destroy(itemA);
|
|
||||||
if (itemB != null) Destroy(itemB);
|
|
||||||
return null;
|
|
||||||
}
|
|
||||||
var rule = GameManager.Instance.GetCombinationRule(pickupA.itemData, pickupB.itemData);
|
|
||||||
Vector3 spawnPos = itemA.transform.position;
|
|
||||||
if (rule != null && rule.resultPrefab != null) {
|
|
||||||
var newItem = Instantiate(rule.resultPrefab, spawnPos, Quaternion.identity);
|
|
||||||
Destroy(itemA);
|
|
||||||
Destroy(itemB);
|
|
||||||
return newItem;
|
|
||||||
}
|
|
||||||
// If no combination found, just destroy both
|
|
||||||
Destroy(itemA);
|
|
||||||
Destroy(itemB);
|
|
||||||
return null;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 705c4ee7f8204cc68aacd79e2a4a506d
|
|
||||||
timeCreated: 1757513080
|
|
||||||
145
Assets/Scripts/Interactions/ItemSlot.cs
Normal file
145
Assets/Scripts/Interactions/ItemSlot.cs
Normal file
@@ -0,0 +1,145 @@
|
|||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Interactions
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Interaction requirement that allows slotting, swapping, or picking up items in a slot.
|
||||||
|
/// </summary>
|
||||||
|
[RequireComponent(typeof(Interactable))]
|
||||||
|
public class ItemSlot : Pickup
|
||||||
|
{
|
||||||
|
private PickupItemData _currentlySlottedItemData;
|
||||||
|
public SpriteRenderer slottedItemRenderer;
|
||||||
|
private GameObject _currentlySlottedItemObject = null;
|
||||||
|
|
||||||
|
|
||||||
|
public GameObject GetSlottedObject()
|
||||||
|
{
|
||||||
|
return _currentlySlottedItemObject;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SetSlottedObject(GameObject obj)
|
||||||
|
{
|
||||||
|
_currentlySlottedItemObject = obj;
|
||||||
|
if (_currentlySlottedItemObject != null)
|
||||||
|
{
|
||||||
|
_currentlySlottedItemObject.SetActive(false);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
protected override void OnCharacterArrived()
|
||||||
|
{
|
||||||
|
var heldItemData = FollowerController.CurrentlyHeldItemData;
|
||||||
|
var heldItemObj = FollowerController.GetHeldPickupObject();
|
||||||
|
var pickup = GetComponent<Pickup>();
|
||||||
|
var slotItem = pickup != null ? pickup.itemData : null;
|
||||||
|
var config = GameManager.Instance.GetSlotItemConfig(slotItem);
|
||||||
|
var allowed = config?.allowedItems ?? new List<PickupItemData>();
|
||||||
|
var forbidden = config?.forbiddenItems ?? new List<PickupItemData>();
|
||||||
|
|
||||||
|
if ((heldItemData == null && _currentlySlottedItemObject != null)
|
||||||
|
|| (heldItemData != null && _currentlySlottedItemObject != null))
|
||||||
|
{
|
||||||
|
FollowerController.TryPickupItem(_currentlySlottedItemObject, _currentlySlottedItemData);
|
||||||
|
_currentlySlottedItemObject = null;
|
||||||
|
_currentlySlottedItemData = null;
|
||||||
|
UpdateSlottedSprite();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// // CASE 1: No held item, slot has item -> pick up slotted item
|
||||||
|
// if (heldItemData == null && _cachedSlottedObject != null)
|
||||||
|
// {
|
||||||
|
// InteractionOrchestrator.Instance.PickupItem(FollowerController, _cachedSlottedObject);
|
||||||
|
// _cachedSlottedObject = null;
|
||||||
|
// currentlySlottedItem = null;
|
||||||
|
// UpdateSlottedSprite();
|
||||||
|
// Interactable.BroadcastInteractionComplete(false);
|
||||||
|
// return;
|
||||||
|
// }
|
||||||
|
// // CASE 2: Held item, slot has item -> swap
|
||||||
|
// if
|
||||||
|
// {
|
||||||
|
// InteractionOrchestrator.Instance.SwapItems(FollowerController, this);
|
||||||
|
// currentlySlottedItem = heldItemData;
|
||||||
|
// UpdateSlottedSprite();
|
||||||
|
// return;
|
||||||
|
// }
|
||||||
|
// CASE 3: Held item, slot empty -> slot the held item
|
||||||
|
if (heldItemData != null && _currentlySlottedItemObject == null)
|
||||||
|
{
|
||||||
|
if (forbidden.Contains(heldItemData))
|
||||||
|
{
|
||||||
|
DebugUIMessage.Show("Can't place that here.");
|
||||||
|
Interactable.BroadcastInteractionComplete(false);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
SlotItem(heldItemObj, heldItemData);
|
||||||
|
if (allowed.Contains(heldItemData))
|
||||||
|
{
|
||||||
|
Interactable.BroadcastInteractionComplete(true);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
DebugUIMessage.Show("I'm not sure this works.");
|
||||||
|
Interactable.BroadcastInteractionComplete(false);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// CASE 4: No held item, slot empty -> show warning
|
||||||
|
if (heldItemData == null && _currentlySlottedItemObject == null)
|
||||||
|
{
|
||||||
|
DebugUIMessage.Show("This requires an item.");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Updates the sprite and scale for the currently slotted item.
