548 lines
26 KiB
C#
548 lines
26 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using PixelCrushers; // For Saver
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using Sirenix.OdinInspector; // For ReadOnly/Button attributes (Optional: remove if not using Odin)
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using UnityEngine;
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using Random = UnityEngine.Random;
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namespace Beyond // Ensure this namespace matches your project
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{
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[RequireComponent(typeof(Collider))]
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public class BarkPlayer : Saver
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{
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#region Inspector Fields
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[Header("Bark Configuration")]
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[Tooltip("The indices of the BarkEntries in BarkManager's list to play sequentially.")]
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public int[] barkManagerEntryIndices = new int[0];
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[Tooltip("Delay in seconds after one bark's audio finishes before starting the next bark WITHIN THE SAME entry sequence.")]
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[Min(0f)]
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public float delayBetweenBarks = 0.5f;
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[Tooltip("Delay in seconds after ALL barks in one entry sequence finish before starting the NEXT entry sequence.")]
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[Min(0f)]
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public float delayBetweenEntries = 5.0f;
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[Tooltip("Play barks within each entry in a random order (shuffled when the entry starts).")]
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public bool shuffleOrder = false;
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[Header("Trigger Settings")]
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[Tooltip("Layers that can activate this bark trigger.")]
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public LayerMask triggeringLayers;
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[Header("Activation")]
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[Tooltip("If true, the BarkPlayer will be active automatically when the game starts or when loaded without existing save data for it.")]
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public bool startAutomaticallyOnLoad = false;
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// Runtime state fields remain private but visible for debugging if needed
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[Header("Runtime State (Read Only)")]
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[SerializeField, ReadOnly] // Use Sirenix ReadOnly or remove if not using Odin
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private bool _runtime_IsStarted = false; // Tracks the current operational state
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[SerializeField, ReadOnly]
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private int currentEntryArrayIndex = 0; // Index for barkManagerEntryIndices array
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[SerializeField, ReadOnly]
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private int nextBarkSequenceIndex = 0; // Index for playbackOrder (within current entry)
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[SerializeField, ReadOnly]
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private bool isTriggeringObjectInside = false; // Is a valid object currently inside?
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#endregion
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#region Internal Variables
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private List<int> playbackOrder; // Stores the bark order for the CURRENTLY active entry
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private bool isInitialized = false;
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private Collider triggerCollider;
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private BarkManager barkManager; // Cached reference
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private Coroutine currentPlaybackCoroutine = null;
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private Transform currentTriggererTransform = null; // Transform of the object inside
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#endregion
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#region Save Data Structure
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[System.Serializable]
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public class BarkPlayerData
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{
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public bool savedIsStarted; // Tracks the saved state from _runtime_IsStarted
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public int savedCurrentEntryArrayIndex;
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public int savedNextBarkSequenceIndex;
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public bool wasShuffled; // Tracks shuffle setting at time of save
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}
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private BarkPlayerData m_saveData = new BarkPlayerData();
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#endregion
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#region Unity Lifecycle Methods
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public override void Awake()
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{
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// Set initial state based on Inspector setting *before* base.Awake potentially calls ApplyData
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// If save data exists, ApplyData will overwrite this.
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_runtime_IsStarted = startAutomaticallyOnLoad;
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base.Awake(); // This might call ApplyData via Save System
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// --- Component & Initial Setup ---
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triggerCollider = GetComponent<Collider>();
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if (!triggerCollider.isTrigger)
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{
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Debug.LogWarning($"BarkPlayer on {gameObject.name}: Collider was not set to 'Is Trigger'. Forcing it.", this);
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triggerCollider.isTrigger = true;
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}
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// --- Default LayerMask ---
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if (triggeringLayers.value == 0) // LayerMask is empty/unassigned
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{
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int playerLayer = LayerMask.NameToLayer("Player");
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if (playerLayer != -1)
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{
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triggeringLayers = LayerMask.GetMask("Player"); // Default to Player layer
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Debug.LogWarning($"BarkPlayer on {gameObject.name}: Triggering Layers not set in inspector, defaulting to 'Player' layer.", this);
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}
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else
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{
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Debug.LogError($"BarkPlayer ({gameObject.name}): Triggering Layers is not set in the inspector, and the default 'Player' layer was not found. This trigger will likely not activate.", this);
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}
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}
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// Final state of _runtime_IsStarted reflects Inspector default OR loaded save data.
