Files
AppleHillsProduction/Assets/Scripts/Interactions/CharacterMoveToTarget.cs
tschesky 011901eb8f Refactoring of the interaction system and preliminary integration of save/load functionality across the game. (#44)
### 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
2025-11-03 10:12:51 +00:00

59 lines
2.2 KiB
C#

using UnityEngine;
namespace Interactions
{
/// <summary>
/// Defines a target position for character movement during interaction.
/// Attach this to an interactable object's child to specify where
/// characters should move during interaction rather than using the default calculations.
/// </summary>
public class CharacterMoveToTarget : MonoBehaviour
{
[Tooltip("Which character this target position is for")]
public CharacterToInteract characterType = CharacterToInteract.Pulver;
[Tooltip("Optional offset from this transform's position")]
public Vector3 positionOffset = Vector3.zero;
/// <summary>
/// Get the target position for this character to move to
/// </summary>
public Vector3 GetTargetPosition()
{
return transform.position + positionOffset;
}
#if UNITY_EDITOR
private void OnDrawGizmos()
{
// Draw a different colored sphere based on which character this target is for
switch (characterType)
{
case CharacterToInteract.Trafalgar:
Gizmos.color = new Color(0f, 0.5f, 1f, 0.8f); // Blue for player
break;
case CharacterToInteract.Pulver:
Gizmos.color = new Color(1f, 0.5f, 0f, 0.8f); // Orange for follower
break;
case CharacterToInteract.Both:
Gizmos.color = new Color(0.7f, 0f, 0.7f, 0.8f); // Purple for both
break;
default:
Gizmos.color = new Color(0.5f, 0.5f, 0.5f, 0.8f); // Gray for none
break;
}
Vector3 targetPos = GetTargetPosition();
Gizmos.DrawSphere(targetPos, 0.2f);
// Draw a line from the parent interactable to this target
InteractableBase parentInteractable = GetComponentInParent<InteractableBase>();
if (parentInteractable != null)
{
Gizmos.DrawLine(parentInteractable.transform.position, targetPos);
}
}
#endif
}
}