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using System.Collections.Generic;
using System.Threading;
using BriarQueen.Data.Identifiers;
using BriarQueen.Data.IO.Saves;
using BriarQueen.Framework.Assets;
using BriarQueen.Framework.Coordinators.Events;
using BriarQueen.Framework.Events.Save;
using BriarQueen.Framework.Events.UI;
using BriarQueen.Framework.Managers.Audio;
using BriarQueen.Framework.Managers.Interaction.Data;
using BriarQueen.Framework.Managers.IO;
using BriarQueen.Framework.Managers.Player;
using BriarQueen.Framework.Managers.Player.Data;
using BriarQueen.Framework.Managers.UI;
using BriarQueen.Framework.Registries;
using BriarQueen.Framework.Services.Destruction;
using BriarQueen.Framework.Services.Settings;
using BriarQueen.Framework.Services.Tutorials;
using Cysharp.Threading.Tasks;
using PrimeTween;
using UnityEngine;
using VContainer;
namespace BriarQueen.Framework.Managers.Levels.Data
{
public class BaseItem : MonoBehaviour, IInteractable
{
[Header("Item Details")]
[SerializeField]
private ItemDataSo _itemData;
[Tooltip("Used for custom tooltip. Defaults to Item Name")]
[SerializeField]
private string _interactableTooltip = string.Empty;
[Header("Object Setup")]
[SerializeField]
protected CanvasGroup _canvasGroup;
protected AddressableManager AddressableManager;
protected AssetRegistry AssetRegistry;
protected DestructionService DestructionService;
protected EventCoordinator EventCoordinator;
protected CancellationTokenSource PickupCts;
protected Sequence PickupSequence;
protected PlayerManager PlayerManager;
protected SaveManager SaveManager;
protected SettingsService SettingsService;
protected TutorialService TutorialService;
protected AudioManager AudioManager;
public ItemDataSo ItemData => _itemData;
public CanvasGroup CanvasGroup => _canvasGroup;
protected string InteractableTooltip => _interactableTooltip;
public GameObject GameObject => gameObject;
private void Awake()
{
if (_canvasGroup == null)
_canvasGroup = GetComponent<CanvasGroup>();
}
public virtual UICursorService.CursorStyle ApplicableCursorStyle => UICursorService.CursorStyle.Pickup;
public virtual string InteractableName =>
!string.IsNullOrWhiteSpace(_interactableTooltip) ? _interactableTooltip : _itemData.ItemName;
/// <summary>
/// Called when the item is interacted with. Defaults to Pickup.
/// </summary>
/// <param name="item"></param>
public virtual async UniTask OnInteract(ItemDataSo item = null)
{
if (item != null)
{
EventCoordinator.Publish(new DisplayInteractEvent(InteractEventIDs.Get(ItemInteractKey.CantUseItem)));
return;
}
CheckCyclingTutorial();
if (!CheckEmptyHands())
return;
await Pickup();
await OnInteracted();
}
public virtual UniTask EnterHover()
{
return UniTask.CompletedTask;
}
public virtual UniTask ExitHover()
{
return UniTask.CompletedTask;
}
/// <summary>
/// Called when item is interacted with.
/// </summary>
/// <returns></returns>
protected virtual UniTask OnInteracted()
{
return UniTask.CompletedTask;
}
protected virtual bool CheckEmptyHands()
{
if (PlayerManager.GetEquippedTool() != ToolID.None)
{
EventCoordinator.Publish(new DisplayInteractEvent(InteractEventIDs.Get(ItemInteractKey.EmptyHands)));
return false;
}
return true;
}
private void CheckCyclingTutorial()
{
TutorialService.DisplayTutorial(TutorialPopupID.ItemCycling);
}
[Inject]
public void Construct(EventCoordinator eventCoordinator, SaveManager saveManager, PlayerManager playerManager,
DestructionService destructionService, SettingsService settingsService,
AddressableManager addressableManager, AssetRegistry assetRegistry, TutorialService tutorialService,
AudioManager audioManager)
{
EventCoordinator = eventCoordinator;
SaveManager = saveManager;
PlayerManager = playerManager;
DestructionService = destructionService;
SettingsService = settingsService;
AddressableManager = addressableManager;
AssetRegistry = assetRegistry;
TutorialService = tutorialService;
AudioManager = audioManager;
}
protected virtual async UniTask Remove()
{
// TODO - Play Cut Vines SFX
if (_canvasGroup == null) _canvasGroup = GetComponent<CanvasGroup>();
if (PickupSequence.isAlive)
{
PickupSequence.Complete();
PickupCts?.Cancel();
PickupCts?.Dispose();
}
