Working minigame?

This commit is contained in:
Michal Pikulski
2025-11-19 14:54:33 +01:00
parent 359e0e35bd
commit 247f7b73af
63 changed files with 8546 additions and 1463 deletions

View File

@@ -157,19 +157,24 @@ namespace UI
}
}
// Subscribe to scene load events to adjust HUD based on scene
if (SceneManagerService.Instance != null)
{
SceneManagerService.Instance.SceneLoadCompleted += NewSceneLoaded;
}
if (SceneManagerService.Instance.CurrentGameplayScene == "AppleHillsOverworld")
{
NewSceneLoaded("AppleHillsOverworld");
}
if (SceneManagerService.Instance.CurrentGameplayScene == "StartingScene")
{
// TODO: Hide all UI until cinematics have played
NewSceneLoaded("AppleHillsOverworld");
}
// If in editor - initialize HUD based on current scene
#if UNITY_EDITOR
if (SceneManagerService.Instance.CurrentGameplayScene == "StartingScene")
{
// TODO: Hide all UI until cinematics have played
NewSceneLoaded("AppleHillsOverworld");
}
else if (SceneManagerService.Instance.CurrentGameplayScene != null)
{
NewSceneLoaded(SceneManagerService.Instance.CurrentGameplayScene);
}
#endif
}
internal override void OnManagedDestroy()
@@ -229,7 +234,7 @@ namespace UI
case "Quarry":
currentUIMode = UIMode.Puzzle;
break;
case "DivingForPictures":
case "DivingForPictures" or "CardQualityControl":
currentUIMode = UIMode.Minigame;
break;
}