Tweaked intro timeline to deactivate if not used

This commit is contained in:
journaliciouz
2025-12-14 17:39:55 +01:00
parent 313d27f7f2
commit 1f344efb08
4 changed files with 355 additions and 146 deletions

View File

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PrefabInstance: PrefabInstance:

View File

@@ -3,6 +3,7 @@ using Core;
using Core.Lifecycle; using Core.Lifecycle;
using UnityEngine.Playables; using UnityEngine.Playables;
using Input; using Input;
using Unity.Cinemachine;
public class LevelIntroDirector : ManagedBehaviour public class LevelIntroDirector : ManagedBehaviour
{ {
@@ -14,17 +15,21 @@ public class LevelIntroDirector : ManagedBehaviour
internal override void OnSceneReady() internal override void OnSceneReady()
{ {
base.OnSceneReady(); base.OnSceneReady();
introPlayableDirector = GetComponent<PlayableDirector>();
introPlayableDirector.stopped += IntroTimelineStopped;
if (playOnSceneReady) if (playOnSceneReady)
{ {
introPlayableDirector = GetComponent<PlayableDirector>();
introPlayableDirector.stopped += IntroTimelineStopped;
PlayIntroTimeline(); PlayIntroTimeline();
} }
else { gameObject.SetActive(false); }
} }
private void IntroTimelineStopped(PlayableDirector director) private void IntroTimelineStopped(PlayableDirector director)
{ {
InputManager.Instance.SetInputMode(InputMode.Game); InputManager.Instance.SetInputMode(InputMode.Game);
introPlayableDirector.stopped -= IntroTimelineStopped;
gameObject.SetActive(false);
} }
public void PlayIntroTimeline() public void PlayIntroTimeline()