Add skip functionality to Cinematics Manager
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@@ -1,14 +1,12 @@
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using Bootstrap;
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using System;
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using UnityEditor;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.AddressableAssets;
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using UnityEngine.InputSystem;
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using UnityEngine.ResourceManagement.AsyncOperations;
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using UnityEngine.Playables;
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using UnityEngine.SceneManagement;
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using UnityEngine.UI;
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namespace CinematicsM
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namespace Cinematics
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{
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/// <summary>
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/// Handles loading, playing and unloading cinematics
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@@ -20,6 +18,10 @@ namespace CinematicsM
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private Image cinematicSprites;
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public PlayableAsset cinematicToPlay;
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// Dictionary to track addressable handles by PlayableDirector
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private Dictionary<PlayableDirector, AsyncOperationHandle<PlayableAsset>> _addressableHandles
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= new Dictionary<PlayableDirector, AsyncOperationHandle<PlayableAsset>>();
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public static CinematicsManager Instance
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{
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get
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@@ -41,8 +43,24 @@ namespace CinematicsM
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private void OnEnable()
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{
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// Subscribe to application quit event to ensure cleanup
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Application.quitting += OnApplicationQuit;
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}
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private void OnDisable()
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{
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// Unsubscribe from application quit event
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Application.quitting -= OnApplicationQuit;
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// Clean up any remaining addressable handles when disabled
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ReleaseAllHandles();
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}
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private void OnApplicationQuit()
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{
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ReleaseAllHandles();
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}
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/// <summary>
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/// Plays a cinematic from an object reference and returns the PlayableDirector playing the timeline
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/// </summary>
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@@ -59,6 +77,9 @@ namespace CinematicsM
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{
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cinematicSprites.enabled = false;
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Debug.Log("Cinematic stopped!");
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// Release the addressable handle associated with this director
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ReleaseAddressableHandle(director);
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}
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/// <summary>
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@@ -66,18 +87,73 @@ namespace CinematicsM
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/// </summary>
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public PlayableDirector LoadAndPlayCinematic(string key)
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{
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// Load the asset via addressables
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var handle = Addressables.LoadAssetAsync<PlayableAsset>(key);
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var result = handle.WaitForCompletion();
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// Store the handle for later release
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_addressableHandles[playableDirector] = handle;
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Debug.Log($"[CinematicsManager] Loaded addressable cinematic: {key}");
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return PlayCinematic(result);
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}
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// Update is called once per frame
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void Update()
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{
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}
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private void Awake()
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/// <summary>
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/// Skips the currently playing cinematic if one is active
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/// </summary>
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public void SkipCurrentCinematic()
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{
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if (playableDirector != null && playableDirector.state == PlayState.Playing)
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{
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Debug.Log("Skipping current cinematic");
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playableDirector.Stop();
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}
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}
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/// <summary>
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/// Checks if a cinematic is currently playing
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/// </summary>
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public bool IsCinematicPlaying()
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{
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return playableDirector != null && playableDirector.state == PlayState.Playing;
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}
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/// <summary>
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/// Releases the addressable handle associated with a specific PlayableDirector
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/// </summary>
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private void ReleaseAddressableHandle(PlayableDirector director)
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{
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if (_addressableHandles.TryGetValue(director, out var handle))
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{
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Debug.Log($"[CinematicsManager] Releasing addressable handle for cinematic");
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Addressables.Release(handle);
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_addressableHandles.Remove(director);
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}
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}
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/// <summary>
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/// Releases all active addressable handles
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/// </summary>
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private void ReleaseAllHandles()
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{
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foreach (var handle in _addressableHandles.Values)
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{
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if (handle.IsValid())
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{
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Addressables.Release(handle);
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}
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}
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_addressableHandles.Clear();
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}
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private void Start()
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{
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if (!SceneManager.GetActiveScene().name.ToLower().Contains("mainmenu"))
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{
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return;
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}
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_instance = this;
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playableDirector = GetComponent<PlayableDirector>();
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cinematicSprites = GetComponentInChildren<Image>(true);
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