Refactor interactions, introduce template-method lifecycle management, work on save-load system (#51)

# Lifecycle Management & Save System Revamp

## Overview
Complete overhaul of game lifecycle management, interactable system, and save/load architecture. Introduces centralized `ManagedBehaviour` base class for consistent initialization ordering and lifecycle hooks across all systems.

## Core Architecture

### New Lifecycle System
- **`LifecycleManager`**: Centralized coordinator for all managed objects
- **`ManagedBehaviour`**: Base class replacing ad-hoc initialization patterns
  - `OnManagedAwake()`: Priority-based initialization (0-100, lower = earlier)
  - `OnSceneReady()`: Scene-specific setup after managers ready
  - Replaces `BootCompletionService` (deleted)
- **Priority groups**: Infrastructure (0-20) → Game Systems (30-50) → Data (60-80) → UI/Gameplay (90-100)
- **Editor support**: `EditorLifecycleBootstrap` ensures lifecycle works in editor mode

### Unified SaveID System
- Consistent format: `{ParentName}_{ComponentType}`
- Auto-registration via `AutoRegisterForSave = true`
- New `DebugSaveIds` editor tool for inspection

## Save/Load Improvements

### Enhanced State Management
- **Extended SaveLoadData**: Unlocked minigames, card collection states, combination items, slot occupancy
- **Async loading**: `ApplyCardCollectionState()` waits for card definitions before restoring
- **New `SaveablePlayableDirector`**: Timeline sequences save/restore playback state
- **Fixed race conditions**: Proper initialization ordering prevents data corruption

## Interactable & Pickup System

- Migrated to `OnManagedAwake()` for consistent initialization
- Template method pattern for state restoration (`RestoreInteractionState()`)
- Fixed combination item save/load bugs (items in slots vs. follower hand)
- Dynamic spawning support for combined items on load
- **Breaking**: `Interactable.Awake()` now sealed, use `OnManagedAwake()` instead

##  UI System Changes

- **AlbumViewPage** and **BoosterNotificationDot**: Migrated to `ManagedBehaviour`
- **Fixed menu persistence bug**: Menus no longer reappear after scene transitions
- **Pause Menu**: Now reacts to all scene loads (not just first scene)
- **Orientation Enforcer**: Enforces per-scene via `SceneManagementService`
- **Loading Screen**: Integrated with new lifecycle

## ⚠️ Breaking Changes

1. **`BootCompletionService` removed** → Use `ManagedBehaviour.OnManagedAwake()` with priority
2. **`Interactable.Awake()` sealed** → Override `OnManagedAwake()` instead
3. **SaveID format changed** → Now `{ParentName}_{ComponentType}` consistently
4. **MonoBehaviours needing init ordering** → Must inherit from `ManagedBehaviour`

Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com>
Co-authored-by: Michal Pikulski <michal@foolhardyhorizons.com>
Reviewed-on: #51
This commit is contained in:
2025-11-07 15:38:31 +00:00
parent dfa42b2296
commit e27bb7bfb6
93 changed files with 7900 additions and 4347 deletions

