659 lines
25 KiB
C#
659 lines
25 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using AppleHills.Core.Settings;
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using Core;
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using Core.Lifecycle;
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using UnityEngine.AddressableAssets;
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using UnityEngine.ResourceManagement.AsyncOperations;
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using Utils;
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namespace PuzzleS
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{
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/// <summary>
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/// Save data structure for puzzle progress
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/// </summary>
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[Serializable]
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public class PuzzleSaveData
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{
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public string levelId;
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public List<string> completedStepIds;
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public List<string> unlockedStepIds;
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}
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/// <summary>
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/// Manages puzzle step registration, dependency management, and step completion for the puzzle system.
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/// </summary>
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public class PuzzleManager : ManagedBehaviour
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{
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private static PuzzleManager _instance;
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[SerializeField] private float proximityCheckInterval = 0.02f;
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// Reference to player transform for proximity calculations
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private Transform _playerTransform;
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private Coroutine _proximityCheckCoroutine;
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// Settings reference
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private IInteractionSettings _interactionSettings;
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// Current level puzzle data
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private PuzzleLevelDataSO _currentLevelData;
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private AsyncOperationHandle<PuzzleLevelDataSO> _levelDataLoadOperation;
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private bool _isDataLoaded = false;
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// Store registered behaviors that are waiting for data to be loaded
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private List<ObjectiveStepBehaviour> _registeredBehaviours = new List<ObjectiveStepBehaviour>();
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// Save system configuration
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public override bool AutoRegisterForSave => true;
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/// <summary>
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/// SaveId uses CurrentGameplayScene instead of GetActiveScene() because PuzzleManager
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/// lives in DontDestroyOnLoad and needs to save/load data per-scene.
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/// </summary>
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public override string SaveId
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{
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get
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{
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string sceneName = SceneManagerService.Instance?.CurrentGameplayScene;
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if (string.IsNullOrEmpty(sceneName))
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{
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// Fallback during early initialization
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sceneName = SceneManager.GetActiveScene().name;
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}
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return $"{sceneName}/PuzzleManager";
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}
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}
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/// <summary>
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/// Singleton instance of the PuzzleManager.
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/// </summary>
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public static PuzzleManager Instance => _instance;
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// Events to notify about step lifecycle
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public event Action<PuzzleStepSO> OnStepCompleted;
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public event Action<PuzzleStepSO> OnStepUnlocked;
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public event Action<PuzzleLevelDataSO> OnLevelDataLoaded;
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public event Action<PuzzleLevelDataSO> OnAllPuzzlesComplete;
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// Save/Load state tracking - string-based for timing independence
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private HashSet<string> _completedSteps = new HashSet<string>();
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private HashSet<string> _unlockedSteps = new HashSet<string>();
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// Save/Load restoration tracking
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private bool _isDataRestored = false;
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private List<ObjectiveStepBehaviour> _pendingRegistrations = new List<ObjectiveStepBehaviour>();
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// Registration for ObjectiveStepBehaviour
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private Dictionary<PuzzleStepSO, ObjectiveStepBehaviour> _stepBehaviours = new Dictionary<PuzzleStepSO, ObjectiveStepBehaviour>();
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// Track pending unlocks for steps that were unlocked before their behavior registered
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private HashSet<string> _pendingUnlocks = new HashSet<string>();
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public override int ManagedAwakePriority => 80; // Puzzle systems
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protected override void OnManagedAwake()
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{
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// Set instance immediately (early initialization)
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_instance = this;
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}
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protected override void OnManagedStart()
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{
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// Initialize settings reference
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_interactionSettings = GameManager.GetSettingsObject<IInteractionSettings>();
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// Find player transform
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_playerTransform = GameObject.FindGameObjectWithTag("Player")?.transform;
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// Start proximity check coroutine
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StartProximityChecks();
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// Load puzzle data for the current scene if not already loading
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if (_currentLevelData == null && !_isDataLoaded)
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{
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LoadPuzzleDataForCurrentScene();
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}
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// Subscribe to scene load events from SceneManagerService
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// This is necessary because PuzzleManager is in DontDestroyOnLoad and won't receive OnSceneReady() callbacks
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if (SceneManagerService.Instance != null)
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{
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SceneManagerService.Instance.SceneLoadCompleted += OnSceneLoadCompleted;
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}
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Logging.Debug("[PuzzleManager] Initialized");
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}
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/// <summary>
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/// Called when any scene finishes loading. Loads puzzles for the new scene.
