527 lines
18 KiB
C#
527 lines
18 KiB
C#
using Input;
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using UnityEngine;
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using System;
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using System.Collections.Generic;
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using UnityEngine.Events;
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using System.Threading.Tasks;
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using Core;
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using Core.Lifecycle;
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namespace Interactions
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{
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public enum CharacterToInteract
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{
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None,
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Trafalgar,
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Pulver,
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Both
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}
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/// <summary>
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/// Base class for interactable objects that can respond to tap input events.
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/// Subclasses should override OnCharacterArrived() to implement interaction-specific logic.
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/// </summary>
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public class InteractableBase : ManagedBehaviour, ITouchInputConsumer
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{
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[Header("Interaction Settings")]
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public bool isOneTime;
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public float cooldown = -1f;
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public CharacterToInteract characterToInteract = CharacterToInteract.Pulver;
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[Header("Interaction Events")]
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public UnityEvent<PlayerTouchController, FollowerController> interactionStarted;
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public UnityEvent interactionInterrupted;
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public UnityEvent characterArrived;
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public UnityEvent<bool> interactionComplete;
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private PlayerTouchController playerRef;
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protected FollowerController FollowerController;
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private bool isActive = true;
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// Action component system
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private List<InteractionActionBase> _registeredActions = new List<InteractionActionBase>();
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/// <summary>
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/// Register an action component with this interactable
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/// </summary>
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public void RegisterAction(InteractionActionBase action)
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{
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if (!_registeredActions.Contains(action))
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{
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_registeredActions.Add(action);
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}
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}
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/// <summary>
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/// Unregister an action component from this interactable
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/// </summary>
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public void UnregisterAction(InteractionActionBase action)
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{
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_registeredActions.Remove(action);
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}
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/// <summary>
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/// Dispatch an interaction event to all registered actions and await their completion
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/// </summary>
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private async Task DispatchEventAsync(InteractionEventType eventType)
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{
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// Collect all tasks from actions that want to respond
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List<Task<bool>> tasks = new List<Task<bool>>();
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foreach (var action in _registeredActions)
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{
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Task<bool> task = action.OnInteractionEvent(eventType, playerRef, FollowerController);
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if (task != null)
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{
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tasks.Add(task);
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}
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}
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if (tasks.Count > 0)
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{
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// Wait for all tasks to complete
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await Task.WhenAll(tasks);
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}
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// If no tasks were added, the method will complete immediately (no need for await)
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}
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/// <summary>
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/// Handles tap input. Triggers interaction logic.
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/// Can be overridden for fully custom interaction logic.
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/// </summary>
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public virtual void OnTap(Vector2 worldPosition)
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{
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// 1. High-level validation
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if (!CanBeClicked())
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{
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return; // Silent failure
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}
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Logging.Debug($"[Interactable] OnTap at {worldPosition} on {gameObject.name}");
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// Start the interaction process asynchronously
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_ = StartInteractionFlowAsync();
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}
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/// <summary>
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/// Template method that orchestrates the entire interaction flow.
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/// </summary>
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private async Task StartInteractionFlowAsync()
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{
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// 2. Find characters
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playerRef = FindFirstObjectByType<PlayerTouchController>();
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FollowerController = FindFirstObjectByType<FollowerController>();
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// 3. Virtual hook: Setup
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OnInteractionStarted();
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// 4. Fire events
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interactionStarted?.Invoke(playerRef, FollowerController);
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await DispatchEventAsync(InteractionEventType.InteractionStarted);
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// 5. Orchestrate character movement
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await MoveCharactersAsync();
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// 6. Virtual hook: Arrival reaction
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OnInteractingCharacterArrived();
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// 7. Fire arrival events
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characterArrived?.Invoke();
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await DispatchEventAsync(InteractionEventType.InteractingCharacterArrived);
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// 8. Validation (base + child)
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var (canProceed, errorMessage) = ValidateInteraction();
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if (!canProceed)
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{
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if (!string.IsNullOrEmpty(errorMessage))
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{
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DebugUIMessage.Show(errorMessage, Color.yellow);
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}
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FinishInteraction(false);
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return;
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}
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// 9. Virtual main logic: Do the thing!
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bool success = DoInteraction();
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// 10. Finish up
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FinishInteraction(success);
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}
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#region Virtual Lifecycle Methods
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/// <summary>
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/// High-level clickability check. Called BEFORE interaction starts.
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/// Override to add custom high-level validation (is active, on cooldown, etc.)
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/// </summary>
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/// <returns>True if interaction can start, false for silent rejection</returns>
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protected virtual bool CanBeClicked()
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{
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if (!isActive) return false;
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// Note: isOneTime and cooldown handled in FinishInteraction
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return true;
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}
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/// <summary>
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/// Called after characters are found but before movement starts.
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/// Override to perform setup logic.
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/// </summary>
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protected virtual void OnInteractionStarted()
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{
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// Default: do nothing
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}
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/// <summary>
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/// Called when the interacting character reaches destination.
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/// Override to trigger animations or other arrival reactions.
