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objectReference: {fileID: 775790995} + objectReference: {fileID: 2100000, guid: 5971a6dc0428a6e4b9d9718e9e97359e, type: 2} - target: {fileID: 1764104477899478801, guid: 3144c6bbac26fbd49a1608152821cc5f, type: 3} propertyPath: m_Sprite value: @@ -475959,7 +474641,7 @@ PrefabInstance: - target: {fileID: 1764104477899478801, guid: 3144c6bbac26fbd49a1608152821cc5f, type: 3} propertyPath: 'm_Materials.Array.data[0]' value: - objectReference: {fileID: 11400700} + objectReference: {fileID: 2100000, guid: 5971a6dc0428a6e4b9d9718e9e97359e, type: 2} - target: {fileID: 2045549771447434109, guid: 3144c6bbac26fbd49a1608152821cc5f, type: 3} propertyPath: m_LocalPosition.x value: 64.85 @@ -476071,7 +474753,7 @@ PrefabInstance: - target: {fileID: 5151205568870944728, guid: 3144c6bbac26fbd49a1608152821cc5f, type: 3} propertyPath: 'm_Materials.Array.data[0]' value: - objectReference: {fileID: 1519850895} + objectReference: {fileID: 2100000, guid: 5971a6dc0428a6e4b9d9718e9e97359e, type: 2} - target: {fileID: 5375394469162727687, guid: 3144c6bbac26fbd49a1608152821cc5f, type: 3} propertyPath: m_LocalPosition.x value: 5.28 diff --git a/Assets/Scripts/Core/ItemManager.cs b/Assets/Scripts/Core/ItemManager.cs index 0979df76..2d885225 100644 --- a/Assets/Scripts/Core/ItemManager.cs +++ b/Assets/Scripts/Core/ItemManager.cs @@ -3,7 +3,6 @@ using System.Collections.Generic; using UnityEngine; using Interactions; using Core.Lifecycle; -using Core.SaveLoad; namespace Core { @@ -31,18 +30,10 @@ namespace Core // Broadcasts when any registered ItemSlot reports a correct item slotted // Args: slot's itemData (the slot definition), then the slotted item data public event Action OnCorrectItemSlotted; - - // Broadcasts when any registered ItemSlot reports an incorrect item slotted - // Args: slot's itemData (the slot definition), then the slotted item data - public event Action OnIncorrectItemSlotted; - - // Broadcasts when any registered ItemSlot reports a forbidden item slotted - // Args: slot's itemData (the slot definition), then the slotted item data - public event Action OnForbiddenItemSlotted; - - // Broadcasts when any registered ItemSlot is cleared (item removed) - // Args: the item data that was removed - public event Action OnItemSlotCleared; + + // Broadcasts when a wrong item is attempted (not slotted, just attempted) + // Args: slot's itemData (the slot definition), then the attempted item data + public event Action OnWrongItemAttempted; // Broadcasts when any two items are successfully combined // Args: first item data, second item data, result item data @@ -82,17 +73,11 @@ namespace Core { OnCorrectItemSlotted?.Invoke(slotData, slottedItem); } - - // Handler that forwards incorrect-slot events - private void ItemSlot_OnIncorrectItemSlotted(PickupItemData slotData, PickupItemData slottedItem) + + // Handler that forwards wrong-item-attempted events + private void ItemSlot_OnWrongItemAttempted(PickupItemData slotData, PickupItemData attemptedItem) { - OnIncorrectItemSlotted?.Invoke(slotData, slottedItem); - } - - // Handler that forwards forbidden-slot events - private void ItemSlot_OnForbiddenItemSlotted(PickupItemData slotData, PickupItemData slottedItem) - { - OnForbiddenItemSlotted?.Invoke(slotData, slottedItem); + OnWrongItemAttempted?.Invoke(slotData, attemptedItem); } // Handler that forwards item combination events @@ -107,12 +92,6 @@ namespace Core OnItemsCombined?.Invoke(itemA, itemB, resultItem); } - // Handler that forwards slot-removed events - private void ItemSlot_OnItemSlotRemoved(PickupItemData removedItem) - { - OnItemSlotCleared?.Invoke(removedItem); - } - /// /// Unsubscribe all pickup/slot event handlers and clear registries and manager events. /// @@ -137,8 +116,7 @@ namespace Core if (s != null) { s.OnCorrectItemSlotted -= ItemSlot_OnCorrectItemSlotted; - s.OnIncorrectItemSlotted -= ItemSlot_OnIncorrectItemSlotted; - s.OnItemSlotRemoved -= ItemSlot_OnItemSlotRemoved; + s.OnWrongItemAttempted -= ItemSlot_OnWrongItemAttempted; } } _itemSlots.Clear(); @@ -149,9 +127,7 @@ namespace Core // Clear manager-level event subscribers OnItemPickedUp = null; OnCorrectItemSlotted = null; - OnIncorrectItemSlotted = null; - OnForbiddenItemSlotted = null; - OnItemSlotCleared = null; + OnWrongItemAttempted = null; OnItemsCombined = null; } @@ -181,10 +157,9 @@ namespace Core if (slot == null) return; if (_itemSlots.Add(slot)) { - // Subscribe to all slot events + // Subscribe to active slot events only slot.OnCorrectItemSlotted += ItemSlot_OnCorrectItemSlotted; - slot.OnIncorrectItemSlotted += ItemSlot_OnIncorrectItemSlotted; - slot.OnItemSlotRemoved += ItemSlot_OnItemSlotRemoved; + slot.OnWrongItemAttempted += ItemSlot_OnWrongItemAttempted; } } @@ -193,10 +168,9 @@ namespace Core if (slot == null) return; if (_itemSlots.Remove(slot)) { - // Unsubscribe from all slot events + // Unsubscribe from active slot events slot.OnCorrectItemSlotted -= ItemSlot_OnCorrectItemSlotted; - slot.OnIncorrectItemSlotted -= ItemSlot_OnIncorrectItemSlotted; - slot.OnItemSlotRemoved -= ItemSlot_OnItemSlotRemoved; + slot.OnWrongItemAttempted -= ItemSlot_OnWrongItemAttempted; } } diff --git a/Assets/Scripts/Dialogue/DialogueComponent.cs b/Assets/Scripts/Dialogue/DialogueComponent.cs index b4102b79..52dd7871 100644 --- a/Assets/Scripts/Dialogue/DialogueComponent.cs +++ b/Assets/Scripts/Dialogue/DialogueComponent.cs @@ -59,9 +59,7 @@ namespace Dialogue PuzzleManager.Instance.OnStepCompleted += OnAnyPuzzleStepCompleted; ItemManager.Instance.OnItemPickedUp += OnAnyItemPickedUp; ItemManager.Instance.OnCorrectItemSlotted += OnAnyItemSlotted; - ItemManager.Instance.OnIncorrectItemSlotted += OnAnyIncorrectItemSlotted; - ItemManager.Instance.OnForbiddenItemSlotted += OnAnyForbiddenItemSlotted; - ItemManager.Instance.OnItemSlotCleared += OnAnyItemSlotCleared; + ItemManager.Instance.OnWrongItemAttempted += OnAnyWrongItemAttempted; ItemManager.Instance.OnItemsCombined += OnAnyItemsCombined; } @@ -191,9 +189,7 @@ namespace Dialogue { ItemManager.Instance.OnItemPickedUp -= OnAnyItemPickedUp; ItemManager.Instance.OnCorrectItemSlotted -= OnAnyItemSlotted; - ItemManager.Instance.OnIncorrectItemSlotted -= OnAnyIncorrectItemSlotted; - ItemManager.Instance.OnForbiddenItemSlotted -= OnAnyForbiddenItemSlotted; - ItemManager.Instance.OnItemSlotCleared -= OnAnyItemSlotCleared; + ItemManager.Instance.OnWrongItemAttempted -= OnAnyWrongItemAttempted; ItemManager.Instance.OnItemsCombined -= OnAnyItemsCombined; } } @@ -538,7 +534,7 @@ namespace Dialogue } } - private void OnAnyIncorrectItemSlotted(PickupItemData slotDefinition, PickupItemData slottedItem) + private void OnAnyWrongItemAttempted(PickupItemData slotDefinition, PickupItemData attemptedItem) { // Initialize if needed if (!initialized) @@ -554,53 +550,10 @@ namespace Dialogue if (currentNode.nodeType == RuntimeDialogueNodeType.WaitOnSlot && slotDefinition.itemId == currentNode.slotItemID) { + // Treat as Incorrect for dialogue purposes _currentSlotState = ItemSlotState.Incorrect; - _lastSlottedItem = slottedItem; + _lastSlottedItem = attemptedItem; - UpdateDialogueVisibilityOnItemEvent(); - } - } - - private void OnAnyForbiddenItemSlotted(PickupItemData slotDefinition, PickupItemData slottedItem) - { - // Initialize if needed - if (!initialized) - { - StartDialogue(); - } - - // Update the slot state for displaying the correct dialogue lines - if (!IsActive || IsCompleted || currentNode == null) - return; - - // Only update state if we're actively waiting on this slot - if (currentNode.nodeType == RuntimeDialogueNodeType.WaitOnSlot && - slotDefinition.itemId == currentNode.slotItemID) - { - _currentSlotState = ItemSlotState.Forbidden; - _lastSlottedItem = slottedItem; - - UpdateDialogueVisibilityOnItemEvent(); - } - } - - private