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/// </summary>
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private void OnSceneLoadCompleted(string sceneName)
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{
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Logging.Debug($"[Puzzles] Scene loaded: {sceneName}, loading puzzle data");
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LoadPuzzlesForScene(sceneName);
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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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// Unsubscribe from SceneManagerService events
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if (SceneManagerService.Instance != null)
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{
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SceneManagerService.Instance.SceneLoadCompleted -= OnSceneLoadCompleted;
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}
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}
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/// <summary>
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/// Loads puzzle data for the specified scene
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/// </summary>
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private void LoadPuzzlesForScene(string sceneName)
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{
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// Skip for non-gameplay scenes
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if (sceneName == "BootstrapScene" || string.IsNullOrEmpty(sceneName))
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{
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return;
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}
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Logging.Debug($"[Puzzles] Scene loaded: {sceneName}, loading puzzle data");
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LoadPuzzleDataForCurrentScene(sceneName);
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// Find player transform again in case it changed with scene load
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_playerTransform = GameObject.FindGameObjectWithTag("Player")?.transform;
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// Restart proximity checks
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StartProximityChecks();
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}
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/// <summary>
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/// Load puzzle data for the current scene
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/// </summary>
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private void LoadPuzzleDataForCurrentScene(string sceneName = null)
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{
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string currentScene = sceneName ?? SceneManagerService.Instance.CurrentGameplayScene;
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if (string.IsNullOrEmpty(currentScene))
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{
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Logging.Warning("[Puzzles] Cannot load puzzle data: Current scene name is empty");
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return;
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}
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// Reset restoration flag when loading new scene data
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_isDataRestored = false;
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_isDataLoaded = false;
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string addressablePath = $"Puzzles/{currentScene}";
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Logging.Debug($"[Puzzles] Loading puzzle data from addressable: {addressablePath}");
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// Release previous handle if needed
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if (_levelDataLoadOperation.IsValid())
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{
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Addressables.Release(_levelDataLoadOperation);
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}
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// Check if the addressable exists before trying to load it
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if (!AppleHillsUtils.AddressableKeyExists(addressablePath))
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{
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Logging.Warning($"[Puzzles] Puzzle data does not exist for scene: {currentScene}");
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_isDataLoaded = true; // Mark as loaded but with no data
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_currentLevelData = null;
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return;
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}
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// Load the level data asset
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_levelDataLoadOperation = Addressables.LoadAssetAsync<PuzzleLevelDataSO>(addressablePath);
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_levelDataLoadOperation.Completed += handle =>
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{
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if (handle.Status == AsyncOperationStatus.Succeeded)
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{
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_currentLevelData = handle.Result;
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Logging.Debug($"[Puzzles] Loaded level data: {_currentLevelData.levelId} with {_currentLevelData.allSteps.Count} steps");
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// Don't clear steps here - SceneManagerService calls ClearPuzzleState() before scene transitions
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// This allows save restoration to work properly without race conditions
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// Unlock initial steps (adds to existing unlocked steps from save restoration)
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UnlockInitialSteps();
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// Update all registered behaviors now that data is loaded
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UpdateAllRegisteredBehaviors();
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// Mark data as loaded
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_isDataLoaded = true;
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// Notify listeners
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OnLevelDataLoaded?.Invoke(_currentLevelData);
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}
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else
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{
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Logging.Warning($"[Puzzles] Failed to load puzzle data for {currentScene}: {handle.OperationException?.Message}");
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_isDataLoaded = true; // Mark as loaded but with error
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_currentLevelData = null;
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}
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};
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}
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/// <summary>
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/// Start the proximity check coroutine.
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/// </summary>
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private void StartProximityChecks()
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{
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StopProximityChecks();
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_proximityCheckCoroutine = StartCoroutine(CheckProximityRoutine());
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}
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/// <summary>
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/// Stop the proximity check coroutine.
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/// </summary>
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private void StopProximityChecks()
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{
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if (_proximityCheckCoroutine != null)
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{
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StopCoroutine(_proximityCheckCoroutine);
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_proximityCheckCoroutine = null;
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}
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}
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/// <summary>
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/// Coroutine that periodically checks player proximity to all puzzle steps.
