## ManagedBehaviour System Refactor - **Sealed `Awake()`** to prevent override mistakes that break singleton registration - **Added `OnManagedAwake()`** for early initialization (fires during registration) - **Renamed lifecycle hook:** `OnManagedAwake()` → `OnManagedStart()` (fires after boot, mirrors Unity's Awake→Start) - **40 files migrated** to new pattern (2 core, 38 components) - Eliminated all fragile `private new void Awake()` patterns - Zero breaking changes - backward compatible ## Centralized Logging System - **Automatic tagging** via `CallerMemberName` and `CallerFilePath` - logs auto-tagged as `[ClassName][MethodName] message` - **Unified API:** Single `Logging.Debug/Info/Warning/Error()` replaces custom `LogDebugMessage()` implementations - **~90 logging call sites** migrated across 10 files - **10 redundant helper methods** removed - All logs broadcast via `Logging.OnLogEntryAdded` event for real-time monitoring ## Custom Log Console (Editor Window) - **Persistent filter popups** for multi-selection (classes, methods, log levels) - windows stay open during selection - **Search** across class names, methods, and message content - **Time range filter** with MinMaxSlider - **Export** filtered logs to timestamped `.txt` files - **Right-click context menu** for quick filtering and copy actions - **Visual improvements:** White text, alternating row backgrounds, color-coded log levels - **Multiple instances** supported for simultaneous system monitoring - Open via `AppleHills > Custom Log Console` Co-authored-by: Michal Pikulski <michal@foolhardyhorizons.com> Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com> Reviewed-on: #56
466 lines
18 KiB
C#
466 lines
18 KiB
C#
using UnityEngine;
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using Pathfinding;
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using AppleHills.Core.Settings;
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using Core;
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using Core.Lifecycle;
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namespace Input
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{
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/// <summary>
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/// Saveable data for PlayerTouchController state
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/// </summary>
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[System.Serializable]
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public class PlayerSaveData
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{
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public Vector3 worldPosition;
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public Quaternion worldRotation;
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}
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/// <summary>
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/// Handles player movement in response to tap and hold input events.
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/// Supports both direct and pathfinding movement modes, and provides event/callbacks for arrival/cancellation.
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/// </summary>
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public class PlayerTouchController : ManagedBehaviour, ITouchInputConsumer
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{
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// --- Movement State ---
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private Vector3 targetPosition;
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private Vector3 directMoveVelocity; // default is Vector3.zero
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internal bool isHolding;
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private Vector2 lastHoldPosition;
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private Coroutine pathfindingDragCoroutine;
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private float pathfindingDragUpdateInterval = 0.1f; // Interval in seconds
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[Header("Collision Simulation")]
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public LayerMask obstacleMask;
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public float colliderRadius = 0.5f;
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// --- Settings Reference ---
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private IPlayerFollowerSettings _settings;
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// --- Movement Events ---
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private bool _isMoving = false;
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public bool IsMoving => _isMoving;
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public event System.Action OnMovementStarted;
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public event System.Action OnMovementStopped;
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// --- Unity/Component References ---
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private AIPath aiPath;
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// Note: String-based property lookup is flagged as inefficient, but is common in Unity for dynamic children.
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private Animator animator;
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private Transform artTransform;
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private SpriteRenderer spriteRenderer;
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// --- Last direct movement direction ---
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private Vector3 _lastDirectMoveDir = Vector3.right;
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public Vector3 LastDirectMoveDir => _lastDirectMoveDir;
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// --- Last movement directions for animation blend tree ---
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private float _lastDirX = 0f; // -1 (left) to 1 (right)
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private float _lastDirY = -1f; // -1 (down) to 1 (up)
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// --- MoveToAndNotify State ---
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public delegate void ArrivedAtTargetHandler();
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private Coroutine moveToCoroutine;
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public event ArrivedAtTargetHandler OnArrivedAtTarget;
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public event System.Action OnMoveToCancelled;
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private bool interruptMoveTo;
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private LogVerbosity _logVerbosity = LogVerbosity.Warning;
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// Save system configuration
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public override bool AutoRegisterForSave => true;
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// Scene-specific SaveId - each level has its own player state
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public override string SaveId => $"{gameObject.scene.name}/PlayerController";
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public override int ManagedAwakePriority => 100; // Player controller
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internal override void OnManagedStart()
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{
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aiPath = GetComponent<AIPath>();
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artTransform = transform.Find("CharacterArt");
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if (artTransform != null)
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animator = artTransform.GetComponent<Animator>();
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else
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animator = GetComponentInChildren<Animator>();
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// Cache SpriteRenderer for flipping
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if (artTransform != null)
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spriteRenderer = artTransform.GetComponent<SpriteRenderer>();
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if (spriteRenderer == null)
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spriteRenderer = GetComponentInChildren<SpriteRenderer>();
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// Initialize settings reference using GetSettingsObject
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_settings = GameManager.GetSettingsObject<IPlayerFollowerSettings>();
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// Set default input consumer
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InputManager.Instance?.SetDefaultConsumer(this);
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_logVerbosity = DeveloperSettingsProvider.Instance.GetSettings<DebugSettings>().inputLogVerbosity;
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}
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/// <summary>
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/// Handles tap input. Always uses pathfinding to move to the tapped location.
