fixed bug in barks, that was causing UI to disappear to early, fixed issue with bark time calculation, triggers adjustments

This commit is contained in:
2025-05-07 16:03:21 +02:00
parent 96e1408312
commit c9afca7e8d
4 changed files with 931 additions and 978 deletions

View File

@@ -24355,7 +24355,7 @@ MonoBehaviour:
type: 4
typeString: CustomFieldType_Localization
- title: EventGuid
value: 0e82506b-79bb-4efc-8472-a3583160edf1
value:
type: 0
typeString:
conversationID: 96

View File

@@ -205,10 +205,11 @@ namespace PixelCrushers.DialogueSystem
SetUIElementsActive(true);
if (CanTriggerAnimations() && !string.IsNullOrEmpty(animationTransitions.showTrigger))
{
animator.ResetTrigger(animationTransitions.hideTrigger);
animator.SetTrigger(animationTransitions.showTrigger);
}
CancelInvoke("Hide");
var barkDuration = Mathf.Approximately(0, duration) ? DialogueManager.GetBarkDuration(subtitleText) : duration;
var barkDuration = Math.Max(DialogueManager.GetBarkDuration(subtitleText) ,duration);
if (!(waitUntilSequenceEnds || waitForContinueButton)) Invoke("Hide", barkDuration);
if (waitUntilSequenceEnds) numSequencesActive++;
doneTime = waitForContinueButton ? Mathf.Infinity : (DialogueTime.time + barkDuration);

File diff suppressed because it is too large Load Diff

View File

@@ -81,13 +81,9 @@ namespace Beyond // Ensure this namespace matches your project
public override void Awake()
{
// Set initial state based on Inspector setting *before* base.Awake potentially calls ApplyData
// If save data exists, ApplyData will overwrite this.
_runtime_IsStarted = startAutomaticallyOnLoad;
base.Awake();
base.Awake(); // This might call ApplyData via Save System
// --- Component & Initial Setup ---
triggerCollider = GetComponent<Collider>();
if (!triggerCollider.isTrigger)
{
@@ -95,13 +91,12 @@ namespace Beyond // Ensure this namespace matches your project
triggerCollider.isTrigger = true;
}
// --- Default LayerMask ---
if (triggeringLayers.value == 0) // LayerMask is empty/unassigned
if (triggeringLayers.value == 0)
{
int playerLayer = LayerMask.NameToLayer("Player");
if (playerLayer != -1)
{
triggeringLayers = LayerMask.GetMask("Player"); // Default to Player layer
triggeringLayers = LayerMask.GetMask("Player");
Debug.LogWarning($"BarkPlayer on {gameObject.name}: Triggering Layers not set in inspector, defaulting to 'Player' layer.", this);
}
else
@@ -109,13 +104,10 @@ namespace Beyond // Ensure this namespace matches your project
Debug.LogError($"BarkPlayer ({gameObject.name}): Triggering Layers is not set in the inspector, and the default 'Player' layer was not found. This trigger will likely not activate.", this);
}
}
// Final state of _runtime_IsStarted reflects Inspector default OR loaded save data.
