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

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View File

@@ -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;

View File

@@ -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;
[Header("Settings Status")]
[SerializeField] private bool _settingsLoaded = false;
[SerializeField] private bool _developerSettingsLoaded = false;
public bool SettingsLoaded => _settingsLoaded;
public bool DeveloperSettingsLoaded => _developerSettingsLoaded;
[Header("Game State")]
[SerializeField] private bool _isPaused = false;
/// <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;
void Awake()
public class GameManager : MonoBehaviour
{
_instance = this;
// Singleton implementation
private static GameManager _instance;
public static GameManager Instance => _instance;
// Create settings provider if it doesn't exist
SettingsProvider.Instance.gameObject.name = "Settings Provider";
private bool _settingsLoaded;
private bool _developerSettingsLoaded;
// Create developer settings provider if it doesn't exist
DeveloperSettingsProvider.Instance.gameObject.name = "Developer Settings Provider";
// Pausable implementation (counter-based)
private int _pauseCount;
public bool IsPaused => _pauseCount > 0;
// Load all settings synchronously during Awake
InitializeSettings();
InitializeDeveloperSettings();
// List of pausable components that have registered with the GameManager
private List<IPausable> _pausableComponents = new List<IPausable>();
// Register for post-boot initialization
BootCompletionService.RegisterInitAction(InitializePostBoot);
// Events for pause state changes
public event Action OnGamePaused;
public event Action OnGameResumed;
// DontDestroyOnLoad(gameObject);
}
private void InitializePostBoot()
{
// Find and subscribe to PauseMenu events
PauseMenu pauseMenu = PauseMenu.Instance;
if (pauseMenu != null)
void Awake()
{
pauseMenu.OnGamePaused += OnPauseMenuPaused;
pauseMenu.OnGameResumed += OnPauseMenuResumed;
_instance = this;
Logging.Debug("[GameManager] Subscribed to PauseMenu events");
// Create settings providers if it doesn't exist
SettingsProvider.Instance.gameObject.name = "Settings Provider";
DeveloperSettingsProvider.Instance.gameObject.name = "Developer Settings Provider";
// Load all settings synchronously during Awake
InitializeSettings();
InitializeDeveloperSettings();
// Register for post-boot initialization
BootCompletionService.RegisterInitAction(InitializePostBoot);
// DontDestroyOnLoad(gameObject);
}
else
private void InitializePostBoot()
{
Logging.Warning("[GameManager] PauseMenu not found. Pause functionality won't work properly.");
// For post-boot correct initialization order
}
}
private void OnDestroy()
{
// Unsubscribe from PauseMenu events
PauseMenu pauseMenu = FindFirstObjectByType<PauseMenu>();
if (pauseMenu != null)
/// <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)
{
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))
{
_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($"[GameManager] Registered pausable component: {(component as MonoBehaviour)?.name ?? "Unknown"}");
Logging.Debug($"[GameManager] Pause requested by {requester?.ToString() ?? "Unknown"}. pauseCount = {_pauseCount}");
}
}
/// <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))
/// <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)
{
_pausableComponents.Remove(component);
Logging.Debug($"[GameManager] Unregistered pausable component: {(component as MonoBehaviour)?.name ?? "Unknown"}");
_pauseCount = Mathf.Max(0, _pauseCount - 1);
if (_pauseCount == 0)
{
ApplyPause(false);
}
Logging.Debug($"[GameManager] Pause released by {requester?.ToString() ?? "Unknown"}. pauseCount = {_pauseCount}");
}
}
/// <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)
/// <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)
{
component.Pause();
// 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($"[GameManager] Game {(shouldPause ? "paused" : "resumed")}. Paused {_pausableComponents.Count} components.");
}
// Broadcast pause event
OnGamePaused?.Invoke();
private void InitializeSettings()
{
Logging.Debug("Starting settings initialization...");
Logging.Debug($"[GameManager] Game paused. Paused {_pausableComponents.Count} components.");
// 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 (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");
}
}
/// <summary>
/// Check for and initialize developer settings.
/// </summary>
private void InitializeDeveloperSettings()
{
Logging.Debug("Starting developer settings initialization...");
// Load developer settings
var divingDevSettings = DeveloperSettingsProvider.Instance.GetSettings<DivingDeveloperSettings>();
_developerSettingsLoaded = divingDevSettings != null;
if (_developerSettingsLoaded)
{
Logging.Debug("All developer settings loaded successfully");
}
else
{
Logging.Warning("Some developer settings failed to load");
}
}
// 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 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;
}
/// <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)
{
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 (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");
}
}
/// <summary>
/// Check for and initialize developer settings.
/// </summary>
private void InitializeDeveloperSettings()
{
Logging.Debug("Starting developer settings initialization...");
// Load developer settings
var divingDevSettings = DeveloperSettingsProvider.Instance.GetSettings<DivingDeveloperSettings>();
_developerSettingsLoaded = divingDevSettings != null;
if (_developerSettingsLoaded)
{
Logging.Debug("All developer settings loaded successfully");
}
else
{
Logging.Warning("Some developer settings failed to load");
}
}
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 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;
}

View File

@@ -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; }
}
}

View File

@@ -1,4 +1,5 @@
using UnityEngine;
using Core;
using UnityEngine;
namespace AppleHills
{

View File

@@ -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());

View File

@@ -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

View File

@@ -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)
@@ -735,7 +722,7 @@ namespace Minigames.DivingForPictures
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
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();
}
_isPaused = true;
// Change input mode to UI when menu is open
if(turnOffGameInput)
InputManager.Instance.SetInputMode(InputMode.GameAndUI);
// Pause all registered components
foreach (var component in _pausableComponents)
{
component.Pause();
}
Logging.Debug($"[DivingGameManager] Game paused. Paused {_pausableComponents.Count} components.");
}
// Change input mode to UI when menu is open
if(turnOffGameInput)
InputManager.Instance.SetInputMode(InputMode.GameAndUI);
/// <summary>
/// Resume the game and all registered components
/// </summary>
public void DoResume()
{
// Ignore resume requests once the game has ended
if (_isGameOver) return;
// Resume all registered components
foreach (var component in _pausableComponents)
{
component.DoResume();
}
Logging.Debug($"[DivingGameManager] Game paused. Paused {_pausableComponents.Count} components.");
}
// Change input mode to UI when menu is open
InputManager.Instance.SetInputMode(InputMode.GameAndUI);
/// <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($"[DivingGameManager] Game resumed. Resumed {_pausableComponents.Count} components.");
}
Logging.Debug($"[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)

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}");

View File

@@ -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

View File

@@ -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
}
}

View File

@@ -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.

View File

@@ -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);

View File

@@ -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;
}
}

View File

@@ -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;
}
}

View File

@@ -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.

View 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;
}
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: b75de64fb2fd4ff0b869bf469e2becea
timeCreated: 1761299308

View File

@@ -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;
}
}
}

View File

@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: e7ea50a695c58944799b4f27a9014301

View File

@@ -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);
}
}
}

View File

@@ -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();
}
}
}

View File

@@ -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);
}
}
}

View File

@@ -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;
}
}
}