feat: debug scene navigation system

This commit is contained in:
Ferlat Thibaud
2026-06-02 12:53:44 +02:00
parent 5f3a527cc5
commit dec1bed017
25 changed files with 7099 additions and 2055 deletions
+8
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using System;
using System.Collections.Generic;
using UnityEngine;
using OctoCore.Navigation.Data;
using OctoRef = OctoCore.OctoCore;
namespace Unheimlich.Navigation.Debuging
{
/// <summary>
/// ScriptableObject holding the ordered list of debug scenes.
/// Drag OctoSceneData assets in the desired order in the inspector.
/// </summary>
[CreateAssetMenu(fileName = "DebugNavigation", menuName = "Unheimlich/Debug/Debug Navigation")]
public class DebugNavigation : ScriptableObject
{
[Tooltip("Ordered list of scenes available in debug mode.")]
[SerializeField] private List<OctoSceneData> _scenes = new List<OctoSceneData>();
public IReadOnlyList<OctoSceneData> Scenes => _scenes;
/// <summary>Invoked when a debug scene change is requested.</summary>
public Action<OctoSceneData> OnDebugSceneRequested;
private int _currentIndex = -1;
public int CurrentIndex => _currentIndex;
/// <summary>
/// Sync the current index with the active scene.
/// If the active scene is not in the list, _currentIndex stays at -1
/// so Next() will correctly start at index 0.
/// </summary>
public void SyncWithCurrentScene(OctoSceneData currentScene)
{
_currentIndex = currentScene != null ? _scenes.IndexOf(currentScene) : -1;
if (_currentIndex == -1)
UnityEngine.Debug.Log("[DebugNavigation] Scene not found in debug list — Next() will start at index 0.");
}
/// <summary>Load the previous scene in the list (wraps).</summary>
public void Previous()
{
if (_scenes == null || _scenes.Count == 0) return;
// If not in list, go to last
_currentIndex = (_currentIndex <= 0) ? _scenes.Count - 1 : _currentIndex - 1;
RequestScene(_currentIndex);
}
/// <summary>Load the next scene in the list (wraps).</summary>
public void Next()
{
if (_scenes == null || _scenes.Count == 0) return;
// If not in list (-1), go to 0. Otherwise increment.
_currentIndex = (_currentIndex >= _scenes.Count - 1) ? 0 : _currentIndex + 1;
RequestScene(_currentIndex);
}
/// <summary>Load a scene by index directly (called by Debug Menu UI buttons).</summary>
public void LoadByIndex(int index)
{
if (index < 0 || index >= _scenes.Count)
{
UnityEngine.Debug.LogWarning($"[DebugNavigation] Index {index} out of range.");
return;
}
_currentIndex = index;
RequestScene(_currentIndex);
}
private void RequestScene(int index)
{
OctoSceneData scene = _scenes[index];
if (scene == null)
{
UnityEngine.Debug.LogWarning($"[DebugNavigation] Scene at index {index} is null.");
return;
}
// Don't reload the scene that's already active
if (OctoRef.Instance != null &&
OctoRef.Instance.Navigation.CurrentScene == scene)
{
UnityEngine.Debug.Log($"[DebugNavigation] Scene '{scene.SceneName}' is already loaded, skipping.");
return;
}
OnDebugSceneRequested?.Invoke(scene);
if (OctoRef.Instance)
OctoRef.Instance.Navigation.LoadScene(scene);
else
UnityEngine.Debug.LogError("[DebugNavigation] OctoCore instance not found.");
}
}
}
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using System.Collections;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.InputSystem;
using OctoRef = OctoCore.OctoCore;
namespace Unheimlich.Navigation.Debuging
{
/// <summary>
/// Listens for debug input combos and drives DebugNavigation.
///
/// — Gamepad : L2+R2 held 0.5s → unlock/lock. L2/R2 short press → prev/next (menu must be open).
/// — Keyboard : backquote (² AZERTY / ~ QWERTY) → unlock/lock. ←/→ → prev/next.
///
/// Device display: switches based on last active input, not physical connection.
/// </summary>
public class DebugMenuUnlocker : MonoBehaviour
{
[Header("Data")]
[SerializeField] private DebugNavigation _debugNavigation;
[Header("Timing")]
[Tooltip("Duration in seconds L2+R2 must be held to toggle the debug menu.")]
