# Apple Hills Interaction System This document provides a comprehensive overview of the interaction system in Apple Hills, detailing how interactions are structured, configured, and extended with custom actions. ## Overview The Apple Hills interaction system allows players to interact with objects in the game world. It supports character movement to interaction points, timed and conditional interactions, and complex behaviors through a component-based architecture. The system is particularly powerful when combined with the Timeline feature for creating cinematic sequences during interactions. ## Core Components The interaction system consists of several key components that work together: ### Interactable The `Interactable` component is the foundation of the interaction system. It: - Handles player input (tapping/clicking) - Manages which character(s) should interact (Trafalgar, Pulver, or both) - Coordinates character movement to interaction points - Dispatches events during the interaction lifecycle - Manages one-time interactions and cooldowns ![Interactable Inspector](media/interactable_inspector.png) ### CharacterMoveToTarget The `CharacterMoveToTarget` component defines positions where characters should move when interacting: - Can be configured for specific characters (Trafalgar, Pulver, or both) - Supports position offsets for fine-tuning - Provides visual gizmos in the editor for easy positioning - Multiple targets can be set up for complex interactions ![Character Move Target Inspector](media/character_move_target_inspector.png) ### Interaction Actions Actions are components that respond to interaction events and execute custom behavior: - Derive from the abstract `InteractionActionBase` class - Can be attached to interactable objects - Multiple actions can be added to a single interactable - Actions can optionally block the interaction flow until completion The inspector for all interaction action components shows the key parameters from InteractionActionBase, with custom configuration options for specific action types: ![InteractionTimelineAction Inspector](media/interaction_timeline_action_inspector.png) ### Interaction Requirements Requirements are components that determine whether an interaction can occur: - Derive from the abstract `InteractionRequirementBase` class - Can prevent interactions based on custom conditions - Multiple requirements can be added to a single interactable - Used for creating conditional interactions (e.g., requiring an item) ## Interaction Event Flow Interactions follow a defined event flow: 1. **InteractionStarted**: Triggered when the player initiates an interaction 2. **PlayerArrived**: Triggered when the player character reaches the interaction point 3. **InteractingCharacterArrived**: Triggered when the interacting character (often Pulver) reaches the interaction point 4. **InteractionComplete**: Triggered when the interaction is completed 5. **InteractionInterrupted**: Triggered if the interaction is interrupted before completion ## InteractionActionBase The `InteractionActionBase` is the abstract base class for all interaction actions. It provides the framework for creating custom behaviors that respond to interaction events. ### Key Features - **Event Filtering**: Actions can choose which interaction events to respond to - **Flow Control**: Actions can optionally pause the interaction flow until completion - **Asynchronous Execution**: Actions use `async/await` pattern for time-consuming operations - **Character References**: Actions receive references to both player and follower characters ### Implementation ```csharp public abstract class InteractionActionBase : MonoBehaviour { // Which events this action should respond to public List respondToEvents; // Whether to pause the interaction flow during execution public bool pauseInteractionFlow; // The main execution method that must be implemented by derived classes protected abstract Task ExecuteAsync( InteractionEventType eventType, PlayerTouchController player, FollowerController follower); // Optional method for adding execution conditions protected virtual bool ShouldExecute( InteractionEventType eventType, PlayerTouchController player, FollowerController follower) { return true; } } ``` ## InteractionTimelineAction The `InteractionTimelineAction` is a powerful action that plays Unity Timeline sequences during interactions. It enables cinematic sequences, character animations, camera movements, and more. ### Key Features - **Multiple Timeline Support**: Can play different timelines for different interaction events - **Timeline Sequences**: Can play multiple timelines in sequence for a single event - **Character Binding**: Automatically binds player and follower characters to timeline tracks - **Flow Control**: Waits for timeline completion before continuing interaction flow - **Timeout Safety**: Includes a configurable timeout to prevent interactions from getting stuck - **Looping Options**: Supports looping all timelines or just the last timeline in a sequence ### Timeline Event Mapping Each mapping connects an interaction event to one