View File

@@ -5,6 +5,7 @@ using System.Collections.Generic;
using UnityEngine.Events;
using System.Threading.Tasks;
using Core;
using Core.Lifecycle;
namespace Interactions
{
@@ -20,7 +21,7 @@ namespace Interactions
/// Base class for interactable objects that can respond to tap input events.
/// Subclasses should override OnCharacterArrived() to implement interaction-specific logic.
/// </summary>
public class InteractableBase : MonoBehaviour, ITouchInputConsumer
public class InteractableBase : ManagedBehaviour, ITouchInputConsumer
{
[Header("Interaction Settings")]
public bool isOneTime;
@@ -33,21 +34,16 @@ namespace Interactions
public UnityEvent characterArrived;
public UnityEvent<bool> interactionComplete;
// Helpers for managing interaction state
private bool _interactionInProgress;
protected PlayerTouchController _playerRef;
protected FollowerController _followerController;
private bool _isActive = true;
private InteractionEventType _currentEventType;
private PlayerTouchController playerRef;
protected FollowerController FollowerController;
private bool isActive = true;
// Action component system
private List<InteractionActionBase> _registeredActions = new List<InteractionActionBase>();
private void Awake()
{
// Subscribe to interactionComplete event
interactionComplete.AddListener(OnInteractionComplete);
}
// ManagedBehaviour configuration
public override int ManagedAwakePriority => 100; // Gameplay base classes
/// <summary>
/// Register an action component with this interactable
@@ -73,14 +69,12 @@ namespace Interactions
/// </summary>
private async Task DispatchEventAsync(InteractionEventType eventType)
{
_currentEventType = eventType;
// Collect all tasks from actions that want to respond
List<Task<bool>> tasks = new List<Task<bool>>();
foreach (var action in _registeredActions)
{
Task<bool> task = action.OnInteractionEvent(eventType, _playerRef, _followerController);
Task<bool> task = action.OnInteractionEvent(eventType, playerRef, FollowerController);
if (task != null)
{
tasks.Add(task);
@@ -97,39 +91,178 @@ namespace Interactions
/// <summary>
/// Handles tap input. Triggers interaction logic.
/// Can be overridden for fully custom interaction logic.
/// </summary>
public void OnTap(Vector2 worldPosition)
public virtual void OnTap(Vector2 worldPosition)
{
if (!_isActive)
// 1. High-level validation
if (!CanBeClicked())
{
Logging.Debug($"[Interactable] Is disabled!");
return;
return; // Silent failure
}
Logging.Debug($"[Interactable] OnTap at {worldPosition} on {gameObject.name}");
// Start the interaction process asynchronously
_ = TryInteractAsync();
_ = StartInteractionFlowAsync();
}
private async Task TryInteractAsync()
/// <summary>
/// Template method that orchestrates the entire interaction flow.
/// </summary>
private async Task StartInteractionFlowAsync()
{
_interactionInProgress = true;
// 2. Find characters
playerRef = FindFirstObjectByType<PlayerTouchController>();
FollowerController = FindFirstObjectByType<FollowerController>();
_playerRef = FindFirstObjectByType<PlayerTouchController>();
_followerController = FindFirstObjectByType<FollowerController>();
// 3. Virtual hook: Setup
OnInteractionStarted();
interactionStarted?.Invoke(_playerRef, _followerController);
// Dispatch the InteractionStarted event to action components
// 4. Fire events
interactionStarted?.Invoke(playerRef, FollowerController);
await DispatchEventAsync(InteractionEventType.InteractionStarted);
// After all InteractionStarted actions complete, proceed to player movement
await StartPlayerMovementAsync();
// 5. Orchestrate character movement
await MoveCharactersAsync();
// 6. Virtual hook: Arrival reaction
OnInteractingCharacterArrived();
// 7. Fire arrival events
characterArrived?.Invoke();
await DispatchEventAsync(InteractionEventType.InteractingCharacterArrived);
// 8. Validation (base + child)
var (canProceed, errorMessage) = ValidateInteraction();
if (!canProceed)
{
if (!string.IsNullOrEmpty(errorMessage))
{
DebugUIMessage.Show(errorMessage, Color.yellow);
}
FinishInteraction(false);
return;
}
// 9. Virtual main logic: Do the thing!
bool success = DoInteraction();
// 10. Finish up
FinishInteraction(success);
}
private async Task StartPlayerMovementAsync()
#region Virtual Lifecycle Methods
/// <summary>
/// High-level clickability check. Called BEFORE interaction starts.
/// Override to add custom high-level validation (is active, on cooldown, etc.)
/// </summary>
/// <returns>True if interaction can start, false for silent rejection</returns>
protected virtual bool CanBeClicked()
{
if (_playerRef == null)
if (!isActive) return false;
// Note: isOneTime and cooldown handled in FinishInteraction
return true;
}
/// <summary>
/// Called after characters are found but before movement starts.
/// Override to perform setup logic.
/// </summary>
protected virtual void OnInteractionStarted()
{
// Default: do nothing
}
/// <summary>
/// Called when the interacting character reaches destination.
/// Override to trigger animations or other arrival reactions.
/// </summary>
protected virtual void OnInteractingCharacterArrived()
{
// Default: do nothing
}
/// <summary>
/// Main interaction logic. OVERRIDE THIS in child classes.
/// </summary>
/// <returns>True if interaction succeeded, false otherwise</returns>
protected virtual bool DoInteraction()
{
Debug.LogWarning($"[Interactable] DoInteraction not implemented for {GetType().Name}");
return false;
}
/// <summary>
/// Called after interaction completes. Override to perform cleanup logic.
/// </summary>
/// <param name="success">Whether the interaction succeeded</param>
protected virtual void OnInteractionFinished(bool success)
{
// Default: do nothing
}
/// <summary>
/// Child-specific validation. Override to add interaction-specific validation.
/// </summary>
/// <returns>Tuple of (canProceed, errorMessage)</returns>
protected virtual (bool canProceed, string errorMessage) CanProceedWithInteraction()
{
return (true, null); // Default: always allow
}
#endregion
#region Validation
/// <summary>
/// Combines base and child validation.
/// </summary>
private (bool, string) ValidateInteraction()
{
// Base validation (always runs)
var (baseValid, baseError) = ValidateInteractionBase();
if (!baseValid)
return (false, baseError);
// Child validation (optional override)
var (childValid, childError) = CanProceedWithInteraction();
if (!childValid)
return (false, childError);
return (true, null);
}
/// <summary>
/// Base validation that always runs. Checks puzzle step locks and common prerequisites.
/// </summary>
private (bool canProceed, string errorMessage) ValidateInteractionBase()
{
// Check if there's an ObjectiveStepBehaviour attached
var step = GetComponent<PuzzleS.ObjectiveStepBehaviour>();
if (step != null && !step.IsStepUnlocked())
{
// Special case: ItemSlots can still be interacted with when locked (to swap items)
if (!(this is ItemSlot))
{
return (false, "This step is locked!");
}
}
return (true, null);
}
#endregion
#region Character Movement Orchestration
/// <summary>
/// Orchestrates character movement based on characterToInteract setting.
/// </summary>
private async Task MoveCharactersAsync()
{
if (playerRef == null)
{
Logging.Debug($"[Interactable] Player character could not be found. Aborting interaction.");
interactionInterrupted.Invoke();
@@ -137,350 +270,222 @@ namespace Interactions
return;
}
// If characterToInteract is None, immediately trigger the characterArrived event
// If characterToInteract is None, skip movement
if (characterToInteract == CharacterToInteract.None)
{
await BroadcastCharacterArrivedAsync();
return;
return; // Continue to arrival
}
// Check for a CharacterMoveToTarget component for Trafalgar (player) or Both
Vector3 stopPoint;
// Move player and optionally follower based on characterToInteract setting
if (characterToInteract == CharacterToInteract.Trafalgar)
{
await MovePlayerAsync();
}
else if (characterToInteract == CharacterToInteract.Pulver || characterToInteract == CharacterToInteract.Both)
{
await MovePlayerAsync(); // Move player to range first
await MoveFollowerAsync(); // Then move follower to interaction point
}
}
/// <summary>
/// Moves the player to the interaction point or custom target.
/// </summary>
private async Task MovePlayerAsync()
{
Vector3 stopPoint = transform.position; // Default to interactable position
bool customTargetFound = false;
// Check for a CharacterMoveToTarget component for Trafalgar or Both
CharacterMoveToTarget[] moveTargets = GetComponentsInChildren<CharacterMoveToTarget>();
foreach (var target in moveTargets)
{
// Target is valid if it matches Trafalgar specifically or is set to Both
if (target.characterType == CharacterToInteract.Trafalgar || target.characterType == CharacterToInteract.Both)
{
stopPoint = target.GetTargetPosition();
customTargetFound = true;
// We need to wait for the player to arrive, so use a TaskCompletionSource
var tcs = new TaskCompletionSource<bool>();
// Use local functions instead of circular lambda references
void OnPlayerArrivedLocal()
{
// First remove both event handlers to prevent memory leaks
if (_playerRef != null)
{
_playerRef.OnArrivedAtTarget -= OnPlayerArrivedLocal;
_playerRef.OnMoveToCancelled -= OnPlayerMoveCancelledLocal;
}
// Then continue with the interaction flow
OnPlayerArrivedAsync().ContinueWith(_ => tcs.TrySetResult(true));
}
void OnPlayerMoveCancelledLocal()
{
// First remove both event handlers to prevent memory leaks
if (_playerRef != null)
{
_playerRef.OnArrivedAtTarget -= OnPlayerArrivedLocal;
_playerRef.OnMoveToCancelled -= OnPlayerMoveCancelledLocal;
}
// Then handle the cancellation
OnPlayerMoveCancelledAsync().ContinueWith(_ => tcs.TrySetResult(false));
}
// Unsubscribe previous handlers (if any)
_playerRef.OnArrivedAtTarget -= OnPlayerArrived;
_playerRef.OnMoveToCancelled -= OnPlayerMoveCancelled;
// Subscribe our new handlers
_playerRef.OnArrivedAtTarget += OnPlayerArrivedLocal;
_playerRef.OnMoveToCancelled += OnPlayerMoveCancelledLocal;
// Start the player movement
_playerRef.MoveToAndNotify(stopPoint);
// Await player arrival
await tcs.Task;
return;
break;
}
}
// If no custom target was found, use the default behavior
// If no custom target, use default distance
if (!customTargetFound)
{
// Compute closest point on the interaction radius
Vector3 interactablePos = transform.position;
Vector3 playerPos = _playerRef.transform.position;
Vector3 playerPos = playerRef.transform.position;
float stopDistance = characterToInteract == CharacterToInteract.Pulver
? GameManager.Instance.PlayerStopDistance
: GameManager.Instance.PlayerStopDistanceDirectInteraction;
Vector3 toPlayer = (playerPos - interactablePos).normalized;
stopPoint = interactablePos + toPlayer * stopDistance;
// We need to wait for the player to arrive, so use a TaskCompletionSource
var tcs = new TaskCompletionSource<bool>();
// Use local functions instead of circular lambda references
void OnPlayerArrivedLocal()
{
// First remove both event handlers to prevent memory leaks
if (_playerRef != null)
{
_playerRef.OnArrivedAtTarget -= OnPlayerArrivedLocal;
_playerRef.OnMoveToCancelled -= OnPlayerMoveCancelledLocal;
}
// Then continue with the interaction flow
OnPlayerArrivedAsync().ContinueWith(_ => tcs.TrySetResult(true));
}
void OnPlayerMoveCancelledLocal()