|
||||||
|
/// </summary>
|
||||||
|
private void UpdateSlottedSprite()
|
||||||
|
{
|
||||||
|
if (slottedItemRenderer != null && _currentlySlottedItemData != null && _currentlySlottedItemData.mapSprite != null)
|
||||||
|
{
|
||||||
|
slottedItemRenderer.sprite = _currentlySlottedItemData.mapSprite;
|
||||||
|
// Scale sprite to desired height, preserve aspect ratio, compensate for parent scale
|
||||||
|
float desiredHeight = GameManager.Instance.HeldIconDisplayHeight;
|
||||||
|
var sprite = _currentlySlottedItemData.mapSprite;
|
||||||
|
float spriteHeight = sprite.bounds.size.y;
|
||||||
|
float spriteWidth = sprite.bounds.size.x;
|
||||||
|
Vector3 parentScale = slottedItemRenderer.transform.parent != null
|
||||||
|
? slottedItemRenderer.transform.parent.localScale
|
||||||
|
: Vector3.one;
|
||||||
|
if (spriteHeight > 0f)
|
||||||
|
{
|
||||||
|
float uniformScale = desiredHeight / spriteHeight;
|
||||||
|
float scale = uniformScale / Mathf.Max(parentScale.x, parentScale.y);
|
||||||
|
slottedItemRenderer.transform.localScale = new Vector3(scale, scale, 1f);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if (slottedItemRenderer != null)
|
||||||
|
{
|
||||||
|
slottedItemRenderer.sprite = null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SlotItem(GameObject itemToSlot, PickupItemData itemToSlotData)
|
||||||
|
{
|
||||||
|
if (itemToSlot == null)
|
||||||
|
return;
|
||||||
|
|
||||||
|
itemToSlot.SetActive(false);
|
||||||
|
itemToSlot.transform.SetParent(null);
|
||||||
|
SetSlottedObject(itemToSlot);
|
||||||
|
|
||||||
|
_currentlySlottedItemData = itemToSlotData;
|
||||||
|
UpdateSlottedSprite();
|
||||||
|
FollowerController.ClearHeldItem();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -1,5 +1,7 @@
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using System;
|
using System;
|
||||||
|
using Input;
|
||||||
|
using Interactions;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// MonoBehaviour that immediately completes an interaction when started.
|
/// MonoBehaviour that immediately completes an interaction when started.
|
||||||
@@ -13,7 +15,7 @@ public class OneClickInteraction : MonoBehaviour
|
|||||||
interactable = GetComponent<Interactable>();
|
interactable = GetComponent<Interactable>();
|
||||||
if (interactable != null)
|
if (interactable != null)
|
||||||
{
|
{
|
||||||
interactable.StartedInteraction += OnStartedInteraction;
|
interactable.interactionStarted.AddListener(OnInteractionStarted);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -21,15 +23,15 @@ public class OneClickInteraction : MonoBehaviour
|
|||||||
{
|
{
|
||||||
if (interactable != null)
|
if (interactable != null)
|
||||||
{
|
{
|
||||||
interactable.StartedInteraction -= OnStartedInteraction;
|
interactable.interactionStarted.RemoveListener(OnInteractionStarted);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnStartedInteraction()
|
private void OnInteractionStarted(PlayerTouchController playerRef, FollowerController followerRef)
|
||||||
{
|
{
|
||||||
if (interactable != null)
|
if (interactable != null)
|
||||||
{
|
{
|
||||||
interactable.CompleteInteraction(true);
|
interactable.BroadcastInteractionComplete(true);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,115 +1,95 @@
|
|||||||
using Input;
|
using Input;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
public class Pickup : MonoBehaviour
|
namespace Interactions
|
||||||
{
|
{
|
||||||
/// <summary>
|
[RequireComponent(typeof(Interactable))]
|
||||||
/// Data for the pickup item (icon, name, etc).
|
public class Pickup : MonoBehaviour
|
||||||
/// </summary>
|
|
||||||
public PickupItemData itemData;
|
|
||||||
/// <summary>
|
|
||||||
/// Renderer for the pickup icon.
|
|
||||||
/// </summary>
|
|
||||||
public SpriteRenderer iconRenderer;
|
|
||||||
private Interactable interactable;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Unity Awake callback. Sets up icon, interactable, and event handlers.
|
|
||||||
/// </summary>
|
|
||||||
void Awake()
|
|
||||||
{
|
{
|
||||||
if (iconRenderer == null)
|
public PickupItemData itemData;
|
||||||
iconRenderer = GetComponent<SpriteRenderer>();
|
public SpriteRenderer iconRenderer;
|
||||||
interactable = GetComponent<Interactable>();
|
protected Interactable Interactable;
|
||||||
if (interactable != null)
|
private PlayerTouchController _playerRef;
|
||||||
|
protected FollowerController FollowerController;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Unity Awake callback. Sets up icon, interactable, and event handlers.
