Compare commits
14 Commits
2d3168d86b
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cement_sta
| Author | SHA1 | Date | |
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b90ab4b0ba | ||
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e04db31a98 | ||
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e33de5da3d | ||
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f0abc4760b | ||
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b4b17c18ed | ||
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8b283774e6 | ||
| fba484d686 | |||
| c0e5ec14bd | |||
| 311d6066be |
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#
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# https://www.codeandweb.com/texturepacker/unity
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#
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m_Script: {fileID: 11500000, guid: 74c6ae9aa803480c8fb918dd58cfb809, type: 3}
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m_EditorClassIdentifier: AppleHillsScripts::Minigames.StatueDressup.Data.DecorationData
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m_Script: {fileID: 11500000, guid: 74c6ae9aa803480c8fb918dd58cfb809, type: 3}
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m_EditorClassIdentifier: AppleHillsScripts::Minigames.StatueDressup.Data.DecorationData
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m_Script: {fileID: 11500000, guid: 74c6ae9aa803480c8fb918dd58cfb809, type: 3}
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m_EditorClassIdentifier: AppleHillsScripts::Minigames.StatueDressup.Data.DecorationData
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decorationId: cardalbum
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decorationName: CardAlbum
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m_Script: {fileID: 11500000, guid: 74c6ae9aa803480c8fb918dd58cfb809, type: 3}
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m_EditorClassIdentifier: AppleHillsScripts::Minigames.StatueDressup.Data.DecorationData
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%TAG !u! tag:unity3d.com,2011:
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m_Script: {fileID: 11500000, guid: 74c6ae9aa803480c8fb918dd58cfb809, type: 3}
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m_EditorClassIdentifier: AppleHillsScripts::Minigames.StatueDressup.Data.DecorationData
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decorationId: tennis_ball
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m_EditorClassIdentifier: AppleHillsScripts::Minigames.StatueDressup.Data.DecorationData
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19
Assets/Data/Minigames/StatueDressup/TestDecorationData.asset
Normal file
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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m_EditorClassIdentifier: AppleHillsScripts::Minigames.StatueDressup.Data.DecorationData
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assetBundleName:
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assetBundleVariant:
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@@ -19,7 +19,9 @@ MonoBehaviour:
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requiredOrientation: 1
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- sceneName: DivingForPictures
|
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requiredOrientation: 0
|
||||
- sceneName: BirdB
|
||||
- sceneName: BirdPoop
|
||||
requiredOrientation: 1
|
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- sceneName: CardQualityControl
|
||||
requiredOrientation: 1
|
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- sceneName: StatueDecoration
|
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requiredOrientation: 1
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||||
|
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@@ -2,7 +2,6 @@
|
||||
using UnityEditor;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.IO;
|
||||
|
||||
namespace AppleHills.Core.Settings.Editor
|
||||
{
|
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@@ -164,23 +163,31 @@ namespace AppleHills.Core.Settings.Editor
|
||||
|
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EditorGUILayout.Space(10);
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// Draw all properties
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SerializedProperty property = serializedObj.GetIterator();
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bool enterChildren = true;
|
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while (property.NextVisible(enterChildren))
|
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// Special handling for DebugSettings
|
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if (settings is DebugSettings)
|
||||
{
|
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enterChildren = false;
|
||||
|
||||
// Skip the script field
|
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if (property.name == "m_Script") continue;
|
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|
||||
// Group headers
|
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if (property.isArray && property.propertyType == SerializedPropertyType.Generic)
|
||||
DrawDebugSettingsEditor(serializedObj, settings as DebugSettings);
|
||||
}
|
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else
|
||||
{
|
||||
// Draw all properties for other settings types
|
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SerializedProperty property = serializedObj.GetIterator();
|
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bool enterChildren = true;
|
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while (property.NextVisible(enterChildren))
|
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{
|
||||
EditorGUILayout.LabelField(property.displayName, EditorStyles.boldLabel);
|
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enterChildren = false;
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|
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// Skip the script field
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if (property.name == "m_Script") continue;
|
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|
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// Group headers
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if (property.isArray && property.propertyType == SerializedPropertyType.Generic)
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{
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EditorGUILayout.LabelField(property.displayName, EditorStyles.boldLabel);
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}
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|
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EditorGUILayout.PropertyField(property, true);
|
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}
|
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|
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EditorGUILayout.PropertyField(property, true);
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}
|
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|
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// Apply changes
|
||||
@@ -196,6 +203,37 @@ namespace AppleHills.Core.Settings.Editor
|
||||
}
|
||||
}
|
||||
|
||||
private void DrawDebugSettingsEditor(SerializedObject serializedObj, DebugSettings debugSettings)
|
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{
|
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SerializedProperty property = serializedObj.GetIterator();
|
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bool enterChildren = true;
|
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bool useSaveLoadSystem = debugSettings.UseSaveLoadSystem;
|
||||
|
||||
while (property.NextVisible(enterChildren))
|
||||
{
|
||||
enterChildren = false;
|
||||
|
||||
// Skip the script field
|
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if (property.name == "m_Script") continue;
|
||||
|
||||
// Check if this property should be disabled
|
||||
bool shouldDisable = false;
|
||||
if (!useSaveLoadSystem)
|
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{
|
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// Disable save-load related options when useSaveLoadSystem is false
|
||||
if (property.name == "autoClearSaves" || property.name == "dontSaveOnQuit")
|
||||
{
|
||||
shouldDisable = true;
|
||||
}
|
||||
}
|
||||
|
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// Disable GUI for dependent fields
|
||||
EditorGUI.BeginDisabledGroup(shouldDisable);
|
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EditorGUILayout.PropertyField(property, true);
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EditorGUI.EndDisabledGroup();
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}
|
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}
|
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|
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// Helper method to highlight important fields
|
||||
private void DrawHighlightedProperty(SerializedProperty property, string tooltip = null)
|
||||
{
|
||||
|
||||
@@ -2,7 +2,6 @@
|
||||
using UnityEditor;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.IO;
|
||||
using Core.Settings;
|
||||
|
||||
namespace AppleHills.Core.Settings.Editor
|
||||
@@ -11,7 +10,7 @@ namespace AppleHills.Core.Settings.Editor
|
||||
{
|
||||
private Vector2 scrollPosition;
|
||||
private List<BaseSettings> allSettings = new List<BaseSettings>();
|
||||
private string[] tabNames = new string[] { "Player & Follower", "Interaction & Items", "Diving Minigame", "Card System", "Card Sorting", "Bird Pooper" };
