89 lines
2.9 KiB
C#
89 lines
2.9 KiB
C#
using UnityEngine;
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using AppleHills.Core.Settings;
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using Core;
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namespace Input
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{
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/// <summary>
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/// Saveable data for PlayerTouchController state
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/// </summary>
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[System.Serializable]
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public class PlayerSaveData
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{
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public Vector3 worldPosition;
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public Quaternion worldRotation;
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}
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/// <summary>
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/// Handles player movement in response to tap and hold input events.
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/// Supports both direct and pathfinding movement modes.
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/// Extends BasePlayerMovementController with save/load functionality.
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/// Interaction capability (MoveToAndNotify) is provided by base class.
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/// </summary>
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public class PlayerTouchController : BasePlayerMovementController
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{
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// Save system configuration
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public override bool AutoRegisterForSave => true;
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// Scene-specific SaveId - each level has its own player state
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public override string SaveId => $"{gameObject.scene.name}/PlayerController";
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protected override void LoadSettings()
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{
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var configs = GameManager.GetSettingsObject<IPlayerMovementConfigs>();
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_movementSettings = configs.DefaultPlayerMovement;
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}
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internal override void OnManagedStart()
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{
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base.OnManagedStart();
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// Register with InputManager as default consumer
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if (InputManager.Instance != null)
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{
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InputManager.Instance.RegisterController("trafalgar", this, setAsDefaultConsumer: true);
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Logging.Debug($"[PlayerTouchController] Registered controller '{gameObject.name}' as default consumer");
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}
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}
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#region Save/Load Lifecycle Hooks
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internal override string OnSceneSaveRequested()
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{
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var saveData = new PlayerSaveData
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{
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worldPosition = transform.position,
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worldRotation = transform.rotation
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};
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return JsonUtility.ToJson(saveData);
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}
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internal override void OnSceneRestoreRequested(string serializedData)
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{
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if (string.IsNullOrEmpty(serializedData))
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{
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Logging.Debug("[PlayerTouchController] No saved state to restore");
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return;
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}
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try
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{
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var saveData = JsonUtility.FromJson<PlayerSaveData>(serializedData);
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if (saveData != null)
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{
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transform.position = saveData.worldPosition;
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transform.rotation = saveData.worldRotation;
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Logging.Debug($"[PlayerTouchController] Restored position: {saveData.worldPosition}");
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}
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}
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catch (System.Exception ex)
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{
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Logging.Warning($"[PlayerTouchController] Failed to restore state: {ex.Message}");
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}
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}
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#endregion
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}
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}
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