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}
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private void Start()
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{
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// --- Get BarkManager Instance ---
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barkManager = BarkManager.Instance;
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if (barkManager == null)
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{
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Debug.LogError($"BarkPlayer ({gameObject.name}): Could not find BarkManager instance! Disabling component.", this);
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enabled = false;
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return;
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}
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// --- Apply Loaded Indices ---
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// Ensure array index is valid even if array size changed since saving
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currentEntryArrayIndex = Mathf.Clamp(m_saveData.savedCurrentEntryArrayIndex, 0, Mathf.Max(0, barkManagerEntryIndices.Length - 1));
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// nextBarkSequenceIndex will be applied when PrepareEntrySequence is called
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// --- Validate Entry Indices ---
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if (barkManagerEntryIndices == null || barkManagerEntryIndices.Length == 0)
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{
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Debug.LogWarning($"BarkPlayer ({gameObject.name}): No Bark Manager Entry Indices provided. Disabling.", this);
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enabled = false;
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return;
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}
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for (int i = 0; i < barkManagerEntryIndices.Length; i++)
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{
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if (barkManagerEntryIndices[i] < 0 || barkManagerEntryIndices[i] >= barkManager.m_barks.Length)
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{
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Debug.LogError($"BarkPlayer ({gameObject.name}): Invalid Bark Manager Entry Index {barkManagerEntryIndices[i]} at array position {i}. Max index is {barkManager.m_barks.Length - 1}. Disabling.", this);
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enabled = false;
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return;
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}
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}
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isInitialized = true;
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// Check if we should start playing immediately after initialization
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// (e.g., if loaded state is 'started' and player is already inside trigger)
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CheckForAutoStartIfInside();
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}
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private void OnDrawGizmos()
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{
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Collider col = GetComponent<Collider>();
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if (col != null)
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{
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Gizmos.color = isTriggeringObjectInside ? new Color(1f, 0.5f, 0.5f, 0.4f) : new Color(0.5f, 1f, 0.5f, 0.3f); // Red when active
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if (col is BoxCollider box) Gizmos.DrawCube(transform.TransformPoint(box.center), Vector3.Scale(box.size, transform.lossyScale));
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else if (col is SphereCollider sphere) Gizmos.DrawSphere(transform.TransformPoint(sphere.center), sphere.radius * MaxComponent(transform.lossyScale));
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// Add other collider types if needed
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}
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}
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#endregion
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#region Trigger Handling
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private void OnTriggerEnter(Collider other)
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{
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// Ignore if not initialized, not enabled, or runtime state is not 'Started'
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if (!isInitialized || !enabled || !_runtime_IsStarted) return;
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// --- Layer Check ---
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int otherLayer = other.gameObject.layer;
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if ((triggeringLayers.value & (1 << otherLayer)) == 0)
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{
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return; // Layer not in mask, ignore this trigger event
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}
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// --- Check if already processing an object ---
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// This prevents multiple triggering objects from interfering. Only the first one in matters.
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if (isTriggeringObjectInside) return;
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// --- Valid Trigger ---
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Debug.Log($"BarkPlayer ({gameObject.name}): Triggering object '{other.name}' entered.", this);
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isTriggeringObjectInside = true;
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currentTriggererTransform = other.transform; // Store the transform for barking
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// --- Start Playback Coroutine if not already running ---
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if (currentPlaybackCoroutine == null)
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{
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// Apply potentially loaded/saved array index before starting loop
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currentEntryArrayIndex = Mathf.Clamp(m_saveData.savedCurrentEntryArrayIndex, 0, Mathf.Max(0, barkManagerEntryIndices.Length - 1));
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// nextBarkSequenceIndex will be set by PrepareEntrySequence inside the coroutine
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currentPlaybackCoroutine = StartCoroutine(ContinuousPlaybackLoop());
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}
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}
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private void OnTriggerExit(Collider other)
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{
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if (!isInitialized || !enabled) return;
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// --- Layer Check ---
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int otherLayer = other.gameObject.layer;
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if ((triggeringLayers.value & (1 << otherLayer)) == 0)
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{
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return; // Ignore exit events from non-triggering layers
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}
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// --- Check if the *tracked* object is the one exiting ---
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if (other.transform == currentTriggererTransform)
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{
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Debug.Log($"BarkPlayer ({gameObject.name}): Triggering object '{other.name}' exited.", this);
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isTriggeringObjectInside = false;
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currentTriggererTransform = null; // Clear the stored transform
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// --- Stop the Playback Coroutine ---
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if (currentPlaybackCoroutine != null)
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{
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StopCoroutine(currentPlaybackCoroutine);
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currentPlaybackCoroutine = null;
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Debug.Log($"BarkPlayer ({gameObject.name}): Stopping playback loop due to exit.", this);
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// Optional: Immediately stop BarkManager audio?