[SerializeField] private float _holdDuration = 0.5f;
[Header("Unlock Events")]
public UnityEvent OnDebugMenuUnlockedGamepad;
public UnityEvent OnDebugMenuUnlockedKeyboard;
public UnityEvent OnDebugMenuLocked;
[Header("Navigation Events")]
public UnityEvent OnPreviousScene;
public UnityEvent OnNextScene;
[Header("Device Switch Events")]
[Tooltip("Fired when gamepad input is detected and last input was keyboard/mouse.")]
public UnityEvent OnSwitchedToGamepad;
[Tooltip("Fired when keyboard/mouse input is detected and last input was gamepad.")]
public UnityEvent OnSwitchedToKeyboard;
// ── State ────────────────────────────────────────────────────────────
private bool _isUnlocked = false;
private bool _isL2Held = false;
private bool _isR2Held = false;
private float _holdTimer = 0f;
private bool _holdFired = false;
private bool _lastWasGamepad = false;
// Input Actions
private InputAction _keyboardUnlockAction;
private InputAction _gamepadL2Action;
private InputAction _gamepadR2Action;
private InputAction _keyboardPreviousAction;
private InputAction _keyboardNextAction;
private InputAction _anyGamepadAction;
private InputAction _anyKeyboardAction;
// ── Unity lifecycle ──────────────────────────────────────────────────
private void Awake() => BuildInputActions();
private void OnEnable() => EnableActions();
private void Start()
{
StartCoroutine(InitWhenReady());
}
private IEnumerator InitWhenReady()
{
yield return new WaitUntil(() => OctoRef.Instance != null);
yield return new WaitUntil(() => OctoRef.Instance.Navigation.CurrentScene != null);
SyncDebugNavigation();
SubscribeToSceneEvents();
}
private void OnDisable()
{
DisableActions();
UnsubscribeFromSceneEvents();
}
private void OnDestroy() => DisposeActions();
private void Update() => TickHoldTimer();
// ── Build ────────────────────────────────────────────────────────────
private void BuildInputActions()
{
// Keyboard unlock toggle
_keyboardUnlockAction = new InputAction("DebugUnlockKeyboard", InputActionType.Button);
_keyboardUnlockAction.AddBinding("<Keyboard>/backquote");
_keyboardUnlockAction.performed += _ => ToggleDebugMenu(false);
// Gamepad L2 / R2
_gamepadL2Action = new InputAction("DebugL2", InputActionType.Button);
_gamepadL2Action.AddBinding("<Gamepad>/leftTrigger")
.WithProcessor("AxisDeadzone(min=0.5,max=1)");
_gamepadL2Action.performed += _ => OnL2Down();
_gamepadL2Action.canceled += _ => OnL2Up();
_gamepadR2Action = new InputAction("DebugR2", InputActionType.Button);
_gamepadR2Action.AddBinding("<Gamepad>/rightTrigger")
.WithProcessor("AxisDeadzone(min=0.5,max=1)");
_gamepadR2Action.performed += _ => OnR2Down();
_gamepadR2Action.canceled += _ => OnR2Up();
// Keyboard navigation
_keyboardPreviousAction = new InputAction("DebugPrevKeyboard", InputActionType.Button);
_keyboardPreviousAction.AddBinding("<Keyboard>/leftArrow");
_keyboardPreviousAction.performed += _ => TryPrevious();
_keyboardNextAction = new InputAction("DebugNextKeyboard", InputActionType.Button);
_keyboardNextAction.AddBinding("<Keyboard>/rightArrow");
_keyboardNextAction.performed += _ => TryNext();
// Device detection — wildcard bindings
// Note: on exclut les triggers du anyGamepad pour éviter les faux positifs
// lors du relâchement après un hold unlock
_anyGamepadAction = new InputAction("AnyGamepad", InputActionType.PassThrough);
_anyGamepadAction.AddBinding("<Gamepad>/leftStick");
_anyGamepadAction.AddBinding("<Gamepad>/rightStick");
_anyGamepadAction.AddBinding("<Gamepad>/buttonSouth");
_anyGamepadAction.AddBinding("<Gamepad>/buttonNorth");
_anyGamepadAction.AddBinding("<Gamepad>/buttonEast");
_anyGamepadAction.AddBinding("<Gamepad>/buttonWest");
_anyGamepadAction.AddBinding("<Gamepad>/leftShoulder");
_anyGamepadAction.AddBinding("<Gamepad>/rightShoulder");
_anyGamepadAction.AddBinding("<Gamepad>/start");
_anyGamepadAction.AddBinding("<Gamepad>/select");
_anyGamepadAction.AddBinding("<Gamepad>/dpad");
_anyGamepadAction.performed += _ => OnAnyGamepadInput();
_anyKeyboardAction = new InputAction("AnyKeyboard", InputActionType.PassThrough);
_anyKeyboardAction.AddBinding("<Keyboard>/anyKey");
