using Core.SaveLoad;
using Input;
using UnityEngine;
using UnityEngine.Events;
namespace StateMachines.Quarry.AnneLise
{
public class TakePhotoState : AppleState
{
public Transform playerTargetObject;
private GameObject _playerCharacter;
private PlayerTouchController _playerTouchController;
private Vector3 _newPlayerPosition;
public UnityEvent animFlash;
public UnityEvent animStart;
///
/// Called when entering this state during normal gameplay.
/// Initiates player movement and triggers photo-taking sequence.
///
public override void OnEnterState()
{
// Find references that are needed regardless of enter/restore
_playerCharacter = GameObject.FindWithTag("Player");
_playerTouchController = _playerCharacter.GetComponent();
// Subscribe to player arrival event
_playerTouchController.OnArrivedAtTarget += PlayerHasArrived;
// Move player to photo position
_newPlayerPosition = new Vector3(
playerTargetObject.transform.position.x,
playerTargetObject.transform.position.y,
playerTargetObject.transform.position.z);
_playerTouchController.InterruptMoveTo();
_playerTouchController.MoveToAndNotify(_newPlayerPosition);
// Disable input during photo sequence
InputManager.Instance.SetInputMode(InputMode.InputDisabled);
}
///
/// Called when restoring this state from save data.
/// Skips player movement and animations - just sets up the restored state.
///
/// Serialized state data (currently unused for this state)
public override void OnRestoreState(string data)
{
// When restoring, we don't want to move the player or play animations
// The state is restored silently - player stays where they are
// Input mode will be restored by the input system's own save/load
// If we needed to restore any internal state data, we'd deserialize it here
// For now, this state has no persistent data beyond being active
}
///
/// Serialize this state's data for saving.
/// Currently this state has no additional data to save beyond being active.
///
/// Serialized state data as JSON string
public override string SerializeState()
{
// This state doesn't have internal data to save
// The fact that it's the active state is saved by AppleMachine
return "";
}
// When the player has arrived at the bush do Animator.SetTrigger(Takephoto) and whatevs
public void PhotoTaken()
{
ChangeState("Hidden");
InputManager.Instance.SetInputMode(InputMode.Game);
}
void PlayerHasArrived()
{
GetComponent().SetTrigger("TakePhoto");
_playerTouchController.OnArrivedAtTarget -= PlayerHasArrived;
}
private void OnDisable()
{
// Cleanup: Unsubscribe from events
if (_playerTouchController != null)
{
_playerTouchController.OnArrivedAtTarget -= PlayerHasArrived;
}
}
public void AnimStarted()
{
animStart.Invoke();
}
public void Flash()
{
animFlash.Invoke();
}
}
}