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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@@ -8,8 +8,6 @@ namespace Minigames.DivingForPictures.Utilities
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[SerializeField] private RockFollower rockReference;
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[SerializeField] private WobbleBehavior rockWobbleReference;
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private bool isPaused = false;
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private void Start()
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{
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DivingGameManager.Instance.RegisterPausableComponent(this);
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@@ -19,16 +17,12 @@ namespace Minigames.DivingForPictures.Utilities
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{
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rockReference.enabled = false;
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rockWobbleReference.enabled = false;
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isPaused = true;
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}
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public void DoResume()
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{
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rockReference.enabled = true;
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rockWobbleReference.enabled = true;
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isPaused = false;
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}
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public bool IsPaused => isPaused;
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}
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}
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