Compare commits

..

20 Commits

Author SHA1 Message Date
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
Michal Pikulski
15414f9414 [Test] Add unit tests for base code 2025-09-14 13:35:35 +02:00
Michal Pikulski
8cffe0b161 Fix build issues due to comparison operators 2025-09-12 16:47:45 +02:00
Michal Pikulski
0057ae9fa3 Fix issues with scene loading, introduce an intermediate bootstrap scene 2025-09-12 15:37:26 +02:00
Michal Pikulski
cec661586e Fix issues with disabled puzzle steps not registering with puzzle manager 2025-09-12 14:39:08 +02:00
DamianCorazza
a580a5f35a Eyes are working now 2025-09-12 13:57:26 +02:00
Michal Pikulski
c0df46f9f8 Update dispatchers and message for slotting items 2025-09-12 13:24:04 +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
DamianCorazza
d62516f0cb Added Bird Spawning and Copied behaviour for the hammer bird 2025-09-12 12:49:07 +02:00
Michal Pikulski
445e36975d Interactable items - slotting working correctly and calling the dispatchers each time 2025-09-12 12:26:44 +02:00
Michal Pikulski
ef96d80d51 Small touchups of input and A* graphing 2025-09-12 10:36:23 +02:00
DamianCorazza
afd3bc3863 Eyes Work nicely now, switching items is a bit iffy though 2025-09-12 10:30:49 +02:00
9b590ca6ec Made Changes To slotted items (not fully functional but progressing)
Added Unity events to the Slotting Items, the eyes react fine but sometimes they fuck up. gonna check that out later.
2025-09-11 17:03:56 +02:00
Michal Pikulski
15b8146815 Update Puzzle Manager's initialization sequence 2025-09-11 15:48:44 +02:00
Michal Pikulski
c5b8561b73 Quick scene browser tab 2025-09-11 15:29:28 +02:00
fd220de298 Merge pull request 'rewrite_interactables' (#2) from rewrite_interactables into main
Reviewed-on: #2
2025-09-11 12:39:22 +00:00
Michal Pikulski
6c76759057 Touched up editor tool windows 2025-09-11 14:07:58 +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
3a40d1a151 Interactables fully working now 2025-09-11 14:07:57 +02:00
Michal Pikulski
0ef25f265c Semi-working Interactables rework 2025-09-11 14:07:57 +02:00
103 changed files with 4309 additions and 1443 deletions

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@@ -1,5 +1,30 @@
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@@ -17,7 +42,7 @@ AnimatorStateTransition:
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@@ -52,6 +78,31 @@ AnimatorState:
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--- !u!1101 &-169883073761575190
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@@ -59,14 +110,17 @@ AnimatorStateTransition:
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@@ -84,7 +138,9 @@ AnimatorState:
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@@ -121,6 +177,12 @@ AnimatorController:
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@@ -134,6 +196,31 @@ AnimatorController:
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@@ -151,7 +238,7 @@ AnimatorStateTransition:
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@@ -16,4 +16,5 @@ MonoBehaviour:
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description: Place the Football into luring spot A
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@@ -16,4 +16,5 @@ MonoBehaviour:
displayName: Nails In Lure C
description: Place the Nails in the Luring Spot C
icon: {fileID: 0}
unlocks: []
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View File

@@ -1,4 +1,6 @@
using UnityEditor;
using Interactions;
using PuzzleS;
using UnityEditor;
using UnityEngine;
namespace Editor
@@ -13,6 +15,9 @@ namespace Editor
private string _pickupSoFolderPath = "Assets/Data/Items";
private string _puzzleSoFolderPath = "Assets/Data/Puzzles";
private enum ItemType { None, Pickup, ItemSlot }
private ItemType _itemType = ItemType.None;
[MenuItem("Tools/Item Prefab Editor")]
public static void ShowWindow()
{
@@ -53,39 +58,28 @@ namespace Editor
EditorGUILayout.LabelField("Editing: ", _selectedGameObject.name, EditorStyles.boldLabel);
EditorGUILayout.Space();
// Pickup
// Determine current type
bool hasPickup = _selectedGameObject.GetComponent<Pickup>() != null;
bool addPickup = EditorGUILayout.Toggle("Pickup", hasPickup);
if (addPickup && !hasPickup)
{
PrefabEditorUtility.AddOrGetComponent<Pickup>(_selectedGameObject);
}
else if (!addPickup && hasPickup)
bool hasSlot = _selectedGameObject.GetComponent<ItemSlot>() != null;
if (hasSlot) _itemType = ItemType.ItemSlot;
else if (hasPickup) _itemType = ItemType.Pickup;
else _itemType = ItemType.None;
// Item type selection
var newType = (ItemType)EditorGUILayout.EnumPopup("Item Type", _itemType);
if (newType != _itemType)
{
// Remove both, then add selected
PrefabEditorUtility.RemoveComponent<Pickup>(_selectedGameObject);
PrefabEditorUtility.RemoveComponent<ItemSlot>(_selectedGameObject);
if (newType == ItemType.Pickup)
PrefabEditorUtility.AddOrGetComponent<Pickup>(_selectedGameObject);
else if (newType == ItemType.ItemSlot)
PrefabEditorUtility.AddOrGetComponent<ItemSlot>(_selectedGameObject);
_itemType = newType;
}
// CombineWithBehavior
bool hasCombine = _selectedGameObject.GetComponent<CombineWithBehavior>() != null;
bool addCombine = EditorGUILayout.Toggle("CombineWithBehavior", hasCombine);
if (addCombine && !hasCombine)
{
PrefabEditorUtility.AddOrGetComponent<CombineWithBehavior>(_selectedGameObject);
}
else if (!addCombine && hasCombine)
{
PrefabEditorUtility.RemoveComponent<CombineWithBehavior>(_selectedGameObject);
}
// SlotItemBehavior
bool hasSlot = _selectedGameObject.GetComponent<SlotItemBehavior>() != null;
bool addSlot = EditorGUILayout.Toggle("SlotItemBehavior", hasSlot);
if (addSlot && !hasSlot)
{
PrefabEditorUtility.AddOrGetComponent<SlotItemBehavior>(_selectedGameObject);
}
else if (!addSlot && hasSlot)
{
PrefabEditorUtility.RemoveComponent<SlotItemBehavior>(_selectedGameObject);
}
// ObjectiveStepBehaviour
bool hasObjective = _selectedGameObject.GetComponent<ObjectiveStepBehaviour>() != null;
bool addObjective = EditorGUILayout.Toggle("ObjectiveStepBehaviour", hasObjective);
@@ -97,8 +91,9 @@ namespace Editor
{
PrefabEditorUtility.RemoveComponent<ObjectiveStepBehaviour>(_selectedGameObject);
}
// Pickup Data
if (addPickup)
// Pickup Data (for Pickup or ItemSlot)
if (_itemType == ItemType.Pickup || _itemType == ItemType.ItemSlot)
{
var pickup = _selectedGameObject.GetComponent<Pickup>();
_pickupData = pickup.itemData;
@@ -122,6 +117,7 @@ namespace Editor
pickup.itemData = _pickupData;
}
}
// Objective Data
if (addObjective)
{

View File

@@ -1,6 +1,8 @@
using UnityEditor;
using UnityEngine;
using System.IO;
using Interactions;
using PuzzleS;
namespace Editor
{
@@ -10,15 +12,17 @@ namespace Editor
private string _saveFolderPath = "Assets/Prefabs/Items";
private string _pickupSoFolderPath = "Assets/Data/Items";
private string _puzzleSoFolderPath = "Assets/Data/Puzzles";
private bool _addPickup;
private bool _addCombineWith;
private bool _addSlot;
private bool _addObjective;
private PickupItemData _pickupData;
private PuzzleStepSO _objectiveData;
private UnityEditor.Editor _soEditor;
private enum ItemType { None, Pickup, ItemSlot }
private ItemType _itemType = ItemType.None;
private bool _createNext = false;
[MenuItem("Tools/Prefab Creator")]
public static void ShowWindow()
{
@@ -48,13 +52,19 @@ namespace Editor
EditorGUILayout.EndHorizontal();
EditorGUILayout.Space();
EditorGUILayout.LabelField("Add Components:", EditorStyles.boldLabel);
_addPickup = EditorGUILayout.Toggle("Pickup", _addPickup);
_addCombineWith = EditorGUILayout.Toggle("CombineWithBehavior", _addCombineWith);
_addSlot = EditorGUILayout.Toggle("SlotItemBehavior", _addSlot);
_addObjective = EditorGUILayout.Toggle("ObjectiveStepBehaviour", _addObjective);
// Item type selection
var newType = (ItemType)EditorGUILayout.EnumPopup("Item Type", _itemType);
if (newType != _itemType)
{
_itemType = newType;
}
bool addObjective = EditorGUILayout.Toggle("ObjectiveStepBehaviour", _addObjective);
_addObjective = addObjective;
EditorGUILayout.Space();
if (_addPickup)
// Pickup Data (for Pickup or ItemSlot)
if (_itemType == ItemType.Pickup || _itemType == ItemType.ItemSlot)
{
EditorGUILayout.LabelField("Pickup Data:", EditorStyles.boldLabel);
_pickupData = (PickupItemData)EditorGUILayout.ObjectField("PickupItemData", _pickupData, typeof(PickupItemData), false);
@@ -76,6 +86,7 @@ namespace Editor
PrefabEditorUtility.DrawScriptableObjectEditor(ref _soEditor, _pickupData);
}
}
// Objective Data
if (_addObjective)
{
EditorGUILayout.LabelField("Objective Data:", EditorStyles.boldLabel);
@@ -99,12 +110,15 @@ namespace Editor
}
}
GUILayout.FlexibleSpace();
EditorGUILayout.BeginHorizontal();
GUI.enabled = !string.IsNullOrEmpty(_prefabName) && !string.IsNullOrEmpty(_saveFolderPath);
if (GUILayout.Button("Create Prefab"))
if (GUILayout.Button("Create Prefab", GUILayout.Height(28)))
{
CreatePrefab();
}
_createNext = GUILayout.Toggle(_createNext, "Create Next", GUILayout.Width(100), GUILayout.Height(28));
GUI.enabled = true;
EditorGUILayout.EndHorizontal();
}
private void CreatePrefab()
@@ -116,18 +130,15 @@ namespace Editor
if (interactableLayer != -1)
go.layer = interactableLayer;
go.AddComponent<SpriteRenderer>();
if (_addPickup)
if (_itemType == ItemType.Pickup)
{
var pickup = go.AddComponent<Pickup>();
pickup.itemData = _pickupData;
}
if (_addCombineWith)
else if (_itemType == ItemType.ItemSlot)
{
go.AddComponent<CombineWithBehavior>();
}
if (_addSlot)
{
go.AddComponent<SlotItemBehavior>();
var slot = go.AddComponent<ItemSlot>();
slot.itemData = _pickupData;
}
if (_addObjective)
{
@@ -135,10 +146,23 @@ namespace Editor
obj.stepData = _objectiveData;
}
string prefabPath = Path.Combine(_saveFolderPath, _prefabName + ".prefab").Replace("\\", "/");
PrefabUtility.SaveAsPrefabAsset(go, prefabPath);
var prefab = PrefabUtility.SaveAsPrefabAsset(go, prefabPath);
DestroyImmediate(go);
AssetDatabase.Refresh();
Selection.activeObject = prefab;
EditorGUIUtility.PingObject(prefab);
EditorUtility.DisplayDialog("Prefab Created", $"Prefab saved to {prefabPath}", "OK");
if (_createNext)
{
_prefabName = "NewPrefab";
_pickupData = null;
_objectiveData = null;
_itemType = ItemType.None;
_addObjective = false;
_soEditor = null;
GUI.FocusControl(null);
Repaint();
}
}
}
}

View File

@@ -0,0 +1,123 @@
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
using System.Collections.Generic;
using System.IO;
using System.Linq;
public class SceneBrowserWindow : EditorWindow
{
private class SceneInfo
{
public string path;
public string name;
public string folder;
public bool inBuildSettings;
}
private Vector2 _scroll;
private List<SceneInfo> _scenes = new List<SceneInfo>();
private Dictionary<string, List<SceneInfo>> _scenesByFolder = new Dictionary<string, List<SceneInfo>>();
[MenuItem("Tools/Scene Browser")]
public static void ShowWindow()
{
var window = GetWindow<SceneBrowserWindow>(false, "Scene Browser", true);
window.RefreshScenes();
}
private void OnFocus()
{
RefreshScenes();
}
private void RefreshScenes()
{
_scenes.Clear();
_scenesByFolder.Clear();
string[] guids = AssetDatabase.FindAssets("t:Scene", new[] { "Assets/Scenes" });
var buildScenes = EditorBuildSettings.scenes.Select(s => s.path).ToHashSet();
foreach (var guid in guids)
{
string path = AssetDatabase.GUIDToAssetPath(guid);
string name = Path.GetFileNameWithoutExtension(path);
string folder = Path.GetDirectoryName(path).Replace("\\", "/");
if (folder == "Assets/Scenes") folder = "";
var info = new SceneInfo
{
path = path,
name = name,
folder = folder,
inBuildSettings = buildScenes.Contains(path)
};
_scenes.Add(info);
if (!_scenesByFolder.ContainsKey(folder))
_scenesByFolder[folder] = new List<SceneInfo>();
_scenesByFolder[folder].Add(info);
}
}
private void OnGUI()
{
if (GUILayout.Button("Refresh"))
RefreshScenes();
_scroll = EditorGUILayout.BeginScrollView(_scroll);
// Top-level scenes
if (_scenesByFolder.ContainsKey(""))
{
foreach (var scene in _scenesByFolder[""])
DrawSceneRow(scene);
EditorGUILayout.Space();
}
// Subfolders
foreach (var kvp in _scenesByFolder)
{
if (string.IsNullOrEmpty(kvp.Key)) continue;
EditorGUILayout.LabelField(kvp.Key, EditorStyles.boldLabel);
foreach (var scene in kvp.Value)
DrawSceneRow(scene);
EditorGUILayout.Space();
}
EditorGUILayout.EndScrollView();
}
private void DrawSceneRow(SceneInfo scene)
{
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField(scene.name, GUILayout.Width(180));
if (GUILayout.Button("Open", GUILayout.Width(50)))
{
if (EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo())
EditorSceneManager.OpenScene(scene.path);
}
if (GUILayout.Button("Locate", GUILayout.Width(50)))
{
var obj = AssetDatabase.LoadAssetAtPath<SceneAsset>(scene.path);
EditorGUIUtility.PingObject(obj);
}
bool inBuild = scene.inBuildSettings;
bool newInBuild = GUILayout.Toggle(inBuild, "In Build", GUILayout.Width(70));
if (newInBuild != inBuild)
{
ToggleSceneInBuildSettings(scene.path, newInBuild);
scene.inBuildSettings = newInBuild;
}
EditorGUILayout.EndHorizontal();
}
private void ToggleSceneInBuildSettings(string path, bool add)
{
var scenes = EditorBuildSettings.scenes.ToList();
if (add)
{
if (!scenes.Any(s => s.path == path))
scenes.Add(new EditorBuildSettingsScene(path, true));
}
else
{
scenes = scenes.Where(s => s.path != path).ToList();
}
EditorBuildSettings.scenes = scenes.ToArray();
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: bda5b0c96582450e94a8b332f86c726d
timeCreated: 1757596929

