Revamp game pausing and input handling. Fix minigame tutorial and end sequence. (#39)
- Revamp pausing and centralize management in GameManager - Switch Pause implementation to be counter-based to solve corner case of multiple pause requests - Remove duplicated Pause logic from other components - Add pausing when browsing the card album - Fully deliver the exclusive UI implementation - Spruce up the MiniGame tutorial with correct pausing, hiding other UI - Correctly unpause after showing tutorial - Fix minigame ending sequence. The cinematic correctly plays only once now - Replaying the minigame works Co-authored-by: Michal Adam Pikulski <michal@foolhardyhorizons.com> Co-authored-by: Michal Pikulski <michal@foolhardyhorizons.com> Reviewed-on: #39
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addedObject: {fileID: 1173818908}
|
||||
m_SourcePrefab: {fileID: 100100000, guid: a4dd78ff48942854ebb4c65025a8dc36, type: 3}
|
||||
--- !u!1660057539 &9223372036854775807
|
||||
SceneRoots:
|
||||
|
||||
@@ -1,4 +1,3 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Bootstrap;
|
||||
using Core;
|
||||
@@ -7,7 +6,6 @@ using UnityEngine;
|
||||
using UnityEngine.AddressableAssets;
|
||||
using UnityEngine.ResourceManagement.AsyncOperations;
|
||||
using UnityEngine.Playables;
|
||||
using UnityEngine.SceneManagement;
|
||||
using UnityEngine.UI;
|
||||
using UI.Core;
|
||||
|
||||
|
||||
@@ -1,304 +1,261 @@
|
||||
using UnityEngine;
|
||||
using AppleHills.Core.Settings;
|
||||
using System;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using AppleHills.Core.Interfaces;
|
||||
using Core;
|
||||
using UI;
|
||||
using AppleHills.Core.Settings;
|
||||
using Bootstrap;
|
||||
using Input;
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// Singleton manager for global game state and settings. Provides accessors for various gameplay parameters.
|
||||
/// </summary>
|
||||
public class GameManager : MonoBehaviour
|
||||
namespace Core
|
||||
{
|
||||
private static GameManager _instance;
|
||||
private static bool _isQuitting = false;
|
||||
|
||||
/// <summary>
|
||||
/// Singleton instance of the GameManager. No longer creates an instance if one doesn't exist.
|
||||
/// Singleton manager for global game state and settings. Provides accessors for various gameplay parameters.
|
||||
/// </summary>
|
||||
public static GameManager Instance => _instance;
|
||||
public class GameManager : MonoBehaviour
|
||||
{
|
||||
// Singleton implementation
|
||||
private static GameManager _instance;
|
||||
public static GameManager Instance => _instance;
|
||||
|
||||
[Header("Settings Status")]
|
||||
[SerializeField] private bool _settingsLoaded = false;
|
||||
[SerializeField] private bool _developerSettingsLoaded = false;
|
||||
public bool SettingsLoaded => _settingsLoaded;
|
||||
public bool DeveloperSettingsLoaded => _developerSettingsLoaded;
|
||||
private bool _settingsLoaded;
|
||||
private bool _developerSettingsLoaded;
|
||||
|
||||
// Pausable implementation (counter-based)
|
||||
private int _pauseCount;
|
||||
public bool IsPaused => _pauseCount > 0;
|
||||
|
||||
[Header("Game State")]
|
||||
[SerializeField] private bool _isPaused = false;
|
||||
// List of pausable components that have registered with the GameManager
|
||||
private List<IPausable> _pausableComponents = new List<IPausable>();
|
||||
|
||||
/// <summary>
|
||||
/// Current pause state of the game
|
||||
/// </summary>
|
||||
public bool IsPaused => _isPaused;
|
||||
|
||||
// List of pausable components that have registered with the GameManager
|
||||
private List<IPausable> _pausableComponents = new List<IPausable>();
|
||||
|
||||
// Events for pause state changes
|
||||
public event Action OnGamePaused;
|
||||
public event Action OnGameResumed;
|
||||
// Events for pause state changes
|
||||
public event Action OnGamePaused;
|
||||
public event Action OnGameResumed;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
_instance = this;
|
||||
void Awake()
|
||||
{
|
||||
_instance = this;
|
||||
|
||||
// Create settings provider if it doesn't exist
|
||||
SettingsProvider.Instance.gameObject.name = "Settings Provider";
|
||||
// Create settings providers if it doesn't exist
|
||||
SettingsProvider.Instance.gameObject.name = "Settings Provider";
|
||||
DeveloperSettingsProvider.Instance.gameObject.name = "Developer Settings Provider";
|
||||
|
||||
// Create developer settings provider if it doesn't exist
|
||||
DeveloperSettingsProvider.Instance.gameObject.name = "Developer Settings Provider";
|
||||
// Load all settings synchronously during Awake
|
||||
InitializeSettings();
|
||||
InitializeDeveloperSettings();
|
||||
|
||||
// Load all settings synchronously during Awake
|
||||
InitializeSettings();
|
||||
InitializeDeveloperSettings();
|
||||
// Register for post-boot initialization
|
||||
BootCompletionService.RegisterInitAction(InitializePostBoot);
|
||||
|
||||
// Register for post-boot initialization
|
||||
BootCompletionService.RegisterInitAction(InitializePostBoot);
|
||||
|
||||
// DontDestroyOnLoad(gameObject);
|
||||
}
|
||||
// DontDestroyOnLoad(gameObject);
|
||||
}
|
||||
|
||||
private void InitializePostBoot()
|
||||
{
|
||||
// Find and subscribe to PauseMenu events
|
||||
PauseMenu pauseMenu = PauseMenu.Instance;
|
||||
if (pauseMenu != null)
|
||||
private void InitializePostBoot()
|
||||
{
|
||||
pauseMenu.OnGamePaused += OnPauseMenuPaused;
|
||||
pauseMenu.OnGameResumed += OnPauseMenuResumed;
|
||||
|
||||
Logging.Debug("[GameManager] Subscribed to PauseMenu events");
|
||||
// For post-boot correct initialization order
|
||||
}
|
||||
else
|
||||
{
|
||||
Logging.Warning("[GameManager] PauseMenu not found. Pause functionality won't work properly.");
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
// Unsubscribe from PauseMenu events
|
||||
PauseMenu pauseMenu = FindFirstObjectByType<PauseMenu>();
|
||||
if (pauseMenu != null)
|
||||
{
|
||||
pauseMenu.OnGamePaused -= OnPauseMenuPaused;
|
||||
pauseMenu.OnGameResumed -= OnPauseMenuResumed;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Register a component as pausable, so it receives pause/resume notifications
|
||||
/// </summary>
|
||||
/// <param name="component">The pausable component to register</param>
|
||||
public void RegisterPausableComponent(IPausable component)
|
||||
{
|
||||
if (component != null && !_pausableComponents.Contains(component))
|
||||
/// <summary>
|
||||
/// Register a component as pausable, so it receives pause/resume notifications
|
||||
/// </summary>
|
||||
/// <param name="component">The pausable component to register</param>
|
||||
public void RegisterPausableComponent(IPausable component)
|
||||
{
|
||||
_pausableComponents.Add(component);
|
||||
|
||||
// If the game is already paused, pause the component immediately
|
||||
if (_isPaused)
|
||||
if (component != null && !_pausableComponents.Contains(component))
|
||||
{
|
||||
component.Pause();
|
||||
_pausableComponents.Add(component);
|
||||
|
||||
// If the game is already paused, pause the component immediately
|
||||
if (IsPaused)
|
||||
{
|
||||
component.Pause();
|
||||
}
|
||||
|
||||
Logging.Debug($"[GameManager] Registered pausable component: {(component as MonoBehaviour)?.name ?? "Unknown"}");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unregister a pausable component
|
||||
/// </summary>
|
||||
/// <param name="component">The pausable component to unregister</param>
|
||||
public void UnregisterPausableComponent(IPausable component)
|
||||
{
|
||||
if (component != null && _pausableComponents.Contains(component))
|
||||
{
|
||||
_pausableComponents.Remove(component);
|
||||
Logging.Debug($"[GameManager] Unregistered pausable component: {(component as MonoBehaviour)?.name ?? "Unknown"}");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Request a pause. Multiple systems can request pause; the game only resumes when all requests are released.
|
||||
/// </summary>
|
||||
/// <param name="requester">Optional object requesting the pause (for logging)</param>
|
||||
public void RequestPause(object requester = null)
|
||||
{
|
||||
_pauseCount++;
|
||||
if (_pauseCount == 1)
|
||||
{
|
||||
ApplyPause(true);
|
||||
}
|
||||
|
||||
Logging.Debug($"[GameManager] Pause requested by {requester?.ToString() ?? "Unknown"}. pauseCount = {_pauseCount}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Release a previously requested pause. If this brings the pause count to zero the game resumes.
|
||||
/// </summary>
|
||||
/// <param name="requester">Optional object releasing the pause (for logging)</param>
|
||||
public void ReleasePause(object requester = null)
|
||||
{
|
||||
_pauseCount = Mathf.Max(0, _pauseCount - 1);
|
||||
if (_pauseCount == 0)
|
||||
{
|
||||
ApplyPause(false);
|
||||
}
|
||||
|
||||
Logging.Debug($"[GameManager] Pause released by {requester?.ToString() ?? "Unknown"}. pauseCount = {_pauseCount}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Apply pause/resume state to registered components and global systems.
|
||||
/// </summary>
|
||||
/// <param name="shouldPause">True to pause; false to resume</param>
|
||||
private void ApplyPause(bool shouldPause)
|
||||
{
|
||||
// TODO: Do we want to stop time?
|
||||
// Time.timeScale = shouldPause ? 0f : 1f;
|
||||
|
||||
// Notify registered components
|
||||
foreach (var component in _pausableComponents)
|
||||
{
|
||||
if (shouldPause)
|
||||
component.Pause();
|
||||
else
|
||||
component.DoResume();
|
||||
}
|
||||
|
||||
// Fire events
|
||||
if (shouldPause)
|
||||
{
|
||||
// TODO: Stop input here?
|
||||
InputManager.Instance.SetInputMode(InputMode.UI);
|
||||
OnGamePaused?.Invoke();
|
||||
}
|
||||
else
|
||||
{
|
||||
// TODO: Release input here?
|
||||
InputManager.Instance.SetInputMode(InputMode.GameAndUI);
|
||||
OnGameResumed?.Invoke();
|
||||
}
|
||||
|
||||
Logging.Debug($"[GameManager] Registered pausable component: {(component as MonoBehaviour)?.name ?? "Unknown"}");
|
||||
Logging.Debug($"[GameManager] Game {(shouldPause ? "paused" : "resumed")}. Paused {_pausableComponents.Count} components.");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unregister a pausable component
|
||||
/// </summary>
|
||||
/// <param name="component">The pausable component to unregister</param>
|
||||
public void UnregisterPausableComponent(IPausable component)
|
||||
{
|
||||
if (component != null && _pausableComponents.Contains(component))
|
||||
{
|
||||
_pausableComponents.Remove(component);
|
||||
Logging.Debug($"[GameManager] Unregistered pausable component: {(component as MonoBehaviour)?.name ?? "Unknown"}");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when the PauseMenu broadcasts a pause event
|
||||
/// </summary>
|
||||
private void OnPauseMenuPaused()
|
||||
{
|
||||
PauseGame();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when the PauseMenu broadcasts a resume event
|
||||
/// </summary>
|
||||
private void OnPauseMenuResumed()
|
||||
{
|
||||
ResumeGame();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Pause the game and notify all registered pausable components
|
||||
/// </summary>
|
||||
public void PauseGame()
|
||||
{
|
||||
if (_isPaused) return; // Already paused
|
||||
|
||||
_isPaused = true;
|
||||
|
||||
// Pause all registered components
|
||||
foreach (var component in _pausableComponents)
|
||||
{
|
||||
component.Pause();
|
||||
}
|
||||
|
||||
// Broadcast pause event
|
||||
OnGamePaused?.Invoke();
|
||||
|
||||
Logging.Debug($"[GameManager] Game paused. Paused {_pausableComponents.Count} components.");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resume the game and notify all registered pausable components
|
||||
/// </summary>
|
||||
public void ResumeGame()
|
||||
{
|
||||
if (!_isPaused) return; // Already running
|
||||
|
||||
_isPaused = false;
|
||||
|
||||
// Resume all registered components
|
||||
foreach (var component in _pausableComponents)
|
||||
{
|
||||
component.DoResume();
|
||||
}
|
||||
|
||||
// Broadcast resume event
|
||||
OnGameResumed?.Invoke();
|
||||
|
||||
Logging.Debug($"[GameManager] Game resumed. Resumed {_pausableComponents.Count} components.");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Toggle the pause state of the game
|
||||
/// </summary>
|
||||
public void TogglePause()
|
||||
{
|
||||
if (_isPaused)
|
||||
ResumeGame();
|
||||
else
|
||||
PauseGame();
|
||||
}
|
||||
|
||||
private void InitializeSettings()
|
||||
{
|
||||
Logging.Debug("Starting settings initialization...");
|
||||
|
||||
// Load settings synchronously
|
||||
var playerSettings = SettingsProvider.Instance.LoadSettingsSynchronous<PlayerFollowerSettings>();
|
||||
var interactionSettings = SettingsProvider.Instance.LoadSettingsSynchronous<InteractionSettings>();
|
||||
var minigameSettings = SettingsProvider.Instance.LoadSettingsSynchronous<DivingMinigameSettings>();
|
||||
|
||||
// Register settings with service locator
|
||||
if (playerSettings != null)
|
||||
private void InitializeSettings()
|
||||
{
|
||||
ServiceLocator.Register<IPlayerFollowerSettings>(playerSettings);
|
||||
Logging.Debug("PlayerFollowerSettings registered successfully");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("Failed to load PlayerFollowerSettings");
|
||||
}
|
||||
Logging.Debug("Starting settings initialization...");
|
||||
|
||||
// Load settings synchronously
|
||||
var playerSettings = SettingsProvider.Instance.LoadSettingsSynchronous<PlayerFollowerSettings>();
|
||||
var interactionSettings = SettingsProvider.Instance.LoadSettingsSynchronous<InteractionSettings>();
|
||||
var minigameSettings = SettingsProvider.Instance.LoadSettingsSynchronous<DivingMinigameSettings>();
|
||||
|
||||
// Register settings with service locator
|
||||
if (playerSettings != null)
|
||||
{
|
||||
ServiceLocator.Register<IPlayerFollowerSettings>(playerSettings);
|
||||
Logging.Debug("PlayerFollowerSettings registered successfully");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("Failed to load PlayerFollowerSettings");
|
||||
}
|
||||
|
||||
if (interactionSettings != null)
|
||||
{
|
||||
ServiceLocator.Register<IInteractionSettings>(interactionSettings);
|
||||
Logging.Debug("InteractionSettings registered successfully");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("Failed to load InteractionSettings");
|
||||
}
|
||||
if (interactionSettings != null)
|
||||
{
|
||||
ServiceLocator.Register<IInteractionSettings>(interactionSettings);
|
||||
Logging.Debug("InteractionSettings registered successfully");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("Failed to load InteractionSettings");
|
||||
}
|
||||
|
||||
if (minigameSettings != null)
|
||||
{
|
||||
ServiceLocator.Register<IDivingMinigameSettings>(minigameSettings);
|
||||
Logging.Debug("MinigameSettings registered successfully");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("Failed to load MinigameSettings");
|
||||
if (minigameSettings != null)
|
||||
{
|
||||
ServiceLocator.Register<IDivingMinigameSettings>(minigameSettings);
|
||||
Logging.Debug("MinigameSettings registered successfully");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("Failed to load MinigameSettings");
|
||||
}
|
||||
|
||||
// Log success
|
||||
_settingsLoaded = playerSettings != null && interactionSettings != null && minigameSettings != null;
|
||||
if (_settingsLoaded)
|
||||
{
|
||||
Logging.Debug("All settings loaded and registered with ServiceLocator");
|
||||
}
|
||||
else
|
||||
{
|
||||
Logging.Warning("Some settings failed to load - check that all settings assets exist and are marked as Addressables");
|
||||
}
|
||||
}
|
||||
|
||||
// Log success
|
||||
_settingsLoaded = playerSettings != null && interactionSettings != null && minigameSettings != null;
|
||||
if (_settingsLoaded)
|
||||
/// <summary>
|
||||
/// Check for and initialize developer settings.
