Merge branch 'main' into DamianBranch
This commit is contained in:
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7
Assets/Prefabs/UI/LoadingScreen.prefab.meta
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7
Assets/Prefabs/UI/LoadingScreen.prefab.meta
Normal file
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fileFormatVersion: 2
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guid: 19fad826fce26d34ba304620216a7f47
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externalObjects: {}
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assetBundleName:
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assetBundleVariant:
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propertyPath: m_Name
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value: DialogueCanvas
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objectReference: {fileID: 0}
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m_EditorClassIdentifier: AppleHillsScripts::Dialogue.SpeechBubble
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textDisplay: {fileID: 1200370542}
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typewriterSpeed: 0.05
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typingSoundSource: {fileID: 0}
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@@ -463232,6 +463236,17 @@ Transform:
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m_PrefabInstance: {fileID: 2109163090}
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m_PrefabAsset: {fileID: 0}
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--- !u!114 &2114652570 stripped
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MonoBehaviour:
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m_CorrespondingSourceObject: {fileID: 60731842453945467, guid: a8b0a1c6cf21352439dc24d3b03182db, type: 3}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_Script: {fileID: 11500000, guid: fe87c0e1cc204ed48ad3b37840f39efc, type: 3}
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m_Name:
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m_EditorClassIdentifier: UnityEngine.UI::UnityEngine.UI.Image
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--- !u!1001 &2117822310
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PrefabInstance:
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m_ObjectHideFlags: 0
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@@ -714,7 +714,6 @@ MonoBehaviour:
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@@ -722,6 +721,7 @@ MonoBehaviour:
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m_MipBias: 0
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m_VarianceClampScale: 0.9
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m_ContrastAdaptiveSharpening: 0
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GameObject:
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m_ObjectHideFlags: 0
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3080
Assets/Scenes/TestingStuff/MichalTesting_ItemsPuzzles.unity
Normal file
3080
Assets/Scenes/TestingStuff/MichalTesting_ItemsPuzzles.unity
Normal file
File diff suppressed because it is too large
Load Diff
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fileFormatVersion: 2
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guid: 9999e33608d12e04a87dd0edf7b7866f
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,14 +1,12 @@
|
||||
using Bootstrap;
|
||||
using System;
|
||||
using UnityEditor;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.AddressableAssets;
|
||||
using UnityEngine.InputSystem;
|
||||
using UnityEngine.ResourceManagement.AsyncOperations;
|
||||
using UnityEngine.Playables;
|
||||
using UnityEngine.SceneManagement;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace CinematicsM
|
||||
namespace Cinematics
|
||||
{
|
||||
/// <summary>
|
||||
/// Handles loading, playing and unloading cinematics
|
||||
@@ -20,6 +18,10 @@ namespace CinematicsM
|
||||
private Image cinematicSprites;
|
||||
public PlayableAsset cinematicToPlay;
|
||||
|
||||
// Dictionary to track addressable handles by PlayableDirector
|
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private Dictionary<PlayableDirector, AsyncOperationHandle<PlayableAsset>> _addressableHandles
|
||||
= new Dictionary<PlayableDirector, AsyncOperationHandle<PlayableAsset>>();
|
||||
|
||||
public static CinematicsManager Instance
|
||||
{
|
||||
get
|
||||
@@ -41,8 +43,24 @@ namespace CinematicsM
|
||||
|
||||
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>
|
||||
/// Plays a cinematic from an object reference and returns the PlayableDirector playing the timeline
|
||||
/// </summary>
|
||||
@@ -59,6 +77,9 @@ namespace CinematicsM
|
||||
{
|
||||
cinematicSprites.enabled = false;
|
||||
Debug.Log("Cinematic stopped!");
|
||||
|
||||
// Release the addressable handle associated with this director
|
||||
ReleaseAddressableHandle(director);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -66,18 +87,73 @@ namespace CinematicsM
|
||||
/// </summary>
|
||||
public PlayableDirector LoadAndPlayCinematic(string key)
|
||||
{
|
||||
// Load the asset via addressables
|
||||
var handle = Addressables.LoadAssetAsync<PlayableAsset>(key);
