197 lines
7.4 KiB
C#
197 lines
7.4 KiB
C#
using UnityEngine;
|
|
using AppleHills.Core.Settings;
|
|
using Core;
|
|
|
|
namespace Input
|
|
{
|
|
/// <summary>
|
|
/// Saveable data for PlayerTouchController state
|
|
/// </summary>
|
|
[System.Serializable]
|
|
public class PlayerSaveData
|
|
{
|
|
public Vector3 worldPosition;
|
|
public Quaternion worldRotation;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Handles player movement in response to tap and hold input events.
|
|
/// Supports both direct and pathfinding movement modes.
|
|
/// Extends BasePlayerMovementController with save/load functionality.
|
|
/// Interaction capability (MoveToAndNotify) is provided by base class.
|
|
/// </summary>
|
|
public class PlayerTouchController : BasePlayerMovementController
|
|
{
|
|
|
|
// Save system configuration
|
|
public override bool AutoRegisterForSave => true;
|
|
// Scene-specific SaveId - each level has its own player state
|
|
public override string SaveId => $"{gameObject.scene.name}/PlayerController";
|
|
|
|
protected override void LoadSettings()
|
|
{
|
|
var configs = GameManager.GetSettingsObject<IPlayerMovementConfigs>();
|
|
_movementSettings = configs.DefaultPlayerMovement;
|
|
}
|
|
|
|
internal override void OnManagedStart()
|
|
{
|
|
base.OnManagedStart();
|
|
|
|
// Register with InputManager as default consumer
|
|
if (InputManager.Instance != null)
|
|
{
|
|
InputManager.Instance.RegisterController("trafalgar", this, setAsDefaultConsumer: true);
|
|
Logging.Debug($"[PlayerTouchController] Registered controller '{gameObject.name}' as default consumer");
|
|
}
|
|
}
|
|
|
|
#region IInteractingCharacter Override
|
|
|
|
/// <summary>
|
|
/// PlayerTouchController-specific interaction movement.
|
|
/// Handles main character movement + follower dispatch based on interactable.characterToInteract setting.
|
|
/// </summary>
|
|
public override async System.Threading.Tasks.Task<bool> MoveToInteractableAsync(Interactions.InteractableBase interactable)
|
|
{
|
|
var characterToInteract = interactable.characterToInteract;
|
|
|
|
// If None, skip movement
|
|
if (characterToInteract == Interactions.CharacterToInteract.None)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
// Determine stop distance based on interaction type
|
|
float stopDistance;
|
|
if (characterToInteract == Interactions.CharacterToInteract.Trafalgar)
|
|
{
|
|
// Move ONLY main character directly to item (close distance)
|
|
stopDistance = Core.GameManager.Instance.PlayerStopDistanceDirectInteraction;
|
|
}
|
|
else // Pulver or Both
|
|
{
|
|
// Move main character to radius (far distance)
|
|
stopDistance = Core.GameManager.Instance.PlayerStopDistance;
|
|
}
|
|
|
|
// Calculate stop position for main character
|
|
Vector3 stopPoint = interactable.transform.position;
|
|
bool customTargetFound = false;
|
|
|
|
// Check for custom CharacterMoveToTarget for main character
|
|
var moveTargets = interactable.GetComponentsInChildren<Interactions.CharacterMoveToTarget>();
|
|
foreach (var target in moveTargets)
|
|
{
|
|
if (target.characterType == Interactions.CharacterToInteract.Trafalgar ||
|
|
target.characterType == Interactions.CharacterToInteract.Both)
|
|
{
|
|
stopPoint = target.GetTargetPosition();
|
|
customTargetFound = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// If no custom target, calculate based on distance
|
|
if (!customTargetFound)
|
|
{
|
|
stopPoint = Utils.MovementUtilities.CalculateStopPosition(
|
|
interactable.transform.position,
|
|
transform.position,
|
|
stopDistance
|
|
);
|
|
}
|
|
|
|
// Move main character
|
|
bool mainCharacterArrived = await Utils.MovementUtilities.MoveToPositionAsync(this, stopPoint);
|
|
|
|
if (!mainCharacterArrived)
|
|
{
|
|
return false; // Movement cancelled
|
|
}
|
|
|
|
// Handle follower dispatch based on interaction type
|
|
if (characterToInteract == Interactions.CharacterToInteract.Pulver ||
|
|
characterToInteract == Interactions.CharacterToInteract.Both)
|
|
{
|
|
// Find follower and dispatch to interactable
|
|
var followerController = FindFirstObjectByType<FollowerController>();
|
|
if (followerController != null)
|
|
{
|
|
// Determine follower target position
|
|
Vector3 followerTarget = interactable.transform.position;
|
|
|
|
// Check for custom target for Pulver
|
|
foreach (var target in moveTargets)
|
|
{
|
|
if (target.characterType == Interactions.CharacterToInteract.Pulver ||
|
|
target.characterType == Interactions.CharacterToInteract.Both)
|
|
{
|
|
followerTarget = target.GetTargetPosition();
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Wait for follower to arrive
|
|
var tcs = new System.Threading.Tasks.TaskCompletionSource<bool>();
|
|
|
|
void OnFollowerArrived()
|
|
{
|
|
followerController.OnPickupArrived -= OnFollowerArrived;
|
|
followerController.ReturnToPlayer(transform);
|
|
tcs.TrySetResult(true);
|
|
}
|
|
|
|
followerController.OnPickupArrived += OnFollowerArrived;
|
|
followerController.GoToPoint(followerTarget);
|
|
|
|
await tcs.Task;
|
|
}
|
|
}
|
|
|
|
return true; // Success
|
|
}
|
|
|
|
#endregion
|
|
|
|
|
|
#region Save/Load Lifecycle Hooks
|
|
|
|
internal override string OnSceneSaveRequested()
|
|
{
|
|
var saveData = new PlayerSaveData
|
|
{
|
|
worldPosition = transform.position,
|
|
worldRotation = transform.rotation
|
|
};
|
|
return JsonUtility.ToJson(saveData);
|
|
}
|
|
|
|
internal override void OnSceneRestoreRequested(string serializedData)
|
|
{
|
|
if (string.IsNullOrEmpty(serializedData))
|
|
{
|
|
Logging.Debug("[PlayerTouchController] No saved state to restore");
|
|
return;
|
|
}
|
|
|
|
try
|
|
{
|
|
var saveData = JsonUtility.FromJson<PlayerSaveData>(serializedData);
|
|
if (saveData != null)
|
|
{
|
|
transform.position = saveData.worldPosition;
|
|
transform.rotation = saveData.worldRotation;
|
|
Logging.Debug($"[PlayerTouchController] Restored position: {saveData.worldPosition}");
|
|
}
|
|
}
|
|
catch (System.Exception ex)
|
|
{
|
|
Logging.Warning($"[PlayerTouchController] Failed to restore state: {ex.Message}");
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|