Files
AppleHillsProduction/Assets/Scripts/Interactions/Interactable.cs
2025-12-15 10:18:43 +01:00

461 lines
16 KiB
C#

using Input;
using UnityEngine;
using System;
using System.Collections.Generic;
using UnityEngine.Events;
using System.Threading.Tasks;
using Core;
using Core.Lifecycle;
namespace Interactions
{
public enum CharacterToInteract
{
None,
Trafalgar,
Pulver,
Both
}
/// <summary>
/// Base class for interactable objects that can respond to tap input events.
/// Subclasses should override OnCharacterArrived() to implement interaction-specific logic.
/// </summary>
public class InteractableBase : ManagedBehaviour, ITouchInputConsumer
{
[Header("Interaction Settings")]
public bool isOneTime;
public float cooldown = -1f;
public CharacterToInteract characterToInteract = CharacterToInteract.Pulver;
[Header("Interaction Events")]
public UnityEvent<PlayerTouchController, FollowerController> interactionStarted;
public UnityEvent interactionInterrupted;
public UnityEvent characterArrived;
public UnityEvent<bool> interactionComplete;
private IInteractingCharacter _interactingCharacter;
protected FollowerController FollowerController;
private bool isActive = true;
/// <summary>
/// Gets whether this interactable is currently active (can be clicked)
/// </summary>
public bool IsActive => isActive;
// Action component system
private List<InteractionActionBase> _registeredActions = new List<InteractionActionBase>();
/// <summary>
/// Register an action component with this interactable
/// </summary>
public void RegisterAction(InteractionActionBase action)
{
if (!_registeredActions.Contains(action))
{
_registeredActions.Add(action);
}
}
/// <summary>
/// Unregister an action component from this interactable
/// </summary>
public void UnregisterAction(InteractionActionBase action)
{
_registeredActions.Remove(action);
}
/// <summary>
/// Dispatch an interaction event to all registered actions and await their completion
/// </summary>
private async Task DispatchEventAsync(InteractionEventType eventType, PlayerTouchController playerRef = null)
{
// Collect all tasks from actions that want to respond
List<Task<bool>> tasks = new List<Task<bool>>();
foreach (var action in _registeredActions)
{
Task<bool> task = action.OnInteractionEvent(eventType, playerRef, FollowerController);
if (task != null)
{
tasks.Add(task);
}
}
if (tasks.Count > 0)
{
// Wait for all tasks to complete
await Task.WhenAll(tasks);
}
// If no tasks were added, the method will complete immediately (no need for await)
}
/// <summary>
/// Handles tap input. Triggers interaction logic.
/// Can be overridden for fully custom interaction logic.
/// </summary>
public virtual void OnTap(Vector2 worldPosition)
{
// 1. High-level validation
if (!CanBeClicked())
{
return; // Silent failure
}
Logging.Debug($"[Interactable] OnTap at {worldPosition} on {gameObject.name}");
// Start the interaction process asynchronously
_ = StartInteractionFlowAsync();
}
/// <summary>
/// Template method that orchestrates the entire interaction flow.
/// </summary>
private async Task StartInteractionFlowAsync()
{
// 2. Find characters - get the ACTIVE controller from InputManager
BasePlayerMovementController playerController = null;
if (InputManager.Instance != null)
{
// Get the controller that currently has input control
var activeController = InputManager.Instance.GetActiveController();
playerController = activeController as BasePlayerMovementController;
}
// Fallback: if InputManager doesn't have an active controller, try to find PlayerTouchController specifically
if (playerController == null)
{
playerController = FindFirstObjectByType<PlayerTouchController>();
Logging.Warning("[Interactable] No active controller from InputManager, falling back to FindFirstObjectByType<PlayerTouchController>");
}
_interactingCharacter = playerController;
FollowerController = FindFirstObjectByType<FollowerController>();
// For legacy event compatibility, try to get PlayerTouchController reference
var playerRef = playerController as PlayerTouchController;
// 3. Virtual hook: Setup
OnInteractionStarted();
// 4. Fire events
interactionStarted?.Invoke(playerRef, FollowerController);
await DispatchEventAsync(InteractionEventType.InteractionStarted, playerRef);
// 5. Orchestrate character movement
bool movementSucceeded = await MoveCharactersAsync(playerRef);
// If movement was cancelled, stop the interaction flow
if (!movementSucceeded)
{
Logging.Debug($"[Interactable] Interaction cancelled due to movement failure on {gameObject.name}");
return;
}
// 6. Virtual hook: Arrival reaction
OnInteractingCharacterArrived();
// 7. Fire arrival events
characterArrived?.Invoke();
await DispatchEventAsync(InteractionEventType.InteractingCharacterArrived, playerRef);
// 8. Validation (base + child)
var (canProceed, errorMessage) = ValidateInteraction();
if (!canProceed)
{
if (!string.IsNullOrEmpty(errorMessage))
{
DebugUIMessage.Show(errorMessage, Color.yellow);
}
FinishInteraction(false, playerRef);
return;
}
// 9. Virtual main logic: Do the thing!
