Further updates to state machines
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@@ -46,13 +46,12 @@ namespace UI
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protected override void OnManagedAwake()
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{
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// Component setup already done in Awake
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}
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protected override void OnSceneReady()
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{
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// Subscribe to scene-dependent events
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SceneManagerService.Instance.SceneLoadCompleted += SetPauseMenuByLevel;
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// Subscribe to scene-dependent events - must be in OnManagedAwake, not OnSceneReady
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// because PauseMenu is in DontDestroyOnLoad and OnSceneReady only fires once
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if (SceneManagerService.Instance != null)
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{
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SceneManagerService.Instance.SceneLoadCompleted += SetPauseMenuByLevel;
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}
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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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@@ -67,6 +66,11 @@ namespace UI
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Logging.Debug("[PauseMenu] Subscribed to SceneManagerService events");
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}
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protected override void OnSceneReady()
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{
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// This only fires once for DontDestroyOnLoad objects, so we handle scene loads in OnManagedAwake
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}
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protected override void OnDestroy()
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{
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base.OnDestroy();
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@@ -89,17 +93,30 @@ namespace UI
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/// <param name="levelName">The name of the level/scene</param>
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public void SetPauseMenuByLevel(string levelName)
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{
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HidePauseMenu();
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// TODO: Implement level-based pause menu visibility logic if needed
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/*if (string.IsNullOrEmpty(levelName))
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return;
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bool isStartingLevel = levelName.ToLower().Contains("startingscene");
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// When a new scene loads, ensure pause menu is removed from UIPageController stack
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// and properly hidden, regardless of pause state
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if (UIPageController.Instance != null && UIPageController.Instance.CurrentPage == this)
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{
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UIPageController.Instance.PopPage();
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}
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if(isStartingLevel)
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HidePauseMenu(false); // Ensure menu is hidden when switching to a game level
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// Ensure pause state is cleared
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if (GameManager.Instance != null && GameManager.Instance.IsPaused)
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{
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EndPauseSideEffects();
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}
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Logging.Debug($"[PauseMenu] Setting pause menu active: {!isStartingLevel} for scene: {levelName}");*/
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// Hide the menu UI
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if (pauseMenuPanel != null) pauseMenuPanel.SetActive(false);
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if (canvasGroup != null)
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{
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canvasGroup.alpha = 0f;
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canvasGroup.interactable = false;
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canvasGroup.blocksRaycasts = false;
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}
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gameObject.SetActive(false);
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Logging.Debug($"[PauseMenu] Cleaned up pause menu state for scene: {levelName}");
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}
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/// <summary>
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@@ -246,6 +263,18 @@ namespace UI
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/// </summary>
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public async void ExitToAppleHills()
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{
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// Pop from UIPageController stack before switching scenes
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if (UIPageController.Instance != null && UIPageController.Instance.CurrentPage == this)
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{
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UIPageController.Instance.PopPage();
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}
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// Ensure pause state is cleared
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if (GameManager.Instance != null && GameManager.Instance.IsPaused)
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{
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EndPauseSideEffects();
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}
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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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await SceneManagerService.Instance.SwitchSceneAsync("AppleHillsOverworld", progress);
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