|
||||||
|
/// </summary>
|
||||||
|
void Awake()
|
||||||
{
|
{
|
||||||
interactable.StartedInteraction += OnStartedInteraction;
|
if (iconRenderer == null)
|
||||||
interactable.InteractionComplete += OnInteractionComplete;
|
iconRenderer = GetComponent<SpriteRenderer>();
|
||||||
}
|
|
||||||
ApplyItemData();
|
Interactable = GetComponent<Interactable>();
|
||||||
}
|
if (Interactable != null)
|
||||||
|
{
|
||||||
|
Interactable.interactionStarted.AddListener(OnInteractionStarted);
|
||||||
|
Interactable.characterArrived.AddListener(OnCharacterArrived);
|
||||||
|
}
|
||||||
|
|
||||||
/// <summary>
|
ApplyItemData();
|
||||||
/// Unity OnDestroy callback. Cleans up event handlers.
|
}
|
||||||
/// </summary>
|
|
||||||
void OnDestroy()
|
/// <summary>
|
||||||
{
|
/// Unity OnDestroy callback. Cleans up event handlers.
|
||||||
if (interactable != null)
|
/// </summary>
|
||||||
{
|
void OnDestroy()
|
||||||
interactable.StartedInteraction -= OnStartedInteraction;
|
{
|
||||||
interactable.InteractionComplete -= OnInteractionComplete;
|
if (Interactable != null)
|
||||||
|
{
|
||||||
|
Interactable.interactionStarted.RemoveListener(OnInteractionStarted);
|
||||||
|
Interactable.characterArrived.RemoveListener(OnCharacterArrived);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
#if UNITY_EDITOR
|
#if UNITY_EDITOR
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Unity OnValidate callback. Ensures icon and data are up to date in editor.
|
/// Unity OnValidate callback. Ensures icon and data are up to date in editor.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
void OnValidate()
|
void OnValidate()
|
||||||
{
|
|
||||||
if (iconRenderer == null)
|
|
||||||
iconRenderer = GetComponent<SpriteRenderer>();
|
|
||||||
ApplyItemData();
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Draws gizmos for pickup interaction range in the editor.
|
|
||||||
/// </summary>
|
|
||||||
void OnDrawGizmos()
|
|
||||||
{
|
|
||||||
float playerStopDistance;
|
|
||||||
if (Application.isPlaying)
|
|
||||||
{
|
{
|
||||||
playerStopDistance = GameManager.Instance.PlayerStopDistance;
|
if (iconRenderer == null)
|
||||||
|
iconRenderer = GetComponent<SpriteRenderer>();
|
||||||
|
ApplyItemData();
|
||||||
}
|
}
|
||||||
else
|
|
||||||
{
|
|
||||||
// Load settings directly from asset path in editor
|
|
||||||
var settings = UnityEditor.AssetDatabase.LoadAssetAtPath<GameSettings>("Assets/Data/Settings/DefaultSettings.asset");
|
|
||||||
playerStopDistance = settings != null ? settings.playerStopDistance : 1.0f;
|
|
||||||
}
|
|
||||||
Gizmos.color = Color.yellow;
|
|
||||||
Gizmos.DrawWireSphere(transform.position, playerStopDistance);
|
|
||||||
GameObject playerObj = GameObject.FindGameObjectWithTag("Player");
|
|
||||||
if (playerObj != null)
|
|
||||||
{
|
|
||||||
Vector3 stopPoint = transform.position + (playerObj.transform.position - transform.position).normalized * playerStopDistance;
|
|
||||||
Gizmos.color = Color.cyan;
|
|
||||||
Gizmos.DrawSphere(stopPoint, 0.15f);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Applies the item data to the pickup (icon, name, etc).
|
/// Applies the item data to the pickup (icon, name, etc).
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public void ApplyItemData()
|
public void ApplyItemData()
|
||||||
{
|
|
||||||
if (itemData != null)
|
|
||||||
{
|
{
|
||||||
if (iconRenderer != null && itemData.mapSprite != null)
|
if (itemData != null)
|
||||||
{
|
{
|
||||||
iconRenderer.sprite = itemData.mapSprite;
|
if (iconRenderer != null && itemData.mapSprite != null)
|
||||||
|
{
|
||||||
|
iconRenderer.sprite = itemData.mapSprite;
|
||||||
|
}
|
||||||
|
|
||||||
|
gameObject.name = itemData.itemName;
|
||||||
}
|
}
|
||||||
gameObject.name = itemData.itemName;
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Handles the start of an interaction (for feedback/UI only).
|
||||||
|
/// </summary>
|
||||||
|
private void OnInteractionStarted(PlayerTouchController playerRef, FollowerController followerRef)
|
||||||
|
{
|
||||||
|
_playerRef = playerRef;
|
||||||
|
FollowerController = followerRef;
|
||||||
|
}
|
||||||
|
|
||||||
|
protected virtual void OnCharacterArrived()
|
||||||
|
{
|
||||||
|
var combinationResult = FollowerController.TryCombineItems(this, out var combinationResultItem);
|
||||||
|
if (combinationResultItem != null)
|
||||||
|
{
|
||||||
|
Interactable.BroadcastInteractionComplete(true);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
FollowerController?.TryPickupItem(gameObject, itemData);
|
||||||
|
Interactable.BroadcastInteractionComplete(combinationResult == FollowerController.CombinationResult.NotApplicable);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
/// <summary>
|
|
||||||
/// Handles the start of an interaction (for feedback/UI only).
|
|
||||||
/// </summary>
|
|
||||||
private void OnStartedInteraction()
|
|
||||||
{
|
|
||||||
// Optionally, add pickup-specific feedback here (e.g., highlight, sound).
