Rework of base interactables and managed behaviors
This commit is contained in:
committed by
Michal Pikulski
parent
00e1746ac4
commit
f88bd0e2c9
@@ -6,8 +6,6 @@ using Interactions;
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using System.Threading.Tasks;
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using UnityEngine;
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// Added for IInteractionSettings
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namespace Levels
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{
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/// <summary>
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@@ -15,40 +13,46 @@ namespace Levels
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/// </summary>
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public class LevelSwitch : InteractableBase
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{
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/// <summary>
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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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private SpriteRenderer _iconRenderer;
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// Settings reference
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private IInteractionSettings _interactionSettings;
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private bool switchActive = true;
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private SpriteRenderer iconRenderer;
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private IInteractionSettings interactionSettings;
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/// <summary>
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/// Unity Awake callback. Sets up icon, interactable, and event handlers.
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/// </summary>
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void Awake()
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protected override void Awake()
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{
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switchActive = true;
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if (_iconRenderer == null)
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_iconRenderer = GetComponent<SpriteRenderer>();
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base.Awake();
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Debug.Log($"[LevelSwitch] Awake called for {gameObject.name} in scene {gameObject.scene.name}");
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if (iconRenderer == null)
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iconRenderer = GetComponent<SpriteRenderer>();
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// Initialize settings reference
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_interactionSettings = GameManager.GetSettingsObject<IInteractionSettings>();
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interactionSettings = GameManager.GetSettingsObject<IInteractionSettings>();
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ApplySwitchData();
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}
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protected override void OnManagedAwake()
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{
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Debug.Log($"[LevelSwitch] OnManagedAwake called for {gameObject.name}");
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}
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protected override void OnSceneReady()
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{
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Debug.Log($"[LevelSwitch] OnSceneReady called for {gameObject.name}");
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}
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#if UNITY_EDITOR
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/// <summary>
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/// Unity OnValidate callback. Ensures icon and data are up to date in editor.
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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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@@ -60,42 +64,48 @@ namespace Levels
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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 (shows confirmation menu and switches the level if confirmed).
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/// Main interaction logic: Spawn menu and switch input mode.
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/// </summary>
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protected override void OnCharacterArrived()
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protected override bool DoInteraction()
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{
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if (switchData == null || string.IsNullOrEmpty(switchData.targetLevelSceneName) || !switchActive)
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return;
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if (switchData == null || string.IsNullOrEmpty(switchData.targetLevelSceneName))
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{
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Debug.LogWarning("LevelSwitch has no valid switchData!");
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return false;
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}
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var menuPrefab = _interactionSettings?.LevelSwitchMenuPrefab;
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var menuPrefab = interactionSettings?.LevelSwitchMenuPrefab;
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if (menuPrefab == null)
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{
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Debug.LogError("LevelSwitchMenu prefab not assigned in InteractionSettings!");
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return;
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return false;
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}
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// Spawn the menu overlay (assume Canvas parent is handled in prefab setup)
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// Spawn the menu overlay
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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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return false;
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}
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// Setup menu with data and callbacks
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menu.Setup(switchData, OnLevelSelectedWrapper, OnMinigameSelected, OnMenuCancel, OnRestartSelected);
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switchActive = false; // Prevent re-triggering until menu is closed
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// Switch input mode to UI only
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InputManager.Instance.SetInputMode(InputMode.UI);
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return true; // Menu spawned successfully
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}
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private void OnLevelSelectedWrapper()
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@@ -123,7 +133,6 @@ namespace Levels
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private void OnMenuCancel()
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{
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switchActive = true; // Allow interaction again if cancelled
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InputManager.Instance.SetInputMode(InputMode.GameAndUI);
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}
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}
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