|
||||
var result = handle.WaitForCompletion();
|
||||
|
||||
// Store the handle for later release
|
||||
_addressableHandles[playableDirector] = handle;
|
||||
|
||||
Debug.Log($"[CinematicsManager] Loaded addressable cinematic: {key}");
|
||||
|
||||
return PlayCinematic(result);
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
/// <summary>
|
||||
/// Skips the currently playing cinematic if one is active
|
||||
/// </summary>
|
||||
public void SkipCurrentCinematic()
|
||||
{
|
||||
|
||||
if (playableDirector != null && playableDirector.state == PlayState.Playing)
|
||||
{
|
||||
Debug.Log("Skipping current cinematic");
|
||||
playableDirector.Stop();
|
||||
}
|
||||
private void Awake()
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if a cinematic is currently playing
|
||||
/// </summary>
|
||||
public bool IsCinematicPlaying()
|
||||
{
|
||||
return playableDirector != null && playableDirector.state == PlayState.Playing;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Releases the addressable handle associated with a specific PlayableDirector
|
||||
/// </summary>
|
||||
private void ReleaseAddressableHandle(PlayableDirector director)
|
||||
{
|
||||
if (_addressableHandles.TryGetValue(director, out var handle))
|
||||
{
|
||||
Debug.Log($"[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;
|
||||
|
||||
if (!SceneManager.GetActiveScene().name.ToLower().Contains("mainmenu"))
|
||||
|
||||
112
Assets/Scripts/Cinematics/SkipCinematic.cs
Normal file
112
Assets/Scripts/Cinematics/SkipCinematic.cs
Normal file
@@ -0,0 +1,112 @@
|
||||
using Input;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace Cinematics
|
||||
{
|
||||
public class SkipCinematic : MonoBehaviour, ITouchInputConsumer
|
||||
{
|
||||
[Header("Configuration")]
|
||||
[SerializeField] private float holdDuration = 2.0f;
|
||||
[SerializeField] private Image radialProgressBar;
|
||||
|
||||
private float _holdStartTime;
|
||||
private bool _isHolding;
|
||||
private bool _skipPerformed;
|
||||
|
||||
void Start()
|
||||
{
|
||||
// Reset the progress bar
|
||||
if (radialProgressBar != null)
|
||||
{
|
||||
radialProgressBar.fillAmount = 0f;
|
||||
}
|
||||
}
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
// Register as override consumer when enabled
|
||||
InputManager.Instance.RegisterOverrideConsumer(this);
|
||||
}
|
||||
|
||||
void OnDisable()
|
||||
{
|
||||
// Unregister when disabled
|
||||
InputManager.Instance.UnregisterOverrideConsumer(this);
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
// Only process while cinematic is playing and we're holding
|
||||
if (_isHolding && CinematicsManager.Instance.IsCinematicPlaying())
|
||||
{
|
||||
float holdTime = Time.time - _holdStartTime;
|
||||
float progress = Mathf.Clamp01(holdTime / holdDuration);
|
||||
|
||||
// Update progress bar
|
||||
if (radialProgressBar != null)
|
||||
{
|
||||
radialProgressBar.fillAmount = progress;
|
||||
}
|
||||
|
||||
// Check if we've held long enough to skip
|
||||
if (progress >= 1.0f && !_skipPerformed)
|
||||
{
|
||||
_skipPerformed = true;
|
||||
DoSkipCinematic();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void DoSkipCinematic()
|
||||
{
|
||||
CinematicsManager.Instance.SkipCurrentCinematic();
|
||||
Debug.Log("Cinematic skipped via touch hold");
|
||||
|
||||
// Reset UI
|
||||
if (radialProgressBar != null)
|
||||
{
|
||||
radialProgressBar.fillAmount = 0f;
|
||||
}
|
||||
|
||||
// Remember to clear up input override
|
||||
InputManager.Instance.UnregisterOverrideConsumer(this);
|
||||
}
|
||||
|
||||
#region ITouchInputConsumer Implementation
|
||||
public void OnTap(Vector2 position)
|
||||
{
|
||||
// Not using tap for skipping
|
||||
}
|
||||
|
||||
public void OnHoldStart(Vector2 position)
|
||||
{
|
||||
// Start tracking hold time
|
||||
_isHolding = true;
|
||||
_skipPerformed = false;
|
||||
_holdStartTime = Time.time;
|
||||
|
||||
Debug.Log("Starting cinematic skip gesture");
|
||||
}
|
||||
|
||||
public void OnHoldMove(Vector2 position)
|
||||
{
|
||||
// Hold movement is tracked in Update method
|
||||
}
|
||||
|
||||
public void OnHoldEnd(Vector2 position)
|
||||
{
|
||||
// Reset state when hold ends
|
||||
_isHolding = false;
|
||||
|
||||
// Reset UI
|
||||
if (radialProgressBar != null)
|
||||
{
|
||||
radialProgressBar.fillAmount = 0f;
|
||||
}
|
||||
|
||||
Debug.Log("Cinematic skip gesture canceled");
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
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 Interactions;
|
||||
using System.Collections.Generic;
|
||||
using AppleHills.Core.Settings;
|
||||
using AppleHills.Data.CardSystem;
|
||||
using CinematicsM;
|
||||
using Cinematics;
|
||||
using Core;
|
||||
using Input;
|
||||
using Minigames.DivingForPictures;
|
||||
using PuzzleS;
|
||||
|
||||
namespace AppleHills.Core
|
||||
|
||||
@@ -1,14 +1,19 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Threading.Tasks;
|
||||
using UI;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
namespace Core
|
||||
{
|
||||
/// <summary>
|
||||
/// Singleton service for loading and unloading Unity scenes asynchronously, with events for progress and completion.
