Small updates to dispatchers in items and puzzles
This commit is contained in:
@@ -25,7 +25,7 @@ namespace Interactions
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public UnityEvent interactionInterrupted;
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public UnityEvent characterArrived;
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public UnityEvent<bool> interactionComplete;
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// Helpers for managing interaction state
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private bool _interactionInProgress;
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private PlayerTouchController _playerRef;
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@@ -1,18 +1,38 @@
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Events;
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using System; // for Action<T>
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namespace Interactions
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{
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// New enum describing possible states for the slotted item
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public enum ItemSlotState
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{
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None,
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Correct,
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Incorrect,
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Forbidden
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}
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/// <summary>
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/// Interaction requirement that allows slotting, swapping, or picking up items in a slot.
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/// </summary>
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[RequireComponent(typeof(Interactable))]
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public class ItemSlot : Pickup
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{
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// Tracks the current state of the slotted item
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private ItemSlotState _currentState = ItemSlotState.None;
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/// <summary>
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/// Read-only access to the current slotted item state.
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/// </summary>
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public ItemSlotState CurrentSlottedState => _currentState;
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public UnityEvent onItemSlotted;
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public UnityEvent onItemSlotRemoved;
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public UnityEvent onCorrectItemSlotted;
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// Native C# event alternative to the UnityEvent for code-only subscribers
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public event Action<PickupItemData, PickupItemData> OnCorrectItemSlotted;
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public UnityEvent onIncorrectItemSlotted;
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public UnityEvent onForbiddenItemSlotted;
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private PickupItemData _currentlySlottedItemData;
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@@ -48,6 +68,7 @@ namespace Interactions
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{
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DebugUIMessage.Show("Can't place that here.", Color.red);
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onForbiddenItemSlotted?.Invoke();
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_currentState = ItemSlotState.Forbidden;
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Interactable.BroadcastInteractionComplete(false);
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return;
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}
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@@ -62,6 +83,7 @@ namespace Interactions
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{
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FollowerController.TryPickupItem(_currentlySlottedItemObject, _currentlySlottedItemData, false);
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onItemSlotRemoved?.Invoke();
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_currentState = ItemSlotState.None;
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SlotItem(heldItemObj, heldItemData, _currentlySlottedItemObject == null);
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return;
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}
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@@ -109,6 +131,8 @@ namespace Interactions
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{
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_currentlySlottedItemObject = null;
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_currentlySlottedItemData = null;
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// Clear state when no item is slotted
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_currentState = ItemSlotState.None;
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}
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else
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{
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@@ -133,6 +157,8 @@ namespace Interactions
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{
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DebugUIMessage.Show("You correctly slotted " + itemToSlotData.itemName + " into: " + itemData.itemName, Color.green);
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onCorrectItemSlotted?.Invoke();
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OnCorrectItemSlotted?.Invoke(itemData, _currentlySlottedItemData);
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_currentState = ItemSlotState.Correct;
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}
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Interactable.BroadcastInteractionComplete(true);
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@@ -143,6 +169,7 @@ namespace Interactions
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{
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DebugUIMessage.Show("I'm not sure this works.", Color.yellow);
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onIncorrectItemSlotted?.Invoke();
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_currentState = ItemSlotState.Incorrect;
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}
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Interactable.BroadcastInteractionComplete(false);
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}
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@@ -1,5 +1,6 @@
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using Input;
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using UnityEngine;
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using System; // added for Action<T>
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namespace Interactions
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{
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@@ -11,6 +12,9 @@ namespace Interactions
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protected Interactable Interactable;
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private PlayerTouchController _playerRef;
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protected FollowerController FollowerController;
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// Event: invoked when the item was picked up successfully
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public event Action<PickupItemData> OnItemPickedUp;
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/// <summary>
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/// Unity Awake callback. Sets up icon, interactable, and event handlers.
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@@ -89,7 +93,14 @@ namespace Interactions
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}
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FollowerController?.TryPickupItem(gameObject, itemData);
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Interactable.BroadcastInteractionComplete(combinationResult == FollowerController.CombinationResult.NotApplicable);
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bool wasPickedUp = (combinationResult == FollowerController.CombinationResult.NotApplicable);
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Interactable.BroadcastInteractionComplete(wasPickedUp);
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// Invoke native C# event when the item was picked up successfully
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if (wasPickedUp)
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{
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OnItemPickedUp?.Invoke(itemData);
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}
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}
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}
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}
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@@ -95,7 +95,7 @@ namespace PuzzleS
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if (success)
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{
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Debug.Log($"[Puzzles] Step interacted: {stepData?.stepId} on {gameObject.name}");
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PuzzleManager.Instance?.OnStepCompleted(stepData);
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PuzzleManager.Instance?.MarkPuzzleStepCompleted(stepData);
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}
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}
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}
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@@ -1,208 +1,208 @@
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using UnityEngine;
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using System;
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using System.Collections.Generic;
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using PuzzleS;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using System; // added for Action<T>
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/// <summary>
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/// Manages puzzle step registration, dependency management, and step completion for the puzzle system.