{
// First remove both event handlers to prevent memory leaks
if (_playerRef != null)
{
_playerRef.OnArrivedAtTarget -= OnPlayerArrivedLocal;
_playerRef.OnMoveToCancelled -= OnPlayerMoveCancelledLocal;
}
// Then handle the cancellation
OnPlayerMoveCancelledAsync().ContinueWith(_ => tcs.TrySetResult(false));
}
// Unsubscribe previous handlers (if any)
_playerRef.OnArrivedAtTarget -= OnPlayerArrived;
_playerRef.OnMoveToCancelled -= OnPlayerMoveCancelled;
// Subscribe our new handlers
_playerRef.OnArrivedAtTarget += OnPlayerArrivedLocal;
_playerRef.OnMoveToCancelled += OnPlayerMoveCancelledLocal;
// Start the player movement
_playerRef.MoveToAndNotify(stopPoint);
// Await player arrival
await tcs.Task;
}
}
private async Task OnPlayerMoveCancelledAsync()
{
_interactionInProgress = false;
interactionInterrupted?.Invoke();
await DispatchEventAsync(InteractionEventType.InteractionInterrupted);
}
private async Task OnPlayerArrivedAsync()
{
if (!_interactionInProgress)
return;
// Dispatch PlayerArrived event
await DispatchEventAsync(InteractionEventType.PlayerArrived);
// Wait for player to arrive
var tcs = new TaskCompletionSource<bool>();
// After all PlayerArrived actions complete, proceed to character interaction
await HandleCharacterInteractionAsync();
void OnPlayerArrivedLocal()
{
if (playerRef != null)
{
playerRef.OnArrivedAtTarget -= OnPlayerArrivedLocal;
playerRef.OnMoveToCancelled -= OnPlayerMoveCancelledLocal;
}
tcs.TrySetResult(true);
}
void OnPlayerMoveCancelledLocal()
{
if (playerRef != null)
{
playerRef.OnArrivedAtTarget -= OnPlayerArrivedLocal;
playerRef.OnMoveToCancelled -= OnPlayerMoveCancelledLocal;
}
_ = HandleInteractionCancelledAsync();
tcs.TrySetResult(false);
}
playerRef.OnArrivedAtTarget += OnPlayerArrivedLocal;
playerRef.OnMoveToCancelled += OnPlayerMoveCancelledLocal;
playerRef.MoveToAndNotify(stopPoint);
await tcs.Task;
}
private async Task HandleCharacterInteractionAsync()
/// <summary>
/// Moves the follower to the interaction point or custom target.
/// </summary>
private async Task MoveFollowerAsync()
{
if (characterToInteract == CharacterToInteract.Pulver)
{
// We need to wait for the follower to arrive, so use a TaskCompletionSource
var tcs = new TaskCompletionSource<bool>();
// Create a proper local function for the event handler
void OnFollowerArrivedLocal()
{
// First remove the event handler to prevent memory leaks
if (_followerController != null)
{
_followerController.OnPickupArrived -= OnFollowerArrivedLocal;
}
// Then continue with the interaction flow
OnFollowerArrivedAsync().ContinueWith(_ => tcs.TrySetResult(true));
}
// Register our new local function handler
_followerController.OnPickupArrived += OnFollowerArrivedLocal;
// Check for a CharacterMoveToTarget component for Pulver or Both
Vector3 targetPosition = transform.position;
CharacterMoveToTarget[] moveTargets = GetComponentsInChildren<CharacterMoveToTarget>();
foreach (var target in moveTargets)
{
if (target.characterType == CharacterToInteract.Pulver || target.characterType == CharacterToInteract.Both)
{
targetPosition = target.GetTargetPosition();
break;
}
}
// Use the new GoToPoint method instead of GoToPointAndReturn
_followerController.GoToPoint(targetPosition);
// Await follower arrival
await tcs.Task;
}
else if (characterToInteract == CharacterToInteract.Trafalgar)
{
await BroadcastCharacterArrivedAsync();
}
else if (characterToInteract == CharacterToInteract.Both)
{
// We need to wait for the follower to arrive, so use a TaskCompletionSource
var tcs = new TaskCompletionSource<bool>();
// Create a proper local function for the event handler
void OnFollowerArrivedLocal()
{
// First remove the event handler to prevent memory leaks
if (_followerController != null)
{
_followerController.OnPickupArrived -= OnFollowerArrivedLocal;
}
// Then continue with the interaction flow
OnFollowerArrivedAsync().ContinueWith(_ => tcs.TrySetResult(true));
}
// Register our new local function handler
_followerController.OnPickupArrived += OnFollowerArrivedLocal;
// Check for a CharacterMoveToTarget component for Pulver or Both
Vector3 targetPosition = transform.position;
CharacterMoveToTarget[] moveTargets = GetComponentsInChildren<CharacterMoveToTarget>();
foreach (var target in moveTargets)
{
if (target.characterType == CharacterToInteract.Pulver || target.characterType == CharacterToInteract.Both)
{
targetPosition = target.GetTargetPosition();
break;
}
}
// Use the new GoToPoint method instead of GoToPointAndReturn
_followerController.GoToPoint(targetPosition);
// Await follower arrival
await tcs.Task;
}
}
private async Task OnFollowerArrivedAsync()
{
if (!_interactionInProgress)
if (FollowerController == null)
return;
// Dispatch InteractingCharacterArrived event and WAIT for all actions to complete
// This ensures we wait for any timeline animations to finish before proceeding
Logging.Debug("[Interactable] Follower arrived, dispatching InteractingCharacterArrived event and waiting for completion");
await DispatchEventAsync(InteractionEventType.InteractingCharacterArrived);
Logging.Debug("[Interactable] All InteractingCharacterArrived actions completed, proceeding with interaction");
// Check if we have any components that might have paused the interaction flow
foreach (var action in _registeredActions)
// Check for a CharacterMoveToTarget component for Pulver or Both
Vector3 targetPosition = transform.position;
CharacterMoveToTarget[] moveTargets = GetComponentsInChildren<CharacterMoveToTarget>();
foreach (var target in moveTargets)
{
if (action is InteractionTimelineAction timelineAction &&
timelineAction.respondToEvents.Contains(InteractionEventType.InteractingCharacterArrived) &&
timelineAction.pauseInteractionFlow)
if (target.characterType == CharacterToInteract.Pulver || target.characterType == CharacterToInteract.Both)
{
targetPosition = target.GetTargetPosition();
break;
}
}
// Tell the follower to return to the player
if (_followerController != null && _playerRef != null)
// Wait for follower to arrive
var tcs = new TaskCompletionSource<bool>();
void OnFollowerArrivedLocal()
{
_followerController.ReturnToPlayer(_playerRef.transform);
if (FollowerController != null)
{
FollowerController.OnPickupArrived -= OnFollowerArrivedLocal;
}
// Tell follower to return to player
if (FollowerController != null && playerRef != null)
{
FollowerController.ReturnToPlayer(playerRef.transform);
}
tcs.TrySetResult(true);
}
// After all InteractingCharacterArrived actions complete, proceed to character arrived
await BroadcastCharacterArrivedAsync();
}
// Legacy non-async method to maintain compatibility with existing code
private void OnPlayerArrived()
{
// This is now just a wrapper for the async version
_ = OnPlayerArrivedAsync();
}
// Legacy non-async method to maintain compatibility with existing code
private void OnPlayerMoveCancelled()
{
// This is now just a wrapper for the async version
_ = OnPlayerMoveCancelledAsync();
}
private Task BroadcastCharacterArrivedAsync()
{
// Check for ObjectiveStepBehaviour and lock state
var step = GetComponent<PuzzleS.ObjectiveStepBehaviour>();
var slot = GetComponent<ItemSlot>();
if (step != null && !step.IsStepUnlocked() && slot == null)
{
DebugUIMessage.Show("This step is locked!", Color.yellow);
CompleteInteraction(false);
// Reset variables for next time
_interactionInProgress = false;
_playerRef = null;
_followerController = null;
return Task.CompletedTask;
}
// Dispatch CharacterArrived event
// await DispatchEventAsync(InteractionEventType.InteractingCharacterArrived);
FollowerController.OnPickupArrived += OnFollowerArrivedLocal;
FollowerController.GoToPoint(targetPosition);
// Broadcast appropriate event
characterArrived?.Invoke();
// Call the virtual method for subclasses to override
OnCharacterArrived();
// Reset variables for next time
_interactionInProgress = false;
_playerRef = null;
_followerController = null;
return Task.CompletedTask;
await tcs.Task;
}
/// <summary>
/// Called when the character has arrived at the interaction point.
/// Subclasses should override this to implement interaction-specific logic
/// and call CompleteInteraction(bool success) when done.
/// Handles interaction being cancelled (player stopped moving).
/// </summary>
protected virtual void OnCharacterArrived()
private async Task HandleInteractionCancelledAsync()
{
// Default implementation does nothing - subclasses should override
// and call CompleteInteraction when their logic is complete
interactionInterrupted?.Invoke();
await DispatchEventAsync(InteractionEventType.InteractionInterrupted);
}
private async void OnInteractionComplete(bool success)
#endregion
#region Finalization
/// <summary>
/// Finalizes the interaction after DoInteraction completes.
/// </summary>
private async void FinishInteraction(bool success)
{
// Dispatch InteractionComplete event
// Virtual hook: Cleanup
OnInteractionFinished(success);
// Fire completion events
interactionComplete?.Invoke(success);
await DispatchEventAsync(InteractionEventType.InteractionComplete);
// Handle one-time / cooldown
if (success)
{
if (isOneTime)
{
_isActive = false;
isActive = false;
}
else if (cooldown >= 0f)
{
StartCoroutine(HandleCooldown());
}
}
// Reset state
playerRef = null;
FollowerController = null;
}
private System.Collections.IEnumerator HandleCooldown()
{
_isActive = false;
isActive = false;
yield return new WaitForSeconds(cooldown);
_isActive = true;
isActive = true;
}
#endregion
#region Legacy Methods & Compatibility
/// <summary>
/// DEPRECATED: Override DoInteraction() instead.
/// This method is kept temporarily for backward compatibility during migration.
/// </summary>
[Obsolete("Override DoInteraction() instead")]
protected virtual void OnCharacterArrived()
{
// Default implementation does nothing
// Children should override DoInteraction() in the new pattern
}
/// <summary>
/// Call this from subclasses to mark the interaction as complete.
/// NOTE: In the new pattern, just return true/false from DoInteraction().
/// This is kept for backward compatibility during migration.
/// </summary>
protected void CompleteInteraction(bool success)
{
// For now, this manually triggers completion
// After migration, DoInteraction() return value will replace this
interactionComplete?.Invoke(success);
}
/// <summary>
/// Legacy method for backward compatibility.
/// </summary>
[Obsolete("Use CompleteInteraction instead")]
public void BroadcastInteractionComplete(bool success)
{
CompleteInteraction(success);
}
#endregion
#region ITouchInputConsumer Implementation
public void OnHoldStart(Vector2 position)
{
throw new NotImplementedException();
@@ -495,25 +500,8 @@ namespace Interactions
{
throw new NotImplementedException();
}
/// <summary>
/// Call this from subclasses to mark the interaction as complete.
/// </summary>
/// <param name="success">Whether the interaction was successful</param>
protected void CompleteInteraction(bool success)
{
interactionComplete?.Invoke(success);
}
/// <summary>
/// Legacy method for backward compatibility. Use CompleteInteraction instead.
/// </summary>
/// TODO: Remove this method in future versions
[Obsolete("Use CompleteInteraction instead")]
public void BroadcastInteractionComplete(bool success)
{
CompleteInteraction(success);
}
#endregion
#if UNITY_EDITOR
/// <summary>

