252 lines
7.8 KiB
C#
252 lines
7.8 KiB
C#
using System;
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using AppleHills.Core.Settings;
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using Core;
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using Input;
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using Interactions;
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using System.Threading.Tasks;
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using PuzzleS;
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using UnityEngine;
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namespace Levels
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{
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/// <summary>
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/// Saveable data for MinigameSwitch state
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/// </summary>
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[Serializable]
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public class MinigameSwitchSaveData
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{
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public bool isUnlocked;
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}
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/// <summary>
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/// Handles switching into minigame levels when interacted with. Applies switch data and triggers scene transitions.
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/// </summary>
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public class MinigameSwitch : SaveableInteractable
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{
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/// <summary>
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/// Data for this level switch (target scene, icon, etc).
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/// </summary>
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public LevelSwitchData switchData;
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/// <summary>
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/// If true, skip save/load logic and start the game active (unlocked by default)
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/// </summary>
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[SerializeField] private bool startUnlocked = false;
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private SpriteRenderer iconRenderer;
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// Settings reference
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private IInteractionSettings interactionSettings;
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private bool switchActive = true;
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private bool isUnlocked;
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/// <summary>
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/// Unity Awake callback. Sets up icon, interactable, and event handlers.
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/// </summary>
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protected override void OnManagedAwake()
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{
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base.OnManagedAwake();
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switchActive = true;
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if (iconRenderer == null)
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iconRenderer = GetComponent<SpriteRenderer>();
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// If startUnlocked is true, set isUnlocked and skip save/load logic
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if (startUnlocked)
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{
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isUnlocked = true;
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}
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// Initialize settings reference
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interactionSettings = GameManager.GetSettingsObject<IInteractionSettings>();
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ApplySwitchData();
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}
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protected override void OnManagedStart()
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{
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base.OnManagedStart();
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// If startUnlocked is true, always start active
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if (startUnlocked)
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{
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gameObject.SetActive(true);
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return;
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}
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if (PuzzleManager.Instance != null)
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{
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PuzzleManager.Instance.OnAllPuzzlesComplete += HandleAllPuzzlesComplete;
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}
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if (!IsRestoringFromSave && !isUnlocked)
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{
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gameObject.SetActive(false);
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}
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}
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protected override void OnDestroy()
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{
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base.OnDestroy();
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if (PuzzleManager.Instance != null)
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{
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PuzzleManager.Instance.OnAllPuzzlesComplete -= HandleAllPuzzlesComplete;
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}
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}
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private void HandleAllPuzzlesComplete(PuzzleS.PuzzleLevelDataSO _)
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{
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// Unlock the minigame
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isUnlocked = true;
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gameObject.SetActive(true);
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// Add to global unlocked minigames list
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if (switchData != null && !string.IsNullOrEmpty(switchData.targetLevelSceneName))
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{
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Core.SaveLoad.SaveLoadManager.Instance?.UnlockMinigame(switchData.targetLevelSceneName);
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}
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// Save will happen automatically on next save cycle via SaveableInteractable
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}
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#if UNITY_EDITOR
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/// <summary>
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/// Unity OnValidate callback. Ensures icon and data are up to date in editor.
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/// </summary>
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void OnValidate()
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{
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if (iconRenderer == null)
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iconRenderer = GetComponent<SpriteRenderer>();
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ApplySwitchData();
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}
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#endif
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/// <summary>
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/// Applies the switch data to the level switch (icon, name, etc).
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/// </summary>
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public void ApplySwitchData()
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{
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if (switchData != null)
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{
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if (iconRenderer != null)
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iconRenderer.sprite = switchData.mapSprite;
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gameObject.name = switchData.targetLevelSceneName;
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// Optionally update other fields, e.g. description
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}
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}
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/// <summary>
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/// High-level validation: Only allow interaction if unlocked.
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/// </summary>
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protected override bool CanBeClicked()
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{
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return base.CanBeClicked() && isUnlocked;
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}
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/// <summary>
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/// Setup: Prevent re-entry while interaction is in progress.
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/// </summary>
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protected override void OnInteractionStarted()
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{
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switchActive = false;
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}
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/// <summary>
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/// Main interaction logic: Spawn menu and switch input mode.
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/// </summary>
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protected override bool DoInteraction()
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{
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if (switchData == null || string.IsNullOrEmpty(switchData.targetLevelSceneName))
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{
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Logging.Warning("MinigameSwitch has no valid switchData!");
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return false;
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}
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var menuPrefab = interactionSettings?.MinigameSwitchMenuPrefab;
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if (menuPrefab == null)
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{
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Debug.LogError("MinigameSwitchMenu prefab not assigned in InteractionSettings!");
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return false;
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}
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// Spawn the menu overlay
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var menuGo = Instantiate(menuPrefab);
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var menu = menuGo.GetComponent<MinigameSwitchMenu>();
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if (menu == null)
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{
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Debug.LogError("MinigameSwitchMenu component missing on prefab!");
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Destroy(menuGo);
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return false;
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}
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// Setup menu with data and callbacks
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menu.Setup(switchData, OnLevelSelectedWrapper, OnMenuCancel);
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// Switch input mode to UI only
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InputManager.Instance.SetInputMode(InputMode.UI);
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return true; // Menu spawned successfully
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}
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private void OnLevelSelectedWrapper()
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{
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_ = OnLevelSelected();
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}
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private async Task OnLevelSelected()
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{
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var progress = new Progress<float>(p => Logging.Debug($"Loading progress: {p * 100:F0}%"));
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await SceneManagerService.Instance.SwitchSceneAsync(switchData.targetLevelSceneName, progress);
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}
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private void OnMenuCancel()
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{
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switchActive = true; // Allow interaction again if cancelled
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InputManager.Instance.SetInputMode(InputMode.GameAndUI);
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}
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#region Save/Load Implementation
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protected override object GetSerializableState()
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{
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// Skip saving if startUnlocked is true
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if (startUnlocked)
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return null;
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return new MinigameSwitchSaveData
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{
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isUnlocked = isUnlocked
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};
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}
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protected override void ApplySerializableState(string serializedData)
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{
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// Skip loading if startUnlocked is true
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if (startUnlocked)
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return;
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MinigameSwitchSaveData data = JsonUtility.FromJson<MinigameSwitchSaveData>(serializedData);
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if (data == null)
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{
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Logging.Warning($"[MinigameSwitch] Failed to deserialize save data for {gameObject.name}");
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return;
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}
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isUnlocked = data.isUnlocked;
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// Sync with global unlocked minigames list
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if (isUnlocked && switchData != null && !string.IsNullOrEmpty(switchData.targetLevelSceneName))
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{
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Core.SaveLoad.SaveLoadManager.Instance?.UnlockMinigame(switchData.targetLevelSceneName);
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}
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// Show/hide based on unlock state
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gameObject.SetActive(isUnlocked);
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}
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#endregion
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}
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}
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