Commit Graph

302 Commits

Author SHA1 Message Date
Michal Pikulski
bb0fa0712f Add docs, cleanup structure 2025-11-27 14:19:01 +01:00
Michal Pikulski
a57fca63bf Cleanup code structure, code smells, rename paramter, break out more granular managers 2025-11-27 12:10:25 +01:00
Michal Pikulski
d083c2873e Finalized work 2025-11-27 11:29:47 +01:00
Michal Pikulski
8bc4a88958 Finalize the cursed work 2025-11-27 11:29:47 +01:00
Michal Pikulski
5bab6d9596 stash work 2025-11-27 11:29:45 +01:00
Michal Pikulski
8d410b42d3 Finalize capture taking 2025-11-27 11:28:52 +01:00
9aafafece4 Added the Rube Goldberg MAchine 2025-11-25 20:41:14 +01:00
17d48c5812 Flower and belt puzzle steps added (WIP, just skeleton) 2025-11-25 19:42:40 +01:00
8b1066f394 Merge branch 'main' into DamianBranch 2025-11-25 16:03:11 +01:00
c5736f836a Disabled Saves, moved Folders adn renamed Data files, and added a state machine to the cookie puzzle 2025-11-25 16:02:55 +01:00
Michal Pikulski
a02b70e1f7 Fix method signatures for apple machines 2025-11-25 15:48:18 +01:00
57be1a941c Added Cement Factory Puzzle Data 2025-11-25 03:52:47 +01:00
9d936c06ac Merge branch 'main' into DamianBranch 2025-11-24 17:09:06 +01:00
86c1df55f2 First pass over MPV for the cement-statue-sticker minigame (#63)
Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com>
Co-authored-by: Michal Pikulski <michal@foolhardyhorizons.com>
Reviewed-on: #63
2025-11-24 14:55:45 +00:00
Michal Pikulski
e33de5da3d Fix the sound bird interactaiblity issues. 2025-11-24 11:41:47 +01:00
Michal Pikulski
ff28bd23cb Fix up eagle eye's weirdness, add option to auto clear saves 2025-11-24 10:37:40 +01:00
56c2d03099 Merge branch 'main' into DamianBranch 2025-11-23 22:37:04 +01:00
a05baeb957 Merge branch 'main' into DamianBranch 2025-11-23 22:35:06 +01:00
a40c73a90d Placeholders for the cement factory 2025-11-23 22:34:51 +01:00
Michal Pikulski
3f847508be Working mulit-slot items 2025-11-21 15:50:06 +01:00
Michal Pikulski
e9320c6d03 Poop obstacle pipeline working 2025-11-21 11:33:49 +01:00
Michal Pikulski
b4b17c18ed Some b ase obstacle and poop spawning 2025-11-21 09:22:06 +01:00
fba484d686 Removed booster pack again 2025-11-20 17:45:44 +01:00
c0e5ec14bd Moved boosterpack 2025-11-20 17:32:02 +01:00
058af331e0 pooper_minigame (#62)
Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com>
Reviewed-on: #62
2025-11-20 15:16:57 +00:00
6ebf46fe8b re-added butterfly audio 2025-11-20 15:37:42 +01:00
24ea8d0903 Added highlight effect to the butterfly jar 2025-11-20 11:01:58 +01:00
journaliciouz
28ba819731 Overworld ambience 2025-11-20 00:01:57 +01:00
Michal Pikulski
6b8420c8c7 Update card sorting MVP 2025-11-19 23:48:41 +01:00
ce110d23ae Modified the overworld scene and also the cement factory prefab. 2025-11-19 21:07:48 +01:00
fee5515bbd First MVP of sorting minigame (#60)
Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com>
Co-authored-by: Michal Pikulski <michal@foolhardyhorizons.com>
Reviewed-on: #60
2025-11-19 13:56:10 +00:00
f878521dab Added butterfly bottle 2025-11-18 17:06:06 +01:00
2c4e90b698 Finished changing score to amount of photos 2025-11-18 12:45:36 +01:00
219f2239a1 Added number of photos scoring 2025-11-18 11:33:16 +01:00
235fa04eba Merge a card refresh (#59)
- **Refactored Card Placement Flow**
  - Separated card presentation from orchestration logic
  - Extracted `CornerCardManager` for pending card lifecycle (spawn, shuffle, rebuild)
  - Extracted `AlbumNavigationService` for book page navigation and zone mapping
  - Extracted `CardEnlargeController` for backdrop management and card reparenting
  - Implemented controller pattern (non-MonoBehaviour) for complex logic
  - Cards now unparent from slots before rebuild to prevent premature destruction

- **Improved Corner Card Display**
  - Fixed cards spawning on top of each other during rebuild
  - Implemented shuffle-to-front logic (remaining cards occupy slots 0→1→2)
  - Added smart card selection (prioritizes cards matching current album page)
  - Pending cards now removed from queue immediately on drag start
  - Corner cards rebuild after each placement with proper slot reassignment

- **Enhanced Album Card Viewing**
  - Added dramatic scale increase when viewing cards from album slots
  - Implemented shrink animation when dismissing enlarged cards
  - Cards transition: `PlacedInSlotState` → `AlbumEnlargedState` → `PlacedInSlotState`
  - Backdrop shows/hides with card enlarge/shrink cycle
  - Cards reparent to enlarged container while viewing, return to slot after