View File

@@ -19,32 +19,40 @@ namespace Interactions
/// <summary>
/// Saveable data for ItemSlot state
/// </summary>
[System.Serializable]
[Serializable]
public class ItemSlotSaveData
{
public PickupSaveData pickupData; // Base pickup state
public ItemSlotState slotState; // Current slot validation state
public string slottedItemSaveId; // Save ID of slotted item (if any)
public string slottedItemDataAssetPath; // Asset path to PickupItemData
public ItemSlotState slotState;
public string slottedItemSaveId;
public string slottedItemDataId; // ItemId of the PickupItemData (for verification)
}
// TODO: Remove this ridiculous inheritance from Pickup if possible
/// <summary>
/// Interaction requirement that allows slotting, swapping, or picking up items in a slot.
/// Interaction that allows slotting, swapping, or picking up items in a slot.
/// ItemSlot is a CONTAINER, not a Pickup itself.
/// </summary>
public class ItemSlot : Pickup
public class ItemSlot : SaveableInteractable
{
// Slot visual data (for the slot itself, not the item in it)
public PickupItemData itemData;
public SpriteRenderer iconRenderer;
// Slotted item tracking
private PickupItemData currentlySlottedItemData;
public SpriteRenderer slottedItemRenderer;
private GameObject currentlySlottedItemObject;
// Tracks the current state of the slotted item
private ItemSlotState _currentState = ItemSlotState.None;
private ItemSlotState currentState = ItemSlotState.None;
// Settings reference
private IInteractionSettings _interactionSettings;
private IPlayerFollowerSettings _playerFollowerSettings;
private IInteractionSettings interactionSettings;
private IPlayerFollowerSettings playerFollowerSettings;
/// <summary>
/// Read-only access to the current slotted item state.
/// </summary>
public ItemSlotState CurrentSlottedState => _currentState;
public ItemSlotState CurrentSlottedState => currentState;
public UnityEvent onItemSlotted;
public UnityEvent onItemSlotRemoved;
@@ -62,118 +70,199 @@ namespace Interactions
public UnityEvent onForbiddenItemSlotted;
// Native C# event alternative for code-only subscribers
public event Action<PickupItemData, PickupItemData> OnForbiddenItemSlotted;
private PickupItemData _currentlySlottedItemData;
public SpriteRenderer slottedItemRenderer;
private GameObject _currentlySlottedItemObject;
public GameObject GetSlottedObject()
{
return _currentlySlottedItemObject;
return currentlySlottedItemObject;
}
public void SetSlottedObject(GameObject obj)
{
_currentlySlottedItemObject = obj;
if (_currentlySlottedItemObject != null)
currentlySlottedItemObject = obj;
if (currentlySlottedItemObject != null)
{
_currentlySlottedItemObject.SetActive(false);
currentlySlottedItemObject.SetActive(false);
}
}
protected override void Awake()
{
base.Awake();
base.Awake(); // SaveableInteractable registration
// Setup visuals
if (iconRenderer == null)
iconRenderer = GetComponent<SpriteRenderer>();
ApplyItemData();
// Initialize settings references
_interactionSettings = GameManager.GetSettingsObject<IInteractionSettings>();
_playerFollowerSettings = GameManager.GetSettingsObject<IPlayerFollowerSettings>();
interactionSettings = GameManager.GetSettingsObject<IInteractionSettings>();
playerFollowerSettings = GameManager.GetSettingsObject<IPlayerFollowerSettings>();
}
protected override void OnCharacterArrived()
#if UNITY_EDITOR
/// <summary>
/// Unity OnValidate callback. Ensures icon and data are up to date in editor.
/// </summary>
void OnValidate()
{
Logging.Debug("[ItemSlot] OnCharacterArrived");
var heldItemData = _followerController.CurrentlyHeldItemData;
var heldItemObj = _followerController.GetHeldPickupObject();
var config = _interactionSettings?.GetSlotItemConfig(itemData);
var forbidden = config?.forbiddenItems ?? new List<PickupItemData>();
// Held item, slot empty -> try to slot item
if (heldItemData != null && _currentlySlottedItemObject == null)
{
// First check for forbidden items at the very start so we don't continue unnecessarily
if (PickupItemData.ListContainsEquivalent(forbidden, heldItemData))
{
DebugUIMessage.Show("Can't place that here.", Color.red);
onForbiddenItemSlotted?.Invoke();
OnForbiddenItemSlotted?.Invoke(itemData, heldItemData);
_currentState = ItemSlotState.Forbidden;
CompleteInteraction(false);
return;
}
if (iconRenderer == null)
iconRenderer = GetComponent<SpriteRenderer>();
ApplyItemData();
}
#endif
SlotItem(heldItemObj, heldItemData, true);
return;
/// <summary>
/// Applies the item data to the slot (icon, name, etc).
/// </summary>
public void ApplyItemData()
{
if (itemData != null)
{
if (iconRenderer != null && itemData.mapSprite != null)
{
iconRenderer.sprite = itemData.mapSprite;
}
gameObject.name = itemData.itemName + "_Slot";
}
}
#region Interaction Logic
/// <summary>
/// Validation: Check if interaction can proceed based on held item and slot state.
/// </summary>
protected override (bool canProceed, string errorMessage) CanProceedWithInteraction()
{
var heldItem = FollowerController?.CurrentlyHeldItemData;
// Scenario: Nothing held + Empty slot = Error
if (heldItem == null && currentlySlottedItemObject == null)
return (false, "This requires an item.");
// Check forbidden items if trying to slot into empty slot
if (heldItem != null && currentlySlottedItemObject == null)
{
var config = interactionSettings?.GetSlotItemConfig(itemData);
var forbidden = config?.forbiddenItems ?? new List<PickupItemData>();
if (PickupItemData.ListContainsEquivalent(forbidden, heldItem))
return (false, "Can't place that here.");
}
// Either pickup or swap items
if ((heldItemData == null && _currentlySlottedItemObject != null)
|| (heldItemData != null && _currentlySlottedItemObject != null))
return (true, null);
}
/// <summary>
/// Main interaction logic: Slot, pickup, swap, or combine items.
/// Returns true only if correct item was slotted.
/// </summary>
protected override bool DoInteraction()
{
Logging.Debug("[ItemSlot] DoInteraction");
var heldItemData = FollowerController.CurrentlyHeldItemData;
var heldItemObj = FollowerController.GetHeldPickupObject();
// Scenario 1: Held item + Empty slot = Slot it
if (heldItemData != null && currentlySlottedItemObject == null)
{
// If both held and slotted items exist, attempt combination via follower (reuse existing logic from Pickup)
if (heldItemData != null && _currentlySlottedItemData != null)
SlotItem(heldItemObj, heldItemData);
FollowerController.ClearHeldItem(); // Clear follower's hand after slotting
return IsSlottedItemCorrect();
}
// Scenario 2 & 3: Slot is full
if (currentlySlottedItemObject != null)
{
// Try combination if both items present
if (heldItemData != null)
{
var slottedPickup = _currentlySlottedItemObject?.GetComponent<Pickup>();
var slottedPickup = currentlySlottedItemObject.GetComponent<Pickup>();
if (slottedPickup != null)
{
var comboResult = _followerController.TryCombineItems(slottedPickup, out var combinationResultItem);
if (combinationResultItem != null && comboResult == FollowerController.CombinationResult.Successful)
var comboResult = FollowerController.TryCombineItems(slottedPickup, out var combinationResultItem);
if (comboResult == FollowerController.CombinationResult.Successful)
{
// Combination succeeded: fire slot-removed events and clear internals (don't call SlotItem to avoid duplicate events)
onItemSlotRemoved?.Invoke();
OnItemSlotRemoved?.Invoke(_currentlySlottedItemData);
