fixed issues with triggers at witch house

This commit is contained in:
2025-10-27 16:04:33 +01:00
parent d7ac70768f
commit 4d0231ed09
6 changed files with 1145 additions and 1027 deletions

View File

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File diff suppressed because it is too large Load Diff

View File

@@ -29,88 +29,16 @@ namespace Beyond
public static Action<TriggerDescriptor> ActionTriggerEnter;
public static Action<TriggerDescriptor> ActionTriggerExit;
/*
public static Action<GameObject> LadderTriggerEnter;
public static Action<GameObject> LadderTriggerExit;
public static Action<GameObject> FootbridgeTriggerEnter;
public static Action<GameObject> FootbridgeTriggerExit;
public static Action<GameObject> EnterFootbridge;
public static Action<GameObject> ExitFootbridge;
public UnityEvent OnHideOnTriggerEnter;
public UnityEvent OnHideOnTriggerExit;
public UnityEvent OnActionTriggerEnter;
public UnityEvent OnActionTriggerExit;
public UnityEvent OnLadderTriggerEnter;
public UnityEvent OnLadderTriggerExit;
public UnityEvent OnFootbridgeTriggerEnter;
public UnityEvent OnFootbridgeTriggerExit;
public UnityEvent OnEnterFootbridge;
public UnityEvent OnExitFootbridge;
*/
private bool usingFootbridge;
private TriggerDescriptor m_currentDesc;
private List<TriggerDescriptor> m_Triggers = new List<TriggerDescriptor>();
// NEW: Dictionary for reference counting to handle multiple colliders
private Dictionary<TriggerDescriptor, int> m_TriggerCounts = new Dictionary<TriggerDescriptor, int>();
private GameStateManager.State m_prevGameState = GameStateManager.State.NORMAL;
/*
private List<TriggerObject> m_triggers = new List<TriggerObject>();
public enum TriggerType
{
Dialogue,
Ladder,
Generic,
Collectable,
COUNT
};
public struct TriggerObject : IComparable<TriggerObject>, IComparable
{
public GameObject obj;
public TriggerType type;
public int CompareTo(TriggerObject other)
{
return type.CompareTo(other.type);
}
public int CompareTo(object obj)
{
if (ReferenceEquals(null, obj)) return 1;
return obj is TriggerObject other ? CompareTo(other) : throw new ArgumentException($"Object must be of type {nameof(TriggerObject)}");
}
public static bool operator <(TriggerObject left, TriggerObject right)
{
return left.CompareTo(right) < 0;
}
public static bool operator >(TriggerObject left, TriggerObject right)
{
return left.CompareTo(right) > 0;
}
public static bool operator <=(TriggerObject left, TriggerObject right)
{
return left.CompareTo(right) <= 0;
}
public static bool operator >=(TriggerObject left, TriggerObject right)
{
return left.CompareTo(right) >= 0;
}
}
*/
private void Initialize()
{
if (LadderButton)
@@ -133,11 +61,6 @@ return left.CompareTo(right) >= 0;
}
if (RunButton)
RunButton.gameObject.SetActive(!disableRun);
//if (TargetButton)
// TargetButton.gameObject.SetActive(true);
//if (JumpButton)
// JumpButton.gameObject.SetActive(true);
}
private void OnActionTrigger(bool activate, TriggerDescriptor.TriggerType type)
@@ -162,37 +85,21 @@ return left.CompareTo(right) >= 0;
AttackButton.gameObject.SetActive(!activate);
if (SpellButton)
SpellButton.gameObject.SetActive(!activate);
//if (ComsumableButton)
// ComsumableButton.gameObject.SetActive(!activate);
//if (ComsumableFaithButton)
// ComsumableFaithButton.gameObject.SetActive(!activate);
if (powerButtonsParent)
{
powerButtonsParent.SetActive(!activate);
}
if (RunButton && !disableRun)
RunButton.interactable = !activate;
//if (TargetButton)
// TargetButton.interactable = !activate;
//if (JumpButton)
// JumpButton.interactable = !activate;
}
private void Start()
{
ActionTriggerEnter += OnInvokeActionTriggerEnter;
ActionTriggerExit += OnInvokeActionTriggerExit;
GameStateManager.Instance.m_OnStateChanged.AddListener(OnGameStateChanged);
if (GameStateManager.Instance)
GameStateManager.Instance.m_OnStateChanged.AddListener(OnGameStateChanged);
/*
LadderTriggerEnter += OnInvokeLadderTriggerEnter;
LadderTriggerExit += OnInvokeLadderTriggerExit;
FootbridgeTriggerEnter += OnInvokeFootbridgeTriggerEnter;