- **State Machine Improvements**
  - Added `CardStateNames` constants for type-safe state transitions
  - Implemented `ICardClickHandler` and `ICardStateDragHandler` interfaces
  - State transitions now use cached property indices
  - `BoosterCardContext` separated from `CardContext` for single responsibility

- **Code Cleanup**
  - Identified unused `SlotContainerHelper.cs` (superseded by `CornerCardManager`)
  - Identified unused `BoosterPackDraggable.canOpenOnDrop` field
  - Identified unused `AlbumViewPage._previousInputMode` (hardcoded value)
  - Identified unused `Card.OnPlacedInAlbumSlot` event (no subscribers)

Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com>
Co-authored-by: Michal Pikulski <michal@foolhardyhorizons.com>
Reviewed-on: #59
2025-11-18 08:40:59 +00:00
9cc112e5f0 Update Quarry.unity 2025-11-14 10:30:05 +01:00
DamianCorazza
19be64a75f Butterfly Distraction 2025-11-14 00:04:33 +01:00
c08fc4a720 WIP Butterfly can be set free, now only missing forcing the couple to look. 2025-11-13 16:23:52 +01:00
c3639bbb93 Added the Flying Butterfly WIP 2025-11-12 16:25:32 +01:00
f44f8c5171 Made intro VO play in diving minigame 2025-11-10 13:13:32 +01:00
98883bd382 Merge branch 'main' into DamianBranch 2025-11-10 11:10:14 +01:00
Michal Pikulski
75cd70a18a Play intro audio only once 2025-11-10 11:09:06 +01:00
e82ec90723 WIP Scrapbook rezising 2025-11-10 10:47:00 +01:00
MacBuilder
a80aed8eb7 Make app switcher disappear when opening album 2025-11-09 00:20:48 +01:00
Michal Pikulski
2127bf37b2 Add boosters to minigame again 2025-11-07 17:26:29 +01:00
e27bb7bfb6 Refactor interactions, introduce template-method lifecycle management, work on save-load system (#51)
# Lifecycle Management & Save System Revamp

## Overview
Complete overhaul of game lifecycle management, interactable system, and save/load architecture. Introduces centralized `ManagedBehaviour` base class for consistent initialization ordering and lifecycle hooks across all systems.

## Core Architecture

### New Lifecycle System
- **`LifecycleManager`**: Centralized coordinator for all managed objects
- **`ManagedBehaviour`**: Base class replacing ad-hoc initialization patterns
  - `OnManagedAwake()`: Priority-based initialization (0-100, lower = earlier)
  - `OnSceneReady()`: Scene-specific setup after managers ready
  - Replaces `BootCompletionService` (deleted)
- **Priority groups**: Infrastructure (0-20) → Game Systems (30-50) → Data (60-80) → UI/Gameplay (90-100)
- **Editor support**: `EditorLifecycleBootstrap` ensures lifecycle works in editor mode

### Unified SaveID System
- Consistent format: `{ParentName}_{ComponentType}`
- Auto-registration via `AutoRegisterForSave = true`
- New `DebugSaveIds` editor tool for inspection

## Save/Load Improvements

### Enhanced State Management
- **Extended SaveLoadData**: Unlocked minigames, card collection states, combination items, slot occupancy
- **Async loading**: `ApplyCardCollectionState()` waits for card definitions before restoring
- **New `SaveablePlayableDirector`**: Timeline sequences save/restore playback state
- **Fixed race conditions**: Proper initialization ordering prevents data corruption

## Interactable & Pickup System

- Migrated to `OnManagedAwake()` for consistent initialization
- Template method pattern for state restoration (`RestoreInteractionState()`)
- Fixed combination item save/load bugs (items in slots vs. follower hand)
- Dynamic spawning support for combined items on load
- **Breaking**: `Interactable.Awake()` now sealed, use `OnManagedAwake()` instead

##  UI System Changes

- **AlbumViewPage** and **BoosterNotificationDot**: Migrated to `ManagedBehaviour`
- **Fixed menu persistence bug**: Menus no longer reappear after scene transitions
- **Pause Menu**: Now reacts to all scene loads (not just first scene)
- **Orientation Enforcer**: Enforces per-scene via `SceneManagementService`
- **Loading Screen**: Integrated with new lifecycle

## ⚠️ Breaking Changes

1. **`BootCompletionService` removed** → Use `ManagedBehaviour.OnManagedAwake()` with priority
2. **`Interactable.Awake()` sealed** → Override `OnManagedAwake()` instead
3. **SaveID format changed** → Now `{ParentName}_{ComponentType}` consistently
4. **MonoBehaviours needing init ordering** → Must inherit from `ManagedBehaviour`

Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com>
Co-authored-by: Michal Pikulski <michal@foolhardyhorizons.com>
Reviewed-on: #51
2025-11-07 15:38:31 +00:00
720df10178 Updated the minigame tutorials 2025-11-07 16:35:13 +01:00
Michal Pikulski
5b70042005 Update minigames to start unlocked 2025-11-07 13:31:49 +01:00
Michal Pikulski
3e607f3857 Slotting cards in album after revealing 2025-11-07 01:51:03 +01:00
DamianCorazza
fda67e4b92 Merge branch 'main' of https://homelab.tailf7f81b.ts.net/tschesky/AppleHillsProduction 2025-11-06 23:43:52 +01:00