|
||||
/// </summary>
|
||||
public class SceneManagerService : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private LoadingScreenController loadingScreen;
|
||||
|
||||
private static SceneManagerService _instance;
|
||||
private static bool _isQuitting = false;
|
||||
/// <summary>
|
||||
@@ -59,6 +64,9 @@ public class SceneManagerService : MonoBehaviour
|
||||
}
|
||||
}
|
||||
#endif
|
||||
// Set up loading screen event handlers
|
||||
SetupLoadingScreenEvents();
|
||||
|
||||
// Ensure BootstrapScene is loaded at startup
|
||||
var bootstrap = SceneManager.GetSceneByName(BootstrapSceneName);
|
||||
if (!bootstrap.isLoaded)
|
||||
@@ -67,6 +75,14 @@ public class SceneManagerService : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
private void SetupLoadingScreenEvents()
|
||||
{
|
||||
if (loadingScreen == null) return;
|
||||
|
||||
SceneLoadStarted += _ => loadingScreen.ShowLoadingScreen();
|
||||
SceneLoadCompleted += _ => loadingScreen.HideLoadingScreen();
|
||||
}
|
||||
|
||||
void OnApplicationQuit()
|
||||
{
|
||||
_isQuitting = true;
|
||||
@@ -125,6 +141,12 @@ public class SceneManagerService : MonoBehaviour
|
||||
/// <param name="progress">Optional progress reporter.</param>
|
||||
public async Task LoadScenesAsync(IEnumerable<string> sceneNames, IProgress<float> progress = null)
|
||||
{
|
||||
// Show loading screen at the start of multiple scene loading
|
||||
if (loadingScreen != null)
|
||||
{
|
||||
loadingScreen.ShowLoadingScreen();
|
||||
}
|
||||
|
||||
int total = 0;
|
||||
int done = 0;
|
||||
var ops = new List<AsyncOperation>();
|
||||
@@ -136,6 +158,7 @@ public class SceneManagerService : MonoBehaviour
|
||||
ops.Add(op);
|
||||
SceneLoadStarted?.Invoke(name);
|
||||
}
|
||||
|
||||
while (done < total)
|
||||
{
|
||||
done = 0;
|
||||
@@ -147,14 +170,21 @@ public class SceneManagerService : MonoBehaviour
|
||||
}
|
||||
float avgProgress = aggregate / total;
|
||||
progress?.Report(avgProgress);
|
||||
// Optionally, could invoke SceneLoadProgress for each scene
|
||||
|
||||
await Task.Yield();
|
||||
}
|
||||
|
||||
foreach (var name in sceneNames)
|
||||
{
|
||||
_activeLoads.Remove(name);
|
||||
SceneLoadCompleted?.Invoke(name);
|
||||
}
|
||||
|
||||
// Hide loading screen after all scenes are loaded
|
||||
if (loadingScreen != null)
|
||||
{
|
||||
loadingScreen.HideLoadingScreen();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -164,6 +194,12 @@ public class SceneManagerService : MonoBehaviour
|
||||
/// <param name="progress">Optional progress reporter.</param>
|
||||
public async Task UnloadScenesAsync(IEnumerable<string> sceneNames, IProgress<float> progress = null)
|
||||
{
|
||||
// Show loading screen at the start of multiple scene unloading
|
||||
if (loadingScreen != null)
|
||||
{
|
||||
loadingScreen.ShowLoadingScreen();
|
||||
}
|
||||
|
||||
int total = 0;
|
||||
int done = 0;
|
||||
var ops = new List<AsyncOperation>();
|
||||
@@ -175,6 +211,7 @@ public class SceneManagerService : MonoBehaviour
|
||||
ops.Add(op);
|
||||
SceneUnloadStarted?.Invoke(name);
|
||||
}
|
||||
|
||||
while (done < total)
|
||||
{
|
||||
done = 0;