View File

@@ -3,6 +3,8 @@ using UnityEngine;
using UnityEditor.SceneManagement;
using System.Collections.Generic;
using System.Linq;
using Interactions;
using PuzzleS;
public class SceneObjectLocatorWindow : EditorWindow
{
@@ -43,12 +45,10 @@ public class SceneObjectLocatorWindow : EditorWindow
foreach (var pickup in pickups)
{
var go = pickup.gameObject;
bool hasCombine = go.GetComponent<CombineWithBehavior>() != null;
bool hasSlot = go.GetComponent<SlotItemBehavior>() != null;
bool hasSlot = go.GetComponent<ItemSlot>() != null;
pickupInfos.Add(new PickupInfo
{
pickup = pickup,
hasCombine = hasCombine,
hasSlot = hasSlot
});
}

View File

@@ -0,0 +1,3 @@
{
"name": "PixelplacementAssembly"
}

View File

@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: db4a9769b2b9c5a4788bcd189eea1f0b
AssemblyDefinitionImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,18 @@
{
"name": "PixelplacementEditor",
"rootNamespace": "",
"references": [
"GUID:db4a9769b2b9c5a4788bcd189eea1f0b"
],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}

View File

@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 0547315a6b16c1a48bf1db2b83869a5a
AssemblyDefinitionImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@@ -1,9 +0,0 @@
fileFormatVersion: 2
guid: 274948d5adb104b28a8d42ee1308cee0
folderAsset: yes
timeCreated: 1500598980
licenseType: Store
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:

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@@ -1,9 +0,0 @@
fileFormatVersion: 2
guid: f588a5a76c3094128955cddb5540e896
folderAsset: yes
timeCreated: 1500598980
licenseType: Store
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:

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@@ -119,7 +119,7 @@ MonoBehaviour:
traversableTags: -1
tagPenalties: 0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
graphMask:
value: -1
value: 1
--- !u!114 &7393789300602426170
MonoBehaviour:
m_ObjectHideFlags: 0

View File

@@ -13,6 +13,7 @@ GameObject:
- component: {fileID: 3435632802124758411}
- component: {fileID: 8947209170748834035}
- component: {fileID: 7852204877518954380}
- component: {fileID: 1621671461027776358}
m_Layer: 8
m_Name: PulverCharacter
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SpriteRenderer:
m_CorrespondingSourceObject: {fileID: 7494677664706785084, guid: bf4b9d7045397f946b2125b1ad4a3fbd, type: 3}
m_PrefabInstance: {fileID: 1336824707}
m_PrefabAsset: {fileID: 0}
--- !u!1 &1741016587
GameObject:
m_ObjectHideFlags: 0
@@ -1716,7 +1721,7 @@ Transform:
m_GameObject: {fileID: 1741016587}
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: -10}
m_LocalPosition: {x: -4, y: 0, z: -10}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
@@ -1829,7 +1834,7 @@ MonoBehaviour:
m_EditorClassIdentifier:
version: 1
data:
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upgradeData:
file_cachedStartup: {fileID: 0}
data_cachedStartup:
@@ -1974,30 +1979,6 @@ PrefabInstance:
propertyPath: m_LocalEulerAnglesHint.z
value: 0
objectReference: {fileID: 0}
- target: {fileID: 3435632802124758411, guid: 8ac0210dbf9d7754e9526d6d5c214f49, type: 3}
propertyPath: acceleration
value: 15
objectReference: {fileID: 0}
- target: {fileID: 3435632802124758411, guid: 8ac0210dbf9d7754e9526d6d5c214f49, type: 3}
propertyPath: thresholdFar
value: 12
objectReference: {fileID: 0}
- target: {fileID: 3435632802124758411, guid: 8ac0210dbf9d7754e9526d6d5c214f49, type: 3}
propertyPath: thresholdNear
value: 7
objectReference: {fileID: 0}
- target: {fileID: 3435632802124758411, guid: 8ac0210dbf9d7754e9526d6d5c214f49, type: 3}
propertyPath: followDistance
value: 5
objectReference: {fileID: 0}
- target: {fileID: 3435632802124758411, guid: 8ac0210dbf9d7754e9526d6d5c214f49, type: 3}
propertyPath: manualMoveSmooth
value: 100
objectReference: {fileID: 0}
- target: {fileID: 3435632802124758411, guid: 8ac0210dbf9d7754e9526d6d5c214f49, type: 3}
propertyPath: heldIconDisplayHeight
value: 2
objectReference: {fileID: 0}
m_RemovedComponents: []
m_RemovedGameObjects: []
m_AddedGameObjects: []
@@ -2013,7 +1994,7 @@ PrefabInstance:
m_Modifications:
- target: {fileID: 3823830588451517910, guid: 301b4e0735896334f8f6fb9a68a7e419, type: 3}
propertyPath: m_LocalPosition.x
value: 0
value: -4
objectReference: {fileID: 0}
- target: {fileID: 3823830588451517910, guid: 301b4e0735896334f8f6fb9a68a7e419, type: 3}
propertyPath: m_LocalPosition.y

File diff suppressed because it is too large Load Diff

View File

@@ -5,6 +5,7 @@ public class BirdEyesBehavior : MonoBehaviour
{
private StateMachine statemachine;
private Animator animator;
public bool correctItemIsIn;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
@@ -18,16 +19,22 @@ public class BirdEyesBehavior : MonoBehaviour
}
void CorrectItem()
public void CorrectItem()
{
correctItemIsIn = true;
animator.SetTrigger("RightGuess");
}
void IncorrectItem()
public void IncorrectItem()
{
correctItemIsIn = false;
animator.SetTrigger("WrongGuess");
}
void BirdReveal()
public void NoItem()
{
animator.SetTrigger("NoGuess");
}
public void BirdReveal()
{
statemachine.ChangeState ("BirdSpawned");
}

View File

@@ -0,0 +1,21 @@
{
"name": "AppleHillsScripts",
"rootNamespace": "",
"references": [
"PixelplacementAssembly",
"Unity.Addressables",
"AstarPathfindingProject",
"Unity.ResourceManager",
"Unity.InputSystem",
"Unity.TextMeshPro"
],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}

View File

@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: d91d3f46515a6954caa674697afbf416
AssemblyDefinitionImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -14,7 +14,8 @@ public class DebugUIMessage : MonoBehaviour
/// </summary>
/// <param name="message">The message to display.</param>
/// <param name="duration">How long to display the message (seconds).</param>
public static void Show(string message, float duration = 2f)
/// <param name="displayColor"></param>
public static void Show(string message, Color displayColor, float duration = 2f)
{
if (instance == null)
{
@@ -23,7 +24,7 @@ public class DebugUIMessage : MonoBehaviour
instance.SetupUI();
DontDestroyOnLoad(go);
}
instance.ShowMessage(message, duration);
instance.ShowMessage(message, duration, displayColor);
}
/// <summary>
@@ -45,7 +46,7 @@ public class DebugUIMessage : MonoBehaviour
messageText.font = customFont;
else
messageText.font = Resources.GetBuiltinResource<Font>("LegacyRuntime.ttf");
messageText.fontSize = 16;
messageText.fontSize = 32;
messageText.color = Color.yellow;
var outline = textGO.AddComponent<Outline>();
outline.effectColor = Color.black;
@@ -55,16 +56,17 @@ public class DebugUIMessage : MonoBehaviour
rect.anchorMax = new Vector2(0.5f, 0.5f);
rect.pivot = new Vector2(0.5f, 0.5f);
rect.anchoredPosition = Vector2.zero;
rect.sizeDelta = new Vector2(400, 40);
rect.sizeDelta = new Vector2(800, 40);
messageText.text = "";
}
/// <summary>
/// Internal method to show a message and start the hide coroutine.
/// </summary>
private void ShowMessage(string message, float duration)
private void ShowMessage(string message, float duration, Color fontColor)
{
messageText.text = message;
messageText.color = fontColor;
messageText.enabled = true;
if (hideCoroutine != null)
StopCoroutine(hideCoroutine);

View File

@@ -35,6 +35,14 @@ public class GameManager : MonoBehaviour
void Awake()
{
_instance = this;
if (gameSettings == null)
{
gameSettings = Resources.Load<GameSettings>("DefaultSettings");
if (gameSettings == null)
{
Debug.LogError("GameSettings asset not found in Resources!");
}
}
// DontDestroyOnLoad(gameObject);
}
@@ -50,7 +58,7 @@ public class GameManager : MonoBehaviour
public float ManualMoveSmooth => gameSettings != null ? gameSettings.manualMoveSmooth : 8f;
public float ThresholdFar => gameSettings != null ? gameSettings.thresholdFar : 2.5f;
public float ThresholdNear => gameSettings != null ? gameSettings.thresholdNear : 0.5f;
public float StopThreshold => gameSettings != null ? gameSettings.stopThreshold : 0.1f;
public float StopThreshold => gameSettings != null ? gameSettings.stopThreshold : 0.5f;
public float MoveSpeed => gameSettings != null ? gameSettings.moveSpeed : 5f;
public float StopDistance => gameSettings != null ? gameSettings.stopDistance : 0.1f;
public bool UseRigidbody => gameSettings != null ? gameSettings.useRigidbody : true;
@@ -59,6 +67,7 @@ public class GameManager : MonoBehaviour
public float HeldIconDisplayHeight => gameSettings != null ? gameSettings.heldIconDisplayHeight : 2.0f;
public GameObject BasePickupPrefab => gameSettings != null ? gameSettings.basePickupPrefab : null;
public LayerMask InteractableLayerMask => gameSettings != null ? gameSettings.interactableLayerMask : -1;
public float PlayerStopDistanceDirectInteraction => gameSettings != null ? gameSettings.playerStopDistanceDirectInteraction : 2.0f;
/// <summary>
/// Returns the combination rule for two items, if any.
@@ -68,7 +77,8 @@ public class GameManager : MonoBehaviour
if (gameSettings == null || gameSettings.combinationRules == null) return null;
foreach (var rule in gameSettings.combinationRules)
{
if ((rule.itemA == item1 && rule.itemB == item2) || (rule.itemA == item2 && rule.itemB == item1))
if ((PickupItemData.AreEquivalent(rule.itemA, item1) && PickupItemData.AreEquivalent(rule.itemB, item2)) ||
(PickupItemData.AreEquivalent(rule.itemA, item2) && PickupItemData.AreEquivalent(rule.itemB, item1)))
{
return rule;
}
@@ -84,7 +94,7 @@ public class GameManager : MonoBehaviour
if (gameSettings == null || gameSettings.slotItemConfigs == null || slotItem == null) return null;
foreach (var config in gameSettings.slotItemConfigs)
{
if (config.slotItem == slotItem)
if (PickupItemData.AreEquivalent(slotItem, config.slotItem))
return config;
}
return null;

View File

@@ -8,6 +8,7 @@ public class GameSettings : ScriptableObject
{
[Header("Interactions")]
public float playerStopDistance = 6.0f;
public float playerStopDistanceDirectInteraction = 2.0f;
public float followerPickupDelay = 0.2f;
[Header("Follower Settings")]

View File

@@ -42,11 +42,29 @@ public class SceneManagerService : MonoBehaviour
private readonly Dictionary<string, AsyncOperation> _activeLoads = new();
private readonly Dictionary<string, AsyncOperation> _activeUnloads = new();
private const string BootstrapSceneName = "BootstrapScene";
void Awake()
{
_instance = this;
// DontDestroyOnLoad(gameObject);
#if UNITY_EDITOR
// In Editor, set CurrentGameplayScene to the currently open scene at play start
if (Application.isPlaying)
{
var activeScene = SceneManager.GetActiveScene();
if (activeScene.IsValid())
{
CurrentGameplayScene = activeScene.name;
}
}
#endif
// Ensure BootstrapScene is loaded at startup
var bootstrap = SceneManager.GetSceneByName(BootstrapSceneName);
if (!bootstrap.isLoaded)
{
SceneManager.LoadScene(BootstrapSceneName, LoadSceneMode.Additive);
}
}
void OnApplicationQuit()
@@ -196,7 +214,7 @@ public class SceneManagerService : MonoBehaviour
}
// Tracks the currently loaded gameplay scene (not persistent/bootstrapper)
public string CurrentGameplayScene { get; private set; } = "AppleHillsOverworld";
public string CurrentGameplayScene { get; private set; } = "MainMenu";
// Switches from current gameplay scene to a new one
public async Task SwitchSceneAsync(string newSceneName, IProgress<float> progress = null)
@@ -210,10 +228,8 @@ public class SceneManagerService : MonoBehaviour
else
DestroyImmediate(astar.gameObject);
}
// Load new scene
await LoadSceneAsync(newSceneName, progress);
// Unload previous scene (if not same)
if (!string.IsNullOrEmpty(CurrentGameplayScene) && CurrentGameplayScene != newSceneName)
// Unload previous gameplay scene (if not BootstrapScene and not same as new)
if (!string.IsNullOrEmpty(CurrentGameplayScene) && CurrentGameplayScene != newSceneName && CurrentGameplayScene != BootstrapSceneName)
{
var prevScene = SceneManager.GetSceneByName(CurrentGameplayScene);
if (prevScene.isLoaded)
@@ -225,6 +241,14 @@ public class SceneManagerService : MonoBehaviour
Debug.LogWarning($"SceneManagerService: Previous scene '{CurrentGameplayScene}' is not loaded, skipping unload.");
}
}
// Ensure BootstrapScene is loaded before loading new scene
var bootstrap = SceneManager.GetSceneByName(BootstrapSceneName);
if (!bootstrap.isLoaded)
{
SceneManager.LoadScene(BootstrapSceneName, LoadSceneMode.Additive);
}
// Load new gameplay scene
await LoadSceneAsync(newSceneName, progress);
// Update tracker
CurrentGameplayScene = newSceneName;
}