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// if (barkManager != null && barkManager.IsPlaying) barkManager.m_audioSource.Stop();
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}
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}
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// Else: Some other object on a triggering layer exited, but the primary one is still inside. Do nothing.
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}
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#endregion
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#region Playback Logic
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/// <summary>
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/// Sets up the playbackOrder list for a specific BarkManager entry index.
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/// Resets or applies saved nextBarkSequenceIndex.
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/// </summary>
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/// <param name="entryIndexToPrepare">The index within BarkManager's m_barks array.</param>
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/// <returns>True if preparation was successful (entry has barks), false otherwise.</returns>
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private bool PrepareEntrySequence(int entryIndexToPrepare)
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{
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if (barkManager == null) return false;
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int barkCount = barkManager.GetBarkCountInEntry(entryIndexToPrepare);
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if (barkCount <= 0)
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{
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Debug.LogWarning($"BarkPlayer ({gameObject.name}): BarkEntry {entryIndexToPrepare} (from array index {currentEntryArrayIndex}) has no barks. Skipping entry.", this);
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playbackOrder = new List<int>(); // Ensure list is empty
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nextBarkSequenceIndex = 0;
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return false; // Indicate nothing to play for this entry
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}
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// Generate sequence order (sequential or shuffled)
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playbackOrder = Enumerable.Range(0, barkCount).ToList();
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if (shuffleOrder)
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{
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// Simple Fisher-Yates shuffle
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for (int i = playbackOrder.Count - 1; i > 0; i--)
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{
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int j = Random.Range(0, i + 1);
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// Tuple swap is concise
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(playbackOrder[i], playbackOrder[j]) = (playbackOrder[j], playbackOrder[i]);
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}
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// Debug.Log($"BarkPlayer ({gameObject.name}): Shuffled order for entry {entryIndexToPrepare}.", this);
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}
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// Reset sequence progress. Apply saved index ONLY if the loaded array index matches the current one.
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if (currentEntryArrayIndex == m_saveData.savedCurrentEntryArrayIndex)
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{
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nextBarkSequenceIndex = Mathf.Clamp(m_saveData.savedNextBarkSequenceIndex, 0, playbackOrder.Count);
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// Debug.Log($"BarkPlayer ({gameObject.name}): Resuming entry {entryIndexToPrepare} at bark index {nextBarkSequenceIndex}.", this);
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}
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else
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{
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nextBarkSequenceIndex = 0; // Start new entry from beginning if array index differs from saved
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}
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return true; // Preparation successful
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}
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/// <summary>
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/// Main coroutine managing the playback loop through entries and barks.
