From de2966fb1e78a7717b281ffe4ecb7a5cfa142b25 Mon Sep 17 00:00:00 2001 From: AlexanderT Date: Fri, 7 Nov 2025 16:47:10 +0100 Subject: [PATCH] Cinematics and UI overhaul --- .../Runtime/CustomBootSettings_Runtime.asset | 1 + .../Prefabs/Managers/CinematicSprites.prefab | 267 ++++ .../Managers/CinematicSprites.prefab.meta | 7 + .../Prefabs/Managers/CinematicsManager.prefab | 198 +-- Assets/Prefabs/Managers/PlayerHUD.prefab | 1071 +++++++++++++++++ Assets/Prefabs/Managers/PlayerHUD.prefab.meta | 7 + .../Prefabs/UI/AppSwitcher/AppSwitcher.prefab | 24 - Assets/Prefabs/UI/IntroSequence.prefab | 138 +++ Assets/Prefabs/UI/IntroSequence.prefab.meta | 7 + .../Scripts/Bootstrap/BootSceneController.cs | 8 +- .../Scripts/Cinematics/CinematicsManager.cs | 27 +- .../DivingForPictures/DivingGameManager.cs | 6 +- Assets/Scripts/UI/PlayerHudManager.cs | 84 ++ Assets/Scripts/UI/PlayerHudManager.cs.meta | 2 + 14 files changed, 1615 insertions(+), 232 deletions(-) create mode 100644 Assets/Prefabs/Managers/CinematicSprites.prefab create mode 100644 Assets/Prefabs/Managers/CinematicSprites.prefab.meta create mode 100644 Assets/Prefabs/Managers/PlayerHUD.prefab create mode 100644 Assets/Prefabs/Managers/PlayerHUD.prefab.meta create mode 100644 Assets/Prefabs/UI/IntroSequence.prefab create mode 100644 Assets/Prefabs/UI/IntroSequence.prefab.meta create mode 100644 Assets/Scripts/UI/PlayerHudManager.cs create mode 100644 Assets/Scripts/UI/PlayerHudManager.cs.meta diff --git a/Assets/Data/Bootstrap/Runtime/CustomBootSettings_Runtime.asset b/Assets/Data/Bootstrap/Runtime/CustomBootSettings_Runtime.asset index 2b1f2052..7e9efa12 100644 --- a/Assets/Data/Bootstrap/Runtime/CustomBootSettings_Runtime.asset +++ b/Assets/Data/Bootstrap/Runtime/CustomBootSettings_Runtime.asset @@ -27,3 +27,4 @@ MonoBehaviour: - 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+ // Use LoadAndPlayCinematic to play the intro sequence - CinematicsManager.Instance.LoadAndPlayCinematic("IntroSequence"); - + CinematicsManager.Instance.LoadAndPlayCinematic("IntroSequence", false); + CinematicsManager.Instance.ChangeCinematicBackgroundColour(new Color(0f, 0f, 0f, 1f)); + //PlayerHudManager.Instance.ResizeCinematicPlayer(); + // Immediately unload the StartingScene - no need to wait for cinematic to finish // since CinematicsManager is bootstrapped and won't be unloaded UnloadStartingScene(); diff --git a/Assets/Scripts/Cinematics/CinematicsManager.cs b/Assets/Scripts/Cinematics/CinematicsManager.cs index 9d62850c..91369023 100644 --- a/Assets/Scripts/Cinematics/CinematicsManager.cs +++ b/Assets/Scripts/Cinematics/CinematicsManager.cs @@ -80,28 +80,30 @@ namespace Cinematics // Initialize PlayableDirector if not set if (playableDirector == null) { - playableDirector = GetComponent(); + playableDirector = PlayerHudManager.Instance.playableDirector; // If still null, try to add the component if (playableDirector == null) { - playableDirector = gameObject.AddComponent(); - Debug.Log("[CinematicsManager] Added missing PlayableDirector component"); + Debug.Log("[CinematicsManager] Could not find Playable Director on the PlayerHudManager"); } } // Initialize _cinematicSprites if not set if (_cinematicSprites == null) { - // First try to find in children - _cinematicSprites = GetComponentInChildren(true); + // First try to find in children in the PlayerHud + _cinematicSprites = PlayerHudManager.Instance.cinematicSprites; - // If still null, create a new UI Image for cinematics + // If still null, return error if (_cinematicSprites == null) { Debug.LogWarning("[CinematicsManager] No Image found for cinematics display. Cinematics may not display correctly."); } } + + cinematicSpritesGameObject = PlayerHudManager.Instance.currentCinematicPlayer; + cinematicBackground = PlayerHudManager.Instance.CinematicBackground; } /// @@ -117,6 +119,7 @@ namespace Cinematics _cinematicSprites.enabled = true; cinematicSpritesGameObject.SetActive(true); } + cinematicBackground.SetActive(true); playableDirector.stopped += OnPlayableDirectorStopped; playableDirector.Play(assetToPlay); @@ -141,7 +144,7 @@ namespace Cinematics /// /// Loads a playable from an asset path and plays it as a cinematic /// - public PlayableDirector LoadAndPlayCinematic(string key) + public PlayableDirector LoadAndPlayCinematic(string key, bool playPortraitMode) { // Load