View File

@@ -0,0 +1,16 @@
using UnityEngine;
public class AnneLiseBehaviour : MonoBehaviour
{
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: d0d1761ee6769c243b110122f5e17b73

View File

@@ -2,23 +2,33 @@ using UnityEngine;
public class Distancemeasurer : MonoBehaviour
{
public float playerDistanceToChange;
public float playerToPlaceDistance;
public BirdEyesBehavior birdEyes;
private Vector2 eyesPosition;
private Vector2 placePosition;
private Vector2 playerPosition;
private float distance;
private GameObject player;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
eyesPosition = transform.position;
playerPosition = transform.position;
placePosition = transform.position;
player = GameObject.FindWithTag("Player");
playerPosition = player.transform.position;
distance = Vector2.Distance(placePosition, playerPosition);
}
// Update is called once per frame
// TODO: Make this less expensive by not doing it every frame
void Update()
{
playerPosition = player.transform.position;
distance = Vector2.Distance(placePosition, playerPosition);
//Debug.Log("Distance to player: " + distance);
if (distance > playerToPlaceDistance && birdEyes.correctItemIsIn == true)
{
birdEyes.BirdReveal();
}
}

3
Assets/Scripts/Data.meta Normal file
View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: e0b15b90103942c3b0e630462ecc5de1
timeCreated: 1757518020

View File

@@ -0,0 +1 @@


View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: a54fc1a3945f46c580a83e74f9436526
timeCreated: 1757518020

View File

@@ -142,7 +142,7 @@ public class InputManager : MonoBehaviour
Vector2 screenPos = positionAction.ReadValue<Vector2>();
Vector3 worldPos = Camera.main.ScreenToWorldPoint(screenPos);
Vector2 worldPos2D = new Vector2(worldPos.x, worldPos.y);
Debug.Log($"[InputManager] HoldMove update at {worldPos2D}");
// Debug.Log($"[InputManager] HoldMove update at {worldPos2D}");
defaultConsumer?.OnHoldMove(worldPos2D);
}
}
@@ -157,18 +157,15 @@ public class InputManager : MonoBehaviour
Collider2D hit = Physics2D.OverlapPoint(worldPos, mask);
if (hit != null)
{
var interactable = hit.GetComponent<ITouchInputConsumer>();
if (interactable != null)
var consumer = hit.GetComponent<ITouchInputConsumer>();
if (consumer != null)
{
Debug.unityLogger.Log("Interactable", $"[InputManager] Delegating tap to interactable at {worldPos} (GameObject: {hit.gameObject.name})");
interactable.OnTap(worldPos);
Debug.unityLogger.Log("Interactable", $"[InputManager] Delegating tap to consumer at {worldPos} (GameObject: {hit.gameObject.name})");
consumer.OnTap(worldPos);
return true;
}
else
{
Debug.unityLogger.Log("Interactable", $"[InputManager] Collider2D hit at {worldPos} (GameObject: {hit.gameObject.name}), but no ITouchInputConsumer found.");
}
}
else
{
Debug.unityLogger.Log("Interactable", $"[InputManager] No Collider2D found at {worldPos} for interactable delegation.");

View File

@@ -12,7 +12,7 @@ namespace Input
// --- Movement State ---
private Vector3 targetPosition;
private Vector3 directMoveVelocity; // default is Vector3.zero
private bool isHolding;
internal bool isHolding;
private Vector2 lastHoldPosition;
private Coroutine pathfindingDragCoroutine;
private float pathfindingDragUpdateInterval = 0.1f; // Interval in seconds
@@ -28,6 +28,10 @@ namespace Input
private Transform artTransform;
private SpriteRenderer spriteRenderer;
// --- Last direct movement direction ---
private Vector3 _lastDirectMoveDir = Vector3.right;
public Vector3 LastDirectMoveDir => _lastDirectMoveDir;
// --- MoveToAndNotify State ---
public delegate void ArrivedAtTargetHandler();
private Coroutine moveToCoroutine;
@@ -184,6 +188,9 @@ namespace Input
adjustedMove = toTarget;
}
transform.position += adjustedMove;
// Cache the last direct movement direction
_lastDirectMoveDir = directMoveVelocity.normalized;
}
/// <summary>

View File

@@ -1,64 +0,0 @@
using UnityEngine;
/// <summary>
/// Interaction requirement that allows combining the follower's held item with this pickup if a valid combination rule exists.
/// </summary>
[RequireComponent(typeof(Pickup))]
public class CombineWithBehavior : InteractionRequirementBase
{
/// <summary>
/// Attempts to combine the follower's held item with this pickup's item.
/// </summary>
/// <param name="follower">The follower attempting the interaction.</param>
/// <returns>True if the combination was successful, false otherwise.</returns>
public override bool TryInteract(FollowerController follower)
{
var heldItem = follower.CurrentlyHeldItem;
var pickup = GetComponent<Pickup>();
if (heldItem == null)
{
// DebugUIMessage.Show("You need an item to combine.");
OnFailure?.Invoke();
return true;
}
if (pickup == null || pickup.itemData == null)
{
DebugUIMessage.Show("Target item is missing or invalid.");
OnFailure?.Invoke();
return false;
}
var rule = GameManager.Instance.GetCombinationRule(heldItem, pickup.itemData);
if (rule != null && rule.resultPrefab != null)
{
// Instantiate the result prefab at the pickup's position
var resultObj = GameObject.Instantiate(rule.resultPrefab, pickup.transform.position, Quaternion.identity);
var resultPickup = resultObj.GetComponent<Pickup>();
if (resultPickup != null)
{
// Hide and parent to follower
resultObj.SetActive(false);
resultObj.transform.SetParent(follower.transform);
// Set held item and icon from the spawned prefab
follower.SetHeldItem(resultPickup.itemData, resultPickup.iconRenderer);
// Cache the spawned object as the held item
follower.CacheHeldPickupObject(resultObj);
follower.justCombined = true;
OnSuccess?.Invoke();
return true;
}
else
{
Debug.LogWarning("Result prefab does not have a Pickup component.");
GameObject.Destroy(resultObj);
OnFailure?.Invoke();
return false;
}
}
else
{
// DebugUIMessage.Show($"Cannot combine {heldItem.itemName ?? \"an item\"} with {pickup.itemData.itemName ?? \"target item\"}.");
OnFailure?.Invoke();
return true;
}
}
}

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 21401a3b30134380bb205964d9e5c67d
timeCreated: 1756981777

View File

@@ -1,19 +1,42 @@
using UnityEngine;
using Input;
using UnityEngine;
using System;
using UnityEngine.Events;
/// <summary>
/// Represents an interactable object that can respond to tap input events.
/// </summary>
public class Interactable : MonoBehaviour, ITouchInputConsumer
namespace Interactions
{
public event Action StartedInteraction;
public event Action<bool> InteractionComplete;
private ObjectiveStepBehaviour stepBehaviour;
void Awake()
public enum CharacterToInteract
{
stepBehaviour = GetComponent<ObjectiveStepBehaviour>();
Trafalgar,
Pulver
}
/// <summary>
/// Represents an interactable object that can respond to tap input events.
/// </summary>
public class Interactable : MonoBehaviour, ITouchInputConsumer
{
[Header("Interaction Settings")]
public bool isOneTime = false;
public float cooldown = -1f;
public CharacterToInteract characterToInteract = CharacterToInteract.Pulver;
[Header("Interaction Events")]
public UnityEvent<PlayerTouchController, FollowerController> interactionStarted;
public UnityEvent interactionInterrupted;
public UnityEvent characterArrived;
public UnityEvent<bool> interactionComplete;
// Helpers for managing interaction state
private bool _interactionInProgress;
private PlayerTouchController _playerRef;
private FollowerController _followerController;
private bool _isActive = true;
private void Awake()
{
// Subscribe to interactionComplete event
interactionComplete.AddListener(OnInteractionComplete);
}
/// <summary>
@@ -21,56 +44,187 @@ public class Interactable : MonoBehaviour, ITouchInputConsumer
/// </summary>
public void OnTap(Vector2 worldPosition)
{
if (!_isActive)
{
Debug.Log($"[Interactable] Is disabled!");
return;
}
Debug.Log($"[Interactable] OnTap at {worldPosition} on {gameObject.name}");
StartedInteraction?.Invoke();
// Broadcast interaction started event
TryInteract();
}
public void TryInteract()
{
_interactionInProgress = true;
_playerRef = FindFirstObjectByType<PlayerTouchController>();
_followerController = FindFirstObjectByType<FollowerController>();
interactionStarted?.Invoke(_playerRef, _followerController);
if (_playerRef == null)
{
Debug.Log($"[Interactable] Player character could not be found. Aborting interaction.");
interactionInterrupted.Invoke();
return;
}
// Compute closest point on the interaction radius
Vector3 interactablePos = transform.position;
Vector3 playerPos = _playerRef.transform.position;
float stopDistance = characterToInteract == CharacterToInteract.Pulver
? GameManager.Instance.PlayerStopDistance
: GameManager.Instance.PlayerStopDistanceDirectInteraction;
Vector3 toPlayer = (playerPos - interactablePos).normalized;
Vector3 stopPoint = interactablePos + toPlayer * stopDistance;
// Unsubscribe previous to avoid duplicate calls
_playerRef.OnArrivedAtTarget -= OnPlayerArrived;
_playerRef.OnMoveToCancelled -= OnPlayerMoveCancelled;
_playerRef.OnArrivedAtTarget += OnPlayerArrived;
_playerRef.OnMoveToCancelled += OnPlayerMoveCancelled;
_playerRef.MoveToAndNotify(stopPoint);
}
private void OnPlayerMoveCancelled()
{
_interactionInProgress = false;
interactionInterrupted?.Invoke();
}
private void OnPlayerArrived()
{
if (!_interactionInProgress)
return;
// Unsubscribe to avoid memory leaks
_playerRef.OnArrivedAtTarget -= OnPlayerArrived;
if (characterToInteract == CharacterToInteract.Pulver)
{
_followerController.OnPickupArrived -= OnFollowerArrived;
_followerController.OnPickupArrived += OnFollowerArrived;
_followerController.GoToPointAndReturn(transform.position, _playerRef.transform);
}
else if (characterToInteract == CharacterToInteract.Trafalgar)
{
BroadcastCharacterArrived();
}
}
private void OnFollowerArrived()
{
if (!_interactionInProgress)
return;
// Unsubscribe to avoid memory leaks
_followerController.OnPickupArrived -= OnFollowerArrived;
BroadcastCharacterArrived();
}
private void BroadcastCharacterArrived()
{
// Check for ObjectiveStepBehaviour and lock state
var step = GetComponent<PuzzleS.ObjectiveStepBehaviour>();
if (step != null && !step.IsStepUnlocked())
{
DebugUIMessage.Show("This step is locked!", Color.yellow);
BroadcastInteractionComplete(false);
// Reset variables for next time
_interactionInProgress = false;
_playerRef = null;
_followerController = null;
return;
}
// Broadcast appropriate event
characterArrived?.Invoke();
// Reset variables for next time
_interactionInProgress = false;
_playerRef = null;
_followerController = null;
}
private void OnInteractionComplete(bool success)
{
if (success)
{
if (isOneTime)
{
_isActive = false;
}
else if (cooldown >= 0f)
{
StartCoroutine(HandleCooldown());
}
}
}
private System.Collections.IEnumerator HandleCooldown()
{
_isActive = false;
yield return new WaitForSeconds(cooldown);
_isActive = true;
}
public void OnHoldStart(Vector2 position)
{
throw new NotImplementedException();
}
public void OnHoldMove(Vector2 position)
{
throw new NotImplementedException();
}
public void OnHoldEnd(Vector2 position)
{
throw new NotImplementedException();
}
public void BroadcastInteractionComplete(bool success)
{
interactionComplete?.Invoke(success);
}
#if UNITY_EDITOR
/// <summary>
/// No hold behavior for interactables.
/// Draws gizmos for pickup interaction range in the editor.
/// </summary>
public void OnHoldStart(Vector2 worldPosition) { }
public void OnHoldMove(Vector2 worldPosition) { }
public void OnHoldEnd(Vector2 worldPosition) { }
/// <summary>
/// Called when the follower arrives at this interactable.
/// </summary>
public bool OnFollowerArrived(FollowerController follower)
void OnDrawGizmos()
{
// Check if step is locked here
if (stepBehaviour != null && !stepBehaviour.IsStepUnlocked())
float playerStopDistance;
if (Application.isPlaying)
{
DebugUIMessage.Show("Item is not unlocked yet");
Debug.Log("[Puzzles] Tried to interact with locked step: " + gameObject.name);
InteractionComplete?.Invoke(false);
return false;
playerStopDistance = characterToInteract == CharacterToInteract.Trafalgar
? GameManager.Instance.PlayerStopDistanceDirectInteraction
: GameManager.Instance.PlayerStopDistance;
}
var requirements = GetComponents<InteractionRequirementBase>();
if (requirements.Length == 0)
else
{
InteractionComplete?.Invoke(true);
return true;
}
bool anySuccess = false;
foreach (var req in requirements)
{
if (req.TryInteract(follower))
{
anySuccess = true;
break;
}
}
InteractionComplete?.Invoke(anySuccess);
if (!anySuccess)
{
Debug.Log($"[Interactable] No interaction requirements succeeded for {gameObject.name}");
// Optionally trigger a default failure event or feedback here
}
return anySuccess;
// Load settings directly from asset path in editor
var settings =
UnityEditor.AssetDatabase.LoadAssetAtPath<GameSettings>(
"Assets/Data/Settings/DefaultSettings.asset");
playerStopDistance = settings != null
? (characterToInteract == CharacterToInteract.Trafalgar
? settings.playerStopDistanceDirectInteraction
: settings.playerStopDistance)
: 1.0f;
}
public void CompleteInteraction(bool success)
Gizmos.color = Color.yellow;
Gizmos.DrawWireSphere(transform.position, playerStopDistance);
GameObject playerObj = GameObject.FindGameObjectWithTag("Player");
if (playerObj != null)
{
InteractionComplete?.Invoke(success);
Vector3 stopPoint = transform.position +
(playerObj.transform.position - transform.position).normalized * playerStopDistance;
Gizmos.color = Color.cyan;
Gizmos.DrawSphere(stopPoint, 0.15f);
}
}
#endif
}
}