|
||||
@@ -186,15 +223,21 @@ public class SceneManagerService : MonoBehaviour
|
||||
}
|
||||
float avg = aggregate / total;
|
||||
progress?.Report(avg);
|
||||
foreach (var name in sceneNames)
|
||||
SceneUnloadProgress?.Invoke(name, avg);
|
||||
|
||||
await Task.Yield();
|
||||
}
|
||||
|
||||
foreach (var name in sceneNames)
|
||||
{
|
||||
_activeUnloads.Remove(name);
|
||||
SceneUnloadCompleted?.Invoke(name);
|
||||
}
|
||||
|
||||
// Hide loading screen after all scenes are unloaded
|
||||
if (loadingScreen != null)
|
||||
{
|
||||
loadingScreen.HideLoadingScreen();
|
||||
}
|
||||
}
|
||||
|
||||
// Optionally: expose current progress for all active operations
|
||||
@@ -253,3 +296,4 @@ public class SceneManagerService : MonoBehaviour
|
||||
CurrentGameplayScene = newSceneName;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -31,6 +31,9 @@ namespace Input
|
||||
// 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>();
|
||||
|
||||
// Track which consumer is handling the current hold operation
|
||||
private ITouchInputConsumer _activeHoldConsumer;
|
||||
|
||||
public static InputManager Instance
|
||||
{
|
||||
get
|
||||
@@ -193,6 +196,18 @@ namespace Input
|
||||
Vector3 worldPos = Camera.main.ScreenToWorldPoint(screenPos);
|
||||
Vector2 worldPos2D = new Vector2(worldPos.x, worldPos.y);
|
||||
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);
|
||||
}
|
||||
|
||||
@@ -207,7 +222,10 @@ namespace Input
|
||||
Vector3 worldPos = Camera.main.ScreenToWorldPoint(screenPos);
|
||||
Vector2 worldPos2D = new Vector2(worldPos.x, worldPos.y);
|
||||
Debug.Log($"[InputManager] HoldMove canceled at {worldPos2D}");
|
||||
defaultConsumer?.OnHoldEnd(worldPos2D);
|
||||
|
||||
// Notify the active hold consumer that the hold has ended
|
||||
_activeHoldConsumer?.OnHoldEnd(worldPos2D);
|
||||
_activeHoldConsumer = null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -221,7 +239,9 @@ namespace Input
|
||||
Vector3 worldPos = Camera.main.ScreenToWorldPoint(screenPos);
|
||||
Vector2 worldPos2D = new Vector2(worldPos.x, worldPos.y);
|
||||
// Debug.Log($"[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))
|
||||
return;
|
||||
|
||||
// If this is the active hold consumer, reset it
|
||||
if (_activeHoldConsumer == consumer)
|
||||
{
|
||||
_activeHoldConsumer = null;
|
||||
}
|
||||
|
||||
_overrideConsumers.Remove(consumer);
|
||||
Debug.Log($"[InputManager] Override consumer unregistered: {consumer}");
|
||||
}
|
||||
@@ -351,6 +377,7 @@ namespace Input
|
||||
/// </summary>
|
||||
public void ClearOverrideConsumers()
|
||||
{
|
||||
_activeHoldConsumer = null;
|
||||
_overrideConsumers.Clear();
|
||||
Debug.Log("[InputManager] All override consumers cleared.");
|
||||
}
|
||||
|
||||
@@ -2,7 +2,8 @@
|
||||
using Input;
|
||||
using Interactions;
|
||||
using UnityEngine;
|
||||
using AppleHills.Core.Settings; // Added for IInteractionSettings
|
||||
using AppleHills.Core.Settings;
|
||||
using Core; // Added for IInteractionSettings
|
||||
|
||||
/// <summary>
|
||||
/// Handles level switching when interacted with. Applies switch data and triggers scene transitions.
