Files
AppleHillsProduction/Assets/Scripts/Core/ItemManager.cs
2025-09-26 15:47:26 +02:00

182 lines
6.0 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
using Interactions;
namespace Core
{
/// <summary>
/// Central registry for pickups and item slots.
/// Mirrors the singleton pattern used by PuzzleManager.
/// </summary>
public class ItemManager : MonoBehaviour
{
private static ItemManager _instance;
private static bool _isQuitting;
public static ItemManager Instance
{
get
{
if (_instance == null && Application.isPlaying && !_isQuitting)
{
_instance = FindAnyObjectByType<ItemManager>();
if (_instance == null)
{
var go = new GameObject("ItemManager");
_instance = go.AddComponent<ItemManager>();
// DontDestroyOnLoad(go);
}
}
return _instance;
}
}
private readonly HashSet<Pickup> _pickups = new HashSet<Pickup>();
private readonly HashSet<ItemSlot> _itemSlots = new HashSet<ItemSlot>();
// Central events forwarded from registered pickups/slots
// Broadcasts when any registered pickup was picked up (passes the picked item data)
public event Action<PickupItemData> OnItemPickedUp;
// Broadcasts when any registered ItemSlot reports a correct item slotted
// Args: slot's itemData (the slot definition), then the slotted item data
public event Action<PickupItemData, PickupItemData> OnCorrectItemSlotted;
void Awake()
{
_instance = this;
}
void Start()
{
// Subscribe to scene load completed so we can clear registrations when scenes change
// Access Instance directly to ensure the service is initialized and we get the event hookup.
SceneManagerService.Instance.SceneLoadCompleted += OnSceneLoadCompleted;
}
void OnDestroy()
{
// Unsubscribe from SceneManagerService
if (SceneManagerService.Instance != null)
SceneManagerService.Instance.SceneLoadCompleted -= OnSceneLoadCompleted;
// Ensure we clean up any subscriptions from registered items when the manager is destroyed
ClearAllRegistrations();
}
void OnApplicationQuit()
{
_isQuitting = true;
}
private void OnSceneLoadCompleted(string sceneName)
{
// Clear all registrations when a new scene is loaded, so no stale references persist
ClearAllRegistrations();
}
/// <summary>
/// Unsubscribe all pickup/slot event handlers and clear registries and manager events.
/// </summary>
private void ClearAllRegistrations()
{
// Unsubscribe pickup handlers
var pickupsCopy = new List<Pickup>(_pickups);
foreach (var p in pickupsCopy)
{
if (p != null)
p.OnItemPickedUp -= Pickup_OnItemPickedUp;
}
_pickups.Clear();
// Unsubscribe slot handlers
var slotsCopy = new List<ItemSlot>(_itemSlots);
foreach (var s in slotsCopy)
{
if (s != null)
s.OnCorrectItemSlotted -= ItemSlot_OnCorrectItemSlotted;
}
_itemSlots.Clear();
// Clear manager-level event subscribers
OnItemPickedUp = null;
OnCorrectItemSlotted = null;
}
public void RegisterPickup(Pickup pickup)
{
if (pickup == null) return;
// only subscribe if newly added to avoid duplicate subscriptions
if (_pickups.Add(pickup))
{
pickup.OnItemPickedUp += Pickup_OnItemPickedUp;
}
}
public void UnregisterPickup(Pickup pickup)
{
if (pickup == null) return;
if (_pickups.Remove(pickup))
{
pickup.OnItemPickedUp -= Pickup_OnItemPickedUp;
}
}
public void RegisterItemSlot(ItemSlot slot)
{
if (slot == null) return;
if (_itemSlots.Add(slot))
{
slot.OnCorrectItemSlotted += ItemSlot_OnCorrectItemSlotted;
}
}
public void UnregisterItemSlot(ItemSlot slot)
{
if (slot == null) return;
if (_itemSlots.Remove(slot))
{
slot.OnCorrectItemSlotted -= ItemSlot_OnCorrectItemSlotted;
}
}
// Handler that forwards pickup events
private void Pickup_OnItemPickedUp(PickupItemData data)
{
OnItemPickedUp?.Invoke(data);
}
// Handler that forwards correct-slot events
private void ItemSlot_OnCorrectItemSlotted(PickupItemData slotData, PickupItemData slottedItem)
{
OnCorrectItemSlotted?.Invoke(slotData, slottedItem);
}
/// <summary>
/// Returns the current slot state for the given item data by searching registered slots.
/// If the item is currently slotted in a slot, returns that slot's state; otherwise returns ItemSlotState.None.
/// </summary>
public ItemSlotState GetSlotStatusForItem(PickupItemData itemData)
{
if (itemData == null) return ItemSlotState.None;
foreach (var slot in _itemSlots)
{
var slottedObj = slot.GetSlottedObject();
if (slottedObj == null) continue;
var pickup = slottedObj.GetComponent<Pickup>();
if (pickup == null) continue;
if (pickup.itemData == itemData)
{
return slot.CurrentSlottedState;
}
}
return ItemSlotState.None;
}
public IEnumerable<Pickup> Pickups => _pickups;
public IEnumerable<ItemSlot> ItemSlots => _itemSlots;
}
}