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Handles completion of the interaction (e.g., after pickup is done).
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="success">Whether the interaction was successful.</param>
|
|
||||||
private void OnInteractionComplete(bool success)
|
|
||||||
{
|
|
||||||
if (!success) return;
|
|
||||||
// Optionally, add logic to disable the pickup or provide feedback
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,41 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Interaction requirement that checks if the follower is holding a specific required item.
|
|
||||||
/// </summary>
|
|
||||||
[RequireComponent(typeof(Interactable))]
|
|
||||||
public class RequiresItemBehavior : InteractionRequirementBase
|
|
||||||
{
|
|
||||||
[Header("Required Item")]
|
|
||||||
public PickupItemData requiredItem;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Attempts to interact, succeeds only if the follower is holding the required item.
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="follower">The follower attempting the interaction.</param>
|
|
||||||
/// <returns>True if the interaction was successful, false otherwise.</returns>
|
|
||||||
public override bool TryInteract(FollowerController follower)
|
|
||||||
{
|
|
||||||
var heldItem = follower.CurrentlyHeldItem;
|
|
||||||
if (heldItem == requiredItem)
|
|
||||||
{
|
|
||||||
OnSuccess?.Invoke();
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
string requiredName = requiredItem != null ? requiredItem.itemName : "required item";
|
|
||||||
if (heldItem == null)
|
|
||||||
{
|
|
||||||
DebugUIMessage.Show($"You need {requiredName} to interact.");
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
string heldName = heldItem.itemName ?? "an item";
|
|
||||||
DebugUIMessage.Show($"You need {requiredName}, but you are holding {heldName}.");
|
|
||||||
}
|
|
||||||
OnFailure?.Invoke();
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 31103d67032c44a9b95ec014babe2c62
|
|
||||||
timeCreated: 1756981777
|
|
||||||
@@ -1,131 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
using UnityEngine.Events;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Interaction requirement that allows slotting, swapping, or picking up items in a slot.
|
|
||||||
/// </summary>
|
|
||||||
[RequireComponent(typeof(Interactable))]
|
|
||||||
[RequireComponent(typeof(Pickup))]
|
|
||||||
public class SlotItemBehavior : InteractionRequirementBase
|
|
||||||
{
|
|
||||||
[Header("Slot State")]
|
|
||||||
/// <summary>
|
|
||||||
/// The item currently slotted in this slot.
|
|
||||||
/// </summary>
|
|
||||||
public PickupItemData currentlySlottedItem;
|
|
||||||
/// <summary>
|
|
||||||
/// The renderer for the slotted item's sprite.
|
|
||||||
/// </summary>
|
|
||||||
public SpriteRenderer slottedItemRenderer;
|
|
||||||
|
|
||||||
private GameObject _cachedSlottedObject = null;
|
|
||||||
|
|
||||||
public GameObject GetSlottedObject()
|
|
||||||
{
|
|
||||||
return _cachedSlottedObject;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void SetSlottedObject(GameObject obj)
|
|
||||||
{
|
|
||||||
_cachedSlottedObject = obj;
|
|
||||||
if (_cachedSlottedObject != null)
|
|
||||||
{
|
|
||||||
_cachedSlottedObject.SetActive(false);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Attempts to interact with the slot, handling slotting, swapping, or picking up items.
