Pulver trash maze sequence

This commit is contained in:
Michal Pikulski
2025-12-19 15:26:13 +01:00
parent 15c9ba0127
commit f0905f92d3
36 changed files with 2372 additions and 842 deletions

View File

@@ -3,9 +3,6 @@ using System.Collections;
using Core;
using Input;
using Interactions;
using Minigames.TrashMaze.Core;
using Minigames.TrashMaze.Data;
using Unity.Cinemachine;
using UnityEngine;
using UnityEngine.Events;
@@ -20,61 +17,27 @@ namespace Items
public bool hasBeenUsed;
}
/// <summary>
/// Camera switching mode for controller switch items
/// </summary>
public enum CameraSwitchMode
{
/// <summary>
/// No camera switching - controller switch only
/// </summary>
None,
/// <summary>
/// Use a direct reference to a Cinemachine camera
/// </summary>
DirectReference,
/// <summary>
/// Use TrashMazeCameraController state manager API
/// </summary>
TrashMazeCameraState
}
/// <summary>
/// An interactable item that switches control from one character controller to another.
/// When clicked:
/// 1. The selected character moves to this item's position
/// 2. Upon arrival, the current controller is disabled
/// 3. Camera blends to the target camera (based on camera mode)
/// 4. Once the blend completes, control switches to the target controller
/// Base interactable item that switches control from one character controller to another.
/// Level-agnostic - handles only controller switching logic.
/// Derive from this class for level-specific behavior (camera switching, teleportation, etc.)
/// </summary>
public class ControllerSwitchItem : SaveableInteractable
{
[Header("Controller Switch Settings")]
[Tooltip("Name of the controller to switch to (must match GameObject name of the controller)")]
[SerializeField] private string targetControllerName;
[Header("Camera Settings")]
[Tooltip("How to switch the camera when changing controllers")]
[SerializeField] private CameraSwitchMode cameraSwitchMode = CameraSwitchMode.None;
[Tooltip("Direct camera reference (only used if Camera Switch Mode is DirectReference)")]
[SerializeField] private CinemachineCamera targetVirtualCamera;
[Tooltip("Target camera state (only used if Camera Switch Mode is TrashMazeCameraState)")]
[SerializeField] private TrashMazeCameraState targetCameraState;
[Tooltip("Name of the controller to switch to (must match registration name in InputManager)")]
[SerializeField] protected string targetControllerName;
[Header("Visual Feedback")]
[Tooltip("Visual representation to hide after use (optional)")]
[SerializeField] private GameObject visualRepresentation;
[SerializeField] protected GameObject visualRepresentation;
public UnityEvent OnCharacterSwitch;
// State
private bool _hasBeenUsed;
private PlayerTouchController _currentPlayerController;
private bool _isSwitching;
protected bool _hasBeenUsed;
protected bool _isSwitching;
public override string SaveId => $"{gameObject.scene.name}/ControllerSwitchItem/{gameObject.name}";
@@ -123,68 +86,50 @@ namespace Items
if (_isSwitching)
return false;
// By the time this is called, the interacting character has already arrived at this item
// We just need to perform the controller/camera switch
Logging.Debug("[ControllerSwitchItem] Starting controller switch sequence");
// Start the async switch sequence (camera blend + controller switch)
StartCoroutine(SwitchControllerSequence());
// Return true immediately - interaction is considered successful
// The coroutine will handle the actual switching asynchronously
return true;
}
private IEnumerator SwitchControllerSequence()
protected virtual IEnumerator SwitchControllerSequence()
{
_isSwitching = true;
// Step 1: Get current player controller (the one we're switching FROM)
_currentPlayerController = FindFirstObjectByType<PlayerTouchController>();
if (_currentPlayerController == null)
// Step 1: Get controllers
var currentController = InputManager.Instance.GetActiveController();
var targetController = InputManager.Instance.GetController(targetControllerName);
if (currentController == null || targetController == null)
{
Debug.LogError("[ControllerSwitchItem] Could not find PlayerTouchController in scene!");
Debug.LogError($"[ControllerSwitchItem] Failed to get controllers! Current: {currentController}, Target: {targetController} (name: {targetControllerName})");
_isSwitching = false;
yield break;
}
GameObject currentGameObject = (currentController as MonoBehaviour)?.gameObject;
GameObject targetGameObject = (targetController as MonoBehaviour)?.gameObject;
Logging.Debug($"[ControllerSwitchItem] Switching from {currentGameObject?.name} to {targetGameObject?.name}");
Logging.Debug("[ControllerSwitchItem] Character has arrived, beginning switch");
// Step 2: Deactivate current controller
DeactivateCurrentController(currentController, currentGameObject);
// Step 2: Disable current player controller
_currentPlayerController.enabled = false;
Logging.Debug("[ControllerSwitchItem] Disabled current player controller");
// Step 3: Activate target controller