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/// </summary>
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public class PuzzleManager : MonoBehaviour
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namespace PuzzleS
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{
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private static PuzzleManager _instance;
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private static bool _isQuitting = false;
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/// <summary>
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/// Singleton instance of the PuzzleManager.
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/// Manages puzzle step registration, dependency management, and step completion for the puzzle system.
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/// </summary>
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public static PuzzleManager Instance
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public class PuzzleManager : MonoBehaviour
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{
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get
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private static PuzzleManager _instance;
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private static bool _isQuitting;
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/// <summary>
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/// Singleton instance of the PuzzleManager.
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/// </summary>
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public static PuzzleManager Instance
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{
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if (_instance == null && Application.isPlaying && !_isQuitting)
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get
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{
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_instance = FindAnyObjectByType<PuzzleManager>();
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if (_instance == null)
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if (_instance == null && Application.isPlaying && !_isQuitting)
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{
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var go = new GameObject("PuzzleManager");
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_instance = go.AddComponent<PuzzleManager>();
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// DontDestroyOnLoad(go);
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_instance = FindAnyObjectByType<PuzzleManager>();
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if (_instance == null)
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{
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var go = new GameObject("PuzzleManager");
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_instance = go.AddComponent<PuzzleManager>();
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// DontDestroyOnLoad(go);
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}
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}
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return _instance;
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}
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}
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// Events to notify about step lifecycle
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public event Action<PuzzleStepSO> OnStepCompleted;
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public event Action<PuzzleStepSO> OnStepUnlocked;
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private HashSet<PuzzleStepSO> _completedSteps = new HashSet<PuzzleStepSO>();
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private HashSet<PuzzleStepSO> _unlockedSteps = new HashSet<PuzzleStepSO>();
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// Registration for ObjectiveStepBehaviour
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private Dictionary<PuzzleStepSO, ObjectiveStepBehaviour> _stepBehaviours = new Dictionary<PuzzleStepSO, ObjectiveStepBehaviour>();
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// Runtime dependency graph
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private Dictionary<PuzzleStepSO, List<PuzzleStepSO>> _runtimeDependencies = new Dictionary<PuzzleStepSO, List<PuzzleStepSO>>();
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void Awake()
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{
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_instance = this;
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// DontDestroyOnLoad(gameObject);
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SceneManager.sceneLoaded += OnSceneLoaded;
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}
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void OnDestroy()
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{
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SceneManager.sceneLoaded -= OnSceneLoaded;
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}
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private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
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{
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BuildRuntimeDependencies();
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UnlockInitialSteps();
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}
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/// <summary>
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/// Registers a step behaviour with the manager.
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/// </summary>
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/// <param name="behaviour">The step behaviour to register.</param>
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public void RegisterStepBehaviour(ObjectiveStepBehaviour behaviour)
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{
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if (behaviour?.stepData == null) return;
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if (!_stepBehaviours.ContainsKey(behaviour.stepData))
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{
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_stepBehaviours.Add(behaviour.stepData, behaviour);
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Debug.Log($"[Puzzles] Registered step: {behaviour.stepData.stepId} on {behaviour.gameObject.name}");
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}
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}
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/// <summary>
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/// Unregisters a step behaviour from the manager.
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/// </summary>
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/// <param name="behaviour">The step behaviour to unregister.</param>
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public void UnregisterStepBehaviour(ObjectiveStepBehaviour behaviour)
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{
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if (behaviour?.stepData == null) return;
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_stepBehaviours.Remove(behaviour.stepData);
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Debug.Log($"[Puzzles] Unregistered step: {behaviour.stepData.stepId} on {behaviour.gameObject.name}");
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}
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/// <summary>
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/// Builds the runtime dependency graph for all registered steps.