}
private void Start()
{
// --- Get BarkManager Instance ---
barkManager = BarkManager.Instance;
if (barkManager == null)
{
@@ -124,12 +116,8 @@ namespace Beyond // Ensure this namespace matches your project
return;
}
// --- Apply Loaded Indices ---
// Ensure array index is valid even if array size changed since saving
currentEntryArrayIndex = Mathf.Clamp(m_saveData.savedCurrentEntryArrayIndex, 0, Mathf.Max(0, barkManagerEntryIndices.Length - 1));
// nextBarkSequenceIndex will be applied when PrepareEntrySequence is called
// --- Validate Entry Indices ---
if (barkManagerEntryIndices == null || barkManagerEntryIndices.Length == 0)
{
Debug.LogWarning($"BarkPlayer ({gameObject.name}): No Bark Manager Entry Indices provided. Disabling.", this);
@@ -147,10 +135,7 @@ namespace Beyond // Ensure this namespace matches your project
}
isInitialized = true;
// Check if we should start playing immediately after initialization
// (e.g., if loaded state is 'started' and player is already inside trigger)
CheckForAutoStartIfInside();
CheckForAutoStartIfInside(); // Check immediately if conditions are met
}
private void OnDrawGizmos()
@@ -158,10 +143,9 @@ namespace Beyond // Ensure this namespace matches your project
Collider col = GetComponent<Collider>();
if (col != null)
{
Gizmos.color = isTriggeringObjectInside ? new Color(1f, 0.5f, 0.5f, 0.4f) : new Color(0.5f, 1f, 0.5f, 0.3f); // Red when active
Gizmos.color = isTriggeringObjectInside ? new Color(1f, 0.5f, 0.5f, 0.4f) : new Color(0.5f, 1f, 0.5f, 0.3f);
if (col is BoxCollider box) Gizmos.DrawCube(transform.TransformPoint(box.center), Vector3.Scale(box.size, transform.lossyScale));
else if (col is SphereCollider sphere) Gizmos.DrawSphere(transform.TransformPoint(sphere.center), sphere.radius * MaxComponent(transform.lossyScale));
// Add other collider types if needed
}
}
@@ -171,8 +155,8 @@ namespace Beyond // Ensure this namespace matches your project
private void OnTriggerEnter(Collider other)
{
// Ignore if not initialized, not enabled, or runtime state is not 'Started'
if (!isInitialized || !enabled || !_runtime_IsStarted) return;
// Only ignore if not initialized or component is disabled
if (!isInitialized || !enabled) return;
// --- Layer Check ---
int otherLayer = other.gameObject.layer;
@@ -183,64 +167,65 @@ namespace Beyond // Ensure this namespace matches your project
// --- Check if already processing an object ---
// This prevents multiple triggering objects from interfering. Only the first one in matters.
if (isTriggeringObjectInside) return;
if (isTriggeringObjectInside && other.transform != currentTriggererTransform)
{
// If another object enters while one is already tracked, ignore the new one.
// If it's the *same* object re-entering (somehow), this check might be too strict,
// but standard OnTriggerEnter/Exit should handle one object at a time.
return;
}
if (isTriggeringObjectInside) return; // Simplified: if already tracking one, ignore others.
// --- Valid Trigger ---
Debug.Log($"BarkPlayer ({gameObject.name}): Triggering object '{other.name}' entered.", this);
// --- Valid Trigger - Mark presence ---
// We set these REGARDLESS of _runtime_IsStarted so state is correct when StartPlayer() is called
Debug.Log($"BarkPlayer ({gameObject.name}): Triggering object '{other.name}' entered (tracking presence).", this);
isTriggeringObjectInside = true;
currentTriggererTransform = other.transform; // Store the transform for barking
// --- Start Playback Coroutine if not already running ---
if (currentPlaybackCoroutine == null)
// --- Start Playback Coroutine if player is started and not already running ---
// This handles the case where the player enters *after* StartPlayer() has been called
if (_runtime_IsStarted && currentPlaybackCoroutine == null)
{
Debug.Log($"BarkPlayer ({gameObject.name}): Player is active. Starting playback loop due to new entry.", this);
// Apply potentially loaded/saved array index before starting loop
currentEntryArrayIndex = Mathf.Clamp(m_saveData.savedCurrentEntryArrayIndex, 0, Mathf.Max(0, barkManagerEntryIndices.Length - 1));
// nextBarkSequenceIndex will be set by PrepareEntrySequence inside the coroutine
currentPlaybackCoroutine = StartCoroutine(ContinuousPlaybackLoop());
}
// If !_runtime_IsStarted, isTriggeringObjectInside is now true,
// and CheckForAutoStartIfInside() (called by StartPlayer()) will pick it up.
