CheckpointSystem.cs 8.6 KB

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  1. using UnityEngine;
  2. using System.Collections.Generic;
  3. /// <summary>
  4. /// Manages checkpoint saving and loading for respawn system
  5. /// </summary>
  6. public class CheckpointSystem : MonoBehaviour
  7. {
  8. public static CheckpointSystem Instance { get; private set; }
  9. [Header("References")]
  10. public TeamCohesionManager cohesionManager;
  11. public Transform playerTransform;
  12. public GridMovement playerMovement;
  13. [Header("Checkpoint Settings")]
  14. public bool autoSaveOnCheckpoint = true;
  15. public float checkpointRadius = 3f;
  16. // Saved checkpoint data
  17. private Vector3 savedPlayerPosition;
  18. private Quaternion savedPlayerRotation;
  19. private int savedFloorLevel;
  20. private List<SavedCharacterData> savedCharacters = new List<SavedCharacterData>();
  21. private bool hasCheckpoint = false;
  22. [System.Serializable]
  23. private class SavedCharacterData
  24. {
  25. public CharacterInGroup character;
  26. public int hp;
  27. public int fatigue;
  28. public int mana;
  29. public int gridX;
  30. public int gridY;
  31. public SavedCharacterData(CharacterInGroup chara)
  32. {
  33. character = chara;
  34. hp = chara.currentHP;
  35. fatigue = chara.currentFatigue;
  36. mana = chara.currentMana;
  37. gridX = chara.gridX;
  38. gridY = chara.gridY;
  39. }
  40. }
  41. private void Awake()
  42. {
  43. if (Instance != null && Instance != this)
  44. {
  45. Destroy(gameObject);
  46. return;
  47. }
  48. Instance = this;
  49. }
  50. private void Start()
  51. {
  52. if (cohesionManager == null)
  53. cohesionManager = FindFirstObjectByType<TeamCohesionManager>();
  54. if (playerTransform == null)
  55. {
  56. GameObject player = GameObject.FindGameObjectWithTag("Player");
  57. if (player != null)
  58. playerTransform = player.transform;
  59. }
  60. if (playerMovement == null)
  61. playerMovement = FindFirstObjectByType<GridMovement>();
  62. }
  63. /// <summary>
  64. /// Save current game state as a checkpoint
  65. /// </summary>
  66. public void SaveCheckpoint()
  67. {
  68. if (playerTransform == null)
  69. {
  70. Debug.LogWarning("[CheckpointSystem] Cannot save checkpoint: playerTransform is null");
  71. return;
  72. }
  73. if (cohesionManager == null)
  74. {
  75. Debug.LogWarning("[CheckpointSystem] Cannot save checkpoint: cohesionManager is null");
  76. return;
  77. }
  78. // Save player position and rotation
  79. savedPlayerPosition = playerTransform.position;
  80. savedPlayerRotation = playerTransform.rotation;
  81. // Save floor level if available
  82. if (playerMovement != null)
  83. savedFloorLevel = playerMovement.currentFloorLevel;
  84. // Save all character data
  85. savedCharacters.Clear();
  86. foreach (var character in cohesionManager.groupMembers)
  87. {
  88. savedCharacters.Add(new SavedCharacterData(character));
  89. }
  90. hasCheckpoint = true;
  91. Debug.Log($"[CheckpointSystem] ✓ Checkpoint saved at {savedPlayerPosition} with {savedCharacters.Count} characters");
  92. }
  93. /// <summary>
  94. /// Save checkpoint at specific position
  95. /// </summary>
  96. public void SaveCheckpointAt(Vector3 position, Quaternion rotation)
  97. {
  98. savedPlayerPosition = position;
  99. savedPlayerRotation = rotation;
  100. if (playerMovement != null)
  101. savedFloorLevel = playerMovement.currentFloorLevel;
  102. // Save all character data
  103. savedCharacters.Clear();
  104. if (cohesionManager != null)
  105. {
  106. foreach (var character in cohesionManager.groupMembers)
  107. {
  108. savedCharacters.Add(new SavedCharacterData(character));
  109. }
  110. }
  111. hasCheckpoint = true;
  112. Debug.Log($"[CheckpointSystem] Manual checkpoint saved at {savedPlayerPosition}");
  113. }
  114. /// <summary>
  115. /// Load the last checkpoint and restore party
  116. /// </summary>
  117. public void LoadCheckpoint()
  118. {
  119. if (!hasCheckpoint)
  120. {
  121. Debug.LogWarning("[CheckpointSystem] No checkpoint to load, using default spawn");
  122. LoadDefaultSpawn();