View File

@@ -0,0 +1,151 @@
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
namespace Interactions
{
/// <summary>
/// Interaction requirement that allows slotting, swapping, or picking up items in a slot.
/// </summary>
[RequireComponent(typeof(Interactable))]
public class ItemSlot : Pickup
{
public UnityEvent onItemSlotted;
public UnityEvent onItemSlotRemoved;
public UnityEvent onCorrectItemSlotted;
public UnityEvent onIncorrectItemSlotted;
public UnityEvent onForbiddenItemSlotted;
private PickupItemData _currentlySlottedItemData;
public SpriteRenderer slottedItemRenderer;
private GameObject _currentlySlottedItemObject = null;
public GameObject GetSlottedObject()
{
return _currentlySlottedItemObject;
}
public void SetSlottedObject(GameObject obj)
{
_currentlySlottedItemObject = obj;
if (_currentlySlottedItemObject != null)
{
_currentlySlottedItemObject.SetActive(false);
}
}
protected override void OnCharacterArrived()
{
var heldItemData = FollowerController.CurrentlyHeldItemData;
var heldItemObj = FollowerController.GetHeldPickupObject();
var config = GameManager.Instance.GetSlotItemConfig(itemData);
var forbidden = config?.forbiddenItems ?? new List<PickupItemData>();
// Held item, slot empty -> try to slot item
if (heldItemData != null && _currentlySlottedItemObject == null)
{
// First check for forbidden items at the very start so we don't continue unnecessarily
if (PickupItemData.ListContainsEquivalent(forbidden, heldItemData))
{
DebugUIMessage.Show("Can't place that here.", Color.red);
onForbiddenItemSlotted?.Invoke();
Interactable.BroadcastInteractionComplete(false);
return;
}
SlotItem(heldItemObj, heldItemData, true);
return;
}
// Either pickup or swap items
if ((heldItemData == null && _currentlySlottedItemObject != null)
|| (heldItemData != null && _currentlySlottedItemObject != null))
{
FollowerController.TryPickupItem(_currentlySlottedItemObject, _currentlySlottedItemData, false);
onItemSlotRemoved?.Invoke();
SlotItem(heldItemObj, heldItemData, _currentlySlottedItemObject == null);
return;
}
// No held item, slot empty -> show warning
if (heldItemData == null && _currentlySlottedItemObject == null)
{
DebugUIMessage.Show("This requires an item.", Color.red);
return;
}
}
/// <summary>
/// Updates the sprite and scale for the currently slotted item.
/// </summary>
private void UpdateSlottedSprite()
{
if (slottedItemRenderer != null && _currentlySlottedItemData != null && _currentlySlottedItemData.mapSprite != null)
{
slottedItemRenderer.sprite = _currentlySlottedItemData.mapSprite;
// Scale sprite to desired height, preserve aspect ratio, compensate for parent scale
float desiredHeight = GameManager.Instance.HeldIconDisplayHeight;
var sprite = _currentlySlottedItemData.mapSprite;
float spriteHeight = sprite.bounds.size.y;
float spriteWidth = sprite.bounds.size.x;
Vector3 parentScale = slottedItemRenderer.transform.parent != null
? slottedItemRenderer.transform.parent.localScale
: Vector3.one;
if (spriteHeight > 0f)
{
float uniformScale = desiredHeight / spriteHeight;
float scale = uniformScale / Mathf.Max(parentScale.x, parentScale.y);
slottedItemRenderer.transform.localScale = new Vector3(scale, scale, 1f);
}
}
else if (slottedItemRenderer != null)
{
slottedItemRenderer.sprite = null;
}
}
public void SlotItem(GameObject itemToSlot, PickupItemData itemToSlotData, bool clearFollowerHeldItem = true)
{
if (itemToSlot == null)
{
_currentlySlottedItemObject = null;
_currentlySlottedItemData = null;
}
else
{
itemToSlot.SetActive(false);
itemToSlot.transform.SetParent(null);
SetSlottedObject(itemToSlot);
_currentlySlottedItemData = itemToSlotData;
}
if (clearFollowerHeldItem)
{
FollowerController.ClearHeldItem();
}
UpdateSlottedSprite();
// Once an item is slotted, we know it is not forbidden, so we can skip that check, but now check if it was
// the correct item we're looking for
var config = GameManager.Instance.GetSlotItemConfig(itemData);
var allowed = config?.allowedItems ?? new List<PickupItemData>();
if (PickupItemData.ListContainsEquivalent(allowed, itemToSlotData))
{
if (itemToSlot != null)
{
DebugUIMessage.Show("You correctly slotted " + itemToSlotData.itemName + " into: " + itemData.itemName, Color.green);
onCorrectItemSlotted?.Invoke();
}
Interactable.BroadcastInteractionComplete(true);
}
else
{
if (itemToSlot != null)
{
DebugUIMessage.Show("I'm not sure this works.", Color.yellow);
onIncorrectItemSlotted?.Invoke();
}
Interactable.BroadcastInteractionComplete(false);
}
}
}
}

View File

@@ -1,5 +1,7 @@
using UnityEngine;
using System;
using Input;
using Interactions;
/// <summary>
/// MonoBehaviour that immediately completes an interaction when started.
@@ -13,7 +15,7 @@ public class OneClickInteraction : MonoBehaviour
interactable = GetComponent<Interactable>();
if (interactable != null)
{
interactable.StartedInteraction += OnStartedInteraction;
interactable.interactionStarted.AddListener(OnInteractionStarted);
}
}
@@ -21,15 +23,15 @@ public class OneClickInteraction : MonoBehaviour
{
if (interactable != null)
{
interactable.StartedInteraction -= OnStartedInteraction;
interactable.interactionStarted.RemoveListener(OnInteractionStarted);
}
}
private void OnStartedInteraction()
private void OnInteractionStarted(PlayerTouchController playerRef, FollowerController followerRef)
{
if (interactable != null)
{
interactable.CompleteInteraction(true);
interactable.BroadcastInteractionComplete(true);
}
}
}

View File

@@ -1,19 +1,16 @@
using Input;
using UnityEngine;
public class Pickup : MonoBehaviour
namespace Interactions
{
/// <summary>
/// Data for the pickup item (icon, name, etc).
/// </summary>
[RequireComponent(typeof(Interactable))]
public class Pickup : MonoBehaviour
{
public PickupItemData itemData;
/// <summary>
/// Renderer for the pickup icon.
/// </summary>
public SpriteRenderer iconRenderer;
private Interactable interactable;
private bool pickupInProgress = false;
protected Interactable Interactable;
private PlayerTouchController _playerRef;
protected FollowerController FollowerController;
/// <summary>
/// Unity Awake callback. Sets up icon, interactable, and event handlers.
@@ -22,12 +19,14 @@ public class Pickup : MonoBehaviour
{
if (iconRenderer == null)
iconRenderer = GetComponent<SpriteRenderer>();
interactable = GetComponent<Interactable>();
if (interactable != null)
Interactable = GetComponent<Interactable>();
if (Interactable != null)
{
interactable.StartedInteraction += OnStartedInteraction;
interactable.InteractionComplete += OnInteractionComplete;
Interactable.interactionStarted.AddListener(OnInteractionStarted);
Interactable.characterArrived.AddListener(OnCharacterArrived);
}
ApplyItemData();
}
@@ -36,10 +35,10 @@ public class Pickup : MonoBehaviour
/// </summary>
void OnDestroy()
{
if (interactable != null)
if (Interactable != null)
{
interactable.StartedInteraction -= OnStartedInteraction;
interactable.InteractionComplete -= OnInteractionComplete;
Interactable.interactionStarted.RemoveListener(OnInteractionStarted);
Interactable.characterArrived.RemoveListener(OnCharacterArrived);
}
}
@@ -53,33 +52,6 @@ public class Pickup : MonoBehaviour
iconRenderer = GetComponent<SpriteRenderer>();
ApplyItemData();
}
/// <summary>
/// Draws gizmos for pickup interaction range in the editor.
/// </summary>
void OnDrawGizmos()
{
float playerStopDistance;
if (Application.isPlaying)
{
playerStopDistance = GameManager.Instance.PlayerStopDistance;
}
else
{
// Load settings directly from asset path in editor
var settings = UnityEditor.AssetDatabase.LoadAssetAtPath<GameSettings>("Assets/Data/Settings/DefaultSettings.asset");
playerStopDistance = settings != null ? settings.playerStopDistance : 1.0f;
}
Gizmos.color = Color.yellow;
Gizmos.DrawWireSphere(transform.position, playerStopDistance);
GameObject playerObj = GameObject.FindGameObjectWithTag("Player");
if (playerObj != null)
{
Vector3 stopPoint = transform.position + (playerObj.transform.position - transform.position).normalized * playerStopDistance;
Gizmos.color = Color.cyan;
Gizmos.DrawSphere(stopPoint, 0.15f);
}
}
#endif
/// <summary>
@@ -93,90 +65,31 @@ public class Pickup : MonoBehaviour
{
iconRenderer.sprite = itemData.mapSprite;
}
gameObject.name = itemData.itemName;
}
}
/// <summary>
/// Handles the start of an interaction (player approaches, then follower picks up).
/// Handles the start of an interaction (for feedback/UI only).
/// </summary>
private void OnStartedInteraction()
private void OnInteractionStarted(PlayerTouchController playerRef, FollowerController followerRef)
{
if (pickupInProgress) return;
var playerObj = GameObject.FindGameObjectWithTag("Player");
var followerObj = GameObject.FindGameObjectWithTag("Pulver");
if (playerObj == null || followerObj == null)
{
Debug.LogWarning("Pickup: Player or Follower not found.");
return;
}
var playerController = playerObj.GetComponent<PlayerTouchController>();
var followerController = followerObj.GetComponent<FollowerController>();
if (playerController == null || followerController == null)
{
Debug.LogWarning("Pickup: PlayerTouchController or FollowerController missing.");
return;
}
float playerStopDistance = GameManager.Instance.PlayerStopDistance;
float followerPickupDelay = GameManager.Instance.FollowerPickupDelay;
// --- Local event/coroutine handlers ---
void OnPlayerArrived()
{
playerController.OnArrivedAtTarget -= OnPlayerArrived;
playerController.OnMoveToCancelled -= OnPlayerMoveCancelled;
pickupInProgress = true;
StartCoroutine(DispatchFollower());
}
void OnPlayerMoveCancelled()
{
playerController.OnArrivedAtTarget -= OnPlayerArrived;
playerController.OnMoveToCancelled -= OnPlayerMoveCancelled;
pickupInProgress = false;
}
System.Collections.IEnumerator DispatchFollower()
{
yield return new WaitForSeconds(followerPickupDelay);
followerController.OnPickupArrived += OnFollowerArrived;
followerController.OnPickupReturned += OnFollowerReturned;
followerController.GoToPointAndReturn(transform.position, playerObj.transform);
}
void OnFollowerArrived()
{
followerController.OnPickupArrived -= OnFollowerArrived;
bool interactionSuccess = true;
if (interactable != null)
{
interactionSuccess = interactable.OnFollowerArrived(followerController);
}
followerController.SetInteractionResult(interactionSuccess);
}
void OnFollowerReturned()
{
followerController.OnPickupReturned -= OnFollowerReturned;
pickupInProgress = false;
}
playerController.OnArrivedAtTarget += OnPlayerArrived;
playerController.OnMoveToCancelled += OnPlayerMoveCancelled;
Vector3 stopPoint = transform.position + (playerObj.transform.position - transform.position).normalized * playerStopDistance;
float distToPickup = Vector2.Distance(new Vector2(playerObj.transform.position.x, playerObj.transform.position.y), new Vector2(transform.position.x, transform.position.y));
float dist = Vector2.Distance(new Vector2(playerObj.transform.position.x, playerObj.transform.position.y), new Vector2(stopPoint.x, stopPoint.y));
if (distToPickup <= playerStopDistance || dist <= 0.2f)
{
OnPlayerArrived();
}
else
{
playerController.MoveToAndNotify(stopPoint);
}
_playerRef = playerRef;
FollowerController = followerRef;
}
/// <summary>
/// Handles completion of the interaction (e.g., after pickup is done).
/// </summary>
/// <param name="success">Whether the interaction was successful.</param>
private void OnInteractionComplete(bool success)
protected virtual void OnCharacterArrived()
{
if (!success) return;
// Optionally, add logic to disable the pickup or provide feedback
var combinationResult = FollowerController.TryCombineItems(this, out var combinationResultItem);
if (combinationResultItem != null)
{
Interactable.BroadcastInteractionComplete(true);
return;
}
FollowerController?.TryPickupItem(gameObject, itemData);
Interactable.BroadcastInteractionComplete(combinationResult == FollowerController.CombinationResult.NotApplicable);
}
}
}

View File

@@ -1,4 +1,5 @@
using UnityEngine;
using System.Collections.Generic;
[CreateAssetMenu(fileName = "PickupItemData", menuName = "Game/Pickup Item Data")]
public class PickupItemData : ScriptableObject
@@ -7,4 +8,22 @@ public class PickupItemData : ScriptableObject
[TextArea]
public string description;
public Sprite mapSprite;
public static bool AreEquivalent(PickupItemData a, PickupItemData b)
{
if (ReferenceEquals(a, b)) return true;
if (a is null || b is null) return false;
// Compare by itemName as a fallback
return a.itemName == b.itemName;
}
public static bool ListContainsEquivalent(List<PickupItemData> list, PickupItemData item)
{
foreach (var entry in list)
{
if (AreEquivalent(entry, item))
return true;
}
return false;
}
}

View File

@@ -1,41 +0,0 @@
using UnityEngine;
/// <summary>
/// Interaction requirement that checks if the follower is holding a specific required item.
/// </summary>
[RequireComponent(typeof(Interactable))]
public class RequiresItemBehavior : InteractionRequirementBase
{
[Header("Required Item")]
public PickupItemData requiredItem;
/// <summary>
/// Attempts to interact, succeeds only if the follower is holding the required item.
/// </summary>
/// <param name="follower">The follower attempting the interaction.</param>
/// <returns>True if the interaction was successful, false otherwise.</returns>
public override bool TryInteract(FollowerController follower)
{
var heldItem = follower.CurrentlyHeldItem;
if (heldItem == requiredItem)
{
OnSuccess?.Invoke();
return true;
}
else
{
string requiredName = requiredItem != null ? requiredItem.itemName : "required item";
if (heldItem == null)
{
DebugUIMessage.Show($"You need {requiredName} to interact.");
}
else
{
string heldName = heldItem.itemName ?? "an item";
DebugUIMessage.Show($"You need {requiredName}, but you are holding {heldName}.");
}
OnFailure?.Invoke();
return false;
}
}
}

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 31103d67032c44a9b95ec014babe2c62
timeCreated: 1756981777

