Remove main menu from build and game flow

This commit is contained in:
Michal Pikulski
2025-10-17 14:03:27 +02:00
parent bb6059a885
commit 5851b5a12f
6 changed files with 83 additions and 97 deletions

View File

@@ -48,12 +48,7 @@ namespace UI
// Set initial state based on current scene
SetPauseMenuByLevel(SceneManager.GetActiveScene().name);
#if UNITY_EDITOR
// Initialize pause menu state
HidePauseMenu(false);
#endif
Logging.Debug("[PauseMenu] Subscribed to SceneManagerService events");
}
@@ -77,18 +72,17 @@ namespace UI
/// <param name="levelName">The name of the level/scene</param>
public void SetPauseMenuByLevel(string levelName)
{
if (string.IsNullOrEmpty(levelName))
HidePauseMenu(false);
// TODO: Implement level-based pause menu visibility logic if needed
/*if (string.IsNullOrEmpty(levelName))
return;
bool isMainMenu = levelName.ToLower().Contains("mainmenu");
bool isStartingLevel = levelName.ToLower().Contains("startingscene");
gameObject.SetActive(!(isMainMenu || isStartingLevel));
if(!isMainMenu && !isStartingLevel)
if(isStartingLevel)
HidePauseMenu(false); // Ensure menu is hidden when switching to a game level
Logging.Debug($"[PauseMenu] Setting pause menu active: {!isMainMenu} for scene: {levelName}");
Logging.Debug($"[PauseMenu] Setting pause menu active: {!isStartingLevel} for scene: {levelName}");*/
}
/// <summary>
@@ -141,11 +135,11 @@ namespace UI
/// <summary>
/// Exits to the main menu scene.
/// </summary>
public async void ExitToMainMenu()
public async void ExitToAppleHills()
{
// Replace with the actual scene name as set in Build Settings
var progress = new Progress<float>(p => Logging.Debug($"Loading progress: {p * 100:F0}%"));
await SceneManagerService.Instance.SwitchSceneAsync("MainMenu", progress);
await SceneManagerService.Instance.SwitchSceneAsync("AppleHillsOverworld", progress);
}
/// <summary>
@@ -181,15 +175,12 @@ namespace UI
switch (levelSelection)
{
case 0:
await SceneManagerService.Instance.SwitchSceneAsync("MainMenu", progress);
break;
case 1:
await SceneManagerService.Instance.SwitchSceneAsync("AppleHillsOverworld", progress);
break;
case 2:
case 1:
await SceneManagerService.Instance.SwitchSceneAsync("Quarry", progress);
break;
case 3:
case 2:
await SceneManagerService.Instance.SwitchSceneAsync("DivingForPictures", progress);
break;
}