|
||||
/// </summary>
|
||||
private void InitializeDeveloperSettings()
|
||||
{
|
||||
Logging.Debug("All settings loaded and registered with ServiceLocator");
|
||||
}
|
||||
else
|
||||
{
|
||||
Logging.Warning("Some settings failed to load - check that all settings assets exist and are marked as Addressables");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check for and initialize developer settings.
|
||||
/// </summary>
|
||||
private void InitializeDeveloperSettings()
|
||||
{
|
||||
Logging.Debug("Starting developer settings initialization...");
|
||||
Logging.Debug("Starting developer settings initialization...");
|
||||
|
||||
// Load developer settings
|
||||
var divingDevSettings = DeveloperSettingsProvider.Instance.GetSettings<DivingDeveloperSettings>();
|
||||
// Load developer settings
|
||||
var divingDevSettings = DeveloperSettingsProvider.Instance.GetSettings<DivingDeveloperSettings>();
|
||||
|
||||
_developerSettingsLoaded = divingDevSettings != null;
|
||||
_developerSettingsLoaded = divingDevSettings != null;
|
||||
|
||||
if (_developerSettingsLoaded)
|
||||
{
|
||||
Logging.Debug("All developer settings loaded successfully");
|
||||
if (_developerSettingsLoaded)
|
||||
{
|
||||
Logging.Debug("All developer settings loaded successfully");
|
||||
}
|
||||
else
|
||||
{
|
||||
Logging.Warning("Some developer settings failed to load");
|
||||
}
|
||||
}
|
||||
else
|
||||
|
||||
|
||||
// Helper method to get settings
|
||||
private T GetSettings<T>() where T : class
|
||||
{
|
||||
Logging.Warning("Some developer settings failed to load");
|
||||
return ServiceLocator.Get<T>();
|
||||
}
|
||||
}
|
||||
|
||||
void OnApplicationQuit()
|
||||
{
|
||||
_isQuitting = true;
|
||||
ServiceLocator.Clear();
|
||||
}
|
||||
|
||||
// Helper method to get settings
|
||||
private T GetSettings<T>() where T : class
|
||||
{
|
||||
return ServiceLocator.Get<T>();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the entire settings object of specified type.
|
||||
/// </summary>
|
||||
/// <typeparam name="T">Type of settings to retrieve</typeparam>
|
||||
/// <returns>The settings object or null if not found</returns>
|
||||
public static T GetSettingsObject<T>() where T : class
|
||||
{
|
||||
return Instance?.GetSettings<T>();
|
||||
}
|
||||
/// <summary>
|
||||
/// Returns the entire settings object of specified type.
|
||||
/// </summary>
|
||||
/// <typeparam name="T">Type of settings to retrieve</typeparam>
|
||||
/// <returns>The settings object or null if not found</returns>
|
||||
public static T GetSettingsObject<T>() where T : class
|
||||
{
|
||||
return Instance?.GetSettings<T>();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the developer settings object of specified type.
|
||||
/// </summary>
|
||||
/// <typeparam name="T">Type of developer settings to retrieve</typeparam>
|
||||
/// <returns>The developer settings object or null if not found</returns>
|
||||
public static T GetDeveloperSettings<T>() where T : BaseDeveloperSettings
|
||||
{
|
||||
return DeveloperSettingsProvider.Instance?.GetSettings<T>();
|
||||
}
|
||||
/// <summary>
|
||||
/// Returns the developer settings object of specified type.
|
||||
/// </summary>
|
||||
/// <typeparam name="T">Type of developer settings to retrieve</typeparam>
|
||||
/// <returns>The developer settings object or null if not found</returns>
|
||||
public static T GetDeveloperSettings<T>() where T : BaseDeveloperSettings
|
||||
{
|
||||
return DeveloperSettingsProvider.Instance?.GetSettings<T>();
|
||||
}
|
||||
|
||||
// LEFTOVER LEGACY SETTINGS
|
||||
public float PlayerStopDistance => GetSettings<IInteractionSettings>()?.PlayerStopDistance ?? 6.0f;
|
||||
public float PlayerStopDistanceDirectInteraction => GetSettings<IInteractionSettings>()?.PlayerStopDistanceDirectInteraction ?? 2.0f;
|
||||
public float DefaultPuzzlePromptRange => GetSettings<IInteractionSettings>()?.DefaultPuzzlePromptRange ?? 3.0f;
|
||||
// LEFTOVER LEGACY SETTINGS
|
||||
public float PlayerStopDistance => GetSettings<IInteractionSettings>()?.PlayerStopDistance ?? 6.0f;
|
||||
public float PlayerStopDistanceDirectInteraction => GetSettings<IInteractionSettings>()?.PlayerStopDistanceDirectInteraction ?? 2.0f;
|
||||
public float DefaultPuzzlePromptRange => GetSettings<IInteractionSettings>()?.DefaultPuzzlePromptRange ?? 3.0f;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -16,10 +16,5 @@ namespace AppleHills.Core.Interfaces
|
||||
/// Resumes the component's functionality
|
||||
/// </summary>
|
||||
void DoResume();
|
||||
|
||||
/// <summary>
|
||||
/// Gets whether the component is currently paused
|
||||
/// </summary>
|
||||
bool IsPaused { get; }
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
using UnityEngine;
|
||||
using Core;
|
||||
using UnityEngine;
|
||||
|
||||
namespace AppleHills
|
||||
{
|
||||
|
||||
@@ -29,12 +29,6 @@ namespace Minigames.DivingForPictures
|
||||
private Coroutine _wobbleCoroutine;
|
||||
private Coroutine _offScreenCheckCoroutine;
|
||||
|
||||
// Pause state tracking
|
||||
private bool _isPaused = false;
|
||||
|
||||
// IPausable implementation
|
||||
public bool IsPaused => _isPaused;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
// Cache references and randomize time offset for wobble
|
||||
@@ -67,9 +61,6 @@ namespace Minigames.DivingForPictures
|
||||
/// </summary>
|
||||
public void Pause()
|
||||
{
|
||||
if (_isPaused) return; // Already paused
|
||||
|
||||
_isPaused = true;
|
||||
StopBubbleBehavior();
|
||||
|
||||
// Debug log for troubleshooting
|
||||
@@ -81,9 +72,6 @@ namespace Minigames.DivingForPictures
|
||||
/// </summary>
|
||||
public void DoResume()
|
||||
{
|
||||
if (!_isPaused) return; // Already running
|
||||
|
||||
_isPaused = false;
|
||||
StartBubbleBehavior();
|
||||
|
||||
// Debug log for troubleshooting
|
||||
@@ -95,7 +83,7 @@ namespace Minigames.DivingForPictures
|
||||
/// </summary>
|
||||
private void StartBubbleBehavior()
|
||||
{
|
||||
if (_isPaused || !isActiveAndEnabled) return; // Don't start if paused
|
||||
if (GameManager.Instance.IsPaused || !isActiveAndEnabled) return; // Don't start if paused
|
||||
|
||||
_movementCoroutine = StartCoroutine(MovementCoroutine());
|
||||
_wobbleCoroutine = StartCoroutine(WobbleCoroutine());
|
||||
|
||||
@@ -25,15 +25,9 @@ namespace Minigames.DivingForPictures
|
||||
private UnityEngine.Camera _mainCamera; // Cache camera reference
|
||||
private bool _isSurfacing = false;
|
||||
|
||||
// Pause state
|
||||
private bool _isPaused = false;
|
||||
|
||||
// Coroutines for pause/resume
|
||||
private Coroutine _spawnCoroutine;
|
||||
|
||||
// IPausable implementation
|
||||
public bool IsPaused => _isPaused;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
_mainCamera = UnityEngine.Camera.main;
|
||||
@@ -87,10 +81,6 @@ namespace Minigames.DivingForPictures
|
||||
/// </summary>
|
||||
public void Pause()
|
||||
{
|
||||
if (_isPaused) return; // Already paused
|
||||
|
||||
_isPaused = true;
|
||||
|
||||
// Stop spawning coroutine
|
||||
if (_spawnCoroutine != null)
|
||||
{
|
||||
@@ -116,10 +106,6 @@ namespace Minigames.DivingForPictures
|
||||
/// </summary>
|
||||
public void DoResume()
|
||||
{
|
||||
if (!_isPaused) return; // Already running
|
||||
|
||||
_isPaused = false;
|
||||
|
||||
// Restart spawning coroutine
|
||||
StartSpawningCoroutine();
|
||||
|
||||
@@ -141,7 +127,7 @@ namespace Minigames.DivingForPictures
|
||||
/// </summary>
|
||||
private void StartSpawningCoroutine()
|
||||
{
|
||||
if (_spawnCoroutine == null && !_isPaused)
|
||||
if (_spawnCoroutine == null && !GameManager.Instance.IsPaused)
|
||||
{
|
||||
_spawnCoroutine = StartCoroutine(SpawnBubblesRoutine());
|
||||
}
|
||||
@@ -219,7 +205,7 @@ namespace Minigames.DivingForPictures
|
||||
bubble.SetWobbleScaleLimits(_devSettings.BubbleWobbleMinScale, _devSettings.BubbleWobbleMaxScale);
|
||||
|
||||
// If the game is already paused, pause this bubble immediately
|
||||
if (_isPaused)
|
||||
if (GameManager.Instance.IsPaused)
|
||||
{
|
||||
bubble.Pause();
|
||||
}
|
||||
@@ -262,7 +248,7 @@ namespace Minigames.DivingForPictures
|
||||
{
|
||||
Logging.Debug("[BubbleSpawner] Started bubble spawning coroutine");
|
||||
|
||||
while (enabled && gameObject.activeInHierarchy && !_isPaused)
|
||||
while (enabled && gameObject.activeInHierarchy && !GameManager.Instance.IsPaused)
|
||||
{
|
||||
SpawnBubble();
|
||||
SetNextSpawnInterval(); // Set interval for next spawn
|
||||
|
||||
@@ -7,8 +7,9 @@ using Minigames.DivingForPictures.PictureCamera;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Bootstrap;
|
||||
using UI;
|
||||
using UI.Core;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
using UnityEngine.Playables;
|
||||
@@ -38,24 +39,24 @@ namespace Minigames.DivingForPictures
|
||||
public CameraViewfinderManager viewfinderManager;
|
||||
|
||||
// Settings reference
|
||||
private IDivingMinigameSettings settings;
|
||||
private IDivingMinigameSettings _settings;
|
||||
|
||||
// Private state variables
|
||||
private int playerScore = 0;
|
||||
private float currentSpawnProbability;
|
||||
private float lastSpawnTime = -100f;
|
||||
private float timeSinceLastSpawn = 0f;
|
||||
private List<Monster> activeMonsters = new List<Monster>();
|
||||
private int _playerScore = 0;
|
||||
private float _currentSpawnProbability;
|
||||
private float _lastSpawnTime = -100f;
|
||||
private float _timeSinceLastSpawn = 0f;
|
||||
private List<Monster> _activeMonsters = new List<Monster>();
|
||||
|
||||
// Velocity management
|
||||
// Velocity state tracking
|
||||
private float currentVelocityFactor = 1.0f; // 1.0 = normal descent speed, -1.0 * surfacingSpeedFactor = full surfacing speed
|
||||
private Coroutine velocityTransitionCoroutine;
|
||||
private Coroutine surfacingSequenceCoroutine;
|
||||
private float _currentVelocityFactor = 1.0f; // 1.0 = normal descent speed, -1.0 * surfacingSpeedFactor = full surfacing speed
|
||||
private Coroutine _velocityTransitionCoroutine;
|
||||
private Coroutine _surfacingSequenceCoroutine;
|
||||
|
||||
// Public properties
|
||||
public int PlayerScore => playerScore;
|
||||
public float CurrentVelocityFactor => currentVelocityFactor;
|
||||
public int PlayerScore => _playerScore;
|
||||
public float CurrentVelocityFactor => _currentVelocityFactor;
|
||||
|
||||
// Events
|
||||
public event Action<int> OnScoreChanged;
|
||||
@@ -67,8 +68,8 @@ namespace Minigames.DivingForPictures
|
||||
public event Action<float> OnVelocityFactorChanged;
|
||||
|
||||
// Private state variables for rope system
|
||||
private int currentRopeIndex = 0;
|
||||
private bool isGameOver = false;
|
||||
private int _currentRopeIndex = 0;
|
||||
private bool _isGameOver = false;
|
||||
private bool _isSurfacing = false;
|
||||
|
||||
// Initialization state
|
||||
@@ -77,23 +78,17 @@ namespace Minigames.DivingForPictures
|
||||
// Used to track if we're currently surfacing
|
||||
public bool IsSurfacing => _isSurfacing;
|
||||
|
||||
// Event for game components to subscribe to
|
||||
// TODO: Get rid of this in favor of proper game pausing?