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/// Cancels any in-progress MoveToAndNotify.
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/// </summary>
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public void OnTap(Vector2 worldPosition)
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{
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InterruptMoveTo();
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Logging.Debug($"OnTap at {worldPosition}");
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if (aiPath != null)
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{
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aiPath.enabled = true;
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aiPath.canMove = true;
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aiPath.isStopped = false;
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SetTargetPosition(worldPosition);
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directMoveVelocity = Vector3.zero;
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isHolding = false;
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}
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}
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/// <summary>
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/// Handles the start of a hold input. Begins tracking the finger and uses the correct movement mode.
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/// Cancels any in-progress MoveToAndNotify.
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/// </summary>
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public void OnHoldStart(Vector2 worldPosition)
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{
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InterruptMoveTo();
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Logging.Debug($"OnHoldStart at {worldPosition}");
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lastHoldPosition = worldPosition;
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isHolding = true;
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if (_settings.DefaultHoldMovementMode == HoldMovementMode.Pathfinding &&
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aiPath != null)
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{
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aiPath.enabled = true;
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if (pathfindingDragCoroutine != null) StopCoroutine(pathfindingDragCoroutine);
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pathfindingDragCoroutine = StartCoroutine(PathfindingDragUpdateCoroutine());
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}
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else // Direct movement
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{
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if (aiPath != null) aiPath.enabled = false;
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directMoveVelocity = Vector3.zero;
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}
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}
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/// <summary>
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/// Handles hold move input. Updates the target position for direct or pathfinding movement.
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/// /// </summary>
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public void OnHoldMove(Vector2 worldPosition)
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{
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if (!isHolding) return;
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lastHoldPosition = worldPosition;
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if (_settings.DefaultHoldMovementMode == HoldMovementMode.Direct)
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{
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if (aiPath != null && aiPath.enabled) aiPath.enabled = false;
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MoveDirectlyTo(worldPosition);
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}
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// If pathfinding, coroutine will update destination
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}
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/// <summary>
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/// Handles the end of a hold input. Stops tracking and disables movement as needed.
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/// </summary>
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public void OnHoldEnd(Vector2 worldPosition)
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{
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Logging.Debug($"OnHoldEnd at {worldPosition}");
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isHolding = false;
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directMoveVelocity = Vector3.zero;
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if (aiPath != null && _settings.DefaultHoldMovementMode ==
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HoldMovementMode.Pathfinding)
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{
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if (pathfindingDragCoroutine != null)
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{
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StopCoroutine(pathfindingDragCoroutine);
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pathfindingDragCoroutine = null;
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}
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}
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if (aiPath != null && _settings.DefaultHoldMovementMode == HoldMovementMode.Direct)
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{
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aiPath.enabled = false;
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}
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}
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/// <summary>
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/// Sets the target position for pathfinding movement.
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/// </summary>
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private void SetTargetPosition(Vector2 worldPosition)
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{
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if (aiPath != null)
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{
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aiPath.destination = worldPosition;
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// Apply both speed and acceleration from settings
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aiPath.maxSpeed = _settings.MoveSpeed;
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aiPath.maxAcceleration = _settings.MaxAcceleration;
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aiPath.canMove = true;
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aiPath.isStopped = false;
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}
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}
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/// <summary>
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/// Moves the player directly towards the specified world position.