_currentState = ItemSlotState.None;
// Clear internal references and visuals
_currentlySlottedItemObject = null;
_currentlySlottedItemData = null;
UpdateSlottedSprite();
CompleteInteraction(false);
return;
// Combination succeeded - clear slot and return false (not a "slot success")
ClearSlot();
return false;
}
}
}
// No combination (or not applicable) -> perform normal swap/pickup behavior
_followerController.TryPickupItem(_currentlySlottedItemObject, _currentlySlottedItemData, false);
onItemSlotRemoved?.Invoke();
OnItemSlotRemoved?.Invoke(_currentlySlottedItemData);
_currentState = ItemSlotState.None;
SlotItem(heldItemObj, heldItemData, _currentlySlottedItemObject == null);
return;
// No combination or unsuccessful - perform swap
// Step 1: Pickup from slot (follower now holds the old slotted item)
FollowerController.TryPickupItem(currentlySlottedItemObject, currentlySlottedItemData, dropItem: false);
ClearSlot();
// Step 2: If we had a held item, slot it (follower already holding picked up item, don't clear!)
if (heldItemData != null)
{
SlotItem(heldItemObj, heldItemData);
// Don't clear follower - they're holding the item they picked up from the slot
return IsSlottedItemCorrect();
}
// Just picked up from slot - not a success
return false;
}
// No held item, slot empty -> show warning
if (heldItemData == null && _currentlySlottedItemObject == null)
{
DebugUIMessage.Show("This requires an item.", Color.red);
return;
}
// Shouldn't reach here (validation prevents empty + no held)
return false;
}
/// <summary>
/// Helper: Check if the currently slotted item is correct.
/// </summary>
private bool IsSlottedItemCorrect()
{
return currentState == ItemSlotState.Correct;
}
/// <summary>
/// Helper: Clear the slot and fire removal events.
/// </summary>
private void ClearSlot()
{
var previousData = currentlySlottedItemData;
// Clear the pickup's OwningSlot reference
if (currentlySlottedItemObject != null)
{
var pickup = currentlySlottedItemObject.GetComponent<Pickup>();
if (pickup != null)
{
pickup.OwningSlot = null;
}
}
currentlySlottedItemObject = null;
currentlySlottedItemData = null;
currentState = ItemSlotState.None;
UpdateSlottedSprite();
// Fire removal events
onItemSlotRemoved?.Invoke();
OnItemSlotRemoved?.Invoke(previousData);
}
#endregion
#region Visual Updates
/// <summary>
/// Updates the sprite and scale for the currently slotted item.
/// </summary>
private void UpdateSlottedSprite()
{
if (slottedItemRenderer != null && _currentlySlottedItemData != null && _currentlySlottedItemData.mapSprite != null)
if (slottedItemRenderer != null && currentlySlottedItemData != null && currentlySlottedItemData.mapSprite != null)
{
slottedItemRenderer.sprite = _currentlySlottedItemData.mapSprite;
slottedItemRenderer.sprite = currentlySlottedItemData.mapSprite;
// Scale sprite to desired height, preserve aspect ratio, compensate for parent scale
float desiredHeight = _playerFollowerSettings?.HeldIconDisplayHeight ?? 2.0f;
var sprite = _currentlySlottedItemData.mapSprite;
float desiredHeight = playerFollowerSettings?.HeldIconDisplayHeight ?? 2.0f;
var sprite = currentlySlottedItemData.mapSprite;
float spriteHeight = sprite.bounds.size.y;
Vector3 parentScale = slottedItemRenderer.transform.parent != null
? slottedItemRenderer.transform.parent.localScale
@@ -191,18 +280,18 @@ namespace Interactions
}
}
#endregion
// Register with ItemManager when enabled
protected override void Start()
private void OnEnable()
{
base.Start(); // This calls Pickup.Start() which registers with save system
// Additionally register as ItemSlot
// Register as ItemSlot
ItemManager.Instance?.RegisterItemSlot(this);
}
protected override void OnDestroy()
{
base.OnDestroy(); // Unregister from save system and pickup manager
base.OnDestroy();
// Unregister from slot manager
ItemManager.Instance?.UnregisterItemSlot(this);
@@ -212,35 +301,30 @@ namespace Interactions
protected override object GetSerializableState()
{
// Get base pickup state
PickupSaveData baseData = base.GetSerializableState() as PickupSaveData;
// Get slotted item save ID if there's a slotted item
string slottedSaveId = "";
string slottedAssetPath = "";
string slottedDataId = "";
if (_currentlySlottedItemObject != null)
if (currentlySlottedItemObject != null)
{
var slottedPickup = _currentlySlottedItemObject.GetComponent<Pickup>();
var slottedPickup = currentlySlottedItemObject.GetComponent<Pickup>();
if (slottedPickup is SaveableInteractable saveablePickup)
{
slottedSaveId = saveablePickup.GetSaveId();
}
if (_currentlySlottedItemData != null)
{
#if UNITY_EDITOR
slottedAssetPath = UnityEditor.AssetDatabase.GetAssetPath(_currentlySlottedItemData);
#endif
slottedSaveId = saveablePickup.SaveId;
}
}
// Also save the itemData ID for verification
if (currentlySlottedItemData != null)
{
slottedDataId = currentlySlottedItemData.itemId;
}
return new ItemSlotSaveData
{
pickupData = baseData,
slotState = _currentState,
slotState = currentState,
slottedItemSaveId = slottedSaveId,
slottedItemDataAssetPath = slottedAssetPath
slottedItemDataId = slottedDataId
};
}
@@ -253,20 +337,14 @@ namespace Interactions
return;
}
// First restore base pickup state
if (data.pickupData != null)
{
string pickupJson = JsonUtility.ToJson(data.pickupData);
base.ApplySerializableState(pickupJson);
}
// Restore slot state
_currentState = data.slotState;
currentState = data.slotState;
// Restore slotted item if there was one
if (!string.IsNullOrEmpty(data.slottedItemSaveId))
{
RestoreSlottedItem(data.slottedItemSaveId, data.slottedItemDataAssetPath);
Debug.Log($"[ItemSlot] Restoring slotted item: {data.slottedItemSaveId} (itemId: {data.slottedItemDataId})");
RestoreSlottedItem(data.slottedItemSaveId, data.slottedItemDataId);
}
}
@@ -274,117 +352,193 @@ namespace Interactions
/// Restore a slotted item from save data.
/// This is called during load restoration and should NOT trigger events.
/// </summary>
private void RestoreSlottedItem(string slottedItemSaveId, string slottedItemDataAssetPath)
private void RestoreSlottedItem(string slottedItemSaveId, string expectedItemDataId)
{
// Try to find the item in the scene by its save ID via ItemManager
GameObject slottedObject = ItemManager.Instance?.FindPickupBySaveId(slottedItemSaveId);
if (slottedObject == null)
if (slottedObject == null && !string.IsNullOrEmpty(expectedItemDataId))
{
// Item not found in scene - it might be a dynamically spawned combined item
// Try to spawn it from the itemDataId
Debug.Log($"[ItemSlot] Slotted item not found in scene: {slottedItemSaveId}, attempting to spawn from itemId: {expectedItemDataId}");
GameObject prefab = interactionSettings?.FindPickupPrefabByItemId(expectedItemDataId);
if (prefab != null)
{
// Spawn the item (inactive, since it will be slotted)
slottedObject = Instantiate(prefab, transform.position, Quaternion.identity);
slottedObject.SetActive(false);
Debug.Log($"[ItemSlot] Successfully spawned combined item for slot: {expectedItemDataId}");
}
else
{
Debug.LogWarning($"[ItemSlot] Could not find prefab for itemId: {expectedItemDataId}");
return;
}
}
else if (slottedObject == null)
{
Debug.LogWarning($"[ItemSlot] Could not find slotted item with save ID: {slottedItemSaveId}");
return;
}
// Get the item data
// Get the item data from the pickup component
PickupItemData slottedData = null;
#if UNITY_EDITOR
if (!string.IsNullOrEmpty(slottedItemDataAssetPath))