void OnAnyItemSlotCleared(PickupItemData removedItem) - { - // Initialize if needed - if (!initialized) - { - StartDialogue(); - } - - // Update the slot state when an item is removed - if (!IsActive || IsCompleted || currentNode == null) - return; - - // Reset slot state if we were tracking this item - if (_lastSlottedItem != null && _lastSlottedItem == removedItem) - { - _currentSlotState = ItemSlotState.None; - _lastSlottedItem = null; UpdateDialogueVisibilityOnItemEvent(); } diff --git a/Assets/Scripts/Interactions/ItemSlot.cs b/Assets/Scripts/Interactions/ItemSlot.cs index 2af7f875..293cf563 100644 --- a/Assets/Scripts/Interactions/ItemSlot.cs +++ b/Assets/Scripts/Interactions/ItemSlot.cs @@ -1,10 +1,8 @@ using System.Collections.Generic; -using System.Linq; // for Count() on List using UnityEngine; using UnityEngine.Events; using System; // for Action using Core; // register with ItemManager -using AppleHills.Core.Settings; using Core.Settings; // Added for IInteractionSettings namespace Interactions @@ -18,6 +16,16 @@ namespace Interactions Forbidden } + /// + /// Display behavior for slot renderers + /// + [Serializable] + public enum SlotRendererDisplayType + { + UseConfig = 0, // Assign sprite from slotted item's config (default) + RevealExisting = 1 // Just make the renderer visible (sprite already on renderer) + } + /// /// Maps a sprite renderer to an optional item assignment /// @@ -27,6 +35,8 @@ namespace Interactions public SpriteRenderer renderer; [Tooltip("Optional: If set, this renderer slot is dedicated to this specific item. Leave null for flexible slots.")] public PickupItemData assignedItem; + [Tooltip("Display behavior: UseConfig assigns sprite from item config, RevealExisting just makes renderer visible")] + public SlotRendererDisplayType displayType = SlotRendererDisplayType.UseConfig; } /// @@ -42,8 +52,9 @@ namespace Interactions } /// - /// Interaction that allows slotting, swapping, or picking up items in a slot. + /// Interaction that allows slotting items in a slot. /// ItemSlot is a CONTAINER, not a Pickup itself. + /// Items cannot be removed or swapped once slotted (except via combinations). /// public class ItemSlot : SaveableInteractable { @@ -51,11 +62,10 @@ namespace Interactions public PickupItemData itemData; public SpriteRenderer iconRenderer; - // Multi-slot item tracking + // Multi-slot item tracking - now only stores correct items (dense arrays) private List slottedItemsData = new List(); public SlotRendererMapping[] slottedItemRenderers; // Array of renderers with optional item assignments private List slottedItemObjects = new List(); - private List slottedItemCorrectness = new List(); // Track which items are correct // Tracks the current state of the slotted item(s) private ItemSlotState currentState = ItemSlotState.None; @@ -72,26 +82,14 @@ namespace Interactions public ItemSlotState CurrentSlottedState => currentState; /// - /// Number of items currently slotted (correct or incorrect) + /// Number of items currently slotted (all are correct in new system) /// - public int CurrentSlottedCount => slottedItemObjects.Count(obj => obj != null); + public int CurrentSlottedCount => slottedItemObjects.Count; /// - /// Number of CORRECT items currently slotted + /// Number of CORRECT items currently slotted (all items are correct now) /// - public int CurrentCorrectCount - { - get - { - int count = 0; - for (int i = 0; i < slottedItemCorrectness.Count; i++) - { - if (i < slottedItemObjects.Count && slottedItemObjects[i] != null && slottedItemCorrectness[i]) - count++; - } - return count; - } - } + public int CurrentCorrectCount => slottedItemObjects.Count; /// /// Number of items required to complete this slot @@ -125,21 +123,15 @@ namespace Interactions /// private bool IsMultiSlot => slottedItemRenderers != null && slottedItemRenderers.Length > 1; + // Event dispatchers (only 3 events needed) public UnityEvent onItemSlotted; - public UnityEvent onItemSlotRemoved; - // Native C# event alternatives for code-only subscribers public event Action OnItemSlotted; // (slotData, slottedItemData) - public event Action OnItemSlotRemoved; public UnityEvent onCorrectItemSlotted; - // Native C# event alternative to the UnityEvent for code-only subscribers - public event Action OnCorrectItemSlotted; - - public UnityEvent onIncorrectItemSlotted; - // Native C# event alternative for code-only subscribers - public event Action OnIncorrectItemSlotted; - - public UnityEvent onForbiddenItemSlotted; + public event Action OnCorrectItemSlotted; // (slotData, slottedItemData) + + public UnityEvent onWrongItemAttempted; + public event Action OnWrongItemAttempted; // (slotData, attemptedItem) /// /// Get the first (or only) slotted object - for backward compatibility @@ -180,6 +172,19 @@ namespace Interactions // Initialize settings references interactionSettings = GameManager.GetSettingsObject(); + + // Hide all RevealExisting renderers at start + if (slottedItemRenderers != null) + { + foreach (var mapping in slottedItemRenderers) + { + if (mapping != null && mapping.renderer != null && + mapping.displayType == SlotRendererDisplayType.RevealExisting) + { + mapping.renderer.enabled = false; + } + } + } } #if UNITY_EDITOR @@ -213,6 +218,8 @@ namespace Interactions /// /// Validation: Check if interaction can proceed based on held item and slot state. + /// Now allows all items to proceed - wrong items will trigger reactions without slotting. + /// No unslotting or swapping allowed. /// protected override (bool canProceed, string errorMessage) CanProceedWithInteraction() { @@ -231,32 +238,21 @@ namespace Interactions if (heldItem == null && CurrentSlottedCount == 0) return (false, "This requires an item."); - // If holding an item and slot is full but not complete, allow swap + // Scenario: Nothing held + Has items = Can't remove (no unslotting) + if (heldItem == null && CurrentSlottedCount > 0) + return (false, "I can't remove these items."); + + // Scenario: Holding item + Slot full = Error (no swapping) if (heldItem != null && !HasSpace) - { - // Allow swap for fixing mistakes (single-slot or multi-slot not complete) - if (!IsMultiSlot || !IsComplete) - return (true, null); // Allow swap - - // Multi-slot is complete - can't swap return (false, "This slot is full."); - } - - // Check forbidden items if trying to slot - if (heldItem != null) - { - var config = interactionSettings?.GetSlotItemConfig(itemData); - var forbidden = config?.forbiddenItems ?? new List(); - - if (PickupItemData.ListContainsEquivalent(forbidden, heldItem)) - return (false, "Can't place that here."); - } + // All other cases proceed (holding item + has space) return (true, null); } /// - /// Main interaction logic: Slot, pickup, swap, or combine items. + /// Main interaction logic: Slot correct items or trigger reactions for wrong items. + /// No swapping, unslotting, or combinations allowed - items stay once slotted. /// Returns true only if correct item was slotted AND slot is now complete. /// protected override bool DoInteraction() @@ -266,221 +262,60 @@ namespace Interactions var heldItemData = FollowerController.CurrentlyHeldItemData; var heldItemObj = FollowerController.GetHeldPickupObject(); - // Scenario 1: Held item + Has space = Slot it + // Only scenario: Held item + Has space = Check if allowed, then slot or react if (heldItemData != null && HasSpace) { - SlotItem(heldItemObj, heldItemData); - FollowerController.ClearHeldItem(); // Clear follower's hand after slotting + var config = interactionSettings?.GetSlotItemConfig(itemData); + var allowed = config?.allowedItems ?? new List(); - // Check if we completed the slot - if (IsComplete) + // Check if item is allowed + if (PickupItemData.ListContainsEquivalent(allowed, heldItemData)) { - isLockedAfterCompletion = true; - currentState = ItemSlotState.Correct; - return true; // Completed! - } - - return false; // Slotted but not complete yet - } - - // Scenario 2 & 3: Slot is full - if (CurrentSlottedCount > 0) - { - // Try combination if both items present (only for single slots) - if (heldItemData != null && !IsMultiSlot) - { - var slottedPickup = slottedItemObjects[0].GetComponent(); - if (slottedPickup != null) + // CORRECT ITEM - Slot it + SlotItem(heldItemObj, heldItemData); + FollowerController.ClearHeldItem(); // Clear follower's hand after slotting + + // Check if we completed the slot + if (IsComplete) { - var comboResult = FollowerController.TryCombineItems(slottedPickup, out _); - - if (comboResult == FollowerController.CombinationResult.Successful) - { - // Combination succeeded - clear slot and return false (not a "slot success") - ClearSlot(); - return false; - } - } - } - - // Swap behavior when slot is full (single slots OR multi-slots that aren't complete) - if (heldItemData != null && !HasSpace) - { - // For single slots: always allow swap - // For multi-slots: only allow swap if not complete yet (allows fixing mistakes) - if (!IsMultiSlot || !IsComplete) - { - // Determine target index for the new item - int targetIndex = GetTargetSlotIndexForItem(heldItemData); - - int indexToSwap; - if (targetIndex >= 0 && targetIndex < slottedItemObjects.Count && slottedItemObjects[targetIndex] != null) - { - // Swap with the item in the assigned slot - indexToSwap = targetIndex; - } - else - { - // LIFO swap - swap with the last non-null item - indexToSwap = -1; - for (int i = slottedItemObjects.Count - 1; i >= 0; i--) - { - if (slottedItemObjects[i] != null) - { - indexToSwap = i; - break; - } - } - - if (indexToSwap < 0) - { - // No items to swap (shouldn't happen, but fallback) - SlotItem(heldItemObj, heldItemData); - return false; - } - } - - var itemToReturn = slottedItemObjects[indexToSwap]; - var itemDataToReturn = slottedItemsData[indexToSwap]; - - // Step 1: Give old item to follower - FollowerController.TryPickupItem(itemToReturn, itemDataToReturn, dropItem: false); - - // Step 2: Remove old item from slot - RemoveItemAtIndex(indexToSwap); - - // Step 3: Slot the new item - SlotItem(heldItemObj, heldItemData); - - // Check if we completed the slot with this swap - if (IsComplete) - { - isLockedAfterCompletion = true; - currentState = ItemSlotState.Correct; - return true; // Completed! - } - - return false; // Swapped but not complete - } - } - - // Pickup from slot (empty hands) - LIFO removal - if (heldItemData == null) - { - // Find last non-null item - int lastIndex = -1; - for (int i = slottedItemObjects.Count - 1; i >= 0; i--) - { - if (slottedItemObjects[i] != null) - { - lastIndex = i; - break; - } + isLockedAfterCompletion = true; + currentState = ItemSlotState.Correct; + return true; // Completed! } - if (lastIndex >= 0) - { - var itemToPickup = slottedItemObjects[lastIndex]; - var itemDataToPickup = slottedItemsData[lastIndex]; - - // Try to give item to follower - FollowerController.TryPickupItem(itemToPickup, itemDataToPickup, dropItem: false); - - // Remove from slot - RemoveItemAtIndex(lastIndex); - } - - // Just picked up from slot - not a success + return false; // Slotted but not complete yet + } + else + { + // WRONG ITEM - Trigger reaction, don't slot, item stays in hand + TriggerWrongItemReaction(heldItemData); return false; } } - // Shouldn't reach here (validation prevents empty + no held) + // No other scenarios return false; } /// - /// Helper: Clear the slot and fire removal events. + /// Triggers a "wrong item" reaction without slotting. + /// Integrates with DialogueComponent for NPC feedback. + /// Item stays in player's hand. /// - private void ClearSlot() + private void TriggerWrongItemReaction(PickupItemData