Update display issues with the puzzle steps

This commit is contained in:
Michal Pikulski
2025-10-15 16:33:19 +02:00
committed by Michal Pikulski
parent c4f90bfa62
commit fe2e53b2a2
2 changed files with 59 additions and 63 deletions

View File

@@ -34,12 +34,34 @@ namespace PuzzleS
void Awake() void Awake()
{ {
_interactable = GetComponent<Interactable>(); _interactable = GetComponent<Interactable>();
// Initialize the indicator if it exists, but ensure it's hidden initially
if (puzzleIndicator != null)
{
// The indicator should start inactive until we determine its proper state
puzzleIndicator.SetActive(false);
// Get the IPuzzlePrompt component
_indicator = puzzleIndicator.GetComponent<IPuzzlePrompt>();
if (_indicator == null)
{
// Try to find it in children if not on the root
_indicator = puzzleIndicator.GetComponentInChildren<IPuzzlePrompt>();
}
if (_indicator == null)
{
Logging.Warning($"[Puzzles] Indicator prefab for {stepData?.stepId} does not implement IPuzzlePrompt");
}
}
} }
void OnEnable() void OnEnable()
{ {
if (_interactable == null) if (_interactable == null)
_interactable = GetComponent<Interactable>(); _interactable = GetComponent<Interactable>();
if (_interactable != null) if (_interactable != null)
{ {
_interactable.interactionStarted.AddListener(OnInteractionStarted); _interactable.interactionStarted.AddListener(OnInteractionStarted);
@@ -50,7 +72,7 @@ namespace PuzzleS
void Start() void Start()
{ {
// Register with PuzzleManager, regardless of enabled/disabled state // Register with PuzzleManager, regardless of enabled/disabled state
// This happens in Start instead of OnEnable to ensure PuzzleManager has loaded level data // PuzzleManager will call UnlockStep or LockStep based on current puzzle state
PuzzleManager.Instance?.RegisterStepBehaviour(this); PuzzleManager.Instance?.RegisterStepBehaviour(this);
} }
@@ -71,7 +93,7 @@ namespace PuzzleS
public void UpdateProximityState(ProximityState newState) public void UpdateProximityState(ProximityState newState)
{ {
if (_currentProximityState == newState) return; if (_currentProximityState == newState) return;
if (!_isUnlocked) return; if (!_isUnlocked) return; // Don't process state changes if locked
// Determine state changes and call appropriate methods // Determine state changes and call appropriate methods
if (newState == ProximityState.Close) if (newState == ProximityState.Close)
@@ -95,6 +117,9 @@ namespace PuzzleS
/// </summary> /// </summary>
public virtual void OnShow() public virtual void OnShow()
{ {
if (puzzleIndicator != null)
puzzleIndicator.SetActive(true);
// Delegate to indicator if available // Delegate to indicator if available
if (IsIndicatorValid()) if (IsIndicatorValid())
{ {
@@ -102,7 +127,6 @@ namespace PuzzleS
return; return;
} }
// Default fallback behavior
Logging.Debug($"[Puzzles] Prompt shown for {stepData?.stepId} on {gameObject.name}"); Logging.Debug($"[Puzzles] Prompt shown for {stepData?.stepId} on {gameObject.name}");
} }
@@ -111,14 +135,15 @@ namespace PuzzleS
/// </summary> /// </summary>
public virtual void OnHide() public virtual void OnHide()
{ {
if (puzzleIndicator != null)
puzzleIndicator.SetActive(false);
// Delegate to indicator if available // Delegate to indicator if available
if (IsIndicatorValid()) if (IsIndicatorValid())
{ {
_indicator.OnHide(); _indicator.OnHide();
return;
} }
// Default fallback behavior
Logging.Debug($"[Puzzles] Prompt hidden for {stepData?.stepId} on {gameObject.name}"); Logging.Debug($"[Puzzles] Prompt hidden for {stepData?.stepId} on {gameObject.name}");
} }
@@ -136,9 +161,6 @@ namespace PuzzleS
_indicator.ShowFar(); _indicator.ShowFar();
return; return;
} }
// Default fallback behavior
Logging.Debug($"[Puzzles] Player entered far range of {stepData?.stepId} on {gameObject.name}");
} }
/// <summary> /// <summary>
@@ -155,9 +177,6 @@ namespace PuzzleS
_indicator.ShowClose(); _indicator.ShowClose();
return; return;
} }
// Default fallback behavior