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/// </summary>
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private IEnumerator ContinuousPlaybackLoop()
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{
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Debug.Log($"BarkPlayer ({gameObject.name}): Starting playback loop.", this);
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// Initial check for valid configuration
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if (barkManagerEntryIndices == null || barkManagerEntryIndices.Length == 0)
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{
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Debug.LogError($"BarkPlayer ({gameObject.name}): Cannot start loop, entry indices array is empty or null.", this);
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currentPlaybackCoroutine = null; // Ensure coroutine reference is cleared
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yield break;
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}
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// Outer loop: Continues as long as a valid triggering object is inside
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while (isTriggeringObjectInside && currentTriggererTransform != null)
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{
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// --- Step 1: Prepare for Current Entry ---
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// Safety check/loop wrap for the array index
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if (currentEntryArrayIndex >= barkManagerEntryIndices.Length)
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{
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currentEntryArrayIndex = 0;
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if (barkManagerEntryIndices.Length == 0)
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{ // Should be caught earlier, but double-check
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Debug.LogError($"BarkPlayer ({gameObject.name}): Entry indices array became empty during loop?", this);
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yield break;
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}
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}
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int currentManagerEntryIndex = barkManagerEntryIndices[currentEntryArrayIndex];
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// Debug.Log($"BarkPlayer ({gameObject.name}): Preparing Entry Index: {currentManagerEntryIndex} (Array Pos: {currentEntryArrayIndex}).", this);
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// Prepare the sequence (generate playbackOrder, set nextBarkSequenceIndex)
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bool canPlayEntry = PrepareEntrySequence(currentManagerEntryIndex);
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if (!canPlayEntry) // Skip this entry if it has no barks
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{
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// Debug.Log($"BarkPlayer ({gameObject.name}): Skipping empty BarkEntry {currentManagerEntryIndex}.", this);
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currentEntryArrayIndex++; // Move immediately to the next entry index
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yield return null; // Wait a frame before checking the next entry in the outer loop
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continue; // Go to next iteration of the outer while loop (skips delays below)
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}
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// --- Step 2: Inner Loop - Play Barks within the Current Entry ---
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while (nextBarkSequenceIndex < playbackOrder.Count && isTriggeringObjectInside && currentTriggererTransform != null)
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{
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// Wait for BarkManager's AudioSource if it's busy
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while (barkManager.IsPlaying && isTriggeringObjectInside)
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{
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yield return null; // Wait a frame
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}
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// Re-check condition after waiting, player might have left
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if (!isTriggeringObjectInside || currentTriggererTransform == null) break;
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// Play the specific bark for this step in the sequence
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int barkIndexToPlay = playbackOrder[nextBarkSequenceIndex];
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Debug.Log($"BarkPlayer ({gameObject.name}): Playing Bark {nextBarkSequenceIndex + 1}/{playbackOrder.Count} (Actual Index: {barkIndexToPlay}) from Entry {currentManagerEntryIndex}.", this);
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// Play using the specific index, passing the triggerer's transform
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AudioClip playedClip = barkManager.PlayBark(currentManagerEntryIndex, currentTriggererTransform, barkIndexToPlay);
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nextBarkSequenceIndex++; // Increment progress within this entry's sequence
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// Wait for the bark's duration plus the inter-bark delay
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float waitTime = delayBetweenBarks;
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if (playedClip != null) { waitTime += Mathf.Max(0f, playedClip.length); } // Ensure non-negative length
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// Perform the wait, checking continuously if the player leaves
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if (waitTime > 0)
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{
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float timer = 0f;
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while (timer < waitTime && isTriggeringObjectInside && currentTriggererTransform != null)
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{
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timer += Time.deltaTime;
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yield return null; // Wait one frame
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}
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}
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else
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{
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// Minimum one frame wait even if no delay/clip length
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yield return null;
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}
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// If player left during wait, break inner loop
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if (!isTriggeringObjectInside || currentTriggererTransform == null) break;
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} // --- End of Inner Loop (Barks within Entry) ---
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// --- Step 3: Transition to Next Entry (if player didn't exit) ---
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if (isTriggeringObjectInside && currentTriggererTransform != null)
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{
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// Current entry sequence finished normally
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Debug.Log($"BarkPlayer ({gameObject.name}): Finished sequence for Entry {currentManagerEntryIndex}.", this);
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currentEntryArrayIndex++; // Move to the next entry index in the array
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// Check for wrapping / end of all entries in the array
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if (currentEntryArrayIndex >= barkManagerEntryIndices.Length)
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{
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Debug.Log($"BarkPlayer ({gameObject.name}): Finished all entries in the array. Looping back.", this);
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currentEntryArrayIndex = 0; // Loop back to the start of the array
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}
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// Wait for the specified delay BETWEEN entries
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if (delayBetweenEntries > 0)
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{
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Debug.Log($"BarkPlayer ({gameObject.name}): Waiting {delayBetweenEntries}s before next entry.", this);
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float timer = 0f;
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while (timer < delayBetweenEntries && isTriggeringObjectInside && currentTriggererTransform != null)
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{
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timer += Time.deltaTime;
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yield return null; // Wait one frame
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}
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// If player left during delay, break outer loop
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if (!isTriggeringObjectInside || currentTriggererTransform == null) break;
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}
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// The outer loop will then continue, preparing the next entry
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}
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} // --- End of Outer Loop (isTriggeringObjectInside) ---
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Debug.Log($"BarkPlayer ({gameObject.name}): Playback loop finished (Triggering object left or component stopped).", this);
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// Clear coroutine reference *if* this coroutine instance is the one finishing
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if (currentPlaybackCoroutine != null && (!isTriggeringObjectInside || currentTriggererTransform == null))
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{
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currentPlaybackCoroutine = null;
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}
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}
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#endregion
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#region Public Control Methods
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/// <summary>
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/// Enables the BarkPlayer's runtime operation. It will start playing sequences when triggered.
