### 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
131 lines
4.3 KiB
C#
131 lines
4.3 KiB
C#
using System;
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using AppleHills.Core.Settings;
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using Core;
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using Input;
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using Interactions;
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using System.Threading.Tasks;
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using UnityEngine;
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// Added for IInteractionSettings
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namespace Levels
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{
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/// <summary>
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/// Handles level switching when interacted with. Applies switch data and triggers scene transitions.
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/// </summary>
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public class LevelSwitch : InteractableBase
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{
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/// <summary>
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/// Data for this level switch (target scene, icon, etc).
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/// </summary>
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public LevelSwitchData switchData;
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private SpriteRenderer _iconRenderer;
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// Settings reference
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private IInteractionSettings _interactionSettings;
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private bool switchActive = true;
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/// <summary>
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/// Unity Awake callback. Sets up icon, interactable, and event handlers.
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/// </summary>
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void Awake()
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{
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switchActive = true;
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if (_iconRenderer == null)
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_iconRenderer = GetComponent<SpriteRenderer>();
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// Initialize settings reference
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_interactionSettings = GameManager.GetSettingsObject<IInteractionSettings>();
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ApplySwitchData();
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}
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#if UNITY_EDITOR
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/// <summary>
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/// Unity OnValidate callback. Ensures icon and data are up to date in editor.
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/// </summary>
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void OnValidate()
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{
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if (_iconRenderer == null)
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_iconRenderer = GetComponent<SpriteRenderer>();
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ApplySwitchData();
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}
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#endif
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/// <summary>
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/// Applies the switch data to the level switch (icon, name, etc).
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/// </summary>
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public void ApplySwitchData()
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{
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if (switchData != null)
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{
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if (_iconRenderer != null)
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_iconRenderer.sprite = switchData.mapSprite;
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gameObject.name = switchData.targetLevelSceneName;
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// Optionally update other fields, e.g. description
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}
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}
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/// <summary>
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/// Handles the start of an interaction (shows confirmation menu and switches the level if confirmed).
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/// </summary>
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protected override void OnCharacterArrived()
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{
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if (switchData == null || string.IsNullOrEmpty(switchData.targetLevelSceneName) || !switchActive)
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return;
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var menuPrefab = _interactionSettings?.LevelSwitchMenuPrefab;
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if (menuPrefab == null)
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{
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Debug.LogError("LevelSwitchMenu prefab not assigned in InteractionSettings!");
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return;
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}
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// Spawn the menu overlay (assume Canvas parent is handled in prefab setup)
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var menuGo = Instantiate(menuPrefab);
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var menu = menuGo.GetComponent<LevelSwitchMenu>();
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if (menu == null)
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{
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Debug.LogError("LevelSwitchMenu component missing on prefab!");
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Destroy(menuGo);
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return;
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}
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// Setup menu with data and callbacks
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menu.Setup(switchData, OnLevelSelectedWrapper, OnMinigameSelected, OnMenuCancel, OnRestartSelected);
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switchActive = false; // Prevent re-triggering until menu is closed
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// Switch input mode to UI only
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InputManager.Instance.SetInputMode(InputMode.UI);
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}
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private void OnLevelSelectedWrapper()
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{
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_ = OnLevelSelected();
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}
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private async Task OnLevelSelected()
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{
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var progress = new Progress<float>(p => Logging.Debug($"Loading progress: {p * 100:F0}%"));
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await SceneManagerService.Instance.SwitchSceneAsync(switchData.targetLevelSceneName, progress);
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}
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private async void OnMinigameSelected()
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{
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var progress = new Progress<float>(p => Logging.Debug($"Loading progress: {p * 100:F0}%"));
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await SceneManagerService.Instance.SwitchSceneAsync(switchData.targetMinigameSceneName, progress);
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}
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private async void OnRestartSelected()
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{
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// TODO: Restart level here
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await OnLevelSelected();
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}
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private void OnMenuCancel()
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{
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switchActive = true; // Allow interaction again if cancelled
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InputManager.Instance.SetInputMode(InputMode.GameAndUI);
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}
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}
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}
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