|
||||
private string[] tabNames = new string[] { "Player & Follower", "Interaction & Items", "Diving Minigame", "Card System", "Card Sorting", "Bird Pooper", "Statue Dressup" };
|
||||
private int selectedTab = 0;
|
||||
private Dictionary<string, SerializedObject> serializedSettingsObjects = new Dictionary<string, SerializedObject>();
|
||||
private GUIStyle headerStyle;
|
||||
@@ -52,6 +51,7 @@ namespace AppleHills.Core.Settings.Editor
|
||||
CreateSettingsIfMissing<CardSystemSettings>("CardSystemSettings");
|
||||
CreateSettingsIfMissing<CardSortingSettings>("CardSortingSettings");
|
||||
CreateSettingsIfMissing<BirdPooperSettings>("BirdPooperSettings");
|
||||
CreateSettingsIfMissing<StatueDressupSettings>("StatueDressupSettings");
|
||||
}
|
||||
|
||||
private void CreateSettingsIfMissing<T>(string fileName) where T : BaseSettings
|
||||
@@ -127,6 +127,9 @@ namespace AppleHills.Core.Settings.Editor
|
||||
case 5: // Bird Pooper
|
||||
DrawSettingsEditor<BirdPooperSettings>();
|
||||
break;
|
||||
case 6: // Statue Dressup
|
||||
DrawSettingsEditor<StatueDressupSettings>();
|
||||
break;
|
||||
}
|
||||
|
||||
EditorGUILayout.EndScrollView();
|
||||
|
||||
95
Assets/Editor/Tools/AutoClearSavesOnPlay.cs
Normal file
@@ -0,0 +1,95 @@
|
||||
using System.IO;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using AppleHills.Core.Settings;
|
||||
|
||||
namespace Editor.Tools
|
||||
{
|
||||
/// <summary>
|
||||
/// Editor script that automatically clears saves before entering play mode
|
||||
/// if the autoClearSaves setting is enabled in DebugSettings
|
||||
/// </summary>
|
||||
[InitializeOnLoad]
|
||||
public static class AutoClearSavesOnPlay
|
||||
{
|
||||
static AutoClearSavesOnPlay()
|
||||
{
|
||||
EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
|
||||
}
|
||||
|
||||
private static void OnPlayModeStateChanged(PlayModeStateChange state)
|
||||
{
|
||||
// Only act when entering play mode (before the scene starts playing)
|
||||
if (state != PlayModeStateChange.ExitingEditMode)
|
||||
return;
|
||||
|
||||
// Try to load the debug settings
|
||||
DebugSettings debugSettings = LoadDebugSettings();
|
||||
|
||||
if (debugSettings == null)
|
||||
{
|
||||
Debug.LogWarning("[AutoClearSaves] Could not find DebugSettings asset. Auto-clear saves disabled.");
|
||||
return;
|
||||
}
|
||||
|
||||
// Check if auto-clear is enabled
|
||||
if (!debugSettings.AutoClearSaves)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Execute the clear saves logic
|
||||
ClearSavesFolder();
|
||||
}
|
||||
|
||||
private static DebugSettings LoadDebugSettings()
|
||||
{
|
||||
// Try to find the DebugSettings asset in the project
|
||||
string[] guids = AssetDatabase.FindAssets("t:DebugSettings");
|
||||
|
||||
if (guids.Length == 0)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
// Load the first found DebugSettings asset
|
||||
string path = AssetDatabase.GUIDToAssetPath(guids[0]);
|
||||
return AssetDatabase.LoadAssetAtPath<DebugSettings>(path);
|
||||
}
|
||||
|
||||
private static void ClearSavesFolder()
|
||||
{
|
||||
// Construct the save folder path (matches SaveLoadManager.DefaultSaveFolder)
|
||||
string saveFolder = Path.Combine(Application.persistentDataPath, "GameSaves");
|
||||
|
||||
if (!Directory.Exists(saveFolder))
|
||||
{
|
||||
Debug.Log("[AutoClearSaves] Save folder does not exist, nothing to clear.");
|
||||
return;
|
||||
}
|
||||
|
||||
try
|
||||
{
|
||||
// Delete all files in the save folder
|
||||
string[] files = Directory.GetFiles(saveFolder);
|
||||
int deletedCount = 0;
|
||||
|
||||
foreach (string file in files)
|
||||
{
|
||||
File.Delete(file);
|
||||
deletedCount++;
|
||||
}
|
||||
|
||||
if (deletedCount > 0)
|
||||
{
|
||||
Debug.Log($"[AutoClearSaves] Automatically deleted {deletedCount} save file(s) before entering play mode");
|
||||
}
|
||||
}
|
||||
catch (System.Exception ex)
|
||||
{
|
||||
Debug.LogError($"[AutoClearSaves] Failed to auto-clear saves: {ex}");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
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|
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- {fileID: 128829408}
|
||||
|
||||
@@ -172,6 +172,7 @@ namespace Core
|
||||
var cardSystemSettings = SettingsProvider.Instance.LoadSettingsSynchronous<CardSystemSettings>();
|
||||
var sortingGameSettings = SettingsProvider.Instance.LoadSettingsSynchronous<CardSortingSettings>();
|
||||
var birdPooperSettings = SettingsProvider.Instance.LoadSettingsSynchronous<BirdPooperSettings>();
|
||||
var statueDressupSettings = SettingsProvider.Instance.LoadSettingsSynchronous<StatueDressupSettings>();
|
||||
|
||||
// Register settings with service locator
|
||||
if (playerSettings != null)
|
||||
@@ -233,9 +234,20 @@ namespace Core
|
||||
{
|
||||
Debug.LogError("Failed to load BirdPooperSettings");
|
||||
}
|
||||
|
||||
if (statueDressupSettings != null)
|
||||
{
|
||||
ServiceLocator.Register<IStatueDressupSettings>(statueDressupSettings);
|
||||
Logging.Debug("StatueDressupSettings registered successfully");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("Failed to load StatueDressupSettings");
|
||||
}
|
||||
|
||||
// Log success
|
||||
_settingsLoaded = playerSettings != null && interactionSettings != null && minigameSettings != null && cardSystemSettings != null && birdPooperSettings != null;
|
||||
_settingsLoaded = playerSettings != null && interactionSettings != null && minigameSettings != null
|
||||
&& cardSystemSettings != null && birdPooperSettings != null && statueDressupSettings != null;
|
||||
if (_settingsLoaded)
|
||||
{
|
||||
Logging.Debug("All settings loaded and registered with ServiceLocator");
|
||||
|
||||
@@ -85,9 +85,17 @@ namespace Core.SaveLoad
|
||||
|
||||
private void OnApplicationQuit()
|
||||
{
|
||||
if (DeveloperSettingsProvider.Instance.GetSettings<DebugSettings>().useSaveLoadSystem)
|
||||
var debugSettings = DeveloperSettingsProvider.Instance.GetSettings<DebugSettings>();
|
||||
|
||||
// Only save if the save system is enabled AND dontSaveOnQuit is false
|
||||
if (debugSettings.UseSaveLoadSystem && !debugSettings.DontSaveOnQuit)
|
||||
{
|
||||
Save();
|
||||
Logging.Debug("[SaveLoadManager] Saving on application quit");
|
||||
}
|
||||
else if (debugSettings.DontSaveOnQuit)
|
||||
{
|
||||
Logging.Debug("[SaveLoadManager] Skipping save on quit (dontSaveOnQuit enabled)");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -55,6 +55,13 @@ namespace Core.Settings
|
||||
[Tooltip("Y position where poop is destroyed (off-screen bottom)")]
|
||||
[SerializeField] private float poopDestroyYPosition = -10f;
|
||||
|
||||
[Header("Targets")]
|
||||
[Tooltip("Target scroll speed in units/s (can be different from obstacles)")]
|
||||
[SerializeField] private float targetMoveSpeed = 4f;
|
||||
|
||||
[Tooltip("Time between target spawns in seconds")]
|
||||
[SerializeField] private float targetSpawnInterval = 3f;
|
||||
|
||||
// Interface implementation
|
||||
public float Gravity => gravity;
|
||||
public float FlapForce => flapForce;
|
||||
@@ -71,6 +78,8 @@ namespace Core.Settings
|
||||
public float ObstacleMaxSpawnY => obstacleMaxSpawnY;
|
||||
public float PoopFallSpeed => poopFallSpeed;
|
||||
public float PoopDestroyYPosition => poopDestroyYPosition;
|
||||
public float TargetMoveSpeed => targetMoveSpeed;
|
||||
public float TargetSpawnInterval => targetSpawnInterval;
|
||||
|
||||
public override void OnValidate()
|
||||
{
|
||||
@@ -83,6 +92,8 @@ namespace Core.Settings
|
||||
maxRotationAngle = Mathf.Clamp(maxRotationAngle, 0f, 90f);
|
||||
rotationSpeed = Mathf.Max(0.1f, rotationSpeed);
|
||||
obstacleSpawnInterval = Mathf.Max(0.1f, obstacleSpawnInterval);
|
||||
targetMoveSpeed = Mathf.Max(0.1f, targetMoveSpeed);
|
||||
targetSpawnInterval = Mathf.Max(0.1f, targetSpawnInterval);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -29,8 +29,12 @@ namespace AppleHills.Core.Settings
|
||||
[SerializeField] public bool pauseTimeOnPauseGame = true;
|
||||
|
||||
[Header("Save Load Options")]
|
||||
[Tooltip("Should use save laod system?")]
|
||||
[Tooltip("Should use save load system?")]
|
||||
[SerializeField] public bool useSaveLoadSystem = true;
|
||||
[Tooltip("Automatically clear all saves before entering play mode in editor")]
|
||||
[SerializeField] public bool autoClearSaves = false;
|
||||
[Tooltip("Load saves on start but don't save/overwrite data on exit")]
|
||||
[SerializeField] public bool dontSaveOnQuit = false;
|
||||
|
||||
[Header("Logging Options")]
|
||||
[Tooltip("Logging level for bootstrap services")]
|
||||
@@ -49,6 +53,9 @@ namespace AppleHills.Core.Settings
|
||||
// Property getters
|
||||
public bool ShowDebugUiMessages => showDebugUiMessages;
|
||||
public bool PauseTimeOnPauseGame => pauseTimeOnPauseGame;
|
||||
public bool UseSaveLoadSystem => useSaveLoadSystem;
|
||||
public bool AutoClearSaves => autoClearSaves;
|
||||
public bool DontSaveOnQuit => dontSaveOnQuit;
|
||||
|
||||
public override void OnValidate()
|
||||
{
|
||||
|
||||
@@ -28,6 +28,10 @@
|
||||
// Poop Projectile
|
||||
float PoopFallSpeed { get; }
|
||||
float PoopDestroyYPosition { get; }
|
||||
|
||||
// Targets
|
||||
float TargetMoveSpeed { get; }
|
||||
float TargetSpawnInterval { get; }
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -23,5 +23,8 @@ namespace AppleHills.Core.Settings
|
||||
public PickupItemData slotItem; // The slot object (SO reference)
|
||||
public List<PickupItemData> allowedItems;
|
||||
public List<PickupItemData> forbiddenItems; // Items that cannot be placed in this slot
|
||||
|
||||
[Tooltip("Number of items required to complete this slot. If 0, requires ALL allowed items.")]