View File

@@ -1,164 +0,0 @@
using UnityEngine;
using UnityEngine.Events;
using System.Collections.Generic;
/// <summary>
/// Interaction requirement that allows slotting, swapping, or picking up items in a slot.
/// </summary>
[RequireComponent(typeof(Interactable))]
[RequireComponent(typeof(Pickup))]
public class SlotItemBehavior : InteractionRequirementBase
{
[Header("Slot State")]
/// <summary>
/// The item currently slotted in this slot.
/// </summary>
public PickupItemData currentlySlottedItem;
/// <summary>
/// The renderer for the slotted item's sprite.
/// </summary>
public SpriteRenderer slottedItemRenderer;
private GameObject _cachedSlottedObject = null;
// Helper for slotting an object, with option to skip destruction (for swap)
private void SetSlottedObject(GameObject obj)
{
_cachedSlottedObject = obj;
if (_cachedSlottedObject != null)
{
_cachedSlottedObject.SetActive(false);
}
}
private void RemoveSlottedObject()
{
if (_cachedSlottedObject != null)
{
Destroy(_cachedSlottedObject);
_cachedSlottedObject = null;
}
}
private void CacheSlottedObject(GameObject obj)
{
// Only destroy if not swapping
RemoveSlottedObject();
SetSlottedObject(obj);
}
private void RestoreSlottedObject(Vector3 position)
{
if (_cachedSlottedObject != null)
{
_cachedSlottedObject.transform.position = position;
_cachedSlottedObject.transform.SetParent(null);
_cachedSlottedObject.SetActive(true);
_cachedSlottedObject = null;
}
}
/// <summary>
/// Attempts to interact with the slot, handling slotting, swapping, or picking up items.
/// </summary>
/// <param name="follower">The follower attempting the interaction.</param>
/// <returns>True if the interaction was successful, false otherwise.</returns>
public override bool TryInteract(FollowerController follower)
{
var heldItem = follower.CurrentlyHeldItem;
var heldObj = follower.GetHeldPickupObject();
var pickup = GetComponent<Pickup>();
var slotItem = pickup != null ? pickup.itemData : null;
var config = GameManager.Instance.GetSlotItemConfig(slotItem);
var allowed = config?.allowedItems ?? new List<PickupItemData>();
var forbidden = config?.forbiddenItems ?? new List<PickupItemData>();
// CASE 1: No held item, slot has item -> pick up slotted item
if (heldItem == null && _cachedSlottedObject != null)
{
follower.SetHeldItemFromObject(_cachedSlottedObject);
RemoveSlottedObject();
currentlySlottedItem = null;
UpdateSlottedSprite();
return true;
}
// CASE 2: Held item, slot has item -> swap
if (heldItem != null && _cachedSlottedObject != null)
{
var followerHeldObj = heldObj;
var followerHeldItem = heldItem;
var slotObj = _cachedSlottedObject;
var slotItemData = currentlySlottedItem;
// 1. Slot the follower's held object (do NOT destroy the old one)
SetSlottedObject(followerHeldObj);
currentlySlottedItem = followerHeldItem;
UpdateSlottedSprite();
// 2. Give the slot's object to the follower
follower.SetHeldItemFromObject(slotObj);
return true;
}
// CASE 3: Held item, slot empty -> slot the held item
if (heldItem != null && _cachedSlottedObject == null)
{
if (forbidden.Contains(heldItem))
{
DebugUIMessage.Show("Can't place that here.");
return false;
}
CacheSlottedObject(heldObj);
currentlySlottedItem = heldItem;
UpdateSlottedSprite();
follower.ClearHeldItem();
if (allowed.Contains(heldItem))
{
OnSuccess?.Invoke();
return true;
}
else
{
DebugUIMessage.Show("I'm not sure this works.");
OnFailure?.Invoke();
return true;
}
}
// CASE 4: No held item, slot empty -> show warning
if (heldItem == null && _cachedSlottedObject == null)
{
DebugUIMessage.Show("This requires an item.");
return false;
}
return false;
}
/// <summary>
/// Updates the sprite and scale for the currently slotted item.
/// </summary>
private void UpdateSlottedSprite()
{
if (slottedItemRenderer != null && currentlySlottedItem != null && currentlySlottedItem.mapSprite != null)
{
slottedItemRenderer.sprite = currentlySlottedItem.mapSprite;
// Scale sprite to desired height, preserve aspect ratio, compensate for parent scale
float desiredHeight = GameManager.Instance.HeldIconDisplayHeight;
var sprite = currentlySlottedItem.mapSprite;
float spriteHeight = sprite.bounds.size.y;
float spriteWidth = sprite.bounds.size.x;
Vector3 parentScale = slottedItemRenderer.transform.parent != null
? slottedItemRenderer.transform.parent.localScale
: Vector3.one;
if (spriteHeight > 0f)
{
float uniformScale = desiredHeight / spriteHeight;
float scale = uniformScale / Mathf.Max(parentScale.x, parentScale.y);
slottedItemRenderer.transform.localScale = new Vector3(scale, scale, 1f);
}
}
else if (slottedItemRenderer != null)
{
slottedItemRenderer.sprite = null;
}
}
}

View File

@@ -1,4 +1,6 @@
using System;
using Input;
using Interactions;
using UnityEngine;
/// <summary>
@@ -26,7 +28,7 @@ public class LevelSwitch : MonoBehaviour
_interactable = GetComponent<Interactable>();
if (_interactable != null)
{
_interactable.StartedInteraction += OnStartedInteraction;
_interactable.characterArrived.AddListener(OnCharacterArrived);
}
ApplySwitchData();
}
@@ -38,7 +40,7 @@ public class LevelSwitch : MonoBehaviour
{
if (_interactable != null)
{
_interactable.StartedInteraction -= OnStartedInteraction;
_interactable.characterArrived.RemoveListener(OnCharacterArrived);
}
}
@@ -71,7 +73,7 @@ public class LevelSwitch : MonoBehaviour
/// <summary>
/// Handles the start of an interaction (shows confirmation menu and switches the level if confirmed).
/// </summary>
private void OnStartedInteraction()
private void OnCharacterArrived()
{
if (switchData == null || string.IsNullOrEmpty(switchData.targetLevelSceneName) || !_isActive)
return;

View File

@@ -1,4 +1,5 @@
using UnityEngine;
using Interactions;
using UnityEngine;
using Pathfinding;
using UnityEngine.SceneManagement;
using Utils;
@@ -6,7 +7,7 @@ using Utils;
/// <summary>
/// Controls the follower character, including following the player, handling pickups, and managing held items.
/// </summary>
public class FollowerController : MonoBehaviour
public class FollowerController: MonoBehaviour
{
[Header("Follower Settings")]
public bool debugDrawTarget = true;
@@ -19,6 +20,7 @@ public class FollowerController : MonoBehaviour
/// </summary>
public float manualMoveSmooth = 8f;
private GameObject _playerRef;
private Transform _playerTransform;
private AIPath _playerAIPath;
private AIPath _aiPath;
@@ -29,10 +31,13 @@ public class FollowerController : MonoBehaviour
private float _currentSpeed = 0f;
private Animator _animator;
private Transform _artTransform;
private SpriteRenderer spriteRenderer;
private SpriteRenderer _spriteRenderer;
private PickupItemData _currentlyHeldItemData;
public PickupItemData CurrentlyHeldItemData => _currentlyHeldItemData;
private GameObject _cachedPickupObject = null;
public bool justCombined = false;
private PickupItemData _currentlyHeldItem;
public PickupItemData CurrentlyHeldItem => _currentlyHeldItem;
/// <summary>
/// Renderer for the held item icon.
/// </summary>
@@ -55,26 +60,7 @@ public class FollowerController : MonoBehaviour
public event FollowerPickupHandler OnPickupReturned;
private Coroutine _pickupCoroutine;
private bool _lastInteractionSuccess = true;
/// <summary>
/// Cache for the currently picked-up GameObject (hidden while held).
/// </summary>
private GameObject _cachedPickupObject = null;
public bool justCombined = false;
/// <summary>
/// Caches the given pickup object as the currently held item, hides it, and parents it to the follower.
/// </summary>
public void CacheHeldPickupObject(GameObject obj)
{
// Do not destroy the previous object; just replace and hide
_cachedPickupObject = obj;
if (_cachedPickupObject != null)
{
_cachedPickupObject.SetActive(false);
}
}
private Input.PlayerTouchController _playerTouchController;
void Awake()
{
@@ -84,12 +70,12 @@ public class FollowerController : MonoBehaviour
if (_artTransform != null)
{
_animator = _artTransform.GetComponent<Animator>();
spriteRenderer = _artTransform.GetComponent<SpriteRenderer>();
_spriteRenderer = _artTransform.GetComponent<SpriteRenderer>();
}
else
{
_animator = GetComponentInChildren<Animator>(); // fallback
spriteRenderer = GetComponentInChildren<SpriteRenderer>();
_spriteRenderer = GetComponentInChildren<SpriteRenderer>();
}
}
@@ -109,37 +95,6 @@ public class FollowerController : MonoBehaviour
FindPlayerReference();
}
void UpdateFollowTarget()
{
if (_playerTransform == null)
{
FindPlayerReference();
if (_playerTransform == null)
return;
}
if (_isManualFollowing)
{
Vector3 playerPos = _playerTransform.position;
Vector3 moveDir = Vector3.zero;
if (_playerAIPath != null && _playerAIPath.velocity.magnitude > 0.01f)
{
moveDir = _playerAIPath.velocity.normalized;
_lastMoveDir = moveDir;
}
else
{
moveDir = _lastMoveDir;
}
// Use GameSettings for followDistance
_targetPoint = playerPos - moveDir * GameManager.Instance.FollowDistance;
_targetPoint.z = 0;
if (_aiPath != null)
{
_aiPath.enabled = false;
}
}
}
void Update()
{
if (_playerTransform == null)
@@ -185,12 +140,12 @@ public class FollowerController : MonoBehaviour
}
Vector3 dir = (_targetPoint - transform.position).normalized;
// Sprite flipping based on movement direction
if (spriteRenderer != null && dir.sqrMagnitude > 0.001f)
if (_spriteRenderer != null && dir.sqrMagnitude > 0.001f)
{
if (dir.x > 0.01f)
spriteRenderer.flipX = false;
_spriteRenderer.flipX = false;
else if (dir.x < -0.01f)
spriteRenderer.flipX = true;
_spriteRenderer.flipX = true;
}
transform.position += dir * _currentSpeed * Time.deltaTime;
}
@@ -214,12 +169,12 @@ public class FollowerController : MonoBehaviour
{
normalizedSpeed = _aiPath.velocity.magnitude / _followerMaxSpeed;
// Sprite flipping for pathfinding mode
if (spriteRenderer != null && _aiPath.velocity.sqrMagnitude > 0.001f)
if (_spriteRenderer != null && _aiPath.velocity.sqrMagnitude > 0.001f)
{
if (_aiPath.velocity.x > 0.01f)
spriteRenderer.flipX = false;
_spriteRenderer.flipX = false;
else if (_aiPath.velocity.x < -0.01f)
spriteRenderer.flipX = true;
_spriteRenderer.flipX = true;
}
}
_animator.SetFloat("Speed", Mathf.Clamp01(normalizedSpeed));
@@ -231,8 +186,10 @@ public class FollowerController : MonoBehaviour
GameObject playerObj = GameObject.FindGameObjectWithTag("Player");
if (playerObj != null)
{
_playerRef = playerObj;
_playerTransform = playerObj.transform;
_playerAIPath = playerObj.GetComponent<AIPath>();
_playerTouchController = playerObj.GetComponent<Input.PlayerTouchController>();
if (_playerAIPath != null)
{
_playerMaxSpeed = _playerAIPath.maxSpeed;
@@ -244,6 +201,49 @@ public class FollowerController : MonoBehaviour
{
_playerTransform = null;
_playerAIPath = null;
_playerTouchController = null;
}
}
#region Movement
/// <summary>
/// Updates the follower's target point to follow the player at a specified distance,
/// using the player's current movement direction if available. Disables pathfinding
/// when in manual following mode.
/// </summary>
void UpdateFollowTarget()
{
if (_playerTransform == null)
{
FindPlayerReference();
if (_playerTransform == null)
return;
}
if (_isManualFollowing)
{
Vector3 playerPos = _playerTransform.position;
Vector3 moveDir = Vector3.zero;
if (_playerAIPath != null && _playerAIPath.velocity.magnitude > 0.01f)
{
moveDir = _playerAIPath.velocity.normalized;
_lastMoveDir = moveDir;
}
else if (_playerTouchController != null && _playerTouchController.isHolding && _playerTouchController.LastDirectMoveDir.sqrMagnitude > 0.01f)
{
moveDir = _playerTouchController.LastDirectMoveDir;
_lastMoveDir = moveDir;
}
else
{
moveDir = _lastMoveDir;
}
// Use GameSettings for followDistance
_targetPoint = playerPos - moveDir * GameManager.Instance.FollowDistance;
_targetPoint.z = 0;
if (_aiPath != null)
{
_aiPath.enabled = false;
}
}
}
@@ -278,76 +278,6 @@ public class FollowerController : MonoBehaviour
_pickupCoroutine = StartCoroutine(PickupSequence(itemPosition, playerTransform));
}
/// <summary>
/// Set the item held by the follower, copying all visual properties from the Pickup's SpriteRenderer.
/// </summary>
/// <param name="itemData">The item data to set.</param>
/// <param name="pickupRenderer">The SpriteRenderer from the Pickup to copy appearance from.</param>
public void SetHeldItem(PickupItemData itemData, SpriteRenderer pickupRenderer = null)
{
_currentlyHeldItem = itemData;
if (heldObjectRenderer != null)
{
if (_currentlyHeldItem != null && pickupRenderer != null)
{
AppleHillsUtils.CopySpriteRendererProperties(pickupRenderer, heldObjectRenderer);
}
else
{
heldObjectRenderer.sprite = null;
heldObjectRenderer.enabled = false;
}
}
}
/// <summary>
/// Set the result of the last interaction (success or failure).
/// </summary>
/// <param name="success">True if the last interaction was successful, false otherwise.</param>
public void SetInteractionResult(bool success)
{
_lastInteractionSuccess = success;
}
public GameObject GetHeldPickupObject()
{
return _cachedPickupObject;
}
public void SetHeldItemFromObject(GameObject obj)
{
if (obj == null)
{
ClearHeldItem();
return;
}
var pickup = obj.GetComponent<Pickup>();
if (pickup != null)
{
SetHeldItem(pickup.itemData, pickup.iconRenderer);
CacheHeldPickupObject(obj);
}
else
{
ClearHeldItem();
}
}
public void ClearHeldItem()
{
if (_cachedPickupObject != null)
{
// Destroy(_cachedPickupObject);
_cachedPickupObject = null;
}
_currentlyHeldItem = null;
if (heldObjectRenderer != null)
{
heldObjectRenderer.sprite = null;
heldObjectRenderer.enabled = false;
}
}
private System.Collections.IEnumerator PickupSequence(Vector2 itemPosition, Transform playerTransform)
{
_isManualFollowing = false;
@@ -364,42 +294,7 @@ public class FollowerController : MonoBehaviour
yield return null;
}
OnPickupArrived?.Invoke();
// Only perform pickup/swap logic if interaction succeeded
if (_lastInteractionSuccess && heldObjectRenderer != null)
{
Collider2D[] hits = Physics2D.OverlapCircleAll(itemPosition, 0.2f);
foreach (var hit in hits)
{
var pickup = hit.GetComponent<Pickup>();
if (pickup != null)
{
var slotBehavior = pickup.GetComponent<SlotItemBehavior>();
if (slotBehavior != null)
{
// Slot item: do not destroy or swap, just return to player
break;
}
if (justCombined)
{
GameObject.Destroy(pickup.gameObject);
justCombined = false;
break;
}
// Swap logic: if holding an item, drop it here
if (_currentlyHeldItem != null && _cachedPickupObject != null)
{
// Drop the cached object at the pickup's position
_cachedPickupObject.transform.position = pickup.transform.position;
_cachedPickupObject.transform.SetParent(null);
_cachedPickupObject.SetActive(true);
_cachedPickupObject = null;
}
SetHeldItem(pickup.itemData, pickup.iconRenderer);
CacheHeldPickupObject(pickup.gameObject);
break;
}
}
}
// Wait briefly, then return to player
yield return new WaitForSeconds(0.2f);
if (_aiPath != null && playerTransform != null)
@@ -424,21 +319,72 @@ public class FollowerController : MonoBehaviour
_aiPath.enabled = false;
_pickupCoroutine = null;
}
#endregion Movement
#region ItemInteractions
public void TryPickupItem(GameObject itemObject, PickupItemData itemData, bool dropItem = true)
{
if (_currentlyHeldItemData != null && _cachedPickupObject != null && dropItem)
{
// Drop the currently held item at the current position
DropHeldItemAt(transform.position);
}
// Pick up the new item
SetHeldItem(itemData, itemObject.GetComponent<SpriteRenderer>());
_cachedPickupObject = itemObject;
_cachedPickupObject.SetActive(false);
}
public enum CombinationResult
{
Successful,
Unsuccessful,
NotApplicable
}
public CombinationResult TryCombineItems(Pickup pickupA, out GameObject newItem)
{
newItem = null;
if (_cachedPickupObject == null)
{
return CombinationResult.NotApplicable;
}
Pickup pickupB = _cachedPickupObject.GetComponent<Pickup>();
if (pickupA == null || pickupB == null)
{
return CombinationResult.NotApplicable;
}
var rule = GameManager.Instance.GetCombinationRule(pickupA.itemData, pickupB.itemData);
Vector3 spawnPos = pickupA.gameObject.transform.position;
if (rule != null && rule.resultPrefab != null)
{
newItem = Instantiate(rule.resultPrefab, spawnPos, Quaternion.identity);
PickupItemData itemData = newItem.GetComponent<Pickup>().itemData;
Destroy(pickupA.gameObject);
Destroy(pickupB.gameObject);
TryPickupItem(newItem,itemData);
return CombinationResult.Successful;
}
// If no combination found, return Unsuccessful
return CombinationResult.Unsuccessful;
}
/// <summary>
/// Drop the held item at the specified position, unparenting and activating it.
/// Set the item held by the follower, copying all visual properties from the Pickup's SpriteRenderer.
/// </summary>
/// <param name="position">The world position to drop the item at.</param>
public void DropHeldItemAt(Vector3 position)
/// <param name="itemData">The item data to set.</param>
/// <param name="pickupRenderer">The SpriteRenderer from the Pickup to copy appearance from.</param>
public void SetHeldItem(PickupItemData itemData, SpriteRenderer pickupRenderer = null)
{
if (_cachedPickupObject != null)
{
_cachedPickupObject.transform.position = position;
_cachedPickupObject.transform.SetParent(null);
_cachedPickupObject.SetActive(true);
_cachedPickupObject = null;
_currentlyHeldItem = null;
_currentlyHeldItemData = itemData;
if (heldObjectRenderer != null)
{
if (_currentlyHeldItemData != null && pickupRenderer != null)
{
AppleHillsUtils.CopySpriteRendererProperties(pickupRenderer, heldObjectRenderer);
}
else
{
heldObjectRenderer.sprite = null;
heldObjectRenderer.enabled = false;
@@ -446,6 +392,61 @@ public class FollowerController : MonoBehaviour
}
}
public GameObject GetHeldPickupObject()
{
return _cachedPickupObject;
}
public void SetHeldItemFromObject(GameObject obj)
{
if (obj == null)
{
ClearHeldItem();
return;
}
var pickup = obj.GetComponent<Pickup>();
if (pickup != null)
{
SetHeldItem(pickup.itemData, pickup.iconRenderer);
_cachedPickupObject = obj;
}
else
{
ClearHeldItem();
}
}
public void ClearHeldItem()
{
_cachedPickupObject = null;
_currentlyHeldItemData = null;
if (heldObjectRenderer != null)
{
heldObjectRenderer.sprite = null;
heldObjectRenderer.enabled = false;
}
}
public void DropItem(FollowerController follower, Vector3 position)
{
var item = follower.GetHeldPickupObject();
if (item == null) return;
item.transform.position = position;
item.transform.SetParent(null);
item.SetActive(true);
follower.ClearHeldItem();
// Optionally: fire event, update UI, etc.
}
public void DropHeldItemAt(Vector3 position)
{
DropItem(this, position);
}
#endregion ItemInteractions
#if UNITY_EDITOR
void OnDrawGizmos()
{
if (debugDrawTarget && Application.isPlaying)
@@ -456,6 +457,5 @@ public class FollowerController : MonoBehaviour
Gizmos.DrawLine(transform.position, _targetPoint);
}
}
#endif
}