|
||||
public event Action OnGameInitialized;
|
||||
|
||||
// Pause state
|
||||
private bool _isPaused = false;
|
||||
|
||||
// List of pausable components controlled by this manager
|
||||
private List<IPausable> _pausableComponents = new List<IPausable>();
|
||||
|
||||
// IPausable implementation
|
||||
public bool IsPaused => _isPaused;
|
||||
|
||||
// Photo sequence state
|
||||
private bool _isPhotoSequenceActive = false;
|
||||
private Monster _currentPhotoTarget = null;
|
||||
private Dictionary<IPausable, bool> _pauseStateBackup = new Dictionary<IPausable, bool>();
|
||||
private float _capturedProximity = 0f; // New: tracks how close to target the photo was taken (0-1)
|
||||
private float _capturedProximity = 0f;
|
||||
|
||||
// List of components to exempt from pausing during photo sequence
|
||||
private List<IPausable> _exemptFromPhotoSequencePausing = new List<IPausable>();
|
||||
@@ -101,7 +96,6 @@ namespace Minigames.DivingForPictures
|
||||
// Photo sequence events
|
||||
public event Action<Monster> OnPhotoSequenceStarted;
|
||||
public event Action<Monster, float> OnPhotoSequenceCompleted; // Now includes proximity score
|
||||
public event Action<float> OnPhotoSequenceProgressUpdated;
|
||||
|
||||
private static DivingGameManager _instance = null;
|
||||
private static bool _isQuitting = false;
|
||||
@@ -113,8 +107,8 @@ namespace Minigames.DivingForPictures
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
settings = GameManager.GetSettingsObject<IDivingMinigameSettings>();
|
||||
currentSpawnProbability = settings?.BaseSpawnProbability ?? 0.2f;
|
||||
_settings = GameManager.GetSettingsObject<IDivingMinigameSettings>();
|
||||
_currentSpawnProbability = _settings?.BaseSpawnProbability ?? 0.2f;
|
||||
|
||||
if (_instance == null)
|
||||
{
|
||||
@@ -124,6 +118,9 @@ namespace Minigames.DivingForPictures
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}
|
||||
|
||||
// Ensure any previous run state is reset when this manager awakes
|
||||
_isGameOver = false;
|
||||
}
|
||||
|
||||
private void OnApplicationQuit()
|
||||
@@ -133,44 +130,8 @@ namespace Minigames.DivingForPictures
|
||||
|
||||
private void Start()
|
||||
{
|
||||
// Find PauseMenu and subscribe to its events
|
||||
PauseMenu pauseMenu = PauseMenu.Instance;
|
||||
if (pauseMenu != null)
|
||||
{
|
||||
pauseMenu.OnGamePaused += Pause;
|
||||
pauseMenu.OnGameResumed += DoResume;
|
||||
|
||||
Logging.Debug("[DivingGameManager] Subscribed to PauseMenu events");
|
||||
}
|
||||
else
|
||||
{
|
||||
Logging.Warning("[DivingGameManager] PauseMenu not found. Pause functionality won't work properly.");
|
||||
}
|
||||
|
||||
// Register this manager with the global GameManager
|
||||
if (GameManager.Instance != null)
|
||||
{
|
||||
GameManager.Instance.RegisterPausableComponent(this);
|
||||
}
|
||||
|
||||
// Subscribe to SceneOrientationEnforcer's event
|
||||
if (SceneOrientationEnforcer.Instance != null)
|
||||
{
|
||||
SceneOrientationEnforcer.Instance.OnOrientationCorrect += InitializeGame;
|
||||
SceneOrientationEnforcer.Instance.OnOrientationIncorrect += Pause;
|
||||
|
||||
// If orientation is already correct, initialize right away
|
||||
// This prevents issues if the orientation was already correct before subscription
|
||||
if (SceneOrientationEnforcer.Instance.IsOrientationCorrect())
|
||||
{
|
||||
InitializeGame();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Logging.Warning("[DivingGameManager] SceneOrientationEnforcer not found. Initializing game immediately.");
|
||||
InitializeGame();
|
||||
}
|
||||
// Register for post-boot initialization
|
||||
BootCompletionService.RegisterInitAction(InitializePostBoot);
|
||||
|
||||
// Subscribe to player damage events (this doesn't depend on initialization)
|
||||
PlayerCollisionBehavior.OnDamageTaken += OnPlayerDamageTaken;
|
||||
@@ -189,6 +150,7 @@ namespace Minigames.DivingForPictures
|
||||
viewfinderManager.OnViewfinderTappedDuringAnimation += OnViewfinderTappedDuringAnimation;
|
||||
viewfinderManager.OnReverseAnimationStarted += OnReverseAnimationStarted;
|
||||
|
||||
// TODO: Give this a second look and make sure this is correct
|
||||
// Add the viewfinder manager to exempt list to ensure it keeps working during photo sequences
|
||||
if (viewfinderManager is IPausable viewfinderPausable)
|
||||
{
|
||||
@@ -197,6 +159,36 @@ namespace Minigames.DivingForPictures
|
||||
}
|
||||
|
||||
OnMonsterSpawned += DoMonsterSpawned;
|
||||
}
|
||||
|
||||
private void InitializePostBoot()
|
||||
{
|
||||
// Register this manager with the global GameManager
|
||||
if (GameManager.Instance != null)
|
||||
{
|
||||
GameManager.Instance.RegisterPausableComponent(this);
|
||||
}
|
||||
|
||||
// Subscribe to SceneOrientationEnforcer's event
|
||||
if (SceneOrientationEnforcer.Instance != null)
|
||||
{
|
||||
// TODO: This is a bit of a hack to make sure the game is initialized after the orientation is correct
|
||||
SceneOrientationEnforcer.Instance.OnOrientationCorrect += InitializeGame;
|
||||
SceneOrientationEnforcer.Instance.OnOrientationIncorrect += Pause;
|
||||
|
||||
// If orientation is already correct, initialize right away
|
||||
// This prevents issues if the orientation was already correct before subscription
|
||||
if (SceneOrientationEnforcer.Instance.IsOrientationCorrect())
|
||||
{
|
||||
InitializeGame();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Logging.Warning("[DivingGameManager] SceneOrientationEnforcer not found. Initializing game immediately.");
|
||||
InitializeGame();
|
||||
}
|
||||
|
||||
CinematicsManager.Instance.OnCinematicStopped += EndGame;
|
||||
}
|
||||
|
||||
@@ -211,14 +203,6 @@ namespace Minigames.DivingForPictures
|
||||
SceneOrientationEnforcer.Instance.OnOrientationIncorrect -= Pause;
|
||||
}
|
||||
|
||||
// Unsubscribe from PauseMenu events
|
||||
PauseMenu pauseMenu = PauseMenu.Instance;
|
||||
if (pauseMenu != null)
|
||||
{
|
||||
pauseMenu.OnGamePaused -= Pause;
|
||||
pauseMenu.OnGameResumed -= DoResume;
|
||||
}
|
||||
|
||||
// Unregister from GameManager
|
||||
if (GameManager.Instance != null)
|
||||
{
|
||||
@@ -241,19 +225,19 @@ namespace Minigames.DivingForPictures
|
||||
|
||||
private void Update()
|
||||
{
|
||||
timeSinceLastSpawn += Time.deltaTime;
|
||||
_timeSinceLastSpawn += Time.deltaTime;
|
||||
|
||||
// Gradually increase spawn probability over time
|
||||
float previousProbability = currentSpawnProbability;
|
||||
if (currentSpawnProbability < settings.MaxSpawnProbability)
|
||||
float previousProbability = _currentSpawnProbability;
|
||||
if (_currentSpawnProbability < _settings.MaxSpawnProbability)
|
||||
{
|
||||
currentSpawnProbability += settings.ProbabilityIncreaseRate * Time.deltaTime;
|
||||
currentSpawnProbability = Mathf.Min(currentSpawnProbability, settings.MaxSpawnProbability);
|
||||
_currentSpawnProbability += _settings.ProbabilityIncreaseRate * Time.deltaTime;
|
||||
_currentSpawnProbability = Mathf.Min(_currentSpawnProbability, _settings.MaxSpawnProbability);
|
||||
|
||||
// Only fire event if probability changed significantly
|
||||
if (Mathf.Abs(currentSpawnProbability - previousProbability) > 0.01f)
|
||||
if (Mathf.Abs(_currentSpawnProbability - previousProbability) > 0.01f)
|
||||
{
|
||||
OnSpawnProbabilityChanged?.Invoke(currentSpawnProbability);
|
||||
OnSpawnProbabilityChanged?.Invoke(_currentSpawnProbability);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -268,14 +252,14 @@ namespace Minigames.DivingForPictures
|
||||
// If we're surfacing, don't spawn new monsters
|
||||
if (_isSurfacing) return;
|
||||
|
||||
bool forceSpawn = timeSinceLastSpawn >= settings.GuaranteedSpawnTime;
|
||||
bool onCooldown = timeSinceLastSpawn < settings.SpawnCooldown;
|
||||
bool forceSpawn = _timeSinceLastSpawn >= _settings.GuaranteedSpawnTime;
|
||||
bool onCooldown = _timeSinceLastSpawn < _settings.SpawnCooldown;
|
||||
|
||||
// Don't spawn if on cooldown, unless forced
|
||||
if (onCooldown && !forceSpawn) return;
|
||||
|
||||
// Check probability or forced spawn
|
||||
if (forceSpawn || UnityEngine.Random.value <= currentSpawnProbability)
|
||||
if (forceSpawn || UnityEngine.Random.value <= _currentSpawnProbability)
|
||||
{
|
||||
// Pick a random spawn point from this tile
|
||||
MonsterSpawnPoint spawnPoint = spawnPoints[UnityEngine.Random.Range(0, spawnPoints.Length)];
|
||||
@@ -284,10 +268,10 @@ namespace Minigames.DivingForPictures
|
||||
SpawnMonster(spawnPoint.transform);
|
||||
|
||||
// Reset timer and adjust probability
|
||||
lastSpawnTime = Time.time;
|
||||
timeSinceLastSpawn = 0f;
|
||||
currentSpawnProbability = settings.BaseSpawnProbability;
|
||||
OnSpawnProbabilityChanged?.Invoke(currentSpawnProbability);
|
||||
_lastSpawnTime = Time.time;
|
||||
_timeSinceLastSpawn = 0f;
|
||||
_currentSpawnProbability = _settings.BaseSpawnProbability;
|
||||
OnSpawnProbabilityChanged?.Invoke(_currentSpawnProbability);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -335,14 +319,14 @@ namespace Minigames.DivingForPictures
|
||||
private void DoPictureTaken(Monster monster)
|
||||
{
|
||||
// Calculate points based on depth
|
||||
int depthBonus = Mathf.FloorToInt(Mathf.Abs(monster.transform.position.y) * settings.DepthMultiplier);
|
||||
int pointsAwarded = settings.BasePoints + depthBonus;
|
||||
int depthBonus = Mathf.FloorToInt(Mathf.Abs(monster.transform.position.y) * _settings.DepthMultiplier);
|
||||
int pointsAwarded = _settings.BasePoints + depthBonus;
|
||||
|
||||
// Add score
|
||||
playerScore += pointsAwarded;
|
||||
_playerScore += pointsAwarded;
|
||||
|
||||
// Fire events
|
||||
OnScoreChanged?.Invoke(playerScore);
|
||||
OnScoreChanged?.Invoke(_playerScore);
|
||||
OnPictureTaken?.Invoke(monster, pointsAwarded);
|
||||
}
|
||||
|
||||
@@ -351,13 +335,13 @@ namespace Minigames.DivingForPictures
|
||||
/// </summary>
|
||||
private void OnPlayerDamageTaken()
|
||||
{
|
||||
if (isGameOver) return;
|
||||
if (_isGameOver) return;
|
||||
|
||||
// Break the next rope in sequence
|
||||
BreakNextRope();
|
||||
|
||||
// Check if all ropes are broken
|
||||
if (currentRopeIndex >= playerRopes.Length)
|
||||
if (_currentRopeIndex >= playerRopes.Length)
|
||||
{
|
||||
TriggerGameOver();
|
||||
deathAudioPlayer.Play();
|
||||
@@ -365,7 +349,7 @@ namespace Minigames.DivingForPictures
|
||||
else
|
||||
{
|
||||
// Notify listeners about rope break and remaining ropes
|
||||
int remainingRopes = playerRopes.Length - currentRopeIndex;
|
||||
int remainingRopes = playerRopes.Length - _currentRopeIndex;
|
||||
OnRopeBroken?.Invoke(remainingRopes);
|
||||
|
||||
Logging.Debug($"[DivingGameManager] Rope broken! {remainingRopes} ropes remaining.");
|
||||
@@ -377,9 +361,9 @@ namespace Minigames.DivingForPictures
|
||||
/// </summary>
|
||||
private void BreakNextRope()
|
||||
{
|
||||
if (currentRopeIndex < playerRopes.Length)
|
||||
if (_currentRopeIndex < playerRopes.Length)
|
||||
{
|
||||
RopeBreaker ropeToBreak = playerRopes[currentRopeIndex];
|
||||
RopeBreaker ropeToBreak = playerRopes[_currentRopeIndex];
|
||||
|
||||
if (ropeToBreak != null)
|
||||
{
|
||||
@@ -388,11 +372,11 @@ namespace Minigames.DivingForPictures
|
||||
}
|
||||
else
|
||||
{
|
||||
Logging.Warning($"[DivingGameManager] Rope at index {currentRopeIndex} is null!");
|
||||
Logging.Warning($"[DivingGameManager] Rope at index {_currentRopeIndex} is null!");
|
||||
}
|
||||
|
||||
// Move to the next rope regardless if current was null
|
||||
currentRopeIndex++;
|
||||
_currentRopeIndex++;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -401,7 +385,7 @@ namespace Minigames.DivingForPictures
|
||||
/// </summary>
|
||||
public void ForceBreakRope()
|
||||
{
|
||||
if (!isGameOver)
|
||||
if (!_isGameOver)
|
||||
{
|
||||
OnPlayerDamageTaken();
|
||||
}
|
||||
@@ -412,9 +396,9 @@ namespace Minigames.DivingForPictures
|
||||
/// </summary>
|
||||
private void TriggerGameOver()
|
||||
{
|
||||
if (isGameOver) return;
|
||||
if (_isGameOver) return;
|
||||
|
||||
isGameOver = true;
|
||||
_isGameOver = true;
|
||||
Logging.Debug("[DivingGameManager] Game Over! All ropes broken. Starting surfacing sequence...");
|
||||
|
||||
// Fire game over event
|
||||
@@ -450,8 +434,8 @@ namespace Minigames.DivingForPictures
|
||||
public void ResetRopeSystem()
|
||||
{
|
||||
// Reset rope state
|
||||
currentRopeIndex = 0;
|
||||
isGameOver = false;
|
||||
_currentRopeIndex = 0;
|
||||
_isGameOver = false;
|
||||
|
||||
// Restore all broken ropes
|
||||
if (playerRopes != null)
|
||||
@@ -477,8 +461,11 @@ namespace Minigames.DivingForPictures
|
||||
|
||||
_isSurfacing = true;
|
||||
|
||||
// TODO: Call it here?