|
||||
public int requiredItemCount; // 0 = require all allowed items (backward compatible)
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
using UnityEngine;
|
||||
using System.Collections.Generic;
|
||||
using Minigames.StatueDressup.Data;
|
||||
|
||||
namespace AppleHills.Core.Settings
|
||||
{
|
||||
@@ -160,4 +161,45 @@ namespace AppleHills.Core.Settings
|
||||
// General Animation
|
||||
float DefaultAnimationDuration { get; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Interface for statue dressup minigame settings
|
||||
/// </summary>
|
||||
public interface IStatueDressupSettings
|
||||
{
|
||||
// Decoration Display
|
||||
Vector2 DefaultAuthoredSize { get; }
|
||||
|
||||
// Decoration Content
|
||||
List<DecorationData> AllDecorations { get; }
|
||||
|
||||
// Menu Configuration
|
||||
int ItemsPerPage { get; }
|
||||
int GridColumns { get; }
|
||||
Vector2 GridSpacing { get; }
|
||||
|
||||
// Drag and Drop
|
||||
float DragScaleTransitionDuration { get; }
|
||||
float ReturnToMenuDuration { get; }
|
||||
float MinOverlapPercentage { get; }
|
||||
|
||||
// Animation
|
||||
float HoverScaleMultiplier { get; }
|
||||
float HoverAnimationDuration { get; }
|
||||
float PlacementAnimationDuration { get; }
|
||||
|
||||
// Photo Settings
|
||||
string PhotoSaveKey { get; }
|
||||
int PhotoQuality { get; }
|
||||
bool CaptureFullScreen { get; }
|
||||
|
||||
// Rewards
|
||||
int CardsRewardCount { get; }
|
||||
bool AutoCompleteOnPhoto { get; }
|
||||
|
||||
// State Persistence
|
||||
bool EnableStatePersistence { get; }
|
||||
string StateSaveKey { get; }
|
||||
int MaxSavedDecorations { get; }
|
||||
}
|
||||
}
|
||||
|
||||
149
Assets/Scripts/Core/Settings/StatueDressupSettings.cs
Normal file
@@ -0,0 +1,149 @@
|
||||
using System.Collections.Generic;
|
||||
using AppleHills.Core.Settings;
|
||||
using Minigames.StatueDressup.Data;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Core.Settings
|
||||
{
|
||||
/// <summary>
|
||||
/// Settings for the Mr. Cement Statue Decoration minigame
|
||||
/// </summary>
|
||||
[CreateAssetMenu(fileName = "StatueDressupSettings", menuName = "AppleHills/Settings/Statue Dressup", order = 7)]
|
||||
public class StatueDressupSettings : BaseSettings, IStatueDressupSettings
|
||||
{
|
||||
[Header("Decoration Display")]
|
||||
[Tooltip("Default full size for decorations when placed on statue")]
|
||||
[SerializeField] private Vector2 defaultAuthoredSize = new Vector2(128f, 128f);
|
||||
|
||||
[Header("Decoration Content")]
|
||||
[Tooltip("List of all available decoration data assets")]
|
||||
[SerializeField] private List<DecorationData> allDecorations = new List<DecorationData>();
|
||||
|
||||
[Header("Menu Configuration")]
|
||||
[Tooltip("Number of decoration items to display per page (2 columns x 5 rows = 10)")]
|
||||
[SerializeField] private int itemsPerPage = 10;
|
||||
|
||||
[Tooltip("Number of columns in the decoration grid")]
|
||||
[SerializeField] private int gridColumns = 2;
|
||||
|
||||
[Tooltip("Spacing between grid items")]
|
||||
[SerializeField] private Vector2 gridSpacing = new Vector2(10f, 10f);
|
||||
|
||||
[Header("Drag and Drop")]
|
||||
[Tooltip("Duration for icon to full size transition when dragging starts")]
|
||||
[SerializeField] private float dragScaleTransitionDuration = 0.2f;
|
||||
|
||||
[Tooltip("Duration for return to menu animation")]
|
||||
[SerializeField] private float returnToMenuDuration = 0.3f;
|
||||
|
||||
[Tooltip("Minimum overlap percentage required to place on statue (0-1)")]
|
||||
[SerializeField] private float minOverlapPercentage = 0.1f;
|
||||
|
||||
[Header("Animation")]
|
||||
[Tooltip("Scale multiplier for hover effect (1.0 = no change, 1.1 = 10% larger)")]
|
||||
[SerializeField] private float hoverScaleMultiplier = 1.05f;
|
||||
|
||||
[Tooltip("Duration of hover animation")]
|
||||
[SerializeField] private float hoverAnimationDuration = 0.2f;
|
||||
|
||||
[Tooltip("Duration for placement animation")]
|
||||
[SerializeField] private float placementAnimationDuration = 0.15f;
|
||||
|
||||
[Header("Photo Settings")]
|
||||
[Tooltip("PlayerPrefs key for saving the statue photo")]
|
||||
[SerializeField] private string photoSaveKey = "MrCementStatuePhoto";
|
||||
|
||||
[Tooltip("Quality of the captured photo (1-100)")]
|
||||
[SerializeField] private int photoQuality = 85;
|
||||
|
||||
[Tooltip("Whether to capture full screen or just statue area")]
|
||||
[SerializeField] private bool captureFullScreen;
|
||||
|
||||
[Header("Rewards")]
|
||||
[Tooltip("Number of Blokkemon cards awarded on completion")]
|
||||
[SerializeField] private int cardsRewardCount = 3;
|
||||
|
||||
[Tooltip("Whether completion is automatic or requires confirmation")]
|
||||
[SerializeField] private bool autoCompleteOnPhoto = true;
|
||||
|
||||
[Header("State Persistence")]
|
||||
[Tooltip("Whether to save decoration positions between sessions")]
|
||||
[SerializeField] private bool enableStatePersistence = true;
|
||||
|
||||
[Tooltip("PlayerPrefs key for saving decoration state")]
|
||||
[SerializeField] private string stateSaveKey = "StatueDecorationState";
|
||||
|
||||
[Tooltip("Maximum number of decorations to save")]
|
||||
[SerializeField] private int maxSavedDecorations = 50;
|
||||
|
||||
// IStatueDressupSettings implementation - Decoration Display
|
||||
public Vector2 DefaultAuthoredSize => defaultAuthoredSize;
|
||||
|
||||
// IStatueDressupSettings implementation - Decoration Content
|
||||
public List<DecorationData> AllDecorations => allDecorations;
|
||||
|
||||
// IStatueDressupSettings implementation - Menu Configuration
|
||||
public int ItemsPerPage => itemsPerPage;
|
||||
public int GridColumns => gridColumns;
|
||||
public Vector2 GridSpacing => gridSpacing;
|
||||
|
||||
// IStatueDressupSettings implementation - Drag and Drop
|
||||
public float DragScaleTransitionDuration => dragScaleTransitionDuration;
|
||||
public float ReturnToMenuDuration => returnToMenuDuration;
|
||||
public float MinOverlapPercentage => minOverlapPercentage;
|
||||
|
||||
// IStatueDressupSettings implementation - Animation
|
||||
public float HoverScaleMultiplier => hoverScaleMultiplier;
|
||||
public float HoverAnimationDuration => hoverAnimationDuration;
|
||||
public float PlacementAnimationDuration => placementAnimationDuration;
|
||||
|
||||
// IStatueDressupSettings implementation - Photo Settings
|
||||
public string PhotoSaveKey => photoSaveKey;
|
||||
public int PhotoQuality => photoQuality;
|
||||
public bool CaptureFullScreen => captureFullScreen;
|
||||
|
||||
// IStatueDressupSettings implementation - Rewards
|
||||
public int CardsRewardCount => cardsRewardCount;
|
||||
public bool AutoCompleteOnPhoto => autoCompleteOnPhoto;
|
||||
|
||||
// IStatueDressupSettings implementation - State Persistence
|
||||
public bool EnableStatePersistence => enableStatePersistence;
|
||||
public string StateSaveKey => stateSaveKey;
|
||||
public int MaxSavedDecorations => maxSavedDecorations;
|
||||
|
||||
public override void OnValidate()
|
||||
{
|
||||
base.OnValidate();
|
||||
|
||||
// Validate decoration display
|
||||
defaultAuthoredSize.x = Mathf.Max(32f, defaultAuthoredSize.x);
|
||||
defaultAuthoredSize.y = Mathf.Max(32f, defaultAuthoredSize.y);
|
||||
|
||||
// Validate menu configuration
|
||||
itemsPerPage = Mathf.Max(1, itemsPerPage);
|
||||
gridColumns = Mathf.Max(1, gridColumns);
|
||||
gridSpacing.x = Mathf.Max(0f, gridSpacing.x);
|
||||
gridSpacing.y = Mathf.Max(0f, gridSpacing.y);
|
||||
|
||||
// Validate drag and drop
|
||||
dragScaleTransitionDuration = Mathf.Max(0.01f, dragScaleTransitionDuration);
|
||||
returnToMenuDuration = Mathf.Max(0.01f, returnToMenuDuration);
|
||||
minOverlapPercentage = Mathf.Clamp01(minOverlapPercentage);
|
||||
|
||||
// Validate animation
|
||||
hoverScaleMultiplier = Mathf.Max(1f, hoverScaleMultiplier);
|
||||
hoverAnimationDuration = Mathf.Max(0.01f, hoverAnimationDuration);
|
||||
placementAnimationDuration = Mathf.Max(0.01f, placementAnimationDuration);
|
||||
|
||||
// Validate photo settings
|
||||
photoQuality = Mathf.Clamp(photoQuality, 1, 100);
|
||||
|
||||
// Validate rewards
|
||||
cardsRewardCount = Mathf.Max(0, cardsRewardCount);
|
||||
|
||||
// Validate state persistence
|
||||
maxSavedDecorations = Mathf.Max(1, maxSavedDecorations);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4fcf232a64e34f489b874519cc96339e
|
||||
timeCreated: 1763984221
|
||||
@@ -1,84 +1,131 @@
|
||||
using System.Collections;
|
||||
using Unity.Cinemachine;
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
|
||||
public class EagleEyeBehaviour : MonoBehaviour
|
||||
namespace DamianExperiments
|
||||
{
|
||||
[SerializeField] private CinemachineCamera virtualCamera;
|
||||
[SerializeField] private CinemachineConfiner2D confiner2D;
|
||||
[SerializeField] private float zoomOutOrthoSize = 30f;
|
||||
[SerializeField] private float normalOrthoSize = 15f;
|
||||
private float currentOrthoSize;
|
||||
[SerializeField] private float transitionDuration = 0.5f; // Duration of the transition
|
||||
[SerializeField] private float eagleEyeDuration = 3f; // Duration to stay zoomed out
|
||||
[SerializeField] private bool disablePlayerInputDuringEagleEye = true; // Gate input disable
|
||||
[SerializeField] private UnityEngine.UI.Button eagleEyeButton; // Reference to the UI button
|
||||
|
||||
private Coroutine zoomCoroutine;
|
||||
|
||||
public void ActivateEagleEye()
|
||||
public class EagleEyeBehaviour : MonoBehaviour
|
||||
{
|
||||
//Assigns the Virtual Camera and Confiner if not already assigned
|
||||
if (virtualCamera == null)
|
||||
{
|
||||
virtualCamera = FindAnyObjectByType<CinemachineCamera>();
|
||||
}
|
||||
if (confiner2D == null)
|
||||
{
|
||||
confiner2D = virtualCamera.GetComponent<CinemachineConfiner2D>();
|
||||
}
|
||||
// Serialized backing fields allow manual assignment in the inspector
|
||||
private GameObject _cinecameraObject;
|
||||
private CinemachineCamera _virtualCamera;
|
||||
private CinemachineConfiner2D _confiner2D;
|
||||
|
||||
// Implementation for activating eagle eye behaviour
|
||||
if (disablePlayerInputDuringEagleEye)
|
||||
