Commit Graph

25 Commits

Author SHA1 Message Date
011901eb8f Refactoring of the interaction system and preliminary integration of save/load functionality across the game. (#44)
### Interactables Architecture Refactor
- Converted composition to inheritance, moved from component-based to class-based interactables. No more requirement for chain of "Interactable -> Item" etc.
- Created `InteractableBase` abstract base class with common functionality that replaces the old component
- Specialized child classes: `Pickup`, `ItemSlot`, `LevelSwitch`, `MinigameSwitch`, `CombinationItem`, `OneClickInteraction` are now children classes
- Light updates to the interactable inspector, moved some things arround, added collapsible inspector sections in the  UI for better editor experience

### State Machine Integration
- Custom `AppleMachine` inheritong from Pixelplacement's StateMachine which implements our own interface for saving, easy place for future improvements
- Replaced all previous StateMachines by `AppleMachine`
- Custom `AppleState`  extends from default `State`. Added serialization, split state logic into "EnterState", "RestoreState", "ExitState" allowing for separate logic when triggering in-game vs loading game
- Restores directly to target state without triggering transitional logic
- Migration tool converts existing instances

### Prefab Organization
- Saved changes from scenes into prefabs
- Cleaned up duplicated components, confusing prefabs hierarchies
- Created prefab variants where possible
- Consolidated Environment prefabs and moved them out of Placeholders subfolder into main Environment folder
- Organized item prefabs from PrefabsPLACEHOLDER into proper Items folder
- Updated prefab references - All scene references updated to new locations
- Removed placeholder files from Characters, Levels, UI, and Minigames folders

### Scene Updates
- Quarry scene with major updates
- Saved multiple working versions (Quarry, Quarry_Fixed, Quarry_OLD)
- Added proper lighting data
- Updated all interactable components to new architecture

### Minor editor tools
- New tool for testing cards from an editor window (no in-scene object required)
- Updated Interactable Inspector
- New debug option to opt in-and-out of the save/load system
- Tooling for easier migration

Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com>
Reviewed-on: #44
2025-11-03 10:12:51 +00:00
Michal Pikulski
43779c560e Cleanup compile warnings, cleanup logs, spruce up level selection menu 2025-10-28 14:31:17 +01:00
Michal Pikulski
50448c5bd3 Revamp the prompt system, the bootstrapper system, the starting cinematic 2025-10-16 19:43:24 +02:00
Michal Pikulski
e8180b21bf Strip debug logging from the game, fix screen weirdness 2025-10-14 15:54:11 +02:00
Michal Pikulski
aefff3d050 Semi-working intro cinematic with loading screen 2025-10-13 14:25:11 +02:00
Michal Pikulski
ab84c97675 Add skip functionality to Cinematics Manager 2025-10-13 09:22:18 +02:00
Michal Pikulski
0c5546efd2 Add backbone for card creation and implement Camera minigame mechanics 2025-10-10 14:49:42 +02:00
92f935f272 Refactored Anne Lise bush into state machine 2025-10-08 15:47:36 +02:00
Michal Pikulski
f845673eca Remove dependencies on legacy variables in GameManager.Instance 2025-10-07 10:44:26 +02:00
Michal Pikulski
c46036dce6 Fix speed mismatch between direct and tap movement modes 2025-10-07 10:11:55 +02:00
Michal Pikulski
413576701e Fix input switching bug, where input would not be registered to GameMode, if game was booted in correct orientation 2025-10-07 08:32:32 +02:00
Michal Pikulski
5789dca302 Working directional movement animations 2025-09-29 15:55:25 +02:00
e878a32263 Introduce input modes and Pause Menu (#8)
- Add input mode switching to the Input Manager
- Automatically set input mode on scene load - UI for MainMenu and GameAndUI for other scenes
- Add PauseMenu prefab, auto-loaded via the boostrap system
- Automatically control PauseMenu visibility based on current scene

Co-authored-by: AlexanderT <alexander@foolhardyhorizons.com>
Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com>
Reviewed-on: #8
2025-09-25 10:06:51 +00:00
63cb3f1a8c Revamp the settings system (#7)
- A Settings Provider system to utilize addressables for loading settings at runtime
- An editor UI for easy modifications of the settings objects
- A split out developer settings functionality to keep gameplay and nitty-gritty details separately
- Most settings migrated out of game objects and into the new system
- An additional Editor utility for fetching the settings at editor runtime, for gizmos, visualization etc

Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com>
Co-authored-by: AlexanderT <alexander@foolhardyhorizons.com>
Reviewed-on: #7
2025-09-24 13:33:43 +00:00
Michal Pikulski
4b206b9b2e Little Trafalgar dust trail fun 2025-09-23 11:05:35 +02:00
Michal Pikulski
cec661586e Fix issues with disabled puzzle steps not registering with puzzle manager 2025-09-12 14:39:08 +02:00
Michal Pikulski
9a12a79698 Fix item removed being called one too many times, fix Pulver movement 2025-09-12 13:14:21 +02:00
Michal Pikulski
e1ff13db30 Rework interactables into a flatter hierarchy, reenable puzzles as well 2025-09-11 14:07:57 +02:00
Michal Pikulski
0ef25f265c Semi-working Interactables rework 2025-09-11 14:07:57 +02:00
Michal Pikulski
c15f207415 Fake Physics on Player 2025-09-09 14:18:19 +02:00
Michal Pikulski
cfa3c32657 Sprite flips depending on movement direction 2025-09-09 14:01:24 +02:00
Michal Pikulski
749d72904e Add main menu scene, setup framework for orientation switching 2025-09-08 12:44:35 +02:00
Michal Pikulski
604871a870 [Input] Fix issue where player would not move to items after using direct/drag movement mode 2025-09-08 08:56:11 +02:00
Michal Pikulski
3b0988243e [Misc] Singleton pattern improvements, get rid of warnings and errors 2025-09-08 08:45:13 +02:00
Michal Pikulski
d3c6b838b4 Big script cleanup. Remove the examples from Ropes' external package 2025-09-06 22:29:55 +02:00