  123. return;
  124. }
  125. Debug.Log("[CheckpointSystem] Loading checkpoint...");
  126. // Restore player position
  127. if (playerTransform != null)
  128. {
  129. playerTransform.position = savedPlayerPosition;
  130. playerTransform.rotation = savedPlayerRotation;
  131. }
  132. // Restore floor level
  133. if (playerMovement != null)
  134. playerMovement.currentFloorLevel = savedFloorLevel;
  135. // Restore all characters
  136. RestoreCharacters();
  137. Debug.Log($"[CheckpointSystem] Checkpoint loaded: {savedCharacters.Count} characters restored");
  138. }
  139. private void RestoreCharacters()
  140. {
  141. if (cohesionManager == null)
  142. {
  143. Debug.LogError("[CheckpointSystem] CohesionManager not found!");
  144. return;
  145. }
  146. // Clear any dead characters from the current party
  147. cohesionManager.groupMembers.Clear();
  148. // Restore all saved characters
  149. foreach (var saved in savedCharacters)
  150. {
  151. CharacterInGroup character = saved.character;
  152. // Restore stats to saved values (full health at checkpoint)
  153. character.currentHP = character.maxHP; // Always restore to full HP
  154. character.currentFatigue = character.maxFatigue; // Full stamina
  155. character.currentMana = character.maxMana; // Full mana
  156. // Restore grid position
  157. character.gridX = saved.gridX;
  158. character.gridY = saved.gridY;
  159. // Add back to party
  160. cohesionManager.groupMembers.Add(character);
  161. Debug.Log($"[CheckpointSystem] Restored character: {character.characterName} with {character.currentHP}/{character.maxHP} HP");
  162. }
  163. // Recreate UI for all characters
  164. RecreatePartyUI();
  165. Debug.Log($"[CheckpointSystem] Finished restoring {savedCharacters.Count} characters");
  166. }
  167. /// <summary>
  168. /// Recreate the party UI after respawn
  169. /// </summary>
  170. private void RecreatePartyUI()
  171. {
  172. Debug.Log("[CheckpointSystem] Recreating party UI...");
  173. PartyUIManager partyUI = FindFirstObjectByType<PartyUIManager>();
  174. if (partyUI != null)
  175. {
  176. // Rebuild UI for all characters using existing method
  177. partyUI.DisplayPartyUI();
  178. Debug.Log("[CheckpointSystem] Party UI recreated successfully");
  179. }
  180. else
  181. {
  182. Debug.LogWarning("[CheckpointSystem] PartyUIManager not found, cannot recreate UI");
  183. }
  184. }
  185. /// <summary>
  186. /// Load default spawn point if no checkpoint exists
  187. /// </summary>
  188. private void LoadDefaultSpawn()
  189. {
  190. // Use current position as default or find a spawn point
  191. GameObject spawnPoint = GameObject.FindGameObjectWithTag("SpawnPoint");
  192. if (spawnPoint != null && playerTransform != null)
  193. {
  194. playerTransform.position = spawnPoint.transform.position;
  195. playerTransform.rotation = spawnPoint.transform.rotation;
  196. Debug.Log("[CheckpointSystem] Loaded default spawn point");
  197. }
  198. else if (playerTransform != null)
  199. {
  200. // Just restore characters at current position
  201. Debug.Log("[CheckpointSystem] No spawn point, restoring at current position");
  202. }
  203. // Restore all party members to full health
  204. if (cohesionManager != null)
  205. {
  206. foreach (var character in cohesionManager.groupMembers)
  207. {
  208. character.currentHP = character.maxHP;
  209. character.currentFatigue = character.maxFatigue;
  210. character.currentMana = character.maxMana;
  211. UIUpdater.Instance?.UpdateCharacterHP(character);
  212. UIUpdater.Instance?.UpdateCharacterFatigue(character);
  213. }
  214. }
  215. }
  216. /// <summary>
  217. /// Check if player is near a checkpoint trigger
  218. /// </summary>
  219. private void OnTriggerEnter(Collider other)
  220. {
  221. if (other.CompareTag("Checkpoint") && autoSaveOnCheckpoint)
  222. {
  223. SaveCheckpoint();
  224. // Optional: Show checkpoint saved message
  225. Debug.Log("[CheckpointSystem] Checkpoint reached!");
  226. }
  227. }
  228. public bool HasCheckpoint() => hasCheckpoint;
  229. public Vector3 GetCheckpointPosition() => savedPlayerPosition;
  230. }