219 lines
7.5 KiB
C#
219 lines
7.5 KiB
C#
using System;
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using UnityEngine;
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/// <summary>
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/// Handles the process of moving characters to interactables and orchestrating interactions.
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/// </summary>
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public class InteractionOrchestrator : MonoBehaviour
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{
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private static InteractionOrchestrator _instance;
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private static bool _isQuitting = false;
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// Singleton for easy access (optional, can be replaced with DI or scene reference)
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public static InteractionOrchestrator Instance
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{
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get
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{
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if (_instance == null && Application.isPlaying && !_isQuitting)
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{
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_instance = FindAnyObjectByType<InteractionOrchestrator>();
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if (_instance == null)
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{
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var go = new GameObject("InteractionOrchestrator");
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_instance = go.AddComponent<InteractionOrchestrator>();
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// DontDestroyOnLoad(go);
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}
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}
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return _instance;
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}
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}
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void Awake()
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{
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_instance = this;
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// DontDestroyOnLoad(gameObject);
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}
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void OnApplicationQuit()
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{
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_isQuitting = true;
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}
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// Store pending interaction state
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private Interactable _pendingInteractable;
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private Input.PlayerTouchController _pendingPlayer;
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private FollowerController _pendingFollower;
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private bool _interactionInProgress;
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/// <summary>
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/// Request an interaction between a character and an interactable.
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/// </summary>
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public void RequestInteraction(Interactable interactable, Character character)
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{
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// Only support player-initiated interactions for now
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if (character is Input.PlayerTouchController player)
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{
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// Compute closest point on the interaction radius
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Vector3 interactablePos = interactable.transform.position;
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Vector3 playerPos = player.transform.position;
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float stopDistance = GameManager.Instance.PlayerStopDistance;
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Vector3 toPlayer = (playerPos - interactablePos).normalized;
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Vector3 stopPoint = interactablePos + toPlayer * stopDistance;
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// Unsubscribe previous to avoid duplicate calls
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player.OnArrivedAtTarget -= OnPlayerArrived;
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player.OnArrivedAtTarget += OnPlayerArrived;
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_pendingInteractable = interactable;
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_pendingPlayer = player;
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_pendingFollower = FindFollower();
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_interactionInProgress = true;
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player.MoveToAndNotify(stopPoint);
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}
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else
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{
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// Fallback: immediately interact
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OnCharacterArrived(interactable, character);
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}
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}
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// Helper to find the follower in the scene
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private FollowerController FindFollower()
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{
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// Use the recommended Unity API for finding objects
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return GameObject.FindFirstObjectByType<FollowerController>();
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}
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private void OnPlayerArrived()
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{
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if (!_interactionInProgress || _pendingInteractable == null || _pendingPlayer == null)
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return;
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// Unsubscribe to avoid memory leaks
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_pendingPlayer.OnArrivedAtTarget -= OnPlayerArrived;
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// Now dispatch the follower to the interactable
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if (_pendingFollower != null)
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{
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_pendingFollower.OnPickupArrived -= OnFollowerArrived;
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_pendingFollower.OnPickupArrived += OnFollowerArrived;
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_pendingFollower.GoToPointAndReturn(_pendingInteractable.transform.position, _pendingPlayer.transform);
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}
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else
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{
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// No follower found, just interact as player
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OnCharacterArrived(_pendingInteractable, _pendingPlayer);
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_interactionInProgress = false;
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_pendingInteractable = null;
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_pendingPlayer = null;
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_pendingFollower = null;
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}
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}
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private void OnFollowerArrived()
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{
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if (!_interactionInProgress || _pendingInteractable == null || _pendingFollower == null)
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return;
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_pendingFollower.OnPickupArrived -= OnFollowerArrived;
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// Now check requirements and interact as follower
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OnCharacterArrived(_pendingInteractable, _pendingFollower);
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_interactionInProgress = false;
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_pendingInteractable = null;
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_pendingPlayer = null;
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_pendingFollower = null;
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}
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/// <summary>
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/// Called when the character has arrived at the interactable.
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/// </summary>
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private void OnCharacterArrived(Interactable interactable, Character character)
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{
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// Check all requirements
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var requirements = interactable.GetComponents<InteractionRequirementBase>();
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bool allMet = true;
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foreach (var req in requirements)
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{
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// For now, only FollowerController is supported for requirements
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// (can be extended to support Player, etc.)
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if (character is FollowerController follower)
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{
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if (!req.TryInteract(follower))
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{
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allMet = false;
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break;
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}
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}
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// Add more character types as needed
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}
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if (allMet)
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{
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interactable.OnInteract(character);
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}
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else
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{
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interactable.CompleteInteraction(false);
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}
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}
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// --- ITEM MANAGEMENT API ---
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public void PickupItem(FollowerController follower, GameObject item)
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{
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if (item == null || follower == null) return;
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item.SetActive(false);
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item.transform.SetParent(null);
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follower.SetHeldItemFromObject(item);
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// Optionally: fire event, update UI, etc.
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}
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public void DropItem(FollowerController follower, Vector3 position)
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{
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var item = follower.GetHeldPickupObject();
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if (item == null) return;
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item.transform.position = position;
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item.transform.SetParent(null);
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item.SetActive(true);
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follower.ClearHeldItem();
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// Optionally: fire event, update UI, etc.
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}
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public void SlotItem(SlotItemBehavior slot, GameObject item)
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{
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if (slot == null || item == null) return;
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item.SetActive(false);
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item.transform.SetParent(null);
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slot.SetSlottedObject(item);
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// Optionally: update visuals, fire event, etc.
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}
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public void SwapItems(FollowerController follower, SlotItemBehavior slot)
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{
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var heldObj = follower.GetHeldPickupObject();
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var slotObj = slot.GetSlottedObject();
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// 1. Slot the follower's held object
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SlotItem(slot, heldObj);
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// 2. Give the slot's object to the follower
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PickupItem(follower, slotObj);
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}
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public GameObject CombineItems(GameObject itemA, GameObject itemB)
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{
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if (itemA == null || itemB == null) return null;
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var pickupA = itemA.GetComponent<Pickup>();
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var pickupB = itemB.GetComponent<Pickup>();
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if (pickupA == null || pickupB == null) {
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if (itemA != null) Destroy(itemA);
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if (itemB != null) Destroy(itemB);
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return null;
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}
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var rule = GameManager.Instance.GetCombinationRule(pickupA.itemData, pickupB.itemData);
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Vector3 spawnPos = itemA.transform.position;
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if (rule != null && rule.resultPrefab != null) {
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var newItem = Instantiate(rule.resultPrefab, spawnPos, Quaternion.identity);
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Destroy(itemA);
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Destroy(itemB);
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return newItem;
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}
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// If no combination found, just destroy both
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Destroy(itemA);
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Destroy(itemB);
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return null;
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}
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}
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