Files
AppleHillsProduction/Assets/Scripts/Interactions/Pickup.cs
2025-11-03 10:08:44 +01:00

241 lines
8.4 KiB
C#

using Input;
using UnityEngine;
using System;
using System.Linq;
using Bootstrap; // added for Action<T>
using Core; // register with ItemManager
namespace Interactions
{
/// <summary>
/// Saveable data for Pickup state
/// </summary>
[System.Serializable]
public class PickupSaveData
{
public bool isPickedUp;
public bool wasHeldByFollower; // Track if held by follower for bilateral restoration
public Vector3 worldPosition;
public Quaternion worldRotation;
public bool isActive;
}
public class Pickup : SaveableInteractable
{
public PickupItemData itemData;
public SpriteRenderer iconRenderer;
// Track if the item has been picked up
public bool IsPickedUp { get; internal set; }
// Event: invoked when the item was picked up successfully
public event Action<PickupItemData> OnItemPickedUp;
// Event: invoked when this item is successfully combined with another
public event Action<PickupItemData, PickupItemData, PickupItemData> OnItemsCombined;
/// <summary>
/// Unity Awake callback. Sets up icon and applies item data.
/// </summary>
protected override void Awake()
{
base.Awake(); // Register with save system
if (iconRenderer == null)
iconRenderer = GetComponent<SpriteRenderer>();
ApplyItemData();
}
/// <summary>
/// Register with ItemManager on Start
/// </summary>
protected override void Start()
{
base.Start(); // Register with save system
// Always register with ItemManager, even if picked up
// This allows the save/load system to find held items when restoring state
BootCompletionService.RegisterInitAction(() =>
{
ItemManager.Instance?.RegisterPickup(this);
});
}
/// <summary>
/// Unity OnDestroy callback. Unregisters from ItemManager.
/// </summary>
protected override void OnDestroy()
{
base.OnDestroy(); // Unregister from save system
// Unregister from ItemManager
ItemManager.Instance?.UnregisterPickup(this);
}
#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>();
ApplyItemData();
}
#endif
/// <summary>
/// Applies the item data to the pickup (icon, name, etc).
/// </summary>
public void ApplyItemData()
{
if (itemData != null)
{
if (iconRenderer != null && itemData.mapSprite != null)
{
iconRenderer.sprite = itemData.mapSprite;
}
gameObject.name = itemData.itemName;
}
}
/// <summary>
/// Override: Called when character arrives at the interaction point.
/// Handles item pickup and combination logic.
/// </summary>
protected override void OnCharacterArrived()
{
Logging.Debug("[Pickup] OnCharacterArrived");
var combinationResult = _followerController.TryCombineItems(this, out var combinationResultItem);
if (combinationResultItem != null)
{
CompleteInteraction(true);
// Fire the combination event when items are successfully combined
if (combinationResult == FollowerController.CombinationResult.Successful)
{
var resultPickup = combinationResultItem.GetComponent<Pickup>();
if (resultPickup != null && resultPickup.itemData != null)
{
// Get the combined item data
var resultItemData = resultPickup.itemData;
var heldItem = _followerController.GetHeldPickupObject();
if (heldItem != null)
{
var heldPickup = heldItem.GetComponent<Pickup>();
if (heldPickup != null && heldPickup.itemData != null)
{
// Trigger the combination event
OnItemsCombined?.Invoke(itemData, heldPickup.itemData, resultItemData);
}
}
}
}
return;
}
_followerController?.TryPickupItem(gameObject, itemData);
var step = GetComponent<PuzzleS.ObjectiveStepBehaviour>();
if (step != null && !step.IsStepUnlocked())
{
CompleteInteraction(false);
return;
}
bool wasPickedUp = (combinationResult == FollowerController.CombinationResult.NotApplicable
|| combinationResult == FollowerController.CombinationResult.Unsuccessful);
CompleteInteraction(wasPickedUp);
// Update pickup state and invoke event when the item was picked up successfully
if (wasPickedUp)
{
IsPickedUp = true;
OnItemPickedUp?.Invoke(itemData);
}
}
#region Save/Load Implementation
protected override object GetSerializableState()
{
// Check if this pickup is currently held by the follower
bool isHeldByFollower = IsPickedUp && !gameObject.activeSelf && transform.parent != null;
return new PickupSaveData
{
isPickedUp = this.IsPickedUp,
wasHeldByFollower = isHeldByFollower,
worldPosition = transform.position,
worldRotation = transform.rotation,
isActive = gameObject.activeSelf
};
}
protected override void ApplySerializableState(string serializedData)
{
PickupSaveData data = JsonUtility.FromJson<PickupSaveData>(serializedData);
if (data == null)
{
Debug.LogWarning($"[Pickup] Failed to deserialize save data for {gameObject.name}");
return;
}
// Restore picked up state
IsPickedUp = data.isPickedUp;
if (IsPickedUp)
{
// Hide the pickup if it was already picked up
gameObject.SetActive(false);
// If this was held by the follower, try bilateral restoration
if (data.wasHeldByFollower)
{
// Try to give this pickup to the follower
// This might succeed or fail depending on timing
var follower = FollowerController.FindInstance();
if (follower != null)
{
follower.TryClaimHeldItem(this);
}
}
}
else
{
// Restore position for items that haven't been picked up (they may have moved)
transform.position = data.worldPosition;
transform.rotation = data.worldRotation;
gameObject.SetActive(data.isActive);
}
// Note: We do NOT fire OnItemPickedUp event during restoration
// This prevents duplicate logic execution
}
/// <summary>
/// Resets the pickup state when the item is dropped back into the world.
/// Called by FollowerController when swapping items.
/// </summary>
public void ResetPickupState()
{
IsPickedUp = false;
gameObject.SetActive(true);
// Re-register with ItemManager if not already registered
if (ItemManager.Instance != null && !ItemManager.Instance.GetAllPickups().Contains(this))
{
ItemManager.Instance.RegisterPickup(this);
}
}
#endregion
}
}