Fix up the UI + game flow in minigame, should function correctly now
This commit is contained in:
112
Assets/Scripts/UI/BlinkingCanvasGroup.cs
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112
Assets/Scripts/UI/BlinkingCanvasGroup.cs
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@@ -0,0 +1,112 @@
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using Pixelplacement;
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using UnityEngine;
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namespace UI
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{
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/// <summary>
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/// Adds a CanvasGroup (if missing) and plays a continuous blinking tween on its alpha.
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/// Attach to any GameObject to make it pulse/fade in and out.
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/// </summary>
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[DisallowMultipleComponent]
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[RequireComponent(typeof(CanvasGroup))]
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public class BlinkingCanvasGroup : MonoBehaviour
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{
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[Header("Blink Settings")] [Tooltip("Minimum alpha value during blink")] [Range(0f, 1f)]
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public float minAlpha;
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[Tooltip("Maximum alpha value during blink")] [Range(0f, 1f)]
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public float maxAlpha = 1f;
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[Tooltip("Duration of one leg (min->max or max->min)")]
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public float legDuration = 0.5f;
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[Tooltip("Delay before starting the blinking")]
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public float startDelay;
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[Tooltip("Whether the tween should obey Time.timeScale (false = unscaled)")]
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public bool obeyTimescale;
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[Tooltip("Optional animation curve for easing. Leave null for default ease in/out.")]
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public AnimationCurve easeCurve;
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// Internal
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private CanvasGroup _canvasGroup;
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private Pixelplacement.TweenSystem.TweenBase _activeTween;
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void Awake()
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{
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// Ensure we have a CanvasGroup
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_canvasGroup = GetComponent<CanvasGroup>();
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if (_canvasGroup == null)
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{
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_canvasGroup = gameObject.AddComponent<CanvasGroup>();
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}
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// Ensure starting alpha
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_canvasGroup.alpha = minAlpha;
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}
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void Start()
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{
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StartBlinking();
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}
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void OnEnable()
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{
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// If re-enabled, ensure tween is running
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if (_activeTween == null)
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StartBlinking();
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}
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void OnDisable()
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{
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StopBlinking();
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}
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void OnDestroy()
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{
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StopBlinking();
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}
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/// <summary>
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/// Start the continuous blinking tween.
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/// </summary>
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public void StartBlinking()
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{
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StopBlinking();
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if (_canvasGroup == null) return;
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// Use PingPong-like behavior by chaining two opposite legs with LoopType.Loop
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// Simpler: Tween.CanvasGroupAlpha has an overload that sets startAlpha then end.
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// We'll tween min->max then set LoopType.PingPong if available. The API supports LoopType.PingPong.
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// Start from minAlpha to maxAlpha
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_canvasGroup.alpha = minAlpha;
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// Use the Tween.Value overload for float with obeyTimescale parameter
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_activeTween = Tween.Value(minAlpha, maxAlpha, v => _canvasGroup.alpha = v, legDuration, startDelay,
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easeCurve ?? Tween.EaseInOut, Tween.LoopType.PingPong, null, null, obeyTimescale);
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}
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/// <summary>
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/// Stops the blinking tween if running.
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/// </summary>
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public void StopBlinking()
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{
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if (_activeTween != null)
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{
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try
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{
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_activeTween.Cancel();
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}
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catch
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{
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// Some versions of the tween API may not expose Cancel; ignore safely.
