106 lines
3.6 KiB
C#
106 lines
3.6 KiB
C#
using Core.SaveLoad;
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using Input;
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using UnityEngine;
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using UnityEngine.Events;
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namespace StateMachines.Quarry.AnneLise
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{
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public class TakePhotoState : AppleState
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{
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public Transform playerTargetObject;
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private GameObject _playerCharacter;
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private PlayerTouchController _playerTouchController;
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private Vector3 _newPlayerPosition;
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public UnityEvent animFlash;
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public UnityEvent animStart;
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/// <summary>
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/// Called when entering this state during normal gameplay.
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/// Initiates player movement and triggers photo-taking sequence.
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/// </summary>
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public override void OnEnterState()
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{
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// Find references that are needed regardless of enter/restore
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_playerCharacter = GameObject.FindWithTag("Player");
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_playerTouchController = _playerCharacter.GetComponent<PlayerTouchController>();
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// Subscribe to player arrival event
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_playerTouchController.OnArrivedAtTarget += PlayerHasArrived;
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// Move player to photo position
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_newPlayerPosition = new Vector3(
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playerTargetObject.transform.position.x,
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playerTargetObject.transform.position.y,
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playerTargetObject.transform.position.z);
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_playerTouchController.InterruptMoveTo();
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_playerTouchController.MoveToAndNotify(_newPlayerPosition);
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// Disable input during photo sequence
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InputManager.Instance.SetInputMode(InputMode.InputDisabled);
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}
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/// <summary>
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/// Called when restoring this state from save data.
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/// Skips player movement and animations - just sets up the restored state.
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/// </summary>
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/// <param name="data">Serialized state data (currently unused for this state)</param>
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public override void OnRestoreState(string data)
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{
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// When restoring, we don't want to move the player or play animations
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// The state is restored silently - player stays where they are
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// Input mode will be restored by the input system's own save/load
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// If we needed to restore any internal state data, we'd deserialize it here
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// For now, this state has no persistent data beyond being active
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}
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/// <summary>
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/// Serialize this state's data for saving.
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/// Currently this state has no additional data to save beyond being active.
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/// </summary>
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/// <returns>Serialized state data as JSON string</returns>
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public override string SerializeState()
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{
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// This state doesn't have internal data to save
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// The fact that it's the active state is saved by AppleMachine
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return "";
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}
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// When the player has arrived at the bush do Animator.SetTrigger(Takephoto) and whatevs
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public void PhotoTaken()
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{
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ChangeState("Hidden");
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InputManager.Instance.SetInputMode(InputMode.Game);
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}
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void PlayerHasArrived()
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{
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GetComponent<Animator>().SetTrigger("TakePhoto");
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_playerTouchController.OnArrivedAtTarget -= PlayerHasArrived;
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}
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private void OnDisable()
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{
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// Cleanup: Unsubscribe from events
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if (_playerTouchController != null)
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{
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_playerTouchController.OnArrivedAtTarget -= PlayerHasArrived;
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}
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}
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public void AnimStarted()
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{
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animStart.Invoke();
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}
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public void Flash()
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{
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animFlash.Invoke();
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}
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}
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}
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