### 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
92 lines
3.3 KiB
C#
92 lines
3.3 KiB
C#
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using System.Linq;
|
|
using System.Threading.Tasks;
|
|
using Input;
|
|
|
|
namespace Interactions
|
|
{
|
|
/// <summary>
|
|
/// Base class for all interaction action components
|
|
/// These components respond to interaction events and can control the interaction flow
|
|
/// </summary>
|
|
public abstract class InteractionActionBase : MonoBehaviour
|
|
{
|
|
[Tooltip("Which interaction events this action should respond to")]
|
|
public List<InteractionEventType> respondToEvents = new List<InteractionEventType>();
|
|
|
|
[Tooltip("Whether the interaction flow should wait for this action to complete")]
|
|
public bool pauseInteractionFlow = true;
|
|
|
|
protected InteractableBase parentInteractable;
|
|
|
|
protected virtual void Awake()
|
|
{
|
|
// Get the parent interactable component
|
|
parentInteractable = GetComponentInParent<InteractableBase>();
|
|
|
|
if (parentInteractable == null)
|
|
{
|
|
Debug.LogError($"[{GetType().Name}] Cannot find parent Interactable component!");
|
|
enabled = false;
|
|
return;
|
|
}
|
|
}
|
|
|
|
protected virtual void OnEnable()
|
|
{
|
|
if (parentInteractable != null)
|
|
{
|
|
parentInteractable.RegisterAction(this);
|
|
}
|
|
}
|
|
|
|
protected virtual void OnDisable()
|
|
{
|
|
if (parentInteractable != null)
|
|
{
|
|
parentInteractable.UnregisterAction(this);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Called when an interaction event occurs that this action is registered for
|
|
/// </summary>
|
|
/// <param name="eventType">The type of event that occurred</param>
|
|
/// <returns>A task that completes when the action is finished, or null if action won't execute</returns>
|
|
public Task<bool> OnInteractionEvent(InteractionEventType eventType, PlayerTouchController player, FollowerController follower)
|
|
{
|
|
if (respondToEvents.Contains(eventType) && ShouldExecute(eventType, player, follower))
|
|
{
|
|
if (pauseInteractionFlow)
|
|
{
|
|
return ExecuteAsync(eventType, player, follower);
|
|
}
|
|
else
|
|
{
|
|
// If we don't need to pause the flow, execute in the background
|
|
// and return a completed task
|
|
_ = ExecuteAsync(eventType, player, follower);
|
|
return Task.FromResult(false);
|
|
}
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Execute the action for the given event asynchronously
|
|
/// </summary>
|
|
protected abstract Task<bool> ExecuteAsync(InteractionEventType eventType, PlayerTouchController player, FollowerController follower);
|
|
|
|
/// <summary>
|
|
/// Called to determine if this action should execute for the given event
|
|
/// Override this to add additional conditions for execution
|
|
/// </summary>
|
|
protected virtual bool ShouldExecute(InteractionEventType eventType, PlayerTouchController player, FollowerController follower)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
}
|