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/// </summary>
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protected virtual void OnInteractingCharacterArrived()
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{
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// Default: do nothing
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}
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/// <summary>
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/// Main interaction logic. OVERRIDE THIS in child classes.
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/// </summary>
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/// <returns>True if interaction succeeded, false otherwise</returns>
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protected virtual bool DoInteraction()
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{
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Logging.Warning($"[Interactable] DoInteraction not implemented for {GetType().Name}");
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return false;
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}
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/// <summary>
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/// Called after interaction completes. Override to perform cleanup logic.
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/// </summary>
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/// <param name="success">Whether the interaction succeeded</param>
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protected virtual void OnInteractionFinished(bool success)
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{
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// Default: do nothing
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}
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/// <summary>
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/// Child-specific validation. Override to add interaction-specific validation.
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/// </summary>
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/// <returns>Tuple of (canProceed, errorMessage)</returns>
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protected virtual (bool canProceed, string errorMessage) CanProceedWithInteraction()
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{
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return (true, null); // Default: always allow
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}
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#endregion
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#region Validation
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/// <summary>
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/// Combines base and child validation.
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/// </summary>
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private (bool, string) ValidateInteraction()
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{
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// Base validation (always runs)
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var (baseValid, baseError) = ValidateInteractionBase();
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if (!baseValid)
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return (false, baseError);
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// Child validation (optional override)
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var (childValid, childError) = CanProceedWithInteraction();
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if (!childValid)
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return (false, childError);
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return (true, null);
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}
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/// <summary>
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/// Base validation that always runs. Checks puzzle step locks and common prerequisites.
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/// </summary>
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private (bool canProceed, string errorMessage) ValidateInteractionBase()
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{
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// Check if there's an ObjectiveStepBehaviour attached
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var step = GetComponent<PuzzleS.ObjectiveStepBehaviour>();
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if (step != null && !step.IsStepUnlocked())
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{
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// Special case: ItemSlots can still be interacted with when locked (to swap items)
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if (!(this is ItemSlot))
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{
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return (false, "This step is locked!");
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}
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}
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return (true, null);
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}
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#endregion
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#region Character Movement Orchestration
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/// <summary>
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/// Orchestrates character movement based on characterToInteract setting.
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/// </summary>
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private async Task MoveCharactersAsync()
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{
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if (playerRef == null)
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{
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Logging.Debug($"[Interactable] Player character could not be found. Aborting interaction.");
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interactionInterrupted.Invoke();
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await DispatchEventAsync(InteractionEventType.InteractionInterrupted);
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return;
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}
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// If characterToInteract is None, skip movement
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if (characterToInteract == CharacterToInteract.None)
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{
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return; // Continue to arrival
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}
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// Move player and optionally follower based on characterToInteract setting
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if (characterToInteract == CharacterToInteract.Trafalgar)
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{
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await MovePlayerAsync();
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}
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else if (characterToInteract == CharacterToInteract.Pulver || characterToInteract == CharacterToInteract.Both)
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{
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await MovePlayerAsync(); // Move player to range first
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await MoveFollowerAsync(); // Then move follower to interaction point
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}
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}
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/// <summary>
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/// Moves the player to the interaction point or custom target.
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/// </summary>
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private async Task MovePlayerAsync()
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{
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Vector3 stopPoint = transform.position; // Default to interactable position
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bool customTargetFound = false;
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// Check for a CharacterMoveToTarget component for Trafalgar or Both
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CharacterMoveToTarget[] moveTargets = GetComponentsInChildren<CharacterMoveToTarget>();
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foreach (var target in moveTargets)
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{
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if (target.characterType == CharacterToInteract.Trafalgar || target.characterType == CharacterToInteract.Both)
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{
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stopPoint = target.GetTargetPosition();
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customTargetFound = true;
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break;
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}
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}
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// If no custom target, use default distance
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if (!customTargetFound)
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{
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Vector3 interactablePos = transform.position;
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Vector3 playerPos = playerRef.transform.position;
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float stopDistance = characterToInteract == CharacterToInteract.Pulver
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? GameManager.Instance.PlayerStopDistance
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: GameManager.Instance.PlayerStopDistanceDirectInteraction;
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Vector3 toPlayer = (playerPos - interactablePos).normalized;
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stopPoint = interactablePos + toPlayer * stopDistance;
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}
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// Wait for player to arrive
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var tcs = new TaskCompletionSource<bool>();
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void OnPlayerArrivedLocal()
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{
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if (playerRef != null)
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{
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playerRef.OnArrivedAtTarget -= OnPlayerArrivedLocal;
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playerRef.OnMoveToCancelled -= OnPlayerMoveCancelledLocal;
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}
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tcs.TrySetResult(true);
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}
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void OnPlayerMoveCancelledLocal()
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{
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if (playerRef != null)
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{
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playerRef.OnArrivedAtTarget -= OnPlayerArrivedLocal;
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playerRef.OnMoveToCancelled -= OnPlayerMoveCancelledLocal;
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}
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_ = HandleInteractionCancelledAsync();
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tcs.TrySetResult(false);
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}
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playerRef.OnArrivedAtTarget += OnPlayerArrivedLocal;
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playerRef.OnMoveToCancelled += OnPlayerMoveCancelledLocal;
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playerRef.MoveToAndNotify(stopPoint);
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await tcs.Task;
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}
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/// <summary>
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/// Moves the follower to the interaction point or custom target.
