First go around with save load system

This commit is contained in:
Michal Pikulski
2025-11-02 12:48:48 +01:00
parent 5d6d4c8ba1
commit ebca297d28
13 changed files with 1511 additions and 122 deletions

View File

@@ -13,94 +13,73 @@ using Core.SaveLoad;
namespace Levels
{
/// <summary>
/// Saveable data for MinigameSwitch state
/// </summary>
[System.Serializable]
public class MinigameSwitchSaveData
{
public bool isUnlocked;
}
/// <summary>
/// Handles switching into minigame levels when interacted with. Applies switch data and triggers scene transitions.
/// </summary>
public class MinigameSwitch : InteractableBase
public class MinigameSwitch : SaveableInteractable
{
/// <summary>
/// Data for this level switch (target scene, icon, etc).
/// </summary>
public LevelSwitchData switchData;
private SpriteRenderer _iconRenderer;
private SpriteRenderer iconRenderer;
// Settings reference
private IInteractionSettings _interactionSettings;
private IInteractionSettings interactionSettings;
private bool _isActive = true;
private bool switchActive = true;
private bool isUnlocked;
/// <summary>
/// Unity Awake callback. Sets up icon, interactable, and event handlers.
/// </summary>
void Awake()
protected override void Awake()
{
gameObject.SetActive(false); // Start inactive
base.Awake(); // Register with save system
BootCompletionService.RegisterInitAction(InitializePostBoot);
_isActive = true;
if (_iconRenderer == null)
_iconRenderer = GetComponent<SpriteRenderer>();
switchActive = true;
if (iconRenderer == null)
iconRenderer = GetComponent<SpriteRenderer>();
// Initialize settings reference
_interactionSettings = GameManager.GetSettingsObject<IInteractionSettings>();
interactionSettings = GameManager.GetSettingsObject<IInteractionSettings>();
ApplySwitchData();
}
// --- Save state loading logic ---
if (SaveLoadManager.Instance != null)
protected override void Start()
{
base.Start(); // Register with save system
// If not restoring from save, start inactive
if (!IsRestoringFromSave && !isUnlocked)
{
if (SaveLoadManager.Instance.IsSaveDataLoaded)
{
ApplySavedMinigameStateIfAvailable();
}
else
{
SaveLoadManager.Instance.OnLoadCompleted += OnSaveDataLoadedHandler;
}
gameObject.SetActive(false);
}
}
private void OnDestroy()
protected override void OnDestroy()
{
if (SaveLoadManager.Instance != null)
{
SaveLoadManager.Instance.OnLoadCompleted -= OnSaveDataLoadedHandler;
}
}
// Apply saved state if present in the SaveLoadManager
private void ApplySavedMinigameStateIfAvailable()
{
var data = SaveLoadManager.Instance?.currentSaveData;
if (data?.unlockedMinigames != null && switchData != null &&
data.unlockedMinigames.Contains(switchData.targetLevelSceneName))
{
gameObject.SetActive(true);
}
}
// Event handler for when save data load completes
private void OnSaveDataLoadedHandler(string slot)
{
ApplySavedMinigameStateIfAvailable();
if (SaveLoadManager.Instance != null)
{
SaveLoadManager.Instance.OnLoadCompleted -= OnSaveDataLoadedHandler;
}
base.OnDestroy(); // Unregister from save system
}
private void HandleAllPuzzlesComplete(PuzzleS.PuzzleLevelDataSO _)
{
// Unlock and save
if (switchData != null)
{
var unlocked = SaveLoadManager.Instance.currentSaveData.unlockedMinigames;
string minigameName = switchData.targetLevelSceneName;
if (!unlocked.Contains(minigameName))
{
unlocked.Add(minigameName);
}
}
// Unlock the minigame
isUnlocked = true;
gameObject.SetActive(true);
// Save will happen automatically on next save cycle via ISaveParticipant
}
#if UNITY_EDITOR
@@ -109,8 +88,8 @@ namespace Levels
/// </summary>
void OnValidate()
{
if (_iconRenderer == null)
_iconRenderer = GetComponent<SpriteRenderer>();
if (iconRenderer == null)
iconRenderer = GetComponent<SpriteRenderer>();
ApplySwitchData();
}
#endif
@@ -122,8 +101,8 @@ namespace Levels
{
if (switchData != null)
{
if (_iconRenderer != null)
_iconRenderer.sprite = switchData.mapSprite;
if (iconRenderer != null)
iconRenderer.sprite = switchData.mapSprite;
gameObject.name = switchData.targetLevelSceneName;
// Optionally update other fields, e.g. description
}
@@ -134,10 +113,10 @@ namespace Levels
/// </summary>
protected override void OnCharacterArrived()
{
if (switchData == null || string.IsNullOrEmpty(switchData.targetLevelSceneName) || !_isActive)
if (switchData == null || string.IsNullOrEmpty(switchData.targetLevelSceneName) || !switchActive)
return;
var menuPrefab = _interactionSettings?.MinigameSwitchMenuPrefab;
var menuPrefab = interactionSettings?.MinigameSwitchMenuPrefab;
if (menuPrefab == null)
{
Debug.LogError("MinigameSwitchMenu prefab not assigned in InteractionSettings!");
@@ -154,7 +133,7 @@ namespace Levels
}
// Setup menu with data and callbacks
menu.Setup(switchData, OnLevelSelectedWrapper, OnMenuCancel);
_isActive = false; // Prevent re-triggering until menu is closed
switchActive = false; // Prevent re-triggering until menu is closed
// Switch input mode to UI only
InputManager.Instance.SetInputMode(InputMode.UI);
@@ -173,7 +152,7 @@ namespace Levels
private void OnMenuCancel()
{
_isActive = true; // Allow interaction again if cancelled
switchActive = true; // Allow interaction again if cancelled
InputManager.Instance.SetInputMode(InputMode.GameAndUI);
}
@@ -181,5 +160,32 @@ namespace Levels
{
PuzzleManager.Instance.OnAllPuzzlesComplete += HandleAllPuzzlesComplete;
}
#region Save/Load Implementation
protected override object GetSerializableState()
{
return new MinigameSwitchSaveData
{
isUnlocked = isUnlocked
};
}
protected override void ApplySerializableState(string serializedData)
{
MinigameSwitchSaveData data = JsonUtility.FromJson<MinigameSwitchSaveData>(serializedData);
if (data == null)
{
Debug.LogWarning($"[MinigameSwitch] Failed to deserialize save data for {gameObject.name}");
return;
}
isUnlocked = data.isUnlocked;
// Show/hide based on unlock state
gameObject.SetActive(isUnlocked);
}
#endregion
}
}