### 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
282 lines
11 KiB
C#
282 lines
11 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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using Interactions;
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using Bootstrap;
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using Core.SaveLoad;
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namespace Core
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{
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/// <summary>
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/// Central registry for pickups and item slots.
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/// Mirrors the singleton pattern used by PuzzleManager.
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/// </summary>
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public class ItemManager : MonoBehaviour
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{
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private static ItemManager _instance;
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/// <summary>
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/// Singleton instance of the ItemManager. No longer creates an instance if one doesn't exist.
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/// </summary>
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public static ItemManager Instance => _instance;
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private readonly HashSet<Pickup> _pickups = new HashSet<Pickup>();
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private readonly HashSet<ItemSlot> _itemSlots = new HashSet<ItemSlot>();
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private readonly HashSet<string> _itemsCreatedThroughCombination = new HashSet<string>();
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// Central events forwarded from registered pickups/slots
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// Broadcasts when any registered pickup was picked up (passes the picked item data)
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public event Action<PickupItemData> OnItemPickedUp;
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// Broadcasts when any registered ItemSlot reports a correct item slotted
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// Args: slot's itemData (the slot definition), then the slotted item data
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public event Action<PickupItemData, PickupItemData> OnCorrectItemSlotted;
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// Broadcasts when any registered ItemSlot reports an incorrect item slotted
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// Args: slot's itemData (the slot definition), then the slotted item data
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public event Action<PickupItemData, PickupItemData> OnIncorrectItemSlotted;
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// Broadcasts when any registered ItemSlot reports a forbidden item slotted
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// Args: slot's itemData (the slot definition), then the slotted item data
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public event Action<PickupItemData, PickupItemData> OnForbiddenItemSlotted;
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// Broadcasts when any registered ItemSlot is cleared (item removed)
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// Args: the item data that was removed
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public event Action<PickupItemData> OnItemSlotCleared;
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// Broadcasts when any two items are successfully combined
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// Args: first item data, second item data, result item data
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public event Action<PickupItemData, PickupItemData, PickupItemData> OnItemsCombined;
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void Awake()
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{
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_instance = this;
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// Register for post-boot initialization
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BootCompletionService.RegisterInitAction(InitializePostBoot);
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}
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private void InitializePostBoot()
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{
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// Subscribe to scene load completed so we can clear registrations when scenes change
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SceneManagerService.Instance.SceneLoadStarted += OnSceneLoadStarted;
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Logging.Debug("[ItemManager] Subscribed to SceneManagerService events");
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}
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void OnDestroy()
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{
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// Unsubscribe from SceneManagerService
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if (SceneManagerService.Instance != null)
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SceneManagerService.Instance.SceneLoadStarted -= OnSceneLoadStarted;
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// Ensure we clean up any subscriptions from registered items when the manager is destroyed
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ClearAllRegistrations();
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}
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private void OnSceneLoadStarted(string sceneName)
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{
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// Clear all registrations when a new scene is loaded, so no stale references persist
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ClearAllRegistrations();
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}
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// Handler that forwards pickup events
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private void Pickup_OnItemPickedUp(PickupItemData data)
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{
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OnItemPickedUp?.Invoke(data);
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}
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// Handler that forwards correct-slot events
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private void ItemSlot_OnCorrectItemSlotted(PickupItemData slotData, PickupItemData slottedItem)
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{
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OnCorrectItemSlotted?.Invoke(slotData, slottedItem);
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}
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// Handler that forwards incorrect-slot events
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private void ItemSlot_OnIncorrectItemSlotted(PickupItemData slotData, PickupItemData slottedItem)
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{
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OnIncorrectItemSlotted?.Invoke(slotData, slottedItem);
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}
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// Handler that forwards forbidden-slot events
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private void ItemSlot_OnForbiddenItemSlotted(PickupItemData slotData, PickupItemData slottedItem)
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{
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OnForbiddenItemSlotted?.Invoke(slotData, slottedItem);
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}
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// Handler that forwards item combination events
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private void Pickup_OnItemsCombined(PickupItemData itemA, PickupItemData itemB, PickupItemData resultItem)
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{
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// Track the created item
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if (resultItem != null)
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{
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_itemsCreatedThroughCombination.Add(resultItem.itemId);
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}
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OnItemsCombined?.Invoke(itemA, itemB, resultItem);
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}
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// Handler that forwards slot-removed events
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private void ItemSlot_OnItemSlotRemoved(PickupItemData removedItem)
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{
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OnItemSlotCleared?.Invoke(removedItem);
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}
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/// <summary>
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/// Unsubscribe all pickup/slot event handlers and clear registries and manager events.
