using Core;
using UnityEngine;
namespace Interactions
{
///
/// Base class for interactables that participate in the save/load system.
/// Provides common save ID generation and serialization infrastructure.
///
public abstract class SaveableInteractable : InteractableBase
{
[Header("Save System")]
[SerializeField]
// Save system configuration
public override bool AutoRegisterForSave => true;
///
/// Flag to indicate we're currently restoring from save data.
/// Child classes can check this to skip initialization logic during load.
///
protected bool IsRestoringFromSave { get; private set; }
#region Save/Load Lifecycle Hooks
internal override string OnSceneSaveRequested()
{
object stateData = GetSerializableState();
if (stateData == null)
{
return "{}";
}
return JsonUtility.ToJson(stateData);
}
internal override void OnSceneRestoreRequested(string serializedData)
{
if (string.IsNullOrEmpty(serializedData))
{
Logging.Warning($"[SaveableInteractable] Empty save data for {SaveId}");
return;
}
// OnSceneRestoreRequested is guaranteed by the lifecycle system to only fire during actual restoration
// No need to check IsRestoringState - the lifecycle manager handles timing deterministically
IsRestoringFromSave = true;
try
{
ApplySerializableState(serializedData);
}
catch (System.Exception e)
{
Debug.LogError($"[SaveableInteractable] Failed to restore state for {SaveId}: {e.Message}");
}
finally
{
IsRestoringFromSave = false;
}
}
#endregion
#region Virtual Methods for Child Classes
///
/// Child classes override this to return their serializable state data.
/// Return an object that can be serialized with JsonUtility.
///
protected abstract object GetSerializableState();
///
/// Child classes override this to apply restored state data.
/// Should NOT trigger events or re-initialize logic that already happened.
///
/// JSON string containing the saved state
protected abstract void ApplySerializableState(string serializedData);
#endregion
#region Editor Helpers
#if UNITY_EDITOR
[ContextMenu("Log Save ID")]
private void LogSaveId()
{
Logging.Debug($"Save ID: {SaveId}");
}
[ContextMenu("Test Serialize/Deserialize")]
private void TestSerializeDeserialize()
{
string serialized = OnSceneSaveRequested();
Logging.Debug($"Serialized state: {serialized}");
OnSceneRestoreRequested(serialized);
Logging.Debug("Deserialization test complete");
}
#endif
#endregion
}
#region Common Save Data Structures
///
/// Base save data for all interactables.
/// Can be extended by child classes.
///
[System.Serializable]
public class InteractableBaseSaveData
{
public bool isActive;
public Vector3 worldPosition;
public Quaternion worldRotation;
}
#endregion
}