// Lazy-fetched properties: if null, try to find the GameObject tagged "MainCinemachineCamera"
|
||||
private CinemachineCamera VirtualCamera
|
||||
{
|
||||
currentOrthoSize = virtualCamera.Lens.OrthographicSize;
|
||||
}
|
||||
if (eagleEyeButton != null)
|
||||
{
|
||||
eagleEyeButton.interactable = false;
|
||||
}
|
||||
if (zoomCoroutine != null) StopCoroutine(zoomCoroutine);
|
||||
zoomCoroutine = StartCoroutine(EagleEyeSequence());
|
||||
}
|
||||
|
||||
private IEnumerator EagleEyeSequence()
|
||||
{
|
||||
if (disablePlayerInputDuringEagleEye)
|
||||
{
|
||||
Core.GameManager.Instance.RequestPause(this); // Disable player input
|
||||
}
|
||||
yield return StartCoroutine(SmoothOrthoSize(virtualCamera, zoomOutOrthoSize, transitionDuration));
|
||||
yield return new WaitForSeconds(eagleEyeDuration);
|
||||
float zoomInTarget = disablePlayerInputDuringEagleEye ? currentOrthoSize : normalOrthoSize;
|
||||
yield return StartCoroutine(SmoothOrthoSize(virtualCamera, zoomInTarget, transitionDuration));
|
||||
if (disablePlayerInputDuringEagleEye)
|
||||
{
|
||||
Core.GameManager.Instance.ReleasePause(this); // Re-enable player input
|
||||
}
|
||||
if (eagleEyeButton != null)
|
||||
{
|
||||
eagleEyeButton.interactable = true;
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerator SmoothOrthoSize(CinemachineCamera cam, float targetSize, float duration)
|
||||
{
|
||||
float startSize = cam.Lens.OrthographicSize;
|
||||
float elapsed = 0f;
|
||||
while (elapsed < duration)
|
||||
{
|
||||
elapsed += Time.deltaTime;
|
||||
cam.Lens.OrthographicSize = Mathf.Lerp(startSize, targetSize, elapsed / duration);
|
||||
if (confiner2D != null)
|
||||
get
|
||||
{
|
||||
confiner2D.InvalidateBoundingShapeCache();
|
||||
if (_virtualCamera == null)
|
||||
{
|
||||
if (_cinecameraObject == null)
|
||||
_cinecameraObject = GameObject.FindWithTag("MainCinemachineCamera");
|
||||
if (_cinecameraObject != null)
|
||||
{
|
||||
_virtualCamera = _cinecameraObject.GetComponent<CinemachineCamera>();
|
||||
|
||||
if (_virtualCamera == null)
|
||||
Debug.LogWarning("EagleEyeBehaviour: Found object with tag 'MainCinemachineCamera' " +
|
||||
"but couldn't find a CinemachineCamera component.");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("EagleEyeBehaviour: No GameObject found with tag 'MainCinemachineCamera'.");
|
||||
}
|
||||
}
|
||||
|
||||
return _virtualCamera;
|
||||
}
|
||||
yield return null;
|
||||
set => _virtualCamera = value;
|
||||
}
|
||||
cam.Lens.OrthographicSize = targetSize;
|
||||
if (confiner2D != null)
|
||||
|
||||
private CinemachineConfiner2D Confiner2D
|
||||
{
|
||||
confiner2D.InvalidateBoundingShapeCache();
|
||||
get
|
||||
{
|
||||
if (_confiner2D == null)
|
||||
{
|
||||
// If a virtual camera exists, try to pull the confiner from it
|
||||
if (VirtualCamera != null)
|
||||
{
|
||||
_confiner2D = VirtualCamera.GetComponent<CinemachineConfiner2D>();
|
||||
}
|
||||
|
||||
if (_confiner2D == null)
|
||||
{
|
||||
Debug.LogWarning("EagleEyeBehaviour: CinemachineConfiner2D not found on the MainCinemachineCamera object.");
|
||||
}
|
||||
}
|
||||
|
||||
return _confiner2D;
|
||||
}
|
||||
set => _confiner2D = value;
|
||||
}
|
||||
|
||||
[SerializeField] private float zoomOutOrthoSize = 30f;
|
||||
[SerializeField] private float normalOrthoSize = 15f;
|
||||
[SerializeField] private float transitionDuration = 0.5f; // Duration of the transition
|
||||
[SerializeField] private float eagleEyeDuration = 3f; // Duration to stay zoomed out
|
||||
[SerializeField] private UnityEngine.UI.Button eagleEyeButton; // Reference to the UI button
|
||||
|
||||
private Coroutine _zoomCoroutine;
|
||||
private Coroutine _smoothOrthoCoroutine;
|
||||
private float _currentOrthoSize;
|
||||
|
||||
public void ResetEagleEye()
|
||||
{
|
||||
if (_zoomCoroutine != null)
|
||||
StopCoroutine(_zoomCoroutine);
|
||||
if (_smoothOrthoCoroutine != null)
|
||||
StopCoroutine(_smoothOrthoCoroutine);
|
||||
if (eagleEyeButton != null)
|
||||
eagleEyeButton.interactable = true;
|
||||
}
|
||||
|
||||
|
||||
public void ActivateEagleEye()
|
||||
{
|
||||
if (eagleEyeButton != null)
|
||||
{
|
||||
eagleEyeButton.interactable = false;
|
||||
}
|
||||
if (_zoomCoroutine != null) StopCoroutine(_zoomCoroutine);
|
||||
_zoomCoroutine = StartCoroutine(EagleEyeSequence());
|
||||
}
|
||||
|
||||
private IEnumerator EagleEyeSequence()
|
||||
{
|
||||
_smoothOrthoCoroutine = StartCoroutine(SmoothOrthoSize(VirtualCamera, zoomOutOrthoSize, transitionDuration));
|
||||
yield return _smoothOrthoCoroutine;
|
||||
yield return new WaitForSeconds(eagleEyeDuration);
|
||||
float zoomInTarget = normalOrthoSize;
|
||||
_smoothOrthoCoroutine = StartCoroutine(SmoothOrthoSize(VirtualCamera, zoomInTarget, transitionDuration));;
|
||||
yield return _smoothOrthoCoroutine;
|
||||
if (eagleEyeButton != null)
|
||||
{
|
||||
eagleEyeButton.interactable = true;
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerator SmoothOrthoSize(CinemachineCamera cam, float targetSize, float duration)
|
||||
{
|
||||
float startSize = cam.Lens.OrthographicSize;
|
||||
float elapsed = 0f;
|
||||
while (elapsed < duration)
|
||||
{
|
||||
elapsed += Time.deltaTime;
|
||||
cam.Lens.OrthographicSize = Mathf.Lerp(startSize, targetSize, elapsed / duration);
|
||||
if (Confiner2D != null)
|
||||
{
|
||||
Confiner2D.InvalidateBoundingShapeCache();
|
||||
}
|
||||
yield return null;
|
||||
}
|
||||
cam.Lens.OrthographicSize = targetSize;
|
||||
if (Confiner2D != null)
|
||||
{
|
||||
Confiner2D.InvalidateBoundingShapeCache();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -30,7 +30,7 @@ public class cameraSwitcherNailBird : MonoBehaviour
|
||||
|
||||
private void OnTriggerExit2D(Collider2D other)
|
||||
{
|
||||
if (other.CompareTag("Player"))
|
||||
if (other.CompareTag("Player") && gameObject.activeInHierarchy)
|
||||
{
|
||||
playerInsideCount--;
|
||||
if (playerInsideCount == 0 && virtualCamera != null)
|
||||
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 12ea065dca5840acae696a40c0cd96dc
|
||||
timeCreated: 1763632462
|
||||
@@ -93,6 +93,10 @@ namespace Interactions
|
||||
yield break;
|
||||
}
|
||||
|
||||
// Cache original transform state to restore later
|
||||
Vector3 originalPosition = heldItemTransform.localPosition;
|
||||
Vector3 originalScale = heldItemTransform.localScale;
|
||||
|
||||
// 1. Pause follower movement
|
||||
follower.PauseMovement();
|
||||
|
||||
@@ -132,7 +136,6 @@ namespace Interactions
|
||||
}
|
||||
|
||||
// 3. Grow animation (no glow during this)
|
||||
Vector3 originalScale = heldItemTransform.localScale;
|
||||
Tween.LocalScale(heldItemTransform, originalScale * growScale, growDuration, 0f, Tween.EaseOutBack);
|
||||
yield return new WaitForSeconds(growDuration);
|
||||
|
||||
@@ -275,10 +278,14 @@ namespace Interactions
|
||||
Destroy(zoomCamera.gameObject);
|
||||
}
|
||||
|
||||
// 10. Clear the follower's held item since we "consumed" it
|
||||
// 10. Restore held item transform to original state before clearing
|
||||
heldItemTransform.localPosition = originalPosition;
|
||||
heldItemTransform.localScale = originalScale;
|
||||
|
||||
// 11. Clear the follower's held item since we "consumed" it
|
||||
follower.ClearHeldItem();
|
||||
|
||||
// 11. Resume follower movement
|
||||
// 12. Resume follower movement
|
||||
follower.ResumeMovement();
|
||||
|
||||
sequencePlaying = false;
|
||||
|
||||
@@ -38,6 +38,11 @@ namespace Interactions
|
||||
protected FollowerController FollowerController;
|
||||
private bool isActive = true;
|
||||
|
||||
/// <summary>
|
||||
/// Gets whether this interactable is currently active (can be clicked)
|
||||
/// </summary>
|
||||
public bool IsActive => isActive;
|
||||
|
||||
// Action component system
|
||||
private List<InteractionActionBase> _registeredActions = new List<InteractionActionBase>();
|
||||
|
||||
@@ -443,6 +448,14 @@ namespace Interactions
|
||||
isActive = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Enable or disable this interactable
|
||||
/// </summary>
|
||||
public void SetActive(bool active)
|
||||
{
|
||||
isActive = active;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Legacy Methods & Compatibility
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Linq; // for Count() on List<bool>
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
using System; // for Action<T>
|
||||
@@ -23,8 +24,9 @@ namespace Interactions
|
||||
public class ItemSlotSaveData
|
||||
{
|
||||
public ItemSlotState slotState;
|
||||
public string slottedItemSaveId;
|
||||
public string slottedItemDataId; // ItemId of the PickupItemData (for verification)
|
||||
public List<string> slottedItemSaveIds = new List<string>(); // Changed to list for multi-slot support
|
||||
public List<string> slottedItemDataIds = new List<string>(); // Changed to list for multi-slot support
|
||||
public bool isLocked; // Track if slot is completed and locked
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -37,13 +39,17 @@ namespace Interactions
|
||||
public PickupItemData itemData;
|
||||
public SpriteRenderer iconRenderer;
|
||||
|
||||
// Slotted item tracking
|
||||
private PickupItemData currentlySlottedItemData;
|
||||
public SpriteRenderer slottedItemRenderer;
|
||||
private GameObject currentlySlottedItemObject;
|
||||
// Multi-slot item tracking
|
||||
private List<PickupItemData> slottedItemsData = new List<PickupItemData>();
|
||||
public SpriteRenderer[] slottedItemRenderers; // Array of renderers for multiple items
|
||||
private List<GameObject> slottedItemObjects = new List<GameObject>();
|
||||
private List<bool> slottedItemCorrectness = new List<bool>(); // Track which items are correct
|
||||
|
||||
// Tracks the current state of the slotted item
|
||||
// Tracks the current state of the slotted item(s)
|
||||
private ItemSlotState currentState = ItemSlotState.None;
|
||||
|
||||
// Lock flag to prevent removal after successful completion
|
||||
private bool isLockedAfterCompletion;
|
||||
|
||||
// Settings reference
|
||||
private IInteractionSettings interactionSettings;
|
||||
@@ -53,10 +59,53 @@ namespace Interactions
|
||||
/// Read-only access to the current slotted item state.