PickupCts = new CancellationTokenSource();
PickupSequence = Sequence.Create().Group(Tween.Alpha(_canvasGroup, new TweenSettings<float>
{
startValue = _canvasGroup.alpha,
endValue = 0,
settings = new TweenSettings
{
duration = 0.5f
}
}));
try
{
await PickupSequence.ToUniTask(cancellationToken: PickupCts.Token);
await OnRemoved();
}
catch
{
}
finally
{
UpdateSaveGameOnRemoval();
await DestructionService.Destroy(gameObject);
}
}
private void UpdateSaveGameOnRemoval()
{
var save = SaveManager.CurrentSave;
Debug.Log($"[Base Item] Found save - {save.SaveFileName}");
save.RemovedItems ??= new List<ItemSaveData>();
save.RemovedItems.Add(new ItemSaveData
{
UniqueIdentifier = _itemData.UniqueID
});
EventCoordinator.PublishImmediate(new RequestGameSaveEvent());
}
protected virtual UniTask OnRemoved()
{
return UniTask.CompletedTask;
}
protected virtual async UniTask Pickup()
{
if (_canvasGroup == null) _canvasGroup = GetComponent<CanvasGroup>();
if (PickupSequence.isAlive)
{
PickupSequence.Complete();
PickupCts?.Cancel();
PickupCts?.Dispose();
}
PickupCts = new CancellationTokenSource();
PickupSequence = Sequence.Create().Group(Tween.Alpha(_canvasGroup, new TweenSettings<float>
{
startValue = _canvasGroup.alpha,
endValue = 0,
settings = new TweenSettings
{
duration = 0.5f
}
}));
try
{
await PickupSequence.ToUniTask(cancellationToken: PickupCts.Token);
}
catch
{
}
finally
{
PlayerManager.CollectItem(_itemData);
await DestructionService.Destroy(gameObject);
}
}
}
}

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using System.Collections.Generic;
using BriarQueen.Data.Identifiers;
using BriarQueen.Framework.Coordinators.Events;
using BriarQueen.Framework.Events.UI;
using BriarQueen.Framework.Managers.Hints.Data;
using BriarQueen.Framework.Managers.Interaction;
using BriarQueen.Framework.Managers.IO;
using BriarQueen.Framework.Managers.Player;
using BriarQueen.Framework.Managers.Player.Data.Codex;
using BriarQueen.Framework.Services.Destruction;
using BriarQueen.Framework.Services.Settings;
using BriarQueen.Framework.Services.Tutorials;
using Cysharp.Threading.Tasks;
using UnityEngine;
using UnityEngine.UI;
using VContainer;
namespace BriarQueen.Framework.Managers.Levels.Data
{
public class BaseLevel : MonoBehaviour
{
[Header("General")]
[SerializeField]
private LevelKey _levelKey;
[SerializeField]
private string _levelName;
[Header("Items")]
[SerializeField]
public List<BaseItem> Pickups;
public List<CodexTrigger> CodexTriggers;
[Header("Setup")]
[SerializeField]
protected GraphicRaycaster _raycaster;
protected DestructionService DestructionService;
protected EventCoordinator EventCoordinator;
protected InteractManager InteractManager;
protected PlayerManager PlayerManager;
protected SaveManager SaveManager;
protected SettingsService SettingsService;
protected TutorialService TutorialService;
public virtual string SceneID => AssetKeyIdentifiers.Get(SceneKey.GameScene);
public string LevelID => AssetKeyIdentifiers.Get(_levelKey);
public virtual string LevelName => _levelName;
public virtual bool IsPuzzleLevel { get; }
public virtual int CurrentLevelHintStage { get; set; }
public virtual Dictionary<int, BaseHint> Hints { get; }
[Inject]
public void Construct(EventCoordinator eventCoordinator, InteractManager interactManager, SaveManager saveManager,
DestructionService destructionService, SettingsService settingsService, PlayerManager playerManager,
TutorialService tutorialService)
{
EventCoordinator = eventCoordinator;
InteractManager = interactManager;
SaveManager = saveManager;
DestructionService = destructionService;
SettingsService = settingsService;
PlayerManager = playerManager;
TutorialService = tutorialService;
}
public async UniTask PostLoad()
{
InteractManager.AddUIRaycaster(_raycaster);
EventCoordinator.Publish(new UIToggleHudEvent(true));
await PostLoadInternal();
}
/// <summary>
/// Called after Level Load, but before activating. Override for Implementations
/// </summary>
/// <returns></returns>
protected virtual UniTask PostLoadInternal()
{
return UniTask.CompletedTask;
}
public async UniTask PostActivate()
{
await PostActivateInternal();
}
/// <summary>
/// Called after a level is activated. Override for implementations.