wrongItem) { - // Find first non-null data for event - PickupItemData previousData = null; - foreach (var data in slottedItemsData) - { - if (data != null) - { - previousData = data; - break; - } - } + DebugUIMessage.Show($"{wrongItem.itemName} doesn't belong here.", Color.yellow); - // Clear all pickup's OwningSlot references - foreach (var itemObj in slottedItemObjects) - { - if (itemObj != null) - { - var pickup = itemObj.GetComponent(); - if (pickup != null) - { - pickup.OwningSlot = null; - } - } - } + // Fire event for DialogueComponent integration + onWrongItemAttempted?.Invoke(); + OnWrongItemAttempted?.Invoke(itemData, wrongItem); - slottedItemObjects.Clear(); - slottedItemsData.Clear(); - slottedItemCorrectness.Clear(); // Also clear correctness tracking - currentState = ItemSlotState.None; - isLockedAfterCompletion = false; - UpdateSlottedSprite(); - - // Fire removal events - onItemSlotRemoved?.Invoke(); - OnItemSlotRemoved?.Invoke(previousData); - } - - /// - /// Helper: Remove a specific item from the slot by index. - /// - private void RemoveItemAtIndex(int index) - { - if (index < 0 || index >= slottedItemObjects.Count) - return; - - var itemObj = slottedItemObjects[index]; - var removedItemData = slottedItemsData[index]; - - // Clear the pickup's OwningSlot reference - if (itemObj != null) - { - var pickup = itemObj.GetComponent(); - if (pickup != null) - { - pickup.OwningSlot = null; - } - } - - // Set to null instead of removing to maintain sparse storage - slottedItemObjects[index] = null; - slottedItemsData[index] = null; - slottedItemCorrectness[index] = false; - - if (CurrentSlottedCount == 0) - { - currentState = ItemSlotState.None; - isLockedAfterCompletion = false; - } - - UpdateSlottedSprite(); - - // Fire removal events - onItemSlotRemoved?.Invoke(); - OnItemSlotRemoved?.Invoke(removedItemData); + // Item stays in player's hand - no state change } + #endregion #region Visual Updates @@ -488,11 +323,12 @@ namespace Interactions /// /// Determines the best slot index for an item based on assignments and availability. /// Returns -1 if no mappings are configured (uses append behavior). + /// Simplified for dense arrays. /// private int GetTargetSlotIndexForItem(PickupItemData itemData) { if (slottedItemRenderers == null || slottedItemRenderers.Length == 0) - return -1; + return -1; // Append behavior // Check if any renderer has assignments configured bool hasAnyAssignments = false; @@ -509,7 +345,7 @@ namespace Interactions if (!hasAnyAssignments) return -1; - // Step 1: Check if this item has a dedicated assigned slot + // Check if this item has a dedicated assigned slot for (int i = 0; i < slottedItemRenderers.Length; i++) { var mapping = slottedItemRenderers[i]; @@ -520,41 +356,16 @@ namespace Interactions } } - // Step 2: Item is not assigned to a specific slot - find best available slot - // Ensure lists are large enough to check - while (slottedItemObjects.Count < slottedItemRenderers.Length) - { - slottedItemObjects.Add(null); - slottedItemsData.Add(null); - slottedItemCorrectness.Add(false); - } - - // Prefer unassigned empty slots first - for (int i = 0; i < slottedItemRenderers.Length; i++) - { - var mapping = slottedItemRenderers[i]; - if (mapping?.assignedItem == null && slottedItemObjects[i] == null) - { - return i; // Empty unassigned slot - } - } - - // Then try assigned but empty slots - for (int i = 0; i < slottedItemRenderers.Length; i++) - { - var mapping = slottedItemRenderers[i]; - if (mapping?.assignedItem != null && slottedItemObjects[i] == null) - { - return i; // Empty assigned slot - } - } - - // All slots full - return -1 to trigger swap logic - return -1; + // Item is not assigned to a specific slot - return next available index + // Dense arrays: just return current count if there's space + return slottedItemObjects.Count < slottedItemRenderers.Length + ? slottedItemObjects.Count + : -1; // No space, use append (will trigger swap logic) } /// /// Updates the sprite and scale for all slotted items. + /// Handles both UseConfig (assign sprite) and RevealExisting (just enable renderer) display modes. /// private void UpdateSlottedSprite() { @@ -574,31 +385,51 @@ namespace Interactions if (i < slottedItemsData.Count && slottedItemsData[i] != null) { var slottedData = slottedItemsData[i]; - if (slottedData.mapSprite != null) + + // Handle display mode + if (mapping.displayType == SlotRendererDisplayType.RevealExisting) { - slotRenderer.sprite = slottedData.mapSprite; - - // Scale sprite to desired height, preserve aspect ratio, compensate for parent scale - var configs = GameManager.GetSettingsObject(); - float desiredHeight = configs?.FollowerMovement?.HeldIconDisplayHeight ?? 2.0f; - var sprite = slottedData.mapSprite; - float spriteHeight = sprite.bounds.size.y; - Vector3 parentScale = slotRenderer.transform.parent != null - ? slotRenderer.transform.parent.localScale - : Vector3.one; - - if (spriteHeight > 0f) + // RevealExisting: Just make the renderer visible + slotRenderer.enabled = true; + } + else // UseConfig (default) + { + // UseConfig: Assign sprite from item config + if (slottedData.mapSprite != null) { - float uniformScale = desiredHeight / spriteHeight; - float scale = uniformScale / Mathf.Max(parentScale.x, parentScale.y); - slotRenderer.transform.localScale = new Vector3(scale, scale, 1f); + slotRenderer.sprite = slottedData.mapSprite; + + // Scale sprite to desired height, preserve aspect ratio, compensate for parent scale + var configs = GameManager.GetSettingsObject(); + float desiredHeight = configs?.FollowerMovement?.HeldIconDisplayHeight ?? 2.0f; + var sprite = slottedData.mapSprite; + float spriteHeight = sprite.bounds.size.y; + Vector3 parentScale = slotRenderer.transform.parent != null + ? slotRenderer.transform.parent.localScale + : Vector3.one; + + if (spriteHeight > 0f) + { + float uniformScale = desiredHeight / spriteHeight; + float scale = uniformScale / Mathf.Max(parentScale.x, parentScale.y); + slotRenderer.transform.localScale = new Vector3(scale, scale, 1f); + } } } } else { - // Clear renderer if no item at this index - slotRenderer.sprite = null; + // No item at this index - clear/hide renderer + if (mapping.displayType == SlotRendererDisplayType.RevealExisting) + { + // RevealExisting: Hide the renderer + slotRenderer.enabled = false; + } + else // UseConfig (default) + { + // UseConfig: Clear sprite + slotRenderer.sprite = null; + } } } } @@ -767,15 +598,10 @@ namespace Interactions // Add to slotted items list (no events, no interaction completion) // Follower state is managed separately during save/load restoration + // All saved items are correct (wrong items never get slotted) slottedItemObjects.Add(slottedObject); slottedItemsData.Add(slottedData); - // Determine if this item is correct for correctness tracking - var config = interactionSettings?.GetSlotItemConfig(itemData); - var allowed = config?.allowedItems ?? new List(); - bool isCorrectItem = PickupItemData.ListContainsEquivalent(allowed, slottedData); - slottedItemCorrectness.Add(isCorrectItem); - // Deactivate the item and set pickup state slottedObject.SetActive(false); if (pickup != null) @@ -784,12 +610,13 @@ namespace Interactions pickup.OwningSlot = this; } - Logging.Debug($"[ItemSlot] Successfully restored slotted item: {slottedData.itemName} (itemId: {slottedData.itemId}, correct: {isCorrectItem})"); + Logging.Debug($"[ItemSlot] Successfully restored slotted item: {slottedData.itemName} (itemId: {slottedData.itemId})"); } /// /// Public API for slotting items during gameplay. /// Adds item to the slot (multi-slot support with positional awareness). + /// Only called for correct items - wrong items trigger reactions instead. /// Caller is responsible for managing follower's held item