|
||||
|
||||
@@ -335,28 +335,19 @@ public class FollowerController: MonoBehaviour
|
||||
}
|
||||
OnPickupArrived?.Invoke();
|
||||
|
||||
// Wait briefly, then return to player
|
||||
// Brief pause at the item before returning
|
||||
yield return new WaitForSeconds(_interactionSettings.FollowerPickupDelay);
|
||||
if (_aiPath != null && playerTransform != null)
|
||||
{
|
||||
_aiPath.maxSpeed = _followerMaxSpeed;
|
||||
_aiPath.destination = playerTransform.position;
|
||||
}
|
||||
_isReturningToPlayer = true;
|
||||
// Wait until follower returns to player (2D distance)
|
||||
while (playerTransform != null && Vector2.Distance(new Vector2(transform.position.x, transform.position.y), new Vector2(playerTransform.position.x, playerTransform.position.y)) > _settings.StopThreshold)
|
||||
{
|
||||
yield return null;
|
||||
}
|
||||
_isReturningToPlayer = false;
|
||||
OnPickupReturned?.Invoke();
|
||||
|
||||
// Reset follower speed to normal after pickup
|
||||
_followerMaxSpeed = _defaultFollowerMaxSpeed;
|
||||
if (_aiPath != null)
|
||||
_aiPath.maxSpeed = _followerMaxSpeed;
|
||||
|
||||
// Immediately resume normal following behavior
|
||||
_isManualFollowing = true;
|
||||
if (_aiPath != null)
|
||||
_aiPath.enabled = false;
|
||||
|
||||
_pickupCoroutine = null;
|
||||
}
|
||||
|
||||
@@ -382,6 +373,16 @@ public class FollowerController: MonoBehaviour
|
||||
// Signal arrival
|
||||
OnPickupArrived?.Invoke();
|
||||
|
||||
// Reset follower speed to normal after reaching the point
|
||||
_followerMaxSpeed = _defaultFollowerMaxSpeed;
|
||||
if (_aiPath != null)
|
||||
_aiPath.maxSpeed = _followerMaxSpeed;
|
||||
|
||||
// Immediately resume normal following behavior
|
||||
_isManualFollowing = true;
|
||||
if (_aiPath != null)
|
||||
_aiPath.enabled = false;
|
||||
|
||||
_pickupCoroutine = null;
|
||||
}
|
||||
|
||||
|
||||
168
Assets/Scripts/UI/LoadingScreenController.cs
Normal file
168
Assets/Scripts/UI/LoadingScreenController.cs
Normal file
@@ -0,0 +1,168 @@
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using Core;
|
||||
|
||||
namespace UI
|
||||
{
|
||||
/// <summary>
|
||||
/// Controls the loading screen UI display, progress updates, and timing
|
||||
/// </summary>
|
||||
public class LoadingScreenController : MonoBehaviour
|
||||
{
|
||||
[Header("UI References")]
|
||||
[SerializeField] private GameObject loadingScreenContainer;
|
||||
[SerializeField] private Image progressBarImage;
|
||||
|
||||
[Header("Settings")]
|
||||
[SerializeField] private float minimumDisplayTime = 1.0f;
|
||||
[SerializeField] private float progressUpdateInterval = 0.1f;
|
||||
|
||||
private float _displayStartTime;
|
||||
private Coroutine _progressCoroutine;
|
||||
private bool _loadingComplete = false;
|
||||
private bool _animationComplete = false;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if (loadingScreenContainer == null)
|
||||
loadingScreenContainer = gameObject;
|
||||
|
||||
// Ensure the loading screen is initially hidden
|
||||
if (loadingScreenContainer != null)
|
||||
{
|
||||
loadingScreenContainer.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Shows the loading screen and resets the progress bar to zero
|
||||
/// </summary>
|
||||
public void ShowLoadingScreen()
|
||||
{
|
||||
// Stop any existing progress coroutine
|
||||
if (_progressCoroutine != null)
|
||||
{
|
||||
StopCoroutine(_progressCoroutine);
|
||||
_progressCoroutine = null;
|
||||
}
|
||||
|
||||
_displayStartTime = Time.time;
|
||||
_loadingComplete = false;
|
||||
_animationComplete = false;
|
||||
|
||||
if (progressBarImage != null)
|
||||
{
|
||||
progressBarImage.fillAmount = 0f;
|
||||
}
|
||||
|
||||
if (loadingScreenContainer != null)
|
||||
{
|
||||
loadingScreenContainer.SetActive(true);
|
||||
}
|
||||
|
||||
// Start the progress filling coroutine
|
||||
_progressCoroutine = StartCoroutine(AnimateProgressBar());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Animates the progress bar at a steady pace over the minimum display time,
|
||||
/// while also checking actual loading progress from SceneManagerService
|
||||
/// </summary>
|
||||
private IEnumerator AnimateProgressBar()
|
||||
{
|
||||