View File

@@ -1,42 +1,50 @@

using Input;
using Interactions;
using UnityEngine;
/// <summary>
/// Manages the state and interactions for a single puzzle step, including unlock/lock logic and event handling.
/// </summary>
[RequireComponent(typeof(Interactable))]
public class ObjectiveStepBehaviour : MonoBehaviour
namespace PuzzleS
{
/// <summary>
/// Manages the state and interactions for a single puzzle step, including unlock/lock logic and event handling.
/// </summary>
[RequireComponent(typeof(Interactable))]
public class ObjectiveStepBehaviour : MonoBehaviour
{
/// <summary>
/// The data object representing this puzzle step.
/// </summary>
public PuzzleStepSO stepData;
private Interactable interactable;
private bool isUnlocked = false;
private Interactable _interactable;
private bool _isUnlocked = false;
void Awake()
{
interactable = GetComponent<Interactable>();
_interactable = GetComponent<Interactable>();
}
void OnEnable()
{
if (interactable == null)
interactable = GetComponent<Interactable>();
if (interactable != null)
if (_interactable == null)
_interactable = GetComponent<Interactable>();
if (_interactable != null)
{
interactable.StartedInteraction += OnStartedInteraction;
interactable.InteractionComplete += OnInteractionComplete;
_interactable.interactionStarted.AddListener(OnInteractionStarted);
_interactable.interactionComplete.AddListener(OnInteractionComplete);
}
PuzzleManager.Instance?.RegisterStepBehaviour(this);
// Check if this step was already unlocked
if (stepData != null && PuzzleManager.Instance != null && PuzzleManager.Instance.IsStepUnlocked(stepData))
{
UnlockStep();
}
}
void OnDisable()
void OnDestroy()
{
if (interactable != null)
if (_interactable != null)
{
interactable.StartedInteraction -= OnStartedInteraction;
interactable.InteractionComplete -= OnInteractionComplete;
_interactable.interactionStarted.RemoveListener(OnInteractionStarted);
_interactable.interactionComplete.RemoveListener(OnInteractionComplete);
}
PuzzleManager.Instance?.UnregisterStepBehaviour(this);
}
@@ -46,7 +54,7 @@ public class ObjectiveStepBehaviour : MonoBehaviour
/// </summary>
public void UnlockStep()
{
isUnlocked = true;
_isUnlocked = true;
Debug.Log($"[Puzzles] Step unlocked: {stepData?.stepId} on {gameObject.name}");
// Optionally, show visual feedback for unlocked state
}
@@ -56,7 +64,7 @@ public class ObjectiveStepBehaviour : MonoBehaviour
/// </summary>
public void LockStep()
{
isUnlocked = false;
_isUnlocked = false;
Debug.Log($"[Puzzles] Step locked: {stepData?.stepId} on {gameObject.name}");
// Optionally, show visual feedback for locked state
}
@@ -66,13 +74,13 @@ public class ObjectiveStepBehaviour : MonoBehaviour
/// </summary>
public bool IsStepUnlocked()
{
return isUnlocked;
return _isUnlocked;
}
/// <summary>
/// Handles the start of an interaction (can be used for visual feedback).
/// </summary>
private void OnStartedInteraction()
private void OnInteractionStarted(PlayerTouchController playerRef, FollowerController followerRef)
{
// Optionally handle started interaction (e.g. visual feedback)
}
@@ -83,11 +91,12 @@ public class ObjectiveStepBehaviour : MonoBehaviour
/// <param name="success">Whether the interaction was successful.</param>
private void OnInteractionComplete(bool success)
{
if (!isUnlocked) return;
if (!_isUnlocked) return;
if (success)
{
Debug.Log($"[Puzzles] Step interacted: {stepData?.stepId} on {gameObject.name}");
PuzzleManager.Instance?.OnStepCompleted(stepData);
}
}
}
}

View File

@@ -1,5 +1,7 @@
using UnityEngine;
using System.Collections.Generic;
using PuzzleS;
using UnityEngine.SceneManagement;
/// <summary>
/// Manages puzzle step registration, dependency management, and step completion for the puzzle system.
@@ -43,6 +45,18 @@ public class PuzzleManager : MonoBehaviour
{
_instance = this;
// DontDestroyOnLoad(gameObject);
SceneManager.sceneLoaded += OnSceneLoaded;
}
void OnDestroy()
{
SceneManager.sceneLoaded -= OnSceneLoaded;
}
private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
BuildRuntimeDependencies();
UnlockInitialSteps();
}
/// <summary>
@@ -70,12 +84,6 @@ public class PuzzleManager : MonoBehaviour
Debug.Log($"[Puzzles] Unregistered step: {behaviour.stepData.stepId} on {behaviour.gameObject.name}");
}
void Start()
{
BuildRuntimeDependencies();
UnlockInitialSteps();
}
/// <summary>
/// Builds the runtime dependency graph for all registered steps.
/// </summary>
@@ -171,6 +179,14 @@ public class PuzzleManager : MonoBehaviour
}
}
/// <summary>
/// Returns whether a step is already unlocked.
/// </summary>
public bool IsStepUnlocked(PuzzleStepSO step)
{
return unlockedSteps.Contains(step);
}
void OnApplicationQuit()
{
_isQuitting = true;

View File

@@ -1,12 +1,14 @@
using System;
using UnityEngine;
using UnityEngine.SceneManagement;
public class MainMenu : MonoBehaviour
{
public void StartGame()
public async void StartGame()
{
// Replace with the actual scene name as set in Build Settings
SceneManager.LoadScene("AppleHillsOverworld");
var progress = new Progress<float>(p => Debug.Log($"Loading progress: {p * 100:F0}%"));
await SceneManagerService.Instance.SwitchSceneAsync("AppleHillsOverworld", progress);
}
public void QuitGame()

View File

@@ -19,7 +19,7 @@ namespace Utils
to.color = from.color;
to.flipX = from.flipX;
to.flipY = from.flipY;
to.material = from.material;
to.sharedMaterial = from.sharedMaterial; // Use sharedMaterial instead of material to avoid instantiation in edit mode
to.drawMode = from.drawMode;
to.size = from.size;
to.maskInteraction = from.maskInteraction;