state. /// public void SlotItem(GameObject itemToSlot, PickupItemData itemToSlotData) @@ -800,35 +627,22 @@ namespace Interactions return; } - // Determine if this item is correct (allowed) - var config = interactionSettings?.GetSlotItemConfig(itemData); - var allowed = config?.allowedItems ?? new List(); - bool isCorrectItem = PickupItemData.ListContainsEquivalent(allowed, itemToSlotData); + // NOTE: Only called for CORRECT items now (validation done in DoInteraction) // Determine target slot index int targetIndex = GetTargetSlotIndexForItem(itemToSlotData); - if (targetIndex >= 0) + if (targetIndex >= 0 && targetIndex < slottedItemObjects.Count) { - // Positional slotting - ensure lists are large enough - while (slottedItemObjects.Count <= targetIndex) - { - slottedItemObjects.Add(null); - slottedItemsData.Add(null); - slottedItemCorrectness.Add(false); - } - - // Place at specific index - slottedItemObjects[targetIndex] = itemToSlot; - slottedItemsData[targetIndex] = itemToSlotData; - slottedItemCorrectness[targetIndex] = isCorrectItem; + // Insert at specific position (shifts items if needed) + slottedItemObjects.Insert(targetIndex, itemToSlot); + slottedItemsData.Insert(targetIndex, itemToSlotData); } else { - // Append behavior (backward compatible or when all slots full) + // Append to end (backward compatible or when all slots full) slottedItemObjects.Add(itemToSlot); slottedItemsData.Add(itemToSlotData); - slottedItemCorrectness.Add(isCorrectItem); } // Deactivate item and set pickup state @@ -845,32 +659,18 @@ namespace Interactions // Update visuals UpdateSlottedSprite(); - // Fire events based on correctness - if (isCorrectItem) + // Fire success events (all items are correct now) + DebugUIMessage.Show($"Slotted {itemToSlotData.itemName}", Color.green); + onItemSlotted?.Invoke(); + OnItemSlotted?.Invoke(itemData, itemToSlotData); + + // Check if slot is complete + if (IsComplete) { - DebugUIMessage.Show($"You slotted {itemToSlotData.itemName} into: {itemData.itemName}", Color.green); - - // Fire generic slot event - onItemSlotted?.Invoke(); - OnItemSlotted?.Invoke(itemData, itemToSlotData); - - // Only fire correct completion event if ALL required CORRECT items are now slotted - if (IsComplete) - { - currentState = ItemSlotState.Correct; - DebugUIMessage.Show($"Completed: {itemData.itemName}", Color.green); - onCorrectItemSlotted?.Invoke(); - OnCorrectItemSlotted?.Invoke(itemData, itemToSlotData); - } - } - else - { - // Incorrect item slotted - DebugUIMessage.Show($"Slotted {itemToSlotData.itemName}, but it might not be right...", Color.yellow); - onItemSlotted?.Invoke(); // Still fire generic event - OnItemSlotted?.Invoke(itemData, itemToSlotData); - onIncorrectItemSlotted?.Invoke(); - OnIncorrectItemSlotted?.Invoke(itemData, itemToSlotData); + currentState = ItemSlotState.Correct; + DebugUIMessage.Show($"Completed: {itemData.itemName}", Color.green); + onCorrectItemSlotted?.Invoke(); + OnCorrectItemSlotted?.Invoke(itemData, itemToSlotData); } } @@ -894,21 +694,15 @@ namespace Interactions // 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 - // Add the item to lists + // Add the item to lists (all items are correct in new system) slottedItemObjects.Add(pickup.gameObject); slottedItemsData.Add(pickup.itemData); - // Determine correctness for tracking - var config = interactionSettings?.GetSlotItemConfig(itemData); - var allowed = config?.allowedItems ?? new List(); - bool isCorrectItem = PickupItemData.ListContainsEquivalent(allowed, pickup.itemData); - slottedItemCorrectness.Add(isCorrectItem); - pickup.gameObject.SetActive(false); pickup.IsPickedUp = true; pickup.OwningSlot = this; - Logging.Debug($"[ItemSlot] Successfully claimed slotted item: {pickup.itemData?.itemName} (correct: {isCorrectItem})"); + Logging.Debug($"[ItemSlot] Successfully claimed slotted item: {pickup.itemData?.itemName}"); return true; }