bool success = DoInteraction();
// 10. Finish up
FinishInteraction(success, playerRef);
}
#region Virtual Lifecycle Methods
/// <summary>
/// High-level clickability check. Called BEFORE interaction starts.
/// Override to add custom high-level validation (is active, on cooldown, etc.)
/// </summary>
/// <returns>True if interaction can start, false for silent rejection</returns>
protected virtual bool CanBeClicked()
{
if (!isActive) return false;
// Note: isOneTime and cooldown handled in FinishInteraction
return true;
}
/// <summary>
/// Called after characters are found but before movement starts.
/// Override to perform setup logic.
/// </summary>
protected virtual void OnInteractionStarted()
{
// Default: do nothing
}
/// <summary>
/// Called when the interacting character reaches destination.
/// Override to trigger animations or other arrival reactions.
/// </summary>
protected virtual void OnInteractingCharacterArrived()
{
// Default: do nothing
}
/// <summary>
/// Main interaction logic. OVERRIDE THIS in child classes.
/// </summary>
/// <returns>True if interaction succeeded, false otherwise</returns>
protected virtual bool DoInteraction()
{
Logging.Warning($"[Interactable] DoInteraction not implemented for {GetType().Name}");
return false;
}
/// <summary>
/// Called after interaction completes. Override to perform cleanup logic.
/// </summary>
/// <param name="success">Whether the interaction succeeded</param>
protected virtual void OnInteractionFinished(bool success)
{
// Default: do nothing
}
/// <summary>
/// Child-specific validation. Override to add interaction-specific validation.
/// </summary>
/// <returns>Tuple of (canProceed, errorMessage)</returns>
protected virtual (bool canProceed, string errorMessage) CanProceedWithInteraction()
{
return (true, null); // Default: always allow
}
#endregion
#region Validation
/// <summary>
/// Combines base and child validation.
/// </summary>
private (bool, string) ValidateInteraction()
{
// Base validation (always runs)
var (baseValid, baseError) = ValidateInteractionBase();
if (!baseValid)
return (false, baseError);
// Child validation (optional override)
var (childValid, childError) = CanProceedWithInteraction();
if (!childValid)
return (false, childError);
return (true, null);
}
/// <summary>
/// Base validation that always runs. Checks puzzle step locks and common prerequisites.
/// </summary>
private (bool canProceed, string errorMessage) ValidateInteractionBase()
{
// Check if there's an ObjectiveStepBehaviour attached
var step = GetComponent<PuzzleS.ObjectiveStepBehaviour>();
if (step != null && !step.IsStepUnlocked())
{
// Special case: ItemSlots can still be interacted with when locked (to swap items)
if (!(this is ItemSlot))
{
return (false, "This step is locked!");
}
}
return (true, null);
}
#endregion
#region Character Movement Orchestration
/// <summary>
/// Delegates movement to the interacting character's controller.
/// Each controller implements its own movement behavior based on this interactable's settings.