}
private void OnTriggerExit(Collider other)
{
if (!isInitialized || !enabled) return;
// --- Layer Check ---
int otherLayer = other.gameObject.layer;
if ((triggeringLayers.value & (1 << otherLayer)) == 0)
{
return; // Ignore exit events from non-triggering layers
return;
}
// --- Check if the *tracked* object is the one exiting ---
if (other.transform == currentTriggererTransform)
{
Debug.Log($"BarkPlayer ({gameObject.name}): Triggering object '{other.name}' exited.", this);
Debug.Log($"BarkPlayer ({gameObject.name}): Tracked triggering object '{other.name}' exited.", this);
isTriggeringObjectInside = false;
currentTriggererTransform = null; // Clear the stored transform
currentTriggererTransform = null;
// --- Stop the Playback Coroutine ---
if (currentPlaybackCoroutine != null)
{
StopCoroutine(currentPlaybackCoroutine);
currentPlaybackCoroutine = null;
Debug.Log($"BarkPlayer ({gameObject.name}): Stopping playback loop due to exit.", this);
// Optional: Immediately stop BarkManager audio?
// if (barkManager != null && barkManager.IsPlaying) barkManager.m_audioSource.Stop();
}
}
// Else: Some other object on a triggering layer exited, but the primary one is still inside. Do nothing.
}
#endregion
#region Playback Logic
/// <summary>
/// Sets up the playbackOrder list for a specific BarkManager entry index.
/// Resets or applies saved nextBarkSequenceIndex.
/// </summary>
/// <param name="entryIndexToPrepare">The index within BarkManager's m_barks array.</param>
/// <returns>True if preparation was successful (entry has barks), false otherwise.</returns>
private bool PrepareEntrySequence(int entryIndexToPrepare)
{
if (barkManager == null) return false;
@@ -249,169 +234,141 @@ namespace Beyond // Ensure this namespace matches your project
if (barkCount <= 0)
{
Debug.LogWarning($"BarkPlayer ({gameObject.name}): BarkEntry {entryIndexToPrepare} (from array index {currentEntryArrayIndex}) has no barks. Skipping entry.", this);
playbackOrder = new List<int>(); // Ensure list is empty
playbackOrder = new List<int>();
nextBarkSequenceIndex = 0;
return false; // Indicate nothing to play for this entry
return false;
}
// Generate sequence order (sequential or shuffled)
playbackOrder = Enumerable.Range(0, barkCount).ToList();
if (shuffleOrder)
{
// Simple Fisher-Yates shuffle
for (int i = playbackOrder.Count - 1; i > 0; i--)
{
int j = Random.Range(0, i + 1);
// Tuple swap is concise
(playbackOrder[i], playbackOrder[j]) = (playbackOrder[j], playbackOrder[i]);
}
// Debug.Log($"BarkPlayer ({gameObject.name}): Shuffled order for entry {entryIndexToPrepare}.", this);
}
// Reset sequence progress. Apply saved index ONLY if the loaded array index matches the current one.
if (currentEntryArrayIndex == m_saveData.savedCurrentEntryArrayIndex)
// Apply saved index ONLY if the loaded entry array index matches the current one
// AND if the shuffle setting at time of save matches current.
// If shuffle setting changed, it's safer to restart the entry.
if (currentEntryArrayIndex == m_saveData.savedCurrentEntryArrayIndex && shuffleOrder == m_saveData.wasShuffled)
{
nextBarkSequenceIndex = Mathf.Clamp(m_saveData.savedNextBarkSequenceIndex, 0, playbackOrder.Count);
// Debug.Log($"BarkPlayer ({gameObject.name}): Resuming entry {entryIndexToPrepare} at bark index {nextBarkSequenceIndex}.", this);
}
else
{
nextBarkSequenceIndex = 0; // Start new entry from beginning if array index differs from saved
nextBarkSequenceIndex = 0;
}
// Clear the saved next bark index after applying it or deciding not to,
// so it's not incorrectly reused if we loop back to this entry without saving/loading.
// m_saveData.savedNextBarkSequenceIndex = 0; // Reconsider this - only clear on actual load/new entry start.
return true; // Preparation successful
return true;
}
/// <summary>
/// Main coroutine managing the playback loop through entries and barks.
