using UnityEngine;
using AppleHills.Core.Settings;
using Core;
namespace Input
{
///
/// Saveable data for PlayerTouchController state
///
[System.Serializable]
public class PlayerSaveData
{
public Vector3 worldPosition;
public Quaternion worldRotation;
}
///
/// Handles player movement in response to tap and hold input events.
/// Supports both direct and pathfinding movement modes.
/// Extends BasePlayerMovementController with save/load functionality.
/// Interaction capability (MoveToAndNotify) is provided by base class.
///
public class PlayerTouchController : BasePlayerMovementController
{
// Save system configuration
public override bool AutoRegisterForSave => true;
// Scene-specific SaveId - each level has its own player state
public override string SaveId => $"{gameObject.scene.name}/PlayerController";
protected override void LoadSettings()
{
var configs = GameManager.GetSettingsObject();
_movementSettings = configs.DefaultPlayerMovement;
}
internal override void OnManagedStart()
{
base.OnManagedStart();
// Register with InputManager as default consumer
if (InputManager.Instance != null)
{
InputManager.Instance.RegisterController("trafalgar", this, setAsDefaultConsumer: true);
Logging.Debug($"[PlayerTouchController] Registered controller '{gameObject.name}' as default consumer");
}
}
#region Save/Load Lifecycle Hooks
internal override string OnSceneSaveRequested()
{
var saveData = new PlayerSaveData
{
worldPosition = transform.position,
worldRotation = transform.rotation
};
return JsonUtility.ToJson(saveData);
}
internal override void OnSceneRestoreRequested(string serializedData)
{
if (string.IsNullOrEmpty(serializedData))
{
Logging.Debug("[PlayerTouchController] No saved state to restore");
return;
}
try
{
var saveData = JsonUtility.FromJson(serializedData);
if (saveData != null)
{
transform.position = saveData.worldPosition;
transform.rotation = saveData.worldRotation;
Logging.Debug($"[PlayerTouchController] Restored position: {saveData.worldPosition}");
}
}
catch (System.Exception ex)
{
Logging.Warning($"[PlayerTouchController] Failed to restore state: {ex.Message}");
}
}
#endregion
}
}