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}
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_activeTween = null;
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}
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}
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}
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}
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3
Assets/Scripts/UI/BlinkingCanvasGroup.cs.meta
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3
Assets/Scripts/UI/BlinkingCanvasGroup.cs.meta
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: b75de64fb2fd4ff0b869bf469e2becea
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timeCreated: 1761299308
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@@ -2,7 +2,6 @@
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using Bootstrap;
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using Core;
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using Data.CardSystem;
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using Input;
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using Pixelplacement;
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using UI.Core;
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using UnityEngine;
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@@ -33,8 +32,7 @@ namespace UI.CardSystem
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public GameObject BackpackIcon => backpackIcon;
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private UIPageController PageController => UIPageController.Instance;
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private CardSystemManager _cardManager;
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private bool _isInitialized = false;
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private bool _hasUnseenCards = false;
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private bool _hasUnseenCards;
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private void Awake()
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{
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@@ -59,6 +57,13 @@ namespace UI.CardSystem
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// Initialize pages and hide them
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InitializePages();
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// React to global UI hide/show events (top-page only) by toggling this GameObject
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if (UIPageController.Instance != null)
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{
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UIPageController.Instance.OnAllUIHidden += HandleAllUIHidden;
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UIPageController.Instance.OnAllUIShown += HandleAllUIShown;
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}
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}
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private void Start()
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@@ -77,8 +82,6 @@ namespace UI.CardSystem
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// Initialize UI with current values
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UpdateBoosterCount(_cardManager.GetBoosterPackCount());
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}
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_isInitialized = true;
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}
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private void OnDestroy()
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@@ -103,6 +106,13 @@ namespace UI.CardSystem
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{
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PageController.OnPageChanged -= OnPageChanged;
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}
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// Unsubscribe from global UI hide/show events
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if (UIPageController.Instance != null)
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{
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UIPageController.Instance.OnAllUIHidden -= HandleAllUIHidden;
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UIPageController.Instance.OnAllUIShown -= HandleAllUIShown;
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}
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}
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/// <summary>
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@@ -168,6 +178,7 @@ namespace UI.CardSystem
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if (newPage == null)
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{
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ShowOnlyBackpackIcon();
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GameManager.Instance.ReleasePause(this);
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}
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else
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{
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@@ -221,8 +232,6 @@ namespace UI.CardSystem
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boosterNotificationDot.gameObject.SetActive(hasBooters || _hasUnseenCards);
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}
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}
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GameManager.Instance.ReleasePause(this);
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}
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/// <summary>
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@@ -313,5 +322,19 @@ namespace UI.CardSystem
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// Just log the upgrade event without showing a notification
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Logging.Debug($"[CardAlbumUI] Card upgraded: {card.Name} to {card.Rarity}");
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}
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// Handlers for UI controller hide/show events — toggle this GameObject active state
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private void HandleAllUIHidden()
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{
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// Ensure UI returns to backpack-only state before deactivating so we don't leave the game paused
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ShowOnlyBackpackIcon();
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backpackButton.gameObject.SetActive(false);
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}
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private void HandleAllUIShown()
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{
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backpackButton.gameObject.SetActive(true);
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}
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}
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}
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@@ -23,6 +23,10 @@ namespace UI.Core
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// Event fired when the page stack changes
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public event Action<UIPage> OnPageChanged;
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// Events fired when the controller hides or shows all UI pages
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public event Action OnAllUIHidden;
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public event Action OnAllUIShown;
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private PlayerInput _playerInput;
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private InputAction _cancelAction;
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@@ -141,5 +145,39 @@ namespace UI.Core
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OnPageChanged?.Invoke(null);
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Logging.Debug("[UIPageController] Cleared page stack");
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}
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/// <summary>
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/// Hide all currently stacked UI pages by calling TransitionOut on each.
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/// This does not modify the page stack; it simply asks pages to transition out
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/// so UI elements can be hidden. Subscribers can react to <see cref="OnAllUIHidden"/>.
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/// </summary>
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public void HideAllUI()
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{
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// Only transition out the top (active) page — maintains stack semantics.
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var current = CurrentPage;
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if (current != null)
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{
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current.TransitionOut();
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}
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OnAllUIHidden?.Invoke();
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}
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/// <summary>
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/// Show all currently stacked UI pages by calling TransitionIn on each from bottom to top.
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/// This does not modify the page stack; it asks pages to transition in so UI elements become visible.
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/// Subscribers can react to <see cref="OnAllUIShown"/>.
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/// </summary>
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public void ShowAllUI()
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{
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// Only transition in the top (active) page — maintains stack semantics.
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var current = CurrentPage;
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if (current != null)
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{
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current.TransitionIn();
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}
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OnAllUIShown?.Invoke();
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}
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}
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}
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@@ -2,7 +2,6 @@ using System;
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using Core;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using Input;
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using Bootstrap;
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using UI.Core;
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using Pixelplacement;
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@@ -47,6 +46,13 @@ namespace UI
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// Subscribe to scene loaded events
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SceneManagerService.Instance.SceneLoadCompleted += SetPauseMenuByLevel;
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// Also react to global UI hide/show events from the page controller
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if (UIPageController.Instance != null)
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{
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UIPageController.Instance.OnAllUIHidden += HandleAllUIHidden;
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UIPageController.Instance.OnAllUIShown += HandleAllUIShown;
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}
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// SceneManagerService subscription moved to InitializePostBoot
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// Set initial state based on current scene
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@@ -62,6 +68,11 @@ namespace UI
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{
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SceneManagerService.Instance.SceneLoadCompleted -= SetPauseMenuByLevel;
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}
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if (UIPageController.Instance != null)
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{
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UIPageController.Instance.OnAllUIHidden -= HandleAllUIHidden;
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UIPageController.Instance.OnAllUIShown -= HandleAllUIShown;
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}
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}
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/// <summary>
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@@ -132,7 +143,6 @@ namespace UI
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pauseMenuPanel.SetActive(false);
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if (pauseButton != null)
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pauseButton.SetActive(true);
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EndPauseSideEffects();
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if (canvasGroup != null)
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{
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canvasGroup.alpha = 0f;
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@@ -143,12 +153,18 @@ namespace UI
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}
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}
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public void HidePauseMenuAndResumeGame()
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{
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HidePauseMenu();
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EndPauseSideEffects();
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}
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/// <summary>
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/// Resumes the game by hiding the pause menu.
