Add skip functionality to Cinematics Manager
This commit is contained in:
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7
Assets/Prefabs/UI/LoadingScreen.prefab.meta
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Assets/Prefabs/UI/LoadingScreen.prefab.meta
Normal file
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@@ -1,14 +1,12 @@
|
|||||||
using Bootstrap;
|
using System.Collections.Generic;
|
||||||
using System;
|
|
||||||
using UnityEditor;
|
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.AddressableAssets;
|
using UnityEngine.AddressableAssets;
|
||||||
using UnityEngine.InputSystem;
|
using UnityEngine.ResourceManagement.AsyncOperations;
|
||||||
using UnityEngine.Playables;
|
using UnityEngine.Playables;
|
||||||
using UnityEngine.SceneManagement;
|
using UnityEngine.SceneManagement;
|
||||||
using UnityEngine.UI;
|
using UnityEngine.UI;
|
||||||
|
|
||||||
namespace CinematicsM
|
namespace Cinematics
|
||||||
{
|
{
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Handles loading, playing and unloading cinematics
|
/// Handles loading, playing and unloading cinematics
|
||||||
@@ -20,6 +18,10 @@ namespace CinematicsM
|
|||||||
private Image cinematicSprites;
|
private Image cinematicSprites;
|
||||||
public PlayableAsset cinematicToPlay;
|
public PlayableAsset cinematicToPlay;
|
||||||
|
|
||||||
|
// Dictionary to track addressable handles by PlayableDirector
|
||||||
|
private Dictionary<PlayableDirector, AsyncOperationHandle<PlayableAsset>> _addressableHandles
|
||||||
|
= new Dictionary<PlayableDirector, AsyncOperationHandle<PlayableAsset>>();
|
||||||
|
|
||||||
public static CinematicsManager Instance
|
public static CinematicsManager Instance
|
||||||
{
|
{
|
||||||
get
|
get
|
||||||
@@ -41,8 +43,24 @@ namespace CinematicsM
|
|||||||
|
|
||||||
private void OnEnable()
|
private void OnEnable()
|
||||||
{
|
{
|
||||||
|
// Subscribe to application quit event to ensure cleanup
|
||||||
|
Application.quitting += OnApplicationQuit;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void OnDisable()
|
||||||
|
{
|
||||||
|
// Unsubscribe from application quit event
|
||||||
|
Application.quitting -= OnApplicationQuit;
|
||||||
|
|
||||||
|
// Clean up any remaining addressable handles when disabled
|
||||||
|
ReleaseAllHandles();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnApplicationQuit()
|
||||||
|
{
|
||||||
|
ReleaseAllHandles();
|
||||||
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Plays a cinematic from an object reference and returns the PlayableDirector playing the timeline
|
/// Plays a cinematic from an object reference and returns the PlayableDirector playing the timeline
|
||||||
/// </summary>
|
/// </summary>
|
||||||
@@ -59,6 +77,9 @@ namespace CinematicsM
|
|||||||
{
|
{
|
||||||
cinematicSprites.enabled = false;
|
cinematicSprites.enabled = false;
|
||||||
Debug.Log("Cinematic stopped!");
|
Debug.Log("Cinematic stopped!");
|
||||||
|
|
||||||
|
// Release the addressable handle associated with this director
|
||||||
|
ReleaseAddressableHandle(director);
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@@ -66,18 +87,73 @@ namespace CinematicsM
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public PlayableDirector LoadAndPlayCinematic(string key)
|
public PlayableDirector LoadAndPlayCinematic(string key)
|
||||||
{
|
{
|
||||||
|
// Load the asset via addressables
|
||||||
var handle = Addressables.LoadAssetAsync<PlayableAsset>(key);
|
var handle = Addressables.LoadAssetAsync<PlayableAsset>(key);
|
||||||
var result = handle.WaitForCompletion();
|
var result = handle.WaitForCompletion();
|
||||||
|
|
||||||
|
// Store the handle for later release
|
||||||
|
_addressableHandles[playableDirector] = handle;
|
||||||
|
|
||||||
|
Debug.Log($"[CinematicsManager] Loaded addressable cinematic: {key}");
|
||||||
|
|
||||||
return PlayCinematic(result);
|
return PlayCinematic(result);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Update is called once per frame
|
/// <summary>
|
||||||
void Update()
|
/// Skips the currently playing cinematic if one is active
|
||||||
{
|
/// </summary>
|
||||||
|
public void SkipCurrentCinematic()
|
||||||
}
|
|
||||||
private void Awake()
|
|
||||||
{
|
{
|
||||||
|
if (playableDirector != null && playableDirector.state == PlayState.Playing)
|
||||||
|
{
|
||||||
|
Debug.Log("Skipping current cinematic");
|
||||||
|
playableDirector.Stop();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Checks if a cinematic is currently playing
|
||||||
|
/// </summary>
|
||||||
|
public bool IsCinematicPlaying()
|
||||||
|
{
|
||||||
|
return playableDirector != null && playableDirector.state == PlayState.Playing;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Releases the addressable handle associated with a specific PlayableDirector
|
||||||
|
/// </summary>
|
||||||
|
private void ReleaseAddressableHandle(PlayableDirector director)
|
||||||
|
{
|
||||||
|