|
||||
/// </summary>
|
||||
public ItemSlotState CurrentSlottedState => currentState;
|
||||
|
||||
/// <summary>
|
||||
/// Number of items currently slotted (correct or incorrect)
|
||||
/// </summary>
|
||||
public int CurrentSlottedCount => slottedItemObjects.Count;
|
||||
|
||||
/// <summary>
|
||||
/// Number of CORRECT items currently slotted
|
||||
/// </summary>
|
||||
public int CurrentCorrectCount => slottedItemCorrectness.Count(correct => correct);
|
||||
|
||||
/// <summary>
|
||||
/// Number of items required to complete this slot
|
||||
/// </summary>
|
||||
public int RequiredItemCount
|
||||
{
|
||||
get
|
||||
{
|
||||
var config = interactionSettings?.GetSlotItemConfig(itemData);
|
||||
if (config != null)
|
||||
{
|
||||
// If requiredItemCount is set (> 0), use it; otherwise require all allowed items
|
||||
return config.requiredItemCount > 0 ? config.requiredItemCount : (config.allowedItems?.Count ?? 0);
|
||||
}
|
||||
return 1; // Default to 1 for backward compatibility
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Whether this slot has all required CORRECT items
|
||||
/// </summary>
|
||||
public bool IsComplete => CurrentCorrectCount >= RequiredItemCount && RequiredItemCount > 0;
|
||||
|
||||
/// <summary>
|
||||
/// Whether this slot has space for more items
|
||||
/// </summary>
|
||||
public bool HasSpace => slottedItemRenderers != null && CurrentSlottedCount < slottedItemRenderers.Length;
|
||||
|
||||
/// <summary>
|
||||
/// Whether this is a multi-slot (more than one renderer)
|
||||
/// </summary>
|
||||
private bool IsMultiSlot => slottedItemRenderers != null && slottedItemRenderers.Length > 1;
|
||||
|
||||
public UnityEvent onItemSlotted;
|
||||
public UnityEvent onItemSlotRemoved;
|
||||
// Native C# event alternative for code-only subscribers
|
||||
// Native C# event alternatives for code-only subscribers
|
||||
public event Action<PickupItemData, PickupItemData> OnItemSlotted; // (slotData, slottedItemData)
|
||||
public event Action<PickupItemData> OnItemSlotRemoved;
|
||||
|
||||
public UnityEvent onCorrectItemSlotted;
|
||||
@@ -69,17 +118,30 @@ namespace Interactions
|
||||
|
||||
public UnityEvent onForbiddenItemSlotted;
|
||||
|
||||
/// <summary>
|
||||
/// Get the first (or only) slotted object - for backward compatibility
|
||||
/// </summary>
|
||||
public GameObject GetSlottedObject()
|
||||
{
|
||||
return currentlySlottedItemObject;
|
||||
return slottedItemObjects.Count > 0 ? slottedItemObjects[0] : null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set a slotted object - for backward compatibility, replaces first item or adds
|
||||
/// </summary>
|
||||
public void SetSlottedObject(GameObject obj)
|
||||
{
|
||||
currentlySlottedItemObject = obj;
|
||||
if (currentlySlottedItemObject != null)
|
||||
if (obj != null)
|
||||
{
|
||||
currentlySlottedItemObject.SetActive(false);
|
||||
if (slottedItemObjects.Count == 0)
|
||||
{
|
||||
slottedItemObjects.Add(obj);
|
||||
}
|
||||
else
|
||||
{
|
||||
slottedItemObjects[0] = obj;
|
||||
}
|
||||
obj.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -134,12 +196,32 @@ namespace Interactions
|
||||
{
|
||||
var heldItem = FollowerController?.CurrentlyHeldItemData;
|
||||
|
||||
// Check if slot is locked after completion
|
||||
if (isLockedAfterCompletion)
|
||||
{
|
||||
if (heldItem != null)
|
||||
return (false, "This is already complete.");
|
||||
else
|
||||
return (false, "I can't remove these items.");
|
||||
}
|
||||
|
||||
// Scenario: Nothing held + Empty slot = Error
|
||||
if (heldItem == null && currentlySlottedItemObject == null)
|
||||
if (heldItem == null && CurrentSlottedCount == 0)
|
||||
return (false, "This requires an item.");
|
||||
|
||||
// Check forbidden items if trying to slot into empty slot
|
||||
if (heldItem != null && currentlySlottedItemObject == null)
|
||||
// If holding an item and slot is full but not complete, allow swap
|
||||
if (heldItem != null && !HasSpace)
|
||||
{
|
||||
// Allow swap for fixing mistakes (single-slot or multi-slot not complete)
|
||||
if (!IsMultiSlot || !IsComplete)
|
||||
return (true, null); // Allow swap
|
||||
|
||||
// Multi-slot is complete - can't swap
|
||||
return (false, "This slot is full.");
|
||||
}
|
||||
|
||||
// Check forbidden items if trying to slot
|
||||
if (heldItem != null)
|
||||
{
|
||||
var config = interactionSettings?.GetSlotItemConfig(itemData);
|
||||
var forbidden = config?.forbiddenItems ?? new List<PickupItemData>();
|
||||
@@ -153,7 +235,7 @@ namespace Interactions
|
||||
|
||||
/// <summary>
|
||||
/// Main interaction logic: Slot, pickup, swap, or combine items.
|
||||
/// Returns true only if correct item was slotted.
|
||||
/// Returns true only if correct item was slotted AND slot is now complete.
|
||||
/// </summary>
|
||||
protected override bool DoInteraction()
|
||||
{
|
||||
@@ -162,24 +244,33 @@ namespace Interactions
|
||||
var heldItemData = FollowerController.CurrentlyHeldItemData;
|
||||
var heldItemObj = FollowerController.GetHeldPickupObject();
|
||||
|
||||
// Scenario 1: Held item + Empty slot = Slot it
|
||||
if (heldItemData != null && currentlySlottedItemObject == null)
|
||||
// Scenario 1: Held item + Has space = Slot it
|
||||
if (heldItemData != null && HasSpace)
|
||||
{
|
||||
SlotItem(heldItemObj, heldItemData);
|
||||
FollowerController.ClearHeldItem(); // Clear follower's hand after slotting
|
||||
return IsSlottedItemCorrect();
|
||||
|
||||
// Check if we completed the slot
|
||||
if (IsComplete)
|
||||
{
|
||||
isLockedAfterCompletion = true;
|
||||
currentState = ItemSlotState.Correct;
|
||||
return true; // Completed!
|
||||
}
|
||||
|
||||
return false; // Slotted but not complete yet
|
||||
}
|
||||
|
||||
// Scenario 2 & 3: Slot is full
|
||||
if (currentlySlottedItemObject != null)
|
||||
if (CurrentSlottedCount > 0)
|
||||
{
|
||||
// Try combination if both items present
|
||||
if (heldItemData != null)
|
||||
// Try combination if both items present (only for single slots)
|
||||
if (heldItemData != null && !IsMultiSlot)
|
||||
{
|
||||
var slottedPickup = currentlySlottedItemObject.GetComponent<Pickup>();
|
||||
var slottedPickup = slottedItemObjects[0].GetComponent<Pickup>();
|
||||
if (slottedPickup != null)
|
||||
{
|
||||
var comboResult = FollowerController.TryCombineItems(slottedPickup, out var combinationResultItem);
|
||||
var comboResult = FollowerController.TryCombineItems(slottedPickup, out _);
|
||||
|
||||
if (comboResult == FollowerController.CombinationResult.Successful)
|
||||
{
|
||||
@@ -190,55 +281,88 @@ namespace Interactions
|
||||
}
|
||||
}
|
||||
|
||||
// No combination or unsuccessful - perform swap
|
||||
// Step 1: Pickup from slot (follower now holds the old slotted item)
|
||||
FollowerController.TryPickupItem(currentlySlottedItemObject, currentlySlottedItemData, dropItem: false);
|
||||
ClearSlot();
|
||||
|
||||
// Step 2: If we had a held item, slot it (follower already holding picked up item, don't clear!)