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/// </summary>
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public void ResumeGame()
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{
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HidePauseMenu();
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HidePauseMenuAndResumeGame();
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}
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private void BeginPauseSideEffects()
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@@ -253,7 +269,7 @@ namespace UI
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public async void LoadLevel(int levelSelection)
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{
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// Hide the pause menu before loading a new level
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HidePauseMenu();
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HidePauseMenuAndResumeGame();
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// Replace with the actual scene name as set in Build Settings
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var progress = new Progress<float>(p => Logging.Debug($"Loading progress: {p * 100:F0}%"));
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@@ -270,5 +286,42 @@ namespace UI
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break;
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}
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}
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// Handlers for UI controller hide/show events — make these safe with respect to transitions and pause state
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private void HandleAllUIHidden()
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{
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var parent = transform.parent?.gameObject ?? gameObject;
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// If we're currently transitioning, wait for the transition out to complete before deactivating
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if (_isTransitioning)
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{
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Action handler = null;
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handler = () =>
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{
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OnTransitionOutCompleted -= handler;
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parent.SetActive(false);
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};
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OnTransitionOutCompleted += handler;
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return;
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}
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// If this page is visible, request a proper hide so transition/out side-effects run (e.g. releasing pause)
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if (_isVisible)
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{
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HidePauseMenu();
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return;
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}
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// Otherwise it's safe to immediately deactivate
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parent.SetActive(false);
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}
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private void HandleAllUIShown()
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{
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var parent = transform.parent?.gameObject ?? gameObject;
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// Just ensure the parent is active. Do not force pause or transitions here.
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parent.SetActive(true);
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}
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}
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}
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@@ -1,175 +1,205 @@
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using System.Collections;
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using System.Linq;
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using UnityEngine;
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using Pixelplacement;
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using Minigames.DivingForPictures;
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using Bootstrap;
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using Core;
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using Input;
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using UnityEngine.Events;
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using Pixelplacement;
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using UI.Core;
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using UnityEngine;
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public class DivingTutorial : MonoBehaviour, ITouchInputConsumer
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namespace UI.Tutorial
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{
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private StateMachine stateMachine;
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public DivingGameManager divingGameManager;
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public bool playTutorial;
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// gating for input until current state's animation finishes first loop
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private bool canAcceptInput = false;
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private Coroutine waitLoopCoroutine;
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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public class DivingTutorial : MonoBehaviour, ITouchInputConsumer
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{
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if (playTutorial == true)
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private StateMachine _stateMachine;
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public bool playTutorial;
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// gating for input until current state's animation finishes first loop
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[SerializeField] private GameObject tapPrompt;
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private bool _canAcceptInput;
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private Coroutine _waitLoopCoroutine;
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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{
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InitializeTutorial();
