Revamp the prompt system, the bootstrapper system, the starting cinematic
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@@ -4,6 +4,7 @@ using System.Threading.Tasks;
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using UI;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using Bootstrap;
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namespace Core
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{
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@@ -15,26 +16,11 @@ namespace Core
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private LoadingScreenController _loadingScreen;
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private static SceneManagerService _instance;
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private static bool _isQuitting = false;
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/// <summary>
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/// Singleton instance of the SceneManagerService.
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/// Singleton instance of the SceneManagerService. No longer creates an instance if one doesn't exist.
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/// </summary>
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public static SceneManagerService Instance
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{
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get
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{
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if (_instance == null && Application.isPlaying && !_isQuitting)
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{
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_instance = FindAnyObjectByType<SceneManagerService>();
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if (_instance == null)
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{
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var go = new GameObject("SceneManagerService");
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_instance = go.AddComponent<SceneManagerService>();
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// DontDestroyOnLoad(go);
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}
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}
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return _instance;
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}
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}
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public static SceneManagerService Instance => _instance;
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// Events for scene lifecycle
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public event Action<string> SceneLoadStarted;
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@@ -48,30 +34,17 @@ namespace Core
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private readonly Dictionary<string, AsyncOperation> _activeUnloads = new();
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private const string BootstrapSceneName = "BootstrapScene";
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void Start()
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{
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_loadingScreen = LoadingScreenController.Instance;
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// Set up loading screen event handlers
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SetupLoadingScreenEvents();
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}
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void Awake()
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{
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_instance = this;
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// DontDestroyOnLoad(gameObject);
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#if UNITY_EDITOR
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// In Editor, set CurrentGameplayScene to the currently open scene at play start
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if (Application.isPlaying)
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{
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var activeScene = SceneManager.GetActiveScene();
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if (activeScene.IsValid())
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{
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CurrentGameplayScene = activeScene.name;
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}
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}
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#endif
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// Initialize current scene tracking immediately in Awake
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InitializeCurrentSceneTracking();
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// Register for post-boot initialization
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BootCompletionService.RegisterInitAction(InitializePostBoot);
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// Ensure BootstrapScene is loaded at startup
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var bootstrap = SceneManager.GetSceneByName(BootstrapSceneName);
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if (!bootstrap.isLoaded)
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@@ -79,6 +52,48 @@ namespace Core
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SceneManager.LoadScene(BootstrapSceneName, LoadSceneMode.Additive);
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}
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}
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/// <summary>
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/// Initialize current scene tracking immediately in Awake
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/// This ensures scene management works correctly regardless of boot timing
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/// </summary>
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private void InitializeCurrentSceneTracking()
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{
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// Get the active scene and use it as the current gameplay scene
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Scene activeScene = SceneManager.GetActiveScene();
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if (activeScene.IsValid())
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{
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// If this is the MainMenu or another gameplay scene, track it
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if (activeScene.name != BootstrapSceneName)
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{
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CurrentGameplayScene = activeScene.name;
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Logging.Debug($"[SceneManagerService] Initialized with current scene: {CurrentGameplayScene}");
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}
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// Otherwise default to MainMenu
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else
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{
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CurrentGameplayScene = "MainMenu";
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Logging.Debug($"[SceneManagerService] Initialized with default scene: {CurrentGameplayScene}");
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}
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}
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else
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{
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CurrentGameplayScene = "MainMenu";
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Logging.Debug($"[SceneManagerService] No valid active scene, defaulting to: {CurrentGameplayScene}");
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}
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}
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private void InitializePostBoot()
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{
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// Set up loading screen reference and events after boot is complete
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_loadingScreen = LoadingScreenController.Instance;
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// Set up loading screen event handlers if available
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SetupLoadingScreenEvents();
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Logging.Debug($"[SceneManagerService] Post-boot initialization complete, current scene is: {CurrentGameplayScene}");
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}
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private void SetupLoadingScreenEvents()
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{
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@@ -262,16 +277,27 @@ namespace Core
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}
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// Tracks the currently loaded gameplay scene (not persistent/bootstrapper)
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public string CurrentGameplayScene { get; private set; } = "MainMenu";
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public string CurrentGameplayScene { get; set; } = "MainMenu";
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public async Task ReloadCurrentScene(IProgress<float> progress = null)
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public async Task ReloadCurrentScene(IProgress<float> progress = null, bool autoHideLoadingScreen = true)
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{
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await SwitchSceneAsync(CurrentGameplayScene, progress);
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await SwitchSceneAsync(CurrentGameplayScene, progress, autoHideLoadingScreen);
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}
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// Switches from current gameplay scene to a new one
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public async Task SwitchSceneAsync(string newSceneName, IProgress<float> progress = null)
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/// <summary>
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/// Switches from current gameplay scene to a new one
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/// </summary>
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/// <param name="newSceneName">Name of the scene to load</param>
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/// <param name="progress">Optional progress reporter</param>
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/// <param name="autoHideLoadingScreen">Whether to automatically hide the loading screen when complete. If false, caller must hide it manually.</param>
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public async Task SwitchSceneAsync(string newSceneName, IProgress<float> progress = null, bool autoHideLoadingScreen = true)
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{
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// Show loading screen at the start (whether using auto-hide or not)
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if (_loadingScreen != null && !_loadingScreen.IsActive)
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{
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_loadingScreen.ShowLoadingScreen();
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}
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// Remove all AstarPath (A* Pathfinder) singletons before loading the new scene
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var astarPaths = FindObjectsByType<AstarPath>(FindObjectsSortMode.None);
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foreach (var astar in astarPaths)
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@@ -304,6 +330,12 @@ namespace Core
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await LoadSceneAsync(newSceneName, progress);
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// Update tracker
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CurrentGameplayScene = newSceneName;
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// Only hide the loading screen if autoHideLoadingScreen is true
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if (autoHideLoadingScreen && _loadingScreen != null)
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{
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_loadingScreen.HideLoadingScreen();
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}
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}
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}
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}
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