using Input;
using Interactions;
using UnityEngine;
using Core;
using Core.Lifecycle;
namespace PuzzleS
{
///
/// Manages the state and interactions for a single puzzle step, including unlock/lock logic and event handling.
///
[RequireComponent(typeof(InteractableBase))]
public class ObjectiveStepBehaviour : ManagedBehaviour, IPuzzlePrompt
{
///
/// The data object representing this puzzle step.
///
public PuzzleStepSO stepData;
[Header("Indicator Settings")]
[SerializeField] private GameObject puzzleIndicator;
[SerializeField] private bool drawPromptRangeGizmo = true;
private InteractableBase _interactable;
private bool _isUnlocked = false;
private bool _isCompleted = false;
private IPuzzlePrompt _indicator;
// Current proximity state tracked by PuzzleManager
private ProximityState _currentProximityState = ProximityState.Far;
// Enum for tracking proximity state (simplified to just Close and Far)
public enum ProximityState { Close, Far }
internal override void OnManagedAwake()
{
_interactable = GetComponent();
// Initialize the indicator if it exists, but ensure it's hidden initially
if (puzzleIndicator != null)
{
// The indicator should start inactive until we determine its proper state
puzzleIndicator.SetActive(false);
// Get the IPuzzlePrompt component
_indicator = puzzleIndicator.GetComponent();
if (_indicator == null)
{
// Try to find it in children if not on the root
_indicator = puzzleIndicator.GetComponentInChildren();
}
if (_indicator == null)
{
Logging.Warning($"[Puzzles] Indicator prefab for {stepData?.stepId} does not implement IPuzzlePrompt");
}
}
}
internal override void OnManagedStart()
{
// Register with PuzzleManager - safe to access .Instance here
if (stepData != null && PuzzleManager.Instance != null)
{
PuzzleManager.Instance.RegisterStepBehaviour(this);
}
else if (stepData == null)
{
Logging.Warning($"[Puzzles] Cannot register step on {gameObject.name}: stepData is null");
}
}
void OnEnable()
{
if (_interactable == null)
_interactable = GetComponent();
if (_interactable != null)
{
_interactable.interactionStarted.AddListener(OnInteractionStarted);
_interactable.interactionComplete.AddListener(OnInteractionComplete);
}
}
internal override void OnManagedDestroy()
{
if (PuzzleManager.Instance != null && stepData != null)
{
PuzzleManager.Instance.UnregisterStepBehaviour(this);
}
if (_interactable != null)
{
_interactable.interactionStarted.RemoveListener(OnInteractionStarted);
_interactable.interactionComplete.RemoveListener(OnInteractionComplete);
}
}
///
/// Updates the proximity state from PuzzleManager and triggers appropriate methods.
///
/// The new proximity state.
public void UpdateProximityState(ProximityState newState)
{
if (_currentProximityState == newState) return;
if (!_isUnlocked) return; // Don't process state changes if locked
// Determine state changes and call appropriate methods
if (newState == ProximityState.Close)
{
// Transitioning from Far to Close
ShowClose();
}
else // newState == ProximityState.Far
{
// Transitioning from Close to Far
HideClose();
}
_currentProximityState = newState;
}
// IPuzzlePrompt interface implementation - delegates to indicator if available
///
/// Called when the prompt should be initially shown (e.g., when step is unlocked)
///
public virtual void OnShow()
{
if (puzzleIndicator != null)
puzzleIndicator.SetActive(true);
// Delegate to indicator if available
if (IsIndicatorValid())
{
_indicator.OnShow();
return;
}
Logging.Debug($"[Puzzles] Prompt shown for {stepData?.stepId} on {gameObject.name}");
}
///
/// Called when the prompt should be hidden (e.g., when step is locked)
///
public virtual void OnHide()
{
if (puzzleIndicator != null)
puzzleIndicator.SetActive(false);
// Delegate to indicator if available
if (IsIndicatorValid())
{
_indicator.OnHide();
}
Logging.Debug($"[Puzzles] Prompt hidden for {stepData?.stepId} on {gameObject.name}");
}
///
/// Called when player enters the far range
///
public virtual void ShowFar()
{
// Only show if step is unlocked
if (!_isUnlocked) return;
// Delegate to indicator if available
if (IsIndicatorValid())
{
_indicator.ShowFar();
return;
}
}
///
/// Called when player enters the close range
///
public virtual void ShowClose()
{
// Only show if step is unlocked
if (!_isUnlocked) return;
// Delegate to indicator if available
if (IsIndicatorValid())
{
_indicator.ShowClose();
return;
}
}
///
/// Called when player exits the close range
///
public virtual void HideClose()
{
// Only respond if step is unlocked
if (!_isUnlocked) return;
// Delegate to indicator if available
if (IsIndicatorValid())
{
_indicator.HideClose();
return;
}
}
///
/// Called when player exits the far range
///
public virtual void HideFar()
{
// Only respond if step is unlocked
if (!_isUnlocked) return;
// Delegate to indicator if available
if (IsIndicatorValid())
{
_indicator.HideFar();
return;
}
}
///
/// Unlocks this puzzle step, allowing interaction.
