Commit Graph

4 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
074b052abe Populate minigame with obstacles and monster spawns (#5)
- Simulated "fake" physics and collisions
- Object pooling for tiles, obstacles and monster spawns
- Base monster scoring with proximity triggers and depth multiplier

Co-authored-by: AlexanderT <alexander@foolhardyhorizons.com>
Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com>
Reviewed-on: #5
2025-09-22 14:37:15 +02:00
Michal Pikulski
793da5e568 [Test] Cleanup assemblies for Android build test. Working game flow, working build, passing unit tests 2025-09-15 09:30:27 +02:00
52bd7ef585 Installed Surge, fixed compile errors, moved a bunch of external stuff into folder 2025-09-10 10:53:04 +02:00