diff --git a/Assets/Prefabs/Characters/Beasiculus/Bascileus_BaseModel.prefab b/Assets/Prefabs/Characters/Beasiculus/Bascileus_BaseModel.prefab index fa810b350..c21f05855 100644 --- a/Assets/Prefabs/Characters/Beasiculus/Bascileus_BaseModel.prefab +++ b/Assets/Prefabs/Characters/Beasiculus/Bascileus_BaseModel.prefab @@ -105637,9 +105637,9 @@ MonoBehaviour: strafeRollBackwardAnim: Roll_Backward strafeRollLeftAnim: Roll_Left strafeRollRightAnim: Roll_Right - strafeRollLeftCorrectionAngle: 70.6 - strafeRollRightCorrectionAngle: 70 - strafeRollBackwardCorrectionAngle: 0 + strafeRollLeftCorrectionAngle: -20 + strafeRollRightCorrectionAngle: -10 + strafeRollBackwardCorrectionAngle: 180 --- !u!114 &9202663235077955828 MonoBehaviour: m_ObjectHideFlags: 0 @@ -106839,10 +106839,11 @@ MonoBehaviour: m_cantDoThatYetClips: - {fileID: 8300000, guid: 39649c732d19e414ebf837a58b79d98f, type: 3} m_BrightnessLostClips: - - {fileID: 8300000, guid: 70b6e007003158e4fa167f9b0a084a77, type: 3} + - {fileID: 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is no data for scene : " + LevelToLoadName + " in levelLoaderData"); return; } - +/* if (!_levelToLoadData.IsUnlocked) { return; } - +*/ _trigger.enabled = false; FadeCanvasGroup.Instance.BeforeLoadingFade(); } diff --git a/Assets/Scripts/ScriptableObjects/LevelLoaderData.cs b/Assets/Scripts/ScriptableObjects/LevelLoaderData.cs index 5c2f66969..32cf9ce28 100644 --- a/Assets/Scripts/ScriptableObjects/LevelLoaderData.cs +++ b/Assets/Scripts/ScriptableObjects/LevelLoaderData.cs @@ -1,4 +1,3 @@ -using System.Collections; using System.Collections.Generic; using System.Linq; using UnityEngine; @@ -11,10 +10,17 @@ namespace Beyond { [SerializeField] private List _levelData = new List(); + public List LevelDataList => _levelData; + public LevelData GetData(string levelName) { return _levelData.FirstOrDefault(x => x.LevelName == levelName); } + + public List GetAllLevelNames() + { + return _levelData.Select(x => x.LevelName).ToList(); + } } [System.Serializable] @@ -22,8 +28,8 @@ namespace Beyond { public string LevelName; public string LevelNameToDisplay; + public string DialogueVariableName; // This is used to check if the level is unlocked public LoadSceneMode LoadSceneMode; - - public bool IsUnlocked; + // The "public bool IsUnlocked;" field has been removed. } } \ No newline at end of file diff --git a/Assets/Scripts/Triggers/PortalTrigger.cs b/Assets/Scripts/Triggers/PortalTrigger.cs index 92df089e0..e3a2fc591 100644 --- a/Assets/Scripts/Triggers/PortalTrigger.cs +++ b/Assets/Scripts/Triggers/PortalTrigger.cs @@ -1,77 +1,98 @@ -using System; -using System.Collections; using System.Collections.Generic; using Invector; using PixelCrushers.DialogueSystem; using Sirenix.OdinInspector; using UnityEngine; +using System.Collections; namespace Beyond { [RequireComponent(typeof(DialogueSystemTrigger))] [RequireComponent(typeof(bTriggerGenericAction))] - //[vClassHeader("PortalTrigger", false, iconName = "triggerIcon")] public class PortalTrigger : MonoBehaviour { - private static bool s_luaMethodRegistered = false; + private static bool s_luaMethodRegistered = false; private DialogueSystemTrigger m_dialogueTrigger; private bTriggerGenericAction m_genericTrigger; private string m_levelToLoad; - private string[] m_levelVariableName = - { - "", "WastelandTravelUnlocked", "GardenTravelUnlocked","TempleTravelUnlocked", - "ValleyTravelUnlocked", "ChamberTravelUnlocked", "CourtTravelUnlocked" - }; - public