Mostly working, double invocation of dialogue progression

This commit is contained in:
Michal Pikulski
2025-09-29 00:15:58 +02:00
parent 02031335e3
commit e6cb55975c
9 changed files with 717 additions and 16 deletions

View File

@@ -56,6 +56,8 @@ namespace Interactions
protected override void OnCharacterArrived()
{
Debug.Log("[ItemSlot] OnCharacterArrived");
var heldItemData = FollowerController.CurrentlyHeldItemData;
var heldItemObj = FollowerController.GetHeldPickupObject();
var config = GameManager.Instance.GetSlotItemConfig(itemData);

View File

@@ -20,6 +20,9 @@ namespace Interactions
// Event: invoked when the item was picked up successfully
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, interactable, and event handlers.
/// </summary>
@@ -100,10 +103,35 @@ namespace Interactions
protected virtual void OnCharacterArrived()
{
Debug.Log("[Pickup] OnCharacterArrived");
var combinationResult = FollowerController.TryCombineItems(this, out var combinationResultItem);
if (combinationResultItem != null)
{
Interactable.BroadcastInteractionComplete(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;
}