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/// </summary>
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private void ClearAllRegistrations()
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{
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// Unsubscribe pickup handlers
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var pickupsCopy = new List<Pickup>(_pickups);
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foreach (var p in pickupsCopy)
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{
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if (p != null)
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{
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p.OnItemPickedUp -= Pickup_OnItemPickedUp;
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p.OnItemsCombined -= Pickup_OnItemsCombined;
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}
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}
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_pickups.Clear();
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// Unsubscribe slot handlers
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var slotsCopy = new List<ItemSlot>(_itemSlots);
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foreach (var s in slotsCopy)
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{
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if (s != null)
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{
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s.OnCorrectItemSlotted -= ItemSlot_OnCorrectItemSlotted;
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s.OnIncorrectItemSlotted -= ItemSlot_OnIncorrectItemSlotted;
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s.OnForbiddenItemSlotted -= ItemSlot_OnForbiddenItemSlotted;
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s.OnItemSlotRemoved -= ItemSlot_OnItemSlotRemoved;
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}
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}
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_itemSlots.Clear();
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// Clear item tracking
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_itemsCreatedThroughCombination.Clear();
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// Clear manager-level event subscribers
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OnItemPickedUp = null;
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OnCorrectItemSlotted = null;
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OnIncorrectItemSlotted = null;
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OnForbiddenItemSlotted = null;
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OnItemSlotCleared = null;
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OnItemsCombined = null;
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}
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public void RegisterPickup(Pickup pickup)
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{
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if (pickup == null) return;
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// only subscribe if newly added to avoid duplicate subscriptions
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if (_pickups.Add(pickup))
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{
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pickup.OnItemPickedUp += Pickup_OnItemPickedUp;
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pickup.OnItemsCombined += Pickup_OnItemsCombined;
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}
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}
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public void UnregisterPickup(Pickup pickup)
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{
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if (pickup == null) return;
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if (_pickups.Remove(pickup))
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{
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pickup.OnItemPickedUp -= Pickup_OnItemPickedUp;
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pickup.OnItemsCombined -= Pickup_OnItemsCombined;
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}
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}
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public void RegisterItemSlot(ItemSlot slot)
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{
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if (slot == null) return;
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if (_itemSlots.Add(slot))
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{
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// Subscribe to all slot events
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slot.OnCorrectItemSlotted += ItemSlot_OnCorrectItemSlotted;
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slot.OnIncorrectItemSlotted += ItemSlot_OnIncorrectItemSlotted;
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slot.OnForbiddenItemSlotted += ItemSlot_OnForbiddenItemSlotted;
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slot.OnItemSlotRemoved += ItemSlot_OnItemSlotRemoved;
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}
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}
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public void UnregisterItemSlot(ItemSlot slot)
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{
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if (slot == null) return;
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if (_itemSlots.Remove(slot))
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{
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// Unsubscribe from all slot events
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slot.OnCorrectItemSlotted -= ItemSlot_OnCorrectItemSlotted;
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slot.OnIncorrectItemSlotted -= ItemSlot_OnIncorrectItemSlotted;
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slot.OnForbiddenItemSlotted -= ItemSlot_OnForbiddenItemSlotted;
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slot.OnItemSlotRemoved -= ItemSlot_OnItemSlotRemoved;
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}
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}
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/// <summary>
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/// Checks if a specific item has been created through item combination.
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/// </summary>
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/// <param name="itemId">The ID of the item to check.</param>
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/// <returns>True if the item has been created through combination, false otherwise.</returns>
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public bool WasItemCreatedThroughCombination(string itemId)
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{
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return !string.IsNullOrEmpty(itemId) && _itemsCreatedThroughCombination.Contains(itemId);
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}
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/// <summary>
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/// Returns the current slot state for the given item data by searching registered slots.
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/// If the item is currently slotted in a slot, returns that slot's state; otherwise returns ItemSlotState.None.
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/// </summary>
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public ItemSlotState GetSlotStatusForItem(PickupItemData itemData)
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{
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if (itemData == null) return ItemSlotState.None;
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foreach (var slot in _itemSlots)
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{
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var slottedObj = slot.GetSlottedObject();
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if (slottedObj == null) continue;
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var pickup = slottedObj.GetComponent<Pickup>();
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if (pickup == null) continue;
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if (pickup.itemData == itemData)
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{
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return slot.CurrentSlottedState;
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}
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}
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return ItemSlotState.None;
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}
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public IEnumerable<Pickup> Pickups => _pickups;
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public IEnumerable<ItemSlot> ItemSlots => _itemSlots;
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/// <summary>
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/// Gets all registered pickups. Used by save/load system to find items by save ID.
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/// </summary>
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public IEnumerable<Pickup> GetAllPickups() => _pickups;
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/// <summary>
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/// Gets all registered item slots. Used by save/load system.
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/// </summary>
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public IEnumerable<ItemSlot> GetAllItemSlots() => _itemSlots;
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/// <summary>
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/// Finds a pickup by its save ID. Used by save/load system to restore item references.
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/// </summary>
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/// <param name="saveId">The save ID to search for</param>
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/// <returns>The pickup's GameObject if found, null otherwise</returns>
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public GameObject FindPickupBySaveId(string saveId)
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{
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if (string.IsNullOrEmpty(saveId)) return null;
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// Search through all registered pickups
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foreach (var pickup in _pickups)
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{
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if (pickup is SaveableInteractable saveable && saveable.GetSaveId() == saveId)
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{
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return pickup.gameObject;
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}
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}
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return null;
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}
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}
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}
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