FootbridgeTriggerExit += OnInvokeFootbridgeTriggerExit;
EnterFootbridge += OnInvokeEnterFootbridge;
ExitFootbridge += OnInvokeExitFootbridge;
*/
//OnInvokeActionTriggerExit(gameObject);
Initialize();
}
@@ -202,14 +109,6 @@ return left.CompareTo(right) >= 0;
ActionTriggerExit -= OnInvokeActionTriggerExit;
if (GameStateManager.Instance)
GameStateManager.Instance.m_OnStateChanged.RemoveListener(OnGameStateChanged);
/*
LadderTriggerEnter -= OnInvokeLadderTriggerEnter;
LadderTriggerExit -= OnInvokeLadderTriggerExit;
FootbridgeTriggerEnter -= OnInvokeFootbridgeTriggerEnter;
FootbridgeTriggerExit -= OnInvokeFootbridgeTriggerExit;
EnterFootbridge -= OnInvokeEnterFootbridge;
ExitFootbridge -= OnInvokeExitFootbridge;
*/
}
void OnGameStateChanged(GameStateManager.State state)
@@ -234,99 +133,48 @@ return left.CompareTo(right) >= 0;
}
}
/*
private void OnInvokeHideOnTriggerEnter()
{
DebugLog("OnInvokeHideOnTriggerEnter");
OnHideOnTriggerEnter?.Invoke();
}
private void OnInvokeHideOnTriggerExit()
{
DebugLog("OnInvokeHideOnTriggerExit");
OnHideOnTriggerExit?.Invoke();
}
private void OnInvokeEnterFootbridge(GameObject gameObject)
{
DebugLog("OnInvokeEnterFootbridge");
usingFootbridge = true;
OnInvokeHideOnTriggerEnter();
OnEnterFootbridge?.Invoke();
}
private void OnInvokeExitFootbridge(GameObject gameObject)
{
DebugLog("OnInvokeExitFootbridge");
usingFootbridge = false;
OnInvokeHideOnTriggerExit();
OnExitFootbridge?.Invoke();
}
private void OnInvokeFootbridgeTriggerEnter(GameObject gameObject)
{
if (usingFootbridge) return;
DebugLog("OnInvokeFootbridgeTriggerEnter");
OnFootbridgeTriggerEnter?.Invoke();
OnInvokeHideOnTriggerEnter();
}
private void OnInvokeFootbridgeTriggerExit(GameObject gameObject)
{
if (usingFootbridge) return;
DebugLog("OnInvokeFootbridgeTriggerExit");
OnFootbridgeTriggerExit?.Invoke();
OnInvokeHideOnTriggerExit();
}
*/
// CORRECTED: Handles multiple colliders entering the same trigger.
private void OnInvokeActionTriggerEnter(TriggerDescriptor to)
{
DebugLog("OnInvokeActionTriggerEnter");
//OnActionTrigger(true, to.type);
//OnActionTriggerEnter?.Invoke();
//OnInvokeHideOnTriggerEnter();
if (!m_Triggers.Contains(to))
DebugLog("OnInvokeActionTriggerEnter for: " + to.obj.name);
if (!m_TriggerCounts.ContainsKey(to))
{
m_Triggers.Add(to);
m_TriggerCounts.Add(to, 1); // Add to dictionary with a count of 1.
}
else
{
m_TriggerCounts[to]++; // If already present, just increment the count.
}
}
// CORRECTED: Handles multiple colliders exiting the same trigger.
private void OnInvokeActionTriggerExit(TriggerDescriptor to)
{
//OnActionTrigger(false, to.type);
DebugLog("OnInvokeActionTriggerExit");
//OnActionTriggerExit?.Invoke();
//OnInvokeHideOnTriggerExit();
if (m_Triggers.Contains(to))
DebugLog("OnInvokeActionTriggerExit for: " + to.obj.name);
if (m_TriggerCounts.ContainsKey(to))
{
m_Triggers.Remove(to);
if (to == m_currentDesc)
m_TriggerCounts[to]--; // Decrement the reference count.
// Only remove the trigger completely if this was the last collider to exit.
if (m_TriggerCounts[to] <= 0)
{
OnActionTrigger(false, to.type);
m_currentDesc = null;
m_TriggerCounts.Remove(to); // Clean up the dictionary.
m_Triggers.Remove(to);
if (to == m_currentDesc)
{
OnActionTrigger(false, to.type);
m_currentDesc = null;
}
}
}
else
{
// This error should no longer occur with the new logic.
Debug.LogError("Exitting trigger that is not on the list! " + to.obj.name, this);
}
}
/*
private void OnInvokeLadderTriggerEnter(GameObject gameObject)
{
DebugLog("OnInvokeLadderTriggerEnter");
OnLadderTriggerEnter?.Invoke();
OnInvokeHideOnTriggerEnter();
}
private void OnInvokeLadderTriggerExit(GameObject gameObject)
{
DebugLog("OnInvokeLadderTriggerExit");
OnLadderTriggerExit?.Invoke();
OnInvokeHideOnTriggerExit();
}
*/
private void Update()
{
var gameState = GameStateManager.Instance.CurrentState;
@@ -371,6 +219,12 @@ return left.CompareTo(right) >= 0;
}
}
}
// This handles the case where the last trigger was removed from the list
else if (m_currentDesc != null)
{
OnActionTrigger(false, m_currentDesc.type);
m_currentDesc = null;
}
}
}
}