|
||||
UIPageController.Instance.HideAllUI();
|
||||
|
||||
// 1. Initiate smooth velocity transition to surfacing speed
|
||||
float targetVelocityFactor = -1.0f * settings.SurfacingSpeedFactor;
|
||||
float targetVelocityFactor = -1.0f * _settings.SurfacingSpeedFactor;
|
||||
SetVelocityFactor(targetVelocityFactor);
|
||||
|
||||
// 2. Find and notify trench tile spawner about direction change (for spawning/despawning logic)
|
||||
@@ -497,7 +484,7 @@ namespace Minigames.DivingForPictures
|
||||
tileSpawner.StartSurfacing();
|
||||
|
||||
// Immediately send current velocity factor
|
||||
tileSpawner.OnVelocityFactorChanged(currentVelocityFactor);
|
||||
tileSpawner.OnVelocityFactorChanged(_currentVelocityFactor);
|
||||
}
|
||||
|
||||
// Handle the Rock object - disable components and animate it falling offscreen
|
||||
@@ -565,15 +552,15 @@ namespace Minigames.DivingForPictures
|
||||
obstacleSpawner.StartSurfacing();
|
||||
|
||||
// Immediately send current velocity factor
|
||||
obstacleSpawner.OnVelocityFactorChanged(currentVelocityFactor);
|
||||
obstacleSpawner.OnVelocityFactorChanged(_currentVelocityFactor);
|
||||
}
|
||||
|
||||
// Start the surfacing sequence coroutine
|
||||
if (surfacingSequenceCoroutine != null)
|
||||
if (_surfacingSequenceCoroutine != null)
|
||||
{
|
||||
StopCoroutine(surfacingSequenceCoroutine);
|
||||
StopCoroutine(_surfacingSequenceCoroutine);
|
||||
}
|
||||
surfacingSequenceCoroutine = StartCoroutine(SurfacingSequence());
|
||||
_surfacingSequenceCoroutine = StartCoroutine(SurfacingSequence());
|
||||
|
||||
Logging.Debug($"[DivingGameManager] Started surfacing with target velocity factor: {targetVelocityFactor}");
|
||||
}
|
||||
@@ -649,7 +636,7 @@ namespace Minigames.DivingForPictures
|
||||
private IEnumerator SurfacingSequence()
|
||||
{
|
||||
// Wait for the configured delay
|
||||
yield return new WaitForSeconds(settings.SurfacingSpawnDelay);
|
||||
yield return new WaitForSeconds(_settings.SurfacingSpawnDelay);
|
||||
|
||||
// Find tile spawner and tell it to stop spawning
|
||||
TrenchTileSpawner tileSpawner = FindFirstObjectByType<TrenchTileSpawner>();
|
||||
@@ -686,7 +673,6 @@ namespace Minigames.DivingForPictures
|
||||
// Call this when the game ends
|
||||
public void EndGame()
|
||||
{
|
||||
// TODO: Investigate why called twice
|
||||
CinematicsManager.Instance.OnCinematicStopped -= EndGame;
|
||||
// Start the end game sequence that grants a booster, waits for the UI animation, then shows Game Over.
|
||||
StartCoroutine(EndGameSequence());
|
||||
@@ -695,7 +681,7 @@ namespace Minigames.DivingForPictures
|
||||
private IEnumerator EndGameSequence()
|
||||
{
|
||||
// Clean up active monsters
|
||||
foreach (var monster in activeMonsters.ToArray())
|
||||
foreach (var monster in _activeMonsters.ToArray())
|
||||
{
|
||||
if (monster != null)
|
||||
{
|
||||
@@ -703,7 +689,7 @@ namespace Minigames.DivingForPictures
|
||||
}
|
||||
}
|
||||
|
||||
activeMonsters.Clear();
|
||||
_activeMonsters.Clear();
|
||||
|
||||
// 1) Call the booster pack giver if available
|
||||
bool completed = false;
|
||||
@@ -714,6 +700,7 @@ namespace Minigames.DivingForPictures
|
||||
UnityAction onDone = null;
|
||||
onDone = () => { completed = true; giver.OnCompleted.RemoveListener(onDone); };
|
||||
giver.OnCompleted.AddListener(onDone);
|
||||
UIPageController.Instance.ShowAllUI();
|
||||
giver.GiveBoosterPack();
|
||||
|
||||
// 2) Wait for it to finish (with a safety timeout in case it's not wired)
|
||||
@@ -733,9 +720,9 @@ namespace Minigames.DivingForPictures
|
||||
|
||||
// 3) Only then show the game over screen
|
||||
CinematicsManager.Instance.ShowGameOverScreen();
|
||||
|
||||
|
||||
// Final score could be saved to player prefs or other persistence
|
||||
Logging.Debug($"Final Score: {playerScore}");
|
||||
Logging.Debug($"Final Score: {_playerScore}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -744,12 +731,12 @@ namespace Minigames.DivingForPictures
|
||||
/// <param name="targetFactor">Target velocity factor (e.g., -1.0 for surfacing speed)</param>
|
||||
public void SetVelocityFactor(float targetFactor)
|
||||
{
|
||||
if (velocityTransitionCoroutine != null)
|
||||
if (_velocityTransitionCoroutine != null)
|
||||
{
|
||||
StopCoroutine(velocityTransitionCoroutine);
|
||||
StopCoroutine(_velocityTransitionCoroutine);
|
||||
}
|
||||
|
||||
velocityTransitionCoroutine = StartCoroutine(TransitionVelocityFactor(targetFactor));
|
||||
_velocityTransitionCoroutine = StartCoroutine(TransitionVelocityFactor(targetFactor));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -757,29 +744,29 @@ namespace Minigames.DivingForPictures
|
||||
/// </summary>
|
||||
private IEnumerator<WaitForEndOfFrame> TransitionVelocityFactor(float targetFactor)
|
||||
{
|
||||
float startFactor = currentVelocityFactor;
|
||||
float startFactor = _currentVelocityFactor;
|
||||
float elapsed = 0f;
|
||||
|
||||
while (elapsed < settings.SpeedTransitionDuration)
|
||||
while (elapsed < _settings.SpeedTransitionDuration)
|
||||
{
|
||||
elapsed += Time.deltaTime;
|
||||
float t = Mathf.Clamp01(elapsed / settings.SpeedTransitionDuration);
|
||||
float t = Mathf.Clamp01(elapsed / _settings.SpeedTransitionDuration);
|
||||
|
||||
// Smooth step interpolation
|
||||
float smoothStep = t * t * (3f - 2f * t);
|
||||
|
||||
currentVelocityFactor = Mathf.Lerp(startFactor, targetFactor, smoothStep);
|
||||
_currentVelocityFactor = Mathf.Lerp(startFactor, targetFactor, smoothStep);
|
||||
|
||||
// Notify listeners about the velocity factor change
|
||||
OnVelocityFactorChanged?.Invoke(currentVelocityFactor);
|
||||
OnVelocityFactorChanged?.Invoke(_currentVelocityFactor);
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
currentVelocityFactor = targetFactor;
|
||||
_currentVelocityFactor = targetFactor;
|
||||
|
||||
// Final assignment to ensure exact target value
|
||||
OnVelocityFactorChanged?.Invoke(currentVelocityFactor);
|
||||
OnVelocityFactorChanged?.Invoke(_currentVelocityFactor);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -793,7 +780,7 @@ namespace Minigames.DivingForPictures
|
||||
_pausableComponents.Add(component);
|
||||
|
||||
// If the game is already paused, pause the component immediately
|
||||
if (_isPaused)
|
||||
if (GameManager.Instance.IsPaused)
|
||||
{
|
||||
component.Pause();
|
||||
}
|
||||
@@ -820,48 +807,46 @@ namespace Minigames.DivingForPictures
|
||||
/// </summary>
|
||||
public void Pause()
|
||||
{
|
||||
// Ignore pause requests once the game has reached Game Over
|
||||
if (_isGameOver) return;
|
||||
DoPause();
|
||||
}
|
||||
|
||||
public void DoPause(bool turnOffGameInput = true)
|
||||
{
|
||||
if (_isPaused) return; // Already paused
|
||||
|
||||
_isPaused = true;
|
||||
|
||||
// Pause all registered components
|
||||
foreach (var component in _pausableComponents)
|
||||
{
|
||||
component.Pause();
|
||||
}
|
||||
|
||||
// Change input mode to UI when menu is open
|
||||
if(turnOffGameInput)
|
||||
InputManager.Instance.SetInputMode(InputMode.GameAndUI);
|
||||
|
||||
Logging.Debug($"[DivingGameManager] Game paused. Paused {_pausableComponents.Count} components.");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resume the game and all registered components
|
||||
/// </summary>
|
||||
public void DoResume()
|
||||
{
|
||||
if (!_isPaused) return; // Already running
|
||||
|
||||
_isPaused = false;
|
||||
|
||||
// Resume all registered components
|
||||
foreach (var component in _pausableComponents)
|
||||
{
|
||||
component.DoResume();
|
||||
}
|
||||
|
||||
// Change input mode to UI when menu is open
|
||||
InputManager.Instance.SetInputMode(InputMode.GameAndUI);
|
||||
|
||||
Logging.Debug($"[DivingGameManager] Game resumed. Resumed {_pausableComponents.Count} components.");
|
||||
}
|
||||
}
|
||||
|
||||
public void DoPause(bool turnOffGameInput = true)
|
||||
{
|
||||
// Ignore pause requests once the game has ended
|
||||
if (_isGameOver) return;
|
||||
// Pause all registered components
|
||||
foreach (var component in _pausableComponents)
|
||||
{
|
||||
component.Pause();
|
||||
}
|
||||
|
||||
// Change input mode to UI when menu is open
|
||||
if(turnOffGameInput)
|
||||
InputManager.Instance.SetInputMode(InputMode.GameAndUI);
|
||||
|
||||
Logging.Debug($"[DivingGameManager] Game paused. Paused {_pausableComponents.Count} components.");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resume the game and all registered components
|
||||
/// </summary>
|
||||
public void DoResume()
|
||||
{
|
||||
// Ignore resume requests once the game has ended
|
||||
if (_isGameOver) return;
|
||||
// Resume all registered components
|
||||
foreach (var component in _pausableComponents)
|
||||
{
|
||||
component.DoResume();
|
||||
}
|
||||
|
||||
// Change input mode to UI when menu is open
|
||||
InputManager.Instance.SetInputMode(InputMode.GameAndUI);
|
||||
|
||||
Logging.Debug($"[DivingGameManager] Game resumed. Resumed {_pausableComponents.Count} components.");
|
||||
}
|
||||
|
||||
#region Photo Sequence Methods
|
||||
|
||||
@@ -938,23 +923,23 @@ namespace Minigames.DivingForPictures
|
||||
if (monster == null) return;
|
||||
|
||||
// Calculate base points from depth
|
||||
int depthBonus = Mathf.FloorToInt(Mathf.Abs(monster.transform.position.y) * settings.DepthMultiplier);
|
||||
int depthBonus = Mathf.FloorToInt(Mathf.Abs(monster.transform.position.y) * _settings.DepthMultiplier);
|
||||
|
||||
// Apply proximity multiplier (0-100%)
|
||||
float proximityMultiplier = Mathf.Clamp01(proximity); // Ensure it's in 0-1 range
|
||||
int proximityBonus = Mathf.RoundToInt(settings.BasePoints * proximityMultiplier);
|
||||
int proximityBonus = Mathf.RoundToInt(_settings.BasePoints * proximityMultiplier);
|
||||
|
||||
// Calculate total score
|
||||
int pointsAwarded = settings.BasePoints + proximityBonus + depthBonus;
|
||||
int pointsAwarded = _settings.BasePoints + proximityBonus + depthBonus;
|
||||
|
||||
Logging.Debug($"[DivingGameManager] Picture score calculation: base={proximityBonus} (proximity={proximity:F2}), " +
|
||||
$"depth bonus={depthBonus}, total={pointsAwarded}");
|
||||
|
||||
// Add score
|
||||
playerScore += pointsAwarded;
|
||||
_playerScore += pointsAwarded;
|
||||
|
||||
// Fire events
|
||||
OnScoreChanged?.Invoke(playerScore);
|
||||
OnScoreChanged?.Invoke(_playerScore);
|
||||
OnPictureTaken?.Invoke(monster, pointsAwarded);
|
||||
}
|
||||
|
||||
@@ -1061,14 +1046,14 @@ namespace Minigames.DivingForPictures
|
||||
monster.OnMonsterDespawned += DoMonsterDespawned;
|
||||
|
||||
// Add to active monsters list
|
||||
activeMonsters.Add(monster);
|
||||
_activeMonsters.Add(monster);
|
||||
}
|
||||
}
|
||||
|
||||
private void DoMonsterDespawned(Monster monster)
|
||||
{
|
||||
// Remove from active list
|
||||
activeMonsters.Remove(monster);
|
||||
_activeMonsters.Remove(monster);
|
||||
|
||||
// Unsubscribe from monster events
|
||||
if (monster != null)
|
||||
|
||||
@@ -59,12 +59,6 @@ namespace Minigames.DivingForPictures
|
||||
private float _screenNormalizationFactor = 1.0f;
|
||||
private IDivingMinigameSettings _settings;
|
||||
|
||||
// Pause state
|
||||
private bool _isPaused = false;
|
||||
|
||||
// IPausable implementation
|
||||
public bool IsPaused => _isPaused;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_collider = GetComponent<Collider2D>();