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/// If a triggering object is already inside, playback may start immediately.
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/// </summary>
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[Button] // Example for Odin Inspector button
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public void StartPlayer()
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{
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if (!_runtime_IsStarted)
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{
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Debug.Log($"BarkPlayer ({gameObject.name}): Player Runtime Started.", this);
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_runtime_IsStarted = true;
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// If already initialized, check if we need to immediately start playback
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if (isInitialized)
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{
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CheckForAutoStartIfInside();
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}
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}
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}
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/// <summary>
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/// Disables the BarkPlayer's runtime operation. Stops any current playback and ignores future triggers.
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/// </summary>
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[Button] // Example for Odin Inspector button
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public void StopPlayer()
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{
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if (_runtime_IsStarted)
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{
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Debug.Log($"BarkPlayer ({gameObject.name}): Player Runtime Stopped.", this);
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_runtime_IsStarted = false;
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// Stop any currently running playback coroutine
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if (currentPlaybackCoroutine != null)
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{
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StopCoroutine(currentPlaybackCoroutine);
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currentPlaybackCoroutine = null; // Clear the reference
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Debug.Log($"BarkPlayer ({gameObject.name}): Stopping active playback loop.", this);
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// Optional: Immediately stop BarkManager audio?
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// if (barkManager != null && barkManager.IsPlaying) barkManager.m_audioSource.Stop();
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}
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}
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}
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/// <summary>
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/// Checks if the player is currently inside the trigger and starts the playback loop
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/// if the BarkPlayer is started (_runtime_IsStarted=true) but the loop isn't currently running.
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/// Useful after initialization (in Start) or after calling StartPlayer manually.
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/// </summary>
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private void CheckForAutoStartIfInside()
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{
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if (_runtime_IsStarted && isTriggeringObjectInside && currentTriggererTransform != null && currentPlaybackCoroutine == null && isInitialized)
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{
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Debug.Log($"BarkPlayer ({gameObject.name}): Triggering object already inside and player is started. Starting playback loop.", this);
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// Ensure indices are correctly set from save data before starting
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currentEntryArrayIndex = Mathf.Clamp(m_saveData.savedCurrentEntryArrayIndex, 0, Mathf.Max(0, barkManagerEntryIndices.Length - 1));
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currentPlaybackCoroutine = StartCoroutine(ContinuousPlaybackLoop());
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}
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}
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#endregion
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#region Save System Integration (Pixel Crushers Saver)
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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
|
|
|
|
// 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.savedCurrentEntryArrayIndex = 0;
|
|
m_saveData.savedNextBarkSequenceIndex = 0;
|
|
Debug.Log($"BarkPlayer ({gameObject.name}): No save data found, using startAutomaticallyOnLoad ({startAutomaticallyOnLoad}).", this);
|
|
return;
|
|
}
|
|
|
|
// Deserialize the saved data string
|
|
var loadedData = SaveSystem.Deserialize<BarkPlayerData>(s);
|
|
if (loadedData != null)
|
|
{
|
|
m_saveData = loadedData; // Store the loaded data
|
|
// Apply the loaded runtime state
|
|
this._runtime_IsStarted = m_saveData.savedIsStarted;
|
|
// Indices will be applied in Start() / PrepareEntrySequence() using m_saveData
|
|
Debug.Log($"BarkPlayer ({gameObject.name}): Applied loaded data. Started={_runtime_IsStarted}, EntryIdx={m_saveData.savedCurrentEntryArrayIndex}, BarkIdx={m_saveData.savedNextBarkSequenceIndex}.", this);
|
|
}
|
|
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;
|
|
m_saveData.savedCurrentEntryArrayIndex = 0;
|
|
m_saveData.savedNextBarkSequenceIndex = 0;
|
|
}
|
|
|
|
// After applying data, ensure consistency: if loaded state is 'stopped', stop coroutine
|
|
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
|
|
}
|
|
} |