/// </summary>
private IEnumerator ContinuousPlaybackLoop()
{
Debug.Log($"BarkPlayer ({gameObject.name}): Starting playback loop.", this);
// Initial check for valid configuration
if (barkManagerEntryIndices == null || barkManagerEntryIndices.Length == 0)
{
Debug.LogError($"BarkPlayer ({gameObject.name}): Cannot start loop, entry indices array is empty or null.", this);
currentPlaybackCoroutine = null; // Ensure coroutine reference is cleared
currentPlaybackCoroutine = null;
yield break;
}
// Outer loop: Continues as long as a valid triggering object is inside
while (isTriggeringObjectInside && currentTriggererTransform != null)
// Outer loop: Continues as long as a valid triggering object is inside AND player is started
while (isTriggeringObjectInside && currentTriggererTransform != null && _runtime_IsStarted) // Added _runtime_IsStarted check here too
{
// --- Step 1: Prepare for Current Entry ---
// Safety check/loop wrap for the array index
if (currentEntryArrayIndex >= barkManagerEntryIndices.Length)
{
currentEntryArrayIndex = 0;
if (barkManagerEntryIndices.Length == 0)
{ // Should be caught earlier, but double-check
{
Debug.LogError($"BarkPlayer ({gameObject.name}): Entry indices array became empty during loop?", this);
currentPlaybackCoroutine = null; // Ensure it's cleared
yield break;
}
}
int currentManagerEntryIndex = barkManagerEntryIndices[currentEntryArrayIndex];
// Debug.Log($"BarkPlayer ({gameObject.name}): Preparing Entry Index: {currentManagerEntryIndex} (Array Pos: {currentEntryArrayIndex}).", this);
// Prepare the sequence (generate playbackOrder, set nextBarkSequenceIndex)
bool canPlayEntry = PrepareEntrySequence(currentManagerEntryIndex);
if (!canPlayEntry) // Skip this entry if it has no barks
if (!canPlayEntry)
{
// Debug.Log($"BarkPlayer ({gameObject.name}): Skipping empty BarkEntry {currentManagerEntryIndex}.", this);
currentEntryArrayIndex++; // Move immediately to the next entry index
yield return null; // Wait a frame before checking the next entry in the outer loop
continue; // Go to next iteration of the outer while loop (skips delays below)
currentEntryArrayIndex++;
m_saveData.savedNextBarkSequenceIndex = 0; // Ensure next time this entry is loaded (if looping), it starts fresh
yield return null;
continue;
}
// --- Step 2: Inner Loop - Play Barks within the Current Entry ---
while (nextBarkSequenceIndex < playbackOrder.Count && isTriggeringObjectInside && currentTriggererTransform != null)
while (nextBarkSequenceIndex < playbackOrder.Count && isTriggeringObjectInside && currentTriggererTransform != null && _runtime_IsStarted)
{
// Wait for BarkManager's AudioSource if it's busy
while (barkManager.IsPlaying && isTriggeringObjectInside)
while (barkManager.IsPlaying && isTriggeringObjectInside && _runtime_IsStarted)
{
yield return null; // Wait a frame
yield return null;
}
// Re-check condition after waiting, player might have left
if (!isTriggeringObjectInside || currentTriggererTransform == null) break;
if (!isTriggeringObjectInside || currentTriggererTransform == null || !_runtime_IsStarted) break;
// Play the specific bark for this step in the sequence
int barkIndexToPlay = playbackOrder[nextBarkSequenceIndex];
Debug.Log($"BarkPlayer ({gameObject.name}): Playing Bark {nextBarkSequenceIndex + 1}/{playbackOrder.Count} (Actual Index: {barkIndexToPlay}) from Entry {currentManagerEntryIndex}.", this);
// Play using the specific index, passing the triggerer's transform
AudioClip playedClip = barkManager.PlayBark(currentManagerEntryIndex, currentTriggererTransform, barkIndexToPlay);
nextBarkSequenceIndex++;
nextBarkSequenceIndex++; // Increment progress within this entry's sequence
// Wait for the bark's duration plus the inter-bark delay