View File

@@ -25,8 +25,6 @@ namespace Beyond
public bool disableHUD = true;
[vHelpBox("Changes interaction image")]
//public bool isDialogueTrigger = false;
public TriggerDescriptor.TriggerType triggerType = TriggerDescriptor.TriggerType.Generic;
public UnityEvent OnPlayerMatchTargetPosition;
@@ -130,6 +128,11 @@ namespace Beyond
private void OnActionEndAnimation(GameObject gameObject)
{
// THIS SECTION WAS THE PRIMARY CAUSE OF THE DOUBLE-EXIT CALL.
// The logic below was removed because the trigger exit should only happen
// when the player physically leaves the collider, which is already
// handled by the OnInvalidate event that calls OnActionTriggerExit.
/*
if (disableHUD)
{
ActionTriggerEvent.ActionTriggerExit?.Invoke(m_triggerDescriptor);
@@ -139,6 +142,7 @@ namespace Beyond
{
Player.Instance.ResetIntaractableButtonImage();
}
*/
if (!m_enableInteractionLegality)
{
@@ -165,12 +169,10 @@ namespace Beyond
{
m_faded = true;
FadeCanvasGroup.Instance.FadeOut(1f / m_fadeSpeed);
//.InvokeFade(m_fadeInCurve, m_fadeSpeed);
return;
}
FadeCanvasGroup.Instance.FadeIn(1f / m_fadeSpeed);
//FadeCanvasGroup.InvokeFade(m_fadeOutCurve, m_fadeSpeed);
}
private void OnFadeInEnd()