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BootCompletionService.RegisterInitAction(InitializeTutorial);
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// Ensure prompt is hidden initially (even before tutorial initialization)
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if (tapPrompt != null)
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tapPrompt.SetActive(false);
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}
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else { RemoveTutorial(); }
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}
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void InitializeTutorial()
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{
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stateMachine = GetComponentInChildren<StateMachine>();
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divingGameManager.Pause();
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InputManager.Instance.RegisterOverrideConsumer(this);
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stateMachine.OnLastStateExited.AddListener(RemoveTutorial);
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// prepare gating for the initial active state
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SetupInputGateForCurrentState();
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}
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void RemoveTutorial()
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{
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Debug.Log("Remove me!");
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if (waitLoopCoroutine != null)
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void InitializeTutorial()
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{
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StopCoroutine(waitLoopCoroutine);
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waitLoopCoroutine = null;
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}
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InputManager.Instance.UnregisterOverrideConsumer(this);
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divingGameManager.DoResume();
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Destroy(gameObject);
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}
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public void OnTap(Vector2 position)
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{
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if (!canAcceptInput) return; // block taps until allowed
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// consume this tap and immediately block further taps
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canAcceptInput = false;
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// move to next state
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stateMachine.Next(true);
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// after the state changes, set up gating for the new active state's animation
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SetupInputGateForCurrentState();
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}
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public void OnHoldStart(Vector2 position)
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{
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return;
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}
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public void OnHoldMove(Vector2 position)
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{
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return;
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}
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public void OnHoldEnd(Vector2 position)
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{
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return;
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}
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private void SetupInputGateForCurrentState()
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{
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if (waitLoopCoroutine != null)
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{
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StopCoroutine(waitLoopCoroutine);
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waitLoopCoroutine = null;
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}
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waitLoopCoroutine = StartCoroutine(WaitForFirstLoopOnActiveState());
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}
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private IEnumerator WaitForFirstLoopOnActiveState()
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{
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// wait a frame to ensure StateMachine has activated the correct state GameObject
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yield return null;
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// find the active child under the StateMachine (the current state)
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Transform smTransform = stateMachine != null ? stateMachine.transform : transform;
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Transform activeState = null;
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for (int i = 0; i < smTransform.childCount; i++)
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{
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var child = smTransform.GetChild(i);
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if (child.gameObject.activeInHierarchy)
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if (playTutorial)
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{
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activeState = child;
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break;
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// pause the game, hide UI, and register for input overrides
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GameManager.Instance.RequestPause(this);
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UIPageController.Instance.HideAllUI();
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InputManager.Instance.RegisterOverrideConsumer(this);
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// Setup references
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_stateMachine = GetComponentInChildren<StateMachine>();
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_stateMachine.OnLastStateExited.AddListener(RemoveTutorial);
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// prepare gating for the initial active state
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SetupInputGateForCurrentState();
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}
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else
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{