if (_addressableHandles.TryGetValue(director, out var handle))
|
||||||
|
{
|
||||||
|
Debug.Log($"[CinematicsManager] Releasing addressable handle for cinematic");
|
||||||
|
Addressables.Release(handle);
|
||||||
|
_addressableHandles.Remove(director);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Releases all active addressable handles
|
||||||
|
/// </summary>
|
||||||
|
private void ReleaseAllHandles()
|
||||||
|
{
|
||||||
|
foreach (var handle in _addressableHandles.Values)
|
||||||
|
{
|
||||||
|
if (handle.IsValid())
|
||||||
|
{
|
||||||
|
Addressables.Release(handle);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
_addressableHandles.Clear();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Start()
|
||||||
|
{
|
||||||
|
if (!SceneManager.GetActiveScene().name.ToLower().Contains("mainmenu"))
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
_instance = this;
|
_instance = this;
|
||||||
playableDirector = GetComponent<PlayableDirector>();
|
playableDirector = GetComponent<PlayableDirector>();
|
||||||
cinematicSprites = GetComponentInChildren<Image>(true);
|
cinematicSprites = GetComponentInChildren<Image>(true);
|
||||||
|
|||||||
112
Assets/Scripts/Cinematics/SkipCinematic.cs
Normal file
112
Assets/Scripts/Cinematics/SkipCinematic.cs
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using Input;
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using UnityEngine;
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using UnityEngine.UI;
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namespace Cinematics
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{
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public class SkipCinematic : MonoBehaviour, ITouchInputConsumer
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{
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[Header("Configuration")]
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[SerializeField] private float holdDuration = 2.0f;
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[SerializeField] private Image radialProgressBar;
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private float _holdStartTime;
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private bool _isHolding;
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private bool _skipPerformed;
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void Start()
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{
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// Reset the progress bar
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if (radialProgressBar != null)
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{
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radialProgressBar.fillAmount = 0f;
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}
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}
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||||||
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void OnEnable()
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{
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// Register as override consumer when enabled
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InputManager.Instance.RegisterOverrideConsumer(this);
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}
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||||||
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void OnDisable()
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{
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// Unregister when disabled
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InputManager.Instance.UnregisterOverrideConsumer(this);
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}
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void Update()
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{
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// Only process while cinematic is playing and we're holding
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if (_isHolding && CinematicsManager.Instance.IsCinematicPlaying())
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{
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float holdTime = Time.time - _holdStartTime;
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float progress = Mathf.Clamp01(holdTime / holdDuration);
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||||||
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// Update progress bar
|
||||||
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if (radialProgressBar != null)
|
||||||
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{
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||||||
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radialProgressBar.fillAmount = progress;
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||||||
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}
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||||||