|
||||
if (heldItemData != null)
|
||||
// Swap behavior when slot is full (single slots OR multi-slots that aren't complete)
|
||||
if (heldItemData != null && !HasSpace)
|
||||
{
|
||||
SlotItem(heldItemObj, heldItemData);
|
||||
// Don't clear follower - they're holding the item they picked up from the slot
|
||||
return IsSlottedItemCorrect();
|
||||
// For single slots: always allow swap
|
||||
// For multi-slots: only allow swap if not complete yet (allows fixing mistakes)
|
||||
if (!IsMultiSlot || !IsComplete)
|
||||
{
|
||||
// LIFO swap - swap with the last item
|
||||
int lastIndex = CurrentSlottedCount - 1;
|
||||
var itemToReturn = slottedItemObjects[lastIndex];
|
||||
var itemDataToReturn = slottedItemsData[lastIndex];
|
||||
|
||||
// Step 1: Give old item to follower
|
||||
FollowerController.TryPickupItem(itemToReturn, itemDataToReturn, dropItem: false);
|
||||
|
||||
// Step 2: Remove old item from slot
|
||||
RemoveItemAtIndex(lastIndex);
|
||||
|
||||
// Step 3: Slot the new item
|
||||
SlotItem(heldItemObj, heldItemData);
|
||||
|
||||
// Check if we completed the slot with this swap
|
||||
if (IsComplete)
|
||||
{
|
||||
isLockedAfterCompletion = true;
|
||||
currentState = ItemSlotState.Correct;
|
||||
return true; // Completed!
|
||||
}
|
||||
|
||||
return false; // Swapped but not complete
|
||||
}
|
||||
}
|
||||
|
||||
// Just picked up from slot - not a success
|
||||
return false;
|
||||
// Pickup from slot (empty hands) - LIFO removal
|
||||
if (heldItemData == null)
|
||||
{
|
||||
int lastIndex = CurrentSlottedCount - 1;
|
||||
var itemToPickup = slottedItemObjects[lastIndex];
|
||||
var itemDataToPickup = slottedItemsData[lastIndex];
|
||||
|
||||
// Try to give item to follower
|
||||
FollowerController.TryPickupItem(itemToPickup, itemDataToPickup, dropItem: false);
|
||||
|
||||
// Remove from slot
|
||||
RemoveItemAtIndex(lastIndex);
|
||||
|
||||
// Just picked up from slot - not a success
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
// Shouldn't reach here (validation prevents empty + no held)
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Helper: Check if the currently slotted item is correct.
|
||||
/// </summary>
|
||||
private bool IsSlottedItemCorrect()
|
||||
{
|
||||
return currentState == ItemSlotState.Correct;
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Helper: Clear the slot and fire removal events.
|
||||
/// </summary>
|
||||
private void ClearSlot()
|
||||
{
|
||||
var previousData = currentlySlottedItemData;
|
||||
var previousData = slottedItemsData.Count > 0 ? slottedItemsData[0] : null;
|
||||
|
||||
// Clear the pickup's OwningSlot reference
|
||||
if (currentlySlottedItemObject != null)
|
||||
// Clear all pickup's OwningSlot references
|
||||
foreach (var itemObj in slottedItemObjects)
|
||||
{
|
||||
var pickup = currentlySlottedItemObject.GetComponent<Pickup>();
|
||||
if (pickup != null)
|
||||
if (itemObj != null)
|
||||
{
|
||||
pickup.OwningSlot = null;
|
||||
var pickup = itemObj.GetComponent<Pickup>();
|
||||
if (pickup != null)
|
||||
{
|
||||
pickup.OwningSlot = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
currentlySlottedItemObject = null;
|
||||
currentlySlottedItemData = null;
|
||||
slottedItemObjects.Clear();
|
||||
slottedItemsData.Clear();
|
||||
slottedItemCorrectness.Clear(); // Also clear correctness tracking
|
||||
currentState = ItemSlotState.None;
|
||||
isLockedAfterCompletion = false;
|
||||
UpdateSlottedSprite();
|
||||
|
||||
// Fire removal events
|
||||
@@ -246,35 +370,92 @@ namespace Interactions
|
||||
OnItemSlotRemoved?.Invoke(previousData);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Helper: Remove a specific item from the slot by index.
|
||||
/// </summary>
|
||||
private void RemoveItemAtIndex(int index)
|
||||
{
|
||||
if (index < 0 || index >= CurrentSlottedCount)
|
||||
return;
|
||||
|
||||
var itemObj = slottedItemObjects[index];
|
||||
var removedItemData = slottedItemsData[index];
|
||||
|
||||
// Clear the pickup's OwningSlot reference
|
||||
if (itemObj != null)
|
||||
{
|
||||
var pickup = itemObj.GetComponent<Pickup>();
|
||||
if (pickup != null)
|
||||
{
|
||||
pickup.OwningSlot = null;
|
||||
}
|
||||
}
|
||||
|
||||
slottedItemObjects.RemoveAt(index);
|
||||
slottedItemsData.RemoveAt(index);
|
||||
slottedItemCorrectness.RemoveAt(index); // Also remove correctness tracking
|
||||
|
||||
if (CurrentSlottedCount == 0)
|
||||
{
|
||||
currentState = ItemSlotState.None;
|
||||
isLockedAfterCompletion = false;
|
||||
}
|
||||
|
||||
UpdateSlottedSprite();
|
||||
|
||||
// Fire removal events
|
||||
onItemSlotRemoved?.Invoke();
|
||||
OnItemSlotRemoved?.Invoke(removedItemData);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Visual Updates
|
||||
|
||||
/// <summary>
|
||||
/// Updates the sprite and scale for the currently slotted item.
|
||||
/// Updates the sprite and scale for all slotted items.
|
||||
/// </summary>
|
||||
private void UpdateSlottedSprite()
|
||||
{
|
||||
if (slottedItemRenderer != null && currentlySlottedItemData != null && currentlySlottedItemData.mapSprite != null)
|
||||
if (slottedItemRenderers == null || slottedItemRenderers.Length == 0)
|
||||
return;
|
||||
|
||||
// Update each renderer based on slotted items
|
||||
for (int i = 0; i < slottedItemRenderers.Length; i++)
|
||||
{
|
||||
slottedItemRenderer.sprite = currentlySlottedItemData.mapSprite;
|
||||
// Scale sprite to desired height, preserve aspect ratio, compensate for parent scale
|
||||
float desiredHeight = playerFollowerSettings?.HeldIconDisplayHeight ?? 2.0f;
|
||||
var sprite = currentlySlottedItemData.mapSprite;
|
||||
float spriteHeight = sprite.bounds.size.y;
|
||||
Vector3 parentScale = slottedItemRenderer.transform.parent != null
|
||||
? slottedItemRenderer.transform.parent.localScale
|
||||
: Vector3.one;
|
||||
if (spriteHeight > 0f)
|
||||
var slotRenderer = slottedItemRenderers[i];
|
||||
if (slotRenderer == null)
|
||||
continue;
|
||||
|
||||
// If we have an item at this index, show it
|
||||
if (i < slottedItemsData.Count && slottedItemsData[i] != null)
|
||||
{
|
||||
float uniformScale = desiredHeight / spriteHeight;
|
||||
float scale = uniformScale / Mathf.Max(parentScale.x, parentScale.y);
|
||||
slottedItemRenderer.transform.localScale = new Vector3(scale, scale, 1f);
|
||||
var slottedData = slottedItemsData[i];
|
||||
if (slottedData.mapSprite != null)
|
||||
{
|
||||
slotRenderer.sprite = slottedData.mapSprite;
|
||||
|
||||
// Scale sprite to desired height, preserve aspect ratio, compensate for parent scale
|
||||
float desiredHeight = playerFollowerSettings?.HeldIconDisplayHeight ?? 2.0f;
|
||||
var sprite = slottedData.mapSprite;
|
||||
float spriteHeight = sprite.bounds.size.y;
|
||||
Vector3 parentScale = slotRenderer.transform.parent != null
|
||||
? slotRenderer.transform.parent.localScale
|
||||
: Vector3.one;
|
||||
|
||||
if (spriteHeight > 0f)
|
||||
{
|
||||
float uniformScale = desiredHeight / spriteHeight;
|
||||
float scale = uniformScale / Mathf.Max(parentScale.x, parentScale.y);
|
||||
slotRenderer.transform.localScale = new Vector3(scale, scale, 1f);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Clear renderer if no item at this index
|
||||
slotRenderer.sprite = null;
|
||||
}
|
||||
}
|
||||
else if (slottedItemRenderer != null)
|
||||
{
|
||||
slottedItemRenderer.sprite = null;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -297,31 +478,47 @@ namespace Interactions
|
||||
|
||||
protected override object GetSerializableState()
|
||||
{
|
||||
// Get slotted item save ID if there's a slotted item
|
||||
string slottedSaveId = "";
|
||||
string slottedDataId = "";
|
||||
|
||||
if (currentlySlottedItemObject != null)
|
||||
var saveData = new ItemSlotSaveData
|
||||
{
|
||||
var slottedPickup = currentlySlottedItemObject.GetComponent<Pickup>();
|
||||
if (slottedPickup is SaveableInteractable saveablePickup)
|
||||
slotState = currentState,
|
||||
isLocked = isLockedAfterCompletion
|
||||
};
|
||||
|
||||
// Save all slotted items
|
||||
foreach (var itemObj in slottedItemObjects)
|
||||
{
|
||||
if (itemObj != null)
|
||||
{
|
||||
slottedSaveId = saveablePickup.SaveId;
|
||||
var slottedPickup = itemObj.GetComponent<Pickup>();
|
||||
if (slottedPickup is SaveableInteractable saveablePickup)
|
||||
{
|
||||
saveData.slottedItemSaveIds.Add(saveablePickup.SaveId);
|
||||
}
|
||||
else
|
||||
{
|
||||
saveData.slottedItemSaveIds.Add("");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
saveData.slottedItemSaveIds.Add("");
|
||||
}
|
||||
}
|
||||
|
||||
// Also save the itemData ID for verification
|
||||
if (currentlySlottedItemData != null)
|
||||
// Save all item data IDs for verification
|
||||
foreach (var slottedData in slottedItemsData)