View File

@@ -1,9 +1,8 @@
fileFormatVersion: 2
guid: 0d863bca9b2680743bd08a98ae378772
guid: 69ae0bad39b0d4047b207ef833c6a8f2
folderAsset: yes
timeCreated: 1522266281
licenseType: Store
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,9 +1,8 @@
fileFormatVersion: 2
guid: 53b6a515c1f2ee049862496c7b3cece4
guid: cd088c42a70189a488a25c4c87093e47
folderAsset: yes
timeCreated: 1521850290
licenseType: Store
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,188 @@
using NUnit.Framework;
using UnityEngine;
using Utils;
using UnityEngine.TestTools;
namespace Tests.EditMode
{
public class AppleHillsUtilsTests
{
private GameObject sourceObject;
private GameObject targetObject;
private SpriteRenderer sourceRenderer;
private SpriteRenderer targetRenderer;
private Sprite testSprite1;
private Sprite testSprite2;
private Material testMaterial1;
private Material testMaterial2;
[SetUp]
public void SetUp()
{
// Create test GameObjects with SpriteRenderer components
sourceObject = new GameObject("SourceObject");
targetObject = new GameObject("TargetObject");
sourceRenderer = sourceObject.AddComponent<SpriteRenderer>();
targetRenderer = targetObject.AddComponent<SpriteRenderer>();
// Create test sprites (1x1 pixel textures)
Texture2D texture1 = new Texture2D(1, 1);
texture1.SetPixel(0, 0, Color.red);
texture1.Apply();
testSprite1 = Sprite.Create(texture1, new Rect(0, 0, 1, 1), Vector2.zero);
Texture2D texture2 = new Texture2D(1, 1);
texture2.SetPixel(0, 0, Color.blue);
texture2.Apply();
testSprite2 = Sprite.Create(texture2, new Rect(0, 0, 1, 1), Vector2.zero);
// Create test materials
testMaterial1 = new Material(Shader.Find("Sprites/Default"));
testMaterial1.name = "TestMaterial1";
testMaterial2 = new Material(Shader.Find("Sprites/Default"));
testMaterial2.name = "TestMaterial2";
// Initialize target with different values to ensure they change
targetRenderer.sprite = testSprite2;
targetRenderer.color = Color.blue;
targetRenderer.flipX = true;
targetRenderer.flipY = true;
targetRenderer.sharedMaterial = testMaterial2;
targetRenderer.drawMode = SpriteDrawMode.Tiled;
targetRenderer.size = new Vector2(10, 10);
targetRenderer.maskInteraction = SpriteMaskInteraction.VisibleInsideMask;
targetRenderer.sortingOrder = 10;
targetRenderer.enabled = false;
targetObject.transform.localScale = new Vector3(2, 2, 2);
}
[TearDown]
public void TearDown()
{
// Clean up created objects
Object.DestroyImmediate(sourceObject);
Object.DestroyImmediate(targetObject);
Object.DestroyImmediate(testSprite1);
Object.DestroyImmediate(testSprite2);
Object.DestroyImmediate(testMaterial1);
Object.DestroyImmediate(testMaterial2);
}
[Test]
public void CopySpriteRendererProperties_CopiesAllProperties()
{
// Arrange - Set source properties
sourceRenderer.sprite = testSprite1;
sourceRenderer.color = Color.red;
sourceRenderer.flipX = false;
sourceRenderer.flipY = false;
sourceRenderer.sharedMaterial = testMaterial1;
sourceRenderer.drawMode = SpriteDrawMode.Simple;
sourceRenderer.size = new Vector2(5, 5);
sourceRenderer.maskInteraction = SpriteMaskInteraction.VisibleOutsideMask;
sourceRenderer.sortingOrder = 5;
sourceRenderer.enabled = true;
sourceObject.transform.localScale = new Vector3(1, 1, 1);
// Act
AppleHillsUtils.CopySpriteRendererProperties(sourceRenderer, targetRenderer);
// Assert
Assert.AreEqual(sourceRenderer.sprite, targetRenderer.sprite, "Sprite should be copied");
Assert.AreEqual(sourceRenderer.color, targetRenderer.color, "Color should be copied");
Assert.AreEqual(sourceRenderer.flipX, targetRenderer.flipX, "FlipX should be copied");
Assert.AreEqual(sourceRenderer.flipY, targetRenderer.flipY, "FlipY should be copied");
Assert.AreEqual(sourceRenderer.sharedMaterial, targetRenderer.sharedMaterial, "Material should be copied");
Assert.AreEqual(sourceRenderer.drawMode, targetRenderer.drawMode, "DrawMode should be copied");
Assert.AreEqual(sourceRenderer.size, targetRenderer.size, "Size should be copied");
Assert.AreEqual(sourceRenderer.maskInteraction, targetRenderer.maskInteraction, "MaskInteraction should be copied");
Assert.AreEqual(sourceRenderer.sortingLayerID, targetRenderer.sortingLayerID, "SortingLayerID should be copied");
Assert.AreEqual(sourceRenderer.sortingOrder, targetRenderer.sortingOrder, "SortingOrder should be copied");
Assert.IsTrue(targetRenderer.enabled, "Enabled should be set to true");
Assert.AreEqual(sourceRenderer.transform.localScale, targetRenderer.transform.localScale, "LocalScale should be copied");
}
[Test]
public void CopySpriteRendererProperties_NullSource_DoesNothing()
{
// Arrange - Store original values
var originalSprite = targetRenderer.sprite;
var originalColor = targetRenderer.color;
var originalFlipX = targetRenderer.flipX;
var originalFlipY = targetRenderer.flipY;
var originalMaterial = targetRenderer.sharedMaterial;
var originalDrawMode = targetRenderer.drawMode;
var originalSize = targetRenderer.size;
var originalMaskInteraction = targetRenderer.maskInteraction;
var originalSortingLayerID = targetRenderer.sortingLayerID;
var originalSortingOrder = targetRenderer.sortingOrder;
var originalEnabled = targetRenderer.enabled;
var originalScale = targetRenderer.transform.localScale;
// Act
AppleHillsUtils.CopySpriteRendererProperties(null, targetRenderer);
// Assert - Nothing should change
Assert.AreEqual(originalSprite, targetRenderer.sprite, "Sprite should not change");
Assert.AreEqual(originalColor, targetRenderer.color, "Color should not change");
Assert.AreEqual(originalFlipX, targetRenderer.flipX, "FlipX should not change");
Assert.AreEqual(originalFlipY, targetRenderer.flipY, "FlipY should not change");
Assert.AreEqual(originalMaterial, targetRenderer.sharedMaterial, "Material should not change");
Assert.AreEqual(originalDrawMode, targetRenderer.drawMode, "DrawMode should not change");
Assert.AreEqual(originalSize, targetRenderer.size, "Size should not change");
Assert.AreEqual(originalMaskInteraction, targetRenderer.maskInteraction, "MaskInteraction should not change");
Assert.AreEqual(originalSortingLayerID, targetRenderer.sortingLayerID, "SortingLayerID should not change");
Assert.AreEqual(originalSortingOrder, targetRenderer.sortingOrder, "SortingOrder should not change");
Assert.AreEqual(originalEnabled, targetRenderer.enabled, "Enabled should not change");
Assert.AreEqual(originalScale, targetRenderer.transform.localScale, "LocalScale should not change");
}
[Test]
public void CopySpriteRendererProperties_NullTarget_DoesNotThrow()
{
// Arrange
sourceRenderer.sprite = testSprite1;
// Act & Assert - Should not throw an exception
Assert.DoesNotThrow(() => AppleHillsUtils.CopySpriteRendererProperties(sourceRenderer, null));
}
[Test]
public void CopySpriteRendererProperties_BothNull_DoesNotThrow()
{
// Act & Assert - Should not throw an exception
Assert.DoesNotThrow(() => AppleHillsUtils.CopySpriteRendererProperties(null, null));
}
[Test]
public void CopySpriteRendererProperties_DifferentProperties_CorrectlyCopies()
{
// Arrange - Set source with mixed properties
sourceRenderer.sprite = testSprite1;
sourceRenderer.color = new Color(0.5f, 0.5f, 0.5f, 0.7f); // Semi-transparent gray
sourceRenderer.flipX = true;
sourceRenderer.flipY = false;
sourceRenderer.sharedMaterial = testMaterial1;
sourceRenderer.drawMode = SpriteDrawMode.Sliced;
sourceRenderer.size = new Vector2(3.5f, 2.5f);
sourceRenderer.sortingOrder = 42;
sourceObject.transform.localScale = new Vector3(0.5f, 1.5f, 1f); // Non-uniform scale
// The exact warning message format matters - match it precisely
LogAssert.Expect(LogType.Warning, "Sprite Tiling might not appear correctly because the Sprite used is not generated with Full Rect. To fix this, change the Mesh Type in the Sprite's import setting to Full Rect");
// Act
AppleHillsUtils.CopySpriteRendererProperties(sourceRenderer, targetRenderer);
// Assert
Assert.AreEqual(testSprite1, targetRenderer.sprite, "Sprite should match");
Assert.AreEqual(new Color(0.5f, 0.5f, 0.5f, 0.7f), targetRenderer.color, "Color should match including alpha");
Assert.IsTrue(targetRenderer.flipX, "FlipX should be true");
Assert.IsFalse(targetRenderer.flipY, "FlipY should be false");
Assert.AreEqual(SpriteDrawMode.Sliced, targetRenderer.drawMode, "DrawMode should be Sliced");
Assert.AreEqual(new Vector2(3.5f, 2.5f), targetRenderer.size, "Size should match exactly");
Assert.AreEqual(42, targetRenderer.sortingOrder, "SortingOrder should be 42");
Assert.AreEqual(new Vector3(0.5f, 1.5f, 1f), targetRenderer.transform.localScale, "Non-uniform scale should match");
}
}
}

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fileFormatVersion: 2
guid: 0c2768f91f9f4455a4d7480f6ee8ef43
timeCreated: 1757849036

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using NUnit.Framework;
using UnityEngine;
using System.Collections;
using UnityEngine.TestTools;
namespace Tests.EditMode
{
public class BootstrapTests
{
private Bootstrap.CustomBootSettings settings;
private GameObject prefab1;
private GameObject prefab2;
[SetUp]
public void SetUp()
{
settings = ScriptableObject.CreateInstance<Bootstrap.CustomBootSettings>();
settings.name = "TestSettings";
prefab1 = GameObject.CreatePrimitive(PrimitiveType.Cube);
prefab1.name = "Prefab1";
prefab2 = GameObject.CreatePrimitive(PrimitiveType.Sphere);
prefab2.name = "Prefab2";
}
[TearDown]
public void TearDown()
{
// Settings will clean up the container and instantiated prefabs
settings.Cleanup();
// Clean up the prefab templates
if (prefab1 != null) Object.DestroyImmediate(prefab1);
if (prefab2 != null) Object.DestroyImmediate(prefab2);
if (settings != null) Object.DestroyImmediate(settings);
}
[Test]
public void InitialiseSync_CreatesContainerWithCorrectName()
{
// Arrange
settings.BootPrefabs = new[] { prefab1 };
// Act
settings.InitialiseSync();
// Access the RuntimeContainer through reflection since it's private
var containerField = typeof(Bootstrap.CustomBootSettings).GetField("RuntimeContainer",
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
var container = containerField.GetValue(settings) as GameObject;
// Assert
Assert.IsNotNull(container, "RuntimeContainer should not be null");
Assert.AreEqual($"{settings.name}_Container", container.name,
"Container should be named with the pattern {settings.name}_Container");
}
[Test]
public void InitialiseSync_InstantiatesAllPrefabs()
{
// Arrange
settings.BootPrefabs = new[] { prefab1, prefab2 };
// Act
settings.InitialiseSync();
// Access the RuntimeContainer and Instances through reflection
var containerField = typeof(Bootstrap.CustomBootSettings).GetField("RuntimeContainer",
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
var container = containerField.GetValue(settings) as GameObject;
var instancesField = typeof(Bootstrap.CustomBootSettings).GetField("Instances",
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
var instances = instancesField.GetValue(settings) as GameObject[];
// Assert
Assert.IsNotNull(container, "RuntimeContainer should not be null");
Assert.AreEqual(2, container.transform.childCount, "Container should have 2 child objects");
Assert.IsNotNull(instances, "Instances array should not be null");
Assert.AreEqual(2, instances.Length, "Instances array should have 2 elements");
Assert.IsNotNull(instances[0], "First instance should not be null");
Assert.IsTrue(instances[0].name.StartsWith(prefab1.name),
$"First instance name '{instances[0].name}' should start with prefab name '{prefab1.name}'");
Assert.AreEqual(container.transform, instances[0].transform.parent, "First instance should be a child of the container");
Assert.IsNotNull(instances[1], "Second instance should not be null");
Assert.IsTrue(instances[1].name.StartsWith(prefab2.name),
$"Second instance name '{instances[1].name}' should start with prefab name '{prefab2.name}'");
Assert.AreEqual(container.transform, instances[1].transform.parent, "Second instance should be a child of the container");
}
[Test]
public void InitialiseSync_HandlesNullPrefabs()
{
// Arrange
settings.BootPrefabs = new GameObject[] { prefab1, null, prefab2 };
// Act
settings.InitialiseSync();
// Access the RuntimeContainer and Instances through reflection
var containerField = typeof(Bootstrap.CustomBootSettings).GetField("RuntimeContainer",
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
var container = containerField.GetValue(settings) as GameObject;
var instancesField = typeof(Bootstrap.CustomBootSettings).GetField("Instances",
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
var instances = instancesField.GetValue(settings) as GameObject[];
// Assert
Assert.IsNotNull(container, "RuntimeContainer should not be null");
Assert.AreEqual(2, container.transform.childCount, "Container should have 2 child objects (skipping the null prefab)");
Assert.AreEqual(3, instances.Length, "Instances array should have 3 elements (including null)");
Assert.IsNotNull(instances[0], "First instance should not be null");
Assert.IsNull(instances[1], "Second instance should be null");
Assert.IsNotNull(instances[2], "Third instance should not be null");
}
[Test]
public void InitialiseSync_EmptyPrefabsArray_CreatesContainerOnly()
{
// Arrange
settings.BootPrefabs = new GameObject[0];
// Act
settings.InitialiseSync();
// Access the RuntimeContainer through reflection
var containerField = typeof(Bootstrap.CustomBootSettings).GetField("RuntimeContainer",
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
var container = containerField.GetValue(settings) as GameObject;
var instancesField = typeof(Bootstrap.CustomBootSettings).GetField("Instances",
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
var instances = instancesField.GetValue(settings) as GameObject[];
// Assert
Assert.IsNotNull(container, "RuntimeContainer should be created even with empty prefabs array");
Assert.AreEqual(0, container.transform.childCount, "Container should have no children");
Assert.AreEqual(0, instances.Length, "Instances array should be empty");
}
}
}

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fileFormatVersion: 2
guid: 8750f59e7251412a844c51012839ec20
timeCreated: 1757845616

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{
"name": "Tests",
"rootNamespace": "",
"references": [
"UnityEngine.TestRunner",
"UnityEditor.TestRunner",
"Unity.InputSystem",
"Unity.InputSystem.TestFramework",
"AppleHillsScripts"
],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": true,
"precompiledReferences": [
"nunit.framework.dll"
],
"autoReferenced": false,
"defineConstraints": [
"UNITY_INCLUDE_TESTS"
],
"versionDefines": [],
"noEngineReferences": false
}