float waitTime = delayBetweenBarks;
if (playedClip != null) { waitTime += Mathf.Max(0f, playedClip.length); } // Ensure non-negative length
if (playedClip != null) { waitTime += Mathf.Max(0f, playedClip.length); }
// Perform the wait, checking continuously if the player leaves
if (waitTime > 0)
{
float timer = 0f;
while (timer < waitTime && isTriggeringObjectInside && currentTriggererTransform != null)
while (timer < waitTime && isTriggeringObjectInside && currentTriggererTransform != null && _runtime_IsStarted)
{
timer += Time.deltaTime;
yield return null; // Wait one frame
yield return null;
}
}
else
{
// Minimum one frame wait even if no delay/clip length
yield return null;
}
// If player left during wait, break inner loop
if (!isTriggeringObjectInside || currentTriggererTransform == null) break;
if (!isTriggeringObjectInside || currentTriggererTransform == null || !_runtime_IsStarted) break;
}
} // --- End of Inner Loop (Barks within Entry) ---
// --- Step 3: Transition to Next Entry (if player didn't exit) ---
if (isTriggeringObjectInside && currentTriggererTransform != null)
if (isTriggeringObjectInside && currentTriggererTransform != null && _runtime_IsStarted)
{
// Current entry sequence finished normally
Debug.Log($"BarkPlayer ({gameObject.name}): Finished sequence for Entry {currentManagerEntryIndex}.", this);
currentEntryArrayIndex++;
m_saveData.savedNextBarkSequenceIndex = 0; // Reset for next entry
currentEntryArrayIndex++; // Move to the next entry index in the array
// Check for wrapping / end of all entries in the array
if (currentEntryArrayIndex >= barkManagerEntryIndices.Length)
{
Debug.Log($"BarkPlayer ({gameObject.name}): Finished all entries in the array. Looping back.", this);
currentEntryArrayIndex = 0; // Loop back to the start of the array
currentEntryArrayIndex = 0;
}
// Wait for the specified delay BETWEEN entries
if (delayBetweenEntries > 0)
{
Debug.Log($"BarkPlayer ({gameObject.name}): Waiting {delayBetweenEntries}s before next entry.", this);
float timer = 0f;
while (timer < delayBetweenEntries && isTriggeringObjectInside && currentTriggererTransform != null)
while (timer < delayBetweenEntries && isTriggeringObjectInside && currentTriggererTransform != null && _runtime_IsStarted)
{
timer += Time.deltaTime;
yield return null; // Wait one frame
yield return null;
}
// If player left during delay, break outer loop
if (!isTriggeringObjectInside || currentTriggererTransform == null) break;
if (!isTriggeringObjectInside || currentTriggererTransform == null || !_runtime_IsStarted) break;
}
// The outer loop will then continue, preparing the next entry
}
}
} // --- End of Outer Loop (isTriggeringObjectInside) ---
Debug.Log($"BarkPlayer ({gameObject.name}): Playback loop finished (Triggering object left or component stopped).", this);
// Clear coroutine reference *if* this coroutine instance is the one finishing
if (currentPlaybackCoroutine != null && (!isTriggeringObjectInside || currentTriggererTransform == null))
Debug.Log($"BarkPlayer ({gameObject.name}): Playback loop finished.", this);
// Only clear if this instance of the coroutine is the one stopping.
// If StopPlayer() was called, it would have already nulled currentPlaybackCoroutine.
if (currentPlaybackCoroutine == this.currentPlaybackCoroutine) // Check if this is still the active coroutine
{
currentPlaybackCoroutine = null;
currentPlaybackCoroutine = null;
}
}
@@ -419,60 +376,57 @@ namespace Beyond // Ensure this namespace matches your project
#region Public Control Methods
/// <summary>
/// Enables the BarkPlayer's runtime operation. It will start playing sequences when triggered.
/// If a triggering object is already inside, playback may start immediately.