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/// </summary>
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public void MoveDirectlyTo(Vector2 worldPosition)
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{
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if (aiPath == null)
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{
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return;
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}
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Vector3 current = transform.position;
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Vector3 target = new Vector3(worldPosition.x, worldPosition.y, current.z);
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Vector3 toTarget = (target - current);
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Vector3 direction = toTarget.normalized;
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// Get speed and acceleration directly from settings
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float maxSpeed = _settings.MoveSpeed;
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float acceleration = _settings.MaxAcceleration;
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directMoveVelocity = Vector3.MoveTowards(directMoveVelocity, direction * maxSpeed, acceleration * Time.deltaTime);
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if (directMoveVelocity.magnitude > maxSpeed)
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{
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directMoveVelocity = directMoveVelocity.normalized * maxSpeed;
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}
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Vector3 move = directMoveVelocity * Time.deltaTime;
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if (move.magnitude > toTarget.magnitude)
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{
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move = toTarget;
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}
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// --- Collision simulation ---
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Vector3 adjustedVelocity = AdjustVelocityForObstacles(current, directMoveVelocity);
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Vector3 adjustedMove = adjustedVelocity * Time.deltaTime;
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if (adjustedMove.magnitude > toTarget.magnitude)
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{
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adjustedMove = toTarget;
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}
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transform.position += adjustedMove;
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// Cache the last direct movement direction
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_lastDirectMoveDir = directMoveVelocity.normalized;
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}
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/// <summary>
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/// Simulates collision with obstacles by raycasting in the direction of velocity and projecting the velocity if a collision is detected.
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/// </summary>
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/// <param name="position">Player's current position.</param>
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/// <param name="velocity">Intended velocity for this frame.</param>
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/// <returns>Adjusted velocity after collision simulation.</returns>
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private Vector3 AdjustVelocityForObstacles(Vector3 position, Vector3 velocity)
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{
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if (velocity.sqrMagnitude < 0.0001f)
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return velocity;
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float moveDistance = velocity.magnitude * Time.deltaTime;
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Vector2 origin = new Vector2(position.x, position.y);
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Vector2 dir = velocity.normalized;
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float rayLength = colliderRadius + moveDistance;
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RaycastHit2D hit = Physics2D.Raycast(origin, dir, rayLength, obstacleMask);
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Debug.DrawLine(origin, origin + dir * rayLength, Color.red, 0.1f);
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if (hit.collider != null)
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{
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// Draw normal and tangent for debug
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Debug.DrawLine(hit.point, hit.point + hit.normal, Color.green, 0.2f);
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Vector2 tangent = new Vector2(-hit.normal.y, hit.normal.x);
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Debug.DrawLine(hit.point, hit.point + tangent, Color.blue, 0.2f);
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// Project velocity onto tangent to simulate sliding
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float slideAmount = Vector2.Dot(velocity, tangent);
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Vector3 slideVelocity = tangent * slideAmount;
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return slideVelocity;
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}
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return velocity;
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}
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void Update()
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{
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UpdateMovementState();
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if (animator != null && aiPath != null)
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{
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float normalizedSpeed = 0f;
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Vector3 velocity = Vector3.zero;
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float maxSpeed = _settings.MoveSpeed;
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if (isHolding && _settings.DefaultHoldMovementMode == HoldMovementMode.Direct)
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{
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normalizedSpeed = directMoveVelocity.magnitude / maxSpeed;
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velocity = directMoveVelocity;
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}
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else if (aiPath.enabled)
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{
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normalizedSpeed = aiPath.velocity.magnitude / maxSpeed;
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velocity = aiPath.velocity;
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}
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// Set speed parameter as before
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animator.SetFloat("Speed", Mathf.Clamp01(normalizedSpeed));
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// Calculate and set X and Y directions for 2D blend tree
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if (velocity.sqrMagnitude > 0.01f)
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{
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// Normalize the velocity vector to get direction
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Vector3 normalizedVelocity = velocity.normalized;
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// Update the stored directions when actively moving
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_lastDirX = normalizedVelocity.x;
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_lastDirY = normalizedVelocity.y;
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// Set the animator parameters
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animator.SetFloat("DirX", _lastDirX);
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animator.SetFloat("DirY", _lastDirY);
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}
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else
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{
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// When not moving, keep using the last direction
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animator.SetFloat("DirX", _lastDirX);
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animator.SetFloat("DirY", _lastDirY);
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}
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}
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}
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/// <summary>
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/// Checks if the player is currently moving and fires appropriate events when movement state changes.
