106 lines
3.1 KiB
C#
106 lines
3.1 KiB
C#
using UnityEngine;
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using Unheimlich.Data.DetectiveBoard;
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using Unheimlich.Managers;
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namespace Unheimlich.Handlers.DetectiveBoard
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{
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/// <summary>
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/// Generic trigger to unlock clues on the detective board.
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/// Can be triggered by any game event: dialogue, object interaction, audio cue, hallucination, etc.
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/// Simply call UnlockClue() when the trigger condition is met.
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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("Trigger Settings")]
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[Tooltip("Automatically unlock on Start()")]
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[SerializeField] private bool _unlockOnStart;
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[Tooltip("Unlock when this GameObject is enabled")]
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[SerializeField] private bool _unlockOnEnable;
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[Tooltip("Delay before unlocking (useful for sequencing)")]
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[SerializeField] private float _unlockDelay;
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[Tooltip("Show debug messages")]
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[SerializeField] private bool _debugMode;
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private bool _hasUnlocked;
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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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UnlockClue();
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}
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}
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private void OnEnable()
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{
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if (_unlockOnEnable && !_hasUnlocked)
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{
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UnlockClue();
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}
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}
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/// <summary>
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/// Unlocks the associated clue. Can be called from external scripts, events, or animations.
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/// </summary>
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public void UnlockClue()
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{
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if (_hasUnlocked)
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{
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if (_debugMode)
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Debug.LogWarning($"[ClueUnlockTrigger] Clue '{_clueToUnlock?.Title}' already unlocked!");
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return;
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}
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if (_clueToUnlock == null)
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{
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Debug.LogError("[ClueUnlockTrigger] No clue data assigned!");
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return;
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}
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if (_unlockDelay > 0f)
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{
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Invoke(nameof(UnlockClueImmediate), _unlockDelay);
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}
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else
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{
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UnlockClueImmediate();
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}
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}
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private void UnlockClueImmediate()
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{
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if (DetectiveBoardManager.Instance != null)
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{
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DetectiveBoardManager.Instance.UnlockClue(_clueToUnlock);
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_hasUnlocked = true;
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if (_debugMode)
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Debug.Log($"[ClueUnlockTrigger] Unlocked clue: {_clueToUnlock.Title}");
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OnClueUnlocked?.Invoke();
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}
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else
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{
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Debug.LogError("[ClueUnlockTrigger] DetectiveBoardManager not found!");
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}
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}
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/// <summary>
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/// Resets the unlock state (useful for testing).
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/// </summary>
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public void ResetUnlock()
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{
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_hasUnlocked = false;
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}
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public event System.Action OnClueUnlocked;
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}
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}
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