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/// </summary>
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private IEnumerator CheckProximityRoutine()
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{
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WaitForSeconds wait = new WaitForSeconds(proximityCheckInterval);
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while (true)
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{
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if (_playerTransform != null)
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{
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// Get the proximity threshold from settings directly using our settings reference
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float proximityThreshold = _interactionSettings?.DefaultPuzzlePromptRange ?? 3.0f;
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// Check distance to each step behavior
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foreach (var kvp in _stepBehaviours)
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{
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if (kvp.Value == null) continue;
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if (IsPuzzleStepCompleted(kvp.Key.stepId)) continue;
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float distance = Vector3.Distance(_playerTransform.position, kvp.Value.transform.position);
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// Determine the proximity state - only Close or Far now
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ObjectiveStepBehaviour.ProximityState state =
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(distance <= proximityThreshold)
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? ObjectiveStepBehaviour.ProximityState.Close
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: ObjectiveStepBehaviour.ProximityState.Far;
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// Update the step's proximity state
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kvp.Value.UpdateProximityState(state);
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}
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}
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yield return wait;
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}
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}
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/// <summary>
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/// Update all registered behaviors with their current state
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/// </summary>
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private void UpdateAllRegisteredBehaviors()
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{
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foreach (var behaviour in _registeredBehaviours)
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{
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if (behaviour == null) continue;
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// Only update if the step is in our dictionary
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bool stepUnlocked = IsStepUnlocked(behaviour.stepData);
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if (stepUnlocked)
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{
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UpdateStepState(behaviour);
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}
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}
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}
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/// <summary>
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/// Registers a step behaviour with the manager.
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/// </summary>
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/// <param name="behaviour">The step behaviour to register.</param>
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public void RegisterStepBehaviour(ObjectiveStepBehaviour behaviour)
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{
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if (behaviour?.stepData == null) return;
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// Always add to our registered behaviors list
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if (!_registeredBehaviours.Contains(behaviour))
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{
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_registeredBehaviours.Add(behaviour);
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}
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// Add to the step behaviours dictionary if not already there
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if (!_stepBehaviours.ContainsKey(behaviour.stepData))
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{
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_stepBehaviours.Add(behaviour.stepData, behaviour);
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Logging.Debug($"[Puzzles] Registered step: {behaviour.stepData.stepId} on {behaviour.gameObject.name}");
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// Check if this step has a pending unlock
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if (_pendingUnlocks.Contains(behaviour.stepData.stepId))
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{
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// Step was unlocked before behavior registered - unlock it now!
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behaviour.UnlockStep();
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_pendingUnlocks.Remove(behaviour.stepData.stepId);
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Logging.Debug($"[Puzzles] Fulfilled pending unlock for step: {behaviour.stepData.stepId}");
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}
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else if (_isDataRestored)
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{
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// Data already restored - update immediately
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UpdateStepState(behaviour);
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}
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else
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{
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// Data not restored yet - add to pending queue
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if (!_pendingRegistrations.Contains(behaviour))
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{
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_pendingRegistrations.Add(behaviour);
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}
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}
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}
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}
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/// <summary>
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/// Updates a step's state based on the current puzzle state.
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/// </summary>
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private void UpdateStepState(ObjectiveStepBehaviour behaviour)
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{
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if (behaviour?.stepData == null) return;
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// If step is already completed, ignore
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if (_completedSteps.Contains(behaviour.stepData.stepId))
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return;
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// If step is already unlocked, update the behaviour
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if (_unlockedSteps.Contains(behaviour.stepData.stepId))
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{
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behaviour.UnlockStep();
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}
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else
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{
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// Make sure it's locked
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behaviour.LockStep();
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}
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}
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/// <summary>
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/// Unregisters a step behaviour from the manager.
