Semi-working intro cinematic with loading screen
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@@ -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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