Semi-working intro cinematic with loading screen
This commit is contained in:
@@ -15,11 +15,11 @@ namespace Cinematics
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{
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public event System.Action OnCinematicStarted;
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public event System.Action OnCinematicStopped;
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private static CinematicsManager _instance;
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private static bool _isQuitting;
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private Image cinematicSprites;
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public PlayableAsset cinematicToPlay;
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private Image _cinematicSprites;
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private bool _isCinematicPlaying = false;
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public bool IsCinematicPlaying => _isCinematicPlaying;
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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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@@ -69,20 +69,21 @@ namespace Cinematics
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/// </summary>
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public PlayableDirector PlayCinematic(PlayableAsset assetToPlay)
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{
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cinematicSprites.enabled = true;
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_cinematicSprites.enabled = true;
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playableDirector.stopped += OnPlayableDirectorStopped;
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playableDirector.Play(assetToPlay);
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Debug.Log("Playing cinematic " + assetToPlay.name);
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_isCinematicPlaying = true;
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OnCinematicStarted?.Invoke();
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return playableDirector;
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}
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void OnPlayableDirectorStopped(PlayableDirector director)
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{
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cinematicSprites.enabled = false;
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_cinematicSprites.enabled = false;
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Debug.Log("Cinematic stopped!");
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_isCinematicPlaying = false;
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OnCinematicStopped?.Invoke();
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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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@@ -115,14 +116,6 @@ namespace Cinematics
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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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@@ -152,7 +145,54 @@ namespace Cinematics
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_addressableHandles.Clear();
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}
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private void Start()
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private void Awake()
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{
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PlayStartCinematicOnGameLoad();
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}
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/// <summary>
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/// Loads a cinematic asynchronously while showing a loading screen, then plays it
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/// </summary>
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/// <param name="key">The addressable key of the cinematic to load</param>
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/// <returns>The PlayableDirector playing the cinematic</returns>
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public async System.Threading.Tasks.Task<PlayableDirector> PlayCinematicWithLoadingScreen(string key)
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{
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Debug.Log($"[CinematicsManager] Preparing to load cinematic with loading screen: {key}");
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// First, show the loading screen BEFORE creating any async operations
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UI.LoadingScreenController.Instance.ShowLoadingScreen();
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// Give the loading screen a frame to render
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await System.Threading.Tasks.Task.Yield();
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// Now create the load handle and track its progress
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Debug.Log($"[CinematicsManager] Starting cinematic asset load: {key}");
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AsyncOperationHandle<PlayableAsset> handle = Addressables.LoadAssetAsync<PlayableAsset>(key);
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// Update the loading screen with the progress provider after the handle is created
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UI.LoadingScreenController.Instance.ShowLoadingScreen(() => handle.PercentComplete);
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// Wait for the loading to complete
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var result = await handle.Task;
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// Store the handle for later release
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_addressableHandles[playableDirector] = handle;
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Debug.Log($"[CinematicsManager] Cinematic loaded: {key}");
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// Hide the loading screen
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UI.LoadingScreenController.Instance.HideLoadingScreen();
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// Important: Wait for the loading screen to be fully hidden before playing the cinematic
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await UI.LoadingScreenController.Instance.WaitForLoadingScreenToHideAsync();
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Debug.Log($"[CinematicsManager] Loading screen hidden, now playing cinematic: {key}");
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// Play the cinematic
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return PlayCinematic(result);
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}
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private async void PlayStartCinematicOnGameLoad()
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{
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if (!SceneManager.GetActiveScene().name.ToLower().Contains("mainmenu"))
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{
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@@ -161,14 +201,11 @@ namespace Cinematics
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_instance = this;
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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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playableDirector = GetComponent<PlayableDirector>();
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cinematicSprites = GetComponentInChildren<Image>(true);
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LoadAndPlayCinematic("IntroSequence");
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_cinematicSprites = GetComponentInChildren<Image>(true);
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// Use the new method with loading screen instead of direct load
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await PlayCinematicWithLoadingScreen("IntroSequence");
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}
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}
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}
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@@ -25,6 +25,9 @@ namespace Cinematics
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void OnEnable()
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{
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if (CinematicsManager.Instance.IsCinematicPlaying)
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HandleCinematicStarted();
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CinematicsManager.Instance.OnCinematicStarted += HandleCinematicStarted;
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CinematicsManager.Instance.OnCinematicStopped += HandleCinematicStopped;
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}
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@@ -50,7 +53,7 @@ namespace Cinematics
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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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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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@@ -12,8 +12,7 @@ namespace Core
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/// </summary>
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public class SceneManagerService : MonoBehaviour
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{
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[SerializeField] private LoadingScreenController loadingScreen;
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private LoadingScreenController _loadingScreen;