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AssemblyDefinitionImporter:
externalObjects: {}
userData:
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using NUnit.Framework;
using UnityEngine;
using System.Collections.Generic;
namespace Tests.EditMode
{
public class PickupItemDataTests
{
private PickupItemData item1;
private PickupItemData item2;
private PickupItemData item3;
[SetUp]
public void SetUp()
{
// Create test instances using ScriptableObject.CreateInstance
item1 = ScriptableObject.CreateInstance<PickupItemData>();
item1.itemName = "Apple";
item1.description = "A red fruit";
item2 = ScriptableObject.CreateInstance<PickupItemData>();
item2.itemName = "Apple";
item2.description = "A different description"; // Different description but same name
item3 = ScriptableObject.CreateInstance<PickupItemData>();
item3.itemName = "Orange";
item3.description = "A citrus fruit";
}
[TearDown]
public void TearDown()
{
// Clean up created ScriptableObjects
if (item1 != null) Object.DestroyImmediate(item1);
if (item2 != null) Object.DestroyImmediate(item2);
if (item3 != null) Object.DestroyImmediate(item3);
}
#region AreEquivalent Tests
[Test]
public void AreEquivalent_SameReference_ReturnsTrue()
{
// Arrange
var item = item1;
// Act
bool result = PickupItemData.AreEquivalent(item, item);
// Assert
Assert.IsTrue(result, "Same reference should be equivalent");
}
[Test]
public void AreEquivalent_SameItemName_ReturnsTrue()
{
// Arrange - item1 and item2 have the same itemName but different descriptions
// Act
bool result = PickupItemData.AreEquivalent(item1, item2);
// Assert
Assert.IsTrue(result, "Items with the same itemName should be equivalent");
}
[Test]
public void AreEquivalent_DifferentItemName_ReturnsFalse()
{
// Arrange - item1 and item3 have different itemNames
// Act
bool result = PickupItemData.AreEquivalent(item1, item3);
// Assert
Assert.IsFalse(result, "Items with different itemName should not be equivalent");
}
[Test]
public void AreEquivalent_FirstItemNull_ReturnsFalse()
{
// Arrange
// Act
bool result = PickupItemData.AreEquivalent(null, item1);
// Assert
Assert.IsFalse(result, "Null item should not be equivalent to a non-null item");
}
[Test]
public void AreEquivalent_SecondItemNull_ReturnsFalse()
{
// Arrange
// Act
bool result = PickupItemData.AreEquivalent(item1, null);
// Assert
Assert.IsFalse(result, "Non-null item should not be equivalent to a null item");
}
[Test]
public void AreEquivalent_BothItemsNull_ReturnsTrue()
{
// Arrange
// Act
bool result = PickupItemData.AreEquivalent(null, null);
// Assert
Assert.IsTrue(result, "Two null items should be equivalent (ReferenceEquals)");
}
#endregion
#region ListContainsEquivalent Tests
[Test]
public void ListContainsEquivalent_EmptyList_ReturnsFalse()
{
// Arrange
var list = new List<PickupItemData>();
// Act
bool result = PickupItemData.ListContainsEquivalent(list, item1);
// Assert
Assert.IsFalse(result, "Empty list should not contain any item");
}
[Test]
public void ListContainsEquivalent_ListContainsSameReference_ReturnsTrue()
{
// Arrange
var list = new List<PickupItemData> { item1 };
// Act
bool result = PickupItemData.ListContainsEquivalent(list, item1);
// Assert
Assert.IsTrue(result, "List should contain the same reference");
}
[Test]
public void ListContainsEquivalent_ListContainsEquivalentItem_ReturnsTrue()
{
// Arrange - item1 and item2 have the same itemName but are different instances
var list = new List<PickupItemData> { item1 };
// Act
bool result = PickupItemData.ListContainsEquivalent(list, item2);
// Assert
Assert.IsTrue(result, "List should contain an equivalent item with the same itemName");
}
[Test]
public void ListContainsEquivalent_ListDoesNotContainEquivalentItem_ReturnsFalse()
{
// Arrange - item1 and item3 have different itemNames
var list = new List<PickupItemData> { item1 };
// Act
bool result = PickupItemData.ListContainsEquivalent(list, item3);
// Assert
Assert.IsFalse(result, "List should not contain an item with a different itemName");
}
[Test]
public void ListContainsEquivalent_SearchForNullInNonEmptyList_ReturnsFalse()
{
// Arrange
var list = new List<PickupItemData> { item1, item2 };
// Act
bool result = PickupItemData.ListContainsEquivalent(list, null);
// Assert
Assert.IsFalse(result, "List should not contain a null item");
}
[Test]
public void ListContainsEquivalent_SearchInListWithNull_HandlesNullGracefully()
{
// Arrange
var list = new List<PickupItemData> { item1, null, item3 };
// Act
bool result = PickupItemData.ListContainsEquivalent(list, item2);
// Assert
Assert.IsTrue(result, "List with null element should still find equivalent item");
}
#endregion
}
}

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guid: 5d448a09499f4498894619f2ce2a31cb
timeCreated: 1757848750

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using NUnit.Framework;
using UnityEngine;
using System.Collections.Generic;
namespace Tests.EditMode
{
public class PuzzleGraphUtilityTests
{
private PuzzleStepSO step1;
private PuzzleStepSO step2;
private PuzzleStepSO step3;
private PuzzleStepSO step4;
private PuzzleStepSO step5;
[SetUp]
public void SetUp()
{
// Create test PuzzleStepSO instances using ScriptableObject.CreateInstance
step1 = ScriptableObject.CreateInstance<PuzzleStepSO>();
step1.stepId = "step1";
step1.displayName = "Step 1";
step1.unlocks = new List<PuzzleStepSO>();
step2 = ScriptableObject.CreateInstance<PuzzleStepSO>();
step2.stepId = "step2";
step2.displayName = "Step 2";
step2.unlocks = new List<PuzzleStepSO>();
step3 = ScriptableObject.CreateInstance<PuzzleStepSO>();
step3.stepId = "step3";
step3.displayName = "Step 3";
step3.unlocks = new List<PuzzleStepSO>();
step4 = ScriptableObject.CreateInstance<PuzzleStepSO>();
step4.stepId = "step4";
step4.displayName = "Step 4";
step4.unlocks = new List<PuzzleStepSO>();
step5 = ScriptableObject.CreateInstance<PuzzleStepSO>();
step5.stepId = "step5";
step5.displayName = "Step 5";
step5.unlocks = new List<PuzzleStepSO>();
}
[TearDown]
public void TearDown()
{
// Clean up created ScriptableObjects
if (step1 != null) Object.DestroyImmediate(step1);
if (step2 != null) Object.DestroyImmediate(step2);
if (step3 != null) Object.DestroyImmediate(step3);
if (step4 != null) Object.DestroyImmediate(step4);
if (step5 != null) Object.DestroyImmediate(step5);
}
#region BuildDependencyGraph Tests
[Test]
public void BuildDependencyGraph_EmptyList_ReturnsEmptyDictionary()
{
// Arrange
var steps = new List<PuzzleStepSO>();
// Act
var graph = PuzzleGraphUtility.BuildDependencyGraph(steps);
// Assert
Assert.IsNotNull(graph, "Graph should not be null");
Assert.AreEqual(0, graph.Count, "Graph should be empty");
}
[Test]
public void BuildDependencyGraph_NoUnlocks_ReturnsGraphWithEmptyDependencyLists()
{
// Arrange
var steps = new List<PuzzleStepSO> { step1, step2, step3 };
// No unlocks set up
// Act
var graph = PuzzleGraphUtility.BuildDependencyGraph(steps);
// Assert
Assert.AreEqual(3, graph.Count, "Graph should have 3 entries");
Assert.IsTrue(graph.ContainsKey(step1), "Graph should contain step1");
Assert.IsTrue(graph.ContainsKey(step2), "Graph should contain step2");
Assert.IsTrue(graph.ContainsKey(step3), "Graph should contain step3");
Assert.AreEqual(0, graph[step1].Count, "step1 should have no dependencies");
Assert.AreEqual(0, graph[step2].Count, "step2 should have no dependencies");
Assert.AreEqual(0, graph[step3].Count, "step3 should have no dependencies");
}
[Test]
public void BuildDependencyGraph_WithUnlocks_BuildsCorrectDependencyGraph()
{
// Arrange
// Set up unlock relationships:
// step1 unlocks step3 and step4
// step2 unlocks step3
// step3 unlocks step5
// step4 has no unlocks
// step5 has no unlocks
step1.unlocks.Add(step3);
step1.unlocks.Add(step4);
step2.unlocks.Add(step3);
step3.unlocks.Add(step5);
var steps = new List<PuzzleStepSO> { step1, step2, step3, step4, step5 };
// Act
var graph = PuzzleGraphUtility.BuildDependencyGraph(steps);
// Assert
Assert.AreEqual(5, graph.Count, "Graph should have 5 entries");
// Check dependencies (reverse of unlocks)
Assert.AreEqual(0, graph[step1].Count, "step1 should have no dependencies");
Assert.AreEqual(0, graph[step2].Count, "step2 should have no dependencies");
Assert.AreEqual(2, graph[step3].Count, "step3 should have 2 dependencies");
Assert.IsTrue(graph[step3].Contains(step1), "step3 should depend on step1");
Assert.IsTrue(graph[step3].Contains(step2), "step3 should depend on step2");
Assert.AreEqual(1, graph[step4].Count, "step4 should have 1 dependency");
Assert.IsTrue(graph[step4].Contains(step1), "step4 should depend on step1");
Assert.AreEqual(1, graph[step5].Count, "step5 should have 1 dependency");
Assert.IsTrue(graph[step5].Contains(step3), "step5 should depend on step3");
}
[Test]
public void BuildDependencyGraph_WithCyclicUnlocks_BuildsCorrectDependencyGraph()
{
// Arrange
// Set up cyclic unlock relationships:
// step1 unlocks step2
// step2 unlocks step3
// step3 unlocks step1
step1.unlocks.Add(step2);
step2.unlocks.Add(step3);
step3.unlocks.Add(step1);
var steps = new List<PuzzleStepSO> { step1, step2, step3 };
// Act
var graph = PuzzleGraphUtility.BuildDependencyGraph(steps);
// Assert
Assert.AreEqual(3, graph.Count, "Graph should have 3 entries");
// Check dependencies (reverse of unlocks)
Assert.AreEqual(1, graph[step1].Count, "step1 should have 1 dependency");
Assert.IsTrue(graph[step1].Contains(step3), "step1 should depend on step3");
Assert.AreEqual(1, graph[step2].Count, "step2 should have 1 dependency");
Assert.IsTrue(graph[step2].Contains(step1), "step2 should depend on step1");
Assert.AreEqual(1, graph[step3].Count, "step3 should have 1 dependency");
Assert.IsTrue(graph[step3].Contains(step2), "step3 should depend on step2");
}
#endregion
#region FindInitialSteps Tests
[Test]
public void FindInitialSteps_EmptyGraph_ReturnsEmptyList()
{
// Arrange
var graph = new Dictionary<PuzzleStepSO, List<PuzzleStepSO>>();
// Act
var initialSteps = PuzzleGraphUtility.FindInitialSteps(graph);
// Assert
Assert.IsNotNull(initialSteps, "Initial steps should not be null");
Assert.AreEqual(0, initialSteps.Count, "Initial steps should be empty");
}
[Test]
public void FindInitialSteps_AllInitial_ReturnsAllSteps()
{
// Arrange
var graph = new Dictionary<PuzzleStepSO, List<PuzzleStepSO>>
{
{ step1, new List<PuzzleStepSO>() },
{ step2, new List<PuzzleStepSO>() },
{ step3, new List<PuzzleStepSO>() }
};
// Act
var initialSteps = PuzzleGraphUtility.FindInitialSteps(graph);
// Assert
Assert.AreEqual(3, initialSteps.Count, "All steps should be initial");
Assert.IsTrue(initialSteps.Contains(step1), "Initial steps should contain step1");
Assert.IsTrue(initialSteps.Contains(step2), "Initial steps should contain step2");
Assert.IsTrue(initialSteps.Contains(step3), "Initial steps should contain step3");
}
[Test]
public void FindInitialSteps_SomeInitial_ReturnsOnlyInitialSteps()
{
// Arrange
// Create a graph where step1 and step2 are initial, but step3 depends on step1
var graph = new Dictionary<PuzzleStepSO, List<PuzzleStepSO>>
{
{ step1, new List<PuzzleStepSO>() },
{ step2, new List<PuzzleStepSO>() },
{ step3, new List<PuzzleStepSO> { step1 } }
};
// Act
var initialSteps = PuzzleGraphUtility.FindInitialSteps(graph);
// Assert
Assert.AreEqual(2, initialSteps.Count, "There should be 2 initial steps");
Assert.IsTrue(initialSteps.Contains(step1), "Initial steps should contain step1");
Assert.IsTrue(initialSteps.Contains(step2), "Initial steps should contain step2");
Assert.IsFalse(initialSteps.Contains(step3), "Initial steps should not contain step3");
}
[Test]
public void FindInitialSteps_NoInitial_ReturnsEmptyList()
{
// Arrange
// Create a cyclic dependency graph with no initial steps
var graph = new Dictionary<PuzzleStepSO, List<PuzzleStepSO>>
{
{ step1, new List<PuzzleStepSO> { step3 } },
{ step2, new List<PuzzleStepSO> { step1 } },
{ step3, new List<PuzzleStepSO> { step2 } }
};
// Act
var initialSteps = PuzzleGraphUtility.FindInitialSteps(graph);
// Assert
Assert.AreEqual(0, initialSteps.Count, "There should be no initial steps");
}
#endregion
#region FindUnlocks Tests
[Test]
public void FindUnlocks_EmptyList_ReturnsEmptyList()
{
// Arrange
var allSteps = new List<PuzzleStepSO>();
// Act
var unlocks = PuzzleGraphUtility.FindUnlocks(step1, allSteps);
// Assert
Assert.IsNotNull(unlocks, "Unlocks should not be null");
Assert.AreEqual(0, unlocks.Count, "Unlocks should be empty");
}
[Test]
public void FindUnlocks_NoUnlocks_ReturnsEmptyList()
{
// Arrange
var allSteps = new List<PuzzleStepSO> { step1, step2, step3 };
// No unlocks set up
// Act
var unlocks = PuzzleGraphUtility.FindUnlocks(step1, allSteps);
// Assert
Assert.AreEqual(0, unlocks.Count, "No steps should unlock step1");
}
[Test]
public void FindUnlocks_WithUnlocks_ReturnsCorrectUnlocks()
{
// Arrange
// Set up unlock relationships:
// step1 unlocks step3
// step2 unlocks step3
step1.unlocks.Add(step3);
step2.unlocks.Add(step3);
var allSteps = new List<PuzzleStepSO> { step1, step2, step3 };
// Act
var unlocks = PuzzleGraphUtility.FindUnlocks(step3, allSteps);
// Assert
Assert.AreEqual(2, unlocks.Count, "2 steps should unlock step3");
Assert.IsTrue(unlocks.Contains(step1), "step1 should unlock step3");
Assert.IsTrue(unlocks.Contains(step2), "step2 should unlock step3");
}
[Test]
public void FindUnlocks_StepUnlocksItself_ReturnsCorrectUnlocks()
{
// Arrange
// Set up self-unlock relationship:
// step1 unlocks itself and step2
step1.unlocks.Add(step1);
step1.unlocks.Add(step2);
var allSteps = new List<PuzzleStepSO> { step1, step2 };
// Act
var unlocks = PuzzleGraphUtility.FindUnlocks(step1, allSteps);
// Assert
Assert.AreEqual(1, unlocks.Count, "1 step should unlock step1");
Assert.IsTrue(unlocks.Contains(step1), "step1 should unlock itself");
}
#endregion
}
}

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