Files
AppleHillsProduction/Assets/Scripts/Levels/LevelSwitch.cs
2025-11-10 15:56:30 +01:00

149 lines
5.3 KiB
C#

using System;
using AppleHills.Core.Settings;
using Core;
using Input;
using Interactions;
using System.Threading.Tasks;
using UnityEngine;
namespace Levels
{
/// <summary>
/// Handles level switching when interacted with. Applies switch data and triggers scene transitions.
/// </summary>
public class LevelSwitch : InteractableBase
{
public LevelSwitchData switchData;
private SpriteRenderer _iconRenderer;
private IInteractionSettings _interactionSettings;
private GameObject _menuObjectRef;
/// <summary>
/// Unity Awake callback. Sets up icon, interactable, and event handlers.
/// </summary>
protected override void OnManagedAwake()
{
base.OnManagedAwake();
Logging.Debug($"[LevelSwitch] Awake called for {gameObject.name} in scene {gameObject.scene.name}");
if (_iconRenderer == null)
_iconRenderer = GetComponent<SpriteRenderer>();
// Initialize settings reference
_interactionSettings = GameManager.GetSettingsObject<IInteractionSettings>();
ApplySwitchData();
}
protected override void OnManagedStart()
{
Logging.Debug($"[LevelSwitch] OnManagedStart called for {gameObject.name}");
}
protected override void OnSceneReady()
{
Logging.Debug($"[LevelSwitch] OnSceneReady called for {gameObject.name}");
}
#if UNITY_EDITOR
/// <summary>
/// Unity OnValidate callback. Ensures icon and data are up to date in editor.
/// </summary>
void OnValidate()
{
if (_iconRenderer == null)
_iconRenderer = GetComponent<SpriteRenderer>();
ApplySwitchData();
}
#endif
/// <summary>
/// Applies the switch data to the level switch (icon, name, etc).
/// </summary>
public void ApplySwitchData()
{
if (switchData != null)
{
if (_iconRenderer != null)
_iconRenderer.sprite = switchData.mapSprite;
gameObject.name = switchData.targetLevelSceneName;
// Optionally update other fields, e.g. description
}
}
/// <summary>
/// Main interaction logic: Spawn menu and switch input mode.
/// </summary>
protected override bool DoInteraction()
{
if (switchData == null || string.IsNullOrEmpty(switchData.targetLevelSceneName))
{
Logging.Warning("LevelSwitch has no valid switchData!");
return false;
}
var menuPrefab = _interactionSettings?.LevelSwitchMenuPrefab;
if (menuPrefab == null)
{
Debug.LogError("LevelSwitchMenu prefab not assigned in InteractionSettings!");
return false;
}
// Spawn the menu overlay
_menuObjectRef = Instantiate(menuPrefab);
var menu = _menuObjectRef.GetComponent<LevelSwitchMenu>();
if (menu == null)
{
Debug.LogError("LevelSwitchMenu component missing on prefab!");
Destroy(_menuObjectRef);
return false;
}
// Setup menu with data and callbacks
menu.Setup(switchData, OnLevelSelectedWrapper, OnMinigameSelected, OnMenuCancel, OnRestartSelected);
// Switch input mode to UI only
InputManager.Instance.SetInputMode(InputMode.UI);
return true; // Menu spawned successfully
}
private void OnLevelSelectedWrapper()
{
_ = OnLevelSelected();
}
private async Task OnLevelSelected()
{
var progress = new Progress<float>(p => Logging.Debug($"Loading progress: {p * 100:F0}%"));
await SceneManagerService.Instance.SwitchSceneAsync(switchData.targetLevelSceneName, progress);
}
private async void OnMinigameSelected()
{
var progress = new Progress<float>(p => Logging.Debug($"Loading progress: {p * 100:F0}%"));
await SceneManagerService.Instance.SwitchSceneAsync(switchData.targetMinigameSceneName, progress);
}
private async void OnRestartSelected()
{
// Clear all save data for the target level before reloading
if (Core.SaveLoad.SaveLoadManager.Instance != null && !string.IsNullOrEmpty(switchData?.targetLevelSceneName))
{
Core.SaveLoad.SaveLoadManager.Instance.ClearLevelData(switchData.targetLevelSceneName);
Logging.Debug($"[LevelSwitch] Cleared save data for level: {switchData.targetLevelSceneName}");
}
// Now reload the level with fresh state - skipSave=true prevents re-saving cleared data
var progress = new Progress<float>(p => Logging.Debug($"Loading progress: {p * 100:F0}%"));
await SceneManagerService.Instance.SwitchSceneAsync(switchData.targetLevelSceneName, progress, autoHideLoadingScreen: true, skipSave: true);
}
private void OnMenuCancel()
{
InputManager.Instance.SetInputMode(InputMode.GameAndUI);
}
}
}