### Interactables Architecture Refactor - Converted composition to inheritance, moved from component-based to class-based interactables. No more requirement for chain of "Interactable -> Item" etc. - Created `InteractableBase` abstract base class with common functionality that replaces the old component - Specialized child classes: `Pickup`, `ItemSlot`, `LevelSwitch`, `MinigameSwitch`, `CombinationItem`, `OneClickInteraction` are now children classes - Light updates to the interactable inspector, moved some things arround, added collapsible inspector sections in the UI for better editor experience ### State Machine Integration - Custom `AppleMachine` inheritong from Pixelplacement's StateMachine which implements our own interface for saving, easy place for future improvements - Replaced all previous StateMachines by `AppleMachine` - Custom `AppleState` extends from default `State`. Added serialization, split state logic into "EnterState", "RestoreState", "ExitState" allowing for separate logic when triggering in-game vs loading game - Restores directly to target state without triggering transitional logic - Migration tool converts existing instances ### Prefab Organization - Saved changes from scenes into prefabs - Cleaned up duplicated components, confusing prefabs hierarchies - Created prefab variants where possible - Consolidated Environment prefabs and moved them out of Placeholders subfolder into main Environment folder - Organized item prefabs from PrefabsPLACEHOLDER into proper Items folder - Updated prefab references - All scene references updated to new locations - Removed placeholder files from Characters, Levels, UI, and Minigames folders ### Scene Updates - Quarry scene with major updates - Saved multiple working versions (Quarry, Quarry_Fixed, Quarry_OLD) - Added proper lighting data - Updated all interactable components to new architecture ### Minor editor tools - New tool for testing cards from an editor window (no in-scene object required) - Updated Interactable Inspector - New debug option to opt in-and-out of the save/load system - Tooling for easier migration Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com> Reviewed-on: #44
534 lines
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534 lines
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m_Value: 0
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type: {class: 'Constant`1[[System.Int32, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: Unity.GraphToolkit.Internal.Editor}
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data:
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type: {class: EnumConstant, ns: Unity.GraphToolkit.Editor, asm: Unity.GraphToolkit.Internal.Editor}
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data:
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m_Value:
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m_Value: 0
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m_Identification: Editor.Dialogue.DialogueType, AppleHillsEditor, Version=0.0.0.0,
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Culture=neutral, PublicKeyToken=null
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type: {class: 'Constant`1[[System.Int32, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: Unity.GraphToolkit.Internal.Editor}
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data:
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data:
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data:
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data:
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data:
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data:
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data:
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data:
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m_Value:
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data:
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data:
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data:
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