ActivateTargetController(targetController, targetGameObject);
// Step 3: Blend to target camera based on mode
yield return SwitchCamera();
// Step 4: Switch to target controller
ITouchInputConsumer targetController = InputManager.Instance.GetController(targetControllerName);
if (targetController != null)
// Step 4: Switch InputManager to target controller
bool switchSuccess = InputManager.Instance.SwitchToController(targetControllerName);
if (switchSuccess)
{
// Enable the target controller if it's a MonoBehaviour
if (targetController is MonoBehaviour targetMono)
{
targetMono.enabled = true;
Logging.Debug($"[ControllerSwitchItem] Enabled target controller: {targetControllerName}");
}
// Switch input control to the target controller
bool switchSuccess = InputManager.Instance.SwitchToController(targetControllerName);
if (switchSuccess)
{
Logging.Debug($"[ControllerSwitchItem] Successfully switched input to controller: {targetControllerName}");
OnCharacterSwitch.Invoke();
}
else
{
Debug.LogError($"[ControllerSwitchItem] Failed to switch to controller: {targetControllerName}");
}
Logging.Debug($"[ControllerSwitchItem] Successfully switched input to controller: {targetControllerName}");
OnCharacterSwitch.Invoke();
}
else
{
Debug.LogError($"[ControllerSwitchItem] Target controller '{targetControllerName}' not found!");
Debug.LogError($"[ControllerSwitchItem] Failed to switch to controller: {targetControllerName}");
}
// Step 5: Mark as used if one-time use
@@ -197,79 +142,65 @@ namespace Items
_isSwitching = false;
}
private IEnumerator SwitchCamera()
protected virtual void DeactivateCurrentController(ITouchInputConsumer currentController, GameObject currentGameObject)
{
switch (cameraSwitchMode)
// If current is a player controller, deactivate it
if (currentController is BasePlayerMovementController currentPlayerController)
{
case CameraSwitchMode.None:
// No camera switching
Logging.Debug("[ControllerSwitchItem] No camera switching configured");
break;
case CameraSwitchMode.DirectReference:
if (targetVirtualCamera != null)
{
Logging.Debug($"[ControllerSwitchItem] Blending to camera: {targetVirtualCamera.name}");
// Set the target camera as highest priority
targetVirtualCamera.Priority = 100;
// Wait for camera blend to complete
yield return WaitForCameraBlend();
}
else
{
Debug.LogWarning("[ControllerSwitchItem] DirectReference mode selected but no camera assigned!");
}
break;
case CameraSwitchMode.TrashMazeCameraState:
if (TrashMazeCameraController.Instance != null)
{
Logging.Debug($"[ControllerSwitchItem] Switching to camera state: {targetCameraState}");
// Use the state manager API
if (targetCameraState == TrashMazeCameraState.Gameplay)
{
TrashMazeCameraController.Instance.SwitchToGameplay();
}
else if (targetCameraState == TrashMazeCameraState.Maze)
{
TrashMazeCameraController.Instance.SwitchToMaze();
}
// Wait for camera blend to complete
yield return WaitForCameraBlend();
}
else
{
Debug.LogError("[ControllerSwitchItem] TrashMazeCameraController instance not found in scene!");
}
break;
currentPlayerController.DeactivateController();
}
// If switching FROM follower mode, deactivate follower
if (currentGameObject != null)
{
var currentFollower = currentGameObject.GetComponent<FollowerController>();
if (currentFollower != null && currentFollower.IsFollowerActive)
{
currentFollower.DeactivateFollower();
}
}
}
private IEnumerator WaitForCameraBlend()
protected virtual void ActivateTargetController(ITouchInputConsumer targetController, GameObject targetGameObject)
{
CinemachineBrain brain = Camera.main?.GetComponent<CinemachineBrain>();
if (brain != null)
// Check if target GameObject has FollowerController component
FollowerController targetFollower = null;
if (targetGameObject != null)
{
// Wait until blend is not active
while (brain.IsBlending)
{
yield return null;
}
targetFollower = targetGameObject.GetComponent<FollowerController>();
}
// If switching TO a GameObject with FollowerController, we need special handling
if (targetFollower != null)
{
// Switching TO Pulver player control (Pulver has both FollowerController and PulverController)
// Deactivate follower mode, activate player control
targetFollower.DeactivateFollower();
Logging.Debug("[ControllerSwitchItem] Camera blend completed");
if (targetController is BasePlayerMovementController targetPlayerController)
{
targetPlayerController.ActivateController();
}
}
else
{
// If no brain, just wait a brief moment
yield return new WaitForSeconds(0.5f);
// Switching TO Trafalgar (no FollowerController on Trafalgar)
// If there's a Pulver in the scene, activate its follower mode
var pulverFollower = FindFirstObjectByType<FollowerController>();
if (pulverFollower != null)
{
pulverFollower.ActivateFollower();
}
// Activate the target player controller
if (targetController is BasePlayerMovementController targetPlayerController)
{
targetPlayerController.ActivateController();
}
}
}
private void DisableVisual()
protected void DisableVisual()
{
if (visualRepresentation != null)
{