the asset via addressables var handle = Addressables.LoadAssetAsync(key); @@ -152,6 +155,7 @@ namespace Cinematics Logging.Debug($"[CinematicsManager] Loaded addressable cinematic: {key}"); + PlayerHudManager.Instance.SetPortraitMode(playPortraitMode); return PlayCinematic(result); } @@ -197,7 +201,7 @@ namespace Cinematics public void ShowCinematicBackground(bool shouldBeActive) { - cinematicBackground.SetActive(shouldBeActive); + cinematicBackground.SetActive(shouldBeActive); } public void ShowGameOverScreen() @@ -217,5 +221,12 @@ namespace Cinematics Logging.Warning("[CinematicsManager] DivingGameOverScreen reference is not set!"); } } + + public void ChangeCinematicBackgroundColour(Color clr) + { + PlayerHudManager.Instance.cinematicBackgroundSprites.color = clr; + } } + + } diff --git a/Assets/Scripts/Minigames/DivingForPictures/DivingGameManager.cs b/Assets/Scripts/Minigames/DivingForPictures/DivingGameManager.cs index ed6422b9..916532e2 100644 --- a/Assets/Scripts/Minigames/DivingForPictures/DivingGameManager.cs +++ b/Assets/Scripts/Minigames/DivingForPictures/DivingGameManager.cs @@ -14,6 +14,7 @@ using UI.Core; using UnityEngine; using UnityEngine.Events; using UnityEngine.Playables; +using Svg; namespace Minigames.DivingForPictures { @@ -627,8 +628,9 @@ namespace Minigames.DivingForPictures { //Instead of surfacingTimeline, play the outro cinematic deathAudioPlayer.Stop(); - CinematicsManager.Instance.LoadAndPlayCinematic("SurfacingCinematic"); - CinematicsManager.Instance.ShowCinematicBackground(true); + CinematicsManager.Instance.LoadAndPlayCinematic("SurfacingCinematic",true); + CinematicsManager.Instance.ChangeCinematicBackgroundColour(new Color(0.5058824f, 0.7803922f, 0.8862746f, 1f)); + //PlayerHudManager.Instance.ResizeCinematicPlayer(); //surfacingTimeline.Play(); //Logging.Debug("[DivingGameManager] Last tile left the screen, playing timeline"); diff --git a/Assets/Scripts/UI/PlayerHudManager.cs b/Assets/Scripts/UI/PlayerHudManager.cs new file mode 100644 index 00000000..46c939a9 --- /dev/null +++ b/Assets/Scripts/UI/PlayerHudManager.cs @@ -0,0 +1,84 @@ +using Bootstrap; +using Cinematics; +using UnityEngine; +using Core; +using System; +using UnityEngine.UI; +using UnityEngine.Playables; + +public class PlayerHudManager : MonoBehaviour +{ + private AppSwitcher _appSwitcher; + public GameObject landscapeObject; + public GameObject portraitObject; + public GameObject cinematicsParentObject; + public GameObject CinematicBackground; + + [HideInInspector] public Image cinematicSprites; + [HideInInspector] public Image cinematicBackgroundSprites; + + [HideInInspector] public GameObject currentCinematicPlayer; + + [HideInInspector] public PlayableDirector playableDirector; + + + + private static PlayerHudManager _instance; + + + public static PlayerHudManager Instance => _instance; + private void Awake() + { + if (Instance != null) + { + Destroy(this); + return; + } + + _instance = this; + + // Register for post-boot initialization + BootCompletionService.RegisterInitAction(InitializePostBoot); + } + + private void InitializeReferences() + { + cinematicSprites = currentCinematicPlayer.GetComponent(); + cinematicBackgroundSprites = CinematicBackground.GetComponent(); + playableDirector = cinematicsParentObject.GetComponent(); + } + + private void InitializePostBoot() + { + // Initialize any dependencies that require other services to be ready + // For example, subscribe to SceneManagerService events if needed + + + Logging.Debug("[PlayerHudManager] Post-boot initialization complete"); + } + + private void OnEnable() + { + // Subscribe to application quit event to ensure cleanup + Application.quitting += OnApplicationQuit; + } + + private void OnApplicationQuit() + { + } + + public void SetPortraitMode(bool portraitModeEnable) + { + if (portraitModeEnable) + { + currentCinematicPlayer = portraitObject; + InitializeReferences(); + + } + else + { + currentCinematicPlayer = landscapeObject; + InitializeReferences(); + } + } +} diff --git a/Assets/Scripts/UI/PlayerHudManager.cs.meta b/Assets/Scripts/UI/PlayerHudManager.cs.meta new file mode 100644 index 00000000..6b19a9d5 --- /dev/null +++ b/Assets/Scripts/UI/PlayerHudManager.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: f97ef53b4012e4149b61bbd63c298b6f \ No newline at end of file