4.3 KiB
4.3 KiB
AppleHills - Interactables Refactor & Save System Integration
🎯 Overview
Major refactoring of the interaction system and full integration of save/load functionality across the game. This includes architecture improvements, asset cleanup, and comprehensive state persistence.
🔧 Core Systems
Interactables Architecture Refactor
- Converted composition to inheritance - Moved from component-based to class-based interactables
- Created
InteractableBaseabstract base class with common functionality - Specialized child classes:
Pickup,ItemSlot,LevelSwitch,MinigameSwitch,CombinationItem,OneClickInteraction - Unified interaction flow - All interactables now share consistent behavior patterns
- Custom inspector - New collapsible inspector UI for better editor experience
📚 Documentation: See docs/Interaction_System_Refactoring_Analysis.md
Save/Load System Integration
- Implemented
ISaveParticipantinterface for all stateful objects SaveableInteractablebase class - Abstract base for all save-enabled interactables- Bilateral restoration pattern - Elegant timing-independent state restoration
- Integrated systems:
- ✅ Interactables (Pickups, ItemSlots, Switches)
- ✅ Player & Follower positions and held items
- ✅ Puzzle system state (completed/unlocked steps)
- ✅ State machines (custom
SaveableStateMachinewrapper) - ✅ Card collection progress
📚 Documentation:
docs/SaveLoadSystem_Implementation_Complete.mddocs/bilateral_restoration_implementation.mddocs/puzzle_save_load_proposal.mddocs/state_machine_save_load_FINAL_SUMMARY.md
🧹 Asset & Scene Cleanup
Prefab Organization
- Removed placeholder files from Characters, Levels, UI, and Minigames folders
- Consolidated Environment prefabs - Moved items out of Placeholders subfolder into main Environment folder
- Moved Item prefabs - Organized items from PrefabsPLACEHOLDER into proper Items folder
- Updated prefab references - All scene references updated to new locations
Scene Updates
- Quarry scene - Major updates and cleanup
- Saved multiple working versions (Quarry, Quarry_Fixed, Quarry_OLD)
- Added proper lighting data
- Updated all interactable components to new architecture
- Test scenes - Updated MichalTesting_ItemsPuzzles to new interaction system
🛠️ Developer Tools
Migration & Cleanup Tools
StateMachineMigrationTool- Automated migration from base StateMachine to SaveableStateMachineRemoveInteractableBaseComponents- Cleanup tool for removing old abstract Interactable referencesRemoveOldInteractableReferences- Scene cleanup for refactored componentsCardSystemTesterWindow- New testing window for card system development
Editor Improvements
InteractableEditor- Custom inspector with collapsible sections for base + child properties- Updated
ItemPrefabEditorandPrefabCreatorWindow** for new architecture
📊 Statistics
- 159 files changed
- ~975k insertions, ~10k deletions (massive scene file updates)
- 13 new documentation files covering implementation details
- ~2k lines of new production code (excluding scene data)
🎨 Key Features
Bilateral Restoration Pattern
Solved complex timing issues with a simple elegant solution:
- Both Pickup and Follower attempt to restore their relationship
- First to succeed claims ownership
- No callbacks, no queues, no race conditions
State Machine Integration
- Custom
SaveableStateMachinewrapper around Pixelplacement's StateMachine - Saves state IDs instead of references
- Restores directly to target state without triggering transitional logic
- Migration tool converts existing instances
Puzzle System Persistence
- String-based step tracking (timing-independent)
- Pending registration pattern for late-loading objectives
- Supports both pre-placed and dynamically created puzzle elements
🚀 What's Next
The save system foundation is complete and tested. Future work:
- Additional state machines integration
- More complex puzzle element support
- Save slot management UI
- Auto-save functionality
📝 Notes
All internal implementation docs have been cleaned up. Key architectural documentation remains in the docs/ folder for future reference.