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/// </summary>
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private void UpdateMovementState()
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{
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bool isCurrentlyMoving = false;
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// Check direct movement
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if (isHolding && _settings.DefaultHoldMovementMode == HoldMovementMode.Direct)
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{
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isCurrentlyMoving = directMoveVelocity.sqrMagnitude > 0.001f;
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}
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// Check pathfinding movement
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else if (aiPath != null && aiPath.enabled)
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{
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isCurrentlyMoving = aiPath.velocity.sqrMagnitude > 0.001f;
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}
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// Fire events only when state changes
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if (isCurrentlyMoving && !_isMoving)
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{
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_isMoving = true;
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OnMovementStarted?.Invoke();
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Logging.Debug("Movement started");
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}
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else if (!isCurrentlyMoving && _isMoving)
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{
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_isMoving = false;
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OnMovementStopped?.Invoke();
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Logging.Debug("Movement stopped");
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}
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}
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/// <summary>
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/// Coroutine for updating the AIPath destination during pathfinding hold movement.
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/// </summary>
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private System.Collections.IEnumerator PathfindingDragUpdateCoroutine()
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{
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while (isHolding && aiPath != null)
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{
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aiPath.destination = new Vector3(lastHoldPosition.x, lastHoldPosition.y, transform.position.z);
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yield return new WaitForSeconds(pathfindingDragUpdateInterval);
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}
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}
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/// <summary>
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/// Moves the player to a specific target position and notifies via events when arrived or cancelled.
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/// This is used by systems like Pickup.cs to orchestrate movement.
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/// </summary>
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public void MoveToAndNotify(Vector3 target)
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{
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// Cancel any previous move-to coroutine
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if (moveToCoroutine != null)
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{
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StopCoroutine(moveToCoroutine);
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}
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interruptMoveTo = false;
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// Ensure pathfinding is enabled for MoveToAndNotify
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if (aiPath != null)
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{
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aiPath.enabled = true;
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aiPath.canMove = true;
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aiPath.isStopped = false;
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}
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moveToCoroutine = StartCoroutine(MoveToTargetCoroutine(target));
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}
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/// <summary>
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/// Cancels any in-progress MoveToAndNotify operation and fires the cancellation event.
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/// </summary>
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public void InterruptMoveTo()
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{
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interruptMoveTo = true;
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isHolding = false;
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directMoveVelocity = Vector3.zero;
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if (_settings.DefaultHoldMovementMode == HoldMovementMode.Direct && aiPath != null)
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aiPath.enabled = false;
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OnMoveToCancelled?.Invoke();
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}
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/// <summary>
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/// Coroutine for moving the player to a target position and firing arrival/cancel events.
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/// </summary>
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private System.Collections.IEnumerator MoveToTargetCoroutine(Vector3 target)
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{
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if (aiPath != null)
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{
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aiPath.destination = target;
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aiPath.maxSpeed = _settings.MoveSpeed;
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aiPath.maxAcceleration = _settings.MaxAcceleration;
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}
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while (!interruptMoveTo)
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{
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Vector2 current2D = new Vector2(transform.position.x, transform.position.y);
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Vector2 target2D = new Vector2(target.x, target.y);
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float dist = Vector2.Distance(current2D, target2D);
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if (dist <= _settings.StopDistance + 0.2f)
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{
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break;
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}
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yield return null;
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}
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moveToCoroutine = null;
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if (!interruptMoveTo)
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{
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OnArrivedAtTarget?.Invoke();
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}
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}
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#region Save/Load Lifecycle Hooks
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internal override string OnSceneSaveRequested()
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{
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var saveData = new PlayerSaveData
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{
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worldPosition = transform.position,
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worldRotation = transform.rotation
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};
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return JsonUtility.ToJson(saveData);
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}
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internal override void OnSceneRestoreRequested(string serializedData)
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{
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if (string.IsNullOrEmpty(serializedData))
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{
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Logging.Debug("[PlayerTouchController] No saved state to restore");
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return;
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}
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try
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{
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var saveData = JsonUtility.FromJson<PlayerSaveData>(serializedData);
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if (saveData != null)
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{
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transform.position = saveData.worldPosition;
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transform.rotation = saveData.worldRotation;
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Logging.Debug($"[PlayerTouchController] Restored position: {saveData.worldPosition}");
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}
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}
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catch (System.Exception ex)
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{
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Logging.Warning($"[PlayerTouchController] Failed to restore state: {ex.Message}");
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}
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}
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#endregion
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}
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}
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