Files
AppleHillsProduction/Assets/Scripts/Animation/GardenerChaseBehavior.cs
tschesky 011901eb8f Refactoring of the interaction system and preliminary integration of save/load functionality across the game. (#44)
### 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
2025-11-03 10:12:51 +00:00

61 lines
2.0 KiB
C#

using System;
using System.Collections;
using UnityEngine;
using Pixelplacement.TweenSystem;
using Core.SaveLoad;
using Pixelplacement;
using UnityEngine.Serialization;
public class GardenerChaseBehavior : AppleState
{
private static readonly int Property = Animator.StringToHash("IsIdle?");
public Spline chaseSpline;
public Transform runningGardenerTransform;
public float chaseDuration;
public float chaseDelay;
[SerializeField] private Animator animator;
[SerializeField] public GameObject lawnMowerRef;
private TweenBase tweenRef;
public GardenerAudioController audioController;
public GameObject lawnmowerAnchor;
// Start is called once before the first execution of Update after the MonoBehaviour is created
public override void OnEnterState()
{
tweenRef = Tween.Spline(chaseSpline, runningGardenerTransform, 0, 1, false, chaseDuration, chaseDelay, Tween.EaseLinear,
Tween.LoopType.None, HandleTweenStarted, HandleTweenFinished);
}
public override void OnRestoreState(string data)
{
animator.SetBool("IsIdle?", false);
var gardenerSpriteRef = runningGardenerTransform.gameObject;
gardenerSpriteRef.transform.SetPositionAndRotation(lawnmowerAnchor.transform.position, gardenerSpriteRef.transform.rotation);
HandleTweenFinished();
}
void HandleTweenFinished ()
{
Debug.Log ("Tween finished!");
tweenRef?.Stop();
Destroy(chaseSpline);
var gardenerSpriteRef = runningGardenerTransform.gameObject;
gardenerSpriteRef.transform.SetParent(lawnMowerRef.transform, true);
animator.SetBool(Property, false);
StartCoroutine(UpdateAnimatorBoolAfterDelay(0.5f));
}
private IEnumerator UpdateAnimatorBoolAfterDelay(float delay)
{
yield return new WaitForSeconds(delay);
animator.SetBool(Property, false);
}
void HandleTweenStarted ()
{
//Debug.Log ("Tween started!");
animator.SetBool("IsIdle?", false);
}
}