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private static SceneManagerService _instance;
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private static bool _isQuitting = false;
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/// <summary>
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@@ -49,6 +48,15 @@ namespace Core
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private readonly Dictionary<string, AsyncOperation> _activeUnloads = new();
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private const string BootstrapSceneName = "BootstrapScene";
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void Start()
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{
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_loadingScreen = LoadingScreenController.Instance;
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// Set up loading screen event handlers
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SetupLoadingScreenEvents();
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}
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void Awake()
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{
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_instance = this;
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@@ -64,9 +72,6 @@ namespace Core
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}
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}
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#endif
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// Set up loading screen event handlers
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SetupLoadingScreenEvents();
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// Ensure BootstrapScene is loaded at startup
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var bootstrap = SceneManager.GetSceneByName(BootstrapSceneName);
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if (!bootstrap.isLoaded)
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@@ -77,10 +82,10 @@ namespace Core
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private void SetupLoadingScreenEvents()
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{
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if (loadingScreen == null) return;
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SceneLoadStarted += _ => loadingScreen.ShowLoadingScreen();
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SceneLoadCompleted += _ => loadingScreen.HideLoadingScreen();
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if (_loadingScreen == null) return;
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SceneLoadStarted += _ => _loadingScreen.ShowLoadingScreen(() => GetAggregateLoadProgress());
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SceneLoadCompleted += _ => _loadingScreen.HideLoadingScreen();
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}
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void OnApplicationQuit()
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@@ -142,9 +147,9 @@ namespace Core
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public async Task LoadScenesAsync(IEnumerable<string> sceneNames, IProgress<float> progress = null)
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{
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// Show loading screen at the start of multiple scene loading
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if (loadingScreen != null)
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if (_loadingScreen != null)
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{
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loadingScreen.ShowLoadingScreen();
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_loadingScreen.ShowLoadingScreen();
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}
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int total = 0;
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@@ -181,9 +186,9 @@ namespace Core
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}
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// Hide loading screen after all scenes are loaded
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if (loadingScreen != null)
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if (_loadingScreen != null)
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{
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loadingScreen.HideLoadingScreen();
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_loadingScreen.HideLoadingScreen();
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}
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}
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@@ -195,9 +200,9 @@ namespace Core
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public async Task UnloadScenesAsync(IEnumerable<string> sceneNames, IProgress<float> progress = null)
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{
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// Show loading screen at the start of multiple scene unloading
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if (loadingScreen != null)
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if (_loadingScreen != null)
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{
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loadingScreen.ShowLoadingScreen();
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_loadingScreen.ShowLoadingScreen();
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}
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int total = 0;
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@@ -234,9 +239,9 @@ namespace Core
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}
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// Hide loading screen after all scenes are unloaded
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if (loadingScreen != null)
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if (_loadingScreen != null)
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{
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loadingScreen.HideLoadingScreen();
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_loadingScreen.HideLoadingScreen();
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}
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}
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@@ -90,7 +90,7 @@ namespace Input
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if (sceneName.ToLower().Contains("mainmenu"))
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{
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Debug.Log("[InputManager] SwitchInputOnSceneLoaded - Setting InputMode to UI for MainMenu");
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SetInputMode(InputMode.UI);
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SetInputMode(InputMode.GameAndUI);
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}
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else
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{
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@@ -1,4 +1,5 @@
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using System.Collections;
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using System;
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using UnityEngine;
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using UnityEngine.UI;
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using Core;
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@@ -22,9 +23,52 @@ namespace UI
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private Coroutine _progressCoroutine;
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private bool _loadingComplete = false;
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private bool _animationComplete = false;
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private Action _onLoadingScreenFullyHidden;
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private static LoadingScreenController _instance;
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private static bool _isQuitting;
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/// <summary>
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/// Delegate for providing progress values from different sources
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/// </summary>
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public delegate float ProgressProvider();
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/// <summary>
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/// Current progress provider being used for the loading screen
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/// </summary>
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private ProgressProvider _currentProgressProvider;
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/// <summary>
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/// Default progress provider that returns 0 (or 1 if loading is complete)
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/// </summary>
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private float DefaultProgressProvider() => _loadingComplete ? 1f : 0f;
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/// <summary>
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/// Check if the loading screen is currently active
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/// </summary>
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public bool IsActive => loadingScreenContainer != null && loadingScreenContainer.activeSelf;
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public static LoadingScreenController Instance
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{
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get