Logging.Debug($"[Puzzles] Player entered close range of {stepData?.stepId} on {gameObject.name}");
} }
/// <summary> /// <summary>
@@ -174,9 +193,6 @@ namespace PuzzleS
_indicator.HideClose(); _indicator.HideClose();
return; return;
} }
// Default fallback behavior
Logging.Debug($"[Puzzles] Player exited close range of {stepData?.stepId} on {gameObject.name}");
} }
/// <summary> /// <summary>
@@ -193,9 +209,6 @@ namespace PuzzleS
_indicator.HideFar(); _indicator.HideFar();
return; return;
} }
// Default fallback behavior
Logging.Debug($"[Puzzles] Player exited far range of {stepData?.stepId} on {gameObject.name}");
} }
/// <summary> /// <summary>
@@ -208,28 +221,12 @@ namespace PuzzleS
_isUnlocked = true; _isUnlocked = true;
Logging.Debug($"[Puzzles] Step unlocked: {stepData?.stepId} on {gameObject.name}"); Logging.Debug($"[Puzzles] Step unlocked: {stepData?.stepId} on {gameObject.name}");
// Show indicator if available // Make the indicator visible since this step is now unlocked
if (puzzleIndicator != null) OnShow();
{
// Try to get the IPuzzlePrompt component from the spawned indicator
_indicator = puzzleIndicator.GetComponent<IPuzzlePrompt>();
if (_indicator == null) if (IsIndicatorValid())
{ {
// Try to find it in children if not on the root // Set the correct state based on current player distance
_indicator = puzzleIndicator.GetComponentInChildren<IPuzzlePrompt>();
}
if (_indicator == null)
{
Logging.Warning($"[Puzzles] Indicator prefab for {stepData?.stepId} does not implement IPuzzlePrompt");
}
else
{
// First show the indicator
_indicator.OnShow();
// Then set the correct state based on current player distance
Transform playerTransform = GameObject.FindGameObjectWithTag("Player")?.transform; Transform playerTransform = GameObject.FindGameObjectWithTag("Player")?.transform;
if (playerTransform != null) if (playerTransform != null)
{ {
@@ -257,23 +254,24 @@ namespace PuzzleS
} }
} }
} }
}
/// <summary> /// <summary>
/// Locks this puzzle step, preventing interaction. /// Locks this puzzle step, preventing interaction.
/// </summary> /// </summary>
public void LockStep() public void LockStep()
{ {
if (!_isUnlocked) return; if (!_isUnlocked && puzzleIndicator != null)
{
// Make sure indicator is hidden if we're already locked
puzzleIndicator.SetActive(false);
return;
}
_isUnlocked = false; _isUnlocked = false;
Logging.Debug($"[Puzzles] Step locked: {stepData?.stepId} on {gameObject.name}"); Logging.Debug($"[Puzzles] Step locked: {stepData?.stepId} on {gameObject.name}");
// Hide indicator // Hide the indicator
if (IsIndicatorValid()) OnHide();
{
_indicator.OnHide();
}
} }
/// <summary> /// <summary>
@@ -289,7 +287,7 @@ namespace PuzzleS
/// </summary> /// </summary>
private void OnInteractionStarted(PlayerTouchController playerRef, FollowerController followerRef) private void OnInteractionStarted(PlayerTouchController playerRef, FollowerController followerRef)
{ {
// Optionally handle started interaction (e.g. visual feedback) // Empty - handled by Interactable
} }
/// <summary> /// <summary>

View File

@@ -29,14 +29,12 @@ namespace PuzzleS
/// <summary> /// <summary>
/// Steps that should be unlocked at level start (no dependencies) /// Steps that should be unlocked at level start (no dependencies)
/// </summary> /// </summary>
[HideInInspector]
public List<PuzzleStepSO> initialSteps = new List<PuzzleStepSO>(); public List<PuzzleStepSO> initialSteps = new List<PuzzleStepSO>();
/// <summary> /// <summary>
/// Pre-processed dependency data built at edit time. /// Pre-processed dependency data built at edit time.
/// Maps step IDs to arrays of dependency step IDs (which steps are required by each step) /// Maps step IDs to arrays of dependency step IDs (which steps are required by each step)
/// </summary> /// </summary>
[HideInInspector]
public Dictionary<string, string[]> stepDependencies = new Dictionary<string, string[]>(); public Dictionary<string, string[]> stepDependencies = new Dictionary<string, string[]>();
/// <summary> /// <summary>