var pickup = slottedObject.GetComponent<Pickup>();
if (pickup != null)
{
slottedData = UnityEditor.AssetDatabase.LoadAssetAtPath<PickupItemData>(slottedItemDataAssetPath);
}
#endif
if (slottedData == null)
{
var pickup = slottedObject.GetComponent<Pickup>();
if (pickup != null)
{
slottedData = pickup.itemData;
}
}
// Silently slot the item (no events, no interaction completion)
ApplySlottedItemState(slottedObject, slottedData, triggerEvents: false);
}
/// <summary>
/// Core logic for slotting an item. Can be used both for normal slotting and silent restoration.
/// </summary>
/// <param name="itemToSlot">The item GameObject to slot (or null to clear)</param>
/// <param name="itemToSlotData">The PickupItemData for the item</param>
/// <param name="triggerEvents">Whether to fire events and complete interaction</param>
/// <param name="clearFollowerHeldItem">Whether to clear the follower's held item</param>
private void ApplySlottedItemState(GameObject itemToSlot, PickupItemData itemToSlotData, bool triggerEvents, bool clearFollowerHeldItem = true)
{
// Cache the previous item data before clearing, needed for OnItemSlotRemoved event
var previousItemData = _currentlySlottedItemData;
bool wasSlotCleared = _currentlySlottedItemObject != null && itemToSlot == null;
if (itemToSlot == null)
{
_currentlySlottedItemObject = null;
_currentlySlottedItemData = null;
_currentState = ItemSlotState.None;
slottedData = pickup.itemData;
// Fire native event for slot clearing (only if triggering events)
if (wasSlotCleared && triggerEvents)
// Verify itemId matches if we have it (safety check)
if (slottedData != null && !string.IsNullOrEmpty(expectedItemDataId))
{
OnItemSlotRemoved?.Invoke(previousItemData);
if (slottedData.itemId != expectedItemDataId)
{
Debug.LogWarning($"[ItemSlot] ItemId mismatch! Pickup has '{slottedData.itemId}' but expected '{expectedItemDataId}'");
}
}
if (slottedData == null)
{
Debug.LogWarning($"[ItemSlot] Pickup {pickup.gameObject.name} has null itemData! Expected itemId: {expectedItemDataId}");
if (slottedObject != null)
Destroy(slottedObject);
return;
}
}
else
{
Debug.LogWarning($"[ItemSlot] Slotted object has no Pickup component: {slottedObject.name}");
if (slottedObject != null)
Destroy(slottedObject);
return;
}
// Silently slot the item (no events, no interaction completion)
// Follower state is managed separately during save/load restoration
ApplySlottedItemState(slottedObject, slottedData, triggerEvents: false);
Debug.Log($"[ItemSlot] Successfully restored slotted item: {slottedData.itemName} (itemId: {slottedData.itemId})");
}
/// <summary>
/// Core logic for slotting an item. Can be used both for normal slotting and silent restoration.
/// NOTE: Does NOT call CompleteInteraction - the template method handles that via DoInteraction return value.
/// NOTE: Does NOT manage follower state - caller is responsible for clearing follower's hand if needed.
/// </summary>
/// <param name="itemToSlot">The item GameObject to slot (or null to clear)</param>
/// <param name="itemToSlotData">The PickupItemData for the item</param>
/// <param name="triggerEvents">Whether to fire events</param>
private void ApplySlottedItemState(GameObject itemToSlot, PickupItemData itemToSlotData, bool triggerEvents)
{
if (itemToSlot == null)
{
// Clear slot - also clear the pickup's OwningSlot reference
if (currentlySlottedItemObject != null)
{
var oldPickup = currentlySlottedItemObject.GetComponent<Pickup>();
if (oldPickup != null)
{
oldPickup.OwningSlot = null;
}
}
var previousData = currentlySlottedItemData;
currentlySlottedItemObject = null;
currentlySlottedItemData = null;
currentState = ItemSlotState.None;
// Fire native event for slot clearing (only if triggering events)
if (previousData != null && triggerEvents)
{
onItemSlotRemoved?.Invoke();
OnItemSlotRemoved?.Invoke(previousData);
}
}
else
{
// Slot the item
itemToSlot.SetActive(false);
itemToSlot.transform.SetParent(null);
SetSlottedObject(itemToSlot);
_currentlySlottedItemData = itemToSlotData;
}
if (clearFollowerHeldItem && _followerController != null)
{
_followerController.ClearHeldItem();
}
UpdateSlottedSprite();
// Only validate and trigger events if requested
if (triggerEvents)
{
// Once an item is slotted, we know it is not forbidden, so we can skip that check, but now check if it was
// the correct item we're looking for
var config = _interactionSettings?.GetSlotItemConfig(itemData);
currentlySlottedItemData = itemToSlotData;
// Mark the pickup as picked up and track slot ownership for save/load
var pickup = itemToSlot.GetComponent<Pickup>();
if (pickup != null)
{
pickup.IsPickedUp = true;
pickup.OwningSlot = this;
}
// Determine if correct
var config = interactionSettings?.GetSlotItemConfig(itemData);
var allowed = config?.allowedItems ?? new List<PickupItemData>();
if (itemToSlotData != null && PickupItemData.ListContainsEquivalent(allowed, itemToSlotData))
{
if (itemToSlot != null)
currentState = ItemSlotState.Correct;
// Fire events if requested
if (triggerEvents)
{
DebugUIMessage.Show("You correctly slotted " + itemToSlotData.itemName + " into: " + itemData.itemName, Color.green);
DebugUIMessage.Show($"You correctly slotted {itemToSlotData.itemName} into: {itemData.itemName}", Color.green);
onCorrectItemSlotted?.Invoke();
OnCorrectItemSlotted?.Invoke(itemData, _currentlySlottedItemData);
_currentState = ItemSlotState.Correct;
OnCorrectItemSlotted?.Invoke(itemData, currentlySlottedItemData);
}
CompleteInteraction(true);
}
else
{
if (itemToSlot != null)
currentState = ItemSlotState.Incorrect;
// Fire events if requested
if (triggerEvents)
{
DebugUIMessage.Show("I'm not sure this works.", Color.yellow);
onIncorrectItemSlotted?.Invoke();
OnIncorrectItemSlotted?.Invoke(itemData, _currentlySlottedItemData);
_currentState = ItemSlotState.Incorrect;
OnIncorrectItemSlotted?.Invoke(itemData, currentlySlottedItemData);
}
CompleteInteraction(false);
}
}
UpdateSlottedSprite();
}
/// <summary>
/// Public API for slotting items during gameplay.
/// Caller is responsible for managing follower's held item state.
/// </summary>
public void SlotItem(GameObject itemToSlot, PickupItemData itemToSlotData, bool clearFollowerHeldItem = true)
public void SlotItem(GameObject itemToSlot, PickupItemData itemToSlotData)
{
ApplySlottedItemState(itemToSlot, itemToSlotData, triggerEvents: true, clearFollowerHeldItem);
ApplySlottedItemState(itemToSlot, itemToSlotData, triggerEvents: true);
}
/// <summary>
/// Bilateral restoration entry point: Pickup calls this to offer itself to the Slot.
/// Returns true if claim was successful, false if slot already has an item or wrong pickup.
/// </summary>
public bool TryClaimSlottedItem(Pickup pickup)
{
if (pickup == null)
return false;
// If slot already has an item, reject the claim
if (currentlySlottedItemObject != null)
{
Debug.LogWarning($"[ItemSlot] Already has a slotted item, rejecting claim from {pickup.gameObject.name}");
return false;
}
// Verify this pickup's SaveId matches what we expect (from our save data)
// Note: We don't have easy access to the expected SaveId here, so we just accept it
// The Pickup's bilateral restoration ensures it only claims the correct slot
// Claim the pickup
ApplySlottedItemState(pickup.gameObject, pickup.itemData, triggerEvents: false);
Debug.Log($"[ItemSlot] Successfully claimed slotted item: {pickup.itemData?.itemName}");
return true;
}
#endregion