|
||||
{
|
||||
slottedDataId = currentlySlottedItemData.itemId;
|
||||
if (slottedData != null)
|
||||
{
|
||||
saveData.slottedItemDataIds.Add(slottedData.itemId);
|
||||
}
|
||||
else
|
||||
{
|
||||
saveData.slottedItemDataIds.Add("");
|
||||
}
|
||||
}
|
||||
|
||||
return new ItemSlotSaveData
|
||||
{
|
||||
slotState = currentState,
|
||||
slottedItemSaveId = slottedSaveId,
|
||||
slottedItemDataId = slottedDataId
|
||||
};
|
||||
return saveData;
|
||||
}
|
||||
|
||||
protected override void ApplySerializableState(string serializedData)
|
||||
@@ -335,13 +532,26 @@ namespace Interactions
|
||||
|
||||
// Restore slot state
|
||||
currentState = data.slotState;
|
||||
isLockedAfterCompletion = data.isLocked;
|
||||
|
||||
// Restore slotted item if there was one
|
||||
if (!string.IsNullOrEmpty(data.slottedItemSaveId))
|
||||
// Restore all slotted items if there were any
|
||||
if (data.slottedItemSaveIds != null && data.slottedItemSaveIds.Count > 0)
|
||||
{
|
||||
Logging.Debug($"[ItemSlot] Restoring slotted item: {data.slottedItemSaveId} (itemId: {data.slottedItemDataId})");
|
||||
RestoreSlottedItem(data.slottedItemSaveId, data.slottedItemDataId);
|
||||
for (int i = 0; i < data.slottedItemSaveIds.Count; i++)
|
||||
{
|
||||
string saveId = data.slottedItemSaveIds[i];
|
||||
string dataId = i < data.slottedItemDataIds.Count ? data.slottedItemDataIds[i] : "";
|
||||
|
||||
if (!string.IsNullOrEmpty(saveId))
|
||||
{
|
||||
Logging.Debug($"[ItemSlot] Restoring slotted item {i}: {saveId} (itemId: {dataId})");
|
||||
RestoreSlottedItem(saveId, dataId);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Update all renderers after restoration
|
||||
UpdateSlottedSprite();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -411,118 +621,107 @@ namespace Interactions
|
||||
return;
|
||||
}
|
||||
|
||||
// Silently slot the item (no events, no interaction completion)
|
||||
// Add to slotted items list (no events, no interaction completion)
|
||||
// Follower state is managed separately during save/load restoration
|
||||
ApplySlottedItemState(slottedObject, slottedData, triggerEvents: false);
|
||||
slottedItemObjects.Add(slottedObject);
|
||||
slottedItemsData.Add(slottedData);
|
||||
|
||||
Logging.Debug($"[ItemSlot] Successfully restored slotted item: {slottedData.itemName} (itemId: {slottedData.itemId})");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Core logic for slotting an item. Can be used both for normal slotting and silent restoration.
|
||||
/// NOTE: Does NOT call CompleteInteraction - the template method handles that via DoInteraction return value.
|
||||
/// NOTE: Does NOT manage follower state - caller is responsible for clearing follower's hand if needed.
|
||||
/// </summary>
|
||||
/// <param name="itemToSlot">The item GameObject to slot (or null to clear)</param>
|
||||
/// <param name="itemToSlotData">The PickupItemData for the item</param>
|
||||
/// <param name="triggerEvents">Whether to fire events</param>
|
||||
private void ApplySlottedItemState(GameObject itemToSlot, PickupItemData itemToSlotData, bool triggerEvents)
|
||||
{
|
||||
if (itemToSlot == null)
|
||||
// Determine if this item is correct for correctness tracking
|
||||
var config = interactionSettings?.GetSlotItemConfig(itemData);
|
||||
var allowed = config?.allowedItems ?? new List<PickupItemData>();
|
||||
bool isCorrectItem = PickupItemData.ListContainsEquivalent(allowed, slottedData);
|
||||
slottedItemCorrectness.Add(isCorrectItem);
|
||||
|
||||
// Deactivate the item and set pickup state
|
||||
slottedObject.SetActive(false);
|
||||
if (pickup != null)
|
||||
{
|
||||
// Clear slot - also clear the pickup's OwningSlot reference
|
||||
if (currentlySlottedItemObject != null)
|
||||
{
|
||||
var oldPickup = currentlySlottedItemObject.GetComponent<Pickup>();
|
||||
if (oldPickup != null)
|
||||
{
|
||||
oldPickup.OwningSlot = null;
|
||||
}
|
||||
}
|
||||
|
||||
var previousData = currentlySlottedItemData;
|
||||
currentlySlottedItemObject = null;
|
||||
currentlySlottedItemData = null;
|
||||
currentState = ItemSlotState.None;
|
||||
|
||||
// Fire native event for slot clearing (only if triggering events)
|
||||
if (previousData != null && triggerEvents)
|
||||
{
|
||||
onItemSlotRemoved?.Invoke();
|
||||
OnItemSlotRemoved?.Invoke(previousData);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Slot the item
|
||||
itemToSlot.SetActive(false);
|
||||
itemToSlot.transform.SetParent(null);
|
||||
SetSlottedObject(itemToSlot);
|
||||
currentlySlottedItemData = itemToSlotData;
|
||||
|
||||
// Mark the pickup as picked up and track slot ownership for save/load
|
||||
var pickup = itemToSlot.GetComponent<Pickup>();
|
||||
if (pickup != null)
|
||||
{
|
||||
pickup.IsPickedUp = true;
|
||||
pickup.OwningSlot = this;
|
||||
}
|
||||
|
||||
// Determine if correct
|
||||
var config = interactionSettings?.GetSlotItemConfig(itemData);
|
||||
var allowed = config?.allowedItems ?? new List<PickupItemData>();
|
||||
|
||||
if (itemToSlotData != null && PickupItemData.ListContainsEquivalent(allowed, itemToSlotData))
|
||||
{
|
||||
currentState = ItemSlotState.Correct;
|
||||
|
||||
// Fire events if requested
|
||||
if (triggerEvents)
|
||||
{
|
||||
DebugUIMessage.Show($"You correctly slotted {itemToSlotData.itemName} into: {itemData.itemName}", Color.green);
|
||||
onCorrectItemSlotted?.Invoke();
|
||||
OnCorrectItemSlotted?.Invoke(itemData, currentlySlottedItemData);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
currentState = ItemSlotState.Incorrect;
|
||||
|
||||
// Fire events if requested
|
||||
if (triggerEvents)
|
||||
{
|
||||
DebugUIMessage.Show("I'm not sure this works.", Color.yellow);
|
||||
onIncorrectItemSlotted?.Invoke();
|
||||
OnIncorrectItemSlotted?.Invoke(itemData, currentlySlottedItemData);
|
||||
}
|
||||
}
|
||||
pickup.IsPickedUp = true;
|
||||
pickup.OwningSlot = this;
|
||||
}
|
||||
|
||||
UpdateSlottedSprite();
|
||||
Logging.Debug($"[ItemSlot] Successfully restored slotted item: {slottedData.itemName} (itemId: {slottedData.itemId}, correct: {isCorrectItem})");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Public API for slotting items during gameplay.
|
||||
/// Adds item to the slot (multi-slot support).
|
||||
/// Caller is responsible for managing follower's held item state.
|
||||
/// </summary>
|
||||
public void SlotItem(GameObject itemToSlot, PickupItemData itemToSlotData)
|
||||
{
|
||||
ApplySlottedItemState(itemToSlot, itemToSlotData, triggerEvents: true);
|
||||
if (itemToSlot == null || itemToSlotData == null)
|
||||
{
|
||||
Logging.Warning($"[ItemSlot] Attempted to slot null item or data");
|
||||
return;
|
||||
}
|
||||
|
||||
// Determine if this item is correct (allowed)
|
||||
var config = interactionSettings?.GetSlotItemConfig(itemData);
|
||||
var allowed = config?.allowedItems ?? new List<PickupItemData>();
|
||||
bool isCorrectItem = PickupItemData.ListContainsEquivalent(allowed, itemToSlotData);
|
||||
|
||||
// Add to lists
|
||||
slottedItemObjects.Add(itemToSlot);
|
||||
slottedItemsData.Add(itemToSlotData);
|
||||
slottedItemCorrectness.Add(isCorrectItem); // Track correctness
|
||||
|
||||
// Deactivate item and set pickup state
|
||||
itemToSlot.SetActive(false);
|
||||
itemToSlot.transform.SetParent(null);
|
||||
|
||||
var pickup = itemToSlot.GetComponent<Pickup>();
|
||||
if (pickup != null)
|
||||
{
|
||||
pickup.IsPickedUp = true;
|
||||
pickup.OwningSlot = this;
|
||||
}
|
||||
|
||||
// Update visuals
|
||||
UpdateSlottedSprite();
|
||||
|
||||
// Fire events based on correctness
|
||||
if (isCorrectItem)
|
||||
{
|
||||
DebugUIMessage.Show($"You slotted {itemToSlotData.itemName} into: {itemData.itemName}", Color.green);
|
||||
|
||||
// Fire generic slot event
|
||||
onItemSlotted?.Invoke();
|
||||
OnItemSlotted?.Invoke(itemData, itemToSlotData);
|
||||
|
||||
// Only fire correct completion event if ALL required CORRECT items are now slotted
|
||||
if (IsComplete)
|
||||
{
|
||||
currentState = ItemSlotState.Correct;
|
||||
DebugUIMessage.Show($"Completed: {itemData.itemName}", Color.green);
|
||||
onCorrectItemSlotted?.Invoke();
|
||||
OnCorrectItemSlotted?.Invoke(itemData, itemToSlotData);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Incorrect item slotted
|
||||
DebugUIMessage.Show($"Slotted {itemToSlotData.itemName}, but it might not be right...", Color.yellow);
|
||||
onItemSlotted?.Invoke(); // Still fire generic event
|
||||
OnItemSlotted?.Invoke(itemData, itemToSlotData);
|
||||
onIncorrectItemSlotted?.Invoke();
|
||||
OnIncorrectItemSlotted?.Invoke(itemData, itemToSlotData);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Bilateral restoration entry point: Pickup calls this to offer itself to the Slot.