/// </summary>
/// <returns></returns>
protected virtual UniTask PostActivateInternal()
{
return UniTask.CompletedTask;
}
public async UniTask PreUnload()
{
InteractManager.RemoveUIRaycaster(_raycaster);
await PreUnloadInternal();
}
/// <summary>
/// Called before the level is destroyed. Override for cleanup, etc.
/// </summary>
/// <returns></returns>
protected virtual UniTask PreUnloadInternal()
{
return UniTask.CompletedTask;
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using BriarQueen.Data.IO.Saves;
using BriarQueen.Framework.Assets;
using BriarQueen.Framework.Coordinators.Events;
using BriarQueen.Framework.Events.Gameplay;
using BriarQueen.Framework.Events.Progression;
using BriarQueen.Framework.Events.Save;
using BriarQueen.Framework.Events.UI;
using BriarQueen.Framework.Managers.IO;
using BriarQueen.Framework.Managers.Levels.Data;
using BriarQueen.Framework.Registries;
using BriarQueen.Framework.Services.Destruction;
using BriarQueen.Framework.Services.Puzzles;
using BriarQueen.Framework.Services.Puzzles.Base;
using Cysharp.Threading.Tasks;
using UnityEngine;
using VContainer;
namespace BriarQueen.Framework.Managers.Levels
{
public class LevelManager : IDisposable, IManager
{
private const float LEVEL_FADE_DURATION = 1f;
private readonly AddressableManager _addressableManager;
private readonly AssetRegistry _assetRegistry;
private readonly DestructionService _destructionService;
private readonly EventCoordinator _eventCoordinator;
private readonly object _lock = new();
private readonly PuzzleService _puzzleService;
private readonly SaveManager _saveManager;
private UniTask<bool> _activeLoadTask = UniTask.FromResult(false);
private BaseLevel _currentLevel;
public bool Initialized { get; private set; }
[Inject]
public LevelManager(
AddressableManager addressableManager,
AssetRegistry assetRegistry,
DestructionService destructionService,
EventCoordinator eventCoordinator,
SaveManager saveManager,
PuzzleService puzzleService)
{
_addressableManager = addressableManager;
_assetRegistry = assetRegistry;
_destructionService = destructionService;
_eventCoordinator = eventCoordinator;
_saveManager = saveManager;
_puzzleService = puzzleService;
}
public void Initialize()
{
if (Initialized)
return;
Debug.Log($"[{nameof(LevelManager)}] Initializing...");
_saveManager.OnSaveRequested += OnSaveGameRequested;
_eventCoordinator.Subscribe<UpdateHintProgressEvent>(OnHintStageUpdated);
Debug.Log($"[{nameof(LevelManager)}] Initialized.");
Initialized = true;
}
public void Dispose()
{
if (!Initialized)
return;
_saveManager.OnSaveRequested -= OnSaveGameRequested;
_eventCoordinator.Unsubscribe<UpdateHintProgressEvent>(OnHintStageUpdated);
Initialized = false;
}
private void OnHintStageUpdated(UpdateHintProgressEvent evt)
{
if (_currentLevel == null || evt == null)
return;
if (!string.Equals(evt.LevelID, _currentLevel.LevelID, StringComparison.Ordinal))
return;
var incoming = Mathf.Max(0, evt.Stage);
if (evt.Force)
{
_currentLevel.CurrentLevelHintStage = incoming;
return;
}
var current = Mathf.Max(0, _currentLevel.CurrentLevelHintStage);
_currentLevel.CurrentLevelHintStage = Mathf.Max(current, incoming);
}
private void OnSaveGameRequested(SaveGame saveGame)
{
if (saveGame == null || _currentLevel == null)
return;
saveGame.CurrentLevelID = _currentLevel.LevelID;
saveGame.CurrentSceneID = _currentLevel.SceneID;
saveGame.LevelHintStages ??= new Dictionary<string, int>();
saveGame.LevelHintStages[_currentLevel.LevelID] = Mathf.Max(0, _currentLevel.CurrentLevelHintStage);
}
public UniTask<bool> LoadLevel(string levelAssetID)
{
if (string.IsNullOrWhiteSpace(levelAssetID))
{
Debug.LogError("[LevelManager] LoadLevel called with null/empty levelAssetID.");
return UniTask.FromResult(false);
}
lock (_lock)
{
_activeLoadTask = LoadLevelInternal(levelAssetID);
return _activeLoadTask;
}
}
private async UniTask<bool> LoadLevelInternal(string levelAssetID)
{
try
{
if (_assetRegistry == null)