View File

@@ -1,8 +1,4 @@
using UnityEngine;
using Input;
using Interactions;
namespace Interactions
namespace Interactions
{
/// <summary>
/// Interactable that immediately completes when the character arrives at the interaction point.
@@ -11,11 +7,11 @@ namespace Interactions
public class OneClickInteraction : InteractableBase
{
/// <summary>
/// Override: Immediately completes the interaction with success when character arrives.
/// Main interaction logic: Simply return success.
/// </summary>
protected override void OnCharacterArrived()
protected override bool DoInteraction()
{
CompleteInteraction(true);
return true;
}
}
}

View File

@@ -1,20 +1,20 @@
using Input;
using UnityEngine;
using UnityEngine;
using System;
using System.Linq;
using Bootstrap; // added for Action<T>
using Core; // register with ItemManager
using Core;
namespace Interactions
{
/// <summary>
/// Saveable data for Pickup state
/// </summary>
[System.Serializable]
[Serializable]
public class PickupSaveData
{
public bool isPickedUp;
public bool wasHeldByFollower; // Track if held by follower for bilateral restoration
public bool wasHeldByFollower;
public bool wasInSlot; // NEW: Was this pickup in a slot?
public string slotSaveId; // NEW: Which slot held this pickup?
public Vector3 worldPosition;
public Quaternion worldRotation;
public bool isActive;
@@ -24,19 +24,14 @@ namespace Interactions
{
public PickupItemData itemData;
public SpriteRenderer iconRenderer;
// Track if the item has been picked up
public bool IsPickedUp { get; internal set; }
// Event: invoked when the item was picked up successfully
// Track which slot owns this pickup (for bilateral restoration)
internal ItemSlot OwningSlot { get; set; }
public event Action<PickupItemData> OnItemPickedUp;
// Event: invoked when this item is successfully combined with another
public event Action<PickupItemData, PickupItemData, PickupItemData> OnItemsCombined;
/// <summary>
/// Unity Awake callback. Sets up icon and applies item data.
/// </summary>
protected override void Awake()
{
base.Awake(); // Register with save system
@@ -47,28 +42,16 @@ namespace Interactions
ApplyItemData();
}
/// <summary>
/// Register with ItemManager on Start
/// </summary>
protected override void Start()
{
base.Start(); // Register with save system
// Always register with ItemManager, even if picked up
// Always register with ItemManager, even if picked up
// This allows the save/load system to find held items when restoring state
BootCompletionService.RegisterInitAction(() =>
{
ItemManager.Instance?.RegisterPickup(this);
});
protected override void OnManagedAwake()
{
ItemManager.Instance?.RegisterPickup(this);
}
/// <summary>
/// Unity OnDestroy callback. Unregisters from ItemManager.
/// </summary>
protected override void OnDestroy()
{
base.OnDestroy(); // Unregister from save system
base.OnDestroy();
// Unregister from ItemManager
ItemManager.Instance?.UnregisterPickup(this);
@@ -103,64 +86,57 @@ namespace Interactions
}
}
/// <summary>
/// Override: Called when character arrives at the interaction point.
/// Handles item pickup and combination logic.
/// </summary>
protected override void OnCharacterArrived()
{
Logging.Debug("[Pickup] OnCharacterArrived");
var combinationResult = _followerController.TryCombineItems(this, out var combinationResultItem);
if (combinationResultItem != null)
{
CompleteInteraction(true);
// Fire the combination event when items are successfully combined
if (combinationResult == FollowerController.CombinationResult.Successful)
{
var resultPickup = combinationResultItem.GetComponent<Pickup>();
if (resultPickup != null && resultPickup.itemData != null)
{
// Get the combined item data
var resultItemData = resultPickup.itemData;
var heldItem = _followerController.GetHeldPickupObject();
if (heldItem != null)
{
var heldPickup = heldItem.GetComponent<Pickup>();
if (heldPickup != null && heldPickup.itemData != null)
{
// Trigger the combination event
OnItemsCombined?.Invoke(itemData, heldPickup.itemData, resultItemData);
}
}
}
}
return;
}
_followerController?.TryPickupItem(gameObject, itemData);
var step = GetComponent<PuzzleS.ObjectiveStepBehaviour>();
if (step != null && !step.IsStepUnlocked())
{
CompleteInteraction(false);
return;
}
bool wasPickedUp = (combinationResult == FollowerController.CombinationResult.NotApplicable
|| combinationResult == FollowerController.CombinationResult.Unsuccessful);
CompleteInteraction(wasPickedUp);
#region Interaction Logic
// Update pickup state and invoke event when the item was picked up successfully
if (wasPickedUp)
/// <summary>
/// Main interaction logic: Try combination, then try pickup.
/// </summary>
protected override bool DoInteraction()
{
Logging.Debug("[Pickup] DoInteraction");
// IMPORTANT: Capture held item data BEFORE combination
// TryCombineItems destroys the original items, so we need this data for the event
var heldItemObject = FollowerController?.GetHeldPickupObject();
var heldItemData = heldItemObject?.GetComponent<Pickup>()?.itemData;
// Try combination first
var combinationResult = FollowerController.TryCombineItems(this, out var resultItem);
if (combinationResult == FollowerController.CombinationResult.Successful)
{
// Mark this pickup as picked up (consumed in combination) to prevent restoration
IsPickedUp = true;
OnItemPickedUp?.Invoke(itemData);
// Combination succeeded - original items destroyed, result picked up by TryCombineItems
FireCombinationEvent(resultItem, heldItemData);
return true;
}
// No combination (or unsuccessful) - do regular pickup
FollowerController?.TryPickupItem(gameObject, itemData);
IsPickedUp = true;
OnItemPickedUp?.Invoke(itemData);
return true;
}
/// <summary>
/// Helper method to fire the combination event with correct item data.
/// </summary>
/// <param name="resultItem">The spawned result item</param>
/// <param name="originalHeldItemData">The ORIGINAL held item data (before destruction)</param>
private void FireCombinationEvent(GameObject resultItem, PickupItemData originalHeldItemData)
{
var resultPickup = resultItem?.GetComponent<Pickup>();
// Verify we have all required data
if (resultPickup?.itemData != null && originalHeldItemData != null && itemData != null)
{
OnItemsCombined?.Invoke(itemData, originalHeldItemData, resultPickup.itemData);
}
}
#endregion
#region Save/Load Implementation
@@ -169,10 +145,16 @@ namespace Interactions
// Check if this pickup is currently held by the follower
bool isHeldByFollower = IsPickedUp && !gameObject.activeSelf && transform.parent != null;
// Check if this pickup is in a slot
bool isInSlot = OwningSlot != null;
string slotId = isInSlot && OwningSlot is SaveableInteractable saveableSlot ? saveableSlot.SaveId : "";
return new PickupSaveData
{
isPickedUp = this.IsPickedUp,
wasHeldByFollower = isHeldByFollower,
wasInSlot = isInSlot,
slotSaveId = slotId,
worldPosition = transform.position,
worldRotation = transform.rotation,
isActive = gameObject.activeSelf
@@ -207,6 +189,20 @@ namespace Interactions
follower.TryClaimHeldItem(this);
}
}
// If this was in a slot, try bilateral restoration with the slot
else if (data.wasInSlot && !string.IsNullOrEmpty(data.slotSaveId))
{
// Try to give this pickup to the slot
var slot = FindSlotBySaveId(data.slotSaveId);
if (slot != null)
{
slot.TryClaimSlottedItem(this);
}
else
{
Debug.LogWarning($"[Pickup] Could not find slot with SaveId: {data.slotSaveId}");
}
}
}
else
{
@@ -220,6 +216,28 @@ namespace Interactions
// This prevents duplicate logic execution
}
/// <summary>
/// Find an ItemSlot by its SaveId (for bilateral restoration).
/// </summary>
private ItemSlot FindSlotBySaveId(string slotSaveId)
{
if (string.IsNullOrEmpty(slotSaveId)) return null;
// Get all ItemSlots from ItemManager
var allSlots = ItemManager.Instance?.GetAllItemSlots();
if (allSlots == null) return null;
foreach (var slot in allSlots)
{
if (slot is SaveableInteractable saveable && saveable.SaveId == slotSaveId)
{
return slot;
}
}
return null;
}
/// <summary>
/// Resets the pickup state when the item is dropped back into the world.
/// Called by FollowerController when swapping items.