///
public void UnlockStep()
{
if (_isUnlocked) return;
_isUnlocked = true;
Logging.Debug($"[Puzzles] Step unlocked: {stepData?.stepId} on {gameObject.name}");
// Make the indicator visible since this step is now unlocked
OnShow();
if (IsIndicatorValid())
{
// Set the correct state based on current player distance
Transform playerTransform = GameObject.FindGameObjectWithTag("Player")?.transform;
if (playerTransform != null)
{
float distance = Vector3.Distance(transform.position, playerTransform.position);
float promptRange = AppleHills.SettingsAccess.GetPuzzlePromptRange();
if (distance <= promptRange)
{
// Player is in close range
_currentProximityState = ProximityState.Close;
_indicator.ShowClose();
}
else
{
// Player is in far range
_currentProximityState = ProximityState.Far;
_indicator.ShowFar();
}
}
else
{
// Default to far if player not found
_currentProximityState = ProximityState.Far;
_indicator.ShowFar();
}
}
}
///
/// Locks this puzzle step, preventing interaction.
///
public void LockStep()
{
if (!_isUnlocked && puzzleIndicator != null)
{
// Make sure indicator is hidden if we're already locked
puzzleIndicator.SetActive(false);
return;
}
_isUnlocked = false;
Logging.Debug($"[Puzzles] Step locked: {stepData?.stepId} on {gameObject.name}");
// Hide the indicator
OnHide();
}
///
/// Returns whether this step is currently unlocked.
///
public bool IsStepUnlocked()
{
return _isUnlocked;
}
///
/// Handles the start of an interaction (can be used for visual feedback).
///
private void OnInteractionStarted(PlayerTouchController playerRef, FollowerController followerRef)
{
// Empty - handled by Interactable
}
///
/// Handles completion of the interaction, notifies PuzzleManager if successful and unlocked.
///
/// Whether the interaction was successful.
private void OnInteractionComplete(bool success)
{
if (!_isUnlocked) return;
if (success && !_isCompleted)
{
Logging.Debug($"[Puzzles] Step interacted: {stepData?.stepId} on {gameObject.name}");
_isCompleted = true;
PuzzleManager.Instance?.MarkPuzzleStepCompleted(stepData);
if (puzzleIndicator != null)
{
Destroy(puzzleIndicator);
_indicator = null;
}
}
}
private bool IsIndicatorValid()
{
return _indicator != null && puzzleIndicator != null && !_isCompleted;
}
///
/// Visualizes the puzzle prompt ranges in the editor.
///
private void OnDrawGizmos()
{
if (!drawPromptRangeGizmo) return;
// Use the global puzzle prompt range from settings
float promptRange = AppleHills.SettingsAccess.GetPuzzlePromptRange();
// Draw threshold circle
Gizmos.color = Color.cyan;
Gizmos.DrawWireSphere(transform.position, promptRange);
}
}
}