_anyKeyboardAction.AddBinding("<Mouse>/delta");
_anyKeyboardAction.AddBinding("<Mouse>/leftButton");
_anyKeyboardAction.AddBinding("<Mouse>/rightButton");
_anyKeyboardAction.performed += _ => OnAnyKeyboardInput();
}
private void EnableActions()
{
_keyboardUnlockAction?.Enable();
_gamepadL2Action?.Enable();
_gamepadR2Action?.Enable();
_keyboardPreviousAction?.Enable();
_keyboardNextAction?.Enable();
_anyGamepadAction?.Enable();
_anyKeyboardAction?.Enable();
}
private void DisableActions()
{
_keyboardUnlockAction?.Disable();
_gamepadL2Action?.Disable();
_gamepadR2Action?.Disable();
_keyboardPreviousAction?.Disable();
_keyboardNextAction?.Disable();
_anyGamepadAction?.Disable();
_anyKeyboardAction?.Disable();
}
private void DisposeActions()
{
_keyboardUnlockAction?.Dispose();
_gamepadL2Action?.Dispose();
_gamepadR2Action?.Dispose();
_keyboardPreviousAction?.Dispose();
_keyboardNextAction?.Dispose();
_anyGamepadAction?.Dispose();
_anyKeyboardAction?.Dispose();
}
// ── L2 / R2 hold logic ───────────────────────────────────────────────
private void OnL2Down()
{
_isL2Held = true;
if (_isR2Held) StartHold();
}
private void OnL2Up()
{
// Short press navigation — only if hold didn't fire
if (_isUnlocked && !_holdFired && !_isR2Held)
TryPrevious();
_isL2Held = false;
// Reset hold only when both triggers are released
if (!_isR2Held) ResetHold();
}
private void OnR2Down()
{
_isR2Held = true;
if (_isL2Held) StartHold();
}
private void OnR2Up()
{
// Short press navigation — only if hold didn't fire
if (_isUnlocked && !_holdFired && !_isL2Held)
TryNext();
_isR2Held = false;
// Reset hold only when both triggers are released
if (!_isL2Held) ResetHold();
}
private void StartHold()
{
_holdTimer = 0f;
_holdFired = false;
}
private void ResetHold()
{
_holdTimer = 0f;
_holdFired = false;
}
private void TickHoldTimer()
{
if (!_isL2Held || !_isR2Held || _holdFired) return;
_holdTimer += Time.unscaledDeltaTime;
if (_holdTimer >= _holdDuration)
{
_holdFired = true; // marque comme fired AVANT le toggle pour bloquer OnR2Up/OnL2Up
ToggleDebugMenu(true);
}
}
// ── Device switch ────────────────────────────────────────────────────
private void OnAnyGamepadInput()
{
if (_lastWasGamepad) return;
_lastWasGamepad = true;
OnSwitchedToGamepad?.Invoke();
}
private void OnAnyKeyboardInput()
{
if (!_lastWasGamepad) return;
_lastWasGamepad = false;
OnSwitchedToKeyboard?.Invoke();
}
// ── Logic ────────────────────────────────────────────────────────────
private void SubscribeToSceneEvents()
{
if (OctoRef.Instance == null) return;
OctoRef.Instance.Navigation.OnSceneLoadCompleted += OnSceneLoadCompleted;
}
private void UnsubscribeFromSceneEvents()
{
if (OctoRef.Instance == null) return;
OctoRef.Instance.Navigation.OnSceneLoadCompleted -= OnSceneLoadCompleted;
}
private void OnSceneLoadCompleted(OctoCore.Navigation.Data.OctoSceneData sceneData)
{
_debugNavigation?.SyncWithCurrentScene(sceneData);
}
private void SyncDebugNavigation()
{
if (_debugNavigation == null || OctoRef.Instance == null) return;
_debugNavigation.SyncWithCurrentScene(OctoRef.Instance.Navigation.CurrentScene);
}
private void ToggleDebugMenu(bool isGamepad)
{
_isUnlocked = !_isUnlocked;
if (_isUnlocked)
{
SyncDebugNavigation();
if (isGamepad) OnDebugMenuUnlockedGamepad?.Invoke();
else OnDebugMenuUnlockedKeyboard?.Invoke();
UnityEngine.Debug.Log($"[DebugMenuUnlocker] Unlocked ({(isGamepad ? "Gamepad" : "Keyboard")}).");
}
else
{
OnDebugMenuLocked?.Invoke();
UnityEngine.Debug.Log("[DebugMenuUnlocker] Locked.");
}
}
private void TryPrevious()
{
if (!_isUnlocked || _debugNavigation == null) return;
OnPreviousScene?.Invoke();
_debugNavigation.Previous();
}
private void TryNext()
{
if (!_isUnlocked || _debugNavigation == null) return;
OnNextScene?.Invoke();
_debugNavigation.Next();
}
/// <summary>Called directly by Debug Menu UI buttons (0-based index).</summary>
public void LoadSceneByIndex(int index)
{
if (_debugNavigation == null) return;
_debugNavigation.LoadByIndex(index);
}
public bool IsUnlocked => _isUnlocked;
}
}
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