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{
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if (_instance == null && Application.isPlaying && !_isQuitting)
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{
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_instance = FindAnyObjectByType<LoadingScreenController>();
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if (_instance == null)
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{
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var go = new GameObject("LoadingScreenController");
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_instance = go.AddComponent<LoadingScreenController>();
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}
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}
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return _instance;
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}
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}
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private void Awake()
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{
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_instance = this;
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if (loadingScreenContainer == null)
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loadingScreenContainer = gameObject;
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@@ -38,8 +82,16 @@ namespace UI
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/// <summary>
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/// Shows the loading screen and resets the progress bar to zero
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/// </summary>
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public void ShowLoadingScreen()
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/// <param name="progressProvider">Optional delegate to provide progress values (0-1). If null, uses default provider.</param>
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/// <param name="onComplete">Optional callback when loading screen is fully hidden</param>
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public void ShowLoadingScreen(ProgressProvider progressProvider = null, Action onComplete = null)
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{
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// Store the completion callback
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_onLoadingScreenFullyHidden = onComplete;
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// Set the progress provider, use default if none provided
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_currentProgressProvider = progressProvider ?? DefaultProgressProvider;
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// Stop any existing progress coroutine
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if (_progressCoroutine != null)
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{
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@@ -67,7 +119,7 @@ namespace UI
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/// <summary>
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/// Animates the progress bar at a steady pace over the minimum display time,
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/// while also checking actual loading progress from SceneManagerService
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/// while also checking actual loading progress from the current progress provider
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/// </summary>
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private IEnumerator AnimateProgressBar()
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{
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@@ -80,12 +132,8 @@ namespace UI
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float elapsedTime = Time.time - startTime;
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float steadyProgress = Mathf.Clamp01(elapsedTime / minimumDisplayTime);
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// Get the actual loading progress from SceneManagerService
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float actualProgress = 0f;
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if (SceneManagerService.Instance != null)
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{
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actualProgress = SceneManagerService.Instance.GetAggregateLoadProgress();
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}
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// Get the actual loading progress from the current provider
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float actualProgress = _currentProgressProvider();
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// If loading is complete, actualProgress should be 1.0
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if (_loadingComplete)
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@@ -133,6 +181,10 @@ namespace UI
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{
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loadingScreenContainer.SetActive(false);
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Debug.Log("[LoadingScreen] Animation AND loading complete, hiding screen");
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// Invoke the callback when fully hidden
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_onLoadingScreenFullyHidden?.Invoke();
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_onLoadingScreenFullyHidden = null;
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}
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}
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@@ -156,6 +208,10 @@ namespace UI
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{
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loadingScreenContainer.SetActive(false);
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Debug.Log("[LoadingScreen] Animation already complete, hiding screen immediately");
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// Invoke the callback when fully hidden
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_onLoadingScreenFullyHidden?.Invoke();
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_onLoadingScreenFullyHidden = null;
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}
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}
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else
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@@ -164,5 +220,35 @@ namespace UI
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// The coroutine will handle hiding when animation completes
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}
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}
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/// <summary>
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/// Waits until the loading screen is fully hidden before continuing
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/// </summary>
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/// <returns>Task that completes when the loading screen is hidden</returns>
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public System.Threading.Tasks.Task WaitForLoadingScreenToHideAsync()
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{
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var tcs = new System.Threading.Tasks.TaskCompletionSource<bool>();
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// If the loading screen is not active, complete immediately
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if (!IsActive)
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{
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tcs.SetResult(true);
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return tcs.Task;
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}
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// Store existing callback to chain it
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Action existingCallback = _onLoadingScreenFullyHidden;
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// Set new callback
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_onLoadingScreenFullyHidden = () => {
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// Call existing callback if any
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existingCallback?.Invoke();
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// Complete the task
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tcs.SetResult(true);
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};
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return tcs.Task;
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}
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}
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}
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@@ -48,10 +48,10 @@ namespace UI
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// Subscribe to scene loaded events
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SceneManagerService.Instance.SceneLoadCompleted += SetPauseMenuByLevel;
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#if UNITY_EDITOR
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// Set initial state based on current scene
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SetPauseMenuByLevel(SceneManager.GetActiveScene().name);
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#if UNITY_EDITOR
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// Initialize pause menu state
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HidePauseMenu(false);
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#endif
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Block a user