{
Debug.LogError("[LevelManager] AssetRegistry is null.");
return false;
}
if (!_assetRegistry.TryGetReference(levelAssetID, out var levelRef) || levelRef == null)
{
Debug.LogError($"[LevelManager] No level reference found for id '{levelAssetID}'.");
return false;
}
_eventCoordinator.PublishImmediate(new FadeEvent(false, LEVEL_FADE_DURATION));
await UniTask.Delay(TimeSpan.FromSeconds(LEVEL_FADE_DURATION));
if (_currentLevel != null)
await UnloadLevelInternal();
var levelObj = await _addressableManager.InstantiateAsync(levelRef);
if (levelObj == null)
{
Debug.LogError($"[LevelManager] Failed to instantiate level '{levelAssetID}'.");
return false;
}
var level = levelObj.GetComponent<BaseLevel>();
if (level == null)
{
Debug.LogError($"[LevelManager] Instantiated level '{levelAssetID}' has no BaseLevel component. Destroying instance.");
await _destructionService.Destroy(levelObj);
return false;
}
_currentLevel = level;
RestoreHintStageForCurrentLevel();
await RestoreItemStateForCurrentLevel();
await _currentLevel.PostLoad();
if (_currentLevel is BasePuzzle puzzle)
await _puzzleService.LoadPuzzle(puzzle);
_eventCoordinator.Publish(new LevelChangedEvent(_currentLevel));
_eventCoordinator.PublishImmediate(new FadeEvent(true, LEVEL_FADE_DURATION));
await UniTask.Delay(TimeSpan.FromSeconds(LEVEL_FADE_DURATION));
if (_currentLevel != null)
await _currentLevel.PostActivate();
_eventCoordinator.Publish(new RequestGameSaveEvent());
return true;
}
catch (Exception ex)
{
Debug.LogError($"[LevelManager] Exception while loading '{levelAssetID}': {ex}");
if (_currentLevel != null)
{
try
{
await _destructionService.Destroy(_currentLevel.gameObject);
}
catch (Exception destroyEx)
{
Debug.LogWarning($"[LevelManager] Failed to destroy broken level instance: {destroyEx}");
}
_currentLevel = null;
}
return false;
}
}
private void RestoreHintStageForCurrentLevel()
{
if (_currentLevel == null)
return;
var save = _saveManager.CurrentSave;
if (save?.LevelHintStages == null)
{
_currentLevel.CurrentLevelHintStage = 0;
return;
}
if (save.LevelHintStages.TryGetValue(_currentLevel.LevelID, out var stage))
_currentLevel.CurrentLevelHintStage = Mathf.Max(0, stage);
else
_currentLevel.CurrentLevelHintStage = 0;
}
private async UniTask RestoreItemStateForCurrentLevel()
{
if (_currentLevel == null)
return;
var save = _saveManager.CurrentSave;
if (save == null)
return;
var interactables = _currentLevel.Pickups;
if (interactables == null || interactables.Count == 0)
return;
foreach (var interactable in interactables)
{
if (interactable.ItemData == null)
{
Debug.Log($"[LevelManager] No Item Data for {interactable.InteractableName}");
continue;
}
if (save.CollectedItems.Any(x => x.UniqueIdentifier == interactable.ItemData.UniqueID))
await _destructionService.Destroy(interactable.gameObject);
if (save.RemovedItems.Any(x => x.UniqueIdentifier == interactable.ItemData.UniqueID))
await _destructionService.Destroy(interactable.gameObject);
}
var codexTriggers = _currentLevel.CodexTriggers;
foreach (var trigger in codexTriggers)
{
if (save.DiscoveredCodexEntries.Any(x => x.UniqueIdentifier == trigger.Entry.UniqueID))
{
if (trigger.RemoveTrigger)
await _destructionService.Destroy(trigger.gameObject);
}
}
}
public UniTask UnloadLevel()
{
lock (_lock)
{
if (_activeLoadTask.Status == UniTaskStatus.Pending)
return _activeLoadTask.ContinueWith(_ => UnloadLevelInternal());
return UnloadLevelInternal();
}
}
private async UniTask UnloadLevelInternal()
{
if (_currentLevel == null)
return;
var level = _currentLevel;
_currentLevel = null;
try
{
if (level is BasePuzzle puzzle)
await _puzzleService.SavePuzzle(puzzle);
_eventCoordinator.Publish(new RequestGameSaveEvent());
await level.PreUnload();
}
catch (Exception ex)
{
Debug.LogWarning($"[LevelManager] Exception in PreUnload of {level.name}: {ex}");
}
await _destructionService.Destroy(level.gameObject);
}
}
}

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