|
||||
@@ -124,7 +118,7 @@ namespace Minigames.DivingForPictures
|
||||
private void OnEnable()
|
||||
{
|
||||
// Only start coroutines if not paused
|
||||
if (!_isPaused)
|
||||
if (!GameManager.Instance.IsPaused)
|
||||
{
|
||||
StartObstacleCoroutines();
|
||||
}
|
||||
@@ -143,9 +137,6 @@ namespace Minigames.DivingForPictures
|
||||
/// </summary>
|
||||
public void Pause()
|
||||
{
|
||||
if (_isPaused) return; // Already paused
|
||||
|
||||
_isPaused = true;
|
||||
StopObstacleCoroutines();
|
||||
|
||||
Logging.Debug($"[FloatingObstacle] Paused obstacle: {name}");
|
||||
@@ -156,9 +147,6 @@ namespace Minigames.DivingForPictures
|
||||
/// </summary>
|
||||
public void DoResume()
|
||||
{
|
||||
if (!_isPaused) return; // Already running
|
||||
|
||||
_isPaused = false;
|
||||
StartObstacleCoroutines();
|
||||
|
||||
Logging.Debug($"[FloatingObstacle] Resumed obstacle: {name}");
|
||||
|
||||
@@ -43,12 +43,6 @@ namespace Minigames.DivingForPictures
|
||||
private bool _isSurfacing = false; // Flag to track surfacing state
|
||||
private float _velocityFactor = 1.0f; // Current velocity factor from the game manager
|
||||
|
||||
// Pause state
|
||||
private bool _isPaused = false;
|
||||
|
||||
// IPausable implementation
|
||||
public bool IsPaused => _isPaused;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_mainCamera = UnityEngine.Camera.main;
|
||||
@@ -127,10 +121,6 @@ namespace Minigames.DivingForPictures
|
||||
/// </summary>
|
||||
public void Pause()
|
||||
{
|
||||
if (_isPaused) return; // Already paused
|
||||
|
||||
_isPaused = true;
|
||||
|
||||
// Stop spawning coroutine
|
||||
if (_spawnCoroutine != null)
|
||||
{
|
||||
@@ -159,10 +149,6 @@ namespace Minigames.DivingForPictures
|
||||
/// </summary>
|
||||
public void DoResume()
|
||||
{
|
||||
if (!_isPaused) return; // Already running
|
||||
|
||||
_isPaused = false;
|
||||
|
||||
// Restart spawning coroutine if not in surfacing mode
|
||||
if (!_isSurfacing)
|
||||
{
|
||||
@@ -190,7 +176,7 @@ namespace Minigames.DivingForPictures
|
||||
/// </summary>
|
||||
private void StartSpawnCoroutine()
|
||||
{
|
||||
if (_spawnCoroutine == null && !_isPaused && !_isSurfacing)
|
||||
if (_spawnCoroutine == null && !GameManager.Instance.IsPaused && !_isSurfacing)
|
||||
{
|
||||
_spawnCoroutine = StartCoroutine(SpawnObstacleRoutine());
|
||||
}
|
||||
@@ -201,7 +187,7 @@ namespace Minigames.DivingForPictures
|
||||
/// </summary>
|
||||
private void StartMoveCoroutine()
|
||||
{
|
||||
if (_moveCoroutine == null && !_isPaused)
|
||||
if (_moveCoroutine == null && !GameManager.Instance.IsPaused)
|
||||
{
|
||||
_moveCoroutine = StartCoroutine(MoveObstaclesRoutine());
|
||||
}
|
||||
@@ -212,7 +198,7 @@ namespace Minigames.DivingForPictures
|
||||
/// </summary>
|
||||
private void StartDespawnCoroutine()
|
||||
{
|
||||
if (_despawnCoroutine == null && !_isPaused)
|
||||
if (_despawnCoroutine == null && !GameManager.Instance.IsPaused)
|
||||
{
|
||||
_despawnCoroutine = StartCoroutine(DespawnObstaclesRoutine());
|
||||
}
|
||||
@@ -553,7 +539,7 @@ namespace Minigames.DivingForPictures
|
||||
obstacleComponent.SetSpawner(this);
|
||||
|
||||
// If spawner is already paused, pause the obstacle immediately
|
||||
if (_isPaused)
|
||||
if (GameManager.Instance.IsPaused)
|
||||
{
|
||||
obstacleComponent.Pause();
|
||||
}
|
||||
@@ -677,7 +663,7 @@ namespace Minigames.DivingForPictures
|
||||
{
|
||||
Logging.Debug("[ObstacleSpawner] Started spawning coroutine");
|
||||
|
||||
while (enabled && gameObject.activeInHierarchy && !_isPaused && !_isSurfacing)
|
||||
while (enabled && gameObject.activeInHierarchy && !GameManager.Instance.IsPaused && !_isSurfacing)
|
||||
{
|
||||
// Calculate next spawn time with variation
|
||||
float nextSpawnTime = _settings.ObstacleSpawnInterval +
|
||||
@@ -707,7 +693,7 @@ namespace Minigames.DivingForPictures
|
||||
Logging.Debug("[ObstacleSpawner] Started obstacle monitoring coroutine");
|
||||
|
||||
// This coroutine now just monitors obstacles, not moves them
|
||||
while (enabled && gameObject.activeInHierarchy && !_isPaused)
|
||||
while (enabled && gameObject.activeInHierarchy && !GameManager.Instance.IsPaused)
|
||||
{
|
||||
// Clean up any null references in the active obstacles list
|
||||
_activeObstacles.RemoveAll(obstacle => obstacle == null);
|
||||
@@ -729,7 +715,7 @@ namespace Minigames.DivingForPictures
|
||||
const float checkInterval = 0.5f; // Check every half second
|
||||
Logging.Debug("[ObstacleSpawner] Started despawn coroutine with interval: " + checkInterval);
|
||||
|
||||
while (enabled && gameObject.activeInHierarchy && !_isPaused)
|
||||
while (enabled && gameObject.activeInHierarchy && !GameManager.Instance.IsPaused)
|
||||
{
|
||||
// Calculate screen bounds for despawning
|
||||
float despawnBuffer = 2f; // Extra buffer beyond screen edges
|
||||
|
||||
@@ -18,26 +18,26 @@ namespace Minigames.DivingForPictures.Player
|
||||
[SerializeField] private EdgeAnchor edgeAnchor;
|
||||
|
||||
// Settings reference
|
||||
private IDivingMinigameSettings settings;
|
||||
private IDivingMinigameSettings _settings;
|
||||
|
||||
private float targetFingerX;
|
||||
private bool isTouchActive;
|
||||
private float originY;
|
||||
private float _targetFingerX;
|
||||
private bool _isTouchActive;
|
||||
private float _originY;
|
||||
|
||||
// Tap impulse system variables
|
||||
private float tapImpulseStrength = 0f;
|
||||
private float tapDirection = 0f;
|
||||
private float _tapImpulseStrength = 0f;
|
||||
private float _tapDirection = 0f;
|
||||
|
||||
// Initialization flag
|
||||
private bool isInitialized = false;
|
||||
private bool _isInitialized = false;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
originY = transform.position.y;
|
||||
_originY = transform.position.y;
|
||||
|
||||
// Get settings from GameManager
|
||||
settings = GameManager.GetSettingsObject<IDivingMinigameSettings>();
|
||||
if (settings == null)
|
||||
_settings = GameManager.GetSettingsObject<IDivingMinigameSettings>();
|
||||
if (_settings == null)
|
||||
{
|
||||
Debug.LogError("[PlayerController] Failed to load diving minigame settings!");
|
||||
}
|
||||
@@ -49,8 +49,8 @@ namespace Minigames.DivingForPictures.Player
|
||||
DivingGameManager.Instance.RegisterPausableComponent(this);
|
||||
|
||||
// Initialize target to current position
|
||||
targetFingerX = transform.position.x;
|
||||
isTouchActive = false;
|
||||
_targetFingerX = transform.position.x;
|
||||
_isTouchActive = false;
|
||||
|
||||
// Try to find edge anchor if not assigned
|
||||
if (edgeAnchor == null)
|
||||
@@ -100,12 +100,12 @@ namespace Minigames.DivingForPictures.Player
|
||||
/// </summary>
|
||||
private void Initialize()
|
||||
{
|
||||
if (isInitialized) return;
|
||||
if (_isInitialized) return;
|
||||
|
||||
// Register as default consumer for input
|
||||
InputManager.Instance?.SetDefaultConsumer(this);
|
||||
|
||||
isInitialized = true;
|
||||
_isInitialized = true;
|
||||
Logging.Debug("[PlayerController] Initialized");
|
||||
}
|
||||
|
||||
@@ -130,19 +130,19 @@ namespace Minigames.DivingForPictures.Player
|
||||
public void OnTap(Vector2 worldPosition)
|
||||
{
|
||||
// Ignore input when paused
|
||||
if (isPaused) return;
|
||||
if (GameManager.Instance.IsPaused) return;
|
||||
|
||||
// Logging.Debug($"[EndlessDescenderController] OnTap at {worldPosition}");
|
||||
float targetX = Mathf.Clamp(worldPosition.x, settings.ClampXMin, settings.ClampXMax);
|
||||
float targetX = Mathf.Clamp(worldPosition.x, _settings.ClampXMin, _settings.ClampXMax);
|
||||
|
||||
// Calculate tap direction (+1 for right, -1 for left)
|
||||
tapDirection = Mathf.Sign(targetX - transform.position.x);
|
||||
_tapDirection = Mathf.Sign(targetX - transform.position.x);
|
||||
|
||||
// Set impulse strength to full
|
||||
tapImpulseStrength = 1.0f;
|
||||
_tapImpulseStrength = 1.0f;
|
||||
|
||||
// Store target X for animation purposes
|
||||
targetFingerX = targetX;
|
||||
_targetFingerX = targetX;
|
||||
|
||||
// Do not set _isTouchActive for taps anymore
|
||||
// _isTouchActive = true; - Removed to prevent continuous movement
|
||||
@@ -154,11 +154,11 @@ namespace Minigames.DivingForPictures.Player
|
||||
public void OnHoldStart(Vector2 worldPosition)
|
||||
{
|
||||
// Ignore input when paused
|
||||
if (isPaused) return;
|
||||
if (GameManager.Instance.IsPaused) return;
|
||||
|
||||
// Logging.Debug($"[EndlessDescenderController] OnHoldStart at {worldPosition}");
|
||||
targetFingerX = Mathf.Clamp(worldPosition.x, settings.ClampXMin, settings.ClampXMax);
|
||||
isTouchActive = true;
|
||||
_targetFingerX = Mathf.Clamp(worldPosition.x, _settings.ClampXMin, _settings.ClampXMax);
|
||||
_isTouchActive = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -167,10 +167,10 @@ namespace Minigames.DivingForPictures.Player
|
||||
public void OnHoldMove(Vector2 worldPosition)
|
||||
{
|
||||
// Ignore input when paused
|
||||
if (isPaused) return;
|
||||
if (GameManager.Instance.IsPaused) return;
|
||||
|
||||
// Logging.Debug($"[EndlessDescenderController] OnHoldMove at {worldPosition}");
|
||||
targetFingerX = Mathf.Clamp(worldPosition.x, settings.ClampXMin, settings.ClampXMax);
|
||||
_targetFingerX = Mathf.Clamp(worldPosition.x, _settings.ClampXMin, _settings.ClampXMax);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -179,25 +179,25 @@ namespace Minigames.DivingForPictures.Player
|
||||
public void OnHoldEnd(Vector2 worldPosition)
|
||||
{
|
||||
// Ignore input when paused
|
||||
if (isPaused) return;
|
||||
if (GameManager.Instance.IsPaused) return;
|
||||
|
||||
// Logging.Debug($"[EndlessDescenderController] OnHoldEnd at {worldPosition}");
|
||||
isTouchActive = false;
|
||||
_isTouchActive = false;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
// Skip movement processing if paused
|
||||
if (isPaused) return;
|
||||
if (GameManager.Instance.IsPaused) return;
|
||||
|
||||
// Handle hold movement
|
||||
if (isTouchActive)
|
||||
if (_isTouchActive)
|
||||
{
|
||||
float currentX = transform.position.x;
|
||||
float lerpSpeed = settings.LerpSpeed;
|
||||
float maxOffset = settings.MaxOffset;
|
||||
float exponent = settings.SpeedExponent;
|
||||
float targetX = targetFingerX;
|
||||
float lerpSpeed = _settings.LerpSpeed;
|
||||
float maxOffset = _settings.MaxOffset;
|
||||
float exponent = _settings.SpeedExponent;
|
||||
float targetX = _targetFingerX;
|
||||
float offset = targetX - currentX;
|
||||
offset = Mathf.Clamp(offset, -maxOffset, maxOffset);
|
||||
float absOffset = Mathf.Abs(offset);
|
||||
@@ -206,32 +206,32 @@ namespace Minigames.DivingForPictures.Player
|
||||
// Prevent overshooting
|
||||
moveStep = Mathf.Clamp(moveStep, -absOffset, absOffset);
|
||||
float newX = currentX + moveStep;
|
||||
newX = Mathf.Clamp(newX, settings.ClampXMin, settings.ClampXMax);
|
||||
newX = Mathf.Clamp(newX, _settings.ClampXMin, _settings.ClampXMax);
|
||||
|
||||
UpdatePosition(newX);
|
||||
}
|
||||
// Handle tap impulse movement
|
||||
else if (tapImpulseStrength > 0)
|
||||
else if (_tapImpulseStrength > 0)
|
||||
{
|
||||
float currentX = transform.position.x;
|
||||
float maxOffset = settings.MaxOffset;
|
||||
float lerpSpeed = settings.LerpSpeed;
|
||||
float maxOffset = _settings.MaxOffset;
|
||||
float lerpSpeed = _settings.LerpSpeed;
|
||||
|
||||