|
||||
/// Returns true if claim was successful, false if slot already has an item or wrong pickup.
|
||||
/// Returns true if claim was successful, false if slot is full or wrong pickup.
|
||||
/// </summary>
|
||||
public bool TryClaimSlottedItem(Pickup pickup)
|
||||
{
|
||||
if (pickup == null)
|
||||
return false;
|
||||
|
||||
// If slot already has an item, reject the claim
|
||||
if (currentlySlottedItemObject != null)
|
||||
// If slot is full, reject the claim
|
||||
if (!HasSpace)
|
||||
{
|
||||
Logging.Warning($"[ItemSlot] Already has a slotted item, rejecting claim from {pickup.gameObject.name}");
|
||||
Logging.Warning($"[ItemSlot] Slot is full, rejecting claim from {pickup.gameObject.name}");
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -530,10 +729,21 @@ namespace Interactions
|
||||
// Note: We don't have easy access to the expected SaveId here, so we just accept it
|
||||
// The Pickup's bilateral restoration ensures it only claims the correct slot
|
||||
|
||||
// Claim the pickup
|
||||
ApplySlottedItemState(pickup.gameObject, pickup.itemData, triggerEvents: false);
|
||||
// Add the item to lists
|
||||
slottedItemObjects.Add(pickup.gameObject);
|
||||
slottedItemsData.Add(pickup.itemData);
|
||||
|
||||
Logging.Debug($"[ItemSlot] Successfully claimed slotted item: {pickup.itemData?.itemName}");
|
||||
// Determine correctness for tracking
|
||||
var config = interactionSettings?.GetSlotItemConfig(itemData);
|
||||
var allowed = config?.allowedItems ?? new List<PickupItemData>();
|
||||
bool isCorrectItem = PickupItemData.ListContainsEquivalent(allowed, pickup.itemData);
|
||||
slottedItemCorrectness.Add(isCorrectItem);
|
||||
|
||||
pickup.gameObject.SetActive(false);
|
||||
pickup.IsPickedUp = true;
|
||||
pickup.OwningSlot = this;
|
||||
|
||||
Logging.Debug($"[ItemSlot] Successfully claimed slotted item: {pickup.itemData?.itemName} (correct: {isCorrectItem})");
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
@@ -56,12 +56,12 @@ namespace Minigames.BirdPooper
|
||||
return;
|
||||
}
|
||||
|
||||
// Register as override consumer to capture ALL input (except UI button)
|
||||
// Register as override consumer to capture ALL input (except UI button)
|
||||
// Register as default consumer (gets input if nothing else consumes it)
|
||||
// This allows UI buttons to work while still flapping when tapping empty space
|
||||
if (Input.InputManager.Instance != null)
|
||||
{
|
||||
Input.InputManager.Instance.RegisterOverrideConsumer(this);
|
||||
Debug.Log("[BirdPlayerController] Registered as override input consumer");
|
||||
Input.InputManager.Instance.SetDefaultConsumer(this);
|
||||
Debug.Log("[BirdPlayerController] Registered as default input consumer");
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -161,12 +161,12 @@ namespace Minigames.BirdPooper
|
||||
|
||||
/// <summary>
|
||||
/// Called when a trigger collider enters this object's trigger.
|
||||
/// Used for detecting obstacles without physics interactions.
|
||||
/// Used for detecting obstacles and targets without physics interactions.
|
||||
/// </summary>
|
||||
private void OnTriggerEnter2D(Collider2D other)
|
||||
{
|
||||
// Check if the colliding object is tagged as an obstacle
|
||||
if (other.CompareTag("Obstacle"))
|
||||
// Check if the colliding object is tagged as an obstacle or target
|
||||
if (other.CompareTag("Obstacle") || other.CompareTag("Target"))
|
||||
{
|
||||
HandleDeath();
|
||||
}
|
||||
|
||||
@@ -16,7 +16,13 @@ namespace Minigames.BirdPooper
|
||||
[Header("References")]
|
||||
[SerializeField] private BirdPlayerController player;
|
||||
[SerializeField] private ObstacleSpawner obstacleSpawner;
|
||||
[SerializeField] private TargetSpawner targetSpawner;
|
||||
[SerializeField] private GameOverScreen gameOverScreen;
|
||||
[SerializeField] private GameObject poopPrefab;
|
||||
|
||||
[Header("Game State")]
|
||||
private int targetsHit;
|
||||
private bool isGameOver;
|
||||
|
||||
internal override void OnManagedAwake()
|
||||
{
|
||||
@@ -42,6 +48,11 @@ namespace Minigames.BirdPooper
|
||||
Debug.LogError("[BirdPooperGameManager] ObstacleSpawner reference not assigned!");
|
||||
}
|
||||
|
||||
if (targetSpawner == null)
|
||||
{
|
||||
Debug.LogWarning("[BirdPooperGameManager] TargetSpawner reference not assigned! Targets will not spawn.");
|
||||
}
|
||||
|
||||
if (gameOverScreen == null)
|
||||
{
|
||||
Debug.LogError("[BirdPooperGameManager] GameOverScreen reference not assigned!");
|
||||
@@ -51,12 +62,21 @@ namespace Minigames.BirdPooper
|
||||
// Hide game over screen on start
|
||||
gameOverScreen.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
if (poopPrefab == null)
|
||||
{
|
||||
Debug.LogWarning("[BirdPooperGameManager] Poop prefab not assigned!");
|
||||
}
|
||||
}
|
||||
|
||||
internal override void OnManagedStart()
|
||||
{
|
||||
base.OnManagedStart();
|
||||
|
||||
// Initialize game state
|
||||
isGameOver = false;
|
||||
targetsHit = 0;
|
||||
|
||||
// Subscribe to player events
|
||||
if (player != null)
|
||||
{
|
||||
@@ -70,6 +90,13 @@ namespace Minigames.BirdPooper
|
||||
obstacleSpawner.StartSpawning();
|
||||
Debug.Log("[BirdPooperGameManager] Started obstacle spawning");
|
||||
}
|
||||
|
||||
// Start target spawning
|
||||
if (targetSpawner != null)
|
||||
{
|
||||
targetSpawner.StartSpawning();
|
||||
Debug.Log("[BirdPooperGameManager] Started target spawning");
|
||||
}
|
||||
}
|
||||
|
||||
internal override void OnManagedDestroy()
|
||||
@@ -95,7 +122,10 @@ namespace Minigames.BirdPooper
|
||||
/// </summary>
|
||||
private void HandlePlayerDamaged()
|
||||
{
|
||||
Debug.Log("[BirdPooperGameManager] Player damaged - showing game over screen");
|
||||
if (isGameOver) return;
|
||||
|
||||
isGameOver = true;
|
||||
Debug.Log($"[BirdPooperGameManager] Player damaged - Game Over! Targets Hit: {targetsHit}");
|
||||
|
||||
// Stop spawning obstacles
|
||||
if (obstacleSpawner != null)
|
||||
@@ -103,6 +133,12 @@ namespace Minigames.BirdPooper
|
||||
obstacleSpawner.StopSpawning();
|
||||
}
|
||||
|
||||
// Stop spawning targets
|
||||
if (targetSpawner != null)
|
||||
{
|
||||
targetSpawner.StopSpawning();
|
||||
}
|
||||
|
||||
// Show game over screen
|
||||
if (gameOverScreen != null)
|
||||
{
|
||||
@@ -113,6 +149,39 @@ namespace Minigames.BirdPooper
|
||||
Debug.LogError("[BirdPooperGameManager] GameOverScreen reference missing!");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Spawns a poop projectile at the player's current position.
|
||||
/// Called by UI button OnClick event.
|
||||
/// </summary>
|
||||
public void SpawnPoop()
|
||||
{
|
||||
if (isGameOver || player == null || poopPrefab == null)
|
||||
return;
|
||||
|
||||
Vector3 spawnPosition = player.transform.position;
|
||||
Instantiate(poopPrefab, spawnPosition, Quaternion.identity);
|
||||
|
||||
Debug.Log($"[BirdPooperGameManager] Spawned poop at {spawnPosition}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when a target is successfully hit by poop (Phase 5).
|
||||
/// </summary>
|
||||
public void OnTargetHit()
|
||||
{
|
||||
if (isGameOver) return;
|
||||
|
||||
targetsHit++;
|
||||
Debug.Log($"[BirdPooperGameManager] Target Hit! Total: {targetsHit}");
|
||||
}
|
||||
|
||||
#region Public Accessors
|
||||
|
||||
public bool IsGameOver => isGameOver;
|
||||
public int TargetsHit => targetsHit;
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
||||
|
||||