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="follower">The follower attempting the interaction.</param>
|
|
||||||
/// <returns>True if the interaction was successful, false otherwise.</returns>
|
|
||||||
public override bool TryInteract(FollowerController follower)
|
|
||||||
{
|
|
||||||
var heldItem = follower.CurrentlyHeldItem;
|
|
||||||
var heldObj = follower.GetHeldPickupObject();
|
|
||||||
var pickup = GetComponent<Pickup>();
|
|
||||||
var slotItem = pickup != null ? pickup.itemData : null;
|
|
||||||
var config = GameManager.Instance.GetSlotItemConfig(slotItem);
|
|
||||||
var allowed = config?.allowedItems ?? new List<PickupItemData>();
|
|
||||||
var forbidden = config?.forbiddenItems ?? new List<PickupItemData>();
|
|
||||||
|
|
||||||
// CASE 1: No held item, slot has item -> pick up slotted item
|
|
||||||
if (heldItem == null && _cachedSlottedObject != null)
|
|
||||||
{
|
|
||||||
InteractionOrchestrator.Instance.PickupItem(follower, _cachedSlottedObject);
|
|
||||||
_cachedSlottedObject = null;
|
|
||||||
currentlySlottedItem = null;
|
|
||||||
UpdateSlottedSprite();
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
// CASE 2: Held item, slot has item -> swap
|
|
||||||
if (heldItem != null && _cachedSlottedObject != null)
|
|
||||||
{
|
|
||||||
InteractionOrchestrator.Instance.SwapItems(follower, this);
|
|
||||||
currentlySlottedItem = heldItem;
|
|
||||||
UpdateSlottedSprite();
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
// CASE 3: Held item, slot empty -> slot the held item
|
|
||||||
if (heldItem != null && _cachedSlottedObject == null)
|
|
||||||
{
|
|
||||||
if (forbidden.Contains(heldItem))
|
|
||||||
{
|
|
||||||
DebugUIMessage.Show("Can't place that here.");
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
InteractionOrchestrator.Instance.SlotItem(this, heldObj);
|
|
||||||
currentlySlottedItem = heldItem;
|
|
||||||
UpdateSlottedSprite();
|
|
||||||
follower.ClearHeldItem();
|
|
||||||
if (allowed.Contains(heldItem))
|
|
||||||
{
|
|
||||||
OnSuccess?.Invoke();
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
DebugUIMessage.Show("I'm not sure this works.");
|
|
||||||
OnFailure?.Invoke();
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
// CASE 4: No held item, slot empty -> show warning
|
|
||||||
if (heldItem == null && _cachedSlottedObject == null)
|
|
||||||
{
|
|
||||||
DebugUIMessage.Show("This requires an item.");
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Updates the sprite and scale for the currently slotted item.
|
|
||||||
/// </summary>
|
|
||||||
private void UpdateSlottedSprite()
|
|
||||||
{
|
|
||||||
if (slottedItemRenderer != null && currentlySlottedItem != null && currentlySlottedItem.mapSprite != null)
|
|
||||||
{
|
|
||||||
slottedItemRenderer.sprite = currentlySlottedItem.mapSprite;
|
|
||||||
// Scale sprite to desired height, preserve aspect ratio, compensate for parent scale
|
|
||||||
float desiredHeight = GameManager.Instance.HeldIconDisplayHeight;
|
|
||||||
var sprite = currentlySlottedItem.mapSprite;
|
|
||||||
float spriteHeight = sprite.bounds.size.y;
|
|
||||||
float spriteWidth = sprite.bounds.size.x;
|
|
||||||
Vector3 parentScale = slottedItemRenderer.transform.parent != null
|
|
||||||
? slottedItemRenderer.transform.parent.localScale
|
|
||||||
: Vector3.one;
|
|
||||||
if (spriteHeight > 0f)
|
|
||||||
{
|
|
||||||
float uniformScale = desiredHeight / spriteHeight;
|
|
||||||
float scale = uniformScale / Mathf.Max(parentScale.x, parentScale.y);
|
|
||||||
slottedItemRenderer.transform.localScale = new Vector3(scale, scale, 1f);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else if (slottedItemRenderer != null)
|
|
||||||
{
|
|
||||||
slottedItemRenderer.sprite = null;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,4 +1,6 @@
|
|||||||
using System;
|
using System;
|
||||||
|
using Input;
|
||||||
|
using Interactions;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@@ -26,7 +28,7 @@ public class LevelSwitch : MonoBehaviour
|
|||||||
_interactable = GetComponent<Interactable>();
|
_interactable = GetComponent<Interactable>();
|
||||||
if (_interactable != null)
|
if (_interactable != null)
|
||||||
{
|
{
|
||||||
_interactable.StartedInteraction += OnStartedInteraction;
|
_interactable.characterArrived.AddListener(OnCharacterArrived);
|
||||||
}
|
}
|
||||||
ApplySwitchData();
|
ApplySwitchData();
|
||||||
}
|
}
|
||||||
@@ -38,7 +40,7 @@ public class LevelSwitch : MonoBehaviour
|
|||||||
{
|
{
|
||||||
if (_interactable != null)
|
if (_interactable != null)
|
||||||
{
|
{
|
||||||
_interactable.StartedInteraction -= OnStartedInteraction;
|
_interactable.characterArrived.RemoveListener(OnCharacterArrived);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -71,7 +73,7 @@ public class LevelSwitch : MonoBehaviour
|
|||||||
/// <summary>
|
/// <summary>
|
||||||
/// Handles the start of an interaction (shows confirmation menu and switches the level if confirmed).
|
/// Handles the start of an interaction (shows confirmation menu and switches the level if confirmed).