/// </summary>
/// <returns>True if movement succeeded, false if cancelled or failed</returns>
private async Task<bool> MoveCharactersAsync(PlayerTouchController playerRef = null)
{
if (_interactingCharacter == null)
{
Logging.Debug($"[Interactable] No interacting character found. Aborting interaction.");
interactionInterrupted.Invoke();
await DispatchEventAsync(InteractionEventType.InteractionInterrupted, playerRef);
return false;
}
// If characterToInteract is None, skip movement
if (characterToInteract == CharacterToInteract.None)
{
return true; // Continue to arrival
}
// Delegate to controller - let it decide how to handle the interaction
bool arrived = await _interactingCharacter.MoveToInteractableAsync(this);
if (!arrived)
{
Logging.Debug($"[Interactable] Movement cancelled for {gameObject.name}");
await HandleInteractionCancelledAsync(playerRef);
return false;
}
return true;
}
/// <summary>
/// Handles interaction being cancelled (player stopped moving).
/// </summary>
private async Task HandleInteractionCancelledAsync(PlayerTouchController playerRef = null)
{
interactionInterrupted?.Invoke();
await DispatchEventAsync(InteractionEventType.InteractionInterrupted, playerRef);
}
#endregion
#region Finalization
/// <summary>
/// Finalizes the interaction after DoInteraction completes.
/// </summary>
private async void FinishInteraction(bool success, PlayerTouchController playerRef = null)
{
// Virtual hook: Cleanup
OnInteractionFinished(success);
// Fire completion events
interactionComplete?.Invoke(success);
await DispatchEventAsync(InteractionEventType.InteractionComplete, playerRef);
// Handle one-time / cooldown
if (success)
{
if (isOneTime)
{
isActive = false;
}
else if (cooldown >= 0f)
{
StartCoroutine(HandleCooldown());
}
}
// Reset state
_interactingCharacter = null;
FollowerController = null;
}
private System.Collections.IEnumerator HandleCooldown()
{
isActive = false;
yield return new WaitForSeconds(cooldown);
isActive = true;
}
/// <summary>
/// Enable or disable this interactable
/// </summary>
public void SetActive(bool active)
{
isActive = active;
}
#endregion
#region Legacy Methods & Compatibility
/// <summary>
/// DEPRECATED: Override DoInteraction() instead.
/// This method is kept temporarily for backward compatibility during migration.
/// </summary>
[Obsolete("Override DoInteraction() instead")]
protected virtual void OnCharacterArrived()
{
// Default implementation does nothing
// Children should override DoInteraction() in the new pattern
}
/// <summary>
/// Call this from subclasses to mark the interaction as complete.
/// NOTE: In the new pattern, just return true/false from DoInteraction().
/// This is kept for backward compatibility during migration.
/// </summary>
protected void CompleteInteraction(bool success)
{
// For now, this manually triggers completion
// After migration, DoInteraction() return value will replace this
interactionComplete?.Invoke(success);
}
/// <summary>
/// Legacy method for backward compatibility.
/// </summary>
[Obsolete("Use CompleteInteraction instead")]
public void BroadcastInteractionComplete(bool success)
{
CompleteInteraction(success);
}
#endregion
#region ITouchInputConsumer Implementation
public void OnHoldStart(Vector2 position)
{
throw new NotImplementedException();
}
public void OnHoldMove(Vector2 position)
{
throw new NotImplementedException();
}
public void OnHoldEnd(Vector2 position)
{
throw new NotImplementedException();
}
#endregion
#if UNITY_EDITOR
/// <summary>
/// Draws gizmos for pickup interaction range in the editor.
/// </summary>
void OnDrawGizmos()
{
float playerStopDistance = characterToInteract == CharacterToInteract.Trafalgar
? AppleHills.SettingsAccess.GetPlayerStopDistanceDirectInteraction()
: AppleHills.SettingsAccess.GetPlayerStopDistance();
Gizmos.color = Color.yellow;
Gizmos.DrawWireSphere(transform.position, playerStopDistance);
GameObject playerObj = GameObject.FindGameObjectWithTag("Player");
if (playerObj != null)
{
Vector3 stopPoint = transform.position +
(playerObj.transform.position - transform.position).normalized * playerStopDistance;
Gizmos.color = Color.cyan;
Gizmos.DrawSphere(stopPoint, 0.15f);
}
}
#endif
}
}