// Calculate move distance based on impulse strength
|
||||
float moveDistance = maxOffset * tapImpulseStrength * Time.deltaTime * lerpSpeed;
|
||||
float moveDistance = maxOffset * _tapImpulseStrength * Time.deltaTime * lerpSpeed;
|
||||
|
||||
// Limit total movement from single tap
|
||||
moveDistance = Mathf.Min(moveDistance, settings.TapMaxDistance * tapImpulseStrength);
|
||||
moveDistance = Mathf.Min(moveDistance, _settings.TapMaxDistance * _tapImpulseStrength);
|
||||
|
||||
// Apply movement in tap direction
|
||||
float newX = currentX + (moveDistance * tapDirection);
|
||||
newX = Mathf.Clamp(newX, settings.ClampXMin, settings.ClampXMax);
|
||||
float newX = currentX + (moveDistance * _tapDirection);
|
||||
newX = Mathf.Clamp(newX, _settings.ClampXMin, _settings.ClampXMax);
|
||||
|
||||
// Reduce impulse strength over time
|
||||
tapImpulseStrength -= Time.deltaTime * settings.TapDecelerationRate;
|
||||
if (tapImpulseStrength < 0.01f)
|
||||
_tapImpulseStrength -= Time.deltaTime * _settings.TapDecelerationRate;
|
||||
if (_tapImpulseStrength < 0.01f)
|
||||
{
|
||||
tapImpulseStrength = 0f;
|
||||
_tapImpulseStrength = 0f;
|
||||
}
|
||||
|
||||
UpdatePosition(newX);
|
||||
@@ -243,7 +243,7 @@ namespace Minigames.DivingForPictures.Player
|
||||
/// </summary>
|
||||
private void UpdatePosition(float newX)
|
||||
{
|
||||
float newY = originY;
|
||||
float newY = _originY;
|
||||
// Add vertical offset from WobbleBehavior if present
|
||||
WobbleBehavior wobble = GetComponent<WobbleBehavior>();
|
||||
if (wobble != null)
|
||||
@@ -258,7 +258,7 @@ namespace Minigames.DivingForPictures.Player
|
||||
/// </summary>
|
||||
public void UpdateOriginY(float newOriginY)
|
||||
{
|
||||
originY = newOriginY;
|
||||
_originY = newOriginY;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -267,7 +267,7 @@ namespace Minigames.DivingForPictures.Player
|
||||
/// </summary>
|
||||
private void UpdateOriginYFromCurrentPosition()
|
||||
{
|
||||
originY = transform.position.y;
|
||||
_originY = transform.position.y;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -276,24 +276,19 @@ namespace Minigames.DivingForPictures.Player
|
||||
/// </summary>
|
||||
private void UpdateOriginYFromAnchor()
|
||||
{
|
||||
originY = edgeAnchor.transform.position.y;
|
||||
_originY = edgeAnchor.transform.position.y;
|
||||
}
|
||||
|
||||
#region IPausable Implementation
|
||||
private bool isPaused = false;
|
||||
|
||||
/// <summary>
|
||||
/// Pauses the player controller, blocking all input processing
|
||||
/// </summary>
|
||||
public void Pause()
|
||||
{
|
||||
if (isPaused) return;
|
||||
|
||||
isPaused = true;
|
||||
|
||||
// If we're being paused, stop any active touch and tap impulse
|
||||
isTouchActive = false;
|
||||
tapImpulseStrength = 0f;
|
||||
_isTouchActive = false;
|
||||
_tapImpulseStrength = 0f;
|
||||
|
||||
Logging.Debug("[PlayerController] Paused");
|
||||
}
|
||||
@@ -303,16 +298,8 @@ namespace Minigames.DivingForPictures.Player
|
||||
/// </summary>
|
||||
public void DoResume()
|
||||
{
|
||||
if (!isPaused) return;
|
||||
|
||||
isPaused = false;
|
||||
Logging.Debug("[PlayerController] Resumed");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns whether the player controller is currently paused
|
||||
/// </summary>
|
||||
public bool IsPaused => isPaused;
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
using UnityEngine;
|
||||
using AppleHills.Core.Settings;
|
||||
using Core;
|
||||
|
||||
/// <summary>
|
||||
/// Adds a wobble (rocking and vertical movement) effect to the object, based on speed and time.
|
||||
|
||||
@@ -1,10 +1,8 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
using UnityEngine.Serialization;
|
||||
using Pooling;
|
||||
using AppleHills.Core.Settings;
|
||||
using Utils;
|
||||
using AppleHills.Core.Interfaces;
|
||||
@@ -113,12 +111,6 @@ namespace Minigames.DivingForPictures
|
||||
}
|
||||
}
|
||||
|
||||
// Pause state
|
||||
private bool _isPaused = false;
|
||||
|
||||
// IPausable implementation
|
||||
public bool IsPaused => _isPaused;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_mainCamera = UnityEngine.Camera.main;
|
||||
@@ -193,10 +185,6 @@ namespace Minigames.DivingForPictures
|
||||
/// </summary>
|
||||
public void Pause()
|
||||
{
|
||||
if (_isPaused) return; // Already paused
|
||||
|
||||
_isPaused = true;
|
||||
|
||||
// Stop all active coroutines but save their references
|
||||
if (_movementCoroutine != null)
|
||||
{
|
||||
@@ -230,10 +218,6 @@ namespace Minigames.DivingForPictures
|
||||
/// </summary>
|
||||
public void DoResume()
|
||||
{
|
||||
if (!_isPaused) return; // Already running
|
||||
|
||||
_isPaused = false;
|
||||
|
||||
// Restart all necessary coroutines
|
||||
StartMovementCoroutine();
|
||||
StartTileDestructionCoroutine();
|
||||
@@ -500,7 +484,7 @@ namespace Minigames.DivingForPictures
|
||||
/// </summary>
|
||||
private void StartMovementCoroutine()
|
||||
{
|
||||
if (_movementCoroutine == null && !_isPaused)
|
||||
if (_movementCoroutine == null && !GameManager.Instance.IsPaused)
|
||||
{
|
||||
_movementCoroutine = StartCoroutine(MoveActiveTilesRoutine());
|
||||
}
|
||||
@@ -513,7 +497,7 @@ namespace Minigames.DivingForPictures
|
||||
{
|
||||
Logging.Debug($"[TrenchTileSpawner] Started movement coroutine with normalized speed: {_baseMoveSpeed:F3}");
|
||||
|
||||
while (enabled && gameObject.activeInHierarchy && !_isPaused)
|
||||
while (enabled && gameObject.activeInHierarchy && !GameManager.Instance.IsPaused)
|
||||
{
|
||||
// Skip if no active tiles
|
||||
if (_activeTiles.Count == 0)
|
||||
@@ -554,7 +538,7 @@ namespace Minigames.DivingForPictures
|
||||
const float checkInterval = 1.0f; // Check once per second
|
||||
Logging.Debug($"[TrenchTileSpawner] Started speed ramping coroutine with interval: {checkInterval}s");
|
||||
|
||||
while (enabled && gameObject.activeInHierarchy && !_isPaused)
|
||||
while (enabled && gameObject.activeInHierarchy && !GameManager.Instance.IsPaused)
|
||||
{
|
||||
// Increase the base move speed up to the maximum
|
||||
_baseMoveSpeed = Mathf.Min(_baseMoveSpeed + _settings.SpeedUpFactor, _settings.MaxNormalizedMoveSpeed);
|
||||
|
||||
@@ -7,8 +7,6 @@ namespace Minigames.DivingForPictures.Utilities
|
||||
{
|
||||
[SerializeField] private WobbleBehavior wobbleReference;
|
||||
|
||||
private bool isPaused = false;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
DivingGameManager.Instance.RegisterPausableComponent(this);
|
||||
@@ -17,15 +15,11 @@ namespace Minigames.DivingForPictures.Utilities
|
||||
public void Pause()
|
||||
{
|
||||
wobbleReference.enabled = false;
|
||||
isPaused = true;
|
||||
}
|
||||
|
||||
public void DoResume()
|
||||
{
|
||||
wobbleReference.enabled = true;
|
||||
isPaused = false;
|
||||
}
|
||||
|
||||
public bool IsPaused => isPaused;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -8,8 +8,6 @@ namespace Minigames.DivingForPictures.Utilities
|
||||
[SerializeField] private RockFollower rockReference;
|
||||
[SerializeField] private WobbleBehavior rockWobbleReference;
|
||||
|
||||
private bool isPaused = false;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
DivingGameManager.Instance.RegisterPausableComponent(this);
|
||||
@@ -19,16 +17,12 @@ namespace Minigames.DivingForPictures.Utilities
|
||||
{
|
||||
rockReference.enabled = false;
|
||||
rockWobbleReference.enabled = false;
|
||||
isPaused = true;
|
||||
}
|
||||
|
||||
public void DoResume()
|
||||
{
|
||||
rockReference.enabled = true;
|
||||
rockWobbleReference.enabled = true;
|
||||
isPaused = false;
|
||||
}
|
||||
|
||||
public bool IsPaused => isPaused;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -4,6 +4,7 @@ using Pathfinding;
|
||||
using UnityEngine.SceneManagement;
|
||||
using Utils;
|
||||
using AppleHills.Core.Settings;
|
||||
using Core;
|
||||
|
||||
/// <summary>
|
||||
/// Controls the follower character, including following the player, handling pickups, and managing held items.
|
||||
|
||||
112
Assets/Scripts/UI/BlinkingCanvasGroup.cs
Normal file
112
Assets/Scripts/UI/BlinkingCanvasGroup.cs
Normal file
@@ -0,0 +1,112 @@
|
||||
using Pixelplacement;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UI
|
||||
{
|
||||
/// <summary>
|
||||
/// Adds a CanvasGroup (if missing) and plays a continuous blinking tween on its alpha.
|
||||
/// Attach to any GameObject to make it pulse/fade in and out.
|
||||
/// </summary>
|
||||
[DisallowMultipleComponent]
|
||||
[RequireComponent(typeof(CanvasGroup))]
|
||||
public class BlinkingCanvasGroup : MonoBehaviour
|
||||
{
|
||||
[Header("Blink Settings")] [Tooltip("Minimum alpha value during blink")] [Range(0f, 1f)]
|
||||
public float minAlpha;
|
||||
|
||||
[Tooltip("Maximum alpha value during blink")] [Range(0f, 1f)]
|
||||
public float maxAlpha = 1f;
|
||||
|
||||
[Tooltip("Duration of one leg (min->max or max->min)")]
|
||||
public float legDuration = 0.5f;
|
||||
|
||||
[Tooltip("Delay before starting the blinking")]
|
||||
public float startDelay;
|
||||
|
||||
[Tooltip("Whether the tween should obey Time.timeScale (false = unscaled)")]
|
||||
public bool obeyTimescale;
|
||||
|
||||
[Tooltip("Optional animation curve for easing. Leave null for default ease in/out.")]
|
||||
public AnimationCurve easeCurve;
|
||||
|
||||
// Internal
|
||||
private CanvasGroup _canvasGroup;
|
||||
private Pixelplacement.TweenSystem.TweenBase _activeTween;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
// Ensure we have a CanvasGroup
|
||||
_canvasGroup = GetComponent<CanvasGroup>();
|
||||
if (_canvasGroup == null)
|
||||
{
|
||||
_canvasGroup = gameObject.AddComponent<CanvasGroup>();
|
||||
}
|
||||
|
||||
// Ensure starting alpha
|
||||
_canvasGroup.alpha = minAlpha;
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
StartBlinking();
|
||||
}
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
// If re-enabled, ensure tween is running
|
||||
if (_activeTween == null)
|
||||
StartBlinking();
|
||||
}
|
||||
|
||||
void OnDisable()
|
||||
{
|
||||
StopBlinking();
|
||||
}
|
||||
|
||||
void OnDestroy()
|
||||
{
|
||||
StopBlinking();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Start the continuous blinking tween.
|
||||
/// </summary>
|
||||
public void StartBlinking()
|
||||
{
|
||||
StopBlinking();
|
||||
|
||||
if (_canvasGroup == null) return;
|
||||
|
||||
// Use PingPong-like behavior by chaining two opposite legs with LoopType.Loop
|
||||
// Simpler: Tween.CanvasGroupAlpha has an overload that sets startAlpha then end.
|
||||
// We'll tween min->max then set LoopType.PingPong if available. The API supports LoopType.PingPong.
|
||||
|
||||
// Start from minAlpha to maxAlpha
|
||||
_canvasGroup.alpha = minAlpha;
|
||||
|
||||
// Use the Tween.Value overload for float with obeyTimescale parameter
|
||||
_activeTween = Tween.Value(minAlpha, maxAlpha, v => _canvasGroup.alpha = v, legDuration, startDelay,
|
||||
easeCurve ?? Tween.EaseInOut, Tween.LoopType.PingPong, null, null, obeyTimescale);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Stops the blinking tween if running.
|
||||
/// </summary>
|
||||
public void StopBlinking()
|
||||
{
|
||||
if (_activeTween != null)
|
||||
{
|
||||
try
|
||||
{
|
||||
_activeTween.Cancel();
|
||||
}
|
||||
catch
|
||||
{
|
||||
// Some versions of the tween API may not expose Cancel; ignore safely.
