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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@@ -29,12 +29,6 @@ namespace Minigames.DivingForPictures
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private Coroutine _wobbleCoroutine;
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private Coroutine _offScreenCheckCoroutine;
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// Pause state tracking
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private bool _isPaused = false;
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// IPausable implementation
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public bool IsPaused => _isPaused;
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void Awake()
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{
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// Cache references and randomize time offset for wobble
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@@ -67,9 +61,6 @@ namespace Minigames.DivingForPictures
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/// </summary>
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public void Pause()
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{
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if (_isPaused) return; // Already paused
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_isPaused = true;
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StopBubbleBehavior();
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// Debug log for troubleshooting
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@@ -81,9 +72,6 @@ namespace Minigames.DivingForPictures
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/// </summary>
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public void DoResume()
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{
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if (!_isPaused) return; // Already running
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_isPaused = false;
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StartBubbleBehavior();
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// Debug log for troubleshooting
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@@ -95,7 +83,7 @@ namespace Minigames.DivingForPictures
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/// </summary>
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private void StartBubbleBehavior()
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{
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if (_isPaused || !isActiveAndEnabled) return; // Don't start if paused
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if (GameManager.Instance.IsPaused || !isActiveAndEnabled) return; // Don't start if paused
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_movementCoroutine = StartCoroutine(MovementCoroutine());
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_wobbleCoroutine = StartCoroutine(WobbleCoroutine());
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