103 lines
3.4 KiB
C#
103 lines
3.4 KiB
C#
using Input;
|
|
using Interactions;
|
|
using UnityEngine;
|
|
|
|
namespace PuzzleS
|
|
{
|
|
/// <summary>
|
|
/// Manages the state and interactions for a single puzzle step, including unlock/lock logic and event handling.
|
|
/// </summary>
|
|
[RequireComponent(typeof(Interactable))]
|
|
public class ObjectiveStepBehaviour : MonoBehaviour
|
|
{
|
|
/// <summary>
|
|
/// The data object representing this puzzle step.
|
|
/// </summary>
|
|
public PuzzleStepSO stepData;
|
|
private Interactable _interactable;
|
|
private bool _isUnlocked = false;
|
|
|
|
void Awake()
|
|
{
|
|
_interactable = GetComponent<Interactable>();
|
|
}
|
|
|
|
void OnEnable()
|
|
{
|
|
if (_interactable == null)
|
|
_interactable = GetComponent<Interactable>();
|
|
if (_interactable != null)
|
|
{
|
|
_interactable.interactionStarted.AddListener(OnInteractionStarted);
|
|
_interactable.interactionComplete.AddListener(OnInteractionComplete);
|
|
}
|
|
PuzzleManager.Instance?.RegisterStepBehaviour(this);
|
|
// Check if this step was already unlocked
|
|
if (stepData != null && PuzzleManager.Instance != null && PuzzleManager.Instance.IsStepUnlocked(stepData))
|
|
{
|
|
UnlockStep();
|
|
}
|
|
}
|
|
|
|
void OnDestroy()
|
|
{
|
|
if (_interactable != null)
|
|
{
|
|
_interactable.interactionStarted.RemoveListener(OnInteractionStarted);
|
|
_interactable.interactionComplete.RemoveListener(OnInteractionComplete);
|
|
}
|
|
PuzzleManager.Instance?.UnregisterStepBehaviour(this);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Unlocks this puzzle step, allowing interaction.
|
|
/// </summary>
|
|
public void UnlockStep()
|
|
{
|
|
_isUnlocked = true;
|
|
Debug.Log($"[Puzzles] Step unlocked: {stepData?.stepId} on {gameObject.name}");
|
|
// Optionally, show visual feedback for unlocked state
|
|
}
|
|
|
|
/// <summary>
|
|
/// Locks this puzzle step, preventing interaction.
|
|
/// </summary>
|
|
public void LockStep()
|
|
{
|
|
_isUnlocked = false;
|
|
Debug.Log($"[Puzzles] Step locked: {stepData?.stepId} on {gameObject.name}");
|
|
// Optionally, show visual feedback for locked state
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns whether this step is currently unlocked.
|
|
/// </summary>
|
|
public bool IsStepUnlocked()
|
|
{
|
|
return _isUnlocked;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Handles the start of an interaction (can be used for visual feedback).
|
|
/// </summary>
|
|
private void OnInteractionStarted(PlayerTouchController playerRef, FollowerController followerRef)
|
|
{
|
|
// Optionally handle started interaction (e.g. visual feedback)
|
|
}
|
|
|
|
/// <summary>
|
|
/// Handles completion of the interaction, notifies PuzzleManager if successful and unlocked.
|
|
/// </summary>
|
|
/// <param name="success">Whether the interaction was successful.</param>
|
|
private void OnInteractionComplete(bool success)
|
|
{
|
|
if (!_isUnlocked) return;
|
|
if (success)
|
|
{
|
|
Debug.Log($"[Puzzles] Step interacted: {stepData?.stepId} on {gameObject.name}");
|
|
PuzzleManager.Instance?.OnStepCompleted(stepData);
|
|
}
|
|
}
|
|
}
|
|
}
|