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// Check if we've held long enough to skip
|
||||||
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if (progress >= 1.0f && !_skipPerformed)
|
||||||
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{
|
||||||
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_skipPerformed = true;
|
||||||
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DoSkipCinematic();
|
||||||
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}
|
||||||
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}
|
||||||
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}
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||||||
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|
||||||
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private void DoSkipCinematic()
|
||||||
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{
|
||||||
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CinematicsManager.Instance.SkipCurrentCinematic();
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||||||
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Debug.Log("Cinematic skipped via touch hold");
|
||||||
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|
||||||
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// Reset UI
|
||||||
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if (radialProgressBar != null)
|
||||||
|
{
|
||||||
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radialProgressBar.fillAmount = 0f;
|
||||||
|
}
|
||||||
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|
||||||
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// Remember to clear up input override
|
||||||
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InputManager.Instance.UnregisterOverrideConsumer(this);
|
||||||
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}
|
||||||
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|
||||||
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#region ITouchInputConsumer Implementation
|
||||||
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public void OnTap(Vector2 position)
|
||||||
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{
|
||||||
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// Not using tap for skipping
|
||||||
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}
|
||||||
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|
||||||
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public void OnHoldStart(Vector2 position)
|
||||||
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{
|
||||||
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// Start tracking hold time
|
||||||
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_isHolding = true;
|
||||||
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_skipPerformed = false;
|
||||||
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_holdStartTime = Time.time;
|
||||||
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|
||||||
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Debug.Log("Starting cinematic skip gesture");
|
||||||
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}
|
||||||
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|
||||||
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public void OnHoldMove(Vector2 position)
|
||||||
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{
|
||||||
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// Hold movement is tracked in Update method
|
||||||
|
}
|
||||||
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|
||||||
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public void OnHoldEnd(Vector2 position)
|
||||||
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{
|
||||||
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// Reset state when hold ends
|
||||||
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_isHolding = false;
|
||||||
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|
||||||
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// Reset UI
|
||||||
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if (radialProgressBar != null)
|
||||||
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{
|
||||||
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radialProgressBar.fillAmount = 0f;
|
||||||
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}
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||||||
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Debug.Log("Cinematic skip gesture canceled");
|
||||||
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}
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||||||
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#endregion
|
||||||
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}
|
||||||
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}
|
||||||
2
Assets/Scripts/Cinematics/SkipCinematic.cs.meta
Normal file
2
