Files
AppleHillsProduction/Assets/Scripts/Levels/MinigameSwitch.cs
2025-11-07 13:31:49 +01:00

219 lines
6.8 KiB
C#

using System;
using AppleHills.Core.Settings;
using Core;
using Input;
using Interactions;
using System.Threading.Tasks;
using Bootstrap;
using PuzzleS;
using UnityEngine;
using Core.SaveLoad;
// Added for IInteractionSettings
namespace Levels
{
/// <summary>
/// Saveable data for MinigameSwitch state
/// </summary>
[System.Serializable]
public class MinigameSwitchSaveData
{
public bool isUnlocked;
}
/// <summary>
/// Handles switching into minigame levels when interacted with. Applies switch data and triggers scene transitions.
/// </summary>
public class MinigameSwitch : SaveableInteractable
{
/// <summary>
/// Data for this level switch (target scene, icon, etc).
/// </summary>
public LevelSwitchData switchData;
/// <summary>
/// If true, skip save/load logic and start the game active (unlocked by default)
/// </summary>
[SerializeField] private bool startUnlocked = false;
private SpriteRenderer iconRenderer;
// Settings reference
private IInteractionSettings interactionSettings;
private bool switchActive = true;
private bool isUnlocked;
/// <summary>
/// Unity Awake callback. Sets up icon, interactable, and event handlers.
/// </summary>
protected override void Awake()
{
base.Awake(); // Register with save system
BootCompletionService.RegisterInitAction(InitializePostBoot);
switchActive = true;
if (iconRenderer == null)
iconRenderer = GetComponent<SpriteRenderer>();
// If startUnlocked is true, set isUnlocked and skip save/load logic
if (startUnlocked)
{
isUnlocked = true;
}
// Initialize settings reference
interactionSettings = GameManager.GetSettingsObject<IInteractionSettings>();
ApplySwitchData();
}
protected override void Start()
{
base.Start(); // Register with save system
// If startUnlocked is true, always start active
if (startUnlocked)
{
gameObject.SetActive(true);
return;
}
// Otherwise, if not restoring from save, start inactive
if (!IsRestoringFromSave && !isUnlocked)
{
gameObject.SetActive(false);
}
}
protected override void OnDestroy()
{
base.OnDestroy(); // Unregister from save system
}
private void HandleAllPuzzlesComplete(PuzzleS.PuzzleLevelDataSO _)
{
// Unlock the minigame
isUnlocked = true;
gameObject.SetActive(true);
// Save will happen automatically on next save cycle via ISaveParticipant
}
#if UNITY_EDITOR
/// <summary>
/// Unity OnValidate callback. Ensures icon and data are up to date in editor.
/// </summary>
void OnValidate()
{
if (iconRenderer == null)
iconRenderer = GetComponent<SpriteRenderer>();
ApplySwitchData();
}
#endif
/// <summary>
/// Applies the switch data to the level switch (icon, name, etc).
/// </summary>
public void ApplySwitchData()
{
if (switchData != null)
{
if (iconRenderer != null)
iconRenderer.sprite = switchData.mapSprite;
gameObject.name = switchData.targetLevelSceneName;
// Optionally update other fields, e.g. description
}
}
/// <summary>
/// Handles the start of an interaction (shows confirmation menu and switches the level if confirmed).
/// </summary>
protected override void OnCharacterArrived()
{
if (switchData == null || string.IsNullOrEmpty(switchData.targetLevelSceneName) || !switchActive)
return;
var menuPrefab = interactionSettings?.MinigameSwitchMenuPrefab;
if (menuPrefab == null)
{
Debug.LogError("MinigameSwitchMenu prefab not assigned in InteractionSettings!");
return;
}
// Spawn the menu overlay (assume Canvas parent is handled in prefab setup)
var menuGo = Instantiate(menuPrefab);
var menu = menuGo.GetComponent<MinigameSwitchMenu>();
if (menu == null)
{
Debug.LogError("MinigameSwitchMenu component missing on prefab!");
Destroy(menuGo);
return;
}
// Setup menu with data and callbacks
menu.Setup(switchData, OnLevelSelectedWrapper, OnMenuCancel);
switchActive = false; // Prevent re-triggering until menu is closed
// Switch input mode to UI only
InputManager.Instance.SetInputMode(InputMode.UI);
}
private void OnLevelSelectedWrapper()
{
_ = OnLevelSelected();
}
private async Task OnLevelSelected()
{
var progress = new Progress<float>(p => Logging.Debug($"Loading progress: {p * 100:F0}%"));
await SceneManagerService.Instance.SwitchSceneAsync(switchData.targetLevelSceneName, progress);
}
private void OnMenuCancel()
{
switchActive = true; // Allow interaction again if cancelled
InputManager.Instance.SetInputMode(InputMode.GameAndUI);
}
private void InitializePostBoot()
{
PuzzleManager.Instance.OnAllPuzzlesComplete += HandleAllPuzzlesComplete;
}
#region Save/Load Implementation
protected override object GetSerializableState()
{
// Skip saving if startUnlocked is true
if (startUnlocked)
return null;
return new MinigameSwitchSaveData
{
isUnlocked = isUnlocked
};
}
protected override void ApplySerializableState(string serializedData)
{
// Skip loading if startUnlocked is true
if (startUnlocked)
return;
MinigameSwitchSaveData data = JsonUtility.FromJson<MinigameSwitchSaveData>(serializedData);
if (data == null)
{
Debug.LogWarning($"[MinigameSwitch] Failed to deserialize save data for {gameObject.name}");
return;
}
isUnlocked = data.isUnlocked;
// Show/hide based on unlock state
gameObject.SetActive(isUnlocked);
}
#endregion
}
}