using System;
using Input;
using Interactions;
using UnityEngine;
using AppleHills.Core.Settings;
using Core; // Added for IInteractionSettings
///
/// Handles level switching when interacted with. Applies switch data and triggers scene transitions.
///
public class LevelSwitch : MonoBehaviour
{
///
/// Data for this level switch (target scene, icon, etc).
///
public LevelSwitchData switchData;
private SpriteRenderer _iconRenderer;
private Interactable _interactable;
// Settings reference
private IInteractionSettings _interactionSettings;
private bool _isActive = true;
///
/// Unity Awake callback. Sets up icon, interactable, and event handlers.
///
void Awake()
{
_isActive = true;
if (_iconRenderer == null)
_iconRenderer = GetComponent();
_interactable = GetComponent();
if (_interactable != null)
{
_interactable.characterArrived.AddListener(OnCharacterArrived);
}
// Initialize settings reference
_interactionSettings = GameManager.GetSettingsObject();
ApplySwitchData();
}
///
/// Unity OnDestroy callback. Cleans up event handlers.
///
void OnDestroy()
{
if (_interactable != null)
{
_interactable.characterArrived.RemoveListener(OnCharacterArrived);
}
}
#if UNITY_EDITOR
///
/// Unity OnValidate callback. Ensures icon and data are up to date in editor.
///
void OnValidate()
{
if (_iconRenderer == null)
_iconRenderer = GetComponent();
ApplySwitchData();
}
#endif
///
/// Applies the switch data to the level switch (icon, name, etc).
///
public void ApplySwitchData()
{
if (switchData != null)
{
if (_iconRenderer != null)
_iconRenderer.sprite = switchData.mapSprite;
gameObject.name = switchData.targetLevelSceneName;
// Optionally update other fields, e.g. description
}
}
///
/// Handles the start of an interaction (shows confirmation menu and switches the level if confirmed).
///
private void OnCharacterArrived()
{
if (switchData == null || string.IsNullOrEmpty(switchData.targetLevelSceneName) || !_isActive)
return;
var menuPrefab = _interactionSettings?.LevelSwitchMenuPrefab;
if (menuPrefab == null)
{
Debug.LogError("LevelSwitchMenu prefab not assigned in InteractionSettings!");
return;
}
// Spawn the menu overlay (assume Canvas parent is handled in prefab setup)
var menuGo = Instantiate(menuPrefab);
var menu = menuGo.GetComponent();
if (menu == null)
{
Debug.LogError("LevelSwitchMenu component missing on prefab!");
Destroy(menuGo);
return;
}
// Setup menu with data and callbacks
menu.Setup(switchData, OnMenuConfirm, OnMenuCancel);
_isActive = false; // Prevent re-triggering until menu is closed
// Switch input mode to UI only
InputManager.Instance.SetInputMode(InputMode.UI);
}
private async void OnMenuConfirm()
{
var progress = new Progress(p => Debug.Log($"Loading progress: {p * 100:F0}%"));
await SceneManagerService.Instance.SwitchSceneAsync(switchData.targetLevelSceneName, progress);
}
private void OnMenuCancel()
{
_isActive = true; // Allow interaction again if cancelled
}
}