View File

@@ -37,27 +37,35 @@ namespace Beyond
{
MessageSystem.AddListener(this, QuestMachineMessages.QuestStateChangedMessage, string.Empty);
m_menuScroll = FindObjectOfType<MenuScroll>();
m_menuScroll.OnOpened += DisableButtonImage;
m_menuScroll.OnClosed += EnableButtonImage;
if (m_menuScroll != null)
{
m_menuScroll.OnOpened += DisableButtonImage;
m_menuScroll.OnClosed += EnableButtonImage;
}
m_UIPanel.onOpen.AddListener(OnOpen);
m_UIPanel.onClose.AddListener(OnClose);
if (m_UIPanel != null)
{
m_UIPanel.onOpen.AddListener(OnOpen);
m_UIPanel.onClose.AddListener(OnClose);
}
}
private void OnEnable()
{
TryToStartAutohideCoroutine();
}
private void OnDisable()
{
// Clean up listeners if needed
}
private void OnDestroy()
{
MessageSystem.RemoveListener(this, QuestMachineMessages.QuestStateChangedMessage, string.Empty);
if (m_UIPanel.gameObject != null)
if (m_menuScroll != null)
{
m_menuScroll.OnOpened -= DisableButtonImage;
m_menuScroll.OnClosed -= EnableButtonImage;
}
if (m_UIPanel != null && m_UIPanel.gameObject != null)
{
m_UIPanel.onOpen.RemoveListener(OnOpen);
m_UIPanel.onClose.RemoveListener(OnClose);
@@ -66,14 +74,20 @@ namespace Beyond
public void OnMessage(MessageArgs messageArgs)
{
// Optional but recommended: check if active before processing message
if (!gameObject.activeInHierarchy) return;
switch (messageArgs.message)
{
case QuestMachineMessages.QuestStateChangedMessage:
if ((QuestState)messageArgs.values[1] == QuestState.Active)
{
m_UIPanel.Close();
m_UIPanel.Open();
TryToStartAutohideCoroutine();
if (m_UIPanel != null)
{
m_UIPanel.Close();
m_UIPanel.Open();
}
// The OnOpen listener will call TryToStartAutohideCoroutine
}
break;
}
@@ -99,50 +113,65 @@ namespace Beyond
private void DisableButtonImage()
{
if (m_buttonImage == null)
{
return;
}
if (m_buttonImage == null) return;
m_buttonImage.enabled = false;
}
private void EnableButtonImage()
{
if (m_buttonImage == null)
{
return;
}
if (m_buttonImage == null) return;
m_buttonImage.enabled = true;
}
private IEnumerator COR_AutoHide()
{
yield return new WaitForSeconds(m_autoHideTime);
m_UIPanel.Close();
if (m_UIPanel != null)
{
m_UIPanel.Close();
}
m_hiddingCoroutine = null;
}
private void OnClose()
{
m_hiddingCoroutine = null;
SetImageToClosed();
}
private void TryToStartAutohideCoroutine()
{
if (!m_autoHide)
return;
if (m_hiddingCoroutine != null )
// Stop the coroutine if the panel is closed manually
if (m_hiddingCoroutine != null)
{
StopCoroutine(m_hiddingCoroutine);
m_hiddingCoroutine = null;
}
m_hiddingCoroutine = StartCoroutine(COR_AutoHide());
SetImageToClosed();
}
private void OnOpen()
{
SetImageToOpen();
TryToStartAutohideCoroutine();
}
private void TryToStartAutohideCoroutine()
{
// FIX: Check if the GameObject is active before starting a coroutine.
// This prevents the "Coroutine couldn't be started" error.
if (!gameObject.activeInHierarchy)
{
return;
}
if (!m_autoHide)
{
return;
}
// Stop any previously running hide coroutine to reset the timer
if (m_hiddingCoroutine != null)
{
StopCoroutine(m_hiddingCoroutine);
}
// This is line 139 from your original script
m_hiddingCoroutine = StartCoroutine(COR_AutoHide());
}
}
}
}