/// </summary>
[Button] // Example for Odin Inspector button
[Button]
public void StartPlayer()
{
if (!_runtime_IsStarted)
{
Debug.Log($"BarkPlayer ({gameObject.name}): Player Runtime Started.", this);
Debug.Log($"BarkPlayer ({gameObject.name}): Player Runtime Explicitly Started.", this);
_runtime_IsStarted = true;
// If already initialized, check if we need to immediately start playback
// Clear any previously saved next bark index when explicitly starting,
// unless shuffle settings are the same and we are on the same entry.
// This is tricky. For now, CheckForAutoStartIfInside will rely on PrepareEntrySequence
// to correctly determine if it should resume.
// m_saveData.savedNextBarkSequenceIndex = 0; // Maybe too aggressive.
if (isInitialized)
{
CheckForAutoStartIfInside();
}
}
else
{
Debug.Log($"BarkPlayer ({gameObject.name}): Player Runtime was already started.", this);
}
}
/// <summary>
/// Disables the BarkPlayer's runtime operation. Stops any current playback and ignores future triggers.
/// </summary>
[Button] // Example for Odin Inspector button
[Button]
public void StopPlayer()
{
if (_runtime_IsStarted)
{
Debug.Log($"BarkPlayer ({gameObject.name}): Player Runtime Stopped.", this);
Debug.Log($"BarkPlayer ({gameObject.name}): Player Runtime Explicitly Stopped.", this);
_runtime_IsStarted = false;
// Stop any currently running playback coroutine
if (currentPlaybackCoroutine != null)
{
StopCoroutine(currentPlaybackCoroutine);
currentPlaybackCoroutine = null; // Clear the reference
Debug.Log($"BarkPlayer ({gameObject.name}): Stopping active playback loop.", this);
// Optional: Immediately stop BarkManager audio?
// if (barkManager != null && barkManager.IsPlaying) barkManager.m_audioSource.Stop();
currentPlaybackCoroutine = null;
Debug.Log($"BarkPlayer ({gameObject.name}): Stopping active playback loop due to StopPlayer call.", this);
}
}
}
/// <summary>
/// Checks if the player is currently inside the trigger and starts the playback loop
/// if the BarkPlayer is started (_runtime_IsStarted=true) but the loop isn't currently running.
/// Useful after initialization (in Start) or after calling StartPlayer manually.
/// </summary>
private void CheckForAutoStartIfInside()
{
// This is called from Start() and StartPlayer()
if (_runtime_IsStarted && isTriggeringObjectInside && currentTriggererTransform != null && currentPlaybackCoroutine == null && isInitialized)
{
Debug.Log($"BarkPlayer ({gameObject.name}): Triggering object already inside and player is started. Starting playback loop.", this);
// Ensure indices are correctly set from save data before starting
Debug.Log($"BarkPlayer ({gameObject.name}): Conditions met for auto-start. Object inside, player started, no active coroutine. Starting playback loop.", this);
// Ensure currentEntryArrayIndex is correctly set from save data before starting
// (it should already be from Start() or ApplyData(), but good to be sure)
currentEntryArrayIndex = Mathf.Clamp(m_saveData.savedCurrentEntryArrayIndex, 0, Mathf.Max(0, barkManagerEntryIndices.Length - 1));
// nextBarkSequenceIndex will be determined by PrepareEntrySequence
currentPlaybackCoroutine = StartCoroutine(ContinuousPlaybackLoop());
}
}
@@ -483,66 +437,72 @@ namespace Beyond // Ensure this namespace matches your project
public override string RecordData()
{
// Update save data container with current runtime state
m_saveData.savedIsStarted = this._runtime_IsStarted;
m_saveData.savedCurrentEntryArrayIndex = this.currentEntryArrayIndex;
m_saveData.savedNextBarkSequenceIndex = this.nextBarkSequenceIndex;
m_saveData.wasShuffled = this.shuffleOrder; // Record shuffle setting at time of save
// Only save nextBarkSequenceIndex if a coroutine is running and we are "mid-sequence"
// Otherwise, it should be 0 for the next entry.
if (currentPlaybackCoroutine != null && nextBarkSequenceIndex > 0 && nextBarkSequenceIndex < (playbackOrder?.Count ?? 0))
{
m_saveData.savedNextBarkSequenceIndex = this.nextBarkSequenceIndex;
}
else
{
// If not actively playing a sequence or at the start/end, save 0.