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/// </summary>
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private async Task MoveFollowerAsync()
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{
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if (FollowerController == null)
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return;
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// Check for a CharacterMoveToTarget component for Pulver or Both
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Vector3 targetPosition = transform.position;
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CharacterMoveToTarget[] moveTargets = GetComponentsInChildren<CharacterMoveToTarget>();
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foreach (var target in moveTargets)
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{
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if (target.characterType == CharacterToInteract.Pulver || target.characterType == CharacterToInteract.Both)
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{
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targetPosition = target.GetTargetPosition();
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break;
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}
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}
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// Wait for follower to arrive
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var tcs = new TaskCompletionSource<bool>();
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void OnFollowerArrivedLocal()
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{
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if (FollowerController != null)
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{
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FollowerController.OnPickupArrived -= OnFollowerArrivedLocal;
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}
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// Tell follower to return to player
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if (FollowerController != null && playerRef != null)
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{
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FollowerController.ReturnToPlayer(playerRef.transform);
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}
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tcs.TrySetResult(true);
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}
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FollowerController.OnPickupArrived += OnFollowerArrivedLocal;
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FollowerController.GoToPoint(targetPosition);
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await tcs.Task;
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}
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/// <summary>
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/// Handles interaction being cancelled (player stopped moving).
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/// </summary>
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private async Task HandleInteractionCancelledAsync()
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{
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interactionInterrupted?.Invoke();
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await DispatchEventAsync(InteractionEventType.InteractionInterrupted);
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}
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#endregion
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#region Finalization
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/// <summary>
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/// Finalizes the interaction after DoInteraction completes.
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/// </summary>
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private async void FinishInteraction(bool success)
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{
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// Virtual hook: Cleanup
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OnInteractionFinished(success);
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// Fire completion events
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interactionComplete?.Invoke(success);
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await DispatchEventAsync(InteractionEventType.InteractionComplete);
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// Handle one-time / cooldown
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if (success)
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{
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if (isOneTime)
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{
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isActive = false;
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}
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else if (cooldown >= 0f)
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{
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StartCoroutine(HandleCooldown());
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}
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}
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// Reset state
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playerRef = null;
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FollowerController = null;
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}
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private System.Collections.IEnumerator HandleCooldown()
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{
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isActive = false;
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yield return new WaitForSeconds(cooldown);
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isActive = true;
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}
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#endregion
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#region Legacy Methods & Compatibility
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/// <summary>
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/// DEPRECATED: Override DoInteraction() instead.
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/// This method is kept temporarily for backward compatibility during migration.
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/// </summary>
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[Obsolete("Override DoInteraction() instead")]
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protected virtual void OnCharacterArrived()
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{
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// Default implementation does nothing
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// Children should override DoInteraction() in the new pattern
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}
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/// <summary>
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/// Call this from subclasses to mark the interaction as complete.
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/// NOTE: In the new pattern, just return true/false from DoInteraction().
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/// This is kept for backward compatibility during migration.
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/// </summary>
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protected void CompleteInteraction(bool success)
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{
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// For now, this manually triggers completion
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// After migration, DoInteraction() return value will replace this
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interactionComplete?.Invoke(success);
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}
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/// <summary>
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/// Legacy method for backward compatibility.
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/// </summary>
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[Obsolete("Use CompleteInteraction instead")]
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public void BroadcastInteractionComplete(bool success)
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{
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CompleteInteraction(success);
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}
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#endregion
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#region ITouchInputConsumer Implementation
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public void OnHoldStart(Vector2 position)
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{
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throw new NotImplementedException();
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}
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public void OnHoldMove(Vector2 position)
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{
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throw new NotImplementedException();
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}
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public void OnHoldEnd(Vector2 position)
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{
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throw new NotImplementedException();
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}
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#endregion
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#if UNITY_EDITOR
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/// <summary>
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/// Draws gizmos for pickup interaction range in the editor.
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/// </summary>
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void OnDrawGizmos()
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{
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float playerStopDistance = characterToInteract == CharacterToInteract.Trafalgar
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? AppleHills.SettingsAccess.GetPlayerStopDistanceDirectInteraction()
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: AppleHills.SettingsAccess.GetPlayerStopDistance();
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Gizmos.color = Color.yellow;
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Gizmos.DrawWireSphere(transform.position, playerStopDistance);
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GameObject playerObj = GameObject.FindGameObjectWithTag("Player");
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if (playerObj != null)
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{
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Vector3 stopPoint = transform.position +
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(playerObj.transform.position - transform.position).normalized * playerStopDistance;
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Gizmos.color = Color.cyan;
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Gizmos.DrawSphere(stopPoint, 0.15f);
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}
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}
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#endif
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}
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}
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