float startTime = Time.time;
|
||||
|
||||
// Continue until both animation and loading are complete
|
||||
while (!_animationComplete)
|
||||
{
|
||||
// Calculate the steady progress based on elapsed time
|
||||
float elapsedTime = Time.time - startTime;
|
||||
float steadyProgress = Mathf.Clamp01(elapsedTime / minimumDisplayTime);
|
||||
|
||||
// Get the actual loading progress from SceneManagerService
|
||||
float actualProgress = 0f;
|
||||
if (SceneManagerService.Instance != null)
|
||||
{
|
||||
actualProgress = SceneManagerService.Instance.GetAggregateLoadProgress();
|
||||
}
|
||||
|
||||
// If loading is complete, actualProgress should be 1.0
|
||||
if (_loadingComplete)
|
||||
{
|
||||
actualProgress = 1.0f;
|
||||
}
|
||||
|
||||
// Use the minimum of steady progress and actual progress
|
||||
// This ensures we don't show more progress than actual loading
|
||||
float displayProgress = Mathf.Min(steadyProgress, actualProgress);
|
||||
|
||||
// Log the progress values for debugging
|
||||
Debug.Log($"[LoadingScreen] Progress - Default: {steadyProgress:F2}, Actual: {actualProgress:F2}, Display: {displayProgress:F2}");
|
||||
|
||||
// Directly set the progress bar fill amount without smoothing
|
||||
if (progressBarImage != null)
|
||||
{
|
||||
progressBarImage.fillAmount = displayProgress;
|
||||
}
|
||||
|
||||
// Check if the animation has completed
|
||||
// Animation is complete when we've reached the minimum display time AND we're at 100% progress
|
||||
if (steadyProgress >= 1.0f && displayProgress >= 1.0f)
|
||||
{
|
||||
_animationComplete = true;
|
||||
Debug.Log("[LoadingScreen] Animation complete");
|
||||
break;
|
||||
}
|
||||
|
||||
// Wait for the configured interval before updating again
|
||||
yield return new WaitForSeconds(progressUpdateInterval);
|
||||
}
|
||||
|
||||
// Ensure we end at 100% progress
|
||||
if (progressBarImage != null)
|
||||
{
|
||||
progressBarImage.fillAmount = 1.0f;
|
||||
Debug.Log("[LoadingScreen] Final progress set to 1.0");
|
||||
}
|
||||
|
||||
// Hide the screen if loading is also complete
|
||||
if (_loadingComplete)
|
||||
{
|
||||
if (loadingScreenContainer != null)
|
||||
{
|
||||
loadingScreenContainer.SetActive(false);
|
||||
Debug.Log("[LoadingScreen] Animation AND loading complete, hiding screen");
|
||||
}
|
||||
}
|
||||
|
||||
_progressCoroutine = null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when the actual loading process is complete
|
||||
/// </summary>
|
||||
public void HideLoadingScreen()
|
||||
{
|
||||
Debug.Log("[LoadingScreen] Loading complete, marking loading as finished");
|
||||
|
||||
// Mark that loading is complete
|
||||
_loadingComplete = true;
|
||||
|
||||
// If animation is already complete, we can hide the screen now
|
||||
if (_animationComplete)
|
||||
{
|
||||
if (loadingScreenContainer != null)
|
||||
{
|
||||
loadingScreenContainer.SetActive(false);
|
||||
Debug.Log("[LoadingScreen] Animation already complete, hiding screen immediately");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("[LoadingScreen] Animation still in progress, waiting for it to complete");
|
||||
// The coroutine will handle hiding when animation completes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
3
Assets/Scripts/UI/LoadingScreenController.cs.meta
Normal file
3
Assets/Scripts/UI/LoadingScreenController.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1494b10574e74acd880f9101b4248239
|
||||
timeCreated: 1760341032
|
||||
@@ -1,4 +1,5 @@
|
||||
using System;
|
||||
using Core;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
using System;
|
||||
using Core;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
using Input;
|
||||
@@ -47,11 +48,13 @@ namespace UI
|
||||
// Subscribe to scene loaded events
|
||||
SceneManagerService.Instance.SceneLoadCompleted += SetPauseMenuByLevel;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
// Set initial state based on current scene
|
||||
SetPauseMenuByLevel(SceneManager.GetActiveScene().name);
|
||||
|
||||
// Initialize pause menu state
|
||||
HidePauseMenu(false);
|
||||
#endif
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
|
||||
Reference in New Issue
Block a user