# AppleHills - Interactables Refactor & Save System Integration ## 🎯 Overview Major refactoring of the interaction system and full integration of save/load functionality across the game. This includes architecture improvements, asset cleanup, and comprehensive state persistence. --- ## 🔧 Core Systems ### Interactables Architecture Refactor - **Converted composition to inheritance** - Moved from component-based to class-based interactables - **Created `InteractableBase`** abstract base class with common functionality - **Specialized child classes**: `Pickup`, `ItemSlot`, `LevelSwitch`, `MinigameSwitch`, `CombinationItem`, `OneClickInteraction` - **Unified interaction flow** - All interactables now share consistent behavior patterns - **Custom inspector** - New collapsible inspector UI for better editor experience 📚 **Documentation**: See `docs/Interaction_System_Refactoring_Analysis.md` ### Save/Load System Integration - **Implemented `ISaveParticipant` interface** for all stateful objects - **`SaveableInteractable` base class** - Abstract base for all save-enabled interactables - **Bilateral restoration pattern** - Elegant timing-independent state restoration - **Integrated systems**: - ✅ Interactables (Pickups, ItemSlots, Switches) - ✅ Player & Follower positions and held items - ✅ Puzzle system state (completed/unlocked steps) - ✅ State machines (custom `SaveableStateMachine` wrapper) - ✅ Card collection progress 📚 **Documentation**: - `docs/SaveLoadSystem_Implementation_Complete.md` - `docs/bilateral_restoration_implementation.md` - `docs/puzzle_save_load_proposal.md` - `docs/state_machine_save_load_FINAL_SUMMARY.md` --- ## 🧹 Asset & Scene Cleanup ### Prefab Organization - **Removed placeholder files** from Characters, Levels, UI, and Minigames folders - **Consolidated Environment prefabs** - Moved items out of Placeholders subfolder into main Environment folder - **Moved Item prefabs** - Organized items from PrefabsPLACEHOLDER into proper Items folder - **Updated prefab references** - All scene references updated to new locations ### Scene Updates - **Quarry scene** - Major updates and cleanup - Saved multiple working versions (Quarry, Quarry_Fixed, Quarry_OLD) - Added proper lighting data - Updated all interactable components to new architecture - **Test scenes** - Updated MichalTesting_ItemsPuzzles to new interaction system --- ## 🛠️ Developer Tools ### Migration & Cleanup Tools - **`StateMachineMigrationTool`** - Automated migration from base StateMachine to SaveableStateMachine - **`RemoveInteractableBaseComponents`** - Cleanup tool for removing old abstract Interactable references - **`RemoveOldInteractableReferences`** - Scene cleanup for refactored components - **`CardSystemTesterWindow`** - New testing window for card system development ### Editor Improvements - **`InteractableEditor`** - Custom inspector with collapsible sections for base + child properties - **Updated `ItemPrefabEditor`** and `PrefabCreatorWindow`** for new architecture --- ## 📊 Statistics - **159 files changed** - **~975k insertions, ~10k deletions** (massive scene file updates) - **13 new documentation files** covering implementation details - **~2k lines of new production code** (excluding scene data) --- ## 🎨 Key Features ### Bilateral Restoration Pattern Solved complex timing issues with a simple elegant solution: - Both Pickup and Follower attempt to restore their relationship - First to succeed claims ownership - No callbacks, no queues, no race conditions ### State Machine Integration - Custom `SaveableStateMachine` wrapper around Pixelplacement's StateMachine - Saves state IDs instead of references - Restores directly to target state without triggering transitional logic - Migration tool converts existing instances ### Puzzle System Persistence - String-based step tracking (timing-independent) - Pending registration pattern for late-loading objectives - Supports both pre-placed and dynamically created puzzle elements --- ## 🚀 What's Next The save system foundation is complete and tested. Future work: - Additional state machines integration - More complex puzzle element support - Save slot management UI - Auto-save functionality --- ## 📝 Notes All internal implementation docs have been cleaned up. Key architectural documentation remains in the `docs/` folder for future reference.