Files
AppleHillsProduction/Assets/Scripts/Interactions/InteractionTimelineAction.cs
tschesky 10992b43cc Unity Timeline Interaction System Integration (#17)
- Added InteractionTimelineAction component for timeline-driven interactions
- Implemented custom editor for timeline event mapping
- Updated interaction event flow to support timeline actions
- Enhanced character move target configuration
- Improved inspector UI for interactable components
- Added technical documentation for interaction system
- Refactored interaction action base classes for extensibility
- Fixed issues with character binding in timelines

Co-authored-by: Michal Pikulski <michal@foolhardyhorizons.com>
Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com>
Reviewed-on: #17
2025-10-07 10:57:11 +00:00

259 lines
10 KiB
C#

using System;
using UnityEngine;
using UnityEngine.Playables;
using System.Linq;
using System.Threading.Tasks;
using Input;
namespace Interactions
{
/// <summary>
/// Component that plays timeline animations in response to interaction events
/// </summary>
[RequireComponent(typeof(PlayableDirector))]
public class InteractionTimelineAction : InteractionActionBase
{
[System.Serializable]
public class TimelineEventMapping
{
public InteractionEventType eventType;
public PlayableAsset[] timelines;
[Tooltip("Whether to bind the player character to the track named 'Player'")]
public bool bindPlayerCharacter = false;
[Tooltip("Whether to bind the follower character to the track named 'Pulver'")]
public bool bindPulverCharacter = false;
[Tooltip("Custom track name for player character binding")]
public string playerTrackName = "Player";
[Tooltip("Custom track name for follower character binding")]
public string pulverTrackName = "Pulver";
[Tooltip("Time in seconds before the timeline is automatically completed (safety feature)")]
public float timeoutSeconds = 30f;
[Tooltip("Whether to loop the last timeline in the sequence")]
public bool loopLast = false;
[Tooltip("Whether to loop through all timelines in the sequence")]
public bool loopAll = false;
// Helper property to check if we have valid timelines
public bool HasValidTimelines => timelines != null && timelines.Length > 0 && timelines[0] != null;
}
[Header("Timeline Configuration")] [SerializeField]
private PlayableDirector playableDirector;
[SerializeField] private TimelineEventMapping[] timelineMappings;
private TaskCompletionSource<bool> _currentPlaybackTCS;
private int _currentTimelineIndex = 0;
private TimelineEventMapping _currentMapping = null;
protected override void Awake()
{
base.Awake();
if (playableDirector == null)
{
playableDirector = GetComponent<PlayableDirector>();
}
if (playableDirector == null)
{
Debug.LogError("[InteractionTimelineAction] PlayableDirector component is missing!");
enabled = false;
return;
}
// Subscribe to the director's stopped event
playableDirector.stopped += OnPlayableDirectorStopped;
}
private void OnDestroy()
{
if (playableDirector != null)
{
playableDirector.stopped -= OnPlayableDirectorStopped;
}
}
protected override async Task<bool> ExecuteAsync(InteractionEventType eventType, PlayerTouchController player,
FollowerController follower)
{
// Find the timeline for this event type
TimelineEventMapping mapping = Array.Find(timelineMappings, m => m.eventType == eventType);
if (mapping == null || !mapping.HasValidTimelines)
{
// No timeline configured for this event
return true;
}
_currentMapping = mapping;
// _currentTimelineIndex = 0;
return await PlayTimelineSequence(player, follower);
}
private async Task<bool> PlayTimelineSequence(PlayerTouchController player, FollowerController follower)
{
if (_currentMapping == null || !_currentMapping.HasValidTimelines)
{
return true;
}
follower.DropHeldItemAt(follower.transform.position);
// Play the current timeline in the sequence
bool result = await PlaySingleTimeline(_currentMapping.timelines[_currentTimelineIndex], _currentMapping, player, follower);
// Return false if the playback failed
if (!result)
{
return false;
}