enum Levels - { - NONE, - WASTELAND, - GARDEN, - TEMPLE, - RIVER_VALLEY, - SCROLL_CHAMBER, - COURT, - }; - public Levels m_exludeLevel; - private bool m_wasExluded; - - void SetDialogueVariable(Levels level, bool unlocked) - { - DialogueLua.SetVariable(m_levelVariableName[(int)level], unlocked); - } + [Title("Level Configuration")] + [Tooltip("Assign your LevelLoaderData ScriptableObject here. This is the source for all level information.")] + [Required] + public LevelLoaderData levelLoaderData; - bool GetDialogueVariable(Levels level) + [Title("Direct Loading")] + [Tooltip("If true, the trigger will load the specified level directly without showing a dialogue.")] + public bool useDirectLoad = false; + + [Tooltip("The name of the level to load directly.")] + [ShowIf("useDirectLoad")] + [ValueDropdown("GetLevelNamesForDropdown")] + public string directLoadLevelName; + + [Title("Dialogue Configuration")] + [Tooltip("A list of levels to temporarily hide from the dialogue-based level selection.")] + [HideIf("useDirectLoad")] + [ValueDropdown("GetLevelNamesForDropdown")] + public List excludedLevels = new List(); + + private Dictionary m_originalDialogueStates = new Dictionary(); + + #region Lua & Dialogue Variable Management + + void SetDialogueVariable(string levelName, bool unlocked) { - return DialogueLua.GetVariable(m_levelVariableName[(int)level]).asBool; + if (levelLoaderData == null) return; + LevelData data = levelLoaderData.GetData(levelName); + if (data != null && !string.IsNullOrEmpty(data.DialogueVariableName)) + { + DialogueLua.SetVariable(data.DialogueVariableName, unlocked); + } } - public void ExcludeLevel(Levels level, bool exclude) + bool GetDialogueVariable(string levelName) { - if (level == Levels.NONE) - return; - if (exclude) + if (levelLoaderData == null) return false; + LevelData data = levelLoaderData.GetData(levelName); + if (data != null && !string.IsNullOrEmpty(data.DialogueVariableName)) { - if (!m_wasExluded && GetDialogueVariable(level)) + return DialogueLua.GetVariable(data.DialogueVariableName).asBool; + } + return false; + } + + private void ExcludeSelectedLevels() + { + m_originalDialogueStates.Clear(); + foreach (string levelName in excludedLevels) + { + bool originalState = GetDialogueVariable(levelName); + m_originalDialogueStates[levelName] = originalState; + if (originalState) { - SetDialogueVariable(level, false); - m_wasExluded = true; - } - } - else if (m_wasExluded) - { - SetDialogueVariable(level, true); - m_wasExluded = false; - + SetDialogueVariable(levelName, false); + } } } - + private void RestoreExcludedLevels() + { + if (m_originalDialogueStates.Count == 0) return; + + foreach (var entry in m_originalDialogueStates) + { + SetDialogueVariable(entry.Key, entry.Value); + } + m_originalDialogueStates.Clear(); + } + private void RegisterLuaFunctions() { if (!s_luaMethodRegistered) { - Lua.RegisterFunction("LoadLevel", this, SymbolExtensions.GetMethodInfo(() => LoadLevel((string) null))); + // Note: The Lua function is still named "LoadLevel" for consistency with your Dialogue entries. + // It correctly calls our C# method StartLevelLoad. + Lua.RegisterFunction("LoadLevel", this, SymbolExtensions.GetMethodInfo(() => StartLevelLoad((string)null))); s_luaMethodRegistered = true; } } @@ -84,54 +105,117 @@ namespace Beyond s_luaMethodRegistered = false; } } - // Start is called before the first frame update + + #endregion + + #region Unity Lifecycle & Triggers + protected void Start() { - //base.Start(); m_dialogueTrigger = GetComponent(); m_genericTrigger = GetComponent(); - FadeCanvasGroup.Instance.OnLoadingFadeOutEnd.AddListener(LoadLevel); + + // ### FIX HERE ### + // Changed "LoadLevel" to "LoadLevelScene" to match the renamed method. + FadeCanvasGroup.Instance.OnLoadingFadeOutEnd.AddListener(LoadLevelScene); m_genericTrigger.OnPressActionInput.AddListener(OnPressAction); - m_genericTrigger.OnPlayerExit.AddListener((arg0 => { UnregisterLuaFunctions();})); + m_genericTrigger.OnPlayerExit.AddListener((go) => + { + RestoreExcludedLevels(); + UnregisterLuaFunctions(); + }); + } + + private void OnDestroy() + { + if (FadeCanvasGroup.Instance != null) + { + // ### FIX HERE ### + // Changed "LoadLevel" to "LoadLevelScene" to match the renamed method. + FadeCanvasGroup.Instance.OnLoadingFadeOutEnd.RemoveListener(LoadLevelScene); + } + if (m_genericTrigger != null) + { + m_genericTrigger.OnPressActionInput.RemoveListener(OnPressAction); + } + RestoreExcludedLevels(); + UnregisterLuaFunctions(); } private void OnPressAction() { - RegisterLuaFunctions(); - ExcludeLevel(m_exludeLevel, true); - if (m_exludeLevel != Levels.NONE) + if (useDirectLoad) { - + StartLevelLoad(directLoadLevelName); + } + else + { + RegisterLuaFunctions(); + ExcludeSelectedLevels(); + m_dialogueTrigger.OnUse(); } - m_dialogueTrigger.OnUse(); - } - - private void OnDestroy() - { - FadeCanvasGroup.Instance.OnLoadingFadeOutEnd.RemoveListener(LoadLevel); - ExcludeLevel(m_exludeLevel, false); - - m_genericTrigger.OnPressActionInput.RemoveListener(m_dialogueTrigger.OnUse); - UnregisterLuaFunctions(); } - [Button] - public void UnloackLevel(Levels level) - { - SetDialogueVariable(level, true); - } + #endregion - private void LoadLevel() - { - ProxySceneLoader.LoadScene(m_levelToLoad); + #region Level Loading - } - private void LoadLevel(string name) + /// + /// This is called by Lua from dialogue or directly by OnPressAction. It begins the fade out. + /// + private void StartLevelLoad(string name) { + if (string.IsNullOrEmpty(name) || levelLoaderData.GetData(name) == null) + { + Debug.LogError($"Level '{name}' not found in LevelLoaderData or name is invalid."); + return; + } m_levelToLoad = name; FadeCanvasGroup.Instance.BeforeLoadingFade(); } - + + /// + /// This is called after the fade-out animation has finished. It loads the scene. + /// + private void LoadLevelScene() + { + if (string.IsNullOrEmpty(m_levelToLoad)) return; + + LevelData levelData = levelLoaderData.GetData(m_levelToLoad); + if (levelData != null) + { + ProxySceneLoader.LoadScene(levelData.LevelName); + } + else + { + Debug.LogError($"Failed to find level data for '{m_levelToLoad}' during scene loading."); + } + } + + #endregion + + #region Editor & Debugging + + private IEnumerable GetLevelNamesForDropdown() + { + if (levelLoaderData != null) + { + return levelLoaderData.GetAllLevelNames(); + } + return new List(); + } + + [Button("Unlock Level (For Debugging)")] + public void UnlockLevel([ValueDropdown("GetLevelNamesForDropdown")] string levelName) + { + if(!string.IsNullOrEmpty(levelName)) + { + SetDialogueVariable(levelName, true); + Debug.Log($"Set {levelName} to unlocked."); + } + } + + #endregion } } \ No newline at end of file diff --git a/ProjectSettings/ProjectSettings.asset b/ProjectSettings/ProjectSettings.asset index 08a91467c..09474655c 100644 --- a/ProjectSettings/ProjectSettings.asset +++ b/ProjectSettings/ProjectSettings.asset @@ -849,7 +849,7 @@ PlayerSettings: webWasm2023: 0 scriptingDefineSymbols: : UNITY_POST_PROCESSING_STACK_V2 - Android: UNITY_POST_PROCESSING_STACK_V2;CROSS_PLATFORM_INPUT;USE_TIMELINE;USE_NEW_INPUT;PLAYMAKER;PLAYMAKER_1_9;PLAYMAKER_1_9_0;PLAYMAKER_1_8_OR_NEWER;PLAYMAKER_1_8_5_OR_NEWER;PLAYMAKER_1_9_OR_NEWER;TMP_PRESENT;ENEMIES_DISABLED + Android: UNITY_POST_PROCESSING_STACK_V2;CROSS_PLATFORM_INPUT;USE_TIMELINE;USE_NEW_INPUT;PLAYMAKER;PLAYMAKER_1_9;PLAYMAKER_1_9_0;PLAYMAKER_1_8_OR_NEWER;PLAYMAKER_1_8_5_OR_NEWER;PLAYMAKER_1_9_OR_NEWER;TMP_PRESENT;ENEMIES_DISABLED;MOBILE_INPUT CloudRendering: UNITY_POST_PROCESSING_STACK_V2;PLAYMAKER;PLAYMAKER_1_9;PLAYMAKER_1_9_0;PLAYMAKER_1_8_OR_NEWER;PLAYMAKER_1_8_5_OR_NEWER;PLAYMAKER_1_9_OR_NEWER EmbeddedLinux: UNITY_POST_PROCESSING_STACK_V2;PLAYMAKER;PLAYMAKER_1_9;PLAYMAKER_1_9_0;PLAYMAKER_1_8_OR_NEWER;PLAYMAKER_1_8_5_OR_NEWER;PLAYMAKER_1_9_OR_NEWER GameCoreScarlett: UNITY_POST_PROCESSING_STACK_V2;PLAYMAKER;PLAYMAKER_1_9;PLAYMAKER_1_9_0;PLAYMAKER_1_8_OR_NEWER;PLAYMAKER_1_8_5_OR_NEWER;PLAYMAKER_1_9_OR_NEWER @@ -867,9 +867,9 @@ PlayerSettings: Standalone: UNITY_POST_PROCESSING_STACK_V2;CROSS_PLATFORM_INPUT;INVECTOR_BASIC;INVECTOR_MELEE;TOUCH_REACT;GAIA_2_PRESENT;INVECTOR_AI_TEMPLATE;UPPipeline;PLAYMAKER;PLAYMAKER_1_9;PLAYMAKER_1_9_0;PLAYMAKER_1_8_OR_NEWER;PLAYMAKER_1_8_5_OR_NEWER;PLAYMAKER_1_9_OR_NEWER;URP_OUTLINE;ODIN_INSPECTOR;ODIN_INSPECTOR_3;TMP_PRESENT;USE_TIMELINE;ODIN_INSPECTOR_3_1;ODIN_INSPECTOR_3_2;ODIN_INSPECTOR_3_3;ENEMIES_DISABLED VisionOS: UNITY_POST_PROCESSING_STACK_V2;PLAYMAKER;PLAYMAKER_1_9;PLAYMAKER_1_9_0;PLAYMAKER_1_8_OR_NEWER;PLAYMAKER_1_8_5_OR_NEWER;PLAYMAKER_1_9_OR_NEWER WebGL: UNITY_POST_PROCESSING_STACK_V2;PLAYMAKER;PLAYMAKER_1_9;PLAYMAKER_1_9_0;PLAYMAKER_1_8_OR_NEWER;PLAYMAKER_1_8_5_OR_NEWER;PLAYMAKER_1_9_OR_NEWER - Windows Store Apps: UNITY_POST_PROCESSING_STACK_V2;CROSS_PLATFORM_INPUT;PLAYMAKER;PLAYMAKER_1_9;PLAYMAKER_1_9_0;PLAYMAKER_1_8_OR_NEWER;PLAYMAKER_1_8_5_OR_NEWER;PLAYMAKER_1_9_OR_NEWER + Windows Store Apps: UNITY_POST_PROCESSING_STACK_V2;CROSS_PLATFORM_INPUT;PLAYMAKER;PLAYMAKER_1_9;PLAYMAKER_1_9_0;PLAYMAKER_1_8_OR_NEWER;PLAYMAKER_1_8_5_OR_NEWER;PLAYMAKER_1_9_OR_NEWER;MOBILE_INPUT XboxOne: UNITY_POST_PROCESSING_STACK_V2;PLAYMAKER;PLAYMAKER_1_9;PLAYMAKER_1_9_0;PLAYMAKER_1_8_OR_NEWER;PLAYMAKER_1_8_5_OR_NEWER;PLAYMAKER_1_9_OR_NEWER - iPhone: CROSS_PLATFORM_INPUT;INVECTOR_BASIC;INVECTOR_MELEE;GAIA_2_PRESENT;GAIA_PRO_PRESENT;UPPipeline;UNITY_POST_PROCESSING_STACK_V2;TOUCH_REACT;INVECTOR_AI_TEMPLATE;PLAYMAKER;PLAYMAKER_1_9;PLAYMAKER_1_9_0;PLAYMAKER_1_8_OR_NEWER;PLAYMAKER_1_8_5_OR_NEWER;PLAYMAKER_1_9_OR_NEWER;URP_OUTLINE;ODIN_INSPECTOR;ODIN_INSPECTOR_3;TMP_PRESENT;USE_INVECTOR_INVENTORY;USE_TIMELINE;ODIN_INSPECTOR_3_1;ODIN_INSPECTOR_3_2;ODIN_INSPECTOR_3_3;ENEMIES_DISABLED + iPhone: CROSS_PLATFORM_INPUT;INVECTOR_BASIC;INVECTOR_MELEE;GAIA_2_PRESENT;GAIA_PRO_PRESENT;UPPipeline;UNITY_POST_PROCESSING_STACK_V2;TOUCH_REACT;INVECTOR_AI_TEMPLATE;PLAYMAKER;PLAYMAKER_1_9;PLAYMAKER_1_9_0;PLAYMAKER_1_8_OR_NEWER;PLAYMAKER_1_8_5_OR_NEWER;PLAYMAKER_1_9_OR_NEWER;URP_OUTLINE;ODIN_INSPECTOR;ODIN_INSPECTOR_3;TMP_PRESENT;USE_INVECTOR_INVENTORY;USE_TIMELINE;ODIN_INSPECTOR_3_1;ODIN_INSPECTOR_3_2;ODIN_INSPECTOR_3_3;ENEMIES_DISABLED;MOBILE_INPUT tvOS: UNITY_POST_PROCESSING_STACK_V2;PLAYMAKER;PLAYMAKER_1_9;PLAYMAKER_1_9_0;PLAYMAKER_1_8_OR_NEWER;PLAYMAKER_1_8_5_OR_NEWER;PLAYMAKER_1_9_OR_NEWER additionalCompilerArguments: {} platformArchitecture: {}