View File

@@ -1,6 +1,4 @@
using Core.SaveLoad;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine;
namespace Interactions
{
@@ -8,21 +6,13 @@ namespace Interactions
/// Base class for interactables that participate in the save/load system.
/// Provides common save ID generation and serialization infrastructure.
/// </summary>
public abstract class SaveableInteractable : InteractableBase, ISaveParticipant
public abstract class SaveableInteractable : InteractableBase
{
[Header("Save System")]
[SerializeField]
[Tooltip("Optional custom save ID. If empty, will auto-generate from hierarchy path.")]
private string customSaveId = "";
/// <summary>
/// Sets a custom save ID for this interactable.
/// Used when spawning dynamic objects that need stable save IDs.
/// </summary>
public void SetCustomSaveId(string saveId)
{
customSaveId = saveId;
}
[SerializeField]
// Save system configuration
public override bool AutoRegisterForSave => true;
/// <summary>
/// Flag to indicate we're currently restoring from save data.
@@ -30,99 +20,10 @@ namespace Interactions
/// </summary>
protected bool IsRestoringFromSave { get; private set; }
private bool hasRegistered;
private bool hasRestoredState;
/// <summary>
/// Returns true if this participant has already had its state restored.
/// </summary>
public bool HasBeenRestored => hasRestoredState;
protected virtual void Awake()
{
// Register early in Awake so even disabled objects are tracked
RegisterWithSaveSystem();
}
#region Save/Load Lifecycle Hooks
protected virtual void Start()
{
// If we didn't register in Awake (shouldn't happen), register now
if (!hasRegistered)
{
RegisterWithSaveSystem();
}
}
protected virtual void OnDestroy()
{
UnregisterFromSaveSystem();
}
private void RegisterWithSaveSystem()
{
if (hasRegistered) return;
if (SaveLoadManager.Instance != null)
{
SaveLoadManager.Instance.RegisterParticipant(this);
hasRegistered = true;
// Check if save data was already loaded before we registered
// If so, we need to subscribe to the next load event
if (!SaveLoadManager.Instance.IsSaveDataLoaded && !hasRestoredState)
{
SaveLoadManager.Instance.OnLoadCompleted += OnSaveDataLoadedHandler;
}
}
else
{
Debug.LogWarning($"[SaveableInteractable] SaveLoadManager not found for {gameObject.name}");
}
}
private void UnregisterFromSaveSystem()
{
if (!hasRegistered) return;
if (SaveLoadManager.Instance != null)
{
SaveLoadManager.Instance.UnregisterParticipant(GetSaveId());
SaveLoadManager.Instance.OnLoadCompleted -= OnSaveDataLoadedHandler;
hasRegistered = false;
}
}
/// <summary>
/// Event handler for when save data finishes loading.
/// Called if the object registered before save data was loaded.
/// </summary>
private void OnSaveDataLoadedHandler(string slot)
{
// The SaveLoadManager will automatically call RestoreState on us
// We just need to unsubscribe from the event
if (SaveLoadManager.Instance != null)
{
SaveLoadManager.Instance.OnLoadCompleted -= OnSaveDataLoadedHandler;
}
}
#region ISaveParticipant Implementation
public string GetSaveId()
{
string sceneName = GetSceneName();
if (!string.IsNullOrEmpty(customSaveId))
{
return $"{sceneName}/{customSaveId}";
}
// Auto-generate from hierarchy path
string hierarchyPath = GetHierarchyPath();
return $"{sceneName}/{hierarchyPath}";
}
public string SerializeState()
protected override string OnSceneSaveRequested()
{
object stateData = GetSerializableState();
if (stateData == null)
@@ -133,28 +34,17 @@ namespace Interactions
return JsonUtility.ToJson(stateData);
}
public void RestoreState(string serializedData)
protected override void OnSceneRestoreRequested(string serializedData)
{
if (string.IsNullOrEmpty(serializedData))
{
Debug.LogWarning($"[SaveableInteractable] Empty save data for {GetSaveId()}");
return;
}
// CRITICAL: Only restore state if we're actually in a restoration context
// This prevents state machines from teleporting objects when they enable them mid-gameplay
if (SaveLoadManager.Instance != null && !SaveLoadManager.Instance.IsRestoringState)
{
// If we're not in an active restoration cycle, this is probably a late registration
// (object was disabled during initial load and just got enabled)
// Skip restoration to avoid mid-gameplay teleportation
Debug.Log($"[SaveableInteractable] Skipping late restoration for {GetSaveId()} - object enabled after initial load");
hasRestoredState = true; // Mark as restored to prevent future attempts
Debug.LogWarning($"[SaveableInteractable] Empty save data for {SaveId}");
return;
}
// OnSceneRestoreRequested is guaranteed by the lifecycle system to only fire during actual restoration
// No need to check IsRestoringState - the lifecycle manager handles timing deterministically
IsRestoringFromSave = true;
hasRestoredState = true;
try
{
@@ -162,7 +52,7 @@ namespace Interactions
}
catch (System.Exception e)
{
Debug.LogError($"[SaveableInteractable] Failed to restore state for {GetSaveId()}: {e.Message}");
Debug.LogError($"[SaveableInteractable] Failed to restore state for {SaveId}: {e.Message}");
}
finally
{
@@ -189,61 +79,22 @@ namespace Interactions
#endregion
#region Helper Methods
private string GetSceneName()
{
Scene scene = gameObject.scene;
if (!scene.IsValid())
{
Debug.LogWarning($"[SaveableInteractable] GameObject {gameObject.name} has invalid scene");
return "UnknownScene";
}
return scene.name;
}
private string GetHierarchyPath()
{
// Build path from scene root to this object
// Format: ParentName/ChildName/ObjectName_SiblingIndex
string path = gameObject.name;
Transform current = transform.parent;
while (current != null)
{
path = $"{current.name}/{path}";
current = current.parent;
}
// Add sibling index for uniqueness among same-named objects
int siblingIndex = transform.GetSiblingIndex();
if (siblingIndex > 0)
{
path = $"{path}_{siblingIndex}";
}
return path;
}
#endregion
#region Editor Helpers
#if UNITY_EDITOR
[ContextMenu("Log Save ID")]
private void LogSaveId()
{
Debug.Log($"Save ID: {GetSaveId()}");
Debug.Log($"Save ID: {SaveId}");
}
[ContextMenu("Test Serialize/Deserialize")]
private void TestSerializeDeserialize()
{
string serialized = SerializeState();
string serialized = OnSceneSaveRequested();
Debug.Log($"Serialized state: {serialized}");
RestoreState(serialized);
OnSceneRestoreRequested(serialized);
Debug.Log("Deserialization test complete");
}
#endif