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/// </summary>
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/// <param name="behaviour">The step behaviour to unregister.</param>
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public void UnregisterStepBehaviour(ObjectiveStepBehaviour behaviour)
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{
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if (behaviour?.stepData == null) return;
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_stepBehaviours.Remove(behaviour.stepData);
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_registeredBehaviours.Remove(behaviour);
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Logging.Debug($"[Puzzles] Unregistered step: {behaviour.stepData.stepId} on {behaviour.gameObject.name}");
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}
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/// <summary>
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/// Unlocks all initial steps (those with no dependencies)
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/// </summary>
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private void UnlockInitialSteps()
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{
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if (_currentLevelData == null) return;
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// Don't unlock initial steps if we've restored from save
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if (_isDataRestored)
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{
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Logging.Debug("[Puzzles] Skipping UnlockInitialSteps - data was restored from save");
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return;
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}
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// Unlock initial steps
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foreach (var step in _currentLevelData.initialSteps)
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{
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UnlockStep(step);
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}
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Logging.Debug($"[Puzzles] Unlocked {_unlockedSteps.Count} initial steps");
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}
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/// <summary>
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/// Called when a step is completed. Unlocks dependent steps if their dependencies are met.
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/// </summary>
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/// <param name="step">The completed step.</param>
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public void MarkPuzzleStepCompleted(PuzzleStepSO step)
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{
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if (_completedSteps.Contains(step.stepId)) return;
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if (_currentLevelData == null) return;
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_completedSteps.Add(step.stepId);
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Logging.Debug($"[Puzzles] Step completed: {step.stepId}");
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// Broadcast completion
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OnStepCompleted?.Invoke(step);
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// Unlock steps that are unlocked by this step
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foreach (var unlockStep in _currentLevelData.GetUnlockedSteps(step))
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{
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if (AreStepDependenciesMet(unlockStep))
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{
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Logging.Debug($"[Puzzles] Unlocking step {unlockStep.stepId} after completing {step.stepId}");
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UnlockStep(unlockStep);
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}
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else
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{
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Logging.Debug($"[Puzzles] Step {unlockStep.stepId} not unlocked yet, waiting for other dependencies");
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}
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}
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// Check if all puzzle steps are now complete
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CheckPuzzleCompletion();
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}
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/// <summary>
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/// Checks if all dependencies for a step are met.
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/// </summary>
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/// <param name="step">The step to check.</param>
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/// <returns>True if all dependencies are met, false otherwise.</returns>
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private bool AreStepDependenciesMet(PuzzleStepSO step)
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{
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if (_currentLevelData == null || step == null) return false;
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// If it's an initial step, it has no dependencies
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if (_currentLevelData.IsInitialStep(step)) return true;
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// Check if dependencies are met using pre-processed data
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if (_currentLevelData.stepDependencies.TryGetValue(step.stepId, out string[] dependencies))
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{
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foreach (var depId in dependencies)
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{
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// Check if dependency is in completed steps
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if (!_completedSteps.Contains(depId))
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{
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return false;
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}
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}
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}
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return true;
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}
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/// <summary>
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/// Unlocks a specific step and notifies its behaviour.
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/// </summary>
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/// <param name="step">The step to unlock.</param>
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private void UnlockStep(PuzzleStepSO step)
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{
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if (_unlockedSteps.Contains(step.stepId)) return;
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_unlockedSteps.Add(step.stepId);
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if (_stepBehaviours.TryGetValue(step, out var behaviour))
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{
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// Behavior exists - unlock it immediately
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behaviour.UnlockStep();
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Logging.Debug($"[Puzzles] Step unlocked: {step.stepId}");
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}
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else
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{
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// Behavior hasn't registered yet - add to pending unlocks
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_pendingUnlocks.Add(step.stepId);
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Logging.Debug($"[Puzzles] Step unlocked but behavior not registered yet, added to pending: {step.stepId}");
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}
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// Broadcast unlock
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OnStepUnlocked?.Invoke(step);
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}
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/// <summary>
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/// Checks if the puzzle is complete (all steps in level finished).
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/// </summary>
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private void CheckPuzzleCompletion()
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{
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if (_currentLevelData == null) return;
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// Check if all steps are completed
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bool allComplete = true;
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foreach (var step in _currentLevelData.allSteps)
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{
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if (step != null && !_completedSteps.Contains(step.stepId))
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{
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allComplete = false;
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break;
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}
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}
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if (allComplete)
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{
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Logging.Debug("[Puzzles] All puzzles complete! Level finished.");
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// Fire level complete event
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OnAllPuzzlesComplete?.Invoke(_currentLevelData);
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}
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}
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/// <summary>
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/// Returns whether a step is already unlocked.
