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
This commit is contained in:
2025-10-24 11:09:32 +00:00
parent 35acaddca5
commit 5a85a602bd
26 changed files with 1342 additions and 1023 deletions

View File

@@ -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}");