WIP 2
This commit is contained in:
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@@ -23,6 +23,8 @@ namespace Cinematics
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private Image _cinematicSprites;
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private bool _isCinematicPlaying = false;
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public bool IsCinematicPlaying => _isCinematicPlaying;
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public GameObject cinematicBackground;
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public GameObject divingGameOverScreen;
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// Dictionary to track addressable handles by PlayableDirector
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private Dictionary<PlayableDirector, AsyncOperationHandle<PlayableAsset>> _addressableHandles
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@@ -132,6 +134,7 @@ namespace Cinematics
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OnCinematicStopped?.Invoke();
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// Release the addressable handle associated with this director
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ReleaseAddressableHandle(director);
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ShowCinematicBackground(false);
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}
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/// <summary>
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@@ -190,5 +193,15 @@ namespace Cinematics
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}
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_addressableHandles.Clear();
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}
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public void ShowCinematicBackground(bool shouldBeActive)
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{
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cinematicBackground.SetActive(shouldBeActive);
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}
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public void ShowGameOverScreen()
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{
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divingGameOverScreen.SetActive(true);
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}
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}
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}
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@@ -676,7 +676,7 @@ namespace Minigames.DivingForPictures
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{
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//Instead of surfacingTimeline, play the outro cinematic
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CinematicsManager.Instance.LoadAndPlayCinematic("SurfacingCinematic");
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// TODO CinematicsManager.Instance.ShowCinematicBackground(true);
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CinematicsManager.Instance.ShowCinematicBackground(true);
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//surfacingTimeline.Play();
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//Logging.Debug("[DivingGameManager] Last tile left the screen, playing timeline");
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@@ -698,7 +698,7 @@ namespace Minigames.DivingForPictures
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monster.DespawnMonster();
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}
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}
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//TODO CinematicsManager.Instance.ShowGameOverScreen();
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CinematicsManager.Instance.ShowGameOverScreen();
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activeMonsters.Clear();
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