chore: Project Restructuring & Theatre
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using UnityEngine;
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using Unheimlich.Core.Events;
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using Unheimlich.Features.DetectiveBoard.Data;
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namespace Unheimlich.Features.DetectiveBoard
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{
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/// <summary>
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/// Unlocks a clue on the detective board.
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/// Can be driven by an optional GameEventTrigger on the same GameObject,
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/// or called directly via UnlockClue() from any external script or UnityEvent.
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/// </summary>
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public class ClueUnlockTrigger : MonoBehaviour
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{
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[Header("Clue Configuration")]
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[Tooltip("The clue data to unlock when triggered")]
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[SerializeField] private ClueData _clueToUnlock;
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[Header("Auto Trigger")]
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[Tooltip("Unlock automatically on Start()")]
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[SerializeField] private bool _unlockOnStart;
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[Tooltip("Delay in seconds before unlocking (only with Unlock On Start)")]
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[SerializeField] private float _unlockDelay;
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[Tooltip("Prevent unlocking more than once")]
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[SerializeField] private bool _unlockOnlyOnce = true;
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[Header("Debug")]
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[SerializeField] private bool _debugMode;
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private GameEventTrigger _eventTrigger;
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private bool _hasUnlocked;
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/// <summary>Raised after the clue has been successfully unlocked.</summary>
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public event System.Action OnClueUnlocked;
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private void Awake()
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{
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// Optional composition with GameEventTrigger
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_eventTrigger = GetComponent<GameEventTrigger>();
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if (_eventTrigger != null)
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_eventTrigger.OnTriggered += UnlockClue;
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}
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private void Start()
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{
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if (_unlockOnStart)
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{
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if (_unlockDelay > 0f)
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Invoke(nameof(UnlockClue), _unlockDelay);
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else
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UnlockClue();
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}
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}
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private void OnDestroy()
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{
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if (_eventTrigger != null)
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_eventTrigger.OnTriggered -= UnlockClue;
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}
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/// <summary>
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/// Unlocks the associated clue. Can be called directly from external scripts or UnityEvents.
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/// </summary>
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public void UnlockClue()
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{
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if (_unlockOnlyOnce && _hasUnlocked)
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return;
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if (_clueToUnlock == null)
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{
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Debug.LogError("[ClueUnlockTrigger] No clue data assigned!", this);
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return;
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}
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if (DetectiveBoardManager.Instance == null)
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{
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Debug.LogError("[ClueUnlockTrigger] DetectiveBoardManager not found!", this);
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return;
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}
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DetectiveBoardManager.Instance.UnlockClue(_clueToUnlock);
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_hasUnlocked = true;
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if (_debugMode)
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Debug.Log($"[ClueUnlockTrigger] Unlocked clue: {_clueToUnlock.Title}", this);
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OnClueUnlocked?.Invoke();
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}
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/// <summary>Resets the unlock state so the clue can be unlocked again.</summary>
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public void ResetUnlock()
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{
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_hasUnlocked = false;
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CancelInvoke(nameof(UnlockClue));
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}
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}
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}
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