Files
AppleHillsProduction/Assets/Scripts/Levels/LevelSwitch.cs
2025-11-05 20:37:16 +01:00

140 lines
4.5 KiB
C#

using System;
using AppleHills.Core.Settings;
using Core;
using Input;
using Interactions;
using System.Threading.Tasks;
using UnityEngine;
namespace Levels
{
/// <summary>
/// Handles level switching when interacted with. Applies switch data and triggers scene transitions.
/// </summary>
public class LevelSwitch : InteractableBase
{
public LevelSwitchData switchData;
private SpriteRenderer iconRenderer;
private IInteractionSettings interactionSettings;
/// <summary>
/// Unity Awake callback. Sets up icon, interactable, and event handlers.
/// </summary>
protected override void Awake()
{
base.Awake();
Debug.Log($"[LevelSwitch] Awake called for {gameObject.name} in scene {gameObject.scene.name}");
if (iconRenderer == null)
iconRenderer = GetComponent<SpriteRenderer>();
// Initialize settings reference
interactionSettings = GameManager.GetSettingsObject<IInteractionSettings>();
ApplySwitchData();
}
protected override void OnManagedAwake()
{
Debug.Log($"[LevelSwitch] OnManagedAwake called for {gameObject.name}");
}
protected override void OnSceneReady()
{
Debug.Log($"[LevelSwitch] OnSceneReady called for {gameObject.name}");
}
#if UNITY_EDITOR
/// <summary>
/// Unity OnValidate callback. Ensures icon and data are up to date in editor.
/// </summary>
void OnValidate()
{
if (iconRenderer == null)
iconRenderer = GetComponent<SpriteRenderer>();
ApplySwitchData();
}
#endif
/// <summary>
/// Applies the switch data to the level switch (icon, name, etc).
/// </summary>
public void ApplySwitchData()
{
if (switchData != null)
{
if (iconRenderer != null)
iconRenderer.sprite = switchData.mapSprite;
gameObject.name = switchData.targetLevelSceneName;
// Optionally update other fields, e.g. description
}
}
/// <summary>
/// Main interaction logic: Spawn menu and switch input mode.
/// </summary>
protected override bool DoInteraction()
{
if (switchData == null || string.IsNullOrEmpty(switchData.targetLevelSceneName))
{
Debug.LogWarning("LevelSwitch has no valid switchData!");
return false;
}
var menuPrefab = interactionSettings?.LevelSwitchMenuPrefab;
if (menuPrefab == null)
{
Debug.LogError("LevelSwitchMenu prefab not assigned in InteractionSettings!");
return false;
}
// Spawn the menu overlay
var menuGo = Instantiate(menuPrefab);
var menu = menuGo.GetComponent<LevelSwitchMenu>();
if (menu == null)
{
Debug.LogError("LevelSwitchMenu component missing on prefab!");
Destroy(menuGo);
return false;
}
// Setup menu with data and callbacks
menu.Setup(switchData, OnLevelSelectedWrapper, OnMinigameSelected, OnMenuCancel, OnRestartSelected);
// Switch input mode to UI only
InputManager.Instance.SetInputMode(InputMode.UI);
return true; // Menu spawned successfully
}
private void OnLevelSelectedWrapper()
{
_ = OnLevelSelected();
}
private async Task OnLevelSelected()
{
var progress = new Progress<float>(p => Logging.Debug($"Loading progress: {p * 100:F0}%"));
await SceneManagerService.Instance.SwitchSceneAsync(switchData.targetLevelSceneName, progress);
}
private async void OnMinigameSelected()
{
var progress = new Progress<float>(p => Logging.Debug($"Loading progress: {p * 100:F0}%"));
await SceneManagerService.Instance.SwitchSceneAsync(switchData.targetMinigameSceneName, progress);
}
private async void OnRestartSelected()
{
// TODO: Restart level here
await OnLevelSelected();
}
private void OnMenuCancel()
{
InputManager.Instance.SetInputMode(InputMode.GameAndUI);
}
}
}