or more timeline assets: ```csharp public class TimelineEventMapping { // The event that triggers this timeline public InteractionEventType eventType; // The timeline assets to play (in sequence) public PlayableAsset[] timelines; // Character binding options public bool bindPlayerCharacter; public bool bindPulverCharacter; public string playerTrackName = "Player"; public string pulverTrackName = "Pulver"; // Playback options public float timeoutSeconds = 30f; public bool loopLast = false; public bool loopAll = false; } ``` ### Custom Editor The `InteractionTimelineAction` includes a custom editor that makes it easy to configure: - Quick buttons to add mappings for common events - Character binding options - Timeline sequence configuration - Validation warnings for misconfigured timelines ![Timeline Mapping Editor](media/timeline_mapping_editor.png) ### Implementation Pattern For a cinematic interaction with timelines: 1. Add an `Interactable` component to your object 2. Add an `InteractionTimelineAction` component to the same object 3. Set up character move targets if needed 4. Create timeline assets for each interaction phase 5. Configure the timeline mappings in the inspector 6. Test the interaction in play mode ### Timeline Configuration When setting up a timeline for interaction, you'll need to create a Timeline asset and configure it in Unity's Timeline editor: ![Timeline Editor](media/timeline_editor.png) ## Working with the Interactable Editor The `Interactable` component includes a custom editor that enhances the workflow: ### Character Move Target Creation The editor provides buttons to easily create character move targets: - "Add Trafalgar Target" - Creates a move target for the player character - "Add Pulver Target" - Creates a move target for the follower character - "Add Both Characters Target" - Creates a move target for both characters ![Interactable Custom Editor](media/interactable_inspector.png) ### Target Visualization The editor displays the number of targets for each character type and warns about potential conflicts: ``` Trafalgar Targets: 1, Pulver Targets: 1, Both Targets: 0 ``` If multiple conflicting targets are detected, a warning is displayed to help prevent unexpected behavior. ## Best Practices ### Target Positioning - Place character targets with appropriate spacing to prevent characters from overlapping - Consider the character's facing direction (targets automatically make characters face the interactable) - Use the position offset for fine-tuning without moving the actual target GameObject ![Target Positioning In Scene](media/target_positioning_scene.png) ### Timeline Design - Keep timelines modular and focused on specific actions - Use signals to trigger game events from timelines - Consider using director notification tracks for advanced timeline integration - Test timelines with actual characters to ensure animations blend correctly ### Action Combinations - Combine multiple actions for complex behaviors (e.g., dialogue + timeline) - Order actions in the Inspector to control execution priority - Use the `pauseInteractionFlow` option strategically to control sequence flow ## Technical Reference ### InteractionEventType ```csharp public enum InteractionEventType { InteractionStarted, // When interaction is first triggered PlayerArrived, // When player arrives at interaction point InteractingCharacterArrived, // When interacting character arrives InteractionComplete, // When interaction is successfully completed InteractionInterrupted // When interaction is interrupted } ``` ### CharacterToInteract ```csharp public enum CharacterToInteract { None, // No character interactions Trafalgar, // Player character only Pulver, // Follower character only Both // Both characters } ``` ## Troubleshooting ### Common Issues - **Characters not moving to targets**: Ensure targets have the correct CharacterToInteract type set - **Timeline not playing**: Check that the PlayableDirector has a reference to the timeline asset - **Characters not appearing in timeline**: Verify the track names match the binding configuration - **Interaction getting stuck**: Make sure timelines have a reasonable timeout value set - **Multiple timelines playing simultaneously**: Check that the event mappings are correctly configured ## Setup Example Here's how a typical interaction setup might look in the Inspector: 1. Interactable component with appropriate settings 2. Character move targets positioned in the scene 3. InteractionTimelineAction component configured with timeline mappings 4. PlayableDirector component referencing timeline assets ## Advanced Topics ### Timeline Integration with Dialogue Timeline actions can be synchronized with dialogue using: - Animation tracks to trigger dialogue displays - Signal tracks to advance dialogue - Custom markers to synchronize dialogue with character animations ### Interaction Sequences Complex interaction sequences can be created by: - Using multiple interactables in sequence - Enabling/disabling interactables based on game state - Using timelines to guide the player through sequential interactions