Assets/Scripts/Cinematics/SkipCinematic.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 5526348c1593f9b43987b0edcaccdd24
|
||||||
@@ -1,12 +1,8 @@
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using Interactions;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using AppleHills.Core.Settings;
|
|
||||||
using AppleHills.Data.CardSystem;
|
using AppleHills.Data.CardSystem;
|
||||||
using CinematicsM;
|
using Cinematics;
|
||||||
using Core;
|
using Core;
|
||||||
using Input;
|
using Input;
|
||||||
using Minigames.DivingForPictures;
|
|
||||||
using PuzzleS;
|
using PuzzleS;
|
||||||
|
|
||||||
namespace AppleHills.Core
|
namespace AppleHills.Core
|
||||||
|
|||||||
@@ -31,6 +31,9 @@ namespace Input
|
|||||||
// Override consumer stack - using a list to support multiple overrides that can be removed in LIFO order
|
// Override consumer stack - using a list to support multiple overrides that can be removed in LIFO order
|
||||||
private readonly List<ITouchInputConsumer> _overrideConsumers = new List<ITouchInputConsumer>();
|
private readonly List<ITouchInputConsumer> _overrideConsumers = new List<ITouchInputConsumer>();
|
||||||
|
|
||||||
|
// Track which consumer is handling the current hold operation
|
||||||
|
private ITouchInputConsumer _activeHoldConsumer;
|
||||||
|
|
||||||
public static InputManager Instance
|
public static InputManager Instance
|
||||||
{
|
{
|
||||||
get
|
get
|
||||||
@@ -193,6 +196,18 @@ namespace Input
|
|||||||
Vector3 worldPos = Camera.main.ScreenToWorldPoint(screenPos);
|
Vector3 worldPos = Camera.main.ScreenToWorldPoint(screenPos);
|
||||||
Vector2 worldPos2D = new Vector2(worldPos.x, worldPos.y);
|
Vector2 worldPos2D = new Vector2(worldPos.x, worldPos.y);
|
||||||
Debug.Log($"[InputManager] HoldMove started at {worldPos2D}");
|
Debug.Log($"[InputManager] HoldMove started at {worldPos2D}");
|
||||||
|
|
||||||
|
// First check for override consumers
|
||||||
|
if (_overrideConsumers.Count > 0)
|
||||||
|
{
|
||||||
|
_activeHoldConsumer = _overrideConsumers[_overrideConsumers.Count - 1];
|
||||||
|
Debug.Log($"[InputManager] Hold delegated to override consumer: {_activeHoldConsumer}");
|
||||||
|
_activeHoldConsumer.OnHoldStart(worldPos2D);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// If no override consumers, use default consumer
|
||||||
|
_activeHoldConsumer = defaultConsumer;
|
||||||
defaultConsumer?.OnHoldStart(worldPos2D);
|
defaultConsumer?.OnHoldStart(worldPos2D);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -207,7 +222,10 @@ namespace Input
|
|||||||
Vector3 worldPos = Camera.main.ScreenToWorldPoint(screenPos);
|
Vector3 worldPos = Camera.main.ScreenToWorldPoint(screenPos);
|
||||||
Vector2 worldPos2D = new Vector2(worldPos.x, worldPos.y);
|
Vector2 worldPos2D = new Vector2(worldPos.x, worldPos.y);
|
||||||
Debug.Log($"[InputManager] HoldMove canceled at {worldPos2D}");
|
Debug.Log($"[InputManager] HoldMove canceled at {worldPos2D}");
|
||||||
defaultConsumer?.OnHoldEnd(worldPos2D);
|
|
||||||
|
// Notify the active hold consumer that the hold has ended
|
||||||
|
_activeHoldConsumer?.OnHoldEnd(worldPos2D);
|
||||||
|
_activeHoldConsumer = null;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@@ -221,7 +239,9 @@ namespace Input
|
|||||||
Vector3 worldPos = Camera.main.ScreenToWorldPoint(screenPos);
|
Vector3 worldPos = Camera.main.ScreenToWorldPoint(screenPos);
|
||||||
Vector2 worldPos2D = new Vector2(worldPos.x, worldPos.y);
|
Vector2 worldPos2D = new Vector2(worldPos.x, worldPos.y);
|
||||||
// Debug.Log($"[InputManager] HoldMove update at {worldPos2D}");
|
// Debug.Log($"[InputManager] HoldMove update at {worldPos2D}");
|
||||||
defaultConsumer?.OnHoldMove(worldPos2D);
|
|
||||||
|
// Send hold move updates to the active hold consumer
|
||||||
|
_activeHoldConsumer?.OnHoldMove(worldPos2D);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -342,6 +362,12 @@ namespace Input
|
|||||||
if (consumer == null || !_overrideConsumers.Contains(consumer))
|
if (consumer == null || !_overrideConsumers.Contains(consumer))
|
||||||
return;
|
return;
|
||||||
|
|
||||||
|
// If this is the active hold consumer, reset it
|
||||||
|
if (_activeHoldConsumer == consumer)
|
||||||
|
{
|
||||||
|
_activeHoldConsumer = null;
|
||||||
|
}
|
||||||
|
|
||||||
_overrideConsumers.Remove(consumer);
|
_overrideConsumers.Remove(consumer);
|
||||||
Debug.Log($"[InputManager] Override consumer unregistered: {consumer}");
|
Debug.Log($"[InputManager] Override consumer unregistered: {consumer}");
|
||||||
}
|
}
|
||||||
@@ -351,6 +377,7 @@ namespace Input
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public void ClearOverrideConsumers()
|
public void ClearOverrideConsumers()
|
||||||
{
|
{
|
||||||
|
_activeHoldConsumer = null;
|
||||||
_overrideConsumers.Clear();
|
_overrideConsumers.Clear();
|
||||||
Debug.Log("[InputManager] All override consumers cleared.");
|
Debug.Log("[InputManager] All override consumers cleared.");
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user