|
||||||
/// </summary>
|
/// </summary>
|
||||||
private void OnStartedInteraction()
|
private void OnCharacterArrived()
|
||||||
{
|
{
|
||||||
if (switchData == null || string.IsNullOrEmpty(switchData.targetLevelSceneName) || !_isActive)
|
if (switchData == null || string.IsNullOrEmpty(switchData.targetLevelSceneName) || !_isActive)
|
||||||
return;
|
return;
|
||||||
|
|||||||
@@ -1,4 +1,5 @@
|
|||||||
using UnityEngine;
|
using Interactions;
|
||||||
|
using UnityEngine;
|
||||||
using Pathfinding;
|
using Pathfinding;
|
||||||
using UnityEngine.SceneManagement;
|
using UnityEngine.SceneManagement;
|
||||||
using Utils;
|
using Utils;
|
||||||
@@ -6,7 +7,7 @@ using Utils;
|
|||||||
/// <summary>
|
/// <summary>
|
||||||
/// Controls the follower character, including following the player, handling pickups, and managing held items.
|
/// Controls the follower character, including following the player, handling pickups, and managing held items.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public class FollowerController : Character
|
public class FollowerController: MonoBehaviour
|
||||||
{
|
{
|
||||||
[Header("Follower Settings")]
|
[Header("Follower Settings")]
|
||||||
public bool debugDrawTarget = true;
|
public bool debugDrawTarget = true;
|
||||||
@@ -29,10 +30,13 @@ public class FollowerController : Character
|
|||||||
private float _currentSpeed = 0f;
|
private float _currentSpeed = 0f;
|
||||||
private Animator _animator;
|
private Animator _animator;
|
||||||
private Transform _artTransform;
|
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>
|
/// <summary>
|
||||||
/// Renderer for the held item icon.
|
/// Renderer for the held item icon.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
@@ -54,27 +58,9 @@ public class FollowerController : Character
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public event FollowerPickupHandler OnPickupReturned;
|
public event FollowerPickupHandler OnPickupReturned;
|
||||||
private Coroutine _pickupCoroutine;
|
private Coroutine _pickupCoroutine;
|
||||||
|
|
||||||
private bool _lastInteractionSuccess = true;
|
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()
|
void Awake()
|
||||||
{
|
{
|
||||||
@@ -84,12 +70,12 @@ public class FollowerController : Character
|
|||||||
if (_artTransform != null)
|
if (_artTransform != null)
|
||||||
{
|
{
|
||||||
_animator = _artTransform.GetComponent<Animator>();
|
_animator = _artTransform.GetComponent<Animator>();
|
||||||
spriteRenderer = _artTransform.GetComponent<SpriteRenderer>();
|
_spriteRenderer = _artTransform.GetComponent<SpriteRenderer>();
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
_animator = GetComponentInChildren<Animator>(); // fallback
|
_animator = GetComponentInChildren<Animator>(); // fallback
|
||||||
spriteRenderer = GetComponentInChildren<SpriteRenderer>();
|
_spriteRenderer = GetComponentInChildren<SpriteRenderer>();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -108,38 +94,7 @@ public class FollowerController : Character
|
|||||||
{
|
{
|
||||||
FindPlayerReference();
|
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()
|
void Update()
|
||||||
{
|
{
|
||||||
if (_playerTransform == null)
|
if (_playerTransform == null)
|
||||||
@@ -185,12 +140,12 @@ public class FollowerController : Character
|
|||||||
}
|
}
|
||||||
Vector3 dir = (_targetPoint - transform.position).normalized;
|
Vector3 dir = (_targetPoint - transform.position).normalized;
|
||||||
// Sprite flipping based on movement direction
|
// 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)
|
if (dir.x > 0.01f)
|
||||||
spriteRenderer.flipX = false;
|
_spriteRenderer.flipX = false;
|
||||||
else if (dir.x < -0.01f)
|
else if (dir.x < -0.01f)
|
||||||
spriteRenderer.flipX = true;
|
_spriteRenderer.flipX = true;
|
||||||
}
|
}
|
||||||
transform.position += dir * _currentSpeed * Time.deltaTime;
|
transform.position += dir * _currentSpeed * Time.deltaTime;
|
||||||
}
|
}
|
||||||
@@ -214,12 +169,12 @@ public class FollowerController : Character
|
|||||||
{
|
{
|
||||||
normalizedSpeed = _aiPath.velocity.magnitude / _followerMaxSpeed;
|
normalizedSpeed = _aiPath.velocity.magnitude / _followerMaxSpeed;
|
||||||
// Sprite flipping for pathfinding mode
|
// 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)
|
if (_aiPath.velocity.x > 0.01f)
|
||||||
spriteRenderer.flipX = false;
|
_spriteRenderer.flipX = false;
|
||||||
else if (_aiPath.velocity.x < -0.01f)
|
else if (_aiPath.velocity.x < -0.01f)
|
||||||
spriteRenderer.flipX = true;
|
_spriteRenderer.flipX = true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
_animator.SetFloat("Speed", Mathf.Clamp01(normalizedSpeed));
|
_animator.SetFloat("Speed", Mathf.Clamp01(normalizedSpeed));
|
||||||
@@ -246,7 +201,44 @@ public class FollowerController : Character
|
|||||||
_playerAIPath = null;
|
_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)
|
// Command follower to go to a specific point (pathfinding mode)
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Command follower to go to a specific point (pathfinding mode).
|
/// Command follower to go to a specific point (pathfinding mode).
