Cinematics and UI overhaul

This commit is contained in:
2025-11-07 16:47:10 +01:00
parent dfa42b2296
commit de2966fb1e
14 changed files with 1615 additions and 232 deletions

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@@ -81,7 +81,9 @@ namespace Bootstrap
LogDebugMessage("Attempting to play intro cinematic"); LogDebugMessage("Attempting to play intro cinematic");
// Use LoadAndPlayCinematic to play the intro sequence // 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 // Immediately unload the StartingScene - no need to wait for cinematic to finish
// since CinematicsManager is bootstrapped and won't be unloaded // since CinematicsManager is bootstrapped and won't be unloaded

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@@ -80,28 +80,30 @@ namespace Cinematics
// Initialize PlayableDirector if not set // Initialize PlayableDirector if not set
if (playableDirector == null) if (playableDirector == null)
{ {
playableDirector = GetComponent<PlayableDirector>(); playableDirector = PlayerHudManager.Instance.playableDirector;
// If still null, try to add the component // If still null, try to add the component
if (playableDirector == null) if (playableDirector == null)
{ {
playableDirector = gameObject.AddComponent<PlayableDirector>(); Debug.Log("[CinematicsManager] Could not find Playable Director on the PlayerHudManager");
Debug.Log("[CinematicsManager] Added missing PlayableDirector component");
} }
} }
// Initialize _cinematicSprites if not set // Initialize _cinematicSprites if not set
if (_cinematicSprites == null) if (_cinematicSprites == null)
{ {
// First try to find in children // First try to find in children in the PlayerHud
_cinematicSprites = GetComponentInChildren<Image>(true); _cinematicSprites = PlayerHudManager.Instance.cinematicSprites;
// If still null, create a new UI Image for cinematics // If still null, return error
if (_cinematicSprites == null) if (_cinematicSprites == null)
{ {
Debug.LogWarning("[CinematicsManager] No Image found for cinematics display. Cinematics may not display correctly."); Debug.LogWarning("[CinematicsManager] No Image found for cinematics display. Cinematics may not display correctly.");
} }
} }
cinematicSpritesGameObject = PlayerHudManager.Instance.currentCinematicPlayer;
cinematicBackground = PlayerHudManager.Instance.CinematicBackground;
} }
/// <summary> /// <summary>
@@ -117,6 +119,7 @@ namespace Cinematics
_cinematicSprites.enabled = true; _cinematicSprites.enabled = true;
cinematicSpritesGameObject.SetActive(true); cinematicSpritesGameObject.SetActive(true);
} }
cinematicBackground.SetActive(true);
playableDirector.stopped += OnPlayableDirectorStopped; playableDirector.stopped += OnPlayableDirectorStopped;
playableDirector.Play(assetToPlay); playableDirector.Play(assetToPlay);
@@ -141,7 +144,7 @@ namespace Cinematics
/// <summary> /// <summary>
/// Loads a playable from an asset path and plays it as a cinematic /// Loads a playable from an asset path and plays it as a cinematic
/// </summary> /// </summary>
public PlayableDirector LoadAndPlayCinematic(string key) public PlayableDirector LoadAndPlayCinematic(string key, bool playPortraitMode)
{ {
// Load the asset via addressables // Load the asset via addressables
var handle = Addressables.LoadAssetAsync<PlayableAsset>(key); var handle = Addressables.LoadAssetAsync<PlayableAsset>(key);
@@ -152,6 +155,7 @@ namespace Cinematics
Logging.Debug($"[CinematicsManager] Loaded addressable cinematic: {key}"); Logging.Debug($"[CinematicsManager] Loaded addressable cinematic: {key}");
PlayerHudManager.Instance.SetPortraitMode(playPortraitMode);
return PlayCinematic(result); return PlayCinematic(result);
} }
@@ -217,5 +221,12 @@ namespace Cinematics
Logging.Warning("[CinematicsManager] DivingGameOverScreen reference is not set!"); Logging.Warning("[CinematicsManager] DivingGameOverScreen reference is not set!");
} }
} }
public void ChangeCinematicBackgroundColour(Color clr)
{
PlayerHudManager.Instance.cinematicBackgroundSprites.color = clr;
} }
} }
}

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@@ -14,6 +14,7 @@ using UI.Core;
using UnityEngine; using UnityEngine;
using UnityEngine.Events; using UnityEngine.Events;
using UnityEngine.Playables; using UnityEngine.Playables;
using Svg;
namespace Minigames.DivingForPictures namespace Minigames.DivingForPictures
{ {
@@ -627,8 +628,9 @@ namespace Minigames.DivingForPictures
{ {
//Instead of surfacingTimeline, play the outro cinematic //Instead of surfacingTimeline, play the outro cinematic
deathAudioPlayer.Stop(); deathAudioPlayer.Stop();
CinematicsManager.Instance.LoadAndPlayCinematic("SurfacingCinematic"); CinematicsManager.Instance.LoadAndPlayCinematic("SurfacingCinematic",true);
CinematicsManager.Instance.ShowCinematicBackground(true); CinematicsManager.Instance.ChangeCinematicBackgroundColour(new Color(0.5058824f, 0.7803922f, 0.8862746f, 1f));
//PlayerHudManager.Instance.ResizeCinematicPlayer();
//surfacingTimeline.Play(); //surfacingTimeline.Play();
//Logging.Debug("[DivingGameManager] Last tile left the screen, playing timeline"); //Logging.Debug("[DivingGameManager] Last tile left the screen, playing timeline");

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@@ -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<Image>();
cinematicBackgroundSprites = CinematicBackground.GetComponent<Image>();
playableDirector = cinematicsParentObject.GetComponent<PlayableDirector>();
}
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();
}
}
}

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