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/// </summary>
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private void BuildRuntimeDependencies()
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{
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_runtimeDependencies = PuzzleGraphUtility.BuildDependencyGraph(_stepBehaviours.Keys);
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foreach (var step in _runtimeDependencies.Keys)
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{
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foreach (var dep in _runtimeDependencies[step])
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{
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Debug.Log($"[Puzzles] Step {step.stepId} depends on {dep.stepId}");
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}
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}
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return _instance;
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Debug.Log($"[Puzzles] Runtime dependencies built. Total steps: {_stepBehaviours.Count}");
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}
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}
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// Events to notify about step lifecycle
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public event Action<PuzzleStepSO> StepCompleted;
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public event Action<PuzzleStepSO> StepUnlocked;
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private HashSet<PuzzleStepSO> completedSteps = new HashSet<PuzzleStepSO>();
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private HashSet<PuzzleStepSO> unlockedSteps = new HashSet<PuzzleStepSO>();
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// Registration for ObjectiveStepBehaviour
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private Dictionary<PuzzleStepSO, ObjectiveStepBehaviour> stepBehaviours = new Dictionary<PuzzleStepSO, ObjectiveStepBehaviour>();
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// Runtime dependency graph
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private Dictionary<PuzzleStepSO, List<PuzzleStepSO>> runtimeDependencies = new Dictionary<PuzzleStepSO, List<PuzzleStepSO>>();
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void Awake()
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{
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_instance = this;
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// DontDestroyOnLoad(gameObject);
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SceneManager.sceneLoaded += OnSceneLoaded;
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}
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void OnDestroy()
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{
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SceneManager.sceneLoaded -= OnSceneLoaded;
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}
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private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
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{
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BuildRuntimeDependencies();
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UnlockInitialSteps();
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}
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/// <summary>
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/// Registers a step behaviour with the manager.
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/// </summary>
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/// <param name="behaviour">The step behaviour to register.</param>
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public void RegisterStepBehaviour(ObjectiveStepBehaviour behaviour)
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{
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if (behaviour?.stepData == null) return;
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if (!stepBehaviours.ContainsKey(behaviour.stepData))
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/// <summary>
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/// Unlocks all initial steps (those with no dependencies).
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/// </summary>
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private void UnlockInitialSteps()
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{
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stepBehaviours.Add(behaviour.stepData, behaviour);
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Debug.Log($"[Puzzles] Registered step: {behaviour.stepData.stepId} on {behaviour.gameObject.name}");
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}
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}
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/// <summary>
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/// Unregisters a step behaviour from the manager.
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/// </summary>
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/// <param name="behaviour">The step behaviour to unregister.</param>
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public void UnregisterStepBehaviour(ObjectiveStepBehaviour behaviour)
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{
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if (behaviour?.stepData == null) return;
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stepBehaviours.Remove(behaviour.stepData);
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Debug.Log($"[Puzzles] Unregistered step: {behaviour.stepData.stepId} on {behaviour.gameObject.name}");
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}
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/// <summary>
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/// Builds the runtime dependency graph for all registered steps.
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/// </summary>
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private void BuildRuntimeDependencies()
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{
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runtimeDependencies = PuzzleGraphUtility.BuildDependencyGraph(stepBehaviours.Keys);
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foreach (var step in runtimeDependencies.Keys)
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{
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foreach (var dep in runtimeDependencies[step])
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var initialSteps = PuzzleGraphUtility.FindInitialSteps(_runtimeDependencies);
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foreach (var step in initialSteps)
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{
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Debug.Log($"[Puzzles] Step {step.stepId} depends on {dep.stepId}");
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Debug.Log($"[Puzzles] Initial step unlocked: {step.stepId}");
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UnlockStep(step);
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}
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}
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Debug.Log($"[Puzzles] Runtime dependencies built. Total steps: {stepBehaviours.Count}");
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}
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/// <summary>
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/// Unlocks all initial steps (those with no dependencies).
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/// </summary>
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private void UnlockInitialSteps()
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{
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var initialSteps = PuzzleGraphUtility.FindInitialSteps(runtimeDependencies);
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foreach (var step in initialSteps)
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/// <summary>
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/// Called when a step is completed. Unlocks dependent steps if their dependencies are met.
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/// </summary>
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/// <param name="step">The completed step.</param>
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public void MarkPuzzleStepCompleted(PuzzleStepSO step)
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{
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Debug.Log($"[Puzzles] Initial step unlocked: {step.stepId}");
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UnlockStep(step);
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}
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}
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if (_completedSteps.Contains(step)) return;
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_completedSteps.Add(step);
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Debug.Log($"[Puzzles] Step completed: {step.stepId}");
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/// <summary>
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/// Called when a step is completed. Unlocks dependent steps if their dependencies are met.
