### Interactables Architecture Refactor - Converted composition to inheritance, moved from component-based to class-based interactables. No more requirement for chain of "Interactable -> Item" etc. - Created `InteractableBase` abstract base class with common functionality that replaces the old component - Specialized child classes: `Pickup`, `ItemSlot`, `LevelSwitch`, `MinigameSwitch`, `CombinationItem`, `OneClickInteraction` are now children classes - Light updates to the interactable inspector, moved some things arround, added collapsible inspector sections in the UI for better editor experience ### State Machine Integration - Custom `AppleMachine` inheritong from Pixelplacement's StateMachine which implements our own interface for saving, easy place for future improvements - Replaced all previous StateMachines by `AppleMachine` - Custom `AppleState` extends from default `State`. Added serialization, split state logic into "EnterState", "RestoreState", "ExitState" allowing for separate logic when triggering in-game vs loading game - Restores directly to target state without triggering transitional logic - Migration tool converts existing instances ### Prefab Organization - Saved changes from scenes into prefabs - Cleaned up duplicated components, confusing prefabs hierarchies - Created prefab variants where possible - Consolidated Environment prefabs and moved them out of Placeholders subfolder into main Environment folder - Organized item prefabs from PrefabsPLACEHOLDER into proper Items folder - Updated prefab references - All scene references updated to new locations - Removed placeholder files from Characters, Levels, UI, and Minigames folders ### Scene Updates - Quarry scene with major updates - Saved multiple working versions (Quarry, Quarry_Fixed, Quarry_OLD) - Added proper lighting data - Updated all interactable components to new architecture ### Minor editor tools - New tool for testing cards from an editor window (no in-scene object required) - Updated Interactable Inspector - New debug option to opt in-and-out of the save/load system - Tooling for easier migration Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com> Reviewed-on: #44
61 lines
2.0 KiB
C#
61 lines
2.0 KiB
C#
using System;
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using System.Collections;
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using UnityEngine;
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using Pixelplacement.TweenSystem;
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using Core.SaveLoad;
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using Pixelplacement;
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using UnityEngine.Serialization;
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public class GardenerChaseBehavior : AppleState
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{
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private static readonly int Property = Animator.StringToHash("IsIdle?");
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public Spline chaseSpline;
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public Transform runningGardenerTransform;
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public float chaseDuration;
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public float chaseDelay;
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[SerializeField] private Animator animator;
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[SerializeField] public GameObject lawnMowerRef;
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private TweenBase tweenRef;
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public GardenerAudioController audioController;
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public GameObject lawnmowerAnchor;
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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public override void OnEnterState()
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{
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tweenRef = Tween.Spline(chaseSpline, runningGardenerTransform, 0, 1, false, chaseDuration, chaseDelay, Tween.EaseLinear,
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Tween.LoopType.None, HandleTweenStarted, HandleTweenFinished);
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}
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public override void OnRestoreState(string data)
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{
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animator.SetBool("IsIdle?", false);
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var gardenerSpriteRef = runningGardenerTransform.gameObject;
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gardenerSpriteRef.transform.SetPositionAndRotation(lawnmowerAnchor.transform.position, gardenerSpriteRef.transform.rotation);
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HandleTweenFinished();
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}
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void HandleTweenFinished ()
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{
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Debug.Log ("Tween finished!");
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tweenRef?.Stop();
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Destroy(chaseSpline);
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var gardenerSpriteRef = runningGardenerTransform.gameObject;
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gardenerSpriteRef.transform.SetParent(lawnMowerRef.transform, true);
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animator.SetBool(Property, false);
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StartCoroutine(UpdateAnimatorBoolAfterDelay(0.5f));
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}
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private IEnumerator UpdateAnimatorBoolAfterDelay(float delay)
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{
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yield return new WaitForSeconds(delay);
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animator.SetBool(Property, false);
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}
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void HandleTweenStarted ()
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{
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//Debug.Log ("Tween started!");
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animator.SetBool("IsIdle?", false);
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}
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}
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