Files
AppleHillsProduction/Assets/Scripts/Interactions/ControllerSwitchItem.cs
2025-12-15 00:05:35 +01:00

319 lines
11 KiB
C#

using System;
using System.Collections;
using Core;
using Input;
using Interactions;
using Minigames.TrashMaze.Core;
using Minigames.TrashMaze.Data;
using Unity.Cinemachine;
using UnityEngine;
namespace Items
{
/// <summary>
/// Saveable data for ControllerSwitchItem state
/// </summary>
[Serializable]
public class ControllerSwitchItemSaveData
{
public bool hasBeenUsed;
}
/// <summary>
/// Camera switching mode for controller switch items
/// </summary>
public enum CameraSwitchMode
{
/// <summary>
/// No camera switching - controller switch only
/// </summary>
None,
/// <summary>
/// Use a direct reference to a Cinemachine camera
/// </summary>
DirectReference,
/// <summary>
/// Use TrashMazeCameraController state manager API
/// </summary>
TrashMazeCameraState
}
/// <summary>
/// An interactable item that switches control from one character controller to another.
/// When clicked:
/// 1. The selected character moves to this item's position
/// 2. Upon arrival, the current controller is disabled
/// 3. Camera blends to the target camera (based on camera mode)
/// 4. Once the blend completes, control switches to the target controller
/// </summary>
public class ControllerSwitchItem : SaveableInteractable
{
[Header("Controller Switch Settings")]
[Tooltip("Name of the controller to switch to (must match GameObject name of the controller)")]
[SerializeField] private string targetControllerName;
[Header("Camera Settings")]
[Tooltip("How to switch the camera when changing controllers")]
[SerializeField] private CameraSwitchMode cameraSwitchMode = CameraSwitchMode.None;
[Tooltip("Direct camera reference (only used if Camera Switch Mode is DirectReference)")]
[SerializeField] private CinemachineCamera targetVirtualCamera;
[Tooltip("Target camera state (only used if Camera Switch Mode is TrashMazeCameraState)")]
[SerializeField] private TrashMazeCameraState targetCameraState;
[Header("Visual Feedback")]
[Tooltip("Visual representation to hide after use (optional)")]
[SerializeField] private GameObject visualRepresentation;
// State
private bool _hasBeenUsed;
private PlayerTouchController _currentPlayerController;
private bool _isSwitching;
public override string SaveId => $"{gameObject.scene.name}/ControllerSwitchItem/{gameObject.name}";
internal override void OnManagedAwake()
{
base.OnManagedAwake();
if (string.IsNullOrEmpty(targetControllerName))
{
Debug.LogError($"[ControllerSwitchItem] {gameObject.name} has no target controller name specified!");
}
}
internal override void OnManagedStart()
{
base.OnManagedStart();
// Apply state after restoration
if (_hasBeenUsed && isOneTime)
{
DisableVisual();
}
}
protected override bool CanBeClicked()
{
// Cannot be clicked if already used (one-time) or if currently switching
if (_isSwitching)
return false;
if (isOneTime && _hasBeenUsed)
return false;
// Check if target controller is registered
if (!InputManager.Instance.IsControllerRegistered(targetControllerName))
{
Debug.LogWarning($"[ControllerSwitchItem] Target controller '{targetControllerName}' is not registered with InputManager.");
return false;
}
return base.CanBeClicked();
}
protected override bool DoInteraction()
{
if (_isSwitching)
return false;
// By the time this is called, the interacting character has already arrived at this item
// We just need to perform the controller/camera switch
Logging.Debug("[ControllerSwitchItem] Starting controller switch sequence");
// Start the async switch sequence (camera blend + controller switch)
StartCoroutine(SwitchControllerSequence());
// Return true immediately - interaction is considered successful
// The coroutine will handle the actual switching asynchronously
return true;
}
private IEnumerator SwitchControllerSequence()
{
_isSwitching = true;
// Step 1: Get current player controller (the one we're switching FROM)
_currentPlayerController = FindFirstObjectByType<PlayerTouchController>();