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/// </summary>
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/// <param name="step">The completed step.</param>
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public void OnStepCompleted(PuzzleStepSO step)
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{
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if (completedSteps.Contains(step)) return;
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completedSteps.Add(step);
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Debug.Log($"[Puzzles] Step completed: {step.stepId}");
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// Broadcast completion
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OnStepCompleted?.Invoke(step);
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// Broadcast completion
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StepCompleted?.Invoke(step);
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foreach (var unlock in step.unlocks)
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{
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if (AreRuntimeDependenciesMet(unlock))
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foreach (var unlock in step.unlocks)
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{
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Debug.Log($"[Puzzles] Unlocking step {unlock.stepId} after completing {step.stepId}");
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UnlockStep(unlock);
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if (AreRuntimeDependenciesMet(unlock))
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{
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Debug.Log($"[Puzzles] Unlocking step {unlock.stepId} after completing {step.stepId}");
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UnlockStep(unlock);
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}
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else
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{
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Debug.Log($"[Puzzles] Step {unlock.stepId} not unlocked yet, waiting for other dependencies");
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}
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}
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else
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CheckPuzzleCompletion();
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}
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/// <summary>
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/// Checks if all dependencies for a step are met.
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/// </summary>
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/// <param name="step">The step to check.</param>
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/// <returns>True if all dependencies are met, false otherwise.</returns>
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private bool AreRuntimeDependenciesMet(PuzzleStepSO step)
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{
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if (!_runtimeDependencies.ContainsKey(step) || _runtimeDependencies[step].Count == 0) return true;
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foreach (var dep in _runtimeDependencies[step])
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{
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Debug.Log($"[Puzzles] Step {unlock.stepId} not unlocked yet, waiting for other dependencies");
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if (!_completedSteps.Contains(dep)) return false;
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}
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return true;
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}
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/// <summary>
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/// Unlocks a specific step and notifies its behaviour.
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/// </summary>
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/// <param name="step">The step to unlock.</param>
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private void UnlockStep(PuzzleStepSO step)
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{
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if (_unlockedSteps.Contains(step)) return;
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_unlockedSteps.Add(step);
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if (_stepBehaviours.TryGetValue(step, out var behaviour))
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{
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behaviour.UnlockStep();
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}
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Debug.Log($"[Puzzles] Step unlocked: {step.stepId}");
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// Broadcast unlock
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OnStepUnlocked?.Invoke(step);
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}
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/// <summary>
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/// Checks if the puzzle is complete (all steps finished).
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/// </summary>
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private void CheckPuzzleCompletion()
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{
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if (_completedSteps.Count == _stepBehaviours.Count)
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{
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Debug.Log("[Puzzles] Puzzle complete! All steps finished.");
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// TODO: Fire puzzle complete event or trigger outcome logic
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}
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}
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CheckPuzzleCompletion();
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}
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/// <summary>
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/// Checks if all dependencies for a step are met.
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/// </summary>
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/// <param name="step">The step to check.</param>
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/// <returns>True if all dependencies are met, false otherwise.</returns>
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private bool AreRuntimeDependenciesMet(PuzzleStepSO step)
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{
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if (!runtimeDependencies.ContainsKey(step) || runtimeDependencies[step].Count == 0) return true;
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foreach (var dep in runtimeDependencies[step])
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/// <summary>
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/// Returns whether a step is already unlocked.
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/// </summary>
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public bool IsStepUnlocked(PuzzleStepSO step)
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{
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if (!completedSteps.Contains(dep)) return false;
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BuildRuntimeDependencies();
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UnlockInitialSteps();
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return _unlockedSteps.Contains(step);
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}
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return true;
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}
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/// <summary>
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/// Unlocks a specific step and notifies its behaviour.
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/// </summary>
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/// <param name="step">The step to unlock.</param>
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private void UnlockStep(PuzzleStepSO step)
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{
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if (unlockedSteps.Contains(step)) return;
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unlockedSteps.Add(step);
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if (stepBehaviours.TryGetValue(step, out var behaviour))
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void OnApplicationQuit()
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{
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behaviour.UnlockStep();
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_isQuitting = true;
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}
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Debug.Log($"[Puzzles] Step unlocked: {step.stepId}");
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// Broadcast unlock
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StepUnlocked?.Invoke(step);
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}
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/// <summary>
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/// Checks if the puzzle is complete (all steps finished).
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/// </summary>
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private void CheckPuzzleCompletion()
|
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{
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if (completedSteps.Count == stepBehaviours.Count)
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{
|
||||
Debug.Log("[Puzzles] Puzzle complete! All steps finished.");
|
||||
// TODO: Fire puzzle complete event or trigger outcome logic
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns whether a step is already unlocked.
|
||||
/// </summary>
|
||||
public bool IsStepUnlocked(PuzzleStepSO step)
|
||||
{
|
||||
BuildRuntimeDependencies();
|
||||
UnlockInitialSteps();
|
||||
return unlockedSteps.Contains(step);
|
||||
}
|
||||
|
||||
void OnApplicationQuit()
|
||||
{
|
||||
_isQuitting = true;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user