|
||||
}
|
||||
|
||||
_activeTween = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
3
Assets/Scripts/UI/BlinkingCanvasGroup.cs.meta
Normal file
3
Assets/Scripts/UI/BlinkingCanvasGroup.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b75de64fb2fd4ff0b869bf469e2becea
|
||||
timeCreated: 1761299308
|
||||
@@ -1,39 +0,0 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace UI.CardSystem
|
||||
{
|
||||
public class BackpackInput : MonoBehaviour, ITouchInputConsumer
|
||||
{
|
||||
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void OnTap(Vector2 position)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
public void OnHoldStart(Vector2 position)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
public void OnHoldMove(Vector2 position)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
public void OnHoldEnd(Vector2 position)
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e7ea50a695c58944799b4f27a9014301
|
||||
@@ -2,7 +2,6 @@
|
||||
using Bootstrap;
|
||||
using Core;
|
||||
using Data.CardSystem;
|
||||
using Input;
|
||||
using Pixelplacement;
|
||||
using UI.Core;
|
||||
using UnityEngine;
|
||||
@@ -33,8 +32,7 @@ namespace UI.CardSystem
|
||||
public GameObject BackpackIcon => backpackIcon;
|
||||
private UIPageController PageController => UIPageController.Instance;
|
||||
private CardSystemManager _cardManager;
|
||||
private bool _isInitialized = false;
|
||||
private bool _hasUnseenCards = false;
|
||||
private bool _hasUnseenCards;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
@@ -44,9 +42,6 @@ namespace UI.CardSystem
|
||||
backpackButton.onClick.AddListener(OnBackpackButtonClicked);
|
||||
}
|
||||
|
||||
// Initially show only the backpack icon
|
||||
ShowOnlyBackpackIcon();
|
||||
|
||||
// Hide notification dot initially
|
||||
if (boosterNotificationDot != null)
|
||||
boosterNotificationDot.gameObject.SetActive(false);
|
||||
@@ -57,8 +52,18 @@ namespace UI.CardSystem
|
||||
|
||||
private void InitializePostBoot()
|
||||
{
|
||||
// Initially show only the backpack icon
|
||||
ShowOnlyBackpackIcon();
|
||||
|
||||
// Initialize pages and hide them
|
||||
InitializePages();
|
||||
|
||||
// React to global UI hide/show events (top-page only) by toggling this GameObject
|
||||
if (UIPageController.Instance != null)
|
||||
{
|
||||
UIPageController.Instance.OnAllUIHidden += HandleAllUIHidden;
|
||||
UIPageController.Instance.OnAllUIShown += HandleAllUIShown;
|
||||
}
|
||||
}
|
||||
|
||||
private void Start()
|
||||
@@ -77,8 +82,6 @@ namespace UI.CardSystem
|
||||
// Initialize UI with current values
|
||||
UpdateBoosterCount(_cardManager.GetBoosterPackCount());
|
||||
}
|
||||
|
||||
_isInitialized = true;
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
@@ -103,6 +106,13 @@ namespace UI.CardSystem
|
||||
{
|
||||
PageController.OnPageChanged -= OnPageChanged;
|
||||
}
|
||||
|
||||
// Unsubscribe from global UI hide/show events
|
||||
if (UIPageController.Instance != null)
|
||||
{
|
||||
UIPageController.Instance.OnAllUIHidden -= HandleAllUIHidden;
|
||||
UIPageController.Instance.OnAllUIShown -= HandleAllUIShown;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -142,10 +152,6 @@ namespace UI.CardSystem
|
||||
if (notificationSound != null)
|
||||
notificationSound.Play();
|
||||
|
||||
// Eat input so the characters don't walk around
|
||||
var backpackInput = backpackIcon.gameObject.GetComponentInParent<BackpackInput>();
|
||||
InputManager.Instance.RegisterOverrideConsumer(backpackInput);
|
||||
|
||||
PageController.PushPage(mainMenuPage);
|
||||
|
||||
// Clear notification for unseen cards when opening menu
|
||||
@@ -159,6 +165,8 @@ namespace UI.CardSystem
|
||||
{
|
||||
backpackButton.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
GameManager.Instance.RequestPause(this);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -170,8 +178,7 @@ namespace UI.CardSystem
|
||||
if (newPage == null)
|
||||
{
|
||||
ShowOnlyBackpackIcon();
|
||||
var backpackInput = backpackIcon.gameObject.GetComponentInParent<BackpackInput>();
|
||||
InputManager.Instance.UnregisterOverrideConsumer(backpackInput);
|
||||
GameManager.Instance.ReleasePause(this);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -315,5 +322,19 @@ namespace UI.CardSystem
|
||||
// Just log the upgrade event without showing a notification
|
||||
Logging.Debug($"[CardAlbumUI] Card upgraded: {card.Name} to {card.Rarity}");
|
||||
}
|
||||
|
||||
// Handlers for UI controller hide/show events — toggle this GameObject active state
|
||||
private void HandleAllUIHidden()
|
||||
{
|
||||
// Ensure UI returns to backpack-only state before deactivating so we don't leave the game paused
|
||||
ShowOnlyBackpackIcon();
|
||||
backpackButton.gameObject.SetActive(false);
|
||||
|
||||
}
|
||||
|
||||
private void HandleAllUIShown()
|
||||
{
|
||||
backpackButton.gameObject.SetActive(true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -23,6 +23,10 @@ namespace UI.Core
|
||||
// Event fired when the page stack changes
|
||||
public event Action<UIPage> OnPageChanged;
|
||||
|
||||
// Events fired when the controller hides or shows all UI pages
|
||||
public event Action OnAllUIHidden;
|
||||
public event Action OnAllUIShown;
|
||||
|
||||
private PlayerInput _playerInput;
|
||||
private InputAction _cancelAction;
|
||||
|
||||
@@ -141,5 +145,39 @@ namespace UI.Core
|
||||
OnPageChanged?.Invoke(null);
|
||||
Logging.Debug("[UIPageController] Cleared page stack");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Hide all currently stacked UI pages by calling TransitionOut on each.
|
||||
/// This does not modify the page stack; it simply asks pages to transition out
|
||||
/// so UI elements can be hidden. Subscribers can react to <see cref="OnAllUIHidden"/>.
|
||||
/// </summary>
|
||||
public void HideAllUI()
|
||||
{
|
||||
// Only transition out the top (active) page — maintains stack semantics.
|
||||
var current = CurrentPage;
|
||||
if (current != null)
|
||||
{
|
||||
current.TransitionOut();
|
||||
}
|
||||
|
||||
OnAllUIHidden?.Invoke();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Show all currently stacked UI pages by calling TransitionIn on each from bottom to top.
|
||||
/// This does not modify the page stack; it asks pages to transition in so UI elements become visible.
|
||||
/// Subscribers can react to <see cref="OnAllUIShown"/>.
|
||||
/// </summary>
|
||||
public void ShowAllUI()
|
||||
{
|
||||
// Only transition in the top (active) page — maintains stack semantics.
|
||||
var current = CurrentPage;
|
||||
if (current != null)
|
||||
{
|
||||
current.TransitionIn();
|
||||
}
|
||||
|
||||
OnAllUIShown?.Invoke();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2,7 +2,6 @@ using System;
|
||||
using Core;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
using Input;
|
||||
using Bootstrap;
|
||||
using UI.Core;
|
||||
using Pixelplacement;
|
||||
@@ -12,7 +11,6 @@ namespace UI
|
||||
public class PauseMenu : UIPage
|
||||
{
|
||||
private static PauseMenu _instance;
|
||||
private static bool _isQuitting;
|
||||
|
||||
/// <summary>
|
||||
/// Singleton instance of the PauseMenu. No longer creates an instance if one doesn't exist.
|
||||
@@ -24,15 +22,6 @@ namespace UI
|
||||
[SerializeField] private GameObject pauseButton;
|
||||
[SerializeField] private CanvasGroup canvasGroup;
|
||||
|
||||
public event Action OnGamePaused;
|
||||
public event Action OnGameResumed;
|
||||
|
||||
private bool _isPaused = false;
|
||||
|
||||
/// <summary>
|
||||
/// Returns whether the game is currently paused
|
||||
/// </summary>
|
||||
public bool IsPaused => _isPaused;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
@@ -57,6 +46,13 @@ namespace UI
|
||||
// Subscribe to scene loaded events
|
||||
SceneManagerService.Instance.SceneLoadCompleted += SetPauseMenuByLevel;
|
||||
|
||||
// Also react to global UI hide/show events from the page controller
|
||||
if (UIPageController.Instance != null)
|
||||
{
|
||||
UIPageController.Instance.OnAllUIHidden += HandleAllUIHidden;
|
||||
UIPageController.Instance.OnAllUIShown += HandleAllUIShown;
|
||||
}
|
||||
|
||||
// SceneManagerService subscription moved to InitializePostBoot
|
||||
|
||||
// Set initial state based on current scene
|
||||
@@ -72,11 +68,11 @@ namespace UI
|
||||
{
|
||||
SceneManagerService.Instance.SceneLoadCompleted -= SetPauseMenuByLevel;
|
||||
}
|
||||
}
|
||||
|
||||
void OnApplicationQuit()
|
||||
{
|
||||
_isQuitting = true;
|
||||
if (UIPageController.Instance != null)
|
||||
{
|
||||
UIPageController.Instance.OnAllUIHidden -= HandleAllUIHidden;
|
||||
UIPageController.Instance.OnAllUIShown -= HandleAllUIShown;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -85,7 +81,7 @@ namespace UI
|
||||
/// <param name="levelName">The name of the level/scene</param>
|
||||
public void SetPauseMenuByLevel(string levelName)
|
||||
{
|
||||
HidePauseMenu(false);
|
||||
HidePauseMenu();
|
||||
// TODO: Implement level-based pause menu visibility logic if needed
|
||||
/*if (string.IsNullOrEmpty(levelName))
|
||||
return;
|
||||
@@ -103,7 +99,6 @@ namespace UI
|
||||
/// </summary>
|
||||
public void ShowPauseMenu()
|
||||
{
|
||||
if (_isPaused) return;
|
||||
if (UIPageController.Instance != null)
|
||||
{
|
||||
UIPageController.Instance.PushPage(this);
|
||||
@@ -128,9 +123,9 @@ namespace UI
|
||||
/// <summary>
|
||||
/// Hides the pause menu and shows the pause button. Sets input mode to Game.
|
||||
/// </summary>
|
||||
public void HidePauseMenu(bool resetInput = true)
|
||||
public void HidePauseMenu()
|
||||
{
|
||||
if (!_isPaused)
|
||||
if (!GameManager.Instance.IsPaused)
|
||||
{
|
||||
// Ensure UI is hidden if somehow active without state
|
||||
if (pauseMenuPanel != null) pauseMenuPanel.SetActive(false);
|
||||
@@ -148,7 +143,6 @@ namespace UI
|
||||
pauseMenuPanel.SetActive(false);
|
||||
if (pauseButton != null)
|
||||
pauseButton.SetActive(true);
|
||||
EndPauseSideEffects(resetInput);
|
||||
if (canvasGroup != null)
|
||||
{
|
||||
canvasGroup.alpha = 0f;
|
||||
@@ -159,29 +153,31 @@ namespace UI
|
||||
}
|
||||
}
|
||||
|
||||
public void HidePauseMenuAndResumeGame()
|
||||
{
|
||||
HidePauseMenu();
|
||||
EndPauseSideEffects();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resumes the game by hiding the pause menu.
|
||||
/// </summary>
|
||||
public void ResumeGame()
|
||||
{
|
||||
HidePauseMenu();
|
||||
HidePauseMenuAndResumeGame();
|
||||
}
|
||||
|
||||
private void BeginPauseSideEffects()
|
||||
{
|
||||
_isPaused = true;
|
||||
if (pauseButton != null) pauseButton.SetActive(false);
|
||||
InputManager.Instance.SetInputMode(InputMode.UI);
|
||||
OnGamePaused?.Invoke();
|
||||
GameManager.Instance.RequestPause(this);
|
||||
Logging.Debug("[PauseMenu] Game Paused");
|
||||
}
|
||||
|
||||
private void EndPauseSideEffects(bool invokeEvent)
|
||||
private void EndPauseSideEffects()
|
||||
{
|
||||
_isPaused = false;
|
||||
if (pauseButton != null) pauseButton.SetActive(true);
|
||||
InputManager.Instance.SetInputMode(InputMode.GameAndUI);
|
||||
if (invokeEvent) OnGameResumed?.Invoke();
|
||||
GameManager.Instance.ReleasePause(this);
|
||||
Logging.Debug("[PauseMenu] Game Resumed");
|
||||
}
|
||||
|
||||
@@ -189,6 +185,8 @@ namespace UI
|
||||
{
|
||||
// Ensure the panel root is active
|
||||
if (pauseMenuPanel != null) pauseMenuPanel.SetActive(true);
|
||||
// Pause side effects should run immediately (hide button, set input mode, etc.).
|
||||
// The tween itself must run in unscaled time so it still animates while the game is paused.
|
||||
BeginPauseSideEffects();
|
||||
|
||||
if (canvasGroup != null)
|
||||
@@ -196,7 +194,16 @@ namespace UI
|
||||
canvasGroup.interactable = true;
|
||||
canvasGroup.blocksRaycasts = true;
|
||||
canvasGroup.alpha = 0f;
|
||||
Tween.Value(0f, 1f, v => canvasGroup.alpha = v, transitionDuration, 0f, Tween.EaseInOut, Tween.LoopType.None, null, onComplete);
|
||||
// pass obeyTimescale = false so this tween runs even when Time.timeScale == 0
|
||||
Tween.Value(0f, 1f, (v) =>
|
||||
{
|
||||
Logging.Debug($"[PauseMenu] Tweening pause menu alpha: {v}");
|
||||
canvasGroup.alpha = v;
|
||||
}, transitionDuration, 0f, Tween.EaseInOut, Tween.LoopType.None, null, () =>
|
||||
{
|
||||
Logging.Debug("[PauseMenu] Finished tweening pause menu in.");
|
||||
onComplete?.Invoke();
|
||||
}, false);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -210,16 +217,17 @@ namespace UI
|
||||
{
|
||||
canvasGroup.interactable = false;
|
||||
canvasGroup.blocksRaycasts = false;
|
||||
// Run out-tween in unscaled time as well so the fade completes while paused.