if (_currentPlayerController == null)
{
Debug.LogError("[ControllerSwitchItem] Could not find PlayerTouchController in scene!");
_isSwitching = false;
yield break;
}
Logging.Debug("[ControllerSwitchItem] Character has arrived, beginning switch");
// Step 2: Disable current player controller
_currentPlayerController.enabled = false;
Logging.Debug("[ControllerSwitchItem] Disabled current player controller");
// Step 3: Blend to target camera based on mode
yield return SwitchCamera();
// Step 4: Switch to target controller
ITouchInputConsumer targetController = InputManager.Instance.GetController(targetControllerName);
if (targetController != null)
{
// Enable the target controller if it's a MonoBehaviour
if (targetController is MonoBehaviour targetMono)
{
targetMono.enabled = true;
Logging.Debug($"[ControllerSwitchItem] Enabled target controller: {targetControllerName}");
}
// Switch input control to the target controller
bool switchSuccess = InputManager.Instance.SwitchToController(targetControllerName);
if (switchSuccess)
{
Logging.Debug($"[ControllerSwitchItem] Successfully switched input to controller: {targetControllerName}");
}
else
{
Debug.LogError($"[ControllerSwitchItem] Failed to switch to controller: {targetControllerName}");
}
}
else
{
Debug.LogError($"[ControllerSwitchItem] Target controller '{targetControllerName}' not found!");
}
// Step 5: Mark as used if one-time use
if (isOneTime)
{
_hasBeenUsed = true;
DisableVisual();
}
_isSwitching = false;
}
private IEnumerator SwitchCamera()
{
switch (cameraSwitchMode)
{
case CameraSwitchMode.None:
// No camera switching
Logging.Debug("[ControllerSwitchItem] No camera switching configured");
break;
case CameraSwitchMode.DirectReference:
if (targetVirtualCamera != null)
{
Logging.Debug($"[ControllerSwitchItem] Blending to camera: {targetVirtualCamera.name}");
// Set the target camera as highest priority
targetVirtualCamera.Priority = 100;
// Wait for camera blend to complete
yield return WaitForCameraBlend();
}
else
{
Debug.LogWarning("[ControllerSwitchItem] DirectReference mode selected but no camera assigned!");
}
break;
case CameraSwitchMode.TrashMazeCameraState:
if (TrashMazeCameraController.Instance != null)
{
Logging.Debug($"[ControllerSwitchItem] Switching to camera state: {targetCameraState}");
// Use the state manager API
if (targetCameraState == TrashMazeCameraState.Gameplay)
{
TrashMazeCameraController.Instance.SwitchToGameplay();
}
else if (targetCameraState == TrashMazeCameraState.Maze)
{
TrashMazeCameraController.Instance.SwitchToMaze();
}
// Wait for camera blend to complete
yield return WaitForCameraBlend();
}
else
{
Debug.LogError("[ControllerSwitchItem] TrashMazeCameraController instance not found in scene!");
}
break;
}
}
private IEnumerator WaitForCameraBlend()
{
CinemachineBrain brain = Camera.main?.GetComponent<CinemachineBrain>();
if (brain != null)
{
// Wait until blend is not active
while (brain.IsBlending)
{
yield return null;
}
Logging.Debug("[ControllerSwitchItem] Camera blend completed");
}
else
{
// If no brain, just wait a brief moment
yield return new WaitForSeconds(0.5f);
}
}
private void DisableVisual()
{
if (visualRepresentation != null)
{
visualRepresentation.SetActive(false);
}
}
#region Save/Load
protected override object GetSerializableState()
{
return new ControllerSwitchItemSaveData
{
hasBeenUsed = _hasBeenUsed
};
}
protected override void ApplySerializableState(string serializedData)
{
try
{
var data = JsonUtility.FromJson<ControllerSwitchItemSaveData>(serializedData);
_hasBeenUsed = data.hasBeenUsed;
Logging.Debug($"[ControllerSwitchItem] Restored state: hasBeenUsed={_hasBeenUsed}");
}
catch (Exception e)
{
Debug.LogError($"[ControllerSwitchItem] Failed to deserialize save data: {e.Message}");
}
}
#endregion
#if UNITY_EDITOR
private void OnValidate()
{
// Visual feedback in editor
if (string.IsNullOrEmpty(targetControllerName))
{
name = "ControllerSwitchItem (UNCONFIGURED)";
}
else
{
name = $"ControllerSwitchItem_To_{targetControllerName}";
}
}
#endif
}
}