// This means when loading, it will either start the currentEntryArrayIndex from the beginning,
// or if currentEntryArrayIndex was incremented after an entry finished, it will start the *new* entry from beginning.
m_saveData.savedNextBarkSequenceIndex = 0;
}
m_saveData.wasShuffled = this.shuffleOrder;
// Serialize the save data container
return SaveSystem.Serialize(m_saveData);
}
public override void ApplyData(string s)
{
// Handle case where there is no save data for this component
if (string.IsNullOrEmpty(s))
{
// No save data - runtime state keeps the value set by startAutomaticallyOnLoad in Awake
_runtime_IsStarted = startAutomaticallyOnLoad;
// Reset progress indices if no save data
m_saveData = new BarkPlayerData(); // Ensure fresh save data container
m_saveData.savedIsStarted = _runtime_IsStarted; // Sync with runtime
m_saveData.savedCurrentEntryArrayIndex = 0;
m_saveData.savedNextBarkSequenceIndex = 0;
Debug.Log($"BarkPlayer ({gameObject.name}): No save data found, using startAutomaticallyOnLoad ({startAutomaticallyOnLoad}).", this);
m_saveData.wasShuffled = shuffleOrder; // Use current inspector setting
Debug.Log($"BarkPlayer ({gameObject.name}): No save data, using startAutomaticallyOnLoad ({_runtime_IsStarted}).", this);
return;
}
// Deserialize the saved data string
var loadedData = SaveSystem.Deserialize<BarkPlayerData>(s);
if (loadedData != null)
{
m_saveData = loadedData; // Store the loaded data
// Apply the loaded runtime state
m_saveData = loadedData;
this._runtime_IsStarted = m_saveData.savedIsStarted;
// Indices will be applied in Start() / PrepareEntrySequence() using m_saveData
Debug.Log($"BarkPlayer ({gameObject.name}): Applied loaded data. Started={_runtime_IsStarted}, EntryIdx={m_saveData.savedCurrentEntryArrayIndex}, BarkIdx={m_saveData.savedNextBarkSequenceIndex}.", this);
// currentEntryArrayIndex and nextBarkSequenceIndex will be used by Start() and PrepareEntrySequence()
Debug.Log($"BarkPlayer ({gameObject.name}): Applied loaded data. Started={_runtime_IsStarted}, EntryIdx={m_saveData.savedCurrentEntryArrayIndex}, BarkIdx={m_saveData.savedNextBarkSequenceIndex}, WasShuffled={m_saveData.wasShuffled}.", this);
}
else
{
Debug.LogError($"BarkPlayer ({gameObject.name}): Failed to deserialize save data. Using defaults.", this);
// Fallback: use inspector setting if deserialize failed
this._runtime_IsStarted = startAutomaticallyOnLoad;
_runtime_IsStarted = startAutomaticallyOnLoad;
m_saveData = new BarkPlayerData();
m_saveData.savedIsStarted = _runtime_IsStarted;
m_saveData.savedCurrentEntryArrayIndex = 0;
m_saveData.savedNextBarkSequenceIndex = 0;
m_saveData.wasShuffled = shuffleOrder;
}
// After applying data, ensure consistency: if loaded state is 'stopped', stop coroutine
// After applying data, if loaded state is 'stopped', ensure coroutine is also stopped.
// CheckForAutoStartIfInside in Start() will handle restarting if needed.
if (!this._runtime_IsStarted && currentPlaybackCoroutine != null)
{
StopCoroutine(currentPlaybackCoroutine);
currentPlaybackCoroutine = null;
}
// The CheckForAutoStartIfInside() call in Start() will handle restarting the
// coroutine if the loaded state is 'started' and the player is inside the trigger.
}
#endregion
#region Helper Methods
/// <summary> Helper to find the largest component of a Vector3 (for Gizmos). </summary>
private float MaxComponent(Vector3 v) => Mathf.Max(Mathf.Max(v.x, v.y), v.z);
#endregion
}
}