|
||||||
@@ -277,7 +269,99 @@ public class FollowerController : Character
|
|||||||
_aiPath.maxSpeed = _followerMaxSpeed;
|
_aiPath.maxSpeed = _followerMaxSpeed;
|
||||||
_pickupCoroutine = StartCoroutine(PickupSequence(itemPosition, playerTransform));
|
_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>
|
/// <summary>
|
||||||
/// Set the item held by the follower, copying all visual properties from the Pickup's SpriteRenderer.
|
/// Set the item held by the follower, copying all visual properties from the Pickup's SpriteRenderer.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
@@ -285,10 +369,10 @@ public class FollowerController : Character
|
|||||||
/// <param name="pickupRenderer">The SpriteRenderer from the Pickup to copy appearance from.</param>
|
/// <param name="pickupRenderer">The SpriteRenderer from the Pickup to copy appearance from.</param>
|
||||||
public void SetHeldItem(PickupItemData itemData, SpriteRenderer pickupRenderer = null)
|
public void SetHeldItem(PickupItemData itemData, SpriteRenderer pickupRenderer = null)
|
||||||
{
|
{
|
||||||
_currentlyHeldItem = itemData;
|
_currentlyHeldItemData = itemData;
|
||||||
if (heldObjectRenderer != null)
|
if (heldObjectRenderer != null)
|
||||||
{
|
{
|
||||||
if (_currentlyHeldItem != null && pickupRenderer != null)
|
if (_currentlyHeldItemData != null && pickupRenderer != null)
|
||||||
{
|
{
|
||||||
AppleHillsUtils.CopySpriteRendererProperties(pickupRenderer, heldObjectRenderer);
|
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()
|
public GameObject GetHeldPickupObject()
|
||||||
{
|
{
|
||||||
return _cachedPickupObject;
|
return _cachedPickupObject;
|
||||||
@@ -336,7 +411,7 @@ public class FollowerController : Character
|
|||||||
public void ClearHeldItem()
|
public void ClearHeldItem()
|
||||||
{
|
{
|
||||||
_cachedPickupObject = null;
|
_cachedPickupObject = null;
|
||||||
_currentlyHeldItem = null;
|
_currentlyHeldItemData = null;
|
||||||
if (heldObjectRenderer != null)
|
if (heldObjectRenderer != null)
|
||||||
{
|
{
|
||||||
heldObjectRenderer.sprite = 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)
|
public void DropHeldItemAt(Vector3 position)
|
||||||
{
|
{
|
||||||
InteractionOrchestrator.Instance.DropItem(this, position);
|
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;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
#endregion ItemInteractions
|
||||||
|
|
||||||
|
#if UNITY_EDITOR
|
||||||
void OnDrawGizmos()
|
void OnDrawGizmos()
|
||||||
{
|
{
|
||||||
if (debugDrawTarget && Application.isPlaying)
|
if (debugDrawTarget && Application.isPlaying)
|
||||||
@@ -431,4 +449,5 @@ public class FollowerController : Character
|
|||||||
Gizmos.DrawLine(transform.position, _targetPoint);
|
Gizmos.DrawLine(transform.position, _targetPoint);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
#endif
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,93 +1,97 @@
|
|||||||
|
using Input;
|
||||||
|
using Interactions;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
/// <summary>
|
namespace PuzzleS
|
||||||
/// Manages the state and interactions for a single puzzle step, including unlock/lock logic and event handling.
|
|
||||||
/// </summary>
|
|
||||||
[RequireComponent(typeof(Interactable))]
|
|
||||||
public class ObjectiveStepBehaviour : MonoBehaviour
|
|
||||||
{
|
{
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// The data object representing this puzzle step.
|
/// Manages the state and interactions for a single puzzle step, including unlock/lock logic and event handling.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public PuzzleStepSO stepData;
|
[RequireComponent(typeof(Interactable))]
|
||||||
private Interactable interactable;
|
public class ObjectiveStepBehaviour : MonoBehaviour
|
||||||
private bool isUnlocked = false;
|
|
||||||
|
|
||||||
void Awake()
|
|
||||||
{
|
{
|
||||||
interactable = GetComponent<Interactable>();
|
/// <summary>
|
||||||
}
|
/// The data object representing this puzzle step.
|
||||||
|
/// </summary>
|
||||||
|
public PuzzleStepSO stepData;
|
||||||
|
private Interactable _interactable;
|
||||||
|
private bool _isUnlocked = false;
|
||||||
|
|
||||||
void OnEnable()
|
void Awake()
|
||||||
{
|
|
||||||
if (interactable == null)
|
|
||||||
interactable = GetComponent<Interactable>();
|
|
||||||
if (interactable != null)
|
|
||||||
{
|
{
|
||||||
interactable.StartedInteraction += OnStartedInteraction;
|
_interactable = GetComponent<Interactable>();
|
||||||
interactable.InteractionComplete += OnInteractionComplete;
|
|
||||||
}
|
}
|
||||||
PuzzleManager.Instance?.RegisterStepBehaviour(this);
|
|
||||||
}
|
|
||||||
|
|
||||||
void OnDisable()
|
void OnEnable()
|
||||||
{
|
|
||||||
if (interactable != null)
|
|
||||||
{
|
{
|
||||||
interactable.StartedInteraction -= OnStartedInteraction;
|
if (_interactable == null)
|
||||||
interactable.InteractionComplete -= OnInteractionComplete;
|
_interactable = GetComponent<Interactable>();
|
||||||
|
if (_interactable != null)
|
||||||
|
{
|
||||||
|
_interactable.interactionStarted.AddListener(OnInteractionStarted);
|
||||||
|
_interactable.interactionComplete.AddListener(OnInteractionComplete);
|
||||||
|
}
|
||||||
|
PuzzleManager.Instance?.RegisterStepBehaviour(this);
|
||||||
}
|
}
|
||||||
PuzzleManager.Instance?.UnregisterStepBehaviour(this);
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
void OnDestroy()
|
||||||
/// Unlocks this puzzle step, allowing interaction.
