[Interactions] Make combinable object pickup-able and swappable
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@@ -10,11 +10,8 @@ public class LevelSwitch : MonoBehaviour
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/// Data for this level switch (target scene, icon, etc).
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/// </summary>
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public LevelSwitchData switchData;
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/// <summary>
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/// Renderer for the switch icon.
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/// </summary>
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public SpriteRenderer iconRenderer;
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private Interactable interactable;
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private SpriteRenderer _iconRenderer;
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private Interactable _interactable;
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private bool _isActive = true;
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@@ -24,12 +21,12 @@ public class LevelSwitch : MonoBehaviour
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void Awake()
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{
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_isActive = true;
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if (iconRenderer == null)
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iconRenderer = GetComponent<SpriteRenderer>();
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interactable = GetComponent<Interactable>();
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if (interactable != null)
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if (_iconRenderer == null)
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_iconRenderer = GetComponent<SpriteRenderer>();
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_interactable = GetComponent<Interactable>();
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if (_interactable != null)
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{
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interactable.StartedInteraction += OnStartedInteraction;
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_interactable.StartedInteraction += OnStartedInteraction;
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}
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ApplySwitchData();
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}
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@@ -39,9 +36,9 @@ public class LevelSwitch : MonoBehaviour
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/// </summary>
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void OnDestroy()
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{
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if (interactable != null)
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if (_interactable != null)
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{
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interactable.StartedInteraction -= OnStartedInteraction;
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_interactable.StartedInteraction -= OnStartedInteraction;
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}
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}
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@@ -51,8 +48,8 @@ public class LevelSwitch : MonoBehaviour
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/// </summary>
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void OnValidate()
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{
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if (iconRenderer == null)
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iconRenderer = GetComponent<SpriteRenderer>();
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if (_iconRenderer == null)
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_iconRenderer = GetComponent<SpriteRenderer>();
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ApplySwitchData();
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}
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#endif
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@@ -64,26 +61,49 @@ public class LevelSwitch : MonoBehaviour
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{
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if (switchData != null)
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{
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if (iconRenderer != null)
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iconRenderer.sprite = switchData.mapSprite;
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if (_iconRenderer != null)
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_iconRenderer.sprite = switchData.mapSprite;
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gameObject.name = switchData.targetLevelSceneName;
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// Optionally update other fields, e.g. description
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}
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}
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/// <summary>
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/// Handles the start of an interaction (switches the level if active).
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/// Handles the start of an interaction (shows confirmation menu and switches the level if confirmed).
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/// </summary>
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private async void OnStartedInteraction()
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private void OnStartedInteraction()
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{
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Debug.Log($"LevelSwitch.OnInteracted: Switching to level {switchData?.targetLevelSceneName}");
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if (switchData != null && !string.IsNullOrEmpty(switchData.targetLevelSceneName) && _isActive)
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if (switchData == null || string.IsNullOrEmpty(switchData.targetLevelSceneName) || !_isActive)
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return;
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var menuPrefab = GameManager.Instance.LevelSwitchMenuPrefab;
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if (menuPrefab == null)
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{
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// Optionally: show loading UI here
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var progress = new Progress<float>(p => Debug.Log($"Loading progress: {p * 100:F0}%"));
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await SceneManagerService.Instance.SwitchSceneAsync(switchData.targetLevelSceneName, progress);
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_isActive = false;
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// Optionally: hide loading UI here
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Debug.LogError("LevelSwitchMenu prefab not assigned in GameSettings!");
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return;
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}
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// Spawn the menu overlay (assume Canvas parent is handled in prefab setup)
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var menuGo = Instantiate(menuPrefab);
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var menu = menuGo.GetComponent<LevelSwitchMenu>();
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if (menu == null)
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{
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Debug.LogError("LevelSwitchMenu component missing on prefab!");
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Destroy(menuGo);
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return;
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}
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// Setup menu with data and callbacks
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menu.Setup(switchData, OnMenuConfirm, OnMenuCancel);
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_isActive = false; // Prevent re-triggering until menu is closed
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}
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private async void OnMenuConfirm()
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{
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var progress = new Progress<float>(p => Debug.Log($"Loading progress: {p * 100:F0}%"));
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await SceneManagerService.Instance.SwitchSceneAsync(switchData.targetLevelSceneName, progress);
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}
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private void OnMenuCancel()
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{
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_isActive = true; // Allow interaction again if cancelled
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}
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}
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