using UnityEngine;
using System.Collections.Generic;
using PuzzleS;
using UnityEngine.SceneManagement;
///
/// Manages puzzle step registration, dependency management, and step completion for the puzzle system.
///
public class PuzzleManager : MonoBehaviour
{
private static PuzzleManager _instance;
private static bool _isQuitting = false;
///
/// Singleton instance of the PuzzleManager.
///
public static PuzzleManager Instance
{
get
{
if (_instance == null && Application.isPlaying && !_isQuitting)
{
_instance = FindAnyObjectByType();
if (_instance == null)
{
var go = new GameObject("PuzzleManager");
_instance = go.AddComponent();
// DontDestroyOnLoad(go);
}
}
return _instance;
}
}
private HashSet completedSteps = new HashSet();
private HashSet unlockedSteps = new HashSet();
// Registration for ObjectiveStepBehaviour
private Dictionary stepBehaviours = new Dictionary();
// Runtime dependency graph
private Dictionary> runtimeDependencies = new Dictionary>();
void Awake()
{
_instance = this;
// DontDestroyOnLoad(gameObject);
SceneManager.sceneLoaded += OnSceneLoaded;
}
void OnDestroy()
{
SceneManager.sceneLoaded -= OnSceneLoaded;
}
private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
BuildRuntimeDependencies();
UnlockInitialSteps();
}
///
/// Registers a step behaviour with the manager.
///
/// The step behaviour to register.
public void RegisterStepBehaviour(ObjectiveStepBehaviour behaviour)
{
if (behaviour?.stepData == null) return;
if (!stepBehaviours.ContainsKey(behaviour.stepData))
{
stepBehaviours.Add(behaviour.stepData, behaviour);
Debug.Log($"[Puzzles] Registered step: {behaviour.stepData.stepId} on {behaviour.gameObject.name}");
}
}
///
/// Unregisters a step behaviour from the manager.
///
/// The step behaviour to unregister.
public void UnregisterStepBehaviour(ObjectiveStepBehaviour behaviour)
{
if (behaviour?.stepData == null) return;
stepBehaviours.Remove(behaviour.stepData);
Debug.Log($"[Puzzles] Unregistered step: {behaviour.stepData.stepId} on {behaviour.gameObject.name}");
}
///
/// Builds the runtime dependency graph for all registered steps.
///
private void BuildRuntimeDependencies()
{
runtimeDependencies = PuzzleGraphUtility.BuildDependencyGraph(stepBehaviours.Keys);
foreach (var step in runtimeDependencies.Keys)
{
foreach (var dep in runtimeDependencies[step])
{
Debug.Log($"[Puzzles] Step {step.stepId} depends on {dep.stepId}");
}
}
Debug.Log($"[Puzzles] Runtime dependencies built. Total steps: {stepBehaviours.Count}");
}
///
/// Unlocks all initial steps (those with no dependencies).
///
private void UnlockInitialSteps()
{
var initialSteps = PuzzleGraphUtility.FindInitialSteps(runtimeDependencies);
foreach (var step in initialSteps)
{
Debug.Log($"[Puzzles] Initial step unlocked: {step.stepId}");
UnlockStep(step);
}
}
///
/// Called when a step is completed. Unlocks dependent steps if their dependencies are met.
///
/// The completed step.
public void OnStepCompleted(PuzzleStepSO step)
{
if (completedSteps.Contains(step)) return;
completedSteps.Add(step);
Debug.Log($"[Puzzles] Step completed: {step.stepId}");
foreach (var unlock in step.unlocks)
{
if (AreRuntimeDependenciesMet(unlock))
{
Debug.Log($"[Puzzles] Unlocking step {unlock.stepId} after completing {step.stepId}");
UnlockStep(unlock);
}
else
{
Debug.Log($"[Puzzles] Step {unlock.stepId} not unlocked yet, waiting for other dependencies");
}
}
CheckPuzzleCompletion();
}
///
/// Checks if all dependencies for a step are met.
///
/// The step to check.
/// True if all dependencies are met, false otherwise.
private bool AreRuntimeDependenciesMet(PuzzleStepSO step)
{
if (!runtimeDependencies.ContainsKey(step) || runtimeDependencies[step].Count == 0) return true;
foreach (var dep in runtimeDependencies[step])
{
if (!completedSteps.Contains(dep)) return false;
}
return true;
}
///
/// Unlocks a specific step and notifies its behaviour.
///
/// The step to unlock.
private void UnlockStep(PuzzleStepSO step)
{
if (unlockedSteps.Contains(step)) return;
unlockedSteps.Add(step);
if (stepBehaviours.TryGetValue(step, out var behaviour))
{
behaviour.UnlockStep();
}
Debug.Log($"[Puzzles] Step unlocked: {step.stepId}");
}
///
/// Checks if the puzzle is complete (all steps finished).
///
private void CheckPuzzleCompletion()
{
if (completedSteps.Count == stepBehaviours.Count)
{
Debug.Log("[Puzzles] Puzzle complete! All steps finished.");
// TODO: Fire puzzle complete event or trigger outcome logic
}
}
///
/// Returns whether a step is already unlocked.
///
public bool IsStepUnlocked(PuzzleStepSO step)
{
return unlockedSteps.Contains(step);
}
void OnApplicationQuit()
{
_isQuitting = true;
}
}