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/// </summary>
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public bool IsStepUnlocked(PuzzleStepSO step)
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{
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return step != null && _unlockedSteps.Contains(step.stepId);
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}
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/// <summary>
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/// Checks if a puzzle step with the specified ID has been completed
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/// </summary>
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/// <param name="stepId">The ID of the puzzle step to check</param>
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/// <returns>True if the step has been completed, false otherwise</returns>
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public bool IsPuzzleStepCompleted(string stepId)
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{
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return _completedSteps.Contains(stepId); // O(1) lookup!
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}
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/// <summary>
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/// Get the current level puzzle data
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/// </summary>
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public PuzzleLevelDataSO GetCurrentLevelData()
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{
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return _currentLevelData;
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}
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/// <summary>
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/// Checks if puzzle data is loaded
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/// </summary>
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/// <returns>True if data loading has completed (whether successful or not)</returns>
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public bool IsDataLoaded()
|
||
{
|
||
return _isDataLoaded;
|
||
}
|
||
|
||
/// <summary>
|
||
/// Clears all puzzle state (completed steps, unlocked steps, registrations).
|
||
/// Called by SceneManagerService before scene transitions to ensure clean state.
|
||
/// </summary>
|
||
public void ClearPuzzleState()
|
||
{
|
||
Logging.Debug("[PuzzleManager] Clearing puzzle state");
|
||
|
||
_completedSteps.Clear();
|
||
_unlockedSteps.Clear();
|
||
_isDataRestored = false;
|
||
|
||
// Clear any pending registrations from the old scene
|
||
_pendingRegistrations.Clear();
|
||
_pendingUnlocks.Clear();
|
||
|
||
// Unregister all step behaviours from the old scene
|
||
_stepBehaviours.Clear();
|
||
_registeredBehaviours.Clear();
|
||
}
|
||
|
||
#region Save/Load Lifecycle Hooks
|
||
|
||
protected override string OnSceneSaveRequested()
|
||
{
|
||
if (_currentLevelData == null)
|
||
{
|
||
Logging.Warning("[PuzzleManager] Cannot serialize state - no level data loaded");
|
||
return "{}";
|
||
}
|
||
|
||
var saveData = new PuzzleSaveData
|
||
{
|
||
levelId = _currentLevelData.levelId,
|
||
completedStepIds = _completedSteps.ToList(),
|
||
unlockedStepIds = _unlockedSteps.ToList()
|
||
};
|
||
|
||
string json = JsonUtility.ToJson(saveData);
|
||
Logging.Debug($"[PuzzleManager] Serialized puzzle state: {_completedSteps.Count} completed, {_unlockedSteps.Count} unlocked");
|
||
return json;
|
||
}
|
||
|
||
protected override void OnSceneRestoreRequested(string data)
|
||
{
|
||
Logging.Debug("[XAXA] PuzzleManager loading with data: " + data);
|
||
|
||
if (string.IsNullOrEmpty(data) || data == "{}")
|
||
{
|
||
Logging.Debug("[PuzzleManager] No puzzle save data to restore");
|
||
_isDataRestored = true;
|
||
return;
|
||
}
|
||
|
||
try
|
||
{
|
||
var saveData = JsonUtility.FromJson<PuzzleSaveData>(data);
|
||
if (saveData == null)
|
||
{
|
||
Logging.Warning("[PuzzleManager] Failed to deserialize puzzle save data");
|
||
_isDataRestored = true;
|
||
return;
|
||
}
|
||
|
||
// Restore step IDs directly - no timing dependency on level data!
|
||
_completedSteps = new HashSet<string>(saveData.completedStepIds ?? new List<string>());
|
||
_unlockedSteps = new HashSet<string>(saveData.unlockedStepIds ?? new List<string>());
|
||
|
||
_isDataRestored = true;
|
||
|
||
Logging.Debug($"[PuzzleManager] Restored puzzle state: {_completedSteps.Count} completed, {_unlockedSteps.Count} unlocked steps");
|
||
|
||
// Update any behaviors that registered before RestoreState was called
|
||
foreach (var behaviour in _pendingRegistrations)
|
||
{
|
||
if(behaviour != null)
|
||
UpdateStepState(behaviour);
|
||
}
|
||
_pendingRegistrations.Clear();
|
||
}
|
||
catch (System.Exception e)
|
||
{
|
||
Debug.LogError($"[PuzzleManager] Error restoring puzzle state: {e.Message}");
|
||
_isDataRestored = true;
|
||
}
|
||
}
|
||
|
||
#endregion
|
||
}
|
||
}
|