|
|
||||||
/// </summary>
|
|
||||||
public void UnlockStep()
|
|
||||||
{
|
|
||||||
isUnlocked = true;
|
|
||||||
Debug.Log($"[Puzzles] Step unlocked: {stepData?.stepId} on {gameObject.name}");
|
|
||||||
// Optionally, show visual feedback for unlocked state
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Locks this puzzle step, preventing interaction.
|
|
||||||
/// </summary>
|
|
||||||
public void LockStep()
|
|
||||||
{
|
|
||||||
isUnlocked = false;
|
|
||||||
Debug.Log($"[Puzzles] Step locked: {stepData?.stepId} on {gameObject.name}");
|
|
||||||
// Optionally, show visual feedback for locked state
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Returns whether this step is currently unlocked.
|
|
||||||
/// </summary>
|
|
||||||
public bool IsStepUnlocked()
|
|
||||||
{
|
|
||||||
return isUnlocked;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Handles the start of an interaction (can be used for visual feedback).
|
|
||||||
/// </summary>
|
|
||||||
private void OnStartedInteraction()
|
|
||||||
{
|
|
||||||
// Optionally handle started interaction (e.g. visual feedback)
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Handles completion of the interaction, notifies PuzzleManager if successful and unlocked.
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="success">Whether the interaction was successful.</param>
|
|
||||||
private void OnInteractionComplete(bool success)
|
|
||||||
{
|
|
||||||
if (!isUnlocked) return;
|
|
||||||
if (success)
|
|
||||||
{
|
{
|
||||||
Debug.Log($"[Puzzles] Step interacted: {stepData?.stepId} on {gameObject.name}");
|
if (_interactable != null)
|
||||||
PuzzleManager.Instance?.OnStepCompleted(stepData);
|
{
|
||||||
|
_interactable.interactionStarted.RemoveListener(OnInteractionStarted);
|
||||||
|
_interactable.interactionComplete.RemoveListener(OnInteractionComplete);
|
||||||
|
}
|
||||||
|
PuzzleManager.Instance?.UnregisterStepBehaviour(this);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Unlocks this puzzle step, allowing interaction.
|
||||||
|
/// </summary>
|
||||||
|
public void UnlockStep()
|
||||||
|
{
|
||||||
|
_isUnlocked = true;
|
||||||
|
Debug.Log($"[Puzzles] Step unlocked: {stepData?.stepId} on {gameObject.name}");
|
||||||
|
// Optionally, show visual feedback for unlocked state
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Locks this puzzle step, preventing interaction.
|
||||||
|
/// </summary>
|
||||||
|
public void LockStep()
|
||||||
|
{
|
||||||
|
_isUnlocked = false;
|
||||||
|
Debug.Log($"[Puzzles] Step locked: {stepData?.stepId} on {gameObject.name}");
|
||||||
|
// Optionally, show visual feedback for locked state
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Returns whether this step is currently unlocked.
|
||||||
|
/// </summary>
|
||||||
|
public bool IsStepUnlocked()
|
||||||
|
{
|
||||||
|
return _isUnlocked;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Handles the start of an interaction (can be used for visual feedback).
|
||||||
|
/// </summary>
|
||||||
|
private void OnInteractionStarted(PlayerTouchController playerRef, FollowerController followerRef)
|
||||||
|
{
|
||||||
|
// Optionally handle started interaction (e.g. visual feedback)
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Handles completion of the interaction, notifies PuzzleManager if successful and unlocked.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="success">Whether the interaction was successful.</param>
|
||||||
|
private void OnInteractionComplete(bool success)
|
||||||
|
{
|
||||||
|
if (!_isUnlocked) return;
|
||||||
|
if (success)
|
||||||
|
{
|
||||||
|
Debug.Log($"[Puzzles] Step interacted: {stepData?.stepId} on {gameObject.name}");
|
||||||
|
PuzzleManager.Instance?.OnStepCompleted(stepData);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,5 +1,6 @@
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
|
using PuzzleS;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Manages puzzle step registration, dependency management, and step completion for the puzzle system.
|
/// Manages puzzle step registration, dependency management, and step completion for the puzzle system.
|
||||||
|
|||||||
Reference in New Issue
Block a user