|
||||
Tween.Value(canvasGroup.alpha, 0f, v => canvasGroup.alpha = v, transitionDuration, 0f, Tween.EaseInOut, Tween.LoopType.None, null, () =>
|
||||
{
|
||||
EndPauseSideEffects(true);
|
||||
if (pauseMenuPanel != null) pauseMenuPanel.SetActive(false);
|
||||
onComplete?.Invoke();
|
||||
});
|
||||
{
|
||||
EndPauseSideEffects();
|
||||
if (pauseMenuPanel != null) pauseMenuPanel.SetActive(false);
|
||||
onComplete?.Invoke();
|
||||
}, false);
|
||||
}
|
||||
else
|
||||
{
|
||||
EndPauseSideEffects(true);
|
||||
EndPauseSideEffects();
|
||||
if (pauseMenuPanel != null) pauseMenuPanel.SetActive(false);
|
||||
onComplete?.Invoke();
|
||||
}
|
||||
@@ -261,7 +269,7 @@ namespace UI
|
||||
public async void LoadLevel(int levelSelection)
|
||||
{
|
||||
// Hide the pause menu before loading a new level
|
||||
HidePauseMenu();
|
||||
HidePauseMenuAndResumeGame();
|
||||
|
||||
// Replace with the actual scene name as set in Build Settings
|
||||
var progress = new Progress<float>(p => Logging.Debug($"Loading progress: {p * 100:F0}%"));
|
||||
@@ -278,5 +286,42 @@ namespace UI
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Handlers for UI controller hide/show events — make these safe with respect to transitions and pause state
|
||||
private void HandleAllUIHidden()
|
||||
{
|
||||
var parent = transform.parent?.gameObject ?? gameObject;
|
||||
|
||||
// If we're currently transitioning, wait for the transition out to complete before deactivating
|
||||
if (_isTransitioning)
|
||||
{
|
||||
Action handler = null;
|
||||
handler = () =>
|
||||
{
|
||||
OnTransitionOutCompleted -= handler;
|
||||
parent.SetActive(false);
|
||||
};
|
||||
OnTransitionOutCompleted += handler;
|
||||
return;
|
||||
}
|
||||
|
||||
// If this page is visible, request a proper hide so transition/out side-effects run (e.g. releasing pause)
|
||||
if (_isVisible)
|
||||
{
|
||||
HidePauseMenu();
|
||||
return;
|
||||
}
|
||||
|
||||
// Otherwise it's safe to immediately deactivate
|
||||
parent.SetActive(false);
|
||||
}
|
||||
|
||||
private void HandleAllUIShown()
|
||||
{
|
||||
var parent = transform.parent?.gameObject ?? gameObject;
|
||||
|
||||
// Just ensure the parent is active. Do not force pause or transitions here.
|
||||
parent.SetActive(true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,175 +1,205 @@
|
||||
using System.Collections;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
using Pixelplacement;
|
||||
using Minigames.DivingForPictures;
|
||||
using Bootstrap;
|
||||
using Core;
|
||||
using Input;
|
||||
using UnityEngine.Events;
|
||||
using Pixelplacement;
|
||||
using UI.Core;
|
||||
using UnityEngine;
|
||||
|
||||
public class DivingTutorial : MonoBehaviour, ITouchInputConsumer
|
||||
namespace UI.Tutorial
|
||||
{
|
||||
private StateMachine stateMachine;
|
||||
public DivingGameManager divingGameManager;
|
||||
public bool playTutorial;
|
||||
|
||||
// gating for input until current state's animation finishes first loop
|
||||
private bool canAcceptInput = false;
|
||||
private Coroutine waitLoopCoroutine;
|
||||
|
||||
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
||||
void Start()
|
||||
public class DivingTutorial : MonoBehaviour, ITouchInputConsumer
|
||||
{
|
||||
if (playTutorial == true)
|
||||
private StateMachine _stateMachine;
|
||||
public bool playTutorial;
|
||||
|
||||
// gating for input until current state's animation finishes first loop
|
||||
[SerializeField] private GameObject tapPrompt;
|
||||
|
||||
private bool _canAcceptInput;
|
||||
private Coroutine _waitLoopCoroutine;
|
||||
|
||||
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
||||
void Start()
|
||||
{
|
||||
InitializeTutorial();
|
||||
BootCompletionService.RegisterInitAction(InitializeTutorial);
|
||||
|
||||
// Ensure prompt is hidden initially (even before tutorial initialization)
|
||||
if (tapPrompt != null)
|
||||
tapPrompt.SetActive(false);
|
||||
}
|
||||
else { RemoveTutorial(); }
|
||||
}
|
||||
|
||||
void InitializeTutorial()
|
||||
{
|
||||
stateMachine = GetComponentInChildren<StateMachine>();
|
||||
divingGameManager.Pause();
|
||||
InputManager.Instance.RegisterOverrideConsumer(this);
|
||||
stateMachine.OnLastStateExited.AddListener(RemoveTutorial);
|
||||
|
||||
// prepare gating for the initial active state
|
||||
SetupInputGateForCurrentState();
|
||||
}
|
||||
|
||||
void RemoveTutorial()
|
||||
{
|
||||
Debug.Log("Remove me!");
|
||||
if (waitLoopCoroutine != null)
|
||||
void InitializeTutorial()
|
||||
{
|
||||
StopCoroutine(waitLoopCoroutine);
|
||||
waitLoopCoroutine = null;
|
||||
}
|
||||
InputManager.Instance.UnregisterOverrideConsumer(this);
|
||||
divingGameManager.DoResume();
|
||||
Destroy(gameObject);
|
||||
}
|
||||
|
||||
public void OnTap(Vector2 position)
|
||||
{
|
||||
if (!canAcceptInput) return; // block taps until allowed
|
||||
|
||||
// consume this tap and immediately block further taps
|
||||
canAcceptInput = false;
|
||||
|
||||
// move to next state
|
||||
stateMachine.Next(true);
|
||||
|
||||
// after the state changes, set up gating for the new active state's animation
|
||||
SetupInputGateForCurrentState();
|
||||
}
|
||||
|
||||
public void OnHoldStart(Vector2 position)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
public void OnHoldMove(Vector2 position)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
public void OnHoldEnd(Vector2 position)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
private void SetupInputGateForCurrentState()
|
||||
{
|
||||
if (waitLoopCoroutine != null)
|
||||
{
|
||||
StopCoroutine(waitLoopCoroutine);
|
||||
waitLoopCoroutine = null;
|
||||
}
|
||||
waitLoopCoroutine = StartCoroutine(WaitForFirstLoopOnActiveState());
|
||||
}
|
||||
|
||||
private IEnumerator WaitForFirstLoopOnActiveState()
|
||||
{
|
||||
// wait a frame to ensure StateMachine has activated the correct state GameObject
|
||||
yield return null;
|
||||
|
||||
// find the active child under the StateMachine (the current state)
|
||||
Transform smTransform = stateMachine != null ? stateMachine.transform : transform;
|
||||
Transform activeState = null;
|
||||
for (int i = 0; i < smTransform.childCount; i++)
|
||||
{
|
||||
var child = smTransform.GetChild(i);
|
||||
if (child.gameObject.activeInHierarchy)
|
||||
if (playTutorial)
|
||||
{
|
||||
activeState = child;
|
||||
break;
|
||||
// pause the game, hide UI, and register for input overrides
|
||||
GameManager.Instance.RequestPause(this);
|
||||
UIPageController.Instance.HideAllUI();
|
||||
InputManager.Instance.RegisterOverrideConsumer(this);
|
||||
|
||||
// Setup references
|
||||
_stateMachine = GetComponentInChildren<StateMachine>();
|
||||
_stateMachine.OnLastStateExited.AddListener(RemoveTutorial);
|
||||
|
||||
// prepare gating for the initial active state
|
||||
SetupInputGateForCurrentState();
|
||||
}
|
||||
else
|
||||
{
|
||||
RemoveTutorial();
|
||||
}
|
||||
}
|
||||
|
||||
if (activeState == null)
|
||||
void RemoveTutorial()
|
||||
{
|
||||
// if we can't find an active state, fail open: allow input
|
||||
canAcceptInput = true;
|
||||
yield break;
|
||||
}
|
||||
|
||||
// look for a legacy Animation component on the active state
|
||||
var anim = activeState.GetComponent<Animation>();
|
||||
if (anim == null)
|
||||
{
|
||||
// no animation to wait for; allow input immediately
|
||||
canAcceptInput = true;
|
||||
yield break;
|
||||
}
|
||||
|
||||
// determine a clip/state to observe
|
||||
string clipName = anim.clip != null ? anim.clip.name : null;
|
||||
AnimationState observedState = null;
|
||||
|
||||
if (!string.IsNullOrEmpty(clipName))
|
||||
{
|
||||
observedState = anim[clipName];
|
||||
}
|
||||
else
|
||||
{
|
||||
// fallback: take the first enabled state in the Animation
|
||||
foreach (AnimationState st in anim)
|
||||
Debug.Log("Remove me!");
|
||||
if (_waitLoopCoroutine != null)
|
||||
{
|
||||
observedState = st;
|
||||
break;
|
||||
StopCoroutine(_waitLoopCoroutine);
|
||||
_waitLoopCoroutine = null;
|
||||
}
|
||||
|
||||
// Unpause, unregister input, and show UI
|
||||
InputManager.Instance.UnregisterOverrideConsumer(this);
|
||||
UIPageController.Instance.ShowAllUI();
|
||||
GameManager.Instance.ReleasePause(this);
|
||||
|
||||
// hide prompt if present
|
||||
if (tapPrompt != null)
|
||||
tapPrompt.SetActive(false);
|
||||
|
||||
Destroy(gameObject);
|
||||
}
|
||||
|
||||
public void OnTap(Vector2 position)
|
||||
{
|
||||
if (!_canAcceptInput) return; // block taps until allowed
|
||||
|
||||
// consume this tap and immediately block further taps
|
||||
SetInputEnabled(false);
|
||||
|
||||
// move to next state
|
||||
_stateMachine.Next(true);
|
||||
|
||||
// after the state changes, set up gating for the new active state's animation
|
||||
SetupInputGateForCurrentState();
|
||||
}
|
||||
|
||||
public void OnHoldStart(Vector2 position)
|
||||
{
|
||||
}
|
||||
|
||||
public void OnHoldMove(Vector2 position)
|
||||
{
|
||||
}
|
||||
|
||||
public void OnHoldEnd(Vector2 position)
|
||||
{
|
||||
}
|
||||
|
||||
// centralize enabling/disabling input and the tap prompt
|
||||
private void SetInputEnabled(bool allow)
|
||||
{
|
||||
_canAcceptInput = allow;
|
||||
if (tapPrompt != null)
|
||||
{
|
||||
tapPrompt.SetActive(allow);
|
||||
}
|
||||
}
|
||||
|
||||
if (observedState == null)
|
||||
private void SetupInputGateForCurrentState()
|
||||
{
|
||||
// nothing to observe; allow input
|
||||
canAcceptInput = true;
|
||||
yield break;
|
||||
if (_waitLoopCoroutine != null)
|
||||
{
|
||||
StopCoroutine(_waitLoopCoroutine);
|
||||
_waitLoopCoroutine = null;
|
||||
}
|
||||
_waitLoopCoroutine = StartCoroutine(WaitForFirstLoopOnActiveState());
|
||||
}
|
||||
|
||||
// wait until the animation starts playing the observed clip
|
||||
float safetyTimer = 0f;
|
||||
while (anim.isActiveAndEnabled && activeState.gameObject.activeInHierarchy && !anim.IsPlaying(observedState.name) && safetyTimer < 2f)
|
||||
private IEnumerator WaitForFirstLoopOnActiveState()
|
||||
{
|
||||
safetyTimer += Time.deltaTime;
|
||||
// wait a frame to ensure StateMachine has activated the correct state GameObject
|
||||
yield return null;
|
||||
}
|
||||
|
||||
// wait until the first loop completes (normalizedTime >= 1)
|
||||
while (anim.isActiveAndEnabled && activeState.gameObject.activeInHierarchy)
|
||||
{
|
||||
// if state changed (not playing anymore), allow input to avoid deadlock
|
||||
if (!anim.IsPlaying(observedState.name)) break;
|
||||
|
||||
if (observedState.normalizedTime >= 1f)
|
||||
// find the active child under the StateMachine (the current state)
|
||||
Transform smTransform = _stateMachine != null ? _stateMachine.transform : transform;
|
||||
Transform activeState = null;
|
||||
for (int i = 0; i < smTransform.childCount; i++)
|
||||
{
|
||||
break;
|
||||
var child = smTransform.GetChild(i);
|
||||
if (child.gameObject.activeInHierarchy)
|
||||
{
|
||||
activeState = child;
|
||||
break;
|
||||
}
|
||||
}
|
||||
yield return null;
|
||||
}
|
||||
|
||||
canAcceptInput = true;
|
||||
waitLoopCoroutine = null;
|
||||
if (activeState == null)
|
||||
{
|
||||
// if we can't find an active state, fail open: allow input
|
||||
SetInputEnabled(true);
|
||||
yield break;
|
||||
}
|
||||
|
||||
// look for a legacy Animation component on the active state
|
||||
var anim = activeState.GetComponent<Animation>();
|
||||
if (anim == null)
|
||||
{
|
||||
// no animation to wait for; allow input immediately
|
||||
SetInputEnabled(true);
|
||||
yield break;
|
||||
}
|
||||
|
||||
// determine a clip/state to observe
|
||||
string clipName = anim.clip != null ? anim.clip.name : null;
|
||||
AnimationState observedState = null;
|
||||
|
||||
if (!string.IsNullOrEmpty(clipName))
|
||||
{
|
||||
observedState = anim[clipName];
|
||||
}
|
||||
else
|
||||
{
|
||||
// fallback: take the first enabled state in the Animation
|
||||
foreach (AnimationState st in anim)
|
||||
{
|
||||
observedState = st;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (observedState == null)
|
||||
{
|
||||
// nothing to observe; allow input
|
||||
SetInputEnabled(true);
|
||||
yield break;
|
||||
}
|
||||
|
||||
// wait until the animation starts playing the observed clip
|
||||
float safetyTimer = 0f;
|
||||
while (anim.isActiveAndEnabled && activeState.gameObject.activeInHierarchy && !anim.IsPlaying(observedState.name) && safetyTimer < 2f)
|
||||
{
|
||||
safetyTimer += Time.deltaTime;
|
||||
yield return null;
|
||||
}
|
||||
|
||||
// wait until the first loop completes (normalizedTime >= 1)
|
||||
while (anim.isActiveAndEnabled && activeState.gameObject.activeInHierarchy)
|
||||
{
|
||||
// if state changed (not playing anymore), allow input to avoid deadlock
|
||||
if (!anim.IsPlaying(observedState.name)) break;
|
||||
|
||||
if (observedState.normalizedTime >= 1f)
|
||||
{
|
||||
break;
|
||||
}
|
||||
yield return null;
|
||||
}
|
||||
|
||||
SetInputEnabled(true);
|
||||
_waitLoopCoroutine = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user