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RemoveTutorial();
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}
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}
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if (activeState == null)
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void RemoveTutorial()
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{
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// if we can't find an active state, fail open: allow input
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canAcceptInput = true;
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yield break;
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}
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||||
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||||
// look for a legacy Animation component on the active state
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||||
var anim = activeState.GetComponent<Animation>();
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if (anim == null)
|
||||
{
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||||
// no animation to wait for; allow input immediately
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canAcceptInput = true;
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yield break;
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}
|
||||
|
||||
// determine a clip/state to observe
|
||||
string clipName = anim.clip != null ? anim.clip.name : null;
|
||||
AnimationState observedState = null;
|
||||
|
||||
if (!string.IsNullOrEmpty(clipName))
|
||||
{
|
||||
observedState = anim[clipName];
|
||||
}
|
||||
else
|
||||
{
|
||||
// fallback: take the first enabled state in the Animation
|
||||
foreach (AnimationState st in anim)
|
||||
Debug.Log("Remove me!");
|
||||
if (_waitLoopCoroutine != null)
|
||||
{
|
||||
observedState = st;
|
||||
break;
|
||||
StopCoroutine(_waitLoopCoroutine);
|
||||
_waitLoopCoroutine = null;
|
||||
}
|
||||
|
||||
// Unpause, unregister input, and show UI
|
||||
InputManager.Instance.UnregisterOverrideConsumer(this);
|
||||
UIPageController.Instance.ShowAllUI();
|
||||
GameManager.Instance.ReleasePause(this);
|
||||
|
||||
// hide prompt if present
|
||||
if (tapPrompt != null)
|
||||
tapPrompt.SetActive(false);
|
||||
|
||||
Destroy(gameObject);
|
||||
}
|
||||
|
||||
public void OnTap(Vector2 position)
|
||||
{
|
||||
if (!_canAcceptInput) return; // block taps until allowed
|
||||
|
||||
// consume this tap and immediately block further taps
|
||||
SetInputEnabled(false);
|
||||
|
||||
// move to next state
|
||||
_stateMachine.Next(true);
|
||||
|
||||
// after the state changes, set up gating for the new active state's animation
|
||||
SetupInputGateForCurrentState();
|
||||
}
|
||||
|
||||
public void OnHoldStart(Vector2 position)
|
||||
{
|
||||
}
|
||||
|
||||
public void OnHoldMove(Vector2 position)
|
||||
{
|
||||
}
|
||||
|
||||
public void OnHoldEnd(Vector2 position)
|
||||
{
|
||||
}
|
||||
|
||||
// centralize enabling/disabling input and the tap prompt
|
||||
private void SetInputEnabled(bool allow)
|
||||
{
|
||||
_canAcceptInput = allow;
|
||||
if (tapPrompt != null)
|
||||
{
|
||||
tapPrompt.SetActive(allow);
|
||||
}
|
||||
}
|
||||
|
||||
if (observedState == null)
|
||||
private void SetupInputGateForCurrentState()
|
||||
{
|
||||
// nothing to observe; allow input
|
||||
canAcceptInput = true;
|
||||
yield break;
|
||||
if (_waitLoopCoroutine != null)
|
||||
{
|
||||
StopCoroutine(_waitLoopCoroutine);
|
||||
_waitLoopCoroutine = null;
|
||||
}
|
||||
_waitLoopCoroutine = StartCoroutine(WaitForFirstLoopOnActiveState());
|
||||
}
|
||||
|
||||
// wait until the animation starts playing the observed clip
|
||||
float safetyTimer = 0f;
|
||||
while (anim.isActiveAndEnabled && activeState.gameObject.activeInHierarchy && !anim.IsPlaying(observedState.name) && safetyTimer < 2f)
|
||||
private IEnumerator WaitForFirstLoopOnActiveState()
|
||||
{
|
||||
safetyTimer += Time.deltaTime;
|
||||
// wait a frame to ensure StateMachine has activated the correct state GameObject
|
||||
yield return null;
|
||||
}
|
||||
|
||||
// wait until the first loop completes (normalizedTime >= 1)
|
||||
while (anim.isActiveAndEnabled && activeState.gameObject.activeInHierarchy)
|
||||
{
|
||||
// if state changed (not playing anymore), allow input to avoid deadlock
|
||||
if (!anim.IsPlaying(observedState.name)) break;
|
||||
|
||||
if (observedState.normalizedTime >= 1f)
|
||||
// find the active child under the StateMachine (the current state)
|
||||
Transform smTransform = _stateMachine != null ? _stateMachine.transform : transform;
|
||||
Transform activeState = null;
|
||||
for (int i = 0; i < smTransform.childCount; i++)
|
||||
{
|
||||
break;
|
||||
var child = smTransform.GetChild(i);
|
||||
if (child.gameObject.activeInHierarchy)
|
||||
{
|
||||
activeState = child;
|
||||
break;
|
||||
}
|
||||
}
|
||||
yield return null;
|
||||
}
|
||||
|
||||
canAcceptInput = true;
|
||||
waitLoopCoroutine = null;
|
||||
if (activeState == null)
|
||||
{
|
||||
// if we can't find an active state, fail open: allow input
|
||||
SetInputEnabled(true);
|
||||
yield break;
|
||||
}
|
||||
|
||||
// look for a legacy Animation component on the active state
|
||||
var anim = activeState.GetComponent<Animation>();
|
||||
if (anim == null)
|
||||
{
|
||||
// no animation to wait for; allow input immediately
|
||||
SetInputEnabled(true);
|
||||
yield break;
|
||||
}
|
||||
|
||||
// determine a clip/state to observe
|
||||
string clipName = anim.clip != null ? anim.clip.name : null;
|
||||
AnimationState observedState = null;
|
||||
|
||||
if (!string.IsNullOrEmpty(clipName))
|
||||
{
|
||||
observedState = anim[clipName];
|
||||
}
|
||||
else
|
||||
{
|
||||
// fallback: take the first enabled state in the Animation
|
||||
foreach (AnimationState st in anim)
|
||||
{
|
||||
observedState = st;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (observedState == null)
|
||||
{
|
||||
// nothing to observe; allow input
|
||||
SetInputEnabled(true);
|
||||
yield break;
|
||||
}
|
||||
|
||||
// wait until the animation starts playing the observed clip
|
||||
float safetyTimer = 0f;
|
||||
while (anim.isActiveAndEnabled && activeState.gameObject.activeInHierarchy && !anim.IsPlaying(observedState.name) && safetyTimer < 2f)
|
||||
{
|
||||
safetyTimer += Time.deltaTime;
|
||||
yield return null;
|
||||
}
|
||||
|
||||
// wait until the first loop completes (normalizedTime >= 1)
|
||||
while (anim.isActiveAndEnabled && activeState.gameObject.activeInHierarchy)
|
||||
{
|
||||
// if state changed (not playing anymore), allow input to avoid deadlock
|
||||
if (!anim.IsPlaying(observedState.name)) break;
|
||||
|
||||
if (observedState.normalizedTime >= 1f)
|
||||
{
|
||||
break;
|
||||
}
|
||||
yield return null;
|
||||
}
|
||||
|
||||
SetInputEnabled(true);
|
||||
_waitLoopCoroutine = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user