// Increment the timeline index for next playback
_currentTimelineIndex++;
// Check if we've reached the end of the sequence
if (_currentTimelineIndex >= _currentMapping.timelines.Length)
{
// If loop all is enabled, start over
if (_currentMapping.loopAll)
{
_currentTimelineIndex = 0;
// Don't continue automatically, wait for next interaction
return true;
}
// If loop last is enabled, replay the last timeline
else if (_currentMapping.loopLast)
{
_currentTimelineIndex = _currentMapping.timelines.Length - 1;
// Don't continue automatically, wait for next interaction
return true;
}
// Otherwise, we're done with the sequence
else
{
_currentTimelineIndex = 0;
_currentMapping = null;
return true;
}
}
// If we have more timelines in the sequence, we're done for now
// Next interaction will pick up where we left off
return true;
}
private async Task<bool> PlaySingleTimeline(PlayableAsset timelineAsset, TimelineEventMapping mapping,
PlayerTouchController player, FollowerController follower)
{
if (timelineAsset == null)
{
Debug.LogWarning("[InteractionTimelineAction] Timeline asset is null");
return true; // Return true to continue the interaction flow
}
// Set the timeline asset
playableDirector.playableAsset = timelineAsset;
// Bind characters if needed
if (mapping.bindPlayerCharacter && player != null)
{
try
{
var trackOutput = playableDirector.playableAsset.outputs.FirstOrDefault(o => o.streamName == mapping.playerTrackName);
if (trackOutput.sourceObject != null)
{
playableDirector.SetGenericBinding(trackOutput.sourceObject, player.gameObject);
}
else
{
Debug.LogWarning($"[InteractionTimelineAction] Could not find track named '{mapping.playerTrackName}' for player binding");
}
}
catch (Exception ex)
{
Debug.LogError($"[InteractionTimelineAction] Error binding player to timeline: {ex.Message}");
}
}
if (mapping.bindPulverCharacter && follower != null)
{
try
{
var trackOutput = playableDirector.playableAsset.outputs.FirstOrDefault(o => o.streamName == mapping.pulverTrackName);
if (trackOutput.sourceObject != null)
{
playableDirector.SetGenericBinding(trackOutput.sourceObject, follower.gameObject);
}
else
{
Debug.LogWarning($"[InteractionTimelineAction] Could not find track named '{mapping.pulverTrackName}' for follower binding");
}
}
catch (Exception ex)
{
Debug.LogError($"[InteractionTimelineAction] Error binding follower to timeline: {ex.Message}");
}
}
// Create a task completion source to await the timeline completion
_currentPlaybackTCS = new TaskCompletionSource<bool>();
// Register for the stopped event if not already registered
playableDirector.stopped -= OnPlayableDirectorStopped;
playableDirector.stopped += OnPlayableDirectorStopped;
// Log the timeline playback
Debug.Log($"[InteractionTimelineAction] Playing timeline {timelineAsset.name} for event {mapping.eventType}");
// Play the timeline
playableDirector.Play();
// Start a timeout coroutine for safety using the mapping's timeout
StartCoroutine(TimeoutCoroutine(mapping.timeoutSeconds));
// Await the timeline completion (will be signaled by the OnPlayableDirectorStopped callback)
bool result = await _currentPlaybackTCS.Task;
// Log completion
Debug.Log($"[InteractionTimelineAction] Timeline {timelineAsset.name} playback completed with result: {result}");
// Clear the task completion source
_currentPlaybackTCS = null;
return result;
}
private void OnPlayableDirectorStopped(PlayableDirector director)
{
if (director != playableDirector || _currentPlaybackTCS == null)
return;
Debug.Log($"[InteractionTimelineAction] PlayableDirector stopped. Signaling completion.");
// Signal completion when the director stops
_currentPlaybackTCS.TrySetResult(true);
}
private System.Collections.IEnumerator TimeoutCoroutine(float timeoutDuration)
{
yield return new WaitForSeconds(timeoutDuration);
// If the TCS still exists after timeout, complete it with failure
if (_currentPlaybackTCS != null)
{
Debug.LogWarning($"[InteractionTimelineAction] Timeline playback timed out after {timeoutDuration} seconds");
_currentPlaybackTCS.TrySetResult(false);
}
}
}
}